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-rw-r--r--indra/newview/CMakeLists.txt21
-rw-r--r--indra/newview/app_settings/logcontrol.xml2
-rw-r--r--[-rwxr-xr-x]indra/newview/app_settings/settings.xml355
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl37
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl84
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl66
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl79
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl71
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl27
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl131
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl28
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl40
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cofF.glsl (renamed from indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl)64
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl52
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl45
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl27
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl67
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl (renamed from indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl)21
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl63
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl2118
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/giF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/giV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl155
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl250
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl (renamed from indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl)46
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl (renamed from indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl)15
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl126
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl91
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl151
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl342
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl28
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl252
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/starsF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/starsV.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl140
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl49
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl (renamed from indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl)27
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeV.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterV.glsl39
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowF.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowV.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainF.glsl45
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainV.glsl51
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl48
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl83
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterF.glsl90
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl50
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterV.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl (renamed from indra/newview/app_settings/shaders/class3/deferred/treeF.glsl)23
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl (renamed from indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl)22
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/debugF.glsl35
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/debugV.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl (renamed from indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl)23
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl (renamed from indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl)20
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/highlightF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/highlightV.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl37
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl (renamed from indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl)15
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl (renamed from indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl)19
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl (renamed from indra/newview/app_settings/shaders/class3/deferred/giV.glsl)25
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/uiF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/uiV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl (renamed from indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl)11
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl (renamed from indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl)14
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl (renamed from indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl)14
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl (renamed from indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl)14
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl (renamed from indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl)9
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl28
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl (renamed from indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl)18
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl27
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl (renamed from indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl)17
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl (renamed from indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl)12
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl (renamed from indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl)14
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl (renamed from indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl)9
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl (renamed from indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl)9
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl (renamed from indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl)19
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl (renamed from indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl)17
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl (renamed from indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl)14
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl (renamed from indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl)14
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl (renamed from indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl)9
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/bumpF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/bumpV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl (renamed from indra/newview/app_settings/shaders/class2/objects/simpleV.glsl)39
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl (renamed from indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl)37
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl (renamed from indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl)30
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl31
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl36
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl27
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl27
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/impostorF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/impostorV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/indexedTextureF.glsl (renamed from indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl)10
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl (renamed from indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl)15
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl31
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/previewV.glsl57
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/shinyV.glsl45
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl59
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl61
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl (renamed from indra/newview/app_settings/shaders/class2/environment/terrainV.glsl)51
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleV.glsl33
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/treeV.glsl (renamed from indra/newview/app_settings/shaders/class2/objects/shinyV.glsl)39
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl (renamed from indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl)13
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl (renamed from indra/newview/app_settings/shaders/class2/effects/simpleF.glsl)17
-rw-r--r--indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl27
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl28
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl142
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl75
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl82
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl72
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl92
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-rw-r--r--indra/newview/skins/default/xui/tr/panel_region_debug.xml4
-rw-r--r--indra/newview/skins/default/xui/tr/panel_region_environment.xml2
-rw-r--r--indra/newview/skins/default/xui/tr/panel_region_terrain.xml2
-rw-r--r--indra/newview/skins/default/xui/tr/role_actions.xml2
-rw-r--r--indra/newview/skins/default/xui/tr/sidepanel_task_info.xml2
-rw-r--r--indra/newview/skins/default/xui/tr/strings.xml92
-rw-r--r--indra/newview/skins/default/xui/zh/floater_buy_currency.xml2
-rw-r--r--[-rwxr-xr-x]indra/newview/viewer_manifest.py0
479 files changed, 10891 insertions, 12895 deletions
diff --git a/indra/newview/CMakeLists.txt b/indra/newview/CMakeLists.txt
index ff9cf3199e..84ac293c63 100644
--- a/indra/newview/CMakeLists.txt
+++ b/indra/newview/CMakeLists.txt
@@ -207,7 +207,6 @@ set(viewer_SOURCE_FILES
llfloaterland.cpp
llfloaterlandholdings.cpp
llfloatermap.cpp
- llfloatermediabrowser.cpp
llfloatermediasettings.cpp
llfloatermemleak.cpp
llfloatermodelpreview.cpp
@@ -546,9 +545,6 @@ set(viewer_SOURCE_FILES
llviewerjoint.cpp
llviewerjointattachment.cpp
llviewerjointmesh.cpp
- llviewerjointmesh_sse.cpp
- llviewerjointmesh_sse2.cpp
- llviewerjointmesh_vec.cpp
llviewerjoystick.cpp
llviewerkeyboard.cpp
llviewerlayer.cpp
@@ -596,7 +592,6 @@ set(viewer_SOURCE_FILES
llvopartgroup.cpp
llvosky.cpp
llvosurfacepatch.cpp
- llvotextbubble.cpp
llvotree.cpp
llvovolume.cpp
llvowater.cpp
@@ -632,20 +627,6 @@ set(viewer_SOURCE_FILES
set(VIEWER_BINARY_NAME "secondlife-bin" CACHE STRING
"The name of the viewer executable to create.")
-if (LINUX)
- # We can't set these flags for Darwin, because they get passed to
- # the PPC compiler. Ugh.
-
- set_source_files_properties(
- llviewerjointmesh_sse.cpp
- PROPERTIES COMPILE_FLAGS "-msse -mfpmath=sse"
- )
- set_source_files_properties(
- llviewerjointmesh_sse2.cpp
- PROPERTIES COMPILE_FLAGS "-msse2 -mfpmath=sse"
- )
-endif (LINUX)
-
set(viewer_HEADER_FILES
CMakeLists.txt
ViewerInstall.cmake
@@ -781,7 +762,6 @@ set(viewer_HEADER_FILES
llfloaterland.h
llfloaterlandholdings.h
llfloatermap.h
- llfloatermediabrowser.h
llfloatermediasettings.h
llfloatermemleak.h
llfloatermodelpreview.h
@@ -1158,7 +1138,6 @@ set(viewer_HEADER_FILES
llvopartgroup.h
llvosky.h
llvosurfacepatch.h
- llvotextbubble.h
llvotree.h
llvotreenew.h
llvovolume.h
diff --git a/indra/newview/app_settings/logcontrol.xml b/indra/newview/app_settings/logcontrol.xml
index ae72dee900..a76eb3cd37 100644
--- a/indra/newview/app_settings/logcontrol.xml
+++ b/indra/newview/app_settings/logcontrol.xml
@@ -43,7 +43,7 @@
<key>tags</key>
<array>
<!-- sample entry for debugging a specific item -->
-<!-- <string>Voice</string> -->
+<!-- <string>Voice</string> -->
</array>
</map>
</array>
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 9c055bdc5a..6c2ff61274 100755..100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -1392,6 +1392,18 @@
<real>0.5</real>
</map>
+ <key>CameraMaxCoF</key>
+ <map>
+ <key>Comment</key>
+ <string>Maximum camera circle of confusion for DoF effect</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>10.0</real>
+ </map>
+
<key>CameraFNumber</key>
<map>
<key>Comment</key>
@@ -3115,17 +3127,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>EnableRippleWater</key>
- <map>
- <key>Comment</key>
- <string>Whether to use ripple water shader or not</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>EnableTextureAtlas</key>
<map>
<key>Comment</key>
@@ -7796,7 +7797,7 @@
<key>Type</key>
<string>U32</string>
<key>Value</key>
- <integer>6</integer>
+ <integer>16</integer>
</map>
<key>RenderDebugTextureBind</key>
<map>
@@ -7868,151 +7869,7 @@
<key>Value</key>
<integer>0</integer>
</map>
-
- <key>RenderGIRange</key>
- <map>
- <key>Comment</key>
- <string>Distance to cut off GI effect.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>96</real>
- </map>
-
- <key>RenderGILuminance</key>
- <map>
- <key>Comment</key>
- <string>Luminance factor of global illumination contribution.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.075</real>
- </map>
- <key>RenderGIBrightness</key>
- <map>
- <key>Comment</key>
- <string>Brightness factor of global illumination contribution.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.3</real>
- </map>
-
- <key>RenderGINoise</key>
- <map>
- <key>Comment</key>
- <string>Noise of position sampling for GI photon mapping.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.7</real>
- </map>
-
- <key>RenderGIAttenuation</key>
- <map>
- <key>Comment</key>
- <string>Distance attenuation factor for indirect lighting.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.1</real>
- </map>
-
- <key>RenderGIBlurBrightness</key>
- <map>
- <key>Comment</key>
- <string>Brightness factor of global illumination blur effect.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>1.025</real>
- </map>
-
- <key>RenderGIBlurEdgeWeight</key>
- <map>
- <key>Comment</key>
- <string>Edge weight for GI soften filter (sharpness).</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.8</real>
- </map>
-
- <key>RenderGIBlurIncrement</key>
- <map>
- <key>Comment</key>
- <string>Increment of scale for each pass of global illumination blur effect.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.8</real>
- </map>
-
- <key>RenderLuminanceScale</key>
- <map>
- <key>Comment</key>
- <string>Luminance value scalar for darkening effect.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>1.0</real>
- </map>
-
- <key>RenderSunLuminanceScale</key>
- <map>
- <key>Comment</key>
- <string>Sun Luminance value scalar for darkening effect.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>1.0</real>
- </map>
-
- <key>RenderSunLuminanceOffset</key>
- <map>
- <key>Comment</key>
- <string>Sun Luminance value offset for darkening effect.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0</real>
- </map>
-
- <key>RenderLuminanceDetail</key>
- <map>
- <key>Comment</key>
- <string>Mipmap level to use for luminance</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>16.0</real>
- </map>
-
<key>RenderMinimumLODTriangleCount</key>
<map>
<key>Comment</key>
@@ -8149,7 +8006,19 @@
<key>Value</key>
<integer>0</integer>
</map>
-
+
+ <key>CameraDoFResScale</key>
+ <map>
+ <key>Comment</key>
+ <string>Amount to scale down depth of field resolution. Valid range is 0.25 (quarter res) to 1.0 (full res)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.7</real>
+ </map>
+
<key>RenderSpotLightsInNondeferred</key>
<map>
<key>Comment</key>
@@ -8333,18 +8202,6 @@
<integer>0</integer>
</map>
- <key>RenderDeferredGI</key>
- <map>
- <key>Comment</key>
- <string>Enable GI in deferred renderer.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
-
<key>RenderDeferredSun</key>
<map>
<key>Comment</key>
@@ -8488,92 +8345,6 @@
<real>0</real>
</map>
- <key>RenderGIAmbiance</key>
- <map>
- <key>Comment</key>
- <string>Ambiance factor of global illumination contribution.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.5</real>
- </map>
-
- <key>RenderGIMinRenderSize</key>
- <map>
- <key>Comment</key>
- <string>Minimum size of objects to put into GI source map.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.5</real>
- </map>
-
- <key>RenderGIBlurColorCurve</key>
- <map>
- <key>Comment</key>
- <string>Color curve for GI softening kernel</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Vector3</string>
- <key>Value</key>
- <array>
- <real>1.0</real>
- <real>0.6</real>
- <real>0.02</real>
- </array>
- </map>
-
- <key>RenderGIBlurPasses</key>
- <map>
- <key>Comment</key>
- <string>Scale of GI softening kernel.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>U32</string>
- <key>Value</key>
- <real>4</real>
- </map>
-
- <key>RenderGIBlurSize</key>
- <map>
- <key>Comment</key>
- <string>Scale of GI softening kernel.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>4.0</real>
- </map>
- <key>RenderGIBlurSamples</key>
- <map>
- <key>Comment</key>
- <string>Number of samples to take for each pass of GI blur (value range 1-16). Actual number of samples is value * 2 - 1.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>U32</string>
- <key>Value</key>
- <real>16</real>
- </map>
- <key>RenderGIBlurDistFactor</key>
- <map>
- <key>Comment</key>
- <string>Distance scaler for GI blur.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.0</real>
- </map>
-
<key>RenderDynamicLOD</key>
<map>
<key>Comment</key>
@@ -8616,7 +8387,7 @@
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
- <integer>0</integer>
+ <integer>1</integer>
</map>
<key>RenderAutoMaskAlphaDeferred</key>
<map>
@@ -8673,6 +8444,17 @@
<key>Value</key>
<real>1.0</real>
</map>
+ <key>RenderGLCoreProfile</key>
+ <map>
+ <key>Comment</key>
+ <string>Don't use a compatibility profile OpenGL context. Requires restart. Basic shaders MUST be enabled.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>RenderGlow</key>
<map>
<key>Comment</key>
@@ -9276,6 +9058,17 @@
<key>Value</key>
<integer>1</integer>
</map>
+ <key>RenderUseVAO</key>
+ <map>
+ <key>Comment</key>
+ <string>Use GL Vertex Array Objects</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>RenderVBOMappingDisable</key>
<map>
<key>Comment</key>
@@ -9285,7 +9078,7 @@
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
- <integer>0</integer>
+ <integer>1</integer>
</map>
<key>RenderUseStreamVBO</key>
<map>
@@ -12421,50 +12214,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>VectorizeEnable</key>
- <map>
- <key>Comment</key>
- <string>Enable general vector operations and data alignment.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
- <key>VectorizePerfTest</key>
- <map>
- <key>Comment</key>
- <string>Test SSE/vectorization performance and choose fastest version.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>VectorizeProcessor</key>
- <map>
- <key>Comment</key>
- <string>0=Compiler Default, 1=SSE, 2=SSE2, autodetected</string>
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>U32</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
- <key>VectorizeSkin</key>
- <map>
- <key>Comment</key>
- <string>Enable vector operations for avatar skinning.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>VelocityInterpolate</key>
<map>
<key>Comment</key>
@@ -12916,10 +12665,10 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>WindowFullScreen</key>
+ <key>FullScreen</key>
<map>
<key>Comment</key>
- <string>SL viewer window full screen</string>
+ <string>run a fullscreen session</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
index c72da8d758..bc63d07d72 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
@@ -24,8 +24,7 @@
*/
-
-attribute vec4 weight; //1
+ATTRIBUTE vec4 weight;
uniform vec4 matrixPalette[45];
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
index c2fe60ddaf..19203ab670 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
@@ -22,8 +22,17 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+uniform vec4 color;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
@@ -31,32 +40,30 @@ void calcAtmospherics(vec3 inPositionEye);
void main()
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ vary_texcoord0 = texcoord0;
vec4 pos;
vec3 norm;
+ vec4 pos_in = vec4(position.xyz, 1.0);
+
mat4 trans = getSkinnedTransform();
- pos.x = dot(trans[0], gl_Vertex);
- pos.y = dot(trans[1], gl_Vertex);
- pos.z = dot(trans[2], gl_Vertex);
+ 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, gl_Normal);
- norm.y = dot(trans[1].xyz, gl_Normal);
- norm.z = dot(trans[2].xyz, gl_Normal);
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
norm = normalize(norm);
- gl_Position = gl_ProjectionMatrix * pos;
-
- //gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_Position = projection_matrix * pos;
- gl_FogFragCoord = length(pos.xyz);
-
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0,0,0,0));
- gl_FrontColor = color;
+ vec4 col = calcLighting(pos.xyz, norm, color, vec4(0,0,0,0));
+ vertex_color = col;
}
diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
index 1a0866be0a..82db15c3ae 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
@@ -22,8 +22,19 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -31,17 +42,18 @@ void calcAtmospherics(vec3 inPositionEye);
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
- vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vec3 norm = normalize(normal_matrix * normal);
calcAtmospherics(pos.xyz);
vec4 specular = vec4(1.0);
- vec4 color = calcLightingSpecular(pos, norm, gl_Color, specular, vec4(0.0));
- gl_FrontColor = color;
+ vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));
+ vertex_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
index 09688b2be2..43ed41a205 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
@@ -24,7 +24,7 @@
-attribute vec4 object_weight;
+ATTRIBUTE vec4 weight4;
uniform mat4 matrixPalette[32];
@@ -32,8 +32,8 @@ mat4 getObjectSkinnedTransform()
{
int i;
- vec4 w = fract(object_weight);
- vec4 index = floor(object_weight);
+ vec4 w = fract(weight4);
+ vec4 index = floor(weight4);
float scale = 1.0/(w.x+w.y+w.z+w.w);
w *= scale;
diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl
index 374808c091..3e4d438ed3 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl
@@ -22,12 +22,17 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
void main()
{
- gl_FragColor = vec4(gl_Color.rgb, texture2D(diffuseMap, gl_TexCoord[0].xy).a);
+ gl_FragColor = vec4(vertex_color.rgb, texture2D(diffuseMap, vary_texcoord0.xy).a);
}
diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
index e25d84a594..78b5328c9a 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
@@ -22,22 +22,29 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
mat4 getSkinnedTransform();
void main()
{
vec4 pos;
-
+ vec4 pos_in = vec4(position, 1.0);
mat4 trans = getSkinnedTransform();
- pos.x = dot(trans[0], gl_Vertex);
- pos.y = dot(trans[1], gl_Vertex);
- pos.z = dot(trans[2], gl_Vertex);
+ 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;
- gl_FrontColor = gl_Color;
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_Position = gl_ProjectionMatrix * pos;
+ vertex_color = diffuse_color;
+ vary_texcoord0 = texcoord0;
+ gl_Position = projection_matrix * pos;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 19de0c0b39..4cca287356 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -23,10 +23,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect depthMap;
vec4 diffuseLookup(vec2 texcoord);
@@ -38,11 +40,14 @@ uniform vec2 screen_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform mat4 inv_proj;
@@ -66,9 +71,9 @@ void main()
vec4 pos = vec4(vary_position, 1.0);
- vec4 diff= diffuseLookup(gl_TexCoord[0].xy);
+ vec4 diff= diffuseLookup(vary_texcoord0.xy);
- vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a);
+ vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
@@ -78,8 +83,5 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col.rgb;
gl_FragColor = color;
- //gl_FragColor = vec4(1,0,1,1);
- //gl_FragColor = vec4(1,0,1,1)*shadow;
-
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
index d4f56896cf..8641827777 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
@@ -23,10 +23,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect depthMap;
uniform sampler2D diffuseMap;
@@ -38,11 +40,13 @@ uniform vec2 screen_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+VARYING vec2 vary_texcoord0;
+VARYING vec4 vertex_color;
uniform mat4 inv_proj;
@@ -66,9 +70,9 @@ void main()
vec4 pos = vec4(vary_position, 1.0);
- vec4 diff= texture2D(diffuseMap,gl_TexCoord[0].xy);
+ vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy);
- vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a);
+ vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
new file mode 100644
index 0000000000..c13ea702db
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
@@ -0,0 +1,84 @@
+/**
+ * @file alphaNonIndexedNoColorF.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+uniform sampler2DRect depthMap;
+uniform sampler2D diffuseMap;
+
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform vec2 screen_res;
+
+vec3 atmosLighting(vec3 light);
+vec3 scaleSoftClip(vec3 light);
+
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+VARYING vec2 vary_texcoord0;
+
+uniform mat4 inv_proj;
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+void main()
+{
+ vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
+ frag *= screen_res;
+
+ vec4 pos = vec4(vary_position, 1.0);
+
+ vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy);
+
+ vec4 col = vec4(vary_ambient + vary_directional.rgb, 1.0);
+ vec4 color = diff * col;
+
+ color.rgb = atmosLighting(color.rgb);
+
+ color.rgb = scaleSoftClip(color.rgb);
+
+ color.rgb += diff.rgb * vary_pointlight_col.rgb;
+
+ gl_FragColor = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
index d57b8f8525..b09441f7eb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
@@ -21,8 +21,14 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 projection_matrix;
+uniform mat4 modelview_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getObjectSkinnedTransform();
@@ -35,15 +41,23 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_position;
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_normal;
-varying vec3 vary_fragcoord;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_position;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_normal;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_pointlight_col;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
uniform float near_clip;
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
@@ -76,20 +90,20 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ vary_texcoord0 = texcoord0;
vec4 pos;
vec3 norm;
mat4 trans = getObjectSkinnedTransform();
- trans = gl_ModelViewMatrix * trans;
+ trans = modelview_matrix * trans;
- pos = trans * gl_Vertex;
+ pos = trans * vec4(position.xyz, 1.0);
- norm = gl_Vertex.xyz + gl_Normal.xyz;
+ norm = position.xyz + normal.xyz;
norm = normalize(( trans*vec4(norm, 1.0) ).xyz-pos.xyz);
- vec4 frag_pos = gl_ProjectionMatrix * pos;
+ vec4 frag_pos = projection_matrix * pos;
gl_Position = frag_pos;
vary_position = pos.xyz;
@@ -97,31 +111,31 @@ void main()
calcAtmospherics(pos.xyz);
- vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
+ vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
// Collect normal lights
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
-
- vary_pointlight_col = col.rgb*gl_Color.rgb;
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
+ col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
+ col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
+ col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
+ col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
+
+ vary_pointlight_col = col.rgb*diffuse_color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
- vary_ambient = col.rgb*gl_Color.rgb;
- vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+ vary_ambient = col.rgb*diffuse_color.rgb;
+ vary_directional = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
- col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+ col.rgb = min(col.rgb*diffuse_color.rgb, 1.0);
- gl_FrontColor = col;
+ vertex_color = col;
- gl_FogFragCoord = pos.z;
+
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index f6a280462e..93b1a114db 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -23,7 +23,16 @@
* $/LicenseInfo$
*/
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -35,18 +44,26 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_light;
-varying vec3 vary_pointlight_col;
-varying float vary_texture_index;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_light;
+VARYING vec3 vary_pointlight_col;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
uniform float near_clip;
uniform float shadow_offset;
uniform float shadow_bias;
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
@@ -80,50 +97,50 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
//transform vertex
- vec4 vert = vec4(gl_Vertex.xyz, 1.0);
- vary_texture_index = gl_Vertex.w;
- gl_Position = gl_ModelViewProjectionMatrix * vert;
+ vec4 vert = vec4(position.xyz, 1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vec4 pos = (gl_ModelViewMatrix * vert);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vec3 norm = normalize(normal_matrix * normal);
- float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));
- vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset;
+ 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;
calcAtmospherics(pos.xyz);
- //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
- vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
+ //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
+ vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
// Collect normal lights
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
+ col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
+ col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
+ col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
+ col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
- vary_pointlight_col = col.rgb*gl_Color.rgb;
+ vary_pointlight_col = col.rgb*diffuse_color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
- vary_light = gl_LightSource[0].position.xyz;
+ vary_light = light_position[0].xyz;
- vary_ambient = col.rgb*gl_Color.rgb;
- vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+ vary_ambient = col.rgb*diffuse_color.rgb;
+ vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
- col.rgb = col.rgb*gl_Color.rgb;
+ col.rgb = col.rgb*diffuse_color.rgb;
- gl_FrontColor = col;
+ vertex_color = col;
- gl_FogFragCoord = pos.z;
- pos = gl_ModelViewProjectionMatrix * vert;
+
+ pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
index 0c930848e5..402f681631 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
@@ -22,14 +22,18 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
uniform sampler2D diffuseMap;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- //gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a);
+ //gl_FragColor = vec4(1,1,1,vertex_color.a * texture2D(diffuseMap, vary_texcoord0.xy).a);
gl_FragColor = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
index bf4e79d815..ded6cced27 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
@@ -22,23 +22,29 @@
* $/LicenseInfo$
*/
+uniform mat4 projection_matrix;
+uniform mat4 modelview_matrix;
+uniform mat4 texture_matrix0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
mat4 getObjectSkinnedTransform();
void main()
{
//transform vertex
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-
mat4 mat = getObjectSkinnedTransform();
- mat = gl_ModelViewMatrix * mat;
- vec3 pos = (mat*gl_Vertex).xyz;
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
- vec4 p = gl_ProjectionMatrix * vec4(pos, 1.0);
+ vec4 p = projection_matrix * vec4(pos, 1.0);
p.z = max(p.z, -p.w+0.01);
gl_Position = p;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
index f70ea4da52..d7b90978ba 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
@@ -22,8 +22,12 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
@@ -37,14 +41,24 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_position;
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_position;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_pointlight_col;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
uniform float near_clip;
+uniform vec4 color;
+
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
@@ -77,56 +91,55 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ vary_texcoord0 = texcoord0;
vec4 pos;
vec3 norm;
mat4 trans = getSkinnedTransform();
- pos.x = dot(trans[0], gl_Vertex);
- pos.y = dot(trans[1], gl_Vertex);
- pos.z = dot(trans[2], gl_Vertex);
+ 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, gl_Normal);
- norm.y = dot(trans[1].xyz, gl_Normal);
- norm.z = dot(trans[2].xyz, gl_Normal);
+ 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 = gl_ProjectionMatrix * pos;
+ vec4 frag_pos = projection_matrix * pos;
gl_Position = frag_pos;
vary_position = pos.xyz;
calcAtmospherics(pos.xyz);
- //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
-
- vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
+ vec4 col = vec4(0.0, 0.0, 0.0, 1.0);
// Collect normal lights
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
+ col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
+ col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
+ col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
+ col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
- vary_pointlight_col = col.rgb*gl_Color.rgb;
+ vary_pointlight_col = col.rgb*color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
- vary_ambient = col.rgb*gl_Color.rgb;
- vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+ vary_ambient = col.rgb*color.rgb;
+ vary_directional = color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0));
- col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+ col.rgb = col.rgb * color.rgb;
- gl_FrontColor = col;
+ vertex_color = col;
- gl_FogFragCoord = pos.z;
+
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
index d0f3397932..01ffb862f7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
@@ -22,18 +22,27 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
-varying vec3 vary_normal;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vary_normal = normalize(gl_NormalMatrix * gl_Normal);
+ vary_normal = normalize(normal_matrix * normal);
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
index 3f30402583..9a3b2e3e8a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
@@ -22,16 +22,19 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
uniform sampler2D diffuseMap;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+VARYING vec2 vary_texcoord0;
void main()
{
- vec4 diff = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 diff = texture2D(diffuseMap, vary_texcoord0.xy);
if (diff.a < 0.2)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
index c9a349f026..558a88009a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
@@ -23,15 +23,16 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
uniform sampler2D diffuseMap;
-varying vec4 post_pos;
+VARYING vec4 post_pos;
void main()
{
- //gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a);
gl_FragColor = vec4(1,1,1,1);
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
index 3d2ad397df..23feb09d72 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
@@ -23,38 +23,37 @@
* $/LicenseInfo$
*/
-
+uniform mat4 projection_matrix;
mat4 getSkinnedTransform();
-attribute vec4 weight;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
-varying vec4 post_pos;
+VARYING vec4 post_pos;
void main()
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
-
vec4 pos;
vec3 norm;
+ vec4 pos_in = vec4(position.xyz, 1.0);
mat4 trans = getSkinnedTransform();
- pos.x = dot(trans[0], gl_Vertex);
- pos.y = dot(trans[1], gl_Vertex);
- pos.z = dot(trans[2], gl_Vertex);
+ 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, gl_Normal);
- norm.y = dot(trans[1].xyz, gl_Normal);
- norm.z = dot(trans[2].xyz, gl_Normal);
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
norm = normalize(norm);
- pos = gl_ProjectionMatrix * pos;
+ pos = projection_matrix * pos;
post_pos = pos;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
-
- gl_FrontColor = gl_Color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
index 37fcef81f3..1bd8fee7c9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
@@ -23,38 +23,41 @@
* $/LicenseInfo$
*/
+uniform mat4 projection_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
mat4 getSkinnedTransform();
-attribute vec4 weight;
+ATTRIBUTE vec4 weight;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+VARYING vec2 vary_texcoord0;
void main()
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ vary_texcoord0 = texcoord0;
vec4 pos;
vec3 norm;
+ vec4 pos_in = vec4(position.xyz, 1.0);
mat4 trans = getSkinnedTransform();
- pos.x = dot(trans[0], gl_Vertex);
- pos.y = dot(trans[1], gl_Vertex);
- pos.z = dot(trans[2], gl_Vertex);
+ 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, gl_Normal);
- norm.y = dot(trans[1].xyz, gl_Normal);
- norm.z = dot(trans[2].xyz, gl_Normal);
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
norm = normalize(norm);
vary_normal = norm;
- gl_Position = gl_ProjectionMatrix * pos;
- //gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-
- gl_FrontColor = gl_Color;
+ gl_Position = projection_matrix * pos;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index 3609cc054b..60d4dae99f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -22,11 +22,13 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
@@ -37,11 +39,16 @@ uniform vec2 delta;
uniform vec3 kern[4];
uniform float kern_scale;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
+vec3 getKern(int i)
+{
+ return kern[i];
+}
+
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).r;
@@ -66,35 +73,38 @@ void main()
vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
dlt /= max(-pos.z*dist_factor, 1.0);
- vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
+ vec2 defined_weight = getKern(0).xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
vec4 col = defined_weight.xyxx * ccol;
// relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances
float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005;
// perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large
- tc += ( (mod(tc.x+tc.y,2) - 0.5) * kern[1].z * dlt * 0.5 );
+ float tc_mod = 0.5*(tc.x + tc.y); // mod(tc.x+tc.y,2)
+ tc_mod -= floor(tc_mod);
+ tc_mod *= 2.0;
+ tc += ( (tc_mod - 0.5) * getKern(1).z * dlt * 0.5 );
for (int i = 1; i < 4; i++)
{
- vec2 samptc = tc + kern[i].z*dlt;
+ vec2 samptc = tc + getKern(i).z*dlt;
vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
if (d*d <= pointplanedist_tolerance_pow2)
{
- col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
- defined_weight += kern[i].xy;
+ col += texture2DRect(lightMap, samptc)*getKern(i).xyxx;
+ defined_weight += getKern(i).xy;
}
}
for (int i = 1; i < 4; i++)
{
- vec2 samptc = tc - kern[i].z*dlt;
+ vec2 samptc = tc - getKern(i).z*dlt;
vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
if (d*d <= pointplanedist_tolerance_pow2)
{
- col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
- defined_weight += kern[i].xy;
+ col += texture2DRect(lightMap, samptc)*getKern(i).xyxx;
+ defined_weight += getKern(i).xy;
}
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl
deleted file mode 100644
index c858eb7a3a..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl
+++ /dev/null
@@ -1,131 +0,0 @@
-/**
- * @file blurLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-uniform sampler2DMS depthMap;
-uniform sampler2DMS normalMap;
-uniform sampler2DRect lightMap;
-
-uniform float dist_factor;
-uniform float blur_size;
-uniform vec2 delta;
-uniform vec3 kern[4];
-uniform float kern_scale;
-
-varying vec2 vary_fragcoord;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-vec3 texture2DMS3(sampler2DMS tex, ivec2 tc)
-{
- vec3 ret = vec3(0,0,0);
- for (int i = 0; i < samples; i++)
- {
- ret += texelFetch(tex, tc, i).rgb;
- }
-
- return ret/samples;
-}
-
-float texture2DMS1(sampler2DMS tex, ivec2 tc)
-{
- float ret = 0;
- for (int i = 0; i < samples; i++)
- {
- ret += texelFetch(tex, tc, i).r;
- }
-
- return ret/samples;
-}
-
-vec4 getPosition(ivec2 pos_screen)
-{
- float depth = texture2DMS1(depthMap, pos_screen.xy);
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-void main()
-{
- vec2 tc = vary_fragcoord.xy;
- ivec2 itc = ivec2(tc);
-
- vec3 norm = texture2DMS3(normalMap, itc).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- vec3 pos = getPosition(itc).xyz;
- vec4 ccol = texture2DRect(lightMap, tc).rgba;
-
- vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
- dlt /= max(-pos.z*dist_factor, 1.0);
-
- vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
- vec4 col = defined_weight.xyxx * ccol;
-
- // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances
- float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005;
-
- // perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large
- tc += ( (mod(tc.x+tc.y,2) - 0.5) * kern[1].z * dlt * 0.5 );
-
- for (int i = 1; i < 4; i++)
- {
- vec2 samptc = tc + kern[i].z*dlt;
- vec3 samppos = getPosition(ivec2(samptc)).xyz;
- float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
- if (d*d <= pointplanedist_tolerance_pow2)
- {
- col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
- defined_weight += kern[i].xy;
- }
- }
- for (int i = 1; i < 4; i++)
- {
- vec2 samptc = vec2(tc - kern[i].z*dlt);
- vec3 samppos = getPosition(ivec2(samptc)).xyz;
- float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
- if (d*d <= pointplanedist_tolerance_pow2)
- {
- col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
- defined_weight += kern[i].xy;
- }
- }
-
- col /= defined_weight.xyxx;
- col.y *= col.y;
-
- gl_FragColor = col;
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
index e904b7ded0..212f7e56ad 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
@@ -22,16 +22,18 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
-varying vec2 vary_fragcoord;
+ATTRIBUTE vec3 position;
+
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
{
//transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
index 429a891f07..6cc5f23aca 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
@@ -23,27 +23,32 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
-varying vec3 vary_mat0;
-varying vec3 vary_mat1;
-varying vec3 vary_mat2;
+VARYING vec3 vary_mat0;
+VARYING vec3 vary_mat1;
+VARYING vec3 vary_mat2;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- vec3 col = gl_Color.rgb * texture2D(diffuseMap, gl_TexCoord[0].xy).rgb;
- vec3 norm = texture2D(bumpMap, gl_TexCoord[0].xy).rgb * 2.0 - 1.0;
+ vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb;
+ vec3 norm = texture2D(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0;
vec3 tnorm = vec3(dot(norm,vary_mat0),
dot(norm,vary_mat1),
dot(norm,vary_mat2));
gl_FragData[0] = vec4(col, 0.0);
- gl_FragData[1] = gl_Color.aaaa; // spec
- //gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested
+ gl_FragData[1] = vertex_color.aaaa; // spec
+ //gl_FragData[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(tnorm);
gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
index 7d934e7ff8..6c205074b4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
@@ -22,33 +22,43 @@
* $/LicenseInfo$
*/
+uniform mat4 projection_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord2;
-varying vec3 vary_mat0;
-varying vec3 vary_mat1;
-varying vec3 vary_mat2;
+VARYING vec3 vary_mat0;
+VARYING vec3 vary_mat1;
+VARYING vec3 vary_mat2;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
mat4 getObjectSkinnedTransform();
void main()
{
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
mat4 mat = getObjectSkinnedTransform();
- mat = gl_ModelViewMatrix * mat;
+ mat = modelview_matrix * mat;
- vec3 pos = (mat*gl_Vertex).xyz;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
- vec3 n = normalize((mat * vec4(gl_Normal.xyz+gl_Vertex.xyz, 1.0)).xyz-pos.xyz);
- vec3 b = normalize((mat * vec4(gl_MultiTexCoord2.xyz+gl_Vertex.xyz, 1.0)).xyz-pos.xyz);
+ vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz);
+ vec3 b = normalize((mat * vec4(vec4(texcoord2,0,1).xyz+position.xyz, 1.0)).xyz-pos.xyz);
vec3 t = cross(b, n);
vary_mat0 = vec3(t.x, b.x, n.x);
vary_mat1 = vec3(t.y, b.y, n.y);
vary_mat2 = vec3(t.z, b.z, n.z);
- gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
- gl_FrontColor = gl_Color;
+ gl_Position = projection_matrix*vec4(pos, 1.0);
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
index 92fd41554d..c8d38bb8f7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
@@ -22,26 +22,36 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
-varying vec3 vary_mat0;
-varying vec3 vary_mat1;
-varying vec3 vary_mat2;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 binormal;
+
+VARYING vec3 vary_mat0;
+VARYING vec3 vary_mat1;
+VARYING vec3 vary_mat2;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vec3 n = normalize(gl_NormalMatrix * gl_Normal);
- vec3 b = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);
+ vec3 n = normalize(normal_matrix * normal);
+ vec3 b = normalize(normal_matrix * binormal);
vec3 t = cross(b, n);
vary_mat0 = vec3(t.x, b.x, n.x);
vary_mat1 = vec3(t.y, b.y, n.y);
vary_mat2 = vec3(t.z, b.z, n.z);
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
index f4310dae95..db272cf601 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
@@ -24,20 +24,28 @@
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
/////////////////////////////////////////////////////////////////////////
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
-varying vec4 vary_CloudColorSun;
-varying vec4 vary_CloudColorAmbient;
-varying float vary_CloudDensity;
+VARYING vec4 vary_CloudColorSun;
+VARYING vec4 vary_CloudColorAmbient;
+VARYING float vary_CloudDensity;
uniform sampler2D cloud_noise_texture;
uniform vec4 cloud_pos_density1;
uniform vec4 cloud_pos_density2;
uniform vec4 gamma;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
+
/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light) {
//soft clip effect:
@@ -50,14 +58,14 @@ vec3 scaleSoftClip(vec3 light) {
void main()
{
// Set variables
- vec2 uv1 = gl_TexCoord[0].xy;
- vec2 uv2 = gl_TexCoord[1].xy;
+ vec2 uv1 = vary_texcoord0.xy;
+ vec2 uv2 = vary_texcoord1.xy;
vec4 cloudColorSun = vary_CloudColorSun;
vec4 cloudColorAmbient = vary_CloudColorAmbient;
float cloudDensity = vary_CloudDensity;
- vec2 uv3 = gl_TexCoord[2].xy;
- vec2 uv4 = gl_TexCoord[3].xy;
+ vec2 uv3 = vary_texcoord2.xy;
+ vec2 uv4 = vary_texcoord3.xy;
// Offset texture coords
uv1 += cloud_pos_density1.xy; //large texture, visible density
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index c175a834c2..64e094e3c5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -22,17 +22,25 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
//////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-varying vec4 vary_CloudColorSun;
-varying vec4 vary_CloudColorAmbient;
-varying float vary_CloudDensity;
+VARYING vec4 vary_CloudColorSun;
+VARYING vec4 vary_CloudColorAmbient;
+VARYING float vary_CloudDensity;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
// Inputs
uniform vec3 camPosLocal;
@@ -59,12 +67,12 @@ void main()
{
// World / view / projection
- gl_Position = ftransform();
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ vary_texcoord0 = texcoord0;
// Get relative position
- vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
+ vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
// Set altitude
if (P.y > 0.)
@@ -160,17 +168,17 @@ void main()
// Texture coords
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_TexCoord[0].xy -= 0.5;
- gl_TexCoord[0].xy /= cloud_scale.x;
- gl_TexCoord[0].xy += 0.5;
+ vary_texcoord0 = texcoord0;
+ vary_texcoord0.xy -= 0.5;
+ vary_texcoord0.xy /= cloud_scale.x;
+ vary_texcoord0.xy += 0.5;
- gl_TexCoord[1] = gl_TexCoord[0];
- gl_TexCoord[1].x += lightnorm.x * 0.0125;
- gl_TexCoord[1].y += lightnorm.z * 0.0125;
+ vary_texcoord1 = vary_texcoord0;
+ vary_texcoord1.x += lightnorm.x * 0.0125;
+ vary_texcoord1.y += lightnorm.z * 0.0125;
- gl_TexCoord[2] = gl_TexCoord[0] * 16.;
- gl_TexCoord[3] = gl_TexCoord[1] * 16.;
+ vary_texcoord2 = vary_texcoord0 * 16.;
+ vary_texcoord3 = vary_texcoord1 * 16.;
// Combine these to minimize register use
vary_CloudColorAmbient += oHazeColorBelowCloud;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
index d9eafb6eba..88fe3c3dee 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
@@ -1,5 +1,5 @@
/**
- * @file edgeF.glsl
+ * @file cofF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,22 +22,30 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-varying vec2 vary_fragcoord;
+uniform sampler2DRect diffuseRect;
+uniform sampler2DRect depthMap;
+uniform sampler2D bloomMap;
uniform float depth_cutoff;
uniform float norm_cutoff;
+uniform float focal_distance;
+uniform float blur_constant;
+uniform float tan_pixel_angle;
+uniform float magnification;
+uniform float max_cof;
uniform mat4 inv_proj;
uniform vec2 screen_res;
+VARYING vec2 vary_fragcoord;
+
float getDepth(vec2 pos_screen)
{
float z = texture2DRect(depthMap, pos_screen.xy).r;
@@ -47,35 +55,33 @@ float getDepth(vec2 pos_screen)
return p.z/p.w;
}
-void main()
+float calc_cof(float depth)
{
- vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- float depth = getDepth(vary_fragcoord.xy);
+ float sc = abs(depth-focal_distance)/-depth*blur_constant;
+
+ sc /= magnification;
- vec2 tc = vary_fragcoord.xy;
+ // tan_pixel_angle = pixel_length/-depth;
+ float pixel_length = tan_pixel_angle*-focal_distance;
- float sc = 0.75;
+ sc = sc/pixel_length;
+ sc *= 1.414;
- vec2 de;
- de.x = (depth-getDepth(tc+vec2(sc, sc))) + (depth-getDepth(tc+vec2(-sc, -sc)));
- de.y = (depth-getDepth(tc+vec2(-sc, sc))) + (depth-getDepth(tc+vec2(sc, -sc)));
- de /= depth;
- de *= de;
- de = step(depth_cutoff, de);
+ return sc;
+}
+
+void main()
+{
+ vec2 tc = vary_fragcoord.xy;
- vec2 ne;
- vec3 nexnorm = texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb;
- nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm
- ne.x = dot(nexnorm, norm);
- vec3 neynorm = texture2DRect(normalMap, tc+vec2(sc,sc)).rgb;
- neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm
- ne.y = dot(neynorm, norm);
+ float depth = getDepth(tc);
- ne = 1.0-ne;
+ vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
- ne = step(norm_cutoff, ne);
+ float sc = calc_cof(depth);
+ sc = min(abs(sc), max_cof);
- gl_FragColor.a = dot(de,de)+dot(ne,ne);
- //gl_FragColor.a = dot(de,de);
+ vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
+ gl_FragColor.rgb = diff.rgb + bloom.rgb;
+ gl_FragColor.a = sc/max_cof;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
index 933e50fed1..e9989a4e48 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
@@ -1,5 +1,5 @@
/**
- * @file diffuseF.glsl
+ * @file diffuseAlphaMaskF.glsl
*
* $LicenseInfo:firstyear=2011&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,20 +22,24 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
uniform float minimum_alpha;
-uniform float maximum_alpha;
uniform sampler2D diffuseMap;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+ vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;
- if (col.a < minimum_alpha || col.a > maximum_alpha)
+ if (col.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
index f3ad6f92de..fdf8d72b38 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
@@ -22,17 +22,23 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-varying vec3 vary_normal;
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
+
+VARYING vec3 vary_normal;
uniform float minimum_alpha;
-uniform float maximum_alpha;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- vec4 col = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 col = diffuseLookup(vary_texcoord0.xy) * vertex_color;
- if (col.a < minimum_alpha || col.a > maximum_alpha)
+ if (col.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
new file mode 100644
index 0000000000..bb20e2ca47
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
@@ -0,0 +1,52 @@
+/**
+ * @file diffuseAlphaMaskNoColorF.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
+
+uniform float minimum_alpha;
+
+uniform sampler2D diffuseMap;
+
+VARYING vec3 vary_normal;
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
+
+ if (col.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ gl_FragData[0] = vec4(col.rgb, 0.0);
+ gl_FragData[1] = vec4(0,0,0,0); // spec
+ vec3 nvn = normalize(vary_normal);
+ gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
index 9c9a8b56c5..7bde49eb86 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
@@ -23,18 +23,22 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
uniform sampler2D diffuseMap;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- vec3 col = gl_Color.rgb * texture2D(diffuseMap, gl_TexCoord[0].xy).rgb;
+ vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb;
gl_FragData[0] = vec4(col, 0.0);
- gl_FragData[1] = gl_Color.aaaa; // spec
- //gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested
+ gl_FragData[1] = vertex_color.aaaa; // spec
+ //gl_FragData[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(vary_normal);
gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
index 4d996a099d..75b45111e0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
@@ -22,16 +22,22 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-varying vec3 vary_normal;
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
+
+VARYING vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- vec3 col = gl_Color.rgb * diffuseLookup(gl_TexCoord[0].xy).rgb;
+ vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
gl_FragData[0] = vec4(col, 0.0);
- gl_FragData[1] = gl_Color.aaaa; // spec
- //gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested
+ gl_FragData[1] = vertex_color.aaaa; // spec
+ //gl_FragData[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(vary_normal);
gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl
new file mode 100644
index 0000000000..9461e3e32e
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl
@@ -0,0 +1,45 @@
+/**
+ * @file diffuseNoColorV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec3 vary_normal;
+
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vary_normal = normalize(normal_matrix * normal);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
index 1470d7c9ca..a74290bfcd 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
@@ -22,29 +22,38 @@
* $/LicenseInfo$
*/
+uniform mat4 projection_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
mat4 getObjectSkinnedTransform();
void main()
{
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
mat4 mat = getObjectSkinnedTransform();
- mat = gl_ModelViewMatrix * mat;
- vec3 pos = (mat*gl_Vertex).xyz;
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
- vec4 norm = gl_Vertex;
- norm.xyz += gl_Normal.xyz;
+ vec4 norm = vec4(position.xyz, 1.0);
+ norm.xyz += normal.xyz;
norm.xyz = (mat*norm).xyz;
norm.xyz = normalize(norm.xyz-pos.xyz);
vary_normal = norm.xyz;
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
- gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
+ gl_Position = projection_matrix*vec4(pos, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
index 7c5a4d35b3..76d29b1df7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
@@ -22,20 +22,31 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
-varying vec3 vary_normal;
-varying float vary_texture_index;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec3 vary_normal;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void passTextureIndex();
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.xyz, 1.0);
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vary_texture_index = gl_Vertex.w;
- vary_normal = normalize(gl_NormalMatrix * gl_Normal);
+ passTextureIndex();
+ vary_normal = normalize(normal_matrix * normal);
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
new file mode 100644
index 0000000000..21453aefaa
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
@@ -0,0 +1,67 @@
+/**
+ * @file dofCombineF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+uniform sampler2DRect diffuseRect;
+uniform sampler2DRect lightMap;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+uniform float max_cof;
+uniform float res_scale;
+
+VARYING vec2 vary_fragcoord;
+
+void main()
+{
+ vec2 tc = vary_fragcoord.xy;
+
+ vec4 dof = texture2DRect(diffuseRect, vary_fragcoord.xy*res_scale);
+
+ vec4 diff = texture2DRect(lightMap, vary_fragcoord.xy);
+
+ float a = min(diff.a * max_cof*res_scale*res_scale, 1.0);
+
+ if (a > 0.25 && a < 0.75)
+ { //help out the transition a bit
+ float sc = a/res_scale;
+
+ vec4 col;
+ col = texture2DRect(lightMap, vary_fragcoord.xy+vec2(sc,sc));
+ col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(-sc,sc));
+ col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(sc,-sc));
+ col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(-sc,-sc));
+
+ diff = mix(diff, col*0.25, a);
+ }
+
+ gl_FragColor = mix(diff, dof, a);
+}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
index f03b1fdc74..92f78125d8 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
@@ -1,9 +1,9 @@
/**
- * @file lightFullbrightF.glsl
+ * @file emissiveF.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
+ * Copyright (C) 2005, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@@ -23,17 +23,26 @@
* $/LicenseInfo$
*/
+#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
-void fullbright_lighting()
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void main()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ float shadow = 1.0;
+
+ vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color;
color.rgb = fullbrightAtmosTransport(color.rgb);
-
+
color.rgb = fullbrightScaleSoftClip(color.rgb);
gl_FragColor = color;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
new file mode 100644
index 0000000000..115b04797f
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
@@ -0,0 +1,63 @@
+/**
+ * @file emissiveV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec4 emissive;
+ATTRIBUTE vec2 texcoord0;
+
+void calcAtmospherics(vec3 inPositionEye);
+
+vec3 atmosAmbient(vec3 light);
+vec3 atmosAffectDirectionalLight(float lightIntensity);
+vec3 scaleDownLight(vec3 light);
+vec3 scaleUpLight(vec3 light);
+
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+
+void main()
+{
+ //transform vertex
+ vec4 vert = vec4(position.xyz, 1.0);
+ vec4 pos = (modelview_matrix * vert);
+ passTextureIndex();
+
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ calcAtmospherics(pos.xyz);
+
+ vertex_color = emissive;
+
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index 6c506676af..84ae2f9f10 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -23,9 +23,14 @@
* $/LicenseInfo$
*/
+#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-#extension GL_ARB_texture_rectangle : enable
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@@ -35,7 +40,7 @@ void main()
{
float shadow = 1.0;
- vec4 color = diffuseLookup(gl_TexCoord[0].xy)*gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color;
color.rgb = fullbrightAtmosTransport(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
index a4ff0b80e2..2e6982d101 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
@@ -22,8 +22,16 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
void calcAtmospherics(vec3 inPositionEye);
@@ -32,23 +40,25 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying float vary_texture_index;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void main()
{
//transform vertex
- vec4 vert = vec4(gl_Vertex.xyz, 1.0);
- vary_texture_index = gl_Vertex.w;
+ vec4 vert = vec4(position.xyz, 1.0);
+ vec4 pos = (modelview_matrix * vert);
+ passTextureIndex();
- gl_Position = gl_ModelViewProjectionMatrix*vert;
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vec4 pos = (gl_ModelViewMatrix * vert);
-
calcAtmospherics(pos.xyz);
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
- gl_FogFragCoord = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl
new file mode 100644
index 0000000000..5af9406452
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl
@@ -0,0 +1,2118 @@
+/**
+ * @file fxaaF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+#define FXAA_PC 1
+//#define FXAA_GLSL_130 1
+#define FXAA_QUALITY__PRESET 12
+
+/*============================================================================
+
+
+ NVIDIA FXAA 3.11 by TIMOTHY LOTTES
+
+
+------------------------------------------------------------------------------
+COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED.
+------------------------------------------------------------------------------
+TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
+*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
+OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
+MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
+OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR
+CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR
+LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION,
+OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE
+THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
+DAMAGES.
+
+------------------------------------------------------------------------------
+ INTEGRATION CHECKLIST
+------------------------------------------------------------------------------
+(1.)
+In the shader source, setup defines for the desired configuration.
+When providing multiple shaders (for different presets),
+simply setup the defines differently in multiple files.
+Example,
+
+ #define FXAA_PC 1
+ #define FXAA_HLSL_5 1
+ #define FXAA_QUALITY__PRESET 12
+
+Or,
+
+ #define FXAA_360 1
+
+Or,
+
+ #define FXAA_PS3 1
+
+Etc.
+
+(2.)
+Then include this file,
+
+ #include "Fxaa3_11.h"
+
+(3.)
+Then call the FXAA pixel shader from within your desired shader.
+Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
+As for FXAA 3.11 all inputs for all shaders are the same
+to enable easy porting between platforms.
+
+ return FxaaPixelShader(...);
+
+(4.)
+Insure pass prior to FXAA outputs RGBL (see next section).
+Or use,
+
+ #define FXAA_GREEN_AS_LUMA 1
+
+(5.)
+Setup engine to provide the following constants
+which are used in the FxaaPixelShader() inputs,
+
+ FxaaFloat2 fxaaQualityRcpFrame,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+ FxaaFloat fxaaQualitySubpix,
+ FxaaFloat fxaaQualityEdgeThreshold,
+ FxaaFloat fxaaQualityEdgeThresholdMin,
+ FxaaFloat fxaaConsoleEdgeSharpness,
+ FxaaFloat fxaaConsoleEdgeThreshold,
+ FxaaFloat fxaaConsoleEdgeThresholdMin,
+ FxaaFloat4 fxaaConsole360ConstDir
+
+Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
+
+(6.)
+Have FXAA vertex shader run as a full screen triangle,
+and output "pos" and "fxaaConsolePosPos"
+such that inputs in the pixel shader provide,
+
+ // {xy} = center of pixel
+ FxaaFloat2 pos,
+
+ // {xy__} = upper left of pixel
+ // {__zw} = lower right of pixel
+ FxaaFloat4 fxaaConsolePosPos,
+
+(7.)
+Insure the texture sampler(s) used by FXAA are set to bilinear filtering.
+
+
+------------------------------------------------------------------------------
+ INTEGRATION - RGBL AND COLORSPACE
+------------------------------------------------------------------------------
+FXAA3 requires RGBL as input unless the following is set,
+
+ #define FXAA_GREEN_AS_LUMA 1
+
+In which case the engine uses green in place of luma,
+and requires RGB input is in a non-linear colorspace.
+
+RGB should be LDR (low dynamic range).
+Specifically do FXAA after tonemapping.
+
+RGB data as returned by a texture fetch can be non-linear,
+or linear when FXAA_GREEN_AS_LUMA is not set.
+Note an "sRGB format" texture counts as linear,
+because the result of a texture fetch is linear data.
+Regular "RGBA8" textures in the sRGB colorspace are non-linear.
+
+If FXAA_GREEN_AS_LUMA is not set,
+luma must be stored in the alpha channel prior to running FXAA.
+This luma should be in a perceptual space (could be gamma 2.0).
+Example pass before FXAA where output is gamma 2.0 encoded,
+
+ color.rgb = ToneMap(color.rgb); // linear color output
+ color.rgb = sqrt(color.rgb); // gamma 2.0 color output
+ return color;
+
+To use FXAA,
+
+ color.rgb = ToneMap(color.rgb); // linear color output
+ color.rgb = sqrt(color.rgb); // gamma 2.0 color output
+ color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma
+ return color;
+
+Another example where output is linear encoded,
+say for instance writing to an sRGB formated render target,
+where the render target does the conversion back to sRGB after blending,
+
+ color.rgb = ToneMap(color.rgb); // linear color output
+ return color;
+
+To use FXAA,
+
+ color.rgb = ToneMap(color.rgb); // linear color output
+ color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma
+ return color;
+
+Getting luma correct is required for the algorithm to work correctly.
+
+
+------------------------------------------------------------------------------
+ BEING LINEARLY CORRECT?
+------------------------------------------------------------------------------
+Applying FXAA to a framebuffer with linear RGB color will look worse.
+This is very counter intuitive, but happends to be true in this case.
+The reason is because dithering artifacts will be more visiable
+in a linear colorspace.
+
+
+------------------------------------------------------------------------------
+ COMPLEX INTEGRATION
+------------------------------------------------------------------------------
+Q. What if the engine is blending into RGB before wanting to run FXAA?
+
+A. In the last opaque pass prior to FXAA,
+ have the pass write out luma into alpha.
+ Then blend into RGB only.
+ FXAA should be able to run ok
+ assuming the blending pass did not any add aliasing.
+ This should be the common case for particles and common blending passes.
+
+A. Or use FXAA_GREEN_AS_LUMA.
+
+============================================================================*/
+
+/*============================================================================
+
+ INTEGRATION KNOBS
+
+============================================================================*/
+//
+// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE).
+// FXAA_360_OPT is a prototype for the new optimized 360 version.
+//
+// 1 = Use API.
+// 0 = Don't use API.
+//
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_PS3
+ #define FXAA_PS3 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_360
+ #define FXAA_360 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_360_OPT
+ #define FXAA_360_OPT 0
+#endif
+/*==========================================================================*/
+#ifndef FXAA_PC
+ //
+ // FXAA Quality
+ // The high quality PC algorithm.
+ //
+ #define FXAA_PC 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_PC_CONSOLE
+ //
+ // The console algorithm for PC is included
+ // for developers targeting really low spec machines.
+ // Likely better to just run FXAA_PC, and use a really low preset.
+ //
+ #define FXAA_PC_CONSOLE 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_GLSL_120
+ #define FXAA_GLSL_120 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_GLSL_130
+ #define FXAA_GLSL_130 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_HLSL_3
+ #define FXAA_HLSL_3 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_HLSL_4
+ #define FXAA_HLSL_4 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_HLSL_5
+ #define FXAA_HLSL_5 0
+#endif
+/*==========================================================================*/
+#ifndef FXAA_GREEN_AS_LUMA
+ //
+ // For those using non-linear color,
+ // and either not able to get luma in alpha, or not wanting to,
+ // this enables FXAA to run using green as a proxy for luma.
+ // So with this enabled, no need to pack luma in alpha.
+ //
+ // This will turn off AA on anything which lacks some amount of green.
+ // Pure red and blue or combination of only R and B, will get no AA.
+ //
+ // Might want to lower the settings for both,
+ // fxaaConsoleEdgeThresholdMin
+ // fxaaQualityEdgeThresholdMin
+ // In order to insure AA does not get turned off on colors
+ // which contain a minor amount of green.
+ //
+ // 1 = On.
+ // 0 = Off.
+ //
+ #define FXAA_GREEN_AS_LUMA 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_EARLY_EXIT
+ //
+ // Controls algorithm's early exit path.
+ // On PS3 turning this ON adds 2 cycles to the shader.
+ // On 360 turning this OFF adds 10ths of a millisecond to the shader.
+ // Turning this off on console will result in a more blurry image.
+ // So this defaults to on.
+ //
+ // 1 = On.
+ // 0 = Off.
+ //
+ #define FXAA_EARLY_EXIT 1
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_DISCARD
+ //
+ // Only valid for PC OpenGL currently.
+ // Probably will not work when FXAA_GREEN_AS_LUMA = 1.
+ //
+ // 1 = Use discard on pixels which don't need AA.
+ // For APIs which enable concurrent TEX+ROP from same surface.
+ // 0 = Return unchanged color on pixels which don't need AA.
+ //
+ #define FXAA_DISCARD 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_FAST_PIXEL_OFFSET
+ //
+ // Used for GLSL 120 only.
+ //
+ // 1 = GL API supports fast pixel offsets
+ // 0 = do not use fast pixel offsets
+ //
+ #ifdef GL_EXT_gpu_shader4
+ #define FXAA_FAST_PIXEL_OFFSET 1
+ #endif
+ #ifdef GL_NV_gpu_shader5
+ #define FXAA_FAST_PIXEL_OFFSET 1
+ #endif
+ #ifdef GL_ARB_gpu_shader5
+ #define FXAA_FAST_PIXEL_OFFSET 1
+ #endif
+ #ifndef FXAA_FAST_PIXEL_OFFSET
+ #define FXAA_FAST_PIXEL_OFFSET 0
+ #endif
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_GATHER4_ALPHA
+ //
+ // 1 = API supports gather4 on alpha channel.
+ // 0 = API does not support gather4 on alpha channel.
+ //
+ #if (FXAA_HLSL_5 == 1)
+ #define FXAA_GATHER4_ALPHA 1
+ #endif
+ #ifdef GL_ARB_gpu_shader5
+ #define FXAA_GATHER4_ALPHA 1
+ #endif
+ #ifdef GL_NV_gpu_shader5
+ #define FXAA_GATHER4_ALPHA 1
+ #endif
+ #ifndef FXAA_GATHER4_ALPHA
+ #define FXAA_GATHER4_ALPHA 0
+ #endif
+#endif
+
+/*============================================================================
+ FXAA CONSOLE PS3 - TUNING KNOBS
+============================================================================*/
+#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS
+ //
+ // Consoles the sharpness of edges on PS3 only.
+ // Non-PS3 tuning is done with shader input.
+ //
+ // Due to the PS3 being ALU bound,
+ // there are only two safe values here: 4 and 8.
+ // These options use the shaders ability to a free *|/ by 2|4|8.
+ //
+ // 8.0 is sharper
+ // 4.0 is softer
+ // 2.0 is really soft (good for vector graphics inputs)
+ //
+ #if 1
+ #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0
+ #endif
+ #if 0
+ #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0
+ #endif
+ #if 0
+ #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0
+ #endif
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD
+ //
+ // Only effects PS3.
+ // Non-PS3 tuning is done with shader input.
+ //
+ // The minimum amount of local contrast required to apply algorithm.
+ // The console setting has a different mapping than the quality setting.
+ //
+ // This only applies when FXAA_EARLY_EXIT is 1.
+ //
+ // Due to the PS3 being ALU bound,
+ // there are only two safe values here: 0.25 and 0.125.
+ // These options use the shaders ability to a free *|/ by 2|4|8.
+ //
+ // 0.125 leaves less aliasing, but is softer
+ // 0.25 leaves more aliasing, and is sharper
+ //
+ #if 1
+ #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125
+ #else
+ #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25
+ #endif
+#endif
+
+/*============================================================================
+ FXAA QUALITY - TUNING KNOBS
+------------------------------------------------------------------------------
+NOTE the other tuning knobs are now in the shader function inputs!
+============================================================================*/
+#ifndef FXAA_QUALITY__PRESET
+ //
+ // Choose the quality preset.
+ // This needs to be compiled into the shader as it effects code.
+ // Best option to include multiple presets is to
+ // in each shader define the preset, then include this file.
+ //
+ // OPTIONS
+ // -----------------------------------------------------------------------
+ // 10 to 15 - default medium dither (10=fastest, 15=highest quality)
+ // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
+ // 39 - no dither, very expensive
+ //
+ // NOTES
+ // -----------------------------------------------------------------------
+ // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
+ // 13 = about same speed as FXAA 3.9 and better than 12
+ // 23 = closest to FXAA 3.9 visually and performance wise
+ // _ = the lowest digit is directly related to performance
+ // _ = the highest digit is directly related to style
+ //
+ #define FXAA_QUALITY__PRESET 12
+#endif
+
+
+/*============================================================================
+
+ FXAA QUALITY - PRESETS
+
+============================================================================*/
+
+/*============================================================================
+ FXAA QUALITY - MEDIUM DITHER PRESETS
+============================================================================*/
+#if (FXAA_QUALITY__PRESET == 10)
+ #define FXAA_QUALITY__PS 3
+ #define FXAA_QUALITY__P0 1.5
+ #define FXAA_QUALITY__P1 3.0
+ #define FXAA_QUALITY__P2 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 11)
+ #define FXAA_QUALITY__PS 4
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 3.0
+ #define FXAA_QUALITY__P3 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 12)
+ #define FXAA_QUALITY__PS 5
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 4.0
+ #define FXAA_QUALITY__P4 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 13)
+ #define FXAA_QUALITY__PS 6
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 4.0
+ #define FXAA_QUALITY__P5 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 14)
+ #define FXAA_QUALITY__PS 7
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 4.0
+ #define FXAA_QUALITY__P6 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 15)
+ #define FXAA_QUALITY__PS 8
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 2.0
+ #define FXAA_QUALITY__P6 4.0
+ #define FXAA_QUALITY__P7 12.0
+#endif
+
+/*============================================================================
+ FXAA QUALITY - LOW DITHER PRESETS
+============================================================================*/
+#if (FXAA_QUALITY__PRESET == 20)
+ #define FXAA_QUALITY__PS 3
+ #define FXAA_QUALITY__P0 1.5
+ #define FXAA_QUALITY__P1 2.0
+ #define FXAA_QUALITY__P2 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 21)
+ #define FXAA_QUALITY__PS 4
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 22)
+ #define FXAA_QUALITY__PS 5
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 23)
+ #define FXAA_QUALITY__PS 6
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 24)
+ #define FXAA_QUALITY__PS 7
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 3.0
+ #define FXAA_QUALITY__P6 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 25)
+ #define FXAA_QUALITY__PS 8
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 2.0
+ #define FXAA_QUALITY__P6 4.0
+ #define FXAA_QUALITY__P7 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 26)
+ #define FXAA_QUALITY__PS 9
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 2.0
+ #define FXAA_QUALITY__P6 2.0
+ #define FXAA_QUALITY__P7 4.0
+ #define FXAA_QUALITY__P8 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 27)
+ #define FXAA_QUALITY__PS 10
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 2.0
+ #define FXAA_QUALITY__P6 2.0
+ #define FXAA_QUALITY__P7 2.0
+ #define FXAA_QUALITY__P8 4.0
+ #define FXAA_QUALITY__P9 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 28)
+ #define FXAA_QUALITY__PS 11
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 2.0
+ #define FXAA_QUALITY__P6 2.0
+ #define FXAA_QUALITY__P7 2.0
+ #define FXAA_QUALITY__P8 2.0
+ #define FXAA_QUALITY__P9 4.0
+ #define FXAA_QUALITY__P10 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 29)
+ #define FXAA_QUALITY__PS 12
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 2.0
+ #define FXAA_QUALITY__P6 2.0
+ #define FXAA_QUALITY__P7 2.0
+ #define FXAA_QUALITY__P8 2.0
+ #define FXAA_QUALITY__P9 2.0
+ #define FXAA_QUALITY__P10 4.0
+ #define FXAA_QUALITY__P11 8.0
+#endif
+
+/*============================================================================
+ FXAA QUALITY - EXTREME QUALITY
+============================================================================*/
+#if (FXAA_QUALITY__PRESET == 39)
+ #define FXAA_QUALITY__PS 12
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.0
+ #define FXAA_QUALITY__P2 1.0
+ #define FXAA_QUALITY__P3 1.0
+ #define FXAA_QUALITY__P4 1.0
+ #define FXAA_QUALITY__P5 1.5
+ #define FXAA_QUALITY__P6 2.0
+ #define FXAA_QUALITY__P7 2.0
+ #define FXAA_QUALITY__P8 2.0
+ #define FXAA_QUALITY__P9 2.0
+ #define FXAA_QUALITY__P10 4.0
+ #define FXAA_QUALITY__P11 8.0
+#endif
+
+
+
+/*============================================================================
+
+ API PORTING
+
+============================================================================*/
+#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)
+ #define FxaaBool bool
+ #define FxaaDiscard discard
+ #define FxaaFloat float
+ #define FxaaFloat2 vec2
+ #define FxaaFloat3 vec3
+ #define FxaaFloat4 vec4
+ #define FxaaHalf float
+ #define FxaaHalf2 vec2
+ #define FxaaHalf3 vec3
+ #define FxaaHalf4 vec4
+ #define FxaaInt2 ivec2
+ #define FxaaSat(x) clamp(x, 0.0, 1.0)
+ #define FxaaTex sampler2D
+#else
+ #define FxaaBool bool
+ #define FxaaDiscard clip(-1)
+ #define FxaaFloat float
+ #define FxaaFloat2 float2
+ #define FxaaFloat3 float3
+ #define FxaaFloat4 float4
+ #define FxaaHalf half
+ #define FxaaHalf2 half2
+ #define FxaaHalf3 half3
+ #define FxaaHalf4 half4
+ #define FxaaSat(x) saturate(x)
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_GLSL_120 == 1)
+ // Requires,
+ // #version 120
+ // And at least,
+ // #extension GL_EXT_gpu_shader4 : enable
+ // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)
+ #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)
+ #if (FXAA_FAST_PIXEL_OFFSET == 1)
+ #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
+ #else
+ #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)
+ #endif
+ #if (FXAA_GATHER4_ALPHA == 1)
+ // use #extension GL_ARB_gpu_shader5 : enable
+ #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
+ #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
+ #define FxaaTexGreen4(t, p) textureGather(t, p, 1)
+ #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
+ #endif
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_GLSL_130 == 1)
+ // Requires "#version 130" or better
+ #define FxaaTexTop(t, p) textureLod(t, p, 0.0)
+ #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
+ #if (FXAA_GATHER4_ALPHA == 1)
+ // use #extension GL_ARB_gpu_shader5 : enable
+ #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
+ #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
+ #define FxaaTexGreen4(t, p) textureGather(t, p, 1)
+ #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
+ #endif
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1)
+ #define FxaaInt2 float2
+ #define FxaaTex sampler2D
+ #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))
+ #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_HLSL_4 == 1)
+ #define FxaaInt2 int2
+ struct FxaaTex { SamplerState smpl; Texture2D tex; };
+ #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
+ #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_HLSL_5 == 1)
+ #define FxaaInt2 int2
+ struct FxaaTex { SamplerState smpl; Texture2D tex; };
+ #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
+ #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
+ #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)
+ #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)
+ #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)
+ #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)
+#endif
+
+
+/*============================================================================
+ GREEN AS LUMA OPTION SUPPORT FUNCTION
+============================================================================*/
+#if (FXAA_GREEN_AS_LUMA == 0)
+ FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }
+#else
+ FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
+#endif
+
+
+
+
+/*============================================================================
+
+ FXAA3 QUALITY - PC
+
+============================================================================*/
+#if (FXAA_PC == 1)
+/*--------------------------------------------------------------------------*/
+FxaaFloat4 FxaaPixelShader(
+ //
+ // Use noperspective interpolation here (turn off perspective interpolation).
+ // {xy} = center of pixel
+ FxaaFloat2 pos,
+ //
+ // Used only for FXAA Console, and not used on the 360 version.
+ // Use noperspective interpolation here (turn off perspective interpolation).
+ // {xy__} = upper left of pixel
+ // {__zw} = lower right of pixel
+ FxaaFloat4 fxaaConsolePosPos,
+ //
+ // Input color texture.
+ // {rgb_} = color in linear or perceptual color space
+ // if (FXAA_GREEN_AS_LUMA == 0)
+ // {___a} = luma in perceptual color space (not linear)
+ FxaaTex tex,
+ //
+ // Only used on the optimized 360 version of FXAA Console.
+ // For everything but 360, just use the same input here as for "tex".
+ // For 360, same texture, just alias with a 2nd sampler.
+ // This sampler needs to have an exponent bias of -1.
+ FxaaTex fxaaConsole360TexExpBiasNegOne,
+ //
+ // Only used on the optimized 360 version of FXAA Console.
+ // For everything but 360, just use the same input here as for "tex".
+ // For 360, same texture, just alias with a 3nd sampler.
+ // This sampler needs to have an exponent bias of -2.
+ FxaaTex fxaaConsole360TexExpBiasNegTwo,
+ //
+ // Only used on FXAA Quality.
+ // This must be from a constant/uniform.
+ // {x_} = 1.0/screenWidthInPixels
+ // {_y} = 1.0/screenHeightInPixels
+ FxaaFloat2 fxaaQualityRcpFrame,
+ //
+ // Only used on FXAA Console.
+ // This must be from a constant/uniform.
+ // This effects sub-pixel AA quality and inversely sharpness.
+ // Where N ranges between,
+ // N = 0.50 (default)
+ // N = 0.33 (sharper)
+ // {x___} = -N/screenWidthInPixels
+ // {_y__} = -N/screenHeightInPixels
+ // {__z_} = N/screenWidthInPixels
+ // {___w} = N/screenHeightInPixels
+ FxaaFloat4 fxaaConsoleRcpFrameOpt,
+ //
+ // Only used on FXAA Console.
+ // Not used on 360, but used on PS3 and PC.
+ // This must be from a constant/uniform.
+ // {x___} = -2.0/screenWidthInPixels
+ // {_y__} = -2.0/screenHeightInPixels
+ // {__z_} = 2.0/screenWidthInPixels
+ // {___w} = 2.0/screenHeightInPixels
+ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+ //
+ // Only used on FXAA Console.
+ // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.
+ // This must be from a constant/uniform.
+ // {x___} = 8.0/screenWidthInPixels
+ // {_y__} = 8.0/screenHeightInPixels
+ // {__z_} = -4.0/screenWidthInPixels
+ // {___w} = -4.0/screenHeightInPixels
+ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+ //
+ // Only used on FXAA Quality.
+ // This used to be the FXAA_QUALITY__SUBPIX define.
+ // It is here now to allow easier tuning.
+ // Choose the amount of sub-pixel aliasing removal.
+ // This can effect sharpness.
+ // 1.00 - upper limit (softer)
+ // 0.75 - default amount of filtering
+ // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
+ // 0.25 - almost off
+ // 0.00 - completely off
+ FxaaFloat fxaaQualitySubpix,
+ //
+ // Only used on FXAA Quality.
+ // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.
+ // It is here now to allow easier tuning.
+ // The minimum amount of local contrast required to apply algorithm.
+ // 0.333 - too little (faster)
+ // 0.250 - low quality
+ // 0.166 - default
+ // 0.125 - high quality
+ // 0.063 - overkill (slower)
+ FxaaFloat fxaaQualityEdgeThreshold,
+ //
+ // Only used on FXAA Quality.
+ // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define.
+ // It is here now to allow easier tuning.
+ // Trims the algorithm from processing darks.
+ // 0.0833 - upper limit (default, the start of visible unfiltered edges)
+ // 0.0625 - high quality (faster)
+ // 0.0312 - visible limit (slower)
+ // Special notes when using FXAA_GREEN_AS_LUMA,
+ // Likely want to set this to zero.
+ // As colors that are mostly not-green
+ // will appear very dark in the green channel!
+ // Tune by looking at mostly non-green content,
+ // then start at zero and increase until aliasing is a problem.
+ FxaaFloat fxaaQualityEdgeThresholdMin,
+ //
+ // Only used on FXAA Console.
+ // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
+ // It is here now to allow easier tuning.
+ // This does not effect PS3, as this needs to be compiled in.
+ // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
+ // Due to the PS3 being ALU bound,
+ // there are only three safe values here: 2 and 4 and 8.
+ // These options use the shaders ability to a free *|/ by 2|4|8.
+ // For all other platforms can be a non-power of two.
+ // 8.0 is sharper (default!!!)
+ // 4.0 is softer
+ // 2.0 is really soft (good only for vector graphics inputs)
+ FxaaFloat fxaaConsoleEdgeSharpness,
+ //
+ // Only used on FXAA Console.
+ // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define.
+ // It is here now to allow easier tuning.
+ // This does not effect PS3, as this needs to be compiled in.
+ // Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3.
+ // Due to the PS3 being ALU bound,
+ // there are only two safe values here: 1/4 and 1/8.
+ // These options use the shaders ability to a free *|/ by 2|4|8.
+ // The console setting has a different mapping than the quality setting.
+ // Other platforms can use other values.
+ // 0.125 leaves less aliasing, but is softer (default!!!)
+ // 0.25 leaves more aliasing, and is sharper
+ FxaaFloat fxaaConsoleEdgeThreshold,
+ //
+ // Only used on FXAA Console.
+ // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define.
+ // It is here now to allow easier tuning.
+ // Trims the algorithm from processing darks.
+ // The console setting has a different mapping than the quality setting.
+ // This only applies when FXAA_EARLY_EXIT is 1.
+ // This does not apply to PS3,
+ // PS3 was simplified to avoid more shader instructions.
+ // 0.06 - faster but more aliasing in darks
+ // 0.05 - default
+ // 0.04 - slower and less aliasing in darks
+ // Special notes when using FXAA_GREEN_AS_LUMA,
+ // Likely want to set this to zero.
+ // As colors that are mostly not-green
+ // will appear very dark in the green channel!
+ // Tune by looking at mostly non-green content,
+ // then start at zero and increase until aliasing is a problem.
+ FxaaFloat fxaaConsoleEdgeThresholdMin,
+ //
+ // Extra constants for 360 FXAA Console only.
+ // Use zeros or anything else for other platforms.
+ // These must be in physical constant registers and NOT immedates.
+ // Immedates will result in compiler un-optimizing.
+ // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)
+ FxaaFloat4 fxaaConsole360ConstDir
+) {
+/*--------------------------------------------------------------------------*/
+ FxaaFloat2 posM;
+ posM.x = pos.x;
+ posM.y = pos.y;
+ #if (FXAA_GATHER4_ALPHA == 1)
+ #if (FXAA_DISCARD == 0)
+ FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ #define lumaM rgbyM.w
+ #else
+ #define lumaM rgbyM.y
+ #endif
+ #endif
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);
+ FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));
+ #else
+ FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);
+ FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));
+ #endif
+ #if (FXAA_DISCARD == 1)
+ #define lumaM luma4A.w
+ #endif
+ #define lumaE luma4A.z
+ #define lumaS luma4A.x
+ #define lumaSE luma4A.y
+ #define lumaNW luma4B.w
+ #define lumaN luma4B.z
+ #define lumaW luma4B.x
+ #else
+ FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ #define lumaM rgbyM.w
+ #else
+ #define lumaM rgbyM.y
+ #endif
+ FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));
+ FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));
+ FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));
+ FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));
+ #endif
+/*--------------------------------------------------------------------------*/
+ FxaaFloat maxSM = max(lumaS, lumaM);
+ FxaaFloat minSM = min(lumaS, lumaM);
+ FxaaFloat maxESM = max(lumaE, maxSM);
+ FxaaFloat minESM = min(lumaE, minSM);
+ FxaaFloat maxWN = max(lumaN, lumaW);
+ FxaaFloat minWN = min(lumaN, lumaW);
+ FxaaFloat rangeMax = max(maxWN, maxESM);
+ FxaaFloat rangeMin = min(minWN, minESM);
+ FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
+ FxaaFloat range = rangeMax - rangeMin;
+ FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
+ FxaaBool earlyExit = range < rangeMaxClamped;
+/*--------------------------------------------------------------------------*/
+ if(earlyExit)
+ #if (FXAA_DISCARD == 1)
+ FxaaDiscard;
+ #else
+ return rgbyM;
+ #endif
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_GATHER4_ALPHA == 0)
+ FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));
+ FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));
+ FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));
+ FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
+ #else
+ FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));
+ FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
+ #endif
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaNS = lumaN + lumaS;
+ FxaaFloat lumaWE = lumaW + lumaE;
+ FxaaFloat subpixRcpRange = 1.0/range;
+ FxaaFloat subpixNSWE = lumaNS + lumaWE;
+ FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
+ FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaNESE = lumaNE + lumaSE;
+ FxaaFloat lumaNWNE = lumaNW + lumaNE;
+ FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
+ FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaNWSW = lumaNW + lumaSW;
+ FxaaFloat lumaSWSE = lumaSW + lumaSE;
+ FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
+ FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
+ FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
+ FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
+ FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
+ FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
+ FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
+ FxaaBool horzSpan = edgeHorz >= edgeVert;
+ FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
+/*--------------------------------------------------------------------------*/
+ if(!horzSpan) lumaN = lumaW;
+ if(!horzSpan) lumaS = lumaE;
+ if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
+ FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat gradientN = lumaN - lumaM;
+ FxaaFloat gradientS = lumaS - lumaM;
+ FxaaFloat lumaNN = lumaN + lumaM;
+ FxaaFloat lumaSS = lumaS + lumaM;
+ FxaaBool pairN = abs(gradientN) >= abs(gradientS);
+ FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
+ if(pairN) lengthSign = -lengthSign;
+ FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
+/*--------------------------------------------------------------------------*/
+ FxaaFloat2 posB;
+ posB.x = posM.x;
+ posB.y = posM.y;
+ FxaaFloat2 offNP;
+ offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
+ offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
+ if(!horzSpan) posB.x += lengthSign * 0.5;
+ if( horzSpan) posB.y += lengthSign * 0.5;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat2 posN;
+ posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
+ posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
+ FxaaFloat2 posP;
+ posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
+ posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
+ FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
+ FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
+ FxaaFloat subpixE = subpixC * subpixC;
+ FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
+/*--------------------------------------------------------------------------*/
+ if(!pairN) lumaNN = lumaSS;
+ FxaaFloat gradientScaled = gradient * 1.0/4.0;
+ FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
+ FxaaFloat subpixF = subpixD * subpixE;
+ FxaaBool lumaMLTZero = lumaMM < 0.0;
+/*--------------------------------------------------------------------------*/
+ lumaEndN -= lumaNN * 0.5;
+ lumaEndP -= lumaNN * 0.5;
+ FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
+ FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1;
+ FxaaBool doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1;
+/*--------------------------------------------------------------------------*/
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 3)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 4)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 5)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 6)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 7)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 8)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 9)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 10)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 11)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 12)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12;
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+/*--------------------------------------------------------------------------*/
+ FxaaFloat dstN = posM.x - posN.x;
+ FxaaFloat dstP = posP.x - posM.x;
+ if(!horzSpan) dstN = posM.y - posN.y;
+ if(!horzSpan) dstP = posP.y - posM.y;
+/*--------------------------------------------------------------------------*/
+ FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
+ FxaaFloat spanLength = (dstP + dstN);
+ FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
+ FxaaFloat spanLengthRcp = 1.0/spanLength;
+/*--------------------------------------------------------------------------*/
+ FxaaBool directionN = dstN < dstP;
+ FxaaFloat dst = min(dstN, dstP);
+ FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
+ FxaaFloat subpixG = subpixF * subpixF;
+ FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
+ FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
+ FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
+ if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
+ if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
+ #if (FXAA_DISCARD == 1)
+ return FxaaTexTop(tex, posM);
+ #else
+ return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
+ #endif
+}
+/*==========================================================================*/
+#endif
+
+
+
+
+/*============================================================================
+
+ FXAA3 CONSOLE - PC VERSION
+
+------------------------------------------------------------------------------
+Instead of using this on PC, I'd suggest just using FXAA Quality with
+ #define FXAA_QUALITY__PRESET 10
+Or
+ #define FXAA_QUALITY__PRESET 20
+Either are higher qualilty and almost as fast as this on modern PC GPUs.
+============================================================================*/
+#if (FXAA_PC_CONSOLE == 1)
+/*--------------------------------------------------------------------------*/
+FxaaFloat4 FxaaPixelShader(
+ // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
+ FxaaFloat2 pos,
+ FxaaFloat4 fxaaConsolePosPos,
+ FxaaTex tex,
+ FxaaTex fxaaConsole360TexExpBiasNegOne,
+ FxaaTex fxaaConsole360TexExpBiasNegTwo,
+ FxaaFloat2 fxaaQualityRcpFrame,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+ FxaaFloat fxaaQualitySubpix,
+ FxaaFloat fxaaQualityEdgeThreshold,
+ FxaaFloat fxaaQualityEdgeThresholdMin,
+ FxaaFloat fxaaConsoleEdgeSharpness,
+ FxaaFloat fxaaConsoleEdgeThreshold,
+ FxaaFloat fxaaConsoleEdgeThresholdMin,
+ FxaaFloat4 fxaaConsole360ConstDir
+) {
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy));
+ FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw));
+ FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy));
+ FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw));
+/*--------------------------------------------------------------------------*/
+ FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy);
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ FxaaFloat lumaM = rgbyM.w;
+ #else
+ FxaaFloat lumaM = rgbyM.y;
+ #endif
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw);
+ lumaNe += 1.0/384.0;
+ FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw);
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe);
+ FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe);
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw);
+ FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw);
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaMinM = min(lumaMin, lumaM);
+ FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled);
+ FxaaFloat lumaMaxM = max(lumaMax, lumaM);
+ FxaaFloat dirSwMinusNe = lumaSw - lumaNe;
+ FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM;
+ FxaaFloat dirSeMinusNw = lumaSe - lumaNw;
+ if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat2 dir;
+ dir.x = dirSwMinusNe + dirSeMinusNw;
+ dir.y = dirSwMinusNe - dirSeMinusNw;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat2 dir1 = normalize(dir.xy);
+ FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw);
+ FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw);
+/*--------------------------------------------------------------------------*/
+ FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness;
+ FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0);
+/*--------------------------------------------------------------------------*/
+ FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw);
+ FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw);
+/*--------------------------------------------------------------------------*/
+ FxaaFloat4 rgbyA = rgbyN1 + rgbyP1;
+ FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25);
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax);
+ #else
+ FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax);
+ #endif
+ if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5;
+ return rgbyB; }
+/*==========================================================================*/
+#endif
+
+
+
+/*============================================================================
+
+ FXAA3 CONSOLE - 360 PIXEL SHADER
+
+------------------------------------------------------------------------------
+This optimized version thanks to suggestions from Andy Luedke.
+Should be fully tex bound in all cases.
+As of the FXAA 3.11 release, I have still not tested this code,
+however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10.
+And note this is replacing the old unoptimized version.
+If it does not work, please let me know so I can fix it.
+============================================================================*/
+#if (FXAA_360 == 1)
+/*--------------------------------------------------------------------------*/
+[reduceTempRegUsage(4)]
+float4 FxaaPixelShader(
+ // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
+ FxaaFloat2 pos,
+ FxaaFloat4 fxaaConsolePosPos,
+ FxaaTex tex,
+ FxaaTex fxaaConsole360TexExpBiasNegOne,
+ FxaaTex fxaaConsole360TexExpBiasNegTwo,
+ FxaaFloat2 fxaaQualityRcpFrame,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+ FxaaFloat fxaaQualitySubpix,
+ FxaaFloat fxaaQualityEdgeThreshold,
+ FxaaFloat fxaaQualityEdgeThresholdMin,
+ FxaaFloat fxaaConsoleEdgeSharpness,
+ FxaaFloat fxaaConsoleEdgeThreshold,
+ FxaaFloat fxaaConsoleEdgeThresholdMin,
+ FxaaFloat4 fxaaConsole360ConstDir
+) {
+/*--------------------------------------------------------------------------*/
+ float4 lumaNwNeSwSe;
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ asm {
+ tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false
+ tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false
+ tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false
+ tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false
+ };
+ #else
+ asm {
+ tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false
+ tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false
+ tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false
+ tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false
+ };
+ #endif
+/*--------------------------------------------------------------------------*/
+ lumaNwNeSwSe.y += 1.0/384.0;
+ float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw);
+ float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw);
+ float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y);
+ float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y);
+/*--------------------------------------------------------------------------*/
+ float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ float lumaMinM = min(lumaMin, rgbyM.w);
+ float lumaMaxM = max(lumaMax, rgbyM.w);
+ #else
+ float lumaMinM = min(lumaMin, rgbyM.y);
+ float lumaMaxM = max(lumaMax, rgbyM.y);
+ #endif
+ if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM;
+/*--------------------------------------------------------------------------*/
+ float2 dir;
+ dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx);
+ dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy);
+ dir = normalize(dir);
+/*--------------------------------------------------------------------------*/
+ float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw;
+/*--------------------------------------------------------------------------*/
+ float4 dir2;
+ float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness;
+ dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5);
+ dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw;
+/*--------------------------------------------------------------------------*/
+ float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0));
+ float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0));
+ float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0));
+ float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0));
+/*--------------------------------------------------------------------------*/
+ float4 rgbyA = rgbyN1 + rgbyP1;
+ float4 rgbyB = rgbyN2 + rgbyP2 * 0.5 + rgbyA;
+/*--------------------------------------------------------------------------*/
+ float4 rgbyR = ((rgbyB.w - lumaMax) > 0.0) ? rgbyA : rgbyB;
+ rgbyR = ((rgbyB.w - lumaMin) > 0.0) ? rgbyR : rgbyA;
+ return rgbyR; }
+/*==========================================================================*/
+#endif
+
+
+
+/*============================================================================
+
+ FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT)
+
+==============================================================================
+The code below does not exactly match the assembly.
+I have a feeling that 12 cycles is possible, but was not able to get there.
+Might have to increase register count to get full performance.
+Note this shader does not use perspective interpolation.
+
+Use the following cgc options,
+
+ --fenable-bx2 --fastmath --fastprecision --nofloatbindings
+
+------------------------------------------------------------------------------
+ NVSHADERPERF OUTPUT
+------------------------------------------------------------------------------
+For reference and to aid in debug, output of NVShaderPerf should match this,
+
+Shader to schedule:
+ 0: texpkb h0.w(TRUE), v5.zyxx, #0
+ 2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x
+ 4: texpkb h0.w(TRUE), v5.xwxx, #0
+ 6: addh h0.z(TRUE), -h2, h0.w
+ 7: texpkb h1.w(TRUE), v5, #0
+ 9: addh h0.x(TRUE), h0.z, -h1.w
+ 10: addh h3.w(TRUE), h0.z, h1
+ 11: texpkb h2.w(TRUE), v5.zwzz, #0
+ 13: addh h0.z(TRUE), h3.w, -h2.w
+ 14: addh h0.x(TRUE), h2.w, h0
+ 15: nrmh h1.xz(TRUE), h0_n
+ 16: minh_m8 h0.x(TRUE), |h1|, |h1.z|
+ 17: maxh h4.w(TRUE), h0, h1
+ 18: divx h2.xy(TRUE), h1_n.xzzw, h0_n
+ 19: movr r1.zw(TRUE), v4.xxxy
+ 20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww
+ 22: minh h5.w(TRUE), h0, h1
+ 23: texpkb h0(TRUE), r2.xzxx, #0
+ 25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1
+ 27: maxh h4.x(TRUE), h2.z, h2.w
+ 28: texpkb h1(TRUE), r0.zwzz, #0
+ 30: addh_d2 h1(TRUE), h0, h1
+ 31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
+ 33: texpkb h0(TRUE), r0, #0
+ 35: minh h4.z(TRUE), h2, h2.w
+ 36: fenct TRUE
+ 37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
+ 39: texpkb h2(TRUE), r1, #0
+ 41: addh_d2 h0(TRUE), h0, h2
+ 42: maxh h2.w(TRUE), h4, h4.x
+ 43: minh h2.x(TRUE), h5.w, h4.z
+ 44: addh_d2 h0(TRUE), h0, h1
+ 45: slth h2.x(TRUE), h0.w, h2
+ 46: sgth h2.w(TRUE), h0, h2
+ 47: movh h0(TRUE), h0
+ 48: addx.c0 rc(TRUE), h2, h2.w
+ 49: movh h0(c0.NE.x), h1
+
+IPU0 ------ Simplified schedule: --------
+Pass | Unit | uOp | PC: Op
+-----+--------+------+-------------------------
+ 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
+ | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
+ | SCB1 | add | 2: ADDh h2.z, h0.--w-, const.--x-;
+ | | |
+ 2 | SCT0/1 | mov | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0;
+ | TEX | txl | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0;
+ | SCB1 | add | 6: ADDh h0.z,-h2, h0.--w-;
+ | | |
+ 3 | SCT0/1 | mov | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0;
+ | TEX | txl | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0;
+ | SCB0 | add | 9: ADDh h0.x, h0.z---,-h1.w---;
+ | SCB1 | add | 10: ADDh h3.w, h0.---z, h1;
+ | | |
+ 4 | SCT0/1 | mov | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
+ | TEX | txl | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
+ | SCB0 | add | 14: ADDh h0.x, h2.w---, h0;
+ | SCB1 | add | 13: ADDh h0.z, h3.--w-,-h2.--w-;
+ | | |
+ 5 | SCT1 | mov | 15: NRMh h1.xz, h0;
+ | SRB | nrm | 15: NRMh h1.xz, h0;
+ | SCB0 | min | 16: MINh*8 h0.x, |h1|, |h1.z---|;
+ | SCB1 | max | 17: MAXh h4.w, h0, h1;
+ | | |
+ 6 | SCT0 | div | 18: DIVx h2.xy, h1.xz--, h0;
+ | SCT1 | mov | 19: MOVr r1.zw, g[TEX0].--xy;
+ | SCB0 | mad | 20: MADr r2.xz,-h1, const.z-w-, r1.z-w-;
+ | SCB1 | min | 22: MINh h5.w, h0, h1;
+ | | |
+ 7 | SCT0/1 | mov | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0;
+ | TEX | txl | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0;
+ | SCB0 | max | 27: MAXh h4.x, h2.z---, h2.w---;
+ | SCB1 | mad | 25: MADr r0.zw, h1.--xz, const, r1;
+ | | |
+ 8 | SCT0/1 | mov | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0;
+ | TEX | txl | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0;
+ | SCB0/1 | add | 30: ADDh/2 h1, h0, h1;
+ | | |
+ 9 | SCT0 | mad | 31: MADr r0.xy,-h2, const.xy--, r1.zw--;
+ | SCT1 | mov | 33: TXLr h0, r0, const.zzzz, TEX0;
+ | TEX | txl | 33: TXLr h0, r0, const.zzzz, TEX0;
+ | SCB1 | min | 35: MINh h4.z, h2, h2.--w-;
+ | | |
+ 10 | SCT0 | mad | 37: MADr r1.xy, h2, const.xy--, r1.zw--;
+ | SCT1 | mov | 39: TXLr h2, r1, const.zzzz, TEX0;
+ | TEX | txl | 39: TXLr h2, r1, const.zzzz, TEX0;
+ | SCB0/1 | add | 41: ADDh/2 h0, h0, h2;
+ | | |
+ 11 | SCT0 | min | 43: MINh h2.x, h5.w---, h4.z---;
+ | SCT1 | max | 42: MAXh h2.w, h4, h4.---x;
+ | SCB0/1 | add | 44: ADDh/2 h0, h0, h1;
+ | | |
+ 12 | SCT0 | set | 45: SLTh h2.x, h0.w---, h2;
+ | SCT1 | set | 46: SGTh h2.w, h0, h2;
+ | SCB0/1 | mul | 47: MOVh h0, h0;
+ | | |
+ 13 | SCT0 | mad | 48: ADDxc0_s rc, h2, h2.w---;
+ | SCB0/1 | mul | 49: MOVh h0(NE0.xxxx), h1;
+
+Pass SCT TEX SCB
+ 1: 0% 100% 25%
+ 2: 0% 100% 25%
+ 3: 0% 100% 50%
+ 4: 0% 100% 50%
+ 5: 0% 0% 50%
+ 6: 100% 0% 75%
+ 7: 0% 100% 75%
+ 8: 0% 100% 100%
+ 9: 0% 100% 25%
+ 10: 0% 100% 100%
+ 11: 50% 0% 100%
+ 12: 50% 0% 100%
+ 13: 25% 0% 100%
+
+MEAN: 17% 61% 67%
+
+Pass SCT0 SCT1 TEX SCB0 SCB1
+ 1: 0% 0% 100% 0% 100%
+ 2: 0% 0% 100% 0% 100%
+ 3: 0% 0% 100% 100% 100%
+ 4: 0% 0% 100% 100% 100%
+ 5: 0% 0% 0% 100% 100%
+ 6: 100% 100% 0% 100% 100%
+ 7: 0% 0% 100% 100% 100%
+ 8: 0% 0% 100% 100% 100%
+ 9: 0% 0% 100% 0% 100%
+ 10: 0% 0% 100% 100% 100%
+ 11: 100% 100% 0% 100% 100%
+ 12: 100% 100% 0% 100% 100%
+ 13: 100% 0% 0% 100% 100%
+
+MEAN: 30% 23% 61% 76% 100%
+Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5
+Results 13 cycles, 3 r regs, 923,076,923 pixels/s
+============================================================================*/
+#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0)
+/*--------------------------------------------------------------------------*/
+#pragma regcount 7
+#pragma disablepc all
+#pragma option O3
+#pragma option OutColorPrec=fp16
+#pragma texformat default RGBA8
+/*==========================================================================*/
+half4 FxaaPixelShader(
+ // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
+ FxaaFloat2 pos,
+ FxaaFloat4 fxaaConsolePosPos,
+ FxaaTex tex,
+ FxaaTex fxaaConsole360TexExpBiasNegOne,
+ FxaaTex fxaaConsole360TexExpBiasNegTwo,
+ FxaaFloat2 fxaaQualityRcpFrame,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+ FxaaFloat fxaaQualitySubpix,
+ FxaaFloat fxaaQualityEdgeThreshold,
+ FxaaFloat fxaaQualityEdgeThresholdMin,
+ FxaaFloat fxaaConsoleEdgeSharpness,
+ FxaaFloat fxaaConsoleEdgeThreshold,
+ FxaaFloat fxaaConsoleEdgeThresholdMin,
+ FxaaFloat4 fxaaConsole360ConstDir
+) {
+/*--------------------------------------------------------------------------*/
+// (1)
+ half4 dir;
+ half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ lumaNe.w += half(1.0/512.0);
+ dir.x = -lumaNe.w;
+ dir.z = -lumaNe.w;
+ #else
+ lumaNe.y += half(1.0/512.0);
+ dir.x = -lumaNe.y;
+ dir.z = -lumaNe.y;
+ #endif
+/*--------------------------------------------------------------------------*/
+// (2)
+ half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ dir.x += lumaSw.w;
+ dir.z += lumaSw.w;
+ #else
+ dir.x += lumaSw.y;
+ dir.z += lumaSw.y;
+ #endif
+/*--------------------------------------------------------------------------*/
+// (3)
+ half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ dir.x -= lumaNw.w;
+ dir.z += lumaNw.w;
+ #else
+ dir.x -= lumaNw.y;
+ dir.z += lumaNw.y;
+ #endif
+/*--------------------------------------------------------------------------*/
+// (4)
+ half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ dir.x += lumaSe.w;
+ dir.z -= lumaSe.w;
+ #else
+ dir.x += lumaSe.y;
+ dir.z -= lumaSe.y;
+ #endif
+/*--------------------------------------------------------------------------*/
+// (5)
+ half4 dir1_pos;
+ dir1_pos.xy = normalize(dir.xyz).xz;
+ half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS);
+/*--------------------------------------------------------------------------*/
+// (6)
+ half4 dir2_pos;
+ dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0));
+ dir1_pos.zw = pos.xy;
+ dir2_pos.zw = pos.xy;
+ half4 temp1N;
+ temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
+/*--------------------------------------------------------------------------*/
+// (7)
+ temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0));
+ half4 rgby1;
+ rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
+/*--------------------------------------------------------------------------*/
+// (8)
+ rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0));
+ rgby1 = (temp1N + rgby1) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (9)
+ half4 temp2N;
+ temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
+ temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0));
+/*--------------------------------------------------------------------------*/
+// (10)
+ half4 rgby2;
+ rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
+ rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0));
+ rgby2 = (temp2N + rgby2) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (11)
+ // compilier moves these scalar ops up to other cycles
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w));
+ half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w));
+ #else
+ half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y));
+ half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y));
+ #endif
+ rgby2 = (rgby2 + rgby1) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (12)
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ bool twoTapLt = rgby2.w < lumaMin;
+ bool twoTapGt = rgby2.w > lumaMax;
+ #else
+ bool twoTapLt = rgby2.y < lumaMin;
+ bool twoTapGt = rgby2.y > lumaMax;
+ #endif
+/*--------------------------------------------------------------------------*/
+// (13)
+ if(twoTapLt || twoTapGt) rgby2 = rgby1;
+/*--------------------------------------------------------------------------*/
+ return rgby2; }
+/*==========================================================================*/
+#endif
+
+
+
+/*============================================================================
+
+ FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT)
+
+==============================================================================
+The code mostly matches the assembly.
+I have a feeling that 14 cycles is possible, but was not able to get there.
+Might have to increase register count to get full performance.
+Note this shader does not use perspective interpolation.
+
+Use the following cgc options,
+
+ --fenable-bx2 --fastmath --fastprecision --nofloatbindings
+
+Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks).
+Will look at fixing this for FXAA 3.12.
+------------------------------------------------------------------------------
+ NVSHADERPERF OUTPUT
+------------------------------------------------------------------------------
+For reference and to aid in debug, output of NVShaderPerf should match this,
+
+Shader to schedule:
+ 0: texpkb h0.w(TRUE), v5.zyxx, #0
+ 2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x
+ 4: texpkb h1.w(TRUE), v5.xwxx, #0
+ 6: addh h0.x(TRUE), h1.w, -h2.y
+ 7: texpkb h2.w(TRUE), v5.zwzz, #0
+ 9: minh h4.w(TRUE), h2.y, h2
+ 10: maxh h5.x(TRUE), h2.y, h2.w
+ 11: texpkb h0.w(TRUE), v5, #0
+ 13: addh h3.w(TRUE), -h0, h0.x
+ 14: addh h0.x(TRUE), h0.w, h0
+ 15: addh h0.z(TRUE), -h2.w, h0.x
+ 16: addh h0.x(TRUE), h2.w, h3.w
+ 17: minh h5.y(TRUE), h0.w, h1.w
+ 18: nrmh h2.xz(TRUE), h0_n
+ 19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z|
+ 20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w
+ 21: movr r1.zw(TRUE), v4.xxxy
+ 22: maxh h2.w(TRUE), h0, h1
+ 23: fenct TRUE
+ 24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz
+ 26: texpkb h0(TRUE), r0, #0
+ 28: maxh h5.x(TRUE), h2.w, h5
+ 29: minh h5.w(TRUE), h5.y, h4
+ 30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz
+ 32: texpkb h2(TRUE), r1, #0
+ 34: addh_d2 h2(TRUE), h0, h2
+ 35: texpkb h1(TRUE), v4, #0
+ 37: maxh h5.y(TRUE), h5.x, h1.w
+ 38: minh h4.w(TRUE), h1, h5
+ 39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
+ 41: texpkb h0(TRUE), r0, #0
+ 43: addh_m8 h5.z(TRUE), h5.y, -h4.w
+ 44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
+ 46: texpkb h3(TRUE), r2, #0
+ 48: addh_d2 h0(TRUE), h0, h3
+ 49: addh_d2 h3(TRUE), h0, h2
+ 50: movh h0(TRUE), h3
+ 51: slth h3.x(TRUE), h3.w, h5.w
+ 52: sgth h3.w(TRUE), h3, h5.x
+ 53: addx.c0 rc(TRUE), h3.x, h3
+ 54: slth.c0 rc(TRUE), h5.z, h5
+ 55: movh h0(c0.NE.w), h2
+ 56: movh h0(c0.NE.x), h1
+
+IPU0 ------ Simplified schedule: --------
+Pass | Unit | uOp | PC: Op
+-----+--------+------+-------------------------
+ 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
+ | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
+ | SCB0 | add | 2: ADDh h2.y, h0.-w--, const.-x--;
+ | | |
+ 2 | SCT0/1 | mov | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0;
+ | TEX | txl | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0;
+ | SCB0 | add | 6: ADDh h0.x, h1.w---,-h2.y---;
+ | | |
+ 3 | SCT0/1 | mov | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
+ | TEX | txl | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
+ | SCB0 | max | 10: MAXh h5.x, h2.y---, h2.w---;
+ | SCB1 | min | 9: MINh h4.w, h2.---y, h2;
+ | | |
+ 4 | SCT0/1 | mov | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0;
+ | TEX | txl | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0;
+ | SCB0 | add | 14: ADDh h0.x, h0.w---, h0;
+ | SCB1 | add | 13: ADDh h3.w,-h0, h0.---x;
+ | | |
+ 5 | SCT0 | mad | 16: ADDh h0.x, h2.w---, h3.w---;
+ | SCT1 | mad | 15: ADDh h0.z,-h2.--w-, h0.--x-;
+ | SCB0 | min | 17: MINh h5.y, h0.-w--, h1.-w--;
+ | | |
+ 6 | SCT1 | mov | 18: NRMh h2.xz, h0;
+ | SRB | nrm | 18: NRMh h2.xz, h0;
+ | SCB1 | min | 19: MINh*8 h2.w, |h2.---x|, |h2.---z|;
+ | | |
+ 7 | SCT0 | div | 20: DIVx h4.xy, h2.xz--, h2.ww--;
+ | SCT1 | mov | 21: MOVr r1.zw, g[TEX0].--xy;
+ | SCB1 | max | 22: MAXh h2.w, h0, h1;
+ | | |
+ 8 | SCT0 | mad | 24: MADr r0.xy,-h2.xz--, const.zw--, r1.zw--;
+ | SCT1 | mov | 26: TXLr h0, r0, const.xxxx, TEX0;
+ | TEX | txl | 26: TXLr h0, r0, const.xxxx, TEX0;
+ | SCB0 | max | 28: MAXh h5.x, h2.w---, h5;
+ | SCB1 | min | 29: MINh h5.w, h5.---y, h4;
+ | | |
+ 9 | SCT0 | mad | 30: MADr r1.xy, h2.xz--, const.zw--, r1.zw--;
+ | SCT1 | mov | 32: TXLr h2, r1, const.xxxx, TEX0;
+ | TEX | txl | 32: TXLr h2, r1, const.xxxx, TEX0;
+ | SCB0/1 | add | 34: ADDh/2 h2, h0, h2;
+ | | |
+ 10 | SCT0/1 | mov | 35: TXLr h1, g[TEX0], const.xxxx, TEX0;
+ | TEX | txl | 35: TXLr h1, g[TEX0], const.xxxx, TEX0;
+ | SCB0 | max | 37: MAXh h5.y, h5.-x--, h1.-w--;
+ | SCB1 | min | 38: MINh h4.w, h1, h5;
+ | | |
+ 11 | SCT0 | mad | 39: MADr r0.xy,-h4, const.xy--, r1.zw--;
+ | SCT1 | mov | 41: TXLr h0, r0, const.zzzz, TEX0;
+ | TEX | txl | 41: TXLr h0, r0, const.zzzz, TEX0;
+ | SCB0 | mad | 44: MADr r2.xy, h4, const.xy--, r1.zw--;
+ | SCB1 | add | 43: ADDh*8 h5.z, h5.--y-,-h4.--w-;
+ | | |
+ 12 | SCT0/1 | mov | 46: TXLr h3, r2, const.xxxx, TEX0;
+ | TEX | txl | 46: TXLr h3, r2, const.xxxx, TEX0;
+ | SCB0/1 | add | 48: ADDh/2 h0, h0, h3;
+ | | |
+ 13 | SCT0/1 | mad | 49: ADDh/2 h3, h0, h2;
+ | SCB0/1 | mul | 50: MOVh h0, h3;
+ | | |
+ 14 | SCT0 | set | 51: SLTh h3.x, h3.w---, h5.w---;
+ | SCT1 | set | 52: SGTh h3.w, h3, h5.---x;
+ | SCB0 | set | 54: SLThc0 rc, h5.z---, h5;
+ | SCB1 | add | 53: ADDxc0_s rc, h3.---x, h3;
+ | | |
+ 15 | SCT0/1 | mul | 55: MOVh h0(NE0.wwww), h2;
+ | SCB0/1 | mul | 56: MOVh h0(NE0.xxxx), h1;
+
+Pass SCT TEX SCB
+ 1: 0% 100% 25%
+ 2: 0% 100% 25%
+ 3: 0% 100% 50%
+ 4: 0% 100% 50%
+ 5: 50% 0% 25%
+ 6: 0% 0% 25%
+ 7: 100% 0% 25%
+ 8: 0% 100% 50%
+ 9: 0% 100% 100%
+ 10: 0% 100% 50%
+ 11: 0% 100% 75%
+ 12: 0% 100% 100%
+ 13: 100% 0% 100%
+ 14: 50% 0% 50%
+ 15: 100% 0% 100%
+
+MEAN: 26% 60% 56%
+
+Pass SCT0 SCT1 TEX SCB0 SCB1
+ 1: 0% 0% 100% 100% 0%
+ 2: 0% 0% 100% 100% 0%
+ 3: 0% 0% 100% 100% 100%
+ 4: 0% 0% 100% 100% 100%
+ 5: 100% 100% 0% 100% 0%
+ 6: 0% 0% 0% 0% 100%
+ 7: 100% 100% 0% 0% 100%
+ 8: 0% 0% 100% 100% 100%
+ 9: 0% 0% 100% 100% 100%
+ 10: 0% 0% 100% 100% 100%
+ 11: 0% 0% 100% 100% 100%
+ 12: 0% 0% 100% 100% 100%
+ 13: 100% 100% 0% 100% 100%
+ 14: 100% 100% 0% 100% 100%
+ 15: 100% 100% 0% 100% 100%
+
+MEAN: 33% 33% 60% 86% 80%
+Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5
+Results 15 cycles, 3 r regs, 800,000,000 pixels/s
+============================================================================*/
+#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1)
+/*--------------------------------------------------------------------------*/
+#pragma regcount 7
+#pragma disablepc all
+#pragma option O2
+#pragma option OutColorPrec=fp16
+#pragma texformat default RGBA8
+/*==========================================================================*/
+half4 FxaaPixelShader(
+ // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
+ FxaaFloat2 pos,
+ FxaaFloat4 fxaaConsolePosPos,
+ FxaaTex tex,
+ FxaaTex fxaaConsole360TexExpBiasNegOne,
+ FxaaTex fxaaConsole360TexExpBiasNegTwo,
+ FxaaFloat2 fxaaQualityRcpFrame,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+ FxaaFloat fxaaQualitySubpix,
+ FxaaFloat fxaaQualityEdgeThreshold,
+ FxaaFloat fxaaQualityEdgeThresholdMin,
+ FxaaFloat fxaaConsoleEdgeSharpness,
+ FxaaFloat fxaaConsoleEdgeThreshold,
+ FxaaFloat fxaaConsoleEdgeThresholdMin,
+ FxaaFloat4 fxaaConsole360ConstDir
+) {
+/*--------------------------------------------------------------------------*/
+// (1)
+ half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ half lumaNe = rgbyNe.w + half(1.0/512.0);
+ #else
+ half lumaNe = rgbyNe.y + half(1.0/512.0);
+ #endif
+/*--------------------------------------------------------------------------*/
+// (2)
+ half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ half lumaSwNegNe = lumaSw.w - lumaNe;
+ #else
+ half lumaSwNegNe = lumaSw.y - lumaNe;
+ #endif
+/*--------------------------------------------------------------------------*/
+// (3)
+ half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ half lumaMaxNwSw = max(lumaNw.w, lumaSw.w);
+ half lumaMinNwSw = min(lumaNw.w, lumaSw.w);
+ #else
+ half lumaMaxNwSw = max(lumaNw.y, lumaSw.y);
+ half lumaMinNwSw = min(lumaNw.y, lumaSw.y);
+ #endif
+/*--------------------------------------------------------------------------*/
+// (4)
+ half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ half dirZ = lumaNw.w + lumaSwNegNe;
+ half dirX = -lumaNw.w + lumaSwNegNe;
+ #else
+ half dirZ = lumaNw.y + lumaSwNegNe;
+ half dirX = -lumaNw.y + lumaSwNegNe;
+ #endif
+/*--------------------------------------------------------------------------*/
+// (5)
+ half3 dir;
+ dir.y = 0.0;
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ dir.x = lumaSe.w + dirX;
+ dir.z = -lumaSe.w + dirZ;
+ half lumaMinNeSe = min(lumaNe, lumaSe.w);
+ #else
+ dir.x = lumaSe.y + dirX;
+ dir.z = -lumaSe.y + dirZ;
+ half lumaMinNeSe = min(lumaNe, lumaSe.y);
+ #endif
+/*--------------------------------------------------------------------------*/
+// (6)
+ half4 dir1_pos;
+ dir1_pos.xy = normalize(dir).xz;
+ half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS);
+/*--------------------------------------------------------------------------*/
+// (7)
+ half4 dir2_pos;
+ dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0));
+ dir1_pos.zw = pos.xy;
+ dir2_pos.zw = pos.xy;
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ half lumaMaxNeSe = max(lumaNe, lumaSe.w);
+ #else
+ half lumaMaxNeSe = max(lumaNe, lumaSe.y);
+ #endif
+/*--------------------------------------------------------------------------*/
+// (8)
+ half4 temp1N;
+ temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
+ temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0));
+ half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe);
+ half lumaMin = min(lumaMinNwSw, lumaMinNeSe);
+/*--------------------------------------------------------------------------*/
+// (9)
+ half4 rgby1;
+ rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
+ rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0));
+ rgby1 = (temp1N + rgby1) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (10)
+ half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ half lumaMaxM = max(lumaMax, rgbyM.w);
+ half lumaMinM = min(lumaMin, rgbyM.w);
+ #else
+ half lumaMaxM = max(lumaMax, rgbyM.y);
+ half lumaMinM = min(lumaMin, rgbyM.y);
+ #endif
+/*--------------------------------------------------------------------------*/
+// (11)
+ half4 temp2N;
+ temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
+ temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0));
+ half4 rgby2;
+ rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
+ half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD;
+/*--------------------------------------------------------------------------*/
+// (12)
+ rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0));
+ rgby2 = (temp2N + rgby2) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (13)
+ rgby2 = (rgby2 + rgby1) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (14)
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ bool twoTapLt = rgby2.w < lumaMin;
+ bool twoTapGt = rgby2.w > lumaMax;
+ #else
+ bool twoTapLt = rgby2.y < lumaMin;
+ bool twoTapGt = rgby2.y > lumaMax;
+ #endif
+ bool earlyExit = lumaRangeM < lumaMax;
+ bool twoTap = twoTapLt || twoTapGt;
+/*--------------------------------------------------------------------------*/
+// (15)
+ if(twoTap) rgby2 = rgby1;
+ if(earlyExit) rgby2 = rgbyM;
+/*--------------------------------------------------------------------------*/
+ return rgby2; }
+/*==========================================================================*/
+#endif
+
+uniform sampler2D diffuseMap;
+
+uniform vec2 rcp_screen_res;
+uniform vec4 rcp_frame_opt;
+uniform vec4 rcp_frame_opt2;
+uniform vec2 screen_res;
+VARYING vec2 vary_fragcoord;
+VARYING vec2 vary_tc;
+
+void main()
+{
+ vec4 diff = FxaaPixelShader(vary_tc, //pos
+ vec4(vary_fragcoord.xy, 0, 0), //fxaaConsolePosPos
+ diffuseMap, //tex
+ diffuseMap,
+ diffuseMap,
+ rcp_screen_res, //fxaaQualityRcpFrame
+ vec4(0,0,0,0), //fxaaConsoleRcpFrameOpt
+ rcp_frame_opt, //fxaaConsoleRcpFrameOpt2
+ rcp_frame_opt2, //fxaaConsole360RcpFrameOpt2
+ 0.75, //fxaaQualitySubpix
+ 0.07, //fxaaQualityEdgeThreshold
+ 0.03, //fxaaQualityEdgeThresholdMin
+ 8.0, //fxaaConsoleEdgeSharpness
+ 0.125, //fxaaConsoleEdgeThreshold
+ 0.05, //fxaaConsoleEdgeThresholdMin
+ vec4(0,0,0,0)); //fxaaConsole360ConstDir
+
+
+
+ //diff = texture2D(diffuseMap, vary_tc);
+
+ gl_FragColor = diff;
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
index bfb7760af8..29ca80ae92 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
@@ -23,10 +23,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2D noiseMap;
@@ -38,7 +40,7 @@ uniform sampler2D depthGIMap;
uniform sampler2D lightFunc;
// Inputs
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
@@ -182,5 +184,5 @@ void main()
vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- gl_FragData[0].xyz = giAmbient(pos, norm);
+ gl_FragColor.xyz = giAmbient(pos, norm);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
index 190e32b6a3..e5d3bb8ea6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
@@ -22,21 +22,27 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
-varying vec2 vary_fragcoord;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
{
//transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
+
vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
- vec4 tex = gl_MultiTexCoord0;
+ vec4 tex = vec4(texcoord0,0,1);
tex.w = 1.0;
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
index 7152e13946..a44173a2a4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
@@ -22,25 +22,30 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
+
uniform float minimum_alpha;
-uniform float maximum_alpha;
uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
uniform sampler2D specularMap;
+VARYING vec2 vary_texcoord0;
+
void main()
{
- vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
- if (col.a < minimum_alpha || col.a > maximum_alpha)
+ if (col.a < minimum_alpha)
{
discard;
}
gl_FragData[0] = vec4(col.rgb, col.a * 0.005);
- gl_FragData[1] = texture2D(specularMap, gl_TexCoord[0].xy);
- gl_FragData[2] = vec4(texture2D(normalMap, gl_TexCoord[0].xy).xyz, 0.0);
+ gl_FragData[1] = texture2D(specularMap, vary_texcoord0.xy);
+ gl_FragData[2] = vec4(texture2D(normalMap, vary_texcoord0.xy).xyz, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
index 0cf8c68173..42266e9378 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
@@ -22,14 +22,18 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-
- gl_FrontColor = gl_Color;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
index 4ba26fb0c6..e014a14ad8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
@@ -22,12 +22,14 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
-
+
uniform sampler2DRect diffuseMap;
-varying vec2 vary_fragcoord;
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+VARYING vec2 vary_fragcoord;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
index 9f22175f84..f2dc60aa5d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
@@ -23,19 +23,23 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
-
-
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
+VARYING vec4 vertex_color;
uniform vec2 screen_res;
void main()
{
//transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
+
vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index 42212a978e..179c721a2f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -23,10 +23,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect depthMap;
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
@@ -45,7 +47,7 @@ uniform int light_count;
uniform vec4 light[MAX_LIGHT_COUNT];
uniform vec4 light_col[MAX_LIGHT_COUNT];
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform float far_z;
@@ -124,7 +126,7 @@ void main()
if (sa > 0.0)
{
- sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
+ sa = texture2D(lightFunc,vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);
sa *= noise;
col += da*sa*light_col[i].rgb*spec.rgb;
}
@@ -141,6 +143,4 @@ void main()
gl_FragColor.rgb = out_col;
gl_FragColor.a = 0.0;
-
- //gl_FragColor = vec4(0.1, 0.025, 0.025/4.0, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl
deleted file mode 100644
index 863bac19cf..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl
+++ /dev/null
@@ -1,155 +0,0 @@
-/**
- * @file multiPointLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-uniform sampler2DMS depthMap;
-uniform sampler2DMS diffuseRect;
-uniform sampler2DMS specularRect;
-uniform sampler2DMS normalMap;
-uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
-
-
-uniform vec3 env_mat[3];
-uniform float sun_wash;
-
-uniform int light_count;
-
-#define MAX_LIGHT_COUNT 16
-uniform vec4 light[MAX_LIGHT_COUNT];
-uniform vec4 light_col[MAX_LIGHT_COUNT];
-
-varying vec4 vary_fragcoord;
-uniform vec2 screen_res;
-
-uniform float far_z;
-
-uniform mat4 inv_proj;
-
-vec4 getPosition(ivec2 pos_screen, int sample)
-{
- float depth = texelFetch(depthMap, pos_screen, sample).r;
- vec2 sc = vec2(pos_screen.xy)*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-void main()
-{
- vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
- ivec2 itc = ivec2(frag);
-
- int wght = 0;
- vec3 fcol = vec3(0,0,0);
-
- for (int s = 0; s < samples; ++s)
- {
- vec3 pos = getPosition(itc, s).xyz;
- if (pos.z >= far_z)
- {
- vec3 norm = texelFetch(normalMap, itc, s).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- norm = normalize(norm);
- vec4 spec = texelFetch(specularRect, itc, s);
- vec3 diff = texelFetch(diffuseRect, itc, s).rgb;
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
- vec3 out_col = vec3(0,0,0);
- vec3 npos = normalize(-pos);
-
- // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
- for (int i = 0; i < MAX_LIGHT_COUNT; ++i)
- {
- bool light_contrib = (i < light_count);
-
- vec3 lv = light[i].xyz-pos;
- float dist2 = dot(lv,lv);
- dist2 /= light[i].w;
- if (dist2 > 1.0)
- {
- light_contrib = false;
- }
-
- float da = dot(norm, lv);
- if (da < 0.0)
- {
- light_contrib = false;
- }
-
- if (light_contrib)
- {
- lv = normalize(lv);
- da = dot(norm, lv);
-
- float fa = light_col[i].a+1.0;
- float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
- dist_atten *= noise;
-
- float lit = da * dist_atten;
-
- vec3 col = light_col[i].rgb*lit*diff;
- //vec3 col = vec3(dist2, light_col[i].a, lit);
-
- if (spec.a > 0.0)
- {
- //vec3 ref = dot(pos+lv, norm);
-
- float sa = dot(normalize(lv+npos),norm);
-
- if (sa > 0.0)
- {
- sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
- sa *= noise;
- col += da*sa*light_col[i].rgb*spec.rgb;
- }
- }
-
- out_col += col;
- }
- }
-
- fcol += out_col;
- ++wght;
- }
- }
-
- if (wght <= 0)
- {
- discard;
- }
-
- gl_FragColor.rgb = fcol/samples;
- gl_FragColor.a = 0.0;
-
-
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
index 1362a48daf..eefefa640d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
@@ -23,16 +23,17 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
void main()
{
//transform vertex
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_fragcoord = pos;
gl_Position = pos;
- gl_FrontColor = gl_Color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 85b0ce5beb..2196d14895 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -23,7 +23,9 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
//class 1 -- no shadows
@@ -35,7 +37,6 @@ uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
uniform sampler2D projectionMap;
uniform mat4 proj_mat; //screen space to light space
@@ -55,9 +56,12 @@ uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
-varying vec4 vary_light;
+uniform vec3 center;
+uniform vec3 color;
+uniform float falloff;
+uniform float size;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
@@ -110,7 +114,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
vec4 getPosition(vec2 pos_screen)
{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
@@ -129,9 +133,9 @@ void main()
frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = vary_light.xyz-pos.xyz;
+ vec3 lv = center.xyz-pos.xyz;
float dist2 = dot(lv,lv);
- dist2 /= vary_light.w;
+ dist2 /= size;
if (dist2 > 1.0)
{
discard;
@@ -150,7 +154,7 @@ void main()
proj_tc.xyz /= proj_tc.w;
- float fa = gl_Color.a+1.0;
+ float fa = falloff+1.0;
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
if (dist_atten <= 0.0)
{
@@ -182,7 +186,7 @@ void main()
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+ vec3 lcol = color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
@@ -199,7 +203,7 @@ void main()
amb_da = min(amb_da, 1.0-lit);
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
@@ -232,7 +236,7 @@ void main()
stc.y > 0.0)
{
vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
+ col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb;
}
}
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl
deleted file mode 100644
index 10285817c2..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl
+++ /dev/null
@@ -1,250 +0,0 @@
-/**
- * @file multiSpotLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-//class 1 -- no shadows
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-uniform sampler2DMS diffuseRect;
-uniform sampler2DMS specularRect;
-uniform sampler2DMS depthMap;
-uniform sampler2DMS normalMap;
-uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
-uniform sampler2D projectionMap;
-
-uniform mat4 proj_mat; //screen space to light space
-uniform float proj_near; //near clip for projection
-uniform vec3 proj_p; //plane projection is emitting from (in screen space)
-uniform vec3 proj_n;
-uniform float proj_focus; //distance from plane to begin blurring
-uniform float proj_lod; //(number of mips in proj map)
-uniform float proj_range; //range between near clip and far clip plane of projection
-uniform float proj_ambient_lod;
-uniform float proj_ambiance;
-uniform float near_clip;
-uniform float far_clip;
-
-uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
-uniform float sun_wash;
-uniform float shadow_fade;
-
-varying vec4 vary_light;
-
-varying vec4 vary_fragcoord;
-uniform vec2 screen_res;
-
-uniform mat4 inv_proj;
-
-vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = tc-vec2(0.5);
-
- float det = max(1.0-lod/(proj_lod*0.5), 0.0);
-
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
-
- return ret;
-}
-
-vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
-
- float det = min(lod/(proj_lod*0.5), 1.0);
-
- float d = min(dist.x, dist.y);
-
- float edge = 0.25*det;
-
- ret *= clamp(d/edge, 0.0, 1.0);
-
- return ret;
-}
-
-vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = tc-vec2(0.5);
-
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
-
- return ret;
-}
-
-
-vec4 getPosition(ivec2 pos_screen, int sample)
-{
- float depth = texelFetch(depthMap, pos_screen, sample).r;
- vec2 sc = vec2(pos_screen.xy)*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-void main()
-{
- int wght = 0;
-
- vec3 fcol = vec3(0,0,0);
-
- vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
-
- ivec2 itc = ivec2(frag.xy);
-
- for (int i = 0; i < samples; ++i)
- {
- vec3 pos = getPosition(itc, i).xyz;
- vec3 lv = vary_light.xyz-pos.xyz;
- float dist2 = dot(lv,lv);
- dist2 /= vary_light.w;
- if (dist2 <= 1.0)
- {
- vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0;
-
- norm = normalize(norm);
- float l_dist = -dot(lv, proj_n);
-
- vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
- if (proj_tc.z >= 0.0)
- {
- proj_tc.xyz /= proj_tc.w;
-
- float fa = gl_Color.a+1.0;
- float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
- if (dist_atten > 0.0)
- {
- lv = proj_origin-pos.xyz;
- lv = normalize(lv);
- float da = dot(norm, lv);
-
- vec3 col = vec3(0,0,0);
-
- vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
-
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
- if (proj_tc.z > 0.0 &&
- proj_tc.x < 1.0 &&
- proj_tc.y < 1.0 &&
- proj_tc.x > 0.0 &&
- proj_tc.y > 0.0)
- {
- float lit = 0.0;
- float amb_da = proj_ambiance;
-
- if (da > 0.0)
- {
- float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
- float lod = diff * proj_lod;
-
- vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
-
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
-
- lit = da * dist_atten * noise;
-
- col = lcol*lit*diff_tex;
- amb_da += (da*0.5)*proj_ambiance;
- }
-
- //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
- vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
-
- amb_da += (da*da*0.5+0.5)*proj_ambiance;
-
- amb_da *= dist_atten * noise;
-
- amb_da = min(amb_da, 1.0-lit);
-
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
- }
-
-
- vec4 spec = texelFetch(specularRect, itc, i);
- if (spec.a > 0.0)
- {
- vec3 ref = reflect(normalize(pos), norm);
-
- //project from point pos in direction ref to plane proj_p, proj_n
- vec3 pdelta = proj_p-pos;
- float ds = dot(ref, proj_n);
-
- if (ds < 0.0)
- {
- vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
-
- vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
-
- if (stc.z > 0.0)
- {
- stc.xy /= stc.w;
-
- float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
-
- stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
-
- if (stc.x < 1.0 &&
- stc.y < 1.0 &&
- stc.x > 0.0 &&
- stc.y > 0.0)
- {
- vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
- }
- }
- }
- }
-
- fcol += col;
- ++wght;
- }
- }
- }
- }
-
- if (wght <= 0)
- {
- discard;
- }
-
- gl_FragColor.rgb = fcol/samples;
- gl_FragColor.a = 0.0;
-}
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl
index c2cc8ed567..879942d8fa 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl
@@ -1,5 +1,5 @@
/**
- * @file glowExtractF.glsl
+ * @file normgenF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -23,34 +23,34 @@
* $/LicenseInfo$
*/
+#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
+uniform sampler2D alphaMap;
-uniform sampler2DMS diffuseMap;
-uniform float minLuminance;
-uniform float maxExtractAlpha;
-uniform vec3 lumWeights;
-uniform vec3 warmthWeights;
-uniform float warmthAmount;
+VARYING vec2 vary_texcoord0;
+
+uniform float stepX;
+uniform float stepY;
+uniform float norm_scale;
void main()
{
- ivec2 itc = ivec2(gl_TexCoord[0].xy);
- vec4 fcol = vec4(0,0,0,0);
-
- for (int i = 0; i < samples; i++)
- {
- vec4 col = texelFetch(diffuseMap, itc, i);
+ float alpha = texture2D(alphaMap, vary_texcoord0).a;
- /// CALCULATING LUMINANCE (Using NTSC lum weights)
- /// http://en.wikipedia.org/wiki/Luma_%28video%29
- float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
- float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) );
+ vec3 right = vec3(norm_scale, 0, (texture2D(alphaMap, vary_texcoord0+vec2(stepX, 0)).a-alpha)*255);
+ vec3 left = vec3(-norm_scale, 0, (texture2D(alphaMap, vary_texcoord0-vec2(stepX, 0)).a-alpha)*255);
+ vec3 up = vec3(0, -norm_scale, (texture2D(alphaMap, vary_texcoord0-vec2(0, stepY)).a-alpha)*255);
+ vec3 down = vec3(0, norm_scale, (texture2D(alphaMap, vary_texcoord0+vec2(0, stepY)).a-alpha)*255);
- fcol += vec4(col.rgb, max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha));
- }
-
- gl_FragColor = fcol/samples;
+ vec3 norm = cross(right, down) + cross(down, left) + cross(left,up) + cross(up, right);
+
+ norm = normalize(norm);
+ norm *= 0.5;
+ norm += 0.5;
+
+ gl_FragColor = vec4(norm, alpha);
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl
index a6a206502c..9bceae05b7 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl
@@ -1,5 +1,5 @@
/**
- * @file giFinalV.glsl
+ * @file normgenV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -23,15 +23,14 @@
* $/LicenseInfo$
*/
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
-
-varying vec2 vary_fragcoord;
-uniform vec2 screen_res;
+VARYING vec2 vary_fragcoord;
+VARYING vec2 vary_texcoord0;
void main()
{
- //transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
+ gl_Position = vec4(position.x*2.0-1.0, position.y*2.0-1.0, -1.0, 1.0);
+ vary_texcoord0 = texcoord0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index 0771f9b91a..b673d00d6e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -23,10 +23,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
@@ -38,9 +40,12 @@ uniform sampler2DRect depthMap;
uniform vec3 env_mat[3];
uniform float sun_wash;
-varying vec4 vary_light;
+uniform vec3 center;
+uniform vec3 color;
+uniform float falloff;
+uniform float size;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
@@ -67,9 +72,9 @@ void main()
frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = vary_light.xyz-pos;
+ vec3 lv = center.xyz-pos;
float dist2 = dot(lv,lv);
- dist2 /= vary_light.w;
+ dist2 /= size;
if (dist2 > 1.0)
{
discard;
@@ -90,11 +95,11 @@ void main()
float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
- float fa = gl_Color.a+1.0;
+ float fa = falloff+1.0;
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
float lit = da * dist_atten * noise;
- col = gl_Color.rgb*lit*col;
+ col = color.rgb*lit*col;
vec4 spec = texture2DRect(specularRect, frag.xy);
if (spec.a > 0.0)
@@ -102,9 +107,9 @@ void main()
float sa = dot(normalize(lv-normalize(pos)),norm);
if (sa > 0.0)
{
- sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
+ sa = texture2D(lightFunc, vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);
sa *= noise;
- col += da*sa*gl_Color.rgb*spec.rgb;
+ col += da*sa*color.rgb*spec.rgb;
}
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl
deleted file mode 100644
index cdce58c84e..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl
+++ /dev/null
@@ -1,126 +0,0 @@
-/**
- * @file pointLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-uniform sampler2DMS depthMap;
-uniform sampler2DMS diffuseRect;
-uniform sampler2DMS specularRect;
-uniform sampler2DMS normalMap;
-uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
-
-
-uniform vec3 env_mat[3];
-uniform float sun_wash;
-
-varying vec4 vary_light;
-
-varying vec4 vary_fragcoord;
-uniform vec2 screen_res;
-
-uniform mat4 inv_proj;
-uniform vec4 viewport;
-
-vec4 getPosition(ivec2 pos_screen, int sample)
-{
- float depth = texelFetch(depthMap, pos_screen, sample).r;
- vec2 sc = (vec2(pos_screen.xy)-viewport.xy)*2.0;
- sc /= viewport.zw;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-void main()
-{
- vec4 frag = vary_fragcoord;
- frag.xyz /= frag.w;
- frag.xyz = frag.xyz*0.5+0.5;
- frag.xy *= screen_res;
-
- ivec2 itc = ivec2(frag.xy);
-
- int wght = 0;
- vec3 fcol = vec3(0,0,0);
-
- for (int s = 0; s < samples; ++s)
- {
- vec3 pos = getPosition(itc, s).xyz;
- vec3 lv = vary_light.xyz-pos;
- float dist2 = dot(lv,lv);
- dist2 /= vary_light.w;
- if (dist2 <= 1.0)
- {
- vec3 norm = texelFetch(normalMap, itc, s).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- float da = dot(norm, lv);
- if (da >= 0.0)
- {
- norm = normalize(norm);
- lv = normalize(lv);
- da = dot(norm, lv);
-
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
-
- vec3 col = texelFetch(diffuseRect, itc, s).rgb;
- float fa = gl_Color.a+1.0;
- float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
- float lit = da * dist_atten * noise;
-
- col = gl_Color.rgb*lit*col;
-
- vec4 spec = texelFetch(specularRect, itc, s);
- if (spec.a > 0.0)
- {
- float sa = dot(normalize(lv-normalize(pos)),norm);
- if (sa > 0.0)
- {
- sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
- sa *= noise;
- col += da*sa*gl_Color.rgb*spec.rgb;
- }
- }
-
- fcol += col;
- ++wght;
- }
- }
- }
-
- if (wght <= 0)
- {
- discard;
- }
-
- gl_FragColor.rgb = fcol/samples;
- gl_FragColor.a = 0.0;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
index db1b9d3feb..cb14e6d4e8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
@@ -23,23 +23,17 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
-varying vec4 vary_light;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
void main()
{
//transform vertex
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_fragcoord = pos;
- vec4 tex = gl_MultiTexCoord0;
- tex.w = 1.0;
-
- vary_light = gl_MultiTexCoord0;
-
gl_Position = pos;
-
- gl_FrontColor = gl_Color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
index 29f5f899ba..4603d99c5e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -22,82 +22,32 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect edgeMap;
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2D bloomMap;
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-uniform float depth_cutoff;
-uniform float norm_cutoff;
-uniform float focal_distance;
-uniform float blur_constant;
-uniform float tan_pixel_angle;
-uniform float magnification;
+uniform sampler2DRect diffuseRect;
uniform mat4 inv_proj;
uniform vec2 screen_res;
+uniform float max_cof;
+uniform float res_scale;
-varying vec2 vary_fragcoord;
-
-float getDepth(vec2 pos_screen)
-{
- float z = texture2DRect(depthMap, pos_screen.xy).r;
- z = z*2.0-1.0;
- vec4 ndc = vec4(0.0, 0.0, z, 1.0);
- vec4 p = inv_proj*ndc;
- return p.z/p.w;
-}
-
-float calc_cof(float depth)
-{
- float sc = abs(depth-focal_distance)/-depth*blur_constant;
-
- sc /= magnification;
-
- // tan_pixel_angle = pixel_length/-depth;
- float pixel_length = tan_pixel_angle*-focal_distance;
-
- sc = sc/pixel_length;
- sc *= 1.414;
-
- return sc;
-}
+VARYING vec2 vary_fragcoord;
-void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc)
+void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc)
{
- float d = getDepth(tc);
-
- float sc = calc_cof(d);
-
- float wg = 0.25;
-
vec4 s = texture2DRect(diffuseRect, tc);
- // de-weight dull areas to make highlights 'pop'
- wg += s.r+s.g+s.b;
-
- diff += wg*s;
-
- w += wg;
-}
-void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, vec2 tc)
-{
- float d = getDepth(tc);
-
- float sc = calc_cof(d);
-
- if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius
- || d < cur_depth) //sampled pixel is further away than current pixel
+ float sc = s.a*max_cof;
+
+ if (sc > min_sc) //sampled pixel is more "out of focus" than current sample radius
{
float wg = 0.25;
- vec4 s = texture2DRect(diffuseRect, tc);
// de-weight dull areas to make highlights 'pop'
wg += s.r+s.g+s.b;
@@ -107,30 +57,20 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ve
}
}
-
void main()
{
- vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
-
vec2 tc = vary_fragcoord.xy;
- float depth = getDepth(tc);
-
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
{
float w = 1.0;
- float sc = calc_cof(depth);
- sc = min(abs(sc), 10.0);
-
- float fd = depth*0.5f;
-
+ float sc = diff.a*max_cof;
+
float PI = 3.14159265358979323846264;
// sample quite uniformly spaced points within a circle, for a circular 'bokeh'
- //if (depth < focal_distance)
{
while (sc > 0.5)
{
@@ -141,7 +81,7 @@ void main()
float samp_x = sc*sin(ang);
float samp_y = sc*cos(ang);
// you could test sample coords against an interesting non-circular aperture shape here, if desired.
