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-rw-r--r--indra/llrender/llglslshader.cpp5
-rw-r--r--indra/llrender/llglslshader.h1
-rw-r--r--indra/llrender/llshadermgr.cpp7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialV.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl2
-rw-r--r--indra/newview/llviewershadermgr.cpp98
-rw-r--r--indra/newview/pipeline.cpp98
-rw-r--r--indra/newview/pipeline.h1
13 files changed, 190 insertions, 124 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index 528f23b3ee..9a4eeb59df 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -695,6 +695,11 @@ void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString> *
}
}
+void LLGLSLShader::clearPermutations()
+{
+ mDefines.clear();
+}
+
void LLGLSLShader::addPermutation(std::string name, std::string value)
{
mDefines[name] = value;
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index c06668eb43..e5110fe1c4 100644
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -145,6 +145,7 @@ public:
GLint getAttribLocation(U32 attrib);
GLint mapUniformTextureChannel(GLint location, GLenum type);
+ void clearPermutations();
void addPermutation(std::string name, std::string value);
void removePermutation(std::string name);
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 11e84d8785..ec8f05e4ca 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -791,7 +791,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
}
*/
- extra_code_text[extra_code_count++] = strdup("#define HAS_DIFFUSE_LOOKUP 1\n");
+ extra_code_text[extra_code_count++] = strdup("#define HAS_DIFFUSE_LOOKUP\n");
//uniform declartion
for (S32 i = 0; i < texture_index_channels; ++i)
@@ -850,11 +850,6 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
LL_ERRS() << "Indexed texture rendering requires GLSL 1.30 or later." << LL_ENDL;
}
}
- else
- {
- extra_code_text[extra_code_count++] = strdup("#define HAS_DIFFUSE_LOOKUP 0\n");
- }
-
//copy file into memory
enum {
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 9191787273..a5076ef609 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -77,17 +77,11 @@ vec2 encode_normal (vec3 n);
vec3 scaleSoftClipFrag(vec3 l);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
-#if defined(VERT_ATMOSPHERICS)
-vec3 getSunlitColor();
-vec3 getAmblitColor();
-vec3 getAdditiveColor();
-vec3 getAtmosAttenuation();
-void calcAtmospherics(vec3 inPositionEye, float ambFactor);
-#else
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
-#endif
+#ifdef HAS_SHADOW
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
+#endif
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance ,float shadow)
{
@@ -142,7 +136,11 @@ void main()
vec4 pos = vec4(vary_position, 1.0);
vec3 norm = vary_norm;
- float shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
+ float shadow = 1.0f;
+
+#ifdef HAS_SHADOW
+ shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
+#endif
#ifdef USE_INDEXED_TEX
vec4 diff = diffuseLookup(vary_texcoord0.xy);
@@ -184,14 +182,7 @@ void main()
vec3 additive;
vec3 atten;
-#if defined(VERT_ATMOSPHERICS)
- sunlit = getSunlitColor();
- amblit = getAmblitColor();
- additive = getAdditiveColor();
- atten = getAtmosAttenuation();
-#else
calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
-#endif
vec2 abnormal = encode_normal(norm.xyz);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index 2db737a427..08ddaeceb3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -33,7 +33,7 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-#if !HAS_DIFFUSE_LOOKUP
+#if !defined(HAS_DIFFUSE_LOOKUP)
uniform sampler2D diffuseMap;
#endif
@@ -62,7 +62,7 @@ uniform float minimum_alpha;
void main()
{
-#if HAS_DIFFUSE_LOOKUP
+#ifdef HAS_DIFFUSE_LOOKUP
vec4 color = diffuseLookup(vary_texcoord0.xy);
#else
vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
