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authorDave Parks <davep@lindenlab.com>2011-11-15 17:04:37 -0600
committerDave Parks <davep@lindenlab.com>2011-11-15 17:04:37 -0600
commitcfb666e9d9eb8945a79e2f7999459267caca36ee (patch)
treeb02e73c02f6f377c99fffc950d72525516647f52 /indra
parent09c74484ae0df267f01610ab4b594e50a01c05c1 (diff)
parentb493b8cca491c4b7a76f4c98b34272970d3bb58b (diff)
merge
Diffstat (limited to 'indra')
-rw-r--r--indra/linux_crash_logger/llcrashloggerlinux.cpp6
-rw-r--r--indra/linux_crash_logger/llcrashloggerlinux.h1
-rw-r--r--indra/llcommon/llversionviewer.h2
-rw-r--r--indra/llcrashlogger/llcrashlogger.cpp7
-rw-r--r--indra/llcrashlogger/llcrashlogger.h3
-rw-r--r--indra/llmath/CMakeLists.txt4
-rw-r--r--indra/llmath/lloctree.h2
-rw-r--r--indra/llmath/llv4math.h141
-rw-r--r--indra/llmath/llv4matrix3.h220
-rw-r--r--indra/llmath/llv4matrix4.h249
-rw-r--r--indra/llmath/llv4vector3.h80
-rw-r--r--indra/llmath/llvolume.cpp14
-rw-r--r--indra/llmath/llvolume.h2
-rw-r--r--indra/llmessage/llassetstorage.cpp30
-rw-r--r--indra/llplugin/llpluginclassmedia.h2
-rw-r--r--indra/llrender/llcubemap.cpp25
-rw-r--r--indra/llrender/llgl.cpp326
-rw-r--r--indra/llrender/llgl.h14
-rw-r--r--indra/llrender/llglheaders.h52
-rw-r--r--indra/llrender/llglslshader.cpp62
-rw-r--r--indra/llrender/llglslshader.h10
-rw-r--r--indra/llrender/llimagegl.cpp110
-rw-r--r--indra/llrender/llpostprocess.cpp22
-rw-r--r--indra/llrender/llrender.cpp747
-rw-r--r--indra/llrender/llrender.h61
-rw-r--r--indra/llrender/llrendersphere.cpp98
-rw-r--r--indra/llrender/llrendersphere.h5
-rw-r--r--indra/llrender/llrendertarget.cpp112
-rw-r--r--indra/llrender/llrendertarget.h2
-rw-r--r--indra/llrender/llshadermgr.cpp303
-rw-r--r--indra/llrender/llshadermgr.h128
-rw-r--r--indra/llrender/llvertexbuffer.cpp1424
-rw-r--r--indra/llrender/llvertexbuffer.h115
-rw-r--r--indra/llui/llaccordionctrltab.cpp2
-rw-r--r--indra/llui/lldockablefloater.cpp15
-rw-r--r--indra/llui/lldockablefloater.h4
-rw-r--r--indra/llui/lldockcontrol.cpp62
-rw-r--r--indra/llui/lldockcontrol.h4
-rw-r--r--indra/llui/llfloater.cpp4
-rw-r--r--indra/llui/llkeywords.cpp81
-rw-r--r--indra/llui/llkeywords.h33
-rw-r--r--indra/llui/llnotifications.cpp2
-rw-r--r--indra/llui/lltextbase.cpp6
-rw-r--r--indra/llui/lltextbase.h2
-rw-r--r--indra/llui/lltoolbar.cpp122
-rw-r--r--indra/llui/lltoolbar.h23
-rw-r--r--indra/llui/llui.cpp32
-rw-r--r--indra/llui/llview.cpp8
-rw-r--r--indra/llui/llview.h2
-rw-r--r--indra/llwindow/llmousehandler.h2
-rw-r--r--indra/llwindow/llwindowmacosx.cpp1
-rw-r--r--indra/llwindow/llwindowsdl.cpp1
-rw-r--r--indra/llwindow/llwindowwin32.cpp54
-rw-r--r--indra/mac_crash_logger/llcrashloggermac.cpp1
-rw-r--r--indra/newview/CMakeLists.txt28
-rw-r--r--indra/newview/app_settings/keywords.ini4
-rw-r--r--indra/newview/app_settings/logcontrol.xml2
-rw-r--r--indra/newview/app_settings/settings.xml394
-rw-r--r--indra/newview/app_settings/settings_per_account.xml11
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl37
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl84
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl66
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl79
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl71
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl27
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl131
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl28
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl40
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cofF.glsl (renamed from indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl)64
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl52
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl45
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl27
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl67
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl (renamed from indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl)21
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl63
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl2118
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/giF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/giV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl155
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl250
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl (renamed from indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl)46
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl (renamed from indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl)15
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl126
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl91
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl151
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl342
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl28
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl252
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/starsF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/starsV.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl140
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl49
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl (renamed from indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl)27
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeV.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterV.glsl39
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowF.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowV.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainF.glsl45
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainV.glsl51
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl48
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl83
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterF.glsl90
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl50
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterV.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl (renamed from indra/newview/app_settings/shaders/class3/deferred/treeF.glsl)23
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl (renamed from indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl)22
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/debugF.glsl35
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/debugV.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl (renamed from indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl)23
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl (renamed from indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl)20
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/highlightF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/highlightV.glsl23
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-rw-r--r--indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl13
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-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl (renamed from indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl)11
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl (renamed from indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl)14
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightF.glsl17
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-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl (renamed from indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl)9
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-rw-r--r--indra/newview/skins/default/xui/tr/floater_tools.xml2
-rw-r--r--indra/newview/skins/default/xui/tr/floater_windlight_options.xml2
-rw-r--r--indra/newview/skins/default/xui/tr/menu_gesture_gear.xml2
-rw-r--r--indra/newview/skins/default/xui/tr/menu_hide_navbar.xml4
-rw-r--r--indra/newview/skins/default/xui/tr/menu_landmark.xml4
-rw-r--r--indra/newview/skins/default/xui/tr/menu_picks_plus.xml2
-rw-r--r--indra/newview/skins/default/xui/tr/menu_place.xml2
-rw-r--r--indra/newview/skins/default/xui/tr/menu_places_gear_landmark.xml2
-rw-r--r--indra/newview/skins/default/xui/tr/menu_slurl.xml2
-rw-r--r--indra/newview/skins/default/xui/tr/menu_viewer.xml2
-rw-r--r--indra/newview/skins/default/xui/tr/notifications.xml46
-rw-r--r--indra/newview/skins/default/xui/tr/panel_edit_pick.xml4
-rw-r--r--indra/newview/skins/default/xui/tr/panel_landmarks.xml2
-rw-r--r--indra/newview/skins/default/xui/tr/panel_me.xml2
-rw-r--r--indra/newview/skins/default/xui/tr/panel_navigation_bar.xml4
-rw-r--r--indra/newview/skins/default/xui/tr/panel_outfit_edit.xml4
-rw-r--r--indra/newview/skins/default/xui/tr/panel_outfits_list.xml2
-rw-r--r--indra/newview/skins/default/xui/tr/panel_people.xml2
-rw-r--r--indra/newview/skins/default/xui/tr/panel_picks.xml8
-rw-r--r--indra/newview/skins/default/xui/tr/panel_preferences_general.xml6
-rw-r--r--indra/newview/skins/default/xui/tr/panel_preferences_privacy.xml2
-rw-r--r--indra/newview/skins/default/xui/tr/panel_profile_view.xml2
-rw-r--r--indra/newview/skins/default/xui/tr/role_actions.xml8
-rw-r--r--indra/newview/skins/default/xui/tr/sidepanel_appearance.xml12
-rw-r--r--indra/newview/skins/default/xui/tr/strings.xml20
-rw-r--r--indra/newview/skins/default/xui/zh/floater_about.xml2
-rw-r--r--indra/newview/skins/default/xui/zh/floater_day_cycle_options.xml95
-rw-r--r--indra/newview/skins/default/xui/zh/panel_preferences_general.xml18
-rw-r--r--indra/newview/tests/lltranslate_test.cpp345
-rw-r--r--indra/newview/viewer_manifest.py13
-rw-r--r--indra/viewer_components/updater/scripts/darwin/update_install2
-rw-r--r--indra/viewer_components/updater/scripts/linux/update_install2
-rw-r--r--indra/win_crash_logger/llcrashloggerwindows.cpp1
520 files changed, 15246 insertions, 14318 deletions
diff --git a/indra/linux_crash_logger/llcrashloggerlinux.cpp b/indra/linux_crash_logger/llcrashloggerlinux.cpp
index 7316717193..62465f9937 100644
--- a/indra/linux_crash_logger/llcrashloggerlinux.cpp
+++ b/indra/linux_crash_logger/llcrashloggerlinux.cpp
@@ -133,6 +133,12 @@ bool LLCrashLoggerLinux::mainLoop()
return true;
}
+bool LLCrashLoggerLinux::cleanup()
+{
+ commonCleanup();
+ return true;
+}
+
void LLCrashLoggerLinux::updateApplication(const std::string& message)
{
LLCrashLogger::updateApplication(message);
diff --git a/indra/linux_crash_logger/llcrashloggerlinux.h b/indra/linux_crash_logger/llcrashloggerlinux.h
index 65d5e4e653..dae6c46651 100644
--- a/indra/linux_crash_logger/llcrashloggerlinux.h
+++ b/indra/linux_crash_logger/llcrashloggerlinux.h
@@ -39,6 +39,7 @@ public:
virtual bool mainLoop();
virtual void updateApplication(const std::string& = LLStringUtil::null);
virtual void gatherPlatformSpecificFiles();
+ virtual bool cleanup();
};
#endif
diff --git a/indra/llcommon/llversionviewer.h b/indra/llcommon/llversionviewer.h
index aa37a03ef8..fc1c1449da 100644
--- a/indra/llcommon/llversionviewer.h
+++ b/indra/llcommon/llversionviewer.h
@@ -29,7 +29,7 @@
const S32 LL_VERSION_MAJOR = 3;
const S32 LL_VERSION_MINOR = 2;
-const S32 LL_VERSION_PATCH = 1;
+const S32 LL_VERSION_PATCH = 2;
const S32 LL_VERSION_BUILD = 0;
const char * const LL_CHANNEL = "Second Life Developer";
diff --git a/indra/llcrashlogger/llcrashlogger.cpp b/indra/llcrashlogger/llcrashlogger.cpp
index 331a1692ee..3461aa3e6c 100644
--- a/indra/llcrashlogger/llcrashlogger.cpp
+++ b/indra/llcrashlogger/llcrashlogger.cpp
@@ -42,6 +42,7 @@
#include "llpumpio.h"
#include "llhttpclient.h"
#include "llsdserialize.h"
+#include "llproxy.h"
LLPumpIO* gServicePump;
BOOL gBreak = false;
@@ -428,3 +429,9 @@ bool LLCrashLogger::init()
return true;
}
+
+// For cleanup code common to all platforms.
+void LLCrashLogger::commonCleanup()
+{
+ LLProxy::cleanupClass();
+}
diff --git a/indra/llcrashlogger/llcrashlogger.h b/indra/llcrashlogger/llcrashlogger.h
index 5d0cb5931c..1510d7e0b3 100644
--- a/indra/llcrashlogger/llcrashlogger.h
+++ b/indra/llcrashlogger/llcrashlogger.h
@@ -48,7 +48,8 @@ public:
virtual void updateApplication(const std::string& message = LLStringUtil::null);
virtual bool init();
virtual bool mainLoop() = 0;
- virtual bool cleanup() { return true; }
+ virtual bool cleanup() = 0;
+ void commonCleanup();
void setUserText(const std::string& text) { mCrashInfo["UserNotes"] = text; }
S32 getCrashBehavior() { return mCrashBehavior; }
bool runCrashLogPost(std::string host, LLSD data, std::string msg, int retries, int timeout);
diff --git a/indra/llmath/CMakeLists.txt b/indra/llmath/CMakeLists.txt
index cd100cdf9f..b5e59c1ca3 100644
--- a/indra/llmath/CMakeLists.txt
+++ b/indra/llmath/CMakeLists.txt
@@ -75,10 +75,6 @@ set(llmath_HEADER_FILES
llvector4a.h
llvector4a.inl
llvector4logical.h
- llv4math.h
- llv4matrix3.h
- llv4matrix4.h
- llv4vector3.h
llvolume.h
llvolumemgr.h
llvolumeoctree.h
diff --git a/indra/llmath/lloctree.h b/indra/llmath/lloctree.h
index e5ca47da69..3c1ae45d68 100644
--- a/indra/llmath/lloctree.h
+++ b/indra/llmath/lloctree.h
@@ -681,7 +681,7 @@ public:
if (lt != 0x7)
{
- OCT_ERRS << "!!! ELEMENT EXCEEDS RANGE OF SPATIAL PARTITION !!!" << llendl;
+ //OCT_ERRS << "!!! ELEMENT EXCEEDS RANGE OF SPATIAL PARTITION !!!" << llendl;
return false;
}
diff --git a/indra/llmath/llv4math.h b/indra/llmath/llv4math.h
deleted file mode 100644
index 5f403ba526..0000000000
--- a/indra/llmath/llv4math.h
+++ /dev/null
@@ -1,141 +0,0 @@
-/**
- * @file llv4math.h
- * @brief LLV4* class header file - vector processor enabled math
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#ifndef LL_LLV4MATH_H
-#define LL_LLV4MATH_H
-
-// *NOTE: We do not support SSE acceleration on Windows builds.
-// Our minimum specification for the viewer includes 1 GHz Athlon processors,
-// which covers the Athlon Thunderbird series that does not support SSE.
-//
-// Our header files include statements like this
-// const F32 HAVOK_TIMESTEP = 1.f / 45.f;
-// This creates "globals" that are included in each .obj file. If a single
-// .cpp file has SSE code generation turned on (eg, llviewerjointmesh_sse.cpp)
-// these globals will be initialized using SSE instructions. This causes SL
-// to crash before main() on processors without SSE. Untangling all these
-// headers/variables is too much work for the small performance gains of
-// vectorization.
-//
-// Therefore we only support vectorization on builds where the everything is
-// built with SSE or Altivec. See https://jira.secondlife.com/browse/VWR-1610
-// and https://jira.lindenlab.com/browse/SL-47720 for details.
-//
-// Sorry the code is such a mess. JC
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-// LLV4MATH - GNUC
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-
-#if LL_GNUC && __GNUC__ >= 4 && __SSE__
-
-#define LL_VECTORIZE 1
-
-#if LL_DARWIN
-
-#include <Accelerate/Accelerate.h>
-#include <xmmintrin.h>
-typedef vFloat V4F32;
-
-#else
-
-#include <xmmintrin.h>
-typedef float V4F32 __attribute__((vector_size(16)));
-
-#endif
-
-#endif
-#if LL_GNUC
-
-#define LL_LLV4MATH_ALIGN_PREFIX
-#define LL_LLV4MATH_ALIGN_POSTFIX __attribute__((aligned(16)))
-
-#endif
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-// LLV4MATH - MSVC
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-
-// Only vectorize if the entire Windows build uses SSE.
-// _M_IX86_FP is set when SSE code generation is turned on, and I have
-// confirmed this in VS2003, VS2003 SP1, and VS2005. JC
-#if LL_MSVC && _M_IX86_FP
-
-#define LL_VECTORIZE 1
-
-#include <xmmintrin.h>
-
-typedef __m128 V4F32;
-
-#endif
-#if LL_MSVC
-
-#define LL_LLV4MATH_ALIGN_PREFIX __declspec(align(16))
-#define LL_LLV4MATH_ALIGN_POSTFIX
-
-#endif
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-// LLV4MATH - default - no vectorization
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-
-#if !LL_VECTORIZE
-
-#define LL_VECTORIZE 0
-
-struct V4F32 { F32 __pad__[4]; };
-
-inline F32 llv4lerp(F32 a, F32 b, F32 w) { return ( b - a ) * w + a; }
-
-#endif
-
-#ifndef LL_LLV4MATH_ALIGN_PREFIX
-# define LL_LLV4MATH_ALIGN_PREFIX
-#endif
-#ifndef LL_LLV4MATH_ALIGN_POSTFIX
-# define LL_LLV4MATH_ALIGN_POSTFIX
-#endif
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-// LLV4MATH
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-
-
-#define LLV4_NUM_AXIS 4
-
-class LLV4Vector3;
-class LLV4Matrix3;
-class LLV4Matrix4;
-
-#endif
diff --git a/indra/llmath/llv4matrix3.h b/indra/llmath/llv4matrix3.h
deleted file mode 100644
index 270f5d7dae..0000000000
--- a/indra/llmath/llv4matrix3.h
+++ /dev/null
@@ -1,220 +0,0 @@
-/**
- * @file llviewerjointmesh.cpp
- * @brief LLV4* class header file - vector processor enabled math
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#ifndef LL_LLV4MATRIX3_H
-#define LL_LLV4MATRIX3_H
-
-#include "llv4math.h"
-#include "llv4vector3.h"
-#include "m3math.h" // for operator LLMatrix3()
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-// LLV4Matrix3
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-
-LL_LLV4MATH_ALIGN_PREFIX
-
-class LLV4Matrix3
-{
-public:
- union {
- F32 mMatrix[LLV4_NUM_AXIS][LLV4_NUM_AXIS];
- V4F32 mV[LLV4_NUM_AXIS];
- };
-
- void lerp(const LLV4Matrix3 &a, const LLV4Matrix3 &b, const F32 &w);
- void multiply(const LLVector3 &a, LLVector3& out) const;
- void multiply(const LLVector4 &a, LLV4Vector3& out) const;
- void multiply(const LLVector3 &a, LLV4Vector3& out) const;
-
- const LLV4Matrix3& transpose();
- const LLV4Matrix3& operator=(const LLMatrix3& a);
-
- operator LLMatrix3() const { return (reinterpret_cast<const LLMatrix4*>(const_cast<const F32*>(&mMatrix[0][0])))->getMat3(); }
-
- friend LLVector3 operator*(const LLVector3& a, const LLV4Matrix3& b);
-}
-
-LL_LLV4MATH_ALIGN_POSTFIX;
-
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-// LLV4Matrix3 - SSE
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-
-#if LL_VECTORIZE
-
-inline void LLV4Matrix3::lerp(const LLV4Matrix3 &a, const LLV4Matrix3 &b, const F32 &w)
-{
- __m128 vw = _mm_set1_ps(w);
- mV[VX] = _mm_add_ps(_mm_mul_ps(_mm_sub_ps(b.mV[VX], a.mV[VX]), vw), a.mV[VX]); // ( b - a ) * w + a
- mV[VY] = _mm_add_ps(_mm_mul_ps(_mm_sub_ps(b.mV[VY], a.mV[VY]), vw), a.mV[VY]);
- mV[VZ] = _mm_add_ps(_mm_mul_ps(_mm_sub_ps(b.mV[VZ], a.mV[VZ]), vw), a.mV[VZ]);
-}
-
-inline void LLV4Matrix3::multiply(const LLVector3 &a, LLVector3& o) const
-{
- LLV4Vector3 j;
- j.v = _mm_mul_ps(_mm_set1_ps(a.mV[VX]), mV[VX]); // ( ax * vx ) + ...
- j.v = _mm_add_ps(j.v , _mm_mul_ps(_mm_set1_ps(a.mV[VY]), mV[VY]));
- j.v = _mm_add_ps(j.v , _mm_mul_ps(_mm_set1_ps(a.mV[VZ]), mV[VZ]));
- o.setVec(j.mV);
-}
-
-inline void LLV4Matrix3::multiply(const LLVector4 &a, LLV4Vector3& o) const
-{
- o.v = _mm_mul_ps(_mm_set1_ps(a.mV[VX]), mV[VX]); // ( ax * vx ) + ...
- o.v = _mm_add_ps(o.v , _mm_mul_ps(_mm_set1_ps(a.mV[VY]), mV[VY]));
- o.v = _mm_add_ps(o.v , _mm_mul_ps(_mm_set1_ps(a.mV[VZ]), mV[VZ]));
-}
-
-inline void LLV4Matrix3::multiply(const LLVector3 &a, LLV4Vector3& o) const
-{
- o.v = _mm_mul_ps(_mm_set1_ps(a.mV[VX]), mV[VX]); // ( ax * vx ) + ...
- o.v = _mm_add_ps(o.v , _mm_mul_ps(_mm_set1_ps(a.mV[VY]), mV[VY]));
- o.v = _mm_add_ps(o.v , _mm_mul_ps(_mm_set1_ps(a.mV[VZ]), mV[VZ]));
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-// LLV4Matrix3
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-
-#else
-
-inline void LLV4Matrix3::lerp(const LLV4Matrix3 &a, const LLV4Matrix3 &b, const F32 &w)
-{
- mMatrix[VX][VX] = llv4lerp(a.mMatrix[VX][VX], b.mMatrix[VX][VX], w);
- mMatrix[VX][VY] = llv4lerp(a.mMatrix[VX][VY], b.mMatrix[VX][VY], w);
- mMatrix[VX][VZ] = llv4lerp(a.mMatrix[VX][VZ], b.mMatrix[VX][VZ], w);
-
- mMatrix[VY][VX] = llv4lerp(a.mMatrix[VY][VX], b.mMatrix[VY][VX], w);
- mMatrix[VY][VY] = llv4lerp(a.mMatrix[VY][VY], b.mMatrix[VY][VY], w);
- mMatrix[VY][VZ] = llv4lerp(a.mMatrix[VY][VZ], b.mMatrix[VY][VZ], w);
-
- mMatrix[VZ][VX] = llv4lerp(a.mMatrix[VZ][VX], b.mMatrix[VZ][VX], w);
- mMatrix[VZ][VY] = llv4lerp(a.mMatrix[VZ][VY], b.mMatrix[VZ][VY], w);
- mMatrix[VZ][VZ] = llv4lerp(a.mMatrix[VZ][VZ], b.mMatrix[VZ][VZ], w);
-}
-
-inline void LLV4Matrix3::multiply(const LLVector3 &a, LLVector3& o) const
-{
- o.setVec( a.mV[VX] * mMatrix[VX][VX] +
- a.mV[VY] * mMatrix[VY][VX] +
- a.mV[VZ] * mMatrix[VZ][VX],
-
- a.mV[VX] * mMatrix[VX][VY] +
- a.mV[VY] * mMatrix[VY][VY] +
- a.mV[VZ] * mMatrix[VZ][VY],
-
- a.mV[VX] * mMatrix[VX][VZ] +
- a.mV[VY] * mMatrix[VY][VZ] +
- a.mV[VZ] * mMatrix[VZ][VZ]);
-}
-
-inline void LLV4Matrix3::multiply(const LLVector4 &a, LLV4Vector3& o) const
-{
- o.setVec( a.mV[VX] * mMatrix[VX][VX] +
- a.mV[VY] * mMatrix[VY][VX] +
- a.mV[VZ] * mMatrix[VZ][VX],
-
- a.mV[VX] * mMatrix[VX][VY] +
- a.mV[VY] * mMatrix[VY][VY] +
- a.mV[VZ] * mMatrix[VZ][VY],
-
- a.mV[VX] * mMatrix[VX][VZ] +
- a.mV[VY] * mMatrix[VY][VZ] +
- a.mV[VZ] * mMatrix[VZ][VZ]);
-}
-
-inline void LLV4Matrix3::multiply(const LLVector3 &a, LLV4Vector3& o) const
-{
- o.setVec( a.mV[VX] * mMatrix[VX][VX] +
- a.mV[VY] * mMatrix[VY][VX] +
- a.mV[VZ] * mMatrix[VZ][VX],
-
- a.mV[VX] * mMatrix[VX][VY] +
- a.mV[VY] * mMatrix[VY][VY] +
- a.mV[VZ] * mMatrix[VZ][VY],
-
- a.mV[VX] * mMatrix[VX][VZ] +
- a.mV[VY] * mMatrix[VY][VZ] +
- a.mV[VZ] * mMatrix[VZ][VZ]);
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-// LLV4Matrix3
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-
-#endif
-
-inline const LLV4Matrix3& LLV4Matrix3::transpose()
-{
-#if LL_VECTORIZE && defined(_MM_TRANSPOSE4_PS)
- _MM_TRANSPOSE4_PS(mV[VX], mV[VY], mV[VZ], mV[VW]);
- return *this;
-#else
- F32 temp;
- temp = mMatrix[VX][VY]; mMatrix[VX][VY] = mMatrix[VY][VX]; mMatrix[VY][VX] = temp;
- temp = mMatrix[VX][VZ]; mMatrix[VX][VZ] = mMatrix[VZ][VX]; mMatrix[VZ][VX] = temp;
- temp = mMatrix[VY][VZ]; mMatrix[VY][VZ] = mMatrix[VZ][VY]; mMatrix[VZ][VY] = temp;
-#endif
- return *this;
-}
-
-inline const LLV4Matrix3& LLV4Matrix3::operator=(const LLMatrix3& a)
-{
- memcpy(mMatrix[VX], a.mMatrix[VX], sizeof(F32) * 3 );
- memcpy(mMatrix[VY], a.mMatrix[VY], sizeof(F32) * 3 );
- memcpy(mMatrix[VZ], a.mMatrix[VZ], sizeof(F32) * 3 );
- return *this;
-}
-
-inline LLVector3 operator*(const LLVector3& a, const LLV4Matrix3& b)
-{
- return LLVector3(
- a.mV[VX] * b.mMatrix[VX][VX] +
- a.mV[VY] * b.mMatrix[VY][VX] +
- a.mV[VZ] * b.mMatrix[VZ][VX],
-
- a.mV[VX] * b.mMatrix[VX][VY] +
- a.mV[VY] * b.mMatrix[VY][VY] +
- a.mV[VZ] * b.mMatrix[VZ][VY],
-
- a.mV[VX] * b.mMatrix[VX][VZ] +
- a.mV[VY] * b.mMatrix[VY][VZ] +
- a.mV[VZ] * b.mMatrix[VZ][VZ] );
-}
-
-#endif
diff --git a/indra/llmath/llv4matrix4.h b/indra/llmath/llv4matrix4.h
deleted file mode 100644
index 2eb49d9294..0000000000
--- a/indra/llmath/llv4matrix4.h
+++ /dev/null
@@ -1,249 +0,0 @@
-/**
- * @file llviewerjointmesh.cpp
- * @brief LLV4* class header file - vector processor enabled math
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#ifndef LL_LLV4MATRIX4_H
-#define LL_LLV4MATRIX4_H
-
-#include "llv4math.h"
-#include "llv4matrix3.h" // just for operator LLV4Matrix3()
-#include "llv4vector3.h"
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-// LLV4Matrix4
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-
-LL_LLV4MATH_ALIGN_PREFIX
-
-class LLV4Matrix4
-{
-public:
- union {
- F32 mMatrix[LLV4_NUM_AXIS][LLV4_NUM_AXIS];
- V4F32 mV[LLV4_NUM_AXIS];
- };
-
- void lerp(const LLV4Matrix4 &a, const LLV4Matrix4 &b, const F32 &w);
- void multiply(const LLVector3 &a, LLVector3& o) const;
- void multiply(const LLVector3 &a, LLV4Vector3& o) const;
-
- const LLV4Matrix4& transpose();
- const LLV4Matrix4& translate(const LLVector3 &vec);
- const LLV4Matrix4& translate(const LLV4Vector3 &vec);
- const LLV4Matrix4& operator=(const LLMatrix4& a);
-
- operator LLMatrix4() const { return *(reinterpret_cast<const LLMatrix4*>(const_cast<const F32*>(&mMatrix[0][0]))); }
- operator LLV4Matrix3() const { return *(reinterpret_cast<const LLV4Matrix3*>(const_cast<const F32*>(&mMatrix[0][0]))); }
-
- friend LLVector3 operator*(const LLVector3 &a, const LLV4Matrix4 &b);
-}
-
-LL_LLV4MATH_ALIGN_POSTFIX;
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-// LLV4Matrix4 - SSE
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-
-#if LL_VECTORIZE
-
-inline void LLV4Matrix4::lerp(const LLV4Matrix4 &a, const LLV4Matrix4 &b, const F32 &w)
-{
- __m128 vw = _mm_set1_ps(w);
- mV[VX] = _mm_add_ps(_mm_mul_ps(_mm_sub_ps(b.mV[VX], a.mV[VX]), vw), a.mV[VX]); // ( b - a ) * w + a
- mV[VY] = _mm_add_ps(_mm_mul_ps(_mm_sub_ps(b.mV[VY], a.mV[VY]), vw), a.mV[VY]);
- mV[VZ] = _mm_add_ps(_mm_mul_ps(_mm_sub_ps(b.mV[VZ], a.mV[VZ]), vw), a.mV[VZ]);
- mV[VW] = _mm_add_ps(_mm_mul_ps(_mm_sub_ps(b.mV[VW], a.mV[VW]), vw), a.mV[VW]);
-}
-
-inline void LLV4Matrix4::multiply(const LLVector3 &a, LLVector3& o) const
-{
- LLV4Vector3 j;
- j.v = _mm_add_ps(mV[VW], _mm_mul_ps(_mm_set1_ps(a.mV[VX]), mV[VX])); // ( ax * vx ) + vw
- j.v = _mm_add_ps(j.v , _mm_mul_ps(_mm_set1_ps(a.mV[VY]), mV[VY]));
- j.v = _mm_add_ps(j.v , _mm_mul_ps(_mm_set1_ps(a.mV[VZ]), mV[VZ]));
- o.setVec(j.mV);
-}
-
-inline void LLV4Matrix4::multiply(const LLVector3 &a, LLV4Vector3& o) const
-{
- o.v = _mm_add_ps(mV[VW], _mm_mul_ps(_mm_set1_ps(a.mV[VX]), mV[VX])); // ( ax * vx ) + vw
- o.v = _mm_add_ps(o.v , _mm_mul_ps(_mm_set1_ps(a.mV[VY]), mV[VY]));
- o.v = _mm_add_ps(o.v , _mm_mul_ps(_mm_set1_ps(a.mV[VZ]), mV[VZ]));
-}
-
-inline const LLV4Matrix4& LLV4Matrix4::translate(const LLV4Vector3 &vec)
-{
- mV[VW] = _mm_add_ps(mV[VW], vec.v);
- return (*this);
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-// LLV4Matrix4
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-
-#else
-
-inline void LLV4Matrix4::lerp(const LLV4Matrix4 &a, const LLV4Matrix4 &b, const F32 &w)
-{
- mMatrix[VX][VX] = llv4lerp(a.mMatrix[VX][VX], b.mMatrix[VX][VX], w);
- mMatrix[VX][VY] = llv4lerp(a.mMatrix[VX][VY], b.mMatrix[VX][VY], w);
- mMatrix[VX][VZ] = llv4lerp(a.mMatrix[VX][VZ], b.mMatrix[VX][VZ], w);
-
- mMatrix[VY][VX] = llv4lerp(a.mMatrix[VY][VX], b.mMatrix[VY][VX], w);
- mMatrix[VY][VY] = llv4lerp(a.mMatrix[VY][VY], b.mMatrix[VY][VY], w);
- mMatrix[VY][VZ] = llv4lerp(a.mMatrix[VY][VZ], b.mMatrix[VY][VZ], w);
-
- mMatrix[VZ][VX] = llv4lerp(a.mMatrix[VZ][VX], b.mMatrix[VZ][VX], w);
- mMatrix[VZ][VY] = llv4lerp(a.mMatrix[VZ][VY], b.mMatrix[VZ][VY], w);
- mMatrix[VZ][VZ] = llv4lerp(a.mMatrix[VZ][VZ], b.mMatrix[VZ][VZ], w);
-
- mMatrix[VW][VX] = llv4lerp(a.mMatrix[VW][VX], b.mMatrix[VW][VX], w);
- mMatrix[VW][VY] = llv4lerp(a.mMatrix[VW][VY], b.mMatrix[VW][VY], w);
- mMatrix[VW][VZ] = llv4lerp(a.mMatrix[VW][VZ], b.mMatrix[VW][VZ], w);
-}
-
-inline void LLV4Matrix4::multiply(const LLVector3 &a, LLVector3& o) const
-{
- o.setVec( a.mV[VX] * mMatrix[VX][VX] +
- a.mV[VY] * mMatrix[VY][VX] +
- a.mV[VZ] * mMatrix[VZ][VX] +
- mMatrix[VW][VX],
-
- a.mV[VX] * mMatrix[VX][VY] +
- a.mV[VY] * mMatrix[VY][VY] +
- a.mV[VZ] * mMatrix[VZ][VY] +
- mMatrix[VW][VY],
-
- a.mV[VX] * mMatrix[VX][VZ] +
- a.mV[VY] * mMatrix[VY][VZ] +
- a.mV[VZ] * mMatrix[VZ][VZ] +
- mMatrix[VW][VZ]);
-}
-
-inline void LLV4Matrix4::multiply(const LLVector3 &a, LLV4Vector3& o) const
-{
- o.setVec( a.mV[VX] * mMatrix[VX][VX] +
- a.mV[VY] * mMatrix[VY][VX] +
- a.mV[VZ] * mMatrix[VZ][VX] +
- mMatrix[VW][VX],
-
- a.mV[VX] * mMatrix[VX][VY] +
- a.mV[VY] * mMatrix[VY][VY] +
- a.mV[VZ] * mMatrix[VZ][VY] +
- mMatrix[VW][VY],
-
- a.mV[VX] * mMatrix[VX][VZ] +
- a.mV[VY] * mMatrix[VY][VZ] +
- a.mV[VZ] * mMatrix[VZ][VZ] +
- mMatrix[VW][VZ]);
-}
-
-inline const LLV4Matrix4& LLV4Matrix4::translate(const LLV4Vector3 &vec)
-{
- mMatrix[3][0] += vec.mV[0];
- mMatrix[3][1] += vec.mV[1];
- mMatrix[3][2] += vec.mV[2];
- return (*this);
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-// LLV4Matrix4
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-
-#endif
-
-inline const LLV4Matrix4& LLV4Matrix4::operator=(const LLMatrix4& a)
-{
- memcpy(mMatrix, a.mMatrix, sizeof(F32) * 16 );
- return *this;
-}
-
-inline const LLV4Matrix4& LLV4Matrix4::transpose()
-{
-#if LL_VECTORIZE && defined(_MM_TRANSPOSE4_PS)
- _MM_TRANSPOSE4_PS(mV[VX], mV[VY], mV[VZ], mV[VW]);
-#else
- LLV4Matrix4 mat;
- mat.mMatrix[0][0] = mMatrix[0][0];
- mat.mMatrix[1][0] = mMatrix[0][1];
- mat.mMatrix[2][0] = mMatrix[0][2];
- mat.mMatrix[3][0] = mMatrix[0][3];
-
- mat.mMatrix[0][1] = mMatrix[1][0];
- mat.mMatrix[1][1] = mMatrix[1][1];
- mat.mMatrix[2][1] = mMatrix[1][2];
- mat.mMatrix[3][1] = mMatrix[1][3];
-
- mat.mMatrix[0][2] = mMatrix[2][0];
- mat.mMatrix[1][2] = mMatrix[2][1];
- mat.mMatrix[2][2] = mMatrix[2][2];
- mat.mMatrix[3][2] = mMatrix[2][3];
-
- mat.mMatrix[0][3] = mMatrix[3][0];
- mat.mMatrix[1][3] = mMatrix[3][1];
- mat.mMatrix[2][3] = mMatrix[3][2];
- mat.mMatrix[3][3] = mMatrix[3][3];
-
- *this = mat;
-#endif
- return *this;
-}
-
-inline const LLV4Matrix4& LLV4Matrix4::translate(const LLVector3 &vec)
-{
- mMatrix[3][0] += vec.mV[0];
- mMatrix[3][1] += vec.mV[1];
- mMatrix[3][2] += vec.mV[2];
- return (*this);
-}
-
-inline LLVector3 operator*(const LLVector3 &a, const LLV4Matrix4 &b)
-{
- return LLVector3(a.mV[VX] * b.mMatrix[VX][VX] +
- a.mV[VY] * b.mMatrix[VY][VX] +
- a.mV[VZ] * b.mMatrix[VZ][VX] +
- b.mMatrix[VW][VX],
-
- a.mV[VX] * b.mMatrix[VX][VY] +
- a.mV[VY] * b.mMatrix[VY][VY] +
- a.mV[VZ] * b.mMatrix[VZ][VY] +
- b.mMatrix[VW][VY],
-
- a.mV[VX] * b.mMatrix[VX][VZ] +
- a.mV[VY] * b.mMatrix[VY][VZ] +
- a.mV[VZ] * b.mMatrix[VZ][VZ] +
- b.mMatrix[VW][VZ]);
-}
-
-
-#endif
diff --git a/indra/llmath/llv4vector3.h b/indra/llmath/llv4vector3.h
deleted file mode 100644
index a340d53f5a..0000000000
--- a/indra/llmath/llv4vector3.h
+++ /dev/null
@@ -1,80 +0,0 @@
-/**
- * @file llviewerjointmesh.cpp
- * @brief LLV4* class header file - vector processor enabled math
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#ifndef LL_LLV4VECTOR3_H
-#define LL_LLV4VECTOR3_H
-
-#include "llv4math.h"
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-// LLV4Vector3
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-
-LL_LLV4MATH_ALIGN_PREFIX
-
-class LLV4Vector3
-{
-public:
- union {
- F32 mV[LLV4_NUM_AXIS];
- V4F32 v;
- };
-
- enum {
- ALIGNMENT = 16
- };
-
- void setVec(F32 x, F32 y, F32 z);
- void setVec(F32 a);
-}
-
-LL_LLV4MATH_ALIGN_POSTFIX;
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-// LLV4Vector3
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-
-inline void LLV4Vector3::setVec(F32 x, F32 y, F32 z)
-{
- mV[VX] = x;
- mV[VY] = y;
- mV[VZ] = z;
-}
-
-inline void LLV4Vector3::setVec(F32 a)
-{
-#if LL_VECTORIZE
- v = _mm_set1_ps(a);
-#else
- setVec(a, a, a);
-#endif
-}
-
-#endif
diff --git a/indra/llmath/llvolume.cpp b/indra/llmath/llvolume.cpp
index 1a95f9cd46..da0fa32963 100644
--- a/indra/llmath/llvolume.cpp
+++ b/indra/llmath/llvolume.cpp
@@ -4305,15 +4305,25 @@ S32 LLVolume::getNumTriangleIndices() const
}
-S32 LLVolume::getNumTriangles() const
+S32 LLVolume::getNumTriangles(S32* vcount) const
{
U32 triangle_count = 0;
+ U32 vertex_count = 0;
for (S32 i = 0; i < getNumVolumeFaces(); ++i)
{
- triangle_count += getVolumeFace(i).mNumIndices/3;
+ const LLVolumeFace& face = getVolumeFace(i);
+ triangle_count += face.mNumIndices/3;
+
+ vertex_count += face.mNumVertices;
}
+
+ if (vcount)
+ {
+ *vcount = vertex_count;
+ }
+
return triangle_count;
}
diff --git a/indra/llmath/llvolume.h b/indra/llmath/llvolume.h
index f0e59a3c00..afd1ec5eed 100644
--- a/indra/llmath/llvolume.h
+++ b/indra/llmath/llvolume.h
@@ -990,7 +990,7 @@ public:
S32 getNumTriangleIndices() const;
static void getLoDTriangleCounts(const LLVolumeParams& params, S32* counts);
- S32 getNumTriangles() const;
+ S32 getNumTriangles(S32* vcount = NULL) const;
void generateSilhouetteVertices(std::vector<LLVector3> &vertices,
std::vector<LLVector3> &normals,
diff --git a/indra/llmessage/llassetstorage.cpp b/indra/llmessage/llassetstorage.cpp
index 31cdb1219b..9b86daebe5 100644
--- a/indra/llmessage/llassetstorage.cpp
+++ b/indra/llmessage/llassetstorage.cpp
@@ -149,8 +149,8 @@ void LLAssetInfo::setFromNameValue( const LLNameValue& nv )
setName( buf );
buf.assign( str, pos2, std::string::npos );
setDescription( buf );
- llinfos << "uuid: " << mUuid << llendl;
- llinfos << "creator: " << mCreatorID << llendl;
+ LL_DEBUGS("AssetStorage") << "uuid: " << mUuid << llendl;
+ LL_DEBUGS("AssetStorage") << "creator: " << mCreatorID << llendl;
}
///----------------------------------------------------------------------------
@@ -434,9 +434,9 @@ bool LLAssetStorage::findInStaticVFSAndInvokeCallback(const LLUUID& uuid, LLAsse
// IW - uuid is passed by value to avoid side effects, please don't re-add &
void LLAssetStorage::getAssetData(const LLUUID uuid, LLAssetType::EType type, LLGetAssetCallback callback, void *user_data, BOOL is_priority)
{
- lldebugs << "LLAssetStorage::getAssetData() - " << uuid << "," << LLAssetType::lookup(type) << llendl;
+ LL_DEBUGS("AssetStorage") << "LLAssetStorage::getAssetData() - " << uuid << "," << LLAssetType::lookup(type) << llendl;
- llinfos << "ASSET_TRACE requesting " << uuid << " type " << LLAssetType::lookup(type) << llendl;
+ LL_DEBUGS("AssetStorage") << "ASSET_TRACE requesting " << uuid << " type " << LLAssetType::lookup(type) << llendl;
if (user_data)
{
@@ -446,7 +446,7 @@ void LLAssetStorage::getAssetData(const LLUUID uuid, LLAssetType::EType type, LL
if (mShutDown)
{
- llinfos << "ASSET_TRACE cancelled " << uuid << " type " << LLAssetType::lookup(type) << " shutting down" << llendl;
+ LL_DEBUGS("AssetStorage") << "ASSET_TRACE cancelled " << uuid << " type " << LLAssetType::lookup(type) << " shutting down" << llendl;
if (callback)
{
@@ -468,7 +468,7 @@ void LLAssetStorage::getAssetData(const LLUUID uuid, LLAssetType::EType type, LL
// Try static VFS first.
if (findInStaticVFSAndInvokeCallback(uuid,type,callback,user_data))
{
- llinfos << "ASSET_TRACE asset " << uuid << " found in static VFS" << llendl;
+ LL_DEBUGS("AssetStorage") << "ASSET_TRACE asset " << uuid << " found in static VFS" << llendl;
return;
}
@@ -486,7 +486,7 @@ void LLAssetStorage::getAssetData(const LLUUID uuid, LLAssetType::EType type, LL
callback(mVFS, uuid, type, user_data, LL_ERR_NOERR, LL_EXSTAT_VFS_CACHED);
}
- llinfos << "ASSET_TRACE asset " << uuid << " found in VFS" << llendl;
+ LL_DEBUGS("AssetStorage") << "ASSET_TRACE asset " << uuid << " found in VFS" << llendl;
}
else
{
@@ -520,7 +520,7 @@ void LLAssetStorage::getAssetData(const LLUUID uuid, LLAssetType::EType type, LL
}
if (duplicate)
{
- llinfos << "Adding additional non-duplicate request for asset " << uuid
+ LL_DEBUGS("AssetStorage") << "Adding additional non-duplicate request for asset " << uuid
<< "." << LLAssetType::lookup(type) << llendl;
}
@@ -584,9 +584,9 @@ void LLAssetStorage::downloadCompleteCallback(
LLAssetType::EType file_type,
void* user_data, LLExtStat ext_status)
{
- llinfos << "ASSET_TRACE asset " << file_id << " downloadCompleteCallback" << llendl;
+ LL_DEBUGS("AssetStorage") << "ASSET_TRACE asset " << file_id << " downloadCompleteCallback" << llendl;
- lldebugs << "LLAssetStorage::downloadCompleteCallback() for " << file_id
+ LL_DEBUGS("AssetStorage") << "LLAssetStorage::downloadCompleteCallback() for " << file_id
<< "," << LLAssetType::lookup(file_type) << llendl;
LLAssetRequest* req = (LLAssetRequest*)user_data;
if(!req)
@@ -731,7 +731,7 @@ void LLAssetStorage::getEstateAsset(const LLHost &object_sim, const LLUUID &agen
tpvf.setAsset(asset_id, atype);
tpvf.setCallback(downloadEstateAssetCompleteCallback, req);
- llinfos << "Starting transfer for " << asset_id << llendl;
+ LL_DEBUGS("AssetStorage") << "Starting transfer for " << asset_id << llendl;
LLTransferTargetChannel *ttcp = gTransferManager.getTargetChannel(source_host, LLTCT_ASSET);
ttcp->requestTransfer(spe, tpvf, 100.f + (is_priority ? 1.f : 0.f));
}
@@ -871,7 +871,7 @@ void LLAssetStorage::getInvItemAsset(const LLHost &object_sim, const LLUUID &age
tpvf.setAsset(asset_id, atype);
tpvf.setCallback(downloadInvItemCompleteCallback, req);
- llinfos << "Starting transfer for inventory asset "
+ LL_DEBUGS("AssetStorage") << "Starting transfer for inventory asset "
<< item_id << " owned by " << owner_id << "," << task_id
<< llendl;
LLTransferTargetChannel *ttcp = gTransferManager.getTargetChannel(source_host, LLTCT_ASSET);
@@ -1211,7 +1211,7 @@ bool LLAssetStorage::deletePendingRequest(LLAssetStorage::ERequestType rt,
request_list_t* requests = getRequestList(rt);
if (deletePendingRequestImpl(requests, asset_type, asset_id))
{
- llinfos << "Asset " << getRequestName(rt) << " request for "
+ LL_DEBUGS("AssetStorage") << "Asset " << getRequestName(rt) << " request for "
<< asset_id << "." << LLAssetType::lookup(asset_type)
<< " removed from pending queue." << llendl;
return true;
@@ -1307,7 +1307,7 @@ void LLAssetStorage::getAssetData(const LLUUID uuid, LLAssetType::EType type, vo
user_data == ((LLLegacyAssetRequest *)tmp->mUserData)->mUserData)
{
// this is a duplicate from the same subsystem - throw it away
- llinfos << "Discarding duplicate request for UUID " << uuid << llendl;
+ LL_DEBUGS("AssetStorage") << "Discarding duplicate request for UUID " << uuid << llendl;
return;
}
}
@@ -1490,7 +1490,7 @@ void LLAssetStorage::reportMetric( const LLUUID& asset_id, const LLAssetType::ET
{
if( !metric_recipient )
{
- llinfos << "Couldn't store LLAssetStoreage::reportMetric - no metrics_recipient" << llendl;
+ LL_DEBUGS("AssetStorage") << "Couldn't store LLAssetStoreage::reportMetric - no metrics_recipient" << llendl;
return;
}
diff --git a/indra/llplugin/llpluginclassmedia.h b/indra/llplugin/llpluginclassmedia.h
index 1f548f8cc0..26fff7a614 100644
--- a/indra/llplugin/llpluginclassmedia.h
+++ b/indra/llplugin/llpluginclassmedia.h
@@ -269,7 +269,7 @@ public:
std::string getHoverText() const { return mHoverText; };
std::string getHoverLink() const { return mHoverLink; };
- std::string getMediaName() const { return mMediaName; };
+ const std::string& getMediaName() const { return mMediaName; };
std::string getMediaDescription() const { return mMediaDescription; };
// Crash the plugin. If you use this outside of a testbed, you will be punished.
diff --git a/indra/llrender/llcubemap.cpp b/indra/llrender/llcubemap.cpp
index 1b10354c22..45a3b18179 100644
--- a/indra/llrender/llcubemap.cpp
+++ b/indra/llrender/llcubemap.cpp
@@ -36,6 +36,7 @@
#include "m4math.h"
#include "llrender.h"
+#include "llglslshader.h"
#include "llglheaders.h"
@@ -195,7 +196,7 @@ void LLCubeMap::enableTexture(S32 stage)
void LLCubeMap::enableTextureCoords(S32 stage)
{
mTextureCoordStage = stage;
- if (gGLManager.mHasCubeMap && stage >= 0 && LLCubeMap::sUseCubeMaps)
+ if (!LLGLSLShader::sNoFixedFunction && gGLManager.mHasCubeMap && stage >= 0 && LLCubeMap::sUseCubeMaps)
{
if (stage > 0)
{
@@ -237,7 +238,7 @@ void LLCubeMap::disableTexture(void)
void LLCubeMap::disableTextureCoords(void)
{
- if (gGLManager.mHasCubeMap && mTextureCoordStage >= 0 && LLCubeMap::sUseCubeMaps)
+ if (!LLGLSLShader::sNoFixedFunction && gGLManager.mHasCubeMap && mTextureCoordStage >= 0 && LLCubeMap::sUseCubeMaps)
{
if (mTextureCoordStage > 0)
{
@@ -264,19 +265,19 @@ void LLCubeMap::setMatrix(S32 stage)
gGL.getTexUnit(stage)->activate();
}
- LLVector3 x(LLVector3d(gGLModelView+0));
- LLVector3 y(LLVector3d(gGLModelView+4));
- LLVector3 z(LLVector3d(gGLModelView+8));
+ LLVector3 x(gGLModelView+0);
+ LLVector3 y(gGLModelView+4);
+ LLVector3 z(gGLModelView+8);
LLMatrix3 mat3;
mat3.setRows(x,y,z);
LLMatrix4 trans(mat3);
trans.transpose();
- glMatrixMode(GL_TEXTURE);
- glPushMatrix();
- glLoadMatrixf((F32 *)trans.mMatrix);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.pushMatrix();
+ gGL.loadMatrix((F32 *)trans.mMatrix);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
/*if (stage > 0)
{
@@ -292,9 +293,9 @@ void LLCubeMap::restoreMatrix()
{
gGL.getTexUnit(mMatrixStage)->activate();
}
- glMatrixMode(GL_TEXTURE);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
/*if (mMatrixStage > 0)
{
diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp
index 4e3cfb9c8a..20ca189e7f 100644
--- a/indra/llrender/llgl.cpp
+++ b/indra/llrender/llgl.cpp
@@ -67,6 +67,36 @@ static const std::string HEADLESS_VERSION_STRING("1.0");
std::ofstream gFailLog;
+#if GL_ARB_debug_output
+
+#ifndef APIENTRY
+#define APIENTRY
+#endif
+
+void APIENTRY gl_debug_callback(GLenum source,
+ GLenum type,
+ GLuint id,
+ GLenum severity,
+ GLsizei length,
+ const GLchar* message,
+ GLvoid* userParam)
+{
+ if (severity == GL_DEBUG_SEVERITY_HIGH_ARB)
+ {
+ llwarns << "----- GL ERROR --------" << llendl;
+ }
+ else
+ {
+ llwarns << "----- GL WARNING -------" << llendl;
+ }
+ llwarns << "Type: " << std::hex << type << llendl;
+ llwarns << "ID: " << std::hex << id << llendl;
+ llwarns << "Severity: " << std::hex << severity << llendl;
+ llwarns << "Message: " << message << llendl;
+ llwarns << "-----------------------" << llendl;
+}
+#endif
+
void ll_init_fail_log(std::string filename)
{
gFailLog.open(filename.c_str());
@@ -110,6 +140,11 @@ std::list<LLGLUpdate*> LLGLUpdate::sGLQ;
#if (LL_WINDOWS || LL_LINUX || LL_SOLARIS) && !LL_MESA_HEADLESS
// ATI prototypes
+
+#if LL_WINDOWS
+PFNGLGETSTRINGIPROC glGetStringi = NULL;
+#endif
+
// vertex blending prototypes
PFNGLWEIGHTPOINTERARBPROC glWeightPointerARB = NULL;
PFNGLVERTEXBLENDARBPROC glVertexBlendARB = NULL;
@@ -128,6 +163,12 @@ PFNGLUNMAPBUFFERARBPROC glUnmapBufferARB = NULL;
PFNGLGETBUFFERPARAMETERIVARBPROC glGetBufferParameterivARB = NULL;
PFNGLGETBUFFERPOINTERVARBPROC glGetBufferPointervARB = NULL;
+//GL_ARB_vertex_array_object
+PFNGLBINDVERTEXARRAYPROC glBindVertexArray = NULL;
+PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays = NULL;
+PFNGLGENVERTEXARRAYSPROC glGenVertexArrays = NULL;
+PFNGLISVERTEXARRAYPROC glIsVertexArray = NULL;
+
// GL_ARB_map_buffer_range
PFNGLMAPBUFFERRANGEPROC glMapBufferRange = NULL;
PFNGLFLUSHMAPPEDBUFFERRANGEPROC glFlushMappedBufferRange = NULL;
@@ -197,10 +238,16 @@ PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample = NULL;
PFNGLFRAMEBUFFERTEXTURELAYERPROC glFramebufferTextureLayer = NULL;
//GL_ARB_texture_multisample
-PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample;
-PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample;
-PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv;
-PFNGLSAMPLEMASKIPROC glSampleMaski;
+PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample = NULL;
+PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample = NULL;
+PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv = NULL;
+PFNGLSAMPLEMASKIPROC glSampleMaski = NULL;
+
+//GL_ARB_debug_output
+PFNGLDEBUGMESSAGECONTROLARBPROC glDebugMessageControlARB = NULL;
+PFNGLDEBUGMESSAGEINSERTARBPROC glDebugMessageInsertARB = NULL;
+PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARB = NULL;
+PFNGLGETDEBUGMESSAGELOGARBPROC glGetDebugMessageLogARB = NULL;
// GL_EXT_blend_func_separate
PFNGLBLENDFUNCSEPARATEEXTPROC glBlendFuncSeparateEXT = NULL;
@@ -249,6 +296,10 @@ PFNGLGETUNIFORMFVARBPROC glGetUniformfvARB = NULL;
PFNGLGETUNIFORMIVARBPROC glGetUniformivARB = NULL;
PFNGLGETSHADERSOURCEARBPROC glGetShaderSourceARB = NULL;
+#if LL_WINDOWS
+PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL;
+#endif
+
// vertex shader prototypes
#if LL_LINUX || LL_SOLARIS
PFNGLVERTEXATTRIB1DARBPROC glVertexAttrib1dARB = NULL;
@@ -349,6 +400,7 @@ LLGLManager::LLGLManager() :
mHasBlendFuncSeparate(FALSE),
mHasSync(FALSE),
mHasVertexBufferObject(FALSE),
+ mHasVertexArrayObject(FALSE),
mHasMapBufferRange(FALSE),
mHasFlushBufferRange(FALSE),
mHasPBuffer(FALSE),
@@ -370,6 +422,7 @@ LLGLManager::LLGLManager() :
mHasAnisotropic(FALSE),
mHasARBEnvCombine(FALSE),
mHasCubeMap(FALSE),
+ mHasDebugOutput(FALSE),
mIsATI(FALSE),
mIsNVIDIA(FALSE),
@@ -409,6 +462,15 @@ void LLGLManager::initWGL()
LL_WARNS("RenderInit") << "No ARB pixel format extensions" << LL_ENDL;
}
+ if (ExtensionExists("WGL_ARB_create_context",gGLHExts.mSysExts))
+ {
+ GLH_EXT_NAME(wglCreateContextAttribsARB) = (PFNWGLCREATECONTEXTATTRIBSARBPROC)GLH_EXT_GET_PROC_ADDRESS("wglCreateContextAttribsARB");
+ }
+ else
+ {
+ LL_WARNS("RenderInit") << "No ARB create context extensions" << LL_ENDL;
+ }
+
if (ExtensionExists("WGL_EXT_swap_control", gGLHExts.mSysExts))
{
GLH_EXT_NAME(wglSwapIntervalEXT) = (PFNWGLSWAPINTERVALEXTPROC)GLH_EXT_GET_PROC_ADDRESS("wglSwapIntervalEXT");
@@ -438,13 +500,45 @@ bool LLGLManager::initGL()
LL_ERRS("RenderInit") << "Calling init on LLGLManager after already initialized!" << LL_ENDL;
}
- GLint alpha_bits;
- glGetIntegerv( GL_ALPHA_BITS, &alpha_bits );
- if( 8 != alpha_bits )
+ stop_glerror();
+
+#if LL_WINDOWS
+ if (!glGetStringi)
{
- LL_WARNS("RenderInit") << "Frame buffer has less than 8 bits of alpha. Avatar texture compositing will fail." << LL_ENDL;
+ glGetStringi = (PFNGLGETSTRINGIPROC) GLH_EXT_GET_PROC_ADDRESS("glGetStringi");
}
+ //reload extensions string (may have changed after using wglCreateContextAttrib)
+ if (glGetStringi)
+ {
+ std::stringstream str;
+
+ GLint count = 0;
+ glGetIntegerv(GL_NUM_EXTENSIONS, &count);
+ for (GLint i = 0; i < count; ++i)
+ {
+ std::string ext((const char*) glGetStringi(GL_EXTENSIONS, i));
+ str << ext << " ";
+ LL_DEBUGS("GLExtensions") << ext << llendl;
+ }
+
+ {
+ PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetExtensionsStringARB = 0;
+ wglGetExtensionsStringARB = (PFNWGLGETEXTENSIONSSTRINGARBPROC)wglGetProcAddress("wglGetExtensionsStringARB");
+ if(wglGetExtensionsStringARB)
+ {
+ str << (const char*) wglGetExtensionsStringARB(wglGetCurrentDC());
+ }
+ }
+
+ free(gGLHExts.mSysExts);
+ std::string extensions = str.str();
+ gGLHExts.mSysExts = strdup(extensions.c_str());
+ }
+#endif
+
+ stop_glerror();
+
// Extract video card strings and convert to upper case to
// work around driver-to-driver variation in capitalization.
mGLVendor = std::string((const char *)glGetString(GL_VENDOR));
@@ -459,7 +553,7 @@ bool LLGLManager::initGL()
&mDriverVersionVendorString );
mGLVersion = mDriverVersionMajor + mDriverVersionMinor * .1f;
-
+
// Trailing space necessary to keep "nVidia Corpor_ati_on" cards
// from being recognized as ATI.
if (mGLVendor.substr(0,4) == "ATI ")
@@ -531,8 +625,12 @@ bool LLGLManager::initGL()
mGLVendorShort = "MISC";
}
+ stop_glerror();
// This is called here because it depends on the setting of mIsGF2or4MX, and sets up mHasMultitexture.
initExtensions();
+ stop_glerror();
+
+ S32 old_vram = mVRAM;
if (mHasATIMemInfo)
{ //ask the gl how much vram is free at startup and attempt to use no more than half of that
@@ -548,7 +646,27 @@ bool LLGLManager::initGL()
mVRAM = dedicated_memory/1024;
}
- if (mHasMultitexture)
+ if (mVRAM < 256)
+ { //something likely went wrong using the above extensions, fall back to old method
+ mVRAM = old_vram;
+ }
+
+ stop_glerror();
+
+ stop_glerror();
+
+ if (mHasFragmentShader)
+ {
+ GLint num_tex_image_units;
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &num_tex_image_units);
+ mNumTextureImageUnits = llmin(num_tex_image_units, 32);
+ }
+
+ if (LLRender::sGLCoreProfile)
+ {
+ mNumTextureUnits = llmin(mNumTextureImageUnits, MAX_GL_TEXTURE_UNITS);
+ }
+ else if (mHasMultitexture)
{
GLint num_tex_units;
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &num_tex_units);
@@ -567,12 +685,7 @@ bool LLGLManager::initGL()
return false;
}
- if (mHasFragmentShader)
- {
- GLint num_tex_image_units;
- glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &num_tex_image_units);
- mNumTextureImageUnits = llmin(num_tex_image_units, 32);
- }
+ stop_glerror();
if (mHasTextureMultisample)
{
@@ -582,6 +695,21 @@ bool LLGLManager::initGL()
glGetIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &mMaxSampleMaskWords);
}
+ stop_glerror();
+
+#if LL_WINDOWS
+ if (mHasDebugOutput && gDebugGL)
+ { //setup debug output callback
+ //glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, GL_TRUE);
+ glDebugMessageCallbackARB((GLDEBUGPROCARB) gl_debug_callback, NULL);
+ glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
+ }
+#endif
+
+ stop_glerror();
+
+ //HACK always disable texture multisample, use FXAA instead
+ mHasTextureMultisample = FALSE;
#if LL_WINDOWS
if (mIsATI)
{ //using multisample textures on ATI results in black screen for some reason
@@ -593,10 +721,17 @@ bool LLGLManager::initGL()
{
glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples);
}
+
+ stop_glerror();
setToDebugGPU();
+ stop_glerror();
+
initGLStates();
+
+ stop_glerror();
+
return true;
}
@@ -774,7 +909,7 @@ void LLGLManager::initExtensions()
mHasVertexShader = FALSE;
mHasFragmentShader = FALSE;
mHasTextureRectangle = FALSE;
-#else // LL_MESA_HEADLESS
+#else // LL_MESA_HEADLESS //important, gGLHExts.mSysExts is uninitialized until after glh_init_extensions is called
mHasMultitexture = glh_init_extensions("GL_ARB_multitexture");
mHasATIMemInfo = ExtensionExists("GL_ATI_meminfo", gGLHExts.mSysExts);
mHasNVXMemInfo = ExtensionExists("GL_NVX_gpu_memory_info", gGLHExts.mSysExts);
@@ -788,6 +923,7 @@ void LLGLManager::initExtensions()
mHasOcclusionQuery = ExtensionExists("GL_ARB_occlusion_query", gGLHExts.mSysExts);
mHasOcclusionQuery2 = ExtensionExists("GL_ARB_occlusion_query2", gGLHExts.mSysExts);
mHasVertexBufferObject = ExtensionExists("GL_ARB_vertex_buffer_object", gGLHExts.mSysExts);
+ mHasVertexArrayObject = ExtensionExists("GL_ARB_vertex_array_object", gGLHExts.mSysExts);
mHasSync = ExtensionExists("GL_ARB_sync", gGLHExts.mSysExts);
mHasMapBufferRange = ExtensionExists("GL_ARB_map_buffer_range", gGLHExts.mSysExts);
mHasFlushBufferRange = ExtensionExists("GL_APPLE_flush_buffer_range", gGLHExts.mSysExts);
@@ -806,13 +942,14 @@ void LLGLManager::initExtensions()
mHasBlendFuncSeparate = ExtensionExists("GL_EXT_blend_func_separate", gGLHExts.mSysExts);
mHasTextureRectangle = ExtensionExists("GL_ARB_texture_rectangle", gGLHExts.mSysExts);
mHasTextureMultisample = ExtensionExists("GL_ARB_texture_multisample", gGLHExts.mSysExts);
+ mHasDebugOutput = ExtensionExists("GL_ARB_debug_output", gGLHExts.mSysExts);
#if !LL_DARWIN
mHasPointParameters = !mIsATI && ExtensionExists("GL_ARB_point_parameters", gGLHExts.mSysExts);
#endif
- mHasShaderObjects = ExtensionExists("GL_ARB_shader_objects", gGLHExts.mSysExts) && ExtensionExists("GL_ARB_shading_language_100", gGLHExts.mSysExts);
+ mHasShaderObjects = ExtensionExists("GL_ARB_shader_objects", gGLHExts.mSysExts) && (LLRender::sGLCoreProfile || ExtensionExists("GL_ARB_shading_language_100", gGLHExts.mSysExts));
mHasVertexShader = ExtensionExists("GL_ARB_vertex_program", gGLHExts.mSysExts) && ExtensionExists("GL_ARB_vertex_shader", gGLHExts.mSysExts)
- && ExtensionExists("GL_ARB_shading_language_100", gGLHExts.mSysExts);
- mHasFragmentShader = ExtensionExists("GL_ARB_fragment_shader", gGLHExts.mSysExts) && ExtensionExists("GL_ARB_shading_language_100", gGLHExts.mSysExts);
+ && (LLRender::sGLCoreProfile || ExtensionExists("GL_ARB_shading_language_100", gGLHExts.mSysExts));
+ mHasFragmentShader = ExtensionExists("GL_ARB_fragment_shader", gGLHExts.mSysExts) && (LLRender::sGLCoreProfile || ExtensionExists("GL_ARB_shading_language_100", gGLHExts.mSysExts));
#endif
#if LL_LINUX || LL_SOLARIS
@@ -985,6 +1122,13 @@ void LLGLManager::initExtensions()
mHasVertexBufferObject = FALSE;
}
}
+ if (mHasVertexArrayObject)
+ {
+ glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC) GLH_EXT_GET_PROC_ADDRESS("glBindVertexArray");
+ glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC) GLH_EXT_GET_PROC_ADDRESS("glDeleteVertexArrays");
+ glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC) GLH_EXT_GET_PROC_ADDRESS("glGenVertexArrays");
+ glIsVertexArray = (PFNGLISVERTEXARRAYPROC) GLH_EXT_GET_PROC_ADDRESS("glIsVertexArray");
+ }
if (mHasSync)
{
glFenceSync = (PFNGLFENCESYNCPROC) GLH_EXT_GET_PROC_ADDRESS("glFenceSync");
@@ -1039,6 +1183,13 @@ void LLGLManager::initExtensions()
glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC) GLH_EXT_GET_PROC_ADDRESS("glGetMultisamplefv");
glSampleMaski = (PFNGLSAMPLEMASKIPROC) GLH_EXT_GET_PROC_ADDRESS("glSampleMaski");
}
+ if (mHasDebugOutput)
+ {
+ glDebugMessageControlARB = (PFNGLDEBUGMESSAGECONTROLARBPROC) GLH_EXT_GET_PROC_ADDRESS("glDebugMessageControlARB");
+ glDebugMessageInsertARB = (PFNGLDEBUGMESSAGEINSERTARBPROC) GLH_EXT_GET_PROC_ADDRESS("glDebugMessageInsertARB");
+ glDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC) GLH_EXT_GET_PROC_ADDRESS("glDebugMessageCallbackARB");
+ glGetDebugMessageLogARB = (PFNGLGETDEBUGMESSAGELOGARBPROC) GLH_EXT_GET_PROC_ADDRESS("glGetDebugMessageLogARB");
+ }
#if (!LL_LINUX && !LL_SOLARIS) || LL_LINUX_NV_GL_HEADERS
// This is expected to be a static symbol on Linux GL implementations, except if we use the nvidia headers - bah
glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)GLH_EXT_GET_PROC_ADDRESS("glDrawRangeElements");
@@ -1193,7 +1344,7 @@ void rotate_quat(LLQuaternion& rotation)
{
F32 angle_radians, x, y, z;
rotation.getAngleAxis(&angle_radians, &x, &y, &z);
- glRotatef(angle_radians * RAD_TO_DEG, x, y, z);
+ gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z);
}
void flush_glerror()
@@ -1230,10 +1381,6 @@ void log_glerror()
void do_assert_glerror()
{
- if (LL_UNLIKELY(!gGLManager.mInited))
- {
- LL_ERRS("RenderInit") << "GL not initialized" << LL_ENDL;
- }
// Create or update texture to be used with this data
GLenum error;
error = glGetError();
@@ -1326,11 +1473,6 @@ void LLGLState::initClass()
//make sure multisample defaults to disabled
sStateMap[GL_MULTISAMPLE_ARB] = GL_FALSE;
glDisable(GL_MULTISAMPLE_ARB);
-
- sStateMap[GL_MULTISAMPLE_ARB] = GL_FALSE;
- glDisable(GL_MULTISAMPLE_ARB);
-
- glEnableClientState(GL_VERTEX_ARRAY);
}
//static
@@ -1604,7 +1746,7 @@ void LLGLState::checkTextureChannels(const std::string& msg)
void LLGLState::checkClientArrays(const std::string& msg, U32 data_mask)
{
- if (!gDebugGL)
+ if (!gDebugGL || LLGLSLShader::sNoFixedFunction)
{
return;
}
@@ -1625,7 +1767,7 @@ void LLGLState::checkClientArrays(const std::string& msg, U32 data_mask)
error = TRUE;
}
- glGetIntegerv(GL_ACTIVE_TEXTURE_ARB, &active_texture);
+ /*glGetIntegerv(GL_ACTIVE_TEXTURE_ARB, &active_texture);
if (active_texture != GL_TEXTURE0_ARB)
{
llwarns << "Active texture corrupted: " << active_texture << llendl;
@@ -1634,7 +1776,7 @@ void LLGLState::checkClientArrays(const std::string& msg, U32 data_mask)
gFailLog << "Active texture corrupted: " << active_texture << std::endl;
}
error = TRUE;
- }
+ }*/
static const char* label[] =
{
@@ -1661,7 +1803,7 @@ void LLGLState::checkClientArrays(const std::string& msg, U32 data_mask)
};
- for (S32 j = 0; j < 4; j++)
+ for (S32 j = 1; j < 4; j++)
{
if (glIsEnabled(value[j]))
{
@@ -1783,17 +1925,26 @@ LLGLState::LLGLState(LLGLenum state, S32 enabled) :
mState(state), mWasEnabled(FALSE), mIsEnabled(FALSE)
{
if (LLGLSLShader::sNoFixedFunction)
- { //always disable state that's deprecated post GL 3.0
+ { //always ignore state that's deprecated post GL 3.0
switch (state)
{
case GL_ALPHA_TEST:
- enabled = 0;
+ case GL_NORMALIZE:
+ case GL_TEXTURE_GEN_R:
+ case GL_TEXTURE_GEN_S:
+ case GL_TEXTURE_GEN_T:
+ case GL_TEXTURE_GEN_Q:
+ case GL_LIGHTING:
+ case GL_COLOR_MATERIAL:
+ case GL_FOG:
+ case GL_LINE_STIPPLE:
+ mState = 0;
break;
}
}
stop_glerror();
- if (state)
+ if (mState)
{
mWasEnabled = sStateMap[state];
llassert(mWasEnabled == glIsEnabled(state));
@@ -1875,79 +2026,6 @@ void LLGLManager::initGLStates()
////////////////////////////////////////////////////////////////////////////////
-void enable_vertex_weighting(const S32 index)
-{
-#if GL_ARB_vertex_program
- if (index > 0) glEnableVertexAttribArrayARB(index); // vertex weights
-#endif
-}
-
-void disable_vertex_weighting(const S32 index)
-{
-#if GL_ARB_vertex_program
- if (index > 0) glDisableVertexAttribArrayARB(index); // vertex weights
-#endif
-}
-
-void enable_binormals(const S32 index)
-{
-#if GL_ARB_vertex_program
- if (index > 0)
- {
- glEnableVertexAttribArrayARB(index); // binormals
- }
-#endif
-}
-
-void disable_binormals(const S32 index)
-{
-#if GL_ARB_vertex_program
- if (index > 0)
- {
- glDisableVertexAttribArrayARB(index); // binormals
- }
-#endif
-}
-
-
-void enable_cloth_weights(const S32 index)
-{
-#if GL_ARB_vertex_program
- if (index > 0) glEnableVertexAttribArrayARB(index);
-#endif
-}
-
-void disable_cloth_weights(const S32 index)
-{
-#if GL_ARB_vertex_program
- if (index > 0) glDisableVertexAttribArrayARB(index);
-#endif
-}
-
-void set_vertex_weights(const S32 index, const U32 stride, const F32 *weights)
-{
-#if GL_ARB_vertex_program
- if (index > 0) glVertexAttribPointerARB(index, 1, GL_FLOAT, FALSE, stride, weights);
- stop_glerror();
-#endif
-}
-
-void set_vertex_clothing_weights(const S32 index, const U32 stride, const LLVector4 *weights)
-{
-#if GL_ARB_vertex_program
- if (index > 0) glVertexAttribPointerARB(index, 4, GL_FLOAT, TRUE, stride, weights);
- stop_glerror();
-#endif
-}
-
-void set_binormals(const S32 index, const U32 stride,const LLVector3 *binormals)
-{
-#if GL_ARB_vertex_program
- if (index > 0) glVertexAttribPointerARB(index, 3, GL_FLOAT, FALSE, stride, binormals);
- stop_glerror();
-#endif
-}
-
void parse_gl_version( S32* major, S32* minor, S32* release, std::string* vendor_specific )
{
// GL_VERSION returns a null-terminated string with the format:
@@ -2060,20 +2138,20 @@ void LLGLUserClipPlane::setPlane(F32 a, F32 b, F32 c, F32 d)
glh::matrix4f suffix;
suffix.set_row(2, cplane);
glh::matrix4f newP = suffix * P;
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadMatrixf(newP.m);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadMatrix(newP.m);
gGLObliqueProjectionInverse = LLMatrix4(newP.inverse().transpose().m);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
LLGLUserClipPlane::~LLGLUserClipPlane()
{
if (mApply)
{
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
}
@@ -2263,16 +2341,16 @@ LLGLSquashToFarClip::LLGLSquashToFarClip(glh::matrix4f P, U32 layer)
P.element(2, i) = P.element(3, i) * depth;
}
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadMatrixf(P.m);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadMatrix(P.m);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
LLGLSquashToFarClip::~LLGLSquashToFarClip()
{
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h
index d736133f3f..dee7ec0739 100644
--- a/indra/llrender/llgl.h
+++ b/indra/llrender/llgl.h
@@ -88,6 +88,7 @@ public:
// ARB Extensions
BOOL mHasVertexBufferObject;
+ BOOL mHasVertexArrayObject;
BOOL mHasSync;
BOOL mHasMapBufferRange;
BOOL mHasFlushBufferRange;
@@ -112,6 +113,7 @@ public:
BOOL mHasAnisotropic;
BOOL mHasARBEnvCombine;
BOOL mHasCubeMap;
+ BOOL mHasDebugOutput;
// Vendor-specific extensions
BOOL mIsATI;
@@ -252,7 +254,7 @@ public:
static void dumpStates();
static void checkStates(const std::string& msg = "");
static void checkTextureChannels(const std::string& msg = "");
- static void checkClientArrays(const std::string& msg = "", U32 data_mask = 0x0001);
+ static void checkClientArrays(const std::string& msg = "", U32 data_mask = 0);
protected:
static boost::unordered_map<LLGLenum, LLGLboolean> sStateMap;
@@ -419,15 +421,7 @@ extern LLMatrix4 gGLObliqueProjectionInverse;
#include "llglstates.h"
void init_glstates();
-void enable_vertex_weighting(const S32 index);
-void disable_vertex_weighting(const S32 index);
-void enable_binormals(const S32 index);
-void disable_binormals(const S32 index);
-void enable_cloth_weights(const S32 index);
-void disable_cloth_weights(const S32 index);
-void set_vertex_weights(const S32 index, const U32 stride, const F32 *weights);
-void set_vertex_clothing_weights(const S32 index, const U32 stride, const LLVector4 *weights);
-void set_binormals(const S32 index, const U32 stride, const LLVector3 *binormals);
+
void parse_gl_version( S32* major, S32* minor, S32* release, std::string* vendor_specific );
extern BOOL gClothRipple;
diff --git a/indra/llrender/llglheaders.h b/indra/llrender/llglheaders.h
index 851a75629e..10aad202e1 100644
--- a/indra/llrender/llglheaders.h
+++ b/indra/llrender/llglheaders.h
@@ -68,6 +68,12 @@ extern PFNGLUNMAPBUFFERARBPROC glUnmapBufferARB;
extern PFNGLGETBUFFERPARAMETERIVARBPROC glGetBufferParameterivARB;
extern PFNGLGETBUFFERPOINTERVARBPROC glGetBufferPointervARB;
+// GL_ARB_vertex_array_object
+extern PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
+extern PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
+extern PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
+extern PFNGLISVERTEXARRAYPROC glIsVertexArray;
+
// GL_ARB_sync
extern PFNGLFENCESYNCPROC glFenceSync;
extern PFNGLISSYNCPROC glIsSync;
@@ -310,6 +316,12 @@ extern PFNGLCLIENTACTIVETEXTUREARBPROC glClientActiveTextureARB;
extern PFNGLDRAWRANGEELEMENTSPROC glDrawRangeElements;
#endif // LL_LINUX_NV_GL_HEADERS
+// GL_ARB_vertex_array_object
+extern PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
+extern PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
+extern PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
+extern PFNGLISVERTEXARRAYPROC glIsVertexArray;
+
// GL_ARB_vertex_buffer_object
extern PFNGLBINDBUFFERARBPROC glBindBufferARB;
extern PFNGLDELETEBUFFERSARBPROC glDeleteBuffersARB;
@@ -531,6 +543,9 @@ extern PFNGLSAMPLEMASKIPROC glSampleMaski;
#include "GL/glext.h"
#include "GL/glh_extensions.h"
+// WGL_ARB_create_context
+extern PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB;
+extern PFNGLGETSTRINGIPROC glGetStringi;
// GL_ARB_vertex_buffer_object
extern PFNGLBINDBUFFERARBPROC glBindBufferARB;
@@ -545,6 +560,12 @@ extern PFNGLUNMAPBUFFERARBPROC glUnmapBufferARB;
extern PFNGLGETBUFFERPARAMETERIVARBPROC glGetBufferParameterivARB;
extern PFNGLGETBUFFERPOINTERVARBPROC glGetBufferPointervARB;
+// GL_ARB_vertex_array_object
+extern PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
+extern PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
+extern PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
+extern PFNGLISVERTEXARRAYPROC glIsVertexArray;
+
// GL_ARB_sync
extern PFNGLFENCESYNCPROC glFenceSync;
extern PFNGLISSYNCPROC glIsSync;
@@ -735,6 +756,12 @@ extern PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample;
extern PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv;
extern PFNGLSAMPLEMASKIPROC glSampleMaski;
+//GL_ARB_debug_output
+extern PFNGLDEBUGMESSAGECONTROLARBPROC glDebugMessageControlARB;
+extern PFNGLDEBUGMESSAGEINSERTARBPROC glDebugMessageInsertARB;
+extern PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARB;
+extern PFNGLGETDEBUGMESSAGELOGARBPROC glGetDebugMessageLogARB;
+
#elif LL_DARWIN
//----------------------------------------------------------------------------
// LL_DARWIN
@@ -899,6 +926,31 @@ extern void glGetBufferPointervARB (GLenum, GLenum, GLvoid* *);
#endif /* GL_GLEXT_FUNCTION_POINTERS */
#endif
+#ifndef GL_ARB_texture_rg
+#define GL_RG 0x8227
+#define GL_RG_INTEGER 0x8228
+#define GL_R8 0x8229
+#define GL_R16 0x822A
+#define GL_RG8 0x822B
+#define GL_RG16 0x822C
+#define GL_R16F 0x822D
+#define GL_R32F 0x822E
+#define GL_RG16F 0x822F
+#define GL_RG32F 0x8230
+#define GL_R8I 0x8231
+#define GL_R8UI 0x8232
+#define GL_R16I 0x8233
+#define GL_R16UI 0x8234
+#define GL_R32I 0x8235
+#define GL_R32UI 0x8236
+#define GL_RG8I 0x8237
+#define GL_RG8UI 0x8238
+#define GL_RG16I 0x8239
+#define GL_RG16UI 0x823A
+#define GL_RG32I 0x823B
+#define GL_RG32UI 0x823C
+#endif
+
// May be needed for DARWIN...
// #ifndef GL_ARB_compressed_tex_image
// #define GL_ARB_compressed_tex_image 1
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index f51d83abe4..5a6f3d8292 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -31,6 +31,7 @@
#include "llshadermgr.h"
#include "llfile.h"
#include "llrender.h"
+#include "llvertexbuffer.h"
#if LL_DARWIN
#include "OpenGL/OpenGL.h"
@@ -50,6 +51,7 @@ using std::string;
GLhandleARB LLGLSLShader::sCurBoundShader = 0;
LLGLSLShader* LLGLSLShader::sCurBoundShaderPtr = NULL;
+S32 LLGLSLShader::sIndexedTextureChannels = 0;
bool LLGLSLShader::sNoFixedFunction = false;
//UI shader -- declared here so llui_libtest will link properly
@@ -75,6 +77,7 @@ hasAlphaMask(false)
LLGLSLShader::LLGLSLShader()
: mProgramObject(0), mActiveTextureChannels(0), mShaderLevel(0), mShaderGroup(SG_DEFAULT), mUniformsDirty(FALSE)
{
+
}
void LLGLSLShader::unload()
@@ -110,17 +113,19 @@ void LLGLSLShader::unload()
BOOL LLGLSLShader::createShader(vector<string> * attributes,
vector<string> * uniforms)
{
+ //reloading, reset matrix hash values
+ for (U32 i = 0; i < LLRender::NUM_MATRIX_MODES; ++i)
+ {
+ mMatHash[i] = 0xFFFFFFFF;
+ }
+ mLightHash = 0xFFFFFFFF;
+
llassert_always(!mShaderFiles.empty());
BOOL success = TRUE;
// Create program
mProgramObject = glCreateProgramObjectARB();
- if (gGLManager.mGLVersion < 3.1f)
- { //force indexed texture channels to 1 if GL version is old (performance improvement for drivers with poor branching shader model support)
- mFeatures.mIndexedTextureChannels = llmin(mFeatures.mIndexedTextureChannels, 1);
- }
-
//compile new source
vector< pair<string,GLenum> >::iterator fileIter = mShaderFiles.begin();
for ( ; fileIter != mShaderFiles.end(); fileIter++ )
@@ -235,6 +240,13 @@ void LLGLSLShader::attachObjects(GLhandleARB* objects, S32 count)
BOOL LLGLSLShader::mapAttributes(const vector<string> * attributes)
{
+ //before linking, make sure reserved attributes always have consistent locations
+ for (U32 i = 0; i < LLShaderMgr::instance()->mReservedAttribs.size(); i++)
+ {
+ const char* name = LLShaderMgr::instance()->mReservedAttribs[i].c_str();
+ glBindAttribLocationARB(mProgramObject, i, (const GLcharARB *) name);
+ }
+
//link the program
BOOL res = link();
@@ -308,7 +320,7 @@ void LLGLSLShader::mapUniform(GLint index, const vector<string> * uniforms)
for (S32 i = 0; i < (S32) LLShaderMgr::instance()->mReservedUniforms.size(); i++)
{
if ( (mUniform[i] == -1)
- && (LLShaderMgr::instance()->mReservedUniforms[i].compare(0, length, name, LLShaderMgr::instance()->mReservedUniforms[i].length()) == 0))
+ && (LLShaderMgr::instance()->mReservedUniforms[i] == name))
{
//found it
mUniform[i] = location;
@@ -322,7 +334,7 @@ void LLGLSLShader::mapUniform(GLint index, const vector<string> * uniforms)
for (U32 i = 0; i < uniforms->size(); i++)
{
if ( (mUniform[i+LLShaderMgr::instance()->mReservedUniforms.size()] == -1)
- && ((*uniforms)[i].compare(0, length, name, (*uniforms)[i].length()) == 0))
+ && ((*uniforms)[i] == name))
{
//found it
mUniform[i+LLShaderMgr::instance()->mReservedUniforms.size()] = location;
@@ -386,6 +398,7 @@ void LLGLSLShader::bind()
gGL.flush();
if (gGLManager.mHasShaderObjects)
{
+ LLVertexBuffer::unbind();
glUseProgramObjectARB(mProgramObject);
sCurBoundShader = mProgramObject;
sCurBoundShaderPtr = this;
@@ -411,6 +424,7 @@ void LLGLSLShader::unbind()
stop_glerror();
}
}
+ LLVertexBuffer::unbind();
glUseProgramObjectARB(0);
sCurBoundShader = 0;
sCurBoundShaderPtr = NULL;
@@ -420,9 +434,13 @@ void LLGLSLShader::unbind()
void LLGLSLShader::bindNoShader(void)
{
- glUseProgramObjectARB(0);
- sCurBoundShader = 0;
- sCurBoundShaderPtr = NULL;
+ LLVertexBuffer::unbind();
+ if (gGLManager.mHasShaderObjects)
+ {
+ glUseProgramObjectARB(0);
+ sCurBoundShader = 0;
+ sCurBoundShaderPtr = NULL;
+ }
}
S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode)
@@ -768,13 +786,17 @@ GLint LLGLSLShader::getUniformLocation(const string& uniform)
}
}
- /*if (gDebugGL)
+ return ret;
+}
+
+GLint LLGLSLShader::getUniformLocation(U32 index)
+{
+ GLint ret = -1;
+ if (mProgramObject > 0)
{
- if (ret == -1 && ret != glGetUniformLocationARB(mProgramObject, uniform.c_str()))
- {
- llerrs << "Uniform map invalid." << llendl;
- }
- }*/
+ llassert(index < mUniform.size());
+ return mUniform[index];
+ }
return ret;
}
@@ -930,7 +952,9 @@ void LLGLSLShader::uniform4fv(const string& uniform, U32 count, const GLfloat* v
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
{
+ stop_glerror();
glUniform4fvARB(location, count, v);
+ stop_glerror();
mValue[location] = vec;
}
}
@@ -985,8 +1009,8 @@ void LLGLSLShader::vertexAttrib4fv(U32 index, GLfloat* v)
}
}
-void LLGLSLShader::setAlphaRange(F32 minimum, F32 maximum)
+void LLGLSLShader::setMinimumAlpha(F32 minimum)
{
- uniform1f("minimum_alpha", minimum);
- uniform1f("maximum_alpha", maximum);
+ gGL.flush();
+ uniform1f(LLShaderMgr::MINIMUM_ALPHA, minimum);
}
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index 558ea66b50..2a6c050eac 100644
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -69,7 +69,7 @@ public:
static GLhandleARB sCurBoundShader;
static LLGLSLShader* sCurBoundShaderPtr;
-
+ static S32 sIndexedTextureChannels;
static bool sNoFixedFunction;
void unload();
@@ -108,16 +108,17 @@ public:
void uniformMatrix3fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
void uniformMatrix4fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
- void setAlphaRange(F32 minimum, F32 maximum);
+ void setMinimumAlpha(F32 minimum);
void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void vertexAttrib4fv(U32 index, GLfloat* v);
GLint getUniformLocation(const std::string& uniform);
+ GLint getUniformLocation(U32 index);
+
GLint getAttribLocation(U32 attrib);
GLint mapUniformTextureChannel(GLint location, GLenum type);
-
//enable/disable texture channel for specified uniform
//if given texture uniform is active in the shader,
//the corresponding channel will be active upon return
@@ -132,6 +133,9 @@ public:
// Unbinds any previously bound shader by explicitly binding no shader.
static void bindNoShader(void);
+ U32 mMatHash[LLRender::NUM_MATRIX_MODES];
+ U32 mLightHash;
+
GLhandleARB mProgramObject;
std::vector<GLint> mAttribute; //lookup table of attribute enum to attribute channel
std::vector<GLint> mUniform; //lookup table of uniform enum to uniform location
diff --git a/indra/llrender/llimagegl.cpp b/indra/llrender/llimagegl.cpp
index 7188b0fa44..789402c4a9 100644
--- a/indra/llrender/llimagegl.cpp
+++ b/indra/llrender/llimagegl.cpp
@@ -36,7 +36,9 @@
#include "llmath.h"
#include "llgl.h"
+#include "llglslshader.h"
#include "llrender.h"
+
//----------------------------------------------------------------------------
const F32 MIN_TEXTURE_LIFETIME = 10.f;
@@ -725,7 +727,10 @@ void LLImageGL::setImage(const U8* data_in, BOOL data_hasmips)
{
if (mAutoGenMips)
{
- glTexParameteri(LLTexUnit::getInternalType(mBindTarget), GL_GENERATE_MIPMAP_SGIS, TRUE);
+ if (!gGLManager.mHasFramebufferObject)
+ {
+ glTexParameteri(LLTexUnit::getInternalType(mBindTarget), GL_GENERATE_MIPMAP_SGIS, TRUE);
+ }
stop_glerror();
{
// LLFastTimer t2(FTM_TEMP4);
@@ -754,6 +759,11 @@ void LLImageGL::setImage(const U8* data_in, BOOL data_hasmips)
stop_glerror();
}
}
+
+ if (gGLManager.mHasFramebufferObject)
+ {
+ glGenerateMipmap(LLTexUnit::getInternalType(mBindTarget));
+ }
}
else
{
@@ -875,6 +885,9 @@ void LLImageGL::setImage(const U8* data_in, BOOL data_hasmips)
BOOL LLImageGL::preAddToAtlas(S32 discard_level, const LLImageRaw* raw_image)
{
+ //not compatible with core GL profile
+ llassert(!LLRender::sGLCoreProfile);
+
if (gGLManager.mIsDisabled)
{
llwarns << "Trying to create a texture while GL is disabled!" << llendl;
@@ -901,29 +914,29 @@ BOOL LLImageGL::preAddToAtlas(S32 discard_level, const LLImageRaw* raw_image)
{
switch (mComponents)
{
- case 1:
+ case 1:
// Use luminance alpha (for fonts)
mFormatInternal = GL_LUMINANCE8;
mFormatPrimary = GL_LUMINANCE;
mFormatType = GL_UNSIGNED_BYTE;
break;
- case 2:
+ case 2:
// Use luminance alpha (for fonts)
mFormatInternal = GL_LUMINANCE8_ALPHA8;
mFormatPrimary = GL_LUMINANCE_ALPHA;
mFormatType = GL_UNSIGNED_BYTE;
break;
- case 3:
+ case 3:
mFormatInternal = GL_RGB8;
mFormatPrimary = GL_RGB;
mFormatType = GL_UNSIGNED_BYTE;
break;
- case 4:
+ case 4:
mFormatInternal = GL_RGBA8;
mFormatPrimary = GL_RGBA;
mFormatType = GL_UNSIGNED_BYTE;
break;
- default:
+ default:
llerrs << "Bad number of components for texture: " << (U32)getComponents() << llendl;
}
}
@@ -1099,8 +1112,75 @@ void LLImageGL::deleteTextures(S32 numTextures, U32 *textures, bool immediate)
// static
void LLImageGL::setManualImage(U32 target, S32 miplevel, S32 intformat, S32 width, S32 height, U32 pixformat, U32 pixtype, const void *pixels)
{
- glTexImage2D(target, miplevel, intformat, width, height, 0, pixformat, pixtype, pixels);
+ bool use_scratch = false;
+ U32* scratch = NULL;
+ if (LLRender::sGLCoreProfile)
+ {
+ if (pixformat == GL_ALPHA && pixtype == GL_UNSIGNED_BYTE)
+ { //GL_ALPHA is deprecated, convert to RGBA
+ use_scratch = true;
+ scratch = new U32[width*height];
+
+ U32 pixel_count = (U32) (width*height);
+ for (U32 i = 0; i < pixel_count; i++)
+ {
+ U8* pix = (U8*) &scratch[i];
+ pix[0] = pix[1] = pix[2] = 0;
+ pix[3] = ((U8*) pixels)[i];
+ }
+
+ pixformat = GL_RGBA;
+ intformat = GL_RGBA8;
+ }
+
+ if (pixformat == GL_LUMINANCE_ALPHA && pixtype == GL_UNSIGNED_BYTE)
+ { //GL_LUMINANCE_ALPHA is deprecated, convert to RGBA
+ use_scratch = true;
+ scratch = new U32[width*height];
+
+ U32 pixel_count = (U32) (width*height);
+ for (U32 i = 0; i < pixel_count; i++)
+ {
+ U8 lum = ((U8*) pixels)[i*2+0];
+ U8 alpha = ((U8*) pixels)[i*2+1];
+
+ U8* pix = (U8*) &scratch[i];
+ pix[0] = pix[1] = pix[2] = lum;
+ pix[3] = alpha;
+ }
+
+ pixformat = GL_RGBA;
+ intformat = GL_RGBA8;
+ }
+
+ if (pixformat == GL_LUMINANCE && pixtype == GL_UNSIGNED_BYTE)
+ { //GL_LUMINANCE_ALPHA is deprecated, convert to RGB
+ use_scratch = true;
+ scratch = new U32[width*height];
+
+ U32 pixel_count = (U32) (width*height);
+ for (U32 i = 0; i < pixel_count; i++)
+ {
+ U8 lum = ((U8*) pixels)[i];
+
+ U8* pix = (U8*) &scratch[i];
+ pix[0] = pix[1] = pix[2] = lum;
+ pix[3] = 255;
+ }
+
+ pixformat = GL_RGBA;
+ intformat = GL_RGB8;
+ }
+ }
+
stop_glerror();
+ glTexImage2D(target, miplevel, intformat, width, height, 0, pixformat, pixtype, use_scratch ? scratch : pixels);
+ stop_glerror();
+
+ if (use_scratch)
+ {
+ delete [] scratch;
+ }
}
//create an empty GL texture: just create a texture name
@@ -1167,29 +1247,29 @@ BOOL LLImageGL::createGLTexture(S32 discard_level, const LLImageRaw* imageraw, S
{
switch (mComponents)
{
- case 1:
+ case 1:
// Use luminance alpha (for fonts)
mFormatInternal = GL_LUMINANCE8;
mFormatPrimary = GL_LUMINANCE;
mFormatType = GL_UNSIGNED_BYTE;
break;
- case 2:
+ case 2:
// Use luminance alpha (for fonts)
mFormatInternal = GL_LUMINANCE8_ALPHA8;
mFormatPrimary = GL_LUMINANCE_ALPHA;
mFormatType = GL_UNSIGNED_BYTE;
break;
- case 3:
+ case 3:
mFormatInternal = GL_RGB8;
mFormatPrimary = GL_RGB;
mFormatType = GL_UNSIGNED_BYTE;
break;
- case 4:
+ case 4:
mFormatInternal = GL_RGBA8;
mFormatPrimary = GL_RGBA;
mFormatType = GL_UNSIGNED_BYTE;
break;
- default:
+ default:
llerrs << "Bad number of components for texture: " << (U32)getComponents() << llendl;
}
@@ -1212,6 +1292,7 @@ BOOL LLImageGL::createGLTexture(S32 discard_level, const LLImageRaw* imageraw, S
BOOL LLImageGL::createGLTexture(S32 discard_level, const U8* data_in, BOOL data_hasmips, S32 usename)
{
llassert(data_in);
+ stop_glerror();
if (discard_level < 0)
{
@@ -1240,8 +1321,11 @@ BOOL LLImageGL::createGLTexture(S32 discard_level, const U8* data_in, BOOL data_
stop_glerror();
{
llverify(gGL.getTexUnit(0)->bind(this));
+ stop_glerror();
glTexParameteri(LLTexUnit::getInternalType(mBindTarget), GL_TEXTURE_BASE_LEVEL, 0);
+ stop_glerror();
glTexParameteri(LLTexUnit::getInternalType(mBindTarget), GL_TEXTURE_MAX_LEVEL, mMaxDiscardLevel-discard_level);
+ stop_glerror();
}
}
if (!mTexName)
@@ -1769,7 +1853,7 @@ void LLImageGL::analyzeAlpha(const void* data_in, U32 w, U32 h)
upperhalftotal += sample[i];
}
- if (midrangetotal > length/16 || // lots of midrange, or
+ if (midrangetotal > length/48 || // lots of midrange, or
(lowerhalftotal == length && alphatotal != 0) || // all close to transparent but not all totally transparent, or
(upperhalftotal == length && alphatotal != 255*length)) // all close to opaque but not all totally opaque
{
diff --git a/indra/llrender/llpostprocess.cpp b/indra/llrender/llpostprocess.cpp
index d76b2d9004..c0045c8044 100644
--- a/indra/llrender/llpostprocess.cpp
+++ b/indra/llrender/llpostprocess.cpp
@@ -466,21 +466,21 @@ void LLPostProcess::drawOrthoQuad(unsigned int width, unsigned int height, QuadT
void LLPostProcess::viewOrthogonal(unsigned int width, unsigned int height)
{
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glOrtho( 0.f, (GLdouble) width , (GLdouble) height , 0.f, -1.f, 1.f );
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.ortho( 0.f, (GLdouble) width , (GLdouble) height , 0.f, -1.f, 1.f );
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
}
void LLPostProcess::viewPerspective(void)
{
- glMatrixMode( GL_PROJECTION );
- glPopMatrix();
- glMatrixMode( GL_MODELVIEW );
- glPopMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
}
void LLPostProcess::changeOrthogonal(unsigned int width, unsigned int height)
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index edcc47aa14..97aeae548a 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -1,4 +1,4 @@
-/**
+ /**
* @file llrender.cpp
* @brief LLRender implementation
*
@@ -34,19 +34,21 @@
#include "llimagegl.h"
#include "llrendertarget.h"
#include "lltexture.h"
+#include "llshadermgr.h"
LLRender gGL;
// Handy copies of last good GL matrices
-F64 gGLModelView[16];
-F64 gGLLastModelView[16];
-F64 gGLLastProjection[16];
-F64 gGLProjection[16];
+F32 gGLModelView[16];
+F32 gGLLastModelView[16];
+F32 gGLLastProjection[16];
+F32 gGLProjection[16];
S32 gGLViewport[4];
U32 LLRender::sUICalls = 0;
U32 LLRender::sUIVerts = 0;
U32 LLTexUnit::sWhiteTexture = 0;
+bool LLRender::sGLCoreProfile = false;
static const U32 LL_NUM_TEXTURE_LAYERS = 32;
static const U32 LL_NUM_LIGHT_UNITS = 8;
@@ -178,10 +180,13 @@ void LLTexUnit::enable(eTextureType type)
if ( (mCurrTexType != type || gGL.mDirty) && (type != TT_NONE) )
{
+ stop_glerror();
activate();
+ stop_glerror();
if (mCurrTexType != TT_NONE && !gGL.mDirty)
{
disable(); // Force a disable of a previous texture type if it's enabled.
+ stop_glerror();
}
mCurrTexType = type;
@@ -190,7 +195,9 @@ void LLTexUnit::enable(eTextureType type)
type != LLTexUnit::TT_MULTISAMPLE_TEXTURE &&
mIndex < gGLManager.mNumTextureUnits)
{
+ stop_glerror();
glEnable(sGLTextureType[type]);
+ stop_glerror();
}
}
}
@@ -286,26 +293,35 @@ bool LLTexUnit::bind(LLImageGL* texture, bool for_rendering, bool forceBind)
{
return bind(LLImageGL::sDefaultGLTexture) ;
}
+ stop_glerror();
return false ;
}
if ((mCurrTexture != texture->getTexName()) || forceBind)
{
gGL.flush();
+ stop_glerror();
activate();
+ stop_glerror();
enable(texture->getTarget());
+ stop_glerror();
mCurrTexture = texture->getTexName();
glBindTexture(sGLTextureType[texture->getTarget()], mCurrTexture);
+ stop_glerror();
texture->updateBindStats(texture->mTextureMemory);
mHasMipMaps = texture->mHasMipMaps;
if (texture->mTexOptionsDirty)
{
+ stop_glerror();
texture->mTexOptionsDirty = false;
setTextureAddressMode(texture->mAddressMode);
setTextureFilteringOption(texture->mFilterOption);
+ stop_glerror();
}
}
+ stop_glerror();
+
return true;
}
@@ -814,14 +830,16 @@ LLLightState::LLLightState(S32 index)
mAmbient.set(0,0,0,1);
mPosition.set(0,0,1,0);
mSpotDirection.set(0,0,-1);
-
}
void LLLightState::enable()
{
if (!mEnabled)
{
- glEnable(GL_LIGHT0+mIndex);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glEnable(GL_LIGHT0+mIndex);
+ }
mEnabled = true;
}
}
@@ -830,7 +848,10 @@ void LLLightState::disable()
{
if (mEnabled)
{
- glDisable(GL_LIGHT0+mIndex);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glDisable(GL_LIGHT0+mIndex);
+ }
mEnabled = false;
}
}
@@ -839,8 +860,12 @@ void LLLightState::setDiffuse(const LLColor4& diffuse)
{
if (mDiffuse != diffuse)
{
+ ++gGL.mLightHash;
mDiffuse = diffuse;
- glLightfv(GL_LIGHT0+mIndex, GL_DIFFUSE, mDiffuse.mV);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glLightfv(GL_LIGHT0+mIndex, GL_DIFFUSE, mDiffuse.mV);
+ }
}
}
@@ -848,8 +873,12 @@ void LLLightState::setAmbient(const LLColor4& ambient)
{
if (mAmbient != ambient)
{
+ ++gGL.mLightHash;
mAmbient = ambient;
- glLightfv(GL_LIGHT0+mIndex, GL_AMBIENT, mAmbient.mV);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glLightfv(GL_LIGHT0+mIndex, GL_AMBIENT, mAmbient.mV);
+ }
}
}
@@ -857,16 +886,34 @@ void LLLightState::setSpecular(const LLColor4& specular)
{
if (mSpecular != specular)
{
+ ++gGL.mLightHash;
mSpecular = specular;
- glLightfv(GL_LIGHT0+mIndex, GL_SPECULAR, mSpecular.mV);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glLightfv(GL_LIGHT0+mIndex, GL_SPECULAR, mSpecular.mV);
+ }
}
}
void LLLightState::setPosition(const LLVector4& position)
{
//always set position because modelview matrix may have changed
+ ++gGL.mLightHash;
mPosition = position;
- glLightfv(GL_LIGHT0+mIndex, GL_POSITION, mPosition.mV);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glLightfv(GL_LIGHT0+mIndex, GL_POSITION, mPosition.mV);
+ }
+ else
+ { //transform position by current modelview matrix
+ glh::vec4f pos(position.mV);
+
+ const glh::matrix4f& mat = gGL.getModelviewMatrix();
+ mat.mult_matrix_vec(pos);
+
+ mPosition.set(pos.v);
+ }
+
}
void LLLightState::setConstantAttenuation(const F32& atten)
@@ -874,7 +921,11 @@ void LLLightState::setConstantAttenuation(const F32& atten)
if (mConstantAtten != atten)
{
mConstantAtten = atten;
- glLightf(GL_LIGHT0+mIndex, GL_CONSTANT_ATTENUATION, atten);
+ ++gGL.mLightHash;
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glLightf(GL_LIGHT0+mIndex, GL_CONSTANT_ATTENUATION, atten);
+ }
}
}
@@ -882,8 +933,12 @@ void LLLightState::setLinearAttenuation(const F32& atten)
{
if (mLinearAtten != atten)
{
+ ++gGL.mLightHash;
mLinearAtten = atten;
- glLightf(GL_LIGHT0+mIndex, GL_LINEAR_ATTENUATION, atten);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glLightf(GL_LIGHT0+mIndex, GL_LINEAR_ATTENUATION, atten);
+ }
}
}
@@ -891,8 +946,12 @@ void LLLightState::setQuadraticAttenuation(const F32& atten)
{
if (mQuadraticAtten != atten)
{
+ ++gGL.mLightHash;
mQuadraticAtten = atten;
- glLightf(GL_LIGHT0+mIndex, GL_QUADRATIC_ATTENUATION, atten);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glLightf(GL_LIGHT0+mIndex, GL_QUADRATIC_ATTENUATION, atten);
+ }
}
}
@@ -900,8 +959,12 @@ void LLLightState::setSpotExponent(const F32& exponent)
{
if (mSpotExponent != exponent)
{
+ ++gGL.mLightHash;
mSpotExponent = exponent;
- glLightf(GL_LIGHT0+mIndex, GL_SPOT_EXPONENT, exponent);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glLightf(GL_LIGHT0+mIndex, GL_SPOT_EXPONENT, exponent);
+ }
}
}
@@ -909,21 +972,39 @@ void LLLightState::setSpotCutoff(const F32& cutoff)
{
if (mSpotCutoff != cutoff)
{
+ ++gGL.mLightHash;
mSpotCutoff = cutoff;
- glLightf(GL_LIGHT0+mIndex, GL_SPOT_CUTOFF, cutoff);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glLightf(GL_LIGHT0+mIndex, GL_SPOT_CUTOFF, cutoff);
+ }
}
}
void LLLightState::setSpotDirection(const LLVector3& direction)
{
//always set direction because modelview matrix may have changed
+ ++gGL.mLightHash;
mSpotDirection = direction;
- glLightfv(GL_LIGHT0+mIndex, GL_SPOT_DIRECTION, direction.mV);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glLightfv(GL_LIGHT0+mIndex, GL_SPOT_DIRECTION, direction.mV);
+ }
+ else
+ { //transform direction by current modelview matrix
+ glh::vec3f dir(direction.mV);
+
+ const glh::matrix4f& mat = gGL.getModelviewMatrix();
+ mat.mult_matrix_dir(dir);
+
+ mSpotDirection.set(direction);
+ }
}
LLRender::LLRender()
: mDirty(false),
mCount(0),
+ mQuadCycle(0),
mMode(LLRender::TRIANGLES),
mCurrTextureUnitIndex(0),
mMaxAnisotropy(0.f)
@@ -951,6 +1032,17 @@ LLRender::LLRender()
mCurrBlendAlphaSFactor = BF_UNDEF;
mCurrBlendColorDFactor = BF_UNDEF;
mCurrBlendAlphaDFactor = BF_UNDEF;
+
+ mMatrixMode = LLRender::MM_MODELVIEW;
+
+ for (U32 i = 0; i < NUM_MATRIX_MODES; ++i)
+ {
+ mMatIdx[i] = 0;
+ mMatHash[i] = 0;
+ mCurMatHash[i] = 0xFFFFFFFF;
+ }
+
+ mLightHash = 0;
}
LLRender::~LLRender()
@@ -961,12 +1053,13 @@ LLRender::~LLRender()
void LLRender::init()
{
llassert_always(mBuffer.isNull()) ;
-
+ stop_glerror();
mBuffer = new LLVertexBuffer(immediate_mask, 0);
mBuffer->allocateBuffer(4096, 0, TRUE);
mBuffer->getVertexStrider(mVerticesp);
mBuffer->getTexCoord0Strider(mTexcoordsp);
mBuffer->getColorStrider(mColorsp);
+ stop_glerror();
}
void LLRender::shutdown()
@@ -1007,28 +1100,348 @@ void LLRender::refreshState(void)
mDirty = false;
}
+void LLRender::syncLightState()
+{
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+
+ if (!shader)
+ {
+ return;
+ }
+
+ if (shader->mLightHash != mLightHash)
+ {
+ shader->mLightHash = mLightHash;
+
+ LLVector4 position[8];
+ LLVector3 direction[8];
+ LLVector3 attenuation[8];
+ LLVector3 diffuse[8];
+
+ for (U32 i = 0; i < 8; i++)
+ {
+ LLLightState* light = mLightState[i];
+
+ position[i] = light->mPosition;
+ direction[i] = light->mSpotDirection;
+ attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[3]);
+ diffuse[i].set(light->mDiffuse.mV);
+ }
+
+ shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, 8, position[0].mV);
+ shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, 8, direction[0].mV);
+ shader->uniform3fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV);
+ shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV);
+ shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);
+ //HACK -- duplicate sunlight color for compatibility with drivers that can't deal with multiple shader objects referencing the same uniform
+ shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV);
+ }
+}
+
+void LLRender::syncMatrices()
+{
+ stop_glerror();
+
+ U32 name[] =
+ {
+ LLShaderMgr::MODELVIEW_MATRIX,
+ LLShaderMgr::PROJECTION_MATRIX,
+ LLShaderMgr::TEXTURE_MATRIX0,
+ LLShaderMgr::TEXTURE_MATRIX1,
+ LLShaderMgr::TEXTURE_MATRIX2,
+ LLShaderMgr::TEXTURE_MATRIX3,
+ };
+
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+
+ static glh::matrix4f cached_mvp;
+ static U32 cached_mvp_mdv_hash = 0xFFFFFFFF;
+ static U32 cached_mvp_proj_hash = 0xFFFFFFFF;
+
+ static glh::matrix4f cached_normal;
+ static U32 cached_normal_hash = 0xFFFFFFFF;
+
+ if (shader)
+ {
+ llassert(shader);
+
+ bool mvp_done = false;
+
+ U32 i = MM_MODELVIEW;
+ if (mMatHash[i] != shader->mMatHash[i])
+ { //update modelview, normal, and MVP
+ glh::matrix4f& mat = mMatrix[i][mMatIdx[i]];
+
+ shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mat.m);
+ shader->mMatHash[i] = mMatHash[i];
+
+ //update normal matrix
+ S32 loc = shader->getUniformLocation(LLShaderMgr::NORMAL_MATRIX);
+ if (loc > -1)
+ {
+ if (cached_normal_hash != mMatHash[i])
+ {
+ cached_normal = mat.inverse().transpose();
+ cached_normal_hash = mMatHash[i];
+ }
+
+ glh::matrix4f& norm = cached_normal;
+
+ F32 norm_mat[] =
+ {
+ norm.m[0], norm.m[1], norm.m[2],
+ norm.m[4], norm.m[5], norm.m[6],
+ norm.m[8], norm.m[9], norm.m[10]
+ };
+
+ shader->uniformMatrix3fv(LLShaderMgr::NORMAL_MATRIX, 1, GL_FALSE, norm_mat);
+ }
+
+ //update MVP matrix
+ mvp_done = true;
+ loc = shader->getUniformLocation(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX);
+ if (loc > -1)
+ {
+ U32 proj = MM_PROJECTION;
+
+ if (cached_mvp_mdv_hash != mMatHash[i] || cached_mvp_proj_hash != mMatHash[MM_PROJECTION])
+ {
+ cached_mvp = mat;
+ cached_mvp.mult_left(mMatrix[proj][mMatIdx[proj]]);
+ cached_mvp_mdv_hash = mMatHash[i];
+ cached_mvp_proj_hash = mMatHash[MM_PROJECTION];
+ }
+
+ shader->uniformMatrix4fv(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX, 1, GL_FALSE, cached_mvp.m);
+ }
+ }
+
+
+ i = MM_PROJECTION;
+ if (mMatHash[i] != shader->mMatHash[i])
+ { //update projection matrix, normal, and MVP
+ glh::matrix4f& mat = mMatrix[i][mMatIdx[i]];
+
+ shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mat.m);
+ shader->mMatHash[i] = mMatHash[i];
+
+ if (!mvp_done)
+ {
+ //update MVP matrix
+ S32 loc = shader->getUniformLocation(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX);
+ if (loc > -1)
+ {
+ if (cached_mvp_mdv_hash != mMatHash[i] || cached_mvp_proj_hash != mMatHash[MM_PROJECTION])
+ {
+ U32 mdv = MM_MODELVIEW;
+ cached_mvp = mat;
+ cached_mvp.mult_right(mMatrix[mdv][mMatIdx[mdv]]);
+ cached_mvp_mdv_hash = mMatHash[MM_MODELVIEW];
+ cached_mvp_proj_hash = mMatHash[MM_PROJECTION];
+ }
+
+ shader->uniformMatrix4fv(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX, 1, GL_FALSE, cached_mvp.m);
+ }
+ }
+ }
+
+ for (i = MM_TEXTURE0; i < NUM_MATRIX_MODES; ++i)
+ {
+ if (mMatHash[i] != shader->mMatHash[i])
+ {
+ shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mMatrix[i][mMatIdx[i]].m);
+ shader->mMatHash[i] = mMatHash[i];
+ }
+ }
+
+
+ if (shader->mFeatures.hasLighting || shader->mFeatures.calculatesLighting)
+ { //also sync light state
+ syncLightState();
+ }
+ }
+ else if (!LLGLSLShader::sNoFixedFunction)
+ {
+ GLenum mode[] =
+ {
+ GL_MODELVIEW,
+ GL_PROJECTION,
+ GL_TEXTURE,
+ GL_TEXTURE,
+ GL_TEXTURE,
+ GL_TEXTURE,
+ };
+
+ for (U32 i = 0; i < 2; ++i)
+ {
+ if (mMatHash[i] != mCurMatHash[i])
+ {
+ glMatrixMode(mode[i]);
+ glLoadMatrixf(mMatrix[i][mMatIdx[i]].m);
+ mCurMatHash[i] = mMatHash[i];
+ }
+ }
+
+ for (U32 i = 2; i < NUM_MATRIX_MODES; ++i)
+ {
+ if (mMatHash[i] != mCurMatHash[i])
+ {
+ gGL.getTexUnit(i-2)->activate();
+ glMatrixMode(mode[i]);
+ glLoadMatrixf(mMatrix[i][mMatIdx[i]].m);
+ mCurMatHash[i] = mMatHash[i];
+ }
+ }
+ }
+
+ stop_glerror();
+}
+
void LLRender::translatef(const GLfloat& x, const GLfloat& y, const GLfloat& z)
{
flush();
- glTranslatef(x,y,z);
+
+ {
+ glh::matrix4f trans_mat(1,0,0,x,
+ 0,1,0,y,
+ 0,0,1,z,
+ 0,0,0,1);
+
+ mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(trans_mat);
+ mMatHash[mMatrixMode]++;
+ }
}
void LLRender::scalef(const GLfloat& x, const GLfloat& y, const GLfloat& z)
{
flush();
- glScalef(x,y,z);
+
+ {
+ glh::matrix4f scale_mat(x,0,0,0,
+ 0,y,0,0,
+ 0,0,z,0,
+ 0,0,0,1);
+
+ mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(scale_mat);
+ mMatHash[mMatrixMode]++;
+ }
+}
+
+void LLRender::ortho(F32 left, F32 right, F32 bottom, F32 top, F32 zNear, F32 zFar)
+{
+ flush();
+
+ {
+
+ glh::matrix4f ortho_mat(2.f/(right-left),0,0, -(right+left)/(right-left),
+ 0,2.f/(top-bottom),0, -(top+bottom)/(top-bottom),
+ 0,0,-2.f/(zFar-zNear), -(zFar+zNear)/(zFar-zNear),
+ 0,0,0,1);
+
+ mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(ortho_mat);
+ mMatHash[mMatrixMode]++;
+ }
+}
+
+void LLRender::rotatef(const GLfloat& a, const GLfloat& x, const GLfloat& y, const GLfloat& z)
+{
+ flush();
+
+ {
+ F32 r = a * DEG_TO_RAD;
+
+ F32 c = cosf(r);
+ F32 s = sinf(r);
+
+ F32 ic = 1.f-c;
+
+ glh::matrix4f rot_mat(x*x*ic+c, x*y*ic-z*s, x*z*ic+y*s, 0,
+ x*y*ic+z*s, y*y*ic+c, y*z*ic-x*s, 0,
+ x*z*ic-y*s, y*z*ic+x*s, z*z*ic+c, 0,
+ 0,0,0,1);
+
+ mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(rot_mat);
+ mMatHash[mMatrixMode]++;
+ }
}
void LLRender::pushMatrix()
{
flush();
- glPushMatrix();
+
+ {
+ if (mMatIdx[mMatrixMode] < LL_MATRIX_STACK_DEPTH-1)
+ {
+ mMatrix[mMatrixMode][mMatIdx[mMatrixMode]+1] = mMatrix[mMatrixMode][mMatIdx[mMatrixMode]];
+ ++mMatIdx[mMatrixMode];
+ }
+ else
+ {
+ llwarns << "Matrix stack overflow." << llendl;
+ }
+ }
}
void LLRender::popMatrix()
{
flush();
- glPopMatrix();
+ {
+ if (mMatIdx[mMatrixMode] > 0)
+ {
+ --mMatIdx[mMatrixMode];
+ mMatHash[mMatrixMode]++;
+ }
+ else
+ {
+ llwarns << "Matrix stack underflow." << llendl;
+ }
+ }
+}
+
+void LLRender::loadMatrix(const GLfloat* m)
+{
+ flush();
+ {
+ mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].set_value((GLfloat*) m);
+ mMatHash[mMatrixMode]++;
+ }
+}
+
+void LLRender::multMatrix(const GLfloat* m)
+{
+ flush();
+ {
+ glh::matrix4f mat((GLfloat*) m);
+
+ mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(mat);
+ mMatHash[mMatrixMode]++;
+ }
+}
+
+void LLRender::matrixMode(U32 mode)
+{
+ if (mode == MM_TEXTURE)
+ {
+ mode = MM_TEXTURE0 + gGL.getCurrentTexUnitIndex();
+ }
+
+ llassert(mode < NUM_MATRIX_MODES);
+ mMatrixMode = mode;
+}
+
+void LLRender::loadIdentity()
+{
+ flush();
+
+ {
+ mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].make_identity();
+ mMatHash[mMatrixMode]++;
+ }
+}
+
+const glh::matrix4f& LLRender::getModelviewMatrix()
+{
+ return mMatrix[MM_MODELVIEW][mMatIdx[MM_MODELVIEW]];
}
void LLRender::translateUI(F32 x, F32 y, F32 z)
@@ -1284,6 +1697,19 @@ LLLightState* LLRender::getLight(U32 index)
return NULL;
}
+void LLRender::setAmbientLightColor(const LLColor4& color)
+{
+ if (color != mAmbientLightColor)
+ {
+ ++mLightHash;
+ mAmbientLightColor = color;
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color.mV);
+ }
+ }
+}
+
bool LLRender::verifyTexUnitActive(U32 unitToVerify)
{
if (mCurrTextureUnitIndex == unitToVerify)
@@ -1309,6 +1735,11 @@ void LLRender::begin(const GLuint& mode)
{
if (mode != mMode)
{
+ if (mode == LLRender::QUADS)
+ {
+ mQuadCycle = 1;
+ }
+
if (mMode == LLRender::QUADS ||
mMode == LLRender::LINES ||
mMode == LLRender::TRIANGLES ||
@@ -1396,7 +1827,7 @@ void LLRender::flush()
if (gDebugGL)
{
- if (mMode == LLRender::QUADS)
+ if (mMode == LLRender::QUADS && !sGLCoreProfile)
{
if (mCount%4 != 0)
{
@@ -1421,12 +1852,34 @@ void LLRender::flush()
}
}
+ //store mCount in a local variable to avoid re-entrance (drawArrays may call flush)
+ U32 count = mCount;
+ mCount = 0;
+
+ if (mBuffer->useVBOs() && !mBuffer->isLocked())
+ { //hack to only flush the part of the buffer that was updated (relies on stream draw using buffersubdata)
+ mBuffer->getVertexStrider(mVerticesp, 0, count);
+ mBuffer->getTexCoord0Strider(mTexcoordsp, 0, count);
+ mBuffer->getColorStrider(mColorsp, 0, count);
+ }
+
+ mBuffer->flush();
mBuffer->setBuffer(immediate_mask);
- mBuffer->drawArrays(mMode, 0, mCount);
+
+ if (mMode == LLRender::QUADS && sGLCoreProfile)
+ {
+ mBuffer->drawArrays(LLRender::TRIANGLES, 0, count);
+ mQuadCycle = 1;
+ }
+ else
+ {
+ mBuffer->drawArrays(mMode, 0, count);
+ }
+
+ mVerticesp[0] = mVerticesp[count];
+ mTexcoordsp[0] = mTexcoordsp[count];
+ mColorsp[0] = mColorsp[count];
- mVerticesp[0] = mVerticesp[mCount];
- mTexcoordsp[0] = mTexcoordsp[mCount];
- mColorsp[0] = mColorsp[mCount];
mCount = 0;
}
}
@@ -1450,10 +1903,29 @@ void LLRender::vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z)
mVerticesp[mCount] = vert;
}
+ if (mMode == LLRender::QUADS && LLRender::sGLCoreProfile)
+ {
+ mQuadCycle++;
+ if (mQuadCycle == 4)
+ { //copy two vertices so fourth quad element will add a triangle
+ mQuadCycle = 0;
+
+ mCount++;
+ mVerticesp[mCount] = mVerticesp[mCount-3];
+ mColorsp[mCount] = mColorsp[mCount-3];
+ mTexcoordsp[mCount] = mTexcoordsp[mCount-3];
+
+ mCount++;
+ mVerticesp[mCount] = mVerticesp[mCount-2];
+ mColorsp[mCount] = mColorsp[mCount-2];
+ mTexcoordsp[mCount] = mTexcoordsp[mCount-2];
+ }
+ }
+
mCount++;
mVerticesp[mCount] = mVerticesp[mCount-1];
mColorsp[mCount] = mColorsp[mCount-1];
- mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
+ mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
}
void LLRender::vertexBatchPreTransformed(LLVector3* verts, S32 vert_count)
@@ -1464,13 +1936,50 @@ void LLRender::vertexBatchPreTransformed(LLVector3* verts, S32 vert_count)
return;
}
- for (S32 i = 0; i < vert_count; i++)
+ if (sGLCoreProfile && mMode == LLRender::QUADS)
+ { //quads are deprecated, convert to triangle list
+ S32 i = 0;
+
+ while (i < vert_count)
+ {
+ //read first three
+ mVerticesp[mCount++] = verts[i++];
+ mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
+ mColorsp[mCount] = mColorsp[mCount-1];
+
+ mVerticesp[mCount++] = verts[i++];
+ mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
+ mColorsp[mCount] = mColorsp[mCount-1];
+
+ mVerticesp[mCount++] = verts[i++];
+ mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
+ mColorsp[mCount] = mColorsp[mCount-1];
+
+ //copy two
+ mVerticesp[mCount++] = verts[i-3];
+ mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
+ mColorsp[mCount] = mColorsp[mCount-1];
+
+ mVerticesp[mCount++] = verts[i-1];
+ mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
+ mColorsp[mCount] = mColorsp[mCount-1];
+
+ //copy last one
+ mVerticesp[mCount++] = verts[i++];
+ mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
+ mColorsp[mCount] = mColorsp[mCount-1];
+ }
+ }
+ else
{
- mVerticesp[mCount] = verts[i];
+ for (S32 i = 0; i < vert_count; i++)
+ {
+ mVerticesp[mCount] = verts[i];
- mCount++;
- mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
- mColorsp[mCount] = mColorsp[mCount-1];
+ mCount++;
+ mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
+ mColorsp[mCount] = mColorsp[mCount-1];
+ }
}
mVerticesp[mCount] = mVerticesp[mCount-1];
@@ -1484,13 +1993,50 @@ void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 v
return;
}
- for (S32 i = 0; i < vert_count; i++)
+ if (sGLCoreProfile && mMode == LLRender::QUADS)
+ { //quads are deprecated, convert to triangle list
+ S32 i = 0;
+
+ while (i < vert_count)
+ {
+ //read first three
+ mVerticesp[mCount] = verts[i];
+ mTexcoordsp[mCount++] = uvs[i++];
+ mColorsp[mCount] = mColorsp[mCount-1];
+
+ mVerticesp[mCount] = verts[i];
+ mTexcoordsp[mCount++] = uvs[i++];
+ mColorsp[mCount] = mColorsp[mCount-1];
+
+ mVerticesp[mCount] = verts[i];
+ mTexcoordsp[mCount++] = uvs[i++];
+ mColorsp[mCount] = mColorsp[mCount-1];
+
+ //copy last two
+ mVerticesp[mCount] = verts[i-3];
+ mTexcoordsp[mCount++] = uvs[i-3];
+ mColorsp[mCount] = mColorsp[mCount-1];
+
+ mVerticesp[mCount] = verts[i-1];
+ mTexcoordsp[mCount++] = uvs[i-1];
+ mColorsp[mCount] = mColorsp[mCount-1];
+
+ //copy last one
+ mVerticesp[mCount] = verts[i];
+ mTexcoordsp[mCount++] = uvs[i++];
+ mColorsp[mCount] = mColorsp[mCount-1];
+ }
+ }
+ else
{
- mVerticesp[mCount] = verts[i];
- mTexcoordsp[mCount] = uvs[i];
+ for (S32 i = 0; i < vert_count; i++)
+ {
+ mVerticesp[mCount] = verts[i];
+ mTexcoordsp[mCount] = uvs[i];
- mCount++;
- mColorsp[mCount] = mColorsp[mCount-1];
+ mCount++;
+ mColorsp[mCount] = mColorsp[mCount-1];
+ }
}
mVerticesp[mCount] = mVerticesp[mCount-1];
@@ -1505,13 +2051,51 @@ void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, LLCol
return;
}
- for (S32 i = 0; i < vert_count; i++)
+
+ if (sGLCoreProfile && mMode == LLRender::QUADS)
+ { //quads are deprecated, convert to triangle list
+ S32 i = 0;
+
+ while (i < vert_count)
+ {
+ //read first three
+ mVerticesp[mCount] = verts[i];
+ mTexcoordsp[mCount] = uvs[i];
+ mColorsp[mCount++] = colors[i++];
+
+ mVerticesp[mCount] = verts[i];
+ mTexcoordsp[mCount] = uvs[i];
+ mColorsp[mCount++] = colors[i++];
+
+ mVerticesp[mCount] = verts[i];
+ mTexcoordsp[mCount] = uvs[i];
+ mColorsp[mCount++] = colors[i++];
+
+ //copy last two
+ mVerticesp[mCount] = verts[i-3];
+ mTexcoordsp[mCount] = uvs[i-3];
+ mColorsp[mCount++] = colors[i-3];
+
+ mVerticesp[mCount] = verts[i-1];
+ mTexcoordsp[mCount] = uvs[i-1];
+ mColorsp[mCount++] = colors[i-1];
+
+ //copy last one
+ mVerticesp[mCount] = verts[i];
+ mTexcoordsp[mCount] = uvs[i];
+ mColorsp[mCount++] = colors[i++];
+ }
+ }
+ else
{
- mVerticesp[mCount] = verts[i];
- mTexcoordsp[mCount] = uvs[i];
- mColorsp[mCount] = colors[i];
+ for (S32 i = 0; i < vert_count; i++)
+ {
+ mVerticesp[mCount] = verts[i];
+ mTexcoordsp[mCount] = uvs[i];
+ mColorsp[mCount] = colors[i];
- mCount++;
+ mCount++;
+ }
}
mVerticesp[mCount] = mVerticesp[mCount-1];
@@ -1586,6 +2170,81 @@ void LLRender::color3fv(const GLfloat* c)
color4f(c[0],c[1],c[2],1);
}
+void LLRender::diffuseColor3f(F32 r, F32 g, F32 b)
+{
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+ llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL);
+
+ if (shader)
+ {
+ shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r,g,b,1.f);
+ }
+ else
+ {
+ glColor3f(r,g,b);
+ }
+}
+
+void LLRender::diffuseColor3fv(const F32* c)
+{
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+ llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL);
+
+ if (shader)
+ {
+ shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, c[0], c[1], c[2], 1.f);
+ }
+ else
+ {
+ glColor3fv(c);
+ }
+}
+
+void LLRender::diffuseColor4f(F32 r, F32 g, F32 b, F32 a)
+{
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+ llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL);
+
+ if (shader)
+ {
+ shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r,g,b,a);
+ }
+ else
+ {
+ glColor4f(r,g,b,a);
+ }
+}
+
+void LLRender::diffuseColor4fv(const F32* c)
+{
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+ llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL);
+
+ if (shader)
+ {
+ shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, c);
+ }
+ else
+ {
+ glColor4fv(c);
+ }
+}
+
+void LLRender::diffuseColor4ubv(const U8* c)
+{
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+ llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL);
+
+ if (shader)
+ {
+ shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, c[0]/255.f, c[1]/255.f, c[2]/255.f, c[3]/255.f);
+ }
+ else
+ {
+ glColor4ubv(c);
+ }
+}
+
void LLRender::debugTexUnits(void)
{
LL_INFOS("TextureUnit") << "Active TexUnit: " << mCurrTextureUnitIndex << LL_ENDL;
diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h
index 8f7ee30d87..7581b9f908 100644
--- a/indra/llrender/llrender.h
+++ b/indra/llrender/llrender.h
@@ -41,6 +41,8 @@
#include "llstrider.h"
#include "llpointer.h"
#include "llglheaders.h"
+#include "llmatrix4a.h"
+#include "glh/glh_linear.h"
class LLVertexBuffer;
class LLCubeMap;
@@ -48,6 +50,8 @@ class LLImageGL;
class LLRenderTarget;
class LLTexture ;
+#define LL_MATRIX_STACK_DEPTH 32
+
class LLTexUnit
{
friend class LLRender;
@@ -235,6 +239,8 @@ public:
void setSpotDirection(const LLVector3& direction);
protected:
+ friend class LLRender;
+
S32 mIndex;
bool mEnabled;
LLColor4 mDiffuse;
@@ -308,6 +314,18 @@ public:
BF_UNDEF
} eBlendFactor;
+ typedef enum
+ {
+ MM_MODELVIEW = 0,
+ MM_PROJECTION,
+ MM_TEXTURE0,
+ MM_TEXTURE1,
+ MM_TEXTURE2,
+ MM_TEXTURE3,
+ NUM_MATRIX_MODES,
+ MM_TEXTURE
+ } eMatrixMode;
+
LLRender();
~LLRender();
void init() ;
@@ -319,8 +337,20 @@ public:
void translatef(const GLfloat& x, const GLfloat& y, const GLfloat& z);
void scalef(const GLfloat& x, const GLfloat& y, const GLfloat& z);
+ void rotatef(const GLfloat& a, const GLfloat& x, const GLfloat& y, const GLfloat& z);
+ void ortho(F32 left, F32 right, F32 bottom, F32 top, F32 zNear, F32 zFar);
+
void pushMatrix();
void popMatrix();
+ void loadMatrix(const GLfloat* m);
+ void loadIdentity();
+ void multMatrix(const GLfloat* m);
+ void matrixMode(U32 mode);
+
+ const glh::matrix4f& getModelviewMatrix();
+
+ void syncMatrices();
+ void syncLightState();
void translateUI(F32 x, F32 y, F32 z);
void scaleUI(F32 x, F32 y, F32 z);
@@ -351,6 +381,12 @@ public:
void color3fv(const GLfloat* c);
void color4ubv(const GLubyte* c);
+ void diffuseColor3f(F32 r, F32 g, F32 b);
+ void diffuseColor3fv(const F32* c);
+ void diffuseColor4f(F32 r, F32 g, F32 b, F32 a);
+ void diffuseColor4fv(const F32* c);
+ void diffuseColor4ubv(const U8* c);
+
void vertexBatchPreTransformed(LLVector3* verts, S32 vert_count);
void vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 vert_count);
void vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, LLColor4U*, S32 vert_count);
@@ -368,7 +404,8 @@ public:
eBlendFactor alpha_sfactor, eBlendFactor alpha_dfactor);
LLLightState* getLight(U32 index);
-
+ void setAmbientLightColor(const LLColor4& color);
+
LLTexUnit* getTexUnit(U32 index);
U32 getCurrentTexUnitIndex(void) const { return mCurrTextureUnitIndex; }
@@ -389,9 +426,21 @@ public:
public:
static U32 sUICalls;
static U32 sUIVerts;
+ static bool sGLCoreProfile;
private:
- bool mDirty;
+ friend class LLLightState;
+
+ U32 mMatrixMode;
+ U32 mMatIdx[NUM_MATRIX_MODES];
+ U32 mMatHash[NUM_MATRIX_MODES];
+ glh::matrix4f mMatrix[NUM_MATRIX_MODES][LL_MATRIX_STACK_DEPTH];
+ U32 mCurMatHash[NUM_MATRIX_MODES];
+ U32 mLightHash;
+ LLColor4 mAmbientLightColor;
+
+ bool mDirty;
+ U32 mQuadCycle;
U32 mCount;
U32 mMode;
U32 mCurrTextureUnitIndex;
@@ -419,10 +468,10 @@ private:
};
-extern F64 gGLModelView[16];
-extern F64 gGLLastModelView[16];
-extern F64 gGLLastProjection[16];
-extern F64 gGLProjection[16];
+extern F32 gGLModelView[16];
+extern F32 gGLLastModelView[16];
+extern F32 gGLLastProjection[16];
+extern F32 gGLProjection[16];
extern S32 gGLViewport[4];
extern LLRender gGL;
diff --git a/indra/llrender/llrendersphere.cpp b/indra/llrender/llrendersphere.cpp
index a5cd70445f..26bfe036e8 100644
--- a/indra/llrender/llrendersphere.cpp
+++ b/indra/llrender/llrendersphere.cpp
@@ -35,106 +35,12 @@
#include "llglheaders.h"
-GLUquadricObj *gQuadObj2 = NULL;
LLRenderSphere gSphere;
-void drawSolidSphere(GLdouble radius, GLint slices, GLint stacks);
-
-void drawSolidSphere(GLdouble radius, GLint slices, GLint stacks)
-{
- if (!gQuadObj2)
- {
- gQuadObj2 = gluNewQuadric();
- if (!gQuadObj2)
- {
- llwarns << "drawSolidSphere couldn't allocate quadric" << llendl;
- return;
- }
- }
-
- gluQuadricDrawStyle(gQuadObj2, GLU_FILL);
- gluQuadricNormals(gQuadObj2, GLU_SMOOTH);
- // If we ever changed/used the texture or orientation state
- // of quadObj, we'd need to change it to the defaults here
- // with gluQuadricTexture and/or gluQuadricOrientation.
- gluQuadricTexture(gQuadObj2, GL_TRUE);
- gluSphere(gQuadObj2, radius, slices, stacks);
-}
-
-
-// A couple thoughts on sphere drawing:
-// 1) You need more slices than stacks, but little less than 2:1
-// 2) At low LOD, setting stacks to an odd number avoids a "band" around the equator, making things look smoother
-void LLRenderSphere::prerender()
-{
- // Create a series of display lists for different LODs
- mDList[0] = glGenLists(1);
- glNewList(mDList[0], GL_COMPILE);
- drawSolidSphere(1.0, 30, 20);
- glEndList();
-
- mDList[1] = glGenLists(1);
- glNewList(mDList[1], GL_COMPILE);
- drawSolidSphere(1.0, 20, 15);
- glEndList();
-
- mDList[2] = glGenLists(1);
- glNewList(mDList[2], GL_COMPILE);
- drawSolidSphere(1.0, 12, 8);
- glEndList();
-
- mDList[3] = glGenLists(1);
- glNewList(mDList[3], GL_COMPILE);
- drawSolidSphere(1.0, 8, 5);
- glEndList();
-}
-
-void LLRenderSphere::cleanupGL()
-{
- for (S32 detail = 0; detail < 4; detail++)
- {
- glDeleteLists(mDList[detail], 1);
- mDList[detail] = 0;
- }
-
- if (gQuadObj2)
- {
- gluDeleteQuadric(gQuadObj2);
- gQuadObj2 = NULL;
- }
-}
-
-// Constants here are empirically derived from my eyeballs, JNC
-//
-// The toughest adjustment is the cutoff for the lowest LOD
-// Maybe we should have more LODs at the low end?
-void LLRenderSphere::render(F32 pixel_area)
-{
- S32 level_of_detail;
-
- if (pixel_area > 10000.f)
- {
- level_of_detail = 0;
- }
- else if (pixel_area > 800.f)
- {
- level_of_detail = 1;
- }
- else if (pixel_area > 100.f)
- {
- level_of_detail = 2;
- }
- else
- {
- level_of_detail = 3;
- }
- glCallList(mDList[level_of_detail]);
-}
-
-
void LLRenderSphere::render()
{
- glCallList(mDList[0]);
+ renderGGL();
+ gGL.flush();
}
inline LLVector3 polar_to_cart(F32 latitude, F32 longitude)
diff --git a/indra/llrender/llrendersphere.h b/indra/llrender/llrendersphere.h
index 96a6bec80c..f8e9e86e7f 100644
--- a/indra/llrender/llrendersphere.h
+++ b/indra/llrender/llrendersphere.h
@@ -40,11 +40,6 @@ void lat2xyz(LLVector3 * result, F32 lat, F32 lon); // utility routine
class LLRenderSphere
{
public:
- LLGLuint mDList[5];
-
- void prerender();
- void cleanupGL();
- void render(F32 pixel_area); // of a box of size 1.0 at that position
void render(); // render at highest LOD
void renderGGL(); // render using LLRender
diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp
index 8c0d3592df..1aa12614ea 100644
--- a/indra/llrender/llrendertarget.cpp
+++ b/indra/llrender/llrendertarget.cpp
@@ -31,8 +31,7 @@
#include "llgl.h"
LLRenderTarget* LLRenderTarget::sBoundTarget = NULL;
-
-
+U32 LLRenderTarget::sBytesAllocated = 0;
void check_framebuffer_status()
{
@@ -62,8 +61,7 @@ LLRenderTarget::LLRenderTarget() :
mStencil(0),
mUseDepth(false),
mRenderDepth(false),
- mUsage(LLTexUnit::TT_TEXTURE),
- mSamples(0)
+ mUsage(LLTexUnit::TT_TEXTURE)
{
}
@@ -84,20 +82,6 @@ bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo
mStencil = stencil;
mUsage = usage;
mUseDepth = depth;
- mSamples = samples;
-
- mSamples = gGLManager.getNumFBOFSAASamples(mSamples);
-
- if (mSamples > 1 && gGLManager.mHasTextureMultisample)
- {
- mUsage = LLTexUnit::TT_MULTISAMPLE_TEXTURE;
- //no support for multisampled stencil targets yet
- mStencil = false;
- }
- else
- {
- mSamples = 0;
- }
if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject)
{
@@ -157,21 +141,6 @@ bool LLRenderTarget::addColorAttachment(U32 color_fmt)
stop_glerror();
-#ifdef GL_ARB_texture_multisample
- if (mSamples > 1)
- {
- clear_glerror();
- glTexImage2DMultisample(LLTexUnit::getInternalType(mUsage), mSamples, color_fmt, mResX, mResY, GL_TRUE);
- if (glGetError() != GL_NO_ERROR)
- {
- llwarns << "Could not allocate multisample color buffer for render target." << llendl;
- return false;
- }
- }
- else
-#else
- llassert_always(mSamples <= 1);
-#endif
{
clear_glerror();
LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
@@ -182,32 +151,32 @@ bool LLRenderTarget::addColorAttachment(U32 color_fmt)
}
}
+ sBytesAllocated += mResX*mResY*4;
+
stop_glerror();
- if (mSamples == 0)
- {
- if (offset == 0)
- { //use bilinear filtering on single texture render targets that aren't multisampled
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- stop_glerror();
- }
- else
- { //don't filter data attachments
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- stop_glerror();
- }
+
+ if (offset == 0)
+ { //use bilinear filtering on single texture render targets that aren't multisampled
+ gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ stop_glerror();
+ }
+ else
+ { //don't filter data attachments
+ gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ stop_glerror();
+ }
- if (mUsage != LLTexUnit::TT_RECT_TEXTURE)
- {
- gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_MIRROR);
- stop_glerror();
- }
- else
- {
- // ATI doesn't support mirrored repeat for rectangular textures.
- gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
- stop_glerror();
- }
+ if (mUsage != LLTexUnit::TT_RECT_TEXTURE)
+ {
+ gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_MIRROR);
+ stop_glerror();
+ }
+ else
+ {
+ // ATI doesn't support mirrored repeat for rectangular textures.
+ gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ stop_glerror();
}
if (mFBO)
@@ -250,26 +219,16 @@ bool LLRenderTarget::allocateDepth()
{
LLImageGL::generateTextures(1, &mDepth);
gGL.getTexUnit(0)->bindManual(mUsage, mDepth);
- if (mSamples == 0)
- {
- U32 internal_type = LLTexUnit::getInternalType(mUsage);
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- stop_glerror();
- clear_glerror();
- LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT32, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
- }
-#ifdef GL_ARB_texture_multisample
- else
- {
- stop_glerror();
- clear_glerror();
- glTexImage2DMultisample(LLTexUnit::getInternalType(mUsage), mSamples, GL_DEPTH_COMPONENT32, mResX, mResY, GL_TRUE);
- }
-#else
- llassert_always(mSamples <= 1);
-#endif
+
+ U32 internal_type = LLTexUnit::getInternalType(mUsage);
+ stop_glerror();
+ clear_glerror();
+ LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT24, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+ gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
+ sBytesAllocated += mResX*mResY*4;
+
if (glGetError() != GL_NO_ERROR)
{
llwarns << "Unable to allocate depth buffer for render target." << llendl;
@@ -339,14 +298,16 @@ void LLRenderTarget::release()
stop_glerror();
}
mDepth = 0;
+
+ sBytesAllocated -= mResX*mResY*4;
}
else if (mUseDepth && mFBO)
{ //detach shared depth buffer
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
if (mStencil)
{ //attached as a renderbuffer
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
mStencil = false;
}
else
@@ -364,6 +325,7 @@ void LLRenderTarget::release()
if (mTex.size() > 0)
{
+ sBytesAllocated -= mResX*mResY*4*mTex.size();
LLImageGL::deleteTextures(mTex.size(), &mTex[0], true);
mTex.clear();
}
diff --git a/indra/llrender/llrendertarget.h b/indra/llrender/llrendertarget.h
index dea1de12d8..2735ab21c5 100644
--- a/indra/llrender/llrendertarget.h
+++ b/indra/llrender/llrendertarget.h
@@ -64,6 +64,7 @@ class LLRenderTarget
public:
//whether or not to use FBO implementation
static bool sUseFBO;
+ static U32 sBytesAllocated;
LLRenderTarget();
~LLRenderTarget();
@@ -147,7 +148,6 @@ protected:
bool mUseDepth;
bool mRenderDepth;
LLTexUnit::eTextureType mUsage;
- U32 mSamples;
static LLRenderTarget* sBoundTarget;
};
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 986c1f2774..75c584daab 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -81,7 +81,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
// NOTE order of shader object attaching is VERY IMPORTANT!!!
if (features->calculatesAtmospherics)
{
- if (!shader->attachObject("windlight/atmosphericsVarsV.glsl"))
+ if (features->hasWaterFog)
+ {
+ if (!shader->attachObject("windlight/atmosphericsVarsWaterV.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else if (!shader->attachObject("windlight/atmosphericsVarsV.glsl"))
{
return FALSE;
}
@@ -161,7 +168,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if(features->calculatesAtmospherics)
{
- if (!shader->attachObject("windlight/atmosphericsVarsF.glsl"))
+ if (features->hasWaterFog)
+ {
+ if (!shader->attachObject("windlight/atmosphericsVarsWaterF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else if (!shader->attachObject("windlight/atmosphericsVarsF.glsl"))
{
return FALSE;
}
@@ -241,7 +255,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
return FALSE;
}
}
- shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
@@ -280,7 +294,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
return FALSE;
}
}
- shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
}
@@ -304,7 +318,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
return FALSE;
}
- shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
else if (features->hasWaterFog)
@@ -336,7 +350,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
return FALSE;
}
- shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
@@ -355,7 +369,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
return FALSE;
}
- shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
@@ -395,7 +409,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
return FALSE;
}
}
- shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
}
@@ -419,7 +433,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
return FALSE;
}
- shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
@@ -438,10 +452,26 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
return FALSE;
}
- shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
}
+
+ if (features->mIndexedTextureChannels <= 1)
+ {
+ if (!shader->attachObject("objects/nonindexedTextureV.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else
+ {
+ if (!shader->attachObject("objects/indexedTextureV.glsl"))
+ {
+ return FALSE;
+ }
+ }
+
return TRUE;
}
@@ -477,7 +507,7 @@ void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns)
}
else
{
- LL_DEBUGS("ShaderLoading") << log << LL_ENDL;
+ LL_INFOS("ShaderLoading") << log << LL_ENDL;
}
}
}
@@ -531,23 +561,64 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
}
//we can't have any lines longer than 1024 characters
- //or any shaders longer than 1024 lines... deal - DaveP
+ //or any shaders longer than 4096 lines... deal - DaveP
GLcharARB buff[1024];
- GLcharARB* text[1024];
+ GLcharARB* text[4096];
GLuint count = 0;
- if (gGLManager.mGLVersion < 2.1f)
+ F32 version = gGLManager.mGLVersion;
+
+//hack to never use GLSL > 1.20 on OSX
+#if LL_DARWIN
+ version = llmin(version, 2.9f);
+#endif
+
+ if (version < 2.1f)
{
text[count++] = strdup("#version 110\n");
+ text[count++] = strdup("#define ATTRIBUTE attribute\n");
+ text[count++] = strdup("#define VARYING varying\n");
}
- else if (gGLManager.mGLVersion < 3.f)
+ else if (version < 3.f)
{
//set version to 1.20
text[count++] = strdup("#version 120\n");
+ text[count++] = strdup("#define FXAA_GLSL_120 1\n");
+ text[count++] = strdup("#define FXAA_FAST_PIXEL_OFFSET 0\n");
+ text[count++] = strdup("#define ATTRIBUTE attribute\n");
+ text[count++] = strdup("#define VARYING varying\n");
}
else
- { //set version to 1.30
- text[count++] = strdup("#version 130\n");
+ {
+ if (version < 4.f)
+ {
+ //set version to 1.30
+ text[count++] = strdup("#version 130\n");
+ }
+ else
+ { //set version to 400
+ text[count++] = strdup("#version 400\n");
+ }
+
+ text[count++] = strdup("#define DEFINE_GL_FRAGCOLOR 1\n");
+ text[count++] = strdup("#define FXAA_GLSL_130 1\n");
+
+ text[count++] = strdup("#define ATTRIBUTE in\n");
+
+ if (type == GL_VERTEX_SHADER_ARB)
+ { //"varying" state is "out" in a vertex program, "in" in a fragment program
+ // ("varying" is deprecated after version 1.20)
+ text[count++] = strdup("#define VARYING out\n");
+ }
+ else
+ {
+ text[count++] = strdup("#define VARYING in\n");
+ }
+
+ //backwards compatibility with legacy texture lookup syntax
+ text[count++] = strdup("#define textureCube texture\n");
+ text[count++] = strdup("#define texture2DLod textureLod\n");
+ text[count++] = strdup("#define shadow2D(a,b) vec2(texture(a,b))\n");
}
//copy preprocessor definitions into buffer
@@ -571,7 +642,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
.
uniform sampler2D texN;
- varying float vary_texture_index;
+ VARYING float vary_texture_index;
vec4 diffuseLookup(vec2 texcoord)
{
@@ -597,7 +668,11 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
text[count++] = strdup(decl.c_str());
}
- text[count++] = strdup("varying float vary_texture_index;\n");
+ if (texture_index_channels > 1)
+ {
+ text[count++] = strdup("VARYING float vary_texture_index;\n");
+ }
+
text[count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n");
text[count++] = strdup("{\n");
@@ -649,7 +724,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
}
//copy file into memory
- while( fgets((char *)buff, 1024, file) != NULL && count < LL_ARRAY_SIZE(buff) )
+ while( fgets((char *)buff, 1024, file) != NULL && count < LL_ARRAY_SIZE(text) )
{
text[count++] = (GLcharARB *)strdup((char *)buff);
}
@@ -704,14 +779,24 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
LL_WARNS("ShaderLoading") << "GLSL Compilation Error: (" << error << ") in " << filename << LL_ENDL;
dumpObjectLog(ret);
+#if LL_WINDOWS
std::stringstream ostr;
//dump shader source for debugging
for (GLuint i = 0; i < count; i++)
{
ostr << i << ": " << text[i];
+
+ if (i % 128 == 0)
+ { //dump every 128 lines
+
+ LL_WARNS("ShaderLoading") << "\n" << ostr.str() << llendl;
+ ostr = std::stringstream();
+ }
+
}
LL_WARNS("ShaderLoading") << "\n" << ostr.str() << llendl;
+#endif // LL_WINDOWS
ret = 0;
}
@@ -819,3 +904,181 @@ BOOL LLShaderMgr::validateProgramObject(GLhandleARB obj)
return success;
}
+//virtual
+void LLShaderMgr::initAttribsAndUniforms()
+{
+ //MUST match order of enum in LLVertexBuffer.h
+ mReservedAttribs.push_back("position");
+ mReservedAttribs.push_back("normal");
+ mReservedAttribs.push_back("texcoord0");
+ mReservedAttribs.push_back("texcoord1");
+ mReservedAttribs.push_back("texcoord2");
+ mReservedAttribs.push_back("texcoord3");
+ mReservedAttribs.push_back("diffuse_color");
+ mReservedAttribs.push_back("emissive");
+ mReservedAttribs.push_back("binormal");
+ mReservedAttribs.push_back("weight");
+ mReservedAttribs.push_back("weight4");
+ mReservedAttribs.push_back("clothing");
+ mReservedAttribs.push_back("texture_index");
+
+ //matrix state
+ mReservedUniforms.push_back("modelview_matrix");
+ mReservedUniforms.push_back("projection_matrix");
+ mReservedUniforms.push_back("inv_proj");
+ mReservedUniforms.push_back("modelview_projection_matrix");
+ mReservedUniforms.push_back("normal_matrix");
+ mReservedUniforms.push_back("texture_matrix0");
+ mReservedUniforms.push_back("texture_matrix1");
+ mReservedUniforms.push_back("texture_matrix2");
+ mReservedUniforms.push_back("texture_matrix3");
+ llassert(mReservedUniforms.size() == LLShaderMgr::TEXTURE_MATRIX3+1);
+
+ mReservedUniforms.push_back("viewport");
+
+ mReservedUniforms.push_back("light_position");
+ mReservedUniforms.push_back("light_direction");
+ mReservedUniforms.push_back("light_attenuation");
+ mReservedUniforms.push_back("light_diffuse");
+ mReservedUniforms.push_back("light_ambient");
+ mReservedUniforms.push_back("light_count");
+ mReservedUniforms.push_back("light");
+ mReservedUniforms.push_back("light_col");
+ mReservedUniforms.push_back("far_z");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::MULTI_LIGHT_FAR_Z+1);
+
+
+ mReservedUniforms.push_back("proj_mat");
+ mReservedUniforms.push_back("proj_near");
+ mReservedUniforms.push_back("proj_p");
+ mReservedUniforms.push_back("proj_n");
+ mReservedUniforms.push_back("proj_origin");
+ mReservedUniforms.push_back("proj_range");
+ mReservedUniforms.push_back("proj_ambiance");
+ mReservedUniforms.push_back("proj_shadow_idx");
+ mReservedUniforms.push_back("shadow_fade");
+ mReservedUniforms.push_back("proj_focus");
+ mReservedUniforms.push_back("proj_lod");
+ mReservedUniforms.push_back("proj_ambient_lod");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::PROJECTOR_AMBIENT_LOD+1);
+
+ mReservedUniforms.push_back("color");
+
+ mReservedUniforms.push_back("diffuseMap");
+ mReservedUniforms.push_back("specularMap");
+ mReservedUniforms.push_back("bumpMap");
+ mReservedUniforms.push_back("environmentMap");
+ mReservedUniforms.push_back("cloude_noise_texture");
+ mReservedUniforms.push_back("fullbright");
+ mReservedUniforms.push_back("lightnorm");
+ mReservedUniforms.push_back("sunlight_color_copy");
+ mReservedUniforms.push_back("ambient");
+ mReservedUniforms.push_back("blue_horizon");
+ mReservedUniforms.push_back("blue_density");
+ mReservedUniforms.push_back("haze_horizon");
+ mReservedUniforms.push_back("haze_density");
+ mReservedUniforms.push_back("cloud_shadow");
+ mReservedUniforms.push_back("density_multiplier");
+ mReservedUniforms.push_back("distance_multiplier");
+ mReservedUniforms.push_back("max_y");
+ mReservedUniforms.push_back("glow");
+ mReservedUniforms.push_back("cloud_color");
+ mReservedUniforms.push_back("cloud_pos_density1");
+ mReservedUniforms.push_back("cloud_pos_density2");
+ mReservedUniforms.push_back("cloud_scale");
+ mReservedUniforms.push_back("gamma");
+ mReservedUniforms.push_back("scene_light_strength");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::SCENE_LIGHT_STRENGTH+1);
+
+ mReservedUniforms.push_back("center");
+ mReservedUniforms.push_back("size");
+ mReservedUniforms.push_back("falloff");
+
+
+ mReservedUniforms.push_back("minLuminance");
+ mReservedUniforms.push_back("maxExtractAlpha");
+ mReservedUniforms.push_back("lumWeights");
+ mReservedUniforms.push_back("warmthWeights");
+ mReservedUniforms.push_back("warmthAmount");
+ mReservedUniforms.push_back("glowStrength");
+ mReservedUniforms.push_back("glowDelta");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::GLOW_DELTA+1);
+
+
+ mReservedUniforms.push_back("minimum_alpha");
+
+ mReservedUniforms.push_back("shadow_matrix");
+ mReservedUniforms.push_back("env_mat");
+ mReservedUniforms.push_back("shadow_clip");
+ mReservedUniforms.push_back("sun_wash");
+ mReservedUniforms.push_back("shadow_noise");
+ mReservedUniforms.push_back("blur_size");
+ mReservedUniforms.push_back("ssao_radius");
+ mReservedUniforms.push_back("ssao_max_radius");
+ mReservedUniforms.push_back("ssao_factor");
+ mReservedUniforms.push_back("ssao_factor_inv");
+ mReservedUniforms.push_back("ssao_effect_mat");
+ mReservedUniforms.push_back("screen_res");
+ mReservedUniforms.push_back("near_clip");
+ mReservedUniforms.push_back("shadow_offset");
+ mReservedUniforms.push_back("shadow_bias");
+ mReservedUniforms.push_back("spot_shadow_bias");
+ mReservedUniforms.push_back("spot_shadow_offset");
+ mReservedUniforms.push_back("sun_dir");
+ mReservedUniforms.push_back("shadow_res");
+ mReservedUniforms.push_back("proj_shadow_res");
+ mReservedUniforms.push_back("depth_cutoff");
+ mReservedUniforms.push_back("norm_cutoff");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_NORM_CUTOFF+1);
+
+ mReservedUniforms.push_back("tc_scale");
+ mReservedUniforms.push_back("rcp_screen_res");
+ mReservedUniforms.push_back("rcp_frame_opt");
+ mReservedUniforms.push_back("rcp_frame_opt2");
+
+ mReservedUniforms.push_back("focal_distance");
+ mReservedUniforms.push_back("blur_constant");
+ mReservedUniforms.push_back("tan_pixel_angle");
+ mReservedUniforms.push_back("magnification");
+ mReservedUniforms.push_back("max_cof");
+ mReservedUniforms.push_back("res_scale");
+
+ mReservedUniforms.push_back("depthMap");
+ mReservedUniforms.push_back("shadowMap0");
+ mReservedUniforms.push_back("shadowMap1");
+ mReservedUniforms.push_back("shadowMap2");
+ mReservedUniforms.push_back("shadowMap3");
+ mReservedUniforms.push_back("shadowMap4");
+ mReservedUniforms.push_back("shadowMap5");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW5+1);
+
+ mReservedUniforms.push_back("normalMap");
+ mReservedUniforms.push_back("positionMap");
+ mReservedUniforms.push_back("diffuseRect");
+ mReservedUniforms.push_back("specularRect");
+ mReservedUniforms.push_back("noiseMap");
+ mReservedUniforms.push_back("lightFunc");
+ mReservedUniforms.push_back("lightMap");
+ mReservedUniforms.push_back("bloomMap");
+ mReservedUniforms.push_back("projectionMap");
+
+ llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS);
+
+ std::set<std::string> dupe_check;
+
+ for (U32 i = 0; i < mReservedUniforms.size(); ++i)
+ {
+ if (dupe_check.find(mReservedUniforms[i]) != dupe_check.end())
+ {
+ llerrs << "Duplicate reserved uniform name found: " << mReservedUniforms[i] << llendl;
+ }
+ dupe_check.insert(mReservedUniforms[i]);
+ }
+}
+
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index 2f30103811..950e6c9c2f 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -36,9 +36,137 @@ public:
LLShaderMgr();
virtual ~LLShaderMgr();
+ typedef enum
+ {
+ MODELVIEW_MATRIX = 0,
+ PROJECTION_MATRIX,
+ INVERSE_PROJECTION_MATRIX,
+ MODELVIEW_PROJECTION_MATRIX,
+ NORMAL_MATRIX,
+ TEXTURE_MATRIX0,
+ TEXTURE_MATRIX1,
+ TEXTURE_MATRIX2,
+ TEXTURE_MATRIX3,
+ VIEWPORT,
+ LIGHT_POSITION,
+ LIGHT_DIRECTION,
+ LIGHT_ATTENUATION,
+ LIGHT_DIFFUSE,
+ LIGHT_AMBIENT,
+ MULTI_LIGHT_COUNT,
+ MULTI_LIGHT,
+ MULTI_LIGHT_COL,
+ MULTI_LIGHT_FAR_Z,
+ PROJECTOR_MATRIX,
+ PROJECTOR_NEAR,
+ PROJECTOR_P,
+ PROJECTOR_N,
+ PROJECTOR_ORIGIN,
+ PROJECTOR_RANGE,
+ PROJECTOR_AMBIANCE,
+ PROJECTOR_SHADOW_INDEX,
+ PROJECTOR_SHADOW_FADE,
+ PROJECTOR_FOCUS,
+ PROJECTOR_LOD,
+ PROJECTOR_AMBIENT_LOD,
+ DIFFUSE_COLOR,
+ DIFFUSE_MAP,
+ SPECULAR_MAP,
+ BUMP_MAP,
+ ENVIRONMENT_MAP,
+ CLOUD_NOISE_MAP,
+ FULLBRIGHT,
+ LIGHTNORM,
+ SUNLIGHT_COLOR,
+ AMBIENT,
+ BLUE_HORIZON,
+ BLUE_DENSITY,
+ HAZE_HORIZON,
+ HAZE_DENSITY,
+ CLOUD_SHADOW,
+ DENSITY_MULTIPLIER,
+ DISTANCE_MULTIPLIER,
+ MAX_Y,
+ GLOW,
+ CLOUD_COLOR,
+ CLOUD_POS_DENSITY1,
+ CLOUD_POS_DENSITY2,
+ CLOUD_SCALE,
+ GAMMA,
+ SCENE_LIGHT_STRENGTH,
+ LIGHT_CENTER,
+ LIGHT_SIZE,
+ LIGHT_FALLOFF,
+
+ GLOW_MIN_LUMINANCE,
+ GLOW_MAX_EXTRACT_ALPHA,
+ GLOW_LUM_WEIGHTS,
+ GLOW_WARMTH_WEIGHTS,
+ GLOW_WARMTH_AMOUNT,
+ GLOW_STRENGTH,
+ GLOW_DELTA,
+
+ MINIMUM_ALPHA,
+
+ DEFERRED_SHADOW_MATRIX,
+ DEFERRED_ENV_MAT,
+ DEFERRED_SHADOW_CLIP,
+ DEFERRED_SUN_WASH,
+ DEFERRED_SHADOW_NOISE,
+ DEFERRED_BLUR_SIZE,
+ DEFERRED_SSAO_RADIUS,
+ DEFERRED_SSAO_MAX_RADIUS,
+ DEFERRED_SSAO_FACTOR,
+ DEFERRED_SSAO_FACTOR_INV,
+ DEFERRED_SSAO_EFFECT_MAT,
+ DEFERRED_SCREEN_RES,
+ DEFERRED_NEAR_CLIP,
+ DEFERRED_SHADOW_OFFSET,
+ DEFERRED_SHADOW_BIAS,
+ DEFERRED_SPOT_SHADOW_BIAS,
+ DEFERRED_SPOT_SHADOW_OFFSET,
+ DEFERRED_SUN_DIR,
+ DEFERRED_SHADOW_RES,
+ DEFERRED_PROJ_SHADOW_RES,
+ DEFERRED_DEPTH_CUTOFF,
+ DEFERRED_NORM_CUTOFF,
+
+ FXAA_TC_SCALE,
+ FXAA_RCP_SCREEN_RES,
+ FXAA_RCP_FRAME_OPT,
+ FXAA_RCP_FRAME_OPT2,
+
+ DOF_FOCAL_DISTANCE,
+ DOF_BLUR_CONSTANT,
+ DOF_TAN_PIXEL_ANGLE,
+ DOF_MAGNIFICATION,
+ DOF_MAX_COF,
+ DOF_RES_SCALE,
+
+ DEFERRED_DEPTH,
+ DEFERRED_SHADOW0,
+ DEFERRED_SHADOW1,
+ DEFERRED_SHADOW2,
+ DEFERRED_SHADOW3,
+ DEFERRED_SHADOW4,
+ DEFERRED_SHADOW5,
+ DEFERRED_NORMAL,
+ DEFERRED_POSITION,
+ DEFERRED_DIFFUSE,
+ DEFERRED_SPECULAR,
+ DEFERRED_NOISE,
+ DEFERRED_LIGHTFUNC,
+ DEFERRED_LIGHT,
+ DEFERRED_BLOOM,
+ DEFERRED_PROJECTION,
+ END_RESERVED_UNIFORMS
+ } eGLSLReservedUniforms;
+
// singleton pattern implementation
static LLShaderMgr * instance();
+ virtual void initAttribsAndUniforms(void);
+
BOOL attachShaderFeatures(LLGLSLShader * shader);
void dumpObjectLog(GLhandleARB ret, BOOL warns = TRUE);
BOOL linkProgramObject(GLhandleARB obj, BOOL suppress_errors = FALSE);
diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp
index 8fd1193780..b426421f88 100644
--- a/indra/llrender/llvertexbuffer.cpp
+++ b/indra/llrender/llvertexbuffer.cpp
@@ -34,9 +34,21 @@
#include "llmemtype.h"
#include "llrender.h"
#include "llvector4a.h"
+#include "llshadermgr.h"
#include "llglslshader.h"
#include "llmemory.h"
+//Next Highest Power Of Two
+//helper function, returns first number > v that is a power of 2, or v if v is already a power of 2
+U32 nhpo2(U32 v)
+{
+ U32 r = 1;
+ while (r < v) {
+ r *= 2;
+ }
+ return r;
+}
+
//============================================================================
@@ -45,6 +57,7 @@ LLVBOPool LLVertexBuffer::sStreamVBOPool;
LLVBOPool LLVertexBuffer::sDynamicVBOPool;
LLVBOPool LLVertexBuffer::sStreamIBOPool;
LLVBOPool LLVertexBuffer::sDynamicIBOPool;
+U32 LLVBOPool::sBytesPooled = 0;
LLPrivateMemoryPool* LLVertexBuffer::sPrivatePoolp = NULL ;
U32 LLVertexBuffer::sBindCount = 0;
@@ -55,6 +68,7 @@ S32 LLVertexBuffer::sMappedCount = 0;
BOOL LLVertexBuffer::sDisableVBOMapping = FALSE ;
BOOL LLVertexBuffer::sEnableVBOs = TRUE;
U32 LLVertexBuffer::sGLRenderBuffer = 0;
+U32 LLVertexBuffer::sGLRenderArray = 0;
U32 LLVertexBuffer::sGLRenderIndices = 0;
U32 LLVertexBuffer::sLastMask = 0;
BOOL LLVertexBuffer::sVBOActive = FALSE;
@@ -62,11 +76,8 @@ BOOL LLVertexBuffer::sIBOActive = FALSE;
U32 LLVertexBuffer::sAllocatedBytes = 0;
BOOL LLVertexBuffer::sMapped = FALSE;
BOOL LLVertexBuffer::sUseStreamDraw = TRUE;
+BOOL LLVertexBuffer::sUseVAO = FALSE;
BOOL LLVertexBuffer::sPreferStreamDraw = FALSE;
-S32 LLVertexBuffer::sWeight4Loc = -1;
-
-std::vector<U32> LLVertexBuffer::sDeleteList;
-
const U32 FENCE_WAIT_TIME_NANOSECONDS = 10000; //1 ms
@@ -122,6 +133,109 @@ public:
};
+
+//which power of 2 is i?
+//assumes i is a power of 2 > 0
+U32 wpo2(U32 i)
+{
+ llassert(i > 0);
+ llassert(nhpo2(i) == i);
+
+ U32 r = 0;
+
+ while (i >>= 1) ++r;
+
+ return r;
+}
+
+U8* LLVBOPool::allocate(U32& name, U32 size)
+{
+ llassert(nhpo2(size) == size);
+
+ U32 i = wpo2(size);
+
+ if (mFreeList.size() <= i)
+ {
+ mFreeList.resize(i+1);
+ }
+
+ U8* ret = NULL;
+
+ if (mFreeList[i].empty())
+ {
+ //make a new buffer
+ glGenBuffersARB(1, &name);
+ glBindBufferARB(mType, name);
+ glBufferDataARB(mType, size, 0, mUsage);
+ LLVertexBuffer::sAllocatedBytes += size;
+
+ if (LLVertexBuffer::sDisableVBOMapping)
+ {
+ ret = (U8*) ll_aligned_malloc_16(size);
+ }
+ glBindBufferARB(mType, 0);
+ }
+ else
+ {
+ name = mFreeList[i].front().mGLName;
+ ret = mFreeList[i].front().mClientData;
+
+ sBytesPooled -= size;
+
+ mFreeList[i].pop_front();
+ }
+
+ return ret;
+}
+
+void LLVBOPool::release(U32 name, U8* buffer, U32 size)
+{
+ llassert(nhpo2(size) == size);
+
+ U32 i = wpo2(size);
+
+ llassert(mFreeList.size() > i);
+
+ Record rec;
+ rec.mGLName = name;
+ rec.mClientData = buffer;
+
+ sBytesPooled += size;
+
+ mFreeList[i].push_back(rec);
+}
+
+void LLVBOPool::cleanup()
+{
+ U32 size = 1;
+
+ for (U32 i = 0; i < mFreeList.size(); ++i)
+ {
+ record_list_t& l = mFreeList[i];
+
+ while (!l.empty())
+ {
+ Record& r = l.front();
+
+ glDeleteBuffersARB(1, &r.mGLName);
+
+ if (r.mClientData)
+ {
+ ll_aligned_free_16(r.mClientData);
+ }
+
+ l.pop_front();
+
+ LLVertexBuffer::sAllocatedBytes -= size;
+ sBytesPooled -= size;
+ }
+
+ size *= 2;
+ }
+}
+
+
+//NOTE: each component must be AT LEAST 4 bytes in size to avoid a performance penalty on AMD hardware
S32 LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_MAX] =
{
sizeof(LLVector4), // TYPE_VERTEX,
@@ -131,10 +245,12 @@ S32 LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_MAX] =
sizeof(LLVector2), // TYPE_TEXCOORD2,
sizeof(LLVector2), // TYPE_TEXCOORD3,
sizeof(LLColor4U), // TYPE_COLOR,
+ sizeof(LLColor4U), // TYPE_EMISSIVE, only alpha is used currently
sizeof(LLVector4), // TYPE_BINORMAL,
sizeof(F32), // TYPE_WEIGHT,
sizeof(LLVector4), // TYPE_WEIGHT4,
sizeof(LLVector4), // TYPE_CLOTHWEIGHT,
+ sizeof(LLVector4), // TYPE_TEXTURE_INDEX (actually exists as position.w), no extra data, but stride is 16 bytes
};
U32 LLVertexBuffer::sGLMode[LLRender::NUM_MODES] =
@@ -149,146 +265,147 @@ U32 LLVertexBuffer::sGLMode[LLRender::NUM_MODES] =
GL_LINE_LOOP,
};
+
//static
void LLVertexBuffer::setupClientArrays(U32 data_mask)
{
- /*if (LLGLImmediate::sStarted)
- {
- llerrs << "Cannot use LLGLImmediate and LLVertexBuffer simultaneously!" << llendl;
- }*/
-
if (sLastMask != data_mask)
{
- U32 mask[] =
+ BOOL error = FALSE;
+
+ if (LLGLSLShader::sNoFixedFunction)
{
- MAP_VERTEX,
- MAP_NORMAL,
- MAP_TEXCOORD0,
- MAP_COLOR,
- };
-
- GLenum array[] =
+ for (U32 i = 0; i < TYPE_MAX; ++i)
+ {
+ S32 loc = i;
+
+ U32 mask = 1 << i;
+
+ if (sLastMask & (1 << i))
+ { //was enabled
+ if (!(data_mask & mask))
+ { //needs to be disabled
+ glDisableVertexAttribArrayARB(loc);
+ }
+ }
+ else
+ { //was disabled
+ if (data_mask & mask)
+ { //needs to be enabled
+ glEnableVertexAttribArrayARB(loc);
+ }
+ }
+ }
+ }
+ else
{
- GL_VERTEX_ARRAY,
- GL_NORMAL_ARRAY,
- GL_TEXTURE_COORD_ARRAY,
- GL_COLOR_ARRAY,
- };
- BOOL error = FALSE;
- for (U32 i = 0; i < 4; ++i)
- {
- if (sLastMask & mask[i])
- { //was enabled
- if (!(data_mask & mask[i]) && i > 0)
- { //needs to be disabled
- glDisableClientState(array[i]);
+ GLenum array[] =
+ {
+ GL_VERTEX_ARRAY,
+ GL_NORMAL_ARRAY,
+ GL_TEXTURE_COORD_ARRAY,
+ GL_COLOR_ARRAY,
+ };
+
+ GLenum mask[] =
+ {
+ MAP_VERTEX,
+ MAP_NORMAL,
+ MAP_TEXCOORD0,
+ MAP_COLOR
+ };
+
+
+
+ for (U32 i = 0; i < 4; ++i)
+ {
+ if (sLastMask & mask[i])
+ { //was enabled
+ if (!(data_mask & mask[i]))
+ { //needs to be disabled
+ glDisableClientState(array[i]);
+ }
+ else if (gDebugGL)
+ { //needs to be enabled, make sure it was (DEBUG)
+ if (!glIsEnabled(array[i]))
+ {
+ if (gDebugSession)
+ {
+ error = TRUE;
+ gFailLog << "Bad client state! " << array[i] << " disabled." << std::endl;
+ }
+ else
+ {
+ llerrs << "Bad client state! " << array[i] << " disabled." << llendl;
+ }
+ }
+ }
}
- else if (gDebugGL)
- { //needs to be enabled, make sure it was (DEBUG TEMPORARY)
- if (i > 0 && !glIsEnabled(array[i]))
- {
+ else
+ { //was disabled
+ if (data_mask & mask[i])
+ { //needs to be enabled
+ glEnableClientState(array[i]);
+ }
+ else if (gDebugGL && glIsEnabled(array[i]))
+ { //needs to be disabled, make sure it was (DEBUG TEMPORARY)
if (gDebugSession)
{
error = TRUE;
- gFailLog << "Bad client state! " << array[i] << " disabled." << std::endl;
+ gFailLog << "Bad client state! " << array[i] << " enabled." << std::endl;
}
else
{
- llerrs << "Bad client state! " << array[i] << " disabled." << llendl;
+ llerrs << "Bad client state! " << array[i] << " enabled." << llendl;
}
}
}
}
- else
- { //was disabled
- if (data_mask & mask[i] && i > 0)
- { //needs to be enabled
- glEnableClientState(array[i]);
- }
- else if (gDebugGL && i > 0 && glIsEnabled(array[i]))
- { //needs to be disabled, make sure it was (DEBUG TEMPORARY)
- if (gDebugSession)
- {
- error = TRUE;
- gFailLog << "Bad client state! " << array[i] << " enabled." << std::endl;
- }
- else
- {
- llerrs << "Bad client state! " << array[i] << " enabled." << llendl;
+
+ U32 map_tc[] =
+ {
+ MAP_TEXCOORD1,
+ MAP_TEXCOORD2,
+ MAP_TEXCOORD3
+ };
+
+ for (U32 i = 0; i < 3; i++)
+ {
+ if (sLastMask & map_tc[i])
+ {
+ if (!(data_mask & map_tc[i]))
+ { //disable
+ glClientActiveTextureARB(GL_TEXTURE1_ARB+i);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glClientActiveTextureARB(GL_TEXTURE0_ARB);
}
}
+ else if (data_mask & map_tc[i])
+ {
+ glClientActiveTextureARB(GL_TEXTURE1_ARB+i);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glClientActiveTextureARB(GL_TEXTURE0_ARB);
+ }
}
- }
-
- if (error)
- {
- ll_fail("LLVertexBuffer::setupClientArrays failed");
- }
-
- U32 map_tc[] =
- {
- MAP_TEXCOORD1,
- MAP_TEXCOORD2,
- MAP_TEXCOORD3
- };
- for (U32 i = 0; i < 3; i++)
- {
- if (sLastMask & map_tc[i])
+ if (sLastMask & MAP_BINORMAL)
{
- if (!(data_mask & map_tc[i]))
+ if (!(data_mask & MAP_BINORMAL))
{
- glClientActiveTextureARB(GL_TEXTURE1_ARB+i);
+ glClientActiveTextureARB(GL_TEXTURE2_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
}
}
- else if (data_mask & map_tc[i])
- {
- glClientActiveTextureARB(GL_TEXTURE1_ARB+i);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glClientActiveTextureARB(GL_TEXTURE0_ARB);
- }
- }
-
- if (sLastMask & MAP_BINORMAL)
- {
- if (!(data_mask & MAP_BINORMAL))
+ else if (data_mask & MAP_BINORMAL)
{
glClientActiveTextureARB(GL_TEXTURE2_ARB);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
}
}
- else if (data_mask & MAP_BINORMAL)
- {
- glClientActiveTextureARB(GL_TEXTURE2_ARB);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glClientActiveTextureARB(GL_TEXTURE0_ARB);
- }
-
- if (sLastMask & MAP_WEIGHT4)
- {
- if (sWeight4Loc < 0)
- {
- llerrs << "Weighting disabled but vertex buffer still bound!" << llendl;
- }
-
- if (!(data_mask & MAP_WEIGHT4))
- { //disable 4-component skin weight
- glDisableVertexAttribArrayARB(sWeight4Loc);
- }
- }
- else if (data_mask & MAP_WEIGHT4)
- {
- if (sWeight4Loc >= 0)
- { //enable 4-component skin weight
- glEnableVertexAttribArrayARB(sWeight4Loc);
- }
- }
-
sLastMask = data_mask;
}
}
@@ -296,6 +413,9 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask)
//static
void LLVertexBuffer::drawArrays(U32 mode, const std::vector<LLVector3>& pos, const std::vector<LLVector3>& norm)
{
+ llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL);
+ gGL.syncMatrices();
+
U32 count = pos.size();
llassert_always(norm.size() >= pos.size());
llassert_always(count > 0) ;
@@ -304,24 +424,79 @@ void LLVertexBuffer::drawArrays(U32 mode, const std::vector<LLVector3>& pos, con
setupClientArrays(MAP_VERTEX | MAP_NORMAL);
- glVertexPointer(3, GL_FLOAT, 0, pos[0].mV);
- glNormalPointer(GL_FLOAT, 0, norm[0].mV);
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+
+ if (shader)
+ {
+ S32 loc = LLVertexBuffer::TYPE_VERTEX;
+ if (loc > -1)
+ {
+ glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, 0, pos[0].mV);
+ }
+ loc = LLVertexBuffer::TYPE_NORMAL;
+ if (loc > -1)
+ {
+ glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, 0, norm[0].mV);
+ }
+ }
+ else
+ {
+ glVertexPointer(3, GL_FLOAT, 0, pos[0].mV);
+ glNormalPointer(GL_FLOAT, 0, norm[0].mV);
+ }
glDrawArrays(sGLMode[mode], 0, count);
}
+//static
+void LLVertexBuffer::drawElements(U32 mode, const LLVector4a* pos, const LLVector2* tc, S32 num_indices, const U16* indicesp)
+{
+ llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL);
+
+ gGL.syncMatrices();
+
+ U32 mask = LLVertexBuffer::MAP_VERTEX;
+ if (tc)
+ {
+ mask = mask | LLVertexBuffer::MAP_TEXCOORD0;
+ }
+
+ unbind();
+
+ setupClientArrays(mask);
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ S32 loc = LLVertexBuffer::TYPE_VERTEX;
+ glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, 16, pos);
+
+ if (tc)
+ {
+ loc = LLVertexBuffer::TYPE_TEXCOORD0;
+ glVertexAttribPointerARB(loc, 2, GL_FLOAT, GL_FALSE, 0, tc);
+ }
+ }
+ else
+ {
+ glTexCoordPointer(2, GL_FLOAT, 0, tc);
+ glVertexPointer(3, GL_FLOAT, 16, pos);
+ }
+
+ glDrawElements(sGLMode[mode], num_indices, GL_UNSIGNED_SHORT, indicesp);
+}
+
void LLVertexBuffer::validateRange(U32 start, U32 end, U32 count, U32 indices_offset) const
{
- if (start >= (U32) mRequestedNumVerts ||
- end >= (U32) mRequestedNumVerts)
+ if (start >= (U32) mNumVerts ||
+ end >= (U32) mNumVerts)
{
- llerrs << "Bad vertex buffer draw range: [" << start << ", " << end << "] vs " << mRequestedNumVerts << llendl;
+ llerrs << "Bad vertex buffer draw range: [" << start << ", " << end << "] vs " << mNumVerts << llendl;
}
- llassert(mRequestedNumIndices >= 0);
+ llassert(mNumIndices >= 0);
- if (indices_offset >= (U32) mRequestedNumIndices ||
- indices_offset + count > (U32) mRequestedNumIndices)
+ if (indices_offset >= (U32) mNumIndices ||
+ indices_offset + count > (U32) mNumIndices)
{
llerrs << "Bad index buffer draw range: [" << indices_offset << ", " << indices_offset+count << "]" << llendl;
}
@@ -343,16 +518,40 @@ void LLVertexBuffer::drawRange(U32 mode, U32 start, U32 end, U32 count, U32 indi
{
validateRange(start, end, count, indices_offset);
- llassert(mRequestedNumVerts >= 0);
+ gGL.syncMatrices();
+
+ llassert(mNumVerts >= 0);
+ llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL);
- if (mGLIndices != sGLRenderIndices)
+ if (mGLArray)
+ {
+ if (mGLArray != sGLRenderArray)
+ {
+ llerrs << "Wrong vertex array bound." << llendl;
+ }
+ }
+ else
{
- llerrs << "Wrong index buffer bound." << llendl;
+ if (mGLIndices != sGLRenderIndices)
+ {
+ llerrs << "Wrong index buffer bound." << llendl;
+ }
+
+ if (mGLBuffer != sGLRenderBuffer)
+ {
+ llerrs << "Wrong vertex buffer bound." << llendl;
+ }
}
- if (mGLBuffer != sGLRenderBuffer)
+ if (gDebugGL && !mGLArray && useVBOs())
{
- llerrs << "Wrong vertex buffer bound." << llendl;
+ GLint elem = 0;
+ glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, &elem);
+
+ if (elem != mGLIndices)
+ {
+ llerrs << "Wrong index buffer bound!" << llendl;
+ }
}
if (mode >= LLRender::NUM_MODES)
@@ -372,21 +571,35 @@ void LLVertexBuffer::drawRange(U32 mode, U32 start, U32 end, U32 count, U32 indi
void LLVertexBuffer::draw(U32 mode, U32 count, U32 indices_offset) const
{
- llassert(mRequestedNumIndices >= 0);
- if (indices_offset >= (U32) mRequestedNumIndices ||
- indices_offset + count > (U32) mRequestedNumIndices)
+ llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL);
+
+ gGL.syncMatrices();
+
+ llassert(mNumIndices >= 0);
+ if (indices_offset >= (U32) mNumIndices ||
+ indices_offset + count > (U32) mNumIndices)
{
llerrs << "Bad index buffer draw range: [" << indices_offset << ", " << indices_offset+count << "]" << llendl;
}
- if (mGLIndices != sGLRenderIndices)
+ if (mGLArray)
{
- llerrs << "Wrong index buffer bound." << llendl;
+ if (mGLArray != sGLRenderArray)
+ {
+ llerrs << "Wrong vertex array bound." << llendl;
+ }
}
-
- if (mGLBuffer != sGLRenderBuffer)
+ else
{
- llerrs << "Wrong vertex buffer bound." << llendl;
+ if (mGLIndices != sGLRenderIndices)
+ {
+ llerrs << "Wrong index buffer bound." << llendl;
+ }
+
+ if (mGLBuffer != sGLRenderBuffer)
+ {
+ llerrs << "Wrong vertex buffer bound." << llendl;
+ }
}
if (mode >= LLRender::NUM_MODES)
@@ -404,16 +617,30 @@ void LLVertexBuffer::draw(U32 mode, U32 count, U32 indices_offset) const
void LLVertexBuffer::drawArrays(U32 mode, U32 first, U32 count) const
{
- llassert(mRequestedNumVerts >= 0);
- if (first >= (U32) mRequestedNumVerts ||
- first + count > (U32) mRequestedNumVerts)
+ llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL);
+
+ gGL.syncMatrices();
+
+ llassert(mNumVerts >= 0);
+ if (first >= (U32) mNumVerts ||
+ first + count > (U32) mNumVerts)
{
llerrs << "Bad vertex buffer draw range: [" << first << ", " << first+count << "]" << llendl;
}
- if (mGLBuffer != sGLRenderBuffer || useVBOs() != sVBOActive)
+ if (mGLArray)
+ {
+ if (mGLArray != sGLRenderArray)
+ {
+ llerrs << "Wrong vertex array bound." << llendl;
+ }
+ }
+ else
{
- llerrs << "Wrong vertex buffer bound." << llendl;
+ if (mGLBuffer != sGLRenderBuffer || useVBOs() != sVBOActive)
+ {
+ llerrs << "Wrong vertex buffer bound." << llendl;
+ }
}
if (mode >= LLRender::NUM_MODES)
@@ -432,28 +659,37 @@ void LLVertexBuffer::drawArrays(U32 mode, U32 first, U32 count) const
void LLVertexBuffer::initClass(bool use_vbo, bool no_vbo_mapping)
{
sEnableVBOs = use_vbo && gGLManager.mHasVertexBufferObject ;
- if(sEnableVBOs)
- {
- //llassert_always(glBindBufferARB) ; //double check the extention for VBO is loaded.
