diff options
| -rw-r--r-- | indra/llinventory/llsettingssky.cpp | 16 | ||||
| -rw-r--r-- | indra/llrender/llglslshader.cpp | 8 | ||||
| -rw-r--r-- | indra/llrender/llshadermgr.cpp | 38 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 4 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 4 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/transportF.glsl | 16 | ||||
| -rw-r--r-- | indra/newview/llsettingsvo.cpp | 4 | 
7 files changed, 30 insertions, 60 deletions
| diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp index cf6bc45080..aff8bec1cd 100644 --- a/indra/llinventory/llsettingssky.cpp +++ b/indra/llinventory/llsettingssky.cpp @@ -169,13 +169,13 @@ LLSettingsSky::validation_list_t legacyHazeValidationList()                  LLSD(LLSDArray(0.0f)(0.0f)(0.0f)("*")),                  LLSD(LLSDArray(3.0f)(3.0f)(3.0f)("*")))));          legacyHazeValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_HAZE_DENSITY,        false,  LLSD::TypeReal,   -            boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(4.0f))))); +            boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(5.0f)))));          legacyHazeValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_HAZE_HORIZON,        false,  LLSD::TypeReal,   -            boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(1.0f))))); +            boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(5.0f)))));          legacyHazeValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_MULTIPLIER,  false,  LLSD::TypeReal,   -            boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0001f)(0.9f))))); +            boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0001f)(2.0f)))));          legacyHazeValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DISTANCE_MULTIPLIER, false,  LLSD::TypeReal, -            boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(100.0f))))); +            boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0001f)(1000.0f)))));      }      return legacyHazeValidation;  } @@ -724,6 +724,10 @@ LLSD LLSettingsSky::translateLegacyHazeSettings(const LLSD& legacy)  // AdvancedAtmospherics TODO  // These need to be translated into density profile info in the new settings format...  // LEGACY_ATMOSPHERICS     +    if (legacy.has(SETTING_AMBIENT)) +    { +        legacyhazesettings[SETTING_AMBIENT] = LLColor3(legacy[SETTING_AMBIENT]).getValue(); +    }      if (legacy.has(SETTING_BLUE_DENSITY))      {          legacyhazesettings[SETTING_BLUE_DENSITY] = LLColor3(legacy[SETTING_BLUE_DENSITY]).getValue(); @@ -765,10 +769,6 @@ LLSD LLSettingsSky::translateLegacySettings(const LLSD& legacy)          newsettings[SETTING_LEGACY_HAZE] = legacyhazesettings;      } -    if (legacy.has(SETTING_AMBIENT)) -    { -        newsettings[SETTING_AMBIENT] = LLColor3(legacy[SETTING_AMBIENT]).getValue(); -    }      if (legacy.has(SETTING_CLOUD_COLOR))      {          newsettings[SETTING_CLOUD_COLOR] = LLColor3(legacy[SETTING_CLOUD_COLOR]).getValue(); diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index f0cc9acc06..de15d1d75b 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -487,18 +487,18 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes,      return success;  } -BOOL LLGLSLShader::attachObject(std::string object) +BOOL LLGLSLShader::attachObject(std::string object_path)  { -    if (LLShaderMgr::instance()->mShaderObjects.count(object) > 0) +    if (LLShaderMgr::instance()->mShaderObjects.count(object_path) > 0)      {          stop_glerror(); -        glAttachObjectARB(mProgramObject, LLShaderMgr::instance()->mShaderObjects[object]); +        glAttachObjectARB(mProgramObject, LLShaderMgr::instance()->mShaderObjects[object_path]);          stop_glerror();          return TRUE;      }      else      { -        LL_SHADER_LOADING_WARNS() << "Attempting to attach shader object that hasn't been compiled: " << object << LL_ENDL; +        LL_SHADER_LOADING_WARNS() << "Attempting to attach shader object: '" << object_path << "' that hasn't been compiled." << LL_ENDL;          return FALSE;      }  } diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 9da705bb2d..d6fe35e2ca 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -628,7 +628,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade  	if (file == NULL)  	{ -		LL_SHADER_LOADING_WARNS() << "GLSL Shader file not found: " << filename << LL_ENDL; +		LL_SHADER_LOADING_WARNS() << "GLSL Shader file not found: " << open_file_name << LL_ENDL;  		return 0;  	} @@ -958,38 +958,8 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade  			{  				//an error occured, print log  				LL_WARNS("ShaderLoading") << "GLSL Compilation Error:" << LL_ENDL; -				dumpObjectLog(ret, TRUE, filename); -#if LL_WINDOWS -				std::stringstream ostr; -				//dump shader source for debugging -				for (GLuint i = 0; i < shader_code_count; i++) -				{ -					ostr << i << ": " << shader_code_text[i]; - -					if (i % 128 == 0) -					{ //dump every 128 lines - -						LL_WARNS("ShaderLoading") << "\n" << ostr.str() << LL_ENDL; -						ostr = std::stringstream(); -					} - -				} - -				LL_WARNS("ShaderLoading") << "\n" << ostr.str() << LL_ENDL; -#else -				std::string str; -				 -				for (GLuint i = 0; i < shader_code_count; i++) { -					str.append(shader_code_text[i]); -					 -					if (i % 128 == 0) -					{ -						LL_WARNS("ShaderLoading") << str << LL_ENDL; -						str = ""; -					} -				} -#endif - +				dumpObjectLog(ret, TRUE, open_file_name); +                dumpShaderSource(shader_code_count, shader_code_text);  				ret = 