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-rw-r--r--indra/newview/llterrainpaintmap.cpp52
-rw-r--r--indra/newview/llviewercontrol.cpp1
-rw-r--r--indra/newview/llviewermenu.cpp8
-rw-r--r--indra/newview/llviewershadermgr.cpp38
4 files changed, 57 insertions, 42 deletions
diff --git a/indra/newview/llterrainpaintmap.cpp b/indra/newview/llterrainpaintmap.cpp
index 6a57605325..d36e4ea657 100644
--- a/indra/newview/llterrainpaintmap.cpp
+++ b/indra/newview/llterrainpaintmap.cpp
@@ -447,7 +447,7 @@ LLTerrainPaintQueue LLTerrainPaintMap::convertPaintQueueRGBAToRGB(LLViewerTextur
// View matrix
// Coordinates should be in pixels. 1.0f = 1 pixel on the framebuffer.
// Camera is centered in the middle of the framebuffer.
- glh::matrix4f view((GLfloat *) OGL_TO_CFR_ROTATION);
+ glm::mat4 view(glm::make_mat4((GLfloat*) OGL_TO_CFR_ROTATION));
{
LLViewerCamera camera;
const LLVector3 camera_origin(target_half_width, target_half_height, 0.5f);
@@ -456,7 +456,7 @@ LLTerrainPaintQueue LLTerrainPaintMap::convertPaintQueueRGBAToRGB(LLViewerTextur
camera.setAspect(F32(scratch_target.getHeight()) / F32(scratch_target.getWidth()));
GLfloat ogl_matrix[16];
camera.getOpenGLTransform(ogl_matrix);
- view *= glh::matrix4f(ogl_matrix);
+ view *= glm::make_mat4(ogl_matrix);
}
LLGLDisable stencil(GL_STENCIL_TEST);
@@ -471,14 +471,14 @@ LLTerrainPaintQueue LLTerrainPaintMap::convertPaintQueueRGBAToRGB(LLViewerTextur
// First, apply the paint map as the background
{
- glh::matrix4f model;
+ glm::mat4 model;
{
- model.set_scale(glh::vec3f((F32)tex.getWidth(), (F32)tex.getHeight(), 1.0f));
- model.set_translate(glh::vec3f(0.0f, 0.0f, 0.0f));
+ model = glm::scale(model, glm::vec3((F32)tex.getWidth(), (F32)tex.getHeight(), 1.0f));
+ model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f));
}
- glh::matrix4f modelview = view * model;
+ glm::mat4 modelview = view * model;
gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.loadMatrix(modelview.m);
+ gGL.loadMatrix(glm::value_ptr(modelview));
shader.bindTexture(LLShaderMgr::DIFFUSE_MAP, &tex);
// We care about the whole paintmap, which is already a power of two.
@@ -505,14 +505,14 @@ LLTerrainPaintQueue LLTerrainPaintMap::convertPaintQueueRGBAToRGB(LLViewerTextur
// Modelview matrix for the current paint
// View matrix is already computed. Just need the model matrix.
// Orthographic projection matrix is already updated
- glh::matrix4f model;
+ glm::mat4 model;
{
- model.set_scale(glh::vec3f(paint_in->mWidthX, paint_in->mWidthY, 1.0f));
- model.set_translate(glh::vec3f(paint_in->mStartX, paint_in->mStartY, 0.0f));
+ model = glm::scale(model, glm::vec3(paint_in->mWidthX, paint_in->mWidthY, 1.0f));
+ model = glm::translate(model, glm::vec3(paint_in->mStartX, paint_in->mStartY, 0.0f));
}
- glh::matrix4f modelview = view * model;
+ glm::mat4 modelview = view * model;
gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.loadMatrix(modelview.m);
+ gGL.loadMatrix(glm::value_ptr(modelview));
// Generate temporary stamp texture from paint contents.
// Our stamp image needs to be a power of two.
@@ -663,7 +663,7 @@ LLTerrainPaintQueue LLTerrainPaintMap::convertBrushQueueToPaintRGB(const LLViewe
// View matrix
// Coordinates should be in pixels. 1.0f = 1 pixel on the framebuffer.
// Camera is centered in the middle of the framebuffer.
