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-rw-r--r--indra/llrender/llshadermgr.cpp17
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl67
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl88
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl64
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl89
-rw-r--r--indra/newview/lldrawpoolalpha.cpp62
-rw-r--r--indra/newview/llspatialpartition.h2
-rw-r--r--indra/newview/llviewershadermgr.cpp30
-rw-r--r--indra/newview/llviewertexture.cpp2
-rw-r--r--indra/newview/llviewertexture.h1
-rw-r--r--indra/newview/llviewertexturelist.cpp3
-rw-r--r--indra/newview/llvopartgroup.cpp4
-rw-r--r--indra/newview/llvovolume.cpp17
-rw-r--r--indra/newview/skins/default/textures/flatnormal.tgabin0 -> 92 bytes
16 files changed, 375 insertions, 78 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index d4ddc6396b..8983181adf 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -805,7 +805,6 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
//an error occured, print log
LL_WARNS("ShaderLoading") << "GLSL Compilation Error: (" << error << ") in " << filename << LL_ENDL;
dumpObjectLog(ret);
-
#if LL_WINDOWS
std::stringstream ostr;
//dump shader source for debugging
@@ -823,8 +822,20 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
}
LL_WARNS("ShaderLoading") << "\n" << ostr.str() << llendl;
-#endif // LL_WINDOWS
-
+#else
+ std::string str;
+
+ for (GLuint i = 0; i < count; i++) {
+ str.append(text[i]);
+
+ if (i % 128 == 0)
+ {
+ LL_WARNS("ShaderLoading") << str << llendl;
+ str = "";
+ }
+ }
+#endif
+
ret = 0;
}
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index eff94b143a..00717cd6a9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -25,6 +25,10 @@
#extension GL_ARB_texture_rectangle : enable
+#define INDEXED 1
+#define NON_INDEXED 2
+#define NON_INDEXED_NO_COLOR 3
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
@@ -33,7 +37,13 @@ out vec4 frag_color;
uniform sampler2DRect depthMap;
+#if INDEX_MODE != INDEXED
+uniform sampler2D diffuseMap;
+#endif
+
+#if INDEX_MODE == INDEXED
vec4 diffuseLookup(vec2 texcoord);
+#endif
uniform vec2 screen_res;
@@ -45,11 +55,16 @@ VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec3 vary_norm;
+VARYING mat3 vary_rotation;
+#if INDEX_MODE != NON_INDEXED_NO_COLOR
VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+#endif
-VARYING vec3 vary_norm;
uniform mat4 inv_proj;
uniform vec4 light_position[8];
@@ -57,13 +72,19 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
+uniform sampler2D bumpMap;
+uniform samplerCube environmentMap;
+uniform mat3 env_mat;
+
+uniform vec4 specular_color;
+
uniform float shadow_offset;
-float calcDirectionalLight(vec3 n, vec3 l)
+vec3 calcDirectionalLight(vec3 n, vec3 l)
{
- float a = pow(max(dot(n,l),0.0), 0.7);
- return a;
+ float a = pow(max(dot(n,l),0.0), 0.7);
+ return vec3(a,a,a);
}
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
@@ -103,14 +124,29 @@ void main()
vec4 pos = vec4(vary_position, 1.0);
- vec4 diff= diffuseLookup(vary_texcoord0.xy);
+#if INDEX_MODE == INDEXED
+ vec4 diff = diffuseLookup(vary_texcoord0.xy);
+#else
+ vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
+#endif
- vec3 n = vary_norm;
+#if INDEX_MODE == NON_INDEXED_NO_COLOR
+ float vertex_color_alpha = 1.0;
+#else
+ float vertex_color_alpha = vertex_color.a;
+#endif
+
+ vec3 normal = vary_norm;
+ normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;
+ normal = vec3(dot(normal.xyz, vary_rotation[0]),
+ dot(normal.xyz, vary_rotation[1]),
+ dot(normal.xyz, vary_rotation[2]));
+
vec3 l = light_position[0].xyz;
- vec3 dlight = calcDirectionalLight(n, l);
- dlight = dlight * vary_directional.rgb * vary_pointlight_col;
+ vec3 dlight = calcDirectionalLight(normal, l);
+ dlight = dlight * vary_directional.rgb * vary_pointlight_col;
- vec4 col = vec4(vary_ambient + dlight, vertex_color.a);
+ vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