0;  			}  		} @@ -1018,7 +988,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade  		if (shader_level > 1)  		{  			shader_level--; -			return loadShaderFile(filename,shader_level,type, defines, texture_index_channels); +			return loadShaderFile(filename, shader_level, type, defines, texture_index_channels);  		}  		LL_WARNS("ShaderLoading") << "Failed to load " << filename << LL_ENDL;	  	} diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 7f2c5add16..1cfc19267c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -88,7 +88,7 @@ vec3 linear_to_srgb(vec3 cl);  vec2 encode_normal (vec3 n);  vec3 decode_normal (vec2 enc); -vec3 scaleFragSoftClip(vec3 l); +vec3 scaleSoftClipFrag(vec3 l);  vec3 atmosFragAmbient(vec3 light, vec3 sunlit);  vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);  vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit); @@ -312,7 +312,7 @@ void main()  	//color.rgb = mix(diff.rgb, color.rgb, final_alpha);  	color.rgb = atmosFragLighting(color.rgb, additive, atten); -	color.rgb = scaleFragSoftClip(color.rgb); +	color.rgb = scaleSoftClipFrag(color.rgb);  	vec4 light = vec4(0,0,0,0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 6e06453a5b..9f52e72313 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -42,7 +42,7 @@ vec3 linear_to_srgb(vec3 cl);  vec3 atmosFragAmbient(vec3 l, vec3 ambient);  vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); -vec3 scaleFragSoftClip(vec3 l); +vec3 scaleSoftClipFrag(vec3 l);  vec3 atmosFragAffectDirectionalLight(float intensity, vec3 sunlit);  void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); @@ -455,7 +455,7 @@ void main()  	//col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col),  diffuse.a);  	col = atmosFragLighting(col, additive, atten); -	col = scaleFragSoftClip(col); +	col = scaleSoftClipFrag(col);  	//convert to linear space before adding local lights  	col = srgb_to_linear(col); diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl index 976e5066dc..7f874e0ccf 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl @@ -32,7 +32,7 @@ vec3 getAtmosAttenuation();  uniform int no_atmo; -vec3 atmosFragTransport(vec3 light, vec3 atten, vec3 additive) { +vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) {      if (no_atmo == 0)      {  	    light *= atten.r; @@ -41,32 +41,32 @@ vec3 atmosFragTransport(vec3 light, vec3 atten, vec3 additive) {  	return light;  } -vec3 fullbrightFragAtmosTransport(vec3 light, vec3 atten, vec3 additive) { +vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) {      if (no_atmo == 1)      {          return light;      }  	float brightness = dot(light.rgb, vec3(0.33333)); -	return mix(atmosFragTransport(light.rgb, atten, additive), light.rgb + additive.rgb, brightness * brightness); +	return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive.rgb, brightness * brightness);  } -vec3 fullbrightFragShinyAtmosTransport(vec3 light, vec3 atten, vec3 additive) { +vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) {      if (no_atmo == 1)      {          return light;      }  	float brightness = dot(light.rgb, vec3(0.33333)); -	return mix(atmosFragTransport(light.rgb, atten, additive), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness); +	return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness);  }  vec3 atmosTransport(vec3 light) { -     return (no_atmo == 1) ? light : atmosFragTransport(light, getAtmosAttenuation(), getAdditiveColor()); +     return (no_atmo == 1) ? light : atmosTransportFrag(light, getAtmosAttenuation(), getAdditiveColor());  }  vec3 fullbrightAtmosTransport(vec3 light) { -     return (no_atmo == 1) ? light : fullbrightFragAtmosTransport(light, getAtmosAttenuation(), getAdditiveColor()); +     return (no_atmo == 1) ? light : fullbrightAtmosTransportFrag(light, getAtmosAttenuation(), getAdditiveColor());  }  vec3 fullbrightShinyAtmosTransport(vec3 light) { -    return (no_atmo == 1) ? light : fullbrightFragShinyAtmosTransport(light, getAtmosAttenuation(), getAdditiveColor()); +    return (no_atmo == 1) ? light : fullbrightShinyAtmosTransportFrag(light, getAtmosAttenuation(), getAdditiveColor());  } diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 2696ad4df5..3925f37703 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -695,7 +695,7 @@ LLSettingsSky::parammapping_t LLSettingsVOSky::getParameterMap() const          param_map[SETTING_DISTANCE_MULTIPLIER] = DefaultParam(LLShaderMgr::DISTANCE_MULTIPLIER, LLSD(0.8f));          // Following values are always present, so we can just zero these ones, but used values from defaults() -        LLSD& sky_defaults = LLSettingsSky::defaults(); +        LLSD sky_defaults = LLSettingsSky::defaults();          param_map[SETTING_CLOUD_COLOR] = DefaultParam(LLShaderMgr::CLOUD_COLOR, sky_defaults[SETTING_CLOUD_COLOR]);          param_map[SETTING_CLOUD_POS_DENSITY2] = DefaultParam(LLShaderMgr::CLOUD_POS_DENSITY2, sky_defaults[SETTING_CLOUD_POS_DENSITY2]);          param_map[SETTING_CLOUD_SCALE] = DefaultParam(LLShaderMgr::CLOUD_SCALE, sky_defaults[SETTING_CLOUD_SCALE]); @@ -916,7 +916,7 @@ LLSettingsWater::parammapping_t LLSettingsVOWater::getParameterMap() const      if (param_map.empty())      { -        LLSD &water_defaults = LLSettingsWater::defaults(); +        LLSD water_defaults = LLSettingsWater::defaults();          param_map[SETTING_FOG_COLOR] = DefaultParam(LLShaderMgr::WATER_FOGCOLOR, water_defaults[SETTING_FOG_COLOR]);          param_map[SETTING_FOG_DENSITY] = DefaultParam(LLShaderMgr::WATER_FOGDENSITY, water_defaults[SETTING_FOG_DENSITY]);      } | 