- glh::matrix4f view((GLfloat *) OGL_TO_CFR_ROTATION);
+ glm::mat4 view(glm::make_mat4((GLfloat*)OGL_TO_CFR_ROTATION));
{
LLViewerCamera camera;
const LLVector3 camera_origin(target_half_width, target_half_height, 0.5f);
@@ -672,7 +672,7 @@ LLTerrainPaintQueue LLTerrainPaintMap::convertBrushQueueToPaintRGB(const LLViewe
camera.setAspect(F32(scratch_target.getHeight()) / F32(scratch_target.getWidth()));
GLfloat ogl_matrix[16];
camera.getOpenGLTransform(ogl_matrix);
- view *= glh::matrix4f(ogl_matrix);
+ view *= glm::make_mat4(ogl_matrix);
}
LLGLDisable stencil(GL_STENCIL_TEST);
@@ -687,14 +687,14 @@ LLTerrainPaintQueue LLTerrainPaintMap::convertBrushQueueToPaintRGB(const LLViewe
// First, apply the paint map as the background
{
- glh::matrix4f model;
+ glm::mat4 model;
{
- model.set_scale(glh::vec3f((F32)tex.getWidth(), (F32)tex.getHeight(), 1.0f));
- model.set_translate(glh::vec3f(0.0f, 0.0f, 0.0f));
+ model = glm::scale(model, glm::vec3((F32)tex.getWidth(), (F32)tex.getHeight(), 1.0f));
+ model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f));
}
- glh::matrix4f modelview = view * model;
+ glm::mat4 modelview = view * model;
gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.loadMatrix(modelview.m);
+ gGL.loadMatrix(glm::value_ptr(modelview));
shader.bindTexture(LLShaderMgr::DIFFUSE_MAP, &tex);
// We care about the whole paintmap, which is already a power of two.
@@ -748,14 +748,14 @@ LLTerrainPaintQueue LLTerrainPaintMap::convertBrushQueueToPaintRGB(const LLViewe
brush_start_x *= tex.getWidth() / region.getWidth();
brush_start_y *= tex.getHeight() / region.getWidth();
}
- glh::matrix4f model;
+ glm::mat4 model;
{
- model.set_scale(glh::vec3f(brush_width_x, brush_width_y, 1.0f));
- model.set_translate(glh::vec3f(brush_start_x, brush_start_y, 0.0f));
+ model = glm::scale(model, glm::vec3(brush_width_x, brush_width_y, 1.0f));
+ model = glm::translate(model, glm::vec3(brush_start_x, brush_start_y, 0.0f));
}
- glh::matrix4f modelview = view * model;
+ glm::mat4 modelview = view * model;
gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.loadMatrix(modelview.m);
+ gGL.loadMatrix(glm::value_ptr(modelview));
// Apply the "brush" to the render target
{
@@ -842,11 +842,11 @@ template<typename T>
bool LLTerrainQueue<T>::enqueue(std::vector<std::shared_ptr<T>>& list)
{
constexpr bool dry_run = true;
- for (T::ptr_t& t : list)
+ for (auto& t : list)
{
if (!enqueue(t), dry_run) { return false; }
}
- for (T::ptr_t& t : list)
+ for (auto& t : list)
{
enqueue(t);
}
diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp
index f8a315d4d8..184c0e7d8b 100644
--- a/indra/newview/llviewercontrol.cpp
+++ b/indra/newview/llviewercontrol.cpp
@@ -911,6 +911,7 @@ void settings_setup_listeners()
setting_setup_signal_listener(gSavedSettings, "AutoTuneImpostorByDistEnabled", handleUserImpostorByDistEnabledChanged);
setting_setup_signal_listener(gSavedSettings, "TuningFPSStrategy", handleFPSTuningStrategyChanged);
{
+ setting_setup_signal_listener(gSavedSettings, "LocalTerrainPaintEnabled", handleSetShaderChanged);
setting_setup_signal_listener(gSavedSettings, "LocalTerrainPaintEnabled", handleLocalTerrainChanged);
const char* transform_suffixes[] = {
"ScaleU",
diff --git a/indra/newview/llviewermenu.cpp b/indra/newview/llviewermenu.cpp
index dd6b6d1ca1..b39bf4fdbd 100644
--- a/indra/newview/llviewermenu.cpp
+++ b/indra/newview/llviewermenu.cpp
@@ -1430,6 +1430,12 @@ class LLAdvancedTerrainCreateLocalPaintMap : public view_listener_t
return false;
}
+ // This calls gLocalTerrainMaterials.setPaintType
+ // It also ensures the terrain bake shader is compiled (handleSetShaderChanged), so call this first
+ // *TODO: Fix compile errors in shader so it can be used for all platforms. Then we can unhide the shader from behind this setting and remove the hook to handleSetShaderChanged. This advanced setting is intended to be used as a local setting for testing terrain, not a feature flag, but it is currently used like a feature flag as a temporary hack.
