diff options
Diffstat (limited to 'indra/llrender')
-rw-r--r-- | indra/llrender/llrender.cpp | 20 | ||||
-rw-r--r-- | indra/llrender/llrender.h | 2 | ||||
-rw-r--r-- | indra/llrender/llshadermgr.cpp | 2 | ||||
-rw-r--r-- | indra/llrender/llshadermgr.h | 2 |
4 files changed, 25 insertions, 1 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 173444f708..dc9affb596 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -895,6 +895,15 @@ void LLLightState::setDiffuse(const LLColor4& diffuse) } } +void LLLightState::setDiffuseB(const LLColor4& diffuse) +{ + if (mDiffuseB != diffuse) + { + ++gGL.mLightHash; + mDiffuseB = diffuse; + } +} + void LLLightState::setAmbient(const LLColor4& ambient) { if (mAmbient != ambient) @@ -1153,6 +1162,7 @@ void LLRender::syncLightState() LLVector3 direction[8]; LLVector4 attenuation[8]; LLVector3 diffuse[8]; + LLVector3 diffuseB[8]; for (U32 i = 0; i < 8; i++) { @@ -1162,6 +1172,7 @@ void LLRender::syncLightState() direction[i] = light->mSpotDirection; attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[2], light->mSpecular.mV[3]); diffuse[i].set(light->mDiffuse.mV); + diffuseB[i].set(light->mDiffuseB.mV); } shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, 8, position[0].mV); @@ -1169,8 +1180,8 @@ void LLRender::syncLightState() shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV); shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV); shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV); - //HACK -- duplicate sunlight color for compatibility with drivers that can't deal with multiple shader objects referencing the same uniform shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV); + shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuseB[0].mV); } } @@ -1477,6 +1488,13 @@ void LLRender::matrixMode(U32 mode) { if (mode == MM_TEXTURE) { + U32 tex_index = gGL.getCurrentTexUnitIndex(); + // the shaders don't actually reference anything beyond texture_matrix0/1 + if (tex_index > 3) + { + LL_WARNS_ONCE("render") << "Cannot use texture matrix with texture unit " << tex_index << " forcing texture matrix 3!" << LL_ENDL; + tex_index = 3; + } mode = MM_TEXTURE0 + gGL.getCurrentTexUnitIndex(); } diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h index a79db80ebe..012a8da4ce 100644 --- a/indra/llrender/llrender.h +++ b/indra/llrender/llrender.h @@ -229,6 +229,7 @@ public: void enable(); void disable(); void setDiffuse(const LLColor4& diffuse); + void setDiffuseB(const LLColor4& diffuse); void setAmbient(const LLColor4& ambient); void setSpecular(const LLColor4& specular); void setPosition(const LLVector4& position); @@ -245,6 +246,7 @@ protected: S32 mIndex; bool mEnabled; LLColor4 mDiffuse; + LLColor4 mDiffuseB; LLColor4 mAmbient; LLColor4 mSpecular; LLVector4 mPosition; diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 3989c1e2e4..11e84d8785 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -1352,6 +1352,8 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("sun_moon_glow_factor"); mReservedUniforms.push_back("water_edge"); + mReservedUniforms.push_back("sun_up_factor"); + mReservedUniforms.push_back("moonlight_color"); llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS); diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h index ef6f33f2e5..497c3eb231 100644 --- a/indra/llrender/llshadermgr.h +++ b/indra/llrender/llshadermgr.h @@ -250,6 +250,8 @@ public: SUN_MOON_GLOW_FACTOR, WATER_EDGE_FACTOR, + SUN_UP_FACTOR, + MOONLIGHT_COLOR, END_RESERVED_UNIFORMS } eGLSLReservedUniforms; |