-
- llinfos << "VBO is enabled." << llendl ;
- }
- else
- {
- llinfos << "VBO is disabled." << llendl ;
- }
-
sDisableVBOMapping = sEnableVBOs && no_vbo_mapping ;
if(!sPrivatePoolp)
- {
+ {
sPrivatePoolp = LLPrivateMemoryPoolManager::getInstance()->newPool(LLPrivateMemoryPool::STATIC) ;
}
+
+ sStreamVBOPool.mType = GL_ARRAY_BUFFER_ARB;
+ sStreamVBOPool.mUsage= GL_STREAM_DRAW_ARB;
+ sStreamIBOPool.mType = GL_ELEMENT_ARRAY_BUFFER_ARB;
+ sStreamIBOPool.mUsage= GL_STREAM_DRAW_ARB;
+
+ sDynamicVBOPool.mType = GL_ARRAY_BUFFER_ARB;
+ sDynamicVBOPool.mUsage= GL_DYNAMIC_DRAW_ARB;
+ sDynamicIBOPool.mType = GL_ELEMENT_ARRAY_BUFFER_ARB;
+ sDynamicIBOPool.mUsage= GL_DYNAMIC_DRAW_ARB;
}
//static
void LLVertexBuffer::unbind()
{
+ if (sGLRenderArray)
+ {
+#if GL_ARB_vertex_array_object
+ glBindVertexArray(0);
+#endif
+ sGLRenderArray = 0;
+ sGLRenderIndices = 0;
+ sIBOActive = FALSE;
+ }
+
if (sVBOActive)
{
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
@@ -476,7 +712,11 @@ void LLVertexBuffer::cleanupClass()
{
LLMemType mt2(LLMemType::MTYPE_VERTEX_CLEANUP_CLASS);
unbind();
- clientCopy(); // deletes GL buffers
+
+ sStreamIBOPool.cleanup();
+ sDynamicIBOPool.cleanup();
+ sStreamVBOPool.cleanup();
+ sDynamicVBOPool.cleanup();
if(sPrivatePoolp)
{
@@ -485,15 +725,6 @@ void LLVertexBuffer::cleanupClass()
}
}
-void LLVertexBuffer::clientCopy(F64 max_time)
-{
- if (!sDeleteList.empty())
- {
- glDeleteBuffersARB(sDeleteList.size(), (GLuint*) &(sDeleteList[0]));
- sDeleteList.clear();
- }
-}
-
//----------------------------------------------------------------------------
LLVertexBuffer::LLVertexBuffer(U32 typemask, S32 usage) :
@@ -501,20 +732,16 @@ LLVertexBuffer::LLVertexBuffer(U32 typemask, S32 usage) :
mNumVerts(0),
mNumIndices(0),
- mRequestedNumVerts(-1),
- mRequestedNumIndices(-1),
mUsage(usage),
mGLBuffer(0),
+ mGLArray(0),
mGLIndices(0),
mMappedData(NULL),
mMappedIndexData(NULL),
mVertexLocked(FALSE),
mIndexLocked(FALSE),
mFinal(FALSE),
- mFilthy(FALSE),
mEmpty(TRUE),
- mResized(FALSE),
- mDynamicSize(FALSE),
mFence(NULL)
{
LLMemType mt2(LLMemType::MTYPE_VERTEX_CONSTRUCTOR);
@@ -534,6 +761,16 @@ LLVertexBuffer::LLVertexBuffer(U32 typemask, S32 usage) :
mUsage = GL_STREAM_DRAW_ARB;
}
+ if (mUsage == 0 && LLRender::sGLCoreProfile)
+ { //MUST use VBOs for all rendering
+ mUsage = GL_STREAM_DRAW_ARB;
+ }
+
+ if (mUsage && mUsage != GL_STREAM_DRAW_ARB)
+ { //only stream_draw and dynamic_draw are supported when using VBOs, dynamic draw is the default
+ mUsage = GL_DYNAMIC_DRAW_ARB;
+ }
+
//zero out offsets
for (U32 i = 0; i < TYPE_MAX; i++)
{
@@ -542,6 +779,7 @@ LLVertexBuffer::LLVertexBuffer(U32 typemask, S32 usage) :
mTypeMask = typemask;
mSize = 0;
+ mIndicesSize = 0;
mAlignedOffset = 0;
mAlignedIndexOffset = 0;
@@ -552,12 +790,12 @@ LLVertexBuffer::LLVertexBuffer(U32 typemask, S32 usage) :
S32 LLVertexBuffer::calcOffsets(const U32& typemask, S32* offsets, S32 num_vertices)
{
S32 offset = 0;
- for (S32 i=0; i<TYPE_MAX; i++)
+ for (S32 i=0; i<TYPE_TEXTURE_INDEX; i++)
{
U32 mask = 1<<i;
if (typemask & mask)
{
- if (offsets)
+ if (offsets && LLVertexBuffer::sTypeSize[i])
{
offsets[i] = offset;
offset += LLVertexBuffer::sTypeSize[i]*num_vertices;
@@ -566,6 +804,8 @@ S32 LLVertexBuffer::calcOffsets(const U32& typemask, S32* offsets, S32 num_verti
}
}
+ offsets[TYPE_TEXTURE_INDEX] = offsets[TYPE_VERTEX] + 12;
+
return offset+16;
}
@@ -573,7 +813,7 @@ S32 LLVertexBuffer::calcOffsets(const U32& typemask, S32* offsets, S32 num_verti
S32 LLVertexBuffer::calcVertexSize(const U32& typemask)
{
S32 size = 0;
- for (S32 i = 0; i < TYPE_MAX; i++)
+ for (S32 i = 0; i < TYPE_TEXTURE_INDEX; i++)
{
U32 mask = 1<<i;
if (typemask & mask)
@@ -597,6 +837,14 @@ LLVertexBuffer::~LLVertexBuffer()
LLMemType mt2(LLMemType::MTYPE_VERTEX_DESTRUCTOR);
destroyGLBuffer();
destroyGLIndices();
+
+ if (mGLArray)
+ {
+#if GL_ARB_vertex_array_object
+ glDeleteVertexArrays(1, &mGLArray);
+#endif
+ }
+
sCount--;
if (mFence)
@@ -635,39 +883,35 @@ void LLVertexBuffer::waitFence() const
//----------------------------------------------------------------------------
-void LLVertexBuffer::genBuffer()
+void LLVertexBuffer::genBuffer(U32 size)
{
+ mSize = nhpo2(size);
+
if (mUsage == GL_STREAM_DRAW_ARB)
{
- mGLBuffer = sStreamVBOPool.allocate();
- }
- else if (mUsage == GL_DYNAMIC_DRAW_ARB)
- {
- mGLBuffer = sDynamicVBOPool.allocate();
+ mMappedData = sStreamVBOPool.allocate(mGLBuffer, mSize);
}
else
{
- BOOST_STATIC_ASSERT(sizeof(mGLBuffer) == sizeof(GLuint));
- glGenBuffersARB(1, (GLuint*)&mGLBuffer);
+ mMappedData = sDynamicVBOPool.allocate(mGLBuffer, mSize);
}
+
sGLCount++;
}
-void LLVertexBuffer::genIndices()
+void LLVertexBuffer::genIndices(U32 size)
{
+ mIndicesSize = nhpo2(size);
+
if (mUsage == GL_STREAM_DRAW_ARB)
{
- mGLIndices = sStreamIBOPool.allocate();
- }
- else if (mUsage == GL_DYNAMIC_DRAW_ARB)
- {
- mGLIndices = sDynamicIBOPool.allocate();
+ mMappedIndexData = sStreamIBOPool.allocate(mGLIndices, mIndicesSize);
}
else
{
- BOOST_STATIC_ASSERT(sizeof(mGLBuffer) == sizeof(GLuint));
- glGenBuffersARB(1, (GLuint*)&mGLIndices);
+ mMappedIndexData = sDynamicIBOPool.allocate(mGLIndices, mIndicesSize);
}
+
sGLCount++;
}
@@ -675,16 +919,16 @@ void LLVertexBuffer::releaseBuffer()
{
if (mUsage == GL_STREAM_DRAW_ARB)
{
- sStreamVBOPool.release(mGLBuffer);
- }
- else if (mUsage == GL_DYNAMIC_DRAW_ARB)
- {
- sDynamicVBOPool.release(mGLBuffer);
+ sStreamVBOPool.release(mGLBuffer, mMappedData, mSize);
}
else
{
- sDeleteList.push_back(mGLBuffer);
+ sDynamicVBOPool.release(mGLBuffer, mMappedData, mSize);
}
+
+ mGLBuffer = 0;
+ mMappedData = NULL;
+
sGLCount--;
}
@@ -692,24 +936,23 @@ void LLVertexBuffer::releaseIndices()
{
if (mUsage == GL_STREAM_DRAW_ARB)
{
- sStreamIBOPool.release(mGLIndices);
- }
- else if (mUsage == GL_DYNAMIC_DRAW_ARB)
- {
- sDynamicIBOPool.release(mGLIndices);
+ sStreamIBOPool.release(mGLIndices, mMappedIndexData, mIndicesSize);
}
else
{
- sDeleteList.push_back(mGLIndices);
+ sDynamicIBOPool.release(mGLIndices, mMappedIndexData, mIndicesSize);
}
+
+ mGLIndices = 0;
+ mMappedIndexData = NULL;
+
sGLCount--;
}
-void LLVertexBuffer::createGLBuffer()
+void LLVertexBuffer::createGLBuffer(U32 size)
{
LLMemType mt2(LLMemType::MTYPE_VERTEX_CREATE_VERTICES);
- U32 size = getSize();
if (mGLBuffer)
{
destroyGLBuffer();
@@ -724,23 +967,21 @@ void LLVertexBuffer::createGLBuffer()
if (useVBOs())
{
- mMappedData = NULL;
- genBuffer();
- mResized = TRUE;
+ genBuffer(size);
}
else
{
static int gl_buffer_idx = 0;
mGLBuffer = ++gl_buffer_idx;
mMappedData = (U8*)ALLOCATE_MEM(sPrivatePoolp, size);
+ mSize = size;
}
}
-void LLVertexBuffer::createGLIndices()
+void LLVertexBuffer::createGLIndices(U32 size)
{
LLMemType mt2(LLMemType::MTYPE_VERTEX_CREATE_INDICES);
- U32 size = getIndicesSize();
-
+
if (mGLIndices)
{
destroyGLIndices();
@@ -760,15 +1001,14 @@ void LLVertexBuffer::createGLIndices()
{
//pad by another 16 bytes for VBO pointer adjustment
size += 16;
- mMappedIndexData = NULL;
- genIndices();
- mResized = TRUE;
+ genIndices(size);
}
else
{
mMappedIndexData = (U8*)ALLOCATE_MEM(sPrivatePoolp, size);
static int gl_buffer_idx = 0;
mGLIndices = ++gl_buffer_idx;
+ mIndicesSize = size;
}
}
@@ -779,12 +1019,6 @@ void LLVertexBuffer::destroyGLBuffer()
{
if (useVBOs())
{
- freeClientBuffer() ;
-
- if (mMappedData || mMappedIndexData)
- {
- llerrs << "Vertex buffer destroyed while mapped!" << llendl;
- }
releaseBuffer();
}
else
@@ -793,8 +1027,6 @@ void LLVertexBuffer::destroyGLBuffer()
mMappedData = NULL;
mEmpty = TRUE;
}
-
- sAllocatedBytes -= getSize();
}
mGLBuffer = 0;
@@ -808,12 +1040,6 @@ void LLVertexBuffer::destroyGLIndices()
{
if (useVBOs())
{
- freeClientBuffer() ;
-
- if (mMappedData || mMappedIndexData)
- {
- llerrs << "Vertex buffer destroyed while mapped." << llendl;
- }
releaseIndices();
}
else
@@ -822,8 +1048,6 @@ void LLVertexBuffer::destroyGLIndices()
mMappedIndexData = NULL;
mEmpty = TRUE;
}
-
- sAllocatedBytes -= getIndicesSize();
}
mGLIndices = 0;
@@ -842,23 +1066,14 @@ void LLVertexBuffer::updateNumVerts(S32 nverts)
nverts = 65535;
}
- mRequestedNumVerts = nverts;
+ U32 needed_size = calcOffsets(mTypeMask, mOffsets, nverts);
- if (!mDynamicSize)
- {
- mNumVerts = nverts;
- }
- else if (mUsage == GL_STATIC_DRAW_ARB ||
- nverts > mNumVerts ||
- nverts < mNumVerts/2)
+ if (needed_size > mSize || needed_size <= mSize/2)
{
- if (mUsage != GL_STATIC_DRAW_ARB && nverts + nverts/4 <= 65535)
- {
- nverts += nverts/4;
- }
- mNumVerts = nverts;
+ createGLBuffer(needed_size);
}
- mSize = calcOffsets(mTypeMask, mOffsets, mNumVerts);
+
+ mNumVerts = nverts;
}
void LLVertexBuffer::updateNumIndices(S32 nindices)
@@ -867,28 +1082,22 @@ void LLVertexBuffer::updateNumIndices(S32 nindices)
llassert(nindices >= 0);
- mRequestedNumIndices = nindices;
- if (!mDynamicSize)
+ U32 needed_size = sizeof(U16) * nindices;
+
+ if (needed_size > mIndicesSize || needed_size <= mIndicesSize/2)
{
- mNumIndices = nindices;
+ createGLIndices(needed_size);
}
- else if (mUsage == GL_STATIC_DRAW_ARB ||
- nindices > mNumIndices ||
- nindices < mNumIndices/2)
- {
- if (mUsage != GL_STATIC_DRAW_ARB)
- {
- nindices += nindices/4;
- }
- mNumIndices = nindices;
- }
+ mNumIndices = nindices;
}
void LLVertexBuffer::allocateBuffer(S32 nverts, S32 nindices, bool create)
{
LLMemType mt2(LLMemType::MTYPE_VERTEX_ALLOCATE_BUFFER);
-
+
+ stop_glerror();
+
if (nverts < 0 || nindices < 0 ||
nverts > 65536)
{
@@ -898,96 +1107,127 @@ void LLVertexBuffer::allocateBuffer(S32 nverts, S32 nindices, bool create)
updateNumVerts(nverts);
updateNumIndices(nindices);
- if (mMappedData)
- {
- llerrs << "LLVertexBuffer::allocateBuffer() called redundantly." << llendl;
- }
if (create && (nverts || nindices))
{
- createGLBuffer();
- createGLIndices();
+ //actually allocate space for the vertex buffer if using VBO mapping
+ flush();
+
+ if (gGLManager.mHasVertexArrayObject && useVBOs() && (LLRender::sGLCoreProfile || sUseVAO))
+ {
+#if GL_ARB_vertex_array_object
+ glGenVertexArrays(1, &mGLArray);
+#endif
+ setupVertexArray();
+ }
}
-
- sAllocatedBytes += getSize() + getIndicesSize();
}
-void LLVertexBuffer::resizeBuffer(S32 newnverts, S32 newnindices)
-{
- llassert(newnverts >= 0);
- llassert(newnindices >= 0);
-
- mRequestedNumVerts = newnverts;
- mRequestedNumIndices = newnindices;
+static LLFastTimer::DeclareTimer FTM_SETUP_VERTEX_ARRAY("Setup VAO");
- LLMemType mt2(LLMemType::MTYPE_VERTEX_RESIZE_BUFFER);
- mDynamicSize = TRUE;
- if (mUsage == GL_STATIC_DRAW_ARB)
- { //always delete/allocate static buffers on resize
- destroyGLBuffer();
- destroyGLIndices();
- allocateBuffer(newnverts, newnindices, TRUE);
- mFinal = FALSE;
- }
- else if (newnverts > mNumVerts || newnindices > mNumIndices ||
- newnverts < mNumVerts/2 || newnindices < mNumIndices/2)
+void LLVertexBuffer::setupVertexArray()
+{
+ if (!mGLArray)
{
- sAllocatedBytes -= getSize() + getIndicesSize();
-
- updateNumVerts(newnverts);
- updateNumIndices(newnindices);
-
- S32 newsize = getSize();
- S32 new_index_size = getIndicesSize();
-
- sAllocatedBytes += newsize + new_index_size;
+ return;
+ }
- if (newsize)
- {
- if (!mGLBuffer)
- { //no buffer exists, create a new one
- createGLBuffer();
- }
- else
- {
- if (!useVBOs())
- {
- FREE_MEM(sPrivatePoolp, mMappedData);
- mMappedData = (U8*)ALLOCATE_MEM(sPrivatePoolp, newsize);
- }
- mResized = TRUE;
- }
- }
- else if (mGLBuffer)
- {
- destroyGLBuffer();
- }
-
- if (new_index_size)
+ LLFastTimer t(FTM_SETUP_VERTEX_ARRAY);
+#if GL_ARB_vertex_array_object
+ glBindVertexArray(mGLArray);
+#endif
+ sGLRenderArray = mGLArray;
+
+ U32 attrib_size[] =
+ {
+ 3, //TYPE_VERTEX,
+ 3, //TYPE_NORMAL,
+ 2, //TYPE_TEXCOORD0,
+ 2, //TYPE_TEXCOORD1,
+ 2, //TYPE_TEXCOORD2,
+ 2, //TYPE_TEXCOORD3,
+ 4, //TYPE_COLOR,
+ 4, //TYPE_EMISSIVE,
+ 3, //TYPE_BINORMAL,
+ 1, //TYPE_WEIGHT,
+ 4, //TYPE_WEIGHT4,
+ 4, //TYPE_CLOTHWEIGHT,
+ 1, //TYPE_TEXTURE_INDEX
+ };
+
+ U32 attrib_type[] =
+ {
+ GL_FLOAT, //TYPE_VERTEX,
+ GL_FLOAT, //TYPE_NORMAL,
+ GL_FLOAT, //TYPE_TEXCOORD0,
+ GL_FLOAT, //TYPE_TEXCOORD1,
+ GL_FLOAT, //TYPE_TEXCOORD2,
+ GL_FLOAT, //TYPE_TEXCOORD3,
+ GL_UNSIGNED_BYTE, //TYPE_COLOR,
+ GL_UNSIGNED_BYTE, //TYPE_EMISSIVE,
+ GL_FLOAT, //TYPE_BINORMAL,
+ GL_FLOAT, //TYPE_WEIGHT,
+ GL_FLOAT, //TYPE_WEIGHT4,
+ GL_FLOAT, //TYPE_CLOTHWEIGHT,
+ GL_FLOAT, //TYPE_TEXTURE_INDEX
+ };
+
+ U32 attrib_normalized[] =
+ {
+ GL_FALSE, //TYPE_VERTEX,
+ GL_FALSE, //TYPE_NORMAL,
+ GL_FALSE, //TYPE_TEXCOORD0,
+ GL_FALSE, //TYPE_TEXCOORD1,
+ GL_FALSE, //TYPE_TEXCOORD2,
+ GL_FALSE, //TYPE_TEXCOORD3,
+ GL_TRUE, //TYPE_COLOR,
+ GL_TRUE, //TYPE_EMISSIVE,
+ GL_FALSE, //TYPE_BINORMAL,
+ GL_FALSE, //TYPE_WEIGHT,
+ GL_FALSE, //TYPE_WEIGHT4,
+ GL_FALSE, //TYPE_CLOTHWEIGHT,
+ GL_FALSE, //TYPE_TEXTURE_INDEX
+ };
+
+ bindGLBuffer(true);
+ bindGLIndices(true);
+
+ for (U32 i = 0; i < TYPE_MAX; ++i)
+ {
+ if (mTypeMask & (1 << i))
{
- if (!mGLIndices)
- {
- createGLIndices();
- }
- else
- {
- if (!useVBOs())
- {
- FREE_MEM(sPrivatePoolp, mMappedIndexData) ;
- mMappedIndexData = (U8*)ALLOCATE_MEM(sPrivatePoolp, new_index_size);
- }
- mResized = TRUE;
- }
+ glEnableVertexAttribArrayARB(i);
+ glVertexAttribPointerARB(i, attrib_size[i], attrib_type[i], attrib_normalized[i], sTypeSize[i], (void*) mOffsets[i]);
}
- else if (mGLIndices)
+ else
{
- destroyGLIndices();
+ glDisableVertexAttribArrayARB(i);
}
}
- if (mResized && useVBOs())
+ //draw a dummy triangle to set index array pointer
+ //glDrawElements(GL_TRIANGLES, 0, GL_UNSIGNED_SHORT, NULL);
+
+ unbind();
+}
+
+void LLVertexBuffer::resizeBuffer(S32 newnverts, S32 newnindices)
+{
+ llassert(newnverts >= 0);
+ llassert(newnindices >= 0);
+
+ LLMemType mt2(LLMemType::MTYPE_VERTEX_RESIZE_BUFFER);
+
+ updateNumVerts(newnverts);
+ updateNumIndices(newnindices);
+
+ if (useVBOs())
{
- freeClientBuffer() ;
- setBuffer(0);
+ flush();
+
+ if (mGLArray)
+ { //if size changed, offsets changed
+ setupVertexArray();
+ }
}
}
@@ -1004,32 +1244,6 @@ BOOL LLVertexBuffer::useVBOs() const
}
//----------------------------------------------------------------------------
-void LLVertexBuffer::freeClientBuffer()
-{
- if(useVBOs() && sDisableVBOMapping && (mMappedData || mMappedIndexData))
- {
- FREE_MEM(sPrivatePoolp, mMappedData) ;
- FREE_MEM(sPrivatePoolp, mMappedIndexData) ;
- mMappedData = NULL ;
- mMappedIndexData = NULL ;
- }
-}
-
-void LLVertexBuffer::allocateClientVertexBuffer()
-{
- if(!mMappedData)
- {
- mMappedData = (U8*)ALLOCATE_MEM(sPrivatePoolp, getSize());
- }
-}
-
-void LLVertexBuffer::allocateClientIndexBuffer()
-{
- if(!mMappedIndexData)
- {
- mMappedIndexData = (U8*)ALLOCATE_MEM(sPrivatePoolp, getIndicesSize());
- }
-}
bool expand_region(LLVertexBuffer::MappedRegion& region, S32 index, S32 count)
{
@@ -1052,6 +1266,7 @@ bool expand_region(LLVertexBuffer::MappedRegion& region, S32 index, S32 count)
// Map for data access
U8* LLVertexBuffer::mapVertexBuffer(S32 type, S32 index, S32 count, bool map_range)
{
+ bindGLBuffer(true);
LLMemType mt2(LLMemType::MTYPE_VERTEX_MAP_BUFFER);
if (mFinal)
{
@@ -1102,7 +1317,6 @@ U8* LLVertexBuffer::mapVertexBuffer(S32 type, S32 index, S32 count, bool map_ran
if (!mVertexLocked)
{
LLMemType mt_v(LLMemType::MTYPE_VERTEX_MAP_BUFFER_VERTICES);
- setBuffer(0, type);
mVertexLocked = TRUE;
sMappedCount++;
stop_glerror();
@@ -1110,7 +1324,6 @@ U8* LLVertexBuffer::mapVertexBuffer(S32 type, S32 index, S32 count, bool map_ran
if(sDisableVBOMapping)
{
map_range = false;
- allocateClientVertexBuffer() ;
}
else
{
@@ -1132,6 +1345,18 @@ U8* LLVertexBuffer::mapVertexBuffer(S32 type, S32 index, S32 count, bool map_ran
else
{
#ifdef GL_ARB_map_buffer_range
+
+ if (gDebugGL)
+ {
+ GLint size = 0;
+ glGetBufferParameterivARB(GL_ARRAY_BUFFER_ARB, GL_BUFFER_SIZE_ARB, &size);
+
+ if (size < mSize)
+ {
+ llerrs << "Invalid buffer size." << llendl;
+ }
+ }
+
src = (U8*) glMapBufferRange(GL_ARRAY_BUFFER_ARB, 0, mSize,
GL_MAP_WRITE_BIT |
GL_MAP_FLUSH_EXPLICIT_BIT);
@@ -1217,6 +1442,7 @@ U8* LLVertexBuffer::mapVertexBuffer(S32 type, S32 index, S32 count, bool map_ran
U8* LLVertexBuffer::mapIndexBuffer(S32 index, S32 count, bool map_range)
{
LLMemType mt2(LLMemType::MTYPE_VERTEX_MAP_BUFFER);
+ bindGLIndices(true);
if (mFinal)
{
llerrs << "LLVertexBuffer::mapIndexBuffer() called on a finalized buffer." << llendl;
@@ -1264,15 +1490,24 @@ U8* LLVertexBuffer::mapIndexBuffer(S32 index, S32 count, bool map_range)
{
LLMemType mt_v(LLMemType::MTYPE_VERTEX_MAP_BUFFER_INDICES);
- setBuffer(0, TYPE_INDEX);
mIndexLocked = TRUE;
sMappedCount++;
stop_glerror();
+ if (gDebugGL && useVBOs())
+ {
+ GLint elem = 0;
+ glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, &elem);
+
+ if (elem != mGLIndices)
+ {
+ llerrs << "Wrong index buffer bound!" << llendl;
+ }
+ }
+
if(sDisableVBOMapping)
{
map_range = false;
- allocateClientIndexBuffer() ;
}
else
{
@@ -1365,19 +1600,20 @@ U8* LLVertexBuffer::mapIndexBuffer(S32 index, S32 count, bool map_range)
}
}
-void LLVertexBuffer::unmapBuffer(S32 type)
+void LLVertexBuffer::unmapBuffer()
{
LLMemType mt2(LLMemType::MTYPE_VERTEX_UNMAP_BUFFER);
- if (!useVBOs() || type == -2)
+ if (!useVBOs())
{
return ; //nothing to unmap
}
bool updated_all = false ;
- if (mMappedData && mVertexLocked && type != TYPE_INDEX)
+ if (mMappedData && mVertexLocked)
{
- updated_all = (mIndexLocked && type < 0) ; //both vertex and index buffers done updating
+ bindGLBuffer(true);
+ updated_all = mIndexLocked; //both vertex and index buffers done updating
if(sDisableVBOMapping)
{
@@ -1441,8 +1677,9 @@ void LLVertexBuffer::unmapBuffer(S32 type)
sMappedCount--;
}
- if (mMappedIndexData && mIndexLocked && (type < 0 || type == TYPE_INDEX))
+ if (mMappedIndexData && mIndexLocked)
{
+ bindGLIndices();
if(sDisableVBOMapping)
{
if (!mMappedIndexRegions.empty())
@@ -1507,21 +1744,7 @@ void LLVertexBuffer::unmapBuffer(S32 type)
if(updated_all)
{
- if(mUsage == GL_STATIC_DRAW_ARB)
- {
- //static draw buffers can only be mapped a single time
- //throw out client data (we won't be using it again)
- mEmpty = TRUE;
- mFinal = TRUE;
- if(sDisableVBOMapping)
- {
- freeClientBuffer() ;
- }
- }
- else
- {
- mEmpty = FALSE;
- }
+ mEmpty = FALSE;
}
}
@@ -1576,6 +1799,10 @@ bool LLVertexBuffer::getVertexStrider(LLStrider<LLVector3>& strider, S32 index,
{
return VertexBufferStrider<LLVector3,TYPE_VERTEX>::get(*this, strider, index, count, map_range);
}
+bool LLVertexBuffer::getVertexStrider(LLStrider<LLVector4a>& strider, S32 index, S32 count, bool map_range)
+{
+ return VertexBufferStrider<LLVector4a,TYPE_VERTEX>::get(*this, strider, index, count, map_range);
+}
bool LLVertexBuffer::getIndexStrider(LLStrider<U16>& strider, S32 index, S32 count, bool map_range)
{
return VertexBufferStrider<U16,TYPE_INDEX>::get(*this, strider, index, count, map_range);
@@ -1601,6 +1828,10 @@ bool LLVertexBuffer::getColorStrider(LLStrider<LLColor4U>& strider, S32 index, S
{
return VertexBufferStrider<LLColor4U,TYPE_COLOR>::get(*this, strider, index, count, map_range);
}
+bool LLVertexBuffer::getEmissiveStrider(LLStrider<LLColor4U>& strider, S32 index, S32 count, bool map_range)
+{
+ return VertexBufferStrider<LLColor4U,TYPE_EMISSIVE>::get(*this, strider, index, count, map_range);
+}
bool LLVertexBuffer::getWeightStrider(LLStrider<F32>& strider, S32 index, S32 count, bool map_range)
{
return VertexBufferStrider<F32,TYPE_WEIGHT>::get(*this, strider, index, count, map_range);
@@ -1618,43 +1849,151 @@ bool LLVertexBuffer::getClothWeightStrider(LLStrider<LLVector4>& strider, S32 in
//----------------------------------------------------------------------------
+static LLFastTimer::DeclareTimer FTM_BIND_GL_ARRAY("Bind Array");
+bool LLVertexBuffer::bindGLArray()
+{
+ if (mGLArray && sGLRenderArray != mGLArray)
+ {
+ {
+ LLFastTimer t(FTM_BIND_GL_ARRAY);
+#if GL_ARB_vertex_array_object
+ glBindVertexArray(mGLArray);
+#endif
+ sGLRenderArray = mGLArray;
+ }
+
+ //really shouldn't be necessary, but some drivers don't properly restore the
+ //state of GL_ELEMENT_ARRAY_BUFFER_BINDING
+ bindGLIndices();
+
+ return true;
+ }
+
+ return false;
+}
+
+static LLFastTimer::DeclareTimer FTM_BIND_GL_BUFFER("Bind Buffer");
+
+bool LLVertexBuffer::bindGLBuffer(bool force_bind)
+{
+ bindGLArray();
+
+ bool ret = false;
+
+ if (useVBOs() && (force_bind || (mGLBuffer && (mGLBuffer != sGLRenderBuffer || !sVBOActive))))
+ {
+ LLFastTimer t(FTM_BIND_GL_BUFFER);
+ /*if (sMapped)
+ {
+ llerrs << "VBO bound while another VBO mapped!" << llendl;
+ }*/
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, mGLBuffer);
+ sGLRenderBuffer = mGLBuffer;
+ sBindCount++;
+ sVBOActive = TRUE;
+
+ if (mGLArray)
+ {
+ llassert(sGLRenderArray == mGLArray);
+ //mCachedRenderBuffer = mGLBuffer;
+ }
+
+ ret = true;
+ }
+
+ return ret;
+}
+
+static LLFastTimer::DeclareTimer FTM_BIND_GL_INDICES("Bind Indices");
+
+bool LLVertexBuffer::bindGLIndices(bool force_bind)
+{
+ bindGLArray();
+
+ bool ret = false;
+ if (useVBOs() && (force_bind || (mGLIndices && (mGLIndices != sGLRenderIndices || !sIBOActive))))
+ {
+ LLFastTimer t(FTM_BIND_GL_INDICES);
+ /*if (sMapped)
+ {
+ llerrs << "VBO bound while another VBO mapped!" << llendl;
+ }*/
+ glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mGLIndices);
+ sGLRenderIndices = mGLIndices;
+ stop_glerror();
+ sBindCount++;
+ sIBOActive = TRUE;
+ ret = true;
+ }
+
+ return ret;
+}
+
+void LLVertexBuffer::flush()
+{
+ if (useVBOs())
+ {
+ unmapBuffer();
+ }
+}
+
// Set for rendering
-void LLVertexBuffer::setBuffer(U32 data_mask, S32 type)
+void LLVertexBuffer::setBuffer(U32 data_mask)
{
+ flush();
+
LLMemType mt2(LLMemType::MTYPE_VERTEX_SET_BUFFER);
//set up pointers if the data mask is different ...
BOOL setup = (sLastMask != data_mask);
+ if (gDebugGL && data_mask != 0)
+ { //make sure data requirements are fulfilled
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+ if (shader)
+ {
+ U32 required_mask = 0;
+ for (U32 i = 0; i < LLVertexBuffer::TYPE_TEXTURE_INDEX; ++i)
+ {
+ if (shader->getAttribLocation(i) > -1)
+ {
+ U32 required = 1 << i;
+ if ((data_mask & required) == 0)
+ {
+ llwarns << "Missing attribute: " << LLShaderMgr::instance()->mReservedAttribs[i] << llendl;
+ }
+
+ required_mask |= required;
+ }
+ }
+
+ if ((data_mask & required_mask) != required_mask)
+ {
+ llerrs << "Shader consumption mismatches data provision." << llendl;
+ }
+ }
+ }
+
if (useVBOs())
{
- if (mGLBuffer && (mGLBuffer != sGLRenderBuffer || !sVBOActive))
+ if (mGLArray)
{
- /*if (sMapped)
- {
- llerrs << "VBO bound while another VBO mapped!" << llendl;
- }*/
- stop_glerror();
- glBindBufferARB(GL_ARRAY_BUFFER_ARB, mGLBuffer);
- stop_glerror();
- sBindCount++;
- sVBOActive = TRUE;
- setup = TRUE; // ... or the bound buffer changed
+ bindGLArray();
+ setup = FALSE; //do NOT perform pointer setup if using VAO
}
- if (mGLIndices && (mGLIndices != sGLRenderIndices || !sIBOActive))
+ else
{
- /*if (sMapped)
+ if (bindGLBuffer())
{
- llerrs << "VBO bound while another VBO mapped!" << llendl;
- }*/
- stop_glerror();
- glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, mGLIndices);
- stop_glerror();
- sBindCount++;
- sIBOActive = TRUE;
+ setup = TRUE;
+ }
+ if (bindGLIndices())
+ {
+ setup = TRUE;
+ }
}
-
+
BOOL error = FALSE;
- if (gDebugGL)
+ if (gDebugGL && !mGLArray)
{
GLint buff;
glGetIntegerv(GL_ARRAY_BUFFER_BINDING_ARB, &buff);
@@ -1689,81 +2028,20 @@ void LLVertexBuffer::setBuffer(U32 data_mask, S32 type)
}
}
- if (mResized)
+
+ }
+ else
+ {
+ if (sGLRenderArray)
{
- if (gDebugGL)
- {
- GLint buff;
- glGetIntegerv(GL_ARRAY_BUFFER_BINDING_ARB, &buff);
- if ((GLuint)buff != mGLBuffer)
- {
- if (gDebugSession)
- {
- error = TRUE;
- gFailLog << "Invalid GL vertex buffer bound: " << std::endl;
- }
- else
- {
- llerrs << "Invalid GL vertex buffer bound: " << buff << llendl;
- }
- }
-
- if (mGLIndices != 0)
- {
- glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, &buff);
- if ((GLuint)buff != mGLIndices)
- {
- if (gDebugSession)
- {
- error = TRUE;
- gFailLog << "Invalid GL index buffer bound: "<< std::endl;
- }
- else
- {
- llerrs << "Invalid GL index buffer bound: " << buff << llendl;
- }
- }
- }
- }
-
- if (mGLBuffer)
- {
- stop_glerror();
- glBufferDataARB(GL_ARRAY_BUFFER_ARB, getSize(), NULL, mUsage);
- stop_glerror();
- }
- if (mGLIndices)
- {
- stop_glerror();
- glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, getIndicesSize(), NULL, mUsage);
- stop_glerror();
- }
-
- mEmpty = TRUE;
- mResized = FALSE;
-
- if (data_mask != 0)
- {
- if (gDebugSession)
- {
- error = TRUE;
- gFailLog << "Buffer set for rendering before being filled after resize." << std::endl;
- }
- else
- {
- llerrs << "Buffer set for rendering before being filled after resize." << llendl;
- }
- }
+#if GL_ARB_vertex_array_object
+ glBindVertexArray(0);
+#endif
+ sGLRenderArray = 0;
+ sGLRenderIndices = 0;
+ sIBOActive = FALSE;
}
- if (error)
- {
- ll_fail("LLVertexBuffer::mapBuffer failed");
- }
- unmapBuffer(type);
- }
- else
- {
if (mGLBuffer)
{
if (sVBOActive)
@@ -1775,30 +2053,30 @@ void LLVertexBuffer::setBuffer(U32 data_mask, S32 type)
}
if (sGLRenderBuffer != mGLBuffer)
{
+ sGLRenderBuffer = mGLBuffer;
setup = TRUE; // ... or a client memory pointer changed
}
}
- if (mGLIndices && sIBOActive)
+ if (mGLIndices)
{
- /*if (sMapped)
+ if (sIBOActive)
{
- llerrs << "VBO unbound while potentially mapped!" << llendl;
- }*/
- glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
- sBindCount++;
- sIBOActive = FALSE;
+ glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+ sBindCount++;
+ sIBOActive = FALSE;
+ }
+
+ sGLRenderIndices = mGLIndices;
}
}
- setupClientArrays(data_mask);
-
- if (mGLIndices)
+ if (!mGLArray)
{
- sGLRenderIndices = mGLIndices;
+ setupClientArrays(data_mask);
}
+
if (mGLBuffer)
{
- sGLRenderBuffer = mGLBuffer;
if (data_mask && setup)
{
setupVertexBuffer(data_mask); // subclass specific setup (virtual function)
@@ -1808,80 +2086,150 @@ void LLVertexBuffer::setBuffer(U32 data_mask, S32 type)
}
// virtual (default)
-void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const
+void LLVertexBuffer::setupVertexBuffer(U32 data_mask)
{
LLMemType mt2(LLMemType::MTYPE_VERTEX_SETUP_VERTEX_BUFFER);
stop_glerror();
U8* base = useVBOs() ? (U8*) mAlignedOffset : mMappedData;
- if ((data_mask & mTypeMask) != data_mask)
+ /*if ((data_mask & mTypeMask) != data_mask)
{
llerrs << "LLVertexBuffer::setupVertexBuffer missing required components for supplied data mask." << llendl;
- }
-
- if (data_mask & MAP_NORMAL)
- {
- glNormalPointer(GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_NORMAL], (void*)(base + mOffsets[TYPE_NORMAL]));
- }
- if (data_mask & MAP_TEXCOORD3)
- {
- glClientActiveTextureARB(GL_TEXTURE3_ARB);
- glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD3], (void*)(base + mOffsets[TYPE_TEXCOORD3]));
- glClientActiveTextureARB(GL_TEXTURE0_ARB);
- }
- if (data_mask & MAP_TEXCOORD2)
- {
- glClientActiveTextureARB(GL_TEXTURE2_ARB);
- glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD2], (void*)(base + mOffsets[TYPE_TEXCOORD2]));
- glClientActiveTextureARB(GL_TEXTURE0_ARB);
- }
- if (data_mask & MAP_TEXCOORD1)
- {
- glClientActiveTextureARB(GL_TEXTURE1_ARB);
- glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD1], (void*)(base + mOffsets[TYPE_TEXCOORD1]));
- glClientActiveTextureARB(GL_TEXTURE0_ARB);
- }
- if (data_mask & MAP_BINORMAL)
- {
- glClientActiveTextureARB(GL_TEXTURE2_ARB);
- glTexCoordPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_BINORMAL], (void*)(base + mOffsets[TYPE_BINORMAL]));
- glClientActiveTextureARB(GL_TEXTURE0_ARB);
- }
- if (data_mask & MAP_TEXCOORD0)
- {
- glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD0], (void*)(base + mOffsets[TYPE_TEXCOORD0]));
- }
- if (data_mask & MAP_COLOR)
- {
- glColorPointer(4, GL_UNSIGNED_BYTE, LLVertexBuffer::sTypeSize[TYPE_COLOR], (void*)(base + mOffsets[TYPE_COLOR]));
- }
-
- if (data_mask & MAP_WEIGHT)
- {
- glVertexAttribPointerARB(1, 1, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT], (void*)(base + mOffsets[TYPE_WEIGHT]));
- }
-
- if (data_mask & MAP_WEIGHT4 && sWeight4Loc != -1)
- {
- glVertexAttribPointerARB(sWeight4Loc, 4, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT4], (void*)(base+mOffsets[TYPE_WEIGHT4]));
- }
+ }*/
- if (data_mask & MAP_CLOTHWEIGHT)
- {
- glVertexAttribPointerARB(4, 4, GL_FLOAT, TRUE, LLVertexBuffer::sTypeSize[TYPE_CLOTHWEIGHT], (void*)(base + mOffsets[TYPE_CLOTHWEIGHT]));
- }
- if (data_mask & MAP_VERTEX)
+ if (LLGLSLShader::sNoFixedFunction)
{
+ if (data_mask & MAP_NORMAL)
+ {
+ S32 loc = TYPE_NORMAL;
+ void* ptr = (void*)(base + mOffsets[TYPE_NORMAL]);
+ glVertexAttribPointerARB(loc, 3, GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_NORMAL], ptr);
+ }
+ if (data_mask & MAP_TEXCOORD3)
+ {
+ S32 loc = TYPE_TEXCOORD3;
+ void* ptr = (void*)(base + mOffsets[TYPE_TEXCOORD3]);
+ glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD3], ptr);
+ }
+ if (data_mask & MAP_TEXCOORD2)
+ {
+ S32 loc = TYPE_TEXCOORD2;
+ void* ptr = (void*)(base + mOffsets[TYPE_TEXCOORD2]);
+ glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD2], ptr);
+ }
+ if (data_mask & MAP_TEXCOORD1)
+ {
+ S32 loc = TYPE_TEXCOORD1;
+ void* ptr = (void*)(base + mOffsets[TYPE_TEXCOORD1]);
+ glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD1], ptr);
+ }
+ if (data_mask & MAP_BINORMAL)
+ {
+ S32 loc = TYPE_BINORMAL;
+ void* ptr = (void*)(base + mOffsets[TYPE_BINORMAL]);
+ glVertexAttribPointerARB(loc, 3,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_BINORMAL], ptr);
+ }
+ if (data_mask & MAP_TEXCOORD0)
+ {
+ S32 loc = TYPE_TEXCOORD0;
+ void* ptr = (void*)(base + mOffsets[TYPE_TEXCOORD0]);
+ glVertexAttribPointerARB(loc,2,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD0], ptr);
+ }
+ if (data_mask & MAP_COLOR)
+ {
+ S32 loc = TYPE_COLOR;
+ void* ptr = (void*)(base + mOffsets[TYPE_COLOR]);
+ glVertexAttribPointerARB(loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_COLOR], ptr);
+ }
+ if (data_mask & MAP_EMISSIVE)
+ {
+ S32 loc = TYPE_EMISSIVE;
+ void* ptr = (void*)(base + mOffsets[TYPE_EMISSIVE]);
+ glVertexAttribPointerARB(loc, 4, GL_UNSIGNED_BYTE, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_EMISSIVE], ptr);
+ }
+ if (data_mask & MAP_WEIGHT)
+ {
+ S32 loc = TYPE_WEIGHT;
+ void* ptr = (void*)(base + mOffsets[TYPE_WEIGHT]);
+ glVertexAttribPointerARB(loc, 1, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT], ptr);
+ }
+ if (data_mask & MAP_WEIGHT4)
+ {
+ S32 loc = TYPE_WEIGHT4;
+ void* ptr = (void*)(base+mOffsets[TYPE_WEIGHT4]);
+ glVertexAttribPointerARB(loc, 4, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT4], ptr);
+ }
+ if (data_mask & MAP_CLOTHWEIGHT)
+ {
+ S32 loc = TYPE_CLOTHWEIGHT;
+ void* ptr = (void*)(base + mOffsets[TYPE_CLOTHWEIGHT]);
+ glVertexAttribPointerARB(loc, 4, GL_FLOAT, TRUE, LLVertexBuffer::sTypeSize[TYPE_CLOTHWEIGHT], ptr);
+ }
if (data_mask & MAP_TEXTURE_INDEX)
{
- glVertexPointer(4,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0));
+ S32 loc = TYPE_TEXTURE_INDEX;
+ void *ptr = (void*) (base + mOffsets[TYPE_VERTEX] + 12);
+ glVertexAttribPointerARB(loc, 1, GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_VERTEX], ptr);
}
- else
+ if (data_mask & MAP_VERTEX)
{
- glVertexPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0));
+ S32 loc = TYPE_VERTEX;
+ void* ptr = (void*)(base + mOffsets[TYPE_VERTEX]);
+ glVertexAttribPointerARB(loc, 3,GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_VERTEX], ptr);
+ }
+ }
+ else
+ {
+ if (data_mask & MAP_NORMAL)
+ {
+ glNormalPointer(GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_NORMAL], (void*)(base + mOffsets[TYPE_NORMAL]));
+ }
+ if (data_mask & MAP_TEXCOORD3)
+ {
+ glClientActiveTextureARB(GL_TEXTURE3_ARB);
+ glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD3], (void*)(base + mOffsets[TYPE_TEXCOORD3]));
+ glClientActiveTextureARB(GL_TEXTURE0_ARB);
+ }
+ if (data_mask & MAP_TEXCOORD2)
+ {
+ glClientActiveTextureARB(GL_TEXTURE2_ARB);
+ glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD2], (void*)(base + mOffsets[TYPE_TEXCOORD2]));
+ glClientActiveTextureARB(GL_TEXTURE0_ARB);
+ }
+ if (data_mask & MAP_TEXCOORD1)
+ {
+ glClientActiveTextureARB(GL_TEXTURE1_ARB);
+ glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD1], (void*)(base + mOffsets[TYPE_TEXCOORD1]));
+ glClientActiveTextureARB(GL_TEXTURE0_ARB);
+ }
+ if (data_mask & MAP_BINORMAL)
+ {
+ glClientActiveTextureARB(GL_TEXTURE2_ARB);
+ glTexCoordPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_BINORMAL], (void*)(base + mOffsets[TYPE_BINORMAL]));
+ glClientActiveTextureARB(GL_TEXTURE0_ARB);
+ }
+ if (data_mask & MAP_TEXCOORD0)
+ {
+ glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_TEXCOORD0], (void*)(base + mOffsets[TYPE_TEXCOORD0]));
+ }
+ if (data_mask & MAP_COLOR)
+ {
+ glColorPointer(4, GL_UNSIGNED_BYTE, LLVertexBuffer::sTypeSize[TYPE_COLOR], (void*)(base + mOffsets[TYPE_COLOR]));
}
+ if (data_mask & MAP_VERTEX)
+ {
+ glVertexPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0));
+ }
}
llglassertok();
}
+LLVertexBuffer::MappedRegion::MappedRegion(S32 type, S32 index, S32 count)
+: mType(type), mIndex(index), mCount(count)
+{
+ llassert(mType == LLVertexBuffer::TYPE_INDEX ||
+ mType < LLVertexBuffer::TYPE_TEXTURE_INDEX);
+}
+
+
diff --git a/indra/llrender/llvertexbuffer.h b/indra/llrender/llvertexbuffer.h
index 578cec3885..3e6f6a959a 100644
--- a/indra/llrender/llvertexbuffer.h
+++ b/indra/llrender/llvertexbuffer.h
@@ -38,6 +38,8 @@
#include <vector>
#include <list>
+#define LL_MAX_VERTEX_ATTRIB_LOCATION 64
+
//============================================================================
// NOTES
// Threading:
@@ -49,25 +51,32 @@
//============================================================================
// gl name pools for dynamic and streaming buffers
-
-class LLVBOPool : public LLGLNamePool
+class LLVBOPool
{
-protected:
- virtual GLuint allocateName()
- {
- GLuint name;
- stop_glerror();
- glGenBuffersARB(1, &name);
- stop_glerror();
- return name;
- }
+public:
+ static U32 sBytesPooled;
+
+ U32 mUsage;
+ U32 mType;
- virtual void releaseName(GLuint name)
+ //size MUST be a power of 2
+ U8* allocate(U32& name, U32 size);
+
+ //size MUST be the size provided to allocate that returned the given name
+ void release(U32 name, U8* buffer, U32 size);
+
+ //destroy all records in mFreeList
+ void cleanup();
+
+ class Record
{
- stop_glerror();
- glDeleteBuffersARB(1, &name);
- stop_glerror();
- }
+ public:
+ U32 mGLName;
+ U8* mClientData;
+ };
+
+ typedef std::list<Record> record_list_t;
+ std::vector<record_list_t> mFreeList;
};
class LLGLFence
@@ -90,9 +99,7 @@ public:
S32 mIndex;
S32 mCount;
- MappedRegion(S32 type, S32 index, S32 count)
- : mType(type), mIndex(index), mCount(count)
- { }
+ MappedRegion(S32 type, S32 index, S32 count);
};
LLVertexBuffer(const LLVertexBuffer& rhs)
@@ -111,18 +118,17 @@ public:
static LLVBOPool sStreamIBOPool;
static LLVBOPool sDynamicIBOPool;
- static S32 sWeight4Loc;
-
static BOOL sUseStreamDraw;
+ static BOOL sUseVAO;
static BOOL sPreferStreamDraw;
static void initClass(bool use_vbo, bool no_vbo_mapping);
static void cleanupClass();
static void setupClientArrays(U32 data_mask);
static void drawArrays(U32 mode, const std::vector<LLVector3>& pos, const std::vector<LLVector3>& norm);
+ static void drawElements(U32 mode, const LLVector4a* pos, const LLVector2* tc, S32 num_indices, const U16* indicesp);
- static void clientCopy(F64 max_time = 0.005); //copy data from client to GL
- static void unbind(); //unbind any bound vertex buffer
+ static void unbind(); //unbind any bound vertex buffer
//get the size of a vertex with the given typemask
static S32 calcVertexSize(const U32& typemask);
@@ -133,24 +139,29 @@ public:
static S32 calcOffsets(const U32& typemask, S32* offsets, S32 num_vertices);
+ //WARNING -- when updating these enums you MUST
+ // 1 - update LLVertexBuffer::sTypeSize
+ // 2 - add a strider accessor
+ // 3 - modify LLVertexBuffer::setupVertexBuffer
+ // 4 - modify LLVertexBuffer::setupClientArray
+ // 5 - modify LLViewerShaderMgr::mReservedAttribs
+ // 6 - update LLVertexBuffer::setupVertexArray
enum {
- TYPE_VERTEX,
+ TYPE_VERTEX = 0,
TYPE_NORMAL,
TYPE_TEXCOORD0,
TYPE_TEXCOORD1,
TYPE_TEXCOORD2,
TYPE_TEXCOORD3,
TYPE_COLOR,
- // These use VertexAttribPointer and should possibly be made generic
+ TYPE_EMISSIVE,
TYPE_BINORMAL,
TYPE_WEIGHT,
TYPE_WEIGHT4,
TYPE_CLOTHWEIGHT,
- TYPE_MAX,
- TYPE_INDEX,
-
- //no actual additional data, but indicates position.w is texture index
TYPE_TEXTURE_INDEX,
+ TYPE_MAX,
+ TYPE_INDEX,
};
enum {
MAP_VERTEX = (1<<TYPE_VERTEX),
@@ -160,6 +171,7 @@ public:
MAP_TEXCOORD2 = (1<<TYPE_TEXCOORD2),
MAP_TEXCOORD3 = (1<<TYPE_TEXCOORD3),
MAP_COLOR = (1<<TYPE_COLOR),
+ MAP_EMISSIVE = (1<<TYPE_EMISSIVE),
// These use VertexAttribPointer and should possibly be made generic
MAP_BINORMAL = (1<<TYPE_BINORMAL),
MAP_WEIGHT = (1<<TYPE_WEIGHT),
@@ -173,24 +185,25 @@ protected:
virtual ~LLVertexBuffer(); // use unref()
- virtual void setupVertexBuffer(U32 data_mask) const; // pure virtual, called from mapBuffer()
+ virtual void setupVertexBuffer(U32 data_mask); // pure virtual, called from mapBuffer()
+ void setupVertexArray();
- void genBuffer();
- void genIndices();
+ void genBuffer(U32 size);
+ void genIndices(U32 size);
+ bool bindGLBuffer(bool force_bind = false);
+ bool bindGLIndices(bool force_bind = false);
+ bool bindGLArray();
void releaseBuffer();
void releaseIndices();
- void createGLBuffer();
- void createGLIndices();
+ void createGLBuffer(U32 size);
+ void createGLIndices(U32 size);
void destroyGLBuffer();
void destroyGLIndices();
void updateNumVerts(S32 nverts);
void updateNumIndices(S32 nindices);
virtual BOOL useVBOs() const;
- void unmapBuffer(S32 type);
- void freeClientBuffer() ;
- void allocateClientVertexBuffer() ;
- void allocateClientIndexBuffer() ;
-
+ void unmapBuffer();
+
public:
LLVertexBuffer(U32 typemask, S32 usage);
@@ -199,7 +212,8 @@ public:
U8* mapIndexBuffer(S32 index, S32 count, bool map_range);
// set for rendering
- virtual void setBuffer(U32 data_mask, S32 type = -1); // calls setupVertexBuffer() if data_mask is not 0
+ virtual void setBuffer(U32 data_mask); // calls setupVertexBuffer() if data_mask is not 0
+ void flush(); //flush pending data to GL memory
// allocate buffer
void allocateBuffer(S32 nverts, S32 nindices, bool create);
virtual void resizeBuffer(S32 newnverts, S32 newnindices);
@@ -212,29 +226,30 @@ public:
// setVertsNorms(verts, norms);
// vb->unmapBuffer();
bool getVertexStrider(LLStrider<LLVector3>& strider, S32 index=0, S32 count = -1, bool map_range = false);
+ bool getVertexStrider(LLStrider<LLVector4a>& strider, S32 index=0, S32 count = -1, bool map_range = false);
bool getIndexStrider(LLStrider<U16>& strider, S32 index=0, S32 count = -1, bool map_range = false);
bool getTexCoord0Strider(LLStrider<LLVector2>& strider, S32 index=0, S32 count = -1, bool map_range = false);
bool getTexCoord1Strider(LLStrider<LLVector2>& strider, S32 index=0, S32 count = -1, bool map_range = false);
bool getNormalStrider(LLStrider<LLVector3>& strider, S32 index=0, S32 count = -1, bool map_range = false);
bool getBinormalStrider(LLStrider<LLVector3>& strider, S32 index=0, S32 count = -1, bool map_range = false);
bool getColorStrider(LLStrider<LLColor4U>& strider, S32 index=0, S32 count = -1, bool map_range = false);
+ bool getEmissiveStrider(LLStrider<LLColor4U>& strider, S32 index=0, S32 count = -1, bool map_range = false);
bool getWeightStrider(LLStrider<F32>& strider, S32 index=0, S32 count = -1, bool map_range = false);
bool getWeight4Strider(LLStrider<LLVector4>& strider, S32 index=0, S32 count = -1, bool map_range = false);
bool getClothWeightStrider(LLStrider<LLVector4>& strider, S32 index=0, S32 count = -1, bool map_range = false);
+
BOOL isEmpty() const { return mEmpty; }
BOOL isLocked() const { return mVertexLocked || mIndexLocked; }
S32 getNumVerts() const { return mNumVerts; }
S32 getNumIndices() const { return mNumIndices; }
- S32 getRequestedVerts() const { return mRequestedNumVerts; }
- S32 getRequestedIndices() const { return mRequestedNumIndices; }
-
+
U8* getIndicesPointer() const { return useVBOs() ? (U8*) mAlignedIndexOffset : mMappedIndexData; }
U8* getVerticesPointer() const { return useVBOs() ? (U8*) mAlignedOffset : mMappedData; }
U32 getTypeMask() const { return mTypeMask; }
bool hasDataType(S32 type) const { return ((1 << type) & getTypeMask()); }
S32 getSize() const;
- S32 getIndicesSize() const { return mNumIndices * sizeof(U16); }
+ S32 getIndicesSize() const { return mIndicesSize; }
U8* getMappedData() const { return mMappedData; }
U8* getMappedIndices() const { return mMappedIndexData; }
S32 getOffset(S32 type) const { return mOffsets[type]; }
@@ -252,25 +267,23 @@ public:
protected:
S32 mNumVerts; // Number of vertices allocated
S32 mNumIndices; // Number of indices allocated
- S32 mRequestedNumVerts; // Number of vertices requested
- S32 mRequestedNumIndices; // Number of indices requested
-
+
ptrdiff_t mAlignedOffset;
ptrdiff_t mAlignedIndexOffset;
S32 mSize;
+ S32 mIndicesSize;
U32 mTypeMask;
S32 mUsage; // GL usage
U32 mGLBuffer; // GL VBO handle
U32 mGLIndices; // GL IBO handle
+ U32 mGLArray; // GL VAO handle
+
U8* mMappedData; // pointer to currently mapped data (NULL if unmapped)
U8* mMappedIndexData; // pointer to currently mapped indices (NULL if unmapped)
BOOL mVertexLocked; // if TRUE, vertex buffer is being or has been written to in client memory
BOOL mIndexLocked; // if TRUE, index buffer is being or has been written to in client memory
BOOL mFinal; // if TRUE, buffer can not be mapped again
- BOOL mFilthy; // if TRUE, entire buffer must be copied (used to prevent redundant dirty flags)
BOOL mEmpty; // if TRUE, client buffer is empty (or NULL). Old values have been discarded.
- BOOL mResized; // if TRUE, client buffer has been resized and GL buffer has not
- BOOL mDynamicSize; // if TRUE, buffer has been resized at least once (and should be padded)
S32 mOffsets[TYPE_MAX];
std::vector<MappedRegion> mMappedVertexRegions;
@@ -290,7 +303,6 @@ public:
static S32 sGLCount;
static S32 sMappedCount;
static BOOL sMapped;
- static std::vector<U32> sDeleteList;
typedef std::list<LLVertexBuffer*> buffer_list_t;
static BOOL sDisableVBOMapping; //disable glMapBufferARB
@@ -298,6 +310,7 @@ public:
static S32 sTypeSize[TYPE_MAX];
static U32 sGLMode[LLRender::NUM_MODES];
static U32 sGLRenderBuffer;
+ static U32 sGLRenderArray;
static U32 sGLRenderIndices;
static BOOL sVBOActive;
static BOOL sIBOActive;
diff --git a/indra/llui/llaccordionctrltab.cpp b/indra/llui/llaccordionctrltab.cpp
index 4b0b7c561d..7a5f9f9fd6 100644
--- a/indra/llui/llaccordionctrltab.cpp
+++ b/indra/llui/llaccordionctrltab.cpp
@@ -973,7 +973,7 @@ void LLAccordionCtrlTab::drawChild(const LLRect& root_rect,LLView* child)
if ( root_rect.overlaps(screen_rect) && LLUI::sDirtyRect.overlaps(screen_rect))
{
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
LLUI::pushMatrix();
{
LLUI::translate((F32)child->getRect().mLeft, (F32)child->getRect().mBottom, 0.f);
diff --git a/indra/llui/lldockablefloater.cpp b/indra/llui/lldockablefloater.cpp
index aea58be12a..0fcd937361 100644
--- a/indra/llui/lldockablefloater.cpp
+++ b/indra/llui/lldockablefloater.cpp
@@ -239,8 +239,21 @@ void LLDockableFloater::setDockControl(LLDockControl* dockControl)
setDocked(isDocked());
}
-const LLUIImagePtr& LLDockableFloater::getDockTongue()
+const LLUIImagePtr& LLDockableFloater::getDockTongue(LLDockControl::DocAt dock_side)
{
+ switch(dock_side)
+ {
+ case LLDockControl::LEFT:
+ mDockTongue = LLUI::getUIImage("windows/Flyout_Left.png");
+ break;
+ case LLDockControl::RIGHT:
+ mDockTongue = LLUI::getUIImage("windows/Flyout_Right.png");
+ break;
+ default:
+ mDockTongue = LLUI::getUIImage("windows/Flyout_Pointer.png");
+ break;
+ }
+
return mDockTongue;
}
diff --git a/indra/llui/lldockablefloater.h b/indra/llui/lldockablefloater.h
index 8deb6c1159..89c9852f4a 100644
--- a/indra/llui/lldockablefloater.h
+++ b/indra/llui/lldockablefloater.h
@@ -113,6 +113,8 @@ public:
bool getUniqueDocking() { return mUniqueDocking; }
bool getUseTongue() { return mUseTongue; }
+
+ void setUseTongue(bool use_tongue) { mUseTongue = use_tongue;}
private:
/**
* Provides unique of dockable floater.
@@ -122,7 +124,7 @@ private:
protected:
void setDockControl(LLDockControl* dockControl);
- const LLUIImagePtr& getDockTongue();
+ const LLUIImagePtr& getDockTongue(LLDockControl::DocAt dock_side = LLDockControl::TOP);
// Checks if docking should be forced.
// It may be useful e.g. if floater created in mouselook mode (see EXT-5609)
diff --git a/indra/llui/lldockcontrol.cpp b/indra/llui/lldockcontrol.cpp
index 6397bbd0de..af39e41fa6 100644
--- a/indra/llui/lldockcontrol.cpp
+++ b/indra/llui/lldockcontrol.cpp
@@ -100,12 +100,16 @@ void LLDockControl::repositionDockable()
if (!mDockWidget) return;
LLRect dockRect = mDockWidget->calcScreenRect();
LLRect rootRect;
+ LLRect floater_rect = mDockableFloater->calcScreenRect();
mGetAllowedRectCallback(rootRect);
- // recalculate dockable position if dock position changed, dock visibility changed,
- // root view rect changed or recalculation is forced
- if (mPrevDockRect != dockRect || mDockWidgetVisible != isDockVisible()
- || mRootRect != rootRect || mRecalculateDocablePosition)
+ // recalculate dockable position if:
+ if (mPrevDockRect != dockRect //dock position changed
+ || mDockWidgetVisible != isDockVisible() //dock visibility changed
+ || mRootRect != rootRect //root view rect changed
+ || mFloaterRect != floater_rect //floater rect changed
+ || mRecalculateDockablePosition //recalculation is forced
+ )
{
// undock dockable and off() if dock not visible
if (!isDockVisible())
@@ -136,7 +140,8 @@ void LLDockControl::repositionDockable()
mPrevDockRect = dockRect;
mRootRect = rootRect;
- mRecalculateDocablePosition = false;
+ mFloaterRect = floater_rect;
+ mRecalculateDockablePosition = false;
mDockWidgetVisible = isDockVisible();
}
}
@@ -203,21 +208,33 @@ void LLDockControl::moveDockable()
switch (mDockAt)
{
case LEFT:
- x = dockRect.mLeft;
- y = dockRect.mTop + mDockTongue->getHeight() + dockableRect.getHeight();
- // check is dockable inside root view rect
- if (x < rootRect.mLeft)
+
+ x = dockRect.mLeft - dockableRect.getWidth();
+ y = dockRect.getCenterY() + dockableRect.getHeight() / 2;
+
+ if (use_tongue)
{
- x = rootRect.mLeft;
+ x -= mDockTongue->getWidth();
}
- if (x + dockableRect.getWidth() > rootRect.mRight)
+
+ mDockTongueX = dockableRect.mRight;
+ mDockTongueY = dockableRect.getCenterY() - mDockTongue->getHeight() / 2;
+
+ break;
+
+ case RIGHT:
+
+ x = dockRect.mRight;
+ y = dockRect.getCenterY() + dockableRect.getHeight() / 2;
+
+ if (use_tongue)
{
- x = rootRect.mRight - dockableRect.getWidth();
+ x += mDockTongue->getWidth();
}
-
- mDockTongueX = x + dockableRect.getWidth()/2 - mDockTongue->getWidth() / 2;
-
- mDockTongueY = dockRect.mTop;
+
+ mDockTongueX = dockRect.mRight;
+ mDockTongueY = dockableRect.getCenterY() - mDockTongue->getHeight() / 2;
+
break;
case TOP:
@@ -315,13 +332,12 @@ void LLDockControl::moveDockable()
dockableRect.setLeftTopAndSize(x, y, dockableRect.getWidth(),
dockableRect.getHeight());
}
+
LLRect localDocableParentRect;
- mDockableFloater->getParent()->screenRectToLocal(dockableRect,
- &localDocableParentRect);
- mDockableFloater->setRect(localDocableParentRect);
- mDockableFloater->screenPointToLocal(mDockTongueX, mDockTongueY,
- &mDockTongueX, &mDockTongueY);
+ mDockableFloater->getParent()->screenRectToLocal(dockableRect, &localDocableParentRect);
+ mDockableFloater->setRect(localDocableParentRect);
+ mDockableFloater->screenPointToLocal(mDockTongueX, mDockTongueY, &mDockTongueX, &mDockTongueY);
}
@@ -330,7 +346,7 @@ void LLDockControl::on()
if (isDockVisible())
{
mEnabled = true;
- mRecalculateDocablePosition = true;
+ mRecalculateDockablePosition = true;
}
}
@@ -341,7 +357,7 @@ void LLDockControl::off()
void LLDockControl::forceRecalculatePosition()
{
- mRecalculateDocablePosition = true;
+ mRecalculateDockablePosition = true;
}
void LLDockControl::drawToungue()
diff --git a/indra/llui/lldockcontrol.h b/indra/llui/lldockcontrol.h
index 2e7359245f..c9602011f6 100644
--- a/indra/llui/lldockcontrol.h
+++ b/indra/llui/lldockcontrol.h
@@ -43,6 +43,7 @@ public:
{
TOP,
LEFT,
+ RIGHT,
BOTTOM
};
@@ -79,12 +80,13 @@ private:
private:
get_allowed_rect_callback_t mGetAllowedRectCallback;
bool mEnabled;
- bool mRecalculateDocablePosition;
+ bool mRecalculateDockablePosition;
bool mDockWidgetVisible;
DocAt mDockAt;
LLView* mDockWidget;
LLRect mPrevDockRect;
LLRect mRootRect;
+ LLRect mFloaterRect;
LLFloater* mDockableFloater;
LLUIImagePtr mDockTongue;
S32 mDockTongueX;
diff --git a/indra/llui/llfloater.cpp b/indra/llui/llfloater.cpp
index 7100ea13a7..432397d3e9 100644
--- a/indra/llui/llfloater.cpp
+++ b/indra/llui/llfloater.cpp
@@ -935,7 +935,7 @@ void LLFloater::applyPositioning(LLFloater* other)
case LLFloaterEnums::OPEN_POSITIONING_CASCADE_GROUP:
case LLFloaterEnums::OPEN_POSITIONING_CASCADING:
- if (other != NULL)
+ if (other != NULL && other != this)
{
stackWith(*other);
}
@@ -1070,7 +1070,7 @@ void LLFloater::handleReshape(const LLRect& new_rect, bool by_user)
const LLRect old_rect = getRect();
LLView::handleReshape(new_rect, by_user);
- if (by_user)
+ if (by_user && !isMinimized())
{
storeRectControl();
mOpenPositioning = LLFloaterEnums::OPEN_POSITIONING_NONE;
diff --git a/indra/llui/llkeywords.cpp b/indra/llui/llkeywords.cpp
index ceec9c7eb1..c1cd04186b 100644
--- a/indra/llui/llkeywords.cpp
+++ b/indra/llui/llkeywords.cpp
@@ -57,6 +57,22 @@ LLKeywords::LLKeywords() : mLoaded(FALSE)
{
}
+inline BOOL LLKeywordToken::isTail(const llwchar* s) const
+{
+ BOOL res = TRUE;
+ const llwchar* t = mDelimiter.c_str();
+ S32 len = mDelimiter.size();
+ for (S32 i=0; i<len; i++)
+ {
+ if (s[i] != t[i])
+ {
+ res = FALSE;
+ break;
+ }
+ }
+ return res;
+}
+
LLKeywords::~LLKeywords()
{
std::for_each(mWordTokenMap.begin(), mWordTokenMap.end(), DeletePairedPointer());
@@ -106,6 +122,7 @@ BOOL LLKeywords::loadFromFile( const std::string& filename )
std::string SOL_LINE("[line ");
std::string SOL_ONE_SIDED_DELIMITER("[one_sided_delimiter ");
std::string SOL_TWO_SIDED_DELIMITER("[two_sided_delimiter ");
+ std::string SOL_DOUBLE_QUOTATION_MARKS("[double_quotation_marks ");
LLColor3 cur_color( 1, 0, 0 );
LLKeywordToken::TOKEN_TYPE cur_type = LLKeywordToken::WORD;
@@ -137,6 +154,12 @@ BOOL LLKeywords::loadFromFile( const std::string& filename )
cur_type = LLKeywordToken::TWO_SIDED_DELIMITER;
continue;
}
+ else if( line.find(SOL_DOUBLE_QUOTATION_MARKS) == 0 )
+ {
+ cur_color = readColor( line.substr(SOL_DOUBLE_QUOTATION_MARKS.size()) );
+ cur_type = LLKeywordToken::DOUBLE_QUOTATION_MARKS;
+ continue;
+ }
else if( line.find(SOL_ONE_SIDED_DELIMITER) == 0 )
{
cur_color = readColor( line.substr(SOL_ONE_SIDED_DELIMITER.size()) );
@@ -154,10 +177,26 @@ BOOL LLKeywords::loadFromFile( const std::string& filename )
if( !token_buffer.empty() && token_word_iter != word_tokens.end() )
{
- // first word is keyword
+ // first word is the keyword or a left delimiter
std::string keyword = (*token_word_iter);
LLStringUtil::trim(keyword);
+ // second word may be a right delimiter
+ std::string delimiter;
+ if (cur_type == LLKeywordToken::TWO_SIDED_DELIMITER)
+ {
+ while (delimiter.length() == 0 && ++token_word_iter != word_tokens.end())
+ {
+ delimiter = *token_word_iter;
+ LLStringUtil::trim(delimiter);
+ }
+ }
+ else if (cur_type == LLKeywordToken::DOUBLE_QUOTATION_MARKS)
+ {
+ // Closing delimiter is identical to the opening one.
+ delimiter = keyword;
+ }
+
// following words are tooltip
std::string tool_tip;
while (++token_word_iter != word_tokens.end())
@@ -170,11 +209,11 @@ BOOL LLKeywords::loadFromFile( const std::string& filename )
{
// Replace : with \n for multi-line tool tips.
LLStringUtil::replaceChar( tool_tip, ':', '\n' );
- addToken(cur_type, keyword, cur_color, tool_tip );
+ addToken(cur_type, keyword, cur_color, tool_tip, delimiter );
}
else
{
- addToken(cur_type, keyword, cur_color, LLStringUtil::null );
+ addToken(cur_type, keyword, cur_color, LLStringUtil::null, delimiter );
}
}
}
@@ -189,23 +228,26 @@ BOOL LLKeywords::loadFromFile( const std::string& filename )
void LLKeywords::addToken(LLKeywordToken::TOKEN_TYPE type,
const std::string& key_in,
const LLColor3& color,
- const std::string& tool_tip_in )
+ const std::string& tool_tip_in,
+ const std::string& delimiter_in)
{
LLWString key = utf8str_to_wstring(key_in);
LLWString tool_tip = utf8str_to_wstring(tool_tip_in);
+ LLWString delimiter = utf8str_to_wstring(delimiter_in);
switch(type)
{
case LLKeywordToken::WORD:
- mWordTokenMap[key] = new LLKeywordToken(type, color, key, tool_tip);
+ mWordTokenMap[key] = new LLKeywordToken(type, color, key, tool_tip, LLWStringUtil::null);
break;
case LLKeywordToken::LINE:
- mLineTokenList.push_front(new LLKeywordToken(type, color, key, tool_tip));
+ mLineTokenList.push_front(new LLKeywordToken(type, color, key, tool_tip, LLWStringUtil::null));
break;
case LLKeywordToken::TWO_SIDED_DELIMITER:
+ case LLKeywordToken::DOUBLE_QUOTATION_MARKS:
case LLKeywordToken::ONE_SIDED_DELIMITER:
- mDelimiterTokenList.push_front(new LLKeywordToken(type, color, key, tool_tip));
+ mDelimiterTokenList.push_front(new LLKeywordToken(type, color, key, tool_tip, delimiter));
break;
default:
@@ -357,7 +399,7 @@ void LLKeywords::findSegments(std::vector<LLTextSegmentPtr>* seg_list, const LLW
}
// cur is now at the first non-whitespace character of a new line
-
+
// Line start tokens
{
BOOL line_done = FALSE;
@@ -418,14 +460,15 @@ void LLKeywords::findSegments(std::vector<LLTextSegmentPtr>* seg_list, const LLW
S32 seg_end = 0;
seg_start = cur - base;
- cur += cur_delimiter->getLength();
+ cur += cur_delimiter->getLengthHead();
- if( cur_delimiter->getType() == LLKeywordToken::TWO_SIDED_DELIMITER )
+ LLKeywordToken::TOKEN_TYPE type = cur_delimiter->getType();
+ if( type == LLKeywordToken::TWO_SIDED_DELIMITER || type == LLKeywordToken::DOUBLE_QUOTATION_MARKS )
{
- while( *cur && !cur_delimiter->isHead(cur))
+ while( *cur && !cur_delimiter->isTail(cur))
{
// Check for an escape sequence.
- if (*cur == '\\')
+ if (type == LLKeywordToken::DOUBLE_QUOTATION_MARKS && *cur == '\\')
{
// Count the number of backslashes.
S32 num_backslashes = 0;
@@ -435,10 +478,10 @@ void LLKeywords::findSegments(std::vector<LLTextSegmentPtr>* seg_list, const LLW
between_delimiters++;
cur++;
}
- // Is the next character the end delimiter?
- if (cur_delimiter->isHead(cur))
+ // If the next character is the end delimiter?
+ if (cur_delimiter->isTail(cur))
{
- // Is there was an odd number of backslashes, then this delimiter
+ // If there was an odd number of backslashes, then this delimiter
// does not end the sequence.
if (num_backslashes % 2 == 1)
{
@@ -461,13 +504,13 @@ void LLKeywords::findSegments(std::vector<LLTextSegmentPtr>* seg_list, const LLW
if( *cur )
{
- cur += cur_delimiter->getLength();
- seg_end = seg_start + between_delimiters + 2 * cur_delimiter->getLength();
+ cur += cur_delimiter->getLengthHead();
+ seg_end = seg_start + between_delimiters + cur_delimiter->getLengthHead() + cur_delimiter->getLengthTail();
}
else
{
// eof
- seg_end = seg_start + between_delimiters + cur_delimiter->getLength();
+ seg_end = seg_start + between_delimiters + cur_delimiter->getLengthHead();
}
}
else
@@ -479,7 +522,7 @@ void LLKeywords::findSegments(std::vector<LLTextSegmentPtr>* seg_list, const LLW
between_delimiters++;
cur++;
}
- seg_end = seg_start + between_delimiters + cur_delimiter->getLength();
+ seg_end = seg_start + between_delimiters + cur_delimiter->getLengthHead();
}
insertSegments(wtext, *seg_list,cur_delimiter, text_len, seg_start, seg_end, defaultColor, editor);
diff --git a/indra/llui/llkeywords.h b/indra/llui/llkeywords.h
index f6d75b7e75..d050cd7d7c 100644
--- a/indra/llui/llkeywords.h
+++ b/indra/llui/llkeywords.h
@@ -41,23 +41,44 @@ typedef LLPointer<LLTextSegment> LLTextSegmentPtr;
class LLKeywordToken
{
public:
- enum TOKEN_TYPE { WORD, LINE, TWO_SIDED_DELIMITER, ONE_SIDED_DELIMITER };
+ /**
+ * @brief Types of tokens/delimters being parsed.
+ *
+ * @desc Tokens/delimiters that need to be identified/highlighted. All are terminated if an EOF is encountered.
+ * - WORD are keywords in the normal sense, i.e. constants, events, etc.
+ * - LINE are for entire lines (currently only flow control labels use this).
+ * - ONE_SIDED_DELIMITER are for open-ended delimiters which are terminated by EOL.
+ * - TWO_SIDED_DELIMITER are for delimiters that end with a different delimiter than they open with.
+ * - DOUBLE_QUOTATION_MARKS are for delimiting areas using the same delimiter to open and close.
+ */
+ typedef enum TOKEN_TYPE
+ {
+ WORD,
+ LINE,
+ TWO_SIDED_DELIMITER,
+ ONE_SIDED_DELIMITER,
+ DOUBLE_QUOTATION_MARKS
+ };
- LLKeywordToken( TOKEN_TYPE type, const LLColor3& color, const LLWString& token, const LLWString& tool_tip )
+ LLKeywordToken( TOKEN_TYPE type, const LLColor3& color, const LLWString& token, const LLWString& tool_tip, const LLWString& delimiter )
:
mType( type ),
mToken( token ),
mColor( color ),
- mToolTip( tool_tip )
+ mToolTip( tool_tip ),
+ mDelimiter( delimiter ) // right delimiter
{
}
- S32 getLength() const { return mToken.size(); }
+ S32 getLengthHead() const { return mToken.size(); }
+ S32 getLengthTail() const { return mDelimiter.size(); }
BOOL isHead(const llwchar* s) const;
+ BOOL isTail(const llwchar* s) const;
const LLWString& getToken() const { return mToken; }
const LLColor3& getColor() const { return mColor; }
TOKEN_TYPE getType() const { return mType; }
const LLWString& getToolTip() const { return mToolTip; }
+ const LLWString& getDelimiter() const { return mDelimiter; }
#ifdef _DEBUG
void dump();
@@ -68,6 +89,7 @@ private:
LLWString mToken;
LLColor3 mColor;
LLWString mToolTip;
+ LLWString mDelimiter;
};
class LLKeywords
@@ -85,7 +107,8 @@ public:
void addToken(LLKeywordToken::TOKEN_TYPE type,
const std::string& key,
const LLColor3& color,
- const std::string& tool_tip = LLStringUtil::null);
+ const std::string& tool_tip = LLStringUtil::null,
+ const std::string& delimiter = LLStringUtil::null);
// This class is here as a performance optimization.
// The word token map used to be defined as std::map<LLWString, LLKeywordToken*>.
diff --git a/indra/llui/llnotifications.cpp b/indra/llui/llnotifications.cpp
index 8f7025a9a6..d232e27ef2 100644
--- a/indra/llui/llnotifications.cpp
+++ b/indra/llui/llnotifications.cpp
@@ -1624,7 +1624,7 @@ LLNotificationPtr LLNotifications::find(LLUUID uuid)
LLNotificationSet::iterator it=mItems.find(target);
if (it == mItems.end())
{
- llwarns << "Tried to dereference uuid '" << uuid << "' as a notification key but didn't find it." << llendl;
+ LL_DEBUGS("Notifications") << "Tried to dereference uuid '" << uuid << "' as a notification key but didn't find it." << llendl;
return LLNotificationPtr((LLNotification*)NULL);
}
else
diff --git a/indra/llui/lltextbase.cpp b/indra/llui/lltextbase.cpp
index 919364be63..3b768166f1 100644
--- a/indra/llui/lltextbase.cpp
+++ b/indra/llui/lltextbase.cpp
@@ -2518,7 +2518,11 @@ BOOL LLTextSegment::handleDoubleClick(S32 x, S32 y, MASK mask) { return FALSE; }
BOOL LLTextSegment::handleHover(S32 x, S32 y, MASK mask) { return FALSE; }
BOOL LLTextSegment::handleScrollWheel(S32 x, S32 y, S32 clicks) { return FALSE; }
BOOL LLTextSegment::handleToolTip(S32 x, S32 y, MASK mask) { return FALSE; }
-std::string LLTextSegment::getName() const { return ""; }
+const std::string& LLTextSegment::getName() const
+{
+ static std::string empty_string("");
+ return empty_string;
+}
void LLTextSegment::onMouseCaptureLost() {}
void LLTextSegment::screenPointToLocal(S32 screen_x, S32 screen_y, S32* local_x, S32* local_y) const {}
void LLTextSegment::localPointToScreen(S32 local_x, S32 local_y, S32* screen_x, S32* screen_y) const {}
diff --git a/indra/llui/lltextbase.h b/indra/llui/lltextbase.h
index 384d9116fc..b699601908 100644
--- a/indra/llui/lltextbase.h
+++ b/indra/llui/lltextbase.h
@@ -84,7 +84,7 @@ public:
/*virtual*/ BOOL handleHover(S32 x, S32 y, MASK mask);
/*virtual*/ BOOL handleScrollWheel(S32 x, S32 y, S32 clicks);
/*virtual*/ BOOL handleToolTip(S32 x, S32 y, MASK mask);
- /*virtual*/ std::string getName() const;
+ /*virtual*/ const std::string& getName() const;
/*virtual*/ void onMouseCaptureLost();
/*virtual*/ void screenPointToLocal(S32 screen_x, S32 screen_y, S32* local_x, S32* local_y) const;
/*virtual*/ void localPointToScreen(S32 local_x, S32 local_y, S32* screen_x, S32* screen_y) const;
diff --git a/indra/llui/lltoolbar.cpp b/indra/llui/lltoolbar.cpp
index 515605200e..287e3e2b41 100644
--- a/indra/llui/lltoolbar.cpp
+++ b/indra/llui/lltoolbar.cpp
@@ -112,6 +112,10 @@ LLToolBar::LLToolBar(const LLToolBar::Params& p)
mStartDragItemCallback(NULL),
mHandleDragItemCallback(NULL),
mHandleDropCallback(NULL),
+ mButtonAddSignal(NULL),
+ mButtonEnterSignal(NULL),
+ mButtonLeaveSignal(NULL),
+ mButtonRemoveSignal(NULL),
mDragAndDropTarget(false)
{
mButtonParams[LLToolBarEnums::BTNTYPE_ICONS_WITH_TEXT] = p.button_icon_and_text;
@@ -121,6 +125,10 @@ LLToolBar::LLToolBar(const LLToolBar::Params& p)
LLToolBar::~LLToolBar()
{
delete mPopupMenuHandle.get();
+ delete mButtonAddSignal;
+ delete mButtonEnterSignal;
+ delete mButtonLeaveSignal;
+ delete mButtonRemoveSignal;
}
void LLToolBar::createContextMenu()
@@ -212,7 +220,6 @@ bool LLToolBar::addCommand(const LLCommandId& commandId, int rank)
mButtonPanel->addChild(button);
mButtonMap.insert(std::make_pair(commandId.uuid(), button));
-
// Insert the command and button in the right place in their respective lists
if ((rank >= mButtonCommands.size()) || (rank == RANK_NONE))
{
@@ -238,6 +245,14 @@ bool LLToolBar::addCommand(const LLCommandId& commandId, int rank)
mNeedsLayout = true;
+ updateLayoutAsNeeded();
+
+
+ if (mButtonAddSignal)
+ {
+ (*mButtonAddSignal)(button);
+ }
+
return true;
}
@@ -264,6 +279,11 @@ int LLToolBar::removeCommand(const LLCommandId& commandId)
++rank;
}
+ if (mButtonRemoveSignal)
+ {
+ (*mButtonRemoveSignal)(*it_button);
+ }
+
// Delete the button and erase the command and button records
delete (*it_button);
mButtonCommands.erase(it_command);
@@ -352,6 +372,23 @@ bool LLToolBar::stopCommandInProgress(const LLCommandId& commandId)
return (command_button != NULL);
}
+bool LLToolBar::flashCommand(const LLCommandId& commandId, bool flash)
+{
+ LLButton * command_button = NULL;
+
+ if (commandId != LLCommandId::null)
+ {
+ command_id_map::iterator it = mButtonMap.find(commandId.uuid());
+ if (it != mButtonMap.end())
+ {
+ command_button = it->second;
+ command_button->setFlashing(flash ? TRUE : FALSE);
+ }
+ }
+
+ return (command_button != NULL);
+}
+
BOOL LLToolBar::handleRightMouseDown(S32 x, S32 y, MASK mask)
{
LLRect button_panel_rect;
@@ -790,6 +827,11 @@ void LLToolBar::createButtons()
{
BOOST_FOREACH(LLToolBarButton* button, mButtons)
{
+ if (mButtonRemoveSignal)
+ {
+ (*mButtonRemoveSignal)(button);
+ }
+
delete button;
}
mButtons.clear();
@@ -801,6 +843,11 @@ void LLToolBar::createButtons()
mButtons.push_back(button);
mButtonPanel->addChild(button);
mButtonMap.insert(std::make_pair(command_id.uuid(), button));
+
+ if (mButtonAddSignal)
+ {
+ (*mButtonAddSignal)(button);
+ }
}
mNeedsLayout = true;
}
@@ -870,8 +917,7 @@ LLToolBarButton* LLToolBar::createButton(const LLCommandId& id)
button->setCommitCallback(executeParam);
}
-
-
+ // Set up "is running" query callback
const std::string& isRunningFunction = commandp->isRunningFunctionName();
if (isRunningFunction.length() > 0)
{
@@ -898,6 +944,36 @@ LLToolBarButton* LLToolBar::createButton(const LLCommandId& id)
return button;
}
+boost::signals2::connection connectSignal(LLToolBar::button_signal_t*& signal, const LLToolBar::button_signal_t::slot_type& cb)
+{
+ if (!signal)
+ {
+ signal = new LLToolBar::button_signal_t();
+ }
+
+ return signal->connect(cb);
+}
+
+boost::signals2::connection LLToolBar::setButtonAddCallback(const button_signal_t::slot_type& cb)
+{
+ return connectSignal(mButtonAddSignal, cb);
+}
+
+boost::signals2::connection LLToolBar::setButtonEnterCallback(const button_signal_t::slot_type& cb)
+{
+ return connectSignal(mButtonEnterSignal, cb);
+}
+
+boost::signals2::connection LLToolBar::setButtonLeaveCallback(const button_signal_t::slot_type& cb)
+{
+ return connectSignal(mButtonLeaveSignal, cb);
+}
+
+boost::signals2::connection LLToolBar::setButtonRemoveCallback(const button_signal_t::slot_type& cb)
+{
+ return connectSignal(mButtonRemoveSignal, cb);
+}
+
BOOL LLToolBar::handleDragAndDrop(S32 x, S32 y, MASK mask, BOOL drop,
EDragAndDropType cargo_type,
void* cargo_data,
@@ -969,8 +1045,6 @@ LLToolBarButton::LLToolBarButton(const Params& p)
mOriginalImageOverlayColor(p.image_overlay_color),
mOriginalImageOverlaySelectedColor(p.image_overlay_selected_color)
{
- mButtonFlashRate = 0.0;
- mButtonFlashCount = 0;
}
LLToolBarButton::~LLToolBarButton()
@@ -1012,6 +1086,7 @@ BOOL LLToolBarButton::handleHover(S32 x, S32 y, MASK mask)
{
handled = LLButton::handleHover(x, y, mask);
}
+
return handled;
}
@@ -1024,6 +1099,23 @@ void LLToolBarButton::onMouseEnter(S32 x, S32 y, MASK mask)
{
mNeedsHighlight = TRUE;
}
+
+ LLToolBar* parent_toolbar = getParentByType<LLToolBar>();
+ if (parent_toolbar && parent_toolbar->mButtonEnterSignal)
+ {
+ (*(parent_toolbar->mButtonEnterSignal))(this);
+ }
+}
+
+void LLToolBarButton::onMouseLeave(S32 x, S32 y, MASK mask)
+{
+ LLButton::onMouseLeave(x, y, mask);
+
+ LLToolBar* parent_toolbar = getParentByType<LLToolBar>();
+ if (parent_toolbar && parent_toolbar->mButtonLeaveSignal)
+ {
+ (*(parent_toolbar->mButtonLeaveSignal))(this);
+ }
}
void LLToolBarButton::onMouseCaptureLost()
@@ -1072,25 +1164,25 @@ void LLToolBarButton::setEnabled(BOOL enabled)
}
}
-
const std::string LLToolBarButton::getToolTip() const
{
std::string tooltip;
+
if (labelIsTruncated() || getCurrentLabel().empty())
{
- return LLTrans::getString(LLCommandManager::instance().getCommand(mId)->labelRef()) + " -- " + LLView::getToolTip();
+ tooltip = LLTrans::getString(LLCommandManager::instance().getCommand(mId)->labelRef()) + " -- " + LLView::getToolTip();
}
else
{
- return LLView::getToolTip();
+ tooltip = LLView::getToolTip();
}
-}
-
-
-
-
-
-
+ LLToolBar* parent_toolbar = getParentByType<LLToolBar>();
+ if (parent_toolbar && parent_toolbar->mButtonTooltipSuffix.length() > 0)
+ {
+ tooltip = tooltip + "\n(" + parent_toolbar->mButtonTooltipSuffix + ")";
+ }
+ return tooltip;
+}
diff --git a/indra/llui/lltoolbar.h b/indra/llui/lltoolbar.h
index e634e57f93..f10f39adc3 100644
--- a/indra/llui/lltoolbar.h
+++ b/indra/llui/lltoolbar.h
@@ -71,6 +71,7 @@ public:
void setHandleDragCallback(tool_handledrag_callback_t cb) { mHandleDragItemCallback = cb; }
void onMouseEnter(S32 x, S32 y, MASK mask);
+ void onMouseLeave(S32 x, S32 y, MASK mask);
void onMouseCaptureLost();
void onCommit();
@@ -120,6 +121,8 @@ namespace LLToolBarEnums
SIDE_RIGHT,
SIDE_TOP,
};
+
+ LLLayoutStack::ELayoutOrientation getOrientation(SideType sideType);
}
// NOTE: This needs to occur before Param block declaration for proper compilation.
@@ -142,6 +145,7 @@ namespace LLInitParam
class LLToolBar
: public LLUICtrl
{
+ friend class LLToolBarButton;
public:
struct Params : public LLInitParam::Block<Params, LLUICtrl::Params>
{
@@ -187,6 +191,7 @@ public:
bool hasCommand(const LLCommandId& commandId) const;
bool enableCommand(const LLCommandId& commandId, bool enabled);
bool stopCommandInProgress(const LLCommandId& commandId);
+ bool flashCommand(const LLCommandId& commandId, bool flash);
void setStartDragCallback(tool_startdrag_callback_t cb) { mStartDragItemCallback = cb; }
void setHandleDragCallback(tool_handledrag_callback_t cb) { mHandleDragItemCallback = cb; }
@@ -195,6 +200,15 @@ public:
LLToolBarButton* createButton(const LLCommandId& id);
+ typedef boost::signals2::signal<void (LLView* button)> button_signal_t;
+ boost::signals2::connection setButtonAddCallback(const button_signal_t::slot_type& cb);
+ boost::signals2::connection setButtonEnterCallback(const button_signal_t::slot_type& cb);
+ boost::signals2::connection setButtonLeaveCallback(const button_signal_t::slot_type& cb);
+ boost::signals2::connection setButtonRemoveCallback(const button_signal_t::slot_type& cb);
+
+ void setTooltipButtonSuffix(const std::string& suffix) { mButtonTooltipSuffix = suffix; }
+
+ LLToolBarEnums::SideType getSideType() const { return mSideType; }
bool hasButtons() const { return !mButtons.empty(); }
bool isModified() const { return mModified; }
@@ -254,7 +268,14 @@ private:
LLToolBarButton::Params mButtonParams[LLToolBarEnums::BTNTYPE_COUNT];
- LLHandle<class LLContextMenu> mPopupMenuHandle;
+ LLHandle<class LLContextMenu> mPopupMenuHandle;
+
+ button_signal_t* mButtonAddSignal;
+ button_signal_t* mButtonEnterSignal;
+ button_signal_t* mButtonLeaveSignal;
+ button_signal_t* mButtonRemoveSignal;
+
+ std::string mButtonTooltipSuffix;
};
diff --git a/indra/llui/llui.cpp b/indra/llui/llui.cpp
index 79ad99a770..33bc247987 100644
--- a/indra/llui/llui.cpp
+++ b/indra/llui/llui.cpp
@@ -153,11 +153,11 @@ void gl_state_for_2d(S32 width, S32 height)
F32 window_width = (F32) width;//gViewerWindow->getWindowWidth();
F32 window_height = (F32) height;//gViewerWindow->getWindowHeight();
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(0.0f, llmax(window_width, 1.f), 0.0f, llmax(window_height,1.f), -1.0f, 1.0f);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.loadIdentity();
+ gGL.ortho(0.0f, llmax(window_width, 1.f), 0.0f, llmax(window_height,1.f), -1.0f, 1.0f);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.loadIdentity();
stop_glerror();
}
@@ -537,7 +537,7 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
}
}
- gGL.getTexUnit(0)->bind(image);
+ gGL.getTexUnit(0)->bind(image, true);
gGL.color4fv(color.mV);
@@ -735,7 +735,7 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre
LLGLSUIDefault gls_ui;
- gGL.getTexUnit(0)->bind(image);
+ gGL.getTexUnit(0)->bind(image, true);
gGL.color4fv(color.mV);
@@ -788,7 +788,7 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre
LLMatrix3 quat(0.f, 0.f, degrees*DEG_TO_RAD);
- gGL.getTexUnit(0)->bind(image);
+ gGL.getTexUnit(0)->bind(image, true);
gGL.color4fv(color.mV);
@@ -955,10 +955,12 @@ void gl_ring( F32 radius, F32 width, const LLColor4& center_color, const LLColor
if( render_center )
{
gGL.color4fv(center_color.mV);
+ gGL.diffuseColor4fv(center_color.mV);
gl_deep_circle( radius, width, steps );
}
else
{
+ gGL.diffuseColor4fv(side_color.mV);
gl_washer_2d(radius, radius - width, steps, side_color, side_color);
gGL.translateUI(0.f, 0.f, width);
gl_washer_2d(radius - width, radius, steps, side_color, side_color);
@@ -995,10 +997,18 @@ void gl_rect_2d_checkerboard(const LLRect& rect, GLfloat alpha)
// ...gray squares
gGL.color4f( .7f, .7f, .7f, alpha );
gGL.flush();
- glPolygonStipple( checkerboard );
- LLGLEnable polygon_stipple(GL_POLYGON_STIPPLE);
- gl_rect_2d(rect);
+ if (!LLGLSLShader::sNoFixedFunction)
+ { //polygon stipple is deprecated
+ glPolygonStipple( checkerboard );
+
+ LLGLEnable polygon_stipple(GL_POLYGON_STIPPLE);
+ gl_rect_2d(rect);
+ }
+ else
+ {
+ gl_rect_2d(rect);
+ }
gGL.flush();
}
diff --git a/indra/llui/llview.cpp b/indra/llui/llview.cpp
index 3fd7e48428..486babb0ab 100644
--- a/indra/llui/llview.cpp
+++ b/indra/llui/llview.cpp
@@ -225,9 +225,11 @@ BOOL LLView::getUseBoundingRect() const
}
// virtual
-std::string LLView::getName() const
+const std::string& LLView::getName() const
{
- return mName.empty() ? std::string("(no name)") : mName;
+ static std::string no_name("(no name)");
+
+ return mName.empty() ? no_name : mName;
}
void LLView::sendChildToFront(LLView* child)
@@ -1215,7 +1217,7 @@ void LLView::drawChild(LLView* childp, S32 x_offset, S32 y_offset, BOOL force_dr
if ((childp->getVisible() && childp->getRect().isValid())
|| force_draw)
{
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
LLUI::pushMatrix();
{
LLUI::translate((F32)childp->getRect().mLeft + x_offset, (F32)childp->getRect().mBottom + y_offset, 0.f);
diff --git a/indra/llui/llview.h b/indra/llui/llview.h
index 08828e55e6..ec7f8e385d 100644
--- a/indra/llui/llview.h
+++ b/indra/llui/llview.h
@@ -431,7 +431,7 @@ public:
/*virtual*/ BOOL handleRightMouseUp(S32 x, S32 y, MASK mask);
/*virtual*/ BOOL handleToolTip(S32 x, S32 y, MASK mask);
- /*virtual*/ std::string getName() const;
+ /*virtual*/ const std::string& getName() const;
/*virtual*/ void onMouseCaptureLost();
/*virtual*/ BOOL hasMouseCapture();
/*virtual*/ void screenPointToLocal(S32 screen_x, S32 screen_y, S32* local_x, S32* local_y) const;
diff --git a/indra/llwindow/llmousehandler.h b/indra/llwindow/llmousehandler.h
index bbbc3d4406..d825a3424c 100644
--- a/indra/llwindow/llmousehandler.h
+++ b/indra/llwindow/llmousehandler.h
@@ -65,7 +65,7 @@ public:
virtual BOOL handleHover(S32 x, S32 y, MASK mask) = 0;
virtual BOOL handleScrollWheel(S32 x, S32 y, S32 clicks) = 0;
virtual BOOL handleToolTip(S32 x, S32 y, MASK mask) = 0;
- virtual std::string getName() const = 0;
+ virtual const std::string& getName() const = 0;
virtual void onMouseCaptureLost() = 0;
diff --git a/indra/llwindow/llwindowmacosx.cpp b/indra/llwindow/llwindowmacosx.cpp
index 4dd11541b9..cb2abc5bc0 100644
--- a/indra/llwindow/llwindowmacosx.cpp
+++ b/indra/llwindow/llwindowmacosx.cpp
@@ -1266,7 +1266,6 @@ BOOL LLWindowMacOSX::setSize(const LLCoordScreen size)
void LLWindowMacOSX::swapBuffers()
{
- glFinish();
aglSwapBuffers(mContext);
}
diff --git a/indra/llwindow/llwindowsdl.cpp b/indra/llwindow/llwindowsdl.cpp
index e41aa9820f..91689f54fd 100644
--- a/indra/llwindow/llwindowsdl.cpp
+++ b/indra/llwindow/llwindowsdl.cpp
@@ -985,7 +985,6 @@ void LLWindowSDL::swapBuffers()
{
if (mWindow)
{
- glFinish();
SDL_GL_SwapBuffers();
}
}
diff --git a/indra/llwindow/llwindowwin32.cpp b/indra/llwindow/llwindowwin32.cpp
index 121c7880df..f7cbc383eb 100644
--- a/indra/llwindow/llwindowwin32.cpp
+++ b/indra/llwindow/llwindowwin32.cpp
@@ -41,6 +41,7 @@
#include "llgl.h"
#include "llstring.h"
#include "lldir.h"
+#include "llglslshader.h"
// System includes
#include <commdlg.h>
@@ -1121,7 +1122,7 @@ BOOL LLWindowWin32::switchContext(BOOL fullscreen, const LLCoordScreen &size, BO
}
gGLManager.initWGL();
-
+
if (wglChoosePixelFormatARB)
{
// OK, at this point, use the ARB wglChoosePixelFormatsARB function to see if we
@@ -1378,7 +1379,53 @@ BOOL LLWindowWin32::switchContext(BOOL fullscreen, const LLCoordScreen &size, BO
return FALSE;
}
- if (!(mhRC = wglCreateContext(mhDC)))
+ mhRC = 0;
+ if (wglCreateContextAttribsARB)
+ { //attempt to create a specific versioned context
+ S32 attribs[] =
+ { //start at 4.2
+ WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
+ WGL_CONTEXT_MINOR_VERSION_ARB, 2,
+ WGL_CONTEXT_PROFILE_MASK_ARB, LLRender::sGLCoreProfile ? WGL_CONTEXT_CORE_PROFILE_BIT_ARB : WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
+ WGL_CONTEXT_FLAGS_ARB, gDebugGL ? WGL_CONTEXT_DEBUG_BIT_ARB : 0,
+ 0
+ };
+
+ bool done = false;
+ while (!done)
+ {
+ mhRC = wglCreateContextAttribsARB(mhDC, mhRC, attribs);
+
+ if (!mhRC)
+ {
+ if (attribs[3] > 0)
+ { //decrement minor version
+ attribs[3]--;
+ }
+ else if (attribs[1] > 3)
+ { //decrement major version and start minor version over at 3
+ attribs[1]--;
+ attribs[3] = 3;
+ }
+ else
+ { //we reached 3.0 and still failed, bail out
+ done = true;
+ }
+ }
+ else
+ {
+ llinfos << "Created OpenGL " << llformat("%d.%d", attribs[1], attribs[3]) << " context." << llendl;
+ done = true;
+
+ if (LLRender::sGLCoreProfile)
+ {
+ LLGLSLShader::sNoFixedFunction = true;
+ }
+ }
+ }
+ }
+
+ if (!mhRC && !(mhRC = wglCreateContext(mhDC)))
{
close();
OSMessageBox(mCallbacks->translateString("MBGLContextErr"), mCallbacks->translateString("MBError"), OSMB_OK);
@@ -1398,7 +1445,7 @@ BOOL LLWindowWin32::switchContext(BOOL fullscreen, const LLCoordScreen &size, BO
OSMessageBox(mCallbacks->translateString("MBVideoDrvErr"), mCallbacks->translateString("MBError"), OSMB_OK);
return FALSE;
}
-
+
// Disable vertical sync for swap
if (disable_vsync && wglSwapIntervalEXT)
{
@@ -2896,7 +2943,6 @@ BOOL LLWindowWin32::resetDisplayResolution()
void LLWindowWin32::swapBuffers()
{
- glFinish();
SwapBuffers(mhDC);
}
diff --git a/indra/mac_crash_logger/llcrashloggermac.cpp b/indra/mac_crash_logger/llcrashloggermac.cpp
index b555e92b96..8f1c1a2dd0 100644
--- a/indra/mac_crash_logger/llcrashloggermac.cpp
+++ b/indra/mac_crash_logger/llcrashloggermac.cpp
@@ -249,5 +249,6 @@ void LLCrashLoggerMac::updateApplication(const std::string& message)
bool LLCrashLoggerMac::cleanup()
{
+ commonCleanup();
return true;
}
diff --git a/indra/newview/CMakeLists.txt b/indra/newview/CMakeLists.txt
index 7288bf6933..0467a93dfe 100644
--- a/indra/newview/CMakeLists.txt
+++ b/indra/newview/CMakeLists.txt
@@ -241,6 +241,7 @@ set(viewer_SOURCE_FILES
llfloatertopobjects.cpp
llfloatertos.cpp
llfloatertoybox.cpp
+ llfloatertranslationsettings.cpp
llfloateruipreview.cpp
llfloaterurlentry.cpp
llfloatervoiceeffect.cpp
@@ -539,9 +540,6 @@ set(viewer_SOURCE_FILES
llviewerjoint.cpp
llviewerjointattachment.cpp
llviewerjointmesh.cpp
- llviewerjointmesh_sse.cpp
- llviewerjointmesh_sse2.cpp
- llviewerjointmesh_vec.cpp
llviewerjoystick.cpp
llviewerkeyboard.cpp
llviewerlayer.cpp
@@ -589,7 +587,6 @@ set(viewer_SOURCE_FILES
llvopartgroup.cpp
llvosky.cpp
llvosurfacepatch.cpp
- llvotextbubble.cpp
llvotree.cpp
llvovolume.cpp
llvowater.cpp
@@ -624,20 +621,6 @@ set(viewer_SOURCE_FILES
set(VIEWER_BINARY_NAME "secondlife-bin" CACHE STRING
"The name of the viewer executable to create.")
-if (LINUX)
- # We can't set these flags for Darwin, because they get passed to
- # the PPC compiler. Ugh.
-
- set_source_files_properties(
- llviewerjointmesh_sse.cpp
- PROPERTIES COMPILE_FLAGS "-msse -mfpmath=sse"
- )
- set_source_files_properties(
- llviewerjointmesh_sse2.cpp
- PROPERTIES COMPILE_FLAGS "-msse2 -mfpmath=sse"
- )
-endif (LINUX)
-
set(viewer_HEADER_FILES
CMakeLists.txt
ViewerInstall.cmake
@@ -807,6 +790,7 @@ set(viewer_HEADER_FILES
llfloatertopobjects.h
llfloatertos.h
llfloatertoybox.h
+ llfloatertranslationsettings.h
llfloateruipreview.h
llfloaterurlentry.h
llfloatervoiceeffect.h
@@ -1148,7 +1132,6 @@ set(viewer_HEADER_FILES
llvopartgroup.h
llvosky.h
llvosurfacepatch.h
- llvotextbubble.h
llvotree.h
llvotreenew.h
llvovolume.h
@@ -1987,12 +1970,19 @@ if (LL_TESTS)
llmediadataclient.cpp
lllogininstance.cpp
llremoteparcelrequest.cpp
+ lltranslate.cpp
llviewerhelputil.cpp
llversioninfo.cpp
llworldmap.cpp
llworldmipmap.cpp
)
+ set_source_files_properties(
+ lltranslate.cpp
+ PROPERTIES
+ LL_TEST_ADDITIONAL_LIBRARIES "${JSONCPP_LIBRARIES}"
+ )
+
##################################################
# DISABLING PRECOMPILED HEADERS USAGE FOR TESTS
##################################################
diff --git a/indra/newview/app_settings/keywords.ini b/indra/newview/app_settings/keywords.ini
index b5f105439c..82b43432eb 100644
--- a/indra/newview/app_settings/keywords.ini
+++ b/indra/newview/app_settings/keywords.ini
@@ -603,9 +603,11 @@ return Leave current function or event handler
# Comment
[one_sided_delimiter .8, .3, .15]
// Comment:Non-functional commentary or disabled code
+[two_sided_delimiter .8, .3, .15]
+/* */ Comment:Non-functional commentary or disabled code
# String literals
-[two_sided_delimiter 0, .2, 0]
+[double_quotation_marks 0, .2, 0]
" String literal
#functions are supplied by the program now
diff --git a/indra/newview/app_settings/logcontrol.xml b/indra/newview/app_settings/logcontrol.xml
index ae72dee900..a76eb3cd37 100644
--- a/indra/newview/app_settings/logcontrol.xml
+++ b/indra/newview/app_settings/logcontrol.xml
@@ -43,7 +43,7 @@
<key>tags</key>
<array>
<!-- sample entry for debugging a specific item -->
-<!-- <string>Voice</string> -->
+<!-- <string>Voice</string> -->
</array>
</map>
</array>
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 3c53a9d44c..aa08b0783e 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -1392,6 +1392,18 @@
<real>0.5</real>
</map>
+ <key>CameraMaxCoF</key>
+ <map>
+ <key>Comment</key>
+ <string>Maximum camera circle of confusion for DoF effect</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>10.0</real>
+ </map>
+
<key>CameraFNumber</key>
<map>
<key>Comment</key>
@@ -3137,17 +3149,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>EnableRippleWater</key>
- <map>
- <key>Comment</key>
- <string>Whether to use ripple water shader or not</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>EnableTextureAtlas</key>
<map>
<key>Comment</key>
@@ -4257,7 +4258,7 @@
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
- <integer>1</integer>
+ <integer>0</integer>
</map>
<key>InventoryDisplayOutbox</key>
<map>
@@ -7807,7 +7808,7 @@
<key>Type</key>
<string>U32</string>
<key>Value</key>
- <integer>6</integer>
+ <integer>16</integer>
</map>
<key>RenderDebugTextureBind</key>
<map>
@@ -7879,151 +7880,7 @@
<key>Value</key>
<integer>0</integer>
</map>
-
- <key>RenderGIRange</key>
- <map>
- <key>Comment</key>
- <string>Distance to cut off GI effect.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>96</real>
- </map>
-
- <key>RenderGILuminance</key>
- <map>
- <key>Comment</key>
- <string>Luminance factor of global illumination contribution.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.075</real>
- </map>
- <key>RenderGIBrightness</key>
- <map>
- <key>Comment</key>
- <string>Brightness factor of global illumination contribution.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.3</real>
- </map>
-
- <key>RenderGINoise</key>
- <map>
- <key>Comment</key>
- <string>Noise of position sampling for GI photon mapping.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.7</real>
- </map>
-
- <key>RenderGIAttenuation</key>
- <map>
- <key>Comment</key>
- <string>Distance attenuation factor for indirect lighting.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.1</real>
- </map>
-
- <key>RenderGIBlurBrightness</key>
- <map>
- <key>Comment</key>
- <string>Brightness factor of global illumination blur effect.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>1.025</real>
- </map>
-
- <key>RenderGIBlurEdgeWeight</key>
- <map>
- <key>Comment</key>
- <string>Edge weight for GI soften filter (sharpness).</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.8</real>
- </map>
-
- <key>RenderGIBlurIncrement</key>
- <map>
- <key>Comment</key>
- <string>Increment of scale for each pass of global illumination blur effect.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.8</real>
- </map>
-
- <key>RenderLuminanceScale</key>
- <map>
- <key>Comment</key>
- <string>Luminance value scalar for darkening effect.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>1.0</real>
- </map>
-
- <key>RenderSunLuminanceScale</key>
- <map>
- <key>Comment</key>
- <string>Sun Luminance value scalar for darkening effect.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>1.0</real>
- </map>
-
- <key>RenderSunLuminanceOffset</key>
- <map>
- <key>Comment</key>
- <string>Sun Luminance value offset for darkening effect.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0</real>
- </map>
-
- <key>RenderLuminanceDetail</key>
- <map>
- <key>Comment</key>
- <string>Mipmap level to use for luminance</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>16.0</real>
- </map>
-
<key>RenderMinimumLODTriangleCount</key>
<map>
<key>Comment</key>
@@ -8160,7 +8017,19 @@
<key>Value</key>
<integer>0</integer>
</map>
-
+
+ <key>CameraDoFResScale</key>
+ <map>
+ <key>Comment</key>
+ <string>Amount to scale down depth of field resolution. Valid range is 0.25 (quarter res) to 1.0 (full res)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.7</real>
+ </map>
+
<key>RenderSpotLightsInNondeferred</key>
<map>
<key>Comment</key>
@@ -8344,18 +8213,6 @@
<integer>0</integer>
</map>
- <key>RenderDeferredGI</key>
- <map>
- <key>Comment</key>
- <string>Enable GI in deferred renderer.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
-
<key>RenderDeferredSun</key>
<map>
<key>Comment</key>
@@ -8499,92 +8356,6 @@
<real>0</real>
</map>
- <key>RenderGIAmbiance</key>
- <map>
- <key>Comment</key>
- <string>Ambiance factor of global illumination contribution.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.5</real>
- </map>
-
- <key>RenderGIMinRenderSize</key>
- <map>
- <key>Comment</key>
- <string>Minimum size of objects to put into GI source map.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.5</real>
- </map>
-
- <key>RenderGIBlurColorCurve</key>
- <map>
- <key>Comment</key>
- <string>Color curve for GI softening kernel</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Vector3</string>
- <key>Value</key>
- <array>
- <real>1.0</real>
- <real>0.6</real>
- <real>0.02</real>
- </array>
- </map>
-
- <key>RenderGIBlurPasses</key>
- <map>
- <key>Comment</key>
- <string>Scale of GI softening kernel.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>U32</string>
- <key>Value</key>
- <real>4</real>
- </map>
-
- <key>RenderGIBlurSize</key>
- <map>
- <key>Comment</key>
- <string>Scale of GI softening kernel.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>4.0</real>
- </map>
- <key>RenderGIBlurSamples</key>
- <map>
- <key>Comment</key>
- <string>Number of samples to take for each pass of GI blur (value range 1-16). Actual number of samples is value * 2 - 1.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>U32</string>
- <key>Value</key>
- <real>16</real>
- </map>
- <key>RenderGIBlurDistFactor</key>
- <map>
- <key>Comment</key>
- <string>Distance scaler for GI blur.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.0</real>
- </map>
-
<key>RenderDynamicLOD</key>
<map>
<key>Comment</key>
@@ -8627,7 +8398,7 @@
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
- <integer>0</integer>
+ <integer>1</integer>
</map>
<key>RenderAutoMaskAlphaDeferred</key>
<map>
@@ -8684,6 +8455,17 @@
<key>Value</key>
<real>1.0</real>
</map>
+ <key>RenderGLCoreProfile</key>
+ <map>
+ <key>Comment</key>
+ <string>Don't use a compatibility profile OpenGL context. Requires restart. Basic shaders MUST be enabled.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>RenderGlow</key>
<map>
<key>Comment</key>
@@ -9287,6 +9069,17 @@
<key>Value</key>
<integer>1</integer>
</map>
+ <key>RenderUseVAO</key>
+ <map>
+ <key>Comment</key>
+ <string>Use GL Vertex Array Objects</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>RenderVBOMappingDisable</key>
<map>
<key>Comment</key>
@@ -9296,7 +9089,7 @@
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
- <integer>0</integer>
+ <integer>1</integer>
</map>
<key>RenderUseStreamVBO</key>
<map>
@@ -11014,6 +10807,39 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>TranslationService</key>
+ <map>
+ <key>Comment</key>
+ <string>Translation API to use. (google|bing)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string>bing</string>
+ </map>
+ <key>GoogleTranslateAPIKey</key>
+ <map>
+ <key>Comment</key>
+ <string>Google Translate API key</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string></string>
+ </map>
+ <key>BingTranslateAPIKey</key>
+ <map>
+ <key>Comment</key>
+ <string>Bing AppID to use with the Microsoft Translator API</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string></string>
+ </map>
<key>TutorialURL</key>
<map>
<key>Comment</key>
@@ -12388,50 +12214,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>VectorizeEnable</key>
- <map>
- <key>Comment</key>
- <string>Enable general vector operations and data alignment.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
- <key>VectorizePerfTest</key>
- <map>
- <key>Comment</key>
- <string>Test SSE/vectorization performance and choose fastest version.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>VectorizeProcessor</key>
- <map>
- <key>Comment</key>
- <string>0=Compiler Default, 1=SSE, 2=SSE2, autodetected</string>
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>U32</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
- <key>VectorizeSkin</key>
- <map>
- <key>Comment</key>
- <string>Enable vector operations for avatar skinning.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>VelocityInterpolate</key>
<map>
<key>Comment</key>
@@ -12883,10 +12665,10 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>WindowFullScreen</key>
+ <key>FullScreen</key>
<map>
<key>Comment</key>
- <string>SL viewer window full screen</string>
+ <string>run a fullscreen session</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -13350,7 +13132,7 @@
<key>Comment</key>
<string>Settings that are a applied per session (not saved).</string>
<key>Persist</key>
- <integer>1</integer>
+ <integer>0</integer>
<key>Type</key>
<string>String</string>
<key>Value</key>
@@ -13361,7 +13143,7 @@
<key>Comment</key>
<string>User settings that are a applied per session (not saved).</string>
<key>Persist</key>
- <integer>1</integer>
+ <integer>0</integer>
<key>Type</key>
<string>String</string>
<key>Value</key>
diff --git a/indra/newview/app_settings/settings_per_account.xml b/indra/newview/app_settings/settings_per_account.xml
index d8295ddb87..6ed4480cb1 100644
--- a/indra/newview/app_settings/settings_per_account.xml
+++ b/indra/newview/app_settings/settings_per_account.xml
@@ -33,6 +33,17 @@
<key>Value</key>
<string />
</map>
+ <key>DisplayDestinationsOnInitialRun</key>
+ <map>
+ <key>Comment</key>
+ <string>Display the destinations guide when a user first launches FUI.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
<key>LastInventoryInboxActivity</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
index c72da8d758..bc63d07d72 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
@@ -24,8 +24,7 @@
*/
-
-attribute vec4 weight; //1
+ATTRIBUTE vec4 weight;
uniform vec4 matrixPalette[45];
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
index c2fe60ddaf..19203ab670 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
@@ -22,8 +22,17 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+uniform vec4 color;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
@@ -31,32 +40,30 @@ void calcAtmospherics(vec3 inPositionEye);
void main()
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ vary_texcoord0 = texcoord0;
vec4 pos;
vec3 norm;
+ vec4 pos_in = vec4(position.xyz, 1.0);
+
mat4 trans = getSkinnedTransform();
- pos.x = dot(trans[0], gl_Vertex);
- pos.y = dot(trans[1], gl_Vertex);
- pos.z = dot(trans[2], gl_Vertex);
+ pos.x = dot(trans[0], pos_in);
+ pos.y = dot(trans[1], pos_in);
+ pos.z = dot(trans[2], pos_in);
pos.w = 1.0;
- norm.x = dot(trans[0].xyz, gl_Normal);
- norm.y = dot(trans[1].xyz, gl_Normal);
- norm.z = dot(trans[2].xyz, gl_Normal);
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
norm = normalize(norm);
- gl_Position = gl_ProjectionMatrix * pos;
-
- //gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_Position = projection_matrix * pos;
- gl_FogFragCoord = length(pos.xyz);
-
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0,0,0,0));
- gl_FrontColor = color;
+ vec4 col = calcLighting(pos.xyz, norm, color, vec4(0,0,0,0));
+ vertex_color = col;
}
diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
index 1a0866be0a..82db15c3ae 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
@@ -22,8 +22,19 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -31,17 +42,18 @@ void calcAtmospherics(vec3 inPositionEye);
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
- vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vec3 norm = normalize(normal_matrix * normal);
calcAtmospherics(pos.xyz);
vec4 specular = vec4(1.0);
- vec4 color = calcLightingSpecular(pos, norm, gl_Color, specular, vec4(0.0));
- gl_FrontColor = color;
+ vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));
+ vertex_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
index 09688b2be2..43ed41a205 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
@@ -24,7 +24,7 @@
-attribute vec4 object_weight;
+ATTRIBUTE vec4 weight4;
uniform mat4 matrixPalette[32];
@@ -32,8 +32,8 @@ mat4 getObjectSkinnedTransform()
{
int i;
- vec4 w = fract(object_weight);
- vec4 index = floor(object_weight);
+ vec4 w = fract(weight4);
+ vec4 index = floor(weight4);
float scale = 1.0/(w.x+w.y+w.z+w.w);
w *= scale;
diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl
index 374808c091..3e4d438ed3 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl
@@ -22,12 +22,17 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
void main()
{
- gl_FragColor = vec4(gl_Color.rgb, texture2D(diffuseMap, gl_TexCoord[0].xy).a);
+ gl_FragColor = vec4(vertex_color.rgb, texture2D(diffuseMap, vary_texcoord0.xy).a);
}
diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
index e25d84a594..78b5328c9a 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
@@ -22,22 +22,29 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
mat4 getSkinnedTransform();
void main()
{
vec4 pos;
-
+ vec4 pos_in = vec4(position, 1.0);
mat4 trans = getSkinnedTransform();
- pos.x = dot(trans[0], gl_Vertex);
- pos.y = dot(trans[1], gl_Vertex);
- pos.z = dot(trans[2], gl_Vertex);
+ pos.x = dot(trans[0], pos_in);
+ pos.y = dot(trans[1], pos_in);
+ pos.z = dot(trans[2], pos_in);
pos.w = 1.0;
- gl_FrontColor = gl_Color;
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_Position = gl_ProjectionMatrix * pos;
+ vertex_color = diffuse_color;
+ vary_texcoord0 = texcoord0;
+ gl_Position = projection_matrix * pos;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 19de0c0b39..4cca287356 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -23,10 +23,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect depthMap;
vec4 diffuseLookup(vec2 texcoord);
@@ -38,11 +40,14 @@ uniform vec2 screen_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform mat4 inv_proj;
@@ -66,9 +71,9 @@ void main()
vec4 pos = vec4(vary_position, 1.0);
- vec4 diff= diffuseLookup(gl_TexCoord[0].xy);
+ vec4 diff= diffuseLookup(vary_texcoord0.xy);
- vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a);
+ vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
@@ -78,8 +83,5 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col.rgb;
gl_FragColor = color;
- //gl_FragColor = vec4(1,0,1,1);
- //gl_FragColor = vec4(1,0,1,1)*shadow;
-
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
index d4f56896cf..8641827777 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
@@ -23,10 +23,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect depthMap;
uniform sampler2D diffuseMap;
@@ -38,11 +40,13 @@ uniform vec2 screen_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+VARYING vec2 vary_texcoord0;
+VARYING vec4 vertex_color;
uniform mat4 inv_proj;
@@ -66,9 +70,9 @@ void main()
vec4 pos = vec4(vary_position, 1.0);
- vec4 diff= texture2D(diffuseMap,gl_TexCoord[0].xy);
+ vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy);
- vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a);
+ vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
new file mode 100644
index 0000000000..c13ea702db
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
@@ -0,0 +1,84 @@
+/**
+ * @file alphaNonIndexedNoColorF.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+uniform sampler2DRect depthMap;
+uniform sampler2D diffuseMap;
+
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform vec2 screen_res;
+
+vec3 atmosLighting(vec3 light);
+vec3 scaleSoftClip(vec3 light);
+
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+VARYING vec2 vary_texcoord0;
+
+uniform mat4 inv_proj;
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+void main()
+{
+ vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
+ frag *= screen_res;
+
+ vec4 pos = vec4(vary_position, 1.0);
+
+ vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy);
+
+ vec4 col = vec4(vary_ambient + vary_directional.rgb, 1.0);
+ vec4 color = diff * col;
+
+ color.rgb = atmosLighting(color.rgb);
+
+ color.rgb = scaleSoftClip(color.rgb);
+
+ color.rgb += diff.rgb * vary_pointlight_col.rgb;
+
+ gl_FragColor = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
index d57b8f8525..b09441f7eb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
@@ -21,8 +21,14 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 projection_matrix;
+uniform mat4 modelview_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getObjectSkinnedTransform();
@@ -35,15 +41,23 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_position;
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_normal;
-varying vec3 vary_fragcoord;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_position;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_normal;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_pointlight_col;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
uniform float near_clip;
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
@@ -76,20 +90,20 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ vary_texcoord0 = texcoord0;
vec4 pos;
vec3 norm;
mat4 trans = getObjectSkinnedTransform();
- trans = gl_ModelViewMatrix * trans;
+ trans = modelview_matrix * trans;
- pos = trans * gl_Vertex;
+ pos = trans * vec4(position.xyz, 1.0);
- norm = gl_Vertex.xyz + gl_Normal.xyz;
+ norm = position.xyz + normal.xyz;
norm = normalize(( trans*vec4(norm, 1.0) ).xyz-pos.xyz);
- vec4 frag_pos = gl_ProjectionMatrix * pos;
+ vec4 frag_pos = projection_matrix * pos;
gl_Position = frag_pos;
vary_position = pos.xyz;
@@ -97,31 +111,31 @@ void main()
calcAtmospherics(pos.xyz);
- vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
+ vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
// Collect normal lights
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
-
- vary_pointlight_col = col.rgb*gl_Color.rgb;
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
+ col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
+ col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
+ col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
+ col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
+
+ vary_pointlight_col = col.rgb*diffuse_color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
- vary_ambient = col.rgb*gl_Color.rgb;
- vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+ vary_ambient = col.rgb*diffuse_color.rgb;
+ vary_directional = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
- col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+ col.rgb = min(col.rgb*diffuse_color.rgb, 1.0);
- gl_FrontColor = col;
+ vertex_color = col;
- gl_FogFragCoord = pos.z;
+
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index f6a280462e..93b1a114db 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -23,7 +23,16 @@
* $/LicenseInfo$
*/
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -35,18 +44,26 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_light;
-varying vec3 vary_pointlight_col;
-varying float vary_texture_index;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_light;
+VARYING vec3 vary_pointlight_col;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
uniform float near_clip;
uniform float shadow_offset;
uniform float shadow_bias;
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
@@ -80,50 +97,50 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
//transform vertex
- vec4 vert = vec4(gl_Vertex.xyz, 1.0);
- vary_texture_index = gl_Vertex.w;
- gl_Position = gl_ModelViewProjectionMatrix * vert;
+ vec4 vert = vec4(position.xyz, 1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vec4 pos = (gl_ModelViewMatrix * vert);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vec3 norm = normalize(normal_matrix * normal);
- float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));
- vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset;
+ float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
+ vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
calcAtmospherics(pos.xyz);
- //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
- vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
+ //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
+ vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
// Collect normal lights
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
+ col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
+ col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
+ col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
+ col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
- vary_pointlight_col = col.rgb*gl_Color.rgb;
+ vary_pointlight_col = col.rgb*diffuse_color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
- vary_light = gl_LightSource[0].position.xyz;
+ vary_light = light_position[0].xyz;
- vary_ambient = col.rgb*gl_Color.rgb;
- vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+ vary_ambient = col.rgb*diffuse_color.rgb;
+ vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
- col.rgb = col.rgb*gl_Color.rgb;
+ col.rgb = col.rgb*diffuse_color.rgb;
- gl_FrontColor = col;
+ vertex_color = col;
- gl_FogFragCoord = pos.z;
- pos = gl_ModelViewProjectionMatrix * vert;
+
+ pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
index 0c930848e5..402f681631 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
@@ -22,14 +22,18 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
uniform sampler2D diffuseMap;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- //gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a);
+ //gl_FragColor = vec4(1,1,1,vertex_color.a * texture2D(diffuseMap, vary_texcoord0.xy).a);
gl_FragColor = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
index bf4e79d815..ded6cced27 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
@@ -22,23 +22,29 @@
* $/LicenseInfo$
*/
+uniform mat4 projection_matrix;
+uniform mat4 modelview_matrix;
+uniform mat4 texture_matrix0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
mat4 getObjectSkinnedTransform();
void main()
{
//transform vertex
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-
mat4 mat = getObjectSkinnedTransform();
- mat = gl_ModelViewMatrix * mat;
- vec3 pos = (mat*gl_Vertex).xyz;
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
- vec4 p = gl_ProjectionMatrix * vec4(pos, 1.0);
+ vec4 p = projection_matrix * vec4(pos, 1.0);
p.z = max(p.z, -p.w+0.01);
gl_Position = p;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
index f70ea4da52..d7b90978ba 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
@@ -22,8 +22,12 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
@@ -37,14 +41,24 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_position;
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_position;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_pointlight_col;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
uniform float near_clip;
+uniform vec4 color;
+
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
@@ -77,56 +91,55 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ vary_texcoord0 = texcoord0;
vec4 pos;
vec3 norm;
mat4 trans = getSkinnedTransform();
- pos.x = dot(trans[0], gl_Vertex);
- pos.y = dot(trans[1], gl_Vertex);
- pos.z = dot(trans[2], gl_Vertex);
+ vec4 pos_in = vec4(position.xyz, 1.0);
+ pos.x = dot(trans[0], pos_in);
+ pos.y = dot(trans[1], pos_in);
+ pos.z = dot(trans[2], pos_in);
pos.w = 1.0;
- norm.x = dot(trans[0].xyz, gl_Normal);
- norm.y = dot(trans[1].xyz, gl_Normal);
- norm.z = dot(trans[2].xyz, gl_Normal);
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
norm = normalize(norm);
- vec4 frag_pos = gl_ProjectionMatrix * pos;
+ vec4 frag_pos = projection_matrix * pos;
gl_Position = frag_pos;
vary_position = pos.xyz;
calcAtmospherics(pos.xyz);
- //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
-
- vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
+ vec4 col = vec4(0.0, 0.0, 0.0, 1.0);
// Collect normal lights
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
+ col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
+ col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
+ col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
+ col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
- vary_pointlight_col = col.rgb*gl_Color.rgb;
+ vary_pointlight_col = col.rgb*color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
- vary_ambient = col.rgb*gl_Color.rgb;
- vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+ vary_ambient = col.rgb*color.rgb;
+ vary_directional = color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0));
- col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+ col.rgb = col.rgb * color.rgb;
- gl_FrontColor = col;
+ vertex_color = col;
- gl_FogFragCoord = pos.z;
+
vary_fragcoord.xyz = frag_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
index d0f3397932..01ffb862f7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
@@ -22,18 +22,27 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
-varying vec3 vary_normal;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vary_normal = normalize(gl_NormalMatrix * gl_Normal);
+ vary_normal = normalize(normal_matrix * normal);
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
index 3f30402583..9a3b2e3e8a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
@@ -22,16 +22,19 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
uniform sampler2D diffuseMap;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+VARYING vec2 vary_texcoord0;
void main()
{
- vec4 diff = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 diff = texture2D(diffuseMap, vary_texcoord0.xy);
if (diff.a < 0.2)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
index c9a349f026..558a88009a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
@@ -23,15 +23,16 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
uniform sampler2D diffuseMap;
-varying vec4 post_pos;
+VARYING vec4 post_pos;
void main()
{
- //gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a);
gl_FragColor = vec4(1,1,1,1);
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
index 3d2ad397df..23feb09d72 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
@@ -23,38 +23,37 @@
* $/LicenseInfo$
*/
-
+uniform mat4 projection_matrix;
mat4 getSkinnedTransform();
-attribute vec4 weight;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
-varying vec4 post_pos;
+VARYING vec4 post_pos;
void main()
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
-
vec4 pos;
vec3 norm;
+ vec4 pos_in = vec4(position.xyz, 1.0);
mat4 trans = getSkinnedTransform();
- pos.x = dot(trans[0], gl_Vertex);
- pos.y = dot(trans[1], gl_Vertex);
- pos.z = dot(trans[2], gl_Vertex);
+ pos.x = dot(trans[0], pos_in);
+ pos.y = dot(trans[1], pos_in);
+ pos.z = dot(trans[2], pos_in);
pos.w = 1.0;
- norm.x = dot(trans[0].xyz, gl_Normal);
- norm.y = dot(trans[1].xyz, gl_Normal);
- norm.z = dot(trans[2].xyz, gl_Normal);
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
norm = normalize(norm);
- pos = gl_ProjectionMatrix * pos;
+ pos = projection_matrix * pos;
post_pos = pos;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
-
- gl_FrontColor = gl_Color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
index 37fcef81f3..1bd8fee7c9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
@@ -23,38 +23,41 @@
* $/LicenseInfo$
*/
+uniform mat4 projection_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
mat4 getSkinnedTransform();
-attribute vec4 weight;
+ATTRIBUTE vec4 weight;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+VARYING vec2 vary_texcoord0;
void main()
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ vary_texcoord0 = texcoord0;
vec4 pos;
vec3 norm;
+ vec4 pos_in = vec4(position.xyz, 1.0);
mat4 trans = getSkinnedTransform();
- pos.x = dot(trans[0], gl_Vertex);
- pos.y = dot(trans[1], gl_Vertex);
- pos.z = dot(trans[2], gl_Vertex);
+ pos.x = dot(trans[0], pos_in);
+ pos.y = dot(trans[1], pos_in);
+ pos.z = dot(trans[2], pos_in);
pos.w = 1.0;
- norm.x = dot(trans[0].xyz, gl_Normal);
- norm.y = dot(trans[1].xyz, gl_Normal);
- norm.z = dot(trans[2].xyz, gl_Normal);
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
norm = normalize(norm);
vary_normal = norm;
- gl_Position = gl_ProjectionMatrix * pos;
- //gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-
- gl_FrontColor = gl_Color;
+ gl_Position = projection_matrix * pos;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index 3609cc054b..7d3b546d3e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -22,11 +22,13 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
@@ -37,7 +39,7 @@ uniform vec2 delta;
uniform vec3 kern[4];
uniform float kern_scale;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl
deleted file mode 100644
index c858eb7a3a..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl
+++ /dev/null
@@ -1,131 +0,0 @@
-/**
- * @file blurLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-uniform sampler2DMS depthMap;
-uniform sampler2DMS normalMap;
-uniform sampler2DRect lightMap;
-
-uniform float dist_factor;
-uniform float blur_size;
-uniform vec2 delta;
-uniform vec3 kern[4];
-uniform float kern_scale;
-
-varying vec2 vary_fragcoord;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-vec3 texture2DMS3(sampler2DMS tex, ivec2 tc)
-{
- vec3 ret = vec3(0,0,0);
- for (int i = 0; i < samples; i++)
- {
- ret += texelFetch(tex, tc, i).rgb;
- }
-
- return ret/samples;
-}
-
-float texture2DMS1(sampler2DMS tex, ivec2 tc)
-{
- float ret = 0;
- for (int i = 0; i < samples; i++)
- {
- ret += texelFetch(tex, tc, i).r;
- }
-
- return ret/samples;
-}
-
-vec4 getPosition(ivec2 pos_screen)
-{
- float depth = texture2DMS1(depthMap, pos_screen.xy);
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-void main()
-{
- vec2 tc = vary_fragcoord.xy;
- ivec2 itc = ivec2(tc);
-
- vec3 norm = texture2DMS3(normalMap, itc).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- vec3 pos = getPosition(itc).xyz;
- vec4 ccol = texture2DRect(lightMap, tc).rgba;
-
- vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
- dlt /= max(-pos.z*dist_factor, 1.0);
-
- vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
- vec4 col = defined_weight.xyxx * ccol;
-
- // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances
- float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005;
-
- // perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large
- tc += ( (mod(tc.x+tc.y,2) - 0.5) * kern[1].z * dlt * 0.5 );
-
- for (int i = 1; i < 4; i++)
- {
- vec2 samptc = tc + kern[i].z*dlt;
- vec3 samppos = getPosition(ivec2(samptc)).xyz;
- float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
- if (d*d <= pointplanedist_tolerance_pow2)
- {
- col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
- defined_weight += kern[i].xy;
- }
- }
- for (int i = 1; i < 4; i++)
- {
- vec2 samptc = vec2(tc - kern[i].z*dlt);
- vec3 samppos = getPosition(ivec2(samptc)).xyz;
- float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
- if (d*d <= pointplanedist_tolerance_pow2)
- {
- col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
- defined_weight += kern[i].xy;
- }
- }
-
- col /= defined_weight.xyxx;
- col.y *= col.y;
-
- gl_FragColor = col;
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
index e904b7ded0..212f7e56ad 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
@@ -22,16 +22,18 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
-varying vec2 vary_fragcoord;
+ATTRIBUTE vec3 position;
+
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
{
//transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
index 429a891f07..6cc5f23aca 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
@@ -23,27 +23,32 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
-varying vec3 vary_mat0;
-varying vec3 vary_mat1;
-varying vec3 vary_mat2;
+VARYING vec3 vary_mat0;
+VARYING vec3 vary_mat1;
+VARYING vec3 vary_mat2;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- vec3 col = gl_Color.rgb * texture2D(diffuseMap, gl_TexCoord[0].xy).rgb;
- vec3 norm = texture2D(bumpMap, gl_TexCoord[0].xy).rgb * 2.0 - 1.0;
+ vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb;
+ vec3 norm = texture2D(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0;
vec3 tnorm = vec3(dot(norm,vary_mat0),
dot(norm,vary_mat1),
dot(norm,vary_mat2));
gl_FragData[0] = vec4(col, 0.0);
- gl_FragData[1] = gl_Color.aaaa; // spec
- //gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested
+ gl_FragData[1] = vertex_color.aaaa; // spec
+ //gl_FragData[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(tnorm);
gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
index 7d934e7ff8..6c205074b4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
@@ -22,33 +22,43 @@
* $/LicenseInfo$
*/
+uniform mat4 projection_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord2;
-varying vec3 vary_mat0;
-varying vec3 vary_mat1;
-varying vec3 vary_mat2;
+VARYING vec3 vary_mat0;
+VARYING vec3 vary_mat1;
+VARYING vec3 vary_mat2;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
mat4 getObjectSkinnedTransform();
void main()
{
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
mat4 mat = getObjectSkinnedTransform();
- mat = gl_ModelViewMatrix * mat;
+ mat = modelview_matrix * mat;
- vec3 pos = (mat*gl_Vertex).xyz;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
- vec3 n = normalize((mat * vec4(gl_Normal.xyz+gl_Vertex.xyz, 1.0)).xyz-pos.xyz);
- vec3 b = normalize((mat * vec4(gl_MultiTexCoord2.xyz+gl_Vertex.xyz, 1.0)).xyz-pos.xyz);
+ vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz);
+ vec3 b = normalize((mat * vec4(vec4(texcoord2,0,1).xyz+position.xyz, 1.0)).xyz-pos.xyz);
vec3 t = cross(b, n);
vary_mat0 = vec3(t.x, b.x, n.x);
vary_mat1 = vec3(t.y, b.y, n.y);
vary_mat2 = vec3(t.z, b.z, n.z);
- gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
- gl_FrontColor = gl_Color;
+ gl_Position = projection_matrix*vec4(pos, 1.0);
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
index 92fd41554d..c8d38bb8f7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
@@ -22,26 +22,36 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
-varying vec3 vary_mat0;
-varying vec3 vary_mat1;
-varying vec3 vary_mat2;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 binormal;
+
+VARYING vec3 vary_mat0;
+VARYING vec3 vary_mat1;
+VARYING vec3 vary_mat2;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vec3 n = normalize(gl_NormalMatrix * gl_Normal);
- vec3 b = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);
+ vec3 n = normalize(normal_matrix * normal);
+ vec3 b = normalize(normal_matrix * binormal);
vec3 t = cross(b, n);
vary_mat0 = vec3(t.x, b.x, n.x);
vary_mat1 = vec3(t.y, b.y, n.y);
vary_mat2 = vec3(t.z, b.z, n.z);
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
index f4310dae95..db272cf601 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
@@ -24,20 +24,28 @@
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
/////////////////////////////////////////////////////////////////////////
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
-varying vec4 vary_CloudColorSun;
-varying vec4 vary_CloudColorAmbient;
-varying float vary_CloudDensity;
+VARYING vec4 vary_CloudColorSun;
+VARYING vec4 vary_CloudColorAmbient;
+VARYING float vary_CloudDensity;
uniform sampler2D cloud_noise_texture;
uniform vec4 cloud_pos_density1;
uniform vec4 cloud_pos_density2;
uniform vec4 gamma;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
+
/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light) {
//soft clip effect:
@@ -50,14 +58,14 @@ vec3 scaleSoftClip(vec3 light) {
void main()
{
// Set variables
- vec2 uv1 = gl_TexCoord[0].xy;
- vec2 uv2 = gl_TexCoord[1].xy;
+ vec2 uv1 = vary_texcoord0.xy;
+ vec2 uv2 = vary_texcoord1.xy;
vec4 cloudColorSun = vary_CloudColorSun;
vec4 cloudColorAmbient = vary_CloudColorAmbient;
float cloudDensity = vary_CloudDensity;
- vec2 uv3 = gl_TexCoord[2].xy;
- vec2 uv4 = gl_TexCoord[3].xy;
+ vec2 uv3 = vary_texcoord2.xy;
+ vec2 uv4 = vary_texcoord3.xy;
// Offset texture coords
uv1 += cloud_pos_density1.xy; //large texture, visible density
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index c175a834c2..64e094e3c5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -22,17 +22,25 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
//////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-varying vec4 vary_CloudColorSun;
-varying vec4 vary_CloudColorAmbient;
-varying float vary_CloudDensity;
+VARYING vec4 vary_CloudColorSun;
+VARYING vec4 vary_CloudColorAmbient;
+VARYING float vary_CloudDensity;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
// Inputs
uniform vec3 camPosLocal;
@@ -59,12 +67,12 @@ void main()
{
// World / view / projection
- gl_Position = ftransform();
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ vary_texcoord0 = texcoord0;
// Get relative position
- vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
+ vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
// Set altitude
if (P.y > 0.)
@@ -160,17 +168,17 @@ void main()
// Texture coords
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_TexCoord[0].xy -= 0.5;
- gl_TexCoord[0].xy /= cloud_scale.x;
- gl_TexCoord[0].xy += 0.5;
+ vary_texcoord0 = texcoord0;
+ vary_texcoord0.xy -= 0.5;
+ vary_texcoord0.xy /= cloud_scale.x;
+ vary_texcoord0.xy += 0.5;
- gl_TexCoord[1] = gl_TexCoord[0];
- gl_TexCoord[1].x += lightnorm.x * 0.0125;
- gl_TexCoord[1].y += lightnorm.z * 0.0125;
+ vary_texcoord1 = vary_texcoord0;
+ vary_texcoord1.x += lightnorm.x * 0.0125;
+ vary_texcoord1.y += lightnorm.z * 0.0125;
- gl_TexCoord[2] = gl_TexCoord[0] * 16.;
- gl_TexCoord[3] = gl_TexCoord[1] * 16.;
+ vary_texcoord2 = vary_texcoord0 * 16.;
+ vary_texcoord3 = vary_texcoord1 * 16.;
// Combine these to minimize register use
vary_CloudColorAmbient += oHazeColorBelowCloud;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
index d9eafb6eba..88fe3c3dee 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
@@ -1,5 +1,5 @@
/**
- * @file edgeF.glsl
+ * @file cofF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,22 +22,30 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-varying vec2 vary_fragcoord;
+uniform sampler2DRect diffuseRect;
+uniform sampler2DRect depthMap;
+uniform sampler2D bloomMap;
uniform float depth_cutoff;
uniform float norm_cutoff;
+uniform float focal_distance;
+uniform float blur_constant;
+uniform float tan_pixel_angle;
+uniform float magnification;
+uniform float max_cof;
uniform mat4 inv_proj;
uniform vec2 screen_res;
+VARYING vec2 vary_fragcoord;
+
float getDepth(vec2 pos_screen)
{
float z = texture2DRect(depthMap, pos_screen.xy).r;
@@ -47,35 +55,33 @@ float getDepth(vec2 pos_screen)
return p.z/p.w;
}
-void main()
+float calc_cof(float depth)
{
- vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- float depth = getDepth(vary_fragcoord.xy);
+ float sc = abs(depth-focal_distance)/-depth*blur_constant;
+
+ sc /= magnification;
- vec2 tc = vary_fragcoord.xy;
+ // tan_pixel_angle = pixel_length/-depth;
+ float pixel_length = tan_pixel_angle*-focal_distance;
- float sc = 0.75;
+ sc = sc/pixel_length;
+ sc *= 1.414;
- vec2 de;
- de.x = (depth-getDepth(tc+vec2(sc, sc))) + (depth-getDepth(tc+vec2(-sc, -sc)));
- de.y = (depth-getDepth(tc+vec2(-sc, sc))) + (depth-getDepth(tc+vec2(sc, -sc)));
- de /= depth;
- de *= de;
- de = step(depth_cutoff, de);
+ return sc;
+}
+
+void main()
+{
+ vec2 tc = vary_fragcoord.xy;
- vec2 ne;
- vec3 nexnorm = texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb;
- nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm
- ne.x = dot(nexnorm, norm);
- vec3 neynorm = texture2DRect(normalMap, tc+vec2(sc,sc)).rgb;
- neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm
- ne.y = dot(neynorm, norm);
+ float depth = getDepth(tc);
- ne = 1.0-ne;
+ vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
- ne = step(norm_cutoff, ne);
+ float sc = calc_cof(depth);
+ sc = min(abs(sc), max_cof);
- gl_FragColor.a = dot(de,de)+dot(ne,ne);
- //gl_FragColor.a = dot(de,de);
+ vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
+ gl_FragColor.rgb = diff.rgb + bloom.rgb;
+ gl_FragColor.a = sc/max_cof;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
index 933e50fed1..e9989a4e48 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
@@ -1,5 +1,5 @@
/**
- * @file diffuseF.glsl
+ * @file diffuseAlphaMaskF.glsl
*
* $LicenseInfo:firstyear=2011&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,20 +22,24 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
uniform float minimum_alpha;
-uniform float maximum_alpha;
uniform sampler2D diffuseMap;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+ vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;
- if (col.a < minimum_alpha || col.a > maximum_alpha)
+ if (col.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
index f3ad6f92de..fdf8d72b38 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
@@ -22,17 +22,23 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-varying vec3 vary_normal;
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
+
+VARYING vec3 vary_normal;
uniform float minimum_alpha;
-uniform float maximum_alpha;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- vec4 col = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 col = diffuseLookup(vary_texcoord0.xy) * vertex_color;
- if (col.a < minimum_alpha || col.a > maximum_alpha)
+ if (col.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
new file mode 100644
index 0000000000..bb20e2ca47
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
@@ -0,0 +1,52 @@
+/**
+ * @file diffuseAlphaMaskNoColorF.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
+
+uniform float minimum_alpha;
+
+uniform sampler2D diffuseMap;
+
+VARYING vec3 vary_normal;
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
+
+ if (col.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ gl_FragData[0] = vec4(col.rgb, 0.0);
+ gl_FragData[1] = vec4(0,0,0,0); // spec
+ vec3 nvn = normalize(vary_normal);
+ gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
index 9c9a8b56c5..7bde49eb86 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
@@ -23,18 +23,22 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
uniform sampler2D diffuseMap;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- vec3 col = gl_Color.rgb * texture2D(diffuseMap, gl_TexCoord[0].xy).rgb;
+ vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb;
gl_FragData[0] = vec4(col, 0.0);
- gl_FragData[1] = gl_Color.aaaa; // spec
- //gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested
+ gl_FragData[1] = vertex_color.aaaa; // spec
+ //gl_FragData[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(vary_normal);
gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
index 4d996a099d..75b45111e0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
@@ -22,16 +22,22 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-varying vec3 vary_normal;
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
+
+VARYING vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- vec3 col = gl_Color.rgb * diffuseLookup(gl_TexCoord[0].xy).rgb;
+ vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
gl_FragData[0] = vec4(col, 0.0);
- gl_FragData[1] = gl_Color.aaaa; // spec
- //gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested
+ gl_FragData[1] = vertex_color.aaaa; // spec
+ //gl_FragData[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(vary_normal);
gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl
new file mode 100644
index 0000000000..9461e3e32e
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl
@@ -0,0 +1,45 @@
+/**
+ * @file diffuseNoColorV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec3 vary_normal;
+
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vary_normal = normalize(normal_matrix * normal);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
index 1470d7c9ca..a74290bfcd 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
@@ -22,29 +22,38 @@
* $/LicenseInfo$
*/
+uniform mat4 projection_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
mat4 getObjectSkinnedTransform();
void main()
{
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
mat4 mat = getObjectSkinnedTransform();
- mat = gl_ModelViewMatrix * mat;
- vec3 pos = (mat*gl_Vertex).xyz;
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
- vec4 norm = gl_Vertex;
- norm.xyz += gl_Normal.xyz;
+ vec4 norm = vec4(position.xyz, 1.0);
+ norm.xyz += normal.xyz;
norm.xyz = (mat*norm).xyz;
norm.xyz = normalize(norm.xyz-pos.xyz);
vary_normal = norm.xyz;
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
- gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
+ gl_Position = projection_matrix*vec4(pos, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
index 7c5a4d35b3..76d29b1df7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
@@ -22,20 +22,31 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
-varying vec3 vary_normal;
-varying float vary_texture_index;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec3 vary_normal;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void passTextureIndex();
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.xyz, 1.0);
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vary_texture_index = gl_Vertex.w;
- vary_normal = normalize(gl_NormalMatrix * gl_Normal);
+ passTextureIndex();
+ vary_normal = normalize(normal_matrix * normal);
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
new file mode 100644
index 0000000000..21453aefaa
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
@@ -0,0 +1,67 @@
+/**
+ * @file dofCombineF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+uniform sampler2DRect diffuseRect;
+uniform sampler2DRect lightMap;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+uniform float max_cof;
+uniform float res_scale;
+
+VARYING vec2 vary_fragcoord;
+
+void main()
+{
+ vec2 tc = vary_fragcoord.xy;
+
+ vec4 dof = texture2DRect(diffuseRect, vary_fragcoord.xy*res_scale);
+
+ vec4 diff = texture2DRect(lightMap, vary_fragcoord.xy);
+
+ float a = min(diff.a * max_cof*res_scale*res_scale, 1.0);
+
+ if (a > 0.25 && a < 0.75)
+ { //help out the transition a bit
+ float sc = a/res_scale;
+
+ vec4 col;
+ col = texture2DRect(lightMap, vary_fragcoord.xy+vec2(sc,sc));
+ col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(-sc,sc));
+ col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(sc,-sc));
+ col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(-sc,-sc));
+
+ diff = mix(diff, col*0.25, a);
+ }
+
+ gl_FragColor = mix(diff, dof, a);
+}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
index f03b1fdc74..92f78125d8 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
@@ -1,9 +1,9 @@
/**
- * @file lightFullbrightF.glsl
+ * @file emissiveF.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
+ * Copyright (C) 2005, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@@ -23,17 +23,26 @@
* $/LicenseInfo$
*/
+#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
-void fullbright_lighting()
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void main()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ float shadow = 1.0;
+
+ vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color;
color.rgb = fullbrightAtmosTransport(color.rgb);
-
+
color.rgb = fullbrightScaleSoftClip(color.rgb);
gl_FragColor = color;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
new file mode 100644
index 0000000000..115b04797f
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
@@ -0,0 +1,63 @@
+/**
+ * @file emissiveV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec4 emissive;
+ATTRIBUTE vec2 texcoord0;
+
+void calcAtmospherics(vec3 inPositionEye);
+
+vec3 atmosAmbient(vec3 light);
+vec3 atmosAffectDirectionalLight(float lightIntensity);
+vec3 scaleDownLight(vec3 light);
+vec3 scaleUpLight(vec3 light);
+
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+
+void main()
+{
+ //transform vertex
+ vec4 vert = vec4(position.xyz, 1.0);
+ vec4 pos = (modelview_matrix * vert);
+ passTextureIndex();
+
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ calcAtmospherics(pos.xyz);
+
+ vertex_color = emissive;
+
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index 6c506676af..84ae2f9f10 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -23,9 +23,14 @@
* $/LicenseInfo$
*/
+#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-#extension GL_ARB_texture_rectangle : enable
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@@ -35,7 +40,7 @@ void main()
{
float shadow = 1.0;
- vec4 color = diffuseLookup(gl_TexCoord[0].xy)*gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color;
color.rgb = fullbrightAtmosTransport(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
index a4ff0b80e2..2e6982d101 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
@@ -22,8 +22,16 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
void calcAtmospherics(vec3 inPositionEye);
@@ -32,23 +40,25 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying float vary_texture_index;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void main()
{
//transform vertex
- vec4 vert = vec4(gl_Vertex.xyz, 1.0);
- vary_texture_index = gl_Vertex.w;
+ vec4 vert = vec4(position.xyz, 1.0);
+ vec4 pos = (modelview_matrix * vert);
+ passTextureIndex();
- gl_Position = gl_ModelViewProjectionMatrix*vert;
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vec4 pos = (gl_ModelViewMatrix * vert);
-
calcAtmospherics(pos.xyz);
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
- gl_FogFragCoord = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl
new file mode 100644
index 0000000000..5af9406452
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl
@@ -0,0 +1,2118 @@
+/**
+ * @file fxaaF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+#define FXAA_PC 1
+//#define FXAA_GLSL_130 1
+#define FXAA_QUALITY__PRESET 12
+
+/*============================================================================
+
+
+ NVIDIA FXAA 3.11 by TIMOTHY LOTTES
+
+
+------------------------------------------------------------------------------
+COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED.
+------------------------------------------------------------------------------
+TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
+*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
+OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
+MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
+OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR
+CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR
+LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION,
+OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE
+THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
+DAMAGES.
+
+------------------------------------------------------------------------------
+ INTEGRATION CHECKLIST
+------------------------------------------------------------------------------
+(1.)
+In the shader source, setup defines for the desired configuration.
+When providing multiple shaders (for different presets),
+simply setup the defines differently in multiple files.
+Example,
+
+ #define FXAA_PC 1
+ #define FXAA_HLSL_5 1
+ #define FXAA_QUALITY__PRESET 12
+
+Or,
+
+ #define FXAA_360 1
+
+Or,
+
+ #define FXAA_PS3 1
+
+Etc.
+
+(2.)
+Then include this file,
+
+ #include "Fxaa3_11.h"
+
+(3.)
+Then call the FXAA pixel shader from within your desired shader.
+Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
+As for FXAA 3.11 all inputs for all shaders are the same
+to enable easy porting between platforms.
+
+ return FxaaPixelShader(...);
+
+(4.)
+Insure pass prior to FXAA outputs RGBL (see next section).
+Or use,
+
+ #define FXAA_GREEN_AS_LUMA 1
+
+(5.)
+Setup engine to provide the following constants
+which are used in the FxaaPixelShader() inputs,
+
+ FxaaFloat2 fxaaQualityRcpFrame,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+ FxaaFloat fxaaQualitySubpix,
+ FxaaFloat fxaaQualityEdgeThreshold,
+ FxaaFloat fxaaQualityEdgeThresholdMin,
+ FxaaFloat fxaaConsoleEdgeSharpness,
+ FxaaFloat fxaaConsoleEdgeThreshold,
+ FxaaFloat fxaaConsoleEdgeThresholdMin,
+ FxaaFloat4 fxaaConsole360ConstDir
+
+Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
+
+(6.)
+Have FXAA vertex shader run as a full screen triangle,
+and output "pos" and "fxaaConsolePosPos"
+such that inputs in the pixel shader provide,
+
+ // {xy} = center of pixel
+ FxaaFloat2 pos,
+
+ // {xy__} = upper left of pixel
+ // {__zw} = lower right of pixel
+ FxaaFloat4 fxaaConsolePosPos,
+
+(7.)
+Insure the texture sampler(s) used by FXAA are set to bilinear filtering.
+
+
+------------------------------------------------------------------------------
+ INTEGRATION - RGBL AND COLORSPACE
+------------------------------------------------------------------------------
+FXAA3 requires RGBL as input unless the following is set,
+
+ #define FXAA_GREEN_AS_LUMA 1
+
+In which case the engine uses green in place of luma,
+and requires RGB input is in a non-linear colorspace.
+
+RGB should be LDR (low dynamic range).
+Specifically do FXAA after tonemapping.
+
+RGB data as returned by a texture fetch can be non-linear,
+or linear when FXAA_GREEN_AS_LUMA is not set.
+Note an "sRGB format" texture counts as linear,
+because the result of a texture fetch is linear data.
+Regular "RGBA8" textures in the sRGB colorspace are non-linear.
+
+If FXAA_GREEN_AS_LUMA is not set,
+luma must be stored in the alpha channel prior to running FXAA.
+This luma should be in a perceptual space (could be gamma 2.0).
+Example pass before FXAA where output is gamma 2.0 encoded,
+
+ color.rgb = ToneMap(color.rgb); // linear color output
+ color.rgb = sqrt(color.rgb); // gamma 2.0 color output
+ return color;
+
+To use FXAA,
+
+ color.rgb = ToneMap(color.rgb); // linear color output
+ color.rgb = sqrt(color.rgb); // gamma 2.0 color output
+ color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma
+ return color;
+
+Another example where output is linear encoded,
+say for instance writing to an sRGB formated render target,
+where the render target does the conversion back to sRGB after blending,
+
+ color.rgb = ToneMap(color.rgb); // linear color output
+ return color;
+
+To use FXAA,
+
+ color.rgb = ToneMap(color.rgb); // linear color output
+ color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma
+ return color;
+
+Getting luma correct is required for the algorithm to work correctly.
+
+
+------------------------------------------------------------------------------
+ BEING LINEARLY CORRECT?
+------------------------------------------------------------------------------
+Applying FXAA to a framebuffer with linear RGB color will look worse.
+This is very counter intuitive, but happends to be true in this case.
+The reason is because dithering artifacts will be more visiable
+in a linear colorspace.
+
+
+------------------------------------------------------------------------------
+ COMPLEX INTEGRATION
+------------------------------------------------------------------------------
+Q. What if the engine is blending into RGB before wanting to run FXAA?
+
+A. In the last opaque pass prior to FXAA,
+ have the pass write out luma into alpha.
+ Then blend into RGB only.
+ FXAA should be able to run ok
+ assuming the blending pass did not any add aliasing.
+ This should be the common case for particles and common blending passes.
+
+A. Or use FXAA_GREEN_AS_LUMA.
+
+============================================================================*/
+
+/*============================================================================
+
+ INTEGRATION KNOBS
+
+============================================================================*/
+//
+// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE).
+// FXAA_360_OPT is a prototype for the new optimized 360 version.
+//
+// 1 = Use API.
+// 0 = Don't use API.
+//
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_PS3
+ #define FXAA_PS3 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_360
+ #define FXAA_360 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_360_OPT
+ #define FXAA_360_OPT 0
+#endif
+/*==========================================================================*/
+#ifndef FXAA_PC
+ //
+ // FXAA Quality
+ // The high quality PC algorithm.
+ //
+ #define FXAA_PC 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_PC_CONSOLE
+ //
+ // The console algorithm for PC is included
+ // for developers targeting really low spec machines.
+ // Likely better to just run FXAA_PC, and use a really low preset.
+ //
+ #define FXAA_PC_CONSOLE 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_GLSL_120
+ #define FXAA_GLSL_120 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_GLSL_130
+ #define FXAA_GLSL_130 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_HLSL_3
+ #define FXAA_HLSL_3 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_HLSL_4
+ #define FXAA_HLSL_4 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_HLSL_5
+ #define FXAA_HLSL_5 0
+#endif
+/*==========================================================================*/
+#ifndef FXAA_GREEN_AS_LUMA
+ //
+ // For those using non-linear color,
+ // and either not able to get luma in alpha, or not wanting to,
+ // this enables FXAA to run using green as a proxy for luma.
+ // So with this enabled, no need to pack luma in alpha.
+ //
+ // This will turn off AA on anything which lacks some amount of green.
+ // Pure red and blue or combination of only R and B, will get no AA.
+ //
+ // Might want to lower the settings for both,
+ // fxaaConsoleEdgeThresholdMin
+ // fxaaQualityEdgeThresholdMin
+ // In order to insure AA does not get turned off on colors
+ // which contain a minor amount of green.
+ //
+ // 1 = On.
+ // 0 = Off.
+ //
+ #define FXAA_GREEN_AS_LUMA 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_EARLY_EXIT
+ //
+ // Controls algorithm's early exit path.
+ // On PS3 turning this ON adds 2 cycles to the shader.
+ // On 360 turning this OFF adds 10ths of a millisecond to the shader.
+ // Turning this off on console will result in a more blurry image.
+ // So this defaults to on.
+ //
+ // 1 = On.
+ // 0 = Off.
+ //
+ #define FXAA_EARLY_EXIT 1
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_DISCARD
+ //
+ // Only valid for PC OpenGL currently.
+ // Probably will not work when FXAA_GREEN_AS_LUMA = 1.
+ //
+ // 1 = Use discard on pixels which don't need AA.
+ // For APIs which enable concurrent TEX+ROP from same surface.
+ // 0 = Return unchanged color on pixels which don't need AA.
+ //
+ #define FXAA_DISCARD 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_FAST_PIXEL_OFFSET
+ //
+ // Used for GLSL 120 only.
+ //
+ // 1 = GL API supports fast pixel offsets
+ // 0 = do not use fast pixel offsets
+ //
+ #ifdef GL_EXT_gpu_shader4
+ #define FXAA_FAST_PIXEL_OFFSET 1
+ #endif
+ #ifdef GL_NV_gpu_shader5
+ #define FXAA_FAST_PIXEL_OFFSET 1
+ #endif
+ #ifdef GL_ARB_gpu_shader5
+ #define FXAA_FAST_PIXEL_OFFSET 1
+ #endif
+ #ifndef FXAA_FAST_PIXEL_OFFSET
+ #define FXAA_FAST_PIXEL_OFFSET 0
+ #endif
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_GATHER4_ALPHA
+ //
+ // 1 = API supports gather4 on alpha channel.
+ // 0 = API does not support gather4 on alpha channel.
+ //
+ #if (FXAA_HLSL_5 == 1)
+ #define FXAA_GATHER4_ALPHA 1
+ #endif
+ #ifdef GL_ARB_gpu_shader5
+ #define FXAA_GATHER4_ALPHA 1
+ #endif
+ #ifdef GL_NV_gpu_shader5
+ #define FXAA_GATHER4_ALPHA 1
+ #endif
+ #ifndef FXAA_GATHER4_ALPHA
+ #define FXAA_GATHER4_ALPHA 0
+ #endif
+#endif
+
+/*============================================================================
+ FXAA CONSOLE PS3 - TUNING KNOBS
+============================================================================*/
+#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS
+ //
+ // Consoles the sharpness of edges on PS3 only.
+ // Non-PS3 tuning is done with shader input.
+ //
+ // Due to the PS3 being ALU bound,
+ // there are only two safe values here: 4 and 8.
+ // These options use the shaders ability to a free *|/ by 2|4|8.
+ //
+ // 8.0 is sharper
+ // 4.0 is softer
+ // 2.0 is really soft (good for vector graphics inputs)
+ //
+ #if 1
+ #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0
+ #endif
+ #if 0
+ #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0
+ #endif
+ #if 0
+ #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0
+ #endif
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD
+ //
+ // Only effects PS3.
+ // Non-PS3 tuning is done with shader input.
+ //
+ // The minimum amount of local contrast required to apply algorithm.
+ // The console setting has a different mapping than the quality setting.
+ //
+ // This only applies when FXAA_EARLY_EXIT is 1.
+ //
+ // Due to the PS3 being ALU bound,
+ // there are only two safe values here: 0.25 and 0.125.
+ // These options use the shaders ability to a free *|/ by 2|4|8.
+ //
+ // 0.125 leaves less aliasing, but is softer
+ // 0.25 leaves more aliasing, and is sharper
+ //
+ #if 1
+ #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125
+ #else
+ #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25
+ #endif
+#endif
+
+/*============================================================================
+ FXAA QUALITY - TUNING KNOBS
+------------------------------------------------------------------------------
+NOTE the other tuning knobs are now in the shader function inputs!
+============================================================================*/
+#ifndef FXAA_QUALITY__PRESET
+ //
+ // Choose the quality preset.
+ // This needs to be compiled into the shader as it effects code.
+ // Best option to include multiple presets is to
+ // in each shader define the preset, then include this file.
+ //
+ // OPTIONS
+ // -----------------------------------------------------------------------
+ // 10 to 15 - default medium dither (10=fastest, 15=highest quality)
+ // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
+ // 39 - no dither, very expensive
+ //
+ // NOTES
+ // -----------------------------------------------------------------------
+ // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
+ // 13 = about same speed as FXAA 3.9 and better than 12
+ // 23 = closest to FXAA 3.9 visually and performance wise
+ // _ = the lowest digit is directly related to performance
+ // _ = the highest digit is directly related to style
+ //
+ #define FXAA_QUALITY__PRESET 12
+#endif
+
+
+/*============================================================================
+
+ FXAA QUALITY - PRESETS
+
+============================================================================*/
+
+/*============================================================================
+ FXAA QUALITY - MEDIUM DITHER PRESETS
+============================================================================*/
+#if (FXAA_QUALITY__PRESET == 10)
+ #define FXAA_QUALITY__PS 3
+ #define FXAA_QUALITY__P0 1.5
+ #define FXAA_QUALITY__P1 3.0
+ #define FXAA_QUALITY__P2 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 11)
+ #define FXAA_QUALITY__PS 4
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 3.0
+ #define FXAA_QUALITY__P3 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 12)
+ #define FXAA_QUALITY__PS 5
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 4.0
+ #define FXAA_QUALITY__P4 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 13)
+ #define FXAA_QUALITY__PS 6
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 4.0
+ #define FXAA_QUALITY__P5 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 14)
+ #define FXAA_QUALITY__PS 7
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 4.0
+ #define FXAA_QUALITY__P6 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 15)
+ #define FXAA_QUALITY__PS 8
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 2.0
+ #define FXAA_QUALITY__P6 4.0
+ #define FXAA_QUALITY__P7 12.0
+#endif
+
+/*============================================================================
+ FXAA QUALITY - LOW DITHER PRESETS
+============================================================================*/
+#if (FXAA_QUALITY__PRESET == 20)
+ #define FXAA_QUALITY__PS 3
+ #define FXAA_QUALITY__P0 1.5
+ #define FXAA_QUALITY__P1 2.0
+ #define FXAA_QUALITY__P2 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 21)
+ #define FXAA_QUALITY__PS 4
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 22)
+ #define FXAA_QUALITY__PS 5
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 23)
+ #define FXAA_QUALITY__PS 6
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 24)
+ #define FXAA_QUALITY__PS 7
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 3.0
+ #define FXAA_QUALITY__P6 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 25)
+ #define FXAA_QUALITY__PS 8
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 2.0
+ #define FXAA_QUALITY__P6 4.0
+ #define FXAA_QUALITY__P7 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 26)
+ #define FXAA_QUALITY__PS 9
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 2.0
+ #define FXAA_QUALITY__P6 2.0
+ #define FXAA_QUALITY__P7 4.0
+ #define FXAA_QUALITY__P8 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 27)
+ #define FXAA_QUALITY__PS 10
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 2.0
+ #define FXAA_QUALITY__P6 2.0
+ #define FXAA_QUALITY__P7 2.0
+ #define FXAA_QUALITY__P8 4.0
+ #define FXAA_QUALITY__P9 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 28)
+ #define FXAA_QUALITY__PS 11
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 2.0
+ #define FXAA_QUALITY__P6 2.0
+ #define FXAA_QUALITY__P7 2.0
+ #define FXAA_QUALITY__P8 2.0
+ #define FXAA_QUALITY__P9 4.0
+ #define FXAA_QUALITY__P10 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 29)
+ #define FXAA_QUALITY__PS 12
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 2.0
+ #define FXAA_QUALITY__P6 2.0
+ #define FXAA_QUALITY__P7 2.0
+ #define FXAA_QUALITY__P8 2.0
+ #define FXAA_QUALITY__P9 2.0
+ #define FXAA_QUALITY__P10 4.0
+ #define FXAA_QUALITY__P11 8.0
+#endif
+
+/*============================================================================
+ FXAA QUALITY - EXTREME QUALITY
+============================================================================*/
+#if (FXAA_QUALITY__PRESET == 39)
+ #define FXAA_QUALITY__PS 12
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.0
+ #define FXAA_QUALITY__P2 1.0
+ #define FXAA_QUALITY__P3 1.0
+ #define FXAA_QUALITY__P4 1.0
+ #define FXAA_QUALITY__P5 1.5
+ #define FXAA_QUALITY__P6 2.0
+ #define FXAA_QUALITY__P7 2.0
+ #define FXAA_QUALITY__P8 2.0
+ #define FXAA_QUALITY__P9 2.0
+ #define FXAA_QUALITY__P10 4.0
+ #define FXAA_QUALITY__P11 8.0
+#endif
+
+
+
+/*============================================================================
+
+ API PORTING
+
+============================================================================*/
+#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)
+ #define FxaaBool bool
+ #define FxaaDiscard discard
+ #define FxaaFloat float
+ #define FxaaFloat2 vec2
+ #define FxaaFloat3 vec3
+ #define FxaaFloat4 vec4
+ #define FxaaHalf float
+ #define FxaaHalf2 vec2
+ #define FxaaHalf3 vec3
+ #define FxaaHalf4 vec4
+ #define FxaaInt2 ivec2
+ #define FxaaSat(x) clamp(x, 0.0, 1.0)
+ #define FxaaTex sampler2D
+#else
+ #define FxaaBool bool
+ #define FxaaDiscard clip(-1)
+ #define FxaaFloat float
+ #define FxaaFloat2 float2
+ #define FxaaFloat3 float3
+ #define FxaaFloat4 float4
+ #define FxaaHalf half
+ #define FxaaHalf2 half2
+ #define FxaaHalf3 half3
+ #define FxaaHalf4 half4
+ #define FxaaSat(x) saturate(x)
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_GLSL_120 == 1)
+ // Requires,
+ // #version 120
+ // And at least,
+ // #extension GL_EXT_gpu_shader4 : enable
+ // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)
+ #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)
+ #if (FXAA_FAST_PIXEL_OFFSET == 1)
+ #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
+ #else
+ #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)
+ #endif
+ #if (FXAA_GATHER4_ALPHA == 1)
+ // use #extension GL_ARB_gpu_shader5 : enable
+ #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
+ #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
+ #define FxaaTexGreen4(t, p) textureGather(t, p, 1)
+ #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
+ #endif
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_GLSL_130 == 1)
+ // Requires "#version 130" or better
+ #define FxaaTexTop(t, p) textureLod(t, p, 0.0)
+ #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
+ #if (FXAA_GATHER4_ALPHA == 1)
+ // use #extension GL_ARB_gpu_shader5 : enable
+ #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
+ #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
+ #define FxaaTexGreen4(t, p) textureGather(t, p, 1)
+ #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
+ #endif
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1)
+ #define FxaaInt2 float2
+ #define FxaaTex sampler2D
+ #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))
+ #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_HLSL_4 == 1)
+ #define FxaaInt2 int2
+ struct FxaaTex { SamplerState smpl; Texture2D tex; };
+ #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
+ #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_HLSL_5 == 1)
+ #define FxaaInt2 int2
+ struct FxaaTex { SamplerState smpl; Texture2D tex; };
+ #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
+ #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
+ #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)
+ #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)
+ #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)
+ #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)
+#endif
+
+
+/*============================================================================
+ GREEN AS LUMA OPTION SUPPORT FUNCTION
+============================================================================*/
+#if (FXAA_GREEN_AS_LUMA == 0)
+ FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }
+#else
+ FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
+#endif
+
+
+
+
+/*============================================================================
+
+ FXAA3 QUALITY - PC
+
+============================================================================*/
+#if (FXAA_PC == 1)
+/*--------------------------------------------------------------------------*/
+FxaaFloat4 FxaaPixelShader(
+ //
+ // Use noperspective interpolation here (turn off perspective interpolation).
+ // {xy} = center of pixel
+ FxaaFloat2 pos,
+ //
+ // Used only for FXAA Console, and not used on the 360 version.
+ // Use noperspective interpolation here (turn off perspective interpolation).
+ // {xy__} = upper left of pixel
+ // {__zw} = lower right of pixel
+ FxaaFloat4 fxaaConsolePosPos,
+ //
+ // Input color texture.
+ // {rgb_} = color in linear or perceptual color space
+ // if (FXAA_GREEN_AS_LUMA == 0)
+ // {___a} = luma in perceptual color space (not linear)
+ FxaaTex tex,
+ //
+ // Only used on the optimized 360 version of FXAA Console.
+ // For everything but 360, just use the same input here as for "tex".
+ // For 360, same texture, just alias with a 2nd sampler.
+ // This sampler needs to have an exponent bias of -1.
+ FxaaTex fxaaConsole360TexExpBiasNegOne,
+ //
+ // Only used on the optimized 360 version of FXAA Console.
+ // For everything but 360, just use the same input here as for "tex".
+ // For 360, same texture, just alias with a 3nd sampler.
+ // This sampler needs to have an exponent bias of -2.
+ FxaaTex fxaaConsole360TexExpBiasNegTwo,
+ //
+ // Only used on FXAA Quality.
+ // This must be from a constant/uniform.
+ // {x_} = 1.0/screenWidthInPixels
+ // {_y} = 1.0/screenHeightInPixels
+ FxaaFloat2 fxaaQualityRcpFrame,
+ //
+ // Only used on FXAA Console.
+ // This must be from a constant/uniform.
+ // This effects sub-pixel AA quality and inversely sharpness.
+ // Where N ranges between,
+ // N = 0.50 (default)
+ // N = 0.33 (sharper)
+ // {x___} = -N/screenWidthInPixels
+ // {_y__} = -N/screenHeightInPixels
+ // {__z_} = N/screenWidthInPixels
+ // {___w} = N/screenHeightInPixels
+ FxaaFloat4 fxaaConsoleRcpFrameOpt,
+ //
+ // Only used on FXAA Console.
+ // Not used on 360, but used on PS3 and PC.
+ // This must be from a constant/uniform.
+ // {x___} = -2.0/screenWidthInPixels
+ // {_y__} = -2.0/screenHeightInPixels
+ // {__z_} = 2.0/screenWidthInPixels
+ // {___w} = 2.0/screenHeightInPixels
+ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+ //
+ // Only used on FXAA Console.
+ // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.
+ // This must be from a constant/uniform.
+ // {x___} = 8.0/screenWidthInPixels
+ // {_y__} = 8.0/screenHeightInPixels
+ // {__z_} = -4.0/screenWidthInPixels
+ // {___w} = -4.0/screenHeightInPixels
+ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+ //
+ // Only used on FXAA Quality.
+ // This used to be the FXAA_QUALITY__SUBPIX define.
+ // It is here now to allow easier tuning.
+ // Choose the amount of sub-pixel aliasing removal.
+ // This can effect sharpness.
+ // 1.00 - upper limit (softer)
+ // 0.75 - default amount of filtering
+ // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
+ // 0.25 - almost off
+ // 0.00 - completely off
+ FxaaFloat fxaaQualitySubpix,
+ //
+ // Only used on FXAA Quality.
+ // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.
+ // It is here now to allow easier tuning.
+ // The minimum amount of local contrast required to apply algorithm.
+ // 0.333 - too little (faster)
+ // 0.250 - low quality
+ // 0.166 - default
+ // 0.125 - high quality
+ // 0.063 - overkill (slower)
+ FxaaFloat fxaaQualityEdgeThreshold,
+ //
+ // Only used on FXAA Quality.
+ // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define.
+ // It is here now to allow easier tuning.
+ // Trims the algorithm from processing darks.
+ // 0.0833 - upper limit (default, the start of visible unfiltered edges)
+ // 0.0625 - high quality (faster)
+ // 0.0312 - visible limit (slower)
+ // Special notes when using FXAA_GREEN_AS_LUMA,
+ // Likely want to set this to zero.
+ // As colors that are mostly not-green
+ // will appear very dark in the green channel!
+ // Tune by looking at mostly non-green content,
+ // then start at zero and increase until aliasing is a problem.
+ FxaaFloat fxaaQualityEdgeThresholdMin,
+ //
+ // Only used on FXAA Console.
+ // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
+ // It is here now to allow easier tuning.
+ // This does not effect PS3, as this needs to be compiled in.
+ // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
+ // Due to the PS3 being ALU bound,
+ // there are only three safe values here: 2 and 4 and 8.
+ // These options use the shaders ability to a free *|/ by 2|4|8.
+ // For all other platforms can be a non-power of two.
+ // 8.0 is sharper (default!!!)
+ // 4.0 is softer
+ // 2.0 is really soft (good only for vector graphics inputs)
+ FxaaFloat fxaaConsoleEdgeSharpness,
+ //
+ // Only used on FXAA Console.
+ // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define.
+ // It is here now to allow easier tuning.
+ // This does not effect PS3, as this needs to be compiled in.
+ // Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3.
+ // Due to the PS3 being ALU bound,
+ // there are only two safe values here: 1/4 and 1/8.
+ // These options use the shaders ability to a free *|/ by 2|4|8.
+ // The console setting has a different mapping than the quality setting.
+ // Other platforms can use other values.
+ // 0.125 leaves less aliasing, but is softer (default!!!)
+ // 0.25 leaves more aliasing, and is sharper
+ FxaaFloat fxaaConsoleEdgeThreshold,
+ //
+ // Only used on FXAA Console.
+ // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define.
+ // It is here now to allow easier tuning.
+ // Trims the algorithm from processing darks.
+ // The console setting has a different mapping than the quality setting.
+ // This only applies when FXAA_EARLY_EXIT is 1.
+ // This does not apply to PS3,
+ // PS3 was simplified to avoid more shader instructions.
+ // 0.06 - faster but more aliasing in darks
+ // 0.05 - default
+ // 0.04 - slower and less aliasing in darks
+ // Special notes when using FXAA_GREEN_AS_LUMA,
+ // Likely want to set this to zero.
+ // As colors that are mostly not-green
+ // will appear very dark in the green channel!
+ // Tune by looking at mostly non-green content,
+ // then start at zero and increase until aliasing is a problem.
+ FxaaFloat fxaaConsoleEdgeThresholdMin,
+ //
+ // Extra constants for 360 FXAA Console only.
+ // Use zeros or anything else for other platforms.
+ // These must be in physical constant registers and NOT immedates.
+ // Immedates will result in compiler un-optimizing.
+ // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)
+ FxaaFloat4 fxaaConsole360ConstDir
+) {
+/*--------------------------------------------------------------------------*/
+ FxaaFloat2 posM;
+ posM.x = pos.x;
+ posM.y = pos.y;
+ #if (FXAA_GATHER4_ALPHA == 1)
+ #if (FXAA_DISCARD == 0)
+ FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ #define lumaM rgbyM.w
+ #else
+ #define lumaM rgbyM.y
+ #endif
+ #endif
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);
+ FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));
+ #else
+ FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);
+ FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));
+ #endif
+ #if (FXAA_DISCARD == 1)
+ #define lumaM luma4A.w
+ #endif
+ #define lumaE luma4A.z
+ #define lumaS luma4A.x
+ #define lumaSE luma4A.y
+ #define lumaNW luma4B.w
+ #define lumaN luma4B.z
+ #define lumaW luma4B.x
+ #else
+ FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ #define lumaM rgbyM.w
+ #else
+ #define lumaM rgbyM.y
+ #endif
+ FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));
+ FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));
+ FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));
+ FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));
+ #endif
+/*--------------------------------------------------------------------------*/
+ FxaaFloat maxSM = max(lumaS, lumaM);
+ FxaaFloat minSM = min(lumaS, lumaM);
+ FxaaFloat maxESM = max(lumaE, maxSM);
+ FxaaFloat minESM = min(lumaE, minSM);
+ FxaaFloat maxWN = max(lumaN, lumaW);
+ FxaaFloat minWN = min(lumaN, lumaW);
+ FxaaFloat rangeMax = max(maxWN, maxESM);
+ FxaaFloat rangeMin = min(minWN, minESM);
+ FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
+ FxaaFloat range = rangeMax - rangeMin;
+ FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
+ FxaaBool earlyExit = range < rangeMaxClamped;
+/*--------------------------------------------------------------------------*/
+ if(earlyExit)
+ #if (FXAA_DISCARD == 1)
+ FxaaDiscard;
+ #else
+ return rgbyM;
+ #endif
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_GATHER4_ALPHA == 0)
+ FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));
+ FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));
+ FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));
+ FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
+ #else
+ FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));
+ FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
+ #endif
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaNS = lumaN + lumaS;
+ FxaaFloat lumaWE = lumaW + lumaE;
+ FxaaFloat subpixRcpRange = 1.0/range;
+ FxaaFloat subpixNSWE = lumaNS + lumaWE;
+ FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
+ FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaNESE = lumaNE + lumaSE;
+ FxaaFloat lumaNWNE = lumaNW + lumaNE;
+ FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
+ FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaNWSW = lumaNW + lumaSW;
+ FxaaFloat lumaSWSE = lumaSW + lumaSE;
+ FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
+ FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
+ FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
+ FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
+ FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
+ FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
+ FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
+ FxaaBool horzSpan = edgeHorz >= edgeVert;
+ FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
+/*--------------------------------------------------------------------------*/
+ if(!horzSpan) lumaN = lumaW;
+ if(!horzSpan) lumaS = lumaE;
+ if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
+ FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat gradientN = lumaN - lumaM;
+ FxaaFloat gradientS = lumaS - lumaM;
+ FxaaFloat lumaNN = lumaN + lumaM;
+ FxaaFloat lumaSS = lumaS + lumaM;
+ FxaaBool pairN = abs(gradientN) >= abs(gradientS);
+ FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
+ if(pairN) lengthSign = -lengthSign;
+ FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
+/*--------------------------------------------------------------------------*/
+ FxaaFloat2 posB;
+ posB.x = posM.x;
+ posB.y = posM.y;
+ FxaaFloat2 offNP;
+ offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
+ offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
+ if(!horzSpan) posB.x += lengthSign * 0.5;
+ if( horzSpan) posB.y += lengthSign * 0.5;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat2 posN;
+ posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
+ posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
+ FxaaFloat2 posP;
+ posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
+ posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
+ FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
+ FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
+ FxaaFloat subpixE = subpixC * subpixC;
+ FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
+/*--------------------------------------------------------------------------*/
+ if(!pairN) lumaNN = lumaSS;
+ FxaaFloat gradientScaled = gradient * 1.0/4.0;
+ FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
+ FxaaFloat subpixF = subpixD * subpixE;
+ FxaaBool lumaMLTZero = lumaMM < 0.0;
+/*--------------------------------------------------------------------------*/
+ lumaEndN -= lumaNN * 0.5;
+ lumaEndP -= lumaNN * 0.5;
+ FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
+ FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1;
+ FxaaBool doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1;
+/*--------------------------------------------------------------------------*/
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 3)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 4)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 5)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 6)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 7)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 8)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 9)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 10)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 11)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 12)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12;
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+/*--------------------------------------------------------------------------*/
+ FxaaFloat dstN = posM.x - posN.x;
+ FxaaFloat dstP = posP.x - posM.x;
+ if(!horzSpan) dstN = posM.y - posN.y;
+ if(!horzSpan) dstP = posP.y - posM.y;
+/*--------------------------------------------------------------------------*/
+ FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
+ FxaaFloat spanLength = (dstP + dstN);
+ FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
+ FxaaFloat spanLengthRcp = 1.0/spanLength;
+/*--------------------------------------------------------------------------*/
+ FxaaBool directionN = dstN < dstP;
+ FxaaFloat dst = min(dstN, dstP);
+ FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
+ FxaaFloat subpixG = subpixF * subpixF;
+ FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
+ FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
+ FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
+ if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
+ if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
+ #if (FXAA_DISCARD == 1)
+ return FxaaTexTop(tex, posM);
+ #else
+ return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
+ #endif
+}
+/*==========================================================================*/
+#endif
+
+
+
+
+/*============================================================================
+
+ FXAA3 CONSOLE - PC VERSION
+
+------------------------------------------------------------------------------
+Instead of using this on PC, I'd suggest just using FXAA Quality with
+ #define FXAA_QUALITY__PRESET 10
+Or
+ #define FXAA_QUALITY__PRESET 20
+Either are higher qualilty and almost as fast as this on modern PC GPUs.
+============================================================================*/
+#if (FXAA_PC_CONSOLE == 1)
+/*--------------------------------------------------------------------------*/
+FxaaFloat4 FxaaPixelShader(
+ // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
+ FxaaFloat2 pos,
+ FxaaFloat4 fxaaConsolePosPos,
+ FxaaTex tex,
+ FxaaTex fxaaConsole360TexExpBiasNegOne,
+ FxaaTex fxaaConsole360TexExpBiasNegTwo,
+ FxaaFloat2 fxaaQualityRcpFrame,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+ FxaaFloat fxaaQualitySubpix,
+ FxaaFloat fxaaQualityEdgeThreshold,
+ FxaaFloat fxaaQualityEdgeThresholdMin,
+ FxaaFloat fxaaConsoleEdgeSharpness,
+ FxaaFloat fxaaConsoleEdgeThreshold,
+ FxaaFloat fxaaConsoleEdgeThresholdMin,
+ FxaaFloat4 fxaaConsole360ConstDir
+) {
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy));
+ FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw));
+ FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy));
+ FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw));
+/*--------------------------------------------------------------------------*/
+ FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy);
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ FxaaFloat lumaM = rgbyM.w;
+ #else
+ FxaaFloat lumaM = rgbyM.y;
+ #endif
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw);
+ lumaNe += 1.0/384.0;
+ FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw);
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe);
+ FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe);
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw);
+ FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw);
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaMinM = min(lumaMin, lumaM);
+ FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled);
+ FxaaFloat lumaMaxM = max(lumaMax, lumaM);
+ FxaaFloat dirSwMinusNe = lumaSw - lumaNe;
+ FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM;
+ FxaaFloat dirSeMinusNw = lumaSe - lumaNw;
+ if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat2 dir;
+ dir.x = dirSwMinusNe + dirSeMinusNw;
+ dir.y = dirSwMinusNe - dirSeMinusNw;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat2 dir1 = normalize(dir.xy);
+ FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw);
+ FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw);
+/*--------------------------------------------------------------------------*/
+ FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness;
+ FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0);
+/*--------------------------------------------------------------------------*/
+ FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw);
+ FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw);
+/*--------------------------------------------------------------------------*/
+ FxaaFloat4 rgbyA = rgbyN1 + rgbyP1;
+ FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25);
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax);
+ #else
+ FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax);
+ #endif
+ if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5;
+ return rgbyB; }
+/*==========================================================================*/
+#endif
+
+
+
+/*============================================================================
+
+ FXAA3 CONSOLE - 360 PIXEL SHADER
+
+------------------------------------------------------------------------------
+This optimized version thanks to suggestions from Andy Luedke.
+Should be fully tex bound in all cases.
+As of the FXAA 3.11 release, I have still not tested this code,
+however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10.
+And note this is replacing the old unoptimized version.
+If it does not work, please let me know so I can fix it.
+============================================================================*/
+#if (FXAA_360 == 1)
+/*--------------------------------------------------------------------------*/
+[reduceTempRegUsage(4)]
+float4 FxaaPixelShader(
+ // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
+ FxaaFloat2 pos,
+ FxaaFloat4 fxaaConsolePosPos,
+ FxaaTex tex,
+ FxaaTex fxaaConsole360TexExpBiasNegOne,
+ FxaaTex fxaaConsole360TexExpBiasNegTwo,
+ FxaaFloat2 fxaaQualityRcpFrame,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+ FxaaFloat fxaaQualitySubpix,
+ FxaaFloat fxaaQualityEdgeThreshold,
+ FxaaFloat fxaaQualityEdgeThresholdMin,
+ FxaaFloat fxaaConsoleEdgeSharpness,
+ FxaaFloat fxaaConsoleEdgeThreshold,
+ FxaaFloat fxaaConsoleEdgeThresholdMin,
+ FxaaFloat4 fxaaConsole360ConstDir
+) {
+/*--------------------------------------------------------------------------*/
+ float4 lumaNwNeSwSe;
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ asm {
+ tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false
+ tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false
+ tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false
+ tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false
+ };
+ #else
+ asm {
+ tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false
+ tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false
+ tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false
+ tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false
+ };
+ #endif
+/*--------------------------------------------------------------------------*/
+ lumaNwNeSwSe.y += 1.0/384.0;
+ float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw);
+ float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw);
+ float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y);
+ float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y);
+/*--------------------------------------------------------------------------*/
+ float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ float lumaMinM = min(lumaMin, rgbyM.w);
+ float lumaMaxM = max(lumaMax, rgbyM.w);
+ #else
+ float lumaMinM = min(lumaMin, rgbyM.y);
+ float lumaMaxM = max(lumaMax, rgbyM.y);
+ #endif
+ if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM;
+/*--------------------------------------------------------------------------*/
+ float2 dir;
+ dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx);
+ dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy);
+ dir = normalize(dir);
+/*--------------------------------------------------------------------------*/
+ float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw;
+/*--------------------------------------------------------------------------*/
+ float4 dir2;
+ float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness;
+ dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5);
+ dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw;
+/*--------------------------------------------------------------------------*/
+ float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0));
+ float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0));
+ float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0));
+ float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0));
+/*--------------------------------------------------------------------------*/
+ float4 rgbyA = rgbyN1 + rgbyP1;
+ float4 rgbyB = rgbyN2 + rgbyP2 * 0.5 + rgbyA;
+/*--------------------------------------------------------------------------*/
+ float4 rgbyR = ((rgbyB.w - lumaMax) > 0.0) ? rgbyA : rgbyB;
+ rgbyR = ((rgbyB.w - lumaMin) > 0.0) ? rgbyR : rgbyA;
+ return rgbyR; }
+/*==========================================================================*/
+#endif
+
+
+
+/*============================================================================
+
+ FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT)
+
+==============================================================================
+The code below does not exactly match the assembly.
+I have a feeling that 12 cycles is possible, but was not able to get there.
+Might have to increase register count to get full performance.
+Note this shader does not use perspective interpolation.
