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-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/alphaF.glsl12
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/alphaV.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl12
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl7
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/alphaV.glsl9
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl10
-rwxr-xr-xindra/newview/featuretable.txt2
-rw-r--r--indra/newview/llmaterialmgr.cpp5
-rw-r--r--indra/newview/llmaterialmgr.h9
-rwxr-xr-xindra/newview/llviewershadermgr.cpp6
-rwxr-xr-xindra/newview/llvovolume.cpp19
-rwxr-xr-xindra/newview/llvovolume.h4
-rwxr-xr-xindra/newview/pipeline.cpp38
13 files changed, 137 insertions, 18 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 84e83d4c8b..50b43f6a8d 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -60,10 +60,14 @@ VARYING vec3 vary_ambient;
VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
-VARYING vec4 vary_pointlight_col;
+VARYING vec3 vary_pointlight_col;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_norm;
+#ifdef USE_VERTEX_COLOR
+VARYING vec4 vertex_color;
+#endif
+
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
@@ -212,7 +216,7 @@ void main()
diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f));
#ifdef USE_VERTEX_COLOR
- float vertex_color_alpha = vary_pointlight_col.a;
+ float vertex_color_alpha = vertex_color.a;
#else
float vertex_color_alpha = 1.0;
#endif
@@ -221,7 +225,7 @@ void main()
vec3 l = light_position[0].xyz;
vec3 dlight = calcDirectionalLight(normal, l) * 2.6;
- dlight = dlight * vary_directional.rgb * vary_pointlight_col.rgb;
+ dlight = dlight * vary_directional.rgb * vary_pointlight_col;
#if HAS_SHADOW
vec4 col = vec4(vary_ambient + dlight * shadow, vertex_color_alpha);
@@ -246,7 +250,7 @@ void main()
LIGHT_LOOP(6)
LIGHT_LOOP(7)
- color.rgb += diff.rgb * vary_pointlight_col.rgb * col.rgb;
+ color.rgb += diff.rgb * vary_pointlight_col * col.rgb;
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 6ed2ad5192..247ee0a34f 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -69,8 +69,11 @@ VARYING vec3 vary_ambient;
VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
-VARYING vec4 vary_pointlight_col;
+VARYING vec3 vary_pointlight_col;
+#ifdef USE_VERTEX_COLOR
+VARYING vec4 vertex_color;
+#endif
VARYING vec2 vary_texcoord0;
@@ -83,6 +86,8 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
+uniform vec3 sun_dir;
+
vec3 calcDirectionalLight(vec3 n, vec3 l)
{
float a = max(dot(n,l),0.0);
@@ -183,21 +188,30 @@ void main()
- vary_pointlight_col.rgb = diff;
- vary_pointlight_col.a = diffuse_color.a;
+ vary_pointlight_col = diff;
+
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(col.rgb);
+ float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0-ambient);
+
+ col.rgb *= ambient;
+
vary_ambient = col.rgb*diff.rgb;
vary_directional.rgb = atmosAffectDirectionalLight(1.0f);
col.rgb = col.rgb*diff.rgb;
-
+#ifdef USE_VERTEX_COLOR
+ vertex_color = col;
+#endif
#ifdef HAS_SKIN
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 599477ad9e..fc4b8b33f8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -579,6 +579,14 @@ void main()
final_da = max(final_da, 0.0f);
col.rgb = atmosAmbient(col);
+
+ float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0-ambient);
+
+ col.rgb *= ambient;
+
col.rgb = col.rgb + atmosAffectDirectionalLight(final_da * 2.6);
col.rgb *= diffuse.rgb;
@@ -625,13 +633,13 @@ void main()
#define LIGHT_LOOP(i) col.rgb = col.rgb + calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare);
- /*LIGHT_LOOP(1)
+ LIGHT_LOOP(1)
LIGHT_LOOP(2)
LIGHT_LOOP(3)
LIGHT_LOOP(4)
LIGHT_LOOP(5)
LIGHT_LOOP(6)
- LIGHT_LOOP(7)*/
+ LIGHT_LOOP(7)
frag_color.rgb = col.rgb;