- dofSample(diff, w, sc, depth, vary_fragcoord.xy + vec2(samp_x,samp_y));
+ dofSample(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y));
}
sc -= 1.0;
}
@@ -150,6 +90,5 @@ void main()
diff /= w;
}
- vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
- gl_FragColor = diff + bloom;
+ gl_FragColor = diff;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl
deleted file mode 100644
index 792102a64d..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl
+++ /dev/null
@@ -1,151 +0,0 @@
-/**
- * @file postDeferredF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-uniform sampler2DMS diffuseRect;
-uniform sampler2DMS edgeMap;
-uniform sampler2DMS depthMap;
-uniform sampler2DMS normalMap;
-uniform sampler2D bloomMap;
-
-uniform float depth_cutoff;
-uniform float norm_cutoff;
-uniform float focal_distance;
-uniform float blur_constant;
-uniform float tan_pixel_angle;
-uniform float magnification;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-varying vec2 vary_fragcoord;
-
-vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
-{
- vec4 ret = vec4(0,0,0,0);
- for (int i = 0; i < samples; ++i)
- {
- ret += texelFetch(tex, tc, i);
- }
-
- return ret/samples;
-}
-
-float getDepth(ivec2 pos_screen)
-{
- float z = texture2DMS(depthMap, pos_screen.xy).r;
- z = z*2.0-1.0;
- vec4 ndc = vec4(0.0, 0.0, z, 1.0);
- vec4 p = inv_proj*ndc;
- return p.z/p.w;
-}
-
-float calc_cof(float depth)
-{
- float sc = abs(depth-focal_distance)/-depth*blur_constant;
-
- sc /= magnification;
-
- // tan_pixel_angle = pixel_length/-depth;
- float pixel_length = tan_pixel_angle*-focal_distance;
-
- sc = sc/pixel_length;
- sc *= 1.414;
-
- return sc;
-}
-
-void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ivec2 tc)
-{
- float d = getDepth(tc);
-
- float sc = calc_cof(d);
-
- if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius
- || d < cur_depth) //sampled pixel is further away than current pixel
- {
- float wg = 0.25;
-
- vec4 s = texture2DMS(diffuseRect, tc);
- // de-weight dull areas to make highlights 'pop'
- wg += s.r+s.g+s.b;
-
- diff += wg*s;
-
- w += wg;
- }
-}
-
-
-void main()
-{
- ivec2 itc = ivec2(vary_fragcoord.xy);
-
- vec3 norm = texture2DMS(normalMap, itc).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
-
- float depth = getDepth(itc);
-
- vec4 diff = texture2DMS(diffuseRect, itc);
-
- {
- float w = 1.0;
-
- float sc = calc_cof(depth);
- sc = min(abs(sc), 10.0);
-
- float fd = depth*0.5f;
-
- float PI = 3.14159265358979323846264;
-
- int isc = int(sc);
-
- // sample quite uniformly spaced points within a circle, for a circular 'bokeh'
- //if (depth < focal_distance)
- {
- for (int x = -isc; x <= isc; x+=2)
- {
- for (int y = -isc; y <= isc; y+=2)
- {
- ivec2 cur_samp = ivec2(x,y);
- float cur_sc = length(vec2(cur_samp));
- if (cur_sc < sc)
- {
- dofSample(diff, w, cur_sc, depth, itc+cur_samp);
- }
- }
- }
- }
-
- diff /= w;
- }
-
- vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
- gl_FragColor = diff + bloom;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
index 34e30a3070..c275434777 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
@@ -1,5 +1,5 @@
/**
- * @file postDeferredF.glsl
+ * @file postDeferredNoDoFF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -23,15 +23,17 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect diffuseRect;
uniform sampler2D bloomMap;
uniform vec2 screen_res;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
void main()
{
@@ -40,3 +42,4 @@ void main()
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
gl_FragColor = diff + bloom;
}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
index cb83dda795..8edf5b2723 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
@@ -22,16 +22,23 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+VARYING vec2 vary_fragcoord;
+VARYING vec2 vary_tc;
+
+uniform vec2 tc_scale;
-varying vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
{
//transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
+ vary_tc = (pos.xy*0.5+0.5)*tc_scale;
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
index 99257daca4..84d65d5b3b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
@@ -22,9 +22,11 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
+ #ifdef DEFINE_GL_FRAGCOLOR
+ out vec4 gl_FragColor;
+ #endif
+
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect giLightMap;
@@ -38,7 +40,7 @@ uniform int kern_length;
uniform float kern_scale;
uniform vec3 blur_quad;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -94,7 +96,5 @@ void main()
col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z;
- gl_FragData[0].xyz = col;
-
- //gl_FragColor = ccol;
+ gl_FragColor.rgb = col;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
index 6231ee68b7..0d5c8e7287 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
@@ -22,16 +22,19 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
+
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
{
//transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
index 615317febf..46d42d2a4a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
@@ -22,19 +22,24 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform float minimum_alpha;
-uniform float maximum_alpha;
uniform sampler2D diffuseMap;
-varying vec4 post_pos;
+VARYING vec4 post_pos;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- float alpha = texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a;
+ float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * vertex_color.a;
- if (alpha < minimum_alpha || alpha > maximum_alpha)
+ if (alpha < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
index 4be18a9c5e..6a3cba771b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
@@ -22,20 +22,27 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
-varying vec4 post_pos;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 post_pos;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
- vec4 pos = gl_ModelViewProjectionMatrix*gl_Vertex;
+ vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
post_pos = pos;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_FrontColor = gl_Color;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
index 541f08d5fe..bf75ca262e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
@@ -23,9 +23,11 @@
* $/LicenseInfo$
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-
-varying vec4 post_pos;
+VARYING vec4 post_pos;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
index fc3ff45614..8b46e81f90 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
@@ -22,15 +22,17 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
-varying vec4 post_pos;
+ATTRIBUTE vec3 position;
+
+VARYING vec4 post_pos;
void main()
{
//transform vertex
- vec4 pos = gl_ModelViewProjectionMatrix*gl_Vertex;
+ vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
post_pos = pos;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
index 59c0a994cd..96ad0aa93a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -23,13 +23,15 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
/////////////////////////////////////////////////////////////////////////
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
-varying vec4 vary_HazeColor;
+VARYING vec4 vary_HazeColor;
uniform sampler2D cloud_noise_texture;
uniform vec4 gamma;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index 3a44bb6d26..721de18e0b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -22,15 +22,19 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
// SKY ////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-varying vec4 vary_HazeColor;
+VARYING vec4 vary_HazeColor;
+VARYING vec2 vary_texcoord0;
// Inputs
uniform vec3 camPosLocal;
@@ -57,12 +61,12 @@ void main()
{
// World / view / projection
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = texcoord0;
// Get relative position
- vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
- //vec3 P = gl_Vertex.xyz + vec3(0,50,0);
+ vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
+ //vec3 P = position.xyz + vec3(0,50,0);
// Set altitude
if (P.y > 0.)
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 855d89ebe6..60952ea38e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -23,10 +23,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect positionMap;
@@ -63,8 +65,8 @@ uniform vec3 env_mat[3];
//uniform vec4 shadow_clip;
uniform mat3 ssao_effect_mat;
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
+uniform vec3 sun_dir;
+VARYING vec2 vary_fragcoord;
vec3 vary_PositionEye;
@@ -146,10 +148,6 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
vec3 P = inPositionEye;
setPositionEye(P);
- //(TERRAIN) limit altitude
- if (P.y > max_y.x) P *= (max_y.x / P.y);
- if (P.y < -max_y.x) P *= (-max_y.x / P.y);
-
vec3 tmpLightnorm = lightnorm.xyz;
vec3 Pn = normalize(P);
@@ -283,7 +281,7 @@ void main()
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
- float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
+ float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
vec4 diffuse = texture2DRect(diffuseRect, tc);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
@@ -304,8 +302,8 @@ void main()
// the old infinite-sky shiny reflection
//
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
- float sa = dot(refnormpersp, vary_light.xyz);
- vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a;
+ float sa = dot(refnormpersp, sun_dir.xyz);
+ vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).r;
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
@@ -324,5 +322,6 @@ void main()
}
gl_FragColor.rgb = col;
+
gl_FragColor.a = bloom;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl
deleted file mode 100644
index f118b0da2a..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl
+++ /dev/null
@@ -1,342 +0,0 @@
-/**
- * @file softenLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-uniform sampler2DMS diffuseRect;
-uniform sampler2DMS specularRect;
-uniform sampler2DMS normalMap;
-uniform sampler2DMS depthMap;
-uniform sampler2D noiseMap;
-uniform samplerCube environmentMap;
-uniform sampler2D lightFunc;
-
-uniform float blur_size;
-uniform float blur_fidelity;
-
-// Inputs
-uniform vec4 morphFactor;
-uniform vec3 camPosLocal;
-//uniform vec4 camPosWorld;
-uniform vec4 gamma;
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 ambient;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 distance_multiplier;
-uniform vec4 max_y;
-uniform vec4 glow;
-uniform float scene_light_strength;
-uniform vec3 env_mat[3];
-//uniform mat4 shadow_matrix[3];
-//uniform vec4 shadow_clip;
-uniform mat3 ssao_effect_mat;
-
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
-
-vec3 vary_PositionEye;
-
-vec3 vary_SunlitColor;
-vec3 vary_AmblitColor;
-vec3 vary_AdditiveColor;
-vec3 vary_AtmosAttenuation;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-vec4 getPosition_d(vec2 pos_screen, float depth)
-{
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-vec3 getPositionEye()
-{
- return vary_PositionEye;
-}
-vec3 getSunlitColor()
-{
- return vary_SunlitColor;
-}
-vec3 getAmblitColor()
-{
- return vary_AmblitColor;
-}
-vec3 getAdditiveColor()
-{
- return vary_AdditiveColor;
-}
-vec3 getAtmosAttenuation()
-{
- return vary_AtmosAttenuation;
-}
-
-
-void setPositionEye(vec3 v)
-{
- vary_PositionEye = v;
-}
-
-void setSunlitColor(vec3 v)
-{
- vary_SunlitColor = v;
-}
-
-void setAmblitColor(vec3 v)
-{
- vary_AmblitColor = v;
-}
-
-void setAdditiveColor(vec3 v)
-{
- vary_AdditiveColor = v;
-}
-
-void setAtmosAttenuation(vec3 v)
-{
- vary_AtmosAttenuation = v;
-}
-
-void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
-
- vec3 P = inPositionEye;
- setPositionEye(P);
-
- //(TERRAIN) limit altitude
- if (P.y > max_y.x) P *= (max_y.x / P.y);
- if (P.y < -max_y.x) P *= (-max_y.x / P.y);
-
- vec3 tmpLightnorm = lightnorm.xyz;
-
- vec3 Pn = normalize(P);
- float Plen = length(P);
-
- vec4 temp1 = vec4(0);
- vec3 temp2 = vec3(0);
- vec4 blue_weight;
- vec4 haze_weight;
- vec4 sunlight = sunlight_color;
- vec4 light_atten;
-
- //sunlight attenuation effect (hue and brightness) due to atmosphere
- //this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
- //I had thought blue_density and haze_density should have equal weighting,
- //but attenuation due to haze_density tends to seem too strong
-
- temp1 = blue_density + vec4(haze_density.r);
- blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density.r) / temp1;
-
- //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
- temp2.y = max(0.0, tmpLightnorm.y);
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
-
- // main atmospheric scattering line integral
- temp2.z = Plen * density_multiplier.x;
-
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
-
- //final atmosphere attenuation factor
- setAtmosAttenuation(temp1.rgb);
-
- //compute haze glow
- //(can use temp2.x as temp because we haven't used it yet)
- temp2.x = dot(Pn, tmpLightnorm.xyz);
- temp2.x = 1. - temp2.x;
- //temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .03); //was glow.y
- //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
- temp2.x *= glow.x;
- //higher glow.x gives dimmer glow (because next step is 1 / "angle")
- temp2.x = pow(temp2.x, glow.z);
- //glow.z should be negative, so we're doing a sort of (1 / "angle") function
-
- //add "minimum anti-solar illumination"
- temp2.x += .25;
-
- //increase ambient when there are more clouds
- vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
-
- /* decrease value and saturation (that in HSV, not HSL) for occluded areas
- * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
- * // The following line of code performs the equivalent of:
- * float ambAlpha = tmpAmbient.a;
- * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
- * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
- * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
- */
- tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
-
- //haze color
- setAdditiveColor(
- vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
- + tmpAmbient)));
-
- //brightness of surface both sunlight and ambient
- setSunlitColor(vec3(sunlight * .5));
- setAmblitColor(vec3(tmpAmbient * .25));
- setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
-}
-
-vec3 atmosLighting(vec3 light)
-{
- light *= getAtmosAttenuation().r;
- light += getAdditiveColor();
- return (2.0 * light);
-}
-
-vec3 atmosTransport(vec3 light) {
- light *= getAtmosAttenuation().r;
- light += getAdditiveColor() * 2.0;
- return light;
-}
-vec3 atmosGetDiffuseSunlightColor()
-{
- return getSunlitColor();
-}
-
-vec3 scaleDownLight(vec3 light)
-{
- return (light / scene_light_strength );
-}
-
-vec3 scaleUpLight(vec3 light)
-{
- return (light * scene_light_strength);
-}
-
-vec3 atmosAmbient(vec3 light)
-{
- return getAmblitColor() + light / 2.0;
-}
-
-vec3 atmosAffectDirectionalLight(float lightIntensity)
-{
- return getSunlitColor() * lightIntensity;
-}
-
-vec3 scaleSoftClip(vec3 light)
-{
- //soft clip effect:
- light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, gamma.xxx);
-
- return light;
-}
-
-vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
-{
- vec4 ret = vec4(0,0,0,0);
-
- for (int i = 0; i < samples; ++i)
- {
- ret += texelFetch(tex,tc,i);
- }
-
- return ret/samples;
-}
-
-void main()
-{
- vec2 tc = vary_fragcoord.xy;
- ivec2 itc = ivec2(tc);
-
- vec4 fcol = vec4(0,0,0,0);
-
- for (int i = 0; i < samples; ++i)
- {
- float depth = texelFetch(depthMap, itc, i).r;
- vec3 pos = getPosition_d(tc, depth).xyz;
- vec3 norm = texelFetch(normalMap, itc, i).xyz;
-
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
-
- float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
-
- vec4 diffuse = texelFetch(diffuseRect, itc, i);
- vec3 col;
- float bloom = 0.0;
-
- if (diffuse.a < 0.9)
- {
- vec4 spec = texelFetch(specularRect, itc, i);
-
- calcAtmospherics(pos.xyz, 1.0);
-
- col = atmosAmbient(vec3(0));
- col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a));
-
- col *= diffuse.rgb;
-
- if (spec.a > 0.0) // specular reflection
- {
- // the old infinite-sky shiny reflection
- //
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
- float sa = dot(refnormpersp, vary_light.xyz);
- vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a;
-
- // add the two types of shiny together
- vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib);
- col += spec_contrib;
- }
-
- col = atmosLighting(col);
- col = scaleSoftClip(col);
- col = mix(col, diffuse.rgb, diffuse.a);
- }
- else
- {
- col = diffuse.rgb;
- }
-
- fcol += vec4(col, bloom);
- }
-
- gl_FragColor = fcol/samples;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
index fed238510a..c6031fc45a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
@@ -23,22 +23,18 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
uniform vec2 screen_res;
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
void main()
{
//transform vertex
- gl_Position = ftransform();
-
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
- vec4 tex = gl_MultiTexCoord0;
- tex.w = 1.0;
-
- vary_light = gl_MultiTexCoord0;
+ vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 7363bd6715..cc0f4e5b6b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -23,17 +23,18 @@
* $/LicenseInfo$
*/
-
-
+
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
-uniform samplerCube environmentMap;
uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
uniform sampler2D projectionMap;
uniform mat4 proj_mat; //screen space to light space
@@ -50,9 +51,12 @@ uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
-varying vec4 vary_light;
+uniform vec3 center;
+uniform vec3 color;
+uniform float falloff;
+uniform float size;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
@@ -78,9 +82,9 @@ void main()
frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = vary_light.xyz-pos.xyz;
+ vec3 lv = center.xyz-pos.xyz;
float dist2 = dot(lv,lv);
- dist2 /= vary_light.w;
+ dist2 /= size;
if (dist2 > 1.0)
{
discard;
@@ -100,7 +104,7 @@ void main()
proj_tc.xyz /= proj_tc.w;
- float fa = gl_Color.a+1.0;
+ float fa = falloff+1.0;
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
lv = proj_origin-pos.xyz;
@@ -126,7 +130,7 @@ void main()
vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+ vec3 lcol = color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
@@ -145,7 +149,7 @@ void main()
amb_da = min(amb_da, 1.0-lit);
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
@@ -174,7 +178,7 @@ void main()
stc.y > 0.0)
{
vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
+ col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb;
}
}
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl
deleted file mode 100644
index 0c0171881f..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl
+++ /dev/null
@@ -1,252 +0,0 @@
-/**
- * @file multiSpotLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-//class 1 -- no shadows
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-uniform sampler2DMS diffuseRect;
-uniform sampler2DMS specularRect;
-uniform sampler2DMS depthMap;
-uniform sampler2DMS normalMap;
-uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
-uniform sampler2D projectionMap;
-
-uniform mat4 proj_mat; //screen space to light space
-uniform float proj_near; //near clip for projection
-uniform vec3 proj_p; //plane projection is emitting from (in screen space)
-uniform vec3 proj_n;
-uniform float proj_focus; //distance from plane to begin blurring
-uniform float proj_lod; //(number of mips in proj map)
-uniform float proj_range; //range between near clip and far clip plane of projection
-uniform float proj_ambient_lod;
-uniform float proj_ambiance;
-uniform float near_clip;
-uniform float far_clip;
-
-uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
-uniform float sun_wash;
-uniform int proj_shadow_idx;
-uniform float shadow_fade;
-
-varying vec4 vary_light;
-
-varying vec4 vary_fragcoord;
-uniform vec2 screen_res;
-
-uniform mat4 inv_proj;
-
-vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = tc-vec2(0.5);
-
- float det = max(1.0-lod/(proj_lod*0.5), 0.0);
-
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
-
- return ret;
-}
-
-vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
-
- float det = min(lod/(proj_lod*0.5), 1.0);
-
- float d = min(dist.x, dist.y);
-
- float edge = 0.25*det;
-
- ret *= clamp(d/edge, 0.0, 1.0);
-
- return ret;
-}
-
-vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = tc-vec2(0.5);
-
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
-
- return ret;
-}
-
-
-vec4 getPosition(ivec2 pos_screen, int sample)
-{
- float depth = texelFetch(depthMap, pos_screen, sample).r;
- vec2 sc = vec2(pos_screen.xy)*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-void main()
-{
- vec4 frag = vary_fragcoord;
- frag.xyz /= frag.w;
- frag.xyz = frag.xyz*0.5+0.5;
- frag.xy *= screen_res;
- ivec2 itc = ivec2(frag.xy);
-
- vec3 fcol = vec3(0,0,0);
- int wght = 0;
-
- for (int i = 0; i < samples; ++i)
- {
- vec3 pos = getPosition(itc, i).xyz;
- vec3 lv = vary_light.xyz-pos.xyz;
- float dist2 = dot(lv,lv);
- dist2 /= vary_light.w;
- if (dist2 <= 1.0)
- {
- vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0;
-
- norm = normalize(norm);
- float l_dist = -dot(lv, proj_n);
-
- vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
- if (proj_tc.z >= 0.0)
- {
- proj_tc.xyz /= proj_tc.w;
-
- float fa = gl_Color.a+1.0;
- float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
- if (dist_atten > 0.0)
- {
- lv = proj_origin-pos.xyz;
- lv = normalize(lv);
- float da = dot(norm, lv);
-
- vec3 col = vec3(0,0,0);
-
- vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
-
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
- if (proj_tc.z > 0.0 &&
- proj_tc.x < 1.0 &&
- proj_tc.y < 1.0 &&
- proj_tc.x > 0.0 &&
- proj_tc.y > 0.0)
- {
- float lit = 0.0;
- float amb_da = proj_ambiance;
-
- if (da > 0.0)
- {
- float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
- float lod = diff * proj_lod;
-
- vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
-
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
-
- lit = da * dist_atten * noise;
-
- col = lcol*lit*diff_tex;
- amb_da += (da*0.5)*proj_ambiance;
- }
-
- //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
- vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
-
- amb_da += (da*da*0.5+0.5)*proj_ambiance;
-
- amb_da *= dist_atten * noise;
-
- amb_da = min(amb_da, 1.0-lit);
-
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
- }
-
-
- vec4 spec = texelFetch(specularRect, itc, i);
- if (spec.a > 0.0)
- {
- vec3 ref = reflect(normalize(pos), norm);
-
- //project from point pos in direction ref to plane proj_p, proj_n
- vec3 pdelta = proj_p-pos;
- float ds = dot(ref, proj_n);
-
- if (ds < 0.0)
- {
- vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
-
- vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
-
- if (stc.z > 0.0)
- {
- stc.xy /= stc.w;
-
- float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
-
- stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
-
- if (stc.x < 1.0 &&
- stc.y < 1.0 &&
- stc.x > 0.0 &&
- stc.y > 0.0)
- {
- vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
- }
- }
- }
- }
-
- fcol += col;
- ++wght;
- }
- }
- }
- }
-
- if (wght <= 0)
- {
- discard;
- }
-
- gl_FragColor.rgb = fcol/samples;
- gl_FragColor.a = 0.0;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
index 4ab59d4d66..03fccd2766 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
@@ -22,14 +22,19 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
void main()
{
- vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 col = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy);
gl_FragData[0] = col;
gl_FragData[1] = vec4(0,0,0,0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
index 84adf6bc41..8bc5b06379 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
@@ -22,14 +22,21 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_FrontColor = gl_Color;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
index 78ea15e87a..adc7c5d005 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
@@ -23,12 +23,14 @@
* $/LicenseInfo$
*/
-
-
//class 1, no shadow, no SSAO, should never be called
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
void main()
{
gl_FragColor = vec4(0,0,0,0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
index 2f880d65dd..fc5959a33c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -23,9 +23,12 @@
*/
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
//class 1 -- no shadow, SSAO only
uniform sampler2DRect depthMap;
@@ -41,8 +44,7 @@ uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
-varying vec2 vary_fragcoord;
-varying vec4 vary_light;
+VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl
deleted file mode 100644
index abb64334ed..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl
+++ /dev/null
@@ -1,140 +0,0 @@
-/**
- * @file sunLightSSAOF.glsl
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-//class 1 -- no shadow, SSAO only
-
-uniform sampler2DMS depthMap;
-uniform sampler2DMS normalMap;
-uniform sampler2D noiseMap;
-
-
-// Inputs
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform float ssao_radius;
-uniform float ssao_max_radius;
-uniform float ssao_factor;
-uniform float ssao_factor_inv;
-
-varying vec2 vary_fragcoord;
-varying vec4 vary_light;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-uniform float shadow_bias;
-uniform float shadow_offset;
-
-vec4 getPosition(ivec2 pos_screen, int sample)
-{
- float depth = texelFetch(depthMap, pos_screen, sample).r;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-//calculate decreases in ambient lighting when crowded out (SSAO)
-float calcAmbientOcclusion(vec4 pos, vec3 norm, int sample)
-{
- float ret = 1.0;
-
- vec2 kern[8];
- // exponentially (^2) distant occlusion samples spread around origin
- kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
- kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
- kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
- kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
- kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
- kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
- kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
- kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
-
- vec2 pos_screen = vary_fragcoord.xy;
- vec3 pos_world = pos.xyz;
- vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
-
- float angle_hidden = 0.0;
- int points = 0;
-
- float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
-
- // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations unrolling?)
- for (int i = 0; i < 8; i++)
- {
- ivec2 samppos_screen = ivec2(pos_screen + scale * reflect(kern[i], noise_reflect));
- vec3 samppos_world = getPosition(samppos_screen, sample).xyz;
-
- vec3 diff = pos_world - samppos_world;
- float dist2 = dot(diff, diff);
-
- // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
- // --> solid angle shrinking by the square of distance
- //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
- //(k should vary inversely with # of samples, but this is taken care of later)
-
- angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
-
- // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
- points = points + int(diff.z > -1.0);
- }
-
- angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
-
- ret = (1.0 - (float(points != 0) * angle_hidden));
-
- return min(ret, 1.0);
-}
-
-void main()
-{
- vec2 pos_screen = vary_fragcoord.xy;
- ivec2 itc = ivec2(pos_screen);
-
- float col = 0;
-
- for (int i = 0; i < samples; i++)
- {
- vec4 pos = getPosition(itc, i);
- vec3 norm = texelFetch(normalMap, itc, i).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- col += calcAmbientOcclusion(pos,norm,i);
- }
-
- col /= samples;
-
- gl_FragColor[0] = 1.0;
- gl_FragColor[1] = col;
- gl_FragColor[2] = 1.0;
- gl_FragColor[3] = 1.0;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
index e7ab11c6ed..473d6df8fa 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
@@ -22,24 +22,20 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
{
//transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
- vec4 tex = gl_MultiTexCoord0;
- tex.w = 1.0;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
- vary_light = gl_MultiTexCoord0;
-
- gl_FrontColor = gl_Color;
+ vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
index c6578ea177..e014e53d25 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -23,7 +23,9 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
uniform sampler2D detail_0;
uniform sampler2D detail_1;
@@ -31,20 +33,22 @@ uniform sampler2D detail_2;
uniform sampler2D detail_3;
uniform sampler2D alpha_ramp;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
void main()
{
/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
- vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
- vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
- vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
- vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
+ vec4 color0 = texture2D(detail_0, vary_texcoord0.xy);
+ vec4 color1 = texture2D(detail_1, vary_texcoord0.xy);
+ vec4 color2 = texture2D(detail_2, vary_texcoord0.xy);
+ vec4 color3 = texture2D(detail_3, vary_texcoord0.xy);
- float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
- float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
- float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
+ float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a;
+ float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
+ float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
gl_FragData[0] = vec4(outColor.rgb, 0.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
index fc19a73709..5effee4e4e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
@@ -22,10 +22,24 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
-varying vec3 vary_normal;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+
+VARYING vec3 vary_normal;
+
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
+
+uniform vec4 object_plane_s;
+uniform vec4 object_plane_t;
vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
{
@@ -44,16 +58,16 @@ vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_normal = normalize(gl_NormalMatrix * gl_Normal);
+ vary_normal = normalize(normal_matrix * normal);
// Transform and pass tex coords
- gl_TexCoord[0].xy = texgen_object(gl_Vertex, gl_MultiTexCoord0, gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy;
+ vary_texcoord0.xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;
- vec4 t = gl_MultiTexCoord1;
+ vec4 t = vec4(texcoord1,0,1);
- gl_TexCoord[0].zw = t.xy;
- gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0);
- gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0);
+ vary_texcoord0.zw = t.xy;
+ vary_texcoord1.xy = t.xy-vec2(2.0, 0.0);
+ vary_texcoord1.zw = t.xy-vec2(1.0, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
index 56a149523e..ea98d6884c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
@@ -22,17 +22,28 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
uniform sampler2D diffuseMap;
-varying vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec3 vary_normal;
+VARYING vec2 vary_texcoord0;
+
+uniform float minimum_alpha;
void main()
{
- vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
- gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005);
+ vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
+ if (col.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ gl_FragData[0] = vec4(vertex_color.rgb*col.rgb, 0.0);
gl_FragData[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
new file mode 100644
index 0000000000..20d0170535
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
@@ -0,0 +1,49 @@
+/**
+ * @file treeShadowF.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+uniform float minimum_alpha;
+
+uniform sampler2D diffuseMap;
+
+VARYING vec4 post_pos;
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a;
+
+ if (alpha < minimum_alpha)
+ {
+ discard;
+ }
+
+ gl_FragColor = vec4(1,1,1,1);
+
+ gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl
index fed238510a..e472a75304 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl
@@ -1,7 +1,7 @@
/**
- * @file softenLightF.glsl
+ * @file treeShadowV.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
@@ -22,23 +22,24 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
-uniform vec2 screen_res;
+VARYING vec4 post_pos;
+VARYING vec2 vary_texcoord0;
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
void main()
{
//transform vertex
- gl_Position = ftransform();
+ vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
+
+ post_pos = pos;
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
-
- vec4 tex = gl_MultiTexCoord0;
- tex.w = 1.0;
+ gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
- vary_light = gl_MultiTexCoord0;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
index 01401028d6..3b6571a24a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
@@ -22,18 +22,26 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+uniform mat3 normal_matrix;
-varying vec3 vary_normal;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vary_normal = normalize(gl_NormalMatrix * gl_Normal);
+ vary_normal = normalize(normal_matrix * normal);
- gl_FrontColor = gl_Color;
+ vertex_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index c3e7371c8e..4c9ea24a24 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -23,10 +23,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragData[3];
+#endif
+
vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);
@@ -58,10 +60,10 @@ uniform vec2 screen_res;
uniform mat4 norm_mat; //region space to screen space
//bigWave is (refCoord.w, view.w);
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
-varying vec4 vary_position;
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
+VARYING vec4 vary_position;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
index 9d415ade85..9734acf005 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
@@ -22,7 +22,11 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
void calcAtmospherics(vec3 inPositionEye);
@@ -33,11 +37,11 @@ uniform float time;
uniform vec3 eyeVec;
uniform float waterHeight;
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
-varying vec4 vary_position;
+VARYING vec4 vary_position;
float wave(vec2 v, float t, float f, vec2 d, float s)
{
@@ -47,43 +51,42 @@ float wave(vec2 v, float t, float f, vec2 d, float s)
void main()
{
//transform vertex
- vec4 position = gl_Vertex;
- mat4 modelViewProj = gl_ModelViewProjectionMatrix;
+ vec4 pos = vec4(position.xyz, 1.0);
+ mat4 modelViewProj = modelview_projection_matrix;
vec4 oPosition;
//get view vector
vec3 oEyeVec;
- oEyeVec.xyz = position.xyz-eyeVec;
+ oEyeVec.xyz = pos.xyz-eyeVec;
float d = length(oEyeVec.xy);
float ld = min(d, 2560.0);
- position.xy = eyeVec.xy + oEyeVec.xy/d*ld;
+ pos.xy = eyeVec.xy + oEyeVec.xy/d*ld;
view.xyz = oEyeVec;
d = clamp(ld/1536.0-0.5, 0.0, 1.0);
d *= d;
- oPosition = position;
+ oPosition = vec4(position, 1.0);
oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d);
- vary_position = gl_ModelViewMatrix * oPosition;
+ vary_position = modelview_matrix * oPosition;
oPosition = modelViewProj * oPosition;
refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
//get wave position parameter (create sweeping horizontal waves)
- vec3 v = position.xyz;
+ vec3 v = pos.xyz;
v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0;
//push position for further horizon effect.
- position.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
- position.w = 1.0;
- position = position*gl_ModelViewMatrix;
-
- calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz);
-
+ pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
+ pos.w = 1.0;
+ pos = modelview_matrix*pos;
+ calcAtmospherics(pos.xyz);
+
//pass wave parameters to pixel shader
vec2 bigWave = (v.xy) * vec2(0.04,0.04) + d1 * time * 0.055;
//get two normal map (detail map) texture coordinates
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
index e827863436..9a3d792224 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
@@ -23,10 +23,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect diffuseMap;
uniform float minLuminance;
uniform float maxExtractAlpha;
@@ -34,10 +36,11 @@ uniform vec3 lumWeights;
uniform vec3 warmthWeights;
uniform float warmthAmount;
+VARYING vec2 vary_texcoord0;
+
void main()
{
- vec4 col = texture2DRect(diffuseMap, gl_TexCoord[0].xy);
-
+ vec4 col = texture2DRect(diffuseMap, vary_texcoord0.xy);
/// CALCULATING LUMINANCE (Using NTSC lum weights)
/// http://en.wikipedia.org/wiki/Luma_%28video%29
float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
@@ -45,4 +48,5 @@ void main()
gl_FragColor.rgb = col.rgb;
gl_FragColor.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha);
+
}
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
index 8db6d1bf24..1396dc6973 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
@@ -23,11 +23,16 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec2 vary_texcoord0;
void main()
{
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_Position = modelview_projection_matrix * vec4(position, 1.0);
- gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;
+ vary_texcoord0.xy = texcoord0;
}
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl
index 75cff75ea9..90bb84323c 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl
@@ -23,11 +23,18 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
uniform sampler2D diffuseMap;
uniform float glowStrength;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
+VARYING vec4 vary_texcoord2;
+VARYING vec4 vary_texcoord3;
+
void main()
{
@@ -38,14 +45,14 @@ void main()
kern[0] = 0.25; kern[1] = 0.5; kern[2] = 0.8; kern[3] = 1.0;
kern[4] = 1.0; kern[5] = 0.8; kern[6] = 0.5; kern[7] = 0.25;
- col += kern[0] * texture2D(diffuseMap, gl_TexCoord[0].xy);
- col += kern[1] * texture2D(diffuseMap, gl_TexCoord[1].xy);
- col += kern[2] * texture2D(diffuseMap, gl_TexCoord[2].xy);
- col += kern[3] * texture2D(diffuseMap, gl_TexCoord[3].xy);
- col += kern[4] * texture2D(diffuseMap, gl_TexCoord[0].zw);
- col += kern[5] * texture2D(diffuseMap, gl_TexCoord[1].zw);
- col += kern[6] * texture2D(diffuseMap, gl_TexCoord[2].zw);
- col += kern[7] * texture2D(diffuseMap, gl_TexCoord[3].zw);
+ col += kern[0] * texture2D(diffuseMap, vary_texcoord0.xy);
+ col += kern[1] * texture2D(diffuseMap, vary_texcoord1.xy);
+ col += kern[2] * texture2D(diffuseMap, vary_texcoord2.xy);
+ col += kern[3] * texture2D(diffuseMap, vary_texcoord3.xy);
+ col += kern[4] * texture2D(diffuseMap, vary_texcoord0.zw);
+ col += kern[5] * texture2D(diffuseMap, vary_texcoord1.zw);
+ col += kern[6] * texture2D(diffuseMap, vary_texcoord2.zw);
+ col += kern[7] * texture2D(diffuseMap, vary_texcoord3.zw);
gl_FragColor = vec4(col.rgb * glowStrength, col.a);
}
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
index a5aacc0196..cdb2281578 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
@@ -23,20 +23,28 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
uniform vec2 glowDelta;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
+VARYING vec4 vary_texcoord2;
+VARYING vec4 vary_texcoord3;
+
void main()
{
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_Position = modelview_projection_matrix * vec4(position, 1.0);
- gl_TexCoord[0].xy = gl_MultiTexCoord0.xy + glowDelta*(-3.5);
- gl_TexCoord[1].xy = gl_MultiTexCoord0.xy + glowDelta*(-2.5);
- gl_TexCoord[2].xy = gl_MultiTexCoord0.xy + glowDelta*(-1.5);
- gl_TexCoord[3].xy = gl_MultiTexCoord0.xy + glowDelta*(-0.5);
- gl_TexCoord[0].zw = gl_MultiTexCoord0.xy + glowDelta*(0.5);
- gl_TexCoord[1].zw = gl_MultiTexCoord0.xy + glowDelta*(1.5);
- gl_TexCoord[2].zw = gl_MultiTexCoord0.xy + glowDelta*(2.5);
- gl_TexCoord[3].zw = gl_MultiTexCoord0.xy + glowDelta*(3.5);
+ vary_texcoord0.xy = texcoord0 + glowDelta*(-3.5);
+ vary_texcoord1.xy = texcoord0 + glowDelta*(-2.5);
+ vary_texcoord2.xy = texcoord0 + glowDelta*(-1.5);
+ vary_texcoord3.xy = texcoord0 + glowDelta*(-0.5);
+ vary_texcoord0.zw = texcoord0 + glowDelta*(0.5);
+ vary_texcoord1.zw = texcoord0 + glowDelta*(1.5);
+ vary_texcoord2.zw = texcoord0 + glowDelta*(2.5);
+ vary_texcoord3.zw = texcoord0 + glowDelta*(3.5);
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
index c61d5a2a08..18f6d91804 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
@@ -1,4 +1,4 @@
-/**
+/**
* @file terrainF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
@@ -23,19 +23,42 @@
* $/LicenseInfo$
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+VARYING vec4 vertex_color;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
-uniform sampler2D detail0;
-uniform sampler2D detail1;
-uniform sampler2D alphaRamp;
+uniform sampler2D detail_0;
+uniform sampler2D detail_1;
+uniform sampler2D detail_2;
+uniform sampler2D detail_3;
+uniform sampler2D alpha_ramp;
-void main()
+vec3 atmosLighting(vec3 light);
+
+vec3 scaleSoftClip(vec3 color);
+
+void main()
{
- float a = texture2D(alphaRamp, gl_TexCoord[1].xy).a;
- vec3 color = mix(texture2D(detail1, gl_TexCoord[2].xy).rgb,
- texture2D(detail0, gl_TexCoord[0].xy).rgb,
- a);
+ /// Note: This should duplicate the blending functionality currently used for the terrain rendering.
+
+ /// TODO Confirm tex coords and bind them appropriately in vert shader.
+ vec4 color0 = texture2D(detail_0, vary_texcoord0.xy);
+ vec4 color1 = texture2D(detail_1, vary_texcoord0.xy);
+ vec4 color2 = texture2D(detail_2, vary_texcoord0.xy);
+ vec4 color3 = texture2D(detail_3, vary_texcoord0.xy);
- gl_FragColor.rgb = color;
- gl_FragColor.a = texture2D(alphaRamp, gl_TexCoord[3].xy).a;
+ float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a;
+ float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
+ float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
+ vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
+
+ /// Add WL Components
+ outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
+
+ gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0);
}
+
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
index 917891c063..d09c5f9247 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
@@ -1,4 +1,4 @@
-/**
+/**
* @file terrainV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
@@ -22,8 +22,25 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+uniform vec4 object_plane_t;
+uniform vec4 object_plane_s;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+
+VARYING vec4 vertex_color;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
+
+void calcAtmospherics(vec3 inPositionEye);
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
@@ -44,17 +61,27 @@ vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-
- vec4 pos = gl_ModelViewMatrix * gl_Vertex;
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+
+ vec4 pos = modelview_matrix * vec4(position.xyz, 1.0);
+ vec3 norm = normalize(normal_matrix * normal);
+
+ calcAtmospherics(pos.xyz);
+
+ /// Potentially better without it for water.
+ pos /= pos.w;
+
+ vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0));
- vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), gl_Color);
+ vertex_color = color;
+
+ // Transform and pass tex coords
+ vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;
- gl_FrontColor = color;
+ vec4 t = vec4(texcoord1,0,1);
- gl_TexCoord[0] = texgen_object(gl_Vertex,gl_MultiTexCoord0,gl_TextureMatrix[0],gl_ObjectPlaneS[0],gl_ObjectPlaneT[0]);
- gl_TexCoord[1] = gl_TextureMatrix[1]*gl_MultiTexCoord1;
- gl_TexCoord[2] = texgen_object(gl_Vertex,gl_MultiTexCoord2,gl_TextureMatrix[2],gl_ObjectPlaneS[2],gl_ObjectPlaneT[2]);
- gl_TexCoord[3] = gl_TextureMatrix[3]*gl_MultiTexCoord3;
+ vary_texcoord0.zw = t.xy;
+ vary_texcoord1.xy = t.xy-vec2(2.0, 0.0);
+ vary_texcoord1.zw = t.xy-vec2(1.0, 0.0);
}
+
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
index 711b42b95e..e5c7ced52c 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
@@ -1,4 +1,4 @@
-/**
+/**
* @file terrainWaterF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
@@ -22,22 +22,44 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-// this class1 shader is just a copy of terrainF
+VARYING vec4 vertex_color;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
-uniform sampler2D detail0;
-uniform sampler2D detail1;
-uniform sampler2D alphaRamp;
+uniform sampler2D detail_0;
+uniform sampler2D detail_1;
+uniform sampler2D detail_2;
+uniform sampler2D detail_3;
+uniform sampler2D alpha_ramp;
-void main()
+vec3 atmosLighting(vec3 light);
+
+vec4 applyWaterFog(vec4 color);
+
+void main()
{
- float a = texture2D(alphaRamp, gl_TexCoord[1].xy).a;
- vec3 color = mix(texture2D(detail1, gl_TexCoord[2].xy).rgb,
- texture2D(detail0, gl_TexCoord[0].xy).rgb,
- a);
+ /// Note: This should duplicate the blending functionality currently used for the terrain rendering.
+
+ /// TODO Confirm tex coords and bind them appropriately in vert shader.
+ vec4 color0 = texture2D(detail_0, vary_texcoord0.xy);
+ vec4 color1 = texture2D(detail_1, vary_texcoord0.xy);
+ vec4 color2 = texture2D(detail_2, vary_texcoord0.xy);
+ vec4 color3 = texture2D(detail_3, vary_texcoord0.xy);
- gl_FragColor.rgb = color;
- gl_FragColor.a = texture2D(alphaRamp, gl_TexCoord[3].xy).a;
+ float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a;
+ float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
+ float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
+ vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
+
+ /// Add WL Components
+ outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
+
+ outColor = applyWaterFog(outColor);
+ gl_FragColor = outColor;
}
+
diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
index 72e8e739b3..1fdb90f792 100644
--- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
@@ -23,36 +23,82 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
uniform sampler2D screenTex;
+uniform sampler2D refTex;
+uniform sampler2D screenDepth;
+uniform vec4 fogCol;
+uniform vec3 lightDir;
+uniform vec3 specular;
+uniform float lightExp;
+uniform vec2 fbScale;
uniform float refScale;
+uniform float znear;
+uniform float zfar;
+uniform float kd;
+uniform vec4 waterPlane;
+uniform vec3 eyeVec;
uniform vec4 waterFogColor;
+uniform float waterFogDensity;
+uniform float waterFogKS;
+uniform vec2 screenRes;
//bigWave is (refCoord.w, view.w);
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
-void main()
+vec4 applyWaterFog(vec4 color, vec3 viewVec)
{
- vec4 color;
+ //normalize view vector
+ vec3 view = normalize(viewVec);
+ float es = -view.z;
+
+ //find intersection point with water plane and eye vector
- //get bigwave normal
- vec3 wavef = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0;
-
- //get detail normals
- vec3 dcol = texture2D(bumpMap, littleWave.xy).rgb*0.75;
- dcol += texture2D(bumpMap, littleWave.zw).rgb*1.25;
-
- //interpolate between big waves and little waves (big waves in deep water)
- wavef = (wavef+dcol)*0.5;
+ //get eye depth
+ float e0 = max(-waterPlane.w, 0.0);
+
+ //get object depth
+ float depth = length(viewVec);
+
+ //get "thickness" of water
+ float l = max(depth, 0.1);
- //crunch normal to range [-1,1]
- wavef -= vec3(1,1,1);
+ float kd = waterFogDensity;
+ float ks = waterFogKS;
+ vec4 kc = waterFogColor;
+
+ float F = 0.98;
+
+ float t1 = -kd * pow(F, ks * e0);
+ float t2 = kd + ks * es;
+ float t3 = pow(F, t2*l) - 1.0;
+
+ float L = min(t1/t2*t3, 1.0);
+
+ float D = pow(0.98, l*kd);
+ //return vec4(1.0, 0.0, 1.0, 1.0);
+ return color * D + kc * L;
+ //depth /= 10.0;
+ //return vec4(depth,depth,depth,0.0);
+}
+
+void main()
+{
+ vec4 color;
+
+ //get detail normals
+ vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+ vec3 wavef = normalize(wave1+wave2+wave3);
//figure out distortion vector (ripply)
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
@@ -60,6 +106,5 @@ void main()
vec4 fb = texture2D(screenTex, distort);
- gl_FragColor.rgb = mix(waterFogColor.rgb, fb.rgb, waterFogColor.a * 0.001 + 0.999);
- gl_FragColor.a = fb.a;
+ gl_FragColor = applyWaterFog(fb,view.xyz);
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
index 4d555b566a..444c896d38 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
@@ -23,20 +23,19 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);
-vec3 applyWaterFog(vec4 inColor);
-uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
uniform sampler2D screenTex;
uniform sampler2D refTex;
uniform float sunAngle;
uniform float sunAngle2;
-uniform float scaledAngle;
uniform vec3 lightDir;
uniform vec3 specular;
uniform float lightExp;
@@ -47,67 +46,92 @@ uniform vec3 normScale;
uniform float fresnelScale;
uniform float fresnelOffset;
uniform float blurMultiplier;
-uniform vec4 fogCol;
+
//bigWave is (refCoord.w, view.w);
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
void main()
{
- vec3 viewVec = view.xyz;
vec4 color;
- float dist = length(viewVec.xy);
+ float dist = length(view.xy);
//normalize view vector
- viewVec = normalize(viewVec);
+ vec3 viewVec = normalize(view.xyz);
//get wave normals
- vec3 wavef = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0;
-
- //get detail normals
- vec3 dcol = texture2D(bumpMap, littleWave.xy).rgb*0.75;
- dcol += texture2D(bumpMap, littleWave.zw).rgb*1.25;
-
- //interpolate between big waves and little waves (big waves in deep water)
- wavef = (wavef + dcol) * 0.5;
-
- //crunch normal to range [-1,1]
- wavef -= vec3(1,1,1);
- wavef = normalize(wavef);
-
+ vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
//get base fresnel components
- float df = dot(viewVec,wavef) * fresnelScale + fresnelOffset;
+ vec3 df = vec3(
+ dot(viewVec, wave1),
+ dot(viewVec, (wave2 + wave3) * 0.5),
+ dot(viewVec, wave3)
+ ) * fresnelScale + fresnelOffset;
+ df *= df;
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
float dist2 = dist;
dist = max(dist, 5.0);
+ float dmod = sqrt(dist);
+
+ vec2 dmod_scale = vec2(dmod*dmod, dmod);
+
//get reflected color
- vec2 refdistort = wavef.xy*dot(normScale, vec3(0.333));
- vec2 refvec = distort+refdistort/dist;
- vec4 refcol = texture2D(refTex, refvec);
+ vec2 refdistort1 = wave1.xy*normScale.x;
+ vec2 refvec1 = distort+refdistort1/dmod_scale;
+ vec4 refcol1 = texture2D(refTex, refvec1);
+
+ vec2 refdistort2 = wave2.xy*normScale.y;
+ vec2 refvec2 = distort+refdistort2/dmod_scale;
+ vec4 refcol2 = texture2D(refTex, refvec2);
+
+ vec2 refdistort3 = wave3.xy*normScale.z;
+ vec2 refvec3 = distort+refdistort3/dmod_scale;
+ vec4 refcol3 = texture2D(refTex, refvec3);
+
+ vec4 refcol = refcol1 + refcol2 + refcol3;
+ float df1 = df.x + df.y + df.z;
+ refcol *= df1 * 0.333;
+
+ vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
+
+ wavef.z *= max(-viewVec.z, 0.1);
+ wavef = normalize(wavef);
+
+ float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
+
+ vec2 refdistort4 = wavef.xy*0.125;
+ refdistort4.y -= abs(refdistort4.y);
+ vec2 refvec4 = distort+refdistort4/dmod;
+ float dweight = min(dist2*blurMultiplier, 1.0);
+ vec4 baseCol = texture2D(refTex, refvec4);
+ refcol = mix(baseCol*df2, refcol, dweight);
//get specular component
float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
-
+
//harden specular
- spec = pow(spec, lightExp);
+ spec = pow(spec, 128.0);
//figure out distortion vector (ripply)
- vec2 distort2 = distort+wavef.xy*refScale/max(dist*df, 1.0);
+ vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
vec4 fb = texture2D(screenTex, distort2);
//mix with reflection
- color.rgb = mix(mix(fogCol.rgb, fb.rgb, fogCol.a), refcol.rgb, df);
+ // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
+ color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
color.rgb += spec * specular;
- //color.rgb = applyWaterFog(color);//atmosTransport(color.rgb);
+ color.rgb = atmosTransport(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
color.a = spec * sunAngle2;
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
index d44690d1fb..4bdfce9260 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
@@ -25,16 +25,50 @@
+uniform vec4 lightnorm;
+uniform vec4 waterPlane;
+uniform vec4 waterFogColor;
+uniform float waterFogDensity;
+uniform float waterFogKS;
+
+vec3 getPositionEye();
+
vec4 applyWaterFog(vec4 color)
{
- // GL_EXP2 Fog
- //float fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);
- // GL_EXP Fog
- // float fog = exp(-gl_Fog.density * gl_FogFragCoord);
- // GL_LINEAR Fog
- float fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale;
- fog = clamp(fog, 0.0, 1.0);
- color.rgb = mix(gl_Fog.color.rgb, color.rgb, fog);
+ //normalize view vector
+ vec3 view = normalize(getPositionEye());
+ float es = -(dot(view, waterPlane.xyz));
+
+ //find intersection point with water plane and eye vector
+
+ //get eye depth
+ float e0 = max(-waterPlane.w, 0.0);
+
+ vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
+
+ //get object depth
+ float depth = length(getPositionEye() - int_v);
+
+ //get "thickness" of water
+ float l = max(depth, 0.1);
+
+ float kd = waterFogDensity;
+ float ks = waterFogKS;
+ vec4 kc = waterFogColor;
+
+ float F = 0.98;
+
+ float t1 = -kd * pow(F, ks * e0);
+ float t2 = kd + ks * es;
+ float t3 = pow(F, t2*l) - 1.0;
+
+ float L = min(t1/t2*t3, 1.0);
+
+ float D = pow(0.98, l*kd);
+
+ color.rgb = color.rgb * D + kc.rgb * L;
+ color.a = kc.a + color.a;
+
return color;
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
index 610c06fbbc..f66ba1d2d9 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
@@ -22,8 +22,11 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
void calcAtmospherics(vec3 inPositionEye);
@@ -33,9 +36,9 @@ uniform float time;
uniform vec3 eyeVec;
uniform float waterHeight;
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
float wave(vec2 v, float t, float f, vec2 d, float s)
{
@@ -45,8 +48,7 @@ float wave(vec2 v, float t, float f, vec2 d, float s)
void main()
{
//transform vertex
- vec4 position = gl_Vertex;
- mat4 modelViewProj = gl_ModelViewProjectionMatrix;
+ mat4 modelViewProj = modelview_projection_matrix;
vec4 oPosition;
@@ -57,27 +59,29 @@ void main()
float d = length(oEyeVec.xy);
float ld = min(d, 2560.0);
- position.xy = eyeVec.xy + oEyeVec.xy/d*ld;
+ vec3 lpos = position;
+ lpos.xy = eyeVec.xy + oEyeVec.xy/d*ld;
view.xyz = oEyeVec;
d = clamp(ld/1536.0-0.5, 0.0, 1.0);
d *= d;
- oPosition = position;
+ oPosition = vec4(lpos, 1.0);
oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d);
oPosition = modelViewProj * oPosition;
refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
//get wave position parameter (create sweeping horizontal waves)
- vec3 v = position.xyz;
+ vec3 v = lpos;
v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0;
//push position for further horizon effect.
- position.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
- position.w = 1.0;
- position = position*gl_ModelViewMatrix;
+ vec4 pos;
+ pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
+ pos.w = 1.0;
+ pos = modelview_matrix*pos;
- calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz);
+ calcAtmospherics(pos.xyz);
//pass wave parameters to pixel shader
diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl
index 56a149523e..d2f5e1987a 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl
@@ -1,5 +1,5 @@
/**
- * @file treeF.glsl
+ * @file alphamaskF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,18 +22,25 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
uniform sampler2D diffuseMap;
-varying vec3 vary_normal;
+uniform float minimum_alpha;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec4 vertex_color;
void main()
{
- vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
- gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005);
- gl_FragData[1] = vec4(0,0,0,0);
- vec3 nvn = normalize(vary_normal);
- gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+ vec4 col = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy);
+ if (col.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ gl_FragColor = col;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl
index 2d99ef5481..3580d1f27b 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl
@@ -1,5 +1,5 @@
/**
- * @file giV.glsl
+ * @file alphamaskV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,19 +22,21 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
-varying vec2 vary_fragcoord;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
-uniform vec2 screen_res;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- //transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
-
- gl_FrontColor = gl_Color;
+ gl_Position = modelview_projection_matrix * vec4(position, 1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vertex_color = diffuse_color;
}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl
index 27c63fdc8b..4b481ba834 100644
--- a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl
@@ -22,14 +22,21 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2D diffuseMap;
uniform float custom_alpha;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void main()
{
- vec4 color = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy);
color.a *= custom_alpha;
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl
index c4c896c35c..890474d6d8 100644
--- a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl
@@ -22,13 +22,20 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_FrontColor = gl_Color;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = texcoord0;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl
new file mode 100644
index 0000000000..6bcc97ba18
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl
@@ -0,0 +1,35 @@
+/**
+ * @file debugF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+uniform vec4 color;
+
+void main()
+{
+ gl_FragColor = color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/debugV.glsl b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl
new file mode 100644
index 0000000000..f4d704577a
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl
@@ -0,0 +1,34 @@
+/**
+ * @file debugV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+void main()
+{
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
index b8963e1dec..f67703b839 100644
--- a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
@@ -22,14 +22,21 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
#extension GL_ARB_texture_rectangle : enable
uniform sampler2D glowMap;
uniform sampler2DRect screenMap;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+
void main()
{
- gl_FragColor = texture2D(glowMap, gl_TexCoord[0].xy) +
- texture2DRect(screenMap, gl_TexCoord[1].xy);
+ gl_FragColor = texture2D(glowMap, vary_texcoord0.xy) +
+ texture2DRect(screenMap, vary_texcoord1.xy);
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl
index 7c55fcc286..c66a6e5b48 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl
@@ -1,9 +1,9 @@
/**
- * @file giFinalF.glsl
+ * @file glowcombineFXAAF.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
+ * Copyright (C) 2005, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@@ -23,23 +23,20 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect diffuseRect;
-uniform sampler2D bloomMap;
-uniform sampler2DRect edgeMap;
uniform vec2 screen_res;
-varying vec2 vary_fragcoord;
-
+VARYING vec2 vary_tc;
void main()
{
- vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
- vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
+ vec3 col = texture2DRect(diffuseRect, vary_tc*screen_res).rgb;
- gl_FragColor = bloom + diff;
- //gl_FragColor.rgb = vec3(texture2DRect(edgeMap, vary_fragcoord.xy).a);
+ gl_FragColor = vec4(col.rgb, dot(col.rgb, vec3(0.299, 0.587, 0.144)));
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl
index cb83dda795..058f3b1b82 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl
@@ -1,7 +1,7 @@
/**
- * @file postDeferredV.glsl
+ * @file glowcombineFXAAV.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
@@ -22,16 +22,18 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
-varying vec2 vary_fragcoord;
-uniform vec2 screen_res;
+ATTRIBUTE vec3 position;
+
+VARYING vec2 vary_tc;
void main()
{
- //transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
+ vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ gl_Position = pos;
+
+ vary_tc = pos.xy*0.5+0.5;
}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl
index 4c6360f71d..f7970b7f78 100644
--- a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl
@@ -22,12 +22,20 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
void main()
{
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_MultiTexCoord1;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = texcoord0;
+ vary_texcoord1 = texcoord1;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
index a3cb5225ba..ecbc30f05f 100644
--- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
@@ -23,11 +23,16 @@
* $/LicenseInfo$
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-
+uniform vec4 color;
uniform sampler2D diffuseMap;
+VARYING vec2 vary_texcoord0;
+
void main()
{
- gl_FragColor = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy);
+ gl_FragColor = color*texture2D(diffuseMap, vary_texcoord0.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
index da3bea6d06..9bf7b60eb7 100644
--- a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
@@ -22,24 +22,19 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
- gl_Position = ftransform();
- vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
- pos = normalize(pos);
- float d = dot(pos, normalize(gl_NormalMatrix * gl_Normal));
- d *= d;
- d = 1.0 - d;
- d *= d;
-
- d = min(d, gl_Color.a*2.0);
-
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_FrontColor.rgb = gl_Color.rgb;
- gl_FrontColor.a = max(d, gl_Color.a);
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl
index 57248699cb..85f819f4c2 100644
--- a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl
@@ -23,6 +23,10 @@
* $/LicenseInfo$
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
void main()
{
gl_FragColor = vec4(1,1,1,1);
diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl
index 915e452e0f..c26fa08ddc 100644
--- a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl
@@ -23,8 +23,12 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
void main()
{
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl
new file mode 100644
index 0000000000..fafeb5a7b4
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl
@@ -0,0 +1,37 @@
+/**
+ * @file onetexturenocolorF.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+uniform sampler2D tex0;
+
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ gl_FragColor = texture2D(tex0, vary_texcoord0.xy);
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl
index 6231ee68b7..6b9986c8d7 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl
@@ -1,5 +1,5 @@
/**
- * @file postgiV.glsl
+ * @file onetexturenocolorV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -23,15 +23,16 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
-varying vec2 vary_fragcoord;
-uniform vec2 screen_res;
+VARYING vec2 vary_texcoord0;
void main()
{
- //transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
+ gl_Position = modelview_projection_matrix * vec4(position, 1);
+ vary_texcoord0 = texcoord0;
}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl
index b1d2b949ac..f790122749 100644
--- a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl
@@ -22,12 +22,19 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2D tex0;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void main()
{
- float alpha = texture2D(tex0, gl_TexCoord[0].xy).a * gl_Color.a;
+ float alpha = texture2D(tex0, vary_texcoord0.xy).a * vertex_color.a;
- gl_FragColor = vec4(gl_Color.rgb, alpha);
+ gl_FragColor = vec4(vertex_color.rgb, alpha);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl
index fedf6ae546..c58f9dfdaf 100644
--- a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl
@@ -22,13 +22,20 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
+
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_FrontColor = gl_Color;
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vertex_color = diffuse_color;
+ vary_texcoord0 = texcoord0;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl
index 13517a26ba..a0bb255cfa 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl
@@ -1,9 +1,9 @@
/**
- * @file luminanceF.glsl
+ * @file splattexturerectF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
+ * Copyright (C) 2011, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@@ -23,17 +23,18 @@
* $/LicenseInfo$
*/
+#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-#extension GL_ARB_texture_rectangle : enable
+uniform sampler2DRect screenMap;
-uniform sampler2DRect lightMap;
-uniform sampler2DRect diffuseRect;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
-varying vec2 vary_fragcoord;
void main()
{
- float i = texture2DRect(lightMap, vary_fragcoord.xy).r;
- gl_FragColor.rgb = vec3(i);
- gl_FragColor.a = 1.0;
+ gl_FragColor = texture2DRect(screenMap, vary_texcoord0.xy) * vertex_color;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl
index 190e32b6a3..641d670c26 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl
@@ -1,9 +1,9 @@
/**
- * @file giV.glsl
+ * @file splattexturerectV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
+ * Copyright (C) 2011, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@@ -22,21 +22,20 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
-varying vec2 vary_fragcoord;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec4 diffuse_color;
-uniform vec2 screen_res;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- //transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
- vec4 tex = gl_MultiTexCoord0;
- tex.w = 1.0;
-
- gl_FrontColor = gl_Color;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = texcoord0;
+ vertex_color = diffuse_color;
}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl
index 3408cc44f8..cdb48163dd 100644
--- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl
@@ -22,11 +22,18 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2D tex0;
uniform sampler2D tex1;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+
void main()
{
- gl_FragColor = texture2D(tex0, gl_TexCoord[0].xy)+texture2D(tex1, gl_TexCoord[1].xy);
+ gl_FragColor = texture2D(tex0, vary_texcoord0.xy)+texture2D(tex1, vary_texcoord1.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl
index 94aa964be6..3c2f297f7f 100644
--- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl
@@ -23,12 +23,19 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
void main()
{
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_MultiTexCoord1;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = texcoord0;
+ vary_texcoord1 = texcoord1;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl
index 7694056b08..36d6e06fc5 100644
--- a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl
@@ -22,10 +22,17 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2D diffuseMap;
+VARYING vec2 vary_texcoord0;
+VARYING vec4 vertex_color;
+
void main()
{
- gl_FragColor = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy);
+ gl_FragColor = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl
index b1b90d0b5e..220dafef25 100644
--- a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl
@@ -22,13 +22,21 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_FrontColor = gl_Color;
+ gl_Position = modelview_projection_matrix * vec4(position, 1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
index 4c05329065..10413bdeb0 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
@@ -23,18 +23,23 @@
* $/LicenseInfo$
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
uniform float minimum_alpha;
-uniform float maximum_alpha;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void default_lighting()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
- if (color.a < minimum_alpha || color.a > maximum_alpha)
+ if (color.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl
index 0de909353e..1164e5b0a6 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl
@@ -22,22 +22,26 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-uniform float minimum_alpha;
-uniform float maximum_alpha;
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+uniform float minimum_alpha;
uniform sampler2D diffuseMap;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void default_lighting()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
- if (color.a < minimum_alpha || color.a > maximum_alpha)
+ if (color.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
index 5cb3eb05a7..735f5b3813 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
@@ -22,14 +22,25 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-uniform sampler2D diffuseMap;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+vec3 atmosLighting(vec3 light);
+vec3 scaleSoftClip(vec3 light);
void default_lighting()
{
- vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
+
+ color.rgb = atmosLighting(color.rgb);
+
+ color.rgb = scaleSoftClip(color.rgb);
+
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl
index 8c7713c08d..ba99c0ed71 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl
@@ -22,18 +22,24 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform float minimum_alpha;
-uniform float maximum_alpha;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void fullbright_lighting()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
- if (color.a < minimum_alpha || color.a > maximum_alpha)
+ if (color.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
index f3ba8b73a8..c3edc0bd70 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
@@ -22,14 +22,25 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
-uniform sampler2D diffuseMap;
+vec3 fullbrightAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
void fullbright_lighting()
{
- gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
+
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+
+ gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl
index 89468b9665..276fad4f44 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl
@@ -22,20 +22,26 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform float minimum_alpha;
-uniform float maximum_alpha;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
uniform sampler2D diffuseMap;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void fullbright_lighting()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
- if (color.a < minimum_alpha || color.a > maximum_alpha)
+ if (color.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl
index a909ff608a..4e1e664e6b 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl
@@ -22,8 +22,13 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@@ -32,7 +37,7 @@ uniform sampler2D diffuseMap;
void fullbright_lighting()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
color.rgb = fullbrightAtmosTransport(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
index b4c8a9abce..c981e9eba2 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
@@ -22,14 +22,34 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
-uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
-void fullbright_shiny_lighting()
+vec3 fullbrightShinyAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+
+void fullbright_shiny_lighting()
{
- gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
+
+ color.rgb = fullbrightShinyAtmosTransport(color.rgb);
+
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+
+ color.a = max(color.a, vertex_color.a);
+
+ gl_FragColor = color;
}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl
index af73168c13..a4893f0359 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl
@@ -22,8 +22,14 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
uniform sampler2D diffuseMap;
@@ -33,17 +39,17 @@ vec3 fullbrightScaleSoftClip(vec3 light);
void fullbright_shiny_lighting()
{
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
+ vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = fullbrightShinyAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
- color.a = max(color.a, gl_Color.a);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl
index 925d6fbcfd..c10cde98e0 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl
@@ -21,14 +21,33 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
-uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
-void fullbright_shiny_lighting_water()
+vec3 fullbrightShinyAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void fullbright_shiny_lighting_water()
{
- gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
+
+ color.rgb = fullbrightShinyAtmosTransport(color.rgb);
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+ color.a = max(color.a, vertex_color.a);
+
+ gl_FragColor = applyWaterFog(color);
}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl
index e0a7986705..e9b26087f4 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl
@@ -22,8 +22,13 @@
* $/LicenseInfo$
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
uniform sampler2D diffuseMap;
@@ -34,15 +39,15 @@ vec4 applyWaterFog(vec4 color);
void fullbright_shiny_lighting_water()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = fullbrightShinyAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
- color.a = max(color.a, gl_Color.a);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl
index e5998b77a9..754b2922d9 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl
@@ -23,19 +23,25 @@
* $/LicenseInfo$
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform float minimum_alpha;
-uniform float maximum_alpha;
vec4 diffuseLookup(vec2 texcoord);
vec3 fullbrightAtmosTransport(vec3 light);
vec4 applyWaterFog(vec4 color);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void fullbright_lighting_water()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
- if (color.a < minimum_alpha || color.a > maximum_alpha)
+ if (color.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
index 71238f7d31..2547f9e750 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
@@ -23,13 +23,24 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
-uniform sampler2D diffuseMap;
+vec4 diffuseLookup(vec2 texcoord);
+
+vec3 fullbrightAtmosTransport(vec3 light);
+vec4 applyWaterFog(vec4 color);
void fullbright_lighting_water()
{
- gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
+
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+
+ gl_FragColor = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl
index 3fdd110f7d..f69b907dc7 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl
@@ -22,20 +22,26 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform float minimum_alpha;
-uniform float maximum_alpha;
uniform sampler2D diffuseMap;
vec3 fullbrightAtmosTransport(vec3 light);
vec4 applyWaterFog(vec4 color);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void fullbright_lighting_water()
{
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;
- if (color.a < minimum_alpha || color.a > maximum_alpha)
+ if (color.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl
index 01b89019b1..aa3ef8cdd9 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl
@@ -22,8 +22,13 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
@@ -32,7 +37,7 @@ vec4 applyWaterFog(vec4 color);
void fullbright_lighting_water()
{
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;
color.rgb = fullbrightAtmosTransport(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl
index d419c2d116..9f1a358b53 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl
@@ -22,8 +22,13 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
@@ -32,7 +37,7 @@ vec3 scaleSoftClip(vec3 light);
void default_lighting()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
color.rgb = atmosLighting(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
index 7c9b7c218f..e9c27dbefd 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
@@ -22,16 +22,33 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
-uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
-void shiny_lighting()
+vec3 scaleSoftClip(vec3 light);
+vec3 atmosLighting(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void shiny_lighting()
{
- vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
+
+ color.rgb = atmosLighting(color.rgb);
+
+ color.rgb = scaleSoftClip(color.rgb);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl
index 3b30ebf6f1..595ad74365 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl
@@ -22,9 +22,14 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
uniform sampler2D diffuseMap;
@@ -35,16 +40,16 @@ vec4 applyWaterFog(vec4 color);
void shiny_lighting()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
- color.a = max(color.a, gl_Color.a);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
index ca1af8fc79..68c727d62c 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
@@ -22,16 +22,30 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
-uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
-void shiny_lighting_water()
+vec3 atmosLighting(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void shiny_lighting_water()
{
- vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
- gl_FragColor = color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
+
+ color.rgb = atmosLighting(color.rgb);
+ color.a = max(color.a, vertex_color.a);
+ gl_FragColor = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl
index eeb997fb5f..f32b9e1958 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl
@@ -22,9 +22,14 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
@@ -34,14 +39,14 @@ vec4 applyWaterFog(vec4 color);
void shiny_lighting_water()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = atmosLighting(color.rgb);
- color.a = max(color.a, gl_Color.a);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
index 4a59b8245d..24bf9b3cee 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
@@ -1,5 +1,5 @@
/**
- * @file lightV.glsl
+ * @file lightSpecularV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -25,22 +25,12 @@
-float calcDirectionalLight(vec3 n, vec3 l);
+// All lights, no specular highlights
+
+vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
-// Same as non-specular lighting in lightV.glsl
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
{
- specularColor.rgb = vec3(0.0, 0.0, 0.0);
- vec4 col;
- col.a = color.a;
-
- col.rgb = gl_LightModel.ambient.rgb + baseCol.rgb;
-
- col.rgb += gl_LightSource[0].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[0].position.xyz);
- col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
-
- col.rgb = min(col.rgb*color.rgb, 1.0);
-
- return col;
+ return sumLightsSpecular(pos, norm, color, specularColor, baseCol);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
index 742cb38d80..8045809b82 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
@@ -25,20 +25,12 @@
-float calcDirectionalLight(vec3 n, vec3 l);
+// All lights, no specular highlights
+
+vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight);
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
{
- vec4 col;
- col.a = color.a;
-
- col.rgb = gl_LightModel.ambient.rgb + baseLight.rgb;
-
- col.rgb += gl_LightSource[0].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[0].position.xyz);
- col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
-
- col.rgb = min(col.rgb*color.rgb, 1.0);
-
- return col;
+ return sumLights(pos, norm, color, baseLight);
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl
index 072dcaa6b6..103dd633c9 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl
@@ -22,18 +22,24 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform float minimum_alpha;
-uniform float maximum_alpha;
vec3 atmosLighting(vec3 light);
vec4 applyWaterFog(vec4 color);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void default_lighting_water()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
- if (color.a < minimum_alpha || color.a > maximum_alpha)
+ if (color.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl
index 2df34da4b4..bef72752da 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl
@@ -22,20 +22,26 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform float minimum_alpha;
-uniform float maximum_alpha;
uniform sampler2D diffuseMap;
vec3 atmosLighting(vec3 light);
vec4 applyWaterFog(vec4 color);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void default_lighting_water()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
- if (color.a < minimum_alpha || color.a > maximum_alpha)
+ if (color.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
index da76a977b6..e9537d1e9d 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
@@ -22,14 +22,23 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-uniform sampler2D diffuseMap;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
-void default_lighting_water()
+vec3 atmosLighting(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void default_lighting_water()
{
- vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
- gl_FragColor = color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
+
+ color.rgb = atmosLighting(color.rgb);
+
+ gl_FragColor = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl
index 5a86dad827..8b0c25b705 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl
@@ -22,8 +22,13 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
@@ -32,7 +37,7 @@ vec4 applyWaterFog(vec4 color);
void default_lighting_water()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
color.rgb = atmosLighting(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
index 3e0815226c..7059ff31ae 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
@@ -31,21 +31,22 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 atmosGetDiffuseSunlightColor();
vec3 scaleDownLight(vec3 light);
+uniform vec4 light_position[8];
+uniform vec3 light_diffuse[8];
+
vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
{
- vec4 col;
- col.a = color.a;
-
-
+ vec4 col = vec4(0,0,0, color.a);
+
vec3 view = normalize(pos);
/// collect all the specular values from each calcXXXLightSpecular() function
vec4 specularSum = vec4(0.0);
- col.rgb = gl_LightSource[1].diffuse.rgb * calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz, gl_LightSource[1].diffuse.rgb, 1.0);
+ col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);
col.rgb = scaleDownLight(col.rgb);
col.rgb += atmosAmbient(baseCol.rgb);
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, gl_LightSource[0].position.xyz,atmosGetDiffuseSunlightColor() * baseCol.a, 1.0));
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
col.rgb = min(col.rgb * color.rgb, 1.0);
specularColor.rgb = min(specularColor.rgb * specularSum.rgb, 1.0);
diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
index c271dbcd18..41288c21c1 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
@@ -23,7 +23,8 @@
* $/LicenseInfo$
*/
-
+uniform vec4 light_position[8];
+uniform vec3 light_diffuse[8];
float calcDirectionalLight(vec3 n, vec3 l);
@@ -36,10 +37,10 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
vec4 col;
col.a = color.a;
- col.rgb = gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
+ col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
col.rgb = scaleDownLight(col.rgb);
col.rgb += atmosAmbient(baseLight.rgb);
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
col.rgb = min(col.rgb*color.rgb, 1.0);
diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl
index 11031a8829..4b85d61aca 100644
--- a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl
@@ -22,14 +22,21 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2D texture0;
uniform sampler2D texture1;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+
void main()
{
- float tex0 = texture2D(texture0, gl_TexCoord[0].xy).a;
- float tex1 = texture2D(texture1, gl_TexCoord[1].xy).a;
+ float tex0 = texture2D(texture0, vary_texcoord0.xy).a;
+ float tex1 = texture2D(texture1, vary_texcoord1.xy).a;
gl_FragColor = vec4(tex0+(1.0-tex1)-0.5);
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
index c50ed86315..a7738087dc 100644
--- a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
@@ -22,13 +22,21 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
- gl_FrontColor = gl_Color;
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
index b0114763c1..8494ffba52 100644
--- a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
@@ -1,5 +1,5 @@
/**
- * @file simpleV.glsl
+ * @file emissiveSkinnedV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,30 +22,37 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 projection_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
-void calcAtmospherics(vec3 inPositionEye);
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 emissive;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
-varying float vary_texture_index;
+
+void calcAtmospherics(vec3 inPositionEye);
+mat4 getObjectSkinnedTransform();
void main()
{
//transform vertex
- vec4 vert = vec4(gl_Vertex.xyz,1.0);
- vary_texture_index = gl_Vertex.w;
- gl_Position = gl_ModelViewProjectionMatrix*vert;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vec4 pos = (gl_ModelViewMatrix * vert);
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
-
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
- gl_FrontColor = color;
-
- gl_FogFragCoord = pos.z;
+ vertex_color = emissive;
+
+ gl_Position = projection_matrix*vec4(pos, 1.0);
+
+
}
diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl
index 819b28e4fd..e984deb0c8 100644
--- a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl
@@ -1,7 +1,7 @@
/**
- * @file fullbrightShinyV.glsl
+ * @file emissiveV.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
@@ -22,32 +22,35 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec4 emissive;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void calcAtmospherics(vec3 inPositionEye);
-uniform vec4 origin;
-varying float vary_texture_index;
+
void main()
{
//transform vertex
- vec4 vert = vec4(gl_Vertex.xyz,1.0);
- vary_texture_index = gl_Vertex.w;
- gl_Position = gl_ModelViewProjectionMatrix*vert;
+ passTextureIndex();
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vec4 pos = (gl_ModelViewMatrix * vert);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
- vec3 ref = reflect(pos.xyz, -norm);
-
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
-
+ vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
calcAtmospherics(pos.xyz);
- gl_FrontColor = gl_Color;
+ vertex_color = emissive;
- gl_FogFragCoord = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl
index 0fab5e5001..a54c0caf81 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl
@@ -20,7 +20,7 @@
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
+ * $/LicenseInfo$F
*/
diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl
index abf6e37b7c..5d6f14230c 100644
--- a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl
@@ -1,5 +1,5 @@
/**
- * @file fullbrightV.glsl
+ * @file fullbrightNoColorV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,26 +22,32 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
-void calcAtmospherics(vec3 inPositionEye);
-varying float vary_texture_index;
+void calcAtmospherics(vec3 inPositionEye);
void main()
{
//transform vertex
- vec4 vert = vec4(gl_Vertex.xyz,1.0);
- vary_texture_index = gl_Vertex.w;
- gl_Position = gl_ModelViewProjectionMatrix*vert;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-
- vec4 pos = (gl_ModelViewMatrix * vert);
+ vec4 vert = vec4(position.xyz,1.0);
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
calcAtmospherics(pos.xyz);
- gl_FrontColor = gl_Color;
+ vertex_color = vec4(1,1,1,1);
- gl_FogFragCoord = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
index e1a7f263f7..79b552ee1a 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
@@ -22,6 +22,19 @@
* $/LicenseInfo$
*/
+uniform mat4 texture_matrix0;
+uniform mat4 texture_matrix1;
+uniform mat4 modelview_matrix;
+uniform mat4 projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
void calcAtmospherics(vec3 inPositionEye);
@@ -31,24 +44,24 @@ void main()
{
mat4 mat = getObjectSkinnedTransform();
- mat = gl_ModelViewMatrix * mat;
- vec3 pos = (mat*gl_Vertex).xyz;
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
- vec4 norm = gl_Vertex;
- norm.xyz += gl_Normal.xyz;
+ vec4 norm = vec4(position.xyz, 1.0);
+ norm.xyz += normal.xyz;
norm.xyz = (mat*norm).xyz;
norm.xyz = normalize(norm.xyz-pos.xyz);
vec3 ref = reflect(pos.xyz, -norm.xyz);
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
calcAtmospherics(pos.xyz);
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
+
+ gl_Position = projection_matrix*vec4(pos, 1.0);
- gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
- gl_FogFragCoord = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
index 36b00dfbc1..34bd8d445a 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
@@ -22,28 +22,46 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 texture_matrix1;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
void calcAtmospherics(vec3 inPositionEye);
uniform vec4 origin;
+
+
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
+
+
void main()
{
//transform vertex
- gl_Position = ftransform();
+ vec4 vert = vec4(position.xyz,1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vec3 norm = normalize(normal_matrix * normal);
vec3 ref = reflect(pos.xyz, -norm);
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
calcAtmospherics(pos.xyz);
- gl_FrontColor = gl_Color;
-
- gl_FogFragCoord = pos.z;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
index b540054c56..eff75435a9 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
@@ -22,31 +22,36 @@
* $/LicenseInfo$
*/
+uniform mat4 projection_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
void calcAtmospherics(vec3 inPositionEye);
mat4 getObjectSkinnedTransform();
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+
void main()
{
//transform vertex
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
mat4 mat = getObjectSkinnedTransform();
- mat = gl_ModelViewMatrix * mat;
- vec3 pos = (mat*gl_Vertex).xyz;
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
- vec4 norm = gl_Vertex;
- norm.xyz += gl_Normal.xyz;
- norm.xyz = (mat*norm).xyz;
- norm.xyz = normalize(norm.xyz-pos.xyz);
-
calcAtmospherics(pos.xyz);
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
- gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
+ gl_Position = projection_matrix*vec4(pos, 1.0);
- gl_FogFragCoord = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
index 22f731ffde..fc20d3270e 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
@@ -22,22 +22,37 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
+
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
void calcAtmospherics(vec3 inPositionEye);
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+
void main()
{
//transform vertex
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vec4 vert = vec4(position.xyz,1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
-
calcAtmospherics(pos.xyz);
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
- gl_FogFragCoord = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
index 92c09ce937..3c6e22b295 100644
--- a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
@@ -22,20 +22,22 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-uniform float minimum_alpha;
-uniform float maximum_alpha;
-vec3 fullbrightAtmosTransport(vec3 light);
-vec3 fullbrightScaleSoftClip(vec3 light);
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+uniform float minimum_alpha;
uniform sampler2D diffuseMap;
+VARYING vec2 vary_texcoord0;
+
void main()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
- if (color.a < minimum_alpha || color.a > maximum_alpha)
+ if (color.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl
index eea51eba45..e90dbb115a 100644
--- a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl
@@ -22,13 +22,19 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
+
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec2 vary_texcoord0;
+
void main()
{
//transform vertex
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-
- gl_FrontColor = gl_Color;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl b/indra/newview/app_settings/shaders/class1/objects/indexedTextureF.glsl
index 78ea15e87a..254c1d4fc2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/indexedTextureF.glsl
@@ -1,5 +1,5 @@
/**
- * @file sunLightF.glsl
+ * @file fullbrightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -23,13 +23,11 @@
* $/LicenseInfo$
*/
+
-//class 1, no shadow, no SSAO, should never be called
-
-#extension GL_ARB_texture_rectangle : enable
-
void main()
{
- gl_FragColor = vec4(0,0,0,0);
+ fullbright_lighting();
}
+
diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl
index 9deff7bb2a..a95c9e0ab9 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl
@@ -1,5 +1,5 @@
/**
- * @file edgeV.glsl
+ * @file indexedTextureV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,16 +22,13 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+ATTRIBUTE float texture_index;
-varying vec2 vary_fragcoord;
-uniform vec2 screen_res;
+VARYING float vary_texture_index;
-void main()
+void passTextureIndex()
{
- //transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
+ vary_texture_index = texture_index;
}
+
diff --git a/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl
new file mode 100644
index 0000000000..80ea286ac0
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl
@@ -0,0 +1,31 @@
+/**
+ * @file nonindexedTextureV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+void passTextureIndex()
+{
+
+}
+
+
diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
new file mode 100644
index 0000000000..5dcfa87066
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
@@ -0,0 +1,57 @@
+/**
+ * @file previewV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+
+void main()
+{
+ //transform vertex
+ vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vec3 norm = normalize(normal_matrix * normal);
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.));
+ vertex_color = color;
+
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
index f5fd4ededd..591d6fc5c9 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
@@ -22,7 +22,19 @@
* $/LicenseInfo$
*/
+uniform mat4 projection_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 texture_matrix1;
+uniform mat4 modelview_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -32,23 +44,23 @@ void main()
{
mat4 mat = getObjectSkinnedTransform();
- mat = gl_ModelViewMatrix * mat;
- vec3 pos = (mat*gl_Vertex).xyz;
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
- vec4 norm = gl_Vertex;
- norm.xyz += gl_Normal.xyz;
+ vec4 norm = vec4(position.xyz, 1.0);
+ norm.xyz += normal.xyz;
norm.xyz = (mat*norm).xyz;
norm.xyz = normalize(norm.xyz-pos.xyz);
vec3 ref = reflect(pos.xyz, -norm.xyz);
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm.xyz, gl_Color, vec4(0.));
- gl_FrontColor = color;
+ vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.));
+ vertex_color = color;
- gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
+ gl_Position = projection_matrix*vec4(pos, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
index 13a58f0d4a..fdb3453cc5 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
@@ -1,4 +1,4 @@
-/**
+/**
* @file shinyV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
@@ -22,8 +22,24 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 texture_matrix1;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -32,19 +48,18 @@ uniform vec4 origin;
void main()
{
//transform vertex
- gl_Position = ftransform();
-
- vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vec4 vert = vec4(position.xyz,1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+
+ vec3 norm = normalize(normal_matrix * normal);
+ vec3 ref = reflect(pos.xyz, -norm);
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
calcAtmospherics(pos.xyz);
-
- gl_FrontColor = gl_Color;
-
- vec3 ref = reflect(pos.xyz, -norm);
-
- gl_TexCoord[0] = gl_TextureMatrix[0]*vec4(ref,1.0);
-
- gl_FogFragCoord = pos.z;
-}
+ vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0));
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl
new file mode 100644
index 0000000000..0be52a52af
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl
@@ -0,0 +1,59 @@
+/**
+ * @file simpleNoColorV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+uniform vec4 color;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+
+void main()
+{
+ //transform vertex
+ vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vec3 norm = normalize(normal_matrix * normal);
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 col = calcLighting(pos.xyz, norm, color, vec4(0.));
+ vertex_color = col;
+
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl
new file mode 100644
index 0000000000..cb80697d15
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl
@@ -0,0 +1,61 @@
+/**
+ * @file simpleNonIndexedV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+
+void main()
+{
+ //transform vertex
+ vec4 vert = vec4(position.xyz,1.0);
+
+ gl_Position = modelview_projection_matrix*vert;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
+
+ vec4 pos = (modelview_matrix * vert);
+
+ vec3 norm = normalize(normal_matrix * normal);
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
+ vertex_color = color;
+
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
index ad171f7b43..1c6e53b187 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
@@ -22,6 +22,17 @@
* $/LicenseInfo$
*/
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
@@ -31,24 +42,24 @@ mat4 getObjectSkinnedTransform();
void main()
{
//transform vertex
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
mat4 mat = getObjectSkinnedTransform();
- mat = gl_ModelViewMatrix * mat;
- vec3 pos = (mat*gl_Vertex).xyz;
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
- vec4 norm = gl_Vertex;
- norm.xyz += gl_Normal.xyz;
+ vec4 norm = vec4(position.xyz, 1.0);
+ norm.xyz += normal.xyz;
norm.xyz = (mat*norm).xyz;
norm.xyz = normalize(norm.xyz-pos.xyz);
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm.xyz, gl_Color, vec4(0.));
- gl_FrontColor = color;
+ vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.));
+ vertex_color = color;
+
+ gl_Position = projection_matrix*vec4(pos, 1.0);
- gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
- gl_FogFragCoord = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl
index 36d0c99b63..d4dee78793 100644
--- a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl
@@ -1,5 +1,5 @@
-/**
- * @file terrainV.glsl
+/**
+ * @file simpleV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,12 +22,26 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
-void calcAtmospherics(vec3 inPositionEye);
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+
+uniform vec4 color;
+uniform vec4 object_plane_t;
+uniform vec4 object_plane_s;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
{
@@ -46,27 +60,18 @@ vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
void main()
{
//transform vertex
- gl_Position = ftransform();
-
- vec4 pos = gl_ModelViewMatrix * gl_Vertex;
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vec4 vert = vec4(position.xyz,1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;
+
+ vec3 norm = normalize(normal_matrix * normal);
- /// Potentially better without it for water.
- pos /= pos.w;
+ calcAtmospherics(pos.xyz);
- calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz);
+ vec4 color = calcLighting(pos.xyz, norm, color, vec4(0.));
+ vertex_color = color;
- vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0));
- gl_FrontColor = color;
-
- // Transform and pass tex coords
- gl_TexCoord[0].xy = texgen_object(gl_Vertex, gl_MultiTexCoord0, gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy;
-
- vec4 t = gl_MultiTexCoord1;
-
- gl_TexCoord[0].zw = t.xy;
- gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0);
- gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0);
}
-
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
index dc1794e132..37a20383e2 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
@@ -22,26 +22,43 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+
void main()
{
//transform vertex
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vec4 vert = vec4(position.xyz,1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
+
- vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vec3 norm = normalize(normal_matrix * normal);
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
- gl_FrontColor = color;
+ vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
+ vertex_color = color;
- gl_FogFragCoord = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl
index 44c711701b..fa01a27ec0 100644
--- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl
@@ -1,5 +1,5 @@
-/**
- * @file shinyV.glsl
+/**
+ * @file treeV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,34 +22,39 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
-varying float vary_texture_index;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
-uniform vec4 origin;
void main()
{
//transform vertex
- vec4 vert = vec4(gl_Vertex.xyz,1.0);
- vary_texture_index = gl_Vertex.w;
- gl_Position = gl_ModelViewProjectionMatrix*vert;
+ vec4 vert = vec4(position.xyz,1.0);
- vec4 pos = (gl_ModelViewMatrix * vert);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
- vec3 ref = reflect(pos.xyz, -norm);
-
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
+ gl_Position = modelview_projection_matrix*vert;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
+
+ vec4 pos = (modelview_matrix * vert);
+
+ vec3 norm = normalize(normal_matrix * normal);
calcAtmospherics(pos.xyz);
- gl_FrontColor = calcLighting(pos.xyz, norm, gl_Color, vec4(0.0));
+ vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.));
+ vertex_color = color;
- gl_FogFragCoord = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
index 15738e37e8..6ff860362c 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
@@ -23,21 +23,22 @@
* $/LicenseInfo$
*/
-
+uniform vec4 sunlight_color_copy;
+uniform vec4 light_ambient;
vec3 atmosAmbient(vec3 light)
{
- return gl_LightModel.ambient.rgb + light;
+ return light + light_ambient.rgb;
}
vec3 atmosAffectDirectionalLight(float lightIntensity)
{
- return gl_LightSource[0].diffuse.rgb * lightIntensity;
+ return sunlight_color_copy.rgb * lightIntensity;
}
vec3 atmosGetDiffuseSunlightColor()
{
- return gl_LightSource[0].diffuse.rgb;
+ return sunlight_color_copy.rgb;
}
vec3 scaleDownLight(vec3 light)
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
index dbacf28637..8bdae328bd 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
@@ -24,10 +24,7 @@
*/
-
-varying vec3 vary_PositionEye;
-
vec3 getPositionEye()
{
- return vary_PositionEye;
+ return vec3(0,0,0);
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
index e051ac9851..8ec9ae617c 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
@@ -25,15 +25,12 @@
-varying vec3 vary_PositionEye;
-
-
vec3 getPositionEye()
{
- return vary_PositionEye;
+ return vec3(0,0,0);
}
void setPositionEye(vec3 v)
{
- vary_PositionEye = v;
+
}
diff --git a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl
index 25806cd914..636d4af006 100644
--- a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl
@@ -1,5 +1,5 @@
-/**
- * @file drawQuadV.glsl
+/**
+ * @file atmosphericVarsWaterF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -24,11 +24,10 @@
*/
+VARYING vec3 vary_PositionEye;
-void main(void)
+vec3 getPositionEye()
{
- //transform vertex
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_MultiTexCoord1;
+ return vary_PositionEye;
}
+
diff --git a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl
index abf1be6645..8afcc20f6d 100644
--- a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl
@@ -1,5 +1,5 @@
-/**
- * @file simpleF.glsl
+/**
+ * @file atmosphericVarsWaterV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -23,12 +23,15 @@
* $/LicenseInfo$
*/
+
+VARYING vec3 vary_PositionEye;
+vec3 getPositionEye()
+{
+ return vary_PositionEye;
+}
-uniform sampler2DRect RenderTexture;
-
-void main(void)
+void setPositionEye(vec3 v)
{
- vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
- gl_FragColor = vec4(1.0 - color, 1.0);
+ vary_PositionEye = v;
}
diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
index f9f376c2b7..5af9f5c902 100644
--- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
@@ -22,7 +22,19 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
@@ -31,20 +43,20 @@ void calcAtmospherics(vec3 inPositionEye);
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-
- vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vec3 norm = normalize(normal_matrix * normal);
calcAtmospherics(pos.xyz);
// vec4 specular = specularColor;
vec4 specular = vec4(1.0);
- vec4 color = calcLightingSpecular(pos, norm, gl_Color, specular, vec4(0.0));
+ vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));
- gl_FrontColor = color;
- gl_FogFragCoord = pos.z;
+ vertex_color = color;
+
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 839606cdcb..8d88e93698 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -22,11 +22,16 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
uniform sampler2DRectShadow shadowMap0;
uniform sampler2DRectShadow shadowMap1;
uniform sampler2DRectShadow shadowMap2;
@@ -41,11 +46,11 @@ uniform vec2 shadow_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
uniform float shadow_bias;
@@ -122,9 +127,9 @@ void main()
}
}
- vec4 diff = diffuseLookup(gl_TexCoord[0].xy);
+ vec4 diff = diffuseLookup(vary_texcoord0.xy);
- vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a);
+ vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
@@ -133,10 +138,6 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col.rgb;
- //gl_FragColor = gl_Color;
gl_FragColor = color;
- //gl_FragColor.r = 0.0;
- //gl_FragColor = vec4(1,shadow,1,1);
-
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
index 84e49a5f8f..0df557f2aa 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
@@ -23,10 +23,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRectShadow shadowMap0;
uniform sampler2DRectShadow shadowMap1;
uniform sampler2DRectShadow shadowMap2;
@@ -42,11 +44,13 @@ uniform vec2 shadow_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+VARYING vec2 vary_texcoord0;
+VARYING vec4 vertex_color;
uniform float shadow_bias;
@@ -123,9 +127,9 @@ void main()
}
}
- vec4 diff = texture2D(diffuseMap,gl_TexCoord[0].xy);
+ vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
- vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a);
+ vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
@@ -134,10 +138,6 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col.rgb;
- //gl_FragColor = gl_Color;
- gl_FragColor = color;
- //gl_FragColor.r = 0.0;
- //gl_FragColor = vec4(1,shadow,1,1);
-
+ gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
new file mode 100644
index 0000000000..331dbc7079
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
@@ -0,0 +1,142 @@
+/**
+ * @file alphaNonIndexedNoColorF.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+uniform sampler2DRectShadow shadowMap0;
+uniform sampler2DRectShadow shadowMap1;
+uniform sampler2DRectShadow shadowMap2;
+uniform sampler2DRectShadow shadowMap3;
+uniform sampler2DRect depthMap;
+uniform sampler2D diffuseMap;
+
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform vec2 screen_res;
+uniform vec2 shadow_res;
+
+vec3 atmosLighting(vec3 light);
+vec3 scaleSoftClip(vec3 light);
+
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+VARYING vec2 vary_texcoord0;
+
+uniform float shadow_bias;
+
+uniform mat4 inv_proj;
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos.xyz /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
+{
+ stc.xyz /= stc.w;
+ stc.z += shadow_bias;
+
+ float cs = shadow2DRect(shadowMap, stc.xyz).x;
+ float shadow = cs;
+
+ shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs);
+ shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs);
+ shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs);
+ shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs);
+
+ return shadow/5.0;
+}
+
+
+void main()
+{
+ vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
+ frag *= screen_res;
+
+ float shadow = 1.0;
+ vec4 pos = vec4(vary_position, 1.0);
+
+ vec4 spos = pos;
+
+ if (spos.z > -shadow_clip.w)
+ {
+ vec4 lpos;
+
+ if (spos.z < -shadow_clip.z)
+ {
+ lpos = shadow_matrix[3]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap3, lpos, 1.5);
+ shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
+ }
+ else if (spos.z < -shadow_clip.y)
+ {
+ lpos = shadow_matrix[2]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap2, lpos, 1.5);
+ }
+ else if (spos.z < -shadow_clip.x)
+ {
+ lpos = shadow_matrix[1]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap1, lpos, 1.5);
+ }
+ else
+ {
+ lpos = shadow_matrix[0]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap0, lpos, 1.5);
+ }
+ }
+
+ vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
+
+ vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, 1.0);
+ vec4 color = diff * col;
+
+ color.rgb = atmosLighting(color.rgb);
+
+ color.rgb = scaleSoftClip(color.rgb);
+
+ color.rgb += diff.rgb * vary_pointlight_col.rgb;
+
+ gl_FragColor = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
index 20121da52d..5a3955ef00 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
@@ -21,8 +21,16 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 projection_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -34,16 +42,25 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
uniform float near_clip;
uniform float shadow_offset;
uniform float shadow_bias;
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
@@ -76,56 +93,56 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
mat4 mat = getObjectSkinnedTransform();
- mat = gl_ModelViewMatrix * mat;
+ mat = modelview_matrix * mat;
- vec3 pos = (mat*gl_Vertex).xyz;
+ vec3 pos = (mat*vec4(position, 1.0)).xyz;
- gl_Position = gl_ProjectionMatrix * vec4(pos, 1.0);
+ gl_Position = projection_matrix * vec4(pos, 1.0);
- vec4 n = gl_Vertex;
- n.xyz += gl_Normal.xyz;
+ vec4 n = vec4(position, 1.0);
+ n.xyz += normal.xyz;
n.xyz = (mat*n).xyz;
n.xyz = normalize(n.xyz-pos.xyz);
vec3 norm = n.xyz;
- float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));
- vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset;
+ 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;
calcAtmospherics(pos.xyz);
- //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
- vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
+ //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
+ vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
// Collect normal lights
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
+ col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
+ col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
+ col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
+ col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
- vary_pointlight_col = col.rgb*gl_Color.rgb;
+ vary_pointlight_col = col.rgb*diffuse_color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
- vary_ambient = col.rgb*gl_Color.rgb;
- vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+ vary_ambient = col.rgb*diffuse_color.rgb;
+ vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
- col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+ col.rgb = min(col.rgb*diffuse_color.rgb, 1.0);
- gl_FrontColor = col;
+ vertex_color = col;
- gl_FogFragCoord = pos.z;
- pos.xyz = (gl_ModelViewProjectionMatrix * gl_Vertex).xyz;
+
+ pos.xyz = (modelview_projection_matrix * vec4(position.xyz, 1.0)).xyz;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 307ae30098..9540ddd2e8 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -22,8 +22,17 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -35,17 +44,25 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
-varying float vary_texture_index;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
uniform float near_clip;
uniform float shadow_offset;
uniform float shadow_bias;
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
@@ -79,48 +96,49 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
//transform vertex
- vec4 vert = vec4(gl_Vertex.xyz, 1.0);
- vary_texture_index = gl_Vertex.w;
- gl_Position = gl_ModelViewProjectionMatrix * vert;
-
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vec4 vert = vec4(position.xyz, 1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- vec4 pos = (gl_ModelViewMatrix * vert);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vec3 norm = normalize(normal_matrix * normal);
- float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));
- vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset;
+ 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;
calcAtmospherics(pos.xyz);
- //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
- vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
+ //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
+ vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
- // Collect normal lights
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
- vary_pointlight_col = col.rgb*gl_Color.rgb;
+ // Collect normal lights
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
+ col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
+ col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
+ col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
+ col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
+
+ vary_pointlight_col = col.rgb*diffuse_color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
- vary_ambient = col.rgb*gl_Color.rgb;
- vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+ vary_ambient = col.rgb*diffuse_color.rgb;
+ vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
- col.rgb = col.rgb*gl_Color.rgb;
+ col.rgb = col.rgb*diffuse_color.rgb;
- gl_FrontColor = col;
+ vertex_color = col;
- gl_FogFragCoord = pos.z;
- pos = gl_ModelViewProjectionMatrix * vert;
+
+ pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
index 80f386ecb0..9c7a332417 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
@@ -23,7 +23,11 @@
* $/LicenseInfo$
*/
+uniform mat4 projection_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
@@ -37,16 +41,25 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_position;
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_position;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_pointlight_col;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+uniform vec4 color;
uniform float near_clip;
uniform float shadow_offset;
uniform float shadow_bias;
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
@@ -79,56 +92,55 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ vary_texcoord0 = texcoord0;
vec4 pos;
vec3 norm;
mat4 trans = getSkinnedTransform();
- pos.x = dot(trans[0], gl_Vertex);
- pos.y = dot(trans[1], gl_Vertex);
- pos.z = dot(trans[2], gl_Vertex);
+ 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, gl_Normal);
- norm.y = dot(trans[1].xyz, gl_Normal);
- norm.z = dot(trans[2].xyz, gl_Normal);
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
norm = normalize(norm);
- gl_Position = gl_ProjectionMatrix * pos;
+ gl_Position = projection_matrix * pos;
- float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));
- vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset;
+ 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;
calcAtmospherics(pos.xyz);
- //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
-
- vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
+ vec4 col = vec4(0.0, 0.0, 0.0, 1.0);
// Collect normal lights
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
+ col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
+ col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
+ col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
+ col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
- vary_pointlight_col = col.rgb*gl_Color.rgb;
+ vary_pointlight_col = col.rgb*color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
- vary_ambient = col.rgb*gl_Color.rgb;
- vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+ vary_ambient = col.rgb*color.rgb;
+ vary_directional = atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0));
- col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+ col.rgb = col.rgb*color.rgb;
- gl_FrontColor = col;
+ vertex_color = col;
- gl_FogFragCoord = pos.z;
+
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl
deleted file mode 100644
index a84fdd5dc1..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl
+++ /dev/null
@@ -1,92 +0,0 @@
-/**
- * @file edgeF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-uniform sampler2DMS depthMap;
-uniform sampler2DMS normalMap;
-
-varying vec2 vary_fragcoord;
-
-uniform float depth_cutoff;
-uniform float norm_cutoff;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-float getDepth(ivec2 pos_screen, int sample)
-{
- float z = texelFetch(depthMap, pos_screen, sample).r;
- z = z*2.0-1.0;
- vec4 ndc = vec4(0.0, 0.0, z, 1.0);
- vec4 p = inv_proj*ndc;
- return p.z/p.w;
-}
-
-void main()
-{
- float e = 0;
-
- ivec2 itc = ivec2(vary_fragcoord.xy);
-
- for (int i = 0; i < samples; i++)
- {
- vec3 norm = texelFetch(normalMap, itc, i).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- float depth = getDepth(itc, i);
-
- vec2 tc = vary_fragcoord.xy;
-
- int sc = 1;
-
- vec2 de;
- de.x = (depth-getDepth(itc+ivec2(sc, sc),i)) + (depth-getDepth(itc+ivec2(-sc, -sc), i));
- de.y = (depth-getDepth(itc+ivec2(-sc, sc),i)) + (depth-getDepth(itc+ivec2(sc, -sc), i));
- de /= depth;
- de *= de;
- de = step(depth_cutoff, de);
-
- vec2 ne;
- vec3 nexnorm = texelFetch(normalMap, itc+ivec2(-sc,-sc), i).rgb;
- nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm
- ne.x = dot(nexnorm, norm);
- vec3 neynorm = texelFetch(normalMap, itc+ivec2(sc,sc), i).rgb;
- neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm
- ne.y = dot(neynorm, norm);
-
- ne = 1.0-ne;
-
- ne = step(norm_cutoff, ne);
-
- e += dot(de,de)+dot(ne,ne);
- }
-
- e /= samples;
-
- gl_FragColor.a = e;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 0b31cbefd1..14a683971a 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -22,11 +22,13 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
-
+
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect depthMap;
@@ -34,7 +36,6 @@ uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
uniform sampler2DRect lightMap;
uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
uniform sampler2D projectionMap;
uniform mat4 proj_mat; //screen space to light space
@@ -54,9 +55,12 @@ uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
-varying vec4 vary_light;
+uniform vec3 center;
+uniform float size;
+uniform vec3 color;
+uniform float falloff;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
@@ -128,9 +132,9 @@ void main()
frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = vary_light.xyz-pos.xyz;
+ vec3 lv = center.xyz-pos.xyz;
float dist2 = dot(lv,lv);
- dist2 /= vary_light.w;
+ dist2 /= size;
if (dist2 > 1.0)
{
discard;
@@ -161,7 +165,7 @@ void main()
proj_tc.xyz /= proj_tc.w;
- float fa = gl_Color.a+1.0;
+ float fa = falloff+1.0;
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
if (dist_atten <= 0.0)
{
@@ -193,7 +197,7 @@ void main()
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+ vec3 lcol = color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
@@ -210,7 +214,7 @@ void main()
amb_da = min(amb_da, 1.0-lit);
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
@@ -243,7 +247,7 @@ void main()
stc.y > 0.0)
{
vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
+ col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb*shadow;
}
}
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl
deleted file mode 100644
index 1afa9a9fb4..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl
+++ /dev/null
@@ -1,262 +0,0 @@
-/**
- * @file multiSpotLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-uniform sampler2DMS diffuseRect;
-uniform sampler2DMS specularRect;
-uniform sampler2DMS depthMap;
-uniform sampler2DMS normalMap;
-uniform sampler2DRect lightMap;
-uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
-uniform sampler2D projectionMap;
-
-uniform mat4 proj_mat; //screen space to light space
-uniform float proj_near; //near clip for projection
-uniform vec3 proj_p; //plane projection is emitting from (in screen space)
-uniform vec3 proj_n;
-uniform float proj_focus; //distance from plane to begin blurring
-uniform float proj_lod; //(number of mips in proj map)
-uniform float proj_range; //range between near clip and far clip plane of projection
-uniform float proj_ambient_lod;
-uniform float proj_ambiance;
-uniform float near_clip;
-uniform float far_clip;
-
-uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
-uniform float sun_wash;
-uniform int proj_shadow_idx;
-uniform float shadow_fade;
-
-varying vec4 vary_light;
-
-varying vec4 vary_fragcoord;
-uniform vec2 screen_res;
-
-uniform mat4 inv_proj;
-
-vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = tc-vec2(0.5);
-
- float det = max(1.0-lod/(proj_lod*0.5), 0.0);
-
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
-
- return ret;
-}
-
-vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
-
- float det = min(lod/(proj_lod*0.5), 1.0);
-
- float d = min(dist.x, dist.y);
-
- float edge = 0.25*det;
-
- ret *= clamp(d/edge, 0.0, 1.0);
-
- return ret;
-}
-
-vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = tc-vec2(0.5);
-
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
-
- return ret;
-}
-
-
-vec4 getPosition(ivec2 pos_screen, int sample)
-{
- float depth = texelFetch(depthMap, pos_screen, sample).r;
- vec2 sc = vec2(pos_screen.xy)*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-void main()
-{
- int wght = 0;
-
- vec3 fcol = vec3(0,0,0);
-
- vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
-
- ivec2 itc = ivec2(frag.xy);
-
- float shadow = 1.0;
-
- if (proj_shadow_idx >= 0)
- {
- vec4 shd = texture2DRect(lightMap, frag);
- float sh[2];
- sh[0] = shd.b;
- sh[1] = shd.a;
- shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
- }
-
- for (int i = 0; i < samples; i++)
- {
- vec3 pos = getPosition(itc, i).xyz;
- vec3 lv = vary_light.xyz-pos.xyz;
- float dist2 = dot(lv,lv);
- dist2 /= vary_light.w;
- if (dist2 <= 1.0)
- {
- vec3 norm = texelFetch(normalMap, itc, i).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
-
- norm = normalize(norm);
- float l_dist = -dot(lv, proj_n);
-
- vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
- if (proj_tc.z >= 0.0)
- {
- proj_tc.xyz /= proj_tc.w;
-
- float fa = gl_Color.a+1.0;
- float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
- if (dist_atten > 0.0)
- {
- lv = proj_origin-pos.xyz;
- lv = normalize(lv);
- float da = dot(norm, lv);
-
- vec3 col = vec3(0,0,0);
-
- vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
-
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
- if (proj_tc.z > 0.0 &&
- proj_tc.x < 1.0 &&
- proj_tc.y < 1.0 &&
- proj_tc.x > 0.0 &&
- proj_tc.y > 0.0)
- {
- float lit = 0.0;
- float amb_da = proj_ambiance;
-
- if (da > 0.0)
- {
- float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
- float lod = diff * proj_lod;
-
- vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
-
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
-
- lit = da * dist_atten * noise;
-
- col = lcol*lit*diff_tex*shadow;
- amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
- }
-
- //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
- vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
-
- amb_da += (da*da*0.5+0.5)*proj_ambiance;
-
- amb_da *= dist_atten * noise;
-
- amb_da = min(amb_da, 1.0-lit);
-
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
- }
-
-
- vec4 spec = texelFetch(specularRect, itc, i);
- if (spec.a > 0.0)
- {
- vec3 ref = reflect(normalize(pos), norm);
-
- //project from point pos in direction ref to plane proj_p, proj_n
- vec3 pdelta = proj_p-pos;
- float ds = dot(ref, proj_n);
-
- if (ds < 0.0)
- {
- vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
-
- vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
-
- if (stc.z > 0.0)
- {
- stc.xy /= stc.w;
-
- float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
-
- stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
-
- if (stc.x < 1.0 &&
- stc.y < 1.0 &&
- stc.x > 0.0 &&
- stc.y > 0.0)
- {
- vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
- }
- }
- }
- }
-
- fcol += col;
- wght++;
- }
- }
- }
- }
-
- if (wght <= 0)
- {
- discard;
- }
-
- gl_FragColor.rgb = fcol/samples;
- gl_FragColor.a = 0.0;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index d7407332e5..eb367d4ad6 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -23,10 +23,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
@@ -65,8 +67,9 @@ uniform mat3 ssao_effect_mat;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
+uniform vec3 sun_dir;
+
+VARYING vec2 vary_fragcoord;
vec3 vary_PositionEye;
@@ -145,10 +148,6 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
vec3 P = inPositionEye;
setPositionEye(P);
- //(TERRAIN) limit altitude
- if (P.y > max_y.x) P *= (max_y.x / P.y);
- if (P.y < -max_y.x) P *= (-max_y.x / P.y);
-
vec3 tmpLightnorm = lightnorm.xyz;
vec3 Pn = normalize(P);
@@ -282,7 +281,7 @@ void main()
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
- float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
+ float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
vec4 diffuse = texture2DRect(diffuseRect, tc);
@@ -309,8 +308,8 @@ void main()
// the old infinite-sky shiny reflection
//
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
- float sa = dot(refnormpersp, vary_light.xyz);
- vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
+ float sa = dot(refnormpersp, sun_dir.xyz);
+ vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).r;
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl
deleted file mode 100644
index 1244294451..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl
+++ /dev/null
@@ -1,337 +0,0 @@
-/**
- * @file softenLightMSF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-uniform sampler2DMS diffuseRect;
-uniform sampler2DMS specularRect;
-uniform sampler2DMS normalMap;
-uniform sampler2DRect lightMap;
-uniform sampler2DMS depthMap;
-uniform sampler2D noiseMap;
-uniform samplerCube environmentMap;
-uniform sampler2D lightFunc;
-uniform vec3 gi_quad;
-
-uniform float blur_size;
-uniform float blur_fidelity;
-
-// Inputs
-uniform vec4 morphFactor;
-uniform vec3 camPosLocal;
-//uniform vec4 camPosWorld;
-uniform vec4 gamma;
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 ambient;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 distance_multiplier;
-uniform vec4 max_y;
-uniform vec4 glow;
-uniform float scene_light_strength;
-uniform vec3 env_mat[3];
-uniform vec4 shadow_clip;
-uniform mat3 ssao_effect_mat;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
-
-vec3 vary_PositionEye;
-
-vec3 vary_SunlitColor;
-vec3 vary_AmblitColor;
-vec3 vary_AdditiveColor;
-vec3 vary_AtmosAttenuation;
-
-vec4 getPosition_d(vec2 pos_screen, float depth)
-{
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-vec3 getPositionEye()
-{
- return vary_PositionEye;
-}
-vec3 getSunlitColor()
-{
- return vary_SunlitColor;
-}
-vec3 getAmblitColor()
-{
- return vary_AmblitColor;
-}
-vec3 getAdditiveColor()
-{
- return vary_AdditiveColor;
-}
-vec3 getAtmosAttenuation()
-{
- return vary_AtmosAttenuation;
-}
-
-
-void setPositionEye(vec3 v)
-{
- vary_PositionEye = v;
-}
-
-void setSunlitColor(vec3 v)
-{
- vary_SunlitColor = v;
-}
-
-void setAmblitColor(vec3 v)
-{
- vary_AmblitColor = v;
-}
-
-void setAdditiveColor(vec3 v)
-{
- vary_AdditiveColor = v;
-}
-
-void setAtmosAttenuation(vec3 v)
-{
- vary_AtmosAttenuation = v;
-}
-
-void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
-
- vec3 P = inPositionEye;
- setPositionEye(P);
-
- //(TERRAIN) limit altitude
- if (P.y > max_y.x) P *= (max_y.x / P.y);
- if (P.y < -max_y.x) P *= (-max_y.x / P.y);
-
- vec3 tmpLightnorm = lightnorm.xyz;
-
- vec3 Pn = normalize(P);
- float Plen = length(P);
-
- vec4 temp1 = vec4(0);
- vec3 temp2 = vec3(0);
- vec4 blue_weight;
- vec4 haze_weight;
- vec4 sunlight = sunlight_color;
- vec4 light_atten;
-
- //sunlight attenuation effect (hue and brightness) due to atmosphere
- //this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
- //I had thought blue_density and haze_density should have equal weighting,
- //but attenuation due to haze_density tends to seem too strong
-
- temp1 = blue_density + vec4(haze_density.r);
- blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density.r) / temp1;
-
- //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
- temp2.y = max(0.0, tmpLightnorm.y);
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
-
- // main atmospheric scattering line integral
- temp2.z = Plen * density_multiplier.x;
-
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
-
- //final atmosphere attenuation factor
- setAtmosAttenuation(temp1.rgb);
-
- //compute haze glow
- //(can use temp2.x as temp because we haven't used it yet)
- temp2.x = dot(Pn, tmpLightnorm.xyz);
- temp2.x = 1. - temp2.x;
- //temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .03); //was glow.y
- //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
- temp2.x *= glow.x;
- //higher glow.x gives dimmer glow (because next step is 1 / "angle")
- temp2.x = pow(temp2.x, glow.z);
- //glow.z should be negative, so we're doing a sort of (1 / "angle") function
-
- //add "minimum anti-solar illumination"
- temp2.x += .25;
-
- //increase ambient when there are more clouds
- vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
-
- /* decrease value and saturation (that in HSV, not HSL) for occluded areas
- * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
- * // The following line of code performs the equivalent of:
- * float ambAlpha = tmpAmbient.a;
- * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
- * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
- * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
- */
- tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
-
- //haze color
- setAdditiveColor(
- vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
- + tmpAmbient)));
-
- //brightness of surface both sunlight and ambient
- setSunlitColor(vec3(sunlight * .5));
- setAmblitColor(vec3(tmpAmbient * .25));
- setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
-}
-
-vec3 atmosLighting(vec3 light)
-{
- light *= getAtmosAttenuation().r;
- light += getAdditiveColor();
- return (2.0 * light);
-}
-
-vec3 atmosTransport(vec3 light) {
- light *= getAtmosAttenuation().r;
- light += getAdditiveColor() * 2.0;
- return light;
-}
-vec3 atmosGetDiffuseSunlightColor()
-{
- return getSunlitColor();
-}
-
-vec3 scaleDownLight(vec3 light)
-{
- return (light / scene_light_strength );
-}
-
-vec3 scaleUpLight(vec3 light)
-{
- return (light * scene_light_strength);
-}
-
-vec3 atmosAmbient(vec3 light)
-{
- return getAmblitColor() + light / 2.0;
-}
-
-vec3 atmosAffectDirectionalLight(float lightIntensity)
-{
- return getSunlitColor() * lightIntensity;
-}
-
-vec3 scaleSoftClip(vec3 light)
-{
- //soft clip effect:
- light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, gamma.xxx);
-
- return light;
-}
-
-void main()
-{
- vec2 tc = vary_fragcoord.xy;
- ivec2 itc = ivec2(tc);
-
- vec4 fcol = vec4(0,0,0,0);
-
- vec2 scol_ambocc = texture2DRect(lightMap, tc).rg;
- float ambocc = scol_ambocc.g;
-
- for (int i = 0; i < samples; ++i)
- {
- float depth = texelFetch(depthMap, itc.xy, i).r;
- vec3 pos = getPosition_d(tc, depth).xyz;
- vec3 norm = texelFetch(normalMap, itc, i).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
-
- float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
-
- vec4 diffuse = texelFetch(diffuseRect, itc, i);
- vec3 col;
- float bloom = 0.0;
- if (diffuse.a < 0.9)
- {
- vec4 spec = texelFetch(specularRect, itc, i);
-
- float amb = 0;
-
- float scol = max(scol_ambocc.r, diffuse.a);
- amb += ambocc;
-
- calcAtmospherics(pos.xyz, ambocc);
-
- col = atmosAmbient(vec3(0));
- col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
-
- col *= diffuse.rgb;
-
- if (spec.a > 0.0) // specular reflection
- {
- // the old infinite-sky shiny reflection
- //
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
- float sa = dot(refnormpersp, vary_light.xyz);
- vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
-
- // add the two types of shiny together
- vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib);
- col += spec_contrib;
- }
-
- col = atmosLighting(col);
- col = scaleSoftClip(col);
-
- col = mix(col, diffuse.rgb, diffuse.a);
- }
- else
- {
- col = diffuse.rgb;
- }
-
- fcol += vec4(col, bloom);
- }
-
- gl_FragColor = fcol/samples;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
index fed238510a..c840d72784 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
@@ -22,23 +22,21 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
uniform vec2 screen_res;
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
+
void main()
{
//transform vertex
- gl_Position = ftransform();
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
-
- vec4 tex = gl_MultiTexCoord0;
- tex.w = 1.0;
- vary_light = gl_MultiTexCoord0;
+ vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 25270f4939..31bd0c79da 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -23,9 +23,13 @@
* $/LicenseInfo$
*/
+#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-#extension GL_ARB_texture_rectangle : enable
+VARYING vec4 vertex_color;
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
@@ -34,7 +38,6 @@ uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
uniform sampler2DRect lightMap;
uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
uniform sampler2D projectionMap;
uniform mat4 proj_mat; //screen space to light space
@@ -53,9 +56,9 @@ uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
-varying vec4 vary_light;
+VARYING vec4 vary_light;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
@@ -114,7 +117,7 @@ void main()
proj_tc.xyz /= proj_tc.w;
- float fa = gl_Color.a+1.0;
+ float fa = vertex_color.a+1.0;
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
lv = proj_origin-pos.xyz;
@@ -140,7 +143,7 @@ void main()
vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+ vec3 lcol = vertex_color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
@@ -163,7 +166,7 @@ void main()
amb_da = min(amb_da, 1.0-lit);
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ col += amb_da*vertex_color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
@@ -192,7 +195,7 @@ void main()
stc.y > 0.0)
{
vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
+ col += dist_atten*scol.rgb*vertex_color.rgb*scol.a*spec.rgb*shadow;
}
}
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl
deleted file mode 100644
index 4962e73e39..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl
+++ /dev/null
@@ -1,263 +0,0 @@
-/**
- * @file multiSpotLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-uniform sampler2DMS diffuseRect;
-uniform sampler2DMS specularRect;
-uniform sampler2DMS depthMap;
-uniform sampler2DMS normalMap;
-uniform sampler2DRect lightMap;
-uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
-uniform sampler2D projectionMap;
-
-uniform mat4 proj_mat; //screen space to light space
-uniform float proj_near; //near clip for projection
-uniform vec3 proj_p; //plane projection is emitting from (in screen space)
-uniform vec3 proj_n;
-uniform float proj_focus; //distance from plane to begin blurring
-uniform float proj_lod; //(number of mips in proj map)
-uniform float proj_range; //range between near clip and far clip plane of projection
-uniform float proj_ambient_lod;
-uniform float proj_ambiance;
-uniform float near_clip;
-uniform float far_clip;
-
-uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
-uniform float sun_wash;
-uniform int proj_shadow_idx;
-uniform float shadow_fade;
-
-varying vec4 vary_light;
-
-varying vec4 vary_fragcoord;
-uniform vec2 screen_res;
-
-uniform mat4 inv_proj;
-
-vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = tc-vec2(0.5);
-
- float det = max(1.0-lod/(proj_lod*0.5), 0.0);
-
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
-
- return ret;
-}
-
-vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
-
- float det = min(lod/(proj_lod*0.5), 1.0);
-
- float d = min(dist.x, dist.y);
-
- float edge = 0.25*det;
-
- ret *= clamp(d/edge, 0.0, 1.0);
-
- return ret;
-}
-
-vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = tc-vec2(0.5);
-
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
-
- return ret;
-}
-
-
-vec4 getPosition(ivec2 pos_screen, int sample)
-{
- float depth = texelFetch(depthMap, pos_screen, sample).r;
- vec2 sc = vec2(pos_screen.xy)*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-void main()
-{
- vec4 frag = vary_fragcoord;
- frag.xyz /= frag.w;
- frag.xyz = frag.xyz*0.5+0.5;
- frag.xy *= screen_res;
- ivec2 itc = ivec2(frag.xy);
-
- vec3 fcol = vec3(0,0,0);
- int wght = 0;
-
- float shadow = 1.0;
-
- if (proj_shadow_idx >= 0)
- {
- vec4 shd = texture2DRect(lightMap, frag.xy);
- float sh[2];
- sh[0] = shd.b;
- sh[1] = shd.a;
- shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
- }
-
- for (int i = 0; i < samples; i++)
- {
- vec3 pos = getPosition(itc, i).xyz;
- vec3 lv = vary_light.xyz-pos.xyz;
- float dist2 = dot(lv,lv);
- dist2 /= vary_light.w;
- if (dist2 <= 1.0)
- {
- vec3 norm = texelFetch(normalMap, itc, i).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
-
- norm = normalize(norm);
- float l_dist = -dot(lv, proj_n);
-
- vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
- if (proj_tc.z >= 0.0)
- {
- proj_tc.xyz /= proj_tc.w;
-
- float fa = gl_Color.a+1.0;
- float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
- if (dist_atten > 0.0)
- {
- lv = proj_origin-pos.xyz;
- lv = normalize(lv);
- float da = dot(norm, lv);
-
- vec3 col = vec3(0,0,0);
-
- vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
-
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
- if (proj_tc.z > 0.0 &&
- proj_tc.x < 1.0 &&
- proj_tc.y < 1.0 &&
- proj_tc.x > 0.0 &&
- proj_tc.y > 0.0)
- {
- float lit = 0.0;
- float amb_da = proj_ambiance;
-
- if (da > 0.0)
- {
- float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
- float lod = diff * proj_lod;
-
- vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
-
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
-
- lit = da * dist_atten * noise;
-
- col = lcol*lit*diff_tex*shadow;
- amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
- }
-
- //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
- vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
-
- amb_da += (da*da*0.5+0.5)*proj_ambiance;
-
- amb_da *= dist_atten * noise;
-
- amb_da = min(amb_da, 1.0-lit);
-
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
- }
-
-
- vec4 spec = texelFetch(specularRect, itc, i);
- if (spec.a > 0.0)
- {
- vec3 ref = reflect(normalize(pos), norm);
-
- //project from point pos in direction ref to plane proj_p, proj_n
- vec3 pdelta = proj_p-pos;
- float ds = dot(ref, proj_n);
-
- if (ds < 0.0)
- {
- vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
-
- vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
-
- if (stc.z > 0.0)
- {
- stc.xy /= stc.w;
-
- float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
-
- stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
-
- if (stc.x < 1.0 &&
- stc.y < 1.0 &&
- stc.x > 0.0 &&
- stc.y > 0.0)
- {
- vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
- }
- }
- }
- }
-
- fcol += col;
- wght++;
- }
- }
- }
- }
-
- if (wght <= 0)
- {
- discard;
- }
-
- gl_FragColor.rgb = fcol/wght;
- gl_FragColor.a = 0.0;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 1809cff1e5..229c2f4b67 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -22,11 +22,13 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
//class 2, shadows, no SSAO
uniform sampler2DRect depthMap;
@@ -47,13 +49,13 @@ uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
-varying vec2 vary_fragcoord;
-varying vec4 vary_light;
+VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform vec2 shadow_res;
uniform vec2 proj_shadow_res;
+uniform vec3 sun_dir;
uniform float shadow_bias;
uniform float shadow_offset;
@@ -132,10 +134,10 @@ void main()
}*/
float shadow = 1.0;
- float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
+ float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
vec3 shadow_pos = pos.xyz + displace*norm;
- vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
+ vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);
vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl
deleted file mode 100644
index ac4fe52655..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl
+++ /dev/null
@@ -1,220 +0,0 @@
-/**
- * @file sunLightMSF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-//class 2, shadows, no SSAO
-
-uniform sampler2DMS depthMap;
-uniform sampler2DMS normalMap;
-uniform sampler2DRectShadow shadowMap0;
-uniform sampler2DRectShadow shadowMap1;
-uniform sampler2DRectShadow shadowMap2;
-uniform sampler2DRectShadow shadowMap3;
-uniform sampler2DShadow shadowMap4;
-uniform sampler2DShadow shadowMap5;
-
-
-// Inputs
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform float ssao_radius;
-uniform float ssao_max_radius;
-uniform float ssao_factor;
-uniform float ssao_factor_inv;
-
-varying vec2 vary_fragcoord;
-varying vec4 vary_light;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-uniform vec2 shadow_res;
-uniform vec2 proj_shadow_res;
-
-uniform float shadow_bias;
-uniform float shadow_offset;
-
-uniform float spot_shadow_bias;
-uniform float spot_shadow_offset;
-
-vec4 getPosition(ivec2 pos_screen, int sample)
-{
- float depth = texelFetch(depthMap, pos_screen.xy, sample).r;
- vec2 sc = vec2(pos_screen.xy)*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
-{
- stc.xyz /= stc.w;
- stc.z += shadow_bias*scl;
-
- float cs = shadow2DRect(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
-
- return shadow/5.0;
-
- //return shadow;
-}
-
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
-{
- stc.xyz /= stc.w;
- stc.z += spot_shadow_bias*scl;
-
- float cs = shadow2D(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- vec2 off = 1.5/proj_shadow_res;
-
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
-
- return shadow/5.0;
-
- //return shadow;
-}
-
-void main()
-{
- vec2 pos_screen = vary_fragcoord.xy;
- ivec2 itc = ivec2(pos_screen);
-
- //try doing an unproject here
-
- vec4 fcol = vec4(0,0,0,0);
-
- for (int i = 0; i < samples; i++)
- {
- vec4 pos = getPosition(itc, i);
-
- vec4 nmap4 = texelFetch(normalMap, itc, i);
- nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm
- float displace = nmap4.w;
- vec3 norm = nmap4.xyz;
-
- /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
- {
- gl_FragColor = vec4(0.0); // doesn't matter
- return;
- }*/
-
- float shadow = 1.0;
- float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
-
- vec3 shadow_pos = pos.xyz + displace*norm;
- vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
-
- vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
-
- if (spos.z > -shadow_clip.w)
- {
- if (dp_directional_light == 0.0)
- {
- // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
- shadow = 0.0;
- }
- else
- {
- vec4 lpos;
-
- if (spos.z < -shadow_clip.z)
- {
- lpos = shadow_matrix[3]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap3, lpos, 0.25);
- shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
- }
- else if (spos.z < -shadow_clip.y)
- {
- lpos = shadow_matrix[2]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap2, lpos, 0.5);
- }
- else if (spos.z < -shadow_clip.x)
- {
- lpos = shadow_matrix[1]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap1, lpos, 0.75);
- }
- else
- {
- lpos = shadow_matrix[0]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap0, lpos, 1.0);
- }
-
- // take the most-shadowed value out of these two:
- // * the blurred sun shadow in the light (shadow) map
- // * an unblurred dot product between the sun and this norm
- // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
- shadow = min(shadow, dp_directional_light);
-
- //lpos.xy /= lpos.w*32.0;
- //if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1)
- //{
- // shadow = 0.0;
- //}
-
- }
- }
- else
- {
- // more distant than the shadow map covers
- shadow = 1.0;
- }
-
- fcol[0] += shadow;
- fcol[1] += 1.0;
-
- spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
-
- //spotlight shadow 1
- vec4 lpos = shadow_matrix[4]*spos;
- fcol[2] += pcfShadow(shadowMap4, lpos, 0.8);
-
- //spotlight shadow 2
- lpos = shadow_matrix[5]*spos;
- fcol[3] += pcfShadow(shadowMap5, lpos, 0.8);
- }
-
- gl_FragColor = fcol/samples;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 681186d6b2..6b420833b9 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -22,10 +22,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
//class 2 -- shadows and SSAO
uniform sampler2DRect depthMap;
@@ -38,6 +40,7 @@ uniform sampler2DShadow shadowMap4;
uniform sampler2DShadow shadowMap5;
uniform sampler2D noiseMap;
+
// Inputs
uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
@@ -46,13 +49,13 @@ uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
-varying vec2 vary_fragcoord;
-varying vec4 vary_light;
+VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform vec2 shadow_res;
uniform vec2 proj_shadow_res;
+uniform vec3 sun_dir;
uniform float shadow_bias;
uniform float shadow_offset;
@@ -73,11 +76,8 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
-//calculate decreases in ambient lighting when crowded out (SSAO)
-float calcAmbientOcclusion(vec4 pos, vec3 norm)
+vec2 getKern(int i)
{
- float ret = 1.0;
-
vec2 kern[8];
// exponentially (^2) distant occlusion samples spread around origin
kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
@@ -88,22 +88,30 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
+
+ return kern[i];
+}
+
+//calculate decreases in ambient lighting when crowded out (SSAO)
+float calcAmbientOcclusion(vec4 pos, vec3 norm)
+{
+ float ret = 1.0;
vec2 pos_screen = vary_fragcoord.xy;
vec3 pos_world = pos.xyz;
vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
float angle_hidden = 0.0;
- int points = 0;
+ float points = 0;
float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
-
+
// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
for (int i = 0; i < 8; i++)
{
- vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
+ vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect);
vec3 samppos_world = getPosition(samppos_screen).xyz;
-
+
vec3 diff = pos_world - samppos_world;
float dist2 = dot(diff, diff);
@@ -111,17 +119,21 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
// --> solid angle shrinking by the square of distance
//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
//(k should vary inversely with # of samples, but this is taken care of later)
-
- angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
+
+ float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0;
+ angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv);
// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
- points = points + int(diff.z > -1.0);
+ float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0;
+ points = points + diffz_val;
}
- angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
-
- ret = (1.0 - (float(points != 0) * angle_hidden));
+ angle_hidden = min(ssao_factor*angle_hidden/points, 1.0);
+ float points_val = (points > 0.0) ? 1.0 : 0.0;
+ ret = (1.0 - (points_val * angle_hidden));
+
+ ret = max(ret, 0.0);
return min(ret, 1.0);
}
@@ -158,7 +170,6 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
-
return shadow/5.0;
//return shadow;
@@ -184,10 +195,10 @@ void main()
}*/
float shadow = 1.0;
- float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
+ float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
vec3 shadow_pos = pos.xyz + displace*norm;
- vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
+ vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);
vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
@@ -251,7 +262,7 @@ void main()
gl_FragColor[0] = shadow;
gl_FragColor[1] = calcAmbientOcclusion(pos, norm);
- spos.xyz = shadow_pos+norm*spot_shadow_offset;
+ spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
//spotlight shadow 1
vec4 lpos = shadow_matrix[4]*spos;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl
deleted file mode 100644
index 0fd7b7525d..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl
+++ /dev/null
@@ -1,258 +0,0 @@
-/**
- * @file sunLightSSAOF.glsl
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
-
-//class 2 -- shadows and SSAO
-
-uniform sampler2DMS depthMap;
-uniform sampler2DMS normalMap;
-uniform sampler2DRectShadow shadowMap0;
-uniform sampler2DRectShadow shadowMap1;
-uniform sampler2DRectShadow shadowMap2;
-uniform sampler2DRectShadow shadowMap3;
-uniform sampler2DShadow shadowMap4;
-uniform sampler2DShadow shadowMap5;
-uniform sampler2D noiseMap;
-
-// Inputs
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform float ssao_radius;
-uniform float ssao_max_radius;
-uniform float ssao_factor;
-uniform float ssao_factor_inv;
-
-varying vec2 vary_fragcoord;
-varying vec4 vary_light;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-uniform vec2 shadow_res;
-uniform vec2 proj_shadow_res;
-
-uniform float shadow_bias;
-uniform float shadow_offset;
-
-uniform float spot_shadow_bias;
-uniform float spot_shadow_offset;
-
-vec4 getPosition(ivec2 pos_screen, int sample)
-{
- float depth = texelFetch(depthMap, pos_screen, sample).r;
- vec2 sc = vec2(pos_screen.xy)*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-//calculate decreases in ambient lighting when crowded out (SSAO)
-float calcAmbientOcclusion(vec4 pos, vec3 norm, int sample)
-{
- float ret = 1.0;
-
- vec2 kern[8];
- // exponentially (^2) distant occlusion samples spread around origin
- kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
- kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
- kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
- kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
- kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
- kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
- kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
- kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
-
- vec2 pos_screen = vary_fragcoord.xy;
- vec3 pos_world = pos.xyz;
- vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
-
- float angle_hidden = 0.0;
- int points = 0;
-
- float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
-
- // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
- for (int i = 0; i < 8; i++)
- {
- ivec2 samppos_screen = ivec2(pos_screen + scale * reflect(kern[i], noise_reflect));
- vec3 samppos_world = getPosition(samppos_screen, sample).xyz;
-
- vec3 diff = pos_world - samppos_world;
- float dist2 = dot(diff, diff);
-
- // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
- // --> solid angle shrinking by the square of distance
- //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
- //(k should vary inversely with # of samples, but this is taken care of later)
-
- angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
-
- // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
- points = points + int(diff.z > -1.0);
- }
-
- angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
-
- ret = (1.0 - (float(points != 0) * angle_hidden));
-
- return min(ret, 1.0);
-}
-
-float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
-{
- stc.xyz /= stc.w;
- stc.z += shadow_bias*scl;
-
- float cs = shadow2DRect(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
-
- return shadow/5.0;
-
- //return shadow;
-}
-
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
-{
- stc.xyz /= stc.w;
- stc.z += spot_shadow_bias*scl;
-
- float cs = shadow2D(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- vec2 off = 1.5/proj_shadow_res;
-
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
-
-
- return shadow/5.0;
-
- //return shadow;
-}
-
-void main()
-{
- vec2 pos_screen = vary_fragcoord.xy;
- ivec2 itc = ivec2(pos_screen);
- vec4 fcol = vec4(0,0,0,0);
-
- for (int i = 0; i < samples; i++)
- {
- vec4 pos = getPosition(itc, i);
-
- vec4 nmap4 = texelFetch(normalMap, itc, i);
- nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm
- float displace = nmap4.w;
- vec3 norm = nmap4.xyz;
-
- float shadow = 1.0;
- float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
-
- vec3 shadow_pos = pos.xyz + displace*norm;
- vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
-
- vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
-
- if (spos.z > -shadow_clip.w)
- {
- if (dp_directional_light == 0.0)
- {
- // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
- shadow = 0.0;
- }
- else
- {
- vec4 lpos;
-
- if (spos.z < -shadow_clip.z)
- {
- lpos = shadow_matrix[3]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap3, lpos, 0.25);
- shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
- }
- else if (spos.z < -shadow_clip.y)
- {
- lpos = shadow_matrix[2]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap2, lpos, 0.5);
- }
- else if (spos.z < -shadow_clip.x)
- {
- lpos = shadow_matrix[1]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap1, lpos, 0.75);
- }
- else
- {
- lpos = shadow_matrix[0]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap0, lpos, 1.0);
- }
-
- // take the most-shadowed value out of these two:
- // * the blurred sun shadow in the light (shadow) map
- // * an unblurred dot product between the sun and this norm
- // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
- shadow = min(shadow, dp_directional_light);
-
- }
- }
- else
- {
- // more distant than the shadow map covers
- shadow = 1.0;
- }
-
-
- fcol[0] += shadow;
- fcol[1] += calcAmbientOcclusion(pos, norm, i);
-
- spos.xyz = shadow_pos+offset*spot_shadow_offset;
-
- //spotlight shadow 1
- vec4 lpos = shadow_matrix[4]*spos;
- fcol[2] += pcfShadow(shadowMap4, lpos, 0.8);
-
- //spotlight shadow 2
- lpos = shadow_matrix[5]*spos;
- fcol[3] += pcfShadow(shadowMap5, lpos, 0.8);
- }
-
- gl_FragColor = fcol / samples;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
index e7ab11c6ed..bc5eb5181d 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
@@ -1,5 +1,5 @@
/**
- * @file sunLightF.glsl
+ * @file sunLightV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,24 +22,20 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
+ATTRIBUTE vec3 position;
+
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
{
//transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
- vec4 tex = gl_MultiTexCoord0;
- tex.w = 1.0;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
- vary_light = gl_MultiTexCoord0;
-
- gl_FrontColor = gl_Color;
+ vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl b/indra/newview/app_settings/shaders/class2/effects/blurF.glsl
deleted file mode 100644
index 35411db04b..0000000000
--- a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-/**
- * @file blurf.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2DRect RenderTexture;
-uniform float bloomStrength;
-
-varying vec4 gl_TexCoord[gl_MaxTextureCoords];
-void main(void)
-{
- float blurWeights[7];
- blurWeights[0] = 0.05;
- blurWeights[1] = 0.1;
- blurWeights[2] = 0.2;
- blurWeights[3] = 0.3;
- blurWeights[4] = 0.2;
- blurWeights[5] = 0.1;
- blurWeights[6] = 0.05;
-
- vec3 color = vec3(0,0,0);
- for (int i = 0; i < 7; i++){
- color += vec3(texture2DRect(RenderTexture, gl_TexCoord[i].st)) * blurWeights[i];
- }
-
- color *= bloomStrength;
-
- gl_FragColor = vec4(color, 1.0);
-}
diff --git a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
deleted file mode 100644
index 3e47ed15fe..0000000000
--- a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
+++ /dev/null
@@ -1,55 +0,0 @@
-/**
- * @file blurV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-uniform vec2 texelSize;
-uniform vec2 blurDirection;
-uniform float blurWidth;
-
-void main(void)
-{
- // Transform vertex
- gl_Position = ftransform();
-
- vec2 blurDelta = texelSize * blurDirection * vec2(blurWidth, blurWidth);
- vec2 s = gl_MultiTexCoord0.st - (blurDelta * 3.0);
-
- // for (int i = 0; i < 7; i++) {
- // gl_TexCoord[i].st = s + (i * blurDelta);
- // }
-
- // MANUALLY UNROLL
- gl_TexCoord[0].st = s;
- gl_TexCoord[1].st = s + blurDelta;
- gl_TexCoord[2].st = s + (2. * blurDelta);
- gl_TexCoord[3].st = s + (3. * blurDelta);
- gl_TexCoord[4].st = s + (4. * blurDelta);
- gl_TexCoord[5].st = s + (5. * blurDelta);
- gl_TexCoord[6].st = s + (6. * blurDelta);
-
- // gl_TexCoord[0].st = s;
- // gl_TexCoord[1].st = blurDelta;
-}
diff --git a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl
deleted file mode 100644
index 42ab8d40e8..0000000000
--- a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-/**
- * @file colorFilterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2DRect RenderTexture;
-uniform float brightness;
-uniform float contrast;
-uniform vec3 contrastBase;
-uniform float saturation;
-uniform vec3 lumWeights;
-
-const float gamma = 2.0;
-
-void main(void)
-{
- vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
-
- /// Modulate brightness
- color *= brightness;
-
- /// Modulate contrast
- color = mix(contrastBase, color, contrast);
-
- /// Modulate saturation
- color = mix(vec3(dot(color, lumWeights)), color, saturation);
-
- gl_FragColor = vec4(color, 1.0);
-}
diff --git a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl
deleted file mode 100644
index 9187c8ec31..0000000000
--- a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl
+++ /dev/null
@@ -1,42 +0,0 @@
-/**
- * @file extractF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2DRect RenderTexture;
-uniform float extractLow;
-uniform float extractHigh;
-uniform vec3 lumWeights;
-
-void main(void)
-{
- /// Get scene color
- vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
-
- /// Extract luminance and scale up by night vision brightness
- float lum = smoothstep(extractLow, extractHigh, dot(color, lumWeights));
-
- gl_FragColor = vec4(vec3(lum), 1.0);
-}
diff --git a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl
deleted file mode 100644
index 76b675a9bd..0000000000
--- a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl
+++ /dev/null
@@ -1,62 +0,0 @@
-/**
- * @file nightVisionF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2DRect RenderTexture;
-uniform sampler2D NoiseTexture;
-uniform float brightMult;
-uniform float noiseStrength;
-
-float luminance(vec3 color)
-{
- /// CALCULATING LUMINANCE (Using NTSC lum weights)
- /// http://en.wikipedia.org/wiki/Luma_%28video%29
- return dot(color, vec3(0.299, 0.587, 0.114));
-}
-
-void main(void)
-{
- /// Get scene color
- vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
-
- /// Extract luminance and scale up by night vision brightness
- float lum = luminance(color) * brightMult;
-
- /// Convert into night vision color space
- /// Newer NVG colors (crisper and more saturated)
- vec3 outColor = (lum * vec3(0.91, 1.21, 0.9)) + vec3(-0.07, 0.1, -0.12);
-
- /// Add noise
- float noiseValue = texture2D(NoiseTexture, gl_TexCoord[1].st).r;
- noiseValue = (noiseValue - 0.5) * noiseStrength;
-
- /// Older NVG colors (more muted)
- // vec3 outColor = (lum * vec3(0.82, 0.75, 0.83)) + vec3(0.05, 0.32, -0.11);
-
- outColor += noiseValue;
-
- gl_FragColor = vec4(outColor, 1.0);
-}
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl
deleted file mode 100644
index df08fce0da..0000000000
--- a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl
+++ /dev/null
@@ -1,58 +0,0 @@
-/**
- * @file terrainF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2D detail_0;
-uniform sampler2D detail_1;
-uniform sampler2D detail_2;
-uniform sampler2D detail_3;
-uniform sampler2D alpha_ramp;
-
-vec3 atmosLighting(vec3 light);
-
-vec3 scaleSoftClip(vec3 color);
-
-void main()
-{
- /// Note: This should duplicate the blending functionality currently used for the terrain rendering.
-
- /// TODO Confirm tex coords and bind them appropriately in vert shader.
- vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
- vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
- vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
- vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
-
- float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
- float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
- float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
- vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
-
- /// Add WL Components
- outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb);
-
- gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl
deleted file mode 100644
index 90468b45a2..0000000000
--- a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl
+++ /dev/null
@@ -1,59 +0,0 @@
-/**
- * @file terrainWaterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2D detail_0;
-uniform sampler2D detail_1;
-uniform sampler2D detail_2;
-uniform sampler2D detail_3;
-uniform sampler2D alpha_ramp;
-
-vec3 atmosLighting(vec3 light);
-
-vec4 applyWaterFog(vec4 color);
-
-void main()
-{
- /// Note: This should duplicate the blending functionality currently used for the terrain rendering.