index 30e560450b..4005d5064d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
@@ -31,7 +31,7 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-#ifndef diffuseLookup
+#ifndef HAS_DIFFUSE_LOOKUP
uniform sampler2D diffuseMap;
#endif
@@ -46,7 +46,7 @@ vec3 fullbrightScaleSoftClip(vec3 light);
void main()
{
-#if HAS_DIFFUSE_LOOKUP
+#ifdef HAS_DIFFUSE_LOOKUP
vec4 color = diffuseLookup(vary_texcoord0.xy);
#else
vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 4db2b9ae54..dd691fb36b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -41,14 +41,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
-#if defined(VERT_ATMOSPHERICS)
-vec3 getSunlitColor();
-vec3 getAmblitColor();
-vec3 getAdditiveColor();
-vec3 getAtmosAttenuation();
-#else
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
-#endif
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cs);
@@ -61,7 +54,9 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
+#ifdef HAS_SUN_SHADOW
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
+#endif
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
@@ -172,11 +167,11 @@ out vec4 frag_data[3];
uniform sampler2D diffuseMap;
-#if HAS_NORMAL_MAP
+#ifdef HAS_NORMAL_MAP
uniform sampler2D bumpMap;
#endif
-#if HAS_SPECULAR_MAP
+#ifdef HAS_SPECULAR_MAP
uniform sampler2D specularMap;
VARYING vec2 vary_texcoord2;
@@ -189,7 +184,7 @@ uniform vec4 specular_color; // specular color RGB and specular exponent (gloss
uniform float minimum_alpha;
#endif
-#if HAS_NORMAL_MAP
+#ifdef HAS_NORMAL_MAP
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
VARYING vec3 vary_mat2;
@@ -221,14 +216,14 @@ void main()
vec3 gamma_diff = diffcol.rgb;
#endif
-#if HAS_SPECULAR_MAP
+#ifdef HAS_SPECULAR_MAP
vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
spec.rgb *= specular_color.rgb;
#else
vec4 spec = vec4(specular_color.rgb, 1.0);
#endif
-#if HAS_NORMAL_MAP
+#ifdef HAS_NORMAL_MAP
vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
norm.xyz = norm.xyz * 2 - 1;
@@ -255,7 +250,7 @@ void main()
#endif
vec4 final_specular = spec;
-#if HAS_SPECULAR_MAP
+#ifdef HAS_SPECULAR_MAP
vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0);
final_specular.a = specular_color.a * norm.a;
#else
@@ -268,8 +263,12 @@ void main()
//forward rendering, output just lit RGBA
vec3 pos = vary_position;
- float shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
+ float shadow = 1.0f;
+#ifdef HAS_SUN_SHADOW
+ shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
+#endif
+
spec = final_specular;
vec4 diffuse = final_color;
@@ -285,14 +284,7 @@ void main()
vec3 additive;
vec3 atten;
-#if defined(VERT_ATMOSPHERICS)
- sunlit = getSunlitColor();
- amblit = getAmblitColor();
- additive = getAdditiveColor();
- atten = getAtmosAttenuation();
-#else
calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
-#endif
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
index 393d1e69da..7e29ada205 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
@@ -28,7 +28,7 @@
#define DIFFUSE_ALPHA_MODE_MASK 2
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
-#if HAS_SKIN
+#ifdef HAS_SKIN
uniform mat4 modelview_matrix;
uniform mat4 projection_matrix;
mat4 getObjectSkinnedTransform();
@@ -39,7 +39,7 @@ uniform mat4 modelview_projection_matrix;
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
-#if !HAS_SKIN
+#if !defined(HAS_SKIN)
uniform mat4 modelview_matrix;
#endif
@@ -55,7 +55,7 @@ ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
-#if HAS_NORMAL_MAP
+#ifdef HAS_NORMAL_MAP
ATTRIBUTE vec4 tangent;
ATTRIBUTE vec2 texcoord1;
@@ -68,7 +68,7 @@ VARYING vec2 vary_texcoord1;
VARYING vec3 vary_normal;
#endif
-#if HAS_SPECULAR_MAP
+#ifdef HAS_SPECULAR_MAP
ATTRIBUTE vec2 texcoord2;
VARYING vec2 vary_texcoord2;
#endif
@@ -78,7 +78,7 @@ VARYING vec2 vary_texcoord0;
void main()
{
-#if HAS_SKIN
+#ifdef HAS_SKIN