glare = min(glare, 1.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index a1dff9188f..9197df2628 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -301,6 +301,13 @@ void main()
calcAtmospherics(pos.xyz, 1.0);
col = atmosAmbient(vec3(0));
+ float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0-ambient);
+
+ col.rgb *= ambient;
+
col += atmosAffectDirectionalLight(max(min(da, 1.0) * 2.6, diffuse.a));
col *= diffuse.rgb;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 127c1709b8..13c6ffc607 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -83,6 +83,8 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
+uniform vec3 sun_dir;
+
vec3 calcDirectionalLight(vec3 n, vec3 l)
{
float a = max(dot(n,l),0.0);
@@ -190,6 +192,13 @@ void main()
// Add windlight lights
col.rgb = atmosAmbient(col.rgb);
+ float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0-ambient);
+
+ col.rgb *= ambient;
+
vary_directional.rgb = atmosAffectDirectionalLight(1.0f);
vary_ambient = col.rgb*dff;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 10a598a85c..ee6aaddb00 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -296,7 +296,7 @@ void main()
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
vec4 diffuse = texture2DRect(diffuseRect, tc);
-
+
vec3 col;
float bloom = 0.0;
@@ -310,6 +310,14 @@ void main()
calcAtmospherics(pos.xyz, ambocc);
col = atmosAmbient(vec3(0));
+
+ float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0-ambient);
+
+ col *= ambient;
+
col += atmosAffectDirectionalLight(max(min(da, scol) * 2.6, diffuse.a));
col *= diffuse.rgb;
diff --git a/indra/newview/featuretable.txt b/indra/newview/featuretable.txt
index cd7825ba9f..4030324ecb 100755
--- a/indra/newview/featuretable.txt
+++ b/indra/newview/featuretable.txt
@@ -441,7 +441,7 @@ list OpenGLPre15
RenderVBOEnable 1 0
list OpenGLPre30
-RenderDeferred 1 0
+RenderDeferred 0 0
RenderMaxTextureIndex 1 1
list Intel
diff --git a/indra/newview/llmaterialmgr.cpp b/indra/newview/llmaterialmgr.cpp
index 59e5d05736..edf8e83038 100644
--- a/indra/newview/llmaterialmgr.cpp
+++ b/indra/newview/llmaterialmgr.cpp
@@ -217,6 +217,7 @@ boost::signals2::connection LLMaterialMgr::get(const LLUUID& region_id, const LL
return connection;
}
+#if USE_TE_SPECIFIC_REGISTRATION
boost::signals2::connection LLMaterialMgr::getTE(const LLUUID& region_id, const LLMaterialID& material_id, U32 te, LLMaterialMgr::get_callback_te_t::slot_type cb)
{
boost::signals2::connection connection;
@@ -261,6 +262,7 @@ boost::signals2::connection LLMaterialMgr::getTE(const LLUUID& region_id, const
return connection;
}
+#endif
bool LLMaterialMgr::isGetAllPending(const LLUUID& region_id) const
{
@@ -346,6 +348,7 @@ const LLMaterialPtr LLMaterialMgr::setMaterial(const LLUUID& region_id, const LL
mGetCallbacks.erase(itCallback);
}
+#if USE_TE_SPECIFIC_REGISTRATION
TEMaterialPair te_mat_pair;
te_mat_pair.materialID = material_id;
@@ -361,6 +364,7 @@ const LLMaterialPtr LLMaterialMgr::setMaterial(const LLUUID& region_id, const LL
mGetTECallbacks.erase(itCallbackTE);
}
}
+#endif
return itMaterial->second;
}
@@ -779,3 +783,4 @@ void LLMaterialMgr::onRegionRemoved(LLViewerRegion* regionp)
clearGetQueues(regionp->getRegionID());
// Put doesn't need clearing: objects that can't be found will clean up in processPutQueue()
}
+
diff --git a/indra/newview/llmaterialmgr.h b/indra/newview/llmaterialmgr.h
index b5ba8ab680..9b3d7a0246 100644
--- a/indra/newview/llmaterialmgr.h
+++ b/indra/newview/llmaterialmgr.h
@@ -44,11 +44,13 @@ public:
typedef std::map<LLMaterialID, LLMaterialPtr> material_map_t;
typedef boost::signals2::signal<void (const LLMaterialID&, const LLMaterialPtr)> get_callback_t;
- typedef boost::signals2::signal<void (const LLMaterialID&, const LLMaterialPtr, U32 te)> get_callback_te_t;