-
- /// TODO Confirm tex coords and bind them appropriately in vert shader.
- vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
- vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
- vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
- vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
-
- float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
- float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
- float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
- vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
-
- /// Add WL Components
- outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb);
-
- outColor = applyWaterFog(outColor);
- gl_FragColor = outColor;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl
deleted file mode 100644
index f947aa4be1..0000000000
--- a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl
+++ /dev/null
@@ -1,108 +0,0 @@
-/**
- * @file underWaterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2D diffuseMap;
-uniform sampler2D bumpMap;
-uniform sampler2D screenTex;
-uniform sampler2D refTex;
-uniform sampler2D screenDepth;
-
-uniform vec4 fogCol;
-uniform vec3 lightDir;
-uniform vec3 specular;
-uniform float lightExp;
-uniform vec2 fbScale;
-uniform float refScale;
-uniform float znear;
-uniform float zfar;
-uniform float kd;
-uniform vec4 waterPlane;
-uniform vec3 eyeVec;
-uniform vec4 waterFogColor;
-uniform float waterFogDensity;
-uniform float waterFogKS;
-uniform vec2 screenRes;
-
-//bigWave is (refCoord.w, view.w);
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
-
-vec4 applyWaterFog(vec4 color, vec3 viewVec)
-{
- //normalize view vector
- vec3 view = normalize(viewVec);
- float es = -view.z;
-
- //find intersection point with water plane and eye vector
-
- //get eye depth
- float e0 = max(-waterPlane.w, 0.0);
-
- //get object depth
- float depth = length(viewVec);
-
- //get "thickness" of water
- float l = max(depth, 0.1);
-
- float kd = waterFogDensity;
- float ks = waterFogKS;
- vec4 kc = waterFogColor;
-
- float F = 0.98;
-
- float t1 = -kd * pow(F, ks * e0);
- float t2 = kd + ks * es;
- float t3 = pow(F, t2*l) - 1.0;
-
- float L = min(t1/t2*t3, 1.0);
-
- float D = pow(0.98, l*kd);
- //return vec4(1.0, 0.0, 1.0, 1.0);
- return color * D + kc * L;
- //depth /= 10.0;
- //return vec4(depth,depth,depth,0.0);
-}
-
-void main()
-{
- vec4 color;
-
- //get detail normals
- vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
- vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
- vec3 wavef = normalize(wave1+wave2+wave3);
-
- //figure out distortion vector (ripply)
- vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
- distort = distort+wavef.xy*refScale;
-
- vec4 fb = texture2D(screenTex, distort);
-
- gl_FragColor = applyWaterFog(fb,view.xyz);
-}
diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
deleted file mode 100644
index dc543b2231..0000000000
--- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
+++ /dev/null
@@ -1,137 +0,0 @@
-/**
- * @file waterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-vec3 scaleSoftClip(vec3 inColor);
-vec3 atmosTransport(vec3 inColor);
-
-uniform sampler2D bumpMap;
-uniform sampler2D screenTex;
-uniform sampler2D refTex;
-
-uniform float sunAngle;
-uniform float sunAngle2;
-uniform vec3 lightDir;
-uniform vec3 specular;
-uniform float lightExp;
-uniform float refScale;
-uniform float kd;
-uniform vec2 screenRes;
-uniform vec3 normScale;
-uniform float fresnelScale;
-uniform float fresnelOffset;
-uniform float blurMultiplier;
-
-
-//bigWave is (refCoord.w, view.w);
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
-
-void main()
-{
- vec4 color;
-
- float dist = length(view.xy);
-
- //normalize view vector
- vec3 viewVec = normalize(view.xyz);
-
- //get wave normals
- vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
- vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
- //get base fresnel components
-
- vec3 df = vec3(
- dot(viewVec, wave1),
- dot(viewVec, (wave2 + wave3) * 0.5),
- dot(viewVec, wave3)
- ) * fresnelScale + fresnelOffset;
- df *= df;
-
- vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
-
- float dist2 = dist;
- dist = max(dist, 5.0);
-
- float dmod = sqrt(dist);
-
- vec2 dmod_scale = vec2(dmod*dmod, dmod);
-
- //get reflected color
- vec2 refdistort1 = wave1.xy*normScale.x;
- vec2 refvec1 = distort+refdistort1/dmod_scale;
- vec4 refcol1 = texture2D(refTex, refvec1);
-
- vec2 refdistort2 = wave2.xy*normScale.y;
- vec2 refvec2 = distort+refdistort2/dmod_scale;
- vec4 refcol2 = texture2D(refTex, refvec2);
-
- vec2 refdistort3 = wave3.xy*normScale.z;
- vec2 refvec3 = distort+refdistort3/dmod_scale;
- vec4 refcol3 = texture2D(refTex, refvec3);
-
- vec4 refcol = refcol1 + refcol2 + refcol3;
- float df1 = df.x + df.y + df.z;
- refcol *= df1 * 0.333;
-
- vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
-
- wavef.z *= max(-viewVec.z, 0.1);
- wavef = normalize(wavef);
-
- float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
-
- vec2 refdistort4 = wavef.xy*0.125;
- refdistort4.y -= abs(refdistort4.y);
- vec2 refvec4 = distort+refdistort4/dmod;
- float dweight = min(dist2*blurMultiplier, 1.0);
- vec4 baseCol = texture2D(refTex, refvec4);
- refcol = mix(baseCol*df2, refcol, dweight);
-
- //get specular component
- float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
-
- //harden specular
- spec = pow(spec, 128.0);
-
- //figure out distortion vector (ripply)
- vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
-
- vec4 fb = texture2D(screenTex, distort2);
-
- //mix with reflection
- // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
- color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
- color.rgb += spec * specular;
-
- color.rgb = atmosTransport(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
- color.a = spec * sunAngle2;
-
- gl_FragColor = color;
-}
diff --git a/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl
deleted file mode 100644
index 4bdfce9260..0000000000
--- a/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl
+++ /dev/null
@@ -1,74 +0,0 @@
-/**
- * @file waterFogF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-uniform vec4 lightnorm;
-uniform vec4 waterPlane;
-uniform vec4 waterFogColor;
-uniform float waterFogDensity;
-uniform float waterFogKS;
-
-vec3 getPositionEye();
-
-vec4 applyWaterFog(vec4 color)
-{
- //normalize view vector
- vec3 view = normalize(getPositionEye());
- float es = -(dot(view, waterPlane.xyz));
-
- //find intersection point with water plane and eye vector
-
- //get eye depth
- float e0 = max(-waterPlane.w, 0.0);
-
- vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
-
- //get object depth
- float depth = length(getPositionEye() - int_v);
-
- //get "thickness" of water
- float l = max(depth, 0.1);
-
- float kd = waterFogDensity;
- float ks = waterFogKS;
- vec4 kc = waterFogColor;
-
- float F = 0.98;
-
- float t1 = -kd * pow(F, ks * e0);
- float t2 = kd + ks * es;
- float t3 = pow(F, t2*l) - 1.0;
-
- float L = min(t1/t2*t3, 1.0);
-
- float D = pow(0.98, l*kd);
-
- color.rgb = color.rgb * D + kc.rgb * L;
- color.a = kc.a + color.a;
-
- return color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl
deleted file mode 100644
index d2bc912edb..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl
+++ /dev/null
@@ -1,49 +0,0 @@
-/**
- * @file lightFullbrightShinyF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-uniform samplerCube environmentMap;
-
-vec3 fullbrightShinyAtmosTransport(vec3 light);
-vec3 fullbrightScaleSoftClip(vec3 light);
-
-void fullbright_shiny_lighting()
-{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
-
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
-
- color.rgb = fullbrightShinyAtmosTransport(color.rgb);
-
- color.rgb = fullbrightScaleSoftClip(color.rgb);
-
- color.a = max(color.a, gl_Color.a);
-
- gl_FragColor = color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl
deleted file mode 100644
index e9dab85095..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl
+++ /dev/null
@@ -1,48 +0,0 @@
-/**
- * @file lightFullbrightShinyWaterF.glsl
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-
-uniform samplerCube environmentMap;
-
-vec3 fullbrightShinyAtmosTransport(vec3 light);
-vec3 fullbrightScaleSoftClip(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void fullbright_shiny_lighting_water()
-{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
-
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
-
- color.rgb = fullbrightShinyAtmosTransport(color.rgb);
- color.rgb = fullbrightScaleSoftClip(color.rgb);
- color.a = max(color.a, gl_Color.a);
-
- gl_FragColor = applyWaterFog(color);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl
deleted file mode 100644
index 20ff3712af..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl
+++ /dev/null
@@ -1,41 +0,0 @@
-/**
- * @file lightFullbrightWaterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-vec4 diffuseLookup(vec2 texcoord);
-
-vec3 fullbrightAtmosTransport(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void fullbright_lighting_water()
-{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
-
- color.rgb = fullbrightAtmosTransport(color.rgb);
-
- gl_FragColor = applyWaterFog(color);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl
deleted file mode 100644
index ba4cd949d6..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl
+++ /dev/null
@@ -1,49 +0,0 @@
-/**
- * @file lightShinyF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-
-uniform samplerCube environmentMap;
-
-vec3 scaleSoftClip(vec3 light);
-vec3 atmosLighting(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void shiny_lighting()
-{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
-
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
-
- color.rgb = atmosLighting(color.rgb);
-
- color.rgb = scaleSoftClip(color.rgb);
- color.a = max(color.a, gl_Color.a);
- gl_FragColor = color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl
deleted file mode 100644
index c451e68763..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl
+++ /dev/null
@@ -1,46 +0,0 @@
-/**
- * @file lightShinyWaterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-
-uniform samplerCube environmentMap;
-
-vec3 atmosLighting(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void shiny_lighting_water()
-{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
-
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
-
- color.rgb = atmosLighting(color.rgb);
- color.a = max(color.a, gl_Color.a);
- gl_FragColor = applyWaterFog(color);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl
deleted file mode 100644
index 24bf9b3cee..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl
+++ /dev/null
@@ -1,36 +0,0 @@
-/**
- * @file lightSpecularV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-// All lights, no specular highlights
-
-vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
-
-vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
-{
- return sumLightsSpecular(pos, norm, color, specularColor, baseCol);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl
deleted file mode 100644
index 8045809b82..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl
+++ /dev/null
@@ -1,36 +0,0 @@
-/**
- * @file lightV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-// All lights, no specular highlights
-
-vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight);
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
-{
- return sumLights(pos, norm, color, baseLight);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl
deleted file mode 100644
index ae7be4d231..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl
+++ /dev/null
@@ -1,39 +0,0 @@
-/**
- * @file lightWaterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-vec3 atmosLighting(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void default_lighting_water()
-{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
-
- color.rgb = atmosLighting(color.rgb);
-
- gl_FragColor = applyWaterFog(color);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
index d0a12479db..3acf9fe883 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
@@ -33,6 +33,10 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 atmosGetDiffuseSunlightColor();
vec3 scaleDownLight(vec3 light);
+uniform vec4 light_position[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
{
vec4 col = vec4(0.0, 0.0, 0.0, color.a);
@@ -43,15 +47,14 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor
vec4 specularSum = vec4(0.0);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz, gl_LightSource[1].diffuse.rgb, 1.0);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[2].position.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].diffuse.rgb);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[3].position.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation, gl_LightSource[3].diffuse.rgb);
- //col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[4].position.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].diffuse.rgb);
+ col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb);
col.rgb = scaleDownLight(col.rgb);
// Add windlight lights
col.rgb += atmosAmbient(baseCol.rgb);
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, gl_LightSource[0].position.xyz, atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
col.rgb = min(col.rgb*color.rgb, 1.0);
specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
index ad045a3058..c9987ef3b9 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
@@ -23,8 +23,6 @@
* $/LicenseInfo$
*/
-
-
float calcDirectionalLight(vec3 n, vec3 l);
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
@@ -32,21 +30,26 @@ vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
{
vec4 col = vec4(0.0, 0.0, 0.0, color.a);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
+ col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
+
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
- col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
- //col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
col.rgb = scaleDownLight(col.rgb);
// Add windlight lights
col.rgb += atmosAmbient(baseLight.rgb);
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
col.rgb = min(col.rgb*color.rgb, 1.0);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
index be990c1757..6a83be1426 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
@@ -25,7 +25,7 @@
-// varying param funcs
+// VARYING param funcs
void setSunlitColor(vec3 v);
void setAmblitColor(vec3 v);
void setAdditiveColor(vec3 v);
@@ -34,8 +34,8 @@ void setPositionEye(vec3 v);
vec3 getAdditiveColor();
-//varying vec4 vary_CloudUVs;
-//varying float vary_CloudDensity;
+//VARYING vec4 vary_CloudUVs;
+//VARYING float vary_CloudDensity;
// Inputs
uniform vec4 morphFactor;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
index a98c04b259..765b0927c3 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
@@ -24,25 +24,17 @@
*/
+VARYING vec3 vary_SunlitColor;
+VARYING vec3 vary_AdditiveColor;
+VARYING vec3 vary_AtmosAttenuation;
-varying vec3 vary_PositionEye;
-
-varying vec3 vary_SunlitColor;
-varying vec3 vary_AmblitColor;
-varying vec3 vary_AdditiveColor;
-varying vec3 vary_AtmosAttenuation;
-
-vec3 getPositionEye()
-{
- return vary_PositionEye;
-}
vec3 getSunlitColor()
{
- return vary_SunlitColor;
+ return vec3(0,0,0);
}
vec3 getAmblitColor()
{
- return vary_AmblitColor;
+ return vec3(0,0,0);
}
vec3 getAdditiveColor()
{
@@ -50,5 +42,5 @@ vec3 getAdditiveColor()
}
vec3 getAtmosAttenuation()
{
- return vary_AtmosAttenuation;
+ return vec3(vary_AtmosAttenuation);
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
index 7c3cb88b3c..99dbee15ee 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
@@ -24,57 +24,61 @@
*/
+VARYING vec3 vary_AdditiveColor;
+VARYING vec3 vary_AtmosAttenuation;
-varying vec3 vary_PositionEye;
+vec3 additive_color;
+vec3 atmos_attenuation;
+vec3 sunlit_color;
+vec3 amblit_color;
+vec3 position_eye;
-varying vec3 vary_SunlitColor;
-varying vec3 vary_AmblitColor;
-varying vec3 vary_AdditiveColor;
-varying vec3 vary_AtmosAttenuation;
-
-vec3 getPositionEye()
-{
- return vary_PositionEye;
-}
vec3 getSunlitColor()
{
- return vary_SunlitColor;
+ return sunlit_color;
}
vec3 getAmblitColor()
{
- return vary_AmblitColor;
+ return amblit_color;
}
+
vec3 getAdditiveColor()
{
- return vary_AdditiveColor;
+ return additive_color;
}
vec3 getAtmosAttenuation()
{
- return vary_AtmosAttenuation;
+ return atmos_attenuation;
}
+vec3 getPositionEye()
+{
+ return position_eye;
+}
void setPositionEye(vec3 v)
{
- vary_PositionEye = v;
+ position_eye = v;
}
void setSunlitColor(vec3 v)
{
- vary_SunlitColor = v;
+ sunlit_color = v;
}
void setAmblitColor(vec3 v)
{
- vary_AmblitColor = v;
+ amblit_color = v;
}
void setAdditiveColor(vec3 v)
{
+ additive_color = v;
vary_AdditiveColor = v;
}
void setAtmosAttenuation(vec3 v)
{
+ atmos_attenuation = v;
vary_AtmosAttenuation = v;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl
index d12d88f1c5..163ef26444 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl
@@ -1,5 +1,5 @@
/**
- * @file lightF.glsl
+ * @file atmosphericVarsWaterF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -23,19 +23,28 @@
* $/LicenseInfo$
*/
+VARYING vec3 vary_PositionEye;
+VARYING vec3 vary_AdditiveColor;
+VARYING vec3 vary_AtmosAttenuation;
-
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-void default_lighting()
+vec3 getSunlitColor()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
-
- color.rgb = atmosLighting(color.rgb);
-
- color.rgb = scaleSoftClip(color.rgb);
-
- gl_FragColor = color;
+ return vec3(0,0,0);
+}
+vec3 getAmblitColor()
+{
+ return vec3(0,0,0);
+}
+vec3 getAdditiveColor()
+{
+ return vary_AdditiveColor;
+}
+vec3 getAtmosAttenuation()
+{
+ return vary_AtmosAttenuation;
+}
+vec3 getPositionEye()
+{
+ return vary_PositionEye;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl
index 41849858e7..553f6752e6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl
@@ -1,5 +1,5 @@
/**
- * @file postDeferredF.glsl
+ * @file atmosphericVarsWaterV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -23,33 +23,59 @@
* $/LicenseInfo$
*/
+VARYING vec3 vary_PositionEye;
+VARYING vec3 vary_AdditiveColor;
+VARYING vec3 vary_AtmosAttenuation;
+vec3 atmos_attenuation;
+vec3 sunlit_color;
+vec3 amblit_color;
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_texture_multisample : enable
+vec3 getSunlitColor()
+{
+ return sunlit_color;
+}
+vec3 getAmblitColor()
+{
+ return amblit_color;
+}
-uniform sampler2DMS diffuseRect;
-uniform sampler2D bloomMap;
+vec3 getAdditiveColor()
+{
+ return vary_AdditiveColor;
+}
+vec3 getAtmosAttenuation()
+{
+ return atmos_attenuation;
+}
-uniform vec2 screen_res;
-varying vec2 vary_fragcoord;
+vec3 getPositionEye()
+{
+ return vary_PositionEye;
+}
-vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
+void setPositionEye(vec3 v)
{
- vec4 ret = vec4(0,0,0,0);
+ vary_PositionEye = v;
+}
- for (int i = 0; i < samples; ++i)
- {
- ret += texelFetch(tex,tc,i);
- }
+void setSunlitColor(vec3 v)
+{
+ sunlit_color = v;
+}
- return ret/samples;
+void setAmblitColor(vec3 v)
+{
+ amblit_color = v;
}
-void main()
+void setAdditiveColor(vec3 v)
{
- vec4 diff = texture2DMS(diffuseRect, ivec2(vary_fragcoord.xy));
+ vary_AdditiveColor = v;
+}
- vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
- gl_FragColor = diff + bloom;
+void setAtmosAttenuation(vec3 v)
+{
+ atmos_attenuation = v;
+ vary_AtmosAttenuation = v;
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
index b90cec119b..4ab06c6e21 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
@@ -23,15 +23,21 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
/////////////////////////////////////////////////////////////////////////
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
-varying vec4 vary_CloudColorSun;
-varying vec4 vary_CloudColorAmbient;
-varying float vary_CloudDensity;
+VARYING vec4 vary_CloudColorSun;
+VARYING vec4 vary_CloudColorAmbient;
+VARYING float vary_CloudDensity;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
uniform sampler2D cloud_noise_texture;
uniform vec4 cloud_pos_density1;
@@ -50,14 +56,14 @@ vec3 scaleSoftClip(vec3 light) {
void main()
{
// Set variables
- vec2 uv1 = gl_TexCoord[0].xy;
- vec2 uv2 = gl_TexCoord[1].xy;
+ vec2 uv1 = vary_texcoord0.xy;
+ vec2 uv2 = vary_texcoord1.xy;
vec4 cloudColorSun = vary_CloudColorSun;
vec4 cloudColorAmbient = vary_CloudColorAmbient;
float cloudDensity = vary_CloudDensity;
- vec2 uv3 = gl_TexCoord[2].xy;
- vec2 uv4 = gl_TexCoord[3].xy;
+ vec2 uv3 = vary_texcoord2.xy;
+ vec2 uv4 = vary_texcoord3.xy;
// Offset texture coords
uv1 += cloud_pos_density1.xy; //large texture, visible density
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index c175a834c2..c5bb52169c 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -22,17 +22,24 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
//////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-varying vec4 vary_CloudColorSun;
-varying vec4 vary_CloudColorAmbient;
-varying float vary_CloudDensity;
+VARYING vec4 vary_CloudColorSun;
+VARYING vec4 vary_CloudColorAmbient;
+VARYING float vary_CloudDensity;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
// Inputs
uniform vec3 camPosLocal;
@@ -59,12 +66,12 @@ void main()
{
// World / view / projection
- gl_Position = ftransform();
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ vary_texcoord0 = texcoord0;
// Get relative position
- vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
+ vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
// Set altitude
if (P.y > 0.)
@@ -160,17 +167,17 @@ void main()
// Texture coords
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_TexCoord[0].xy -= 0.5;
- gl_TexCoord[0].xy /= cloud_scale.x;
- gl_TexCoord[0].xy += 0.5;
+ vary_texcoord0 = texcoord0;
+ vary_texcoord0.xy -= 0.5;
+ vary_texcoord0.xy /= cloud_scale.x;
+ vary_texcoord0.xy += 0.5;
- gl_TexCoord[1] = gl_TexCoord[0];
- gl_TexCoord[1].x += lightnorm.x * 0.0125;
- gl_TexCoord[1].y += lightnorm.z * 0.0125;
+ vary_texcoord1 = vary_texcoord0;
+ vary_texcoord1.x += lightnorm.x * 0.0125;
+ vary_texcoord1.y += lightnorm.z * 0.0125;
- gl_TexCoord[2] = gl_TexCoord[0] * 16.;
- gl_TexCoord[3] = gl_TexCoord[1] * 16.;
+ vary_texcoord2 = vary_texcoord0 * 16.;
+ vary_texcoord3 = vary_texcoord1 * 16.;
// Combine these to minimize register use
vary_CloudColorAmbient += oHazeColorBelowCloud;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
index ac569e8257..c9d96b2cf4 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
@@ -23,13 +23,15 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
/////////////////////////////////////////////////////////////////////////
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
-varying vec4 vary_HazeColor;
+VARYING vec4 vary_HazeColor;
uniform sampler2D cloud_noise_texture;
uniform vec4 gamma;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
index 3a44bb6d26..46773cf89f 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -23,14 +23,16 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
// SKY ////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-varying vec4 vary_HazeColor;
+VARYING vec4 vary_HazeColor;
// Inputs
uniform vec3 camPosLocal;
@@ -57,12 +59,11 @@ void main()
{
// World / view / projection
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
// Get relative position
- vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
- //vec3 P = gl_Vertex.xyz + vec3(0,50,0);
+ vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
+ //vec3 P = position.xyz + vec3(0,50,0);
// Set altitude
if (P.y > 0.)
diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
index 151602dbc0..721054b5ad 100644
--- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
@@ -22,39 +22,47 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec4 clothing;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
void calcAtmospherics(vec3 inPositionEye);
-attribute vec4 clothing; //4
+uniform vec4 color;
-attribute vec4 gWindDir; //7
-attribute vec4 gSinWaveParams; //3
-attribute vec4 gGravity; //5
+uniform vec4 gWindDir;
+uniform vec4 gSinWaveParams;
+uniform vec4 gGravity;
const vec4 gMinMaxConstants = vec4(1.0, 0.166666, 0.0083143, .00018542); // #minimax-generated coefficients
const vec4 gPiConstants = vec4(0.159154943, 6.28318530, 3.141592653, 1.5707963); // # {1/2PI, 2PI, PI, PI/2}
void main()
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ vary_texcoord0 = texcoord0;
vec4 pos;
mat4 trans = getSkinnedTransform();
vec3 norm;
- norm.x = dot(trans[0].xyz, gl_Normal);
- norm.y = dot(trans[1].xyz, gl_Normal);
- norm.z = dot(trans[2].xyz, gl_Normal);
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
norm = normalize(norm);
//wind
vec4 windEffect;
windEffect = vec4(dot(norm, gWindDir.xyz));
- pos.x = dot(trans[2].xyz, gl_Vertex.xyz);
+ pos.x = dot(trans[2].xyz, position.xyz);
windEffect.xyz = pos.x * vec3(0.015, 0.015, 0.015)
+ windEffect.xyz;
windEffect.w = windEffect.w * 2.0 + 1.0; // move wind offset value to [-1, 3]
@@ -101,7 +109,7 @@ void main()
sinWave.xyz = max(sinWave.xyz, vec3(-1.0, -1.0, -1.0)); // clamp to underlying body shape
offsetPos = clothing * sinWave.x; // multiply wind effect times clothing displacement
temp2 = gWindDir*sinWave.z + vec4(norm,0); // calculate normal offset due to wind oscillation
- offsetPos = vec4(1.0,1.0,1.0,0.0)*offsetPos+gl_Vertex; // add to offset vertex position, and zero out effect from w
+ offsetPos = vec4(1.0,1.0,1.0,0.0)*offsetPos+vec4(position.xyz, 1.0); // add to offset vertex position, and zero out effect from w
norm += temp2.xyz*2.0; // add sin wave effect on normals (exaggerated)
//add "backlighting" effect
@@ -119,12 +127,8 @@ void main()
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.0));
- gl_FrontColor = color;
+ vec4 col = calcLighting(pos.xyz, norm, color, vec4(0.0));
+ vertex_color = col;
- gl_Position = gl_ProjectionMatrix * pos;
-
-
- gl_TexCoord[2] = vec4(pos.xyz, 1.0);
-
+ gl_Position = projection_matrix * pos;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl
deleted file mode 100644
index 616ea5fe9e..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl
+++ /dev/null
@@ -1,106 +0,0 @@
-/**
- * @file giDownsampleF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2DRect giLightMap;
-
-uniform vec2 kern[32];
-uniform float dist_factor;
-uniform float blur_size;
-uniform vec2 delta;
-uniform int kern_length;
-uniform float kern_scale;
-uniform vec3 blur_quad;
-
-varying vec2 vary_fragcoord;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-float getDepth(vec2 pos_screen)
-{
- float z = texture2DRect(depthMap, pos_screen.xy).a;
- z = z*2.0-1.0;
- vec4 ndc = vec4(0.0, 0.0, z, 1.0);
- vec4 p = inv_proj*ndc;
- return p.z/p.w;
-}
-
-void main()
-{
- vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- float depth = getDepth(vary_fragcoord.xy);
-
- vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
- vec2 dlt = kern_scale * delta/(vec2(1.0,1.0)+norm.xy*norm.xy);
- dlt /= clamp(-depth*blur_quad.x, 1.0, 3.0);
- float defined_weight = kern[0].x;
- vec3 col = ccol*kern[0].x;
-
- for (int i = 0; i < kern_length; i++)
- {
- vec2 tc = vary_fragcoord.xy + kern[i].y*dlt;
- vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz;
- sampNorm = vec3((sampNorm.xy-0.5)*2.0,sampNorm.z); // unpack norm
-
- float d = dot(norm.xyz, sampNorm);
-
- if (d > 0.5)
- {
- float sampdepth = getDepth(tc.xy);
- sampdepth -= depth;
- if (sampdepth*sampdepth < blur_quad.z)
- {
- col += texture2DRect(giLightMap, tc).rgb*kern[i].x;
- defined_weight += kern[i].x;
- }
- }
- }
-
- col /= defined_weight;
-
- //col = ccol;
-
- col = col*blur_quad.y;
-
- gl_FragData[0].xyz = col;
-
- //gl_FragColor = ccol;
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl
deleted file mode 100644
index 95913a502c..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl
+++ /dev/null
@@ -1,211 +0,0 @@
-/**
- * @file giF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2DRect lightMap;
-uniform sampler2DRect specularRect;
-
-uniform sampler2D noiseMap;
-
-uniform sampler2D diffuseGIMap;
-uniform sampler2D specularGIMap;
-uniform sampler2D normalGIMap;
-uniform sampler2D depthGIMap;
-
-uniform sampler2D lightFunc;
-
-// Inputs
-varying vec2 vary_fragcoord;
-
-uniform vec2 screen_res;
-
-uniform vec4 sunlight_color;
-
-uniform mat4 inv_proj;
-uniform mat4 gi_mat; //gPipeline.mGIMatrix - eye space to sun space
-uniform mat4 gi_mat_proj; //gPipeline.mGIMatrixProj - eye space to projected sun space
-uniform mat4 gi_norm_mat; //gPipeline.mGINormalMatrix - eye space normal to sun space normal matrix
-uniform mat4 gi_inv_proj; //gPipeline.mGIInvProj - projected sun space to sun space
-uniform float gi_sample_width;
-uniform float gi_noise;
-uniform float gi_attenuation;
-uniform float gi_range;
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-vec4 getGIPosition(vec2 gi_tc)
-{
- float depth = texture2D(depthGIMap, gi_tc).a;
- vec2 sc = gi_tc*2.0;
- sc -= vec2(1.0, 1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = gi_inv_proj*ndc;
- pos.xyz /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-vec3 giAmbient(vec3 pos, vec3 norm)
-{
- vec4 gi_c = gi_mat_proj * vec4(pos, 1.0);
- gi_c.xyz /= gi_c.w;
-
- vec4 gi_pos = gi_mat*vec4(pos,1.0);
- vec3 gi_norm = (gi_norm_mat*vec4(norm,1.0)).xyz;
- gi_norm = normalize(gi_norm);
-
- vec4 c_spec = texture2DRect(specularRect, vary_fragcoord.xy);
- vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).rgb;
- gi_pos.xyz += nz.x*gi_noise*gi_norm.xyz;
- vec2 tcx = gi_norm.xy;
- vec2 tcy = gi_norm.yx;
-
- vec4 eye_pos = gi_mat*vec4(0,0,0,1.0);
-
- vec3 eye_dir = normalize(gi_pos.xyz-eye_pos.xyz);
- vec3 eye_ref = reflect(eye_dir, gi_norm);
-
- float da = 0.0; //texture2DRect(lightMap, vary_fragcoord.xy).r*0.5;
- vec3 fdiff = vec3(da);
- float fda = da;
-
- vec3 rcol = vec3(0,0,0);
-
- float fsa = 0.0;
-
-
- for (int i = -1; i <= 1; i += 2 )
- {
- for (int j = -1; j <= 1; j+= 2)
- {
- vec2 tc = vec2(i, j)*0.75+gi_norm.xy*nz.z;
- tc += nz.xy*2.0;
- tc *= gi_sample_width*0.25;
- tc += gi_c.xy;
-
- vec3 lnorm = -(texture2D(normalGIMap, tc.xy).xyz*2.0-1.0);
- vec3 lpos = getGIPosition(tc.xy).xyz;
-
- vec3 at = lpos-gi_pos.xyz;
- float dist = length(at);
- float dist_atten = clamp(1.0/(gi_attenuation*dist), 0.0, 1.0);
-
-
- if (dist_atten > 0.01)
- { //possible contribution of indirect light to this surface
- vec3 ldir = at;
-
- float ld = -dot(ldir, lnorm);
-
- if (ld < 0.0)
- {
- float ang_atten = dot(ldir, gi_norm);
-
- if (ang_atten > 0.0)
- {
- vec4 spec = texture2D(specularGIMap, tc.xy);
- at = normalize(at);
- vec3 diff;
-
- float da = 0.0;
-
- //contribution from indirect source to visible pixel
- vec3 ha = at;
- ha.z -= 1.0;
- ha = normalize(ha);
- if (spec.a > 0.0)
- {
- float sa = dot(ha,lnorm);
- da = texture2D(lightFunc, vec2(sa, spec.a)).a;
- }
- else
- {
- da = -lnorm.z;
- }
-
- diff = texture2D(diffuseGIMap, tc.xy).rgb+spec.rgb*spec.a*2.0;
-
- if (da > 0.0)
- { //contribution from visible pixel to eye
- vec3 ha = normalize(at-eye_dir);
- if (c_spec.a > 0.0)
- {
- float sa = dot(ha, gi_norm);
- da = dist_atten*texture2D(lightFunc, vec2(sa, c_spec.a)).a;
- }
- else
- {
- da = dist_atten*dot(gi_norm, normalize(ldir));
- }
- fda += da;
- fdiff += da*(c_spec.rgb*c_spec.a*2.0+vec3(1,1,1))*diff.rgb;
- }
- }
- }
- }
- }
- }
-
- fdiff *= sunlight_color.rgb;
-
- vec3 ret = fda*fdiff;
-
- return clamp(ret,vec3(0.0), vec3(1.0));
-}
-
-void main()
-{
- vec2 pos_screen = vary_fragcoord.xy;
- vec4 pos = getPosition(pos_screen);
-
- float rad = gi_range*0.5;
-
- vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- float dist = max(length(pos.xyz)-rad, 0.0);
-
- float da = clamp(1.0-dist/rad, 0.0, 1.0);
-
- vec3 ambient = da > 0.0 ? giAmbient(pos.xyz, norm) : vec3(0);
-
-
- gl_FragData[0].xyz = mix(vec3(0), ambient, da);
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl
deleted file mode 100644
index 0364da6258..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl
+++ /dev/null
@@ -1,100 +0,0 @@
-/**
- * @file postDeferredF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-
-uniform sampler2DRect localLightMap;
-uniform sampler2DRect sunLightMap;
-uniform sampler2DRect giLightMap;
-uniform sampler2DRect edgeMap;
-
-uniform sampler2D luminanceMap;
-
-uniform sampler2DRect lightMap;
-
-uniform sampler2D lightFunc;
-uniform sampler2D noiseMap;
-
-uniform float sun_lum_scale;
-uniform float sun_lum_offset;
-uniform float lum_scale;
-uniform float lum_lod;
-uniform vec4 ambient;
-uniform float gi_brightness;
-uniform float gi_luminance;
-
-uniform vec4 sunlight_color;
-
-uniform vec2 screen_res;
-varying vec2 vary_fragcoord;
-
-void main()
-{
- vec2 tc = vary_fragcoord.xy;
- vec4 lcol = texture2DLod(luminanceMap, vec2(0.5, 0.5), lum_lod);
-
- vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
- vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy);
- vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb;
-
- float scol = texture2DRect(lightMap, vary_fragcoord.xy).r;
-
- vec3 diff = texture2DRect(diffuseRect, vary_fragcoord.xy).rgb;
- vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
-
- gi_col = gi_col*(diff.rgb+spec.rgb*spec.a);
-
- float lum = 1.0-clamp(pow(lcol.r, gi_brightness)+sun_lum_offset, 0.0, 1.0);
-
- lum *= sun_lum_scale;
-
- sun_col *= 1.0+(lum*lum_scale*scol);
-
- vec4 col;
- col.rgb = gi_col+sun_col.rgb+local_col;
-
- col.a = sun_col.a;
-
- vec3 bcol = vec3(0,0,0);
- float tweight = 0.0;
- for (int i = 0; i < 16; i++)
- {
- float weight = (float(i)+1.0)/2.0;
- bcol += texture2DLod(luminanceMap, vary_fragcoord.xy/screen_res, weight).rgb*weight*weight*weight;
- tweight += weight*weight;
- }
-
- bcol /= tweight;
- bcol *= gi_luminance;
- col.rgb += bcol*lum;
-
- gl_FragColor = col;
- //gl_FragColor.rgb = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl
deleted file mode 100644
index 009b5cc743..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl
+++ /dev/null
@@ -1,89 +0,0 @@
-/**
- * @file postgiF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2DRect giLightMap;
-uniform sampler2D noiseMap;
-uniform sampler2D giMip;
-uniform sampler2DRect edgeMap;
-
-
-uniform vec2 delta;
-uniform float kern_scale;
-uniform float gi_edge_weight;
-uniform float gi_blur_brightness;
-
-varying vec2 vary_fragcoord;
-
-void main()
-{
- vec2 dlt = kern_scale*delta;
- float defined_weight = 0.0;
- vec3 col = vec3(0.0);
-
- float e = 1.0;
-
- for (int i = 1; i < 8; i++)
- {
- vec2 tc = vary_fragcoord.xy + float(i) * dlt;
-
- e = max(e, 0.0);
- float wght = e;
-
- col += texture2DRect(giLightMap, tc).rgb*wght;
- defined_weight += wght;
-
- e *= e;
- e -=(texture2DRect(edgeMap, tc.xy-dlt*0.25).a+
- texture2DRect(edgeMap, tc.xy+dlt*0.25).a)*gi_edge_weight;
- }
-
- e = 1.0;
-
- for (int i = 1; i < 8; i++)
- {
- vec2 tc = vary_fragcoord.xy - float(i) * dlt;
-
- e = max(e,0.0);
- float wght = e;
-
- col += texture2DRect(giLightMap, tc).rgb*wght;
- defined_weight += wght;
-
- e *= e;
- e -= (texture2DRect(edgeMap, tc.xy-dlt*0.25).a+
- texture2DRect(edgeMap, tc.xy+dlt*0.25).a)*gi_edge_weight;
-
- }
-
- col /= max(defined_weight, 0.01);
-
- gl_FragColor.rgb = col * gi_blur_brightness;
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl
deleted file mode 100644
index 6231ee68b7..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl
+++ /dev/null
@@ -1,37 +0,0 @@
-/**
- * @file postgiV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-varying vec2 vary_fragcoord;
-uniform vec2 screen_res;
-
-void main()
-{
- //transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
deleted file mode 100644
index 1c02adea89..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ /dev/null
@@ -1,335 +0,0 @@
-/**
- * @file softenLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-#extension GL_ARB_texture_rectangle : enable
-
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect normalMap;
-uniform sampler2DRect lightMap;
-uniform sampler2D noiseMap;
-uniform samplerCube environmentMap;
-uniform sampler2D lightFunc;
-uniform vec3 gi_quad;
-
-uniform float blur_size;
-uniform float blur_fidelity;
-
-// Inputs
-uniform vec4 morphFactor;
-uniform vec3 camPosLocal;
-//uniform vec4 camPosWorld;
-uniform vec4 gamma;
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 ambient;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 distance_multiplier;
-uniform vec4 max_y;
-uniform vec4 glow;
-uniform float scene_light_strength;
-uniform vec3 env_mat[3];
-uniform vec4 shadow_clip;
-uniform mat3 ssao_effect_mat;
-
-uniform sampler2DRect depthMap;
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
-
-vec3 vary_PositionEye;
-
-vec3 vary_SunlitColor;
-vec3 vary_AmblitColor;
-vec3 vary_AdditiveColor;
-vec3 vary_AtmosAttenuation;
-uniform float gi_ambiance;
-
-vec4 getPosition_d(vec2 pos_screen, float depth)
-{
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-vec4 getPosition(vec2 pos_screen)
-{ //get position in screen space (world units) given window coordinate and depth map
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- return getPosition_d(pos_screen, depth);
-}
-
-vec3 getPositionEye()
-{
- return vary_PositionEye;
-}
-vec3 getSunlitColor()
-{
- return vary_SunlitColor;
-}
-vec3 getAmblitColor()
-{
- return vary_AmblitColor;
-}
-vec3 getAdditiveColor()
-{
- return vary_AdditiveColor;
-}
-vec3 getAtmosAttenuation()
-{
- return vary_AtmosAttenuation;
-}
-
-
-void setPositionEye(vec3 v)
-{
- vary_PositionEye = v;
-}
-
-void setSunlitColor(vec3 v)
-{
- vary_SunlitColor = v;
-}
-
-void setAmblitColor(vec3 v)
-{
- vary_AmblitColor = v;
-}
-
-void setAdditiveColor(vec3 v)
-{
- vary_AdditiveColor = v;
-}
-
-void setAtmosAttenuation(vec3 v)
-{
- vary_AtmosAttenuation = v;
-}
-
-void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
-
- vec3 P = inPositionEye;
- setPositionEye(P);
-
- //(TERRAIN) limit altitude
- if (P.y > max_y.x) P *= (max_y.x / P.y);
- if (P.y < -max_y.x) P *= (-max_y.x / P.y);
-
- vec3 tmpLightnorm = lightnorm.xyz;
-
- vec3 Pn = normalize(P);
- float Plen = length(P);
-
- vec4 temp1 = vec4(0);
- vec3 temp2 = vec3(0);
- vec4 blue_weight;
- vec4 haze_weight;
- vec4 sunlight = sunlight_color;
- vec4 light_atten;
-
- //sunlight attenuation effect (hue and brightness) due to atmosphere
- //this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
- //I had thought blue_density and haze_density should have equal weighting,
- //but attenuation due to haze_density tends to seem too strong
-
- temp1 = blue_density + vec4(haze_density.r);
- blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density.r) / temp1;
-
- //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
- temp2.y = max(0.0, tmpLightnorm.y);
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
-
- // main atmospheric scattering line integral
- temp2.z = Plen * density_multiplier.x;
-
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
-
- //final atmosphere attenuation factor
- setAtmosAttenuation(temp1.rgb);
-
- //compute haze glow
- //(can use temp2.x as temp because we haven't used it yet)
- temp2.x = dot(Pn, tmpLightnorm.xyz);
- temp2.x = 1. - temp2.x;
- //temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .03); //was glow.y
- //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
- temp2.x *= glow.x;
- //higher glow.x gives dimmer glow (because next step is 1 / "angle")
- temp2.x = pow(temp2.x, glow.z);
- //glow.z should be negative, so we're doing a sort of (1 / "angle") function
-
- //add "minimum anti-solar illumination"
- temp2.x += .25;
-
- //increase ambient when there are more clouds
- vec4 tmpAmbient = ambient*gi_ambiance + (vec4(1.) - ambient*gi_ambiance) * cloud_shadow.x * 0.5;
-
- /* decrease value and saturation (that in HSV, not HSL) for occluded areas
- * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
- * // The following line of code performs the equivalent of:
- * float ambAlpha = tmpAmbient.a;
- * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
- * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
- * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
- */
- tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
-
- //haze color
- setAdditiveColor(
- vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
- + tmpAmbient)));
-
- //brightness of surface both sunlight and ambient
- setSunlitColor(vec3(sunlight * .5));
- setAmblitColor(vec3(tmpAmbient * .25));
- setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
-}
-
-vec3 atmosLighting(vec3 light)
-{
- light *= getAtmosAttenuation().r;
- light += getAdditiveColor();
- return (2.0 * light);
-}
-
-vec3 atmosTransport(vec3 light) {
- light *= getAtmosAttenuation().r;
- light += getAdditiveColor() * 2.0;
- return light;
-}
-vec3 atmosGetDiffuseSunlightColor()
-{
- return getSunlitColor();
-}
-
-vec3 scaleDownLight(vec3 light)
-{
- return (light / scene_light_strength );
-}
-
-vec3 scaleUpLight(vec3 light)
-{
- return (light * scene_light_strength);
-}
-
-vec3 atmosAmbient(vec3 light)
-{
- return getAmblitColor() + light / 2.0;
-}
-
-vec3 atmosAffectDirectionalLight(float lightIntensity)
-{
- return getSunlitColor() * lightIntensity;
-}
-
-vec3 scaleSoftClip(vec3 light)
-{
- //soft clip effect:
- light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, gamma.xxx);
-
- return light;
-}
-
-void main()
-{
- vec2 tc = vary_fragcoord.xy;
- float depth = texture2DRect(depthMap, tc.xy).a;
- vec3 pos = getPosition_d(tc, depth).xyz;
- vec3 norm = texture2DRect(normalMap, tc).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
-
- float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
-
- vec4 diffuse = texture2DRect(diffuseRect, tc);
- vec3 col;
- float bloom = 0.0;
-
- if (diffuse.a < 0.9)
- {
- vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
-
- da = texture2D(lightFunc, vec2(da, 0.0)).a;
-
- vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
- float scol = max(scol_ambocc.r, diffuse.a);
- float ambocc = scol_ambocc.g;
-
- calcAtmospherics(pos.xyz, ambocc);
-
- col = atmosAmbient(vec3(0));
- col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
-
- col *= diffuse.rgb;
-
- if (spec.a > 0.0) // specular reflection
- {
- // the old infinite-sky shiny reflection
- //
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
- float sa = dot(refnormpersp, vary_light.xyz);
- vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).a;
-
- // add the two types of shiny together
- vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib);
- col += spec_contrib;
- }
-
- col = atmosLighting(col);
- col = scaleSoftClip(col);
-
- col = mix(col, diffuse.rgb, diffuse.a);
- }
- else
- {
- col = diffuse.rgb;
- }
-
- gl_FragColor.rgb = col;
- gl_FragColor.a = bloom;
-}
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl
index 79bd017efc..e043ac873e 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl
@@ -23,8 +23,6 @@
* $/LicenseInfo$
*/
-
-
float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol);
@@ -33,6 +31,10 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 atmosGetDiffuseSunlightColor();
vec3 scaleDownLight(vec3 light);
+uniform vec4 light_position[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
{
vec4 col = vec4(0.0, 0.0, 0.0, color.a);
@@ -43,18 +45,18 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor
vec4 specularSum = vec4(0.0);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz,gl_LightSource[1].diffuse.rgb, 1.0);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[2].position.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation,gl_LightSource[2].diffuse.rgb);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[3].position.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation,gl_LightSource[3].diffuse.rgb);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[4].position.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation,gl_LightSource[4].diffuse.rgb);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[5].position.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation,gl_LightSource[5].diffuse.rgb);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[6].position.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation,gl_LightSource[6].diffuse.rgb);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[7].position.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation,gl_LightSource[7].diffuse.rgb);
+ col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[4].xyz, light_attenuation[4].x, light_attenuation[4].y, light_diffuse[4].rgb);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[5].xyz, light_attenuation[5].x, light_attenuation[5].y, light_diffuse[5].rgb);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[6].xyz, light_attenuation[6].x, light_attenuation[6].y, light_diffuse[6].rgb);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[7].xyz, light_attenuation[7].x, light_attenuation[7].y, light_diffuse[7].rgb);
col.rgb = scaleDownLight(col.rgb);
// Add windlight lights
col.rgb += atmosAmbient(baseCol.rgb);
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, gl_LightSource[0].position.xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
col.rgb = min(col.rgb*color.rgb, 1.0);
specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0);
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
index dcdc72ac02..dadff40933 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
@@ -24,7 +24,6 @@
*/
-
float calcDirectionalLight(vec3 n, vec3 l);
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
@@ -33,22 +32,29 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
{
vec4 col = vec4(0.0, 0.0, 0.0, color.a);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
- col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
+
+ // Collect normal lights
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
+ col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].z);
+ col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].z);
+ col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].z);
+ col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].z);
+ col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz);
col.rgb = scaleDownLight(col.rgb);
// Add windlight lights
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
col.rgb += atmosAmbient(baseLight.rgb);
col.rgb = min(col.rgb*color.rgb, 1.0);
diff --git a/indra/newview/featuretable.txt b/indra/newview/featuretable.txt
index 9ad313a9a7..0f33d40ac3 100755..100644
--- a/indra/newview/featuretable.txt
+++ b/indra/newview/featuretable.txt
@@ -69,6 +69,8 @@ RenderShadowDetail 1 2
WatchdogDisabled 1 1
RenderUseStreamVBO 1 1
RenderFSAASamples 1 16
+RenderMaxTextureIndex 1 16
+
//
// Low Graphics Settings
@@ -159,7 +161,7 @@ WLSkyDetail 1 48
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 0
-RenderFSAASamples 1 4
+RenderFSAASamples 1 2
//
// Ultra graphics (REALLY PURTY!)
@@ -188,7 +190,7 @@ WLSkyDetail 1 128
RenderDeferred 1 1
RenderDeferredSSAO 1 1
RenderShadowDetail 1 2
-RenderFSAASamples 1 8
+RenderFSAASamples 1 2
//
@@ -296,6 +298,7 @@ RenderVBOEnable 1 0
list OpenGLPre30
RenderDeferred 0 0
+RenderMaxTextureIndex 1 1
list Intel
RenderAnisotropic 1 0
diff --git a/indra/newview/featuretable_linux.txt b/indra/newview/featuretable_linux.txt
index 2dbdf3a76e..8142311a55 100644
--- a/indra/newview/featuretable_linux.txt
+++ b/indra/newview/featuretable_linux.txt
@@ -67,6 +67,7 @@ RenderDeferred 1 1
RenderDeferredSSAO 1 1
RenderShadowDetail 1 2
RenderFSAASamples 1 16
+RenderMaxTextureIndex 1 16
//
// Low Graphics Settings
@@ -157,7 +158,7 @@ WLSkyDetail 1 48
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 0
-RenderFSAASamples 1 4
+RenderFSAASamples 1 2
//
// Ultra graphics (REALLY PURTY!)
@@ -187,7 +188,7 @@ WLSkyDetail 1 128
RenderDeferred 1 1
RenderDeferredSSAO 1 1
RenderShadowDetail 1 2
-RenderFSAASamples 1 8
+RenderFSAASamples 1 2
//
// Class Unknown Hardware (unknown)
diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt
index 996e574350..390da2273d 100644
--- a/indra/newview/featuretable_mac.txt
+++ b/indra/newview/featuretable_mac.txt
@@ -1,4 +1,4 @@
-version 30
+version 31
// The version number above should be implemented IF AND ONLY IF some
// change has been made that is sufficiently important to justify
// resetting the graphics preferences of all users to the recommended
@@ -52,9 +52,9 @@ RenderTransparentWater 1 1
RenderTreeLODFactor 1 1.0
RenderUseImpostors 1 1
RenderVBOEnable 1 0
-RenderVBOMappingDisable 1 0
+RenderVBOMappingDisable 1 1
RenderVolumeLODFactor 1 2.0
-UseStartScreen 1 1
+UseStartScreen 1 1
UseOcclusion 1 1
VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 1
@@ -69,6 +69,7 @@ RenderShadowDetail 1 2
WatchdogDisabled 1 1
RenderUseStreamVBO 1 0
RenderFSAASamples 1 16
+RenderMaxTextureIndex 1 16
//
// Low Graphics Settings
@@ -159,7 +160,7 @@ WLSkyDetail 1 48
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 2
-RenderFSAASamples 1 4
+RenderFSAASamples 1 2
//
// Ultra graphics (REALLY PURTY!)
@@ -189,7 +190,7 @@ WLSkyDetail 1 128
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 2
-RenderFSAASamples 1 8
+RenderFSAASamples 1 2
//
// Class Unknown Hardware (unknown)
@@ -290,7 +291,7 @@ list TexUnit8orLess
RenderDeferredSSAO 0 0
list ATI
-RenderDeferredSSAO 0 0
+RenderDeferredSSAO 1 0
list Intel
RenderAnisotropic 1 0
diff --git a/indra/newview/featuretable_xp.txt b/indra/newview/featuretable_xp.txt
index a53be10be1..278d601860 100644
--- a/indra/newview/featuretable_xp.txt
+++ b/indra/newview/featuretable_xp.txt
@@ -69,6 +69,7 @@ RenderShadowDetail 1 0
WatchdogDisabled 1 1
RenderUseStreamVBO 1 1
RenderFSAASamples 1 16
+RenderMaxTextureIndex 1 16
//
// Low Graphics Settings
@@ -159,7 +160,7 @@ WLSkyDetail 1 48
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 2
-RenderFSAASamples 1 4
+RenderFSAASamples 1 2
//
// Ultra graphics (REALLY PURTY!)
@@ -189,7 +190,7 @@ WLSkyDetail 1 128
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 2
-RenderFSAASamples 1 8
+RenderFSAASamples 1 2
//
// Class Unknown Hardware (unknown)
@@ -294,6 +295,7 @@ RenderVBOEnable 1 0
list OpenGLPre30
RenderDeferred 0 0
+RenderMaxTextureIndex 1 1
list Intel
RenderAnisotropic 1 0
diff --git a/indra/newview/gpu_table.txt b/indra/newview/gpu_table.txt
index b7d951e018..198e702459 100644
--- a/indra/newview/gpu_table.txt
+++ b/indra/newview/gpu_table.txt
@@ -112,8 +112,8 @@ ATI Mobility Radeon HD 545v .*ATI.*Mobility.*HD *545v.* 2 1
ATI Mobility Radeon HD 550v .*ATI.*Mobility.*HD *550v.* 2 1
ATI Mobility Radeon HD 560v .*ATI.*Mobility.*HD *560v.* 2 1
ATI Mobility Radeon HD 565v .*ATI.*Mobility.*HD *565v.* 2 1
-ATI Mobility Radeon HD 2300 .*ATI.*Mobility.*HD *23.* 1 1
-ATI Mobility Radeon HD 2400 .*ATI.*Mobility.*HD *24.* 1 1
+ATI Mobility Radeon HD 2300 .*ATI.*Mobility.*HD *23.* 2 1
+ATI Mobility Radeon HD 2400 .*ATI.*Mobility.*HD *24.* 2 1
ATI Mobility Radeon HD 2600 .*ATI.*Mobility.*HD *26.* 3 1
ATI Mobility Radeon HD 2700 .*ATI.*Mobility.*HD *27.* 3 1
ATI Mobility Radeon HD 3100 .*ATI.*Mobility.*HD *31.* 0 1
@@ -140,23 +140,23 @@ ATI Mobility Radeon HD 6600M .*ATI.*Mobility.*HD *66.* 3 1
ATI Mobility Radeon HD 6700M .*ATI.*Mobility.*HD *67.* 3 1
ATI Mobility Radeon HD 6800M .*ATI.*Mobility.*HD *68.* 3 1
ATI Mobility Radeon HD 6900M .*ATI.*Mobility.*HD *69.* 3 1
-ATI Radeon HD 2300 .*ATI.*Radeon HD *23.. 0 1
-ATI Radeon HD 2400 .*ATI.*Radeon HD *24.. 1 1
+ATI Radeon HD 2300 .*ATI.*Radeon HD *23.. 2 1
+ATI Radeon HD 2400 .*ATI.*Radeon HD *24.. 2 1
ATI Radeon HD 2600 .*ATI.*Radeon HD *26.. 2 1
ATI Radeon HD 2900 .*ATI.*Radeon HD *29.. 3 1
ATI Radeon HD 3000 .*ATI.*Radeon HD *30.. 0 1
ATI Radeon HD 3100 .*ATI.*Radeon HD *31.. 1 1
ATI Radeon HD 3200 .*ATI.*Radeon HD *32.. 1 1
-ATI Radeon HD 3300 .*ATI.*Radeon HD *33.. 1 1
-ATI Radeon HD 3400 .*ATI.*Radeon HD *34.. 1 1
-ATI Radeon HD 3500 .*ATI.*Radeon HD *35.. 1 1
+ATI Radeon HD 3300 .*ATI.*Radeon HD *33.. 2 1
+ATI Radeon HD 3400 .*ATI.*Radeon HD *34.. 2 1
+ATI Radeon HD 3500 .*ATI.*Radeon HD *35.. 2 1
ATI Radeon HD 3600 .*ATI.*Radeon HD *36.. 3 1
ATI Radeon HD 3700 .*ATI.*Radeon HD *37.. 3 1
ATI Radeon HD 3800 .*ATI.*Radeon HD *38.. 3 1
ATI Radeon HD 4100 .*ATI.*Radeon HD *41.. 1 1
ATI Radeon HD 4200 .*ATI.*Radeon HD *42.. 1 1
-ATI Radeon HD 4300 .*ATI.*Radeon HD *43.. 1 1
-ATI Radeon HD 4400 .*ATI.*Radeon HD *44.. 1 1
+ATI Radeon HD 4300 .*ATI.*Radeon HD *43.. 2 1
+ATI Radeon HD 4400 .*ATI.*Radeon HD *44.. 2 1
ATI Radeon HD 4500 .*ATI.*Radeon HD *45.. 3 1
ATI Radeon HD 4600 .*ATI.*Radeon HD *46.. 3 1
ATI Radeon HD 4700 .*ATI.*Radeon HD *47.. 3 1
@@ -401,11 +401,11 @@ NVIDIA GeForce 7900 .*NVIDIA .*GeForce 79.* 2 1
NVIDIA GeForce 8100 .*NVIDIA .*GeForce 81.* 1 1
NVIDIA GeForce 8200M .*NVIDIA .*GeForce 8200M.* 1 1
NVIDIA GeForce 8200 .*NVIDIA .*GeForce 82.* 1 1
-NVIDIA GeForce 8300 .*NVIDIA .*GeForce 83.* 1 1
-NVIDIA GeForce 8400M .*NVIDIA .*GeForce 8400M.* 1 1
-NVIDIA GeForce 8400 .*NVIDIA .*GeForce 84.* 1 1
+NVIDIA GeForce 8300 .*NVIDIA .*GeForce 83.* 2 1
+NVIDIA GeForce 8400M .*NVIDIA .*GeForce 8400M.* 2 1
+NVIDIA GeForce 8400 .*NVIDIA .*GeForce 84.* 2 1
NVIDIA GeForce 8500 .*NVIDIA .*GeForce 85.* 3 1
-NVIDIA GeForce 8600M .*NVIDIA .*GeForce 8600M.* 1 1
+NVIDIA GeForce 8600M .*NVIDIA .*GeForce 8600M.* 2 1
NVIDIA GeForce 8600 .*NVIDIA .*GeForce 86.* 3 1
NVIDIA GeForce 8700M .*NVIDIA .*GeForce 8700M.* 3 1
NVIDIA GeForce 8700 .*NVIDIA .*GeForce 87.* 3 1
@@ -415,10 +415,10 @@ NVIDIA GeForce 9100M .*NVIDIA .*GeForce 9100M.* 0 1
NVIDIA GeForce 9100 .*NVIDIA .*GeForce 91.* 0 1
NVIDIA GeForce 9200M .*NVIDIA .*GeForce 9200M.* 1 1
NVIDIA GeForce 9200 .*NVIDIA .*GeForce 92.* 1 1
-NVIDIA GeForce 9300M .*NVIDIA .*GeForce 9300M.* 1 1
-NVIDIA GeForce 9300 .*NVIDIA .*GeForce 93.* 1 1
-NVIDIA GeForce 9400M .*NVIDIA .*GeForce 9400M.* 1 1
-NVIDIA GeForce 9400 .*NVIDIA .*GeForce 94.* 1 1
+NVIDIA GeForce 9300M .*NVIDIA .*GeForce 9300M.* 2 1
+NVIDIA GeForce 9300 .*NVIDIA .*GeForce 93.* 2 1
+NVIDIA GeForce 9400M .*NVIDIA .*GeForce 9400M.* 2 1
+NVIDIA GeForce 9400 .*NVIDIA .*GeForce 94.* 2 1
NVIDIA GeForce 9500M .*NVIDIA .*GeForce 9500M.* 2 1
NVIDIA GeForce 9500 .*NVIDIA .*GeForce 95.* 2 1
NVIDIA GeForce 9600M .*NVIDIA .*GeForce 9600M.* 3 1
diff --git a/indra/newview/installers/darwin/fix_application_icon_position.sh b/indra/newview/installers/darwin/fix_application_icon_position.sh
index 618e34820c..618e34820c 100755..100644
--- a/indra/newview/installers/darwin/fix_application_icon_position.sh
+++ b/indra/newview/installers/darwin/fix_application_icon_position.sh
diff --git a/indra/newview/installers/windows/installer_template.nsi b/indra/newview/installers/windows/installer_template.nsi
index 02ca7cbb3a..8a6114f0d5 100755..100644
--- a/indra/newview/installers/windows/installer_template.nsi
+++ b/indra/newview/installers/windows/installer_template.nsi
@@ -115,6 +115,7 @@ Var COMMANDLINE ; command line passed to this installer, set in .onInit
Var SHORTCUT_LANG_PARAM ; "--set InstallLanguage de", passes language to viewer
Var SKIP_DIALOGS ; set from command line in .onInit. autoinstall
; GUI and the defaults.
+Var DO_UNINSTALL_V2 ; If non-null, path to a previous Viewer 2 installation that will be uninstalled.
;;; Function definitions should go before file includes, because calls to
;;; DLLs like LangDLL trigger an implicit file include, so if that call is at
@@ -311,6 +312,29 @@ FunctionEnd
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
+; Function CheckWillUninstallV2
+;
+; If we are being called through auto-update, we need to uninstall any
+; existing V2 installation. Otherwise, we wind up with
+; SecondLifeViewer2 and SecondLifeViewer installations existing side
+; by side no indication which to use.
+; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
+Function CheckWillUninstallV2
+
+ StrCpy $DO_UNINSTALL_V2 ""
+
+ StrCmp $SKIP_DIALOGS "true" 0 CHECKV2_DONE
+ StrCmp $INSTDIR "$PROGRAMFILES\SecondLifeViewer2" CHECKV2_DONE ; don't uninstall our own install dir.
+ IfFileExists "$PROGRAMFILES\SecondLifeViewer2\uninst.exe" CHECKV2_FOUND CHECKV2_DONE
+
+CHECKV2_FOUND:
+ StrCpy $DO_UNINSTALL_V2 "true"
+
+CHECKV2_DONE:
+
+FunctionEnd
+
+;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Save user files to temp location
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Function PreserveUserFiles
@@ -334,7 +358,7 @@ Push $2
ExpandEnvStrings $2 $2
CreateDirectory "$TEMP\SecondLifeSettingsBackup\$0"
- CopyFiles "$2\Application Data\SecondLife\*" "$TEMP\SecondLifeSettingsBackup\$0"
+ CopyFiles /SILENT "$2\Application Data\SecondLife\*" "$TEMP\SecondLifeSettingsBackup\$0"
CONTINUE:
IntOp $0 $0 + 1
@@ -350,7 +374,7 @@ Push $0
ReadRegStr $0 HKEY_LOCAL_MACHINE "SOFTWARE\Microsoft\Windows\CurrentVersion\Explorer\Shell Folders" "Common AppData"
StrCmp $0 "" +2
CreateDirectory "$TEMP\SecondLifeSettingsBackup\AllUsers\"
- CopyFiles "$2\Application Data\SecondLife\*" "$TEMP\SecondLifeSettingsBackup\AllUsers\"
+ CopyFiles /SILENT "$2\Application Data\SecondLife\*" "$TEMP\SecondLifeSettingsBackup\AllUsers\"
Pop $0
FunctionEnd
@@ -377,7 +401,7 @@ Push $2
ExpandEnvStrings $2 $2
CreateDirectory "$2\Application Data\SecondLife\"
- CopyFiles "$TEMP\SecondLifeSettingsBackup\$0\*" "$2\Application Data\SecondLife\"
+ CopyFiles /SILENT "$TEMP\SecondLifeSettingsBackup\$0\*" "$2\Application Data\SecondLife\"
CONTINUE:
IntOp $0 $0 + 1
@@ -393,11 +417,53 @@ Push $0
ReadRegStr $0 HKEY_LOCAL_MACHINE "SOFTWARE\Microsoft\Windows\CurrentVersion\Explorer\Shell Folders" "Common AppData"
StrCmp $0 "" +2
CreateDirectory "$2\Application Data\SecondLife\"
- CopyFiles "$TEMP\SecondLifeSettingsBackup\AllUsers\*" "$2\Application Data\SecondLife\"
+ CopyFiles /SILENT "$TEMP\SecondLifeSettingsBackup\AllUsers\*" "$2\Application Data\SecondLife\"
+Pop $0
+
+FunctionEnd
+
+;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
+; Remove temp dirs
+;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
+Function RemoveTempUserFiles
+
+Push $0
+Push $1
+Push $2
+
+ StrCpy $0 0 ; Index number used to iterate via EnumRegKey
+
+ LOOP:
+ EnumRegKey $1 HKEY_LOCAL_MACHINE "SOFTWARE\Microsoft\Windows NT\CurrentVersion\ProfileList" $0
+ StrCmp $1 "" DONE ; no more users
+
+ ReadRegStr $2 HKEY_LOCAL_MACHINE "SOFTWARE\Microsoft\Windows NT\CurrentVersion\ProfileList\$1" "ProfileImagePath"
+ StrCmp $2 "" CONTINUE 0 ; "ProfileImagePath" value is missing
+
+ ; Required since ProfileImagePath is of type REG_EXPAND_SZ
+ ExpandEnvStrings $2 $2
+
+ RMDir /r "$TEMP\SecondLifeSettingsBackup\$0\*"
+
+ CONTINUE:
+ IntOp $0 $0 + 1
+ Goto LOOP
+ DONE:
+
+Pop $2
+Pop $1
+Pop $0
+
+; Copy files in Documents and Settings\All Users\SecondLife
+Push $0
+ ReadRegStr $0 HKEY_LOCAL_MACHINE "SOFTWARE\Microsoft\Windows\CurrentVersion\Explorer\Shell Folders" "Common AppData"
+ StrCmp $0 "" +2
+ RMDir /r "$TEMP\SecondLifeSettingsBackup\AllUsers\*"
Pop $0
FunctionEnd
+
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Clobber user files - TEST ONLY
; This is here for testing, generally not desirable to call it.
@@ -864,9 +930,12 @@ Call CheckIfAdministrator ; Make sure the user can install/uninstall
Call CheckIfAlreadyCurrent ; Make sure that we haven't already installed this version
Call CloseSecondLife ; Make sure we're not running
Call CheckNetworkConnection ; ping secondlife.com
+Call CheckWillUninstallV2 ; See if a V2 install exists and will be removed.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
-Call PreserveUserFiles
+StrCmp $DO_UNINSTALL_V2 "" PRESERVE_DONE
+ Call PreserveUserFiles
+PRESERVE_DONE:
;;; Don't remove cache files during a regular install, removing the inventory cache on upgrades results in lots of damage to the servers.
;Call RemoveCacheFiles ; Installing over removes potentially corrupted
@@ -951,17 +1020,15 @@ WriteRegExpandStr HKEY_CLASSES_ROOT "x-grid-location-info\shell\open\command" ""
; write out uninstaller
WriteUninstaller "$INSTDIR\uninst.exe"
-; Remove existing "Second Life Viewer 2" install if any.
-StrCmp $INSTDIR "$PROGRAMFILES\SecondLifeViewer2" SLV2_DONE ; unless that's the install directory
-IfFileExists "$PROGRAMFILES\SecondLifeViewer2\uninst.exe" SLV2_FOUND SLV2_DONE
-
-SLV2_FOUND:
-ExecWait '"$PROGRAMFILES\SecondLifeViewer2\uninst.exe" /S _?=$PROGRAMFILES\SecondLifeViewer2'
-Delete "$PROGRAMFILES\SecondLifeViewer2\uninst.exe" ; with _? option above, uninst.exe will be left behind.
-RMDir "$PROGRAMFILES\SecondLifeViewer2" ; will remove only if empty.
+; Uninstall existing "Second Life Viewer 2" install if needed.
+StrCmp $DO_UNINSTALL_V2 "" REMOVE_SLV2_DONE
+ ExecWait '"$PROGRAMFILES\SecondLifeViewer2\uninst.exe" /S _?=$PROGRAMFILES\SecondLifeViewer2'
+ Delete "$PROGRAMFILES\SecondLifeViewer2\uninst.exe" ; with _? option above, uninst.exe will be left behind.
+ RMDir "$PROGRAMFILES\SecondLifeViewer2" ; will remove only if empty.
-SLV2_DONE:
-Call RestoreUserFiles
+ Call RestoreUserFiles
+ Call RemoveTempUserFiles
+REMOVE_SLV2_DONE:
; end of default section
SectionEnd
diff --git a/indra/newview/llagent.cpp b/indra/newview/llagent.cpp
index f8b204eca0..cd56b04258 100755
--- a/indra/newview/llagent.cpp
+++ b/indra/newview/llagent.cpp
@@ -1101,20 +1101,11 @@ F32 LLAgent::clampPitchToLimits(F32 angle)
LLVector3 skyward = getReferenceUpVector();
- F32 look_down_limit;
- F32 look_up_limit = 10.f * DEG_TO_RAD;
+ const F32 look_down_limit = 179.f * DEG_TO_RAD;;
+ const F32 look_up_limit = 1.f * DEG_TO_RAD;
F32 angle_from_skyward = acos( mFrameAgent.getAtAxis() * skyward );
- if (isAgentAvatarValid() && gAgentAvatarp->isSitting())
- {
- look_down_limit = 130.f * DEG_TO_RAD;
- }
- else
- {
- look_down_limit = 170.f * DEG_TO_RAD;
- }
-
// clamp pitch to limits
if ((angle >= 0.f) && (angle_from_skyward + angle > look_down_limit))
{
@@ -4004,14 +3995,14 @@ void LLAgent::renderAutoPilotTarget()
F32 height_meters;
LLVector3d target_global;
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
// not textured
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
// lovely green
- glColor4f(0.f, 1.f, 1.f, 1.f);
+ gGL.color4f(0.f, 1.f, 1.f, 1.f);
target_global = mAutoPilotTargetGlobal;
@@ -4019,9 +4010,9 @@ void LLAgent::renderAutoPilotTarget()
height_meters = 1.f;
- glScalef(height_meters, height_meters, height_meters);
+ gGL.scalef(height_meters, height_meters, height_meters);
- gSphere.render(1500.f);
+ gSphere.render();
gGL.popMatrix();
}
diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp
index c937f604fc..8946bb6904 100755..100644
--- a/indra/newview/llappviewer.cpp
+++ b/indra/newview/llappviewer.cpp
@@ -522,6 +522,8 @@ static void settings_to_globals()
LLSurface::setTextureSize(gSavedSettings.getU32("RegionTextureSize"));
+ LLRender::sGLCoreProfile = gSavedSettings.getBOOL("RenderGLCoreProfile");
+
LLImageGL::sGlobalUseAnisotropic = gSavedSettings.getBOOL("RenderAnisotropic");
LLVOVolume::sLODFactor = gSavedSettings.getF32("RenderVolumeLODFactor");
LLVOVolume::sDistanceFactor = 1.f-LLVOVolume::sLODFactor * 0.1f;
@@ -556,42 +558,6 @@ static void settings_modify()
gDebugGL = gSavedSettings.getBOOL("RenderDebugGL") || gDebugSession;
gDebugPipeline = gSavedSettings.getBOOL("RenderDebugPipeline");
gAuditTexture = gSavedSettings.getBOOL("AuditTexture");
-#if LL_VECTORIZE
- if (gSysCPU.hasAltivec())
- {
- gSavedSettings.setBOOL("VectorizeEnable", TRUE );
- gSavedSettings.setU32("VectorizeProcessor", 0 );
- }
- else
- if (gSysCPU.hasSSE2())
- {
- gSavedSettings.setBOOL("VectorizeEnable", TRUE );
- gSavedSettings.setU32("VectorizeProcessor", 2 );
- }
- else
- if (gSysCPU.hasSSE())
- {
- gSavedSettings.setBOOL("VectorizeEnable", TRUE );
- gSavedSettings.setU32("VectorizeProcessor", 1 );
- }
- else
- {
- // Don't bother testing or running if CPU doesn't support it. JC
- gSavedSettings.setBOOL("VectorizePerfTest", FALSE );
- gSavedSettings.setBOOL("VectorizeEnable", FALSE );
- gSavedSettings.setU32("VectorizeProcessor", 0 );
- gSavedSettings.setBOOL("VectorizeSkin", FALSE);
- }
-#else
- // This build target doesn't support SSE, don't test/run.
- gSavedSettings.setBOOL("VectorizePerfTest", FALSE );
- gSavedSettings.setBOOL("VectorizeEnable", FALSE );
- gSavedSettings.setU32("VectorizeProcessor", 0 );
- gSavedSettings.setBOOL("VectorizeSkin", FALSE);
-
- // disable fullscreen mode, unsupported
- gSavedSettings.setBOOL("WindowFullScreen", FALSE);
-#endif
}
class LLFastTimerLogThread : public LLThread
@@ -773,7 +739,7 @@ bool LLAppViewer::init()
LLViewerAssetStatsFF::init();
}
- initThreads();
+ initThreads();
LL_INFOS("InitInfo") << "Threads initialized." << LL_ENDL ;
// Initialize settings early so that the defaults for ignorable dialogs are
@@ -847,9 +813,9 @@ bool LLAppViewer::init()
LLWeb::initClass(); // do this after LLUI
// Provide the text fields with callbacks for opening Urls
- LLUrlAction::setOpenURLCallback(&LLWeb::loadURL);
- LLUrlAction::setOpenURLInternalCallback(&LLWeb::loadURLInternal);
- LLUrlAction::setOpenURLExternalCallback(&LLWeb::loadURLExternal);
+ LLUrlAction::setOpenURLCallback(boost::bind(&LLWeb::loadURL, _1, LLStringUtil::null, LLStringUtil::null));
+ LLUrlAction::setOpenURLInternalCallback(boost::bind(&LLWeb::loadURLInternal, _1, LLStringUtil::null, LLStringUtil::null));
+ LLUrlAction::setOpenURLExternalCallback(boost::bind(&LLWeb::loadURLExternal, _1, true, LLStringUtil::null));
LLUrlAction::setExecuteSLURLCallback(&LLURLDispatcher::dispatchFromTextEditor);
// Let code in llui access the viewer help floater
@@ -875,8 +841,6 @@ bool LLAppViewer::init()
LLAgent::parseTeleportMessages("teleport_strings.xml");
- LLViewerJointMesh::updateVectorize();
-
// load MIME type -> media impl mappings
std::string mime_types_name;
#if LL_DARWIN
@@ -2864,7 +2828,7 @@ bool LLAppViewer::initWindow()
VIEWER_WINDOW_CLASSNAME,
gSavedSettings.getS32("WindowX"), gSavedSettings.getS32("WindowY"),
gSavedSettings.getS32("WindowWidth"), gSavedSettings.getS32("WindowHeight"),
- gSavedSettings.getBOOL("WindowFullScreen"), ignorePixelDepth);
+ gSavedSettings.getBOOL("FullScreen"), ignorePixelDepth);
LL_INFOS("AppInit") << "gViewerwindow created." << LL_ENDL;
diff --git a/indra/newview/llcylinder.cpp b/indra/newview/llcylinder.cpp
index 4901e29691..f353851a25 100644
--- a/indra/newview/llcylinder.cpp
+++ b/indra/newview/llcylinder.cpp
@@ -37,261 +37,39 @@
#include "llgl.h"
#include "llglheaders.h"
-LLCylinder gCylinder;
LLCone gCone;
-GLUquadricObj* gQuadObj = NULL;
-
-static const GLint SLICES[] = { 30, 20, 12, 6 }; // same as sphere slices
-static const GLint STACKS = 2;
-static const GLfloat RADIUS = 0.5f;
-
-// draws a cylinder or cone
-// returns approximate number of triangles required
-U32 draw_cylinder_side(GLint slices, GLint stacks, GLfloat base_radius, GLfloat top_radius)
-{
- U32 triangles = 0;
- GLfloat height = 1.0f;
-
- if (!gQuadObj)
- {
- gQuadObj = gluNewQuadric();
- if (!gQuadObj) llerror("draw_cylindrical_body couldn't allocated quadric", 0);
- }
-
- gluQuadricDrawStyle(gQuadObj, GLU_FILL);
- gluQuadricNormals(gQuadObj, GLU_SMOOTH);
- gluQuadricOrientation(gQuadObj, GLU_OUTSIDE);
- gluQuadricTexture(gQuadObj, GL_TRUE);
- gluCylinder(gQuadObj, base_radius, top_radius, height, slices, stacks);
- triangles += stacks * (slices * 2);
-
-
- return triangles;
-}
-
-
-// Returns number of triangles required to draw
-// Need to know if top or not to set lighting normals
-const BOOL TOP = TRUE;
-const BOOL BOTTOM = FALSE;
-U32 draw_cylinder_cap(GLint slices, GLfloat base_radius, BOOL is_top)
-{
- U32 triangles = 0;
-
- if (!gQuadObj)
- {
- gQuadObj = gluNewQuadric();
- if (!gQuadObj) llerror("draw_cylinder_base couldn't allocated quadric", 0);
- }
-
- gluQuadricDrawStyle(gQuadObj, GLU_FILL);
- gluQuadricNormals(gQuadObj, GLU_SMOOTH);
- gluQuadricOrientation(gQuadObj, GLU_OUTSIDE);
- gluQuadricTexture(gQuadObj, GL_TRUE);
-
- // no hole in the middle of the disk, and just one ring
- GLdouble inner_radius = 0.0;
- GLint rings = 1;
-
- // normals point in +z for top, -z for base
- if (is_top)
- {
- gluQuadricOrientation(gQuadObj, GLU_OUTSIDE);
- }
- else
- {
- gluQuadricOrientation(gQuadObj, GLU_INSIDE);
- }
- gluDisk(gQuadObj, inner_radius, base_radius, slices, rings);
- triangles += slices;
-
- return triangles;
-}
-
-void LLCylinder::drawSide(S32 detail)
-{
- draw_cylinder_side(SLICES[detail], STACKS, RADIUS, RADIUS);
-}
-
-void LLCylinder::drawTop(S32 detail)
-{
- draw_cylinder_cap(SLICES[detail], RADIUS, TOP);
-}
-
-void LLCylinder::drawBottom(S32 detail)
-{
- draw_cylinder_cap(SLICES[detail], RADIUS, BOTTOM);
-}
-
-void LLCylinder::prerender()
-{
-}
-
-void LLCylinder::cleanupGL()
-{
- if (gQuadObj)
- {
- gluDeleteQuadric(gQuadObj);
- gQuadObj = NULL;
- }
-}
-
-void LLCylinder::render(F32 pixel_area)
-{
- renderface(pixel_area, 0);
- renderface(pixel_area, 1);
- renderface(pixel_area, 2);
-}
-
-
-void LLCylinder::renderface(F32 pixel_area, S32 face)
-{
- if (face < 0 || face > 2)
- {
- llerror("LLCylinder::renderface() invalid face number", face);
- return;
- }
-
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
-
- S32 level_of_detail;
-
- if (pixel_area > 20000.f)
- {
- level_of_detail = 0;
- }
- else if (pixel_area > 1600.f)
- {
- level_of_detail = 1;
- }
- else if (pixel_area > 200.f)
- {
- level_of_detail = 2;
- }
- else
- {
- level_of_detail = 3;
- }
-
- if (level_of_detail < 0 || CYLINDER_LEVELS_OF_DETAIL <= level_of_detail)
- {
- llerror("LLCylinder::renderface() invalid level of detail", level_of_detail);
- return;
- }
-
- LLVertexBuffer::unbind();
-
- switch(face)
- {
- case 0:
- glTranslatef(0.f, 0.f, -0.5f);
- drawSide(level_of_detail);
- break;
- case 1:
- glTranslatef(0.0f, 0.f, 0.5f);
- drawTop(level_of_detail);
- break;
- case 2:
- glTranslatef(0.0f, 0.f, -0.5f);
- drawBottom(level_of_detail);
- break;
- default:
- llerror("LLCylinder::renderface() fell out of switch", 0);
- break;
- }
-
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
-}
-
-
//
// Cones
//
-void LLCone::prerender()
+void LLCone::render(S32 sides)
{
-}
+ gGL.begin(LLRender::TRIANGLE_FAN);
+ gGL.vertex3f(0,0,0);
-void LLCone::cleanupGL()
-{
- if (gQuadObj)
+ for (U32 i = 0; i < sides; i++)
{
- gluDeleteQuadric(gQuadObj);
- gQuadObj = NULL;
+ F32 a = (F32) i/sides * F_PI*2.f;
+ F32 x = cosf(a)*0.5f;
+ F32 y = sinf(a)*0.5f;
+ gGL.vertex3f(x,y,-.5f);
}
-}
+ gGL.vertex3f(cosf(0.f)*0.5f, sinf(0.f)*0.5f, -0.5f);
-void LLCone::drawSide(S32 detail)
-{
- draw_cylinder_side( SLICES[detail], STACKS, RADIUS, 0.f );
-}
-
-void LLCone::drawBottom(S32 detail)
-{
- draw_cylinder_cap( SLICES[detail], RADIUS, BOTTOM );
-}
-
-void LLCone::render(S32 level_of_detail)
-{
- GLfloat height = 1.0f;
+ gGL.end();
- if (level_of_detail < 0 || CONE_LEVELS_OF_DETAIL <= level_of_detail)
+ gGL.begin(LLRender::TRIANGLE_FAN);
+ gGL.vertex3f(0.f, 0.f, 0.5f);
+ for (U32 i = 0; i < sides; i++)
{
- llerror("LLCone::render() invalid level of detail", level_of_detail);
- return;
+ F32 a = (F32) i/sides * F_PI*2.f;
+ F32 x = cosf(a)*0.5f;
+ F32 y = sinf(a)*0.5f;
+ gGL.vertex3f(x,y,-0.5f);
}
+ gGL.vertex3f(cosf(0.f)*0.5f, sinf(0.f)*0.5f, -0.5f);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
-
- // center object at 0
- glTranslatef(0.f, 0.f, - height / 2.0f);
-
- drawSide(level_of_detail);
- drawBottom(level_of_detail);
-
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gGL.end();
}
-
-void LLCone::renderface(S32 level_of_detail, S32 face)
-{
- if (face < 0 || face > 1)
- {
- llerror("LLCone::renderface() invalid face number", face);
- return;
- }
-
- if (level_of_detail < 0 || CONE_LEVELS_OF_DETAIL <= level_of_detail)
- {
- llerror("LLCone::renderface() invalid level of detail", level_of_detail);
- return;
- }
-
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
-
- LLVertexBuffer::unbind();
-
- switch(face)
- {
- case 0:
- glTranslatef(0.f, 0.f, -0.5f);
- drawSide(level_of_detail);
- break;
- case 1:
- glTranslatef(0.f, 0.f, -0.5f);
- drawBottom(level_of_detail);
- break;
- default:
- llerror("LLCylinder::renderface() fell out of switch", 0);
- break;
- }
-
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
-}
diff --git a/indra/newview/llcylinder.h b/indra/newview/llcylinder.h
index 40a669ceb6..4369f06659 100644
--- a/indra/newview/llcylinder.h
+++ b/indra/newview/llcylinder.h
@@ -30,45 +30,18 @@
//#include "stdtypes.h"
//#include "llgl.h"
-//
-// Cylinders
-//
-const S32 CYLINDER_LEVELS_OF_DETAIL = 4;
-const S32 CYLINDER_FACES = 3;
-
-class LLCylinder
-{
-public:
- void prerender();
- void drawTop(S32 detail);
- void drawSide(S32 detail);
- void drawBottom(S32 detail);
- void cleanupGL();
-
- void render(F32 pixel_area);
- void renderface(F32 pixel_area, S32 face);
-};
-
+#include "llvertexbuffer.h"
//
// Cones
//
-const S32 CONE_LOD_HIGHEST = 0;
-const S32 CONE_LEVELS_OF_DETAIL = 4;
-const S32 CONE_FACES = 2;
-
class LLCone
{
public:
- void prerender();
- void cleanupGL();
- void drawSide(S32 detail);
- void drawBottom(S32 detail);
- void render(S32 level_of_detail);
- void renderface(S32 level_of_detail, S32 face);
+ void render(S32 sides = 12);
};
-extern LLCylinder gCylinder;
+
extern LLCone gCone;
#endif
diff --git a/indra/newview/lldrawpool.cpp b/indra/newview/lldrawpool.cpp
index 286284f828..35f8a85796 100644
--- a/indra/newview/lldrawpool.cpp
+++ b/indra/newview/lldrawpool.cpp
@@ -384,7 +384,7 @@ BOOL LLFacePool::LLOverrideFaceColor::sOverrideFaceColor = FALSE;
void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4& color)
{
- glColor4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
}
void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4U& color)
@@ -394,7 +394,7 @@ void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4U& color)
void LLFacePool::LLOverrideFaceColor::setColor(F32 r, F32 g, F32 b, F32 a)
{
- glColor4f(r,g,b,a);
+ gGL.diffuseColor4f(r,g,b,a);
}
@@ -457,10 +457,10 @@ void LLRenderPass::applyModelMatrix(LLDrawInfo& params)
if (params.mModelMatrix != gGLLastMatrix)
{
gGLLastMatrix = params.mModelMatrix;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
if (params.mModelMatrix)
{
- glMultMatrixf((GLfloat*) params.mModelMatrix->mMatrix);
+ gGL.multMatrix((GLfloat*) params.mModelMatrix->mMatrix);
}
gPipeline.mMatrixOpCount++;
}
@@ -494,8 +494,8 @@ void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL ba
{
tex_setup = true;
gGL.getTexUnit(0)->activate();
- glMatrixMode(GL_TEXTURE);
- glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
gPipeline.mTextureMatrixOps++;
}
}
@@ -519,8 +519,8 @@ void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL ba
if (tex_setup)
{
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
}
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index 9719140a37..ddb7d3ceeb 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -54,7 +54,7 @@ static BOOL deferred_render = FALSE;
LLDrawPoolAlpha::LLDrawPoolAlpha(U32 type) :
LLRenderPass(type), current_shader(NULL), target_shader(NULL),
- simple_shader(NULL), fullbright_shader(NULL),
+ simple_shader(NULL), fullbright_shader(NULL), emissive_shader(NULL),
mColorSFactor(LLRender::BF_UNDEF), mColorDFactor(LLRender::BF_UNDEF),
mAlphaSFactor(LLRender::BF_UNDEF), mAlphaDFactor(LLRender::BF_UNDEF)
{
@@ -90,7 +90,7 @@ void LLDrawPoolAlpha::renderDeferred(S32 pass)
{
LLFastTimer t(FTM_RENDER_GRASS);
gDeferredDiffuseAlphaMaskProgram.bind();
- gDeferredDiffuseAlphaMaskProgram.setAlphaRange(0.33f, 1.f);
+ gDeferredDiffuseAlphaMaskProgram.setMinimumAlpha(0.33f);
//render alpha masked objects
LLRenderPass::pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
@@ -136,7 +136,7 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
simple_shader = NULL;
fullbright_shader = NULL;
gObjectFullbrightAlphaMaskProgram.bind();
- gObjectFullbrightAlphaMaskProgram.setAlphaRange(0.33f, 1.f);
+ gObjectFullbrightAlphaMaskProgram.setMinimumAlpha(0.33f);
}
deferred_render = TRUE;
@@ -175,11 +175,13 @@ void LLDrawPoolAlpha::beginRenderPass(S32 pass)
{
simple_shader = &gObjectSimpleWaterAlphaMaskProgram;
fullbright_shader = &gObjectFullbrightWaterAlphaMaskProgram;
+ emissive_shader = &gObjectEmissiveWaterProgram;
}
else
{
simple_shader = &gObjectSimpleAlphaMaskProgram;
fullbright_shader = &gObjectFullbrightAlphaMaskProgram;
+ emissive_shader = &gObjectEmissiveProgram;
}
if (mVertexShaderLevel > 0)
@@ -230,14 +232,14 @@ void LLDrawPoolAlpha::render(S32 pass)
if (!LLPipeline::sRenderDeferred || !deferred_render)
{
simple_shader->bind();
- simple_shader->setAlphaRange(0.33f, 1.f);
+ simple_shader->setMinimumAlpha(0.33f);
pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
}
if (fullbright_shader)
{
fullbright_shader->bind();
- fullbright_shader->setAlphaRange(0.33f, 1.f);
+ fullbright_shader->setMinimumAlpha(0.33f);
}
pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
//LLGLSLShader::bindNoShader();
@@ -273,16 +275,16 @@ void LLDrawPoolAlpha::render(S32 pass)
if (LLPipeline::sImpostorRender)
{
fullbright_shader->bind();
- fullbright_shader->setAlphaRange(0.5f, 1.f);
+ fullbright_shader->setMinimumAlpha(0.5f);
simple_shader->bind();
- simple_shader->setAlphaRange(0.5f, 1.f);
+ simple_shader->setMinimumAlpha(0.5f);
}
else
{
fullbright_shader->bind();
- fullbright_shader->setAlphaRange(0.f, 1.f);
+ fullbright_shader->setMinimumAlpha(0.f);
simple_shader->bind();
- simple_shader->setAlphaRange(0.f, 1.f);
+ simple_shader->setMinimumAlpha(0.f);
}
}
else
@@ -319,20 +321,26 @@ void LLDrawPoolAlpha::render(S32 pass)
BOOL shaders = gPipeline.canUseVertexShaders();
if(shaders)
{
- gObjectFullbrightNonIndexedProgram.bind();
+ gHighlightProgram.bind();
}
else
{
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
}
- glColor4f(1,0,0,1);
+
+ gGL.diffuseColor4f(1,0,0,1);
+
LLViewerFetchedTexture::sSmokeImagep->addTextureStats(1024.f*1024.f);
gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sSmokeImagep, TRUE) ;
renderAlphaHighlight(LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_TEXCOORD0);
+
+ pushBatches(LLRenderPass::PASS_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
+ pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
+
if(shaders)
{
- gObjectFullbrightNonIndexedProgram.unbind();
+ gHighlightProgram.unbind();
}
}
}
@@ -472,8 +480,8 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
{
tex_setup = true;
gGL.getTexUnit(0)->activate();
- glMatrixMode(GL_TEXTURE);
- glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
gPipeline.mTextureMatrixOps++;
}
}
@@ -488,30 +496,34 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
// If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls could be expensive, but glow must be drawn Z-sorted with alpha.
- if (draw_glow_for_this_partition &&
- params.mGlowColor.mV[3] > 0)
+ if (current_shader &&
+ draw_glow_for_this_partition &&
+ params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))
{
// install glow-accumulating blend mode
gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, // don't touch color
LLRender::BF_ONE, LLRender::BF_ONE); // add to alpha (glow)
+ emissive_shader->bind();
+
// glow doesn't use vertex colors from the mesh data
- params.mVertexBuffer->setBuffer(mask & ~LLVertexBuffer::MAP_COLOR);
- glColor4ubv(params.mGlowColor.mV);
-
+ params.mVertexBuffer->setBuffer((mask & ~LLVertexBuffer::MAP_COLOR) | LLVertexBuffer::MAP_EMISSIVE);
+
// do the actual drawing, again
params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
// restore our alpha blend mode
gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
+
+ current_shader->bind();
}
if (tex_setup)
{
gGL.getTexUnit(0)->activate();
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
}
}
diff --git a/indra/newview/lldrawpoolalpha.h b/indra/newview/lldrawpoolalpha.h
index 12a7ae92b1..a4245e561d 100644
--- a/indra/newview/lldrawpoolalpha.h
+++ b/indra/newview/lldrawpoolalpha.h
@@ -78,6 +78,7 @@ private:
LLGLSLShader* target_shader;
LLGLSLShader* simple_shader;
LLGLSLShader* fullbright_shader;
+ LLGLSLShader* emissive_shader;
// our 'normal' alpha blend function for this pass
LLRender::eBlendFactor mColorSFactor;
diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp
index 37ee81aeb5..55b314fbb1 100644
--- a/indra/newview/lldrawpoolavatar.cpp
+++ b/indra/newview/lldrawpoolavatar.cpp
@@ -263,7 +263,6 @@ void LLDrawPoolAvatar::beginPostDeferredAlpha()
gPipeline.bindDeferredShader(*sVertexProgram);
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
- enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
}
void LLDrawPoolAvatar::beginDeferredRiggedAlpha()
@@ -271,7 +270,6 @@ void LLDrawPoolAvatar::beginDeferredRiggedAlpha()
sVertexProgram = &gDeferredSkinnedAlphaProgram;
gPipeline.bindDeferredShader(*sVertexProgram);
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
- LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT);
gPipeline.enableLightsDynamic();
}
@@ -280,7 +278,6 @@ void LLDrawPoolAvatar::endDeferredRiggedAlpha()
LLVertexBuffer::unbind();
gPipeline.unbindDeferredShader(*sVertexProgram);
sDiffuseChannel = 0;
- LLVertexBuffer::sWeight4Loc = -1;
sVertexProgram = NULL;
}
@@ -314,8 +311,7 @@ void LLDrawPoolAvatar::endPostDeferredAlpha()
// if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done
sRenderingSkinned = FALSE;
sSkipOpaque = FALSE;
- disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
-
+
gPipeline.unbindDeferredShader(*sVertexProgram);
sDiffuseChannel = 0;
sShaderLevel = mVertexShaderLevel;
@@ -356,27 +352,22 @@ void LLDrawPoolAvatar::beginShadowPass(S32 pass)
if (pass == 0)
{
sVertexProgram = &gDeferredAvatarShadowProgram;
- if (sShaderLevel > 0)
- {
- gAvatarMatrixParam = sVertexProgram->mUniform[LLViewerShaderMgr::AVATAR_MATRIX];
- }
- //gGL.setAlphaRejectSettings(LLRender::CF_GREATER_EQUAL, 0.2f);
- glColor4f(1,1,1,1);
+ //gGL.setAlphaRejectSettings(LLRender::CF_GREATER_EQUAL, 0.2f);
if ((sShaderLevel > 0)) // for hardware blending
{
sRenderingSkinned = TRUE;
sVertexProgram->bind();
- enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
}
+
+ gGL.diffuseColor4f(1,1,1,1);
}
else
{
sVertexProgram = &gDeferredAttachmentShadowProgram;
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
sVertexProgram->bind();
- LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT);
}
}
@@ -389,14 +380,12 @@ void LLDrawPoolAvatar::endShadowPass(S32 pass)
{
sRenderingSkinned = FALSE;
sVertexProgram->unbind();
- disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
}
}
else
{
LLVertexBuffer::unbind();
sVertexProgram->unbind();
- LLVertexBuffer::sWeight4Loc = -1;
sVertexProgram = NULL;
}
}
@@ -430,11 +419,6 @@ void LLDrawPoolAvatar::renderShadow(S32 pass)
if (pass == 0)
{
- if (sShaderLevel > 0)
- {
- gAvatarMatrixParam = sVertexProgram->mUniform[LLViewerShaderMgr::AVATAR_MATRIX];
- }
-
avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE);
}
else
@@ -492,11 +476,6 @@ void LLDrawPoolAvatar::beginRenderPass(S32 pass)
//reset vertex buffer mappings
LLVertexBuffer::unbind();
- if (pass == 0)
- { //make sure no stale colors are left over from a previous render
- glColor4f(1,1,1,1);
- }
-
if (LLPipeline::sImpostorRender)
{ //impostor render does not have impostors or rigid rendering
pass += 2;
@@ -535,6 +514,11 @@ void LLDrawPoolAvatar::beginRenderPass(S32 pass)
beginRiggedGlow();
break;
}
+
+ if (pass == 0)
+ { //make sure no stale colors are left over from a previous render
+ gGL.diffuseColor4f(1,1,1,1);
+ }
}
void LLDrawPoolAvatar::endRenderPass(S32 pass)
@@ -592,7 +576,7 @@ void LLDrawPoolAvatar::beginImpostor()
if (LLGLSLShader::sNoFixedFunction)
{
gImpostorProgram.bind();
- gImpostorProgram.setAlphaRange(0.01f, 1.f);
+ gImpostorProgram.setMinimumAlpha(0.01f);
}
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
@@ -614,17 +598,17 @@ void LLDrawPoolAvatar::beginRigid()
{
if (LLPipeline::sUnderWaterRender)
{
- sVertexProgram = &gObjectAlphaMaskNonIndexedWaterProgram;
+ sVertexProgram = &gObjectAlphaMaskNoColorWaterProgram;
}
else
{
- sVertexProgram = &gObjectAlphaMaskNonIndexedProgram;
+ sVertexProgram = &gObjectAlphaMaskNoColorProgram;
}
if (sVertexProgram != NULL)
{ //eyeballs render with the specular shader
sVertexProgram->bind();
- sVertexProgram->setAlphaRange(0.2f, 1.f);
+ sVertexProgram->setMinimumAlpha(0.2f);
}
}
else
@@ -657,7 +641,7 @@ void LLDrawPoolAvatar::beginDeferredImpostor()
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
sVertexProgram->bind();
- sVertexProgram->setAlphaRange(0.01f, 1.f);
+ sVertexProgram->setMinimumAlpha(0.01f);
}
void LLDrawPoolAvatar::endDeferredImpostor()
@@ -672,14 +656,16 @@ void LLDrawPoolAvatar::endDeferredImpostor()
void LLDrawPoolAvatar::beginDeferredRigid()
{
- sVertexProgram = &gDeferredNonIndexedDiffuseProgram;
-
+ sVertexProgram = &gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
+ sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
sVertexProgram->bind();
+ sVertexProgram->setMinimumAlpha(0.2f);
}
void LLDrawPoolAvatar::endDeferredRigid()
{
sShaderLevel = mVertexShaderLevel;
+ sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
sVertexProgram->unbind();
gGL.getTexUnit(0)->activate();
}
@@ -703,11 +689,11 @@ void LLDrawPoolAvatar::beginSkinned()
{
if (LLPipeline::sUnderWaterRender)
{
- sVertexProgram = &gObjectAlphaMaskNonIndexedWaterProgram;
+ sVertexProgram = &gObjectAlphaMaskNoColorWaterProgram;
}
else
{
- sVertexProgram = &gObjectAlphaMaskNonIndexedProgram;
+ sVertexProgram = &gObjectAlphaMaskNoColorProgram;
}
}
@@ -716,17 +702,6 @@ void LLDrawPoolAvatar::beginSkinned()
sRenderingSkinned = TRUE;
sVertexProgram->bind();
- if (sShaderLevel >= SHADER_LEVEL_CLOTH)
- {
- enable_cloth_weights(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_CLOTHING]);
- }
- enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
-
- if (sShaderLevel >= SHADER_LEVEL_BUMP)
- {
- enable_binormals(sVertexProgram->mAttribute[LLViewerShaderMgr::BINORMAL]);
- }
-
sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
gGL.getTexUnit(0)->activate();
}
@@ -742,7 +717,7 @@ void LLDrawPoolAvatar::beginSkinned()
if (LLGLSLShader::sNoFixedFunction)
{
- sVertexProgram->setAlphaRange(0.2f, 1.f);
+ sVertexProgram->setMinimumAlpha(0.2f);
}
}
@@ -754,16 +729,6 @@ void LLDrawPoolAvatar::endSkinned()
sRenderingSkinned = FALSE;
sVertexProgram->disableTexture(LLViewerShaderMgr::BUMP_MAP);
gGL.getTexUnit(0)->activate();
- disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
- if (sShaderLevel >= SHADER_LEVEL_BUMP)
- {
- disable_binormals(sVertexProgram->mAttribute[LLViewerShaderMgr::BINORMAL]);
- }
- if ((sShaderLevel >= SHADER_LEVEL_CLOTH))
- {
- disable_cloth_weights(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_CLOTHING]);
- }
-
sVertexProgram->unbind();
sShaderLevel = mVertexShaderLevel;
}
@@ -809,7 +774,6 @@ void LLDrawPoolAvatar::beginRiggedSimple()
{
sDiffuseChannel = 0;
sVertexProgram->bind();
- LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT);
}
}
@@ -820,7 +784,6 @@ void LLDrawPoolAvatar::endRiggedSimple()
{
sVertexProgram->unbind();
sVertexProgram = NULL;
- LLVertexBuffer::sWeight4Loc = -1;
}
}
@@ -847,7 +810,34 @@ void LLDrawPoolAvatar::endRiggedFullbrightAlpha()
void LLDrawPoolAvatar::beginRiggedGlow()
{
- beginRiggedFullbright();
+ if (sShaderLevel > 0)
+ {
+ if (LLPipeline::sUnderWaterRender)
+ {
+ sVertexProgram = &gSkinnedObjectEmissiveWaterProgram;
+ }
+ else
+ {
+ sVertexProgram = &gSkinnedObjectEmissiveProgram;
+ }
+ }
+ else
+ {
+ if (LLPipeline::sUnderWaterRender)
+ {
+ sVertexProgram = &gObjectEmissiveNonIndexedWaterProgram;
+ }
+ else
+ {
+ sVertexProgram = &gObjectEmissiveNonIndexedProgram;
+ }
+ }
+
+ if (sShaderLevel > 0 || gPipeline.canUseVertexShaders())
+ {
+ sDiffuseChannel = 0;
+ sVertexProgram->bind();
+ }
}
void LLDrawPoolAvatar::endRiggedGlow()
@@ -884,7 +874,6 @@ void LLDrawPoolAvatar::beginRiggedFullbright()
{
sDiffuseChannel = 0;
sVertexProgram->bind();
- LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT);
}
}
@@ -895,7 +884,6 @@ void LLDrawPoolAvatar::endRiggedFullbright()
{
sVertexProgram->unbind();
sVertexProgram = NULL;
- LLVertexBuffer::sWeight4Loc = -1;
}
}
@@ -928,7 +916,6 @@ void LLDrawPoolAvatar::beginRiggedShinySimple()
{
sVertexProgram->bind();
LLDrawPoolBump::bindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false);
- LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT);
}
}
@@ -940,7 +927,6 @@ void LLDrawPoolAvatar::endRiggedShinySimple()
LLDrawPoolBump::unbindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false);
sVertexProgram->unbind();
sVertexProgram = NULL;
- LLVertexBuffer::sWeight4Loc = -1;
}
}
@@ -974,7 +960,6 @@ void LLDrawPoolAvatar::beginRiggedFullbrightShiny()
{
sVertexProgram->bind();
LLDrawPoolBump::bindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false);
- LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT);
}
}
@@ -986,7 +971,6 @@ void LLDrawPoolAvatar::endRiggedFullbrightShiny()
LLDrawPoolBump::unbindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false);
sVertexProgram->unbind();
sVertexProgram = NULL;
- LLVertexBuffer::sWeight4Loc = -1;
}
}
@@ -996,14 +980,12 @@ void LLDrawPoolAvatar::beginDeferredRiggedSimple()
sVertexProgram = &gDeferredSkinnedDiffuseProgram;
sDiffuseChannel = 0;
sVertexProgram->bind();
- LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT);
}
void LLDrawPoolAvatar::endDeferredRiggedSimple()
{
LLVertexBuffer::unbind();
sVertexProgram->unbind();
- LLVertexBuffer::sWeight4Loc = -1;
sVertexProgram = NULL;
}
@@ -1013,7 +995,6 @@ void LLDrawPoolAvatar::beginDeferredRiggedBump()
sVertexProgram->bind();
normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
- LLVertexBuffer::sWeight4Loc = sVertexProgram->getAttribLocation(LLViewerShaderMgr::OBJECT_WEIGHT);
}
void LLDrawPoolAvatar::endDeferredRiggedBump()
@@ -1022,7 +1003,6 @@ void LLDrawPoolAvatar::endDeferredRiggedBump()
sVertexProgram->disableTexture(LLViewerShaderMgr::BUMP_MAP);
sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
sVertexProgram->unbind();
- LLVertexBuffer::sWeight4Loc = -1;
normal_channel = -1;
sDiffuseChannel = 0;
sVertexProgram = NULL;
@@ -1032,14 +1012,12 @@ void LLDrawPoolAvatar::beginDeferredSkinned()
{
sShaderLevel = mVertexShaderLevel;
sVertexProgram = &gDeferredAvatarProgram;
-
sRenderingSkinned = TRUE;
sVertexProgram->bind();
+ sVertexProgram->setMinimumAlpha(0.2f);
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
- enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
-
gGL.getTexUnit(0)->activate();
}
@@ -1047,7 +1025,6 @@ void LLDrawPoolAvatar::endDeferredSkinned()
{
// if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done
sRenderingSkinned = FALSE;
- disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
sVertexProgram->unbind();
sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
@@ -1161,10 +1138,10 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
return;
}
- if (single_avatar && avatarp->mSpecialRenderMode >= 1) // 1=anim preview, 2=image preview, 3=morph view
+ /*if (single_avatar && avatarp->mSpecialRenderMode >= 1) // 1=anim preview, 2=image preview, 3=morph view
{
gPipeline.enableLightsAvatarEdit(LLColor4(.5f, .5f, .5f, 1.f));
- }
+ }*/
if (pass == 1)
{
@@ -1255,11 +1232,6 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
return;
}
- if (sShaderLevel > 0)
- {
- gAvatarMatrixParam = sVertexProgram->mUniform[LLViewerShaderMgr::AVATAR_MATRIX];
- }
-
if ((sShaderLevel >= SHADER_LEVEL_CLOTH))
{
LLMatrix4 rot_mat;
@@ -1273,16 +1245,16 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
wind = wind * rot_mat;
wind.mV[VW] = avatarp->mWindVec.mV[VW];
- sVertexProgram->vertexAttrib4fv(LLViewerShaderMgr::AVATAR_WIND, wind.mV);
+ sVertexProgram->uniform4fv(LLViewerShaderMgr::AVATAR_WIND, 1, wind.mV);
F32 phase = -1.f * (avatarp->mRipplePhase);
F32 freq = 7.f + (noise1(avatarp->mRipplePhase) * 2.f);
LLVector4 sin_params(freq, freq, freq, phase);
- sVertexProgram->vertexAttrib4fv(LLViewerShaderMgr::AVATAR_SINWAVE, sin_params.mV);
+ sVertexProgram->uniform4fv(LLViewerShaderMgr::AVATAR_SINWAVE, 1, sin_params.mV);
LLVector4 gravity(0.f, 0.f, -CLOTHING_GRAVITY_EFFECT, 0.f);
gravity = gravity * rot_mat;
- sVertexProgram->vertexAttrib4fv(LLViewerShaderMgr::AVATAR_GRAVITY, gravity.mV);
+ sVertexProgram->uniform4fv(LLViewerShaderMgr::AVATAR_GRAVITY, 1, gravity.mV);
}
if( !single_avatar || (avatarp == single_avatar) )
@@ -1306,8 +1278,8 @@ void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace*
if (buffer.isNull() ||
buffer->getTypeMask() != data_mask ||
- buffer->getRequestedVerts() != vol_face.mNumVertices ||
- buffer->getRequestedIndices() != vol_face.mNumIndices ||
+ buffer->getNumVerts() != vol_face.mNumVertices ||
+ buffer->getNumIndices() != vol_face.mNumIndices ||
(drawable && drawable->isState(LLDrawable::REBUILD_ALL)))
{
face->setGeomIndex(0);
@@ -1346,7 +1318,19 @@ void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace*
LLMatrix3 mat_normal(mat3);
+ //let getGeometryVolume know if alpha should override shiny
+ if (face->getFaceColor().mV[3] < 1.f)
+ {
+ face->setPoolType(LLDrawPool::POOL_ALPHA);
+ }
+ else
+ {
+ face->setPoolType(LLDrawPool::POOL_AVATAR);
+ }
+
face->getGeometryVolume(*volume, face->getTEOffset(), mat_vert, mat_normal, offset, true);
+
+ buffer->flush();
}
if (sShaderLevel <= 0 && face->mLastSkinTime < avatar->getLastSkinTime())
@@ -1383,7 +1367,7 @@ void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace*
LLMatrix4a bind_shape_matrix;
bind_shape_matrix.loadu(skin->mBindShapeMatrix);
- for (U32 j = 0; j < buffer->getRequestedVerts(); ++j)
+ for (U32 j = 0; j < buffer->getNumVerts(); ++j)
{
LLMatrix4a final_mat;
final_mat.clear();
@@ -1483,12 +1467,12 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
continue;
}
- stop_glerror();
+ //stop_glerror();
- const LLVolumeFace& vol_face = volume->getVolumeFace(te);
- updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face);
+ //const LLVolumeFace& vol_face = volume->getVolumeFace(te);
+ //updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face);
- stop_glerror();
+ //stop_glerror();
U32 data_mask = LLFace::getRiggedDataMask(type);
@@ -1524,17 +1508,15 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
data_mask &= ~LLVertexBuffer::MAP_WEIGHT4;
}
- buff->setBuffer(data_mask);
-
U16 start = face->getGeomStart();
U16 end = start + face->getGeomCount()-1;
S32 offset = face->getIndicesStart();
U32 count = face->getIndicesCount();
- if (glow)
+ /*if (glow)
{
- glColor4f(0,0,0,face->getTextureEntry()->getGlow());
- }
+ gGL.diffuseColor4f(0,0,0,face->getTextureEntry()->getGlow());
+ }*/
gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture());
if (normal_channel > -1)
@@ -1544,14 +1526,16 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
if (face->mTextureMatrix)
{
- glMatrixMode(GL_TEXTURE);
- glLoadMatrixf((F32*) face->mTextureMatrix->mMatrix);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadMatrix((F32*) face->mTextureMatrix->mMatrix);
+ buff->setBuffer(data_mask);
buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
else
{
+ buff->setBuffer(data_mask);
buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
}
}
@@ -1560,6 +1544,7 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
void LLDrawPoolAvatar::renderDeferredRiggedSimple(LLVOAvatar* avatar)
{
+ updateRiggedVertexBuffers(avatar);
renderRigged(avatar, RIGGED_DEFERRED_SIMPLE);
}
@@ -1568,8 +1553,58 @@ void LLDrawPoolAvatar::renderDeferredRiggedBump(LLVOAvatar* avatar)
renderRigged(avatar, RIGGED_DEFERRED_BUMP);
}
+void LLDrawPoolAvatar::updateRiggedVertexBuffers(LLVOAvatar* avatar)
+{
+ //update rigged vertex buffers
+ for (U32 type = 0; type < NUM_RIGGED_PASSES; ++type)
+ {
+ for (U32 i = 0; i < mRiggedFace[type].size(); ++i)
+ {
+ LLFace* face = mRiggedFace[type][i];
+ LLDrawable* drawable = face->getDrawable();
+ if (!drawable)
+ {
+ continue;
+ }
+
+ LLVOVolume* vobj = drawable->getVOVolume();
+
+ if (!vobj)
+ {
+ continue;
+ }
+
+ LLVolume* volume = vobj->getVolume();
+ S32 te = face->getTEOffset();
+
+ if (!volume || volume->getNumVolumeFaces() <= te)
+ {
+ continue;
+ }
+
+ LLUUID mesh_id = volume->getParams().getSculptID();
+ if (mesh_id.isNull())
+ {
+ continue;
+ }
+
+ const LLMeshSkinInfo* skin = gMeshRepo.getSkinInfo(mesh_id, vobj);
+ if (!skin)
+ {
+ continue;
+ }
+
+ stop_glerror();
+
+ const LLVolumeFace& vol_face = volume->getVolumeFace(te);
+ updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face);
+ }
+ }
+}
+
void LLDrawPoolAvatar::renderRiggedSimple(LLVOAvatar* avatar)
{
+ updateRiggedVertexBuffers(avatar);
renderRigged(avatar, RIGGED_SIMPLE);
}
@@ -1684,34 +1719,3 @@ LLVertexBufferAvatar::LLVertexBufferAvatar()
}
-void LLVertexBufferAvatar::setupVertexBuffer(U32 data_mask) const
-{
- if (sRenderingSkinned)
- {
- U8* base = useVBOs() ? (U8*) mAlignedOffset : mMappedData;
-
- glVertexPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_VERTEX], (void*)(base + 0));
- glNormalPointer(GL_FLOAT, LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_NORMAL], (void*)(base + mOffsets[TYPE_NORMAL]));
- glTexCoordPointer(2,GL_FLOAT, LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_TEXCOORD0], (void*)(base + mOffsets[TYPE_TEXCOORD0]));
-
- set_vertex_weights(LLDrawPoolAvatar::sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT],
- LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_WEIGHT], (F32*)(base + mOffsets[TYPE_WEIGHT]));
-
- if (sShaderLevel >= LLDrawPoolAvatar::SHADER_LEVEL_BUMP)
- {
- set_binormals(LLDrawPoolAvatar::sVertexProgram->mAttribute[LLViewerShaderMgr::BINORMAL],
- LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_BINORMAL], (LLVector3*)(base + mOffsets[TYPE_BINORMAL]));
- }
-
- if (sShaderLevel >= LLDrawPoolAvatar::SHADER_LEVEL_CLOTH)
- {
- set_vertex_clothing_weights(LLDrawPoolAvatar::sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_CLOTHING],
- LLVertexBuffer::sTypeSize[LLVertexBuffer::TYPE_CLOTHWEIGHT], (LLVector4*)(base + mOffsets[TYPE_CLOTHWEIGHT]));
- }
- }
- else
- {
- LLVertexBuffer::setupVertexBuffer(data_mask);
- }
-}
-
diff --git a/indra/newview/lldrawpoolavatar.h b/indra/newview/lldrawpoolavatar.h
index fcd8294af5..69e3068858 100644
--- a/indra/newview/lldrawpoolavatar.h
+++ b/indra/newview/lldrawpoolavatar.h
@@ -134,6 +134,7 @@ public:
const LLMeshSkinInfo* skin,
LLVolume* volume,
const LLVolumeFace& vol_face);
+ void updateRiggedVertexBuffers(LLVOAvatar* avatar);
void renderRigged(LLVOAvatar* avatar, U32 type, bool glow = false);
void renderRiggedSimple(LLVOAvatar* avatar);
@@ -176,6 +177,7 @@ public:
RIGGED_FULLBRIGHT_SHINY_MASK = RIGGED_SIMPLE_MASK,
RIGGED_GLOW_MASK = LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_TEXCOORD0 |
+ LLVertexBuffer::MAP_EMISSIVE |
LLVertexBuffer::MAP_WEIGHT4,
RIGGED_ALPHA_MASK = RIGGED_SIMPLE_MASK,
RIGGED_FULLBRIGHT_ALPHA_MASK = RIGGED_FULLBRIGHT_MASK,
@@ -214,7 +216,6 @@ class LLVertexBufferAvatar : public LLVertexBuffer
{
public:
LLVertexBufferAvatar();
- virtual void setupVertexBuffer(U32 data_mask) const;
};
extern S32 AVATAR_OFFSET_POS;
diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp
index 0742250b0b..b696b90d84 100644
--- a/indra/newview/lldrawpoolbump.cpp
+++ b/indra/newview/lldrawpoolbump.cpp
@@ -763,7 +763,7 @@ void LLDrawPoolBump::renderBump(U32 pass)
LLGLDisable fog(GL_FOG);
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE, GL_LEQUAL);
LLGLEnable blend(GL_BLEND);
- glColor4f(1,1,1,1);
+ gGL.diffuseColor4f(1,1,1,1);
/// Get rid of z-fighting with non-bump pass.
LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -1.0f);
@@ -786,7 +786,7 @@ void LLDrawPoolBump::endBump(U32 pass)
{
// Disable texture blending on unit 1
gGL.getTexUnit(1)->activate();
- //gGL.getTexUnit(1)->disable();
+ gGL.getTexUnit(1)->disable();
gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT);
// Disable texture blending on unit 0
@@ -1088,6 +1088,8 @@ LLViewerTexture* LLBumpImageList::getBrightnessDarknessImage(LLViewerFetchedText
}
+static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_STANDARD_LOADED("Bump Standard Callback");
+
// static
void LLBumpImageList::onSourceBrightnessLoaded( BOOL success, LLViewerFetchedTexture *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata )
{
@@ -1110,14 +1112,24 @@ void LLBumpImageList::onSourceDarknessLoaded( BOOL success, LLViewerFetchedTextu
}
}
+static LLFastTimer::DeclareTimer FTM_BUMP_GEN_NORMAL("Generate Normal Map");
+static LLFastTimer::DeclareTimer FTM_BUMP_CREATE_TEXTURE("Create GL Normal Map");
+
void LLBumpImageList::onSourceStandardLoaded( BOOL success, LLViewerFetchedTexture* src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata)
{
if (success && LLPipeline::sRenderDeferred)
{
+ LLFastTimer t(FTM_BUMP_SOURCE_STANDARD_LOADED);
LLPointer<LLImageRaw> nrm_image = new LLImageRaw(src->getWidth(), src->getHeight(), 4);
- generateNormalMapFromAlpha(src, nrm_image);
+ {
+ LLFastTimer t(FTM_BUMP_GEN_NORMAL);
+ generateNormalMapFromAlpha(src, nrm_image);
+ }
src_vi->setExplicitFormat(GL_RGBA, GL_RGBA);
- src_vi->createGLTexture(src_vi->getDiscardLevel(), nrm_image);
+ {
+ LLFastTimer t(FTM_BUMP_CREATE_TEXTURE);
+ src_vi->createGLTexture(src_vi->getDiscardLevel(), nrm_image);
+ }
}
}
@@ -1176,24 +1188,39 @@ void LLBumpImageList::generateNormalMapFromAlpha(LLImageRaw* src, LLImageRaw* nr
}
}
+
+static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_LOADED("Bump Source Loaded");
+static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_ENTRIES_UPDATE("Entries Update");
+static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_MIN_MAX("Min/Max");
+static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_RGB2LUM("RGB to Luminance");
+static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_RESCALE("Rescale");
+static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_GEN_NORMAL("Generate Normal");
+static LLFastTimer::DeclareTimer FTM_BUMP_SOURCE_CREATE("Create");
+
// static
void LLBumpImageList::onSourceLoaded( BOOL success, LLViewerTexture *src_vi, LLImageRaw* src, LLUUID& source_asset_id, EBumpEffect bump_code )
{
if( success )
{
+ LLFastTimer t(FTM_BUMP_SOURCE_LOADED);
+
+
bump_image_map_t& entries_list(bump_code == BE_BRIGHTNESS ? gBumpImageList.mBrightnessEntries : gBumpImageList.mDarknessEntries );
bump_image_map_t::iterator iter = entries_list.find(source_asset_id);
- if (iter == entries_list.end() ||
- iter->second.isNull() ||
- iter->second->getWidth() != src->getWidth() ||
- iter->second->getHeight() != src->getHeight()) // bump not cached yet or has changed resolution
- { //make sure an entry exists for this image
- LLPointer<LLImageRaw> raw = new LLImageRaw(1,1,1);
- raw->clear(0x77, 0x77, 0xFF, 0xFF);
-
- entries_list[src_vi->getID()] = LLViewerTextureManager::getLocalTexture( raw.get(), TRUE);
- iter = entries_list.find(src_vi->getID());
+ {
+ LLFastTimer t(FTM_BUMP_SOURCE_ENTRIES_UPDATE);
+ if (iter == entries_list.end() ||
+ iter->second.isNull() ||
+ iter->second->getWidth() != src->getWidth() ||
+ iter->second->getHeight() != src->getHeight()) // bump not cached yet or has changed resolution
+ { //make sure an entry exists for this image
+ LLPointer<LLImageRaw> raw = new LLImageRaw(1,1,1);
+ raw->clear(0x77, 0x77, 0xFF, 0xFF);
+
+ entries_list[src_vi->getID()] = LLViewerTextureManager::getLocalTexture( raw.get(), TRUE);
+ iter = entries_list.find(src_vi->getID());
+ }
}
//if (iter->second->getWidth() != src->getWidth() ||
@@ -1224,50 +1251,56 @@ void LLBumpImageList::onSourceLoaded( BOOL success, LLViewerTexture *src_vi, LLI
{
case 1:
case 2:
- if( src_data_size == dst_data_size * src_components )
{
- for( S32 i = 0, j=0; i < dst_data_size; i++, j+= src_components )
+ LLFastTimer t(FTM_BUMP_SOURCE_MIN_MAX);
+ if( src_data_size == dst_data_size * src_components )
{
- dst_data[i] = src_data[j];
- if( dst_data[i] < minimum )
- {
- minimum = dst_data[i];
- }
- if( dst_data[i] > maximum )
+ for( S32 i = 0, j=0; i < dst_data_size; i++, j+= src_components )
{
- maximum = dst_data[i];
+ dst_data[i] = src_data[j];
+ if( dst_data[i] < minimum )
+ {
+ minimum = dst_data[i];
+ }
+ if( dst_data[i] > maximum )
+ {
+ maximum = dst_data[i];
+ }
}
}
- }
- else
- {
- llassert(0);
- dst_image->clear();
+ else
+ {
+ llassert(0);
+ dst_image->clear();
+ }
}
break;
case 3:
case 4:
- if( src_data_size == dst_data_size * src_components )
{
- for( S32 i = 0, j=0; i < dst_data_size; i++, j+= src_components )
+ LLFastTimer t(FTM_BUMP_SOURCE_RGB2LUM);
+ if( src_data_size == dst_data_size * src_components )
{
- // RGB to luminance
- dst_data[i] = (R_WEIGHT * src_data[j] + G_WEIGHT * src_data[j+1] + B_WEIGHT * src_data[j+2]) >> FIXED_PT;
- //llassert( dst_data[i] <= 255 );true because it's 8bit
- if( dst_data[i] < minimum )
+ for( S32 i = 0, j=0; i < dst_data_size; i++, j+= src_components )
{
- minimum = dst_data[i];
- }
- if( dst_data[i] > maximum )
- {
- maximum = dst_data[i];
+ // RGB to luminance
+ dst_data[i] = (R_WEIGHT * src_data[j] + G_WEIGHT * src_data[j+1] + B_WEIGHT * src_data[j+2]) >> FIXED_PT;
+ //llassert( dst_data[i] <= 255 );true because it's 8bit
+ if( dst_data[i] < minimum )
+ {
+ minimum = dst_data[i];
+ }
+ if( dst_data[i] > maximum )
+ {
+ maximum = dst_data[i];
+ }
}
}
- }
- else
- {
- llassert(0);
- dst_image->clear();
+ else
+ {
+ llassert(0);
+ dst_image->clear();
+ }
}
break;
default:
@@ -1278,6 +1311,7 @@ void LLBumpImageList::onSourceLoaded( BOOL success, LLViewerTexture *src_vi, LLI
if( maximum > minimum )
{
+ LLFastTimer t(FTM_BUMP_SOURCE_RESCALE);
U8 bias_and_scale_lut[256];
F32 twice_one_over_range = 2.f / (maximum - minimum);
S32 i;
@@ -1311,17 +1345,99 @@ void LLBumpImageList::onSourceLoaded( BOOL success, LLViewerTexture *src_vi, LLI
// accidentally releases it.
LLPointer<LLViewerTexture> bump = LLViewerTextureManager::getLocalTexture( TRUE );
+
if (!LLPipeline::sRenderDeferred)
{
+ LLFastTimer t(FTM_BUMP_SOURCE_CREATE);
bump->setExplicitFormat(GL_ALPHA8, GL_ALPHA);
bump->createGLTexture(0, dst_image);
}
- else
- {
- LLPointer<LLImageRaw> nrm_image = new LLImageRaw(dst_image->getWidth(), dst_image->getHeight(), 4);
- generateNormalMapFromAlpha(dst_image, nrm_image);
- bump->setExplicitFormat(GL_RGBA, GL_RGBA);
- bump->createGLTexture(0, nrm_image);
+ else
+ { //convert to normal map
+ {
+ LLFastTimer t(FTM_BUMP_SOURCE_CREATE);
+ bump->setExplicitFormat(GL_RGBA8, GL_ALPHA);
+ bump->createGLTexture(0, dst_image);
+ }
+
+ {
+ LLFastTimer t(FTM_BUMP_SOURCE_GEN_NORMAL);
+ gPipeline.mScreen.bindTarget();
+
+ LLGLDepthTest depth(GL_FALSE);
+ LLGLDisable cull(GL_CULL_FACE);
+ LLGLDisable blend(GL_BLEND);
+ gGL.setColorMask(TRUE, TRUE);
+ gNormalMapGenProgram.bind();
+ gNormalMapGenProgram.uniform1f("norm_scale", gSavedSettings.getF32("RenderNormalMapScale"));
+ gNormalMapGenProgram.uniform1f("stepX", 1.f/bump->getWidth());
+ gNormalMapGenProgram.uniform1f("stepY", 1.f/bump->getHeight());
+
+ LLVector2 v((F32) bump->getWidth()/gPipeline.mScreen.getWidth(),
+ (F32) bump->getHeight()/gPipeline.mScreen.getHeight());
+
+ gGL.getTexUnit(0)->bind(bump);
+
+ S32 width = bump->getWidth();
+ S32 height = bump->getHeight();
+
+ S32 screen_width = gPipeline.mScreen.getWidth();
+ S32 screen_height = gPipeline.mScreen.getHeight();
+
+ glViewport(0, 0, screen_width, screen_height);
+
+ for (S32 left = 0; left < width; left += screen_width)
+ {
+ S32 right = left + screen_width;
+ right = llmin(right, width);
+
+ F32 left_tc = (F32) left/ width;
+ F32 right_tc = (F32) right/width;
+
+ for (S32 bottom = 0; bottom < height; bottom += screen_height)
+ {
+ S32 top = bottom+screen_height;
+ top = llmin(top, height);
+
+ F32 bottom_tc = (F32) bottom/height;
+ F32 top_tc = (F32)(bottom+screen_height)/height;
+ top_tc = llmin(top_tc, 1.f);
+
+ F32 screen_right = (F32) (right-left)/screen_width;
+ F32 screen_top = (F32) (top-bottom)/screen_height;
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(left_tc, bottom_tc);
+ gGL.vertex2f(0, 0);
+
+ gGL.texCoord2f(left_tc, top_tc);
+ gGL.vertex2f(0, screen_top);
+
+ gGL.texCoord2f(right_tc, bottom_tc);
+ gGL.vertex2f(screen_right, 0);
+
+ gGL.texCoord2f(right_tc, top_tc);
+ gGL.vertex2f(screen_right, screen_top);
+
+ gGL.end();
+
+ gGL.flush();
+
+ S32 w = right-left;
+ S32 h = top-bottom;
+
+ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, left, bottom, 0, 0, w, h);
+ }
+ }
+
+ glGenerateMipmap(GL_TEXTURE_2D);
+
+ gPipeline.mScreen.flush();
+
+ gNormalMapGenProgram.unbind();
+
+ //generateNormalMapFromAlpha(dst_image, nrm_image);
+ }
}
iter->second = bump; // derefs (and deletes) old image
@@ -1369,18 +1485,24 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL
if (mShiny)
{
gGL.getTexUnit(0)->activate();
- glMatrixMode(GL_TEXTURE);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
}
else
{
- gGL.getTexUnit(1)->activate();
- glMatrixMode(GL_TEXTURE);
- glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
- gPipeline.mTextureMatrixOps++;
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ gGL.getTexUnit(1)->activate();
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
+ }
+
gGL.getTexUnit(0)->activate();
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
+ gPipeline.mTextureMatrixOps++;
}
- glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
+ gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
gPipeline.mTextureMatrixOps++;
tex_setup = true;
@@ -1390,7 +1512,7 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL
{
if (params.mTexture.notNull())
{
- gGL.getTexUnit(diffuse_channel)->bind(params.mTexture) ;
+ gGL.getTexUnit(diffuse_channel)->bind(params.mTexture);
params.mTexture->addTextureStats(params.mVSize);
}
else
@@ -1415,12 +1537,17 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL
}
else
{
- gGL.getTexUnit(1)->activate();
- glLoadIdentity();
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ gGL.getTexUnit(1)->activate();
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ }
gGL.getTexUnit(0)->activate();
+ gGL.matrixMode(LLRender::MM_TEXTURE);
}
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
}
@@ -1465,6 +1592,7 @@ void LLDrawPoolInvisible::endDeferredPass( S32 pass )
void LLDrawPoolInvisible::renderDeferred( S32 pass )
{ //render invisiprims; this doesn't work becaue it also blocks all the post-deferred stuff
+#if 0
LLFastTimer t(FTM_RENDER_INVISIBLE);
U32 invisi_mask = LLVertexBuffer::MAP_VERTEX;
@@ -1482,4 +1610,5 @@ void LLDrawPoolInvisible::renderDeferred( S32 pass )
renderShiny(true);
endShiny(true);
}
+#endif
}
diff --git a/indra/newview/lldrawpoolground.cpp b/indra/newview/lldrawpoolground.cpp
index ce07e62122..59c3fbf7a1 100644
--- a/indra/newview/lldrawpoolground.cpp
+++ b/indra/newview/lldrawpoolground.cpp
@@ -71,9 +71,9 @@ void LLDrawPoolGround::render(S32 pass)
LLGLSquashToFarClip far_clip(glh_get_current_projection());
F32 water_height = gAgent.getRegion()->getWaterHeight();
- glPushMatrix();
+ gGL.pushMatrix();
LLVector3 origin = LLViewerCamera::getInstance()->getOrigin();
- glTranslatef(origin.mV[0], origin.mV[1], llmax(origin.mV[2], water_height));
+ gGL.translatef(origin.mV[0], origin.mV[1], llmax(origin.mV[2], water_height));
LLFace *facep = mDrawFace[0];
@@ -82,6 +82,6 @@ void LLDrawPoolGround::render(S32 pass)
LLOverrideFaceColor col(this, gSky.mVOSkyp->getGLFogColor());
facep->renderIndexed();
- glPopMatrix();
+ gGL.popMatrix();
}
diff --git a/indra/newview/lldrawpoolsimple.cpp b/indra/newview/lldrawpoolsimple.cpp
index eec4ee6bac..6e0ea78af2 100644
--- a/indra/newview/lldrawpoolsimple.cpp
+++ b/indra/newview/lldrawpoolsimple.cpp
@@ -46,7 +46,7 @@ static LLFastTimer::DeclareTimer FTM_RENDER_GRASS_DEFERRED("Deferred Grass");
void LLDrawPoolGlow::beginPostDeferredPass(S32 pass)
{
- gDeferredFullbrightProgram.bind();
+ gDeferredEmissiveProgram.bind();
}
static LLFastTimer::DeclareTimer FTM_RENDER_GLOW_PUSH("Glow Push");
@@ -76,10 +76,22 @@ void LLDrawPoolGlow::renderPostDeferred(S32 pass)
void LLDrawPoolGlow::endPostDeferredPass(S32 pass)
{
- gDeferredFullbrightProgram.unbind();
+ gDeferredEmissiveProgram.unbind();
LLRenderPass::endRenderPass(pass);
}
+S32 LLDrawPoolGlow::getNumPasses()
+{
+ if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0)
+ {
+ return 1;
+ }
+ else
+ {
+ return 0;
+ }
+}
+
void LLDrawPoolGlow::render(S32 pass)
{
LLFastTimer t(FTM_RENDER_GLOW);
@@ -93,39 +105,29 @@ void LLDrawPoolGlow::render(S32 pass)
U32 shader_level = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
- if (shader_level > 0 && fullbright_shader)
- {
- fullbright_shader->bind();
- }
- else
- {
- gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
- }
+ //should never get here without basic shaders enabled
+ llassert(shader_level > 0);
+
+ LLGLSLShader* shader = LLPipeline::sUnderWaterRender ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
+ shader->bind();
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
gGL.setColorMask(false, true);
- if (shader_level > 1)
- {
- pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- }
- else
- {
- renderTexture(LLRenderPass::PASS_GLOW, getVertexDataMask());
- }
+ pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
gGL.setColorMask(true, false);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
if (shader_level > 0 && fullbright_shader)
{
- fullbright_shader->unbind();
+ shader->unbind();
}
}
void LLDrawPoolGlow::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures)
{
- glColor4ubv(params.mGlowColor.mV);
+ //gGL.diffuseColor4ubv(params.mGlowColor.mV);
LLRenderPass::pushBatch(params, mask, texture, batch_textures);
}
@@ -253,6 +255,7 @@ void LLDrawPoolGrass::prerender()
void LLDrawPoolGrass::beginRenderPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_GRASS);
+ stop_glerror();
if (LLPipeline::sUnderWaterRender)
{
@@ -266,7 +269,7 @@ void LLDrawPoolGrass::beginRenderPass(S32 pass)
if (mVertexShaderLevel > 0)
{
simple_shader->bind();
- simple_shader->setAlphaRange(0.5f, 1.f);
+ simple_shader->setMinimumAlpha(0.5f);
}
else
{
@@ -322,7 +325,7 @@ void LLDrawPoolGrass::renderDeferred(S32 pass)
{
LLFastTimer t(FTM_RENDER_GRASS_DEFERRED);
gDeferredNonIndexedDiffuseAlphaMaskProgram.bind();
- gDeferredNonIndexedDiffuseAlphaMaskProgram.setAlphaRange(0.5f, 1.f);
+ gDeferredNonIndexedDiffuseAlphaMaskProgram.setMinimumAlpha(0.5f);
//render grass
LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask());
}
diff --git a/indra/newview/lldrawpoolsimple.h b/indra/newview/lldrawpoolsimple.h
index 3811b3d398..bd62bc7502 100644
--- a/indra/newview/lldrawpoolsimple.h
+++ b/indra/newview/lldrawpoolsimple.h
@@ -118,7 +118,8 @@ public:
enum
{
VERTEX_DATA_MASK = LLVertexBuffer::MAP_VERTEX |
- LLVertexBuffer::MAP_TEXCOORD0
+ LLVertexBuffer::MAP_TEXCOORD0 |
+ LLVertexBuffer::MAP_EMISSIVE
};
virtual U32 getVertexDataMask() { return VERTEX_DATA_MASK; }
@@ -130,6 +131,8 @@ public:
/*virtual*/ void endPostDeferredPass(S32 pass);
/*virtual*/ void renderPostDeferred(S32 pass);
+ /*virtual*/ S32 getNumPasses();
+
void render(S32 pass = 0);
void pushBatch(LLDrawInfo& params, U32 mask, BOOL texture = TRUE, BOOL batch_textures = FALSE);
diff --git a/indra/newview/lldrawpoolsky.cpp b/indra/newview/lldrawpoolsky.cpp
index efffb2df9e..7f7d9f65c6 100644
--- a/indra/newview/lldrawpoolsky.cpp
+++ b/indra/newview/lldrawpoolsky.cpp
@@ -76,15 +76,16 @@ void LLDrawPoolSky::render(S32 pass)
return;
}
- // use a shader only underwater
+ // don't render sky under water (background just gets cleared to fog color)
if(mVertexShaderLevel > 0 && LLPipeline::sUnderWaterRender)
{
- mShader = &gObjectFullbrightWaterProgram;
- mShader->bind();
+ return;
}
- else if (LLGLSLShader::sNoFixedFunction)
+
+
+ if (LLGLSLShader::sNoFixedFunction)
{ //just use the UI shader (generic single texture no lighting)
- gUIProgram.bind();
+ gOneTextureNoColorProgram.bind();
}
else
{
@@ -111,21 +112,21 @@ void LLDrawPoolSky::render(S32 pass)
LLGLDisable clip(GL_CLIP_PLANE0);
- glPushMatrix();
+ gGL.pushMatrix();
LLVector3 origin = LLViewerCamera::getInstance()->getOrigin();
- glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]);
+ gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
S32 face_count = (S32)mDrawFace.size();
LLVertexBuffer::unbind();
- glColor4f(1,1,1,1);
+ gGL.diffuseColor4f(1,1,1,1);
for (S32 i = 0; i < llmin(6, face_count); ++i)
{
renderSkyCubeFace(i);
}
- glPopMatrix();
+ gGL.popMatrix();
}
void LLDrawPoolSky::renderSkyCubeFace(U8 side)
@@ -146,7 +147,7 @@ void LLDrawPoolSky::renderSkyCubeFace(U8 side)
LLGLEnable blend(GL_BLEND);
mSkyTex[side].bindTexture(FALSE);
- glColor4f(1, 1, 1, LLSkyTex::getInterpVal()); // lighting is disabled
+ gGL.diffuseColor4f(1, 1, 1, LLSkyTex::getInterpVal()); // lighting is disabled
face.renderIndexed();
}
}
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp
index 3daa0f8261..b95d8296fa 100644
--- a/indra/newview/lldrawpoolterrain.cpp
+++ b/indra/newview/lldrawpoolterrain.cpp
@@ -62,13 +62,16 @@ LLDrawPoolTerrain::LLDrawPoolTerrain(LLViewerTexture *texturep) :
LLFacePool(POOL_TERRAIN),
mTexturep(texturep)
{
+ U32 format = GL_ALPHA8;
+ U32 int_format = GL_ALPHA;
+
// Hack!
sDetailScale = 1.f/gSavedSettings.getF32("RenderTerrainScale");
sDetailMode = gSavedSettings.getS32("RenderTerrainDetail");
mAlphaRampImagep = LLViewerTextureManager::getFetchedTextureFromFile("alpha_gradient.tga",
TRUE, LLViewerTexture::BOOST_UI,
LLViewerTexture::FETCHED_TEXTURE,
- GL_ALPHA8, GL_ALPHA,
+ format, int_format,
LLUUID("e97cf410-8e61-7005-ec06-629eba4cd1fb"));
//gGL.getTexUnit(0)->bind(mAlphaRampImagep.get());
@@ -77,7 +80,7 @@ LLDrawPoolTerrain::LLDrawPoolTerrain(LLViewerTexture *texturep) :
m2DAlphaRampImagep = LLViewerTextureManager::getFetchedTextureFromFile("alpha_gradient_2d.j2c",
TRUE, LLViewerTexture::BOOST_UI,
LLViewerTexture::FETCHED_TEXTURE,
- GL_ALPHA8, GL_ALPHA,
+ format, int_format,
LLUUID("38b86f85-2575-52a9-a531-23108d8da837"));
//gGL.getTexUnit(0)->bind(m2DAlphaRampImagep.get());
@@ -106,6 +109,10 @@ U32 LLDrawPoolTerrain::getVertexDataMask()
{
return LLVertexBuffer::MAP_VERTEX;
}
+ else if (LLGLSLShader::sCurBoundShaderPtr)
+ {
+ return VERTEX_DATA_MASK & ~(LLVertexBuffer::MAP_TEXCOORD2 | LLVertexBuffer::MAP_TEXCOORD3);
+ }
else
{
return VERTEX_DATA_MASK;
@@ -115,14 +122,7 @@ U32 LLDrawPoolTerrain::getVertexDataMask()
void LLDrawPoolTerrain::prerender()
{
mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT);
- if (mVertexShaderLevel > 0)
- {
- sDetailMode = 1;
- }
- else
- {
- sDetailMode = gSavedSettings.getS32("RenderTerrainDetail");
- }
+ sDetailMode = gSavedSettings.getS32("RenderTerrainDetail");
}
void LLDrawPoolTerrain::beginRenderPass( S32 pass )
@@ -132,7 +132,7 @@ void LLDrawPoolTerrain::beginRenderPass( S32 pass )
sShader = LLPipeline::sUnderWaterRender ?