@@ -118,10 +154,10 @@ void main()
color.rgb = scaleSoftClip(color.rgb);
vec3 light_col = vec3(0,0,0);
-#if MAC_GEFORCE_HACK
- #define LIGHT_LOOP(i) \
- light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
-
+#ifdef MAC_GEFORCE_HACK
+ #define LIGHT_LOOP(i) \
+ light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
+
LIGHT_LOOP(1)
LIGHT_LOOP(2)
LIGHT_LOOP(3)
@@ -132,9 +168,10 @@ void main()
#else
for (int i = 2; i < 8; i++)
{
- light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
+ light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
}
#endif
+
color.rgb += diff.rgb * vary_pointlight_col * light_col;
frag_color = color;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index bc08cc6dbf..e6b63657e6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -23,16 +23,32 @@
* $/LicenseInfo$
*/
+#define INDEXED 1
+#define NON_INDEXED 2
+#define NON_INDEXED_NO_COLOR 3
+
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
+uniform mat4 projection_matrix;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
+#if INDEX_MODE == INDEXED
void passTextureIndex();
+#endif
ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 binormal;
+ATTRIBUTE vec2 texcoord1;
+ATTRIBUTE vec2 texcoord2;
+
+#if HAS_SKIN
+mat4 getObjectSkinnedTransform();
+#elif IS_AVATAR_SKIN
+mat4 getSkinnedTransform();
+#endif
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -50,10 +66,16 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
+#if INDEX_MODE != NON_INDEXED_NO_COLOR
VARYING vec4 vertex_color;
+#endif
+
VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
VARYING vec3 vary_norm;
+VARYING mat3 vary_rotation;
uniform float near_clip;
uniform float shadow_offset;
@@ -102,24 +124,69 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
+ vec4 pos;
+ vec3 norm;
+
//transform vertex
+#if HAS_SKIN
+ mat4 trans = getObjectSkinnedTransform();
+ trans = modelview_matrix * trans;
+
+ pos = trans * vec4(position.xyz, 1.0);
+
+ norm = position.xyz + normal.xyz;
+ norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
+ vec4 frag_pos = projection_matrix * pos;
+ gl_Position = frag_pos;
+#elif IS_AVATAR_SKIN
+ mat4 trans = getSkinnedTransform();
+ 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, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
+ norm = normalize(norm);
+
+ vec4 frag_pos = projection_matrix * pos;
+ gl_Position = frag_pos;
+#else
+ norm = normalize(normal_matrix * normal);
vec4 vert = vec4(position.xyz, 1.0);
- passTextureIndex();
- vec4 pos = (modelview_matrix * vert);
+ pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
-
+#endif
+ vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
+ vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
+#if INDEX_MODE == INDEXED
+ passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+#else
+ vary_texcoord0 = texcoord0;
+#endif
- vec3 norm = normalize(normal_matrix * normal);
vary_norm = norm;
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;
-
+
+ vec3 n = norm;
+ vec3 b = normalize(normal_matrix * binormal);
+ vec3 t = cross(b, n);
+
+ vary_rotation[0] = vec3(t.x, b.x, n.x);
+ vary_rotation[1] = vec3(t.y, b.y, n.y);
+ vary_rotation[2] = vec3(t.z, b.z, n.z);
+
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
+
vary_pointlight_col = diffuse_color.rgb;
+
col.rgb = vec3(0,0,0);
// Add windlight lights
@@ -129,12 +196,17 @@ void main()
vary_directional.rgb = atmosAffectDirectionalLight(1);
col.rgb = col.rgb*diffuse_color.rgb;
-
+#if INDEX_MODE != NON_INDEXED_NO_COLOR
vertex_color = col;
-
-
+#endif
+#if HAS_SKIN
+ vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
+#elif IS_AVATAR_SKIN
+ vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
+#else
pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
index 5f395801e5..c8ddefac26 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
@@ -47,6 +47,7 @@ VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_pointlight_col;
VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_norm;
