diff options
| -rw-r--r-- | indra/llrender/llshadermgr.cpp | 17 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 48 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl | 88 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl | 2 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl | 55 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl | 5 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl | 89 | ||||
| -rw-r--r-- | indra/newview/lldrawpoolalpha.cpp | 62 | ||||
| -rw-r--r-- | indra/newview/llspatialpartition.h | 2 | ||||
| -rw-r--r-- | indra/newview/llviewershadermgr.cpp | 16 | ||||
| -rw-r--r-- | indra/newview/llviewertexture.cpp | 2 | ||||
| -rw-r--r-- | indra/newview/llviewertexture.h | 1 | ||||
| -rw-r--r-- | indra/newview/llviewertexturelist.cpp | 3 | ||||
| -rw-r--r-- | indra/newview/llvopartgroup.cpp | 4 | ||||
| -rw-r--r-- | indra/newview/llvovolume.cpp | 8 | ||||
| -rw-r--r-- | indra/newview/skins/default/textures/flatnormal.tga | bin | 0 -> 92 bytes | 
16 files changed, 344 insertions, 58 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 4942abbadf..fc628e60cf 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;  vec3 calcDirectionalLight(vec3 n, vec3 l)  {          float a = pow(max(dot(n,l),0.0), 0.7); -        return vec3(a,a,a); +	return vec3(a,a,a);  }  vec3 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); +#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 n = vary_norm;  	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 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); 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 b71b8c0dfc..42467a1b60 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -25,23 +25,26 @@  #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; @@ -53,8 +56,19 @@ 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 +78,12 @@ 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 +209,32 @@ 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); 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 722e4d2ee6..c7e422139d 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -175,6 +175,9 @@ LLGLSLShader			gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;  LLGLSLShader			gDeferredSkinnedDiffuseProgram;  LLGLSLShader			gDeferredSkinnedBumpProgram;  LLGLSLShader			gDeferredSkinnedAlphaProgram; +#if LL_DARWIN +LLGLSLShader			gDeferredSkinnedAlphaProgramMac; +#endif  LLGLSLShader			gDeferredBumpProgram;  LLGLSLShader			gDeferredTerrainProgram;  LLGLSLShader			gDeferredTreeProgram; @@ -276,6 +279,9 @@ LLViewerShaderMgr::LLViewerShaderMgr() :  	mShaderList.push_back(&gDeferredSoftenProgram);  	mShaderList.push_back(&gDeferredAlphaProgram);  	mShaderList.push_back(&gDeferredSkinnedAlphaProgram); +#if LL_DARWIN +	mShaderList.push_back(&gDeferredSkinnedAlphaProgramMac); +#endif  	mShaderList.push_back(&gDeferredFullbrightProgram);  	mShaderList.push_back(&gDeferredEmissiveProgram);  	mShaderList.push_back(&gDeferredAvatarEyesProgram); @@ -1082,6 +1088,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredSkinnedDiffuseProgram.unload();  		gDeferredSkinnedBumpProgram.unload();  		gDeferredSkinnedAlphaProgram.unload(); +#if LL_DARWIN +		gDeferredSkinnedAlphaProgramMac.unload(); +#endif  		gDeferredBumpProgram.unload();  		gDeferredImpostorProgram.unload();  		gDeferredTerrainProgram.unload(); @@ -1209,9 +1218,12 @@ 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");  		success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);  		// Hack to include uniforms for lighting without linking in lighting file 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..f77869ee91 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; @@ -4767,7 +4771,7 @@ 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.tgaBinary files differ new file mode 100644 index 0000000000..6d5abd1782 --- /dev/null +++ b/indra/newview/skins/default/textures/flatnormal.tga | 