&gTerrainWaterProgram :
- &gTerrainProgram;
+ &gTerrainProgram;
if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0)
{
@@ -174,6 +174,8 @@ void LLDrawPoolTerrain::render(S32 pass)
compp->mDetailTextures[i]->addTextureStats(1024.f*1024.f); // assume large pixel area
}
+ LLOverrideFaceColor override(this, 1.f, 1.f, 1.f, 1.f);
+
if (!gGLManager.mHasMultitexture)
{
// No multitexture, render simple land.
@@ -188,22 +190,27 @@ void LLDrawPoolTerrain::render(S32 pass)
}
LLGLSPipeline gls;
- LLOverrideFaceColor override(this, 1.f, 1.f, 1.f, 1.f);
-
+
if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0)
{
gPipeline.enableLightsDynamic();
+
renderFullShader();
}
else
{
gPipeline.enableLightsStatic();
- if (sDetailMode == 0){
+ if (sDetailMode == 0)
+ {
renderSimple();
- } else if (gGLManager.mNumTextureUnits < 4){
+ }
+ else if (gGLManager.mNumTextureUnits < 4)
+ {
renderFull2TU();
- } else {
+ }
+ else
+ {
renderFull4TU();
}
}
@@ -215,8 +222,9 @@ void LLDrawPoolTerrain::render(S32 pass)
{ //use fullbright shader for highlighting
LLGLSLShader* old_shader = sShader;
sShader->unbind();
- sShader = &gObjectFullbrightNonIndexedProgram;
+ sShader = &gHighlightProgram;
sShader->bind();
+ gGL.diffuseColor4f(1,1,1,1);
LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -1.0f);
renderOwnership();
@@ -312,16 +320,15 @@ void LLDrawPoolTerrain::renderFullShader()
gGL.getTexUnit(detail0)->bind(detail_texture0p);
gGL.getTexUnit(0)->activate();
- glEnable(GL_TEXTURE_GEN_S);
- glEnable(GL_TEXTURE_GEN_T);
- glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+ llassert(shader);
+
+ shader->uniform4fv("object_plane_s", 1, tp0.mV);
+ shader->uniform4fv("object_plane_t", 1, tp1.mV);
- glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
- glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
//
// detail texture 1
@@ -331,9 +338,9 @@ void LLDrawPoolTerrain::renderFullShader()
/// ALPHA TEXTURE COORDS 0:
gGL.getTexUnit(1)->activate();
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
// detail texture 2
//
@@ -343,10 +350,10 @@ void LLDrawPoolTerrain::renderFullShader()
gGL.getTexUnit(2)->activate();
/// ALPHA TEXTURE COORDS 1:
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glTranslatef(-2.f, 0.f, 0.f);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.translatef(-2.f, 0.f, 0.f);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
//
// detail texture 3
@@ -356,10 +363,10 @@ void LLDrawPoolTerrain::renderFullShader()
/// ALPHA TEXTURE COORDS 2:
gGL.getTexUnit(3)->activate();
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glTranslatef(-1.f, 0.f, 0.f);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.translatef(-1.f, 0.f, 0.f);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
//
// Alpha Ramp
@@ -380,38 +387,30 @@ void LLDrawPoolTerrain::renderFullShader()
gGL.getTexUnit(alpha_ramp)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(4)->disable();
gGL.getTexUnit(4)->activate();
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
-
+
gGL.getTexUnit(detail3)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(3)->disable();
gGL.getTexUnit(3)->activate();
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(detail2)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(2)->disable();
gGL.getTexUnit(2)->activate();
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(detail1)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->disable();
gGL.getTexUnit(1)->activate();
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
//----------------------------------------------------------------------------
// Restore Texture Unit 0 defaults
@@ -419,11 +418,9 @@ void LLDrawPoolTerrain::renderFullShader()
gGL.getTexUnit(detail0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->activate();
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
void LLDrawPoolTerrain::renderFull4TU()
@@ -534,9 +531,9 @@ void LLDrawPoolTerrain::renderFull4TU()
gGL.getTexUnit(1)->activate();
// Set the texture matrix
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glTranslatef(-2.f, 0.f, 0.f);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.translatef(-2.f, 0.f, 0.f);
// Care about alpha only
gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
@@ -566,9 +563,9 @@ void LLDrawPoolTerrain::renderFull4TU()
gGL.getTexUnit(3)->activate();
// Set the texture matrix
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glTranslatef(-1.f, 0.f, 0.f);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.translatef(-1.f, 0.f, 0.f);
// Set alpha texture and do lighting modulation
gGL.getTexUnit(3)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_PREV_COLOR, LLTexUnit::TBS_VERT_COLOR);
@@ -586,9 +583,9 @@ void LLDrawPoolTerrain::renderFull4TU()
gGL.getTexUnit(3)->disable();
gGL.getTexUnit(3)->activate();
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(2)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(2)->disable();
@@ -596,17 +593,17 @@ void LLDrawPoolTerrain::renderFull4TU()
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->disable();
gGL.getTexUnit(1)->activate();
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
// Restore blend state
gGL.setSceneBlendType(LLRender::BT_ALPHA);
@@ -620,9 +617,9 @@ void LLDrawPoolTerrain::renderFull4TU()
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
}
@@ -714,9 +711,9 @@ void LLDrawPoolTerrain::renderFull2TU()
gGL.getTexUnit(0)->bind(m2DAlphaRampImagep);
// Set the texture matrix
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glTranslatef(-1.f, 0.f, 0.f);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.translatef(-1.f, 0.f, 0.f);
// Care about alpha only
gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
@@ -753,9 +750,9 @@ void LLDrawPoolTerrain::renderFull2TU()
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->bind(m2DAlphaRampImagep);
// Set the texture matrix
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glTranslatef(-2.f, 0.f, 0.f);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.translatef(-2.f, 0.f, 0.f);
// Care about alpha only
gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
@@ -793,9 +790,9 @@ void LLDrawPoolTerrain::renderFull2TU()
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
//----------------------------------------------------------------------------
// Restore Texture Unit 0 defaults
@@ -805,9 +802,9 @@ void LLDrawPoolTerrain::renderFull2TU()
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
}
@@ -831,13 +828,21 @@ void LLDrawPoolTerrain::renderSimple()
tp0.setVec(tscale, 0.f, 0.0f, -1.f*(origin_agent.mV[0]/256.f));
tp1.setVec(0.f, tscale, 0.0f, -1.f*(origin_agent.mV[1]/256.f));
- glEnable(GL_TEXTURE_GEN_S);
- glEnable(GL_TEXTURE_GEN_T);
- glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
- glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
- glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
-
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ sShader->uniform4fv("object_plane_s", 1, tp0.mV);
+ sShader->uniform4fv("object_plane_t", 1, tp1.mV);
+ }
+ else
+ {
+ glEnable(GL_TEXTURE_GEN_S);
+ glEnable(GL_TEXTURE_GEN_T);
+ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
+ glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
+ }
+
gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR);
drawLoop();
@@ -847,11 +852,14 @@ void LLDrawPoolTerrain::renderSimple()
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_GEN_T);
+ }
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
}
@@ -882,11 +890,11 @@ void LLDrawPoolTerrain::renderOwnership()
// texture coordinates for pixel 256x256 is not 1,1. This makes the
// ownership map not line up with the selection. We address this with
// a texture matrix multiply.
- glMatrixMode(GL_TEXTURE);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.pushMatrix();
const F32 TEXTURE_FUDGE = 257.f / 256.f;
- glScalef( TEXTURE_FUDGE, TEXTURE_FUDGE, 1.f );
+ gGL.scalef( TEXTURE_FUDGE, TEXTURE_FUDGE, 1.f );
for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
{
@@ -895,9 +903,9 @@ void LLDrawPoolTerrain::renderOwnership()
LLVertexBuffer::MAP_TEXCOORD0);
}
- glMatrixMode(GL_TEXTURE);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
diff --git a/indra/newview/lldrawpoolterrain.h b/indra/newview/lldrawpoolterrain.h
index 3056da44d5..283ed87f1a 100644
--- a/indra/newview/lldrawpoolterrain.h
+++ b/indra/newview/lldrawpoolterrain.h
@@ -40,8 +40,7 @@ public:
LLVertexBuffer::MAP_TEXCOORD0 |
LLVertexBuffer::MAP_TEXCOORD1 |
LLVertexBuffer::MAP_TEXCOORD2 |
- LLVertexBuffer::MAP_TEXCOORD3 |
- LLVertexBuffer::MAP_COLOR
+ LLVertexBuffer::MAP_TEXCOORD3
};
virtual U32 getVertexDataMask();
diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp
index a6e0151114..d198e28c14 100644
--- a/indra/newview/lldrawpooltree.cpp
+++ b/indra/newview/lldrawpooltree.cpp
@@ -65,17 +65,18 @@ void LLDrawPoolTree::beginRenderPass(S32 pass)
if (LLPipeline::sUnderWaterRender)
{
- shader = &gObjectAlphaMaskNonIndexedWaterProgram;
+ shader = &gTreeWaterProgram;
}
else
{
- shader = &gObjectAlphaMaskNonIndexedProgram;
+ shader = &gTreeProgram;
}
if (gPipeline.canUseVertexShaders())
{
shader->bind();
- shader->setAlphaRange(0.5f, 1.f);
+ shader->setMinimumAlpha(0.5f);
+ gGL.diffuseColor4f(1,1,1,1);
}
else
{
@@ -112,8 +113,8 @@ void LLDrawPoolTree::render(S32 pass)
if(buff)
{
buff->setBuffer(LLDrawPoolTree::VERTEX_DATA_MASK);
- buff->drawRange(LLRender::TRIANGLES, 0, buff->getRequestedVerts()-1, buff->getRequestedIndices(), 0);
- gPipeline.addTrianglesDrawn(buff->getRequestedIndices());
+ buff->drawRange(LLRender::TRIANGLES, 0, buff->getNumVerts()-1, buff->getNumIndices(), 0);
+ gPipeline.addTrianglesDrawn(buff->getNumIndices());
}
}
}
@@ -141,9 +142,9 @@ void LLDrawPoolTree::beginDeferredPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_TREES);
- shader = &gDeferredNonIndexedDiffuseAlphaMaskProgram;
+ shader = &gDeferredTreeProgram;
shader->bind();
- shader->setAlphaRange(0.5f, 1.f);
+ shader->setMinimumAlpha(0.5f);
}
void LLDrawPoolTree::renderDeferred(S32 pass)
@@ -168,8 +169,8 @@ void LLDrawPoolTree::beginShadowPass(S32 pass)
glPolygonOffset(gSavedSettings.getF32("RenderDeferredTreeShadowOffset"),
gSavedSettings.getF32("RenderDeferredTreeShadowBias"));
- gDeferredShadowAlphaMaskProgram.bind();
- gDeferredShadowAlphaMaskProgram.setAlphaRange(0.5f, 1.f);
+ gDeferredTreeShadowProgram.bind();
+ gDeferredTreeShadowProgram.setMinimumAlpha(0.5f);
}
void LLDrawPoolTree::renderShadow(S32 pass)
@@ -183,6 +184,7 @@ void LLDrawPoolTree::endShadowPass(S32 pass)
glPolygonOffset(gSavedSettings.getF32("RenderDeferredSpotShadowOffset"),
gSavedSettings.getF32("RenderDeferredSpotShadowBias"));
+ gDeferredTreeShadowProgram.unbind();
}
@@ -195,7 +197,7 @@ void LLDrawPoolTree::renderTree(BOOL selecting)
U32 indices_drawn = 0;
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
@@ -226,8 +228,8 @@ void LLDrawPoolTree::renderTree(BOOL selecting)
}
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
- //glPushMatrix();
+ gGL.loadMatrix(gGLModelView);
+ //gGL.pushMatrix();
F32 mat[16];
for (U32 i = 0; i < 16; i++)
mat[i] = (F32) gGLModelView[i];
@@ -236,7 +238,7 @@ void LLDrawPoolTree::renderTree(BOOL selecting)
// Translate to tree base HACK - adjustment in Z plants tree underground
const LLVector3 &pos_agent = treep->getPositionAgent();
- //glTranslatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
+ //gGL.translatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
LLMatrix4 trans_mat;
trans_mat.setTranslation(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
trans_mat *= matrix;
@@ -307,7 +309,7 @@ void LLDrawPoolTree::renderTree(BOOL selecting)
indices_drawn += treep->drawBranchPipeline(scale_mat, indicesp, trunk_LOD, stop_depth, treep->mDepth, treep->mTrunkDepth, 1.0, treep->mTwist, droop, treep->mBranches, alpha);
}
- //glPopMatrix();
+ //gGL.popMatrix();
}
}
}
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp
index 31c14361b5..4f6eaa5a5b 100644
--- a/indra/newview/lldrawpoolwater.cpp
+++ b/indra/newview/lldrawpoolwater.cpp
@@ -59,6 +59,8 @@ BOOL LLDrawPoolWater::sSkipScreenCopy = FALSE;
BOOL LLDrawPoolWater::sNeedsReflectionUpdate = TRUE;
BOOL LLDrawPoolWater::sNeedsDistortionUpdate = TRUE;
LLColor4 LLDrawPoolWater::sWaterFogColor = LLColor4(0.2f, 0.5f, 0.5f, 0.f);
+F32 LLDrawPoolWater::sWaterFogEnd = 0.f;
+
LLVector3 LLDrawPoolWater::sLightDir;
LLDrawPoolWater::LLDrawPoolWater() :
@@ -219,7 +221,7 @@ void LLDrawPoolWater::render(S32 pass)
water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot));
}
- glColor4fv(water_color.mV);
+ gGL.diffuseColor4fv(water_color.mV);
// Automatically generate texture coords for detail map
glEnable(GL_TEXTURE_GEN_S); //texture unit 1
@@ -275,15 +277,15 @@ void LLDrawPoolWater::render(S32 pass)
gSky.mVOSkyp->getCubeMap()->enable(0);
gSky.mVOSkyp->getCubeMap()->bind();
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
LLMatrix4 camera_mat = LLViewerCamera::getInstance()->getModelview();
LLMatrix4 camera_rot(camera_mat.getMat3());
camera_rot.invert();
- glLoadMatrixf((F32 *)camera_rot.mMatrix);
+ gGL.loadMatrix((F32 *)camera_rot.mMatrix);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
LLOverrideFaceColor overrid(this, 1.f, 1.f, 1.f, 0.5f*up_dot);
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
@@ -310,9 +312,9 @@ void LLDrawPoolWater::render(S32 pass)
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
@@ -332,6 +334,21 @@ void LLDrawPoolWater::renderOpaqueLegacyWater()
{
LLVOSky *voskyp = gSky.mVOSkyp;
+ LLGLSLShader* shader = NULL;
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ if (LLPipeline::sUnderWaterRender)
+ {
+ shader = &gObjectSimpleNonIndexedTexGenWaterProgram;
+ }
+ else
+ {
+ shader = &gObjectSimpleNonIndexedTexGenProgram;
+ }
+
+ shader->bind();
+ }
+
stop_glerror();
// Depth sorting and write to depth buffer
@@ -354,10 +371,13 @@ void LLDrawPoolWater::renderOpaqueLegacyWater()
gGL.getTexUnit(0)->bind(mOpaqueWaterImagep);
// Automatically generate texture coords for water texture
- glEnable(GL_TEXTURE_GEN_S); //texture unit 0
- glEnable(GL_TEXTURE_GEN_T); //texture unit 0
- glTexGenf(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
- glTexGenf(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ if (!shader)
+ {
+ glEnable(GL_TEXTURE_GEN_S); //texture unit 0
+ glEnable(GL_TEXTURE_GEN_T); //texture unit 0
+ glTexGenf(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ glTexGenf(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ }
// Use the fact that we know all water faces are the same size
// to save some computation
@@ -380,10 +400,18 @@ void LLDrawPoolWater::renderOpaqueLegacyWater()
F32 tp0[4] = { 16.f / 256.f, 0.0f, 0.0f, offset };
F32 tp1[4] = { 0.0f, 16.f / 256.f, 0.0f, offset };
- glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0);
- glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1);
+ if (!shader)
+ {
+ glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0);
+ glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1);
+ }
+ else
+ {
+ shader->uniform4fv("object_plane_s", 1, tp0);
+ shader->uniform4fv("object_plane_t", 1, tp1);
+ }
- glColor3f(1.f, 1.f, 1.f);
+ gGL.diffuseColor3f(1.f, 1.f, 1.f);
for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
@@ -399,9 +427,12 @@ void LLDrawPoolWater::renderOpaqueLegacyWater()
stop_glerror();
- // Reset the settings back to expected values
- glDisable(GL_TEXTURE_GEN_S); //texture unit 0
- glDisable(GL_TEXTURE_GEN_T); //texture unit 0
+ if (!shader)
+ {
+ // Reset the settings back to expected values
+ glDisable(GL_TEXTURE_GEN_S); //texture unit 0
+ glDisable(GL_TEXTURE_GEN_T); //texture unit 0
+ }
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
@@ -623,8 +654,6 @@ void LLDrawPoolWater::shade()
water_color.mV[3] = 0.9f;
}
- glColor4fv(water_color.mV);
-
{
LLGLEnable depth_clamp(gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP : 0);
LLGLDisable cullface(GL_CULL_FACE);
diff --git a/indra/newview/lldrawpoolwater.h b/indra/newview/lldrawpoolwater.h
index 99b541ca5a..aeeba179d6 100644
--- a/indra/newview/lldrawpoolwater.h
+++ b/indra/newview/lldrawpoolwater.h
@@ -49,6 +49,7 @@ public:
static LLVector3 sLightDir;
static LLColor4 sWaterFogColor;
+ static F32 sWaterFogEnd;
enum
{
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index 79a835fd14..caf15fe1cb 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -100,12 +100,12 @@ void LLDrawPoolWLSky::beginRenderPass( S32 pass )
{
sky_shader =
LLPipeline::sUnderWaterRender ?
- &gObjectSimpleWaterProgram :
+ &gObjectFullbrightNoColorWaterProgram :
&gWLSkyProgram;
cloud_shader =
LLPipeline::sUnderWaterRender ?
- &gObjectSimpleWaterProgram :
+ &gObjectFullbrightNoColorWaterProgram :
&gWLCloudProgram;
}
@@ -130,33 +130,33 @@ void LLDrawPoolWLSky::renderDome(F32 camHeightLocal, LLGLSLShader * shader) cons
llassert_always(NULL != shader);
- glPushMatrix();
+ gGL.pushMatrix();
//chop off translation
if (LLPipeline::sReflectionRender && origin.mV[2] > 256.f)
{
- glTranslatef(origin.mV[0], origin.mV[1], 256.f-origin.mV[2]*0.5f);
+ gGL.translatef(origin.mV[0], origin.mV[1], 256.f-origin.mV[2]*0.5f);
}
else
{
- glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]);
+ gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
}
// the windlight sky dome works most conveniently in a coordinate system
// where Y is up, so permute our basis vectors accordingly.
- glRotatef(120.f, 1.f / F_SQRT3, 1.f / F_SQRT3, 1.f / F_SQRT3);
+ gGL.rotatef(120.f, 1.f / F_SQRT3, 1.f / F_SQRT3, 1.f / F_SQRT3);
- glScalef(0.333f, 0.333f, 0.333f);
+ gGL.scalef(0.333f, 0.333f, 0.333f);
- glTranslatef(0.f,-camHeightLocal, 0.f);
+ gGL.translatef(0.f,-camHeightLocal, 0.f);
// Draw WL Sky
shader->uniform3f("camPosLocal", 0.f, camHeightLocal, 0.f);
gSky.mVOWLSkyp->drawDome();
- glPopMatrix();
+ gGL.popMatrix();
}
void LLDrawPoolWLSky::renderSkyHaze(F32 camHeightLocal) const
@@ -197,7 +197,7 @@ void LLDrawPoolWLSky::renderStars(void) const
gGL.getTexUnit(0)->bind(gSky.mVOSkyp->getBloomTex());
gGL.pushMatrix();
- glRotatef(gFrameTimeSeconds*0.01f, 0.f, 0.f, 1.f);
+ gGL.rotatef(gFrameTimeSeconds*0.01f, 0.f, 0.f, 1.f);
// gl_FragColor.rgb = gl_Color.rgb;
// gl_FragColor.a = gl_Color.a * star_alpha.a;
if (LLGLSLShader::sNoFixedFunction)
@@ -267,10 +267,6 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
if (gSky.mVOSkyp->getMoon().getDraw() && face->getGeomCount())
{
- if (gPipeline.canUseVertexShaders())
- {
- gUIProgram.bind();
- }
// *NOTE: even though we already bound this texture above for the
// stars register combiners, we bind again here for defensive reasons,
// since LLImageGL::bind detects that it's a noop, and optimizes it out.
@@ -284,12 +280,18 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
color.mV[3] = llclamp(a, 0.f, 1.f);
+ if (gPipeline.canUseVertexShaders())
+ {
+ gHighlightProgram.bind();
+ }
+
LLFacePool::LLOverrideFaceColor color_override(this, color);
+
face->renderIndexed();
if (gPipeline.canUseVertexShaders())
{
- gUIProgram.unbind();
+ gHighlightProgram.unbind();
}
}
}
@@ -315,10 +317,10 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass)
renderSkyHaze(camHeightLocal);
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
- glPushMatrix();
+ gGL.pushMatrix();
- glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]);
+ gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
gDeferredStarProgram.bind();
// *NOTE: have to bind a texture here since register combiners blending in
@@ -332,7 +334,7 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass)
gDeferredStarProgram.unbind();
- glPopMatrix();
+ gGL.popMatrix();
renderSkyClouds(camHeightLocal);
@@ -360,9 +362,9 @@ void LLDrawPoolWLSky::render(S32 pass)
renderSkyHaze(camHeightLocal);
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
- glPushMatrix();
+ gGL.pushMatrix();
- glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]);
+ gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
// *NOTE: have to bind a texture here since register combiners blending in
// renderStars() requires something to be bound and we might as well only
@@ -374,7 +376,7 @@ void LLDrawPoolWLSky::render(S32 pass)
renderStars();
- glPopMatrix();
+ gGL.popMatrix();
renderSkyClouds(camHeightLocal);
diff --git a/indra/newview/lldynamictexture.cpp b/indra/newview/lldynamictexture.cpp
index fb9958ee9d..5d6081a35c 100644
--- a/indra/newview/lldynamictexture.cpp
+++ b/indra/newview/lldynamictexture.cpp
@@ -41,6 +41,7 @@
#include "llviewerdisplay.h"
#include "llrender.h"
#include "pipeline.h"
+#include "llglslshader.h"
// static
LLViewerDynamicTexture::instance_list_t LLViewerDynamicTexture::sInstances[ LLViewerDynamicTexture::ORDER_COUNT ];
@@ -207,6 +208,9 @@ BOOL LLViewerDynamicTexture::updateAllInstances()
return TRUE;
}
+ LLGLSLShader::bindNoShader();
+ LLVertexBuffer::unbind();
+
BOOL result = FALSE;
BOOL ret = FALSE ;
for( S32 order = 0; order < ORDER_COUNT; order++ )
diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp
index 432e61f6d8..6dbeae6677 100644
--- a/indra/newview/llface.cpp
+++ b/indra/newview/llface.cpp
@@ -496,14 +496,14 @@ void LLFace::renderSelected(LLViewerTexture *imagep, const LLColor4& color)
gGL.pushMatrix();
if (mDrawablep->isActive())
{
- glMultMatrixf((GLfloat*)mDrawablep->getRenderMatrix().mMatrix);
+ gGL.multMatrix((GLfloat*)mDrawablep->getRenderMatrix().mMatrix);
}
else
{
- glMultMatrixf((GLfloat*)mDrawablep->getRegion()->mRenderMatrix.mMatrix);
+ gGL.multMatrix((GLfloat*)mDrawablep->getRegion()->mRenderMatrix.mMatrix);
}
- glColor4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
if (mDrawablep->isState(LLDrawable::RIGGED))
{
@@ -515,7 +515,7 @@ void LLFace::renderSelected(LLViewerTexture *imagep, const LLColor4& color)
{
LLGLEnable offset(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.f, -1.f);
- glMultMatrixf((F32*) volume->getRelativeXform().mMatrix);
+ gGL.multMatrix((F32*) volume->getRelativeXform().mMatrix);
const LLVolumeFace& vol_face = rigged->getVolumeFace(getTEOffset());
LLVertexBuffer::unbind();
glVertexPointer(3, GL_FLOAT, 16, vol_face.mPositions);
@@ -524,6 +524,7 @@ void LLFace::renderSelected(LLViewerTexture *imagep, const LLColor4& color)
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 8, vol_face.mTexCoords);
}
+ gGL.syncMatrices();
glDrawElements(GL_TRIANGLES, vol_face.mNumIndices, GL_UNSIGNED_SHORT, vol_face.mIndices);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
@@ -557,17 +558,17 @@ void LLFace::renderSelectedUV()
// add green dither pattern on top of red/blue gradient
gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_ONE);
- glMatrixMode(GL_TEXTURE);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.pushMatrix();
// make green pattern repeat once per texel in red/blue texture
- glScalef(256.f, 256.f, 1.f);
- glMatrixMode(GL_MODELVIEW);
+ gGL.scalef(256.f, 256.f, 1.f);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
renderSelected(green_imagep, LLColor4::white);
- glMatrixMode(GL_TEXTURE);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.blendFunc(LLRender::BF_SOURCE_ALPHA, LLRender::BF_ONE_MINUS_SOURCE_ALPHA);
}
*/
@@ -1055,6 +1056,7 @@ static LLFastTimer::DeclareTimer FTM_FACE_GEOM_POSITION("Position");
static LLFastTimer::DeclareTimer FTM_FACE_GEOM_NORMAL("Normal");
static LLFastTimer::DeclareTimer FTM_FACE_GEOM_TEXTURE("Texture");
static LLFastTimer::DeclareTimer FTM_FACE_GEOM_COLOR("Color");
+static LLFastTimer::DeclareTimer FTM_FACE_GEOM_EMISSIVE("Emissive");
static LLFastTimer::DeclareTimer FTM_FACE_GEOM_WEIGHTS("Weights");
static LLFastTimer::DeclareTimer FTM_FACE_GEOM_BINORMAL("Binormal");
static LLFastTimer::DeclareTimer FTM_FACE_GEOM_INDEX("Index");
@@ -1071,6 +1073,11 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
S32 num_vertices = (S32)vf.mNumVertices;
S32 num_indices = (S32) vf.mNumIndices;
+ if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCTREE))
+ {
+ updateRebuildFlags();
+ }
+
bool map_range = gGLManager.mHasMapBufferRange || gGLManager.mHasFlushBufferRange;
if (mVertexBuffer.notNull())
@@ -1124,6 +1131,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
bool rebuild_pos = full_rebuild || mDrawablep->isState(LLDrawable::REBUILD_POSITION);
bool rebuild_color = full_rebuild || mDrawablep->isState(LLDrawable::REBUILD_COLOR);
+ bool rebuild_emissive = rebuild_color && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE);
bool rebuild_tcoord = full_rebuild || mDrawablep->isState(LLDrawable::REBUILD_TCOORD);
bool rebuild_normal = rebuild_pos && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_NORMAL);
bool rebuild_binormal = rebuild_pos && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_BINORMAL);
@@ -1213,7 +1221,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
if (map_range)
{
- mVertexBuffer->setBuffer(0);
+ mVertexBuffer->flush();
}
}
@@ -1438,7 +1446,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
if (map_range)
{
- mVertexBuffer->setBuffer(0);
+ mVertexBuffer->flush();
}
}
else
@@ -1585,7 +1593,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
if (map_range)
{
- mVertexBuffer->setBuffer(0);
+ mVertexBuffer->flush();
}
if (do_bump)
@@ -1622,7 +1630,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
if (map_range)
{
- mVertexBuffer->setBuffer(0);
+ mVertexBuffer->flush();
}
}
}
@@ -1650,6 +1658,8 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
while(dst < end);
F32 index = (F32) (mTextureIndex < 255 ? mTextureIndex : 0);
+
+ llassert(index <= LLGLSLShader::sIndexedTextureChannels-1);
F32 *index_dst = (F32*) vertices;
F32 *index_end = (F32*) end;
@@ -1672,7 +1682,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
if (map_range)
{
- mVertexBuffer->setBuffer(0);
+ mVertexBuffer->flush();
}
}
@@ -1692,7 +1702,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
if (map_range)
{
- mVertexBuffer->setBuffer(0);
+ mVertexBuffer->flush();
}
}
@@ -1712,7 +1722,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
if (map_range)
{
- mVertexBuffer->setBuffer(0);
+ mVertexBuffer->flush();
}
}
@@ -1724,7 +1734,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
LLVector4a::memcpyNonAliased16((F32*) weights, (F32*) vf.mWeights, num_vertices*4*sizeof(F32));
if (map_range)
{
- mVertexBuffer->setBuffer(0);
+ mVertexBuffer->flush();
}
}
@@ -1754,10 +1764,48 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
if (map_range)
{
- mVertexBuffer->setBuffer(0);
+ mVertexBuffer->flush();
}
}
+ if (rebuild_emissive)
+ {
+ LLFastTimer t(FTM_FACE_GEOM_EMISSIVE);
+ LLStrider<LLColor4U> emissive;
+ mVertexBuffer->getEmissiveStrider(emissive, mGeomIndex, mGeomCount, map_range);
+
+ U8 glow = (U8) llclamp((S32) (getTextureEntry()->getGlow()*255), 0, 255);
+
+ LLVector4a src;
+
+
+ U32 glow32 = glow |
+ (glow << 8) |
+ (glow << 16) |
+ (glow << 24);
+
+ U32 vec[4];
+ vec[0] = vec[1] = vec[2] = vec[3] = glow32;
+
+ src.loadua((F32*) vec);
+
+ LLVector4a* dst = (LLVector4a*) emissive.get();
+ S32 num_vecs = num_vertices/4;
+ if (num_vertices%4 > 0)
+ {
+ ++num_vecs;
+ }
+
+ for (S32 i = 0; i < num_vecs; i++)
+ {
+ dst[i] = src;
+ }
+
+ if (map_range)
+ {
+ mVertexBuffer->flush();
+ }
+ }
if (rebuild_tcoord)
{
mTexExtents[0].setVec(0,0);
@@ -2014,7 +2062,7 @@ BOOL LLFace::verify(const U32* indices_array) const
}
// First, check whether the face data fits within the pool's range.
- if ((mGeomIndex + mGeomCount) > mVertexBuffer->getRequestedVerts())
+ if ((mGeomIndex + mGeomCount) > mVertexBuffer->getNumVerts())
{
ok = FALSE;
llinfos << "Face references invalid vertices!" << llendl;
@@ -2033,7 +2081,7 @@ BOOL LLFace::verify(const U32* indices_array) const
llinfos << "Face has bogus indices count" << llendl;
}
- if (mIndicesIndex + mIndicesCount > mVertexBuffer->getRequestedIndices())
+ if (mIndicesIndex + mIndicesCount > mVertexBuffer->getNumIndices())
{
ok = FALSE;
llinfos << "Face references invalid indices!" << llendl;
@@ -2095,7 +2143,7 @@ void LLFace::renderSetColor() const
{
const LLColor4* color = &(getRenderColor());
- glColor4fv(color->mV);
+ gGL.diffuseColor4fv(color->mV);
}
}
@@ -2130,10 +2178,10 @@ S32 LLFace::renderElements(const U16 *index_array) const
}
else
{
- glPushMatrix();
- glMultMatrixf((float*)getRenderMatrix().mMatrix);
+ gGL.pushMatrix();
+ gGL.multMatrix((float*)getRenderMatrix().mMatrix);
ret = pushVertices(index_array);
- glPopMatrix();
+ gGL.popMatrix();
}
return ret;
diff --git a/indra/newview/llface.h b/indra/newview/llface.h
index b5eaeecd60..82e4ab61b7 100644
--- a/indra/newview/llface.h
+++ b/indra/newview/llface.h
@@ -329,13 +329,9 @@ public:
{
return lhs->getTexture() < rhs->getTexture();
}
- else if (lte->getBumpShinyFullbright() != rte->getBumpShinyFullbright())
- {
- return lte->getBumpShinyFullbright() < rte->getBumpShinyFullbright();
- }
else
{
- return lte->getGlow() < rte->getGlow();
+ return lte->getBumpShinyFullbright() < rte->getBumpShinyFullbright();
}
}
};
diff --git a/indra/newview/llfasttimerview.cpp b/indra/newview/llfasttimerview.cpp
index a161428c2b..065dc5f4be 100644
--- a/indra/newview/llfasttimerview.cpp
+++ b/indra/newview/llfasttimerview.cpp
@@ -1125,10 +1125,10 @@ void LLFastTimerView::exportCharts(const std::string& base, const std::string& t
LLPointer<LLImageRaw> scratch = new LLImageRaw(1024, 512, 3);
gGL.pushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(-0.05, 1.05, -0.05, 1.05, -1.0, 1.0);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.loadIdentity();
+ gGL.ortho(-0.05f, 1.05f, -0.05f, 1.05f, -1.0f, 1.0f);
//render charts
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
@@ -1367,7 +1367,7 @@ void LLFastTimerView::exportCharts(const std::string& base, const std::string& t
buffer.flush();
gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
}
diff --git a/indra/newview/llfeaturemanager.cpp b/indra/newview/llfeaturemanager.cpp
index db9a0424c0..08f9d26705 100644
--- a/indra/newview/llfeaturemanager.cpp
+++ b/indra/newview/llfeaturemanager.cpp
@@ -51,6 +51,7 @@
#include "llcontrol.h"
#include "llboost.h"
#include "llweb.h"
+#include "llviewershadermgr.h"
#if LL_WINDOWS
#include "lldxhardware.h"
@@ -662,8 +663,10 @@ void LLFeatureManager::applyFeatures(bool skipFeatures)
void LLFeatureManager::setGraphicsLevel(S32 level, bool skipFeatures)
{
- applyBaseMasks();
+ LLViewerShaderMgr::sSkipReload = true;
+ applyBaseMasks();
+
switch (level)
{
case 0:
@@ -684,6 +687,9 @@ void LLFeatureManager::setGraphicsLevel(S32 level, bool skipFeatures)
}
applyFeatures(skipFeatures);
+
+ LLViewerShaderMgr::sSkipReload = false;
+ LLViewerShaderMgr::instance()->setShaders();
}
void LLFeatureManager::applyBaseMasks()
@@ -725,7 +731,7 @@ void LLFeatureManager::applyBaseMasks()
{
maskFeatures("NoPixelShaders");
}
- if (!gGLManager.mHasVertexShader)
+ if (!gGLManager.mHasVertexShader || !mGPUSupported)
{
maskFeatures("NoVertexShaders");
}
diff --git a/indra/newview/llfloateranimpreview.cpp b/indra/newview/llfloateranimpreview.cpp
index 1f334815d6..2a3512e21a 100644
--- a/indra/newview/llfloateranimpreview.cpp
+++ b/indra/newview/llfloateranimpreview.cpp
@@ -1063,14 +1063,19 @@ BOOL LLPreviewAnimation::render()
mNeedsUpdate = FALSE;
LLVOAvatar* avatarp = mDummyAvatar;
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
- glLoadIdentity();
- glOrtho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
+ gGL.loadIdentity();
+ gGL.ortho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
- glLoadIdentity();
+ gGL.loadIdentity();
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
LLGLSUIDefault def;
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
@@ -1078,10 +1083,10 @@ BOOL LLPreviewAnimation::render()
gl_rect_2d_simple( mFullWidth, mFullHeight );
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
gGL.flush();
diff --git a/indra/newview/llfloaterhardwaresettings.cpp b/indra/newview/llfloaterhardwaresettings.cpp
index 42ec7d765b..f9a403cf9f 100644
--- a/indra/newview/llfloaterhardwaresettings.cpp
+++ b/indra/newview/llfloaterhardwaresettings.cpp
@@ -34,7 +34,9 @@
#include "llviewercontrol.h"
#include "llviewertexturelist.h"
#include "llfeaturemanager.h"
+#include "llspinctrl.h"
#include "llstartup.h"
+#include "lltextbox.h"
#include "pipeline.h"
// Linden library includes
@@ -98,18 +100,40 @@ void LLFloaterHardwareSettings::refreshEnabledState()
}
// if no windlight shaders, turn off nighttime brightness, gamma, and fog distance
- getChildView("gamma")->setEnabled(!gPipeline.canUseWindLightShaders());
+ LLSpinCtrl* gamma_ctrl = getChild<LLSpinCtrl>("gamma");
+ gamma_ctrl->setEnabled(!gPipeline.canUseWindLightShaders());
getChildView("(brightness, lower is brighter)")->setEnabled(!gPipeline.canUseWindLightShaders());
getChildView("fog")->setEnabled(!gPipeline.canUseWindLightShaders());
- getChildView("fsaa")->setEnabled(gPipeline.canUseAntiAliasing());
- getChildView("antialiasing restart")->setVisible(!gSavedSettings.getBOOL("RenderDeferred"));
- /* Enable to reset fsaa value to disabled when feature is not available.
- if (!gPipeline.canUseAntiAliasing())
+ // anti-aliasing
{
- getChild<LLUICtrl>("fsaa")->setValue((LLSD::Integer) 0);
+ LLUICtrl* fsaa_ctrl = getChild<LLUICtrl>("fsaa");
+ LLTextBox* fsaa_text = getChild<LLTextBox>("antialiasing label");
+ LLView* fsaa_restart = getChildView("antialiasing restart");
+
+ // Enable or disable the control, the "Antialiasing:" label and the restart warning
+ // based on code support for the feature on the current hardware.
+
+ if (gPipeline.canUseAntiAliasing())
+ {
+ fsaa_ctrl->setEnabled(TRUE);
+
+ // borrow the text color from the gamma control for consistency
+ fsaa_text->setColor(gamma_ctrl->getEnabledTextColor());
+
+ fsaa_restart->setVisible(!gSavedSettings.getBOOL("RenderDeferred"));
+ }
+ else
+ {
+ fsaa_ctrl->setEnabled(FALSE);
+ fsaa_ctrl->setValue((LLSD::Integer) 0);
+
+ // borrow the text color from the gamma control for consistency
+ fsaa_text->setColor(gamma_ctrl->getDisabledTextColor());
+
+ fsaa_restart->setVisible(FALSE);
+ }
}
- */
}
//============================================================================
diff --git a/indra/newview/llfloaterhelpbrowser.h b/indra/newview/llfloaterhelpbrowser.h
index 80b0ecc06b..bf4f544a14 100644
--- a/indra/newview/llfloaterhelpbrowser.h
+++ b/indra/newview/llfloaterhelpbrowser.h
@@ -1,5 +1,5 @@
/**
- * @file llfloatermediabrowser.h
+ * @file llfloaterhelpbrowser.h
* @brief HTML Help floater - uses embedded web browser control
*
* $LicenseInfo:firstyear=2006&license=viewerlgpl$
diff --git a/indra/newview/llfloaterimagepreview.cpp b/indra/newview/llfloaterimagepreview.cpp
index e4d8e3513d..69de15d9ea 100644
--- a/indra/newview/llfloaterimagepreview.cpp
+++ b/indra/newview/llfloaterimagepreview.cpp
@@ -50,6 +50,7 @@
#include "llvoavatar.h"
#include "pipeline.h"
#include "lluictrlfactory.h"
+#include "llviewershadermgr.h"
#include "llviewertexturelist.h"
#include "llstring.h"
@@ -649,25 +650,30 @@ BOOL LLImagePreviewAvatar::render()
gGL.pushUIMatrix();
gGL.loadUIIdentity();
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
- glLoadIdentity();
- glOrtho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
+ gGL.loadIdentity();
+ gGL.ortho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
- glLoadIdentity();
+ gGL.loadIdentity();
LLGLSUIDefault def;
gGL.color4f(0.15f, 0.2f, 0.3f, 1.f);
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+
gl_rect_2d_simple( mFullWidth, mFullHeight );
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
gGL.flush();
@@ -690,8 +696,7 @@ BOOL LLImagePreviewAvatar::render()
LLVertexBuffer::unbind();
avatarp->updateLOD();
-
-
+
if (avatarp->mDrawable.notNull())
{
LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE);
@@ -699,7 +704,7 @@ BOOL LLImagePreviewAvatar::render()
LLGLDisable no_blend(GL_BLEND);
LLDrawPoolAvatar *avatarPoolp = (LLDrawPoolAvatar *)avatarp->mDrawable->getFace(0)->getPool();
-
+ gPipeline.enableLightsPreview();
avatarPoolp->renderAvatars(avatarp); // renders only one avatar
}
@@ -790,15 +795,17 @@ void LLImagePreviewSculpted::setPreviewTarget(LLImageRaw* imagep, F32 distance)
U32 num_indices = vf.mNumIndices;
U32 num_vertices = vf.mNumVertices;
- mVertexBuffer = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL, 0);
+ mVertexBuffer = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0, 0);
mVertexBuffer->allocateBuffer(num_vertices, num_indices, TRUE);
LLStrider<LLVector3> vertex_strider;
LLStrider<LLVector3> normal_strider;
+ LLStrider<LLVector2> tc_strider;
LLStrider<U16> index_strider;
mVertexBuffer->getVertexStrider(vertex_strider);
mVertexBuffer->getNormalStrider(normal_strider);
+ mVertexBuffer->getTexCoord0Strider(tc_strider);
mVertexBuffer->getIndexStrider(index_strider);
// build vertices and normals
@@ -806,7 +813,8 @@ void LLImagePreviewSculpted::setPreviewTarget(LLImageRaw* imagep, F32 distance)
pos = (LLVector3*) vf.mPositions; pos.setStride(16);
LLStrider<LLVector3> norm;
norm = (LLVector3*) vf.mNormals; norm.setStride(16);
-
+ LLStrider<LLVector2> tc;
+ tc = (LLVector2*) vf.mTexCoords; tc.setStride(8);
for (U32 i = 0; i < num_vertices; i++)
{
@@ -814,6 +822,7 @@ void LLImagePreviewSculpted::setPreviewTarget(LLImageRaw* imagep, F32 distance)
LLVector3 normal = *norm++;
normal.normalize();
*(normal_strider++) = normal;
+ *(tc_strider++) = *tc++;
}
// build indices
@@ -835,23 +844,28 @@ BOOL LLImagePreviewSculpted::render()
LLGLEnable cull(GL_CULL_FACE);
LLGLDepthTest depth(GL_TRUE);
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
- glLoadIdentity();
- glOrtho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
+ gGL.loadIdentity();
+ gGL.ortho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
- glLoadIdentity();
+ gGL.loadIdentity();
gGL.color4f(0.15f, 0.2f, 0.3f, 1.f);
- gl_rect_2d_simple( mFullWidth, mFullHeight );
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
- glMatrixMode(GL_PROJECTION);
+ gl_rect_2d_simple( mFullWidth, mFullHeight );
+
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
glClear(GL_DEPTH_BUFFER_BIT);
@@ -876,17 +890,28 @@ BOOL LLImagePreviewSculpted::render()
const LLVolumeFace &vf = mVolume->getVolumeFace(0);
U32 num_indices = vf.mNumIndices;
- mVertexBuffer->setBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL);
-
gPipeline.enableLightsAvatar();
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gObjectPreviewProgram.bind();
+ }
gGL.pushMatrix();
const F32 SCALE = 1.25f;
gGL.scalef(SCALE, SCALE, SCALE);
const F32 BRIGHTNESS = 0.9f;
gGL.color3f(BRIGHTNESS, BRIGHTNESS, BRIGHTNESS);
+
+ mVertexBuffer->setBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0);
mVertexBuffer->draw(LLRender::TRIANGLES, num_indices, 0);
gGL.popMatrix();
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gObjectPreviewProgram.unbind();
+ }
+
return TRUE;
}
diff --git a/indra/newview/llfloatermediabrowser.cpp b/indra/newview/llfloatermediabrowser.cpp
deleted file mode 100644
index 7a670dd90c..0000000000
--- a/indra/newview/llfloatermediabrowser.cpp
+++ /dev/null
@@ -1,462 +0,0 @@
-/**
- * @file llfloatermediabrowser.cpp
- * @brief media browser floater - uses embedded media browser control
- *
- * $LicenseInfo:firstyear=2006&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#include "llviewerprecompiledheaders.h"
-
-#include "llfloatermediabrowser.h"
-
-#include "llfloaterreg.h"
-#include "llparcel.h"
-#include "llpluginclassmedia.h"
-#include "lluictrlfactory.h"
-#include "llmediactrl.h"
-#include "llviewerwindow.h"
-#include "llviewercontrol.h"
-#include "llviewerparcelmgr.h"
-#include "llweb.h"
-#include "llui.h"
-#include "roles_constants.h"
-
-#include "llurlhistory.h"
-#include "llmediactrl.h"
-#include "llviewermedia.h"
-#include "llviewerparcelmedia.h"
-#include "llcombobox.h"
-#include "llwindow.h"
-#include "lllayoutstack.h"
-#include "llcheckboxctrl.h"
-
-#include "llnotifications.h"
-
-// TEMP
-#include "llsdutil.h"
-
-LLFloaterMediaBrowser::LLFloaterMediaBrowser(const LLSD& key)
- : LLFloater(key)
-{
-}
-
-//static
-void LLFloaterMediaBrowser::create(const std::string &url, const std::string& target, const std::string& uuid)
-{
- lldebugs << "url = " << url << ", target = " << target << ", uuid = " << uuid << llendl;
-
- std::string tag = target;
-
- if(target.empty() || target == "_blank")
- {
- if(!uuid.empty())
- {
- tag = uuid;
- }
- else
- {
- // create a unique tag for this instance
- LLUUID id;
- id.generate();
- tag = id.asString();
- }
- }
-
- S32 browser_window_limit = gSavedSettings.getS32("MediaBrowserWindowLimit");
-
- if(LLFloaterReg::findInstance("media_browser", tag) != NULL)
- {
- // There's already a media browser for this tag, so we won't be opening a new window.
- }
- else if(browser_window_limit != 0)
- {
- // showInstance will open a new window. Figure out how many media browsers are already open,
- // and close the least recently opened one if this will put us over the limit.
-
- LLFloaterReg::const_instance_list_t &instances = LLFloaterReg::getFloaterList("media_browser");
- lldebugs << "total instance count is " << instances.size() << llendl;
-
- for(LLFloaterReg::const_instance_list_t::const_iterator iter = instances.begin(); iter != instances.end(); iter++)
- {
- lldebugs << " " << (*iter)->getKey() << llendl;
- }
-
- if(instances.size() >= (size_t)browser_window_limit)
- {
- // Destroy the least recently opened instance
- (*instances.begin())->closeFloater();
- }
- }
-
- LLFloaterMediaBrowser *browser = dynamic_cast<LLFloaterMediaBrowser*> (LLFloaterReg::showInstance("media_browser", tag));
- llassert(browser);
- if(browser)
- {
- browser->mUUID = uuid;
-
- // tell the browser instance to load the specified URL
- browser->openMedia(url, target);
- LLViewerMedia::proxyWindowOpened(target, uuid);
- }
-}
-
-//static
-void LLFloaterMediaBrowser::closeRequest(const std::string &uuid)
-{
- LLFloaterReg::const_instance_list_t& inst_list = LLFloaterReg::getFloaterList("media_browser");
- lldebugs << "instance list size is " << inst_list.size() << ", incoming uuid is " << uuid << llendl;
- for (LLFloaterReg::const_instance_list_t::const_iterator iter = inst_list.begin(); iter != inst_list.end(); ++iter)
- {
- LLFloaterMediaBrowser* i = dynamic_cast<LLFloaterMediaBrowser*>(*iter);
- lldebugs << " " << i->mUUID << llendl;
- if (i && i->mUUID == uuid)
- {
- i->closeFloater(false);
- return;
- }
- }
-}
-
-//static
-void LLFloaterMediaBrowser::geometryChanged(const std::string &uuid, S32 x, S32 y, S32 width, S32 height)
-{
- LLFloaterReg::const_instance_list_t& inst_list = LLFloaterReg::getFloaterList("media_browser");
- lldebugs << "instance list size is " << inst_list.size() << ", incoming uuid is " << uuid << llendl;
- for (LLFloaterReg::const_instance_list_t::const_iterator iter = inst_list.begin(); iter != inst_list.end(); ++iter)
- {
- LLFloaterMediaBrowser* i = dynamic_cast<LLFloaterMediaBrowser*>(*iter);
- lldebugs << " " << i->mUUID << llendl;
- if (i && i->mUUID == uuid)
- {
- i->geometryChanged(x, y, width, height);
- return;
- }
-}
-}
-
-void LLFloaterMediaBrowser::geometryChanged(S32 x, S32 y, S32 width, S32 height)
-{
- // Make sure the layout of the browser control is updated, so this calculation is correct.
- LLLayoutStack::updateClass();
-
- // TODO: need to adjust size and constrain position to make sure floaters aren't moved outside the window view, etc.
- LLCoordWindow window_size;
- getWindow()->getSize(&window_size);
-
- // Adjust width and height for the size of the chrome on the Media Browser window.
- width += getRect().getWidth() - mBrowser->getRect().getWidth();
- height += getRect().getHeight() - mBrowser->getRect().getHeight();
-
- LLRect geom;
- geom.setOriginAndSize(x, window_size.mY - (y + height), width, height);
-
- lldebugs << "geometry change: " << geom << llendl;
-
- handleReshape(geom,false);
-}
-
-
-void LLFloaterMediaBrowser::draw()
-{
- getChildView("go")->setEnabled(!mAddressCombo->getValue().asString().empty());
- LLParcel* parcel = LLViewerParcelMgr::getInstance()->getAgentParcel();
- if(parcel)
- {
- getChildView("parcel_owner_controls")->setVisible( LLViewerParcelMgr::isParcelModifiableByAgent(parcel, GP_LAND_CHANGE_MEDIA));
- getChildView("assign")->setEnabled(!mAddressCombo->getValue().asString().empty());
- }
- bool show_time_controls = false;
- bool media_playing = false;
- if(mBrowser)
- {
- LLPluginClassMedia* media_plugin = mBrowser->getMediaPlugin();
- if(media_plugin)
- {
- show_time_controls = media_plugin->pluginSupportsMediaTime();
- media_playing = media_plugin->getStatus() == LLPluginClassMediaOwner::MEDIA_PLAYING;
- }
- }
- getChildView("rewind")->setVisible( show_time_controls);
- getChildView("play")->setVisible( show_time_controls && ! media_playing);
- getChildView("pause")->setVisible( show_time_controls && media_playing);
- getChildView("stop")->setVisible( show_time_controls);
- getChildView("seek")->setVisible( show_time_controls);
-
- getChildView("play")->setEnabled(! media_playing);
- getChildView("stop")->setEnabled(media_playing);
-
- getChildView("back")->setEnabled(mBrowser->canNavigateBack());
- getChildView("forward")->setEnabled(mBrowser->canNavigateForward());
-
- LLFloater::draw();
-}
-
-BOOL LLFloaterMediaBrowser::postBuild()
-{
- mBrowser = getChild<LLMediaCtrl>("browser");
- mBrowser->addObserver(this);
-
- mAddressCombo = getChild<LLComboBox>("address");
- mAddressCombo->setCommitCallback(onEnterAddress, this);
- mAddressCombo->sortByName();
-
- childSetAction("back", onClickBack, this);
- childSetAction("forward", onClickForward, this);
- childSetAction("reload", onClickRefresh, this);
- childSetAction("rewind", onClickRewind, this);
- childSetAction("play", onClickPlay, this);
- childSetAction("stop", onClickStop, this);
- childSetAction("pause", onClickPlay, this);
- childSetAction("seek", onClickSeek, this);
- childSetAction("go", onClickGo, this);
- childSetAction("close", onClickClose, this);
- childSetAction("open_browser", onClickOpenWebBrowser, this);
- childSetAction("assign", onClickAssign, this);
-
- buildURLHistory();
-
- return TRUE;
-}
-
-void LLFloaterMediaBrowser::buildURLHistory()
-{
- LLCtrlListInterface* url_list = childGetListInterface("address");
- if (url_list)
- {
- url_list->operateOnAll(LLCtrlListInterface::OP_DELETE);
- }
-
- // Get all of the entries in the "browser" collection
- LLSD browser_history = LLURLHistory::getURLHistory("browser");
-
- LLSD::array_iterator iter_history =
- browser_history.beginArray();
- LLSD::array_iterator end_history =
- browser_history.endArray();
- for(; iter_history != end_history; ++iter_history)
- {
- std::string url = (*iter_history).asString();
- if(! url.empty())
- url_list->addSimpleElement(url);
- }
-
- // initialize URL history in the plugin
- if(mBrowser && mBrowser->getMediaPlugin())
- {
- mBrowser->getMediaPlugin()->initializeUrlHistory(browser_history);
- }
-}
-
-std::string LLFloaterMediaBrowser::getSupportURL()
-{
- return getString("support_page_url");
-}
-
-//virtual
-void LLFloaterMediaBrowser::onClose(bool app_quitting)
-{
- LLViewerMedia::proxyWindowClosed(mUUID);
- //setVisible(FALSE);
- destroy();
-}
-
-void LLFloaterMediaBrowser::handleMediaEvent(LLPluginClassMedia* self, EMediaEvent event)
-{
- if(event == MEDIA_EVENT_LOCATION_CHANGED)
- {
- setCurrentURL(self->getLocation());
- }
- else if(event == MEDIA_EVENT_NAVIGATE_COMPLETE)
- {
- // This is the event these flags are sent with.
- getChildView("back")->setEnabled(self->getHistoryBackAvailable());
- getChildView("forward")->setEnabled(self->getHistoryForwardAvailable());
- }
- else if(event == MEDIA_EVENT_CLOSE_REQUEST)
- {
- // The browser instance wants its window closed.
- closeFloater();
- }
- else if(event == MEDIA_EVENT_GEOMETRY_CHANGE)
- {
- geometryChanged(self->getGeometryX(), self->getGeometryY(), self->getGeometryWidth(), self->getGeometryHeight());
- }
-}
-
-void LLFloaterMediaBrowser::setCurrentURL(const std::string& url)
-{
- mCurrentURL = url;
-
- mAddressCombo->remove(mCurrentURL);
- mAddressCombo->add(mCurrentURL);
- mAddressCombo->selectByValue(mCurrentURL);
-
- // Serialize url history
- LLURLHistory::removeURL("browser", mCurrentURL);
- LLURLHistory::addURL("browser", mCurrentURL);
-
- getChildView("back")->setEnabled(mBrowser->canNavigateBack());
- getChildView("forward")->setEnabled(mBrowser->canNavigateForward());
- getChildView("reload")->setEnabled(TRUE);
-}
-
-//static
-void LLFloaterMediaBrowser::onEnterAddress(LLUICtrl* ctrl, void* user_data)
-{
- LLFloaterMediaBrowser* self = (LLFloaterMediaBrowser*)user_data;
- self->mBrowser->navigateTo(self->mAddressCombo->getValue().asString());
-}
-
-//static
-void LLFloaterMediaBrowser::onClickRefresh(void* user_data)
-{
- LLFloaterMediaBrowser* self = (LLFloaterMediaBrowser*)user_data;
-
- if( self->mBrowser->getMediaPlugin() && self->mBrowser->getMediaPlugin()->pluginSupportsMediaBrowser())
- {
- bool ignore_cache = true;
- self->mBrowser->getMediaPlugin()->browse_reload( ignore_cache );
- }
- else
- {
- self->mBrowser->navigateTo(self->mCurrentURL);
- }
-}
-
-//static
-void LLFloaterMediaBrowser::onClickForward(void* user_data)
-{
- LLFloaterMediaBrowser* self = (LLFloaterMediaBrowser*)user_data;
-
- self->mBrowser->navigateForward();
-}
-
-//static
-void LLFloaterMediaBrowser::onClickBack(void* user_data)
-{
- LLFloaterMediaBrowser* self = (LLFloaterMediaBrowser*)user_data;
-
- self->mBrowser->navigateBack();
-}
-
-//static
-void LLFloaterMediaBrowser::onClickGo(void* user_data)
-{
- LLFloaterMediaBrowser* self = (LLFloaterMediaBrowser*)user_data;
-
- self->mBrowser->navigateTo(self->mAddressCombo->getValue().asString());
-}
-
-//static
-void LLFloaterMediaBrowser::onClickClose(void* user_data)
-{
- LLFloaterMediaBrowser* self = (LLFloaterMediaBrowser*)user_data;
-
- self->closeFloater();
-}
-
-//static
-void LLFloaterMediaBrowser::onClickOpenWebBrowser(void* user_data)
-{
- LLFloaterMediaBrowser* self = (LLFloaterMediaBrowser*)user_data;
-
- std::string url = self->mCurrentURL.empty() ?
- self->mBrowser->getHomePageUrl() :
- self->mCurrentURL;
- LLWeb::loadURLExternal(url);
-}
-
-void LLFloaterMediaBrowser::onClickAssign(void* user_data)
-{
- LLFloaterMediaBrowser* self = (LLFloaterMediaBrowser*)user_data;
-
- LLParcel* parcel = LLViewerParcelMgr::getInstance()->getAgentParcel();
- if (!parcel)
- {
- return;
- }
- std::string media_url = self->mAddressCombo->getValue().asString();
- LLStringUtil::trim(media_url);
-
- if(parcel->getMediaType() != "text/html")
- {
- parcel->setMediaURL(media_url);
- parcel->setMediaCurrentURL(media_url);
- parcel->setMediaType(std::string("text/html"));
- LLViewerParcelMgr::getInstance()->sendParcelPropertiesUpdate( parcel, true );
- LLViewerParcelMedia::sendMediaNavigateMessage(media_url);
- LLViewerParcelMedia::stop();
- // LLViewerParcelMedia::update( parcel );
- }
- LLViewerParcelMedia::sendMediaNavigateMessage(media_url);
-}
-//static
-void LLFloaterMediaBrowser::onClickRewind(void* user_data)
-{
- LLFloaterMediaBrowser* self = (LLFloaterMediaBrowser*)user_data;
-
- if(self->mBrowser->getMediaPlugin())
- self->mBrowser->getMediaPlugin()->start(-2.0f);
-}
-//static
-void LLFloaterMediaBrowser::onClickPlay(void* user_data)
-{
- LLFloaterMediaBrowser* self = (LLFloaterMediaBrowser*)user_data;
-
- LLPluginClassMedia* plugin = self->mBrowser->getMediaPlugin();
- if(plugin)
- {
- if(plugin->getStatus() == LLPluginClassMediaOwner::MEDIA_PLAYING)
- {
- plugin->pause();
- }
- else
- {
- plugin->start();
- }
- }
-}
-//static
-void LLFloaterMediaBrowser::onClickStop(void* user_data)
-{
- LLFloaterMediaBrowser* self = (LLFloaterMediaBrowser*)user_data;
-
- if(self->mBrowser->getMediaPlugin())
- self->mBrowser->getMediaPlugin()->stop();
-}
-//static
-void LLFloaterMediaBrowser::onClickSeek(void* user_data)
-{
- LLFloaterMediaBrowser* self = (LLFloaterMediaBrowser*)user_data;
-
- if(self->mBrowser->getMediaPlugin())
- self->mBrowser->getMediaPlugin()->start(2.0f);
-}
-void LLFloaterMediaBrowser::openMedia(const std::string& media_url, const std::string& target)
-{
- mBrowser->setHomePageUrl(media_url);
- mBrowser->setTarget(target);
- mBrowser->navigateTo(media_url);
- setCurrentURL(media_url);
-}
-
-
diff --git a/indra/newview/llfloatermediabrowser.h b/indra/newview/llfloatermediabrowser.h
deleted file mode 100644
index 152d221a01..0000000000
--- a/indra/newview/llfloatermediabrowser.h
+++ /dev/null
@@ -1,86 +0,0 @@
-/**
- * @file llfloatermediabrowser.h
- * @brief media browser floater - uses embedded media browser control
- *
- * $LicenseInfo:firstyear=2006&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#ifndef LL_LLFLOATERMEDIABROWSER_H
-#define LL_LLFLOATERMEDIABROWSER_H
-
-#include "llfloater.h"
-#include "llmediactrl.h"
-
-
-class LLComboBox;
-class LLMediaCtrl;
-class LLNotification;
-
-class LLFloaterMediaBrowser :
- public LLFloater,
- public LLViewerMediaObserver
-{
-public:
- LOG_CLASS(LLFloaterMediaBrowser);
- LLFloaterMediaBrowser(const LLSD& key);
-
- static void create(const std::string &url, const std::string& target, const std::string& uuid = LLStringUtil::null);
-
- static void closeRequest(const std::string &uuid);
- static void geometryChanged(const std::string &uuid, S32 x, S32 y, S32 width, S32 height);
- void geometryChanged(S32 x, S32 y, S32 width, S32 height);
-
- /*virtual*/ BOOL postBuild();
- /*virtual*/ void onClose(bool app_quitting);
- /*virtual*/ void draw();
-
- // inherited from LLViewerMediaObserver
- /*virtual*/ void handleMediaEvent(LLPluginClassMedia* self, EMediaEvent event);
-
- void openMedia(const std::string& media_url, const std::string& target);
- void buildURLHistory();
- std::string getSupportURL();
- void setCurrentURL(const std::string& url);
-
- static void onEnterAddress(LLUICtrl* ctrl, void* user_data);
- static void onClickRefresh(void* user_data);
- static void onClickBack(void* user_data);
- static void onClickForward(void* user_data);
- static void onClickGo(void* user_data);
- static void onClickClose(void* user_data);
- static void onClickOpenWebBrowser(void* user_data);
- static void onClickAssign(void* user_data);
- static void onClickRewind(void* user_data);
- static void onClickPlay(void* user_data);
- static void onClickStop(void* user_data);
- static void onClickSeek(void* user_data);
-
-private:
- LLMediaCtrl* mBrowser;
- LLComboBox* mAddressCombo;
- std::string mCurrentURL;
- boost::shared_ptr<LLNotification> mCurNotification;
- std::string mUUID;
-};
-
-#endif // LL_LLFLOATERMEDIABROWSER_H
-
diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp
index 881f087d7b..1148db8b5a 100644..100755
--- a/indra/newview/llfloatermodelpreview.cpp
+++ b/indra/newview/llfloatermodelpreview.cpp
@@ -103,6 +103,7 @@
#include "llviewerobjectlist.h"
#include "llanimationstates.h"
#include "llviewernetwork.h"
+#include "llviewershadermgr.h"
#include "glod/glod.h"
#include <boost/algorithm/string.hpp>
@@ -496,6 +497,11 @@ BOOL LLFloaterModelPreview::postBuild()
{
validate_url = "http://secondlife.com/my/account/mesh.php";
}
+ else if (current_grid == "damballah")
+ {
+ // Staging grid has its own naming scheme.
+ validate_url = "http://secondlife-staging.com/my/account/mesh.php";
+ }
else
{
validate_url = llformat("http://secondlife.%s.lindenlab.com/my/account/mesh.php",current_grid.c_str());
@@ -744,6 +750,11 @@ void LLFloaterModelPreview::draw()
if (!mModelPreview->mLoading)
{
+ if ( mModelPreview->getLoadState() == LLModelLoader::ERROR_MATERIALS )
+ {
+ childSetTextArg("status", "[STATUS]", getString("status_material_mismatch"));
+ }
+ else
if ( mModelPreview->getLoadState() > LLModelLoader::ERROR_PARSING )
{
childSetTextArg("status", "[STATUS]", getString(LLModel::getStatusString(mModelPreview->getLoadState() - LLModelLoader::ERROR_PARSING)));
@@ -3304,7 +3315,7 @@ void LLModelPreview::rebuildUploadData()
F32 max_scale = 0.f;
//reorder materials to match mBaseModel
- for (U32 i = 0; i < LLModel::NUM_LODS; i++)
+ for (U32 i = 0; i < LLModel::NUM_LODS-1; i++)
{
if (mBaseModel.size() == mModel[i].size())
{
@@ -3316,6 +3327,7 @@ void LLModelPreview::rebuildUploadData()
if ( !mModel[i][j]->matchMaterialOrder(mBaseModel[j], refFaceCnt, modelFaceCnt ) )
{
+ setLoadState( LLModelLoader::ERROR_MATERIALS );
mFMP->childDisable( "calculate_btn" );
}
}
@@ -3840,6 +3852,15 @@ void LLModelPreview::genLODs(S32 which_lod, U32 decimation, bool enforce_tri_lim
LLVertexBuffer::unbind();
+ bool no_ff = LLGLSLShader::sNoFixedFunction;
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+ LLGLSLShader::sNoFixedFunction = false;
+
+ if (shader)
+ {
+ shader->unbind();
+ }
+
stop_gloderror();
static U32 cur_name = 1;
@@ -4138,6 +4159,13 @@ void LLModelPreview::genLODs(S32 which_lod, U32 decimation, bool enforce_tri_lim
mResourceCost = calcResourceCost();
+ LLVertexBuffer::unbind();
+ LLGLSLShader::sNoFixedFunction = no_ff;
+ if (shader)
+ {
+ shader->bind();
+ }
+
/*if (which_lod == -1 && mScene[LLModel::LOD_PHYSICS].empty())
{ //build physics scene
mScene[LLModel::LOD_PHYSICS] = mScene[LLModel::LOD_LOW];
@@ -4351,11 +4379,6 @@ void LLModelPreview::updateStatusMessages()
{
skinAndRigOk = false;
}
- else
- if ( !isLegacyRigValid() )
- {
- mFMP->childDisable("calculate_btn");
- }
}
if(upload_ok && mModelLoader)
@@ -4888,6 +4911,8 @@ BOOL LLModelPreview::render()
LLMutexLock lock(this);
mNeedsUpdate = FALSE;
+ bool use_shaders = LLGLSLShader::sNoFixedFunction;
+
bool edges = mViewOption["show_edges"];
bool joint_positions = mViewOption["show_joint_positions"];
bool skin_weight = mViewOption["show_skin_weight"];
@@ -4904,25 +4929,33 @@ BOOL LLModelPreview::render()
LLGLDisable fog(GL_FOG);
{
+ if (use_shaders)
+ {
+ gUIProgram.bind();
+ }
//clear background to blue
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
- glLoadIdentity();
- glOrtho(0.0f, width, 0.0f, height, -1.0f, 1.0f);
+ gGL.loadIdentity();
+ gGL.ortho(0.0f, width, 0.0f, height, -1.0f, 1.0f);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
- glLoadIdentity();
+ gGL.loadIdentity();
gGL.color4f(0.169f, 0.169f, 0.169f, 1.f);
gl_rect_2d_simple( width, height );
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
+ if (use_shaders)
+ {
+ gUIProgram.unbind();
+ }
}
LLFloaterModelPreview* fmp = LLFloaterModelPreview::sInstance;
@@ -5035,7 +5068,7 @@ BOOL LLModelPreview::render()
refresh();
}
- glLoadIdentity();
+ gGL.loadIdentity();
gPipeline.enableLightsPreview();
LLQuaternion camera_rot = LLQuaternion(mCameraPitch, LLVector3::y_axis) *
@@ -5060,6 +5093,11 @@ BOOL LLModelPreview::render()
const U32 type_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0;
+ if (use_shaders)
+ {
+ gObjectPreviewProgram.bind();
+ }
+
LLGLEnable normalize(GL_NORMALIZE);
if (!mBaseModel.empty() && mVertexBuffer[5].empty())
@@ -5071,6 +5109,8 @@ BOOL LLModelPreview::render()
if (!mModel[mPreviewLOD].empty())
{
+ mFMP->childEnable("reset_btn");
+
bool regen = mVertexBuffer[mPreviewLOD].empty();
if (!regen)
{
@@ -5083,7 +5123,7 @@ BOOL LLModelPreview::render()
}
//make sure material lists all match
- for (U32 i = 0; i < LLModel::NUM_LODS; i++)
+ for (U32 i = 0; i < LLModel::NUM_LODS-1; i++)
{
if (mBaseModel.size() == mModel[i].size())
{
@@ -5121,7 +5161,7 @@ BOOL LLModelPreview::render()
gGL.pushMatrix();
LLMatrix4 mat = instance.mTransform;
- glMultMatrixf((GLfloat*) mat.mMatrix);
+ gGL.multMatrix((GLfloat*) mat.mMatrix);
for (U32 i = 0; i < mVertexBuffer[mPreviewLOD][model].size(); ++i)
{
@@ -5137,7 +5177,8 @@ BOOL LLModelPreview::render()
const std::string& binding = instance.mModel->mMaterialList[i];
const LLImportMaterial& material = instance.mMaterial[binding];
- glColor4fv(material.mDiffuseColor.mV);
+ gGL.diffuseColor4fv(material.mDiffuseColor.mV);
+
if (material.mDiffuseMap.notNull())
{
if (material.mDiffuseMap->getDiscardLevel() > -1)
@@ -5150,12 +5191,12 @@ BOOL LLModelPreview::render()
}
else
{
- glColor4f(1,1,1,1);
+ gGL.diffuseColor4f(1,1,1,1);
}
buffer->drawRange(LLRender::TRIANGLES, 0, buffer->getNumVerts()-1, buffer->getNumIndices(), 0);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- glColor3f(0.4f, 0.4f, 0.4f);
+ gGL.diffuseColor3f(0.4f, 0.4f, 0.4f);
if (edges)
{
@@ -5203,7 +5244,7 @@ BOOL LLModelPreview::render()
gGL.pushMatrix();
LLMatrix4 mat = instance.mTransform;
- glMultMatrixf((GLfloat*) mat.mMatrix);
+ gGL.multMatrix((GLfloat*) mat.mMatrix);
bool render_mesh = true;
@@ -5268,12 +5309,12 @@ BOOL LLModelPreview::render()
LLVertexBuffer* buffer = mVertexBuffer[LLModel::LOD_PHYSICS][model][i];
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- glColor4f(0.4f, 0.4f, 0.0f, 0.4f);
+ gGL.diffuseColor4f(0.4f, 0.4f, 0.0f, 0.4f);
buffer->setBuffer(type_mask & buffer->getTypeMask());
buffer->drawRange(LLRender::TRIANGLES, 0, buffer->getNumVerts()-1, buffer->getNumIndices(), 0);
- glColor3f(1.f, 1.f, 0.f);
+ gGL.diffuseColor3f(1.f, 1.f, 0.f);
glLineWidth(2.f);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
@@ -5293,7 +5334,7 @@ BOOL LLModelPreview::render()
//show degenerate triangles
LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
LLGLDisable cull(GL_CULL_FACE);
- glColor4f(1.f,0.f,0.f,1.f);
+ gGL.diffuseColor4f(1.f,0.f,0.f,1.f);
const LLVector4a scale(0.5f);
for (LLMeshUploadThread::instance_list::iterator iter = mUploadData.begin(); iter != mUploadData.end(); ++iter)
@@ -5310,7 +5351,7 @@ BOOL LLModelPreview::render()
gGL.pushMatrix();
LLMatrix4 mat = instance.mTransform;
- glMultMatrixf((GLfloat*) mat.mMatrix);
+ gGL.multMatrix((GLfloat*) mat.mMatrix);
LLPhysicsDecomp* decomp = gMeshRepo.mDecompThread;
@@ -5376,7 +5417,16 @@ BOOL LLModelPreview::render()
if (joint_positions)
{
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+ if (shader)
+ {
+ gDebugProgram.bind();
+ }
getPreviewAvatar()->renderCollisionVolumes();
+ if (shader)
+ {
+ shader->bind();
+ }
}
for (LLModelLoader::scene::iterator iter = mScene[mPreviewLOD].begin(); iter != mScene[mPreviewLOD].end(); ++iter)
@@ -5415,7 +5465,7 @@ BOOL LLModelPreview::render()
}
}
- for (U32 j = 0; j < buffer->getRequestedVerts(); ++j)
+ for (U32 j = 0; j < buffer->getNumVerts(); ++j)
{
LLMatrix4 final_mat;
final_mat.mMatrix[0][0] = final_mat.mMatrix[1][1] = final_mat.mMatrix[2][2] = final_mat.mMatrix[3][3] = 0.f;
@@ -5459,11 +5509,12 @@ BOOL LLModelPreview::render()
const std::string& binding = instance.mModel->mMaterialList[i];
const LLImportMaterial& material = instance.mMaterial[binding];
+
buffer->setBuffer(type_mask & buffer->getTypeMask());
- glColor4fv(material.mDiffuseColor.mV);
+ gGL.diffuseColor4fv(material.mDiffuseColor.mV);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
buffer->draw(LLRender::TRIANGLES, buffer->getNumIndices(), 0);
- glColor3f(0.4f, 0.4f, 0.4f);
+ gGL.diffuseColor3f(0.4f, 0.4f, 0.4f);
if (edges)
{
@@ -5480,6 +5531,11 @@ BOOL LLModelPreview::render()
}
}
+ if (use_shaders)
+ {
+ gObjectPreviewProgram.unbind();
+ }
+
gGL.popMatrix();
return TRUE;
@@ -5568,6 +5624,7 @@ void LLFloaterModelPreview::onReset(void* user_data)
assert_main_thread();
LLFloaterModelPreview* fmp = (LLFloaterModelPreview*) user_data;
+ fmp->childDisable("reset_btn");
LLModelPreview* mp = fmp->mModelPreview;
std::string filename = mp->mLODFile[3];
diff --git a/indra/newview/llfloatermodelpreview.h b/indra/newview/llfloatermodelpreview.h
index 47de99ce25..64324854a5 100644
--- a/indra/newview/llfloatermodelpreview.h
+++ b/indra/newview/llfloatermodelpreview.h
@@ -70,7 +70,8 @@ public:
GENERATING_VERTEX_BUFFERS,
GENERATING_LOD,
DONE,
- ERROR_PARSING //basically loading failed
+ ERROR_PARSING, //basically loading failed
+ ERROR_MATERIALS,
} eLoadState;
U32 mState;
diff --git a/indra/newview/llfloatersnapshot.cpp b/indra/newview/llfloatersnapshot.cpp
index ad571451f3..cfa35fa561 100644
--- a/indra/newview/llfloatersnapshot.cpp
+++ b/indra/newview/llfloatersnapshot.cpp
@@ -452,9 +452,9 @@ void LLSnapshotLivePreview::draw()
// calculate UV scale
F32 uv_width = mImageScaled[mCurImageIndex] ? 1.f : llmin((F32)mWidth[mCurImageIndex] / (F32)mViewerImage[mCurImageIndex]->getWidth(), 1.f);
F32 uv_height = mImageScaled[mCurImageIndex] ? 1.f : llmin((F32)mHeight[mCurImageIndex] / (F32)mViewerImage[mCurImageIndex]->getHeight(), 1.f);
- glPushMatrix();
+ gGL.pushMatrix();
{
- glTranslatef((F32)rect.mLeft, (F32)rect.mBottom, 0.f);
+ gGL.translatef((F32)rect.mLeft, (F32)rect.mBottom, 0.f);
gGL.begin(LLRender::QUADS);
{
gGL.texCoord2f(uv_width, uv_height);
@@ -471,7 +471,7 @@ void LLSnapshotLivePreview::draw()
}
gGL.end();
}
- glPopMatrix();
+ gGL.popMatrix();
gGL.color4f(1.f, 1.f, 1.f, mFlashAlpha);
gl_rect_2d(getRect());
@@ -587,11 +587,11 @@ void LLSnapshotLivePreview::draw()
BOOL rescale = !mImageScaled[old_image_index] && mViewerImage[mCurImageIndex].notNull();
F32 uv_width = rescale ? llmin((F32)mWidth[old_image_index] / (F32)mViewerImage[mCurImageIndex]->getWidth(), 1.f) : 1.f;
F32 uv_height = rescale ? llmin((F32)mHeight[old_image_index] / (F32)mViewerImage[mCurImageIndex]->getHeight(), 1.f) : 1.f;
- glPushMatrix();
+ gGL.pushMatrix();
{
LLRect& rect = mImageRect[old_image_index];
- glTranslatef((F32)rect.mLeft, (F32)rect.mBottom - llround(getRect().getHeight() * 2.f * (fall_interp * fall_interp)), 0.f);
- glRotatef(-45.f * fall_interp, 0.f, 0.f, 1.f);
+ gGL.translatef((F32)rect.mLeft, (F32)rect.mBottom - llround(getRect().getHeight() * 2.f * (fall_interp * fall_interp)), 0.f);
+ gGL.rotatef(-45.f * fall_interp, 0.f, 0.f, 1.f);
gGL.begin(LLRender::QUADS);
{
gGL.texCoord2f(uv_width, uv_height);
@@ -608,7 +608,7 @@ void LLSnapshotLivePreview::draw()
}
gGL.end();
}
- glPopMatrix();
+ gGL.popMatrix();
}
}
}
@@ -2286,7 +2286,7 @@ void LLFloaterSnapshot::draw()
S32 offset_x = thumbnail_rect.mLeft + local_offset_x;
S32 offset_y = thumbnail_rect.mBottom + local_offset_y;
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
// Apply floater transparency to the texture unless the floater is focused.
F32 alpha = getTransparencyType() == TT_ACTIVE ? 1.0f : getCurrentTransparency();
LLColor4 color = working ? LLColor4::grey4 : LLColor4::white;
diff --git a/indra/newview/llfolderviewitem.cpp b/indra/newview/llfolderviewitem.cpp
index 622dcfe8dd..02222e430f 100644
--- a/indra/newview/llfolderviewitem.cpp
+++ b/indra/newview/llfolderviewitem.cpp
@@ -658,7 +658,7 @@ LLViewerInventoryItem * LLFolderViewItem::getInventoryItem(void)
return gInventory.getItem(getListener()->getUUID());
}
-std::string LLFolderViewItem::getName( void ) const
+const std::string& LLFolderViewItem::getName( void ) const
{
if(mListener)
{
diff --git a/indra/newview/llfolderviewitem.h b/indra/newview/llfolderviewitem.h
index a26515821d..3433e3f7f3 100644
--- a/indra/newview/llfolderviewitem.h
+++ b/indra/newview/llfolderviewitem.h
@@ -267,7 +267,7 @@ public:
// This method returns the actual name of the thing being
// viewed. This method will ask the viewed object itself.
- std::string getName( void ) const;
+ const std::string& getName( void ) const;
const std::string& getSearchableLabel( void ) const;
diff --git a/indra/newview/llglsandbox.cpp b/indra/newview/llglsandbox.cpp
index 2b9c113a72..1208c9378e 100644
--- a/indra/newview/llglsandbox.cpp
+++ b/indra/newview/llglsandbox.cpp
@@ -115,7 +115,7 @@ void LLToolSelectRect::handleRectangleSelection(S32 x, S32 y, MASK mask)
S32 center_y = (top + bottom) / 2;
// save drawing mode
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
BOOL limit_select_distance = gSavedSettings.getBOOL("LimitSelectDistance");
@@ -230,9 +230,9 @@ void LLToolSelectRect::handleRectangleSelection(S32 x, S32 y, MASK mask)
}
// restore drawing mode
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
// restore camera
LLViewerCamera::getInstance()->setFar(old_far_plane);
@@ -777,13 +777,17 @@ void LLViewerObjectList::renderObjectBeacons()
LLGLSUIDefault gls_ui;
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+
{
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
S32 last_line_width = -1;
// gGL.begin(LLRender::LINES); // Always happens in (line_width != last_line_width)
- BOOL flush = FALSE;
for (std::vector<LLDebugBeacon>::iterator iter = mDebugBeacons.begin(); iter != mDebugBeacons.end(); ++iter)
{
const LLDebugBeacon &debug_beacon = *iter;
@@ -792,18 +796,14 @@ void LLViewerObjectList::renderObjectBeacons()
S32 line_width = debug_beacon.mLineWidth;
if (line_width != last_line_width)
{
- if (flush)
- {
- gGL.end();
- }
- flush = TRUE;
gGL.flush();
glLineWidth( (F32)line_width );
last_line_width = line_width;
- gGL.begin(LLRender::LINES);
}
const LLVector3 &thisline = debug_beacon.mPositionAgent;
+
+ gGL.begin(LLRender::LINES);
gGL.color4fv(color.mV);
gGL.vertex3f(thisline.mV[VX],thisline.mV[VY],thisline.mV[VZ] - 50.f);
gGL.vertex3f(thisline.mV[VX],thisline.mV[VY],thisline.mV[VZ] + 50.f);
@@ -813,8 +813,9 @@ void LLViewerObjectList::renderObjectBeacons()
gGL.vertex3f(thisline.mV[VX],thisline.mV[VY] + 2.f,thisline.mV[VZ]);
draw_line_cube(0.10f, thisline);
+
+ gGL.end();
}
- gGL.end();
}
{
@@ -824,7 +825,6 @@ void LLViewerObjectList::renderObjectBeacons()
S32 last_line_width = -1;
// gGL.begin(LLRender::LINES); // Always happens in (line_width != last_line_width)
- BOOL flush = FALSE;
for (std::vector<LLDebugBeacon>::iterator iter = mDebugBeacons.begin(); iter != mDebugBeacons.end(); ++iter)
{
const LLDebugBeacon &debug_beacon = *iter;
@@ -832,18 +832,13 @@ void LLViewerObjectList::renderObjectBeacons()
S32 line_width = debug_beacon.mLineWidth;
if (line_width != last_line_width)
{
- if (flush)
- {
- gGL.end();
- }
- flush = TRUE;
gGL.flush();
glLineWidth( (F32)line_width );
last_line_width = line_width;
- gGL.begin(LLRender::LINES);
}
const LLVector3 &thisline = debug_beacon.mPositionAgent;
+ gGL.begin(LLRender::LINES);
gGL.color4fv(debug_beacon.mColor.mV);
gGL.vertex3f(thisline.mV[VX],thisline.mV[VY],thisline.mV[VZ] - 0.5f);
gGL.vertex3f(thisline.mV[VX],thisline.mV[VY],thisline.mV[VZ] + 0.5f);
@@ -853,9 +848,10 @@ void LLViewerObjectList::renderObjectBeacons()
gGL.vertex3f(thisline.mV[VX],thisline.mV[VY] + 0.5f,thisline.mV[VZ]);
draw_line_cube(0.10f, thisline);
+
+ gGL.end();
}
- gGL.end();
gGL.flush();
glLineWidth(1.f);
diff --git a/indra/newview/llhudeffectbeam.cpp b/indra/newview/llhudeffectbeam.cpp
index 37b7b2e75d..8abad3d292 100644
--- a/indra/newview/llhudeffectbeam.cpp
+++ b/indra/newview/llhudeffectbeam.cpp
@@ -295,13 +295,13 @@ void LLHUDEffectBeam::render()
F32 alpha = mFadeInterp.getCurVal()*mColor.mV[3];
alpha *= mInterpFade[i].getCurVal();
coloru.mV[3] = (U8)alpha;
- glColor4ubv(coloru.mV);
+ gGL.color4ubv(coloru.mV);
- glPushMatrix();
- glTranslatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]);
- glScalef(scale, scale, scale);
- gSphere.render(0);
- glPopMatrix();
+ gGL.pushMatrix();
+ gGL.translatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]);
+ gGL.scalef(scale, scale, scale);
+ gSphere.render();
+ gGL.popMatrix();
}
}
diff --git a/indra/newview/llhudeffectlookat.cpp b/indra/newview/llhudeffectlookat.cpp
index b380b3fe20..bc3b220dc0 100644
--- a/indra/newview/llhudeffectlookat.cpp
+++ b/indra/newview/llhudeffectlookat.cpp
@@ -498,10 +498,10 @@ void LLHUDEffectLookAt::render()
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
LLVector3 target = mTargetPos + ((LLVOAvatar*)(LLViewerObject*)mSourceObject)->mHeadp->getWorldPosition();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
gGL.translatef(target.mV[VX], target.mV[VY], target.mV[VZ]);
- glScalef(0.3f, 0.3f, 0.3f);
+ gGL.scalef(0.3f, 0.3f, 0.3f);
gGL.begin(LLRender::LINES);
{
LLColor3 color = (*mAttentions)[mTargetType].mColor;
diff --git a/indra/newview/llhudeffectpointat.cpp b/indra/newview/llhudeffectpointat.cpp
index 28fe8e1c01..114a633821 100644
--- a/indra/newview/llhudeffectpointat.cpp
+++ b/indra/newview/llhudeffectpointat.cpp
@@ -327,7 +327,7 @@ void LLHUDEffectPointAt::render()
LLVector3 target = mTargetPos + mSourceObject->getRenderPosition();
gGL.pushMatrix();
gGL.translatef(target.mV[VX], target.mV[VY], target.mV[VZ]);
- glScalef(0.3f, 0.3f, 0.3f);
+ gGL.scalef(0.3f, 0.3f, 0.3f);
gGL.begin(LLRender::LINES);
{
gGL.color3f(1.f, 0.f, 0.f);
diff --git a/indra/newview/llhudrender.cpp b/indra/newview/llhudrender.cpp
index 1156e764a1..122711a86d 100644
--- a/indra/newview/llhudrender.cpp
+++ b/indra/newview/llhudrender.cpp
@@ -107,14 +107,24 @@ void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent,
viewport[1] = world_view_rect.mBottom;
viewport[2] = world_view_rect.getWidth();
viewport[3] = world_view_rect.getHeight();
+
+ F64 mdlv[16];
+ F64 proj[16];
+
+ for (U32 i = 0; i < 16; i++)
+ {
+ mdlv[i] = (F64) gGLModelView[i];
+ proj[i] = (F64) gGLProjection[i];
+ }
+
gluProject(render_pos.mV[0], render_pos.mV[1], render_pos.mV[2],
- gGLModelView, gGLProjection, (GLint*) viewport,
+ mdlv, proj, (GLint*) viewport,
&winX, &winY, &winZ);
//fonts all render orthographically, set up projection``
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
LLUI::pushMatrix();
@@ -124,7 +134,7 @@ void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent,
winX -= world_view_rect.mLeft;
winY -= world_view_rect.mBottom;
LLUI::loadIdentity();
- glLoadIdentity();
+ gGL.loadIdentity();
LLUI::translate((F32) winX*1.0f/LLFontGL::sScaleX, (F32) winY*1.0f/(LLFontGL::sScaleY), -(((F32) winZ*2.f)-1.f));
F32 right_x;
@@ -133,7 +143,7 @@ void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent,
LLUI::popMatrix();
gGL.popMatrix();
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
diff --git a/indra/newview/llinventorypanel.cpp b/indra/newview/llinventorypanel.cpp
index 18c3f76826..acbec531b6 100644
--- a/indra/newview/llinventorypanel.cpp
+++ b/indra/newview/llinventorypanel.cpp
@@ -1128,19 +1128,78 @@ LLInventoryPanel* LLInventoryPanel::getActiveInventoryPanel(BOOL auto_open)
{
// Make sure the floater is not minimized (STORM-438).
if (active_inv_floaterp && active_inv_floaterp->isMinimized())
+ {
active_inv_floaterp->setMinimized(FALSE);
+ }
+ }
+ else if (auto_open)
+ {
+ floater_inventory->openFloater();
- return res;
+ res = sidepanel_inventory->getActivePanel();
}
+
+ return res;
+}
+
+//static
+void LLInventoryPanel::openInventoryPanelAndSetSelection(BOOL auto_open, const LLUUID& obj_id)
+{
+ LLInventoryPanel *active_panel = LLInventoryPanel::getActiveInventoryPanel(auto_open);
+
+ if (active_panel)
+ {
+ LL_DEBUGS("Messaging") << "Highlighting" << obj_id << LL_ENDL;
- // C. If no panels are open and we don't want to force open a panel, then just abort out.
- if (!auto_open) return NULL;
-
- // D. Open the inventory side panel floater and use that.
- floater_inventory->openFloater();
- return sidepanel_inventory->getActivePanel();
+ LLViewerInventoryItem * item = gInventory.getItem(obj_id);
+ LLViewerInventoryCategory * cat = gInventory.getCategory(obj_id);
+
+ bool in_inbox = false;
+ bool in_outbox = false;
+
+ LLViewerInventoryCategory * parent_cat = NULL;
+
+ if (item)
+ {
+ parent_cat = gInventory.getCategory(item->getParentUUID());
+ }
+ else if (cat)
+ {
+ parent_cat = gInventory.getCategory(cat->getParentUUID());
+ }
+
+ if (parent_cat)
+ {
+ in_inbox = (LLFolderType::FT_INBOX == parent_cat->getPreferredType());
+ in_outbox = (LLFolderType::FT_OUTBOX == parent_cat->getPreferredType());
+ }
+
+ if (in_inbox || in_outbox)
+ {
+ LLSidepanelInventory * sidepanel_inventory = LLFloaterSidePanelContainer::getPanel<LLSidepanelInventory>("inventory");
+ LLInventoryPanel * inventory_panel = NULL;
+
+ if (in_inbox)
+ {
+ sidepanel_inventory->openInbox();
+ inventory_panel = sidepanel_inventory->getInboxPanel();
+ }
+ else
+ {
+ sidepanel_inventory->openOutbox();
+ inventory_panel = sidepanel_inventory->getOutboxPanel();
+ }
- return NULL;
+ if (inventory_panel)
+ {
+ inventory_panel->setSelection(obj_id, TAKE_FOCUS_YES);
+ }
+ }
+ else
+ {
+ active_panel->setSelection(obj_id, TAKE_FOCUS_YES);
+ }
+ }
}
void LLInventoryPanel::addHideFolderType(LLFolderType::EType folder_type)
diff --git a/indra/newview/llinventorypanel.h b/indra/newview/llinventorypanel.h
index 8635ebc5c8..2a24327115 100644
--- a/indra/newview/llinventorypanel.h
+++ b/indra/newview/llinventorypanel.h
@@ -175,6 +175,8 @@ public:
// Find whichever inventory panel is active / on top.
// "Auto_open" determines if we open an inventory panel if none are open.
static LLInventoryPanel *getActiveInventoryPanel(BOOL auto_open = TRUE);
+
+ static void openInventoryPanelAndSetSelection(BOOL auto_open, const LLUUID& obj_id);
protected:
void openStartFolderOrMyInventory(); // open the first level of inventory
diff --git a/indra/newview/llmanip.cpp b/indra/newview/llmanip.cpp
index 85e0043651..6e0f360cbc 100644
--- a/indra/newview/llmanip.cpp
+++ b/indra/newview/llmanip.cpp
@@ -372,14 +372,14 @@ void LLManip::renderGuidelines(BOOL draw_x, BOOL draw_y, BOOL draw_z)
//LLVector3 center_agent = LLSelectMgr::getInstance()->getBBoxOfSelection().getCenterAgent();
LLVector3 center_agent = getPivotPoint();
- glPushMatrix();
+ gGL.pushMatrix();
{
- glTranslatef(center_agent.mV[VX], center_agent.mV[VY], center_agent.mV[VZ]);
+ gGL.translatef(center_agent.mV[VX], center_agent.mV[VY], center_agent.mV[VZ]);
F32 angle_radians, x, y, z;
grid_rot.getAngleAxis(&angle_radians, &x, &y, &z);
- glRotatef(angle_radians * RAD_TO_DEG, x, y, z);
+ gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z);
F32 region_size = LLWorld::getInstance()->getRegionWidthInMeters();
@@ -416,7 +416,7 @@ void LLManip::renderGuidelines(BOOL draw_x, BOOL draw_y, BOOL draw_z)
}
LLUI::setLineWidth(1.0f);
}
- glPopMatrix();
+ gGL.popMatrix();
}
void LLManip::renderXYZ(const LLVector3 &vec)
@@ -466,11 +466,11 @@ void LLManip::renderXYZ(const LLVector3 &vec)
feedback_string = llformat("X: %.3f", vec.mV[VX]);
hud_render_text(utf8str_to_wstring(feedback_string), camera_pos, *font, LLFontGL::NORMAL, LLFontGL::NO_SHADOW, -102.f, (F32)vertical_offset, LLColor4(1.f, 0.5f, 0.5f, 1.f), FALSE);
- glColor3f(0.5f, 1.f, 0.5f);
+ gGL.diffuseColor3f(0.5f, 1.f, 0.5f);
feedback_string = llformat("Y: %.3f", vec.mV[VY]);
hud_render_text(utf8str_to_wstring(feedback_string), camera_pos, *font, LLFontGL::NORMAL, LLFontGL::NO_SHADOW, -27.f, (F32)vertical_offset, LLColor4(0.5f, 1.f, 0.5f, 1.f), FALSE);
- glColor3f(0.5f, 0.5f, 1.f);
+ gGL.diffuseColor3f(0.5f, 0.5f, 1.f);
feedback_string = llformat("Z: %.3f", vec.mV[VZ]);
hud_render_text(utf8str_to_wstring(feedback_string), camera_pos, *font, LLFontGL::NORMAL, LLFontGL::NO_SHADOW, 48.f, (F32)vertical_offset, LLColor4(0.5f, 0.5f, 1.f, 1.f), FALSE);
}
@@ -481,8 +481,8 @@ void LLManip::renderTickText(const LLVector3& pos, const std::string& text, cons
const LLFontGL* big_fontp = LLFontGL::getFontSansSerif();
BOOL hud_selection = mObjectSelection->getSelectType() == SELECT_TYPE_HUD;
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
LLVector3 render_pos = pos;
if (hud_selection)
{
@@ -490,7 +490,7 @@ void LLManip::renderTickText(const LLVector3& pos, const std::string& text, cons
F32 inv_zoom_amt = 1.f / zoom_amt;
// scale text back up to counter-act zoom level
render_pos = pos * zoom_amt;
- glScalef(inv_zoom_amt, inv_zoom_amt, inv_zoom_amt);
+ gGL.scalef(inv_zoom_amt, inv_zoom_amt, inv_zoom_amt);
}
// render shadow first
@@ -501,7 +501,7 @@ void LLManip::renderTickText(const LLVector3& pos, const std::string& text, cons
gViewerWindow->setup3DViewport();
hud_render_utf8text(text, render_pos, *big_fontp, LLFontGL::NORMAL, LLFontGL::NO_SHADOW, -0.5f * big_fontp->getWidthF32(text), 3.f, color, mObjectSelection->getSelectType() == SELECT_TYPE_HUD);
- glPopMatrix();
+ gGL.popMatrix();
}
void LLManip::renderTickValue(const LLVector3& pos, F32 value, const std::string& suffix, const LLColor4 &color)
@@ -539,8 +539,8 @@ void LLManip::renderTickValue(const LLVector3& pos, F32 value, const std::string
}
BOOL hud_selection = mObjectSelection->getSelectType() == SELECT_TYPE_HUD;
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
LLVector3 render_pos = pos;
if (hud_selection)
{
@@ -548,7 +548,7 @@ void LLManip::renderTickValue(const LLVector3& pos, F32 value, const std::string
F32 inv_zoom_amt = 1.f / zoom_amt;
// scale text back up to counter-act zoom level
render_pos = pos * zoom_amt;
- glScalef(inv_zoom_amt, inv_zoom_amt, inv_zoom_amt);
+ gGL.scalef(inv_zoom_amt, inv_zoom_amt, inv_zoom_amt);
}
LLColor4 shadow_color = LLColor4::black;
@@ -573,7 +573,7 @@ void LLManip::renderTickValue(const LLVector3& pos, F32 value, const std::string
gViewerWindow->setup3DViewport();
hud_render_utf8text(val_string, render_pos, *big_fontp, LLFontGL::NORMAL, LLFontGL::NO_SHADOW, -0.5f * big_fontp->getWidthF32(val_string), 3.f, color, hud_selection);
}
- glPopMatrix();
+ gGL.popMatrix();
}
LLColor4 LLManip::setupSnapGuideRenderPass(S32 pass)
diff --git a/indra/newview/llmaniprotate.cpp b/indra/newview/llmaniprotate.cpp
index 6ee095475f..a8da94f75e 100644
--- a/indra/newview/llmaniprotate.cpp
+++ b/indra/newview/llmaniprotate.cpp
@@ -53,6 +53,7 @@
#include "llviewercamera.h"
#include "llviewerobject.h"
#include "llviewerobject.h"
+#include "llviewershadermgr.h"
#include "llviewerwindow.h"
#include "llworld.h"
#include "pipeline.h"
@@ -113,7 +114,7 @@ void LLManipRotate::handleSelect()
void LLManipRotate::render()
{
LLGLSUIDefault gls_ui;
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
LLGLDepthTest gls_depth(GL_TRUE);
LLGLEnable gl_blend(GL_BLEND);
LLGLEnable gls_alpha_test(GL_ALPHA_TEST);
@@ -130,12 +131,12 @@ void LLManipRotate::render()
return;
}
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
if (mObjectSelection->getSelectType() == SELECT_TYPE_HUD)
{
F32 zoom = gAgentCamera.mHUDCurZoom;
- glScalef(zoom, zoom, zoom);
+ gGL.scalef(zoom, zoom, zoom);
}
@@ -145,8 +146,9 @@ void LLManipRotate::render()
LLColor4 highlight_inside( 0.7f, 0.7f, 0.f, 0.5f );
F32 width_meters = WIDTH_PIXELS * mRadiusMeters / RADIUS_PIXELS;
- glPushMatrix();
+ gGL.pushMatrix();
{
+
// are we in the middle of a constrained drag?
if (mManipPart >= LL_ROT_X && mManipPart <= LL_ROT_Z)
{
@@ -154,13 +156,18 @@ void LLManipRotate::render()
}
else
{
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gDebugProgram.bind();
+ }
+
LLGLEnable cull_face(GL_CULL_FACE);
LLGLDepthTest gls_depth(GL_FALSE);
- glPushMatrix();
+ gGL.pushMatrix();
{
// Draw "sphere" (intersection of sphere with tangent cone that has apex at camera)
- glTranslatef( mCenterToProfilePlane.mV[VX], mCenterToProfilePlane.mV[VY], mCenterToProfilePlane.mV[VZ] );
- glTranslatef( center.mV[VX], center.mV[VY], center.mV[VZ] );
+ gGL.translatef( mCenterToProfilePlane.mV[VX], mCenterToProfilePlane.mV[VY], mCenterToProfilePlane.mV[VZ] );
+ gGL.translatef( center.mV[VX], center.mV[VY], center.mV[VZ] );
// Inverse change of basis vectors
LLVector3 forward = mCenterToCamNorm;
@@ -177,35 +184,41 @@ void LLManipRotate::render()
LLMatrix4 mat;
mat.initRows(a, b, c, LLVector4(0.f, 0.f, 0.f, 1.f));
- glMultMatrixf( &mat.mMatrix[0][0] );
+ gGL.multMatrix( &mat.mMatrix[0][0] );
- glRotatef( -90, 0.f, 1.f, 0.f);
+ gGL.rotatef( -90, 0.f, 1.f, 0.f);
LLColor4 color;
if (mManipPart == LL_ROT_ROLL || mHighlightedPart == LL_ROT_ROLL)
{
color.setVec(0.8f, 0.8f, 0.8f, 0.8f);
- glScalef(mManipulatorScales.mV[VW], mManipulatorScales.mV[VW], mManipulatorScales.mV[VW]);
+ gGL.scalef(mManipulatorScales.mV[VW], mManipulatorScales.mV[VW], mManipulatorScales.mV[VW]);
}
else
{
color.setVec( 0.7f, 0.7f, 0.7f, 0.6f );
}
+ gGL.diffuseColor4fv(color.mV);
gl_washer_2d(mRadiusMeters + width_meters, mRadiusMeters, CIRCLE_STEPS, color, color);
if (mManipPart == LL_NO_PART)
{
gGL.color4f( 0.7f, 0.7f, 0.7f, 0.3f );
+ gGL.diffuseColor4f(0.7f, 0.7f, 0.7f, 0.3f);
gl_circle_2d( 0, 0, mRadiusMeters, CIRCLE_STEPS, TRUE );
}
- GLdouble plane_eqn[] = { 0, 0, 1, 0 };
- glClipPlane( GL_CLIP_PLANE0, plane_eqn );
+ gGL.flush();
}
- glPopMatrix();
- }
+ gGL.popMatrix();
- glTranslatef( center.mV[VX], center.mV[VY], center.mV[VZ] );
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+ }
+
+ gGL.translatef( center.mV[VX], center.mV[VY], center.mV[VZ] );
LLQuaternion rot;
F32 angle_radians, x, y, z;
@@ -217,41 +230,46 @@ void LLManipRotate::render()
LLSelectMgr::getInstance()->getGrid(grid_origin, grid_rotation, grid_scale);
grid_rotation.getAngleAxis(&angle_radians, &x, &y, &z);
- glRotatef(angle_radians * RAD_TO_DEG, x, y, z);
+ gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z);
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gDebugProgram.bind();
+ }
+
if (mManipPart == LL_ROT_Z)
{
mManipulatorScales = lerp(mManipulatorScales, LLVector4(1.f, 1.f, SELECTED_MANIPULATOR_SCALE, 1.f), LLCriticalDamp::getInterpolant(MANIPULATOR_SCALE_HALF_LIFE));
- glPushMatrix();
+ gGL.pushMatrix();
{
// selected part
- glScalef(mManipulatorScales.mV[VZ], mManipulatorScales.mV[VZ], mManipulatorScales.mV[VZ]);
+ gGL.scalef(mManipulatorScales.mV[VZ], mManipulatorScales.mV[VZ], mManipulatorScales.mV[VZ]);
renderActiveRing( mRadiusMeters, width_meters, LLColor4( 0.f, 0.f, 1.f, 1.f) , LLColor4( 0.f, 0.f, 1.f, 0.3f ));
}
- glPopMatrix();
+ gGL.popMatrix();
}
else if (mManipPart == LL_ROT_Y)
{
mManipulatorScales = lerp(mManipulatorScales, LLVector4(1.f, SELECTED_MANIPULATOR_SCALE, 1.f, 1.f), LLCriticalDamp::getInterpolant(MANIPULATOR_SCALE_HALF_LIFE));
- glPushMatrix();
+ gGL.pushMatrix();
{
- glRotatef( 90.f, 1.f, 0.f, 0.f );
- glScalef(mManipulatorScales.mV[VY], mManipulatorScales.mV[VY], mManipulatorScales.mV[VY]);
+ gGL.rotatef( 90.f, 1.f, 0.f, 0.f );
+ gGL.scalef(mManipulatorScales.mV[VY], mManipulatorScales.mV[VY], mManipulatorScales.mV[VY]);
renderActiveRing( mRadiusMeters, width_meters, LLColor4( 0.f, 1.f, 0.f, 1.f), LLColor4( 0.f, 1.f, 0.f, 0.3f));
}
- glPopMatrix();
+ gGL.popMatrix();
}
else if (mManipPart == LL_ROT_X)
{
mManipulatorScales = lerp(mManipulatorScales, LLVector4(SELECTED_MANIPULATOR_SCALE, 1.f, 1.f, 1.f), LLCriticalDamp::getInterpolant(MANIPULATOR_SCALE_HALF_LIFE));
- glPushMatrix();
+ gGL.pushMatrix();
{
- glRotatef( 90.f, 0.f, 1.f, 0.f );
- glScalef(mManipulatorScales.mV[VX], mManipulatorScales.mV[VX], mManipulatorScales.mV[VX]);
+ gGL.rotatef( 90.f, 0.f, 1.f, 0.f );
+ gGL.scalef(mManipulatorScales.mV[VX], mManipulatorScales.mV[VX], mManipulatorScales.mV[VX]);
renderActiveRing( mRadiusMeters, width_meters, LLColor4( 1.f, 0.f, 0.f, 1.f), LLColor4( 1.f, 0.f, 0.f, 0.3f));
}
- glPopMatrix();
+ gGL.popMatrix();
}
else if (mManipPart == LL_ROT_ROLL)
{
@@ -271,12 +289,13 @@ void LLManipRotate::render()
// First pass: centers. Second pass: sides.
for( S32 i=0; i<2; i++ )
{
- glPushMatrix();
+
+ gGL.pushMatrix();
{
if (mHighlightedPart == LL_ROT_Z)
{
mManipulatorScales = lerp(mManipulatorScales, LLVector4(1.f, 1.f, SELECTED_MANIPULATOR_SCALE, 1.f), LLCriticalDamp::getInterpolant(MANIPULATOR_SCALE_HALF_LIFE));
- glScalef(mManipulatorScales.mV[VZ], mManipulatorScales.mV[VZ], mManipulatorScales.mV[VZ]);
+ gGL.scalef(mManipulatorScales.mV[VZ], mManipulatorScales.mV[VZ], mManipulatorScales.mV[VZ]);
// hovering over part
gl_ring( mRadiusMeters, width_meters, LLColor4( 0.f, 0.f, 1.f, 1.f ), LLColor4( 0.f, 0.f, 1.f, 0.5f ), CIRCLE_STEPS, i);
}
@@ -286,15 +305,15 @@ void LLManipRotate::render()
gl_ring( mRadiusMeters, width_meters, LLColor4( 0.f, 0.f, 0.8f, 0.8f ), LLColor4( 0.f, 0.f, 0.8f, 0.4f ), CIRCLE_STEPS, i);
}
}
- glPopMatrix();
-
- glPushMatrix();
+ gGL.popMatrix();
+
+ gGL.pushMatrix();
{
- glRotatef( 90.f, 1.f, 0.f, 0.f );
+ gGL.rotatef( 90.f, 1.f, 0.f, 0.f );
if (mHighlightedPart == LL_ROT_Y)
{
mManipulatorScales = lerp(mManipulatorScales, LLVector4(1.f, SELECTED_MANIPULATOR_SCALE, 1.f, 1.f), LLCriticalDamp::getInterpolant(MANIPULATOR_SCALE_HALF_LIFE));
- glScalef(mManipulatorScales.mV[VY], mManipulatorScales.mV[VY], mManipulatorScales.mV[VY]);
+ gGL.scalef(mManipulatorScales.mV[VY], mManipulatorScales.mV[VY], mManipulatorScales.mV[VY]);
// hovering over part
gl_ring( mRadiusMeters, width_meters, LLColor4( 0.f, 1.f, 0.f, 1.f ), LLColor4( 0.f, 1.f, 0.f, 0.5f ), CIRCLE_STEPS, i);
}
@@ -304,15 +323,15 @@ void LLManipRotate::render()
gl_ring( mRadiusMeters, width_meters, LLColor4( 0.f, 0.8f, 0.f, 0.8f ), LLColor4( 0.f, 0.8f, 0.f, 0.4f ), CIRCLE_STEPS, i);
}
}
- glPopMatrix();
+ gGL.popMatrix();
- glPushMatrix();
+ gGL.pushMatrix();
{
- glRotatef( 90.f, 0.f, 1.f, 0.f );
+ gGL.rotatef( 90.f, 0.f, 1.f, 0.f );
if (mHighlightedPart == LL_ROT_X)
{
mManipulatorScales = lerp(mManipulatorScales, LLVector4(SELECTED_MANIPULATOR_SCALE, 1.f, 1.f, 1.f), LLCriticalDamp::getInterpolant(MANIPULATOR_SCALE_HALF_LIFE));
- glScalef(mManipulatorScales.mV[VX], mManipulatorScales.mV[VX], mManipulatorScales.mV[VX]);
+ gGL.scalef(mManipulatorScales.mV[VX], mManipulatorScales.mV[VX], mManipulatorScales.mV[VX]);
// hovering over part
gl_ring( mRadiusMeters, width_meters, LLColor4( 1.f, 0.f, 0.f, 1.f ), LLColor4( 1.f, 0.f, 0.f, 0.5f ), CIRCLE_STEPS, i);
@@ -323,17 +342,26 @@ void LLManipRotate::render()
gl_ring( mRadiusMeters, width_meters, LLColor4( 0.8f, 0.f, 0.f, 0.8f ), LLColor4( 0.8f, 0.f, 0.f, 0.4f ), CIRCLE_STEPS, i);
}
}
- glPopMatrix();
+ gGL.popMatrix();
if (mHighlightedPart == LL_ROT_ROLL)
{
mManipulatorScales = lerp(mManipulatorScales, LLVector4(1.f, 1.f, 1.f, SELECTED_MANIPULATOR_SCALE), LLCriticalDamp::getInterpolant(MANIPULATOR_SCALE_HALF_LIFE));
}
+
}
+
}
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+
}
- glPopMatrix();
- glPopMatrix();
+ gGL.popMatrix();
+ gGL.popMatrix();
+
LLVector3 euler_angles;
LLQuaternion object_rot = first_object->getRotationEdit();
@@ -796,14 +824,14 @@ void LLManipRotate::renderSnapGuides()
for (S32 pass = 0; pass < 3; pass++)
{
// render snap guide ring
- glPushMatrix();
+ gGL.pushMatrix();
LLQuaternion snap_guide_rot;
F32 angle_radians, x, y, z;
snap_guide_rot.shortestArc(LLVector3::z_axis, getConstraintAxis());
snap_guide_rot.getAngleAxis(&angle_radians, &x, &y, &z);
- glTranslatef(center.mV[VX], center.mV[VY], center.mV[VZ]);
- glRotatef(angle_radians * RAD_TO_DEG, x, y, z);
+ gGL.translatef(center.mV[VX], center.mV[VY], center.mV[VZ]);
+ gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z);
LLColor4 line_color = setupSnapGuideRenderPass(pass);
@@ -826,7 +854,7 @@ void LLManipRotate::renderSnapGuides()
{
gl_circle_2d(0.f, 0.f, mRadiusMeters * SNAP_GUIDE_INNER_RADIUS, CIRCLE_STEPS, FALSE);
}
- glPopMatrix();
+ gGL.popMatrix();
for (S32 i = 0; i < 64; i++)
{
diff --git a/indra/newview/llmanipscale.cpp b/indra/newview/llmanipscale.cpp
index 4eb94dfb8e..f6df4cdfbf 100644
--- a/indra/newview/llmanipscale.cpp
+++ b/indra/newview/llmanipscale.cpp
@@ -217,12 +217,12 @@ void LLManipScale::render()
if( canAffectSelection() )
{
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
if (mObjectSelection->getSelectType() == SELECT_TYPE_HUD)
{
F32 zoom = gAgentCamera.mHUDCurZoom;
- glScalef(zoom, zoom, zoom);
+ gGL.scalef(zoom, zoom, zoom);
}
////////////////////////////////////////////////////////////////////////
@@ -274,14 +274,14 @@ void LLManipScale::render()
LLVector3 pos_agent = bbox.getPositionAgent();
LLQuaternion rot = bbox.getRotation();
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
{
- glTranslatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ]);
+ gGL.translatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ]);
F32 angle_radians, x, y, z;
rot.getAngleAxis(&angle_radians, &x, &y, &z);
- glRotatef(angle_radians * RAD_TO_DEG, x, y, z);
+ gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z);
{
@@ -303,13 +303,13 @@ void LLManipScale::render()
glPolygonOffset( 0.f, 0.f);
}
}
- glPopMatrix();
+ gGL.popMatrix();
if (mManipPart != LL_NO_PART)
{
renderSnapGuides(bbox);
}
- glPopMatrix();
+ gGL.popMatrix();
renderXYZ(bbox.getExtentLocal());
}
@@ -719,17 +719,17 @@ void LLManipScale::renderEdges( const LLBBox& bbox )
LLVector3 direction = edgeToUnitVector( part );
LLVector3 center_to_edge = unitVectorToLocalBBoxExtent( direction, bbox );
- glPushMatrix();
+ gGL.pushMatrix();
{
- glTranslatef( center_to_edge.mV[0], center_to_edge.mV[1], center_to_edge.mV[2] );
+ gGL.translatef( center_to_edge.mV[0], center_to_edge.mV[1], center_to_edge.mV[2] );
conditionalHighlight( part );
- glScalef(
+ gGL.scalef(
direction.mV[0] ? edge_width : extent.mV[VX],
direction.mV[1] ? edge_width : extent.mV[VY],
direction.mV[2] ? edge_width : extent.mV[VZ] );
gBox.render();
}
- glPopMatrix();
+ gGL.popMatrix();
}
}
@@ -766,13 +766,13 @@ void LLManipScale::renderBoxHandle( F32 x, F32 y, F32 z )
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
LLGLDepthTest gls_depth(GL_FALSE);
- glPushMatrix();
+ gGL.pushMatrix();
{
- glTranslatef( x, y, z );
- glScalef( mScaledBoxHandleSize, mScaledBoxHandleSize, mScaledBoxHandleSize );
+ gGL.translatef( x, y, z );
+ gGL.scalef( mScaledBoxHandleSize, mScaledBoxHandleSize, mScaledBoxHandleSize );
gBox.render();
}
- glPopMatrix();
+ gGL.popMatrix();
}
@@ -788,16 +788,16 @@ void LLManipScale::renderAxisHandle( const LLVector3& start, const LLVector3& en
LLVector3 delta = end - offset_start;
LLVector3 pos = offset_start + 0.5f * delta;
- glPushMatrix();
+ gGL.pushMatrix();
{
- glTranslatef( pos.mV[VX], pos.mV[VY], pos.mV[VZ] );
- glScalef(
+ gGL.translatef( pos.mV[VX], pos.mV[VY], pos.mV[VZ] );
+ gGL.scalef(
mBoxHandleSize + llabs(delta.mV[VX]),
mBoxHandleSize + llabs(delta.mV[VY]),
mBoxHandleSize + llabs(delta.mV[VZ]));
gBox.render();
}
- glPopMatrix();
+ gGL.popMatrix();
}
else
{
diff --git a/indra/newview/llmaniptranslate.cpp b/indra/newview/llmaniptranslate.cpp
index f871df0c36..3a88fbd96d 100644
--- a/indra/newview/llmaniptranslate.cpp
+++ b/indra/newview/llmaniptranslate.cpp
@@ -1066,12 +1066,12 @@ BOOL LLManipTranslate::handleMouseUp(S32 x, S32 y, MASK mask)
void LLManipTranslate::render()
{
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
if (mObjectSelection->getSelectType() == SELECT_TYPE_HUD)
{
F32 zoom = gAgentCamera.mHUDCurZoom;
- glScalef(zoom, zoom, zoom);
+ gGL.scalef(zoom, zoom, zoom);
}
{
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
@@ -1515,11 +1515,12 @@ void LLManipTranslate::renderSnapGuides()
F32 x,y,z,angle_radians;
grid_rotation.getAngleAxis(&angle_radians, &x, &y, &z);
gGL.translatef(selection_center.mV[VX], selection_center.mV[VY], selection_center.mV[VZ]);
- glRotatef(angle_radians * RAD_TO_DEG, x, y, z);
+ gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z);
F32 sz = mGridSizeMeters;
F32 tiles = sz;
- glMatrixMode(GL_TEXTURE);
+
+ gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.pushMatrix();
usc = 1.0f/usc;
vsc = 1.0f/vsc;
@@ -1533,7 +1534,7 @@ void LLManipTranslate::renderSnapGuides()
vsc *= 0.5f;
}
- glScalef(usc, vsc, 1.0f);
+ gGL.scalef(usc, vsc, 1.0f);
gGL.translatef(u, v, 0);
float a = line_alpha;
@@ -1566,7 +1567,7 @@ void LLManipTranslate::renderSnapGuides()
renderGrid(u,v,tiles,1,1,1,a);
gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
}
@@ -1665,7 +1666,7 @@ void LLManipTranslate::highlightIntersection(LLVector3 normal,
glStencilFunc(GL_ALWAYS, 0, stencil_mask);
gGL.setColorMask(false, false);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- glColor4f(1,1,1,1);
+ gGL.diffuseColor4f(1,1,1,1);
//setup clip plane
normal = normal * grid_rotation;
@@ -1723,7 +1724,7 @@ void LLManipTranslate::highlightIntersection(LLVector3 normal,
F32 x,y,z,angle_radians;
grid_rotation.getAngleAxis(&angle_radians, &x, &y, &z);
gGL.translatef(selection_center.mV[VX], selection_center.mV[VY], selection_center.mV[VZ]);
- glRotatef(angle_radians * RAD_TO_DEG, x, y, z);
+ gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z);
F32 sz = mGridSizeMeters;
F32 tiles = sz;
@@ -1852,7 +1853,7 @@ void LLManipTranslate::renderTranslationHandles()
mGridSizeMeters = gSavedSettings.getF32("GridDrawSize");
mConeSize = mArrowLengthMeters / 4.f;
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
{
gGL.translatef(selection_center.mV[VX], selection_center.mV[VY], selection_center.mV[VZ]);
@@ -1860,7 +1861,7 @@ void LLManipTranslate::renderTranslationHandles()
F32 angle_radians, x, y, z;
grid_rotation.getAngleAxis(&angle_radians, &x, &y, &z);
- glRotatef(angle_radians * RAD_TO_DEG, x, y, z);
+ gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z);
LLQuaternion invRotation = grid_rotation;
invRotation.conjQuat();
@@ -1908,9 +1909,9 @@ void LLManipTranslate::renderTranslationHandles()
{
// render YZ plane manipulator
gGL.pushMatrix();
- glScalef(mPlaneManipPositions.mV[VX], mPlaneManipPositions.mV[VY], mPlaneManipPositions.mV[VZ]);
+ gGL.scalef(mPlaneManipPositions.mV[VX], mPlaneManipPositions.mV[VY], mPlaneManipPositions.mV[VZ]);
gGL.translatef(0.f, mPlaneManipOffsetMeters, mPlaneManipOffsetMeters);
- glScalef(mPlaneScales.mV[VX], mPlaneScales.mV[VX], mPlaneScales.mV[VX]);
+ gGL.scalef(mPlaneScales.mV[VX], mPlaneScales.mV[VX], mPlaneScales.mV[VX]);
if (mHighlightedPart == LL_YZ_PLANE)
{
color1.setVec(0.f, 1.f, 0.f, 1.f);
@@ -1962,9 +1963,9 @@ void LLManipTranslate::renderTranslationHandles()
{
// render XZ plane manipulator
gGL.pushMatrix();
- glScalef(mPlaneManipPositions.mV[VX], mPlaneManipPositions.mV[VY], mPlaneManipPositions.mV[VZ]);
+ gGL.scalef(mPlaneManipPositions.mV[VX], mPlaneManipPositions.mV[VY], mPlaneManipPositions.mV[VZ]);
gGL.translatef(mPlaneManipOffsetMeters, 0.f, mPlaneManipOffsetMeters);
- glScalef(mPlaneScales.mV[VY], mPlaneScales.mV[VY], mPlaneScales.mV[VY]);
+ gGL.scalef(mPlaneScales.mV[VY], mPlaneScales.mV[VY], mPlaneScales.mV[VY]);
if (mHighlightedPart == LL_XZ_PLANE)
{
color1.setVec(0.f, 0.f, 1.f, 1.f);
@@ -2018,7 +2019,7 @@ void LLManipTranslate::renderTranslationHandles()
{
// render XY plane manipulator
gGL.pushMatrix();
- glScalef(mPlaneManipPositions.mV[VX], mPlaneManipPositions.mV[VY], mPlaneManipPositions.mV[VZ]);
+ gGL.scalef(mPlaneManipPositions.mV[VX], mPlaneManipPositions.mV[VY], mPlaneManipPositions.mV[VZ]);
/* Y
^
@@ -2043,7 +2044,7 @@ void LLManipTranslate::renderTranslationHandles()
v2 = LLVector3(mPlaneManipOffsetMeters * ( PLANE_TICK_SIZE * 0.25f), mPlaneManipOffsetMeters * ( PLANE_TICK_SIZE * 0.25f), 0.f);
v3 = LLVector3(mPlaneManipOffsetMeters * (-PLANE_TICK_SIZE * 0.75f), mPlaneManipOffsetMeters * ( PLANE_TICK_SIZE * 0.25f), 0.f);
#endif
- glScalef(mPlaneScales.mV[VZ], mPlaneScales.mV[VZ], mPlaneScales.mV[VZ]);
+ gGL.scalef(mPlaneScales.mV[VZ], mPlaneScales.mV[VZ], mPlaneScales.mV[VZ]);
if (mHighlightedPart == LL_XY_PLANE)
{
color1.setVec(1.f, 0.f, 0.f, 1.f);
@@ -2215,7 +2216,7 @@ void LLManipTranslate::renderArrow(S32 which_arrow, S32 selected_arrow, F32 box_
}
gGL.translatef(vec.mV[0], vec.mV[1], vec.mV[2]);
- glScalef(handle_size, handle_size, handle_size);
+ gGL.scalef(handle_size, handle_size, handle_size);
F32 rot = 0.0f;
LLVector3 axis;
@@ -2239,11 +2240,11 @@ void LLManipTranslate::renderArrow(S32 which_arrow, S32 selected_arrow, F32 box_
break;
}
- glColor4fv(color.mV);
- glRotatef(rot, axis.mV[0], axis.mV[1], axis.mV[2]);
- glScalef(mArrowScales.mV[index], mArrowScales.mV[index], mArrowScales.mV[index] * 1.5f);
+ gGL.diffuseColor4fv(color.mV);
+ gGL.rotatef(rot, axis.mV[0], axis.mV[1], axis.mV[2]);
+ gGL.scalef(mArrowScales.mV[index], mArrowScales.mV[index], mArrowScales.mV[index] * 1.5f);
- gCone.render(CONE_LOD_HIGHEST);
+ gCone.render();
gGL.popMatrix();
}
diff --git a/indra/newview/llmediactrl.cpp b/indra/newview/llmediactrl.cpp
index 58ba0219cc..74fa5d350a 100644
--- a/indra/newview/llmediactrl.cpp
+++ b/indra/newview/llmediactrl.cpp
@@ -57,7 +57,6 @@
#include "llcheckboxctrl.h"
#include "llnotifications.h"
#include "lllineeditor.h"
-#include "llfloatermediabrowser.h"
#include "llfloaterwebcontent.h"
#include "llwindowshade.h"
@@ -1082,26 +1081,6 @@ void LLMediaCtrl::onPopup(const LLSD& notification, const LLSD& response)
{
if (response["open"])
{
- // name of default floater to open
- std::string floater_name = "media_browser";
-
- // look for parent floater name
- if ( gFloaterView )
- {
- if ( gFloaterView->getParentFloater(this) )
- {
- floater_name = gFloaterView->getParentFloater(this)->getInstanceName();
- }
- else
- {
- lldebugs << "No gFloaterView->getParentFloater(this) for onPopuup()" << llendl;
- };
- }
- else
- {
- lldebugs << "No gFloaterView for onPopuup()" << llendl;
- };
-
LLWeb::loadURL(notification["payload"]["url"], notification["payload"]["target"], notification["payload"]["uuid"]);
}
else
diff --git a/indra/newview/llnavigationbar.cpp b/indra/newview/llnavigationbar.cpp
index fc264db5af..146bcbe47b 100644
--- a/indra/newview/llnavigationbar.cpp
+++ b/indra/newview/llnavigationbar.cpp
@@ -54,7 +54,6 @@
#include "llworldmapmessage.h"
#include "llappviewer.h"
#include "llviewercontrol.h"
-#include "llfloatermediabrowser.h"
#include "llweb.h"
#include "llhints.h"
diff --git a/indra/newview/llnetmap.cpp b/indra/newview/llnetmap.cpp
index 5fe5c9b1e8..15d5d7c162 100644
--- a/indra/newview/llnetmap.cpp
+++ b/indra/newview/llnetmap.cpp
@@ -172,10 +172,10 @@ void LLNetMap::draw()
LLVector3 offset = gGL.getUITranslation();
LLVector3 scale = gGL.getUIScale();
- glLoadIdentity();
+ gGL.loadIdentity();
gGL.loadUIIdentity();
- glScalef(scale.mV[0], scale.mV[1], scale.mV[2]);
+ gGL.scalef(scale.mV[0], scale.mV[1], scale.mV[2]);
gGL.translatef(offset.mV[0], offset.mV[1], offset.mV[2]);
{
@@ -183,7 +183,7 @@ void LLNetMap::draw()
{
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
// Draw background rectangle
LLColor4 background_color = mBackgroundColor.get();
@@ -204,7 +204,7 @@ void LLNetMap::draw()
{
// rotate subsequent draws to agent rotation
rotation = atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] );
- glRotatef( rotation * RAD_TO_DEG, 0.f, 0.f, 1.f);
+ gGL.rotatef( rotation * RAD_TO_DEG, 0.f, 0.f, 1.f);
}
// figure out where agent is
@@ -492,7 +492,7 @@ void LLNetMap::draw()
// If we don't rotate the map, we have to rotate the frustum.
gGL.pushMatrix();
gGL.translatef( ctr_x, ctr_y, 0 );
- glRotatef( atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] ) * RAD_TO_DEG, 0.f, 0.f, -1.f);
+ gGL.rotatef( atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] ) * RAD_TO_DEG, 0.f, 0.f, -1.f);
gGL.begin( LLRender::TRIANGLES );
gGL.vertex2f( 0, 0 );
gGL.vertex2f( -half_width_pixels, far_clip_pixels );
diff --git a/indra/newview/llpanellogin.cpp b/indra/newview/llpanellogin.cpp
index bef809f3a7..058d1ad6bc 100644
--- a/indra/newview/llpanellogin.cpp
+++ b/indra/newview/llpanellogin.cpp
@@ -283,15 +283,15 @@ LLPanelLogin::~LLPanelLogin()
// virtual
void LLPanelLogin::draw()
{
- glPushMatrix();
+ gGL.pushMatrix();
{
F32 image_aspect = 1.333333f;
F32 view_aspect = (F32)getRect().getWidth() / (F32)getRect().getHeight();
// stretch image to maintain aspect ratio
if (image_aspect > view_aspect)
{
- glTranslatef(-0.5f * (image_aspect / view_aspect - 1.f) * getRect().getWidth(), 0.f, 0.f);
- glScalef(image_aspect / view_aspect, 1.f, 1.f);
+ gGL.translatef(-0.5f * (image_aspect / view_aspect - 1.f) * getRect().getWidth(), 0.f, 0.f);
+ gGL.scalef(image_aspect / view_aspect, 1.f, 1.f);
}
S32 width = getRect().getWidth();
@@ -306,7 +306,7 @@ void LLPanelLogin::draw()
mLogoImage->draw(0, -264, width + 8, mLogoImage->getHeight());
};
}
- glPopMatrix();
+ gGL.popMatrix();
LLPanel::draw();
}
diff --git a/indra/newview/llpanelmarketplaceinboxinventory.cpp b/indra/newview/llpanelmarketplaceinboxinventory.cpp
index df89adb8da..678e4f2843 100644
--- a/indra/newview/llpanelmarketplaceinboxinventory.cpp
+++ b/indra/newview/llpanelmarketplaceinboxinventory.cpp
@@ -189,16 +189,16 @@ void LLInboxFolderViewFolder::draw()
void LLInboxFolderViewFolder::selectItem()
{
- LLFolderViewFolder::selectItem();
-
deFreshify();
+
+ LLFolderViewFolder::selectItem();
}
void LLInboxFolderViewFolder::toggleOpen()
{
- LLFolderViewFolder::toggleOpen();
-
deFreshify();
+
+ LLFolderViewFolder::toggleOpen();
}
void LLInboxFolderViewFolder::computeFreshness()
@@ -270,7 +270,9 @@ BOOL LLInboxFolderViewItem::addToFolder(LLFolderViewFolder* folder, LLFolderView
BOOL LLInboxFolderViewItem::handleDoubleClick(S32 x, S32 y, MASK mask)
{
- return TRUE;
+ deFreshify();
+
+ return LLFolderViewItem::handleDoubleClick(x, y, mask);
}
// virtual
@@ -290,9 +292,9 @@ void LLInboxFolderViewItem::draw()
void LLInboxFolderViewItem::selectItem()
{
- LLFolderViewItem::selectItem();
-
deFreshify();
+
+ LLFolderViewItem::selectItem();
}
void LLInboxFolderViewItem::computeFreshness()
diff --git a/indra/newview/llpanelpicks.cpp b/indra/newview/llpanelpicks.cpp
index 04e78e04e3..50dc66ed7c 100755
--- a/indra/newview/llpanelpicks.cpp
+++ b/indra/newview/llpanelpicks.cpp
@@ -134,7 +134,10 @@ public:
LLFloater* picks_floater = LLFloaterReg::showInstance("picks");
LLPanelPicks* picks = picks_floater->findChild<LLPanelPicks>("panel_picks");
- picks->createNewPick();
+ if (picks)
+ {
+ picks->createNewPick();
+ }
}
void editPick(LLPickData* pick_info)
@@ -147,7 +150,7 @@ public:
params["snapshot_id"] = pick_info->snapshot_id;
params["pick_name"] = pick_info->name;
params["pick_desc"] = pick_info->desc;
- LLFloaterSidePanelContainer::showPanel("my_profile", params);
+ LLFloaterSidePanelContainer::showPanel("picks", params);
}
/*virtual*/ void processProperties(void* data, EAvatarProcessorType type)
@@ -251,7 +254,10 @@ public:
LLFloater* picks_floater = LLFloaterReg::showInstance("picks");
LLPanelPicks* picks = picks_floater->findChild<LLPanelPicks>("panel_picks");
- picks->createNewClassified();
+ if (picks)
+ {
+ picks->createNewClassified();
+ }
}
void openClassified(LLAvatarClassifiedInfo* c_info)
@@ -269,7 +275,7 @@ public:
params["classified_name"] = c_info->name;
params["classified_desc"] = c_info->description;
params["from_search"] = true;
- LLFloaterSidePanelContainer::showPanel("people", "panel_profile_view", params);
+ LLFloaterSidePanelContainer::showPanel("picks", params);
}
else if (mRequestVerb == "edit")
{
diff --git a/indra/newview/llpanelsnapshot.cpp b/indra/newview/llpanelsnapshot.cpp
index 90e32f973f..2f29e758c6 100644
--- a/indra/newview/llpanelsnapshot.cpp
+++ b/indra/newview/llpanelsnapshot.cpp
@@ -124,15 +124,11 @@ LLSideTrayPanelContainer* LLPanelSnapshot::getParentContainer()
// virtual
void LLPanelSnapshot::updateCustomResControls()
{
+ // Only show width/height spinners and the aspect ratio checkbox
+ // when a custom resolution is chosen.
LLComboBox* combo = getChild<LLComboBox>(getImageSizeComboName());
- S32 selected_idx = combo->getFirstSelectedIndex();
- const bool enable = selected_idx == (combo->getItemCount() - 1); // Current Window or Custom selected
-
- getChild<LLUICtrl>(getWidthSpinnerName())->setEnabled(enable);
- getChild<LLSpinCtrl>(getWidthSpinnerName())->setAllowEdit(enable);
- getChild<LLUICtrl>(getHeightSpinnerName())->setEnabled(enable);
- getChild<LLSpinCtrl>(getHeightSpinnerName())->setAllowEdit(enable);
- enableAspectRatioCheckbox(enable);
+ const bool show = combo->getFirstSelectedIndex() == (combo->getItemCount() - 1);
+ getChild<LLUICtrl>(getImageSizePanelName())->setVisible(show);
}
void LLPanelSnapshot::updateImageQualityLevel()
diff --git a/indra/newview/llpanelsnapshot.h b/indra/newview/llpanelsnapshot.h
index 7adb2fabc7..f3274cf594 100644
--- a/indra/newview/llpanelsnapshot.h
+++ b/indra/newview/llpanelsnapshot.h
@@ -44,6 +44,7 @@ public:
virtual std::string getHeightSpinnerName() const = 0;
virtual std::string getAspectRatioCBName() const = 0;
virtual std::string getImageSizeComboName() const = 0;
+ virtual std::string getImageSizePanelName() const = 0;
virtual S32 getTypedPreviewWidth() const;
virtual S32 getTypedPreviewHeight() const;
diff --git a/indra/newview/llpanelsnapshotinventory.cpp b/indra/newview/llpanelsnapshotinventory.cpp
index aca0ee6700..381c11348d 100644
--- a/indra/newview/llpanelsnapshotinventory.cpp
+++ b/indra/newview/llpanelsnapshotinventory.cpp
@@ -54,6 +54,7 @@ private:
/*virtual*/ std::string getHeightSpinnerName() const { return "inventory_snapshot_height"; }
/*virtual*/ std::string getAspectRatioCBName() const { return "inventory_keep_aspect_check"; }
/*virtual*/ std::string getImageSizeComboName() const { return "texture_size_combo"; }
+ /*virtual*/ std::string getImageSizePanelName() const { return LLStringUtil::null; }
/*virtual*/ void updateControls(const LLSD& info);
void onSend();
@@ -70,6 +71,8 @@ LLPanelSnapshotInventory::LLPanelSnapshotInventory()
// virtual
BOOL LLPanelSnapshotInventory::postBuild()
{
+ getChild<LLSpinCtrl>(getWidthSpinnerName())->setAllowEdit(FALSE);
+ getChild<LLSpinCtrl>(getHeightSpinnerName())->setAllowEdit(FALSE);
getChild<LLUICtrl>(getAspectRatioCBName())->setVisible(FALSE); // we don't keep aspect ratio for inventory textures
return LLPanelSnapshot::postBuild();
}
@@ -90,10 +93,6 @@ void LLPanelSnapshotInventory::updateCustomResControls()
getChild<LLUICtrl>(getWidthSpinnerName())->setVisible(show);
getChild<LLUICtrl>(getHeightSpinnerName())->setVisible(show);
-
- // Editing gets often enable elsewhere in common snapshot panel code. Override that.