+ // *TODO: Ideally we would call setPaintType *after* the paint map is well-defined. The terrain draw pool should be able to handle an undefined paint map in the meantime.
+ gSavedSettings.setBOOL("LocalTerrainPaintEnabled", true);
+
U16 dim = (U16)gSavedSettings.getU32("TerrainPaintResolution");
// Ensure a reasonable image size of power two
const U32 max_resolution = gSavedSettings.getU32("RenderMaxTextureResolution");
@@ -1439,8 +1445,6 @@ class LLAdvancedTerrainCreateLocalPaintMap : public view_listener_t
LLPointer<LLImageRaw> image_raw = new LLImageRaw(dim,dim,3);
LLPointer<LLViewerTexture> tex = LLViewerTextureManager::getLocalTexture(image_raw.get(), true);
const bool success = LLTerrainPaintMap::bakeHeightNoiseIntoPBRPaintMapRGB(*region, *tex);
- // This calls gLocalTerrainMaterials.setPaintType
- gSavedSettings.setBOOL("LocalTerrainPaintEnabled", true);
// If baking the paintmap failed, set the paintmap to nullptr. This
// causes LLDrawPoolTerrain to use a blank paintmap instead.
if (!success) { tex = nullptr; }
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 8e7af28d41..a6d397c039 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -3171,22 +3171,32 @@ bool LLViewerShaderMgr::loadShadersInterface()
}
}
- if (success)
+ if (gSavedSettings.getBOOL("LocalTerrainPaintEnabled"))
{
- LLGLSLShader* shader = &gTerrainStampProgram;
- U32 bit_depth = gSavedSettings.getU32("TerrainPaintBitDepth");
- // LLTerrainPaintMap currently uses an RGB8 texture internally
- bit_depth = llclamp(bit_depth, 1, 8);
- shader->mName = llformat("Terrain Stamp Shader RGB%o", bit_depth);
+ if (success)
+ {
+ LLGLSLShader* shader = &gTerrainStampProgram;
+ U32 bit_depth = gSavedSettings.getU32("TerrainPaintBitDepth");
+ // LLTerrainPaintMap currently uses an RGB8 texture internally
+ bit_depth = llclamp(bit_depth, 1, 8);
+ shader->mName = llformat("Terrain Stamp Shader RGB%o", bit_depth);
- shader->mShaderFiles.clear();
- shader->mShaderFiles.push_back(make_pair("interface/terrainStampV.glsl", GL_VERTEX_SHADER));
- shader->mShaderFiles.push_back(make_pair("interface/terrainStampF.glsl", GL_FRAGMENT_SHADER));
- shader->mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- const U32 value_range = (1 << bit_depth) - 1;
- shader->addPermutation("TERRAIN_PAINT_PRECISION", llformat("%d", value_range));
- success = success && shader->createShader();
- llassert(success);
+ shader->mShaderFiles.clear();
+ shader->mShaderFiles.push_back(make_pair("interface/terrainStampV.glsl", GL_VERTEX_SHADER));
+ shader->mShaderFiles.push_back(make_pair("interface/terrainStampF.glsl", GL_FRAGMENT_SHADER));
+ shader->mShaderLevel = mShaderLevel[SHADER_INTERFACE];
+ const U32 value_range = (1 << bit_depth) - 1;
+ shader->addPermutation("TERRAIN_PAINT_PRECISION", llformat("%d", value_range));
+ success = success && shader->createShader();
+ //llassert(success);
+ if (!success)
+ {
+ LL_WARNS() << "Failed to create shader '" << shader->mName << "', disabling!" << LL_ENDL;
+ gSavedSettings.setBOOL("RenderCanUseTerrainBakeShaders", false);
+ // continue as if this shader never happened
+ success = true;
+ }
+ }
}
if (success)