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
@@ -99,17 +99,17 @@ void main()
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-#if HAS_NORMAL_MAP
+#ifdef HAS_NORMAL_MAP
vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
#endif
-#if HAS_SPECULAR_MAP
+#ifdef HAS_SPECULAR_MAP
vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
#endif
-#if HAS_SKIN
+#ifdef HAS_SKIN
vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
-#if HAS_NORMAL_MAP
+#ifdef HAS_NORMAL_MAP
vec3 t = normalize((mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz);
vec3 b = cross(n, t)*tangent.w;
@@ -121,7 +121,7 @@ vary_normal = n;
#endif //HAS_NORMAL_MAP
#else //HAS_SKIN
vec3 n = normalize(normal_matrix * normal);
-#if HAS_NORMAL_MAP
+#ifdef HAS_NORMAL_MAP
vec3 t = normalize(normal_matrix * tangent.xyz);
vec3 b = cross(n,t)*tangent.w;
//vec3 t = cross(b,n) * binormal.w;
@@ -137,7 +137,7 @@ vary_normal = n;
vertex_color = diffuse_color;
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
-#if !HAS_SKIN
+#if !defined(HAS_SKIN)
vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
#endif
#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index bd187ed5fc..07a24698a9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -71,15 +71,7 @@ vec3 getNorm(vec2 pos_screen);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten);
-#if defined(VERT_ATMOSPHERICS)
-vec3 getPositionEye();
-vec3 getSunlitColor();
-vec3 getAmblitColor();
-vec3 getAdditiveColor();
-vec3 getAtmosAttenuation();
-#else
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
-#endif
vec3 scaleSoftClip(vec3 l);
vec3 fullbrightScaleSoftClip(vec3 l);
@@ -114,14 +106,7 @@ void main()
vec3 additive;
vec3 atten;
-#if defined(VERT_ATMOSPHERICS)
- sunlit = getSunlitColor();
- amblit = getAmblitColor();
- additive = getAdditiveColor();
- atten = getAtmosAttenuation();
-#else
calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
-#endif
float ambient = min(abs(da), 1.0);
ambient *= 0.5;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index 628f73da59..be5e3538a7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -167,8 +167,6 @@ void main()
vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
-color.rgb = max(fb.rgb, refcol.rgb);
-
frag_data[0] = vec4(color.rgb, 1); // diffuse
frag_data[1] = vec4(0); // speccolor, spec
frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 26254bd8a3..e30ff42b4f 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1400,10 +1400,15 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSkinnedAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+
+ gDeferredSkinnedAlphaProgram.clearPermutations();
gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");
gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1");
gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
- gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", use_sun_shadow ? "1" : "0");
+ if (use_sun_shadow)
+ {
+ gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", "1");
+ }
success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
llassert(success);
@@ -1456,23 +1461,41 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMaterialProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- gDeferredMaterialProgram[i].addPermutation("HAS_NORMAL_MAP", i & 0x8? "1" : "0");
- gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", i & 0x4 ? "1" : "0");
+
+ gDeferredMaterialProgram[i].clearPermutations();
+
+ bool has_normal_map = (i & 0x8) > 0;
+ bool has_specular_map = (i & 0x4) > 0;
+
+ if (has_normal_map)
+ {
+ gDeferredMaterialProgram[i].addPermutation("HAS_NORMAL_MAP", "1");
+ }
+
+ if (has_specular_map)
+ {
+ gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", "1");
+ }
+
gDeferredMaterialProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
- gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", use_sun_shadow ? "1" : "0");