- getChild<LLSpinCtrl>(getWidthSpinnerName())->setAllowEdit(FALSE);
- getChild<LLSpinCtrl>(getHeightSpinnerName())->setAllowEdit(FALSE);
}
// virtual
diff --git a/indra/newview/llpanelsnapshotlocal.cpp b/indra/newview/llpanelsnapshotlocal.cpp
index 4a2614fa7d..d153ff598d 100644
--- a/indra/newview/llpanelsnapshotlocal.cpp
+++ b/indra/newview/llpanelsnapshotlocal.cpp
@@ -54,6 +54,7 @@ private:
/*virtual*/ std::string getHeightSpinnerName() const { return "local_snapshot_height"; }
/*virtual*/ std::string getAspectRatioCBName() const { return "local_keep_aspect_check"; }
/*virtual*/ std::string getImageSizeComboName() const { return "local_size_combo"; }
+ /*virtual*/ std::string getImageSizePanelName() const { return "local_image_size_lp"; }
/*virtual*/ LLFloaterSnapshot::ESnapshotFormat getImageFormat() const;
/*virtual*/ void updateControls(const LLSD& info);
diff --git a/indra/newview/llpanelsnapshotpostcard.cpp b/indra/newview/llpanelsnapshotpostcard.cpp
index 6867c7af4e..f2bb8f530b 100644
--- a/indra/newview/llpanelsnapshotpostcard.cpp
+++ b/indra/newview/llpanelsnapshotpostcard.cpp
@@ -62,6 +62,7 @@ private:
/*virtual*/ std::string getHeightSpinnerName() const { return "postcard_snapshot_height"; }
/*virtual*/ std::string getAspectRatioCBName() const { return "postcard_keep_aspect_check"; }
/*virtual*/ std::string getImageSizeComboName() const { return "postcard_size_combo"; }
+ /*virtual*/ std::string getImageSizePanelName() const { return "postcard_image_size_lp"; }
/*virtual*/ LLFloaterSnapshot::ESnapshotFormat getImageFormat() const { return LLFloaterSnapshot::SNAPSHOT_FORMAT_JPEG; }
/*virtual*/ void updateControls(const LLSD& info);
diff --git a/indra/newview/llpanelsnapshotprofile.cpp b/indra/newview/llpanelsnapshotprofile.cpp
index 89245fc804..a706318369 100644
--- a/indra/newview/llpanelsnapshotprofile.cpp
+++ b/indra/newview/llpanelsnapshotprofile.cpp
@@ -57,6 +57,7 @@ private:
/*virtual*/ std::string getHeightSpinnerName() const { return "profile_snapshot_height"; }
/*virtual*/ std::string getAspectRatioCBName() const { return "profile_keep_aspect_check"; }
/*virtual*/ std::string getImageSizeComboName() const { return "profile_size_combo"; }
+ /*virtual*/ std::string getImageSizePanelName() const { return "profile_image_size_lp"; }
/*virtual*/ LLFloaterSnapshot::ESnapshotFormat getImageFormat() const { return LLFloaterSnapshot::SNAPSHOT_FORMAT_PNG; }
/*virtual*/ void updateControls(const LLSD& info);
diff --git a/indra/newview/llpreviewtexture.cpp b/indra/newview/llpreviewtexture.cpp
index 18d6731fcb..3ff5a05d81 100644
--- a/indra/newview/llpreviewtexture.cpp
+++ b/indra/newview/llpreviewtexture.cpp
@@ -169,7 +169,7 @@ void LLPreviewTexture::draw()
saveAs();
}
// Draw the texture
- glColor3f( 1.f, 1.f, 1.f );
+ gGL.diffuseColor3f( 1.f, 1.f, 1.f );
gl_draw_scaled_image(interior.mLeft,
interior.mBottom,
interior.getWidth(),
diff --git a/indra/newview/llprogressview.cpp b/indra/newview/llprogressview.cpp
index a1f38f1854..5d7a5b1c59 100644
--- a/indra/newview/llprogressview.cpp
+++ b/indra/newview/llprogressview.cpp
@@ -187,7 +187,7 @@ void LLProgressView::setVisible(BOOL visible)
void LLProgressView::drawStartTexture(F32 alpha)
{
- glPushMatrix();
+ gGL.pushMatrix();
if (gStartTexture)
{
LLGLSUIDefault gls_ui;
@@ -200,13 +200,13 @@ void LLProgressView::drawStartTexture(F32 alpha)
// stretch image to maintain aspect ratio
if (image_aspect > view_aspect)
{
- glTranslatef(-0.5f * (image_aspect / view_aspect - 1.f) * width, 0.f, 0.f);
- glScalef(image_aspect / view_aspect, 1.f, 1.f);
+ gGL.translatef(-0.5f * (image_aspect / view_aspect - 1.f) * width, 0.f, 0.f);
+ gGL.scalef(image_aspect / view_aspect, 1.f, 1.f);
}
else
{
- glTranslatef(0.f, -0.5f * (view_aspect / image_aspect - 1.f) * height, 0.f);
- glScalef(1.f, view_aspect / image_aspect, 1.f);
+ gGL.translatef(0.f, -0.5f * (view_aspect / image_aspect - 1.f) * height, 0.f);
+ gGL.scalef(1.f, view_aspect / image_aspect, 1.f);
}
gl_rect_2d_simple_tex( getRect().getWidth(), getRect().getHeight() );
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
@@ -217,7 +217,7 @@ void LLProgressView::drawStartTexture(F32 alpha)
gGL.color4f(0.f, 0.f, 0.f, 1.f);
gl_rect_2d(getRect());
}
- glPopMatrix();
+ gGL.popMatrix();
}
diff --git a/indra/newview/llselectmgr.cpp b/indra/newview/llselectmgr.cpp
index 733902ad30..5d0d1ef9a3 100644
--- a/indra/newview/llselectmgr.cpp
+++ b/indra/newview/llselectmgr.cpp
@@ -89,6 +89,7 @@
#include "llvoavatarself.h"
#include "llvovolume.h"
#include "pipeline.h"
+#include "llviewershadermgr.h"
#include "llglheaders.h"
@@ -4837,7 +4838,7 @@ void LLSelectMgr::processForceObjectSelect(LLMessageSystem* msg, void**)
LLSelectMgr::getInstance()->highlightObjectAndFamily(objects);
}
-extern LLGLdouble gGLModelView[16];
+extern F32 gGLModelView[16];
void LLSelectMgr::updateSilhouettes()
{
@@ -5133,20 +5134,20 @@ void LLSelectMgr::renderSilhouettes(BOOL for_hud)
F32 cur_zoom = gAgentCamera.mHUDCurZoom;
// set up transform to encompass bounding box of HUD
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
- glLoadIdentity();
+ gGL.loadIdentity();
F32 depth = llmax(1.f, hud_bbox.getExtentLocal().mV[VX] * 1.1f);
- glOrtho(-0.5f * LLViewerCamera::getInstance()->getAspect(), 0.5f * LLViewerCamera::getInstance()->getAspect(), -0.5f, 0.5f, 0.f, depth);
+ gGL.ortho(-0.5f * LLViewerCamera::getInstance()->getAspect(), 0.5f * LLViewerCamera::getInstance()->getAspect(), -0.5f, 0.5f, 0.f, depth);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
gGL.pushUIMatrix();
gGL.loadUIIdentity();
- glLoadIdentity();
- glLoadMatrixf(OGL_TO_CFR_ROTATION); // Load Cory's favorite reference frame
- glTranslatef(-hud_bbox.getCenterLocal().mV[VX] + (depth *0.5f), 0.f, 0.f);
- glScalef(cur_zoom, cur_zoom, cur_zoom);
+ gGL.loadIdentity();
+ gGL.loadMatrix(OGL_TO_CFR_ROTATION); // Load Cory's favorite reference frame
+ gGL.translatef(-hud_bbox.getCenterLocal().mV[VX] + (depth *0.5f), 0.f, 0.f);
+ gGL.scalef(cur_zoom, cur_zoom, cur_zoom);
}
if (mSelectedObjects->getNumNodes())
{
@@ -5239,10 +5240,10 @@ void LLSelectMgr::renderSilhouettes(BOOL for_hud)
if (isAgentAvatarValid() && for_hud)
{
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
gGL.popUIMatrix();
stop_glerror();
@@ -5566,12 +5567,11 @@ void pushWireframe(LLDrawable* drawable)
{
LLVertexBuffer::unbind();
gGL.pushMatrix();
- glMultMatrixf((F32*) vobj->getRelativeXform().mMatrix);
+ gGL.multMatrix((F32*) vobj->getRelativeXform().mMatrix);
for (S32 i = 0; i < rigged_volume->getNumVolumeFaces(); ++i)
{
const LLVolumeFace& face = rigged_volume->getVolumeFace(i);
- glVertexPointer(3, GL_FLOAT, 16, face.mPositions);
- glDrawElements(GL_TRIANGLES, face.mNumIndices, GL_UNSIGNED_SHORT, face.mIndices);
+ LLVertexBuffer::drawElements(LLRender::TRIANGLES, face.mPositions, face.mTexCoords, face.mNumIndices, face.mIndices);
}
gGL.popMatrix();
}
@@ -5584,7 +5584,7 @@ void pushWireframe(LLDrawable* drawable)
LLFace* face = drawable->getFace(i);
if (face->verify())
{
- pushVerts(face, LLVertexBuffer::MAP_VERTEX);
+ pushVerts(face, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0);
}
}
}
@@ -5604,22 +5604,29 @@ void LLSelectNode::renderOneWireframe(const LLColor4& color)
return;
}
- glMatrixMode(GL_MODELVIEW);
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+
+ if (shader)
+ {
+ gHighlightProgram.bind();
+ }
+
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
BOOL is_hud_object = objectp->isHUDAttachment();
if (drawable->isActive())
{
- glLoadMatrixd(gGLModelView);
- glMultMatrixf((F32*) objectp->getRenderMatrix().mMatrix);
+ gGL.loadMatrix(gGLModelView);
+ gGL.multMatrix((F32*) objectp->getRenderMatrix().mMatrix);
}
else if (!is_hud_object)
{
- glLoadIdentity();
- glMultMatrixd(gGLModelView);
+ gGL.loadIdentity();
+ gGL.multMatrix(gGLModelView);
LLVector3 trans = objectp->getRegion()->getOriginAgent();
- glTranslatef(trans.mV[0], trans.mV[1], trans.mV[2]);
+ gGL.translatef(trans.mV[0], trans.mV[1], trans.mV[2]);
}
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
@@ -5627,26 +5634,35 @@ void LLSelectNode::renderOneWireframe(const LLColor4& color)
if (LLSelectMgr::sRenderHiddenSelections) // && gFloaterTools && gFloaterTools->getVisible())
{
gGL.blendFunc(LLRender::BF_SOURCE_COLOR, LLRender::BF_ONE);
- LLGLEnable fog(GL_FOG);
- glFogi(GL_FOG_MODE, GL_LINEAR);
- float d = (LLViewerCamera::getInstance()->getPointOfInterest()-LLViewerCamera::getInstance()->getOrigin()).magVec();
- LLColor4 fogCol = color * (F32)llclamp((LLSelectMgr::getInstance()->getSelectionCenterGlobal()-gAgentCamera.getCameraPositionGlobal()).magVec()/(LLSelectMgr::getInstance()->getBBoxOfSelection().getExtentLocal().magVec()*4), 0.0, 1.0);
- glFogf(GL_FOG_START, d);
- glFogf(GL_FOG_END, d*(1 + (LLViewerCamera::getInstance()->getView() / LLViewerCamera::getInstance()->getDefaultFOV())));
- glFogfv(GL_FOG_COLOR, fogCol.mV);
-
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE, GL_GEQUAL);
- gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
+ if (shader)
{
- glColor4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f);
+ gGL.diffuseColor4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f);
pushWireframe(drawable);
}
+ else
+ {
+ LLGLEnable fog(GL_FOG);
+ glFogi(GL_FOG_MODE, GL_LINEAR);
+ float d = (LLViewerCamera::getInstance()->getPointOfInterest()-LLViewerCamera::getInstance()->getOrigin()).magVec();
+ LLColor4 fogCol = color * (F32)llclamp((LLSelectMgr::getInstance()->getSelectionCenterGlobal()-gAgentCamera.getCameraPositionGlobal()).magVec()/(LLSelectMgr::getInstance()->getBBoxOfSelection().getExtentLocal().magVec()*4), 0.0, 1.0);
+ glFogf(GL_FOG_START, d);
+ glFogf(GL_FOG_END, d*(1 + (LLViewerCamera::getInstance()->getView() / LLViewerCamera::getInstance()->getDefaultFOV())));
+ glFogfv(GL_FOG_COLOR, fogCol.mV);
+
+ gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
+ {
+ gGL.diffuseColor4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f);
+ pushWireframe(drawable);
+ }
+ }
}
gGL.flush();
gGL.setSceneBlendType(LLRender::BT_ALPHA);
- glColor4f(color.mV[VRED]*2, color.mV[VGREEN]*2, color.mV[VBLUE]*2, LLSelectMgr::sHighlightAlpha*2);
+ gGL.diffuseColor4f(color.mV[VRED]*2, color.mV[VGREEN]*2, color.mV[VBLUE]*2, LLSelectMgr::sHighlightAlpha*2);
+
LLGLEnable offset(GL_POLYGON_OFFSET_LINE);
glPolygonOffset(3.f, 3.f);
glLineWidth(3.f);
@@ -5654,6 +5670,11 @@ void LLSelectNode::renderOneWireframe(const LLColor4& color)
glLineWidth(1.f);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
gGL.popMatrix();
+
+ if (shader)
+ {
+ shader->bind();
+ }
}
//-----------------------------------------------------------------------------
@@ -5692,21 +5713,29 @@ void LLSelectNode::renderOneSilhouette(const LLColor4 &color)
return;
}
- glMatrixMode(GL_MODELVIEW);
+
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+
+ if (shader)
+ { //switch to "solid color" program for SH-2690 -- works around driver bug causing bad triangles when rendering silhouettes
+ gSolidColorProgram.bind();
+ }
+
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
gGL.pushUIMatrix();
gGL.loadUIIdentity();
if (!is_hud_object)
{
- glLoadIdentity();
- glMultMatrixd(gGLModelView);
+ gGL.loadIdentity();
+ gGL.multMatrix(gGLModelView);
}
if (drawable->isActive())
{
- glMultMatrixf((F32*) objectp->getRenderMatrix().mMatrix);
+ gGL.multMatrix((F32*) objectp->getRenderMatrix().mMatrix);
}
LLVolume *volume = objectp->getVolume();
@@ -5814,6 +5843,11 @@ void LLSelectNode::renderOneSilhouette(const LLColor4 &color)
}
gGL.popMatrix();
gGL.popUIMatrix();
+
+ if (shader)
+ {
+ shader->bind();
+ }
}
//
@@ -6503,7 +6537,7 @@ F32 LLObjectSelection::getSelectedObjectStreamingCost(S32* total_bytes, S32* vis
return cost;
}
-U32 LLObjectSelection::getSelectedObjectTriangleCount()
+U32 LLObjectSelection::getSelectedObjectTriangleCount(S32* vcount)
{
U32 count = 0;
for (list_t::iterator iter = mList.begin(); iter != mList.end(); ++iter)
@@ -6513,7 +6547,7 @@ U32 LLObjectSelection::getSelectedObjectTriangleCount()
if (object)
{
- count += object->getTriangleCount();
+ count += object->getTriangleCount(vcount);
}
}
diff --git a/indra/newview/llselectmgr.h b/indra/newview/llselectmgr.h
index 166616e13e..87ada5ac6b 100644
--- a/indra/newview/llselectmgr.h
+++ b/indra/newview/llselectmgr.h
@@ -286,7 +286,7 @@ public:
S32 getSelectedObjectRenderCost();
F32 getSelectedObjectStreamingCost(S32* total_bytes = NULL, S32* visible_bytes = NULL);
- U32 getSelectedObjectTriangleCount();
+ U32 getSelectedObjectTriangleCount(S32* vcount = NULL);
S32 getTECount();
S32 getRootObjectCount();
diff --git a/indra/newview/llsidepanelinventory.cpp b/indra/newview/llsidepanelinventory.cpp
index 91f8035556..9d069c3996 100644
--- a/indra/newview/llsidepanelinventory.cpp
+++ b/indra/newview/llsidepanelinventory.cpp
@@ -450,6 +450,24 @@ void LLSidepanelInventory::enableOutbox(bool enabled)
}
}
+void LLSidepanelInventory::openInbox()
+{
+ if (mInboxEnabled)
+ {
+ getChild<LLButton>(INBOX_BUTTON_NAME)->setToggleState(true);
+ onToggleInboxBtn();
+ }
+}
+
+void LLSidepanelInventory::openOutbox()
+{
+ if (mOutboxEnabled)
+ {
+ getChild<LLButton>(OUTBOX_BUTTON_NAME)->setToggleState(true);
+ onToggleOutboxBtn();
+ }
+}
+
void LLSidepanelInventory::onInboxChanged(const LLUUID& inbox_id)
{
// Trigger a load of the entire inbox so we always know the contents and their creation dates for sorting
diff --git a/indra/newview/llsidepanelinventory.h b/indra/newview/llsidepanelinventory.h
index 4e34926a4b..2c6f807013 100644
--- a/indra/newview/llsidepanelinventory.h
+++ b/indra/newview/llsidepanelinventory.h
@@ -58,6 +58,9 @@ public:
/*virtual*/ void onOpen(const LLSD& key);
LLInventoryPanel* getActivePanel(); // Returns an active inventory panel, if any.
+ LLInventoryPanel* getInboxPanel() const { return mInventoryPanelInbox; }
+ LLInventoryPanel* getOutboxPanel() const { return mInventoryPanelOutbox; }
+
LLPanelMainInventory* getMainInventoryPanel() const { return mPanelMainInventory; }
BOOL isMainInventoryPanelActive() const;
@@ -77,6 +80,9 @@ public:
void enableInbox(bool enabled);
void enableOutbox(bool enabled);
+ void openInbox();
+ void openOutbox();
+
bool isInboxEnabled() const { return mInboxEnabled; }
bool isOutboxEnabled() const { return mOutboxEnabled; }
diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp
index 6c2b71dd0a..3e16ccf3da 100644
--- a/indra/newview/llspatialpartition.cpp
+++ b/indra/newview/llspatialpartition.cpp
@@ -48,6 +48,7 @@
#include "llvolumemgr.h"
#include "lltextureatlas.h"
#include "llglslshader.h"
+#include "llviewershadermgr.h"
static LLFastTimer::DeclareTimer FTM_FRUSTUM_CULL("Frustum Culling");
static LLFastTimer::DeclareTimer FTM_CULL_REBOUND("Cull Rebound");
@@ -214,7 +215,7 @@ typedef enum
//contact Runitai Linden for a copy of the SL object used to write this table
//basically, you give the table a bitmask of the look-at vector to a node and it
//gives you a triangle fan index array
-static U8 sOcclusionIndices[] =
+static U16 sOcclusionIndices[] =
{
//000
b111, b110, b010, b011, b001, b101, b100, b110,
@@ -251,7 +252,7 @@ U8* get_box_fan_indices_ptr(LLCamera* camera, const LLVector4a& center)
S32 cypher = center.greaterThan(origin).getGatheredBits() & 0x7;
- return sOcclusionIndices+cypher*8;
+ return (U8*) (sOcclusionIndices+cypher*8);
}
@@ -261,7 +262,6 @@ void LLSpatialGroup::buildOcclusion()
{
if (mOcclusionVerts.isNull())
{
-
mOcclusionVerts = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX,
LLVertexBuffer::sUseStreamDraw ? mBufferUsage : 0); //if GL has a hard time with VBOs, don't use them for occlusion culling.
mOcclusionVerts->allocateBuffer(8, 64, true);
@@ -321,7 +321,8 @@ void LLSpatialGroup::buildOcclusion()
}
{
- mOcclusionVerts->setBuffer(0);
+ mOcclusionVerts->flush();
+ LLVertexBuffer::unbind();
}
clearState(LLSpatialGroup::OCCLUSION_DIRTY);
@@ -1614,6 +1615,15 @@ void LLSpatialGroup::checkOcclusion()
static LLFastTimer::DeclareTimer FTM_PUSH_OCCLUSION_VERTS("Push Occlusion");
static LLFastTimer::DeclareTimer FTM_SET_OCCLUSION_STATE("Occlusion State");
static LLFastTimer::DeclareTimer FTM_OCCLUSION_EARLY_FAIL("Occlusion Early Fail");
+static LLFastTimer::DeclareTimer FTM_OCCLUSION_ALLOCATE("Allocate");
+static LLFastTimer::DeclareTimer FTM_OCCLUSION_BUILD("Build");
+static LLFastTimer::DeclareTimer FTM_OCCLUSION_BEGIN_QUERY("Begin Query");
+static LLFastTimer::DeclareTimer FTM_OCCLUSION_END_QUERY("End Query");
+static LLFastTimer::DeclareTimer FTM_OCCLUSION_SET_BUFFER("Set Buffer");
+static LLFastTimer::DeclareTimer FTM_OCCLUSION_DRAW_WATER("Draw Water");
+static LLFastTimer::DeclareTimer FTM_OCCLUSION_DRAW("Draw");
+
+
void LLSpatialGroup::doOcclusion(LLCamera* camera)
{
@@ -1637,11 +1647,13 @@ void LLSpatialGroup::doOcclusion(LLCamera* camera)
if (!mOcclusionQuery[LLViewerCamera::sCurCameraID])
{
+ LLFastTimer t(FTM_OCCLUSION_ALLOCATE);
mOcclusionQuery[LLViewerCamera::sCurCameraID] = sQueryPool.allocate();
}
if (mOcclusionVerts.isNull() || isState(LLSpatialGroup::OCCLUSION_DIRTY))
{
+ LLFastTimer t(FTM_OCCLUSION_BUILD);
buildOcclusion();
}
@@ -1666,12 +1678,21 @@ void LLSpatialGroup::doOcclusion(LLCamera* camera)
{
LLFastTimer t(FTM_PUSH_OCCLUSION_VERTS);
- glBeginQueryARB(mode, mOcclusionQuery[LLViewerCamera::sCurCameraID]);
+
+ {
+ LLFastTimer t(FTM_OCCLUSION_BEGIN_QUERY);
+ glBeginQueryARB(mode, mOcclusionQuery[LLViewerCamera::sCurCameraID]);
+ }
- mOcclusionVerts->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ {
+ LLFastTimer t(FTM_OCCLUSION_SET_BUFFER);
+ mOcclusionVerts->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ }
if (!use_depth_clamp && mSpatialPartition->mDrawableType == LLDrawPool::POOL_VOIDWATER)
{
+ LLFastTimer t(FTM_OCCLUSION_DRAW_WATER);
+
LLGLSquashToFarClip squash(glh_get_current_projection(), 1);
if (camera->getOrigin().isExactlyZero())
{ //origin is invalid, draw entire box
@@ -1685,6 +1706,7 @@ void LLSpatialGroup::doOcclusion(LLCamera* camera)
}
else
{
+ LLFastTimer t(FTM_OCCLUSION_DRAW);
if (camera->getOrigin().isExactlyZero())
{ //origin is invalid, draw entire box
mOcclusionVerts->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, 0);
@@ -1696,7 +1718,11 @@ void LLSpatialGroup::doOcclusion(LLCamera* camera)
}
}
- glEndQueryARB(mode);
+
+ {
+ LLFastTimer t(FTM_OCCLUSION_END_QUERY);
+ glEndQueryARB(mode);
+ }
}
}
@@ -2416,7 +2442,7 @@ void pushVerts(LLFace* face, U32 mask)
LLVertexBuffer* buffer = face->getVertexBuffer();
- if (buffer)
+ if (buffer && (face->getGeomCount() >= 3))
{
buffer->setBuffer(mask);
U16 start = face->getGeomStart();
@@ -2441,8 +2467,7 @@ void pushVerts(LLVolume* volume)
for (S32 i = 0; i < volume->getNumVolumeFaces(); ++i)
{
const LLVolumeFace& face = volume->getVolumeFace(i);
- glVertexPointer(3, GL_FLOAT, 16, face.mPositions);
- glDrawElements(GL_TRIANGLES, face.mNumIndices, GL_UNSIGNED_SHORT, face.mIndices);
+ LLVertexBuffer::drawElements(LLRender::TRIANGLES, face.mPositions, NULL, face.mNumIndices, face.mIndices);
}
}
@@ -2451,7 +2476,7 @@ void pushBufferVerts(LLVertexBuffer* buffer, U32 mask)
if (buffer)
{
buffer->setBuffer(mask);
- buffer->drawRange(LLRender::TRIANGLES, 0, buffer->getRequestedVerts()-1, buffer->getRequestedIndices(), 0);
+ buffer->drawRange(LLRender::TRIANGLES, 0, buffer->getNumVerts()-1, buffer->getNumIndices(), 0);
}
}
@@ -2508,7 +2533,7 @@ void pushVertsColorCoded(LLSpatialGroup* group, U32 mask)
{
params = *j;
LLRenderPass::applyModelMatrix(*params);
- glColor4f(colors[col].mV[0], colors[col].mV[1], colors[col].mV[2], 0.5f);
+ gGL.diffuseColor4f(colors[col].mV[0], colors[col].mV[1], colors[col].mV[2], 0.5f);
params->mVertexBuffer->setBuffer(mask);
params->mVertexBuffer->drawRange(params->mParticle ? LLRender::POINTS : LLRender::TRIANGLES,
params->mStart, params->mEnd, params->mCount, params->mOffset);
@@ -2523,7 +2548,7 @@ void renderOctree(LLSpatialGroup* group)
//coded by buffer usage and activity
gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
LLVector4 col;
- /*if (group->mBuilt > 0.f)
+ if (group->mBuilt > 0.f)
{
group->mBuilt -= 2.f * gFrameIntervalSeconds;
if (group->mBufferUsage == GL_STATIC_DRAW_ARB)
@@ -2541,7 +2566,7 @@ void renderOctree(LLSpatialGroup* group)
LLGLDepthTest gl_depth(FALSE, FALSE);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- gGL.color4f(1,0,0,group->mBuilt);
+ gGL.diffuseColor4f(1,0,0,group->mBuilt);
gGL.flush();
glLineWidth(5.f);
drawBoxOutline(group->mObjectBounds[0], group->mObjectBounds[1]);
@@ -2553,9 +2578,9 @@ void renderOctree(LLSpatialGroup* group)
LLDrawable* drawable = *i;
if (!group->mSpatialPartition->isBridge())
{
- glPushMatrix();
+ gGL.pushMatrix();
LLVector3 trans = drawable->getRegion()->getOriginAgent();
- glTranslatef(trans.mV[0], trans.mV[1], trans.mV[2]);
+ gGL.translatef(trans.mV[0], trans.mV[1], trans.mV[2]);
}
for (S32 j = 0; j < drawable->getNumFaces(); j++)
@@ -2565,11 +2590,11 @@ void renderOctree(LLSpatialGroup* group)
{
if (gFrameTimeSeconds - face->mLastUpdateTime < 0.5f)
{
- glColor4f(0, 1, 0, group->mBuilt);
+ gGL.diffuseColor4f(0, 1, 0, group->mBuilt);
}
else if (gFrameTimeSeconds - face->mLastMoveTime < 0.5f)
{
- glColor4f(1, 0, 0, group->mBuilt);
+ gGL.diffuseColor4f(1, 0, 0, group->mBuilt);
}
else
{
@@ -2585,14 +2610,14 @@ void renderOctree(LLSpatialGroup* group)
if (!group->mSpatialPartition->isBridge())
{
- glPopMatrix();
+ gGL.popMatrix();
}
}
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- gGL.color4f(1,1,1,1);
+ gGL.diffuseColor4f(1,1,1,1);
}
}
- else*/
+ else
{
if (group->mBufferUsage == GL_STATIC_DRAW_ARB && !group->getData().empty()
&& group->mSpatialPartition->mRenderByGroup)
@@ -2605,7 +2630,7 @@ void renderOctree(LLSpatialGroup* group)
}
}
- gGL.color4fv(col.mV);
+ gGL.diffuseColor4fv(col.mV);
LLVector4a fudge;
fudge.splat(0.001f);
LLVector4a size = group->mObjectBounds[1];
@@ -2622,16 +2647,16 @@ void renderOctree(LLSpatialGroup* group)
//if (group->mBuilt <= 0.f)
{
//draw opaque outline
- //gGL.color4f(col.mV[0], col.mV[1], col.mV[2], 1.f);
+ //gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], 1.f);
//drawBoxOutline(group->mObjectBounds[0], group->mObjectBounds[1]);
- gGL.color4f(0,1,1,1);
+ gGL.diffuseColor4f(0,1,1,1);
drawBoxOutline(group->mBounds[0],group->mBounds[1]);
//draw bounding box for draw info
/*if (group->mSpatialPartition->mRenderByGroup)
{
- gGL.color4f(1.0f, 0.75f, 0.25f, 0.6f);
+ gGL.diffuseColor4f(1.0f, 0.75f, 0.25f, 0.6f);
for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i)
{
for (LLSpatialGroup::drawmap_elem_t::iterator j = i->second.begin(); j != i->second.end(); ++j)
@@ -2650,7 +2675,7 @@ void renderOctree(LLSpatialGroup* group)
}
// LLSpatialGroup::OctreeNode* node = group->mOctreeNode;
-// gGL.color4f(0,1,0,1);
+// gGL.diffuseColor4f(0,1,0,1);
// drawBoxOutline(LLVector3(node->getCenter()), LLVector3(node->getSize()));
}
@@ -2663,11 +2688,12 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera)
BOOL render_objects = (!LLPipeline::sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) && group->isVisible() &&
!group->getData().empty();
+
if (render_objects)
{
LLGLDepthTest depth_under(GL_TRUE, GL_FALSE, GL_GREATER);
- glColor4f(0, 0.5f, 0, 0.5f);
- gGL.color4f(0, 0.5f, 0, 0.5f);
+ gGL.diffuseColor4f(0, 0.5f, 0, 0.5f);
+ gGL.diffuseColor4f(0, 0.5f, 0, 0.5f);
pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX);
}
@@ -2676,8 +2702,8 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera)
if (render_objects)
{
- glColor4f(0.f, 0.5f, 0.f,1.f);
- gGL.color4f(0.f, 0.5f, 0.f, 1.f);
+ gGL.diffuseColor4f(0.f, 0.5f, 0.f,1.f);
+ gGL.diffuseColor4f(0.f, 0.5f, 0.f, 1.f);
pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX);
}
@@ -2685,8 +2711,8 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera)
if (render_objects)
{
- glColor4f(0.f, 0.75f, 0.f,0.5f);
- gGL.color4f(0.f, 0.75f, 0.f, 0.5f);
+ gGL.diffuseColor4f(0.f, 0.75f, 0.f,0.5f);
+ gGL.diffuseColor4f(0.f, 0.75f, 0.f, 0.5f);
pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX);
}
/*else if (camera && group->mOcclusionVerts.notNull())
@@ -2694,11 +2720,11 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera)
LLVertexBuffer::unbind();
group->mOcclusionVerts->setBuffer(LLVertexBuffer::MAP_VERTEX);
- glColor4f(1.0f, 0.f, 0.f, 0.5f);
+ gGL.diffuseColor4f(1.0f, 0.f, 0.f, 0.5f);
group->mOcclusionVerts->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, group->mBounds[0]));
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- glColor4f(1.0f, 1.f, 1.f, 1.0f);
+ gGL.diffuseColor4f(1.0f, 1.f, 1.f, 1.0f);
group->mOcclusionVerts->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, group->mBounds[0]));
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}*/
@@ -2707,7 +2733,7 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera)
void renderCrossHairs(LLVector3 position, F32 size, LLColor4 color)
{
- gGL.color4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
gGL.begin(LLRender::LINES);
{
gGL.vertex3fv((position - LLVector3(size, 0.f, 0.f)).mV);
@@ -2731,23 +2757,23 @@ void renderUpdateType(LLDrawable* drawablep)
switch (vobj->getLastUpdateType())
{
case OUT_FULL:
- glColor4f(0,1,0,0.5f);
+ gGL.diffuseColor4f(0,1,0,0.5f);
break;
case OUT_TERSE_IMPROVED:
- glColor4f(0,1,1,0.5f);
+ gGL.diffuseColor4f(0,1,1,0.5f);
break;
case OUT_FULL_COMPRESSED:
if (vobj->getLastUpdateCached())
{
- glColor4f(1,0,0,0.5f);
+ gGL.diffuseColor4f(1,0,0,0.5f);
}
else
{
- glColor4f(1,1,0,0.5f);
+ gGL.diffuseColor4f(1,1,0,0.5f);
}
break;
case OUT_FULL_CACHED:
- glColor4f(0,0,1,0.5f);
+ gGL.diffuseColor4f(0,0,1,0.5f);
break;
default:
llwarns << "Unknown update_type " << vobj->getLastUpdateType() << llendl;
@@ -2879,17 +2905,17 @@ void renderBoundingBox(LLDrawable* drawable, BOOL set_color = TRUE)
{
if (drawable->isSpatialBridge())
{
- gGL.color4f(1,0.5f,0,1);
+ gGL.diffuseColor4f(1,0.5f,0,1);
}
else if (drawable->getVOVolume())
{
if (drawable->isRoot())
{
- gGL.color4f(1,1,0,1);
+ gGL.diffuseColor4f(1,1,0,1);
}
else
{
- gGL.color4f(0,1,0,1);
+ gGL.diffuseColor4f(0,1,0,1);
}
}
else if (drawable->getVObj())
@@ -2897,30 +2923,30 @@ void renderBoundingBox(LLDrawable* drawable, BOOL set_color = TRUE)
switch (drawable->getVObj()->getPCode())
{
case LLViewerObject::LL_VO_SURFACE_PATCH:
- gGL.color4f(0,1,1,1);
+ gGL.diffuseColor4f(0,1,1,1);
break;
case LLViewerObject::LL_VO_CLOUDS:
// no longer used
break;
case LLViewerObject::LL_VO_PART_GROUP:
case LLViewerObject::LL_VO_HUD_PART_GROUP:
- gGL.color4f(0,0,1,1);
+ gGL.diffuseColor4f(0,0,1,1);
break;
case LLViewerObject::LL_VO_VOID_WATER:
case LLViewerObject::LL_VO_WATER:
- gGL.color4f(0,0.5f,1,1);
+ gGL.diffuseColor4f(0,0.5f,1,1);
break;
case LL_PCODE_LEGACY_TREE:
- gGL.color4f(0,0.5f,0,1);
+ gGL.diffuseColor4f(0,0.5f,0,1);
break;
default:
- gGL.color4f(1,0,1,1);
+ gGL.diffuseColor4f(1,0,1,1);
break;
}
}
else
{
- gGL.color4f(1,0,0,1);
+ gGL.diffuseColor4f(1,0,0,1);
}
}
@@ -2976,7 +3002,7 @@ void renderNormals(LLDrawable* drawablep)
{
LLVolume* volume = vol->getVolume();
gGL.pushMatrix();
- glMultMatrixf((F32*) vol->getRelativeXform().mMatrix);
+ gGL.multMatrix((F32*) vol->getRelativeXform().mMatrix);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
@@ -2986,16 +3012,15 @@ void renderNormals(LLDrawable* drawablep)
{
const LLVolumeFace& face = volume->getVolumeFace(i);
- gGL.begin(LLRender::LINES);
-
for (S32 j = 0; j < face.mNumVertices; ++j)
{
+ gGL.begin(LLRender::LINES);
LLVector4a n,p;
n.setMul(face.mNormals[j], scale);
p.setAdd(face.mPositions[j], n);
- gGL.color4f(1,1,1,1);
+ gGL.diffuseColor4f(1,1,1,1);
gGL.vertex3fv(face.mPositions[j].getF32ptr());
gGL.vertex3fv(p.getF32ptr());
@@ -3004,13 +3029,12 @@ void renderNormals(LLDrawable* drawablep)
n.setMul(face.mBinormals[j], scale);
p.setAdd(face.mPositions[j], n);
- gGL.color4f(0,1,1,1);
+ gGL.diffuseColor4f(0,1,1,1);
gGL.vertex3fv(face.mPositions[j].getF32ptr());
gGL.vertex3fv(p.getF32ptr());
}
+ gGL.end();
}
-
- gGL.end();
}
gGL.popMatrix();
@@ -3050,33 +3074,33 @@ void renderMeshBaseHull(LLVOVolume* volume, U32 data_mask, LLColor4& color, LLCo
{
if (!decomp->mBaseHullMesh.empty())
{
- glColor4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
LLVertexBuffer::drawArrays(LLRender::TRIANGLES, decomp->mBaseHullMesh.mPositions, decomp->mBaseHullMesh.mNormals);
}
else
{
gMeshRepo.buildPhysicsMesh(*decomp);
- gGL.color3f(0,1,1);
+ gGL.diffuseColor4f(0,1,1,1);
drawBoxOutline(center, size);
}
}
else
{
- gGL.color3f(1,0,1);
+ gGL.diffuseColor3f(1,0,1);
drawBoxOutline(center, size);
}
}
void render_hull(LLModel::PhysicsMesh& mesh, const LLColor4& color, const LLColor4& line_color)
{
- glColor4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
LLVertexBuffer::drawArrays(LLRender::TRIANGLES, mesh.mPositions, mesh.mNormals);
LLGLEnable offset(GL_POLYGON_OFFSET_LINE);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glPolygonOffset(3.f, 3.f);
glLineWidth(3.f);
- glColor4fv(line_color.mV);
+ gGL.diffuseColor4fv(line_color.mV);
LLVertexBuffer::drawArrays(LLRender::TRIANGLES, mesh.mPositions, mesh.mNormals);
glLineWidth(1.f);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
@@ -3130,7 +3154,7 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
LLVector3 size(0.25f,0.25f,0.25f);
gGL.pushMatrix();
- glMultMatrixf((F32*) volume->getRelativeXform().mMatrix);
+ gGL.multMatrix((F32*) volume->getRelativeXform().mMatrix);
if (type == LLPhysicsShapeBuilderUtil::PhysicsShapeSpecification::USER_MESH)
{
@@ -3158,11 +3182,11 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
else if (!decomp->mPhysicsShapeMesh.empty())
{
//decomp has physics mesh, render that mesh
- glColor4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
LLVertexBuffer::drawArrays(LLRender::TRIANGLES, decomp->mPhysicsShapeMesh.mPositions, decomp->mPhysicsShapeMesh.mNormals);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- glColor4fv(line_color.mV);
+ gGL.diffuseColor4fv(line_color.mV);
LLVertexBuffer::drawArrays(LLRender::TRIANGLES, decomp->mPhysicsShapeMesh.mPositions, decomp->mPhysicsShapeMesh.mNormals);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
@@ -3179,7 +3203,7 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
}
else
{
- gGL.color3f(1,1,0);
+ gGL.diffuseColor3f(1,1,0);
drawBoxOutline(center, size);
}
}
@@ -3190,7 +3214,6 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
{
renderMeshBaseHull(volume, data_mask, color, line_color);
}
-#if LL_WINDOWS
else
{
LLVolumeParams volume_params = volume->getVolume()->getParams();
@@ -3288,27 +3311,26 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- glColor4fv(line_color.mV);
+ gGL.diffuseColor4fv(line_color.mV);
LLVertexBuffer::unbind();
llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShader != 0);
-
- glVertexPointer(3, GL_FLOAT, 16, phys_volume->mHullPoints);
- glDrawElements(GL_TRIANGLES, phys_volume->mNumHullIndices, GL_UNSIGNED_SHORT, phys_volume->mHullIndices);
+
+ LLVertexBuffer::drawElements(LLRender::TRIANGLES, phys_volume->mHullPoints, NULL, phys_volume->mNumHullIndices, phys_volume->mHullIndices);
- glColor4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- glDrawElements(GL_TRIANGLES, phys_volume->mNumHullIndices, GL_UNSIGNED_SHORT, phys_volume->mHullIndices);
+ LLVertexBuffer::drawElements(LLRender::TRIANGLES, phys_volume->mHullPoints, NULL, phys_volume->mNumHullIndices, phys_volume->mHullIndices);
+
}
else
{
- gGL.color3f(1,0,1);
+ gGL.diffuseColor4f(1,0,1,1);
drawBoxOutline(center, size);
}
LLPrimitive::sVolumeManager->unrefVolume(phys_volume);
}
-#endif //LL_WINDOWS
}
else if (type == LLPhysicsShapeBuilderUtil::PhysicsShapeSpecification::BOX)
{
@@ -3317,12 +3339,12 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
LLVector3 vscale = volume->getScale()*2.f;
scale.set(scale[0]/vscale[0], scale[1]/vscale[1], scale[2]/vscale[2]);
- gGL.color4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
drawBox(center, scale);
}
else if (type == LLPhysicsShapeBuilderUtil::PhysicsShapeSpecification::SPHERE)
{
- LLVolumeParams volume_params;
+ /*LLVolumeParams volume_params;
volume_params.setType( LL_PCODE_PROFILE_CIRCLE_HALF, LL_PCODE_PATH_CIRCLE );
volume_params.setBeginAndEndS( 0.f, 1.f );
volume_params.setBeginAndEndT( 0.f, 1.f );
@@ -3330,9 +3352,9 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
volume_params.setShear ( 0, 0 );
LLVolume* sphere = LLPrimitive::sVolumeManager->refVolume(volume_params, 3);
- glColor4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
pushVerts(sphere);
- LLPrimitive::sVolumeManager->unrefVolume(sphere);
+ LLPrimitive::sVolumeManager->unrefVolume(sphere);*/
}
else if (type == LLPhysicsShapeBuilderUtil::PhysicsShapeSpecification::CYLINDER)
{
@@ -3344,7 +3366,7 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
volume_params.setShear ( 0, 0 );
LLVolume* cylinder = LLPrimitive::sVolumeManager->refVolume(volume_params, 3);
- glColor4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
pushVerts(cylinder);
LLPrimitive::sVolumeManager->unrefVolume(cylinder);
}
@@ -3356,10 +3378,10 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
LLVolume* phys_volume = LLPrimitive::sVolumeManager->refVolume(volume_params, detail);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- glColor4fv(line_color.mV);
+ gGL.diffuseColor4fv(line_color.mV);
pushVerts(phys_volume);
- glColor4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
pushVerts(phys_volume);
LLPrimitive::sVolumeManager->unrefVolume(phys_volume);
@@ -3377,16 +3399,17 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShader != 0);
LLVertexBuffer::unbind();
glVertexPointer(3, GL_FLOAT, 16, phys_volume->mHullPoints);
- glColor4fv(line_color.mV);
+ gGL.diffuseColor4fv(line_color.mV);
+ gGL.syncMatrices();
glDrawElements(GL_TRIANGLES, phys_volume->mNumHullIndices, GL_UNSIGNED_SHORT, phys_volume->mHullIndices);
- glColor4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDrawElements(GL_TRIANGLES, phys_volume->mNumHullIndices, GL_UNSIGNED_SHORT, phys_volume->mHullIndices);
}
else
{
- gGL.color3f(1,0,1);
+ gGL.diffuseColor3f(1,0,1);
drawBoxOutline(center, size);
gMeshRepo.buildHull(volume_params, detail);
}
@@ -3402,15 +3425,6 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
}
gGL.popMatrix();
-
- /*{ //analytical shape, just push visual rep.
- glColor3fv(color.mV);
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- pushVerts(drawable, data_mask);
- glColor4fv(color.mV);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- pushVerts(drawable, data_mask);
- }*/
}
void renderPhysicsShapes(LLSpatialGroup* group)
@@ -3425,7 +3439,7 @@ void renderPhysicsShapes(LLSpatialGroup* group)
{
gGL.pushMatrix();
LLVector3 trans = drawable->getRegion()->getOriginAgent();
- glTranslatef(trans.mV[0], trans.mV[1], trans.mV[2]);
+ gGL.translatef(trans.mV[0], trans.mV[1], trans.mV[2]);
renderPhysicsShape(drawable, volume);
gGL.popMatrix();
}
@@ -3449,12 +3463,12 @@ void renderPhysicsShapes(LLSpatialGroup* group)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
buff->setBuffer(LLVertexBuffer::MAP_VERTEX);
- glColor3f(0.2f, 0.5f, 0.3f);
- buff->draw(LLRender::TRIANGLES, buff->getRequestedIndices(), 0);
+ gGL.diffuseColor3f(0.2f, 0.5f, 0.3f);
+ buff->draw(LLRender::TRIANGLES, buff->getNumIndices(), 0);
- glColor3f(0.2f, 1.f, 0.3f);
+ gGL.diffuseColor3f(0.2f, 1.f, 0.3f);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- buff->draw(LLRender::TRIANGLES, buff->getRequestedIndices(), 0);
+ buff->draw(LLRender::TRIANGLES, buff->getNumIndices(), 0);
}
}
}
@@ -3491,11 +3505,11 @@ void renderTexturePriority(LLDrawable* drawable)
F32 t = vsize/sLastMaxTexPriority;
LLVector4 col = lerp(cold, hot, t);
- gGL.color4fv(col.mV);
+ gGL.diffuseColor4fv(col.mV);
}
//else
//{
- // gGL.color4f(1,0,1,1);
+ // gGL.diffuseColor4f(1,0,1,1);
//}
LLVector4a center;
@@ -3514,7 +3528,7 @@ void renderTexturePriority(LLDrawable* drawable)
LLVector4 col = lerp(boost_cold, boost_hot, t);
LLGLEnable blend_on(GL_BLEND);
gGL.blendFunc(GL_SRC_ALPHA, GL_ONE);
- gGL.color4fv(col.mV);
+ gGL.diffuseColor4fv(col.mV);
drawBox(center, size);
gGL.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}*/
@@ -3527,7 +3541,7 @@ void renderPoints(LLDrawable* drawablep)
if (drawablep->getNumFaces())
{
gGL.begin(LLRender::POINTS);
- gGL.color3f(1,1,1);
+ gGL.diffuseColor3f(1,1,1);
for (S32 i = 0; i < drawablep->getNumFaces(); i++)
{
gGL.vertex3fv(drawablep->getFace(i)->mCenterLocal.mV);
@@ -3544,7 +3558,7 @@ void renderTextureAnim(LLDrawInfo* params)
}
LLGLEnable blend(GL_BLEND);
- glColor4f(1,1,0,0.5f);
+ gGL.diffuseColor4f(1,1,0,0.5f);
pushVerts(params, LLVertexBuffer::MAP_VERTEX);
}
@@ -3552,7 +3566,7 @@ void renderBatchSize(LLDrawInfo* params)
{
LLGLEnable offset(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.f, 1.f);
- glColor3ubv((GLubyte*) &(params->mDebugColor));
+ gGL.diffuseColor4ubv((GLubyte*) &(params->mDebugColor));
pushVerts(params, LLVertexBuffer::MAP_VERTEX);
}
@@ -3570,22 +3584,22 @@ void renderShadowFrusta(LLDrawInfo* params)
if (gPipeline.mShadowCamera[4].AABBInFrustum(center, size))
{
- glColor3f(1,0,0);
+ gGL.diffuseColor3f(1,0,0);
pushVerts(params, LLVertexBuffer::MAP_VERTEX);
}
if (gPipeline.mShadowCamera[5].AABBInFrustum(center, size))
{
- glColor3f(0,1,0);
+ gGL.diffuseColor3f(0,1,0);
pushVerts(params, LLVertexBuffer::MAP_VERTEX);
}
if (gPipeline.mShadowCamera[6].AABBInFrustum(center, size))
{
- glColor3f(0,0,1);
+ gGL.diffuseColor3f(0,0,1);
pushVerts(params, LLVertexBuffer::MAP_VERTEX);
}
if (gPipeline.mShadowCamera[7].AABBInFrustum(center, size))
{
- glColor3f(1,0,1);
+ gGL.diffuseColor3f(1,0,1);
pushVerts(params, LLVertexBuffer::MAP_VERTEX);
}
@@ -3603,7 +3617,7 @@ void renderLights(LLDrawable* drawablep)
if (drawablep->getNumFaces())
{
LLGLEnable blend(GL_BLEND);
- glColor4f(0,1,1,0.5f);
+ gGL.diffuseColor4f(0,1,1,0.5f);
for (S32 i = 0; i < drawablep->getNumFaces(); i++)
{
@@ -3621,11 +3635,11 @@ void renderLights(LLDrawable* drawablep)
{
LLGLDepthTest depth(GL_FALSE, GL_TRUE);
- gGL.color4f(1,1,1,1);
+ gGL.diffuseColor4f(1,1,1,1);
drawBoxOutline(pos, size);
}
- gGL.color4f(1,1,0,1);
+ gGL.diffuseColor4f(1,1,0,1);
F32 rad = drawablep->getVOVolume()->getLightRadius();
drawBoxOutline(pos, LLVector4a(rad));
}
@@ -3650,13 +3664,13 @@ public:
if (branch->getData().empty())
{
- gGL.color3f(1.f,0.2f,0.f);
+ gGL.diffuseColor3f(1.f,0.2f,0.f);
center.set(branch->getCenter().getF32ptr());
size.set(branch->getSize().getF32ptr());
}
else
{
- gGL.color3f(0.75f, 1.f, 0.f);
+ gGL.diffuseColor3f(0.75f, 1.f, 0.f);
center.set(vl->mBounds[0].getF32ptr());
size.set(vl->mBounds[1].getF32ptr());
}
@@ -3669,11 +3683,11 @@ public:
if (i == 1)
{
- gGL.color4f(0,1,1,0.5f);
+ gGL.diffuseColor4f(0,1,1,0.5f);
}
else
{
- gGL.color4f(0,0.5f,0.5f, 0.25f);
+ gGL.diffuseColor4f(0,0.5f,0.5f, 0.25f);
drawBoxOutline(center, size);
}
@@ -3710,7 +3724,7 @@ void renderRaycast(LLDrawable* drawablep)
if (drawablep->getNumFaces())
{
LLGLEnable blend(GL_BLEND);
- gGL.color4f(0,1,1,0.5f);
+ gGL.diffuseColor4f(0,1,1,0.5f);
if (drawablep->getVOVolume())
{
@@ -3741,8 +3755,8 @@ void renderRaycast(LLDrawable* drawablep)
}
gGL.pushMatrix();
- glTranslatef(trans.mV[0], trans.mV[1], trans.mV[2]);
- glMultMatrixf((F32*) vobj->getRelativeXform().mMatrix);
+ gGL.translatef(trans.mV[0], trans.mV[1], trans.mV[2]);
+ gGL.multMatrix((F32*) vobj->getRelativeXform().mMatrix);
LLVector3 start, end;
if (transform)
@@ -3771,8 +3785,9 @@ void renderRaycast(LLDrawable* drawablep)
{
//render face positions
LLVertexBuffer::unbind();
- glColor4f(0,1,1,0.5f);
+ gGL.diffuseColor4f(0,1,1,0.5f);
glVertexPointer(3, GL_FLOAT, sizeof(LLVector4a), face.mPositions);
+ gGL.syncMatrices();
glDrawElements(GL_TRIANGLES, face.mNumIndices, GL_UNSIGNED_SHORT, face.mIndices);
}
@@ -3795,23 +3810,23 @@ void renderRaycast(LLDrawable* drawablep)
if (drawablep->getVObj() == gDebugRaycastObject)
{
// draw intersection point
- glPushMatrix();
- glLoadMatrixd(gGLModelView);
+ gGL.pushMatrix();
+ gGL.loadMatrix(gGLModelView);
LLVector3 translate = gDebugRaycastIntersection;
- glTranslatef(translate.mV[0], translate.mV[1], translate.mV[2]);
+ gGL.translatef(translate.mV[0], translate.mV[1], translate.mV[2]);
LLCoordFrame orient;
orient.lookDir(gDebugRaycastNormal, gDebugRaycastBinormal);
LLMatrix4 rotation;
orient.getRotMatrixToParent(rotation);
- glMultMatrixf((float*)rotation.mMatrix);
+ gGL.multMatrix((float*)rotation.mMatrix);
- gGL.color4f(1,0,0,0.5f);
+ gGL.diffuseColor4f(1,0,0,0.5f);
drawBox(LLVector3(0, 0, 0), LLVector3(0.1f, 0.022f, 0.022f));
- gGL.color4f(0,1,0,0.5f);
+ gGL.diffuseColor4f(0,1,0,0.5f);
drawBox(LLVector3(0, 0, 0), LLVector3(0.021f, 0.1f, 0.021f));
- gGL.color4f(0,0,1,0.5f);
+ gGL.diffuseColor4f(0,0,1,0.5f);
drawBox(LLVector3(0, 0, 0), LLVector3(0.02f, 0.02f, 0.1f));
- glPopMatrix();
+ gGL.popMatrix();
// draw bounding box of prim
const LLVector4a* ext = drawablep->getSpatialExtents();
@@ -3824,7 +3839,7 @@ void renderRaycast(LLDrawable* drawablep)
size.mul(0.5f);
LLGLDepthTest depth(GL_FALSE, GL_TRUE);
- gGL.color4f(0,0.5f,0.5f,1);
+ gGL.diffuseColor4f(0,0.5f,0.5f,1);
drawBoxOutline(pos, size);
}
}
@@ -3886,14 +3901,14 @@ public:
group->rebuildMesh();
gGL.flush();
- glPushMatrix();
+ gGL.pushMatrix();
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
renderVisibility(group, mCamera);
stop_glerror();
gGLLastMatrix = NULL;
- glPopMatrix();
- gGL.color4f(1,1,1,1);
+ gGL.popMatrix();
+ gGL.diffuseColor4f(1,1,1,1);
}
}
}
@@ -3917,7 +3932,7 @@ public:
{
if (!group->getData().empty())
{
- gGL.color3f(0,0,1);
+ gGL.diffuseColor3f(0,0,1);
drawBoxOutline(group->mObjectBounds[0],
group->mObjectBounds[1]);
}
@@ -3926,7 +3941,7 @@ public:
for (LLSpatialGroup::OctreeNode::const_element_iter i = branch->getData().begin(); i != branch->getData().end(); ++i)
{
LLDrawable* drawable = *i;
-
+
if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_BBOXES))
{
renderBoundingBox(drawable);
@@ -3941,7 +3956,7 @@ public:
{
if (drawable->isState(LLDrawable::IN_REBUILD_Q2))
{
- gGL.color4f(0.6f, 0.6f, 0.1f, 1.f);
+ gGL.diffuseColor4f(0.6f, 0.6f, 0.1f, 1.f);
const LLVector4a* ext = drawable->getSpatialExtents();
LLVector4a center;
center.setAdd(ext[0], ext[1]);
@@ -4234,6 +4249,11 @@ void LLSpatialPartition::renderDebug()
return;
}
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gDebugProgram.bind();
+ }
+
if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_TEXTURE_PRIORITY))
{
//sLastMaxTexPriority = lerp(sLastMaxTexPriority, sCurMaxTexPriority, gFrameIntervalSeconds);
@@ -4262,11 +4282,16 @@ void LLSpatialPartition::renderDebug()
LLOctreeRenderNonOccluded render_debug(camera);
render_debug.traverse(mOctree);
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gDebugProgram.unbind();
+ }
}
void LLSpatialGroup::drawObjectBox(LLColor4 col)
{
- gGL.color4fv(col.mV);
+ gGL.diffuseColor4fv(col.mV);
LLVector4a size;
size = mObjectBounds[1];
size.mul(1.01f);
@@ -4371,7 +4396,7 @@ public:
LLVector3 local_start = mStart;
LLVector3 local_end = mEnd;
- if (!gPipeline.hasRenderType(drawable->getRenderType()) || !drawable->isVisible())
+ if (!drawable || !gPipeline.hasRenderType(drawable->getRenderType()) || !drawable->isVisible())
{
return false;
}
diff --git a/indra/newview/llspatialpartition.h b/indra/newview/llspatialpartition.h
index 11955540c6..f0c8a372ee 100644
--- a/indra/newview/llspatialpartition.h
+++ b/indra/newview/llspatialpartition.h
@@ -93,7 +93,6 @@ public:
LLPointer<LLViewerTexture> mTexture;
std::vector<LLPointer<LLViewerTexture> > mTextureList;
- LLColor4U mGlowColor;
S32 mDebugColor;
const LLMatrix4* mTextureMatrix;
const LLMatrix4* mModelMatrix;
diff --git a/indra/newview/llsprite.cpp b/indra/newview/llsprite.cpp
index 4bde2dfcab..c3eb70f850 100644
--- a/indra/newview/llsprite.cpp
+++ b/indra/newview/llsprite.cpp
@@ -243,7 +243,7 @@ void LLSprite::updateFace(LLFace &face)
*indicesp++ = 3 + index_offset;
}
- face.getVertexBuffer()->setBuffer(0);
+ face.getVertexBuffer()->flush();
face.mCenterAgent = mPosition;
}
diff --git a/indra/newview/llstartup.cpp b/indra/newview/llstartup.cpp
index 9d8d1be0f5..36d6ff3ef2 100644
--- a/indra/newview/llstartup.cpp
+++ b/indra/newview/llstartup.cpp
@@ -737,8 +737,11 @@ bool idle_startup()
// this startup phase more than once.
if (gLoginMenuBarView == NULL)
{
- initialize_edit_menu();
+ display_startup();
+ initialize_edit_menu();
+ display_startup();
init_menus();
+ display_startup();
}
if (show_connect_box)
@@ -747,23 +750,28 @@ bool idle_startup()
// NOTE: Hits "Attempted getFields with no login view shown" warning, since we don't
// show the login view until login_show() is called below.
if (gUserCredential.isNull())
- {
+ {
+ display_startup();
gUserCredential = gLoginHandler.initializeLoginInfo();
+ display_startup();
}
if (gHeadlessClient)
{
LL_WARNS("AppInit") << "Waiting at connection box in headless client. Did you mean to add autologin params?" << LL_ENDL;
}
// Make sure the process dialog doesn't hide things
+ display_startup();
gViewerWindow->setShowProgress(FALSE);
-
+ display_startup();
// Show the login dialog
login_show();
+ display_startup();
// connect dialog is already shown, so fill in the names
if (gUserCredential.notNull())
{
LLPanelLogin::setFields( gUserCredential, gRememberPassword);
}
+ display_startup();
LLPanelLogin::giveFocus();
LLStartUp::setStartupState( STATE_LOGIN_WAIT ); // Wait for user input
@@ -774,14 +782,19 @@ bool idle_startup()
LLStartUp::setStartupState( STATE_LOGIN_CLEANUP );
}
+ display_startup();
gViewerWindow->setNormalControlsVisible( FALSE );
+ display_startup();
gLoginMenuBarView->setVisible( TRUE );
+ display_startup();
gLoginMenuBarView->setEnabled( TRUE );
+ display_startup();
show_debug_menus();
+ display_startup();
// Hide the splash screen
LLSplashScreen::hide();
-
+ display_startup();
// Push our window frontmost
gViewerWindow->getWindow()->show();
display_startup();
@@ -790,7 +803,10 @@ bool idle_startup()
// first made visible.
#ifdef _WIN32
MSG msg;
- while( PeekMessage( &msg, /*All hWnds owned by this thread */ NULL, WM_KEYFIRST, WM_KEYLAST, PM_REMOVE ) );
+ while( PeekMessage( &msg, /*All hWnds owned by this thread */ NULL, WM_KEYFIRST, WM_KEYLAST, PM_REMOVE ) )
+ {
+ display_startup();
+ }
#endif
timeout.reset();
return FALSE;
@@ -805,7 +821,7 @@ bool idle_startup()
// Don't do anything. Wait for the login view to call the login_callback,
// which will push us to the next state.
-
+ display_startup();
// Sleep so we don't spin the CPU
ms_sleep(1);
return FALSE;
@@ -1173,37 +1189,51 @@ bool idle_startup()
// Finish agent initialization. (Requires gSavedSettings, builds camera)
gAgent.init();
+ display_startup();
gAgentCamera.init();
+ display_startup();
set_underclothes_menu_options();
+ display_startup();
// Since we connected, save off the settings so the user doesn't have to
// type the name/password again if we crash.
gSavedSettings.saveToFile(gSavedSettings.getString("ClientSettingsFile"), TRUE);
LLUIColorTable::instance().saveUserSettings();
+ display_startup();
+
//
// Initialize classes w/graphics stuff.
//
gTextureList.doPrefetchImages();
+ display_startup();
+
LLSurface::initClasses();
+ display_startup();
+
LLFace::initClass();
+ display_startup();
LLDrawable::initClass();
+ display_startup();
// init the shader managers
LLPostProcess::initClass();
+ display_startup();
LLViewerObject::initVOClasses();
+ display_startup();
// Initialize all our tools. Must be done after saved settings loaded.
// NOTE: This also is where gToolMgr used to be instantiated before being turned into a singleton.
LLToolMgr::getInstance()->initTools();
+ display_startup();
// Pre-load floaters, like the world map, that are slow to spawn
// due to XML complexity.
gViewerWindow->initWorldUI();
-
+
display_startup();
// This is where we used to initialize gWorldp. Original comment said:
@@ -1211,24 +1241,26 @@ bool idle_startup()
// User might have overridden far clip
LLWorld::getInstance()->setLandFarClip(gAgentCamera.mDrawDistance);
-
+ display_startup();
// Before we create the first region, we need to set the agent's mOriginGlobal
// This is necessary because creating objects before this is set will result in a
// bad mPositionAgent cache.
gAgent.initOriginGlobal(from_region_handle(gFirstSimHandle));
+ display_startup();
LLWorld::getInstance()->addRegion(gFirstSimHandle, gFirstSim);
+ display_startup();
LLViewerRegion *regionp = LLWorld::getInstance()->getRegionFromHandle(gFirstSimHandle);
LL_INFOS("AppInit") << "Adding initial simulator " << regionp->getOriginGlobal() << LL_ENDL;
regionp->setSeedCapability(gFirstSimSeedCap);
LL_DEBUGS("AppInit") << "Waiting for seed grant ...." << LL_ENDL;
-
+ display_startup();
// Set agent's initial region to be the one we just created.
gAgent.setRegion(regionp);
-
+ display_startup();
// Set agent's initial position, which will be read by LLVOAvatar when the avatar
// object is created. I think this must be done after setting the region. JC
gAgent.setPositionAgent(agent_start_position_region);
@@ -1248,6 +1280,7 @@ bool idle_startup()
{
LLStartUp::multimediaInit();
LLStartUp::setStartupState( STATE_FONT_INIT );
+ display_startup();
return FALSE;
}
@@ -1256,6 +1289,7 @@ bool idle_startup()
{
LLStartUp::fontInit();
LLStartUp::setStartupState( STATE_SEED_GRANTED_WAIT );
+ display_startup();
return FALSE;
}
@@ -1283,6 +1317,7 @@ bool idle_startup()
set_startup_status(0.4f, LLTrans::getString("LoginRequestSeedCapGrant"), gAgent.mMOTD);
}
}
+ display_startup();
return FALSE;
}
@@ -1293,7 +1328,9 @@ bool idle_startup()
//---------------------------------------------------------------------
if (STATE_SEED_CAP_GRANTED == LLStartUp::getStartupState())
{
+ display_startup();
update_texture_fetch();
+ display_startup();
if ( gViewerWindow != NULL)
{ // This isn't the first logon attempt, so show the UI
@@ -1301,12 +1338,15 @@ bool idle_startup()
}
gLoginMenuBarView->setVisible( FALSE );
gLoginMenuBarView->setEnabled( FALSE );
+ display_startup();
// direct logging to the debug console's line buffer
LLError::logToFixedBuffer(gDebugView->mDebugConsolep);
+ display_startup();
// set initial visibility of debug console
gDebugView->mDebugConsolep->setVisible(gSavedSettings.getBOOL("ShowDebugConsole"));
+ display_startup();
//
// Set message handlers
@@ -1315,22 +1355,28 @@ bool idle_startup()
// register callbacks for messages. . . do this after initial handshake to make sure that we don't catch any unwanted
register_viewer_callbacks(gMessageSystem);
+ display_startup();
// Debugging info parameters
gMessageSystem->setMaxMessageTime( 0.5f ); // Spam if decoding all msgs takes more than 500 ms
+ display_startup();
#ifndef LL_RELEASE_FOR_DOWNLOAD
gMessageSystem->setTimeDecodes( TRUE ); // Time the decode of each msg
gMessageSystem->setTimeDecodesSpamThreshold( 0.05f ); // Spam if a single msg takes over 50ms to decode
#endif
+ display_startup();
gXferManager->registerCallbacks(gMessageSystem);
+ display_startup();
LLStartUp::initNameCache();
+ display_startup();
// update the voice settings *after* gCacheName initialization
// so that we can construct voice UI that relies on the name cache
LLVoiceClient::getInstance()->updateSettings();
+ display_startup();
//gCacheName is required for nearby chat history loading
//so I just moved nearby history loading a few states further
@@ -1339,12 +1385,14 @@ bool idle_startup()
LLNearbyChat* nearby_chat = LLNearbyChat::getInstance();
if (nearby_chat) nearby_chat->loadHistory();
}
+ display_startup();
// *Note: this is where gWorldMap used to be initialized.
// register null callbacks for audio until the audio system is initialized
gMessageSystem->setHandlerFuncFast(_PREHASH_SoundTrigger, null_message_callback, NULL);
gMessageSystem->setHandlerFuncFast(_PREHASH_AttachedSound, null_message_callback, NULL);
+ display_startup();
//reset statistics
LLViewerStats::getInstance()->resetStats();
@@ -1374,6 +1422,7 @@ bool idle_startup()
LLViewerCamera::getInstance()->setAspect(gViewerWindow->getWorldViewAspectRatio());
// Initialize FOV
LLViewerCamera::getInstance()->setDefaultFOV(gSavedSettings.getF32("CameraAngle"));
+ display_startup();
// Move agent to starting location. The position handed to us by
// the space server is in global coordinates, but the agent frame
@@ -1384,6 +1433,7 @@ bool idle_startup()
gAgent.resetAxes(gAgentStartLookAt);
gAgentCamera.stopCameraAnimation();
gAgentCamera.resetCamera();
+ display_startup();
// Initialize global class data needed for surfaces (i.e. textures)
LL_DEBUGS("AppInit") << "Initializing sky..." << LL_ENDL;
@@ -1396,6 +1446,8 @@ bool idle_startup()
LLGLState::checkStates();
LLGLState::checkTextureChannels();
+ display_startup();
+
LL_DEBUGS("AppInit") << "Decoding images..." << LL_ENDL;
// For all images pre-loaded into viewer cache, decode them.
// Need to do this AFTER we init the sky
@@ -1409,6 +1461,8 @@ bool idle_startup()
}
LLStartUp::setStartupState( STATE_WORLD_WAIT );
+ display_startup();
+
// JC - Do this as late as possible to increase likelihood Purify
// will run.
LLMessageSystem* msg = gMessageSystem;
@@ -1436,6 +1490,7 @@ bool idle_startup()
NULL);
timeout.reset();
+ display_startup();
return FALSE;
}
@@ -1454,8 +1509,10 @@ bool idle_startup()
LLMessageSystem* msg = gMessageSystem;
while (msg->checkAllMessages(gFrameCount, gServicePump))
{
+ display_startup();
}
msg->processAcks();
+ display_startup();
return FALSE;
}
@@ -1466,6 +1523,7 @@ bool idle_startup()
{
LL_DEBUGS("AppInit") << "Connecting to region..." << LL_ENDL;
set_startup_status(0.60f, LLTrans::getString("LoginConnectingToRegion"), gAgent.mMOTD);
+ display_startup();
// register with the message system so it knows we're
// expecting this message
LLMessageSystem* msg = gMessageSystem;
@@ -1481,6 +1539,7 @@ bool idle_startup()
msg->newMessageFast(_PREHASH_EconomyDataRequest);
gAgent.sendReliableMessage();
}
+ display_startup();
// Create login effect
// But not on first login, because you can't see your avatar then
@@ -1495,6 +1554,7 @@ bool idle_startup()
LLStartUp::setStartupState( STATE_AGENT_WAIT ); // Go to STATE_AGENT_WAIT
timeout.reset();
+ display_startup();
return FALSE;
}
@@ -1519,14 +1579,17 @@ bool idle_startup()
LL_DEBUGS("AppInit") << "Awaiting AvatarInitComplete, got "
<< msg->getMessageName() << LL_ENDL;
}
+ display_startup();
}
msg->processAcks();
+ display_startup();
+
if (gAgentMovementCompleted)
{
LLStartUp::setStartupState( STATE_INVENTORY_SEND );
}
-
+ display_startup();
return FALSE;
}
@@ -1535,9 +1598,10 @@ bool idle_startup()
//---------------------------------------------------------------------
if (STATE_INVENTORY_SEND == LLStartUp::getStartupState())
{
+ display_startup();
// Inform simulator of our language preference
LLAgentLanguage::update();
-
+ display_startup();
// unpack thin inventory
LLSD response = LLLoginInstance::getInstance()->getResponse();
//bool dump_buffer = false;
@@ -1552,6 +1616,7 @@ bool idle_startup()
gInventory.setLibraryRootFolderID(id.asUUID());
}
}
+ display_startup();
LLSD inv_lib_owner = response["inventory-lib-owner"];
if(inv_lib_owner.isDefined())
@@ -1563,6 +1628,7 @@ bool idle_startup()
gInventory.setLibraryOwnerID( LLUUID(id.asUUID()));
}
}
+ display_startup();
LLSD inv_skel_lib = response["inventory-skel-lib"];
if(inv_skel_lib.isDefined() && gInventory.getLibraryOwnerID().notNull())
@@ -1572,6 +1638,7 @@ bool idle_startup()
LL_WARNS("AppInit") << "Problem loading inventory-skel-lib" << LL_ENDL;
}
}
+ display_startup();
LLSD inv_skeleton = response["inventory-skeleton"];
if(inv_skeleton.isDefined())
@@ -1581,6 +1648,7 @@ bool idle_startup()
LL_WARNS("AppInit") << "Problem loading inventory-skel-targets" << LL_ENDL;
}
}
+ display_startup();
LLSD inv_basic = response["inventory-basic"];
if(inv_basic.isDefined())
@@ -1618,6 +1686,7 @@ bool idle_startup()
list[agent_id] = new LLRelationship(given_rights, has_rights, false);
}
LLAvatarTracker::instance().addBuddyList(list);
+ display_startup();
}
bool show_hud = false;
@@ -1645,6 +1714,8 @@ bool idle_startup()
//}
}
}
+ display_startup();
+
// Either we want to show tutorial because this is the first login
// to a Linden Help Island or the user quit with the tutorial
// visible. JC
@@ -1652,22 +1723,26 @@ bool idle_startup()
{
LLFloaterReg::showInstance("hud", LLSD(), FALSE);
}
+ display_startup();
LLSD event_notifications = response["event_notifications"];
if(event_notifications.isDefined())
{
gEventNotifier.load(event_notifications);
}
+ display_startup();
LLSD classified_categories = response["classified_categories"];
if(classified_categories.isDefined())
{
LLClassifiedInfo::loadCategories(classified_categories);
}
+ display_startup();
// This method MUST be called before gInventory.findCategoryUUIDForType because of
// gInventory.mIsAgentInvUsable is set to true in the gInventory.buildParentChildMap.
gInventory.buildParentChildMap();
+ display_startup();
//all categories loaded. lets create "My Favorites" category
gInventory.findCategoryUUIDForType(LLFolderType::FT_FAVORITE,true);
@@ -1681,24 +1756,26 @@ bool idle_startup()
LLAvatarTracker::instance().registerCallbacks(msg);
llinfos << " Landmark" << llendl;
LLLandmark::registerCallbacks(msg);
+ display_startup();
// request mute list
llinfos << "Requesting Mute List" << llendl;
LLMuteList::getInstance()->requestFromServer(gAgent.getID());
-
+ display_startup();
// Get L$ and ownership credit information
llinfos << "Requesting Money Balance" << llendl;
LLStatusBar::sendMoneyBalanceRequest();
-
+ display_startup();
// request all group information
llinfos << "Requesting Agent Data" << llendl;
gAgent.sendAgentDataUpdateRequest();
-
+ display_startup();
// Create the inventory views
llinfos << "Creating Inventory Views" << llendl;
LLFloaterReg::getInstance("inventory");
-
+ display_startup();
LLStartUp::setStartupState( STATE_MISC );
+ display_startup();
return FALSE;
}
@@ -1747,17 +1824,23 @@ bool idle_startup()
gSavedSettings.setBOOL("ShowStartLocation", TRUE);
}
+ display_startup();
+
if (gSavedSettings.getBOOL("HelpFloaterOpen"))
{
// show default topic
LLViewerHelp::instance().showTopic("");
}
+ display_startup();
+
// We're successfully logged in.
gSavedSettings.setBOOL("FirstLoginThisInstall", FALSE);
LLFloaterReg::showInitialVisibleInstances();
+ display_startup();
+
// based on the comments, we've successfully logged in so we can delete the 'forced'
// URL that the updater set in settings.ini (in a mostly paranoid fashion)
std::string nextLoginLocation = gSavedSettings.getString( "NextLoginLocation" );
@@ -1771,8 +1854,10 @@ bool idle_startup()
LLUIColorTable::instance().saveUserSettings();
};
+ display_startup();
// JC: Initializing audio requests many sounds for download.
init_audio();
+ display_startup();
// JC: Initialize "active" gestures. This may also trigger
// many gesture downloads, if this is the user's first
@@ -1810,6 +1895,7 @@ bool idle_startup()
LLGestureMgr::instance().startFetch();
}
gDisplaySwapBuffers = TRUE;
+ display_startup();
LLMessageSystem* msg = gMessageSystem;
msg->setHandlerFuncFast(_PREHASH_SoundTrigger, process_sound_trigger);
@@ -1884,8 +1970,10 @@ bool idle_startup()
}
}
+ display_startup();
//DEV-17797. get null folder. Any items found here moved to Lost and Found
LLInventoryModelBackgroundFetch::instance().findLostItems();
+ display_startup();
LLStartUp::setStartupState( STATE_PRECACHE );
timeout.reset();
@@ -1894,6 +1982,7 @@ bool idle_startup()
if (STATE_PRECACHE == LLStartUp::getStartupState())
{
+ display_startup();
F32 timeout_frac = timeout.getElapsedTimeF32()/PRECACHING_DELAY;
// We now have an inventory skeleton, so if this is a user's first
@@ -1910,6 +1999,8 @@ bool idle_startup()
LLStartUp::loadInitialOutfit( sInitialOutfit, sInitialOutfitGender );
}
+ display_startup();
+
// wait precache-delay and for agent's avatar or a lot longer.
if(((timeout_frac > 1.f) && isAgentAvatarValid())
|| (timeout_frac > 3.f))
@@ -1923,11 +2014,6 @@ bool idle_startup()
LLTrans::getString("LoginPrecaching"),
gAgent.mMOTD);
display_startup();
- if (!LLViewerShaderMgr::sInitialized)
- {
- LLViewerShaderMgr::sInitialized = TRUE;
- LLViewerShaderMgr::instance()->setShaders();
- }
}
return TRUE;
@@ -1956,6 +2042,8 @@ bool idle_startup()
return TRUE;
}
+ display_startup();
+
if (wearables_time > MAX_WEARABLES_TIME)
{
LLNotificationsUtil::add("ClothingLoading");
@@ -1987,16 +2075,20 @@ bool idle_startup()
}
}
+ display_startup();
update_texture_fetch();
+ display_startup();
set_startup_status(0.9f + 0.1f * wearables_time / MAX_WEARABLES_TIME,
LLTrans::getString("LoginDownloadingClothing").c_str(),
gAgent.mMOTD.c_str());
+ display_startup();
return TRUE;
}
if (STATE_CLEANUP == LLStartUp::getStartupState())
{
set_startup_status(1.0, "", "");
+ display_startup();
// Let the map know about the inventory.
LLFloaterWorldMap* floater_world_map = LLFloaterWorldMap::getInstance();
@@ -2012,6 +2104,7 @@ bool idle_startup()
//gViewerWindow->revealIntroPanel();
gViewerWindow->setStartupComplete();
gViewerWindow->setProgressCancelButtonVisible(FALSE);
+ display_startup();
// We're not away from keyboard, even though login might have taken
// a while. JC
@@ -2034,7 +2127,7 @@ bool idle_startup()
show_debug_menus(); // Debug menu visiblity and First Use trigger
// If we've got a startup URL, dispatch it
- LLStartUp::dispatchURL();
+ //LLStartUp::dispatchURL();
// Retrieve information about the land data
// (just accessing this the first time will fetch it,
@@ -2047,6 +2140,7 @@ bool idle_startup()
// LLUserAuth::getInstance()->reset();
LLStartUp::setStartupState( STATE_STARTED );
+ display_startup();
// Unmute audio if desired and setup volumes.
// Unmute audio if desired and setup volumes.
@@ -2071,6 +2165,7 @@ bool idle_startup()
LLAgentPicksInfo::getInstance()->requestNumberOfPicks();
LLIMFloater::initIMFloater();
+ display_startup();
return TRUE;
}
@@ -2694,12 +2789,12 @@ void LLStartUp::cleanupNameCache()
bool LLStartUp::dispatchURL()
{
// ok, if we've gotten this far and have a startup URL
- if (!getStartSLURL().isValid())
+ if (!getStartSLURL().isValid())
{
return false;
}
- if(getStartSLURL().getType() != LLSLURL::APP)
- {
+ if(getStartSLURL().getType() != LLSLURL::APP)
+ {
// If we started with a location, but we're already
// at that location, don't pop dialogs open.
diff --git a/indra/newview/lltexlayer.cpp b/indra/newview/lltexlayer.cpp
index e8abee2fb7..6f6d5dbf12 100644
--- a/indra/newview/lltexlayer.cpp
+++ b/indra/newview/lltexlayer.cpp
@@ -216,22 +216,22 @@ void LLTexLayerSetBuffer::cancelUpload()
void LLTexLayerSetBuffer::pushProjection() const
{
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
- glLoadIdentity();
- glOrtho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
+ gGL.loadIdentity();
+ gGL.ortho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
- glLoadIdentity();
+ gGL.loadIdentity();
}
void LLTexLayerSetBuffer::popProjection() const
{
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
}
@@ -294,18 +294,22 @@ BOOL LLTexLayerSetBuffer::render()
const BOOL update_now = mNeedsUpdate && isReadyToUpdate();
BOOL success = TRUE;
-
- //hack to use fixed function when updating tex layer sets
- bool no_ff = LLGLSLShader::sNoFixedFunction;
- LLGLSLShader::sNoFixedFunction = false;
+ bool use_shaders = LLGLSLShader::sNoFixedFunction;
+
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.bind();
+ gAlphaMaskProgram.setMinimumAlpha(0.004f);
+ }
+
+ LLVertexBuffer::unbind();
+
// Composite the color data
LLGLSUIDefault gls_ui;
success &= mTexLayerSet->render( mOrigin.mX, mOrigin.mY, mFullWidth, mFullHeight );
gGL.flush();
- LLGLSLShader::sNoFixedFunction = no_ff;
-
if(upload_now)
{
if (!success)
@@ -335,6 +339,13 @@ BOOL LLTexLayerSetBuffer::render()
doUpdate();
}
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.unbind();
+ }
+
+ LLVertexBuffer::unbind();
+
// reset GL state
gGL.setColorMask(true, true);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
@@ -924,6 +935,8 @@ BOOL LLTexLayerSet::render( S32 x, S32 y, S32 width, S32 height )
}
}
+ bool use_shaders = LLGLSLShader::sNoFixedFunction;
+
LLGLSUIDefault gls_ui;
LLGLDepthTest gls_depth(GL_FALSE, GL_FALSE);
gGL.setColorMask(true, true);
@@ -932,12 +945,20 @@ BOOL LLTexLayerSet::render( S32 x, S32 y, S32 width, S32 height )
{
gGL.flush();
LLGLDisable no_alpha(GL_ALPHA_TEST);
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.0f);
+ }
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.color4f( 0.f, 0.f, 0.f, 1.f );
gl_rect_2d_simple( width, height );
gGL.flush();
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.004f);
+ }
}
if (mIsVisible)
@@ -964,6 +985,11 @@ BOOL LLTexLayerSet::render( S32 x, S32 y, S32 width, S32 height )
gGL.setSceneBlendType(LLRender::BT_REPLACE);
LLGLDisable no_alpha(GL_ALPHA_TEST);
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.f);
+ }
+
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.color4f( 0.f, 0.f, 0.f, 0.f );
@@ -971,7 +997,10 @@ BOOL LLTexLayerSet::render( S32 x, S32 y, S32 width, S32 height )
gGL.setSceneBlendType(LLRender::BT_ALPHA);
gGL.flush();
-
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.004f);
+ }
}
return success;
@@ -1078,13 +1107,14 @@ void LLTexLayerSet::renderAlphaMaskTextures(S32 x, S32 y, S32 width, S32 height,
{
const LLTexLayerSetInfo *info = getInfo();
+ bool use_shaders = LLGLSLShader::sNoFixedFunction;
+
gGL.setColorMask(false, true);
gGL.setSceneBlendType(LLRender::BT_REPLACE);
// (Optionally) replace alpha with a single component image from a tga file.
if (!info->mStaticAlphaFileName.empty())
{
- LLGLSNoAlphaTest gls_no_alpha_test;
gGL.flush();
{
LLViewerTexture* tex = LLTexLayerStaticImageList::getInstance()->getTexture(info->mStaticAlphaFileName, TRUE);
@@ -1103,12 +1133,20 @@ void LLTexLayerSet::renderAlphaMaskTextures(S32 x, S32 y, S32 width, S32 height,
// Set the alpha channel to one (clean up after previous blending)
gGL.flush();
LLGLDisable no_alpha(GL_ALPHA_TEST);
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.f);
+ }
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.color4f( 0.f, 0.f, 0.f, 1.f );
gl_rect_2d_simple( width, height );
gGL.flush();
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.004f);
+ }
}
// (Optional) Mask out part of the baked texture with alpha masks
@@ -1593,6 +1631,8 @@ BOOL LLTexLayer::render(S32 x, S32 y, S32 width, S32 height)
LLGLEnable color_mat(GL_COLOR_MATERIAL);
gPipeline.disableLights();
+ bool use_shaders = LLGLSLShader::sNoFixedFunction;
+
LLColor4 net_color;
BOOL color_specified = findNetColor(&net_color);
@@ -1673,8 +1713,13 @@ BOOL LLTexLayer::render(S32 x, S32 y, S32 width, S32 height)
{
if( tex )
{
- LLGLDisable alpha_test(getInfo()->mWriteAllChannels ? GL_ALPHA_TEST : 0);
-
+ bool no_alpha_test = getInfo()->mWriteAllChannels;
+ LLGLDisable alpha_test(no_alpha_test ? GL_ALPHA_TEST : 0);
+ if (use_shaders && no_alpha_test)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.f);
+ }
+
LLTexUnit::eTextureAddressMode old_mode = tex->getAddressMode();
gGL.getTexUnit(0)->bind(tex, TRUE);
@@ -1684,6 +1729,11 @@ BOOL LLTexLayer::render(S32 x, S32 y, S32 width, S32 height)
gGL.getTexUnit(0)->setTextureAddressMode(old_mode);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ if (use_shaders && no_alpha_test)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.004f);
+ }
+
}
}
// else
@@ -1716,9 +1766,17 @@ BOOL LLTexLayer::render(S32 x, S32 y, S32 width, S32 height)
color_specified )
{
LLGLDisable no_alpha(GL_ALPHA_TEST);
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.f);
+ }
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.color4fv( net_color.mV );
gl_rect_2d_simple( width, height );
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.004f);
+ }
}
if( alpha_mask_specified || getInfo()->mWriteAllChannels )
@@ -1806,15 +1864,25 @@ BOOL LLTexLayer::blendAlphaTexture(S32 x, S32 y, S32 width, S32 height)
gGL.flush();
+ bool use_shaders = LLGLSLShader::sNoFixedFunction;
+
if( !getInfo()->mStaticImageFileName.empty() )
{
LLViewerTexture* tex = LLTexLayerStaticImageList::getInstance()->getTexture( getInfo()->mStaticImageFileName, getInfo()->mStaticImageIsMask );
if( tex )
{
LLGLSNoAlphaTest gls_no_alpha_test;
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.f);
+ }
gGL.getTexUnit(0)->bind(tex, TRUE);
gl_rect_2d_simple_tex( width, height );
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.004f);
+ }
}
else
{
@@ -1829,10 +1897,18 @@ BOOL LLTexLayer::blendAlphaTexture(S32 x, S32 y, S32 width, S32 height)
if (tex)
{
LLGLSNoAlphaTest gls_no_alpha_test;
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.f);
+ }
gGL.getTexUnit(0)->bind(tex);
gl_rect_2d_simple_tex( width, height );
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
success = TRUE;
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.004f);
+ }
}
}
}
@@ -1851,6 +1927,13 @@ BOOL LLTexLayer::renderMorphMasks(S32 x, S32 y, S32 width, S32 height, const LLC
llassert( !mParamAlphaList.empty() );
+ bool use_shaders = LLGLSLShader::sNoFixedFunction;
+
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.f);
+ }
+
gGL.setColorMask(false, true);
LLTexLayerParamAlpha* first_param = *mParamAlphaList.begin();
@@ -1888,7 +1971,6 @@ BOOL LLTexLayer::renderMorphMasks(S32 x, S32 y, S32 width, S32 height, const LLC
if( tex && (tex->getComponents() == 4) )
{
LLGLSNoAlphaTest gls_no_alpha_test;
-
LLTexUnit::eTextureAddressMode old_mode = tex->getAddressMode();
gGL.getTexUnit(0)->bind(tex, TRUE);
@@ -1927,6 +2009,10 @@ BOOL LLTexLayer::renderMorphMasks(S32 x, S32 y, S32 width, S32 height, const LLC
gl_rect_2d_simple( width, height );
}
+ if (use_shaders)
+ {
+ gAlphaMaskProgram.setMinimumAlpha(0.004f);
+ }
LLGLSUIDefault gls_ui;
diff --git a/indra/newview/lltextureview.cpp b/indra/newview/lltextureview.cpp
index 6547154bc4..1c89766b26 100644
--- a/indra/newview/lltextureview.cpp
+++ b/indra/newview/lltextureview.cpp
@@ -527,11 +527,12 @@ void LLGLTexMemBar::draw()
LLFontGL::getFontMonospace()->renderUTF8(text, 0, 0, v_offset + line_height*6,
text_color, LLFontGL::LEFT, LLFontGL::TOP);
- text = llformat("GL Tot: %d/%d MB Bound: %d/%d MB Raw Tot: %d MB Bias: %.2f Cache: %.1f/%.1f MB Net Tot Tex: %.1f MB Tot Obj: %.1f MB Tot Htp: %d",
+ text = llformat("GL Tot: %d/%d MB Bound: %d/%d MB FBO: %d MB Raw Tot: %d MB Bias: %.2f Cache: %.1f/%.1f MB Net Tot Tex: %.1f MB Tot Obj: %.1f MB Tot Htp: %d",
total_mem,
max_total_mem,
bound_mem,
max_bound_mem,
+ LLRenderTarget::sBytesAllocated/(1024*1024),
LLImageRaw::sGlobalRawMemory >> 20, discard_bias,
cache_usage, cache_max_usage, total_texture_downloaded, total_object_downloaded, total_http_requests);
//, cache_entries, cache_max_entries
@@ -571,7 +572,7 @@ void LLGLTexMemBar::draw()
color = (total_mem < llfloor(max_total_mem * texmem_lower_bound_scale)) ? LLColor4::green :
(total_mem < max_total_mem) ? LLColor4::yellow : LLColor4::red;
color[VALPHA] = .75f;
- glColor4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
gl_rect_2d(left, top, right, bottom); // red/yellow/green
@@ -594,7 +595,7 @@ void LLGLTexMemBar::draw()
color = (bound_mem < llfloor(max_bound_mem * texmem_lower_bound_scale)) ? LLColor4::green :
(bound_mem < max_bound_mem) ? LLColor4::yellow : LLColor4::red;
color[VALPHA] = .75f;
- glColor4fv(color.mV);
+ gGL.diffuseColor4fv(color.mV);
gl_rect_2d(left, top, right, bottom);
#else
diff --git a/indra/newview/lltool.h b/indra/newview/lltool.h
index d3edabb486..ecc435d844 100644
--- a/indra/newview/lltool.h
+++ b/indra/newview/lltool.h
@@ -68,7 +68,7 @@ public:
virtual void localPointToScreen(S32 local_x, S32 local_y, S32* screen_x, S32* screen_y) const
{ *screen_x = local_x; *screen_y = local_y; }
- virtual std::string getName() const { return mName; }
+ virtual const std::string& getName() const { return mName; }
// New virtual functions
virtual LLViewerObject* getEditingObject() { return NULL; }
diff --git a/indra/newview/lltoolbrush.cpp b/indra/newview/lltoolbrush.cpp
index 9782b90cf1..aba43a9715 100644
--- a/indra/newview/lltoolbrush.cpp
+++ b/indra/newview/lltoolbrush.cpp
@@ -507,12 +507,12 @@ void LLToolBrushLand::render()
void LLToolBrushLand::renderOverlay(LLSurface& land, const LLVector3& pos_region,
const LLVector3& pos_world)
{
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
LLGLDepthTest mDepthTest(GL_TRUE);
- glPushMatrix();
+ gGL.pushMatrix();
gGL.color4fv(OVERLAY_COLOR.mV);
- glTranslatef(0.0f, 0.0f, 1.0f);
+ gGL.translatef(0.0f, 0.0f, 1.0f);
S32 i = (S32) pos_region.mV[VX];
S32 j = (S32) pos_region.mV[VY];
@@ -566,7 +566,7 @@ void LLToolBrushLand::renderOverlay(LLSurface& land, const LLVector3& pos_region
}
gGL.end();
- glPopMatrix();
+ gGL.popMatrix();
}
void LLToolBrushLand::determineAffectedRegions(region_list_t& regions,
diff --git a/indra/newview/lltoolmorph.cpp b/indra/newview/lltoolmorph.cpp
index 964b17d3a6..718201e381 100644
--- a/indra/newview/lltoolmorph.cpp
+++ b/indra/newview/lltoolmorph.cpp
@@ -169,23 +169,28 @@ BOOL LLVisualParamHint::render()
gGL.pushUIMatrix();
gGL.loadUIIdentity();
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
- glLoadIdentity();
- glOrtho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
+ gGL.loadIdentity();
+ gGL.ortho(0.0f, mFullWidth, 0.0f, mFullHeight, -1.0f, 1.0f);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
- glLoadIdentity();
+ gGL.loadIdentity();
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
LLGLSUIDefault gls_ui;
//LLGLState::verify(TRUE);
mBackgroundp->draw(0, 0, mFullWidth, mFullHeight);
- glMatrixMode(GL_PROJECTION);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
mNeedsUpdate = FALSE;
diff --git a/indra/newview/lltracker.cpp b/indra/newview/lltracker.cpp
index efe9bb8da7..bf1f8808a7 100644
--- a/indra/newview/lltracker.cpp
+++ b/indra/newview/lltracker.cpp
@@ -509,9 +509,10 @@ void LLTracker::renderBeacon(LLVector3d pos_global,
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glTranslatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+ {
+ gGL.translatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]);
draw_shockwave(1024.f, gRenderStartTime.getElapsedTimeF32(), 32, fogged_color);
@@ -563,9 +564,8 @@ void LLTracker::renderBeacon(LLVector3d pos_global,
gGL.end();
}
-
- //gCylinder.render(1000);
- glPopMatrix();
+ }
+ gGL.popMatrix();
std::string text;
text = llformat( "%.0f m", to_vec.magVec());
diff --git a/indra/newview/lltranslate.cpp b/indra/newview/lltranslate.cpp
index 7eb54271f4..7eb54271f4 100644..100755
--- a/indra/newview/lltranslate.cpp
+++ b/indra/newview/lltranslate.cpp
diff --git a/indra/newview/lltranslate.h b/indra/newview/lltranslate.h
index c2330daa81..c2330daa81 100644..100755
--- a/indra/newview/lltranslate.h
+++ b/indra/newview/lltranslate.h
diff --git a/indra/newview/llviewerassetstorage.cpp b/indra/newview/llviewerassetstorage.cpp
index 36c8b42a52..d042f62830 100644
--- a/indra/newview/llviewerassetstorage.cpp
+++ b/indra/newview/llviewerassetstorage.cpp
@@ -116,7 +116,7 @@ void LLViewerAssetStorage::storeAssetData(
F64 timeout)
{
LLAssetID asset_id = tid.makeAssetID(gAgent.getSecureSessionID());
- llinfos << "LLViewerAssetStorage::storeAssetData (legacy) " << tid << ":" << LLAssetType::lookup(asset_type)
+ LL_DEBUGS("AssetStorage") << "LLViewerAssetStorage::storeAssetData (legacy) " << tid << ":" << LLAssetType::lookup(asset_type)
<< " ASSET_ID: " << asset_id << llendl;
if (mUpstreamHost.isOk())
@@ -248,9 +248,9 @@ void LLViewerAssetStorage::storeAssetData(
}
LLAssetID asset_id = tid.makeAssetID(gAgent.getSecureSessionID());
- llinfos << "LLViewerAssetStorage::storeAssetData (legacy)" << asset_id << ":" << LLAssetType::lookup(asset_type) << llendl;
+ LL_DEBUGS("AssetStorage") << "LLViewerAssetStorage::storeAssetData (legacy)" << asset_id << ":" << LLAssetType::lookup(asset_type) << llendl;
- llinfos << "ASSET_ID: " << asset_id << llendl;
+ LL_DEBUGS("AssetStorage") << "ASSET_ID: " << asset_id << llendl;
S32 size = 0;
LLFILE* fp = LLFile::fopen(filename, "rb");
@@ -369,7 +369,7 @@ void LLViewerAssetStorage::_queueDataRequest(
tpvf.setAsset(uuid, atype);
tpvf.setCallback(downloadCompleteCallback, req);
- llinfos << "Starting transfer for " << uuid << llendl;
+ LL_DEBUGS("AssetStorage") << "Starting transfer for " << uuid << llendl;
LLTransferTargetChannel *ttcp = gTransferManager.getTargetChannel(mUpstreamHost, LLTCT_ASSET);
ttcp->requestTransfer(spa, tpvf, 100.f + (is_priority ? 1.f : 0.f));
diff --git a/indra/newview/llviewercamera.cpp b/indra/newview/llviewercamera.cpp
index 7f7366dd3d..a437a8b3b5 100644
--- a/indra/newview/llviewercamera.cpp
+++ b/indra/newview/llviewercamera.cpp
@@ -218,8 +218,15 @@ void LLViewerCamera::calcProjection(const F32 far_distance) const
void LLViewerCamera::updateFrustumPlanes(LLCamera& camera, BOOL ortho, BOOL zflip, BOOL no_hacks)
{
GLint* viewport = (GLint*) gGLViewport;
- GLdouble* model = gGLModelView;
- GLdouble* proj = gGLProjection;
+ F64 model[16];
+ F64 proj[16];
+
+ for (U32 i = 0; i < 16; i++)
+ {
+ model[i] = (F64) gGLModelView[i];
+ proj[i] = (F64) gGLProjection[i];
+ }
+
GLdouble objX,objY,objZ;
LLVector3 frust[8];
@@ -325,8 +332,8 @@ void LLViewerCamera::setPerspective(BOOL for_selection,
aspect = getAspect();
// Load camera view matrix
- glMatrixMode( GL_PROJECTION );
- glLoadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.loadIdentity();
glh::matrix4f proj_mat;
@@ -385,14 +392,14 @@ void LLViewerCamera::setPerspective(BOOL for_selection,
proj_mat *= gl_perspective(fov_y,aspect,z_near,z_far);
- glLoadMatrixf(proj_mat.m);
+ gGL.loadMatrix(proj_mat.m);
for (U32 i = 0; i < 16; i++)
{
gGLProjection[i] = proj_mat.m[i];
}
- glMatrixMode( GL_MODELVIEW );
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
glh::matrix4f modelview((GLfloat*) OGL_TO_CFR_ROTATION);
@@ -402,7 +409,7 @@ void LLViewerCamera::setPerspective(BOOL for_selection,
modelview *= glh::matrix4f(ogl_matrix);
- glLoadMatrixf(modelview.m);
+ gGL.loadMatrix(modelview.m);
if (for_selection && (width > 1 || height > 1))
{
@@ -420,7 +427,6 @@ void LLViewerCamera::setPerspective(BOOL for_selection,
if (!for_selection && mZoomFactor == 1.f)
{
// Save GL matrices for access elsewhere in code, especially project_world_to_screen
- //glGetDoublev(GL_MODELVIEW_MATRIX, gGLModelView);
for (U32 i = 0; i < 16; i++)
{
gGLModelView[i] = modelview.m[i];
@@ -428,14 +434,6 @@ void LLViewerCamera::setPerspective(BOOL for_selection,
}
updateFrustumPlanes(*this);
-
- /*if (gSavedSettings.getBOOL("CameraOffset"))
- {
- glMatrixMode(GL_PROJECTION);
- glTranslatef(0,0,-50);
- glRotatef(20.0,1,0,0);
- glMatrixMode(GL_MODELVIEW);
- }*/
}
@@ -443,11 +441,20 @@ void LLViewerCamera::setPerspective(BOOL for_selection,
// screen coordinates to the agent's region.
void LLViewerCamera::projectScreenToPosAgent(const S32 screen_x, const S32 screen_y, LLVector3* pos_agent) const
{
-
GLdouble x, y, z;
+
+ F64 mdlv[16];
+ F64 proj[16];
+
+ for (U32 i = 0; i < 16; i++)
+ {
+ mdlv[i] = (F64) gGLModelView[i];
+ proj[i] = (F64) gGLProjection[i];
+ }
+
gluUnProject(
GLdouble(screen_x), GLdouble(screen_y), 0.0,
- gGLModelView, gGLProjection, (GLint*)gGLViewport,
+ mdlv, proj, (GLint*)gGLViewport,
&x,
&y,
&z );
@@ -484,8 +491,17 @@ BOOL LLViewerCamera::projectPosAgentToScreen(const LLVector3 &pos_agent, LLCoord
viewport[2] = world_view_rect.getWidth();
viewport[3] = world_view_rect.getHeight();
+ F64 mdlv[16];
+ F64 proj[16];
+
+ for (U32 i = 0; i < 16; i++)
+ {
+ mdlv[i] = (F64) gGLModelView[i];
+ proj[i] = (F64) gGLProjection[i];
+ }
+
if (GL_TRUE == gluProject(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ],
- gGLModelView, gGLProjection, (GLint*)viewport,
+ mdlv, proj, (GLint*)viewport,
&x, &y, &z))
{
// convert screen coordinates to virtual UI coordinates
@@ -587,9 +603,19 @@ BOOL LLViewerCamera::projectPosAgentToScreenEdge(const LLVector3 &pos_agent,
viewport[2] = world_view_rect.getWidth();
viewport[3] = world_view_rect.getHeight();
GLdouble x, y, z; // object's window coords, GL-style
+
+ F64 mdlv[16];
+ F64 proj[16];
+
+ for (U32 i = 0; i < 16; i++)
+ {
+ mdlv[i] = (F64) gGLModelView[i];
+ proj[i] = (F64) gGLProjection[i];
+ }
+
if (GL_TRUE == gluProject(pos_agent.mV[VX], pos_agent.mV[VY],
- pos_agent.mV[VZ], gGLModelView,
- gGLProjection, (GLint*)viewport,
+ pos_agent.mV[VZ], mdlv,
+ proj, (GLint*)viewport,
&x, &y, &z))
{
x /= gViewerWindow->getDisplayScale().mV[VX];
diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp
index 967e26be0c..73e4d11d7b 100644
--- a/indra/newview/llviewercontrol.cpp
+++ b/indra/newview/llviewercontrol.cpp
@@ -118,12 +118,6 @@ static bool handleSetShaderChanged(const LLSD& newvalue)
gBumpImageList.destroyGL();
gBumpImageList.restoreGL();
- // Changing shader also changes the terrain detail to high, reflect that change here
- if (newvalue.asBoolean())
- {
- // shaders enabled, set terrain detail to high
- gSavedSettings.setS32("RenderTerrainDetail", 1);
- }
// else, leave terrain detail as is
LLViewerShaderMgr::instance()->setShaders();
return true;
@@ -187,21 +181,6 @@ static bool handleReleaseGLBufferChanged(const LLSD& newvalue)
return true;
}
-static bool handleFSAASamplesChanged(const LLSD& newvalue)
-{
- if (gPipeline.isInit())
- {
- gPipeline.releaseGLBuffers();
- gPipeline.createGLBuffers();
-
- if (LLPipeline::sRenderDeferred)
- {
- LLViewerShaderMgr::instance()->setShaders();
- }
- }
- return true;
-}
-
static bool handleAnisotropicChanged(const LLSD& newvalue)
{
LLImageGL::sGlobalUseAnisotropic = newvalue.asBoolean();
@@ -403,6 +382,7 @@ static bool handleRenderDeferredChanged(const LLSD& newvalue)
LLRenderTarget::sUseFBO = newvalue.asBoolean();
if (gPipeline.isInit())
{
+ LLPipeline::refreshCachedSettings();
gPipeline.updateRenderDeferred();
gPipeline.releaseGLBuffers();
gPipeline.createGLBuffers();
@@ -472,12 +452,6 @@ bool handleEffectColorChanged(const LLSD& newvalue)
return true;
}
-bool handleVectorizeChanged(const LLSD& newvalue)
-{
- LLViewerJointMesh::updateVectorize();
- return true;
-}
-
bool handleHighResSnapshotChanged(const LLSD& newvalue)
{
// High Res Snapshot active, must uncheck RenderUIInSnapshot
@@ -588,21 +562,21 @@ void settings_setup_listeners()
gSavedSettings.getControl("OctreeMaxNodeCapacity")->getSignal()->connect(boost::bind(&handleRepartition, _2));
gSavedSettings.getControl("OctreeAlphaDistanceFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2));
gSavedSettings.getControl("OctreeAttachmentSizeFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2));
- gSavedSettings.getControl("RenderMaxTextureIndex")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
+ gSavedSettings.getControl("RenderMaxTextureIndex")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("RenderUseTriStrips")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
gSavedSettings.getControl("RenderAnimateTrees")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
gSavedSettings.getControl("RenderAvatarVP")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("VertexShaderEnable")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("RenderUIBuffer")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
+ gSavedSettings.getControl("RenderDepthOfField")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
+ gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderSpecularResX")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderSpecularResY")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderSpecularExponent")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
- gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleFSAASamplesChanged, _2));
gSavedSettings.getControl("RenderAnisotropic")->getSignal()->connect(boost::bind(&handleAnisotropicChanged, _2));
gSavedSettings.getControl("RenderShadowResolutionScale")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
- gSavedSettings.getControl("EnableRippleWater")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("RenderGlowResolutionPow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderAvatarCloth")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("WindLightUseAtmosShaders")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
@@ -633,7 +607,6 @@ void settings_setup_listeners()
gSavedSettings.getControl("RenderDeferred")->getSignal()->connect(boost::bind(&handleRenderDeferredChanged, _2));
gSavedSettings.getControl("RenderShadowDetail")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("RenderDeferredSSAO")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
- gSavedSettings.getControl("RenderDeferredGI")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
gSavedSettings.getControl("RenderPerformanceTest")->getSignal()->connect(boost::bind(&handleRenderPerfTestChanged, _2));
gSavedSettings.getControl("TextureMemory")->getSignal()->connect(boost::bind(&handleVideoMemoryChanged, _2));
gSavedSettings.getControl("AuditTexture")->getSignal()->connect(boost::bind(&handleAuditTextureChanged, _2));
@@ -658,6 +631,7 @@ void settings_setup_listeners()
gSavedSettings.getControl("MuteAmbient")->getSignal()->connect(boost::bind(&handleAudioVolumeChanged, _2));
gSavedSettings.getControl("MuteUI")->getSignal()->connect(boost::bind(&handleAudioVolumeChanged, _2));
gSavedSettings.getControl("RenderVBOEnable")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
+ gSavedSettings.getControl("RenderUseVAO")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
gSavedSettings.getControl("RenderVBOMappingDisable")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
gSavedSettings.getControl("RenderUseStreamVBO")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
gSavedSettings.getControl("RenderPreferStreamDraw")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
@@ -712,10 +686,6 @@ void settings_setup_listeners()
gSavedSettings.getControl("UserLogFile")->getSignal()->connect(boost::bind(&handleLogFileChanged, _2));
gSavedSettings.getControl("RenderHideGroupTitle")->getSignal()->connect(boost::bind(handleHideGroupTitleChanged, _2));
gSavedSettings.getControl("HighResSnapshot")->getSignal()->connect(boost::bind(handleHighResSnapshotChanged, _2));
- gSavedSettings.getControl("VectorizePerfTest")->getSignal()->connect(boost::bind(&handleVectorizeChanged, _2));
- gSavedSettings.getControl("VectorizeEnable")->getSignal()->connect(boost::bind(&handleVectorizeChanged, _2));
- gSavedSettings.getControl("VectorizeProcessor")->getSignal()->connect(boost::bind(&handleVectorizeChanged, _2));
- gSavedSettings.getControl("VectorizeSkin")->getSignal()->connect(boost::bind(&handleVectorizeChanged, _2));
gSavedSettings.getControl("EnableVoiceChat")->getSignal()->connect(boost::bind(&handleVoiceClientPrefsChanged, _2));
gSavedSettings.getControl("PTTCurrentlyEnabled")->getSignal()->connect(boost::bind(&handleVoiceClientPrefsChanged, _2));
gSavedSettings.getControl("PushToTalkButton")->getSignal()->connect(boost::bind(&handleVoiceClientPrefsChanged, _2));
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp
index d6512207ae..3f0b5bf3fb 100644
--- a/indra/newview/llviewerdisplay.cpp
+++ b/indra/newview/llviewerdisplay.cpp
@@ -124,7 +124,8 @@ void display_startup()
// Update images?
//gImageList.updateImages(0.01f);
-
+ LLTexUnit::sWhiteTexture = LLViewerFetchedTexture::sWhiteImagep->getTexName();
+
LLGLSDefault gls_default;
// Required for HTML update in login screen
@@ -212,6 +213,10 @@ static LLFastTimer::DeclareTimer FTM_RENDER("Render", true);
static LLFastTimer::DeclareTimer FTM_UPDATE_SKY("Update Sky");
static LLFastTimer::DeclareTimer FTM_UPDATE_TEXTURES("Update Textures");
static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE("Update Images");
+static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_CLASS("Class");
+static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_BUMP("Bump");
+static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_LIST("List");
+static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_DELETE("Delete");
// Paint the display!
void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
@@ -224,6 +229,8 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
gGL.flush();
glClear(GL_COLOR_BUFFER_BIT);
gViewerWindow->getWindow()->swapBuffers();
+ LLPipeline::refreshCachedSettings();
+ LLPipeline::refreshRenderDeferred();
gPipeline.resizeScreenTexture();
gResizeScreenTexture = FALSE;
gWindowResized = FALSE;
@@ -523,10 +530,9 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
// Note that these are not the same as GL defaults...
stop_glerror();
- F32 one[4] = {1.f, 1.f, 1.f, 1.f};
- glLightModelfv (GL_LIGHT_MODEL_AMBIENT,one);
+ gGL.setAmbientLightColor(LLColor4::white);
stop_glerror();
-
+
/////////////////////////////////////
//
// Render
@@ -611,12 +617,10 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
//Increment drawable frame counter
LLDrawable::incrementVisible();
+ LLPipeline::refreshCachedSettings();
+ LLPipeline::refreshRenderDeferred();
+
LLSpatialGroup::sNoDelete = TRUE;
- LLPipeline::sUseOcclusion =
- (!gUseWireframe
- && LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion")
- && gSavedSettings.getBOOL("UseOcclusion")
- && gGLManager.mHasOcclusionQuery) ? 2 : 0;
LLTexUnit::sWhiteTexture = LLViewerFetchedTexture::sWhiteImagep->getTexName();
/*if (LLPipeline::sUseOcclusion && LLPipeline::sRenderDeferred)
@@ -624,12 +628,6 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
LLPipeline::sUseOcclusion = 3;
}*/
- LLPipeline::sAutoMaskAlphaDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaDeferred");
- LLPipeline::sAutoMaskAlphaNonDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaNonDeferred");
- LLPipeline::sUseFarClip = gSavedSettings.getBOOL("RenderUseFarClip");
- LLVOAvatar::sMaxVisible = (U32)gSavedSettings.getS32("RenderAvatarMaxVisible");
- LLPipeline::sDelayVBUpdate = gSavedSettings.getBOOL("RenderDelayVBUpdate");
-
S32 occlusion = LLPipeline::sUseOcclusion;
if (gDepthDirty)
{ //depth buffer is invalid, don't overwrite occlusion state
@@ -657,10 +655,6 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
{
LLMemType mt_ds(LLMemType::MTYPE_DISPLAY_SWAP);
- {
- LLFastTimer ftm(FTM_CLIENT_COPY);
- LLVertexBuffer::clientCopy(0.016);
- }
if (gResizeScreenTexture)
{
@@ -701,10 +695,10 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
glh_set_current_projection(proj);
glh_set_current_modelview(mod);
- glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(proj.m);
- glMatrixMode(GL_MODELVIEW);
- glLoadMatrixf(mod.m);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.loadMatrix(proj.m);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.loadMatrix(mod.m);
gViewerWindow->setup3DViewport();
LLGLState::checkStates();
@@ -724,6 +718,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
LLAppViewer::instance()->pingMainloopTimeout("Display:Imagery");
gPipeline.generateWaterReflection(*LLViewerCamera::getInstance());
gPipeline.generateHighlight(*LLViewerCamera::getInstance());
+ gPipeline.renderPhysicsDisplay();
}
LLGLState::checkStates();
@@ -742,18 +737,31 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
LLMemType mt_iu(LLMemType::MTYPE_DISPLAY_IMAGE_UPDATE);
LLFastTimer t(FTM_IMAGE_UPDATE);
- LLViewerTexture::updateClass(LLViewerCamera::getInstance()->getVelocityStat()->getMean(),
- LLViewerCamera::getInstance()->getAngularVelocityStat()->getMean());
+ {
+ LLFastTimer t(FTM_IMAGE_UPDATE_CLASS);
+ LLViewerTexture::updateClass(LLViewerCamera::getInstance()->getVelocityStat()->getMean(),
+ LLViewerCamera::getInstance()->getAngularVelocityStat()->getMean());
+ }
- gBumpImageList.updateImages(); // must be called before gTextureList version so that it's textures are thrown out first.
+
+ {
+ LLFastTimer t(FTM_IMAGE_UPDATE_BUMP);
+ gBumpImageList.updateImages(); // must be called before gTextureList version so that it's textures are thrown out first.
+ }
- F32 max_image_decode_time = 0.050f*gFrameIntervalSeconds; // 50 ms/second decode time
- max_image_decode_time = llclamp(max_image_decode_time, 0.002f, 0.005f ); // min 2ms/frame, max 5ms/frame)
- gTextureList.updateImages(max_image_decode_time);
+ {
+ LLFastTimer t(FTM_IMAGE_UPDATE_LIST);
+ F32 max_image_decode_time = 0.050f*gFrameIntervalSeconds; // 50 ms/second decode time
+ max_image_decode_time = llclamp(max_image_decode_time, 0.002f, 0.005f ); // min 2ms/frame, max 5ms/frame)
+ gTextureList.updateImages(max_image_decode_time);
+ }
- //remove dead textures from GL
- LLImageGL::deleteDeadTextures();
- stop_glerror();
+ {
+ LLFastTimer t(FTM_IMAGE_UPDATE_DELETE);
+ //remove dead textures from GL
+ LLImageGL::deleteDeadTextures();
+ stop_glerror();
+ }
}
LLGLState::checkStates();
@@ -812,13 +820,13 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
//// assumes frontmost floater with focus is opaque
//if (frontmost_floaterp && gFocusMgr.childHasKeyboardFocus(frontmost_floaterp))
//{
- // glMatrixMode(GL_MODELVIEW);
- // glPushMatrix();
+ // gGL.matrixMode(LLRender::MM_MODELVIEW);
+ // gGL.pushMatrix();
// {
// gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
// glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
- // glLoadIdentity();
+ // gGL.loadIdentity();
// LLRect floater_rect = frontmost_floaterp->calcScreenRect();
// // deflate by one pixel so rounding errors don't occlude outside of floater extents
@@ -828,8 +836,8 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
// (F32)floater_rect.mRight / (F32)gViewerWindow->getWindowWidthScaled(),
// (F32)floater_rect.mBottom / (F32)gViewerWindow->getWindowHeightScaled());
// floater_3d_rect.translate(-0.5f, -0.5f);
- // glTranslatef(0.f, 0.f, -LLViewerCamera::getInstance()->getNear());
- // glScalef(LLViewerCamera::getInstance()->getNear() * LLViewerCamera::getInstance()->getAspect() / sinf(LLViewerCamera::getInstance()->getView()), LLViewerCamera::getInstance()->getNear() / sinf(LLViewerCamera::getInstance()->getView()), 1.f);
+ // gGL.translatef(0.f, 0.f, -LLViewerCamera::getInstance()->getNear());
+ // gGL.scalef(LLViewerCamera::getInstance()->getNear() * LLViewerCamera::getInstance()->getAspect() / sinf(LLViewerCamera::getInstance()->getView()), LLViewerCamera::getInstance()->getNear() / sinf(LLViewerCamera::getInstance()->getView()), 1.f);
// gGL.color4fv(LLColor4::white.mV);
// gGL.begin(LLVertexBuffer::QUADS);
// {
@@ -841,11 +849,10 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
// gGL.end();
// glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
// }
- // glPopMatrix();
+ // gGL.popMatrix();
//}
LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE;
- LLPipeline::refreshRenderDeferred();
LLGLState::checkStates();
LLGLState::checkClientArrays();
@@ -865,6 +872,11 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
else
{
gPipeline.mScreen.bindTarget();
+ if (LLPipeline::sUnderWaterRender && !gPipeline.canUseWindLightShaders())
+ {
+ const LLColor4 &col = LLDrawPoolWater::sWaterFogColor;
+ glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
+ }
gPipeline.mScreen.clear();
}
@@ -978,10 +990,10 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
void render_hud_attachments()
{
LLMemType mt_ra(LLMemType::MTYPE_DISPLAY_RENDER_ATTACHMENTS);
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
glh::matrix4f current_proj = glh_get_current_projection();
glh::matrix4f current_mod = glh_get_current_modelview();
@@ -1067,10 +1079,10 @@ void render_hud_attachments()
}
LLPipeline::sUseOcclusion = use_occlusion;
}
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
glh_set_current_projection(current_proj);
glh_set_current_modelview(current_mod);
@@ -1153,12 +1165,12 @@ BOOL setup_hud_matrices(const LLRect& screen_region)
if (!result) return result;
// set up transform to keep HUD objects in front of camera
- glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(proj.m);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.loadMatrix(proj.m);
glh_set_current_projection(proj);
- glMatrixMode(GL_MODELVIEW);
- glLoadMatrixf(model.m);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.loadMatrix(model.m);
glh_set_current_modelview(model);
return TRUE;
}
@@ -1174,8 +1186,8 @@ void render_ui(F32 zoom_factor, int subfield)
if (!gSnapshot)
{
- glPushMatrix();
- glLoadMatrixd(gGLLastModelView);
+ gGL.pushMatrix();
+ gGL.loadMatrix(gGLLastModelView);
glh_set_current_modelview(glh_copy_matrix(gGLLastModelView));
}
@@ -1231,7 +1243,7 @@ void render_ui(F32 zoom_factor, int subfield)
if (!gSnapshot)
{
glh_set_current_modelview(saved_view);
- glPopMatrix();
+ gGL.popMatrix();
}
if (gDisplaySwapBuffers)
@@ -1304,10 +1316,10 @@ void draw_axes()
gGL.vertex3f(0.0f, 0.0f, 40.0f);
gGL.end();
// Some coordinate axes
- glPushMatrix();
- glTranslatef( v.mV[VX], v.mV[VY], v.mV[VZ] );
+ gGL.pushMatrix();
+ gGL.translatef( v.mV[VX], v.mV[VY], v.mV[VZ] );
renderCoordinateAxes();
- glPopMatrix();
+ gGL.popMatrix();
}
void render_ui_3d()
@@ -1329,14 +1341,19 @@ void render_ui_3d()
// Debugging stuff goes before the UI.
+ stop_glerror();
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+
// Coordinate axes
if (gSavedSettings.getBOOL("ShowAxes"))
{
draw_axes();
}
- stop_glerror();
-
gViewerWindow->renderSelections(FALSE, FALSE, TRUE); // Non HUD call in render_hud_elements
stop_glerror();
}
@@ -1377,10 +1394,10 @@ void render_ui_2d()
gGL.pushMatrix();
S32 half_width = (gViewerWindow->getWorldViewWidthScaled() / 2);
S32 half_height = (gViewerWindow->getWorldViewHeightScaled() / 2);
- glScalef(LLUI::sGLScaleFactor.mV[0], LLUI::sGLScaleFactor.mV[1], 1.f);
- glTranslatef((F32)half_width, (F32)half_height, 0.f);
+ gGL.scalef(LLUI::sGLScaleFactor.mV[0], LLUI::sGLScaleFactor.mV[1], 1.f);
+ gGL.translatef((F32)half_width, (F32)half_height, 0.f);
F32 zoom = gAgentCamera.mHUDCurZoom;
- glScalef(zoom,zoom,1.f);
+ gGL.scalef(zoom,zoom,1.f);
gGL.color4fv(LLColor4::white.mV);
gl_rect_2d(-half_width, half_height, half_width, -half_height, FALSE);
gGL.popMatrix();
@@ -1459,6 +1476,11 @@ void render_ui_2d()
void render_disconnected_background()
{
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+
gGL.color4f(1,1,1,1);
if (!gDisconnectedImagep && gDisconnected)
{
@@ -1512,22 +1534,28 @@ void render_disconnected_background()
{
LLGLSUIDefault gls_ui;
gViewerWindow->setup2DRender();
- glPushMatrix();
+ gGL.pushMatrix();
{
// scale ui to reflect UIScaleFactor
// this can't be done in setup2DRender because it requires a
// pushMatrix/popMatrix pair
const LLVector2& display_scale = gViewerWindow->getDisplayScale();
- glScalef(display_scale.mV[VX], display_scale.mV[VY], 1.f);
+ gGL.scalef(display_scale.mV[VX], display_scale.mV[VY], 1.f);
gGL.getTexUnit(0)->bind(gDisconnectedImagep);
gGL.color4f(1.f, 1.f, 1.f, 1.f);
gl_rect_2d_simple_tex(width, height);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
}
- glPopMatrix();
+ gGL.popMatrix();
}
gGL.flush();
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.unbind();
+ }
+
}
void display_cleanup()
diff --git a/indra/newview/llviewerfloaterreg.cpp b/indra/newview/llviewerfloaterreg.cpp
index 74c4f6d2dc..273bf822bc 100644
--- a/indra/newview/llviewerfloaterreg.cpp
+++ b/indra/newview/llviewerfloaterreg.cpp
@@ -64,7 +64,6 @@
#include "llfloatergroups.h"
#include "llfloaterhardwaresettings.h"
#include "llfloaterhelpbrowser.h"
-#include "llfloatermediabrowser.h"
#include "llfloaterwebcontent.h"
#include "llfloatermediasettings.h"
#include "llfloaterhud.h"
@@ -226,7 +225,6 @@ void LLViewerFloaterReg::registerFloaters()
LLFloaterReg::add("land_holdings", "floater_land_holdings.xml", (LLFloaterBuildFunc)&LLFloaterReg::build<LLFloaterLandHoldings>);
LLFloaterReg::add("mem_leaking", "floater_mem_leaking.xml", (LLFloaterBuildFunc)&LLFloaterReg::build<LLFloaterMemLeak>);
- LLFloaterReg::add("media_browser", "floater_media_browser.xml", (LLFloaterBuildFunc)&LLFloaterReg::build<LLFloaterMediaBrowser>);
LLFloaterReg::add("media_settings", "floater_media_settings.xml", (LLFloaterBuildFunc)&LLFloaterReg::build<LLFloaterMediaSettings>);
LLFloaterReg::add("message_critical", "floater_critical.xml", (LLFloaterBuildFunc)&LLFloaterReg::build<LLFloaterTOS>);
LLFloaterReg::add("message_tos", "floater_tos.xml", (LLFloaterBuildFunc)&LLFloaterReg::build<LLFloaterTOS>);
diff --git a/indra/newview/llviewerjoint.cpp b/indra/newview/llviewerjoint.cpp
index baf85d6884..a907f102f8 100644
--- a/indra/newview/llviewerjoint.cpp
+++ b/indra/newview/llviewerjoint.cpp
@@ -126,7 +126,7 @@ void LLViewerJoint::setValid( BOOL valid, BOOL recursive )
// //----------------------------------------------------------------
// // push matrix stack
// //----------------------------------------------------------------
-// glPushMatrix();
+// gGL.pushMatrix();
// //----------------------------------------------------------------
// // render the bone to my parent
@@ -140,8 +140,8 @@ void LLViewerJoint::setValid( BOOL valid, BOOL recursive )
// // offset to joint position and
// // rotate to our orientation
// //----------------------------------------------------------------
-// glLoadIdentity();
-// glMultMatrixf( &getWorldMatrix().mMatrix[0][0] );
+// gGL.loadIdentity();
+// gGL.multMatrix( &getWorldMatrix().mMatrix[0][0] );
// //----------------------------------------------------------------
// // render joint axes
@@ -233,7 +233,7 @@ void LLViewerJoint::setValid( BOOL valid, BOOL recursive )
// //----------------------------------------------------------------
// // pop matrix stack
// //----------------------------------------------------------------
-// glPopMatrix();
+// gGL.popMatrix();
// }
@@ -346,7 +346,7 @@ U32 LLViewerJoint::render( F32 pixelArea, BOOL first_pass, BOOL is_dummy )
// F32 boneSize = 0.02f;
// // rotate to point to child (bone direction)
-// glPushMatrix();
+// gGL.pushMatrix();
// LLVector3 boneX = getPosition();
// F32 length = boneX.normVec();
@@ -362,7 +362,7 @@ U32 LLViewerJoint::render( F32 pixelArea, BOOL first_pass, BOOL is_dummy )
// rotateMat.setFwdRow( boneX );
// rotateMat.setLeftRow( boneY );
// rotateMat.setUpRow( boneZ );
-// glMultMatrixf( &rotateMat.mMatrix[0][0] );
+// gGL.multMatrix( &rotateMat.mMatrix[0][0] );
// // render the bone
// gGL.color3f( 0.5f, 0.5f, 0.0f );
@@ -388,7 +388,7 @@ U32 LLViewerJoint::render( F32 pixelArea, BOOL first_pass, BOOL is_dummy )
// gGL.end();
// // restore matrix
-// glPopMatrix();
+// gGL.popMatrix();
// }
//--------------------------------------------------------------------
@@ -541,9 +541,9 @@ void LLViewerJointCollisionVolume::renderCollision()
updateWorldMatrix();
gGL.pushMatrix();
- glMultMatrixf( &mXform.getWorldMatrix().mMatrix[0][0] );
+ gGL.multMatrix( &mXform.getWorldMatrix().mMatrix[0][0] );
- gGL.color3f( 0.f, 0.f, 1.f );
+ gGL.diffuseColor3f( 0.f, 0.f, 1.f );
gGL.begin(LLRender::LINES);
diff --git a/indra/newview/llviewerjointmesh.cpp b/indra/newview/llviewerjointmesh.cpp
index 77c8bb0329..76f4e18c27 100644
--- a/indra/newview/llviewerjointmesh.cpp
+++ b/indra/newview/llviewerjointmesh.cpp
@@ -459,7 +459,10 @@ void LLViewerJointMesh::uploadJointMatrices()
}
}
stop_glerror();
- glUniform4fvARB(gAvatarMatrixParam, 45, mat);
+ if (LLGLSLShader::sCurBoundShaderPtr)
+ {
+ LLGLSLShader::sCurBoundShaderPtr->uniform4fv(LLViewerShaderMgr::AVATAR_MATRIX, 45, mat);
+ }
stop_glerror();
}
else
@@ -512,7 +515,8 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
{
if (!mValid || !mMesh || !mFace || !mVisible ||
!mFace->getVertexBuffer() ||
- mMesh->getNumFaces() == 0)
+ mMesh->getNumFaces() == 0 ||
+ (LLGLSLShader::sNoFixedFunction && LLGLSLShader::sCurBoundShaderPtr == NULL))
{
return 0;
}
@@ -527,13 +531,13 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
// setup current color
//----------------------------------------------------------------
if (is_dummy)
- glColor4fv(LLVOAvatar::getDummyColor().mV);
+ gGL.diffuseColor4fv(LLVOAvatar::getDummyColor().mV);
else
- glColor4fv(mColor.mV);
+ gGL.diffuseColor4fv(mColor.mV);
stop_glerror();
- LLGLSSpecular specular(LLColor4(1.f,1.f,1.f,1.f), mFace->getPool()->getVertexShaderLevel() > 0 ? 0.f : mShiny);
+ LLGLSSpecular specular(LLColor4(1.f,1.f,1.f,1.f), (mFace->getPool()->getVertexShaderLevel() > 0 || LLGLSLShader::sNoFixedFunction) ? 0.f : mShiny);
//----------------------------------------------------------------
// setup current texture
@@ -547,11 +551,11 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
if (mIsTransparent)
{
- glColor4f(1.f, 1.f, 1.f, 1.f);
+ gGL.diffuseColor4f(1.f, 1.f, 1.f, 1.f);
}
else
{
- glColor4f(0.7f, 0.6f, 0.3f, 1.f);
+ gGL.diffuseColor4f(0.7f, 0.6f, 0.3f, 1.f);
gGL.getTexUnit(diffuse_channel)->setTextureColorBlend(LLTexUnit::TBO_LERP_TEX_ALPHA, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
}
}
@@ -582,13 +586,16 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
gGL.getTexUnit(diffuse_channel)->bind(LLViewerTextureManager::getFetchedTexture(IMG_DEFAULT));
}
- mFace->getVertexBuffer()->setBuffer(sRenderMask);
+
+ U32 mask = sRenderMask;
U32 start = mMesh->mFaceVertexOffset;
U32 end = start + mMesh->mFaceVertexCount - 1;
U32 count = mMesh->mFaceIndexCount;
U32 offset = mMesh->mFaceIndexOffset;
+ LLVertexBuffer* buff = mFace->getVertexBuffer();
+
if (mMesh->hasWeights())
{
if ((mFace->getPool()->getVertexShaderLevel() > 0))
@@ -597,17 +604,24 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
{
uploadJointMatrices();
}
+ mask = mask | LLVertexBuffer::MAP_WEIGHT;
+ if (mFace->getPool()->getVertexShaderLevel() > 1)
+ {
+ mask = mask | LLVertexBuffer::MAP_CLOTHWEIGHT;
+ }
}
- mFace->getVertexBuffer()->drawRange(LLRender::TRIANGLES, start, end, count, offset);
+ buff->setBuffer(mask);
+ buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
}
else
{
- glPushMatrix();
+ gGL.pushMatrix();
LLMatrix4 jointToWorld = getWorldMatrix();
- glMultMatrixf((GLfloat*)jointToWorld.mMatrix);
- mFace->getVertexBuffer()->drawRange(LLRender::TRIANGLES, start, end, count, offset);
- glPopMatrix();
+ gGL.multMatrix((GLfloat*)jointToWorld.mMatrix);
+ buff->setBuffer(mask);
+ buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
+ gGL.popMatrix();
}
gPipeline.addTrianglesDrawn(count);
@@ -692,9 +706,9 @@ void LLViewerJointMesh::updateFaceData(LLFace *face, F32 pixel_area, BOOL damp_w
if (num_verts)
{
- face->getGeometryAvatar(verticesp, normalsp, tex_coordsp, vertex_weightsp, clothing_weightsp);
face->getVertexBuffer()->getIndexStrider(indicesp);
-
+ face->getGeometryAvatar(verticesp, normalsp, tex_coordsp, vertex_weightsp, clothing_weightsp);
+
verticesp += mMesh->mFaceVertexOffset;
normalsp += mMesh->mFaceVertexOffset;
@@ -752,7 +766,7 @@ BOOL LLViewerJointMesh::updateLOD(F32 pixel_area, BOOL activate)
}
// static
-void LLViewerJointMesh::updateGeometryOriginal(LLFace *mFace, LLPolyMesh *mMesh)
+void LLViewerJointMesh::updateGeometry(LLFace *mFace, LLPolyMesh *mMesh)
{
LLStrider<LLVector3> o_vertices;
LLStrider<LLVector3> o_normals;
@@ -803,64 +817,7 @@ void LLViewerJointMesh::updateGeometryOriginal(LLFace *mFace, LLPolyMesh *mMesh)
}
}
- buffer->setBuffer(0);
-}
-
-const U32 UPDATE_GEOMETRY_CALL_MASK = 0x1FFF; // 8K samples before overflow
-const U32 UPDATE_GEOMETRY_CALL_OVERFLOW = ~UPDATE_GEOMETRY_CALL_MASK;
-static bool sUpdateGeometryCallPointer = false;
-static F64 sUpdateGeometryGlobalTime = 0.0 ;
-static F64 sUpdateGeometryElapsedTime = 0.0 ;
-static F64 sUpdateGeometryElapsedTimeOff = 0.0 ;
-static F64 sUpdateGeometryElapsedTimeOn = 0.0 ;
-static F64 sUpdateGeometryRunAvgOff[10];
-static F64 sUpdateGeometryRunAvgOn[10];
-static U32 sUpdateGeometryRunCount = 0 ;
-static U32 sUpdateGeometryCalls = 0 ;
-static U32 sUpdateGeometryLastProcessor = 0 ;
-static BOOL sVectorizePerfTest = FALSE;
-static U32 sVectorizeProcessor = 0;
-
-//static
-void (*LLViewerJointMesh::sUpdateGeometryFunc)(LLFace* face, LLPolyMesh* mesh);
-
-//static
-void LLViewerJointMesh::updateVectorize()
-{
- sVectorizePerfTest = gSavedSettings.getBOOL("VectorizePerfTest");
- sVectorizeProcessor = gSavedSettings.getU32("VectorizeProcessor");
- BOOL vectorizeEnable = gSavedSettings.getBOOL("VectorizeEnable");
- BOOL vectorizeSkin = gSavedSettings.getBOOL("VectorizeSkin");
-
- std::string vp;
- switch(sVectorizeProcessor)
- {
- case 2: vp = "SSE2"; break; // *TODO: replace the magic #s
- case 1: vp = "SSE"; break;
- default: vp = "COMPILER DEFAULT"; break;
- }
- LL_INFOS("AppInit") << "Vectorization : " << ( vectorizeEnable ? "ENABLED" : "DISABLED" ) << LL_ENDL ;
- LL_INFOS("AppInit") << "Vector Processor : " << vp << LL_ENDL ;
- LL_INFOS("AppInit") << "Vectorized Skinning : " << ( vectorizeSkin ? "ENABLED" : "DISABLED" ) << LL_ENDL ;
- if(vectorizeEnable && vectorizeSkin)
- {
- switch(sVectorizeProcessor)
- {
- case 2:
- sUpdateGeometryFunc = &updateGeometrySSE2;
- break;
- case 1:
- sUpdateGeometryFunc = &updateGeometrySSE;
- break;
- default:
- sUpdateGeometryFunc = &updateGeometryVectorized;
- break;
- }
- }
- else
- {
- sUpdateGeometryFunc = &updateGeometryOriginal;
- }
+ buffer->flush();
}
void LLViewerJointMesh::updateJointGeometry()
@@ -875,129 +832,8 @@ void LLViewerJointMesh::updateJointGeometry()
return;
}
- if (!sVectorizePerfTest)
- {
- // Once we've measured performance, just run the specified
- // code version.
- if(sUpdateGeometryFunc == updateGeometryOriginal)
- uploadJointMatrices();
- sUpdateGeometryFunc(mFace, mMesh);
- }
- else
- {
- // At startup, measure the amount of time in skinning and choose
- // the fastest one.
- LLTimer ug_timer ;
-
- if (sUpdateGeometryCallPointer)
- {
- if(sUpdateGeometryFunc == updateGeometryOriginal)
- uploadJointMatrices();
- // call accelerated version for this processor
- sUpdateGeometryFunc(mFace, mMesh);
- }
- else
- {
- uploadJointMatrices();
- updateGeometryOriginal(mFace, mMesh);
- }
-
- sUpdateGeometryElapsedTime += ug_timer.getElapsedTimeF64();
- ++sUpdateGeometryCalls;
- if(0 != (sUpdateGeometryCalls & UPDATE_GEOMETRY_CALL_OVERFLOW))
- {
- F64 time_since_app_start = ug_timer.getElapsedSeconds();
- if(sUpdateGeometryGlobalTime == 0.0
- || sUpdateGeometryLastProcessor != sVectorizeProcessor)
- {
- sUpdateGeometryGlobalTime = time_since_app_start;
- sUpdateGeometryElapsedTime = 0;
- sUpdateGeometryCalls = 0;
- sUpdateGeometryRunCount = 0;
- sUpdateGeometryLastProcessor = sVectorizeProcessor;
- sUpdateGeometryCallPointer = false;
- return;
- }
- F64 percent_time_in_function =
- ( sUpdateGeometryElapsedTime * 100.0 ) / ( time_since_app_start - sUpdateGeometryGlobalTime ) ;
- sUpdateGeometryGlobalTime = time_since_app_start;
- if (!sUpdateGeometryCallPointer)
- {
- // First set of run data is with vectorization off.
- sUpdateGeometryCallPointer = true;
- llinfos << "profile (avg of " << sUpdateGeometryCalls << " samples) = "
- << "vectorize off " << percent_time_in_function
- << "% of time with "
- << (sUpdateGeometryElapsedTime / (F64)sUpdateGeometryCalls)
- << " seconds per call "
- << llendl;
- sUpdateGeometryRunAvgOff[sUpdateGeometryRunCount] = percent_time_in_function;
- sUpdateGeometryElapsedTimeOff += sUpdateGeometryElapsedTime;
- sUpdateGeometryCalls = 0;
- }
- else
- {
- // Second set of run data is with vectorization on.
- sUpdateGeometryCallPointer = false;
- llinfos << "profile (avg of " << sUpdateGeometryCalls << " samples) = "
- << "VEC on " << percent_time_in_function
- << "% of time with "
- << (sUpdateGeometryElapsedTime / (F64)sUpdateGeometryCalls)
- << " seconds per call "
- << llendl;
- sUpdateGeometryRunAvgOn[sUpdateGeometryRunCount] = percent_time_in_function ;
- sUpdateGeometryElapsedTimeOn += sUpdateGeometryElapsedTime;
-
- sUpdateGeometryCalls = 0;
- sUpdateGeometryRunCount++;
- F64 a = 0.0, b = 0.0;
- for(U32 i = 0; i<sUpdateGeometryRunCount; i++)
- {
- a += sUpdateGeometryRunAvgOff[i];
- b += sUpdateGeometryRunAvgOn[i];
- }
- a /= sUpdateGeometryRunCount;
- b /= sUpdateGeometryRunCount;
- F64 perf_boost = ( sUpdateGeometryElapsedTimeOff - sUpdateGeometryElapsedTimeOn ) / sUpdateGeometryElapsedTimeOn;
- llinfos << "run averages (" << (F64)sUpdateGeometryRunCount
- << "/10) vectorize off " << a
- << "% : vectorize type " << sVectorizeProcessor
- << " " << b
- << "% : performance boost "
- << perf_boost * 100.0
- << "%"
- << llendl ;
- if(sUpdateGeometryRunCount == 10)
- {
- // In case user runs test again, force reset of data on
- // next run.
- sUpdateGeometryGlobalTime = 0.0;
-
- // We have data now on which version is faster. Switch to that
- // code and save the data for next run.
- gSavedSettings.setBOOL("VectorizePerfTest", FALSE);
-
- if (perf_boost > 0.0)
- {
- llinfos << "Vectorization improves avatar skinning performance, "
- << "keeping on for future runs."
- << llendl;
- gSavedSettings.setBOOL("VectorizeSkin", TRUE);
- }
- else
- {
- // SIMD decreases performance, fall back to original code
- llinfos << "Vectorization decreases avatar skinning performance, "
- << "switching back to original code."
- << llendl;
-
- gSavedSettings.setBOOL("VectorizeSkin", FALSE);
- }
- }
- }
- sUpdateGeometryElapsedTime = 0.0f;
- }
- }
+ uploadJointMatrices();
+ updateGeometry(mFace, mMesh);
}
void LLViewerJointMesh::dump()
diff --git a/indra/newview/llviewerjointmesh.h b/indra/newview/llviewerjointmesh.h
index cab1205d61..0191f0cae8 100644
--- a/indra/newview/llviewerjointmesh.h
+++ b/indra/newview/llviewerjointmesh.h
@@ -143,23 +143,10 @@ public:
/*virtual*/ BOOL isAnimatable() const { return FALSE; }
- static void updateVectorize(); // Update globals when settings variables change
-
private:
- // Avatar vertex skinning is a significant performance issue on computers
- // with avatar vertex programs turned off (for example, most Macs). We
- // therefore have custom versions that use SIMD instructions.
- //
- // These functions require compiler options for SSE2, SSE, or neither, and
- // hence are contained in separate individual .cpp files. JC
- static void updateGeometryOriginal(LLFace* face, LLPolyMesh* mesh);
- // generic vector code, used for Altivec
- static void updateGeometryVectorized(LLFace* face, LLPolyMesh* mesh);
- static void updateGeometrySSE(LLFace* face, LLPolyMesh* mesh);
- static void updateGeometrySSE2(LLFace* face, LLPolyMesh* mesh);
-
- // Use a fuction pointer to indicate which version we are running.
- static void (*sUpdateGeometryFunc)(LLFace* face, LLPolyMesh* mesh);
+
+ //copy mesh into given face's vertex buffer, applying current animation pose
+ static void updateGeometry(LLFace* face, LLPolyMesh* mesh);
private:
// Allocate skin data
diff --git a/indra/newview/llviewerjointmesh_sse.cpp b/indra/newview/llviewerjointmesh_sse.cpp
deleted file mode 100644
index 400b49d046..0000000000
--- a/indra/newview/llviewerjointmesh_sse.cpp
+++ /dev/null
@@ -1,114 +0,0 @@
-/**
- * @file llviewerjointmesh_sse.cpp
- * @brief SSE vectorized joint skinning code, only used when video card does
- * not support avatar vertex programs.
- *
- * *NOTE: Disabled on Windows builds. See llv4math.h for details.
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-//-----------------------------------------------------------------------------
-// Header Files
-//-----------------------------------------------------------------------------
-
-#include "llviewerprecompiledheaders.h"
-
-#include "llviewerjointmesh.h"
-
-// project includes
-#include "llface.h"
-#include "llpolymesh.h"
-
-// library includes
-#include "lldarray.h"
-#include "llv4math.h" // for LL_VECTORIZE
-#include "llv4matrix3.h"
-#include "llv4matrix4.h"
-#include "v3math.h"
-
-
-#if LL_VECTORIZE
-
-inline void matrix_translate(LLV4Matrix4& m, const LLMatrix4* w, const LLVector3& j)
-{
- m.mV[VX] = _mm_loadu_ps(w->mMatrix[VX]);
- m.mV[VY] = _mm_loadu_ps(w->mMatrix[VY]);
- m.mV[VZ] = _mm_loadu_ps(w->mMatrix[VZ]);
- m.mV[VW] = _mm_loadu_ps(w->mMatrix[VW]);
- m.mV[VW] = _mm_add_ps(m.mV[VW], _mm_mul_ps(_mm_set1_ps(j.mV[VX]), m.mV[VX])); // ( ax * vx ) + vw
- m.mV[VW] = _mm_add_ps(m.mV[VW], _mm_mul_ps(_mm_set1_ps(j.mV[VY]), m.mV[VY]));
- m.mV[VW] = _mm_add_ps(m.mV[VW], _mm_mul_ps(_mm_set1_ps(j.mV[VZ]), m.mV[VZ]));
-}
-
-// static
-void LLViewerJointMesh::updateGeometrySSE(LLFace *face, LLPolyMesh *mesh)
-{
- // This cannot be a file-level static because it will be initialized
- // before main() using SSE code, which will crash on non-SSE processors.
- static LLV4Matrix4 sJointMat[32];
- LLDynamicArray<LLJointRenderData*>& joint_data = mesh->getReferenceMesh()->mJointRenderData;
-
- //upload joint pivots/matrices
- for(S32 j = 0, jend = joint_data.count(); j < jend ; ++j )
- {
- matrix_translate(sJointMat[j], joint_data[j]->mWorldMatrix,
- joint_data[j]->mSkinJoint ?