uniform float near_clip;
@@ -112,6 +113,7 @@ void main()
norm.y = dot(trans[1].xyz, normal);
norm.z = dot(trans[2].xyz, normal);
norm = normalize(norm);
+ vary_norm = norm;
vec4 frag_pos = projection_matrix * pos;
gl_Position = frag_pos;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 1a25ea97b7..486e806434 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -25,25 +25,27 @@
#extension GL_ARB_texture_rectangle : enable
+#define INDEXED 1
+#define NON_INDEXED 2
+#define NON_INDEXED_NO_COLOR 3
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
uniform sampler2DShadow shadowMap0;
uniform sampler2DShadow shadowMap1;
uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3;
uniform sampler2DRect depthMap;
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
+#if INDEX_MODE != INDEXED
+uniform sampler2D diffuseMap;
+#endif
+
uniform vec2 screen_res;
-uniform vec2 shadow_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
@@ -53,8 +55,19 @@ VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
VARYING vec3 vary_norm;
+VARYING mat3 vary_rotation;
+#if INDEX_MODE != NON_INDEXED_NO_COLOR
+VARYING vec4 vertex_color;
+#endif
+
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform vec2 shadow_res;
uniform float shadow_bias;
uniform mat4 inv_proj;
@@ -64,6 +77,12 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
+uniform sampler2D bumpMap;
+uniform samplerCube environmentMap;
+uniform mat3 env_mat;
+
+uniform vec4 specular_color;
+
vec3 calcDirectionalLight(vec3 n, vec3 l)
{
float a = pow(max(dot(n,l),0.0), 0.7);
@@ -189,13 +208,31 @@ void main()
{
shadow = 1.0;
}
- vec3 n = vary_norm;
+
+#if INDEX_MODE == INDEXED
+
+ vec4 diff = diffuseLookup(vary_texcoord0.xy);
+#else
+ vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
+#endif
+
+#if INDEX_MODE == NON_INDEXED_NO_COLOR
+ float vertex_color_alpha = 1.0;
+#else
+ float vertex_color_alpha = vertex_color.a;
+#endif
+
+ vec3 normal = vary_norm;
+ normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;
+ normal = vec3(dot(normal.xyz, vary_rotation[0]),
+ dot(normal.xyz, vary_rotation[1]),
+ dot(normal.xyz, vary_rotation[2]));
+
vec3 l = light_position[0].xyz;
- vec3 dlight = calcDirectionalLight(n, l);
+ vec3 dlight = calcDirectionalLight(normal, l);
dlight = dlight * vary_directional.rgb * vary_pointlight_col;
- vec4 diff = diffuseLookup(vary_texcoord0.xy);
- vec4 col = vec4(vary_ambient + dlight *shadow, vertex_color.a);
+ vec4 col = vec4(vary_ambient + dlight *shadow, vertex_color_alpha);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
@@ -203,9 +240,9 @@ void main()
color.rgb = scaleSoftClip(color.rgb);
vec3 light_col = vec3(0,0,0);
-#if MAC_GEFORCE_HACK
+#ifdef MAC_GEFORCE_HACK
#define LIGHT_LOOP(i) \
- light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
+ light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@@ -217,9 +254,10 @@ void main()
#else
for (int i = 2; i < 8; i++)
{
- light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
+ light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
}
#endif
+
color.rgb += diff.rgb * vary_pointlight_col * light_col;
frag_color = color;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
index 9629cfe824..7f4d82ecc6 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
@@ -50,7 +50,7 @@ VARYING vec3 vary_pointlight_col;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-
+VARYING vec3 vary_norm;
uniform float near_clip;
uniform float shadow_offset;
@@ -115,7 +115,8 @@ void main()
n.xyz = normalize(n.xyz-pos.xyz);
vec3 norm = n.xyz;
-
+ vary_norm = norm;
+
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;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 79e5d7e572..5f2961c90e 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -23,16 +23,33 @@
* $/LicenseInfo$
*/
+#define INDEXED 1
+#define NON_INDEXED 2
+#define NON_INDEXED_NO_COLOR 3
+
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