- bool has_skin = i & 0x10;
- gDeferredMaterialProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0");
+ if (use_sun_shadow)
+ {
+ gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", "1");
+ }
+
+ bool has_skin = i & 0x10;
gDeferredMaterialProgram[i].mFeatures.hasSrgb = true;
gDeferredMaterialProgram[i].mFeatures.hasTransport = true;
gDeferredMaterialProgram[i].mFeatures.encodesNormal = true;
gDeferredMaterialProgram[i].mFeatures.calculatesAtmospherics = true;
gDeferredMaterialProgram[i].mFeatures.hasAtmospherics = true;
gDeferredMaterialProgram[i].mFeatures.hasGamma = true;
- gDeferredMaterialProgram[i].mFeatures.hasShadows = true;
+ gDeferredMaterialProgram[i].mFeatures.hasShadows = use_sun_shadow;
if (has_skin)
{
+ gDeferredMaterialProgram[i].addPermutation("HAS_SKIN", "1");
gDeferredMaterialProgram[i].mFeatures.hasObjectSkinning = true;
}
@@ -1494,12 +1517,32 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialWaterProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredMaterialWaterProgram[i].mShaderGroup = LLGLSLShader::SG_WATER;
- gDeferredMaterialWaterProgram[i].addPermutation("HAS_NORMAL_MAP", i & 0x8? "1" : "0");
- gDeferredMaterialWaterProgram[i].addPermutation("HAS_SPECULAR_MAP", i & 0x4 ? "1" : "0");
+ gDeferredMaterialWaterProgram[i].clearPermutations();
+
+ bool has_normal_map = (i & 0x8) > 0;
+ bool has_specular_map = (i & 0x4) > 0;
+
+ if (has_normal_map)
+ {
+ gDeferredMaterialWaterProgram[i].addPermutation("HAS_NORMAL_MAP", "1");
+ }
+
+ if (has_specular_map)
+ {
+ gDeferredMaterialWaterProgram[i].addPermutation("HAS_SPECULAR_MAP", "1");
+ }
+
gDeferredMaterialWaterProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
- gDeferredMaterialWaterProgram[i].addPermutation("HAS_SUN_SHADOW", use_sun_shadow ? "1" : "0");
+ if (use_sun_shadow)
+ {
+ gDeferredMaterialWaterProgram[i].addPermutation("HAS_SUN_SHADOW", "1");
+ }
+
bool has_skin = i & 0x10;
- gDeferredMaterialWaterProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0");
+ if (has_skin)
+ {
+ gDeferredMaterialWaterProgram[i].addPermutation("HAS_SKIN", "1");
+ }
gDeferredMaterialWaterProgram[i].addPermutation("WATER_FOG","1");
gDeferredMaterialWaterProgram[i].mFeatures.hasWaterFog = true;
@@ -1510,7 +1553,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialWaterProgram[i].mFeatures.hasGamma = true;
gDeferredMaterialWaterProgram[i].mFeatures.hasTransport = true;
- gDeferredMaterialWaterProgram[i].mFeatures.hasShadows = true;
+ gDeferredMaterialWaterProgram[i].mFeatures.hasShadows = use_sun_shadow;
if (has_skin)
{
@@ -1707,7 +1750,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaProgram.mFeatures.hasAtmospherics = true;
gDeferredAlphaProgram.mFeatures.hasGamma = true;
gDeferredAlphaProgram.mFeatures.hasTransport = true;
- gDeferredAlphaProgram.mFeatures.hasShadows = true;
+ gDeferredAlphaProgram.mFeatures.hasShadows = use_sun_shadow;
if (mShaderLevel[SHADER_DEFERRED] < 1)
{
@@ -1721,8 +1764,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaProgram.mShaderFiles.clear();
gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
+
+ gDeferredAlphaProgram.clearPermutations();
+
gDeferredAlphaProgram.addPermutation("USE_INDEXED_TEX", "1");
- gDeferredAlphaProgram.addPermutation("HAS_SHADOW", use_sun_shadow ? "1" : "0");
+ if (use_sun_shadow)
+ {
+ gDeferredAlphaProgram.addPermutation("HAS_SHADOW", "1");
+ }
gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
gDeferredAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
@@ -1743,7 +1792,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaImpostorProgram.mFeatures.isAlphaLighting = true;
gDeferredAlphaImpostorProgram.mFeatures.hasSrgb = true;
gDeferredAlphaImpostorProgram.mFeatures.encodesNormal = true;
- gDeferredAlphaImpostorProgram.mFeatures.hasShadows = true;
