diff options
13 files changed, 217 insertions, 242 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 60082f40d6..d327216a0c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -270,72 +270,41 @@ void main() vec4 diffuse = texture2DRect(diffuseRect, tc); vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - calcAtmospherics(pos.xyz, 1.0); + vec3 col; + float bloom = 0.0; + if (diffuse.a < 0.9) + { + calcAtmospherics(pos.xyz, 1.0); + + col = atmosAmbient(vec3(0)); + col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a)); - vec3 col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a)); + col *= diffuse.rgb; - 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; + } - if (spec.a > 0.0) // specular reflection + col = atmosLighting(col); + col = scaleSoftClip(col); + + col = mix(col.rgb, diffuse.rgb, diffuse.a); + } + else { - // 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; - - /* - // screen-space cheap fakey reflection map - // - vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz)); - depth -= 0.5; // unbias depth - // first figure out where we'll make our 2D guess from - vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; - // Offset the guess source a little according to a trivial - // checkerboard dither function and spec.a. - // This is meant to be similar to sampling a blurred version - // of the diffuse map. LOD would be better in that regard. - // The goal of the blur is to soften reflections in surfaces - // with low shinyness, and also to disguise our lameness. - float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 - float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5); - ref2d += vec2(checkoffset, checkoffset); - ref2d += tc.xy; // use as offset from destination - // Get attributes from the 2D guess point. - // We average two samples of diffuse (not of anything else) per - // pixel to try to reduce aliasing some more. - vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb + - texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb); - float refdepth = texture2DRect(depthMap, ref2d).a; - vec3 refpos = getPosition_d(ref2d, refdepth).xyz; - vec3 refn = texture2DRect(normalMap, ref2d).rgb; - refn = normalize(vec3((refn.xy-0.5)*2.0,refn.z)); // unpack norm - // figure out how appropriate our guess actually was - float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); - // darken reflections from points which face away from the reflected ray - our guess was a back-face - //refapprop *= step(dot(refnorm, refn), 0.0); - refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant - // get appropriate light strength for guess-point. - // reflect light direction to increase the illusion that - // these are reflections. - vec3 reflight = reflect(lightnorm.xyz, norm.xyz); - float reflit = max(dot(refn, reflight.xyz), 0.0); - // apply sun color to guess-point, dampen according to inappropriateness of guess - float refmod = min(refapprop, reflit); - vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; - vec3 ssshiny = (refprod * spec.a); - ssshiny *= 0.3; // dampen it even more - */ - vec3 ssshiny = vec3(0,0,0); - - // add the two types of shiny together - col += (ssshiny + dumbshiny) * spec.rgb; + col = diffuse.rgb; } - - col = atmosLighting(col); - col = scaleSoftClip(col); - + gl_FragColor.rgb = col; - gl_FragColor.a = 0.0; + 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 index 9dfacfb520..2cce43e2bf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl @@ -266,7 +266,7 @@ void main() vec2 tc = vary_fragcoord.xy; ivec2 itc = ivec2(tc); - vec3 fcol = vec3(0,0,0); + vec4 fcol = vec4(0,0,0,0); for (int i = 0; i < samples; ++i) { @@ -280,17 +280,16 @@ void main() float da = max(dot(norm.xyz, vary_light.xyz), 0.0); vec4 diffuse = texelFetch(diffuseRect, itc, i); - if (diffuse.a >= 1.0) - { - fcol += diffuse.rgb; - } - else + vec3 col; + float bloom = 0.0; + + if (diffuse.a < 0.9) { vec4 spec = texelFetch(specularRect, itc, i); calcAtmospherics(pos.xyz, 1.0); - vec3 col = atmosAmbient(vec3(0)); + col = atmosAmbient(vec3(0)); col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a)); col *= diffuse.rgb; @@ -304,15 +303,22 @@ void main() vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a; // add the two types of shiny together - col += dumbshiny * spec.rgb; + vec3 spec_contrib = dumbshiny * spec.rgb; + bloom = dot(spec_contrib, spec_contrib); + col += spec_contrib; } col = atmosLighting(col); col = scaleSoftClip(col); - fcol += col; + col = mix(col, diffuse.rgb, diffuse.a); } + else + { + col = diffuse.rgb; + } + + fcol += vec4(col, bloom); } - gl_FragColor.rgb = fcol.rgb/samples; - gl_FragColor.a = 0.0; + gl_FragColor = fcol/samples; } diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl index ae943cc438..5b7cc57574 100644 --- a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl @@ -9,7 +9,7 @@ uniform sampler2D tex0; void main() { - float alpha = texture2D(tex0, gl_TexCoord[0].xy).a; + float alpha = texture2D(tex0, gl_TexCoord[0].xy).a * gl_Color.a; gl_FragColor = vec4(gl_Color.rgb, alpha); } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl index f44a5ce32e..5283e80407 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl @@ -10,8 +10,6 @@ void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); -attribute vec4 object_weight; - void main() { mat4 mat = getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl index e5dafa8c78..1db79791de 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl @@ -10,8 +10,6 @@ void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); -attribute vec4 object_weight; - void main() { //transform vertex diff --git a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl index cd655f3bb5..eea41bb4f0 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl @@ -11,8 +11,6 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); -attribute vec4 object_weight; - void main() { mat4 mat = getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl index 900448035c..af92e5e002 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl @@ -11,8 +11,6 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); -attribute vec4 object_weight; - void main() { //transform vertex diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 66a1a8515f..f0c9b01671 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -267,34 +267,49 @@ void main() float da = max(dot(norm.xyz, vary_light.xyz), 0.0); vec4 diffuse = texture2DRect(diffuseRect, tc); - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - - vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; - float scol = max(scol_ambocc.r, diffuse.a); - float ambocc = scol_ambocc.g; + + vec3 col; + float bloom = 0.0; + + if (diffuse.a < 0.9) + { + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + + 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); + calcAtmospherics(pos.xyz, ambocc); - vec3 col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); + col = atmosAmbient(vec3(0)); + col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); - col *= diffuse.rgb; + col *= diffuse.rgb; - if (spec.a > 0.0) // specular reflection + 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 { - // 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 - col += dumbshiny * spec.rgb; + col = diffuse.rgb; } - - col = atmosLighting(col); - col = scaleSoftClip(col); gl_FragColor.rgb = col; - gl_FragColor.a = 0.0; + gl_FragColor.a = bloom; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl index 0bae10ca7d..3b572320c3 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl @@ -255,7 +255,7 @@ void main() vec2 tc = vary_fragcoord.xy; ivec2 itc = ivec2(tc); - vec3 fcol = vec3(0,0,0); + vec4 fcol = vec4(0,0,0,0); vec2 scol_ambocc = texture2DRect(lightMap, tc).rg; float ambocc = scol_ambocc.g; @@ -270,38 +270,50 @@ void main() float da = max(dot(norm.xyz, vary_light.xyz), 0.0); vec4 diffuse = texelFetch(diffuseRect, itc, i); - vec4 spec = texelFetch(specularRect, itc, i); + vec3 col; + float bloom = 0.0; + if (diffuse.a < 0.9) + { + vec4 spec = texelFetch(specularRect, itc, i); - float amb = 0; + float amb = 0; - float scol = max(scol_ambocc.r, diffuse.a); - amb += ambocc; + float scol = max(scol_ambocc.r, diffuse.a); + amb += ambocc; - calcAtmospherics(pos.xyz, ambocc); + calcAtmospherics(pos.xyz, ambocc); + + col = atmosAmbient(vec3(0)); + col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); - vec3 col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); + col *= diffuse.rgb; - 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; + } - if (spec.a > 0.0) // specular reflection + col = atmosLighting(col); + col = scaleSoftClip(col); + + col = mix(col, diffuse.rgb, diffuse.a); + } + else { - // 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 - col += dumbshiny * spec.rgb; + col = diffuse.rgb; } - - col = atmosLighting(col); - col = scaleSoftClip(col); - fcol += col; + fcol += vec4(col, bloom); } - gl_FragColor.rgb = fcol/samples; - gl_FragColor.a = 0.0; + gl_FragColor = fcol/samples; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index d38d33cc21..1ae10a5faa 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -268,91 +268,50 @@ void main() float da = max(dot(norm.xyz, vary_light.xyz), 0.0); vec4 diffuse = texture2DRect(diffuseRect, tc); - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + 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; + 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; + 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); + calcAtmospherics(pos.xyz, ambocc); - vec3 col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); + col = atmosAmbient(vec3(0)); + col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); - col *= diffuse.rgb; + col *= diffuse.rgb; - if (spec.a > 0.0) // specular reflection + 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 { - // 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; - - /* - // screen-space cheap fakey reflection map - // - vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz)); - depth -= 0.5; // unbias depth - // first figure out where we'll make our 2D guess from - vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; - // Offset the guess source a little according to a trivial - // checkerboard dither function and spec.a. - // This is meant to be similar to sampling a blurred version - // of the diffuse map. LOD would be better in that regard. - // The goal of the blur is to soften reflections in surfaces - // with low shinyness, and also to disguise our lameness. - float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 - float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5); - - ref2d += vec2(checkoffset, checkoffset); - ref2d += tc.xy; // use as offset from destination - // Get attributes from the 2D guess point. - // We average two samples of diffuse (not of anything else) per - // pixel to try to reduce aliasing some more. - vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb + - texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb); - float refdepth = texture2DRect(depthMap, ref2d).a; - vec3 refpos = getPosition_d(ref2d, refdepth).xyz; - float refshad = texture2DRect(lightMap, ref2d).r; - vec3 refn = texture2DRect(normalMap, ref2d).rgb; - refn = vec3((refn.xy-0.5)*2.0,refn.z); // unpack norm - refn = normalize(refn); - // figure out how appropriate our guess actually was - float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); - // darken reflections from points which face away from the reflected ray - our guess was a back-face - //refapprop *= step(dot(refnorm, refn), 0.0); - refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant - // get appropriate light strength for guess-point. - // reflect light direction to increase the illusion that - // these are reflections. - vec3 reflight = reflect(lightnorm.xyz, norm.xyz); - float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad); - // apply sun color to guess-point, dampen according to inappropriateness of guess - float refmod = min(refapprop, reflit); - vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; - vec3 ssshiny = (refprod * spec.a); - ssshiny *= 0.3; // dampen it even more - */ - vec3 ssshiny = vec3(0,0,0); - - // add the two types of shiny together - col += (ssshiny + dumbshiny) * spec.rgb; + col = diffuse.rgb; } - - col = atmosLighting(col); - col = scaleSoftClip(col); gl_FragColor.rgb = col; - - //gl_FragColor.rgb = gi_col.rgb; - gl_FragColor.a = 0.0; - - //gl_FragColor.rg = scol_ambocc.rg; - //gl_FragColor.rgb = texture2DRect(lightMap, vary_fragcoord.xy).rgb; - //gl_FragColor.rgb = norm.rgb*0.5+0.5; - //gl_FragColor.rgb = vec3(ambocc); - //gl_FragColor.rgb = vec3(scol); + gl_FragColor.a = bloom; } diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index f9fd501072..a219386b53 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -62,13 +62,24 @@ LLDrawPoolWLSky::LLDrawPoolWLSky(void) : llerrs << "Error: Failed to load cloud noise image " << cloudNoiseFilename << llendl; } - cloudNoiseFile->load(cloudNoiseFilename); - - sCloudNoiseRawImage = new LLImageRaw(); + if(cloudNoiseFile->load(cloudNoiseFilename)) + { + sCloudNoiseRawImage = new LLImageRaw(); - cloudNoiseFile->decode(sCloudNoiseRawImage, 0.0f); + if(cloudNoiseFile->decode(sCloudNoiseRawImage, 0.0f)) + { + //debug use + lldebugs << "cloud noise raw image width: " << sCloudNoiseRawImage->getWidth() << " : height: " << sCloudNoiseRawImage->getHeight() << " : components: " << + (S32)sCloudNoiseRawImage->getComponents() << " : data size: " << sCloudNoiseRawImage->getDataSize() << llendl ; + llassert_always(sCloudNoiseRawImage->getData()) ; - sCloudNoiseTexture = LLViewerTextureManager::getLocalTexture(sCloudNoiseRawImage.get(), TRUE); + sCloudNoiseTexture = LLViewerTextureManager::getLocalTexture(sCloudNoiseRawImage.get(), TRUE); + } + else + { + sCloudNoiseRawImage = NULL ; + } + } LLWLParamManager::getInstance()->propagateParameters(); } @@ -218,7 +229,7 @@ void LLDrawPoolWLSky::renderStars(void) const void LLDrawPoolWLSky::renderSkyClouds(F32 camHeightLocal) const { - if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS)) + if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && sCloudNoiseTexture.notNull()) { LLGLEnable blend(GL_BLEND); gGL.setSceneBlendType(LLRender::BT_ALPHA); @@ -399,5 +410,8 @@ void LLDrawPoolWLSky::cleanupGL() //static void LLDrawPoolWLSky::restoreGL() { - sCloudNoiseTexture = LLViewerTextureManager::getLocalTexture(sCloudNoiseRawImage.get(), TRUE); + if(sCloudNoiseRawImage.notNull()) + { + sCloudNoiseTexture = LLViewerTextureManager::getLocalTexture(sCloudNoiseRawImage.get(), TRUE); + } } diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp index 66ba6249d3..ef21e7373e 100644 --- a/indra/newview/llvosky.cpp +++ b/indra/newview/llvosky.cpp @@ -755,6 +755,11 @@ void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLCo // project the direction ray onto the sky dome. F32 phi = acos(Pn[1]); F32 sinA = sin(F_PI - phi); + if (fabsf(sinA) < 0.01f) + { //avoid division by zero + sinA = 0.01f; + } + F32 Plen = dome_radius * sin(F_PI + phi + asin(dome_offset_ratio * sinA)) / sinA; Pn *= Plen; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index dfcc7396ba..0abeed988c 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -3741,52 +3741,55 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) LLVertexBuffer::unbind(); LLGLState::checkStates(); - LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderHighlights"); - - if (!sReflectionRender) + if (!LLPipeline::sImpostorRender) { - renderHighlights(); - } + LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderHighlights"); - // Contains a list of the faces of objects that are physical or - // have touch-handlers. - mHighlightFaces.clear(); + if (!sReflectionRender) + { + renderHighlights(); + } - LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDebug"); + // Contains a list of the faces of objects that are physical or + // have touch-handlers. + mHighlightFaces.clear(); + + LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDebug"); - renderDebug(); + renderDebug(); - LLVertexBuffer::unbind(); + LLVertexBuffer::unbind(); - if (!LLPipeline::sReflectionRender && !LLPipeline::sRenderDeferred) - { - if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) + if (!LLPipeline::sReflectionRender && !LLPipeline::sRenderDeferred) { - // Render debugging beacons. - gObjectList.renderObjectBeacons(); - gObjectList.resetObjectBeacons(); + if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) + { + // Render debugging beacons. + gObjectList.renderObjectBeacons(); + gObjectList.resetObjectBeacons(); + } + else + { + // Make sure particle effects disappear + LLHUDObject::renderAllForTimer(); + } } else { // Make sure particle effects disappear LLHUDObject::renderAllForTimer(); } - } - else - { - // Make sure particle effects disappear - LLHUDObject::renderAllForTimer(); - } - LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomEnd"); + LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomEnd"); - //HACK: preserve/restore matrices around HUD render - if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) - { - for (U32 i = 0; i < 16; i++) + //HACK: preserve/restore matrices around HUD render + if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) { - gGLModelView[i] = saved_modelview[i]; - gGLProjection[i] = saved_projection[i]; + for (U32 i = 0; i < 16; i++) + { + gGLModelView[i] = saved_modelview[i]; + gGLProjection[i] = saved_projection[i]; + } } } |