+uniform mat4 projection_matrix;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
+#if INDEX_MODE == INDEXED
void passTextureIndex();
+#endif
ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 binormal;
+ATTRIBUTE vec2 texcoord1;
+ATTRIBUTE vec2 texcoord2;
+
+
+#if HAS_SKIN
+mat4 getObjectSkinnedTransform();
+#elif IS_AVATAR_SKIN
+mat4 getSkinnedTransform();
+#endif
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -50,10 +67,16 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
+#if INDEX_MODE != NON_INDEXED_NO_COLOR
VARYING vec4 vertex_color;
+#endif
+
VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
VARYING vec3 vary_norm;
+VARYING mat3 vary_rotation;
uniform float near_clip;
uniform float shadow_offset;
@@ -102,19 +125,62 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
+ vec4 pos;
+ vec3 norm;
+
//transform vertex
+#if HAS_SKIN
+ mat4 trans = getObjectSkinnedTransform();
+ trans = modelview_matrix * trans;
+
+ pos = trans * vec4(position.xyz, 1.0);
+
+ norm = position.xyz + normal.xyz;
+ norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
+ vec4 frag_pos = projection_matrix * pos;
+ gl_Position = frag_pos;
+#elif IS_AVATAR_SKIN
+ mat4 trans = getSkinnedTransform();
+ 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, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
+ norm = normalize(norm);
+
+ vec4 frag_pos = projection_matrix * pos;
+ gl_Position = frag_pos;
+#else
+ norm = normalize(normal_matrix * normal);
vec4 vert = vec4(position.xyz, 1.0);
- passTextureIndex();
- vec4 pos = (modelview_matrix * vert);
+ pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
-
+#endif
+ vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
+ vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
+#if INDEX_MODE == INDEXED
+ passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
- vec3 norm = normalize(normal_matrix * normal);
+#else
+ vary_texcoord0 = texcoord0;
+#endif
+
vary_norm = norm;
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;
-
+
+ vec3 n = norm;
+ vec3 b = normalize(normal_matrix * binormal);
+ vec3 t = cross(b, n);
+
+ vary_rotation[0] = vec3(t.x, b.x, n.x);
+ vary_rotation[1] = vec3(t.y, b.y, n.y);
+ vary_rotation[2] = vec3(t.z, b.z, n.z);
+
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
@@ -132,11 +198,16 @@ void main()
col.rgb = col.rgb*diffuse_color.rgb;
+#if INDEX_MODE != NON_INDEXED_NO_COLOR
vertex_color = col;
-
-
+#endif
+#if HAS_SKIN
+ vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
+#elif IS_AVATAR_SKIN
+ vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
+#else
pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
-
+#endif
}
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index 1f5829c7ec..31b84bb258 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -330,7 +330,7 @@ void LLDrawPoolAlpha::render(S32 pass)
if (mVertexShaderLevel > 0)
{
- renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX);
+ renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_BINORMAL | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2);
}
else
{
@@ -440,7 +440,6 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
}
LLRenderPass::applyModelMatrix(params);
-
if (params.mFullbright)
{
@@ -451,20 +450,6 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
if (use_shaders)
{
target_shader = fullbright_shader;
- if (target_shader)
- {
- if (LLPipeline::sRenderDeferred)
- {
- if (params.mFace->getViewerObject()->isHUDAttachment())
- {
- target_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0);
- } else {
- target_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2);
- }
- } else {
- target_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0);
- }
- }
}
else
{
@@ -501,6 +486,51 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
LLGLSLShader::bindNoShader();
current_shader = NULL;
}
+
+ if (params.mMaterial.notNull() && current_shader == simple_shader)
+ {
+ // I apologize in advance for not giving this its own shader.