- joint_data[j]->mSkinJoint->mRootToJointSkinOffset
- : joint_data[j+1]->mSkinJoint->mRootToParentJointSkinOffset);
- }
-
- F32 weight = F32_MAX;
- LLV4Matrix4 blend_mat;
-
- LLStrider<LLVector3> o_vertices;
- LLStrider<LLVector3> o_normals;
-
- LLVertexBuffer *buffer = face->getVertexBuffer();
- buffer->getVertexStrider(o_vertices, mesh->mFaceVertexOffset);
- buffer->getNormalStrider(o_normals, mesh->mFaceVertexOffset);
-
- const F32* weights = mesh->getWeights();
- const LLVector3* coords = (const LLVector3*)mesh->getCoords();
- const LLVector3* normals = (const LLVector3*)mesh->getNormals();
- for (U32 index = 0, index_end = mesh->getNumVertices(); index < index_end; ++index)
- {
- if( weight != weights[index])
- {
- S32 joint = llfloor(weight = weights[index]);
- blend_mat.lerp(sJointMat[joint], sJointMat[joint+1], weight - joint);
- }
- blend_mat.multiply(coords[index], o_vertices[index]);
- ((LLV4Matrix3)blend_mat).multiply(normals[index], o_normals[index]);
- }
-
- buffer->setBuffer(0);
-}
-
-#else
-
-void LLViewerJointMesh::updateGeometrySSE(LLFace *face, LLPolyMesh *mesh)
-{
- LLViewerJointMesh::updateGeometryVectorized(face, mesh);
-}
-
-#endif
diff --git a/indra/newview/llviewerjointmesh_sse2.cpp b/indra/newview/llviewerjointmesh_sse2.cpp
deleted file mode 100644
index c2296dd569..0000000000
--- a/indra/newview/llviewerjointmesh_sse2.cpp
+++ /dev/null
@@ -1,121 +0,0 @@
-/**
- * @file llviewerjointmesh_sse2.cpp
- * @brief SSE vectorized joint skinning code, only used when video card does
- * not support avatar vertex programs.
- *
- * *NOTE: Disabled on Windows builds. See llv4math.h for details.
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-// Visual Studio required settings for this file:
-// Precompiled Headers OFF
-// Code Generation: SSE2
-
-//-----------------------------------------------------------------------------
-// Header Files
-//-----------------------------------------------------------------------------
-
-#include "llviewerprecompiledheaders.h"
-
-#include "llviewerjointmesh.h"
-
-// project includes
-#include "llface.h"
-#include "llpolymesh.h"
-
-// library includes
-#include "lldarray.h"
-#include "llstrider.h"
-#include "llv4math.h" // for LL_VECTORIZE
-#include "llv4matrix3.h"
-#include "llv4matrix4.h"
-#include "m4math.h"
-#include "v3math.h"
-
-
-#if LL_VECTORIZE
-
-
-inline void matrix_translate(LLV4Matrix4& m, const LLMatrix4* w, const LLVector3& j)
-{
- m.mV[VX] = _mm_loadu_ps(w->mMatrix[VX]);
- m.mV[VY] = _mm_loadu_ps(w->mMatrix[VY]);
- m.mV[VZ] = _mm_loadu_ps(w->mMatrix[VZ]);
- m.mV[VW] = _mm_loadu_ps(w->mMatrix[VW]);
- m.mV[VW] = _mm_add_ps(m.mV[VW], _mm_mul_ps(_mm_set1_ps(j.mV[VX]), m.mV[VX])); // ( ax * vx ) + vw
- m.mV[VW] = _mm_add_ps(m.mV[VW], _mm_mul_ps(_mm_set1_ps(j.mV[VY]), m.mV[VY]));
- m.mV[VW] = _mm_add_ps(m.mV[VW], _mm_mul_ps(_mm_set1_ps(j.mV[VZ]), m.mV[VZ]));
-}
-
-// static
-void LLViewerJointMesh::updateGeometrySSE2(LLFace *face, LLPolyMesh *mesh)
-{
- // This cannot be a file-level static because it will be initialized
- // before main() using SSE code, which will crash on non-SSE processors.
- static LLV4Matrix4 sJointMat[32];
- LLDynamicArray<LLJointRenderData*>& joint_data = mesh->getReferenceMesh()->mJointRenderData;
-
- //upload joint pivots/matrices
- for(S32 j = 0, jend = joint_data.count(); j < jend ; ++j )
- {
- matrix_translate(sJointMat[j], joint_data[j]->mWorldMatrix,
- joint_data[j]->mSkinJoint ?
- joint_data[j]->mSkinJoint->mRootToJointSkinOffset
- : joint_data[j+1]->mSkinJoint->mRootToParentJointSkinOffset);
- }
-
- F32 weight = F32_MAX;
- LLV4Matrix4 blend_mat;
-
- LLStrider<LLVector3> o_vertices;
- LLStrider<LLVector3> o_normals;
-
- LLVertexBuffer *buffer = face->getVertexBuffer();
- buffer->getVertexStrider(o_vertices, mesh->mFaceVertexOffset);
- buffer->getNormalStrider(o_normals, mesh->mFaceVertexOffset);
-
- const F32* weights = mesh->getWeights();
- const LLVector3* coords = (const LLVector3*)mesh->getCoords();
- const LLVector3* normals = (const LLVector3*)mesh->getNormals();
- for (U32 index = 0, index_end = mesh->getNumVertices(); index < index_end; ++index)
- {
- if( weight != weights[index])
- {
- S32 joint = llfloor(weight = weights[index]);
- blend_mat.lerp(sJointMat[joint], sJointMat[joint+1], weight - joint);
- }
- blend_mat.multiply(coords[index], o_vertices[index]);
- ((LLV4Matrix3)blend_mat).multiply(normals[index], o_normals[index]);
- }
-
- //setBuffer(0) called in LLVOAvatar::renderSkinned
-}
-
-#else
-
-void LLViewerJointMesh::updateGeometrySSE2(LLFace *face, LLPolyMesh *mesh)
-{
- LLViewerJointMesh::updateGeometryVectorized(face, mesh);
-}
-
-#endif
diff --git a/indra/newview/llviewerjointmesh_vec.cpp b/indra/newview/llviewerjointmesh_vec.cpp
deleted file mode 100644
index 6600d01d17..0000000000
--- a/indra/newview/llviewerjointmesh_vec.cpp
+++ /dev/null
@@ -1,97 +0,0 @@
-/**
- * @file llviewerjointmesh_vec.cpp
- * @brief Compiler-generated vectorized joint skinning code, works well on
- * Altivec processors (PowerPC Mac)
- *
- * *NOTE: See llv4math.h for notes on SSE/Altivec vector code.
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-//-----------------------------------------------------------------------------
-// Header Files
-//-----------------------------------------------------------------------------
-#include "llviewerprecompiledheaders.h"
-
-#include "llviewerjointmesh.h"
-
-#include "llface.h"
-#include "llpolymesh.h"
-#include "llv4math.h"
-#include "llv4matrix3.h"
-#include "llv4matrix4.h"
-
-// Generic vectorized code, uses compiler defaults, works well for Altivec
-// on PowerPC.
-
-// static
-void LLViewerJointMesh::updateGeometryVectorized(LLFace *face, LLPolyMesh *mesh)
-{
-#if 0
- static LLV4Matrix4 sJointMat[32];
- LLDynamicArray<LLJointRenderData*>& joint_data = mesh->getReferenceMesh()->mJointRenderData;
- S32 j, joint_num, joint_end = joint_data.count();
- LLV4Vector3 pivot;
-
- //upload joint pivots/matrices
- for(j = joint_num = 0; joint_num < joint_end ; ++joint_num )
- {
- LLSkinJoint *sj;
- const LLMatrix4 * wm = joint_data[joint_num]->mWorldMatrix;
- if (NULL == (sj = joint_data[joint_num]->mSkinJoint))
- {
- sj = joint_data[++joint_num]->mSkinJoint;
- ((LLV4Matrix3)(sJointMat[j] = *wm)).multiply(sj->mRootToParentJointSkinOffset, pivot);
- sJointMat[j++].translate(pivot);
- wm = joint_data[joint_num]->mWorldMatrix;
- }
- ((LLV4Matrix3)(sJointMat[j] = *wm)).multiply(sj->mRootToJointSkinOffset, pivot);
- sJointMat[j++].translate(pivot);
- }
-
- F32 weight = F32_MAX;
- LLV4Matrix4 blend_mat;
-
- LLStrider<LLVector3> o_vertices;
- LLStrider<LLVector3> o_normals;
-
- LLVertexBuffer *buffer = face->mVertexBuffer;
- buffer->getVertexStrider(o_vertices, mesh->mFaceVertexOffset);
- buffer->getNormalStrider(o_normals, mesh->mFaceVertexOffset);
-
- const F32* weights = mesh->getWeights();
- const LLVector3* coords = mesh->getCoords();
- const LLVector3* normals = mesh->getNormals();
- for (U32 index = 0, index_end = mesh->getNumVertices(); index < index_end; ++index)
- {
- if( weight != weights[index])
- {
- S32 joint = llfloor(weight = weights[index]);
- blend_mat.lerp(sJointMat[joint], sJointMat[joint+1], weight - joint);
- }
- blend_mat.multiply(coords[index], o_vertices[index]);
- ((LLV4Matrix3)blend_mat).multiply(normals[index], o_normals[index]);
- }
-
- buffer->setBuffer(0);
-#endif
-}
diff --git a/indra/newview/llviewermedia.cpp b/indra/newview/llviewermedia.cpp
index 2858330597..98f4ce58fe 100644
--- a/indra/newview/llviewermedia.cpp
+++ b/indra/newview/llviewermedia.cpp
@@ -69,7 +69,6 @@
#include "llwindow.h"
-#include "llfloatermediabrowser.h" // for handling window close requests and geometry change requests in media browser windows.
#include "llfloaterwebcontent.h" // for handling window close requests and geometry change requests in media browser windows.
#include <boost/bind.hpp> // for SkinFolder listener
@@ -787,6 +786,12 @@ static bool proximity_comparitor(const LLViewerMediaImpl* i1, const LLViewerMedi
}
static LLFastTimer::DeclareTimer FTM_MEDIA_UPDATE("Update Media");
+static LLFastTimer::DeclareTimer FTM_MEDIA_SPARE_IDLE("Spare Idle");
+static LLFastTimer::DeclareTimer FTM_MEDIA_UPDATE_INTEREST("Update/Interest");
+static LLFastTimer::DeclareTimer FTM_MEDIA_SORT("Sort");
+static LLFastTimer::DeclareTimer FTM_MEDIA_SORT2("Sort 2");
+static LLFastTimer::DeclareTimer FTM_MEDIA_MISC("Misc");
+
//////////////////////////////////////////////////////////////////////////////////////////
// static
@@ -811,21 +816,28 @@ void LLViewerMedia::updateMedia(void *dummy_arg)
impl_list::iterator iter = sViewerMediaImplList.begin();
impl_list::iterator end = sViewerMediaImplList.end();
- for(; iter != end;)
{
- LLViewerMediaImpl* pimpl = *iter++;
- pimpl->update();
- pimpl->calculateInterest();
+ LLFastTimer t(FTM_MEDIA_UPDATE_INTEREST);
+ for(; iter != end;)
+ {
+ LLViewerMediaImpl* pimpl = *iter++;
+ pimpl->update();
+ pimpl->calculateInterest();
+ }
}
// Let the spare media source actually launch
if(sSpareBrowserMediaSource)
{
+ LLFastTimer t(FTM_MEDIA_SPARE_IDLE);
sSpareBrowserMediaSource->idle();
}
- // Sort the static instance list using our interest criteria
- sViewerMediaImplList.sort(priorityComparitor);
+ {
+ LLFastTimer t(FTM_MEDIA_SORT);
+ // Sort the static instance list using our interest criteria
+ sViewerMediaImplList.sort(priorityComparitor);
+ }
// Go through the list again and adjust according to priority.
iter = sViewerMediaImplList.begin();
@@ -853,147 +865,150 @@ void LLViewerMedia::updateMedia(void *dummy_arg)
// max_instances must be set high enough to allow the various instances used in the UI (for the help browser, search, etc.) to be loaded.
// If max_normal + max_low is less than max_instances, things will tend to get unloaded instead of being set to slideshow.
- for(; iter != end; iter++)
{
- LLViewerMediaImpl* pimpl = *iter;
+ LLFastTimer t(FTM_MEDIA_MISC);
+ for(; iter != end; iter++)
+ {
+ LLViewerMediaImpl* pimpl = *iter;
- LLPluginClassMedia::EPriority new_priority = LLPluginClassMedia::PRIORITY_NORMAL;
+ LLPluginClassMedia::EPriority new_priority = LLPluginClassMedia::PRIORITY_NORMAL;
- if(pimpl->isForcedUnloaded() || (impl_count_total >= (int)max_instances))
- {
- // Never load muted or failed impls.
- // Hard limit on the number of instances that will be loaded at one time
- new_priority = LLPluginClassMedia::PRIORITY_UNLOADED;
- }
- else if(!pimpl->getVisible())
- {
- new_priority = LLPluginClassMedia::PRIORITY_HIDDEN;
- }
- else if(pimpl->hasFocus())
- {
- new_priority = LLPluginClassMedia::PRIORITY_HIGH;
- impl_count_interest_normal++; // count this against the count of "normal" instances for priority purposes
- }
- else if(pimpl->getUsedInUI())
- {
- new_priority = LLPluginClassMedia::PRIORITY_NORMAL;
- impl_count_interest_normal++;
- }
- else if(pimpl->isParcelMedia())
- {
- new_priority = LLPluginClassMedia::PRIORITY_NORMAL;
- impl_count_interest_normal++;
- }
- else
- {
- // Look at interest and CPU usage for instances that aren't in any of the above states.
-
- // Heuristic -- if the media texture's approximate screen area is less than 1/4 of the native area of the texture,
- // turn it down to low instead of normal. This may downsample for plugins that support it.
- bool media_is_small = false;
- F64 approximate_interest = pimpl->getApproximateTextureInterest();
- if(approximate_interest == 0.0f)
+ if(pimpl->isForcedUnloaded() || (impl_count_total >= (int)max_instances))
{
- // this media has no current size, which probably means it's not loaded.
- media_is_small = true;
+ // Never load muted or failed impls.
+ // Hard limit on the number of instances that will be loaded at one time
+ new_priority = LLPluginClassMedia::PRIORITY_UNLOADED;
}
- else if(pimpl->getInterest() < (approximate_interest / 4))
+ else if(!pimpl->getVisible())
{
- media_is_small = true;
+ new_priority = LLPluginClassMedia::PRIORITY_HIDDEN;
}
-
- if(pimpl->getInterest() == 0.0f)
+ else if(pimpl->hasFocus())
{
- // This media is completely invisible, due to being outside the view frustrum or out of range.
- new_priority = LLPluginClassMedia::PRIORITY_HIDDEN;
+ new_priority = LLPluginClassMedia::PRIORITY_HIGH;
+ impl_count_interest_normal++; // count this against the count of "normal" instances for priority purposes
}
- else if(check_cpu_usage && (total_cpu > max_cpu))
+ else if(pimpl->getUsedInUI())
{
- // Higher priority plugins have already used up the CPU budget. Set remaining ones to slideshow priority.
- new_priority = LLPluginClassMedia::PRIORITY_SLIDESHOW;
+ new_priority = LLPluginClassMedia::PRIORITY_NORMAL;
+ impl_count_interest_normal++;
}
- else if((impl_count_interest_normal < (int)max_normal) && !media_is_small)
+ else if(pimpl->isParcelMedia())
{
- // Up to max_normal inworld get normal priority
new_priority = LLPluginClassMedia::PRIORITY_NORMAL;
impl_count_interest_normal++;
}
- else if (impl_count_interest_low + impl_count_interest_normal < (int)max_low + (int)max_normal)
+ else
{
- // The next max_low inworld get turned down
- new_priority = LLPluginClassMedia::PRIORITY_LOW;
- impl_count_interest_low++;
-
- // Set the low priority size for downsampling to approximately the size the texture is displayed at.
+ // Look at interest and CPU usage for instances that aren't in any of the above states.
+
+ // Heuristic -- if the media texture's approximate screen area is less than 1/4 of the native area of the texture,
+ // turn it down to low instead of normal. This may downsample for plugins that support it.
+ bool media_is_small = false;
+ F64 approximate_interest = pimpl->getApproximateTextureInterest();
+ if(approximate_interest == 0.0f)
+ {
+ // this media has no current size, which probably means it's not loaded.
+ media_is_small = true;
+ }
+ else if(pimpl->getInterest() < (approximate_interest / 4))
+ {
+ media_is_small = true;
+ }
+
+ if(pimpl->getInterest() == 0.0f)
{
- F32 approximate_interest_dimension = (F32) sqrt(pimpl->getInterest());
+ // This media is completely invisible, due to being outside the view frustrum or out of range.
+ new_priority = LLPluginClassMedia::PRIORITY_HIDDEN;
+ }
+ else if(check_cpu_usage && (total_cpu > max_cpu))
+ {
+ // Higher priority plugins have already used up the CPU budget. Set remaining ones to slideshow priority.
+ new_priority = LLPluginClassMedia::PRIORITY_SLIDESHOW;
+ }
+ else if((impl_count_interest_normal < (int)max_normal) && !media_is_small)
+ {
+ // Up to max_normal inworld get normal priority
+ new_priority = LLPluginClassMedia::PRIORITY_NORMAL;
+ impl_count_interest_normal++;
+ }
+ else if (impl_count_interest_low + impl_count_interest_normal < (int)max_low + (int)max_normal)
+ {
+ // The next max_low inworld get turned down
+ new_priority = LLPluginClassMedia::PRIORITY_LOW;
+ impl_count_interest_low++;
+
+ // Set the low priority size for downsampling to approximately the size the texture is displayed at.
+ {
+ F32 approximate_interest_dimension = (F32) sqrt(pimpl->getInterest());
- pimpl->setLowPrioritySizeLimit(llround(approximate_interest_dimension));
+ pimpl->setLowPrioritySizeLimit(llround(approximate_interest_dimension));
+ }
+ }
+ else
+ {
+ // Any additional impls (up to max_instances) get very infrequent time
+ new_priority = LLPluginClassMedia::PRIORITY_SLIDESHOW;
}
}
- else
- {
- // Any additional impls (up to max_instances) get very infrequent time
- new_priority = LLPluginClassMedia::PRIORITY_SLIDESHOW;
- }
- }
- if(!pimpl->getUsedInUI() && (new_priority != LLPluginClassMedia::PRIORITY_UNLOADED))
- {
- // This is a loadable inworld impl -- the last one in the list in this class defines the lowest loadable interest.
- lowest_interest_loadable = pimpl;
+ if(!pimpl->getUsedInUI() && (new_priority != LLPluginClassMedia::PRIORITY_UNLOADED))
+ {
+ // This is a loadable inworld impl -- the last one in the list in this class defines the lowest loadable interest.
+ lowest_interest_loadable = pimpl;
- impl_count_total++;
- }
+ impl_count_total++;
+ }
- // Overrides if the window is minimized or we lost focus (taking care
- // not to accidentally "raise" the priority either)
- if (!gViewerWindow->getActive() /* viewer window minimized? */
- && new_priority > LLPluginClassMedia::PRIORITY_HIDDEN)
- {
- new_priority = LLPluginClassMedia::PRIORITY_HIDDEN;
- }
- else if (!gFocusMgr.getAppHasFocus() /* viewer window lost focus? */
- && new_priority > LLPluginClassMedia::PRIORITY_LOW)
- {
- new_priority = LLPluginClassMedia::PRIORITY_LOW;
- }
+ // Overrides if the window is minimized or we lost focus (taking care
+ // not to accidentally "raise" the priority either)
+ if (!gViewerWindow->getActive() /* viewer window minimized? */
+ && new_priority > LLPluginClassMedia::PRIORITY_HIDDEN)
+ {
+ new_priority = LLPluginClassMedia::PRIORITY_HIDDEN;
+ }
+ else if (!gFocusMgr.getAppHasFocus() /* viewer window lost focus? */
+ && new_priority > LLPluginClassMedia::PRIORITY_LOW)
+ {
+ new_priority = LLPluginClassMedia::PRIORITY_LOW;
+ }
- if(!inworld_media_enabled)
- {
- // If inworld media is locked out, force all inworld media to stay unloaded.
- if(!pimpl->getUsedInUI())
+ if(!inworld_media_enabled)
{
- new_priority = LLPluginClassMedia::PRIORITY_UNLOADED;
+ // If inworld media is locked out, force all inworld media to stay unloaded.
+ if(!pimpl->getUsedInUI())
+ {
+ new_priority = LLPluginClassMedia::PRIORITY_UNLOADED;
+ }
}
- }
- // update the audio stream here as well
- if( !inworld_audio_enabled)
- {
- if(LLViewerMedia::isParcelAudioPlaying() && gAudiop && LLViewerMedia::hasParcelAudio())
+ // update the audio stream here as well
+ if( !inworld_audio_enabled)
{
- gAudiop->stopInternetStream();
+ if(LLViewerMedia::isParcelAudioPlaying() && gAudiop && LLViewerMedia::hasParcelAudio())
+ {
+ gAudiop->stopInternetStream();
+ }
}
- }
- pimpl->setPriority(new_priority);
+ pimpl->setPriority(new_priority);
- if(pimpl->getUsedInUI())
- {
- // Any impls used in the UI should not be in the proximity list.
- pimpl->mProximity = -1;
- }
- else
- {
- proximity_order.push_back(pimpl);
- }
+ if(pimpl->getUsedInUI())
+ {
+ // Any impls used in the UI should not be in the proximity list.
+ pimpl->mProximity = -1;
+ }
+ else
+ {
+ proximity_order.push_back(pimpl);
+ }
- total_cpu += pimpl->getCPUUsage();
+ total_cpu += pimpl->getCPUUsage();
- if (!pimpl->getUsedInUI() && pimpl->hasMedia())
- {
- sAnyMediaShowing = true;
- }
+ if (!pimpl->getUsedInUI() && pimpl->hasMedia())
+ {
+ sAnyMediaShowing = true;
+ }
+ }
}
// Re-calculate this every time.
@@ -1019,6 +1034,7 @@ void LLViewerMedia::updateMedia(void *dummy_arg)
}
else
{
+ LLFastTimer t(FTM_MEDIA_SORT2);
// Use a distance-based sort for proximity values.
std::stable_sort(proximity_order.begin(), proximity_order.end(), proximity_comparitor);
}
@@ -2539,7 +2555,7 @@ void LLViewerMediaImpl::updateJavascriptObject()
}
//////////////////////////////////////////////////////////////////////////////////////////
-std::string LLViewerMediaImpl::getName() const
+const std::string& LLViewerMediaImpl::getName() const
{
if (mMediaSource)
{
@@ -2801,8 +2817,14 @@ bool LLViewerMediaImpl::canNavigateBack()
}
//////////////////////////////////////////////////////////////////////////////////////////
+static LLFastTimer::DeclareTimer FTM_MEDIA_DO_UPDATE("Do Update");
+static LLFastTimer::DeclareTimer FTM_MEDIA_GET_DATA("Get Data");
+static LLFastTimer::DeclareTimer FTM_MEDIA_SET_SUBIMAGE("Set Subimage");
+
+
void LLViewerMediaImpl::update()
{
+ LLFastTimer t(FTM_MEDIA_DO_UPDATE);
if(mMediaSource == NULL)
{
if(mPriority == LLPluginClassMedia::PRIORITY_UNLOADED)
@@ -2902,20 +2924,27 @@ void LLViewerMediaImpl::update()
if(width > 0 && height > 0)
{
- U8* data = mMediaSource->getBitsData();
+ U8* data = NULL;
+ {
+ LLFastTimer t(FTM_MEDIA_GET_DATA);
+ data = mMediaSource->getBitsData();
+ }
// Offset the pixels pointer to match x_pos and y_pos
data += ( x_pos * mMediaSource->getTextureDepth() * mMediaSource->getBitsWidth() );
data += ( y_pos * mMediaSource->getTextureDepth() );
- placeholder_image->setSubImage(
- data,
- mMediaSource->getBitsWidth(),
- mMediaSource->getBitsHeight(),
- x_pos,
- y_pos,
- width,
- height);
+ {
+ LLFastTimer t(FTM_MEDIA_SET_SUBIMAGE);
+ placeholder_image->setSubImage(
+ data,
+ mMediaSource->getBitsWidth(),
+ mMediaSource->getBitsHeight(),
+ x_pos,
+ y_pos,
+ width,
+ height);
+ }
}
@@ -3374,7 +3403,6 @@ void LLViewerMediaImpl::handleMediaEvent(LLPluginClassMedia* plugin, LLPluginCla
{
// This close request is directed at another instance
pass_through = false;
- LLFloaterMediaBrowser::closeRequest(uuid);
LLFloaterWebContent::closeRequest(uuid);
}
}
@@ -3394,7 +3422,6 @@ void LLViewerMediaImpl::handleMediaEvent(LLPluginClassMedia* plugin, LLPluginCla
{
// This request is directed at another instance
pass_through = false;
- LLFloaterMediaBrowser::geometryChanged(uuid, plugin->getGeometryX(), plugin->getGeometryY(), plugin->getGeometryWidth(), plugin->getGeometryHeight());
LLFloaterWebContent::geometryChanged(uuid, plugin->getGeometryX(), plugin->getGeometryY(), plugin->getGeometryWidth(), plugin->getGeometryHeight());
}
}
@@ -3488,8 +3515,11 @@ BOOL LLViewerMediaImpl::isUpdated()
return mIsUpdated ;
}
+static LLFastTimer::DeclareTimer FTM_MEDIA_CALCULATE_INTEREST("Calculate Interest");
+
void LLViewerMediaImpl::calculateInterest()
{
+ LLFastTimer t(FTM_MEDIA_CALCULATE_INTEREST);
LLViewerMediaTexture* texture = LLViewerTextureManager::findMediaTexture( mTextureId );
if(texture != NULL)
diff --git a/indra/newview/llviewermedia.h b/indra/newview/llviewermedia.h
index 3db9f0b4e0..15dcda59cf 100644
--- a/indra/newview/llviewermedia.h
+++ b/indra/newview/llviewermedia.h
@@ -318,7 +318,7 @@ public:
/*virtual*/ BOOL handleToolTip(S32 x, S32 y, MASK mask) { return FALSE; };
/*virtual*/ BOOL handleMiddleMouseDown(S32 x, S32 y, MASK mask) { return FALSE; };
/*virtual*/ BOOL handleMiddleMouseUp(S32 x, S32 y, MASK mask) {return FALSE; };
- /*virtual*/ std::string getName() const;
+ /*virtual*/ const std::string& getName() const;
/*virtual*/ void screenPointToLocal(S32 screen_x, S32 screen_y, S32* local_x, S32* local_y) const {};
/*virtual*/ void localPointToScreen(S32 local_x, S32 local_y, S32* screen_x, S32* screen_y) const {};
diff --git a/indra/newview/llviewermenu.cpp b/indra/newview/llviewermenu.cpp
index 22d95563d8..4069ac1a69 100644
--- a/indra/newview/llviewermenu.cpp
+++ b/indra/newview/llviewermenu.cpp
@@ -1038,26 +1038,6 @@ class LLAdvancedCheckRandomizeFramerate : public view_listener_t
}
};
-void run_vectorize_perf_test(void *)
-{
- gSavedSettings.setBOOL("VectorizePerfTest", TRUE);
-}
-
-
-////////////////////////////////
-// RUN Vectorized Perform Test//
-////////////////////////////////
-
-
-class LLAdvancedVectorizePerfTest : public view_listener_t
-{
- bool handleEvent(const LLSD& userdata)
- {
- run_vectorize_perf_test(NULL);
- return true;
- }
-};
-
///////////////////////////
//// PERIODIC SLOW FRAME //
///////////////////////////
@@ -7701,7 +7681,14 @@ class LLWorldEnvSettings : public view_listener_t
}
else
{
- LLEnvManagerNew::instance().setUseDayCycle(LLEnvManagerNew::instance().getDayCycleName());
+ LLEnvManagerNew &envmgr = LLEnvManagerNew::instance();
+ // reset all environmental settings to track the region defaults, make this reset 'sticky' like the other sun settings.
+ bool use_fixed_sky = false;
+ bool use_region_settings = true;
+ envmgr.setUserPrefs(envmgr.getWaterPresetName(),
+ envmgr.getSkyPresetName(),
+ envmgr.getDayCycleName(),
+ use_fixed_sky, use_region_settings);
}
return true;
@@ -8117,7 +8104,6 @@ void initialize_menus()
view_listener_t::addMenu(new LLAdvancedCheckRandomizeFramerate(), "Advanced.CheckRandomizeFramerate");
view_listener_t::addMenu(new LLAdvancedTogglePeriodicSlowFrame(), "Advanced.TogglePeriodicSlowFrame");
view_listener_t::addMenu(new LLAdvancedCheckPeriodicSlowFrame(), "Advanced.CheckPeriodicSlowFrame");
- view_listener_t::addMenu(new LLAdvancedVectorizePerfTest(), "Advanced.VectorizePerfTest");
view_listener_t::addMenu(new LLAdvancedToggleFrameTest(), "Advanced.ToggleFrameTest");
view_listener_t::addMenu(new LLAdvancedCheckFrameTest(), "Advanced.CheckFrameTest");
view_listener_t::addMenu(new LLAdvancedHandleAttachedLightParticles(), "Advanced.HandleAttachedLightParticles");
diff --git a/indra/newview/llviewermessage.cpp b/indra/newview/llviewermessage.cpp
index 7cae19a1d2..dca5cdd06d 100644..100755
--- a/indra/newview/llviewermessage.cpp
+++ b/indra/newview/llviewermessage.cpp
@@ -1256,14 +1256,7 @@ void open_inventory_offer(const uuid_vec_t& objects, const std::string& from_nam
const BOOL auto_open =
gSavedSettings.getBOOL("ShowInInventory") && // don't open if showininventory is false
!from_name.empty(); // don't open if it's not from anyone.
- LLInventoryPanel *active_panel = LLInventoryPanel::getActiveInventoryPanel(auto_open);
- if(active_panel)
- {
- LL_DEBUGS("Messaging") << "Highlighting" << obj_id << LL_ENDL;
- LLFocusableElement* focus_ctrl = gFocusMgr.getKeyboardFocus();
- active_panel->setSelection(obj_id, TAKE_FOCUS_NO);
- gFocusMgr.setKeyboardFocus(focus_ctrl);
- }
+ LLInventoryPanel::openInventoryPanelAndSetSelection(auto_open, obj_id);
}
}
diff --git a/indra/newview/llviewerobject.cpp b/indra/newview/llviewerobject.cpp
index d81e67bfe2..b8772971aa 100755..100644
--- a/indra/newview/llviewerobject.cpp
+++ b/indra/newview/llviewerobject.cpp
@@ -3219,12 +3219,12 @@ F32 LLViewerObject::getLinksetPhysicsCost()
return mLinksetPhysicsCost;
}
-F32 LLViewerObject::getStreamingCost(S32* bytes, S32* visible_bytes)
+F32 LLViewerObject::getStreamingCost(S32* bytes, S32* visible_bytes, F32* unscaled_value) const
{
return 0.f;
}
-U32 LLViewerObject::getTriangleCount()
+U32 LLViewerObject::getTriangleCount(S32* vcount) const
{
return 0;
}
diff --git a/indra/newview/llviewerobject.h b/indra/newview/llviewerobject.h
index 53e951e483..c8152e1539 100644
--- a/indra/newview/llviewerobject.h
+++ b/indra/newview/llviewerobject.h
@@ -1,4 +1,4 @@
-/**
+/**
* @file llviewerobject.h
* @brief Description of LLViewerObject class, which is the base class for most objects in the viewer.
*
@@ -340,8 +340,8 @@ public:
virtual void setScale(const LLVector3 &scale, BOOL damped = FALSE);
- virtual F32 getStreamingCost(S32* bytes = NULL, S32* visible_bytes = NULL);
- virtual U32 getTriangleCount();
+ virtual F32 getStreamingCost(S32* bytes = NULL, S32* visible_bytes = NULL, F32* unscaled_value = NULL) const;
+ virtual U32 getTriangleCount(S32* vcount = NULL) const;
virtual U32 getHighLODTriangleCount();
void setObjectCost(F32 cost);
@@ -811,7 +811,7 @@ public:
virtual F32 getPartSize(S32 idx);
virtual void getGeometry(S32 idx,
- LLStrider<LLVector3>& verticesp,
+ LLStrider<LLVector4a>& verticesp,
LLStrider<LLVector3>& normalsp,
LLStrider<LLVector2>& texcoordsp,
LLStrider<LLColor4U>& colorsp,
diff --git a/indra/newview/llviewerparceloverlay.cpp b/indra/newview/llviewerparceloverlay.cpp
index e619b89f9b..a0cf2fc803 100644
--- a/indra/newview/llviewerparceloverlay.cpp
+++ b/indra/newview/llviewerparceloverlay.cpp
@@ -884,14 +884,14 @@ S32 LLViewerParcelOverlay::renderPropertyLines ()
// Always fudge a little vertically.
pull_toward_camera.mV[VZ] += 0.01f;
- glMatrixMode( GL_MODELVIEW );
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
// Move to appropriate region coords
LLVector3 origin = mRegion->getOriginAgent();
- glTranslatef( origin.mV[VX], origin.mV[VY], origin.mV[VZ] );
+ gGL.translatef( origin.mV[VX], origin.mV[VY], origin.mV[VZ] );
- glTranslatef(pull_toward_camera.mV[VX], pull_toward_camera.mV[VY],
+ gGL.translatef(pull_toward_camera.mV[VX], pull_toward_camera.mV[VY],
pull_toward_camera.mV[VZ]);
// Include +1 because vertices are fenceposts.
@@ -990,7 +990,7 @@ S32 LLViewerParcelOverlay::renderPropertyLines ()
}
- glPopMatrix();
+ gGL.popMatrix();
return drawn;
}
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 36106752a2..18ae83e3b6 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -32,6 +32,7 @@
#include "llfile.h"
#include "llviewerwindow.h"
+#include "llwindow.h"
#include "llviewercontrol.h"
#include "pipeline.h"
#include "llworld.h"
@@ -58,6 +59,7 @@ using std::make_pair;
using std::string;
BOOL LLViewerShaderMgr::sInitialized = FALSE;
+bool LLViewerShaderMgr::sSkipReload = false;
LLVector4 gShinyOrigin;
@@ -65,15 +67,23 @@ LLVector4 gShinyOrigin;
LLGLSLShader gOcclusionProgram;
LLGLSLShader gCustomAlphaProgram;
LLGLSLShader gGlowCombineProgram;
+LLGLSLShader gSplatTextureRectProgram;
+LLGLSLShader gGlowCombineFXAAProgram;
LLGLSLShader gTwoTextureAddProgram;
+LLGLSLShader gOneTextureNoColorProgram;
+LLGLSLShader gDebugProgram;
+LLGLSLShader gAlphaMaskProgram;
//object shaders
LLGLSLShader gObjectSimpleProgram;
+LLGLSLShader gObjectPreviewProgram;
LLGLSLShader gObjectSimpleWaterProgram;
LLGLSLShader gObjectSimpleAlphaMaskProgram;
LLGLSLShader gObjectSimpleWaterAlphaMaskProgram;
LLGLSLShader gObjectFullbrightProgram;
LLGLSLShader gObjectFullbrightWaterProgram;
+LLGLSLShader gObjectEmissiveProgram;
+LLGLSLShader gObjectEmissiveWaterProgram;
LLGLSLShader gObjectFullbrightAlphaMaskProgram;
LLGLSLShader gObjectFullbrightWaterAlphaMaskProgram;
LLGLSLShader gObjectFullbrightShinyProgram;
@@ -81,13 +91,23 @@ LLGLSLShader gObjectFullbrightShinyWaterProgram;
LLGLSLShader gObjectShinyProgram;
LLGLSLShader gObjectShinyWaterProgram;
LLGLSLShader gObjectBumpProgram;
+LLGLSLShader gTreeProgram;
+LLGLSLShader gTreeWaterProgram;
+LLGLSLShader gObjectFullbrightNoColorProgram;
+LLGLSLShader gObjectFullbrightNoColorWaterProgram;
LLGLSLShader gObjectSimpleNonIndexedProgram;
+LLGLSLShader gObjectSimpleNonIndexedTexGenProgram;
+LLGLSLShader gObjectSimpleNonIndexedTexGenWaterProgram;
LLGLSLShader gObjectSimpleNonIndexedWaterProgram;
LLGLSLShader gObjectAlphaMaskNonIndexedProgram;
LLGLSLShader gObjectAlphaMaskNonIndexedWaterProgram;
+LLGLSLShader gObjectAlphaMaskNoColorProgram;
+LLGLSLShader gObjectAlphaMaskNoColorWaterProgram;
LLGLSLShader gObjectFullbrightNonIndexedProgram;
LLGLSLShader gObjectFullbrightNonIndexedWaterProgram;
+LLGLSLShader gObjectEmissiveNonIndexedProgram;
+LLGLSLShader gObjectEmissiveNonIndexedWaterProgram;
LLGLSLShader gObjectFullbrightShinyNonIndexedProgram;
LLGLSLShader gObjectFullbrightShinyNonIndexedWaterProgram;
LLGLSLShader gObjectShinyNonIndexedProgram;
@@ -96,11 +116,13 @@ LLGLSLShader gObjectShinyNonIndexedWaterProgram;
//object hardware skinning shaders
LLGLSLShader gSkinnedObjectSimpleProgram;
LLGLSLShader gSkinnedObjectFullbrightProgram;
+LLGLSLShader gSkinnedObjectEmissiveProgram;
LLGLSLShader gSkinnedObjectFullbrightShinyProgram;
LLGLSLShader gSkinnedObjectShinySimpleProgram;
LLGLSLShader gSkinnedObjectSimpleWaterProgram;
LLGLSLShader gSkinnedObjectFullbrightWaterProgram;
+LLGLSLShader gSkinnedObjectEmissiveWaterProgram;
LLGLSLShader gSkinnedObjectFullbrightShinyWaterProgram;
LLGLSLShader gSkinnedObjectShinySimpleWaterProgram;
@@ -124,6 +146,7 @@ LLGLSLShader gImpostorProgram;
LLGLSLShader gWLSkyProgram;
LLGLSLShader gWLCloudProgram;
+
// Effects Shaders
LLGLSLShader gGlowProgram;
LLGLSLShader gGlowExtractProgram;
@@ -132,18 +155,19 @@ LLGLSLShader gPostNightVisionProgram;
// Deferred rendering shaders
LLGLSLShader gDeferredImpostorProgram;
-LLGLSLShader gDeferredEdgeProgram;
LLGLSLShader gDeferredWaterProgram;
LLGLSLShader gDeferredDiffuseProgram;
LLGLSLShader gDeferredDiffuseAlphaMaskProgram;
LLGLSLShader gDeferredNonIndexedDiffuseProgram;
LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram;
+LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
LLGLSLShader gDeferredSkinnedDiffuseProgram;
LLGLSLShader gDeferredSkinnedBumpProgram;
LLGLSLShader gDeferredSkinnedAlphaProgram;
LLGLSLShader gDeferredBumpProgram;
LLGLSLShader gDeferredTerrainProgram;
LLGLSLShader gDeferredTreeProgram;
+LLGLSLShader gDeferredTreeShadowProgram;
LLGLSLShader gDeferredAvatarProgram;
LLGLSLShader gDeferredAvatarAlphaProgram;
LLGLSLShader gDeferredLightProgram;
@@ -160,25 +184,23 @@ LLGLSLShader gDeferredAttachmentShadowProgram;
LLGLSLShader gDeferredAlphaProgram;
LLGLSLShader gDeferredAvatarEyesProgram;
LLGLSLShader gDeferredFullbrightProgram;
-LLGLSLShader gDeferredGIProgram;
-LLGLSLShader gDeferredGIFinalProgram;
-LLGLSLShader gDeferredPostGIProgram;
+LLGLSLShader gDeferredEmissiveProgram;
LLGLSLShader gDeferredPostProgram;
+LLGLSLShader gDeferredCoFProgram;
+LLGLSLShader gDeferredDoFCombineProgram;
+LLGLSLShader gFXAAProgram;
LLGLSLShader gDeferredPostNoDoFProgram;
LLGLSLShader gDeferredWLSkyProgram;
LLGLSLShader gDeferredWLCloudProgram;
LLGLSLShader gDeferredStarProgram;
-LLGLSLShader gLuminanceGatherProgram;
-
-
-//current avatar shader parameter pointer
-GLint gAvatarMatrixParam;
+LLGLSLShader gNormalMapGenProgram;
LLViewerShaderMgr::LLViewerShaderMgr() :
mVertexShaderLevel(SHADER_COUNT, 0),
mMaxAvatarShaderLevel(0)
{
/// Make sure WL Sky is the first program
+ //ONLY shaders that need WL Param management should be added here
mShaderList.push_back(&gWLSkyProgram);
mShaderList.push_back(&gWLCloudProgram);
mShaderList.push_back(&gAvatarProgram);
@@ -187,33 +209,42 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gWaterProgram);
mShaderList.push_back(&gAvatarEyeballProgram);
mShaderList.push_back(&gObjectSimpleProgram);
+ mShaderList.push_back(&gObjectPreviewProgram);
mShaderList.push_back(&gImpostorProgram);
+ mShaderList.push_back(&gObjectFullbrightNoColorProgram);
+ mShaderList.push_back(&gObjectFullbrightNoColorWaterProgram);
mShaderList.push_back(&gObjectSimpleAlphaMaskProgram);
mShaderList.push_back(&gObjectBumpProgram);
- mShaderList.push_back(&gUIProgram);
- mShaderList.push_back(&gCustomAlphaProgram);
- mShaderList.push_back(&gGlowCombineProgram);
- mShaderList.push_back(&gTwoTextureAddProgram);
- mShaderList.push_back(&gSolidColorProgram);
- mShaderList.push_back(&gOcclusionProgram);
+ mShaderList.push_back(&gObjectEmissiveProgram);
+ mShaderList.push_back(&gObjectEmissiveWaterProgram);
mShaderList.push_back(&gObjectFullbrightProgram);
mShaderList.push_back(&gObjectFullbrightAlphaMaskProgram);
mShaderList.push_back(&gObjectFullbrightShinyProgram);
mShaderList.push_back(&gObjectFullbrightShinyWaterProgram);
mShaderList.push_back(&gObjectSimpleNonIndexedProgram);
+ mShaderList.push_back(&gObjectSimpleNonIndexedTexGenProgram);
+ mShaderList.push_back(&gObjectSimpleNonIndexedTexGenWaterProgram);
mShaderList.push_back(&gObjectSimpleNonIndexedWaterProgram);
mShaderList.push_back(&gObjectAlphaMaskNonIndexedProgram);
mShaderList.push_back(&gObjectAlphaMaskNonIndexedWaterProgram);
+ mShaderList.push_back(&gObjectAlphaMaskNoColorProgram);
+ mShaderList.push_back(&gObjectAlphaMaskNoColorWaterProgram);
+ mShaderList.push_back(&gTreeProgram);
+ mShaderList.push_back(&gTreeWaterProgram);
mShaderList.push_back(&gObjectFullbrightNonIndexedProgram);
mShaderList.push_back(&gObjectFullbrightNonIndexedWaterProgram);
+ mShaderList.push_back(&gObjectEmissiveNonIndexedProgram);
+ mShaderList.push_back(&gObjectEmissiveNonIndexedWaterProgram);
mShaderList.push_back(&gObjectFullbrightShinyNonIndexedProgram);
mShaderList.push_back(&gObjectFullbrightShinyNonIndexedWaterProgram);
mShaderList.push_back(&gSkinnedObjectSimpleProgram);
mShaderList.push_back(&gSkinnedObjectFullbrightProgram);
+ mShaderList.push_back(&gSkinnedObjectEmissiveProgram);
mShaderList.push_back(&gSkinnedObjectFullbrightShinyProgram);
mShaderList.push_back(&gSkinnedObjectShinySimpleProgram);
mShaderList.push_back(&gSkinnedObjectSimpleWaterProgram);
mShaderList.push_back(&gSkinnedObjectFullbrightWaterProgram);
+ mShaderList.push_back(&gSkinnedObjectEmissiveWaterProgram);
mShaderList.push_back(&gSkinnedObjectFullbrightShinyWaterProgram);
mShaderList.push_back(&gSkinnedObjectShinySimpleWaterProgram);
mShaderList.push_back(&gTerrainProgram);
@@ -227,24 +258,16 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gObjectShinyNonIndexedWaterProgram);
mShaderList.push_back(&gUnderWaterProgram);
mShaderList.push_back(&gDeferredSunProgram);
- mShaderList.push_back(&gDeferredBlurLightProgram);
mShaderList.push_back(&gDeferredSoftenProgram);
- mShaderList.push_back(&gDeferredLightProgram);
- mShaderList.push_back(&gDeferredMultiLightProgram);
mShaderList.push_back(&gDeferredAlphaProgram);
mShaderList.push_back(&gDeferredSkinnedAlphaProgram);
mShaderList.push_back(&gDeferredFullbrightProgram);
+ mShaderList.push_back(&gDeferredEmissiveProgram);
mShaderList.push_back(&gDeferredAvatarEyesProgram);
- mShaderList.push_back(&gDeferredPostGIProgram);
- mShaderList.push_back(&gDeferredEdgeProgram);
- mShaderList.push_back(&gDeferredPostProgram);
- mShaderList.push_back(&gDeferredGIProgram);
- mShaderList.push_back(&gDeferredGIFinalProgram);
mShaderList.push_back(&gDeferredWaterProgram);
mShaderList.push_back(&gDeferredAvatarAlphaProgram);
mShaderList.push_back(&gDeferredWLSkyProgram);
mShaderList.push_back(&gDeferredWLCloudProgram);
- mShaderList.push_back(&gDeferredStarProgram);
}
LLViewerShaderMgr::~LLViewerShaderMgr()
@@ -268,80 +291,13 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void)
{
if (mReservedAttribs.empty())
{
- mReservedAttribs.push_back("materialColor");
- mReservedAttribs.push_back("specularColor");
- mReservedAttribs.push_back("binormal");
- mReservedAttribs.push_back("object_weight");
-
- mAvatarAttribs.reserve(5);
- mAvatarAttribs.push_back("weight");
- mAvatarAttribs.push_back("clothing");
- mAvatarAttribs.push_back("gWindDir");
- mAvatarAttribs.push_back("gSinWaveParams");
- mAvatarAttribs.push_back("gGravity");
+ LLShaderMgr::initAttribsAndUniforms();
mAvatarUniforms.push_back("matrixPalette");
+ mAvatarUniforms.push_back("gWindDir");
+ mAvatarUniforms.push_back("gSinWaveParams");
+ mAvatarUniforms.push_back("gGravity");
- mReservedUniforms.reserve(24);
- mReservedUniforms.push_back("diffuseMap");
- mReservedUniforms.push_back("specularMap");
- mReservedUniforms.push_back("bumpMap");
- mReservedUniforms.push_back("environmentMap");
- mReservedUniforms.push_back("cloude_noise_texture");
- mReservedUniforms.push_back("fullbright");
- mReservedUniforms.push_back("lightnorm");
- mReservedUniforms.push_back("sunlight_color");
- mReservedUniforms.push_back("ambient");
- mReservedUniforms.push_back("blue_horizon");
- mReservedUniforms.push_back("blue_density");
- mReservedUniforms.push_back("haze_horizon");
- mReservedUniforms.push_back("haze_density");
- mReservedUniforms.push_back("cloud_shadow");
- mReservedUniforms.push_back("density_multiplier");
- mReservedUniforms.push_back("distance_multiplier");
- mReservedUniforms.push_back("max_y");
- mReservedUniforms.push_back("glow");
- mReservedUniforms.push_back("cloud_color");
- mReservedUniforms.push_back("cloud_pos_density1");
- mReservedUniforms.push_back("cloud_pos_density2");
- mReservedUniforms.push_back("cloud_scale");
- mReservedUniforms.push_back("gamma");
- mReservedUniforms.push_back("scene_light_strength");
-
- mReservedUniforms.push_back("depthMap");
- mReservedUniforms.push_back("shadowMap0");
- mReservedUniforms.push_back("shadowMap1");
- mReservedUniforms.push_back("shadowMap2");
- mReservedUniforms.push_back("shadowMap3");
- mReservedUniforms.push_back("shadowMap4");
- mReservedUniforms.push_back("shadowMap5");
-
- mReservedUniforms.push_back("normalMap");
- mReservedUniforms.push_back("positionMap");
- mReservedUniforms.push_back("diffuseRect");
- mReservedUniforms.push_back("specularRect");
- mReservedUniforms.push_back("noiseMap");
- mReservedUniforms.push_back("lightFunc");
- mReservedUniforms.push_back("lightMap");
- mReservedUniforms.push_back("luminanceMap");
- mReservedUniforms.push_back("giLightMap");
- mReservedUniforms.push_back("giMip");
- mReservedUniforms.push_back("edgeMap");
- mReservedUniforms.push_back("bloomMap");
- mReservedUniforms.push_back("sunLightMap");
- mReservedUniforms.push_back("localLightMap");
- mReservedUniforms.push_back("projectionMap");
- mReservedUniforms.push_back("diffuseGIMap");
- mReservedUniforms.push_back("specularGIMap");
- mReservedUniforms.push_back("normalGIMap");
- mReservedUniforms.push_back("minpGIMap");
- mReservedUniforms.push_back("maxpGIMap");
- mReservedUniforms.push_back("depthGIMap");
- mReservedUniforms.push_back("lastDiffuseGIMap");
- mReservedUniforms.push_back("lastNormalGIMap");
- mReservedUniforms.push_back("lastMinpGIMap");
- mReservedUniforms.push_back("lastMaxpGIMap");
-
mWLUniforms.push_back("camPosLocal");
mTerrainUniforms.reserve(5);
@@ -397,17 +353,29 @@ void LLViewerShaderMgr::setShaders()
//setShaders might be called redundantly by gSavedSettings, so return on reentrance
static bool reentrance = false;
- if (!gPipeline.mInitialized || !sInitialized || reentrance)
+ if (!gPipeline.mInitialized || !sInitialized || reentrance || sSkipReload)
{
return;
}
- //setup preprocessor definitions
- LLShaderMgr::instance()->mDefinitions["samples"] = llformat("%d", gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples")));
- LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits);
+ LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) gSavedSettings.getU32("RenderMaxTextureIndex")), 1);
+
+ //NEVER use more than 16 texture channels (work around for prevalent driver bug)
+ LLGLSLShader::sIndexedTextureChannels = llmin(LLGLSLShader::sIndexedTextureChannels, 16);
reentrance = true;
+ if (LLRender::sGLCoreProfile)
+ {
+ if (!gSavedSettings.getBOOL("VertexShaderEnable"))
+ { //vertex shaders MUST be enabled to use core profile
+ gSavedSettings.setBOOL("VertexShaderEnable", TRUE);
+ }
+ }
+
+ //setup preprocessor definitions
+ LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits);
+
// Make sure the compiled shader map is cleared before we recompile shaders.
mShaderObjects.clear();
@@ -446,6 +414,7 @@ void LLViewerShaderMgr::setShaders()
mMaxAvatarShaderLevel = 0;
LLGLSLShader::sNoFixedFunction = false;
+ LLVertexBuffer::unbind();
if (LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable")
&& gSavedSettings.getBOOL("VertexShaderEnable"))
{
@@ -466,15 +435,8 @@ void LLViewerShaderMgr::setShaders()
gSavedSettings.getBOOL("WindLightUseAtmosShaders"))
{
if (gSavedSettings.getS32("RenderShadowDetail") > 0)
- {
- if (gSavedSettings.getBOOL("RenderDeferredGI"))
- { //shadows + gi
- deferred_class = 3;
- }
- else
- { //shadows
- deferred_class = 2;
- }
+ { //shadows
+ deferred_class = 2;
}
else
{ //no shadows
@@ -497,11 +459,7 @@ void LLViewerShaderMgr::setShaders()
wl_class = 1;
}
- if(!gSavedSettings.getBOOL("EnableRippleWater"))
- {
- water_class = 0;
- }
-
+
// Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders
if (mVertexShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull())
{
@@ -633,13 +591,21 @@ void LLViewerShaderMgr::setShaders()
void LLViewerShaderMgr::unloadShaders()
{
gOcclusionProgram.unload();
+ gDebugProgram.unload();
+ gAlphaMaskProgram.unload();
gUIProgram.unload();
gCustomAlphaProgram.unload();
gGlowCombineProgram.unload();
+ gSplatTextureRectProgram.unload();
+ gGlowCombineFXAAProgram.unload();
gTwoTextureAddProgram.unload();
+ gOneTextureNoColorProgram.unload();
gSolidColorProgram.unload();
+ gObjectFullbrightNoColorProgram.unload();
+ gObjectFullbrightNoColorWaterProgram.unload();
gObjectSimpleProgram.unload();
+ gObjectPreviewProgram.unload();
gImpostorProgram.unload();
gObjectSimpleAlphaMaskProgram.unload();
gObjectBumpProgram.unload();
@@ -647,6 +613,8 @@ void LLViewerShaderMgr::unloadShaders()
gObjectSimpleWaterAlphaMaskProgram.unload();
gObjectFullbrightProgram.unload();
gObjectFullbrightWaterProgram.unload();
+ gObjectEmissiveProgram.unload();
+ gObjectEmissiveWaterProgram.unload();
gObjectFullbrightAlphaMaskProgram.unload();
gObjectFullbrightWaterAlphaMaskProgram.unload();
@@ -656,11 +624,19 @@ void LLViewerShaderMgr::unloadShaders()
gObjectShinyWaterProgram.unload();
gObjectSimpleNonIndexedProgram.unload();
+ gObjectSimpleNonIndexedTexGenProgram.unload();
+ gObjectSimpleNonIndexedTexGenWaterProgram.unload();
gObjectSimpleNonIndexedWaterProgram.unload();
gObjectAlphaMaskNonIndexedProgram.unload();
gObjectAlphaMaskNonIndexedWaterProgram.unload();
+ gObjectAlphaMaskNoColorProgram.unload();
+ gObjectAlphaMaskNoColorWaterProgram.unload();
gObjectFullbrightNonIndexedProgram.unload();
gObjectFullbrightNonIndexedWaterProgram.unload();
+ gObjectEmissiveNonIndexedProgram.unload();
+ gObjectEmissiveNonIndexedWaterProgram.unload();
+ gTreeProgram.unload();
+ gTreeWaterProgram.unload();
gObjectShinyNonIndexedProgram.unload();
gObjectFullbrightShinyNonIndexedProgram.unload();
@@ -669,11 +645,13 @@ void LLViewerShaderMgr::unloadShaders()
gSkinnedObjectSimpleProgram.unload();
gSkinnedObjectFullbrightProgram.unload();
+ gSkinnedObjectEmissiveProgram.unload();
gSkinnedObjectFullbrightShinyProgram.unload();
gSkinnedObjectShinySimpleProgram.unload();
gSkinnedObjectSimpleWaterProgram.unload();
gSkinnedObjectFullbrightWaterProgram.unload();
+ gSkinnedObjectEmissiveWaterProgram.unload();
gSkinnedObjectFullbrightShinyWaterProgram.unload();
gSkinnedObjectShinySimpleWaterProgram.unload();
@@ -699,6 +677,7 @@ void LLViewerShaderMgr::unloadShaders()
gDeferredDiffuseProgram.unload();
gDeferredDiffuseAlphaMaskProgram.unload();
gDeferredNonIndexedDiffuseAlphaMaskProgram.unload();
+ gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.unload();
gDeferredNonIndexedDiffuseProgram.unload();
gDeferredSkinnedDiffuseProgram.unload();
gDeferredSkinnedBumpProgram.unload();
@@ -750,8 +729,8 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
// (in order of shader function call depth for reference purposes, deepest level first)
vector< pair<string, S32> > shaders;
- shaders.reserve(10);
shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
+ shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) );
@@ -762,6 +741,8 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) );
shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) );
+ shaders.push_back( make_pair( "objects/indexedTextureV.glsl", 1 ) );
+ shaders.push_back( make_pair( "objects/nonindexedTextureV.glsl", 1 ) );
// We no longer have to bind the shaders to global glhandles, they are automatically added to a map now.
for (U32 i = 0; i < shaders.size(); i++)
@@ -777,8 +758,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
// (in order of shader function call depth for reference purposes, deepest level first)
shaders.clear();
- shaders.reserve(13);
- S32 ch = gGLManager.mNumTextureImageUnits-1;
+ S32 ch = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
if (gGLManager.mGLVersion < 3.1f)
{ //force to 1 texture index channel for old drivers
@@ -787,6 +767,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
std::vector<S32> index_channels;
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT]) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/transportF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
@@ -844,6 +825,8 @@ BOOL LLViewerShaderMgr::loadShadersEnvironment()
gTerrainProgram.mFeatures.calculatesLighting = true;
gTerrainProgram.mFeatures.calculatesAtmospherics = true;
gTerrainProgram.mFeatures.hasAtmospherics = true;
+ gTerrainProgram.mFeatures.mIndexedTextureChannels = 0;
+ gTerrainProgram.mFeatures.disableTextureIndex = true;
gTerrainProgram.mFeatures.hasGamma = true;
gTerrainProgram.mShaderFiles.clear();
gTerrainProgram.mShaderFiles.push_back(make_pair("environment/terrainV.glsl", GL_VERTEX_SHADER_ARB));
@@ -912,6 +895,8 @@ BOOL LLViewerShaderMgr::loadShadersWater()
gTerrainWaterProgram.mFeatures.calculatesAtmospherics = true;
gTerrainWaterProgram.mFeatures.hasAtmospherics = true;
gTerrainWaterProgram.mFeatures.hasWaterFog = true;
+ gTerrainWaterProgram.mFeatures.mIndexedTextureChannels = 0;
+ gTerrainWaterProgram.mFeatures.disableTextureIndex = true;
gTerrainWaterProgram.mShaderFiles.clear();
gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainV.glsl", GL_VERTEX_SHADER_ARB));
gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -950,9 +935,6 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
{
BOOL success = TRUE;
- U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"));
- bool multisample = samples > 1 && LLPipeline::sRenderDeferred && gGLManager.mHasTextureMultisample;
-
if (mVertexShaderLevel[SHADER_EFFECT] == 0)
{
gGlowProgram.unload();
@@ -978,21 +960,10 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
if (success)
{
- std::string fragment;
-
- if (multisample)
- {
- fragment = "effects/glowExtractMSF.glsl";
- }
- else
- {
- fragment = "effects/glowExtractF.glsl";
- }
-
gGlowExtractProgram.mName = "Glow Extract Shader (Post)";
gGlowExtractProgram.mShaderFiles.clear();
gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER_ARB));
- gGlowExtractProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
+ gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER_ARB));
gGlowExtractProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
success = gGlowExtractProgram.createShader(NULL, &mGlowExtractUniforms);
if (!success)
@@ -1001,51 +972,6 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
}
}
-#if 0
- // disabling loading of postprocess shaders until we fix
- // ATI sampler2DRect compatibility.
-
- //load Color Filter Shader
- if (success)
- {
- vector<string> shaderUniforms;
- shaderUniforms.reserve(7);
- shaderUniforms.push_back("RenderTexture");
- shaderUniforms.push_back("gamma");
- shaderUniforms.push_back("brightness");
- shaderUniforms.push_back("contrast");
- shaderUniforms.push_back("contrastBase");
- shaderUniforms.push_back("saturation");
- shaderUniforms.push_back("lumWeights");
-
- gPostColorFilterProgram.mName = "Color Filter Shader (Post)";
- gPostColorFilterProgram.mShaderFiles.clear();
- gPostColorFilterProgram.mShaderFiles.push_back(make_pair("effects/colorFilterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gPostColorFilterProgram.mShaderFiles.push_back(make_pair("effects/drawQuadV.glsl", GL_VERTEX_SHADER_ARB));
- gPostColorFilterProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
- success = gPostColorFilterProgram.createShader(NULL, &shaderUniforms);
- }
-
- //load Night Vision Shader
- if (success)
- {
- vector<string> shaderUniforms;
- shaderUniforms.reserve(5);
- shaderUniforms.push_back("RenderTexture");
- shaderUniforms.push_back("NoiseTexture");
- shaderUniforms.push_back("brightMult");
- shaderUniforms.push_back("noiseStrength");
- shaderUniforms.push_back("lumWeights");
-
- gPostNightVisionProgram.mName = "Night Vision Shader (Post)";
- gPostNightVisionProgram.mShaderFiles.clear();
- gPostNightVisionProgram.mShaderFiles.push_back(make_pair("effects/nightVisionF.glsl", GL_FRAGMENT_SHADER_ARB));
- gPostNightVisionProgram.mShaderFiles.push_back(make_pair("effects/drawQuadV.glsl", GL_VERTEX_SHADER_ARB));
- gPostNightVisionProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
- success = gPostNightVisionProgram.createShader(NULL, &shaderUniforms);
- }
- #endif
-
return success;
}
@@ -1055,9 +981,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (mVertexShaderLevel[SHADER_DEFERRED] == 0)
{
gDeferredTreeProgram.unload();
+ gDeferredTreeShadowProgram.unload();
gDeferredDiffuseProgram.unload();
gDeferredDiffuseAlphaMaskProgram.unload();
gDeferredNonIndexedDiffuseAlphaMaskProgram.unload();
+ gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.unload();
gDeferredNonIndexedDiffuseProgram.unload();
gDeferredSkinnedDiffuseProgram.unload();
gDeferredSkinnedBumpProgram.unload();
@@ -1080,34 +1008,29 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaProgram.unload();
gDeferredAlphaProgram.unload();
gDeferredFullbrightProgram.unload();
+ gDeferredEmissiveProgram.unload();
gDeferredAvatarEyesProgram.unload();
- gDeferredPostGIProgram.unload();
- gDeferredEdgeProgram.unload();
gDeferredPostProgram.unload();
- gLuminanceGatherProgram.unload();
- gDeferredGIProgram.unload();
- gDeferredGIFinalProgram.unload();
+ gDeferredCoFProgram.unload();
+ gDeferredDoFCombineProgram.unload();
+ gFXAAProgram.unload();
gDeferredWaterProgram.unload();
gDeferredWLSkyProgram.unload();
gDeferredWLCloudProgram.unload();
gDeferredStarProgram.unload();
+ gNormalMapGenProgram.unload();
return TRUE;
}
- mVertexShaderLevel[SHADER_AVATAR] = 1;
-
BOOL success = TRUE;
- U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"));
- bool multisample = samples > 1 && gGLManager.mHasTextureMultisample;
-
if (success)
{
gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader";
gDeferredDiffuseProgram.mShaderFiles.clear();
gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+ gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredDiffuseProgram.createShader(NULL, NULL);
}
@@ -1118,7 +1041,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear();
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+ gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredDiffuseAlphaMaskProgram.createShader(NULL, NULL);
}
@@ -1132,6 +1055,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredNonIndexedDiffuseAlphaMaskProgram.createShader(NULL, NULL);
}
+
+ if (success)
+ {
+ gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader";
+ gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.clear();
+ gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseNoColorV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskNoColorF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.createShader(NULL, NULL);
+ }
if (success)
{
@@ -1205,6 +1138,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
+ gDeferredTreeShadowProgram.mName = "Deferred Tree Shadow Shader";
+ gDeferredTreeShadowProgram.mShaderFiles.clear();
+ gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredTreeShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredTreeShadowProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gDeferredImpostorProgram.mName = "Deferred Impostor Shader";
gDeferredImpostorProgram.mShaderFiles.clear();
gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorV.glsl", GL_VERTEX_SHADER_ARB));
@@ -1214,84 +1157,41 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
}
if (success)
- {
- std::string fragment;
-
- if (multisample)
- {
- fragment = "deferred/pointLightMSF.glsl";
- }
- else
- {
- fragment = "deferred/pointLightF.glsl";
- }
-
+ {
gDeferredLightProgram.mName = "Deferred Light Shader";
gDeferredLightProgram.mShaderFiles.clear();
gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
+ gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredLightProgram.createShader(NULL, NULL);
}
if (success)
{
- std::string fragment;
- if (multisample)
- {
- fragment = "deferred/multiPointLightMSF.glsl";
- }
- else
- {
- fragment = "deferred/multiPointLightF.glsl";
- }
-
gDeferredMultiLightProgram.mName = "Deferred MultiLight Shader";
gDeferredMultiLightProgram.mShaderFiles.clear();
gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
+ gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMultiLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredMultiLightProgram.createShader(NULL, NULL);
}
if (success)
{
- std::string fragment;
-
- if (multisample)
- {
- fragment = "deferred/spotLightMSF.glsl";
- }
- else
- {
- fragment = "deferred/multiSpotLightF.glsl";
- }
-
gDeferredSpotLightProgram.mName = "Deferred SpotLight Shader";
gDeferredSpotLightProgram.mShaderFiles.clear();
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
+ gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredSpotLightProgram.createShader(NULL, NULL);
}
if (success)
{
- std::string fragment;
-
- if (multisample)
- {
- fragment = "deferred/multiSpotLightMSF.glsl";
- }
- else
- {
- fragment = "deferred/multiSpotLightF.glsl";
- }
-
gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader";
gDeferredMultiSpotLightProgram.mShaderFiles.clear();
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
+ gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMultiSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL);
}
@@ -1302,25 +1202,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
{
- if (multisample)
- {
- fragment = "deferred/sunLightSSAOMSF.glsl";
- }
- else
- {
- fragment = "deferred/sunLightSSAOF.glsl";
- }
+ fragment = "deferred/sunLightSSAOF.glsl";
}
else
{
- if (multisample)
- {
- fragment = "deferred/sunLightMSF.glsl";
- }
- else
- {
- fragment = "deferred/sunLightF.glsl";
- }
+ fragment = "deferred/sunLightF.glsl";
}
gDeferredSunProgram.mName = "Deferred Sun Shader";
@@ -1333,21 +1219,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
- std::string fragment;
-
- if (multisample)
- {
- fragment = "deferred/blurLightMSF.glsl";
- }
- else
- {
- fragment = "deferred/blurLightF.glsl";
- }
-
gDeferredBlurLightProgram.mName = "Deferred Blur Light Shader";
gDeferredBlurLightProgram.mShaderFiles.clear();
gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
+ gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredBlurLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredBlurLightProgram.createShader(NULL, NULL);
}
@@ -1363,11 +1238,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
if (mVertexShaderLevel[SHADER_DEFERRED] < 1)
{
- gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+ gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
}
else
{ //shave off some texture units for shadow maps
- gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits - 6;
+ gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1);
}
gDeferredAlphaProgram.mShaderFiles.clear();
@@ -1397,7 +1272,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightProgram.mFeatures.hasGamma = true;
gDeferredFullbrightProgram.mFeatures.hasTransport = true;
- gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+ gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightProgram.mShaderFiles.clear();
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1407,6 +1282,20 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
+ gDeferredEmissiveProgram.mName = "Deferred Emissive Shader";
+ gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredEmissiveProgram.mFeatures.hasGamma = true;
+ gDeferredEmissiveProgram.mFeatures.hasTransport = true;
+ gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
+ gDeferredEmissiveProgram.mShaderFiles.clear();
+ gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredEmissiveProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
// load water shader
gDeferredWaterProgram.mName = "Deferred Water Shader";
gDeferredWaterProgram.mFeatures.calculatesAtmospherics = true;
@@ -1421,21 +1310,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
- std::string fragment;
-
- if (multisample)
- {
- fragment = "deferred/softenLightMSF.glsl";
- }
- else
- {
- fragment = "deferred/softenLightF.glsl";
- }
-
gDeferredSoftenProgram.mName = "Deferred Soften Shader";
gDeferredSoftenProgram.mShaderFiles.clear();
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredSoftenProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
+ gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSoftenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
@@ -1475,7 +1353,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredAvatarShadowProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
+ success = gDeferredAvatarShadowProgram.createShader(NULL, &mAvatarUniforms);
}
if (success)
@@ -1507,7 +1385,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredAvatarProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
+ success = gDeferredAvatarProgram.createShader(NULL, &mAvatarUniforms);
}
if (success)
@@ -1522,47 +1400,57 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true;
gDeferredAvatarAlphaProgram.mShaderFiles.clear();
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedNoColorF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredAvatarAlphaProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
+ success = gDeferredAvatarAlphaProgram.createShader(NULL, &mAvatarUniforms);
}
if (success)
{
- std::string fragment;
- if (multisample)
- {
- fragment = "deferred/postDeferredMSF.glsl";
- }
- else
- {
- fragment = "deferred/postDeferredF.glsl";
- }
+ gFXAAProgram.mName = "FXAA Shader";
+ gFXAAProgram.mShaderFiles.clear();
+ gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
+ gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/fxaaF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gFXAAProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gFXAAProgram.createShader(NULL, NULL);
+ }
+ if (success)
+ {
gDeferredPostProgram.mName = "Deferred Post Shader";
gDeferredPostProgram.mShaderFiles.clear();
gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredPostProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
+ gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredPostProgram.createShader(NULL, NULL);
}
if (success)
{
- std::string fragment;
- if (multisample)
- {
- fragment = "deferred/postDeferredNoDoFMSF.glsl";
- }
- else
- {
- fragment = "deferred/postDeferredNoDoFF.glsl";
- }
+ gDeferredCoFProgram.mName = "Deferred CoF Shader";
+ gDeferredCoFProgram.mShaderFiles.clear();
+ gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/cofF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredCoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredCoFProgram.createShader(NULL, NULL);
+ }
+ if (success)
+ {
+ gDeferredDoFCombineProgram.mName = "Deferred DoFCombine Shader";
+ gDeferredDoFCombineProgram.mShaderFiles.clear();
+ gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/dofCombineF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredDoFCombineProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredDoFCombineProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gDeferredPostNoDoFProgram.mName = "Deferred Post Shader";
gDeferredPostNoDoFProgram.mShaderFiles.clear();
gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
+ gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredPostNoDoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredPostNoDoFProgram.createShader(NULL, NULL);
}
@@ -1601,70 +1489,15 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
success = gDeferredStarProgram.createShader(NULL, &mWLUniforms);
}
- if (mVertexShaderLevel[SHADER_DEFERRED] > 1)
+ if (success)
{
- if (success)
- {
- std::string fragment;
- if (multisample)
- {
- fragment = "deferred/edgeMSF.glsl";
- }
- else
- {
- fragment = "deferred/edgeF.glsl";
- }
-
- gDeferredEdgeProgram.mName = "Deferred Edge Shader";
- gDeferredEdgeProgram.mShaderFiles.clear();
- gDeferredEdgeProgram.mShaderFiles.push_back(make_pair("deferred/edgeV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredEdgeProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
- gDeferredEdgeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredEdgeProgram.createShader(NULL, NULL);
- }
- }
-
- if (mVertexShaderLevel[SHADER_DEFERRED] > 2)
- {
- if (success)
- {
- gDeferredPostGIProgram.mName = "Deferred Post GI Shader";
- gDeferredPostGIProgram.mShaderFiles.clear();
- gDeferredPostGIProgram.mShaderFiles.push_back(make_pair("deferred/postgiV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredPostGIProgram.mShaderFiles.push_back(make_pair("deferred/postgiF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredPostGIProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredPostGIProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gDeferredGIProgram.mName = "Deferred GI Shader";
- gDeferredGIProgram.mShaderFiles.clear();
- gDeferredGIProgram.mShaderFiles.push_back(make_pair("deferred/giV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredGIProgram.mShaderFiles.push_back(make_pair("deferred/giF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredGIProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredGIProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gDeferredGIFinalProgram.mName = "Deferred GI Final Shader";
- gDeferredGIFinalProgram.mShaderFiles.clear();
- gDeferredGIFinalProgram.mShaderFiles.push_back(make_pair("deferred/giFinalV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredGIFinalProgram.mShaderFiles.push_back(make_pair("deferred/giFinalF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredGIFinalProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredGIFinalProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gLuminanceGatherProgram.mName = "Luminance Gather Shader";
- gLuminanceGatherProgram.mShaderFiles.clear();
- gLuminanceGatherProgram.mShaderFiles.push_back(make_pair("deferred/luminanceV.glsl", GL_VERTEX_SHADER_ARB));
- gLuminanceGatherProgram.mShaderFiles.push_back(make_pair("deferred/luminanceF.glsl", GL_FRAGMENT_SHADER_ARB));
- gLuminanceGatherProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gLuminanceGatherProgram.createShader(NULL, NULL);
- }
+ gNormalMapGenProgram.mName = "Normal Map Generation Program";
+ gNormalMapGenProgram.mShaderFiles.clear();
+ gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenV.glsl", GL_VERTEX_SHADER_ARB));
+ gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gNormalMapGenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gNormalMapGenProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+ success = gNormalMapGenProgram.createShader(NULL, NULL);
}
return success;
@@ -1680,12 +1513,17 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightShinyProgram.unload();
gObjectFullbrightShinyWaterProgram.unload();
gObjectShinyWaterProgram.unload();
+ gObjectFullbrightNoColorProgram.unload();
+ gObjectFullbrightNoColorWaterProgram.unload();
gObjectSimpleProgram.unload();
+ gObjectPreviewProgram.unload();
gImpostorProgram.unload();
gObjectSimpleAlphaMaskProgram.unload();
gObjectBumpProgram.unload();
gObjectSimpleWaterProgram.unload();
gObjectSimpleWaterAlphaMaskProgram.unload();
+ gObjectEmissiveProgram.unload();
+ gObjectEmissiveWaterProgram.unload();
gObjectFullbrightProgram.unload();
gObjectFullbrightAlphaMaskProgram.unload();
gObjectFullbrightWaterProgram.unload();
@@ -1694,20 +1532,29 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightShinyNonIndexedProgram.unload();
gObjectFullbrightShinyNonIndexedWaterProgram.unload();
gObjectShinyNonIndexedWaterProgram.unload();
- gObjectSimpleNonIndexedProgram.unload();
+ gObjectSimpleNonIndexedTexGenProgram.unload();
+ gObjectSimpleNonIndexedTexGenWaterProgram.unload();
gObjectSimpleNonIndexedWaterProgram.unload();
gObjectAlphaMaskNonIndexedProgram.unload();
gObjectAlphaMaskNonIndexedWaterProgram.unload();
+ gObjectAlphaMaskNoColorProgram.unload();
+ gObjectAlphaMaskNoColorWaterProgram.unload();
gObjectFullbrightNonIndexedProgram.unload();
gObjectFullbrightNonIndexedWaterProgram.unload();
+ gObjectEmissiveNonIndexedProgram.unload();
+ gObjectEmissiveNonIndexedWaterProgram.unload();
gSkinnedObjectSimpleProgram.unload();
gSkinnedObjectFullbrightProgram.unload();
+ gSkinnedObjectEmissiveProgram.unload();
gSkinnedObjectFullbrightShinyProgram.unload();
gSkinnedObjectShinySimpleProgram.unload();
gSkinnedObjectSimpleWaterProgram.unload();
gSkinnedObjectFullbrightWaterProgram.unload();
+ gSkinnedObjectEmissiveWaterProgram.unload();
gSkinnedObjectFullbrightShinyWaterProgram.unload();
gSkinnedObjectShinySimpleWaterProgram.unload();
+ gTreeProgram.unload();
+ gTreeWaterProgram.unload();
return TRUE;
}
@@ -1730,6 +1577,23 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
+ gObjectSimpleNonIndexedTexGenProgram.mName = "Non indexed tex-gen Shader";
+ gObjectSimpleNonIndexedTexGenProgram.mFeatures.calculatesLighting = true;
+ gObjectSimpleNonIndexedTexGenProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectSimpleNonIndexedTexGenProgram.mFeatures.hasGamma = true;
+ gObjectSimpleNonIndexedTexGenProgram.mFeatures.hasAtmospherics = true;
+ gObjectSimpleNonIndexedTexGenProgram.mFeatures.hasLighting = true;
+ gObjectSimpleNonIndexedTexGenProgram.mFeatures.disableTextureIndex = true;
+ gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.clear();
+ gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.push_back(make_pair("objects/simpleTexGenV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectSimpleNonIndexedTexGenProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gObjectSimpleNonIndexedTexGenProgram.createShader(NULL, NULL);
+ }
+
+
+ if (success)
+ {
gObjectSimpleNonIndexedWaterProgram.mName = "Non indexed Water Shader";
gObjectSimpleNonIndexedWaterProgram.mFeatures.calculatesLighting = true;
gObjectSimpleNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true;
@@ -1747,6 +1611,23 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
+ gObjectSimpleNonIndexedTexGenWaterProgram.mName = "Non indexed tex-gen Water Shader";
+ gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.calculatesLighting = true;
+ gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.hasWaterFog = true;
+ gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.hasAtmospherics = true;
+ gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.hasLighting = true;
+ gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.disableTextureIndex = true;
+ gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.clear();
+ gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleTexGenV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectSimpleNonIndexedTexGenWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectSimpleNonIndexedTexGenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ success = gObjectSimpleNonIndexedTexGenWaterProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gObjectAlphaMaskNonIndexedProgram.mName = "Non indexed alpha mask Shader";
gObjectAlphaMaskNonIndexedProgram.mFeatures.calculatesLighting = true;
gObjectAlphaMaskNonIndexedProgram.mFeatures.calculatesAtmospherics = true;
@@ -1756,7 +1637,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectAlphaMaskNonIndexedProgram.mFeatures.disableTextureIndex = true;
gObjectAlphaMaskNonIndexedProgram.mFeatures.hasAlphaMask = true;
gObjectAlphaMaskNonIndexedProgram.mShaderFiles.clear();
- gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleNonIndexedV.glsl", GL_VERTEX_SHADER_ARB));
gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectAlphaMaskNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
success = gObjectAlphaMaskNonIndexedProgram.createShader(NULL, NULL);
@@ -1773,7 +1654,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.disableTextureIndex = true;
gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.hasAlphaMask = true;
gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.clear();
- gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleNonIndexedV.glsl", GL_VERTEX_SHADER_ARB));
gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectAlphaMaskNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
gObjectAlphaMaskNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
@@ -1782,6 +1663,76 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
+ gObjectAlphaMaskNoColorProgram.mName = "No color alpha mask Shader";
+ gObjectAlphaMaskNoColorProgram.mFeatures.calculatesLighting = true;
+ gObjectAlphaMaskNoColorProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectAlphaMaskNoColorProgram.mFeatures.hasGamma = true;
+ gObjectAlphaMaskNoColorProgram.mFeatures.hasAtmospherics = true;
+ gObjectAlphaMaskNoColorProgram.mFeatures.hasLighting = true;
+ gObjectAlphaMaskNoColorProgram.mFeatures.disableTextureIndex = true;
+ gObjectAlphaMaskNoColorProgram.mFeatures.hasAlphaMask = true;
+ gObjectAlphaMaskNoColorProgram.mShaderFiles.clear();
+ gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectAlphaMaskNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gObjectAlphaMaskNoColorProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gObjectAlphaMaskNoColorWaterProgram.mName = "No color alpha mask Water Shader";
+ gObjectAlphaMaskNoColorWaterProgram.mFeatures.calculatesLighting = true;
+ gObjectAlphaMaskNoColorWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasWaterFog = true;
+ gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasAtmospherics = true;
+ gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasLighting = true;
+ gObjectAlphaMaskNoColorWaterProgram.mFeatures.disableTextureIndex = true;
+ gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasAlphaMask = true;
+ gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.clear();
+ gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectAlphaMaskNoColorWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectAlphaMaskNoColorWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ success = gObjectAlphaMaskNoColorWaterProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gTreeProgram.mName = "Tree Shader";
+ gTreeProgram.mFeatures.calculatesLighting = true;
+ gTreeProgram.mFeatures.calculatesAtmospherics = true;
+ gTreeProgram.mFeatures.hasGamma = true;
+ gTreeProgram.mFeatures.hasAtmospherics = true;
+ gTreeProgram.mFeatures.hasLighting = true;
+ gTreeProgram.mFeatures.disableTextureIndex = true;
+ gTreeProgram.mFeatures.hasAlphaMask = true;
+ gTreeProgram.mShaderFiles.clear();
+ gTreeProgram.mShaderFiles.push_back(make_pair("objects/treeV.glsl", GL_VERTEX_SHADER_ARB));
+ gTreeProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gTreeProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gTreeProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gTreeWaterProgram.mName = "Tree Water Shader";
+ gTreeWaterProgram.mFeatures.calculatesLighting = true;
+ gTreeWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gTreeWaterProgram.mFeatures.hasWaterFog = true;
+ gTreeWaterProgram.mFeatures.hasAtmospherics = true;
+ gTreeWaterProgram.mFeatures.hasLighting = true;
+ gTreeWaterProgram.mFeatures.disableTextureIndex = true;
+ gTreeWaterProgram.mFeatures.hasAlphaMask = true;
+ gTreeWaterProgram.mShaderFiles.clear();
+ gTreeWaterProgram.mShaderFiles.push_back(make_pair("objects/treeV.glsl", GL_VERTEX_SHADER_ARB));
+ gTreeWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gTreeWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gTreeWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ success = gTreeWaterProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gObjectFullbrightNonIndexedProgram.mName = "Non Indexed Fullbright Shader";
gObjectFullbrightNonIndexedProgram.mFeatures.calculatesAtmospherics = true;
gObjectFullbrightNonIndexedProgram.mFeatures.hasGamma = true;
@@ -1813,6 +1764,68 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
+ gObjectEmissiveNonIndexedProgram.mName = "Non Indexed Emissive Shader";
+ gObjectEmissiveNonIndexedProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectEmissiveNonIndexedProgram.mFeatures.hasGamma = true;
+ gObjectEmissiveNonIndexedProgram.mFeatures.hasTransport = true;
+ gObjectEmissiveNonIndexedProgram.mFeatures.isFullbright = true;
+ gObjectEmissiveNonIndexedProgram.mFeatures.disableTextureIndex = true;
+ gObjectEmissiveNonIndexedProgram.mShaderFiles.clear();
+ gObjectEmissiveNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectEmissiveNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectEmissiveNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gObjectEmissiveNonIndexedProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gObjectEmissiveNonIndexedWaterProgram.mName = "Non Indexed Emissive Water Shader";
+ gObjectEmissiveNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectEmissiveNonIndexedWaterProgram.mFeatures.isFullbright = true;
+ gObjectEmissiveNonIndexedWaterProgram.mFeatures.hasWaterFog = true;
+ gObjectEmissiveNonIndexedWaterProgram.mFeatures.hasTransport = true;
+ gObjectEmissiveNonIndexedWaterProgram.mFeatures.disableTextureIndex = true;
+ gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.clear();
+ gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectEmissiveNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectEmissiveNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ success = gObjectEmissiveNonIndexedWaterProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gObjectFullbrightNoColorProgram.mName = "Non Indexed no color Fullbright Shader";
+ gObjectFullbrightNoColorProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectFullbrightNoColorProgram.mFeatures.hasGamma = true;
+ gObjectFullbrightNoColorProgram.mFeatures.hasTransport = true;
+ gObjectFullbrightNoColorProgram.mFeatures.isFullbright = true;
+ gObjectFullbrightNoColorProgram.mFeatures.disableTextureIndex = true;
+ gObjectFullbrightNoColorProgram.mShaderFiles.clear();
+ gObjectFullbrightNoColorProgram.mShaderFiles.push_back(make_pair("objects/fullbrightNoColorV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectFullbrightNoColorProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectFullbrightNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gObjectFullbrightNoColorProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gObjectFullbrightNoColorWaterProgram.mName = "Non Indexed no color Fullbright Water Shader";
+ gObjectFullbrightNoColorWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectFullbrightNoColorWaterProgram.mFeatures.isFullbright = true;
+ gObjectFullbrightNoColorWaterProgram.mFeatures.hasWaterFog = true;
+ gObjectFullbrightNoColorWaterProgram.mFeatures.hasTransport = true;
+ gObjectFullbrightNoColorWaterProgram.mFeatures.disableTextureIndex = true;
+ gObjectFullbrightNoColorWaterProgram.mShaderFiles.clear();
+ gObjectFullbrightNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightNoColorV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectFullbrightNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectFullbrightNoColorWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightNoColorWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ success = gObjectFullbrightNoColorWaterProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gObjectShinyNonIndexedProgram.mName = "Non Indexed Shiny Shader";
gObjectShinyNonIndexedProgram.mFeatures.calculatesAtmospherics = true;
gObjectShinyNonIndexedProgram.mFeatures.calculatesLighting = true;
@@ -1891,6 +1904,23 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
+ gObjectPreviewProgram.mName = "Simple Shader";
+ gObjectPreviewProgram.mFeatures.calculatesLighting = true;
+ gObjectPreviewProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectPreviewProgram.mFeatures.hasGamma = true;
+ gObjectPreviewProgram.mFeatures.hasAtmospherics = true;
+ gObjectPreviewProgram.mFeatures.hasLighting = true;
+ gObjectPreviewProgram.mFeatures.mIndexedTextureChannels = 0;
+ gObjectPreviewProgram.mFeatures.disableTextureIndex = true;
+ gObjectPreviewProgram.mShaderFiles.clear();
+ gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectPreviewProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gObjectPreviewProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gObjectSimpleProgram.mName = "Simple Shader";
gObjectSimpleProgram.mFeatures.calculatesLighting = true;
gObjectSimpleProgram.mFeatures.calculatesAtmospherics = true;
@@ -1907,19 +1937,19 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
- gObjectSimpleAlphaMaskProgram.mName = "Simple Alpha Mask Shader";
- gObjectSimpleAlphaMaskProgram.mFeatures.calculatesLighting = true;
- gObjectSimpleAlphaMaskProgram.mFeatures.calculatesAtmospherics = true;
- gObjectSimpleAlphaMaskProgram.mFeatures.hasGamma = true;
- gObjectSimpleAlphaMaskProgram.mFeatures.hasAtmospherics = true;
- gObjectSimpleAlphaMaskProgram.mFeatures.hasLighting = true;
- gObjectSimpleAlphaMaskProgram.mFeatures.hasAlphaMask = true;
- gObjectSimpleAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0;
- gObjectSimpleAlphaMaskProgram.mShaderFiles.clear();
- gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
- gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectSimpleAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
- success = gObjectSimpleAlphaMaskProgram.createShader(NULL, NULL);
+ gObjectSimpleWaterProgram.mName = "Simple Water Shader";
+ gObjectSimpleWaterProgram.mFeatures.calculatesLighting = true;
+ gObjectSimpleWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectSimpleWaterProgram.mFeatures.hasWaterFog = true;
+ gObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true;
+ gObjectSimpleWaterProgram.mFeatures.hasLighting = true;
+ gObjectSimpleWaterProgram.mFeatures.mIndexedTextureChannels = 0;
+ gObjectSimpleWaterProgram.mShaderFiles.clear();
+ gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectSimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ success = gObjectSimpleWaterProgram.createShader(NULL, NULL);
}
if (success)
@@ -1936,25 +1966,34 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
success = gObjectBumpProgram.createShader(NULL, NULL);
+
+ if (success)
+ { //lldrawpoolbump assumes "texture0" has channel 0 and "texture1" has channel 1
+ gObjectBumpProgram.bind();
+ gObjectBumpProgram.uniform1i("texture0", 0);
+ gObjectBumpProgram.uniform1i("texture1", 1);
+ gObjectBumpProgram.unbind();
+ }
}
+
if (success)
{
- gObjectSimpleWaterProgram.mName = "Simple Water Shader";
- gObjectSimpleWaterProgram.mFeatures.calculatesLighting = true;
- gObjectSimpleWaterProgram.mFeatures.calculatesAtmospherics = true;
- gObjectSimpleWaterProgram.mFeatures.hasWaterFog = true;
- gObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true;
- gObjectSimpleWaterProgram.mFeatures.hasLighting = true;
- gObjectSimpleWaterProgram.mFeatures.mIndexedTextureChannels = 0;
- gObjectSimpleWaterProgram.mShaderFiles.clear();
- gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
- gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectSimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
- gObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gObjectSimpleWaterProgram.createShader(NULL, NULL);
+ gObjectSimpleAlphaMaskProgram.mName = "Simple Alpha Mask Shader";
+ gObjectSimpleAlphaMaskProgram.mFeatures.calculatesLighting = true;
+ gObjectSimpleAlphaMaskProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectSimpleAlphaMaskProgram.mFeatures.hasGamma = true;
+ gObjectSimpleAlphaMaskProgram.mFeatures.hasAtmospherics = true;
+ gObjectSimpleAlphaMaskProgram.mFeatures.hasLighting = true;
+ gObjectSimpleAlphaMaskProgram.mFeatures.hasAlphaMask = true;
+ gObjectSimpleAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0;
+ gObjectSimpleAlphaMaskProgram.mShaderFiles.clear();
+ gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectSimpleAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gObjectSimpleAlphaMaskProgram.createShader(NULL, NULL);
}
-
+
if (success)
{
gObjectSimpleWaterAlphaMaskProgram.mName = "Simple Water Alpha Mask Shader";
@@ -2006,6 +2045,37 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
+ gObjectEmissiveProgram.mName = "Emissive Shader";
+ gObjectEmissiveProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectEmissiveProgram.mFeatures.hasGamma = true;
+ gObjectEmissiveProgram.mFeatures.hasTransport = true;
+ gObjectEmissiveProgram.mFeatures.isFullbright = true;
+ gObjectEmissiveProgram.mFeatures.mIndexedTextureChannels = 0;
+ gObjectEmissiveProgram.mShaderFiles.clear();
+ gObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gObjectEmissiveProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gObjectEmissiveWaterProgram.mName = "Emissive Water Shader";
+ gObjectEmissiveWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectEmissiveWaterProgram.mFeatures.isFullbright = true;
+ gObjectEmissiveWaterProgram.mFeatures.hasWaterFog = true;
+ gObjectEmissiveWaterProgram.mFeatures.hasTransport = true;
+ gObjectEmissiveWaterProgram.mFeatures.mIndexedTextureChannels = 0;
+ gObjectEmissiveWaterProgram.mShaderFiles.clear();
+ gObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectEmissiveWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectEmissiveWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ success = gObjectEmissiveWaterProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gObjectFullbrightAlphaMaskProgram.mName = "Fullbright Alpha Mask Shader";
gObjectFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true;
gObjectFullbrightAlphaMaskProgram.mFeatures.hasGamma = true;
@@ -2141,6 +2211,39 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
+ gSkinnedObjectEmissiveProgram.mName = "Skinned Emissive Shader";
+ gSkinnedObjectEmissiveProgram.mFeatures.calculatesAtmospherics = true;
+ gSkinnedObjectEmissiveProgram.mFeatures.hasGamma = true;
+ gSkinnedObjectEmissiveProgram.mFeatures.hasTransport = true;
+ gSkinnedObjectEmissiveProgram.mFeatures.isFullbright = true;
+ gSkinnedObjectEmissiveProgram.mFeatures.hasObjectSkinning = true;
+ gSkinnedObjectEmissiveProgram.mFeatures.disableTextureIndex = true;
+ gSkinnedObjectEmissiveProgram.mShaderFiles.clear();
+ gSkinnedObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/emissiveSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
+ gSkinnedObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gSkinnedObjectEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gSkinnedObjectEmissiveProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gSkinnedObjectEmissiveWaterProgram.mName = "Skinned Emissive Water Shader";
+ gSkinnedObjectEmissiveWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gSkinnedObjectEmissiveWaterProgram.mFeatures.hasGamma = true;
+ gSkinnedObjectEmissiveWaterProgram.mFeatures.hasTransport = true;
+ gSkinnedObjectEmissiveWaterProgram.mFeatures.isFullbright = true;
+ gSkinnedObjectEmissiveWaterProgram.mFeatures.hasObjectSkinning = true;
+ gSkinnedObjectEmissiveWaterProgram.mFeatures.disableTextureIndex = true;
+ gSkinnedObjectEmissiveWaterProgram.mFeatures.hasWaterFog = true;
+ gSkinnedObjectEmissiveWaterProgram.mShaderFiles.clear();
+ gSkinnedObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
+ gSkinnedObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gSkinnedObjectEmissiveWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gSkinnedObjectEmissiveWaterProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gSkinnedObjectFullbrightShinyProgram.mName = "Skinned Fullbright Shiny Shader";
gSkinnedObjectFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;
gSkinnedObjectFullbrightShinyProgram.mFeatures.hasGamma = true;
@@ -2287,7 +2390,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER_ARB));
gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarF.glsl", GL_FRAGMENT_SHADER_ARB));
gAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR];
- success = gAvatarProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
+ success = gAvatarProgram.createShader(NULL, &mAvatarUniforms);
if (success)
{
@@ -2306,7 +2409,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
// Note: no cloth under water:
gAvatarWaterProgram.mShaderLevel = llmin(mVertexShaderLevel[SHADER_AVATAR], 1);
gAvatarWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gAvatarWaterProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
+ success = gAvatarWaterProgram.createShader(NULL, &mAvatarUniforms);
}
/// Keep track of avatar levels
@@ -2325,7 +2428,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarV.glsl", GL_VERTEX_SHADER_ARB));
gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarF.glsl", GL_FRAGMENT_SHADER_ARB));
gAvatarPickProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR];
- success = gAvatarPickProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
+ success = gAvatarPickProgram.createShader(NULL, &mAvatarUniforms);
}
if (success)
@@ -2398,6 +2501,22 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
if (success)
{
+ gSplatTextureRectProgram.mName = "Splat Texture Rect Shader";
+ gSplatTextureRectProgram.mShaderFiles.clear();
+ gSplatTextureRectProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectV.glsl", GL_VERTEX_SHADER_ARB));
+ gSplatTextureRectProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gSplatTextureRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ success = gSplatTextureRectProgram.createShader(NULL, NULL);
+ if (success)
+ {
+ gSplatTextureRectProgram.bind();
+ gSplatTextureRectProgram.uniform1i("screenMap", 0);
+ gSplatTextureRectProgram.unbind();
+ }
+ }
+
+ if (success)
+ {
gGlowCombineProgram.mName = "Glow Combine Shader";
gGlowCombineProgram.mShaderFiles.clear();
gGlowCombineProgram.mShaderFiles.push_back(make_pair("interface/glowcombineV.glsl", GL_VERTEX_SHADER_ARB));
@@ -2415,6 +2534,24 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
if (success)
{
+ gGlowCombineFXAAProgram.mName = "Glow CombineFXAA Shader";
+ gGlowCombineFXAAProgram.mShaderFiles.clear();
+ gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAV.glsl", GL_VERTEX_SHADER_ARB));
+ gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gGlowCombineFXAAProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ success = gGlowCombineFXAAProgram.createShader(NULL, NULL);
+ if (success)
+ {
+ gGlowCombineFXAAProgram.bind();
+ gGlowCombineFXAAProgram.uniform1i("glowMap", 0);
+ gGlowCombineFXAAProgram.uniform1i("screenMap", 1);
+ gGlowCombineFXAAProgram.unbind();
+ }
+ }
+
+
+ if (success)
+ {
gTwoTextureAddProgram.mName = "Two Texture Add Shader";
gTwoTextureAddProgram.mShaderFiles.clear();
gTwoTextureAddProgram.mShaderFiles.push_back(make_pair("interface/twotextureaddV.glsl", GL_VERTEX_SHADER_ARB));
@@ -2431,6 +2568,21 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
if (success)
{
+ gOneTextureNoColorProgram.mName = "One Texture No Color Shader";
+ gOneTextureNoColorProgram.mShaderFiles.clear();
+ gOneTextureNoColorProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorV.glsl", GL_VERTEX_SHADER_ARB));
+ gOneTextureNoColorProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gOneTextureNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ success = gOneTextureNoColorProgram.createShader(NULL, NULL);
+ if (success)
+ {
+ gOneTextureNoColorProgram.bind();
+ gOneTextureNoColorProgram.uniform1i("tex0", 0);
+ }
+ }
+
+ if (success)
+ {
gSolidColorProgram.mName = "Solid Color Shader";
gSolidColorProgram.mShaderFiles.clear();
gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorV.glsl", GL_VERTEX_SHADER_ARB));
@@ -2455,6 +2607,26 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
success = gOcclusionProgram.createShader(NULL, NULL);
}
+ if (success)
+ {
+ gDebugProgram.mName = "Debug Shader";
+ gDebugProgram.mShaderFiles.clear();
+ gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugV.glsl", GL_VERTEX_SHADER_ARB));
+ gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDebugProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ success = gDebugProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gAlphaMaskProgram.mName = "Alpha Mask Shader";
+ gAlphaMaskProgram.mShaderFiles.clear();
+ gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskV.glsl", GL_VERTEX_SHADER_ARB));
+ gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ success = gAlphaMaskProgram.createShader(NULL, NULL);
+ }
+
if( !success )
{
mVertexShaderLevel[SHADER_INTERFACE] = 0;
diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h
index d4040f11e1..95eb551bf1 100644
--- a/indra/newview/llviewershadermgr.h
+++ b/indra/newview/llviewershadermgr.h
@@ -33,6 +33,7 @@ class LLViewerShaderMgr: public LLShaderMgr
{
public:
static BOOL sInitialized;
+ static bool sSkipReload;
LLViewerShaderMgr();
/* virtual */ ~LLViewerShaderMgr();
@@ -71,76 +72,6 @@ public:
SHADER_COUNT
};
- typedef enum
- {
- MATERIAL_COLOR = 0,
- SPECULAR_COLOR,
- BINORMAL,
- OBJECT_WEIGHT,
- END_RESERVED_ATTRIBS
- } eGLSLReservedAttribs;
-
- typedef enum
- {
- DIFFUSE_MAP = 0,
- SPECULAR_MAP,
- BUMP_MAP,
- ENVIRONMENT_MAP,
- CLOUD_NOISE_MAP,
- FULLBRIGHT,
- LIGHTNORM,
- SUNLIGHT_COLOR,
- AMBIENT,
- BLUE_HORIZON,
- BLUE_DENSITY,
- HAZE_HORIZON,
- HAZE_DENSITY,
- CLOUD_SHADOW,
- DENSITY_MULTIPLIER,
- DISTANCE_MULTIPLIER,
- MAX_Y,
- GLOW,
- CLOUD_COLOR,
- CLOUD_POS_DENSITY1,
- CLOUD_POS_DENSITY2,
- CLOUD_SCALE,
- GAMMA,
- SCENE_LIGHT_STRENGTH,
- DEFERRED_DEPTH,
- DEFERRED_SHADOW0,
- DEFERRED_SHADOW1,
- DEFERRED_SHADOW2,
- DEFERRED_SHADOW3,
- DEFERRED_SHADOW4,
- DEFERRED_SHADOW5,
- DEFERRED_NORMAL,
- DEFERRED_POSITION,
- DEFERRED_DIFFUSE,
- DEFERRED_SPECULAR,
- DEFERRED_NOISE,
- DEFERRED_LIGHTFUNC,
- DEFERRED_LIGHT,
- DEFERRED_LUMINANCE,
- DEFERRED_GI_LIGHT,
- DEFERRED_GI_MIP,
- DEFERRED_EDGE,
- DEFERRED_BLOOM,
- DEFERRED_SUN_LIGHT,
- DEFERRED_LOCAL_LIGHT,
- DEFERRED_PROJECTION,
- DEFERRED_GI_DIFFUSE,
- DEFERRED_GI_SPECULAR,
- DEFERRED_GI_NORMAL,
- DEFERRED_GI_MIN_POS,
- DEFERRED_GI_MAX_POS,
- DEFERRED_GI_DEPTH,
- DEFERRED_GI_LAST_DIFFUSE,
- DEFERRED_GI_LAST_NORMAL,
- DEFERRED_GI_LAST_MIN_POS,
- DEFERRED_GI_LAST_MAX_POS,
- END_RESERVED_UNIFORMS
- } eGLSLReservedUniforms;
-
typedef enum
{
SHINY_ORIGIN = END_RESERVED_UNIFORMS
@@ -186,16 +117,10 @@ public:
typedef enum
{
- AVATAR_WEIGHT = END_RESERVED_ATTRIBS,
- AVATAR_CLOTHING,
+ AVATAR_MATRIX = END_RESERVED_UNIFORMS,
AVATAR_WIND,
AVATAR_SINWAVE,
- AVATAR_GRAVITY
- } eAvatarAttribs;
-
- typedef enum
- {
- AVATAR_MATRIX = END_RESERVED_UNIFORMS
+ AVATAR_GRAVITY,
} eAvatarUniforms;
// simple model of forward iterator
@@ -265,9 +190,6 @@ private:
std::vector<std::string> mGlowExtractUniforms;
- //avatar shader parameter tables
- std::vector<std::string> mAvatarAttribs;
-
std::vector<std::string> mAvatarUniforms;
// the list of shaders we need to propagate parameters to.
@@ -291,26 +213,45 @@ extern LLVector4 gShinyOrigin;
extern LLGLSLShader gOcclusionProgram;
extern LLGLSLShader gCustomAlphaProgram;
extern LLGLSLShader gGlowCombineProgram;
+extern LLGLSLShader gSplatTextureRectProgram;
+extern LLGLSLShader gGlowCombineFXAAProgram;
+extern LLGLSLShader gDebugProgram;
+extern LLGLSLShader gAlphaMaskProgram;
//output tex0[tc0] + tex1[tc1]
extern LLGLSLShader gTwoTextureAddProgram;
-
+
+extern LLGLSLShader gOneTextureNoColorProgram;
+
//object shaders
extern LLGLSLShader gObjectSimpleProgram;
+extern LLGLSLShader gObjectPreviewProgram;
extern LLGLSLShader gObjectSimpleAlphaMaskProgram;
extern LLGLSLShader gObjectSimpleWaterProgram;
extern LLGLSLShader gObjectSimpleWaterAlphaMaskProgram;
extern LLGLSLShader gObjectSimpleNonIndexedProgram;
+extern LLGLSLShader gObjectSimpleNonIndexedTexGenProgram;
+extern LLGLSLShader gObjectSimpleNonIndexedTexGenWaterProgram;
extern LLGLSLShader gObjectSimpleNonIndexedWaterProgram;
extern LLGLSLShader gObjectAlphaMaskNonIndexedProgram;
extern LLGLSLShader gObjectAlphaMaskNonIndexedWaterProgram;
+extern LLGLSLShader gObjectAlphaMaskNoColorProgram;
+extern LLGLSLShader gObjectAlphaMaskNoColorWaterProgram;
extern LLGLSLShader gObjectFullbrightProgram;
extern LLGLSLShader gObjectFullbrightWaterProgram;
+extern LLGLSLShader gObjectFullbrightNoColorProgram;
+extern LLGLSLShader gObjectFullbrightNoColorWaterProgram;
+extern LLGLSLShader gObjectEmissiveProgram;
+extern LLGLSLShader gObjectEmissiveWaterProgram;
extern LLGLSLShader gObjectFullbrightAlphaMaskProgram;
extern LLGLSLShader gObjectFullbrightWaterAlphaMaskProgram;
extern LLGLSLShader gObjectFullbrightNonIndexedProgram;
extern LLGLSLShader gObjectFullbrightNonIndexedWaterProgram;
+extern LLGLSLShader gObjectEmissiveNonIndexedProgram;
+extern LLGLSLShader gObjectEmissiveNonIndexedWaterProgram;
extern LLGLSLShader gObjectBumpProgram;
+extern LLGLSLShader gTreeProgram;
+extern LLGLSLShader gTreeWaterProgram;
extern LLGLSLShader gObjectSimpleLODProgram;
extern LLGLSLShader gObjectFullbrightLODProgram;
@@ -327,11 +268,13 @@ extern LLGLSLShader gObjectShinyNonIndexedWaterProgram;
extern LLGLSLShader gSkinnedObjectSimpleProgram;
extern LLGLSLShader gSkinnedObjectFullbrightProgram;
+extern LLGLSLShader gSkinnedObjectEmissiveProgram;
extern LLGLSLShader gSkinnedObjectFullbrightShinyProgram;
extern LLGLSLShader gSkinnedObjectShinySimpleProgram;
extern LLGLSLShader gSkinnedObjectSimpleWaterProgram;
extern LLGLSLShader gSkinnedObjectFullbrightWaterProgram;
+extern LLGLSLShader gSkinnedObjectEmissiveWaterProgram;
extern LLGLSLShader gSkinnedObjectFullbrightShinyWaterProgram;
extern LLGLSLShader gSkinnedObjectShinySimpleWaterProgram;
@@ -363,11 +306,11 @@ extern LLGLSLShader gPostNightVisionProgram;
// Deferred rendering shaders
extern LLGLSLShader gDeferredImpostorProgram;
-extern LLGLSLShader gDeferredEdgeProgram;
extern LLGLSLShader gDeferredWaterProgram;
extern LLGLSLShader gDeferredDiffuseProgram;
extern LLGLSLShader gDeferredDiffuseAlphaMaskProgram;
extern LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram;
+extern LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
extern LLGLSLShader gDeferredNonIndexedDiffuseProgram;
extern LLGLSLShader gDeferredSkinnedDiffuseProgram;
extern LLGLSLShader gDeferredSkinnedBumpProgram;
@@ -375,34 +318,32 @@ extern LLGLSLShader gDeferredSkinnedAlphaProgram;
extern LLGLSLShader gDeferredBumpProgram;
extern LLGLSLShader gDeferredTerrainProgram;
extern LLGLSLShader gDeferredTreeProgram;
+extern LLGLSLShader gDeferredTreeShadowProgram;
extern LLGLSLShader gDeferredLightProgram;
extern LLGLSLShader gDeferredMultiLightProgram;
extern LLGLSLShader gDeferredSpotLightProgram;
extern LLGLSLShader gDeferredMultiSpotLightProgram;
extern LLGLSLShader gDeferredSunProgram;
-extern LLGLSLShader gDeferredGIProgram;
-extern LLGLSLShader gDeferredGIFinalProgram;
extern LLGLSLShader gDeferredBlurLightProgram;
extern LLGLSLShader gDeferredAvatarProgram;
extern LLGLSLShader gDeferredSoftenProgram;
extern LLGLSLShader gDeferredShadowProgram;
extern LLGLSLShader gDeferredShadowAlphaMaskProgram;
-extern LLGLSLShader gDeferredPostGIProgram;
extern LLGLSLShader gDeferredPostProgram;
+extern LLGLSLShader gDeferredCoFProgram;
+extern LLGLSLShader gDeferredDoFCombineProgram;
+extern LLGLSLShader gFXAAProgram;
extern LLGLSLShader gDeferredPostNoDoFProgram;
extern LLGLSLShader gDeferredAvatarShadowProgram;
extern LLGLSLShader gDeferredAttachmentShadowProgram;
extern LLGLSLShader gDeferredAlphaProgram;
extern LLGLSLShader gDeferredFullbrightProgram;
+extern LLGLSLShader gDeferredEmissiveProgram;
extern LLGLSLShader gDeferredAvatarEyesProgram;
extern LLGLSLShader gDeferredAvatarAlphaProgram;
extern LLGLSLShader gDeferredWLSkyProgram;
extern LLGLSLShader gDeferredWLCloudProgram;
extern LLGLSLShader gDeferredStarProgram;
-extern LLGLSLShader gLuminanceGatherProgram;
-
-//current avatar shader parameter pointer
-extern GLint gAvatarMatrixParam;
-
+extern LLGLSLShader gNormalMapGenProgram;
#endif
diff --git a/indra/newview/llviewertexturelist.cpp b/indra/newview/llviewertexturelist.cpp
index a48572f792..cddf7dcfea 100644
--- a/indra/newview/llviewertexturelist.cpp
+++ b/indra/newview/llviewertexturelist.cpp
@@ -588,6 +588,11 @@ void LLViewerTextureList::dirtyImage(LLViewerFetchedTexture *image)
////////////////////////////////////////////////////////////////////////////
static LLFastTimer::DeclareTimer FTM_IMAGE_MARK_DIRTY("Dirty Images");
+static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_PRIORITIES("Prioritize");
+static LLFastTimer::DeclareTimer FTM_IMAGE_CALLBACKS("Callbacks");
+static LLFastTimer::DeclareTimer FTM_IMAGE_FETCH("Fetch");
+static LLFastTimer::DeclareTimer FTM_IMAGE_CREATE("Create");
+static LLFastTimer::DeclareTimer FTM_IMAGE_STATS("Stats");
void LLViewerTextureList::updateImages(F32 max_time)
{
@@ -599,14 +604,25 @@ void LLViewerTextureList::updateImages(F32 max_time)
LLViewerStats::getInstance()->mGLBoundMemStat.addValue((F32)BYTES_TO_MEGA_BYTES(LLImageGL::sBoundTextureMemoryInBytes));
LLViewerStats::getInstance()->mRawMemStat.addValue((F32)BYTES_TO_MEGA_BYTES(LLImageRaw::sGlobalRawMemory));
LLViewerStats::getInstance()->mFormattedMemStat.addValue((F32)BYTES_TO_MEGA_BYTES(LLImageFormatted::sGlobalFormattedMemory));
-
- updateImagesDecodePriorities();
+
+
+ {
+ LLFastTimer t(FTM_IMAGE_UPDATE_PRIORITIES);
+ updateImagesDecodePriorities();
+ }
F32 total_max_time = max_time;
- max_time -= updateImagesFetchTextures(max_time);
+
+ {
+ LLFastTimer t(FTM_IMAGE_FETCH);
+ max_time -= updateImagesFetchTextures(max_time);
+ }
- max_time = llmax(max_time, total_max_time*.50f); // at least 50% of max_time
- max_time -= updateImagesCreateTextures(max_time);
+ {
+ LLFastTimer t(FTM_IMAGE_CREATE);
+ max_time = llmax(max_time, total_max_time*.50f); // at least 50% of max_time
+ max_time -= updateImagesCreateTextures(max_time);
+ }
if (!mDirtyTextureList.empty())
{
@@ -614,24 +630,32 @@ void LLViewerTextureList::updateImages(F32 max_time)
gPipeline.dirtyPoolObjectTextures(mDirtyTextureList);
mDirtyTextureList.clear();
}
- bool didone = false;
- for (image_list_t::iterator iter = mCallbackList.begin();
- iter != mCallbackList.end(); )
+
{
- //trigger loaded callbacks on local textures immediately
- LLViewerFetchedTexture* image = *iter++;
- if (!image->getUrl().empty())
+ LLFastTimer t(FTM_IMAGE_CALLBACKS);
+ bool didone = false;
+ for (image_list_t::iterator iter = mCallbackList.begin();
+ iter != mCallbackList.end(); )
{
- // Do stuff to handle callbacks, update priorities, etc.
- didone = image->doLoadedCallbacks();
- }
- else if (!didone)
- {
- // Do stuff to handle callbacks, update priorities, etc.
- didone = image->doLoadedCallbacks();
+ //trigger loaded callbacks on local textures immediately
+ LLViewerFetchedTexture* image = *iter++;
+ if (!image->getUrl().empty())
+ {
+ // Do stuff to handle callbacks, update priorities, etc.
+ didone = image->doLoadedCallbacks();
+ }
+ else if (!didone)
+ {
+ // Do stuff to handle callbacks, update priorities, etc.
+ didone = image->doLoadedCallbacks();
+ }
}
}
- updateImagesUpdateStats();
+
+ {
+ LLFastTimer t(FTM_IMAGE_STATS);
+ updateImagesUpdateStats();
+ }
}
void LLViewerTextureList::updateImagesDecodePriorities()
@@ -749,7 +773,6 @@ void LLViewerTextureList::updateImagesDecodePriorities()
return type_from_host;
}
*/
-static LLFastTimer::DeclareTimer FTM_IMAGE_CREATE("Create Images");
F32 LLViewerTextureList::updateImagesCreateTextures(F32 max_time)
{
@@ -759,8 +782,7 @@ F32 LLViewerTextureList::updateImagesCreateTextures(F32 max_time)
// Create GL textures for all textures that need them (images which have been
// decoded, but haven't been pushed into GL).
//
- LLFastTimer t(FTM_IMAGE_CREATE);
-
+
LLTimer create_timer;
image_list_t::iterator enditer = mCreateTextureList.begin();
for (image_list_t::iterator iter = mCreateTextureList.begin();
diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp
index cf21ac4e5d..62e526a42f 100644
--- a/indra/newview/llviewerwindow.cpp
+++ b/indra/newview/llviewerwindow.cpp
@@ -489,6 +489,7 @@ public:
{
F32 cost = 0.f;
S32 count = 0;
+ S32 vcount = 0;
S32 object_count = 0;
S32 total_bytes = 0;
S32 visible_bytes = 0;
@@ -510,7 +511,9 @@ public:
S32 bytes = 0;
S32 visible = 0;
cost += object->getStreamingCost(&bytes, &visible);
- count += object->getTriangleCount();
+ S32 vt = 0;
+ count += object->getTriangleCount(&vt);
+ vcount += vt;
total_bytes += bytes;
visible_bytes += visible;
}
@@ -521,20 +524,20 @@ public:
{
label = "Selection";
cost = LLSelectMgr::getInstance()->getSelection()->getSelectedObjectStreamingCost(&total_bytes, &visible_bytes);
- count = LLSelectMgr::getInstance()->getSelection()->getSelectedObjectTriangleCount();
+ count = LLSelectMgr::getInstance()->getSelection()->getSelectedObjectTriangleCount(&vcount);
object_count = LLSelectMgr::getInstance()->getSelection()->getObjectCount();
}
addText(xpos,ypos, llformat("%s streaming cost: %.1f", label, cost));
ypos += y_inc;
- addText(xpos, ypos, llformat(" %.3f KTris, %.1f/%.1f KB, %d objects",
- count/1000.f, visible_bytes/1024.f, total_bytes/1024.f, object_count));
+ addText(xpos, ypos, llformat(" %.3f KTris, %.3f KVerts, %.1f/%.1f KB, %d objects",
+ count/1000.f, vcount/1000.f, visible_bytes/1024.f, total_bytes/1024.f, object_count));
ypos += y_inc;
}
- addText(xpos, ypos, llformat("%d MB Vertex Data", LLVertexBuffer::sAllocatedBytes/(1024*1024)));
+ addText(xpos, ypos, llformat("%d MB Vertex Data (%d MB Pooled)", LLVertexBuffer::sAllocatedBytes/(1024*1024), LLVBOPool::sBytesPooled/(1024*1024)));
ypos += y_inc;
addText(xpos, ypos, llformat("%d Vertex Buffers", LLVertexBuffer::sGLCount));
@@ -737,37 +740,6 @@ public:
}
}
- //temporary hack to give feedback on mesh upload progress
- if (!gMeshRepo.mUploads.empty())
- {
- for (std::vector<LLMeshUploadThread*>::iterator iter = gMeshRepo.mUploads.begin();
- iter != gMeshRepo.mUploads.end(); ++iter)
- {
- LLMeshUploadThread* thread = *iter;
-
- addText(xpos, ypos, llformat("Mesh Uploads: %d",
- thread->mPendingUploads));
- ypos += y_inc;
- }
- }
-
- if (!gMeshRepo.mPendingRequests.empty() ||
- !gMeshRepo.mThread->mHeaderReqQ.empty() ||
- !gMeshRepo.mThread->mLODReqQ.empty())
- {
- LLMutexLock lock(gMeshRepo.mThread->mMutex);
- S32 pending = (S32) gMeshRepo.mPendingRequests.size();
- S32 header = (S32) gMeshRepo.mThread->mHeaderReqQ.size();
- S32 lod = (S32) gMeshRepo.mThread->mLODReqQ.size();
-
- addText(xpos, ypos, llformat ("Mesh Queue - %d pending (%d:%d header | %d:%d LOD)",
- pending,
- LLMeshRepoThread::sActiveHeaderRequests, header,
- LLMeshRepoThread::sActiveLODRequests, lod));
-
- ypos += y_inc;
- }
-
if (gSavedSettings.getBOOL("DebugShowTextureInfo"))
{
LLViewerObject* objectp = NULL ;
@@ -1586,6 +1558,12 @@ LLViewerWindow::LLViewerWindow(
ignore_pixel_depth,
gSavedSettings.getBOOL("RenderDeferred") ? 0 : gSavedSettings.getU32("RenderFSAASamples")); //don't use window level anti-aliasing if FBOs are enabled
+ if (!LLViewerShaderMgr::sInitialized)
+ { //immediately initialize shaders
+ LLViewerShaderMgr::sInitialized = TRUE;
+ LLViewerShaderMgr::instance()->setShaders();
+ }
+
if (NULL == mWindow)
{
LLSplashScreen::update(LLTrans::getString("StartupRequireDriverUpdate"));
@@ -1722,32 +1700,30 @@ LLViewerWindow::LLViewerWindow(
void LLViewerWindow::initGLDefaults()
{
gGL.setSceneBlendType(LLRender::BT_ALPHA);
- glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
- F32 ambient[4] = {0.f,0.f,0.f,0.f };
- F32 diffuse[4] = {1.f,1.f,1.f,1.f };
- glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,ambient);
- glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,diffuse);
-
- glPixelStorei(GL_PACK_ALIGNMENT,1);
- glPixelStorei(GL_UNPACK_ALIGNMENT,1);
+ if (!LLGLSLShader::sNoFixedFunction)
+ { //initialize fixed function state
+ glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
- gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
+ glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,LLColor4::black.mV);
+ glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,LLColor4::white.mV);
- // lights for objects
- glShadeModel( GL_SMOOTH );
+ // lights for objects
+ glShadeModel( GL_SMOOTH );
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
-
- gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
+ gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
+ }
+ glPixelStorei(GL_PACK_ALIGNMENT,1);
+ glPixelStorei(GL_UNPACK_ALIGNMENT,1);
+
+ gGL.setAmbientLightColor(LLColor4::black);
+
glCullFace(GL_BACK);
// RN: Need this for translation and stretch manip.