+
+Use the following cgc options,
+
+ --fenable-bx2 --fastmath --fastprecision --nofloatbindings
+
+------------------------------------------------------------------------------
+ NVSHADERPERF OUTPUT
+------------------------------------------------------------------------------
+For reference and to aid in debug, output of NVShaderPerf should match this,
+
+Shader to schedule:
+ 0: texpkb h0.w(TRUE), v5.zyxx, #0
+ 2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x
+ 4: texpkb h0.w(TRUE), v5.xwxx, #0
+ 6: addh h0.z(TRUE), -h2, h0.w
+ 7: texpkb h1.w(TRUE), v5, #0
+ 9: addh h0.x(TRUE), h0.z, -h1.w
+ 10: addh h3.w(TRUE), h0.z, h1
+ 11: texpkb h2.w(TRUE), v5.zwzz, #0
+ 13: addh h0.z(TRUE), h3.w, -h2.w
+ 14: addh h0.x(TRUE), h2.w, h0
+ 15: nrmh h1.xz(TRUE), h0_n
+ 16: minh_m8 h0.x(TRUE), |h1|, |h1.z|
+ 17: maxh h4.w(TRUE), h0, h1
+ 18: divx h2.xy(TRUE), h1_n.xzzw, h0_n
+ 19: movr r1.zw(TRUE), v4.xxxy
+ 20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww
+ 22: minh h5.w(TRUE), h0, h1
+ 23: texpkb h0(TRUE), r2.xzxx, #0
+ 25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1
+ 27: maxh h4.x(TRUE), h2.z, h2.w
+ 28: texpkb h1(TRUE), r0.zwzz, #0
+ 30: addh_d2 h1(TRUE), h0, h1
+ 31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
+ 33: texpkb h0(TRUE), r0, #0
+ 35: minh h4.z(TRUE), h2, h2.w
+ 36: fenct TRUE
+ 37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
+ 39: texpkb h2(TRUE), r1, #0
+ 41: addh_d2 h0(TRUE), h0, h2
+ 42: maxh h2.w(TRUE), h4, h4.x
+ 43: minh h2.x(TRUE), h5.w, h4.z
+ 44: addh_d2 h0(TRUE), h0, h1
+ 45: slth h2.x(TRUE), h0.w, h2
+ 46: sgth h2.w(TRUE), h0, h2
+ 47: movh h0(TRUE), h0
+ 48: addx.c0 rc(TRUE), h2, h2.w
+ 49: movh h0(c0.NE.x), h1
+
+IPU0 ------ Simplified schedule: --------
+Pass | Unit | uOp | PC: Op
+-----+--------+------+-------------------------
+ 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
+ | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
+ | SCB1 | add | 2: ADDh h2.z, h0.--w-, const.--x-;
+ | | |
+ 2 | SCT0/1 | mov | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0;
+ | TEX | txl | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0;
+ | SCB1 | add | 6: ADDh h0.z,-h2, h0.--w-;
+ | | |
+ 3 | SCT0/1 | mov | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0;
+ | TEX | txl | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0;
+ | SCB0 | add | 9: ADDh h0.x, h0.z---,-h1.w---;
+ | SCB1 | add | 10: ADDh h3.w, h0.---z, h1;
+ | | |
+ 4 | SCT0/1 | mov | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
+ | TEX | txl | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
+ | SCB0 | add | 14: ADDh h0.x, h2.w---, h0;
+ | SCB1 | add | 13: ADDh h0.z, h3.--w-,-h2.--w-;
+ | | |
+ 5 | SCT1 | mov | 15: NRMh h1.xz, h0;
+ | SRB | nrm | 15: NRMh h1.xz, h0;
+ | SCB0 | min | 16: MINh*8 h0.x, |h1|, |h1.z---|;
+ | SCB1 | max | 17: MAXh h4.w, h0, h1;
+ | | |
+ 6 | SCT0 | div | 18: DIVx h2.xy, h1.xz--, h0;
+ | SCT1 | mov | 19: MOVr r1.zw, g[TEX0].--xy;
+ | SCB0 | mad | 20: MADr r2.xz,-h1, const.z-w-, r1.z-w-;
+ | SCB1 | min | 22: MINh h5.w, h0, h1;
+ | | |
+ 7 | SCT0/1 | mov | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0;
+ | TEX | txl | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0;
+ | SCB0 | max | 27: MAXh h4.x, h2.z---, h2.w---;
+ | SCB1 | mad | 25: MADr r0.zw, h1.--xz, const, r1;
+ | | |
+ 8 | SCT0/1 | mov | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0;
+ | TEX | txl | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0;
+ | SCB0/1 | add | 30: ADDh/2 h1, h0, h1;
+ | | |
+ 9 | SCT0 | mad | 31: MADr r0.xy,-h2, const.xy--, r1.zw--;
+ | SCT1 | mov | 33: TXLr h0, r0, const.zzzz, TEX0;
+ | TEX | txl | 33: TXLr h0, r0, const.zzzz, TEX0;
+ | SCB1 | min | 35: MINh h4.z, h2, h2.--w-;
+ | | |
+ 10 | SCT0 | mad | 37: MADr r1.xy, h2, const.xy--, r1.zw--;
+ | SCT1 | mov | 39: TXLr h2, r1, const.zzzz, TEX0;
+ | TEX | txl | 39: TXLr h2, r1, const.zzzz, TEX0;
+ | SCB0/1 | add | 41: ADDh/2 h0, h0, h2;
+ | | |
+ 11 | SCT0 | min | 43: MINh h2.x, h5.w---, h4.z---;
+ | SCT1 | max | 42: MAXh h2.w, h4, h4.---x;
+ | SCB0/1 | add | 44: ADDh/2 h0, h0, h1;
+ | | |
+ 12 | SCT0 | set | 45: SLTh h2.x, h0.w---, h2;
+ | SCT1 | set | 46: SGTh h2.w, h0, h2;
+ | SCB0/1 | mul | 47: MOVh h0, h0;
+ | | |
+ 13 | SCT0 | mad | 48: ADDxc0_s rc, h2, h2.w---;
+ | SCB0/1 | mul | 49: MOVh h0(NE0.xxxx), h1;
+
+Pass SCT TEX SCB
+ 1: 0% 100% 25%
+ 2: 0% 100% 25%
+ 3: 0% 100% 50%
+ 4: 0% 100% 50%
+ 5: 0% 0% 50%
+ 6: 100% 0% 75%
+ 7: 0% 100% 75%
+ 8: 0% 100% 100%
+ 9: 0% 100% 25%
+ 10: 0% 100% 100%
+ 11: 50% 0% 100%
+ 12: 50% 0% 100%
+ 13: 25% 0% 100%
+
+MEAN: 17% 61% 67%
+
+Pass SCT0 SCT1 TEX SCB0 SCB1
+ 1: 0% 0% 100% 0% 100%
+ 2: 0% 0% 100% 0% 100%
+ 3: 0% 0% 100% 100% 100%
+ 4: 0% 0% 100% 100% 100%
+ 5: 0% 0% 0% 100% 100%
+ 6: 100% 100% 0% 100% 100%
+ 7: 0% 0% 100% 100% 100%
+ 8: 0% 0% 100% 100% 100%
+ 9: 0% 0% 100% 0% 100%
+ 10: 0% 0% 100% 100% 100%
+ 11: 100% 100% 0% 100% 100%
+ 12: 100% 100% 0% 100% 100%
+ 13: 100% 0% 0% 100% 100%
+
+MEAN: 30% 23% 61% 76% 100%
+Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5
+Results 13 cycles, 3 r regs, 923,076,923 pixels/s
+============================================================================*/
+#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0)
+/*--------------------------------------------------------------------------*/
+#pragma regcount 7
+#pragma disablepc all
+#pragma option O3
+#pragma option OutColorPrec=fp16
+#pragma texformat default RGBA8
+/*==========================================================================*/
+half4 FxaaPixelShader(
+ // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
+ FxaaFloat2 pos,
+ FxaaFloat4 fxaaConsolePosPos,
+ FxaaTex tex,
+ FxaaTex fxaaConsole360TexExpBiasNegOne,
+ FxaaTex fxaaConsole360TexExpBiasNegTwo,
+ FxaaFloat2 fxaaQualityRcpFrame,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+ FxaaFloat fxaaQualitySubpix,
+ FxaaFloat fxaaQualityEdgeThreshold,
+ FxaaFloat fxaaQualityEdgeThresholdMin,
+ FxaaFloat fxaaConsoleEdgeSharpness,
+ FxaaFloat fxaaConsoleEdgeThreshold,
+ FxaaFloat fxaaConsoleEdgeThresholdMin,
+ FxaaFloat4 fxaaConsole360ConstDir
+) {
+/*--------------------------------------------------------------------------*/
+// (1)
+ half4 dir;
+ half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ lumaNe.w += half(1.0/512.0);
+ dir.x = -lumaNe.w;
+ dir.z = -lumaNe.w;
+ #else
+ lumaNe.y += half(1.0/512.0);
+ dir.x = -lumaNe.y;
+ dir.z = -lumaNe.y;
+ #endif
+/*--------------------------------------------------------------------------*/
+// (2)
+ half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ dir.x += lumaSw.w;
+ dir.z += lumaSw.w;
+ #else
+ dir.x += lumaSw.y;
+ dir.z += lumaSw.y;
+ #endif
+/*--------------------------------------------------------------------------*/
+// (3)
+ half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ dir.x -= lumaNw.w;
+ dir.z += lumaNw.w;
+ #else
+ dir.x -= lumaNw.y;
+ dir.z += lumaNw.y;
+ #endif
+/*--------------------------------------------------------------------------*/
+// (4)
+ half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ dir.x += lumaSe.w;
+ dir.z -= lumaSe.w;
+ #else
+ dir.x += lumaSe.y;
+ dir.z -= lumaSe.y;
+ #endif
+/*--------------------------------------------------------------------------*/
+// (5)
+ half4 dir1_pos;
+ dir1_pos.xy = normalize(dir.xyz).xz;
+ half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS);
+/*--------------------------------------------------------------------------*/
+// (6)
+ half4 dir2_pos;
+ dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0));
+ dir1_pos.zw = pos.xy;
+ dir2_pos.zw = pos.xy;
+ half4 temp1N;
+ temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
+/*--------------------------------------------------------------------------*/
+// (7)
+ temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0));
+ half4 rgby1;
+ rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
+/*--------------------------------------------------------------------------*/
+// (8)
+ rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0));
+ rgby1 = (temp1N + rgby1) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (9)
+ half4 temp2N;
+ temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
+ temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0));
+/*--------------------------------------------------------------------------*/
+// (10)
+ half4 rgby2;
+ rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
+ rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0));
+ rgby2 = (temp2N + rgby2) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (11)
+ // compilier moves these scalar ops up to other cycles
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w));
+ half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w));
+ #else
+ half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y));
+ half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y));
+ #endif
+ rgby2 = (rgby2 + rgby1) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (12)
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ bool twoTapLt = rgby2.w < lumaMin;
+ bool twoTapGt = rgby2.w > lumaMax;
+ #else
+ bool twoTapLt = rgby2.y < lumaMin;
+ bool twoTapGt = rgby2.y > lumaMax;
+ #endif
+/*--------------------------------------------------------------------------*/
+// (13)
+ if(twoTapLt || twoTapGt) rgby2 = rgby1;
+/*--------------------------------------------------------------------------*/
+ return rgby2; }
+/*==========================================================================*/
+#endif
+
+
+
+/*============================================================================
+
+ FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT)
+
+==============================================================================
+The code mostly matches the assembly.
+I have a feeling that 14 cycles is possible, but was not able to get there.
+Might have to increase register count to get full performance.
+Note this shader does not use perspective interpolation.
+
+Use the following cgc options,
+
+ --fenable-bx2 --fastmath --fastprecision --nofloatbindings
+
+Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks).
+Will look at fixing this for FXAA 3.12.
+------------------------------------------------------------------------------
+ NVSHADERPERF OUTPUT
+------------------------------------------------------------------------------
+For reference and to aid in debug, output of NVShaderPerf should match this,
+
+Shader to schedule:
+ 0: texpkb h0.w(TRUE), v5.zyxx, #0
+ 2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x
+ 4: texpkb h1.w(TRUE), v5.xwxx, #0
+ 6: addh h0.x(TRUE), h1.w, -h2.y
+ 7: texpkb h2.w(TRUE), v5.zwzz, #0
+ 9: minh h4.w(TRUE), h2.y, h2
+ 10: maxh h5.x(TRUE), h2.y, h2.w
+ 11: texpkb h0.w(TRUE), v5, #0
+ 13: addh h3.w(TRUE), -h0, h0.x
+ 14: addh h0.x(TRUE), h0.w, h0
+ 15: addh h0.z(TRUE), -h2.w, h0.x
+ 16: addh h0.x(TRUE), h2.w, h3.w
+ 17: minh h5.y(TRUE), h0.w, h1.w
+ 18: nrmh h2.xz(TRUE), h0_n
+ 19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z|
+ 20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w
+ 21: movr r1.zw(TRUE), v4.xxxy
+ 22: maxh h2.w(TRUE), h0, h1
+ 23: fenct TRUE
+ 24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz
+ 26: texpkb h0(TRUE), r0, #0
+ 28: maxh h5.x(TRUE), h2.w, h5
+ 29: minh h5.w(TRUE), h5.y, h4
+ 30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz
+ 32: texpkb h2(TRUE), r1, #0
+ 34: addh_d2 h2(TRUE), h0, h2
+ 35: texpkb h1(TRUE), v4, #0
+ 37: maxh h5.y(TRUE), h5.x, h1.w
+ 38: minh h4.w(TRUE), h1, h5
+ 39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
+ 41: texpkb h0(TRUE), r0, #0
+ 43: addh_m8 h5.z(TRUE), h5.y, -h4.w
+ 44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
+ 46: texpkb h3(TRUE), r2, #0
+ 48: addh_d2 h0(TRUE), h0, h3
+ 49: addh_d2 h3(TRUE), h0, h2
+ 50: movh h0(TRUE), h3
+ 51: slth h3.x(TRUE), h3.w, h5.w
+ 52: sgth h3.w(TRUE), h3, h5.x
+ 53: addx.c0 rc(TRUE), h3.x, h3
+ 54: slth.c0 rc(TRUE), h5.z, h5
+ 55: movh h0(c0.NE.w), h2
+ 56: movh h0(c0.NE.x), h1
+
+IPU0 ------ Simplified schedule: --------
+Pass | Unit | uOp | PC: Op
+-----+--------+------+-------------------------
+ 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
+ | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
+ | SCB0 | add | 2: ADDh h2.y, h0.-w--, const.-x--;
+ | | |
+ 2 | SCT0/1 | mov | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0;
+ | TEX | txl | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0;
+ | SCB0 | add | 6: ADDh h0.x, h1.w---,-h2.y---;
+ | | |
+ 3 | SCT0/1 | mov | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
+ | TEX | txl | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
+ | SCB0 | max | 10: MAXh h5.x, h2.y---, h2.w---;
+ | SCB1 | min | 9: MINh h4.w, h2.---y, h2;
+ | | |
+ 4 | SCT0/1 | mov | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0;
+ | TEX | txl | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0;
+ | SCB0 | add | 14: ADDh h0.x, h0.w---, h0;
+ | SCB1 | add | 13: ADDh h3.w,-h0, h0.---x;
+ | | |
+ 5 | SCT0 | mad | 16: ADDh h0.x, h2.w---, h3.w---;
+ | SCT1 | mad | 15: ADDh h0.z,-h2.--w-, h0.--x-;
+ | SCB0 | min | 17: MINh h5.y, h0.-w--, h1.-w--;
+ | | |
+ 6 | SCT1 | mov | 18: NRMh h2.xz, h0;
+ | SRB | nrm | 18: NRMh h2.xz, h0;
+ | SCB1 | min | 19: MINh*8 h2.w, |h2.---x|, |h2.---z|;
+ | | |
+ 7 | SCT0 | div | 20: DIVx h4.xy, h2.xz--, h2.ww--;
+ | SCT1 | mov | 21: MOVr r1.zw, g[TEX0].--xy;
+ | SCB1 | max | 22: MAXh h2.w, h0, h1;
+ | | |
+ 8 | SCT0 | mad | 24: MADr r0.xy,-h2.xz--, const.zw--, r1.zw--;
+ | SCT1 | mov | 26: TXLr h0, r0, const.xxxx, TEX0;
+ | TEX | txl | 26: TXLr h0, r0, const.xxxx, TEX0;
+ | SCB0 | max | 28: MAXh h5.x, h2.w---, h5;
+ | SCB1 | min | 29: MINh h5.w, h5.---y, h4;
+ | | |
+ 9 | SCT0 | mad | 30: MADr r1.xy, h2.xz--, const.zw--, r1.zw--;
+ | SCT1 | mov | 32: TXLr h2, r1, const.xxxx, TEX0;
+ | TEX | txl | 32: TXLr h2, r1, const.xxxx, TEX0;
+ | SCB0/1 | add | 34: ADDh/2 h2, h0, h2;
+ | | |
+ 10 | SCT0/1 | mov | 35: TXLr h1, g[TEX0], const.xxxx, TEX0;
+ | TEX | txl | 35: TXLr h1, g[TEX0], const.xxxx, TEX0;
+ | SCB0 | max | 37: MAXh h5.y, h5.-x--, h1.-w--;
+ | SCB1 | min | 38: MINh h4.w, h1, h5;
+ | | |
+ 11 | SCT0 | mad | 39: MADr r0.xy,-h4, const.xy--, r1.zw--;
+ | SCT1 | mov | 41: TXLr h0, r0, const.zzzz, TEX0;
+ | TEX | txl | 41: TXLr h0, r0, const.zzzz, TEX0;
+ | SCB0 | mad | 44: MADr r2.xy, h4, const.xy--, r1.zw--;
+ | SCB1 | add | 43: ADDh*8 h5.z, h5.--y-,-h4.--w-;
+ | | |
+ 12 | SCT0/1 | mov | 46: TXLr h3, r2, const.xxxx, TEX0;
+ | TEX | txl | 46: TXLr h3, r2, const.xxxx, TEX0;
+ | SCB0/1 | add | 48: ADDh/2 h0, h0, h3;
+ | | |
+ 13 | SCT0/1 | mad | 49: ADDh/2 h3, h0, h2;
+ | SCB0/1 | mul | 50: MOVh h0, h3;
+ | | |
+ 14 | SCT0 | set | 51: SLTh h3.x, h3.w---, h5.w---;
+ | SCT1 | set | 52: SGTh h3.w, h3, h5.---x;
+ | SCB0 | set | 54: SLThc0 rc, h5.z---, h5;
+ | SCB1 | add | 53: ADDxc0_s rc, h3.---x, h3;
+ | | |
+ 15 | SCT0/1 | mul | 55: MOVh h0(NE0.wwww), h2;
+ | SCB0/1 | mul | 56: MOVh h0(NE0.xxxx), h1;
+
+Pass SCT TEX SCB
+ 1: 0% 100% 25%
+ 2: 0% 100% 25%
+ 3: 0% 100% 50%
+ 4: 0% 100% 50%
+ 5: 50% 0% 25%
+ 6: 0% 0% 25%
+ 7: 100% 0% 25%
+ 8: 0% 100% 50%
+ 9: 0% 100% 100%
+ 10: 0% 100% 50%
+ 11: 0% 100% 75%
+ 12: 0% 100% 100%
+ 13: 100% 0% 100%
+ 14: 50% 0% 50%
+ 15: 100% 0% 100%
+
+MEAN: 26% 60% 56%
+
+Pass SCT0 SCT1 TEX SCB0 SCB1
+ 1: 0% 0% 100% 100% 0%
+ 2: 0% 0% 100% 100% 0%
+ 3: 0% 0% 100% 100% 100%
+ 4: 0% 0% 100% 100% 100%
+ 5: 100% 100% 0% 100% 0%
+ 6: 0% 0% 0% 0% 100%
+ 7: 100% 100% 0% 0% 100%
+ 8: 0% 0% 100% 100% 100%
+ 9: 0% 0% 100% 100% 100%
+ 10: 0% 0% 100% 100% 100%
+ 11: 0% 0% 100% 100% 100%
+ 12: 0% 0% 100% 100% 100%
+ 13: 100% 100% 0% 100% 100%
+ 14: 100% 100% 0% 100% 100%
+ 15: 100% 100% 0% 100% 100%
+
+MEAN: 33% 33% 60% 86% 80%
+Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5
+Results 15 cycles, 3 r regs, 800,000,000 pixels/s
+============================================================================*/
+#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1)
+/*--------------------------------------------------------------------------*/
+#pragma regcount 7
+#pragma disablepc all
+#pragma option O2
+#pragma option OutColorPrec=fp16
+#pragma texformat default RGBA8
+/*==========================================================================*/
+half4 FxaaPixelShader(
+ // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
+ FxaaFloat2 pos,
+ FxaaFloat4 fxaaConsolePosPos,
+ FxaaTex tex,
+ FxaaTex fxaaConsole360TexExpBiasNegOne,
+ FxaaTex fxaaConsole360TexExpBiasNegTwo,
+ FxaaFloat2 fxaaQualityRcpFrame,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+ FxaaFloat fxaaQualitySubpix,
+ FxaaFloat fxaaQualityEdgeThreshold,
+ FxaaFloat fxaaQualityEdgeThresholdMin,
+ FxaaFloat fxaaConsoleEdgeSharpness,
+ FxaaFloat fxaaConsoleEdgeThreshold,
+ FxaaFloat fxaaConsoleEdgeThresholdMin,
+ FxaaFloat4 fxaaConsole360ConstDir
+) {
+/*--------------------------------------------------------------------------*/
+// (1)
+ half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ half lumaNe = rgbyNe.w + half(1.0/512.0);
+ #else
+ half lumaNe = rgbyNe.y + half(1.0/512.0);
+ #endif
+/*--------------------------------------------------------------------------*/
+// (2)
+ half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ half lumaSwNegNe = lumaSw.w - lumaNe;
+ #else
+ half lumaSwNegNe = lumaSw.y - lumaNe;
+ #endif
+/*--------------------------------------------------------------------------*/
+// (3)
+ half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ half lumaMaxNwSw = max(lumaNw.w, lumaSw.w);
+ half lumaMinNwSw = min(lumaNw.w, lumaSw.w);
+ #else
+ half lumaMaxNwSw = max(lumaNw.y, lumaSw.y);
+ half lumaMinNwSw = min(lumaNw.y, lumaSw.y);
+ #endif
+/*--------------------------------------------------------------------------*/
+// (4)
+ half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ half dirZ = lumaNw.w + lumaSwNegNe;
+ half dirX = -lumaNw.w + lumaSwNegNe;
+ #else
+ half dirZ = lumaNw.y + lumaSwNegNe;
+ half dirX = -lumaNw.y + lumaSwNegNe;
+ #endif
+/*--------------------------------------------------------------------------*/
+// (5)
+ half3 dir;
+ dir.y = 0.0;
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ dir.x = lumaSe.w + dirX;
+ dir.z = -lumaSe.w + dirZ;
+ half lumaMinNeSe = min(lumaNe, lumaSe.w);
+ #else
+ dir.x = lumaSe.y + dirX;
+ dir.z = -lumaSe.y + dirZ;
+ half lumaMinNeSe = min(lumaNe, lumaSe.y);
+ #endif
+/*--------------------------------------------------------------------------*/
+// (6)
+ half4 dir1_pos;
+ dir1_pos.xy = normalize(dir).xz;
+ half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS);
+/*--------------------------------------------------------------------------*/
+// (7)
+ half4 dir2_pos;
+ dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0));
+ dir1_pos.zw = pos.xy;
+ dir2_pos.zw = pos.xy;
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ half lumaMaxNeSe = max(lumaNe, lumaSe.w);
+ #else
+ half lumaMaxNeSe = max(lumaNe, lumaSe.y);
+ #endif
+/*--------------------------------------------------------------------------*/
+// (8)
+ half4 temp1N;
+ temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
+ temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0));
+ half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe);
+ half lumaMin = min(lumaMinNwSw, lumaMinNeSe);
+/*--------------------------------------------------------------------------*/
+// (9)
+ half4 rgby1;
+ rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
+ rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0));
+ rgby1 = (temp1N + rgby1) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (10)
+ half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ half lumaMaxM = max(lumaMax, rgbyM.w);
+ half lumaMinM = min(lumaMin, rgbyM.w);
+ #else
+ half lumaMaxM = max(lumaMax, rgbyM.y);
+ half lumaMinM = min(lumaMin, rgbyM.y);
+ #endif
+/*--------------------------------------------------------------------------*/
+// (11)
+ half4 temp2N;
+ temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
+ temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0));
+ half4 rgby2;
+ rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
+ half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD;
+/*--------------------------------------------------------------------------*/
+// (12)
+ rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0));
+ rgby2 = (temp2N + rgby2) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (13)
+ rgby2 = (rgby2 + rgby1) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (14)
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ bool twoTapLt = rgby2.w < lumaMin;
+ bool twoTapGt = rgby2.w > lumaMax;
+ #else
+ bool twoTapLt = rgby2.y < lumaMin;
+ bool twoTapGt = rgby2.y > lumaMax;
+ #endif
+ bool earlyExit = lumaRangeM < lumaMax;
+ bool twoTap = twoTapLt || twoTapGt;
+/*--------------------------------------------------------------------------*/
+// (15)
+ if(twoTap) rgby2 = rgby1;
+ if(earlyExit) rgby2 = rgbyM;
+/*--------------------------------------------------------------------------*/
+ return rgby2; }
+/*==========================================================================*/
+#endif
+
+uniform sampler2D diffuseMap;
+
+uniform vec2 rcp_screen_res;
+uniform vec4 rcp_frame_opt;
+uniform vec4 rcp_frame_opt2;
+uniform vec2 screen_res;
+VARYING vec2 vary_fragcoord;
+VARYING vec2 vary_tc;
+
+void main()
+{
+ vec4 diff = FxaaPixelShader(vary_tc, //pos
+ vec4(vary_fragcoord.xy, 0, 0), //fxaaConsolePosPos
+ diffuseMap, //tex
+ diffuseMap,
+ diffuseMap,
+ rcp_screen_res, //fxaaQualityRcpFrame
+ vec4(0,0,0,0), //fxaaConsoleRcpFrameOpt
+ rcp_frame_opt, //fxaaConsoleRcpFrameOpt2
+ rcp_frame_opt2, //fxaaConsole360RcpFrameOpt2
+ 0.75, //fxaaQualitySubpix
+ 0.07, //fxaaQualityEdgeThreshold
+ 0.03, //fxaaQualityEdgeThresholdMin
+ 8.0, //fxaaConsoleEdgeSharpness
+ 0.125, //fxaaConsoleEdgeThreshold
+ 0.05, //fxaaConsoleEdgeThresholdMin
+ vec4(0,0,0,0)); //fxaaConsole360ConstDir
+
+
+
+ //diff = texture2D(diffuseMap, vary_tc);
+
+ gl_FragColor = diff;
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
index bfb7760af8..29ca80ae92 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
@@ -23,10 +23,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2D noiseMap;
@@ -38,7 +40,7 @@ uniform sampler2D depthGIMap;
uniform sampler2D lightFunc;
// Inputs
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
@@ -182,5 +184,5 @@ void main()
vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- gl_FragData[0].xyz = giAmbient(pos, norm);
+ gl_FragColor.xyz = giAmbient(pos, norm);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
index 190e32b6a3..e5d3bb8ea6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
@@ -22,21 +22,27 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
-varying vec2 vary_fragcoord;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
{
//transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
+
vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
- vec4 tex = gl_MultiTexCoord0;
+ vec4 tex = vec4(texcoord0,0,1);
tex.w = 1.0;
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
index 7152e13946..a44173a2a4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
@@ -22,25 +22,30 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
+
uniform float minimum_alpha;
-uniform float maximum_alpha;
uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
uniform sampler2D specularMap;
+VARYING vec2 vary_texcoord0;
+
void main()
{
- vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
- if (col.a < minimum_alpha || col.a > maximum_alpha)
+ if (col.a < minimum_alpha)
{
discard;
}
gl_FragData[0] = vec4(col.rgb, col.a * 0.005);
- gl_FragData[1] = texture2D(specularMap, gl_TexCoord[0].xy);
- gl_FragData[2] = vec4(texture2D(normalMap, gl_TexCoord[0].xy).xyz, 0.0);
+ gl_FragData[1] = texture2D(specularMap, vary_texcoord0.xy);
+ gl_FragData[2] = vec4(texture2D(normalMap, vary_texcoord0.xy).xyz, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
index 0cf8c68173..42266e9378 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
@@ -22,14 +22,18 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-
- gl_FrontColor = gl_Color;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
index 4ba26fb0c6..e014a14ad8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
@@ -22,12 +22,14 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
-
+
uniform sampler2DRect diffuseMap;
-varying vec2 vary_fragcoord;
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+VARYING vec2 vary_fragcoord;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
index 9f22175f84..f2dc60aa5d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
@@ -23,19 +23,23 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
-
-
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
+VARYING vec4 vertex_color;
uniform vec2 screen_res;
void main()
{
//transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
+
vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index 42212a978e..179c721a2f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -23,10 +23,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect depthMap;
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
@@ -45,7 +47,7 @@ uniform int light_count;
uniform vec4 light[MAX_LIGHT_COUNT];
uniform vec4 light_col[MAX_LIGHT_COUNT];
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform float far_z;
@@ -124,7 +126,7 @@ void main()
if (sa > 0.0)
{
- sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
+ sa = texture2D(lightFunc,vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);
sa *= noise;
col += da*sa*light_col[i].rgb*spec.rgb;
}
@@ -141,6 +143,4 @@ void main()
gl_FragColor.rgb = out_col;
gl_FragColor.a = 0.0;
-
- //gl_FragColor = vec4(0.1, 0.025, 0.025/4.0, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl
deleted file mode 100644
index 863bac19cf..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl
+++ /dev/null
@@ -1,155 +0,0 @@
-/**
- * @file multiPointLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-uniform sampler2DMS depthMap;
-uniform sampler2DMS diffuseRect;
-uniform sampler2DMS specularRect;
-uniform sampler2DMS normalMap;
-uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
-
-
-uniform vec3 env_mat[3];
-uniform float sun_wash;
-
-uniform int light_count;
-
-#define MAX_LIGHT_COUNT 16
-uniform vec4 light[MAX_LIGHT_COUNT];
-uniform vec4 light_col[MAX_LIGHT_COUNT];
-
-varying vec4 vary_fragcoord;
-uniform vec2 screen_res;
-
-uniform float far_z;
-
-uniform mat4 inv_proj;
-
-vec4 getPosition(ivec2 pos_screen, int sample)
-{
- float depth = texelFetch(depthMap, pos_screen, sample).r;
- vec2 sc = vec2(pos_screen.xy)*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-void main()
-{
- vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
- ivec2 itc = ivec2(frag);
-
- int wght = 0;
- vec3 fcol = vec3(0,0,0);
-
- for (int s = 0; s < samples; ++s)
- {
- vec3 pos = getPosition(itc, s).xyz;
- if (pos.z >= far_z)
- {
- vec3 norm = texelFetch(normalMap, itc, s).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- norm = normalize(norm);
- vec4 spec = texelFetch(specularRect, itc, s);
- vec3 diff = texelFetch(diffuseRect, itc, s).rgb;
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
- vec3 out_col = vec3(0,0,0);
- vec3 npos = normalize(-pos);
-
- // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
- for (int i = 0; i < MAX_LIGHT_COUNT; ++i)
- {
- bool light_contrib = (i < light_count);
-
- vec3 lv = light[i].xyz-pos;
- float dist2 = dot(lv,lv);
- dist2 /= light[i].w;
- if (dist2 > 1.0)
- {
- light_contrib = false;
- }
-
- float da = dot(norm, lv);
- if (da < 0.0)
- {
- light_contrib = false;
- }
-
- if (light_contrib)
- {
- lv = normalize(lv);
- da = dot(norm, lv);
-
- float fa = light_col[i].a+1.0;
- float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
- dist_atten *= noise;
-
- float lit = da * dist_atten;
-
- vec3 col = light_col[i].rgb*lit*diff;
- //vec3 col = vec3(dist2, light_col[i].a, lit);
-
- if (spec.a > 0.0)
- {
- //vec3 ref = dot(pos+lv, norm);
-
- float sa = dot(normalize(lv+npos),norm);
-
- if (sa > 0.0)
- {
- sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
- sa *= noise;
- col += da*sa*light_col[i].rgb*spec.rgb;
- }
- }
-
- out_col += col;
- }
- }
-
- fcol += out_col;
- ++wght;
- }
- }
-
- if (wght <= 0)
- {
- discard;
- }
-
- gl_FragColor.rgb = fcol/samples;
- gl_FragColor.a = 0.0;
-
-
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
index 1362a48daf..eefefa640d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
@@ -23,16 +23,17 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
void main()
{
//transform vertex
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_fragcoord = pos;
gl_Position = pos;
- gl_FrontColor = gl_Color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 85b0ce5beb..2196d14895 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -23,7 +23,9 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
//class 1 -- no shadows
@@ -35,7 +37,6 @@ uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
uniform sampler2D projectionMap;
uniform mat4 proj_mat; //screen space to light space
@@ -55,9 +56,12 @@ uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
-varying vec4 vary_light;
+uniform vec3 center;
+uniform vec3 color;
+uniform float falloff;
+uniform float size;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
@@ -110,7 +114,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
vec4 getPosition(vec2 pos_screen)
{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
@@ -129,9 +133,9 @@ void main()
frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = vary_light.xyz-pos.xyz;
+ vec3 lv = center.xyz-pos.xyz;
float dist2 = dot(lv,lv);
- dist2 /= vary_light.w;
+ dist2 /= size;
if (dist2 > 1.0)
{
discard;
@@ -150,7 +154,7 @@ void main()
proj_tc.xyz /= proj_tc.w;
- float fa = gl_Color.a+1.0;
+ float fa = falloff+1.0;
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
if (dist_atten <= 0.0)
{
@@ -182,7 +186,7 @@ void main()
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+ vec3 lcol = color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
@@ -199,7 +203,7 @@ void main()
amb_da = min(amb_da, 1.0-lit);
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
@@ -232,7 +236,7 @@ void main()
stc.y > 0.0)
{
vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
+ col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb;
}
}
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl
deleted file mode 100644
index 10285817c2..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl
+++ /dev/null
@@ -1,250 +0,0 @@
-/**
- * @file multiSpotLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-//class 1 -- no shadows
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-uniform sampler2DMS diffuseRect;
-uniform sampler2DMS specularRect;
-uniform sampler2DMS depthMap;
-uniform sampler2DMS normalMap;
-uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
-uniform sampler2D projectionMap;
-
-uniform mat4 proj_mat; //screen space to light space
-uniform float proj_near; //near clip for projection
-uniform vec3 proj_p; //plane projection is emitting from (in screen space)
-uniform vec3 proj_n;
-uniform float proj_focus; //distance from plane to begin blurring
-uniform float proj_lod; //(number of mips in proj map)
-uniform float proj_range; //range between near clip and far clip plane of projection
-uniform float proj_ambient_lod;
-uniform float proj_ambiance;
-uniform float near_clip;
-uniform float far_clip;
-
-uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
-uniform float sun_wash;
-uniform float shadow_fade;
-
-varying vec4 vary_light;
-
-varying vec4 vary_fragcoord;
-uniform vec2 screen_res;
-
-uniform mat4 inv_proj;
-
-vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = tc-vec2(0.5);
-
- float det = max(1.0-lod/(proj_lod*0.5), 0.0);
-
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
-
- return ret;
-}
-
-vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
-
- float det = min(lod/(proj_lod*0.5), 1.0);
-
- float d = min(dist.x, dist.y);
-
- float edge = 0.25*det;
-
- ret *= clamp(d/edge, 0.0, 1.0);
-
- return ret;
-}
-
-vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = tc-vec2(0.5);
-
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
-
- return ret;
-}
-
-
-vec4 getPosition(ivec2 pos_screen, int sample)
-{
- float depth = texelFetch(depthMap, pos_screen, sample).r;
- vec2 sc = vec2(pos_screen.xy)*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-void main()
-{
- int wght = 0;
-
- vec3 fcol = vec3(0,0,0);
-
- vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
-
- ivec2 itc = ivec2(frag.xy);
-
- for (int i = 0; i < samples; ++i)
- {
- vec3 pos = getPosition(itc, i).xyz;
- vec3 lv = vary_light.xyz-pos.xyz;
- float dist2 = dot(lv,lv);
- dist2 /= vary_light.w;
- if (dist2 <= 1.0)
- {
- vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0;
-
- norm = normalize(norm);
- float l_dist = -dot(lv, proj_n);
-
- vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
- if (proj_tc.z >= 0.0)
- {
- proj_tc.xyz /= proj_tc.w;
-
- float fa = gl_Color.a+1.0;
- float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
- if (dist_atten > 0.0)
- {
- lv = proj_origin-pos.xyz;
- lv = normalize(lv);
- float da = dot(norm, lv);
-
- vec3 col = vec3(0,0,0);
-
- vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
-
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
- if (proj_tc.z > 0.0 &&
- proj_tc.x < 1.0 &&
- proj_tc.y < 1.0 &&
- proj_tc.x > 0.0 &&
- proj_tc.y > 0.0)
- {
- float lit = 0.0;
- float amb_da = proj_ambiance;
-
- if (da > 0.0)
- {
- float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
- float lod = diff * proj_lod;
-
- vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
-
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
-
- lit = da * dist_atten * noise;
-
- col = lcol*lit*diff_tex;
- amb_da += (da*0.5)*proj_ambiance;
- }
-
- //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
- vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
-
- amb_da += (da*da*0.5+0.5)*proj_ambiance;
-
- amb_da *= dist_atten * noise;
-
- amb_da = min(amb_da, 1.0-lit);
-
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
- }
-
-
- vec4 spec = texelFetch(specularRect, itc, i);
- if (spec.a > 0.0)
- {
- vec3 ref = reflect(normalize(pos), norm);
-
- //project from point pos in direction ref to plane proj_p, proj_n
- vec3 pdelta = proj_p-pos;
- float ds = dot(ref, proj_n);
-
- if (ds < 0.0)
- {
- vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
-
- vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
-
- if (stc.z > 0.0)
- {
- stc.xy /= stc.w;
-
- float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
-
- stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
-
- if (stc.x < 1.0 &&
- stc.y < 1.0 &&
- stc.x > 0.0 &&
- stc.y > 0.0)
- {
- vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
- }
- }
- }
- }
-
- fcol += col;
- ++wght;
- }
- }
- }
- }
-
- if (wght <= 0)
- {
- discard;
- }
-
- gl_FragColor.rgb = fcol/samples;
- gl_FragColor.a = 0.0;
-}
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl
index c2cc8ed567..879942d8fa 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl
@@ -1,5 +1,5 @@
/**
- * @file glowExtractF.glsl
+ * @file normgenF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -23,34 +23,34 @@
* $/LicenseInfo$
*/
+#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
+uniform sampler2D alphaMap;
-uniform sampler2DMS diffuseMap;
-uniform float minLuminance;
-uniform float maxExtractAlpha;
-uniform vec3 lumWeights;
-uniform vec3 warmthWeights;
-uniform float warmthAmount;
+VARYING vec2 vary_texcoord0;
+
+uniform float stepX;
+uniform float stepY;
+uniform float norm_scale;
void main()
{
- ivec2 itc = ivec2(gl_TexCoord[0].xy);
- vec4 fcol = vec4(0,0,0,0);
-
- for (int i = 0; i < samples; i++)
- {
- vec4 col = texelFetch(diffuseMap, itc, i);
+ float alpha = texture2D(alphaMap, vary_texcoord0).a;
- /// CALCULATING LUMINANCE (Using NTSC lum weights)
- /// http://en.wikipedia.org/wiki/Luma_%28video%29
- float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
- float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) );
+ vec3 right = vec3(norm_scale, 0, (texture2D(alphaMap, vary_texcoord0+vec2(stepX, 0)).a-alpha)*255);
+ vec3 left = vec3(-norm_scale, 0, (texture2D(alphaMap, vary_texcoord0-vec2(stepX, 0)).a-alpha)*255);
+ vec3 up = vec3(0, -norm_scale, (texture2D(alphaMap, vary_texcoord0-vec2(0, stepY)).a-alpha)*255);
+ vec3 down = vec3(0, norm_scale, (texture2D(alphaMap, vary_texcoord0+vec2(0, stepY)).a-alpha)*255);
- fcol += vec4(col.rgb, max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha));
- }
-
- gl_FragColor = fcol/samples;
+ vec3 norm = cross(right, down) + cross(down, left) + cross(left,up) + cross(up, right);
+
+ norm = normalize(norm);
+ norm *= 0.5;
+ norm += 0.5;
+
+ gl_FragColor = vec4(norm, alpha);
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl
index a6a206502c..9bceae05b7 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl
@@ -1,5 +1,5 @@
/**
- * @file giFinalV.glsl
+ * @file normgenV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -23,15 +23,14 @@
* $/LicenseInfo$
*/
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
-
-varying vec2 vary_fragcoord;
-uniform vec2 screen_res;
+VARYING vec2 vary_fragcoord;
+VARYING vec2 vary_texcoord0;
void main()
{
- //transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
+ gl_Position = vec4(position.x*2.0-1.0, position.y*2.0-1.0, -1.0, 1.0);
+ vary_texcoord0 = texcoord0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index 0771f9b91a..b673d00d6e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -23,10 +23,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
@@ -38,9 +40,12 @@ uniform sampler2DRect depthMap;
uniform vec3 env_mat[3];
uniform float sun_wash;
-varying vec4 vary_light;
+uniform vec3 center;
+uniform vec3 color;
+uniform float falloff;
+uniform float size;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
@@ -67,9 +72,9 @@ void main()
frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = vary_light.xyz-pos;
+ vec3 lv = center.xyz-pos;
float dist2 = dot(lv,lv);
- dist2 /= vary_light.w;
+ dist2 /= size;
if (dist2 > 1.0)
{
discard;
@@ -90,11 +95,11 @@ void main()
float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
- float fa = gl_Color.a+1.0;
+ float fa = falloff+1.0;
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
float lit = da * dist_atten * noise;
- col = gl_Color.rgb*lit*col;
+ col = color.rgb*lit*col;
vec4 spec = texture2DRect(specularRect, frag.xy);
if (spec.a > 0.0)
@@ -102,9 +107,9 @@ void main()
float sa = dot(normalize(lv-normalize(pos)),norm);
if (sa > 0.0)
{
- sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
+ sa = texture2D(lightFunc, vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);
sa *= noise;
- col += da*sa*gl_Color.rgb*spec.rgb;
+ col += da*sa*color.rgb*spec.rgb;
}
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl
deleted file mode 100644
index cdce58c84e..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl
+++ /dev/null
@@ -1,126 +0,0 @@
-/**
- * @file pointLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-uniform sampler2DMS depthMap;
-uniform sampler2DMS diffuseRect;
-uniform sampler2DMS specularRect;
-uniform sampler2DMS normalMap;
-uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
-
-
-uniform vec3 env_mat[3];
-uniform float sun_wash;
-
-varying vec4 vary_light;
-
-varying vec4 vary_fragcoord;
-uniform vec2 screen_res;
-
-uniform mat4 inv_proj;
-uniform vec4 viewport;
-
-vec4 getPosition(ivec2 pos_screen, int sample)
-{
- float depth = texelFetch(depthMap, pos_screen, sample).r;
- vec2 sc = (vec2(pos_screen.xy)-viewport.xy)*2.0;
- sc /= viewport.zw;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-void main()
-{
- vec4 frag = vary_fragcoord;
- frag.xyz /= frag.w;
- frag.xyz = frag.xyz*0.5+0.5;
- frag.xy *= screen_res;
-
- ivec2 itc = ivec2(frag.xy);
-
- int wght = 0;
- vec3 fcol = vec3(0,0,0);
-
- for (int s = 0; s < samples; ++s)
- {
- vec3 pos = getPosition(itc, s).xyz;
- vec3 lv = vary_light.xyz-pos;
- float dist2 = dot(lv,lv);
- dist2 /= vary_light.w;
- if (dist2 <= 1.0)
- {
- vec3 norm = texelFetch(normalMap, itc, s).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- float da = dot(norm, lv);
- if (da >= 0.0)
- {
- norm = normalize(norm);
- lv = normalize(lv);
- da = dot(norm, lv);
-
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
-
- vec3 col = texelFetch(diffuseRect, itc, s).rgb;
- float fa = gl_Color.a+1.0;
- float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
- float lit = da * dist_atten * noise;
-
- col = gl_Color.rgb*lit*col;
-
- vec4 spec = texelFetch(specularRect, itc, s);
- if (spec.a > 0.0)
- {
- float sa = dot(normalize(lv-normalize(pos)),norm);
- if (sa > 0.0)
- {
- sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
- sa *= noise;
- col += da*sa*gl_Color.rgb*spec.rgb;
- }
- }
-
- fcol += col;
- ++wght;
- }
- }
- }
-
- if (wght <= 0)
- {
- discard;
- }
-
- gl_FragColor.rgb = fcol/samples;
- gl_FragColor.a = 0.0;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
index db1b9d3feb..cb14e6d4e8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
@@ -23,23 +23,17 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
-varying vec4 vary_light;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
void main()
{
//transform vertex
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_fragcoord = pos;
- vec4 tex = gl_MultiTexCoord0;
- tex.w = 1.0;
-
- vary_light = gl_MultiTexCoord0;
-
gl_Position = pos;
-
- gl_FrontColor = gl_Color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
index 29f5f899ba..4603d99c5e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -22,82 +22,32 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect edgeMap;
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2D bloomMap;
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-uniform float depth_cutoff;
-uniform float norm_cutoff;
-uniform float focal_distance;
-uniform float blur_constant;
-uniform float tan_pixel_angle;
-uniform float magnification;
+uniform sampler2DRect diffuseRect;
uniform mat4 inv_proj;
uniform vec2 screen_res;
+uniform float max_cof;
+uniform float res_scale;
-varying vec2 vary_fragcoord;
-
-float getDepth(vec2 pos_screen)
-{
- float z = texture2DRect(depthMap, pos_screen.xy).r;
- z = z*2.0-1.0;
- vec4 ndc = vec4(0.0, 0.0, z, 1.0);
- vec4 p = inv_proj*ndc;
- return p.z/p.w;
-}
-
-float calc_cof(float depth)
-{
- float sc = abs(depth-focal_distance)/-depth*blur_constant;
-
- sc /= magnification;
-
- // tan_pixel_angle = pixel_length/-depth;
- float pixel_length = tan_pixel_angle*-focal_distance;
-
- sc = sc/pixel_length;
- sc *= 1.414;
-
- return sc;
-}
+VARYING vec2 vary_fragcoord;
-void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc)
+void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc)
{
- float d = getDepth(tc);
-
- float sc = calc_cof(d);
-
- float wg = 0.25;
-
vec4 s = texture2DRect(diffuseRect, tc);
- // de-weight dull areas to make highlights 'pop'
- wg += s.r+s.g+s.b;
-
- diff += wg*s;
-
- w += wg;
-}
-void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, vec2 tc)
-{
- float d = getDepth(tc);
-
- float sc = calc_cof(d);
-
- if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius
- || d < cur_depth) //sampled pixel is further away than current pixel
+ float sc = s.a*max_cof;
+
+ if (sc > min_sc) //sampled pixel is more "out of focus" than current sample radius
{
float wg = 0.25;
- vec4 s = texture2DRect(diffuseRect, tc);
// de-weight dull areas to make highlights 'pop'
wg += s.r+s.g+s.b;
@@ -107,30 +57,20 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ve
}
}
-
void main()
{
- vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
-
vec2 tc = vary_fragcoord.xy;
- float depth = getDepth(tc);
-
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
{
float w = 1.0;
- float sc = calc_cof(depth);
- sc = min(abs(sc), 10.0);
-
- float fd = depth*0.5f;
-
+ float sc = diff.a*max_cof;
+
float PI = 3.14159265358979323846264;
// sample quite uniformly spaced points within a circle, for a circular 'bokeh'
- //if (depth < focal_distance)
{
while (sc > 0.5)
{
@@ -141,7 +81,7 @@ void main()
float samp_x = sc*sin(ang);
float samp_y = sc*cos(ang);
// you could test sample coords against an interesting non-circular aperture shape here, if desired.
- dofSample(diff, w, sc, depth, vary_fragcoord.xy + vec2(samp_x,samp_y));
+ dofSample(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y));
}
sc -= 1.0;
}
@@ -150,6 +90,5 @@ void main()
diff /= w;
}
- vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
- gl_FragColor = diff + bloom;
+ gl_FragColor = diff;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl
deleted file mode 100644
index 792102a64d..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl
+++ /dev/null
@@ -1,151 +0,0 @@
-/**
- * @file postDeferredF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-uniform sampler2DMS diffuseRect;
-uniform sampler2DMS edgeMap;
-uniform sampler2DMS depthMap;
-uniform sampler2DMS normalMap;
-uniform sampler2D bloomMap;
-
-uniform float depth_cutoff;
-uniform float norm_cutoff;
-uniform float focal_distance;
-uniform float blur_constant;
-uniform float tan_pixel_angle;
-uniform float magnification;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-varying vec2 vary_fragcoord;
-
-vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
-{
- vec4 ret = vec4(0,0,0,0);
- for (int i = 0; i < samples; ++i)
- {
- ret += texelFetch(tex, tc, i);
- }
-
- return ret/samples;
-}
-
-float getDepth(ivec2 pos_screen)
-{
- float z = texture2DMS(depthMap, pos_screen.xy).r;
- z = z*2.0-1.0;
- vec4 ndc = vec4(0.0, 0.0, z, 1.0);
- vec4 p = inv_proj*ndc;
- return p.z/p.w;
-}
-
-float calc_cof(float depth)
-{
- float sc = abs(depth-focal_distance)/-depth*blur_constant;
-
- sc /= magnification;
-
- // tan_pixel_angle = pixel_length/-depth;
- float pixel_length = tan_pixel_angle*-focal_distance;
-
- sc = sc/pixel_length;
- sc *= 1.414;
-
- return sc;
-}
-
-void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ivec2 tc)
-{
- float d = getDepth(tc);
-
- float sc = calc_cof(d);
-
- if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius
- || d < cur_depth) //sampled pixel is further away than current pixel
- {
- float wg = 0.25;
-
- vec4 s = texture2DMS(diffuseRect, tc);
- // de-weight dull areas to make highlights 'pop'
- wg += s.r+s.g+s.b;
-
- diff += wg*s;
-
- w += wg;
- }
-}
-
-
-void main()
-{
- ivec2 itc = ivec2(vary_fragcoord.xy);
-
- vec3 norm = texture2DMS(normalMap, itc).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
-
- float depth = getDepth(itc);
-
- vec4 diff = texture2DMS(diffuseRect, itc);
-
- {
- float w = 1.0;
-
- float sc = calc_cof(depth);
- sc = min(abs(sc), 10.0);
-
- float fd = depth*0.5f;
-
- float PI = 3.14159265358979323846264;
-
- int isc = int(sc);
-
- // sample quite uniformly spaced points within a circle, for a circular 'bokeh'
- //if (depth < focal_distance)
- {
- for (int x = -isc; x <= isc; x+=2)
- {
- for (int y = -isc; y <= isc; y+=2)
- {
- ivec2 cur_samp = ivec2(x,y);
- float cur_sc = length(vec2(cur_samp));
- if (cur_sc < sc)
- {
- dofSample(diff, w, cur_sc, depth, itc+cur_samp);
- }
- }
- }
- }
-
- diff /= w;
- }
-
- vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
- gl_FragColor = diff + bloom;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
index 34e30a3070..c275434777 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
@@ -1,5 +1,5 @@
/**
- * @file postDeferredF.glsl
+ * @file postDeferredNoDoFF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -23,15 +23,17 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect diffuseRect;
uniform sampler2D bloomMap;
uniform vec2 screen_res;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
void main()
{
@@ -40,3 +42,4 @@ void main()
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
gl_FragColor = diff + bloom;
}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
index cb83dda795..8edf5b2723 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
@@ -22,16 +22,23 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+VARYING vec2 vary_fragcoord;
+VARYING vec2 vary_tc;
+
+uniform vec2 tc_scale;
-varying vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
{
//transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
+ vary_tc = (pos.xy*0.5+0.5)*tc_scale;
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
index 99257daca4..84d65d5b3b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
@@ -22,9 +22,11 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
+ #ifdef DEFINE_GL_FRAGCOLOR
+ out vec4 gl_FragColor;
+ #endif
+
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect giLightMap;
@@ -38,7 +40,7 @@ uniform int kern_length;
uniform float kern_scale;
uniform vec3 blur_quad;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -94,7 +96,5 @@ void main()
col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z;
- gl_FragData[0].xyz = col;
-
- //gl_FragColor = ccol;
+ gl_FragColor.rgb = col;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
index 6231ee68b7..0d5c8e7287 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
@@ -22,16 +22,19 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
+
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
{
//transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
index 615317febf..46d42d2a4a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
@@ -22,19 +22,24 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform float minimum_alpha;
-uniform float maximum_alpha;
uniform sampler2D diffuseMap;
-varying vec4 post_pos;
+VARYING vec4 post_pos;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- float alpha = texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a;
+ float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * vertex_color.a;
- if (alpha < minimum_alpha || alpha > maximum_alpha)
+ if (alpha < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
index 4be18a9c5e..6a3cba771b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
@@ -22,20 +22,27 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
-varying vec4 post_pos;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 post_pos;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
- vec4 pos = gl_ModelViewProjectionMatrix*gl_Vertex;
+ vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
post_pos = pos;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_FrontColor = gl_Color;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
index 541f08d5fe..bf75ca262e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
@@ -23,9 +23,11 @@
* $/LicenseInfo$
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-
-varying vec4 post_pos;
+VARYING vec4 post_pos;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
index fc3ff45614..8b46e81f90 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
@@ -22,15 +22,17 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
-varying vec4 post_pos;
+ATTRIBUTE vec3 position;
+
+VARYING vec4 post_pos;
void main()
{
//transform vertex
- vec4 pos = gl_ModelViewProjectionMatrix*gl_Vertex;
+ vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
post_pos = pos;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
index 59c0a994cd..96ad0aa93a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -23,13 +23,15 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
/////////////////////////////////////////////////////////////////////////
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
-varying vec4 vary_HazeColor;
+VARYING vec4 vary_HazeColor;
uniform sampler2D cloud_noise_texture;
uniform vec4 gamma;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index 3a44bb6d26..721de18e0b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -22,15 +22,19 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
// SKY ////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-varying vec4 vary_HazeColor;
+VARYING vec4 vary_HazeColor;
+VARYING vec2 vary_texcoord0;
// Inputs
uniform vec3 camPosLocal;
@@ -57,12 +61,12 @@ void main()
{
// World / view / projection
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = texcoord0;
// Get relative position
- vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
- //vec3 P = gl_Vertex.xyz + vec3(0,50,0);
+ vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
+ //vec3 P = position.xyz + vec3(0,50,0);
// Set altitude
if (P.y > 0.)
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 855d89ebe6..60952ea38e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -23,10 +23,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect positionMap;
@@ -63,8 +65,8 @@ uniform vec3 env_mat[3];
//uniform vec4 shadow_clip;
uniform mat3 ssao_effect_mat;
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
+uniform vec3 sun_dir;
+VARYING vec2 vary_fragcoord;
vec3 vary_PositionEye;
@@ -146,10 +148,6 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
vec3 P = inPositionEye;
setPositionEye(P);
- //(TERRAIN) limit altitude
- if (P.y > max_y.x) P *= (max_y.x / P.y);
- if (P.y < -max_y.x) P *= (-max_y.x / P.y);
-
vec3 tmpLightnorm = lightnorm.xyz;
vec3 Pn = normalize(P);
@@ -283,7 +281,7 @@ void main()
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
- float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
+ float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
vec4 diffuse = texture2DRect(diffuseRect, tc);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
@@ -304,8 +302,8 @@ void main()
// the old infinite-sky shiny reflection
//
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
- float sa = dot(refnormpersp, vary_light.xyz);
- vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a;
+ float sa = dot(refnormpersp, sun_dir.xyz);
+ vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).r;
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
@@ -324,5 +322,6 @@ void main()
}
gl_FragColor.rgb = col;
+
gl_FragColor.a = bloom;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl
deleted file mode 100644
index f118b0da2a..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl
+++ /dev/null
@@ -1,342 +0,0 @@
-/**
- * @file softenLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-uniform sampler2DMS diffuseRect;
-uniform sampler2DMS specularRect;
-uniform sampler2DMS normalMap;
-uniform sampler2DMS depthMap;
-uniform sampler2D noiseMap;
-uniform samplerCube environmentMap;
-uniform sampler2D lightFunc;
-
-uniform float blur_size;
-uniform float blur_fidelity;
-
-// Inputs
-uniform vec4 morphFactor;
-uniform vec3 camPosLocal;
-//uniform vec4 camPosWorld;
-uniform vec4 gamma;
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 ambient;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 distance_multiplier;
-uniform vec4 max_y;
-uniform vec4 glow;
-uniform float scene_light_strength;
-uniform vec3 env_mat[3];
-//uniform mat4 shadow_matrix[3];
-//uniform vec4 shadow_clip;
-uniform mat3 ssao_effect_mat;
-
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
-
-vec3 vary_PositionEye;
-
-vec3 vary_SunlitColor;
-vec3 vary_AmblitColor;
-vec3 vary_AdditiveColor;
-vec3 vary_AtmosAttenuation;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-vec4 getPosition_d(vec2 pos_screen, float depth)
-{
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-vec3 getPositionEye()
-{
- return vary_PositionEye;
-}
-vec3 getSunlitColor()
-{
- return vary_SunlitColor;
-}
-vec3 getAmblitColor()
-{
- return vary_AmblitColor;
-}
-vec3 getAdditiveColor()
-{
- return vary_AdditiveColor;
-}
-vec3 getAtmosAttenuation()
-{
- return vary_AtmosAttenuation;
-}
-
-
-void setPositionEye(vec3 v)
-{
- vary_PositionEye = v;
-}
-
-void setSunlitColor(vec3 v)
-{
- vary_SunlitColor = v;
-}
-
-void setAmblitColor(vec3 v)
-{
- vary_AmblitColor = v;
-}
-
-void setAdditiveColor(vec3 v)
-{
- vary_AdditiveColor = v;
-}
-
-void setAtmosAttenuation(vec3 v)
-{
- vary_AtmosAttenuation = v;
-}
-
-void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
-
- vec3 P = inPositionEye;
- setPositionEye(P);
-
- //(TERRAIN) limit altitude
- if (P.y > max_y.x) P *= (max_y.x / P.y);
- if (P.y < -max_y.x) P *= (-max_y.x / P.y);
-
- vec3 tmpLightnorm = lightnorm.xyz;
-
- vec3 Pn = normalize(P);
- float Plen = length(P);
-
- vec4 temp1 = vec4(0);
- vec3 temp2 = vec3(0);
- vec4 blue_weight;
- vec4 haze_weight;
- vec4 sunlight = sunlight_color;
- vec4 light_atten;
-
- //sunlight attenuation effect (hue and brightness) due to atmosphere
- //this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
- //I had thought blue_density and haze_density should have equal weighting,
- //but attenuation due to haze_density tends to seem too strong
-
- temp1 = blue_density + vec4(haze_density.r);
- blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density.r) / temp1;
-
- //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
- temp2.y = max(0.0, tmpLightnorm.y);
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
-
- // main atmospheric scattering line integral
- temp2.z = Plen * density_multiplier.x;
-
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
-
- //final atmosphere attenuation factor
- setAtmosAttenuation(temp1.rgb);
-
- //compute haze glow
- //(can use temp2.x as temp because we haven't used it yet)
- temp2.x = dot(Pn, tmpLightnorm.xyz);
- temp2.x = 1. - temp2.x;
- //temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .03); //was glow.y
- //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
- temp2.x *= glow.x;
- //higher glow.x gives dimmer glow (because next step is 1 / "angle")
- temp2.x = pow(temp2.x, glow.z);
- //glow.z should be negative, so we're doing a sort of (1 / "angle") function
-
- //add "minimum anti-solar illumination"
- temp2.x += .25;
-
- //increase ambient when there are more clouds
- vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
-
- /* decrease value and saturation (that in HSV, not HSL) for occluded areas
- * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
- * // The following line of code performs the equivalent of:
- * float ambAlpha = tmpAmbient.a;
- * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
- * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
- * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
- */
- tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
-
- //haze color
- setAdditiveColor(
- vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
- + tmpAmbient)));
-
- //brightness of surface both sunlight and ambient
- setSunlitColor(vec3(sunlight * .5));
- setAmblitColor(vec3(tmpAmbient * .25));
- setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
-}
-
-vec3 atmosLighting(vec3 light)
-{
- light *= getAtmosAttenuation().r;
- light += getAdditiveColor();
- return (2.0 * light);
-}
-
-vec3 atmosTransport(vec3 light) {
- light *= getAtmosAttenuation().r;
- light += getAdditiveColor() * 2.0;
- return light;
-}
-vec3 atmosGetDiffuseSunlightColor()
-{
- return getSunlitColor();
-}
-
-vec3 scaleDownLight(vec3 light)
-{
- return (light / scene_light_strength );
-}
-
-vec3 scaleUpLight(vec3 light)
-{
- return (light * scene_light_strength);
-}
-
-vec3 atmosAmbient(vec3 light)
-{
- return getAmblitColor() + light / 2.0;
-}
-
-vec3 atmosAffectDirectionalLight(float lightIntensity)
-{
- return getSunlitColor() * lightIntensity;
-}
-
-vec3 scaleSoftClip(vec3 light)
-{
- //soft clip effect:
- light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, gamma.xxx);
-
- return light;
-}
-
-vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
-{
- vec4 ret = vec4(0,0,0,0);
-
- for (int i = 0; i < samples; ++i)
- {
- ret += texelFetch(tex,tc,i);
- }
-
- return ret/samples;
-}
-
-void main()
-{
- vec2 tc = vary_fragcoord.xy;
- ivec2 itc = ivec2(tc);
-
- vec4 fcol = vec4(0,0,0,0);
-
- for (int i = 0; i < samples; ++i)
- {
- float depth = texelFetch(depthMap, itc, i).r;
- vec3 pos = getPosition_d(tc, depth).xyz;
- vec3 norm = texelFetch(normalMap, itc, i).xyz;
-
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
-
- float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
-
- vec4 diffuse = texelFetch(diffuseRect, itc, i);
- vec3 col;
- float bloom = 0.0;
-
- if (diffuse.a < 0.9)
- {
- vec4 spec = texelFetch(specularRect, itc, i);
-
- calcAtmospherics(pos.xyz, 1.0);
-
- col = atmosAmbient(vec3(0));
- col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a));
-
- col *= diffuse.rgb;
-
- if (spec.a > 0.0) // specular reflection
- {
- // the old infinite-sky shiny reflection
- //
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
- float sa = dot(refnormpersp, vary_light.xyz);
- vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a;
-
- // add the two types of shiny together
- vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib);
- col += spec_contrib;
- }
-
- col = atmosLighting(col);
- col = scaleSoftClip(col);
- col = mix(col, diffuse.rgb, diffuse.a);
- }
- else
- {
- col = diffuse.rgb;
- }
-
- fcol += vec4(col, bloom);
- }
-
- gl_FragColor = fcol/samples;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
index fed238510a..c6031fc45a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
@@ -23,22 +23,18 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
uniform vec2 screen_res;
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
void main()
{
//transform vertex
- gl_Position = ftransform();
-
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
- vec4 tex = gl_MultiTexCoord0;
- tex.w = 1.0;
-
- vary_light = gl_MultiTexCoord0;
+ vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 7363bd6715..cc0f4e5b6b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -23,17 +23,18 @@
* $/LicenseInfo$
*/
-
-
+
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
-uniform samplerCube environmentMap;
uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
uniform sampler2D projectionMap;
uniform mat4 proj_mat; //screen space to light space
@@ -50,9 +51,12 @@ uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
-varying vec4 vary_light;
+uniform vec3 center;
+uniform vec3 color;
+uniform float falloff;
+uniform float size;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
@@ -78,9 +82,9 @@ void main()
frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = vary_light.xyz-pos.xyz;
+ vec3 lv = center.xyz-pos.xyz;
float dist2 = dot(lv,lv);
- dist2 /= vary_light.w;
+ dist2 /= size;
if (dist2 > 1.0)
{
discard;
@@ -100,7 +104,7 @@ void main()
proj_tc.xyz /= proj_tc.w;
- float fa = gl_Color.a+1.0;
+ float fa = falloff+1.0;
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
lv = proj_origin-pos.xyz;
@@ -126,7 +130,7 @@ void main()
vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+ vec3 lcol = color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
@@ -145,7 +149,7 @@ void main()
amb_da = min(amb_da, 1.0-lit);
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
@@ -174,7 +178,7 @@ void main()
stc.y > 0.0)
{
vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
+ col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb;
}
}
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl
deleted file mode 100644
index 0c0171881f..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl
+++ /dev/null
@@ -1,252 +0,0 @@
-/**
- * @file multiSpotLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-//class 1 -- no shadows
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-uniform sampler2DMS diffuseRect;
-uniform sampler2DMS specularRect;
-uniform sampler2DMS depthMap;
-uniform sampler2DMS normalMap;
-uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
-uniform sampler2D projectionMap;
-
-uniform mat4 proj_mat; //screen space to light space
-uniform float proj_near; //near clip for projection
-uniform vec3 proj_p; //plane projection is emitting from (in screen space)
-uniform vec3 proj_n;
-uniform float proj_focus; //distance from plane to begin blurring
-uniform float proj_lod; //(number of mips in proj map)
-uniform float proj_range; //range between near clip and far clip plane of projection
-uniform float proj_ambient_lod;
-uniform float proj_ambiance;
-uniform float near_clip;
-uniform float far_clip;
-
-uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
-uniform float sun_wash;
-uniform int proj_shadow_idx;
-uniform float shadow_fade;
-
-varying vec4 vary_light;
-
-varying vec4 vary_fragcoord;
-uniform vec2 screen_res;
-
-uniform mat4 inv_proj;
-
-vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = tc-vec2(0.5);
-
- float det = max(1.0-lod/(proj_lod*0.5), 0.0);
-
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
-
- return ret;
-}
-
-vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
-
- float det = min(lod/(proj_lod*0.5), 1.0);
-
- float d = min(dist.x, dist.y);
-
- float edge = 0.25*det;
-
- ret *= clamp(d/edge, 0.0, 1.0);
-
- return ret;
-}
-
-vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = tc-vec2(0.5);
-
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
-
- return ret;
-}
-
-
-vec4 getPosition(ivec2 pos_screen, int sample)
-{
- float depth = texelFetch(depthMap, pos_screen, sample).r;
- vec2 sc = vec2(pos_screen.xy)*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-void main()
-{
- vec4 frag = vary_fragcoord;
- frag.xyz /= frag.w;
- frag.xyz = frag.xyz*0.5+0.5;
- frag.xy *= screen_res;
- ivec2 itc = ivec2(frag.xy);
-
- vec3 fcol = vec3(0,0,0);
- int wght = 0;
-
- for (int i = 0; i < samples; ++i)
- {
- vec3 pos = getPosition(itc, i).xyz;
- vec3 lv = vary_light.xyz-pos.xyz;
- float dist2 = dot(lv,lv);
- dist2 /= vary_light.w;
- if (dist2 <= 1.0)
- {
- vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0;
-
- norm = normalize(norm);
- float l_dist = -dot(lv, proj_n);
-
- vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
- if (proj_tc.z >= 0.0)
- {
- proj_tc.xyz /= proj_tc.w;
-
- float fa = gl_Color.a+1.0;
- float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
- if (dist_atten > 0.0)
- {
- lv = proj_origin-pos.xyz;
- lv = normalize(lv);
- float da = dot(norm, lv);
-
- vec3 col = vec3(0,0,0);
-
- vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
-
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
- if (proj_tc.z > 0.0 &&
- proj_tc.x < 1.0 &&
- proj_tc.y < 1.0 &&
- proj_tc.x > 0.0 &&
- proj_tc.y > 0.0)
- {
- float lit = 0.0;
- float amb_da = proj_ambiance;
-
- if (da > 0.0)
- {
- float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
- float lod = diff * proj_lod;
-
- vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
-
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
-
- lit = da * dist_atten * noise;
-
- col = lcol*lit*diff_tex;
- amb_da += (da*0.5)*proj_ambiance;
- }
-
- //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
- vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
-
- amb_da += (da*da*0.5+0.5)*proj_ambiance;
-
- amb_da *= dist_atten * noise;
-
- amb_da = min(amb_da, 1.0-lit);
-
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
- }
-
-
- vec4 spec = texelFetch(specularRect, itc, i);
- if (spec.a > 0.0)
- {
- vec3 ref = reflect(normalize(pos), norm);
-
- //project from point pos in direction ref to plane proj_p, proj_n
- vec3 pdelta = proj_p-pos;
- float ds = dot(ref, proj_n);
-
- if (ds < 0.0)
- {
- vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
-
- vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
-
- if (stc.z > 0.0)
- {
- stc.xy /= stc.w;
-
- float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
-
- stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
-
- if (stc.x < 1.0 &&
- stc.y < 1.0 &&
- stc.x > 0.0 &&
- stc.y > 0.0)
- {
- vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
- }
- }
- }
- }
-
- fcol += col;
- ++wght;
- }
- }
- }
- }
-
- if (wght <= 0)
- {
- discard;
- }
-
- gl_FragColor.rgb = fcol/samples;
- gl_FragColor.a = 0.0;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
index 4ab59d4d66..03fccd2766 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
@@ -22,14 +22,19 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
void main()
{
- vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 col = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy);
gl_FragData[0] = col;
gl_FragData[1] = vec4(0,0,0,0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
index 84adf6bc41..8bc5b06379 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
@@ -22,14 +22,21 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_FrontColor = gl_Color;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
index 78ea15e87a..adc7c5d005 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
@@ -23,12 +23,14 @@
* $/LicenseInfo$
*/
-
-
//class 1, no shadow, no SSAO, should never be called
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
void main()
{
gl_FragColor = vec4(0,0,0,0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
index 2f880d65dd..fc5959a33c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -23,9 +23,12 @@
*/
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
//class 1 -- no shadow, SSAO only
uniform sampler2DRect depthMap;
@@ -41,8 +44,7 @@ uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
-varying vec2 vary_fragcoord;
-varying vec4 vary_light;
+VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl
deleted file mode 100644
index abb64334ed..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl
+++ /dev/null
@@ -1,140 +0,0 @@
-/**
- * @file sunLightSSAOF.glsl
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-//class 1 -- no shadow, SSAO only
-
-uniform sampler2DMS depthMap;
-uniform sampler2DMS normalMap;
-uniform sampler2D noiseMap;
-
-
-// Inputs
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform float ssao_radius;
-uniform float ssao_max_radius;
-uniform float ssao_factor;
-uniform float ssao_factor_inv;
-
-varying vec2 vary_fragcoord;
-varying vec4 vary_light;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-uniform float shadow_bias;
-uniform float shadow_offset;
-
-vec4 getPosition(ivec2 pos_screen, int sample)
-{
- float depth = texelFetch(depthMap, pos_screen, sample).r;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-//calculate decreases in ambient lighting when crowded out (SSAO)
-float calcAmbientOcclusion(vec4 pos, vec3 norm, int sample)
-{
- float ret = 1.0;
-
- vec2 kern[8];
- // exponentially (^2) distant occlusion samples spread around origin
- kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
- kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
- kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
- kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
- kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
- kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
- kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
- kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
-
- vec2 pos_screen = vary_fragcoord.xy;
- vec3 pos_world = pos.xyz;
- vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
-
- float angle_hidden = 0.0;
- int points = 0;
-
- float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
-
- // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations unrolling?)
- for (int i = 0; i < 8; i++)
- {
- ivec2 samppos_screen = ivec2(pos_screen + scale * reflect(kern[i], noise_reflect));
- vec3 samppos_world = getPosition(samppos_screen, sample).xyz;
-
- vec3 diff = pos_world - samppos_world;
- float dist2 = dot(diff, diff);
-
- // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
- // --> solid angle shrinking by the square of distance
- //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
- //(k should vary inversely with # of samples, but this is taken care of later)
-
- angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
-
- // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
- points = points + int(diff.z > -1.0);
- }
-
- angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
-
- ret = (1.0 - (float(points != 0) * angle_hidden));
-
- return min(ret, 1.0);
-}
-
-void main()
-{
- vec2 pos_screen = vary_fragcoord.xy;
- ivec2 itc = ivec2(pos_screen);
-
- float col = 0;
-
- for (int i = 0; i < samples; i++)
- {
- vec4 pos = getPosition(itc, i);
- vec3 norm = texelFetch(normalMap, itc, i).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- col += calcAmbientOcclusion(pos,norm,i);
- }
-
- col /= samples;
-
- gl_FragColor[0] = 1.0;
- gl_FragColor[1] = col;
- gl_FragColor[2] = 1.0;
- gl_FragColor[3] = 1.0;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
index e7ab11c6ed..473d6df8fa 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
@@ -22,24 +22,20 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
{
//transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
- vec4 tex = gl_MultiTexCoord0;
- tex.w = 1.0;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
- vary_light = gl_MultiTexCoord0;
-
- gl_FrontColor = gl_Color;
+ vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
index c6578ea177..e014e53d25 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -23,7 +23,9 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
uniform sampler2D detail_0;
uniform sampler2D detail_1;
@@ -31,20 +33,22 @@ uniform sampler2D detail_2;
uniform sampler2D detail_3;
uniform sampler2D alpha_ramp;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
void main()
{
/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
- vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
- vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
- vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
- vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
+ vec4 color0 = texture2D(detail_0, vary_texcoord0.xy);
+ vec4 color1 = texture2D(detail_1, vary_texcoord0.xy);
+ vec4 color2 = texture2D(detail_2, vary_texcoord0.xy);
+ vec4 color3 = texture2D(detail_3, vary_texcoord0.xy);
- float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
- float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
- float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
+ float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a;
+ float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
+ float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
gl_FragData[0] = vec4(outColor.rgb, 0.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
index fc19a73709..5effee4e4e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
@@ -22,10 +22,24 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
-varying vec3 vary_normal;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+
+VARYING vec3 vary_normal;
+
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
+
+uniform vec4 object_plane_s;
+uniform vec4 object_plane_t;
vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
{
@@ -44,16 +58,16 @@ vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_normal = normalize(gl_NormalMatrix * gl_Normal);
+ vary_normal = normalize(normal_matrix * normal);
// Transform and pass tex coords
- gl_TexCoord[0].xy = texgen_object(gl_Vertex, gl_MultiTexCoord0, gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy;
+ vary_texcoord0.xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;
- vec4 t = gl_MultiTexCoord1;
+ vec4 t = vec4(texcoord1,0,1);
- gl_TexCoord[0].zw = t.xy;
- gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0);
- gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0);
+ vary_texcoord0.zw = t.xy;
+ vary_texcoord1.xy = t.xy-vec2(2.0, 0.0);
+ vary_texcoord1.zw = t.xy-vec2(1.0, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
index 56a149523e..ea98d6884c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
@@ -22,17 +22,28 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
uniform sampler2D diffuseMap;
-varying vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec3 vary_normal;
+VARYING vec2 vary_texcoord0;
+
+uniform float minimum_alpha;
void main()
{
- vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
- gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005);
+ vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
+ if (col.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ gl_FragData[0] = vec4(vertex_color.rgb*col.rgb, 0.0);
gl_FragData[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
new file mode 100644
index 0000000000..20d0170535
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
@@ -0,0 +1,49 @@
+/**
+ * @file treeShadowF.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+uniform float minimum_alpha;
+
+uniform sampler2D diffuseMap;
+
+VARYING vec4 post_pos;
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a;
+
+ if (alpha < minimum_alpha)
+ {
+ discard;
+ }
+
+ gl_FragColor = vec4(1,1,1,1);
+
+ gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl
index fed238510a..e472a75304 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl
@@ -1,7 +1,7 @@
/**
- * @file softenLightF.glsl
+ * @file treeShadowV.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
@@ -22,23 +22,24 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
-uniform vec2 screen_res;
+VARYING vec4 post_pos;
+VARYING vec2 vary_texcoord0;
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
void main()
{
//transform vertex
- gl_Position = ftransform();
+ vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
+
+ post_pos = pos;
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
-
- vec4 tex = gl_MultiTexCoord0;
- tex.w = 1.0;
+ gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
- vary_light = gl_MultiTexCoord0;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
index 01401028d6..3b6571a24a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
@@ -22,18 +22,26 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+uniform mat3 normal_matrix;
-varying vec3 vary_normal;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vary_normal = normalize(gl_NormalMatrix * gl_Normal);
+ vary_normal = normalize(normal_matrix * normal);
- gl_FrontColor = gl_Color;
+ vertex_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index c3e7371c8e..4c9ea24a24 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -23,10 +23,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
+
vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);
@@ -58,10 +60,10 @@ uniform vec2 screen_res;
uniform mat4 norm_mat; //region space to screen space
//bigWave is (refCoord.w, view.w);
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
-varying vec4 vary_position;
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
+VARYING vec4 vary_position;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
index 9d415ade85..9734acf005 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
@@ -22,7 +22,11 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
void calcAtmospherics(vec3 inPositionEye);
@@ -33,11 +37,11 @@ uniform float time;
uniform vec3 eyeVec;
uniform float waterHeight;
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
-varying vec4 vary_position;
+VARYING vec4 vary_position;
float wave(vec2 v, float t, float f, vec2 d, float s)
{
@@ -47,43 +51,42 @@ float wave(vec2 v, float t, float f, vec2 d, float s)
void main()
{
//transform vertex
- vec4 position = gl_Vertex;
- mat4 modelViewProj = gl_ModelViewProjectionMatrix;
+ vec4 pos = vec4(position.xyz, 1.0);
+ mat4 modelViewProj = modelview_projection_matrix;
vec4 oPosition;
//get view vector
vec3 oEyeVec;
- oEyeVec.xyz = position.xyz-eyeVec;
+ oEyeVec.xyz = pos.xyz-eyeVec;
float d = length(oEyeVec.xy);
float ld = min(d, 2560.0);
- position.xy = eyeVec.xy + oEyeVec.xy/d*ld;
+ pos.xy = eyeVec.xy + oEyeVec.xy/d*ld;
view.xyz = oEyeVec;
d = clamp(ld/1536.0-0.5, 0.0, 1.0);
d *= d;
- oPosition = position;
+ oPosition = vec4(position, 1.0);
oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d);
- vary_position = gl_ModelViewMatrix * oPosition;
+ vary_position = modelview_matrix * oPosition;
oPosition = modelViewProj * oPosition;
refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
//get wave position parameter (create sweeping horizontal waves)
- vec3 v = position.xyz;
+ vec3 v = pos.xyz;
v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0;
//push position for further horizon effect.
- position.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
- position.w = 1.0;
- position = position*gl_ModelViewMatrix;
-
- calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz);
-
+ pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
+ pos.w = 1.0;
+ pos = modelview_matrix*pos;
+ calcAtmospherics(pos.xyz);
+
//pass wave parameters to pixel shader
vec2 bigWave = (v.xy) * vec2(0.04,0.04) + d1 * time * 0.055;
//get two normal map (detail map) texture coordinates
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
index e827863436..9a3d792224 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
@@ -23,10 +23,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect diffuseMap;
uniform float minLuminance;
uniform float maxExtractAlpha;
@@ -34,10 +36,11 @@ uniform vec3 lumWeights;
uniform vec3 warmthWeights;
uniform float warmthAmount;
+VARYING vec2 vary_texcoord0;
+
void main()
{
- vec4 col = texture2DRect(diffuseMap, gl_TexCoord[0].xy);
-
+ vec4 col = texture2DRect(diffuseMap, vary_texcoord0.xy);
/// CALCULATING LUMINANCE (Using NTSC lum weights)
/// http://en.wikipedia.org/wiki/Luma_%28video%29
float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
@@ -45,4 +48,5 @@ void main()
gl_FragColor.rgb = col.rgb;
gl_FragColor.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha);
+
}
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
index 8db6d1bf24..1396dc6973 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
@@ -23,11 +23,16 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec2 vary_texcoord0;
void main()
{
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_Position = modelview_projection_matrix * vec4(position, 1.0);
- gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;
+ vary_texcoord0.xy = texcoord0;
}
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl
index 75cff75ea9..90bb84323c 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl
@@ -23,11 +23,18 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
uniform sampler2D diffuseMap;
uniform float glowStrength;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
+VARYING vec4 vary_texcoord2;
+VARYING vec4 vary_texcoord3;
+
void main()
{
@@ -38,14 +45,14 @@ void main()
kern[0] = 0.25; kern[1] = 0.5; kern[2] = 0.8; kern[3] = 1.0;
kern[4] = 1.0; kern[5] = 0.8; kern[6] = 0.5; kern[7] = 0.25;
- col += kern[0] * texture2D(diffuseMap, gl_TexCoord[0].xy);
- col += kern[1] * texture2D(diffuseMap, gl_TexCoord[1].xy);
- col += kern[2] * texture2D(diffuseMap, gl_TexCoord[2].xy);
- col += kern[3] * texture2D(diffuseMap, gl_TexCoord[3].xy);
- col += kern[4] * texture2D(diffuseMap, gl_TexCoord[0].zw);
- col += kern[5] * texture2D(diffuseMap, gl_TexCoord[1].zw);
- col += kern[6] * texture2D(diffuseMap, gl_TexCoord[2].zw);
- col += kern[7] * texture2D(diffuseMap, gl_TexCoord[3].zw);
+ col += kern[0] * texture2D(diffuseMap, vary_texcoord0.xy);
+ col += kern[1] * texture2D(diffuseMap, vary_texcoord1.xy);
+ col += kern[2] * texture2D(diffuseMap, vary_texcoord2.xy);
+ col += kern[3] * texture2D(diffuseMap, vary_texcoord3.xy);
+ col += kern[4] * texture2D(diffuseMap, vary_texcoord0.zw);
+ col += kern[5] * texture2D(diffuseMap, vary_texcoord1.zw);
+ col += kern[6] * texture2D(diffuseMap, vary_texcoord2.zw);
+ col += kern[7] * texture2D(diffuseMap, vary_texcoord3.zw);
gl_FragColor = vec4(col.rgb * glowStrength, col.a);
}
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
index a5aacc0196..cdb2281578 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
@@ -23,20 +23,28 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
uniform vec2 glowDelta;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
+VARYING vec4 vary_texcoord2;
+VARYING vec4 vary_texcoord3;
+
void main()
{
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_Position = modelview_projection_matrix * vec4(position, 1.0);
- gl_TexCoord[0].xy = gl_MultiTexCoord0.xy + glowDelta*(-3.5);
- gl_TexCoord[1].xy = gl_MultiTexCoord0.xy + glowDelta*(-2.5);
- gl_TexCoord[2].xy = gl_MultiTexCoord0.xy + glowDelta*(-1.5);
- gl_TexCoord[3].xy = gl_MultiTexCoord0.xy + glowDelta*(-0.5);
- gl_TexCoord[0].zw = gl_MultiTexCoord0.xy + glowDelta*(0.5);
- gl_TexCoord[1].zw = gl_MultiTexCoord0.xy + glowDelta*(1.5);
- gl_TexCoord[2].zw = gl_MultiTexCoord0.xy + glowDelta*(2.5);
- gl_TexCoord[3].zw = gl_MultiTexCoord0.xy + glowDelta*(3.5);
+ vary_texcoord0.xy = texcoord0 + glowDelta*(-3.5);
+ vary_texcoord1.xy = texcoord0 + glowDelta*(-2.5);
+ vary_texcoord2.xy = texcoord0 + glowDelta*(-1.5);
+ vary_texcoord3.xy = texcoord0 + glowDelta*(-0.5);
+ vary_texcoord0.zw = texcoord0 + glowDelta*(0.5);
+ vary_texcoord1.zw = texcoord0 + glowDelta*(1.5);
+ vary_texcoord2.zw = texcoord0 + glowDelta*(2.5);
+ vary_texcoord3.zw = texcoord0 + glowDelta*(3.5);
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
index c61d5a2a08..18f6d91804 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
@@ -1,4 +1,4 @@
-/**
+/**
* @file terrainF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
@@ -23,19 +23,42 @@
* $/LicenseInfo$
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+VARYING vec4 vertex_color;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
-uniform sampler2D detail0;
-uniform sampler2D detail1;
-uniform sampler2D alphaRamp;
+uniform sampler2D detail_0;
+uniform sampler2D detail_1;
+uniform sampler2D detail_2;
+uniform sampler2D detail_3;
+uniform sampler2D alpha_ramp;
-void main()
+vec3 atmosLighting(vec3 light);
+
+vec3 scaleSoftClip(vec3 color);
+
+void main()
{
- float a = texture2D(alphaRamp, gl_TexCoord[1].xy).a;
- vec3 color = mix(texture2D(detail1, gl_TexCoord[2].xy).rgb,
- texture2D(detail0, gl_TexCoord[0].xy).rgb,
- a);
+ /// Note: This should duplicate the blending functionality currently used for the terrain rendering.
+
+ /// TODO Confirm tex coords and bind them appropriately in vert shader.
+ vec4 color0 = texture2D(detail_0, vary_texcoord0.xy);
+ vec4 color1 = texture2D(detail_1, vary_texcoord0.xy);
+ vec4 color2 = texture2D(detail_2, vary_texcoord0.xy);
+ vec4 color3 = texture2D(detail_3, vary_texcoord0.xy);
- gl_FragColor.rgb = color;
- gl_FragColor.a = texture2D(alphaRamp, gl_TexCoord[3].xy).a;
+ float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a;
+ float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
+ float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
+ vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
+
+ /// Add WL Components
+ outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
+
+ gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0);
}
+
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
index 917891c063..d09c5f9247 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
@@ -1,4 +1,4 @@
-/**
+/**
* @file terrainV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
@@ -22,8 +22,25 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+uniform vec4 object_plane_t;
+uniform vec4 object_plane_s;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+
+VARYING vec4 vertex_color;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
+
+void calcAtmospherics(vec3 inPositionEye);
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
@@ -44,17 +61,27 @@ vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-
- vec4 pos = gl_ModelViewMatrix * gl_Vertex;
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+
+ vec4 pos = modelview_matrix * vec4(position.xyz, 1.0);
+ vec3 norm = normalize(normal_matrix * normal);
+
+ calcAtmospherics(pos.xyz);
+
+ /// Potentially better without it for water.
+ pos /= pos.w;
+
+ vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0));
- vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), gl_Color);
+ vertex_color = color;
+
+ // Transform and pass tex coords
+ vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;
- gl_FrontColor = color;
+ vec4 t = vec4(texcoord1,0,1);
- gl_TexCoord[0] = texgen_object(gl_Vertex,gl_MultiTexCoord0,gl_TextureMatrix[0],gl_ObjectPlaneS[0],gl_ObjectPlaneT[0]);
- gl_TexCoord[1] = gl_TextureMatrix[1]*gl_MultiTexCoord1;
- gl_TexCoord[2] = texgen_object(gl_Vertex,gl_MultiTexCoord2,gl_TextureMatrix[2],gl_ObjectPlaneS[2],gl_ObjectPlaneT[2]);
- gl_TexCoord[3] = gl_TextureMatrix[3]*gl_MultiTexCoord3;
+ vary_texcoord0.zw = t.xy;
+ vary_texcoord1.xy = t.xy-vec2(2.0, 0.0);
+ vary_texcoord1.zw = t.xy-vec2(1.0, 0.0);
}
+
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
index 711b42b95e..e5c7ced52c 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
@@ -1,4 +1,4 @@
-/**
+/**
* @file terrainWaterF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
@@ -22,22 +22,44 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-// this class1 shader is just a copy of terrainF
+VARYING vec4 vertex_color;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
-uniform sampler2D detail0;
-uniform sampler2D detail1;
-uniform sampler2D alphaRamp;
+uniform sampler2D detail_0;
+uniform sampler2D detail_1;
+uniform sampler2D detail_2;
+uniform sampler2D detail_3;
+uniform sampler2D alpha_ramp;
-void main()
+vec3 atmosLighting(vec3 light);
+
+vec4 applyWaterFog(vec4 color);
+
+void main()
{
- float a = texture2D(alphaRamp, gl_TexCoord[1].xy).a;
- vec3 color = mix(texture2D(detail1, gl_TexCoord[2].xy).rgb,
- texture2D(detail0, gl_TexCoord[0].xy).rgb,
- a);
+ /// Note: This should duplicate the blending functionality currently used for the terrain rendering.
+
+ /// TODO Confirm tex coords and bind them appropriately in vert shader.
+ vec4 color0 = texture2D(detail_0, vary_texcoord0.xy);
+ vec4 color1 = texture2D(detail_1, vary_texcoord0.xy);
+ vec4 color2 = texture2D(detail_2, vary_texcoord0.xy);
+ vec4 color3 = texture2D(detail_3, vary_texcoord0.xy);
- gl_FragColor.rgb = color;
- gl_FragColor.a = texture2D(alphaRamp, gl_TexCoord[3].xy).a;
+ float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a;
+ float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
+ float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
+ vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
+
+ /// Add WL Components
+ outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
+
+ outColor = applyWaterFog(outColor);
+ gl_FragColor = outColor;
}
+
diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
index 72e8e739b3..1fdb90f792 100644
--- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
@@ -23,36 +23,82 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
uniform sampler2D screenTex;
+uniform sampler2D refTex;
+uniform sampler2D screenDepth;
+uniform vec4 fogCol;
+uniform vec3 lightDir;
+uniform vec3 specular;
+uniform float lightExp;
+uniform vec2 fbScale;
uniform float refScale;
+uniform float znear;
+uniform float zfar;
+uniform float kd;
+uniform vec4 waterPlane;
+uniform vec3 eyeVec;
uniform vec4 waterFogColor;
+uniform float waterFogDensity;
+uniform float waterFogKS;
+uniform vec2 screenRes;
//bigWave is (refCoord.w, view.w);
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
-void main()
+vec4 applyWaterFog(vec4 color, vec3 viewVec)
{
- vec4 color;
+ //normalize view vector
+ vec3 view = normalize(viewVec);
+ float es = -view.z;
+
+ //find intersection point with water plane and eye vector
- //get bigwave normal
- vec3 wavef = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0;
-
- //get detail normals
- vec3 dcol = texture2D(bumpMap, littleWave.xy).rgb*0.75;
- dcol += texture2D(bumpMap, littleWave.zw).rgb*1.25;
-
- //interpolate between big waves and little waves (big waves in deep water)
- wavef = (wavef+dcol)*0.5;
+ //get eye depth
+ float e0 = max(-waterPlane.w, 0.0);
+
+ //get object depth
+ float depth = length(viewVec);
+
+ //get "thickness" of water
+ float l = max(depth, 0.1);
- //crunch normal to range [-1,1]
- wavef -= vec3(1,1,1);
+ float kd = waterFogDensity;
+ float ks = waterFogKS;
+ vec4 kc = waterFogColor;
+
+ float F = 0.98;
+
+ float t1 = -kd * pow(F, ks * e0);
+ float t2 = kd + ks * es;
+ float t3 = pow(F, t2*l) - 1.0;
+
+ float L = min(t1/t2*t3, 1.0);
+
+ float D = pow(0.98, l*kd);
+ //return vec4(1.0, 0.0, 1.0, 1.0);
+ return color * D + kc * L;
+ //depth /= 10.0;
+ //return vec4(depth,depth,depth,0.0);
+}
+
+void main()
+{
+ vec4 color;
+
+ //get detail normals
+ vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+ vec3 wavef = normalize(wave1+wave2+wave3);
//figure out distortion vector (ripply)
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
@@ -60,6 +106,5 @@ void main()
vec4 fb = texture2D(screenTex, distort);
- gl_FragColor.rgb = mix(waterFogColor.rgb, fb.rgb, waterFogColor.a * 0.001 + 0.999);
- gl_FragColor.a = fb.a;
+ gl_FragColor = applyWaterFog(fb,view.xyz);
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
index 4d555b566a..444c896d38 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
@@ -23,20 +23,19 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);
-vec3 applyWaterFog(vec4 inColor);
-uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
uniform sampler2D screenTex;
uniform sampler2D refTex;
uniform float sunAngle;
uniform float sunAngle2;
-uniform float scaledAngle;
uniform vec3 lightDir;
uniform vec3 specular;
uniform float lightExp;
@@ -47,67 +46,92 @@ uniform vec3 normScale;
uniform float fresnelScale;
uniform float fresnelOffset;
uniform float blurMultiplier;
-uniform vec4 fogCol;
+
//bigWave is (refCoord.w, view.w);
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
void main()
{
- vec3 viewVec = view.xyz;
vec4 color;
- float dist = length(viewVec.xy);
+ float dist = length(view.xy);
//normalize view vector
- viewVec = normalize(viewVec);
+ vec3 viewVec = normalize(view.xyz);
//get wave normals
- vec3 wavef = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0;
-
- //get detail normals
- vec3 dcol = texture2D(bumpMap, littleWave.xy).rgb*0.75;
- dcol += texture2D(bumpMap, littleWave.zw).rgb*1.25;
-
- //interpolate between big waves and little waves (big waves in deep water)
- wavef = (wavef + dcol) * 0.5;
-
- //crunch normal to range [-1,1]
- wavef -= vec3(1,1,1);
- wavef = normalize(wavef);
-
+ vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
//get base fresnel components
- float df = dot(viewVec,wavef) * fresnelScale + fresnelOffset;
+ vec3 df = vec3(
+ dot(viewVec, wave1),
+ dot(viewVec, (wave2 + wave3) * 0.5),
+ dot(viewVec, wave3)
+ ) * fresnelScale + fresnelOffset;
+ df *= df;
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
float dist2 = dist;
dist = max(dist, 5.0);
+ float dmod = sqrt(dist);
+
+ vec2 dmod_scale = vec2(dmod*dmod, dmod);
+
//get reflected color
- vec2 refdistort = wavef.xy*dot(normScale, vec3(0.333));
- vec2 refvec = distort+refdistort/dist;
- vec4 refcol = texture2D(refTex, refvec);
+ vec2 refdistort1 = wave1.xy*normScale.x;
+ vec2 refvec1 = distort+refdistort1/dmod_scale;
+ vec4 refcol1 = texture2D(refTex, refvec1);
+
+ vec2 refdistort2 = wave2.xy*normScale.y;
+ vec2 refvec2 = distort+refdistort2/dmod_scale;
+ vec4 refcol2 = texture2D(refTex, refvec2);
+
+ vec2 refdistort3 = wave3.xy*normScale.z;
+ vec2 refvec3 = distort+refdistort3/dmod_scale;
+ vec4 refcol3 = texture2D(refTex, refvec3);
+
+ vec4 refcol = refcol1 + refcol2 + refcol3;
+ float df1 = df.x + df.y + df.z;
+ refcol *= df1 * 0.333;
+
+ vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
+
+ wavef.z *= max(-viewVec.z, 0.1);
+ wavef = normalize(wavef);
+
+ float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
+
+ vec2 refdistort4 = wavef.xy*0.125;
+ refdistort4.y -= abs(refdistort4.y);
+ vec2 refvec4 = distort+refdistort4/dmod;
+ float dweight = min(dist2*blurMultiplier, 1.0);
+ vec4 baseCol = texture2D(refTex, refvec4);
+ refcol = mix(baseCol*df2, refcol, dweight);
//get specular component
float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
-
+
//harden specular
- spec = pow(spec, lightExp);
+ spec = pow(spec, 128.0);
//figure out distortion vector (ripply)
- vec2 distort2 = distort+wavef.xy*refScale/max(dist*df, 1.0);
+ vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
vec4 fb = texture2D(screenTex, distort2);
//mix with reflection
- color.rgb = mix(mix(fogCol.rgb, fb.rgb, fogCol.a), refcol.rgb, df);
+ // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
+ color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
color.rgb += spec * specular;
- //color.rgb = applyWaterFog(color);//atmosTransport(color.rgb);
+ color.rgb = atmosTransport(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
color.a = spec * sunAngle2;
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
index d44690d1fb..4bdfce9260 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
@@ -25,16 +25,50 @@
+uniform vec4 lightnorm;
+uniform vec4 waterPlane;
+uniform vec4 waterFogColor;
+uniform float waterFogDensity;
+uniform float waterFogKS;
+
+vec3 getPositionEye();
+
vec4 applyWaterFog(vec4 color)
{
- // GL_EXP2 Fog
- //float fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);
- // GL_EXP Fog
- // float fog = exp(-gl_Fog.density * gl_FogFragCoord);
- // GL_LINEAR Fog
- float fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale;
- fog = clamp(fog, 0.0, 1.0);
- color.rgb = mix(gl_Fog.color.rgb, color.rgb, fog);
+ //normalize view vector
+ vec3 view = normalize(getPositionEye());
+ float es = -(dot(view, waterPlane.xyz));
+
+ //find intersection point with water plane and eye vector
+
+ //get eye depth
+ float e0 = max(-waterPlane.w, 0.0);
+
+ vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
+
+ //get object depth
+ float depth = length(getPositionEye() - int_v);
+
+ //get "thickness" of water
+ float l = max(depth, 0.1);
+
+ float kd = waterFogDensity;
+ float ks = waterFogKS;
+ vec4 kc = waterFogColor;
+
+ float F = 0.98;
+
+ float t1 = -kd * pow(F, ks * e0);
+ float t2 = kd + ks * es;
+ float t3 = pow(F, t2*l) - 1.0;
+
+ float L = min(t1/t2*t3, 1.0);
+
+ float D = pow(0.98, l*kd);
+
+ color.rgb = color.rgb * D + kc.rgb * L;
+ color.a = kc.a + color.a;
+
return color;
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
index 610c06fbbc..f66ba1d2d9 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
@@ -22,8 +22,11 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
void calcAtmospherics(vec3 inPositionEye);
@@ -33,9 +36,9 @@ uniform float time;
uniform vec3 eyeVec;
uniform float waterHeight;
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
float wave(vec2 v, float t, float f, vec2 d, float s)
{
@@ -45,8 +48,7 @@ float wave(vec2 v, float t, float f, vec2 d, float s)
void main()
{
//transform vertex
- vec4 position = gl_Vertex;
- mat4 modelViewProj = gl_ModelViewProjectionMatrix;
+ mat4 modelViewProj = modelview_projection_matrix;
vec4 oPosition;
@@ -57,27 +59,29 @@ void main()
float d = length(oEyeVec.xy);
float ld = min(d, 2560.0);
- position.xy = eyeVec.xy + oEyeVec.xy/d*ld;
+ vec3 lpos = position;
+ lpos.xy = eyeVec.xy + oEyeVec.xy/d*ld;
view.xyz = oEyeVec;
d = clamp(ld/1536.0-0.5, 0.0, 1.0);
d *= d;
- oPosition = position;
+ oPosition = vec4(lpos, 1.0);
oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d);
oPosition = modelViewProj * oPosition;
refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
//get wave position parameter (create sweeping horizontal waves)
- vec3 v = position.xyz;
+ vec3 v = lpos;
v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0;
//push position for further horizon effect.
- position.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
- position.w = 1.0;
- position = position*gl_ModelViewMatrix;
+ vec4 pos;
+ pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
+ pos.w = 1.0;
+ pos = modelview_matrix*pos;
- calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz);
+ calcAtmospherics(pos.xyz);
//pass wave parameters to pixel shader
diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl
index 56a149523e..d2f5e1987a 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl
@@ -1,5 +1,5 @@
/**
- * @file treeF.glsl
+ * @file alphamaskF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,18 +22,25 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
uniform sampler2D diffuseMap;
-varying vec3 vary_normal;
+uniform float minimum_alpha;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec4 vertex_color;
void main()
{
- vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
- gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005);
- gl_FragData[1] = vec4(0,0,0,0);
- vec3 nvn = normalize(vary_normal);
- gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+ vec4 col = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy);
+ if (col.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ gl_FragColor = col;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl
index 2d99ef5481..3580d1f27b 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl
@@ -1,5 +1,5 @@
/**
- * @file giV.glsl
+ * @file alphamaskV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,19 +22,21 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
-varying vec2 vary_fragcoord;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
-uniform vec2 screen_res;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- //transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
-
- gl_FrontColor = gl_Color;
+ gl_Position = modelview_projection_matrix * vec4(position, 1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vertex_color = diffuse_color;
}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl
index 27c63fdc8b..4b481ba834 100644
--- a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl
@@ -22,14 +22,21 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2D diffuseMap;
uniform float custom_alpha;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void main()
{
- vec4 color = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy);
color.a *= custom_alpha;
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl
index c4c896c35c..890474d6d8 100644
--- a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl
@@ -22,13 +22,20 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_FrontColor = gl_Color;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = texcoord0;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl
new file mode 100644
index 0000000000..6bcc97ba18
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl
@@ -0,0 +1,35 @@
+/**
+ * @file debugF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+uniform vec4 color;
+
+void main()
+{
+ gl_FragColor = color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/debugV.glsl b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl
new file mode 100644
index 0000000000..f4d704577a
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl
@@ -0,0 +1,34 @@
+/**
+ * @file debugV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+void main()
+{
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
index b8963e1dec..f67703b839 100644
--- a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
@@ -22,14 +22,21 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
#extension GL_ARB_texture_rectangle : enable
uniform sampler2D glowMap;
uniform sampler2DRect screenMap;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+
void main()
{
- gl_FragColor = texture2D(glowMap, gl_TexCoord[0].xy) +
- texture2DRect(screenMap, gl_TexCoord[1].xy);
+ gl_FragColor = texture2D(glowMap, vary_texcoord0.xy) +
+ texture2DRect(screenMap, vary_texcoord1.xy);
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl
index 7c55fcc286..c66a6e5b48 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl
@@ -1,9 +1,9 @@
/**
- * @file giFinalF.glsl
+ * @file glowcombineFXAAF.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
+ * Copyright (C) 2005, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@@ -23,23 +23,20 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect diffuseRect;
-uniform sampler2D bloomMap;
-uniform sampler2DRect edgeMap;
uniform vec2 screen_res;
-varying vec2 vary_fragcoord;
-
+VARYING vec2 vary_tc;
void main()
{
- vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
- vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
+ vec3 col = texture2DRect(diffuseRect, vary_tc*screen_res).rgb;
- gl_FragColor = bloom + diff;
- //gl_FragColor.rgb = vec3(texture2DRect(edgeMap, vary_fragcoord.xy).a);
+ gl_FragColor = vec4(col.rgb, dot(col.rgb, vec3(0.299, 0.587, 0.144)));
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl
index cb83dda795..058f3b1b82 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl
@@ -1,7 +1,7 @@
/**
- * @file postDeferredV.glsl
+ * @file glowcombineFXAAV.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
@@ -22,16 +22,18 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
-varying vec2 vary_fragcoord;
-uniform vec2 screen_res;
+ATTRIBUTE vec3 position;
+
+VARYING vec2 vary_tc;
void main()
{
- //transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
+ vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ gl_Position = pos;
+
+ vary_tc = pos.xy*0.5+0.5;
}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl
index 4c6360f71d..f7970b7f78 100644
--- a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl
@@ -22,12 +22,20 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
void main()
{
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_MultiTexCoord1;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = texcoord0;
+ vary_texcoord1 = texcoord1;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
index a3cb5225ba..ecbc30f05f 100644
--- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
@@ -23,11 +23,16 @@
* $/LicenseInfo$
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-
+uniform vec4 color;
uniform sampler2D diffuseMap;
+VARYING vec2 vary_texcoord0;
+
void main()
{
- gl_FragColor = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy);
+ gl_FragColor = color*texture2D(diffuseMap, vary_texcoord0.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
index da3bea6d06..9bf7b60eb7 100644
--- a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
@@ -22,24 +22,19 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
- gl_Position = ftransform();
- vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
- pos = normalize(pos);
- float d = dot(pos, normalize(gl_NormalMatrix * gl_Normal));
- d *= d;
- d = 1.0 - d;
- d *= d;
-
- d = min(d, gl_Color.a*2.0);
-
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_FrontColor.rgb = gl_Color.rgb;
- gl_FrontColor.a = max(d, gl_Color.a);
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl
index 57248699cb..85f819f4c2 100644
--- a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl
@@ -23,6 +23,10 @@
* $/LicenseInfo$
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
void main()
{
gl_FragColor = vec4(1,1,1,1);
diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl
index 915e452e0f..c26fa08ddc 100644
--- a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl
@@ -23,8 +23,12 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
void main()
{
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl
new file mode 100644
index 0000000000..fafeb5a7b4
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl
@@ -0,0 +1,37 @@
+/**
+ * @file onetexturenocolorF.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+uniform sampler2D tex0;
+
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ gl_FragColor = texture2D(tex0, vary_texcoord0.xy);
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl
index 6231ee68b7..6b9986c8d7 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl
@@ -1,5 +1,5 @@
/**
- * @file postgiV.glsl
+ * @file onetexturenocolorV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -23,15 +23,16 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
-varying vec2 vary_fragcoord;
-uniform vec2 screen_res;
+VARYING vec2 vary_texcoord0;
void main()
{
- //transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
+ gl_Position = modelview_projection_matrix * vec4(position, 1);
+ vary_texcoord0 = texcoord0;
}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl
index b1d2b949ac..f790122749 100644
--- a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl
@@ -22,12 +22,19 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2D tex0;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void main()
{
- float alpha = texture2D(tex0, gl_TexCoord[0].xy).a * gl_Color.a;
+ float alpha = texture2D(tex0, vary_texcoord0.xy).a * vertex_color.a;
- gl_FragColor = vec4(gl_Color.rgb, alpha);
+ gl_FragColor = vec4(vertex_color.rgb, alpha);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl
index fedf6ae546..c58f9dfdaf 100644
--- a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl
@@ -22,13 +22,20 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
+
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_FrontColor = gl_Color;
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vertex_color = diffuse_color;
+ vary_texcoord0 = texcoord0;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl
index 13517a26ba..a0bb255cfa 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl
@@ -1,9 +1,9 @@
/**
- * @file luminanceF.glsl
+ * @file splattexturerectF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
+ * Copyright (C) 2011, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@@ -23,17 +23,18 @@
* $/LicenseInfo$
*/
+#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-#extension GL_ARB_texture_rectangle : enable
+uniform sampler2DRect screenMap;
-uniform sampler2DRect lightMap;
-uniform sampler2DRect diffuseRect;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
-varying vec2 vary_fragcoord;
void main()
{
- float i = texture2DRect(lightMap, vary_fragcoord.xy).r;
- gl_FragColor.rgb = vec3(i);
- gl_FragColor.a = 1.0;
+ gl_FragColor = texture2DRect(screenMap, vary_texcoord0.xy) * vertex_color;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl
index 190e32b6a3..641d670c26 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl
@@ -1,9 +1,9 @@
/**
- * @file giV.glsl
+ * @file splattexturerectV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
+ * Copyright (C) 2011, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@@ -22,21 +22,20 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
-varying vec2 vary_fragcoord;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec4 diffuse_color;
-uniform vec2 screen_res;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- //transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
- vec4 tex = gl_MultiTexCoord0;
- tex.w = 1.0;
-
- gl_FrontColor = gl_Color;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = texcoord0;
+ vertex_color = diffuse_color;
}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl
index 3408cc44f8..cdb48163dd 100644
--- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl
@@ -22,11 +22,18 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2D tex0;
uniform sampler2D tex1;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+
void main()
{
- gl_FragColor = texture2D(tex0, gl_TexCoord[0].xy)+texture2D(tex1, gl_TexCoord[1].xy);
+ gl_FragColor = texture2D(tex0, vary_texcoord0.xy)+texture2D(tex1, vary_texcoord1.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl
index 94aa964be6..3c2f297f7f 100644
--- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl
@@ -23,12 +23,19 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
void main()
{
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_MultiTexCoord1;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = texcoord0;
+ vary_texcoord1 = texcoord1;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl
index 7694056b08..36d6e06fc5 100644
--- a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl
@@ -22,10 +22,17 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2D diffuseMap;
+VARYING vec2 vary_texcoord0;
+VARYING vec4 vertex_color;
+
void main()
{
- gl_FragColor = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy);
+ gl_FragColor = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl
index b1b90d0b5e..220dafef25 100644
--- a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl
@@ -22,13 +22,21 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_FrontColor = gl_Color;
+ gl_Position = modelview_projection_matrix * vec4(position, 1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
index 4c05329065..10413bdeb0 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
@@ -23,18 +23,23 @@
* $/LicenseInfo$
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
uniform float minimum_alpha;
-uniform float maximum_alpha;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void default_lighting()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
- if (color.a < minimum_alpha || color.a > maximum_alpha)
+ if (color.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl
index 0de909353e..1164e5b0a6 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl
@@ -22,22 +22,26 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-uniform float minimum_alpha;
-uniform float maximum_alpha;
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+uniform float minimum_alpha;
uniform sampler2D diffuseMap;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void default_lighting()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
- if (color.a < minimum_alpha || color.a > maximum_alpha)
+ if (color.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
index 5cb3eb05a7..735f5b3813 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
@@ -22,14 +22,25 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-uniform sampler2D diffuseMap;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+vec3 atmosLighting(vec3 light);
+vec3 scaleSoftClip(vec3 light);
void default_lighting()
{
- vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
+
+ color.rgb = atmosLighting(color.rgb);
+
+ color.rgb = scaleSoftClip(color.rgb);
+
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl
index 8c7713c08d..ba99c0ed71 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl
@@ -22,18 +22,24 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform float minimum_alpha;
-uniform float maximum_alpha;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void fullbright_lighting()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
- if (color.a < minimum_alpha || color.a > maximum_alpha)
+ if (color.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
index f3ba8b73a8..c3edc0bd70 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
@@ -22,14 +22,25 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
-uniform sampler2D diffuseMap;
+vec3 fullbrightAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
void fullbright_lighting()
{
- gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
+
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+
+ gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl
index 89468b9665..276fad4f44 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl
@@ -22,20 +22,26 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform float minimum_alpha;
-uniform float maximum_alpha;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
uniform sampler2D diffuseMap;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void fullbright_lighting()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
- if (color.a < minimum_alpha || color.a > maximum_alpha)
+ if (color.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl
index a909ff608a..4e1e664e6b 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl
@@ -22,8 +22,13 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@@ -32,7 +37,7 @@ uniform sampler2D diffuseMap;
void fullbright_lighting()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
color.rgb = fullbrightAtmosTransport(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
index b4c8a9abce..c981e9eba2 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
@@ -22,14 +22,34 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
-uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
-void fullbright_shiny_lighting()
+vec3 fullbrightShinyAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+
+void fullbright_shiny_lighting()
{
- gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
+
+ color.rgb = fullbrightShinyAtmosTransport(color.rgb);
+
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+
+ color.a = max(color.a, vertex_color.a);
+
+ gl_FragColor = color;
}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl
index af73168c13..a4893f0359 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl
@@ -22,8 +22,14 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
uniform sampler2D diffuseMap;
@@ -33,17 +39,17 @@ vec3 fullbrightScaleSoftClip(vec3 light);
void fullbright_shiny_lighting()
{
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
+ vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = fullbrightShinyAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
- color.a = max(color.a, gl_Color.a);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl
index 925d6fbcfd..c10cde98e0 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl
@@ -21,14 +21,33 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
-uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
-void fullbright_shiny_lighting_water()
+vec3 fullbrightShinyAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void fullbright_shiny_lighting_water()
{
- gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
+
+ color.rgb = fullbrightShinyAtmosTransport(color.rgb);
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+ color.a = max(color.a, vertex_color.a);
+
+ gl_FragColor = applyWaterFog(color);
}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl
index e0a7986705..e9b26087f4 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl
@@ -22,8 +22,13 @@
* $/LicenseInfo$
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
uniform sampler2D diffuseMap;
@@ -34,15 +39,15 @@ vec4 applyWaterFog(vec4 color);
void fullbright_shiny_lighting_water()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = fullbrightShinyAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
- color.a = max(color.a, gl_Color.a);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl
index e5998b77a9..754b2922d9 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl
@@ -23,19 +23,25 @@
* $/LicenseInfo$
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform float minimum_alpha;
-uniform float maximum_alpha;
vec4 diffuseLookup(vec2 texcoord);
vec3 fullbrightAtmosTransport(vec3 light);
vec4 applyWaterFog(vec4 color);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void fullbright_lighting_water()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
- if (color.a < minimum_alpha || color.a > maximum_alpha)
+ if (color.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
index 71238f7d31..2547f9e750 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
@@ -23,13 +23,24 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
-uniform sampler2D diffuseMap;
+vec4 diffuseLookup(vec2 texcoord);
+
+vec3 fullbrightAtmosTransport(vec3 light);
+vec4 applyWaterFog(vec4 color);
void fullbright_lighting_water()
{
- gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
+
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+
+ gl_FragColor = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl
index 3fdd110f7d..f69b907dc7 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl
@@ -22,20 +22,26 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform float minimum_alpha;
-uniform float maximum_alpha;
uniform sampler2D diffuseMap;
vec3 fullbrightAtmosTransport(vec3 light);
vec4 applyWaterFog(vec4 color);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void fullbright_lighting_water()
{
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;
- if (color.a < minimum_alpha || color.a > maximum_alpha)
+ if (color.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl
index 01b89019b1..aa3ef8cdd9 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl
@@ -22,8 +22,13 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
@@ -32,7 +37,7 @@ vec4 applyWaterFog(vec4 color);
void fullbright_lighting_water()
{
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;
color.rgb = fullbrightAtmosTransport(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl
index d419c2d116..9f1a358b53 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl
@@ -22,8 +22,13 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
@@ -32,7 +37,7 @@ vec3 scaleSoftClip(vec3 light);
void default_lighting()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
color.rgb = atmosLighting(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
index 7c9b7c218f..e9c27dbefd 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
@@ -22,16 +22,33 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
-uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
-void shiny_lighting()
+vec3 scaleSoftClip(vec3 light);
+vec3 atmosLighting(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void shiny_lighting()
{
- vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
+
+ color.rgb = atmosLighting(color.rgb);
+
+ color.rgb = scaleSoftClip(color.rgb);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl
index 3b30ebf6f1..595ad74365 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl
@@ -22,9 +22,14 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
uniform sampler2D diffuseMap;
@@ -35,16 +40,16 @@ vec4 applyWaterFog(vec4 color);
void shiny_lighting()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
- color.a = max(color.a, gl_Color.a);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
index ca1af8fc79..68c727d62c 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
@@ -22,16 +22,30 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
-uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
-void shiny_lighting_water()
+vec3 atmosLighting(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void shiny_lighting_water()
{
- vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
- gl_FragColor = color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
+
+ color.rgb = atmosLighting(color.rgb);
+ color.a = max(color.a, vertex_color.a);
+ gl_FragColor = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl
index eeb997fb5f..f32b9e1958 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl
@@ -22,9 +22,14 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
@@ -34,14 +39,14 @@ vec4 applyWaterFog(vec4 color);
void shiny_lighting_water()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = atmosLighting(color.rgb);
- color.a = max(color.a, gl_Color.a);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
index 4a59b8245d..24bf9b3cee 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
@@ -1,5 +1,5 @@
/**
- * @file lightV.glsl
+ * @file lightSpecularV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -25,22 +25,12 @@
-float calcDirectionalLight(vec3 n, vec3 l);
+// All lights, no specular highlights
+
+vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
-// Same as non-specular lighting in lightV.glsl
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
{
- specularColor.rgb = vec3(0.0, 0.0, 0.0);
- vec4 col;
- col.a = color.a;
-
- col.rgb = gl_LightModel.ambient.rgb + baseCol.rgb;
-
- col.rgb += gl_LightSource[0].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[0].position.xyz);
- col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
-
- col.rgb = min(col.rgb*color.rgb, 1.0);
-
- return col;
+ return sumLightsSpecular(pos, norm, color, specularColor, baseCol);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
index 742cb38d80..8045809b82 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
@@ -25,20 +25,12 @@
-float calcDirectionalLight(vec3 n, vec3 l);
+// All lights, no specular highlights
+
+vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight);
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
{
- vec4 col;
- col.a = color.a;
-
- col.rgb = gl_LightModel.ambient.rgb + baseLight.rgb;
-
- col.rgb += gl_LightSource[0].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[0].position.xyz);
- col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
-
- col.rgb = min(col.rgb*color.rgb, 1.0);
-
- return col;
+ return sumLights(pos, norm, color, baseLight);
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl
index 072dcaa6b6..103dd633c9 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl
@@ -22,18 +22,24 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform float minimum_alpha;
-uniform float maximum_alpha;
vec3 atmosLighting(vec3 light);
vec4 applyWaterFog(vec4 color);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void default_lighting_water()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
- if (color.a < minimum_alpha || color.a > maximum_alpha)
+ if (color.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl
index 2df34da4b4..bef72752da 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl
@@ -22,20 +22,26 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform float minimum_alpha;
-uniform float maximum_alpha;
uniform sampler2D diffuseMap;
vec3 atmosLighting(vec3 light);
vec4 applyWaterFog(vec4 color);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void default_lighting_water()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
- if (color.a < minimum_alpha || color.a > maximum_alpha)
+ if (color.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
index da76a977b6..e9537d1e9d 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
@@ -22,14 +22,23 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-uniform sampler2D diffuseMap;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
-void default_lighting_water()
+vec3 atmosLighting(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void default_lighting_water()
{
- vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
- gl_FragColor = color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
+
+ color.rgb = atmosLighting(color.rgb);
+
+ gl_FragColor = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl
index 5a86dad827..8b0c25b705 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl
@@ -22,8 +22,13 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
@@ -32,7 +37,7 @@ vec4 applyWaterFog(vec4 color);
void default_lighting_water()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
color.rgb = atmosLighting(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
index 3e0815226c..7059ff31ae 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
@@ -31,21 +31,22 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 atmosGetDiffuseSunlightColor();
vec3 scaleDownLight(vec3 light);
+uniform vec4 light_position[8];
+uniform vec3 light_diffuse[8];
+
vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
{
- vec4 col;
- col.a = color.a;
-
-
+ vec4 col = vec4(0,0,0, color.a);
+
vec3 view = normalize(pos);
/// collect all the specular values from each calcXXXLightSpecular() function
vec4 specularSum = vec4(0.0);
- col.rgb = gl_LightSource[1].diffuse.rgb * calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz, gl_LightSource[1].diffuse.rgb, 1.0);
+ col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);
col.rgb = scaleDownLight(col.rgb);
col.rgb += atmosAmbient(baseCol.rgb);
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, gl_LightSource[0].position.xyz,atmosGetDiffuseSunlightColor() * baseCol.a, 1.0));
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
col.rgb = min(col.rgb * color.rgb, 1.0);
specularColor.rgb = min(specularColor.rgb * specularSum.rgb, 1.0);
diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
index c271dbcd18..41288c21c1 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
@@ -23,7 +23,8 @@
* $/LicenseInfo$
*/
-
+uniform vec4 light_position[8];
+uniform vec3 light_diffuse[8];
float calcDirectionalLight(vec3 n, vec3 l);
@@ -36,10 +37,10 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
vec4 col;
col.a = color.a;
- col.rgb = gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
+ col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
col.rgb = scaleDownLight(col.rgb);
col.rgb += atmosAmbient(baseLight.rgb);
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
col.rgb = min(col.rgb*color.rgb, 1.0);
diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl
index 11031a8829..4b85d61aca 100644
--- a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl
@@ -22,14 +22,21 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2D texture0;
uniform sampler2D texture1;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+
void main()
{
- float tex0 = texture2D(texture0, gl_TexCoord[0].xy).a;
- float tex1 = texture2D(texture1, gl_TexCoord[1].xy).a;
+ float tex0 = texture2D(texture0, vary_texcoord0.xy).a;
+ float tex1 = texture2D(texture1, vary_texcoord1.xy).a;
gl_FragColor = vec4(tex0+(1.0-tex1)-0.5);
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
index c50ed86315..a7738087dc 100644
--- a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
@@ -22,13 +22,21 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
- gl_FrontColor = gl_Color;
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
index b0114763c1..8494ffba52 100644
--- a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
@@ -1,5 +1,5 @@
/**
- * @file simpleV.glsl
+ * @file emissiveSkinnedV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,30 +22,37 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 projection_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
-void calcAtmospherics(vec3 inPositionEye);
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 emissive;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
-varying float vary_texture_index;
+
+void calcAtmospherics(vec3 inPositionEye);
+mat4 getObjectSkinnedTransform();
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;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vec4 pos = (gl_ModelViewMatrix * vert);
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
- 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;
+ vertex_color = emissive;
+
+ gl_Position = projection_matrix*vec4(pos, 1.0);
+
+
}
diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl
index 819b28e4fd..e984deb0c8 100644
--- a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl
@@ -1,7 +1,7 @@
/**
- * @file fullbrightShinyV.glsl
+ * @file emissiveV.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
@@ -22,32 +22,35 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec4 emissive;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
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;
+ passTextureIndex();
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- 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);
-
+ vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
calcAtmospherics(pos.xyz);
- gl_FrontColor = gl_Color;
+ vertex_color = emissive;
- gl_FogFragCoord = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl
index 0fab5e5001..a54c0caf81 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl
@@ -20,7 +20,7 @@
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
+ * $/LicenseInfo$F
*/
diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl
index abf6e37b7c..5d6f14230c 100644
--- a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl
@@ -1,5 +1,5 @@
/**
- * @file fullbrightV.glsl
+ * @file fullbrightNoColorV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,26 +22,32 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
-void calcAtmospherics(vec3 inPositionEye);
-varying float vary_texture_index;
+void calcAtmospherics(vec3 inPositionEye);
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);
+ vec4 vert = vec4(position.xyz,1.0);
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
calcAtmospherics(pos.xyz);
- gl_FrontColor = gl_Color;
+ vertex_color = vec4(1,1,1,1);
- gl_FogFragCoord = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
index e1a7f263f7..79b552ee1a 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
@@ -22,6 +22,19 @@
* $/LicenseInfo$
*/
+uniform mat4 texture_matrix0;
+uniform mat4 texture_matrix1;
+uniform mat4 modelview_matrix;
+uniform mat4 projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
void calcAtmospherics(vec3 inPositionEye);
@@ -31,24 +44,24 @@ void main()
{
mat4 mat = getObjectSkinnedTransform();
- mat = gl_ModelViewMatrix * mat;
- vec3 pos = (mat*gl_Vertex).xyz;
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
- vec4 norm = gl_Vertex;
- norm.xyz += gl_Normal.xyz;
+ vec4 norm = vec4(position.xyz, 1.0);
+ norm.xyz += normal.xyz;
norm.xyz = (mat*norm).xyz;
norm.xyz = normalize(norm.xyz-pos.xyz);
vec3 ref = reflect(pos.xyz, -norm.xyz);
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
calcAtmospherics(pos.xyz);
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
+
+ gl_Position = projection_matrix*vec4(pos, 1.0);
- gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
- gl_FogFragCoord = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
index 36b00dfbc1..34bd8d445a 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
@@ -22,28 +22,46 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 texture_matrix1;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
void calcAtmospherics(vec3 inPositionEye);
uniform vec4 origin;
+
+
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
+
+
void main()
{
//transform vertex
- gl_Position = ftransform();
+ vec4 vert = vec4(position.xyz,1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vec3 norm = normalize(normal_matrix * 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);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
calcAtmospherics(pos.xyz);
- gl_FrontColor = gl_Color;
-
- gl_FogFragCoord = pos.z;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
index b540054c56..eff75435a9 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
@@ -22,31 +22,36 @@
* $/LicenseInfo$
*/
+uniform mat4 projection_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
void calcAtmospherics(vec3 inPositionEye);
mat4 getObjectSkinnedTransform();
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+
void main()
{
//transform vertex
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
mat4 mat = getObjectSkinnedTransform();
- mat = gl_ModelViewMatrix * mat;
- vec3 pos = (mat*gl_Vertex).xyz;
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
- vec4 norm = gl_Vertex;
- norm.xyz += gl_Normal.xyz;
- norm.xyz = (mat*norm).xyz;
- norm.xyz = normalize(norm.xyz-pos.xyz);
-
calcAtmospherics(pos.xyz);
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
- gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
+ gl_Position = projection_matrix*vec4(pos, 1.0);
- gl_FogFragCoord = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
index 22f731ffde..fc20d3270e 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
@@ -22,22 +22,37 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
+
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
void calcAtmospherics(vec3 inPositionEye);
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+
void main()
{
//transform vertex
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vec4 vert = vec4(position.xyz,1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
-
calcAtmospherics(pos.xyz);
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
- gl_FogFragCoord = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
index 92c09ce937..3c6e22b295 100644
--- a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
@@ -22,20 +22,22 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-uniform float minimum_alpha;
-uniform float maximum_alpha;
-vec3 fullbrightAtmosTransport(vec3 light);
-vec3 fullbrightScaleSoftClip(vec3 light);
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+uniform float minimum_alpha;
uniform sampler2D diffuseMap;
+VARYING vec2 vary_texcoord0;
+
void main()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
- if (color.a < minimum_alpha || color.a > maximum_alpha)
+ if (color.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl
index eea51eba45..e90dbb115a 100644
--- a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl
@@ -22,13 +22,19 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
+
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec2 vary_texcoord0;
+
void main()
{
//transform vertex
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-
- gl_FrontColor = gl_Color;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl b/indra/newview/app_settings/shaders/class1/objects/indexedTextureF.glsl
index 78ea15e87a..254c1d4fc2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/indexedTextureF.glsl
@@ -1,5 +1,5 @@
/**
- * @file sunLightF.glsl
+ * @file fullbrightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -23,13 +23,11 @@
* $/LicenseInfo$
*/
+
-//class 1, no shadow, no SSAO, should never be called
-
-#extension GL_ARB_texture_rectangle : enable
-
void main()
{
- gl_FragColor = vec4(0,0,0,0);
+ fullbright_lighting();
}
+
diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl
index 9deff7bb2a..a95c9e0ab9 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl
@@ -1,5 +1,5 @@
/**
- * @file edgeV.glsl
+ * @file indexedTextureV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,16 +22,13 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+ATTRIBUTE float texture_index;
-varying vec2 vary_fragcoord;
-uniform vec2 screen_res;
+VARYING float vary_texture_index;
-void main()
+void passTextureIndex()
{
- //transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
+ vary_texture_index = texture_index;
}
+
diff --git a/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl
new file mode 100644
index 0000000000..80ea286ac0
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl
@@ -0,0 +1,31 @@
+/**
+ * @file nonindexedTextureV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+void passTextureIndex()
+{
+
+}
+
+
diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
new file mode 100644
index 0000000000..5dcfa87066
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
@@ -0,0 +1,57 @@
+/**
+ * @file previewV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+
+void main()
+{
+ //transform vertex
+ vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vec3 norm = normalize(normal_matrix * normal);
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.));
+ vertex_color = color;
+
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
index f5fd4ededd..591d6fc5c9 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
@@ -22,7 +22,19 @@
* $/LicenseInfo$
*/
+uniform mat4 projection_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 texture_matrix1;
+uniform mat4 modelview_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -32,23 +44,23 @@ void main()
{
mat4 mat = getObjectSkinnedTransform();
- mat = gl_ModelViewMatrix * mat;
- vec3 pos = (mat*gl_Vertex).xyz;
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
- vec4 norm = gl_Vertex;
- norm.xyz += gl_Normal.xyz;
+ vec4 norm = vec4(position.xyz, 1.0);
+ norm.xyz += normal.xyz;
norm.xyz = (mat*norm).xyz;
norm.xyz = normalize(norm.xyz-pos.xyz);
vec3 ref = reflect(pos.xyz, -norm.xyz);
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm.xyz, gl_Color, vec4(0.));
- gl_FrontColor = color;
+ vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.));
+ vertex_color = color;
- gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
+ gl_Position = projection_matrix*vec4(pos, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
index 13a58f0d4a..fdb3453cc5 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
@@ -1,4 +1,4 @@
-/**
+/**
* @file shinyV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
@@ -22,8 +22,24 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 texture_matrix1;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -32,19 +48,18 @@ uniform vec4 origin;
void main()
{
//transform vertex
- gl_Position = ftransform();
-
- vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vec4 vert = vec4(position.xyz,1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+
+ vec3 norm = normalize(normal_matrix * normal);
+ vec3 ref = reflect(pos.xyz, -norm);
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
calcAtmospherics(pos.xyz);
-
- gl_FrontColor = gl_Color;
-
- vec3 ref = reflect(pos.xyz, -norm);
-
- gl_TexCoord[0] = gl_TextureMatrix[0]*vec4(ref,1.0);
-
- gl_FogFragCoord = pos.z;
-}
+ vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0));
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl
new file mode 100644
index 0000000000..0be52a52af
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl
@@ -0,0 +1,59 @@
+/**
+ * @file simpleNoColorV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+uniform vec4 color;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+
+void main()
+{
+ //transform vertex
+ vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vec3 norm = normalize(normal_matrix * normal);
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 col = calcLighting(pos.xyz, norm, color, vec4(0.));
+ vertex_color = col;
+
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl
new file mode 100644
index 0000000000..cb80697d15
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl
@@ -0,0 +1,61 @@
+/**
+ * @file simpleNonIndexedV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+
+void main()
+{
+ //transform vertex
+ vec4 vert = vec4(position.xyz,1.0);
+
+ gl_Position = modelview_projection_matrix*vert;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
+
+ vec4 pos = (modelview_matrix * vert);
+
+ vec3 norm = normalize(normal_matrix * normal);
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
+ vertex_color = color;
+
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
index ad171f7b43..1c6e53b187 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
@@ -22,6 +22,17 @@
* $/LicenseInfo$
*/
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
@@ -31,24 +42,24 @@ mat4 getObjectSkinnedTransform();
void main()
{
//transform vertex
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
mat4 mat = getObjectSkinnedTransform();
- mat = gl_ModelViewMatrix * mat;
- vec3 pos = (mat*gl_Vertex).xyz;
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
- vec4 norm = gl_Vertex;
- norm.xyz += gl_Normal.xyz;
+ vec4 norm = vec4(position.xyz, 1.0);
+ norm.xyz += normal.xyz;
norm.xyz = (mat*norm).xyz;
norm.xyz = normalize(norm.xyz-pos.xyz);
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm.xyz, gl_Color, vec4(0.));
- gl_FrontColor = color;
+ vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.));
+ vertex_color = color;
+
+ gl_Position = projection_matrix*vec4(pos, 1.0);
- gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
- gl_FogFragCoord = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl
index 36d0c99b63..d4dee78793 100644
--- a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl
@@ -1,5 +1,5 @@
-/**
- * @file terrainV.glsl
+/**
+ * @file simpleV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,12 +22,26 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
-void calcAtmospherics(vec3 inPositionEye);
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+
+uniform vec4 color;
+uniform vec4 object_plane_t;
+uniform vec4 object_plane_s;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
{
@@ -46,27 +60,18 @@ vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
void main()
{
//transform vertex
- gl_Position = ftransform();
-
- vec4 pos = gl_ModelViewMatrix * gl_Vertex;
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vec4 vert = vec4(position.xyz,1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;
+
+ vec3 norm = normalize(normal_matrix * normal);
- /// Potentially better without it for water.
- pos /= pos.w;
+ calcAtmospherics(pos.xyz);
- calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz);
+ vec4 color = calcLighting(pos.xyz, norm, color, vec4(0.));
+ vertex_color = color;
- vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0));
- gl_FrontColor = color;
-
- // Transform and pass tex coords
- gl_TexCoord[0].xy = texgen_object(gl_Vertex, gl_MultiTexCoord0, gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy;
-
- vec4 t = gl_MultiTexCoord1;
-
- gl_TexCoord[0].zw = t.xy;
- gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0);
- gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0);
}
-
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
index dc1794e132..37a20383e2 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
@@ -22,26 +22,43 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+
void main()
{
//transform vertex
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vec4 vert = vec4(position.xyz,1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
+
- vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vec3 norm = normalize(normal_matrix * normal);
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
- gl_FrontColor = color;
+ vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
+ vertex_color = color;
- gl_FogFragCoord = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl
index 44c711701b..fa01a27ec0 100644
--- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl
@@ -1,5 +1,5 @@
-/**
- * @file shinyV.glsl
+/**
+ * @file treeV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,34 +22,39 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
-varying float vary_texture_index;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
-uniform vec4 origin;
void main()
{
//transform vertex
- vec4 vert = vec4(gl_Vertex.xyz,1.0);
- vary_texture_index = gl_Vertex.w;
- gl_Position = gl_ModelViewProjectionMatrix*vert;
+ vec4 vert = vec4(position.xyz,1.0);
- 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);
+ gl_Position = modelview_projection_matrix*vert;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
+
+ vec4 pos = (modelview_matrix * vert);
+
+ vec3 norm = normalize(normal_matrix * normal);
calcAtmospherics(pos.xyz);
- gl_FrontColor = calcLighting(pos.xyz, norm, gl_Color, vec4(0.0));
+ vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.));
+ vertex_color = color;
- gl_FogFragCoord = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
index 15738e37e8..6ff860362c 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
@@ -23,21 +23,22 @@
* $/LicenseInfo$
*/
-
+uniform vec4 sunlight_color_copy;
+uniform vec4 light_ambient;
vec3 atmosAmbient(vec3 light)
{
- return gl_LightModel.ambient.rgb + light;
+ return light + light_ambient.rgb;
}
vec3 atmosAffectDirectionalLight(float lightIntensity)
{
- return gl_LightSource[0].diffuse.rgb * lightIntensity;
+ return sunlight_color_copy.rgb * lightIntensity;
}
vec3 atmosGetDiffuseSunlightColor()
{
- return gl_LightSource[0].diffuse.rgb;
+ return sunlight_color_copy.rgb;
}
vec3 scaleDownLight(vec3 light)
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
index dbacf28637..8bdae328bd 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
@@ -24,10 +24,7 @@
*/
-
-varying vec3 vary_PositionEye;
-
vec3 getPositionEye()
{
- return vary_PositionEye;
+ return vec3(0,0,0);
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
index e051ac9851..8ec9ae617c 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
@@ -25,15 +25,12 @@
-varying vec3 vary_PositionEye;
-
-
vec3 getPositionEye()
{
- return vary_PositionEye;
+ return vec3(0,0,0);
}
void setPositionEye(vec3 v)
{
- vary_PositionEye = v;
+
}
diff --git a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl
index 25806cd914..636d4af006 100644
--- a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl
@@ -1,5 +1,5 @@
-/**
- * @file drawQuadV.glsl
+/**
+ * @file atmosphericVarsWaterF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -24,11 +24,10 @@
*/
+VARYING vec3 vary_PositionEye;
-void main(void)
+vec3 getPositionEye()
{
- //transform vertex
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_MultiTexCoord1;
+ return vary_PositionEye;
}
+
diff --git a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl
index abf1be6645..8afcc20f6d 100644
--- a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl
@@ -1,5 +1,5 @@
-/**
- * @file simpleF.glsl
+/**
+ * @file atmosphericVarsWaterV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -23,12 +23,15 @@
* $/LicenseInfo$
*/
+
+VARYING vec3 vary_PositionEye;
+vec3 getPositionEye()
+{
+ return vary_PositionEye;
+}
-uniform sampler2DRect RenderTexture;
-
-void main(void)
+void setPositionEye(vec3 v)
{
- vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
- gl_FragColor = vec4(1.0 - color, 1.0);
+ vary_PositionEye = v;
}
diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
index f9f376c2b7..5af9f5c902 100644
--- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
@@ -22,7 +22,19 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
@@ -31,20 +43,20 @@ void calcAtmospherics(vec3 inPositionEye);
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-
- vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vec3 norm = normalize(normal_matrix * normal);
calcAtmospherics(pos.xyz);
// vec4 specular = specularColor;
vec4 specular = vec4(1.0);
- vec4 color = calcLightingSpecular(pos, norm, gl_Color, specular, vec4(0.0));
+ vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));
- gl_FrontColor = color;
- gl_FogFragCoord = pos.z;
+ vertex_color = color;
+
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 839606cdcb..8d88e93698 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -22,11 +22,16 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
uniform sampler2DRectShadow shadowMap0;
uniform sampler2DRectShadow shadowMap1;
uniform sampler2DRectShadow shadowMap2;
@@ -41,11 +46,11 @@ uniform vec2 shadow_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
uniform float shadow_bias;
@@ -122,9 +127,9 @@ void main()
}
}
- vec4 diff = diffuseLookup(gl_TexCoord[0].xy);
+ vec4 diff = diffuseLookup(vary_texcoord0.xy);
- vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a);
+ vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
@@ -133,10 +138,6 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col.rgb;
- //gl_FragColor = gl_Color;
gl_FragColor = color;
- //gl_FragColor.r = 0.0;
- //gl_FragColor = vec4(1,shadow,1,1);
-
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
index 84e49a5f8f..0df557f2aa 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
@@ -23,10 +23,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRectShadow shadowMap0;
uniform sampler2DRectShadow shadowMap1;
uniform sampler2DRectShadow shadowMap2;
@@ -42,11 +44,13 @@ uniform vec2 shadow_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+VARYING vec2 vary_texcoord0;
+VARYING vec4 vertex_color;
uniform float shadow_bias;
@@ -123,9 +127,9 @@ void main()
}
}
- vec4 diff = texture2D(diffuseMap,gl_TexCoord[0].xy);
+ vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
- vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a);
+ vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
@@ -134,10 +138,6 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col.rgb;
- //gl_FragColor = gl_Color;
- gl_FragColor = color;
- //gl_FragColor.r = 0.0;
- //gl_FragColor = vec4(1,shadow,1,1);
-
+ gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
new file mode 100644
index 0000000000..331dbc7079
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
@@ -0,0 +1,142 @@
+/**
+ * @file alphaNonIndexedNoColorF.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+uniform sampler2DRectShadow shadowMap0;
+uniform sampler2DRectShadow shadowMap1;
+uniform sampler2DRectShadow shadowMap2;
+uniform sampler2DRectShadow shadowMap3;
+uniform sampler2DRect depthMap;
+uniform sampler2D diffuseMap;
+
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform vec2 screen_res;
+uniform vec2 shadow_res;
+
+vec3 atmosLighting(vec3 light);
+vec3 scaleSoftClip(vec3 light);
+
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+VARYING vec2 vary_texcoord0;
+
+uniform float shadow_bias;
+
+uniform mat4 inv_proj;
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos.xyz /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
+{
+ stc.xyz /= stc.w;
+ stc.z += shadow_bias;
+
+ float cs = shadow2DRect(shadowMap, stc.xyz).x;
+ float shadow = cs;
+
+ shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs);
+ shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs);
+ shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs);
+ shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs);
+
+ return shadow/5.0;
+}
+
+
+void main()
+{
+ vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
+ frag *= screen_res;
+
+ float shadow = 1.0;
+ vec4 pos = vec4(vary_position, 1.0);
+
+ vec4 spos = pos;
+
+ if (spos.z > -shadow_clip.w)
+ {
+ vec4 lpos;
+
+ if (spos.z < -shadow_clip.z)
+ {
+ lpos = shadow_matrix[3]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap3, lpos, 1.5);
+ shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
+ }
+ else if (spos.z < -shadow_clip.y)
+ {
+ lpos = shadow_matrix[2]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap2, lpos, 1.5);
+ }
+ else if (spos.z < -shadow_clip.x)
+ {
+ lpos = shadow_matrix[1]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap1, lpos, 1.5);
+ }
+ else
+ {
+ lpos = shadow_matrix[0]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap0, lpos, 1.5);
+ }
+ }
+
+ vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
+
+ vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, 1.0);
+ vec4 color = diff * col;
+
+ color.rgb = atmosLighting(color.rgb);
+
+ color.rgb = scaleSoftClip(color.rgb);
+
+ color.rgb += diff.rgb * vary_pointlight_col.rgb;
+
+ gl_FragColor = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
index 20121da52d..5a3955ef00 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
@@ -21,8 +21,16 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 projection_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -34,16 +42,25 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
uniform float near_clip;
uniform float shadow_offset;
uniform float shadow_bias;
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
@@ -76,56 +93,56 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
mat4 mat = getObjectSkinnedTransform();
- mat = gl_ModelViewMatrix * mat;
+ mat = modelview_matrix * mat;
- vec3 pos = (mat*gl_Vertex).xyz;
+ vec3 pos = (mat*vec4(position, 1.0)).xyz;
- gl_Position = gl_ProjectionMatrix * vec4(pos, 1.0);
+ gl_Position = projection_matrix * vec4(pos, 1.0);
- vec4 n = gl_Vertex;
- n.xyz += gl_Normal.xyz;
+ vec4 n = vec4(position, 1.0);
+ n.xyz += normal.xyz;
n.xyz = (mat*n).xyz;
n.xyz = normalize(n.xyz-pos.xyz);
vec3 norm = n.xyz;
- float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));
- vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset;
+ float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
+ vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
calcAtmospherics(pos.xyz);
- //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
- vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
+ //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
+ vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
// Collect normal lights
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
+ col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
+ col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
+ col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
+ col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
- vary_pointlight_col = col.rgb*gl_Color.rgb;
+ vary_pointlight_col = col.rgb*diffuse_color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
- vary_ambient = col.rgb*gl_Color.rgb;
- vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+ vary_ambient = col.rgb*diffuse_color.rgb;
+ vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
- col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+ col.rgb = min(col.rgb*diffuse_color.rgb, 1.0);
- gl_FrontColor = col;
+ vertex_color = col;
- gl_FogFragCoord = pos.z;
- pos.xyz = (gl_ModelViewProjectionMatrix * gl_Vertex).xyz;
+
+ pos.xyz = (modelview_projection_matrix * vec4(position.xyz, 1.0)).xyz;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 307ae30098..9540ddd2e8 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -22,8 +22,17 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -35,17 +44,25 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
-varying float vary_texture_index;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
uniform float near_clip;
uniform float shadow_offset;
uniform float shadow_bias;
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
@@ -79,48 +96,49 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
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 vert = vec4(position.xyz, 1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- vec4 pos = (gl_ModelViewMatrix * vert);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vec3 norm = normalize(normal_matrix * normal);
- float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));
- vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset;
+ float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
+ vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
calcAtmospherics(pos.xyz);
- //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
- vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
+ //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
+ vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
- // Collect normal lights
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
- vary_pointlight_col = col.rgb*gl_Color.rgb;
+ // Collect normal lights
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
+ col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
+ col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
+ col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
+ col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
+
+ vary_pointlight_col = col.rgb*diffuse_color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
- vary_ambient = col.rgb*gl_Color.rgb;
- vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+ vary_ambient = col.rgb*diffuse_color.rgb;
+ vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
- col.rgb = col.rgb*gl_Color.rgb;
+ col.rgb = col.rgb*diffuse_color.rgb;
- gl_FrontColor = col;
+ vertex_color = col;
- gl_FogFragCoord = pos.z;
- pos = gl_ModelViewProjectionMatrix * vert;
+
+ pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
index 80f386ecb0..9c7a332417 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
@@ -23,7 +23,11 @@
* $/LicenseInfo$
*/
+uniform mat4 projection_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
@@ -37,16 +41,25 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_position;
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_position;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_pointlight_col;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+uniform vec4 color;
uniform float near_clip;
uniform float shadow_offset;
uniform float shadow_bias;
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
@@ -79,56 +92,55 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ vary_texcoord0 = texcoord0;
vec4 pos;
vec3 norm;
mat4 trans = getSkinnedTransform();
- pos.x = dot(trans[0], gl_Vertex);
- pos.y = dot(trans[1], gl_Vertex);
- pos.z = dot(trans[2], gl_Vertex);
+ vec4 pos_in = vec4(position.xyz, 1.0);
+ pos.x = dot(trans[0], pos_in);
+ pos.y = dot(trans[1], pos_in);
+ pos.z = dot(trans[2], pos_in);
pos.w = 1.0;
- norm.x = dot(trans[0].xyz, gl_Normal);
- norm.y = dot(trans[1].xyz, gl_Normal);
- norm.z = dot(trans[2].xyz, gl_Normal);
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
norm = normalize(norm);
- gl_Position = gl_ProjectionMatrix * pos;
+ gl_Position = projection_matrix * pos;
- float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));
- vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset;
+ float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
+ vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
calcAtmospherics(pos.xyz);
- //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
-
- vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
+ vec4 col = vec4(0.0, 0.0, 0.0, 1.0);
// Collect normal lights
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
+ col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
+ col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
+ col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
+ col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
- vary_pointlight_col = col.rgb*gl_Color.rgb;
+ vary_pointlight_col = col.rgb*color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
- vary_ambient = col.rgb*gl_Color.rgb;
- vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+ vary_ambient = col.rgb*color.rgb;
+ vary_directional = atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0));
- col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+ col.rgb = col.rgb*color.rgb;
- gl_FrontColor = col;
+ vertex_color = col;
- gl_FogFragCoord = pos.z;
+
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl
deleted file mode 100644
index a84fdd5dc1..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl
+++ /dev/null
@@ -1,92 +0,0 @@
-/**
- * @file edgeF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-uniform sampler2DMS depthMap;
-uniform sampler2DMS normalMap;
-
-varying vec2 vary_fragcoord;
-
-uniform float depth_cutoff;
-uniform float norm_cutoff;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-float getDepth(ivec2 pos_screen, int sample)
-{
- float z = texelFetch(depthMap, pos_screen, sample).r;
- z = z*2.0-1.0;
- vec4 ndc = vec4(0.0, 0.0, z, 1.0);
- vec4 p = inv_proj*ndc;
- return p.z/p.w;
-}
-
-void main()
-{
- float e = 0;
-
- ivec2 itc = ivec2(vary_fragcoord.xy);
-
- for (int i = 0; i < samples; i++)
- {
- vec3 norm = texelFetch(normalMap, itc, i).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- float depth = getDepth(itc, i);
-
- vec2 tc = vary_fragcoord.xy;
-
- int sc = 1;
-
- vec2 de;
- de.x = (depth-getDepth(itc+ivec2(sc, sc),i)) + (depth-getDepth(itc+ivec2(-sc, -sc), i));
- de.y = (depth-getDepth(itc+ivec2(-sc, sc),i)) + (depth-getDepth(itc+ivec2(sc, -sc), i));
- de /= depth;
- de *= de;
- de = step(depth_cutoff, de);
-
- vec2 ne;
- vec3 nexnorm = texelFetch(normalMap, itc+ivec2(-sc,-sc), i).rgb;
- nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm
- ne.x = dot(nexnorm, norm);
- vec3 neynorm = texelFetch(normalMap, itc+ivec2(sc,sc), i).rgb;
- neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm
- ne.y = dot(neynorm, norm);
-
- ne = 1.0-ne;
-
- ne = step(norm_cutoff, ne);
-
- e += dot(de,de)+dot(ne,ne);
- }
-
- e /= samples;
-
- gl_FragColor.a = e;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 0b31cbefd1..14a683971a 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -22,11 +22,13 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
-
+
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect depthMap;
@@ -34,7 +36,6 @@ uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
uniform sampler2DRect lightMap;
uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
uniform sampler2D projectionMap;
uniform mat4 proj_mat; //screen space to light space
@@ -54,9 +55,12 @@ uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
-varying vec4 vary_light;
+uniform vec3 center;
+uniform float size;
+uniform vec3 color;
+uniform float falloff;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
@@ -128,9 +132,9 @@ void main()
frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = vary_light.xyz-pos.xyz;
+ vec3 lv = center.xyz-pos.xyz;
float dist2 = dot(lv,lv);
- dist2 /= vary_light.w;
+ dist2 /= size;
if (dist2 > 1.0)
{
discard;
@@ -161,7 +165,7 @@ void main()
proj_tc.xyz /= proj_tc.w;
- float fa = gl_Color.a+1.0;
+ float fa = falloff+1.0;
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
if (dist_atten <= 0.0)
{
@@ -193,7 +197,7 @@ void main()
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+ vec3 lcol = color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
@@ -210,7 +214,7 @@ void main()
amb_da = min(amb_da, 1.0-lit);
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
@@ -243,7 +247,7 @@ void main()
stc.y > 0.0)
{
vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
+ col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb*shadow;
}
}
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl
deleted file mode 100644
index 1afa9a9fb4..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl
+++ /dev/null
@@ -1,262 +0,0 @@
-/**
- * @file multiSpotLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-uniform sampler2DMS diffuseRect;
-uniform sampler2DMS specularRect;
-uniform sampler2DMS depthMap;
-uniform sampler2DMS normalMap;
-uniform sampler2DRect lightMap;
-uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
-uniform sampler2D projectionMap;
-
-uniform mat4 proj_mat; //screen space to light space
-uniform float proj_near; //near clip for projection
-uniform vec3 proj_p; //plane projection is emitting from (in screen space)
-uniform vec3 proj_n;
-uniform float proj_focus; //distance from plane to begin blurring
-uniform float proj_lod; //(number of mips in proj map)
-uniform float proj_range; //range between near clip and far clip plane of projection
-uniform float proj_ambient_lod;
-uniform float proj_ambiance;
-uniform float near_clip;
-uniform float far_clip;
-
-uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
-uniform float sun_wash;
-uniform int proj_shadow_idx;
-uniform float shadow_fade;
-
-varying vec4 vary_light;
-
-varying vec4 vary_fragcoord;
-uniform vec2 screen_res;
-
-uniform mat4 inv_proj;
-
-vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = tc-vec2(0.5);
-
- float det = max(1.0-lod/(proj_lod*0.5), 0.0);
-
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
-
- return ret;
-}
-
-vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
-
- float det = min(lod/(proj_lod*0.5), 1.0);
-
- float d = min(dist.x, dist.y);
-
- float edge = 0.25*det;
-
- ret *= clamp(d/edge, 0.0, 1.0);
-
- return ret;
-}
-
-vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = tc-vec2(0.5);
-
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
-
- return ret;
-}
-
-
-vec4 getPosition(ivec2 pos_screen, int sample)
-{
- float depth = texelFetch(depthMap, pos_screen, sample).r;
- vec2 sc = vec2(pos_screen.xy)*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-void main()
-{
- int wght = 0;
-
- vec3 fcol = vec3(0,0,0);
-
- vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
-
- ivec2 itc = ivec2(frag.xy);
-
- float shadow = 1.0;
-
- if (proj_shadow_idx >= 0)
- {
- vec4 shd = texture2DRect(lightMap, frag);
- float sh[2];
- sh[0] = shd.b;
- sh[1] = shd.a;
- shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
- }
-
- for (int i = 0; i < samples; i++)
- {
- vec3 pos = getPosition(itc, i).xyz;
- vec3 lv = vary_light.xyz-pos.xyz;
- float dist2 = dot(lv,lv);
- dist2 /= vary_light.w;
- if (dist2 <= 1.0)
- {
- vec3 norm = texelFetch(normalMap, itc, i).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
-
- norm = normalize(norm);
- float l_dist = -dot(lv, proj_n);
-
- vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
- if (proj_tc.z >= 0.0)
- {
- proj_tc.xyz /= proj_tc.w;
-
- float fa = gl_Color.a+1.0;
- float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
- if (dist_atten > 0.0)
- {
- lv = proj_origin-pos.xyz;
- lv = normalize(lv);
- float da = dot(norm, lv);
-
- vec3 col = vec3(0,0,0);
-
- vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
-
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
- if (proj_tc.z > 0.0 &&
- proj_tc.x < 1.0 &&
- proj_tc.y < 1.0 &&
- proj_tc.x > 0.0 &&
- proj_tc.y > 0.0)
- {
- float lit = 0.0;
- float amb_da = proj_ambiance;
-
- if (da > 0.0)
- {
- float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
- float lod = diff * proj_lod;
-
- vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
-
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
-
- lit = da * dist_atten * noise;
-
- col = lcol*lit*diff_tex*shadow;
- amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
- }
-
- //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
- vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
-
- amb_da += (da*da*0.5+0.5)*proj_ambiance;
-
- amb_da *= dist_atten * noise;
-
- amb_da = min(amb_da, 1.0-lit);
-
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
- }
-
-
- vec4 spec = texelFetch(specularRect, itc, i);
- if (spec.a > 0.0)
- {
- vec3 ref = reflect(normalize(pos), norm);
-
- //project from point pos in direction ref to plane proj_p, proj_n
- vec3 pdelta = proj_p-pos;
- float ds = dot(ref, proj_n);
-
- if (ds < 0.0)
- {
- vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
-
- vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
-
- if (stc.z > 0.0)
- {
- stc.xy /= stc.w;
-
- float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
-
- stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
-
- if (stc.x < 1.0 &&
- stc.y < 1.0 &&
- stc.x > 0.0 &&
- stc.y > 0.0)
- {
- vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
- }
- }
- }
- }
-
- fcol += col;
- wght++;
- }
- }
- }
- }
-
- if (wght <= 0)
- {
- discard;
- }
-
- gl_FragColor.rgb = fcol/samples;
- gl_FragColor.a = 0.0;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index d7407332e5..eb367d4ad6 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -23,10 +23,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
@@ -65,8 +67,9 @@ uniform mat3 ssao_effect_mat;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
+uniform vec3 sun_dir;
+
+VARYING vec2 vary_fragcoord;
vec3 vary_PositionEye;
@@ -145,10 +148,6 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
vec3 P = inPositionEye;
setPositionEye(P);
- //(TERRAIN) limit altitude
- if (P.y > max_y.x) P *= (max_y.x / P.y);
- if (P.y < -max_y.x) P *= (-max_y.x / P.y);
-
vec3 tmpLightnorm = lightnorm.xyz;
vec3 Pn = normalize(P);
@@ -282,7 +281,7 @@ void main()
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
- float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
+ float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
vec4 diffuse = texture2DRect(diffuseRect, tc);
@@ -309,8 +308,8 @@ void main()
// the old infinite-sky shiny reflection
//
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
- float sa = dot(refnormpersp, vary_light.xyz);
- vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
+ float sa = dot(refnormpersp, sun_dir.xyz);
+ vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).r;
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl
deleted file mode 100644
index 1244294451..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl
+++ /dev/null
@@ -1,337 +0,0 @@
-/**
- * @file softenLightMSF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-uniform sampler2DMS diffuseRect;
-uniform sampler2DMS specularRect;
-uniform sampler2DMS normalMap;
-uniform sampler2DRect lightMap;
-uniform sampler2DMS depthMap;
-uniform sampler2D noiseMap;
-uniform samplerCube environmentMap;
-uniform sampler2D lightFunc;
-uniform vec3 gi_quad;
-
-uniform float blur_size;
-uniform float blur_fidelity;
-
-// Inputs
-uniform vec4 morphFactor;
-uniform vec3 camPosLocal;
-//uniform vec4 camPosWorld;
-uniform vec4 gamma;
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 ambient;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 distance_multiplier;
-uniform vec4 max_y;
-uniform vec4 glow;
-uniform float scene_light_strength;
-uniform vec3 env_mat[3];
-uniform vec4 shadow_clip;
-uniform mat3 ssao_effect_mat;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
-
-vec3 vary_PositionEye;
-
-vec3 vary_SunlitColor;
-vec3 vary_AmblitColor;
-vec3 vary_AdditiveColor;
-vec3 vary_AtmosAttenuation;
-
-vec4 getPosition_d(vec2 pos_screen, float depth)
-{
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-vec3 getPositionEye()
-{
- return vary_PositionEye;
-}
-vec3 getSunlitColor()
-{
- return vary_SunlitColor;
-}
-vec3 getAmblitColor()
-{
- return vary_AmblitColor;
-}
-vec3 getAdditiveColor()
-{
- return vary_AdditiveColor;
-}
-vec3 getAtmosAttenuation()
-{
- return vary_AtmosAttenuation;
-}
-
-
-void setPositionEye(vec3 v)
-{
- vary_PositionEye = v;
-}
-
-void setSunlitColor(vec3 v)
-{
- vary_SunlitColor = v;
-}
-
-void setAmblitColor(vec3 v)
-{
- vary_AmblitColor = v;
-}
-
-void setAdditiveColor(vec3 v)
-{
- vary_AdditiveColor = v;
-}
-
-void setAtmosAttenuation(vec3 v)
-{
- vary_AtmosAttenuation = v;
-}
-
-void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
-
- vec3 P = inPositionEye;
- setPositionEye(P);
-
- //(TERRAIN) limit altitude
- if (P.y > max_y.x) P *= (max_y.x / P.y);
- if (P.y < -max_y.x) P *= (-max_y.x / P.y);
-
- vec3 tmpLightnorm = lightnorm.xyz;
-
- vec3 Pn = normalize(P);
- float Plen = length(P);
-
- vec4 temp1 = vec4(0);
- vec3 temp2 = vec3(0);
- vec4 blue_weight;
- vec4 haze_weight;
- vec4 sunlight = sunlight_color;
- vec4 light_atten;
-
- //sunlight attenuation effect (hue and brightness) due to atmosphere
- //this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
- //I had thought blue_density and haze_density should have equal weighting,
- //but attenuation due to haze_density tends to seem too strong
-
- temp1 = blue_density + vec4(haze_density.r);
- blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density.r) / temp1;
-
- //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
- temp2.y = max(0.0, tmpLightnorm.y);
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
-
- // main atmospheric scattering line integral
- temp2.z = Plen * density_multiplier.x;
-
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
-
- //final atmosphere attenuation factor
- setAtmosAttenuation(temp1.rgb);
-
- //compute haze glow
- //(can use temp2.x as temp because we haven't used it yet)
- temp2.x = dot(Pn, tmpLightnorm.xyz);
- temp2.x = 1. - temp2.x;
- //temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .03); //was glow.y
- //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
- temp2.x *= glow.x;
- //higher glow.x gives dimmer glow (because next step is 1 / "angle")
- temp2.x = pow(temp2.x, glow.z);
- //glow.z should be negative, so we're doing a sort of (1 / "angle") function
-
- //add "minimum anti-solar illumination"
- temp2.x += .25;
-
- //increase ambient when there are more clouds
- vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
-
- /* decrease value and saturation (that in HSV, not HSL) for occluded areas
- * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
- * // The following line of code performs the equivalent of:
- * float ambAlpha = tmpAmbient.a;
- * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
- * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
- * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
- */
- tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
-
- //haze color
- setAdditiveColor(
- vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
- + tmpAmbient)));
-
- //brightness of surface both sunlight and ambient
- setSunlitColor(vec3(sunlight * .5));
- setAmblitColor(vec3(tmpAmbient * .25));
- setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
-}
-
-vec3 atmosLighting(vec3 light)
-{
- light *= getAtmosAttenuation().r;
- light += getAdditiveColor();
- return (2.0 * light);
-}
-
-vec3 atmosTransport(vec3 light) {
- light *= getAtmosAttenuation().r;
- light += getAdditiveColor() * 2.0;
- return light;
-}
-vec3 atmosGetDiffuseSunlightColor()
-{
- return getSunlitColor();
-}
-
-vec3 scaleDownLight(vec3 light)
-{
- return (light / scene_light_strength );
-}
-
-vec3 scaleUpLight(vec3 light)
-{
- return (light * scene_light_strength);
-}
-
-vec3 atmosAmbient(vec3 light)
-{
- return getAmblitColor() + light / 2.0;
-}
-
-vec3 atmosAffectDirectionalLight(float lightIntensity)
-{
- return getSunlitColor() * lightIntensity;
-}
-
-vec3 scaleSoftClip(vec3 light)
-{
- //soft clip effect:
- light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, gamma.xxx);
-
- return light;
-}
-
-void main()
-{
- vec2 tc = vary_fragcoord.xy;
- ivec2 itc = ivec2(tc);
-
- vec4 fcol = vec4(0,0,0,0);
-
- vec2 scol_ambocc = texture2DRect(lightMap, tc).rg;
- float ambocc = scol_ambocc.g;
-
- for (int i = 0; i < samples; ++i)
- {
- float depth = texelFetch(depthMap, itc.xy, i).r;
- vec3 pos = getPosition_d(tc, depth).xyz;
- vec3 norm = texelFetch(normalMap, itc, i).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
-
- float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
-
- vec4 diffuse = texelFetch(diffuseRect, itc, i);
- vec3 col;
- float bloom = 0.0;
- if (diffuse.a < 0.9)
- {
- vec4 spec = texelFetch(specularRect, itc, i);
-
- float amb = 0;
-
- float scol = max(scol_ambocc.r, diffuse.a);
- amb += ambocc;
-
- calcAtmospherics(pos.xyz, ambocc);
-
- col = atmosAmbient(vec3(0));
- col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
-
- col *= diffuse.rgb;
-
- if (spec.a > 0.0) // specular reflection
- {
- // the old infinite-sky shiny reflection
- //
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
- float sa = dot(refnormpersp, vary_light.xyz);
- vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
-
- // add the two types of shiny together
- vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib);
- col += spec_contrib;
- }
-
- col = atmosLighting(col);
- col = scaleSoftClip(col);
-
- col = mix(col, diffuse.rgb, diffuse.a);
- }
- else
- {
- col = diffuse.rgb;
- }
-
- fcol += vec4(col, bloom);
- }
-
- gl_FragColor = fcol/samples;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
index fed238510a..c840d72784 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
@@ -22,23 +22,21 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
uniform vec2 screen_res;
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
+
void main()
{
//transform vertex
- gl_Position = ftransform();
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
-
- vec4 tex = gl_MultiTexCoord0;
- tex.w = 1.0;
- vary_light = gl_MultiTexCoord0;
+ vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 25270f4939..31bd0c79da 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -23,9 +23,13 @@
* $/LicenseInfo$
*/
+#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-#extension GL_ARB_texture_rectangle : enable
+VARYING vec4 vertex_color;
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
@@ -34,7 +38,6 @@ uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
uniform sampler2DRect lightMap;
uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
uniform sampler2D projectionMap;
uniform mat4 proj_mat; //screen space to light space
@@ -53,9 +56,9 @@ uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
-varying vec4 vary_light;
+VARYING vec4 vary_light;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
@@ -114,7 +117,7 @@ void main()
proj_tc.xyz /= proj_tc.w;
- float fa = gl_Color.a+1.0;
+ float fa = vertex_color.a+1.0;
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
lv = proj_origin-pos.xyz;
@@ -140,7 +143,7 @@ void main()
vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+ vec3 lcol = vertex_color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
@@ -163,7 +166,7 @@ void main()
amb_da = min(amb_da, 1.0-lit);
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ col += amb_da*vertex_color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
@@ -192,7 +195,7 @@ void main()
stc.y > 0.0)
{
vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
+ col += dist_atten*scol.rgb*vertex_color.rgb*scol.a*spec.rgb*shadow;
}
}
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl
deleted file mode 100644
index 4962e73e39..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl
+++ /dev/null
@@ -1,263 +0,0 @@
-/**
- * @file multiSpotLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-uniform sampler2DMS diffuseRect;
-uniform sampler2DMS specularRect;
-uniform sampler2DMS depthMap;
-uniform sampler2DMS normalMap;
-uniform sampler2DRect lightMap;
-uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
-uniform sampler2D projectionMap;
-
-uniform mat4 proj_mat; //screen space to light space
-uniform float proj_near; //near clip for projection
-uniform vec3 proj_p; //plane projection is emitting from (in screen space)
-uniform vec3 proj_n;
-uniform float proj_focus; //distance from plane to begin blurring
-uniform float proj_lod; //(number of mips in proj map)
-uniform float proj_range; //range between near clip and far clip plane of projection
-uniform float proj_ambient_lod;
-uniform float proj_ambiance;
-uniform float near_clip;
-uniform float far_clip;
-
-uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
-uniform float sun_wash;
-uniform int proj_shadow_idx;
-uniform float shadow_fade;
-
-varying vec4 vary_light;
-
-varying vec4 vary_fragcoord;
-uniform vec2 screen_res;
-
-uniform mat4 inv_proj;
-
-vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = tc-vec2(0.5);
-
- float det = max(1.0-lod/(proj_lod*0.5), 0.0);
-
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
-
- return ret;
-}
-
-vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
-
- float det = min(lod/(proj_lod*0.5), 1.0);
-
- float d = min(dist.x, dist.y);
-
- float edge = 0.25*det;
-
- ret *= clamp(d/edge, 0.0, 1.0);
-
- return ret;
-}
-
-vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = tc-vec2(0.5);
-
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
-
- return ret;
-}
-
-
-vec4 getPosition(ivec2 pos_screen, int sample)
-{
- float depth = texelFetch(depthMap, pos_screen, sample).r;
- vec2 sc = vec2(pos_screen.xy)*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-void main()
-{
- vec4 frag = vary_fragcoord;
- frag.xyz /= frag.w;
- frag.xyz = frag.xyz*0.5+0.5;
- frag.xy *= screen_res;
- ivec2 itc = ivec2(frag.xy);
-
- vec3 fcol = vec3(0,0,0);
- int wght = 0;
-
- float shadow = 1.0;
-
- if (proj_shadow_idx >= 0)
- {
- vec4 shd = texture2DRect(lightMap, frag.xy);
- float sh[2];
- sh[0] = shd.b;
- sh[1] = shd.a;
- shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
- }
-
- for (int i = 0; i < samples; i++)
- {
- vec3 pos = getPosition(itc, i).xyz;
- vec3 lv = vary_light.xyz-pos.xyz;
- float dist2 = dot(lv,lv);
- dist2 /= vary_light.w;
- if (dist2 <= 1.0)
- {
- vec3 norm = texelFetch(normalMap, itc, i).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
-
- norm = normalize(norm);
- float l_dist = -dot(lv, proj_n);
-
- vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
- if (proj_tc.z >= 0.0)
- {
- proj_tc.xyz /= proj_tc.w;
-
- float fa = gl_Color.a+1.0;
- float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
- if (dist_atten > 0.0)
- {
- lv = proj_origin-pos.xyz;
- lv = normalize(lv);
- float da = dot(norm, lv);
-
- vec3 col = vec3(0,0,0);
-
- vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
-
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
- if (proj_tc.z > 0.0 &&
- proj_tc.x < 1.0 &&
- proj_tc.y < 1.0 &&
- proj_tc.x > 0.0 &&
- proj_tc.y > 0.0)
- {
- float lit = 0.0;
- float amb_da = proj_ambiance;
-
- if (da > 0.0)
- {
- float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
- float lod = diff * proj_lod;
-
- vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
-
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
-
- lit = da * dist_atten * noise;
-
- col = lcol*lit*diff_tex*shadow;
- amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
- }
-
- //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
- vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
-
- amb_da += (da*da*0.5+0.5)*proj_ambiance;
-
- amb_da *= dist_atten * noise;
-
- amb_da = min(amb_da, 1.0-lit);
-
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
- }
-
-
- vec4 spec = texelFetch(specularRect, itc, i);
- if (spec.a > 0.0)
- {
- vec3 ref = reflect(normalize(pos), norm);
-
- //project from point pos in direction ref to plane proj_p, proj_n
- vec3 pdelta = proj_p-pos;
- float ds = dot(ref, proj_n);
-
- if (ds < 0.0)
- {
- vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
-
- vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
-
- if (stc.z > 0.0)
- {
- stc.xy /= stc.w;
-
- float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
-
- stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
-
- if (stc.x < 1.0 &&
- stc.y < 1.0 &&
- stc.x > 0.0 &&
- stc.y > 0.0)
- {
- vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
- }
- }
- }
- }
-
- fcol += col;
- wght++;
- }
- }
- }
- }
-
- if (wght <= 0)
- {
- discard;
- }
-
- gl_FragColor.rgb = fcol/wght;
- gl_FragColor.a = 0.0;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 1809cff1e5..229c2f4b67 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -22,11 +22,13 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
//class 2, shadows, no SSAO
uniform sampler2DRect depthMap;
@@ -47,13 +49,13 @@ uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
-varying vec2 vary_fragcoord;
-varying vec4 vary_light;
+VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform vec2 shadow_res;
uniform vec2 proj_shadow_res;
+uniform vec3 sun_dir;
uniform float shadow_bias;
uniform float shadow_offset;
@@ -132,10 +134,10 @@ void main()
}*/
float shadow = 1.0;
- float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
+ float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
vec3 shadow_pos = pos.xyz + displace*norm;
- vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
+ vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);
vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl
deleted file mode 100644
index ac4fe52655..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl
+++ /dev/null
@@ -1,220 +0,0 @@
-/**
- * @file sunLightMSF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-//class 2, shadows, no SSAO
-
-uniform sampler2DMS depthMap;
-uniform sampler2DMS normalMap;
-uniform sampler2DRectShadow shadowMap0;
-uniform sampler2DRectShadow shadowMap1;
-uniform sampler2DRectShadow shadowMap2;
-uniform sampler2DRectShadow shadowMap3;
-uniform sampler2DShadow shadowMap4;
-uniform sampler2DShadow shadowMap5;
-
-
-// Inputs
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform float ssao_radius;
-uniform float ssao_max_radius;
-uniform float ssao_factor;
-uniform float ssao_factor_inv;
-
-varying vec2 vary_fragcoord;
-varying vec4 vary_light;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-uniform vec2 shadow_res;
-uniform vec2 proj_shadow_res;
-
-uniform float shadow_bias;
-uniform float shadow_offset;
-
-uniform float spot_shadow_bias;
-uniform float spot_shadow_offset;
-
-vec4 getPosition(ivec2 pos_screen, int sample)
-{
- float depth = texelFetch(depthMap, pos_screen.xy, sample).r;
- vec2 sc = vec2(pos_screen.xy)*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
-{
- stc.xyz /= stc.w;
- stc.z += shadow_bias*scl;
-
- float cs = shadow2DRect(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
-
- return shadow/5.0;
-
- //return shadow;
-}
-
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
-{
- stc.xyz /= stc.w;
- stc.z += spot_shadow_bias*scl;
-
- float cs = shadow2D(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- vec2 off = 1.5/proj_shadow_res;
-
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
-
- return shadow/5.0;
-
- //return shadow;
-}
-
-void main()
-{
- vec2 pos_screen = vary_fragcoord.xy;
- ivec2 itc = ivec2(pos_screen);
-
- //try doing an unproject here
-
- vec4 fcol = vec4(0,0,0,0);
-
- for (int i = 0; i < samples; i++)
- {
- vec4 pos = getPosition(itc, i);
-
- vec4 nmap4 = texelFetch(normalMap, itc, i);
- nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm
- float displace = nmap4.w;
- vec3 norm = nmap4.xyz;
-
- /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
- {
- gl_FragColor = vec4(0.0); // doesn't matter
- return;
- }*/
-
- float shadow = 1.0;
- float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
-
- vec3 shadow_pos = pos.xyz + displace*norm;
- vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
-
- vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
-
- if (spos.z > -shadow_clip.w)
- {
- if (dp_directional_light == 0.0)
- {
- // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
- shadow = 0.0;
- }
- else
- {
- vec4 lpos;
-
- if (spos.z < -shadow_clip.z)
- {
- lpos = shadow_matrix[3]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap3, lpos, 0.25);
- shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
- }
- else if (spos.z < -shadow_clip.y)
- {
- lpos = shadow_matrix[2]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap2, lpos, 0.5);
- }
- else if (spos.z < -shadow_clip.x)
- {
- lpos = shadow_matrix[1]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap1, lpos, 0.75);
- }
- else
- {
- lpos = shadow_matrix[0]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap0, lpos, 1.0);
- }
-
- // take the most-shadowed value out of these two:
- // * the blurred sun shadow in the light (shadow) map
- // * an unblurred dot product between the sun and this norm
- // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
- shadow = min(shadow, dp_directional_light);
-
- //lpos.xy /= lpos.w*32.0;
- //if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1)
- //{
- // shadow = 0.0;
- //}
-
- }
- }
- else
- {
- // more distant than the shadow map covers
- shadow = 1.0;
- }
-
- fcol[0] += shadow;
- fcol[1] += 1.0;
-
- spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
-
- //spotlight shadow 1
- vec4 lpos = shadow_matrix[4]*spos;
- fcol[2] += pcfShadow(shadowMap4, lpos, 0.8);
-
- //spotlight shadow 2
- lpos = shadow_matrix[5]*spos;
- fcol[3] += pcfShadow(shadowMap5, lpos, 0.8);
- }
-
- gl_FragColor = fcol/samples;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 681186d6b2..5b207ab558 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -22,10 +22,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
//class 2 -- shadows and SSAO
uniform sampler2DRect depthMap;
@@ -46,8 +48,8 @@ uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
-varying vec2 vary_fragcoord;
-varying vec4 vary_light;
+VARYING vec2 vary_fragcoord;
+uniform vec3 sun_dir;
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -184,10 +186,10 @@ void main()
}*/
float shadow = 1.0;
- float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
+ float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
vec3 shadow_pos = pos.xyz + displace*norm;
- vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
+ vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);
vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl
deleted file mode 100644
index 0fd7b7525d..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl
+++ /dev/null
@@ -1,258 +0,0 @@
-/**
- * @file sunLightSSAOF.glsl
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-//class 2 -- shadows and SSAO
-
-uniform sampler2DMS depthMap;
-uniform sampler2DMS normalMap;
-uniform sampler2DRectShadow shadowMap0;
-uniform sampler2DRectShadow shadowMap1;
-uniform sampler2DRectShadow shadowMap2;
-uniform sampler2DRectShadow shadowMap3;
-uniform sampler2DShadow shadowMap4;
-uniform sampler2DShadow shadowMap5;
-uniform sampler2D noiseMap;
-
-// Inputs
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform float ssao_radius;
-uniform float ssao_max_radius;
-uniform float ssao_factor;
-uniform float ssao_factor_inv;
-
-varying vec2 vary_fragcoord;
-varying vec4 vary_light;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-uniform vec2 shadow_res;
-uniform vec2 proj_shadow_res;
-
-uniform float shadow_bias;
-uniform float shadow_offset;
-
-uniform float spot_shadow_bias;
-uniform float spot_shadow_offset;
-
-vec4 getPosition(ivec2 pos_screen, int sample)
-{
- float depth = texelFetch(depthMap, pos_screen, sample).r;
- vec2 sc = vec2(pos_screen.xy)*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-//calculate decreases in ambient lighting when crowded out (SSAO)
-float calcAmbientOcclusion(vec4 pos, vec3 norm, int sample)
-{
- float ret = 1.0;
-
- vec2 kern[8];
- // exponentially (^2) distant occlusion samples spread around origin
- kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
- kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
- kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
- kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
- kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
- kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
- kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
- kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
-
- vec2 pos_screen = vary_fragcoord.xy;
- vec3 pos_world = pos.xyz;
- vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
-
- float angle_hidden = 0.0;
- int points = 0;
-
- float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
-
- // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
- for (int i = 0; i < 8; i++)
- {
- ivec2 samppos_screen = ivec2(pos_screen + scale * reflect(kern[i], noise_reflect));
- vec3 samppos_world = getPosition(samppos_screen, sample).xyz;
-
- vec3 diff = pos_world - samppos_world;
- float dist2 = dot(diff, diff);
-
- // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
- // --> solid angle shrinking by the square of distance
- //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
- //(k should vary inversely with # of samples, but this is taken care of later)
-
- angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
-
- // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
- points = points + int(diff.z > -1.0);
- }
-
- angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
-
- ret = (1.0 - (float(points != 0) * angle_hidden));
-
- return min(ret, 1.0);
-}
-
-float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
-{
- stc.xyz /= stc.w;
- stc.z += shadow_bias*scl;
-
- float cs = shadow2DRect(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
-
- return shadow/5.0;
-
- //return shadow;
-}
-
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
-{
- stc.xyz /= stc.w;
- stc.z += spot_shadow_bias*scl;
-
- float cs = shadow2D(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- vec2 off = 1.5/proj_shadow_res;
-
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
-
-
- return shadow/5.0;
-
- //return shadow;
-}
-
-void main()
-{
- vec2 pos_screen = vary_fragcoord.xy;
- ivec2 itc = ivec2(pos_screen);
- vec4 fcol = vec4(0,0,0,0);
-
- for (int i = 0; i < samples; i++)
- {
- vec4 pos = getPosition(itc, i);
-
- vec4 nmap4 = texelFetch(normalMap, itc, i);
- nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm
- float displace = nmap4.w;
- vec3 norm = nmap4.xyz;
-
- float shadow = 1.0;
- float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
-
- vec3 shadow_pos = pos.xyz + displace*norm;
- vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
-
- vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
-
- if (spos.z > -shadow_clip.w)
- {
- if (dp_directional_light == 0.0)
- {
- // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
- shadow = 0.0;
- }
- else
- {
- vec4 lpos;
-
- if (spos.z < -shadow_clip.z)
- {
- lpos = shadow_matrix[3]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap3, lpos, 0.25);
- shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
- }
- else if (spos.z < -shadow_clip.y)
- {
- lpos = shadow_matrix[2]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap2, lpos, 0.5);
- }
- else if (spos.z < -shadow_clip.x)
- {
- lpos = shadow_matrix[1]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap1, lpos, 0.75);
- }
- else
- {
- lpos = shadow_matrix[0]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap0, lpos, 1.0);
- }
-
- // take the most-shadowed value out of these two:
- // * the blurred sun shadow in the light (shadow) map
- // * an unblurred dot product between the sun and this norm
- // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
- shadow = min(shadow, dp_directional_light);
-
- }
- }
- else
- {
- // more distant than the shadow map covers
- shadow = 1.0;
- }
-
-
- fcol[0] += shadow;
- fcol[1] += calcAmbientOcclusion(pos, norm, i);
-
- spos.xyz = shadow_pos+offset*spot_shadow_offset;
-
- //spotlight shadow 1
- vec4 lpos = shadow_matrix[4]*spos;
- fcol[2] += pcfShadow(shadowMap4, lpos, 0.8);
-
- //spotlight shadow 2
- lpos = shadow_matrix[5]*spos;
- fcol[3] += pcfShadow(shadowMap5, lpos, 0.8);
- }
-
- gl_FragColor = fcol / samples;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
index e7ab11c6ed..bc5eb5181d 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
@@ -1,5 +1,5 @@
/**
- * @file sunLightF.glsl
+ * @file sunLightV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,24 +22,20 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
+ATTRIBUTE vec3 position;
+
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
{
//transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
- vec4 tex = gl_MultiTexCoord0;
- tex.w = 1.0;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
- vary_light = gl_MultiTexCoord0;
-
- gl_FrontColor = gl_Color;
+ vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl b/indra/newview/app_settings/shaders/class2/effects/blurF.glsl
deleted file mode 100644
index 35411db04b..0000000000
--- a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-/**
- * @file blurf.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2DRect RenderTexture;
-uniform float bloomStrength;
-
-varying vec4 gl_TexCoord[gl_MaxTextureCoords];
-void main(void)
-{
- float blurWeights[7];
- blurWeights[0] = 0.05;
- blurWeights[1] = 0.1;
- blurWeights[2] = 0.2;
- blurWeights[3] = 0.3;
- blurWeights[4] = 0.2;
- blurWeights[5] = 0.1;
- blurWeights[6] = 0.05;
-
- vec3 color = vec3(0,0,0);
- for (int i = 0; i < 7; i++){
- color += vec3(texture2DRect(RenderTexture, gl_TexCoord[i].st)) * blurWeights[i];
- }
-
- color *= bloomStrength;
-
- gl_FragColor = vec4(color, 1.0);
-}
diff --git a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
deleted file mode 100644
index 3e47ed15fe..0000000000
--- a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
+++ /dev/null
@@ -1,55 +0,0 @@
-/**
- * @file blurV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-uniform vec2 texelSize;
-uniform vec2 blurDirection;
-uniform float blurWidth;
-
-void main(void)
-{
- // Transform vertex
- gl_Position = ftransform();
-
- vec2 blurDelta = texelSize * blurDirection * vec2(blurWidth, blurWidth);
- vec2 s = gl_MultiTexCoord0.st - (blurDelta * 3.0);
-
- // for (int i = 0; i < 7; i++) {
- // gl_TexCoord[i].st = s + (i * blurDelta);
- // }
-
- // MANUALLY UNROLL
- gl_TexCoord[0].st = s;
- gl_TexCoord[1].st = s + blurDelta;
- gl_TexCoord[2].st = s + (2. * blurDelta);
- gl_TexCoord[3].st = s + (3. * blurDelta);
- gl_TexCoord[4].st = s + (4. * blurDelta);
- gl_TexCoord[5].st = s + (5. * blurDelta);
- gl_TexCoord[6].st = s + (6. * blurDelta);
-
- // gl_TexCoord[0].st = s;
- // gl_TexCoord[1].st = blurDelta;
-}
diff --git a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl
deleted file mode 100644
index 42ab8d40e8..0000000000
--- a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-/**
- * @file colorFilterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2DRect RenderTexture;
-uniform float brightness;
-uniform float contrast;
-uniform vec3 contrastBase;
-uniform float saturation;
-uniform vec3 lumWeights;
-
-const float gamma = 2.0;
-
-void main(void)
-{
- vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
-
- /// Modulate brightness
- color *= brightness;
-
- /// Modulate contrast
- color = mix(contrastBase, color, contrast);
-
- /// Modulate saturation
- color = mix(vec3(dot(color, lumWeights)), color, saturation);
-
- gl_FragColor = vec4(color, 1.0);
-}
diff --git a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl
deleted file mode 100644
index 9187c8ec31..0000000000
--- a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl
+++ /dev/null
@@ -1,42 +0,0 @@
-/**
- * @file extractF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2DRect RenderTexture;
-uniform float extractLow;
-uniform float extractHigh;
-uniform vec3 lumWeights;
-
-void main(void)
-{
- /// Get scene color
- vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
-
- /// Extract luminance and scale up by night vision brightness
- float lum = smoothstep(extractLow, extractHigh, dot(color, lumWeights));
-
- gl_FragColor = vec4(vec3(lum), 1.0);
-}
diff --git a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl
deleted file mode 100644
index 76b675a9bd..0000000000
--- a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl
+++ /dev/null
@@ -1,62 +0,0 @@
-/**
- * @file nightVisionF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2DRect RenderTexture;
-uniform sampler2D NoiseTexture;
-uniform float brightMult;
-uniform float noiseStrength;
-
-float luminance(vec3 color)
-{
- /// CALCULATING LUMINANCE (Using NTSC lum weights)
- /// http://en.wikipedia.org/wiki/Luma_%28video%29
- return dot(color, vec3(0.299, 0.587, 0.114));
-}
-
-void main(void)
-{
- /// Get scene color
- vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
-
- /// Extract luminance and scale up by night vision brightness
- float lum = luminance(color) * brightMult;
-
- /// Convert into night vision color space
- /// Newer NVG colors (crisper and more saturated)
- vec3 outColor = (lum * vec3(0.91, 1.21, 0.9)) + vec3(-0.07, 0.1, -0.12);
-
- /// Add noise
- float noiseValue = texture2D(NoiseTexture, gl_TexCoord[1].st).r;
- noiseValue = (noiseValue - 0.5) * noiseStrength;
-
- /// Older NVG colors (more muted)
- // vec3 outColor = (lum * vec3(0.82, 0.75, 0.83)) + vec3(0.05, 0.32, -0.11);
-
- outColor += noiseValue;
-
- gl_FragColor = vec4(outColor, 1.0);
-}
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl
deleted file mode 100644
index df08fce0da..0000000000
--- a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl
+++ /dev/null
@@ -1,58 +0,0 @@
-/**
- * @file terrainF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2D detail_0;
-uniform sampler2D detail_1;
-uniform sampler2D detail_2;
-uniform sampler2D detail_3;
-uniform sampler2D alpha_ramp;
-
-vec3 atmosLighting(vec3 light);
-
-vec3 scaleSoftClip(vec3 color);
-
-void main()
-{
- /// Note: This should duplicate the blending functionality currently used for the terrain rendering.
-
- /// TODO Confirm tex coords and bind them appropriately in vert shader.
- vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
- vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
- vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
- vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
-
- float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
- float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
- float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
- vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
-
- /// Add WL Components
- outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb);
-
- gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl
deleted file mode 100644
index 90468b45a2..0000000000
--- a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl
+++ /dev/null
@@ -1,59 +0,0 @@
-/**
- * @file terrainWaterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2D detail_0;
-uniform sampler2D detail_1;
-uniform sampler2D detail_2;
-uniform sampler2D detail_3;
-uniform sampler2D alpha_ramp;
-
-vec3 atmosLighting(vec3 light);
-
-vec4 applyWaterFog(vec4 color);
-
-void main()
-{
- /// Note: This should duplicate the blending functionality currently used for the terrain rendering.
-
- /// TODO Confirm tex coords and bind them appropriately in vert shader.
- vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
- vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
- vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
- vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
-
- float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
- float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
- float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
- vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
-
- /// Add WL Components
- outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb);
-
- outColor = applyWaterFog(outColor);
- gl_FragColor = outColor;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl
deleted file mode 100644
index f947aa4be1..0000000000
--- a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl
+++ /dev/null
@@ -1,108 +0,0 @@
-/**
- * @file underWaterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2D diffuseMap;
-uniform sampler2D bumpMap;
-uniform sampler2D screenTex;
-uniform sampler2D refTex;
-uniform sampler2D screenDepth;
-
-uniform vec4 fogCol;
-uniform vec3 lightDir;
-uniform vec3 specular;
-uniform float lightExp;
-uniform vec2 fbScale;
-uniform float refScale;
-uniform float znear;
-uniform float zfar;
-uniform float kd;
-uniform vec4 waterPlane;
-uniform vec3 eyeVec;
-uniform vec4 waterFogColor;
-uniform float waterFogDensity;
-uniform float waterFogKS;
-uniform vec2 screenRes;
-
-//bigWave is (refCoord.w, view.w);
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
-
-vec4 applyWaterFog(vec4 color, vec3 viewVec)
-{
- //normalize view vector
- vec3 view = normalize(viewVec);
- float es = -view.z;
-
- //find intersection point with water plane and eye vector
-
- //get eye depth
- float e0 = max(-waterPlane.w, 0.0);
-
- //get object depth
- float depth = length(viewVec);
-
- //get "thickness" of water
- float l = max(depth, 0.1);
-
- float kd = waterFogDensity;
- float ks = waterFogKS;
- vec4 kc = waterFogColor;
-
- float F = 0.98;
-
- float t1 = -kd * pow(F, ks * e0);
- float t2 = kd + ks * es;
- float t3 = pow(F, t2*l) - 1.0;
-
- float L = min(t1/t2*t3, 1.0);
-
- float D = pow(0.98, l*kd);
- //return vec4(1.0, 0.0, 1.0, 1.0);
- return color * D + kc * L;
- //depth /= 10.0;
- //return vec4(depth,depth,depth,0.0);
-}
-
-void main()
-{
- vec4 color;
-
- //get detail normals
- vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
- vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
- vec3 wavef = normalize(wave1+wave2+wave3);
-
- //figure out distortion vector (ripply)
- vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
- distort = distort+wavef.xy*refScale;
-
- vec4 fb = texture2D(screenTex, distort);
-
- gl_FragColor = applyWaterFog(fb,view.xyz);
-}
diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
deleted file mode 100644
index dc543b2231..0000000000
--- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
+++ /dev/null
@@ -1,137 +0,0 @@
-/**
- * @file waterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-vec3 scaleSoftClip(vec3 inColor);
-vec3 atmosTransport(vec3 inColor);
-
-uniform sampler2D bumpMap;
-uniform sampler2D screenTex;
-uniform sampler2D refTex;
-
-uniform float sunAngle;
-uniform float sunAngle2;
-uniform vec3 lightDir;
-uniform vec3 specular;
-uniform float lightExp;
-uniform float refScale;
-uniform float kd;
-uniform vec2 screenRes;
-uniform vec3 normScale;
-uniform float fresnelScale;
-uniform float fresnelOffset;
-uniform float blurMultiplier;
-
-
-//bigWave is (refCoord.w, view.w);
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
-
-void main()
-{
- vec4 color;
-
- float dist = length(view.xy);
-
- //normalize view vector
- vec3 viewVec = normalize(view.xyz);
-
- //get wave normals
- vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
- vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
- //get base fresnel components
-
- vec3 df = vec3(
- dot(viewVec, wave1),
- dot(viewVec, (wave2 + wave3) * 0.5),
- dot(viewVec, wave3)
- ) * fresnelScale + fresnelOffset;
- df *= df;
-
- vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
-
- float dist2 = dist;
- dist = max(dist, 5.0);
-
- float dmod = sqrt(dist);
-
- vec2 dmod_scale = vec2(dmod*dmod, dmod);
-
- //get reflected color
- vec2 refdistort1 = wave1.xy*normScale.x;
- vec2 refvec1 = distort+refdistort1/dmod_scale;
- vec4 refcol1 = texture2D(refTex, refvec1);
-
- vec2 refdistort2 = wave2.xy*normScale.y;
- vec2 refvec2 = distort+refdistort2/dmod_scale;
- vec4 refcol2 = texture2D(refTex, refvec2);
-
- vec2 refdistort3 = wave3.xy*normScale.z;
- vec2 refvec3 = distort+refdistort3/dmod_scale;
- vec4 refcol3 = texture2D(refTex, refvec3);
-
- vec4 refcol = refcol1 + refcol2 + refcol3;
- float df1 = df.x + df.y + df.z;
- refcol *= df1 * 0.333;
-
- vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
-
- wavef.z *= max(-viewVec.z, 0.1);
- wavef = normalize(wavef);
-
- float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
-
- vec2 refdistort4 = wavef.xy*0.125;
- refdistort4.y -= abs(refdistort4.y);
- vec2 refvec4 = distort+refdistort4/dmod;
- float dweight = min(dist2*blurMultiplier, 1.0);
- vec4 baseCol = texture2D(refTex, refvec4);
- refcol = mix(baseCol*df2, refcol, dweight);
-
- //get specular component
- float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
-
- //harden specular
- spec = pow(spec, 128.0);
-
- //figure out distortion vector (ripply)
- vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
-
- vec4 fb = texture2D(screenTex, distort2);
-
- //mix with reflection
- // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
- color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
- color.rgb += spec * specular;
-
- color.rgb = atmosTransport(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
- color.a = spec * sunAngle2;
-
- gl_FragColor = color;
-}
diff --git a/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl
deleted file mode 100644
index 4bdfce9260..0000000000
--- a/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl
+++ /dev/null
@@ -1,74 +0,0 @@
-/**
- * @file waterFogF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-uniform vec4 lightnorm;
-uniform vec4 waterPlane;
-uniform vec4 waterFogColor;
-uniform float waterFogDensity;
-uniform float waterFogKS;
-
-vec3 getPositionEye();
-
-vec4 applyWaterFog(vec4 color)
-{
- //normalize view vector
- vec3 view = normalize(getPositionEye());
- float es = -(dot(view, waterPlane.xyz));
-
- //find intersection point with water plane and eye vector
-
- //get eye depth
- float e0 = max(-waterPlane.w, 0.0);
-
- vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
-
- //get object depth
- float depth = length(getPositionEye() - int_v);
-
- //get "thickness" of water
- float l = max(depth, 0.1);
-
- float kd = waterFogDensity;
- float ks = waterFogKS;
- vec4 kc = waterFogColor;
-
- float F = 0.98;
-
- float t1 = -kd * pow(F, ks * e0);
- float t2 = kd + ks * es;
- float t3 = pow(F, t2*l) - 1.0;
-
- float L = min(t1/t2*t3, 1.0);
-
- float D = pow(0.98, l*kd);
-
- color.rgb = color.rgb * D + kc.rgb * L;
- color.a = kc.a + color.a;
-
- return color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl
deleted file mode 100644
index d2bc912edb..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl
+++ /dev/null
@@ -1,49 +0,0 @@
-/**
- * @file lightFullbrightShinyF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-uniform samplerCube environmentMap;
-
-vec3 fullbrightShinyAtmosTransport(vec3 light);
-vec3 fullbrightScaleSoftClip(vec3 light);
-
-void fullbright_shiny_lighting()
-{
- vec4 color = diffuseLookup(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
deleted file mode 100644
index e9dab85095..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl
+++ /dev/null
@@ -1,48 +0,0 @@
-/**
- * @file lightFullbrightShinyWaterF.glsl
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-
-uniform samplerCube environmentMap;
-
-vec3 fullbrightShinyAtmosTransport(vec3 light);
-vec3 fullbrightScaleSoftClip(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void fullbright_shiny_lighting_water()
-{
- vec4 color = diffuseLookup(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
deleted file mode 100644
index 20ff3712af..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl
+++ /dev/null
@@ -1,41 +0,0 @@
-/**
- * @file lightFullbrightWaterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-vec4 diffuseLookup(vec2 texcoord);
-
-vec3 fullbrightAtmosTransport(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void fullbright_lighting_water()
-{
- vec4 color = diffuseLookup(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/lightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl
deleted file mode 100644
index ba4cd949d6..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl
+++ /dev/null
@@ -1,49 +0,0 @@
-/**
- * @file lightShinyF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-
-uniform samplerCube environmentMap;
-
-vec3 scaleSoftClip(vec3 light);
-vec3 atmosLighting(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void shiny_lighting()
-{
- vec4 color = diffuseLookup(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
deleted file mode 100644
index c451e68763..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl
+++ /dev/null
@@ -1,46 +0,0 @@
-/**
- * @file lightShinyWaterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-
-uniform samplerCube environmentMap;
-
-vec3 atmosLighting(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void shiny_lighting_water()
-{
- vec4 color = diffuseLookup(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/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl
deleted file mode 100644
index 24bf9b3cee..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl
+++ /dev/null
@@ -1,36 +0,0 @@
-/**
- * @file lightSpecularV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-// All lights, no specular highlights
-
-vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
-
-vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
-{
- return sumLightsSpecular(pos, norm, color, specularColor, baseCol);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl
deleted file mode 100644
index 8045809b82..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl
+++ /dev/null
@@ -1,36 +0,0 @@
-/**
- * @file lightV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-// All lights, no specular highlights
-
-vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight);
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
-{
- return sumLights(pos, norm, color, baseLight);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl
deleted file mode 100644
index ae7be4d231..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl
+++ /dev/null
@@ -1,39 +0,0 @@
-/**
- * @file lightWaterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-vec3 atmosLighting(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void default_lighting_water()
-{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
-
- color.rgb = atmosLighting(color.rgb);
-
- gl_FragColor = applyWaterFog(color);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
index d0a12479db..3acf9fe883 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
@@ -33,6 +33,10 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 atmosGetDiffuseSunlightColor();
vec3 scaleDownLight(vec3 light);
+uniform vec4 light_position[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
{
vec4 col = vec4(0.0, 0.0, 0.0, color.a);
@@ -43,15 +47,14 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor
vec4 specularSum = vec4(0.0);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz, gl_LightSource[1].diffuse.rgb, 1.0);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[2].position.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].diffuse.rgb);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[3].position.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation, gl_LightSource[3].diffuse.rgb);
- //col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[4].position.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].diffuse.rgb);
+ col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb);
col.rgb = scaleDownLight(col.rgb);
// Add windlight lights
col.rgb += atmosAmbient(baseCol.rgb);
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, gl_LightSource[0].position.xyz, atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
col.rgb = min(col.rgb*color.rgb, 1.0);
specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
index ad045a3058..c9987ef3b9 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
@@ -23,8 +23,6 @@
* $/LicenseInfo$
*/
-
-
float calcDirectionalLight(vec3 n, vec3 l);
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
@@ -32,21 +30,26 @@ vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
{
vec4 col = vec4(0.0, 0.0, 0.0, color.a);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
+ col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
+
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
- col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
- //col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
col.rgb = scaleDownLight(col.rgb);
// Add windlight lights
col.rgb += atmosAmbient(baseLight.rgb);
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
col.rgb = min(col.rgb*color.rgb, 1.0);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
index be990c1757..6a83be1426 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
@@ -25,7 +25,7 @@
-// varying param funcs
+// VARYING param funcs
void setSunlitColor(vec3 v);
void setAmblitColor(vec3 v);
void setAdditiveColor(vec3 v);
@@ -34,8 +34,8 @@ void setPositionEye(vec3 v);
vec3 getAdditiveColor();
-//varying vec4 vary_CloudUVs;
-//varying float vary_CloudDensity;
+//VARYING vec4 vary_CloudUVs;
+//VARYING float vary_CloudDensity;
// Inputs
uniform vec4 morphFactor;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
index a98c04b259..765b0927c3 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
@@ -24,25 +24,17 @@
*/
+VARYING vec3 vary_SunlitColor;
+VARYING vec3 vary_AdditiveColor;
+VARYING vec3 vary_AtmosAttenuation;
-varying vec3 vary_PositionEye;
-
-varying vec3 vary_SunlitColor;
-varying vec3 vary_AmblitColor;
-varying vec3 vary_AdditiveColor;
-varying vec3 vary_AtmosAttenuation;
-
-vec3 getPositionEye()
-{
- return vary_PositionEye;
-}
vec3 getSunlitColor()
{
- return vary_SunlitColor;
+ return vec3(0,0,0);
}
vec3 getAmblitColor()
{
- return vary_AmblitColor;
+ return vec3(0,0,0);
}
vec3 getAdditiveColor()
{
@@ -50,5 +42,5 @@ vec3 getAdditiveColor()
}
vec3 getAtmosAttenuation()
{
- return vary_AtmosAttenuation;
+ return vec3(vary_AtmosAttenuation);
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
index 7c3cb88b3c..99dbee15ee 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
@@ -24,57 +24,61 @@
*/
+VARYING vec3 vary_AdditiveColor;
+VARYING vec3 vary_AtmosAttenuation;
-varying vec3 vary_PositionEye;
+vec3 additive_color;
+vec3 atmos_attenuation;
+vec3 sunlit_color;
+vec3 amblit_color;
+vec3 position_eye;
-varying vec3 vary_SunlitColor;
-varying vec3 vary_AmblitColor;
-varying vec3 vary_AdditiveColor;
-varying vec3 vary_AtmosAttenuation;
-
-vec3 getPositionEye()
-{
- return vary_PositionEye;
-}
vec3 getSunlitColor()
{
- return vary_SunlitColor;
+ return sunlit_color;
}
vec3 getAmblitColor()
{
- return vary_AmblitColor;
+ return amblit_color;
}
+
vec3 getAdditiveColor()
{
- return vary_AdditiveColor;
+ return additive_color;
}
vec3 getAtmosAttenuation()
{
- return vary_AtmosAttenuation;
+ return atmos_attenuation;
}
+vec3 getPositionEye()
+{
+ return position_eye;
+}
void setPositionEye(vec3 v)
{
- vary_PositionEye = v;
+ position_eye = v;
}
void setSunlitColor(vec3 v)
{
- vary_SunlitColor = v;
+ sunlit_color = v;
}
void setAmblitColor(vec3 v)
{
- vary_AmblitColor = v;
+ amblit_color = v;
}
void setAdditiveColor(vec3 v)
{
+ additive_color = v;
vary_AdditiveColor = v;
}
void setAtmosAttenuation(vec3 v)
{
+ atmos_attenuation = v;
vary_AtmosAttenuation = v;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl
index d12d88f1c5..163ef26444 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl
@@ -1,5 +1,5 @@
/**
- * @file lightF.glsl
+ * @file atmosphericVarsWaterF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -23,19 +23,28 @@
* $/LicenseInfo$
*/
+VARYING vec3 vary_PositionEye;
+VARYING vec3 vary_AdditiveColor;
+VARYING vec3 vary_AtmosAttenuation;
-
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-void default_lighting()
+vec3 getSunlitColor()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
-
- color.rgb = atmosLighting(color.rgb);
-
- color.rgb = scaleSoftClip(color.rgb);
-
- gl_FragColor = color;
+ return vec3(0,0,0);
+}
+vec3 getAmblitColor()
+{
+ return vec3(0,0,0);
+}
+vec3 getAdditiveColor()
+{
+ return vary_AdditiveColor;
+}
+vec3 getAtmosAttenuation()
+{
+ return vary_AtmosAttenuation;
+}
+vec3 getPositionEye()
+{
+ return vary_PositionEye;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl
index 41849858e7..553f6752e6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl
@@ -1,5 +1,5 @@
/**
- * @file postDeferredF.glsl
+ * @file atmosphericVarsWaterV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -23,33 +23,59 @@
* $/LicenseInfo$
*/
+VARYING vec3 vary_PositionEye;
+VARYING vec3 vary_AdditiveColor;
+VARYING vec3 vary_AtmosAttenuation;
+vec3 atmos_attenuation;
+vec3 sunlit_color;
+vec3 amblit_color;
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
+vec3 getSunlitColor()
+{
+ return sunlit_color;
+}
+vec3 getAmblitColor()
+{
+ return amblit_color;
+}
-uniform sampler2DMS diffuseRect;
-uniform sampler2D bloomMap;
+vec3 getAdditiveColor()
+{
+ return vary_AdditiveColor;
+}
+vec3 getAtmosAttenuation()
+{
+ return atmos_attenuation;
+}
-uniform vec2 screen_res;
-varying vec2 vary_fragcoord;
+vec3 getPositionEye()
+{
+ return vary_PositionEye;
+}
-vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
+void setPositionEye(vec3 v)
{
- vec4 ret = vec4(0,0,0,0);
+ vary_PositionEye = v;
+}
- for (int i = 0; i < samples; ++i)
- {
- ret += texelFetch(tex,tc,i);
- }
+void setSunlitColor(vec3 v)
+{
+ sunlit_color = v;
+}
- return ret/samples;
+void setAmblitColor(vec3 v)
+{
+ amblit_color = v;
}
-void main()
+void setAdditiveColor(vec3 v)
{
- vec4 diff = texture2DMS(diffuseRect, ivec2(vary_fragcoord.xy));
+ vary_AdditiveColor = v;
+}
- vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
- gl_FragColor = diff + bloom;
+void setAtmosAttenuation(vec3 v)
+{
+ atmos_attenuation = v;
+ vary_AtmosAttenuation = v;
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
index b90cec119b..4ab06c6e21 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
@@ -23,15 +23,21 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
/////////////////////////////////////////////////////////////////////////
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
-varying vec4 vary_CloudColorSun;
-varying vec4 vary_CloudColorAmbient;
-varying float vary_CloudDensity;
+VARYING vec4 vary_CloudColorSun;
+VARYING vec4 vary_CloudColorAmbient;
+VARYING float vary_CloudDensity;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
uniform sampler2D cloud_noise_texture;
uniform vec4 cloud_pos_density1;
@@ -50,14 +56,14 @@ vec3 scaleSoftClip(vec3 light) {
void main()
{
// Set variables
- vec2 uv1 = gl_TexCoord[0].xy;
- vec2 uv2 = gl_TexCoord[1].xy;
+ vec2 uv1 = vary_texcoord0.xy;
+ vec2 uv2 = vary_texcoord1.xy;
vec4 cloudColorSun = vary_CloudColorSun;
vec4 cloudColorAmbient = vary_CloudColorAmbient;
float cloudDensity = vary_CloudDensity;
- vec2 uv3 = gl_TexCoord[2].xy;
- vec2 uv4 = gl_TexCoord[3].xy;
+ vec2 uv3 = vary_texcoord2.xy;
+ vec2 uv4 = vary_texcoord3.xy;
// Offset texture coords
uv1 += cloud_pos_density1.xy; //large texture, visible density
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index c175a834c2..c5bb52169c 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -22,17 +22,24 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
//////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-varying vec4 vary_CloudColorSun;
-varying vec4 vary_CloudColorAmbient;
-varying float vary_CloudDensity;
+VARYING vec4 vary_CloudColorSun;
+VARYING vec4 vary_CloudColorAmbient;
+VARYING float vary_CloudDensity;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
// Inputs
uniform vec3 camPosLocal;
@@ -59,12 +66,12 @@ void main()
{
// World / view / projection
- gl_Position = ftransform();
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ vary_texcoord0 = texcoord0;
// Get relative position
- vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
+ vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
// Set altitude
if (P.y > 0.)
@@ -160,17 +167,17 @@ void main()
// Texture coords
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_TexCoord[0].xy -= 0.5;
- gl_TexCoord[0].xy /= cloud_scale.x;
- gl_TexCoord[0].xy += 0.5;
+ vary_texcoord0 = texcoord0;
+ vary_texcoord0.xy -= 0.5;
+ vary_texcoord0.xy /= cloud_scale.x;
+ vary_texcoord0.xy += 0.5;
- gl_TexCoord[1] = gl_TexCoord[0];
- gl_TexCoord[1].x += lightnorm.x * 0.0125;
- gl_TexCoord[1].y += lightnorm.z * 0.0125;
+ vary_texcoord1 = vary_texcoord0;
+ vary_texcoord1.x += lightnorm.x * 0.0125;
+ vary_texcoord1.y += lightnorm.z * 0.0125;
- gl_TexCoord[2] = gl_TexCoord[0] * 16.;
- gl_TexCoord[3] = gl_TexCoord[1] * 16.;
+ vary_texcoord2 = vary_texcoord0 * 16.;
+ vary_texcoord3 = vary_texcoord1 * 16.;
// Combine these to minimize register use
vary_CloudColorAmbient += oHazeColorBelowCloud;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
index ac569e8257..c9d96b2cf4 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
@@ -23,13 +23,15 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
/////////////////////////////////////////////////////////////////////////
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
-varying vec4 vary_HazeColor;
+VARYING vec4 vary_HazeColor;
uniform sampler2D cloud_noise_texture;
uniform vec4 gamma;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
index 3a44bb6d26..46773cf89f 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -23,14 +23,16 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
// SKY ////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-varying vec4 vary_HazeColor;
+VARYING vec4 vary_HazeColor;
// Inputs
uniform vec3 camPosLocal;
@@ -57,12 +59,11 @@ void main()
{
// World / view / projection
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
// Get relative position
- vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
- //vec3 P = gl_Vertex.xyz + vec3(0,50,0);
+ vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
+ //vec3 P = position.xyz + vec3(0,50,0);
// Set altitude
if (P.y > 0.)
diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
index 151602dbc0..721054b5ad 100644
--- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
@@ -22,39 +22,47 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec4 clothing;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
void calcAtmospherics(vec3 inPositionEye);
-attribute vec4 clothing; //4
+uniform vec4 color;
-attribute vec4 gWindDir; //7
-attribute vec4 gSinWaveParams; //3
-attribute vec4 gGravity; //5
+uniform vec4 gWindDir;
+uniform vec4 gSinWaveParams;
+uniform vec4 gGravity;
const vec4 gMinMaxConstants = vec4(1.0, 0.166666, 0.0083143, .00018542); // #minimax-generated coefficients
const vec4 gPiConstants = vec4(0.159154943, 6.28318530, 3.141592653, 1.5707963); // # {1/2PI, 2PI, PI, PI/2}
void main()
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ vary_texcoord0 = texcoord0;
vec4 pos;
mat4 trans = getSkinnedTransform();
vec3 norm;
- norm.x = dot(trans[0].xyz, gl_Normal);
- norm.y = dot(trans[1].xyz, gl_Normal);
- norm.z = dot(trans[2].xyz, gl_Normal);
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
norm = normalize(norm);
//wind
vec4 windEffect;
windEffect = vec4(dot(norm, gWindDir.xyz));
- pos.x = dot(trans[2].xyz, gl_Vertex.xyz);
+ pos.x = dot(trans[2].xyz, position.xyz);
windEffect.xyz = pos.x * vec3(0.015, 0.015, 0.015)
+ windEffect.xyz;
windEffect.w = windEffect.w * 2.0 + 1.0; // move wind offset value to [-1, 3]
@@ -101,7 +109,7 @@ void main()
sinWave.xyz = max(sinWave.xyz, vec3(-1.0, -1.0, -1.0)); // clamp to underlying body shape
offsetPos = clothing * sinWave.x; // multiply wind effect times clothing displacement
temp2 = gWindDir*sinWave.z + vec4(norm,0); // calculate normal offset due to wind oscillation
- offsetPos = vec4(1.0,1.0,1.0,0.0)*offsetPos+gl_Vertex; // add to offset vertex position, and zero out effect from w
+ offsetPos = vec4(1.0,1.0,1.0,0.0)*offsetPos+vec4(position.xyz, 1.0); // add to offset vertex position, and zero out effect from w
norm += temp2.xyz*2.0; // add sin wave effect on normals (exaggerated)
//add "backlighting" effect
@@ -119,12 +127,8 @@ void main()
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.0));
- gl_FrontColor = color;
+ vec4 col = calcLighting(pos.xyz, norm, color, vec4(0.0));
+ vertex_color = col;
- gl_Position = gl_ProjectionMatrix * pos;
-
-
- gl_TexCoord[2] = vec4(pos.xyz, 1.0);
-
+ gl_Position = projection_matrix * pos;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl
deleted file mode 100644
index 616ea5fe9e..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl
+++ /dev/null
@@ -1,106 +0,0 @@
-/**
- * @file giDownsampleF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2DRect giLightMap;
-
-uniform vec2 kern[32];
-uniform float dist_factor;
-uniform float blur_size;
-uniform vec2 delta;
-uniform int kern_length;
-uniform float kern_scale;
-uniform vec3 blur_quad;
-
-varying vec2 vary_fragcoord;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-float getDepth(vec2 pos_screen)
-{
- float z = texture2DRect(depthMap, pos_screen.xy).a;
- z = z*2.0-1.0;
- vec4 ndc = vec4(0.0, 0.0, z, 1.0);
- vec4 p = inv_proj*ndc;
- return p.z/p.w;
-}
-
-void main()
-{
- vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- float depth = getDepth(vary_fragcoord.xy);
-
- vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
- vec2 dlt = kern_scale * delta/(vec2(1.0,1.0)+norm.xy*norm.xy);
- dlt /= clamp(-depth*blur_quad.x, 1.0, 3.0);
- float defined_weight = kern[0].x;
- vec3 col = ccol*kern[0].x;
-
- for (int i = 0; i < kern_length; i++)
- {
- vec2 tc = vary_fragcoord.xy + kern[i].y*dlt;
- vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz;
- sampNorm = vec3((sampNorm.xy-0.5)*2.0,sampNorm.z); // unpack norm
-
- float d = dot(norm.xyz, sampNorm);
-
- if (d > 0.5)
- {
- float sampdepth = getDepth(tc.xy);
- sampdepth -= depth;
- if (sampdepth*sampdepth < blur_quad.z)
- {
- col += texture2DRect(giLightMap, tc).rgb*kern[i].x;
- defined_weight += kern[i].x;
- }
- }
- }
-
- col /= defined_weight;
-
- //col = ccol;
-
- col = col*blur_quad.y;
-
- gl_FragData[0].xyz = col;
-
- //gl_FragColor = ccol;
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl
deleted file mode 100644
index 95913a502c..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl
+++ /dev/null
@@ -1,211 +0,0 @@
-/**
- * @file giF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2DRect lightMap;
-uniform sampler2DRect specularRect;
-
-uniform sampler2D noiseMap;
-
-uniform sampler2D diffuseGIMap;
-uniform sampler2D specularGIMap;
-uniform sampler2D normalGIMap;
-uniform sampler2D depthGIMap;
-
-uniform sampler2D lightFunc;
-
-// Inputs
-varying vec2 vary_fragcoord;
-
-uniform vec2 screen_res;
-
-uniform vec4 sunlight_color;
-
-uniform mat4 inv_proj;
-uniform mat4 gi_mat; //gPipeline.mGIMatrix - eye space to sun space
-uniform mat4 gi_mat_proj; //gPipeline.mGIMatrixProj - eye space to projected sun space
-uniform mat4 gi_norm_mat; //gPipeline.mGINormalMatrix - eye space normal to sun space normal matrix
-uniform mat4 gi_inv_proj; //gPipeline.mGIInvProj - projected sun space to sun space
-uniform float gi_sample_width;
-uniform float gi_noise;
-uniform float gi_attenuation;
-uniform float gi_range;
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-vec4 getGIPosition(vec2 gi_tc)
-{
- float depth = texture2D(depthGIMap, gi_tc).a;
- vec2 sc = gi_tc*2.0;
- sc -= vec2(1.0, 1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = gi_inv_proj*ndc;
- pos.xyz /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-vec3 giAmbient(vec3 pos, vec3 norm)
-{
- vec4 gi_c = gi_mat_proj * vec4(pos, 1.0);
- gi_c.xyz /= gi_c.w;
-
- vec4 gi_pos = gi_mat*vec4(pos,1.0);
- vec3 gi_norm = (gi_norm_mat*vec4(norm,1.0)).xyz;
- gi_norm = normalize(gi_norm);
-
- vec4 c_spec = texture2DRect(specularRect, vary_fragcoord.xy);
- vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).rgb;
- gi_pos.xyz += nz.x*gi_noise*gi_norm.xyz;
- vec2 tcx = gi_norm.xy;
- vec2 tcy = gi_norm.yx;
-
- vec4 eye_pos = gi_mat*vec4(0,0,0,1.0);
-
- vec3 eye_dir = normalize(gi_pos.xyz-eye_pos.xyz);
- vec3 eye_ref = reflect(eye_dir, gi_norm);
-
- float da = 0.0; //texture2DRect(lightMap, vary_fragcoord.xy).r*0.5;
- vec3 fdiff = vec3(da);
- float fda = da;
-
- vec3 rcol = vec3(0,0,0);
-
- float fsa = 0.0;
-
-
- for (int i = -1; i <= 1; i += 2 )
- {
- for (int j = -1; j <= 1; j+= 2)
- {
- vec2 tc = vec2(i, j)*0.75+gi_norm.xy*nz.z;
- tc += nz.xy*2.0;
- tc *= gi_sample_width*0.25;
- tc += gi_c.xy;
-
- vec3 lnorm = -(texture2D(normalGIMap, tc.xy).xyz*2.0-1.0);
- vec3 lpos = getGIPosition(tc.xy).xyz;
-
- vec3 at = lpos-gi_pos.xyz;
- float dist = length(at);
- float dist_atten = clamp(1.0/(gi_attenuation*dist), 0.0, 1.0);
-
-
- if (dist_atten > 0.01)
- { //possible contribution of indirect light to this surface
- vec3 ldir = at;
-
- float ld = -dot(ldir, lnorm);
-
- if (ld < 0.0)
- {
- float ang_atten = dot(ldir, gi_norm);
-
- if (ang_atten > 0.0)
- {
- vec4 spec = texture2D(specularGIMap, tc.xy);
- at = normalize(at);
- vec3 diff;
-
- float da = 0.0;
-
- //contribution from indirect source to visible pixel
- vec3 ha = at;
- ha.z -= 1.0;
- ha = normalize(ha);
- if (spec.a > 0.0)
- {
- float sa = dot(ha,lnorm);
- da = texture2D(lightFunc, vec2(sa, spec.a)).a;
- }
- else
- {
- da = -lnorm.z;
- }
-
- diff = texture2D(diffuseGIMap, tc.xy).rgb+spec.rgb*spec.a*2.0;
-
- if (da > 0.0)
- { //contribution from visible pixel to eye
- vec3 ha = normalize(at-eye_dir);
- if (c_spec.a > 0.0)
- {
- float sa = dot(ha, gi_norm);
- da = dist_atten*texture2D(lightFunc, vec2(sa, c_spec.a)).a;
- }
- else
- {
- da = dist_atten*dot(gi_norm, normalize(ldir));
- }
- fda += da;
- fdiff += da*(c_spec.rgb*c_spec.a*2.0+vec3(1,1,1))*diff.rgb;
- }
- }
- }
- }
- }
- }
-
- fdiff *= sunlight_color.rgb;
-
- vec3 ret = fda*fdiff;
-
- return clamp(ret,vec3(0.0), vec3(1.0));
-}
-
-void main()
-{
- vec2 pos_screen = vary_fragcoord.xy;
- vec4 pos = getPosition(pos_screen);
-
- float rad = gi_range*0.5;
-
- vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- float dist = max(length(pos.xyz)-rad, 0.0);
-
- float da = clamp(1.0-dist/rad, 0.0, 1.0);
-
- vec3 ambient = da > 0.0 ? giAmbient(pos.xyz, norm) : vec3(0);
-
-
- gl_FragData[0].xyz = mix(vec3(0), ambient, da);
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl
deleted file mode 100644
index 0364da6258..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl
+++ /dev/null
@@ -1,100 +0,0 @@
-/**
- * @file postDeferredF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-
-uniform sampler2DRect localLightMap;
-uniform sampler2DRect sunLightMap;
-uniform sampler2DRect giLightMap;
-uniform sampler2DRect edgeMap;
-
-uniform sampler2D luminanceMap;
-
-uniform sampler2DRect lightMap;
-
-uniform sampler2D lightFunc;
-uniform sampler2D noiseMap;
-
-uniform float sun_lum_scale;
-uniform float sun_lum_offset;
-uniform float lum_scale;
-uniform float lum_lod;
-uniform vec4 ambient;
-uniform float gi_brightness;
-uniform float gi_luminance;
-
-uniform vec4 sunlight_color;
-
-uniform vec2 screen_res;
-varying vec2 vary_fragcoord;
-
-void main()
-{
- vec2 tc = vary_fragcoord.xy;
- vec4 lcol = texture2DLod(luminanceMap, vec2(0.5, 0.5), lum_lod);
-
- vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
- vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy);
- vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb;
-
- float scol = texture2DRect(lightMap, vary_fragcoord.xy).r;
-
- vec3 diff = texture2DRect(diffuseRect, vary_fragcoord.xy).rgb;
- vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
-
- gi_col = gi_col*(diff.rgb+spec.rgb*spec.a);
-
- float lum = 1.0-clamp(pow(lcol.r, gi_brightness)+sun_lum_offset, 0.0, 1.0);
-
- lum *= sun_lum_scale;
-
- sun_col *= 1.0+(lum*lum_scale*scol);
-
- vec4 col;
- col.rgb = gi_col+sun_col.rgb+local_col;
-
- col.a = sun_col.a;
-
- vec3 bcol = vec3(0,0,0);
- float tweight = 0.0;
- for (int i = 0; i < 16; i++)
- {
- float weight = (float(i)+1.0)/2.0;
- bcol += texture2DLod(luminanceMap, vary_fragcoord.xy/screen_res, weight).rgb*weight*weight*weight;
- tweight += weight*weight;
- }
-
- bcol /= tweight;
- bcol *= gi_luminance;
- col.rgb += bcol*lum;
-
- gl_FragColor = col;
- //gl_FragColor.rgb = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl
deleted file mode 100644
index 009b5cc743..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl
+++ /dev/null
@@ -1,89 +0,0 @@
-/**
- * @file postgiF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2DRect giLightMap;
-uniform sampler2D noiseMap;
-uniform sampler2D giMip;
-uniform sampler2DRect edgeMap;
-
-
-uniform vec2 delta;
-uniform float kern_scale;
-uniform float gi_edge_weight;
-uniform float gi_blur_brightness;
-
-varying vec2 vary_fragcoord;
-
-void main()
-{
- vec2 dlt = kern_scale*delta;
- float defined_weight = 0.0;
- vec3 col = vec3(0.0);
-
- float e = 1.0;
-
- for (int i = 1; i < 8; i++)
- {
- vec2 tc = vary_fragcoord.xy + float(i) * dlt;
-
- e = max(e, 0.0);
- float wght = e;
-
- col += texture2DRect(giLightMap, tc).rgb*wght;
- defined_weight += wght;
-
- e *= e;
- e -=(texture2DRect(edgeMap, tc.xy-dlt*0.25).a+
- texture2DRect(edgeMap, tc.xy+dlt*0.25).a)*gi_edge_weight;
- }
-
- e = 1.0;
-
- for (int i = 1; i < 8; i++)
- {
- vec2 tc = vary_fragcoord.xy - float(i) * dlt;
-
- e = max(e,0.0);
- float wght = e;
-
- col += texture2DRect(giLightMap, tc).rgb*wght;
- defined_weight += wght;
-
- e *= e;
- e -= (texture2DRect(edgeMap, tc.xy-dlt*0.25).a+
- texture2DRect(edgeMap, tc.xy+dlt*0.25).a)*gi_edge_weight;
-
- }
-
- col /= max(defined_weight, 0.01);
-
- gl_FragColor.rgb = col * gi_blur_brightness;
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl
deleted file mode 100644
index 6231ee68b7..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl
+++ /dev/null
@@ -1,37 +0,0 @@
-/**
- * @file postgiV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-varying vec2 vary_fragcoord;
-uniform vec2 screen_res;
-
-void main()
-{
- //transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
deleted file mode 100644
index 1c02adea89..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ /dev/null
@@ -1,335 +0,0 @@
-/**
- * @file softenLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect normalMap;
-uniform sampler2DRect lightMap;
-uniform sampler2D noiseMap;
-uniform samplerCube environmentMap;
-uniform sampler2D lightFunc;
-uniform vec3 gi_quad;
-
-uniform float blur_size;
-uniform float blur_fidelity;
-
-// Inputs
-uniform vec4 morphFactor;
-uniform vec3 camPosLocal;
-//uniform vec4 camPosWorld;
-uniform vec4 gamma;
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 ambient;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 distance_multiplier;
-uniform vec4 max_y;
-uniform vec4 glow;
-uniform float scene_light_strength;
-uniform vec3 env_mat[3];
-uniform vec4 shadow_clip;
-uniform mat3 ssao_effect_mat;
-
-uniform sampler2DRect depthMap;
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
-
-vec3 vary_PositionEye;
-
-vec3 vary_SunlitColor;
-vec3 vary_AmblitColor;
-vec3 vary_AdditiveColor;
-vec3 vary_AtmosAttenuation;
-uniform float gi_ambiance;
-
-vec4 getPosition_d(vec2 pos_screen, float depth)
-{
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-vec4 getPosition(vec2 pos_screen)
-{ //get position in screen space (world units) given window coordinate and depth map
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- return getPosition_d(pos_screen, depth);
-}
-
-vec3 getPositionEye()
-{
- return vary_PositionEye;
-}
-vec3 getSunlitColor()
-{
- return vary_SunlitColor;
-}
-vec3 getAmblitColor()
-{
- return vary_AmblitColor;
-}
-vec3 getAdditiveColor()
-{
- return vary_AdditiveColor;
-}
-vec3 getAtmosAttenuation()
-{
- return vary_AtmosAttenuation;
-}
-
-
-void setPositionEye(vec3 v)
-{
- vary_PositionEye = v;
-}
-
-void setSunlitColor(vec3 v)
-{
- vary_SunlitColor = v;
-}
-
-void setAmblitColor(vec3 v)
-{
- vary_AmblitColor = v;
-}
-
-void setAdditiveColor(vec3 v)
-{
- vary_AdditiveColor = v;
-}
-
-void setAtmosAttenuation(vec3 v)
-{
- vary_AtmosAttenuation = v;
-}
-
-void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
-
- vec3 P = inPositionEye;
- setPositionEye(P);
-
- //(TERRAIN) limit altitude
- if (P.y > max_y.x) P *= (max_y.x / P.y);
- if (P.y < -max_y.x) P *= (-max_y.x / P.y);
-
- vec3 tmpLightnorm = lightnorm.xyz;
-
- vec3 Pn = normalize(P);
- float Plen = length(P);
-
- vec4 temp1 = vec4(0);
- vec3 temp2 = vec3(0);
- vec4 blue_weight;
- vec4 haze_weight;
- vec4 sunlight = sunlight_color;
- vec4 light_atten;
-
- //sunlight attenuation effect (hue and brightness) due to atmosphere
- //this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
- //I had thought blue_density and haze_density should have equal weighting,
- //but attenuation due to haze_density tends to seem too strong
-
- temp1 = blue_density + vec4(haze_density.r);
- blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density.r) / temp1;
-
- //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
- temp2.y = max(0.0, tmpLightnorm.y);
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
-
- // main atmospheric scattering line integral
- temp2.z = Plen * density_multiplier.x;
-
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
-
- //final atmosphere attenuation factor
- setAtmosAttenuation(temp1.rgb);
-
- //compute haze glow
- //(can use temp2.x as temp because we haven't used it yet)
- temp2.x = dot(Pn, tmpLightnorm.xyz);
- temp2.x = 1. - temp2.x;
- //temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .03); //was glow.y
- //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
- temp2.x *= glow.x;
- //higher glow.x gives dimmer glow (because next step is 1 / "angle")
- temp2.x = pow(temp2.x, glow.z);
- //glow.z should be negative, so we're doing a sort of (1 / "angle") function
-
- //add "minimum anti-solar illumination"
- temp2.x += .25;
-
- //increase ambient when there are more clouds
- vec4 tmpAmbient = ambient*gi_ambiance + (vec4(1.) - ambient*gi_ambiance) * cloud_shadow.x * 0.5;
-
- /* decrease value and saturation (that in HSV, not HSL) for occluded areas
- * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
- * // The following line of code performs the equivalent of:
- * float ambAlpha = tmpAmbient.a;
- * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
- * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
- * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
- */
- tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
-
- //haze color
- setAdditiveColor(
- vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
- + tmpAmbient)));
-
- //brightness of surface both sunlight and ambient
- setSunlitColor(vec3(sunlight * .5));
- setAmblitColor(vec3(tmpAmbient * .25));
- setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
-}
-
-vec3 atmosLighting(vec3 light)
-{
- light *= getAtmosAttenuation().r;
- light += getAdditiveColor();
- return (2.0 * light);
-}
-
-vec3 atmosTransport(vec3 light) {
- light *= getAtmosAttenuation().r;
- light += getAdditiveColor() * 2.0;
- return light;
-}
-vec3 atmosGetDiffuseSunlightColor()
-{
- return getSunlitColor();
-}
-
-vec3 scaleDownLight(vec3 light)
-{
- return (light / scene_light_strength );
-}
-
-vec3 scaleUpLight(vec3 light)
-{
- return (light * scene_light_strength);
-}
-
-vec3 atmosAmbient(vec3 light)
-{
- return getAmblitColor() + light / 2.0;
-}
-
-vec3 atmosAffectDirectionalLight(float lightIntensity)
-{
- return getSunlitColor() * lightIntensity;
-}
-
-vec3 scaleSoftClip(vec3 light)
-{
- //soft clip effect:
- light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, gamma.xxx);
-
- return light;
-}
-
-void main()
-{
- vec2 tc = vary_fragcoord.xy;
- float depth = texture2DRect(depthMap, tc.xy).a;
- vec3 pos = getPosition_d(tc, depth).xyz;
- vec3 norm = texture2DRect(normalMap, tc).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
-
- float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
-
- vec4 diffuse = texture2DRect(diffuseRect, tc);
- vec3 col;
- float bloom = 0.0;
-
- if (diffuse.a < 0.9)
- {
- vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
-
- da = texture2D(lightFunc, vec2(da, 0.0)).a;
-
- vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
- float scol = max(scol_ambocc.r, diffuse.a);
- float ambocc = scol_ambocc.g;
-
- calcAtmospherics(pos.xyz, ambocc);
-
- col = atmosAmbient(vec3(0));
- col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
-
- col *= diffuse.rgb;
-
- if (spec.a > 0.0) // specular reflection
- {
- // the old infinite-sky shiny reflection
- //
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
- float sa = dot(refnormpersp, vary_light.xyz);
- vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).a;
-
- // add the two types of shiny together
- vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib);
- col += spec_contrib;
- }
-
- col = atmosLighting(col);
- col = scaleSoftClip(col);
-
- col = mix(col, diffuse.rgb, diffuse.a);
- }
- else
- {
- col = diffuse.rgb;
- }
-
- gl_FragColor.rgb = col;
- gl_FragColor.a = bloom;
-}
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl
index 79bd017efc..e043ac873e 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl
@@ -23,8 +23,6 @@
* $/LicenseInfo$
*/
-
-
float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol);
@@ -33,6 +31,10 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 atmosGetDiffuseSunlightColor();
vec3 scaleDownLight(vec3 light);
+uniform vec4 light_position[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
{
vec4 col = vec4(0.0, 0.0, 0.0, color.a);
@@ -43,18 +45,18 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor
vec4 specularSum = vec4(0.0);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz,gl_LightSource[1].diffuse.rgb, 1.0);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[2].position.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation,gl_LightSource[2].diffuse.rgb);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[3].position.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation,gl_LightSource[3].diffuse.rgb);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[4].position.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation,gl_LightSource[4].diffuse.rgb);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[5].position.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation,gl_LightSource[5].diffuse.rgb);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[6].position.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation,gl_LightSource[6].diffuse.rgb);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[7].position.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation,gl_LightSource[7].diffuse.rgb);
+ col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[4].xyz, light_attenuation[4].x, light_attenuation[4].y, light_diffuse[4].rgb);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[5].xyz, light_attenuation[5].x, light_attenuation[5].y, light_diffuse[5].rgb);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[6].xyz, light_attenuation[6].x, light_attenuation[6].y, light_diffuse[6].rgb);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[7].xyz, light_attenuation[7].x, light_attenuation[7].y, light_diffuse[7].rgb);
col.rgb = scaleDownLight(col.rgb);
// Add windlight lights
col.rgb += atmosAmbient(baseCol.rgb);
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, gl_LightSource[0].position.xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
col.rgb = min(col.rgb*color.rgb, 1.0);
specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0);
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
index dcdc72ac02..dadff40933 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
@@ -24,7 +24,6 @@
*/
-
float calcDirectionalLight(vec3 n, vec3 l);
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
@@ -33,22 +32,29 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
{
vec4 col = vec4(0.0, 0.0, 0.0, color.a);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
- col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
+
+ // Collect normal lights
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
+ col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].z);
+ col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].z);
+ col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].z);
+ col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].z);
+ col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz);
col.rgb = scaleDownLight(col.rgb);
// Add windlight lights
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
col.rgb += atmosAmbient(baseLight.rgb);
col.rgb = min(col.rgb*color.rgb, 1.0);
diff --git a/indra/newview/character/avatar_lad.xml b/indra/newview/character/avatar_lad.xml
index 5d6b10c047..6641c80b94 100644
--- a/indra/newview/character/avatar_lad.xml
+++ b/indra/newview/character/avatar_lad.xml
@@ -393,7 +393,26 @@
max_attachment_offset="2.0"
visible_in_first_person="true" />
-
+ <attachment_point
+ id="39"
+ group="9"
+ pie_slice="1"
+ name="Neck"
+ joint="mNeck"
+ position="0 0 0"
+ rotation="0 0 0"
+ visible_in_first_person="true" />
+
+ <attachment_point
+ id="40"
+ group="9"
+ pie_slice="2"
+ name="Avatar Center"
+ joint="mRoot"
+ position="0 0 0"
+ rotation="0 0 0"
+ visible_in_first_person="true" />
+
<param
id="32"
group="1"
diff --git a/indra/newview/featuretable.txt b/indra/newview/featuretable.txt
index 9ad313a9a7..0f33d40ac3 100644
--- a/indra/newview/featuretable.txt
+++ b/indra/newview/featuretable.txt
@@ -69,6 +69,8 @@ RenderShadowDetail 1 2
WatchdogDisabled 1 1
RenderUseStreamVBO 1 1
RenderFSAASamples 1 16
+RenderMaxTextureIndex 1 16
+
//
// Low Graphics Settings
@@ -159,7 +161,7 @@ WLSkyDetail 1 48
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 0
-RenderFSAASamples 1 4
+RenderFSAASamples 1 2
//
// Ultra graphics (REALLY PURTY!)
@@ -188,7 +190,7 @@ WLSkyDetail 1 128
RenderDeferred 1 1
RenderDeferredSSAO 1 1
RenderShadowDetail 1 2
-RenderFSAASamples 1 8
+RenderFSAASamples 1 2
//
@@ -296,6 +298,7 @@ RenderVBOEnable 1 0
list OpenGLPre30
RenderDeferred 0 0
+RenderMaxTextureIndex 1 1
list Intel
RenderAnisotropic 1 0
diff --git a/indra/newview/featuretable_linux.txt b/indra/newview/featuretable_linux.txt
index 2dbdf3a76e..8142311a55 100644
--- a/indra/newview/featuretable_linux.txt
+++ b/indra/newview/featuretable_linux.txt
@@ -67,6 +67,7 @@ RenderDeferred 1 1
RenderDeferredSSAO 1 1
RenderShadowDetail 1 2
RenderFSAASamples 1 16
+RenderMaxTextureIndex 1 16
//
// Low Graphics Settings
@@ -157,7 +158,7 @@ WLSkyDetail 1 48
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 0
-RenderFSAASamples 1 4
+RenderFSAASamples 1 2
//
// Ultra graphics (REALLY PURTY!)
@@ -187,7 +188,7 @@ WLSkyDetail 1 128
RenderDeferred 1 1
RenderDeferredSSAO 1 1
RenderShadowDetail 1 2
-RenderFSAASamples 1 8
+RenderFSAASamples 1 2
//
// Class Unknown Hardware (unknown)
diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt
index 996e574350..803c22507a 100644
--- a/indra/newview/featuretable_mac.txt
+++ b/indra/newview/featuretable_mac.txt
@@ -52,9 +52,9 @@ RenderTransparentWater 1 1
RenderTreeLODFactor 1 1.0
RenderUseImpostors 1 1
RenderVBOEnable 1 0
-RenderVBOMappingDisable 1 0
+RenderVBOMappingDisable 1 1
RenderVolumeLODFactor 1 2.0
-UseStartScreen 1 1
+UseStartScreen 1 1
UseOcclusion 1 1
VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 1
@@ -69,6 +69,7 @@ RenderShadowDetail 1 2
WatchdogDisabled 1 1
RenderUseStreamVBO 1 0
RenderFSAASamples 1 16
+RenderMaxTextureIndex 1 16
//
// Low Graphics Settings
@@ -159,7 +160,7 @@ WLSkyDetail 1 48
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 2
-RenderFSAASamples 1 4
+RenderFSAASamples 1 2
//
// Ultra graphics (REALLY PURTY!)
@@ -189,7 +190,7 @@ WLSkyDetail 1 128
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 2
-RenderFSAASamples 1 8
+RenderFSAASamples 1 2
//
// Class Unknown Hardware (unknown)
diff --git a/indra/newview/featuretable_xp.txt b/indra/newview/featuretable_xp.txt
index a53be10be1..278d601860 100644
--- a/indra/newview/featuretable_xp.txt
+++ b/indra/newview/featuretable_xp.txt
@@ -69,6 +69,7 @@ RenderShadowDetail 1 0
WatchdogDisabled 1 1
RenderUseStreamVBO 1 1
RenderFSAASamples 1 16
+RenderMaxTextureIndex 1 16
//
// Low Graphics Settings
@@ -159,7 +160,7 @@ WLSkyDetail 1 48
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 2
-RenderFSAASamples 1 4
+RenderFSAASamples 1 2
//
// Ultra graphics (REALLY PURTY!)
@@ -189,7 +190,7 @@ WLSkyDetail 1 128
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 2
-RenderFSAASamples 1 8
+RenderFSAASamples 1 2
//
// Class Unknown Hardware (unknown)
@@ -294,6 +295,7 @@ RenderVBOEnable 1 0
list OpenGLPre30
RenderDeferred 0 0
+RenderMaxTextureIndex 1 1
list Intel
RenderAnisotropic 1 0
diff --git a/indra/newview/gpu_table.txt b/indra/newview/gpu_table.txt
index b7d951e018..198e702459 100644
--- a/indra/newview/gpu_table.txt
+++ b/indra/newview/gpu_table.txt
@@ -112,8 +112,8 @@ ATI Mobility Radeon HD 545v .*ATI.*Mobility.*HD *545v.* 2 1
ATI Mobility Radeon HD 550v .*ATI.*Mobility.*HD *550v.* 2 1
ATI Mobility Radeon HD 560v .*ATI.*Mobility.*HD *560v.* 2 1
ATI Mobility Radeon HD 565v .*ATI.*Mobility.*HD *565v.* 2 1
-ATI Mobility Radeon HD 2300 .*ATI.*Mobility.*HD *23.* 1 1
-ATI Mobility Radeon HD 2400 .*ATI.*Mobility.*HD *24.* 1 1
+ATI Mobility Radeon HD 2300 .*ATI.*Mobility.*HD *23.* 2 1
+ATI Mobility Radeon HD 2400 .*ATI.*Mobility.*HD *24.* 2 1
ATI Mobility Radeon HD 2600 .*ATI.*Mobility.*HD *26.* 3 1
ATI Mobility Radeon HD 2700 .*ATI.*Mobility.*HD *27.* 3 1
ATI Mobility Radeon HD 3100 .*ATI.*Mobility.*HD *31.* 0 1
@@ -140,23 +140,23 @@ ATI Mobility Radeon HD 6600M .*ATI.*Mobility.*HD *66.* 3 1
ATI Mobility Radeon HD 6700M .*ATI.*Mobility.*HD *67.* 3 1
ATI Mobility Radeon HD 6800M .*ATI.*Mobility.*HD *68.* 3 1
ATI Mobility Radeon HD 6900M .*ATI.*Mobility.*HD *69.* 3 1
-ATI Radeon HD 2300 .*ATI.*Radeon HD *23.. 0 1
-ATI Radeon HD 2400 .*ATI.*Radeon HD *24.. 1 1
+ATI Radeon HD 2300 .*ATI.*Radeon HD *23.. 2 1
+ATI Radeon HD 2400 .*ATI.*Radeon HD *24.. 2 1
ATI Radeon HD 2600 .*ATI.*Radeon HD *26.. 2 1
ATI Radeon HD 2900 .*ATI.*Radeon HD *29.. 3 1
ATI Radeon HD 3000 .*ATI.*Radeon HD *30.. 0 1
ATI Radeon HD 3100 .*ATI.*Radeon HD *31.. 1 1
ATI Radeon HD 3200 .*ATI.*Radeon HD *32.. 1 1
-ATI Radeon HD 3300 .*ATI.*Radeon HD *33.. 1 1
-ATI Radeon HD 3400 .*ATI.*Radeon HD *34.. 1 1
-ATI Radeon HD 3500 .*ATI.*Radeon HD *35.. 1 1
+ATI Radeon HD 3300 .*ATI.*Radeon HD *33.. 2 1
+ATI Radeon HD 3400 .*ATI.*Radeon HD *34.. 2 1
+ATI Radeon HD 3500 .*ATI.*Radeon HD *35.. 2 1
ATI Radeon HD 3600 .*ATI.*Radeon HD *36.. 3 1
ATI Radeon HD 3700 .*ATI.*Radeon HD *37.. 3 1
ATI Radeon HD 3800 .*ATI.*Radeon HD *38.. 3 1
ATI Radeon HD 4100 .*ATI.*Radeon HD *41.. 1 1
ATI Radeon HD 4200 .*ATI.*Radeon HD *42.. 1 1
-ATI Radeon HD 4300 .*ATI.*Radeon HD *43.. 1 1
-ATI Radeon HD 4400 .*ATI.*Radeon HD *44.. 1 1
+ATI Radeon HD 4300 .*ATI.*Radeon HD *43.. 2 1
+ATI Radeon HD 4400 .*ATI.*Radeon HD *44.. 2 1
ATI Radeon HD 4500 .*ATI.*Radeon HD *45.. 3 1
ATI Radeon HD 4600 .*ATI.*Radeon HD *46.. 3 1
ATI Radeon HD 4700 .*ATI.*Radeon HD *47.. 3 1
@@ -401,11 +401,11 @@ NVIDIA GeForce 7900 .*NVIDIA .*GeForce 79.* 2 1
NVIDIA GeForce 8100 .*NVIDIA .*GeForce 81.* 1 1
NVIDIA GeForce 8200M .*NVIDIA .*GeForce 8200M.* 1 1
NVIDIA GeForce 8200 .*NVIDIA .*GeForce 82.* 1 1
-NVIDIA GeForce 8300 .*NVIDIA .*GeForce 83.* 1 1
-NVIDIA GeForce 8400M .*NVIDIA .*GeForce 8400M.* 1 1
-NVIDIA GeForce 8400 .*NVIDIA .*GeForce 84.* 1 1
+NVIDIA GeForce 8300 .*NVIDIA .*GeForce 83.* 2 1
+NVIDIA GeForce 8400M .*NVIDIA .*GeForce 8400M.* 2 1
+NVIDIA GeForce 8400 .*NVIDIA .*GeForce 84.* 2 1
NVIDIA GeForce 8500 .*NVIDIA .*GeForce 85.* 3 1
-NVIDIA GeForce 8600M .*NVIDIA .*GeForce 8600M.* 1 1
+NVIDIA GeForce 8600M .*NVIDIA .*GeForce 8600M.* 2 1
NVIDIA GeForce 8600 .*NVIDIA .*GeForce 86.* 3 1
NVIDIA GeForce 8700M .*NVIDIA .*GeForce 8700M.* 3 1
NVIDIA GeForce 8700 .*NVIDIA .*GeForce 87.* 3 1
@@ -415,10 +415,10 @@ NVIDIA GeForce 9100M .*NVIDIA .*GeForce 9100M.* 0 1
NVIDIA GeForce 9100 .*NVIDIA .*GeForce 91.* 0 1
NVIDIA GeForce 9200M .*NVIDIA .*GeForce 9200M.* 1 1
NVIDIA GeForce 9200 .*NVIDIA .*GeForce 92.* 1 1
-NVIDIA GeForce 9300M .*NVIDIA .*GeForce 9300M.* 1 1
-NVIDIA GeForce 9300 .*NVIDIA .*GeForce 93.* 1 1
-NVIDIA GeForce 9400M .*NVIDIA .*GeForce 9400M.* 1 1
-NVIDIA GeForce 9400 .*NVIDIA .*GeForce 94.* 1 1
+NVIDIA GeForce 9300M .*NVIDIA .*GeForce 9300M.* 2 1
+NVIDIA GeForce 9300 .*NVIDIA .*GeForce 93.* 2 1
+NVIDIA GeForce 9400M .*NVIDIA .*GeForce 9400M.* 2 1
+NVIDIA GeForce 9400 .*NVIDIA .*GeForce 94.* 2 1
NVIDIA GeForce 9500M .*NVIDIA .*GeForce 9500M.* 2 1
NVIDIA GeForce 9500 .*NVIDIA .*GeForce 95.* 2 1
NVIDIA GeForce 9600M .*NVIDIA .*GeForce 9600M.* 3 1
diff --git a/indra/newview/installers/darwin/dmg-cleanup.applescript b/indra/newview/installers/darwin/dmg-cleanup.applescript
index f3d39aec21..8a71b392f9 100644
--- a/indra/newview/installers/darwin/dmg-cleanup.applescript
+++ b/indra/newview/installers/darwin/dmg-cleanup.applescript
@@ -19,7 +19,7 @@ tell application "Finder"
set current view of foo to icon view
set toolbar visible of foo to false
set statusbar visible of foo to false
- set the bounds of foo to {100, 100, 600, 399}
+ set the bounds of foo to {100, 100, 600, 449}
-- set the position of front window to {100, 100}
-- get {name, position} of every item of front window
diff --git a/indra/newview/installers/darwin/fix_application_icon_position.sh b/indra/newview/installers/darwin/fix_application_icon_position.sh
index c6b92589db..618e34820c 100644
--- a/indra/newview/installers/darwin/fix_application_icon_position.sh
+++ b/indra/newview/installers/darwin/fix_application_icon_position.sh
@@ -1,6 +1,6 @@
# just run this script each time after you change the installer's name to fix the icon misalignment
#!/bin/bash
-cp -r ./../../../build-darwin-i386/newview/*.dmg ~/Desktop/TempBuild.dmg
+cp -r ../../../../build-darwin-i386/newview/*.dmg ~/Desktop/TempBuild.dmg
hdid ~/Desktop/TempBuild.dmg
open -a finder /Volumes/Second\ Life\ Installer
osascript dmg-cleanup.applescript
diff --git a/indra/newview/installers/darwin/release-dmg/_DS_Store b/indra/newview/installers/darwin/release-dmg/_DS_Store
index 8f6c25c2f4..747ca961d8 100644
--- a/indra/newview/installers/darwin/release-dmg/_DS_Store
+++ b/indra/newview/installers/darwin/release-dmg/_DS_Store
Binary files differ
diff --git a/indra/newview/installers/windows/installer_template.nsi b/indra/newview/installers/windows/installer_template.nsi
index 4811f1fcd5..02ca7cbb3a 100644
--- a/indra/newview/installers/windows/installer_template.nsi
+++ b/indra/newview/installers/windows/installer_template.nsi
@@ -1,6 +1,22 @@
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; secondlife setup.nsi
-;; Copyright 2004-2010, Linden Research, Inc.
+;; Copyright 2004-2011, Linden Research, Inc.
+;;
+;; This library is free software; you can redistribute it and/or
+;; modify it under the terms of the GNU Lesser General Public
+;; License as published by the Free Software Foundation;
+;; version 2.1 of the License only.
+;;
+;; This library is distributed in the hope that it will be useful,
+;; but WITHOUT ANY WARRANTY; without even the implied warranty of
+;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+;; Lesser General Public License for more details.
+;;
+;; You should have received a copy of the GNU Lesser General Public
+;; License along with this library; if not, write to the Free Software
+;; Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+;;
+;; Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
;;
;; NSIS Unicode 2.38.1 or higher required
;; http://www.scratchpaper.com/
@@ -293,19 +309,106 @@ Function CheckNetworkConnection
Return
FunctionEnd
+
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
-; Delete files in Documents and Settings\<user>\SecondLife\cache
-; Delete files in Documents and Settings\All Users\SecondLife\cache
+; Save user files to temp location
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
-;Function RemoveCacheFiles
-;
-;; Delete files in Documents and Settings\<user>\SecondLife
+Function PreserveUserFiles
+
+Push $0
+Push $1
+Push $2
+
+ RMDir /r "$TEMP\SecondLifeSettingsBackup"
+ CreateDirectory "$TEMP\SecondLifeSettingsBackup"
+ StrCpy $0 0 ; Index number used to iterate via EnumRegKey
+
+ LOOP:
+ EnumRegKey $1 HKEY_LOCAL_MACHINE "SOFTWARE\Microsoft\Windows NT\CurrentVersion\ProfileList" $0
+ StrCmp $1 "" DONE ; no more users
+
+ ReadRegStr $2 HKEY_LOCAL_MACHINE "SOFTWARE\Microsoft\Windows NT\CurrentVersion\ProfileList\$1" "ProfileImagePath"
+ StrCmp $2 "" CONTINUE 0 ; "ProfileImagePath" value is missing
+
+ ; Required since ProfileImagePath is of type REG_EXPAND_SZ
+ ExpandEnvStrings $2 $2
+
+ CreateDirectory "$TEMP\SecondLifeSettingsBackup\$0"
+ CopyFiles "$2\Application Data\SecondLife\*" "$TEMP\SecondLifeSettingsBackup\$0"
+
+ CONTINUE:
+ IntOp $0 $0 + 1
+ Goto LOOP
+ DONE:
+
+Pop $2
+Pop $1
+Pop $0
+
+; Copy files in Documents and Settings\All Users\SecondLife
+Push $0
+ ReadRegStr $0 HKEY_LOCAL_MACHINE "SOFTWARE\Microsoft\Windows\CurrentVersion\Explorer\Shell Folders" "Common AppData"
+ StrCmp $0 "" +2
+ CreateDirectory "$TEMP\SecondLifeSettingsBackup\AllUsers\"
+ CopyFiles "$2\Application Data\SecondLife\*" "$TEMP\SecondLifeSettingsBackup\AllUsers\"
+Pop $0
+
+FunctionEnd
+
+;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
+; Restore user files from temp location
+;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
+Function RestoreUserFiles
+
+Push $0
+Push $1
+Push $2
+
+ StrCpy $0 0 ; Index number used to iterate via EnumRegKey
+
+ LOOP:
+ EnumRegKey $1 HKEY_LOCAL_MACHINE "SOFTWARE\Microsoft\Windows NT\CurrentVersion\ProfileList" $0
+ StrCmp $1 "" DONE ; no more users
+
+ ReadRegStr $2 HKEY_LOCAL_MACHINE "SOFTWARE\Microsoft\Windows NT\CurrentVersion\ProfileList\$1" "ProfileImagePath"
+ StrCmp $2 "" CONTINUE 0 ; "ProfileImagePath" value is missing
+
+ ; Required since ProfileImagePath is of type REG_EXPAND_SZ
+ ExpandEnvStrings $2 $2
+
+ CreateDirectory "$2\Application Data\SecondLife\"
+ CopyFiles "$TEMP\SecondLifeSettingsBackup\$0\*" "$2\Application Data\SecondLife\"
+
+ CONTINUE:
+ IntOp $0 $0 + 1
+ Goto LOOP
+ DONE:
+
+Pop $2
+Pop $1
+Pop $0
+
+; Copy files in Documents and Settings\All Users\SecondLife
+Push $0
+ ReadRegStr $0 HKEY_LOCAL_MACHINE "SOFTWARE\Microsoft\Windows\CurrentVersion\Explorer\Shell Folders" "Common AppData"
+ StrCmp $0 "" +2
+ CreateDirectory "$2\Application Data\SecondLife\"
+ CopyFiles "$TEMP\SecondLifeSettingsBackup\AllUsers\*" "$2\Application Data\SecondLife\"
+Pop $0
+
+FunctionEnd
+
+;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
+; Clobber user files - TEST ONLY
+; This is here for testing, generally not desirable to call it.
+;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
+;Function ClobberUserFilesTESTONLY
+
;Push $0
;Push $1
;Push $2
-; DetailPrint $(RemoveCacheFilesDP)
;
-; StrCpy $0 0 ; Index number used to iterate via EnumRegKey
+; StrCpy $0 0 ; Index number used to iterate via EnumRegKey
;
; LOOP:
; EnumRegKey $1 HKEY_LOCAL_MACHINE "SOFTWARE\Microsoft\Windows NT\CurrentVersion\ProfileList" $0
@@ -317,29 +420,24 @@ FunctionEnd
; ; Required since ProfileImagePath is of type REG_EXPAND_SZ
; ExpandEnvStrings $2 $2
;
-; ; When explicitly uninstalling, everything goes away
-; RMDir /r "$2\Application Data\SecondLife\cache"
+; RMDir /r "$2\Application Data\SecondLife\"
;
; CONTINUE:
; IntOp $0 $0 + 1
; Goto LOOP
; DONE:
+;
;Pop $2
;Pop $1
;Pop $0
;
-;; Delete files in Documents and Settings\All Users\SecondLife
+;; Copy files in Documents and Settings\All Users\SecondLife
;Push $0
-; ReadRegStr $0 HKEY_LOCAL_MACHINE "SOFTWARE\Microsoft\Windows\CurrentVersion\Explorer\Shell Folders" "Common AppData"
-; StrCmp $0 "" +2
-; RMDir /r "$0\SecondLife\cache"
+; ReadRegStr $0 HKEY_LOCAL_MACHINE "SOFTWARE\Microsoft\Windows\CurrentVersion\Explorer\Shell Folders" "Common AppData"
+; StrCmp $0 "" +2
+; RMDir /r "$2\Application Data\SecondLife\"
;Pop $0
;
-;; Delete filse in C:\Windows\Application Data\SecondLife
-;; If the user is running on a pre-NT system, Application Data lives here instead of
-;; in Documents and Settings.
-;RMDir /r "$WINDIR\Application Data\SecondLife\cache"
-;
;FunctionEnd
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
@@ -412,17 +510,15 @@ Push $2
; Required since ProfileImagePath is of type REG_EXPAND_SZ
ExpandEnvStrings $2 $2
- ; If uninstalling a normal install remove everything
- ; Otherwise (preview/dmz etc) just remove cache
- StrCmp $INSTFLAGS "" RM_ALL RM_CACHE
- RM_ALL:
- RMDir /r "$2\Application Data\SecondLife"
- RM_CACHE:
- # Local Settings directory is the cache, there is no "cache" subdir
- RMDir /r "$2\Local Settings\Application Data\SecondLife"
- # Vista version of the same
- RMDir /r "$2\AppData\Local\SecondLife"
- Delete "$2\Application Data\SecondLife\user_settings\settings_windlight.xml"
+ ; Remove all cache and settings files but leave any other .txt files to preserve the chat logs
+; RMDir /r "$2\Application Data\SecondLife\logs"
+ RMDir /r "$2\Application Data\SecondLife\browser_profile"
+ RMDir /r "$2\Application Data\SecondLife\user_settings"
+ Delete "$2\Application Data\SecondLife\*.xml"
+ Delete "$2\Application Data\SecondLife\*.bmp"
+ Delete "$2\Application Data\SecondLife\search_history.txt"
+ Delete "$2\Application Data\SecondLife\plugin_cookies.txt"
+ Delete "$2\Application Data\SecondLife\typed_locations.txt"
CONTINUE:
IntOp $0 $0 + 1
@@ -440,7 +536,7 @@ Push $0
RMDir /r "$0\SecondLife"
Pop $0
-; Delete filse in C:\Windows\Application Data\SecondLife
+; Delete files in C:\Windows\Application Data\SecondLife
; If the user is running on a pre-NT system, Application Data lives here instead of
; in Documents and Settings.
RMDir /r "$WINDIR\Application Data\SecondLife"
@@ -770,10 +866,11 @@ Call CloseSecondLife ; Make sure we're not running
Call CheckNetworkConnection ; ping secondlife.com
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
+Call PreserveUserFiles
+
;;; Don't remove cache files during a regular install, removing the inventory cache on upgrades results in lots of damage to the servers.
;Call RemoveCacheFiles ; Installing over removes potentially corrupted
; VFS and cache files.
-
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Need to clean out shader files from previous installs to fix DEV-5663
Call RemoveOldShaders
@@ -854,6 +951,18 @@ WriteRegExpandStr HKEY_CLASSES_ROOT "x-grid-location-info\shell\open\command" ""
; write out uninstaller
WriteUninstaller "$INSTDIR\uninst.exe"
+; Remove existing "Second Life Viewer 2" install if any.
+StrCmp $INSTDIR "$PROGRAMFILES\SecondLifeViewer2" SLV2_DONE ; unless that's the install directory
+IfFileExists "$PROGRAMFILES\SecondLifeViewer2\uninst.exe" SLV2_FOUND SLV2_DONE
+
+SLV2_FOUND:
+ExecWait '"$PROGRAMFILES\SecondLifeViewer2\uninst.exe" /S _?=$PROGRAMFILES\SecondLifeViewer2'
+Delete "$PROGRAMFILES\SecondLifeViewer2\uninst.exe" ; with _? option above, uninst.exe will be left behind.
+RMDir "$PROGRAMFILES\SecondLifeViewer2" ; will remove only if empty.
+
+SLV2_DONE:
+Call RestoreUserFiles
+
; end of default section
SectionEnd
diff --git a/indra/newview/llagent.cpp b/indra/newview/llagent.cpp
index f8b204eca0..30573928a4 100755
--- a/indra/newview/llagent.cpp
+++ b/indra/newview/llagent.cpp
@@ -4004,14 +4004,14 @@ void LLAgent::renderAutoPilotTarget()
F32 height_meters;
LLVector3d target_global;
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
// not textured
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
// lovely green
- glColor4f(0.f, 1.f, 1.f, 1.f);
+ gGL.color4f(0.f, 1.f, 1.f, 1.f);
target_global = mAutoPilotTargetGlobal;
@@ -4019,9 +4019,9 @@ void LLAgent::renderAutoPilotTarget()
height_meters = 1.f;
- glScalef(height_meters, height_meters, height_meters);
+ gGL.scalef(height_meters, height_meters, height_meters);
- gSphere.render(1500.f);
+ gSphere.render();
gGL.popMatrix();
}
diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp
index ecfd101eeb..bab99e8a54 100644
--- a/indra/newview/llappviewer.cpp
+++ b/indra/newview/llappviewer.cpp
@@ -522,6 +522,8 @@ static void settings_to_globals()
LLSurface::setTextureSize(gSavedSettings.getU32("RegionTextureSize"));
+ LLRender::sGLCoreProfile = gSavedSettings.getBOOL("RenderGLCoreProfile");
+
LLImageGL::sGlobalUseAnisotropic = gSavedSettings.getBOOL("RenderAnisotropic");
LLVOVolume::sLODFactor = gSavedSettings.getF32("RenderVolumeLODFactor");
LLVOVolume::sDistanceFactor = 1.f-LLVOVolume::sLODFactor * 0.1f;
@@ -556,42 +558,6 @@ static void settings_modify()
gDebugGL = gSavedSettings.getBOOL("RenderDebugGL") || gDebugSession;
gDebugPipeline = gSavedSettings.getBOOL("RenderDebugPipeline");
gAuditTexture = gSavedSettings.getBOOL("AuditTexture");
-#if LL_VECTORIZE
- if (gSysCPU.hasAltivec())
- {
- gSavedSettings.setBOOL("VectorizeEnable", TRUE );
- gSavedSettings.setU32("VectorizeProcessor", 0 );
- }
- else
- if (gSysCPU.hasSSE2())
- {
- gSavedSettings.setBOOL("VectorizeEnable", TRUE );
- gSavedSettings.setU32("VectorizeProcessor", 2 );
- }
- else
- if (gSysCPU.hasSSE())
- {
- gSavedSettings.setBOOL("VectorizeEnable", TRUE );
- gSavedSettings.setU32("VectorizeProcessor", 1 );
- }
- else
- {
- // Don't bother testing or running if CPU doesn't support it. JC
- gSavedSettings.setBOOL("VectorizePerfTest", FALSE );
- gSavedSettings.setBOOL("VectorizeEnable", FALSE );
- gSavedSettings.setU32("VectorizeProcessor", 0 );
- gSavedSettings.setBOOL("VectorizeSkin", FALSE);
- }
-#else
- // This build target doesn't support SSE, don't test/run.
- gSavedSettings.setBOOL("VectorizePerfTest", FALSE );
- gSavedSettings.setBOOL("VectorizeEnable", FALSE );
- gSavedSettings.setU32("VectorizeProcessor", 0 );
- gSavedSettings.setBOOL("VectorizeSkin", FALSE);
-
- // disable fullscreen mode, unsupported
- gSavedSettings.setBOOL("WindowFullScreen", FALSE);
-#endif
}
class LLFastTimerLogThread : public LLThread
@@ -773,7 +739,7 @@ bool LLAppViewer::init()
LLViewerAssetStatsFF::init();
}
- initThreads();
+ initThreads();
LL_INFOS("InitInfo") << "Threads initialized." << LL_ENDL ;
// Initialize settings early so that the defaults for ignorable dialogs are
@@ -875,8 +841,6 @@ bool LLAppViewer::init()
LLAgent::parseTeleportMessages("teleport_strings.xml");
- LLViewerJointMesh::updateVectorize();
-
// load MIME type -> media impl mappings
std::string mime_types_name;
#if LL_DARWIN
@@ -2825,48 +2789,15 @@ void LLAppViewer::initUpdater()
void LLAppViewer::checkForCrash(void)
{
-
#if LL_SEND_CRASH_REPORTS
if (gLastExecEvent == LAST_EXEC_FROZE)
{
- llinfos << "Last execution froze, requesting to send crash report." << llendl;
- //
- // Pop up a freeze or crash warning dialog
- //
- S32 choice;
- const S32 cb = gCrashSettings.getS32("CrashSubmitBehavior");
- if(cb == CRASH_BEHAVIOR_ASK)
- {
- std::ostringstream msg;
- msg << LLTrans::getString("MBFrozenCrashed");
- std::string alert = LLTrans::getString("APP_NAME") + " " + LLTrans::getString("MBAlert");
- choice = OSMessageBox(msg.str(),
- alert,
- OSMB_YESNO);
- }
- else if(cb == CRASH_BEHAVIOR_NEVER_SEND)
- {
- choice = OSBTN_NO;
- }
- else
- {
- choice = OSBTN_YES;
- }
-
- if (OSBTN_YES == choice)
- {
- llinfos << "Sending crash report." << llendl;
+ llinfos << "Last execution froze, sending a crash report." << llendl;
- bool report_freeze = true;
- handleCrashReporting(report_freeze);
- }
- else
- {
- llinfos << "Not sending crash report." << llendl;
- }
+ bool report_freeze = true;
+ handleCrashReporting(report_freeze);
}
#endif // LL_SEND_CRASH_REPORTS
-
}
//
@@ -2896,7 +2827,7 @@ bool LLAppViewer::initWindow()
VIEWER_WINDOW_CLASSNAME,
gSavedSettings.getS32("WindowX"), gSavedSettings.getS32("WindowY"),
gSavedSettings.getS32("WindowWidth"), gSavedSettings.getS32("WindowHeight"),
- gSavedSettings.getBOOL("WindowFullScreen"), ignorePixelDepth);
+ gSavedSettings.getBOOL("FullScreen"), ignorePixelDepth);
LL_INFOS("AppInit") << "gViewerwindow created." << LL_ENDL;
diff --git a/indra/newview/llcylinder.cpp b/indra/newview/llcylinder.cpp
index 4901e29691..f353851a25 100644
--- a/indra/newview/llcylinder.cpp
+++ b/indra/newview/llcylinder.cpp
@@ -37,261 +37,39 @@
#include "llgl.h"
#include "llglheaders.h"
-LLCylinder gCylinder;
LLCone gCone;
-GLUquadricObj* gQuadObj = NULL;
-
-static const GLint SLICES[] = { 30, 20, 12, 6 }; // same as sphere slices
-static const GLint STACKS = 2;
-static const GLfloat RADIUS = 0.5f;
-
-// draws a cylinder or cone
-// returns approximate number of triangles required
-U32 draw_cylinder_side(GLint slices, GLint stacks, GLfloat base_radius, GLfloat top_radius)
-{
- U32 triangles = 0;
- GLfloat height = 1.0f;
-
- if (!gQuadObj)
- {
- gQuadObj = gluNewQuadric();
- if (!gQuadObj) llerror("draw_cylindrical_body couldn't allocated quadric", 0);
- }
-
- gluQuadricDrawStyle(gQuadObj, GLU_FILL);
- gluQuadricNormals(gQuadObj, GLU_SMOOTH);
- gluQuadricOrientation(gQuadObj, GLU_OUTSIDE);
- gluQuadricTexture(gQuadObj, GL_TRUE);
- gluCylinder(gQuadObj, base_radius, top_radius, height, slices, stacks);
- triangles += stacks * (slices * 2);
-
-
- return triangles;
-}
-
-
-// Returns number of triangles required to draw
-// Need to know if top or not to set lighting normals
-const BOOL TOP = TRUE;
-const BOOL BOTTOM = FALSE;
-U32 draw_cylinder_cap(GLint slices, GLfloat base_radius, BOOL is_top)
-{
- U32 triangles = 0;
-
- if (!gQuadObj)
- {
- gQuadObj = gluNewQuadric();
- if (!gQuadObj) llerror("draw_cylinder_base couldn't allocated quadric", 0);
- }
-
- gluQuadricDrawStyle(gQuadObj, GLU_FILL);
- gluQuadricNormals(gQuadObj, GLU_SMOOTH);
- gluQuadricOrientation(gQuadObj, GLU_OUTSIDE);
- gluQuadricTexture(gQuadObj, GL_TRUE);
-
- // no hole in the middle of the disk, and just one ring
- GLdouble inner_radius = 0.0;
- GLint rings = 1;
-
- // normals point in +z for top, -z for base
- if (is_top)
- {
- gluQuadricOrientation(gQuadObj, GLU_OUTSIDE);
- }
- else
- {
- gluQuadricOrientation(gQuadObj, GLU_INSIDE);
- }
- gluDisk(gQuadObj, inner_radius, base_radius, slices, rings);
- triangles += slices;
-
- return triangles;
-}
-
-void LLCylinder::drawSide(S32 detail)
-{
- draw_cylinder_side(SLICES[detail], STACKS, RADIUS, RADIUS);
-}
-
-void LLCylinder::drawTop(S32 detail)
-{
- draw_cylinder_cap(SLICES[detail], RADIUS, TOP);
-}
-
-void LLCylinder::drawBottom(S32 detail)
-{
- draw_cylinder_cap(SLICES[detail], RADIUS, BOTTOM);
-}
-
-void LLCylinder::prerender()
-{
-}
-
-void LLCylinder::cleanupGL()
-{
- if (gQuadObj)
- {
- gluDeleteQuadric(gQuadObj);
- gQuadObj = NULL;
- }
-}
-
-void LLCylinder::render(F32 pixel_area)
-{
- renderface(pixel_area, 0);
- renderface(pixel_area, 1);
- renderface(pixel_area, 2);
-}
-
-
-void LLCylinder::renderface(F32 pixel_area, S32 face)
-{
- if (face < 0 || face > 2)
- {
- llerror("LLCylinder::renderface() invalid face number", face);
- return;
- }
-
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
-
- S32 level_of_detail;
-
- if (pixel_area > 20000.f)
- {
- level_of_detail = 0;
- }
- else if (pixel_area > 1600.f)
- {
- level_of_detail = 1;
- }
- else if (pixel_area > 200.f)
- {
- level_of_detail = 2;
- }
- else
- {
- level_of_detail = 3;
- }
-
- if (level_of_detail < 0 || CYLINDER_LEVELS_OF_DETAIL <= level_of_detail)
- {
- llerror("LLCylinder::renderface() invalid level of detail", level_of_detail);
- return;
- }
-
- LLVertexBuffer::unbind();
-
- switch(face)
- {
- case 0:
- glTranslatef(0.f, 0.f, -0.5f);
- drawSide(level_of_detail);
- break;
- case 1:
- glTranslatef(0.0f, 0.f, 0.5f);
- drawTop(level_of_detail);
- break;
- case 2:
- glTranslatef(0.0f, 0.f, -0.5f);
- drawBottom(level_of_detail);
- break;
- default:
- llerror("LLCylinder::renderface() fell out of switch", 0);
- break;
- }
-
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
-}
-
-
//
// Cones
//
-void LLCone::prerender()
+void LLCone::render(S32 sides)
{
-}
+ gGL.begin(LLRender::TRIANGLE_FAN);
+ gGL.vertex3f(0,0,0);
-void LLCone::cleanupGL()
-{
- if (gQuadObj)
+ for (U32 i = 0; i < sides; i++)
{
- gluDeleteQuadric(gQuadObj);
- gQuadObj = NULL;
+ F32 a = (F32) i/sides * F_PI*2.f;
+ F32 x = cosf(a)*0.5f;
+ F32 y = sinf(a)*0.5f;
+ gGL.vertex3f(x,y,-.5f);
}
-}
+ gGL.vertex3f(cosf(0.f)*0.5f, sinf(0.f)*0.5f, -0.5f);
-void LLCone::drawSide(S32 detail)
-{
- draw_cylinder_side( SLICES[detail], STACKS, RADIUS, 0.f );
-}
-
-void LLCone::drawBottom(S32 detail)
-{
- draw_cylinder_cap( SLICES[detail], RADIUS, BOTTOM );
-}
-
-void LLCone::render(S32 level_of_detail)
-{
- GLfloat height = 1.0f;
+ gGL.end();
- if (level_of_detail < 0 || CONE_LEVELS_OF_DETAIL <= level_of_detail)
+ gGL.begin(LLRender::TRIANGLE_FAN);
+ gGL.vertex3f(0.f, 0.f, 0.5f);
+ for (U32 i = 0; i < sides; i++)
{
- llerror("LLCone::render() invalid level of detail", level_of_detail);
- return;
+ F32 a = (F32) i/sides * F_PI*2.f;
+ F32 x = cosf(a)*0.5f;
+ F32 y = sinf(a)*0.5f;
+ gGL.vertex3f(x,y,-0.5f);
}
+ gGL.vertex3f(cosf(0.f)*0.5f, sinf(0.f)*0.5f, -0.5f);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
-
- // center object at 0
- glTranslatef(0.f, 0.f, - height / 2.0f);
-
- drawSide(level_of_detail);
- drawBottom(level_of_detail);
-
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gGL.end();
}
-
-void LLCone::renderface(S32 level_of_detail, S32 face)
-{
- if (face < 0 || face > 1)
- {
- llerror("LLCone::renderface() invalid face number", face);
- return;
- }
-
- if (level_of_detail < 0 || CONE_LEVELS_OF_DETAIL <= level_of_detail)
- {
- llerror("LLCone::renderface() invalid level of detail", level_of_detail);
- return;
- }
-
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
-
- LLVertexBuffer::unbind();
-
- switch(face)
- {
- case 0:
- glTranslatef(0.f, 0.f, -0.5f);
- drawSide(level_of_detail);
- break;
- case 1:
- glTranslatef(0.f, 0.f, -0.5f);
- drawBottom(level_of_detail);
- break;
- default:
- llerror("LLCylinder::renderface() fell out of switch", 0);
- break;
- }
-
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
-}
diff --git a/indra/newview/llcylinder.h b/indra/newview/llcylinder.h
index 40a669ceb6..4369f06659 100644
--- a/indra/newview/llcylinder.h
+++ b/indra/newview/llcylinder.h
@@ -30,45 +30,18 @@
//#include "stdtypes.h"
//#include "llgl.h"
-//
-// Cylinders
-//
-const S32 CYLINDER_LEVELS_OF_DETAIL = 4;
-const S32 CYLINDER_FACES = 3;
-
-class LLCylinder
-{
-public:
- void prerender();
- void drawTop(S32 detail);
- void drawSide(S32 detail);
- void drawBottom(S32 detail);
- void cleanupGL();
-
- void render(F32 pixel_area);
- void renderface(F32 pixel_area, S32 face);
-};
-
+#include "llvertexbuffer.h"
//
// Cones
//
-const S32 CONE_LOD_HIGHEST = 0;
-const S32 CONE_LEVELS_OF_DETAIL = 4;
-const S32 CONE_FACES = 2;
-
class LLCone
{
public:
- void prerender();
- void cleanupGL();
- void drawSide(S32 detail);
- void drawBottom(S32 detail);
- void render(S32 level_of_detail);
- void renderface(S32 level_of_detail, S32 face);
+ void render(S32 sides = 12);
};
-extern LLCylinder gCylinder;
+
extern LLCone gCone;
#endif
diff --git a/indra/newview/lldrawpool.cpp b/indra/newview/lldrawpool.cpp
index 286284f828..35f8a85796 100644
--- a/indra/newview/lldrawpool.cpp
+++ b/indra/newview/lldrawpool.cpp
@@ -384,7 +384,7 @@ BOOL LLFacePool::LLOverrideFaceColor::sOverrideFaceColor = FALSE;
void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4& color)
{
- glColor4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
}
void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4U& color)
@@ -394,7 +394,7 @@ void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4U& color)
void LLFacePool::LLOverrideFaceColor::setColor(F32 r, F32 g, F32 b, F32 a)
{
- glColor4f(r,g,b,a);
+ gGL.diffuseColor4f(r,g,b,a);
}
@@ -457,10 +457,10 @@ void LLRenderPass::applyModelMatrix(LLDrawInfo& params)
if (params.mModelMatrix != gGLLastMatrix)
{
gGLLastMatrix = params.mModelMatrix;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
if (params.mModelMatrix)
{
- glMultMatrixf((GLfloat*) params.mModelMatrix->mMatrix);
+ gGL.multMatrix((GLfloat*) params.mModelMatrix->mMatrix);
}
gPipeline.mMatrixOpCount++;
}
@@ -494,8 +494,8 @@ void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL ba
{
tex_setup = true;
gGL.getTexUnit(0)->activate();
- glMatrixMode(GL_TEXTURE);
- glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
gPipeline.mTextureMatrixOps++;
}
}
@@ -519,8 +519,8 @@ void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL ba
if (tex_setup)
{
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
}
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index 9719140a37..ddb7d3ceeb 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -54,7 +54,7 @@ static BOOL deferred_render = FALSE;
LLDrawPoolAlpha::LLDrawPoolAlpha(U32 type) :
LLRenderPass(type), current_shader(NULL), target_shader(NULL),
- simple_shader(NULL), fullbright_shader(NULL),
+ simple_shader(NULL), fullbright_shader(NULL), emissive_shader(NULL),
mColorSFactor(LLRender::BF_UNDEF), mColorDFactor(LLRender::BF_UNDEF),
mAlphaSFactor(LLRender::BF_UNDEF), mAlphaDFactor(LLRender::BF_UNDEF)
{
@@ -90,7 +90,7 @@ void LLDrawPoolAlpha::renderDeferred(S32 pass)
{
LLFastTimer t(FTM_RENDER_GRASS);
gDeferredDiffuseAlphaMaskProgram.bind();
- gDeferredDiffuseAlphaMaskProgram.setAlphaRange(0.33f, 1.f);
+ gDeferredDiffuseAlphaMaskProgram.setMinimumAlpha(0.33f);
//render alpha masked objects
LLRenderPass::pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
@@ -136,7 +136,7 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
simple_shader = NULL;
fullbright_shader = NULL;
gObjectFullbrightAlphaMaskProgram.bind();
- gObjectFullbrightAlphaMaskProgram.setAlphaRange(0.33f, 1.f);
+ gObjectFullbrightAlphaMaskProgram.setMinimumAlpha(0.33f);
}
deferred_render = TRUE;
@@ -175,11 +175,13 @@ void LLDrawPoolAlpha::beginRenderPass(S32 pass)
{
simple_shader = &gObjectSimpleWaterAlphaMaskProgram;
fullbright_shader = &gObjectFullbrightWaterAlphaMaskProgram;
+ emissive_shader = &gObjectEmissiveWaterProgram;
}
else
{
simple_shader = &gObjectSimpleAlphaMaskProgram;
fullbright_shader = &gObjectFullbrightAlphaMaskProgram;
+ emissive_shader = &gObjectEmissiveProgram;
}
if (mVertexShaderLevel > 0)
@@ -230,14 +232,14 @@ void LLDrawPoolAlpha::render(S32 pass)
if (!LLPipeline::sRenderDeferred || !deferred_render)
{
simple_shader->bind();
- simple_shader->setAlphaRange(0.33f, 1.f);
+ simple_shader->setMinimumAlpha(0.33f);
pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
}
if (fullbright_shader)
{
fullbright_shader->bind();
- fullbright_shader->setAlphaRange(0.33f, 1.f);
+ fullbright_shader->setMinimumAlpha(0.33f);
}
pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
//LLGLSLShader::bindNoShader();
@@ -273,16 +275,16 @@ void LLDrawPoolAlpha::render(S32 pass)
if (LLPipeline::sImpostorRender)
{
fullbright_shader->bind();
- fullbright_shader->setAlphaRange(0.5f, 1.f);
+ fullbright_shader->setMinimumAlpha(0.5f);
simple_shader->bind();
- simple_shader->setAlphaRange(0.5f, 1.f);
+ simple_shader->setMinimumAlpha(0.5f);
}
else
{
fullbright_shader->bind();
- fullbright_shader->setAlphaRange(0.f, 1.f);
+ fullbright_shader->setMinimumAlpha(0.f);
simple_shader->bind();
- simple_shader->setAlphaRange(0.f, 1.f);
+ simple_shader->setMinimumAlpha(0.f);
}
}
else
@@ -319,20 +321,26 @@ void LLDrawPoolAlpha::render(S32 pass)
BOOL shaders = gPipeline.canUseVertexShaders();
if(shaders)
{
- gObjectFullbrightNonIndexedProgram.bind();
+ gHighlightProgram.bind();
}
else
{
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
}
- glColor4f(1,0,0,1);
+
+ gGL.diffuseColor4f(1,0,0,1);
+
LLViewerFetchedTexture::sSmokeImagep->addTextureStats(1024.f*1024.f);
gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sSmokeImagep, TRUE) ;
renderAlphaHighlight(LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_TEXCOORD0);
+
+ pushBatches(LLRenderPass::PASS_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
+ pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
+
if(shaders)
{
- gObjectFullbrightNonIndexedProgram.unbind();
+ gHighlightProgram.unbind();
}
}
}
@@ -472,8 +480,8 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
{
tex_setup = true;
gGL.getTexUnit(0)->activate();
- glMatrixMode(GL_TEXTURE);
- glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
gPipeline.mTextureMatrixOps++;
}
}
@@ -488,30 +496,34 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
// If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls could be expensive, but glow must be drawn Z-sorted with alpha.
- if (draw_glow_for_this_partition &&
- params.mGlowColor.mV[3] > 0)
+ if (current_shader &&
+ draw_glow_for_this_partition &&
+ params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))
{
// install glow-accumulating blend mode
gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, // don't touch color
LLRender::BF_ONE, LLRender::BF_ONE); // add to alpha (glow)
+ emissive_shader->bind();
+
// glow doesn't use vertex colors from the mesh data
- params.mVertexBuffer->setBuffer(mask & ~LLVertexBuffer::MAP_COLOR);
- glColor4ubv(params.mGlowColor.mV);
-
+ params.mVertexBuffer->setBuffer((mask & ~LLVertexBuffer::MAP_COLOR) | LLVertexBuffer::MAP_EMISSIVE);
+
// do the actual drawing, again
params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
// restore our alpha blend mode
gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
+
+ current_shader->bind();
}
if (tex_setup)
{
gGL.getTexUnit(0)->activate();
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
}
}
diff --git a/indra/newview/lldrawpoolalpha.h b/indra/newview/lldrawpoolalpha.h
index 12a7ae92b1..a4245e561d 100644
--- a/indra/newview/lldrawpoolalpha.h
+++ b/indra/newview/lldrawpoolalpha.h
@@ -78,6 +78,7 @@ private:
LLGLSLShader* target_shader;
LLGLSLShader* simple_shader;
LLGLSLShader* fullbright_shader;
+ LLGLSLShader* emissive_shader;
// our 'normal' alpha blend function for this pass
LLRender::eBlendFactor mColorSFactor;
diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp
index 37ee81aeb5..60313b25a0 100644
--- a/indra/newview/lldrawpoolavatar.cpp
+++ b/indra/newview/lldrawpoolavatar.cpp
@@ -263,7 +263,6 @@ void LLDrawPoolAvatar::beginPostDeferredAlpha()
gPipeline.bindDeferredShader(*sVertexProgram);
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
- enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
}
void LLDrawPoolAvatar::beginDeferredRiggedAlpha()
@@ -271,7 +270,6 @@ void LLDrawPoolAvatar::beginDeferredRiggedAlpha()
sVertexProgram = &gDeferredSkinnedAlphaProgram;
gPipeline.bindDeferredShader(*sVertexProgram);
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
- LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT);
gPipeline.enableLightsDynamic();
}
@@ -280,7 +278,6 @@ void LLDrawPoolAvatar::endDeferredRiggedAlpha()
LLVertexBuffer::unbind();
gPipeline.unbindDeferredShader(*sVertexProgram);
sDiffuseChannel = 0;
- LLVertexBuffer::sWeight4Loc = -1;
sVertexProgram = NULL;
}
@@ -314,8 +311,7 @@ void LLDrawPoolAvatar::endPostDeferredAlpha()
// if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done
sRenderingSkinned = FALSE;
sSkipOpaque = FALSE;
- disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
-
+
gPipeline.unbindDeferredShader(*sVertexProgram);
sDiffuseChannel = 0;
sShaderLevel = mVertexShaderLevel;
@@ -356,27 +352,22 @@ void LLDrawPoolAvatar::beginShadowPass(S32 pass)
if (pass == 0)
{
sVertexProgram = &gDeferredAvatarShadowProgram;
- if (sShaderLevel > 0)
- {
- gAvatarMatrixParam = sVertexProgram->mUniform[LLViewerShaderMgr::AVATAR_MATRIX];
- }
- //gGL.setAlphaRejectSettings(LLRender::CF_GREATER_EQUAL, 0.2f);
- glColor4f(1,1,1,1);
+ //gGL.setAlphaRejectSettings(LLRender::CF_GREATER_EQUAL, 0.2f);
if ((sShaderLevel > 0)) // for hardware blending
{
sRenderingSkinned = TRUE;
sVertexProgram->bind();
- enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
}
+
+ gGL.diffuseColor4f(1,1,1,1);
}
else
{
sVertexProgram = &gDeferredAttachmentShadowProgram;
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
sVertexProgram->bind();
- LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT);
}
}
@@ -389,14 +380,12 @@ void LLDrawPoolAvatar::endShadowPass(S32 pass)
{
sRenderingSkinned = FALSE;
sVertexProgram->unbind();
- disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
}
}
else
{
LLVertexBuffer::unbind();
sVertexProgram->unbind();
- LLVertexBuffer::sWeight4Loc = -1;
sVertexProgram = NULL;
}
}
@@ -430,11 +419,6 @@ void LLDrawPoolAvatar::renderShadow(S32 pass)
if (pass == 0)
{
- if (sShaderLevel > 0)
- {
- gAvatarMatrixParam = sVertexProgram->mUniform[LLViewerShaderMgr::AVATAR_MATRIX];
- }
-
avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE);
}
else
@@ -492,11 +476,6 @@ void LLDrawPoolAvatar::beginRenderPass(S32 pass)
//reset vertex buffer mappings
LLVertexBuffer::unbind();
- if (pass == 0)
- { //make sure no stale colors are left over from a previous render
- glColor4f(1,1,1,1);
- }
-
if (LLPipeline::sImpostorRender)
{ //impostor render does not have impostors or rigid rendering
pass += 2;
@@ -535,6 +514,11 @@ void LLDrawPoolAvatar::beginRenderPass(S32 pass)
beginRiggedGlow();
break;
}
+
+ if (pass == 0)
+ { //make sure no stale colors are left over from a previous render
+ gGL.diffuseColor4f(1,1,1,1);
+ }
}
void LLDrawPoolAvatar::endRenderPass(S32 pass)
@@ -592,7 +576,7 @@ void LLDrawPoolAvatar::beginImpostor()
if (LLGLSLShader::sNoFixedFunction)
{
gImpostorProgram.bind();
- gImpostorProgram.setAlphaRange(0.01f, 1.f);
+ gImpostorProgram.setMinimumAlpha(0.01f);
}
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
@@ -614,17 +598,17 @@ void LLDrawPoolAvatar::beginRigid()
{
if (LLPipeline::sUnderWaterRender)
{
- sVertexProgram = &gObjectAlphaMaskNonIndexedWaterProgram;
+ sVertexProgram = &gObjectAlphaMaskNoColorWaterProgram;
}
else
{
- sVertexProgram = &gObjectAlphaMaskNonIndexedProgram;
+ sVertexProgram = &gObjectAlphaMaskNoColorProgram;
}
if (sVertexProgram != NULL)
{ //eyeballs render with the specular shader
sVertexProgram->bind();
- sVertexProgram->setAlphaRange(0.2f, 1.f);
+ sVertexProgram->setMinimumAlpha(0.2f);
}
}
else
@@ -657,7 +641,7 @@ void LLDrawPoolAvatar::beginDeferredImpostor()
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
sVertexProgram->bind();
- sVertexProgram->setAlphaRange(0.01f, 1.f);
+ sVertexProgram->setMinimumAlpha(0.01f);
}
void LLDrawPoolAvatar::endDeferredImpostor()
@@ -672,9 +656,10 @@ void LLDrawPoolAvatar::endDeferredImpostor()
void LLDrawPoolAvatar::beginDeferredRigid()
{
- sVertexProgram = &gDeferredNonIndexedDiffuseProgram;
+ sVertexProgram = &gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
sVertexProgram->bind();
+ sVertexProgram->setMinimumAlpha(0.2f);
}
void LLDrawPoolAvatar::endDeferredRigid()
@@ -703,11 +688,11 @@ void LLDrawPoolAvatar::beginSkinned()
{
if (LLPipeline::sUnderWaterRender)
{
- sVertexProgram = &gObjectAlphaMaskNonIndexedWaterProgram;
+ sVertexProgram = &gObjectAlphaMaskNoColorWaterProgram;
}
else
{
- sVertexProgram = &gObjectAlphaMaskNonIndexedProgram;
+ sVertexProgram = &gObjectAlphaMaskNoColorProgram;
}
}
@@ -716,17 +701,6 @@ void LLDrawPoolAvatar::beginSkinned()
sRenderingSkinned = TRUE;
sVertexProgram->bind();
- if (sShaderLevel >= SHADER_LEVEL_CLOTH)
- {
- enable_cloth_weights(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_CLOTHING]);
- }
- enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
-
- if (sShaderLevel >= SHADER_LEVEL_BUMP)
- {
- enable_binormals(sVertexProgram->mAttribute[LLViewerShaderMgr::BINORMAL]);
- }
-
sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
gGL.getTexUnit(0)->activate();
}
@@ -742,7 +716,7 @@ void LLDrawPoolAvatar::beginSkinned()
if (LLGLSLShader::sNoFixedFunction)
{
- sVertexProgram->setAlphaRange(0.2f, 1.f);
+ sVertexProgram->setMinimumAlpha(0.2f);
}
}
@@ -754,16 +728,6 @@ void LLDrawPoolAvatar::endSkinned()
sRenderingSkinned = FALSE;
sVertexProgram->disableTexture(LLViewerShaderMgr::BUMP_MAP);
gGL.getTexUnit(0)->activate();
- disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
- if (sShaderLevel >= SHADER_LEVEL_BUMP)
- {
- disable_binormals(sVertexProgram->mAttribute[LLViewerShaderMgr::BINORMAL]);
- }
- if ((sShaderLevel >= SHADER_LEVEL_CLOTH))
- {
- disable_cloth_weights(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_CLOTHING]);
- }
-
sVertexProgram->unbind();
sShaderLevel = mVertexShaderLevel;
}
@@ -809,7 +773,6 @@ void LLDrawPoolAvatar::beginRiggedSimple()
{
sDiffuseChannel = 0;
sVertexProgram->bind();
- LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT);
}
}
@@ -820,7 +783,6 @@ void LLDrawPoolAvatar::endRiggedSimple()
{
sVertexProgram->unbind();
sVertexProgram = NULL;
- LLVertexBuffer::sWeight4Loc = -1;
}
}
@@ -847,7 +809,34 @@ void LLDrawPoolAvatar::endRiggedFullbrightAlpha()
void LLDrawPoolAvatar::beginRiggedGlow()
{
- beginRiggedFullbright();
+ if (sShaderLevel > 0)
+ {
+ if (LLPipeline::sUnderWaterRender)
+ {
+ sVertexProgram = &gSkinnedObjectEmissiveWaterProgram;
+ }
+ else
+ {
+ sVertexProgram = &gSkinnedObjectEmissiveProgram;
+ }
+ }
+ else
+ {
+ if (LLPipeline::sUnderWaterRender)
+ {
+ sVertexProgram = &gObjectEmissiveNonIndexedWaterProgram;
+ }
+ else
+ {
+ sVertexProgram = &gObjectEmissiveNonIndexedProgram;
+ }
+ }
+
+ if (sShaderLevel > 0 || gPipeline.canUseVertexShaders())
+ {
+ sDiffuseChannel = 0;
+ sVertexProgram->bind();
+ }
}
void LLDrawPoolAvatar::endRiggedGlow()
@@ -884,7 +873,6 @@ void LLDrawPoolAvatar::beginRiggedFullbright()
{
sDiffuseChannel = 0;
sVertexProgram->bind();
- LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT);
}
}
@@ -895,7 +883,6 @@ void LLDrawPoolAvatar::endRiggedFullbright()
{
sVertexProgram->unbind();
sVertexProgram = NULL;
- LLVertexBuffer::sWeight4Loc = -1;
}
}
@@ -928,7 +915,6 @@ void LLDrawPoolAvatar::beginRiggedShinySimple()
{
sVertexProgram->bind();
LLDrawPoolBump::bindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false);
- LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT);
}
}
@@ -940,7 +926,6 @@ void LLDrawPoolAvatar::endRiggedShinySimple()
LLDrawPoolBump::unbindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false);
sVertexProgram->unbind();
sVertexProgram = NULL;
- LLVertexBuffer::sWeight4Loc = -1;
}
}
@@ -974,7 +959,6 @@ void LLDrawPoolAvatar::beginRiggedFullbrightShiny()
{
sVertexProgram->bind();
LLDrawPoolBump::bindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false);
- LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT);
}
}
@@ -986,7 +970,6 @@ void LLDrawPoolAvatar::endRiggedFullbrightShiny()
LLDrawPoolBump::unbindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false);
sVertexProgram->unbind();
sVertexProgram = NULL;
- LLVertexBuffer::sWeight4Loc = -1;
}
}
@@ -996,14 +979,12 @@ void LLDrawPoolAvatar::beginDeferredRiggedSimple()
sVertexProgram = &gDeferredSkinnedDiffuseProgram;
sDiffuseChannel = 0;
sVertexProgram->bind();
- LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT);
}
void LLDrawPoolAvatar::endDeferredRiggedSimple()
{
LLVertexBuffer::unbind();
sVertexProgram->unbind();
- LLVertexBuffer::sWeight4Loc = -1;
sVertexProgram = NULL;
}
@@ -1013,7 +994,6 @@ void LLDrawPoolAvatar::beginDeferredRiggedBump()
sVertexProgram->bind();
normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
- LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT);
}
void LLDrawPoolAvatar::endDeferredRiggedBump()
@@ -1022,7 +1002,6 @@ void LLDrawPoolAvatar::endDeferredRiggedBump()
sVertexProgram->disableTexture(LLViewerShaderMgr::BUMP_MAP);
sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
sVertexProgram->unbind();
- LLVertexBuffer::sWeight4Loc = -1;
normal_channel = -1;
sDiffuseChannel = 0;
sVertexProgram = NULL;
@@ -1032,14 +1011,12 @@ void LLDrawPoolAvatar::beginDeferredSkinned()
{
sShaderLevel = mVertexShaderLevel;
sVertexProgram = &gDeferredAvatarProgram;
-
sRenderingSkinned = TRUE;
sVertexProgram->bind();
+ sVertexProgram->setMinimumAlpha(0.2f);
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
- enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
-
gGL.getTexUnit(0)->activate();
}
@@ -1047,7 +1024,6 @@ void LLDrawPoolAvatar::endDeferredSkinned()
{
// if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done
sRenderingSkinned = FALSE;
- disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
sVertexProgram->unbind();
sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
@@ -1161,10 +1137,10 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
return;
}
- if (single_avatar && avatarp->mSpecialRenderMode >= 1) // 1=anim preview, 2=image preview, 3=morph view
+ /*if (single_avatar && avatarp->mSpecialRenderMode >= 1) // 1=anim preview, 2=image preview, 3=morph view
{
gPipeline.enableLightsAvatarEdit(LLColor4(.5f, .5f, .5f, 1.f));
- }
+ }*/
if (pass == 1)
{
@@ -1255,11 +1231,6 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
return;
}
- if (sShaderLevel > 0)
- {
- gAvatarMatrixParam = sVertexProgram->mUniform[LLViewerShaderMgr::AVATAR_MATRIX];
- }
-
if ((sShaderLevel >= SHADER_LEVEL_CLOTH))
{
LLMatrix4 rot_mat;
@@ -1273,16 +1244,16 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
wind = wind * rot_mat;
wind.mV[VW] = avatarp->mWindVec.mV[VW];
- sVertexProgram->vertexAttrib4fv(LLViewerShaderMgr::AVATAR_WIND, wind.mV);
+ sVertexProgram->uniform4fv(LLViewerShaderMgr::AVATAR_WIND, 1, wind.mV);
F32 phase = -1.f * (avatarp->mRipplePhase);
F32 freq = 7.f + (noise1(avatarp->mRipplePhase) * 2.f);
LLVector4 sin_params(freq, freq, freq, phase);
- sVertexProgram->vertexAttrib4fv(LLViewerShaderMgr::AVATAR_SINWAVE, sin_params.mV);
+ sVertexProgram->uniform4fv(LLViewerShaderMgr::AVATAR_SINWAVE, 1, sin_params.mV);
LLVector4 gravity(0.f, 0.f, -CLOTHING_GRAVITY_EFFECT, 0.f);
gravity = gravity * rot_mat;
- sVertexProgram->vertexAttrib4fv(LLViewerShaderMgr::AVATAR_GRAVITY, gravity.mV);
+ sVertexProgram->uniform4fv(LLViewerShaderMgr::AVATAR_GRAVITY, 1, gravity.mV);
}
if( !single_avatar || (avatarp == single_avatar) )
@@ -1306,8 +1277,8 @@ void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace*
if (buffer.isNull() ||
buffer->getTypeMask() != data_mask ||
- buffer->getRequestedVerts() != vol_face.mNumVertices ||
- buffer->getRequestedIndices() != vol_face.mNumIndices ||
+ buffer->getNumVerts() != vol_face.mNumVertices ||
+ buffer->getNumIndices() != vol_face.mNumIndices ||
(drawable && drawable->isState(LLDrawable::REBUILD_ALL)))
{
face->setGeomIndex(0);
@@ -1346,7 +1317,19 @@ void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace*
LLMatrix3 mat_normal(mat3);
+ //let getGeometryVolume know if alpha should override shiny
+ if (face->getFaceColor().mV[3] < 1.f)
+ {
+ face->setPoolType(LLDrawPool::POOL_ALPHA);
+ }
+ else
+ {
+ face->setPoolType(LLDrawPool::POOL_AVATAR);
+ }
+
face->getGeometryVolume(*volume, face->getTEOffset(), mat_vert, mat_normal, offset, true);
+
+ buffer->flush();
}
if (sShaderLevel <= 0 && face->mLastSkinTime < avatar->getLastSkinTime())
@@ -1383,7 +1366,7 @@ void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace*
LLMatrix4a bind_shape_matrix;
bind_shape_matrix.loadu(skin->mBindShapeMatrix);
- for (U32 j = 0; j < buffer->getRequestedVerts(); ++j)
+ for (U32 j = 0; j < buffer->getNumVerts(); ++j)
{
LLMatrix4a final_mat;
final_mat.clear();
@@ -1483,12 +1466,12 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
continue;
}
- stop_glerror();
+ //stop_glerror();
- const LLVolumeFace& vol_face = volume->getVolumeFace(te);
- updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face);
+ //const LLVolumeFace& vol_face = volume->getVolumeFace(te);
+ //updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face);
- stop_glerror();
+ //stop_glerror();
U32 data_mask = LLFace::getRiggedDataMask(type);
@@ -1524,17 +1507,15 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
data_mask &= ~LLVertexBuffer::MAP_WEIGHT4;
}
- buff->setBuffer(data_mask);
-
U16 start = face->getGeomStart();
U16 end = start + face->getGeomCount()-1;
S32 offset = face->getIndicesStart();
U32 count = face->getIndicesCount();
- if (glow)
+ /*if (glow)
{
- glColor4f(0,0,0,face->getTextureEntry()->getGlow());
- }
+ gGL.diffuseColor4f(0,0,0,face->getTextureEntry()->getGlow());
+ }*/
gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture());
if (normal_channel > -1)
@@ -1544,14 +1525,16 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
if (face->mTextureMatrix)
{
- glMatrixMode(GL_TEXTURE);
- glLoadMatrixf((F32*) face->mTextureMatrix->mMatrix);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadMatrix((F32*) face->mTextureMatrix->mMatrix);
+ buff->setBuffer(data_mask);
buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
else
{
+ buff->setBuffer(data_mask);
buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
}
}
@@ -1560,6 +1543,7 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
void LLDrawPoolAvatar::renderDeferredRiggedSimple(LLVOAvatar* avatar)
{
+ updateRiggedVertexBuffers(avatar);
renderRigged(avatar, RIGGED_DEFERRED_SIMPLE);
}
@@ -1568,8 +1552,58 @@ void LLDrawPoolAvatar::renderDeferredRiggedBump(LLVOAvatar* avatar)
renderRigged(avatar, RIGGED_DEFERRED_BUMP);
}
+void LLDrawPoolAvatar::updateRiggedVertexBuffers(LLVOAvatar* avatar)
+{
+ //update rigged vertex buffers
+ for (U32 type = 0; type < NUM_RIGGED_PASSES; ++type)
+ {
+ for (U32 i = 0; i < mRiggedFace[type].size(); ++i)
+ {
+ LLFace* face = mRiggedFace[type][i];
+ LLDrawable* drawable = face->getDrawable();
+ if (!drawable)
+ {
+ continue;
+ }
+
+ LLVOVolume* vobj = drawable->getVOVolume();
+
+ if (!vobj)
+ {
+ continue;
+ }
+
+ LLVolume* volume = vobj->getVolume();
+ S32 te = face->getTEOffset();
+
+ if (!volume || volume->getNumVolumeFaces() <= te)
+ {
+ continue;
+ }
+
+ LLUUID mesh_id = volume->getParams().getSculptID();
+ if (mesh_id.isNull())
+ {
+ continue;
+ }
+
+ const LLMeshSkinInfo* skin = gMeshRepo.getSkinInfo(mesh_id, vobj);
+ if (!skin)
+ {
+ continue;
+ }
+
+ stop_glerror();
+
+ const LLVolumeFace& vol_face = volume->getVolumeFace(te);
+ updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face);
+ }
+ }
+}
+
void LLDrawPoolAvatar::renderRiggedSimple(LLVOAvatar* avatar)
{
+ updateRiggedVertexBuffers(avatar);
renderRigged(avatar, RIGGED_SIMPLE);
}
@@ -1684,34 +1718,3 @@ LLVertexBufferAvatar::LLVertexBufferAvatar()
}
-void LLVertexBufferAvatar::setupVertexBuffer(U32 data_mask) const
-{
- if (sRenderingSkinned)
- {
- U8* base = useVBOs() ? (U8*) mAlignedOffset : mMappedData;
-
- glVertexPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_VERTEX], (void*)(base + 0));
- glNormalPointer(GL_FLOAT, LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_NORMAL], (void*)(base + mOffsets[TYPE_NORMAL]));
- glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_TEXCOORD0], (void*)(base + mOffsets[TYPE_TEXCOORD0]));
-
- set_vertex_weights(LLDrawPoolAvatar::sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT],
- LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_WEIGHT], (F32*)(base + mOffsets[TYPE_WEIGHT]));
-
- if (sShaderLevel >= LLDrawPoolAvatar::SHADER_LEVEL_BUMP)
- {
- set_binormals(LLDrawPoolAvatar::sVertexProgram->mAttribute[LLViewerShaderMgr::BINORMAL],
- LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_BINORMAL], (LLVector3*)(base + mOffsets[TYPE_BINORMAL]));
- }
-
- if (sShaderLevel >= LLDrawPoolAvatar::SHADER_LEVEL_CLOTH)
- {
- set_vertex_clothing_weights(LLDrawPoolAvatar::sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_CLOTHING],
- LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_CLOTHWEIGHT], (LLVector4*)(base + mOffsets[TYPE_CLOTHWEIGHT]));
- }
- }
- else
- {
- LLVertexBuffer::setupVertexBuffer(data_mask);
- }
-}
-
diff --git a/indra/newview/lldrawpoolavatar.h b/indra/newview/lldrawpoolavatar.h
index fcd8294af5..69e3068858 100644
--- a/indra/newview/lldrawpoolavatar.h
+++ b/indra/newview/lldrawpoolavatar.h
@@ -134,6 +134,7 @@ public:
const LLMeshSkinInfo* skin,
LLVolume* volume,
const LLVolumeFace& vol_face);
+ void updateRiggedVertexBuffers(LLVOAvatar* avatar);
void renderRigged(LLVOAvatar* avatar, U32 type, bool glow = false);
void renderRiggedSimple(LLVOAvatar* avatar);
@@ -176,6 +177,7 @@ public:
RIGGED_FULLBRIGHT_SHINY_MASK = RIGGED_SIMPLE_MASK,
RIGGED_GLOW_MASK = LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_TEXCOORD0 |
+ LLVertexBuffer::MAP_EMISSIVE |
LLVertexBuffer::MAP_WEIGHT4,
RIGGED_ALPHA_MASK = RIGGED_SIMPLE_MASK,
RIGGED_FULLBRIGHT_ALPHA_MASK = RIGGED_FULLBRIGHT_MASK,
@@ -214,7 +216,6 @@ class LLVertexBufferAvatar : public LLVertexBuffer
{
public:
LLVertexBufferAvatar();
- virtual void setupVertexBuffer(U32 data_mask) const;
};
extern S32 AVATAR_OFFSET_POS;
diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp
index 0742250b0b..b696b90d84 100644
--- a/indra/newview/lldrawpoolbump.cpp
+++ b/indra/newview/lldrawpoolbump.cpp
@@ -763,7 +763,7 @@ void LLDrawPoolBump::renderBump(U32 pass)
LLGLDisable fog(GL_FOG);
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE, GL_LEQUAL);
LLGLEnable blend(GL_BLEND);
- glColor4f(1,1,1,1);
+ gGL.diffuseColor4f(1,1,1,1);
/// Get rid of z-fighting with non-bump pass.
LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -1.0f);
@@ -786,7 +786,7 @@ void LLDrawPoolBump::endBump(U32 pass)
{
// Disable texture blending on unit 1
gGL.getTexUnit(1)->activate();
- //gGL.getTexUnit(1)->disable();
+ gGL.getTexUnit(1)->disable();
gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT);
// Disable texture blending on unit 0
@@ -1088,6 +1088,8 @@ LLViewerTexture* LLBumpImageList::getBrightnessDarknessImage(LLViewerFetchedText
}
+static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_STANDARD_LOADED("Bump Standard Callback");
+
// static
void LLBumpImageList::onSourceBrightnessLoaded( BOOL success, LLViewerFetchedTexture *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata )
{
@@ -1110,14 +1112,24 @@ void LLBumpImageList::onSourceDarknessLoaded( BOOL success, LLViewerFetchedTextu
}
}
+static LLFastTimer::DeclareTimer FTM_BUMP_GEN_NORMAL("Generate Normal Map");
+static LLFastTimer::DeclareTimer FTM_BUMP_CREATE_TEXTURE("Create GL Normal Map");
+
void LLBumpImageList::onSourceStandardLoaded( BOOL success, LLViewerFetchedTexture* src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata)
{
if (success && LLPipeline::sRenderDeferred)
{
+ LLFastTimer t(FTM_BUMP_SOURCE_STANDARD_LOADED);
LLPointer<LLImageRaw> nrm_image = new LLImageRaw(src->getWidth(), src->getHeight(), 4);
- generateNormalMapFromAlpha(src, nrm_image);
+ {
+ LLFastTimer t(FTM_BUMP_GEN_NORMAL);
+ generateNormalMapFromAlpha(src, nrm_image);
+ }
src_vi->setExplicitFormat(GL_RGBA, GL_RGBA);
- src_vi->createGLTexture(src_vi->getDiscardLevel(), nrm_image);
+ {
+ LLFastTimer t(FTM_BUMP_CREATE_TEXTURE);
+ src_vi->createGLTexture(src_vi->getDiscardLevel(), nrm_image);
+ }
}
}
@@ -1176,24 +1188,39 @@ void LLBumpImageList::generateNormalMapFromAlpha(LLImageRaw* src, LLImageRaw* nr
}
}
+
+static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_LOADED("Bump Source Loaded");
+static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_ENTRIES_UPDATE("Entries Update");
+static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_MIN_MAX("Min/Max");
+static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_RGB2LUM("RGB to Luminance");
+static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_RESCALE("Rescale");
+static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_GEN_NORMAL("Generate Normal");
+static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_CREATE("Create");
+
// static
void LLBumpImageList::onSourceLoaded( BOOL success, LLViewerTexture *src_vi, LLImageRaw* src, LLUUID& source_asset_id, EBumpEffect bump_code )
{
if( success )
{
+ LLFastTimer t(FTM_BUMP_SOURCE_LOADED);
+
+
bump_image_map_t& entries_list(bump_code == BE_BRIGHTNESS ? gBumpImageList.mBrightnessEntries : gBumpImageList.mDarknessEntries );
bump_image_map_t::iterator iter = entries_list.find(source_asset_id);
- if (iter == entries_list.end() ||
- iter->second.isNull() ||
- iter->second->getWidth() != src->getWidth() ||
- iter->second->getHeight() != src->getHeight()) // bump not cached yet or has changed resolution
- { //make sure an entry exists for this image
- LLPointer<LLImageRaw> raw = new LLImageRaw(1,1,1);
- raw->clear(0x77, 0x77, 0xFF, 0xFF);
-
- entries_list[src_vi->getID()] = LLViewerTextureManager::getLocalTexture( raw.get(), TRUE);
- iter = entries_list.find(src_vi->getID());
+ {
+ LLFastTimer t(FTM_BUMP_SOURCE_ENTRIES_UPDATE);
+ if (iter == entries_list.end() ||
+ iter->second.isNull() ||
+ iter->second->getWidth() != src->getWidth() ||
+ iter->second->getHeight() != src->getHeight()) // bump not cached yet or has changed resolution
+ { //make sure an entry exists for this image
+ LLPointer<LLImageRaw> raw = new LLImageRaw(1,1,1);
+ raw->clear(0x77, 0x77, 0xFF, 0xFF);
+
+ entries_list[src_vi->getID()] = LLViewerTextureManager::getLocalTexture( raw.get(), TRUE);
+ iter = entries_list.find(src_vi->getID());
+ }
}
//if (iter->second->getWidth() != src->getWidth() ||
@@ -1224,50 +1251,56 @@ void LLBumpImageList::onSourceLoaded( BOOL success, LLViewerTexture *src_vi, LLI
{
case 1:
case 2:
- if( src_data_size == dst_data_size * src_components )
{
- for( S32 i = 0, j=0; i < dst_data_size; i++, j+= src_components )
+ LLFastTimer t(FTM_BUMP_SOURCE_MIN_MAX);
+ if( src_data_size == dst_data_size * src_components )
{
- dst_data[i] = src_data[j];
- if( dst_data[i] < minimum )
- {
- minimum = dst_data[i];
- }
- if( dst_data[i] > maximum )
+ for( S32 i = 0, j=0; i < dst_data_size; i++, j+= src_components )
{
- maximum = dst_data[i];
+ dst_data[i] = src_data[j];
+ if( dst_data[i] < minimum )
+ {
+ minimum = dst_data[i];
+ }
+ if( dst_data[i] > maximum )
+ {
+ maximum = dst_data[i];
+ }
}
}
- }
- else
- {
- llassert(0);
- dst_image->clear();
+ else
+ {
+ llassert(0);
+ dst_image->clear();
+ }
}
break;
case 3:
case 4:
- if( src_data_size == dst_data_size * src_components )
{
- for( S32 i = 0, j=0; i < dst_data_size; i++, j+= src_components )
+ LLFastTimer t(FTM_BUMP_SOURCE_RGB2LUM);
+ if( src_data_size == dst_data_size * src_components )
{
- // RGB to luminance
- dst_data[i] = (R_WEIGHT * src_data[j] + G_WEIGHT * src_data[j+1] + B_WEIGHT * src_data[j+2]) >> FIXED_PT;
- //llassert( dst_data[i] <= 255 );true because it's 8bit
- if( dst_data[i] < minimum )
+ for( S32 i = 0, j=0; i < dst_data_size; i++, j+= src_components )
{
- minimum = dst_data[i];
- }
- if( dst_data[i] > maximum )
- {
- maximum = dst_data[i];
+ // RGB to luminance
+ dst_data[i] = (R_WEIGHT * src_data[j] + G_WEIGHT * src_data[j+1] + B_WEIGHT * src_data[j+2]) >> FIXED_PT;
+ //llassert( dst_data[i] <= 255 );true because it's 8bit
+ if( dst_data[i] < minimum )
+ {
+ minimum = dst_data[i];
+ }
+ if( dst_data[i] > maximum )
+ {
+ maximum = dst_data[i];
+ }
}
}
- }
- else
- {
- llassert(0);
- dst_image->clear();
+ else
+ {
+ llassert(0);
+ dst_image->clear();
+ }
}
break;
default:
@@ -1278,6 +1311,7 @@ void LLBumpImageList::onSourceLoaded( BOOL success, LLViewerTexture *src_vi, LLI
if( maximum > minimum )
{
+ LLFastTimer t(FTM_BUMP_SOURCE_RESCALE);
U8 bias_and_scale_lut[256];
F32 twice_one_over_range = 2.f / (maximum - minimum);
S32 i;
@@ -1311,17 +1345,99 @@ void LLBumpImageList::onSourceLoaded( BOOL success, LLViewerTexture *src_vi, LLI
// accidentally releases it.
LLPointer<LLViewerTexture> bump = LLViewerTextureManager::getLocalTexture( TRUE );
+
if (!LLPipeline::sRenderDeferred)
{
+ LLFastTimer t(FTM_BUMP_SOURCE_CREATE);
bump->setExplicitFormat(GL_ALPHA8, GL_ALPHA);
bump->createGLTexture(0, dst_image);
}
- else
- {
- LLPointer<LLImageRaw> nrm_image = new LLImageRaw(dst_image->getWidth(), dst_image->getHeight(), 4);
- generateNormalMapFromAlpha(dst_image, nrm_image);
- bump->setExplicitFormat(GL_RGBA, GL_RGBA);
- bump->createGLTexture(0, nrm_image);
+ else
+ { //convert to normal map
+ {
+ LLFastTimer t(FTM_BUMP_SOURCE_CREATE);
+ bump->setExplicitFormat(GL_RGBA8, GL_ALPHA);
+ bump->createGLTexture(0, dst_image);
+ }
+
+ {
+ LLFastTimer t(FTM_BUMP_SOURCE_GEN_NORMAL);
+ gPipeline.mScreen.bindTarget();
+
+ LLGLDepthTest depth(GL_FALSE);
+ LLGLDisable cull(GL_CULL_FACE);
+ LLGLDisable blend(GL_BLEND);
+ gGL.setColorMask(TRUE, TRUE);
+ gNormalMapGenProgram.bind();
+ gNormalMapGenProgram.uniform1f("norm_scale", gSavedSettings.getF32("RenderNormalMapScale"));
+ gNormalMapGenProgram.uniform1f("stepX", 1.f/bump->getWidth());
+ gNormalMapGenProgram.uniform1f("stepY", 1.f/bump->getHeight());
+
+ LLVector2 v((F32) bump->getWidth()/gPipeline.mScreen.getWidth(),
+ (F32) bump->getHeight()/gPipeline.mScreen.getHeight());
+
+ gGL.getTexUnit(0)->bind(bump);
+
+ S32 width = bump->getWidth();
+ S32 height = bump->getHeight();
+
+ S32 screen_width = gPipeline.mScreen.getWidth();
+ S32 screen_height = gPipeline.mScreen.getHeight();
+
+ glViewport(0, 0, screen_width, screen_height);
+
+ for (S32 left = 0; left < width; left += screen_width)
+ {
+ S32 right = left + screen_width;
+ right = llmin(right, width);
+
+ F32 left_tc = (F32) left/ width;
+ F32 right_tc = (F32) right/width;
+
+ for (S32 bottom = 0; bottom < height; bottom += screen_height)
+ {
+ S32 top = bottom+screen_height;
+ top = llmin(top, height);
+
+ F32 bottom_tc = (F32) bottom/height;
+ F32 top_tc = (F32)(bottom+screen_height)/height;
+ top_tc = llmin(top_tc, 1.f);
+
+ F32 screen_right = (F32) (right-left)/screen_width;
+ F32 screen_top = (F32) (top-bottom)/screen_height;
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(left_tc, bottom_tc);
+ gGL.vertex2f(0, 0);
+
+ gGL.texCoord2f(left_tc, top_tc);
+ gGL.vertex2f(0, screen_top);
+
+ gGL.texCoord2f(right_tc, bottom_tc);
+ gGL.vertex2f(screen_right, 0);
+
+ gGL.texCoord2f(right_tc, top_tc);
+ gGL.vertex2f(screen_right, screen_top);
+
+ gGL.end();
+
+ gGL.flush();
+
+ S32 w = right-left;
+ S32 h = top-bottom;
+
+ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, left, bottom, 0, 0, w, h);
+ }
+ }
+
+ glGenerateMipmap(GL_TEXTURE_2D);
+
+ gPipeline.mScreen.flush();
+
+ gNormalMapGenProgram.unbind();
+
+ //generateNormalMapFromAlpha(dst_image, nrm_image);
+ }
}
iter->second = bump; // derefs (and deletes) old image
@@ -1369,18 +1485,24 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL
if (mShiny)
{
gGL.getTexUnit(0)->activate();
- glMatrixMode(GL_TEXTURE);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
}
else
{
- gGL.getTexUnit(1)->activate();
- glMatrixMode(GL_TEXTURE);
- glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
- gPipeline.mTextureMatrixOps++;
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ gGL.getTexUnit(1)->activate();
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
+ }
+
gGL.getTexUnit(0)->activate();
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
+ gPipeline.mTextureMatrixOps++;
}
- glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
+ gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
gPipeline.mTextureMatrixOps++;
tex_setup = true;
@@ -1390,7 +1512,7 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL
{
if (params.mTexture.notNull())
{
- gGL.getTexUnit(diffuse_channel)->bind(params.mTexture) ;
+ gGL.getTexUnit(diffuse_channel)->bind(params.mTexture);
params.mTexture->addTextureStats(params.mVSize);
}
else
@@ -1415,12 +1537,17 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL
}
else
{
- gGL.getTexUnit(1)->activate();
- glLoadIdentity();
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ gGL.getTexUnit(1)->activate();
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ }
gGL.getTexUnit(0)->activate();
+ gGL.matrixMode(LLRender::MM_TEXTURE);
}
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
}
@@ -1465,6 +1592,7 @@ void LLDrawPoolInvisible::endDeferredPass( S32 pass )
void LLDrawPoolInvisible::renderDeferred( S32 pass )
{ //render invisiprims; this doesn't work becaue it also blocks all the post-deferred stuff
+#if 0
LLFastTimer t(FTM_RENDER_INVISIBLE);
U32 invisi_mask = LLVertexBuffer::MAP_VERTEX;
@@ -1482,4 +1610,5 @@ void LLDrawPoolInvisible::renderDeferred( S32 pass )
renderShiny(true);
endShiny(true);
}
+#endif
}
diff --git a/indra/newview/lldrawpoolground.cpp b/indra/newview/lldrawpoolground.cpp
index ce07e62122..59c3fbf7a1 100644
--- a/indra/newview/lldrawpoolground.cpp
+++ b/indra/newview/lldrawpoolground.cpp
@@ -71,9 +71,9 @@ void LLDrawPoolGround::render(S32 pass)
LLGLSquashToFarClip far_clip(glh_get_current_projection());
F32 water_height = gAgent.getRegion()->getWaterHeight();
- glPushMatrix();
+ gGL.pushMatrix();
LLVector3 origin = LLViewerCamera::getInstance()->getOrigin();
- glTranslatef(origin.mV[0], origin.mV[1], llmax(origin.mV[2], water_height));
+ gGL.translatef(origin.mV[0], origin.mV[1], llmax(origin.mV[2], water_height));
LLFace *facep = mDrawFace[0];
@@ -82,6 +82,6 @@ void LLDrawPoolGround::render(S32 pass)
LLOverrideFaceColor col(this, gSky.mVOSkyp->getGLFogColor());
facep->renderIndexed();
- glPopMatrix();
+ gGL.popMatrix();
}
diff --git a/indra/newview/lldrawpoolsimple.cpp b/indra/newview/lldrawpoolsimple.cpp
index eec4ee6bac..6e0ea78af2 100644
--- a/indra/newview/lldrawpoolsimple.cpp
+++ b/indra/newview/lldrawpoolsimple.cpp
@@ -46,7 +46,7 @@ static LLFastTimer::DeclareTimer FTM_RENDER_GRASS_DEFERRED("Deferred Grass");
void LLDrawPoolGlow::beginPostDeferredPass(S32 pass)
{
- gDeferredFullbrightProgram.bind();
+ gDeferredEmissiveProgram.bind();
}
static LLFastTimer::DeclareTimer FTM_RENDER_GLOW_PUSH("Glow Push");
@@ -76,10 +76,22 @@ void LLDrawPoolGlow::renderPostDeferred(S32 pass)
void LLDrawPoolGlow::endPostDeferredPass(S32 pass)
{
- gDeferredFullbrightProgram.unbind();
+ gDeferredEmissiveProgram.unbind();
LLRenderPass::endRenderPass(pass);
}
+S32 LLDrawPoolGlow::getNumPasses()
+{
+ if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0)
+ {
+ return 1;
+ }
+ else
+ {
+ return 0;
+ }
+}
+
void LLDrawPoolGlow::render(S32 pass)
{
LLFastTimer t(FTM_RENDER_GLOW);
@@ -93,39 +105,29 @@ void LLDrawPoolGlow::render(S32 pass)
U32 shader_level = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
- if (shader_level > 0 && fullbright_shader)
- {
- fullbright_shader->bind();
- }
- else
- {
- gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
- }
+ //should never get here without basic shaders enabled
+ llassert(shader_level > 0);
+
+ LLGLSLShader* shader = LLPipeline::sUnderWaterRender ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
+ shader->bind();
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
gGL.setColorMask(false, true);
- if (shader_level > 1)
- {
- pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- }
- else
- {
- renderTexture(LLRenderPass::PASS_GLOW, getVertexDataMask());
- }
+ pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
gGL.setColorMask(true, false);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
if (shader_level > 0 && fullbright_shader)
{
- fullbright_shader->unbind();
+ shader->unbind();
}
}
void LLDrawPoolGlow::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures)
{
- glColor4ubv(params.mGlowColor.mV);
+ //gGL.diffuseColor4ubv(params.mGlowColor.mV);
LLRenderPass::pushBatch(params, mask, texture, batch_textures);
}
@@ -253,6 +255,7 @@ void LLDrawPoolGrass::prerender()
void LLDrawPoolGrass::beginRenderPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_GRASS);
+ stop_glerror();
if (LLPipeline::sUnderWaterRender)
{
@@ -266,7 +269,7 @@ void LLDrawPoolGrass::beginRenderPass(S32 pass)
if (mVertexShaderLevel > 0)
{
simple_shader->bind();
- simple_shader->setAlphaRange(0.5f, 1.f);
+ simple_shader->setMinimumAlpha(0.5f);
}
else
{
@@ -322,7 +325,7 @@ void LLDrawPoolGrass::renderDeferred(S32 pass)
{
LLFastTimer t(FTM_RENDER_GRASS_DEFERRED);
gDeferredNonIndexedDiffuseAlphaMaskProgram.bind();
- gDeferredNonIndexedDiffuseAlphaMaskProgram.setAlphaRange(0.5f, 1.f);
+ gDeferredNonIndexedDiffuseAlphaMaskProgram.setMinimumAlpha(0.5f);
//render grass
LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask());
}
diff --git a/indra/newview/lldrawpoolsimple.h b/indra/newview/lldrawpoolsimple.h
index 3811b3d398..bd62bc7502 100644
--- a/indra/newview/lldrawpoolsimple.h
+++ b/indra/newview/lldrawpoolsimple.h
@@ -118,7 +118,8 @@ public:
enum
{
VERTEX_DATA_MASK = LLVertexBuffer::MAP_VERTEX |
- LLVertexBuffer::MAP_TEXCOORD0
+ LLVertexBuffer::MAP_TEXCOORD0 |
+ LLVertexBuffer::MAP_EMISSIVE
};
virtual U32 getVertexDataMask() { return VERTEX_DATA_MASK; }
@@ -130,6 +131,8 @@ public:
/*virtual*/ void endPostDeferredPass(S32 pass);
/*virtual*/ void renderPostDeferred(S32 pass);
+ /*virtual*/ S32 getNumPasses();
+
void render(S32 pass = 0);
void pushBatch(LLDrawInfo& params, U32 mask, BOOL texture = TRUE, BOOL batch_textures = FALSE);
diff --git a/indra/newview/lldrawpoolsky.cpp b/indra/newview/lldrawpoolsky.cpp
index efffb2df9e..7f7d9f65c6 100644
--- a/indra/newview/lldrawpoolsky.cpp
+++ b/indra/newview/lldrawpoolsky.cpp
@@ -76,15 +76,16 @@ void LLDrawPoolSky::render(S32 pass)
return;
}
- // use a shader only underwater
+ // don't render sky under water (background just gets cleared to fog color)
if(mVertexShaderLevel > 0 && LLPipeline::sUnderWaterRender)
{
- mShader = &gObjectFullbrightWaterProgram;
- mShader->bind();
+ return;
}
- else if (LLGLSLShader::sNoFixedFunction)
+
+
+ if (LLGLSLShader::sNoFixedFunction)
{ //just use the UI shader (generic single texture no lighting)
- gUIProgram.bind();
+ gOneTextureNoColorProgram.bind();
}
else
{
@@ -111,21 +112,21 @@ void LLDrawPoolSky::render(S32 pass)
LLGLDisable clip(GL_CLIP_PLANE0);
- glPushMatrix();
+ gGL.pushMatrix();
LLVector3 origin = LLViewerCamera::getInstance()->getOrigin();
- glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]);
+ gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
S32 face_count = (S32)mDrawFace.size();
LLVertexBuffer::unbind();
- glColor4f(1,1,1,1);
+ gGL.diffuseColor4f(1,1,1,1);
for (S32 i = 0; i < llmin(6, face_count); ++i)
{
renderSkyCubeFace(i);
}
- glPopMatrix();
+ gGL.popMatrix();
}
void LLDrawPoolSky::renderSkyCubeFace(U8 side)
@@ -146,7 +147,7 @@ void LLDrawPoolSky::renderSkyCubeFace(U8 side)
LLGLEnable blend(GL_BLEND);
mSkyTex[side].bindTexture(FALSE);
- glColor4f(1, 1, 1, LLSkyTex::getInterpVal()); // lighting is disabled
+ gGL.diffuseColor4f(1, 1, 1, LLSkyTex::getInterpVal()); // lighting is disabled
face.renderIndexed();
}
}
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp
index 3daa0f8261..b8e653c5de 100644
--- a/indra/newview/lldrawpoolterrain.cpp
+++ b/indra/newview/lldrawpoolterrain.cpp
@@ -62,13 +62,16 @@ LLDrawPoolTerrain::LLDrawPoolTerrain(LLViewerTexture *texturep) :
LLFacePool(POOL_TERRAIN),
mTexturep(texturep)
{
+ U32 format = GL_ALPHA8;
+ U32 int_format = GL_ALPHA;
+
// Hack!
sDetailScale = 1.f/gSavedSettings.getF32("RenderTerrainScale");
sDetailMode = gSavedSettings.getS32("RenderTerrainDetail");
mAlphaRampImagep = LLViewerTextureManager::getFetchedTextureFromFile("alpha_gradient.tga",
TRUE, LLViewerTexture::BOOST_UI,
LLViewerTexture::FETCHED_TEXTURE,
- GL_ALPHA8, GL_ALPHA,
+ format, int_format,
LLUUID("e97cf410-8e61-7005-ec06-629eba4cd1fb"));
//gGL.getTexUnit(0)->bind(mAlphaRampImagep.get());
@@ -77,7 +80,7 @@ LLDrawPoolTerrain::LLDrawPoolTerrain(LLViewerTexture *texturep) :
m2DAlphaRampImagep = LLViewerTextureManager::getFetchedTextureFromFile("alpha_gradient_2d.j2c",
TRUE, LLViewerTexture::BOOST_UI,
LLViewerTexture::FETCHED_TEXTURE,
- GL_ALPHA8, GL_ALPHA,
+ format, int_format,
LLUUID("38b86f85-2575-52a9-a531-23108d8da837"));
//gGL.getTexUnit(0)->bind(m2DAlphaRampImagep.get());
@@ -106,6 +109,10 @@ U32 LLDrawPoolTerrain::getVertexDataMask()
{
return LLVertexBuffer::MAP_VERTEX;
}
+ else if (LLGLSLShader::sCurBoundShaderPtr)
+ {
+ return VERTEX_DATA_MASK & ~(LLVertexBuffer::MAP_TEXCOORD2 | LLVertexBuffer::MAP_TEXCOORD3);
+ }
else
{
return VERTEX_DATA_MASK;
@@ -115,14 +122,7 @@ U32 LLDrawPoolTerrain::getVertexDataMask()
void LLDrawPoolTerrain::prerender()
{
mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT);
- if (mVertexShaderLevel > 0)
- {
- sDetailMode = 1;
- }
- else
- {
- sDetailMode = gSavedSettings.getS32("RenderTerrainDetail");
- }
+ sDetailMode = gSavedSettings.getS32("RenderTerrainDetail");
}
void LLDrawPoolTerrain::beginRenderPass( S32 pass )
@@ -130,9 +130,24 @@ void LLDrawPoolTerrain::beginRenderPass( S32 pass )
LLFastTimer t(FTM_RENDER_TERRAIN);
LLFacePool::beginRenderPass(pass);
- sShader = LLPipeline::sUnderWaterRender ?
- &gTerrainWaterProgram :
- &gTerrainProgram;
+ if (sDetailMode > 0)
+ {
+ sShader = LLPipeline::sUnderWaterRender ?
+ &gTerrainWaterProgram :
+ &gTerrainProgram;
+ }
+ else
+ {
+ if (LLPipeline::sUnderWaterRender)
+ {
+ sShader = &gObjectSimpleNonIndexedTexGenWaterProgram;
+ }
+ else
+ {
+ sShader = &gObjectSimpleNonIndexedTexGenProgram;
+ }
+ }
+
if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0)
{
@@ -174,6 +189,8 @@ void LLDrawPoolTerrain::render(S32 pass)
compp->mDetailTextures[i]->addTextureStats(1024.f*1024.f); // assume large pixel area
}
+ LLOverrideFaceColor override(this, 1.f, 1.f, 1.f, 1.f);
+
if (!gGLManager.mHasMultitexture)
{
// No multitexture, render simple land.
@@ -188,22 +205,34 @@ void LLDrawPoolTerrain::render(S32 pass)
}
LLGLSPipeline gls;
- LLOverrideFaceColor override(this, 1.f, 1.f, 1.f, 1.f);
-
+
if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0)
{
gPipeline.enableLightsDynamic();
- renderFullShader();
+
+ if (sDetailMode > 0)
+ {
+ renderFullShader();
+ }
+ else
+ {
+ renderSimple();
+ }
}
else
{
gPipeline.enableLightsStatic();
- if (sDetailMode == 0){
+ if (sDetailMode == 0)
+ {
renderSimple();
- } else if (gGLManager.mNumTextureUnits < 4){
+ }
+ else if (gGLManager.mNumTextureUnits < 4)
+ {
renderFull2TU();
- } else {
+ }
+ else
+ {
renderFull4TU();
}
}
@@ -215,8 +244,9 @@ void LLDrawPoolTerrain::render(S32 pass)
{ //use fullbright shader for highlighting
LLGLSLShader* old_shader = sShader;
sShader->unbind();
- sShader = &gObjectFullbrightNonIndexedProgram;
+ sShader = &gHighlightProgram;
sShader->bind();
+ gGL.diffuseColor4f(1,1,1,1);
LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -1.0f);
renderOwnership();
@@ -312,16 +342,15 @@ void LLDrawPoolTerrain::renderFullShader()
gGL.getTexUnit(detail0)->bind(detail_texture0p);
gGL.getTexUnit(0)->activate();
- glEnable(GL_TEXTURE_GEN_S);
- glEnable(GL_TEXTURE_GEN_T);
- glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+ llassert(shader);
+
+ shader->uniform4fv("object_plane_s", 1, tp0.mV);
+ shader->uniform4fv("object_plane_t", 1, tp1.mV);
- glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
- glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
//
// detail texture 1
@@ -331,9 +360,9 @@ void LLDrawPoolTerrain::renderFullShader()
/// ALPHA TEXTURE COORDS 0:
gGL.getTexUnit(1)->activate();
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
// detail texture 2
//
@@ -343,10 +372,10 @@ void LLDrawPoolTerrain::renderFullShader()
gGL.getTexUnit(2)->activate();
/// ALPHA TEXTURE COORDS 1:
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glTranslatef(-2.f, 0.f, 0.f);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.translatef(-2.f, 0.f, 0.f);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
//
// detail texture 3
@@ -356,10 +385,10 @@ void LLDrawPoolTerrain::renderFullShader()
/// ALPHA TEXTURE COORDS 2:
gGL.getTexUnit(3)->activate();
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glTranslatef(-1.f, 0.f, 0.f);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.translatef(-1.f, 0.f, 0.f);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
//
// Alpha Ramp
@@ -380,38 +409,30 @@ void LLDrawPoolTerrain::renderFullShader()
gGL.getTexUnit(alpha_ramp)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(4)->disable();
gGL.getTexUnit(4)->activate();
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
-
+
gGL.getTexUnit(detail3)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(3)->disable();
gGL.getTexUnit(3)->activate();
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(detail2)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(2)->disable();
gGL.getTexUnit(2)->activate();
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(detail1)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->disable();
gGL.getTexUnit(1)->activate();
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
//----------------------------------------------------------------------------
// Restore Texture Unit 0 defaults
@@ -419,11 +440,9 @@ void LLDrawPoolTerrain::renderFullShader()
gGL.getTexUnit(detail0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->activate();
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
void LLDrawPoolTerrain::renderFull4TU()
@@ -534,9 +553,9 @@ void LLDrawPoolTerrain::renderFull4TU()
gGL.getTexUnit(1)->activate();
// Set the texture matrix
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glTranslatef(-2.f, 0.f, 0.f);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.translatef(-2.f, 0.f, 0.f);
// Care about alpha only
gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
@@ -566,9 +585,9 @@ void LLDrawPoolTerrain::renderFull4TU()
gGL.getTexUnit(3)->activate();
// Set the texture matrix
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glTranslatef(-1.f, 0.f, 0.f);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.translatef(-1.f, 0.f, 0.f);
// Set alpha texture and do lighting modulation
gGL.getTexUnit(3)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_PREV_COLOR, LLTexUnit::TBS_VERT_COLOR);
@@ -586,9 +605,9 @@ void LLDrawPoolTerrain::renderFull4TU()
gGL.getTexUnit(3)->disable();
gGL.getTexUnit(3)->activate();
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(2)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(2)->disable();
@@ -596,17 +615,17 @@ void LLDrawPoolTerrain::renderFull4TU()
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->disable();
gGL.getTexUnit(1)->activate();
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
// Restore blend state
gGL.setSceneBlendType(LLRender::BT_ALPHA);
@@ -620,9 +639,9 @@ void LLDrawPoolTerrain::renderFull4TU()
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
}
@@ -714,9 +733,9 @@ void LLDrawPoolTerrain::renderFull2TU()
gGL.getTexUnit(0)->bind(m2DAlphaRampImagep);
// Set the texture matrix
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glTranslatef(-1.f, 0.f, 0.f);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.translatef(-1.f, 0.f, 0.f);
// Care about alpha only
gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
@@ -753,9 +772,9 @@ void LLDrawPoolTerrain::renderFull2TU()
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->bind(m2DAlphaRampImagep);
// Set the texture matrix
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glTranslatef(-2.f, 0.f, 0.f);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.translatef(-2.f, 0.f, 0.f);
// Care about alpha only
gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
@@ -793,9 +812,9 @@ void LLDrawPoolTerrain::renderFull2TU()
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
//----------------------------------------------------------------------------
// Restore Texture Unit 0 defaults
@@ -805,9 +824,9 @@ void LLDrawPoolTerrain::renderFull2TU()
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
}
@@ -831,13 +850,21 @@ void LLDrawPoolTerrain::renderSimple()
tp0.setVec(tscale, 0.f, 0.0f, -1.f*(origin_agent.mV[0]/256.f));
tp1.setVec(0.f, tscale, 0.0f, -1.f*(origin_agent.mV[1]/256.f));
- glEnable(GL_TEXTURE_GEN_S);
- glEnable(GL_TEXTURE_GEN_T);
- glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
- glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
- glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
-
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ sShader->uniform4fv("object_plane_s", 1, tp0.mV);
+ sShader->uniform4fv("object_plane_t", 1, tp1.mV);
+ }
+ else
+ {
+ glEnable(GL_TEXTURE_GEN_S);
+ glEnable(GL_TEXTURE_GEN_T);
+ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
+ glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
+ }
+
gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR);
drawLoop();
@@ -847,11 +874,14 @@ void LLDrawPoolTerrain::renderSimple()
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_GEN_T);
+ }
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
}
@@ -882,11 +912,11 @@ void LLDrawPoolTerrain::renderOwnership()
// texture coordinates for pixel 256x256 is not 1,1. This makes the
// ownership map not line up with the selection. We address this with
// a texture matrix multiply.
- glMatrixMode(GL_TEXTURE);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.pushMatrix();
const F32 TEXTURE_FUDGE = 257.f / 256.f;
- glScalef( TEXTURE_FUDGE, TEXTURE_FUDGE, 1.f );
+ gGL.scalef( TEXTURE_FUDGE, TEXTURE_FUDGE, 1.f );
for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
{
@@ -895,9 +925,9 @@ void LLDrawPoolTerrain::renderOwnership()
LLVertexBuffer::MAP_TEXCOORD0);
}
- glMatrixMode(GL_TEXTURE);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
diff --git a/indra/newview/lldrawpoolterrain.h b/indra/newview/lldrawpoolterrain.h
index 3056da44d5..283ed87f1a 100644
--- a/indra/newview/lldrawpoolterrain.h
+++ b/indra/newview/lldrawpoolterrain.h
@@ -40,8 +40,7 @@ public:
LLVertexBuffer::MAP_TEXCOORD0 |
LLVertexBuffer::MAP_TEXCOORD1 |
LLVertexBuffer::MAP_TEXCOORD2 |
- LLVertexBuffer::MAP_TEXCOORD3 |
- LLVertexBuffer::MAP_COLOR
+ LLVertexBuffer::MAP_TEXCOORD3
};
virtual U32 getVertexDataMask();
diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp
index a6e0151114..d198e28c14 100644
--- a/indra/newview/lldrawpooltree.cpp
+++ b/indra/newview/lldrawpooltree.cpp
@@ -65,17 +65,18 @@ void LLDrawPoolTree::beginRenderPass(S32 pass)
if (LLPipeline::sUnderWaterRender)
{
- shader = &gObjectAlphaMaskNonIndexedWaterProgram;
+ shader = &gTreeWaterProgram;
}
else
{
- shader = &gObjectAlphaMaskNonIndexedProgram;
+ shader = &gTreeProgram;
}
if (gPipeline.canUseVertexShaders())
{
shader->bind();
- shader->setAlphaRange(0.5f, 1.f);
+ shader->setMinimumAlpha(0.5f);
+ gGL.diffuseColor4f(1,1,1,1);
}
else
{
@@ -112,8 +113,8 @@ void LLDrawPoolTree::render(S32 pass)
if(buff)
{
buff->setBuffer(LLDrawPoolTree::VERTEX_DATA_MASK);
- buff->drawRange(LLRender::TRIANGLES, 0, buff->getRequestedVerts()-1, buff->getRequestedIndices(), 0);
- gPipeline.addTrianglesDrawn(buff->getRequestedIndices());
+ buff->drawRange(LLRender::TRIANGLES, 0, buff->getNumVerts()-1, buff->getNumIndices(), 0);
+ gPipeline.addTrianglesDrawn(buff->getNumIndices());
}
}
}
@@ -141,9 +142,9 @@ void LLDrawPoolTree::beginDeferredPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_TREES);
- shader = &gDeferredNonIndexedDiffuseAlphaMaskProgram;
+ shader = &gDeferredTreeProgram;
shader->bind();
- shader->setAlphaRange(0.5f, 1.f);
+ shader->setMinimumAlpha(0.5f);
}
void LLDrawPoolTree::renderDeferred(S32 pass)
@@ -168,8 +169,8 @@ void LLDrawPoolTree::beginShadowPass(S32 pass)
glPolygonOffset(gSavedSettings.getF32("RenderDeferredTreeShadowOffset"),
gSavedSettings.getF32("RenderDeferredTreeShadowBias"));
- gDeferredShadowAlphaMaskProgram.bind();
- gDeferredShadowAlphaMaskProgram.setAlphaRange(0.5f, 1.f);
+ gDeferredTreeShadowProgram.bind();
+ gDeferredTreeShadowProgram.setMinimumAlpha(0.5f);
}
void LLDrawPoolTree::renderShadow(S32 pass)
@@ -183,6 +184,7 @@ void LLDrawPoolTree::endShadowPass(S32 pass)
glPolygonOffset(gSavedSettings.getF32("RenderDeferredSpotShadowOffset"),
gSavedSettings.getF32("RenderDeferredSpotShadowBias"));
+ gDeferredTreeShadowProgram.unbind();
}
@@ -195,7 +197,7 @@ void LLDrawPoolTree::renderTree(BOOL selecting)
U32 indices_drawn = 0;
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
@@ -226,8 +228,8 @@ void LLDrawPoolTree::renderTree(BOOL selecting)
}
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
- //glPushMatrix();
+ gGL.loadMatrix(gGLModelView);
+ //gGL.pushMatrix();
F32 mat[16];
for (U32 i = 0; i < 16; i++)
mat[i] = (F32) gGLModelView[i];
@@ -236,7 +238,7 @@ void LLDrawPoolTree::renderTree(BOOL selecting)
// Translate to tree base HACK - adjustment in Z plants tree underground
const LLVector3 &pos_agent = treep->getPositionAgent();
- //glTranslatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
+ //gGL.translatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
LLMatrix4 trans_mat;
trans_mat.setTranslation(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
trans_mat *= matrix;
@@ -307,7 +309,7 @@ void LLDrawPoolTree::renderTree(BOOL selecting)
indices_drawn += treep->drawBranchPipeline(scale_mat, indicesp, trunk_LOD, stop_depth, treep->mDepth, treep->mTrunkDepth, 1.0, treep->mTwist, droop, treep->mBranches, alpha);
}
- //glPopMatrix();
+ //gGL.popMatrix();
}
}
}
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp
index 31c14361b5..4f6eaa5a5b 100644
--- a/indra/newview/lldrawpoolwater.cpp
+++ b/indra/newview/lldrawpoolwater.cpp
@@ -59,6 +59,8 @@ BOOL LLDrawPoolWater::sSkipScreenCopy = FALSE;
BOOL LLDrawPoolWater::sNeedsReflectionUpdate = TRUE;
BOOL LLDrawPoolWater::sNeedsDistortionUpdate = TRUE;
LLColor4 LLDrawPoolWater::sWaterFogColor = LLColor4(0.2f, 0.5f, 0.5f, 0.f);
+F32 LLDrawPoolWater::sWaterFogEnd = 0.f;
+
LLVector3 LLDrawPoolWater::sLightDir;
LLDrawPoolWater::LLDrawPoolWater() :
@@ -219,7 +221,7 @@ void LLDrawPoolWater::render(S32 pass)
water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot));
}
- glColor4fv(water_color.mV);
+ gGL.diffuseColor4fv(water_color.mV);
// Automatically generate texture coords for detail map
glEnable(GL_TEXTURE_GEN_S); //texture unit 1
@@ -275,15 +277,15 @@ void LLDrawPoolWater::render(S32 pass)
gSky.mVOSkyp->getCubeMap()->enable(0);
gSky.mVOSkyp->getCubeMap()->bind();
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
LLMatrix4 camera_mat = LLViewerCamera::getInstance()->getModelview();
LLMatrix4 camera_rot(camera_mat.getMat3());
camera_rot.invert();
- glLoadMatrixf((F32 *)camera_rot.mMatrix);
+ gGL.loadMatrix((F32 *)camera_rot.mMatrix);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
LLOverrideFaceColor overrid(this, 1.f, 1.f, 1.f, 0.5f*up_dot);
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
@@ -310,9 +312,9 @@ void LLDrawPoolWater::render(S32 pass)
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
@@ -332,6 +334,21 @@ void LLDrawPoolWater::renderOpaqueLegacyWater()
{
LLVOSky *voskyp = gSky.mVOSkyp;
+ LLGLSLShader* shader = NULL;
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ if (LLPipeline::sUnderWaterRender)
+ {
+ shader = &gObjectSimpleNonIndexedTexGenWaterProgram;
+ }
+ else
+ {
+ shader = &gObjectSimpleNonIndexedTexGenProgram;
+ }
+
+ shader->bind();
+ }
+
stop_glerror();
// Depth sorting and write to depth buffer
@@ -354,10 +371,13 @@ void LLDrawPoolWater::renderOpaqueLegacyWater()
gGL.getTexUnit(0)->bind(mOpaqueWaterImagep);
// Automatically generate texture coords for water texture
- glEnable(GL_TEXTURE_GEN_S); //texture unit 0
- glEnable(GL_TEXTURE_GEN_T); //texture unit 0
- glTexGenf(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
- glTexGenf(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ if (!shader)
+ {
+ glEnable(GL_TEXTURE_GEN_S); //texture unit 0
+ glEnable(GL_TEXTURE_GEN_T); //texture unit 0
+ glTexGenf(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ glTexGenf(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ }
// Use the fact that we know all water faces are the same size
// to save some computation
@@ -380,10 +400,18 @@ void LLDrawPoolWater::renderOpaqueLegacyWater()
F32 tp0[4] = { 16.f / 256.f, 0.0f, 0.0f, offset };
F32 tp1[4] = { 0.0f, 16.f / 256.f, 0.0f, offset };
- glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0);
- glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1);
+ if (!shader)
+ {
+ glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0);
+ glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1);
+ }
+ else
+ {
+ shader->uniform4fv("object_plane_s", 1, tp0);
+ shader->uniform4fv("object_plane_t", 1, tp1);
+ }
- glColor3f(1.f, 1.f, 1.f);
+ gGL.diffuseColor3f(1.f, 1.f, 1.f);
for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
@@ -399,9 +427,12 @@ void LLDrawPoolWater::renderOpaqueLegacyWater()
stop_glerror();
- // Reset the settings back to expected values
- glDisable(GL_TEXTURE_GEN_S); //texture unit 0
- glDisable(GL_TEXTURE_GEN_T); //texture unit 0
+ if (!shader)
+ {
+ // Reset the settings back to expected values
+ glDisable(GL_TEXTURE_GEN_S); //texture unit 0
+ glDisable(GL_TEXTURE_GEN_T); //texture unit 0
+ }
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
@@ -623,8 +654,6 @@ void LLDrawPoolWater::shade()
water_color.mV[3] = 0.9f;
}
- glColor4fv(water_color.mV);
-
{
LLGLEnable depth_clamp(gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP : 0);
LLGLDisable cullface(GL_CULL_FACE);
diff --git a/indra/newview/lldrawpoolwater.h b/indra/newview/lldrawpoolwater.h
index 99b541ca5a..aeeba179d6 100644
--- a/indra/newview/lldrawpoolwater.h
+++ b/indra/newview/lldrawpoolwater.h
@@ -49,6 +49,7 @@ public:
static LLVector3 sLightDir;
static LLColor4 sWaterFogColor;
+ static F32 sWaterFogEnd;
enum
{
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index 79a835fd14..caf15fe1cb 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -100,12 +100,12 @@ void LLDrawPoolWLSky::beginRenderPass( S32 pass )
{
sky_shader =
LLPipeline::sUnderWaterRender ?
- &gObjectSimpleWaterProgram :
+ &gObjectFullbrightNoColorWaterProgram :
&gWLSkyProgram;
cloud_shader =
LLPipeline::sUnderWaterRender ?
- &gObjectSimpleWaterProgram :
+ &gObjectFullbrightNoColorWaterProgram :
&gWLCloudProgram;
}
@@ -130,33 +130,33 @@ void LLDrawPoolWLSky::renderDome(F32 camHeightLocal, LLGLSLShader * shader) cons
llassert_always(NULL != shader);
- glPushMatrix();
+ gGL.pushMatrix();
//chop off translation
if (LLPipeline::sReflectionRender && origin.mV[2] > 256.f)
{
- glTranslatef(origin.mV[0], origin.mV[1], 256.f-origin.mV[2]*0.5f);
+ gGL.translatef(origin.mV[0], origin.mV[1], 256.f-origin.mV[2]*0.5f);
}
else
{
- glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]);
+ gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
}
// the windlight sky dome works most conveniently in a coordinate system
// where Y is up, so permute our basis vectors accordingly.
- glRotatef(120.f, 1.f / F_SQRT3, 1.f / F_SQRT3, 1.f / F_SQRT3);
+ gGL.rotatef(120.f, 1.f / F_SQRT3, 1.f / F_SQRT3, 1.f / F_SQRT3);
- glScalef(0.333f, 0.333f, 0.333f);
+ gGL.scalef(0.333f, 0.333f, 0.333f);
- glTranslatef(0.f,-camHeightLocal, 0.f);
+ gGL.translatef(0.f,-camHeightLocal, 0.f);
// Draw WL Sky
shader->uniform3f("camPosLocal", 0.f, camHeightLocal, 0.f);
gSky.mVOWLSkyp->drawDome();
- glPopMatrix();
+ gGL.popMatrix();
}
void LLDrawPoolWLSky::renderSkyHaze(F32 camHeightLocal) const
@@ -197,7 +197,7 @@ void LLDrawPoolWLSky::renderStars(void) const
gGL.getTexUnit(0)->bind(gSky.mVOSkyp->getBloomTex());
gGL.pushMatrix();
- glRotatef(gFrameTimeSeconds*0.01f, 0.f, 0.f, 1.f);
+ gGL.rotatef(gFrameTimeSeconds*0.01f, 0.f, 0.f, 1.f);
// gl_FragColor.rgb = gl_Color.rgb;
// gl_FragColor.a = gl_Color.a * star_alpha.a;
if (LLGLSLShader::sNoFixedFunction)
@@ -267,10 +267,6 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
if (gSky.mVOSkyp->getMoon().getDraw() && face->getGeomCount())
{
- if (gPipeline.canUseVertexShaders())
- {
- gUIProgram.bind();
- }
// *NOTE: even though we already bound this texture above for the
// stars register combiners, we bind again here for defensive reasons,
// since LLImageGL::bind detects that it's a noop, and optimizes it out.
@@ -284,12 +280,18 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
color.mV[3] = llclamp(a, 0.f, 1.f);
+ if (gPipeline.canUseVertexShaders())
+ {
+ gHighlightProgram.bind();
+ }
+
LLFacePool::LLOverrideFaceColor color_override(this, color);
+
face->renderIndexed();
if (gPipeline.canUseVertexShaders())
{
- gUIProgram.unbind();
+ gHighlightProgram.unbind();
}
}
}
@@ -315,10 +317,10 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass)
renderSkyHaze(camHeightLocal);
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
- glPushMatrix();
+ gGL.pushMatrix();
- glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]);
+ gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
gDeferredStarProgram.bind();
// *NOTE: have to bind a texture here since register combiners blending in
@@ -332,7 +334,7 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass)
gDeferredStarProgram.unbind();
- glPopMatrix();
+ gGL.popMatrix();
renderSkyClouds(camHeightLocal);
@@ -360,9 +362,9 @@ void LLDrawPoolWLSky::render(S32 pass)
renderSkyHaze(camHeightLocal);
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
- glPushMatrix();
+ gGL.pushMatrix();
- glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]);
+ gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
// *NOTE: have to bind a texture here since register combiners blending in
// renderStars() requires something to be bound and we might as well only
@@ -374,7 +376,7 @@ void LLDrawPoolWLSky::render(S32 pass)
renderStars();
- glPopMatrix();
+ gGL.popMatrix();
renderSkyClouds(camHeightLocal);
diff --git a/indra/newview/lldynamictexture.cpp b/indra/newview/lldynamictexture.cpp
index fb9958ee9d..5d6081a35c 100644
--- a/indra/newview/lldynamictexture.cpp
+++ b/indra/newview/lldynamictexture.cpp
@@ -41,6 +41,7 @@
#include "llviewerdisplay.h"
#include "llrender.h"
#include "pipeline.h"
+#include "llglslshader.h"
// static
LLViewerDynamicTexture::instance_list_t LLViewerDynamicTexture::sInstances[ LLViewerDynamicTexture::ORDER_COUNT ];
@@ -207,6 +208,9 @@ BOOL LLViewerDynamicTexture::updateAllInstances()
return TRUE;
}
+ LLGLSLShader::bindNoShader();
+ LLVertexBuffer::unbind();
+
BOOL result = FALSE;
BOOL ret = FALSE ;
for( S32 order = 0; order < ORDER_COUNT; order++ )
diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp
index 432e61f6d8..eab3dcfadd 100644
--- a/indra/newview/llface.cpp
+++ b/indra/newview/llface.cpp
@@ -496,14 +496,14 @@ void LLFace::renderSelected(LLViewerTexture *imagep, const LLColor4& color)
gGL.pushMatrix();
if (mDrawablep->isActive())
{
- glMultMatrixf((GLfloat*)mDrawablep->getRenderMatrix().mMatrix);
+ gGL.multMatrix((GLfloat*)mDrawablep->getRenderMatrix().mMatrix);
}
else
{
- glMultMatrixf((GLfloat*)mDrawablep->getRegion()->mRenderMatrix.mMatrix);
+ gGL.multMatrix((GLfloat*)mDrawablep->getRegion()->mRenderMatrix.mMatrix);
}
- glColor4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
if (mDrawablep->isState(LLDrawable::RIGGED))
{
@@ -515,7 +515,7 @@ void LLFace::renderSelected(LLViewerTexture *imagep, const LLColor4& color)
{
LLGLEnable offset(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.f, -1.f);
- glMultMatrixf((F32*) volume->getRelativeXform().mMatrix);
+ gGL.multMatrix((F32*) volume->getRelativeXform().mMatrix);
const LLVolumeFace& vol_face = rigged->getVolumeFace(getTEOffset());
LLVertexBuffer::unbind();
glVertexPointer(3, GL_FLOAT, 16, vol_face.mPositions);
@@ -524,6 +524,7 @@ void LLFace::renderSelected(LLViewerTexture *imagep, const LLColor4& color)
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 8, vol_face.mTexCoords);
}
+ gGL.syncMatrices();
glDrawElements(GL_TRIANGLES, vol_face.mNumIndices, GL_UNSIGNED_SHORT, vol_face.mIndices);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
@@ -557,17 +558,17 @@ void LLFace::renderSelectedUV()
// add green dither pattern on top of red/blue gradient
gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_ONE);
- glMatrixMode(GL_TEXTURE);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.pushMatrix();
// make green pattern repeat once per texel in red/blue texture
- glScalef(256.f, 256.f, 1.f);
- glMatrixMode(GL_MODELVIEW);
+ gGL.scalef(256.f, 256.f, 1.f);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
renderSelected(green_imagep, LLColor4::white);
- glMatrixMode(GL_TEXTURE);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.blendFunc(LLRender::BF_SOURCE_ALPHA, LLRender::BF_ONE_MINUS_SOURCE_ALPHA);
}
*/
@@ -1055,6 +1056,7 @@ static LLFastTimer::DeclareTimer FTM_FACE_GEOM_POSITION("Position");
static LLFastTimer::DeclareTimer FTM_FACE_GEOM_NORMAL("Normal");
static LLFastTimer::DeclareTimer FTM_FACE_GEOM_TEXTURE("Texture");
static LLFastTimer::DeclareTimer FTM_FACE_GEOM_COLOR("Color");
+static LLFastTimer::DeclareTimer FTM_FACE_GEOM_EMISSIVE("Emissive");
static LLFastTimer::DeclareTimer FTM_FACE_GEOM_WEIGHTS("Weights");
static LLFastTimer::DeclareTimer FTM_FACE_GEOM_BINORMAL("Binormal");
static LLFastTimer::DeclareTimer FTM_FACE_GEOM_INDEX("Index");
@@ -1071,6 +1073,11 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
S32 num_vertices = (S32)vf.mNumVertices;
S32 num_indices = (S32) vf.mNumIndices;
+ if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCTREE))
+ {
+ updateRebuildFlags();
+ }
+
bool map_range = gGLManager.mHasMapBufferRange || gGLManager.mHasFlushBufferRange;
if (mVertexBuffer.notNull())
@@ -1124,6 +1131,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
bool rebuild_pos = full_rebuild || mDrawablep->isState(LLDrawable::REBUILD_POSITION);
bool rebuild_color = full_rebuild || mDrawablep->isState(LLDrawable::REBUILD_COLOR);
+ bool rebuild_emissive = rebuild_color && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE);
bool rebuild_tcoord = full_rebuild || mDrawablep->isState(LLDrawable::REBUILD_TCOORD);
bool rebuild_normal = rebuild_pos && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_NORMAL);
bool rebuild_binormal = rebuild_pos && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_BINORMAL);
@@ -1213,7 +1221,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
if (map_range)
{
- mVertexBuffer->setBuffer(0);
+ mVertexBuffer->flush();
}
}
@@ -1438,7 +1446,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
if (map_range)
{
- mVertexBuffer->setBuffer(0);
+ mVertexBuffer->flush();
}
}
else
@@ -1585,7 +1593,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
if (map_range)
{
- mVertexBuffer->setBuffer(0);
+ mVertexBuffer->flush();
}
if (do_bump)
@@ -1622,7 +1630,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
if (map_range)
{
- mVertexBuffer->setBuffer(0);
+ mVertexBuffer->flush();
}
}
}
@@ -1672,7 +1680,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
if (map_range)
{
- mVertexBuffer->setBuffer(0);
+ mVertexBuffer->flush();
}
}
@@ -1692,7 +1700,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
if (map_range)
{
- mVertexBuffer->setBuffer(0);
+ mVertexBuffer->flush();
}
}
@@ -1712,7 +1720,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
if (map_range)
{
- mVertexBuffer->setBuffer(0);
+ mVertexBuffer->flush();
}
}
@@ -1724,7 +1732,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
LLVector4a::memcpyNonAliased16((F32*) weights, (F32*) vf.mWeights, num_vertices*4*sizeof(F32));
if (map_range)
{
- mVertexBuffer->setBuffer(0);
+ mVertexBuffer->flush();
}
}
@@ -1754,10 +1762,48 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
if (map_range)
{
- mVertexBuffer->setBuffer(0);
+ mVertexBuffer->flush();
}
}
+ if (rebuild_emissive)
+ {
+ LLFastTimer t(FTM_FACE_GEOM_EMISSIVE);
+ LLStrider<LLColor4U> emissive;
+ mVertexBuffer->getEmissiveStrider(emissive, mGeomIndex, mGeomCount, map_range);
+
+ U8 glow = (U8) llclamp((S32) (getTextureEntry()->getGlow()*255), 0, 255);
+
+ LLVector4a src;
+
+
+ U32 glow32 = glow |
+ (glow << 8) |
+ (glow << 16) |
+ (glow << 24);
+
+ U32 vec[4];
+ vec[0] = vec[1] = vec[2] = vec[3] = glow32;
+
+ src.loadua((F32*) vec);
+
+ LLVector4a* dst = (LLVector4a*) emissive.get();
+ S32 num_vecs = num_vertices/4;
+ if (num_vertices%4 > 0)
+ {
+ ++num_vecs;
+ }
+
+ for (S32 i = 0; i < num_vecs; i++)
+ {
+ dst[i] = src;
+ }
+
+ if (map_range)
+ {
+ mVertexBuffer->flush();
+ }
+ }
if (rebuild_tcoord)
{
mTexExtents[0].setVec(0,0);
@@ -2014,7 +2060,7 @@ BOOL LLFace::verify(const U32* indices_array) const
}
// First, check whether the face data fits within the pool's range.
- if ((mGeomIndex + mGeomCount) > mVertexBuffer->getRequestedVerts())
+ if ((mGeomIndex + mGeomCount) > mVertexBuffer->getNumVerts())
{
ok = FALSE;
llinfos << "Face references invalid vertices!" << llendl;
@@ -2033,7 +2079,7 @@ BOOL LLFace::verify(const U32* indices_array) const
llinfos << "Face has bogus indices count" << llendl;
}
- if (mIndicesIndex + mIndicesCount > mVertexBuffer->getRequestedIndices())
+ if (mIndicesIndex + mIndicesCount > mVertexBuffer->getNumIndices())
{
ok = FALSE;
llinfos << "Face references invalid indices!" << llendl;
@@ -2095,7 +2141,7 @@ void LLFace::renderSetColor() const
{
const LLColor4* color = &(getRenderColor());
- glColor4fv(color->mV);
+ gGL.diffuseColor4fv(color->mV);
}
}
@@ -2130,10 +2176,10 @@ S32 LLFace::renderElements(const U16 *index_array) const
}
else
{
- glPushMatrix();
- glMultMatrixf((float*)getRenderMatrix().mMatrix);
+ gGL.pushMatrix();
+ gGL.multMatrix((float*)getRenderMatrix().mMatrix);
ret = pushVertices(index_array);
- glPopMatrix();
+ gGL.popMatrix();
}
return ret;
diff --git a/indra/newview/llface.h b/indra/newview/llface.h
index b5eaeecd60..82e4ab61b7 100644
--- a/indra/newview/llface.h
+++ b/indra/newview/llface.h
@@ -329,13 +329,9 @@ public:
{
return lhs->getTexture() < rhs->getTexture();
}
- else if (lte->getBumpShinyFullbright() != rte->getBumpShinyFullbright())
- {
- return lte->getBumpShinyFullbright() < rte->getBumpShinyFullbright();
- }
else
{
- return lte->getGlow() < rte->getGlow();
+ return lte->getBumpShinyFullbright() < rte->getBumpShinyFullbright();
}
}
};
diff --git a/indra/newview/llfasttimerview.cpp b/indra/newview/llfasttimerview.cpp
index a161428c2b..065dc5f4be 100644
--- a/indra/newview/llfasttimerview.cpp
+++ b/indra/newview/llfasttimerview.cpp
@@ -1125,10 +1125,10 @@ void LLFastTimerView::exportCharts(const std::string& base, const std::string& t
LLPointer<LLImageRaw> scratch = new LLImageRaw(1024, 512, 3);
gGL.pushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(-0.05, 1.05, -0.05, 1.05, -1.0, 1.0);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.loadIdentity();
+ gGL.ortho(-0.05f, 1.05f, -0.05f, 1.05f, -1.0f, 1.0f);
//render charts
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
@@ -1367,7 +1367,7 @@ void LLFastTimerView::exportCharts(const std::string& base, const std::string& t
buffer.flush();
gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
}
diff --git a/indra/newview/llfavoritesbar.cpp b/indra/newview/llfavoritesbar.cpp
index 98de418878..6c9058caf1 100644
--- a/indra/newview/llfavoritesbar.cpp
+++ b/indra/newview/llfavoritesbar.cpp
@@ -443,17 +443,17 @@ BOOL LLFavoritesBarCtrl::handleDragAndDrop(S32 x, S32 y, MASK mask, BOOL drop,
{
setLandingTab(dest);
}
- /*
- * the condition dest == NULL can be satisfied not only in the case
- * of dragging to the right from the last tab of the favbar. there is a
- * small gap between each tab. if the user drags something exactly there
- * then mLandingTab will be set to NULL and the dragged item will be pushed
- * to the end of the favorites bar. this is incorrect behavior. that's why
- * we need an additional check which excludes the case described previously
- * making sure that the mouse pointer is beyond the last tab.
- */
- else if (mLastTab && x >= mLastTab->getRect().mRight)
+ else if (mLastTab && (x >= mLastTab->getRect().mRight))
{
+ /*
+ * the condition dest == NULL can be satisfied not only in the case
+ * of dragging to the right from the last tab of the favbar. there is a
+ * small gap between each tab. if the user drags something exactly there
+ * then mLandingTab will be set to NULL and the dragged item will be pushed
+ * to the end of the favorites bar. this is incorrect behavior. that's why
+ * we need an additional check which excludes the case described previously
+ * making sure that the mouse pointer is beyond the last tab.
+ */
setLandingTab(NULL);
}
@@ -467,7 +467,6 @@ BOOL LLFavoritesBarCtrl::handleDragAndDrop(S32 x, S32 y, MASK mask, BOOL drop,
if (drop)
{
handleExistingFavoriteDragAndDrop(x, y);
- showDragMarker(FALSE);
}
}
else
@@ -490,7 +489,6 @@ BOOL LLFavoritesBarCtrl::handleDragAndDrop(S32 x, S32 y, MASK mask, BOOL drop,
setLandingTab(NULL);
}
handleNewFavoriteDragAndDrop(item, favorites_id, x, y);
- showDragMarker(FALSE);
}
}
}
@@ -504,20 +502,29 @@ BOOL LLFavoritesBarCtrl::handleDragAndDrop(S32 x, S32 y, MASK mask, BOOL drop,
void LLFavoritesBarCtrl::handleExistingFavoriteDragAndDrop(S32 x, S32 y)
{
+ // Identify the button hovered and the side to drop
LLFavoriteLandmarkButton* dest = dynamic_cast<LLFavoriteLandmarkButton*>(mLandingTab);
+ bool insert_before = true;
+ if (!dest)
+ {
+ insert_before = false;
+ dest = dynamic_cast<LLFavoriteLandmarkButton*>(mLastTab);
+ }
- // there is no need to handle if an item was dragged onto itself
+ // There is no need to handle if an item was dragged onto itself
if (dest && dest->getLandmarkId() == mDragItemId)
{
return;
}
+ // Insert the dragged item in the right place
if (dest)
{
- LLInventoryModel::updateItemsOrder(mItems, mDragItemId, dest->getLandmarkId());
+ LLInventoryModel::updateItemsOrder(mItems, mDragItemId, dest->getLandmarkId(), insert_before);
}
else
{
+ // This can happen when the item list is empty
mItems.push_back(gInventory.getItem(mDragItemId));
}
@@ -534,22 +541,35 @@ void LLFavoritesBarCtrl::handleExistingFavoriteDragAndDrop(S32 x, S32 y)
void LLFavoritesBarCtrl::handleNewFavoriteDragAndDrop(LLInventoryItem *item, const LLUUID& favorites_id, S32 x, S32 y)
{
- LLFavoriteLandmarkButton* dest = dynamic_cast<LLFavoriteLandmarkButton*>(mLandingTab);
-
- // there is no need to handle if an item was dragged onto itself
+ // Identify the button hovered and the side to drop
+ LLFavoriteLandmarkButton* dest = NULL;
+ bool insert_before = true;
+ if (!mItems.empty())
+ {
+ dest = dynamic_cast<LLFavoriteLandmarkButton*>(mLandingTab);
+ if (!dest)
+ {
+ insert_before = false;
+ dest = dynamic_cast<LLFavoriteLandmarkButton*>(mLastTab);
+ }
+ }
+
+ // There is no need to handle if an item was dragged onto itself
if (dest && dest->getLandmarkId() == mDragItemId)
{
return;
}
-
+
LLPointer<LLViewerInventoryItem> viewer_item = new LLViewerInventoryItem(item);
+ // Insert the dragged item in the right place
if (dest)
{
- insertBeforeItem(mItems, dest->getLandmarkId(), viewer_item);
+ insertItem(mItems, dest->getLandmarkId(), viewer_item, insert_before);
}
else
{
+ // This can happen when the item list is empty
mItems.push_back(viewer_item);
}
@@ -642,7 +662,7 @@ void LLFavoritesBarCtrl::draw()
{
// mouse pointer hovers over an existing tab
LLRect rect = mLandingTab->getRect();
- mImageDragIndication->draw(rect.mLeft - w/2, rect.getHeight(), w, h);
+ mImageDragIndication->draw(rect.mLeft, rect.getHeight(), w, h);
}
else if (mLastTab)
{
@@ -650,6 +670,8 @@ void LLFavoritesBarCtrl::draw()
LLRect rect = mLastTab->getRect();
mImageDragIndication->draw(rect.mRight, rect.getHeight(), w, h);
}
+ // Once drawn, mark this false so we won't draw it again (unless we hit the favorite bar again)
+ mShowDragMarker = FALSE;
}
}
@@ -721,7 +743,7 @@ void LLFavoritesBarCtrl::updateButtons()
if (first_changed_item_index <= mItems.count())
{
// Rebuild the buttons only
- // child_list_t is a linked list, so safe to erase from the middle if we pre-incrament the iterator
+ // child_list_t is a linked list, so safe to erase from the middle if we pre-increment the iterator
while (child_it != childs->end())
{
@@ -810,9 +832,9 @@ LLButton* LLFavoritesBarCtrl::createButton(const LLPointer<LLViewerInventoryItem
/**
* WORKAROUND:
- * there are some problem with displaying of fonts in buttons.
- * Empty space (or ...) is displaying instead of last symbols, even though the width of the button is enough.
- * Problem will gone, if we stretch out the button. For that reason I have to put additional 20 pixels.
+ * There are some problem with displaying of fonts in buttons.
+ * Empty space or ellipsis might be displayed instead of last symbols, even though the width of the button is enough.
+ * The problem disappears if we pad the button with 20 pixels.
*/
int required_width = mFont->getWidth(item->getName()) + 20;
int width = required_width > def_button_width? def_button_width : required_width;
@@ -840,7 +862,6 @@ LLButton* LLFavoritesBarCtrl::createButton(const LLPointer<LLViewerInventoryItem
fav_btn->setRect(butt_rect);
// change only left and save bottom
fav_btn->setFont(mFont);
- fav_btn->setName(item->getName());
fav_btn->setLabel(item->getName());
fav_btn->setToolTip(item->getName());
fav_btn->setCommitCallback(boost::bind(&LLFavoritesBarCtrl::onButtonClick, this, item->getUUID()));
@@ -1298,25 +1319,24 @@ BOOL LLFavoritesBarCtrl::handleHover(S32 x, S32 y, MASK mask)
LLUICtrl* LLFavoritesBarCtrl::findChildByLocalCoords(S32 x, S32 y)
{
- LLUICtrl* ctrl = 0;
- S32 screenX, screenY;
+ LLUICtrl* ctrl = NULL;
const child_list_t* list = getChildList();
- localPointToScreen(x, y, &screenX, &screenY);
-
- // look for a child which contains the point (screenX, screenY) in it's rectangle
for (child_list_const_iter_t i = list->begin(); i != list->end(); ++i)
{
- LLRect rect;
- localRectToScreen((*i)->getRect(), &rect);
-
- if (rect.pointInRect(screenX, screenY))
+ // Look only for children that are favorite buttons
+ if ((*i)->getName() == "favorites_bar_btn")
{
- ctrl = dynamic_cast<LLUICtrl*>(*i);
- break;
+ LLRect rect = (*i)->getRect();
+ // We consider a button hit if the cursor is left of the right side
+ // This makes the hit a bit less finicky than hitting directly on the button itself
+ if (x <= rect.mRight)
+ {
+ ctrl = dynamic_cast<LLUICtrl*>(*i);
+ break;
+ }
}
}
-
return ctrl;
}
@@ -1337,29 +1357,28 @@ BOOL LLFavoritesBarCtrl::needToSaveItemsOrder(const LLInventoryModel::item_array
return result;
}
-LLInventoryModel::item_array_t::iterator LLFavoritesBarCtrl::findItemByUUID(LLInventoryModel::item_array_t& items, const LLUUID& id)
+void LLFavoritesBarCtrl::insertItem(LLInventoryModel::item_array_t& items, const LLUUID& dest_item_id, LLViewerInventoryItem* insertedItem, bool insert_before)
{
- LLInventoryModel::item_array_t::iterator result = items.end();
+ // Get the iterator to the destination item
+ LLInventoryModel::item_array_t::iterator it_dest = LLInventoryModel::findItemIterByUUID(items, dest_item_id);
+ if (it_dest == items.end())
+ return;
- for (LLInventoryModel::item_array_t::iterator i = items.begin(); i != items.end(); ++i)
+ // Go to the next element if one wishes to insert after the dest element
+ if (!insert_before)
{
- if ((*i)->getUUID() == id)
- {
- result = i;
- break;
- }
+ ++it_dest;
}
-
- return result;
-}
-
-void LLFavoritesBarCtrl::insertBeforeItem(LLInventoryModel::item_array_t& items, const LLUUID& beforeItemId, LLViewerInventoryItem* insertedItem)
-{
- LLViewerInventoryItem* beforeItem = gInventory.getItem(beforeItemId);
- llassert(beforeItem);
- if (beforeItem)
+
+ // Insert the source item in the right place
+ if (it_dest != items.end())
+ {
+ items.insert(it_dest, insertedItem);
+ }
+ else
{
- items.insert(findItemByUUID(items, beforeItem->getUUID()), insertedItem);
+ // Append to the list if it_dest reached the end
+ items.push_back(insertedItem);
}
}
diff --git a/indra/newview/llfavoritesbar.h b/indra/newview/llfavoritesbar.h
index 1b11d6196e..2f75b3bb0e 100644
--- a/indra/newview/llfavoritesbar.h
+++ b/indra/newview/llfavoritesbar.h
@@ -130,7 +130,7 @@ private:
* inserts an item identified by insertedItemId BEFORE an item identified by beforeItemId.
* this function assumes that an item identified by insertedItemId doesn't exist in items array.