+ // We have a material. Supply the appropriate data here.
+ if (LLPipeline::sRenderDeferred)
+ {
+ current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, params.mSpecColor.mV[0], params.mSpecColor.mV[1], params.mSpecColor.mV[2], params.mSpecColor.mV[3]);
+
+ current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, params.mEnvIntensity);
+
+ if (params.mNormalMap)
+ {
+ params.mNormalMap->addTextureStats(params.mVSize);
+ current_shader->bindTexture(LLShaderMgr::BUMP_MAP, params.mNormalMap);
+ } else {
+ LLViewerFetchedTexture::sFlatNormalImagep->addTextureStats(params.mVSize);
+ current_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep);
+ }
+
+ if (params.mSpecularMap)
+ {
+ params.mSpecularMap->addTextureStats(params.mVSize);
+ current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, params.mSpecularMap);
+ } else {
+ LLViewerFetchedTexture::sWhiteImagep->addTextureStats(params.mVSize);
+ current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep);
+ }
+ }
+ } else if (current_shader == simple_shader)
+ {
+ // No material. Propegate with default parameters.
+ if (LLPipeline::sRenderDeferred)
+ {
+ current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, 0.0f, 0.0f, 0.0f, 0.0f);
+
+ current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, 0.0f);
+
+ LLViewerFetchedTexture::sFlatNormalImagep->addTextureStats(params.mVSize);
+ current_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep);
+
+ LLViewerFetchedTexture::sWhiteImagep->addTextureStats(params.mVSize);
+ current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep);
+ }
+ }
if (params.mGroup)
{
diff --git a/indra/newview/llspatialpartition.h b/indra/newview/llspatialpartition.h
index bfb2de6ba6..426eaa1ce4 100644
--- a/indra/newview/llspatialpartition.h
+++ b/indra/newview/llspatialpartition.h
@@ -120,7 +120,7 @@ public:
F32 mDistance;
U32 mDrawMode;
- LLMaterial* mMaterial; // If this is null, the following parameters are unused.
+ LLMaterialPtr mMaterial; // If this is null, the following parameters are unused.
LLPointer<LLViewerTexture> mSpecularMap;
const LLMatrix4* mSpecularMapMatrix;
LLPointer<LLViewerTexture> mNormalMap;
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 4d16b4869c..eb43141c9b 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1218,10 +1218,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedAlphaProgram.mFeatures.isAlphaLighting = true;
gDeferredSkinnedAlphaProgram.mFeatures.disableTextureIndex = true;
gDeferredSkinnedAlphaProgram.mShaderFiles.clear();
- gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
+ 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 = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredSkinnedAlphaProgram.addPermutation("INDEX_MODE", "2");
+ gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1");
+ gDeferredSkinnedAlphaProgram.addPermutation("IS_AVATAR_SKIN", "0");
gDeferredSkinnedAlphaProgram.addPermutation("MAC_GEFORCE_HACK","0");
+
success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
// Hack to include uniforms for lighting without linking in lighting file
@@ -1243,9 +1247,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedAlphaProgramMac.mFeatures.isAlphaLighting = true;
gDeferredSkinnedAlphaProgramMac.mFeatures.disableTextureIndex = true;
gDeferredSkinnedAlphaProgramMac.mShaderFiles.clear();