- gCone.prerender();
gBox.prerender();
- gSphere.prerender();
- gCylinder.prerender();
}
struct MainPanel : public LLPanel
@@ -2252,6 +2228,10 @@ void LLViewerWindow::drawDebugText()
gGL.color4f(1,1,1,1);
gGL.pushMatrix();
gGL.pushUIMatrix();
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
{
// scale view by UI global scale factor and aspect ratio correction factor
gGL.scaleUI(mDisplayScale.mV[VX], mDisplayScale.mV[VY], 1.f);
@@ -2261,6 +2241,10 @@ void LLViewerWindow::drawDebugText()
gGL.popMatrix();
gGL.flush();
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.unbind();
+ }
}
void LLViewerWindow::draw()
@@ -2275,9 +2259,9 @@ void LLViewerWindow::draw()
LLUI::setLineWidth(1.f);
// Reset any left-over transforms
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
- glLoadIdentity();
+ gGL.loadIdentity();
//S32 screen_x, screen_y;
@@ -2292,7 +2276,7 @@ void LLViewerWindow::draw()
// draw timecode block
std::string text;
- glLoadIdentity();
+ gGL.loadIdentity();
microsecondsToTimecodeString(gFrameTime,text);
const LLFontGL* font = LLFontGL::getFontSansSerif();
@@ -2328,10 +2312,10 @@ void LLViewerWindow::draw()
int pos_y = sub_region / llceil(zoom_factor);
int pos_x = sub_region - (pos_y*llceil(zoom_factor));
// offset for this tile
- glTranslatef((F32)getWindowWidthScaled() * -(F32)pos_x,
+ gGL.translatef((F32)getWindowWidthScaled() * -(F32)pos_x,
(F32)getWindowHeightScaled() * -(F32)pos_y,
0.f);
- glScalef(zoom_factor, zoom_factor, 1.f);
+ gGL.scalef(zoom_factor, zoom_factor, 1.f);
LLUI::sGLScaleFactor *= zoom_factor;
}
@@ -2360,7 +2344,7 @@ void LLViewerWindow::draw()
S32 screen_x, screen_y;
top_ctrl->localPointToScreen(0, 0, &screen_x, &screen_y);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
LLUI::pushMatrix();
LLUI::translate( (F32) screen_x, (F32) screen_y, 0.f);
top_ctrl->draw();
@@ -3420,17 +3404,17 @@ void LLViewerWindow::renderSelections( BOOL for_gl_pick, BOOL pick_parcel_walls,
LLBBox hud_bbox = gAgentAvatarp->getHUDBBox();
// set up transform to encompass bounding box of HUD
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
F32 depth = llmax(1.f, hud_bbox.getExtentLocal().mV[VX] * 1.1f);
- glOrtho(-0.5f * LLViewerCamera::getInstance()->getAspect(), 0.5f * LLViewerCamera::getInstance()->getAspect(), -0.5f, 0.5f, 0.f, depth);
+ gGL.ortho(-0.5f * LLViewerCamera::getInstance()->getAspect(), 0.5f * LLViewerCamera::getInstance()->getAspect(), -0.5f, 0.5f, 0.f, depth);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
- glLoadMatrixf(OGL_TO_CFR_ROTATION); // Load Cory's favorite reference frame
- glTranslatef(-hud_bbox.getCenterLocal().mV[VX] + (depth *0.5f), 0.f, 0.f);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.loadMatrix(OGL_TO_CFR_ROTATION); // Load Cory's favorite reference frame
+ gGL.translatef(-hud_bbox.getCenterLocal().mV[VX] + (depth *0.5f), 0.f, 0.f);
}
// Render light for editing
@@ -3440,12 +3424,12 @@ void LLViewerWindow::renderSelections( BOOL for_gl_pick, BOOL pick_parcel_walls,
LLGLEnable gls_blend(GL_BLEND);
LLGLEnable gls_cull(GL_CULL_FACE);
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
if (selection->getSelectType() == SELECT_TYPE_HUD)
{
F32 zoom = gAgentCamera.mHUDCurZoom;
- glScalef(zoom, zoom, zoom);
+ gGL.scalef(zoom, zoom, zoom);
}
struct f : public LLSelectedObjectFunctor
@@ -3456,33 +3440,33 @@ void LLViewerWindow::renderSelections( BOOL for_gl_pick, BOOL pick_parcel_walls,
if (drawable && drawable->isLight())
{
LLVOVolume* vovolume = drawable->getVOVolume();
- glPushMatrix();
+ gGL.pushMatrix();
LLVector3 center = drawable->getPositionAgent();
- glTranslatef(center[0], center[1], center[2]);
+ gGL.translatef(center[0], center[1], center[2]);
F32 scale = vovolume->getLightRadius();
- glScalef(scale, scale, scale);
+ gGL.scalef(scale, scale, scale);
LLColor4 color(vovolume->getLightColor(), .5f);
- glColor4fv(color.mV);
+ gGL.color4fv(color.mV);
- F32 pixel_area = 100000.f;
+ //F32 pixel_area = 100000.f;
// Render Outside
- gSphere.render(pixel_area);
+ gSphere.render();
// Render Inside
glCullFace(GL_FRONT);
- gSphere.render(pixel_area);
+ gSphere.render();
glCullFace(GL_BACK);
- glPopMatrix();
+ gGL.popMatrix();
}
return true;
}
} func;
LLSelectMgr::getInstance()->getSelection()->applyToObjects(&func);
- glPopMatrix();
+ gGL.popMatrix();
}
// NOTE: The average position for the axis arrows of the selected objects should
@@ -3545,11 +3529,11 @@ void LLViewerWindow::renderSelections( BOOL for_gl_pick, BOOL pick_parcel_walls,
}
if (selection->getSelectType() == SELECT_TYPE_HUD && selection->getObjectCount())
{
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
stop_glerror();
}
}
@@ -4665,10 +4649,7 @@ void LLViewerWindow::stopGL(BOOL save_state)
gPipeline.destroyGL();
}
- gCone.cleanupGL();
gBox.cleanupGL();
- gSphere.cleanupGL();
- gCylinder.cleanupGL();
if(gPostProcess)
{
diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp
index bdab250b49..4c33716c32 100644
--- a/indra/newview/llvoavatar.cpp
+++ b/indra/newview/llvoavatar.cpp
@@ -2117,8 +2117,8 @@ void LLVOAvatar::updateMeshData()
}
else
{
- if (buff->getRequestedIndices() == num_indices &&
- buff->getRequestedVerts() == num_vertices)
+ if (buff->getNumIndices() == num_indices &&
+ buff->getNumVerts() == num_vertices)
{
terse_update = true;
}
@@ -2138,11 +2138,19 @@ void LLVOAvatar::updateMeshData()
for(S32 k = j ; k < part_index ; k++)
{
- mMeshLOD[k]->updateFaceData(facep, mAdjustedPixelArea, k == MESH_ID_HAIR, terse_update);
+ bool rigid = false;
+ if (k == MESH_ID_EYEBALL_LEFT ||
+ k == MESH_ID_EYEBALL_RIGHT)
+ { //eyeballs can't have terse updates since they're never rendered with
+ //the hardware skinning shader
+ rigid = true;
+ }
+
+ mMeshLOD[k]->updateFaceData(facep, mAdjustedPixelArea, k == MESH_ID_HAIR, terse_update && !rigid);
}
stop_glerror();
- buff->setBuffer(0);
+ buff->flush();
if(!f_num)
{
@@ -4135,7 +4143,7 @@ U32 LLVOAvatar::renderSkinned(EAvatarRenderPass pass)
LLVertexBuffer* vb = mDrawable->getFace(0)->getVertexBuffer();
if (vb)
{
- vb->setBuffer(0);
+ vb->flush();
}
}
}
@@ -8335,7 +8343,7 @@ void LLVOAvatar::getImpostorValues(LLVector4a* extents, LLVector3& angle, F32& d
void LLVOAvatar::idleUpdateRenderCost()
{
static const U32 ARC_BODY_PART_COST = 200;
- static const U32 ARC_LIMIT = 2048;
+ static const U32 ARC_LIMIT = 20000;
static std::set<LLUUID> all_textures;
diff --git a/indra/newview/llvoavatarself.cpp b/indra/newview/llvoavatarself.cpp
index 59883e0bb1..581912f844 100644
--- a/indra/newview/llvoavatarself.cpp
+++ b/indra/newview/llvoavatarself.cpp
@@ -2558,7 +2558,7 @@ void LLVOAvatarSelf::deleteScratchTextures()
LLImageGL::decTextureCounter(tex_size, 1, LLViewerTexture::AVATAR_SCRATCH_TEX) ;
total_tex_size -= tex_size ;
}
- if( sScratchTexNames.checkData( GL_LUMINANCE_ALPHA ) )
+ if( sScratchTexNames.checkData( LLRender::sGLCoreProfile ? GL_RG : GL_LUMINANCE_ALPHA ) )
{
LLImageGL::decTextureCounter(tex_size, 2, LLViewerTexture::AVATAR_SCRATCH_TEX) ;
total_tex_size -= 2 * tex_size ;
@@ -2600,89 +2600,6 @@ void LLVOAvatarSelf::deleteScratchTextures()
}
}
-BOOL LLVOAvatarSelf::bindScratchTexture( LLGLenum format )
-{
- U32 texture_bytes = 0;
- S32 components = 0;
- GLuint gl_name = getScratchTexName( format, components, &texture_bytes );
- if( gl_name )
- {
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, gl_name);
- stop_glerror();
-
- F32* last_bind_time = sScratchTexLastBindTime.getIfThere( format );
- if( last_bind_time )
- {
- if( *last_bind_time != LLImageGL::sLastFrameTime )
- {
- *last_bind_time = LLImageGL::sLastFrameTime;
- LLImageGL::updateBoundTexMem(texture_bytes, components, LLViewerTexture::AVATAR_SCRATCH_TEX) ;
- }
- }
- else
- {
- LLImageGL::updateBoundTexMem(texture_bytes, components, LLViewerTexture::AVATAR_SCRATCH_TEX) ;
- sScratchTexLastBindTime.addData( format, new F32(LLImageGL::sLastFrameTime) );
- }
- return TRUE;
- }
- return FALSE;
-}
-
-LLGLuint LLVOAvatarSelf::getScratchTexName( LLGLenum format, S32& components, U32* texture_bytes )
-{
- GLenum internal_format;
- switch( format )
- {
- case GL_LUMINANCE: components = 1; internal_format = GL_LUMINANCE8; break;
- case GL_ALPHA: components = 1; internal_format = GL_ALPHA8; break;
- case GL_LUMINANCE_ALPHA: components = 2; internal_format = GL_LUMINANCE8_ALPHA8; break;
- case GL_RGB: components = 3; internal_format = GL_RGB8; break;
- case GL_RGBA: components = 4; internal_format = GL_RGBA8; break;
- default: llassert(0); components = 4; internal_format = GL_RGBA8; break;
- }
-
- *texture_bytes = components * SCRATCH_TEX_WIDTH * SCRATCH_TEX_HEIGHT;
-
- if( sScratchTexNames.checkData( format ) )
- {
- return *( sScratchTexNames.getData( format ) );
- }
-
- LLGLSUIDefault gls_ui;
-
- U32 name = 0;
- LLImageGL::generateTextures(1, &name );
- stop_glerror();
-
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, name);
- stop_glerror();
-
- LLImageGL::setManualImage(
- GL_TEXTURE_2D, 0, internal_format,
- SCRATCH_TEX_WIDTH, SCRATCH_TEX_HEIGHT,
- format, GL_UNSIGNED_BYTE, NULL );
- stop_glerror();
-
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
- stop_glerror();
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- stop_glerror();
-
- sScratchTexNames.addData( format, new LLGLuint( name ) );
-
- sScratchTexBytes += *texture_bytes;
- LLImageGL::sGlobalTextureMemoryInBytes += *texture_bytes;
-
- if(gAuditTexture)
- {
- LLImageGL::incTextureCounter(SCRATCH_TEX_WIDTH * SCRATCH_TEX_HEIGHT, components, LLViewerTexture::AVATAR_SCRATCH_TEX) ;
- }
- return name;
-}
-
// static
void LLVOAvatarSelf::dumpScratchTextureByteCount()
{
diff --git a/indra/newview/llvoavatarself.h b/indra/newview/llvoavatarself.h
index 51f06dee5f..74ff47a3e4 100644
--- a/indra/newview/llvoavatarself.h
+++ b/indra/newview/llvoavatarself.h
@@ -249,10 +249,7 @@ public:
// Scratch textures (used for compositing)
//--------------------------------------------------------------------
public:
- BOOL bindScratchTexture(LLGLenum format);
static void deleteScratchTextures();
-protected:
- LLGLuint getScratchTexName(LLGLenum format, S32& components, U32* texture_bytes);
private:
static S32 sScratchTexBytes;
static LLMap< LLGLenum, LLGLuint*> sScratchTexNames;
diff --git a/indra/newview/llvograss.cpp b/indra/newview/llvograss.cpp
index 32822e1181..8a79d564d3 100644
--- a/indra/newview/llvograss.cpp
+++ b/indra/newview/llvograss.cpp
@@ -464,7 +464,7 @@ void LLVOGrass::plantBlades()
}
void LLVOGrass::getGeometry(S32 idx,
- LLStrider<LLVector3>& verticesp,
+ LLStrider<LLVector4a>& verticesp,
LLStrider<LLVector3>& normalsp,
LLStrider<LLVector2>& texcoordsp,
LLStrider<LLColor4U>& colorsp,
@@ -516,21 +516,24 @@ void LLVOGrass::getGeometry(S32 idx,
position.mV[0] = mPosition.mV[VX] + x + xf;
position.mV[1] = mPosition.mV[VY] + y + yf;
position.mV[2] = mRegionp->getLand().resolveHeightRegion(position);
- *verticesp++ = v1 = position + mRegionp->getOriginAgent();
- *verticesp++ = v1;
+ v1 = position + mRegionp->getOriginAgent();
+ (*verticesp++).load3(v1.mV);
+ (*verticesp++).load3(v1.mV);
position.mV[0] += dzx;
position.mV[1] += dzy;
position.mV[2] += blade_height;
- *verticesp++ = v2 = position + mRegionp->getOriginAgent();
- *verticesp++ = v2;
+ v2 = position + mRegionp->getOriginAgent();
+ (*verticesp++).load3(v2.mV);
+ (*verticesp++).load3(v2.mV);
position.mV[0] = mPosition.mV[VX] + x - xf;
position.mV[1] = mPosition.mV[VY] + y - xf;
position.mV[2] = mRegionp->getLand().resolveHeightRegion(position);
- *verticesp++ = v3 = position + mRegionp->getOriginAgent();
- *verticesp++ = v3;
+ v3 = position + mRegionp->getOriginAgent();
+ (*verticesp++).load3(v3.mV);
+ (*verticesp++).load3(v3.mV);
LLVector3 normal1 = (v1-v2) % (v2-v3);
normal1.mV[VZ] = 0.75f;
@@ -541,8 +544,9 @@ void LLVOGrass::getGeometry(S32 idx,
position.mV[0] += dzx;
position.mV[1] += dzy;
position.mV[2] += blade_height;
- *verticesp++ = v1 = position + mRegionp->getOriginAgent();
- *verticesp++ = v1;
+ v1 = position + mRegionp->getOriginAgent();
+ (*verticesp++).load3(v1.mV);
+ (*verticesp++).load3(v1.mV);
*(normalsp++) = normal1;
*(normalsp++) = normal2;
diff --git a/indra/newview/llvograss.h b/indra/newview/llvograss.h
index c262fdcc79..00a59facf7 100644
--- a/indra/newview/llvograss.h
+++ b/indra/newview/llvograss.h
@@ -59,7 +59,7 @@ public:
/*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline);
/*virtual*/ BOOL updateGeometry(LLDrawable *drawable);
/*virtual*/ void getGeometry(S32 idx,
- LLStrider<LLVector3>& verticesp,
+ LLStrider<LLVector4a>& verticesp,
LLStrider<LLVector3>& normalsp,
LLStrider<LLVector2>& texcoordsp,
LLStrider<LLColor4U>& colorsp,
diff --git a/indra/newview/llvoground.cpp b/indra/newview/llvoground.cpp
index ce256fdedf..0060f81ab5 100644
--- a/indra/newview/llvoground.cpp
+++ b/indra/newview/llvoground.cpp
@@ -162,7 +162,7 @@ BOOL LLVOGround::updateGeometry(LLDrawable *drawable)
*(texCoordsp++) = LLVector2(0.f, 1.f);
*(texCoordsp++) = LLVector2(0.5f, 0.5f);
- face->getVertexBuffer()->setBuffer(0);
+ face->getVertexBuffer()->flush();
LLPipeline::sCompiles++;
return TRUE;
}
diff --git a/indra/newview/llvopartgroup.cpp b/indra/newview/llvopartgroup.cpp
index a4b0910c92..5c10a80b07 100644
--- a/indra/newview/llvopartgroup.cpp
+++ b/indra/newview/llvopartgroup.cpp
@@ -274,7 +274,7 @@ BOOL LLVOPartGroup::updateGeometry(LLDrawable *drawable)
}
void LLVOPartGroup::getGeometry(S32 idx,
- LLStrider<LLVector3>& verticesp,
+ LLStrider<LLVector4a>& verticesp,
LLStrider<LLVector3>& normalsp,
LLStrider<LLVector2>& texcoordsp,
LLStrider<LLColor4U>& colorsp,
@@ -290,37 +290,54 @@ void LLVOPartGroup::getGeometry(S32 idx,
U32 vert_offset = mDrawable->getFace(idx)->getGeomIndex();
- LLVector3 part_pos_agent(part.mPosAgent);
- LLVector3 camera_agent = getCameraPosition();
- LLVector3 at = part_pos_agent - camera_agent;
- LLVector3 up;
- LLVector3 right;
-
- right = at % LLVector3(0.f, 0.f, 1.f);
- right.normalize();
- up = right % at;
- up.normalize();
+ LLVector4a part_pos_agent;
+ part_pos_agent.load3(part.mPosAgent.mV);
+ LLVector4a camera_agent;
+ camera_agent.load3(getCameraPosition().mV);
+ LLVector4a at;
+ at.setSub(part_pos_agent, camera_agent);
+ LLVector4a up(0, 0, 1);
+ LLVector4a right;
+
+ right.setCross3(at, up);
+ right.normalize3fast();
+ up.setCross3(right, at);
+ up.normalize3fast();
if (part.mFlags & LLPartData::LL_PART_FOLLOW_VELOCITY_MASK)
{
- LLVector3 normvel = part.mVelocity;
- normvel.normalize();
+ LLVector4a normvel;
+ normvel.load3(part.mVelocity.mV);
+ normvel.normalize3fast();
LLVector2 up_fracs;
- up_fracs.mV[0] = normvel*right;
- up_fracs.mV[1] = normvel*up;
+ up_fracs.mV[0] = normvel.dot3(right).getF32();
+ up_fracs.mV[1] = normvel.dot3(up).getF32();
up_fracs.normalize();
- LLVector3 new_up;
- LLVector3 new_right;
- new_up = up_fracs.mV[0] * right + up_fracs.mV[1]*up;
- new_right = up_fracs.mV[1] * right - up_fracs.mV[0]*up;
+ LLVector4a new_up;
+ LLVector4a new_right;
+
+ //new_up = up_fracs.mV[0] * right + up_fracs.mV[1]*up;
+ LLVector4a t = right;
+ t.mul(up_fracs.mV[0]);
+ new_up = up;
+ new_up.mul(up_fracs.mV[1]);
+ new_up.add(t);
+
+ //new_right = up_fracs.mV[1] * right - up_fracs.mV[0]*up;
+ t = right;
+ t.mul(up_fracs.mV[1]);
+ new_right = up;
+ new_right.mul(up_fracs.mV[0]);
+ t.sub(new_right);
+
up = new_up;
- right = new_right;
- up.normalize();
- right.normalize();
+ right = t;
+ up.normalize3fast();
+ right.normalize3fast();
}
- right *= 0.5f*part.mScale.mV[0];
- up *= 0.5f*part.mScale.mV[1];
+ right.mul(0.5f*part.mScale.mV[0]);
+ up.mul(0.5f*part.mScale.mV[1]);
LLVector3 normal = -LLViewerCamera::getInstance()->getXAxis();
@@ -329,14 +346,25 @@ void LLVOPartGroup::getGeometry(S32 idx,
// this works because there is actually a 4th float stored after the vertex position which is used as a texture index
// also, somebody please VECTORIZE THIS
- verticesp->mV[3] = 0.f;
- *verticesp++ = part_pos_agent + up - right;
- verticesp->mV[3] = 0.f;
- *verticesp++ = part_pos_agent - up - right;
- verticesp->mV[3] = 0.f;
- *verticesp++ = part_pos_agent + up + right;
- verticesp->mV[3] = 0.f;
- *verticesp++ = part_pos_agent - up + right;
+ LLVector4a ppapu;
+ LLVector4a ppamu;
+
+ ppapu.setAdd(part_pos_agent, up);
+ ppamu.setSub(part_pos_agent, up);
+
+ verticesp->setSub(ppapu, right);
+ (*verticesp++).getF32ptr()[3] = 0.f;
+ verticesp->setSub(ppamu, right);
+ (*verticesp++).getF32ptr()[3] = 0.f;
+ verticesp->setAdd(ppapu, right);
+ (*verticesp++).getF32ptr()[3] = 0.f;
+ verticesp->setAdd(ppamu, right);
+ (*verticesp++).getF32ptr()[3] = 0.f;
+
+ //*verticesp++ = part_pos_agent + up - right;
+ //*verticesp++ = part_pos_agent - up - right;
+ //*verticesp++ = part_pos_agent + up + right;
+ //*verticesp++ = part_pos_agent - up + right;
*colorsp++ = part.mColor;
*colorsp++ = part.mColor;
@@ -453,7 +481,7 @@ void LLParticlePartition::getGeometry(LLSpatialGroup* group)
LLVertexBuffer* buffer = group->mVertexBuffer;
LLStrider<U16> indicesp;
- LLStrider<LLVector3> verticesp;
+ LLStrider<LLVector4a> verticesp;
LLStrider<LLVector3> normalsp;
LLStrider<LLVector2> texcoordsp;
LLStrider<LLColor4U> colorsp;
@@ -513,7 +541,7 @@ void LLParticlePartition::getGeometry(LLSpatialGroup* group)
}
}
- buffer->setBuffer(0);
+ buffer->flush();
mFaceList.clear();
}
diff --git a/indra/newview/llvopartgroup.h b/indra/newview/llvopartgroup.h
index 4db893b4ef..e58fed86d9 100644
--- a/indra/newview/llvopartgroup.h
+++ b/indra/newview/llvopartgroup.h
@@ -60,7 +60,7 @@ public:
/*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline);
/*virtual*/ BOOL updateGeometry(LLDrawable *drawable);
void getGeometry(S32 idx,
- LLStrider<LLVector3>& verticesp,
+ LLStrider<LLVector4a>& verticesp,
LLStrider<LLVector3>& normalsp,
LLStrider<LLVector2>& texcoordsp,
LLStrider<LLColor4U>& colorsp,
diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp
index ef21e7373e..e9db37821b 100644
--- a/indra/newview/llvosky.cpp
+++ b/indra/newview/llvosky.cpp
@@ -1267,7 +1267,7 @@ void LLVOSky::updateDummyVertexBuffer()
LLStrider<LLVector3> vertices ;
mFace[FACE_DUMMY]->getVertexBuffer()->getVertexStrider(vertices, 0);
*vertices = mCameraPosAgent ;
- mFace[FACE_DUMMY]->getVertexBuffer()->setBuffer(0) ;
+ mFace[FACE_DUMMY]->getVertexBuffer()->flush();
}
//----------------------------------
//end of fake vertex buffer updating
@@ -1351,7 +1351,7 @@ BOOL LLVOSky::updateGeometry(LLDrawable *drawable)
*indicesp++ = index_offset + 3;
*indicesp++ = index_offset + 2;
- buff->setBuffer(0);
+ buff->flush();
}
}
@@ -1516,7 +1516,7 @@ BOOL LLVOSky::updateHeavenlyBodyGeometry(LLDrawable *drawable, const S32 f, cons
*indicesp++ = index_offset + 2;
*indicesp++ = index_offset + 3;
- facep->getVertexBuffer()->setBuffer(0);
+ facep->getVertexBuffer()->flush();
if (is_sun)
{
@@ -2030,7 +2030,7 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H,
}
}
- face->getVertexBuffer()->setBuffer(0);
+ face->getVertexBuffer()->flush();
}
@@ -2040,9 +2040,12 @@ void LLVOSky::updateFog(const F32 distance)
{
if (!gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOG))
{
- glFogf(GL_FOG_DENSITY, 0);
- glFogfv(GL_FOG_COLOR, (F32 *) &LLColor4::white.mV);
- glFogf(GL_FOG_END, 1000000.f);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glFogf(GL_FOG_DENSITY, 0);
+ glFogfv(GL_FOG_COLOR, (F32 *) &LLColor4::white.mV);
+ glFogf(GL_FOG_END, 1000000.f);
+ }
return;
}
@@ -2112,7 +2115,10 @@ void LLVOSky::updateFog(const F32 distance)
if (camera_height > water_height)
{
LLColor4 fog(render_fog_color);
- glFogfv(GL_FOG_COLOR, fog.mV);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glFogfv(GL_FOG_COLOR, fog.mV);
+ }
mGLFogCol = fog;
if (hide_clip_plane)
@@ -2120,13 +2126,19 @@ void LLVOSky::updateFog(const F32 distance)
// For now, set the density to extend to the cull distance.
const F32 f_log = 2.14596602628934723963618357029f; // sqrt(fabs(log(0.01f)))
fog_density = f_log/fog_distance;
- glFogi(GL_FOG_MODE, GL_EXP2);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glFogi(GL_FOG_MODE, GL_EXP2);
+ }
}
else
{
const F32 f_log = 4.6051701859880913680359829093687f; // fabs(log(0.01f))
fog_density = (f_log)/fog_distance;
- glFogi(GL_FOG_MODE, GL_EXP);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glFogi(GL_FOG_MODE, GL_EXP);
+ }
}
}
else
@@ -2146,23 +2158,29 @@ void LLVOSky::updateFog(const F32 distance)
fogCol.setAlpha(1);
// set the gl fog color
- glFogfv(GL_FOG_COLOR, (F32 *) &fogCol.mV);
mGLFogCol = fogCol;
// set the density based on what the shaders use
fog_density = water_fog_density * gSavedSettings.getF32("WaterGLFogDensityScale");
- glFogi(GL_FOG_MODE, GL_EXP2);
+
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glFogfv(GL_FOG_COLOR, (F32 *) &fogCol.mV);
+ glFogi(GL_FOG_MODE, GL_EXP2);
+ }
}
mFogColor = sky_fog_color;
mFogColor.setAlpha(1);
- LLGLSFog gls_fog;
+ LLDrawPoolWater::sWaterFogEnd = fog_distance*2.2f;
- glFogf(GL_FOG_END, fog_distance*2.2f);
-
- glFogf(GL_FOG_DENSITY, fog_density);
-
- glHint(GL_FOG_HINT, GL_NICEST);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ LLGLSFog gls_fog;
+ glFogf(GL_FOG_END, fog_distance*2.2f);
+ glFogf(GL_FOG_DENSITY, fog_density);
+ glHint(GL_FOG_HINT, GL_NICEST);
+ }
stop_glerror();
}
diff --git a/indra/newview/llvosurfacepatch.cpp b/indra/newview/llvosurfacepatch.cpp
index 510525259f..c3a2e6a712 100644
--- a/indra/newview/llvosurfacepatch.cpp
+++ b/indra/newview/llvosurfacepatch.cpp
@@ -57,8 +57,14 @@ public:
};
// virtual
- void setupVertexBuffer(U32 data_mask) const
+ void setupVertexBuffer(U32 data_mask)
{
+ if (LLGLSLShader::sNoFixedFunction)
+ { //just use default if shaders are in play
+ LLVertexBuffer::setupVertexBuffer(data_mask & ~(MAP_TEXCOORD2 | MAP_TEXCOORD3));
+ return;
+ }
+
U8* base = useVBOs() ? (U8*) mAlignedOffset : mMappedData;
//assume tex coords 2 and 3 are present
@@ -106,20 +112,6 @@ public:
glColorPointer(4, GL_UNSIGNED_BYTE, LLVertexBuffer::sTypeSize[TYPE_COLOR], (void*)(base + mOffsets[TYPE_COLOR]));
}
- if (data_mask & MAP_WEIGHT)
- {
- glVertexAttribPointerARB(1, 1, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT], (void*)(base + mOffsets[TYPE_WEIGHT]));
- }
-
- if (data_mask & MAP_WEIGHT4 && sWeight4Loc != -1)
- {
- glVertexAttribPointerARB(sWeight4Loc, 4, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT4], (void*)(base+mOffsets[TYPE_WEIGHT4]));
- }
-
- if (data_mask & MAP_CLOTHWEIGHT)
- {
- glVertexAttribPointerARB(4, 4, GL_FLOAT, TRUE, LLVertexBuffer::sTypeSize[TYPE_CLOTHWEIGHT], (void*)(base + mOffsets[TYPE_CLOTHWEIGHT]));
- }
if (data_mask & MAP_VERTEX)
{
glVertexPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0));
@@ -325,7 +317,6 @@ BOOL LLVOSurfacePatch::updateLOD()
void LLVOSurfacePatch::getGeometry(LLStrider<LLVector3> &verticesp,
LLStrider<LLVector3> &normalsp,
- LLStrider<LLColor4U> &colorsp,
LLStrider<LLVector2> &texCoords0p,
LLStrider<LLVector2> &texCoords1p,
LLStrider<U16> &indicesp)
@@ -337,7 +328,6 @@ void LLVOSurfacePatch::getGeometry(LLStrider<LLVector3> &verticesp,
updateMainGeometry(facep,
verticesp,
normalsp,
- colorsp,
texCoords0p,
texCoords1p,
indicesp,
@@ -345,7 +335,6 @@ void LLVOSurfacePatch::getGeometry(LLStrider<LLVector3> &verticesp,
updateNorthGeometry(facep,
verticesp,
normalsp,
- colorsp,
texCoords0p,
texCoords1p,
indicesp,
@@ -353,7 +342,6 @@ void LLVOSurfacePatch::getGeometry(LLStrider<LLVector3> &verticesp,
updateEastGeometry(facep,
verticesp,
normalsp,
- colorsp,
texCoords0p,
texCoords1p,
indicesp,
@@ -363,7 +351,6 @@ void LLVOSurfacePatch::getGeometry(LLStrider<LLVector3> &verticesp,
void LLVOSurfacePatch::updateMainGeometry(LLFace *facep,
LLStrider<LLVector3> &verticesp,
LLStrider<LLVector3> &normalsp,
- LLStrider<LLColor4U> &colorsp,
LLStrider<LLVector2> &texCoords0p,
LLStrider<LLVector2> &texCoords1p,
LLStrider<U16> &indicesp,
@@ -404,7 +391,6 @@ void LLVOSurfacePatch::updateMainGeometry(LLFace *facep,
x = i * render_stride;
y = j * render_stride;
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
- *colorsp++ = LLColor4U::white;
verticesp++;
normalsp++;
texCoords0p++;
@@ -469,7 +455,6 @@ void LLVOSurfacePatch::updateMainGeometry(LLFace *facep,
void LLVOSurfacePatch::updateNorthGeometry(LLFace *facep,
LLStrider<LLVector3> &verticesp,
LLStrider<LLVector3> &normalsp,
- LLStrider<LLColor4U> &colorsp,
LLStrider<LLVector2> &texCoords0p,
LLStrider<LLVector2> &texCoords1p,
LLStrider<U16> &indicesp,
@@ -507,7 +492,6 @@ void LLVOSurfacePatch::updateNorthGeometry(LLFace *facep,
y = 16 - render_stride;
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
- *colorsp++ = LLColor4U::white;
verticesp++;
normalsp++;
texCoords0p++;
@@ -523,7 +507,6 @@ void LLVOSurfacePatch::updateNorthGeometry(LLFace *facep,
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
- *colorsp++ = LLColor4U::white;
texCoords0p++;
texCoords1p++;
vertex_count++;
@@ -562,7 +545,6 @@ void LLVOSurfacePatch::updateNorthGeometry(LLFace *facep,
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
- *colorsp++ = LLColor4U::white;
texCoords0p++;
texCoords1p++;
vertex_count++;
@@ -577,7 +559,6 @@ void LLVOSurfacePatch::updateNorthGeometry(LLFace *facep,
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
- *colorsp++ = LLColor4U::white;
texCoords0p++;
texCoords1p++;
vertex_count++;
@@ -621,7 +602,6 @@ void LLVOSurfacePatch::updateNorthGeometry(LLFace *facep,
y = 16 - render_stride;
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
- *colorsp++ = LLColor4U::white;
verticesp++;
normalsp++;
texCoords0p++;
@@ -638,7 +618,6 @@ void LLVOSurfacePatch::updateNorthGeometry(LLFace *facep,
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
- *colorsp++ = LLColor4U::white;
texCoords0p++;
texCoords1p++;
vertex_count++;
@@ -676,7 +655,6 @@ void LLVOSurfacePatch::updateNorthGeometry(LLFace *facep,
void LLVOSurfacePatch::updateEastGeometry(LLFace *facep,
LLStrider<LLVector3> &verticesp,
LLStrider<LLVector3> &normalsp,
- LLStrider<LLColor4U> &colorsp,
LLStrider<LLVector2> &texCoords0p,
LLStrider<LLVector2> &texCoords1p,
LLStrider<U16> &indicesp,
@@ -710,7 +688,6 @@ void LLVOSurfacePatch::updateEastGeometry(LLFace *facep,
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
- *colorsp++ = LLColor4U::white;
texCoords0p++;
texCoords1p++;
}
@@ -723,7 +700,6 @@ void LLVOSurfacePatch::updateEastGeometry(LLFace *facep,
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
- *colorsp++ = LLColor4U::white;
texCoords0p++;
texCoords1p++;
}
@@ -761,7 +737,6 @@ void LLVOSurfacePatch::updateEastGeometry(LLFace *facep,
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
- *colorsp++ = LLColor4U::white;
texCoords0p++;
texCoords1p++;
}
@@ -774,7 +749,6 @@ void LLVOSurfacePatch::updateEastGeometry(LLFace *facep,
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
- *colorsp++ = LLColor4U::white;
texCoords0p++;
texCoords1p++;
}
@@ -818,7 +792,6 @@ void LLVOSurfacePatch::updateEastGeometry(LLFace *facep,
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
- *colorsp++ = LLColor4U::white;
texCoords0p++;
texCoords1p++;
}
@@ -831,7 +804,6 @@ void LLVOSurfacePatch::updateEastGeometry(LLFace *facep,
mPatchp->eval(x, y, render_stride, verticesp.get(), normalsp.get(), texCoords0p.get(), texCoords1p.get());
verticesp++;
normalsp++;
- *colorsp++ = LLColor4U::white;
texCoords0p++;
texCoords1p++;
}
@@ -1063,6 +1035,8 @@ void LLVOSurfacePatch::updateSpatialExtents(LLVector4a& newMin, LLVector4a &newM
{
LLVector3 posAgent = getPositionAgent();
LLVector3 scale = getScale();
+ //make z-axis scale at least 1 to avoid shadow artifacts on totally flat land
+ scale.mV[VZ] = llmax(scale.mV[VZ], 1.f);
newMin.load3( (posAgent-scale*0.5f).mV); // Changing to 2.f makes the culling a -little- better, but still wrong
newMax.load3( (posAgent+scale*0.5f).mV);
LLVector4a pos;
@@ -1102,14 +1076,12 @@ void LLTerrainPartition::getGeometry(LLSpatialGroup* group)
LLStrider<LLVector3> normals;
LLStrider<LLVector2> texcoords2;
LLStrider<LLVector2> texcoords;
- LLStrider<LLColor4U> colors;
LLStrider<U16> indices;
llassert_always(buffer->getVertexStrider(vertices));
llassert_always(buffer->getNormalStrider(normals));
llassert_always(buffer->getTexCoord0Strider(texcoords));
llassert_always(buffer->getTexCoord1Strider(texcoords2));
- llassert_always(buffer->getColorStrider(colors));
llassert_always(buffer->getIndexStrider(indices));
U32 indices_index = 0;
@@ -1124,13 +1096,13 @@ void LLTerrainPartition::getGeometry(LLSpatialGroup* group)
facep->setVertexBuffer(buffer);
LLVOSurfacePatch* patchp = (LLVOSurfacePatch*) facep->getViewerObject();
- patchp->getGeometry(vertices, normals, colors, texcoords, texcoords2, indices);
+ patchp->getGeometry(vertices, normals, texcoords, texcoords2, indices);
indices_index += facep->getIndicesCount();
index_offset += facep->getGeomCount();
}
- buffer->setBuffer(0);
+ buffer->flush();
mFaceList.clear();
}
diff --git a/indra/newview/llvosurfacepatch.h b/indra/newview/llvosurfacepatch.h
index 8e75ff2e6e..a15878368e 100644
--- a/indra/newview/llvosurfacepatch.h
+++ b/indra/newview/llvosurfacepatch.h
@@ -44,8 +44,7 @@ public:
VERTEX_DATA_MASK = (1 << LLVertexBuffer::TYPE_VERTEX) |
(1 << LLVertexBuffer::TYPE_NORMAL) |
(1 << LLVertexBuffer::TYPE_TEXCOORD0) |
- (1 << LLVertexBuffer::TYPE_TEXCOORD1) |
- (1 << LLVertexBuffer::TYPE_COLOR)
+ (1 << LLVertexBuffer::TYPE_TEXCOORD1)
};
LLVOSurfacePatch(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp);
@@ -64,7 +63,6 @@ public:
/*virtual*/ void updateFaceSize(S32 idx);
void getGeometry(LLStrider<LLVector3> &verticesp,
LLStrider<LLVector3> &normalsp,
- LLStrider<LLColor4U> &colorsp,
LLStrider<LLVector2> &texCoords0p,
LLStrider<LLVector2> &texCoords1p,
LLStrider<U16> &indicesp);
@@ -116,7 +114,6 @@ protected:
void updateMainGeometry(LLFace *facep,
LLStrider<LLVector3> &verticesp,
LLStrider<LLVector3> &normalsp,
- LLStrider<LLColor4U> &colorsp,
LLStrider<LLVector2> &texCoords0p,
LLStrider<LLVector2> &texCoords1p,
LLStrider<U16> &indicesp,
@@ -124,7 +121,6 @@ protected:
void updateNorthGeometry(LLFace *facep,
LLStrider<LLVector3> &verticesp,
LLStrider<LLVector3> &normalsp,
- LLStrider<LLColor4U> &colorsp,
LLStrider<LLVector2> &texCoords0p,
LLStrider<LLVector2> &texCoords1p,
LLStrider<U16> &indicesp,
@@ -132,7 +128,6 @@ protected:
void updateEastGeometry(LLFace *facep,
LLStrider<LLVector3> &verticesp,
LLStrider<LLVector3> &normalsp,
- LLStrider<LLColor4U> &colorsp,
LLStrider<LLVector2> &texCoords0p,
LLStrider<LLVector2> &texCoords1p,
LLStrider<U16> &indicesp,
diff --git a/indra/newview/llvotextbubble.cpp b/indra/newview/llvotextbubble.cpp
deleted file mode 100644
index a92172fe23..0000000000
--- a/indra/newview/llvotextbubble.cpp
+++ /dev/null
@@ -1,272 +0,0 @@
-/**
- * @file llvotextbubble.cpp
- * @brief Viewer-object text bubble.
- *
- * $LicenseInfo:firstyear=2001&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#include "llviewerprecompiledheaders.h"
-
-#include "llvotextbubble.h"
-
-#include "imageids.h"
-#include "llviewercontrol.h"
-#include "llprimitive.h"
-#include "llrendersphere.h"
-
-#include "llbox.h"
-#include "lldrawable.h"
-#include "llface.h"
-#include "llviewertexturelist.h"
-#include "llvolume.h"
-#include "pipeline.h"
-#include "llvector4a.h"
-#include "llviewerregion.h"
-
-LLVOTextBubble::LLVOTextBubble(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp)
-: LLAlphaObject(id, pcode, regionp)
-{
- setScale(LLVector3(1.5f, 1.5f, 0.25f));
- mbCanSelect = FALSE;
- mLOD = MIN_LOD;
- mVolumeChanged = TRUE;
- setVelocity(LLVector3(0.f, 0.f, 0.75f));
- LLVolumeParams volume_params;
- volume_params.setType(LL_PCODE_PROFILE_CIRCLE, LL_PCODE_PATH_LINE);
- volume_params.setBeginAndEndS(0.f, 1.f);
- volume_params.setBeginAndEndT(0.f, 1.f);
- volume_params.setRatio(0.25f, 0.25f);
- volume_params.setShear(0.f, 0.f);
- setVolume(volume_params, 0);
- mColor = LLColor4(1.0f, 0.0f, 0.0f, 1.f);
- S32 i;
- for (i = 0; i < getNumTEs(); i++)
- {
- setTEColor(i, mColor);
- setTETexture(i, LLUUID(IMG_DEFAULT));
- }
-}
-
-
-LLVOTextBubble::~LLVOTextBubble()
-{
-}
-
-
-BOOL LLVOTextBubble::isActive() const
-{
- return TRUE;
-}
-
-BOOL LLVOTextBubble::idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time)
-{
- static LLFastTimer::DeclareTimer ftm("Text Bubble");
- LLFastTimer t(ftm);
-
- F32 dt = mUpdateTimer.getElapsedTimeF32();
- // Die after a few seconds.
- if (dt > 1.5f)
- {
- return FALSE;
- }
-
- LLViewerObject::idleUpdate(agent, world, time);
-
- setScale(0.5f * (1.f+dt) * LLVector3(1.5f, 1.5f, 0.5f));
-
- F32 alpha = 0.35f*dt;
-
- LLColor4 color = mColor;
- color.mV[VALPHA] -= alpha;
- if (color.mV[VALPHA] <= 0.05f)
- {
- return FALSE;
- }
- S32 i;
- for (i = 0; i < getNumTEs(); i++)
- {
- setTEColor(i, color);
- setTEFullbright(i, TRUE);
- }
-
- gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_VOLUME, TRUE);
- return TRUE;
-}
-
-
-void LLVOTextBubble::updateTextures()
-{
- // Update the image levels of all textures...
-
- for (U32 i = 0; i < getNumTEs(); i++)
- {
- const LLTextureEntry *te = getTE(i);
- F32 texel_area_ratio = fabs(te->mScaleS * te->mScaleT);
- texel_area_ratio = llclamp(texel_area_ratio, .125f, 16.f);
- LLViewerTexture *imagep = getTEImage(i);
- if (imagep)
- {
- imagep->addTextureStats(mPixelArea / texel_area_ratio);
- }
- }
-}
-
-
-LLDrawable *LLVOTextBubble::createDrawable(LLPipeline *pipeline)
-{
- pipeline->allocDrawable(this);
- mDrawable->setLit(FALSE);
- mDrawable->setRenderType(LLPipeline::RENDER_TYPE_VOLUME);
-
- for (U32 i = 0; i < getNumTEs(); i++)
- {
- LLViewerTexture *imagep;
- const LLTextureEntry *texture_entry = getTE(i);
- imagep = LLViewerTextureManager::getFetchedTexture(texture_entry->getID());
-
- mDrawable->addFace((LLFacePool*) NULL, imagep);
- }
-
- return mDrawable;
-}
-
-// virtual
-BOOL LLVOTextBubble::setVolume(const LLVolumeParams &volume_params, const S32 detail, bool unique_volume)
-{
- if (LLPrimitive::setVolume(volume_params, mLOD))
- {
- if (mDrawable)
- {
- gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_VOLUME, TRUE);
- mVolumeChanged = TRUE;
- }
- return TRUE;
- }
- return FALSE;
-}
-
-
-BOOL LLVOTextBubble::updateLOD()
-{
- return FALSE;
-}
-
-BOOL LLVOTextBubble::updateGeometry(LLDrawable *drawable)
-{
- if (!(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_VOLUME)))
- return TRUE;
-
- if (mVolumeChanged)
- {
- LLVolumeParams volume_params = getVolume()->getParams();
- setVolume(volume_params, 0);
-
- LLPipeline::sCompiles++;
-
- drawable->setNumFaces(getVolume()->getNumFaces(), drawable->getFace(0)->getPool(), getTEImage(0));
- }
-
- LLMatrix4 identity4;
- LLMatrix3 identity3;
- for (S32 i = 0; i < drawable->getNumFaces(); i++)
- {
- LLFace *face = drawable->getFace(i);
- face->setTEOffset(i);
- face->setTexture(LLViewerFetchedTexture::sSmokeImagep);
- face->setState(LLFace::FULLBRIGHT);
- }
-
- mVolumeChanged = FALSE;
-
- mDrawable->movePartition();
- return TRUE;
-}
-
-void LLVOTextBubble::updateFaceSize(S32 idx)
-{
- LLFace* face = mDrawable->getFace(idx);
-
- if (idx == 0 || idx == 2)
- {
- face->setSize(0,0);
- }
- else
- {
- const LLVolumeFace& vol_face = getVolume()->getVolumeFace(idx);
- face->setSize(vol_face.mNumVertices, vol_face.mNumIndices);
- }
-}
-
-void LLVOTextBubble::getGeometry(S32 idx,
- LLStrider<LLVector3>& verticesp,
- LLStrider<LLVector3>& normalsp,
- LLStrider<LLVector2>& texcoordsp,
- LLStrider<LLColor4U>& colorsp,
- LLStrider<U16>& indicesp)
-{
- if (idx == 0 || idx == 2)
- {
- return;
- }
-
- const LLVolumeFace& face = getVolume()->getVolumeFace(idx);
-
- LLVector4a pos;
- pos.load3(getPositionAgent().mV);
-
- LLVector4a scale;
- scale.load3(getScale().mV);
-
- LLColor4U color = LLColor4U(getTE(idx)->getColor());
- U32 offset = mDrawable->getFace(idx)->getGeomIndex();
-
- LLVector4a* dst_pos = (LLVector4a*) verticesp.get();
- LLVector4a* src_pos = (LLVector4a*) face.mPositions;
-
- LLVector4a* dst_norm = (LLVector4a*) normalsp.get();
- LLVector4a* src_norm = (LLVector4a*) face.mNormals;
-
- LLVector2* dst_tc = (LLVector2*) texcoordsp.get();
- LLVector2* src_tc = (LLVector2*) face.mTexCoords;
-
- LLVector4a::memcpyNonAliased16((F32*) dst_norm, (F32*) src_norm, face.mNumVertices*4*sizeof(F32));
- LLVector4a::memcpyNonAliased16((F32*) dst_tc, (F32*) src_tc, face.mNumVertices*2*sizeof(F32));
-
-
- for (U32 i = 0; i < face.mNumVertices; i++)
- {
- LLVector4a t;
- t.setMul(src_pos[i], scale);
- dst_pos[i].setAdd(t, pos);
- *colorsp++ = color;
- }
-
- for (U32 i = 0; i < face.mNumIndices; i++)
- {
- *indicesp++ = face.mIndices[i] + offset;
- }
-}
-
-U32 LLVOTextBubble::getPartitionType() const
-{
- return LLViewerRegion::PARTITION_PARTICLE;
-}
diff --git a/indra/newview/llvotextbubble.h b/indra/newview/llvotextbubble.h
deleted file mode 100644
index 9c39929711..0000000000
--- a/indra/newview/llvotextbubble.h
+++ /dev/null
@@ -1,66 +0,0 @@
-/**
- * @file llvotextbubble.h
- * @brief Description of LLVORock class, which a derivation of LLViewerObject
- *
- * $LicenseInfo:firstyear=2001&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#ifndef LL_LLVOTEXTBUBBLE_H
-#define LL_LLVOTEXTBUBBLE_H
-
-#include "llviewerobject.h"
-#include "llframetimer.h"
-
-class LLVOTextBubble : public LLAlphaObject
-{
-public:
- LLVOTextBubble(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp);
-
- /*virtual*/ BOOL isActive() const; // Whether this object needs to do an idleUpdate.
- /*virtual*/ BOOL idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time);
-
- /*virtual*/ void updateTextures();
- /*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline);
- /*virtual*/ BOOL updateGeometry(LLDrawable *drawable);
- /*virtual*/ BOOL updateLOD();
- /*virtual*/ void updateFaceSize(S32 idx);
-
- /*virtual*/ void getGeometry(S32 idx,
- LLStrider<LLVector3>& verticesp,
- LLStrider<LLVector3>& normalsp,
- LLStrider<LLVector2>& texcoordsp,
- LLStrider<LLColor4U>& colorsp,
- LLStrider<U16>& indicesp);
-
- virtual U32 getPartitionType() const;
-
- LLColor4 mColor;
- S32 mLOD;
- BOOL mVolumeChanged;
-
-protected:
- ~LLVOTextBubble();
- BOOL setVolume(const LLVolumeParams &volume_params, const S32 detail, bool unique_volume = false);
- LLFrameTimer mUpdateTimer;
-};
-
-#endif // LL_VO_TEXT_BUBBLE
diff --git a/indra/newview/llvotree.cpp b/indra/newview/llvotree.cpp
index 890861df71..6486fd24ea 100644
--- a/indra/newview/llvotree.cpp
+++ b/indra/newview/llvotree.cpp
@@ -858,7 +858,7 @@ BOOL LLVOTree::updateGeometry(LLDrawable *drawable)
slices /= 2;
}
- mReferenceBuffer->setBuffer(0);
+ mReferenceBuffer->flush();
llassert(vertex_count == max_vertices);
llassert(index_count == max_indices);
}
@@ -882,7 +882,7 @@ void LLVOTree::updateMesh()
// Translate to tree base HACK - adjustment in Z plants tree underground
const LLVector3 &pos_agent = getPositionAgent();
- //glTranslatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
+ //gGL.translatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
LLMatrix4 trans_mat;
trans_mat.setTranslation(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
trans_mat *= matrix;
@@ -940,8 +940,8 @@ void LLVOTree::updateMesh()
genBranchPipeline(vertices, normals, tex_coords, indices, idx_offset, scale_mat, mTrunkLOD, stop_depth, mDepth, mTrunkDepth, 1.0, mTwist, droop, mBranches, alpha);
- mReferenceBuffer->setBuffer(0);
- buff->setBuffer(0);
+ mReferenceBuffer->flush();
+ buff->flush();
}
void LLVOTree::appendMesh(LLStrider<LLVector3>& vertices,
@@ -1158,7 +1158,8 @@ U32 LLVOTree::drawBranchPipeline(LLMatrix4& matrix, U16* indicesp, S32 trunk_LOD
scale_mat.mMatrix[2][2] = scale*length;
scale_mat *= matrix;
- glLoadMatrixf((F32*) scale_mat.mMatrix);
+ gGL.loadMatrix((F32*) scale_mat.mMatrix);
+ gGL.syncMatrices();
glDrawElements(GL_TRIANGLES, sLODIndexCount[trunk_LOD], GL_UNSIGNED_SHORT, indicesp + sLODIndexOffset[trunk_LOD]);
gPipeline.addTrianglesDrawn(LEAF_INDICES);
stop_glerror();
@@ -1208,7 +1209,8 @@ U32 LLVOTree::drawBranchPipeline(LLMatrix4& matrix, U16* indicesp, S32 trunk_LOD
scale_mat *= matrix;
- glLoadMatrixf((F32*) scale_mat.mMatrix);
+ gGL.loadMatrix((F32*) scale_mat.mMatrix);
+ gGL.syncMatrices();
glDrawElements(GL_TRIANGLES, LEAF_INDICES, GL_UNSIGNED_SHORT, indicesp);
gPipeline.addTrianglesDrawn(LEAF_INDICES);
stop_glerror();
@@ -1229,19 +1231,20 @@ U32 LLVOTree::drawBranchPipeline(LLMatrix4& matrix, U16* indicesp, S32 trunk_LOD
scale_mat *= matrix;
- glMatrixMode(GL_TEXTURE);
- glTranslatef(0.0, -0.5, 0.0);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.translatef(0.0, -0.5, 0.0);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
- glLoadMatrixf((F32*) scale_mat.mMatrix);
+ gGL.loadMatrix((F32*) scale_mat.mMatrix);
+ gGL.syncMatrices();
glDrawElements(GL_TRIANGLES, LEAF_INDICES, GL_UNSIGNED_SHORT, indicesp);
gPipeline.addTrianglesDrawn(LEAF_INDICES);
stop_glerror();
ret += LEAF_INDICES;
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
return ret;
diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp
index 380d63c77b..baab191cb6 100755..100644
--- a/indra/newview/llvovolume.cpp
+++ b/indra/newview/llvovolume.cpp
@@ -3266,13 +3266,13 @@ void LLVOVolume::updateRenderComplexity()
mRenderComplexity_current = 0;
}
-U32 LLVOVolume::getTriangleCount() const
+U32 LLVOVolume::getTriangleCount(S32* vcount) const
{
U32 count = 0;
LLVolume* volume = getVolume();
if (volume)
{
- count = volume->getNumTriangles();
+ count = volume->getNumTriangles(vcount);
}
return count;
@@ -3976,8 +3976,6 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep,
}
}
- U8 glow = (U8) (facep->getTextureEntry()->getGlow() * 255);
-
if (idx >= 0 &&
draw_vec[idx]->mVertexBuffer == facep->getVertexBuffer() &&
draw_vec[idx]->mEnd == facep->getGeomIndex()-1 &&
@@ -3986,7 +3984,6 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep,
draw_vec[idx]->mEnd - draw_vec[idx]->mStart + facep->getGeomCount() <= (U32) gGLManager.mGLMaxVertexRange &&
draw_vec[idx]->mCount + facep->getIndicesCount() <= (U32) gGLManager.mGLMaxIndexRange &&
#endif
- draw_vec[idx]->mGlowColor.mV[3] == glow &&
draw_vec[idx]->mFullbright == fullbright &&
draw_vec[idx]->mBump == bump &&
draw_vec[idx]->mTextureMatrix == tex_mat &&
@@ -4018,7 +4015,6 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep,
draw_vec.push_back(draw_info);
draw_info->mTextureMatrix = tex_mat;
draw_info->mModelMatrix = model_mat;
- draw_info->mGlowColor.setVec(0,0,0,glow);
if (type == LLRenderPass::PASS_ALPHA)
{ //for alpha sorting
facep->setDrawInfo(draw_info);
@@ -4118,6 +4114,8 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
U32 cur_total = 0;
+ bool emissive = false;
+
//get all the faces into a list
for (LLSpatialGroup::element_iter drawable_iter = group->getData().begin(); drawable_iter != group->getData().end(); ++drawable_iter)
{
@@ -4330,6 +4328,7 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
}
}
+
if (cur_total > max_total || facep->getIndicesCount() <= 0 || facep->getGeomCount() <= 0)
{
facep->clearVertexBuffer();
@@ -4343,6 +4342,11 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
const LLTextureEntry* te = facep->getTextureEntry();
LLViewerTexture* tex = facep->getTexture();
+ if (te->getGlow() >= 1.f/255.f)
+ {
+ emissive = true;
+ }
+
if (facep->isState(LLFace::TEXTURE_ANIM))
{
if (!vobj->mTexAnimMode)
@@ -4459,6 +4463,14 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
U32 bump_mask = LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR;
U32 fullbright_mask = LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR;
+ if (emissive)
+ { //emissive faces are present, include emissive byte to preserve batching
+ simple_mask = simple_mask | LLVertexBuffer::MAP_EMISSIVE;
+ alpha_mask = alpha_mask | LLVertexBuffer::MAP_EMISSIVE;
+ bump_mask = bump_mask | LLVertexBuffer::MAP_EMISSIVE;
+ fullbright_mask = fullbright_mask | LLVertexBuffer::MAP_EMISSIVE;
+ }
+
bool batch_textures = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 1;
if (batch_textures)
@@ -4551,7 +4563,7 @@ void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group)
for (std::set<LLVertexBuffer*>::iterator iter = mapped_buffers.begin(); iter != mapped_buffers.end(); ++iter)
{
- (*iter)->setBuffer(0);
+ (*iter)->flush();
}
// don't forget alpha
@@ -4559,7 +4571,7 @@ void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group)
!group->mVertexBuffer.isNull() &&
group->mVertexBuffer->isLocked())
{
- group->mVertexBuffer->setBuffer(0);
+ group->mVertexBuffer->flush();
}
//if not all buffers are unmapped
@@ -4575,7 +4587,7 @@ void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group)
LLVertexBuffer* buff = face->getVertexBuffer();
if (face && buff && buff->isLocked())
{
- buff->setBuffer(0) ;
+ buff->flush();
}
}
}
@@ -4602,10 +4614,6 @@ struct CompareBatchBreakerModified
{
return lte->getFullbright() < rte->getFullbright();
}
- else if (lte->getGlow() != rte->getGlow())
- {
- return lte->getGlow() < rte->getGlow();
- }
else
{
return lhs->getTexture() < rhs->getTexture();
@@ -4644,7 +4652,7 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
buffer_index = -1;
}
- S32 texture_index_channels = gGLManager.mNumTextureImageUnits-1; //always reserve one for shiny for now just for simplicity
+ S32 texture_index_channels = LLGLSLShader::sIndexedTextureChannels-1; //always reserve one for shiny for now just for simplicity
if (gGLManager.mGLVersion < 3.1f)
{
@@ -4658,6 +4666,8 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
texture_index_channels = llmin(texture_index_channels, (S32) gSavedSettings.getU32("RenderMaxTextureIndex"));
+ //NEVER use more than 16 texture index channels (workaround for prevalent driver bug)
+ texture_index_channels = llmin(texture_index_channels, 16);
while (face_iter != faces.end())
{
@@ -4985,7 +4995,7 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
++face_iter;
}
- buffer->setBuffer(0);
+ buffer->flush();
}
group->mBufferMap[mask].clear();
diff --git a/indra/newview/llvovolume.h b/indra/newview/llvovolume.h
index b6347526ee..64457975f8 100644
--- a/indra/newview/llvovolume.h
+++ b/indra/newview/llvovolume.h
@@ -133,7 +133,7 @@ public:
U32 getRenderCost(texture_cost_t &textures) const;
/*virtual*/ F32 getStreamingCost(S32* bytes = NULL, S32* visible_bytes = NULL, F32* unscaled_value = NULL) const;
- /*virtual*/ U32 getTriangleCount() const;
+ /*virtual*/ U32 getTriangleCount(S32* vcount = NULL) const;
/*virtual*/ U32 getHighLODTriangleCount();
/*virtual*/ BOOL lineSegmentIntersect(const LLVector3& start, const LLVector3& end,
S32 face = -1, // which face to check, -1 = ALL_SIDES
diff --git a/indra/newview/llvowater.cpp b/indra/newview/llvowater.cpp
index e70ac0a2e7..7df50ec815 100644
--- a/indra/newview/llvowater.cpp
+++ b/indra/newview/llvowater.cpp
@@ -160,7 +160,7 @@ BOOL LLVOWater::updateGeometry(LLDrawable *drawable)
static const unsigned int vertices_per_quad = 4;
static const unsigned int indices_per_quad = 6;
- const S32 size = gSavedSettings.getBOOL("RenderTransparentWater") ? 16 : 1;
+ const S32 size = gSavedSettings.getBOOL("RenderTransparentWater") && !LLGLSLShader::sNoFixedFunction ? 16 : 1;
const S32 num_quads = size * size;
face->setSize(vertices_per_quad * num_quads,
@@ -231,7 +231,7 @@ BOOL LLVOWater::updateGeometry(LLDrawable *drawable)
}
}
- buff->setBuffer(0);
+ buff->flush();
mDrawable->movePartition();
LLPipeline::sCompiles++;
diff --git a/indra/newview/llvowlsky.cpp b/indra/newview/llvowlsky.cpp
index 7b1c725483..f1c5499d84 100644
--- a/indra/newview/llvowlsky.cpp
+++ b/indra/newview/llvowlsky.cpp
@@ -326,7 +326,7 @@ BOOL LLVOWLSky::updateGeometry(LLDrawable * drawable)
buildFanBuffer(vertices, texCoords, indices);
- mFanVerts->setBuffer(0);
+ mFanVerts->flush();
}
{
@@ -349,6 +349,9 @@ BOOL LLVOWLSky::updateGeometry(LLDrawable * drawable)
mStripsVerts.resize(strips_segments, NULL);
+ LLTimer timer;
+ timer.start();
+
for (U32 i = 0; i < strips_segments ;++i)
{
LLVertexBuffer * segment = new LLVertexBuffer(LLDrawPoolWLSky::SKY_VERTEX_DATA_MASK, GL_STATIC_DRAW_ARB);
@@ -388,8 +391,10 @@ BOOL LLVOWLSky::updateGeometry(LLDrawable * drawable)
buildStripsBuffer(begin_stack, end_stack, vertices, texCoords, indices);
// and unlock the buffer
- segment->setBuffer(0);
+ segment->flush();
}
+
+ llinfos << "completed in " << llformat("%.2f", timer.getElapsedTimeF32()) << "seconds" << llendl;
}
#else
mStripsVerts = new LLVertexBuffer(LLDrawPoolWLSky::SKY_VERTEX_DATA_MASK, GL_STATIC_DRAW_ARB);
@@ -468,7 +473,7 @@ BOOL LLVOWLSky::updateGeometry(LLDrawable * drawable)
}
}
- mStripsVerts->setBuffer(0);
+ mStripsVerts->flush();
#endif
updateStarColors();
@@ -485,7 +490,7 @@ void LLVOWLSky::drawStars(void)
if (mStarsVerts.notNull())
{
mStarsVerts->setBuffer(LLDrawPoolWLSky::STAR_VERTEX_DATA_MASK);
- mStarsVerts->drawArrays(LLRender::QUADS, 0, getStarsNumVerts()*4);
+ mStarsVerts->drawArrays(LLRender::TRIANGLES, 0, getStarsNumVerts()*4);
}
}
@@ -511,13 +516,14 @@ void LLVOWLSky::drawDome(void)
strips_segment->drawRange(
LLRender::TRIANGLE_STRIP,
- 0, strips_segment->getRequestedVerts()-1, strips_segment->getRequestedIndices(),
+ 0, strips_segment->getNumVerts()-1, strips_segment->getNumIndices(),
0);
- gPipeline.addTrianglesDrawn(strips_segment->getRequestedIndices(), LLRender::TRIANGLE_STRIP);
+ gPipeline.addTrianglesDrawn(strips_segment->getNumIndices(), LLRender::TRIANGLE_STRIP);
}
#else
mStripsVerts->setBuffer(data_mask);
+ gGL.syncMatrices();
glDrawRangeElements(
GL_TRIANGLES,
0, mStripsVerts->getNumVerts()-1, mStripsVerts->getNumIndices(),
@@ -771,7 +777,7 @@ BOOL LLVOWLSky::updateStarGeometry(LLDrawable *drawable)
if (mStarsVerts.isNull())
{
mStarsVerts = new LLVertexBuffer(LLDrawPoolWLSky::STAR_VERTEX_DATA_MASK, GL_DYNAMIC_DRAW);
- mStarsVerts->allocateBuffer(getStarsNumVerts()*4, 0, TRUE);
+ mStarsVerts->allocateBuffer(getStarsNumVerts()*6, 0, TRUE);
}
BOOL success = mStarsVerts->getVertexStrider(verticesp)
@@ -806,19 +812,25 @@ BOOL LLVOWLSky::updateStarGeometry(LLDrawable *drawable)
*(verticesp++) = mStarVertices[vtx];
*(verticesp++) = mStarVertices[vtx]+left;
*(verticesp++) = mStarVertices[vtx]+left+up;
+ *(verticesp++) = mStarVertices[vtx]+left;
+ *(verticesp++) = mStarVertices[vtx]+left+up;
*(verticesp++) = mStarVertices[vtx]+up;
*(texcoordsp++) = LLVector2(0,0);
*(texcoordsp++) = LLVector2(0,1);
*(texcoordsp++) = LLVector2(1,1);
+ *(texcoordsp++) = LLVector2(0,1);
+ *(texcoordsp++) = LLVector2(1,1);
*(texcoordsp++) = LLVector2(1,0);
*(colorsp++) = LLColor4U(mStarColors[vtx]);
*(colorsp++) = LLColor4U(mStarColors[vtx]);
*(colorsp++) = LLColor4U(mStarColors[vtx]);
*(colorsp++) = LLColor4U(mStarColors[vtx]);
+ *(colorsp++) = LLColor4U(mStarColors[vtx]);
+ *(colorsp++) = LLColor4U(mStarColors[vtx]);
}
- mStarsVerts->setBuffer(0);
+ mStarsVerts->flush();
return TRUE;
}
diff --git a/indra/newview/llwaterparammanager.cpp b/indra/newview/llwaterparammanager.cpp
index 1a98d4c6c2..20b34637b8 100644
--- a/indra/newview/llwaterparammanager.cpp
+++ b/indra/newview/llwaterparammanager.cpp
@@ -190,6 +190,7 @@ void LLWaterParamManager::updateShaderUniforms(LLGLSLShader * shader)
shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, LLWLParamManager::getInstance()->getRotatedLightDir().mV);
shader->uniform3fv("camPosLocal", 1, LLViewerCamera::getInstance()->getOrigin().mV);
shader->uniform4fv("waterFogColor", 1, LLDrawPoolWater::sWaterFogColor.mV);
+ shader->uniform1f("waterFogEnd", LLDrawPoolWater::sWaterFogEnd);
shader->uniform4fv("waterPlane", 1, mWaterPlane.mV);
shader->uniform1f("waterFogDensity", getFogDensity());
shader->uniform1f("waterFogKS", mWaterFogKS);
diff --git a/indra/newview/llweb.cpp b/indra/newview/llweb.cpp
index b2f35892d0..d2d48dc68f 100644
--- a/indra/newview/llweb.cpp
+++ b/indra/newview/llweb.cpp
@@ -34,7 +34,6 @@
#include "llagent.h"
#include "llappviewer.h"
-#include "llfloatermediabrowser.h"
#include "llfloaterwebcontent.h"
#include "llfloaterreg.h"
#include "lllogininstance.h"
@@ -78,32 +77,15 @@ void LLWeb::initClass()
}
-// static
-void LLWeb::loadURL(const std::string& url, const std::string& target, const std::string& uuid)
-{
- loadWebURL(url, target, uuid);
- //if(target == "_internal")
- //{
- // // Force load in the internal browser, as if with a blank target.
- // loadURLInternal(url, "", uuid);
- //}
- //else if (gSavedSettings.getBOOL("UseExternalBrowser") || (target == "_external"))
- //{
- // loadURLExternal(url);
- //}
- //else
- //{
- // loadURLInternal(url, target, uuid);
- //}
-}
+
// static
-void LLWeb::loadWebURL(const std::string& url, const std::string& target, const std::string& uuid)
+void LLWeb::loadURL(const std::string& url, const std::string& target, const std::string& uuid)
{
if(target == "_internal")
{
// Force load in the internal browser, as if with a blank target.
- loadWebURLInternal(url, "", uuid);
+ loadURLInternal(url, "", uuid);
}
else if (gSavedSettings.getBOOL("UseExternalBrowser") || (target == "_external"))
{
@@ -111,19 +93,13 @@ void LLWeb::loadWebURL(const std::string& url, const std::string& target, const
}
else
{
- loadWebURLInternal(url, target, uuid);
+ loadURLInternal(url, target, uuid);
}
}
// static
-void LLWeb::loadURLInternal(const std::string &url, const std::string& target, const std::string& uuid)
-{
- LLFloaterMediaBrowser::create(url, target, uuid);
-}
-
-// static
// Explicitly open a Web URL using the Web content floater
-void LLWeb::loadWebURLInternal(const std::string &url, const std::string& target, const std::string& uuid)
+void LLWeb::loadURLInternal(const std::string &url, const std::string& target, const std::string& uuid)
{
LLFloaterWebContent::Params p;
p.url(url).target(target).id(uuid);
diff --git a/indra/newview/llweb.h b/indra/newview/llweb.h
index 376abc0ece..0b95f664d6 100644
--- a/indra/newview/llweb.h
+++ b/indra/newview/llweb.h
@@ -42,23 +42,15 @@ class LLWeb
public:
static void initClass();
- /// Load the given url in the user's preferred web browser
- static void loadURL(const std::string& url, const std::string& target, const std::string& uuid = LLStringUtil::null);
- static void loadURL(const std::string& url) { loadURL(url, LLStringUtil::null); }
- /// Load the given url in the user's preferred web browser
- static void loadURL(const char* url, const std::string& target = LLStringUtil::null) { loadURL( ll_safe_string(url), target); }
- /// Load the given url in the Second Life internal web browser
- static void loadURLInternal(const std::string &url, const std::string& target, const std::string& uuid = LLStringUtil::null);
- static void loadURLInternal(const std::string &url) { loadURLInternal(url, LLStringUtil::null, LLStringUtil::null);}
/// Load the given url in the operating system's web browser, async if we want to return immediately
/// before browser has spawned
static void loadURLExternal(const std::string& url) {loadURLExternal(url, LLStringUtil::null);}
static void loadURLExternal(const std::string& url, const std::string& uuid);
static void loadURLExternal(const std::string& url, bool async, const std::string& uuid = LLStringUtil::null);
- // Explicitly open a Web URL using the Web content floater vs. the more general media browser
- static void loadWebURL(const std::string& url, const std::string& target, const std::string& uuid);
- static void loadWebURLInternal(const std::string &url, const std::string& target = LLStringUtil::null, const std::string& uuid = LLStringUtil::null);
+ static void loadURL(const std::string& url, const std::string& target = LLStringUtil::null, const std::string& uuid = LLStringUtil::null);
+ // load content using built-in browser
+ static void loadURLInternal(const std::string &url, const std::string& target = LLStringUtil::null, const std::string& uuid = LLStringUtil::null);
/// Returns escaped url (eg, " " to "%20") - used by all loadURL methods
static std::string escapeURL(const std::string& url);
diff --git a/indra/newview/llwlparamset.cpp b/indra/newview/llwlparamset.cpp
index 02d914a812..5bb7025031 100644
--- a/indra/newview/llwlparamset.cpp
+++ b/indra/newview/llwlparamset.cpp
@@ -69,12 +69,18 @@ LLWLParamSet::LLWLParamSet(void) :
*/
}
+static LLFastTimer::DeclareTimer FTM_WL_PARAM_UPDATE("WL Param Update");
+
void LLWLParamSet::update(LLGLSLShader * shader) const
{
+ LLFastTimer t(FTM_WL_PARAM_UPDATE);
+
for(LLSD::map_const_iterator i = mParamValues.beginMap();
i != mParamValues.endMap();
++i)
{
+
+
const std::string& param = i->first;
if( param == "star_brightness" || param == "preset_num" || param == "sun_angle" ||
@@ -91,8 +97,9 @@ void LLWLParamSet::update(LLGLSLShader * shader) const
val.mV[1] = F32(i->second[1].asReal()) + mCloudScrollYOffset;
val.mV[2] = (F32) i->second[2].asReal();
val.mV[3] = (F32) i->second[3].asReal();
-
- shader->uniform4fv(param, 1, val.mV);
+ stop_glerror();
+ shader->uniform4fv(param, 1, val.mV);
+ stop_glerror();
}
else // param is the uniform name
{
@@ -118,8 +125,9 @@ void LLWLParamSet::update(LLGLSLShader * shader) const
{
val.mV[0] = i->second.asBoolean();
}
-
+ stop_glerror();
shader->uniform4fv(param, 1, val.mV);
+ stop_glerror();
}
}
}
diff --git a/indra/newview/llworld.cpp b/indra/newview/llworld.cpp
index a7ae456f3c..6f6e0d2334 100644
--- a/indra/newview/llworld.cpp
+++ b/indra/newview/llworld.cpp
@@ -589,22 +589,22 @@ void LLWorld::updateVisibilities()
{
F32 cur_far_clip = LLViewerCamera::getInstance()->getFar();
- LLViewerCamera::getInstance()->setFar(mLandFarClip);
-
- F32 diagonal_squared = F_SQRT2 * F_SQRT2 * mWidth * mWidth;
- // Go through the culled list and check for visible regions
+ // Go through the culled list and check for visible regions (region is visible if land is visible)
for (region_list_t::iterator iter = mCulledRegionList.begin();
iter != mCulledRegionList.end(); )
{
region_list_t::iterator curiter = iter++;
LLViewerRegion* regionp = *curiter;
- F32 height = regionp->getLand().getMaxZ() - regionp->getLand().getMinZ();
- F32 radius = 0.5f*(F32) sqrt(height * height + diagonal_squared);
- if (!regionp->getLand().hasZData()
- || LLViewerCamera::getInstance()->sphereInFrustum(regionp->getCenterAgent(), radius))
+
+ LLSpatialPartition* part = regionp->getSpatialPartition(LLViewerRegion::PARTITION_TERRAIN);
+ if (part)
{
- mCulledRegionList.erase(curiter);
- mVisibleRegionList.push_back(regionp);
+ LLSpatialGroup* group = (LLSpatialGroup*) part->mOctree->getListener(0);
+ if (LLViewerCamera::getInstance()->AABBInFrustum(group->mBounds[0], group->mBounds[1]))
+ {
+ mCulledRegionList.erase(curiter);
+ mVisibleRegionList.push_back(regionp);
+ }
}
}
@@ -619,17 +619,20 @@ void LLWorld::updateVisibilities()
continue;
}
- F32 height = regionp->getLand().getMaxZ() - regionp->getLand().getMinZ();
- F32 radius = 0.5f*(F32) sqrt(height * height + diagonal_squared);
- if (LLViewerCamera::getInstance()->sphereInFrustum(regionp->getCenterAgent(), radius))
+ LLSpatialPartition* part = regionp->getSpatialPartition(LLViewerRegion::PARTITION_TERRAIN);
+ if (part)
{
- regionp->calculateCameraDistance();
- regionp->getLand().updatePatchVisibilities(gAgent);
- }
- else
- {
- mVisibleRegionList.erase(curiter);
- mCulledRegionList.push_back(regionp);
+ LLSpatialGroup* group = (LLSpatialGroup*) part->mOctree->getListener(0);
+ if (LLViewerCamera::getInstance()->AABBInFrustum(group->mBounds[0], group->mBounds[1]))
+ {
+ regionp->calculateCameraDistance();
+ regionp->getLand().updatePatchVisibilities(gAgent);
+ }
+ else
+ {
+ mVisibleRegionList.erase(curiter);
+ mCulledRegionList.push_back(regionp);
+ }
}
}
diff --git a/indra/newview/llworldmapmessage.cpp b/indra/newview/llworldmapmessage.cpp
index 66d0d698ba..8307d32336 100644
--- a/indra/newview/llworldmapmessage.cpp
+++ b/indra/newview/llworldmapmessage.cpp
@@ -210,15 +210,14 @@ void LLWorldMapMessage::processMapBlockReply(LLMessageSystem* msg, void**)
}
// Handle the SLURL callback if any
- if(LLWorldMapMessage::getInstance()->mSLURLCallback != NULL)
+ url_callback_t callback = LLWorldMapMessage::getInstance()->mSLURLCallback;
+ if(callback != NULL)
{
U64 handle = to_region_handle(x_world, y_world);
// Check if we reached the requested region
if ((LLStringUtil::compareInsensitive(LLWorldMapMessage::getInstance()->mSLURLRegionName, name)==0)
|| (LLWorldMapMessage::getInstance()->mSLURLRegionHandle == handle))
{
- url_callback_t callback = LLWorldMapMessage::getInstance()->mSLURLCallback;
-
LLWorldMapMessage::getInstance()->mSLURLCallback = NULL;
LLWorldMapMessage::getInstance()->mSLURLRegionName.clear();
LLWorldMapMessage::getInstance()->mSLURLRegionHandle = 0;
diff --git a/indra/newview/llworldmapview.cpp b/indra/newview/llworldmapview.cpp
index e99657cd22..e50851b8e7 100644
--- a/indra/newview/llworldmapview.cpp
+++ b/indra/newview/llworldmapview.cpp
@@ -314,7 +314,7 @@ void LLWorldMapView::draw()
{
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
// Clear the background alpha to 0
gGL.flush();
@@ -1307,7 +1307,7 @@ void LLWorldMapView::drawTrackingCircle( const LLRect& rect, S32 x, S32 y, const
end_theta -= angle_adjust_y;
}
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
gGL.translatef((F32)x, (F32)y, 0.f);
gl_washer_segment_2d(inner_radius, outer_radius, start_theta, end_theta, 40, color, color);
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 93354e6579..d8e271811a 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -106,26 +106,6 @@
#include "llnotifications.h"
-void check_stack_depth(S32 stack_depth)
-{
- if (gDebugGL || gDebugSession)
- {
- GLint depth;
- glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
- if (depth != stack_depth)
- {
- if (gDebugSession)
- {
- ll_fail("GL matrix stack corrupted.");
- }
- else
- {
- llerrs << "GL matrix stack corrupted!" << llendl;
- }
- }
- }
-}
-
#ifdef _DEBUG
// Debug indices is disabled for now for debug performance - djs 4/24/02
//#define DEBUG_INDICES
@@ -133,13 +113,88 @@ void check_stack_depth(S32 stack_depth)
//#define DEBUG_INDICES
#endif
+//cached settings
+BOOL LLPipeline::RenderAvatarVP;
+BOOL LLPipeline::VertexShaderEnable;
+BOOL LLPipeline::WindLightUseAtmosShaders;
+BOOL LLPipeline::RenderDeferred;
+F32 LLPipeline::RenderDeferredSunWash;
+U32 LLPipeline::RenderFSAASamples;
+U32 LLPipeline::RenderResolutionDivisor;
+BOOL LLPipeline::RenderUIBuffer;
+S32 LLPipeline::RenderShadowDetail;
+BOOL LLPipeline::RenderDeferredSSAO;
+F32 LLPipeline::RenderShadowResolutionScale;
+BOOL LLPipeline::RenderLocalLights;
+BOOL LLPipeline::RenderDelayCreation;
+BOOL LLPipeline::RenderAnimateRes;
+BOOL LLPipeline::FreezeTime;
+S32 LLPipeline::DebugBeaconLineWidth;
+F32 LLPipeline::RenderHighlightBrightness;
+LLColor4 LLPipeline::RenderHighlightColor;
+F32 LLPipeline::RenderHighlightThickness;
+BOOL LLPipeline::RenderSpotLightsInNondeferred;
+LLColor4 LLPipeline::PreviewAmbientColor;
+LLColor4 LLPipeline::PreviewDiffuse0;
+LLColor4 LLPipeline::PreviewSpecular0;
+LLColor4 LLPipeline::PreviewDiffuse1;
+LLColor4 LLPipeline::PreviewSpecular1;
+LLColor4 LLPipeline::PreviewDiffuse2;
+LLColor4 LLPipeline::PreviewSpecular2;
+LLVector3 LLPipeline::PreviewDirection0;
+LLVector3 LLPipeline::PreviewDirection1;
+LLVector3 LLPipeline::PreviewDirection2;
+F32 LLPipeline::RenderGlowMinLuminance;
+F32 LLPipeline::RenderGlowMaxExtractAlpha;
+F32 LLPipeline::RenderGlowWarmthAmount;
+LLVector3 LLPipeline::RenderGlowLumWeights;
+LLVector3 LLPipeline::RenderGlowWarmthWeights;
+S32 LLPipeline::RenderGlowResolutionPow;
+S32 LLPipeline::RenderGlowIterations;
+F32 LLPipeline::RenderGlowWidth;
+F32 LLPipeline::RenderGlowStrength;
+BOOL LLPipeline::RenderDepthOfField;
+F32 LLPipeline::CameraFocusTransitionTime;
+F32 LLPipeline::CameraFNumber;
+F32 LLPipeline::CameraFocalLength;
+F32 LLPipeline::CameraFieldOfView;
+F32 LLPipeline::RenderShadowNoise;
+F32 LLPipeline::RenderShadowBlurSize;
+F32 LLPipeline::RenderSSAOScale;
+U32 LLPipeline::RenderSSAOMaxScale;
+F32 LLPipeline::RenderSSAOFactor;
+LLVector3 LLPipeline::RenderSSAOEffect;
+F32 LLPipeline::RenderShadowOffsetError;
+F32 LLPipeline::RenderShadowBiasError;
+F32 LLPipeline::RenderShadowOffset;
+F32 LLPipeline::RenderShadowBias;
+F32 LLPipeline::RenderSpotShadowOffset;
+F32 LLPipeline::RenderSpotShadowBias;
+F32 LLPipeline::RenderEdgeDepthCutoff;
+F32 LLPipeline::RenderEdgeNormCutoff;
+LLVector3 LLPipeline::RenderShadowGaussian;
+F32 LLPipeline::RenderShadowBlurDistFactor;
+BOOL LLPipeline::RenderDeferredAtmospheric;
+S32 LLPipeline::RenderReflectionDetail;
+F32 LLPipeline::RenderHighlightFadeTime;
+LLVector3 LLPipeline::RenderShadowClipPlanes;
+LLVector3 LLPipeline::RenderShadowOrthoClipPlanes;
+LLVector3 LLPipeline::RenderShadowNearDist;
+F32 LLPipeline::RenderFarClip;
+LLVector3 LLPipeline::RenderShadowSplitExponent;
+F32 LLPipeline::RenderShadowErrorCutoff;
+F32 LLPipeline::RenderShadowFOVCutoff;
+BOOL LLPipeline::CameraOffset;
+F32 LLPipeline::CameraMaxCoF;
+F32 LLPipeline::CameraDoFResScale;
+
const F32 BACKLIGHT_DAY_MAGNITUDE_AVATAR = 0.2f;
const F32 BACKLIGHT_NIGHT_MAGNITUDE_AVATAR = 0.1f;
const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f;
const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f;
const S32 MAX_OFFSCREEN_GEOMETRY_CHANGES_PER_FRAME = 10;
const U32 REFLECTION_MAP_RES = 128;
-
+const U32 DEFERRED_VB_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1;
// Max number of occluders to search for. JC
const S32 MAX_OCCLUDER_COUNT = 2;
@@ -211,23 +266,12 @@ std::string gPoolNames[] =
void drawBox(const LLVector3& c, const LLVector3& r);
void drawBoxOutline(const LLVector3& pos, const LLVector3& size);
+U32 nhpo2(U32 v);
-U32 nhpo2(U32 v)
-{
- U32 r = 1;
- while (r < v) {
- r *= 2;
- }
- return r;
-}
-
-glh::matrix4f glh_copy_matrix(GLdouble* src)
+glh::matrix4f glh_copy_matrix(F32* src)
{
glh::matrix4f ret;
- for (U32 i = 0; i < 16; i++)
- {
- ret.m[i] = (F32) src[i];
- }
+ ret.set_value(src);
return ret;
}
@@ -251,7 +295,7 @@ glh::matrix4f glh_get_last_projection()
return glh_copy_matrix(gGLLastProjection);
}
-void glh_copy_matrix(const glh::matrix4f& src, GLdouble* dst)
+void glh_copy_matrix(const glh::matrix4f& src, F32* dst)
{
for (U32 i = 0; i < 16; i++)
{
@@ -394,11 +438,14 @@ void LLPipeline::init()
{
LLMemType mt(LLMemType::MTYPE_PIPELINE_INIT);
+ refreshCachedSettings();
+
gOctreeMaxCapacity = gSavedSettings.getU32("OctreeMaxNodeCapacity");
sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD");
sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
+ LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO");
LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw");
sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights");
sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles");
@@ -459,6 +506,8 @@ void LLPipeline::init()
mSpotLightFade[i] = 1.f;
}
+ mDeferredVB = new LLVertexBuffer(DEFERRED_VB_MASK, 0);
+ mDeferredVB->allocateBuffer(8, 0, true);
setLightingDetail(-1);
}
@@ -537,6 +586,8 @@ void LLPipeline::cleanup()
mMovedBridge.clear();
mInitialized = FALSE;
+
+ mDeferredVB = NULL;
}
//============================================================================
@@ -606,12 +657,8 @@ void LLPipeline::allocatePhysicsBuffer()
void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
{
- U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"));
-
- if (gGLManager.mIsATI)
- { //ATI doesn't like the way we use multisample texture
- samples = 0;
- }
+ refreshCachedSettings();
+ U32 samples = RenderFSAASamples;
//try to allocate screen buffers at requested resolution and samples
// - on failure, shrink number of samples and try again
@@ -632,6 +679,8 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
releaseScreenBuffers();
}
+ samples = 0;
+
//reduce resolution
while (resY > 0 && resX > 0)
{
@@ -657,11 +706,14 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
{
+ refreshCachedSettings();
+ refreshRenderDeferred();
+
// remember these dimensions
mScreenWidth = resX;
mScreenHeight = resY;
- U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor");
+ U32 res_mod = RenderResolutionDivisor;
if (res_mod > 1 && res_mod < resX && res_mod < resY)
{
@@ -669,7 +721,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
resY /= res_mod;
}
- if (gSavedSettings.getBOOL("RenderUIBuffer"))
+ if (RenderUIBuffer)
{
if (!mUIScreen.allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE))
{
@@ -679,79 +731,40 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
if (LLPipeline::sRenderDeferred)
{
- S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail");
- BOOL ssao = gSavedSettings.getBOOL("RenderDeferredSSAO");
- bool gi = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED);
-
+ S32 shadow_detail = RenderShadowDetail;
+ BOOL ssao = RenderDeferredSSAO;
+
//allocate deferred rendering color buffers
if (!mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
if (!mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
if (!addDeferredAttachments(mDeferredScreen)) return false;
if (!mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
-
-#if LL_DARWIN
- // As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO
- if (!mEdgeMap.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
-#else
- if (!mEdgeMap.allocate(resX, resY, GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
-#endif
-
- if (shadow_detail > 0 || ssao)
- { //only need mDeferredLight[0] for shadows OR ssao
- if (!mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
- }
- else
+ if (samples > 0)
{
- mDeferredLight[0].release();
- }
-
- if (ssao)
- { //only need mDeferredLight[1] for ssao
- if (!mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false)) return false;
+ if (!mFXAABuffer.allocate(nhpo2(resX), nhpo2(resY), GL_RGBA, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false;
}
else
{
- mDeferredLight[1].release();
+ mFXAABuffer.release();
}
-
- if (gi)
- { //only need mDeferredLight[2] and mGIMapPost for gi
- if (!mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false)) return false;
- for (U32 i = 0; i < 2; i++)
- {
-#if LL_DARWIN
- // As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO
- if (!mGIMapPost[i].allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false;
-#else
- if (!mGIMapPost[i].allocate(resX,resY, GL_RGB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false;
-#endif
- }
+
+ if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0)
+ { //only need mDeferredLight for shadows OR ssao OR dof OR fxaa
+ if (!mDeferredLight.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
}
else
{
- mDeferredLight[2].release();
-
- for (U32 i = 0; i < 2; i++)
- {
- mGIMapPost[i].release();
- }
+ mDeferredLight.release();
}
- F32 scale = gSavedSettings.getF32("RenderShadowResolutionScale");
-
-#if LL_DARWIN
- U32 shadow_fmt = 0;
-#else
- //HACK: make alpha masking work on ATI depth shadows (work around for ATI driver bug)
- U32 shadow_fmt = gGLManager.mIsATI ? GL_ALPHA : 0;
-#endif
+ F32 scale = RenderShadowResolutionScale;
if (shadow_detail > 0)
{ //allocate 4 sun shadow maps
for (U32 i = 0; i < 4; i++)
{
- if (!mShadow[i].allocate(U32(resX*scale),U32(resY*scale), shadow_fmt, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false;
+ if (!mShadow[i].allocate(U32(resX*scale),U32(resY*scale), 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false;
}
}
else
@@ -769,7 +782,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
{ //allocate two spot shadow maps
for (U32 i = 4; i < 6; i++)
{
- if (!mShadow[i].allocate(width, height, shadow_fmt, TRUE, FALSE)) return false;
+ if (!mShadow[i].allocate(width, height, 0, TRUE, FALSE)) return false;
}
}
else
@@ -779,31 +792,20 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
mShadow[i].release();
}
}
-
- width = nhpo2(resX)/2;
- height = nhpo2(resY)/2;
- if (!mLuminanceMap.allocate(width,height, GL_RGBA, FALSE, FALSE)) return false;
}
else
{
- for (U32 i = 0; i < 3; i++)
- {
- mDeferredLight[i].release();
- }
- for (U32 i = 0; i < 2; i++)
- {
- mGIMapPost[i].release();
- }
+ mDeferredLight.release();
+
for (U32 i = 0; i < 6; i++)
{
mShadow[i].release();
}
+ mFXAABuffer.release();
mScreen.release();
mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first
mDeferredDepth.release();
- mEdgeMap.release();
- mLuminanceMap.release();
-
+
if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
}
@@ -822,12 +824,12 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
//static
void LLPipeline::updateRenderDeferred()
{
- BOOL deferred = ((gSavedSettings.getBOOL("RenderDeferred") &&
+ BOOL deferred = ((RenderDeferred &&
LLRenderTarget::sUseFBO &&
- LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
- gSavedSettings.getBOOL("VertexShaderEnable") &&
- gSavedSettings.getBOOL("RenderAvatarVP") &&
- gSavedSettings.getBOOL("WindLightUseAtmosShaders")) ? TRUE : FALSE) &&
+ LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
+ VertexShaderEnable &&
+ RenderAvatarVP &&
+ WindLightUseAtmosShaders) ? TRUE : FALSE) &&
!gUseWireframe;
sRenderDeferred = deferred;
@@ -843,6 +845,96 @@ void LLPipeline::refreshRenderDeferred()
updateRenderDeferred();
}
+//static
+void LLPipeline::refreshCachedSettings()
+{
+ LLPipeline::sAutoMaskAlphaDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaDeferred");
+ LLPipeline::sAutoMaskAlphaNonDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaNonDeferred");
+ LLPipeline::sUseFarClip = gSavedSettings.getBOOL("RenderUseFarClip");
+ LLVOAvatar::sMaxVisible = (U32)gSavedSettings.getS32("RenderAvatarMaxVisible");
+ LLPipeline::sDelayVBUpdate = gSavedSettings.getBOOL("RenderDelayVBUpdate");
+
+ LLPipeline::sUseOcclusion =
+ (!gUseWireframe
+ && LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion")
+ && gSavedSettings.getBOOL("UseOcclusion")
+ && gGLManager.mHasOcclusionQuery) ? 2 : 0;
+
+ VertexShaderEnable = gSavedSettings.getBOOL("VertexShaderEnable");
+ RenderAvatarVP = gSavedSettings.getBOOL("RenderAvatarVP");
+ WindLightUseAtmosShaders = gSavedSettings.getBOOL("WindLightUseAtmosShaders");
+ RenderDeferred = gSavedSettings.getBOOL("RenderDeferred");
+ RenderDeferredSunWash = gSavedSettings.getF32("RenderDeferredSunWash");
+ RenderFSAASamples = gSavedSettings.getU32("RenderFSAASamples");
+ RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor");
+ RenderUIBuffer = gSavedSettings.getBOOL("RenderUIBuffer");
+ RenderShadowDetail = gSavedSettings.getS32("RenderShadowDetail");
+ RenderDeferredSSAO = gSavedSettings.getBOOL("RenderDeferredSSAO");
+ RenderShadowResolutionScale = gSavedSettings.getF32("RenderShadowResolutionScale");
+ RenderLocalLights = gSavedSettings.getBOOL("RenderLocalLights");
+ RenderDelayCreation = gSavedSettings.getBOOL("RenderDelayCreation");
+ RenderAnimateRes = gSavedSettings.getBOOL("RenderAnimateRes");
+ FreezeTime = gSavedSettings.getBOOL("FreezeTime");
+ DebugBeaconLineWidth = gSavedSettings.getS32("DebugBeaconLineWidth");
+ RenderHighlightBrightness = gSavedSettings.getF32("RenderHighlightBrightness");
+ RenderHighlightColor = gSavedSettings.getColor4("RenderHighlightColor");
+ RenderHighlightThickness = gSavedSettings.getF32("RenderHighlightThickness");
+ RenderSpotLightsInNondeferred = gSavedSettings.getBOOL("RenderSpotLightsInNondeferred");
+ PreviewAmbientColor = gSavedSettings.getColor4("PreviewAmbientColor");
+ PreviewDiffuse0 = gSavedSettings.getColor4("PreviewDiffuse0");
+ PreviewSpecular0 = gSavedSettings.getColor4("PreviewSpecular0");
+ PreviewDiffuse1 = gSavedSettings.getColor4("PreviewDiffuse1");
+ PreviewSpecular1 = gSavedSettings.getColor4("PreviewSpecular1");
+ PreviewDiffuse2 = gSavedSettings.getColor4("PreviewDiffuse2");
+ PreviewSpecular2 = gSavedSettings.getColor4("PreviewSpecular2");
+ PreviewDirection0 = gSavedSettings.getVector3("PreviewDirection0");
+ PreviewDirection1 = gSavedSettings.getVector3("PreviewDirection1");
+ PreviewDirection2 = gSavedSettings.getVector3("PreviewDirection2");
+ RenderGlowMinLuminance = gSavedSettings.getF32("RenderGlowMinLuminance");
+ RenderGlowMaxExtractAlpha = gSavedSettings.getF32("RenderGlowMaxExtractAlpha");
+ RenderGlowWarmthAmount = gSavedSettings.getF32("RenderGlowWarmthAmount");
+ RenderGlowLumWeights = gSavedSettings.getVector3("RenderGlowLumWeights");
+ RenderGlowWarmthWeights = gSavedSettings.getVector3("RenderGlowWarmthWeights");
+ RenderGlowResolutionPow = gSavedSettings.getS32("RenderGlowResolutionPow");
+ RenderGlowIterations = gSavedSettings.getS32("RenderGlowIterations");
+ RenderGlowWidth = gSavedSettings.getF32("RenderGlowWidth");
+ RenderGlowStrength = gSavedSettings.getF32("RenderGlowStrength");
+ RenderDepthOfField = gSavedSettings.getBOOL("RenderDepthOfField");
+ CameraFocusTransitionTime = gSavedSettings.getF32("CameraFocusTransitionTime");
+ CameraFNumber = gSavedSettings.getF32("CameraFNumber");
+ CameraFocalLength = gSavedSettings.getF32("CameraFocalLength");
+ CameraFieldOfView = gSavedSettings.getF32("CameraFieldOfView");
+ RenderShadowNoise = gSavedSettings.getF32("RenderShadowNoise");
+ RenderShadowBlurSize = gSavedSettings.getF32("RenderShadowBlurSize");
+ RenderSSAOScale = gSavedSettings.getF32("RenderSSAOScale");
+ RenderSSAOMaxScale = gSavedSettings.getU32("RenderSSAOMaxScale");
+ RenderSSAOFactor = gSavedSettings.getF32("RenderSSAOFactor");
+ RenderSSAOEffect = gSavedSettings.getVector3("RenderSSAOEffect");
+ RenderShadowOffsetError = gSavedSettings.getF32("RenderShadowOffsetError");
+ RenderShadowBiasError = gSavedSettings.getF32("RenderShadowBiasError");
+ RenderShadowOffset = gSavedSettings.getF32("RenderShadowOffset");
+ RenderShadowBias = gSavedSettings.getF32("RenderShadowBias");
+ RenderSpotShadowOffset = gSavedSettings.getF32("RenderSpotShadowOffset");
+ RenderSpotShadowBias = gSavedSettings.getF32("RenderSpotShadowBias");
+ RenderEdgeDepthCutoff = gSavedSettings.getF32("RenderEdgeDepthCutoff");
+ RenderEdgeNormCutoff = gSavedSettings.getF32("RenderEdgeNormCutoff");
+ RenderShadowGaussian = gSavedSettings.getVector3("RenderShadowGaussian");
+ RenderShadowBlurDistFactor = gSavedSettings.getF32("RenderShadowBlurDistFactor");
+ RenderDeferredAtmospheric = gSavedSettings.getBOOL("RenderDeferredAtmospheric");
+ RenderReflectionDetail = gSavedSettings.getS32("RenderReflectionDetail");
+ RenderHighlightFadeTime = gSavedSettings.getF32("RenderHighlightFadeTime");
+ RenderShadowClipPlanes = gSavedSettings.getVector3("RenderShadowClipPlanes");
+ RenderShadowOrthoClipPlanes = gSavedSettings.getVector3("RenderShadowOrthoClipPlanes");
+ RenderShadowNearDist = gSavedSettings.getVector3("RenderShadowNearDist");
+ RenderFarClip = gSavedSettings.getF32("RenderFarClip");
+ RenderShadowSplitExponent = gSavedSettings.getVector3("RenderShadowSplitExponent");
+ RenderShadowErrorCutoff = gSavedSettings.getF32("RenderShadowErrorCutoff");
+ RenderShadowFOVCutoff = gSavedSettings.getF32("RenderShadowFOVCutoff");
+ CameraOffset = gSavedSettings.getBOOL("CameraOffset");
+ CameraMaxCoF = gSavedSettings.getF32("CameraMaxCoF");
+ CameraDoFResScale = gSavedSettings.getF32("CameraDoFResScale");
+}
+
void LLPipeline::releaseGLBuffers()
{
assertInitialized();
@@ -883,21 +975,14 @@ void LLPipeline::releaseScreenBuffers()
{
mUIScreen.release();
mScreen.release();
+ mFXAABuffer.release();
mPhysicsDisplay.release();
mDeferredScreen.release();
mDeferredDepth.release();
- for (U32 i = 0; i < 3; i++)
- {
- mDeferredLight[i].release();
- }
-
- mEdgeMap.release();
- mGIMap.release();
- mGIMapPost[0].release();
- mGIMapPost[1].release();
- mHighlight.release();
- mLuminanceMap.release();
+ mDeferredLight.release();
+ mHighlight.release();
+
for (U32 i = 0; i < 6; i++)
{
mShadow[i].release();
@@ -907,6 +992,7 @@ void LLPipeline::releaseScreenBuffers()
void LLPipeline::createGLBuffers()
{
+ stop_glerror();
LLMemType mt_cb(LLMemType::MTYPE_PIPELINE_CREATE_BUFFERS);
assertInitialized();
@@ -1011,18 +1097,12 @@ void LLPipeline::createGLBuffers()
LLImageGL::generateTextures(1, &mLightFunc);
gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
- LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_ALPHA, lightResX, lightResY, GL_ALPHA, GL_UNSIGNED_BYTE, lg);
+ LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R8, lightResX, lightResY, GL_RED, GL_UNSIGNED_BYTE, lg);
gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
delete [] lg;
}
-
- if (gSavedSettings.getBOOL("RenderDeferredGI"))
- {
- mGIMap.allocate(512,512,GL_RGBA, TRUE, FALSE);
- addDeferredAttachments(mGIMap);
- }
}
gBumpImageList.restoreGL();
@@ -1123,10 +1203,11 @@ S32 LLPipeline::getMaxLightingDetail() const
S32 LLPipeline::setLightingDetail(S32 level)
{
LLMemType mt_ld(LLMemType::MTYPE_PIPELINE_LIGHTING_DETAIL);
+ refreshCachedSettings();
if (level < 0)
{
- if (gSavedSettings.getBOOL("RenderLocalLights"))
+ if (RenderLocalLights)
{
level = 1;
}
@@ -1447,7 +1528,7 @@ U32 LLPipeline::addObject(LLViewerObject *vobj)
{
LLMemType mt_ao(LLMemType::MTYPE_PIPELINE_ADD_OBJECT);
- if (gSavedSettings.getBOOL("RenderDelayCreation"))
+ if (RenderDelayCreation)
{
mCreateQ.push_back(vobj);
}
@@ -1510,7 +1591,7 @@ void LLPipeline::createObject(LLViewerObject* vobj)
markRebuild(drawablep, LLDrawable::REBUILD_ALL, TRUE);
- if (drawablep->getVOVolume() && gSavedSettings.getBOOL("RenderAnimateRes"))
+ if (drawablep->getVOVolume() && RenderAnimateRes)
{
// fun animated res
drawablep->updateXform(TRUE);
@@ -1549,7 +1630,7 @@ void LLPipeline::resetFrameStats()
//external functions for asynchronous updating
void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep)
{
- if (gSavedSettings.getBOOL("FreezeTime"))
+ if (FreezeTime)
{
return;
}
@@ -1579,7 +1660,7 @@ void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep)
void LLPipeline::updateMoveNormalAsync(LLDrawable* drawablep)
{
- if (gSavedSettings.getBOOL("FreezeTime"))
+ if (FreezeTime)
{
return;
}
@@ -1636,7 +1717,7 @@ void LLPipeline::updateMove()
LLFastTimer t(FTM_UPDATE_MOVE);
LLMemType mt_um(LLMemType::MTYPE_PIPELINE_UPDATE_MOVE);
- if (gSavedSettings.getBOOL("FreezeTime"))
+ if (FreezeTime)
{
return;
}
@@ -2009,13 +2090,13 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
gGL.setColorMask(false, false);
}
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadMatrixd(gGLLastProjection);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadMatrix(gGLLastProjection);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLLastModelView);
+ gGL.loadMatrix(gGLLastModelView);
LLVertexBuffer::unbind();
@@ -2120,10 +2201,10 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
}
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
if (sUseOcclusion > 1)
{
@@ -2761,6 +2842,11 @@ void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result)
{
markVisible(*i, camera);
}
+
+ if (!sDelayVBUpdate)
+ { //rebuild mesh as soon as we know it's visible
+ group->rebuildMesh();
+ }
}
}
@@ -2811,6 +2897,11 @@ void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result)
{
group->setVisible();
stateSort(group, camera);
+
+ if (!sDelayVBUpdate)
+ { //rebuild mesh as soon as we know it's visible
+ group->rebuildMesh();
+ }
}
}
@@ -2826,11 +2917,7 @@ void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result)
}
}
}
- {
- LLFastTimer ftm(FTM_CLIENT_COPY);
- LLVertexBuffer::clientCopy();
- }
-
+
postSort(camera);
}
@@ -2986,7 +3073,7 @@ void renderScriptedBeacons(LLDrawable* drawablep)
{
if (gPipeline.sRenderBeacons)
{
- gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
+ gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
}
if (gPipeline.sRenderHighlight)
@@ -3012,7 +3099,7 @@ void renderScriptedTouchBeacons(LLDrawable* drawablep)
{
if (gPipeline.sRenderBeacons)
{
- gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
+ gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
}
if (gPipeline.sRenderHighlight)
@@ -3037,7 +3124,7 @@ void renderPhysicalBeacons(LLDrawable* drawablep)
{
if (gPipeline.sRenderBeacons)
{
- gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(0.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
+ gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(0.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
}
if (gPipeline.sRenderHighlight)
@@ -3073,7 +3160,7 @@ void renderMOAPBeacons(LLDrawable* drawablep)
{
if (gPipeline.sRenderBeacons)
{
- gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 1.f, 1.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
+ gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 1.f, 1.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
}
if (gPipeline.sRenderHighlight)
@@ -3098,7 +3185,7 @@ void renderParticleBeacons(LLDrawable* drawablep)
if (gPipeline.sRenderBeacons)
{
LLColor4 light_blue(0.5f, 0.5f, 1.f, 0.5f);
- gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", light_blue, LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
+ gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", light_blue, LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
}
if (gPipeline.sRenderHighlight)
@@ -3243,19 +3330,6 @@ void LLPipeline::postSort(LLCamera& camera)
if (!sShadowRender)
{
- //sort by texture or bump map
- for (U32 i = 0; i < LLRenderPass::NUM_RENDER_TYPES; ++i)
- {
- if (i == LLRenderPass::PASS_BUMP)
- {
- std::sort(sCull->beginRenderMap(i), sCull->endRenderMap(i), LLDrawInfo::CompareBump());
- }
- else
- {
- std::sort(sCull->beginRenderMap(i), sCull->endRenderMap(i), LLDrawInfo::CompareTexturePtrMatrix());
- }
- }
-
std::sort(sCull->beginAlphaGroups(), sCull->endAlphaGroups(), LLSpatialGroup::CompareDepthGreater());
}
llpushcallstacks ;
@@ -3304,7 +3378,7 @@ void LLPipeline::postSort(LLCamera& camera)
if (gPipeline.sRenderBeacons)
{
//pos += LLVector3(0.f, 0.f, 0.2f);
- gObjectList.addDebugBeacon(pos, "", LLColor4(1.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
+ gObjectList.addDebugBeacon(pos, "", LLColor4(1.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), DebugBeaconLineWidth);
}
}
// now deal with highlights for all those seeable sound sources
@@ -3369,7 +3443,7 @@ void render_hud_elements()
if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
{
- LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
+ LLGLEnable multisample(LLPipeline::RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
gViewerWindow->renderSelections(FALSE, FALSE, FALSE); // For HUD version in render_ui_3d()
// Draw the tracking overlays
@@ -3441,10 +3515,10 @@ void LLPipeline::renderHighlights()
//gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
gGL.pushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
- glLoadIdentity();
+ gGL.loadIdentity();
gGL.getTexUnit(0)->bind(&mHighlight);
@@ -3456,9 +3530,9 @@ void LLPipeline::renderHighlights()
gGL.begin(LLRender::TRIANGLES);
- F32 scale = gSavedSettings.getF32("RenderHighlightBrightness");
- LLColor4 color = gSavedSettings.getColor4("RenderHighlightColor");
- F32 thickness = gSavedSettings.getF32("RenderHighlightThickness");
+ F32 scale = RenderHighlightBrightness;
+ LLColor4 color = RenderHighlightColor;
+ F32 thickness = RenderHighlightThickness;
for (S32 pass = 0; pass < 2; ++pass)
{
@@ -3504,7 +3578,7 @@ void LLPipeline::renderHighlights()
gGL.end();
gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
//gGL.setSceneBlendType(LLRender::BT_ALPHA);
@@ -3513,7 +3587,7 @@ void LLPipeline::renderHighlights()
if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
{
gHighlightProgram.bind();
- gHighlightProgram.vertexAttrib4f(LLViewerShaderMgr::MATERIAL_COLOR,1,1,1,0.5f);
+ gGL.diffuseColor4f(1,1,1,0.5f);
}
if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
@@ -3543,10 +3617,7 @@ void LLPipeline::renderHighlights()
{
// Paint 'em red!
color.setVec(1.f, 0.f, 0.f, 0.5f);
- if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
- {
- gHighlightProgram.vertexAttrib4f(LLViewerShaderMgr::MATERIAL_COLOR,1,0,0,0.5f);
- }
+
int count = mHighlightFaces.size();
for (S32 i = 0; i < count; i++)
{
@@ -3575,8 +3646,8 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
assertInitialized();
- F64 saved_modelview[16];
- F64 saved_projection[16];
+ F32 saved_modelview[16];
+ F32 saved_projection[16];
//HACK: preserve/restore matrices around HUD render
if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
@@ -3588,13 +3659,6 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
}
}
- S32 stack_depth = 0;
-
- if (gDebugGL)
- {
- glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &stack_depth);
- }
-
///////////////////////////////////////////
//
// Sync and verify GL state
@@ -3620,12 +3684,12 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
LLAppViewer::instance()->pingMainloopTimeout("Pipeline:ForceVBO");
// Initialize lots of GL state to "safe" values
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
LLGLSPipeline gls_pipeline;
- LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
+ LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
LLGLState gls_color_material(GL_COLOR_MATERIAL, mLightingDetail < 2);
@@ -3691,7 +3755,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
{
occlude = FALSE;
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
LLGLSLShader::bindNoShader();
doOcclusion(camera);
}
@@ -3702,7 +3766,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
LLFastTimer t(FTM_POOLRENDER);
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
for( S32 i = 0; i < poolp->getNumPasses(); i++ )
{
@@ -3722,7 +3786,6 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
LLVertexBuffer::unbind();
if (gDebugGL)
{
- check_stack_depth(stack_depth);
std::string msg = llformat("pass %d", i);
LLGLState::checkStates(msg);
//LLGLState::checkTextureChannels(msg);
@@ -3751,13 +3814,13 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
LLVertexBuffer::unbind();
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
if (occlude)
{
occlude = FALSE;
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
LLGLSLShader::bindNoShader();
doOcclusion(camera);
}
@@ -3851,7 +3914,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera)
}
}
- LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
+ LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
LLVertexBuffer::unbind();
@@ -3877,7 +3940,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera)
LLFastTimer t(FTM_POOLRENDER);
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
for( S32 i = 0; i < poolp->getNumDeferredPasses(); i++ )
{
@@ -3898,12 +3961,6 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera)
if (gDebugGL || gDebugPipeline)
{
- GLint depth;
- glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
- if (depth > 3)
- {
- llerrs << "GL matrix stack corrupted!" << llendl;
- }
LLGLState::checkStates();
}
}
@@ -3925,7 +3982,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera)
}
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
gGL.setColorMask(true, false);
}
@@ -3938,7 +3995,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
LLGLEnable cull(GL_CULL_FACE);
- LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
+ LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
calcNearbyLights(camera);
setupHWLights(NULL);
@@ -3958,7 +4015,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
{
occlude = FALSE;
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
LLGLSLShader::bindNoShader();
doOcclusion(camera);
gGL.setColorMask(true, false);
@@ -3970,7 +4027,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
LLFastTimer t(FTM_POOLRENDER);
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
for( S32 i = 0; i < poolp->getNumPostDeferredPasses(); i++ )
{
@@ -3991,12 +4048,6 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
if (gDebugGL || gDebugPipeline)
{
- GLint depth;
- glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
- if (depth > 3)
- {
- llerrs << "GL matrix stack corrupted!" << llendl;
- }
LLGLState::checkStates();
}
}
@@ -4018,17 +4069,17 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
}
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
if (occlude)
{
occlude = FALSE;
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
LLGLSLShader::bindNoShader();
doOcclusion(camera);
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
}
}
@@ -4052,8 +4103,10 @@ void LLPipeline::renderGeomShadow(LLCamera& camera)
pool_set_t::iterator iter2 = iter1;
if (hasRenderType(poolp->getType()) && poolp->getNumShadowPasses() > 0)
{
+ poolp->prerender() ;
+
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
for( S32 i = 0; i < poolp->getNumShadowPasses(); i++ )
{
@@ -4092,7 +4145,7 @@ void LLPipeline::renderGeomShadow(LLCamera& camera)
}
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
}
@@ -4139,6 +4192,11 @@ void LLPipeline::renderPhysicsDisplay()
gGL.setColorMask(true, false);
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gDebugProgram.bind();
+ }
+
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
@@ -4161,15 +4219,20 @@ void LLPipeline::renderPhysicsDisplay()
LLSpatialBridge* bridge = *i;
if (!bridge->isDead() && hasRenderType(bridge->mDrawableType))
{
- glPushMatrix();
- glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
+ gGL.pushMatrix();
+ gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
bridge->renderPhysicsShapes();
- glPopMatrix();
+ gGL.popMatrix();
}
}
-
gGL.flush();
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gDebugProgram.unbind();
+ }
+
mPhysicsDisplay.flush();
}
@@ -4183,13 +4246,21 @@ void LLPipeline::renderDebug()
gGL.color4f(1,1,1,1);
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
gGL.setColorMask(true, false);
bool hud_only = hasRenderType(LLPipeline::RENDER_TYPE_HUD);
+
if (!hud_only && !mDebugBlips.empty())
{ //render debug blips
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+
+ gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep, true);
+
glPointSize(8.f);
LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
@@ -4243,13 +4314,18 @@ void LLPipeline::renderDebug()
LLSpatialBridge* bridge = *i;
if (!bridge->isDead() && hasRenderType(bridge->mDrawableType))
{
- glPushMatrix();
- glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
+ gGL.pushMatrix();
+ gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
bridge->renderDebug();
- glPopMatrix();
+ gGL.popMatrix();
}
}
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+
if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
{
LLVertexBuffer::unbind();
@@ -4434,7 +4510,7 @@ void LLPipeline::renderDebug()
gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
gGL.pushMatrix();
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
gGLLastMatrix = NULL;
for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ2.begin(); iter != mGroupQ2.end(); ++iter)
@@ -4455,7 +4531,7 @@ void LLPipeline::renderDebug()
if (bridge)
{
gGL.pushMatrix();
- glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
+ gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
}
F32 alpha = llclamp((F32) (size-count)/size, 0.f, 1.f);
@@ -4479,8 +4555,10 @@ void LLPipeline::renderDebug()
}
gGL.flush();
-
- gPipeline.renderPhysicsDisplay();
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.unbind();
+ }
}
void LLPipeline::rebuildPools()
@@ -5029,10 +5107,14 @@ void LLPipeline::calcNearbyLights(LLCamera& camera)
void LLPipeline::setupHWLights(LLDrawPool* pool)
{
assertInitialized();
-
+
// Ambient
- LLColor4 ambient = gSky.getTotalAmbientColor();
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ gGL.syncMatrices();
+ LLColor4 ambient = gSky.getTotalAmbientColor();
+ gGL.setAmbientLightColor(ambient);
+ }
// Light 0 = Sun or Moon (All objects)
{
@@ -5142,8 +5224,9 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
light_state->setQuadraticAttenuation(0.f);
}
+
if (light->isLightSpotlight() // directional (spot-)light
- && (LLPipeline::sRenderDeferred || gSavedSettings.getBOOL("RenderSpotLightsInNondeferred"))) // these are only rendered as GL spotlights if we're in deferred rendering mode *or* the setting forces them on
+ && (LLPipeline::sRenderDeferred || RenderSpotLightsInNondeferred)) // these are only rendered as GL spotlights if we're in deferred rendering mode *or* the setting forces them on
{
LLVector3 spotparams = light->getSpotLightParams();
LLQuaternion quat = light->getRenderRotation();
@@ -5210,7 +5293,11 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
}
// Init GL state
- glDisable(GL_LIGHTING);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glDisable(GL_LIGHTING);
+ }
+
for (S32 i = 0; i < 8; ++i)
{
gGL.getLight(i)->disable();
@@ -5231,7 +5318,10 @@ void LLPipeline::enableLights(U32 mask)
stop_glerror();
if (!mLightMask)
{
- glEnable(GL_LIGHTING);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glEnable(GL_LIGHTING);
+ }
}
if (mask)
{
@@ -5254,13 +5344,16 @@ void LLPipeline::enableLights(U32 mask)
}
else
{
- glDisable(GL_LIGHTING);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glDisable(GL_LIGHTING);
+ }
}
- stop_glerror();
mLightMask = mask;
- LLColor4 ambient = gSky.getTotalAmbientColor();
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV);
stop_glerror();
+
+ LLColor4 ambient = gSky.getTotalAmbientColor();
+ gGL.setAmbientLightColor(ambient);
}
}
@@ -5309,21 +5402,24 @@ void LLPipeline::enableLightsPreview()
{
disableLights();
- glEnable(GL_LIGHTING);
- LLColor4 ambient = gSavedSettings.getColor4("PreviewAmbientColor");
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glEnable(GL_LIGHTING);
+ }
+ LLColor4 ambient = PreviewAmbientColor;
+ gGL.setAmbientLightColor(ambient);
- LLColor4 diffuse0 = gSavedSettings.getColor4("PreviewDiffuse0");
- LLColor4 specular0 = gSavedSettings.getColor4("PreviewSpecular0");
- LLColor4 diffuse1 = gSavedSettings.getColor4("PreviewDiffuse1");
- LLColor4 specular1 = gSavedSettings.getColor4("PreviewSpecular1");
- LLColor4 diffuse2 = gSavedSettings.getColor4("PreviewDiffuse2");
- LLColor4 specular2 = gSavedSettings.getColor4("PreviewSpecular2");
+ LLColor4 diffuse0 = PreviewDiffuse0;
+ LLColor4 specular0 = PreviewSpecular0;
+ LLColor4 diffuse1 = PreviewDiffuse1;
+ LLColor4 specular1 = PreviewSpecular1;
+ LLColor4 diffuse2 = PreviewDiffuse2;
+ LLColor4 specular2 = PreviewSpecular2;
- LLVector3 dir0 = gSavedSettings.getVector3("PreviewDirection0");
- LLVector3 dir1 = gSavedSettings.getVector3("PreviewDirection1");
- LLVector3 dir2 = gSavedSettings.getVector3("PreviewDirection2");
+ LLVector3 dir0 = PreviewDirection0;
+ LLVector3 dir1 = PreviewDirection1;
+ LLVector3 dir2 = PreviewDirection2;
dir0.normVec();
dir1.normVec();
@@ -5370,7 +5466,7 @@ void LLPipeline::enableLightsAvatarEdit(const LLColor4& color)
setupAvatarLights(TRUE);
enableLights(mask);
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV);
+ gGL.setAmbientLightColor(color);
}
void LLPipeline::enableLightsFullbright(const LLColor4& color)
@@ -5379,7 +5475,7 @@ void LLPipeline::enableLightsFullbright(const LLColor4& color)
U32 mask = 0x1000; // Non-0 mask, set ambient
enableLights(mask);
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV);
+ gGL.setAmbientLightColor(color);
}
void LLPipeline::disableLights()
@@ -6035,11 +6131,8 @@ void LLPipeline::resetVertexBuffers()
gSky.resetVertexBuffers();
- if (LLVertexBuffer::sGLCount > 0)
- {
- LLVertexBuffer::cleanupClass();
- }
-
+ LLVertexBuffer::cleanupClass();
+
//delete all name pool caches
LLGLNamePool::cleanupPools();
@@ -6048,35 +6141,32 @@ void LLPipeline::resetVertexBuffers()
llwarns << "VBO wipe failed." << llendl;
}
- if (!LLVertexBuffer::sStreamIBOPool.mNameList.empty() ||
- !LLVertexBuffer::sStreamVBOPool.mNameList.empty() ||
- !LLVertexBuffer::sDynamicIBOPool.mNameList.empty() ||
- !LLVertexBuffer::sDynamicVBOPool.mNameList.empty())
- {
- llwarns << "VBO name pool cleanup failed." << llendl;
- }
+ llassert(LLVertexBuffer::sGLCount == 0);
LLVertexBuffer::unbind();
sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
+ LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO");
LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw");
LLVertexBuffer::sEnableVBOs = gSavedSettings.getBOOL("RenderVBOEnable");
LLVertexBuffer::sDisableVBOMapping = LLVertexBuffer::sEnableVBOs && gSavedSettings.getBOOL("RenderVBOMappingDisable") ;
sBakeSunlight = gSavedSettings.getBOOL("RenderBakeSunlight");
sNoAlpha = gSavedSettings.getBOOL("RenderNoAlpha");
LLPipeline::sTextureBindTest = gSavedSettings.getBOOL("RenderDebugTextureBind");
+
+ LLVertexBuffer::initClass(LLVertexBuffer::sEnableVBOs, LLVertexBuffer::sDisableVBOMapping);
}
void LLPipeline::renderObjects(U32 type, U32 mask, BOOL texture)
{
LLMemType mt_ro(LLMemType::MTYPE_PIPELINE_RENDER_OBJECTS);
assertInitialized();
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
gGLLastMatrix = NULL;
mSimplePool->pushBatches(type, mask);
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
gGLLastMatrix = NULL;
}
@@ -6085,25 +6175,25 @@ void apply_cube_face_rotation(U32 face)
switch (face)
{
case 0:
- glRotatef(90.f, 0, 1, 0);
- glRotatef(180.f, 1, 0, 0);
+ gGL.rotatef(90.f, 0, 1, 0);
+ gGL.rotatef(180.f, 1, 0, 0);
break;
case 2:
- glRotatef(-90.f, 1, 0, 0);
+ gGL.rotatef(-90.f, 1, 0, 0);
break;
case 4:
- glRotatef(180.f, 0, 1, 0);
- glRotatef(180.f, 0, 0, 1);
+ gGL.rotatef(180.f, 0, 1, 0);
+ gGL.rotatef(180.f, 0, 0, 1);
break;
case 1:
- glRotatef(-90.f, 0, 1, 0);
- glRotatef(180.f, 1, 0, 0);
+ gGL.rotatef(-90.f, 0, 1, 0);
+ gGL.rotatef(180.f, 1, 0, 0);
break;
case 3:
- glRotatef(90, 1, 0, 0);
+ gGL.rotatef(90, 1, 0, 0);
break;
case 5:
- glRotatef(180, 0, 0, 1);
+ gGL.rotatef(180, 0, 0, 1);
break;
}
}
@@ -6146,8 +6236,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
{
LLMemType mt_ru(LLMemType::MTYPE_PIPELINE_RENDER_BLOOM);
if (!(gPipeline.canUseVertexShaders() &&
- sRenderGlow) ||
- (!sRenderDeferred && hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)))
+ sRenderGlow))
{
return;
}
@@ -6163,11 +6252,11 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
- U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor");
+ U32 res_mod = RenderResolutionDivisor;
LLVector2 tc1(0,0);
- LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw()*2,
- (F32) gViewerWindow->getWorldViewHeightRaw()*2);
+ LLVector2 tc2((F32) mScreen.getWidth()*2,
+ (F32) mScreen.getHeight()*2);
if (res_mod > 1)
{
@@ -6182,12 +6271,12 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
enableLightsFullbright(LLColor4(1,1,1,1));
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
LLGLDisable test(GL_ALPHA_TEST);
@@ -6202,16 +6291,18 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
}
gGlowExtractProgram.bind();
- F32 minLum = llmax(gSavedSettings.getF32("RenderGlowMinLuminance"), 0.0f);
- F32 maxAlpha = gSavedSettings.getF32("RenderGlowMaxExtractAlpha");
- F32 warmthAmount = gSavedSettings.getF32("RenderGlowWarmthAmount");
- LLVector3 lumWeights = gSavedSettings.getVector3("RenderGlowLumWeights");
- LLVector3 warmthWeights = gSavedSettings.getVector3("RenderGlowWarmthWeights");
- gGlowExtractProgram.uniform1f("minLuminance", minLum);
- gGlowExtractProgram.uniform1f("maxExtractAlpha", maxAlpha);
- gGlowExtractProgram.uniform3f("lumWeights", lumWeights.mV[0], lumWeights.mV[1], lumWeights.mV[2]);
- gGlowExtractProgram.uniform3f("warmthWeights", warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]);
- gGlowExtractProgram.uniform1f("warmthAmount", warmthAmount);
+ F32 minLum = llmax((F32) RenderGlowMinLuminance, 0.0f);
+ F32 maxAlpha = RenderGlowMaxExtractAlpha;
+ F32 warmthAmount = RenderGlowWarmthAmount;
+ LLVector3 lumWeights = RenderGlowLumWeights;
+ LLVector3 warmthWeights = RenderGlowWarmthWeights;
+
+
+ gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, minLum);
+ gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MAX_EXTRACT_ALPHA, maxAlpha);
+ gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1], lumWeights.mV[2]);
+ gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]);
+ gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount);
LLGLEnable blend_on(GL_BLEND);
LLGLEnable test(GL_ALPHA_TEST);
@@ -6242,22 +6333,22 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
tc2.setVec(2,2);
// power of two between 1 and 1024
- U32 glowResPow = gSavedSettings.getS32("RenderGlowResolutionPow");
+ U32 glowResPow = RenderGlowResolutionPow;
const U32 glow_res = llmax(1,
llmin(1024, 1 << glowResPow));
- S32 kernel = gSavedSettings.getS32("RenderGlowIterations")*2;
- F32 delta = gSavedSettings.getF32("RenderGlowWidth") / glow_res;
+ S32 kernel = RenderGlowIterations*2;
+ F32 delta = RenderGlowWidth / glow_res;
// Use half the glow width if we have the res set to less than 9 so that it looks
// almost the same in either case.