*/
- void insertBeforeItem(LLInventoryModel::item_array_t& items, const LLUUID& beforeItemId, LLViewerInventoryItem* insertedItem);
+ void insertItem(LLInventoryModel::item_array_t& items, const LLUUID& dest_item_id, LLViewerInventoryItem* insertedItem, bool insert_before);
// finds an item by it's UUID in the items array
LLInventoryModel::item_array_t::iterator findItemByUUID(LLInventoryModel::item_array_t& items, const LLUUID& id);
diff --git a/indra/newview/llfeaturemanager.cpp b/indra/newview/llfeaturemanager.cpp
index db9a0424c0..08f9d26705 100644
--- a/indra/newview/llfeaturemanager.cpp
+++ b/indra/newview/llfeaturemanager.cpp
@@ -51,6 +51,7 @@
#include "llcontrol.h"
#include "llboost.h"
#include "llweb.h"
+#include "llviewershadermgr.h"
#if LL_WINDOWS
#include "lldxhardware.h"
@@ -662,8 +663,10 @@ void LLFeatureManager::applyFeatures(bool skipFeatures)
void LLFeatureManager::setGraphicsLevel(S32 level, bool skipFeatures)
{
- applyBaseMasks();
+ LLViewerShaderMgr::sSkipReload = true;
+ applyBaseMasks();
+
switch (level)
{
case 0:
@@ -684,6 +687,9 @@ void LLFeatureManager::setGraphicsLevel(S32 level, bool skipFeatures)
}
applyFeatures(skipFeatures);
+
+ LLViewerShaderMgr::sSkipReload = false;
+ LLViewerShaderMgr::instance()->setShaders();
}
void LLFeatureManager::applyBaseMasks()
@@ -725,7 +731,7 @@ void LLFeatureManager::applyBaseMasks()
{
maskFeatures("NoPixelShaders");
}
- if (!gGLManager.mHasVertexShader)
+ if (!gGLManager.mHasVertexShader || !mGPUSupported)
{
maskFeatures("NoVertexShaders");
}
diff --git a/indra/newview/llfloaterabout.cpp b/indra/newview/llfloaterabout.cpp
index 22f500ba15..83fb887d81 100644
--- a/indra/newview/llfloaterabout.cpp
+++ b/indra/newview/llfloaterabout.cpp
@@ -384,6 +384,9 @@ void LLFloaterAbout::setSupportText(const std::string& server_release_notes_url)
// Render the LLSD from getInfo() as a format_map_t
LLStringUtil::format_map_t args;
+ // allow the "Release Notes" URL label to be localized
+ args["ReleaseNotes"] = LLTrans::getString("ReleaseNotes");
+
for (LLSD::map_const_iterator ii(info.beginMap()), iend(info.endMap());
ii != iend; ++ii)
{
diff --git a/indra/newview/llfloateranimpreview.cpp b/indra/newview/llfloateranimpreview.cpp
index 1f334815d6..2a3512e21a 100644
--- a/indra/newview/llfloateranimpreview.cpp
+++ b/indra/newview/llfloateranimpreview.cpp
@@ -1063,14 +1063,19 @@ BOOL LLPreviewAnimation::render()
mNeedsUpdate = FALSE;
LLVOAvatar* avatarp = mDummyAvatar;
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
- glLoadIdentity();
- glOrtho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
+ gGL.loadIdentity();
+ gGL.ortho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
- glLoadIdentity();
+ gGL.loadIdentity();
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
LLGLSUIDefault def;
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
@@ -1078,10 +1083,10 @@ BOOL LLPreviewAnimation::render()
gl_rect_2d_simple( mFullWidth, mFullHeight );
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
gGL.flush();
diff --git a/indra/newview/llfloaterimagepreview.cpp b/indra/newview/llfloaterimagepreview.cpp
index e4d8e3513d..69de15d9ea 100644
--- a/indra/newview/llfloaterimagepreview.cpp
+++ b/indra/newview/llfloaterimagepreview.cpp
@@ -50,6 +50,7 @@
#include "llvoavatar.h"
#include "pipeline.h"
#include "lluictrlfactory.h"
+#include "llviewershadermgr.h"
#include "llviewertexturelist.h"
#include "llstring.h"
@@ -649,25 +650,30 @@ BOOL LLImagePreviewAvatar::render()
gGL.pushUIMatrix();
gGL.loadUIIdentity();
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
- glLoadIdentity();
- glOrtho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
+ gGL.loadIdentity();
+ gGL.ortho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
- glLoadIdentity();
+ gGL.loadIdentity();
LLGLSUIDefault def;
gGL.color4f(0.15f, 0.2f, 0.3f, 1.f);
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+
gl_rect_2d_simple( mFullWidth, mFullHeight );
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
gGL.flush();
@@ -690,8 +696,7 @@ BOOL LLImagePreviewAvatar::render()
LLVertexBuffer::unbind();
avatarp->updateLOD();
-
-
+
if (avatarp->mDrawable.notNull())
{
LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE);
@@ -699,7 +704,7 @@ BOOL LLImagePreviewAvatar::render()
LLGLDisable no_blend(GL_BLEND);
LLDrawPoolAvatar *avatarPoolp = (LLDrawPoolAvatar *)avatarp->mDrawable->getFace(0)->getPool();
-
+ gPipeline.enableLightsPreview();
avatarPoolp->renderAvatars(avatarp); // renders only one avatar
}
@@ -790,15 +795,17 @@ void LLImagePreviewSculpted::setPreviewTarget(LLImageRaw* imagep, F32 distance)
U32 num_indices = vf.mNumIndices;
U32 num_vertices = vf.mNumVertices;
- mVertexBuffer = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL, 0);
+ mVertexBuffer = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0, 0);
mVertexBuffer->allocateBuffer(num_vertices, num_indices, TRUE);
LLStrider<LLVector3> vertex_strider;
LLStrider<LLVector3> normal_strider;
+ LLStrider<LLVector2> tc_strider;
LLStrider<U16> index_strider;
mVertexBuffer->getVertexStrider(vertex_strider);
mVertexBuffer->getNormalStrider(normal_strider);
+ mVertexBuffer->getTexCoord0Strider(tc_strider);
mVertexBuffer->getIndexStrider(index_strider);
// build vertices and normals
@@ -806,7 +813,8 @@ void LLImagePreviewSculpted::setPreviewTarget(LLImageRaw* imagep, F32 distance)
pos = (LLVector3*) vf.mPositions; pos.setStride(16);
LLStrider<LLVector3> norm;
norm = (LLVector3*) vf.mNormals; norm.setStride(16);
-
+ LLStrider<LLVector2> tc;
+ tc = (LLVector2*) vf.mTexCoords; tc.setStride(8);
for (U32 i = 0; i < num_vertices; i++)
{
@@ -814,6 +822,7 @@ void LLImagePreviewSculpted::setPreviewTarget(LLImageRaw* imagep, F32 distance)
LLVector3 normal = *norm++;
normal.normalize();
*(normal_strider++) = normal;
+ *(tc_strider++) = *tc++;
}
// build indices
@@ -835,23 +844,28 @@ BOOL LLImagePreviewSculpted::render()
LLGLEnable cull(GL_CULL_FACE);
LLGLDepthTest depth(GL_TRUE);
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
- glLoadIdentity();
- glOrtho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
+ gGL.loadIdentity();
+ gGL.ortho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
- glLoadIdentity();
+ gGL.loadIdentity();
gGL.color4f(0.15f, 0.2f, 0.3f, 1.f);
- gl_rect_2d_simple( mFullWidth, mFullHeight );
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
- glMatrixMode(GL_PROJECTION);
+ gl_rect_2d_simple( mFullWidth, mFullHeight );
+
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
glClear(GL_DEPTH_BUFFER_BIT);
@@ -876,17 +890,28 @@ BOOL LLImagePreviewSculpted::render()
const LLVolumeFace &vf = mVolume->getVolumeFace(0);
U32 num_indices = vf.mNumIndices;
- mVertexBuffer->setBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL);
-
gPipeline.enableLightsAvatar();
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gObjectPreviewProgram.bind();
+ }
gGL.pushMatrix();
const F32 SCALE = 1.25f;
gGL.scalef(SCALE, SCALE, SCALE);
const F32 BRIGHTNESS = 0.9f;
gGL.color3f(BRIGHTNESS, BRIGHTNESS, BRIGHTNESS);
+
+ mVertexBuffer->setBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0);
mVertexBuffer->draw(LLRender::TRIANGLES, num_indices, 0);
gGL.popMatrix();
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gObjectPreviewProgram.unbind();
+ }
+
return TRUE;
}
diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp
index 881f087d7b..0460247f98 100644
--- a/indra/newview/llfloatermodelpreview.cpp
+++ b/indra/newview/llfloatermodelpreview.cpp
@@ -103,6 +103,7 @@
#include "llviewerobjectlist.h"
#include "llanimationstates.h"
#include "llviewernetwork.h"
+#include "llviewershadermgr.h"
#include "glod/glod.h"
#include <boost/algorithm/string.hpp>
@@ -3840,6 +3841,15 @@ void LLModelPreview::genLODs(S32 which_lod, U32 decimation, bool enforce_tri_lim
LLVertexBuffer::unbind();
+ bool no_ff = LLGLSLShader::sNoFixedFunction;
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+ LLGLSLShader::sNoFixedFunction = false;
+
+ if (shader)
+ {
+ shader->unbind();
+ }
+
stop_gloderror();
static U32 cur_name = 1;
@@ -4138,6 +4148,13 @@ void LLModelPreview::genLODs(S32 which_lod, U32 decimation, bool enforce_tri_lim
mResourceCost = calcResourceCost();
+ LLVertexBuffer::unbind();
+ LLGLSLShader::sNoFixedFunction = no_ff;
+ if (shader)
+ {
+ shader->bind();
+ }
+
/*if (which_lod == -1 && mScene[LLModel::LOD_PHYSICS].empty())
{ //build physics scene
mScene[LLModel::LOD_PHYSICS] = mScene[LLModel::LOD_LOW];
@@ -4888,6 +4905,8 @@ BOOL LLModelPreview::render()
LLMutexLock lock(this);
mNeedsUpdate = FALSE;
+ bool use_shaders = LLGLSLShader::sNoFixedFunction;
+
bool edges = mViewOption["show_edges"];
bool joint_positions = mViewOption["show_joint_positions"];
bool skin_weight = mViewOption["show_skin_weight"];
@@ -4904,25 +4923,33 @@ BOOL LLModelPreview::render()
LLGLDisable fog(GL_FOG);
{
+ if (use_shaders)
+ {
+ gUIProgram.bind();
+ }
//clear background to blue
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
- glLoadIdentity();
- glOrtho(0.0f, width, 0.0f, height, -1.0f, 1.0f);
+ gGL.loadIdentity();
+ gGL.ortho(0.0f, width, 0.0f, height, -1.0f, 1.0f);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
- glLoadIdentity();
+ gGL.loadIdentity();
gGL.color4f(0.169f, 0.169f, 0.169f, 1.f);
gl_rect_2d_simple( width, height );
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
+ if (use_shaders)
+ {
+ gUIProgram.unbind();
+ }
}
LLFloaterModelPreview* fmp = LLFloaterModelPreview::sInstance;
@@ -5035,7 +5062,7 @@ BOOL LLModelPreview::render()
refresh();
}
- glLoadIdentity();
+ gGL.loadIdentity();
gPipeline.enableLightsPreview();
LLQuaternion camera_rot = LLQuaternion(mCameraPitch, LLVector3::y_axis) *
@@ -5060,6 +5087,11 @@ BOOL LLModelPreview::render()
const U32 type_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0;
+ if (use_shaders)
+ {
+ gObjectPreviewProgram.bind();
+ }
+
LLGLEnable normalize(GL_NORMALIZE);
if (!mBaseModel.empty() && mVertexBuffer[5].empty())
@@ -5121,7 +5153,7 @@ BOOL LLModelPreview::render()
gGL.pushMatrix();
LLMatrix4 mat = instance.mTransform;
- glMultMatrixf((GLfloat*) mat.mMatrix);
+ gGL.multMatrix((GLfloat*) mat.mMatrix);
for (U32 i = 0; i < mVertexBuffer[mPreviewLOD][model].size(); ++i)
{
@@ -5137,7 +5169,8 @@ BOOL LLModelPreview::render()
const std::string& binding = instance.mModel->mMaterialList[i];
const LLImportMaterial& material = instance.mMaterial[binding];
- glColor4fv(material.mDiffuseColor.mV);
+ gGL.diffuseColor4fv(material.mDiffuseColor.mV);
+
if (material.mDiffuseMap.notNull())
{
if (material.mDiffuseMap->getDiscardLevel() > -1)
@@ -5150,12 +5183,12 @@ BOOL LLModelPreview::render()
}
else
{
- glColor4f(1,1,1,1);
+ gGL.diffuseColor4f(1,1,1,1);
}
buffer->drawRange(LLRender::TRIANGLES, 0, buffer->getNumVerts()-1, buffer->getNumIndices(), 0);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- glColor3f(0.4f, 0.4f, 0.4f);
+ gGL.diffuseColor3f(0.4f, 0.4f, 0.4f);
if (edges)
{
@@ -5203,7 +5236,7 @@ BOOL LLModelPreview::render()
gGL.pushMatrix();
LLMatrix4 mat = instance.mTransform;
- glMultMatrixf((GLfloat*) mat.mMatrix);
+ gGL.multMatrix((GLfloat*) mat.mMatrix);
bool render_mesh = true;
@@ -5268,12 +5301,12 @@ BOOL LLModelPreview::render()
LLVertexBuffer* buffer = mVertexBuffer[LLModel::LOD_PHYSICS][model][i];
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- glColor4f(0.4f, 0.4f, 0.0f, 0.4f);
+ gGL.diffuseColor4f(0.4f, 0.4f, 0.0f, 0.4f);
buffer->setBuffer(type_mask & buffer->getTypeMask());
buffer->drawRange(LLRender::TRIANGLES, 0, buffer->getNumVerts()-1, buffer->getNumIndices(), 0);
- glColor3f(1.f, 1.f, 0.f);
+ gGL.diffuseColor3f(1.f, 1.f, 0.f);
glLineWidth(2.f);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
@@ -5293,7 +5326,7 @@ BOOL LLModelPreview::render()
//show degenerate triangles
LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
LLGLDisable cull(GL_CULL_FACE);
- glColor4f(1.f,0.f,0.f,1.f);
+ gGL.diffuseColor4f(1.f,0.f,0.f,1.f);
const LLVector4a scale(0.5f);
for (LLMeshUploadThread::instance_list::iterator iter = mUploadData.begin(); iter != mUploadData.end(); ++iter)
@@ -5310,7 +5343,7 @@ BOOL LLModelPreview::render()
gGL.pushMatrix();
LLMatrix4 mat = instance.mTransform;
- glMultMatrixf((GLfloat*) mat.mMatrix);
+ gGL.multMatrix((GLfloat*) mat.mMatrix);
LLPhysicsDecomp* decomp = gMeshRepo.mDecompThread;
@@ -5376,7 +5409,16 @@ BOOL LLModelPreview::render()
if (joint_positions)
{
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+ if (shader)
+ {
+ gDebugProgram.bind();
+ }
getPreviewAvatar()->renderCollisionVolumes();
+ if (shader)
+ {
+ shader->bind();
+ }
}
for (LLModelLoader::scene::iterator iter = mScene[mPreviewLOD].begin(); iter != mScene[mPreviewLOD].end(); ++iter)
@@ -5415,7 +5457,7 @@ BOOL LLModelPreview::render()
}
}
- for (U32 j = 0; j < buffer->getRequestedVerts(); ++j)
+ for (U32 j = 0; j < buffer->getNumVerts(); ++j)
{
LLMatrix4 final_mat;
final_mat.mMatrix[0][0] = final_mat.mMatrix[1][1] = final_mat.mMatrix[2][2] = final_mat.mMatrix[3][3] = 0.f;
@@ -5459,11 +5501,12 @@ BOOL LLModelPreview::render()
const std::string& binding = instance.mModel->mMaterialList[i];
const LLImportMaterial& material = instance.mMaterial[binding];
+
buffer->setBuffer(type_mask & buffer->getTypeMask());
- glColor4fv(material.mDiffuseColor.mV);
+ gGL.diffuseColor4fv(material.mDiffuseColor.mV);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
buffer->draw(LLRender::TRIANGLES, buffer->getNumIndices(), 0);
- glColor3f(0.4f, 0.4f, 0.4f);
+ gGL.diffuseColor3f(0.4f, 0.4f, 0.4f);
if (edges)
{
@@ -5480,6 +5523,11 @@ BOOL LLModelPreview::render()
}
}
+ if (use_shaders)
+ {
+ gObjectPreviewProgram.unbind();
+ }
+
gGL.popMatrix();
return TRUE;
diff --git a/indra/newview/llfloaterpostcard.cpp b/indra/newview/llfloaterpostcard.cpp
index 3bcbb987f7..2fd7c0ef0e 100644
--- a/indra/newview/llfloaterpostcard.cpp
+++ b/indra/newview/llfloaterpostcard.cpp
@@ -159,11 +159,11 @@ void LLFloaterPostcard::draw()
}
{
- glMatrixMode(GL_TEXTURE);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.pushMatrix();
{
- glScalef(mImageScale.mV[VX], mImageScale.mV[VY], 1.f);
- glMatrixMode(GL_MODELVIEW);
+ gGL.scalef(mImageScale.mV[VX], mImageScale.mV[VY], 1.f);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gl_draw_scaled_image(rect.mLeft,
rect.mBottom,
rect.getWidth(),
@@ -171,9 +171,9 @@ void LLFloaterPostcard::draw()
mViewerImage.get(),
LLColor4::white % alpha);
}
- glMatrixMode(GL_TEXTURE);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
}
}
diff --git a/indra/newview/llfloaterpreference.cpp b/indra/newview/llfloaterpreference.cpp
index 5fdeb46daa..a333989e7e 100755
--- a/indra/newview/llfloaterpreference.cpp
+++ b/indra/newview/llfloaterpreference.cpp
@@ -345,6 +345,7 @@ LLFloaterPreference::LLFloaterPreference(const LLSD& key)
mCommitCallbackRegistrar.add("Pref.MaturitySettings", boost::bind(&LLFloaterPreference::onChangeMaturity, this));
mCommitCallbackRegistrar.add("Pref.BlockList", boost::bind(&LLFloaterPreference::onClickBlockList, this));
mCommitCallbackRegistrar.add("Pref.Proxy", boost::bind(&LLFloaterPreference::onClickProxySettings, this));
+ mCommitCallbackRegistrar.add("Pref.TranslationSettings", boost::bind(&LLFloaterPreference::onClickTranslationSettings, this));
sSkin = gSavedSettings.getString("SkinCurrent");
@@ -599,6 +600,9 @@ void LLFloaterPreference::cancel()
}
// hide joystick pref floater
LLFloaterReg::hideInstance("pref_joystick");
+
+ // hide translation settings floater
+ LLFloaterReg::hideInstance("prefs_translation");
// cancel hardware menu
LLFloaterHardwareSettings* hardware_settings = LLFloaterReg::getTypedInstance<LLFloaterHardwareSettings>("prefs_hardware_settings");
@@ -1505,6 +1509,11 @@ void LLFloaterPreference::onClickProxySettings()
LLFloaterReg::showInstance("prefs_proxy");
}
+void LLFloaterPreference::onClickTranslationSettings()
+{
+ LLFloaterReg::showInstance("prefs_translation");
+}
+
void LLFloaterPreference::onClickActionChange()
{
mClickActionDirty = true;
diff --git a/indra/newview/llfloaterpreference.h b/indra/newview/llfloaterpreference.h
index 5c74e9f60c..7ee3294478 100644
--- a/indra/newview/llfloaterpreference.h
+++ b/indra/newview/llfloaterpreference.h
@@ -156,6 +156,7 @@ public:
void onChangeMaturity();
void onClickBlockList();
void onClickProxySettings();
+ void onClickTranslationSettings();
void applyUIColor(LLUICtrl* ctrl, const LLSD& param);
void getUIColor(LLUICtrl* ctrl, const LLSD& param);
diff --git a/indra/newview/llfloatersnapshot.cpp b/indra/newview/llfloatersnapshot.cpp
index 8105844b0d..350509708c 100644
--- a/indra/newview/llfloatersnapshot.cpp
+++ b/indra/newview/llfloatersnapshot.cpp
@@ -445,9 +445,9 @@ void LLSnapshotLivePreview::draw()
// calculate UV scale
F32 uv_width = mImageScaled[mCurImageIndex] ? 1.f : llmin((F32)mWidth[mCurImageIndex] / (F32)mViewerImage[mCurImageIndex]->getWidth(), 1.f);
F32 uv_height = mImageScaled[mCurImageIndex] ? 1.f : llmin((F32)mHeight[mCurImageIndex] / (F32)mViewerImage[mCurImageIndex]->getHeight(), 1.f);
- glPushMatrix();
+ gGL.pushMatrix();
{
- glTranslatef((F32)rect.mLeft, (F32)rect.mBottom, 0.f);
+ gGL.translatef((F32)rect.mLeft, (F32)rect.mBottom, 0.f);
gGL.begin(LLRender::QUADS);
{
gGL.texCoord2f(uv_width, uv_height);
@@ -464,7 +464,7 @@ void LLSnapshotLivePreview::draw()
}
gGL.end();
}
- glPopMatrix();
+ gGL.popMatrix();
gGL.color4f(1.f, 1.f, 1.f, mFlashAlpha);
gl_rect_2d(getRect());
@@ -580,11 +580,11 @@ void LLSnapshotLivePreview::draw()
BOOL rescale = !mImageScaled[old_image_index] && mViewerImage[mCurImageIndex].notNull();
F32 uv_width = rescale ? llmin((F32)mWidth[old_image_index] / (F32)mViewerImage[mCurImageIndex]->getWidth(), 1.f) : 1.f;
F32 uv_height = rescale ? llmin((F32)mHeight[old_image_index] / (F32)mViewerImage[mCurImageIndex]->getHeight(), 1.f) : 1.f;
- glPushMatrix();
+ gGL.pushMatrix();
{
LLRect& rect = mImageRect[old_image_index];
- glTranslatef((F32)rect.mLeft, (F32)rect.mBottom - llround(getRect().getHeight() * 2.f * (fall_interp * fall_interp)), 0.f);
- glRotatef(-45.f * fall_interp, 0.f, 0.f, 1.f);
+ gGL.translatef((F32)rect.mLeft, (F32)rect.mBottom - llround(getRect().getHeight() * 2.f * (fall_interp * fall_interp)), 0.f);
+ gGL.rotatef(-45.f * fall_interp, 0.f, 0.f, 1.f);
gGL.begin(LLRender::QUADS);
{
gGL.texCoord2f(uv_width, uv_height);
@@ -601,7 +601,7 @@ void LLSnapshotLivePreview::draw()
}
gGL.end();
}
- glPopMatrix();
+ gGL.popMatrix();
}
}
}
@@ -2226,7 +2226,7 @@ void LLFloaterSnapshot::draw()
S32 offset_x = (getRect().getWidth() - previewp->getThumbnailWidth()) / 2 ;
S32 offset_y = thumbnail_rect.mBottom + (thumbnail_rect.getHeight() - previewp->getThumbnailHeight()) / 2 ;
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
// Apply floater transparency to the texture unless the floater is focused.
F32 alpha = getTransparencyType() == TT_ACTIVE ? 1.0f : getCurrentTransparency();
gl_draw_scaled_image(offset_x, offset_y,
diff --git a/indra/newview/llfloatertoybox.cpp b/indra/newview/llfloatertoybox.cpp
index 66f644748e..f527937e8f 100644
--- a/indra/newview/llfloatertoybox.cpp
+++ b/indra/newview/llfloatertoybox.cpp
@@ -63,6 +63,7 @@ BOOL LLFloaterToybox::postBuild()
mToolBar->setStartDragCallback(boost::bind(LLToolBarView::startDragTool,_1,_2,_3));
mToolBar->setHandleDragCallback(boost::bind(LLToolBarView::handleDragTool,_1,_2,_3,_4));
mToolBar->setHandleDropCallback(boost::bind(LLToolBarView::handleDropTool,_1,_2,_3,_4));
+ mToolBar->setButtonEnterCallback(boost::bind(&LLFloaterToybox::onToolBarButtonEnter,this,_1));
//
// Sort commands by localized labels so they will appear alphabetized in all languages
@@ -105,8 +106,8 @@ void LLFloaterToybox::draw()
{
const LLCommandId& id = *it;
- const bool commandOnToolbar = gToolBarView->hasCommand(id);
- mToolBar->enableCommand(id, !commandOnToolbar);
+ const bool command_not_present = (gToolBarView->hasCommand(id) == LLToolBarView::TOOLBAR_NONE);
+ mToolBar->enableCommand(id, command_not_present);
}
LLFloater::draw();
@@ -140,5 +141,30 @@ BOOL LLFloaterToybox::handleDragAndDrop(S32 x, S32 y, MASK mask, BOOL drop,
return mToolBar->handleDragAndDrop(local_x, local_y, mask, drop, cargo_type, cargo_data, accept, tooltip_msg);
}
+void LLFloaterToybox::onToolBarButtonEnter(LLView* button)
+{
+ std::string suffix = "";
+
+ LLCommandId commandId(button->getName());
+ LLCommand* command = LLCommandManager::instance().getCommand(commandId);
+
+ if (command)
+ {
+ S32 command_loc = gToolBarView->hasCommand(commandId);
+
+ switch(command_loc)
+ {
+ case LLToolBarView::TOOLBAR_BOTTOM: suffix = LLTrans::getString("Toolbar_Bottom_Tooltip"); break;
+ case LLToolBarView::TOOLBAR_LEFT: suffix = LLTrans::getString("Toolbar_Left_Tooltip"); break;
+ case LLToolBarView::TOOLBAR_RIGHT: suffix = LLTrans::getString("Toolbar_Right_Tooltip"); break;
+
+ default:
+ break;
+ }
+ }
+
+ mToolBar->setTooltipButtonSuffix(suffix);
+}
+
// eof
diff --git a/indra/newview/llfloatertoybox.h b/indra/newview/llfloatertoybox.h
index 62bf68680d..6f0275b8fe 100644
--- a/indra/newview/llfloatertoybox.h
+++ b/indra/newview/llfloatertoybox.h
@@ -52,6 +52,8 @@ public:
protected:
void onBtnRestoreDefaults();
+ void onToolBarButtonEnter(LLView* button);
+
public:
LLToolBar * mToolBar;
};
diff --git a/indra/newview/llfloatertranslationsettings.cpp b/indra/newview/llfloatertranslationsettings.cpp
new file mode 100644
index 0000000000..959edff713
--- /dev/null
+++ b/indra/newview/llfloatertranslationsettings.cpp
@@ -0,0 +1,296 @@
+/**
+ * @file llfloatertranslationsettings.cpp
+ * @brief Machine translation settings for chat
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#include "llviewerprecompiledheaders.h"
+
+#include "llfloatertranslationsettings.h"
+
+// Viewer includes
+#include "lltranslate.h"
+#include "llviewercontrol.h" // for gSavedSettings
+
+// Linden library includes
+#include "llbutton.h"
+#include "llcheckboxctrl.h"
+#include "llcombobox.h"
+#include "llfloaterreg.h"
+#include "lllineeditor.h"
+#include "llnotificationsutil.h"
+#include "llradiogroup.h"
+
+class EnteredKeyVerifier : public LLTranslate::KeyVerificationReceiver
+{
+public:
+ EnteredKeyVerifier(LLTranslate::EService service, bool alert)
+ : LLTranslate::KeyVerificationReceiver(service)
+ , mAlert(alert)
+ {
+ }
+
+private:
+ /*virtual*/ void setVerificationStatus(bool ok)
+ {
+ LLFloaterTranslationSettings* floater =
+ LLFloaterReg::getTypedInstance<LLFloaterTranslationSettings>("prefs_translation");
+
+ if (!floater)
+ {
+ llwarns << "Cannot find translation settings floater" << llendl;
+ return;
+ }
+
+ switch (getService())
+ {
+ case LLTranslate::SERVICE_BING:
+ floater->setBingVerified(ok, mAlert);
+ break;
+ case LLTranslate::SERVICE_GOOGLE:
+ floater->setGoogleVerified(ok, mAlert);
+ break;
+ }
+ }
+
+ bool mAlert;
+};
+
+LLFloaterTranslationSettings::LLFloaterTranslationSettings(const LLSD& key)
+: LLFloater(key)
+, mMachineTranslationCB(NULL)
+, mLanguageCombo(NULL)
+, mTranslationServiceRadioGroup(NULL)
+, mBingAPIKeyEditor(NULL)
+, mGoogleAPIKeyEditor(NULL)
+, mBingVerifyBtn(NULL)
+, mGoogleVerifyBtn(NULL)
+, mOKBtn(NULL)
+, mBingKeyVerified(false)
+, mGoogleKeyVerified(false)
+{
+}
+
+// virtual
+BOOL LLFloaterTranslationSettings::postBuild()
+{
+ mMachineTranslationCB = getChild<LLCheckBoxCtrl>("translate_chat_checkbox");
+ mLanguageCombo = getChild<LLComboBox>("translate_language_combo");
+ mTranslationServiceRadioGroup = getChild<LLRadioGroup>("translation_service_rg");
+ mBingAPIKeyEditor = getChild<LLLineEditor>("bing_api_key");
+ mGoogleAPIKeyEditor = getChild<LLLineEditor>("google_api_key");
+ mBingVerifyBtn = getChild<LLButton>("verify_bing_api_key_btn");
+ mGoogleVerifyBtn = getChild<LLButton>("verify_google_api_key_btn");
+ mOKBtn = getChild<LLButton>("ok_btn");
+
+ mMachineTranslationCB->setCommitCallback(boost::bind(&LLFloaterTranslationSettings::updateControlsEnabledState, this));
+ mTranslationServiceRadioGroup->setCommitCallback(boost::bind(&LLFloaterTranslationSettings::updateControlsEnabledState, this));
+ mOKBtn->setClickedCallback(boost::bind(&LLFloaterTranslationSettings::onBtnOK, this));
+ getChild<LLButton>("cancel_btn")->setClickedCallback(boost::bind(&LLFloater::closeFloater, this, false));
+ mBingVerifyBtn->setClickedCallback(boost::bind(&LLFloaterTranslationSettings::onBtnBingVerify, this));
+ mGoogleVerifyBtn->setClickedCallback(boost::bind(&LLFloaterTranslationSettings::onBtnGoogleVerify, this));
+
+ mBingAPIKeyEditor->setFocusReceivedCallback(boost::bind(&LLFloaterTranslationSettings::onEditorFocused, this, _1));
+ mBingAPIKeyEditor->setKeystrokeCallback(boost::bind(&LLFloaterTranslationSettings::onBingKeyEdited, this), NULL);
+ mGoogleAPIKeyEditor->setFocusReceivedCallback(boost::bind(&LLFloaterTranslationSettings::onEditorFocused, this, _1));
+ mGoogleAPIKeyEditor->setKeystrokeCallback(boost::bind(&LLFloaterTranslationSettings::onGoogleKeyEdited, this), NULL);
+
+ center();
+ return TRUE;
+}
+
+// virtual
+void LLFloaterTranslationSettings::onOpen(const LLSD& key)
+{
+ mMachineTranslationCB->setValue(gSavedSettings.getBOOL("TranslateChat"));
+ mLanguageCombo->setSelectedByValue(gSavedSettings.getString("TranslateLanguage"), TRUE);
+ mTranslationServiceRadioGroup->setSelectedByValue(gSavedSettings.getString("TranslationService"), TRUE);
+
+ std::string bing_key = gSavedSettings.getString("BingTranslateAPIKey");
+ if (!bing_key.empty())
+ {
+ mBingAPIKeyEditor->setText(bing_key);
+ mBingAPIKeyEditor->setTentative(FALSE);
+ verifyKey(LLTranslate::SERVICE_BING, bing_key, false);
+ }
+ else
+ {
+ mBingAPIKeyEditor->setTentative(TRUE);
+ mBingKeyVerified = FALSE;
+ }
+
+ std::string google_key = gSavedSettings.getString("GoogleTranslateAPIKey");
+ if (!google_key.empty())
+ {
+ mGoogleAPIKeyEditor->setText(google_key);
+ mGoogleAPIKeyEditor->setTentative(FALSE);
+ verifyKey(LLTranslate::SERVICE_GOOGLE, google_key, false);
+ }
+ else
+ {
+ mGoogleAPIKeyEditor->setTentative(TRUE);
+ mGoogleKeyVerified = FALSE;
+ }
+
+ updateControlsEnabledState();
+}
+
+void LLFloaterTranslationSettings::setBingVerified(bool ok, bool alert)
+{
+ if (alert)
+ {
+ showAlert(ok ? "bing_api_key_verified" : "bing_api_key_not_verified");
+ }
+
+ mBingKeyVerified = ok;
+ updateControlsEnabledState();
+}
+
+void LLFloaterTranslationSettings::setGoogleVerified(bool ok, bool alert)
+{
+ if (alert)
+ {
+ showAlert(ok ? "google_api_key_verified" : "google_api_key_not_verified");
+ }
+
+ mGoogleKeyVerified = ok;
+ updateControlsEnabledState();
+}
+
+std::string LLFloaterTranslationSettings::getSelectedService() const
+{
+ return mTranslationServiceRadioGroup->getSelectedValue().asString();
+}
+
+std::string LLFloaterTranslationSettings::getEnteredBingKey() const
+{
+ return mBingAPIKeyEditor->getTentative() ? LLStringUtil::null : mBingAPIKeyEditor->getText();
+}
+
+std::string LLFloaterTranslationSettings::getEnteredGoogleKey() const
+{
+ return mGoogleAPIKeyEditor->getTentative() ? LLStringUtil::null : mGoogleAPIKeyEditor->getText();
+}
+
+void LLFloaterTranslationSettings::showAlert(const std::string& msg_name) const
+{
+ LLSD args;
+ args["MESSAGE"] = getString(msg_name);
+ LLNotificationsUtil::add("GenericAlert", args);
+}
+
+void LLFloaterTranslationSettings::updateControlsEnabledState()
+{
+ // Enable/disable controls based on the checkbox value.
+ bool on = mMachineTranslationCB->getValue().asBoolean();
+ std::string service = getSelectedService();
+ bool bing_selected = service == "bing";
+ bool google_selected = service == "google";
+
+ mTranslationServiceRadioGroup->setEnabled(on);
+ mLanguageCombo->setEnabled(on);
+
+ getChild<LLTextBox>("bing_api_key_label")->setEnabled(on);
+ mBingAPIKeyEditor->setEnabled(on);
+
+ getChild<LLTextBox>("google_api_key_label")->setEnabled(on);
+ mGoogleAPIKeyEditor->setEnabled(on);
+
+ mBingAPIKeyEditor->setEnabled(on && bing_selected);
+ mGoogleAPIKeyEditor->setEnabled(on && google_selected);
+
+ mBingVerifyBtn->setEnabled(on && bing_selected &&
+ !mBingKeyVerified && !getEnteredBingKey().empty());
+ mGoogleVerifyBtn->setEnabled(on && google_selected &&
+ !mGoogleKeyVerified && !getEnteredGoogleKey().empty());
+
+ mOKBtn->setEnabled(
+ !on || (
+ (bing_selected && mBingKeyVerified) ||
+ (google_selected && mGoogleKeyVerified)
+ ));
+}
+
+void LLFloaterTranslationSettings::verifyKey(int service, const std::string& key, bool alert)
+{
+ LLTranslate::KeyVerificationReceiverPtr receiver =
+ new EnteredKeyVerifier((LLTranslate::EService) service, alert);
+ LLTranslate::verifyKey(receiver, key);
+}
+
+void LLFloaterTranslationSettings::onEditorFocused(LLFocusableElement* control)
+{
+ LLLineEditor* editor = dynamic_cast<LLLineEditor*>(control);
+ if (editor && editor->hasTabStop()) // if enabled. getEnabled() doesn't work
+ {
+ if (editor->getTentative())
+ {
+ editor->setText(LLStringUtil::null);
+ editor->setTentative(FALSE);
+ }
+ }
+}
+
+void LLFloaterTranslationSettings::onBingKeyEdited()
+{
+ if (mBingAPIKeyEditor->isDirty())
+ {
+ setBingVerified(false, false);
+ }
+}
+
+void LLFloaterTranslationSettings::onGoogleKeyEdited()
+{
+ if (mGoogleAPIKeyEditor->isDirty())
+ {
+ setGoogleVerified(false, false);
+ }
+}
+
+void LLFloaterTranslationSettings::onBtnBingVerify()
+{
+ std::string key = getEnteredBingKey();
+ if (!key.empty())
+ {
+ verifyKey(LLTranslate::SERVICE_BING, key);
+ }
+}
+
+void LLFloaterTranslationSettings::onBtnGoogleVerify()
+{
+ std::string key = getEnteredGoogleKey();
+ if (!key.empty())
+ {
+ verifyKey(LLTranslate::SERVICE_GOOGLE, key);
+ }
+}
+
+void LLFloaterTranslationSettings::onBtnOK()
+{
+ gSavedSettings.setBOOL("TranslateChat", mMachineTranslationCB->getValue().asBoolean());
+ gSavedSettings.setString("TranslateLanguage", mLanguageCombo->getSelectedValue().asString());
+ gSavedSettings.setString("TranslationService", getSelectedService());
+ gSavedSettings.setString("BingTranslateAPIKey", getEnteredBingKey());
+ gSavedSettings.setString("GoogleTranslateAPIKey", getEnteredGoogleKey());
+ closeFloater(false);
+}
diff --git a/indra/newview/llfloatertranslationsettings.h b/indra/newview/llfloatertranslationsettings.h
new file mode 100644
index 0000000000..9b47ad72ed
--- /dev/null
+++ b/indra/newview/llfloatertranslationsettings.h
@@ -0,0 +1,76 @@
+/**
+ * @file llfloatertranslationsettings.h
+ * @brief Machine translation settings for chat
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifndef LL_LLFLOATERTRANSLATIONSETTINGS_H
+#define LL_LLFLOATERTRANSLATIONSETTINGS_H
+
+#include "llfloater.h"
+
+class LLButton;
+class LLCheckBoxCtrl;
+class LLComboBox;
+class LLLineEditor;
+class LLRadioGroup;
+
+class LLFloaterTranslationSettings : public LLFloater
+{
+public:
+ LLFloaterTranslationSettings(const LLSD& key);
+ /*virtual*/ BOOL postBuild();
+ /*virtual*/ void onOpen(const LLSD& key);
+
+ void setBingVerified(bool ok, bool alert);
+ void setGoogleVerified(bool ok, bool alert);
+
+private:
+ std::string getSelectedService() const;
+ std::string getEnteredBingKey() const;
+ std::string getEnteredGoogleKey() const;
+ void showAlert(const std::string& msg_name) const;
+ void updateControlsEnabledState();
+ void verifyKey(int service, const std::string& key, bool alert = true);
+
+ void onEditorFocused(LLFocusableElement* control);
+ void onBingKeyEdited();
+ void onGoogleKeyEdited();
+ void onBtnBingVerify();
+ void onBtnGoogleVerify();
+ void onBtnOK();
+
+ LLCheckBoxCtrl* mMachineTranslationCB;
+ LLComboBox* mLanguageCombo;
+ LLLineEditor* mBingAPIKeyEditor;
+ LLLineEditor* mGoogleAPIKeyEditor;
+ LLRadioGroup* mTranslationServiceRadioGroup;
+ LLButton* mBingVerifyBtn;
+ LLButton* mGoogleVerifyBtn;
+ LLButton* mOKBtn;
+
+ bool mBingKeyVerified;
+ bool mGoogleKeyVerified;
+};
+
+#endif // LL_LLFLOATERTRANSLATIONSETTINGS_H
diff --git a/indra/newview/llfolderviewitem.cpp b/indra/newview/llfolderviewitem.cpp
index 622dcfe8dd..02222e430f 100644
--- a/indra/newview/llfolderviewitem.cpp
+++ b/indra/newview/llfolderviewitem.cpp
@@ -658,7 +658,7 @@ LLViewerInventoryItem * LLFolderViewItem::getInventoryItem(void)
return gInventory.getItem(getListener()->getUUID());
}
-std::string LLFolderViewItem::getName( void ) const
+const std::string& LLFolderViewItem::getName( void ) const
{
if(mListener)
{
diff --git a/indra/newview/llfolderviewitem.h b/indra/newview/llfolderviewitem.h
index 676eaf825d..be71817316 100644
--- a/indra/newview/llfolderviewitem.h
+++ b/indra/newview/llfolderviewitem.h
@@ -267,7 +267,7 @@ public:
// This method returns the actual name of the thing being
// viewed. This method will ask the viewed object itself.
- std::string getName( void ) const;
+ const std::string& getName( void ) const;
const std::string& getSearchableLabel( void ) const;
diff --git a/indra/newview/llglsandbox.cpp b/indra/newview/llglsandbox.cpp
index fa3f546157..1208c9378e 100644
--- a/indra/newview/llglsandbox.cpp
+++ b/indra/newview/llglsandbox.cpp
@@ -115,7 +115,7 @@ void LLToolSelectRect::handleRectangleSelection(S32 x, S32 y, MASK mask)
S32 center_y = (top + bottom) / 2;
// save drawing mode
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
BOOL limit_select_distance = gSavedSettings.getBOOL("LimitSelectDistance");
@@ -230,9 +230,9 @@ void LLToolSelectRect::handleRectangleSelection(S32 x, S32 y, MASK mask)
}
// restore drawing mode
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
// restore camera
LLViewerCamera::getInstance()->setFar(old_far_plane);
@@ -240,7 +240,7 @@ void LLToolSelectRect::handleRectangleSelection(S32 x, S32 y, MASK mask)
gViewerWindow->setup3DRender();
}
-const F32 WIND_ALTITUDE = 180.f;
+const F32 WIND_RELATIVE_ALTITUDE = 25.f;
void LLWind::renderVectors()
{
@@ -254,13 +254,13 @@ void LLWind::renderVectors()
gGL.pushMatrix();
LLVector3 origin_agent;
origin_agent = gAgent.getPosAgentFromGlobal(mOriginGlobal);
- gGL.translatef(origin_agent.mV[VX], origin_agent.mV[VY], WIND_ALTITUDE);
+ gGL.translatef(origin_agent.mV[VX], origin_agent.mV[VY], gAgent.getPositionAgent().mV[VZ] + WIND_RELATIVE_ALTITUDE);
for (j = 0; j < mSize; j++)
{
for (i = 0; i < mSize; i++)
{
- x = mCloudVelX[i + j*mSize] * WIND_SCALE_HACK;
- y = mCloudVelY[i + j*mSize] * WIND_SCALE_HACK;
+ x = mVelX[i + j*mSize] * WIND_SCALE_HACK;
+ y = mVelY[i + j*mSize] * WIND_SCALE_HACK;
gGL.pushMatrix();
gGL.translatef((F32)i * region_width_meters/mSize, (F32)j * region_width_meters/mSize, 0.0);
gGL.color3f(0,1,0);
@@ -777,13 +777,17 @@ void LLViewerObjectList::renderObjectBeacons()
LLGLSUIDefault gls_ui;
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+
{
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
S32 last_line_width = -1;
// gGL.begin(LLRender::LINES); // Always happens in (line_width != last_line_width)
- BOOL flush = FALSE;
for (std::vector<LLDebugBeacon>::iterator iter = mDebugBeacons.begin(); iter != mDebugBeacons.end(); ++iter)
{
const LLDebugBeacon &debug_beacon = *iter;
@@ -792,18 +796,14 @@ void LLViewerObjectList::renderObjectBeacons()
S32 line_width = debug_beacon.mLineWidth;
if (line_width != last_line_width)
{
- if (flush)
- {
- gGL.end();
- }
- flush = TRUE;
gGL.flush();
glLineWidth( (F32)line_width );
last_line_width = line_width;
- gGL.begin(LLRender::LINES);
}
const LLVector3 &thisline = debug_beacon.mPositionAgent;
+
+ gGL.begin(LLRender::LINES);
gGL.color4fv(color.mV);
gGL.vertex3f(thisline.mV[VX],thisline.mV[VY],thisline.mV[VZ] - 50.f);
gGL.vertex3f(thisline.mV[VX],thisline.mV[VY],thisline.mV[VZ] + 50.f);
@@ -813,8 +813,9 @@ void LLViewerObjectList::renderObjectBeacons()
gGL.vertex3f(thisline.mV[VX],thisline.mV[VY] + 2.f,thisline.mV[VZ]);
draw_line_cube(0.10f, thisline);
+
+ gGL.end();
}
- gGL.end();
}
{
@@ -824,7 +825,6 @@ void LLViewerObjectList::renderObjectBeacons()
S32 last_line_width = -1;
// gGL.begin(LLRender::LINES); // Always happens in (line_width != last_line_width)
- BOOL flush = FALSE;
for (std::vector<LLDebugBeacon>::iterator iter = mDebugBeacons.begin(); iter != mDebugBeacons.end(); ++iter)
{
const LLDebugBeacon &debug_beacon = *iter;
@@ -832,18 +832,13 @@ void LLViewerObjectList::renderObjectBeacons()
S32 line_width = debug_beacon.mLineWidth;
if (line_width != last_line_width)
{
- if (flush)
- {
- gGL.end();
- }
- flush = TRUE;
gGL.flush();
glLineWidth( (F32)line_width );
last_line_width = line_width;
- gGL.begin(LLRender::LINES);
}
const LLVector3 &thisline = debug_beacon.mPositionAgent;
+ gGL.begin(LLRender::LINES);
gGL.color4fv(debug_beacon.mColor.mV);
gGL.vertex3f(thisline.mV[VX],thisline.mV[VY],thisline.mV[VZ] - 0.5f);
gGL.vertex3f(thisline.mV[VX],thisline.mV[VY],thisline.mV[VZ] + 0.5f);
@@ -853,9 +848,10 @@ void LLViewerObjectList::renderObjectBeacons()
gGL.vertex3f(thisline.mV[VX],thisline.mV[VY] + 0.5f,thisline.mV[VZ]);
draw_line_cube(0.10f, thisline);
+
+ gGL.end();
}
- gGL.end();
gGL.flush();
glLineWidth(1.f);
diff --git a/indra/newview/llhudeffectbeam.cpp b/indra/newview/llhudeffectbeam.cpp
index 37b7b2e75d..8abad3d292 100644
--- a/indra/newview/llhudeffectbeam.cpp
+++ b/indra/newview/llhudeffectbeam.cpp
@@ -295,13 +295,13 @@ void LLHUDEffectBeam::render()
F32 alpha = mFadeInterp.getCurVal()*mColor.mV[3];
alpha *= mInterpFade[i].getCurVal();
coloru.mV[3] = (U8)alpha;
- glColor4ubv(coloru.mV);
+ gGL.color4ubv(coloru.mV);
- glPushMatrix();
- glTranslatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]);
- glScalef(scale, scale, scale);
- gSphere.render(0);
- glPopMatrix();
+ gGL.pushMatrix();
+ gGL.translatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]);
+ gGL.scalef(scale, scale, scale);
+ gSphere.render();
+ gGL.popMatrix();
}
}
diff --git a/indra/newview/llhudeffectlookat.cpp b/indra/newview/llhudeffectlookat.cpp
index b380b3fe20..bc3b220dc0 100644
--- a/indra/newview/llhudeffectlookat.cpp
+++ b/indra/newview/llhudeffectlookat.cpp
@@ -498,10 +498,10 @@ void LLHUDEffectLookAt::render()
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
LLVector3 target = mTargetPos + ((LLVOAvatar*)(LLViewerObject*)mSourceObject)->mHeadp->getWorldPosition();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
gGL.translatef(target.mV[VX], target.mV[VY], target.mV[VZ]);
- glScalef(0.3f, 0.3f, 0.3f);
+ gGL.scalef(0.3f, 0.3f, 0.3f);
gGL.begin(LLRender::LINES);
{
LLColor3 color = (*mAttentions)[mTargetType].mColor;
diff --git a/indra/newview/llhudeffectpointat.cpp b/indra/newview/llhudeffectpointat.cpp
index 28fe8e1c01..114a633821 100644
--- a/indra/newview/llhudeffectpointat.cpp
+++ b/indra/newview/llhudeffectpointat.cpp
@@ -327,7 +327,7 @@ void LLHUDEffectPointAt::render()
LLVector3 target = mTargetPos + mSourceObject->getRenderPosition();
gGL.pushMatrix();
gGL.translatef(target.mV[VX], target.mV[VY], target.mV[VZ]);
- glScalef(0.3f, 0.3f, 0.3f);
+ gGL.scalef(0.3f, 0.3f, 0.3f);
gGL.begin(LLRender::LINES);
{
gGL.color3f(1.f, 0.f, 0.f);
diff --git a/indra/newview/llhudrender.cpp b/indra/newview/llhudrender.cpp
index 1156e764a1..122711a86d 100644
--- a/indra/newview/llhudrender.cpp
+++ b/indra/newview/llhudrender.cpp
@@ -107,14 +107,24 @@ void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent,
viewport[1] = world_view_rect.mBottom;
viewport[2] = world_view_rect.getWidth();
viewport[3] = world_view_rect.getHeight();
+
+ F64 mdlv[16];
+ F64 proj[16];
+
+ for (U32 i = 0; i < 16; i++)
+ {
+ mdlv[i] = (F64) gGLModelView[i];
+ proj[i] = (F64) gGLProjection[i];
+ }
+
gluProject(render_pos.mV[0], render_pos.mV[1], render_pos.mV[2],
- gGLModelView, gGLProjection, (GLint*) viewport,
+ mdlv, proj, (GLint*) viewport,
&winX, &winY, &winZ);
//fonts all render orthographically, set up projection``
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
LLUI::pushMatrix();
@@ -124,7 +134,7 @@ void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent,
winX -= world_view_rect.mLeft;
winY -= world_view_rect.mBottom;
LLUI::loadIdentity();
- glLoadIdentity();
+ gGL.loadIdentity();
LLUI::translate((F32) winX*1.0f/LLFontGL::sScaleX, (F32) winY*1.0f/(LLFontGL::sScaleY), -(((F32) winZ*2.f)-1.f));
F32 right_x;
@@ -133,7 +143,7 @@ void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent,
LLUI::popMatrix();
gGL.popMatrix();
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
diff --git a/indra/newview/llimfloatercontainer.cpp b/indra/newview/llimfloatercontainer.cpp
index 33cb3a54a7..c8e48b0d42 100644
--- a/indra/newview/llimfloatercontainer.cpp
+++ b/indra/newview/llimfloatercontainer.cpp
@@ -47,12 +47,13 @@ LLIMFloaterContainer::LLIMFloaterContainer(const LLSD& seed)
LLIMFloaterContainer::~LLIMFloaterContainer()
{
+ mNewMessageConnection.disconnect();
LLTransientFloaterMgr::getInstance()->removeControlView(LLTransientFloaterMgr::IM, this);
}
BOOL LLIMFloaterContainer::postBuild()
{
- LLIMModel::instance().mNewMsgSignal.connect(boost::bind(&LLIMFloaterContainer::onNewMessageReceived, this, _1));
+ mNewMessageConnection = LLIMModel::instance().mNewMsgSignal.connect(boost::bind(&LLIMFloaterContainer::onNewMessageReceived, this, _1));
// Do not call base postBuild to not connect to mCloseSignal to not close all floaters via Close button
// mTabContainer will be initialized in LLMultiFloater::addChild()
return TRUE;
diff --git a/indra/newview/llimfloatercontainer.h b/indra/newview/llimfloatercontainer.h
index 53dfcd78ff..892ecef48d 100644
--- a/indra/newview/llimfloatercontainer.h
+++ b/indra/newview/llimfloatercontainer.h
@@ -62,7 +62,7 @@ public:
private:
typedef std::map<LLUUID,LLFloater*> avatarID_panel_map_t;
avatarID_panel_map_t mSessions;
-
+ boost::signals2::connection mNewMessageConnection;
void onNewMessageReceived(const LLSD& data);
};
diff --git a/indra/newview/llimview.cpp b/indra/newview/llimview.cpp
index 6e9baed5f2..ed4bb727cd 100644
--- a/indra/newview/llimview.cpp
+++ b/indra/newview/llimview.cpp
@@ -1679,13 +1679,44 @@ BOOL LLCallDialog::postBuild()
{
if (!LLDockableFloater::postBuild() || !gToolBarView)
return FALSE;
+
+ dockToToolbarButton("speak");
+
+ return TRUE;
+}
+
+void LLCallDialog::dockToToolbarButton(const std::string& toolbarButtonName)
+{
+ LLDockControl::DocAt dock_pos = getDockControlPos(toolbarButtonName);
+ LLView *anchor_panel = gToolBarView->findChildView(toolbarButtonName);
- LLView *anchor_panel = gToolBarView->findChildView("speak");
- setDockControl(new LLDockControl(anchor_panel, this, getDockTongue(), LLDockControl::TOP));
+ setUseTongue(anchor_panel);
- return TRUE;
+ setDockControl(new LLDockControl(anchor_panel, this, getDockTongue(dock_pos), dock_pos));
}
+LLDockControl::DocAt LLCallDialog::getDockControlPos(const std::string& toolbarButtonName)
+{
+ LLCommandId command_id(toolbarButtonName);
+ S32 toolbar_loc = gToolBarView->hasCommand(command_id);
+
+ LLDockControl::DocAt doc_at = LLDockControl::TOP;
+
+ switch (toolbar_loc)
+ {
+ case LLToolBarView::TOOLBAR_LEFT:
+ doc_at = LLDockControl::RIGHT;
+ break;
+
+ case LLToolBarView::TOOLBAR_RIGHT:
+ doc_at = LLDockControl::LEFT;
+ break;
+ }
+
+ return doc_at;
+}
+
+
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLOutgoingCallDialog
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
diff --git a/indra/newview/llimview.h b/indra/newview/llimview.h
index 93b604d36a..b1be26a169 100644
--- a/indra/newview/llimview.h
+++ b/indra/newview/llimview.h
@@ -491,14 +491,16 @@ class LLCallDialog : public LLDockableFloater
{
public:
LLCallDialog(const LLSD& payload);
- ~LLCallDialog();
+ virtual ~LLCallDialog();
virtual BOOL postBuild();
+ void dockToToolbarButton(const std::string& toolbarButtonName);
+
// check timer state
/*virtual*/ void draw();
/*virtual*/ void onOpen(const LLSD& key);
-
+
protected:
// lifetime timer for a notification
LLTimer mLifetimeTimer;
@@ -519,6 +521,9 @@ protected:
void setIcon(const LLSD& session_id, const LLSD& participant_id);
LLSD mPayload;
+
+private:
+ LLDockControl::DocAt getDockControlPos(const std::string& toolbarButtonName);
};
class LLIncomingCallDialog : public LLCallDialog
diff --git a/indra/newview/llinventorymodel.cpp b/indra/newview/llinventorymodel.cpp
index e86c427ae2..fb02fe0ff7 100644
--- a/indra/newview/llinventorymodel.cpp
+++ b/indra/newview/llinventorymodel.cpp
@@ -2879,40 +2879,62 @@ BOOL LLInventoryModel::getIsFirstTimeInViewer2()
return sFirstTimeInViewer2;
}
-static LLInventoryModel::item_array_t::iterator find_item_iter_by_uuid(LLInventoryModel::item_array_t& items, const LLUUID& id)
+LLInventoryModel::item_array_t::iterator LLInventoryModel::findItemIterByUUID(LLInventoryModel::item_array_t& items, const LLUUID& id)
{
- LLInventoryModel::item_array_t::iterator result = items.end();
+ LLInventoryModel::item_array_t::iterator curr_item = items.begin();
- for (LLInventoryModel::item_array_t::iterator i = items.begin(); i != items.end(); ++i)
+ while (curr_item != items.end())
{
- if ((*i)->getUUID() == id)
+ if ((*curr_item)->getUUID() == id)
{
- result = i;
break;
}
+ ++curr_item;
}
- return result;
+ return curr_item;
}
// static
// * @param[in, out] items - vector with items to be updated. It should be sorted in a right way
// * before calling this method.
// * @param src_item_id - LLUUID of inventory item to be moved in new position
-// * @param dest_item_id - LLUUID of inventory item before which source item should be placed.
-void LLInventoryModel::updateItemsOrder(LLInventoryModel::item_array_t& items, const LLUUID& src_item_id, const LLUUID& dest_item_id)
+// * @param dest_item_id - LLUUID of inventory item before (or after) which source item should
+// * be placed.
+// * @param insert_before - bool indicating if src_item_id should be placed before or after
+// * dest_item_id. Default is true.
+void LLInventoryModel::updateItemsOrder(LLInventoryModel::item_array_t& items, const LLUUID& src_item_id, const LLUUID& dest_item_id, bool insert_before)
{
- LLInventoryModel::item_array_t::iterator it_src = find_item_iter_by_uuid(items, src_item_id);
- LLInventoryModel::item_array_t::iterator it_dest = find_item_iter_by_uuid(items, dest_item_id);
+ LLInventoryModel::item_array_t::iterator it_src = findItemIterByUUID(items, src_item_id);
+ LLInventoryModel::item_array_t::iterator it_dest = findItemIterByUUID(items, dest_item_id);
- if (it_src == items.end() || it_dest == items.end()) return;
+ // If one of the passed UUID is not in the item list, bail out
+ if ((it_src == items.end()) || (it_dest == items.end()))
+ return;
+ // Erase the source element from the list, keep a copy before erasing.
LLViewerInventoryItem* src_item = *it_src;
items.erase(it_src);
- // target iterator can not be valid because the container was changed, so update it.
- it_dest = find_item_iter_by_uuid(items, dest_item_id);
- items.insert(it_dest, src_item);
+ // Note: Target iterator is not valid anymore because the container was changed, so update it.
+ it_dest = findItemIterByUUID(items, dest_item_id);
+
+ // Go to the next element if one wishes to insert after the dest element
+ if (!insert_before)
+ {
+ ++it_dest;
+ }
+
+ // Reinsert the source item in the right place
+ if (it_dest != items.end())
+ {
+ items.insert(it_dest, src_item);
+ }
+ else
+ {
+ // Append to the list if it_dest reached the end
+ items.push_back(src_item);
+ }
}
//* @param[in] items vector of items in order to be saved.
diff --git a/indra/newview/llinventorymodel.h b/indra/newview/llinventorymodel.h
index e0e81f1006..a0fd455cf3 100644
--- a/indra/newview/llinventorymodel.h
+++ b/indra/newview/llinventorymodel.h
@@ -332,11 +332,16 @@ protected:
//--------------------------------------------------------------------
public:
// Changes items order by insertion of the item identified by src_item_id
- // before the item identified by dest_item_id. Both items must exist in items array.
- // Sorting is stored after method is finished. Only src_item_id is moved before dest_item_id.
+ // before (or after) the item identified by dest_item_id. Both items must exist in items array.
+ // Sorting is stored after method is finished. Only src_item_id is moved before (or after) dest_item_id.
+ // The parameter "insert_before" controls on which side of dest_item_id src_item_id gets rensinserted.
static void updateItemsOrder(LLInventoryModel::item_array_t& items,
const LLUUID& src_item_id,
- const LLUUID& dest_item_id);
+ const LLUUID& dest_item_id,
+ bool insert_before = true);
+ // Gets an iterator on an item vector knowing only the item UUID.
+ // Returns end() of the vector if not found.
+ static LLInventoryModel::item_array_t::iterator findItemIterByUUID(LLInventoryModel::item_array_t& items, const LLUUID& id);
// Saves current order of the passed items using inventory item sort field.
// Resets 'items' sort fields and saves them on server.
diff --git a/indra/newview/llmanip.cpp b/indra/newview/llmanip.cpp
index 85e0043651..6e0f360cbc 100644
--- a/indra/newview/llmanip.cpp
+++ b/indra/newview/llmanip.cpp
@@ -372,14 +372,14 @@ void LLManip::renderGuidelines(BOOL draw_x, BOOL draw_y, BOOL draw_z)
//LLVector3 center_agent = LLSelectMgr::getInstance()->getBBoxOfSelection().getCenterAgent();
LLVector3 center_agent = getPivotPoint();
- glPushMatrix();
+ gGL.pushMatrix();
{
- glTranslatef(center_agent.mV[VX], center_agent.mV[VY], center_agent.mV[VZ]);
+ gGL.translatef(center_agent.mV[VX], center_agent.mV[VY], center_agent.mV[VZ]);
F32 angle_radians, x, y, z;
grid_rot.getAngleAxis(&angle_radians, &x, &y, &z);
- glRotatef(angle_radians * RAD_TO_DEG, x, y, z);
+ gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z);
F32 region_size = LLWorld::getInstance()->getRegionWidthInMeters();
@@ -416,7 +416,7 @@ void LLManip::renderGuidelines(BOOL draw_x, BOOL draw_y, BOOL draw_z)
}
LLUI::setLineWidth(1.0f);
}
- glPopMatrix();
+ gGL.popMatrix();
}
void LLManip::renderXYZ(const LLVector3 &vec)
@@ -466,11 +466,11 @@ void LLManip::renderXYZ(const LLVector3 &vec)
feedback_string = llformat("X: %.3f", vec.mV[VX]);
hud_render_text(utf8str_to_wstring(feedback_string), camera_pos, *font, LLFontGL::NORMAL, LLFontGL::NO_SHADOW, -102.f, (F32)vertical_offset, LLColor4(1.f, 0.5f, 0.5f, 1.f), FALSE);
- glColor3f(0.5f, 1.f, 0.5f);
+ gGL.diffuseColor3f(0.5f, 1.f, 0.5f);
feedback_string = llformat("Y: %.3f", vec.mV[VY]);
hud_render_text(utf8str_to_wstring(feedback_string), camera_pos, *font, LLFontGL::NORMAL, LLFontGL::NO_SHADOW, -27.f, (F32)vertical_offset, LLColor4(0.5f, 1.f, 0.5f, 1.f), FALSE);
- glColor3f(0.5f, 0.5f, 1.f);
+ gGL.diffuseColor3f(0.5f, 0.5f, 1.f);
feedback_string = llformat("Z: %.3f", vec.mV[VZ]);
hud_render_text(utf8str_to_wstring(feedback_string), camera_pos, *font, LLFontGL::NORMAL, LLFontGL::NO_SHADOW, 48.f, (F32)vertical_offset, LLColor4(0.5f, 0.5f, 1.f, 1.f), FALSE);
}
@@ -481,8 +481,8 @@ void LLManip::renderTickText(const LLVector3& pos, const std::string& text, cons
const LLFontGL* big_fontp = LLFontGL::getFontSansSerif();
BOOL hud_selection = mObjectSelection->getSelectType() == SELECT_TYPE_HUD;
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
LLVector3 render_pos = pos;
if (hud_selection)
{
@@ -490,7 +490,7 @@ void LLManip::renderTickText(const LLVector3& pos, const std::string& text, cons
F32 inv_zoom_amt = 1.f / zoom_amt;
// scale text back up to counter-act zoom level
render_pos = pos * zoom_amt;
- glScalef(inv_zoom_amt, inv_zoom_amt, inv_zoom_amt);
+ gGL.scalef(inv_zoom_amt, inv_zoom_amt, inv_zoom_amt);
}
// render shadow first
@@ -501,7 +501,7 @@ void LLManip::renderTickText(const LLVector3& pos, const std::string& text, cons
gViewerWindow->setup3DViewport();
hud_render_utf8text(text, render_pos, *big_fontp, LLFontGL::NORMAL, LLFontGL::NO_SHADOW, -0.5f * big_fontp->getWidthF32(text), 3.f, color, mObjectSelection->getSelectType() == SELECT_TYPE_HUD);
- glPopMatrix();
+ gGL.popMatrix();
}
void LLManip::renderTickValue(const LLVector3& pos, F32 value, const std::string& suffix, const LLColor4 &color)
@@ -539,8 +539,8 @@ void LLManip::renderTickValue(const LLVector3& pos, F32 value, const std::string
}
BOOL hud_selection = mObjectSelection->getSelectType() == SELECT_TYPE_HUD;
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
LLVector3 render_pos = pos;
if (hud_selection)
{
@@ -548,7 +548,7 @@ void LLManip::renderTickValue(const LLVector3& pos, F32 value, const std::string
F32 inv_zoom_amt = 1.f / zoom_amt;
// scale text back up to counter-act zoom level
render_pos = pos * zoom_amt;
- glScalef(inv_zoom_amt, inv_zoom_amt, inv_zoom_amt);
+ gGL.scalef(inv_zoom_amt, inv_zoom_amt, inv_zoom_amt);
}
LLColor4 shadow_color = LLColor4::black;
@@ -573,7 +573,7 @@ void LLManip::renderTickValue(const LLVector3& pos, F32 value, const std::string
gViewerWindow->setup3DViewport();
hud_render_utf8text(val_string, render_pos, *big_fontp, LLFontGL::NORMAL, LLFontGL::NO_SHADOW, -0.5f * big_fontp->getWidthF32(val_string), 3.f, color, hud_selection);
}
- glPopMatrix();
+ gGL.popMatrix();
}
LLColor4 LLManip::setupSnapGuideRenderPass(S32 pass)
diff --git a/indra/newview/llmaniprotate.cpp b/indra/newview/llmaniprotate.cpp
index 6ee095475f..a8da94f75e 100644
--- a/indra/newview/llmaniprotate.cpp
+++ b/indra/newview/llmaniprotate.cpp
@@ -53,6 +53,7 @@
#include "llviewercamera.h"
#include "llviewerobject.h"
#include "llviewerobject.h"
+#include "llviewershadermgr.h"
#include "llviewerwindow.h"
#include "llworld.h"
#include "pipeline.h"
@@ -113,7 +114,7 @@ void LLManipRotate::handleSelect()
void LLManipRotate::render()
{
LLGLSUIDefault gls_ui;
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
LLGLDepthTest gls_depth(GL_TRUE);
LLGLEnable gl_blend(GL_BLEND);
LLGLEnable gls_alpha_test(GL_ALPHA_TEST);
@@ -130,12 +131,12 @@ void LLManipRotate::render()
return;
}
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
if (mObjectSelection->getSelectType() == SELECT_TYPE_HUD)
{
F32 zoom = gAgentCamera.mHUDCurZoom;
- glScalef(zoom, zoom, zoom);
+ gGL.scalef(zoom, zoom, zoom);
}
@@ -145,8 +146,9 @@ void LLManipRotate::render()
LLColor4 highlight_inside( 0.7f, 0.7f, 0.f, 0.5f );
F32 width_meters = WIDTH_PIXELS * mRadiusMeters / RADIUS_PIXELS;
- glPushMatrix();
+ gGL.pushMatrix();
{
+
// are we in the middle of a constrained drag?
if (mManipPart >= LL_ROT_X && mManipPart <= LL_ROT_Z)
{
@@ -154,13 +156,18 @@ void LLManipRotate::render()
}
else
{
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gDebugProgram.bind();
+ }
+
LLGLEnable cull_face(GL_CULL_FACE);
LLGLDepthTest gls_depth(GL_FALSE);
- glPushMatrix();
+ gGL.pushMatrix();
{
// Draw "sphere" (intersection of sphere with tangent cone that has apex at camera)
- glTranslatef( mCenterToProfilePlane.mV[VX], mCenterToProfilePlane.mV[VY], mCenterToProfilePlane.mV[VZ] );
- glTranslatef( center.mV[VX], center.mV[VY], center.mV[VZ] );
+ gGL.translatef( mCenterToProfilePlane.mV[VX], mCenterToProfilePlane.mV[VY], mCenterToProfilePlane.mV[VZ] );
+ gGL.translatef( center.mV[VX], center.mV[VY], center.mV[VZ] );
// Inverse change of basis vectors
LLVector3 forward = mCenterToCamNorm;
@@ -177,35 +184,41 @@ void LLManipRotate::render()
LLMatrix4 mat;
mat.initRows(a, b, c, LLVector4(0.f, 0.f, 0.f, 1.f));
- glMultMatrixf( &mat.mMatrix[0][0] );
+ gGL.multMatrix( &mat.mMatrix[0][0] );
- glRotatef( -90, 0.f, 1.f, 0.f);
+ gGL.rotatef( -90, 0.f, 1.f, 0.f);
LLColor4 color;
if (mManipPart == LL_ROT_ROLL || mHighlightedPart == LL_ROT_ROLL)
{
color.setVec(0.8f, 0.8f, 0.8f, 0.8f);
- glScalef(mManipulatorScales.mV[VW], mManipulatorScales.mV[VW], mManipulatorScales.mV[VW]);
+ gGL.scalef(mManipulatorScales.mV[VW], mManipulatorScales.mV[VW], mManipulatorScales.mV[VW]);
}
else
{
color.setVec( 0.7f, 0.7f, 0.7f, 0.6f );
}
+ gGL.diffuseColor4fv(color.mV);
gl_washer_2d(mRadiusMeters + width_meters, mRadiusMeters, CIRCLE_STEPS, color, color);
if (mManipPart == LL_NO_PART)
{
gGL.color4f( 0.7f, 0.7f, 0.7f, 0.3f );
+ gGL.diffuseColor4f(0.7f, 0.7f, 0.7f, 0.3f);
gl_circle_2d( 0, 0, mRadiusMeters, CIRCLE_STEPS, TRUE );
}
- GLdouble plane_eqn[] = { 0, 0, 1, 0 };
- glClipPlane( GL_CLIP_PLANE0, plane_eqn );
+ gGL.flush();
}
- glPopMatrix();
- }
+ gGL.popMatrix();
- glTranslatef( center.mV[VX], center.mV[VY], center.mV[VZ] );
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+ }
+
+ gGL.translatef( center.mV[VX], center.mV[VY], center.mV[VZ] );
LLQuaternion rot;
F32 angle_radians, x, y, z;
@@ -217,41 +230,46 @@ void LLManipRotate::render()
LLSelectMgr::getInstance()->getGrid(grid_origin, grid_rotation, grid_scale);
grid_rotation.getAngleAxis(&angle_radians, &x, &y, &z);
- glRotatef(angle_radians * RAD_TO_DEG, x, y, z);
+ gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z);
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gDebugProgram.bind();
+ }
+
if (mManipPart == LL_ROT_Z)
{
mManipulatorScales = lerp(mManipulatorScales, LLVector4(1.f, 1.f, SELECTED_MANIPULATOR_SCALE, 1.f), LLCriticalDamp::getInterpolant(MANIPULATOR_SCALE_HALF_LIFE));
- glPushMatrix();
+ gGL.pushMatrix();
{
// selected part
- glScalef(mManipulatorScales.mV[VZ], mManipulatorScales.mV[VZ], mManipulatorScales.mV[VZ]);
+ gGL.scalef(mManipulatorScales.mV[VZ], mManipulatorScales.mV[VZ], mManipulatorScales.mV[VZ]);
renderActiveRing( mRadiusMeters, width_meters, LLColor4( 0.f, 0.f, 1.f, 1.f) , LLColor4( 0.f, 0.f, 1.f, 0.3f ));
}
- glPopMatrix();
+ gGL.popMatrix();
}
else if (mManipPart == LL_ROT_Y)
{
mManipulatorScales = lerp(mManipulatorScales, LLVector4(1.f, SELECTED_MANIPULATOR_SCALE, 1.f, 1.f), LLCriticalDamp::getInterpolant(MANIPULATOR_SCALE_HALF_LIFE));
- glPushMatrix();
+ gGL.pushMatrix();
{
- glRotatef( 90.f, 1.f, 0.f, 0.f );
- glScalef(mManipulatorScales.mV[VY], mManipulatorScales.mV[VY], mManipulatorScales.mV[VY]);
+ gGL.rotatef( 90.f, 1.f, 0.f, 0.f );
+ gGL.scalef(mManipulatorScales.mV[VY], mManipulatorScales.mV[VY], mManipulatorScales.mV[VY]);
renderActiveRing( mRadiusMeters, width_meters, LLColor4( 0.f, 1.f, 0.f, 1.f), LLColor4( 0.f, 1.f, 0.f, 0.3f));
}
- glPopMatrix();
+ gGL.popMatrix();
}
else if (mManipPart == LL_ROT_X)
{
mManipulatorScales = lerp(mManipulatorScales, LLVector4(SELECTED_MANIPULATOR_SCALE, 1.f, 1.f, 1.f), LLCriticalDamp::getInterpolant(MANIPULATOR_SCALE_HALF_LIFE));
- glPushMatrix();
+ gGL.pushMatrix();
{
- glRotatef( 90.f, 0.f, 1.f, 0.f );
- glScalef(mManipulatorScales.mV[VX], mManipulatorScales.mV[VX], mManipulatorScales.mV[VX]);
+ gGL.rotatef( 90.f, 0.f, 1.f, 0.f );
+ gGL.scalef(mManipulatorScales.mV[VX], mManipulatorScales.mV[VX], mManipulatorScales.mV[VX]);
renderActiveRing( mRadiusMeters, width_meters, LLColor4( 1.f, 0.f, 0.f, 1.f), LLColor4( 1.f, 0.f, 0.f, 0.3f));
}
- glPopMatrix();
+ gGL.popMatrix();
}
else if (mManipPart == LL_ROT_ROLL)
{
@@ -271,12 +289,13 @@ void LLManipRotate::render()
// First pass: centers. Second pass: sides.
for( S32 i=0; i<2; i++ )
{
- glPushMatrix();
+
+ gGL.pushMatrix();
{
if (mHighlightedPart == LL_ROT_Z)
{
mManipulatorScales = lerp(mManipulatorScales, LLVector4(1.f, 1.f, SELECTED_MANIPULATOR_SCALE, 1.f), LLCriticalDamp::getInterpolant(MANIPULATOR_SCALE_HALF_LIFE));
- glScalef(mManipulatorScales.mV[VZ], mManipulatorScales.mV[VZ], mManipulatorScales.mV[VZ]);
+ gGL.scalef(mManipulatorScales.mV[VZ], mManipulatorScales.mV[VZ], mManipulatorScales.mV[VZ]);
// hovering over part
gl_ring( mRadiusMeters, width_meters, LLColor4( 0.f, 0.f, 1.f, 1.f ), LLColor4( 0.f, 0.f, 1.f, 0.5f ), CIRCLE_STEPS, i);
}
@@ -286,15 +305,15 @@ void LLManipRotate::render()
gl_ring( mRadiusMeters, width_meters, LLColor4( 0.f, 0.f, 0.8f, 0.8f ), LLColor4( 0.f, 0.f, 0.8f, 0.4f ), CIRCLE_STEPS, i);
}
}
- glPopMatrix();
-
- glPushMatrix();
+ gGL.popMatrix();
+
+ gGL.pushMatrix();
{
- glRotatef( 90.f, 1.f, 0.f, 0.f );
+ gGL.rotatef( 90.f, 1.f, 0.f, 0.f );
if (mHighlightedPart == LL_ROT_Y)
{
mManipulatorScales = lerp(mManipulatorScales, LLVector4(1.f, SELECTED_MANIPULATOR_SCALE, 1.f, 1.f), LLCriticalDamp::getInterpolant(MANIPULATOR_SCALE_HALF_LIFE));
- glScalef(mManipulatorScales.mV[VY], mManipulatorScales.mV[VY], mManipulatorScales.mV[VY]);
+ gGL.scalef(mManipulatorScales.mV[VY], mManipulatorScales.mV[VY], mManipulatorScales.mV[VY]);
// hovering over part
gl_ring( mRadiusMeters, width_meters, LLColor4( 0.f, 1.f, 0.f, 1.f ), LLColor4( 0.f, 1.f, 0.f, 0.5f ), CIRCLE_STEPS, i);
}
@@ -304,15 +323,15 @@ void LLManipRotate::render()
gl_ring( mRadiusMeters, width_meters, LLColor4( 0.f, 0.8f, 0.f, 0.8f ), LLColor4( 0.f, 0.8f, 0.f, 0.4f ), CIRCLE_STEPS, i);
}
}
- glPopMatrix();
+ gGL.popMatrix();
- glPushMatrix();
+ gGL.pushMatrix();
{
- glRotatef( 90.f, 0.f, 1.f, 0.f );
+ gGL.rotatef( 90.f, 0.f, 1.f, 0.f );
if (mHighlightedPart == LL_ROT_X)
{
mManipulatorScales = lerp(mManipulatorScales, LLVector4(SELECTED_MANIPULATOR_SCALE, 1.f, 1.f, 1.f), LLCriticalDamp::getInterpolant(MANIPULATOR_SCALE_HALF_LIFE));
- glScalef(mManipulatorScales.mV[VX], mManipulatorScales.mV[VX], mManipulatorScales.mV[VX]);
+ gGL.scalef(mManipulatorScales.mV[VX], mManipulatorScales.mV[VX], mManipulatorScales.mV[VX]);
// hovering over part
gl_ring( mRadiusMeters, width_meters, LLColor4( 1.f, 0.f, 0.f, 1.f ), LLColor4( 1.f, 0.f, 0.f, 0.5f ), CIRCLE_STEPS, i);
@@ -323,17 +342,26 @@ void LLManipRotate::render()
gl_ring( mRadiusMeters, width_meters, LLColor4( 0.8f, 0.f, 0.f, 0.8f ), LLColor4( 0.8f, 0.f, 0.f, 0.4f ), CIRCLE_STEPS, i);
}
}
- glPopMatrix();
+ gGL.popMatrix();
if (mHighlightedPart == LL_ROT_ROLL)
{
mManipulatorScales = lerp(mManipulatorScales, LLVector4(1.f, 1.f, 1.f, SELECTED_MANIPULATOR_SCALE), LLCriticalDamp::getInterpolant(MANIPULATOR_SCALE_HALF_LIFE));
}
+
}
+
}
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+
}
- glPopMatrix();
- glPopMatrix();
+ gGL.popMatrix();
+ gGL.popMatrix();
+
LLVector3 euler_angles;
LLQuaternion object_rot = first_object->getRotationEdit();
@@ -796,14 +824,14 @@ void LLManipRotate::renderSnapGuides()
for (S32 pass = 0; pass < 3; pass++)
{
// render snap guide ring
- glPushMatrix();
+ gGL.pushMatrix();
LLQuaternion snap_guide_rot;
F32 angle_radians, x, y, z;
snap_guide_rot.shortestArc(LLVector3::z_axis, getConstraintAxis());
snap_guide_rot.getAngleAxis(&angle_radians, &x, &y, &z);
- glTranslatef(center.mV[VX], center.mV[VY], center.mV[VZ]);
- glRotatef(angle_radians * RAD_TO_DEG, x, y, z);
+ gGL.translatef(center.mV[VX], center.mV[VY], center.mV[VZ]);
+ gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z);
LLColor4 line_color = setupSnapGuideRenderPass(pass);
@@ -826,7 +854,7 @@ void LLManipRotate::renderSnapGuides()
{
gl_circle_2d(0.f, 0.f, mRadiusMeters * SNAP_GUIDE_INNER_RADIUS, CIRCLE_STEPS, FALSE);
}
- glPopMatrix();
+ gGL.popMatrix();
for (S32 i = 0; i < 64; i++)
{
diff --git a/indra/newview/llmanipscale.cpp b/indra/newview/llmanipscale.cpp
index 4eb94dfb8e..f6df4cdfbf 100644
--- a/indra/newview/llmanipscale.cpp
+++ b/indra/newview/llmanipscale.cpp
@@ -217,12 +217,12 @@ void LLManipScale::render()
if( canAffectSelection() )
{
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
if (mObjectSelection->getSelectType() == SELECT_TYPE_HUD)
{
F32 zoom = gAgentCamera.mHUDCurZoom;
- glScalef(zoom, zoom, zoom);
+ gGL.scalef(zoom, zoom, zoom);
}
////////////////////////////////////////////////////////////////////////
@@ -274,14 +274,14 @@ void LLManipScale::render()
LLVector3 pos_agent = bbox.getPositionAgent();
LLQuaternion rot = bbox.getRotation();
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
{
- glTranslatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ]);
+ gGL.translatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ]);
F32 angle_radians, x, y, z;
rot.getAngleAxis(&angle_radians, &x, &y, &z);
- glRotatef(angle_radians * RAD_TO_DEG, x, y, z);
+ gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z);
{
@@ -303,13 +303,13 @@ void LLManipScale::render()
glPolygonOffset( 0.f, 0.f);
}
}
- glPopMatrix();
+ gGL.popMatrix();
if (mManipPart != LL_NO_PART)
{
renderSnapGuides(bbox);
}
- glPopMatrix();
+ gGL.popMatrix();
renderXYZ(bbox.getExtentLocal());
}
@@ -719,17 +719,17 @@ void LLManipScale::renderEdges( const LLBBox& bbox )
LLVector3 direction = edgeToUnitVector( part );
LLVector3 center_to_edge = unitVectorToLocalBBoxExtent( direction, bbox );
- glPushMatrix();
+ gGL.pushMatrix();
{
- glTranslatef( center_to_edge.mV[0], center_to_edge.mV[1], center_to_edge.mV[2] );
+ gGL.translatef( center_to_edge.mV[0], center_to_edge.mV[1], center_to_edge.mV[2] );
conditionalHighlight( part );
- glScalef(
+ gGL.scalef(
direction.mV[0] ? edge_width : extent.mV[VX],
direction.mV[1] ? edge_width : extent.mV[VY],
direction.mV[2] ? edge_width : extent.mV[VZ] );
gBox.render();
}
- glPopMatrix();
+ gGL.popMatrix();
}
}
@@ -766,13 +766,13 @@ void LLManipScale::renderBoxHandle( F32 x, F32 y, F32 z )
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
LLGLDepthTest gls_depth(GL_FALSE);
- glPushMatrix();
+ gGL.pushMatrix();
{
- glTranslatef( x, y, z );
- glScalef( mScaledBoxHandleSize, mScaledBoxHandleSize, mScaledBoxHandleSize );
+ gGL.translatef( x, y, z );
+ gGL.scalef( mScaledBoxHandleSize, mScaledBoxHandleSize, mScaledBoxHandleSize );
gBox.render();
}
- glPopMatrix();
+ gGL.popMatrix();
}
@@ -788,16 +788,16 @@ void LLManipScale::renderAxisHandle( const LLVector3& start, const LLVector3& en
LLVector3 delta = end - offset_start;
LLVector3 pos = offset_start + 0.5f * delta;
- glPushMatrix();
+ gGL.pushMatrix();
{
- glTranslatef( pos.mV[VX], pos.mV[VY], pos.mV[VZ] );
- glScalef(
+ gGL.translatef( pos.mV[VX], pos.mV[VY], pos.mV[VZ] );
+ gGL.scalef(
mBoxHandleSize + llabs(delta.mV[VX]),
mBoxHandleSize + llabs(delta.mV[VY]),
mBoxHandleSize + llabs(delta.mV[VZ]));
gBox.render();
}
- glPopMatrix();
+ gGL.popMatrix();
}
else
{
diff --git a/indra/newview/llmaniptranslate.cpp b/indra/newview/llmaniptranslate.cpp
index f871df0c36..3a88fbd96d 100644
--- a/indra/newview/llmaniptranslate.cpp
+++ b/indra/newview/llmaniptranslate.cpp
@@ -1066,12 +1066,12 @@ BOOL LLManipTranslate::handleMouseUp(S32 x, S32 y, MASK mask)
void LLManipTranslate::render()
{
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
if (mObjectSelection->getSelectType() == SELECT_TYPE_HUD)
{
F32 zoom = gAgentCamera.mHUDCurZoom;
- glScalef(zoom, zoom, zoom);
+ gGL.scalef(zoom, zoom, zoom);
}
{
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
@@ -1515,11 +1515,12 @@ void LLManipTranslate::renderSnapGuides()
F32 x,y,z,angle_radians;
grid_rotation.getAngleAxis(&angle_radians, &x, &y, &z);
gGL.translatef(selection_center.mV[VX], selection_center.mV[VY], selection_center.mV[VZ]);
- glRotatef(angle_radians * RAD_TO_DEG, x, y, z);
+ gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z);
F32 sz = mGridSizeMeters;
F32 tiles = sz;
- glMatrixMode(GL_TEXTURE);
+
+ gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.pushMatrix();
usc = 1.0f/usc;
vsc = 1.0f/vsc;
@@ -1533,7 +1534,7 @@ void LLManipTranslate::renderSnapGuides()
vsc *= 0.5f;
}
- glScalef(usc, vsc, 1.0f);
+ gGL.scalef(usc, vsc, 1.0f);
gGL.translatef(u, v, 0);
float a = line_alpha;
@@ -1566,7 +1567,7 @@ void LLManipTranslate::renderSnapGuides()
renderGrid(u,v,tiles,1,1,1,a);
gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
}
@@ -1665,7 +1666,7 @@ void LLManipTranslate::highlightIntersection(LLVector3 normal,
glStencilFunc(GL_ALWAYS, 0, stencil_mask);
gGL.setColorMask(false, false);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- glColor4f(1,1,1,1);
+ gGL.diffuseColor4f(1,1,1,1);
//setup clip plane
normal = normal * grid_rotation;
@@ -1723,7 +1724,7 @@ void LLManipTranslate::highlightIntersection(LLVector3 normal,
F32 x,y,z,angle_radians;
grid_rotation.getAngleAxis(&angle_radians, &x, &y, &z);
gGL.translatef(selection_center.mV[VX], selection_center.mV[VY], selection_center.mV[VZ]);
- glRotatef(angle_radians * RAD_TO_DEG, x, y, z);
+ gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z);
F32 sz = mGridSizeMeters;
F32 tiles = sz;
@@ -1852,7 +1853,7 @@ void LLManipTranslate::renderTranslationHandles()
mGridSizeMeters = gSavedSettings.getF32("GridDrawSize");
mConeSize = mArrowLengthMeters / 4.f;
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
{
gGL.translatef(selection_center.mV[VX], selection_center.mV[VY], selection_center.mV[VZ]);
@@ -1860,7 +1861,7 @@ void LLManipTranslate::renderTranslationHandles()
F32 angle_radians, x, y, z;
grid_rotation.getAngleAxis(&angle_radians, &x, &y, &z);
- glRotatef(angle_radians * RAD_TO_DEG, x, y, z);
+ gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z);
LLQuaternion invRotation = grid_rotation;
invRotation.conjQuat();
@@ -1908,9 +1909,9 @@ void LLManipTranslate::renderTranslationHandles()
{
// render YZ plane manipulator
gGL.pushMatrix();
- glScalef(mPlaneManipPositions.mV[VX], mPlaneManipPositions.mV[VY], mPlaneManipPositions.mV[VZ]);
+ gGL.scalef(mPlaneManipPositions.mV[VX], mPlaneManipPositions.mV[VY], mPlaneManipPositions.mV[VZ]);
gGL.translatef(0.f, mPlaneManipOffsetMeters, mPlaneManipOffsetMeters);
- glScalef(mPlaneScales.mV[VX], mPlaneScales.mV[VX], mPlaneScales.mV[VX]);
+ gGL.scalef(mPlaneScales.mV[VX], mPlaneScales.mV[VX], mPlaneScales.mV[VX]);
if (mHighlightedPart == LL_YZ_PLANE)
{
color1.setVec(0.f, 1.f, 0.f, 1.f);
@@ -1962,9 +1963,9 @@ void LLManipTranslate::renderTranslationHandles()
{
// render XZ plane manipulator
gGL.pushMatrix();
- glScalef(mPlaneManipPositions.mV[VX], mPlaneManipPositions.mV[VY], mPlaneManipPositions.mV[VZ]);
+ gGL.scalef(mPlaneManipPositions.mV[VX], mPlaneManipPositions.mV[VY], mPlaneManipPositions.mV[VZ]);
gGL.translatef(mPlaneManipOffsetMeters, 0.f, mPlaneManipOffsetMeters);
- glScalef(mPlaneScales.mV[VY], mPlaneScales.mV[VY], mPlaneScales.mV[VY]);
+ gGL.scalef(mPlaneScales.mV[VY], mPlaneScales.mV[VY], mPlaneScales.mV[VY]);
if (mHighlightedPart == LL_XZ_PLANE)
{
color1.setVec(0.f, 0.f, 1.f, 1.f);
@@ -2018,7 +2019,7 @@ void LLManipTranslate::renderTranslationHandles()
{
// render XY plane manipulator
gGL.pushMatrix();
- glScalef(mPlaneManipPositions.mV[VX], mPlaneManipPositions.mV[VY], mPlaneManipPositions.mV[VZ]);
+ gGL.scalef(mPlaneManipPositions.mV[VX], mPlaneManipPositions.mV[VY], mPlaneManipPositions.mV[VZ]);
/* Y
^
@@ -2043,7 +2044,7 @@ void LLManipTranslate::renderTranslationHandles()
v2 = LLVector3(mPlaneManipOffsetMeters * ( PLANE_TICK_SIZE * 0.25f), mPlaneManipOffsetMeters * ( PLANE_TICK_SIZE * 0.25f), 0.f);
v3 = LLVector3(mPlaneManipOffsetMeters * (-PLANE_TICK_SIZE * 0.75f), mPlaneManipOffsetMeters * ( PLANE_TICK_SIZE * 0.25f), 0.f);
#endif
- glScalef(mPlaneScales.mV[VZ], mPlaneScales.mV[VZ], mPlaneScales.mV[VZ]);
+ gGL.scalef(mPlaneScales.mV[VZ], mPlaneScales.mV[VZ], mPlaneScales.mV[VZ]);
if (mHighlightedPart == LL_XY_PLANE)
{
color1.setVec(1.f, 0.f, 0.f, 1.f);
@@ -2215,7 +2216,7 @@ void LLManipTranslate::renderArrow(S32 which_arrow, S32 selected_arrow, F32 box_
}
gGL.translatef(vec.mV[0], vec.mV[1], vec.mV[2]);
- glScalef(handle_size, handle_size, handle_size);
+ gGL.scalef(handle_size, handle_size, handle_size);
F32 rot = 0.0f;
LLVector3 axis;
@@ -2239,11 +2240,11 @@ void LLManipTranslate::renderArrow(S32 which_arrow, S32 selected_arrow, F32 box_
break;
}
- glColor4fv(color.mV);
- glRotatef(rot, axis.mV[0], axis.mV[1], axis.mV[2]);
- glScalef(mArrowScales.mV[index], mArrowScales.mV[index], mArrowScales.mV[index] * 1.5f);
+ gGL.diffuseColor4fv(color.mV);
+ gGL.rotatef(rot, axis.mV[0], axis.mV[1], axis.mV[2]);
+ gGL.scalef(mArrowScales.mV[index], mArrowScales.mV[index], mArrowScales.mV[index] * 1.5f);
- gCone.render(CONE_LOD_HIGHEST);
+ gCone.render();
gGL.popMatrix();
}
diff --git a/indra/newview/llnearbychatbar.cpp b/indra/newview/llnearbychatbar.cpp
index a811332261..4674c85324 100644
--- a/indra/newview/llnearbychatbar.cpp
+++ b/indra/newview/llnearbychatbar.cpp
@@ -147,12 +147,12 @@ LLNearbyChatBar* LLNearbyChatBar::getInstance()
void LLNearbyChatBar::showHistory()
{
+ openFloater();
+
if (!getChildView("nearby_chat")->getVisible())
{
onToggleNearbyChatPanel();
}
-
- openFloater();
}
void LLNearbyChatBar::draw()
@@ -379,7 +379,10 @@ void LLNearbyChatBar::onToggleNearbyChatPanel()
if (nearby_chat->getVisible())
{
- mExpandedHeight = getRect().getHeight();
+ if (!isMinimized())
+ {
+ mExpandedHeight = getRect().getHeight();
+ }
setResizeLimits(getMinWidth(), COLLAPSED_HEIGHT);
nearby_chat->setVisible(FALSE);
reshape(getRect().getWidth(), COLLAPSED_HEIGHT);
@@ -396,6 +399,15 @@ void LLNearbyChatBar::onToggleNearbyChatPanel()
}
}
+void LLNearbyChatBar::setMinimized(BOOL b)
+{
+ if (b != LLFloater::isMinimized())
+ {
+ LLFloater::setMinimized(b);
+ getChildView("nearby_chat")->setVisible(!b);
+ }
+}
+
void LLNearbyChatBar::onChatBoxCommit()
{
if (mChatBox->getText().length() > 0)
diff --git a/indra/newview/llnearbychatbar.h b/indra/newview/llnearbychatbar.h
index bc00c1b9fc..e9734899b3 100644
--- a/indra/newview/llnearbychatbar.h
+++ b/indra/newview/llnearbychatbar.h
@@ -60,6 +60,7 @@ public:
static void sendChatFromViewer(const LLWString &wtext, EChatType type, BOOL animate);
void showHistory();
+ /*virtual*/void setMinimized(BOOL b);
protected:
static BOOL matchChatTypeTrigger(const std::string& in_str, std::string* out_str);
diff --git a/indra/newview/llnearbychathandler.cpp b/indra/newview/llnearbychathandler.cpp
index 330a21ef65..c43c95a366 100644
--- a/indra/newview/llnearbychathandler.cpp
+++ b/indra/newview/llnearbychathandler.cpp
@@ -568,7 +568,8 @@ void LLNearbyChatHandler::processChat(const LLChat& chat_msg, // WARNING - not
sChatWatcher->post(notification);
- if( chat_bar->getVisible() && nearby_chat->getVisible()
+ if( !chat_bar->isMinimized()
+ && nearby_chat->isInVisibleChain()
|| ( chat_msg.mSourceType == CHAT_SOURCE_AGENT
&& gSavedSettings.getBOOL("UseChatBubbles") )
|| !mChannel->getShowToasts() ) // to prevent toasts in Busy mode
diff --git a/indra/newview/llnetmap.cpp b/indra/newview/llnetmap.cpp
index 5fe5c9b1e8..15d5d7c162 100644
--- a/indra/newview/llnetmap.cpp
+++ b/indra/newview/llnetmap.cpp
@@ -172,10 +172,10 @@ void LLNetMap::draw()
LLVector3 offset = gGL.getUITranslation();
LLVector3 scale = gGL.getUIScale();
- glLoadIdentity();
+ gGL.loadIdentity();
gGL.loadUIIdentity();
- glScalef(scale.mV[0], scale.mV[1], scale.mV[2]);
+ gGL.scalef(scale.mV[0], scale.mV[1], scale.mV[2]);
gGL.translatef(offset.mV[0], offset.mV[1], offset.mV[2]);
{
@@ -183,7 +183,7 @@ void LLNetMap::draw()
{
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
// Draw background rectangle
LLColor4 background_color = mBackgroundColor.get();
@@ -204,7 +204,7 @@ void LLNetMap::draw()
{
// rotate subsequent draws to agent rotation
rotation = atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] );
- glRotatef( rotation * RAD_TO_DEG, 0.f, 0.f, 1.f);
+ gGL.rotatef( rotation * RAD_TO_DEG, 0.f, 0.f, 1.f);
}
// figure out where agent is
@@ -492,7 +492,7 @@ void LLNetMap::draw()
// If we don't rotate the map, we have to rotate the frustum.
gGL.pushMatrix();
gGL.translatef( ctr_x, ctr_y, 0 );
- glRotatef( atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] ) * RAD_TO_DEG, 0.f, 0.f, -1.f);
+ gGL.rotatef( atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] ) * RAD_TO_DEG, 0.f, 0.f, -1.f);
gGL.begin( LLRender::TRIANGLES );
gGL.vertex2f( 0, 0 );
gGL.vertex2f( -half_width_pixels, far_clip_pixels );
diff --git a/indra/newview/llpanellogin.cpp b/indra/newview/llpanellogin.cpp
index bef809f3a7..058d1ad6bc 100644
--- a/indra/newview/llpanellogin.cpp
+++ b/indra/newview/llpanellogin.cpp
@@ -283,15 +283,15 @@ LLPanelLogin::~LLPanelLogin()
// virtual
void LLPanelLogin::draw()
{
- glPushMatrix();
+ gGL.pushMatrix();
{
F32 image_aspect = 1.333333f;
F32 view_aspect = (F32)getRect().getWidth() / (F32)getRect().getHeight();
// stretch image to maintain aspect ratio
if (image_aspect > view_aspect)
{
- glTranslatef(-0.5f * (image_aspect / view_aspect - 1.f) * getRect().getWidth(), 0.f, 0.f);
- glScalef(image_aspect / view_aspect, 1.f, 1.f);
+ gGL.translatef(-0.5f * (image_aspect / view_aspect - 1.f) * getRect().getWidth(), 0.f, 0.f);
+ gGL.scalef(image_aspect / view_aspect, 1.f, 1.f);
}
S32 width = getRect().getWidth();
@@ -306,7 +306,7 @@ void LLPanelLogin::draw()
mLogoImage->draw(0, -264, width + 8, mLogoImage->getHeight());
};
}
- glPopMatrix();
+ gGL.popMatrix();
LLPanel::draw();
}
diff --git a/indra/newview/llpanelmaininventory.cpp b/indra/newview/llpanelmaininventory.cpp
index d6c407d548..9944b51902 100644
--- a/indra/newview/llpanelmaininventory.cpp
+++ b/indra/newview/llpanelmaininventory.cpp
@@ -111,7 +111,7 @@ LLPanelMainInventory::LLPanelMainInventory(const LLPanel::Params& p)
mCommitCallbackRegistrar.add("Inventory.EmptyTrash", boost::bind(&LLInventoryModel::emptyFolderType, &gInventory, "ConfirmEmptyTrash", LLFolderType::FT_TRASH));
mCommitCallbackRegistrar.add("Inventory.EmptyLostAndFound", boost::bind(&LLInventoryModel::emptyFolderType, &gInventory, "ConfirmEmptyLostAndFound", LLFolderType::FT_LOST_AND_FOUND));
mCommitCallbackRegistrar.add("Inventory.DoCreate", boost::bind(&LLPanelMainInventory::doCreate, this, _2));
- mCommitCallbackRegistrar.add("Inventory.NewWindow", boost::bind(&LLPanelMainInventory::newWindow, this));
+ //mCommitCallbackRegistrar.add("Inventory.NewWindow", boost::bind(&LLPanelMainInventory::newWindow, this));
mCommitCallbackRegistrar.add("Inventory.ShowFilters", boost::bind(&LLPanelMainInventory::toggleFindOptions, this));
mCommitCallbackRegistrar.add("Inventory.ResetFilters", boost::bind(&LLPanelMainInventory::resetFilters, this));
mCommitCallbackRegistrar.add("Inventory.SetSortBy", boost::bind(&LLPanelMainInventory::setSortBy, this, _2));
diff --git a/indra/newview/llpreviewtexture.cpp b/indra/newview/llpreviewtexture.cpp
index 18d6731fcb..3ff5a05d81 100644
--- a/indra/newview/llpreviewtexture.cpp
+++ b/indra/newview/llpreviewtexture.cpp
@@ -169,7 +169,7 @@ void LLPreviewTexture::draw()
saveAs();
}
// Draw the texture
- glColor3f( 1.f, 1.f, 1.f );
+ gGL.diffuseColor3f( 1.f, 1.f, 1.f );
gl_draw_scaled_image(interior.mLeft,
interior.mBottom,
interior.getWidth(),
diff --git a/indra/newview/llprogressview.cpp b/indra/newview/llprogressview.cpp
index a1f38f1854..5d7a5b1c59 100644
--- a/indra/newview/llprogressview.cpp
+++ b/indra/newview/llprogressview.cpp
@@ -187,7 +187,7 @@ void LLProgressView::setVisible(BOOL visible)
void LLProgressView::drawStartTexture(F32 alpha)
{
- glPushMatrix();
+ gGL.pushMatrix();
if (gStartTexture)
{
LLGLSUIDefault gls_ui;
@@ -200,13 +200,13 @@ void LLProgressView::drawStartTexture(F32 alpha)
// stretch image to maintain aspect ratio
if (image_aspect > view_aspect)
{
- glTranslatef(-0.5f * (image_aspect / view_aspect - 1.f) * width, 0.f, 0.f);
- glScalef(image_aspect / view_aspect, 1.f, 1.f);
+ gGL.translatef(-0.5f * (image_aspect / view_aspect - 1.f) * width, 0.f, 0.f);
+ gGL.scalef(image_aspect / view_aspect, 1.f, 1.f);
}
else
{
- glTranslatef(0.f, -0.5f * (view_aspect / image_aspect - 1.f) * height, 0.f);
- glScalef(1.f, view_aspect / image_aspect, 1.f);
+ gGL.translatef(0.f, -0.5f * (view_aspect / image_aspect - 1.f) * height, 0.f);
+ gGL.scalef(1.f, view_aspect / image_aspect, 1.f);
}
gl_rect_2d_simple_tex( getRect().getWidth(), getRect().getHeight() );
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
@@ -217,7 +217,7 @@ void LLProgressView::drawStartTexture(F32 alpha)
gGL.color4f(0.f, 0.f, 0.f, 1.f);
gl_rect_2d(getRect());
}
- glPopMatrix();
+ gGL.popMatrix();
}
diff --git a/indra/newview/llselectmgr.cpp b/indra/newview/llselectmgr.cpp
index 733902ad30..830a7778ac 100644
--- a/indra/newview/llselectmgr.cpp
+++ b/indra/newview/llselectmgr.cpp
@@ -89,6 +89,7 @@
#include "llvoavatarself.h"
#include "llvovolume.h"
#include "pipeline.h"
+#include "llviewershadermgr.h"
#include "llglheaders.h"
@@ -4837,7 +4838,7 @@ void LLSelectMgr::processForceObjectSelect(LLMessageSystem* msg, void**)
LLSelectMgr::getInstance()->highlightObjectAndFamily(objects);
}
-extern LLGLdouble gGLModelView[16];
+extern F32 gGLModelView[16];
void LLSelectMgr::updateSilhouettes()
{
@@ -5133,20 +5134,20 @@ void LLSelectMgr::renderSilhouettes(BOOL for_hud)
F32 cur_zoom = gAgentCamera.mHUDCurZoom;
// set up transform to encompass bounding box of HUD
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
- glLoadIdentity();
+ gGL.loadIdentity();
F32 depth = llmax(1.f, hud_bbox.getExtentLocal().mV[VX] * 1.1f);
- glOrtho(-0.5f * LLViewerCamera::getInstance()->getAspect(), 0.5f * LLViewerCamera::getInstance()->getAspect(), -0.5f, 0.5f, 0.f, depth);
+ gGL.ortho(-0.5f * LLViewerCamera::getInstance()->getAspect(), 0.5f * LLViewerCamera::getInstance()->getAspect(), -0.5f, 0.5f, 0.f, depth);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
gGL.pushUIMatrix();
gGL.loadUIIdentity();
- glLoadIdentity();
- glLoadMatrixf(OGL_TO_CFR_ROTATION); // Load Cory's favorite reference frame
- glTranslatef(-hud_bbox.getCenterLocal().mV[VX] + (depth *0.5f), 0.f, 0.f);
- glScalef(cur_zoom, cur_zoom, cur_zoom);
+ gGL.loadIdentity();
+ gGL.loadMatrix(OGL_TO_CFR_ROTATION); // Load Cory's favorite reference frame
+ gGL.translatef(-hud_bbox.getCenterLocal().mV[VX] + (depth *0.5f), 0.f, 0.f);
+ gGL.scalef(cur_zoom, cur_zoom, cur_zoom);
}
if (mSelectedObjects->getNumNodes())
{
@@ -5239,10 +5240,10 @@ void LLSelectMgr::renderSilhouettes(BOOL for_hud)
if (isAgentAvatarValid() && for_hud)
{
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
gGL.popUIMatrix();
stop_glerror();
@@ -5566,12 +5567,11 @@ void pushWireframe(LLDrawable* drawable)
{
LLVertexBuffer::unbind();
gGL.pushMatrix();
- glMultMatrixf((F32*) vobj->getRelativeXform().mMatrix);
+ gGL.multMatrix((F32*) vobj->getRelativeXform().mMatrix);
for (S32 i = 0; i < rigged_volume->getNumVolumeFaces(); ++i)
{
const LLVolumeFace& face = rigged_volume->getVolumeFace(i);
- glVertexPointer(3, GL_FLOAT, 16, face.mPositions);
- glDrawElements(GL_TRIANGLES, face.mNumIndices, GL_UNSIGNED_SHORT, face.mIndices);
+ LLVertexBuffer::drawElements(LLRender::TRIANGLES, face.mPositions, face.mTexCoords, face.mNumIndices, face.mIndices);
}
gGL.popMatrix();
}
@@ -5584,7 +5584,7 @@ void pushWireframe(LLDrawable* drawable)
LLFace* face = drawable->getFace(i);
if (face->verify())
{
- pushVerts(face, LLVertexBuffer::MAP_VERTEX);
+ pushVerts(face, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0);
}
}
}
@@ -5604,22 +5604,29 @@ void LLSelectNode::renderOneWireframe(const LLColor4& color)
return;
}
- glMatrixMode(GL_MODELVIEW);
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+
+ if (shader)
+ {
+ gHighlightProgram.bind();
+ }
+
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
BOOL is_hud_object = objectp->isHUDAttachment();
if (drawable->isActive())
{
- glLoadMatrixd(gGLModelView);
- glMultMatrixf((F32*) objectp->getRenderMatrix().mMatrix);
+ gGL.loadMatrix(gGLModelView);
+ gGL.multMatrix((F32*) objectp->getRenderMatrix().mMatrix);
}
else if (!is_hud_object)
{
- glLoadIdentity();
- glMultMatrixd(gGLModelView);
+ gGL.loadIdentity();
+ gGL.multMatrix(gGLModelView);
LLVector3 trans = objectp->getRegion()->getOriginAgent();
- glTranslatef(trans.mV[0], trans.mV[1], trans.mV[2]);
+ gGL.translatef(trans.mV[0], trans.mV[1], trans.mV[2]);
}
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
@@ -5627,26 +5634,35 @@ void LLSelectNode::renderOneWireframe(const LLColor4& color)
if (LLSelectMgr::sRenderHiddenSelections) // && gFloaterTools && gFloaterTools->getVisible())
{
gGL.blendFunc(LLRender::BF_SOURCE_COLOR, LLRender::BF_ONE);
- LLGLEnable fog(GL_FOG);
- glFogi(GL_FOG_MODE, GL_LINEAR);
- float d = (LLViewerCamera::getInstance()->getPointOfInterest()-LLViewerCamera::getInstance()->getOrigin()).magVec();
- LLColor4 fogCol = color * (F32)llclamp((LLSelectMgr::getInstance()->getSelectionCenterGlobal()-gAgentCamera.getCameraPositionGlobal()).magVec()/(LLSelectMgr::getInstance()->getBBoxOfSelection().getExtentLocal().magVec()*4), 0.0, 1.0);
- glFogf(GL_FOG_START, d);
- glFogf(GL_FOG_END, d*(1 + (LLViewerCamera::getInstance()->getView() / LLViewerCamera::getInstance()->getDefaultFOV())));
- glFogfv(GL_FOG_COLOR, fogCol.mV);
-
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE, GL_GEQUAL);
- gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
+ if (shader)
{
- glColor4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f);
+ gGL.diffuseColor4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f);
pushWireframe(drawable);
}
+ else
+ {
+ LLGLEnable fog(GL_FOG);
+ glFogi(GL_FOG_MODE, GL_LINEAR);
+ float d = (LLViewerCamera::getInstance()->getPointOfInterest()-LLViewerCamera::getInstance()->getOrigin()).magVec();
+ LLColor4 fogCol = color * (F32)llclamp((LLSelectMgr::getInstance()->getSelectionCenterGlobal()-gAgentCamera.getCameraPositionGlobal()).magVec()/(LLSelectMgr::getInstance()->getBBoxOfSelection().getExtentLocal().magVec()*4), 0.0, 1.0);
+ glFogf(GL_FOG_START, d);
+ glFogf(GL_FOG_END, d*(1 + (LLViewerCamera::getInstance()->getView() / LLViewerCamera::getInstance()->getDefaultFOV())));
+ glFogfv(GL_FOG_COLOR, fogCol.mV);
+
+ gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
+ {
+ gGL.diffuseColor4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f);
+ pushWireframe(drawable);
+ }
+ }
}
gGL.flush();
gGL.setSceneBlendType(LLRender::BT_ALPHA);
- glColor4f(color.mV[VRED]*2, color.mV[VGREEN]*2, color.mV[VBLUE]*2, LLSelectMgr::sHighlightAlpha*2);
+ gGL.diffuseColor4f(color.mV[VRED]*2, color.mV[VGREEN]*2, color.mV[VBLUE]*2, LLSelectMgr::sHighlightAlpha*2);
+
LLGLEnable offset(GL_POLYGON_OFFSET_LINE);
glPolygonOffset(3.f, 3.f);
glLineWidth(3.f);
@@ -5654,6 +5670,11 @@ void LLSelectNode::renderOneWireframe(const LLColor4& color)
glLineWidth(1.f);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
gGL.popMatrix();
+
+ if (shader)
+ {
+ shader->bind();
+ }
}
//-----------------------------------------------------------------------------
@@ -5692,21 +5713,21 @@ void LLSelectNode::renderOneSilhouette(const LLColor4 &color)
return;
}
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
gGL.pushUIMatrix();
gGL.loadUIIdentity();
if (!is_hud_object)
{
- glLoadIdentity();
- glMultMatrixd(gGLModelView);
+ gGL.loadIdentity();
+ gGL.multMatrix(gGLModelView);
}
if (drawable->isActive())
{
- glMultMatrixf((F32*) objectp->getRenderMatrix().mMatrix);
+ gGL.multMatrix((F32*) objectp->getRenderMatrix().mMatrix);
}
LLVolume *volume = objectp->getVolume();
@@ -6503,7 +6524,7 @@ F32 LLObjectSelection::getSelectedObjectStreamingCost(S32* total_bytes, S32* vis
return cost;
}
-U32 LLObjectSelection::getSelectedObjectTriangleCount()
+U32 LLObjectSelection::getSelectedObjectTriangleCount(S32* vcount)
{
U32 count = 0;
for (list_t::iterator iter = mList.begin(); iter != mList.end(); ++iter)
@@ -6513,7 +6534,7 @@ U32 LLObjectSelection::getSelectedObjectTriangleCount()
if (object)
{
- count += object->getTriangleCount();
+ count += object->getTriangleCount(vcount);
}
}
diff --git a/indra/newview/llselectmgr.h b/indra/newview/llselectmgr.h
index 166616e13e..87ada5ac6b 100644
--- a/indra/newview/llselectmgr.h
+++ b/indra/newview/llselectmgr.h
@@ -286,7 +286,7 @@ public:
S32 getSelectedObjectRenderCost();
F32 getSelectedObjectStreamingCost(S32* total_bytes = NULL, S32* visible_bytes = NULL);
- U32 getSelectedObjectTriangleCount();
+ U32 getSelectedObjectTriangleCount(S32* vcount = NULL);
S32 getTECount();
S32 getRootObjectCount();
diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp
index 6c2b71dd0a..3fecc33802 100644
--- a/indra/newview/llspatialpartition.cpp
+++ b/indra/newview/llspatialpartition.cpp
@@ -48,6 +48,7 @@
#include "llvolumemgr.h"
#include "lltextureatlas.h"
#include "llglslshader.h"
+#include "llviewershadermgr.h"
static LLFastTimer::DeclareTimer FTM_FRUSTUM_CULL("Frustum Culling");
static LLFastTimer::DeclareTimer FTM_CULL_REBOUND("Cull Rebound");
@@ -214,7 +215,7 @@ typedef enum
//contact Runitai Linden for a copy of the SL object used to write this table
//basically, you give the table a bitmask of the look-at vector to a node and it
//gives you a triangle fan index array
-static U8 sOcclusionIndices[] =
+static U16 sOcclusionIndices[] =
{
//000
b111, b110, b010, b011, b001, b101, b100, b110,
@@ -251,7 +252,7 @@ U8* get_box_fan_indices_ptr(LLCamera* camera, const LLVector4a& center)
S32 cypher = center.greaterThan(origin).getGatheredBits() & 0x7;
- return sOcclusionIndices+cypher*8;
+ return (U8*) (sOcclusionIndices+cypher*8);
}
@@ -261,7 +262,6 @@ void LLSpatialGroup::buildOcclusion()
{
if (mOcclusionVerts.isNull())
{
-
mOcclusionVerts = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX,
LLVertexBuffer::sUseStreamDraw ? mBufferUsage : 0); //if GL has a hard time with VBOs, don't use them for occlusion culling.
mOcclusionVerts->allocateBuffer(8, 64, true);
@@ -321,7 +321,8 @@ void LLSpatialGroup::buildOcclusion()
}
{
- mOcclusionVerts->setBuffer(0);
+ mOcclusionVerts->flush();
+ LLVertexBuffer::unbind();
}
clearState(LLSpatialGroup::OCCLUSION_DIRTY);
@@ -1614,6 +1615,15 @@ void LLSpatialGroup::checkOcclusion()
static LLFastTimer::DeclareTimer FTM_PUSH_OCCLUSION_VERTS("Push Occlusion");
static LLFastTimer::DeclareTimer FTM_SET_OCCLUSION_STATE("Occlusion State");
static LLFastTimer::DeclareTimer FTM_OCCLUSION_EARLY_FAIL("Occlusion Early Fail");
+static LLFastTimer::DeclareTimer FTM_OCCLUSION_ALLOCATE("Allocate");
+static LLFastTimer::DeclareTimer FTM_OCCLUSION_BUILD("Build");
+static LLFastTimer::DeclareTimer FTM_OCCLUSION_BEGIN_QUERY("Begin Query");
+static LLFastTimer::DeclareTimer FTM_OCCLUSION_END_QUERY("End Query");
+static LLFastTimer::DeclareTimer FTM_OCCLUSION_SET_BUFFER("Set Buffer");
+static LLFastTimer::DeclareTimer FTM_OCCLUSION_DRAW_WATER("Draw Water");
+static LLFastTimer::DeclareTimer FTM_OCCLUSION_DRAW("Draw");
+
+
void LLSpatialGroup::doOcclusion(LLCamera* camera)
{
@@ -1632,16 +1642,31 @@ void LLSpatialGroup::doOcclusion(LLCamera* camera)
{
if (!isOcclusionState(QUERY_PENDING) || isOcclusionState(DISCARD_QUERY))
{
+ bool check = true;
+
+ if (isOcclusionState(QUERY_PENDING))
+ {
+ GLuint available = 0;
+ glGetQueryObjectuivARB(mOcclusionQuery[LLViewerCamera::sCurCameraID], GL_QUERY_RESULT_AVAILABLE_ARB, &available);
+ if (available == GL_FALSE)
+ {
+ check = false;
+ }
+ }
+
+ if (check)
{ //no query pending, or previous query to be discarded
LLFastTimer t(FTM_RENDER_OCCLUSION);
if (!mOcclusionQuery[LLViewerCamera::sCurCameraID])
{
+ LLFastTimer t(FTM_OCCLUSION_ALLOCATE);
mOcclusionQuery[LLViewerCamera::sCurCameraID] = sQueryPool.allocate();
}
if (mOcclusionVerts.isNull() || isState(LLSpatialGroup::OCCLUSION_DIRTY))
{
+ LLFastTimer t(FTM_OCCLUSION_BUILD);
buildOcclusion();
}
@@ -1666,12 +1691,21 @@ void LLSpatialGroup::doOcclusion(LLCamera* camera)
{
LLFastTimer t(FTM_PUSH_OCCLUSION_VERTS);
- glBeginQueryARB(mode, mOcclusionQuery[LLViewerCamera::sCurCameraID]);
+
+ {
+ LLFastTimer t(FTM_OCCLUSION_BEGIN_QUERY);
+ glBeginQueryARB(mode, mOcclusionQuery[LLViewerCamera::sCurCameraID]);
+ }
- mOcclusionVerts->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ {
+ LLFastTimer t(FTM_OCCLUSION_SET_BUFFER);
+ mOcclusionVerts->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ }
if (!use_depth_clamp && mSpatialPartition->mDrawableType == LLDrawPool::POOL_VOIDWATER)
{
+ LLFastTimer t(FTM_OCCLUSION_DRAW_WATER);
+
LLGLSquashToFarClip squash(glh_get_current_projection(), 1);
if (camera->getOrigin().isExactlyZero())
{ //origin is invalid, draw entire box
@@ -1685,6 +1719,7 @@ void LLSpatialGroup::doOcclusion(LLCamera* camera)
}
else
{
+ LLFastTimer t(FTM_OCCLUSION_DRAW);
if (camera->getOrigin().isExactlyZero())
{ //origin is invalid, draw entire box
mOcclusionVerts->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, 0);
@@ -1696,7 +1731,11 @@ void LLSpatialGroup::doOcclusion(LLCamera* camera)
}
}
- glEndQueryARB(mode);
+
+ {
+ LLFastTimer t(FTM_OCCLUSION_END_QUERY);
+ glEndQueryARB(mode);
+ }
}
}
@@ -2416,7 +2455,7 @@ void pushVerts(LLFace* face, U32 mask)
LLVertexBuffer* buffer = face->getVertexBuffer();
- if (buffer)
+ if (buffer && (face->getGeomCount() >= 3))
{
buffer->setBuffer(mask);
U16 start = face->getGeomStart();
@@ -2441,8 +2480,7 @@ void pushVerts(LLVolume* volume)
for (S32 i = 0; i < volume->getNumVolumeFaces(); ++i)
{
const LLVolumeFace& face = volume->getVolumeFace(i);
- glVertexPointer(3, GL_FLOAT, 16, face.mPositions);
- glDrawElements(GL_TRIANGLES, face.mNumIndices, GL_UNSIGNED_SHORT, face.mIndices);
+ LLVertexBuffer::drawElements(LLRender::TRIANGLES, face.mPositions, NULL, face.mNumIndices, face.mIndices);
}
}
@@ -2451,7 +2489,7 @@ void pushBufferVerts(LLVertexBuffer* buffer, U32 mask)
if (buffer)
{
buffer->setBuffer(mask);
- buffer->drawRange(LLRender::TRIANGLES, 0, buffer->getRequestedVerts()-1, buffer->getRequestedIndices(), 0);
+ buffer->drawRange(LLRender::TRIANGLES, 0, buffer->getNumVerts()-1, buffer->getNumIndices(), 0);
}
}
@@ -2508,7 +2546,7 @@ void pushVertsColorCoded(LLSpatialGroup* group, U32 mask)
{
params = *j;
LLRenderPass::applyModelMatrix(*params);
- glColor4f(colors[col].mV[0], colors[col].mV[1], colors[col].mV[2], 0.5f);
+ gGL.diffuseColor4f(colors[col].mV[0], colors[col].mV[1], colors[col].mV[2], 0.5f);
params->mVertexBuffer->setBuffer(mask);
params->mVertexBuffer->drawRange(params->mParticle ? LLRender::POINTS : LLRender::TRIANGLES,
params->mStart, params->mEnd, params->mCount, params->mOffset);
@@ -2523,7 +2561,7 @@ void renderOctree(LLSpatialGroup* group)
//coded by buffer usage and activity
gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
LLVector4 col;
- /*if (group->mBuilt > 0.f)
+ if (group->mBuilt > 0.f)
{
group->mBuilt -= 2.f * gFrameIntervalSeconds;
if (group->mBufferUsage == GL_STATIC_DRAW_ARB)
@@ -2541,7 +2579,7 @@ void renderOctree(LLSpatialGroup* group)
LLGLDepthTest gl_depth(FALSE, FALSE);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- gGL.color4f(1,0,0,group->mBuilt);
+ gGL.diffuseColor4f(1,0,0,group->mBuilt);
gGL.flush();
glLineWidth(5.f);
drawBoxOutline(group->mObjectBounds[0], group->mObjectBounds[1]);
@@ -2553,9 +2591,9 @@ void renderOctree(LLSpatialGroup* group)
LLDrawable* drawable = *i;
if (!group->mSpatialPartition->isBridge())
{
- glPushMatrix();
+ gGL.pushMatrix();
LLVector3 trans = drawable->getRegion()->getOriginAgent();
- glTranslatef(trans.mV[0], trans.mV[1], trans.mV[2]);
+ gGL.translatef(trans.mV[0], trans.mV[1], trans.mV[2]);
}
for (S32 j = 0; j < drawable->getNumFaces(); j++)
@@ -2565,11 +2603,11 @@ void renderOctree(LLSpatialGroup* group)
{
if (gFrameTimeSeconds - face->mLastUpdateTime < 0.5f)
{
- glColor4f(0, 1, 0, group->mBuilt);
+ gGL.diffuseColor4f(0, 1, 0, group->mBuilt);
}
else if (gFrameTimeSeconds - face->mLastMoveTime < 0.5f)
{
- glColor4f(1, 0, 0, group->mBuilt);
+ gGL.diffuseColor4f(1, 0, 0, group->mBuilt);
}
else
{
@@ -2585,14 +2623,14 @@ void renderOctree(LLSpatialGroup* group)
if (!group->mSpatialPartition->isBridge())
{
- glPopMatrix();
+ gGL.popMatrix();
}
}
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- gGL.color4f(1,1,1,1);
+ gGL.diffuseColor4f(1,1,1,1);
}
}
- else*/
+ else
{
if (group->mBufferUsage == GL_STATIC_DRAW_ARB && !group->getData().empty()
&& group->mSpatialPartition->mRenderByGroup)
@@ -2605,7 +2643,7 @@ void renderOctree(LLSpatialGroup* group)
}
}
- gGL.color4fv(col.mV);
+ gGL.diffuseColor4fv(col.mV);
LLVector4a fudge;
fudge.splat(0.001f);
LLVector4a size = group->mObjectBounds[1];
@@ -2622,16 +2660,16 @@ void renderOctree(LLSpatialGroup* group)
//if (group->mBuilt <= 0.f)
{
//draw opaque outline
- //gGL.color4f(col.mV[0], col.mV[1], col.mV[2], 1.f);
+ //gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], 1.f);
//drawBoxOutline(group->mObjectBounds[0], group->mObjectBounds[1]);
- gGL.color4f(0,1,1,1);
+ gGL.diffuseColor4f(0,1,1,1);
drawBoxOutline(group->mBounds[0],group->mBounds[1]);
//draw bounding box for draw info
/*if (group->mSpatialPartition->mRenderByGroup)
{
- gGL.color4f(1.0f, 0.75f, 0.25f, 0.6f);
+ gGL.diffuseColor4f(1.0f, 0.75f, 0.25f, 0.6f);
for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i)
{
for (LLSpatialGroup::drawmap_elem_t::iterator j = i->second.begin(); j != i->second.end(); ++j)
@@ -2650,7 +2688,7 @@ void renderOctree(LLSpatialGroup* group)
}
// LLSpatialGroup::OctreeNode* node = group->mOctreeNode;
-// gGL.color4f(0,1,0,1);
+// gGL.diffuseColor4f(0,1,0,1);
// drawBoxOutline(LLVector3(node->getCenter()), LLVector3(node->getSize()));
}
@@ -2663,11 +2701,12 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera)
BOOL render_objects = (!LLPipeline::sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) && group->isVisible() &&
!group->getData().empty();
+
if (render_objects)
{
LLGLDepthTest depth_under(GL_TRUE, GL_FALSE, GL_GREATER);
- glColor4f(0, 0.5f, 0, 0.5f);
- gGL.color4f(0, 0.5f, 0, 0.5f);
+ gGL.diffuseColor4f(0, 0.5f, 0, 0.5f);
+ gGL.diffuseColor4f(0, 0.5f, 0, 0.5f);
pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX);
}
@@ -2676,8 +2715,8 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera)
if (render_objects)
{
- glColor4f(0.f, 0.5f, 0.f,1.f);
- gGL.color4f(0.f, 0.5f, 0.f, 1.f);
+ gGL.diffuseColor4f(0.f, 0.5f, 0.f,1.f);
+ gGL.diffuseColor4f(0.f, 0.5f, 0.f, 1.f);
pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX);
}
@@ -2685,8 +2724,8 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera)
if (render_objects)
{
- glColor4f(0.f, 0.75f, 0.f,0.5f);
- gGL.color4f(0.f, 0.75f, 0.f, 0.5f);
+ gGL.diffuseColor4f(0.f, 0.75f, 0.f,0.5f);
+ gGL.diffuseColor4f(0.f, 0.75f, 0.f, 0.5f);
pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX);
}
/*else if (camera && group->mOcclusionVerts.notNull())
@@ -2694,11 +2733,11 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera)
LLVertexBuffer::unbind();
group->mOcclusionVerts->setBuffer(LLVertexBuffer::MAP_VERTEX);
- glColor4f(1.0f, 0.f, 0.f, 0.5f);
+ gGL.diffuseColor4f(1.0f, 0.f, 0.f, 0.5f);
group->mOcclusionVerts->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, group->mBounds[0]));
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- glColor4f(1.0f, 1.f, 1.f, 1.0f);
+ gGL.diffuseColor4f(1.0f, 1.f, 1.f, 1.0f);
group->mOcclusionVerts->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, group->mBounds[0]));
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}*/
@@ -2707,7 +2746,7 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera)
void renderCrossHairs(LLVector3 position, F32 size, LLColor4 color)
{
- gGL.color4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
gGL.begin(LLRender::LINES);
{
gGL.vertex3fv((position - LLVector3(size, 0.f, 0.f)).mV);
@@ -2731,23 +2770,23 @@ void renderUpdateType(LLDrawable* drawablep)
switch (vobj->getLastUpdateType())
{
case OUT_FULL:
- glColor4f(0,1,0,0.5f);
+ gGL.diffuseColor4f(0,1,0,0.5f);
break;
case OUT_TERSE_IMPROVED:
- glColor4f(0,1,1,0.5f);
+ gGL.diffuseColor4f(0,1,1,0.5f);
break;
case OUT_FULL_COMPRESSED:
if (vobj->getLastUpdateCached())
{
- glColor4f(1,0,0,0.5f);
+ gGL.diffuseColor4f(1,0,0,0.5f);
}
else
{
- glColor4f(1,1,0,0.5f);
+ gGL.diffuseColor4f(1,1,0,0.5f);
}
break;
case OUT_FULL_CACHED:
- glColor4f(0,0,1,0.5f);
+ gGL.diffuseColor4f(0,0,1,0.5f);
break;
default:
llwarns << "Unknown update_type " << vobj->getLastUpdateType() << llendl;
@@ -2879,17 +2918,17 @@ void renderBoundingBox(LLDrawable* drawable, BOOL set_color = TRUE)
{
if (drawable->isSpatialBridge())
{
- gGL.color4f(1,0.5f,0,1);
+ gGL.diffuseColor4f(1,0.5f,0,1);
}
else if (drawable->getVOVolume())
{
if (drawable->isRoot())
{
- gGL.color4f(1,1,0,1);
+ gGL.diffuseColor4f(1,1,0,1);
}
else
{
- gGL.color4f(0,1,0,1);
+ gGL.diffuseColor4f(0,1,0,1);
}
}
else if (drawable->getVObj())
@@ -2897,30 +2936,30 @@ void renderBoundingBox(LLDrawable* drawable, BOOL set_color = TRUE)
switch (drawable->getVObj()->getPCode())
{
case LLViewerObject::LL_VO_SURFACE_PATCH:
- gGL.color4f(0,1,1,1);
+ gGL.diffuseColor4f(0,1,1,1);
break;
case LLViewerObject::LL_VO_CLOUDS:
// no longer used
break;
case LLViewerObject::LL_VO_PART_GROUP:
case LLViewerObject::LL_VO_HUD_PART_GROUP:
- gGL.color4f(0,0,1,1);
+ gGL.diffuseColor4f(0,0,1,1);
break;
case LLViewerObject::LL_VO_VOID_WATER:
case LLViewerObject::LL_VO_WATER:
- gGL.color4f(0,0.5f,1,1);
+ gGL.diffuseColor4f(0,0.5f,1,1);
break;
case LL_PCODE_LEGACY_TREE:
- gGL.color4f(0,0.5f,0,1);
+ gGL.diffuseColor4f(0,0.5f,0,1);
break;
default:
- gGL.color4f(1,0,1,1);
+ gGL.diffuseColor4f(1,0,1,1);
break;
}
}
else
{
- gGL.color4f(1,0,0,1);
+ gGL.diffuseColor4f(1,0,0,1);
}
}
@@ -2976,7 +3015,7 @@ void renderNormals(LLDrawable* drawablep)
{
LLVolume* volume = vol->getVolume();
gGL.pushMatrix();
- glMultMatrixf((F32*) vol->getRelativeXform().mMatrix);
+ gGL.multMatrix((F32*) vol->getRelativeXform().mMatrix);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
@@ -2986,16 +3025,15 @@ void renderNormals(LLDrawable* drawablep)
{
const LLVolumeFace& face = volume->getVolumeFace(i);
- gGL.begin(LLRender::LINES);
-
for (S32 j = 0; j < face.mNumVertices; ++j)
{
+ gGL.begin(LLRender::LINES);
LLVector4a n,p;
n.setMul(face.mNormals[j], scale);
p.setAdd(face.mPositions[j], n);
- gGL.color4f(1,1,1,1);
+ gGL.diffuseColor4f(1,1,1,1);
gGL.vertex3fv(face.mPositions[j].getF32ptr());
gGL.vertex3fv(p.getF32ptr());
@@ -3004,13 +3042,12 @@ void renderNormals(LLDrawable* drawablep)
n.setMul(face.mBinormals[j], scale);
p.setAdd(face.mPositions[j], n);
- gGL.color4f(0,1,1,1);
+ gGL.diffuseColor4f(0,1,1,1);
gGL.vertex3fv(face.mPositions[j].getF32ptr());
gGL.vertex3fv(p.getF32ptr());
}
+ gGL.end();
}
-
- gGL.end();
}
gGL.popMatrix();
@@ -3050,33 +3087,33 @@ void renderMeshBaseHull(LLVOVolume* volume, U32 data_mask, LLColor4& color, LLCo
{
if (!decomp->mBaseHullMesh.empty())
{
- glColor4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
LLVertexBuffer::drawArrays(LLRender::TRIANGLES, decomp->mBaseHullMesh.mPositions, decomp->mBaseHullMesh.mNormals);
}
else
{
gMeshRepo.buildPhysicsMesh(*decomp);
- gGL.color3f(0,1,1);
+ gGL.diffuseColor4f(0,1,1,1);
drawBoxOutline(center, size);
}
}
else
{
- gGL.color3f(1,0,1);
+ gGL.diffuseColor3f(1,0,1);
drawBoxOutline(center, size);
}
}
void render_hull(LLModel::PhysicsMesh& mesh, const LLColor4& color, const LLColor4& line_color)
{
- glColor4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
LLVertexBuffer::drawArrays(LLRender::TRIANGLES, mesh.mPositions, mesh.mNormals);
LLGLEnable offset(GL_POLYGON_OFFSET_LINE);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glPolygonOffset(3.f, 3.f);
glLineWidth(3.f);
- glColor4fv(line_color.mV);
+ gGL.diffuseColor4fv(line_color.mV);
LLVertexBuffer::drawArrays(LLRender::TRIANGLES, mesh.mPositions, mesh.mNormals);
glLineWidth(1.f);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
@@ -3130,7 +3167,7 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
LLVector3 size(0.25f,0.25f,0.25f);
gGL.pushMatrix();
- glMultMatrixf((F32*) volume->getRelativeXform().mMatrix);
+ gGL.multMatrix((F32*) volume->getRelativeXform().mMatrix);
if (type == LLPhysicsShapeBuilderUtil::PhysicsShapeSpecification::USER_MESH)
{
@@ -3158,11 +3195,11 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
else if (!decomp->mPhysicsShapeMesh.empty())
{
//decomp has physics mesh, render that mesh
- glColor4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
LLVertexBuffer::drawArrays(LLRender::TRIANGLES, decomp->mPhysicsShapeMesh.mPositions, decomp->mPhysicsShapeMesh.mNormals);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- glColor4fv(line_color.mV);
+ gGL.diffuseColor4fv(line_color.mV);
LLVertexBuffer::drawArrays(LLRender::TRIANGLES, decomp->mPhysicsShapeMesh.mPositions, decomp->mPhysicsShapeMesh.mNormals);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
@@ -3179,7 +3216,7 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
}
else
{
- gGL.color3f(1,1,0);
+ gGL.diffuseColor3f(1,1,0);
drawBoxOutline(center, size);
}
}
@@ -3190,7 +3227,6 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
{
renderMeshBaseHull(volume, data_mask, color, line_color);
}
-#if LL_WINDOWS
else
{
LLVolumeParams volume_params = volume->getVolume()->getParams();
@@ -3288,27 +3324,26 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- glColor4fv(line_color.mV);
+ gGL.diffuseColor4fv(line_color.mV);
LLVertexBuffer::unbind();
llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShader != 0);
-
- glVertexPointer(3, GL_FLOAT, 16, phys_volume->mHullPoints);
- glDrawElements(GL_TRIANGLES, phys_volume->mNumHullIndices, GL_UNSIGNED_SHORT, phys_volume->mHullIndices);
+
+ LLVertexBuffer::drawElements(LLRender::TRIANGLES, phys_volume->mHullPoints, NULL, phys_volume->mNumHullIndices, phys_volume->mHullIndices);
- glColor4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- glDrawElements(GL_TRIANGLES, phys_volume->mNumHullIndices, GL_UNSIGNED_SHORT, phys_volume->mHullIndices);
+ LLVertexBuffer::drawElements(LLRender::TRIANGLES, phys_volume->mHullPoints, NULL, phys_volume->mNumHullIndices, phys_volume->mHullIndices);
+
}
else
{
- gGL.color3f(1,0,1);
+ gGL.diffuseColor4f(1,0,1,1);
drawBoxOutline(center, size);
}
LLPrimitive::sVolumeManager->unrefVolume(phys_volume);
}
-#endif //LL_WINDOWS
}
else if (type == LLPhysicsShapeBuilderUtil::PhysicsShapeSpecification::BOX)
{
@@ -3317,12 +3352,12 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
LLVector3 vscale = volume->getScale()*2.f;
scale.set(scale[0]/vscale[0], scale[1]/vscale[1], scale[2]/vscale[2]);
- gGL.color4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
drawBox(center, scale);
}
else if (type == LLPhysicsShapeBuilderUtil::PhysicsShapeSpecification::SPHERE)
{
- LLVolumeParams volume_params;
+ /*LLVolumeParams volume_params;
volume_params.setType( LL_PCODE_PROFILE_CIRCLE_HALF, LL_PCODE_PATH_CIRCLE );
volume_params.setBeginAndEndS( 0.f, 1.f );
volume_params.setBeginAndEndT( 0.f, 1.f );
@@ -3330,9 +3365,9 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
volume_params.setShear ( 0, 0 );
LLVolume* sphere = LLPrimitive::sVolumeManager->refVolume(volume_params, 3);
- glColor4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
pushVerts(sphere);
- LLPrimitive::sVolumeManager->unrefVolume(sphere);
+ LLPrimitive::sVolumeManager->unrefVolume(sphere);*/
}
else if (type == LLPhysicsShapeBuilderUtil::PhysicsShapeSpecification::CYLINDER)
{
@@ -3344,7 +3379,7 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
volume_params.setShear ( 0, 0 );
LLVolume* cylinder = LLPrimitive::sVolumeManager->refVolume(volume_params, 3);
- glColor4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
pushVerts(cylinder);
LLPrimitive::sVolumeManager->unrefVolume(cylinder);
}
@@ -3356,10 +3391,10 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
LLVolume* phys_volume = LLPrimitive::sVolumeManager->refVolume(volume_params, detail);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- glColor4fv(line_color.mV);
+ gGL.diffuseColor4fv(line_color.mV);
pushVerts(phys_volume);
- glColor4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
pushVerts(phys_volume);
LLPrimitive::sVolumeManager->unrefVolume(phys_volume);
@@ -3377,16 +3412,17 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShader != 0);
LLVertexBuffer::unbind();
glVertexPointer(3, GL_FLOAT, 16, phys_volume->mHullPoints);
- glColor4fv(line_color.mV);
+ gGL.diffuseColor4fv(line_color.mV);
+ gGL.syncMatrices();
glDrawElements(GL_TRIANGLES, phys_volume->mNumHullIndices, GL_UNSIGNED_SHORT, phys_volume->mHullIndices);
- glColor4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDrawElements(GL_TRIANGLES, phys_volume->mNumHullIndices, GL_UNSIGNED_SHORT, phys_volume->mHullIndices);
}
else
{
- gGL.color3f(1,0,1);
+ gGL.diffuseColor3f(1,0,1);
drawBoxOutline(center, size);
gMeshRepo.buildHull(volume_params, detail);
}
@@ -3402,15 +3438,6 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
}
gGL.popMatrix();
-
- /*{ //analytical shape, just push visual rep.
- glColor3fv(color.mV);
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- pushVerts(drawable, data_mask);
- glColor4fv(color.mV);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- pushVerts(drawable, data_mask);
- }*/
}
void renderPhysicsShapes(LLSpatialGroup* group)
@@ -3425,7 +3452,7 @@ void renderPhysicsShapes(LLSpatialGroup* group)
{
gGL.pushMatrix();
LLVector3 trans = drawable->getRegion()->getOriginAgent();
- glTranslatef(trans.mV[0], trans.mV[1], trans.mV[2]);
+ gGL.translatef(trans.mV[0], trans.mV[1], trans.mV[2]);
renderPhysicsShape(drawable, volume);
gGL.popMatrix();
}
@@ -3449,12 +3476,12 @@ void renderPhysicsShapes(LLSpatialGroup* group)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
buff->setBuffer(LLVertexBuffer::MAP_VERTEX);
- glColor3f(0.2f, 0.5f, 0.3f);
- buff->draw(LLRender::TRIANGLES, buff->getRequestedIndices(), 0);
+ gGL.diffuseColor3f(0.2f, 0.5f, 0.3f);
+ buff->draw(LLRender::TRIANGLES, buff->getNumIndices(), 0);
- glColor3f(0.2f, 1.f, 0.3f);
+ gGL.diffuseColor3f(0.2f, 1.f, 0.3f);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- buff->draw(LLRender::TRIANGLES, buff->getRequestedIndices(), 0);
+ buff->draw(LLRender::TRIANGLES, buff->getNumIndices(), 0);
}
}
}
@@ -3491,11 +3518,11 @@ void renderTexturePriority(LLDrawable* drawable)
F32 t = vsize/sLastMaxTexPriority;
LLVector4 col = lerp(cold, hot, t);
- gGL.color4fv(col.mV);
+ gGL.diffuseColor4fv(col.mV);
}
//else
//{
- // gGL.color4f(1,0,1,1);
+ // gGL.diffuseColor4f(1,0,1,1);
//}
LLVector4a center;
@@ -3514,7 +3541,7 @@ void renderTexturePriority(LLDrawable* drawable)
LLVector4 col = lerp(boost_cold, boost_hot, t);
LLGLEnable blend_on(GL_BLEND);
gGL.blendFunc(GL_SRC_ALPHA, GL_ONE);
- gGL.color4fv(col.mV);
+ gGL.diffuseColor4fv(col.mV);
drawBox(center, size);
gGL.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}*/
@@ -3527,7 +3554,7 @@ void renderPoints(LLDrawable* drawablep)
if (drawablep->getNumFaces())
{
gGL.begin(LLRender::POINTS);
- gGL.color3f(1,1,1);
+ gGL.diffuseColor3f(1,1,1);
for (S32 i = 0; i < drawablep->getNumFaces(); i++)
{
gGL.vertex3fv(drawablep->getFace(i)->mCenterLocal.mV);
@@ -3544,7 +3571,7 @@ void renderTextureAnim(LLDrawInfo* params)
}
LLGLEnable blend(GL_BLEND);
- glColor4f(1,1,0,0.5f);
+ gGL.diffuseColor4f(1,1,0,0.5f);
pushVerts(params, LLVertexBuffer::MAP_VERTEX);
}
@@ -3552,7 +3579,7 @@ void renderBatchSize(LLDrawInfo* params)
{
LLGLEnable offset(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.f, 1.f);
- glColor3ubv((GLubyte*) &(params->mDebugColor));
+ gGL.diffuseColor4ubv((GLubyte*) &(params->mDebugColor));
pushVerts(params, LLVertexBuffer::MAP_VERTEX);
}
@@ -3570,22 +3597,22 @@ void renderShadowFrusta(LLDrawInfo* params)
if (gPipeline.mShadowCamera[4].AABBInFrustum(center, size))
{
- glColor3f(1,0,0);
+ gGL.diffuseColor3f(1,0,0);
pushVerts(params, LLVertexBuffer::MAP_VERTEX);
}
if (gPipeline.mShadowCamera[5].AABBInFrustum(center, size))
{
- glColor3f(0,1,0);
+ gGL.diffuseColor3f(0,1,0);
pushVerts(params, LLVertexBuffer::MAP_VERTEX);
}
if (gPipeline.mShadowCamera[6].AABBInFrustum(center, size))
{
- glColor3f(0,0,1);
+ gGL.diffuseColor3f(0,0,1);
pushVerts(params, LLVertexBuffer::MAP_VERTEX);
}
if (gPipeline.mShadowCamera[7].AABBInFrustum(center, size))
{
- glColor3f(1,0,1);
+ gGL.diffuseColor3f(1,0,1);
pushVerts(params, LLVertexBuffer::MAP_VERTEX);
}
@@ -3603,7 +3630,7 @@ void renderLights(LLDrawable* drawablep)
if (drawablep->getNumFaces())
{
LLGLEnable blend(GL_BLEND);
- glColor4f(0,1,1,0.5f);
+ gGL.diffuseColor4f(0,1,1,0.5f);
for (S32 i = 0; i < drawablep->getNumFaces(); i++)
{
@@ -3621,11 +3648,11 @@ void renderLights(LLDrawable* drawablep)
{
LLGLDepthTest depth(GL_FALSE, GL_TRUE);
- gGL.color4f(1,1,1,1);
+ gGL.diffuseColor4f(1,1,1,1);
drawBoxOutline(pos, size);
}
- gGL.color4f(1,1,0,1);
+ gGL.diffuseColor4f(1,1,0,1);
F32 rad = drawablep->getVOVolume()->getLightRadius();
drawBoxOutline(pos, LLVector4a(rad));
}
@@ -3650,13 +3677,13 @@ public:
if (branch->getData().empty())
{
- gGL.color3f(1.f,0.2f,0.f);
+ gGL.diffuseColor3f(1.f,0.2f,0.f);
center.set(branch->getCenter().getF32ptr());
size.set(branch->getSize().getF32ptr());
}
else
{
- gGL.color3f(0.75f, 1.f, 0.f);
+ gGL.diffuseColor3f(0.75f, 1.f, 0.f);
center.set(vl->mBounds[0].getF32ptr());
size.set(vl->mBounds[1].getF32ptr());
}
@@ -3669,11 +3696,11 @@ public:
if (i == 1)
{
- gGL.color4f(0,1,1,0.5f);
+ gGL.diffuseColor4f(0,1,1,0.5f);
}
else
{
- gGL.color4f(0,0.5f,0.5f, 0.25f);
+ gGL.diffuseColor4f(0,0.5f,0.5f, 0.25f);
drawBoxOutline(center, size);
}
@@ -3710,7 +3737,7 @@ void renderRaycast(LLDrawable* drawablep)
if (drawablep->getNumFaces())
{
LLGLEnable blend(GL_BLEND);
- gGL.color4f(0,1,1,0.5f);
+ gGL.diffuseColor4f(0,1,1,0.5f);
if (drawablep->getVOVolume())
{
@@ -3741,8 +3768,8 @@ void renderRaycast(LLDrawable* drawablep)
}
gGL.pushMatrix();
- glTranslatef(trans.mV[0], trans.mV[1], trans.mV[2]);
- glMultMatrixf((F32*) vobj->getRelativeXform().mMatrix);
+ gGL.translatef(trans.mV[0], trans.mV[1], trans.mV[2]);
+ gGL.multMatrix((F32*) vobj->getRelativeXform().mMatrix);
LLVector3 start, end;
if (transform)
@@ -3771,8 +3798,9 @@ void renderRaycast(LLDrawable* drawablep)
{
//render face positions
LLVertexBuffer::unbind();
- glColor4f(0,1,1,0.5f);
+ gGL.diffuseColor4f(0,1,1,0.5f);
glVertexPointer(3, GL_FLOAT, sizeof(LLVector4a), face.mPositions);
+ gGL.syncMatrices();
glDrawElements(GL_TRIANGLES, face.mNumIndices, GL_UNSIGNED_SHORT, face.mIndices);
}
@@ -3795,23 +3823,23 @@ void renderRaycast(LLDrawable* drawablep)
if (drawablep->getVObj() == gDebugRaycastObject)
{
// draw intersection point
- glPushMatrix();
- glLoadMatrixd(gGLModelView);
+ gGL.pushMatrix();
+ gGL.loadMatrix(gGLModelView);
LLVector3 translate = gDebugRaycastIntersection;
- glTranslatef(translate.mV[0], translate.mV[1], translate.mV[2]);
+ gGL.translatef(translate.mV[0], translate.mV[1], translate.mV[2]);
LLCoordFrame orient;
orient.lookDir(gDebugRaycastNormal, gDebugRaycastBinormal);
LLMatrix4 rotation;
orient.getRotMatrixToParent(rotation);
- glMultMatrixf((float*)rotation.mMatrix);
+ gGL.multMatrix((float*)rotation.mMatrix);
- gGL.color4f(1,0,0,0.5f);
+ gGL.diffuseColor4f(1,0,0,0.5f);
drawBox(LLVector3(0, 0, 0), LLVector3(0.1f, 0.022f, 0.022f));
- gGL.color4f(0,1,0,0.5f);
+ gGL.diffuseColor4f(0,1,0,0.5f);
drawBox(LLVector3(0, 0, 0), LLVector3(0.021f, 0.1f, 0.021f));
- gGL.color4f(0,0,1,0.5f);
+ gGL.diffuseColor4f(0,0,1,0.5f);
drawBox(LLVector3(0, 0, 0), LLVector3(0.02f, 0.02f, 0.1f));
- glPopMatrix();
+ gGL.popMatrix();
// draw bounding box of prim
const LLVector4a* ext = drawablep->getSpatialExtents();
@@ -3824,7 +3852,7 @@ void renderRaycast(LLDrawable* drawablep)
size.mul(0.5f);
LLGLDepthTest depth(GL_FALSE, GL_TRUE);
- gGL.color4f(0,0.5f,0.5f,1);
+ gGL.diffuseColor4f(0,0.5f,0.5f,1);
drawBoxOutline(pos, size);
}
}
@@ -3886,14 +3914,14 @@ public:
group->rebuildMesh();
gGL.flush();
- glPushMatrix();
+ gGL.pushMatrix();
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
renderVisibility(group, mCamera);
stop_glerror();
gGLLastMatrix = NULL;
- glPopMatrix();
- gGL.color4f(1,1,1,1);
+ gGL.popMatrix();
+ gGL.diffuseColor4f(1,1,1,1);
}
}
}
@@ -3917,7 +3945,7 @@ public:
{
if (!group->getData().empty())
{
- gGL.color3f(0,0,1);
+ gGL.diffuseColor3f(0,0,1);
drawBoxOutline(group->mObjectBounds[0],
group->mObjectBounds[1]);
}
@@ -3926,7 +3954,7 @@ public:
for (LLSpatialGroup::OctreeNode::const_element_iter i = branch->getData().begin(); i != branch->getData().end(); ++i)
{
LLDrawable* drawable = *i;
-
+
if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_BBOXES))
{
renderBoundingBox(drawable);
@@ -3941,7 +3969,7 @@ public:
{
if (drawable->isState(LLDrawable::IN_REBUILD_Q2))
{
- gGL.color4f(0.6f, 0.6f, 0.1f, 1.f);
+ gGL.diffuseColor4f(0.6f, 0.6f, 0.1f, 1.f);
const LLVector4a* ext = drawable->getSpatialExtents();
LLVector4a center;
center.setAdd(ext[0], ext[1]);
@@ -4234,6 +4262,11 @@ void LLSpatialPartition::renderDebug()
return;
}
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gDebugProgram.bind();
+ }
+
if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_TEXTURE_PRIORITY))
{
//sLastMaxTexPriority = lerp(sLastMaxTexPriority, sCurMaxTexPriority, gFrameIntervalSeconds);
@@ -4262,11 +4295,16 @@ void LLSpatialPartition::renderDebug()
LLOctreeRenderNonOccluded render_debug(camera);
render_debug.traverse(mOctree);
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gDebugProgram.unbind();
+ }
}
void LLSpatialGroup::drawObjectBox(LLColor4 col)
{
- gGL.color4fv(col.mV);
+ gGL.diffuseColor4fv(col.mV);
LLVector4a size;
size = mObjectBounds[1];
size.mul(1.01f);
@@ -4371,7 +4409,7 @@ public:
LLVector3 local_start = mStart;
LLVector3 local_end = mEnd;
- if (!gPipeline.hasRenderType(drawable->getRenderType()) || !drawable->isVisible())
+ if (!drawable || !gPipeline.hasRenderType(drawable->getRenderType()) || !drawable->isVisible())
{
return false;
}
diff --git a/indra/newview/llspatialpartition.h b/indra/newview/llspatialpartition.h
index 11955540c6..f0c8a372ee 100644
--- a/indra/newview/llspatialpartition.h
+++ b/indra/newview/llspatialpartition.h
@@ -93,7 +93,6 @@ public:
LLPointer<LLViewerTexture> mTexture;
std::vector<LLPointer<LLViewerTexture> > mTextureList;
- LLColor4U mGlowColor;
S32 mDebugColor;
const LLMatrix4* mTextureMatrix;
const LLMatrix4* mModelMatrix;
diff --git a/indra/newview/llsprite.cpp b/indra/newview/llsprite.cpp
index 4bde2dfcab..c3eb70f850 100644
--- a/indra/newview/llsprite.cpp
+++ b/indra/newview/llsprite.cpp
@@ -243,7 +243,7 @@ void LLSprite::updateFace(LLFace &face)
*indicesp++ = 3 + index_offset;
}
- face.getVertexBuffer()->setBuffer(0);
+ face.getVertexBuffer()->flush();
face.mCenterAgent = mPosition;
}
diff --git a/indra/newview/llstartup.cpp b/indra/newview/llstartup.cpp
index e62227fa3c..6e9679edb4 100644
--- a/indra/newview/llstartup.cpp
+++ b/indra/newview/llstartup.cpp
@@ -736,8 +736,11 @@ bool idle_startup()
// this startup phase more than once.
if (gLoginMenuBarView == NULL)
{
- initialize_edit_menu();
+ display_startup();
+ initialize_edit_menu();
+ display_startup();
init_menus();
+ display_startup();
}
if (show_connect_box)
@@ -746,23 +749,28 @@ bool idle_startup()
// NOTE: Hits "Attempted getFields with no login view shown" warning, since we don't
// show the login view until login_show() is called below.
if (gUserCredential.isNull())
- {
+ {
+ display_startup();
gUserCredential = gLoginHandler.initializeLoginInfo();
+ display_startup();
}
if (gHeadlessClient)
{
LL_WARNS("AppInit") << "Waiting at connection box in headless client. Did you mean to add autologin params?" << LL_ENDL;
}
// Make sure the process dialog doesn't hide things
+ display_startup();
gViewerWindow->setShowProgress(FALSE);
-
+ display_startup();
// Show the login dialog
login_show();
+ display_startup();
// connect dialog is already shown, so fill in the names
if (gUserCredential.notNull())
{
LLPanelLogin::setFields( gUserCredential, gRememberPassword);
}
+ display_startup();
LLPanelLogin::giveFocus();
LLStartUp::setStartupState( STATE_LOGIN_WAIT ); // Wait for user input
@@ -773,14 +781,19 @@ bool idle_startup()
LLStartUp::setStartupState( STATE_LOGIN_CLEANUP );
}
+ display_startup();
gViewerWindow->setNormalControlsVisible( FALSE );
+ display_startup();
gLoginMenuBarView->setVisible( TRUE );
+ display_startup();
gLoginMenuBarView->setEnabled( TRUE );
+ display_startup();
show_debug_menus();
+ display_startup();
// Hide the splash screen
LLSplashScreen::hide();
-
+ display_startup();
// Push our window frontmost
gViewerWindow->getWindow()->show();
display_startup();
@@ -789,7 +802,10 @@ bool idle_startup()
// first made visible.
#ifdef _WIN32
MSG msg;
- while( PeekMessage( &msg, /*All hWnds owned by this thread */ NULL, WM_KEYFIRST, WM_KEYLAST, PM_REMOVE ) );
+ while( PeekMessage( &msg, /*All hWnds owned by this thread */ NULL, WM_KEYFIRST, WM_KEYLAST, PM_REMOVE ) )
+ {
+ display_startup();
+ }
#endif
timeout.reset();
return FALSE;
@@ -804,7 +820,7 @@ bool idle_startup()
// Don't do anything. Wait for the login view to call the login_callback,
// which will push us to the next state.
-
+ display_startup();
// Sleep so we don't spin the CPU
ms_sleep(1);
return FALSE;
@@ -1172,37 +1188,51 @@ bool idle_startup()
// Finish agent initialization. (Requires gSavedSettings, builds camera)
gAgent.init();
+ display_startup();
gAgentCamera.init();
+ display_startup();
set_underclothes_menu_options();
+ display_startup();
// Since we connected, save off the settings so the user doesn't have to
// type the name/password again if we crash.
gSavedSettings.saveToFile(gSavedSettings.getString("ClientSettingsFile"), TRUE);
LLUIColorTable::instance().saveUserSettings();
+ display_startup();
+
//
// Initialize classes w/graphics stuff.
//
gTextureList.doPrefetchImages();
+ display_startup();
+
LLSurface::initClasses();
+ display_startup();
+
LLFace::initClass();
+ display_startup();
LLDrawable::initClass();
+ display_startup();
// init the shader managers
LLPostProcess::initClass();
+ display_startup();
LLViewerObject::initVOClasses();
+ display_startup();
// Initialize all our tools. Must be done after saved settings loaded.
// NOTE: This also is where gToolMgr used to be instantiated before being turned into a singleton.
LLToolMgr::getInstance()->initTools();
+ display_startup();
// Pre-load floaters, like the world map, that are slow to spawn
// due to XML complexity.
gViewerWindow->initWorldUI();
-
+
display_startup();
// This is where we used to initialize gWorldp. Original comment said:
@@ -1210,24 +1240,26 @@ bool idle_startup()
// User might have overridden far clip
LLWorld::getInstance()->setLandFarClip(gAgentCamera.mDrawDistance);
-
+ display_startup();
// Before we create the first region, we need to set the agent's mOriginGlobal
// This is necessary because creating objects before this is set will result in a
// bad mPositionAgent cache.
gAgent.initOriginGlobal(from_region_handle(gFirstSimHandle));
+ display_startup();
LLWorld::getInstance()->addRegion(gFirstSimHandle, gFirstSim);
+ display_startup();
LLViewerRegion *regionp = LLWorld::getInstance()->getRegionFromHandle(gFirstSimHandle);
LL_INFOS("AppInit") << "Adding initial simulator " << regionp->getOriginGlobal() << LL_ENDL;
regionp->setSeedCapability(gFirstSimSeedCap);
LL_DEBUGS("AppInit") << "Waiting for seed grant ...." << LL_ENDL;
-
+ display_startup();
// Set agent's initial region to be the one we just created.
gAgent.setRegion(regionp);
-
+ display_startup();
// Set agent's initial position, which will be read by LLVOAvatar when the avatar
// object is created. I think this must be done after setting the region. JC
gAgent.setPositionAgent(agent_start_position_region);
@@ -1247,6 +1279,7 @@ bool idle_startup()
{
LLStartUp::multimediaInit();
LLStartUp::setStartupState( STATE_FONT_INIT );
+ display_startup();
return FALSE;
}
@@ -1255,6 +1288,7 @@ bool idle_startup()
{
LLStartUp::fontInit();
LLStartUp::setStartupState( STATE_SEED_GRANTED_WAIT );
+ display_startup();
return FALSE;
}
@@ -1282,6 +1316,7 @@ bool idle_startup()
set_startup_status(0.4f, LLTrans::getString("LoginRequestSeedCapGrant"), gAgent.mMOTD);
}
}
+ display_startup();
return FALSE;
}
@@ -1292,7 +1327,9 @@ bool idle_startup()
//---------------------------------------------------------------------
if (STATE_SEED_CAP_GRANTED == LLStartUp::getStartupState())
{
+ display_startup();
update_texture_fetch();
+ display_startup();
if ( gViewerWindow != NULL)
{ // This isn't the first logon attempt, so show the UI
@@ -1300,12 +1337,15 @@ bool idle_startup()
}
gLoginMenuBarView->setVisible( FALSE );
gLoginMenuBarView->setEnabled( FALSE );
+ display_startup();
// direct logging to the debug console's line buffer
LLError::logToFixedBuffer(gDebugView->mDebugConsolep);
+ display_startup();
// set initial visibility of debug console
gDebugView->mDebugConsolep->setVisible(gSavedSettings.getBOOL("ShowDebugConsole"));
+ display_startup();
//
// Set message handlers
@@ -1314,22 +1354,28 @@ bool idle_startup()
// register callbacks for messages. . . do this after initial handshake to make sure that we don't catch any unwanted
register_viewer_callbacks(gMessageSystem);
+ display_startup();
// Debugging info parameters
gMessageSystem->setMaxMessageTime( 0.5f ); // Spam if decoding all msgs takes more than 500 ms
+ display_startup();
#ifndef LL_RELEASE_FOR_DOWNLOAD
gMessageSystem->setTimeDecodes( TRUE ); // Time the decode of each msg
gMessageSystem->setTimeDecodesSpamThreshold( 0.05f ); // Spam if a single msg takes over 50ms to decode
#endif
+ display_startup();
gXferManager->registerCallbacks(gMessageSystem);
+ display_startup();
LLStartUp::initNameCache();
+ display_startup();
// update the voice settings *after* gCacheName initialization
// so that we can construct voice UI that relies on the name cache
LLVoiceClient::getInstance()->updateSettings();
+ display_startup();
//gCacheName is required for nearby chat history loading
//so I just moved nearby history loading a few states further
@@ -1338,12 +1384,14 @@ bool idle_startup()
LLNearbyChat* nearby_chat = LLNearbyChat::getInstance();
if (nearby_chat) nearby_chat->loadHistory();
}
+ display_startup();
// *Note: this is where gWorldMap used to be initialized.
// register null callbacks for audio until the audio system is initialized
gMessageSystem->setHandlerFuncFast(_PREHASH_SoundTrigger, null_message_callback, NULL);
gMessageSystem->setHandlerFuncFast(_PREHASH_AttachedSound, null_message_callback, NULL);
+ display_startup();
//reset statistics
LLViewerStats::getInstance()->resetStats();
@@ -1373,6 +1421,7 @@ bool idle_startup()
LLViewerCamera::getInstance()->setAspect(gViewerWindow->getWorldViewAspectRatio());
// Initialize FOV
LLViewerCamera::getInstance()->setDefaultFOV(gSavedSettings.getF32("CameraAngle"));
+ display_startup();
// Move agent to starting location. The position handed to us by
// the space server is in global coordinates, but the agent frame
@@ -1383,6 +1432,7 @@ bool idle_startup()
gAgent.resetAxes(gAgentStartLookAt);
gAgentCamera.stopCameraAnimation();
gAgentCamera.resetCamera();
+ display_startup();
// Initialize global class data needed for surfaces (i.e. textures)
LL_DEBUGS("AppInit") << "Initializing sky..." << LL_ENDL;
@@ -1395,6 +1445,8 @@ bool idle_startup()
LLGLState::checkStates();
LLGLState::checkTextureChannels();
+ display_startup();
+
LL_DEBUGS("AppInit") << "Decoding images..." << LL_ENDL;
// For all images pre-loaded into viewer cache, decode them.
// Need to do this AFTER we init the sky
@@ -1408,6 +1460,8 @@ bool idle_startup()
}
LLStartUp::setStartupState( STATE_WORLD_WAIT );
+ display_startup();
+
// JC - Do this as late as possible to increase likelihood Purify
// will run.
LLMessageSystem* msg = gMessageSystem;
@@ -1435,6 +1489,7 @@ bool idle_startup()
NULL);
timeout.reset();
+ display_startup();
return FALSE;
}
@@ -1453,8 +1508,10 @@ bool idle_startup()
LLMessageSystem* msg = gMessageSystem;
while (msg->checkAllMessages(gFrameCount, gServicePump))
{
+ display_startup();
}
msg->processAcks();
+ display_startup();
return FALSE;
}
@@ -1465,6 +1522,7 @@ bool idle_startup()
{
LL_DEBUGS("AppInit") << "Connecting to region..." << LL_ENDL;
set_startup_status(0.60f, LLTrans::getString("LoginConnectingToRegion"), gAgent.mMOTD);
+ display_startup();
// register with the message system so it knows we're
// expecting this message
LLMessageSystem* msg = gMessageSystem;
@@ -1480,6 +1538,7 @@ bool idle_startup()
msg->newMessageFast(_PREHASH_EconomyDataRequest);
gAgent.sendReliableMessage();
}
+ display_startup();
// Create login effect
// But not on first login, because you can't see your avatar then
@@ -1494,6 +1553,7 @@ bool idle_startup()
LLStartUp::setStartupState( STATE_AGENT_WAIT ); // Go to STATE_AGENT_WAIT
timeout.reset();
+ display_startup();
return FALSE;
}
@@ -1518,14 +1578,17 @@ bool idle_startup()
LL_DEBUGS("AppInit") << "Awaiting AvatarInitComplete, got "
<< msg->getMessageName() << LL_ENDL;
}
+ display_startup();
}
msg->processAcks();
+ display_startup();
+
if (gAgentMovementCompleted)
{
LLStartUp::setStartupState( STATE_INVENTORY_SEND );
}
-
+ display_startup();
return FALSE;
}
@@ -1534,9 +1597,10 @@ bool idle_startup()
//---------------------------------------------------------------------
if (STATE_INVENTORY_SEND == LLStartUp::getStartupState())
{
+ display_startup();
// Inform simulator of our language preference
LLAgentLanguage::update();
-
+ display_startup();
// unpack thin inventory
LLSD response = LLLoginInstance::getInstance()->getResponse();
//bool dump_buffer = false;
@@ -1551,6 +1615,7 @@ bool idle_startup()
gInventory.setLibraryRootFolderID(id.asUUID());
}
}
+ display_startup();
LLSD inv_lib_owner = response["inventory-lib-owner"];
if(inv_lib_owner.isDefined())
@@ -1562,6 +1627,7 @@ bool idle_startup()
gInventory.setLibraryOwnerID( LLUUID(id.asUUID()));
}
}
+ display_startup();
LLSD inv_skel_lib = response["inventory-skel-lib"];
if(inv_skel_lib.isDefined() && gInventory.getLibraryOwnerID().notNull())
@@ -1571,6 +1637,7 @@ bool idle_startup()
LL_WARNS("AppInit") << "Problem loading inventory-skel-lib" << LL_ENDL;
}
}
+ display_startup();
LLSD inv_skeleton = response["inventory-skeleton"];
if(inv_skeleton.isDefined())
@@ -1580,6 +1647,7 @@ bool idle_startup()
LL_WARNS("AppInit") << "Problem loading inventory-skel-targets" << LL_ENDL;
}
}
+ display_startup();
LLSD inv_basic = response["inventory-basic"];
if(inv_basic.isDefined())
@@ -1617,6 +1685,7 @@ bool idle_startup()
list[agent_id] = new LLRelationship(given_rights, has_rights, false);
}
LLAvatarTracker::instance().addBuddyList(list);
+ display_startup();
}
bool show_hud = false;
@@ -1644,6 +1713,8 @@ bool idle_startup()
//}
}
}
+ display_startup();
+
// Either we want to show tutorial because this is the first login
// to a Linden Help Island or the user quit with the tutorial
// visible. JC
@@ -1651,22 +1722,26 @@ bool idle_startup()
{
LLFloaterReg::showInstance("hud", LLSD(), FALSE);
}
+ display_startup();
LLSD event_notifications = response["event_notifications"];
if(event_notifications.isDefined())
{
gEventNotifier.load(event_notifications);
}
+ display_startup();
LLSD classified_categories = response["classified_categories"];
if(classified_categories.isDefined())
{
LLClassifiedInfo::loadCategories(classified_categories);
}
+ display_startup();
// This method MUST be called before gInventory.findCategoryUUIDForType because of
// gInventory.mIsAgentInvUsable is set to true in the gInventory.buildParentChildMap.
gInventory.buildParentChildMap();
+ display_startup();
//all categories loaded. lets create "My Favorites" category
gInventory.findCategoryUUIDForType(LLFolderType::FT_FAVORITE,true);
@@ -1680,24 +1755,26 @@ bool idle_startup()
LLAvatarTracker::instance().registerCallbacks(msg);
llinfos << " Landmark" << llendl;
LLLandmark::registerCallbacks(msg);
+ display_startup();
// request mute list
llinfos << "Requesting Mute List" << llendl;
LLMuteList::getInstance()->requestFromServer(gAgent.getID());
-
+ display_startup();
// Get L$ and ownership credit information
llinfos << "Requesting Money Balance" << llendl;
LLStatusBar::sendMoneyBalanceRequest();
-
+ display_startup();
// request all group information
llinfos << "Requesting Agent Data" << llendl;
gAgent.sendAgentDataUpdateRequest();
-
+ display_startup();
// Create the inventory views
llinfos << "Creating Inventory Views" << llendl;
LLFloaterReg::getInstance("inventory");
-
+ display_startup();
LLStartUp::setStartupState( STATE_MISC );
+ display_startup();
return FALSE;
}
@@ -1746,17 +1823,23 @@ bool idle_startup()
gSavedSettings.setBOOL("ShowStartLocation", TRUE);
}
+ display_startup();
+
if (gSavedSettings.getBOOL("HelpFloaterOpen"))
{
// show default topic
LLViewerHelp::instance().showTopic("");
}
+ display_startup();
+
// We're successfully logged in.
gSavedSettings.setBOOL("FirstLoginThisInstall", FALSE);
LLFloaterReg::showInitialVisibleInstances();
+ display_startup();
+
// based on the comments, we've successfully logged in so we can delete the 'forced'
// URL that the updater set in settings.ini (in a mostly paranoid fashion)
std::string nextLoginLocation = gSavedSettings.getString( "NextLoginLocation" );
@@ -1770,8 +1853,10 @@ bool idle_startup()
LLUIColorTable::instance().saveUserSettings();
};
+ display_startup();
// JC: Initializing audio requests many sounds for download.
init_audio();
+ display_startup();
// JC: Initialize "active" gestures. This may also trigger
// many gesture downloads, if this is the user's first
@@ -1809,6 +1894,7 @@ bool idle_startup()
LLGestureMgr::instance().startFetch();
}
gDisplaySwapBuffers = TRUE;
+ display_startup();
LLMessageSystem* msg = gMessageSystem;
msg->setHandlerFuncFast(_PREHASH_SoundTrigger, process_sound_trigger);
@@ -1883,8 +1969,10 @@ bool idle_startup()
}
}
+ display_startup();
//DEV-17797. get null folder. Any items found here moved to Lost and Found
LLInventoryModelBackgroundFetch::instance().findLostItems();
+ display_startup();
LLStartUp::setStartupState( STATE_PRECACHE );
timeout.reset();
@@ -1893,6 +1981,7 @@ bool idle_startup()
if (STATE_PRECACHE == LLStartUp::getStartupState())
{
+ display_startup();
F32 timeout_frac = timeout.getElapsedTimeF32()/PRECACHING_DELAY;
// We now have an inventory skeleton, so if this is a user's first
@@ -1909,6 +1998,8 @@ bool idle_startup()
LLStartUp::loadInitialOutfit( sInitialOutfit, sInitialOutfitGender );
}
+ display_startup();
+
// wait precache-delay and for agent's avatar or a lot longer.
if(((timeout_frac > 1.f) && isAgentAvatarValid())
|| (timeout_frac > 3.f))
@@ -1922,11 +2013,6 @@ bool idle_startup()
LLTrans::getString("LoginPrecaching"),
gAgent.mMOTD);
display_startup();
- if (!LLViewerShaderMgr::sInitialized)
- {
- LLViewerShaderMgr::sInitialized = TRUE;
- LLViewerShaderMgr::instance()->setShaders();
- }
}
return TRUE;
@@ -1955,6 +2041,8 @@ bool idle_startup()
return TRUE;
}
+ display_startup();
+
if (wearables_time > MAX_WEARABLES_TIME)
{
LLNotificationsUtil::add("ClothingLoading");
@@ -1986,16 +2074,20 @@ bool idle_startup()
}
}
+ display_startup();
update_texture_fetch();
+ display_startup();
set_startup_status(0.9f + 0.1f * wearables_time / MAX_WEARABLES_TIME,
LLTrans::getString("LoginDownloadingClothing").c_str(),
gAgent.mMOTD.c_str());
+ display_startup();
return TRUE;
}
if (STATE_CLEANUP == LLStartUp::getStartupState())
{
set_startup_status(1.0, "", "");
+ display_startup();
// Let the map know about the inventory.
LLFloaterWorldMap* floater_world_map = LLFloaterWorldMap::getInstance();
@@ -2011,6 +2103,7 @@ bool idle_startup()
//gViewerWindow->revealIntroPanel();
gViewerWindow->setStartupComplete();
gViewerWindow->setProgressCancelButtonVisible(FALSE);
+ display_startup();
// We're not away from keyboard, even though login might have taken
// a while. JC
@@ -2046,6 +2139,7 @@ bool idle_startup()
// LLUserAuth::getInstance()->reset();
LLStartUp::setStartupState( STATE_STARTED );
+ display_startup();
// Unmute audio if desired and setup volumes.
// Unmute audio if desired and setup volumes.
@@ -2070,6 +2164,7 @@ bool idle_startup()
LLAgentPicksInfo::getInstance()->requestNumberOfPicks();
LLIMFloater::initIMFloater();
+ display_startup();
return TRUE;
}
diff --git a/indra/newview/llsyswellwindow.cpp b/indra/newview/llsyswellwindow.cpp
index ffe864e220..3aa6a3b7e5 100644
--- a/indra/newview/llsyswellwindow.cpp
+++ b/indra/newview/llsyswellwindow.cpp
@@ -203,10 +203,9 @@ void LLSysWellWindow::reshapeWindow()
{
new_window_height = MAX_WINDOW_HEIGHT;
}
- S32 newY = curRect.mTop + new_window_height - curRect.getHeight();
- S32 newWidth = curRect.getWidth() < MIN_WINDOW_WIDTH ? MIN_WINDOW_WIDTH
- : curRect.getWidth();
- curRect.setLeftTopAndSize(curRect.mLeft, newY, newWidth, new_window_height);
+ S32 newWidth = curRect.getWidth() < MIN_WINDOW_WIDTH ? MIN_WINDOW_WIDTH : curRect.getWidth();
+
+ curRect.setLeftTopAndSize(curRect.mLeft, curRect.mTop, newWidth, new_window_height);
reshape(curRect.getWidth(), curRect.getHeight(), TRUE);
setRect(curRect);
}
diff --git a/indra/newview/lltexlayer.cpp b/indra/newview/lltexlayer.cpp
index e8abee2fb7..6f6d5dbf12 100644
--- a/indra/newview/lltexlayer.cpp
+++ b/indra/newview/lltexlayer.cpp
@@ -216,22 +216,22 @@ void LLTexLayerSetBuffer::cancelUpload()
void LLTexLayerSetBuffer::pushProjection() const
{
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
- glLoadIdentity();
- glOrtho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
+ gGL.loadIdentity();
+ gGL.ortho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
- glLoadIdentity();
+ gGL.loadIdentity();
}
void LLTexLayerSetBuffer::popProjection() const
{
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
}
@@ -294,18 +294,22 @@ BOOL LLTexLayerSetBuffer::render()
const BOOL update_now = mNeedsUpdate && isReadyToUpdate();
BOOL success = TRUE;
-
- //hack to use fixed function when updating tex layer sets
- bool no_ff = LLGLSLShader::sNoFixedFunction;
- LLGLSLShader::sNoFixedFunction = false;
+ bool use_shaders = LLGLSLShader::sNoFixedFunction;
+
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.bind();
+ gAlphaMaskProgram.setMinimumAlpha(0.004f);
+ }
+
+ LLVertexBuffer::unbind();
+
// Composite the color data
LLGLSUIDefault gls_ui;
success &= mTexLayerSet->render( mOrigin.mX, mOrigin.mY, mFullWidth, mFullHeight );
gGL.flush();
- LLGLSLShader::sNoFixedFunction = no_ff;
-
if(upload_now)
{
if (!success)
@@ -335,6 +339,13 @@ BOOL LLTexLayerSetBuffer::render()
doUpdate();
}
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.unbind();
+ }
+
+ LLVertexBuffer::unbind();
+
// reset GL state
gGL.setColorMask(true, true);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
@@ -924,6 +935,8 @@ BOOL LLTexLayerSet::render( S32 x, S32 y, S32 width, S32 height )
}
}
+ bool use_shaders = LLGLSLShader::sNoFixedFunction;
+
LLGLSUIDefault gls_ui;
LLGLDepthTest gls_depth(GL_FALSE, GL_FALSE);
gGL.setColorMask(true, true);
@@ -932,12 +945,20 @@ BOOL LLTexLayerSet::render( S32 x, S32 y, S32 width, S32 height )
{
gGL.flush();
LLGLDisable no_alpha(GL_ALPHA_TEST);
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.0f);
+ }
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.color4f( 0.f, 0.f, 0.f, 1.f );
gl_rect_2d_simple( width, height );
gGL.flush();
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.004f);
+ }
}
if (mIsVisible)
@@ -964,6 +985,11 @@ BOOL LLTexLayerSet::render( S32 x, S32 y, S32 width, S32 height )
gGL.setSceneBlendType(LLRender::BT_REPLACE);
LLGLDisable no_alpha(GL_ALPHA_TEST);
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.f);
+ }
+
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.color4f( 0.f, 0.f, 0.f, 0.f );
@@ -971,7 +997,10 @@ BOOL LLTexLayerSet::render( S32 x, S32 y, S32 width, S32 height )
gGL.setSceneBlendType(LLRender::BT_ALPHA);
gGL.flush();
-
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.004f);
+ }
}
return success;
@@ -1078,13 +1107,14 @@ void LLTexLayerSet::renderAlphaMaskTextures(S32 x, S32 y, S32 width, S32 height,
{
const LLTexLayerSetInfo *info = getInfo();
+ bool use_shaders = LLGLSLShader::sNoFixedFunction;
+
gGL.setColorMask(false, true);
gGL.setSceneBlendType(LLRender::BT_REPLACE);
// (Optionally) replace alpha with a single component image from a tga file.
if (!info->mStaticAlphaFileName.empty())
{
- LLGLSNoAlphaTest gls_no_alpha_test;
gGL.flush();
{
LLViewerTexture* tex = LLTexLayerStaticImageList::getInstance()->getTexture(info->mStaticAlphaFileName, TRUE);
@@ -1103,12 +1133,20 @@ void LLTexLayerSet::renderAlphaMaskTextures(S32 x, S32 y, S32 width, S32 height,
// Set the alpha channel to one (clean up after previous blending)
gGL.flush();
LLGLDisable no_alpha(GL_ALPHA_TEST);
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.f);
+ }
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.color4f( 0.f, 0.f, 0.f, 1.f );
gl_rect_2d_simple( width, height );
gGL.flush();
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.004f);
+ }
}
// (Optional) Mask out part of the baked texture with alpha masks
@@ -1593,6 +1631,8 @@ BOOL LLTexLayer::render(S32 x, S32 y, S32 width, S32 height)
LLGLEnable color_mat(GL_COLOR_MATERIAL);
gPipeline.disableLights();
+ bool use_shaders = LLGLSLShader::sNoFixedFunction;
+
LLColor4 net_color;
BOOL color_specified = findNetColor(&net_color);
@@ -1673,8 +1713,13 @@ BOOL LLTexLayer::render(S32 x, S32 y, S32 width, S32 height)
{
if( tex )
{
- LLGLDisable alpha_test(getInfo()->mWriteAllChannels ? GL_ALPHA_TEST : 0);
-
+ bool no_alpha_test = getInfo()->mWriteAllChannels;
+ LLGLDisable alpha_test(no_alpha_test ? GL_ALPHA_TEST : 0);
+ if (use_shaders && no_alpha_test)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.f);
+ }
+
LLTexUnit::eTextureAddressMode old_mode = tex->getAddressMode();
gGL.getTexUnit(0)->bind(tex, TRUE);
@@ -1684,6 +1729,11 @@ BOOL LLTexLayer::render(S32 x, S32 y, S32 width, S32 height)
gGL.getTexUnit(0)->setTextureAddressMode(old_mode);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ if (use_shaders && no_alpha_test)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.004f);
+ }
+
}
}
// else
@@ -1716,9 +1766,17 @@ BOOL LLTexLayer::render(S32 x, S32 y, S32 width, S32 height)
color_specified )
{
LLGLDisable no_alpha(GL_ALPHA_TEST);
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.f);
+ }
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.color4fv( net_color.mV );
gl_rect_2d_simple( width, height );
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.004f);
+ }
}
if( alpha_mask_specified || getInfo()->mWriteAllChannels )
@@ -1806,15 +1864,25 @@ BOOL LLTexLayer::blendAlphaTexture(S32 x, S32 y, S32 width, S32 height)
gGL.flush();
+ bool use_shaders = LLGLSLShader::sNoFixedFunction;
+
if( !getInfo()->mStaticImageFileName.empty() )
{
LLViewerTexture* tex = LLTexLayerStaticImageList::getInstance()->getTexture( getInfo()->mStaticImageFileName, getInfo()->mStaticImageIsMask );
if( tex )
{
LLGLSNoAlphaTest gls_no_alpha_test;
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.f);
+ }
gGL.getTexUnit(0)->bind(tex, TRUE);
gl_rect_2d_simple_tex( width, height );
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.004f);
+ }
}
else
{
@@ -1829,10 +1897,18 @@ BOOL LLTexLayer::blendAlphaTexture(S32 x, S32 y, S32 width, S32 height)
if (tex)
{
LLGLSNoAlphaTest gls_no_alpha_test;
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.f);
+ }
gGL.getTexUnit(0)->bind(tex);
gl_rect_2d_simple_tex( width, height );
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
success = TRUE;
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.004f);
+ }
}
}
}
@@ -1851,6 +1927,13 @@ BOOL LLTexLayer::renderMorphMasks(S32 x, S32 y, S32 width, S32 height, const LLC
llassert( !mParamAlphaList.empty() );
+ bool use_shaders = LLGLSLShader::sNoFixedFunction;
+
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.f);
+ }
+
gGL.setColorMask(false, true);
LLTexLayerParamAlpha* first_param = *mParamAlphaList.begin();
@@ -1888,7 +1971,6 @@ BOOL LLTexLayer::renderMorphMasks(S32 x, S32 y, S32 width, S32 height, const LLC
if( tex && (tex->getComponents() == 4) )
{
LLGLSNoAlphaTest gls_no_alpha_test;
-
LLTexUnit::eTextureAddressMode old_mode = tex->getAddressMode();
gGL.getTexUnit(0)->bind(tex, TRUE);
@@ -1927,6 +2009,10 @@ BOOL LLTexLayer::renderMorphMasks(S32 x, S32 y, S32 width, S32 height, const LLC
gl_rect_2d_simple( width, height );
}
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.004f);
+ }
LLGLSUIDefault gls_ui;
diff --git a/indra/newview/lltextureview.cpp b/indra/newview/lltextureview.cpp
index 6547154bc4..1c89766b26 100644
--- a/indra/newview/lltextureview.cpp
+++ b/indra/newview/lltextureview.cpp
@@ -527,11 +527,12 @@ void LLGLTexMemBar::draw()
LLFontGL::getFontMonospace()->renderUTF8(text, 0, 0, v_offset + line_height*6,
text_color, LLFontGL::LEFT, LLFontGL::TOP);
- text = llformat("GL Tot: %d/%d MB Bound: %d/%d MB Raw Tot: %d MB Bias: %.2f Cache: %.1f/%.1f MB Net Tot Tex: %.1f MB Tot Obj: %.1f MB Tot Htp: %d",
+ text = llformat("GL Tot: %d/%d MB Bound: %d/%d MB FBO: %d MB Raw Tot: %d MB Bias: %.2f Cache: %.1f/%.1f MB Net Tot Tex: %.1f MB Tot Obj: %.1f MB Tot Htp: %d",
total_mem,
max_total_mem,
bound_mem,
max_bound_mem,
+ LLRenderTarget::sBytesAllocated/(1024*1024),
LLImageRaw::sGlobalRawMemory >> 20, discard_bias,
cache_usage, cache_max_usage, total_texture_downloaded, total_object_downloaded, total_http_requests);
//, cache_entries, cache_max_entries
@@ -571,7 +572,7 @@ void LLGLTexMemBar::draw()
color = (total_mem < llfloor(max_total_mem * texmem_lower_bound_scale)) ? LLColor4::green :
(total_mem < max_total_mem) ? LLColor4::yellow : LLColor4::red;
color[VALPHA] = .75f;
- glColor4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
gl_rect_2d(left, top, right, bottom); // red/yellow/green
@@ -594,7 +595,7 @@ void LLGLTexMemBar::draw()
color = (bound_mem < llfloor(max_bound_mem * texmem_lower_bound_scale)) ? LLColor4::green :
(bound_mem < max_bound_mem) ? LLColor4::yellow : LLColor4::red;
color[VALPHA] = .75f;
- glColor4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
gl_rect_2d(left, top, right, bottom);
#else
diff --git a/indra/newview/lltool.h b/indra/newview/lltool.h
index d3edabb486..ecc435d844 100644
--- a/indra/newview/lltool.h
+++ b/indra/newview/lltool.h
@@ -68,7 +68,7 @@ public:
virtual void localPointToScreen(S32 local_x, S32 local_y, S32* screen_x, S32* screen_y) const
{ *screen_x = local_x; *screen_y = local_y; }
- virtual std::string getName() const { return mName; }
+ virtual const std::string& getName() const { return mName; }
// New virtual functions
virtual LLViewerObject* getEditingObject() { return NULL; }
diff --git a/indra/newview/lltoolbarview.cpp b/indra/newview/lltoolbarview.cpp
index 619d17efad..ed1dfbb8cd 100644
--- a/indra/newview/lltoolbarview.cpp
+++ b/indra/newview/lltoolbarview.cpp
@@ -30,12 +30,16 @@
#include "lltoolbarview.h"
#include "llappviewer.h"
+#include "llbutton.h"
+#include "llclipboard.h"
#include "lldir.h"
-#include "llxmlnode.h"
+#include "lldockablefloater.h"
+#include "lldockcontrol.h"
+#include "llimview.h"
+#include "lltransientfloatermgr.h"
#include "lltoolbar.h"
-#include "llbutton.h"
#include "lltooldraganddrop.h"
-#include "llclipboard.h"
+#include "llxmlnode.h"
#include "llagent.h" // HACK for destinations guide on startup
#include "llfloaterreg.h" // HACK for destinations guide on startup
@@ -68,12 +72,14 @@ LLToolBarView::ToolbarSet::ToolbarSet()
LLToolBarView::LLToolBarView(const LLToolBarView::Params& p)
: LLUICtrl(p),
- mToolbarLeft(NULL),
- mToolbarRight(NULL),
- mToolbarBottom(NULL),
mDragStarted(false),
- mDragToolbarButton(NULL)
+ mDragToolbarButton(NULL),
+ mToolbarsLoaded(false)
{
+ for (S32 i = 0; i < TOOLBAR_COUNT; i++)
+ {
+ mToolbars[i] = NULL;
+ }
}
void LLToolBarView::initFromParams(const LLToolBarView::Params& p)
@@ -89,46 +95,100 @@ LLToolBarView::~LLToolBarView()
BOOL LLToolBarView::postBuild()
{
- mToolbarLeft = getChild<LLToolBar>("toolbar_left");
- mToolbarRight = getChild<LLToolBar>("toolbar_right");
- mToolbarBottom = getChild<LLToolBar>("toolbar_bottom");
+ mToolbars[TOOLBAR_LEFT] = getChild<LLToolBar>("toolbar_left");
+ mToolbars[TOOLBAR_RIGHT] = getChild<LLToolBar>("toolbar_right");
+ mToolbars[TOOLBAR_BOTTOM] = getChild<LLToolBar>("toolbar_bottom");
- mToolbarLeft->setStartDragCallback(boost::bind(LLToolBarView::startDragTool,_1,_2,_3));
- mToolbarLeft->setHandleDragCallback(boost::bind(LLToolBarView::handleDragTool,_1,_2,_3,_4));
- mToolbarLeft->setHandleDropCallback(boost::bind(LLToolBarView::handleDropTool,_1,_2,_3,_4));
-
- mToolbarRight->setStartDragCallback(boost::bind(LLToolBarView::startDragTool,_1,_2,_3));
- mToolbarRight->setHandleDragCallback(boost::bind(LLToolBarView::handleDragTool,_1,_2,_3,_4));
- mToolbarRight->setHandleDropCallback(boost::bind(LLToolBarView::handleDropTool,_1,_2,_3,_4));
-
- mToolbarBottom->setStartDragCallback(boost::bind(LLToolBarView::startDragTool,_1,_2,_3));
- mToolbarBottom->setHandleDragCallback(boost::bind(LLToolBarView::handleDragTool,_1,_2,_3,_4));
- mToolbarBottom->setHandleDropCallback(boost::bind(LLToolBarView::handleDropTool,_1,_2,_3,_4));
+ for (int i = TOOLBAR_FIRST; i <= TOOLBAR_LAST; i++)
+ {
+ mToolbars[i]->setStartDragCallback(boost::bind(LLToolBarView::startDragTool,_1,_2,_3));
+ mToolbars[i]->setHandleDragCallback(boost::bind(LLToolBarView::handleDragTool,_1,_2,_3,_4));
+ mToolbars[i]->setHandleDropCallback(boost::bind(LLToolBarView::handleDropTool,_1,_2,_3,_4));
+ mToolbars[i]->setButtonAddCallback(boost::bind(LLToolBarView::onToolBarButtonAdded,_1));
+ mToolbars[i]->setButtonRemoveCallback(boost::bind(LLToolBarView::onToolBarButtonRemoved,_1));
+ }
LLAppViewer::instance()->setOnLoginCompletedCallback(boost::bind(&handleLoginToolbarSetup));
return TRUE;
}
-bool LLToolBarView::hasCommand(const LLCommandId& commandId) const
+S32 LLToolBarView::hasCommand(const LLCommandId& commandId) const
+{
+ S32 command_location = TOOLBAR_NONE;
+
+ for (S32 loc = TOOLBAR_FIRST; loc <= TOOLBAR_LAST; loc++)
+ {
+ if (mToolbars[loc]->hasCommand(commandId))
+ {
+ command_location = loc;
+ break;
+ }
+ }
+
+ return command_location;
+}
+
+S32 LLToolBarView::addCommand(const LLCommandId& commandId, EToolBarLocation toolbar, int rank)
+{
+ int old_rank;
+ removeCommand(commandId, old_rank);
+
+ S32 command_location = mToolbars[toolbar]->addCommand(commandId, rank);
+
+ return command_location;
+}
+
+S32 LLToolBarView::removeCommand(const LLCommandId& commandId, int& rank)
+{
+ S32 command_location = hasCommand(commandId);
+ rank = LLToolBar::RANK_NONE;
+
+ if (command_location != TOOLBAR_NONE)
+ {
+ rank = mToolbars[command_location]->removeCommand(commandId);
+ }
+
+ return command_location;
+}
+
+S32 LLToolBarView::enableCommand(const LLCommandId& commandId, bool enabled)
{
- bool has_command = false;
- if (mToolbarLeft && !has_command)
+ S32 command_location = hasCommand(commandId);
+
+ if (command_location != TOOLBAR_NONE)
{
- has_command = mToolbarLeft->hasCommand(commandId);
+ mToolbars[command_location]->enableCommand(commandId, enabled);
}
- if (mToolbarRight && !has_command)
+
+ return command_location;
+}
+
+S32 LLToolBarView::stopCommandInProgress(const LLCommandId& commandId)
+{
+ S32 command_location = hasCommand(commandId);
+
+ if (command_location != TOOLBAR_NONE)
{
- has_command = mToolbarRight->hasCommand(commandId);
+ mToolbars[command_location]->stopCommandInProgress(commandId);
}
- if (mToolbarBottom && !has_command)
+
+ return command_location;
+}
+
+S32 LLToolBarView::flashCommand(const LLCommandId& commandId, bool flash)
+{
+ S32 command_location = hasCommand(commandId);
+
+ if (command_location != TOOLBAR_NONE)
{
- has_command = mToolbarBottom->hasCommand(commandId);
+ mToolbars[command_location]->flashCommand(commandId, flash);
}
- return has_command;
+
+ return command_location;
}
-bool LLToolBarView::addCommand(const LLCommandId& command, LLToolBar* toolbar)
+bool LLToolBarView::addCommandInternal(const LLCommandId& command, LLToolBar* toolbar)
{
LLCommandManager& mgr = LLCommandManager::instance();
if (mgr.getCommand(command))
@@ -146,6 +206,7 @@ bool LLToolBarView::addCommand(const LLCommandId& command, LLToolBar* toolbar)
bool LLToolBarView::loadToolbars(bool force_default)
{
LLToolBarView::ToolbarSet toolbar_set;
+ bool err = false;
// Load the toolbars.xml file
std::string toolbar_file = gDirUtilp->getExpandedFilename(LL_PATH_PER_SL_ACCOUNT, "toolbars.xml");
@@ -163,83 +224,94 @@ bool LLToolBarView::loadToolbars(bool force_default)
if(!LLXMLNode::parseFile(toolbar_file, root, NULL))
{
llwarns << "Unable to load toolbars from file: " << toolbar_file << llendl;
- return false;
+ err = true;
}
- if(!root->hasName("toolbars"))
+
+ if (!err && !root->hasName("toolbars"))
{
llwarns << toolbar_file << " is not a valid toolbars definition file" << llendl;
- return false;
+ err = true;
}
// Parse the toolbar settings
LLXUIParser parser;
+ if (!err)
+ {
parser.readXUI(root, toolbar_set, toolbar_file);
- if (!toolbar_set.validateBlock())
+ }
+ if (!err && !toolbar_set.validateBlock())
{
- llerrs << "Unable to validate toolbars from file: " << toolbar_file << llendl;
- return false;
+ llwarns << "Unable to validate toolbars from file: " << toolbar_file << llendl;
+ err = true;
}
- // Clear the toolbars now before adding the loaded commands and settings
- if (mToolbarLeft)
+ if (err)
{
- mToolbarLeft->clearCommandsList();
+ if (force_default)
+ {
+ llerrs << "Unable to load toolbars from default file : " << toolbar_file << llendl;
+ return false;
}
- if (mToolbarRight)
- {
- mToolbarRight->clearCommandsList();
+ // Try to load the default toolbars
+ return loadToolbars(true);
}
- if (mToolbarBottom)
+
+ // Clear the toolbars now before adding the loaded commands and settings
+ for (S32 i = TOOLBAR_FIRST; i <= TOOLBAR_LAST; i++)
{
- mToolbarBottom->clearCommandsList();
+ if (mToolbars[i])
+ {
+ mToolbars[i]->clearCommandsList();
+ }
}
// Add commands to each toolbar
- if (toolbar_set.left_toolbar.isProvided() && mToolbarLeft)
+ if (toolbar_set.left_toolbar.isProvided() && mToolbars[TOOLBAR_LEFT])
{
if (toolbar_set.left_toolbar.button_display_mode.isProvided())
{
LLToolBarEnums::ButtonType button_type = toolbar_set.left_toolbar.button_display_mode;
- mToolbarLeft->setButtonType(button_type);
+ mToolbars[TOOLBAR_LEFT]->setButtonType(button_type);
}
- BOOST_FOREACH(const LLCommandId::Params& command_name_param, toolbar_set.left_toolbar.commands)
+ BOOST_FOREACH(const LLCommandId::Params& command_params, toolbar_set.left_toolbar.commands)
{
- if (addCommand(LLCommandId(command_name_param), mToolbarLeft) == false)
+ if (addCommandInternal(LLCommandId(command_params), mToolbars[TOOLBAR_LEFT]))
{
- llwarns << "Error adding command '" << command_name_param.name() << "' to left toolbar." << llendl;
+ llwarns << "Error adding command '" << command_params.name() << "' to left toolbar." << llendl;
}
}
}
- if (toolbar_set.right_toolbar.isProvided() && mToolbarRight)
+ if (toolbar_set.right_toolbar.isProvided() && mToolbars[TOOLBAR_RIGHT])
{
if (toolbar_set.right_toolbar.button_display_mode.isProvided())
{
LLToolBarEnums::ButtonType button_type = toolbar_set.right_toolbar.button_display_mode;
- mToolbarRight->setButtonType(button_type);
+ mToolbars[TOOLBAR_RIGHT]->setButtonType(button_type);
}
- BOOST_FOREACH(const LLCommandId::Params& command_name_param, toolbar_set.right_toolbar.commands)
+ BOOST_FOREACH(const LLCommandId::Params& command_params, toolbar_set.right_toolbar.commands)
{
- if (addCommand(LLCommandId(command_name_param), mToolbarRight) == false)
+ if (addCommandInternal(LLCommandId(command_params), mToolbars[TOOLBAR_RIGHT]))
{
- llwarns << "Error adding command '" << command_name_param.name() << "' to right toolbar." << llendl;
+ llwarns << "Error adding command '" << command_params.name() << "' to right toolbar." << llendl;
}
}
}
- if (toolbar_set.bottom_toolbar.isProvided() && mToolbarBottom)
+ if (toolbar_set.bottom_toolbar.isProvided() && mToolbars[TOOLBAR_BOTTOM])
{
if (toolbar_set.bottom_toolbar.button_display_mode.isProvided())
{
LLToolBarEnums::ButtonType button_type = toolbar_set.bottom_toolbar.button_display_mode;
- mToolbarBottom->setButtonType(button_type);
+ mToolbars[TOOLBAR_BOTTOM]->setButtonType(button_type);
}
- BOOST_FOREACH(const LLCommandId::Params& command_name_param, toolbar_set.bottom_toolbar.commands)
+ BOOST_FOREACH(const LLCommandId::Params& command_params, toolbar_set.bottom_toolbar.commands)
{
- if (addCommand(LLCommandId(command_name_param), mToolbarBottom) == false)
+ if (addCommandInternal(LLCommandId(command_params), mToolbars[TOOLBAR_BOTTOM]))
{
- llwarns << "Error adding command '" << command_name_param.name() << "' to bottom toolbar." << llendl;
+ llwarns << "Error adding command '" << command_params.name() << "' to bottom toolbar." << llendl;
}
}
}
+ mToolbarsLoaded = true;
return true;
}
@@ -251,6 +323,10 @@ bool LLToolBarView::loadDefaultToolbars()
if (gToolBarView)
{
retval = gToolBarView->loadToolbars(true);
+ if (retval)
+ {
+ gToolBarView->saveToolbars();
+ }
}
return retval;
@@ -258,22 +334,25 @@ bool LLToolBarView::loadDefaultToolbars()
void LLToolBarView::saveToolbars() const
{
+ if (!mToolbarsLoaded)
+ return;
+
// Build the parameter tree from the toolbar data
LLToolBarView::ToolbarSet toolbar_set;
- if (mToolbarLeft)
+ if (mToolbars[TOOLBAR_LEFT])
{
- toolbar_set.left_toolbar.button_display_mode = mToolbarLeft->getButtonType();
- addToToolset(mToolbarLeft->getCommandsList(),toolbar_set.left_toolbar);
+ toolbar_set.left_toolbar.button_display_mode = mToolbars[TOOLBAR_LEFT]->getButtonType();
+ addToToolset(mToolbars[TOOLBAR_LEFT]->getCommandsList(), toolbar_set.left_toolbar);
}
- if (mToolbarRight)
+ if (mToolbars[TOOLBAR_RIGHT])
{
- toolbar_set.right_toolbar.button_display_mode = mToolbarRight->getButtonType();
- addToToolset(mToolbarRight->getCommandsList(),toolbar_set.right_toolbar);
+ toolbar_set.right_toolbar.button_display_mode = mToolbars[TOOLBAR_RIGHT]->getButtonType();
+ addToToolset(mToolbars[TOOLBAR_RIGHT]->getCommandsList(), toolbar_set.right_toolbar);
}
- if (mToolbarBottom)
+ if (mToolbars[TOOLBAR_BOTTOM])
{
- toolbar_set.bottom_toolbar.button_display_mode = mToolbarBottom->getButtonType();
- addToToolset(mToolbarBottom->getCommandsList(),toolbar_set.bottom_toolbar);
+ toolbar_set.bottom_toolbar.button_display_mode = mToolbars[TOOLBAR_BOTTOM]->getButtonType();
+ addToToolset(mToolbars[TOOLBAR_BOTTOM]->getCommandsList(), toolbar_set.bottom_toolbar);
}
// Serialize the parameter tree
@@ -314,35 +393,122 @@ void LLToolBarView::addToToolset(command_id_list_t& command_list, Toolbar& toolb
}
}
-void LLToolBarView::draw()
+void LLToolBarView::onToolBarButtonAdded(LLView* button)
{
- //LLPanel* sizer_left = getChild<LLPanel>("sizer_left");
+ llassert(button);
- LLRect bottom_rect, left_rect, right_rect;
+ if (button->getName() == "speak")
+ {
+ // Add the "Speak" button as a control view in LLTransientFloaterMgr
+ // to prevent hiding the transient IM floater upon pressing "Speak".