-
const LLMaterialPtr get(const LLUUID& region_id, const LLMaterialID& material_id);
boost::signals2::connection get(const LLUUID& region_id, const LLMaterialID& material_id, get_callback_t::slot_type cb);
+
+#if USE_TE_SPECIFIC_REGISTRATION
+ typedef boost::signals2::signal<void (const LLMaterialID&, const LLMaterialPtr, U32 te)> get_callback_te_t;
boost::signals2::connection getTE(const LLUUID& region_id, const LLMaterialID& material_id, U32 te, get_callback_te_t::slot_type cb);
+#endif
typedef boost::signals2::signal<void (const LLUUID&, const material_map_t&)> getall_callback_t;
void getAll(const LLUUID& region_id);
@@ -82,6 +84,7 @@ protected:
typedef std::map<LLMaterialID, get_callback_t*> get_callback_map_t;
get_callback_map_t mGetCallbacks;
+#if USE_TE_SPECIFIC_REGISTRATION
// struct for TE-specific material ID query
struct TEMaterialPair
{
@@ -101,6 +104,7 @@ protected:
typedef std::map<TEMaterialPair, get_callback_te_t*> get_callback_te_map_t;
get_callback_te_map_t mGetTECallbacks;
+#endif
typedef std::set<LLUUID> getall_queue_t;
getall_queue_t mGetAllQueue;
@@ -118,3 +122,4 @@ protected:
};
#endif // LL_LLMATERIALMGR_H
+
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 022ddb69ce..14d98d9a5a 100755
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -466,6 +466,12 @@ void LLViewerShaderMgr::setShaders()
S32 deferred_class = 0;
S32 transform_class = gGLManager.mHasTransformFeedback ? 1 : 0;
+ static LLCachedControl<bool> use_transform_feedback(gSavedSettings, "RenderUseTransformFeedback");
+ if (!use_transform_feedback)
+ {
+ transform_class = 0;
+ }
+
if (LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
gSavedSettings.getBOOL("RenderDeferred") &&
gSavedSettings.getBOOL("RenderAvatarVP") &&
diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp
index c3c6747e99..d8f1896654 100755
--- a/indra/newview/llvovolume.cpp
+++ b/indra/newview/llvovolume.cpp
@@ -1973,7 +1973,7 @@ S32 LLVOVolume::setTEGlow(const U8 te, const F32 glow)
return res;
}
-void LLVOVolume::setTEMaterialParamsCallback(const LLMaterialID &pMaterialID, const LLMaterialPtr pMaterialParams, U32 te)
+void LLVOVolume::setTEMaterialParamsCallbackTE(const LLMaterialID &pMaterialID, const LLMaterialPtr pMaterialParams, U32 te)
{
LL_DEBUGS("MaterialTEs") << "materialid " << pMaterialID.asString() << " to TE " << te << LL_ENDL;
if (te >= getNumTEs())
@@ -1986,6 +1986,18 @@ void LLVOVolume::setTEMaterialParamsCallback(const LLMaterialID &pMaterialID, co
}
}
+void LLVOVolume::setTEMaterialParamsCallback(const LLMaterialID &pMaterialID, const LLMaterialPtr pMaterialParams)
+{
+ LL_DEBUGS("MaterialTEs") << "materialid " << pMaterialID.asString() << LL_ENDL;
+ for (U8 i = 0; i < getNumTEs(); i++)
+ {
+ if (getTE(i) && (getTE(i)->getMaterialID().isNull() || (getTE(i)->getMaterialID() == pMaterialID)))
+ {
+ setTEMaterialParams(i, pMaterialParams);
+ }
+ }
+}
+
S32 LLVOVolume::setTEMaterialID(const U8 te, const LLMaterialID& pMaterialID)
{
S32 res = LLViewerObject::setTEMaterialID(te, pMaterialID);
@@ -1996,7 +2008,11 @@ S32 LLVOVolume::setTEMaterialID(const U8 te, const LLMaterialID& pMaterialID)
LL_DEBUGS("MaterialTEs") << " " << pMaterialID.asString() << LL_ENDL;
if (res)
{
+#if USE_TE_SPECIFIC_REGISTRATION
LLMaterialMgr::instance().getTE(getRegion()->getRegionID(), pMaterialID, te, boost::bind(&LLVOVolume::setTEMaterialParamsCallback, this, _1, _2, _3));
+#else
+ LLMaterialMgr::instance().get(getRegion()->getRegionID(), pMaterialID, boost::bind(&LLVOVolume::setTEMaterialParamsCallback, this, _1, _2));
+#endif
setChanged(TEXTURE);
if (!mDrawable.isNull())
{
@@ -5553,4 +5569,3 @@ void LLHUDPartition::shift(const LLVector4a &offset)
//HUD objects don't shift with region crossing. That would be silly.