+ gDeferredAlphaImpostorProgram.mFeatures.hasShadows = use_sun_shadow;
gDeferredAlphaImpostorProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
if (mShaderLevel[SHADER_DEFERRED] < 1)
@@ -1758,11 +1807,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaImpostorProgram.mShaderFiles.clear();
gDeferredAlphaImpostorProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAlphaImpostorProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
+
+ gDeferredAlphaImpostorProgram.clearPermutations();
gDeferredAlphaImpostorProgram.addPermutation("USE_INDEXED_TEX", "1");
- gDeferredAlphaImpostorProgram.addPermutation("HAS_SHADOW", use_sun_shadow ? "1" : "0");
gDeferredAlphaImpostorProgram.addPermutation("USE_VERTEX_COLOR", "1");
gDeferredAlphaImpostorProgram.addPermutation("FOR_IMPOSTOR", "1");
+ if (use_sun_shadow)
+ {
+ gDeferredAlphaImpostorProgram.addPermutation("HAS_SHADOW", "1");
+ }
+
gDeferredAlphaImpostorProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAlphaImpostorProgram.createShader(NULL, NULL);
@@ -1787,7 +1842,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaWaterProgram.mFeatures.hasAtmospherics = true;
gDeferredAlphaWaterProgram.mFeatures.hasGamma = true;
gDeferredAlphaWaterProgram.mFeatures.hasTransport = true;
- gDeferredAlphaWaterProgram.mFeatures.hasShadows = true;
+ gDeferredAlphaWaterProgram.mFeatures.hasShadows = use_sun_shadow;
if (mShaderLevel[SHADER_DEFERRED] < 1)
{
@@ -1801,10 +1856,15 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaWaterProgram.mShaderFiles.clear();
gDeferredAlphaWaterProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAlphaWaterProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
+
+ gDeferredAlphaWaterProgram.clearPermutations();
gDeferredAlphaWaterProgram.addPermutation("USE_INDEXED_TEX", "1");
gDeferredAlphaWaterProgram.addPermutation("WATER_FOG", "1");
gDeferredAlphaWaterProgram.addPermutation("USE_VERTEX_COLOR", "1");
- gDeferredAlphaWaterProgram.addPermutation("HAS_SHADOW", use_sun_shadow ? "1" : "0");
+ if (use_sun_shadow)
+ {
+ gDeferredAlphaWaterProgram.addPermutation("HAS_SHADOW", "1");
+ }
gDeferredAlphaWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAlphaWaterProgram.createShader(NULL, NULL);
@@ -2230,6 +2290,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaProgram.mShaderFiles.clear();
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
+
+ gDeferredAvatarAlphaProgram.clearPermutations();
gDeferredAvatarAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");
gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1");
if (use_sun_shadow)
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 2adee2a0ae..6e7e8eef21 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -403,7 +403,8 @@ LLPipeline::LLPipeline() :
mLightMovingMask(0),
mLightingDetail(0),
mScreenWidth(0),
- mScreenHeight(0)
+ mScreenHeight(0),
+ mNeedsShadowTargetClear(true)
{
mNoiseMap = 0;
mTrueNoiseMap = 0;
@@ -9336,7 +9337,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
S32 occlusion = LLPipeline::sUseOcclusion;
//disable occlusion culling for reflection map for now
- LLPipeline::sUseOcclusion = 0;
+ //LLPipeline::sUseOcclusion = 0;
glh::matrix4f current = get_current_modelview();
@@ -9484,7 +9485,8 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
//clip out geometry on the same side of water as the camera w/ enough margin to not include the water geo itself,
// but not so much as to clip out parts of avatars that should be seen under the water in the distortion map
- LLPlane plane(pnorm, -water_height * LLPipeline::sDistortionWaterClipPlaneMargin);
+ LLPlane plane(-pnorm, water_height * LLPipeline::sDistortionWaterClipPlaneMargin);
+
LLGLUserClipPlane clip_plane(plane, current, projection);
gGL.setColorMask(true, true);
@@ -9503,7 +9505,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
renderGeom(camera);