+ LLTransientFloaterMgr::getInstance()->addControlView(button);
+
+ // Redock incoming and/or outgoing call windows, if applicable
+
+ LLFloater* incoming_floater = LLFloaterReg::getLastFloaterInGroup("incoming_call");
+ LLFloater* outgoing_floater = LLFloaterReg::getLastFloaterInGroup("outgoing_call");
+
+ if (incoming_floater && incoming_floater->isShown())
+ {
+ LLCallDialog* incoming = dynamic_cast<LLCallDialog *>(incoming_floater);
+ llassert(incoming);
+
+ LLDockControl* dock_control = incoming->getDockControl();
+ if (dock_control->getDock() == NULL)
+ {
+ incoming->dockToToolbarButton("speak");
+ }
+ }
+
+ if (outgoing_floater && outgoing_floater->isShown())
+ {
+ LLCallDialog* outgoing = dynamic_cast<LLCallDialog *>(outgoing_floater);
+ llassert(outgoing);
+
+ LLDockControl* dock_control = outgoing->getDockControl();
+ if (dock_control->getDock() == NULL)
+ {
+ outgoing->dockToToolbarButton("speak");
+ }
+ }
+ }
+ else if (button->getName() == "voice")
+ {
+ // Add the "Voice controls" button as a control view in LLTransientFloaterMgr
+ // to prevent hiding the transient IM floater upon pressing "Voice controls".
+ LLTransientFloaterMgr::getInstance()->addControlView(button);
+ }
+}
- if (mToolbarBottom)
+void LLToolBarView::onToolBarButtonRemoved(LLView* button)
+{
+ llassert(button);
+
+ if (button->getName() == "speak")
{
- mToolbarBottom->getParent()->reshape(mToolbarBottom->getParent()->getRect().getWidth(), mToolbarBottom->getRect().getHeight());
- mToolbarBottom->localRectToOtherView(mToolbarBottom->getLocalRect(), &bottom_rect, this);
+ LLTransientFloaterMgr::getInstance()->removeControlView(button);
+
+ // Undock incoming and/or outgoing call windows
+
+ LLFloater* incoming_floater = LLFloaterReg::getLastFloaterInGroup("incoming_call");
+ LLFloater* outgoing_floater = LLFloaterReg::getLastFloaterInGroup("outgoing_call");
+
+ if (incoming_floater && incoming_floater->isShown())
+ {
+ LLDockableFloater* incoming = dynamic_cast<LLDockableFloater *>(incoming_floater);
+ llassert(incoming);
+
+ LLDockControl* dock_control = incoming->getDockControl();
+ dock_control->setDock(NULL);
+ }
+
+ if (outgoing_floater && outgoing_floater->isShown())
+ {
+ LLDockableFloater* outgoing = dynamic_cast<LLDockableFloater *>(outgoing_floater);
+ llassert(outgoing);
+
+ LLDockControl* dock_control = outgoing->getDockControl();
+ dock_control->setDock(NULL);
+ }
}
- if (mToolbarLeft)
+ else if (button->getName() == "voice")
{
- mToolbarLeft->getParent()->reshape(mToolbarLeft->getRect().getWidth(), mToolbarLeft->getParent()->getRect().getHeight());
- mToolbarLeft->localRectToOtherView(mToolbarLeft->getLocalRect(), &left_rect, this);
+ LLTransientFloaterMgr::getInstance()->removeControlView(button);
}
- if (mToolbarRight)
+}
+
+void LLToolBarView::draw()
+{
+ LLRect toolbar_rects[TOOLBAR_COUNT];
+
+ for (S32 i = TOOLBAR_FIRST; i <= TOOLBAR_LAST; i++)
{
- mToolbarRight->getParent()->reshape(mToolbarRight->getRect().getWidth(), mToolbarRight->getParent()->getRect().getHeight());
- mToolbarRight->localRectToOtherView(mToolbarRight->getLocalRect(), &right_rect, this);
+ if (mToolbars[i])
+ {
+ LLLayoutStack::ELayoutOrientation orientation = LLToolBarEnums::getOrientation(mToolbars[i]->getSideType());
+
+ if (orientation == LLLayoutStack::HORIZONTAL)
+ {
+ mToolbars[i]->getParent()->reshape(mToolbars[i]->getParent()->getRect().getWidth(), mToolbars[i]->getRect().getHeight());
+ }
+ else
+ {
+ mToolbars[i]->getParent()->reshape(mToolbars[i]->getRect().getWidth(), mToolbars[i]->getParent()->getRect().getHeight());
+ }
+
+ mToolbars[i]->localRectToOtherView(mToolbars[i]->getLocalRect(), &toolbar_rects[i], this);
+ }
}
// Draw drop zones if drop of a tool is active
if (isToolDragged())
{
LLColor4 drop_color = LLUIColorTable::instance().getColor( "ToolbarDropZoneColor" );
- gl_rect_2d(bottom_rect, drop_color, TRUE);
- gl_rect_2d(left_rect, drop_color, TRUE);
- gl_rect_2d(right_rect, drop_color, TRUE);
+
+ for (S32 i = TOOLBAR_FIRST; i <= TOOLBAR_LAST; i++)
+ {
+ gl_rect_2d(toolbar_rects[i], drop_color, TRUE);
+ }
}
LLUICtrl::draw();
@@ -354,9 +520,9 @@ void LLToolBarView::draw()
// ----------------------------------------
-void LLToolBarView::startDragTool(S32 x, S32 y, LLToolBarButton* button)
+void LLToolBarView::startDragTool(S32 x, S32 y, LLToolBarButton* toolbarButton)
{
- resetDragTool(button);
+ resetDragTool(toolbarButton);
// Flag the tool dragging but don't start it yet
LLToolDragAndDrop::getInstance()->setDragStart( x, y );
@@ -382,9 +548,7 @@ BOOL LLToolBarView::handleDragTool( S32 x, S32 y, const LLUUID& uuid, LLAssetTyp
// Second, stop the command if it is in progress and requires stopping!
LLCommandId command_id = LLCommandId(uuid);
- gToolBarView->mToolbarLeft->stopCommandInProgress(command_id);
- gToolBarView->mToolbarRight->stopCommandInProgress(command_id);
- gToolBarView->mToolbarBottom->stopCommandInProgress(command_id);
+ gToolBarView->stopCommandInProgress(command_id);
gToolBarView->mDragStarted = true;
return TRUE;
@@ -415,10 +579,10 @@ BOOL LLToolBarView::handleDropTool( void* cargo_data, S32 x, S32 y, LLToolBar* t
{
// Suppress the command from the toolbars (including the one it's dropped in,
// this will handle move position).
- bool command_present = gToolBarView->hasCommand(command_id);
+ S32 old_toolbar_loc = gToolBarView->hasCommand(command_id);
LLToolBar* old_toolbar = NULL;
- if (command_present)
+ if (old_toolbar_loc != TOOLBAR_NONE)
{
llassert(gToolBarView->mDragToolbarButton);
old_toolbar = gToolBarView->mDragToolbarButton->getParentByType<LLToolBar>();
@@ -428,9 +592,8 @@ BOOL LLToolBarView::handleDropTool( void* cargo_data, S32 x, S32 y, LLToolBar* t
}
else
{
- gToolBarView->mToolbarBottom->removeCommand(command_id);
- gToolBarView->mToolbarLeft->removeCommand(command_id);
- gToolBarView->mToolbarRight->removeCommand(command_id);
+ int old_rank = LLToolBar::RANK_NONE;
+ gToolBarView->removeCommand(command_id, old_rank);
}
}
@@ -440,6 +603,9 @@ BOOL LLToolBarView::handleDropTool( void* cargo_data, S32 x, S32 y, LLToolBar* t
int new_rank = toolbar->getRankFromPosition(x,y);
toolbar->addCommand(command_id, new_rank);
}
+
+ // Save the new toolbars configuration
+ gToolBarView->saveToolbars();
}
else
{
@@ -451,27 +617,29 @@ BOOL LLToolBarView::handleDropTool( void* cargo_data, S32 x, S32 y, LLToolBar* t
return handled;
}
-void LLToolBarView::resetDragTool(LLToolBarButton* button)
+void LLToolBarView::resetDragTool(LLToolBarButton* toolbarButton)
{
// Clear the saved command, toolbar and rank
gToolBarView->mDragStarted = false;
- gToolBarView->mDragToolbarButton = button;
+ gToolBarView->mDragToolbarButton = toolbarButton;
}
void LLToolBarView::setToolBarsVisible(bool visible)
{
- mToolbarBottom->getParent()->setVisible(visible);
- mToolbarLeft->getParent()->setVisible(visible);
- mToolbarRight->getParent()->setVisible(visible);
+ for (S32 i = TOOLBAR_FIRST; i <= TOOLBAR_LAST; i++)
+ {
+ mToolbars[i]->getParent()->setVisible(visible);
+ }
}
bool LLToolBarView::isModified() const
{
bool modified = false;
- modified |= mToolbarBottom->isModified();
- modified |= mToolbarLeft->isModified();
- modified |= mToolbarRight->isModified();
+ for (S32 i = TOOLBAR_FIRST; i <= TOOLBAR_LAST; i++)
+ {
+ modified |= mToolbars[i]->isModified();
+ }
return modified;
}
@@ -484,9 +652,11 @@ bool LLToolBarView::isModified() const
void handleLoginToolbarSetup()
{
// Open the destinations guide by default on first login, per Rhett
- if (gSavedSettings.getBOOL("FirstLoginThisInstall") || gAgent.isFirstLogin())
+ if (gSavedPerAccountSettings.getBOOL("DisplayDestinationsOnInitialRun") || gAgent.isFirstLogin())
{
LLFloaterReg::showInstance("destinations");
+
+ gSavedPerAccountSettings.setBOOL("DisplayDestinationsOnInitialRun", FALSE);
}
}
diff --git a/indra/newview/lltoolbarview.h b/indra/newview/lltoolbarview.h
index 60ad6316f8..4307d10258 100644
--- a/indra/newview/lltoolbarview.h
+++ b/indra/newview/lltoolbarview.h
@@ -39,6 +39,19 @@ class LLUICtrlFactory;
class LLToolBarView : public LLUICtrl
{
public:
+ typedef enum
+ {
+ TOOLBAR_NONE = 0,
+ TOOLBAR_LEFT,
+ TOOLBAR_RIGHT,
+ TOOLBAR_BOTTOM,
+
+ TOOLBAR_COUNT,
+
+ TOOLBAR_FIRST = TOOLBAR_LEFT,
+ TOOLBAR_LAST = TOOLBAR_BOTTOM,
+ } EToolBarLocation;
+
// Xui structure of the toolbar panel
struct Params : public LLInitParam::Block<Params, LLUICtrl::Params> {};
@@ -52,6 +65,7 @@ public:
{
Mandatory<LLToolBarEnums::ButtonType> button_display_mode;
Multiple<LLCommandId::Params> commands;
+
Toolbar();
};
struct ToolbarSet : public LLInitParam::Block<ToolbarSet>
@@ -59,6 +73,7 @@ public:
Optional<Toolbar> left_toolbar,
right_toolbar,
bottom_toolbar;
+
ToolbarSet();
};
@@ -66,9 +81,16 @@ public:
virtual ~LLToolBarView();
virtual BOOL postBuild();
virtual void draw();
+
// Toolbar view interface with the rest of the world
- // Checks if the commandId is being used somewhere in one of the toolbars
- bool hasCommand(const LLCommandId& commandId) const;
+ // Checks if the commandId is being used somewhere in one of the toolbars, returns EToolBarLocation
+ S32 hasCommand(const LLCommandId& commandId) const;
+ S32 addCommand(const LLCommandId& commandId, EToolBarLocation toolbar, int rank = LLToolBar::RANK_NONE);
+ S32 removeCommand(const LLCommandId& commandId, int& rank); // Sets the rank the removed command was at, RANK_NONE if not found
+ S32 enableCommand(const LLCommandId& commandId, bool enabled);
+ S32 stopCommandInProgress(const LLCommandId& commandId);
+ S32 flashCommand(const LLCommandId& commandId, bool flash);
+
// Loads the toolbars from the existing user or default settings
bool loadToolbars(bool force_default = false); // return false if load fails
@@ -76,10 +98,10 @@ public:
static bool loadDefaultToolbars();
- static void startDragTool(S32 x, S32 y, LLToolBarButton* button);
+ static void startDragTool(S32 x, S32 y, LLToolBarButton* toolbarButton);
static BOOL handleDragTool(S32 x, S32 y, const LLUUID& uuid, LLAssetType::EType type);
static BOOL handleDropTool(void* cargo_data, S32 x, S32 y, LLToolBar* toolbar);
- static void resetDragTool(LLToolBarButton* button);
+ static void resetDragTool(LLToolBarButton* toolbarButton);
bool isModified() const;
@@ -91,13 +113,15 @@ protected:
private:
void saveToolbars() const;
- bool addCommand(const LLCommandId& commandId, LLToolBar* toolbar);
+ bool addCommandInternal(const LLCommandId& commandId, LLToolBar* toolbar);
void addToToolset(command_id_list_t& command_list, Toolbar& toolbar) const;
+ static void onToolBarButtonAdded(LLView* button);
+ static void onToolBarButtonRemoved(LLView* button);
+
// Pointers to the toolbars handled by the toolbar view
- LLToolBar* mToolbarLeft;
- LLToolBar* mToolbarRight;
- LLToolBar* mToolbarBottom;
+ LLToolBar* mToolbars[TOOLBAR_COUNT];
+ bool mToolbarsLoaded;
bool mDragStarted;
LLToolBarButton* mDragToolbarButton;
diff --git a/indra/newview/lltoolbrush.cpp b/indra/newview/lltoolbrush.cpp
index 9782b90cf1..aba43a9715 100644
--- a/indra/newview/lltoolbrush.cpp
+++ b/indra/newview/lltoolbrush.cpp
@@ -507,12 +507,12 @@ void LLToolBrushLand::render()
void LLToolBrushLand::renderOverlay(LLSurface& land, const LLVector3& pos_region,
const LLVector3& pos_world)
{
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
LLGLDepthTest mDepthTest(GL_TRUE);
- glPushMatrix();
+ gGL.pushMatrix();
gGL.color4fv(OVERLAY_COLOR.mV);
- glTranslatef(0.0f, 0.0f, 1.0f);
+ gGL.translatef(0.0f, 0.0f, 1.0f);
S32 i = (S32) pos_region.mV[VX];
S32 j = (S32) pos_region.mV[VY];
@@ -566,7 +566,7 @@ void LLToolBrushLand::renderOverlay(LLSurface& land, const LLVector3& pos_region
}
gGL.end();
- glPopMatrix();
+ gGL.popMatrix();
}
void LLToolBrushLand::determineAffectedRegions(region_list_t& regions,
diff --git a/indra/newview/lltoolmorph.cpp b/indra/newview/lltoolmorph.cpp
index 964b17d3a6..718201e381 100644
--- a/indra/newview/lltoolmorph.cpp
+++ b/indra/newview/lltoolmorph.cpp
@@ -169,23 +169,28 @@ BOOL LLVisualParamHint::render()
gGL.pushUIMatrix();
gGL.loadUIIdentity();
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
- glLoadIdentity();
- glOrtho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
+ gGL.loadIdentity();
+ gGL.ortho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
- glLoadIdentity();
+ gGL.loadIdentity();
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
LLGLSUIDefault gls_ui;
//LLGLState::verify(TRUE);
mBackgroundp->draw(0, 0, mFullWidth, mFullHeight);
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
mNeedsUpdate = FALSE;
diff --git a/indra/newview/lltracker.cpp b/indra/newview/lltracker.cpp
index efe9bb8da7..bf1f8808a7 100644
--- a/indra/newview/lltracker.cpp
+++ b/indra/newview/lltracker.cpp
@@ -509,9 +509,10 @@ void LLTracker::renderBeacon(LLVector3d pos_global,
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glTranslatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+ {
+ gGL.translatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]);
draw_shockwave(1024.f, gRenderStartTime.getElapsedTimeF32(), 32, fogged_color);
@@ -563,9 +564,8 @@ void LLTracker::renderBeacon(LLVector3d pos_global,
gGL.end();
}
-
- //gCylinder.render(1000);
- glPopMatrix();
+ }
+ gGL.popMatrix();
std::string text;
text = llformat( "%.0f m", to_vec.magVec());
diff --git a/indra/newview/lltransientfloatermgr.cpp b/indra/newview/lltransientfloatermgr.cpp
index c648a6a28a..3d68c10489 100644
--- a/indra/newview/lltransientfloatermgr.cpp
+++ b/indra/newview/lltransientfloatermgr.cpp
@@ -42,9 +42,9 @@ LLTransientFloaterMgr::LLTransientFloaterMgr()
&LLTransientFloaterMgr::leftMouseClickCallback, this, _2, _3, _4));
}
- mGroupControls.insert(std::pair<ETransientGroup, std::set<LLView*> >(GLOBAL, std::set<LLView*>()));
- mGroupControls.insert(std::pair<ETransientGroup, std::set<LLView*> >(DOCKED, std::set<LLView*>()));
- mGroupControls.insert(std::pair<ETransientGroup, std::set<LLView*> >(IM, std::set<LLView*>()));
+ mGroupControls.insert(std::pair<ETransientGroup, controls_set_t >(GLOBAL, controls_set_t()));
+ mGroupControls.insert(std::pair<ETransientGroup, controls_set_t >(DOCKED, controls_set_t()));
+ mGroupControls.insert(std::pair<ETransientGroup, controls_set_t >(IM, controls_set_t()));
}
void LLTransientFloaterMgr::registerTransientFloater(LLTransientFloater* floater)
@@ -59,12 +59,16 @@ void LLTransientFloaterMgr::unregisterTransientFloater(LLTransientFloater* float
void LLTransientFloaterMgr::addControlView(ETransientGroup group, LLView* view)
{
- mGroupControls.find(group)->second.insert(view);
+ if (!view) return;
+
+ mGroupControls.find(group)->second.insert(view->getHandle());
}
void LLTransientFloaterMgr::removeControlView(ETransientGroup group, LLView* view)
{
- mGroupControls.find(group)->second.erase(view);
+ if (!view) return;
+
+ mGroupControls.find(group)->second.erase(view->getHandle());
}
void LLTransientFloaterMgr::addControlView(LLView* view)
@@ -89,7 +93,7 @@ void LLTransientFloaterMgr::hideTransientFloaters(S32 x, S32 y)
{
ETransientGroup group = floater->getGroup();
- bool hide = isControlClicked(mGroupControls.find(group)->second, x, y);
+ bool hide = isControlClicked(group, mGroupControls.find(group)->second, x, y);
if (hide)
{
floater->setTransientVisible(FALSE);
@@ -98,13 +102,25 @@ void LLTransientFloaterMgr::hideTransientFloaters(S32 x, S32 y)
}
}
-bool LLTransientFloaterMgr::isControlClicked(std::set<LLView*>& set, S32 x, S32 y)
+bool LLTransientFloaterMgr::isControlClicked(ETransientGroup group, controls_set_t& set, S32 x, S32 y)
{
+ std::list< LLHandle<LLView> > dead_handles;
+
bool res = true;
for (controls_set_t::iterator it = set.begin(); it
!= set.end(); it++)
{
- LLView* control_view = *it;
+ LLView* control_view = NULL;
+
+ LLHandle<LLView> handle = *it;
+ if (handle.isDead())
+ {
+ dead_handles.push_back(handle);
+ continue;
+ }
+
+ control_view = handle.get();
+
if (!control_view->getVisible())
{
continue;
@@ -118,6 +134,13 @@ bool LLTransientFloaterMgr::isControlClicked(std::set<LLView*>& set, S32 x, S32
break;
}
}
+
+ for (std::list< LLHandle<LLView> >::iterator it = dead_handles.begin(); it != dead_handles.end(); ++it)
+ {
+ LLHandle<LLView> handle = *it;
+ mGroupControls.find(group)->second.erase(handle);
+ }
+
return res;
}
@@ -130,8 +153,8 @@ void LLTransientFloaterMgr::leftMouseClickCallback(S32 x, S32 y,
return;
}
- bool hide = isControlClicked(mGroupControls.find(DOCKED)->second, x, y)
- && isControlClicked(mGroupControls.find(GLOBAL)->second, x, y);
+ bool hide = isControlClicked(DOCKED, mGroupControls.find(DOCKED)->second, x, y)
+ && isControlClicked(GLOBAL, mGroupControls.find(GLOBAL)->second, x, y);
if (hide)
{
hideTransientFloaters(x, y);
diff --git a/indra/newview/lltransientfloatermgr.h b/indra/newview/lltransientfloatermgr.h
index 2919244121..b4611c8c87 100644
--- a/indra/newview/lltransientfloatermgr.h
+++ b/indra/newview/lltransientfloatermgr.h
@@ -56,14 +56,15 @@ public:
void removeControlView(LLView* view);
private:
+ typedef std::set<LLHandle<LLView> > controls_set_t;
+ typedef std::map<ETransientGroup, controls_set_t > group_controls_t;
+
void hideTransientFloaters(S32 x, S32 y);
void leftMouseClickCallback(S32 x, S32 y, MASK mask);
- bool isControlClicked(std::set<LLView*>& set, S32 x, S32 y);
-private:
+ bool isControlClicked(ETransientGroup group, controls_set_t& set, S32 x, S32 y);
+
std::set<LLTransientFloater*> mTransSet;
- typedef std::set<LLView*> controls_set_t;
- typedef std::map<ETransientGroup, std::set<LLView*> > group_controls_t;
group_controls_t mGroupControls;
};
diff --git a/indra/newview/lltranslate.cpp b/indra/newview/lltranslate.cpp
index 3692f67a8d..7eb54271f4 100755
--- a/indra/newview/lltranslate.cpp
+++ b/indra/newview/lltranslate.cpp
@@ -31,50 +31,224 @@
#include <curl/curl.h>
#include "llbufferstream.h"
+#include "lltrans.h"
#include "llui.h"
#include "llversioninfo.h"
#include "llviewercontrol.h"
#include "reader.h"
-// These two are concatenated with the language specifiers to form a complete Google Translate URL
-const char* LLTranslate::m_GoogleURL = "http://ajax.googleapis.com/ajax/services/language/translate?v=1.0&q=";
-const char* LLTranslate::m_GoogleLangSpec = "&langpair=";
-float LLTranslate::m_GoogleTimeout = 5;
+// virtual
+void LLGoogleTranslationHandler::getTranslateURL(
+ std::string &url,
+ const std::string &from_lang,
+ const std::string &to_lang,
+ const std::string &text) const
+{
+ url = std::string("https://www.googleapis.com/language/translate/v2?key=")
+ + getAPIKey() + "&q=" + LLURI::escape(text) + "&target=" + to_lang;
+ if (!from_lang.empty())
+ {
+ url += "&source=" + from_lang;
+ }
+}
+
+// virtual
+void LLGoogleTranslationHandler::getKeyVerificationURL(
+ std::string& url,
+ const std::string& key) const
+{
+ url = std::string("https://www.googleapis.com/language/translate/v2/languages?key=")
+ + key + "&target=en";
+}
+
+// virtual
+bool LLGoogleTranslationHandler::parseResponse(
+ int& status,
+ const std::string& body,
+ std::string& translation,
+ std::string& detected_lang,
+ std::string& err_msg) const
+{
+ Json::Value root;
+ Json::Reader reader;
+
+ if (!reader.parse(body, root))
+ {
+ err_msg = reader.getFormatedErrorMessages();
+ return false;
+ }
+
+ if (!root.isObject()) // empty response? should not happen
+ {
+ return false;
+ }
+
+ if (status != STATUS_OK)
+ {
+ // Request failed. Extract error message from the response.
+ parseErrorResponse(root, status, err_msg);
+ return false;
+ }
+
+ // Request succeeded, extract translation from the response.
+ return parseTranslation(root, translation, detected_lang);
+}
+
+// static
+void LLGoogleTranslationHandler::parseErrorResponse(
+ const Json::Value& root,
+ int& status,
+ std::string& err_msg)
+{
+ const Json::Value& error = root.get("error", 0);
+ if (!error.isObject() || !error.isMember("message") || !error.isMember("code"))
+ {
+ return;
+ }
-LLSD LLTranslate::m_Header;
-// These constants are for the GET header.
-const char* LLTranslate::m_AcceptHeader = "Accept";
-const char* LLTranslate::m_AcceptType = "text/plain";
-const char* LLTranslate::m_AgentHeader = "User-Agent";
+ err_msg = error["message"].asString();
+ status = error["code"].asInt();
+}
+
+// static
+bool LLGoogleTranslationHandler::parseTranslation(
+ const Json::Value& root,
+ std::string& translation,
+ std::string& detected_lang)
+{
+ // JsonCpp is prone to aborting the program on failed assertions,
+ // so be super-careful and verify the response format.
+ const Json::Value& data = root.get("data", 0);
+ if (!data.isObject() || !data.isMember("translations"))
+ {
+ return false;
+ }
+
+ const Json::Value& translations = data["translations"];
+ if (!translations.isArray() || translations.size() == 0)
+ {
+ return false;
+ }
+
+ const Json::Value& first = translations[0U];
+ if (!first.isObject() || !first.isMember("translatedText"))
+ {
+ return false;
+ }
+
+ translation = first["translatedText"].asString();
+ detected_lang = first.get("detectedSourceLanguage", "").asString();
+ return true;
+}
-// These constants are in the JSON returned from Google
-const char* LLTranslate::m_GoogleData = "responseData";
-const char* LLTranslate::m_GoogleTranslation = "translatedText";
-const char* LLTranslate::m_GoogleLanguage = "detectedSourceLanguage";
+// static
+std::string LLGoogleTranslationHandler::getAPIKey()
+{
+ return gSavedSettings.getString("GoogleTranslateAPIKey");
+}
// virtual
-void LLTranslate::TranslationReceiver::completedRaw( U32 status,
- const std::string& reason,
- const LLChannelDescriptors& channels,
- const LLIOPipe::buffer_ptr_t& buffer)
+void LLBingTranslationHandler::getTranslateURL(
+ std::string &url,
+ const std::string &from_lang,
+ const std::string &to_lang,
+ const std::string &text) const
{
- if (200 <= status && status < 300)
+ url = std::string("http://api.microsofttranslator.com/v2/Http.svc/Translate?appId=")
+ + getAPIKey() + "&text=" + LLURI::escape(text) + "&to=" + to_lang;
+ if (!from_lang.empty())
{
- LLBufferStream istr(channels, buffer.get());
- std::stringstream strstrm;
- strstrm << istr.rdbuf();
+ url += "&from=" + from_lang;
+ }
+}
- const std::string result = strstrm.str();
- std::string translation;
- std::string detected_language;
+// virtual
+void LLBingTranslationHandler::getKeyVerificationURL(
+ std::string& url,
+ const std::string& key) const
+{
+ url = std::string("http://api.microsofttranslator.com/v2/Http.svc/GetLanguagesForTranslate?appId=")
+ + key;
+}
- if (!parseGoogleTranslate(result, translation, detected_language))
+// virtual
+bool LLBingTranslationHandler::parseResponse(
+ int& status,
+ const std::string& body,
+ std::string& translation,
+ std::string& detected_lang,
+ std::string& err_msg) const
+{
+ if (status != STATUS_OK)
+ {
+ static const std::string MSG_BEGIN_MARKER = "Message: ";
+ size_t begin = body.find(MSG_BEGIN_MARKER);
+ if (begin != std::string::npos)
+ {
+ begin += MSG_BEGIN_MARKER.size();
+ }
+ else
{
- handleFailure();
- return;
+ begin = 0;
+ err_msg.clear();
}
-
+ size_t end = body.find("</p>", begin);
+ err_msg = body.substr(begin, end-begin);
+ LLStringUtil::replaceString(err_msg, "&#xD;", ""); // strip CR
+ return false;
+ }
+
+ // Sample response: <string xmlns="http://schemas.microsoft.com/2003/10/Serialization/">Hola</string>
+ size_t begin = body.find(">");
+ if (begin == std::string::npos || begin >= (body.size() - 1))
+ {
+ begin = 0;
+ }
+ else
+ {
+ ++begin;
+ }
+
+ size_t end = body.find("</string>", begin);
+
+ detected_lang = ""; // unsupported by this API
+ translation = body.substr(begin, end-begin);
+ LLStringUtil::replaceString(translation, "&#xD;", ""); // strip CR
+ return true;
+}
+
+// static
+std::string LLBingTranslationHandler::getAPIKey()
+{
+ return gSavedSettings.getString("BingTranslateAPIKey");
+}
+
+LLTranslate::TranslationReceiver::TranslationReceiver(const std::string& from_lang, const std::string& to_lang)
+: mFromLang(from_lang)
+, mToLang(to_lang)
+, mHandler(LLTranslate::getPreferredHandler())
+{
+}
+
+// virtual
+void LLTranslate::TranslationReceiver::completedRaw(
+ U32 http_status,
+ const std::string& reason,
+ const LLChannelDescriptors& channels,
+ const LLIOPipe::buffer_ptr_t& buffer)
+{
+ LLBufferStream istr(channels, buffer.get());
+ std::stringstream strstrm;
+ strstrm << istr.rdbuf();
+
+ const std::string body = strstrm.str();
+ std::string translation, detected_lang, err_msg;
+ int status = http_status;
+ LL_DEBUGS("Translate") << "HTTP status: " << status << " " << reason << LL_ENDL;
+ LL_DEBUGS("Translate") << "Response body: " << body << LL_ENDL;
+ if (mHandler.parseResponse(status, body, translation, detected_lang, err_msg))
+ {
// Fix up the response
LLStringUtil::replaceString(translation, "&lt;", "<");
LLStringUtil::replaceString(translation, "&gt;",">");
@@ -83,67 +257,66 @@ void LLTranslate::TranslationReceiver::completedRaw( U32 status,
LLStringUtil::replaceString(translation, "&amp;","&");
LLStringUtil::replaceString(translation, "&apos;","'");
- handleResponse(translation, detected_language);
+ handleResponse(translation, detected_lang);
}
else
{
- LL_WARNS("Translate") << "HTTP request for Google Translate failed with status " << status << ", reason: " << reason << LL_ENDL;
- handleFailure();
+ if (err_msg.empty())
+ {
+ err_msg = LLTrans::getString("TranslationResponseParseError");
+ }
+
+ llwarns << "Translation request failed: " << err_msg << llendl;
+ handleFailure(status, err_msg);
}
}
-//static
-void LLTranslate::translateMessage(LLHTTPClient::ResponderPtr &result, const std::string &from_lang, const std::string &to_lang, const std::string &mesg)
+LLTranslate::KeyVerificationReceiver::KeyVerificationReceiver(EService service)
+: mService(service)
{
- std::string url;
- getTranslateUrl(url, from_lang, to_lang, mesg);
-
- std::string user_agent = llformat("%s %d.%d.%d (%d)",
- LLVersionInfo::getChannel().c_str(),
- LLVersionInfo::getMajor(),
- LLVersionInfo::getMinor(),
- LLVersionInfo::getPatch(),
- LLVersionInfo::getBuild());
+}
- if (!m_Header.size())
- {
- m_Header.insert(m_AcceptHeader, LLSD(m_AcceptType));
- m_Header.insert(m_AgentHeader, LLSD(user_agent));
- }
+LLTranslate::EService LLTranslate::KeyVerificationReceiver::getService() const
+{
+ return mService;
+}
- LLHTTPClient::get(url, result, m_Header, m_GoogleTimeout);
+// virtual
+void LLTranslate::KeyVerificationReceiver::completedRaw(
+ U32 http_status,
+ const std::string& reason,
+ const LLChannelDescriptors& channels,
+ const LLIOPipe::buffer_ptr_t& buffer)
+{
+ bool ok = (http_status == 200);
+ setVerificationStatus(ok);
}
//static
-void LLTranslate::getTranslateUrl(std::string &translate_url, const std::string &from_lang, const std::string &to_lang, const std::string &mesg)
+void LLTranslate::translateMessage(
+ TranslationReceiverPtr &receiver,
+ const std::string &from_lang,
+ const std::string &to_lang,
+ const std::string &mesg)
{
- char * curl_str = curl_escape(mesg.c_str(), mesg.size());
- std::string const escaped_mesg(curl_str);
- curl_free(curl_str);
+ std::string url;
+ receiver->mHandler.getTranslateURL(url, from_lang, to_lang, mesg);
- translate_url = m_GoogleURL
- + escaped_mesg + m_GoogleLangSpec
- + from_lang // 'from' language; empty string for auto
- + "%7C" // |
- + to_lang; // 'to' language
+ LL_DEBUGS("Translate") << "Sending translation request: " << url << LL_ENDL;
+ sendRequest(url, receiver);
}
-//static
-bool LLTranslate::parseGoogleTranslate(const std::string& body, std::string &translation, std::string &detected_language)
+// static
+void LLTranslate::verifyKey(
+ KeyVerificationReceiverPtr& receiver,
+ const std::string& key)
{
- Json::Value root;
- Json::Reader reader;
-
- bool success = reader.parse(body, root);
- if (!success)
- {
- LL_WARNS("Translate") << "Non valid response from Google Translate API: '" << reader.getFormatedErrorMessages() << "'" << LL_ENDL;
- return false;
- }
-
- translation = root[m_GoogleData].get(m_GoogleTranslation, "").asString();
- detected_language = root[m_GoogleData].get(m_GoogleLanguage, "").asString();
- return true;
+ std::string url;
+ const LLTranslationAPIHandler& handler = getHandler(receiver->getService());
+ handler.getKeyVerificationURL(url, key);
+
+ LL_DEBUGS("Translate") << "Sending key verification request: " << url << LL_ENDL;
+ sendRequest(url, receiver);
}
//static
@@ -158,3 +331,52 @@ std::string LLTranslate::getTranslateLanguage()
return language;
}
+// static
+const LLTranslationAPIHandler& LLTranslate::getPreferredHandler()
+{
+ EService service = SERVICE_BING;
+
+ std::string service_str = gSavedSettings.getString("TranslationService");
+ if (service_str == "google")
+ {
+ service = SERVICE_GOOGLE;
+ }
+
+ return getHandler(service);
+}
+
+// static
+const LLTranslationAPIHandler& LLTranslate::getHandler(EService service)
+{
+ static LLGoogleTranslationHandler google;
+ static LLBingTranslationHandler bing;
+
+ if (service == SERVICE_GOOGLE)
+ {
+ return google;
+ }
+
+ return bing;
+}
+
+// static
+void LLTranslate::sendRequest(const std::string& url, LLHTTPClient::ResponderPtr responder)
+{
+ static const float REQUEST_TIMEOUT = 5;
+ static LLSD sHeader;
+
+ if (!sHeader.size())
+ {
+ std::string user_agent = llformat("%s %d.%d.%d (%d)",
+ LLVersionInfo::getChannel().c_str(),
+ LLVersionInfo::getMajor(),
+ LLVersionInfo::getMinor(),
+ LLVersionInfo::getPatch(),
+ LLVersionInfo::getBuild());
+
+ sHeader.insert("Accept", "text/plain");
+ sHeader.insert("User-Agent", user_agent);
+ }
+
+ LLHTTPClient::get(url, responder, sHeader, REQUEST_TIMEOUT);
+}
diff --git a/indra/newview/lltranslate.h b/indra/newview/lltranslate.h
index c7d6eac33f..c2330daa81 100755
--- a/indra/newview/lltranslate.h
+++ b/indra/newview/lltranslate.h
@@ -30,56 +30,257 @@
#include "llhttpclient.h"
#include "llbufferstream.h"
+namespace Json
+{
+ class Value;
+}
+
+/**
+ * Handler of an HTTP machine translation service.
+ *
+ * Derived classes know the service URL
+ * and how to parse the translation result.
+ */
+class LLTranslationAPIHandler
+{
+public:
+ /**
+ * Get URL for translation of the given string.
+ *
+ * Sending HTTP GET request to the URL will initiate translation.
+ *
+ * @param[out] url Place holder for the result.
+ * @param from_lang Source language. Leave empty for auto-detection.
+ * @param to_lang Target language.
+ * @param text Text to translate.
+ */
+ virtual void getTranslateURL(
+ std::string &url,
+ const std::string &from_lang,
+ const std::string &to_lang,
+ const std::string &text) const = 0;
+
+ /**
+ * Get URL to verify the given API key.
+ *
+ * Sending request to the URL verifies the key.
+ * Positive HTTP response (code 200) means that the key is valid.
+ *
+ * @param[out] url Place holder for the URL.
+ * @param[in] key Key to verify.
+ */
+ virtual void getKeyVerificationURL(
+ std::string &url,
+ const std::string &key) const = 0;
+
+ /**
+ * Parse translation response.
+ *
+ * @param[in,out] status HTTP status. May be modified while parsing.
+ * @param body Response text.
+ * @param[out] translation Translated text.
+ * @param[out] detected_lang Detected source language. May be empty.
+ * @param[out] err_msg Error message (in case of error).
+ */
+ virtual bool parseResponse(
+ int& status,
+ const std::string& body,
+ std::string& translation,
+ std::string& detected_lang,
+ std::string& err_msg) const = 0;
+
+ virtual ~LLTranslationAPIHandler() {}
+
+protected:
+ static const int STATUS_OK = 200;
+};
+
+/// Google Translate v2 API handler.
+class LLGoogleTranslationHandler : public LLTranslationAPIHandler
+{
+ LOG_CLASS(LLGoogleTranslationHandler);
+
+public:
+ /*virtual*/ void getTranslateURL(
+ std::string &url,
+ const std::string &from_lang,
+ const std::string &to_lang,
+ const std::string &text) const;
+ /*virtual*/ void getKeyVerificationURL(
+ std::string &url,
+ const std::string &key) const;
+ /*virtual*/ bool parseResponse(
+ int& status,
+ const std::string& body,
+ std::string& translation,
+ std::string& detected_lang,
+ std::string& err_msg) const;
+
+private:
+ static void parseErrorResponse(
+ const Json::Value& root,
+ int& status,
+ std::string& err_msg);
+ static bool parseTranslation(
+ const Json::Value& root,
+ std::string& translation,
+ std::string& detected_lang);
+ static std::string getAPIKey();
+};
+
+/// Microsoft Translator v2 API handler.
+class LLBingTranslationHandler : public LLTranslationAPIHandler
+{
+ LOG_CLASS(LLBingTranslationHandler);
+
+public:
+ /*virtual*/ void getTranslateURL(
+ std::string &url,
+ const std::string &from_lang,
+ const std::string &to_lang,
+ const std::string &text) const;
+ /*virtual*/ void getKeyVerificationURL(
+ std::string &url,
+ const std::string &key) const;
+ /*virtual*/ bool parseResponse(
+ int& status,
+ const std::string& body,
+ std::string& translation,
+ std::string& detected_lang,
+ std::string& err_msg) const;
+private:
+ static std::string getAPIKey();
+};
+
+/**
+ * Entry point for machine translation services.
+ *
+ * Basically, to translate a string, we need to know the URL
+ * of a translation service, have a valid API for the service
+ * and be given the target language.
+ *
+ * Callers specify the string to translate and the target language,
+ * LLTranslate takes care of the rest.
+ *
+ * API keys for translation are taken from saved settings.
+ */
class LLTranslate
{
LOG_CLASS(LLTranslate);
+
public :
+
+ typedef enum e_service {
+ SERVICE_BING,
+ SERVICE_GOOGLE,
+ } EService;
+
+ /**
+ * Subclasses are supposed to handle translation results (e.g. show them in chat)
+ */
class TranslationReceiver: public LLHTTPClient::Responder
{
+ public:
+
+ /**
+ * Using mHandler, parse incoming response.
+ *
+ * Calls either handleResponse() or handleFailure()
+ * depending on the HTTP status code and parsing success.
+ *
+ * @see handleResponse()
+ * @see handleFailure()
+ * @see mHandler
+ */
+ /*virtual*/ void completedRaw(
+ U32 http_status,
+ const std::string& reason,
+ const LLChannelDescriptors& channels,
+ const LLIOPipe::buffer_ptr_t& buffer);
+
protected:
- TranslationReceiver(const std::string &from_lang, const std::string &to_lang)
- : m_fromLang(from_lang),
- m_toLang(to_lang)
- {
- }
+ friend class LLTranslate;
+
+ /// Remember source and target languages for subclasses to be able to filter inappropriate results.
+ TranslationReceiver(const std::string& from_lang, const std::string& to_lang);
+ /// Override point to handle successful translation.
virtual void handleResponse(const std::string &translation, const std::string &recognized_lang) = 0;
- virtual void handleFailure() = 0;
- public:
- ~TranslationReceiver()
- {
- }
+ /// Override point to handle unsuccessful translation.
+ virtual void handleFailure(int status, const std::string& err_msg) = 0;
+
+ std::string mFromLang;
+ std::string mToLang;
+ const LLTranslationAPIHandler& mHandler;
+ };
- virtual void completedRaw( U32 status,
- const std::string& reason,
- const LLChannelDescriptors& channels,
- const LLIOPipe::buffer_ptr_t& buffer);
+ /**
+ * Subclasses are supposed to handle API key verification result.
+ */
+ class KeyVerificationReceiver: public LLHTTPClient::Responder
+ {
+ public:
+ EService getService() const;
protected:
- const std::string m_toLang;
- const std::string m_fromLang;
+ /**
+ * Save the translation service the key belongs to.
+ *
+ * Subclasses need to know it.
+ *
+ * @see getService()
+ */
+ KeyVerificationReceiver(EService service);
+
+ /**
+ * Parse verification response.
+ *
+ * Calls setVerificationStatus() with the verification status,
+ * which is true if HTTP status code is 200.
+ *
+ * @see setVerificationStatus()
+ */
+ /*virtual*/ void completedRaw(
+ U32 http_status,
+ const std::string& reason,
+ const LLChannelDescriptors& channels,
+ const LLIOPipe::buffer_ptr_t& buffer);
+
+ /**
+ * Override point for subclasses to handle key verification status.
+ */
+ virtual void setVerificationStatus(bool ok) = 0;
+
+ EService mService;
};
- static void translateMessage(LLHTTPClient::ResponderPtr &result, const std::string &from_lang, const std::string &to_lang, const std::string &mesg);
- static float m_GoogleTimeout;
+ typedef boost::intrusive_ptr<TranslationReceiver> TranslationReceiverPtr;
+ typedef boost::intrusive_ptr<KeyVerificationReceiver> KeyVerificationReceiverPtr;
+
+ /**
+ * Translate given text.
+ *
+ * @param receiver Object to pass translation result to.
+ * @param from_lang Source language. Leave empty for auto-detection.
+ * @param to_lang Target language.
+ * @param mesg Text to translate.
+ */
+ static void translateMessage(TranslationReceiverPtr &receiver, const std::string &from_lang, const std::string &to_lang, const std::string &mesg);
+
+ /**
+ * Verify given API key of a translation service.
+ *
+ * @param receiver Object to pass verification result to.
+ * @param key Key to verify.
+ */
+ static void verifyKey(KeyVerificationReceiverPtr& receiver, const std::string& key);
static std::string getTranslateLanguage();
private:
- static void getTranslateUrl(std::string &translate_url, const std::string &from_lang, const std::string &to_lang, const std::string &text);
- static bool parseGoogleTranslate(const std::string& body, std::string &translation, std::string &detected_language);
-
- static LLSD m_Header;
- static const char* m_GoogleURL;
- static const char* m_GoogleLangSpec;
- static const char* m_AcceptHeader;
- static const char* m_AcceptType;
- static const char* m_AgentHeader;
- static const char* m_UserAgent;
-
- static const char* m_GoogleData;
- static const char* m_GoogleTranslation;
- static const char* m_GoogleLanguage;
+ static const LLTranslationAPIHandler& getPreferredHandler();
+ static const LLTranslationAPIHandler& getHandler(EService service);
+ static void sendRequest(const std::string& url, LLHTTPClient::ResponderPtr responder);
};
#endif
diff --git a/indra/newview/llviewerassetstorage.cpp b/indra/newview/llviewerassetstorage.cpp
index 36c8b42a52..d042f62830 100644
--- a/indra/newview/llviewerassetstorage.cpp
+++ b/indra/newview/llviewerassetstorage.cpp
@@ -116,7 +116,7 @@ void LLViewerAssetStorage::storeAssetData(
F64 timeout)
{
LLAssetID asset_id = tid.makeAssetID(gAgent.getSecureSessionID());
- llinfos << "LLViewerAssetStorage::storeAssetData (legacy) " << tid << ":" << LLAssetType::lookup(asset_type)
+ LL_DEBUGS("AssetStorage") << "LLViewerAssetStorage::storeAssetData (legacy) " << tid << ":" << LLAssetType::lookup(asset_type)
<< " ASSET_ID: " << asset_id << llendl;
if (mUpstreamHost.isOk())
@@ -248,9 +248,9 @@ void LLViewerAssetStorage::storeAssetData(
}
LLAssetID asset_id = tid.makeAssetID(gAgent.getSecureSessionID());
- llinfos << "LLViewerAssetStorage::storeAssetData (legacy)" << asset_id << ":" << LLAssetType::lookup(asset_type) << llendl;
+ LL_DEBUGS("AssetStorage") << "LLViewerAssetStorage::storeAssetData (legacy)" << asset_id << ":" << LLAssetType::lookup(asset_type) << llendl;
- llinfos << "ASSET_ID: " << asset_id << llendl;
+ LL_DEBUGS("AssetStorage") << "ASSET_ID: " << asset_id << llendl;
S32 size = 0;
LLFILE* fp = LLFile::fopen(filename, "rb");
@@ -369,7 +369,7 @@ void LLViewerAssetStorage::_queueDataRequest(
tpvf.setAsset(uuid, atype);
tpvf.setCallback(downloadCompleteCallback, req);
- llinfos << "Starting transfer for " << uuid << llendl;
+ LL_DEBUGS("AssetStorage") << "Starting transfer for " << uuid << llendl;
LLTransferTargetChannel *ttcp = gTransferManager.getTargetChannel(mUpstreamHost, LLTCT_ASSET);
ttcp->requestTransfer(spa, tpvf, 100.f + (is_priority ? 1.f : 0.f));
diff --git a/indra/newview/llviewercamera.cpp b/indra/newview/llviewercamera.cpp
index 7f7366dd3d..a437a8b3b5 100644
--- a/indra/newview/llviewercamera.cpp
+++ b/indra/newview/llviewercamera.cpp
@@ -218,8 +218,15 @@ void LLViewerCamera::calcProjection(const F32 far_distance) const
void LLViewerCamera::updateFrustumPlanes(LLCamera& camera, BOOL ortho, BOOL zflip, BOOL no_hacks)
{
GLint* viewport = (GLint*) gGLViewport;
- GLdouble* model = gGLModelView;
- GLdouble* proj = gGLProjection;
+ F64 model[16];
+ F64 proj[16];
+
+ for (U32 i = 0; i < 16; i++)
+ {
+ model[i] = (F64) gGLModelView[i];
+ proj[i] = (F64) gGLProjection[i];
+ }
+
GLdouble objX,objY,objZ;
LLVector3 frust[8];
@@ -325,8 +332,8 @@ void LLViewerCamera::setPerspective(BOOL for_selection,
aspect = getAspect();
// Load camera view matrix
- glMatrixMode( GL_PROJECTION );
- glLoadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.loadIdentity();
glh::matrix4f proj_mat;
@@ -385,14 +392,14 @@ void LLViewerCamera::setPerspective(BOOL for_selection,
proj_mat *= gl_perspective(fov_y,aspect,z_near,z_far);
- glLoadMatrixf(proj_mat.m);
+ gGL.loadMatrix(proj_mat.m);
for (U32 i = 0; i < 16; i++)
{
gGLProjection[i] = proj_mat.m[i];
}
- glMatrixMode( GL_MODELVIEW );
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
glh::matrix4f modelview((GLfloat*) OGL_TO_CFR_ROTATION);
@@ -402,7 +409,7 @@ void LLViewerCamera::setPerspective(BOOL for_selection,
modelview *= glh::matrix4f(ogl_matrix);
- glLoadMatrixf(modelview.m);
+ gGL.loadMatrix(modelview.m);
if (for_selection && (width > 1 || height > 1))
{
@@ -420,7 +427,6 @@ void LLViewerCamera::setPerspective(BOOL for_selection,
if (!for_selection && mZoomFactor == 1.f)
{
// Save GL matrices for access elsewhere in code, especially project_world_to_screen
- //glGetDoublev(GL_MODELVIEW_MATRIX, gGLModelView);
for (U32 i = 0; i < 16; i++)
{
gGLModelView[i] = modelview.m[i];
@@ -428,14 +434,6 @@ void LLViewerCamera::setPerspective(BOOL for_selection,
}
updateFrustumPlanes(*this);
-
- /*if (gSavedSettings.getBOOL("CameraOffset"))
- {
- glMatrixMode(GL_PROJECTION);
- glTranslatef(0,0,-50);
- glRotatef(20.0,1,0,0);
- glMatrixMode(GL_MODELVIEW);
- }*/
}
@@ -443,11 +441,20 @@ void LLViewerCamera::setPerspective(BOOL for_selection,
// screen coordinates to the agent's region.
void LLViewerCamera::projectScreenToPosAgent(const S32 screen_x, const S32 screen_y, LLVector3* pos_agent) const
{
-
GLdouble x, y, z;
+
+ F64 mdlv[16];
+ F64 proj[16];
+
+ for (U32 i = 0; i < 16; i++)
+ {
+ mdlv[i] = (F64) gGLModelView[i];
+ proj[i] = (F64) gGLProjection[i];
+ }
+
gluUnProject(
GLdouble(screen_x), GLdouble(screen_y), 0.0,
- gGLModelView, gGLProjection, (GLint*)gGLViewport,
+ mdlv, proj, (GLint*)gGLViewport,
&x,
&y,
&z );
@@ -484,8 +491,17 @@ BOOL LLViewerCamera::projectPosAgentToScreen(const LLVector3 &pos_agent, LLCoord
viewport[2] = world_view_rect.getWidth();
viewport[3] = world_view_rect.getHeight();
+ F64 mdlv[16];
+ F64 proj[16];
+
+ for (U32 i = 0; i < 16; i++)
+ {
+ mdlv[i] = (F64) gGLModelView[i];
+ proj[i] = (F64) gGLProjection[i];
+ }
+
if (GL_TRUE == gluProject(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ],
- gGLModelView, gGLProjection, (GLint*)viewport,
+ mdlv, proj, (GLint*)viewport,
&x, &y, &z))
{
// convert screen coordinates to virtual UI coordinates
@@ -587,9 +603,19 @@ BOOL LLViewerCamera::projectPosAgentToScreenEdge(const LLVector3 &pos_agent,
viewport[2] = world_view_rect.getWidth();
viewport[3] = world_view_rect.getHeight();
GLdouble x, y, z; // object's window coords, GL-style
+
+ F64 mdlv[16];
+ F64 proj[16];
+
+ for (U32 i = 0; i < 16; i++)
+ {
+ mdlv[i] = (F64) gGLModelView[i];
+ proj[i] = (F64) gGLProjection[i];
+ }
+
if (GL_TRUE == gluProject(pos_agent.mV[VX], pos_agent.mV[VY],
- pos_agent.mV[VZ], gGLModelView,
- gGLProjection, (GLint*)viewport,
+ pos_agent.mV[VZ], mdlv,
+ proj, (GLint*)viewport,
&x, &y, &z))
{
x /= gViewerWindow->getDisplayScale().mV[VX];
diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp
index 967e26be0c..73e4d11d7b 100644
--- a/indra/newview/llviewercontrol.cpp
+++ b/indra/newview/llviewercontrol.cpp
@@ -118,12 +118,6 @@ static bool handleSetShaderChanged(const LLSD& newvalue)
gBumpImageList.destroyGL();
gBumpImageList.restoreGL();
- // Changing shader also changes the terrain detail to high, reflect that change here
- if (newvalue.asBoolean())
- {
- // shaders enabled, set terrain detail to high
- gSavedSettings.setS32("RenderTerrainDetail", 1);
- }
// else, leave terrain detail as is
LLViewerShaderMgr::instance()->setShaders();
return true;
@@ -187,21 +181,6 @@ static bool handleReleaseGLBufferChanged(const LLSD& newvalue)
return true;
}
-static bool handleFSAASamplesChanged(const LLSD& newvalue)
-{
- if (gPipeline.isInit())
- {
- gPipeline.releaseGLBuffers();
- gPipeline.createGLBuffers();
-
- if (LLPipeline::sRenderDeferred)
- {
- LLViewerShaderMgr::instance()->setShaders();
- }
- }
- return true;
-}
-
static bool handleAnisotropicChanged(const LLSD& newvalue)
{
LLImageGL::sGlobalUseAnisotropic = newvalue.asBoolean();
@@ -403,6 +382,7 @@ static bool handleRenderDeferredChanged(const LLSD& newvalue)
LLRenderTarget::sUseFBO = newvalue.asBoolean();
if (gPipeline.isInit())
{
+ LLPipeline::refreshCachedSettings();
gPipeline.updateRenderDeferred();
gPipeline.releaseGLBuffers();
gPipeline.createGLBuffers();
@@ -472,12 +452,6 @@ bool handleEffectColorChanged(const LLSD& newvalue)
return true;
}
-bool handleVectorizeChanged(const LLSD& newvalue)
-{
- LLViewerJointMesh::updateVectorize();
- return true;
-}
-
bool handleHighResSnapshotChanged(const LLSD& newvalue)
{
// High Res Snapshot active, must uncheck RenderUIInSnapshot
@@ -588,21 +562,21 @@ void settings_setup_listeners()
gSavedSettings.getControl("OctreeMaxNodeCapacity")->getSignal()->connect(boost::bind(&handleRepartition, _2));
gSavedSettings.getControl("OctreeAlphaDistanceFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2));
gSavedSettings.getControl("OctreeAttachmentSizeFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2));
- gSavedSettings.getControl("RenderMaxTextureIndex")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
+ gSavedSettings.getControl("RenderMaxTextureIndex")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("RenderUseTriStrips")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
gSavedSettings.getControl("RenderAnimateTrees")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
gSavedSettings.getControl("RenderAvatarVP")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("VertexShaderEnable")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("RenderUIBuffer")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
+ gSavedSettings.getControl("RenderDepthOfField")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
+ gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderSpecularResX")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderSpecularResY")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderSpecularExponent")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
- gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleFSAASamplesChanged, _2));
gSavedSettings.getControl("RenderAnisotropic")->getSignal()->connect(boost::bind(&handleAnisotropicChanged, _2));
gSavedSettings.getControl("RenderShadowResolutionScale")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
- gSavedSettings.getControl("EnableRippleWater")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("RenderGlowResolutionPow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderAvatarCloth")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("WindLightUseAtmosShaders")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
@@ -633,7 +607,6 @@ void settings_setup_listeners()
gSavedSettings.getControl("RenderDeferred")->getSignal()->connect(boost::bind(&handleRenderDeferredChanged, _2));
gSavedSettings.getControl("RenderShadowDetail")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("RenderDeferredSSAO")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
- gSavedSettings.getControl("RenderDeferredGI")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("RenderPerformanceTest")->getSignal()->connect(boost::bind(&handleRenderPerfTestChanged, _2));
gSavedSettings.getControl("TextureMemory")->getSignal()->connect(boost::bind(&handleVideoMemoryChanged, _2));
gSavedSettings.getControl("AuditTexture")->getSignal()->connect(boost::bind(&handleAuditTextureChanged, _2));
@@ -658,6 +631,7 @@ void settings_setup_listeners()
gSavedSettings.getControl("MuteAmbient")->getSignal()->connect(boost::bind(&handleAudioVolumeChanged, _2));
gSavedSettings.getControl("MuteUI")->getSignal()->connect(boost::bind(&handleAudioVolumeChanged, _2));
gSavedSettings.getControl("RenderVBOEnable")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
+ gSavedSettings.getControl("RenderUseVAO")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
gSavedSettings.getControl("RenderVBOMappingDisable")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
gSavedSettings.getControl("RenderUseStreamVBO")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
gSavedSettings.getControl("RenderPreferStreamDraw")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
@@ -712,10 +686,6 @@ void settings_setup_listeners()
gSavedSettings.getControl("UserLogFile")->getSignal()->connect(boost::bind(&handleLogFileChanged, _2));
gSavedSettings.getControl("RenderHideGroupTitle")->getSignal()->connect(boost::bind(handleHideGroupTitleChanged, _2));
gSavedSettings.getControl("HighResSnapshot")->getSignal()->connect(boost::bind(handleHighResSnapshotChanged, _2));
- gSavedSettings.getControl("VectorizePerfTest")->getSignal()->connect(boost::bind(&handleVectorizeChanged, _2));
- gSavedSettings.getControl("VectorizeEnable")->getSignal()->connect(boost::bind(&handleVectorizeChanged, _2));
- gSavedSettings.getControl("VectorizeProcessor")->getSignal()->connect(boost::bind(&handleVectorizeChanged, _2));
- gSavedSettings.getControl("VectorizeSkin")->getSignal()->connect(boost::bind(&handleVectorizeChanged, _2));
gSavedSettings.getControl("EnableVoiceChat")->getSignal()->connect(boost::bind(&handleVoiceClientPrefsChanged, _2));
gSavedSettings.getControl("PTTCurrentlyEnabled")->getSignal()->connect(boost::bind(&handleVoiceClientPrefsChanged, _2));
gSavedSettings.getControl("PushToTalkButton")->getSignal()->connect(boost::bind(&handleVoiceClientPrefsChanged, _2));
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp
index d6512207ae..3f0b5bf3fb 100644
--- a/indra/newview/llviewerdisplay.cpp
+++ b/indra/newview/llviewerdisplay.cpp
@@ -124,7 +124,8 @@ void display_startup()
// Update images?
//gImageList.updateImages(0.01f);
-
+ LLTexUnit::sWhiteTexture = LLViewerFetchedTexture::sWhiteImagep->getTexName();
+
LLGLSDefault gls_default;
// Required for HTML update in login screen
@@ -212,6 +213,10 @@ static LLFastTimer::DeclareTimer FTM_RENDER("Render", true);
static LLFastTimer::DeclareTimer FTM_UPDATE_SKY("Update Sky");
static LLFastTimer::DeclareTimer FTM_UPDATE_TEXTURES("Update Textures");
static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE("Update Images");
+static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_CLASS("Class");
+static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_BUMP("Bump");
+static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_LIST("List");
+static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_DELETE("Delete");
// Paint the display!
void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
@@ -224,6 +229,8 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
gGL.flush();
glClear(GL_COLOR_BUFFER_BIT);
gViewerWindow->getWindow()->swapBuffers();
+ LLPipeline::refreshCachedSettings();
+ LLPipeline::refreshRenderDeferred();
gPipeline.resizeScreenTexture();
gResizeScreenTexture = FALSE;
gWindowResized = FALSE;
@@ -523,10 +530,9 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
// Note that these are not the same as GL defaults...
stop_glerror();
- F32 one[4] = {1.f, 1.f, 1.f, 1.f};
- glLightModelfv (GL_LIGHT_MODEL_AMBIENT,one);
+ gGL.setAmbientLightColor(LLColor4::white);
stop_glerror();
-
+
/////////////////////////////////////
//
// Render
@@ -611,12 +617,10 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
//Increment drawable frame counter
LLDrawable::incrementVisible();
+ LLPipeline::refreshCachedSettings();
+ LLPipeline::refreshRenderDeferred();
+
LLSpatialGroup::sNoDelete = TRUE;
- LLPipeline::sUseOcclusion =
- (!gUseWireframe
- && LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion")
- && gSavedSettings.getBOOL("UseOcclusion")
- && gGLManager.mHasOcclusionQuery) ? 2 : 0;
LLTexUnit::sWhiteTexture = LLViewerFetchedTexture::sWhiteImagep->getTexName();
/*if (LLPipeline::sUseOcclusion && LLPipeline::sRenderDeferred)
@@ -624,12 +628,6 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
LLPipeline::sUseOcclusion = 3;
}*/
- LLPipeline::sAutoMaskAlphaDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaDeferred");
- LLPipeline::sAutoMaskAlphaNonDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaNonDeferred");
- LLPipeline::sUseFarClip = gSavedSettings.getBOOL("RenderUseFarClip");
- LLVOAvatar::sMaxVisible = (U32)gSavedSettings.getS32("RenderAvatarMaxVisible");
- LLPipeline::sDelayVBUpdate = gSavedSettings.getBOOL("RenderDelayVBUpdate");
-
S32 occlusion = LLPipeline::sUseOcclusion;
if (gDepthDirty)
{ //depth buffer is invalid, don't overwrite occlusion state
@@ -657,10 +655,6 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
{
LLMemType mt_ds(LLMemType::MTYPE_DISPLAY_SWAP);
- {
- LLFastTimer ftm(FTM_CLIENT_COPY);
- LLVertexBuffer::clientCopy(0.016);
- }
if (gResizeScreenTexture)
{
@@ -701,10 +695,10 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
glh_set_current_projection(proj);
glh_set_current_modelview(mod);
- glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(proj.m);
- glMatrixMode(GL_MODELVIEW);
- glLoadMatrixf(mod.m);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.loadMatrix(proj.m);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.loadMatrix(mod.m);
gViewerWindow->setup3DViewport();
LLGLState::checkStates();
@@ -724,6 +718,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
LLAppViewer::instance()->pingMainloopTimeout("Display:Imagery");
gPipeline.generateWaterReflection(*LLViewerCamera::getInstance());
gPipeline.generateHighlight(*LLViewerCamera::getInstance());
+ gPipeline.renderPhysicsDisplay();
}
LLGLState::checkStates();
@@ -742,18 +737,31 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
LLMemType mt_iu(LLMemType::MTYPE_DISPLAY_IMAGE_UPDATE);
LLFastTimer t(FTM_IMAGE_UPDATE);
- LLViewerTexture::updateClass(LLViewerCamera::getInstance()->getVelocityStat()->getMean(),
- LLViewerCamera::getInstance()->getAngularVelocityStat()->getMean());
+ {
+ LLFastTimer t(FTM_IMAGE_UPDATE_CLASS);
+ LLViewerTexture::updateClass(LLViewerCamera::getInstance()->getVelocityStat()->getMean(),
+ LLViewerCamera::getInstance()->getAngularVelocityStat()->getMean());
+ }
- gBumpImageList.updateImages(); // must be called before gTextureList version so that it's textures are thrown out first.
+
+ {
+ LLFastTimer t(FTM_IMAGE_UPDATE_BUMP);
+ gBumpImageList.updateImages(); // must be called before gTextureList version so that it's textures are thrown out first.
+ }
- F32 max_image_decode_time = 0.050f*gFrameIntervalSeconds; // 50 ms/second decode time
- max_image_decode_time = llclamp(max_image_decode_time, 0.002f, 0.005f ); // min 2ms/frame, max 5ms/frame)
- gTextureList.updateImages(max_image_decode_time);
+ {
+ LLFastTimer t(FTM_IMAGE_UPDATE_LIST);
+ F32 max_image_decode_time = 0.050f*gFrameIntervalSeconds; // 50 ms/second decode time
+ max_image_decode_time = llclamp(max_image_decode_time, 0.002f, 0.005f ); // min 2ms/frame, max 5ms/frame)
+ gTextureList.updateImages(max_image_decode_time);
+ }
- //remove dead textures from GL
- LLImageGL::deleteDeadTextures();
- stop_glerror();
+ {
+ LLFastTimer t(FTM_IMAGE_UPDATE_DELETE);
+ //remove dead textures from GL
+ LLImageGL::deleteDeadTextures();
+ stop_glerror();
+ }
}
LLGLState::checkStates();
@@ -812,13 +820,13 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
//// assumes frontmost floater with focus is opaque
//if (frontmost_floaterp && gFocusMgr.childHasKeyboardFocus(frontmost_floaterp))
//{
- // glMatrixMode(GL_MODELVIEW);
- // glPushMatrix();
+ // gGL.matrixMode(LLRender::MM_MODELVIEW);
+ // gGL.pushMatrix();
// {
// gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
// glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
- // glLoadIdentity();
+ // gGL.loadIdentity();
// LLRect floater_rect = frontmost_floaterp->calcScreenRect();
// // deflate by one pixel so rounding errors don't occlude outside of floater extents
@@ -828,8 +836,8 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
// (F32)floater_rect.mRight / (F32)gViewerWindow->getWindowWidthScaled(),
// (F32)floater_rect.mBottom / (F32)gViewerWindow->getWindowHeightScaled());
// floater_3d_rect.translate(-0.5f, -0.5f);
- // glTranslatef(0.f, 0.f, -LLViewerCamera::getInstance()->getNear());
- // glScalef(LLViewerCamera::getInstance()->getNear() * LLViewerCamera::getInstance()->getAspect() / sinf(LLViewerCamera::getInstance()->getView()), LLViewerCamera::getInstance()->getNear() / sinf(LLViewerCamera::getInstance()->getView()), 1.f);
+ // gGL.translatef(0.f, 0.f, -LLViewerCamera::getInstance()->getNear());
+ // gGL.scalef(LLViewerCamera::getInstance()->getNear() * LLViewerCamera::getInstance()->getAspect() / sinf(LLViewerCamera::getInstance()->getView()), LLViewerCamera::getInstance()->getNear() / sinf(LLViewerCamera::getInstance()->getView()), 1.f);
// gGL.color4fv(LLColor4::white.mV);
// gGL.begin(LLVertexBuffer::QUADS);
// {
@@ -841,11 +849,10 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
// gGL.end();
// glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
// }
- // glPopMatrix();
+ // gGL.popMatrix();
//}
LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE;
- LLPipeline::refreshRenderDeferred();
LLGLState::checkStates();
LLGLState::checkClientArrays();
@@ -865,6 +872,11 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
else
{
gPipeline.mScreen.bindTarget();
+ if (LLPipeline::sUnderWaterRender && !gPipeline.canUseWindLightShaders())
+ {
+ const LLColor4 &col = LLDrawPoolWater::sWaterFogColor;
+ glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
+ }
gPipeline.mScreen.clear();
}
@@ -978,10 +990,10 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
void render_hud_attachments()
{
LLMemType mt_ra(LLMemType::MTYPE_DISPLAY_RENDER_ATTACHMENTS);
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
glh::matrix4f current_proj = glh_get_current_projection();
glh::matrix4f current_mod = glh_get_current_modelview();
@@ -1067,10 +1079,10 @@ void render_hud_attachments()
}
LLPipeline::sUseOcclusion = use_occlusion;
}
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
glh_set_current_projection(current_proj);
glh_set_current_modelview(current_mod);
@@ -1153,12 +1165,12 @@ BOOL setup_hud_matrices(const LLRect& screen_region)
if (!result) return result;
// set up transform to keep HUD objects in front of camera
- glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(proj.m);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.loadMatrix(proj.m);
glh_set_current_projection(proj);
- glMatrixMode(GL_MODELVIEW);
- glLoadMatrixf(model.m);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.loadMatrix(model.m);
glh_set_current_modelview(model);
return TRUE;
}
@@ -1174,8 +1186,8 @@ void render_ui(F32 zoom_factor, int subfield)
if (!gSnapshot)
{
- glPushMatrix();
- glLoadMatrixd(gGLLastModelView);
+ gGL.pushMatrix();
+ gGL.loadMatrix(gGLLastModelView);
glh_set_current_modelview(glh_copy_matrix(gGLLastModelView));
}
@@ -1231,7 +1243,7 @@ void render_ui(F32 zoom_factor, int subfield)
if (!gSnapshot)
{
glh_set_current_modelview(saved_view);
- glPopMatrix();
+ gGL.popMatrix();
}
if (gDisplaySwapBuffers)
@@ -1304,10 +1316,10 @@ void draw_axes()
gGL.vertex3f(0.0f, 0.0f, 40.0f);
gGL.end();
// Some coordinate axes
- glPushMatrix();
- glTranslatef( v.mV[VX], v.mV[VY], v.mV[VZ] );
+ gGL.pushMatrix();
+ gGL.translatef( v.mV[VX], v.mV[VY], v.mV[VZ] );
renderCoordinateAxes();
- glPopMatrix();
+ gGL.popMatrix();
}
void render_ui_3d()
@@ -1329,14 +1341,19 @@ void render_ui_3d()
// Debugging stuff goes before the UI.
+ stop_glerror();
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+
// Coordinate axes
if (gSavedSettings.getBOOL("ShowAxes"))
{
draw_axes();
}
- stop_glerror();
-
gViewerWindow->renderSelections(FALSE, FALSE, TRUE); // Non HUD call in render_hud_elements
stop_glerror();
}
@@ -1377,10 +1394,10 @@ void render_ui_2d()
gGL.pushMatrix();
S32 half_width = (gViewerWindow->getWorldViewWidthScaled() / 2);
S32 half_height = (gViewerWindow->getWorldViewHeightScaled() / 2);
- glScalef(LLUI::sGLScaleFactor.mV[0], LLUI::sGLScaleFactor.mV[1], 1.f);
- glTranslatef((F32)half_width, (F32)half_height, 0.f);
+ gGL.scalef(LLUI::sGLScaleFactor.mV[0], LLUI::sGLScaleFactor.mV[1], 1.f);
+ gGL.translatef((F32)half_width, (F32)half_height, 0.f);
F32 zoom = gAgentCamera.mHUDCurZoom;
- glScalef(zoom,zoom,1.f);
+ gGL.scalef(zoom,zoom,1.f);
gGL.color4fv(LLColor4::white.mV);
gl_rect_2d(-half_width, half_height, half_width, -half_height, FALSE);
gGL.popMatrix();
@@ -1459,6 +1476,11 @@ void render_ui_2d()
void render_disconnected_background()
{
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+
gGL.color4f(1,1,1,1);
if (!gDisconnectedImagep && gDisconnected)
{
@@ -1512,22 +1534,28 @@ void render_disconnected_background()
{
LLGLSUIDefault gls_ui;
gViewerWindow->setup2DRender();
- glPushMatrix();
+ gGL.pushMatrix();
{
// scale ui to reflect UIScaleFactor
// this can't be done in setup2DRender because it requires a
// pushMatrix/popMatrix pair
const LLVector2& display_scale = gViewerWindow->getDisplayScale();
- glScalef(display_scale.mV[VX], display_scale.mV[VY], 1.f);
+ gGL.scalef(display_scale.mV[VX], display_scale.mV[VY], 1.f);
gGL.getTexUnit(0)->bind(gDisconnectedImagep);
gGL.color4f(1.f, 1.f, 1.f, 1.f);
gl_rect_2d_simple_tex(width, height);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
}
- glPopMatrix();
+ gGL.popMatrix();
}
gGL.flush();
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.unbind();
+ }
+
}
void display_cleanup()
diff --git a/indra/newview/llviewerfloaterreg.cpp b/indra/newview/llviewerfloaterreg.cpp
index ba53540374..c761969fcf 100644
--- a/indra/newview/llviewerfloaterreg.cpp
+++ b/indra/newview/llviewerfloaterreg.cpp
@@ -107,6 +107,7 @@
#include "llfloatertos.h"
#include "llfloatertopobjects.h"
#include "llfloatertoybox.h"
+#include "llfloatertranslationsettings.h"
#include "llfloateruipreview.h"
#include "llfloatervoiceeffect.h"
#include "llfloaterwhitelistentry.h"
@@ -248,6 +249,7 @@ void LLViewerFloaterReg::registerFloaters()
LLFloaterReg::add("preferences", "floater_preferences.xml", (LLFloaterBuildFunc)&LLFloaterReg::build<LLFloaterPreference>);
LLFloaterReg::add("prefs_proxy", "floater_preferences_proxy.xml", (LLFloaterBuildFunc)&LLFloaterReg::build<LLFloaterPreferenceProxy>);
LLFloaterReg::add("prefs_hardware_settings", "floater_hardware_settings.xml", (LLFloaterBuildFunc)&LLFloaterReg::build<LLFloaterHardwareSettings>);
+ LLFloaterReg::add("prefs_translation", "floater_translation_settings.xml", (LLFloaterBuildFunc)&LLFloaterReg::build<LLFloaterTranslationSettings>);
LLFloaterReg::add("perm_prefs", "floater_perm_prefs.xml", (LLFloaterBuildFunc)&LLFloaterReg::build<LLFloaterPerms>);
LLFloaterReg::add("picks", "floater_picks.xml", (LLFloaterBuildFunc)&LLFloaterReg::build<LLFloaterSidePanelContainer>);
LLFloaterReg::add("pref_joystick", "floater_joystick.xml", (LLFloaterBuildFunc)&LLFloaterReg::build<LLFloaterJoystick>);
diff --git a/indra/newview/llviewerjoint.cpp b/indra/newview/llviewerjoint.cpp
index baf85d6884..a907f102f8 100644
--- a/indra/newview/llviewerjoint.cpp
+++ b/indra/newview/llviewerjoint.cpp
@@ -126,7 +126,7 @@ void LLViewerJoint::setValid( BOOL valid, BOOL recursive )
// //----------------------------------------------------------------
// // push matrix stack
// //----------------------------------------------------------------
-// glPushMatrix();
+// gGL.pushMatrix();
// //----------------------------------------------------------------
// // render the bone to my parent
@@ -140,8 +140,8 @@ void LLViewerJoint::setValid( BOOL valid, BOOL recursive )
// // offset to joint position and
// // rotate to our orientation
// //----------------------------------------------------------------
-// glLoadIdentity();
-// glMultMatrixf( &getWorldMatrix().mMatrix[0][0] );
+// gGL.loadIdentity();
+// gGL.multMatrix( &getWorldMatrix().mMatrix[0][0] );
// //----------------------------------------------------------------
// // render joint axes
@@ -233,7 +233,7 @@ void LLViewerJoint::setValid( BOOL valid, BOOL recursive )
// //----------------------------------------------------------------
// // pop matrix stack
// //----------------------------------------------------------------
-// glPopMatrix();
+// gGL.popMatrix();
// }
@@ -346,7 +346,7 @@ U32 LLViewerJoint::render( F32 pixelArea, BOOL first_pass, BOOL is_dummy )
// F32 boneSize = 0.02f;
// // rotate to point to child (bone direction)
-// glPushMatrix();
+// gGL.pushMatrix();
// LLVector3 boneX = getPosition();
// F32 length = boneX.normVec();
@@ -362,7 +362,7 @@ U32 LLViewerJoint::render( F32 pixelArea, BOOL first_pass, BOOL is_dummy )
// rotateMat.setFwdRow( boneX );
// rotateMat.setLeftRow( boneY );
// rotateMat.setUpRow( boneZ );
-// glMultMatrixf( &rotateMat.mMatrix[0][0] );
+// gGL.multMatrix( &rotateMat.mMatrix[0][0] );
// // render the bone
// gGL.color3f( 0.5f, 0.5f, 0.0f );
@@ -388,7 +388,7 @@ U32 LLViewerJoint::render( F32 pixelArea, BOOL first_pass, BOOL is_dummy )
// gGL.end();
// // restore matrix
-// glPopMatrix();
+// gGL.popMatrix();
// }
//--------------------------------------------------------------------
@@ -541,9 +541,9 @@ void LLViewerJointCollisionVolume::renderCollision()
updateWorldMatrix();
gGL.pushMatrix();
- glMultMatrixf( &mXform.getWorldMatrix().mMatrix[0][0] );
+ gGL.multMatrix( &mXform.getWorldMatrix().mMatrix[0][0] );
- gGL.color3f( 0.f, 0.f, 1.f );
+ gGL.diffuseColor3f( 0.f, 0.f, 1.f );
gGL.begin(LLRender::LINES);
diff --git a/indra/newview/llviewerjointmesh.cpp b/indra/newview/llviewerjointmesh.cpp
index 77c8bb0329..76f4e18c27 100644
--- a/indra/newview/llviewerjointmesh.cpp
+++ b/indra/newview/llviewerjointmesh.cpp
@@ -459,7 +459,10 @@ void LLViewerJointMesh::uploadJointMatrices()
}
}
stop_glerror();
- glUniform4fvARB(gAvatarMatrixParam, 45, mat);
+ if (LLGLSLShader::sCurBoundShaderPtr)
+ {
+ LLGLSLShader::sCurBoundShaderPtr->uniform4fv(LLViewerShaderMgr::AVATAR_MATRIX, 45, mat);
+ }
stop_glerror();
}
else
@@ -512,7 +515,8 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
{
if (!mValid || !mMesh || !mFace || !mVisible ||
!mFace->getVertexBuffer() ||
- mMesh->getNumFaces() == 0)
+ mMesh->getNumFaces() == 0 ||
+ (LLGLSLShader::sNoFixedFunction && LLGLSLShader::sCurBoundShaderPtr == NULL))
{
return 0;
}
@@ -527,13 +531,13 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
// setup current color
//----------------------------------------------------------------
if (is_dummy)
- glColor4fv(LLVOAvatar::getDummyColor().mV);
+ gGL.diffuseColor4fv(LLVOAvatar::getDummyColor().mV);
else
- glColor4fv(mColor.mV);
+ gGL.diffuseColor4fv(mColor.mV);
stop_glerror();
- LLGLSSpecular specular(LLColor4(1.f,1.f,1.f,1.f), mFace->getPool()->getVertexShaderLevel() > 0 ? 0.f : mShiny);
+ LLGLSSpecular specular(LLColor4(1.f,1.f,1.f,1.f), (mFace->getPool()->getVertexShaderLevel() > 0 || LLGLSLShader::sNoFixedFunction) ? 0.f : mShiny);
//----------------------------------------------------------------
// setup current texture
@@ -547,11 +551,11 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
if (mIsTransparent)
{
- glColor4f(1.f, 1.f, 1.f, 1.f);
+ gGL.diffuseColor4f(1.f, 1.f, 1.f, 1.f);
}
else
{
- glColor4f(0.7f, 0.6f, 0.3f, 1.f);
+ gGL.diffuseColor4f(0.7f, 0.6f, 0.3f, 1.f);
gGL.getTexUnit(diffuse_channel)->setTextureColorBlend(LLTexUnit::TBO_LERP_TEX_ALPHA, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
}
}
@@ -582,13 +586,16 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
gGL.getTexUnit(diffuse_channel)->bind(LLViewerTextureManager::getFetchedTexture(IMG_DEFAULT));
}
- mFace->getVertexBuffer()->setBuffer(sRenderMask);
+
+ U32 mask = sRenderMask;
U32 start = mMesh->mFaceVertexOffset;
U32 end = start + mMesh->mFaceVertexCount - 1;
U32 count = mMesh->mFaceIndexCount;
U32 offset = mMesh->mFaceIndexOffset;
+ LLVertexBuffer* buff = mFace->getVertexBuffer();
+
if (mMesh->hasWeights())
{
if ((mFace->getPool()->getVertexShaderLevel() > 0))
@@ -597,17 +604,24 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
{
uploadJointMatrices();
}
+ mask = mask | LLVertexBuffer::MAP_WEIGHT;
+ if (mFace->getPool()->getVertexShaderLevel() > 1)
+ {
+ mask = mask | LLVertexBuffer::MAP_CLOTHWEIGHT;
+ }
}
- mFace->getVertexBuffer()->drawRange(LLRender::TRIANGLES, start, end, count, offset);
+ buff->setBuffer(mask);
+ buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
}
else
{
- glPushMatrix();
+ gGL.pushMatrix();
LLMatrix4 jointToWorld = getWorldMatrix();
- glMultMatrixf((GLfloat*)jointToWorld.mMatrix);
- mFace->getVertexBuffer()->drawRange(LLRender::TRIANGLES, start, end, count, offset);
- glPopMatrix();
+ gGL.multMatrix((GLfloat*)jointToWorld.mMatrix);
+ buff->setBuffer(mask);
+ buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
+ gGL.popMatrix();
}
gPipeline.addTrianglesDrawn(count);
@@ -692,9 +706,9 @@ void LLViewerJointMesh::updateFaceData(LLFace *face, F32 pixel_area, BOOL damp_w
if (num_verts)
{
- face->getGeometryAvatar(verticesp, normalsp, tex_coordsp, vertex_weightsp, clothing_weightsp);
face->getVertexBuffer()->getIndexStrider(indicesp);
-
+ face->getGeometryAvatar(verticesp, normalsp, tex_coordsp, vertex_weightsp, clothing_weightsp);
+
verticesp += mMesh->mFaceVertexOffset;
normalsp += mMesh->mFaceVertexOffset;
@@ -752,7 +766,7 @@ BOOL LLViewerJointMesh::updateLOD(F32 pixel_area, BOOL activate)
}
// static
-void LLViewerJointMesh::updateGeometryOriginal(LLFace *mFace, LLPolyMesh *mMesh)
+void LLViewerJointMesh::updateGeometry(LLFace *mFace, LLPolyMesh *mMesh)
{
LLStrider<LLVector3> o_vertices;
LLStrider<LLVector3> o_normals;
@@ -803,64 +817,7 @@ void LLViewerJointMesh::updateGeometryOriginal(LLFace *mFace, LLPolyMesh *mMesh)
}
}
- buffer->setBuffer(0);
-}
-
-const U32 UPDATE_GEOMETRY_CALL_MASK = 0x1FFF; // 8K samples before overflow
-const U32 UPDATE_GEOMETRY_CALL_OVERFLOW = ~UPDATE_GEOMETRY_CALL_MASK;
-static bool sUpdateGeometryCallPointer = false;
-static F64 sUpdateGeometryGlobalTime = 0.0 ;
-static F64 sUpdateGeometryElapsedTime = 0.0 ;
-static F64 sUpdateGeometryElapsedTimeOff = 0.0 ;
-static F64 sUpdateGeometryElapsedTimeOn = 0.0 ;
-static F64 sUpdateGeometryRunAvgOff[10];
-static F64 sUpdateGeometryRunAvgOn[10];
-static U32 sUpdateGeometryRunCount = 0 ;
-static U32 sUpdateGeometryCalls = 0 ;
-static U32 sUpdateGeometryLastProcessor = 0 ;
-static BOOL sVectorizePerfTest = FALSE;
-static U32 sVectorizeProcessor = 0;
-
-//static
-void (*LLViewerJointMesh::sUpdateGeometryFunc)(LLFace* face, LLPolyMesh* mesh);
-
-//static
-void LLViewerJointMesh::updateVectorize()
-{
- sVectorizePerfTest = gSavedSettings.getBOOL("VectorizePerfTest");
- sVectorizeProcessor = gSavedSettings.getU32("VectorizeProcessor");
- BOOL vectorizeEnable = gSavedSettings.getBOOL("VectorizeEnable");
- BOOL vectorizeSkin = gSavedSettings.getBOOL("VectorizeSkin");
-
- std::string vp;
- switch(sVectorizeProcessor)
- {
- case 2: vp = "SSE2"; break; // *TODO: replace the magic #s
- case 1: vp = "SSE"; break;
- default: vp = "COMPILER DEFAULT"; break;
- }
- LL_INFOS("AppInit") << "Vectorization : " << ( vectorizeEnable ? "ENABLED" : "DISABLED" ) << LL_ENDL ;
- LL_INFOS("AppInit") << "Vector Processor : " << vp << LL_ENDL ;
- LL_INFOS("AppInit") << "Vectorized Skinning : " << ( vectorizeSkin ? "ENABLED" : "DISABLED" ) << LL_ENDL ;
- if(vectorizeEnable && vectorizeSkin)
- {
- switch(sVectorizeProcessor)
- {
- case 2:
- sUpdateGeometryFunc = &updateGeometrySSE2;
- break;
- case 1:
- sUpdateGeometryFunc = &updateGeometrySSE;
- break;
- default:
- sUpdateGeometryFunc = &updateGeometryVectorized;
- break;
- }
- }
- else
- {
- sUpdateGeometryFunc = &updateGeometryOriginal;
- }
+ buffer->flush();
}
void LLViewerJointMesh::updateJointGeometry()
@@ -875,129 +832,8 @@ void LLViewerJointMesh::updateJointGeometry()
return;
}
- if (!sVectorizePerfTest)
- {
- // Once we've measured performance, just run the specified
- // code version.
- if(sUpdateGeometryFunc == updateGeometryOriginal)
- uploadJointMatrices();
- sUpdateGeometryFunc(mFace, mMesh);
- }
- else
- {
- // At startup, measure the amount of time in skinning and choose
- // the fastest one.
- LLTimer ug_timer ;
-
- if (sUpdateGeometryCallPointer)
- {
- if(sUpdateGeometryFunc == updateGeometryOriginal)
- uploadJointMatrices();
- // call accelerated version for this processor
- sUpdateGeometryFunc(mFace, mMesh);
- }
- else
- {
- uploadJointMatrices();
- updateGeometryOriginal(mFace, mMesh);
- }
-
- sUpdateGeometryElapsedTime += ug_timer.getElapsedTimeF64();
- ++sUpdateGeometryCalls;
- if(0 != (sUpdateGeometryCalls & UPDATE_GEOMETRY_CALL_OVERFLOW))
- {
- F64 time_since_app_start = ug_timer.getElapsedSeconds();
- if(sUpdateGeometryGlobalTime == 0.0
- || sUpdateGeometryLastProcessor != sVectorizeProcessor)
- {
- sUpdateGeometryGlobalTime = time_since_app_start;
- sUpdateGeometryElapsedTime = 0;
- sUpdateGeometryCalls = 0;
- sUpdateGeometryRunCount = 0;
- sUpdateGeometryLastProcessor = sVectorizeProcessor;
- sUpdateGeometryCallPointer = false;
- return;
- }
- F64 percent_time_in_function =
- ( sUpdateGeometryElapsedTime * 100.0 ) / ( time_since_app_start - sUpdateGeometryGlobalTime ) ;
- sUpdateGeometryGlobalTime = time_since_app_start;
- if (!sUpdateGeometryCallPointer)
- {
- // First set of run data is with vectorization off.
- sUpdateGeometryCallPointer = true;
- llinfos << "profile (avg of " << sUpdateGeometryCalls << " samples) = "
- << "vectorize off " << percent_time_in_function
- << "% of time with "
- << (sUpdateGeometryElapsedTime / (F64)sUpdateGeometryCalls)
- << " seconds per call "
- << llendl;
- sUpdateGeometryRunAvgOff[sUpdateGeometryRunCount] = percent_time_in_function;
- sUpdateGeometryElapsedTimeOff += sUpdateGeometryElapsedTime;
- sUpdateGeometryCalls = 0;
- }
- else
- {
- // Second set of run data is with vectorization on.
- sUpdateGeometryCallPointer = false;
- llinfos << "profile (avg of " << sUpdateGeometryCalls << " samples) = "
- << "VEC on " << percent_time_in_function
- << "% of time with "
- << (sUpdateGeometryElapsedTime / (F64)sUpdateGeometryCalls)
- << " seconds per call "
- << llendl;
- sUpdateGeometryRunAvgOn[sUpdateGeometryRunCount] = percent_time_in_function ;
- sUpdateGeometryElapsedTimeOn += sUpdateGeometryElapsedTime;
-
- sUpdateGeometryCalls = 0;
- sUpdateGeometryRunCount++;
- F64 a = 0.0, b = 0.0;
- for(U32 i = 0; i<sUpdateGeometryRunCount; i++)
- {
- a += sUpdateGeometryRunAvgOff[i];
- b += sUpdateGeometryRunAvgOn[i];
- }
- a /= sUpdateGeometryRunCount;
- b /= sUpdateGeometryRunCount;
- F64 perf_boost = ( sUpdateGeometryElapsedTimeOff - sUpdateGeometryElapsedTimeOn ) / sUpdateGeometryElapsedTimeOn;
- llinfos << "run averages (" << (F64)sUpdateGeometryRunCount
- << "/10) vectorize off " << a
- << "% : vectorize type " << sVectorizeProcessor
- << " " << b
- << "% : performance boost "
- << perf_boost * 100.0
- << "%"
- << llendl ;
- if(sUpdateGeometryRunCount == 10)
- {
- // In case user runs test again, force reset of data on
- // next run.
- sUpdateGeometryGlobalTime = 0.0;
-
- // We have data now on which version is faster. Switch to that
- // code and save the data for next run.
- gSavedSettings.setBOOL("VectorizePerfTest", FALSE);
-
- if (perf_boost > 0.0)
- {
- llinfos << "Vectorization improves avatar skinning performance, "
- << "keeping on for future runs."
- << llendl;
- gSavedSettings.setBOOL("VectorizeSkin", TRUE);
- }
- else
- {
- // SIMD decreases performance, fall back to original code
- llinfos << "Vectorization decreases avatar skinning performance, "
- << "switching back to original code."
- << llendl;
-
- gSavedSettings.setBOOL("VectorizeSkin", FALSE);
- }
- }
- }
- sUpdateGeometryElapsedTime = 0.0f;
- }
- }
+ uploadJointMatrices();
+ updateGeometry(mFace, mMesh);
}
void LLViewerJointMesh::dump()
diff --git a/indra/newview/llviewerjointmesh.h b/indra/newview/llviewerjointmesh.h
index cab1205d61..0191f0cae8 100644
--- a/indra/newview/llviewerjointmesh.h
+++ b/indra/newview/llviewerjointmesh.h
@@ -143,23 +143,10 @@ public:
/*virtual*/ BOOL isAnimatable() const { return FALSE; }
- static void updateVectorize(); // Update globals when settings variables change
-
private:
- // Avatar vertex skinning is a significant performance issue on computers
- // with avatar vertex programs turned off (for example, most Macs). We
- // therefore have custom versions that use SIMD instructions.
- //
- // These functions require compiler options for SSE2, SSE, or neither, and
- // hence are contained in separate individual .cpp files. JC
- static void updateGeometryOriginal(LLFace* face, LLPolyMesh* mesh);
- // generic vector code, used for Altivec
- static void updateGeometryVectorized(LLFace* face, LLPolyMesh* mesh);
- static void updateGeometrySSE(LLFace* face, LLPolyMesh* mesh);
- static void updateGeometrySSE2(LLFace* face, LLPolyMesh* mesh);
-
- // Use a fuction pointer to indicate which version we are running.
- static void (*sUpdateGeometryFunc)(LLFace* face, LLPolyMesh* mesh);
+
+ //copy mesh into given face's vertex buffer, applying current animation pose
+ static void updateGeometry(LLFace* face, LLPolyMesh* mesh);
private:
// Allocate skin data
diff --git a/indra/newview/llviewerjointmesh_sse.cpp b/indra/newview/llviewerjointmesh_sse.cpp
deleted file mode 100644
index 400b49d046..0000000000
--- a/indra/newview/llviewerjointmesh_sse.cpp
+++ /dev/null
@@ -1,114 +0,0 @@
-/**
- * @file llviewerjointmesh_sse.cpp
- * @brief SSE vectorized joint skinning code, only used when video card does
- * not support avatar vertex programs.
- *
- * *NOTE: Disabled on Windows builds. See llv4math.h for details.
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-//-----------------------------------------------------------------------------
-// Header Files
-//-----------------------------------------------------------------------------
-
-#include "llviewerprecompiledheaders.h"
-
-#include "llviewerjointmesh.h"
-
-// project includes
-#include "llface.h"
-#include "llpolymesh.h"
-
-// library includes
-#include "lldarray.h"
-#include "llv4math.h" // for LL_VECTORIZE
-#include "llv4matrix3.h"
-#include "llv4matrix4.h"
-#include "v3math.h"
-
-
-#if LL_VECTORIZE
-
-inline void matrix_translate(LLV4Matrix4& m, const LLMatrix4* w, const LLVector3& j)
-{
- m.mV[VX] = _mm_loadu_ps(w->mMatrix[VX]);
- m.mV[VY] = _mm_loadu_ps(w->mMatrix[VY]);
- m.mV[VZ] = _mm_loadu_ps(w->mMatrix[VZ]);
- m.mV[VW] = _mm_loadu_ps(w->mMatrix[VW]);
- m.mV[VW] = _mm_add_ps(m.mV[VW], _mm_mul_ps(_mm_set1_ps(j.mV[VX]), m.mV[VX])); // ( ax * vx ) + vw
- m.mV[VW] = _mm_add_ps(m.mV[VW], _mm_mul_ps(_mm_set1_ps(j.mV[VY]), m.mV[VY]));
- m.mV[VW] = _mm_add_ps(m.mV[VW], _mm_mul_ps(_mm_set1_ps(j.mV[VZ]), m.mV[VZ]));
-}
-
-// static
-void LLViewerJointMesh::updateGeometrySSE(LLFace *face, LLPolyMesh *mesh)
-{
- // This cannot be a file-level static because it will be initialized
- // before main() using SSE code, which will crash on non-SSE processors.
- static LLV4Matrix4 sJointMat[32];
- LLDynamicArray<LLJointRenderData*>& joint_data = mesh->getReferenceMesh()->mJointRenderData;
-
- //upload joint pivots/matrices
- for(S32 j = 0, jend = joint_data.count(); j < jend ; ++j )
- {
- matrix_translate(sJointMat[j], joint_data[j]->mWorldMatrix,
- joint_data[j]->mSkinJoint ?
- joint_data[j]->mSkinJoint->mRootToJointSkinOffset
- : joint_data[j+1]->mSkinJoint->mRootToParentJointSkinOffset);
- }
-
- F32 weight = F32_MAX;
- LLV4Matrix4 blend_mat;
-
- LLStrider<LLVector3> o_vertices;
- LLStrider<LLVector3> o_normals;
-
- LLVertexBuffer *buffer = face->getVertexBuffer();
- buffer->getVertexStrider(o_vertices, mesh->mFaceVertexOffset);
- buffer->getNormalStrider(o_normals, mesh->mFaceVertexOffset);
-
- const F32* weights = mesh->getWeights();
- const LLVector3* coords = (const LLVector3*)mesh->getCoords();
- const LLVector3* normals = (const LLVector3*)mesh->getNormals();
- for (U32 index = 0, index_end = mesh->getNumVertices(); index < index_end; ++index)
- {
- if( weight != weights[index])
- {
- S32 joint = llfloor(weight = weights[index]);
- blend_mat.lerp(sJointMat[joint], sJointMat[joint+1], weight - joint);
- }
- blend_mat.multiply(coords[index], o_vertices[index]);
- ((LLV4Matrix3)blend_mat).multiply(normals[index], o_normals[index]);
- }
-
- buffer->setBuffer(0);
-}
-
-#else
-
-void LLViewerJointMesh::updateGeometrySSE(LLFace *face, LLPolyMesh *mesh)
-{
- LLViewerJointMesh::updateGeometryVectorized(face, mesh);
-}
-
-#endif
diff --git a/indra/newview/llviewerjointmesh_sse2.cpp b/indra/newview/llviewerjointmesh_sse2.cpp
deleted file mode 100644
index c2296dd569..0000000000
--- a/indra/newview/llviewerjointmesh_sse2.cpp
+++ /dev/null
@@ -1,121 +0,0 @@
-/**
- * @file llviewerjointmesh_sse2.cpp
- * @brief SSE vectorized joint skinning code, only used when video card does
- * not support avatar vertex programs.
- *
- * *NOTE: Disabled on Windows builds. See llv4math.h for details.
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-// Visual Studio required settings for this file:
-// Precompiled Headers OFF
-// Code Generation: SSE2
-
-//-----------------------------------------------------------------------------
-// Header Files
-//-----------------------------------------------------------------------------
-
-#include "llviewerprecompiledheaders.h"
-
-#include "llviewerjointmesh.h"
-
-// project includes
-#include "llface.h"
-#include "llpolymesh.h"
-
-// library includes
-#include "lldarray.h"
-#include "llstrider.h"
-#include "llv4math.h" // for LL_VECTORIZE
-#include "llv4matrix3.h"
-#include "llv4matrix4.h"
-#include "m4math.h"
-#include "v3math.h"
-
-
-#if LL_VECTORIZE
-
-
-inline void matrix_translate(LLV4Matrix4& m, const LLMatrix4* w, const LLVector3& j)
-{
- m.mV[VX] = _mm_loadu_ps(w->mMatrix[VX]);
- m.mV[VY] = _mm_loadu_ps(w->mMatrix[VY]);
- m.mV[VZ] = _mm_loadu_ps(w->mMatrix[VZ]);
- m.mV[VW] = _mm_loadu_ps(w->mMatrix[VW]);
- m.mV[VW] = _mm_add_ps(m.mV[VW], _mm_mul_ps(_mm_set1_ps(j.mV[VX]), m.mV[VX])); // ( ax * vx ) + vw
- m.mV[VW] = _mm_add_ps(m.mV[VW], _mm_mul_ps(_mm_set1_ps(j.mV[VY]), m.mV[VY]));
- m.mV[VW] = _mm_add_ps(m.mV[VW], _mm_mul_ps(_mm_set1_ps(j.mV[VZ]), m.mV[VZ]));
-}
-
-// static
-void LLViewerJointMesh::updateGeometrySSE2(LLFace *face, LLPolyMesh *mesh)
-{
- // This cannot be a file-level static because it will be initialized
- // before main() using SSE code, which will crash on non-SSE processors.
- static LLV4Matrix4 sJointMat[32];
- LLDynamicArray<LLJointRenderData*>& joint_data = mesh->getReferenceMesh()->mJointRenderData;
-
- //upload joint pivots/matrices
- for(S32 j = 0, jend = joint_data.count(); j < jend ; ++j )
- {
- matrix_translate(sJointMat[j], joint_data[j]->mWorldMatrix,
- joint_data[j]->mSkinJoint ?
- joint_data[j]->mSkinJoint->mRootToJointSkinOffset
- : joint_data[j+1]->mSkinJoint->mRootToParentJointSkinOffset);
- }
-
- F32 weight = F32_MAX;
- LLV4Matrix4 blend_mat;
-
- LLStrider<LLVector3> o_vertices;
- LLStrider<LLVector3> o_normals;
-
- LLVertexBuffer *buffer = face->getVertexBuffer();
- buffer->getVertexStrider(o_vertices, mesh->mFaceVertexOffset);
- buffer->getNormalStrider(o_normals, mesh->mFaceVertexOffset);
-
- const F32* weights = mesh->getWeights();
- const LLVector3* coords = (const LLVector3*)mesh->getCoords();
- const LLVector3* normals = (const LLVector3*)mesh->getNormals();
- for (U32 index = 0, index_end = mesh->getNumVertices(); index < index_end; ++index)
- {
- if( weight != weights[index])
- {
- S32 joint = llfloor(weight = weights[index]);
- blend_mat.lerp(sJointMat[joint], sJointMat[joint+1], weight - joint);
- }
- blend_mat.multiply(coords[index], o_vertices[index]);
- ((LLV4Matrix3)blend_mat).multiply(normals[index], o_normals[index]);
- }
-
- //setBuffer(0) called in LLVOAvatar::renderSkinned
-}
-
-#else
-
-void LLViewerJointMesh::updateGeometrySSE2(LLFace *face, LLPolyMesh *mesh)
-{
- LLViewerJointMesh::updateGeometryVectorized(face, mesh);
-}
-
-#endif
diff --git a/indra/newview/llviewerjointmesh_vec.cpp b/indra/newview/llviewerjointmesh_vec.cpp
deleted file mode 100644
index 6600d01d17..0000000000
--- a/indra/newview/llviewerjointmesh_vec.cpp
+++ /dev/null
@@ -1,97 +0,0 @@
-/**
- * @file llviewerjointmesh_vec.cpp
- * @brief Compiler-generated vectorized joint skinning code, works well on
- * Altivec processors (PowerPC Mac)
- *
- * *NOTE: See llv4math.h for notes on SSE/Altivec vector code.
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-//-----------------------------------------------------------------------------
-// Header Files
-//-----------------------------------------------------------------------------
-#include "llviewerprecompiledheaders.h"
-
-#include "llviewerjointmesh.h"
-
-#include "llface.h"
-#include "llpolymesh.h"
-#include "llv4math.h"
-#include "llv4matrix3.h"
-#include "llv4matrix4.h"
-
-// Generic vectorized code, uses compiler defaults, works well for Altivec
-// on PowerPC.
-
-// static
-void LLViewerJointMesh::updateGeometryVectorized(LLFace *face, LLPolyMesh *mesh)
-{
-#if 0
- static LLV4Matrix4 sJointMat[32];
- LLDynamicArray<LLJointRenderData*>& joint_data = mesh->getReferenceMesh()->mJointRenderData;
- S32 j, joint_num, joint_end = joint_data.count();
- LLV4Vector3 pivot;
-
- //upload joint pivots/matrices
- for(j = joint_num = 0; joint_num < joint_end ; ++joint_num )
- {
- LLSkinJoint *sj;
- const LLMatrix4 * wm = joint_data[joint_num]->mWorldMatrix;
- if (NULL == (sj = joint_data[joint_num]->mSkinJoint))
- {
- sj = joint_data[++joint_num]->mSkinJoint;
- ((LLV4Matrix3)(sJointMat[j] = *wm)).multiply(sj->mRootToParentJointSkinOffset, pivot);
- sJointMat[j++].translate(pivot);
- wm = joint_data[joint_num]->mWorldMatrix;
- }
- ((LLV4Matrix3)(sJointMat[j] = *wm)).multiply(sj->mRootToJointSkinOffset, pivot);
- sJointMat[j++].translate(pivot);
- }
-
- F32 weight = F32_MAX;
- LLV4Matrix4 blend_mat;
-
- LLStrider<LLVector3> o_vertices;
- LLStrider<LLVector3> o_normals;
-
- LLVertexBuffer *buffer = face->mVertexBuffer;
- buffer->getVertexStrider(o_vertices, mesh->mFaceVertexOffset);
- buffer->getNormalStrider(o_normals, mesh->mFaceVertexOffset);
-
- const F32* weights = mesh->getWeights();
- const LLVector3* coords = mesh->getCoords();
- const LLVector3* normals = mesh->getNormals();
- for (U32 index = 0, index_end = mesh->getNumVertices(); index < index_end; ++index)
- {
- if( weight != weights[index])
- {
- S32 joint = llfloor(weight = weights[index]);
- blend_mat.lerp(sJointMat[joint], sJointMat[joint+1], weight - joint);
- }
- blend_mat.multiply(coords[index], o_vertices[index]);
- ((LLV4Matrix3)blend_mat).multiply(normals[index], o_normals[index]);
- }
-
- buffer->setBuffer(0);
-#endif
-}
diff --git a/indra/newview/llviewermedia.cpp b/indra/newview/llviewermedia.cpp
index 41b4dc01e8..cb78c40f9a 100644
--- a/indra/newview/llviewermedia.cpp
+++ b/indra/newview/llviewermedia.cpp
@@ -782,6 +782,12 @@ static bool proximity_comparitor(const LLViewerMediaImpl* i1, const LLViewerMedi
}
static LLFastTimer::DeclareTimer FTM_MEDIA_UPDATE("Update Media");
+static LLFastTimer::DeclareTimer FTM_MEDIA_SPARE_IDLE("Spare Idle");
+static LLFastTimer::DeclareTimer FTM_MEDIA_UPDATE_INTEREST("Update/Interest");
+static LLFastTimer::DeclareTimer FTM_MEDIA_SORT("Sort");
+static LLFastTimer::DeclareTimer FTM_MEDIA_SORT2("Sort 2");
+static LLFastTimer::DeclareTimer FTM_MEDIA_MISC("Misc");
+
//////////////////////////////////////////////////////////////////////////////////////////
// static
@@ -806,21 +812,28 @@ void LLViewerMedia::updateMedia(void *dummy_arg)
impl_list::iterator iter = sViewerMediaImplList.begin();
impl_list::iterator end = sViewerMediaImplList.end();
- for(; iter != end;)
{
- LLViewerMediaImpl* pimpl = *iter++;
- pimpl->update();
- pimpl->calculateInterest();
+ LLFastTimer t(FTM_MEDIA_UPDATE_INTEREST);
+ for(; iter != end;)
+ {
+ LLViewerMediaImpl* pimpl = *iter++;
+ pimpl->update();
+ pimpl->calculateInterest();
+ }
}
// Let the spare media source actually launch
if(sSpareBrowserMediaSource)
{
+ LLFastTimer t(FTM_MEDIA_SPARE_IDLE);
sSpareBrowserMediaSource->idle();
}
- // Sort the static instance list using our interest criteria
- sViewerMediaImplList.sort(priorityComparitor);
+ {
+ LLFastTimer t(FTM_MEDIA_SORT);
+ // Sort the static instance list using our interest criteria
+ sViewerMediaImplList.sort(priorityComparitor);
+ }
// Go through the list again and adjust according to priority.
iter = sViewerMediaImplList.begin();
@@ -848,147 +861,150 @@ void LLViewerMedia::updateMedia(void *dummy_arg)
// max_instances must be set high enough to allow the various instances used in the UI (for the help browser, search, etc.) to be loaded.
// If max_normal + max_low is less than max_instances, things will tend to get unloaded instead of being set to slideshow.
- for(; iter != end; iter++)
{
- LLViewerMediaImpl* pimpl = *iter;
+ LLFastTimer t(FTM_MEDIA_MISC);
+ for(; iter != end; iter++)
+ {
+ LLViewerMediaImpl* pimpl = *iter;
- LLPluginClassMedia::EPriority new_priority = LLPluginClassMedia::PRIORITY_NORMAL;
+ LLPluginClassMedia::EPriority new_priority = LLPluginClassMedia::PRIORITY_NORMAL;
- if(pimpl->isForcedUnloaded() || (impl_count_total >= (int)max_instances))
- {
- // Never load muted or failed impls.
- // Hard limit on the number of instances that will be loaded at one time
- new_priority = LLPluginClassMedia::PRIORITY_UNLOADED;
- }
- else if(!pimpl->getVisible())
- {
- new_priority = LLPluginClassMedia::PRIORITY_HIDDEN;
- }
- else if(pimpl->hasFocus())
- {
- new_priority = LLPluginClassMedia::PRIORITY_HIGH;
- impl_count_interest_normal++; // count this against the count of "normal" instances for priority purposes
- }
- else if(pimpl->getUsedInUI())
- {
- new_priority = LLPluginClassMedia::PRIORITY_NORMAL;
- impl_count_interest_normal++;
- }
- else if(pimpl->isParcelMedia())
- {
- new_priority = LLPluginClassMedia::PRIORITY_NORMAL;
- impl_count_interest_normal++;
- }
- else
- {
- // Look at interest and CPU usage for instances that aren't in any of the above states.
-
- // Heuristic -- if the media texture's approximate screen area is less than 1/4 of the native area of the texture,
- // turn it down to low instead of normal. This may downsample for plugins that support it.
- bool media_is_small = false;
- F64 approximate_interest = pimpl->getApproximateTextureInterest();
- if(approximate_interest == 0.0f)
+ if(pimpl->isForcedUnloaded() || (impl_count_total >= (int)max_instances))
{
- // this media has no current size, which probably means it's not loaded.
- media_is_small = true;
+ // Never load muted or failed impls.
+ // Hard limit on the number of instances that will be loaded at one time
+ new_priority = LLPluginClassMedia::PRIORITY_UNLOADED;
}
- else if(pimpl->getInterest() < (approximate_interest / 4))
+ else if(!pimpl->getVisible())
{
- media_is_small = true;
+ new_priority = LLPluginClassMedia::PRIORITY_HIDDEN;
}
-
- if(pimpl->getInterest() == 0.0f)
+ else if(pimpl->hasFocus())
{
- // This media is completely invisible, due to being outside the view frustrum or out of range.
- new_priority = LLPluginClassMedia::PRIORITY_HIDDEN;
+ new_priority = LLPluginClassMedia::PRIORITY_HIGH;
+ impl_count_interest_normal++; // count this against the count of "normal" instances for priority purposes
}
- else if(check_cpu_usage && (total_cpu > max_cpu))
+ else if(pimpl->getUsedInUI())
{
- // Higher priority plugins have already used up the CPU budget. Set remaining ones to slideshow priority.
- new_priority = LLPluginClassMedia::PRIORITY_SLIDESHOW;
+ new_priority = LLPluginClassMedia::PRIORITY_NORMAL;
+ impl_count_interest_normal++;
}
- else if((impl_count_interest_normal < (int)max_normal) && !media_is_small)
+ else if(pimpl->isParcelMedia())
{
- // Up to max_normal inworld get normal priority
new_priority = LLPluginClassMedia::PRIORITY_NORMAL;
impl_count_interest_normal++;
}
- else if (impl_count_interest_low + impl_count_interest_normal < (int)max_low + (int)max_normal)
+ else
{
- // The next max_low inworld get turned down
- new_priority = LLPluginClassMedia::PRIORITY_LOW;
- impl_count_interest_low++;
-
- // Set the low priority size for downsampling to approximately the size the texture is displayed at.
+ // Look at interest and CPU usage for instances that aren't in any of the above states.
+
+ // Heuristic -- if the media texture's approximate screen area is less than 1/4 of the native area of the texture,
+ // turn it down to low instead of normal. This may downsample for plugins that support it.
+ bool media_is_small = false;
+ F64 approximate_interest = pimpl->getApproximateTextureInterest();
+ if(approximate_interest == 0.0f)
+ {
+ // this media has no current size, which probably means it's not loaded.
+ media_is_small = true;
+ }
+ else if(pimpl->getInterest() < (approximate_interest / 4))
+ {
+ media_is_small = true;
+ }
+
+ if(pimpl->getInterest() == 0.0f)
{
- F32 approximate_interest_dimension = (F32) sqrt(pimpl->getInterest());
+ // This media is completely invisible, due to being outside the view frustrum or out of range.
+ new_priority = LLPluginClassMedia::PRIORITY_HIDDEN;
+ }
+ else if(check_cpu_usage && (total_cpu > max_cpu))
+ {
+ // Higher priority plugins have already used up the CPU budget. Set remaining ones to slideshow priority.
+ new_priority = LLPluginClassMedia::PRIORITY_SLIDESHOW;
+ }
+ else if((impl_count_interest_normal < (int)max_normal) && !media_is_small)
+ {
+ // Up to max_normal inworld get normal priority
+ new_priority = LLPluginClassMedia::PRIORITY_NORMAL;
+ impl_count_interest_normal++;
+ }
+ else if (impl_count_interest_low + impl_count_interest_normal < (int)max_low + (int)max_normal)
+ {
+ // The next max_low inworld get turned down
+ new_priority = LLPluginClassMedia::PRIORITY_LOW;
+ impl_count_interest_low++;
+
+ // Set the low priority size for downsampling to approximately the size the texture is displayed at.
+ {
+ F32 approximate_interest_dimension = (F32) sqrt(pimpl->getInterest());
- pimpl->setLowPrioritySizeLimit(llround(approximate_interest_dimension));
+ pimpl->setLowPrioritySizeLimit(llround(approximate_interest_dimension));
+ }
+ }
+ else
+ {
+ // Any additional impls (up to max_instances) get very infrequent time
+ new_priority = LLPluginClassMedia::PRIORITY_SLIDESHOW;
}
}
- else
- {
- // Any additional impls (up to max_instances) get very infrequent time
- new_priority = LLPluginClassMedia::PRIORITY_SLIDESHOW;
- }
- }
- if(!pimpl->getUsedInUI() && (new_priority != LLPluginClassMedia::PRIORITY_UNLOADED))
- {
- // This is a loadable inworld impl -- the last one in the list in this class defines the lowest loadable interest.
- lowest_interest_loadable = pimpl;
+ if(!pimpl->getUsedInUI() && (new_priority != LLPluginClassMedia::PRIORITY_UNLOADED))
+ {
+ // This is a loadable inworld impl -- the last one in the list in this class defines the lowest loadable interest.
+ lowest_interest_loadable = pimpl;
- impl_count_total++;
- }
+ impl_count_total++;
+ }
- // Overrides if the window is minimized or we lost focus (taking care
- // not to accidentally "raise" the priority either)
- if (!gViewerWindow->getActive() /* viewer window minimized? */
- && new_priority > LLPluginClassMedia::PRIORITY_HIDDEN)
- {
- new_priority = LLPluginClassMedia::PRIORITY_HIDDEN;
- }
- else if (!gFocusMgr.getAppHasFocus() /* viewer window lost focus? */
- && new_priority > LLPluginClassMedia::PRIORITY_LOW)
- {
- new_priority = LLPluginClassMedia::PRIORITY_LOW;
- }
+ // Overrides if the window is minimized or we lost focus (taking care
+ // not to accidentally "raise" the priority either)
+ if (!gViewerWindow->getActive() /* viewer window minimized? */
+ && new_priority > LLPluginClassMedia::PRIORITY_HIDDEN)
+ {
+ new_priority = LLPluginClassMedia::PRIORITY_HIDDEN;
+ }
+ else if (!gFocusMgr.getAppHasFocus() /* viewer window lost focus? */
+ && new_priority > LLPluginClassMedia::PRIORITY_LOW)
+ {
+ new_priority = LLPluginClassMedia::PRIORITY_LOW;
+ }
- if(!inworld_media_enabled)
- {
- // If inworld media is locked out, force all inworld media to stay unloaded.
- if(!pimpl->getUsedInUI())
+ if(!inworld_media_enabled)
{
- new_priority = LLPluginClassMedia::PRIORITY_UNLOADED;
+ // If inworld media is locked out, force all inworld media to stay unloaded.
+ if(!pimpl->getUsedInUI())
+ {
+ new_priority = LLPluginClassMedia::PRIORITY_UNLOADED;
+ }
}
- }
- // update the audio stream here as well
- if( !inworld_audio_enabled)
- {
- if(LLViewerMedia::isParcelAudioPlaying() && gAudiop && LLViewerMedia::hasParcelAudio())
+ // update the audio stream here as well
+ if( !inworld_audio_enabled)
{
- gAudiop->stopInternetStream();
+ if(LLViewerMedia::isParcelAudioPlaying() && gAudiop && LLViewerMedia::hasParcelAudio())
+ {
+ gAudiop->stopInternetStream();
+ }
}
- }
- pimpl->setPriority(new_priority);
+ pimpl->setPriority(new_priority);
- if(pimpl->getUsedInUI())
- {
- // Any impls used in the UI should not be in the proximity list.
- pimpl->mProximity = -1;
- }
- else
- {
- proximity_order.push_back(pimpl);
- }
+ if(pimpl->getUsedInUI())
+ {
+ // Any impls used in the UI should not be in the proximity list.
+ pimpl->mProximity = -1;
+ }
+ else
+ {
+ proximity_order.push_back(pimpl);
+ }
- total_cpu += pimpl->getCPUUsage();
+ total_cpu += pimpl->getCPUUsage();
- if (!pimpl->getUsedInUI() && pimpl->hasMedia())
- {
- sAnyMediaShowing = true;
- }
+ if (!pimpl->getUsedInUI() && pimpl->hasMedia())
+ {
+ sAnyMediaShowing = true;
+ }
+ }
}
// Re-calculate this every time.
@@ -1014,6 +1030,7 @@ void LLViewerMedia::updateMedia(void *dummy_arg)
}
else
{
+ LLFastTimer t(FTM_MEDIA_SORT2);
// Use a distance-based sort for proximity values.
std::stable_sort(proximity_order.begin(), proximity_order.end(), proximity_comparitor);
}
@@ -2506,7 +2523,7 @@ void LLViewerMediaImpl::updateJavascriptObject()
}
//////////////////////////////////////////////////////////////////////////////////////////
-std::string LLViewerMediaImpl::getName() const
+const std::string& LLViewerMediaImpl::getName() const
{
if (mMediaSource)
{
@@ -2768,8 +2785,14 @@ bool LLViewerMediaImpl::canNavigateBack()
}
//////////////////////////////////////////////////////////////////////////////////////////
+static LLFastTimer::DeclareTimer FTM_MEDIA_DO_UPDATE("Do Update");
+static LLFastTimer::DeclareTimer FTM_MEDIA_GET_DATA("Get Data");
+static LLFastTimer::DeclareTimer FTM_MEDIA_SET_SUBIMAGE("Set Subimage");
+
+
void LLViewerMediaImpl::update()
{
+ LLFastTimer t(FTM_MEDIA_DO_UPDATE);
if(mMediaSource == NULL)
{
if(mPriority == LLPluginClassMedia::PRIORITY_UNLOADED)
@@ -2869,20 +2892,27 @@ void LLViewerMediaImpl::update()
if(width > 0 && height > 0)
{
- U8* data = mMediaSource->getBitsData();
+ U8* data = NULL;
+ {
+ LLFastTimer t(FTM_MEDIA_GET_DATA);
+ data = mMediaSource->getBitsData();
+ }
// Offset the pixels pointer to match x_pos and y_pos
data += ( x_pos * mMediaSource->getTextureDepth() * mMediaSource->getBitsWidth() );
data += ( y_pos * mMediaSource->getTextureDepth() );
- placeholder_image->setSubImage(
- data,
- mMediaSource->getBitsWidth(),
- mMediaSource->getBitsHeight(),
- x_pos,
- y_pos,
- width,
- height);
+ {
+ LLFastTimer t(FTM_MEDIA_SET_SUBIMAGE);
+ placeholder_image->setSubImage(
+ data,
+ mMediaSource->getBitsWidth(),
+ mMediaSource->getBitsHeight(),
+ x_pos,
+ y_pos,
+ width,
+ height);
+ }
}
@@ -3455,8 +3485,11 @@ BOOL LLViewerMediaImpl::isUpdated()
return mIsUpdated ;
}
+static LLFastTimer::DeclareTimer FTM_MEDIA_CALCULATE_INTEREST("Calculate Interest");
+
void LLViewerMediaImpl::calculateInterest()
{
+ LLFastTimer t(FTM_MEDIA_CALCULATE_INTEREST);
LLViewerMediaTexture* texture = LLViewerTextureManager::findMediaTexture( mTextureId );
if(texture != NULL)
diff --git a/indra/newview/llviewermedia.h b/indra/newview/llviewermedia.h
index 0b69b8f0c1..0da26ea3c7 100644
--- a/indra/newview/llviewermedia.h
+++ b/indra/newview/llviewermedia.h
@@ -317,7 +317,7 @@ public:
/*virtual*/ BOOL handleToolTip(S32 x, S32 y, MASK mask) { return FALSE; };
/*virtual*/ BOOL handleMiddleMouseDown(S32 x, S32 y, MASK mask) { return FALSE; };
/*virtual*/ BOOL handleMiddleMouseUp(S32 x, S32 y, MASK mask) {return FALSE; };
- /*virtual*/ std::string getName() const;
+ /*virtual*/ const std::string& getName() const;
/*virtual*/ void screenPointToLocal(S32 screen_x, S32 screen_y, S32* local_x, S32* local_y) const {};
/*virtual*/ void localPointToScreen(S32 local_x, S32 local_y, S32* screen_x, S32* screen_y) const {};
diff --git a/indra/newview/llviewermenu.cpp b/indra/newview/llviewermenu.cpp
index 2345fbfd6a..9fbc28a5e1 100644
--- a/indra/newview/llviewermenu.cpp
+++ b/indra/newview/llviewermenu.cpp
@@ -968,6 +968,10 @@ U32 info_display_from_string(std::string info_display)
{
return LLPipeline::RENDER_DEBUG_SCULPTED;
}
+ else if ("wind vectors" == info_display)
+ {
+ return LLPipeline::RENDER_DEBUG_WIND_VECTORS;
+ }
else
{
return 0;
@@ -980,6 +984,8 @@ class LLAdvancedToggleInfoDisplay : public view_listener_t
{
U32 info_display = info_display_from_string( userdata.asString() );
+ LL_INFOS("ViewerMenu") << "toggle " << userdata.asString() << LL_ENDL;
+
if ( info_display != 0 )
{
LLPipeline::toggleRenderDebug( (void*)info_display );
@@ -997,6 +1003,8 @@ class LLAdvancedCheckInfoDisplay : public view_listener_t
U32 info_display = info_display_from_string( userdata.asString() );
bool new_value = false;
+ LL_INFOS("ViewerMenu") << "check " << userdata.asString() << LL_ENDL;
+
if ( info_display != 0 )
{
new_value = LLPipeline::toggleRenderDebugControl( (void*)info_display );
@@ -1030,26 +1038,6 @@ class LLAdvancedCheckRandomizeFramerate : public view_listener_t
}
};
-void run_vectorize_perf_test(void *)
-{
- gSavedSettings.setBOOL("VectorizePerfTest", TRUE);
-}
-
-
-////////////////////////////////
-// RUN Vectorized Perform Test//
-////////////////////////////////
-
-
-class LLAdvancedVectorizePerfTest : public view_listener_t
-{
- bool handleEvent(const LLSD& userdata)
- {
- run_vectorize_perf_test(NULL);
- return true;
- }
-};
-
///////////////////////////
//// PERIODIC SLOW FRAME //
///////////////////////////
@@ -7962,6 +7950,9 @@ void initialize_menus()
view_listener_t::addEnable(new LLUploadCostCalculator(), "Upload.CalculateCosts");
+
+ commit.add("Inventory.NewWindow", boost::bind(&LLFloaterInventory::showAgentInventory));
+
// Agent
commit.add("Agent.toggleFlying", boost::bind(&LLAgent::toggleFlying));
enable.add("Agent.enableFlying", boost::bind(&LLAgent::enableFlying));
@@ -8106,7 +8097,6 @@ void initialize_menus()
view_listener_t::addMenu(new LLAdvancedCheckRandomizeFramerate(), "Advanced.CheckRandomizeFramerate");
view_listener_t::addMenu(new LLAdvancedTogglePeriodicSlowFrame(), "Advanced.TogglePeriodicSlowFrame");
view_listener_t::addMenu(new LLAdvancedCheckPeriodicSlowFrame(), "Advanced.CheckPeriodicSlowFrame");
- view_listener_t::addMenu(new LLAdvancedVectorizePerfTest(), "Advanced.VectorizePerfTest");
view_listener_t::addMenu(new LLAdvancedToggleFrameTest(), "Advanced.ToggleFrameTest");
view_listener_t::addMenu(new LLAdvancedCheckFrameTest(), "Advanced.CheckFrameTest");
view_listener_t::addMenu(new LLAdvancedHandleAttachedLightParticles(), "Advanced.HandleAttachedLightParticles");
@@ -8337,6 +8327,8 @@ void initialize_menus()
view_listener_t::addMenu(new LLGoToObject(), "GoToObject");
commit.add("PayObject", boost::bind(&handle_give_money_dialog));
+ commit.add("Inventory.NewWindow", boost::bind(&LLFloaterInventory::showAgentInventory));
+
enable.add("EnablePayObject", boost::bind(&enable_pay_object));
enable.add("EnablePayAvatar", boost::bind(&enable_pay_avatar));
enable.add("EnableEdit", boost::bind(&enable_object_edit));
diff --git a/indra/newview/llviewermessage.cpp b/indra/newview/llviewermessage.cpp
index 65b569a190..a9ca70fd26 100755
--- a/indra/newview/llviewermessage.cpp
+++ b/indra/newview/llviewermessage.cpp
@@ -3121,7 +3121,7 @@ protected:
{
// filter out non-interesting responeses
if ( !translation.empty()
- && (m_toLang != detected_language)
+ && (mToLang != detected_language)
&& (LLStringUtil::compareInsensitive(translation, m_origMesg) != 0) )
{
m_chat.mText += " (" + translation + ")";
@@ -3130,10 +3130,13 @@ protected:
LLNotificationsUI::LLNotificationManager::instance().onChat(m_chat, m_toastArgs);
}
- void handleFailure()
+ void handleFailure(int status, const std::string& err_msg)
{
- llwarns << "translation failed for mesg " << m_origMesg << " toLang " << m_toLang << " fromLang " << m_fromLang << llendl;
- m_chat.mText += " (?)";
+ llwarns << "Translation failed for mesg " << m_origMesg << " toLang " << mToLang << " fromLang " << mFromLang << llendl;
+
+ std::string msg = LLTrans::getString("TranslationFailed", LLSD().with("[REASON]", err_msg));
+ LLStringUtil::replaceString(msg, "\n", " "); // we want one-line error messages
+ m_chat.mText += " (" + msg + ")";
LLNotificationsUI::LLNotificationManager::instance().onChat(m_chat, m_toastArgs);
}
@@ -3371,7 +3374,7 @@ void process_chat_from_simulator(LLMessageSystem *msg, void **user_data)
const std::string from_lang = ""; // leave empty to trigger autodetect
const std::string to_lang = LLTranslate::getTranslateLanguage();
- LLHTTPClient::ResponderPtr result = ChatTranslationReceiver::build(from_lang, to_lang, mesg, chat, args);
+ LLTranslate::TranslationReceiverPtr result = ChatTranslationReceiver::build(from_lang, to_lang, mesg, chat, args);
LLTranslate::translateMessage(result, from_lang, to_lang, mesg);
}
else
diff --git a/indra/newview/llviewerobject.cpp b/indra/newview/llviewerobject.cpp
index d81e67bfe2..b8772971aa 100644
--- a/indra/newview/llviewerobject.cpp
+++ b/indra/newview/llviewerobject.cpp
@@ -3219,12 +3219,12 @@ F32 LLViewerObject::getLinksetPhysicsCost()
return mLinksetPhysicsCost;
}
-F32 LLViewerObject::getStreamingCost(S32* bytes, S32* visible_bytes)
+F32 LLViewerObject::getStreamingCost(S32* bytes, S32* visible_bytes, F32* unscaled_value) const
{
return 0.f;
}
-U32 LLViewerObject::getTriangleCount()
+U32 LLViewerObject::getTriangleCount(S32* vcount) const
{
return 0;
}
diff --git a/indra/newview/llviewerobject.h b/indra/newview/llviewerobject.h
index 53e951e483..c8152e1539 100644
--- a/indra/newview/llviewerobject.h
+++ b/indra/newview/llviewerobject.h
@@ -1,4 +1,4 @@
-/**
+/**
* @file llviewerobject.h
* @brief Description of LLViewerObject class, which is the base class for most objects in the viewer.
*
@@ -340,8 +340,8 @@ public:
virtual void setScale(const LLVector3 &scale, BOOL damped = FALSE);
- virtual F32 getStreamingCost(S32* bytes = NULL, S32* visible_bytes = NULL);
- virtual U32 getTriangleCount();
+ virtual F32 getStreamingCost(S32* bytes = NULL, S32* visible_bytes = NULL, F32* unscaled_value = NULL) const;
+ virtual U32 getTriangleCount(S32* vcount = NULL) const;
virtual U32 getHighLODTriangleCount();
void setObjectCost(F32 cost);
@@ -811,7 +811,7 @@ public:
virtual F32 getPartSize(S32 idx);
virtual void getGeometry(S32 idx,
- LLStrider<LLVector3>& verticesp,
+ LLStrider<LLVector4a>& verticesp,
LLStrider<LLVector3>& normalsp,
LLStrider<LLVector2>& texcoordsp,
LLStrider<LLColor4U>& colorsp,
diff --git a/indra/newview/llviewerparceloverlay.cpp b/indra/newview/llviewerparceloverlay.cpp
index e619b89f9b..a0cf2fc803 100644
--- a/indra/newview/llviewerparceloverlay.cpp
+++ b/indra/newview/llviewerparceloverlay.cpp
@@ -884,14 +884,14 @@ S32 LLViewerParcelOverlay::renderPropertyLines ()
// Always fudge a little vertically.
pull_toward_camera.mV[VZ] += 0.01f;
- glMatrixMode( GL_MODELVIEW );
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
// Move to appropriate region coords
LLVector3 origin = mRegion->getOriginAgent();
- glTranslatef( origin.mV[VX], origin.mV[VY], origin.mV[VZ] );
+ gGL.translatef( origin.mV[VX], origin.mV[VY], origin.mV[VZ] );
- glTranslatef(pull_toward_camera.mV[VX], pull_toward_camera.mV[VY],
+ gGL.translatef(pull_toward_camera.mV[VX], pull_toward_camera.mV[VY],
pull_toward_camera.mV[VZ]);
// Include +1 because vertices are fenceposts.
@@ -990,7 +990,7 @@ S32 LLViewerParcelOverlay::renderPropertyLines ()
}
- glPopMatrix();
+ gGL.popMatrix();
return drawn;
}
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 36106752a2..18ae83e3b6 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -32,6 +32,7 @@
#include "llfile.h"
#include "llviewerwindow.h"
+#include "llwindow.h"
#include "llviewercontrol.h"
#include "pipeline.h"
#include "llworld.h"
@@ -58,6 +59,7 @@ using std::make_pair;
using std::string;
BOOL LLViewerShaderMgr::sInitialized = FALSE;
+bool LLViewerShaderMgr::sSkipReload = false;
LLVector4 gShinyOrigin;
@@ -65,15 +67,23 @@ LLVector4 gShinyOrigin;
LLGLSLShader gOcclusionProgram;
LLGLSLShader gCustomAlphaProgram;
LLGLSLShader gGlowCombineProgram;
+LLGLSLShader gSplatTextureRectProgram;
+LLGLSLShader gGlowCombineFXAAProgram;
LLGLSLShader gTwoTextureAddProgram;
+LLGLSLShader gOneTextureNoColorProgram;
+LLGLSLShader gDebugProgram;
+LLGLSLShader gAlphaMaskProgram;
//object shaders
LLGLSLShader gObjectSimpleProgram;
+LLGLSLShader gObjectPreviewProgram;
LLGLSLShader gObjectSimpleWaterProgram;
LLGLSLShader gObjectSimpleAlphaMaskProgram;
LLGLSLShader gObjectSimpleWaterAlphaMaskProgram;
LLGLSLShader gObjectFullbrightProgram;
LLGLSLShader gObjectFullbrightWaterProgram;
+LLGLSLShader gObjectEmissiveProgram;
+LLGLSLShader gObjectEmissiveWaterProgram;
LLGLSLShader gObjectFullbrightAlphaMaskProgram;
LLGLSLShader gObjectFullbrightWaterAlphaMaskProgram;
LLGLSLShader gObjectFullbrightShinyProgram;
@@ -81,13 +91,23 @@ LLGLSLShader gObjectFullbrightShinyWaterProgram;
LLGLSLShader gObjectShinyProgram;
LLGLSLShader gObjectShinyWaterProgram;
LLGLSLShader gObjectBumpProgram;
+LLGLSLShader gTreeProgram;
+LLGLSLShader gTreeWaterProgram;
+LLGLSLShader gObjectFullbrightNoColorProgram;
+LLGLSLShader gObjectFullbrightNoColorWaterProgram;
LLGLSLShader gObjectSimpleNonIndexedProgram;
+LLGLSLShader gObjectSimpleNonIndexedTexGenProgram;
+LLGLSLShader gObjectSimpleNonIndexedTexGenWaterProgram;
LLGLSLShader gObjectSimpleNonIndexedWaterProgram;
LLGLSLShader gObjectAlphaMaskNonIndexedProgram;
LLGLSLShader gObjectAlphaMaskNonIndexedWaterProgram;
+LLGLSLShader gObjectAlphaMaskNoColorProgram;
+LLGLSLShader gObjectAlphaMaskNoColorWaterProgram;
LLGLSLShader gObjectFullbrightNonIndexedProgram;
LLGLSLShader gObjectFullbrightNonIndexedWaterProgram;
+LLGLSLShader gObjectEmissiveNonIndexedProgram;
+LLGLSLShader gObjectEmissiveNonIndexedWaterProgram;
LLGLSLShader gObjectFullbrightShinyNonIndexedProgram;
LLGLSLShader gObjectFullbrightShinyNonIndexedWaterProgram;
LLGLSLShader gObjectShinyNonIndexedProgram;
@@ -96,11 +116,13 @@ LLGLSLShader gObjectShinyNonIndexedWaterProgram;
//object hardware skinning shaders
LLGLSLShader gSkinnedObjectSimpleProgram;
LLGLSLShader gSkinnedObjectFullbrightProgram;
+LLGLSLShader gSkinnedObjectEmissiveProgram;
LLGLSLShader gSkinnedObjectFullbrightShinyProgram;
LLGLSLShader gSkinnedObjectShinySimpleProgram;
LLGLSLShader gSkinnedObjectSimpleWaterProgram;
LLGLSLShader gSkinnedObjectFullbrightWaterProgram;
+LLGLSLShader gSkinnedObjectEmissiveWaterProgram;
LLGLSLShader gSkinnedObjectFullbrightShinyWaterProgram;
LLGLSLShader gSkinnedObjectShinySimpleWaterProgram;
@@ -124,6 +146,7 @@ LLGLSLShader gImpostorProgram;
LLGLSLShader gWLSkyProgram;
LLGLSLShader gWLCloudProgram;
+
// Effects Shaders
LLGLSLShader gGlowProgram;
LLGLSLShader gGlowExtractProgram;
@@ -132,18 +155,19 @@ LLGLSLShader gPostNightVisionProgram;
// Deferred rendering shaders
LLGLSLShader gDeferredImpostorProgram;
-LLGLSLShader gDeferredEdgeProgram;
LLGLSLShader gDeferredWaterProgram;
LLGLSLShader gDeferredDiffuseProgram;
LLGLSLShader gDeferredDiffuseAlphaMaskProgram;
LLGLSLShader gDeferredNonIndexedDiffuseProgram;
LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram;
+LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
LLGLSLShader gDeferredSkinnedDiffuseProgram;
LLGLSLShader gDeferredSkinnedBumpProgram;
LLGLSLShader gDeferredSkinnedAlphaProgram;
LLGLSLShader gDeferredBumpProgram;
LLGLSLShader gDeferredTerrainProgram;
LLGLSLShader gDeferredTreeProgram;
+LLGLSLShader gDeferredTreeShadowProgram;
LLGLSLShader gDeferredAvatarProgram;
LLGLSLShader gDeferredAvatarAlphaProgram;
LLGLSLShader gDeferredLightProgram;
@@ -160,25 +184,23 @@ LLGLSLShader gDeferredAttachmentShadowProgram;
LLGLSLShader gDeferredAlphaProgram;
LLGLSLShader gDeferredAvatarEyesProgram;
LLGLSLShader gDeferredFullbrightProgram;
-LLGLSLShader gDeferredGIProgram;
-LLGLSLShader gDeferredGIFinalProgram;
-LLGLSLShader gDeferredPostGIProgram;
+LLGLSLShader gDeferredEmissiveProgram;
LLGLSLShader gDeferredPostProgram;
+LLGLSLShader gDeferredCoFProgram;
+LLGLSLShader gDeferredDoFCombineProgram;
+LLGLSLShader gFXAAProgram;
LLGLSLShader gDeferredPostNoDoFProgram;
LLGLSLShader gDeferredWLSkyProgram;
LLGLSLShader gDeferredWLCloudProgram;
LLGLSLShader gDeferredStarProgram;
-LLGLSLShader gLuminanceGatherProgram;
-
-
-//current avatar shader parameter pointer
-GLint gAvatarMatrixParam;
+LLGLSLShader gNormalMapGenProgram;
LLViewerShaderMgr::LLViewerShaderMgr() :
mVertexShaderLevel(SHADER_COUNT, 0),
mMaxAvatarShaderLevel(0)
{
/// Make sure WL Sky is the first program
+ //ONLY shaders that need WL Param management should be added here
mShaderList.push_back(&gWLSkyProgram);
mShaderList.push_back(&gWLCloudProgram);
mShaderList.push_back(&gAvatarProgram);
@@ -187,33 +209,42 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gWaterProgram);
mShaderList.push_back(&gAvatarEyeballProgram);
mShaderList.push_back(&gObjectSimpleProgram);
+ mShaderList.push_back(&gObjectPreviewProgram);
mShaderList.push_back(&gImpostorProgram);
+ mShaderList.push_back(&gObjectFullbrightNoColorProgram);
+ mShaderList.push_back(&gObjectFullbrightNoColorWaterProgram);
mShaderList.push_back(&gObjectSimpleAlphaMaskProgram);
mShaderList.push_back(&gObjectBumpProgram);
- mShaderList.push_back(&gUIProgram);
- mShaderList.push_back(&gCustomAlphaProgram);
- mShaderList.push_back(&gGlowCombineProgram);
- mShaderList.push_back(&gTwoTextureAddProgram);
- mShaderList.push_back(&gSolidColorProgram);
- mShaderList.push_back(&gOcclusionProgram);
+ mShaderList.push_back(&gObjectEmissiveProgram);
+ mShaderList.push_back(&gObjectEmissiveWaterProgram);
mShaderList.push_back(&gObjectFullbrightProgram);
mShaderList.push_back(&gObjectFullbrightAlphaMaskProgram);
mShaderList.push_back(&gObjectFullbrightShinyProgram);
mShaderList.push_back(&gObjectFullbrightShinyWaterProgram);
mShaderList.push_back(&gObjectSimpleNonIndexedProgram);
+ mShaderList.push_back(&gObjectSimpleNonIndexedTexGenProgram);
+ mShaderList.push_back(&gObjectSimpleNonIndexedTexGenWaterProgram);
mShaderList.push_back(&gObjectSimpleNonIndexedWaterProgram);
mShaderList.push_back(&gObjectAlphaMaskNonIndexedProgram);
mShaderList.push_back(&gObjectAlphaMaskNonIndexedWaterProgram);
+ mShaderList.push_back(&gObjectAlphaMaskNoColorProgram);
+ mShaderList.push_back(&gObjectAlphaMaskNoColorWaterProgram);
+ mShaderList.push_back(&gTreeProgram);
+ mShaderList.push_back(&gTreeWaterProgram);
mShaderList.push_back(&gObjectFullbrightNonIndexedProgram);
mShaderList.push_back(&gObjectFullbrightNonIndexedWaterProgram);
+ mShaderList.push_back(&gObjectEmissiveNonIndexedProgram);
+ mShaderList.push_back(&gObjectEmissiveNonIndexedWaterProgram);
mShaderList.push_back(&gObjectFullbrightShinyNonIndexedProgram);
mShaderList.push_back(&gObjectFullbrightShinyNonIndexedWaterProgram);
mShaderList.push_back(&gSkinnedObjectSimpleProgram);
mShaderList.push_back(&gSkinnedObjectFullbrightProgram);
+ mShaderList.push_back(&gSkinnedObjectEmissiveProgram);
mShaderList.push_back(&gSkinnedObjectFullbrightShinyProgram);
mShaderList.push_back(&gSkinnedObjectShinySimpleProgram);
mShaderList.push_back(&gSkinnedObjectSimpleWaterProgram);
mShaderList.push_back(&gSkinnedObjectFullbrightWaterProgram);
+ mShaderList.push_back(&gSkinnedObjectEmissiveWaterProgram);
mShaderList.push_back(&gSkinnedObjectFullbrightShinyWaterProgram);
mShaderList.push_back(&gSkinnedObjectShinySimpleWaterProgram);
mShaderList.push_back(&gTerrainProgram);
@@ -227,24 +258,16 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gObjectShinyNonIndexedWaterProgram);
mShaderList.push_back(&gUnderWaterProgram);
mShaderList.push_back(&gDeferredSunProgram);
- mShaderList.push_back(&gDeferredBlurLightProgram);
mShaderList.push_back(&gDeferredSoftenProgram);
- mShaderList.push_back(&gDeferredLightProgram);
- mShaderList.push_back(&gDeferredMultiLightProgram);
mShaderList.push_back(&gDeferredAlphaProgram);
mShaderList.push_back(&gDeferredSkinnedAlphaProgram);
mShaderList.push_back(&gDeferredFullbrightProgram);
+ mShaderList.push_back(&gDeferredEmissiveProgram);
mShaderList.push_back(&gDeferredAvatarEyesProgram);
- mShaderList.push_back(&gDeferredPostGIProgram);
- mShaderList.push_back(&gDeferredEdgeProgram);
- mShaderList.push_back(&gDeferredPostProgram);
- mShaderList.push_back(&gDeferredGIProgram);
- mShaderList.push_back(&gDeferredGIFinalProgram);
mShaderList.push_back(&gDeferredWaterProgram);
mShaderList.push_back(&gDeferredAvatarAlphaProgram);
mShaderList.push_back(&gDeferredWLSkyProgram);
mShaderList.push_back(&gDeferredWLCloudProgram);
- mShaderList.push_back(&gDeferredStarProgram);
}
LLViewerShaderMgr::~LLViewerShaderMgr()
@@ -268,80 +291,13 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void)
{
if (mReservedAttribs.empty())
{
- mReservedAttribs.push_back("materialColor");
- mReservedAttribs.push_back("specularColor");
- mReservedAttribs.push_back("binormal");
- mReservedAttribs.push_back("object_weight");
-
- mAvatarAttribs.reserve(5);
- mAvatarAttribs.push_back("weight");
- mAvatarAttribs.push_back("clothing");
- mAvatarAttribs.push_back("gWindDir");
- mAvatarAttribs.push_back("gSinWaveParams");
- mAvatarAttribs.push_back("gGravity");
+ LLShaderMgr::initAttribsAndUniforms();
mAvatarUniforms.push_back("matrixPalette");
+ mAvatarUniforms.push_back("gWindDir");
+ mAvatarUniforms.push_back("gSinWaveParams");
+ mAvatarUniforms.push_back("gGravity");
- mReservedUniforms.reserve(24);
- mReservedUniforms.push_back("diffuseMap");
- mReservedUniforms.push_back("specularMap");
- mReservedUniforms.push_back("bumpMap");
- mReservedUniforms.push_back("environmentMap");
- mReservedUniforms.push_back("cloude_noise_texture");
- mReservedUniforms.push_back("fullbright");
- mReservedUniforms.push_back("lightnorm");
- mReservedUniforms.push_back("sunlight_color");
- mReservedUniforms.push_back("ambient");
- mReservedUniforms.push_back("blue_horizon");
- mReservedUniforms.push_back("blue_density");
- mReservedUniforms.push_back("haze_horizon");
- mReservedUniforms.push_back("haze_density");
- mReservedUniforms.push_back("cloud_shadow");
- mReservedUniforms.push_back("density_multiplier");
- mReservedUniforms.push_back("distance_multiplier");
- mReservedUniforms.push_back("max_y");
- mReservedUniforms.push_back("glow");
- mReservedUniforms.push_back("cloud_color");
- mReservedUniforms.push_back("cloud_pos_density1");
- mReservedUniforms.push_back("cloud_pos_density2");
- mReservedUniforms.push_back("cloud_scale");
- mReservedUniforms.push_back("gamma");
- mReservedUniforms.push_back("scene_light_strength");
-
- mReservedUniforms.push_back("depthMap");
- mReservedUniforms.push_back("shadowMap0");
- mReservedUniforms.push_back("shadowMap1");
- mReservedUniforms.push_back("shadowMap2");
- mReservedUniforms.push_back("shadowMap3");
- mReservedUniforms.push_back("shadowMap4");
- mReservedUniforms.push_back("shadowMap5");
-
- mReservedUniforms.push_back("normalMap");
- mReservedUniforms.push_back("positionMap");
- mReservedUniforms.push_back("diffuseRect");
- mReservedUniforms.push_back("specularRect");
- mReservedUniforms.push_back("noiseMap");
- mReservedUniforms.push_back("lightFunc");
- mReservedUniforms.push_back("lightMap");
- mReservedUniforms.push_back("luminanceMap");
- mReservedUniforms.push_back("giLightMap");
- mReservedUniforms.push_back("giMip");
- mReservedUniforms.push_back("edgeMap");
- mReservedUniforms.push_back("bloomMap");
- mReservedUniforms.push_back("sunLightMap");
- mReservedUniforms.push_back("localLightMap");
- mReservedUniforms.push_back("projectionMap");
- mReservedUniforms.push_back("diffuseGIMap");
- mReservedUniforms.push_back("specularGIMap");
- mReservedUniforms.push_back("normalGIMap");
- mReservedUniforms.push_back("minpGIMap");
- mReservedUniforms.push_back("maxpGIMap");
- mReservedUniforms.push_back("depthGIMap");
- mReservedUniforms.push_back("lastDiffuseGIMap");
- mReservedUniforms.push_back("lastNormalGIMap");
- mReservedUniforms.push_back("lastMinpGIMap");
- mReservedUniforms.push_back("lastMaxpGIMap");
-
mWLUniforms.push_back("camPosLocal");
mTerrainUniforms.reserve(5);
@@ -397,17 +353,29 @@ void LLViewerShaderMgr::setShaders()
//setShaders might be called redundantly by gSavedSettings, so return on reentrance
static bool reentrance = false;
- if (!gPipeline.mInitialized || !sInitialized || reentrance)
+ if (!gPipeline.mInitialized || !sInitialized || reentrance || sSkipReload)
{
return;
}
- //setup preprocessor definitions
- LLShaderMgr::instance()->mDefinitions["samples"] = llformat("%d", gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples")));
- LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits);
+ LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) gSavedSettings.getU32("RenderMaxTextureIndex")), 1);
+
+ //NEVER use more than 16 texture channels (work around for prevalent driver bug)
+ LLGLSLShader::sIndexedTextureChannels = llmin(LLGLSLShader::sIndexedTextureChannels, 16);
reentrance = true;
+ if (LLRender::sGLCoreProfile)
+ {
+ if (!gSavedSettings.getBOOL("VertexShaderEnable"))
+ { //vertex shaders MUST be enabled to use core profile
+ gSavedSettings.setBOOL("VertexShaderEnable", TRUE);
+ }
+ }
+
+ //setup preprocessor definitions
+ LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits);
+
// Make sure the compiled shader map is cleared before we recompile shaders.
mShaderObjects.clear();
@@ -446,6 +414,7 @@ void LLViewerShaderMgr::setShaders()
mMaxAvatarShaderLevel = 0;
LLGLSLShader::sNoFixedFunction = false;
+ LLVertexBuffer::unbind();
if (LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable")
&& gSavedSettings.getBOOL("VertexShaderEnable"))
{
@@ -466,15 +435,8 @@ void LLViewerShaderMgr::setShaders()
gSavedSettings.getBOOL("WindLightUseAtmosShaders"))
{
if (gSavedSettings.getS32("RenderShadowDetail") > 0)
- {
- if (gSavedSettings.getBOOL("RenderDeferredGI"))
- { //shadows + gi
- deferred_class = 3;
- }
- else
- { //shadows
- deferred_class = 2;
- }
+ { //shadows
+ deferred_class = 2;
}
else
{ //no shadows
@@ -497,11 +459,7 @@ void LLViewerShaderMgr::setShaders()
wl_class = 1;
}
- if(!gSavedSettings.getBOOL("EnableRippleWater"))
- {
- water_class = 0;
- }
-
+
// Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders
if (mVertexShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull())
{
@@ -633,13 +591,21 @@ void LLViewerShaderMgr::setShaders()
void LLViewerShaderMgr::unloadShaders()
{
gOcclusionProgram.unload();
+ gDebugProgram.unload();
+ gAlphaMaskProgram.unload();
gUIProgram.unload();
gCustomAlphaProgram.unload();
gGlowCombineProgram.unload();
+ gSplatTextureRectProgram.unload();
+ gGlowCombineFXAAProgram.unload();
gTwoTextureAddProgram.unload();
+ gOneTextureNoColorProgram.unload();
gSolidColorProgram.unload();
+ gObjectFullbrightNoColorProgram.unload();
+ gObjectFullbrightNoColorWaterProgram.unload();
gObjectSimpleProgram.unload();
+ gObjectPreviewProgram.unload();
gImpostorProgram.unload();
gObjectSimpleAlphaMaskProgram.unload();
gObjectBumpProgram.unload();
@@ -647,6 +613,8 @@ void LLViewerShaderMgr::unloadShaders()
gObjectSimpleWaterAlphaMaskProgram.unload();
gObjectFullbrightProgram.unload();
gObjectFullbrightWaterProgram.unload();
+ gObjectEmissiveProgram.unload();
+ gObjectEmissiveWaterProgram.unload();
gObjectFullbrightAlphaMaskProgram.unload();
gObjectFullbrightWaterAlphaMaskProgram.unload();
@@ -656,11 +624,19 @@ void LLViewerShaderMgr::unloadShaders()
gObjectShinyWaterProgram.unload();
gObjectSimpleNonIndexedProgram.unload();
+ gObjectSimpleNonIndexedTexGenProgram.unload();
+ gObjectSimpleNonIndexedTexGenWaterProgram.unload();
gObjectSimpleNonIndexedWaterProgram.unload();
gObjectAlphaMaskNonIndexedProgram.unload();
gObjectAlphaMaskNonIndexedWaterProgram.unload();
+ gObjectAlphaMaskNoColorProgram.unload();
+ gObjectAlphaMaskNoColorWaterProgram.unload();
gObjectFullbrightNonIndexedProgram.unload();
gObjectFullbrightNonIndexedWaterProgram.unload();
+ gObjectEmissiveNonIndexedProgram.unload();
+ gObjectEmissiveNonIndexedWaterProgram.unload();
+ gTreeProgram.unload();
+ gTreeWaterProgram.unload();
gObjectShinyNonIndexedProgram.unload();
gObjectFullbrightShinyNonIndexedProgram.unload();
@@ -669,11 +645,13 @@ void LLViewerShaderMgr::unloadShaders()
gSkinnedObjectSimpleProgram.unload();
gSkinnedObjectFullbrightProgram.unload();
+ gSkinnedObjectEmissiveProgram.unload();
gSkinnedObjectFullbrightShinyProgram.unload();
gSkinnedObjectShinySimpleProgram.unload();
gSkinnedObjectSimpleWaterProgram.unload();
gSkinnedObjectFullbrightWaterProgram.unload();
+ gSkinnedObjectEmissiveWaterProgram.unload();
gSkinnedObjectFullbrightShinyWaterProgram.unload();
gSkinnedObjectShinySimpleWaterProgram.unload();
@@ -699,6 +677,7 @@ void LLViewerShaderMgr::unloadShaders()
gDeferredDiffuseProgram.unload();
gDeferredDiffuseAlphaMaskProgram.unload();
gDeferredNonIndexedDiffuseAlphaMaskProgram.unload();
+ gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.unload();
gDeferredNonIndexedDiffuseProgram.unload();
gDeferredSkinnedDiffuseProgram.unload();
gDeferredSkinnedBumpProgram.unload();
@@ -750,8 +729,8 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
// (in order of shader function call depth for reference purposes, deepest level first)
vector< pair<string, S32> > shaders;
- shaders.reserve(10);
shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
+ shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) );
@@ -762,6 +741,8 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) );
shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) );
+ shaders.push_back( make_pair( "objects/indexedTextureV.glsl", 1 ) );
+ shaders.push_back( make_pair( "objects/nonindexedTextureV.glsl", 1 ) );
// We no longer have to bind the shaders to global glhandles, they are automatically added to a map now.
for (U32 i = 0; i < shaders.size(); i++)
@@ -777,8 +758,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
// (in order of shader function call depth for reference purposes, deepest level first)
shaders.clear();
- shaders.reserve(13);
- S32 ch = gGLManager.mNumTextureImageUnits-1;
+ S32 ch = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
if (gGLManager.mGLVersion < 3.1f)
{ //force to 1 texture index channel for old drivers
@@ -787,6 +767,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
std::vector<S32> index_channels;
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT]) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/transportF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
@@ -844,6 +825,8 @@ BOOL LLViewerShaderMgr::loadShadersEnvironment()
gTerrainProgram.mFeatures.calculatesLighting = true;
gTerrainProgram.mFeatures.calculatesAtmospherics = true;
gTerrainProgram.mFeatures.hasAtmospherics = true;
+ gTerrainProgram.mFeatures.mIndexedTextureChannels = 0;
+ gTerrainProgram.mFeatures.disableTextureIndex = true;
gTerrainProgram.mFeatures.hasGamma = true;
gTerrainProgram.mShaderFiles.clear();
gTerrainProgram.mShaderFiles.push_back(make_pair("environment/terrainV.glsl", GL_VERTEX_SHADER_ARB));
@@ -912,6 +895,8 @@ BOOL LLViewerShaderMgr::loadShadersWater()
gTerrainWaterProgram.mFeatures.calculatesAtmospherics = true;
gTerrainWaterProgram.mFeatures.hasAtmospherics = true;
gTerrainWaterProgram.mFeatures.hasWaterFog = true;
+ gTerrainWaterProgram.mFeatures.mIndexedTextureChannels = 0;
+ gTerrainWaterProgram.mFeatures.disableTextureIndex = true;
gTerrainWaterProgram.mShaderFiles.clear();
gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainV.glsl", GL_VERTEX_SHADER_ARB));
gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -950,9 +935,6 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
{
BOOL success = TRUE;
- U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"));
- bool multisample = samples > 1 && LLPipeline::sRenderDeferred && gGLManager.mHasTextureMultisample;
-
if (mVertexShaderLevel[SHADER_EFFECT] == 0)
{
gGlowProgram.unload();
@@ -978,21 +960,10 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
if (success)
{
- std::string fragment;
-
- if (multisample)
- {
- fragment = "effects/glowExtractMSF.glsl";
- }
- else
- {
- fragment = "effects/glowExtractF.glsl";
- }
-
gGlowExtractProgram.mName = "Glow Extract Shader (Post)";
gGlowExtractProgram.mShaderFiles.clear();
gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER_ARB));
- gGlowExtractProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
+ gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER_ARB));
gGlowExtractProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
success = gGlowExtractProgram.createShader(NULL, &mGlowExtractUniforms);
if (!success)
@@ -1001,51 +972,6 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
}
}
-#if 0
- // disabling loading of postprocess shaders until we fix
- // ATI sampler2DRect compatibility.