- gDeferredSkinnedAlphaProgramMac.mShaderFiles.push_back(make_pair("deferred/alphaSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredSkinnedAlphaProgramMac.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredSkinnedAlphaProgramMac.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredSkinnedAlphaProgramMac.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSkinnedAlphaProgramMac.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredSkinnedAlphaProgramMac.addPermutation("INDEX_MODE", "2");
+ gDeferredSkinnedAlphaProgramMac.addPermutation("HAS_SKIN", "1");
+ gDeferredSkinnedAlphaProgramMac.addPermutation("IS_AVATAR_SKIN", "0");
gDeferredSkinnedAlphaProgramMac.addPermutation("MAC_GEFORCE_HACK","1");
success = gDeferredSkinnedAlphaProgramMac.createShader(NULL, NULL);
@@ -1425,7 +1432,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
-
+ gDeferredAlphaProgram.addPermutation("INDEX_MODE", "1");
+ gDeferredAlphaProgram.addPermutation("HAS_SKIN", "0");
+ gDeferredAlphaProgram.addPermutation("IS_AVATAR_SKIN", "0");
+ gDeferredAlphaProgram.addPermutation("MAC_GEFORCE_HACK","0");
success = gDeferredAlphaProgram.createShader(NULL, NULL);
// Hack
@@ -1593,10 +1603,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaProgram.mFeatures.isAlphaLighting = true;
gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true;
gDeferredAvatarAlphaProgram.mShaderFiles.clear();
- gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaNoColorV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedNoColorF.glsl", GL_FRAGMENT_SHADER_ARB));
+ 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.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
-
+ gDeferredAvatarAlphaProgram.addPermutation("INDEX_MODE", "3");
+ gDeferredAvatarAlphaProgram.addPermutation("HAS_SKIN", "0");
+ gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1");
+ gDeferredAvatarAlphaProgram.addPermutation("MAC_GEFORCE_HACK","0");
+
success = gDeferredAvatarAlphaProgram.createShader(NULL, &mAvatarUniforms);
gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true;
diff --git a/indra/newview/llviewertexture.cpp b/indra/newview/llviewertexture.cpp
index a57270caeb..a13cccd86b 100644
--- a/indra/newview/llviewertexture.cpp
+++ b/indra/newview/llviewertexture.cpp
@@ -70,6 +70,7 @@ LLPointer<LLViewerFetchedTexture> LLViewerFetchedTexture::sMissingAssetImagep =
LLPointer<LLViewerFetchedTexture> LLViewerFetchedTexture::sWhiteImagep = NULL;
LLPointer<LLViewerFetchedTexture> LLViewerFetchedTexture::sDefaultImagep = NULL;
LLPointer<LLViewerFetchedTexture> LLViewerFetchedTexture::sSmokeImagep = NULL;
+LLPointer<LLViewerFetchedTexture> LLViewerFetchedTexture::sFlatNormalImagep = NULL;
LLViewerMediaTexture::media_map_t LLViewerMediaTexture::sMediaMap ;
LLTexturePipelineTester* LLViewerTextureManager::sTesterp = NULL ;
const std::string sTesterName("TextureTester");
@@ -394,6 +395,7 @@ void LLViewerTextureManager::cleanup()
LLViewerFetchedTexture::sSmokeImagep = NULL;
LLViewerFetchedTexture::sMissingAssetImagep = NULL;
LLViewerFetchedTexture::sWhiteImagep = NULL;
+ LLViewerFetchedTexture::sFlatNormalImagep = NULL;
LLViewerMediaTexture::cleanUpClass() ;
}
diff --git a/indra/newview/llviewertexture.h b/indra/newview/llviewertexture.h
index eb30139cb8..ebace4b583 100644
--- a/indra/newview/llviewertexture.h
+++ b/indra/newview/llviewertexture.h
@@ -596,6 +596,7 @@ public:
static LLPointer<LLViewerFetchedTexture> sWhiteImagep; // Texture to show NOTHING (whiteness)
static LLPointer<LLViewerFetchedTexture> sDefaultImagep; // "Default" texture for error cases, the only case of fetched texture which is generated in local.