- /*if (LLGLSLShader::sNoFixedFunction)
+ if (LLGLSLShader::sNoFixedFunction)
{
gUIProgram.bind();
}
@@ -9513,7 +9515,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
if (LLGLSLShader::sNoFixedFunction)
{
gUIProgram.unbind();
- }*/
+ }
mWaterDis.flush();
}
@@ -10090,11 +10092,33 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
{
if (!sRenderDeferred || RenderShadowDetail <= 0)
{
+ if (mNeedsShadowTargetClear)
+ {
+ LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
+
+ for (S32 j = 0; j < 6; j++)
+ {
+ LLRenderTarget* shadow_target = getShadowTarget(j);
+ if (shadow_target)
+ {
+ shadow_target->bindTarget();
+ shadow_target->clear();
+ shadow_target->flush();
+ }
+ }
+ mNeedsShadowTargetClear = false;
+ }
+
return;
}
+ mNeedsShadowTargetClear = true;
+
LL_RECORD_BLOCK_TIME(FTM_GEN_SUN_SHADOW);
+ LLEnvironment& environment = LLEnvironment::instance();
+ LLSettingsSky::ptr_t psky = environment.getCurrentSky();
+
bool skip_avatar_update = false;
if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson)
{
@@ -10156,6 +10180,43 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
gGL.setColorMask(false, false);
}
+ bool sun_up = environment.getIsSunUp();
+ bool moon_up = environment.getIsMoonUp();
+ bool ignore_shadows = (shadow_detail == 0)
+ || (sun_up && (mSunDiffuse == LLColor4::black))
+ || (moon_up && (mMoonDiffuse == LLColor4::black))
+ || !(sun_up || moon_up);
+
+ if (ignore_shadows)
+ { //sun diffuse is totally black, shadows don't matter
+ LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
+
+ for (S32 j = 0; j < 4; j++)
+ {
+ LLRenderTarget* shadow_target = getShadowTarget(j);
+ if (shadow_target)
+ {
+ shadow_target->bindTarget();
+ shadow_target->clear();
+ shadow_target->flush();
+ }
+ }
+
+ if (shadow_detail == 0)
+ {
+ for (S32 j = 4; j < 6; j++)
+ {
+ LLRenderTarget* shadow_target = getShadowTarget(j);
+ if (shadow_target)
+ {
+ shadow_target->bindTarget();
+ shadow_target->clear();
+ shadow_target->flush();
+ }
+ }
+ }
+ }
+
//get sun view matrix
//store current projection/modelview matrix
@@ -10181,9 +10242,6 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
//LLVector3 n = RenderShadowNearDist;
//F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] };
- LLEnvironment& environment = LLEnvironment::instance();
- LLSettingsSky::ptr_t psky = environment.getCurrentSky();
-
LLVector3 caster_dir(environment.getIsSunUp() ? mSunDir : mMoonDir);
//put together a universal "near clip" plane for shadow frusta
@@ -10216,7 +10274,6 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
up.normVec();
at.normVec();
-
LLCamera main_camera = camera;
F32 near_clip = 0.f;
@@ -10298,28 +10355,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
// convenience array of 4 near clip plane distances
F32 dist[] = { near_clip, mSunClipPlanes.mV[0], mSunClipPlanes.mV[1], mSunClipPlanes.mV[2], mSunClipPlanes.mV[3] };
- bool sun_up = environment.getIsSunUp();
- bool moon_up = environment.getIsMoonUp();
- bool ignore_shadows = (sun_up && (mSunDiffuse == LLColor4::black))
- || (moon_up && (mMoonDiffuse == LLColor4::black))
- || !(sun_up || moon_up);
-
- if (ignore_shadows)
- { //sun diffuse is totally black, shadows don't matter
- LLGLDepthTest depth(GL_TRUE);
-
- for (S32 j = 0; j < 4; j++)
- {
- LLRenderTarget* shadow_target = getShadowTarget(j);
- if (shadow_target)
- {
- shadow_target->bindTarget();
- shadow_target->clear();
- shadow_target->flush();
- }
- }
- }
- else
+ if (!ignore_shadows)
{
for (S32 j = 0; j < 4; j++)
{
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index 1c39fb13b6..a31f880fbf 100644
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -666,6 +666,7 @@ public:
LLColor4 mMoonDiffuse;
LLVector4 mSunDir;
LLVector4 mMoonDir;
+ bool mNeedsShadowTargetClear;
LLVector4 mTransformedSunDir;
LLVector4 mTransformedMoonDir;