-
- //load Color Filter Shader
- if (success)
- {
- vector<string> shaderUniforms;
- shaderUniforms.reserve(7);
- shaderUniforms.push_back("RenderTexture");
- shaderUniforms.push_back("gamma");
- shaderUniforms.push_back("brightness");
- shaderUniforms.push_back("contrast");
- shaderUniforms.push_back("contrastBase");
- shaderUniforms.push_back("saturation");
- shaderUniforms.push_back("lumWeights");
-
- gPostColorFilterProgram.mName = "Color Filter Shader (Post)";
- gPostColorFilterProgram.mShaderFiles.clear();
- gPostColorFilterProgram.mShaderFiles.push_back(make_pair("effects/colorFilterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gPostColorFilterProgram.mShaderFiles.push_back(make_pair("effects/drawQuadV.glsl", GL_VERTEX_SHADER_ARB));
- gPostColorFilterProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
- success = gPostColorFilterProgram.createShader(NULL, &shaderUniforms);
- }
-
- //load Night Vision Shader
- if (success)
- {
- vector<string> shaderUniforms;
- shaderUniforms.reserve(5);
- shaderUniforms.push_back("RenderTexture");
- shaderUniforms.push_back("NoiseTexture");
- shaderUniforms.push_back("brightMult");
- shaderUniforms.push_back("noiseStrength");
- shaderUniforms.push_back("lumWeights");
-
- gPostNightVisionProgram.mName = "Night Vision Shader (Post)";
- gPostNightVisionProgram.mShaderFiles.clear();
- gPostNightVisionProgram.mShaderFiles.push_back(make_pair("effects/nightVisionF.glsl", GL_FRAGMENT_SHADER_ARB));
- gPostNightVisionProgram.mShaderFiles.push_back(make_pair("effects/drawQuadV.glsl", GL_VERTEX_SHADER_ARB));
- gPostNightVisionProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
- success = gPostNightVisionProgram.createShader(NULL, &shaderUniforms);
- }
- #endif
-
return success;
}
@@ -1055,9 +981,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (mVertexShaderLevel[SHADER_DEFERRED] == 0)
{
gDeferredTreeProgram.unload();
+ gDeferredTreeShadowProgram.unload();
gDeferredDiffuseProgram.unload();
gDeferredDiffuseAlphaMaskProgram.unload();
gDeferredNonIndexedDiffuseAlphaMaskProgram.unload();
+ gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.unload();
gDeferredNonIndexedDiffuseProgram.unload();
gDeferredSkinnedDiffuseProgram.unload();
gDeferredSkinnedBumpProgram.unload();
@@ -1080,34 +1008,29 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaProgram.unload();
gDeferredAlphaProgram.unload();
gDeferredFullbrightProgram.unload();
+ gDeferredEmissiveProgram.unload();
gDeferredAvatarEyesProgram.unload();
- gDeferredPostGIProgram.unload();
- gDeferredEdgeProgram.unload();
gDeferredPostProgram.unload();
- gLuminanceGatherProgram.unload();
- gDeferredGIProgram.unload();
- gDeferredGIFinalProgram.unload();
+ gDeferredCoFProgram.unload();
+ gDeferredDoFCombineProgram.unload();
+ gFXAAProgram.unload();
gDeferredWaterProgram.unload();
gDeferredWLSkyProgram.unload();
gDeferredWLCloudProgram.unload();
gDeferredStarProgram.unload();
+ gNormalMapGenProgram.unload();
return TRUE;
}
- mVertexShaderLevel[SHADER_AVATAR] = 1;
-
BOOL success = TRUE;
- U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"));
- bool multisample = samples > 1 && gGLManager.mHasTextureMultisample;
-
if (success)
{
gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader";
gDeferredDiffuseProgram.mShaderFiles.clear();
gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+ gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredDiffuseProgram.createShader(NULL, NULL);
}
@@ -1118,7 +1041,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear();
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+ gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredDiffuseAlphaMaskProgram.createShader(NULL, NULL);
}
@@ -1132,6 +1055,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredNonIndexedDiffuseAlphaMaskProgram.createShader(NULL, NULL);
}
+
+ if (success)
+ {
+ gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader";
+ gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.clear();
+ gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseNoColorV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskNoColorF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.createShader(NULL, NULL);
+ }
if (success)
{
@@ -1205,6 +1138,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
+ gDeferredTreeShadowProgram.mName = "Deferred Tree Shadow Shader";
+ gDeferredTreeShadowProgram.mShaderFiles.clear();
+ gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredTreeShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredTreeShadowProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gDeferredImpostorProgram.mName = "Deferred Impostor Shader";
gDeferredImpostorProgram.mShaderFiles.clear();
gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorV.glsl", GL_VERTEX_SHADER_ARB));
@@ -1214,84 +1157,41 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
}
if (success)
- {
- std::string fragment;
-
- if (multisample)
- {
- fragment = "deferred/pointLightMSF.glsl";
- }
- else
- {
- fragment = "deferred/pointLightF.glsl";
- }
-
+ {
gDeferredLightProgram.mName = "Deferred Light Shader";
gDeferredLightProgram.mShaderFiles.clear();
gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
+ gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredLightProgram.createShader(NULL, NULL);
}
if (success)
{
- std::string fragment;
- if (multisample)
- {
- fragment = "deferred/multiPointLightMSF.glsl";
- }
- else
- {
- fragment = "deferred/multiPointLightF.glsl";
- }
-
gDeferredMultiLightProgram.mName = "Deferred MultiLight Shader";
gDeferredMultiLightProgram.mShaderFiles.clear();
gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
+ gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMultiLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredMultiLightProgram.createShader(NULL, NULL);
}
if (success)
{
- std::string fragment;
-
- if (multisample)
- {
- fragment = "deferred/spotLightMSF.glsl";
- }
- else
- {
- fragment = "deferred/multiSpotLightF.glsl";
- }
-
gDeferredSpotLightProgram.mName = "Deferred SpotLight Shader";
gDeferredSpotLightProgram.mShaderFiles.clear();
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
+ gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredSpotLightProgram.createShader(NULL, NULL);
}
if (success)
{
- std::string fragment;
-
- if (multisample)
- {
- fragment = "deferred/multiSpotLightMSF.glsl";
- }
- else
- {
- fragment = "deferred/multiSpotLightF.glsl";
- }
-
gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader";
gDeferredMultiSpotLightProgram.mShaderFiles.clear();
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
+ gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMultiSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL);
}
@@ -1302,25 +1202,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
{
- if (multisample)
- {
- fragment = "deferred/sunLightSSAOMSF.glsl";
- }
- else
- {
- fragment = "deferred/sunLightSSAOF.glsl";
- }
+ fragment = "deferred/sunLightSSAOF.glsl";
}
else
{
- if (multisample)
- {
- fragment = "deferred/sunLightMSF.glsl";
- }
- else
- {
- fragment = "deferred/sunLightF.glsl";
- }
+ fragment = "deferred/sunLightF.glsl";
}
gDeferredSunProgram.mName = "Deferred Sun Shader";
@@ -1333,21 +1219,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
- std::string fragment;
-
- if (multisample)
- {
- fragment = "deferred/blurLightMSF.glsl";
- }
- else
- {
- fragment = "deferred/blurLightF.glsl";
- }
-
gDeferredBlurLightProgram.mName = "Deferred Blur Light Shader";
gDeferredBlurLightProgram.mShaderFiles.clear();
gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
+ gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredBlurLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredBlurLightProgram.createShader(NULL, NULL);
}
@@ -1363,11 +1238,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
if (mVertexShaderLevel[SHADER_DEFERRED] < 1)
{
- gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+ gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
}
else
{ //shave off some texture units for shadow maps
- gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits - 6;
+ gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1);
}
gDeferredAlphaProgram.mShaderFiles.clear();
@@ -1397,7 +1272,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightProgram.mFeatures.hasGamma = true;
gDeferredFullbrightProgram.mFeatures.hasTransport = true;
- gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+ gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightProgram.mShaderFiles.clear();
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1407,6 +1282,20 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
+ gDeferredEmissiveProgram.mName = "Deferred Emissive Shader";
+ gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredEmissiveProgram.mFeatures.hasGamma = true;
+ gDeferredEmissiveProgram.mFeatures.hasTransport = true;
+ gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
+ gDeferredEmissiveProgram.mShaderFiles.clear();
+ gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredEmissiveProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
// load water shader
gDeferredWaterProgram.mName = "Deferred Water Shader";
gDeferredWaterProgram.mFeatures.calculatesAtmospherics = true;
@@ -1421,21 +1310,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
- std::string fragment;
-
- if (multisample)
- {
- fragment = "deferred/softenLightMSF.glsl";
- }
- else
- {
- fragment = "deferred/softenLightF.glsl";
- }
-
gDeferredSoftenProgram.mName = "Deferred Soften Shader";
gDeferredSoftenProgram.mShaderFiles.clear();
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredSoftenProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
+ gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSoftenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
@@ -1475,7 +1353,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredAvatarShadowProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
+ success = gDeferredAvatarShadowProgram.createShader(NULL, &mAvatarUniforms);
}
if (success)
@@ -1507,7 +1385,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredAvatarProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
+ success = gDeferredAvatarProgram.createShader(NULL, &mAvatarUniforms);
}
if (success)
@@ -1522,47 +1400,57 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true;
gDeferredAvatarAlphaProgram.mShaderFiles.clear();
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedNoColorF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredAvatarAlphaProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
+ success = gDeferredAvatarAlphaProgram.createShader(NULL, &mAvatarUniforms);
}
if (success)
{
- std::string fragment;
- if (multisample)
- {
- fragment = "deferred/postDeferredMSF.glsl";
- }
- else
- {
- fragment = "deferred/postDeferredF.glsl";
- }
+ gFXAAProgram.mName = "FXAA Shader";
+ gFXAAProgram.mShaderFiles.clear();
+ gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
+ gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/fxaaF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gFXAAProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gFXAAProgram.createShader(NULL, NULL);
+ }
+ if (success)
+ {
gDeferredPostProgram.mName = "Deferred Post Shader";
gDeferredPostProgram.mShaderFiles.clear();
gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredPostProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
+ gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredPostProgram.createShader(NULL, NULL);
}
if (success)
{
- std::string fragment;
- if (multisample)
- {
- fragment = "deferred/postDeferredNoDoFMSF.glsl";
- }
- else
- {
- fragment = "deferred/postDeferredNoDoFF.glsl";
- }
+ gDeferredCoFProgram.mName = "Deferred CoF Shader";
+ gDeferredCoFProgram.mShaderFiles.clear();
+ gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/cofF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredCoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredCoFProgram.createShader(NULL, NULL);
+ }
+ if (success)
+ {
+ gDeferredDoFCombineProgram.mName = "Deferred DoFCombine Shader";
+ gDeferredDoFCombineProgram.mShaderFiles.clear();
+ gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/dofCombineF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredDoFCombineProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredDoFCombineProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gDeferredPostNoDoFProgram.mName = "Deferred Post Shader";
gDeferredPostNoDoFProgram.mShaderFiles.clear();
gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
+ gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredPostNoDoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredPostNoDoFProgram.createShader(NULL, NULL);
}
@@ -1601,70 +1489,15 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
success = gDeferredStarProgram.createShader(NULL, &mWLUniforms);
}
- if (mVertexShaderLevel[SHADER_DEFERRED] > 1)
+ if (success)
{
- if (success)
- {
- std::string fragment;
- if (multisample)
- {
- fragment = "deferred/edgeMSF.glsl";
- }
- else
- {
- fragment = "deferred/edgeF.glsl";
- }
-
- gDeferredEdgeProgram.mName = "Deferred Edge Shader";
- gDeferredEdgeProgram.mShaderFiles.clear();
- gDeferredEdgeProgram.mShaderFiles.push_back(make_pair("deferred/edgeV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredEdgeProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
- gDeferredEdgeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredEdgeProgram.createShader(NULL, NULL);
- }
- }
-
- if (mVertexShaderLevel[SHADER_DEFERRED] > 2)
- {
- if (success)
- {
- gDeferredPostGIProgram.mName = "Deferred Post GI Shader";
- gDeferredPostGIProgram.mShaderFiles.clear();
- gDeferredPostGIProgram.mShaderFiles.push_back(make_pair("deferred/postgiV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredPostGIProgram.mShaderFiles.push_back(make_pair("deferred/postgiF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredPostGIProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredPostGIProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gDeferredGIProgram.mName = "Deferred GI Shader";
- gDeferredGIProgram.mShaderFiles.clear();
- gDeferredGIProgram.mShaderFiles.push_back(make_pair("deferred/giV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredGIProgram.mShaderFiles.push_back(make_pair("deferred/giF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredGIProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredGIProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gDeferredGIFinalProgram.mName = "Deferred GI Final Shader";
- gDeferredGIFinalProgram.mShaderFiles.clear();
- gDeferredGIFinalProgram.mShaderFiles.push_back(make_pair("deferred/giFinalV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredGIFinalProgram.mShaderFiles.push_back(make_pair("deferred/giFinalF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredGIFinalProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredGIFinalProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gLuminanceGatherProgram.mName = "Luminance Gather Shader";
- gLuminanceGatherProgram.mShaderFiles.clear();
- gLuminanceGatherProgram.mShaderFiles.push_back(make_pair("deferred/luminanceV.glsl", GL_VERTEX_SHADER_ARB));
- gLuminanceGatherProgram.mShaderFiles.push_back(make_pair("deferred/luminanceF.glsl", GL_FRAGMENT_SHADER_ARB));
- gLuminanceGatherProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gLuminanceGatherProgram.createShader(NULL, NULL);
- }
+ gNormalMapGenProgram.mName = "Normal Map Generation Program";
+ gNormalMapGenProgram.mShaderFiles.clear();
+ gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenV.glsl", GL_VERTEX_SHADER_ARB));
+ gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gNormalMapGenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gNormalMapGenProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+ success = gNormalMapGenProgram.createShader(NULL, NULL);
}
return success;
@@ -1680,12 +1513,17 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightShinyProgram.unload();
gObjectFullbrightShinyWaterProgram.unload();
gObjectShinyWaterProgram.unload();
+ gObjectFullbrightNoColorProgram.unload();
+ gObjectFullbrightNoColorWaterProgram.unload();
gObjectSimpleProgram.unload();
+ gObjectPreviewProgram.unload();
gImpostorProgram.unload();
gObjectSimpleAlphaMaskProgram.unload();
gObjectBumpProgram.unload();
gObjectSimpleWaterProgram.unload();
gObjectSimpleWaterAlphaMaskProgram.unload();
+ gObjectEmissiveProgram.unload();
+ gObjectEmissiveWaterProgram.unload();
gObjectFullbrightProgram.unload();
gObjectFullbrightAlphaMaskProgram.unload();
gObjectFullbrightWaterProgram.unload();
@@ -1694,20 +1532,29 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightShinyNonIndexedProgram.unload();
gObjectFullbrightShinyNonIndexedWaterProgram.unload();
gObjectShinyNonIndexedWaterProgram.unload();
- gObjectSimpleNonIndexedProgram.unload();
+ gObjectSimpleNonIndexedTexGenProgram.unload();
+ gObjectSimpleNonIndexedTexGenWaterProgram.unload();
gObjectSimpleNonIndexedWaterProgram.unload();
gObjectAlphaMaskNonIndexedProgram.unload();
gObjectAlphaMaskNonIndexedWaterProgram.unload();
+ gObjectAlphaMaskNoColorProgram.unload();
+ gObjectAlphaMaskNoColorWaterProgram.unload();
gObjectFullbrightNonIndexedProgram.unload();
gObjectFullbrightNonIndexedWaterProgram.unload();
+ gObjectEmissiveNonIndexedProgram.unload();
+ gObjectEmissiveNonIndexedWaterProgram.unload();
gSkinnedObjectSimpleProgram.unload();
gSkinnedObjectFullbrightProgram.unload();
+ gSkinnedObjectEmissiveProgram.unload();
gSkinnedObjectFullbrightShinyProgram.unload();
gSkinnedObjectShinySimpleProgram.unload();
gSkinnedObjectSimpleWaterProgram.unload();
gSkinnedObjectFullbrightWaterProgram.unload();
+ gSkinnedObjectEmissiveWaterProgram.unload();
gSkinnedObjectFullbrightShinyWaterProgram.unload();
gSkinnedObjectShinySimpleWaterProgram.unload();
+ gTreeProgram.unload();
+ gTreeWaterProgram.unload();
return TRUE;
}
@@ -1730,6 +1577,23 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
+ gObjectSimpleNonIndexedTexGenProgram.mName = "Non indexed tex-gen Shader";
+ gObjectSimpleNonIndexedTexGenProgram.mFeatures.calculatesLighting = true;
+ gObjectSimpleNonIndexedTexGenProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectSimpleNonIndexedTexGenProgram.mFeatures.hasGamma = true;
+ gObjectSimpleNonIndexedTexGenProgram.mFeatures.hasAtmospherics = true;
+ gObjectSimpleNonIndexedTexGenProgram.mFeatures.hasLighting = true;
+ gObjectSimpleNonIndexedTexGenProgram.mFeatures.disableTextureIndex = true;
+ gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.clear();
+ gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.push_back(make_pair("objects/simpleTexGenV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectSimpleNonIndexedTexGenProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gObjectSimpleNonIndexedTexGenProgram.createShader(NULL, NULL);
+ }
+
+
+ if (success)
+ {
gObjectSimpleNonIndexedWaterProgram.mName = "Non indexed Water Shader";
gObjectSimpleNonIndexedWaterProgram.mFeatures.calculatesLighting = true;
gObjectSimpleNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true;
@@ -1747,6 +1611,23 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
+ gObjectSimpleNonIndexedTexGenWaterProgram.mName = "Non indexed tex-gen Water Shader";
+ gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.calculatesLighting = true;
+ gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.hasWaterFog = true;
+ gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.hasAtmospherics = true;
+ gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.hasLighting = true;
+ gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.disableTextureIndex = true;
+ gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.clear();
+ gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleTexGenV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectSimpleNonIndexedTexGenWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectSimpleNonIndexedTexGenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ success = gObjectSimpleNonIndexedTexGenWaterProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gObjectAlphaMaskNonIndexedProgram.mName = "Non indexed alpha mask Shader";
gObjectAlphaMaskNonIndexedProgram.mFeatures.calculatesLighting = true;
gObjectAlphaMaskNonIndexedProgram.mFeatures.calculatesAtmospherics = true;
@@ -1756,7 +1637,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectAlphaMaskNonIndexedProgram.mFeatures.disableTextureIndex = true;
gObjectAlphaMaskNonIndexedProgram.mFeatures.hasAlphaMask = true;
gObjectAlphaMaskNonIndexedProgram.mShaderFiles.clear();
- gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleNonIndexedV.glsl", GL_VERTEX_SHADER_ARB));
gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectAlphaMaskNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
success = gObjectAlphaMaskNonIndexedProgram.createShader(NULL, NULL);
@@ -1773,7 +1654,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.disableTextureIndex = true;
gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.hasAlphaMask = true;
gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.clear();
- gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleNonIndexedV.glsl", GL_VERTEX_SHADER_ARB));
gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectAlphaMaskNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
gObjectAlphaMaskNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
@@ -1782,6 +1663,76 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
+ gObjectAlphaMaskNoColorProgram.mName = "No color alpha mask Shader";
+ gObjectAlphaMaskNoColorProgram.mFeatures.calculatesLighting = true;
+ gObjectAlphaMaskNoColorProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectAlphaMaskNoColorProgram.mFeatures.hasGamma = true;
+ gObjectAlphaMaskNoColorProgram.mFeatures.hasAtmospherics = true;
+ gObjectAlphaMaskNoColorProgram.mFeatures.hasLighting = true;
+ gObjectAlphaMaskNoColorProgram.mFeatures.disableTextureIndex = true;
+ gObjectAlphaMaskNoColorProgram.mFeatures.hasAlphaMask = true;
+ gObjectAlphaMaskNoColorProgram.mShaderFiles.clear();
+ gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectAlphaMaskNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gObjectAlphaMaskNoColorProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gObjectAlphaMaskNoColorWaterProgram.mName = "No color alpha mask Water Shader";
+ gObjectAlphaMaskNoColorWaterProgram.mFeatures.calculatesLighting = true;
+ gObjectAlphaMaskNoColorWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasWaterFog = true;
+ gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasAtmospherics = true;
+ gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasLighting = true;
+ gObjectAlphaMaskNoColorWaterProgram.mFeatures.disableTextureIndex = true;
+ gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasAlphaMask = true;
+ gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.clear();
+ gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectAlphaMaskNoColorWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectAlphaMaskNoColorWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ success = gObjectAlphaMaskNoColorWaterProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gTreeProgram.mName = "Tree Shader";
+ gTreeProgram.mFeatures.calculatesLighting = true;
+ gTreeProgram.mFeatures.calculatesAtmospherics = true;
+ gTreeProgram.mFeatures.hasGamma = true;
+ gTreeProgram.mFeatures.hasAtmospherics = true;
+ gTreeProgram.mFeatures.hasLighting = true;
+ gTreeProgram.mFeatures.disableTextureIndex = true;
+ gTreeProgram.mFeatures.hasAlphaMask = true;
+ gTreeProgram.mShaderFiles.clear();
+ gTreeProgram.mShaderFiles.push_back(make_pair("objects/treeV.glsl", GL_VERTEX_SHADER_ARB));
+ gTreeProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gTreeProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gTreeProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gTreeWaterProgram.mName = "Tree Water Shader";
+ gTreeWaterProgram.mFeatures.calculatesLighting = true;
+ gTreeWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gTreeWaterProgram.mFeatures.hasWaterFog = true;
+ gTreeWaterProgram.mFeatures.hasAtmospherics = true;
+ gTreeWaterProgram.mFeatures.hasLighting = true;
+ gTreeWaterProgram.mFeatures.disableTextureIndex = true;
+ gTreeWaterProgram.mFeatures.hasAlphaMask = true;
+ gTreeWaterProgram.mShaderFiles.clear();
+ gTreeWaterProgram.mShaderFiles.push_back(make_pair("objects/treeV.glsl", GL_VERTEX_SHADER_ARB));
+ gTreeWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gTreeWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gTreeWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ success = gTreeWaterProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gObjectFullbrightNonIndexedProgram.mName = "Non Indexed Fullbright Shader";
gObjectFullbrightNonIndexedProgram.mFeatures.calculatesAtmospherics = true;
gObjectFullbrightNonIndexedProgram.mFeatures.hasGamma = true;
@@ -1813,6 +1764,68 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
+ gObjectEmissiveNonIndexedProgram.mName = "Non Indexed Emissive Shader";
+ gObjectEmissiveNonIndexedProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectEmissiveNonIndexedProgram.mFeatures.hasGamma = true;
+ gObjectEmissiveNonIndexedProgram.mFeatures.hasTransport = true;
+ gObjectEmissiveNonIndexedProgram.mFeatures.isFullbright = true;
+ gObjectEmissiveNonIndexedProgram.mFeatures.disableTextureIndex = true;
+ gObjectEmissiveNonIndexedProgram.mShaderFiles.clear();
+ gObjectEmissiveNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectEmissiveNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectEmissiveNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gObjectEmissiveNonIndexedProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gObjectEmissiveNonIndexedWaterProgram.mName = "Non Indexed Emissive Water Shader";
+ gObjectEmissiveNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectEmissiveNonIndexedWaterProgram.mFeatures.isFullbright = true;
+ gObjectEmissiveNonIndexedWaterProgram.mFeatures.hasWaterFog = true;
+ gObjectEmissiveNonIndexedWaterProgram.mFeatures.hasTransport = true;
+ gObjectEmissiveNonIndexedWaterProgram.mFeatures.disableTextureIndex = true;
+ gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.clear();
+ gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectEmissiveNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectEmissiveNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ success = gObjectEmissiveNonIndexedWaterProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gObjectFullbrightNoColorProgram.mName = "Non Indexed no color Fullbright Shader";
+ gObjectFullbrightNoColorProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectFullbrightNoColorProgram.mFeatures.hasGamma = true;
+ gObjectFullbrightNoColorProgram.mFeatures.hasTransport = true;
+ gObjectFullbrightNoColorProgram.mFeatures.isFullbright = true;
+ gObjectFullbrightNoColorProgram.mFeatures.disableTextureIndex = true;
+ gObjectFullbrightNoColorProgram.mShaderFiles.clear();
+ gObjectFullbrightNoColorProgram.mShaderFiles.push_back(make_pair("objects/fullbrightNoColorV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectFullbrightNoColorProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectFullbrightNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gObjectFullbrightNoColorProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gObjectFullbrightNoColorWaterProgram.mName = "Non Indexed no color Fullbright Water Shader";
+ gObjectFullbrightNoColorWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectFullbrightNoColorWaterProgram.mFeatures.isFullbright = true;
+ gObjectFullbrightNoColorWaterProgram.mFeatures.hasWaterFog = true;
+ gObjectFullbrightNoColorWaterProgram.mFeatures.hasTransport = true;
+ gObjectFullbrightNoColorWaterProgram.mFeatures.disableTextureIndex = true;
+ gObjectFullbrightNoColorWaterProgram.mShaderFiles.clear();
+ gObjectFullbrightNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightNoColorV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectFullbrightNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectFullbrightNoColorWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightNoColorWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ success = gObjectFullbrightNoColorWaterProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gObjectShinyNonIndexedProgram.mName = "Non Indexed Shiny Shader";
gObjectShinyNonIndexedProgram.mFeatures.calculatesAtmospherics = true;
gObjectShinyNonIndexedProgram.mFeatures.calculatesLighting = true;
@@ -1891,6 +1904,23 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
+ gObjectPreviewProgram.mName = "Simple Shader";
+ gObjectPreviewProgram.mFeatures.calculatesLighting = true;
+ gObjectPreviewProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectPreviewProgram.mFeatures.hasGamma = true;
+ gObjectPreviewProgram.mFeatures.hasAtmospherics = true;
+ gObjectPreviewProgram.mFeatures.hasLighting = true;
+ gObjectPreviewProgram.mFeatures.mIndexedTextureChannels = 0;
+ gObjectPreviewProgram.mFeatures.disableTextureIndex = true;
+ gObjectPreviewProgram.mShaderFiles.clear();
+ gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectPreviewProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gObjectPreviewProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gObjectSimpleProgram.mName = "Simple Shader";
gObjectSimpleProgram.mFeatures.calculatesLighting = true;
gObjectSimpleProgram.mFeatures.calculatesAtmospherics = true;
@@ -1907,19 +1937,19 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
- gObjectSimpleAlphaMaskProgram.mName = "Simple Alpha Mask Shader";
- gObjectSimpleAlphaMaskProgram.mFeatures.calculatesLighting = true;
- gObjectSimpleAlphaMaskProgram.mFeatures.calculatesAtmospherics = true;
- gObjectSimpleAlphaMaskProgram.mFeatures.hasGamma = true;
- gObjectSimpleAlphaMaskProgram.mFeatures.hasAtmospherics = true;
- gObjectSimpleAlphaMaskProgram.mFeatures.hasLighting = true;
- gObjectSimpleAlphaMaskProgram.mFeatures.hasAlphaMask = true;
- gObjectSimpleAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0;
- gObjectSimpleAlphaMaskProgram.mShaderFiles.clear();
- gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
- gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectSimpleAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
- success = gObjectSimpleAlphaMaskProgram.createShader(NULL, NULL);
+ gObjectSimpleWaterProgram.mName = "Simple Water Shader";
+ gObjectSimpleWaterProgram.mFeatures.calculatesLighting = true;
+ gObjectSimpleWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectSimpleWaterProgram.mFeatures.hasWaterFog = true;
+ gObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true;
+ gObjectSimpleWaterProgram.mFeatures.hasLighting = true;
+ gObjectSimpleWaterProgram.mFeatures.mIndexedTextureChannels = 0;
+ gObjectSimpleWaterProgram.mShaderFiles.clear();
+ gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectSimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ success = gObjectSimpleWaterProgram.createShader(NULL, NULL);
}
if (success)
@@ -1936,25 +1966,34 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
success = gObjectBumpProgram.createShader(NULL, NULL);
+
+ if (success)
+ { //lldrawpoolbump assumes "texture0" has channel 0 and "texture1" has channel 1
+ gObjectBumpProgram.bind();
+ gObjectBumpProgram.uniform1i("texture0", 0);
+ gObjectBumpProgram.uniform1i("texture1", 1);
+ gObjectBumpProgram.unbind();
+ }
}
+
if (success)
{
- gObjectSimpleWaterProgram.mName = "Simple Water Shader";
- gObjectSimpleWaterProgram.mFeatures.calculatesLighting = true;
- gObjectSimpleWaterProgram.mFeatures.calculatesAtmospherics = true;
- gObjectSimpleWaterProgram.mFeatures.hasWaterFog = true;
- gObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true;
- gObjectSimpleWaterProgram.mFeatures.hasLighting = true;
- gObjectSimpleWaterProgram.mFeatures.mIndexedTextureChannels = 0;
- gObjectSimpleWaterProgram.mShaderFiles.clear();
- gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
- gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectSimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
- gObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gObjectSimpleWaterProgram.createShader(NULL, NULL);
+ gObjectSimpleAlphaMaskProgram.mName = "Simple Alpha Mask Shader";
+ gObjectSimpleAlphaMaskProgram.mFeatures.calculatesLighting = true;
+ gObjectSimpleAlphaMaskProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectSimpleAlphaMaskProgram.mFeatures.hasGamma = true;
+ gObjectSimpleAlphaMaskProgram.mFeatures.hasAtmospherics = true;
+ gObjectSimpleAlphaMaskProgram.mFeatures.hasLighting = true;
+ gObjectSimpleAlphaMaskProgram.mFeatures.hasAlphaMask = true;
+ gObjectSimpleAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0;
+ gObjectSimpleAlphaMaskProgram.mShaderFiles.clear();
+ gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectSimpleAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gObjectSimpleAlphaMaskProgram.createShader(NULL, NULL);
}
-
+
if (success)
{
gObjectSimpleWaterAlphaMaskProgram.mName = "Simple Water Alpha Mask Shader";
@@ -2006,6 +2045,37 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
+ gObjectEmissiveProgram.mName = "Emissive Shader";
+ gObjectEmissiveProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectEmissiveProgram.mFeatures.hasGamma = true;
+ gObjectEmissiveProgram.mFeatures.hasTransport = true;
+ gObjectEmissiveProgram.mFeatures.isFullbright = true;
+ gObjectEmissiveProgram.mFeatures.mIndexedTextureChannels = 0;
+ gObjectEmissiveProgram.mShaderFiles.clear();
+ gObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gObjectEmissiveProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gObjectEmissiveWaterProgram.mName = "Emissive Water Shader";
+ gObjectEmissiveWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectEmissiveWaterProgram.mFeatures.isFullbright = true;
+ gObjectEmissiveWaterProgram.mFeatures.hasWaterFog = true;
+ gObjectEmissiveWaterProgram.mFeatures.hasTransport = true;
+ gObjectEmissiveWaterProgram.mFeatures.mIndexedTextureChannels = 0;
+ gObjectEmissiveWaterProgram.mShaderFiles.clear();
+ gObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectEmissiveWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectEmissiveWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ success = gObjectEmissiveWaterProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gObjectFullbrightAlphaMaskProgram.mName = "Fullbright Alpha Mask Shader";
gObjectFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true;
gObjectFullbrightAlphaMaskProgram.mFeatures.hasGamma = true;
@@ -2141,6 +2211,39 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
+ gSkinnedObjectEmissiveProgram.mName = "Skinned Emissive Shader";
+ gSkinnedObjectEmissiveProgram.mFeatures.calculatesAtmospherics = true;
+ gSkinnedObjectEmissiveProgram.mFeatures.hasGamma = true;
+ gSkinnedObjectEmissiveProgram.mFeatures.hasTransport = true;
+ gSkinnedObjectEmissiveProgram.mFeatures.isFullbright = true;
+ gSkinnedObjectEmissiveProgram.mFeatures.hasObjectSkinning = true;
+ gSkinnedObjectEmissiveProgram.mFeatures.disableTextureIndex = true;
+ gSkinnedObjectEmissiveProgram.mShaderFiles.clear();
+ gSkinnedObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/emissiveSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
+ gSkinnedObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gSkinnedObjectEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gSkinnedObjectEmissiveProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gSkinnedObjectEmissiveWaterProgram.mName = "Skinned Emissive Water Shader";
+ gSkinnedObjectEmissiveWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gSkinnedObjectEmissiveWaterProgram.mFeatures.hasGamma = true;
+ gSkinnedObjectEmissiveWaterProgram.mFeatures.hasTransport = true;
+ gSkinnedObjectEmissiveWaterProgram.mFeatures.isFullbright = true;
+ gSkinnedObjectEmissiveWaterProgram.mFeatures.hasObjectSkinning = true;
+ gSkinnedObjectEmissiveWaterProgram.mFeatures.disableTextureIndex = true;
+ gSkinnedObjectEmissiveWaterProgram.mFeatures.hasWaterFog = true;
+ gSkinnedObjectEmissiveWaterProgram.mShaderFiles.clear();
+ gSkinnedObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
+ gSkinnedObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gSkinnedObjectEmissiveWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gSkinnedObjectEmissiveWaterProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gSkinnedObjectFullbrightShinyProgram.mName = "Skinned Fullbright Shiny Shader";
gSkinnedObjectFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;
gSkinnedObjectFullbrightShinyProgram.mFeatures.hasGamma = true;
@@ -2287,7 +2390,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER_ARB));
gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarF.glsl", GL_FRAGMENT_SHADER_ARB));
gAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR];
- success = gAvatarProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
+ success = gAvatarProgram.createShader(NULL, &mAvatarUniforms);
if (success)
{
@@ -2306,7 +2409,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
// Note: no cloth under water:
gAvatarWaterProgram.mShaderLevel = llmin(mVertexShaderLevel[SHADER_AVATAR], 1);
gAvatarWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gAvatarWaterProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
+ success = gAvatarWaterProgram.createShader(NULL, &mAvatarUniforms);
}
/// Keep track of avatar levels
@@ -2325,7 +2428,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarV.glsl", GL_VERTEX_SHADER_ARB));
gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarF.glsl", GL_FRAGMENT_SHADER_ARB));
gAvatarPickProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR];
- success = gAvatarPickProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
+ success = gAvatarPickProgram.createShader(NULL, &mAvatarUniforms);
}
if (success)
@@ -2398,6 +2501,22 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
if (success)
{
+ gSplatTextureRectProgram.mName = "Splat Texture Rect Shader";
+ gSplatTextureRectProgram.mShaderFiles.clear();
+ gSplatTextureRectProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectV.glsl", GL_VERTEX_SHADER_ARB));
+ gSplatTextureRectProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gSplatTextureRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ success = gSplatTextureRectProgram.createShader(NULL, NULL);
+ if (success)
+ {
+ gSplatTextureRectProgram.bind();
+ gSplatTextureRectProgram.uniform1i("screenMap", 0);
+ gSplatTextureRectProgram.unbind();
+ }
+ }
+
+ if (success)
+ {
gGlowCombineProgram.mName = "Glow Combine Shader";
gGlowCombineProgram.mShaderFiles.clear();
gGlowCombineProgram.mShaderFiles.push_back(make_pair("interface/glowcombineV.glsl", GL_VERTEX_SHADER_ARB));
@@ -2415,6 +2534,24 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
if (success)
{
+ gGlowCombineFXAAProgram.mName = "Glow CombineFXAA Shader";
+ gGlowCombineFXAAProgram.mShaderFiles.clear();
+ gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAV.glsl", GL_VERTEX_SHADER_ARB));
+ gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gGlowCombineFXAAProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ success = gGlowCombineFXAAProgram.createShader(NULL, NULL);
+ if (success)
+ {
+ gGlowCombineFXAAProgram.bind();
+ gGlowCombineFXAAProgram.uniform1i("glowMap", 0);
+ gGlowCombineFXAAProgram.uniform1i("screenMap", 1);
+ gGlowCombineFXAAProgram.unbind();
+ }
+ }
+
+
+ if (success)
+ {
gTwoTextureAddProgram.mName = "Two Texture Add Shader";
gTwoTextureAddProgram.mShaderFiles.clear();
gTwoTextureAddProgram.mShaderFiles.push_back(make_pair("interface/twotextureaddV.glsl", GL_VERTEX_SHADER_ARB));
@@ -2431,6 +2568,21 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
if (success)
{
+ gOneTextureNoColorProgram.mName = "One Texture No Color Shader";
+ gOneTextureNoColorProgram.mShaderFiles.clear();
+ gOneTextureNoColorProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorV.glsl", GL_VERTEX_SHADER_ARB));
+ gOneTextureNoColorProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gOneTextureNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ success = gOneTextureNoColorProgram.createShader(NULL, NULL);
+ if (success)
+ {
+ gOneTextureNoColorProgram.bind();
+ gOneTextureNoColorProgram.uniform1i("tex0", 0);
+ }
+ }
+
+ if (success)
+ {
gSolidColorProgram.mName = "Solid Color Shader";
gSolidColorProgram.mShaderFiles.clear();
gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorV.glsl", GL_VERTEX_SHADER_ARB));
@@ -2455,6 +2607,26 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
success = gOcclusionProgram.createShader(NULL, NULL);
}
+ if (success)
+ {
+ gDebugProgram.mName = "Debug Shader";
+ gDebugProgram.mShaderFiles.clear();
+ gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugV.glsl", GL_VERTEX_SHADER_ARB));
+ gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDebugProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ success = gDebugProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gAlphaMaskProgram.mName = "Alpha Mask Shader";
+ gAlphaMaskProgram.mShaderFiles.clear();
+ gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskV.glsl", GL_VERTEX_SHADER_ARB));
+ gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ success = gAlphaMaskProgram.createShader(NULL, NULL);
+ }
+
if( !success )
{
mVertexShaderLevel[SHADER_INTERFACE] = 0;
diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h
index d4040f11e1..95eb551bf1 100644
--- a/indra/newview/llviewershadermgr.h
+++ b/indra/newview/llviewershadermgr.h
@@ -33,6 +33,7 @@ class LLViewerShaderMgr: public LLShaderMgr
{
public:
static BOOL sInitialized;
+ static bool sSkipReload;
LLViewerShaderMgr();
/* virtual */ ~LLViewerShaderMgr();
@@ -71,76 +72,6 @@ public:
SHADER_COUNT
};
- typedef enum
- {
- MATERIAL_COLOR = 0,
- SPECULAR_COLOR,
- BINORMAL,
- OBJECT_WEIGHT,
- END_RESERVED_ATTRIBS
- } eGLSLReservedAttribs;
-
- typedef enum
- {
- DIFFUSE_MAP = 0,
- SPECULAR_MAP,
- BUMP_MAP,
- ENVIRONMENT_MAP,
- CLOUD_NOISE_MAP,
- FULLBRIGHT,
- LIGHTNORM,
- SUNLIGHT_COLOR,
- AMBIENT,
- BLUE_HORIZON,
- BLUE_DENSITY,
- HAZE_HORIZON,
- HAZE_DENSITY,
- CLOUD_SHADOW,
- DENSITY_MULTIPLIER,
- DISTANCE_MULTIPLIER,
- MAX_Y,
- GLOW,
- CLOUD_COLOR,
- CLOUD_POS_DENSITY1,
- CLOUD_POS_DENSITY2,
- CLOUD_SCALE,
- GAMMA,
- SCENE_LIGHT_STRENGTH,
- DEFERRED_DEPTH,
- DEFERRED_SHADOW0,
- DEFERRED_SHADOW1,
- DEFERRED_SHADOW2,
- DEFERRED_SHADOW3,
- DEFERRED_SHADOW4,
- DEFERRED_SHADOW5,
- DEFERRED_NORMAL,
- DEFERRED_POSITION,
- DEFERRED_DIFFUSE,
- DEFERRED_SPECULAR,
- DEFERRED_NOISE,
- DEFERRED_LIGHTFUNC,
- DEFERRED_LIGHT,
- DEFERRED_LUMINANCE,
- DEFERRED_GI_LIGHT,
- DEFERRED_GI_MIP,
- DEFERRED_EDGE,
- DEFERRED_BLOOM,
- DEFERRED_SUN_LIGHT,
- DEFERRED_LOCAL_LIGHT,
- DEFERRED_PROJECTION,
- DEFERRED_GI_DIFFUSE,
- DEFERRED_GI_SPECULAR,
- DEFERRED_GI_NORMAL,
- DEFERRED_GI_MIN_POS,
- DEFERRED_GI_MAX_POS,
- DEFERRED_GI_DEPTH,
- DEFERRED_GI_LAST_DIFFUSE,
- DEFERRED_GI_LAST_NORMAL,
- DEFERRED_GI_LAST_MIN_POS,
- DEFERRED_GI_LAST_MAX_POS,
- END_RESERVED_UNIFORMS
- } eGLSLReservedUniforms;
-
typedef enum
{
SHINY_ORIGIN = END_RESERVED_UNIFORMS
@@ -186,16 +117,10 @@ public:
typedef enum
{
- AVATAR_WEIGHT = END_RESERVED_ATTRIBS,
- AVATAR_CLOTHING,
+ AVATAR_MATRIX = END_RESERVED_UNIFORMS,
AVATAR_WIND,
AVATAR_SINWAVE,
- AVATAR_GRAVITY
- } eAvatarAttribs;
-
- typedef enum
- {
- AVATAR_MATRIX = END_RESERVED_UNIFORMS
+ AVATAR_GRAVITY,
} eAvatarUniforms;
// simple model of forward iterator
@@ -265,9 +190,6 @@ private:
std::vector<std::string> mGlowExtractUniforms;
- //avatar shader parameter tables
- std::vector<std::string> mAvatarAttribs;
-
std::vector<std::string> mAvatarUniforms;
// the list of shaders we need to propagate parameters to.
@@ -291,26 +213,45 @@ extern LLVector4 gShinyOrigin;
extern LLGLSLShader gOcclusionProgram;
extern LLGLSLShader gCustomAlphaProgram;
extern LLGLSLShader gGlowCombineProgram;
+extern LLGLSLShader gSplatTextureRectProgram;
+extern LLGLSLShader gGlowCombineFXAAProgram;
+extern LLGLSLShader gDebugProgram;
+extern LLGLSLShader gAlphaMaskProgram;
//output tex0[tc0] + tex1[tc1]
extern LLGLSLShader gTwoTextureAddProgram;
-
+
+extern LLGLSLShader gOneTextureNoColorProgram;
+
//object shaders
extern LLGLSLShader gObjectSimpleProgram;
+extern LLGLSLShader gObjectPreviewProgram;
extern LLGLSLShader gObjectSimpleAlphaMaskProgram;
extern LLGLSLShader gObjectSimpleWaterProgram;
extern LLGLSLShader gObjectSimpleWaterAlphaMaskProgram;
extern LLGLSLShader gObjectSimpleNonIndexedProgram;
+extern LLGLSLShader gObjectSimpleNonIndexedTexGenProgram;
+extern LLGLSLShader gObjectSimpleNonIndexedTexGenWaterProgram;
extern LLGLSLShader gObjectSimpleNonIndexedWaterProgram;
extern LLGLSLShader gObjectAlphaMaskNonIndexedProgram;
extern LLGLSLShader gObjectAlphaMaskNonIndexedWaterProgram;
+extern LLGLSLShader gObjectAlphaMaskNoColorProgram;
+extern LLGLSLShader gObjectAlphaMaskNoColorWaterProgram;
extern LLGLSLShader gObjectFullbrightProgram;
extern LLGLSLShader gObjectFullbrightWaterProgram;
+extern LLGLSLShader gObjectFullbrightNoColorProgram;
+extern LLGLSLShader gObjectFullbrightNoColorWaterProgram;
+extern LLGLSLShader gObjectEmissiveProgram;
+extern LLGLSLShader gObjectEmissiveWaterProgram;
extern LLGLSLShader gObjectFullbrightAlphaMaskProgram;
extern LLGLSLShader gObjectFullbrightWaterAlphaMaskProgram;
extern LLGLSLShader gObjectFullbrightNonIndexedProgram;
extern LLGLSLShader gObjectFullbrightNonIndexedWaterProgram;
+extern LLGLSLShader gObjectEmissiveNonIndexedProgram;
+extern LLGLSLShader gObjectEmissiveNonIndexedWaterProgram;
extern LLGLSLShader gObjectBumpProgram;
+extern LLGLSLShader gTreeProgram;
+extern LLGLSLShader gTreeWaterProgram;
extern LLGLSLShader gObjectSimpleLODProgram;
extern LLGLSLShader gObjectFullbrightLODProgram;
@@ -327,11 +268,13 @@ extern LLGLSLShader gObjectShinyNonIndexedWaterProgram;
extern LLGLSLShader gSkinnedObjectSimpleProgram;
extern LLGLSLShader gSkinnedObjectFullbrightProgram;
+extern LLGLSLShader gSkinnedObjectEmissiveProgram;
extern LLGLSLShader gSkinnedObjectFullbrightShinyProgram;
extern LLGLSLShader gSkinnedObjectShinySimpleProgram;
extern LLGLSLShader gSkinnedObjectSimpleWaterProgram;
extern LLGLSLShader gSkinnedObjectFullbrightWaterProgram;
+extern LLGLSLShader gSkinnedObjectEmissiveWaterProgram;
extern LLGLSLShader gSkinnedObjectFullbrightShinyWaterProgram;
extern LLGLSLShader gSkinnedObjectShinySimpleWaterProgram;
@@ -363,11 +306,11 @@ extern LLGLSLShader gPostNightVisionProgram;
// Deferred rendering shaders
extern LLGLSLShader gDeferredImpostorProgram;
-extern LLGLSLShader gDeferredEdgeProgram;
extern LLGLSLShader gDeferredWaterProgram;
extern LLGLSLShader gDeferredDiffuseProgram;
extern LLGLSLShader gDeferredDiffuseAlphaMaskProgram;
extern LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram;
+extern LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
extern LLGLSLShader gDeferredNonIndexedDiffuseProgram;
extern LLGLSLShader gDeferredSkinnedDiffuseProgram;
extern LLGLSLShader gDeferredSkinnedBumpProgram;
@@ -375,34 +318,32 @@ extern LLGLSLShader gDeferredSkinnedAlphaProgram;
extern LLGLSLShader gDeferredBumpProgram;
extern LLGLSLShader gDeferredTerrainProgram;
extern LLGLSLShader gDeferredTreeProgram;
+extern LLGLSLShader gDeferredTreeShadowProgram;
extern LLGLSLShader gDeferredLightProgram;
extern LLGLSLShader gDeferredMultiLightProgram;
extern LLGLSLShader gDeferredSpotLightProgram;
extern LLGLSLShader gDeferredMultiSpotLightProgram;
extern LLGLSLShader gDeferredSunProgram;
-extern LLGLSLShader gDeferredGIProgram;
-extern LLGLSLShader gDeferredGIFinalProgram;
extern LLGLSLShader gDeferredBlurLightProgram;
extern LLGLSLShader gDeferredAvatarProgram;
extern LLGLSLShader gDeferredSoftenProgram;
extern LLGLSLShader gDeferredShadowProgram;
extern LLGLSLShader gDeferredShadowAlphaMaskProgram;
-extern LLGLSLShader gDeferredPostGIProgram;
extern LLGLSLShader gDeferredPostProgram;
+extern LLGLSLShader gDeferredCoFProgram;
+extern LLGLSLShader gDeferredDoFCombineProgram;
+extern LLGLSLShader gFXAAProgram;
extern LLGLSLShader gDeferredPostNoDoFProgram;
extern LLGLSLShader gDeferredAvatarShadowProgram;
extern LLGLSLShader gDeferredAttachmentShadowProgram;
extern LLGLSLShader gDeferredAlphaProgram;
extern LLGLSLShader gDeferredFullbrightProgram;
+extern LLGLSLShader gDeferredEmissiveProgram;
extern LLGLSLShader gDeferredAvatarEyesProgram;
extern LLGLSLShader gDeferredAvatarAlphaProgram;
extern LLGLSLShader gDeferredWLSkyProgram;
extern LLGLSLShader gDeferredWLCloudProgram;
extern LLGLSLShader gDeferredStarProgram;
-extern LLGLSLShader gLuminanceGatherProgram;
-
-//current avatar shader parameter pointer
-extern GLint gAvatarMatrixParam;
-
+extern LLGLSLShader gNormalMapGenProgram;
#endif
diff --git a/indra/newview/llviewertexturelist.cpp b/indra/newview/llviewertexturelist.cpp
index c64488251a..eaf1773731 100644
--- a/indra/newview/llviewertexturelist.cpp
+++ b/indra/newview/llviewertexturelist.cpp
@@ -586,6 +586,11 @@ void LLViewerTextureList::dirtyImage(LLViewerFetchedTexture *image)
////////////////////////////////////////////////////////////////////////////
static LLFastTimer::DeclareTimer FTM_IMAGE_MARK_DIRTY("Dirty Images");
+static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_PRIORITIES("Prioritize");
+static LLFastTimer::DeclareTimer FTM_IMAGE_CALLBACKS("Callbacks");
+static LLFastTimer::DeclareTimer FTM_IMAGE_FETCH("Fetch");
+static LLFastTimer::DeclareTimer FTM_IMAGE_CREATE("Create");
+static LLFastTimer::DeclareTimer FTM_IMAGE_STATS("Stats");
void LLViewerTextureList::updateImages(F32 max_time)
{
@@ -597,14 +602,25 @@ void LLViewerTextureList::updateImages(F32 max_time)
LLViewerStats::getInstance()->mGLBoundMemStat.addValue((F32)BYTES_TO_MEGA_BYTES(LLImageGL::sBoundTextureMemoryInBytes));
LLViewerStats::getInstance()->mRawMemStat.addValue((F32)BYTES_TO_MEGA_BYTES(LLImageRaw::sGlobalRawMemory));
LLViewerStats::getInstance()->mFormattedMemStat.addValue((F32)BYTES_TO_MEGA_BYTES(LLImageFormatted::sGlobalFormattedMemory));
-
- updateImagesDecodePriorities();
+
+
+ {
+ LLFastTimer t(FTM_IMAGE_UPDATE_PRIORITIES);
+ updateImagesDecodePriorities();
+ }
F32 total_max_time = max_time;
- max_time -= updateImagesFetchTextures(max_time);
+
+ {
+ LLFastTimer t(FTM_IMAGE_FETCH);
+ max_time -= updateImagesFetchTextures(max_time);
+ }
- max_time = llmax(max_time, total_max_time*.50f); // at least 50% of max_time
- max_time -= updateImagesCreateTextures(max_time);
+ {
+ LLFastTimer t(FTM_IMAGE_CREATE);
+ max_time = llmax(max_time, total_max_time*.50f); // at least 50% of max_time
+ max_time -= updateImagesCreateTextures(max_time);
+ }
if (!mDirtyTextureList.empty())
{
@@ -612,24 +628,32 @@ void LLViewerTextureList::updateImages(F32 max_time)
gPipeline.dirtyPoolObjectTextures(mDirtyTextureList);
mDirtyTextureList.clear();
}
- bool didone = false;
- for (image_list_t::iterator iter = mCallbackList.begin();
- iter != mCallbackList.end(); )
+
{
- //trigger loaded callbacks on local textures immediately
- LLViewerFetchedTexture* image = *iter++;
- if (!image->getUrl().empty())
+ LLFastTimer t(FTM_IMAGE_CALLBACKS);
+ bool didone = false;
+ for (image_list_t::iterator iter = mCallbackList.begin();
+ iter != mCallbackList.end(); )
{
- // Do stuff to handle callbacks, update priorities, etc.
- didone = image->doLoadedCallbacks();
- }
- else if (!didone)
- {
- // Do stuff to handle callbacks, update priorities, etc.
- didone = image->doLoadedCallbacks();
+ //trigger loaded callbacks on local textures immediately
+ LLViewerFetchedTexture* image = *iter++;
+ if (!image->getUrl().empty())
+ {
+ // Do stuff to handle callbacks, update priorities, etc.
+ didone = image->doLoadedCallbacks();
+ }
+ else if (!didone)
+ {
+ // Do stuff to handle callbacks, update priorities, etc.
+ didone = image->doLoadedCallbacks();
+ }
}
}
- updateImagesUpdateStats();
+
+ {
+ LLFastTimer t(FTM_IMAGE_STATS);
+ updateImagesUpdateStats();
+ }
}
void LLViewerTextureList::updateImagesDecodePriorities()
@@ -747,7 +771,6 @@ void LLViewerTextureList::updateImagesDecodePriorities()
return type_from_host;
}
*/
-static LLFastTimer::DeclareTimer FTM_IMAGE_CREATE("Create Images");
F32 LLViewerTextureList::updateImagesCreateTextures(F32 max_time)
{
@@ -757,8 +780,7 @@ F32 LLViewerTextureList::updateImagesCreateTextures(F32 max_time)
// Create GL textures for all textures that need them (images which have been
// decoded, but haven't been pushed into GL).
//
- LLFastTimer t(FTM_IMAGE_CREATE);
-
+
LLTimer create_timer;
image_list_t::iterator enditer = mCreateTextureList.begin();
for (image_list_t::iterator iter = mCreateTextureList.begin();
diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp
index 6fcbc401af..8af83246da 100644
--- a/indra/newview/llviewerwindow.cpp
+++ b/indra/newview/llviewerwindow.cpp
@@ -489,6 +489,7 @@ public:
{
F32 cost = 0.f;
S32 count = 0;
+ S32 vcount = 0;
S32 object_count = 0;
S32 total_bytes = 0;
S32 visible_bytes = 0;
@@ -510,7 +511,9 @@ public:
S32 bytes = 0;
S32 visible = 0;
cost += object->getStreamingCost(&bytes, &visible);
- count += object->getTriangleCount();
+ S32 vt = 0;
+ count += object->getTriangleCount(&vt);
+ vcount += vt;
total_bytes += bytes;
visible_bytes += visible;
}
@@ -521,20 +524,20 @@ public:
{
label = "Selection";
cost = LLSelectMgr::getInstance()->getSelection()->getSelectedObjectStreamingCost(&total_bytes, &visible_bytes);
- count = LLSelectMgr::getInstance()->getSelection()->getSelectedObjectTriangleCount();
+ count = LLSelectMgr::getInstance()->getSelection()->getSelectedObjectTriangleCount(&vcount);
object_count = LLSelectMgr::getInstance()->getSelection()->getObjectCount();
}
addText(xpos,ypos, llformat("%s streaming cost: %.1f", label, cost));
ypos += y_inc;
- addText(xpos, ypos, llformat(" %.3f KTris, %.1f/%.1f KB, %d objects",
- count/1000.f, visible_bytes/1024.f, total_bytes/1024.f, object_count));
+ addText(xpos, ypos, llformat(" %.3f KTris, %.3f KVerts, %.1f/%.1f KB, %d objects",
+ count/1000.f, vcount/1000.f, visible_bytes/1024.f, total_bytes/1024.f, object_count));
ypos += y_inc;
}
- addText(xpos, ypos, llformat("%d MB Vertex Data", LLVertexBuffer::sAllocatedBytes/(1024*1024)));
+ addText(xpos, ypos, llformat("%d MB Vertex Data (%d MB Pooled)", LLVertexBuffer::sAllocatedBytes/(1024*1024), LLVBOPool::sBytesPooled/(1024*1024)));
ypos += y_inc;
addText(xpos, ypos, llformat("%d Vertex Buffers", LLVertexBuffer::sGLCount));
@@ -737,37 +740,6 @@ public:
}
}
- //temporary hack to give feedback on mesh upload progress
- if (!gMeshRepo.mUploads.empty())
- {
- for (std::vector<LLMeshUploadThread*>::iterator iter = gMeshRepo.mUploads.begin();
- iter != gMeshRepo.mUploads.end(); ++iter)
- {
- LLMeshUploadThread* thread = *iter;
-
- addText(xpos, ypos, llformat("Mesh Uploads: %d",
- thread->mPendingUploads));
- ypos += y_inc;
- }
- }
-
- if (!gMeshRepo.mPendingRequests.empty() ||
- !gMeshRepo.mThread->mHeaderReqQ.empty() ||
- !gMeshRepo.mThread->mLODReqQ.empty())
- {
- LLMutexLock lock(gMeshRepo.mThread->mMutex);
- S32 pending = (S32) gMeshRepo.mPendingRequests.size();
- S32 header = (S32) gMeshRepo.mThread->mHeaderReqQ.size();
- S32 lod = (S32) gMeshRepo.mThread->mLODReqQ.size();
-
- addText(xpos, ypos, llformat ("Mesh Queue - %d pending (%d:%d header | %d:%d LOD)",
- pending,
- LLMeshRepoThread::sActiveHeaderRequests, header,
- LLMeshRepoThread::sActiveLODRequests, lod));
-
- ypos += y_inc;
- }
-
if (gSavedSettings.getBOOL("DebugShowTextureInfo"))
{
LLViewerObject* objectp = NULL ;
@@ -1586,6 +1558,12 @@ LLViewerWindow::LLViewerWindow(
ignore_pixel_depth,
gSavedSettings.getBOOL("RenderDeferred") ? 0 : gSavedSettings.getU32("RenderFSAASamples")); //don't use window level anti-aliasing if FBOs are enabled
+ if (!LLViewerShaderMgr::sInitialized)
+ { //immediately initialize shaders
+ LLViewerShaderMgr::sInitialized = TRUE;
+ LLViewerShaderMgr::instance()->setShaders();
+ }
+
if (NULL == mWindow)
{
LLSplashScreen::update(LLTrans::getString("StartupRequireDriverUpdate"));
@@ -1722,32 +1700,30 @@ LLViewerWindow::LLViewerWindow(
void LLViewerWindow::initGLDefaults()
{
gGL.setSceneBlendType(LLRender::BT_ALPHA);
- glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
- F32 ambient[4] = {0.f,0.f,0.f,0.f };
- F32 diffuse[4] = {1.f,1.f,1.f,1.f };
- glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,ambient);
- glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,diffuse);
-
- glPixelStorei(GL_PACK_ALIGNMENT,1);
- glPixelStorei(GL_UNPACK_ALIGNMENT,1);
+ if (!LLGLSLShader::sNoFixedFunction)
+ { //initialize fixed function state
+ glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
- gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
+ glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,LLColor4::black.mV);
+ glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,LLColor4::white.mV);
- // lights for objects
- glShadeModel( GL_SMOOTH );
+ // lights for objects
+ glShadeModel( GL_SMOOTH );
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
-
- gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
+ gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
+ }
+ glPixelStorei(GL_PACK_ALIGNMENT,1);
+ glPixelStorei(GL_UNPACK_ALIGNMENT,1);
+
+ gGL.setAmbientLightColor(LLColor4::black);
+
glCullFace(GL_BACK);
// RN: Need this for translation and stretch manip.
- gCone.prerender();
gBox.prerender();
- gSphere.prerender();
- gCylinder.prerender();
}
struct MainPanel : public LLPanel
@@ -2256,6 +2232,10 @@ void LLViewerWindow::drawDebugText()
gGL.color4f(1,1,1,1);
gGL.pushMatrix();
gGL.pushUIMatrix();
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
{
// scale view by UI global scale factor and aspect ratio correction factor
gGL.scaleUI(mDisplayScale.mV[VX], mDisplayScale.mV[VY], 1.f);
@@ -2265,6 +2245,10 @@ void LLViewerWindow::drawDebugText()
gGL.popMatrix();
gGL.flush();
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.unbind();
+ }
}
void LLViewerWindow::draw()
@@ -2279,9 +2263,9 @@ void LLViewerWindow::draw()
LLUI::setLineWidth(1.f);
// Reset any left-over transforms
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
- glLoadIdentity();
+ gGL.loadIdentity();
//S32 screen_x, screen_y;
@@ -2296,7 +2280,7 @@ void LLViewerWindow::draw()
// draw timecode block
std::string text;
- glLoadIdentity();
+ gGL.loadIdentity();
microsecondsToTimecodeString(gFrameTime,text);
const LLFontGL* font = LLFontGL::getFontSansSerif();
@@ -2332,10 +2316,10 @@ void LLViewerWindow::draw()
int pos_y = sub_region / llceil(zoom_factor);
int pos_x = sub_region - (pos_y*llceil(zoom_factor));
// offset for this tile
- glTranslatef((F32)getWindowWidthScaled() * -(F32)pos_x,
+ gGL.translatef((F32)getWindowWidthScaled() * -(F32)pos_x,
(F32)getWindowHeightScaled() * -(F32)pos_y,
0.f);
- glScalef(zoom_factor, zoom_factor, 1.f);
+ gGL.scalef(zoom_factor, zoom_factor, 1.f);
LLUI::sGLScaleFactor *= zoom_factor;
}
@@ -2364,7 +2348,7 @@ void LLViewerWindow::draw()
S32 screen_x, screen_y;
top_ctrl->localPointToScreen(0, 0, &screen_x, &screen_y);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
LLUI::pushMatrix();
LLUI::translate( (F32) screen_x, (F32) screen_y, 0.f);
top_ctrl->draw();
@@ -3424,17 +3408,17 @@ void LLViewerWindow::renderSelections( BOOL for_gl_pick, BOOL pick_parcel_walls,
LLBBox hud_bbox = gAgentAvatarp->getHUDBBox();
// set up transform to encompass bounding box of HUD
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
F32 depth = llmax(1.f, hud_bbox.getExtentLocal().mV[VX] * 1.1f);
- glOrtho(-0.5f * LLViewerCamera::getInstance()->getAspect(), 0.5f * LLViewerCamera::getInstance()->getAspect(), -0.5f, 0.5f, 0.f, depth);
+ gGL.ortho(-0.5f * LLViewerCamera::getInstance()->getAspect(), 0.5f * LLViewerCamera::getInstance()->getAspect(), -0.5f, 0.5f, 0.f, depth);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
- glLoadMatrixf(OGL_TO_CFR_ROTATION); // Load Cory's favorite reference frame
- glTranslatef(-hud_bbox.getCenterLocal().mV[VX] + (depth *0.5f), 0.f, 0.f);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.loadMatrix(OGL_TO_CFR_ROTATION); // Load Cory's favorite reference frame
+ gGL.translatef(-hud_bbox.getCenterLocal().mV[VX] + (depth *0.5f), 0.f, 0.f);
}
// Render light for editing
@@ -3444,12 +3428,12 @@ void LLViewerWindow::renderSelections( BOOL for_gl_pick, BOOL pick_parcel_walls,
LLGLEnable gls_blend(GL_BLEND);
LLGLEnable gls_cull(GL_CULL_FACE);
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
if (selection->getSelectType() == SELECT_TYPE_HUD)
{
F32 zoom = gAgentCamera.mHUDCurZoom;
- glScalef(zoom, zoom, zoom);
+ gGL.scalef(zoom, zoom, zoom);
}
struct f : public LLSelectedObjectFunctor
@@ -3460,33 +3444,33 @@ void LLViewerWindow::renderSelections( BOOL for_gl_pick, BOOL pick_parcel_walls,
if (drawable && drawable->isLight())
{
LLVOVolume* vovolume = drawable->getVOVolume();
- glPushMatrix();
+ gGL.pushMatrix();
LLVector3 center = drawable->getPositionAgent();
- glTranslatef(center[0], center[1], center[2]);
+ gGL.translatef(center[0], center[1], center[2]);
F32 scale = vovolume->getLightRadius();
- glScalef(scale, scale, scale);
+ gGL.scalef(scale, scale, scale);
LLColor4 color(vovolume->getLightColor(), .5f);
- glColor4fv(color.mV);
+ gGL.color4fv(color.mV);
- F32 pixel_area = 100000.f;
+ //F32 pixel_area = 100000.f;
// Render Outside
- gSphere.render(pixel_area);
+ gSphere.render();
// Render Inside
glCullFace(GL_FRONT);
- gSphere.render(pixel_area);
+ gSphere.render();
glCullFace(GL_BACK);
- glPopMatrix();
+ gGL.popMatrix();
}
return true;
}
} func;
LLSelectMgr::getInstance()->getSelection()->applyToObjects(&func);
- glPopMatrix();
+ gGL.popMatrix();
}
// NOTE: The average position for the axis arrows of the selected objects should
@@ -3549,11 +3533,11 @@ void LLViewerWindow::renderSelections( BOOL for_gl_pick, BOOL pick_parcel_walls,
}
if (selection->getSelectType() == SELECT_TYPE_HUD && selection->getObjectCount())
{
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
stop_glerror();
}
}
@@ -4667,10 +4651,7 @@ void LLViewerWindow::stopGL(BOOL save_state)
gPipeline.destroyGL();
}
- gCone.cleanupGL();
gBox.cleanupGL();
- gSphere.cleanupGL();
- gCylinder.cleanupGL();
if(gPostProcess)
{
diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp
index bdab250b49..a3550000df 100644
--- a/indra/newview/llvoavatar.cpp
+++ b/indra/newview/llvoavatar.cpp
@@ -2117,8 +2117,8 @@ void LLVOAvatar::updateMeshData()
}
else
{
- if (buff->getRequestedIndices() == num_indices &&
- buff->getRequestedVerts() == num_vertices)
+ if (buff->getNumIndices() == num_indices &&
+ buff->getNumVerts() == num_vertices)
{
terse_update = true;
}
@@ -2138,11 +2138,19 @@ void LLVOAvatar::updateMeshData()
for(S32 k = j ; k < part_index ; k++)
{
- mMeshLOD[k]->updateFaceData(facep, mAdjustedPixelArea, k == MESH_ID_HAIR, terse_update);
+ bool rigid = false;
+ if (k == MESH_ID_EYEBALL_LEFT ||
+ k == MESH_ID_EYEBALL_RIGHT)
+ { //eyeballs can't have terse updates since they're never rendered with
+ //the hardware skinning shader
+ rigid = true;
+ }
+
+ mMeshLOD[k]->updateFaceData(facep, mAdjustedPixelArea, k == MESH_ID_HAIR, terse_update && !rigid);
}
stop_glerror();
- buff->setBuffer(0);
+ buff->flush();
if(!f_num)
{
@@ -4135,7 +4143,7 @@ U32 LLVOAvatar::renderSkinned(EAvatarRenderPass pass)
LLVertexBuffer* vb = mDrawable->getFace(0)->getVertexBuffer();
if (vb)
{
- vb->setBuffer(0);
+ vb->flush();
}
}
}
diff --git a/indra/newview/llvoavatarself.cpp b/indra/newview/llvoavatarself.cpp
index 59883e0bb1..581912f844 100644
--- a/indra/newview/llvoavatarself.cpp
+++ b/indra/newview/llvoavatarself.cpp
@@ -2558,7 +2558,7 @@ void LLVOAvatarSelf::deleteScratchTextures()
LLImageGL::decTextureCounter(tex_size, 1, LLViewerTexture::AVATAR_SCRATCH_TEX) ;
total_tex_size -= tex_size ;
}
- if( sScratchTexNames.checkData( GL_LUMINANCE_ALPHA ) )
+ if( sScratchTexNames.checkData( LLRender::sGLCoreProfile ? GL_RG : GL_LUMINANCE_ALPHA ) )
{
LLImageGL::decTextureCounter(tex_size, 2, LLViewerTexture::AVATAR_SCRATCH_TEX) ;
total_tex_size -= 2 * tex_size ;
@@ -2600,89 +2600,6 @@ void LLVOAvatarSelf::deleteScratchTextures()
}
}
-BOOL LLVOAvatarSelf::bindScratchTexture( LLGLenum format )
-{
- U32 texture_bytes = 0;
- S32 components = 0;
- GLuint gl_name = getScratchTexName( format, components, &texture_bytes );
- if( gl_name )
- {
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, gl_name);
- stop_glerror();
-
- F32* last_bind_time = sScratchTexLastBindTime.getIfThere( format );
- if( last_bind_time )
- {
- if( *last_bind_time != LLImageGL::sLastFrameTime )
- {
- *last_bind_time = LLImageGL::sLastFrameTime;
- LLImageGL::updateBoundTexMem(texture_bytes, components, LLViewerTexture::AVATAR_SCRATCH_TEX) ;
- }
- }
- else
- {
- LLImageGL::updateBoundTexMem(texture_bytes, components, LLViewerTexture::AVATAR_SCRATCH_TEX) ;
- sScratchTexLastBindTime.addData( format, new F32(LLImageGL::sLastFrameTime) );
- }
- return TRUE;
- }
- return FALSE;
-}
-
-LLGLuint LLVOAvatarSelf::getScratchTexName( LLGLenum format, S32& components, U32* texture_bytes )
-{
- GLenum internal_format;
- switch( format )
- {
- case GL_LUMINANCE: components = 1; internal_format = GL_LUMINANCE8; break;
- case GL_ALPHA: components = 1; internal_format = GL_ALPHA8; break;
- case GL_LUMINANCE_ALPHA: components = 2; internal_format = GL_LUMINANCE8_ALPHA8; break;
- case GL_RGB: components = 3; internal_format = GL_RGB8; break;
- case GL_RGBA: components = 4; internal_format = GL_RGBA8; break;
- default: llassert(0); components = 4; internal_format = GL_RGBA8; break;
- }
-
- *texture_bytes = components * SCRATCH_TEX_WIDTH * SCRATCH_TEX_HEIGHT;
-
- if( sScratchTexNames.checkData( format ) )
- {
- return *( sScratchTexNames.getData( format ) );
- }
-
- LLGLSUIDefault gls_ui;
-
- U32 name = 0;
- LLImageGL::generateTextures(1, &name );
- stop_glerror();
-
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, name);
- stop_glerror();
-
- LLImageGL::setManualImage(
- GL_TEXTURE_2D, 0, internal_format,
- SCRATCH_TEX_WIDTH, SCRATCH_TEX_HEIGHT,
- format, GL_UNSIGNED_BYTE, NULL );
- stop_glerror();
-
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
- stop_glerror();
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- stop_glerror();
-
- sScratchTexNames.addData( format, new LLGLuint( name ) );
-
- sScratchTexBytes += *texture_bytes;
- LLImageGL::sGlobalTextureMemoryInBytes += *texture_bytes;
-
- if(gAuditTexture)
- {
- LLImageGL::incTextureCounter(SCRATCH_TEX_WIDTH * SCRATCH_TEX_HEIGHT, components, LLViewerTexture::AVATAR_SCRATCH_TEX) ;
- }
- return name;
-}
-
// static
void LLVOAvatarSelf::dumpScratchTextureByteCount()
{
diff --git a/indra/newview/llvoavatarself.h b/indra/newview/llvoavatarself.h
index 51f06dee5f..74ff47a3e4 100644
--- a/indra/newview/llvoavatarself.h
+++ b/indra/newview/llvoavatarself.h
@@ -249,10 +249,7 @@ public:
// Scratch textures (used for compositing)
//--------------------------------------------------------------------
public:
- BOOL bindScratchTexture(LLGLenum format);
static void deleteScratchTextures();
-protected:
- LLGLuint getScratchTexName(LLGLenum format, S32& components, U32* texture_bytes);
private:
static S32 sScratchTexBytes;
static LLMap< LLGLenum, LLGLuint*> sScratchTexNames;
diff --git a/indra/newview/llvograss.cpp b/indra/newview/llvograss.cpp
index 32822e1181..8a79d564d3 100644
--- a/indra/newview/llvograss.cpp
+++ b/indra/newview/llvograss.cpp
@@ -464,7 +464,7 @@ void LLVOGrass::plantBlades()
}
void LLVOGrass::getGeometry(S32 idx,
- LLStrider<LLVector3>& verticesp,
+ LLStrider<LLVector4a>& verticesp,
LLStrider<LLVector3>& normalsp,
LLStrider<LLVector2>& texcoordsp,
LLStrider<LLColor4U>& colorsp,
@@ -516,21 +516,24 @@ void LLVOGrass::getGeometry(S32 idx,
position.mV[0] = mPosition.mV[VX] + x + xf;
position.mV[1] = mPosition.mV[VY] + y + yf;
position.mV[2] = mRegionp->getLand().resolveHeightRegion(position);
- *verticesp++ = v1 = position + mRegionp->getOriginAgent();
- *verticesp++ = v1;
+ v1 = position + mRegionp->getOriginAgent();
+ (*verticesp++).load3(v1.mV);
+ (*verticesp++).load3(v1.mV);
position.mV[0] += dzx;
position.mV[1] += dzy;
position.mV[2] += blade_height;
- *verticesp++ = v2 = position + mRegionp->getOriginAgent();
- *verticesp++ = v2;
+ v2 = position + mRegionp->getOriginAgent();
+ (*verticesp++).load3(v2.mV);
+ (*verticesp++).load3(v2.mV);
position.mV[0] = mPosition.mV[VX] + x - xf;
position.mV[1] = mPosition.mV[VY] + y - xf;
position.mV[2] = mRegionp->getLand().resolveHeightRegion(position);
- *verticesp++ = v3 = position + mRegionp->getOriginAgent();
- *verticesp++ = v3;
+ v3 = position + mRegionp->getOriginAgent();
+ (*verticesp++).load3(v3.mV);
+ (*verticesp++).load3(v3.mV);
LLVector3 normal1 = (v1-v2) % (v2-v3);
normal1.mV[VZ] = 0.75f;
@@ -541,8 +544,9 @@ void LLVOGrass::getGeometry(S32 idx,
position.mV[0] += dzx;
position.mV[1] += dzy;
position.mV[2] += blade_height;
- *verticesp++ = v1 = position + mRegionp->getOriginAgent();
- *verticesp++ = v1;
+ v1 = position + mRegionp->getOriginAgent();
+ (*verticesp++).load3(v1.mV);
+ (*verticesp++).load3(v1.mV);
*(normalsp++) = normal1;
*(normalsp++) = normal2;
diff --git a/indra/newview/llvograss.h b/indra/newview/llvograss.h
index c262fdcc79..00a59facf7 100644
--- a/indra/newview/llvograss.h
+++ b/indra/newview/llvograss.h
@@ -59,7 +59,7 @@ public:
/*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline);
/*virtual*/ BOOL updateGeometry(LLDrawable *drawable);
/*virtual*/ void getGeometry(S32 idx,
- LLStrider<LLVector3>& verticesp,
+ LLStrider<LLVector4a>& verticesp,
LLStrider<LLVector3>& normalsp,
LLStrider<LLVector2>& texcoordsp,
LLStrider<LLColor4U>& colorsp,
diff --git a/indra/newview/llvoground.cpp b/indra/newview/llvoground.cpp
index ce256fdedf..0060f81ab5 100644
--- a/indra/newview/llvoground.cpp
+++ b/indra/newview/llvoground.cpp
@@ -162,7 +162,7 @@ BOOL LLVOGround::updateGeometry(LLDrawable *drawable)
*(texCoordsp++) = LLVector2(0.f, 1.f);
*(texCoordsp++) = LLVector2(0.5f, 0.5f);
- face->getVertexBuffer()->setBuffer(0);
+ face->getVertexBuffer()->flush();
LLPipeline::sCompiles++;
return TRUE;
}
diff --git a/indra/newview/llvopartgroup.cpp b/indra/newview/llvopartgroup.cpp
index a4b0910c92..5c10a80b07 100644
--- a/indra/newview/llvopartgroup.cpp
+++ b/indra/newview/llvopartgroup.cpp
@@ -274,7 +274,7 @@ BOOL LLVOPartGroup::updateGeometry(LLDrawable *drawable)
}
void LLVOPartGroup::getGeometry(S32 idx,
- LLStrider<LLVector3>& verticesp,
+ LLStrider<LLVector4a>& verticesp,
LLStrider<LLVector3>& normalsp,
LLStrider<LLVector2>& texcoordsp,
LLStrider<LLColor4U>& colorsp,
@@ -290,37 +290,54 @@ void LLVOPartGroup::getGeometry(S32 idx,
U32 vert_offset = mDrawable->getFace(idx)->getGeomIndex();
- LLVector3 part_pos_agent(part.mPosAgent);
- LLVector3 camera_agent = getCameraPosition();
- LLVector3 at = part_pos_agent - camera_agent;
- LLVector3 up;
- LLVector3 right;
-
- right = at % LLVector3(0.f, 0.f, 1.f);
- right.normalize();
- up = right % at;
- up.normalize();
+ LLVector4a part_pos_agent;
+ part_pos_agent.load3(part.mPosAgent.mV);
+ LLVector4a camera_agent;
+ camera_agent.load3(getCameraPosition().mV);
+ LLVector4a at;
+ at.setSub(part_pos_agent, camera_agent);
+ LLVector4a up(0, 0, 1);
+ LLVector4a right;
+
+ right.setCross3(at, up);
+ right.normalize3fast();
+ up.setCross3(right, at);
+ up.normalize3fast();
if (part.mFlags & LLPartData::LL_PART_FOLLOW_VELOCITY_MASK)
{
- LLVector3 normvel = part.mVelocity;
- normvel.normalize();
+ LLVector4a normvel;
+ normvel.load3(part.mVelocity.mV);
+ normvel.normalize3fast();
LLVector2 up_fracs;
- up_fracs.mV[0] = normvel*right;
- up_fracs.mV[1] = normvel*up;
+ up_fracs.mV[0] = normvel.dot3(right).getF32();
+ up_fracs.mV[1] = normvel.dot3(up).getF32();
up_fracs.normalize();
- LLVector3 new_up;
- LLVector3 new_right;
- new_up = up_fracs.mV[0] * right + up_fracs.mV[1]*up;
- new_right = up_fracs.mV[1] * right - up_fracs.mV[0]*up;
+ LLVector4a new_up;
+ LLVector4a new_right;
+
+ //new_up = up_fracs.mV[0] * right + up_fracs.mV[1]*up;
+ LLVector4a t = right;
+ t.mul(up_fracs.mV[0]);
+ new_up = up;
+ new_up.mul(up_fracs.mV[1]);
+ new_up.add(t);
+
+ //new_right = up_fracs.mV[1] * right - up_fracs.mV[0]*up;
+ t = right;
+ t.mul(up_fracs.mV[1]);
+ new_right = up;
+ new_right.mul(up_fracs.mV[0]);
+ t.sub(new_right);
+
up = new_up;
- right = new_right;
- up.normalize();
- right.normalize();
+ right = t;
+ up.normalize3fast();
+ right.normalize3fast();
}
- right *= 0.5f*part.mScale.mV[0];
- up *= 0.5f*part.mScale.mV[1];
+ right.mul(0.5f*part.mScale.mV[0]);
+ up.mul(0.5f*part.mScale.mV[1]);
LLVector3 normal = -LLViewerCamera::getInstance()->getXAxis();
@@ -329,14 +346,25 @@ void LLVOPartGroup::getGeometry(S32 idx,
// 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;
+ LLVector4a ppapu;
+ LLVector4a ppamu;
+
+ ppapu.setAdd(part_pos_agent, up);
+ ppamu.setSub(part_pos_agent, up);
+
+ verticesp->setSub(ppapu, right);
+ (*verticesp++).getF32ptr()[3] = 0.f;
+ verticesp->setSub(ppamu, right);
+ (*verticesp++).getF32ptr()[3] = 0.f;
+ verticesp->setAdd(ppapu, right);
+ (*verticesp++).getF32ptr()[3] = 0.f;
+ verticesp->setAdd(ppamu, right);
+ (*verticesp++).getF32ptr()[3] = 0.f;
+
+ //*verticesp++ = part_pos_agent + up - right;
+ //*verticesp++ = part_pos_agent - up - right;
+ //*verticesp++ = part_pos_agent + up + right;
+ //*verticesp++ = part_pos_agent - up + right;
*colorsp++ = part.mColor;
*colorsp++ = part.mColor;
@@ -453,7 +481,7 @@ void LLParticlePartition::getGeometry(LLSpatialGroup* group)
LLVertexBuffer* buffer = group->mVertexBuffer;
LLStrider<U16> indicesp;
- LLStrider<LLVector3> verticesp;
+ LLStrider<LLVector4a> verticesp;
LLStrider<LLVector3> normalsp;
LLStrider<LLVector2> texcoordsp;
LLStrider<LLColor4U> colorsp;
@@ -513,7 +541,7 @@ void LLParticlePartition::getGeometry(LLSpatialGroup* group)
}
}
- buffer->setBuffer(0);
+ buffer->flush();
mFaceList.clear();
}
diff --git a/indra/newview/llvopartgroup.h b/indra/newview/llvopartgroup.h
index 4db893b4ef..e58fed86d9 100644
--- a/indra/newview/llvopartgroup.h
+++ b/indra/newview/llvopartgroup.h
@@ -60,7 +60,7 @@ public:
/*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline);
/*virtual*/ BOOL updateGeometry(LLDrawable *drawable);
void getGeometry(S32 idx,
- LLStrider<LLVector3>& verticesp,
+ LLStrider<LLVector4a>& verticesp,
LLStrider<LLVector3>& normalsp,
LLStrider<LLVector2>& texcoordsp,
LLStrider<LLColor4U>& colorsp,
diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp
index ef21e7373e..e9db37821b 100644
--- a/indra/newview/llvosky.cpp
+++ b/indra/newview/llvosky.cpp
@@ -1267,7 +1267,7 @@ void LLVOSky::updateDummyVertexBuffer()
LLStrider<LLVector3> vertices ;
mFace[FACE_DUMMY]->getVertexBuffer()->getVertexStrider(vertices, 0);
*vertices = mCameraPosAgent ;
- mFace[FACE_DUMMY]->getVertexBuffer()->setBuffer(0) ;
+ mFace[FACE_DUMMY]->getVertexBuffer()->flush();
}
//----------------------------------
//end of fake vertex buffer updating
@@ -1351,7 +1351,7 @@ BOOL LLVOSky::updateGeometry(LLDrawable *drawable)
*indicesp++ = index_offset + 3;
*indicesp++ = index_offset + 2;
- buff->setBuffer(0);
+ buff->flush();
}
}
@@ -1516,7 +1516,7 @@ BOOL LLVOSky::updateHeavenlyBodyGeometry(LLDrawable *drawable, const S32 f, cons
*indicesp++ = index_offset + 2;
*indicesp++ = index_offset + 3;
- facep->getVertexBuffer()->setBuffer(0);
+ facep->getVertexBuffer()->flush();
if (is_sun)
{
@@ -2030,7 +2030,7 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H,
}
}
- face->getVertexBuffer()->setBuffer(0);
+ face->getVertexBuffer()->flush();
}
@@ -2040,9 +2040,12 @@ void LLVOSky::updateFog(const F32 distance)
{
if (!gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOG))
{
- glFogf(GL_FOG_DENSITY, 0);
- glFogfv(GL_FOG_COLOR, (F32 *) &LLColor4::white.mV);
- glFogf(GL_FOG_END, 1000000.f);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glFogf(GL_FOG_DENSITY, 0);
+ glFogfv(GL_FOG_COLOR, (F32 *) &LLColor4::white.mV);
+ glFogf(GL_FOG_END, 1000000.f);
+ }
return;
}
@@ -2112,7 +2115,10 @@ void LLVOSky::updateFog(const F32 distance)
if (camera_height > water_height)
{
LLColor4 fog(render_fog_color);
- glFogfv(GL_FOG_COLOR, fog.mV);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glFogfv(GL_FOG_COLOR, fog.mV);
+ }
mGLFogCol = fog;
if (hide_clip_plane)
@@ -2120,13 +2126,19 @@ void LLVOSky::updateFog(const F32 distance)
// For now, set the density to extend to the cull distance.
const F32 f_log = 2.14596602628934723963618357029f; // sqrt(fabs(log(0.01f)))
fog_density = f_log/fog_distance;
- glFogi(GL_FOG_MODE, GL_EXP2);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glFogi(GL_FOG_MODE, GL_EXP2);
+ }
}
else
{
const F32 f_log = 4.6051701859880913680359829093687f; // fabs(log(0.01f))
fog_density = (f_log)/fog_distance;
- glFogi(GL_FOG_MODE, GL_EXP);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glFogi(GL_FOG_MODE, GL_EXP);
+ }
}
}
else
@@ -2146,23 +2158,29 @@ void LLVOSky::updateFog(const F32 distance)
fogCol.setAlpha(1);
// set the gl fog color
- glFogfv(GL_FOG_COLOR, (F32 *) &fogCol.mV);
mGLFogCol = fogCol;
// set the density based on what the shaders use
fog_density = water_fog_density * gSavedSettings.getF32("WaterGLFogDensityScale");
- glFogi(GL_FOG_MODE, GL_EXP2);
+
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glFogfv(GL_FOG_COLOR, (F32 *) &fogCol.mV);
+ glFogi(GL_FOG_MODE, GL_EXP2);
+ }
}
mFogColor = sky_fog_color;
mFogColor.setAlpha(1);
- LLGLSFog gls_fog;
+ LLDrawPoolWater::sWaterFogEnd = fog_distance*2.2f;
- glFogf(GL_FOG_END, fog_distance*2.2f);
-
- glFogf(GL_FOG_DENSITY, fog_density);
-
- glHint(GL_FOG_HINT, GL_NICEST);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ LLGLSFog gls_fog;
+ glFogf(GL_FOG_END, fog_distance*2.2f);
+ glFogf(GL_FOG_DENSITY, fog_density);
+ glHint(GL_FOG_HINT, GL_NICEST);
+ }
stop_glerror();
}
diff --git a/indra/newview/llvosurfacepatch.cpp b/indra/newview/llvosurfacepatch.cpp
index 510525259f..0108690538 100644
--- a/indra/newview/llvosurfacepatch.cpp
+++ b/indra/newview/llvosurfacepatch.cpp
@@ -57,8 +57,14 @@ public:
};
// virtual
- void setupVertexBuffer(U32 data_mask) const
+ void setupVertexBuffer(U32 data_mask)
{
+ if (LLGLSLShader::sNoFixedFunction)
+ { //just use default if shaders are in play
+ LLVertexBuffer::setupVertexBuffer(data_mask & ~(MAP_TEXCOORD2 | MAP_TEXCOORD3));
+ return;
+ }
+
U8* base = useVBOs() ? (U8*) mAlignedOffset : mMappedData;
//assume tex coords 2 and 3 are present
@@ -106,20 +112,6 @@ public:
glColorPointer(4, GL_UNSIGNED_BYTE, LLVertexBuffer::sTypeSize[TYPE_COLOR], (void*)(base + mOffsets[TYPE_COLOR]));
}
- if (data_mask & MAP_WEIGHT)
- {
- glVertexAttribPointerARB(1, 1, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT], (void*)(base + mOffsets[TYPE_WEIGHT]));
- }
-
- if (data_mask & MAP_WEIGHT4 && sWeight4Loc != -1)
- {
- glVertexAttribPointerARB(sWeight4Loc, 4, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT4], (void*)(base+mOffsets[TYPE_WEIGHT4]));
- }
-
- if (data_mask & MAP_CLOTHWEIGHT)
- {
- glVertexAttribPointerARB(4, 4, GL_FLOAT, TRUE, LLVertexBuffer::sTypeSize[TYPE_CLOTHWEIGHT], (void*)(base + mOffsets[TYPE_CLOTHWEIGHT]));
- }
if (data_mask & MAP_VERTEX)
{
glVertexPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0));
@@ -325,7 +317,6 @@ BOOL LLVOSurfacePatch::updateLOD()
void LLVOSurfacePatch::getGeometry(LLStrider<LLVector3> &verticesp,
LLStrider<LLVector3> &normalsp,
- LLStrider<LLColor4U> &colorsp,
LLStrider<LLVector2> &texCoords0p,
LLStrider<LLVector2> &texCoords1p,
LLStrider<U16> &indicesp)
@@ -337,7 +328,6 @@ void LLVOSurfacePatch::getGeometry(LLStrider<LLVector3> &verticesp,
updateMainGeometry(facep,
verticesp,
normalsp,
- colorsp,
texCoords0p,
texCoords1p,
indicesp,
@@ -345,7 +335,6 @@ void LLVOSurfacePatch::getGeometry(LLStrider<LLVector3> &verticesp,
updateNorthGeometry(facep,
verticesp,
normalsp,
- colorsp,
texCoords0p,
texCoords1p,
indicesp,
@@ -353,7 +342,6 @@ void LLVOSurfacePatch::getGeometry(LLStrider<LLVector3> &verticesp,
updateEastGeometry(facep,
verticesp,
normalsp,
- colorsp,
texCoords0p,
texCoords1p,
indicesp,
@@ -363,7 +351,6 @@ void LLVOSurfacePatch::getGeometry(LLStrider<LLVector3> &verticesp,
void LLVOSurfacePatch::updateMainGeometry(LLFace *facep,
LLStrider<LLVector3> &verticesp,
LLStrider<LLVector3> &normalsp,
- LLStrider<LLColor4U> &colorsp,
LLStrider<LLVector2> &texCoords0p,
LLStrider<LLVector2> &texCoords1p,
LLStrider<U16> &indicesp,
@@ -404,7 +391,6 @@ void LLVOSurfacePatch::updateMainGeometry(LLFace *facep,
x = i * render_stride;
y = j * render_stride;
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
- *colorsp++ = LLColor4U::white;
verticesp++;
normalsp++;
texCoords0p++;
@@ -469,7 +455,6 @@ void LLVOSurfacePatch::updateMainGeometry(LLFace *facep,
void LLVOSurfacePatch::updateNorthGeometry(LLFace *facep,
LLStrider<LLVector3> &verticesp,
LLStrider<LLVector3> &normalsp,
- LLStrider<LLColor4U> &colorsp,
LLStrider<LLVector2> &texCoords0p,
LLStrider<LLVector2> &texCoords1p,
LLStrider<U16> &indicesp,
@@ -507,7 +492,6 @@ void LLVOSurfacePatch::updateNorthGeometry(LLFace *facep,
y = 16 - render_stride;
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
- *colorsp++ = LLColor4U::white;
verticesp++;
normalsp++;
texCoords0p++;
@@ -523,7 +507,6 @@ void LLVOSurfacePatch::updateNorthGeometry(LLFace *facep,
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
- *colorsp++ = LLColor4U::white;
texCoords0p++;
texCoords1p++;
vertex_count++;
@@ -562,7 +545,6 @@ void LLVOSurfacePatch::updateNorthGeometry(LLFace *facep,
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
- *colorsp++ = LLColor4U::white;
texCoords0p++;
texCoords1p++;
vertex_count++;
@@ -577,7 +559,6 @@ void LLVOSurfacePatch::updateNorthGeometry(LLFace *facep,
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
- *colorsp++ = LLColor4U::white;
texCoords0p++;
texCoords1p++;
vertex_count++;
@@ -621,7 +602,6 @@ void LLVOSurfacePatch::updateNorthGeometry(LLFace *facep,
y = 16 - render_stride;
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
- *colorsp++ = LLColor4U::white;
verticesp++;
normalsp++;
texCoords0p++;
@@ -638,7 +618,6 @@ void LLVOSurfacePatch::updateNorthGeometry(LLFace *facep,
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
- *colorsp++ = LLColor4U::white;
texCoords0p++;
texCoords1p++;
vertex_count++;
@@ -676,7 +655,6 @@ void LLVOSurfacePatch::updateNorthGeometry(LLFace *facep,
void LLVOSurfacePatch::updateEastGeometry(LLFace *facep,
LLStrider<LLVector3> &verticesp,
LLStrider<LLVector3> &normalsp,
- LLStrider<LLColor4U> &colorsp,
LLStrider<LLVector2> &texCoords0p,
LLStrider<LLVector2> &texCoords1p,
LLStrider<U16> &indicesp,
@@ -710,7 +688,6 @@ void LLVOSurfacePatch::updateEastGeometry(LLFace *facep,
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
- *colorsp++ = LLColor4U::white;
texCoords0p++;
texCoords1p++;
}
@@ -723,7 +700,6 @@ void LLVOSurfacePatch::updateEastGeometry(LLFace *facep,
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
- *colorsp++ = LLColor4U::white;
texCoords0p++;
texCoords1p++;
}
@@ -761,7 +737,6 @@ void LLVOSurfacePatch::updateEastGeometry(LLFace *facep,
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
- *colorsp++ = LLColor4U::white;
texCoords0p++;
texCoords1p++;
}
@@ -774,7 +749,6 @@ void LLVOSurfacePatch::updateEastGeometry(LLFace *facep,
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
- *colorsp++ = LLColor4U::white;
texCoords0p++;
texCoords1p++;
}
@@ -818,7 +792,6 @@ void LLVOSurfacePatch::updateEastGeometry(LLFace *facep,
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
- *colorsp++ = LLColor4U::white;
texCoords0p++;
texCoords1p++;
}
@@ -831,7 +804,6 @@ void LLVOSurfacePatch::updateEastGeometry(LLFace *facep,
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
- *colorsp++ = LLColor4U::white;
texCoords0p++;
texCoords1p++;
}
@@ -1102,14 +1074,12 @@ void LLTerrainPartition::getGeometry(LLSpatialGroup* group)
LLStrider<LLVector3> normals;
LLStrider<LLVector2> texcoords2;
LLStrider<LLVector2> texcoords;
- LLStrider<LLColor4U> colors;
LLStrider<U16> indices;
llassert_always(buffer->getVertexStrider(vertices));
llassert_always(buffer->getNormalStrider(normals));
llassert_always(buffer->getTexCoord0Strider(texcoords));
llassert_always(buffer->getTexCoord1Strider(texcoords2));
- llassert_always(buffer->getColorStrider(colors));
llassert_always(buffer->getIndexStrider(indices));
U32 indices_index = 0;
@@ -1124,13 +1094,13 @@ void LLTerrainPartition::getGeometry(LLSpatialGroup* group)
facep->setVertexBuffer(buffer);
LLVOSurfacePatch* patchp = (LLVOSurfacePatch*) facep->getViewerObject();
- patchp->getGeometry(vertices, normals, colors, texcoords, texcoords2, indices);
+ patchp->getGeometry(vertices, normals, texcoords, texcoords2, indices);
indices_index += facep->getIndicesCount();
index_offset += facep->getGeomCount();
}
- buffer->setBuffer(0);
+ buffer->flush();
mFaceList.clear();
}
diff --git a/indra/newview/llvosurfacepatch.h b/indra/newview/llvosurfacepatch.h
index 8e75ff2e6e..a15878368e 100644
--- a/indra/newview/llvosurfacepatch.h
+++ b/indra/newview/llvosurfacepatch.h
@@ -44,8 +44,7 @@ public:
VERTEX_DATA_MASK = (1 << LLVertexBuffer::TYPE_VERTEX) |
(1 << LLVertexBuffer::TYPE_NORMAL) |
(1 << LLVertexBuffer::TYPE_TEXCOORD0) |
- (1 << LLVertexBuffer::TYPE_TEXCOORD1) |
- (1 << LLVertexBuffer::TYPE_COLOR)
+ (1 << LLVertexBuffer::TYPE_TEXCOORD1)
};
LLVOSurfacePatch(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp);
@@ -64,7 +63,6 @@ public:
/*virtual*/ void updateFaceSize(S32 idx);
void getGeometry(LLStrider<LLVector3> &verticesp,
LLStrider<LLVector3> &normalsp,
- LLStrider<LLColor4U> &colorsp,
LLStrider<LLVector2> &texCoords0p,
LLStrider<LLVector2> &texCoords1p,
LLStrider<U16> &indicesp);
@@ -116,7 +114,6 @@ protected:
void updateMainGeometry(LLFace *facep,
LLStrider<LLVector3> &verticesp,
LLStrider<LLVector3> &normalsp,
- LLStrider<LLColor4U> &colorsp,
LLStrider<LLVector2> &texCoords0p,
LLStrider<LLVector2> &texCoords1p,
LLStrider<U16> &indicesp,
@@ -124,7 +121,6 @@ protected:
void updateNorthGeometry(LLFace *facep,
LLStrider<LLVector3> &verticesp,
LLStrider<LLVector3> &normalsp,
- LLStrider<LLColor4U> &colorsp,
LLStrider<LLVector2> &texCoords0p,
LLStrider<LLVector2> &texCoords1p,
LLStrider<U16> &indicesp,
@@ -132,7 +128,6 @@ protected:
void updateEastGeometry(LLFace *facep,
LLStrider<LLVector3> &verticesp,
LLStrider<LLVector3> &normalsp,
- LLStrider<LLColor4U> &colorsp,
LLStrider<LLVector2> &texCoords0p,
LLStrider<LLVector2> &texCoords1p,
LLStrider<U16> &indicesp,
diff --git a/indra/newview/llvotextbubble.cpp b/indra/newview/llvotextbubble.cpp
deleted file mode 100644
index a92172fe23..0000000000
--- a/indra/newview/llvotextbubble.cpp
+++ /dev/null
@@ -1,272 +0,0 @@
-/**
- * @file llvotextbubble.cpp
- * @brief Viewer-object text bubble.
- *
- * $LicenseInfo:firstyear=2001&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#include "llviewerprecompiledheaders.h"
-
-#include "llvotextbubble.h"
-
-#include "imageids.h"
-#include "llviewercontrol.h"
-#include "llprimitive.h"
-#include "llrendersphere.h"
-
-#include "llbox.h"
-#include "lldrawable.h"
-#include "llface.h"
-#include "llviewertexturelist.h"
-#include "llvolume.h"
-#include "pipeline.h"
-#include "llvector4a.h"
-#include "llviewerregion.h"
-
-LLVOTextBubble::LLVOTextBubble(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp)
-: LLAlphaObject(id, pcode, regionp)
-{
- setScale(LLVector3(1.5f, 1.5f, 0.25f));
- mbCanSelect = FALSE;
- mLOD = MIN_LOD;
- mVolumeChanged = TRUE;
- setVelocity(LLVector3(0.f, 0.f, 0.75f));
- LLVolumeParams volume_params;
- volume_params.setType(LL_PCODE_PROFILE_CIRCLE, LL_PCODE_PATH_LINE);
- volume_params.setBeginAndEndS(0.f, 1.f);
- volume_params.setBeginAndEndT(0.f, 1.f);
- volume_params.setRatio(0.25f, 0.25f);
- volume_params.setShear(0.f, 0.f);
- setVolume(volume_params, 0);
- mColor = LLColor4(1.0f, 0.0f, 0.0f, 1.f);
- S32 i;
- for (i = 0; i < getNumTEs(); i++)
- {
- setTEColor(i, mColor);
- setTETexture(i, LLUUID(IMG_DEFAULT));
- }
-}
-
-
-LLVOTextBubble::~LLVOTextBubble()
-{
-}
-
-
-BOOL LLVOTextBubble::isActive() const
-{
- return TRUE;
-}
-
-BOOL LLVOTextBubble::idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time)
-{
- static LLFastTimer::DeclareTimer ftm("Text Bubble");
- LLFastTimer t(ftm);
-
- F32 dt = mUpdateTimer.getElapsedTimeF32();
- // Die after a few seconds.
- if (dt > 1.5f)
- {
- return FALSE;
- }
-
- LLViewerObject::idleUpdate(agent, world, time);
-
- setScale(0.5f * (1.f+dt) * LLVector3(1.5f, 1.5f, 0.5f));
-
- F32 alpha = 0.35f*dt;
-
- LLColor4 color = mColor;
- color.mV[VALPHA] -= alpha;
- if (color.mV[VALPHA] <= 0.05f)
- {
- return FALSE;
- }
- S32 i;
- for (i = 0; i < getNumTEs(); i++)
- {
- setTEColor(i, color);
- setTEFullbright(i, TRUE);
- }
-
- gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_VOLUME, TRUE);
- return TRUE;
-}
-
-
-void LLVOTextBubble::updateTextures()
-{
- // Update the image levels of all textures...
-
- for (U32 i = 0; i < getNumTEs(); i++)
- {
- const LLTextureEntry *te = getTE(i);
- F32 texel_area_ratio = fabs(te->mScaleS * te->mScaleT);
- texel_area_ratio = llclamp(texel_area_ratio, .125f, 16.f);
- LLViewerTexture *imagep = getTEImage(i);
- if (imagep)
- {
- imagep->addTextureStats(mPixelArea / texel_area_ratio);
- }
- }
-}
-
-
-LLDrawable *LLVOTextBubble::createDrawable(LLPipeline *pipeline)
-{
- pipeline->allocDrawable(this);
- mDrawable->setLit(FALSE);
- mDrawable->setRenderType(LLPipeline::RENDER_TYPE_VOLUME);
-
- for (U32 i = 0; i < getNumTEs(); i++)
- {
- LLViewerTexture *imagep;
- const LLTextureEntry *texture_entry = getTE(i);
- imagep = LLViewerTextureManager::getFetchedTexture(texture_entry->getID());
-
- mDrawable->addFace((LLFacePool*) NULL, imagep);
- }
-
- return mDrawable;
-}
-
-// virtual
-BOOL LLVOTextBubble::setVolume(const LLVolumeParams &volume_params, const S32 detail, bool unique_volume)
-{
- if (LLPrimitive::setVolume(volume_params, mLOD))
- {
- if (mDrawable)
- {
- gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_VOLUME, TRUE);
- mVolumeChanged = TRUE;
- }
- return TRUE;
- }
- return FALSE;
-}
-
-
-BOOL LLVOTextBubble::updateLOD()
-{
- return FALSE;
-}
-
-BOOL LLVOTextBubble::updateGeometry(LLDrawable *drawable)
-{
- if (!(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_VOLUME)))
- return TRUE;
-
- if (mVolumeChanged)
- {
- LLVolumeParams volume_params = getVolume()->getParams();
- setVolume(volume_params, 0);
-
- LLPipeline::sCompiles++;
-
- drawable->setNumFaces(getVolume()->getNumFaces(), drawable->getFace(0)->getPool(), getTEImage(0));
- }
-
- LLMatrix4 identity4;
- LLMatrix3 identity3;
- for (S32 i = 0; i < drawable->getNumFaces(); i++)
- {
- LLFace *face = drawable->getFace(i);
- face->setTEOffset(i);
- face->setTexture(LLViewerFetchedTexture::sSmokeImagep);
- face->setState(LLFace::FULLBRIGHT);
- }
-
- mVolumeChanged = FALSE;
-
- mDrawable->movePartition();
- return TRUE;
-}
-
-void LLVOTextBubble::updateFaceSize(S32 idx)
-{
- LLFace* face = mDrawable->getFace(idx);
-
- if (idx == 0 || idx == 2)
- {
- face->setSize(0,0);
- }
- else
- {
- const LLVolumeFace& vol_face = getVolume()->getVolumeFace(idx);
- face->setSize(vol_face.mNumVertices, vol_face.mNumIndices);
- }
-}
-
-void LLVOTextBubble::getGeometry(S32 idx,
- LLStrider<LLVector3>& verticesp,
- LLStrider<LLVector3>& normalsp,
- LLStrider<LLVector2>& texcoordsp,
- LLStrider<LLColor4U>& colorsp,
- LLStrider<U16>& indicesp)
-{
- if (idx == 0 || idx == 2)
- {
- return;
- }
-
- const LLVolumeFace& face = getVolume()->getVolumeFace(idx);
-
- LLVector4a pos;
- pos.load3(getPositionAgent().mV);
-
- LLVector4a scale;
- scale.load3(getScale().mV);
-
- LLColor4U color = LLColor4U(getTE(idx)->getColor());
- U32 offset = mDrawable->getFace(idx)->getGeomIndex();
-
- LLVector4a* dst_pos = (LLVector4a*) verticesp.get();
- LLVector4a* src_pos = (LLVector4a*) face.mPositions;
-
- LLVector4a* dst_norm = (LLVector4a*) normalsp.get();
- LLVector4a* src_norm = (LLVector4a*) face.mNormals;
-
- LLVector2* dst_tc = (LLVector2*) texcoordsp.get();
- LLVector2* src_tc = (LLVector2*) face.mTexCoords;
-
- LLVector4a::memcpyNonAliased16((F32*) dst_norm, (F32*) src_norm, face.mNumVertices*4*sizeof(F32));
- LLVector4a::memcpyNonAliased16((F32*) dst_tc, (F32*) src_tc, face.mNumVertices*2*sizeof(F32));
-
-
- for (U32 i = 0; i < face.mNumVertices; i++)
- {
- LLVector4a t;
- t.setMul(src_pos[i], scale);
- dst_pos[i].setAdd(t, pos);
- *colorsp++ = color;
- }
-
- for (U32 i = 0; i < face.mNumIndices; i++)
- {
- *indicesp++ = face.mIndices[i] + offset;
- }
-}
-
-U32 LLVOTextBubble::getPartitionType() const
-{
- return LLViewerRegion::PARTITION_PARTICLE;
-}
diff --git a/indra/newview/llvotextbubble.h b/indra/newview/llvotextbubble.h
deleted file mode 100644
index 9c39929711..0000000000
--- a/indra/newview/llvotextbubble.h
+++ /dev/null
@@ -1,66 +0,0 @@
-/**
- * @file llvotextbubble.h
- * @brief Description of LLVORock class, which a derivation of LLViewerObject
- *
- * $LicenseInfo:firstyear=2001&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#ifndef LL_LLVOTEXTBUBBLE_H
-#define LL_LLVOTEXTBUBBLE_H
-
-#include "llviewerobject.h"
-#include "llframetimer.h"
-
-class LLVOTextBubble : public LLAlphaObject
-{
-public:
- LLVOTextBubble(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp);
-
- /*virtual*/ BOOL isActive() const; // Whether this object needs to do an idleUpdate.
- /*virtual*/ BOOL idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time);
-
- /*virtual*/ void updateTextures();
- /*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline);
- /*virtual*/ BOOL updateGeometry(LLDrawable *drawable);
- /*virtual*/ BOOL updateLOD();
- /*virtual*/ void updateFaceSize(S32 idx);
-
- /*virtual*/ void getGeometry(S32 idx,
- LLStrider<LLVector3>& verticesp,
- LLStrider<LLVector3>& normalsp,
- LLStrider<LLVector2>& texcoordsp,
- LLStrider<LLColor4U>& colorsp,
- LLStrider<U16>& indicesp);
-
- virtual U32 getPartitionType() const;
-
- LLColor4 mColor;
- S32 mLOD;
- BOOL mVolumeChanged;
-
-protected:
- ~LLVOTextBubble();
- BOOL setVolume(const LLVolumeParams &volume_params, const S32 detail, bool unique_volume = false);
- LLFrameTimer mUpdateTimer;
-};
-
-#endif // LL_VO_TEXT_BUBBLE
diff --git a/indra/newview/llvotree.cpp b/indra/newview/llvotree.cpp
index 890861df71..6486fd24ea 100644
--- a/indra/newview/llvotree.cpp
+++ b/indra/newview/llvotree.cpp
@@ -858,7 +858,7 @@ BOOL LLVOTree::updateGeometry(LLDrawable *drawable)
slices /= 2;
}
- mReferenceBuffer->setBuffer(0);
+ mReferenceBuffer->flush();
llassert(vertex_count == max_vertices);
llassert(index_count == max_indices);
}
@@ -882,7 +882,7 @@ void LLVOTree::updateMesh()
// Translate to tree base HACK - adjustment in Z plants tree underground
const LLVector3 &pos_agent = getPositionAgent();
- //glTranslatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
+ //gGL.translatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
LLMatrix4 trans_mat;
trans_mat.setTranslation(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
trans_mat *= matrix;
@@ -940,8 +940,8 @@ void LLVOTree::updateMesh()
genBranchPipeline(vertices, normals, tex_coords, indices, idx_offset, scale_mat, mTrunkLOD, stop_depth, mDepth, mTrunkDepth, 1.0, mTwist, droop, mBranches, alpha);
- mReferenceBuffer->setBuffer(0);
- buff->setBuffer(0);
+ mReferenceBuffer->flush();
+ buff->flush();
}
void LLVOTree::appendMesh(LLStrider<LLVector3>& vertices,
@@ -1158,7 +1158,8 @@ U32 LLVOTree::drawBranchPipeline(LLMatrix4& matrix, U16* indicesp, S32 trunk_LOD
scale_mat.mMatrix[2][2] = scale*length;
scale_mat *= matrix;
- glLoadMatrixf((F32*) scale_mat.mMatrix);
+ gGL.loadMatrix((F32*) scale_mat.mMatrix);
+ gGL.syncMatrices();
glDrawElements(GL_TRIANGLES, sLODIndexCount[trunk_LOD], GL_UNSIGNED_SHORT, indicesp + sLODIndexOffset[trunk_LOD]);
gPipeline.addTrianglesDrawn(LEAF_INDICES);
stop_glerror();
@@ -1208,7 +1209,8 @@ U32 LLVOTree::drawBranchPipeline(LLMatrix4& matrix, U16* indicesp, S32 trunk_LOD
scale_mat *= matrix;
- glLoadMatrixf((F32*) scale_mat.mMatrix);
+ gGL.loadMatrix((F32*) scale_mat.mMatrix);
+ gGL.syncMatrices();
glDrawElements(GL_TRIANGLES, LEAF_INDICES, GL_UNSIGNED_SHORT, indicesp);
gPipeline.addTrianglesDrawn(LEAF_INDICES);
stop_glerror();
@@ -1229,19 +1231,20 @@ U32 LLVOTree::drawBranchPipeline(LLMatrix4& matrix, U16* indicesp, S32 trunk_LOD
scale_mat *= matrix;
- glMatrixMode(GL_TEXTURE);
- glTranslatef(0.0, -0.5, 0.0);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.translatef(0.0, -0.5, 0.0);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
- glLoadMatrixf((F32*) scale_mat.mMatrix);
+ gGL.loadMatrix((F32*) scale_mat.mMatrix);
+ gGL.syncMatrices();
glDrawElements(GL_TRIANGLES, LEAF_INDICES, GL_UNSIGNED_SHORT, indicesp);
gPipeline.addTrianglesDrawn(LEAF_INDICES);
stop_glerror();
ret += LEAF_INDICES;
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
return ret;
diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp
index 380d63c77b..827c5b9cb5 100644
--- a/indra/newview/llvovolume.cpp
+++ b/indra/newview/llvovolume.cpp
@@ -3266,13 +3266,13 @@ void LLVOVolume::updateRenderComplexity()
mRenderComplexity_current = 0;
}
-U32 LLVOVolume::getTriangleCount() const
+U32 LLVOVolume::getTriangleCount(S32* vcount) const
{
U32 count = 0;
LLVolume* volume = getVolume();
if (volume)
{
- count = volume->getNumTriangles();
+ count = volume->getNumTriangles(vcount);
}
return count;
@@ -3976,8 +3976,6 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep,
}
}
- U8 glow = (U8) (facep->getTextureEntry()->getGlow() * 255);
-
if (idx >= 0 &&
draw_vec[idx]->mVertexBuffer == facep->getVertexBuffer() &&
draw_vec[idx]->mEnd == facep->getGeomIndex()-1 &&
@@ -3986,7 +3984,6 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep,
draw_vec[idx]->mEnd - draw_vec[idx]->mStart + facep->getGeomCount() <= (U32) gGLManager.mGLMaxVertexRange &&
draw_vec[idx]->mCount + facep->getIndicesCount() <= (U32) gGLManager.mGLMaxIndexRange &&
#endif
- draw_vec[idx]->mGlowColor.mV[3] == glow &&
draw_vec[idx]->mFullbright == fullbright &&
draw_vec[idx]->mBump == bump &&
draw_vec[idx]->mTextureMatrix == tex_mat &&
@@ -4018,7 +4015,6 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep,
draw_vec.push_back(draw_info);
draw_info->mTextureMatrix = tex_mat;
draw_info->mModelMatrix = model_mat;
- draw_info->mGlowColor.setVec(0,0,0,glow);
if (type == LLRenderPass::PASS_ALPHA)
{ //for alpha sorting
facep->setDrawInfo(draw_info);
@@ -4118,6 +4114,8 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
U32 cur_total = 0;
+ bool emissive = false;
+
//get all the faces into a list
for (LLSpatialGroup::element_iter drawable_iter = group->getData().begin(); drawable_iter != group->getData().end(); ++drawable_iter)
{
@@ -4330,6 +4328,7 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
}
}
+
if (cur_total > max_total || facep->getIndicesCount() <= 0 || facep->getGeomCount() <= 0)
{
facep->clearVertexBuffer();
@@ -4343,6 +4342,11 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
const LLTextureEntry* te = facep->getTextureEntry();
LLViewerTexture* tex = facep->getTexture();
+ if (te->getGlow() >= 1.f/255.f)
+ {
+ emissive = true;
+ }
+
if (facep->isState(LLFace::TEXTURE_ANIM))
{
if (!vobj->mTexAnimMode)
@@ -4459,6 +4463,14 @@ 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 (emissive)
+ { //emissive faces are present, include emissive byte to preserve batching
+ simple_mask = simple_mask | LLVertexBuffer::MAP_EMISSIVE;
+ alpha_mask = alpha_mask | LLVertexBuffer::MAP_EMISSIVE;
+ bump_mask = bump_mask | LLVertexBuffer::MAP_EMISSIVE;
+ fullbright_mask = fullbright_mask | LLVertexBuffer::MAP_EMISSIVE;
+ }
+
bool batch_textures = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 1;
if (batch_textures)
@@ -4551,7 +4563,7 @@ void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group)
for (std::set<LLVertexBuffer*>::iterator iter = mapped_buffers.begin(); iter != mapped_buffers.end(); ++iter)
{
- (*iter)->setBuffer(0);
+ (*iter)->flush();
}
// don't forget alpha
@@ -4559,7 +4571,7 @@ void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group)
!group->mVertexBuffer.isNull() &&
group->mVertexBuffer->isLocked())
{
- group->mVertexBuffer->setBuffer(0);
+ group->mVertexBuffer->flush();
}
//if not all buffers are unmapped
@@ -4575,7 +4587,7 @@ void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group)
LLVertexBuffer* buff = face->getVertexBuffer();
if (face && buff && buff->isLocked())
{
- buff->setBuffer(0) ;
+ buff->flush();
}
}
}
@@ -4602,10 +4614,6 @@ struct CompareBatchBreakerModified
{
return lte->getFullbright() < rte->getFullbright();
}
- else if (lte->getGlow() != rte->getGlow())
- {
- return lte->getGlow() < rte->getGlow();
- }
else
{
return lhs->getTexture() < rhs->getTexture();
@@ -4658,6 +4666,8 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
texture_index_channels = llmin(texture_index_channels, (S32) gSavedSettings.getU32("RenderMaxTextureIndex"));
+ //NEVER use more than 16 texture index channels (workaround for prevalent driver bug)
+ texture_index_channels = llmin(texture_index_channels, 16);
while (face_iter != faces.end())
{
@@ -4985,7 +4995,7 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
++face_iter;
}
- buffer->setBuffer(0);
+ buffer->flush();
}
group->mBufferMap[mask].clear();
diff --git a/indra/newview/llvovolume.h b/indra/newview/llvovolume.h
index b6347526ee..64457975f8 100644
--- a/indra/newview/llvovolume.h
+++ b/indra/newview/llvovolume.h
@@ -133,7 +133,7 @@ public:
U32 getRenderCost(texture_cost_t &textures) const;
/*virtual*/ F32 getStreamingCost(S32* bytes = NULL, S32* visible_bytes = NULL, F32* unscaled_value = NULL) const;
- /*virtual*/ U32 getTriangleCount() const;
+ /*virtual*/ U32 getTriangleCount(S32* vcount = NULL) const;
/*virtual*/ U32 getHighLODTriangleCount();
/*virtual*/ BOOL lineSegmentIntersect(const LLVector3& start, const LLVector3& end,
S32 face = -1, // which face to check, -1 = ALL_SIDES
diff --git a/indra/newview/llvowater.cpp b/indra/newview/llvowater.cpp
index e70ac0a2e7..7df50ec815 100644
--- a/indra/newview/llvowater.cpp
+++ b/indra/newview/llvowater.cpp
@@ -160,7 +160,7 @@ BOOL LLVOWater::updateGeometry(LLDrawable *drawable)
static const unsigned int vertices_per_quad = 4;
static const unsigned int indices_per_quad = 6;
- const S32 size = gSavedSettings.getBOOL("RenderTransparentWater") ? 16 : 1;
+ const S32 size = gSavedSettings.getBOOL("RenderTransparentWater") && !LLGLSLShader::sNoFixedFunction ? 16 : 1;
const S32 num_quads = size * size;
face->setSize(vertices_per_quad * num_quads,
@@ -231,7 +231,7 @@ BOOL LLVOWater::updateGeometry(LLDrawable *drawable)
}
}
- buff->setBuffer(0);
+ buff->flush();
mDrawable->movePartition();
LLPipeline::sCompiles++;
diff --git a/indra/newview/llvowlsky.cpp b/indra/newview/llvowlsky.cpp
index 7b1c725483..f1c5499d84 100644
--- a/indra/newview/llvowlsky.cpp
+++ b/indra/newview/llvowlsky.cpp
@@ -326,7 +326,7 @@ BOOL LLVOWLSky::updateGeometry(LLDrawable * drawable)
buildFanBuffer(vertices, texCoords, indices);
- mFanVerts->setBuffer(0);
+ mFanVerts->flush();
}
{
@@ -349,6 +349,9 @@ BOOL LLVOWLSky::updateGeometry(LLDrawable * drawable)
mStripsVerts.resize(strips_segments, NULL);
+ LLTimer timer;
+ timer.start();
+
for (U32 i = 0; i < strips_segments ;++i)
{
LLVertexBuffer * segment = new LLVertexBuffer(LLDrawPoolWLSky::SKY_VERTEX_DATA_MASK, GL_STATIC_DRAW_ARB);
@@ -388,8 +391,10 @@ BOOL LLVOWLSky::updateGeometry(LLDrawable * drawable)
buildStripsBuffer(begin_stack, end_stack, vertices, texCoords, indices);
// and unlock the buffer
- segment->setBuffer(0);
+ segment->flush();
}
+
+ llinfos << "completed in " << llformat("%.2f", timer.getElapsedTimeF32()) << "seconds" << llendl;
}
#else
mStripsVerts = new LLVertexBuffer(LLDrawPoolWLSky::SKY_VERTEX_DATA_MASK, GL_STATIC_DRAW_ARB);
@@ -468,7 +473,7 @@ BOOL LLVOWLSky::updateGeometry(LLDrawable * drawable)
}
}
- mStripsVerts->setBuffer(0);
+ mStripsVerts->flush();
#endif
updateStarColors();
@@ -485,7 +490,7 @@ void LLVOWLSky::drawStars(void)
if (mStarsVerts.notNull())
{
mStarsVerts->setBuffer(LLDrawPoolWLSky::STAR_VERTEX_DATA_MASK);
- mStarsVerts->drawArrays(LLRender::QUADS, 0, getStarsNumVerts()*4);
+ mStarsVerts->drawArrays(LLRender::TRIANGLES, 0, getStarsNumVerts()*4);
}
}
@@ -511,13 +516,14 @@ void LLVOWLSky::drawDome(void)
strips_segment->drawRange(
LLRender::TRIANGLE_STRIP,
- 0, strips_segment->getRequestedVerts()-1, strips_segment->getRequestedIndices(),
+ 0, strips_segment->getNumVerts()-1, strips_segment->getNumIndices(),
0);
- gPipeline.addTrianglesDrawn(strips_segment->getRequestedIndices(), LLRender::TRIANGLE_STRIP);
+ gPipeline.addTrianglesDrawn(strips_segment->getNumIndices(), LLRender::TRIANGLE_STRIP);
}
#else
mStripsVerts->setBuffer(data_mask);
+ gGL.syncMatrices();
glDrawRangeElements(
GL_TRIANGLES,
0, mStripsVerts->getNumVerts()-1, mStripsVerts->getNumIndices(),
@@ -771,7 +777,7 @@ BOOL LLVOWLSky::updateStarGeometry(LLDrawable *drawable)
if (mStarsVerts.isNull())
{
mStarsVerts = new LLVertexBuffer(LLDrawPoolWLSky::STAR_VERTEX_DATA_MASK, GL_DYNAMIC_DRAW);
- mStarsVerts->allocateBuffer(getStarsNumVerts()*4, 0, TRUE);
+ mStarsVerts->allocateBuffer(getStarsNumVerts()*6, 0, TRUE);
}
BOOL success = mStarsVerts->getVertexStrider(verticesp)
@@ -806,19 +812,25 @@ BOOL LLVOWLSky::updateStarGeometry(LLDrawable *drawable)
*(verticesp++) = mStarVertices[vtx];
*(verticesp++) = mStarVertices[vtx]+left;
*(verticesp++) = mStarVertices[vtx]+left+up;
+ *(verticesp++) = mStarVertices[vtx]+left;
+ *(verticesp++) = mStarVertices[vtx]+left+up;
*(verticesp++) = mStarVertices[vtx]+up;
*(texcoordsp++) = LLVector2(0,0);
*(texcoordsp++) = LLVector2(0,1);
*(texcoordsp++) = LLVector2(1,1);
+ *(texcoordsp++) = LLVector2(0,1);
+ *(texcoordsp++) = LLVector2(1,1);
*(texcoordsp++) = LLVector2(1,0);
*(colorsp++) = LLColor4U(mStarColors[vtx]);
*(colorsp++) = LLColor4U(mStarColors[vtx]);
*(colorsp++) = LLColor4U(mStarColors[vtx]);
*(colorsp++) = LLColor4U(mStarColors[vtx]);
+ *(colorsp++) = LLColor4U(mStarColors[vtx]);
+ *(colorsp++) = LLColor4U(mStarColors[vtx]);
}
- mStarsVerts->setBuffer(0);
+ mStarsVerts->flush();
return TRUE;
}
diff --git a/indra/newview/llwaterparammanager.cpp b/indra/newview/llwaterparammanager.cpp
index 1a98d4c6c2..20b34637b8 100644
--- a/indra/newview/llwaterparammanager.cpp
+++ b/indra/newview/llwaterparammanager.cpp
@@ -190,6 +190,7 @@ void LLWaterParamManager::updateShaderUniforms(LLGLSLShader * shader)
shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, LLWLParamManager::getInstance()->getRotatedLightDir().mV);
shader->uniform3fv("camPosLocal", 1, LLViewerCamera::getInstance()->getOrigin().mV);
shader->uniform4fv("waterFogColor", 1, LLDrawPoolWater::sWaterFogColor.mV);
+ shader->uniform1f("waterFogEnd", LLDrawPoolWater::sWaterFogEnd);
shader->uniform4fv("waterPlane", 1, mWaterPlane.mV);
shader->uniform1f("waterFogDensity", getFogDensity());
shader->uniform1f("waterFogKS", mWaterFogKS);
diff --git a/indra/newview/llwind.cpp b/indra/newview/llwind.cpp
index 69d3090442..4c39fb5b74 100644
--- a/indra/newview/llwind.cpp
+++ b/indra/newview/llwind.cpp
@@ -46,16 +46,12 @@
#include "llworld.h"
-const F32 CLOUD_DIVERGENCE_COEF = 0.5f;
-
-
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
LLWind::LLWind()
-: mSize(16),
- mCloudDensityp(NULL)
+: mSize(16)
{
init();
}
@@ -65,8 +61,6 @@ LLWind::~LLWind()
{
delete [] mVelX;
delete [] mVelY;
- delete [] mCloudVelX;
- delete [] mCloudVelY;
}
@@ -77,31 +71,23 @@ LLWind::~LLWind()
void LLWind::init()
{
+ LL_DEBUGS("Wind") << "initializing wind size: "<< mSize << LL_ENDL;
+
// Initialize vector data
mVelX = new F32[mSize*mSize];
mVelY = new F32[mSize*mSize];
- mCloudVelX = new F32[mSize*mSize];
- mCloudVelY = new F32[mSize*mSize];
-
S32 i;
for (i = 0; i < mSize*mSize; i++)
{
mVelX[i] = 0.5f;
mVelY[i] = 0.5f;
- mCloudVelX[i] = 0.0f;
- mCloudVelY[i] = 0.0f;
}
}
void LLWind::decompress(LLBitPack &bitpack, LLGroupHeader *group_headerp)
{
- if (!mCloudDensityp)
- {
- return;
- }
-
LLPatchHeader patch_header;
S32 buffer[16*16];
@@ -122,22 +108,15 @@ void LLWind::decompress(LLBitPack &bitpack, LLGroupHeader *group_headerp)
decode_patch(bitpack, buffer);
decompress_patch(mVelY, buffer, &patch_header);
-
-
S32 i, j, k;
- // HACK -- mCloudVelXY is the same as mVelXY, except we add a divergence
- // that is proportional to the gradient of the cloud density
- // ==> this helps to clump clouds together
- // NOTE ASSUMPTION: cloud density has the same dimensions as the wind field
- // This needs to be fixed... causes discrepency at region boundaries
for (j=1; j<mSize-1; j++)
{
for (i=1; i<mSize-1; i++)
{
k = i + j * mSize;
- *(mCloudVelX + k) = *(mVelX + k) + CLOUD_DIVERGENCE_COEF * (*(mCloudDensityp + k + 1) - *(mCloudDensityp + k - 1));
- *(mCloudVelY + k) = *(mVelY + k) + CLOUD_DIVERGENCE_COEF * (*(mCloudDensityp + k + mSize) - *(mCloudDensityp + k - mSize));
+ *(mVelX + k) = *(mVelX + k);
+ *(mVelY + k) = *(mVelY + k);
}
}
@@ -145,29 +124,29 @@ void LLWind::decompress(LLBitPack &bitpack, LLGroupHeader *group_headerp)
for (j=1; j<mSize-1; j++)
{
k = i + j * mSize;
- *(mCloudVelX + k) = *(mVelX + k) + CLOUD_DIVERGENCE_COEF * (*(mCloudDensityp + k) - *(mCloudDensityp + k - 2));
- *(mCloudVelY + k) = *(mVelY + k) + CLOUD_DIVERGENCE_COEF * (*(mCloudDensityp + k + mSize) - *(mCloudDensityp + k - mSize));
+ *(mVelX + k) = *(mVelX + k);
+ *(mVelY + k) = *(mVelY + k);
}
i = 0;
for (j=1; j<mSize-1; j++)
{
k = i + j * mSize;
- *(mCloudVelX + k) = *(mVelX + k) + CLOUD_DIVERGENCE_COEF * (*(mCloudDensityp + k + 2) - *(mCloudDensityp + k));
- *(mCloudVelY + k) = *(mVelY + k) + CLOUD_DIVERGENCE_COEF * (*(mCloudDensityp + k + mSize) - *(mCloudDensityp + k + mSize));
+ *(mVelX + k) = *(mVelX + k);
+ *(mVelY + k) = *(mVelY + k);
}
j = mSize - 1;
for (i=1; i<mSize-1; i++)
{
k = i + j * mSize;
- *(mCloudVelX + k) = *(mVelX + k) + CLOUD_DIVERGENCE_COEF * (*(mCloudDensityp + k + 1) - *(mCloudDensityp + k - 1));
- *(mCloudVelY + k) = *(mVelY + k) + CLOUD_DIVERGENCE_COEF * (*(mCloudDensityp + k) - *(mCloudDensityp + k - 2*mSize));
+ *(mVelX + k) = *(mVelX + k);
+ *(mVelY + k) = *(mVelY + k);
}
j = 0;
for (i=1; i<mSize-1; i++)
{
k = i + j * mSize;
- *(mCloudVelX + k) = *(mVelX + k) + CLOUD_DIVERGENCE_COEF * (*(mCloudDensityp + k + 1) - *(mCloudDensityp + k -1));
- *(mCloudVelY + k) = *(mVelY + k) + CLOUD_DIVERGENCE_COEF * (*(mCloudDensityp + k + 2*mSize) - *(mCloudDensityp + k));
+ *(mVelX + k) = *(mVelX + k);
+ *(mVelY + k) = *(mVelY + k);
}
}
@@ -280,74 +259,6 @@ LLVector3 LLWind::getVelocity(const LLVector3 &pos_region)
return r_val * WIND_SCALE_HACK;
}
-
-LLVector3 LLWind::getCloudVelocity(const LLVector3 &pos_region)
-{
- llassert(mSize == 16);
- // Resolves value of wind at a location relative to SW corner of region
- //
- // Returns wind magnitude in X,Y components of vector3
- LLVector3 r_val;
- F32 dx,dy;
- S32 k;
-
- LLVector3 pos_clamped_region(pos_region);
-
- F32 region_width_meters = LLWorld::getInstance()->getRegionWidthInMeters();
-
- if (pos_clamped_region.mV[VX] < 0.f)
- {
- pos_clamped_region.mV[VX] = 0.f;
- }
- else if (pos_clamped_region.mV[VX] >= region_width_meters)
- {
- pos_clamped_region.mV[VX] = (F32) fmod(pos_clamped_region.mV[VX], region_width_meters);
- }
-
- if (pos_clamped_region.mV[VY] < 0.f)
- {
- pos_clamped_region.mV[VY] = 0.f;
- }
- else if (pos_clamped_region.mV[VY] >= region_width_meters)
- {
- pos_clamped_region.mV[VY] = (F32) fmod(pos_clamped_region.mV[VY], region_width_meters);
- }
-
-
- S32 i = llfloor(pos_clamped_region.mV[VX] * mSize / region_width_meters);
- S32 j = llfloor(pos_clamped_region.mV[VY] * mSize / region_width_meters);
- k = i + j*mSize;
- dx = ((pos_clamped_region.mV[VX] * mSize / region_width_meters) - (F32) i);
- dy = ((pos_clamped_region.mV[VY] * mSize / region_width_meters) - (F32) j);
-
- if ((i < mSize-1) && (j < mSize-1))
- {
- // Interior points, no edges
- r_val.mV[VX] = mCloudVelX[k]*(1.0f - dx)*(1.0f - dy) +
- mCloudVelX[k + 1]*dx*(1.0f - dy) +
- mCloudVelX[k + mSize]*dy*(1.0f - dx) +
- mCloudVelX[k + mSize + 1]*dx*dy;
- r_val.mV[VY] = mCloudVelY[k]*(1.0f - dx)*(1.0f - dy) +
- mCloudVelY[k + 1]*dx*(1.0f - dy) +
- mCloudVelY[k + mSize]*dy*(1.0f - dx) +
- mCloudVelY[k + mSize + 1]*dx*dy;
- }
- else
- {
- r_val.mV[VX] = mCloudVelX[k];
- r_val.mV[VY] = mCloudVelY[k];
- }
-
- r_val.mV[VZ] = 0.f;
- return r_val * WIND_SCALE_HACK;
-}
-
-
-void LLWind::setCloudDensityPointer(F32 *densityp)
-{
- mCloudDensityp = densityp;
-}
-
void LLWind::setOriginGlobal(const LLVector3d &origin_global)
{
mOriginGlobal = origin_global;
diff --git a/indra/newview/llwind.h b/indra/newview/llwind.h
index 925cb6d642..3b57f07124 100644
--- a/indra/newview/llwind.h
+++ b/indra/newview/llwind.h
@@ -27,7 +27,6 @@
#ifndef LL_LLWIND_H
#define LL_LLWIND_H
-//#include "vmath.h"
#include "llmath.h"
#include "v3math.h"
#include "v3dmath.h"
@@ -44,25 +43,21 @@ public:
~LLWind();
void renderVectors();
LLVector3 getVelocity(const LLVector3 &location); // "location" is region-local
- LLVector3 getCloudVelocity(const LLVector3 &location); // "location" is region-local
LLVector3 getVelocityNoisy(const LLVector3 &location, const F32 dim); // "location" is region-local
void decompress(LLBitPack &bitpack, LLGroupHeader *group_headerp);
LLVector3 getAverage();
- void setCloudDensityPointer(F32 *densityp);
void setOriginGlobal(const LLVector3d &origin_global);
private:
S32 mSize;
F32 * mVelX;
F32 * mVelY;
- F32 * mCloudVelX;
- F32 * mCloudVelY;
- F32 * mCloudDensityp;
LLVector3d mOriginGlobal;
void init();
+ LOG_CLASS(LLWind);
};
#endif
diff --git a/indra/newview/llwlparamset.cpp b/indra/newview/llwlparamset.cpp
index 02d914a812..5bb7025031 100644
--- a/indra/newview/llwlparamset.cpp
+++ b/indra/newview/llwlparamset.cpp
@@ -69,12 +69,18 @@ LLWLParamSet::LLWLParamSet(void) :
*/
}
+static LLFastTimer::DeclareTimer FTM_WL_PARAM_UPDATE("WL Param Update");
+
void LLWLParamSet::update(LLGLSLShader * shader) const
{
+ LLFastTimer t(FTM_WL_PARAM_UPDATE);
+
for(LLSD::map_const_iterator i = mParamValues.beginMap();
i != mParamValues.endMap();
++i)
{
+
+
const std::string& param = i->first;
if( param == "star_brightness" || param == "preset_num" || param == "sun_angle" ||
@@ -91,8 +97,9 @@ void LLWLParamSet::update(LLGLSLShader * shader) const
val.mV[1] = F32(i->second[1].asReal()) + mCloudScrollYOffset;
val.mV[2] = (F32) i->second[2].asReal();
val.mV[3] = (F32) i->second[3].asReal();
-
- shader->uniform4fv(param, 1, val.mV);
+ stop_glerror();
+ shader->uniform4fv(param, 1, val.mV);
+ stop_glerror();
}
else // param is the uniform name
{
@@ -118,8 +125,9 @@ void LLWLParamSet::update(LLGLSLShader * shader) const
{
val.mV[0] = i->second.asBoolean();
}
-
+ stop_glerror();
shader->uniform4fv(param, 1, val.mV);
+ stop_glerror();
}
}
}
diff --git a/indra/newview/llworld.cpp b/indra/newview/llworld.cpp
index a7ae456f3c..6f6e0d2334 100644
--- a/indra/newview/llworld.cpp
+++ b/indra/newview/llworld.cpp
@@ -589,22 +589,22 @@ void LLWorld::updateVisibilities()
{
F32 cur_far_clip = LLViewerCamera::getInstance()->getFar();
- LLViewerCamera::getInstance()->setFar(mLandFarClip);
-
- F32 diagonal_squared = F_SQRT2 * F_SQRT2 * mWidth * mWidth;
- // Go through the culled list and check for visible regions
+ // Go through the culled list and check for visible regions (region is visible if land is visible)
for (region_list_t::iterator iter = mCulledRegionList.begin();
iter != mCulledRegionList.end(); )
{
region_list_t::iterator curiter = iter++;
LLViewerRegion* regionp = *curiter;
- F32 height = regionp->getLand().getMaxZ() - regionp->getLand().getMinZ();
- F32 radius = 0.5f*(F32) sqrt(height * height + diagonal_squared);
- if (!regionp->getLand().hasZData()
- || LLViewerCamera::getInstance()->sphereInFrustum(regionp->getCenterAgent(), radius))
+
+ LLSpatialPartition* part = regionp->getSpatialPartition(LLViewerRegion::PARTITION_TERRAIN);
+ if (part)
{
- mCulledRegionList.erase(curiter);
- mVisibleRegionList.push_back(regionp);
+ LLSpatialGroup* group = (LLSpatialGroup*) part->mOctree->getListener(0);
+ if (LLViewerCamera::getInstance()->AABBInFrustum(group->mBounds[0], group->mBounds[1]))
+ {
+ mCulledRegionList.erase(curiter);
+ mVisibleRegionList.push_back(regionp);
+ }
}
}
@@ -619,17 +619,20 @@ void LLWorld::updateVisibilities()
continue;
}
- F32 height = regionp->getLand().getMaxZ() - regionp->getLand().getMinZ();
- F32 radius = 0.5f*(F32) sqrt(height * height + diagonal_squared);
- if (LLViewerCamera::getInstance()->sphereInFrustum(regionp->getCenterAgent(), radius))
+ LLSpatialPartition* part = regionp->getSpatialPartition(LLViewerRegion::PARTITION_TERRAIN);
+ if (part)
{
- regionp->calculateCameraDistance();
- regionp->getLand().updatePatchVisibilities(gAgent);
- }
- else
- {
- mVisibleRegionList.erase(curiter);
- mCulledRegionList.push_back(regionp);
+ LLSpatialGroup* group = (LLSpatialGroup*) part->mOctree->getListener(0);
+ if (LLViewerCamera::getInstance()->AABBInFrustum(group->mBounds[0], group->mBounds[1]))
+ {
+ regionp->calculateCameraDistance();
+ regionp->getLand().updatePatchVisibilities(gAgent);
+ }
+ else
+ {
+ mVisibleRegionList.erase(curiter);
+ mCulledRegionList.push_back(regionp);
+ }
}
}
diff --git a/indra/newview/llworldmapview.cpp b/indra/newview/llworldmapview.cpp
index 265d5dc801..3959e7c073 100644
--- a/indra/newview/llworldmapview.cpp
+++ b/indra/newview/llworldmapview.cpp
@@ -314,7 +314,7 @@ void LLWorldMapView::draw()
{
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
// Clear the background alpha to 0
gGL.flush();
@@ -1307,7 +1307,7 @@ void LLWorldMapView::drawTrackingCircle( const LLRect& rect, S32 x, S32 y, const
end_theta -= angle_adjust_y;
}
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
gGL.translatef((F32)x, (F32)y, 0.f);
gl_washer_segment_2d(inner_radius, outer_radius, start_theta, end_theta, 40, color, color);
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index a50f66f282..c9e1b44b3f 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -106,26 +106,6 @@
#include "llnotifications.h"
-void check_stack_depth(S32 stack_depth)
-{
- if (gDebugGL || gDebugSession)
- {
- GLint depth;
- glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
- if (depth != stack_depth)
- {
- if (gDebugSession)
- {
- ll_fail("GL matrix stack corrupted.");
- }
- else
- {
- llerrs << "GL matrix stack corrupted!" << llendl;
- }
- }
- }
-}
-
#ifdef _DEBUG
// Debug indices is disabled for now for debug performance - djs 4/24/02
//#define DEBUG_INDICES
@@ -133,13 +113,88 @@ void check_stack_depth(S32 stack_depth)
//#define DEBUG_INDICES
#endif
+//cached settings
+BOOL LLPipeline::RenderAvatarVP;
+BOOL LLPipeline::VertexShaderEnable;
+BOOL LLPipeline::WindLightUseAtmosShaders;
+BOOL LLPipeline::RenderDeferred;
+F32 LLPipeline::RenderDeferredSunWash;
+U32 LLPipeline::RenderFSAASamples;
+U32 LLPipeline::RenderResolutionDivisor;
+BOOL LLPipeline::RenderUIBuffer;
+S32 LLPipeline::RenderShadowDetail;
+BOOL LLPipeline::RenderDeferredSSAO;
+F32 LLPipeline::RenderShadowResolutionScale;
+BOOL LLPipeline::RenderLocalLights;
+BOOL LLPipeline::RenderDelayCreation;
+BOOL LLPipeline::RenderAnimateRes;
+BOOL LLPipeline::FreezeTime;
+S32 LLPipeline::DebugBeaconLineWidth;
+F32 LLPipeline::RenderHighlightBrightness;
+LLColor4 LLPipeline::RenderHighlightColor;
+F32 LLPipeline::RenderHighlightThickness;
+BOOL LLPipeline::RenderSpotLightsInNondeferred;
+LLColor4 LLPipeline::PreviewAmbientColor;
+LLColor4 LLPipeline::PreviewDiffuse0;
+LLColor4 LLPipeline::PreviewSpecular0;
+LLColor4 LLPipeline::PreviewDiffuse1;
+LLColor4 LLPipeline::PreviewSpecular1;
+LLColor4 LLPipeline::PreviewDiffuse2;
+LLColor4 LLPipeline::PreviewSpecular2;
+LLVector3 LLPipeline::PreviewDirection0;
+LLVector3 LLPipeline::PreviewDirection1;
+LLVector3 LLPipeline::PreviewDirection2;
+F32 LLPipeline::RenderGlowMinLuminance;
+F32 LLPipeline::RenderGlowMaxExtractAlpha;
+F32 LLPipeline::RenderGlowWarmthAmount;
+LLVector3 LLPipeline::RenderGlowLumWeights;
+LLVector3 LLPipeline::RenderGlowWarmthWeights;
+S32 LLPipeline::RenderGlowResolutionPow;
+S32 LLPipeline::RenderGlowIterations;
+F32 LLPipeline::RenderGlowWidth;
+F32 LLPipeline::RenderGlowStrength;
+BOOL LLPipeline::RenderDepthOfField;
+F32 LLPipeline::CameraFocusTransitionTime;
+F32 LLPipeline::CameraFNumber;
+F32 LLPipeline::CameraFocalLength;
+F32 LLPipeline::CameraFieldOfView;
+F32 LLPipeline::RenderShadowNoise;
+F32 LLPipeline::RenderShadowBlurSize;
+F32 LLPipeline::RenderSSAOScale;
+U32 LLPipeline::RenderSSAOMaxScale;
+F32 LLPipeline::RenderSSAOFactor;
+LLVector3 LLPipeline::RenderSSAOEffect;
+F32 LLPipeline::RenderShadowOffsetError;
+F32 LLPipeline::RenderShadowBiasError;
+F32 LLPipeline::RenderShadowOffset;
+F32 LLPipeline::RenderShadowBias;
+F32 LLPipeline::RenderSpotShadowOffset;
+F32 LLPipeline::RenderSpotShadowBias;
+F32 LLPipeline::RenderEdgeDepthCutoff;
+F32 LLPipeline::RenderEdgeNormCutoff;
+LLVector3 LLPipeline::RenderShadowGaussian;
+F32 LLPipeline::RenderShadowBlurDistFactor;
+BOOL LLPipeline::RenderDeferredAtmospheric;
+S32 LLPipeline::RenderReflectionDetail;
+F32 LLPipeline::RenderHighlightFadeTime;
+LLVector3 LLPipeline::RenderShadowClipPlanes;
+LLVector3 LLPipeline::RenderShadowOrthoClipPlanes;
+LLVector3 LLPipeline::RenderShadowNearDist;
+F32 LLPipeline::RenderFarClip;
+LLVector3 LLPipeline::RenderShadowSplitExponent;
+F32 LLPipeline::RenderShadowErrorCutoff;
+F32 LLPipeline::RenderShadowFOVCutoff;
+BOOL LLPipeline::CameraOffset;
+F32 LLPipeline::CameraMaxCoF;
+F32 LLPipeline::CameraDoFResScale;
+
const F32 BACKLIGHT_DAY_MAGNITUDE_AVATAR = 0.2f;
const F32 BACKLIGHT_NIGHT_MAGNITUDE_AVATAR = 0.1f;
const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f;
const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f;
const S32 MAX_OFFSCREEN_GEOMETRY_CHANGES_PER_FRAME = 10;
const U32 REFLECTION_MAP_RES = 128;
-
+const U32 DEFERRED_VB_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1;
// Max number of occluders to search for. JC
const S32 MAX_OCCLUDER_COUNT = 2;
@@ -211,23 +266,12 @@ std::string gPoolNames[] =
void drawBox(const LLVector3& c, const LLVector3& r);
void drawBoxOutline(const LLVector3& pos, const LLVector3& size);
+U32 nhpo2(U32 v);
-U32 nhpo2(U32 v)
-{
- U32 r = 1;
- while (r < v) {
- r *= 2;
- }
- return r;
-}
-
-glh::matrix4f glh_copy_matrix(GLdouble* src)
+glh::matrix4f glh_copy_matrix(F32* src)
{
glh::matrix4f ret;
- for (U32 i = 0; i < 16; i++)
- {
- ret.m[i] = (F32) src[i];
- }
+ ret.set_value(src);
return ret;
}
@@ -251,7 +295,7 @@ glh::matrix4f glh_get_last_projection()
return glh_copy_matrix(gGLLastProjection);
}
-void glh_copy_matrix(const glh::matrix4f& src, GLdouble* dst)
+void glh_copy_matrix(const glh::matrix4f& src, F32* dst)
{
for (U32 i = 0; i < 16; i++)
{
@@ -394,11 +438,14 @@ void LLPipeline::init()
{
LLMemType mt(LLMemType::MTYPE_PIPELINE_INIT);
+ refreshCachedSettings();
+
gOctreeMaxCapacity = gSavedSettings.getU32("OctreeMaxNodeCapacity");
sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD");
sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
+ LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO");
LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw");
sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights");
sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles");
@@ -459,6 +506,8 @@ void LLPipeline::init()
mSpotLightFade[i] = 1.f;
}
+ mDeferredVB = new LLVertexBuffer(DEFERRED_VB_MASK, 0);
+ mDeferredVB->allocateBuffer(8, 0, true);
setLightingDetail(-1);
}
@@ -537,6 +586,8 @@ void LLPipeline::cleanup()
mMovedBridge.clear();
mInitialized = FALSE;
+
+ mDeferredVB = NULL;
}
//============================================================================
@@ -606,12 +657,8 @@ void LLPipeline::allocatePhysicsBuffer()
void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
{
- U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"));
-
- if (gGLManager.mIsATI)
- { //ATI doesn't like the way we use multisample texture
- samples = 0;
- }
+ refreshCachedSettings();
+ U32 samples = gGLManager.getNumFBOFSAASamples(RenderFSAASamples);
//try to allocate screen buffers at requested resolution and samples
// - on failure, shrink number of samples and try again
@@ -632,6 +679,8 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
releaseScreenBuffers();
}
+ samples = 0;
+
//reduce resolution
while (resY > 0 && resX > 0)
{
@@ -657,11 +706,14 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
{
+ refreshCachedSettings();
+ refreshRenderDeferred();
+
// remember these dimensions
mScreenWidth = resX;
mScreenHeight = resY;
- U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor");
+ U32 res_mod = RenderResolutionDivisor;
if (res_mod > 1 && res_mod < resX && res_mod < resY)
{
@@ -669,7 +721,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
resY /= res_mod;
}
- if (gSavedSettings.getBOOL("RenderUIBuffer"))
+ if (RenderUIBuffer)
{
if (!mUIScreen.allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE))
{
@@ -679,79 +731,40 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
if (LLPipeline::sRenderDeferred)
{
- S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail");
- BOOL ssao = gSavedSettings.getBOOL("RenderDeferredSSAO");
- bool gi = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED);
-
+ S32 shadow_detail = RenderShadowDetail;
+ BOOL ssao = RenderDeferredSSAO;
+
//allocate deferred rendering color buffers
if (!mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
if (!mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
if (!addDeferredAttachments(mDeferredScreen)) return false;
if (!mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
-
-#if LL_DARWIN
- // As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO
- if (!mEdgeMap.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
-#else
- if (!mEdgeMap.allocate(resX, resY, GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
-#endif
-
- if (shadow_detail > 0 || ssao)
- { //only need mDeferredLight[0] for shadows OR ssao
- if (!mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
- }
- else
+ if (samples > 0)
{
- mDeferredLight[0].release();
- }
-
- if (ssao)
- { //only need mDeferredLight[1] for ssao
- if (!mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false)) return false;
+ if (!mFXAABuffer.allocate(nhpo2(resX), nhpo2(resY), GL_RGBA, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false;
}
else
{
- mDeferredLight[1].release();
+ mFXAABuffer.release();
}
-
- if (gi)
- { //only need mDeferredLight[2] and mGIMapPost for gi
- if (!mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false)) return false;
- for (U32 i = 0; i < 2; i++)
- {
-#if LL_DARWIN
- // As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO
- if (!mGIMapPost[i].allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false;
-#else
- if (!mGIMapPost[i].allocate(resX,resY, GL_RGB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false;
-#endif
- }
+
+ if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0)
+ { //only need mDeferredLight for shadows OR ssao OR dof OR fxaa
+ if (!mDeferredLight.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
}
else
{
- mDeferredLight[2].release();
-
- for (U32 i = 0; i < 2; i++)
- {
- mGIMapPost[i].release();
- }
+ mDeferredLight.release();
}
- F32 scale = gSavedSettings.getF32("RenderShadowResolutionScale");
-
-#if LL_DARWIN
- U32 shadow_fmt = 0;
-#else
- //HACK: make alpha masking work on ATI depth shadows (work around for ATI driver bug)
- U32 shadow_fmt = gGLManager.mIsATI ? GL_ALPHA : 0;
-#endif
+ F32 scale = RenderShadowResolutionScale;
if (shadow_detail > 0)
{ //allocate 4 sun shadow maps
for (U32 i = 0; i < 4; i++)
{
- if (!mShadow[i].allocate(U32(resX*scale),U32(resY*scale), shadow_fmt, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false;
+ if (!mShadow[i].allocate(U32(resX*scale),U32(resY*scale), 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false;
}
}
else
@@ -769,7 +782,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
{ //allocate two spot shadow maps
for (U32 i = 4; i < 6; i++)
{
- if (!mShadow[i].allocate(width, height, shadow_fmt, TRUE, FALSE)) return false;
+ if (!mShadow[i].allocate(width, height, 0, TRUE, FALSE)) return false;
}
}
else
@@ -779,31 +792,20 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
mShadow[i].release();
}
}
-
- width = nhpo2(resX)/2;
- height = nhpo2(resY)/2;
- if (!mLuminanceMap.allocate(width,height, GL_RGBA, FALSE, FALSE)) return false;
}
else
{
- for (U32 i = 0; i < 3; i++)
- {
- mDeferredLight[i].release();
- }
- for (U32 i = 0; i < 2; i++)
- {
- mGIMapPost[i].release();
- }
+ mDeferredLight.release();
+
for (U32 i = 0; i < 6; i++)
{
mShadow[i].release();
}
+ mFXAABuffer.release();
mScreen.release();
mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first
mDeferredDepth.release();
- mEdgeMap.release();
- mLuminanceMap.release();
-
+
if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
}
@@ -822,12 +824,12 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
//static
void LLPipeline::updateRenderDeferred()
{
- BOOL deferred = ((gSavedSettings.getBOOL("RenderDeferred") &&
+ BOOL deferred = ((RenderDeferred &&
LLRenderTarget::sUseFBO &&
- LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
- gSavedSettings.getBOOL("VertexShaderEnable") &&
- gSavedSettings.getBOOL("RenderAvatarVP") &&
- gSavedSettings.getBOOL("WindLightUseAtmosShaders")) ? TRUE : FALSE) &&
+ LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
+ VertexShaderEnable &&
+ RenderAvatarVP &&
+ WindLightUseAtmosShaders) ? TRUE : FALSE) &&
!gUseWireframe;
sRenderDeferred = deferred;
@@ -843,6 +845,96 @@ void LLPipeline::refreshRenderDeferred()
updateRenderDeferred();
}
+//static
+void LLPipeline::refreshCachedSettings()
+{
+ LLPipeline::sAutoMaskAlphaDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaDeferred");
+ LLPipeline::sAutoMaskAlphaNonDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaNonDeferred");
+ LLPipeline::sUseFarClip = gSavedSettings.getBOOL("RenderUseFarClip");
+ LLVOAvatar::sMaxVisible = (U32)gSavedSettings.getS32("RenderAvatarMaxVisible");
+ LLPipeline::sDelayVBUpdate = gSavedSettings.getBOOL("RenderDelayVBUpdate");
+
+ LLPipeline::sUseOcclusion =
+ (!gUseWireframe
+ && LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion")
+ && gSavedSettings.getBOOL("UseOcclusion")
+ && gGLManager.mHasOcclusionQuery) ? 2 : 0;
+
+ VertexShaderEnable = gSavedSettings.getBOOL("VertexShaderEnable");
+ RenderAvatarVP = gSavedSettings.getBOOL("RenderAvatarVP");
+ WindLightUseAtmosShaders = gSavedSettings.getBOOL("WindLightUseAtmosShaders");
+ RenderDeferred = gSavedSettings.getBOOL("RenderDeferred");
+ RenderDeferredSunWash = gSavedSettings.getF32("RenderDeferredSunWash");
+ RenderFSAASamples = gSavedSettings.getU32("RenderFSAASamples");
+ RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor");
+ RenderUIBuffer = gSavedSettings.getBOOL("RenderUIBuffer");
+ RenderShadowDetail = gSavedSettings.getS32("RenderShadowDetail");
+ RenderDeferredSSAO = gSavedSettings.getBOOL("RenderDeferredSSAO");
+ RenderShadowResolutionScale = gSavedSettings.getF32("RenderShadowResolutionScale");
+ RenderLocalLights = gSavedSettings.getBOOL("RenderLocalLights");
+ RenderDelayCreation = gSavedSettings.getBOOL("RenderDelayCreation");
+ RenderAnimateRes = gSavedSettings.getBOOL("RenderAnimateRes");
+ FreezeTime = gSavedSettings.getBOOL("FreezeTime");
+ DebugBeaconLineWidth = gSavedSettings.getS32("DebugBeaconLineWidth");
+ RenderHighlightBrightness = gSavedSettings.getF32("RenderHighlightBrightness");
+ RenderHighlightColor = gSavedSettings.getColor4("RenderHighlightColor");
+ RenderHighlightThickness = gSavedSettings.getF32("RenderHighlightThickness");
+ RenderSpotLightsInNondeferred = gSavedSettings.getBOOL("RenderSpotLightsInNondeferred");
+ PreviewAmbientColor = gSavedSettings.getColor4("PreviewAmbientColor");
+ PreviewDiffuse0 = gSavedSettings.getColor4("PreviewDiffuse0");
+ PreviewSpecular0 = gSavedSettings.getColor4("PreviewSpecular0");
+ PreviewDiffuse1 = gSavedSettings.getColor4("PreviewDiffuse1");
+ PreviewSpecular1 = gSavedSettings.getColor4("PreviewSpecular1");
+ PreviewDiffuse2 = gSavedSettings.getColor4("PreviewDiffuse2");
+ PreviewSpecular2 = gSavedSettings.getColor4("PreviewSpecular2");
+ PreviewDirection0 = gSavedSettings.getVector3("PreviewDirection0");
+ PreviewDirection1 = gSavedSettings.getVector3("PreviewDirection1");
+ PreviewDirection2 = gSavedSettings.getVector3("PreviewDirection2");
+ RenderGlowMinLuminance = gSavedSettings.getF32("RenderGlowMinLuminance");
+ RenderGlowMaxExtractAlpha = gSavedSettings.getF32("RenderGlowMaxExtractAlpha");
+ RenderGlowWarmthAmount = gSavedSettings.getF32("RenderGlowWarmthAmount");
+ RenderGlowLumWeights = gSavedSettings.getVector3("RenderGlowLumWeights");
+ RenderGlowWarmthWeights = gSavedSettings.getVector3("RenderGlowWarmthWeights");
+ RenderGlowResolutionPow = gSavedSettings.getS32("RenderGlowResolutionPow");
+ RenderGlowIterations = gSavedSettings.getS32("RenderGlowIterations");
+ RenderGlowWidth = gSavedSettings.getF32("RenderGlowWidth");
+ RenderGlowStrength = gSavedSettings.getF32("RenderGlowStrength");
+ RenderDepthOfField = gSavedSettings.getBOOL("RenderDepthOfField");
+ CameraFocusTransitionTime = gSavedSettings.getF32("CameraFocusTransitionTime");
+ CameraFNumber = gSavedSettings.getF32("CameraFNumber");
+ CameraFocalLength = gSavedSettings.getF32("CameraFocalLength");
+ CameraFieldOfView = gSavedSettings.getF32("CameraFieldOfView");
+ RenderShadowNoise = gSavedSettings.getF32("RenderShadowNoise");
+ RenderShadowBlurSize = gSavedSettings.getF32("RenderShadowBlurSize");
+ RenderSSAOScale = gSavedSettings.getF32("RenderSSAOScale");
+ RenderSSAOMaxScale = gSavedSettings.getU32("RenderSSAOMaxScale");
+ RenderSSAOFactor = gSavedSettings.getF32("RenderSSAOFactor");
+ RenderSSAOEffect = gSavedSettings.getVector3("RenderSSAOEffect");
+ RenderShadowOffsetError = gSavedSettings.getF32("RenderShadowOffsetError");
+ RenderShadowBiasError = gSavedSettings.getF32("RenderShadowBiasError");
+ RenderShadowOffset = gSavedSettings.getF32("RenderShadowOffset");
+ RenderShadowBias = gSavedSettings.getF32("RenderShadowBias");
+ RenderSpotShadowOffset = gSavedSettings.getF32("RenderSpotShadowOffset");
+ RenderSpotShadowBias = gSavedSettings.getF32("RenderSpotShadowBias");
+ RenderEdgeDepthCutoff = gSavedSettings.getF32("RenderEdgeDepthCutoff");
+ RenderEdgeNormCutoff = gSavedSettings.getF32("RenderEdgeNormCutoff");
+ RenderShadowGaussian = gSavedSettings.getVector3("RenderShadowGaussian");
+ RenderShadowBlurDistFactor = gSavedSettings.getF32("RenderShadowBlurDistFactor");
+ RenderDeferredAtmospheric = gSavedSettings.getBOOL("RenderDeferredAtmospheric");
+ RenderReflectionDetail = gSavedSettings.getS32("RenderReflectionDetail");
+ RenderHighlightFadeTime = gSavedSettings.getF32("RenderHighlightFadeTime");
+ RenderShadowClipPlanes = gSavedSettings.getVector3("RenderShadowClipPlanes");
+ RenderShadowOrthoClipPlanes = gSavedSettings.getVector3("RenderShadowOrthoClipPlanes");
+ RenderShadowNearDist = gSavedSettings.getVector3("RenderShadowNearDist");
+ RenderFarClip = gSavedSettings.getF32("RenderFarClip");
+ RenderShadowSplitExponent = gSavedSettings.getVector3("RenderShadowSplitExponent");
+ RenderShadowErrorCutoff = gSavedSettings.getF32("RenderShadowErrorCutoff");
+ RenderShadowFOVCutoff = gSavedSettings.getF32("RenderShadowFOVCutoff");
+ CameraOffset = gSavedSettings.getBOOL("CameraOffset");
+ CameraMaxCoF = gSavedSettings.getF32("CameraMaxCoF");
+ CameraDoFResScale = gSavedSettings.getF32("CameraDoFResScale");
+}
+
void LLPipeline::releaseGLBuffers()
{
assertInitialized();
@@ -883,21 +975,14 @@ void LLPipeline::releaseScreenBuffers()
{
mUIScreen.release();
mScreen.release();
+ mFXAABuffer.release();
mPhysicsDisplay.release();
mDeferredScreen.release();
mDeferredDepth.release();
- for (U32 i = 0; i < 3; i++)
- {
- mDeferredLight[i].release();
- }
-
- mEdgeMap.release();
- mGIMap.release();
- mGIMapPost[0].release();
- mGIMapPost[1].release();
- mHighlight.release();
- mLuminanceMap.release();
+ mDeferredLight.release();
+ mHighlight.release();
+
for (U32 i = 0; i < 6; i++)
{
mShadow[i].release();
@@ -907,6 +992,7 @@ void LLPipeline::releaseScreenBuffers()
void LLPipeline::createGLBuffers()
{
+ stop_glerror();
LLMemType mt_cb(LLMemType::MTYPE_PIPELINE_CREATE_BUFFERS);
assertInitialized();
@@ -1011,18 +1097,12 @@ void LLPipeline::createGLBuffers()
LLImageGL::generateTextures(1, &mLightFunc);
gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
- LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_ALPHA, lightResX, lightResY, GL_ALPHA, GL_UNSIGNED_BYTE, lg);
+ LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R8, lightResX, lightResY, GL_RED, GL_UNSIGNED_BYTE, lg);
gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
delete [] lg;
}
-
- if (gSavedSettings.getBOOL("RenderDeferredGI"))
- {
- mGIMap.allocate(512,512,GL_RGBA, TRUE, FALSE);
- addDeferredAttachments(mGIMap);
- }
}
gBumpImageList.restoreGL();
@@ -1123,10 +1203,11 @@ S32 LLPipeline::getMaxLightingDetail() const
S32 LLPipeline::setLightingDetail(S32 level)
{
LLMemType mt_ld(LLMemType::MTYPE_PIPELINE_LIGHTING_DETAIL);
+ refreshCachedSettings();
if (level < 0)
{
- if (gSavedSettings.getBOOL("RenderLocalLights"))
+ if (RenderLocalLights)
{
level = 1;
}
@@ -1447,7 +1528,7 @@ U32 LLPipeline::addObject(LLViewerObject *vobj)
{
LLMemType mt_ao(LLMemType::MTYPE_PIPELINE_ADD_OBJECT);
- if (gSavedSettings.getBOOL("RenderDelayCreation"))
+ if (RenderDelayCreation)
{
mCreateQ.push_back(vobj);
}
@@ -1510,7 +1591,7 @@ void LLPipeline::createObject(LLViewerObject* vobj)
markRebuild(drawablep, LLDrawable::REBUILD_ALL, TRUE);
- if (drawablep->getVOVolume() && gSavedSettings.getBOOL("RenderAnimateRes"))
+ if (drawablep->getVOVolume() && RenderAnimateRes)
{
// fun animated res
drawablep->updateXform(TRUE);
@@ -1549,7 +1630,7 @@ void LLPipeline::resetFrameStats()
//external functions for asynchronous updating
void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep)
{
- if (gSavedSettings.getBOOL("FreezeTime"))
+ if (FreezeTime)
{
return;
}
@@ -1579,7 +1660,7 @@ void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep)
void LLPipeline::updateMoveNormalAsync(LLDrawable* drawablep)
{
- if (gSavedSettings.getBOOL("FreezeTime"))
+ if (FreezeTime)
{
return;
}
@@ -1636,7 +1717,7 @@ void LLPipeline::updateMove()
LLFastTimer t(FTM_UPDATE_MOVE);
LLMemType mt_um(LLMemType::MTYPE_PIPELINE_UPDATE_MOVE);
- if (gSavedSettings.getBOOL("FreezeTime"))
+ if (FreezeTime)
{
return;
}
@@ -2009,13 +2090,13 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
gGL.setColorMask(false, false);
}
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadMatrixd(gGLLastProjection);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadMatrix(gGLLastProjection);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLLastModelView);
+ gGL.loadMatrix(gGLLastModelView);
LLVertexBuffer::unbind();
@@ -2120,10 +2201,10 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
}
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
if (sUseOcclusion > 1)
{
@@ -2761,6 +2842,11 @@ void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result)
{
markVisible(*i, camera);
}
+
+ if (!sDelayVBUpdate)
+ { //rebuild mesh as soon as we know it's visible
+ group->rebuildMesh();
+ }
}
}
@@ -2811,6 +2897,11 @@ void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result)
{
group->setVisible();
stateSort(group, camera);
+
+ if (!sDelayVBUpdate)
+ { //rebuild mesh as soon as we know it's visible
+ group->rebuildMesh();
+ }
}
}
@@ -2826,11 +2917,7 @@ void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result)
}
}
}
- {
- LLFastTimer ftm(FTM_CLIENT_COPY);
- LLVertexBuffer::clientCopy();
- }
-
+
postSort(camera);
}
@@ -2986,7 +3073,7 @@ void renderScriptedBeacons(LLDrawable* drawablep)
{
if (gPipeline.sRenderBeacons)
{
- gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
+ gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
}
if (gPipeline.sRenderHighlight)
@@ -3012,7 +3099,7 @@ void renderScriptedTouchBeacons(LLDrawable* drawablep)
{
if (gPipeline.sRenderBeacons)
{
- gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
+ gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
}
if (gPipeline.sRenderHighlight)
@@ -3037,7 +3124,7 @@ void renderPhysicalBeacons(LLDrawable* drawablep)
{
if (gPipeline.sRenderBeacons)
{
- gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(0.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
+ gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(0.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
}
if (gPipeline.sRenderHighlight)
@@ -3073,7 +3160,7 @@ void renderMOAPBeacons(LLDrawable* drawablep)
{
if (gPipeline.sRenderBeacons)
{
- gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 1.f, 1.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
+ gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 1.f, 1.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
}
if (gPipeline.sRenderHighlight)
@@ -3098,7 +3185,7 @@ void renderParticleBeacons(LLDrawable* drawablep)
if (gPipeline.sRenderBeacons)
{
LLColor4 light_blue(0.5f, 0.5f, 1.f, 0.5f);
- gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", light_blue, LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
+ gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", light_blue, LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
}
if (gPipeline.sRenderHighlight)
@@ -3243,19 +3330,6 @@ void LLPipeline::postSort(LLCamera& camera)
if (!sShadowRender)
{
- //sort by texture or bump map
- for (U32 i = 0; i < LLRenderPass::NUM_RENDER_TYPES; ++i)
- {
- if (i == LLRenderPass::PASS_BUMP)
- {
- std::sort(sCull->beginRenderMap(i), sCull->endRenderMap(i), LLDrawInfo::CompareBump());
- }
- else
- {
- std::sort(sCull->beginRenderMap(i), sCull->endRenderMap(i), LLDrawInfo::CompareTexturePtrMatrix());
- }
- }
-
std::sort(sCull->beginAlphaGroups(), sCull->endAlphaGroups(), LLSpatialGroup::CompareDepthGreater());
}
llpushcallstacks ;
@@ -3304,7 +3378,7 @@ void LLPipeline::postSort(LLCamera& camera)
if (gPipeline.sRenderBeacons)
{
//pos += LLVector3(0.f, 0.f, 0.2f);
- gObjectList.addDebugBeacon(pos, "", LLColor4(1.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
+ gObjectList.addDebugBeacon(pos, "", LLColor4(1.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), DebugBeaconLineWidth);
}
}
// now deal with highlights for all those seeable sound sources
@@ -3369,7 +3443,7 @@ void render_hud_elements()
if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
{
- LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
+ LLGLEnable multisample(LLPipeline::RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
gViewerWindow->renderSelections(FALSE, FALSE, FALSE); // For HUD version in render_ui_3d()
// Draw the tracking overlays
@@ -3441,10 +3515,10 @@ void LLPipeline::renderHighlights()
//gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
gGL.pushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
- glLoadIdentity();
+ gGL.loadIdentity();
gGL.getTexUnit(0)->bind(&mHighlight);
@@ -3456,9 +3530,9 @@ void LLPipeline::renderHighlights()
gGL.begin(LLRender::TRIANGLES);
- F32 scale = gSavedSettings.getF32("RenderHighlightBrightness");
- LLColor4 color = gSavedSettings.getColor4("RenderHighlightColor");
- F32 thickness = gSavedSettings.getF32("RenderHighlightThickness");
+ F32 scale = RenderHighlightBrightness;
+ LLColor4 color = RenderHighlightColor;
+ F32 thickness = RenderHighlightThickness;
for (S32 pass = 0; pass < 2; ++pass)
{
@@ -3504,7 +3578,7 @@ void LLPipeline::renderHighlights()
gGL.end();
gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
//gGL.setSceneBlendType(LLRender::BT_ALPHA);
@@ -3513,7 +3587,7 @@ void LLPipeline::renderHighlights()
if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
{
gHighlightProgram.bind();
- gHighlightProgram.vertexAttrib4f(LLViewerShaderMgr::MATERIAL_COLOR,1,1,1,0.5f);
+ gGL.diffuseColor4f(1,1,1,0.5f);
}
if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
@@ -3543,10 +3617,7 @@ void LLPipeline::renderHighlights()
{
// Paint 'em red!
color.setVec(1.f, 0.f, 0.f, 0.5f);
- if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
- {
- gHighlightProgram.vertexAttrib4f(LLViewerShaderMgr::MATERIAL_COLOR,1,0,0,0.5f);
- }
+
int count = mHighlightFaces.size();
for (S32 i = 0; i < count; i++)
{
@@ -3575,8 +3646,8 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
assertInitialized();
- F64 saved_modelview[16];
- F64 saved_projection[16];
+ F32 saved_modelview[16];
+ F32 saved_projection[16];
//HACK: preserve/restore matrices around HUD render
if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
@@ -3588,13 +3659,6 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
}
}
- S32 stack_depth = 0;
-
- if (gDebugGL)
- {
- glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &stack_depth);
- }
-
///////////////////////////////////////////
//
// Sync and verify GL state
@@ -3620,12 +3684,12 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
LLAppViewer::instance()->pingMainloopTimeout("Pipeline:ForceVBO");
// Initialize lots of GL state to "safe" values
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
LLGLSPipeline gls_pipeline;
- LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
+ LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
LLGLState gls_color_material(GL_COLOR_MATERIAL, mLightingDetail < 2);
@@ -3691,7 +3755,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
{
occlude = FALSE;
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
LLGLSLShader::bindNoShader();
doOcclusion(camera);
}
@@ -3702,7 +3766,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
LLFastTimer t(FTM_POOLRENDER);
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
for( S32 i = 0; i < poolp->getNumPasses(); i++ )
{
@@ -3722,7 +3786,6 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
LLVertexBuffer::unbind();
if (gDebugGL)
{
- check_stack_depth(stack_depth);
std::string msg = llformat("pass %d", i);
LLGLState::checkStates(msg);
//LLGLState::checkTextureChannels(msg);
@@ -3751,13 +3814,13 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
LLVertexBuffer::unbind();
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
if (occlude)
{
occlude = FALSE;
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
LLGLSLShader::bindNoShader();
doOcclusion(camera);
}
@@ -3851,7 +3914,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera)
}
}
- LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
+ LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
LLVertexBuffer::unbind();
@@ -3877,7 +3940,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera)
LLFastTimer t(FTM_POOLRENDER);
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
for( S32 i = 0; i < poolp->getNumDeferredPasses(); i++ )
{
@@ -3898,12 +3961,6 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera)
if (gDebugGL || gDebugPipeline)
{
- GLint depth;
- glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
- if (depth > 3)
- {
- llerrs << "GL matrix stack corrupted!" << llendl;
- }
LLGLState::checkStates();
}
}
@@ -3925,7 +3982,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera)
}
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
gGL.setColorMask(true, false);
}
@@ -3938,7 +3995,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
LLGLEnable cull(GL_CULL_FACE);
- LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
+ LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
calcNearbyLights(camera);
setupHWLights(NULL);
@@ -3958,7 +4015,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
{
occlude = FALSE;
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
LLGLSLShader::bindNoShader();
doOcclusion(camera);
gGL.setColorMask(true, false);
@@ -3970,7 +4027,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
LLFastTimer t(FTM_POOLRENDER);
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
for( S32 i = 0; i < poolp->getNumPostDeferredPasses(); i++ )
{
@@ -3991,12 +4048,6 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
if (gDebugGL || gDebugPipeline)
{
- GLint depth;
- glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
- if (depth > 3)
- {
- llerrs << "GL matrix stack corrupted!" << llendl;
- }
LLGLState::checkStates();
}
}
@@ -4018,17 +4069,17 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
}
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
if (occlude)
{
occlude = FALSE;
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
LLGLSLShader::bindNoShader();
doOcclusion(camera);
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
}
}
@@ -4052,8 +4103,10 @@ void LLPipeline::renderGeomShadow(LLCamera& camera)
pool_set_t::iterator iter2 = iter1;
if (hasRenderType(poolp->getType()) && poolp->getNumShadowPasses() > 0)
{
+ poolp->prerender() ;
+
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
for( S32 i = 0; i < poolp->getNumShadowPasses(); i++ )
{
@@ -4092,7 +4145,7 @@ void LLPipeline::renderGeomShadow(LLCamera& camera)
}
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
}
@@ -4139,6 +4192,11 @@ void LLPipeline::renderPhysicsDisplay()
gGL.setColorMask(true, false);
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gDebugProgram.bind();
+ }
+
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
@@ -4161,15 +4219,20 @@ void LLPipeline::renderPhysicsDisplay()
LLSpatialBridge* bridge = *i;
if (!bridge->isDead() && hasRenderType(bridge->mDrawableType))
{
- glPushMatrix();
- glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
+ gGL.pushMatrix();
+ gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
bridge->renderPhysicsShapes();
- glPopMatrix();
+ gGL.popMatrix();
}
}
-
gGL.flush();
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gDebugProgram.unbind();
+ }
+
mPhysicsDisplay.flush();
}
@@ -4183,13 +4246,21 @@ void LLPipeline::renderDebug()
gGL.color4f(1,1,1,1);
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
gGL.setColorMask(true, false);
bool hud_only = hasRenderType(LLPipeline::RENDER_TYPE_HUD);
+
if (!hud_only && !mDebugBlips.empty())
{ //render debug blips
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+
+ gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep, true);
+
glPointSize(8.f);
LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
@@ -4243,13 +4314,18 @@ void LLPipeline::renderDebug()
LLSpatialBridge* bridge = *i;
if (!bridge->isDead() && hasRenderType(bridge->mDrawableType))
{
- glPushMatrix();
- glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
+ gGL.pushMatrix();
+ gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
bridge->renderDebug();
- glPopMatrix();
+ gGL.popMatrix();
}
}
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+
if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
{
LLVertexBuffer::unbind();
@@ -4383,6 +4459,11 @@ void LLPipeline::renderDebug()
}
}
+ if (mRenderDebugMask & RENDER_DEBUG_WIND_VECTORS)
+ {
+ gAgent.getRegion()->mWind.renderVectors();
+ }
+
if (mRenderDebugMask & RENDER_DEBUG_COMPOSITION)
{
// Debug composition layers
@@ -4429,7 +4510,7 @@ void LLPipeline::renderDebug()
gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
gGL.pushMatrix();
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
gGLLastMatrix = NULL;
for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ2.begin(); iter != mGroupQ2.end(); ++iter)
@@ -4450,7 +4531,7 @@ void LLPipeline::renderDebug()
if (bridge)
{
gGL.pushMatrix();
- glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
+ gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
}
F32 alpha = llclamp((F32) (size-count)/size, 0.f, 1.f);
@@ -4474,8 +4555,10 @@ void LLPipeline::renderDebug()
}
gGL.flush();
-
- gPipeline.renderPhysicsDisplay();
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.unbind();
+ }
}
void LLPipeline::rebuildPools()
@@ -5024,10 +5107,14 @@ void LLPipeline::calcNearbyLights(LLCamera& camera)
void LLPipeline::setupHWLights(LLDrawPool* pool)
{
assertInitialized();
-
+
// Ambient
- LLColor4 ambient = gSky.getTotalAmbientColor();
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ gGL.syncMatrices();
+ LLColor4 ambient = gSky.getTotalAmbientColor();
+ gGL.setAmbientLightColor(ambient);
+ }
// Light 0 = Sun or Moon (All objects)
{
@@ -5137,8 +5224,9 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
light_state->setQuadraticAttenuation(0.f);
}
+
if (light->isLightSpotlight() // directional (spot-)light
- && (LLPipeline::sRenderDeferred || gSavedSettings.getBOOL("RenderSpotLightsInNondeferred"))) // these are only rendered as GL spotlights if we're in deferred rendering mode *or* the setting forces them on
+ && (LLPipeline::sRenderDeferred || RenderSpotLightsInNondeferred)) // these are only rendered as GL spotlights if we're in deferred rendering mode *or* the setting forces them on
{
LLVector3 spotparams = light->getSpotLightParams();
LLQuaternion quat = light->getRenderRotation();
@@ -5205,7 +5293,11 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
}
// Init GL state
- glDisable(GL_LIGHTING);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glDisable(GL_LIGHTING);
+ }
+
for (S32 i = 0; i < 8; ++i)
{
gGL.getLight(i)->disable();
@@ -5226,7 +5318,10 @@ void LLPipeline::enableLights(U32 mask)
stop_glerror();
if (!mLightMask)
{
- glEnable(GL_LIGHTING);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glEnable(GL_LIGHTING);
+ }
}
if (mask)
{
@@ -5249,13 +5344,16 @@ void LLPipeline::enableLights(U32 mask)
}
else
{
- glDisable(GL_LIGHTING);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glDisable(GL_LIGHTING);
+ }
}
- stop_glerror();
mLightMask = mask;
- LLColor4 ambient = gSky.getTotalAmbientColor();
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV);
stop_glerror();
+
+ LLColor4 ambient = gSky.getTotalAmbientColor();
+ gGL.setAmbientLightColor(ambient);
}
}
@@ -5304,21 +5402,24 @@ void LLPipeline::enableLightsPreview()
{
disableLights();
- glEnable(GL_LIGHTING);
- LLColor4 ambient = gSavedSettings.getColor4("PreviewAmbientColor");
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glEnable(GL_LIGHTING);
+ }
+ LLColor4 ambient = PreviewAmbientColor;
+ gGL.setAmbientLightColor(ambient);
- LLColor4 diffuse0 = gSavedSettings.getColor4("PreviewDiffuse0");
- LLColor4 specular0 = gSavedSettings.getColor4("PreviewSpecular0");
- LLColor4 diffuse1 = gSavedSettings.getColor4("PreviewDiffuse1");
- LLColor4 specular1 = gSavedSettings.getColor4("PreviewSpecular1");
- LLColor4 diffuse2 = gSavedSettings.getColor4("PreviewDiffuse2");
- LLColor4 specular2 = gSavedSettings.getColor4("PreviewSpecular2");
+ LLColor4 diffuse0 = PreviewDiffuse0;
+ LLColor4 specular0 = PreviewSpecular0;
+ LLColor4 diffuse1 = PreviewDiffuse1;
+ LLColor4 specular1 = PreviewSpecular1;
+ LLColor4 diffuse2 = PreviewDiffuse2;
+ LLColor4 specular2 = PreviewSpecular2;
- LLVector3 dir0 = gSavedSettings.getVector3("PreviewDirection0");
- LLVector3 dir1 = gSavedSettings.getVector3("PreviewDirection1");
- LLVector3 dir2 = gSavedSettings.getVector3("PreviewDirection2");
+ LLVector3 dir0 = PreviewDirection0;
+ LLVector3 dir1 = PreviewDirection1;
+ LLVector3 dir2 = PreviewDirection2;
dir0.normVec();
dir1.normVec();
@@ -5365,7 +5466,7 @@ void LLPipeline::enableLightsAvatarEdit(const LLColor4& color)
setupAvatarLights(TRUE);
enableLights(mask);
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV);
+ gGL.setAmbientLightColor(color);
}
void LLPipeline::enableLightsFullbright(const LLColor4& color)
@@ -5374,7 +5475,7 @@ void LLPipeline::enableLightsFullbright(const LLColor4& color)
U32 mask = 0x1000; // Non-0 mask, set ambient
enableLights(mask);
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV);
+ gGL.setAmbientLightColor(color);
}
void LLPipeline::disableLights()
@@ -6030,11 +6131,8 @@ void LLPipeline::resetVertexBuffers()
gSky.resetVertexBuffers();
- if (LLVertexBuffer::sGLCount > 0)
- {
- LLVertexBuffer::cleanupClass();
- }
-
+ LLVertexBuffer::cleanupClass();
+
//delete all name pool caches
LLGLNamePool::cleanupPools();
@@ -6043,35 +6141,32 @@ void LLPipeline::resetVertexBuffers()
llwarns << "VBO wipe failed." << llendl;
}
- if (!LLVertexBuffer::sStreamIBOPool.mNameList.empty() ||
- !LLVertexBuffer::sStreamVBOPool.mNameList.empty() ||
- !LLVertexBuffer::sDynamicIBOPool.mNameList.empty() ||
- !LLVertexBuffer::sDynamicVBOPool.mNameList.empty())
- {
- llwarns << "VBO name pool cleanup failed." << llendl;
- }
+ llassert(LLVertexBuffer::sGLCount == 0);
LLVertexBuffer::unbind();
sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
+ LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO");
LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw");
LLVertexBuffer::sEnableVBOs = gSavedSettings.getBOOL("RenderVBOEnable");
LLVertexBuffer::sDisableVBOMapping = LLVertexBuffer::sEnableVBOs && gSavedSettings.getBOOL("RenderVBOMappingDisable") ;
sBakeSunlight = gSavedSettings.getBOOL("RenderBakeSunlight");
sNoAlpha = gSavedSettings.getBOOL("RenderNoAlpha");
LLPipeline::sTextureBindTest = gSavedSettings.getBOOL("RenderDebugTextureBind");
+
+ LLVertexBuffer::initClass(LLVertexBuffer::sEnableVBOs, LLVertexBuffer::sDisableVBOMapping);
}
void LLPipeline::renderObjects(U32 type, U32 mask, BOOL texture)
{
LLMemType mt_ro(LLMemType::MTYPE_PIPELINE_RENDER_OBJECTS);
assertInitialized();
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
gGLLastMatrix = NULL;
mSimplePool->pushBatches(type, mask);
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
gGLLastMatrix = NULL;
}
@@ -6080,25 +6175,25 @@ void apply_cube_face_rotation(U32 face)
switch (face)
{
case 0:
- glRotatef(90.f, 0, 1, 0);
- glRotatef(180.f, 1, 0, 0);
+ gGL.rotatef(90.f, 0, 1, 0);
+ gGL.rotatef(180.f, 1, 0, 0);
break;
case 2:
- glRotatef(-90.f, 1, 0, 0);
+ gGL.rotatef(-90.f, 1, 0, 0);
break;
case 4:
- glRotatef(180.f, 0, 1, 0);
- glRotatef(180.f, 0, 0, 1);
+ gGL.rotatef(180.f, 0, 1, 0);
+ gGL.rotatef(180.f, 0, 0, 1);
break;
case 1:
- glRotatef(-90.f, 0, 1, 0);
- glRotatef(180.f, 1, 0, 0);
+ gGL.rotatef(-90.f, 0, 1, 0);
+ gGL.rotatef(180.f, 1, 0, 0);
break;
case 3:
- glRotatef(90, 1, 0, 0);
+ gGL.rotatef(90, 1, 0, 0);
break;
case 5:
- glRotatef(180, 0, 0, 1);
+ gGL.rotatef(180, 0, 0, 1);
break;
}
}
@@ -6141,8 +6236,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
{
LLMemType mt_ru(LLMemType::MTYPE_PIPELINE_RENDER_BLOOM);
if (!(gPipeline.canUseVertexShaders() &&
- sRenderGlow) ||
- (!sRenderDeferred && hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)))
+ sRenderGlow))
{
return;
}
@@ -6158,11 +6252,11 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
- U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor");
+ U32 res_mod = RenderResolutionDivisor;
LLVector2 tc1(0,0);
- LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw()*2,
- (F32) gViewerWindow->getWorldViewHeightRaw()*2);
+ LLVector2 tc2((F32) mScreen.getWidth()*2,
+ (F32) mScreen.getHeight()*2);
if (res_mod > 1)
{
@@ -6177,12 +6271,12 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
enableLightsFullbright(LLColor4(1,1,1,1));
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
LLGLDisable test(GL_ALPHA_TEST);
@@ -6197,16 +6291,18 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
}
gGlowExtractProgram.bind();
- F32 minLum = llmax(gSavedSettings.getF32("RenderGlowMinLuminance"), 0.0f);
- F32 maxAlpha = gSavedSettings.getF32("RenderGlowMaxExtractAlpha");
- F32 warmthAmount = gSavedSettings.getF32("RenderGlowWarmthAmount");
- LLVector3 lumWeights = gSavedSettings.getVector3("RenderGlowLumWeights");
- LLVector3 warmthWeights = gSavedSettings.getVector3("RenderGlowWarmthWeights");
- gGlowExtractProgram.uniform1f("minLuminance", minLum);
- gGlowExtractProgram.uniform1f("maxExtractAlpha", maxAlpha);
- gGlowExtractProgram.uniform3f("lumWeights", lumWeights.mV[0], lumWeights.mV[1], lumWeights.mV[2]);
- gGlowExtractProgram.uniform3f("warmthWeights", warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]);
- gGlowExtractProgram.uniform1f("warmthAmount", warmthAmount);
+ F32 minLum = llmax((F32) RenderGlowMinLuminance, 0.0f);
+ F32 maxAlpha = RenderGlowMaxExtractAlpha;
+ F32 warmthAmount = RenderGlowWarmthAmount;
+ LLVector3 lumWeights = RenderGlowLumWeights;
+ LLVector3 warmthWeights = RenderGlowWarmthWeights;
+
+
+ gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, minLum);
+ gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MAX_EXTRACT_ALPHA, maxAlpha);
+ gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1], lumWeights.mV[2]);
+ gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]);
+ gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount);
LLGLEnable blend_on(GL_BLEND);
LLGLEnable test(GL_ALPHA_TEST);
@@ -6237,22 +6333,22 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
tc2.setVec(2,2);
// power of two between 1 and 1024
- U32 glowResPow = gSavedSettings.getS32("RenderGlowResolutionPow");
+ U32 glowResPow = RenderGlowResolutionPow;
const U32 glow_res = llmax(1,
llmin(1024, 1 << glowResPow));
- S32 kernel = gSavedSettings.getS32("RenderGlowIterations")*2;
- F32 delta = gSavedSettings.getF32("RenderGlowWidth") / glow_res;
+ S32 kernel = RenderGlowIterations*2;
+ F32 delta = RenderGlowWidth / glow_res;
// Use half the glow width if we have the res set to less than 9 so that it looks
// almost the same in either case.