static LLPointer<LLViewerFetchedTexture> sSmokeImagep; // Old "Default" translucent texture
+ static LLPointer<LLViewerFetchedTexture> sFlatNormalImagep; // Flat normal map denoting no bumpiness on a surface
};
//
diff --git a/indra/newview/llviewertexturelist.cpp b/indra/newview/llviewertexturelist.cpp
index b9f5c432d0..8d71761f92 100644
--- a/indra/newview/llviewertexturelist.cpp
+++ b/indra/newview/llviewertexturelist.cpp
@@ -119,6 +119,9 @@ void LLViewerTextureList::doPreloadImages()
LLTexUnit::sWhiteTexture = LLViewerFetchedTexture::sWhiteImagep->getTexName();
LLUIImageList* image_list = LLUIImageList::getInstance();
+ // Set the default flat normal map
+ LLViewerFetchedTexture::sFlatNormalImagep = LLViewerTextureManager::getFetchedTextureFromFile("flatnormal.tga", MIPMAP_NO, LLViewerFetchedTexture::BOOST_BUMP);
+
image_list->initFromFile();
// turn off clamping and bilinear filtering for uv picking images
diff --git a/indra/newview/llvopartgroup.cpp b/indra/newview/llvopartgroup.cpp
index 0b34bbb90f..65711d2339 100644
--- a/indra/newview/llvopartgroup.cpp
+++ b/indra/newview/llvopartgroup.cpp
@@ -65,7 +65,9 @@ void LLVOPartGroup::initClass()
//static
void LLVOPartGroup::restoreGL()
{
- sVB = new LLVertexBuffer(VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB);
+
+ //TODO: optimize out binormal mask here. Specular and normal coords as well.
+ sVB = new LLVertexBuffer(VERTEX_DATA_MASK | LLVertexBuffer::MAP_BINORMAL | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2, GL_STREAM_DRAW_ARB);
U32 count = LL_MAX_PARTICLE_COUNT;
sVB->allocateBuffer(count*4, count*6, true);
diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp
index bc1daa8b10..56aa69b25c 100644
--- a/indra/newview/llvovolume.cpp
+++ b/indra/newview/llvovolume.cpp
@@ -4020,7 +4020,11 @@ static LLFastTimer::DeclareTimer FTM_REGISTER_FACE("Register Face");
void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep, U32 type)
{
LLFastTimer t(FTM_REGISTER_FACE);
-
+ if (type == LLRenderPass::PASS_ALPHA && facep->getTextureEntry()->getMaterialParams().notNull() && !facep->getVertexBuffer()->hasDataType(LLVertexBuffer::TYPE_BINORMAL))
+ {
+ LL_WARNS("RenderMaterials") << "Oh no! No binormals for this alpha blended face!" << LL_ENDL;
+ }
+
if (facep->getViewerObject()->isSelected() && LLSelectMgr::getInstance()->mHideSelectedObjects)
{
return;
@@ -4100,6 +4104,15 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep,
}
}
+ //DEBUG
+ LLVertexBuffer* buff = facep->getVertexBuffer();
+
+ if (type == LLRenderPass::PASS_ALPHA && !buff->hasDataType(LLVertexBuffer::TYPE_BINORMAL))
+ {
+ llerrs << "WTF?" << llendl;
+ }
+
+
if (idx >= 0 &&
draw_vec[idx]->mVertexBuffer == facep->getVertexBuffer() &&
draw_vec[idx]->mEnd == facep->getGeomIndex()-1 &&
@@ -4767,7 +4780,7 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
{
bump_mask = bump_mask | LLVertexBuffer::MAP_BINORMAL;
simple_mask = simple_mask | LLVertexBuffer::MAP_TEXTURE_INDEX;
- alpha_mask = alpha_mask | LLVertexBuffer::MAP_TEXTURE_INDEX;
+ alpha_mask = alpha_mask | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_BINORMAL | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2;
fullbright_mask = fullbright_mask | LLVertexBuffer::MAP_TEXTURE_INDEX;
}
diff --git a/indra/newview/skins/default/textures/flatnormal.tga b/indra/newview/skins/default/textures/flatnormal.tga
new file mode 100644
index 0000000000..6d5abd1782
--- /dev/null
+++ b/indra/newview/skins/default/textures/flatnormal.tga
Binary files differ