}
-
diff --git a/indra/newview/llvovolume.h b/indra/newview/llvovolume.h
index a5f933c319..52539ab8d5 100755
--- a/indra/newview/llvovolume.h
+++ b/indra/newview/llvovolume.h
@@ -187,7 +187,8 @@ public:
/*virtual*/ S32 setTEMediaFlags(const U8 te, const U8 media_flags);
/*virtual*/ S32 setTEGlow(const U8 te, const F32 glow);
/*virtual*/ S32 setTEMaterialID(const U8 te, const LLMaterialID& pMaterialID);
- void setTEMaterialParamsCallback(const LLMaterialID& pMaterialID, const LLMaterialPtr pMaterialParams, U32 te);
+ void setTEMaterialParamsCallback(const LLMaterialID& pMaterialID, const LLMaterialPtr pMaterialParams);
+ void setTEMaterialParamsCallbackTE(const LLMaterialID& pMaterialID, const LLMaterialPtr pMaterialParams, U32 te);
/*virtual*/ S32 setTEMaterialParams(const U8 te, const LLMaterialPtr pMaterialParams);
/*virtual*/ S32 setTEScale(const U8 te, const F32 s, const F32 t);
/*virtual*/ S32 setTEScaleS(const U8 te, const F32 s);
@@ -382,3 +383,4 @@ protected:
};
#endif // LL_LLVOVOLUME_H
+
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index bcbd752550..19ff1e852d 100755
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -5765,8 +5765,15 @@ void LLPipeline::setupAvatarLights(BOOL for_edit)
LLLightState* light = gGL.getLight(1);
- mHWLightColors[1] = diffuse;
+ if (LLPipeline::sRenderDeferred)
+ {
+ diffuse.mV[0] = powf(diffuse.mV[0], 2.2f);
+ diffuse.mV[1] = powf(diffuse.mV[1], 2.2f);
+ diffuse.mV[2] = powf(diffuse.mV[2], 2.2f);
+ }
+ mHWLightColors[1] = diffuse;
+
light->setDiffuse(diffuse);
light->setAmbient(LLColor4::black);
light->setSpecular(LLColor4::black);
@@ -5805,6 +5812,13 @@ void LLPipeline::setupAvatarLights(BOOL for_edit)
}
backlight_diffuse *= backlight_mag / max_component;
+ if (LLPipeline::sRenderDeferred)
+ {
+ backlight_diffuse.mV[0] = powf(backlight_diffuse.mV[0], 2.2f);
+ backlight_diffuse.mV[1] = powf(backlight_diffuse.mV[1], 2.2f);
+ backlight_diffuse.mV[2] = powf(backlight_diffuse.mV[2], 2.2f);
+ }
+
mHWLightColors[1] = backlight_diffuse;
LLLightState* light = gGL.getLight(1);
@@ -6011,6 +6025,14 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
LLVector4 light_pos(mSunDir, 0.0f);
LLColor4 light_diffuse = mSunDiffuse;
+
+ if (LLPipeline::sRenderDeferred)
+ {
+ light_diffuse.mV[0] = powf(light_diffuse.mV[0], 2.2f);
+ light_diffuse.mV[1] = powf(light_diffuse.mV[1], 2.2f);
+ light_diffuse.mV[2] = powf(light_diffuse.mV[2], 2.2f);
+ }
+
mHWLightColors[0] = light_diffuse;
LLLightState* light = gGL.getLight(0);
@@ -6079,6 +6101,13 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
F32 x = (3.f * (1.f + light->getLightFalloff())); // why this magic? probably trying to match a historic behavior.
float linatten = x / (light_radius); // % of brightness at radius
+ if (LLPipeline::sRenderDeferred)
+ {
+ light_color.mV[0] = powf(light_color.mV[0], 2.2f);
+ light_color.mV[1] = powf(light_color.mV[1], 2.2f);
+ light_color.mV[2] = powf(light_color.mV[2], 2.2f);
+ }
+
mHWLightColors[cur_light] = light_color;
LLLightState* light_state = gGL.getLight(cur_light);
@@ -6152,6 +6181,13 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
F32 x = 3.f;
float linatten = x / (light_radius); // % of brightness at radius
+ if (LLPipeline::sRenderDeferred)
+ {
+ light_color.mV[0] = powf(light_color.mV[0], 2.2f);
+ light_color.mV[1] = powf(light_color.mV[1], 2.2f);
+ light_color.mV[2] = powf(light_color.mV[2], 2.2f);
+ }
+
mHWLightColors[2] = light_color;
LLLightState* light = gGL.getLight(2);