if (glowResPow < 9)
{
delta *= 0.5f;
}
- F32 strength = gSavedSettings.getF32("RenderGlowStrength");
+ F32 strength = RenderGlowStrength;
gGlowProgram.bind();
- gGlowProgram.uniform1f("glowStrength", strength);
+ gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength);
for (S32 i = 0; i < kernel; i++)
{
@@ -6273,11 +6369,11 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
if (i%2 == 0)
{
- gGlowProgram.uniform2f("glowDelta", delta, 0);
+ gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0);
}
else
{
- gGlowProgram.uniform2f("glowDelta", 0, delta);
+ gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta);
}
gGL.begin(LLRender::TRIANGLE_STRIP);
@@ -6309,8 +6405,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
- tc2.setVec((F32) gViewerWindow->getWorldViewWidthRaw(),
- (F32) gViewerWindow->getWorldViewHeightRaw());
+ tc2.setVec((F32) mScreen.getWidth(),
+ (F32) mScreen.getHeight());
gGL.flush();
@@ -6318,28 +6414,22 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
if (LLPipeline::sRenderDeferred)
{
- bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater();
- LLGLSLShader* shader = &gDeferredPostProgram;
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
- {
- shader = &gDeferredGIFinalProgram;
- dof_enabled = false;
- }
- else if (!dof_enabled || LLToolMgr::getInstance()->inBuildMode() || !gSavedSettings.getBOOL("RenderDepthOfField"))
- { //squish focal length when in build mode (or if DoF is disabled) so DoF doesn't make editing objects difficult
- shader = &gDeferredPostNoDoFProgram;
- dof_enabled = false;
- }
-
-
- LLGLDisable blend(GL_BLEND);
- bindDeferredShader(*shader);
+ bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater() &&
+ !LLToolMgr::getInstance()->inBuildMode() &&
+ RenderDepthOfField;
+
+
+ bool multisample = RenderFSAASamples > 1 && mFXAABuffer.isComplete();
+ gViewerWindow->setup3DViewport();
+
if (dof_enabled)
{
- //depth of field focal plane calculations
+ LLGLSLShader* shader = &gDeferredPostProgram;
+ LLGLDisable blend(GL_BLEND);
+ //depth of field focal plane calculations
static F32 current_distance = 16.f;
static F32 start_distance = 16.f;
static F32 transition_time = 1.f;
@@ -6369,8 +6459,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
else if (gAgentCamera.cameraMouselook())
{ //focus on point under mouselook crosshairs
gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE,
- NULL,
- &focus_point);
+ NULL,
+ &focus_point);
}
else
{
@@ -6401,7 +6491,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
}
else if (transition_time < 1.f)
{ //currently in a transition, continue interpolating
- transition_time += 1.f/gSavedSettings.getF32("CameraFocusTransitionTime")*gFrameIntervalSeconds;
+ transition_time += 1.f/CameraFocusTransitionTime*gFrameIntervalSeconds;
transition_time = llmin(transition_time, 1.f);
F32 t = cosf(transition_time*F_PI+F_PI)*0.5f+0.5f;
@@ -6414,12 +6504,12 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
//convert to mm
F32 subject_distance = current_distance*1000.f;
- F32 fnumber = gSavedSettings.getF32("CameraFNumber");
- F32 default_focal_length = gSavedSettings.getF32("CameraFocalLength");
+ F32 fnumber = CameraFNumber;
+ F32 default_focal_length = CameraFocalLength;
F32 fov = LLViewerCamera::getInstance()->getView();
- const F32 default_fov = gSavedSettings.getF32("CameraFieldOfView") * F_PI/180.f;
+ const F32 default_fov = CameraFieldOfView * F_PI/180.f;
//const F32 default_aspect_ratio = gSavedSettings.getF32("CameraAspectRatio");
//F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight();
@@ -6442,36 +6532,217 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
blur_constant /= 1000.f; //convert to meters for shader
F32 magnification = focal_length/(subject_distance-focal_length);
- shader->uniform1f("focal_distance", -subject_distance/1000.f);
- shader->uniform1f("blur_constant", blur_constant);
- shader->uniform1f("tan_pixel_angle", tanf(1.f/LLDrawable::sCurPixelAngle));
- shader->uniform1f("magnification", magnification);
- }
+ { //build diffuse+bloom+CoF
+ mDeferredLight.bindTarget();
+ shader = &gDeferredCoFProgram;
- S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
- if (channel > -1)
- {
- mScreen.bindTexture(0, channel);
+ bindDeferredShader(*shader);
+
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
+ if (channel > -1)
+ {
+ mScreen.bindTexture(0, channel);
+ }
+
+ shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance/1000.f);
+ shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant);
+ shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f/LLDrawable::sCurPixelAngle));
+ shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification);
+ shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
+ shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1,3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3,-1);
+
+ gGL.end();
+
+ unbindDeferredShader(*shader);
+ mDeferredLight.flush();
+ }
+
+ { //perform DoF sampling at half-res (preserve alpha channel)
+ mScreen.bindTarget();
+ glViewport(0,0,(GLsizei) (mScreen.getWidth()*CameraDoFResScale), (GLsizei) (mScreen.getHeight()*CameraDoFResScale));
+ gGL.setColorMask(true, false);
+
+ shader = &gDeferredPostProgram;
+ bindDeferredShader(*shader);
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
+ if (channel > -1)
+ {
+ mDeferredLight.bindTexture(0, channel);
+ }
+
+ shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
+ shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1,3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3,-1);
+
+ gGL.end();
+
+ unbindDeferredShader(*shader);
+ mScreen.flush();
+ gGL.setColorMask(true, true);
+ }
+
+ { //combine result based on alpha
+ if (multisample)
+ {
+ mDeferredLight.bindTarget();
+ glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
+ }
+ else
+ {
+ gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
+ gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
+ gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
+ gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
+ glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
+ }
+
+ shader = &gDeferredDoFCombineProgram;
+ bindDeferredShader(*shader);
+
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
+ if (channel > -1)
+ {
+ mScreen.bindTexture(0, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ }
+
+ shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
+ shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1,3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3,-1);
+
+ gGL.end();
+
+ unbindDeferredShader(*shader);
+
+ if (multisample)
+ {
+ mDeferredLight.flush();
+ }
+ }
}
- //channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
- //if (channel > -1)
- //{
- //gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- //}
+ else
+ {
+ if (multisample)
+ {
+ mDeferredLight.bindTarget();
+ }
+ LLGLSLShader* shader = &gDeferredPostNoDoFProgram;
+
+ bindDeferredShader(*shader);
+
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
+ if (channel > -1)
+ {
+ mScreen.bindTexture(0, channel);
+ }
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1,3);
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3,-1);
- gGL.end();
+ gGL.end();
+
+ unbindDeferredShader(*shader);
+
+ if (multisample)
+ {
+ mDeferredLight.flush();
+ }
+ }
+
+ if (multisample)
+ {
+ //bake out texture2D with RGBL for FXAA shader
+ mFXAABuffer.bindTarget();
+
+ S32 width = mScreen.getWidth();
+ S32 height = mScreen.getHeight();
+ glViewport(0, 0, width, height);
- unbindDeferredShader(*shader);
+ LLGLSLShader* shader = &gGlowCombineFXAAProgram;
+
+ shader->bind();
+ shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height);
+
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
+ if (channel > -1)
+ {
+ mDeferredLight.bindTexture(0, channel);
+ }
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.vertex2f(-1,-1);
+ gGL.vertex2f(-1,3);
+ gGL.vertex2f(3,-1);
+ gGL.end();
+
+ gGL.flush();
+
+ shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
+ shader->unbind();
+
+ mFXAABuffer.flush();
+
+ shader = &gFXAAProgram;
+ shader->bind();
+
+ channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage());
+ if (channel > -1)
+ {
+ mFXAABuffer.bindTexture(0, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ }
+
+ F32 scale_x = (F32) width/mFXAABuffer.getWidth();
+ F32 scale_y = (F32) height/mFXAABuffer.getHeight();
+ shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y);
+ shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f/width*scale_x, 1.f/height*scale_y);
+ shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y);
+ shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y);
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.vertex2f(-1,-1);
+ gGL.vertex2f(-1,3);
+ gGL.vertex2f(3,-1);
+ gGL.end();
+
+ gGL.flush();
+ shader->unbind();
+ }
}
else
{
@@ -6504,7 +6775,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
v[1] = LLVector3(-1,3,0);
v[2] = LLVector3(3,-1,0);
- buff->setBuffer(0);
+ buff->flush();
LLGLDisable blend(GL_BLEND);
@@ -6523,7 +6794,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
gGL.getTexUnit(0)->bind(&mGlow[1]);
gGL.getTexUnit(1)->bind(&mScreen);
- LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
+ LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
buff->setBuffer(mask);
buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3);
@@ -6543,19 +6814,13 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
}
- if (LLRenderTarget::sUseFBO)
- { //copy depth buffer from mScreen to framebuffer
- LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(),
- 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
- }
-
gGL.setSceneBlendType(LLRender::BT_ALPHA);
if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES))
{
if (LLGLSLShader::sNoFixedFunction)
{
- gUIProgram.bind();
+ gSplatTextureRectProgram.bind();
}
gGL.setColorMask(true, false);
@@ -6569,7 +6834,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
gGL.getTexUnit(0)->bind(&mPhysicsDisplay);
- gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.begin(LLRender::TRIANGLES);
gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
gGL.vertex2f(-1,-1);
@@ -6584,15 +6849,22 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
if (LLGLSLShader::sNoFixedFunction)
{
- gUIProgram.unbind();
+ gSplatTextureRectProgram.unbind();
}
+ }
+
+ if (LLRenderTarget::sUseFBO)
+ { //copy depth buffer from mScreen to framebuffer
+ LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(),
+ 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
}
+
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
LLVertexBuffer::unbind();
@@ -6603,7 +6875,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
static LLFastTimer::DeclareTimer FTM_BIND_DEFERRED("Bind Deferred");
-void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRenderTarget* gi_source, LLRenderTarget* last_gi_post, U32 noise_map)
+void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 noise_map)
{
LLFastTimer t(FTM_BIND_DEFERRED);
@@ -6614,146 +6886,28 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
shader.bind();
S32 channel = 0;
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
if (channel > -1)
{
mDeferredScreen.bindTexture(0,channel);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
if (channel > -1)
{
mDeferredScreen.bindTexture(1, channel);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
if (channel > -1)
{
mDeferredScreen.bindTexture(2, channel);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
- if (gi_source)
- {
- BOOL has_gi = FALSE;
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_DIFFUSE);
- if (channel > -1)
- {
- has_gi = TRUE;
- gi_source->bindTexture(0, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_SPECULAR);
- if (channel > -1)
- {
- has_gi = TRUE;
- gi_source->bindTexture(1, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_NORMAL);
- if (channel > -1)
- {
- has_gi = TRUE;
- gi_source->bindTexture(2, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_MIN_POS);
- if (channel > -1)
- {
- has_gi = TRUE;
- gi_source->bindTexture(1, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_MAX_POS);
- if (channel > -1)
- {
- has_gi = TRUE;
- gi_source->bindTexture(3, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_DIFFUSE);
- if (channel > -1)
- {
- has_gi = TRUE;
- last_gi_post->bindTexture(0, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_NORMAL);
- if (channel > -1)
- {
- has_gi = TRUE;
- last_gi_post->bindTexture(2, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MAX_POS);
- if (channel > -1)
- {
- has_gi = TRUE;
- last_gi_post->bindTexture(1, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MIN_POS);
- if (channel > -1)
- {
- has_gi = TRUE;
- last_gi_post->bindTexture(3, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_DEPTH);
- if (channel > -1)
- {
- has_gi = TRUE;
- gGL.getTexUnit(channel)->bind(gi_source, TRUE);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- stop_glerror();
-
- glTexParameteri(LLTexUnit::getInternalType(mGIMap.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
- glTexParameteri(LLTexUnit::getInternalType(mGIMap.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
-
- stop_glerror();
- }
-
- if (has_gi)
- {
- F32 range_x = llmin(mGIRange.mV[0], 1.f);
- F32 range_y = llmin(mGIRange.mV[1], 1.f);
-
- LLVector2 scale(range_x,range_y);
-
- LLVector2 kern[25];
-
- for (S32 i = 0; i < 5; ++i)
- {
- for (S32 j = 0; j < 5; ++j)
- {
- S32 idx = i*5+j;
- kern[idx].mV[0] = (i-2)*0.5f;
- kern[idx].mV[1] = (j-2)*0.5f;
- kern[idx].scaleVec(scale);
- }
- }
-
- shader.uniform2fv("gi_kern", 25, (F32*) kern);
- shader.uniformMatrix4fv("gi_mat", 1, FALSE, mGIMatrix.m);
- shader.uniformMatrix4fv("gi_mat_proj", 1, FALSE, mGIMatrixProj.m);
- shader.uniformMatrix4fv("gi_inv_proj", 1, FALSE, mGIInvProj.m);
- shader.uniformMatrix4fv("gi_norm_mat", 1, FALSE, mGINormalMatrix.m);
- }
- }
- stop_glerror();
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage());
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage());
if (channel > -1)
{
gGL.getTexUnit(channel)->bind(&mDeferredDepth, TRUE);
@@ -6767,21 +6921,21 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
glh::matrix4f projection = glh_get_current_projection();
glh::matrix4f inv_proj = projection.inverse();
- shader.uniformMatrix4fv("inv_proj", 1, FALSE, inv_proj.m);
- shader.uniform4f("viewport", (F32) gGLViewport[0],
+ shader.uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m);
+ shader.uniform4f(LLShaderMgr::VIEWPORT, (F32) gGLViewport[0],
(F32) gGLViewport[1],
(F32) gGLViewport[2],
(F32) gGLViewport[3]);
}
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NOISE);
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_NOISE);
if (channel > -1)
{
gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, noise_map);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHTFUNC);
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC);
if (channel > -1)
{
gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
@@ -6789,60 +6943,31 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
stop_glerror();
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[light_index].getUsage());
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage());
if (channel > -1)
{
- mDeferredLight[light_index].bindTexture(0, channel);
+ if (light_index > 0)
+ {
+ mScreen.bindTexture(0, channel);
+ }
+ else
+ {
+ mDeferredLight.bindTexture(0, channel);
+ }
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE);
- if (channel > -1)
- {
- gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLuminanceMap.getTexture(), true);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_BLOOM);
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_BLOOM);
if (channel > -1)
{
mGlow[1].bindTexture(0, channel);
}
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
- if (channel > -1)
- {
- gi_source->bindTexture(0, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_EDGE, LLTexUnit::TT_RECT_TEXTURE);
- if (channel > -1)
- {
- mEdgeMap.bindTexture(0, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
- if (channel > -1)
- {
- mDeferredLight[1].bindTexture(0, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
- if (channel > -1)
- {
- mDeferredLight[2].bindTexture(0, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
-
stop_glerror();
for (U32 i = 0; i < 4; i++)
{
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE);
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE);
stop_glerror();
if (channel > -1)
{
@@ -6860,7 +6985,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
for (U32 i = 4; i < 6; i++)
{
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i);
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i);
stop_glerror();
if (channel > -1)
{
@@ -6889,12 +7014,11 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
mat[i+80] = mSunShadowMatrix[5].m[i];
}
- shader.uniformMatrix4fv("shadow_matrix[0]", 6, FALSE, mat);
- shader.uniformMatrix4fv("shadow_matrix", 6, FALSE, mat);
+ shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, FALSE, mat);
stop_glerror();
- channel = shader.enableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
+ channel = shader.enableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
if (channel > -1)
{
LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
@@ -6902,31 +7026,30 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
{
cube_map->enable(channel);
cube_map->bind();
- F64* m = gGLModelView;
+ F32* m = gGLModelView;
F32 mat[] = { m[0], m[1], m[2],
m[4], m[5], m[6],
m[8], m[9], m[10] };
- shader.uniform3fv("env_mat[0]", 3, mat);
- shader.uniform3fv("env_mat", 3, mat);
+ shader.uniform3fv(LLShaderMgr::DEFERRED_ENV_MAT, 3, mat);
}
}
- shader.uniform4fv("shadow_clip", 1, mSunClipPlanes.mV);
- shader.uniform1f("sun_wash", gSavedSettings.getF32("RenderDeferredSunWash"));
- shader.uniform1f("shadow_noise", gSavedSettings.getF32("RenderShadowNoise"));
- shader.uniform1f("blur_size", gSavedSettings.getF32("RenderShadowBlurSize"));
+ shader.uniform4fv(LLShaderMgr::DEFERRED_SHADOW_CLIP, 1, mSunClipPlanes.mV);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SUN_WASH, RenderDeferredSunWash);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_NOISE, RenderShadowNoise);
+ shader.uniform1f(LLShaderMgr::DEFERRED_BLUR_SIZE, RenderShadowBlurSize);
- shader.uniform1f("ssao_radius", gSavedSettings.getF32("RenderSSAOScale"));
- shader.uniform1f("ssao_max_radius", gSavedSettings.getU32("RenderSSAOMaxScale"));
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_RADIUS, RenderSSAOScale);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_MAX_RADIUS, RenderSSAOMaxScale);
- F32 ssao_factor = gSavedSettings.getF32("RenderSSAOFactor");
- shader.uniform1f("ssao_factor", ssao_factor);
- shader.uniform1f("ssao_factor_inv", 1.0/ssao_factor);
+ F32 ssao_factor = RenderSSAOFactor;
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR, ssao_factor);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR_INV, 1.0/ssao_factor);
- LLVector3 ssao_effect = gSavedSettings.getVector3("RenderSSAOEffect");
+ LLVector3 ssao_effect = RenderSSAOEffect;
F32 matrix_diag = (ssao_effect[0] + 2.0*ssao_effect[1])/3.0;
F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1])/3.0;
// This matrix scales (proj of color onto <1/rt(3),1/rt(3),1/rt(3)>) by
@@ -6934,35 +7057,23 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
F32 ssao_effect_mat[] = { matrix_diag, matrix_nondiag, matrix_nondiag,
matrix_nondiag, matrix_diag, matrix_nondiag,
matrix_nondiag, matrix_nondiag, matrix_diag};
- shader.uniformMatrix3fv("ssao_effect_mat", 1, GL_FALSE, ssao_effect_mat);
-
- F32 shadow_offset_error = 1.f + gSavedSettings.getF32("RenderShadowOffsetError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
- F32 shadow_bias_error = 1.f + gSavedSettings.getF32("RenderShadowBiasError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
-
- shader.uniform2f("screen_res", mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
- shader.uniform1f("near_clip", LLViewerCamera::getInstance()->getNear()*2.f);
- shader.uniform1f ("shadow_offset", gSavedSettings.getF32("RenderShadowOffset")*shadow_offset_error);
- shader.uniform1f("shadow_bias", gSavedSettings.getF32("RenderShadowBias")*shadow_bias_error);
- shader.uniform1f ("spot_shadow_offset", gSavedSettings.getF32("RenderSpotShadowOffset"));
- shader.uniform1f("spot_shadow_bias", gSavedSettings.getF32("RenderSpotShadowBias"));
-
- shader.uniform1f("lum_scale", gSavedSettings.getF32("RenderLuminanceScale"));
- shader.uniform1f("sun_lum_scale", gSavedSettings.getF32("RenderSunLuminanceScale"));
- shader.uniform1f("sun_lum_offset", gSavedSettings.getF32("RenderSunLuminanceOffset"));
- shader.uniform1f("lum_lod", gSavedSettings.getF32("RenderLuminanceDetail"));
- shader.uniform1f("gi_range", gSavedSettings.getF32("RenderGIRange"));
- shader.uniform1f("gi_brightness", gSavedSettings.getF32("RenderGIBrightness"));
- shader.uniform1f("gi_luminance", gSavedSettings.getF32("RenderGILuminance"));
- shader.uniform1f("gi_edge_weight", gSavedSettings.getF32("RenderGIBlurEdgeWeight"));
- shader.uniform1f("gi_blur_brightness", gSavedSettings.getF32("RenderGIBlurBrightness"));
- shader.uniform1f("gi_sample_width", mGILightRadius);
- shader.uniform1f("gi_noise", gSavedSettings.getF32("RenderGINoise"));
- shader.uniform1f("gi_attenuation", gSavedSettings.getF32("RenderGIAttenuation"));
- shader.uniform1f("gi_ambiance", gSavedSettings.getF32("RenderGIAmbiance"));
- shader.uniform2f("shadow_res", mShadow[0].getWidth(), mShadow[0].getHeight());
- shader.uniform2f("proj_shadow_res", mShadow[4].getWidth(), mShadow[4].getHeight());
- shader.uniform1f("depth_cutoff", gSavedSettings.getF32("RenderEdgeDepthCutoff"));
- shader.uniform1f("norm_cutoff", gSavedSettings.getF32("RenderEdgeNormCutoff"));
+ shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_SSAO_EFFECT_MAT, 1, GL_FALSE, ssao_effect_mat);
+
+ F32 shadow_offset_error = 1.f + RenderShadowOffsetError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
+ F32 shadow_bias_error = 1.f + RenderShadowBiasError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
+
+ shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
+ shader.uniform1f(LLShaderMgr::DEFERRED_NEAR_CLIP, LLViewerCamera::getInstance()->getNear()*2.f);
+ shader.uniform1f (LLShaderMgr::DEFERRED_SHADOW_OFFSET, RenderShadowOffset*shadow_offset_error);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_BIAS, RenderShadowBias*shadow_bias_error);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_OFFSET, RenderSpotShadowOffset);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_BIAS, RenderSpotShadowBias);
+
+ shader.uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, mTransformedSunDir.mV);
+ shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, mShadow[0].getWidth(), mShadow[0].getHeight());
+ shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, mShadow[4].getWidth(), mShadow[4].getHeight());
+ shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff);
+ shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff);
if (shader.getUniformLocation("norm_mat") >= 0)
@@ -7001,7 +7112,7 @@ void LLPipeline::renderDeferredLighting()
0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
}
- LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
+ LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
{
@@ -7023,38 +7134,40 @@ void LLPipeline::renderDeferredLighting()
glh::matrix4f mat = glh_copy_matrix(gGLModelView);
- F32 vert[] =
- {
- -1,1,
- -1,-3,
- 3,1,
- };
- glVertexPointer(2, GL_FLOAT, 0, vert);
- glColor3f(1,1,1);
+ LLStrider<LLVector3> vert;
+ mDeferredVB->getVertexStrider(vert);
+ LLStrider<LLVector2> tc0;
+ LLStrider<LLVector2> tc1;
+ mDeferredVB->getTexCoord0Strider(tc0);
+ mDeferredVB->getTexCoord1Strider(tc1);
+ vert[0].set(-1,1,0);
+ vert[1].set(-1,-3,0);
+ vert[2].set(3,1,0);
+
{
setupHWLights(NULL); //to set mSunDir;
LLVector4 dir(mSunDir, 0.f);
glh::vec4f tc(dir.mV);
mat.mult_matrix_vec(tc);
- glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], 0);
+ mTransformedSunDir.set(tc.v);
}
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
- if (gSavedSettings.getBOOL("RenderDeferredSSAO") || gSavedSettings.getS32("RenderShadowDetail") > 0)
+ if (RenderDeferredSSAO || RenderShadowDetail > 0)
{
- mDeferredLight[0].bindTarget();
+ mDeferredLight.bindTarget();
{ //paint shadow/SSAO light map (direct lighting lightmap)
LLFastTimer ftm(FTM_SUN_SHADOW);
bindDeferredShader(gDeferredSunProgram, 0);
-
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
glClearColor(1,1,1,1);
- mDeferredLight[0].clear(GL_COLOR_BUFFER_BIT);
+ mDeferredLight.clear(GL_COLOR_BUFFER_BIT);
glClearColor(0,0,0,0);
glh::matrix4f inv_trans = glh_get_current_modelview().inverse().transpose();
@@ -7077,141 +7190,36 @@ void LLPipeline::renderDeferredLighting()
}
gDeferredSunProgram.uniform3fv("offset", slice, offset);
- gDeferredSunProgram.uniform2f("screenRes", mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight());
+ gDeferredSunProgram.uniform2f("screenRes", mDeferredLight.getWidth(), mDeferredLight.getHeight());
{
LLGLDisable blend(GL_BLEND);
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
stop_glerror();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
stop_glerror();
}
unbindDeferredShader(gDeferredSunProgram);
}
- mDeferredLight[0].flush();
+ mDeferredLight.flush();
}
- { //global illumination specific block (still experimental)
- if (gSavedSettings.getBOOL("RenderDeferredBlurLight") &&
- gSavedSettings.getBOOL("RenderDeferredGI"))
- {
- LLFastTimer ftm(FTM_EDGE_DETECTION);
- //generate edge map
- LLGLDisable blend(GL_BLEND);
- LLGLDisable test(GL_ALPHA_TEST);
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable stencil(GL_STENCIL_TEST);
-
- {
- gDeferredEdgeProgram.bind();
- mEdgeMap.bindTarget();
- bindDeferredShader(gDeferredEdgeProgram);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
- unbindDeferredShader(gDeferredEdgeProgram);
- mEdgeMap.flush();
- }
- }
-
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
- {
- { //get luminance map from previous frame's light map
- LLGLEnable blend(GL_BLEND);
- LLGLDisable test(GL_ALPHA_TEST);
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable stencil(GL_STENCIL_TEST);
-
- //static F32 fade = 1.f;
-
- {
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
- gLuminanceGatherProgram.bind();
- gLuminanceGatherProgram.uniform2f("screen_res", mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight());
- mLuminanceMap.bindTarget();
- bindDeferredShader(gLuminanceGatherProgram);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
- unbindDeferredShader(gLuminanceGatherProgram);
- mLuminanceMap.flush();
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLuminanceMap.getTexture(), true);
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
- glGenerateMipmap(GL_TEXTURE_2D);
- }
- }
-
- { //paint noisy GI map (bounce lighting lightmap)
- LLFastTimer ftm(FTM_GI_TRACE);
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable test(GL_ALPHA_TEST);
-
- mGIMapPost[0].bindTarget();
-
- bindDeferredShader(gDeferredGIProgram, 0, &mGIMap, 0, mTrueNoiseMap);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
- unbindDeferredShader(gDeferredGIProgram);
- mGIMapPost[0].flush();
- }
-
- U32 pass_count = 0;
- if (gSavedSettings.getBOOL("RenderDeferredBlurLight"))
- {
- pass_count = llclamp(gSavedSettings.getU32("RenderGIBlurPasses"), (U32) 1, (U32) 128);
- }
-
- for (U32 i = 0; i < pass_count; ++i)
- { //gather/soften indirect lighting map
- LLFastTimer ftm(FTM_GI_GATHER);
- bindDeferredShader(gDeferredPostGIProgram, 0, &mGIMapPost[0], NULL, mTrueNoiseMap);
- F32 blur_size = gSavedSettings.getF32("RenderGIBlurSize")/((F32) i * gSavedSettings.getF32("RenderGIBlurIncrement")+1.f);
- gDeferredPostGIProgram.uniform2f("delta", 1.f, 0.f);
- gDeferredPostGIProgram.uniform1f("kern_scale", blur_size);
- gDeferredPostGIProgram.uniform1f("gi_blur_brightness", gSavedSettings.getF32("RenderGIBlurBrightness"));
-
- mGIMapPost[1].bindTarget();
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_FALSE);
- stop_glerror();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
- stop_glerror();
- }
-
- mGIMapPost[1].flush();
- unbindDeferredShader(gDeferredPostGIProgram);
- bindDeferredShader(gDeferredPostGIProgram, 0, &mGIMapPost[1], NULL, mTrueNoiseMap);
- mGIMapPost[0].bindTarget();
-
- gDeferredPostGIProgram.uniform2f("delta", 0.f, 1.f);
-
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_FALSE);
- stop_glerror();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- stop_glerror();
- }
- mGIMapPost[0].flush();
- unbindDeferredShader(gDeferredPostGIProgram);
- }
- }
- }
-
- if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
+ if (RenderDeferredSSAO)
{ //soften direct lighting lightmap
LLFastTimer ftm(FTM_SOFTEN_SHADOW);
//blur lightmap
- mDeferredLight[1].bindTarget();
-
+ mScreen.bindTarget();
glClearColor(1,1,1,1);
- mDeferredLight[1].clear(GL_COLOR_BUFFER_BIT);
+ mScreen.clear(GL_COLOR_BUFFER_BIT);
glClearColor(0,0,0,0);
bindDeferredShader(gDeferredBlurLightProgram);
-
- LLVector3 go = gSavedSettings.getVector3("RenderShadowGaussian");
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ LLVector3 go = RenderShadowGaussian;
const U32 kern_length = 4;
- F32 blur_size = gSavedSettings.getF32("RenderShadowBlurSize");
- F32 dist_factor = gSavedSettings.getF32("RenderShadowBlurDistFactor");
+ F32 blur_size = RenderShadowBlurSize;
+ F32 dist_factor = RenderShadowBlurDistFactor;
// sample symmetrically with the middle sample falling exactly on 0.0
F32 x = 0.f;
@@ -7235,15 +7243,16 @@ void LLPipeline::renderDeferredLighting()
LLGLDisable blend(GL_BLEND);
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
stop_glerror();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
stop_glerror();
}
- mDeferredLight[1].flush();
+ mScreen.flush();
unbindDeferredShader(gDeferredBlurLightProgram);
bindDeferredShader(gDeferredBlurLightProgram, 1);
- mDeferredLight[0].bindTarget();
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ mDeferredLight.bindTarget();
gDeferredBlurLightProgram.uniform2f("delta", 0.f, 1.f);
@@ -7251,69 +7260,59 @@ void LLPipeline::renderDeferredLighting()
LLGLDisable blend(GL_BLEND);
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
stop_glerror();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
stop_glerror();
}
- mDeferredLight[0].flush();
+ mDeferredLight.flush();
unbindDeferredShader(gDeferredBlurLightProgram);
}
stop_glerror();
- glPopMatrix();
+ gGL.popMatrix();
stop_glerror();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
stop_glerror();
- glPopMatrix();
+ gGL.popMatrix();
stop_glerror();
//copy depth and stencil from deferred screen
//mScreen.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
// 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
- {
- mDeferredLight[1].bindTarget();
- // clear color buffer here (GI) - zeroing alpha (glow) is important or it will accumulate against sky
- glClearColor(0,0,0,0);
- mScreen.clear(GL_COLOR_BUFFER_BIT);
- }
- else
- {
- mScreen.bindTarget();
- // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
- glClearColor(0,0,0,0);
- mScreen.clear(GL_COLOR_BUFFER_BIT);
- }
-
- if (gSavedSettings.getBOOL("RenderDeferredAtmospheric"))
+ mScreen.bindTarget();
+ // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
+ glClearColor(0,0,0,0);
+ mScreen.clear(GL_COLOR_BUFFER_BIT);
+
+ if (RenderDeferredAtmospheric)
{ //apply sunlight contribution
LLFastTimer ftm(FTM_ATMOSPHERICS);
- bindDeferredShader(gDeferredSoftenProgram, 0, &mGIMapPost[0]);
+ bindDeferredShader(gDeferredSoftenProgram);
{
LLGLDepthTest depth(GL_FALSE);
LLGLDisable blend(GL_BLEND);
LLGLDisable test(GL_ALPHA_TEST);
//full screen blit
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
- glVertexPointer(2, GL_FLOAT, 0, vert);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
-
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
}
unbindDeferredShader(gDeferredSoftenProgram);
}
- { //render sky
+ { //render non-deferred geometry (fullbright, alpha, etc)
LLGLDisable blend(GL_BLEND);
LLGLDisable stencil(GL_STENCIL_TEST);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
@@ -7330,15 +7329,8 @@ void LLPipeline::renderDeferredLighting()
gPipeline.popRenderTypeMask();
}
- BOOL render_local = gSavedSettings.getBOOL("RenderLocalLights");
+ BOOL render_local = RenderLocalLights;
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
- {
- mDeferredLight[1].flush();
- mDeferredLight[2].bindTarget();
- mDeferredLight[2].clear(GL_COLOR_BUFFER_BIT);
- }
-
if (render_local)
{
gGL.setSceneBlendType(LLRender::BT_ADD);
@@ -7354,12 +7346,12 @@ void LLPipeline::renderDeferredLighting()
std::list<LLVector4> light_colors;
LLVertexBuffer::unbind();
+ LLVector4a* v = (LLVector4a*) vert.get();
- F32 v[24];
- glVertexPointer(3, GL_FLOAT, 0, v);
-
{
bindDeferredShader(gDeferredLightProgram);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter)
{
@@ -7414,15 +7406,16 @@ void LLPipeline::renderDeferredLighting()
//correspond to their axis facing, with bit position 3,2,1 matching
//axis facing x,y,z, bit set meaning positive facing, bit clear
//meaning negative facing
- v[0] = c[0]-s; v[1] = c[1]-s; v[2] = c[2]-s; // 0 - 0000
- v[3] = c[0]-s; v[4] = c[1]-s; v[5] = c[2]+s; // 1 - 0001
- v[6] = c[0]-s; v[7] = c[1]+s; v[8] = c[2]-s; // 2 - 0010
- v[9] = c[0]-s; v[10] = c[1]+s; v[11] = c[2]+s; // 3 - 0011
+ mDeferredVB->getVertexStrider(vert);
+ v[0].set(c[0]-s,c[1]-s,c[2]-s); // 0 - 0000
+ v[1].set(c[0]-s,c[1]-s,c[2]+s); // 1 - 0001
+ v[2].set(c[0]-s,c[1]+s,c[2]-s); // 2 - 0010
+ v[3].set(c[0]-s,c[1]+s,c[2]+s); // 3 - 0011
- v[12] = c[0]+s; v[13] = c[1]-s; v[14] = c[2]-s; // 4 - 0100
- v[15] = c[0]+s; v[16] = c[1]-s; v[17] = c[2]+s; // 5 - 0101
- v[18] = c[0]+s; v[19] = c[1]+s; v[20] = c[2]-s; // 6 - 0110
- v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111
+ v[4].set(c[0]+s,c[1]-s,c[2]-s); // 4 - 0100
+ v[5].set(c[0]+s,c[1]-s,c[2]+s); // 5 - 0101
+ v[6].set(c[0]+s,c[1]+s,c[2]-s); // 6 - 0110
+ v[7].set(c[0]+s,c[1]+s,c[2]+s); // 7 - 0111
if (camera->getOrigin().mV[0] > c[0] + s + 0.2f ||
camera->getOrigin().mV[0] < c[0] - s - 0.2f ||
@@ -7441,10 +7434,16 @@ void LLPipeline::renderDeferredLighting()
}
LLFastTimer ftm(FTM_LOCAL_LIGHTS);
- glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
- glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
+ //glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
+ gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v);
+ gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s);
+ gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
+ gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
+ //gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
+ gGL.syncMatrices();
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8,
- GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center));
+ GL_UNSIGNED_SHORT, get_box_fan_indices_ptr(camera, center));
stop_glerror();
}
}
@@ -7469,7 +7468,9 @@ void LLPipeline::renderDeferredLighting()
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
bindDeferredShader(gDeferredSpotLightProgram);
- gDeferredSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
+ gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter)
{
@@ -7497,36 +7498,49 @@ void LLPipeline::renderDeferredLighting()
//correspond to their axis facing, with bit position 3,2,1 matching
//axis facing x,y,z, bit set meaning positive facing, bit clear
//meaning negative facing
- v[0] = c[0]-s; v[1] = c[1]-s; v[2] = c[2]-s; // 0 - 0000
- v[3] = c[0]-s; v[4] = c[1]-s; v[5] = c[2]+s; // 1 - 0001
- v[6] = c[0]-s; v[7] = c[1]+s; v[8] = c[2]-s; // 2 - 0010
- v[9] = c[0]-s; v[10] = c[1]+s; v[11] = c[2]+s; // 3 - 0011
+ mDeferredVB->getVertexStrider(vert);
+ v[0].set(c[0]-s,c[1]-s,c[2]-s); // 0 - 0000
+ v[1].set(c[0]-s,c[1]-s,c[2]+s); // 1 - 0001
+ v[2].set(c[0]-s,c[1]+s,c[2]-s); // 2 - 0010
+ v[3].set(c[0]-s,c[1]+s,c[2]+s); // 3 - 0011
- v[12] = c[0]+s; v[13] = c[1]-s; v[14] = c[2]-s; // 4 - 0100
- v[15] = c[0]+s; v[16] = c[1]-s; v[17] = c[2]+s; // 5 - 0101
- v[18] = c[0]+s; v[19] = c[1]+s; v[20] = c[2]-s; // 6 - 0110
- v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111
-
- glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
- glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
+ v[4].set(c[0]+s,c[1]-s,c[2]-s); // 4 - 0100
+ v[5].set(c[0]+s,c[1]-s,c[2]+s); // 5 - 0101
+ v[6].set(c[0]+s,c[1]+s,c[2]-s); // 6 - 0110
+ v[7].set(c[0]+s,c[1]+s,c[2]+s); // 7 - 0111
+
+ gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v);
+ gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s);
+ gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
+ gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
+ gGL.syncMatrices();
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8,
- GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center));
+ GL_UNSIGNED_SHORT, get_box_fan_indices_ptr(camera, center));
}
- gDeferredSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
+ gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
unbindDeferredShader(gDeferredSpotLightProgram);
}
+ //reset mDeferredVB to fullscreen triangle
+ mDeferredVB->getVertexStrider(vert);
+ vert[0].set(-1,1,0);
+ vert[1].set(-1,-3,0);
+ vert[2].set(3,1,0);
+
{
bindDeferredShader(gDeferredMultiLightProgram);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
LLGLDepthTest depth(GL_FALSE);
//full screen blit
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
U32 count = 0;
@@ -7534,7 +7548,7 @@ void LLPipeline::renderDeferredLighting()
LLVector4 light[max_count];
LLVector4 col[max_count];
- glVertexPointer(2, GL_FLOAT, 0, vert);
+// glVertexPointer(2, GL_FLOAT, 0, vert);
F32 far_z = 0.f;
@@ -7551,13 +7565,13 @@ void LLPipeline::renderDeferredLighting()
count++;
if (count == max_count || fullscreen_lights.empty())
{
- gDeferredMultiLightProgram.uniform1i("light_count", count);
- gDeferredMultiLightProgram.uniform4fv("light", count, (GLfloat*) light);
- gDeferredMultiLightProgram.uniform4fv("light_col", count, (GLfloat*) col);
- gDeferredMultiLightProgram.uniform1f("far_z", far_z);
+ gDeferredMultiLightProgram.uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count);
+ gDeferredMultiLightProgram.uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light);
+ gDeferredMultiLightProgram.uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col);
+ gDeferredMultiLightProgram.uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z);
far_z = 0.f;
- count = 0;
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ count = 0;
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
}
}
@@ -7565,7 +7579,9 @@ void LLPipeline::renderDeferredLighting()
bindDeferredShader(gDeferredMultiSpotLightProgram);
- gDeferredMultiSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
+ gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
{
@@ -7588,62 +7604,23 @@ void LLPipeline::renderDeferredLighting()
LLColor3 col = volume->getLightColor();
col *= volume->getLightIntensity();
- glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
- glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v);
+ gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s);
+ gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
+ gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
}
- gDeferredMultiSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
+ gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
unbindDeferredShader(gDeferredMultiSpotLightProgram);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
}
}
gGL.setColorMask(true, true);
-
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
- {
- mDeferredLight[2].flush();
-
- mScreen.bindTarget();
- mScreen.clear(GL_COLOR_BUFFER_BIT);
-
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
-
- { //mix various light maps (local, sun, gi)
- LLFastTimer ftm(FTM_POST);
- LLGLDisable blend(GL_BLEND);
- LLGLDisable test(GL_ALPHA_TEST);
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable stencil(GL_STENCIL_TEST);
-
- bindDeferredShader(gDeferredPostProgram, 0, &mGIMapPost[0]);
-
- gDeferredPostProgram.bind();
-
- LLVertexBuffer::unbind();
-
- glVertexPointer(2, GL_FLOAT, 0, vert);
- glColor3f(1,1,1);
-
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
-
- glDrawArrays(GL_TRIANGLES, 0, 3);
-
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
-
- unbindDeferredShader(gDeferredPostProgram);
- }
- }
}
{ //render non-deferred geometry (alpha, fullbright, glow)
@@ -7759,13 +7736,13 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
F32 proj_range = far_clip - near_clip;
glh::matrix4f light_proj = gl_perspective(fovy, aspect, near_clip, far_clip);
screen_to_light = trans * light_proj * screen_to_light;
- shader.uniformMatrix4fv("proj_mat", 1, FALSE, screen_to_light.m);
- shader.uniform1f("proj_near", near_clip);
- shader.uniform3fv("proj_p", 1, p1.v);
- shader.uniform3fv("proj_n", 1, n.v);
- shader.uniform3fv("proj_origin", 1, screen_origin.v);
- shader.uniform1f("proj_range", proj_range);
- shader.uniform1f("proj_ambiance", params.mV[2]);
+ shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, FALSE, screen_to_light.m);
+ shader.uniform1f(LLShaderMgr::PROJECTOR_NEAR, near_clip);
+ shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, p1.v);
+ shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, n.v);
+ shader.uniform3fv(LLShaderMgr::PROJECTOR_ORIGIN, 1, screen_origin.v);
+ shader.uniform1f(LLShaderMgr::PROJECTOR_RANGE, proj_range);
+ shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIANCE, params.mV[2]);
S32 s_idx = -1;
for (U32 i = 0; i < 2; i++)
@@ -7776,15 +7753,15 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
}
}
- shader.uniform1i("proj_shadow_idx", s_idx);
+ shader.uniform1i(LLShaderMgr::PROJECTOR_SHADOW_INDEX, s_idx);
if (s_idx >= 0)
{
- shader.uniform1f("shadow_fade", 1.f-mSpotLightFade[s_idx]);
+ shader.uniform1f(LLShaderMgr::PROJECTOR_SHADOW_FADE, 1.f-mSpotLightFade[s_idx]);
}
else
{
- shader.uniform1f("shadow_fade", 1.f);
+ shader.uniform1f(LLShaderMgr::PROJECTOR_SHADOW_FADE, 1.f);
}
{
@@ -7818,7 +7795,7 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
img = LLViewerFetchedTexture::sWhiteImagep;
}
- S32 channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
+ S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
if (channel > -1)
{
@@ -7828,9 +7805,9 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
F32 lod_range = logf(img->getWidth())/logf(2.f);
- shader.uniform1f("proj_focus", focus);
- shader.uniform1f("proj_lod", lod_range);
- shader.uniform1f("proj_ambient_lod", llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f));
+ shader.uniform1f(LLShaderMgr::PROJECTOR_FOCUS, focus);
+ shader.uniform1f(LLShaderMgr::PROJECTOR_LOD, lod_range);
+ shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIENT_LOD, llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f));
}
}
@@ -7839,33 +7816,17 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
{
stop_glerror();
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage());
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[0].getUsage());
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_EDGE, mEdgeMap.getUsage());
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, mDeferredLight[1].getUsage());
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, mDeferredLight[2].getUsage());
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE);
- shader.disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIP);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_BLOOM);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_NORMAL);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_DIFFUSE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_SPECULAR);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_DEPTH);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIN_POS);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MAX_POS);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_NORMAL);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_DIFFUSE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MIN_POS);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MAX_POS);
+ shader.disableTexture(LLShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
+ shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
+ shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
+ shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage());
+ shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage());
+ shader.disableTexture(LLShaderMgr::DIFFUSE_MAP);
+ shader.disableTexture(LLShaderMgr::DEFERRED_BLOOM);
for (U32 i = 0; i < 4; i++)
{
- if (shader.disableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE) > -1)
+ if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE) > -1)
{
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
}
@@ -7873,16 +7834,16 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
for (U32 i = 4; i < 6; i++)
{
- if (shader.disableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i) > -1)
+ if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i) > -1)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
}
}
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_NOISE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHTFUNC);
+ shader.disableTexture(LLShaderMgr::DEFERRED_NOISE);
+ shader.disableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC);
- S32 channel = shader.disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
+ S32 channel = shader.disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
if (channel > -1)
{
LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
@@ -7908,11 +7869,11 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
if (LLPipeline::sWaterReflections && assertInitialized() && LLDrawPoolWater::sNeedsReflectionUpdate)
{
BOOL skip_avatar_update = FALSE;
- if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK)
+ if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson)
{
skip_avatar_update = TRUE;
}
-
+
if (!skip_avatar_update)
{
gAgentAvatarp->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON);
@@ -7977,7 +7938,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
stop_glerror();
- glPushMatrix();
+ gGL.pushMatrix();
mat.set_scale(glh::vec3f(1,1,-1));
mat.set_translate(glh::vec3f(0,0,height*2.f));
@@ -7987,7 +7948,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
mat = current * mat;
glh_set_current_modelview(mat);
- glLoadMatrixf(mat.m);
+ gGL.loadMatrix(mat.m);
LLViewerCamera::updateFrustumPlanes(camera, FALSE, TRUE);
@@ -8030,7 +7991,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
LLPipeline::RENDER_TYPE_CLOUDS,
LLPipeline::END_RENDER_TYPES);
- S32 detail = gSavedSettings.getS32("RenderReflectionDetail");
+ S32 detail = RenderReflectionDetail;
if (detail > 0)
{ //mask out selected geometry based on reflection detail
if (detail < 4)
@@ -8054,7 +8015,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
if (LLDrawPoolWater::sNeedsDistortionUpdate)
{
- if (gSavedSettings.getS32("RenderReflectionDetail") > 0)
+ if (RenderReflectionDetail > 0)
{
gPipeline.grabReferences(ref_result);
LLGLUserClipPlane clip_plane(plane, mat, projection);
@@ -8065,7 +8026,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
gPipeline.popRenderTypeMask();
}
glCullFace(GL_BACK);
- glPopMatrix();
+ gGL.popMatrix();
mWaterRef.flush();
glh_set_current_modelview(current);
LLPipeline::sUseOcclusion = occlusion;
@@ -8246,12 +8207,12 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
stateSort(shadow_cam, result);
//generate shadow map
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadMatrixf(proj.m);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadMatrixd(gGLModelView);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadMatrix(proj.m);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+ gGL.loadMatrix(gGLModelView);
stop_glerror();
gGLLastMatrix = NULL;
@@ -8262,12 +8223,8 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
}
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- glColor4f(1,1,1,1);
stop_glerror();
-
- gGL.setColorMask(false, false);
//glCullFace(GL_FRONT);
@@ -8278,6 +8235,10 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
{ //occlusion program is general purpose depth-only no-textures
gOcclusionProgram.bind();
}
+
+ gGL.diffuseColor4f(1,1,1,1);
+ gGL.setColorMask(false, false);
+
LLFastTimer ftm(FTM_SHADOW_SIMPLE);
gGL.getTexUnit(0)->disable();
for (U32 i = 0; i < sizeof(types)/sizeof(U32); ++i)
@@ -8305,16 +8266,18 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
{
LLFastTimer ftm(FTM_SHADOW_ALPHA);
gDeferredShadowAlphaMaskProgram.bind();
- gDeferredShadowAlphaMaskProgram.setAlphaRange(0.6f, 1.f);
+ gDeferredShadowAlphaMaskProgram.setMinimumAlpha(0.598f);
renderObjects(LLRenderPass::PASS_ALPHA_SHADOW, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR, TRUE);
- glColor4f(1,1,1,1);
+ gDeferredTreeShadowProgram.bind();
+ gDeferredTreeShadowProgram.setMinimumAlpha(0.598f);
renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE);
}
//glCullFace(GL_BACK);
+ gDeferredShadowProgram.bind();
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
doOcclusion(shadow_cam);
if (use_shader)
@@ -8324,10 +8287,10 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
gGL.setColorMask(true, true);
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
gGLLastMatrix = NULL;
LLPipeline::sUseOcclusion = occlude;
@@ -8509,184 +8472,6 @@ BOOL LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector
return TRUE;
}
-void LLPipeline::generateGI(LLCamera& camera, LLVector3& lightDir, std::vector<LLVector3>& vpc)
-{
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) < 3)
- {
- return;
- }
-
- LLVector3 up;
-
- //LLGLEnable depth_clamp(GL_DEPTH_CLAMP_NV);
-
- if (lightDir.mV[2] > 0.5f)
- {
- up = LLVector3(1,0,0);
- }
- else
- {
- up = LLVector3(0, 0, 1);
- }
-
-
- F32 gi_range = gSavedSettings.getF32("RenderGIRange");
-
- U32 res = mGIMap.getWidth();
-
- F32 atten = llmax(gSavedSettings.getF32("RenderGIAttenuation"), 0.001f);
-
- //set radius to range at which distance attenuation of incoming photons is near 0
-
- F32 lrad = sqrtf(1.f/(atten*0.01f));
-
- F32 lrange = lrad+gi_range*0.5f;
-
- LLVector3 pad(lrange,lrange,lrange);
-
- glh::matrix4f view = look(LLVector3(128.f,128.f,128.f), lightDir, up);
-
- LLVector3 cp = camera.getOrigin()+camera.getAtAxis()*(gi_range*0.5f);
-
- glh::vec3f scp(cp.mV);
- view.mult_matrix_vec(scp);
- cp.setVec(scp.v);
-
- F32 pix_width = lrange/(res*0.5f);
-
- //move cp to the nearest pix_width
- for (U32 i = 0; i < 3; i++)
- {
- cp.mV[i] = llround(cp.mV[i], pix_width);
- }
-
- LLVector3 min = cp-pad;
- LLVector3 max = cp+pad;
-
- //set mGIRange to range in tc space[0,1] that covers texture block of intersecting lights around a point
- mGIRange.mV[0] = (max.mV[0]-min.mV[0])/res;
- mGIRange.mV[1] = (max.mV[1]-min.mV[1])/res;
- mGILightRadius = lrad/lrange*0.5f;
-
- glh::matrix4f proj = gl_ortho(min.mV[0], max.mV[0],
- min.mV[1], max.mV[1],
- -max.mV[2], -min.mV[2]);
-
- LLCamera sun_cam = camera;
-
- glh::matrix4f eye_view = glh_get_current_modelview();
-
- //get eye space to camera space matrix
- mGIMatrix = view*eye_view.inverse();
- mGINormalMatrix = mGIMatrix.inverse().transpose();
- mGIInvProj = proj.inverse();
- mGIMatrixProj = proj*mGIMatrix;
-
- //translate and scale to [0,1]
- glh::matrix4f trans(.5f, 0.f, 0.f, .5f,
- 0.f, 0.5f, 0.f, 0.5f,
- 0.f, 0.f, 0.5f, 0.5f,
- 0.f, 0.f, 0.f, 1.f);
-
- mGIMatrixProj = trans*mGIMatrixProj;
-
- glh_set_current_modelview(view);
- glh_set_current_projection(proj);
-
- LLViewerCamera::updateFrustumPlanes(sun_cam, TRUE, FALSE, TRUE);
-
- sun_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR);
- static LLCullResult result;
-
- pushRenderTypeMask();
-
- andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE,
- LLPipeline::RENDER_TYPE_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_BUMP,
- LLPipeline::RENDER_TYPE_VOLUME,
- LLPipeline::RENDER_TYPE_TREE,
- LLPipeline::RENDER_TYPE_TERRAIN,
- LLPipeline::RENDER_TYPE_WATER,
- LLPipeline::RENDER_TYPE_VOIDWATER,
- LLPipeline::RENDER_TYPE_PASS_ALPHA_SHADOW,
- LLPipeline::RENDER_TYPE_AVATAR,
- LLPipeline::RENDER_TYPE_PASS_SIMPLE,
- LLPipeline::RENDER_TYPE_PASS_BUMP,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_PASS_SHINY,
- END_RENDER_TYPES);
-
-
-
- S32 occlude = LLPipeline::sUseOcclusion;
- //LLPipeline::sUseOcclusion = 0;
- LLPipeline::sShadowRender = TRUE;
-
- //only render large objects into GI map
- sMinRenderSize = gSavedSettings.getF32("RenderGIMinRenderSize");
-
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_GI_SOURCE;
- mGIMap.bindTarget();
-
- F64 last_modelview[16];
- F64 last_projection[16];
- for (U32 i = 0; i < 16; i++)
- {
- last_modelview[i] = gGLLastModelView[i];
- last_projection[i] = gGLLastProjection[i];
- gGLLastModelView[i] = mGIModelview.m[i];
- gGLLastProjection[i] = mGIProjection.m[i];
- }
-
- sun_cam.setOrigin(0.f, 0.f, 0.f);
- updateCull(sun_cam, result);
- stateSort(sun_cam, result);
-
- for (U32 i = 0; i < 16; i++)
- {
- gGLLastModelView[i] = last_modelview[i];
- gGLLastProjection[i] = last_projection[i];
- }
-
- mGIProjection = proj;
- mGIModelview = view;
-
- LLGLEnable cull(GL_CULL_FACE);
-
- //generate GI map
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadMatrixf(proj.m);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadMatrixf(view.m);
-
- stop_glerror();
- gGLLastMatrix = NULL;
-
- mGIMap.clear();
-
- {
- //LLGLEnable enable(GL_DEPTH_CLAMP_NV);
- renderGeomDeferred(camera);
- }
-
- mGIMap.flush();
-
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- gGLLastMatrix = NULL;
-
- LLPipeline::sUseOcclusion = occlude;
- LLPipeline::sShadowRender = FALSE;
- sMinRenderSize = 0.f;
-
- popRenderTypeMask();
-
-}
-
void LLPipeline::renderHighlight(const LLViewerObject* obj, F32 fade)
{
if (obj && obj->getVolume())
@@ -8721,7 +8506,7 @@ void LLPipeline::generateHighlight(LLCamera& camera)
if (!mHighlightSet.empty())
{
- F32 transition = gFrameIntervalSeconds/gSavedSettings.getF32("RenderHighlightFadeTime");
+ F32 transition = gFrameIntervalSeconds/RenderHighlightFadeTime;
LLGLDisable test(GL_ALPHA_TEST);
LLGLDepthTest depth(GL_FALSE);
@@ -8767,11 +8552,23 @@ void LLPipeline::generateHighlight(LLCamera& camera)
void LLPipeline::generateSunShadow(LLCamera& camera)
{
- if (!sRenderDeferred || gSavedSettings.getS32("RenderShadowDetail") <= 0)
+ if (!sRenderDeferred || RenderShadowDetail <= 0)
{
return;
}
+ BOOL skip_avatar_update = FALSE;
+ if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson)
+ {
+
+ skip_avatar_update = TRUE;
+ }
+
+ if (!skip_avatar_update)
+ {
+ gAgentAvatarp->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON);
+ }
+
F64 last_modelview[16];
F64 last_projection[16];
for (U32 i = 0; i < 16; i++)
@@ -8814,25 +8611,25 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
glh::matrix4f proj[6];
//clip contains parallel split distances for 3 splits
- LLVector3 clip = gSavedSettings.getVector3("RenderShadowClipPlanes");
+ LLVector3 clip = RenderShadowClipPlanes;
//F32 slope_threshold = gSavedSettings.getF32("RenderShadowSlopeThreshold");
//far clip on last split is minimum of camera view distance and 128
mSunClipPlanes = LLVector4(clip, clip.mV[2] * clip.mV[2]/clip.mV[1]);
- clip = gSavedSettings.getVector3("RenderShadowOrthoClipPlanes");
+ clip = RenderShadowOrthoClipPlanes;
mSunOrthoClipPlanes = LLVector4(clip, clip.mV[2]*clip.mV[2]/clip.mV[1]);
//currently used for amount to extrude frusta corners for constructing shadow frusta
- LLVector3 n = gSavedSettings.getVector3("RenderShadowNearDist");
+ LLVector3 n = RenderShadowNearDist;
//F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] };
//put together a universal "near clip" plane for shadow frusta
LLPlane shadow_near_clip;
{
LLVector3 p = gAgent.getPositionAgent();
- p += mSunDir * gSavedSettings.getF32("RenderFarClip")*2.f;
+ p += mSunDir * RenderFarClip*2.f;
shadow_near_clip.setVec(p, mSunDir);
}
@@ -8885,11 +8682,15 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
mShadowFrustPoints[3].clear();
}
popRenderTypeMask();
+
+ if (!skip_avatar_update)
+ {
+ gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode());
+ }
+
return;
}
- generateGI(camera, lightDir, fp);
-
//get good split distances for frustum
for (U32 i = 0; i < fp.size(); ++i)
{
@@ -8915,7 +8716,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
F32 range = far_clip-near_clip;
- LLVector3 split_exp = gSavedSettings.getVector3("RenderShadowSplitExponent");
+ LLVector3 split_exp = RenderShadowSplitExponent;
F32 da = 1.f-llmax( fabsf(lightDir*up), fabsf(lightDir*camera.getLeftAxis()) );
@@ -9126,7 +8927,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
mShadowError.mV[j] /= wpf.size();
mShadowError.mV[j] /= size.mV[0];
- if (mShadowError.mV[j] > gSavedSettings.getF32("RenderShadowErrorCutoff"))
+ if (mShadowError.mV[j] > RenderShadowErrorCutoff)
{ //just use ortho projection
mShadowFOV.mV[j] = -1.f;
origin.clearVec();
@@ -9169,7 +8970,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
fovx = acos(fovx);
fovz = acos(fovz);
- F32 cutoff = llmin(gSavedSettings.getF32("RenderShadowFOVCutoff"), 1.4f);
+ F32 cutoff = llmin((F32) RenderShadowFOVCutoff, 1.4f);
mShadowFOV.mV[j] = fovx;
@@ -9313,7 +9114,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
//hack to disable projector shadows
- bool gen_shadow = gSavedSettings.getS32("RenderShadowDetail") > 1;
+ bool gen_shadow = RenderShadowDetail > 1;
if (gen_shadow)
{
@@ -9452,7 +9253,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
}
- if (!gSavedSettings.getBOOL("CameraOffset"))
+ if (!CameraOffset)
{
glh_set_current_modelview(saved_view);
glh_set_current_projection(saved_proj);
@@ -9461,10 +9262,10 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
{
glh_set_current_modelview(view[1]);
glh_set_current_projection(proj[1]);
- glLoadMatrixf(view[1].m);
- glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(proj[1].m);
- glMatrixMode(GL_MODELVIEW);
+ gGL.loadMatrix(view[1].m);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.loadMatrix(proj[1].m);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
gGL.setColorMask(true, false);
@@ -9475,6 +9276,11 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
}
popRenderTypeMask();
+
+ if (!skip_avatar_update)
+ {
+ gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode());
+ }
}
void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, U32 mask, BOOL texture)
@@ -9596,24 +9402,24 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
tdim.mV[0] = fabsf(half_height.dot3(left).getF32());
tdim.mV[1] = fabsf(half_height.dot3(up).getF32());
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
F32 distance = (pos-camera.getOrigin()).length();
F32 fov = atanf(tdim.mV[1]/distance)*2.f*RAD_TO_DEG;
F32 aspect = tdim.mV[0]/tdim.mV[1];
glh::matrix4f persp = gl_perspective(fov, aspect, 1.f, 256.f);
glh_set_current_projection(persp);
- glLoadMatrixf(persp.m);
+ gGL.loadMatrix(persp.m);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
glh::matrix4f mat;
camera.getOpenGLTransform(mat.m);
mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat;
- glLoadMatrixf(mat.m);
+ gGL.loadMatrix(mat.m);
glh_set_current_modelview(mat);
glClearColor(0.0f,0.0f,0.0f,0.0f);
@@ -9681,14 +9487,19 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
gGL.flush();
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
static const F32 clip_plane = 0.99999f;
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+
gGL.color4ub(64,64,64,255);
gGL.begin(LLRender::QUADS);
gGL.vertex3f(-1, -1, clip_plane);
@@ -9698,9 +9509,14 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
gGL.end();
gGL.flush();
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.unbind();
+ }
+
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
}
avatar->mImpostor.flush();
@@ -9714,10 +9530,10 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
sShadowRender = FALSE;
popRenderTypeMask();
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
avatar->mNeedsImpostorUpdate = FALSE;
avatar->cacheImpostorValues();
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index 27ee2745b5..8b6532ca25 100644
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -72,7 +72,7 @@ BOOL compute_min_max(LLMatrix4& box, LLVector2& min, LLVector2& max); // Shouldn
bool LLRayAABB(const LLVector3 &center, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon = 0);
BOOL setup_hud_matrices(); // use whole screen to render hud
BOOL setup_hud_matrices(const LLRect& screen_region); // specify portion of screen (in pixels) to render hud attachments from (for picking)
-glh::matrix4f glh_copy_matrix(GLdouble* src);
+glh::matrix4f glh_copy_matrix(F32* src);
glh::matrix4f glh_get_current_modelview();
void glh_set_current_modelview(const glh::matrix4f& mat);
glh::matrix4f glh_get_current_projection();
@@ -248,7 +248,7 @@ public:
void renderGeomDeferred(LLCamera& camera);
void renderGeomPostDeferred(LLCamera& camera);
void renderGeomShadow(LLCamera& camera);
- void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0, LLRenderTarget* gi_source = NULL, LLRenderTarget* last_gi_post = NULL, U32 noise_map = 0xFFFFFFFF);
+ void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0, U32 noise_map = 0xFFFFFFFF);
void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep);
void unbindDeferredShader(LLGLSLShader& shader);
@@ -262,7 +262,6 @@ public:
void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, BOOL use_shader = TRUE, BOOL use_occlusion = TRUE);
- void generateGI(LLCamera& camera, LLVector3& lightDir, std::vector<LLVector3>& vpc);
void renderHighlights();
void renderDebug();
void renderPhysicsDisplay();
@@ -361,6 +360,7 @@ public:
static void updateRenderDeferred();
static void refreshRenderDeferred();
+ static void refreshCachedSettings();
static void throttleNewMemoryAllocation(BOOL disable);
@@ -438,7 +438,7 @@ public:
RENDER_DEBUG_VERIFY = 0x0000002,
RENDER_DEBUG_BBOXES = 0x0000004,
RENDER_DEBUG_OCTREE = 0x0000008,
- RENDER_DEBUG_PICKING = 0x0000010,
+ RENDER_DEBUG_WIND_VECTORS = 0x0000010,
RENDER_DEBUG_OCCLUSION = 0x0000020,
RENDER_DEBUG_POINTS = 0x0000040,
RENDER_DEBUG_TEXTURE_PRIORITY = 0x0000080,
@@ -531,15 +531,16 @@ public:
LLRenderTarget mScreen;
LLRenderTarget mUIScreen;
LLRenderTarget mDeferredScreen;
+ LLRenderTarget mFXAABuffer;
LLRenderTarget mEdgeMap;
LLRenderTarget mDeferredDepth;
- LLRenderTarget mDeferredLight[3];
- LLRenderTarget mGIMap;
- LLRenderTarget mGIMapPost[2];
- LLRenderTarget mLuminanceMap;
+ LLRenderTarget mDeferredLight;
LLRenderTarget mHighlight;
LLRenderTarget mPhysicsDisplay;
+ //utility buffer for rendering post effects, gets abused by renderDeferredLighting
+ LLPointer<LLVertexBuffer> mDeferredVB;
+
//sun shadow map
LLRenderTarget mShadow[6];
std::vector<LLVector3> mShadowFrustPoints[4];
@@ -585,6 +586,7 @@ public:
LLColor4 mSunDiffuse;
LLVector3 mSunDir;
+ LLVector3 mTransformedSunDir;
BOOL mInitialized;
BOOL mVertexShadersEnabled;
@@ -770,6 +772,81 @@ public:
//debug use
static U32 sCurRenderPoolType ;
+
+ //cached settings
+ static BOOL WindLightUseAtmosShaders;
+ static BOOL VertexShaderEnable;
+ static BOOL RenderAvatarVP;
+ static BOOL RenderDeferred;
+ static F32 RenderDeferredSunWash;
+ static U32 RenderFSAASamples;
+ static U32 RenderResolutionDivisor;
+ static BOOL RenderUIBuffer;
+ static S32 RenderShadowDetail;
+ static BOOL RenderDeferredSSAO;
+ static F32 RenderShadowResolutionScale;
+ static BOOL RenderLocalLights;
+ static BOOL RenderDelayCreation;
+ static BOOL RenderAnimateRes;
+ static BOOL FreezeTime;
+ static S32 DebugBeaconLineWidth;
+ static F32 RenderHighlightBrightness;
+ static LLColor4 RenderHighlightColor;
+ static F32 RenderHighlightThickness;
+ static BOOL RenderSpotLightsInNondeferred;
+ static LLColor4 PreviewAmbientColor;
+ static LLColor4 PreviewDiffuse0;
+ static LLColor4 PreviewSpecular0;
+ static LLColor4 PreviewDiffuse1;
+ static LLColor4 PreviewSpecular1;
+ static LLColor4 PreviewDiffuse2;
+ static LLColor4 PreviewSpecular2;
+ static LLVector3 PreviewDirection0;
+ static LLVector3 PreviewDirection1;
+ static LLVector3 PreviewDirection2;
+ static F32 RenderGlowMinLuminance;
+ static F32 RenderGlowMaxExtractAlpha;
+ static F32 RenderGlowWarmthAmount;
+ static LLVector3 RenderGlowLumWeights;
+ static LLVector3 RenderGlowWarmthWeights;
+ static S32 RenderGlowResolutionPow;
+ static S32 RenderGlowIterations;
+ static F32 RenderGlowWidth;
+ static F32 RenderGlowStrength;
+ static BOOL RenderDepthOfField;
+ static F32 CameraFocusTransitionTime;
+ static F32 CameraFNumber;
+ static F32 CameraFocalLength;
+ static F32 CameraFieldOfView;
+ static F32 RenderShadowNoise;
+ static F32 RenderShadowBlurSize;
+ static F32 RenderSSAOScale;
+ static U32 RenderSSAOMaxScale;
+ static F32 RenderSSAOFactor;
+ static LLVector3 RenderSSAOEffect;
+ static F32 RenderShadowOffsetError;
+ static F32 RenderShadowBiasError;
+ static F32 RenderShadowOffset;
+ static F32 RenderShadowBias;
+ static F32 RenderSpotShadowOffset;
+ static F32 RenderSpotShadowBias;
+ static F32 RenderEdgeDepthCutoff;
+ static F32 RenderEdgeNormCutoff;
+ static LLVector3 RenderShadowGaussian;
+ static F32 RenderShadowBlurDistFactor;
+ static BOOL RenderDeferredAtmospheric;
+ static S32 RenderReflectionDetail;
+ static F32 RenderHighlightFadeTime;
+ static LLVector3 RenderShadowClipPlanes;
+ static LLVector3 RenderShadowOrthoClipPlanes;
+ static LLVector3 RenderShadowNearDist;
+ static F32 RenderFarClip;
+ static LLVector3 RenderShadowSplitExponent;
+ static F32 RenderShadowErrorCutoff;
+ static F32 RenderShadowFOVCutoff;
+ static BOOL CameraOffset;
+ static F32 CameraMaxCoF;
+ static F32 CameraDoFResScale;
};
void render_bbox(const LLVector3 &min, const LLVector3 &max);
diff --git a/indra/newview/skins/default/textures/windows/Flyout_Left.png b/indra/newview/skins/default/textures/windows/Flyout_Left.png
new file mode 100644
index 0000000000..6ac9fe2efd
--- /dev/null
+++ b/indra/newview/skins/default/textures/windows/Flyout_Left.png
Binary files differ
diff --git a/indra/newview/skins/default/textures/windows/Flyout_Right.png b/indra/newview/skins/default/textures/windows/Flyout_Right.png
new file mode 100644
index 0000000000..aa1f0625aa
--- /dev/null
+++ b/indra/newview/skins/default/textures/windows/Flyout_Right.png
Binary files differ
diff --git a/indra/newview/skins/default/xui/da/floater_about.xml b/indra/newview/skins/default/xui/da/floater_about.xml
index 0ccaab73ba..fc8bc33096 100644
--- a/indra/newview/skins/default/xui/da/floater_about.xml
+++ b/indra/newview/skins/default/xui/da/floater_about.xml
@@ -10,7 +10,7 @@
<floater.string name="AboutPosition">
Du er ved [POSITION_0,number,1], [POSITION_1,number,1], [POSITION_2,number,1] i regionen [REGION] lokaliseret ved &lt;nolink&gt;[HOSTNAME]&lt;/nolink&gt; ([HOSTIP])
[SERVER_VERSION]
-[[SERVER_RELEASE_NOTES_URL] [ReleaseNotes]]
+[SERVER_RELEASE_NOTES_URL]
</floater.string>
<floater.string name="AboutSystem">
CPU: [CPU]
diff --git a/indra/newview/skins/default/xui/de/inspect_group.xml b/indra/newview/skins/default/xui/de/inspect_group.xml
index d85ca7ce4d..60fa8ff0d8 100644
--- a/indra/newview/skins/default/xui/de/inspect_group.xml
+++ b/indra/newview/skins/default/xui/de/inspect_group.xml
@@ -26,7 +26,7 @@ Hoch solln sie leben! Elche forever! Und auch Mungos!
<text name="group_cost">
Mitgliedschaft: 123 L$
</text>
- <button label="Zusammen" name="join_btn"/>
+ <button label="Beitreten" name="join_btn"/>
<button label="Verlassen" name="leave_btn"/>
<button label="Profil anzeigen" name="view_profile_btn"/>
</floater>
diff --git a/indra/newview/skins/default/xui/de/panel_preferences_general.xml b/indra/newview/skins/default/xui/de/panel_preferences_general.xml
index 5c8b8302c8..979ccba48d 100644
--- a/indra/newview/skins/default/xui/de/panel_preferences_general.xml
+++ b/indra/newview/skins/default/xui/de/panel_preferences_general.xml
@@ -16,7 +16,7 @@
<combo_box.item label="Русский (Russisch) – Beta" name="Russian"/>
<combo_box.item label="Türkçe (Türkisch) – Beta" name="Turkish"/>
<combo_box.item label="日本語 (Japanisch) - Beta" name="(Japanese)"/>
- <combo_box.item label="正體 (Traditionelles Chinesisch) – Beta" name="Traditional Chinese"/>
+ <combo_box.item label="正體中文 (Traditionelles Chinesisch) – Beta" name="Traditional Chinese"/>
</combo_box>
<text name="language_textbox2">
(Erfordert Neustart)
diff --git a/indra/newview/skins/default/xui/en/floater_about.xml b/indra/newview/skins/default/xui/en/floater_about.xml
index 36af475824..c7e9ec781d 100644
--- a/indra/newview/skins/default/xui/en/floater_about.xml
+++ b/indra/newview/skins/default/xui/en/floater_about.xml
@@ -196,34 +196,36 @@ Dummy Name replaced at run time
top="5"
width="435"
word_wrap="true">
-3Dconnexion SDK Copyright (C) 1992-2007 3Dconnexion
-APR Copyright (C) 2000-2004 The Apache Software Foundation
-Collada DOM Copyright 2005 Sony Computer Entertainment Inc.
-cURL Copyright (C) 1996-2002, Daniel Stenberg, (daniel@haxx.se)
-DBus/dbus-glib Copyright (C) 2002, 2003 CodeFactory AB / Copyright (C) 2003, 2004 Red Hat, Inc.
-expat Copyright (C) 1998, 1999, 2000 Thai Open Source Software Center Ltd.
-FreeType Copyright (C) 1996-2002, The FreeType Project (www.freetype.org).
-GL Copyright (C) 1999-2004 Brian Paul.
-GLOD Copyright (C) 2003-04 Jonathan Cohen, Nat Duca, Chris Niski, Johns Hopkins University and David Luebke, Brenden Schubert, University of Virginia.
-google-perftools Copyright (c) 2005, Google Inc.
-Havok.com(TM) Copyright (C) 1999-2001, Telekinesys Research Limited.
-jpeg2000 Copyright (C) 2001, David Taubman, The University of New South Wales (UNSW)
-jpeglib Copyright (C) 1991-1998, Thomas G. Lane.
-ogg/vorbis Copyright (C) 2001, Xiphophorus
-OpenSSL Copyright (C) 1998-2002 The OpenSSL Project.
-PCRE Copyright (c) 1997-2008 University of Cambridge
-SDL Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga
-SSLeay Copyright (C) 1995-1998 Eric Young (eay@cryptsoft.com)
-xmlrpc-epi Copyright (C) 2000 Epinions, Inc.
-zlib Copyright (C) 1995-2002 Jean-loup Gailly and Mark Adler.
-google-perftools Copyright (c) 2005, Google Inc.
+ 3Dconnexion SDK Copyright (C) 1992-2007 3Dconnexion
+ APR Copyright (C) 2000-2004 The Apache Software Foundation
+ Collada DOM Copyright 2005 Sony Computer Entertainment Inc.
+ cURL Copyright (C) 1996-2002, Daniel Stenberg, (daniel@haxx.se)
+ DBus/dbus-glib Copyright (C) 2002, 2003 CodeFactory AB / Copyright (C) 2003, 2004 Red Hat, Inc.
+ expat Copyright (C) 1998, 1999, 2000 Thai Open Source Software Center Ltd.
+ FreeType Copyright (C) 1996-2002, The FreeType Project (www.freetype.org).
+ GL Copyright (C) 1999-2004 Brian Paul.
+ GLOD Copyright (C) 2003-04 Jonathan Cohen, Nat Duca, Chris Niski, Johns Hopkins University and David Luebke, Brenden Schubert, University of Virginia.
+ google-perftools Copyright (c) 2005, Google Inc.
+ Havok.com(TM) Copyright (C) 1999-2001, Telekinesys Research Limited.
+ jpeg2000 Copyright (C) 2001, David Taubman, The University of New South Wales (UNSW)
+ jpeglib Copyright (C) 1991-1998, Thomas G. Lane.
+ ogg/vorbis Copyright (C) 2001, Xiphophorus
+ OpenSSL Copyright (C) 1998-2002 The OpenSSL Project.
+ PCRE Copyright (c) 1997-2008 University of Cambridge
+ SDL Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga
+ SSLeay Copyright (C) 1995-1998 Eric Young (eay@cryptsoft.com)
+ xmlrpc-epi Copyright (C) 2000 Epinions, Inc.
+ zlib Copyright (C) 1995-2002 Jean-loup Gailly and Mark Adler.
+ google-perftools Copyright (c) 2005, Google Inc.
-Second Life Viewer uses Havok (TM) Physics. (c)Copyright 1999-2010 Havok.com Inc. (and its Licensors). All Rights Reserved. See www.havok.com for details.
+ Second Life Viewer uses Havok (TM) Physics. (c)Copyright 1999-2010 Havok.com Inc. (and its Licensors). All Rights Reserved. See www.havok.com for details.
-All rights reserved. See licenses.txt for details.
+ This software contains source code provided by NVIDIA Corporation.
-Voice chat Audio coding: Polycom(R) Siren14(TM) (ITU-T Rec. G.722.1 Annex C)
- </text_editor>
+ All rights reserved. See licenses.txt for details.
+
+ Voice chat Audio coding: Polycom(R) Siren14(TM) (ITU-T Rec. G.722.1 Annex C)
+ </text_editor>
</panel>
</tab_container>
</floater>
diff --git a/indra/newview/skins/default/xui/en/floater_chat_bar.xml b/indra/newview/skins/default/xui/en/floater_chat_bar.xml
index 989b4a0580..87606c1a2a 100644
--- a/indra/newview/skins/default/xui/en/floater_chat_bar.xml
+++ b/indra/newview/skins/default/xui/en/floater_chat_bar.xml
@@ -15,6 +15,7 @@
min_height="60"
min_width="150"
can_resize="true"
+ default_tab_group="1"
name="chat_bar"
width="380">
<panel
@@ -26,50 +27,56 @@
visible="false"
filename="panel_nearby_chat.xml"
name="nearby_chat" />
- <panel width="380" height="31" left="0" bottom="-1" follows="left|right|bottom">
- <line_editor
- border_style="line"
- border_thickness="1"
- follows="left|right"
- height="23"
- label="Click here to chat."
- layout="topleft"
- left_delta="7"
- left="0"
- max_length_bytes="1023"
- name="chat_box"
- text_pad_left="5"
- text_pad_right="25"
- tool_tip="Press Enter to say, Ctrl+Enter to shout"
- top="2"
- width="335" />
- <output_monitor
- auto_update="true"
- follows="right"
- draw_border="false"
- height="16"
- layout="topleft"
- left_pad="-24"
- mouse_opaque="true"
- name="chat_zone_indicator"
- top="6"
- visible="true"
- width="20" />
- <button
- follows="right"
- is_toggle="true"
- width="20"
- top="2"
- layout="topleft"
- left_pad="12"
- image_disabled="ComboButton_UpOff"
- image_unselected="ComboButton_UpOff"
- image_selected="ComboButton_On"
- image_pressed="ComboButton_UpSelected"
- image_pressed_selected="ComboButton_Selected"
- height="23"
- name="show_nearby_chat"
- tool_tip="Shows/hides nearby chat log">
- </button>
+ <panel width="380"
+ height="31"
+ left="0"
+ bottom="-1"
+ follows="left|right|bottom"
+ tab_group="1">
+ <line_editor
+ border_style="line"
+ border_thickness="1"
+ follows="left|right"
+ height="23"
+ label="Click here to chat."
+ layout="topleft"
+ left_delta="7"
+ left="0"
+ max_length_bytes="1023"
+ name="chat_box"
+ text_pad_left="5"
+ text_pad_right="25"
+ tool_tip="Press Enter to say, Ctrl+Enter to shout"
+ top="2"
+ width="335" />
+ <output_monitor
+ auto_update="true"
+ follows="right"
+ draw_border="false"
+ height="16"
+ layout="topleft"
+ left_pad="-24"
+ mouse_opaque="true"
+ name="chat_zone_indicator"
+ top="6"
+ visible="true"
+ width="20" />
+ <button
+ follows="right"
+ is_toggle="true"
+ width="20"
+ top="2"
+ layout="topleft"
+ left_pad="12"
+ image_disabled="ComboButton_UpOff"
+ image_unselected="ComboButton_UpOff"
+ image_selected="ComboButton_On"
+ image_pressed="ComboButton_UpSelected"
+ image_pressed_selected="ComboButton_Selected"
+ height="23"
+ chrome="true"
+ name="show_nearby_chat"
+ tool_tip="Shows/hides nearby chat log">
+ </button>
</panel>
</floater>
diff --git a/indra/newview/skins/default/xui/en/floater_outgoing_call.xml b/indra/newview/skins/default/xui/en/floater_outgoing_call.xml
index 9db6568ee3..ffbb6aa28b 100644
--- a/indra/newview/skins/default/xui/en/floater_outgoing_call.xml
+++ b/indra/newview/skins/default/xui/en/floater_outgoing_call.xml
@@ -8,6 +8,7 @@
layout="topleft"
name="outgoing call"
help_topic="outgoing_call"
+ save_dock_state="true"
title="CALLING"
width="410">
<floater.string
diff --git a/indra/newview/skins/default/xui/en/floater_toybox.xml b/indra/newview/skins/default/xui/en/floater_toybox.xml
index c7e09bf45e..ef3951a1cd 100644
--- a/indra/newview/skins/default/xui/en/floater_toybox.xml
+++ b/indra/newview/skins/default/xui/en/floater_toybox.xml
@@ -13,7 +13,7 @@
open_positioning="centered"
save_rect="true"
single_instance="true"
- title="CUSTOMIZE TOOLBARS"
+ title="TOOLBAR BUTTONS"
width="650">
<text
follows="left|top"
diff --git a/indra/newview/skins/default/xui/en/floater_translation_settings.xml b/indra/newview/skins/default/xui/en/floater_translation_settings.xml
new file mode 100644
index 0000000000..c03f751265
--- /dev/null
+++ b/indra/newview/skins/default/xui/en/floater_translation_settings.xml
@@ -0,0 +1,244 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
+<floater
+ legacy_header_height="18"
+ height="310"
+ layout="topleft"
+ name="floater_translation_settings"
+ help_topic="environment_editor_floater"
+ save_rect="true"
+ title="CHAT TRANSLATION SETTINGS"
+ width="485">
+
+ <string name="bing_api_key_not_verified">Bing appID not verified. Please try again.</string>
+ <string name="google_api_key_not_verified">Google API key not verified. Please try again.</string>
+
+ <string name="bing_api_key_verified">Bing appID verified.</string>
+ <string name="google_api_key_verified">Google API key verified.</string>
+
+ <check_box
+ height="16"
+ label="Enable machine translation while chatting"
+ layout="topleft"
+ left="10"
+ name="translate_chat_checkbox"
+ top="30"
+ width="20" />
+ <text
+ height="20"
+ follows="left|top"
+ layout="topleft"
+ left="40"
+ name="translate_language_label"
+ top_pad="20"
+ width="130">
+ Translate chat into:
+ </text>
+ <combo_box
+ allow_text_entry="true"
+ follows="left|top"
+ height="23"
+ left_pad="10"
+ max_chars="135"
+ mouse_opaque="true"
+ name="translate_language_combo"
+ top_delta="-5"
+ width="190">
+ <combo_box.item
+ label="System Default"
+ name="System Default Language"
+ value="default" />
+ <combo_box.item
+ label="English"
+ name="English"
+ value="en" />
+ <!-- After "System Default" and "English", please keep the rest of these combo_box.items in alphabetical order by the first character in the string. -->
+ <combo_box.item
+ label="Dansk (Danish)"
+ name="Danish"
+ value="da" />
+ <combo_box.item
+ label="Deutsch (German)"
+ name="German"
+ value="de" />
+ <combo_box.item
+ label="Español (Spanish)"
+ name="Spanish"
+ value="es" />
+ <combo_box.item
+ label="Français (French)"
+ name="French"
+ value="fr" />
+ <combo_box.item
+ label="Italiano (Italian)"
+ name="Italian"
+ value="it" />
+ <combo_box.item
+ label="Magyar (Hungarian)"
+ name="Hungarian"
+ value="hu" />
+ <combo_box.item
+ label="Nederlands (Dutch)"
+ name="Dutch"
+ value="nl" />
+ <combo_box.item
+ label="Polski (Polish)"
+ name="Polish"
+ value="pl" />
+ <combo_box.item
+ label="Português (Portuguese)"
+ name="Portugese"
+ value="pt" />
+ <combo_box.item
+ label="Русский (Russian)"
+ name="Russian"
+ value="ru" />
+ <combo_box.item
+ label="Türkçe (Turkish)"
+ name="Turkish"
+ value="tr" />
+ <combo_box.item
+ label="Українська (Ukrainian)"
+ name="Ukrainian"
+ value="uk" />
+ <combo_box.item
+ label="中文 (正體) (Chinese)"
+ name="Chinese"
+ value="zh" />
+ <combo_box.item
+ label="日本語 (Japanese)"
+ name="Japanese"
+ value="ja" />
+ <combo_box.item
+ label="한국어 (Korean)"
+ name="Korean"
+ value="ko" />
+ </combo_box>
+
+ <text
+ follows="top|left|right"
+ height="15"
+ layout="topleft"
+ left="40"
+ name="tip"
+ top_pad="20"
+ width="330"
+ wrap="true">
+ Choose translation service:
+ </text>
+
+ <radio_group
+ follows="top|left"
+ height="80"
+ layout="topleft"
+ left_delta="10"
+ name="translation_service_rg"
+ top_pad="20"
+ width="320">
+ <radio_item
+ initial_value="bing"
+ label="Bing Translator"
+ layout="topleft"
+ name="bing" />
+ <radio_item
+ initial_value="google"
+ label="Google Translate"
+ layout="topleft"
+ name="google"
+ top_pad="55" />
+ </radio_group>
+
+ <text
+ type="string"
+ length="1"
+ follows="top|right"
+ height="20"
+ layout="topleft"
+ left="70"
+ name="bing_api_key_label"
+ top_pad="-55"
+ width="85">
+ Bing [http://www.bing.com/developers/createapp.aspx AppID]:
+ </text>
+ <line_editor
+ default_text="Enter Bing AppID and click &quot;Verify&quot;"
+ follows="top|left"
+ height="20"
+ layout="topleft"
+ left_pad="10"
+ max_length_chars="50"
+ top_delta="-4"
+ name="bing_api_key"
+ width="210" />
+ <button
+ follows="left|top"
+ height="23"
+ label="Verify"
+ layout="topleft"
+ left_pad="10"
+ name="verify_bing_api_key_btn"
+ top_delta="-2"
+ width="90" />
+
+ <text
+ follows="top|right"
+ height="20"
+ layout="topleft"
+ left="70"
+ length="1"
+ name="google_api_key_label"
+ top_pad="50"
+ type="string"
+ width="85">
+ Google [http://code.google.com/apis/language/translate/v2/getting_started.html#auth API key]:
+ </text>
+ <line_editor
+ default_text="Enter Google API key and click &quot;Verify&quot;"
+ follows="top|left"
+ height="20"
+ layout="topleft"
+ left_pad="10"
+ max_length_chars="50"
+ top_delta="-4"
+ name="google_api_key"
+ width="210" />
+ <button
+ follows="left|top"
+ height="23"
+ label="Verify"
+ layout="topleft"
+ left_pad="10"
+ name="verify_google_api_key_btn"
+ top_delta="-2"
+ width="90" />
+
+ <text
+ follows="top|right"
+ height="20"
+ layout="topleft"
+ left="185"
+ length="1"
+ name="google_links_text"
+ top_delta="-23"
+ type="string"
+ width="100">
+ [http://code.google.com/apis/language/translate/v2/pricing.html Pricing] | [https://code.google.com/apis/console Stats]
+ </text>
+
+ <button
+ follows="left|top"
+ height="23"
+ label="OK"
+ layout="topleft"
+ right="-120"
+ name="ok_btn"
+ top="-30"
+ width="100" />
+ <button
+ follows="left|top"
+ height="23"
+ label="Cancel"
+ layout="topleft"
+ left_pad="10"
+ name="cancel_btn"
+ width="100" />
+</floater>
diff --git a/indra/newview/skins/default/xui/en/floater_voice_controls.xml b/indra/newview/skins/default/xui/en/floater_voice_controls.xml
index 93a04050b6..6807b01fa3 100644
--- a/indra/newview/skins/default/xui/en/floater_voice_controls.xml
+++ b/indra/newview/skins/default/xui/en/floater_voice_controls.xml
@@ -89,7 +89,7 @@
visible="true"
width="20" />
</layout_panel>
- <layout_panel name="leave_call_panel" height="26" auto_resize="false">
+ <layout_panel name="leave_call_panel" height="26" min_height="26" user_resize="false" auto_resize="false">
<layout_stack
clip="true"
follows="left|top|right"
diff --git a/indra/newview/skins/default/xui/en/inspect_remote_object.xml b/indra/newview/skins/default/xui/en/inspect_remote_object.xml
index ef3dd844cd..e83257d2a0 100644
--- a/indra/newview/skins/default/xui/en/inspect_remote_object.xml
+++ b/indra/newview/skins/default/xui/en/inspect_remote_object.xml
@@ -36,7 +36,7 @@
height="16"
left="8"
name="object_owner_label"
- width="55"
+ width="65"
top_pad="12">
Owner:
</text>
diff --git a/indra/newview/skins/default/xui/en/menu_toolbars.xml b/indra/newview/skins/default/xui/en/menu_toolbars.xml
index 59912b5503..7384114d7d 100644
--- a/indra/newview/skins/default/xui/en/menu_toolbars.xml
+++ b/indra/newview/skins/default/xui/en/menu_toolbars.xml
@@ -3,7 +3,7 @@
layout="topleft"
name="Toolbars Popup"
visible="false">
- <menu_item_call label="Choose buttons..."
+ <menu_item_call label="Toolbar buttons..."
layout="topleft"
name="Chose Buttons">
<menu_item_call.on_click function="Floater.Show"
diff --git a/indra/newview/skins/default/xui/en/menu_viewer.xml b/indra/newview/skins/default/xui/en/menu_viewer.xml
index 63e50b0b9f..723256b8a5 100644
--- a/indra/newview/skins/default/xui/en/menu_viewer.xml
+++ b/indra/newview/skins/default/xui/en/menu_viewer.xml
@@ -43,6 +43,15 @@
function="Floater.Toggle"
parameter="inventory" />
</menu_item_check>
+ <menu_item_call
+ label="New Inventory Window"
+ name="NewInventoryWindow"
+ shortcut="control|shift|I"
+ visible="false">
+ <menu_item_call.on_click
+ function="Inventory.NewWindow"
+ parameter="" />
+ </menu_item_call>
<menu_item_check
label="Gestures..."
name="Gestures"
@@ -166,7 +175,7 @@
parameter="preferences" />
</menu_item_call>
<menu_item_call
- label="Toolbars..."
+ label="Toolbar buttons..."
name="Toolbars"
shortcut="control|T">
<menu_item_call.on_click
@@ -2437,6 +2446,16 @@
parameter="raycast" />
</menu_item_check>
<menu_item_check
+ label="Wind Vectors"
+ name="Wind Vectors">
+ <menu_item_check.on_check
+ function="Advanced.CheckInfoDisplay"
+ parameter="wind vectors" />
+ <menu_item_check.on_click
+ function="Advanced.ToggleInfoDisplay"
+ parameter="wind vectors" />
+ </menu_item_check>
+ <menu_item_check
label="Render Complexity"
name="rendercomplexity">
<menu_item_check.on_check
@@ -2550,19 +2569,6 @@
<menu_item_check.on_enable
function="Advanced.EnableRenderDeferredOptions" />
</menu_item_check>
- <menu_item_check
- label=" Global Illumination (experimental)"
- name="Global Illumination">
- <menu_item_check.on_check
- function="CheckControl"
- parameter="RenderDeferredGI" />
- <menu_item_check.on_click
- function="ToggleControl"
- parameter="RenderDeferredGI" />
- <menu_item_check.on_enable
- function="Advanced.EnableRenderDeferredOptions" />
- </menu_item_check>
-
<menu_item_separator />
<menu_item_check
diff --git a/indra/newview/skins/default/xui/en/panel_preferences_chat.xml b/indra/newview/skins/default/xui/en/panel_preferences_chat.xml
index 52be805260..caf7fc85f5 100644
--- a/indra/newview/skins/default/xui/en/panel_preferences_chat.xml
+++ b/indra/newview/skins/default/xui/en/panel_preferences_chat.xml
@@ -204,119 +204,16 @@
name="nearby_toasts_fadingtime"
top_pad="3"
width="325" />
-
- <check_box
- control_name="TranslateChat"
- enabled="true"
- height="16"
- layout="topleft"
- left="30"
- name="translate_chat_checkbox"
- top_pad="5"
- width="400" />
- <!-- *HACK
- After storm-1109 will be fixed: instead of using this text_box, word_wrap should be applied for "translate_chat_checkbox" check_box's label.-->
- <text
- follows="top|left"
- height="15"
- layout="topleft"
- left="50"
- name="translate_chb_label"
- top_delta="1"
- width="450"
- wrap="true">
- Use machine translation while chatting (powered by Google)
- </text>
- <text
- top_pad="20"
- name="translate_language_text"
- follows="left|top"
- layout="topleft"
- left_delta="20"
- height="20"
- width="110">
- Translate chat into:
- </text>
- <combo_box
- allow_text_entry="true"
- bottom_delta="3"
- control_name="TranslateLanguage"
- enabled="true"
- follows="left|top"
- height="23"
- left_delta="110"
- max_chars="135"
- mouse_opaque="true"
- name="translate_language_combobox"
- width="146">
- <combo_box.item
- label="System Default"
- name="System Default Language"
- value="default" />
- <combo_box.item
- label="English"
- name="English"
- value="en" />
- <!-- After "System Default" and "English", please keep the rest of these combo_box.items in alphabetical order by the first character in the string. -->
- <combo_box.item
- label="Dansk (Danish)"
- name="Danish"
- value="da" />
- <combo_box.item
- label="Deutsch (German)"
- name="German"
- value="de" />
- <combo_box.item
- label="Español (Spanish)"
- name="Spanish"
- value="es" />
- <combo_box.item
- label="Français (French)"
- name="French"
- value="fr" />
- <combo_box.item
- label="Italiano (Italian)"
- name="Italian"
- value="it" />
- <combo_box.item
- label="Magyar (Hungarian)"
- name="Hungarian"
- value="hu" />
- <combo_box.item
- label="Nederlands (Dutch)"
- name="Dutch"
- value="nl" />
- <combo_box.item
- label="Polski (Polish)"
- name="Polish"
- value="pl" />
- <combo_box.item
- label="Português (Portuguese)"
- name="Portugese"
- value="pt" />
- <combo_box.item
- label="Русский (Russian)"
- name="Russian"
- value="ru" />
- <combo_box.item
- label="Türkçe (Turkish)"
- name="Turkish"
- value="tr" />
- <combo_box.item
- label="Українська (Ukrainian)"
- name="Ukrainian"
- value="uk" />
- <combo_box.item
- label="中文 (正體) (Chinese)"
- name="Chinese"
- value="zh" />
- <combo_box.item
- label="日本語 (Japanese)"
- name="Japanese"
- value="ja" />
- <combo_box.item
- label="한국어 (Korean)"
- name="Korean"
- value="ko" />
- </combo_box>
+ <button
+ follows="left|top"
+ height="23"
+ label="Chat Translation Settings"
+ layout="topleft"
+ left="30"
+ name="ok_btn"
+ top="-40"
+ width="170">
+ <button.commit_callback
+ function="Pref.TranslationSettings" />
+ </button>
</panel> \ No newline at end of file
diff --git a/indra/newview/skins/default/xui/en/panel_preferences_general.xml b/indra/newview/skins/default/xui/en/panel_preferences_general.xml
index 0a1c0872e9..4079a80924 100644
--- a/indra/newview/skins/default/xui/en/panel_preferences_general.xml
+++ b/indra/newview/skins/default/xui/en/panel_preferences_general.xml
@@ -92,7 +92,7 @@
value="ja" />
<combo_box.item
enabled="true"
- label="正體 (Traditional Chinese) - Beta"
+ label="正體中文 (Traditional Chinese) - Beta"
name="Traditional Chinese"
value="zh" />
</combo_box>
diff --git a/indra/newview/skins/default/xui/en/panel_status_bar.xml b/indra/newview/skins/default/xui/en/panel_status_bar.xml
index 422bbada7f..3239c4e531 100644
--- a/indra/newview/skins/default/xui/en/panel_status_bar.xml
+++ b/indra/newview/skins/default/xui/en/panel_status_bar.xml
@@ -2,7 +2,7 @@
<panel
background_opaque="true"
background_visible="true"
- bg_opaque_color="MouseGray"
+ bg_opaque_color="DkGray"
chrome="true"
follows="top|right"
height="19"
@@ -39,10 +39,7 @@
width="160"
top="1"
follows="right|top"
- name="balance_bg"
- bg_visible="true"
- background_opaque="true"
- bg_opaque_image="bevel_background">
+ name="balance_bg">
<text
halign="center"
font="SansSerifSmall"
diff --git a/indra/newview/skins/default/xui/en/panel_topinfo_bar.xml b/indra/newview/skins/default/xui/en/panel_topinfo_bar.xml
index 79f29777ce..fc527f5f9d 100644
--- a/indra/newview/skins/default/xui/en/panel_topinfo_bar.xml
+++ b/indra/newview/skins/default/xui/en/panel_topinfo_bar.xml
@@ -4,7 +4,7 @@
background_opaque="false"
bg_opaque_color="Black_50"
bg_alpha_color="Black_50"
- follows="left|top|right"
+ follows="left|top"
height="19"
layout="topleft"
name="topinfo_bar"
diff --git a/indra/newview/skins/default/xui/en/strings.xml b/indra/newview/skins/default/xui/en/strings.xml
index c4031de0f8..ec230773cc 100644
--- a/indra/newview/skins/default/xui/en/strings.xml
+++ b/indra/newview/skins/default/xui/en/strings.xml
@@ -2183,6 +2183,8 @@ Returns a string with the requested data about the region
<string name="Stomach">Stomach</string>
<string name="Left Pec">Left Pec</string>
<string name="Right Pec">Right Pec</string>
+ <string name="Neck">Neck</string>
+ <string name="Avatar Center">Avatar Center</string>
<string name="Invalid Attachment">Invalid Attachment Point</string>
<!-- Avatar age computation, see LLDateUtil::ageFromDate -->
@@ -2269,7 +2271,7 @@ Returns a string with the requested data about the region
<string name="NextStipendDay" value="The next stipend day is " />
<string name="GroupPlanningDate">[mthnum,datetime,utc]/[day,datetime,utc]/[year,datetime,utc]</string>
<string name="GroupIndividualShare" value=" Group Individual Share" />
- <string name="GroupColumn" value=" Group" />
+ <string name="GroupColumn" value=" Group" />
<string name="Balance">Balance</string>
<string name="Credits">Credits</string>
<string name="Debits">Debits</string>
@@ -3529,6 +3531,10 @@ Try enclosing path to the editor with double quotes.
<string name="ExternalEditorCommandParseError">Error parsing the external editor command.</string>
<string name="ExternalEditorFailedToRun">External editor failed to run.</string>
+ <!-- Machine translation of chat messahes -->
+ <string name="TranslationFailed">Translation failed: [REASON]</string>
+ <string name="TranslationResponseParseError">Error parsing translation response.</string>
+
<!-- Key names begin -->
<string name="Esc">Esc</string>
<string name="Space">Space</string>
@@ -3705,6 +3711,10 @@ Try enclosing path to the editor with double quotes.
<string name="Command_View_Tooltip">Changing camera angle</string>
<string name="Command_Voice_Tooltip">Volume controls for calls and people near you in world</string>
+ <string name="Toolbar_Bottom_Tooltip">currently in your bottom toolbar</string>
+ <string name="Toolbar_Left_Tooltip" >currently in your left toolbar</string>
+ <string name="Toolbar_Right_Tooltip" >currently in your right toolbar</string>
+
<!-- Mesh UI terms -->
<string name="Retain%">Retain%</string>
<string name="Detail">Detail</string>
diff --git a/indra/newview/skins/default/xui/en/widgets/toolbar.xml b/indra/newview/skins/default/xui/en/widgets/toolbar.xml
index 7e7a9c61cf..0aa478ace9 100644
--- a/indra/newview/skins/default/xui/en/widgets/toolbar.xml
+++ b/indra/newview/skins/default/xui/en/widgets/toolbar.xml
@@ -30,6 +30,8 @@
image_overlay_alignment="left"
use_ellipses="true"
auto_resize="true"
+ button_flash_count="99999"
+ button_flash_rate="1.0"
flash_color="EmphasisColor"/>
<button_icon pad_left="10"
pad_right="10"
@@ -49,5 +51,7 @@
chrome="true"
use_ellipses="true"
auto_resize="true"
+ button_flash_count="99999"
+ button_flash_rate="1.0"
flash_color="EmphasisColor"/>
</toolbar>
diff --git a/indra/newview/skins/default/xui/es/panel_preferences_general.xml b/indra/newview/skins/default/xui/es/panel_preferences_general.xml
index 920729bb07..4fc163f5b6 100644
--- a/indra/newview/skins/default/xui/es/panel_preferences_general.xml
+++ b/indra/newview/skins/default/xui/es/panel_preferences_general.xml
@@ -16,7 +16,7 @@
<combo_box.item label="Русский (Ruso) - Beta" name="Russian"/>
<combo_box.item label="Türkçe (Turco) - Beta" name="Turkish"/>
<combo_box.item label="日本語 (Japonés) - Beta" name="(Japanese)"/>
- <combo_box.item label="正體 (Chino tradicional) - Beta" name="Traditional Chinese"/>
+ <combo_box.item label="正體中文 (Chino tradicional) - Beta" name="Traditional Chinese"/>
</combo_box>
<text name="language_textbox2">
(requiere reiniciar)
diff --git a/indra/newview/skins/default/xui/fr/panel_preferences_general.xml b/indra/newview/skins/default/xui/fr/panel_preferences_general.xml
index dd4c1c9f63..66b84af3aa 100644
--- a/indra/newview/skins/default/xui/fr/panel_preferences_general.xml
+++ b/indra/newview/skins/default/xui/fr/panel_preferences_general.xml
@@ -16,7 +16,7 @@
<combo_box.item label="Русский (Russe) - Bêta" name="Russian"/>
<combo_box.item label="Türkçe (Turc) - Bêta" name="Turkish"/>
<combo_box.item label="日本語 (Japonais) - Bêta" name="(Japanese)"/>
- <combo_box.item label="正體 (Chinois traditionnel) - Bêta" name="Traditional Chinese"/>
+ <combo_box.item label="正體中文 (Chinois traditionnel) - Bêta" name="Traditional Chinese"/>
</combo_box>
<text name="language_textbox2">
(redémarrage requis)
diff --git a/indra/newview/skins/default/xui/it/panel_preferences_general.xml b/indra/newview/skins/default/xui/it/panel_preferences_general.xml
index 4f52105404..90a833471c 100644
--- a/indra/newview/skins/default/xui/it/panel_preferences_general.xml
+++ b/indra/newview/skins/default/xui/it/panel_preferences_general.xml
@@ -16,7 +16,7 @@
<combo_box.item label="Русский (Russo) - Beta" name="Russian"/>
<combo_box.item label="Türkçe (Turco) - Beta" name="Turkish"/>
<combo_box.item label="日本語 (Giapponese) - Beta" name="(Japanese)"/>
- <combo_box.item label="正體 (Cinese tradizionale) - Beta" name="Traditional Chinese"/>
+ <combo_box.item label="正體中文 (Cinese tradizionale) - Beta" name="Traditional Chinese"/>
</combo_box>
<text name="language_textbox2">
(Richiede il riavvio)
diff --git a/indra/newview/skins/default/xui/ja/panel_preferences_general.xml b/indra/newview/skins/default/xui/ja/panel_preferences_general.xml
index 51db95735b..1bafa52fbe 100644
--- a/indra/newview/skins/default/xui/ja/panel_preferences_general.xml
+++ b/indra/newview/skins/default/xui/ja/panel_preferences_general.xml
@@ -13,10 +13,10 @@
<combo_box.item label="Italiano (イタリア語) - ベータ" name="Italian"/>
<combo_box.item label="Polski (ポーランド語) - ベータ" name="Polish"/>
<combo_box.item label="Português(ポルトガル語) - ベータ" name="Portugese"/>
- <combo_box.item label="Русский (Russian) - Beta" name="Russian"/>
- <combo_box.item label="Türkçe (Turkish) - Beta" name="Turkish"/>
+ <combo_box.item label="Русский (ロシア語) - ベータ" name="Russian"/>
+ <combo_box.item label="Türkçe (トルコ語) - ベータ" name="Turkish"/>
<combo_box.item label="日本語 – ベータ" name="(Japanese)"/>
- <combo_box.item label="正體 (Traditional Chinese) - Beta" name="Traditional Chinese"/>
+ <combo_box.item label="正體中文 (中国語 - 繁体字) - ベータ" name="Traditional Chinese"/>
</combo_box>
<text name="language_textbox2">
(再起動後に反映)
diff --git a/indra/newview/skins/default/xui/pl/floater_about.xml b/indra/newview/skins/default/xui/pl/floater_about.xml
index 637325ddd0..409429ffaa 100644
--- a/indra/newview/skins/default/xui/pl/floater_about.xml
+++ b/indra/newview/skins/default/xui/pl/floater_about.xml
@@ -10,7 +10,7 @@
<floater.string name="AboutPosition">
Położenie [POSITION_0,number,1], [POSITION_1,number,1], [POSITION_2,number,1] w [REGION] zlokalizowanym w &lt;nolink&gt;[HOSTNAME]&lt;/nolink&gt; ([HOSTIP])
[SERVER_VERSION]
-[[SERVER_RELEASE_NOTES_URL] [ReleaseNotes]]
+[SERVER_RELEASE_NOTES_URL]
</floater.string>
<floater.string name="AboutSystem">
Procesor: [CPU]
diff --git a/indra/newview/skins/default/xui/pt/panel_preferences_general.xml b/indra/newview/skins/default/xui/pt/panel_preferences_general.xml
index 1c19a55de6..c53aa7d5f7 100644
--- a/indra/newview/skins/default/xui/pt/panel_preferences_general.xml
+++ b/indra/newview/skins/default/xui/pt/panel_preferences_general.xml
@@ -16,7 +16,7 @@
<combo_box.item label="Русский (Russo) - Beta" name="Russian"/>
<combo_box.item label="Türkçe (Turco) - Beta" name="Turkish"/>
<combo_box.item label="日本語 (Japonês) - Beta" name="(Japanese)"/>
- <combo_box.item label="正體 (Chinês tradicional) - Beta" name="Traditional Chinese"/>
+ <combo_box.item label="正體中文 (Chinês tradicional) - Beta" name="Traditional Chinese"/>
</combo_box>
<text name="language_textbox2">
(Reinicie para trocar de idioma)
diff --git a/indra/newview/skins/default/xui/ru/floater_day_cycle_options.xml b/indra/newview/skins/default/xui/ru/floater_day_cycle_options.xml
deleted file mode 100644
index 7c702f246d..0000000000
--- a/indra/newview/skins/default/xui/ru/floater_day_cycle_options.xml
+++ /dev/null
@@ -1,95 +0,0 @@
-<?xml version="1.0" encoding="utf-8" standalone="yes"?>
-<floater name="Day Cycle Floater" title="РЕДАКТОР СУТОЧНОГО ЦИКЛА">
- <tab_container name="Day Cycle Tabs">
- <panel label="Суточный цикл" name="Day Cycle">
- <multi_slider initial_value="0" name="WLTimeSlider"/>
- <multi_slider initial_value="0" name="WLDayCycleKeys"/>
- <text name="WL12am">
- 00:00
- </text>
- <text name="WL3am">
- 03:00
- </text>
- <text name="WL6am">
- 06:00
- </text>
- <text name="WL9amHash">
- 09:00
- </text>
- <text name="WL12pmHash">
- 12:00
- </text>
- <text name="WL3pm">
- 15:00
- </text>
- <text name="WL6pm">
- 18:00
- </text>
- <text name="WL9pm">
- 21:00
- </text>
- <text name="WL12am2">
- 00:00
- </text>
- <text name="WL12amHash">
- |
- </text>
- <text name="WL3amHash">
- I
- </text>
- <text name="WL6amHash">
- |
- </text>
- <text name="WL9amHash2">
- I
- </text>
- <text name="WL12pmHash2">
- |
- </text>
- <text name="WL3pmHash">
- I
- </text>
- <text name="WL6pmHash">
- |
- </text>
- <text name="WL9pmHash">
- I
- </text>
- <text name="WL12amHash2">
- |
- </text>
- <button label="Добавить ключ" label_selected="Добавить ключ" name="WLAddKey"/>
- <button label="Удалить ключ" label_selected="Удалить ключ" name="WLDeleteKey"/>
- <text name="WLCurKeyFrameText">
- Настройки ключевого кадра:
- </text>
- <text name="WLCurKeyTimeText">
- Ключевое время:
- </text>
- <spinner label="ч" name="WLCurKeyHour"/>
- <spinner label="мин" name="WLCurKeyMin"/>
- <text name="WLCurKeyTimeText2">
- Ключевая настройка:
- </text>
- <combo_box label="Настройка" name="WLKeyPresets"/>
- <text name="DayCycleText">
- Привязка:
- </text>
- <combo_box label="5 мин" name="WLSnapOptions"/>
- <text name="DayCycleText2">
- Длительность цикла:
- </text>
- <spinner label="ч" name="WLLengthOfDayHour"/>
- <spinner label="мин" name="WLLengthOfDayMin"/>
- <spinner label="с" name="WLLengthOfDaySec"/>
- <text name="DayCycleText3">
- Просмотр:
- </text>
- <button label="Проиграть" label_selected="Проиграть" name="WLAnimSky"/>
- <button label="Стоп!" label_selected="Стоп" name="WLStopAnimSky"/>
- <button label="Использовать время в землевладении" label_selected="Перейти на время землевладения" name="WLUseLindenTime"/>
- <button label="Сохранить тестовый день" label_selected="Сохранить тестовый день" name="WLSaveDayCycle"/>
- <button label="Загрузить тестовый день" label_selected="Загрузить тестовый день" name="WLLoadDayCycle"/>
- </panel>
- </tab_container>
-</floater>
diff --git a/indra/newview/skins/default/xui/ru/floater_joystick.xml b/indra/newview/skins/default/xui/ru/floater_joystick.xml
index 2390789746..cc93152225 100644
--- a/indra/newview/skins/default/xui/ru/floater_joystick.xml
+++ b/indra/newview/skins/default/xui/ru/floater_joystick.xml
@@ -4,13 +4,13 @@
устройство не выбрано
</floater.string>
<check_box label="Включить джойстик:" name="enable_joystick"/>
- <spinner label="Наложение по оси X" name="JoystickAxis1"/>
- <spinner label="Наложение по оси Y" name="JoystickAxis2"/>
- <spinner label="Наложение по оси Z" name="JoystickAxis0"/>
- <spinner label="Наложение уклонов" name="JoystickAxis4"/>
- <spinner label="Наложение сгибов" name="JoystickAxis5"/>
- <spinner label="Наложение вращения" name="JoystickAxis3"/>
- <spinner label="Наложение масштабирования" name="JoystickAxis6"/>
+ <spinner label="Наложение по X" name="JoystickAxis1"/>
+ <spinner label="Наложение по Y" name="JoystickAxis2"/>
+ <spinner label="Наложение по Z" name="JoystickAxis0"/>
+ <spinner label="Н. уклонов" name="JoystickAxis4"/>
+ <spinner label="Н. сгибов" name="JoystickAxis5"/>
+ <spinner label="Н. вращения" name="JoystickAxis3"/>
+ <spinner label="Н. масштабир." name="JoystickAxis6"/>
<check_box label="Масштабирование" name="ZoomDirect"/>
<check_box label="3D курсор" name="Cursor3D"/>
<check_box label="Автоуровень" name="AutoLeveling"/>
@@ -18,7 +18,7 @@
Режимы управления:
</text>
<check_box label="Аватар" name="JoystickAvatarEnabled"/>
- <check_box label="Строительство" name="JoystickBuildEnabled"/>
+ <check_box label="Стройка" name="JoystickBuildEnabled"/>
<check_box label="Камера" name="JoystickFlycamEnabled"/>
<stat_view label="Монитор джойстика" name="axis_view">
<stat_bar label="Ось 0" name="axis0"/>
@@ -56,13 +56,13 @@
Невидимая зона по Z
</text>
<text name="PitchDeadZone">
- Невидимая зона уклона
+ Невид. зона уклона
</text>
<text name="YawDeadZone">
- Невидимая зона сгиба
+ Невид. зона сгиба
</text>
<text name="RollDeadZone">
- Невидимая зона вращения
+ Невид. зона вращения
</text>
<text name="Feathering">
Размывка краев
@@ -71,7 +71,7 @@
Масштаб
</text>
<text name="ZoomDeadZone">
- Невидимая зона при масштабировании
+ Невид. зона масшт.
</text>
<button label="Стандартные значения SpaceNavigator" name="SpaceNavigatorDefaults"/>
<button label="OK" label_selected="OK" name="ok_btn"/>
diff --git a/indra/newview/skins/default/xui/ru/floater_preferences.xml b/indra/newview/skins/default/xui/ru/floater_preferences.xml
index 31c751250e..fc244b9d8b 100644
--- a/indra/newview/skins/default/xui/ru/floater_preferences.xml
+++ b/indra/newview/skins/default/xui/ru/floater_preferences.xml
@@ -11,7 +11,7 @@
<panel label="Уведомления" name="msgs"/>
<panel label="Цвета" name="colors"/>
<panel label="Приватность" name="im"/>
- <panel label="Настройка" name="input"/>
- <panel label="Расширенный" name="advanced1"/>
+ <panel label="Конфигурация" name="input"/>
+ <panel label="Дополнительно" name="advanced1"/>
</tab_container>
</floater>
diff --git a/indra/newview/skins/default/xui/ru/panel_preferences_advanced.xml b/indra/newview/skins/default/xui/ru/panel_preferences_advanced.xml
index ae6d8bf94d..7d8ee96924 100644
--- a/indra/newview/skins/default/xui/ru/panel_preferences_advanced.xml
+++ b/indra/newview/skins/default/xui/ru/panel_preferences_advanced.xml
@@ -17,7 +17,7 @@
<button label="Обзор" label_selected="Обзор" name="set_cache"/>
<button label="Расположение по умолчанию" label_selected="Расположение по умолчанию" name="default_cache_location"/>
<text name="UI Size:">
- Размер интерфейса:
+ Интерфейс:
</text>
<check_box label="Показывать ошибки скрипта в:" name="show_script_errors"/>
<radio_group name="show_location">
diff --git a/indra/newview/skins/default/xui/ru/panel_preferences_alerts.xml b/indra/newview/skins/default/xui/ru/panel_preferences_alerts.xml
index e1135b5ee1..9d7ae546fd 100644
--- a/indra/newview/skins/default/xui/ru/panel_preferences_alerts.xml
+++ b/indra/newview/skins/default/xui/ru/panel_preferences_alerts.xml
@@ -3,7 +3,7 @@
<text name="tell_me_label">
Сообщать мне:
</text>
- <check_box label="о тратах и доходах" name="notify_money_change_checkbox"/>
+ <check_box label="о расходах и доходах" name="notify_money_change_checkbox"/>
<check_box label="о входе и выходе моих друзей" name="friends_online_notify_checkbox"/>
<text name="show_label">
Всегда показывать:
diff --git a/indra/newview/skins/default/xui/ru/panel_preferences_chat.xml b/indra/newview/skins/default/xui/ru/panel_preferences_chat.xml
index 5e4130667f..fa08c134ad 100644
--- a/indra/newview/skins/default/xui/ru/panel_preferences_chat.xml
+++ b/indra/newview/skins/default/xui/ru/panel_preferences_chat.xml
@@ -4,39 +4,39 @@
Размер шрифта:
</text>
<radio_group name="chat_font_size">
- <radio_item label="Маленький" name="radio" value="0"/>
+ <radio_item label="Мелкий" name="radio" value="0"/>
<radio_item label="Средний" name="radio2" value="1"/>
- <radio_item label="Большой" name="radio3" value="2"/>
+ <radio_item label="Крупный" name="radio3" value="2"/>
</radio_group>
<check_box initial_value="истина" label="Воспроизводить анимацию ввода текста при общении" name="play_typing_animation"/>
- <check_box label="Отправлять мне сообщения по Email, когда я в оффлайне" name="send_im_to_email"/>
- <check_box label="Включить текстовые сообщения и журнал общения в чате" name="plain_text_chat_history"/>
+ <check_box label="Отправлять мне сообщения по почте, когда меня нет в сети" name="send_im_to_email"/>
+ <check_box label="Вести журнал текстового IM и чата" name="plain_text_chat_history"/>
<check_box label="Чат в пузырьках" name="bubble_text_chat"/>
<text name="show_ims_in_label">
- Показать сообщения в:
+ Показывать сообщения:
</text>
<text name="requires_restart_label">
(требуется перезапуск)
</text>
<radio_group name="chat_window" tool_tip="Показывать IM-сообщения в отдельных окнах или же в одном окне с несколькими вкладками (требуется перезапуск)">
- <radio_item label="Отдельные окна" name="radio" value="0"/>
- <radio_item label="Вкладки" name="radio2" value="1"/>
+ <radio_item label="В отдельных окнах" name="radio" value="0"/>
+ <radio_item label="На вкладках" name="radio2" value="1"/>
</radio_group>
<text name="disable_toast_label">
Включить всплывающие сообщения с новыми репликами в чате:
</text>
<check_box label="Групповой чат" name="EnableGroupChatPopups" tool_tip="Отображать всплывающие уведомления при появлении сообщений в групповом чате"/>
<check_box label="Текстовые чаты" name="EnableIMChatPopups" tool_tip="Отображать всплывающие уведомления при получении IM-сообщений"/>
- <spinner label="Время отображения всплывающих сообщений чата:" name="nearby_toasts_lifetime"/>
- <spinner label="Время затухания всплывающих сообщений чата:" name="nearby_toasts_fadingtime"/>
+ <spinner label="Время отображения всплывающих реплик:" name="nearby_toasts_lifetime"/>
+ <spinner label="Время затухания всплывающих реплик:" name="nearby_toasts_fadingtime"/>
<text name="translate_chb_label">
- Использовать машинный перевод во время общения (используется Google)
+ Использовать машинный перевод при общении (технология Google)
</text>
<text name="translate_language_text">
Переводить чат на:
</text>
<combo_box name="translate_language_combobox">
- <combo_box.item label="Стандартная система" name="System Default Language"/>
+ <combo_box.item label="Язык системы" name="System Default Language"/>
<combo_box.item label="English" name="English"/>
<combo_box.item label="Dansk" name="Danish"/>
<combo_box.item label="Deutsch" name="German"/>
diff --git a/indra/newview/skins/default/xui/ru/panel_preferences_colors.xml b/indra/newview/skins/default/xui/ru/panel_preferences_colors.xml
index 17d84e2a39..48c34fcbb2 100644
--- a/indra/newview/skins/default/xui/ru/panel_preferences_colors.xml
+++ b/indra/newview/skins/default/xui/ru/panel_preferences_colors.xml
@@ -35,9 +35,9 @@
Цвет фона тегов имен (также для чата в пузырьках):
</text>
<color_swatch name="background" tool_tip="Выберите цвет для тегов имен"/>
- <slider label="Прозрачность:" name="bubble_chat_opacity" tool_tip="Задайте прозрачность тегов имен"/>
+ <slider label="Видимость:" name="bubble_chat_opacity" tool_tip="Задайте непрозрачность тегов имен"/>
<text name="floater_opacity">
- Прозрачность окон:
+ Непрозрачность окон:
</text>
<slider label="Активные:" name="active"/>
<slider label="Неактивные:" name="inactive"/>
diff --git a/indra/newview/skins/default/xui/ru/panel_preferences_general.xml b/indra/newview/skins/default/xui/ru/panel_preferences_general.xml
index 3e21697616..49f743a6ba 100644
--- a/indra/newview/skins/default/xui/ru/panel_preferences_general.xml
+++ b/indra/newview/skins/default/xui/ru/panel_preferences_general.xml
@@ -4,8 +4,8 @@
Язык:
</text>
<combo_box name="language_combobox">
- <combo_box.item label="Стандартная настройка системы" name="System Default Language"/>
- <combo_box.item label="Английский" name="English"/>
+ <combo_box.item label="Язык системы" name="System Default Language"/>
+ <combo_box.item label="English - Английский" name="English"/>
<combo_box.item label="Dansk – датский (бета-версия)" name="Danish"/>
<combo_box.item label="Deutsch – немецкий (бета-версия)" name="Deutsch(German)"/>
<combo_box.item label="Español – испанский (бета-версия)" name="Spanish"/>
@@ -13,24 +13,24 @@
<combo_box.item label="Italiano – итальянский (бета-версия)" name="Italian"/>
<combo_box.item label="Polski – польский (бета-версия)" name="Polish"/>
<combo_box.item label="Português – португальский (бета-версия)" name="Portugese"/>
- <combo_box.item label="Русский - бета-версия" name="Russian"/>
- <combo_box.item label="Türkçe (турецкий) - бета-версия" name="Turkish"/>
+ <combo_box.item label="Русский (бета-версия)" name="Russian"/>
+ <combo_box.item label="Türkçe - турецкий (бета-версия)" name="Turkish"/>
<combo_box.item label="日本語 – японский (бета-версия)" name="(Japanese)"/>
- <combo_box.item label="正體 (китайский, традиционное письмо) - бета-версия" name="Traditional Chinese"/>
+ <combo_box.item label="正體中文 - китайский, традиционное письмо (бета-версия)" name="Traditional Chinese"/>
</combo_box>
<text name="language_textbox2">
(Требуется перезапуск)
</text>
<text name="maturity_desired_prompt">
- Я хочу видеть содержимое:
+ Показывать контент:
</text>
<combo_box name="maturity_desired_combobox">
- <combo_box.item label="General, Moderate, Adult" name="Desired_Adult"/>
- <combo_box.item label="General и Moderate" name="Desired_Mature"/>
- <combo_box.item label="Общие" name="Desired_PG"/>
+ <combo_box.item label="Общий, умеренный, для взрослых" name="Desired_Adult"/>
+ <combo_box.item label="Общий и умеренный" name="Desired_Mature"/>
+ <combo_box.item label="Общий" name="Desired_PG"/>
</combo_box>
<text name="start_location_textbox">
- Начальное место:
+ Место старта:
</text>
<combo_box name="start_location_combo">
<combo_box.item label="Мое последнее место" name="MyLastLocation"/>
@@ -38,7 +38,7 @@
</combo_box>
<check_box initial_value="истина" label="Показывать на экране входа" name="show_location_checkbox"/>
<text name="name_tags_textbox">
- Теги имени:
+ Теги имен:
</text>
<radio_group name="Name_Tag_Preference">
<radio_item label="Выкл." name="radio" value="0"/>
@@ -46,10 +46,10 @@
<radio_item label="Временный показ" name="radio3" value="2"/>
</radio_group>
<check_box label="Мое имя" name="show_my_name_checkbox1"/>
- <check_box label="Имена пользователей" name="show_slids" tool_tip="Показывать имя пользователя, такое, как bobsmith123"/>
- <check_box label="Титулы группы" name="show_all_title_checkbox1" tool_tip="Показывать титулы групп, такие, как Officer или Member"/>
+ <check_box label="Имена пользователей" name="show_slids" tool_tip="Показывать имя пользователя, например, bobsmith123"/>
+ <check_box label="Титулы групп" name="show_all_title_checkbox1" tool_tip="Показывать титулы групп, например, Officer или Member"/>
<check_box label="Подсветка друзей" name="show_friends" tool_tip="Подсвечивать теги имен ваших друзей"/>
- <check_box label="Просмотреть экранные имена" name="display_names_check" tool_tip="Показывать экранные имена в чате, IM, тегах имен и пр."/>
+ <check_box label="Экранные имена" name="display_names_check" tool_tip="Показывать экранные имена в чате, IM, тегах имен и пр."/>
<text name="inworld_typing_rg_label">
Нажатие клавиш с буквами:
</text>
@@ -58,9 +58,9 @@
<radio_item label="Приводит к перемещению (т. е. WASD)" name="radio_move" value="0"/>
</radio_group>
<text name="title_afk_text">
- Включение режима «Отошел» через:
+ Задержка режима «Отошел»:
</text>
- <combo_box label="Включение режима «Отошел» через:" name="afk">
+ <combo_box label="Задержка режима «Отошел»:" name="afk">
<combo_box.item label="2 мин" name="item0"/>
<combo_box.item label="5 мин" name="item1"/>
<combo_box.item label="10 мин" name="item2"/>
diff --git a/indra/newview/skins/default/xui/ru/panel_preferences_graphics1.xml b/indra/newview/skins/default/xui/ru/panel_preferences_graphics1.xml
index 867307cc43..a7e826f5fc 100644
--- a/indra/newview/skins/default/xui/ru/panel_preferences_graphics1.xml
+++ b/indra/newview/skins/default/xui/ru/panel_preferences_graphics1.xml
@@ -42,10 +42,10 @@
<combo_box.item label="Солнце/луна + осветители" name="2"/>
</combo_box>
<text name="reflection_label">
- Отражения от воды:
+ Вода отражает:
</text>
<combo_box name="Reflections">
- <combo_box.item label="Минимальные" name="0"/>
+ <combo_box.item label="Минимум" name="0"/>
<combo_box.item label="Ландшафт и деревья" name="1"/>
<combo_box.item label="Все статичные объекты" name="2"/>
<combo_box.item label="Все аватары и объекты" name="3"/>
@@ -99,16 +99,16 @@
<check_box initial_value="истина" label="Аппаратная отрисовка" name="AvatarVertexProgram"/>
<check_box initial_value="истина" label="Одежда аватара" name="AvatarCloth"/>
<text name="TerrainDetailText">
- Детализация ландшафта:
+ Ландшафт:
</text>
<radio_group name="TerrainDetailRadio">
- <radio_item label="Низко" name="0"/>
- <radio_item label="Высоко" name="2"/>
+ <radio_item label="Грубо" name="0"/>
+ <radio_item label="Детально" name="2"/>
</radio_group>
--&gt;
</panel>
<button label="Применить" label_selected="Применить" name="Apply"/>
<button label="Сброс" name="Defaults"/>
<button label="Дополнительно" name="Advanced"/>
- <button label="Аппаратные" label_selected="Аппаратные" name="GraphicsHardwareButton"/>
+ <button label="Аппаратура" label_selected="Аппаратура" name="GraphicsHardwareButton"/>
</panel>
diff --git a/indra/newview/skins/default/xui/ru/panel_preferences_move.xml b/indra/newview/skins/default/xui/ru/panel_preferences_move.xml
index 8b3542a6d2..878a729113 100644
--- a/indra/newview/skins/default/xui/ru/panel_preferences_move.xml
+++ b/indra/newview/skins/default/xui/ru/panel_preferences_move.xml
@@ -5,8 +5,8 @@
<text name="heading2">
Автоматическая установка позиции для:
</text>
- <check_box label="Создания/редактирование" name="edit_camera_movement" tool_tip="Производить автоматическое позиционирование камеры при входе в режим редактирования и выходе из него"/>
- <check_box label="Внешность" name="appearance_camera_movement" tool_tip="Производить автоматическое позиционирование камеры в режиме изменения внешности"/>
+ <check_box label="создания/редактирования" name="edit_camera_movement" tool_tip="Производить автоматическое позиционирование камеры при входе в режим редактирования и выходе из него"/>
+ <check_box label="внешности" name="appearance_camera_movement" tool_tip="Производить автоматическое позиционирование камеры в режиме изменения внешности"/>
<text name="keyboard_lbl">
Клавиатура:
</text>
diff --git a/indra/newview/skins/default/xui/ru/panel_preferences_privacy.xml b/indra/newview/skins/default/xui/ru/panel_preferences_privacy.xml
index f3c7e43022..20bb839eed 100644
--- a/indra/newview/skins/default/xui/ru/panel_preferences_privacy.xml
+++ b/indra/newview/skins/default/xui/ru/panel_preferences_privacy.xml
@@ -20,7 +20,7 @@
<check_box label="Метка времени в каждой строке журнала чата" name="show_timestamps_check_im"/>
<check_box label="Метка времени в имени файла журнала." name="logfile_name_datestamp"/>
<text name="log_path_desc">
- Размещение журналов:
+ Папка журналов:
</text>
<button label="Обзор" label_selected="Обзор" name="log_path_button"/>
<button label="Черный список" name="block_list"/>
diff --git a/indra/newview/skins/default/xui/ru/panel_preferences_setup.xml b/indra/newview/skins/default/xui/ru/panel_preferences_setup.xml
index 9f23e2f5f7..db88189169 100644
--- a/indra/newview/skins/default/xui/ru/panel_preferences_setup.xml
+++ b/indra/newview/skins/default/xui/ru/panel_preferences_setup.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
-<panel label="Настройка" name="Input panel">
+<panel label="Конфигурация" name="Input panel">
<text name="Network:">
Сеть:
</text>
<text name="Maximum bandwidth">
- Максимальная ширина канала
+ Макс. ширина канала
</text>
<text name="text_box2">
Кбит/с
@@ -32,5 +32,5 @@
<text name="Proxy Settings:">
Настройки прокси-сервера:
</text>
- <button label="Задать настройки прокси" label_selected="Обзор" name="set_proxy"/>
+ <button label="Задать настройки" label_selected="Обзор" name="set_proxy"/>
</panel>
diff --git a/indra/newview/skins/default/xui/ru/panel_preferences_sound.xml b/indra/newview/skins/default/xui/ru/panel_preferences_sound.xml
index 123989966c..bf673750d2 100644
--- a/indra/newview/skins/default/xui/ru/panel_preferences_sound.xml
+++ b/indra/newview/skins/default/xui/ru/panel_preferences_sound.xml
@@ -1,9 +1,9 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<panel label="Звуки" name="Preference Media panel">
<panel.string name="middle_mouse">
- Средняя кнопка мыши
+ среднюю кнопку мыши
</panel.string>
- <slider label="Главный регулятор" name="System Volume"/>
+ <slider label="Общая громкость" name="System Volume"/>
<check_box initial_value="истина" name="mute_when_minimized"/>
<text name="mute_chb_label">
Заглушать, когда свернуто
@@ -24,11 +24,11 @@
Настройки голосового чата
</text>
<text name="Listen from">
- Прослушивание с позиции:
+ Слушать с:
</text>
<radio_group name="ear_location">
- <radio_item label="Камера" name="0"/>
- <radio_item label="Аватар" name="1"/>
+ <radio_item label="Камеры" name="0"/>
+ <radio_item label="Аватара" name="1"/>
</radio_group>
<check_box label="Губы аватара двигаются при разговоре" name="enable_lip_sync"/>
<check_box label="Включать/выключать микрофон, когда я нажимаю:" name="push_to_talk_toggle_check" tool_tip="В режиме переключения ОДНОКРАТНОЕ нажатие и отпускание данной клавиши включает/выключает микрофон. Если режим переключения отключен, то микрофон передает голос, только когда клавиша нажата."/>
diff --git a/indra/newview/skins/default/xui/ru/panel_sound_devices.xml b/indra/newview/skins/default/xui/ru/panel_sound_devices.xml
index 4a57ed4f4f..98dab288a3 100644
--- a/indra/newview/skins/default/xui/ru/panel_sound_devices.xml
+++ b/indra/newview/skins/default/xui/ru/panel_sound_devices.xml
@@ -20,6 +20,6 @@
</text>
<slider_bar initial_value="1.0" name="mic_volume_slider" tool_tip="Измените значение, используя ползунок"/>
<text name="wait_text">
- Ожидайте
+ Подождите
</text>
</panel>
diff --git a/indra/newview/skins/default/xui/ru/strings.xml b/indra/newview/skins/default/xui/ru/strings.xml
index d52cee6b0d..df657b39c6 100644
--- a/indra/newview/skins/default/xui/ru/strings.xml
+++ b/indra/newview/skins/default/xui/ru/strings.xml
@@ -1940,7 +1940,7 @@ support@secondlife.com.
Новый скрипт
</string>
<string name="BusyModeResponseDefault">
- У жителя, которому вы адресовали сообщение, задан статус «Не беспокоить». Ваше сообщение все равно будет отображено на панели IM для просмотра позже.
+ У адресата вашего сообщения задан статус «Не беспокоить». Ваше сообщение все равно будет отображено на панели IM для просмотра позже.
</string>
<string name="MuteByName">
(по имени)
@@ -4252,7 +4252,7 @@ support@secondlife.com.
Женщина – ух ты!
</string>
<string name="/bow">
- /поклониться
+ /поклон
</string>
<string name="/clap">
/хлопнуть
diff --git a/indra/newview/skins/default/xui/tr/floater_camera.xml b/indra/newview/skins/default/xui/tr/floater_camera.xml
index 33b4338e21..4161e6ea52 100644
--- a/indra/newview/skins/default/xui/tr/floater_camera.xml
+++ b/indra/newview/skins/default/xui/tr/floater_camera.xml
@@ -13,7 +13,7 @@
Kamera modları
</floater.string>
<floater.string name="pan_mode_title">
- Yörünge Değişimi - Yakınlaştırma - Kamerayı Çevirme
+ Yörünge - Yakınlş. - Kamerayı Çvr.
</floater.string>
<floater.string name="presets_mode_title">
Ön Ayarlı Görünümler
diff --git a/indra/newview/skins/default/xui/tr/floater_day_cycle_options.xml b/indra/newview/skins/default/xui/tr/floater_day_cycle_options.xml
deleted file mode 100644
index 9e706d9892..0000000000
--- a/indra/newview/skins/default/xui/tr/floater_day_cycle_options.xml
+++ /dev/null
@@ -1,95 +0,0 @@
-<?xml version="1.0" encoding="utf-8" standalone="yes"?>
-<floater name="Day Cycle Floater" title="GÜN DÖNGÜSÜ DÜZENLEYİCİ">
- <tab_container name="Day Cycle Tabs">
- <panel label="Gün Döngüsü" name="Day Cycle">
- <multi_slider initial_value="0" name="WLTimeSlider"/>
- <multi_slider initial_value="0" name="WLDayCycleKeys"/>
- <text name="WL12am">
- 12öö
- </text>
- <text name="WL3am">
- 3öö
- </text>
- <text name="WL6am">
- 6öö
- </text>
- <text name="WL9amHash">
- 9öö
- </text>
- <text name="WL12pmHash">
- 12ös
- </text>
- <text name="WL3pm">
- 3ös
- </text>
- <text name="WL6pm">
- 6ös
- </text>
- <text name="WL9pm">
- 9ös
- </text>
- <text name="WL12am2">
- 12öö
- </text>
- <text name="WL12amHash">
- |
- </text>
- <text name="WL3amHash">
- I
- </text>
- <text name="WL6amHash">
- |
- </text>
- <text name="WL9amHash2">
- I
- </text>
- <text name="WL12pmHash2">
- |
- </text>
- <text name="WL3pmHash">
- I
- </text>
- <text name="WL6pmHash">
- |
- </text>
- <text name="WL9pmHash">
- I
- </text>
- <text name="WL12amHash2">
- |
- </text>
- <button label="Anahtar Ekle" label_selected="Anahtar Ekle" name="WLAddKey"/>
- <button label="Anahtarı Sil" label_selected="Anahtarı Sil" name="WLDeleteKey"/>
- <text name="WLCurKeyFrameText">
- Anahtar Kare Ayarları:
- </text>
- <text name="WLCurKeyTimeText">
- Anahtar Zamanı:
- </text>
- <spinner label="Saat" name="WLCurKeyHour"/>
- <spinner label="Dak" name="WLCurKeyMin"/>
- <text name="WLCurKeyTimeText2">
- Anahtar Ön Ayarı:
- </text>
- <combo_box label="Ön Ayar" name="WLKeyPresets"/>
- <text name="DayCycleText">
- Yasla:
- </text>
- <combo_box label="5 dak" name="WLSnapOptions"/>
- <text name="DayCycleText2">
- Döngü Uzunluğu:
- </text>
- <spinner label="Saat" name="WLLengthOfDayHour"/>
- <spinner label="Dak" name="WLLengthOfDayMin"/>
- <spinner label="San" name="WLLengthOfDaySec"/>
- <text name="DayCycleText3">
- Önizleme:
- </text>
- <button label="Oyna" label_selected="Oyna" name="WLAnimSky"/>
- <button label="Durdur!" label_selected="Durdur" name="WLStopAnimSky"/>
- <button label="Gayrimenkul Saati Kullan" label_selected="Gayrimenkul Saatine Git" name="WLUseLindenTime"/>
- <button label="Test Gününü Kaydet" label_selected="Test Gününü Kaydet" name="WLSaveDayCycle"/>
- <button label="Test Gününü Yükle" label_selected="Test Gününü Yükle" name="WLLoadDayCycle"/>
- </panel>
- </tab_container>
-</floater>
diff --git a/indra/newview/skins/default/xui/tr/floater_edit_day_cycle.xml b/indra/newview/skins/default/xui/tr/floater_edit_day_cycle.xml
index a5cbe3a416..e2e87ddf1e 100644
--- a/indra/newview/skins/default/xui/tr/floater_edit_day_cycle.xml
+++ b/indra/newview/skins/default/xui/tr/floater_edit_day_cycle.xml
@@ -36,31 +36,31 @@
<button label="Anahtar Ekle" label_selected="Anahtar Ekle" name="WLAddKey"/>
<button label="Anahtarı Sil" label_selected="Anahtarı Sil" name="WLDeleteKey"/>
<text name="WL12am">
- 12öö
+ 12
</text>
<text name="WL3am">
- 3öö
+ 3
</text>
<text name="WL6am">
- 6öö
+ 6
</text>
<text name="WL9amHash">
- 9öö
+ 9
</text>
<text name="WL12pmHash">
- 12ös
+ 24
</text>
<text name="WL3pm">
- 3ös
+ 15
</text>
<text name="WL6pm">
- 6ös
+ 18
</text>
<text name="WL9pm">
- 9ös
+ 21
</text>
<text name="WL12am2">
- 12öö
+ 12
</text>
<text name="WL12amHash">
|
@@ -97,7 +97,7 @@
<text name="WLCurKeyTimeText">
Zaman:
</text>
- <time name="time" value="6:00 ÖÖ"/>
+ <time name="time" value="6:00"/>
<check_box label="Bunu yeni gün döngüm yap" name="make_default_cb"/>
<button label="Kaydet" name="save"/>
<button label="İptal" name="cancel"/>
diff --git a/indra/newview/skins/default/xui/tr/floater_edit_sky_preset.xml b/indra/newview/skins/default/xui/tr/floater_edit_sky_preset.xml
index 16564963e5..0e9f86148d 100644
--- a/indra/newview/skins/default/xui/tr/floater_edit_sky_preset.xml
+++ b/indra/newview/skins/default/xui/tr/floater_edit_sky_preset.xml
@@ -86,21 +86,21 @@
|
</text>
<text name="WL12am">
- 12öö
+ 12
</text>
<text name="WL6am">
- 6öö
+ 6
</text>
<text name="WL12pmHash">
- 12ös
+ 24
</text>
<text name="WL6pm">
- 6ös
+ 18
</text>
<text name="WL12am2">
- 12öö
+ 12
</text>
- <time name="WLDayTime" value="6:00 ÖÖ"/>
+ <time name="WLDayTime" value="6:00"/>
<text name="WLEastAngleText">
Doğu Açısı
</text>
diff --git a/indra/newview/skins/default/xui/tr/floater_picks.xml b/indra/newview/skins/default/xui/tr/floater_picks.xml
index 06a404447e..513a2e319a 100644
--- a/indra/newview/skins/default/xui/tr/floater_picks.xml
+++ b/indra/newview/skins/default/xui/tr/floater_picks.xml
@@ -1,2 +1,2 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
-<floater name="floater_picks" title="Favoriler"/>
+<floater name="floater_picks" title="Seçmeler"/>
diff --git a/indra/newview/skins/default/xui/tr/floater_preview_texture.xml b/indra/newview/skins/default/xui/tr/floater_preview_texture.xml
index 4548fbae64..79e184130a 100644
--- a/indra/newview/skins/default/xui/tr/floater_preview_texture.xml
+++ b/indra/newview/skins/default/xui/tr/floater_preview_texture.xml
@@ -34,7 +34,7 @@
<combo_item name="16:10">
16:10
</combo_item>
- <combo_item name="16:9" tool_tip="Profil favorileri">
+ <combo_item name="16:9" tool_tip="Profil seçmeleri">
16:9
</combo_item>
<combo_item name="2:1">
diff --git a/indra/newview/skins/default/xui/tr/floater_texture_ctrl.xml b/indra/newview/skins/default/xui/tr/floater_texture_ctrl.xml
index 1ba9f8c2aa..4ef789f585 100644
--- a/indra/newview/skins/default/xui/tr/floater_texture_ctrl.xml
+++ b/indra/newview/skins/default/xui/tr/floater_texture_ctrl.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
-<floater name="texture picker" title="FAVORİ: DOKU">
+<floater name="texture picker" title="SEÇME: DOKU">
<floater.string name="choose_picture">
Bir resim seçmek için tıklayın
</floater.string>
<floater.string name="pick title">
- Favori:
+ Seçme:
</floater.string>
<text name="Multiple">
Birden çok doku
diff --git a/indra/newview/skins/default/xui/tr/floater_tools.xml b/indra/newview/skins/default/xui/tr/floater_tools.xml
index 47299059af..cd5e6b7fac 100644
--- a/indra/newview/skins/default/xui/tr/floater_tools.xml
+++ b/indra/newview/skins/default/xui/tr/floater_tools.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
-<floater name="toolbox floater" short_title="İNŞA ARAÇLARI">
+<floater name="toolbox floater" short_title="İNŞA ET ARAÇLARI">
<floater.string name="status_rotate">
Nesneyi döndürmek için renkli bantları sürükleyin
</floater.string>
diff --git a/indra/newview/skins/default/xui/tr/floater_windlight_options.xml b/indra/newview/skins/default/xui/tr/floater_windlight_options.xml
index 02910e2539..6c5fba374c 100644
--- a/indra/newview/skins/default/xui/tr/floater_windlight_options.xml
+++ b/indra/newview/skins/default/xui/tr/floater_windlight_options.xml
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="WindLight floater" title="GELİŞMİŞ GÖKYÜZÜ DÜZENLEYİCİ">
<floater.string name="WLDefaultSkyNames">
- A-12ÖÖ:A-12ÖS:A-3ÖÖ:A-3ÖS:A-4.30ÖS:A-6ÖÖ:A-6ÖS:A-9ÖÖ:A-9ÖS:Barselona:Tipi:Mavi Gün Ortası:Sahilde Öğleden Sonra:Sahilde Gün Batımı:Varsayılan:Çölde Gün Batımı:Güzel Bir Gün:Kabarık Büyük Bulutlar:Sisli:Şık Şık:Şık Şık Şık:Dondurma:Hayalet:Uygunsuz Gerçekler:Gün Ortası1:Gün Ortası 2:Gün Ortası 3:Gün Ortası 4:Gece:Korsan:Mor:Denizcinin Keyfi:Saf Tensel
+ A-12:A-24:A-3:A-15:A-16.30:A-6:A-18:A-9:A-21:Barselona:Tipi:Mavi Gün Ortası:Sahilde Öğleden Sonra:Sahilde Gün Batımı:Varsayılan:Çölde Gün Batımı:Güzel Bir Gün:Kabarık Büyük Bulutlar:Sisli:Şık Şık:Şık Şık Şık:Dondurma:Hayalet:Uygunsuz Gerçekler:Gün Ortası1:Gün Ortası 2:Gün Ortası 3:Gün Ortası 4:Gece:Korsan:Mor:Denizcinin Keyfi:Saf Tensel
</floater.string>
<text name="KeyFramePresetsText">
Gökyüzü Ön Ayarları:
diff --git a/indra/newview/skins/default/xui/tr/menu_gesture_gear.xml b/indra/newview/skins/default/xui/tr/menu_gesture_gear.xml
index 9ae433d8bb..cb9b678fdd 100644
--- a/indra/newview/skins/default/xui/tr/menu_gesture_gear.xml
+++ b/indra/newview/skins/default/xui/tr/menu_gesture_gear.xml
@@ -1,6 +1,6 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<toggleable_menu name="menu_gesture_gear">
- <menu_item_call label="Sık Kullanılanlara Ekle/Çıkar" name="activate"/>
+ <menu_item_call label="Favorilere Ekle/Çıkar" name="activate"/>
<menu_item_call label="Kopyala" name="copy_gesture"/>
<menu_item_call label="Yapıştır" name="paste"/>
<menu_item_call label="UUID&apos;yi Kopyala" name="copy_uuid"/>
diff --git a/indra/newview/skins/default/xui/tr/menu_hide_navbar.xml b/indra/newview/skins/default/xui/tr/menu_hide_navbar.xml
index 130c72e04d..d1f213516b 100644
--- a/indra/newview/skins/default/xui/tr/menu_hide_navbar.xml
+++ b/indra/newview/skins/default/xui/tr/menu_hide_navbar.xml
@@ -1,6 +1,6 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<menu name="hide_navbar_menu">
- <menu_item_check label="Gezinme ve Sık Kullanılanlar Çubuğunu Göster" name="ShowNavbarNavigationPanel"/>
- <menu_item_check label="Sık Kullanılanlar Çubuğunu Göster" name="ShowNavbarFavoritesPanel"/>
+ <menu_item_check label="Gezinme ve Favoriler Çubuğunu Göster" name="ShowNavbarNavigationPanel"/>
+ <menu_item_check label="Favoriler Çubuğunu Göster" name="ShowNavbarFavoritesPanel"/>
<menu_item_check label="Mini Konum Çubuğunu Göster" name="ShowMiniLocationPanel"/>
</menu>
diff --git a/indra/newview/skins/default/xui/tr/menu_landmark.xml b/indra/newview/skins/default/xui/tr/menu_landmark.xml
index 17068d445d..c68a2f6a90 100644
--- a/indra/newview/skins/default/xui/tr/menu_landmark.xml
+++ b/indra/newview/skins/default/xui/tr/menu_landmark.xml
@@ -2,6 +2,6 @@
<toggleable_menu name="landmark_overflow_menu">
<menu_item_call label="SLurl&apos;i Kopyala" name="copy"/>
<menu_item_call label="Sil" name="delete"/>
- <menu_item_call label="Favori Oluştur" name="pick"/>
- <menu_item_call label="Sık Kullanılanlar Çubuğuna Ekle" name="add_to_favbar"/>
+ <menu_item_call label="Seçme Oluştur" name="pick"/>
+ <menu_item_call label="Favoriler Çubuğuna Ekle" name="add_to_favbar"/>
</toggleable_menu>
diff --git a/indra/newview/skins/default/xui/tr/menu_picks_plus.xml b/indra/newview/skins/default/xui/tr/menu_picks_plus.xml
index 0bd84fa88e..d9c4fefc97 100644
--- a/indra/newview/skins/default/xui/tr/menu_picks_plus.xml
+++ b/indra/newview/skins/default/xui/tr/menu_picks_plus.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<toggleable_menu name="picks_plus_menu">
- <menu_item_call label="Yeni Favori" name="create_pick"/>
+ <menu_item_call label="Yeni Seçme" name="create_pick"/>
<menu_item_call label="Yeni İlan" name="create_classified"/>
</toggleable_menu>
diff --git a/indra/newview/skins/default/xui/tr/menu_place.xml b/indra/newview/skins/default/xui/tr/menu_place.xml
index 4ef7c01f09..ad167a328a 100644
--- a/indra/newview/skins/default/xui/tr/menu_place.xml
+++ b/indra/newview/skins/default/xui/tr/menu_place.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<toggleable_menu name="place_overflow_menu">
<menu_item_call label="Yer İmi Yap" name="landmark"/>
- <menu_item_call label="Favori Oluştur" name="pick"/>
+ <menu_item_call label="Seçme Oluştur" name="pick"/>
</toggleable_menu>
diff --git a/indra/newview/skins/default/xui/tr/menu_places_gear_landmark.xml b/indra/newview/skins/default/xui/tr/menu_places_gear_landmark.xml
index 5282d9fec7..939ee2c7cb 100644
--- a/indra/newview/skins/default/xui/tr/menu_places_gear_landmark.xml
+++ b/indra/newview/skins/default/xui/tr/menu_places_gear_landmark.xml
@@ -15,5 +15,5 @@
<menu_item_call label="Tüm klasörleri genişlet" name="expand_all"/>
<menu_item_call label="Tüm klasörleri daralt" name="collapse_all"/>
<menu_item_check label="Tarihe Göre Sırala" name="sort_by_date"/>
- <menu_item_call label="Favori Oluştur" name="create_pick"/>
+ <menu_item_call label="Seçme Oluştur" name="create_pick"/>
</toggleable_menu>
diff --git a/indra/newview/skins/default/xui/tr/menu_slurl.xml b/indra/newview/skins/default/xui/tr/menu_slurl.xml
index 03e3837ea0..73ac068b26 100644
--- a/indra/newview/skins/default/xui/tr/menu_slurl.xml
+++ b/indra/newview/skins/default/xui/tr/menu_slurl.xml
@@ -1,6 +1,6 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<menu name="Popup">
<menu_item_call label="URL Hakkında" name="about_url"/>
- <menu_item_call label="URL&apos;ye Işınlan" name="teleport_to_url"/>
+ <menu_item_call label="URL&apos;ye Işınla" name="teleport_to_url"/>
<menu_item_call label="Harita" name="show_on_map"/>
</menu>
diff --git a/indra/newview/skins/default/xui/tr/menu_viewer.xml b/indra/newview/skins/default/xui/tr/menu_viewer.xml
index 0877d8881b..efeed833a5 100644
--- a/indra/newview/skins/default/xui/tr/menu_viewer.xml
+++ b/indra/newview/skins/default/xui/tr/menu_viewer.xml
@@ -56,7 +56,7 @@
<menu_item_check label="Parsel Özellikleri" name="Parcel Properties"/>
<menu_item_check label="Gelişmiş Menü" name="Show Advanced Menu"/>
</menu>
- <menu_item_call label="Ana Konuma Işınlan" name="Teleport Home"/>
+ <menu_item_call label="Ana Konuma Işınla" name="Teleport Home"/>
<menu_item_call label="Ana Konumu Burası Olarak Seç" name="Set Home to Here"/>
<menu label="Güneş" name="Environment Settings">
<menu_item_call label="Gün Doğumu" name="Sunrise"/>
diff --git a/indra/newview/skins/default/xui/tr/notifications.xml b/indra/newview/skins/default/xui/tr/notifications.xml
index b75307b67b..a268c103a6 100644
--- a/indra/newview/skins/default/xui/tr/notifications.xml
+++ b/indra/newview/skins/default/xui/tr/notifications.xml
@@ -189,7 +189,7 @@ Bu Yetenek &apos;[ROLE_NAME]&apos; rolüne eklensin mi?
<usetemplate ignoretext="Aksesuarları çıkarmadan önce doğrulama iste" name="okcancelignore" notext="Hayır" yestext="Evet"/>
</notification>
<notification name="JoinGroupCanAfford">
- Bu gruba katılmanın maliyeti: [COST] L$.
+ Bu gruba katılmanın maliyeti: L$ [COST].
Devam etmek istiyor musunuz?
<usetemplate name="okcancelbuttons" notext="İptal Et" yestext="Katıl"/>
</notification>
@@ -199,33 +199,33 @@ Devam etmek istiyor musunuz?
<usetemplate name="okcancelbuttons" notext="İptal Et" yestext="Katıl"/>
</notification>
<notification name="JoinGroupCannotAfford">
- Bu gruba katılmanın maliyeti: [COST] L$.
+ Bu gruba katılmanın maliyeti: L$ [COST].
Bu gruba katılmak için yeterli L$&apos;na sahip değilsiniz.
</notification>
<notification name="CreateGroupCost">
- Bu grubu oluşturmanın maliyeti: 100 L$.
+ Bu grubu oluşturmanın maliyeti: L$ 100.
Grupların birden fazla üyeye sahip olması gereklidir, aksi takdirde grup kalıcı olarak silinir.
Lütfen 48 saat içinde diğer üyeleri davet edin.
- <usetemplate canceltext="İptal" name="okcancelbuttons" notext="İptal" yestext="100 L$ ödeyerek grubu oluştur"/>
+ <usetemplate canceltext="İptal" name="okcancelbuttons" notext="İptal" yestext="L$ 100 ödeyerek grubu oluştur"/>
</notification>
<notification name="LandBuyPass">
- [COST] L$ ödeyerek (&apos;[PARCEL_NAME]&apos;) arazisine [TIME] saat süreyle girebilirsiniz. Giriş hakkı satın almak istiyor musunuz?
+ L$ [COST] ödeyerek (&apos;[PARCEL_NAME]&apos;) arazisine [TIME] saat süreyle girebilirsiniz. Giriş hakkı satın almak istiyor musunuz?
<usetemplate name="okcancelbuttons" notext="İptal" yestext="Tamam"/>
</notification>
<notification name="SalePriceRestriction">
- Herhangi birine satış yaparken satış fiyatı 0 L$&apos;ndan daha yüksek bir değere ayarlanmalıdır.
-0 L$ fiyatla satış yapıyorsanız lütfen satışın yapılacağı kişiyi seçin.
+ Herhangi birine satış yaparken satış fiyatı L$ 0&apos;dan daha yüksek bir değere ayarlanmalıdır.
+L$ 0 fiyatla satış yapıyorsanız lütfen satışın yapılacağı kişiyi seçin.
</notification>
<notification name="ConfirmLandSaleChange">
Seçili [LAND_SIZE] m² arazi satışa çıkarılmak üzere ayarlanıyor.
-Satış fiyatınız [SALE_PRICE] L$ olacak ve [NAME] için satışa açık olacaktır.
+Satış fiyatınız L$ [SALE_PRICE] olacak ve [NAME] için satışa açık olacaktır.
<usetemplate name="okcancelbuttons" notext="İptal" yestext="Tamam"/>
</notification>
<notification name="ConfirmLandSaleToAnyoneChange">
DİKKAT: &apos;Herkes için satışa açık&apos; seçeneğinin tıklanması, arazinizi tüm [SECOND_LIFE] topluluğuna açık hale getirir, bu bölgede bulunmayanlar da buna dahildir.
Seçili [LAND_SIZE] m² arazi satışa çıkarılmak üzere ayarlanıyor.
-Satış fiyatınız [SALE_PRICE] L$ olacak ve [NAME] için satışa açık olacaktır.
+Satış fiyatınız L$ [SALE_PRICE] olacak ve [NAME] için satışa açık olacaktır.
<usetemplate name="okcancelbuttons" notext="İptal" yestext="Tamam"/>
</notification>
<notification name="ReturnObjectsDeededToGroup">
@@ -365,7 +365,7 @@ Devam etmek istediğinize emin misiniz?
<usetemplate name="okbutton" yestext="Tamam"/>
</notification>
<notification name="DeleteAvatarPick">
- Favori &lt;nolink&gt;[PICK]&lt;/nolink&gt; silinsin mi?
+ Seçme &lt;nolink&gt;[PICK]&lt;/nolink&gt; silinsin mi?
<usetemplate name="okcancelbuttons" notext="İptal" yestext="Tamam"/>
</notification>
<notification name="DeleteOutfits">
@@ -1008,7 +1008,7 @@ bu simdeki TÜM ARAZİLERDEN SİLMEK istediğinize emin misiniz?
İlanınız için bir ad belirtmelisiniz.
</notification>
<notification name="MinClassifiedPrice">
- Listeleme için ödenmesi gereken tutar en az [MIN_PRICE] L$ olmalıdır.
+ Listeleme için ödenmesi gereken tutar en az L$ [MIN_PRICE] olmalıdır.
Lütfen daha yüksek bir tutar girin.
</notification>
@@ -1586,7 +1586,7 @@ Lütfen daha sonra tekrar deneyin.
</notification>
<notification name="TeleportToPick">
[PICK] konumuna ışınlanılsın mı?
- <usetemplate ignoretext="Favori sekmesindeki bir konuma ışınlanma istediğimde doğrulama iste" name="okcancelignore" notext="İptal Et" yestext="Işınla"/>
+ <usetemplate ignoretext="Seçme sekmesindeki bir konuma ışınlanma istediğimde doğrulama iste" name="okcancelignore" notext="İptal Et" yestext="Işınla"/>
</notification>
<notification name="TeleportToClassified">
[CLASSIFIED] konumuna ışınlanılsın mı?
@@ -1766,7 +1766,7 @@ Erişkinlik Seviyesi tercihinizi şimdi yükseltmek ve araziye girebilmek için
<notification name="PublishClassified">
Hatırla: İlan ücretleri iade edilmez.
-Şimdi [AMOUNT] L$ ödeyerek bu ilanı yayınlamak istiyor musunuz?
+Şimdi L$ [AMOUNT] ödeyerek bu ilanı yayınlamak istiyor musunuz?
<usetemplate name="okcancelbuttons" notext="İptal" yestext="Tamam"/>
</notification>
<notification name="SetClassifiedMature">
@@ -1810,7 +1810,7 @@ Lütfen sadece bir nesne seçin ve tekrar deneyin.
Lütfen sadece bir nesne seçin ve tekrar deneyin.
</notification>
<notification name="BuyOriginal">
- Özgün nesne [OWNER] kullanıcısından [PRICE] L$ karşılığında satın alınsın mı?
+ Özgün nesne [OWNER] kullanıcısından L$ [PRICE] karşılığında satın alınsın mı?
Nesnenin sahibi siz olacaksınız.
Şu işlemleri yapabileceksiniz:
Değiştirme: [MODIFYPERM]
@@ -1819,7 +1819,7 @@ Nesnenin sahibi siz olacaksınız.
<usetemplate name="okcancelbuttons" notext="İptal" yestext="Tamam"/>
</notification>
<notification name="BuyOriginalNoOwner">
- Özgün nesne PRICE] L$ karşılığında satın alınsın mı?
+ Özgün nesne L$ [PRICE] karşılığında satın alınsın mı?
Nesnenin sahibi siz olacaksınız.
Şu işlemleri yapabileceksiniz:
Değiştirme: [MODIFYPERM]
@@ -1828,7 +1828,7 @@ Nesnenin sahibi siz olacaksınız.
<usetemplate name="okcancelbuttons" notext="İptal" yestext="Tamam"/>
</notification>
<notification name="BuyCopy">
- Bir kopyası [OWNER] kullanıcısından [PRICE] L$ karşılığında satın alınsın mı?
+ Bir kopyası [OWNER] kullanıcısından L$ [PRICE] karşılığında satın alınsın mı?
Nesne envanterinize kopyalanacak.
Şu işlemleri yapabileceksiniz:
Değiştirme: [MODIFYPERM]
@@ -1837,7 +1837,7 @@ Nesne envanterinize kopyalanacak.
<usetemplate name="okcancelbuttons" notext="İptal" yestext="Tamam"/>
</notification>
<notification name="BuyCopyNoOwner">
- Bir kopyası [PRICE] L$ karşılığında satın alınsın mı?
+ Bir kopyası L$ [PRICE] karşılığında satın alınsın mı?
Nesne envanterinize kopyalanacak.
Şu işlemleri yapabileceksiniz:
Değiştirme: [MODIFYPERM]
@@ -1846,12 +1846,12 @@ Nesne envanterinize kopyalanacak.
<usetemplate name="okcancelbuttons" notext="İptal" yestext="Tamam"/>
</notification>
<notification name="BuyContents">
- İçerik [OWNER] kullanıcısından [PRICE] L$ karşılığında satın alınsın mı?
+ İçerik [OWNER] kullanıcısından L$ [PRICE] karşılığında satın alınsın mı?
İçerik envanterinize kopyalanacak.
<usetemplate name="okcancelbuttons" notext="İptal" yestext="Tamam"/>
</notification>
<notification name="BuyContentsNoOwner">
- İçerik [PRICE] L$ karşılığında satın alınsın mı?
+ İçerik L$ [PRICE] karşılığında satın alınsın mı?
İçerik envanterinize kopyalanacak.
<usetemplate name="okcancelbuttons" notext="İptal" yestext="Tamam"/>
</notification>
@@ -1875,7 +1875,7 @@ Lütfen parolanızı yeniden girin ve Tamam&apos;ı tıklatın.
</notification>
<notification name="SetPickLocation">
Not:
-Bu favorinin konumunu güncellediniz fakat diğer detaylar özgün değerlerini koruyacak.
+Bu seçmenin konumunu güncellediniz fakat diğer detaylar özgün değerlerini koruyacak.
<usetemplate name="okbutton" yestext="Tamam"/>
</notification>
<notification name="MoveInventoryFromObject">
@@ -2132,7 +2132,7 @@ Bu adımda web tarayıcınızın başlatılacağına dikkat edin.
(Yaklaşık 5 dakika sürecektir.)
</notification>
<notification name="UploadPayment">
- Karşıya yüklemek için [AMOUNT] L$ ödediniz.
+ Karşıya yüklemek için L$ [AMOUNT] ödediniz.
</notification>
<notification name="UploadWebSnapshotDone">
Web sitesinde yer alan anlık görüntülerin karşıya yüklenmesi tamamlandı.
@@ -2479,7 +2479,7 @@ Lütfen biraz sonra tekrar deneyin.
[MESSAGE] - [MATURITY_STR] &lt;icon&gt;[MATURITY_ICON]&lt;/icon&gt;
<form name="form">
- <button name="Teleport" text="Işınlan"/>
+ <button name="Teleport" text="Işınla"/>
<button name="Cancel" text="İptal"/>
</form>
</notification>
@@ -3014,7 +3014,7 @@ Görünümünüzü döndürmek için dünya üzerindeki herhangi bir yeri tıkla
<usetemplate name="okcancelbuttons" notext="Çıkma" yestext="Çık"/>
</notification>
<notification label="" name="NoPicks">
- Favorileri oluşturma ve düzenleme sadece Gelişmiş modda kullanılabilir. Uygulamadan çıkıp, mod değiştirmek ister misiniz? Mod seçici oturum açma ekranında bulunabilir.
+ Seçmeleri oluşturma ve düzenleme sadece Gelişmiş modda kullanılabilir. Uygulamadan çıkıp, mod değiştirmek ister misiniz? Mod seçici oturum açma ekranında bulunabilir.
<usetemplate name="okcancelbuttons" notext="Çıkma" yestext="Çık"/>
</notification>
<notification label="" name="NoWorldMap">
diff --git a/indra/newview/skins/default/xui/tr/panel_edit_pick.xml b/indra/newview/skins/default/xui/tr/panel_edit_pick.xml
index 446beb6eb8..98b02d27df 100644
--- a/indra/newview/skins/default/xui/tr/panel_edit_pick.xml
+++ b/indra/newview/skins/default/xui/tr/panel_edit_pick.xml
@@ -4,7 +4,7 @@
(kaydedildikten sonra güncelleştirilir)
</panel.string>
<text name="title">
- Favori Düzenle
+ Seçme Düzenle
</text>
<scroll_container name="profile_scroll">
<panel name="scroll_content_panel">
@@ -27,7 +27,7 @@
<panel label="bottom_panel" name="bottom_panel">
<layout_stack name="layout_stack1">
<layout_panel name="layout_panel1">
- <button label="Favori Kaydet" name="save_changes_btn"/>
+ <button label="Seçme Kaydet" name="save_changes_btn"/>
</layout_panel>
<layout_panel name="layout_panel2">
<button label="İptal" name="cancel_btn"/>
diff --git a/indra/newview/skins/default/xui/tr/panel_landmarks.xml b/indra/newview/skins/default/xui/tr/panel_landmarks.xml
index 7543decb36..d40d0c1543 100644
--- a/indra/newview/skins/default/xui/tr/panel_landmarks.xml
+++ b/indra/newview/skins/default/xui/tr/panel_landmarks.xml
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<panel name="Landmarks">
<accordion name="landmarks_accordion">
- <accordion_tab name="tab_favorites" title="Sık Kullanılanlar çubuğu"/>
+ <accordion_tab name="tab_favorites" title="Favoriler çubuğu"/>
<accordion_tab name="tab_landmarks" title="Yer İmlerim"/>
<accordion_tab name="tab_inventory" title="Envanterim"/>
<accordion_tab name="tab_library" title="Kütüphane"/>
diff --git a/indra/newview/skins/default/xui/tr/panel_me.xml b/indra/newview/skins/default/xui/tr/panel_me.xml
index 0441660f3c..4b911c9ce6 100644
--- a/indra/newview/skins/default/xui/tr/panel_me.xml
+++ b/indra/newview/skins/default/xui/tr/panel_me.xml
@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<panel label="Profilim" name="panel_me">
- <panel label="FAVORİLERİM" name="panel_picks"/>
+ <panel label="SEÇMELERİM" name="panel_picks"/>
</panel>
diff --git a/indra/newview/skins/default/xui/tr/panel_navigation_bar.xml b/indra/newview/skins/default/xui/tr/panel_navigation_bar.xml
index b61ba0a12f..8d43e3fb5a 100644
--- a/indra/newview/skins/default/xui/tr/panel_navigation_bar.xml
+++ b/indra/newview/skins/default/xui/tr/panel_navigation_bar.xml
@@ -12,9 +12,9 @@
<layout_panel name="favorites_layout_panel">
<favorites_bar name="favorite" tool_tip="Second Life içerisinde sık kullandığınız yerlere hızla erişmek için Yer İmlerini buraya sürükleyin!">
<label name="favorites_bar_label" tool_tip="Second Life içerisinde sık kullandığınız yerlere hızla erişmek için Yer İmlerini buraya sürükleyin!">
- Sık Kullanılanlar Çubuğu
+ Favoriler Çubuğu
</label>
- <more_button name="&gt;&gt;" tool_tip="Sık Kullanılanlarımdan daha çok göster">
+ <more_button name="&gt;&gt;" tool_tip="Favorilerimden daha çok göster">
Daha Fazla ▼
</more_button>
</favorites_bar>
diff --git a/indra/newview/skins/default/xui/tr/panel_outfit_edit.xml b/indra/newview/skins/default/xui/tr/panel_outfit_edit.xml
index cc9f531831..00cd49abcd 100644
--- a/indra/newview/skins/default/xui/tr/panel_outfit_edit.xml
+++ b/indra/newview/skins/default/xui/tr/panel_outfit_edit.xml
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<!-- Side tray Outfit Edit panel -->
<panel name="outfit_edit">
- <string name="No Outfit" value="Kıyafet Yok"/>
+ <string name="No Outfit" value="Dış Görünüm Yok"/>
<string name="unsaved_changes" value="Kaydedilmemiş Değişiklikler"/>
<string name="now_editing" value="Şimdi Düzenleniyor"/>
<panel.string name="not_available">
@@ -20,7 +20,7 @@
<panel name="header_panel">
<panel name="outfit_name_and_status">
<text name="status" value="Şimdi düzenleniyor..."/>
- <text name="curr_outfit_name" value="[Mevcut Kıyafet]"/>
+ <text name="curr_outfit_name" value="[Mevcut Dış Görünüm]"/>
</panel>
</panel>
<layout_stack name="im_panels">
diff --git a/indra/newview/skins/default/xui/tr/panel_outfits_list.xml b/indra/newview/skins/default/xui/tr/panel_outfits_list.xml
index 12892e1642..60a3576d84 100644
--- a/indra/newview/skins/default/xui/tr/panel_outfits_list.xml
+++ b/indra/newview/skins/default/xui/tr/panel_outfits_list.xml
@@ -6,6 +6,6 @@
</accordion>
<panel name="bottom_panel">
<menu_button name="options_gear_btn" tool_tip="İlave seçenekleri göster"/>
- <button name="trash_btn" tool_tip="Seçili kıyafeti sil"/>
+ <button name="trash_btn" tool_tip="Seçili dış görünümü sil"/>
</panel>
</panel>
diff --git a/indra/newview/skins/default/xui/tr/panel_people.xml b/indra/newview/skins/default/xui/tr/panel_people.xml
index 96701fbd84..7d42e3ab79 100644
--- a/indra/newview/skins/default/xui/tr/panel_people.xml
+++ b/indra/newview/skins/default/xui/tr/panel_people.xml
@@ -3,7 +3,7 @@
<panel label="Kişiler" name="people_panel">
<string name="no_recent_people" value="Yakın zamanlı kişi yok. Birlikte takılacak kişiler mi arıyorsunuz? [secondlife:///app/search/people Arayı] veya [secondlife:///app/worldmap Dünya Haritasını] deneyin."/>
<string name="no_filtered_recent_people" value="Aradığınızı bulamadınız mı? [secondlife:///app/search/people/[SEARCH_TERM] Ara] deneyin."/>
- <string name="no_one_near" value="Yakında kimse yok. Birlikte takılacak kişiler mi arıyorsunuz? [secondlife:///app/search/people Arayı] veya [secondlife:///app/worldmap Dünya Haritasını] deneyin."/>
+ <string name="no_one_near" value="Yakında kimse yok. Birlikte takılacak kişiler mi arıyorsunuz? [secondlife:///app/search/people Arayın] veya [secondlife:///app/worldmap Dünya Haritasını] deneyin."/>
<string name="no_one_filtered_near" value="Aradığınızı bulamadınız mı? [secondlife:///app/search/people/[SEARCH_TERM] Ara] deneyin."/>
<string name="no_friends_online" value="Çevrimiçi arkadaş yok"/>
<string name="no_friends" value="Arkadaş yok"/>
diff --git a/indra/newview/skins/default/xui/tr/panel_picks.xml b/indra/newview/skins/default/xui/tr/panel_picks.xml
index a36f3faf03..26beac7854 100644
--- a/indra/newview/skins/default/xui/tr/panel_picks.xml
+++ b/indra/newview/skins/default/xui/tr/panel_picks.xml
@@ -1,22 +1,22 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<panel label="Favorilerim" name="panel_picks">
- <string name="no_picks" value="Favori Yok"/>
+ <string name="no_picks" value="Seçme Yok"/>
<string name="no_classifieds" value="İlan Yok"/>
<accordion name="accordion">
- <accordion_tab name="tab_picks" title="Favorilerim"/>
+ <accordion_tab name="tab_picks" title="Seçmelerim"/>
<accordion_tab name="tab_classifieds" title="İlanlar"/>
</accordion>
<panel label="bottom_panel" name="edit_panel">
<layout_stack name="edit_panel_ls">
<layout_panel name="gear_menu_btn">
- <button name="new_btn" tool_tip="Mevcut konumda yeni bir favori veya ilan oluşturun"/>
+ <button name="new_btn" tool_tip="Mevcut konumda yeni bir seçme veya ilan oluşturun"/>
</layout_panel>
</layout_stack>
</panel>
<panel name="buttons_cucks">
<layout_stack name="buttons_cucks_ls">
<layout_panel name="info_btn_lp">
- <button label="Bilgi" name="info_btn" tool_tip="Favori bilgilerini göster"/>
+ <button label="Bilgi" name="info_btn" tool_tip="Seçme bilgilerini göster"/>
</layout_panel>
<layout_panel name="teleport_btn_lp">
<button label="Işınla" name="teleport_btn" tool_tip="İlişkili alana ışınlanın"/>
diff --git a/indra/newview/skins/default/xui/tr/panel_preferences_general.xml b/indra/newview/skins/default/xui/tr/panel_preferences_general.xml
index da01bd98a0..fbfc07c4b8 100644
--- a/indra/newview/skins/default/xui/tr/panel_preferences_general.xml
+++ b/indra/newview/skins/default/xui/tr/panel_preferences_general.xml
@@ -5,7 +5,7 @@
</text>
<combo_box name="language_combobox">
<combo_box.item label="Sistem varsayılanı" name="System Default Language"/>
- <combo_box.item label="İngilizce" name="English"/>
+ <combo_box.item label="English (İngilizce)" name="English"/>
<combo_box.item label="Dansk (Danca) - Beta" name="Danish"/>
<combo_box.item label="Deutsch (Almanca) - Beta" name="Deutsch(German)"/>
<combo_box.item label="Español (İspanyolca) - Beta" name="Spanish"/>
@@ -14,9 +14,9 @@
<combo_box.item label="Polski (Lehçe) - Beta" name="Polish"/>
<combo_box.item label="Português (Portekizce) - Beta" name="Portugese"/>
<combo_box.item label="Русский (Rusça) - Beta" name="Russian"/>
- <combo_box.item label="Türkçe (Türkçe) - Beta" name="Turkish"/>
+ <combo_box.item label="Türkçe - Beta" name="Turkish"/>
<combo_box.item label="日本語 (Japonca) - Beta" name="(Japanese)"/>
- <combo_box.item label="正體 (Geleneksel Çince) - Beta" name="Traditional Chinese"/>
+ <combo_box.item label="正體中文 (Geleneksel Çince) - Beta" name="Traditional Chinese"/>
</combo_box>
<text name="language_textbox2">
(Yeniden başlatma gerekir)
diff --git a/indra/newview/skins/default/xui/tr/panel_preferences_privacy.xml b/indra/newview/skins/default/xui/tr/panel_preferences_privacy.xml
index 38fa8ab7f9..e76616f667 100644
--- a/indra/newview/skins/default/xui/tr/panel_preferences_privacy.xml
+++ b/indra/newview/skins/default/xui/tr/panel_preferences_privacy.xml
@@ -11,7 +11,7 @@
<check_box label="Çevrimiçi olduğumu sadece arkadaşlar ve gruplar bilsin" name="online_visibility"/>
<check_box label="Sadece arkadaşlar ve gruplar beni arasın veya Aİ göndersin" name="voice_call_friends_only_check"/>
<check_box label="Aramaları sonlandırırken mikrofonu kapat" name="auto_disengage_mic_check"/>
- <check_box label="Oturum Açarken Sık Kullanılan Yer İmlerimi Göster (&apos;Buradan başla&apos; açılır menüsünden)" name="favorites_on_login_check"/>
+ <check_box label="Oturum Açarken Favori Yer İmlerimi Göster (&apos;Buradan başla&apos; açılır menüsünden)" name="favorites_on_login_check"/>
<text name="Logs:">
Sohbet Günlükleri:
</text>
diff --git a/indra/newview/skins/default/xui/tr/panel_profile_view.xml b/indra/newview/skins/default/xui/tr/panel_profile_view.xml
index c5cee39b70..17c5002bd7 100644
--- a/indra/newview/skins/default/xui/tr/panel_profile_view.xml
+++ b/indra/newview/skins/default/xui/tr/panel_profile_view.xml
@@ -14,7 +14,7 @@
<text name="user_label" value="Kullanıcı Adı:"/>
<tab_container name="tabs">
<panel label="PROFİL" name="panel_profile"/>
- <panel label="FAVORİLER" name="panel_picks"/>
+ <panel label="SEÇMELER" name="panel_picks"/>
<panel label="NOTLAR &amp; GİZLİLİK" name="panel_notes"/>
</tab_container>
</panel>
diff --git a/indra/newview/skins/default/xui/tr/role_actions.xml b/indra/newview/skins/default/xui/tr/role_actions.xml
index 002589b276..18f7d6dca2 100644
--- a/indra/newview/skins/default/xui/tr/role_actions.xml
+++ b/indra/newview/skins/default/xui/tr/role_actions.xml
@@ -53,10 +53,10 @@
<action description="Gruba ait olmayan nesneleri iade et" longdescription="Grubun sahip olduğu parseller üzerinde gruba ait olmayan nesneleri Arazi Hakkında &gt; Nesneler sekmesinden iade edin." name="land return non group" value="34"/>
<action description="Linden bitkilerini kullanarak bahçe düzenleme" longdescription="Linden ağaçlarını, bitkilerini ve çimleri yerleştirerek veya yerlerini değiştirerek bahçe düzenleme yeteneği. Bu öğeler envanterinizin Kütüphane &gt; Nesneler klasörü içinde bulunabilir veya İnşa Et menüsünden oluşturulabilir." name="land gardening" value="35"/>
</action_set>
- <action_set description="Bu Yeteneklere grubun sahip olduğu nesneleri devretme, değiştirme ve satma güçleri de dahildir. Bu değişiklikler İnşa Araçları &gt; Genel sekmesinden yapılabilir. Bir nesneyi sağ tıklatıp Düzenle&apos;yi seçerek ayarlarını görebilirsiniz." name="Object Management">
- <action description="Nesneleri gruba devret" longdescription="Nesneleri İnşa Araçları &gt; Genel sekmesinden gruba devredin." name="object deed" value="36"/>
- <action description="Grubun sahip olduğu nesneleri kullan (taşı, kopyala, değiştir)" longdescription="Grubun sahip olduğu nesneleri, İnşa Araçları &gt; Genel sekmesi üzerinden kullanın (taşıyın, kopyalayın, değiştirin)." name="object manipulate" value="38"/>
- <action description="Grubun sahip olduğu nesneleri satışa çıkar" longdescription="Grubun sahip olduğu nesneleri İnşa Araçları &gt; Genel sekmesinden satışa çıkarın." name="object set sale" value="39"/>
+ <action_set description="Bu Yeteneklere grubun sahip olduğu nesneleri devretme, değiştirme ve satma güçleri de dahildir. Bu değişiklikler İnşa Et Araçları &gt; Genel sekmesinden yapılabilir. Bir nesneyi sağ tıklatıp Düzenle&apos;yi seçerek ayarlarını görebilirsiniz." name="Object Management">
+ <action description="Nesneleri gruba devret" longdescription="Nesneleri İnşa Et Araçları &gt; Genel sekmesinden gruba devredin." name="object deed" value="36"/>
+ <action description="Grubun sahip olduğu nesneleri kullan (taşı, kopyala, değiştir)" longdescription="Grubun sahip olduğu nesneleri, İnşa Et Araçları &gt; Genel sekmesi üzerinden kullanın (taşıyın, kopyalayın, değiştirin)." name="object manipulate" value="38"/>
+ <action description="Grubun sahip olduğu nesneleri satışa çıkar" longdescription="Grubun sahip olduğu nesneleri İnşa Et Araçları &gt; Genel sekmesinden satışa çıkarın." name="object set sale" value="39"/>
</action_set>
<action_set description="Bu Yeteneklere Üyelerin grup borçlarını ödemesini ve grup kâr paylarını almasını sağlayan ve grup hesabının geçmiş bilgilerine erişimi sınırlandıran güçler de dahildir." name="Accounting">
<action description="Grup borçlarını öde ve grup kâr paylarını al" longdescription="Bu Yeteneğe sahip bir Roldeki Üyeler otomatik olarak grup borçlarını ödeyecek ve grup kâr paylarını alacaktır. Bu da grubun sahip olduğu arazi satışlarından kendilerine düşen ve günlük olarak dağıtılan ksımı alacakları gibi parsel için ilan verme ücreti gibi masraflara da katkıda bulunacakları anlamına gelir." name="accounting accountable" value="40"/>
diff --git a/indra/newview/skins/default/xui/tr/sidepanel_appearance.xml b/indra/newview/skins/default/xui/tr/sidepanel_appearance.xml
index 75528974ec..b632f21cf5 100644
--- a/indra/newview/skins/default/xui/tr/sidepanel_appearance.xml
+++ b/indra/newview/skins/default/xui/tr/sidepanel_appearance.xml
@@ -1,9 +1,9 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
-<panel label="Kıyafetler" name="appearance panel">
- <string name="No Outfit" value="Kıyafet Yok"/>
+<panel label="Dış Görünümler" name="appearance panel">
+ <string name="No Outfit" value="Dış Görünüm Yok"/>
<string name="Unsaved Changes" value="Kaydedilmemiş değişiklikler"/>
<string name="Now Wearing" value="Şimdi giyiyor..."/>
- <string name="Changing outfits" value="Kıyafetleri değiştiriyor"/>
+ <string name="Changing outfits" value="Dış görünümler değiştiriliyor"/>
<panel name="panel_currentlook">
<button label="E" name="editappearance_btn"/>
<button label="O" name="openoutfit_btn"/>
@@ -11,9 +11,9 @@
(Durum)
</text>
<text name="currentlook_name">
- MOOSE gibi gerçekten Uzun bir Adla Kıyafetim
+ MOOSE gibi gerçekten Uzun bir Adla Dış Görünümüm
</text>
- <button label="" name="edit_outfit_btn" tool_tip="Bu kıyafeti düzenle"/>
+ <button label="" name="edit_outfit_btn" tool_tip="Bu dış görünümü düzenle"/>
</panel>
- <filter_editor label="Kıyafetleri Filtrele" name="Filter"/>
+ <filter_editor label="Dış Görünümleri Filtrele" name="Filter"/>
</panel>
diff --git a/indra/newview/skins/default/xui/tr/strings.xml b/indra/newview/skins/default/xui/tr/strings.xml
index e1885413bb..a17d78486d 100644
--- a/indra/newview/skins/default/xui/tr/strings.xml
+++ b/indra/newview/skins/default/xui/tr/strings.xml
@@ -584,7 +584,7 @@ Lütfen bir dakika içerisinde tekrar oturum açmayı deneyin.
sim durumu
</string>
<string name="favorite">
- sık kullanılan
+ favori
</string>
<string name="symbolic link">
bağlantı
@@ -1205,7 +1205,7 @@ Lütfen bir dakika içerisinde tekrar oturum açmayı deneyin.
Aradığınızı bulamadınız mı? [secondlife:///app/search/places/[SEARCH_TERM] Arama] ile bulmayı deneyin.
</string>
<string name="FavoritesNoMatchingItems">
- Bir yer imini sık kullanılanlarınıza eklemek için buraya sürükleyin.
+ Bir yer imini favorilerinize eklemek için buraya sürükleyin.
</string>
<string name="InventoryNoTexture">
Envanterinizde bu dokunun kopyası yok
@@ -1380,10 +1380,10 @@ Lütfen bir dakika içerisinde tekrar oturum açmayı deneyin.
Mimikler
</string>
<string name="InvFolder Favorite">
- Sık Kullanılanlarım
+ Favorilerim
</string>
<string name="InvFolder favorite">
- Sık Kullanılanlarım
+ Favorilerim
</string>
<string name="InvFolder Current Outfit">
Mevcut Dış Görünüm
@@ -1985,10 +1985,10 @@ Lütfen bir dakika içerisinde tekrar oturum açmayı deneyin.
(yayınlandıktan sonra güncelleştirilir)
</string>
<string name="NoPicksClassifiedsText">
- Herhangi bir Favori veya İlan oluşturmadınız. Bir Favori veya İlan oluşturmak için aşağıdaki Artı düğmesine tıklayın.
+ Herhangi bir Seçme veya İlan oluşturmadınız. Bir Seçme veya İlan oluşturmak için aşağıdaki Artı düğmesine tıklayın.
</string>
<string name="NoAvatarPicksClassifiedsText">
- Kullanıcının herhangi bir favorisi veya ilanı yok
+ Kullanıcının herhangi bir seçmesi veya ilanı yok
</string>
<string name="PicksClassifiedsLoadingText">
Yükleniyor...
@@ -4165,7 +4165,7 @@ Kötüye Kullanımı Bildirme
Konuşma Mimikleri
</string>
<string name="Common Gestures">
- Sık Kullanılan Mimikler
+ Favori Mimikler
</string>
<string name="Male - Excuse me">
Erkek - Afedersiniz
@@ -4798,7 +4798,7 @@ Düzenleyici yolunu çift tırnakla çevrelemeyi deneyin.
Pusula
</string>
<string name="Command_Destinations_Label">
- Hedef Konumlar
+ Hedef Konum
</string>
<string name="Command_Gestures_Label">
Mimikler
@@ -4825,7 +4825,7 @@ Düzenleyici yolunu çift tırnakla çevrelemeyi deneyin.
Kişiler
</string>
<string name="Command_Picks_Label">
- Favoriler
+ Seçmeler
</string>
<string name="Command_Places_Label">
Yerler
@@ -4897,7 +4897,7 @@ Düzenleyici yolunu çift tırnakla çevrelemeyi deneyin.
Arkadaşlar, gruplar ve yakındaki kişiler
</string>
<string name="Command_Picks_Tooltip">
- Profilinizde sık kullanılan olarak gösterilecek yerler
+ Profilinizde favori olarak gösterilecek yerler
</string>
<string name="Command_Places_Tooltip">
Kaydettiğiniz yerler
diff --git a/indra/newview/skins/default/xui/zh/floater_about.xml b/indra/newview/skins/default/xui/zh/floater_about.xml
index 0ac85d399e..7e19c124a1 100644
--- a/indra/newview/skins/default/xui/zh/floater_about.xml
+++ b/indra/newview/skins/default/xui/zh/floater_about.xml
@@ -10,7 +10,7 @@
<floater.string name="AboutPosition">
You are at [POSITION_0,number,1], [POSITION_1,number,1], [POSITION_2,number,1] in [REGION] located at &lt;nolink&gt;[HOSTNAME]&lt;/nolink&gt; ([HOSTIP])
[SERVER_VERSION]
-[[SERVER_RELEASE_NOTES_URL] [ReleaseNotes]]
+[SERVER_RELEASE_NOTES_URL]
</floater.string>
<floater.string name="AboutSystem">
CPU:[CPU]
diff --git a/indra/newview/skins/default/xui/zh/floater_day_cycle_options.xml b/indra/newview/skins/default/xui/zh/floater_day_cycle_options.xml
deleted file mode 100644
index 84186c5836..0000000000
--- a/indra/newview/skins/default/xui/zh/floater_day_cycle_options.xml
+++ /dev/null
@@ -1,95 +0,0 @@
-<?xml version="1.0" encoding="utf-8" standalone="yes"?>
-<floater name="Day Cycle Floater" title="日循環編輯器">
- <tab_container name="Day Cycle Tabs">
- <panel label="日循環" name="Day Cycle">
- <multi_slider initial_value="0" name="WLTimeSlider"/>
- <multi_slider initial_value="0" name="WLDayCycleKeys"/>
- <text name="WL12am">
- 12am
- </text>
- <text name="WL3am">
- 3am
- </text>
- <text name="WL6am">
- 6am
- </text>
- <text name="WL9amHash">
- 9am
- </text>
- <text name="WL12pmHash">
- 12pm
- </text>
- <text name="WL3pm">
- 3pm
- </text>
- <text name="WL6pm">
- 6pm
- </text>
- <text name="WL9pm">
- 9pm
- </text>
- <text name="WL12am2">
- 12am
- </text>
- <text name="WL12amHash">
- |
- </text>
- <text name="WL3amHash">
- I
- </text>
- <text name="WL6amHash">
- |
- </text>
- <text name="WL9amHash2">
- I
- </text>
- <text name="WL12pmHash2">
- |
- </text>
- <text name="WL3pmHash">
- I
- </text>
- <text name="WL6pmHash">
- |
- </text>
- <text name="WL9pmHash">
- I
- </text>
- <text name="WL12amHash2">
- |
- </text>
- <button label="Add Key" label_selected="Add Key" name="WLAddKey"/>
- <button label="Delete Key" label_selected="Delete Key" name="WLDeleteKey"/>
- <text name="WLCurKeyFrameText">
- Key Frame Settings:
- </text>
- <text name="WLCurKeyTimeText">
- Key Time:
- </text>
- <spinner label="Hour" name="WLCurKeyHour"/>
- <spinner label="Min" name="WLCurKeyMin"/>
- <text name="WLCurKeyTimeText2">
- Key Preset:
- </text>
- <combo_box label="Preset" name="WLKeyPresets"/>
- <text name="DayCycleText">
- Snap:
- </text>
- <combo_box label="五分鐘" name="WLSnapOptions"/>
- <text name="DayCycleText2">
- Length of Cycle:
- </text>
- <spinner label="小時" name="WLLengthOfDayHour"/>
- <spinner label="分" name="WLLengthOfDayMin"/>
- <spinner label="秒" name="WLLengthOfDaySec"/>
- <text name="DayCycleText3">
- 預覽:
- </text>
- <button label="播放" label_selected="播放" name="WLAnimSky"/>
- <button label="停止!" label_selected="停止" name="WLStopAnimSky"/>
- <button label="Use Estate Time" label_selected="Go to Estate Time" name="WLUseLindenTime"/>
- <button label="Save Test Day" label_selected="Save Test Day" name="WLSaveDayCycle"/>
- <button label="Load Test Day" label_selected="Load Test Day" name="WLLoadDayCycle"/>
- </panel>
- </tab_container>
-</floater>
diff --git a/indra/newview/skins/default/xui/zh/panel_preferences_general.xml b/indra/newview/skins/default/xui/zh/panel_preferences_general.xml
index 29f9599c97..6827fab6e6 100644
--- a/indra/newview/skins/default/xui/zh/panel_preferences_general.xml
+++ b/indra/newview/skins/default/xui/zh/panel_preferences_general.xml
@@ -5,15 +5,15 @@
</text>
<combo_box name="language_combobox">
<combo_box.item label="系統預設" name="System Default Language"/>
- <combo_box.item label="英語" name="English"/>
- <combo_box.item label="Dansk (Danish) - Beta" name="Danish"/>
- <combo_box.item label="Deutsch (German) - Beta" name="Deutsch(German)"/>
- <combo_box.item label="Español (Spanish) - Beta" name="Spanish"/>
- <combo_box.item label="Français (French) - Beta" name="French"/>
- <combo_box.item label="Italiano (Italian) - Beta" name="Italian"/>
- <combo_box.item label="Polski (Polish) - Beta" name="Polish"/>
- <combo_box.item label="Português (Portuguese) - Beta" name="Portugese"/>
- <combo_box.item label="日本語 (Japanese) - Beta" name="(Japanese)"/>
+ <combo_box.item label="English (英語)" name="English"/>
+ <combo_box.item label="Dansk (丹麥語) - Beta" name="Danish"/>
+ <combo_box.item label="Deutsch (德語) - Beta" name="Deutsch(German)"/>
+ <combo_box.item label="Español (西班牙語) - Beta" name="Spanish"/>
+ <combo_box.item label="Français (法語) - Beta" name="French"/>
+ <combo_box.item label="Italiano (義大利語) - Beta" name="Italian"/>
+ <combo_box.item label="Polski (波蘭語) - Beta" name="Polish"/>
+ <combo_box.item label="Português (葡萄牙語) - Beta" name="Portugese"/>
+ <combo_box.item label="日本語 (日語) - Beta" name="(Japanese)"/>
</combo_box>
<text name="language_textbox2">
(須重新啟動)
diff --git a/indra/newview/tests/lltranslate_test.cpp b/indra/newview/tests/lltranslate_test.cpp
new file mode 100644
index 0000000000..10e37fae97
--- /dev/null
+++ b/indra/newview/tests/lltranslate_test.cpp
@@ -0,0 +1,345 @@
+/**
+ * @file lltranslate_test.cpp
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#include "linden_common.h"
+
+#include "../test/lltut.h"
+#include "../lltranslate.h"
+#include "../llversioninfo.h"
+#include "../llviewercontrol.h"
+
+#include "llbufferstream.h"
+#include "lltrans.h"
+#include "llui.h"
+
+static const std::string GOOGLE_VALID_RESPONSE1 =
+"{\
+ \"data\": {\
+ \"translations\": [\
+ {\
+ \"translatedText\": \"привет\",\
+ \"detectedSourceLanguage\": \"es\"\
+ }\
+ ]\
+ }\
+}";
+
+static const std::string GOOGLE_VALID_RESPONSE2 =
+"{\
+ \"data\": {\
+ \"translations\": [\
+ {\
+ \"translatedText\": \"привет\"\
+ }\
+ ]\
+ }\
+}\
+";
+
+static const std::string GOOGLE_VALID_RESPONSE3 =
+"{\
+ \"error\": {\
+ \"errors\": [\
+ {\
+ \"domain\": \"global\",\
+ \"reason\": \"invalid\",\
+ \"message\": \"Invalid Value\"\
+ }\
+ ],\
+ \"code\": 400,\
+ \"message\": \"Invalid Value\"\
+ }\
+}";
+
+static const std::string BING_VALID_RESPONSE1 =
+"<string xmlns=\"http://schemas.microsoft.com/2003/10/Serialization/\">Привет</string>";
+
+static const std::string BING_VALID_RESPONSE2 =
+"<html><body><h1>Argument Exception</h1><p>Method: Translate()</p><p>Parameter: </p>\
+<p>Message: 'from' must be a valid language</p><code></code>\
+<p>message id=3743.V2_Rest.Translate.58E8454F</p></body></html>";
+
+static const std::string BING_VALID_RESPONSE3 =
+"<html><body><h1>Argument Exception</h1><p>Method: Translate()</p>\
+<p>Parameter: appId</p><p>Message: Invalid appId&#xD;\nParameter name: appId</p>\
+<code></code><p>message id=3737.V2_Rest.Translate.56016759</p></body></html>";
+
+namespace tut
+{
+ class translate_test
+ {
+ protected:
+ void test_translation(
+ LLTranslationAPIHandler& handler,
+ int status, const std::string& resp,
+ const std::string& exp_trans, const std::string& exp_lang, const std::string& exp_err)
+ {
+ std::string translation, detected_lang, err_msg;
+ bool rc = handler.parseResponse(status, resp, translation, detected_lang, err_msg);
+ ensure_equals("rc", rc, (status == 200));
+ ensure_equals("err_msg", err_msg, exp_err);
+ ensure_equals("translation", translation, exp_trans);
+ ensure_equals("detected_lang", detected_lang, exp_lang);
+ }
+
+ LLGoogleTranslationHandler mGoogle;
+ LLBingTranslationHandler mBing;
+ };
+
+ typedef test_group<translate_test> translate_test_group_t;
+ typedef translate_test_group_t::object translate_test_object_t;
+ tut::translate_test_group_t tut_translate("LLTranslate");
+
+ template<> template<>
+ void translate_test_object_t::test<1>()
+ {
+ test_translation(mGoogle, 200, GOOGLE_VALID_RESPONSE1, "привет", "es", "");
+ }
+
+ template<> template<>
+ void translate_test_object_t::test<2>()
+ {
+ test_translation(mGoogle, 200, GOOGLE_VALID_RESPONSE2, "привет", "", "");
+ }
+
+ template<> template<>
+ void translate_test_object_t::test<3>()
+ {
+ test_translation(mGoogle, 400, GOOGLE_VALID_RESPONSE3, "", "", "Invalid Value");
+ }
+
+ template<> template<>
+ void translate_test_object_t::test<4>()
+ {
+ test_translation(mGoogle, 400,
+ "",
+ "", "", "* Line 1, Column 1\n Syntax error: value, object or array expected.\n");
+ }
+
+ template<> template<>
+ void translate_test_object_t::test<5>()
+ {
+ test_translation(mGoogle, 400,
+ "[]",
+ "", "", "");
+ }
+
+ template<> template<>
+ void translate_test_object_t::test<6>()
+ {
+ test_translation(mGoogle, 400,
+ "{\"oops\": \"invalid\"}",
+ "", "", "");
+ }
+
+ template<> template<>
+ void translate_test_object_t::test<7>()
+ {
+ test_translation(mGoogle, 400,
+ "{\"data\": {}}",
+ "", "", "");
+ }
+
+ template<> template<>
+ void translate_test_object_t::test<8>()
+ {
+ test_translation(mGoogle, 400,
+ "{\"data\": { \"translations\": [ {} ] }}",
+ "", "", "");
+ }
+
+ template<> template<>
+ void translate_test_object_t::test<9>()
+ {
+ test_translation(mGoogle, 400,
+ "{\"data\": { \"translations\": [ { \"translatedTextZZZ\": \"привет\", \"detectedSourceLanguageZZZ\": \"es\" } ] }}",
+ "", "", "");
+ }
+
+ template<> template<>
+ void translate_test_object_t::test<10>()
+ {
+ test_translation(mBing, 200, BING_VALID_RESPONSE1, "Привет", "", "");
+ }
+
+ template<> template<>
+ void translate_test_object_t::test<11>()
+ {
+ test_translation(mBing, 400, BING_VALID_RESPONSE2, "", "", "'from' must be a valid language");
+ }
+
+ template<> template<>
+ void translate_test_object_t::test<12>()
+ {
+ test_translation(mBing, 400, BING_VALID_RESPONSE3, "", "", "Invalid appId\nParameter name: appId");
+ }
+
+ template<> template<>
+ void translate_test_object_t::test<13>()
+ {
+ test_translation(mBing, 200,
+ "Привет</string>",
+ "Привет", "", "");
+ }
+
+ template<> template<>
+ void translate_test_object_t::test<14>()
+ {
+ test_translation(mBing, 200,
+ "<string xmlns=\"http://schemas.microsoft.com/2003/10/Serialization/\">Привет",
+ "Привет", "", "");
+ }
+
+ template<> template<>
+ void translate_test_object_t::test<15>()
+ {
+ test_translation(mBing, 200,
+ "Привет",
+ "Привет", "", "");
+ }
+
+ template<> template<>
+ void translate_test_object_t::test<16>()
+ {
+ test_translation(mBing, 400,
+ "Message: some error</p>",
+ "", "", "some error");
+ }
+
+ template<> template<>
+ void translate_test_object_t::test<17>()
+ {
+ test_translation(mBing, 400,
+ "Message: some error",
+ "", "", "some error");
+ }
+
+ template<> template<>
+ void translate_test_object_t::test<18>()
+ {
+ test_translation(mBing, 400,
+ "some error</p>",
+ "", "", "some error");
+ }
+
+ template<> template<>
+ void translate_test_object_t::test<19>()
+ {
+ test_translation(mBing, 400,
+ "some error",
+ "", "", "some error");
+ }
+
+ template<> template<>
+ void translate_test_object_t::test<20>()
+ {
+ std::string url;
+ mBing.getTranslateURL(url, "en", "es", "hi");
+ ensure_equals("bing URL", url,
+ "http://api.microsofttranslator.com/v2/Http.svc/Translate?appId=dummy&text=hi&to=es&from=en");
+ }
+
+ template<> template<>
+ void translate_test_object_t::test<21>()
+ {
+ std::string url;
+ mBing.getTranslateURL(url, "", "es", "hi");
+ ensure_equals("bing URL", url,
+ "http://api.microsofttranslator.com/v2/Http.svc/Translate?appId=dummy&text=hi&to=es");
+ }
+
+ template<> template<>
+ void translate_test_object_t::test<22>()
+ {
+ std::string url;
+ mGoogle.getTranslateURL(url, "en", "es", "hi");
+ ensure_equals("google URL", url,
+ "https://www.googleapis.com/language/translate/v2?key=dummy&q=hi&target=es&source=en");
+ }
+
+ template<> template<>
+ void translate_test_object_t::test<23>()
+ {
+ std::string url;
+ mGoogle.getTranslateURL(url, "", "es", "hi");
+ ensure_equals("google URL", url,
+ "https://www.googleapis.com/language/translate/v2?key=dummy&q=hi&target=es");
+ }
+}
+
+//== Misc stubs ===============================================================
+LLControlGroup gSavedSettings("test");
+
+std::string LLUI::getLanguage() { return "en"; }
+std::string LLTrans::getString(const std::string &xml_desc, const LLStringUtil::format_map_t& args) { return "dummy"; }
+
+LLControlGroup::LLControlGroup(const std::string& name) : LLInstanceTracker<LLControlGroup, std::string>(name) {}
+std::string LLControlGroup::getString(const std::string& name) { return "dummy"; }
+LLControlGroup::~LLControlGroup() {}
+
+namespace boost {
+ void intrusive_ptr_add_ref(LLCurl::Responder*) {}
+ void intrusive_ptr_release(LLCurl::Responder*) {}
+}
+
+LLCurl::Responder::Responder() {}
+void LLCurl::Responder::completedHeader(U32, std::string const&, LLSD const&) {}
+void LLCurl::Responder::completedRaw(U32, const std::string&, const LLChannelDescriptors&, const LLIOPipe::buffer_ptr_t& buffer) {}
+void LLCurl::Responder::completed(U32, std::string const&, LLSD const&) {}
+void LLCurl::Responder::error(U32, std::string const&) {}
+void LLCurl::Responder::errorWithContent(U32, std::string const&, LLSD const&) {}
+void LLCurl::Responder::result(LLSD const&) {}
+LLCurl::Responder::~Responder() {}
+
+void LLHTTPClient::get(const std::string&, const LLSD&, ResponderPtr, const LLSD&, const F32) {}
+void LLHTTPClient::get(const std::string&, boost::intrusive_ptr<LLCurl::Responder>, const LLSD&, const F32) {}
+
+LLBufferStream::LLBufferStream(const LLChannelDescriptors& channels, LLBufferArray* buffer)
+: std::iostream(&mStreamBuf), mStreamBuf(channels, buffer) {}
+LLBufferStream::~LLBufferStream() {}
+
+LLBufferStreamBuf::LLBufferStreamBuf(const LLChannelDescriptors&, LLBufferArray*) {}
+#if( LL_WINDOWS || __GNUC__ > 2)
+LLBufferStreamBuf::pos_type LLBufferStreamBuf::seekoff(
+ off_type off,
+ std::ios::seekdir way,
+ std::ios::openmode which)
+#else
+streampos LLBufferStreamBuf::seekoff(
+ streamoff off,
+ std::ios::seekdir way,
+ std::ios::openmode which)
+#endif
+{ return 0; }
+int LLBufferStreamBuf::sync() {return 0;}
+int LLBufferStreamBuf::underflow() {return 0;}
+int LLBufferStreamBuf::overflow(int) {return 0;}
+LLBufferStreamBuf::~LLBufferStreamBuf() {}
+
+S32 LLVersionInfo::getBuild() { return 0; }
+const std::string& LLVersionInfo::getChannel() {static std::string dummy; return dummy;}
+S32 LLVersionInfo::getMajor() { return 0; }
+S32 LLVersionInfo::getMinor() { return 0; }
+S32 LLVersionInfo::getPatch() { return 0; }
diff --git a/indra/newview/viewer_manifest.py b/indra/newview/viewer_manifest.py
index f0bee2bfee..0931c4ec9b 100644
--- a/indra/newview/viewer_manifest.py
+++ b/indra/newview/viewer_manifest.py
@@ -495,8 +495,9 @@ class WindowsManifest(ViewerManifest):
# tag:"crash-logger" here as a cue to the exporter
self.path(src='../win_crash_logger/%s/windows-crash-logger.exe' % self.args['configuration'],
dst="win_crash_logger.exe")
- self.path(src='../win_updater/%s/windows-updater.exe' % self.args['configuration'],
- dst="updater.exe")
+# For CHOP-397, windows updater no longer used.
+# self.path(src='../win_updater/%s/windows-updater.exe' % self.args['configuration'],
+# dst="updater.exe")
if not self.is_packaging_viewer():
self.package_file = "copied_deps"
@@ -573,10 +574,10 @@ class WindowsManifest(ViewerManifest):
grid_vars_template = """
OutFile "%(installer_file)s"
!define INSTFLAGS "%(flags)s"
- !define INSTNAME "SecondLifeViewer2"
- !define SHORTCUT "Second Life Viewer 2"
+ !define INSTNAME "SecondLifeViewer"
+ !define SHORTCUT "Second Life Viewer"
!define URLNAME "secondlife"
- Caption "Second Life ${VERSION}"
+ Caption "Second Life"
"""
else:
# beta grid viewer
@@ -804,7 +805,7 @@ class DarwinManifest(ViewerManifest):
self.run_command("chmod +x %r" % os.path.join(self.get_dst_prefix(), script))
def package_finish(self):
- channel_standin = 'Second Life Viewer 2' # hah, our default channel is not usable on its own
+ channel_standin = 'Second Life Viewer' # hah, our default channel is not usable on its own
if not self.default_channel():
channel_standin = self.channel()
diff --git a/indra/viewer_components/updater/scripts/darwin/update_install b/indra/viewer_components/updater/scripts/darwin/update_install
index 6a95f96d86..e7f36dc5a3 100644
--- a/indra/viewer_components/updater/scripts/darwin/update_install
+++ b/indra/viewer_components/updater/scripts/darwin/update_install
@@ -6,5 +6,5 @@
#
cd "$(dirname "$0")"
-(../Resources/mac-updater.app/Contents/MacOS/mac-updater -dmg "$1" -name "Second Life Viewer 2"; if [ $? -ne 0 ]; then echo $3 >> "$2"; fi;) &
+(../Resources/mac-updater.app/Contents/MacOS/mac-updater -dmg "$1" -name "Second Life Viewer"; if [ $? -ne 0 ]; then echo $3 >> "$2"; fi;) &
exit 0
diff --git a/indra/viewer_components/updater/scripts/linux/update_install b/indra/viewer_components/updater/scripts/linux/update_install
index 88451340ec..e0505a9f72 100644
--- a/indra/viewer_components/updater/scripts/linux/update_install
+++ b/indra/viewer_components/updater/scripts/linux/update_install
@@ -1,7 +1,7 @@
#! /bin/bash
INSTALL_DIR=$(cd "$(dirname "$0")/.." ; pwd)
export LD_LIBRARY_PATH="$INSTALL_DIR/lib"
-bin/linux-updater.bin --file "$1" --dest "$INSTALL_DIR" --name "Second Life Viewer 2" --stringsdir "$INSTALL_DIR/skins/default/xui/en" --stringsfile "strings.xml"
+bin/linux-updater.bin --file "$1" --dest "$INSTALL_DIR" --name "Second Life Viewer" --stringsdir "$INSTALL_DIR/skins/default/xui/en" --stringsfile "strings.xml"
if [ $? -ne 0 ]
then echo $3 >> "$2"
diff --git a/indra/win_crash_logger/llcrashloggerwindows.cpp b/indra/win_crash_logger/llcrashloggerwindows.cpp
index 170babbb98..36d988ead7 100644
--- a/indra/win_crash_logger/llcrashloggerwindows.cpp
+++ b/indra/win_crash_logger/llcrashloggerwindows.cpp
@@ -370,5 +370,6 @@ bool LLCrashLoggerWindows::cleanup()
sleep_and_pump_messages(3);
}
PostQuitMessage(0);
+ commonCleanup();
return true;
}