if (glowResPow < 9)
{
delta *= 0.5f;
}
- F32 strength = gSavedSettings.getF32("RenderGlowStrength");
+ F32 strength = RenderGlowStrength;
gGlowProgram.bind();
- gGlowProgram.uniform1f("glowStrength", strength);
+ gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength);
for (S32 i = 0; i < kernel; i++)
{
@@ -6278,11 +6369,11 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
if (i%2 == 0)
{
- gGlowProgram.uniform2f("glowDelta", delta, 0);
+ gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0);
}
else
{
- gGlowProgram.uniform2f("glowDelta", 0, delta);
+ gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta);
}
gGL.begin(LLRender::TRIANGLE_STRIP);
@@ -6314,8 +6405,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
- tc2.setVec((F32) gViewerWindow->getWorldViewWidthRaw(),
- (F32) gViewerWindow->getWorldViewHeightRaw());
+ tc2.setVec((F32) mScreen.getWidth(),
+ (F32) mScreen.getHeight());
gGL.flush();
@@ -6323,28 +6414,22 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
if (LLPipeline::sRenderDeferred)
{
- bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater();
- LLGLSLShader* shader = &gDeferredPostProgram;
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
- {
- shader = &gDeferredGIFinalProgram;
- dof_enabled = false;
- }
- else if (!dof_enabled || LLToolMgr::getInstance()->inBuildMode() || !gSavedSettings.getBOOL("RenderDepthOfField"))
- { //squish focal length when in build mode (or if DoF is disabled) so DoF doesn't make editing objects difficult
- shader = &gDeferredPostNoDoFProgram;
- dof_enabled = false;
- }
-
-
- LLGLDisable blend(GL_BLEND);
- bindDeferredShader(*shader);
+ bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater() &&
+ !LLToolMgr::getInstance()->inBuildMode() &&
+ RenderDepthOfField;
+
+ bool multisample = RenderFSAASamples > 1 && mFXAABuffer.isComplete();
+
+ gViewerWindow->setup3DViewport();
+
if (dof_enabled)
{
- //depth of field focal plane calculations
+ LLGLSLShader* shader = &gDeferredPostProgram;
+ LLGLDisable blend(GL_BLEND);
+ //depth of field focal plane calculations
static F32 current_distance = 16.f;
static F32 start_distance = 16.f;
static F32 transition_time = 1.f;
@@ -6374,8 +6459,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
else if (gAgentCamera.cameraMouselook())
{ //focus on point under mouselook crosshairs
gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE,
- NULL,
- &focus_point);
+ NULL,
+ &focus_point);
}
else
{
@@ -6406,7 +6491,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
}
else if (transition_time < 1.f)
{ //currently in a transition, continue interpolating
- transition_time += 1.f/gSavedSettings.getF32("CameraFocusTransitionTime")*gFrameIntervalSeconds;
+ transition_time += 1.f/CameraFocusTransitionTime*gFrameIntervalSeconds;
transition_time = llmin(transition_time, 1.f);
F32 t = cosf(transition_time*F_PI+F_PI)*0.5f+0.5f;
@@ -6419,12 +6504,12 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
//convert to mm
F32 subject_distance = current_distance*1000.f;
- F32 fnumber = gSavedSettings.getF32("CameraFNumber");
- F32 default_focal_length = gSavedSettings.getF32("CameraFocalLength");
+ F32 fnumber = CameraFNumber;
+ F32 default_focal_length = CameraFocalLength;
F32 fov = LLViewerCamera::getInstance()->getView();
- const F32 default_fov = gSavedSettings.getF32("CameraFieldOfView") * F_PI/180.f;
+ const F32 default_fov = CameraFieldOfView * F_PI/180.f;
//const F32 default_aspect_ratio = gSavedSettings.getF32("CameraAspectRatio");
//F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight();
@@ -6447,36 +6532,217 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
blur_constant /= 1000.f; //convert to meters for shader
F32 magnification = focal_length/(subject_distance-focal_length);
- shader->uniform1f("focal_distance", -subject_distance/1000.f);
- shader->uniform1f("blur_constant", blur_constant);
- shader->uniform1f("tan_pixel_angle", tanf(1.f/LLDrawable::sCurPixelAngle));
- shader->uniform1f("magnification", magnification);
- }
+ { //build diffuse+bloom+CoF
+ mDeferredLight.bindTarget();
+ shader = &gDeferredCoFProgram;
- S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
- if (channel > -1)
- {
- mScreen.bindTexture(0, channel);
+ bindDeferredShader(*shader);
+
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
+ if (channel > -1)
+ {
+ mScreen.bindTexture(0, channel);
+ }
+
+ shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance/1000.f);
+ shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant);
+ shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f/LLDrawable::sCurPixelAngle));
+ shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification);
+ shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
+ shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1,3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3,-1);
+
+ gGL.end();
+
+ unbindDeferredShader(*shader);
+ mDeferredLight.flush();
+ }
+
+ { //perform DoF sampling at half-res (preserve alpha channel)
+ mScreen.bindTarget();
+ glViewport(0,0,(GLsizei) (mScreen.getWidth()*CameraDoFResScale), (GLsizei) (mScreen.getHeight()*CameraDoFResScale));
+ gGL.setColorMask(true, false);
+
+ shader = &gDeferredPostProgram;
+ bindDeferredShader(*shader);
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
+ if (channel > -1)
+ {
+ mDeferredLight.bindTexture(0, channel);
+ }
+
+ shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
+ shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1,3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3,-1);
+
+ gGL.end();
+
+ unbindDeferredShader(*shader);
+ mScreen.flush();
+ gGL.setColorMask(true, true);
+ }
+
+ { //combine result based on alpha
+ if (multisample)
+ {
+ mDeferredLight.bindTarget();
+ glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
+ }
+ else
+ {
+ gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
+ gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
+ gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
+ gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
+ glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
+ }
+
+ shader = &gDeferredDoFCombineProgram;
+ bindDeferredShader(*shader);
+
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
+ if (channel > -1)
+ {
+ mScreen.bindTexture(0, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ }
+
+ shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
+ shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1,3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3,-1);
+
+ gGL.end();
+
+ unbindDeferredShader(*shader);
+
+ if (multisample)
+ {
+ mDeferredLight.flush();
+ }
+ }
}
- //channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
- //if (channel > -1)
- //{
- //gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- //}
+ else
+ {
+ if (multisample)
+ {
+ mDeferredLight.bindTarget();
+ }
+ LLGLSLShader* shader = &gDeferredPostNoDoFProgram;
+
+ bindDeferredShader(*shader);
+
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
+ if (channel > -1)
+ {
+ mScreen.bindTexture(0, channel);
+ }
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1,3);
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3,-1);
- gGL.end();
+ gGL.end();
+
+ unbindDeferredShader(*shader);
+
+ if (multisample)
+ {
+ mDeferredLight.flush();
+ }
+ }
+
+ if (multisample)
+ {
+ //bake out texture2D with RGBL for FXAA shader
+ mFXAABuffer.bindTarget();
+
+ S32 width = mScreen.getWidth();
+ S32 height = mScreen.getHeight();
+ glViewport(0, 0, width, height);
+
+ LLGLSLShader* shader = &gGlowCombineFXAAProgram;
+
+ shader->bind();
+ shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height);
+
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
+ if (channel > -1)
+ {
+ mDeferredLight.bindTexture(0, channel);
+ }
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.vertex2f(-1,-1);
+ gGL.vertex2f(-1,3);
+ gGL.vertex2f(3,-1);
+ gGL.end();
- unbindDeferredShader(*shader);
+ gGL.flush();
+
+ shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
+ shader->unbind();
+
+ mFXAABuffer.flush();
+
+ shader = &gFXAAProgram;
+ shader->bind();
+
+ channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage());
+ if (channel > -1)
+ {
+ mFXAABuffer.bindTexture(0, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ }
+
+ F32 scale_x = (F32) width/mFXAABuffer.getWidth();
+ F32 scale_y = (F32) height/mFXAABuffer.getHeight();
+ shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y);
+ shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f/width*scale_x, 1.f/height*scale_y);
+ shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y);
+ shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y);
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.vertex2f(-1,-1);
+ gGL.vertex2f(-1,3);
+ gGL.vertex2f(3,-1);
+ gGL.end();
+
+ gGL.flush();
+ shader->unbind();
+ }
}
else
{
@@ -6509,7 +6775,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
v[1] = LLVector3(-1,3,0);
v[2] = LLVector3(3,-1,0);
- buff->setBuffer(0);
+ buff->flush();
LLGLDisable blend(GL_BLEND);
@@ -6528,7 +6794,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
gGL.getTexUnit(0)->bind(&mGlow[1]);
gGL.getTexUnit(1)->bind(&mScreen);
- LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
+ LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
buff->setBuffer(mask);
buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3);
@@ -6548,19 +6814,13 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
}
- if (LLRenderTarget::sUseFBO)
- { //copy depth buffer from mScreen to framebuffer
- LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(),
- 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
- }
-
gGL.setSceneBlendType(LLRender::BT_ALPHA);
if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES))
{
if (LLGLSLShader::sNoFixedFunction)
{
- gUIProgram.bind();
+ gSplatTextureRectProgram.bind();
}
gGL.setColorMask(true, false);
@@ -6574,7 +6834,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
gGL.getTexUnit(0)->bind(&mPhysicsDisplay);
- gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.begin(LLRender::TRIANGLES);
gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
gGL.vertex2f(-1,-1);
@@ -6589,15 +6849,22 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
if (LLGLSLShader::sNoFixedFunction)
{
- gUIProgram.unbind();
+ gSplatTextureRectProgram.unbind();
}
+ }
+
+ if (LLRenderTarget::sUseFBO)
+ { //copy depth buffer from mScreen to framebuffer
+ LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(),
+ 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
}
+
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
LLVertexBuffer::unbind();
@@ -6608,7 +6875,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
static LLFastTimer::DeclareTimer FTM_BIND_DEFERRED("Bind Deferred");
-void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRenderTarget* gi_source, LLRenderTarget* last_gi_post, U32 noise_map)
+void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 noise_map)
{
LLFastTimer t(FTM_BIND_DEFERRED);
@@ -6619,146 +6886,28 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
shader.bind();
S32 channel = 0;
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
if (channel > -1)
{
mDeferredScreen.bindTexture(0,channel);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
if (channel > -1)
{
mDeferredScreen.bindTexture(1, channel);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
if (channel > -1)
{
mDeferredScreen.bindTexture(2, channel);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
- if (gi_source)
- {
- BOOL has_gi = FALSE;
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_DIFFUSE);
- if (channel > -1)
- {
- has_gi = TRUE;
- gi_source->bindTexture(0, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_SPECULAR);
- if (channel > -1)
- {
- has_gi = TRUE;
- gi_source->bindTexture(1, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_NORMAL);
- if (channel > -1)
- {
- has_gi = TRUE;
- gi_source->bindTexture(2, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_MIN_POS);
- if (channel > -1)
- {
- has_gi = TRUE;
- gi_source->bindTexture(1, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_MAX_POS);
- if (channel > -1)
- {
- has_gi = TRUE;
- gi_source->bindTexture(3, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_DIFFUSE);
- if (channel > -1)
- {
- has_gi = TRUE;
- last_gi_post->bindTexture(0, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_NORMAL);
- if (channel > -1)
- {
- has_gi = TRUE;
- last_gi_post->bindTexture(2, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MAX_POS);
- if (channel > -1)
- {
- has_gi = TRUE;
- last_gi_post->bindTexture(1, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MIN_POS);
- if (channel > -1)
- {
- has_gi = TRUE;
- last_gi_post->bindTexture(3, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_DEPTH);
- if (channel > -1)
- {
- has_gi = TRUE;
- gGL.getTexUnit(channel)->bind(gi_source, TRUE);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- stop_glerror();
-
- glTexParameteri(LLTexUnit::getInternalType(mGIMap.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
- glTexParameteri(LLTexUnit::getInternalType(mGIMap.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
-
- stop_glerror();
- }
-
- if (has_gi)
- {
- F32 range_x = llmin(mGIRange.mV[0], 1.f);
- F32 range_y = llmin(mGIRange.mV[1], 1.f);
-
- LLVector2 scale(range_x,range_y);
-
- LLVector2 kern[25];
-
- for (S32 i = 0; i < 5; ++i)
- {
- for (S32 j = 0; j < 5; ++j)
- {
- S32 idx = i*5+j;
- kern[idx].mV[0] = (i-2)*0.5f;
- kern[idx].mV[1] = (j-2)*0.5f;
- kern[idx].scaleVec(scale);
- }
- }
-
- shader.uniform2fv("gi_kern", 25, (F32*) kern);
- shader.uniformMatrix4fv("gi_mat", 1, FALSE, mGIMatrix.m);
- shader.uniformMatrix4fv("gi_mat_proj", 1, FALSE, mGIMatrixProj.m);
- shader.uniformMatrix4fv("gi_inv_proj", 1, FALSE, mGIInvProj.m);
- shader.uniformMatrix4fv("gi_norm_mat", 1, FALSE, mGINormalMatrix.m);
- }
- }
- stop_glerror();
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage());
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage());
if (channel > -1)
{
gGL.getTexUnit(channel)->bind(&mDeferredDepth, TRUE);
@@ -6772,21 +6921,21 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
glh::matrix4f projection = glh_get_current_projection();
glh::matrix4f inv_proj = projection.inverse();
- shader.uniformMatrix4fv("inv_proj", 1, FALSE, inv_proj.m);
- shader.uniform4f("viewport", (F32) gGLViewport[0],
+ shader.uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m);
+ shader.uniform4f(LLShaderMgr::VIEWPORT, (F32) gGLViewport[0],
(F32) gGLViewport[1],
(F32) gGLViewport[2],
(F32) gGLViewport[3]);
}
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NOISE);
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_NOISE);
if (channel > -1)
{
gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, noise_map);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHTFUNC);
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC);
if (channel > -1)
{
gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
@@ -6794,60 +6943,31 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
stop_glerror();
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[light_index].getUsage());
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage());
if (channel > -1)
{
- mDeferredLight[light_index].bindTexture(0, channel);
+ if (light_index > 0)
+ {
+ mScreen.bindTexture(0, channel);
+ }
+ else
+ {
+ mDeferredLight.bindTexture(0, channel);
+ }
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE);
- if (channel > -1)
- {
- gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLuminanceMap.getTexture(), true);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_BLOOM);
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_BLOOM);
if (channel > -1)
{
mGlow[1].bindTexture(0, channel);
}
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
- if (channel > -1)
- {
- gi_source->bindTexture(0, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_EDGE, LLTexUnit::TT_RECT_TEXTURE);
- if (channel > -1)
- {
- mEdgeMap.bindTexture(0, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
- if (channel > -1)
- {
- mDeferredLight[1].bindTexture(0, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
- if (channel > -1)
- {
- mDeferredLight[2].bindTexture(0, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
-
stop_glerror();
for (U32 i = 0; i < 4; i++)
{
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE);
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE);
stop_glerror();
if (channel > -1)
{
@@ -6865,7 +6985,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
for (U32 i = 4; i < 6; i++)
{
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i);
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i);
stop_glerror();
if (channel > -1)
{
@@ -6894,12 +7014,11 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
mat[i+80] = mSunShadowMatrix[5].m[i];
}
- shader.uniformMatrix4fv("shadow_matrix[0]", 6, FALSE, mat);
- shader.uniformMatrix4fv("shadow_matrix", 6, FALSE, mat);
+ shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, FALSE, mat);
stop_glerror();
- channel = shader.enableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
+ channel = shader.enableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
if (channel > -1)
{
LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
@@ -6907,31 +7026,30 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
{
cube_map->enable(channel);
cube_map->bind();
- F64* m = gGLModelView;
+ F32* m = gGLModelView;
F32 mat[] = { m[0], m[1], m[2],
m[4], m[5], m[6],
m[8], m[9], m[10] };
- shader.uniform3fv("env_mat[0]", 3, mat);
- shader.uniform3fv("env_mat", 3, mat);
+ shader.uniform3fv(LLShaderMgr::DEFERRED_ENV_MAT, 3, mat);
}
}
- shader.uniform4fv("shadow_clip", 1, mSunClipPlanes.mV);
- shader.uniform1f("sun_wash", gSavedSettings.getF32("RenderDeferredSunWash"));
- shader.uniform1f("shadow_noise", gSavedSettings.getF32("RenderShadowNoise"));
- shader.uniform1f("blur_size", gSavedSettings.getF32("RenderShadowBlurSize"));
+ shader.uniform4fv(LLShaderMgr::DEFERRED_SHADOW_CLIP, 1, mSunClipPlanes.mV);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SUN_WASH, RenderDeferredSunWash);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_NOISE, RenderShadowNoise);
+ shader.uniform1f(LLShaderMgr::DEFERRED_BLUR_SIZE, RenderShadowBlurSize);
- shader.uniform1f("ssao_radius", gSavedSettings.getF32("RenderSSAOScale"));
- shader.uniform1f("ssao_max_radius", gSavedSettings.getU32("RenderSSAOMaxScale"));
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_RADIUS, RenderSSAOScale);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_MAX_RADIUS, RenderSSAOMaxScale);
- F32 ssao_factor = gSavedSettings.getF32("RenderSSAOFactor");
- shader.uniform1f("ssao_factor", ssao_factor);
- shader.uniform1f("ssao_factor_inv", 1.0/ssao_factor);
+ F32 ssao_factor = RenderSSAOFactor;
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR, ssao_factor);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR_INV, 1.0/ssao_factor);
- LLVector3 ssao_effect = gSavedSettings.getVector3("RenderSSAOEffect");
+ LLVector3 ssao_effect = RenderSSAOEffect;
F32 matrix_diag = (ssao_effect[0] + 2.0*ssao_effect[1])/3.0;
F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1])/3.0;
// This matrix scales (proj of color onto <1/rt(3),1/rt(3),1/rt(3)>) by
@@ -6939,35 +7057,23 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
F32 ssao_effect_mat[] = { matrix_diag, matrix_nondiag, matrix_nondiag,
matrix_nondiag, matrix_diag, matrix_nondiag,
matrix_nondiag, matrix_nondiag, matrix_diag};
- shader.uniformMatrix3fv("ssao_effect_mat", 1, GL_FALSE, ssao_effect_mat);
-
- F32 shadow_offset_error = 1.f + gSavedSettings.getF32("RenderShadowOffsetError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
- F32 shadow_bias_error = 1.f + gSavedSettings.getF32("RenderShadowBiasError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
-
- shader.uniform2f("screen_res", mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
- shader.uniform1f("near_clip", LLViewerCamera::getInstance()->getNear()*2.f);
- shader.uniform1f ("shadow_offset", gSavedSettings.getF32("RenderShadowOffset")*shadow_offset_error);
- shader.uniform1f("shadow_bias", gSavedSettings.getF32("RenderShadowBias")*shadow_bias_error);
- shader.uniform1f ("spot_shadow_offset", gSavedSettings.getF32("RenderSpotShadowOffset"));
- shader.uniform1f("spot_shadow_bias", gSavedSettings.getF32("RenderSpotShadowBias"));
-
- shader.uniform1f("lum_scale", gSavedSettings.getF32("RenderLuminanceScale"));
- shader.uniform1f("sun_lum_scale", gSavedSettings.getF32("RenderSunLuminanceScale"));
- shader.uniform1f("sun_lum_offset", gSavedSettings.getF32("RenderSunLuminanceOffset"));
- shader.uniform1f("lum_lod", gSavedSettings.getF32("RenderLuminanceDetail"));
- shader.uniform1f("gi_range", gSavedSettings.getF32("RenderGIRange"));
- shader.uniform1f("gi_brightness", gSavedSettings.getF32("RenderGIBrightness"));
- shader.uniform1f("gi_luminance", gSavedSettings.getF32("RenderGILuminance"));
- shader.uniform1f("gi_edge_weight", gSavedSettings.getF32("RenderGIBlurEdgeWeight"));
- shader.uniform1f("gi_blur_brightness", gSavedSettings.getF32("RenderGIBlurBrightness"));
- shader.uniform1f("gi_sample_width", mGILightRadius);
- shader.uniform1f("gi_noise", gSavedSettings.getF32("RenderGINoise"));
- shader.uniform1f("gi_attenuation", gSavedSettings.getF32("RenderGIAttenuation"));
- shader.uniform1f("gi_ambiance", gSavedSettings.getF32("RenderGIAmbiance"));
- shader.uniform2f("shadow_res", mShadow[0].getWidth(), mShadow[0].getHeight());
- shader.uniform2f("proj_shadow_res", mShadow[4].getWidth(), mShadow[4].getHeight());
- shader.uniform1f("depth_cutoff", gSavedSettings.getF32("RenderEdgeDepthCutoff"));
- shader.uniform1f("norm_cutoff", gSavedSettings.getF32("RenderEdgeNormCutoff"));
+ shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_SSAO_EFFECT_MAT, 1, GL_FALSE, ssao_effect_mat);
+
+ F32 shadow_offset_error = 1.f + RenderShadowOffsetError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
+ F32 shadow_bias_error = 1.f + RenderShadowBiasError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
+
+ shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
+ shader.uniform1f(LLShaderMgr::DEFERRED_NEAR_CLIP, LLViewerCamera::getInstance()->getNear()*2.f);
+ shader.uniform1f (LLShaderMgr::DEFERRED_SHADOW_OFFSET, RenderShadowOffset*shadow_offset_error);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_BIAS, RenderShadowBias*shadow_bias_error);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_OFFSET, RenderSpotShadowOffset);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_BIAS, RenderSpotShadowBias);
+
+ shader.uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, mTransformedSunDir.mV);
+ shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, mShadow[0].getWidth(), mShadow[0].getHeight());
+ shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, mShadow[4].getWidth(), mShadow[4].getHeight());
+ shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff);
+ shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff);
if (shader.getUniformLocation("norm_mat") >= 0)
@@ -7006,7 +7112,7 @@ void LLPipeline::renderDeferredLighting()
0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
}
- LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
+ LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
{
@@ -7028,38 +7134,40 @@ void LLPipeline::renderDeferredLighting()
glh::matrix4f mat = glh_copy_matrix(gGLModelView);
- F32 vert[] =
- {
- -1,1,
- -1,-3,
- 3,1,
- };
- glVertexPointer(2, GL_FLOAT, 0, vert);
- glColor3f(1,1,1);
+ LLStrider<LLVector3> vert;
+ mDeferredVB->getVertexStrider(vert);
+ LLStrider<LLVector2> tc0;
+ LLStrider<LLVector2> tc1;
+ mDeferredVB->getTexCoord0Strider(tc0);
+ mDeferredVB->getTexCoord1Strider(tc1);
+ vert[0].set(-1,1,0);
+ vert[1].set(-1,-3,0);
+ vert[2].set(3,1,0);
+
{
setupHWLights(NULL); //to set mSunDir;
LLVector4 dir(mSunDir, 0.f);
glh::vec4f tc(dir.mV);
mat.mult_matrix_vec(tc);
- glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], 0);
+ mTransformedSunDir.set(tc.v);
}
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
- if (gSavedSettings.getBOOL("RenderDeferredSSAO") || gSavedSettings.getS32("RenderShadowDetail") > 0)
+ if (RenderDeferredSSAO || RenderShadowDetail > 0)
{
- mDeferredLight[0].bindTarget();
+ mDeferredLight.bindTarget();
{ //paint shadow/SSAO light map (direct lighting lightmap)
LLFastTimer ftm(FTM_SUN_SHADOW);
bindDeferredShader(gDeferredSunProgram, 0);
-
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
glClearColor(1,1,1,1);
- mDeferredLight[0].clear(GL_COLOR_BUFFER_BIT);
+ mDeferredLight.clear(GL_COLOR_BUFFER_BIT);
glClearColor(0,0,0,0);
glh::matrix4f inv_trans = glh_get_current_modelview().inverse().transpose();
@@ -7082,141 +7190,36 @@ void LLPipeline::renderDeferredLighting()
}
gDeferredSunProgram.uniform3fv("offset", slice, offset);
- gDeferredSunProgram.uniform2f("screenRes", mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight());
+ gDeferredSunProgram.uniform2f("screenRes", mDeferredLight.getWidth(), mDeferredLight.getHeight());
{
LLGLDisable blend(GL_BLEND);
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
stop_glerror();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
stop_glerror();
}
unbindDeferredShader(gDeferredSunProgram);
}
- mDeferredLight[0].flush();
+ mDeferredLight.flush();
}
- { //global illumination specific block (still experimental)
- if (gSavedSettings.getBOOL("RenderDeferredBlurLight") &&
- gSavedSettings.getBOOL("RenderDeferredGI"))
- {
- LLFastTimer ftm(FTM_EDGE_DETECTION);
- //generate edge map
- LLGLDisable blend(GL_BLEND);
- LLGLDisable test(GL_ALPHA_TEST);
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable stencil(GL_STENCIL_TEST);
-
- {
- gDeferredEdgeProgram.bind();
- mEdgeMap.bindTarget();
- bindDeferredShader(gDeferredEdgeProgram);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
- unbindDeferredShader(gDeferredEdgeProgram);
- mEdgeMap.flush();
- }
- }
-
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
- {
- { //get luminance map from previous frame's light map
- LLGLEnable blend(GL_BLEND);
- LLGLDisable test(GL_ALPHA_TEST);
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable stencil(GL_STENCIL_TEST);
-
- //static F32 fade = 1.f;
-
- {
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
- gLuminanceGatherProgram.bind();
- gLuminanceGatherProgram.uniform2f("screen_res", mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight());
- mLuminanceMap.bindTarget();
- bindDeferredShader(gLuminanceGatherProgram);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
- unbindDeferredShader(gLuminanceGatherProgram);
- mLuminanceMap.flush();
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLuminanceMap.getTexture(), true);
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
- glGenerateMipmap(GL_TEXTURE_2D);
- }
- }
-
- { //paint noisy GI map (bounce lighting lightmap)
- LLFastTimer ftm(FTM_GI_TRACE);
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable test(GL_ALPHA_TEST);
-
- mGIMapPost[0].bindTarget();
-
- bindDeferredShader(gDeferredGIProgram, 0, &mGIMap, 0, mTrueNoiseMap);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
- unbindDeferredShader(gDeferredGIProgram);
- mGIMapPost[0].flush();
- }
-
- U32 pass_count = 0;
- if (gSavedSettings.getBOOL("RenderDeferredBlurLight"))
- {
- pass_count = llclamp(gSavedSettings.getU32("RenderGIBlurPasses"), (U32) 1, (U32) 128);
- }
-
- for (U32 i = 0; i < pass_count; ++i)
- { //gather/soften indirect lighting map
- LLFastTimer ftm(FTM_GI_GATHER);
- bindDeferredShader(gDeferredPostGIProgram, 0, &mGIMapPost[0], NULL, mTrueNoiseMap);
- F32 blur_size = gSavedSettings.getF32("RenderGIBlurSize")/((F32) i * gSavedSettings.getF32("RenderGIBlurIncrement")+1.f);
- gDeferredPostGIProgram.uniform2f("delta", 1.f, 0.f);
- gDeferredPostGIProgram.uniform1f("kern_scale", blur_size);
- gDeferredPostGIProgram.uniform1f("gi_blur_brightness", gSavedSettings.getF32("RenderGIBlurBrightness"));
-
- mGIMapPost[1].bindTarget();
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_FALSE);
- stop_glerror();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
- stop_glerror();
- }
-
- mGIMapPost[1].flush();
- unbindDeferredShader(gDeferredPostGIProgram);
- bindDeferredShader(gDeferredPostGIProgram, 0, &mGIMapPost[1], NULL, mTrueNoiseMap);
- mGIMapPost[0].bindTarget();
-
- gDeferredPostGIProgram.uniform2f("delta", 0.f, 1.f);
-
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_FALSE);
- stop_glerror();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- stop_glerror();
- }
- mGIMapPost[0].flush();
- unbindDeferredShader(gDeferredPostGIProgram);
- }
- }
- }
-
- if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
+ if (RenderDeferredSSAO)
{ //soften direct lighting lightmap
LLFastTimer ftm(FTM_SOFTEN_SHADOW);
//blur lightmap
- mDeferredLight[1].bindTarget();
-
+ mScreen.bindTarget();
glClearColor(1,1,1,1);
- mDeferredLight[1].clear(GL_COLOR_BUFFER_BIT);
+ mScreen.clear(GL_COLOR_BUFFER_BIT);
glClearColor(0,0,0,0);
bindDeferredShader(gDeferredBlurLightProgram);
-
- LLVector3 go = gSavedSettings.getVector3("RenderShadowGaussian");
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ LLVector3 go = RenderShadowGaussian;
const U32 kern_length = 4;
- F32 blur_size = gSavedSettings.getF32("RenderShadowBlurSize");
- F32 dist_factor = gSavedSettings.getF32("RenderShadowBlurDistFactor");
+ F32 blur_size = RenderShadowBlurSize;
+ F32 dist_factor = RenderShadowBlurDistFactor;
// sample symmetrically with the middle sample falling exactly on 0.0
F32 x = 0.f;
@@ -7240,15 +7243,16 @@ void LLPipeline::renderDeferredLighting()
LLGLDisable blend(GL_BLEND);
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
stop_glerror();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
stop_glerror();
}
- mDeferredLight[1].flush();
+ mScreen.flush();
unbindDeferredShader(gDeferredBlurLightProgram);
bindDeferredShader(gDeferredBlurLightProgram, 1);
- mDeferredLight[0].bindTarget();
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ mDeferredLight.bindTarget();
gDeferredBlurLightProgram.uniform2f("delta", 0.f, 1.f);
@@ -7256,69 +7260,59 @@ void LLPipeline::renderDeferredLighting()
LLGLDisable blend(GL_BLEND);
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
stop_glerror();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
stop_glerror();
}
- mDeferredLight[0].flush();
+ mDeferredLight.flush();
unbindDeferredShader(gDeferredBlurLightProgram);
}
stop_glerror();
- glPopMatrix();
+ gGL.popMatrix();
stop_glerror();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
stop_glerror();
- glPopMatrix();
+ gGL.popMatrix();
stop_glerror();
//copy depth and stencil from deferred screen
//mScreen.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
// 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
- {
- mDeferredLight[1].bindTarget();
- // clear color buffer here (GI) - zeroing alpha (glow) is important or it will accumulate against sky
- glClearColor(0,0,0,0);
- mScreen.clear(GL_COLOR_BUFFER_BIT);
- }
- else
- {
- mScreen.bindTarget();
- // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
- glClearColor(0,0,0,0);
- mScreen.clear(GL_COLOR_BUFFER_BIT);
- }
-
- if (gSavedSettings.getBOOL("RenderDeferredAtmospheric"))
+ mScreen.bindTarget();
+ // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
+ glClearColor(0,0,0,0);
+ mScreen.clear(GL_COLOR_BUFFER_BIT);
+
+ if (RenderDeferredAtmospheric)
{ //apply sunlight contribution
LLFastTimer ftm(FTM_ATMOSPHERICS);
- bindDeferredShader(gDeferredSoftenProgram, 0, &mGIMapPost[0]);
+ bindDeferredShader(gDeferredSoftenProgram);
{
LLGLDepthTest depth(GL_FALSE);
LLGLDisable blend(GL_BLEND);
LLGLDisable test(GL_ALPHA_TEST);
//full screen blit
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
- glVertexPointer(2, GL_FLOAT, 0, vert);
-
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
}
unbindDeferredShader(gDeferredSoftenProgram);
}
- { //render sky
+ { //render non-deferred geometry (fullbright, alpha, etc)
LLGLDisable blend(GL_BLEND);
LLGLDisable stencil(GL_STENCIL_TEST);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
@@ -7335,15 +7329,8 @@ void LLPipeline::renderDeferredLighting()
gPipeline.popRenderTypeMask();
}
- BOOL render_local = gSavedSettings.getBOOL("RenderLocalLights");
+ BOOL render_local = RenderLocalLights;
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
- {
- mDeferredLight[1].flush();
- mDeferredLight[2].bindTarget();
- mDeferredLight[2].clear(GL_COLOR_BUFFER_BIT);
- }
-
if (render_local)
{
gGL.setSceneBlendType(LLRender::BT_ADD);
@@ -7359,12 +7346,12 @@ void LLPipeline::renderDeferredLighting()
std::list<LLVector4> light_colors;
LLVertexBuffer::unbind();
+ LLVector4a* v = (LLVector4a*) vert.get();
- F32 v[24];
- glVertexPointer(3, GL_FLOAT, 0, v);
-
{
bindDeferredShader(gDeferredLightProgram);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter)
{
@@ -7419,15 +7406,16 @@ void LLPipeline::renderDeferredLighting()
//correspond to their axis facing, with bit position 3,2,1 matching
//axis facing x,y,z, bit set meaning positive facing, bit clear
//meaning negative facing
- v[0] = c[0]-s; v[1] = c[1]-s; v[2] = c[2]-s; // 0 - 0000
- v[3] = c[0]-s; v[4] = c[1]-s; v[5] = c[2]+s; // 1 - 0001
- v[6] = c[0]-s; v[7] = c[1]+s; v[8] = c[2]-s; // 2 - 0010
- v[9] = c[0]-s; v[10] = c[1]+s; v[11] = c[2]+s; // 3 - 0011
+ mDeferredVB->getVertexStrider(vert);
+ v[0].set(c[0]-s,c[1]-s,c[2]-s); // 0 - 0000
+ v[1].set(c[0]-s,c[1]-s,c[2]+s); // 1 - 0001
+ v[2].set(c[0]-s,c[1]+s,c[2]-s); // 2 - 0010
+ v[3].set(c[0]-s,c[1]+s,c[2]+s); // 3 - 0011
- v[12] = c[0]+s; v[13] = c[1]-s; v[14] = c[2]-s; // 4 - 0100
- v[15] = c[0]+s; v[16] = c[1]-s; v[17] = c[2]+s; // 5 - 0101
- v[18] = c[0]+s; v[19] = c[1]+s; v[20] = c[2]-s; // 6 - 0110
- v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111
+ v[4].set(c[0]+s,c[1]-s,c[2]-s); // 4 - 0100
+ v[5].set(c[0]+s,c[1]-s,c[2]+s); // 5 - 0101
+ v[6].set(c[0]+s,c[1]+s,c[2]-s); // 6 - 0110
+ v[7].set(c[0]+s,c[1]+s,c[2]+s); // 7 - 0111
if (camera->getOrigin().mV[0] > c[0] + s + 0.2f ||
camera->getOrigin().mV[0] < c[0] - s - 0.2f ||
@@ -7446,10 +7434,16 @@ void LLPipeline::renderDeferredLighting()
}
LLFastTimer ftm(FTM_LOCAL_LIGHTS);
- glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
- glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
+ //glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
+ gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v);
+ gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s);
+ gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
+ gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
+ //gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
+ gGL.syncMatrices();
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8,
- GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center));
+ GL_UNSIGNED_SHORT, get_box_fan_indices_ptr(camera, center));
stop_glerror();
}
}
@@ -7474,7 +7468,9 @@ void LLPipeline::renderDeferredLighting()
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
bindDeferredShader(gDeferredSpotLightProgram);
- gDeferredSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
+ gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter)
{
@@ -7502,36 +7498,49 @@ void LLPipeline::renderDeferredLighting()
//correspond to their axis facing, with bit position 3,2,1 matching
//axis facing x,y,z, bit set meaning positive facing, bit clear
//meaning negative facing
- v[0] = c[0]-s; v[1] = c[1]-s; v[2] = c[2]-s; // 0 - 0000
- v[3] = c[0]-s; v[4] = c[1]-s; v[5] = c[2]+s; // 1 - 0001
- v[6] = c[0]-s; v[7] = c[1]+s; v[8] = c[2]-s; // 2 - 0010
- v[9] = c[0]-s; v[10] = c[1]+s; v[11] = c[2]+s; // 3 - 0011
+ mDeferredVB->getVertexStrider(vert);
+ v[0].set(c[0]-s,c[1]-s,c[2]-s); // 0 - 0000
+ v[1].set(c[0]-s,c[1]-s,c[2]+s); // 1 - 0001
+ v[2].set(c[0]-s,c[1]+s,c[2]-s); // 2 - 0010
+ v[3].set(c[0]-s,c[1]+s,c[2]+s); // 3 - 0011
- v[12] = c[0]+s; v[13] = c[1]-s; v[14] = c[2]-s; // 4 - 0100
- v[15] = c[0]+s; v[16] = c[1]-s; v[17] = c[2]+s; // 5 - 0101
- v[18] = c[0]+s; v[19] = c[1]+s; v[20] = c[2]-s; // 6 - 0110
- v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111
-
- glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
- glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
+ v[4].set(c[0]+s,c[1]-s,c[2]-s); // 4 - 0100
+ v[5].set(c[0]+s,c[1]-s,c[2]+s); // 5 - 0101
+ v[6].set(c[0]+s,c[1]+s,c[2]-s); // 6 - 0110
+ v[7].set(c[0]+s,c[1]+s,c[2]+s); // 7 - 0111
+
+ gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v);
+ gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s);
+ gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
+ gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
+ gGL.syncMatrices();
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8,
- GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center));
+ GL_UNSIGNED_SHORT, get_box_fan_indices_ptr(camera, center));
}
- gDeferredSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
+ gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
unbindDeferredShader(gDeferredSpotLightProgram);
}
+ //reset mDeferredVB to fullscreen triangle
+ mDeferredVB->getVertexStrider(vert);
+ vert[0].set(-1,1,0);
+ vert[1].set(-1,-3,0);
+ vert[2].set(3,1,0);
+
{
bindDeferredShader(gDeferredMultiLightProgram);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
LLGLDepthTest depth(GL_FALSE);
//full screen blit
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
U32 count = 0;
@@ -7539,7 +7548,7 @@ void LLPipeline::renderDeferredLighting()
LLVector4 light[max_count];
LLVector4 col[max_count];
- glVertexPointer(2, GL_FLOAT, 0, vert);
+// glVertexPointer(2, GL_FLOAT, 0, vert);
F32 far_z = 0.f;
@@ -7556,13 +7565,13 @@ void LLPipeline::renderDeferredLighting()
count++;
if (count == max_count || fullscreen_lights.empty())
{
- gDeferredMultiLightProgram.uniform1i("light_count", count);
- gDeferredMultiLightProgram.uniform4fv("light", count, (GLfloat*) light);
- gDeferredMultiLightProgram.uniform4fv("light_col", count, (GLfloat*) col);
- gDeferredMultiLightProgram.uniform1f("far_z", far_z);
+ gDeferredMultiLightProgram.uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count);
+ gDeferredMultiLightProgram.uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light);
+ gDeferredMultiLightProgram.uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col);
+ gDeferredMultiLightProgram.uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z);
far_z = 0.f;
- count = 0;
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ count = 0;
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
}
}
@@ -7570,7 +7579,9 @@ void LLPipeline::renderDeferredLighting()
bindDeferredShader(gDeferredMultiSpotLightProgram);
- gDeferredMultiSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
+ gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
{
@@ -7593,62 +7604,23 @@ void LLPipeline::renderDeferredLighting()
LLColor3 col = volume->getLightColor();
col *= volume->getLightIntensity();
- glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
- glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v);
+ gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s*s);
+ gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
+ gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
}
- gDeferredMultiSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
+ gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
unbindDeferredShader(gDeferredMultiSpotLightProgram);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
}
}
gGL.setColorMask(true, true);
-
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
- {
- mDeferredLight[2].flush();
-
- mScreen.bindTarget();
- mScreen.clear(GL_COLOR_BUFFER_BIT);
-
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
-
- { //mix various light maps (local, sun, gi)
- LLFastTimer ftm(FTM_POST);
- LLGLDisable blend(GL_BLEND);
- LLGLDisable test(GL_ALPHA_TEST);
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable stencil(GL_STENCIL_TEST);
-
- bindDeferredShader(gDeferredPostProgram, 0, &mGIMapPost[0]);
-
- gDeferredPostProgram.bind();
-
- LLVertexBuffer::unbind();
-
- glVertexPointer(2, GL_FLOAT, 0, vert);
- glColor3f(1,1,1);
-
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
-
- glDrawArrays(GL_TRIANGLES, 0, 3);
-
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
-
- unbindDeferredShader(gDeferredPostProgram);
- }
- }
}
{ //render non-deferred geometry (alpha, fullbright, glow)
@@ -7764,13 +7736,13 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
F32 proj_range = far_clip - near_clip;
glh::matrix4f light_proj = gl_perspective(fovy, aspect, near_clip, far_clip);
screen_to_light = trans * light_proj * screen_to_light;
- shader.uniformMatrix4fv("proj_mat", 1, FALSE, screen_to_light.m);
- shader.uniform1f("proj_near", near_clip);
- shader.uniform3fv("proj_p", 1, p1.v);
- shader.uniform3fv("proj_n", 1, n.v);
- shader.uniform3fv("proj_origin", 1, screen_origin.v);
- shader.uniform1f("proj_range", proj_range);
- shader.uniform1f("proj_ambiance", params.mV[2]);
+ shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, FALSE, screen_to_light.m);
+ shader.uniform1f(LLShaderMgr::PROJECTOR_NEAR, near_clip);
+ shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, p1.v);
+ shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, n.v);
+ shader.uniform3fv(LLShaderMgr::PROJECTOR_ORIGIN, 1, screen_origin.v);
+ shader.uniform1f(LLShaderMgr::PROJECTOR_RANGE, proj_range);
+ shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIANCE, params.mV[2]);
S32 s_idx = -1;
for (U32 i = 0; i < 2; i++)
@@ -7781,15 +7753,15 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
}
}
- shader.uniform1i("proj_shadow_idx", s_idx);
+ shader.uniform1i(LLShaderMgr::PROJECTOR_SHADOW_INDEX, s_idx);
if (s_idx >= 0)
{
- shader.uniform1f("shadow_fade", 1.f-mSpotLightFade[s_idx]);
+ shader.uniform1f(LLShaderMgr::PROJECTOR_SHADOW_FADE, 1.f-mSpotLightFade[s_idx]);
}
else
{
- shader.uniform1f("shadow_fade", 1.f);
+ shader.uniform1f(LLShaderMgr::PROJECTOR_SHADOW_FADE, 1.f);
}
{
@@ -7823,7 +7795,7 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
img = LLViewerFetchedTexture::sWhiteImagep;
}
- S32 channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
+ S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
if (channel > -1)
{
@@ -7833,9 +7805,9 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
F32 lod_range = logf(img->getWidth())/logf(2.f);
- shader.uniform1f("proj_focus", focus);
- shader.uniform1f("proj_lod", lod_range);
- shader.uniform1f("proj_ambient_lod", llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f));
+ shader.uniform1f(LLShaderMgr::PROJECTOR_FOCUS, focus);
+ shader.uniform1f(LLShaderMgr::PROJECTOR_LOD, lod_range);
+ shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIENT_LOD, llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f));
}
}
@@ -7844,33 +7816,17 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
{
stop_glerror();
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage());
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[0].getUsage());
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_EDGE, mEdgeMap.getUsage());
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, mDeferredLight[1].getUsage());
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, mDeferredLight[2].getUsage());
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE);
- shader.disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIP);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_BLOOM);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_NORMAL);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_DIFFUSE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_SPECULAR);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_DEPTH);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIN_POS);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MAX_POS);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_NORMAL);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_DIFFUSE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MIN_POS);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MAX_POS);
+ shader.disableTexture(LLShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
+ shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
+ shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
+ shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage());
+ shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage());
+ shader.disableTexture(LLShaderMgr::DIFFUSE_MAP);
+ shader.disableTexture(LLShaderMgr::DEFERRED_BLOOM);
for (U32 i = 0; i < 4; i++)
{
- if (shader.disableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE) > -1)
+ if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE) > -1)
{
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
}
@@ -7878,16 +7834,16 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
for (U32 i = 4; i < 6; i++)
{
- if (shader.disableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i) > -1)
+ if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i) > -1)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
}
}
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_NOISE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHTFUNC);
+ shader.disableTexture(LLShaderMgr::DEFERRED_NOISE);
+ shader.disableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC);
- S32 channel = shader.disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
+ S32 channel = shader.disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
if (channel > -1)
{
LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
@@ -7913,11 +7869,11 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
if (LLPipeline::sWaterReflections && assertInitialized() && LLDrawPoolWater::sNeedsReflectionUpdate)
{
BOOL skip_avatar_update = FALSE;
- if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK)
+ if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson)
{
skip_avatar_update = TRUE;
}
-
+
if (!skip_avatar_update)
{
gAgentAvatarp->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON);
@@ -7982,7 +7938,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
stop_glerror();
- glPushMatrix();
+ gGL.pushMatrix();
mat.set_scale(glh::vec3f(1,1,-1));
mat.set_translate(glh::vec3f(0,0,height*2.f));
@@ -7992,7 +7948,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
mat = current * mat;
glh_set_current_modelview(mat);
- glLoadMatrixf(mat.m);
+ gGL.loadMatrix(mat.m);
LLViewerCamera::updateFrustumPlanes(camera, FALSE, TRUE);
@@ -8035,7 +7991,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
LLPipeline::RENDER_TYPE_CLOUDS,
LLPipeline::END_RENDER_TYPES);
- S32 detail = gSavedSettings.getS32("RenderReflectionDetail");
+ S32 detail = RenderReflectionDetail;
if (detail > 0)
{ //mask out selected geometry based on reflection detail
if (detail < 4)
@@ -8059,7 +8015,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
if (LLDrawPoolWater::sNeedsDistortionUpdate)
{
- if (gSavedSettings.getS32("RenderReflectionDetail") > 0)
+ if (RenderReflectionDetail > 0)
{
gPipeline.grabReferences(ref_result);
LLGLUserClipPlane clip_plane(plane, mat, projection);
@@ -8070,7 +8026,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
gPipeline.popRenderTypeMask();
}
glCullFace(GL_BACK);
- glPopMatrix();
+ gGL.popMatrix();
mWaterRef.flush();
glh_set_current_modelview(current);
LLPipeline::sUseOcclusion = occlusion;
@@ -8251,12 +8207,12 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
stateSort(shadow_cam, result);
//generate shadow map
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadMatrixf(proj.m);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadMatrixd(gGLModelView);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadMatrix(proj.m);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+ gGL.loadMatrix(gGLModelView);
stop_glerror();
gGLLastMatrix = NULL;
@@ -8267,12 +8223,8 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
}
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- glColor4f(1,1,1,1);
stop_glerror();
-
- gGL.setColorMask(false, false);
//glCullFace(GL_FRONT);
@@ -8283,6 +8235,10 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
{ //occlusion program is general purpose depth-only no-textures
gOcclusionProgram.bind();
}
+
+ gGL.diffuseColor4f(1,1,1,1);
+ gGL.setColorMask(false, false);
+
LLFastTimer ftm(FTM_SHADOW_SIMPLE);
gGL.getTexUnit(0)->disable();
for (U32 i = 0; i < sizeof(types)/sizeof(U32); ++i)
@@ -8310,16 +8266,18 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
{
LLFastTimer ftm(FTM_SHADOW_ALPHA);
gDeferredShadowAlphaMaskProgram.bind();
- gDeferredShadowAlphaMaskProgram.setAlphaRange(0.6f, 1.f);
+ gDeferredShadowAlphaMaskProgram.setMinimumAlpha(0.598f);
renderObjects(LLRenderPass::PASS_ALPHA_SHADOW, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR, TRUE);
- glColor4f(1,1,1,1);
+ gDeferredTreeShadowProgram.bind();
+ gDeferredTreeShadowProgram.setMinimumAlpha(0.598f);
renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE);
}
//glCullFace(GL_BACK);
+ gDeferredShadowProgram.bind();
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
doOcclusion(shadow_cam);
if (use_shader)
@@ -8329,10 +8287,10 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
gGL.setColorMask(true, true);
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
gGLLastMatrix = NULL;
LLPipeline::sUseOcclusion = occlude;
@@ -8514,184 +8472,6 @@ BOOL LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector
return TRUE;
}
-void LLPipeline::generateGI(LLCamera& camera, LLVector3& lightDir, std::vector<LLVector3>& vpc)
-{
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) < 3)
- {
- return;
- }
-
- LLVector3 up;
-
- //LLGLEnable depth_clamp(GL_DEPTH_CLAMP_NV);
-
- if (lightDir.mV[2] > 0.5f)
- {
- up = LLVector3(1,0,0);
- }
- else
- {
- up = LLVector3(0, 0, 1);
- }
-
-
- F32 gi_range = gSavedSettings.getF32("RenderGIRange");
-
- U32 res = mGIMap.getWidth();
-
- F32 atten = llmax(gSavedSettings.getF32("RenderGIAttenuation"), 0.001f);
-
- //set radius to range at which distance attenuation of incoming photons is near 0
-
- F32 lrad = sqrtf(1.f/(atten*0.01f));
-
- F32 lrange = lrad+gi_range*0.5f;
-
- LLVector3 pad(lrange,lrange,lrange);
-
- glh::matrix4f view = look(LLVector3(128.f,128.f,128.f), lightDir, up);
-
- LLVector3 cp = camera.getOrigin()+camera.getAtAxis()*(gi_range*0.5f);
-
- glh::vec3f scp(cp.mV);
- view.mult_matrix_vec(scp);
- cp.setVec(scp.v);
-
- F32 pix_width = lrange/(res*0.5f);
-
- //move cp to the nearest pix_width
- for (U32 i = 0; i < 3; i++)
- {
- cp.mV[i] = llround(cp.mV[i], pix_width);
- }
-
- LLVector3 min = cp-pad;
- LLVector3 max = cp+pad;
-
- //set mGIRange to range in tc space[0,1] that covers texture block of intersecting lights around a point
- mGIRange.mV[0] = (max.mV[0]-min.mV[0])/res;
- mGIRange.mV[1] = (max.mV[1]-min.mV[1])/res;
- mGILightRadius = lrad/lrange*0.5f;
-
- glh::matrix4f proj = gl_ortho(min.mV[0], max.mV[0],
- min.mV[1], max.mV[1],
- -max.mV[2], -min.mV[2]);
-
- LLCamera sun_cam = camera;
-
- glh::matrix4f eye_view = glh_get_current_modelview();
-
- //get eye space to camera space matrix
- mGIMatrix = view*eye_view.inverse();
- mGINormalMatrix = mGIMatrix.inverse().transpose();
- mGIInvProj = proj.inverse();
- mGIMatrixProj = proj*mGIMatrix;
-
- //translate and scale to [0,1]
- glh::matrix4f trans(.5f, 0.f, 0.f, .5f,
- 0.f, 0.5f, 0.f, 0.5f,
- 0.f, 0.f, 0.5f, 0.5f,
- 0.f, 0.f, 0.f, 1.f);
-
- mGIMatrixProj = trans*mGIMatrixProj;
-
- glh_set_current_modelview(view);
- glh_set_current_projection(proj);
-
- LLViewerCamera::updateFrustumPlanes(sun_cam, TRUE, FALSE, TRUE);
-
- sun_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR);
- static LLCullResult result;
-
- pushRenderTypeMask();
-
- andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE,
- LLPipeline::RENDER_TYPE_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_BUMP,
- LLPipeline::RENDER_TYPE_VOLUME,
- LLPipeline::RENDER_TYPE_TREE,
- LLPipeline::RENDER_TYPE_TERRAIN,
- LLPipeline::RENDER_TYPE_WATER,
- LLPipeline::RENDER_TYPE_VOIDWATER,
- LLPipeline::RENDER_TYPE_PASS_ALPHA_SHADOW,
- LLPipeline::RENDER_TYPE_AVATAR,
- LLPipeline::RENDER_TYPE_PASS_SIMPLE,
- LLPipeline::RENDER_TYPE_PASS_BUMP,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_PASS_SHINY,
- END_RENDER_TYPES);
-
-
-
- S32 occlude = LLPipeline::sUseOcclusion;
- //LLPipeline::sUseOcclusion = 0;
- LLPipeline::sShadowRender = TRUE;
-
- //only render large objects into GI map
- sMinRenderSize = gSavedSettings.getF32("RenderGIMinRenderSize");
-
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_GI_SOURCE;
- mGIMap.bindTarget();
-
- F64 last_modelview[16];
- F64 last_projection[16];
- for (U32 i = 0; i < 16; i++)
- {
- last_modelview[i] = gGLLastModelView[i];
- last_projection[i] = gGLLastProjection[i];
- gGLLastModelView[i] = mGIModelview.m[i];
- gGLLastProjection[i] = mGIProjection.m[i];
- }
-
- sun_cam.setOrigin(0.f, 0.f, 0.f);
- updateCull(sun_cam, result);
- stateSort(sun_cam, result);
-
- for (U32 i = 0; i < 16; i++)
- {
- gGLLastModelView[i] = last_modelview[i];
- gGLLastProjection[i] = last_projection[i];
- }
-
- mGIProjection = proj;
- mGIModelview = view;
-
- LLGLEnable cull(GL_CULL_FACE);
-
- //generate GI map
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadMatrixf(proj.m);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadMatrixf(view.m);
-
- stop_glerror();
- gGLLastMatrix = NULL;
-
- mGIMap.clear();
-
- {
- //LLGLEnable enable(GL_DEPTH_CLAMP_NV);
- renderGeomDeferred(camera);
- }
-
- mGIMap.flush();
-
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- gGLLastMatrix = NULL;
-
- LLPipeline::sUseOcclusion = occlude;
- LLPipeline::sShadowRender = FALSE;
- sMinRenderSize = 0.f;
-
- popRenderTypeMask();
-
-}
-
void LLPipeline::renderHighlight(const LLViewerObject* obj, F32 fade)
{
if (obj && obj->getVolume())
@@ -8726,7 +8506,7 @@ void LLPipeline::generateHighlight(LLCamera& camera)
if (!mHighlightSet.empty())
{
- F32 transition = gFrameIntervalSeconds/gSavedSettings.getF32("RenderHighlightFadeTime");
+ F32 transition = gFrameIntervalSeconds/RenderHighlightFadeTime;
LLGLDisable test(GL_ALPHA_TEST);
LLGLDepthTest depth(GL_FALSE);
@@ -8772,11 +8552,23 @@ void LLPipeline::generateHighlight(LLCamera& camera)
void LLPipeline::generateSunShadow(LLCamera& camera)
{
- if (!sRenderDeferred || gSavedSettings.getS32("RenderShadowDetail") <= 0)
+ if (!sRenderDeferred || RenderShadowDetail <= 0)
{
return;
}
+ BOOL skip_avatar_update = FALSE;
+ if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson)
+ {
+
+ skip_avatar_update = TRUE;
+ }
+
+ if (!skip_avatar_update)
+ {
+ gAgentAvatarp->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON);
+ }
+
F64 last_modelview[16];
F64 last_projection[16];
for (U32 i = 0; i < 16; i++)
@@ -8819,25 +8611,25 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
glh::matrix4f proj[6];
//clip contains parallel split distances for 3 splits
- LLVector3 clip = gSavedSettings.getVector3("RenderShadowClipPlanes");
+ LLVector3 clip = RenderShadowClipPlanes;
//F32 slope_threshold = gSavedSettings.getF32("RenderShadowSlopeThreshold");
//far clip on last split is minimum of camera view distance and 128
mSunClipPlanes = LLVector4(clip, clip.mV[2] * clip.mV[2]/clip.mV[1]);
- clip = gSavedSettings.getVector3("RenderShadowOrthoClipPlanes");
+ clip = RenderShadowOrthoClipPlanes;
mSunOrthoClipPlanes = LLVector4(clip, clip.mV[2]*clip.mV[2]/clip.mV[1]);
//currently used for amount to extrude frusta corners for constructing shadow frusta
- LLVector3 n = gSavedSettings.getVector3("RenderShadowNearDist");
+ LLVector3 n = RenderShadowNearDist;
//F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] };
//put together a universal "near clip" plane for shadow frusta
LLPlane shadow_near_clip;
{
LLVector3 p = gAgent.getPositionAgent();
- p += mSunDir * gSavedSettings.getF32("RenderFarClip")*2.f;
+ p += mSunDir * RenderFarClip*2.f;
shadow_near_clip.setVec(p, mSunDir);
}
@@ -8890,11 +8682,15 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
mShadowFrustPoints[3].clear();
}
popRenderTypeMask();
+
+ if (!skip_avatar_update)
+ {
+ gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode());
+ }
+
return;
}
- generateGI(camera, lightDir, fp);
-
//get good split distances for frustum
for (U32 i = 0; i < fp.size(); ++i)
{
@@ -8920,7 +8716,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
F32 range = far_clip-near_clip;
- LLVector3 split_exp = gSavedSettings.getVector3("RenderShadowSplitExponent");
+ LLVector3 split_exp = RenderShadowSplitExponent;
F32 da = 1.f-llmax( fabsf(lightDir*up), fabsf(lightDir*camera.getLeftAxis()) );
@@ -8941,384 +8737,399 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
// convenience array of 4 near clip plane distances
F32 dist[] = { near_clip, mSunClipPlanes.mV[0], mSunClipPlanes.mV[1], mSunClipPlanes.mV[2], mSunClipPlanes.mV[3] };
- for (S32 j = 0; j < 4; j++)
- {
- if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA))
+
+ if (mSunDiffuse == LLColor4::black)
+ { //sun diffuse is totally black, shadows don't matter
+ LLGLDepthTest depth(GL_TRUE);
+
+ for (S32 j = 0; j < 4; j++)
{
- mShadowFrustPoints[j].clear();
+ mShadow[j].bindTarget();
+ mShadow[j].clear();
+ mShadow[j].flush();
}
+ }
+ else
+ {
+ for (S32 j = 0; j < 4; j++)
+ {
+ if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowFrustPoints[j].clear();
+ }
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW0+j;
+ LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW0+j;
- //restore render matrices
- glh_set_current_modelview(saved_view);
- glh_set_current_projection(saved_proj);
+ //restore render matrices
+ glh_set_current_modelview(saved_view);
+ glh_set_current_projection(saved_proj);
- LLVector3 eye = camera.getOrigin();
+ LLVector3 eye = camera.getOrigin();
- //camera used for shadow cull/render
- LLCamera shadow_cam;
+ //camera used for shadow cull/render
+ LLCamera shadow_cam;
- //create world space camera frustum for this split
- shadow_cam = camera;
- shadow_cam.setFar(16.f);
+ //create world space camera frustum for this split
+ shadow_cam = camera;
+ shadow_cam.setFar(16.f);
- LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
+ LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
- LLVector3* frust = shadow_cam.mAgentFrustum;
+ LLVector3* frust = shadow_cam.mAgentFrustum;
- LLVector3 pn = shadow_cam.getAtAxis();
+ LLVector3 pn = shadow_cam.getAtAxis();
- LLVector3 min, max;
+ LLVector3 min, max;
- //construct 8 corners of split frustum section
- for (U32 i = 0; i < 4; i++)
- {
- LLVector3 delta = frust[i+4]-eye;
- delta += (frust[i+4]-frust[(i+2)%4+4])*0.05f;
- delta.normVec();
- F32 dp = delta*pn;
- frust[i] = eye + (delta*dist[j]*0.95f)/dp;
- frust[i+4] = eye + (delta*dist[j+1]*1.05f)/dp;
- }
+ //construct 8 corners of split frustum section
+ for (U32 i = 0; i < 4; i++)
+ {
+ LLVector3 delta = frust[i+4]-eye;
+ delta += (frust[i+4]-frust[(i+2)%4+4])*0.05f;
+ delta.normVec();
+ F32 dp = delta*pn;
+ frust[i] = eye + (delta*dist[j]*0.95f)/dp;
+ frust[i+4] = eye + (delta*dist[j+1]*1.05f)/dp;
+ }
- shadow_cam.calcAgentFrustumPlanes(frust);
- shadow_cam.mFrustumCornerDist = 0.f;
+ shadow_cam.calcAgentFrustumPlanes(frust);
+ shadow_cam.mFrustumCornerDist = 0.f;
- if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- mShadowCamera[j] = shadow_cam;
- }
-
- std::vector<LLVector3> fp;
-
- if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir))
- {
- //no possible shadow receivers
if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
{
- mShadowExtents[j][0] = LLVector3();
- mShadowExtents[j][1] = LLVector3();
- mShadowCamera[j+4] = shadow_cam;
- }
-
- mShadow[j].bindTarget();
- {
- LLGLDepthTest depth(GL_TRUE);
- mShadow[j].clear();
+ mShadowCamera[j] = shadow_cam;
}
- mShadow[j].flush();
-
- mShadowError.mV[j] = 0.f;
- mShadowFOV.mV[j] = 0.f;
- continue;
- }
+ std::vector<LLVector3> fp;
- if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- mShadowExtents[j][0] = min;
- mShadowExtents[j][1] = max;
- mShadowFrustPoints[j] = fp;
- }
-
+ if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir))
+ {
+ //no possible shadow receivers
+ if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowExtents[j][0] = LLVector3();
+ mShadowExtents[j][1] = LLVector3();
+ mShadowCamera[j+4] = shadow_cam;
+ }
- //find a good origin for shadow projection
- LLVector3 origin;
+ mShadow[j].bindTarget();
+ {
+ LLGLDepthTest depth(GL_TRUE);
+ mShadow[j].clear();
+ }
+ mShadow[j].flush();
- //get a temporary view projection
- view[j] = look(camera.getOrigin(), lightDir, -up);
+ mShadowError.mV[j] = 0.f;
+ mShadowFOV.mV[j] = 0.f;
- std::vector<LLVector3> wpf;
+ continue;
+ }
- for (U32 i = 0; i < fp.size(); i++)
- {
- glh::vec3f p = glh::vec3f(fp[i].mV);
- view[j].mult_matrix_vec(p);
- wpf.push_back(LLVector3(p.v));
- }
+ if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowExtents[j][0] = min;
+ mShadowExtents[j][1] = max;
+ mShadowFrustPoints[j] = fp;
+ }
+
- min = wpf[0];
- max = wpf[0];
+ //find a good origin for shadow projection
+ LLVector3 origin;
- for (U32 i = 0; i < fp.size(); ++i)
- { //get AABB in camera space
- update_min_max(min, max, wpf[i]);
- }
-
- // Construct a perspective transform with perspective along y-axis that contains
- // points in wpf
- //Known:
- // - far clip plane
- // - near clip plane
- // - points in frustum
- //Find:
- // - origin
-
- //get some "interesting" points of reference
- LLVector3 center = (min+max)*0.5f;
- LLVector3 size = (max-min)*0.5f;
- LLVector3 near_center = center;
- near_center.mV[1] += size.mV[1]*2.f;
-
-
- //put all points in wpf in quadrant 0, reletive to center of min/max
- //get the best fit line using least squares
- F32 bfm = 0.f;
- F32 bfb = 0.f;
+ //get a temporary view projection
+ view[j] = look(camera.getOrigin(), lightDir, -up);
- for (U32 i = 0; i < wpf.size(); ++i)
- {
- wpf[i] -= center;
- wpf[i].mV[0] = fabsf(wpf[i].mV[0]);
- wpf[i].mV[2] = fabsf(wpf[i].mV[2]);
- }
+ std::vector<LLVector3> wpf;
- if (!wpf.empty())
- {
- F32 sx = 0.f;
- F32 sx2 = 0.f;
- F32 sy = 0.f;
- F32 sxy = 0.f;
-
- for (U32 i = 0; i < wpf.size(); ++i)
- {
- sx += wpf[i].mV[0];
- sx2 += wpf[i].mV[0]*wpf[i].mV[0];
- sy += wpf[i].mV[1];
- sxy += wpf[i].mV[0]*wpf[i].mV[1];
+ for (U32 i = 0; i < fp.size(); i++)
+ {
+ glh::vec3f p = glh::vec3f(fp[i].mV);
+ view[j].mult_matrix_vec(p);
+ wpf.push_back(LLVector3(p.v));
}
- bfm = (sy*sx-wpf.size()*sxy)/(sx*sx-wpf.size()*sx2);
- bfb = (sx*sxy-sy*sx2)/(sx*sx-bfm*sx2);
- }
-
- {
- // best fit line is y=bfm*x+bfb
-
- //find point that is furthest to the right of line
- F32 off_x = -1.f;
- LLVector3 lp;
-
- for (U32 i = 0; i < wpf.size(); ++i)
- {
- //y = bfm*x+bfb
- //x = (y-bfb)/bfm
- F32 lx = (wpf[i].mV[1]-bfb)/bfm;
+ min = wpf[0];
+ max = wpf[0];
- lx = wpf[i].mV[0]-lx;
-
- if (off_x < lx)
- {
- off_x = lx;
- lp = wpf[i];
- }
+ for (U32 i = 0; i < fp.size(); ++i)
+ { //get AABB in camera space
+ update_min_max(min, max, wpf[i]);
}
- //get line with slope bfm through lp
- // bfb = y-bfm*x
- bfb = lp.mV[1]-bfm*lp.mV[0];
+ // Construct a perspective transform with perspective along y-axis that contains
+ // points in wpf
+ //Known:
+ // - far clip plane
+ // - near clip plane
+ // - points in frustum
+ //Find:
+ // - origin
- //calculate error
- mShadowError.mV[j] = 0.f;
+ //get some "interesting" points of reference
+ LLVector3 center = (min+max)*0.5f;
+ LLVector3 size = (max-min)*0.5f;
+ LLVector3 near_center = center;
+ near_center.mV[1] += size.mV[1]*2.f;
+
+
+ //put all points in wpf in quadrant 0, reletive to center of min/max
+ //get the best fit line using least squares
+ F32 bfm = 0.f;
+ F32 bfb = 0.f;
for (U32 i = 0; i < wpf.size(); ++i)
{
- F32 lx = (wpf[i].mV[1]-bfb)/bfm;
- mShadowError.mV[j] += fabsf(wpf[i].mV[0]-lx);
+ wpf[i] -= center;
+ wpf[i].mV[0] = fabsf(wpf[i].mV[0]);
+ wpf[i].mV[2] = fabsf(wpf[i].mV[2]);
}
- mShadowError.mV[j] /= wpf.size();
- mShadowError.mV[j] /= size.mV[0];
+ if (!wpf.empty())
+ {
+ F32 sx = 0.f;
+ F32 sx2 = 0.f;
+ F32 sy = 0.f;
+ F32 sxy = 0.f;
+
+ for (U32 i = 0; i < wpf.size(); ++i)
+ {
+ sx += wpf[i].mV[0];
+ sx2 += wpf[i].mV[0]*wpf[i].mV[0];
+ sy += wpf[i].mV[1];
+ sxy += wpf[i].mV[0]*wpf[i].mV[1];
+ }
- if (mShadowError.mV[j] > gSavedSettings.getF32("RenderShadowErrorCutoff"))
- { //just use ortho projection
- mShadowFOV.mV[j] = -1.f;
- origin.clearVec();
- proj[j] = gl_ortho(min.mV[0], max.mV[0],
- min.mV[1], max.mV[1],
- -max.mV[2], -min.mV[2]);
+ bfm = (sy*sx-wpf.size()*sxy)/(sx*sx-wpf.size()*sx2);
+ bfb = (sx*sxy-sy*sx2)/(sx*sx-bfm*sx2);
}
- else
+
{
- //origin is where line x = 0;
- origin.setVec(0,bfb,0);
-
- F32 fovz = 1.f;
- F32 fovx = 1.f;
-
- LLVector3 zp;
- LLVector3 xp;
+ // best fit line is y=bfm*x+bfb
+
+ //find point that is furthest to the right of line
+ F32 off_x = -1.f;
+ LLVector3 lp;
for (U32 i = 0; i < wpf.size(); ++i)
{
- LLVector3 atz = wpf[i]-origin;
- atz.mV[0] = 0.f;
- atz.normVec();
- if (fovz > -atz.mV[1])
- {
- zp = wpf[i];
- fovz = -atz.mV[1];
- }
-
- LLVector3 atx = wpf[i]-origin;
- atx.mV[2] = 0.f;
- atx.normVec();
- if (fovx > -atx.mV[1])
+ //y = bfm*x+bfb
+ //x = (y-bfb)/bfm
+ F32 lx = (wpf[i].mV[1]-bfb)/bfm;
+
+ lx = wpf[i].mV[0]-lx;
+
+ if (off_x < lx)
{
- fovx = -atx.mV[1];
- xp = wpf[i];
+ off_x = lx;
+ lp = wpf[i];
}
}
- fovx = acos(fovx);
- fovz = acos(fovz);
+ //get line with slope bfm through lp
+ // bfb = y-bfm*x
+ bfb = lp.mV[1]-bfm*lp.mV[0];
- F32 cutoff = llmin(gSavedSettings.getF32("RenderShadowFOVCutoff"), 1.4f);
-
- mShadowFOV.mV[j] = fovx;
-
- if (fovx < cutoff && fovz > cutoff)
+ //calculate error
+ mShadowError.mV[j] = 0.f;
+
+ for (U32 i = 0; i < wpf.size(); ++i)
{
- //x is a good fit, but z is too big, move away from zp enough so that fovz matches cutoff
- F32 d = zp.mV[2]/tan(cutoff);
- F32 ny = zp.mV[1] + fabsf(d);
+ F32 lx = (wpf[i].mV[1]-bfb)/bfm;
+ mShadowError.mV[j] += fabsf(wpf[i].mV[0]-lx);
+ }
- origin.mV[1] = ny;
+ mShadowError.mV[j] /= wpf.size();
+ mShadowError.mV[j] /= size.mV[0];
- fovz = 1.f;
- fovx = 1.f;
+ if (mShadowError.mV[j] > RenderShadowErrorCutoff)
+ { //just use ortho projection
+ mShadowFOV.mV[j] = -1.f;
+ origin.clearVec();
+ proj[j] = gl_ortho(min.mV[0], max.mV[0],
+ min.mV[1], max.mV[1],
+ -max.mV[2], -min.mV[2]);
+ }
+ else
+ {
+ //origin is where line x = 0;
+ origin.setVec(0,bfb,0);
+
+ F32 fovz = 1.f;
+ F32 fovx = 1.f;
+
+ LLVector3 zp;
+ LLVector3 xp;
for (U32 i = 0; i < wpf.size(); ++i)
{
LLVector3 atz = wpf[i]-origin;
atz.mV[0] = 0.f;
atz.normVec();
- fovz = llmin(fovz, -atz.mV[1]);
-
+ if (fovz > -atz.mV[1])
+ {
+ zp = wpf[i];
+ fovz = -atz.mV[1];
+ }
+
LLVector3 atx = wpf[i]-origin;
atx.mV[2] = 0.f;
atx.normVec();
- fovx = llmin(fovx, -atx.mV[1]);
+ if (fovx > -atx.mV[1])
+ {
+ fovx = -atx.mV[1];
+ xp = wpf[i];
+ }
}
fovx = acos(fovx);
fovz = acos(fovz);
- mShadowFOV.mV[j] = cutoff;
- }
+ F32 cutoff = llmin((F32) RenderShadowFOVCutoff, 1.4f);
+
+ mShadowFOV.mV[j] = fovx;
+
+ if (fovx < cutoff && fovz > cutoff)
+ {
+ //x is a good fit, but z is too big, move away from zp enough so that fovz matches cutoff
+ F32 d = zp.mV[2]/tan(cutoff);
+ F32 ny = zp.mV[1] + fabsf(d);
+
+ origin.mV[1] = ny;
+
+ fovz = 1.f;
+ fovx = 1.f;
+
+ for (U32 i = 0; i < wpf.size(); ++i)
+ {
+ LLVector3 atz = wpf[i]-origin;
+ atz.mV[0] = 0.f;
+ atz.normVec();
+ fovz = llmin(fovz, -atz.mV[1]);
+
+ LLVector3 atx = wpf[i]-origin;
+ atx.mV[2] = 0.f;
+ atx.normVec();
+ fovx = llmin(fovx, -atx.mV[1]);
+ }
+
+ fovx = acos(fovx);
+ fovz = acos(fovz);
+
+ mShadowFOV.mV[j] = cutoff;
+ }
- origin += center;
+ origin += center;
- F32 ynear = -(max.mV[1]-origin.mV[1]);
- F32 yfar = -(min.mV[1]-origin.mV[1]);
+ F32 ynear = -(max.mV[1]-origin.mV[1]);
+ F32 yfar = -(min.mV[1]-origin.mV[1]);
- if (ynear < 0.1f) //keep a sensible near clip plane
- {
- F32 diff = 0.1f-ynear;
- origin.mV[1] += diff;
- ynear += diff;
- yfar += diff;
- }
+ if (ynear < 0.1f) //keep a sensible near clip plane
+ {
+ F32 diff = 0.1f-ynear;
+ origin.mV[1] += diff;
+ ynear += diff;
+ yfar += diff;
+ }
- if (fovx > cutoff)
- { //just use ortho projection
- origin.clearVec();
- mShadowError.mV[j] = -1.f;
- proj[j] = gl_ortho(min.mV[0], max.mV[0],
- min.mV[1], max.mV[1],
- -max.mV[2], -min.mV[2]);
- }
- else
- {
- //get perspective projection
- view[j] = view[j].inverse();
+ if (fovx > cutoff)
+ { //just use ortho projection
+ origin.clearVec();
+ mShadowError.mV[j] = -1.f;
+ proj[j] = gl_ortho(min.mV[0], max.mV[0],
+ min.mV[1], max.mV[1],
+ -max.mV[2], -min.mV[2]);
+ }
+ else
+ {
+ //get perspective projection
+ view[j] = view[j].inverse();
- glh::vec3f origin_agent(origin.mV);
+ glh::vec3f origin_agent(origin.mV);
- //translate view to origin
- view[j].mult_matrix_vec(origin_agent);
+ //translate view to origin
+ view[j].mult_matrix_vec(origin_agent);
- eye = LLVector3(origin_agent.v);
+ eye = LLVector3(origin_agent.v);
- if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- mShadowFrustOrigin[j] = eye;
- }
+ if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowFrustOrigin[j] = eye;
+ }
- view[j] = look(LLVector3(origin_agent.v), lightDir, -up);
+ view[j] = look(LLVector3(origin_agent.v), lightDir, -up);
- F32 fx = 1.f/tanf(fovx);
- F32 fz = 1.f/tanf(fovz);
+ F32 fx = 1.f/tanf(fovx);
+ F32 fz = 1.f/tanf(fovz);
- proj[j] = glh::matrix4f(-fx, 0, 0, 0,
- 0, (yfar+ynear)/(ynear-yfar), 0, (2.f*yfar*ynear)/(ynear-yfar),
- 0, 0, -fz, 0,
- 0, -1.f, 0, 0);
+ proj[j] = glh::matrix4f(-fx, 0, 0, 0,
+ 0, (yfar+ynear)/(ynear-yfar), 0, (2.f*yfar*ynear)/(ynear-yfar),
+ 0, 0, -fz, 0,
+ 0, -1.f, 0, 0);
+ }
}
}
- }
- //shadow_cam.setFar(128.f);
- shadow_cam.setOriginAndLookAt(eye, up, center);
+ //shadow_cam.setFar(128.f);
+ shadow_cam.setOriginAndLookAt(eye, up, center);
- shadow_cam.setOrigin(0,0,0);
+ shadow_cam.setOrigin(0,0,0);
- glh_set_current_modelview(view[j]);
- glh_set_current_projection(proj[j]);
+ glh_set_current_modelview(view[j]);
+ glh_set_current_projection(proj[j]);
- LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
+ LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
- //shadow_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR);
- shadow_cam.getAgentPlane(LLCamera::AGENT_PLANE_NEAR).set(shadow_near_clip);
+ //shadow_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR);
+ shadow_cam.getAgentPlane(LLCamera::AGENT_PLANE_NEAR).set(shadow_near_clip);
- //translate and scale to from [-1, 1] to [0, 1]
- glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f,
- 0.f, 0.5f, 0.f, 0.5f,
- 0.f, 0.f, 0.5f, 0.5f,
- 0.f, 0.f, 0.f, 1.f);
+ //translate and scale to from [-1, 1] to [0, 1]
+ glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f,
+ 0.f, 0.5f, 0.f, 0.5f,
+ 0.f, 0.f, 0.5f, 0.5f,
+ 0.f, 0.f, 0.f, 1.f);
- glh_set_current_modelview(view[j]);
- glh_set_current_projection(proj[j]);
+ glh_set_current_modelview(view[j]);
+ glh_set_current_projection(proj[j]);
- for (U32 i = 0; i < 16; i++)
- {
- gGLLastModelView[i] = mShadowModelview[j].m[i];
- gGLLastProjection[i] = mShadowProjection[j].m[i];
- }
+ for (U32 i = 0; i < 16; i++)
+ {
+ gGLLastModelView[i] = mShadowModelview[j].m[i];
+ gGLLastProjection[i] = mShadowProjection[j].m[i];
+ }
- mShadowModelview[j] = view[j];
- mShadowProjection[j] = proj[j];
+ mShadowModelview[j] = view[j];
+ mShadowProjection[j] = proj[j];
- mSunShadowMatrix[j] = trans*proj[j]*view[j]*inv_view;
+ mSunShadowMatrix[j] = trans*proj[j]*view[j]*inv_view;
- stop_glerror();
+ stop_glerror();
- mShadow[j].bindTarget();
- mShadow[j].getViewport(gGLViewport);
- mShadow[j].clear();
+ mShadow[j].bindTarget();
+ mShadow[j].getViewport(gGLViewport);
+ mShadow[j].clear();
- {
- static LLCullResult result[4];
+ {
+ static LLCullResult result[4];
- //LLGLEnable enable(GL_DEPTH_CLAMP_NV);
- renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE);
- }
+ //LLGLEnable enable(GL_DEPTH_CLAMP_NV);
+ renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE);
+ }
- mShadow[j].flush();
+ mShadow[j].flush();
- if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
- mShadowCamera[j+4] = shadow_cam;
+ if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
+ mShadowCamera[j+4] = shadow_cam;
+ }
}
}
//hack to disable projector shadows
- bool gen_shadow = gSavedSettings.getS32("RenderShadowDetail") > 1;
+ bool gen_shadow = RenderShadowDetail > 1;
if (gen_shadow)
{
@@ -9457,7 +9268,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
}
- if (!gSavedSettings.getBOOL("CameraOffset"))
+ if (!CameraOffset)
{
glh_set_current_modelview(saved_view);
glh_set_current_projection(saved_proj);
@@ -9466,10 +9277,10 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
{
glh_set_current_modelview(view[1]);
glh_set_current_projection(proj[1]);
- glLoadMatrixf(view[1].m);
- glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(proj[1].m);
- glMatrixMode(GL_MODELVIEW);
+ gGL.loadMatrix(view[1].m);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.loadMatrix(proj[1].m);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
gGL.setColorMask(true, false);
@@ -9480,6 +9291,11 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
}
popRenderTypeMask();
+
+ if (!skip_avatar_update)
+ {
+ gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode());
+ }
}
void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, U32 mask, BOOL texture)
@@ -9601,24 +9417,24 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
tdim.mV[0] = fabsf(half_height.dot3(left).getF32());
tdim.mV[1] = fabsf(half_height.dot3(up).getF32());
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
F32 distance = (pos-camera.getOrigin()).length();
F32 fov = atanf(tdim.mV[1]/distance)*2.f*RAD_TO_DEG;
F32 aspect = tdim.mV[0]/tdim.mV[1];
glh::matrix4f persp = gl_perspective(fov, aspect, 1.f, 256.f);
glh_set_current_projection(persp);
- glLoadMatrixf(persp.m);
+ gGL.loadMatrix(persp.m);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
glh::matrix4f mat;
camera.getOpenGLTransform(mat.m);
mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat;
- glLoadMatrixf(mat.m);
+ gGL.loadMatrix(mat.m);
glh_set_current_modelview(mat);
glClearColor(0.0f,0.0f,0.0f,0.0f);
@@ -9686,14 +9502,19 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
gGL.flush();
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
static const F32 clip_plane = 0.99999f;
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+
gGL.color4ub(64,64,64,255);
gGL.begin(LLRender::QUADS);
gGL.vertex3f(-1, -1, clip_plane);
@@ -9703,9 +9524,14 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
gGL.end();
gGL.flush();
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.unbind();
+ }
+
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
}
avatar->mImpostor.flush();
@@ -9719,10 +9545,10 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
sShadowRender = FALSE;
popRenderTypeMask();
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
avatar->mNeedsImpostorUpdate = FALSE;
avatar->cacheImpostorValues();
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index 0661de8cec..8b6532ca25 100644
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -72,7 +72,7 @@ BOOL compute_min_max(LLMatrix4& box, LLVector2& min, LLVector2& max); // Shouldn
bool LLRayAABB(const LLVector3 &center, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon = 0);
BOOL setup_hud_matrices(); // use whole screen to render hud
BOOL setup_hud_matrices(const LLRect& screen_region); // specify portion of screen (in pixels) to render hud attachments from (for picking)
-glh::matrix4f glh_copy_matrix(GLdouble* src);
+glh::matrix4f glh_copy_matrix(F32* src);
glh::matrix4f glh_get_current_modelview();
void glh_set_current_modelview(const glh::matrix4f& mat);
glh::matrix4f glh_get_current_projection();
@@ -248,7 +248,7 @@ public:
void renderGeomDeferred(LLCamera& camera);
void renderGeomPostDeferred(LLCamera& camera);
void renderGeomShadow(LLCamera& camera);
- void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0, LLRenderTarget* gi_source = NULL, LLRenderTarget* last_gi_post = NULL, U32 noise_map = 0xFFFFFFFF);
+ void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0, U32 noise_map = 0xFFFFFFFF);
void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep);
void unbindDeferredShader(LLGLSLShader& shader);
@@ -262,7 +262,6 @@ public:
void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, BOOL use_shader = TRUE, BOOL use_occlusion = TRUE);
- void generateGI(LLCamera& camera, LLVector3& lightDir, std::vector<LLVector3>& vpc);
void renderHighlights();
void renderDebug();
void renderPhysicsDisplay();
@@ -361,6 +360,7 @@ public:
static void updateRenderDeferred();
static void refreshRenderDeferred();
+ static void refreshCachedSettings();
static void throttleNewMemoryAllocation(BOOL disable);
@@ -531,15 +531,16 @@ public:
LLRenderTarget mScreen;
LLRenderTarget mUIScreen;
LLRenderTarget mDeferredScreen;
+ LLRenderTarget mFXAABuffer;
LLRenderTarget mEdgeMap;
LLRenderTarget mDeferredDepth;
- LLRenderTarget mDeferredLight[3];
- LLRenderTarget mGIMap;
- LLRenderTarget mGIMapPost[2];
- LLRenderTarget mLuminanceMap;
+ LLRenderTarget mDeferredLight;
LLRenderTarget mHighlight;
LLRenderTarget mPhysicsDisplay;
+ //utility buffer for rendering post effects, gets abused by renderDeferredLighting
+ LLPointer<LLVertexBuffer> mDeferredVB;
+
//sun shadow map
LLRenderTarget mShadow[6];
std::vector<LLVector3> mShadowFrustPoints[4];
@@ -585,6 +586,7 @@ public:
LLColor4 mSunDiffuse;
LLVector3 mSunDir;
+ LLVector3 mTransformedSunDir;
BOOL mInitialized;
BOOL mVertexShadersEnabled;
@@ -770,6 +772,81 @@ public:
//debug use
static U32 sCurRenderPoolType ;
+
+ //cached settings
+ static BOOL WindLightUseAtmosShaders;
+ static BOOL VertexShaderEnable;
+ static BOOL RenderAvatarVP;
+ static BOOL RenderDeferred;
+ static F32 RenderDeferredSunWash;
+ static U32 RenderFSAASamples;
+ static U32 RenderResolutionDivisor;
+ static BOOL RenderUIBuffer;
+ static S32 RenderShadowDetail;
+ static BOOL RenderDeferredSSAO;
+ static F32 RenderShadowResolutionScale;
+ static BOOL RenderLocalLights;
+ static BOOL RenderDelayCreation;
+ static BOOL RenderAnimateRes;
+ static BOOL FreezeTime;
+ static S32 DebugBeaconLineWidth;
+ static F32 RenderHighlightBrightness;
+ static LLColor4 RenderHighlightColor;
+ static F32 RenderHighlightThickness;
+ static BOOL RenderSpotLightsInNondeferred;
+ static LLColor4 PreviewAmbientColor;
+ static LLColor4 PreviewDiffuse0;
+ static LLColor4 PreviewSpecular0;
+ static LLColor4 PreviewDiffuse1;
+ static LLColor4 PreviewSpecular1;
+ static LLColor4 PreviewDiffuse2;
+ static LLColor4 PreviewSpecular2;
+ static LLVector3 PreviewDirection0;
+ static LLVector3 PreviewDirection1;
+ static LLVector3 PreviewDirection2;
+ static F32 RenderGlowMinLuminance;
+ static F32 RenderGlowMaxExtractAlpha;
+ static F32 RenderGlowWarmthAmount;
+ static LLVector3 RenderGlowLumWeights;
+ static LLVector3 RenderGlowWarmthWeights;
+ static S32 RenderGlowResolutionPow;
+ static S32 RenderGlowIterations;
+ static F32 RenderGlowWidth;
+ static F32 RenderGlowStrength;
+ static BOOL RenderDepthOfField;
+ static F32 CameraFocusTransitionTime;
+ static F32 CameraFNumber;
+ static F32 CameraFocalLength;
+ static F32 CameraFieldOfView;
+ static F32 RenderShadowNoise;
+ static F32 RenderShadowBlurSize;
+ static F32 RenderSSAOScale;
+ static U32 RenderSSAOMaxScale;
+ static F32 RenderSSAOFactor;
+ static LLVector3 RenderSSAOEffect;
+ static F32 RenderShadowOffsetError;
+ static F32 RenderShadowBiasError;
+ static F32 RenderShadowOffset;
+ static F32 RenderShadowBias;
+ static F32 RenderSpotShadowOffset;
+ static F32 RenderSpotShadowBias;
+ static F32 RenderEdgeDepthCutoff;
+ static F32 RenderEdgeNormCutoff;
+ static LLVector3 RenderShadowGaussian;
+ static F32 RenderShadowBlurDistFactor;
+ static BOOL RenderDeferredAtmospheric;
+ static S32 RenderReflectionDetail;
+ static F32 RenderHighlightFadeTime;
+ static LLVector3 RenderShadowClipPlanes;
+ static LLVector3 RenderShadowOrthoClipPlanes;
+ static LLVector3 RenderShadowNearDist;
+ static F32 RenderFarClip;
+ static LLVector3 RenderShadowSplitExponent;
+ static F32 RenderShadowErrorCutoff;
+ static F32 RenderShadowFOVCutoff;
+ static BOOL CameraOffset;
+ static F32 CameraMaxCoF;
+ static F32 CameraDoFResScale;
};
void render_bbox(const LLVector3 &min, const LLVector3 &max);
diff --git a/indra/newview/skins/default/xui/da/floater_buy_currency.xml b/indra/newview/skins/default/xui/da/floater_buy_currency.xml
index ec47b2f445..3c0428b2b0 100644
--- a/indra/newview/skins/default/xui/da/floater_buy_currency.xml
+++ b/indra/newview/skins/default/xui/da/floater_buy_currency.xml
@@ -46,7 +46,7 @@
L$ [AMT]
</text>
<text name="currency_links">
- [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] | [http://www.secondlife.com/my/account/exchange_rates.php exchange rate]
+ [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency]
</text>
<text name="exchange_rate_note">
Indtast beløbet for at se nyeste valutakurs.
diff --git a/indra/newview/skins/default/xui/de/floater_buy_currency.xml b/indra/newview/skins/default/xui/de/floater_buy_currency.xml
index 38321b7906..e766b622f7 100644
--- a/indra/newview/skins/default/xui/de/floater_buy_currency.xml
+++ b/indra/newview/skins/default/xui/de/floater_buy_currency.xml
@@ -46,7 +46,7 @@
[AMT] L$
</text>
<text name="currency_links">
- [http://www.secondlife.com/my/account/payment_method_management.php?lang=de-DE Zahlungsart] | [http://www.secondlife.com/my/account/currency.php?lang=de-DE Währung] | [http://www.secondlife.com/my/account/exchange_rates.php?lang=de-DE Umtauschrate]
+ [http://www.secondlife.com/my/account/payment_method_management.php?lang=de-DE Zahlungsart] | [http://www.secondlife.com/my/account/currency.php?lang=de-DE Währung]
</text>
<text name="exchange_rate_note">
Geben Sie den Betrag erneut ein, um die aktuellste Umtauschrate anzuzeigen.
diff --git a/indra/newview/skins/default/xui/en/floater_about.xml b/indra/newview/skins/default/xui/en/floater_about.xml
index 36af475824..c7e9ec781d 100644
--- a/indra/newview/skins/default/xui/en/floater_about.xml
+++ b/indra/newview/skins/default/xui/en/floater_about.xml
@@ -196,34 +196,36 @@ Dummy Name replaced at run time
top="5"
width="435"
word_wrap="true">
-3Dconnexion SDK Copyright (C) 1992-2007 3Dconnexion
-APR Copyright (C) 2000-2004 The Apache Software Foundation
-Collada DOM Copyright 2005 Sony Computer Entertainment Inc.
-cURL Copyright (C) 1996-2002, Daniel Stenberg, (daniel@haxx.se)
-DBus/dbus-glib Copyright (C) 2002, 2003 CodeFactory AB / Copyright (C) 2003, 2004 Red Hat, Inc.
-expat Copyright (C) 1998, 1999, 2000 Thai Open Source Software Center Ltd.
-FreeType Copyright (C) 1996-2002, The FreeType Project (www.freetype.org).
-GL Copyright (C) 1999-2004 Brian Paul.
-GLOD Copyright (C) 2003-04 Jonathan Cohen, Nat Duca, Chris Niski, Johns Hopkins University and David Luebke, Brenden Schubert, University of Virginia.
-google-perftools Copyright (c) 2005, Google Inc.
-Havok.com(TM) Copyright (C) 1999-2001, Telekinesys Research Limited.
-jpeg2000 Copyright (C) 2001, David Taubman, The University of New South Wales (UNSW)
-jpeglib Copyright (C) 1991-1998, Thomas G. Lane.
-ogg/vorbis Copyright (C) 2001, Xiphophorus
-OpenSSL Copyright (C) 1998-2002 The OpenSSL Project.
-PCRE Copyright (c) 1997-2008 University of Cambridge
-SDL Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga
-SSLeay Copyright (C) 1995-1998 Eric Young (eay@cryptsoft.com)
-xmlrpc-epi Copyright (C) 2000 Epinions, Inc.
-zlib Copyright (C) 1995-2002 Jean-loup Gailly and Mark Adler.
-google-perftools Copyright (c) 2005, Google Inc.
+ 3Dconnexion SDK Copyright (C) 1992-2007 3Dconnexion
+ APR Copyright (C) 2000-2004 The Apache Software Foundation
+ Collada DOM Copyright 2005 Sony Computer Entertainment Inc.
+ cURL Copyright (C) 1996-2002, Daniel Stenberg, (daniel@haxx.se)
+ DBus/dbus-glib Copyright (C) 2002, 2003 CodeFactory AB / Copyright (C) 2003, 2004 Red Hat, Inc.
+ expat Copyright (C) 1998, 1999, 2000 Thai Open Source Software Center Ltd.
+ FreeType Copyright (C) 1996-2002, The FreeType Project (www.freetype.org).
+ GL Copyright (C) 1999-2004 Brian Paul.
+ GLOD Copyright (C) 2003-04 Jonathan Cohen, Nat Duca, Chris Niski, Johns Hopkins University and David Luebke, Brenden Schubert, University of Virginia.
+ google-perftools Copyright (c) 2005, Google Inc.
+ Havok.com(TM) Copyright (C) 1999-2001, Telekinesys Research Limited.
+ jpeg2000 Copyright (C) 2001, David Taubman, The University of New South Wales (UNSW)
+ jpeglib Copyright (C) 1991-1998, Thomas G. Lane.
+ ogg/vorbis Copyright (C) 2001, Xiphophorus
+ OpenSSL Copyright (C) 1998-2002 The OpenSSL Project.
+ PCRE Copyright (c) 1997-2008 University of Cambridge
+ SDL Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga
+ SSLeay Copyright (C) 1995-1998 Eric Young (eay@cryptsoft.com)
+ xmlrpc-epi Copyright (C) 2000 Epinions, Inc.
+ zlib Copyright (C) 1995-2002 Jean-loup Gailly and Mark Adler.
+ google-perftools Copyright (c) 2005, Google Inc.
-Second Life Viewer uses Havok (TM) Physics. (c)Copyright 1999-2010 Havok.com Inc. (and its Licensors). All Rights Reserved. See www.havok.com for details.
+ Second Life Viewer uses Havok (TM) Physics. (c)Copyright 1999-2010 Havok.com Inc. (and its Licensors). All Rights Reserved. See www.havok.com for details.
-All rights reserved. See licenses.txt for details.
+ This software contains source code provided by NVIDIA Corporation.
-Voice chat Audio coding: Polycom(R) Siren14(TM) (ITU-T Rec. G.722.1 Annex C)
- </text_editor>
+ All rights reserved. See licenses.txt for details.
+
+ Voice chat Audio coding: Polycom(R) Siren14(TM) (ITU-T Rec. G.722.1 Annex C)
+ </text_editor>
</panel>
</tab_container>
</floater>
diff --git a/indra/newview/skins/default/xui/en/floater_buy_currency.xml b/indra/newview/skins/default/xui/en/floater_buy_currency.xml
index 49ca6cc8ba..6afa24d04a 100644
--- a/indra/newview/skins/default/xui/en/floater_buy_currency.xml
+++ b/indra/newview/skins/default/xui/en/floater_buy_currency.xml
@@ -224,7 +224,7 @@
width="300"
height="30"
name="currency_links">
- [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] | [http://www.secondlife.com/my/account/exchange_rates.php exchange rate]
+ [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency]
</text>
<text
type="string"
diff --git a/indra/newview/skins/default/xui/en/floater_hardware_settings.xml b/indra/newview/skins/default/xui/en/floater_hardware_settings.xml
index 05f4c52b95..66bb9d3cea 100644
--- a/indra/newview/skins/default/xui/en/floater_hardware_settings.xml
+++ b/indra/newview/skins/default/xui/en/floater_hardware_settings.xml
@@ -35,7 +35,7 @@
height="12"
layout="topleft"
left="10"
- name="Antialiasing:"
+ name="antialiasing label"
top_pad="7"
width="188">
Antialiasing:
diff --git a/indra/newview/skins/default/xui/en/floater_model_preview.xml b/indra/newview/skins/default/xui/en/floater_model_preview.xml
index fbaf4f0a8a..eebc5ddc72 100755..100644
--- a/indra/newview/skins/default/xui/en/floater_model_preview.xml
+++ b/indra/newview/skins/default/xui/en/floater_model_preview.xml
@@ -6,6 +6,7 @@
<string name="status_idle"></string>
<string name="status_parse_error">Error: Dae parsing issue - see log for details.</string>
+ <string name="status_material_mismatch">Error: Material of model is not a subset of reference model.</string>
<string name="status_reading_file">Loading...</string>
<string name="status_generating_meshes">Generating Meshes...</string>
<string name="status_vertex_number_overflow">Error: Vertex number is more than 65534, aborted!</string>
@@ -789,7 +790,7 @@
<check_box name="physics_use_hull" follows="left|top" width="130" left_pad="5" height="20" label="Use Convex Hull"/> -->
</panel>
- <!-- ==== STEP 2: Analyse ==== -->
+ <!-- ==== STEP 2: Analyze ==== -->
<view_border
bevel_style="none"
follows="top|left"
@@ -818,7 +819,7 @@
name="method_label"
text_color="White"
top_pad="0">
- Step 2: Analyse
+ Step 2: Analyze
</text>
<text
follows="top|left"
diff --git a/indra/newview/skins/default/xui/en/floater_snapshot.xml b/indra/newview/skins/default/xui/en/floater_snapshot.xml
index 85f65dedd3..61f2e7e72d 100644
--- a/indra/newview/skins/default/xui/en/floater_snapshot.xml
+++ b/indra/newview/skins/default/xui/en/floater_snapshot.xml
@@ -10,7 +10,7 @@
name="Snapshot"
help_topic="snapshot"
save_rect="true"
- save_visibility="true"
+ save_visibility="false"
title="SNAPSHOT PREVIEW"
width="470">
<floater.string
diff --git a/indra/newview/skins/default/xui/en/floater_world_map.xml b/indra/newview/skins/default/xui/en/floater_world_map.xml
index 4314c8a9e2..56d79f62c7 100644
--- a/indra/newview/skins/default/xui/en/floater_world_map.xml
+++ b/indra/newview/skins/default/xui/en/floater_world_map.xml
@@ -468,7 +468,7 @@
left="3"
top_pad="7"
mouse_opaque="true"
- name="region_icon"
+ name="location_icon"
width="16" />
<search_editor
follows="top|right"
diff --git a/indra/newview/skins/default/xui/en/menu_login.xml b/indra/newview/skins/default/xui/en/menu_login.xml
index 80e310a873..8ac1ac9e09 100644
--- a/indra/newview/skins/default/xui/en/menu_login.xml
+++ b/indra/newview/skins/default/xui/en/menu_login.xml
@@ -167,13 +167,6 @@
function="Floater.Show"
parameter="message_critical" />
</menu_item_call>
- <menu_item_call
- label="Media Browser Test"
- name="Web Browser Test">
- <menu_item_call.on_click
- function="Advanced.WebBrowserTest"
- parameter="http://join.secondlife.com/"/>
- </menu_item_call>
<menu_item_call
label="Web Content Floater Debug Test"
name="Web Content Floater Debug Test">
diff --git a/indra/newview/skins/default/xui/en/menu_viewer.xml b/indra/newview/skins/default/xui/en/menu_viewer.xml
index 263d961be1..c8c1922bf6 100644
--- a/indra/newview/skins/default/xui/en/menu_viewer.xml
+++ b/indra/newview/skins/default/xui/en/menu_viewer.xml
@@ -533,6 +533,14 @@
function="World.EnvSettings"
parameter="midnight" />
</menu_item_call>
+ <menu_item_separator/>
+ <menu_item_call
+ label="Use Region Settings"
+ name="Use Region Settings">
+ <menu_item_call.on_click
+ function="World.EnvSettings"
+ parameter="region" />
+ </menu_item_call>
</menu>
@@ -2569,19 +2577,6 @@
<menu_item_check.on_enable
function="Advanced.EnableRenderDeferredOptions" />
</menu_item_check>
- <menu_item_check
- label=" Global Illumination (experimental)"
- name="Global Illumination">
- <menu_item_check.on_check
- function="CheckControl"
- parameter="RenderDeferredGI" />
- <menu_item_check.on_click
- function="ToggleControl"
- parameter="RenderDeferredGI" />
- <menu_item_check.on_enable
- function="Advanced.EnableRenderDeferredOptions" />
- </menu_item_check>
-
<menu_item_separator />
<menu_item_check
diff --git a/indra/newview/skins/default/xui/en/panel_postcard_settings.xml b/indra/newview/skins/default/xui/en/panel_postcard_settings.xml
index 84e3593798..aebbc51be1 100644
--- a/indra/newview/skins/default/xui/en/panel_postcard_settings.xml
+++ b/indra/newview/skins/default/xui/en/panel_postcard_settings.xml
@@ -34,69 +34,104 @@
name="Custom"
value="[i-1,i-1]" />
</combo_box>
- <spinner
- allow_text_entry="false"
- decimal_digits="0"
- follows="left|top"
- height="20"
- increment="32"
- label="Width"
- label_width="40"
- layout="topleft"
- left="10"
- max_val="6016"
- min_val="32"
- name="postcard_snapshot_width"
+ <layout_stack
+ animate="false"
+ follows="all"
+ height="275"
+ layout="bottomleft"
+ name="postcard_image_params_ls"
+ left_delta="0"
+ orientation="vertical"
top_pad="10"
- width="95" />
- <spinner
- allow_text_entry="false"
- decimal_digits="0"
- follows="left|top"
- height="20"
- increment="32"
- label="Height"
- label_width="40"
- layout="topleft"
- left_pad="5"
- max_val="6016"
- min_val="32"
- name="postcard_snapshot_height"
- top_delta="0"
- width="95" />
- <check_box
- bottom_delta="20"
- follows="left|top"
- label="Constrain proportions"
- layout="topleft"
- left="10"
- name="postcard_keep_aspect_check" />
- <slider
- decimal_digits="0"
- follows="left|top"
- height="15"
- increment="1"
- initial_value="75"
- label="Image quality"
- label_width="80"
- layout="topleft"
- left="10"
- max_val="100"
- name="image_quality_slider"
- top_pad="7"
- width="200" />
- <text
- type="string"
- follows="left|top"
- font="SansSerifSmall"
- length="1"
- height="14"
- layout="topleft"
- left_pad="-5"
- halign="left"
- name="image_quality_level"
- top_delta="0"
- width="60">
- ([QLVL])
- </text>
+ right="-10">
+ <layout_panel
+ follows="top|left|right"
+ height="60"
+ layout="topleft"
+ left="0"
+ name="postcard_image_size_lp"
+ user_resize="false"
+ auto_resize="false"
+ top="0"
+ right="-1"
+ visible="true">
+ <spinner
+ allow_text_entry="false"
+ decimal_digits="0"
+ follows="left|top"
+ height="20"
+ increment="32"
+ label="Width"
+ label_width="40"
+ layout="topleft"
+ left="10"
+ max_val="6016"
+ min_val="32"
+ name="postcard_snapshot_width"
+ top_pad="10"
+ width="95" />
+ <spinner
+ allow_text_entry="false"
+ decimal_digits="0"
+ follows="left|top"
+ height="20"
+ increment="32"
+ label="Height"
+ label_width="40"
+ layout="topleft"
+ left_pad="5"
+ max_val="6016"
+ min_val="32"
+ name="postcard_snapshot_height"
+ top_delta="0"
+ width="95" />
+ <check_box
+ bottom_delta="20"
+ follows="left|top"
+ label="Constrain proportions"
+ layout="topleft"
+ left="10"
+ name="postcard_keep_aspect_check" />
+ </layout_panel>
+ <layout_panel
+ follows="top|left|right"
+ height="23"
+ layout="topleft"
+ left="0"
+ name="postcard_image_format_quality_lp"
+ user_resize="false"
+ auto_resize="true"
+ top="0"
+ right="-1"
+ visible="true">
+ <slider
+ decimal_digits="0"
+ follows="left|top"
+ height="15"
+ increment="1"
+ initial_value="75"
+ label="Image quality"
+ label_width="80"
+ layout="topleft"
+ left="10"
+ max_val="100"
+ name="image_quality_slider"
+ top_pad="7"
+ width="200" />
+ <text
+ type="string"
+ follows="left|top"
+ font="SansSerifSmall"
+ length="1"
+ height="14"
+ layout="topleft"
+ left_pad="-5"
+ halign="left"
+ name="image_quality_level"
+ top_delta="0"
+ width="60">
+ ([QLVL])
+ </text>
+ </layout_panel>
+ </layout_stack>
</panel>
diff --git a/indra/newview/skins/default/xui/en/panel_snapshot_local.xml b/indra/newview/skins/default/xui/en/panel_snapshot_local.xml
index 30403a21dd..ae0215a578 100644
--- a/indra/newview/skins/default/xui/en/panel_snapshot_local.xml
+++ b/indra/newview/skins/default/xui/en/panel_snapshot_local.xml
@@ -80,93 +80,128 @@
name="Custom"
value="[i-1,i-1]" />
</combo_box>
- <spinner
- allow_text_entry="false"
- decimal_digits="0"
- follows="left|top"
- height="20"
- increment="32"
- label="Width"
- label_width="40"
- layout="topleft"
- left="10"
- max_val="6016"
- min_val="32"
- name="local_snapshot_width"
- top_pad="10"
- width="95" />
- <spinner
- allow_text_entry="false"
- decimal_digits="0"
- follows="left|top"
- height="20"
- increment="32"
- label="Height"
- label_width="40"
- layout="topleft"
- left_pad="5"
- max_val="6016"
- min_val="32"
- name="local_snapshot_height"
- top_delta="0"
- width="95" />
- <check_box
- bottom_delta="20"
- follows="left|top"
- label="Constrain proportions"
- layout="topleft"
- left="10"
- name="local_keep_aspect_check" />
- <combo_box
- follows="left|top"
- height="23"
- label="Format"
- layout="topleft"
+ <layout_stack
+ animate="false"
+ follows="all"
+ height="275"
+ layout="bottomleft"
+ name="local_image_params_ls"
left_delta="0"
- name="local_format_combo"
+ orientation="vertical"
top_pad="10"
- width="120">
- <combo_box.item
- label="PNG (Lossless)"
- name="PNG"
- value="PNG" />
- <combo_box.item
- label="JPEG"
- name="JPEG"
- value="JPEG" />
- <combo_box.item
- label="BMP (Lossless)"
- name="BMP"
- value="BMP" />
- </combo_box>
- <slider
- decimal_digits="0"
- follows="left|top"
- height="15"
- increment="1"
- initial_value="75"
- label="Image quality"
- label_width="80"
- layout="topleft"
- left="10"
- max_val="100"
- name="image_quality_slider"
- top_pad="7"
- width="200" />
- <text
- type="string"
- follows="left|top"
- font="SansSerifSmall"
- length="1"
- height="14"
- layout="topleft"
- left_pad="-5"
- halign="left"
- name="image_quality_level"
- top_delta="0"
- width="60">
- ([QLVL])
- </text>
+ right="-10">
+ <layout_panel
+ follows="top|left|right"
+ height="60"
+ layout="topleft"
+ left="0"
+ name="local_image_size_lp"
+ user_resize="false"
+ auto_resize="false"
+ top="0"
+ right="-1"
+ visible="true">
+ <spinner
+ allow_text_entry="false"
+ decimal_digits="0"
+ follows="left|top"
+ height="20"
+ increment="32"
+ label="Width"
+ label_width="40"
+ layout="topleft"
+ left="10"
+ max_val="6016"
+ min_val="32"
+ name="local_snapshot_width"
+ top_pad="10"
+ width="95" />
+ <spinner
+ allow_text_entry="false"
+ decimal_digits="0"
+ follows="left|top"
+ height="20"
+ increment="32"
+ label="Height"
+ label_width="40"
+ layout="topleft"
+ left_pad="5"
+ max_val="6016"
+ min_val="32"
+ name="local_snapshot_height"
+ top_delta="0"
+ width="95" />
+ <check_box
+ bottom_delta="20"
+ follows="left|top"
+ label="Constrain proportions"
+ layout="topleft"
+ left="10"
+ name="local_keep_aspect_check" />
+ </layout_panel>
+ <layout_panel
+ follows="top|left|right"
+ height="23"
+ layout="topleft"
+ left="0"
+ name="local_image_format_quality_lp"
+ user_resize="false"
+ auto_resize="true"
+ top="0"
+ right="-1"
+ visible="true">
+ <combo_box
+ follows="left|top"
+ height="23"
+ label="Format"
+ layout="topleft"
+ left_delta="0"
+ name="local_format_combo"
+ top_pad="0"
+ width="120">
+ <combo_box.item
+ label="PNG (Lossless)"
+ name="PNG"
+ value="PNG" />
+ <combo_box.item
+ label="JPEG"
+ name="JPEG"
+ value="JPEG" />
+ <combo_box.item
+ label="BMP (Lossless)"
+ name="BMP"
+ value="BMP" />
+ </combo_box>
+ <slider
+ decimal_digits="0"
+ follows="left|top"
+ height="15"
+ increment="1"
+ initial_value="75"
+ label="Image quality"
+ label_width="80"
+ layout="topleft"
+ left="10"
+ max_val="100"
+ name="image_quality_slider"
+ top_pad="7"
+ width="200" />
+ <text
+ type="string"
+ follows="left|top"
+ font="SansSerifSmall"
+ length="1"
+ height="14"
+ layout="topleft"
+ left_pad="-5"
+ halign="left"
+ name="image_quality_level"
+ top_delta="0"
+ width="60">
+ ([QLVL])
+ </text>
+ </layout_panel>
+ </layout_stack>
<button
follows="right|bottom"
height="23"
diff --git a/indra/newview/skins/default/xui/en/panel_snapshot_profile.xml b/indra/newview/skins/default/xui/en/panel_snapshot_profile.xml
index ee79a4b3b8..91ac9ad658 100644
--- a/indra/newview/skins/default/xui/en/panel_snapshot_profile.xml
+++ b/indra/newview/skins/default/xui/en/panel_snapshot_profile.xml
@@ -68,76 +68,111 @@
name="Custom"
value="[i-1,i-1]" />
</combo_box>
- <spinner
- allow_text_entry="false"
- decimal_digits="0"
- follows="left|top"
- height="20"
- increment="32"
- label="Width"
- label_width="40"
- layout="topleft"
- left="10"
- max_val="6016"
- min_val="32"
- name="profile_snapshot_width"
- top_pad="10"
- width="95" />
- <spinner
- allow_text_entry="false"
- decimal_digits="0"
- follows="left|top"
- height="20"
- increment="32"
- label="Height"
- label_width="40"
- layout="topleft"
- left_pad="5"
- max_val="6016"
- min_val="32"
- name="profile_snapshot_height"
- top_delta="0"
- width="95" />
- <check_box
- bottom_delta="20"
- label="Constrain proportions"
- layout="topleft"
- left="10"
- name="profile_keep_aspect_check" />
- <text
- length="1"
- follows="top|left|right"
- font="SansSerif"
- height="16"
- layout="topleft"
- left="12"
- name="caption_label"
- right="-10"
- top_pad="10"
- type="string">
- Caption:
- </text>
- <text_editor
+ <layout_stack
+ animate="false"
follows="all"
- height="160"
- layout="topleft"
+ height="270"
+ layout="bottomleft"
+ name="profile_image_params_ls"
left_delta="0"
- length="1"
- max_length="700"
- name="caption"
- right="-10"
- top_pad="5"
- type="string"
- word_wrap="true">
- </text_editor>
- <check_box
- follows="left|bottom"
- initial_value="true"
- label="Include location"
- layout="topleft"
- left_delta="0"
- name="add_location_cb"
- top_pad="15" />
+ orientation="vertical"
+ top_pad="10"
+ right="-10">
+ <layout_panel
+ follows="top|left|right"
+ height="55"
+ layout="topleft"
+ left="0"
+ name="profile_image_size_lp"
+ user_resize="false"
+ auto_resize="false"
+ top="0"
+ right="-1"
+ visible="true">
+ <spinner
+ allow_text_entry="false"
+ decimal_digits="0"
+ follows="left|top"
+ height="20"
+ increment="32"
+ label="Width"
+ label_width="40"
+ layout="topleft"
+ left="10"
+ max_val="6016"
+ min_val="32"
+ name="profile_snapshot_width"
+ top_pad="10"
+ width="95" />
+ <spinner
+ allow_text_entry="false"
+ decimal_digits="0"
+ follows="left|top"
+ height="20"
+ increment="32"
+ label="Height"
+ label_width="40"
+ layout="topleft"
+ left_pad="5"
+ max_val="6016"
+ min_val="32"
+ name="profile_snapshot_height"
+ top_delta="0"
+ width="95" />
+ <check_box
+ bottom_delta="20"
+ label="Constrain proportions"
+ layout="topleft"
+ left="10"
+ name="profile_keep_aspect_check" />
+ </layout_panel>
+ <layout_panel
+ follows="top|left|right"
+ height="200"
+ layout="topleft"
+ left="0"
+ name="profile_image_metadata_lp"
+ user_resize="false"
+ auto_resize="true"
+ top="0"
+ right="-1"
+ visible="true">
+ <text
+ length="1"
+ follows="top|left|right"
+ font="SansSerif"
+ height="16"
+ layout="topleft"
+ left="0"
+ name="caption_label"
+ right="-10"
+ top_pad="0"
+ type="string">
+ Caption:
+ </text>
+ <text_editor
+ follows="all"
+ height="155"
+ layout="topleft"
+ left_delta="0"
+ length="1"
+ max_length="700"
+ name="caption"
+ right="-10"
+ top_pad="5"
+ type="string"
+ word_wrap="true">
+ </text_editor>
+ <check_box
+ follows="left|bottom"
+ initial_value="true"
+ label="Include location"
+ layout="topleft"
+ left_delta="0"
+ name="add_location_cb"
+ top_pad="15" />
+ </layout_panel>
+ </layout_stack>
<button
follows="right|bottom"
height="23"
diff --git a/indra/newview/skins/default/xui/en/widgets/chiclet_im_adhoc.xml b/indra/newview/skins/default/xui/en/widgets/chiclet_im_adhoc.xml
index f47e9874b4..0e29ed0d0b 100644
--- a/indra/newview/skins/default/xui/en/widgets/chiclet_im_adhoc.xml
+++ b/indra/newview/skins/default/xui/en/widgets/chiclet_im_adhoc.xml
@@ -22,6 +22,7 @@
draw_border="false"
height="24"
left="25"
+ bottom="1"
name="speaker"
visible="false"
width="20" />
diff --git a/indra/newview/skins/default/xui/en/widgets/chiclet_im_group.xml b/indra/newview/skins/default/xui/en/widgets/chiclet_im_group.xml
index 8dfdf95e80..77011139bf 100644
--- a/indra/newview/skins/default/xui/en/widgets/chiclet_im_group.xml
+++ b/indra/newview/skins/default/xui/en/widgets/chiclet_im_group.xml
@@ -22,6 +22,7 @@
draw_border="false"
height="24"
left="25"
+ bottom="1"
name="speaker"
visible="false"
width="20" />
diff --git a/indra/newview/skins/default/xui/en/widgets/chiclet_im_p2p.xml b/indra/newview/skins/default/xui/en/widgets/chiclet_im_p2p.xml
index cef698e577..8b56a8f0f6 100644
--- a/indra/newview/skins/default/xui/en/widgets/chiclet_im_p2p.xml
+++ b/indra/newview/skins/default/xui/en/widgets/chiclet_im_p2p.xml
@@ -22,6 +22,7 @@
draw_border="false"
height="24"
left="25"
+ bottom="1"
name="speaker"
visible="false"
width="20" />
diff --git a/indra/newview/skins/default/xui/es/floater_buy_currency.xml b/indra/newview/skins/default/xui/es/floater_buy_currency.xml
index 43bbf0b70f..2c8848265f 100644
--- a/indra/newview/skins/default/xui/es/floater_buy_currency.xml
+++ b/indra/newview/skins/default/xui/es/floater_buy_currency.xml
@@ -46,7 +46,7 @@
[AMT] L$
</text>
<text name="currency_links">
- [http://www.secondlife.com/my/account/payment_method_management.php método de pago] | [http://www.secondlife.com/my/account/currency.php moneda] | [http://www.secondlife.com/my/account/exchange_rates.php tipo de cambio]
+ [http://www.secondlife.com/my/account/payment_method_management.php método de pago] | [http://www.secondlife.com/my/account/currency.php moneda]
</text>
<text name="exchange_rate_note">
Vuelve a escribir la cantidad para ver el tipo de cambio más reciente.
diff --git a/indra/newview/skins/default/xui/es/panel_people.xml b/indra/newview/skins/default/xui/es/panel_people.xml
index 2fcbb00aed..a9d38dca25 100644
--- a/indra/newview/skins/default/xui/es/panel_people.xml
+++ b/indra/newview/skins/default/xui/es/panel_people.xml
@@ -76,7 +76,7 @@
<button label="Compartir" name="share_btn" tool_tip="Compartir un objeto del inventario"/>
</layout_panel>
<layout_panel name="teleport_btn_lp">
- <button label="Teleportarte" name="teleport_btn" tool_tip="Ofrecer teleporte"/>
+ <button label="Teleporte" name="teleport_btn" tool_tip="Ofrecer teleporte"/>
</layout_panel>
</layout_stack>
<layout_stack name="bottom_bar_ls1">
diff --git a/indra/newview/skins/default/xui/es/strings.xml b/indra/newview/skins/default/xui/es/strings.xml
index 83747b85c0..4cae6ce5e8 100644
--- a/indra/newview/skins/default/xui/es/strings.xml
+++ b/indra/newview/skins/default/xui/es/strings.xml
@@ -3841,6 +3841,9 @@ Si sigues recibiendo este mensaje, contacta con [SUPPORT_SITE].
<string name="inventory_item_offered-im">
Ofrecido el item del inventario
</string>
+ <string name="share_alert">
+ Arrastra los ítems desde el invenbtario hasta aquí
+ </string>
<string name="no_session_message">
(La sesión de MI no existe)
</string>
diff --git a/indra/newview/skins/default/xui/fr/floater_buy_currency.xml b/indra/newview/skins/default/xui/fr/floater_buy_currency.xml
index b3acc83078..d9e8e8821d 100644
--- a/indra/newview/skins/default/xui/fr/floater_buy_currency.xml
+++ b/indra/newview/skins/default/xui/fr/floater_buy_currency.xml
@@ -47,7 +47,7 @@ le Lindex...
[AMT] L$
</text>
<text name="currency_links">
- [http://www.secondlife.com/my/account/payment_method_management.php?lang=fr-FR mode de paiement] | [http://www.secondlife.com/my/account/currency.php?lang=fr-FR devise] | [http://www.secondlife.com/my/account/exchange_rates.php?lang=fr-FR taux de change]
+ [http://www.secondlife.com/my/account/payment_method_management.php?lang=fr-FR mode de paiement] | [http://www.secondlife.com/my/account/currency.php?lang=fr-FR devise]
</text>
<text name="exchange_rate_note">
Saisissez à nouveau le montant pour voir le taux de change actuel.
diff --git a/indra/newview/skins/default/xui/fr/floater_snapshot.xml b/indra/newview/skins/default/xui/fr/floater_snapshot.xml
index 34d0957b46..365ff77ff9 100644
--- a/indra/newview/skins/default/xui/fr/floater_snapshot.xml
+++ b/indra/newview/skins/default/xui/fr/floater_snapshot.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
-<floater name="Snapshot" title="APERÇU DE LA PHOTO" width="247">
+<floater name="Snapshot" title="APERÇU DE LA PHOTO">
<floater.string name="unknown">
inconnu
</floater.string>
diff --git a/indra/newview/skins/default/xui/fr/panel_preferences_privacy.xml b/indra/newview/skins/default/xui/fr/panel_preferences_privacy.xml
index 3123a4c6fe..b122db9502 100644
--- a/indra/newview/skins/default/xui/fr/panel_preferences_privacy.xml
+++ b/indra/newview/skins/default/xui/fr/panel_preferences_privacy.xml
@@ -20,7 +20,7 @@
<check_box label="Inclure la date et l&apos;heure pour chaque ligne du journal de chat" name="show_timestamps_check_im"/>
<check_box label="Inclure la date dans le nom du fichier journal" name="logfile_name_datestamp"/>
<text name="log_path_desc">
- Emplacement :
+ Emplacement des journaux :
</text>
<line_editor left="308" name="log_path_string" right="-20"/>
<button label="Parcourir" label_selected="Parcourir" name="log_path_button" width="150"/>
diff --git a/indra/newview/skins/default/xui/fr/panel_preferences_sound.xml b/indra/newview/skins/default/xui/fr/panel_preferences_sound.xml
index deaec2e14f..37eb6bbeb0 100644
--- a/indra/newview/skins/default/xui/fr/panel_preferences_sound.xml
+++ b/indra/newview/skins/default/xui/fr/panel_preferences_sound.xml
@@ -17,9 +17,9 @@
<check_box label="Activé" name="enable_media"/>
<slider label="Chat vocal" name="Voice Volume"/>
<check_box label="Activé" name="enable_voice_check"/>
- <check_box label="Autoriser la lecture automatique du média" name="media_auto_play_btn" tool_tip="Cochez pour autoriser la lecture automatique du média" value="true"/>
- <check_box label="Lecture du média aux autres avatars" name="media_show_on_others_btn" tool_tip="Décochez pour masquer le média aux autres avatars près de vous" value="true"/>
- <check_box label="Lire les sons des gestes" name="gesture_audio_play_btn" tool_tip="Cochez cette case pour entendre les sons associés aux gestes." value="true"/>
+ <check_box label="Autoriser la lecture automatique du média" name="media_auto_play_btn" tool_tip="Cocher pour autoriser la lecture automatique du média." value="true"/>
+ <check_box label="Lire le média attaché aux autres avatars" name="media_show_on_others_btn" tool_tip="Décocher pour masquer le média attaché aux autres avatars près de vous." value="true"/>
+ <check_box label="Lire les sons des gestes" name="gesture_audio_play_btn" tool_tip="Cocher cette case pour entendre les sons associés aux gestes." value="true"/>
<text name="voice_chat_settings">
Paramètres du chat vocal
</text>
diff --git a/indra/newview/skins/default/xui/fr/panel_region_debug.xml b/indra/newview/skins/default/xui/fr/panel_region_debug.xml
index cb4a74e142..733c3f9a22 100644
--- a/indra/newview/skins/default/xui/fr/panel_region_debug.xml
+++ b/indra/newview/skins/default/xui/fr/panel_region_debug.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
-<panel label="Débugger" name="Debug">
+<panel label="Débogage" name="Debug">
<text name="region_text_lbl">
Région :
</text>
diff --git a/indra/newview/skins/default/xui/fr/strings.xml b/indra/newview/skins/default/xui/fr/strings.xml
index daa31c980a..f9f3366f63 100644
--- a/indra/newview/skins/default/xui/fr/strings.xml
+++ b/indra/newview/skins/default/xui/fr/strings.xml
@@ -4837,7 +4837,7 @@ Essayez avec le chemin d&apos;accès à l&apos;éditeur entre guillemets doubles
Parler
</string>
<string name="Command_View_Label">
- Vue
+ Affichage
</string>
<string name="Command_Voice_Label">
Chat près de vous
diff --git a/indra/newview/skins/default/xui/it/floater_buy_currency.xml b/indra/newview/skins/default/xui/it/floater_buy_currency.xml
index 635b56d37a..d985ad2b3c 100644
--- a/indra/newview/skins/default/xui/it/floater_buy_currency.xml
+++ b/indra/newview/skins/default/xui/it/floater_buy_currency.xml
@@ -46,7 +46,7 @@
[AMT]L$
</text>
<text name="currency_links">
- [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] | [http://www.secondlife.com/my/account/exchange_rates.php exchange rate]
+ [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency]
</text>
<text name="exchange_rate_note">
Riscrivi l&apos;importo per vedere l&apos;ultimo tasso al cambio.
diff --git a/indra/newview/skins/default/xui/it/floater_snapshot.xml b/indra/newview/skins/default/xui/it/floater_snapshot.xml
index 5bff19e8d7..f1c5cc4caf 100644
--- a/indra/newview/skins/default/xui/it/floater_snapshot.xml
+++ b/indra/newview/skins/default/xui/it/floater_snapshot.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
-<floater name="Snapshot" title="ANTEPRIMA FOTOGRAFIA" width="247">
+<floater name="Snapshot" title="ANTEPRIMA FOTOGRAFIA">
<floater.string name="unknown">
sconosciuto
</floater.string>
diff --git a/indra/newview/skins/default/xui/ja/floater_buy_currency.xml b/indra/newview/skins/default/xui/ja/floater_buy_currency.xml
index 22af6e0ea2..e447eefe0e 100644
--- a/indra/newview/skins/default/xui/ja/floater_buy_currency.xml
+++ b/indra/newview/skins/default/xui/ja/floater_buy_currency.xml
@@ -46,7 +46,7 @@
L$ [AMT]
</text>
<text name="currency_links">
- [http://www.secondlife.com/my/account/payment_method_management.php?lang=ja-JP 支払方法] | [http://www.secondlife.com/my/account/currency.php?lang=ja-JP 通貨] | [http://www.secondlife.com/my/account/exchange_rates.php?lang=ja-JP 換算レート]
+ [http://www.secondlife.com/my/account/payment_method_management.php?lang=ja-JP 支払方法] | [http://www.secondlife.com/my/account/currency.php?lang=ja-JP 通貨]
</text>
<text name="exchange_rate_note">
金額を再入力して最新換算レートを確認します。
diff --git a/indra/newview/skins/default/xui/pl/floater_buy_currency.xml b/indra/newview/skins/default/xui/pl/floater_buy_currency.xml
index f2a6579dc3..3e51761b37 100644
--- a/indra/newview/skins/default/xui/pl/floater_buy_currency.xml
+++ b/indra/newview/skins/default/xui/pl/floater_buy_currency.xml
@@ -46,7 +46,7 @@
[AMT]L$
</text>
<text name="currency_links">
- [http://www.secondlife.com/my/account/payment_method_management.php metoda płatności] | [http://www.secondlife.com/my/account/currency.php waluta] | [http://www.secondlife.com/my/account/exchange_rates.php kurs wymiany]
+ [http://www.secondlife.com/my/account/payment_method_management.php metoda płatności] | [http://www.secondlife.com/my/account/currency.php waluta]
</text>
<text name="exchange_rate_note">
Wpisz ponownie kwotę aby zobaczyć ostatni kurs wymiany.
diff --git a/indra/newview/skins/default/xui/pt/floater_buy_currency.xml b/indra/newview/skins/default/xui/pt/floater_buy_currency.xml
index a737212b50..b5ba477fe5 100644
--- a/indra/newview/skins/default/xui/pt/floater_buy_currency.xml
+++ b/indra/newview/skins/default/xui/pt/floater_buy_currency.xml
@@ -46,7 +46,7 @@
L$ [AMT]
</text>
<text name="currency_links">
- [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] | [http://www.secondlife.com/my/account/exchange_rates.php exchange rate]
+ [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency]
</text>
<text name="exchange_rate_note">
Digite o valor novamente para ver o câmbio atual.
diff --git a/indra/newview/skins/default/xui/ru/floater_about_land.xml b/indra/newview/skins/default/xui/ru/floater_about_land.xml
index 488d2cda17..3c278fce52 100644
--- a/indra/newview/skins/default/xui/ru/floater_about_land.xml
+++ b/indra/newview/skins/default/xui/ru/floater_about_land.xml
@@ -141,16 +141,16 @@
</panel>
<panel label="СОГЛАШЕНИЕ" name="land_covenant_panel">
<panel.string name="can_resell">
- Приобретенная в этом регионе земля может быть перепродана.
+ Купленная в этом регионе земля может быть перепродана.
</panel.string>
<panel.string name="can_not_resell">
- Приобретенная в этом регионе земля не может быть перепродана.
+ Купленная в этом регионе земля не может быть перепродана.
</panel.string>
<panel.string name="can_change">
- Приобретенная в этом регионе земля может быть объединена или разделена.
+ Купленная в этом регионе земля может быть объединена или разделена.
</panel.string>
<panel.string name="can_not_change">
- Приобретенная в этом регионе земля не может быть объединена или разделена.
+ Купленная в этом регионе земля не может быть объединена или разделена.
</panel.string>
<text name="estate_section_lbl">
Землевладение:
@@ -270,7 +270,7 @@
<name_list name="owner list">
<name_list.columns label="Тип" name="type"/>
<name_list.columns label="Название" name="name"/>
- <name_list.columns label="Количество" name="count"/>
+ <name_list.columns label="Кол-во" name="count"/>
<name_list.columns label="Последний объект" name="mostrecent"/>
</name_list>
</panel>
@@ -286,10 +286,10 @@
Этот параметр недоступен, потому что вы не можете изменять его на этом участке.
</panel.string>
<panel.string name="mature_check_mature">
- Moderate-контент
+ Умеренный контент
</panel.string>
<panel.string name="mature_check_adult">
- Содержимое для взрослых
+ Контент для взрослых
</panel.string>
<panel.string name="mature_check_mature_tooltip">
Информация или содержимое вашего участка расценивается как moderate.
@@ -366,7 +366,7 @@
<combo_box.item label="Аренда" name="item13"/>
<combo_box.item label="Другое" name="item12"/>
</combo_box>
- <check_box label="Moderate-контент" name="MatureCheck" tool_tip=" "/>
+ <check_box label="Умеренный контент" name="MatureCheck" tool_tip=" "/>
<text name="Snapshot:">
Снимок:
</text>
@@ -374,7 +374,7 @@
<text name="allow_label5">
Позволить жителям с других участков:
</text>
- <check_box label="Видеть аватары" name="SeeAvatarsCheck" tool_tip="Жители с других участков могут видеть жителей этого участка и общаться с ними в чате (вы также сможете видеть жителей с других участков и общаться с ними)."/>
+ <check_box label="Видны аватары" name="SeeAvatarsCheck" tool_tip="Жители с других участков могут видеть жителей этого участка и общаться с ними в чате (вы также сможете видеть жителей с других участков и общаться с ними)."/>
<text name="landing_point">
В точку телепортации: [LANDING]
</text>
@@ -395,7 +395,7 @@
</text>
<combo_box name="media type" tool_tip="Укажите, чем является ссылка – видео, веб-страница или другое медиа"/>
<text name="at URL:">
- Домашняя страница:
+ Дом. страница:
</text>
<button label="Задать" name="set_media_url"/>
<text name="Description:">
@@ -403,7 +403,7 @@
</text>
<line_editor name="url_description" tool_tip="Текст, показываемый рядом с кнопкой проигрывания/загрузки"/>
<text name="Media texture:">
- Заменяемая текстура:
+ Замена текстуры:
</text>
<texture_picker name="media texture" tool_tip="Щелкните для выбора изображения"/>
<text name="replace_texture_help">
@@ -416,7 +416,7 @@
<spinner name="media_size_width" tool_tip="Размер отображения веб-медиа, по умолчанию – 0."/>
<spinner name="media_size_height" tool_tip="Размер отображения веб-медиа, по умолчанию – 0."/>
<text name="pixels">
- пикселей
+ пикс.
</text>
<text name="Options:">
Опции:
@@ -425,7 +425,7 @@
</panel>
<panel label="ЗВУК" name="land_audio_panel">
<text name="MusicURL:">
- URL-адрес для музыки:
+ URL музыки:
</text>
<text name="Sound:">
Звук:
@@ -448,18 +448,18 @@
(Определено на землевладении)
</panel.string>
<panel.string name="allow_public_access">
- Разрешить публичный доступ ([MATURITY]) (Примечание. Снятие приведет к созданию линий запрета)
+ Разрешить общий доступ ([MATURITY]) (Снятие приведет к созданию линий запрета)
</panel.string>
<panel.string name="estate_override">
- Часть этих параметров установлены на уровне землевладения
+ Часть этих параметров установлена на уровне землевладения
</panel.string>
<text name="Limit access to this parcel to:">
Доступ на этот участок
</text>
<text name="Only Allow">
- Ограничить жителям доступ проверкой:
+ Разрешить доступ только жителям, у которых:
</text>
- <check_box label="Информация об оплате в файле [ESTATE_PAYMENT_LIMIT]" name="limit_payment" tool_tip="Банить нераспознанных жителей."/>
+ <check_box label="Записана информация об оплате [ESTATE_PAYMENT_LIMIT]" name="limit_payment" tool_tip="Банить нераспознанных жителей."/>
<check_box label="Проверка возраста [ESTATE_AGE_LIMIT]" name="limit_age_verified" tool_tip="Банить жителей, не прошедших проверку возраста. Более подробная информация находится здесь: [SUPPORT_SITE]."/>
<check_box label="Разрешить доступ группе: [GROUP]" name="GroupCheck" tool_tip="Группа устанавливается на основной вкладке."/>
<check_box label="Продать доступ:" name="PassCheck" tool_tip="Разрешить временный доступ к участку."/>
diff --git a/indra/newview/skins/default/xui/ru/floater_bulk_perms.xml b/indra/newview/skins/default/xui/ru/floater_bulk_perms.xml
index a497c14cac..ccf13cf02a 100644
--- a/indra/newview/skins/default/xui/ru/floater_bulk_perms.xml
+++ b/indra/newview/skins/default/xui/ru/floater_bulk_perms.xml
@@ -24,7 +24,7 @@
<button label="√ Все" name="check_all"/>
<button label="Очистить" label_selected="Нет" name="check_none"/>
<text name="newperms">
- Новые разрешения на использование контента
+ Новые разрешения на контент
</text>
<text name="GroupLabel">
Группа:
diff --git a/indra/newview/skins/default/xui/ru/floater_buy_currency.xml b/indra/newview/skins/default/xui/ru/floater_buy_currency.xml
index 197a2a3327..7d34ca3274 100644
--- a/indra/newview/skins/default/xui/ru/floater_buy_currency.xml
+++ b/indra/newview/skins/default/xui/ru/floater_buy_currency.xml
@@ -46,7 +46,7 @@
L$ [AMT]
</text>
<text name="currency_links">
- [http://www.secondlife.com/my/account/payment_method_management.php способ оплаты] | [http://www.secondlife.com/my/account/currency.php валюта] | [http://www.secondlife.com/my/account/exchange_rates.php обменный курс]
+ [http://www.secondlife.com/my/account/payment_method_management.php способ оплаты] | [http://www.secondlife.com/my/account/currency.php валюта]
</text>
<text name="exchange_rate_note">
Повторно введите сумму, чтобы увидеть новый обменный курс.
@@ -60,7 +60,7 @@
<button label="Приобрести" name="buy_btn"/>
<button label="Отмена" name="cancel_btn"/>
<text name="info_cannot_buy">
- Невозможно приобрести
+ Нельзя купить
</text>
<button label="Продолжить в Интернете" name="error_web"/>
</floater>
diff --git a/indra/newview/skins/default/xui/ru/floater_color_picker.xml b/indra/newview/skins/default/xui/ru/floater_color_picker.xml
index d6e737d584..b7034bef0b 100644
--- a/indra/newview/skins/default/xui/ru/floater_color_picker.xml
+++ b/indra/newview/skins/default/xui/ru/floater_color_picker.xml
@@ -13,7 +13,7 @@
Оттенок:
</text>
<text name="s_val_text">
- Насыщенность:
+ Насыщен.:
</text>
<text name="l_val_text">
Яркость:
diff --git a/indra/newview/skins/default/xui/ru/floater_destinations.xml b/indra/newview/skins/default/xui/ru/floater_destinations.xml
index e769812beb..5ba0841564 100644
--- a/indra/newview/skins/default/xui/ru/floater_destinations.xml
+++ b/indra/newview/skins/default/xui/ru/floater_destinations.xml
@@ -1,2 +1,2 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
-<floater name="Destinations" title="МЕСТА"/>
+<floater name="Destinations" title="ПУНКТЫ"/> \ No newline at end of file
diff --git a/indra/newview/skins/default/xui/ru/floater_edit_day_cycle.xml b/indra/newview/skins/default/xui/ru/floater_edit_day_cycle.xml
index 1adc8173c6..61d708c567 100644
--- a/indra/newview/skins/default/xui/ru/floater_edit_day_cycle.xml
+++ b/indra/newview/skins/default/xui/ru/floater_edit_day_cycle.xml
@@ -16,25 +16,25 @@
-Выбор настройки-
</string>
<text name="label">
- Название настройки:
+ Имя настройки:
</text>
<text name="note">
Примечание. Если изменить имя настройки, будет создана новая настройка, а изменения в существующей не будут сохранены.
</text>
<text name="hint_item1">
- - Чтобы изменить определенные настройки неба и времени, выберите соответствующую вкладку.
+ - Для изменения настроек неба и времени выберите соответствующую вкладку.
</text>
<text name="hint_item2">
- - Чтобы задать время переходов, вабирайте и перетаскивайте вкладки.
+ - Чтобы задать время переходов, перетаскивайте вкладки.
</text>
<text name="hint_item3">
- - Используйте скребок для предварительного просмотра суточного цикла.
+ - Скребок служит для просмотра суточного цикла.
</text>
<panel name="day_cycle_slider_panel">
<multi_slider initial_value="0" name="WLTimeSlider"/>
<multi_slider initial_value="0" name="WLDayCycleKeys"/>
- <button label="Добавить отметку" label_selected="Добавить отметку" name="WLAddKey"/>
- <button label="Удалить отметку" label_selected="Удалить отметку" name="WLDeleteKey"/>
+ <button label="+ отметку" label_selected="+ отметку" name="WLAddKey"/>
+ <button label="- отметку" label_selected="- отметку" name="WLDeleteKey"/>
<text name="WL12am">
12 ночи
</text>
@@ -91,14 +91,14 @@
</text>
</panel>
<text name="WLCurKeyPresetText">
- Настройка неба:
+ Небо:
</text>
- <combo_box label="Стандартная" name="WLSkyPresets"/>
+ <combo_box label="Стандарт" name="WLSkyPresets"/>
<text name="WLCurKeyTimeText">
Время:
</text>
<time name="time" value="6:00"/>
- <check_box label="Установить в качестве нового суточного цикла" name="make_default_cb"/>
+ <check_box label="Установить как новый суточный цикл" name="make_default_cb"/>
<button label="Сохранить" name="save"/>
<button label="Отмена" name="cancel"/>
</floater>
diff --git a/indra/newview/skins/default/xui/ru/floater_edit_sky_preset.xml b/indra/newview/skins/default/xui/ru/floater_edit_sky_preset.xml
index aa60cb6337..354120ea72 100644
--- a/indra/newview/skins/default/xui/ru/floater_edit_sky_preset.xml
+++ b/indra/newview/skins/default/xui/ru/floater_edit_sky_preset.xml
@@ -19,7 +19,7 @@
Чтобы изменить настройку, задайте ее параметры с помощью элементов управления и нажмите кнопку «Сохранить».
</text>
<text name="label">
- Название настройки:
+ Имя настройки:
</text>
<text name="note">
Примечание. Если изменить имя настройки, будет создана новая настройка, а изменения в существующей не будут сохранены.
@@ -58,7 +58,7 @@
<text name="SunGlowText">
Сияние солнца
</text>
- <slider label="Отчетливость" name="WLGlowB"/>
+ <slider label="Фокус" name="WLGlowB"/>
<slider label="Размер" name="WLGlowR"/>
<text name="WLStarText">
Яркость звезд
@@ -102,7 +102,7 @@
</text>
<time name="WLDayTime" value="6:00"/>
<text name="WLEastAngleText">
- Смещение относительно востока
+ Смещение отн. востока
</text>
</panel>
<panel label="ОБЛАКА" name="Clouds">
@@ -122,7 +122,7 @@
Размеры
</text>
<text name="WLCloudDetailText">
- Детализация (положение/плотность)
+ Детали (положение/плотность)
</text>
<slider label="X" name="WLCloudDetailX"/>
<slider label="Y" name="WLCloudDetailY"/>
diff --git a/indra/newview/skins/default/xui/ru/floater_edit_water_preset.xml b/indra/newview/skins/default/xui/ru/floater_edit_water_preset.xml
index 3befe4b038..f6def86380 100644
--- a/indra/newview/skins/default/xui/ru/floater_edit_water_preset.xml
+++ b/indra/newview/skins/default/xui/ru/floater_edit_water_preset.xml
@@ -19,7 +19,7 @@
Чтобы изменить настройку, задайте ее параметры с помощью элементов управления и нажмите кнопку «Сохранить».
</text>
<text name="label">
- Название настройки:
+ Имя настройки:
</text>
<text name="note">
Примечание. Если изменить имя настройки, будет создана новая настройка, а изменения в существующей не будут сохранены.
diff --git a/indra/newview/skins/default/xui/ru/floater_god_tools.xml b/indra/newview/skins/default/xui/ru/floater_god_tools.xml
index ec64a5c7af..81329475aa 100644
--- a/indra/newview/skins/default/xui/ru/floater_god_tools.xml
+++ b/indra/newview/skins/default/xui/ru/floater_god_tools.xml
@@ -72,10 +72,10 @@
</panel>
<panel label="Запрос" name="request">
<text name="Destination:">
- Место назначения:
+ Пункт назначения:
</text>
<combo_box name="destination">
- <combo_box.item label="назначенное" name="item1"/>
+ <combo_box.item label="назначенный" name="item1"/>
<combo_box.item label="текущий регион" name="item2"/>
</combo_box>
<text name="Request:">
diff --git a/indra/newview/skins/default/xui/ru/floater_image_preview.xml b/indra/newview/skins/default/xui/ru/floater_image_preview.xml
index ae7c77ea0e..dbc4c32b98 100644
--- a/indra/newview/skins/default/xui/ru/floater_image_preview.xml
+++ b/indra/newview/skins/default/xui/ru/floater_image_preview.xml
@@ -23,7 +23,7 @@
</combo_box>
<text name="bad_image_text">
Невозможно прочитать изображение.
-Попробуйте сохранить изображение как 24-разрядный TGA-файл (Targa).
+Попробуйте сохранить изображение как 24-битный TGA-файл (Targa).
</text>
<check_box label="Использовать сжатие без потерь" name="lossless_check"/>
<button label="Отмена" name="cancel_btn"/>
diff --git a/indra/newview/skins/default/xui/ru/floater_joystick.xml b/indra/newview/skins/default/xui/ru/floater_joystick.xml
index cc93152225..66568563da 100644
--- a/indra/newview/skins/default/xui/ru/floater_joystick.xml
+++ b/indra/newview/skins/default/xui/ru/floater_joystick.xml
@@ -3,7 +3,7 @@
<floater.string name="NoDevice">
устройство не выбрано
</floater.string>
- <check_box label="Включить джойстик:" name="enable_joystick"/>
+ <check_box label="Вкл. джойстик:" name="enable_joystick"/>
<spinner label="Наложение по X" name="JoystickAxis1"/>
<spinner label="Наложение по Y" name="JoystickAxis2"/>
<spinner label="Наложение по Z" name="JoystickAxis0"/>
diff --git a/indra/newview/skins/default/xui/ru/floater_lagmeter.xml b/indra/newview/skins/default/xui/ru/floater_lagmeter.xml
index 48f7dd969f..c420006a03 100644
--- a/indra/newview/skins/default/xui/ru/floater_lagmeter.xml
+++ b/indra/newview/skins/default/xui/ru/floater_lagmeter.xml
@@ -106,7 +106,7 @@
Возможная причина: слишком много физических объектов
</floater.string>
<floater.string name="server_scripts_cause_msg">
- Возможная причина: слишком мало физических объектов
+ Возможная причина: слишком много скриптовых объектов
</floater.string>
<floater.string name="server_net_cause_msg">
Возможная причина: слишком большой сетевой трафик
diff --git a/indra/newview/skins/default/xui/ru/floater_land_holdings.xml b/indra/newview/skins/default/xui/ru/floater_land_holdings.xml
index c88c88988b..17d347867d 100644
--- a/indra/newview/skins/default/xui/ru/floater_land_holdings.xml
+++ b/indra/newview/skins/default/xui/ru/floater_land_holdings.xml
@@ -9,7 +9,7 @@
<scroll_list.columns label="Тип" name="type"/>
<scroll_list.columns label="Площадь" name="area"/>
</scroll_list>
- <button label="Телепортация" label_selected="Телепортация" name="Teleport" tool_tip="Телепортироваться в центр этой земли."/>
+ <button label="Телепорт" label_selected="Телепорт" name="Teleport" tool_tip="Телепортироваться в центр этой земли."/>
<button label="Карта" label_selected="Карта" name="Show on Map" tool_tip="Показать эту землю на карте мира."/>
<text name="contrib_label">
Ваши вложения в группы:
diff --git a/indra/newview/skins/default/xui/ru/floater_model_wizard.xml b/indra/newview/skins/default/xui/ru/floater_model_wizard.xml
index 204f752cd9..ef2fe8e5a5 100644
--- a/indra/newview/skins/default/xui/ru/floater_model_wizard.xml
+++ b/indra/newview/skins/default/xui/ru/floater_model_wizard.xml
@@ -13,7 +13,7 @@
</panel>
<panel name="content">
<text name="advanced_users_text">
- Пользователям, работающим в расширенном режиме: если вы умеете создавать трехмерные графические объекты, то, возможно, захотите воспользоваться средством Advanced Uploader, которое предоставляет расширенные возможности передачи объектов.
+ Пользователям в расширенном режиме: если вы умеете создавать трехмерные графические объекты, то, возможно, захотите воспользоваться средством Advanced Uploader, которое предоставляет расширенные возможности передачи объектов.
</text>
<button label="Перейти в расширенный режим" name="switch_to_advanced"/>
<text name="Cache location">
@@ -78,17 +78,17 @@
<panel name="physics_panel">
<panel name="header_panel">
<text name="header_text">
- Настроить физические параметры
+ Настроить физику
</text>
</panel>
<text name="description">
Мы создадим форму для внешнего каркаса модели. Настройте уровень детализации формы в соответствии с целями, для которых предназначена модель.
</text>
<panel name="content">
- <button label="Пересчитать физические данные" name="recalculate_physics_btn"/>
+ <button label="Пересчитать физику" name="recalculate_physics_btn"/>
<button label="Пересчет..." name="recalculating_physics_btn"/>
<text name="lod_label">
- Просмотр физических данных
+ Просмотр физики
</text>
<combo_box name="preview_lod_combo2" tool_tip="Уровень детализации при предварительном просмотре">
<combo_item name="high">
diff --git a/indra/newview/skins/default/xui/ru/floater_select_key.xml b/indra/newview/skins/default/xui/ru/floater_select_key.xml
index 84cc4a3ef3..99c2b9a2c4 100644
--- a/indra/newview/skins/default/xui/ru/floater_select_key.xml
+++ b/indra/newview/skins/default/xui/ru/floater_select_key.xml
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="modal container">
<text name="Save item as:">
- Нажмите кнопку для установки триггера включения разговора.
+ Нажмите клавишу для включения/выключения речи.
</text>
<button label="Отмена" label_selected="Отмена" name="Cancel"/>
</floater>
diff --git a/indra/newview/skins/default/xui/ru/floater_snapshot.xml b/indra/newview/skins/default/xui/ru/floater_snapshot.xml
index a3b40a4f1c..f85d602be7 100644
--- a/indra/newview/skins/default/xui/ru/floater_snapshot.xml
+++ b/indra/newview/skins/default/xui/ru/floater_snapshot.xml
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="Snapshot" title="ПРОСМОТР СНИМКА">
<floater.string name="unknown">
- неизвестен
+ неизвестно
</floater.string>
<radio_group label="Тип снимка" name="snapshot_type_radio">
<radio_item label="Электронная почта" name="postcard"/>
diff --git a/indra/newview/skins/default/xui/ru/floater_tools.xml b/indra/newview/skins/default/xui/ru/floater_tools.xml
index 660eca51c6..eb9083f7fc 100644
--- a/indra/newview/skins/default/xui/ru/floater_tools.xml
+++ b/indra/newview/skins/default/xui/ru/floater_tools.xml
@@ -1,28 +1,28 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="toolbox floater" short_title="ИНСТРУМЕНТЫ ДЛЯ СТРОИТЕЛЬСТВА">
<floater.string name="status_rotate">
- Перемещайте цветные полосы для вращения объекта
+ Перетягивайте цветные полосы для вращения объекта
</floater.string>
<floater.string name="status_scale">
- Щелкните и переместите для растяжения выбранной стороны
+ Щелкните и перетащите для растяжения выбранной стороны
</floater.string>
<floater.string name="status_move">
- Переместите для перемещения, переместите с одновременным нажатием клавиши Shift для копирования
+ Перемещение: перетащить, копирование: перетащить при нажатой клавише Shift
</floater.string>
<floater.string name="status_modifyland">
Щелкните и удерживайте для изменения земли
</floater.string>
<floater.string name="status_camera">
- Щелкните и переместите для перемещения камеры
+ Щелкните и перетащите для перемещения камеры
</floater.string>
<floater.string name="status_grab">
- Переместите для перемещения, нажмите клавишу Ctrl для подъема, нажмите клавиши Ctrl+Shift для вращения
+ Перемещение: перетащить, подъем: нажать Ctrl, вращение: нажать Ctrl+Shift
</floater.string>
<floater.string name="status_place">
Щелкните для создания
</floater.string>
<floater.string name="status_selectland">
- Щелкните и переместите для выделения земли
+ Щелкните и перетащите для выделения земли
</floater.string>
<floater.string name="status_selectcount">
Выбрано объектов: [OBJ_COUNT], влияние на землю [LAND_IMPACT]
@@ -30,13 +30,13 @@
<floater.string name="status_remaining_capacity">
Остаток емкости [LAND_CAPACITY].
</floater.string>
- <button name="button focus" tool_tip="Отчетливость"/>
+ <button name="button focus" tool_tip="Фокус"/>
<button name="button move" tool_tip="Переместить"/>
<button name="button edit" tool_tip="Изменить"/>
<button name="button create" tool_tip="Создать"/>
<button name="button land" tool_tip="Земля"/>
<text name="text status">
- Переместите для перемещения, переместите с одновременным нажатием клавиши Shift для копирования
+ Перемещение: перетащить, копирование: перетащить при нажатой клавише Shift
</text>
<radio_group name="focus_radio_group">
<radio_item label="Увеличение" name="radio zoom"/>
@@ -52,14 +52,14 @@
<radio_group name="edit_radio_group">
<radio_item label="Переместить" name="radio position"/>
<radio_item label="Вращение (Ctrl)" name="radio rotate"/>
- <radio_item label="Растягивание (Ctrl+Shift)" name="radio stretch"/>
+ <radio_item label="Растяжка (Ctrl+Shift)" name="radio stretch"/>
<radio_item label="Выбор грани" name="radio select face"/>
</radio_group>
<check_box label="Редактировать объединенные" name="checkbox edit linked parts"/>
<button label="Объединить" name="link_btn"/>
<button label="Разъединить" name="unlink_btn"/>
- <text label="Растягивать в обе стороны" name="checkbox uniform label">
- Растягивать в обе стороны
+ <text label="Растяжка обеих сторон" name="checkbox uniform label">
+ Растяжка обеих сторон
</text>
<check_box initial_value="истина" label="Растягивать текстуры" name="checkbox stretch textures"/>
<check_box initial_value="истина" label="Привязка" name="checkbox snap to grid"/>
@@ -79,9 +79,9 @@
<button name="ToolRing" tool_tip="Кольцо"/>
<button name="ToolTree" tool_tip="Дерево"/>
<button name="ToolGrass" tool_tip="Трава"/>
- <check_box label="Оставить инструмент выбранным" name="checkbox sticky"/>
- <check_box label="Копировать выделенное" name="checkbox copy selection"/>
- <check_box initial_value="истина" label="Центрировать копию" name="checkbox copy centers"/>
+ <check_box label="Держать инструмент" name="checkbox sticky"/>
+ <check_box label="Копировать выдел." name="checkbox copy selection"/>
+ <check_box initial_value="истина" label="Центрир. копию" name="checkbox copy centers"/>
<check_box label="Повернуть копию" name="checkbox copy rotates"/>
<radio_group name="land_radio_group">
<radio_item label="Выбрать землю" name="radio select land"/>
@@ -105,7 +105,7 @@
<slider_bar initial_value="0.00" name="slider force"/>
<button label="Применить" label_selected="Применить" name="button apply to selection" tool_tip="Изменить выбранную землю"/>
<text name="selection_empty">
- Ничего не выбрано.
+ Не выбрано.
</text>
<text name="remaining_capacity">
[CAPACITY_STRING] [secondlife:///app/openfloater/object_weights Дополнительная информация]
@@ -168,7 +168,7 @@
<check_box label="Поделиться" name="checkbox share with group" tool_tip="Позволить всем участникам выбранной группы получить установленные вам права на этот объект. Для включения ролевых ограничений необходимо произвести сделку."/>
<button label="Сделка" label_selected="Сделка" name="button deed" tool_tip="В результате сделки объект передается группе, при этом права на него будут соответствовать правам следующего владельца. Переданный группе объект может передаваться должностным лицом группы."/>
<text name="label click action">
- Действие по щелчку:
+ По щелчку:
</text>
<combo_box name="clickaction">
<combo_box.item label="Коснуться (по умолчанию)" name="Touch/grab(default)"/>
@@ -185,7 +185,7 @@
<combo_box.item label="Оригинал" name="Original"/>
</combo_box>
<spinner label="Цена: L$" name="Edit Cost"/>
- <check_box label="Показать в результатах поиска" name="search_check" tool_tip="Показывать объект в результатах поиска"/>
+ <check_box label="Показать в поиске" name="search_check" tool_tip="Показывать объект в результатах поиска"/>
<panel name="perms_build">
<text name="perm_modify">
Этот объект можно изменять
@@ -349,9 +349,9 @@
<spinner label="Парусность" name="FlexFriction"/>
<spinner label="Ветер" name="FlexWind"/>
<spinner label="Упругость" name="FlexTension"/>
- <spinner label="Действие по X" name="FlexForceX"/>
- <spinner label="Действие по Y" name="FlexForceY"/>
- <spinner label="Действие по Z" name="FlexForceZ"/>
+ <spinner label="X-действие" name="FlexForceX"/>
+ <spinner label="Y-действие" name="FlexForceY"/>
+ <spinner label="Z-действие" name="FlexForceZ"/>
<check_box label="Свет" name="Light Checkbox Ctrl" tool_tip="Объект будет излучать свет"/>
<color_swatch name="colorswatch" tool_tip="Щелкните для выбора цвета"/>
<texture_picker label="" name="light texture control" tool_tip="Щелкните для выбора проецируемого изображения (действует только с включенной отложенной отрисовкой)"/>
@@ -362,7 +362,7 @@
<spinner label="Ослабление" name="Light Falloff"/>
<spinner label="Окружение" name="Light Ambiance"/>
<text name="label physicsshapetype">
- Тип физической формы:
+ Тип физич. формы:
</text>
<combo_box name="Physics Shape Type Combo Ctrl" tool_tip="Выберите тип физической формы"/>
<combo_box name="material">
@@ -394,7 +394,7 @@
<text name="glow label">
Свечение
</text>
- <check_box label="Собственная яркость" name="checkbox fullbright"/>
+ <check_box label="Собств. яркость" name="checkbox fullbright"/>
<text name="tex gen">
Наложение
</text>
@@ -476,7 +476,7 @@
Площадь: [AREA] м²
</text>
<button label="О земле" label_selected="О земле" name="button about land"/>
- <check_box label="Показать владельцев" name="checkbox show owners" tool_tip="Цвет участка в зависимости от типа владения: зеленый = ваша земля голубой = земля вашей группы красный = чужая земля желтый = для продажи фиолетовый = для аукциона серый = общая"/>
+ <check_box label="Показать владельцев" name="checkbox show owners" tool_tip="Цвет участка в зависимости от типа владения: зеленый = ваша земля; голубой = земля вашей группы; красный = чужая земля; желтый = для продажи; фиолетовый = для аукциона; серый = общая"/>
<text name="label_parcel_modify">
Изменение участка
</text>
diff --git a/indra/newview/skins/default/xui/ru/floater_toybox.xml b/indra/newview/skins/default/xui/ru/floater_toybox.xml
index eb03e8c8bf..8d7431d393 100644
--- a/indra/newview/skins/default/xui/ru/floater_toybox.xml
+++ b/indra/newview/skins/default/xui/ru/floater_toybox.xml
@@ -6,5 +6,5 @@
<text name="toybox label 2">
Кнопки будут отображены в исходном виде или в виде значков, в зависимости от настроек каждой панели инструментов.
</text>
- <button label="Восстановить умолчания" label_selected="Восстановить умолчания" name="btn_restore_defaults"/>
+ <button label="Вернуть стандартные" label_selected="Вернуть стандартные" name="btn_restore_defaults"/>
</floater>
diff --git a/indra/newview/skins/default/xui/ru/floater_voice_controls.xml b/indra/newview/skins/default/xui/ru/floater_voice_controls.xml
index 6520a4342c..c1fb858d48 100644
--- a/indra/newview/skins/default/xui/ru/floater_voice_controls.xml
+++ b/indra/newview/skins/default/xui/ru/floater_voice_controls.xml
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="floater_voice_controls" title="УПРАВЛЕНИЕ ГОЛОСОМ">
<string name="title_nearby">
- Голоса собеседников
+ Настройки голоса
</string>
<string name="title_group">
Звонок группе [GROUP]
diff --git a/indra/newview/skins/default/xui/ru/floater_windlight_options.xml b/indra/newview/skins/default/xui/ru/floater_windlight_options.xml
index 6667e6b19a..bbb37aaaa0 100644
--- a/indra/newview/skins/default/xui/ru/floater_windlight_options.xml
+++ b/indra/newview/skins/default/xui/ru/floater_windlight_options.xml
@@ -98,7 +98,7 @@
<text name="SunGlowText">
Сияние солнца
</text>
- <slider label="Отчетливость" name="WLGlowB"/>
+ <slider label="Фокус" name="WLGlowB"/>
<slider label="Размер" name="WLGlowR"/>
<text name="SceneGammaText">
Гамма-коррекция сцены
diff --git a/indra/newview/skins/default/xui/ru/floater_world_map.xml b/indra/newview/skins/default/xui/ru/floater_world_map.xml
index 5fa45bd5e5..ef8dfe22ae 100644
--- a/indra/newview/skins/default/xui/ru/floater_world_map.xml
+++ b/indra/newview/skins/default/xui/ru/floater_world_map.xml
@@ -37,7 +37,7 @@
</text>
<check_box initial_value="истина" name="events_mature_chk"/>
<text name="events_mature_label">
- Умеренный
+ Умеренные
</text>
<text name="events_adult_label">
Для взрослых
@@ -62,7 +62,7 @@
Место:
</text>
<button label="Телепортация" name="Teleport" tool_tip="Телепортация в выбранное место"/>
- <button label="Копировать URL-адрес SL" name="copy_slurl" tool_tip="Копировать текущее место в виде URL-адреса SL для использования в Интернете."/>
+ <button label="Копировать URL SL" name="copy_slurl" tool_tip="Копировать текущее место в виде URL-адреса SL для использования в интернете."/>
<button label="Показать выбранное" name="Show Destination" tool_tip="Центрировать карту на выбранном месте"/>
</panel>
<panel name="layout_panel_5">
diff --git a/indra/newview/skins/default/xui/ru/menu_attachment_other.xml b/indra/newview/skins/default/xui/ru/menu_attachment_other.xml
index 72063737eb..fb1c24448b 100644
--- a/indra/newview/skins/default/xui/ru/menu_attachment_other.xml
+++ b/indra/newview/skins/default/xui/ru/menu_attachment_other.xml
@@ -4,7 +4,7 @@
<menu_item_call label="Смотреть профиль" name="Profile..."/>
<menu_item_call label="В друзья" name="Add Friend"/>
<menu_item_call label="IM" name="Send IM..."/>
- <menu_item_call label="Позвонить" name="Call"/>
+ <menu_item_call label="Звонок" name="Call"/>
<menu_item_call label="Пригласить в группу" name="Invite..."/>
<menu_item_call label="Заблокировать" name="Avatar Mute"/>
<menu_item_call label="Пожаловаться" name="abuse"/>
diff --git a/indra/newview/skins/default/xui/ru/menu_gesture_gear.xml b/indra/newview/skins/default/xui/ru/menu_gesture_gear.xml
index 78b1768761..d0b68cefbd 100644
--- a/indra/newview/skins/default/xui/ru/menu_gesture_gear.xml
+++ b/indra/newview/skins/default/xui/ru/menu_gesture_gear.xml
@@ -1,6 +1,6 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<toggleable_menu name="menu_gesture_gear">
- <menu_item_call label="Добавить/удалить из избранного" name="activate"/>
+ <menu_item_call label="Добавить в избранное/удалить" name="activate"/>
<menu_item_call label="Копировать" name="copy_gesture"/>
<menu_item_call label="Вставить" name="paste"/>
<menu_item_call label="Копировать UUID" name="copy_uuid"/>
diff --git a/indra/newview/skins/default/xui/ru/menu_inventory_gear_default.xml b/indra/newview/skins/default/xui/ru/menu_inventory_gear_default.xml
index d500f0fac6..9fc0b6d44e 100644
--- a/indra/newview/skins/default/xui/ru/menu_inventory_gear_default.xml
+++ b/indra/newview/skins/default/xui/ru/menu_inventory_gear_default.xml
@@ -8,7 +8,7 @@
<menu_item_call label="Показать фильтры" name="show_filters"/>
<menu_item_call label="Сбросить фильтры" name="reset_filters"/>
<menu_item_call label="Закрыть все папки" name="close_folders"/>
- <menu_item_call label="Очистить Lost and Found" name="empty_lostnfound"/>
+ <menu_item_call label="Очистить бюро находок" name="empty_lostnfound"/>
<menu_item_call label="Сохранить текстуру как" name="Save Texture As"/>
<menu_item_call label="Поделиться" name="Share"/>
<menu_item_call label="Найти оригинал" name="Find Original"/>
diff --git a/indra/newview/skins/default/xui/ru/menu_landmark.xml b/indra/newview/skins/default/xui/ru/menu_landmark.xml
index 11d6e37e81..24b60f9d86 100644
--- a/indra/newview/skins/default/xui/ru/menu_landmark.xml
+++ b/indra/newview/skins/default/xui/ru/menu_landmark.xml
@@ -1,6 +1,6 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<toggleable_menu name="landmark_overflow_menu">
- <menu_item_call label="Копировать URL-адрес SL" name="copy"/>
+ <menu_item_call label="Копировать URL SL" name="copy"/>
<menu_item_call label="Удалить" name="delete"/>
<menu_item_call label="Создать подборку" name="pick"/>
<menu_item_call label="Добавить в любимые" name="add_to_favbar"/>
diff --git a/indra/newview/skins/default/xui/ru/menu_model_import_gear_default.xml b/indra/newview/skins/default/xui/ru/menu_model_import_gear_default.xml
index b7949b30d9..5ae5e7dfbc 100644
--- a/indra/newview/skins/default/xui/ru/menu_model_import_gear_default.xml
+++ b/indra/newview/skins/default/xui/ru/menu_model_import_gear_default.xml
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<toggleable_menu name="model_menu_gear_default">
<menu_item_check label="Показать грани" name="show_edges"/>
- <menu_item_check label="Показать физические параметры" name="show_physics"/>
+ <menu_item_check label="Показать физику" name="show_physics"/>
<menu_item_check label="Показать текстуры" name="show_textures"/>
<menu_item_check label="Показать вес кожи" name="show_skin_weight"/>
<menu_item_check label="Показать положение сочленений" name="show_joint_positions"/>
diff --git a/indra/newview/skins/default/xui/ru/menu_participant_list.xml b/indra/newview/skins/default/xui/ru/menu_participant_list.xml
index 8bbf2d52bf..932ad5bacf 100644
--- a/indra/newview/skins/default/xui/ru/menu_participant_list.xml
+++ b/indra/newview/skins/default/xui/ru/menu_participant_list.xml
@@ -5,7 +5,7 @@
<menu_item_call label="Открыть профиль" name="View Profile"/>
<menu_item_call label="Добавить в друзья" name="Add Friend"/>
<menu_item_call label="IM" name="IM"/>
- <menu_item_call label="Позвонить" name="Call"/>
+ <menu_item_call label="Звонок" name="Call"/>
<menu_item_call label="Поделиться" name="Share"/>
<menu_item_call label="Заплатить" name="Pay"/>
<menu_item_check label="Показывать значки участников" name="View Icons"/>
diff --git a/indra/newview/skins/default/xui/ru/menu_places_gear_landmark.xml b/indra/newview/skins/default/xui/ru/menu_places_gear_landmark.xml
index a838dd5c42..b1ebd4af83 100644
--- a/indra/newview/skins/default/xui/ru/menu_places_gear_landmark.xml
+++ b/indra/newview/skins/default/xui/ru/menu_places_gear_landmark.xml
@@ -8,7 +8,7 @@
<menu_item_call label="Восстановить вещь" name="restore_item"/>
<menu_item_call label="Вырезать" name="cut"/>
<menu_item_call label="Копировать закладку" name="copy_landmark"/>
- <menu_item_call label="Копировать URL-адрес SL" name="copy_slurl"/>
+ <menu_item_call label="Копировать URL SL" name="copy_slurl"/>
<menu_item_call label="Вставить" name="paste"/>
<menu_item_call label="Переименовать" name="rename"/>
<menu_item_call label="Удалить" name="delete"/>
diff --git a/indra/newview/skins/default/xui/ru/menu_viewer.xml b/indra/newview/skins/default/xui/ru/menu_viewer.xml
index 322a27003f..b9f403c04b 100644
--- a/indra/newview/skins/default/xui/ru/menu_viewer.xml
+++ b/indra/newview/skins/default/xui/ru/menu_viewer.xml
@@ -54,7 +54,7 @@
<menu_item_check label="Владельцы земли" name="Land Owners"/>
<menu_item_check label="Координаты" name="Coordinates"/>
<menu_item_check label="Свойства участка" name="Parcel Properties"/>
- <menu_item_check label="Дополнительное меню" name="Show Advanced Menu"/>
+ <menu_item_check label="Меню «Дополнительно»" name="Show Advanced Menu"/>
</menu>
<menu_item_call label="Телепортироваться домой" name="Teleport Home"/>
<menu_item_call label="Установить дом здесь" name="Set Home to Here"/>
@@ -203,7 +203,7 @@
<menu_item_check label="Поиск" name="Search"/>
<menu_item_call label="Освободить клавиши" name="Release Keys"/>
<menu_item_call label="Сбросить размер интерфейса" name="Set UI Size to Default"/>
- <menu_item_check label="Показать дополнительное меню – устаревшее сочетание клавиш" name="Show Advanced Menu - legacy shortcut"/>
+ <menu_item_check label="Показать меню «Дополнительно» - старое сочетание клавиш" name="Show Advanced Menu - legacy shortcut"/>
<menu_item_call label="Закрыть окно" name="Close Window"/>
<menu_item_call label="Закрыть все окна" name="Close All Windows"/>
<menu_item_call label="Сохранить снимок на диске" name="Snapshot to Disk"/>
diff --git a/indra/newview/skins/default/xui/ru/notifications.xml b/indra/newview/skins/default/xui/ru/notifications.xml
index 87ae9d06dd..d43d907164 100644
--- a/indra/newview/skins/default/xui/ru/notifications.xml
+++ b/indra/newview/skins/default/xui/ru/notifications.xml
@@ -724,13 +724,13 @@
Телепортация сейчас заблокирована. Повторите попытку позже. Если все равно не удается телепортироваться, выйдите из программы и войдите снова, чтобы устранить проблему.
</notification>
<notification name="nolandmark_tport">
- Системе не удалось определить место назначения закладки.
+ Системе не удалось определить пункт назначения закладки.
</notification>
<notification name="timeout_tport">
Системе не удалось выполнить подключение телепорта. Повторите попытку позже.
</notification>
<notification name="noaccess_tport">
- У вас нет доступа к точке назначения этого телепорта.
+ У вас нет доступа в пункт назначения этого телепорта.
</notification>
<notification name="missing_attach_tport">
Ваши присоединения еще не доставлены. Подождите несколько секунд либо выйдите из программы и войдите снова, прежде чем повторить попытку телепортации.
@@ -745,7 +745,7 @@
Системе не удалось своевременно выполнить ваше пересечение границы. Повторите попытку через несколько минут.
</notification>
<notification name="no_host">
- Не удалось найти точку назначения телепорта. Возможно, место назначения временно недоступно или уже не существует. Повторите попытку через несколько минут.
+ Не удалось найти точку назначения телепорта. Возможно, пункт назначения временно недоступен или уже не существует. Повторите попытку через несколько минут.
</notification>
<notification name="no_inventory_host">
Система инвентаря сейчас недоступна.
@@ -2381,7 +2381,7 @@ http://secondlife.com/download.
Не найден регион назначения.
</notification>
<notification name="NotAllowedInDest">
- Вам не разрешен доступ к месту назначения.
+ Вам не разрешен доступ в пункт назначения.
</notification>
<notification name="RegionParcelBan">
Нельзя пересечь границу региона по пути на забаненный участок. Выберите другой путь.
@@ -2390,7 +2390,7 @@ http://secondlife.com/download.
Вы перенаправлены на телехаб.
</notification>
<notification name="CouldntTPCloser">
- Не удалось телепортироваться ближе к месту назначения.
+ Не удалось телепортироваться ближе к пункту назначения.
</notification>
<notification name="TPCancelled">
Телепортация отменена.
@@ -2904,7 +2904,7 @@ http://secondlife.com/download.
При скрытии кнопки «Говорить» голосовая функция отключается.
</notification>
<notification label="Исследование мира" name="HintDestinationGuide">
- Путеводитель по местам назначения содержит тысячи новых мест, в которых вы можете побывать. Выберите место и нажмите кнопку «Телепортация», чтобы начать исследование.
+ Путеводитель по пунктам назначения содержит тысячи новых мест, в которых вы можете побывать. Выберите место и нажмите кнопку «Телепортация», чтобы начать исследование.
</notification>
<notification label="Боковая панель" name="HintSidePanel">
Быстрый доступ к вашему инвентарю, костюмам, профилю и многому другому открывается на боковой панели.
diff --git a/indra/newview/skins/default/xui/ru/panel_edit_alpha.xml b/indra/newview/skins/default/xui/ru/panel_edit_alpha.xml
index 38789c1c5e..7cde4099ef 100644
--- a/indra/newview/skins/default/xui/ru/panel_edit_alpha.xml
+++ b/indra/newview/skins/default/xui/ru/panel_edit_alpha.xml
@@ -2,8 +2,8 @@
<panel name="edit_alpha_panel">
<scroll_container name="avatar_alpha_color_panel_scroll">
<panel name="avatar_alpha_color_panel">
- <texture_picker label="Альфа нижних частей тела" name="Lower Alpha" tool_tip="Щелкните для выбора изображения"/>
- <texture_picker label="Альфа верхних частей тела" name="Upper Alpha" tool_tip="Щелкните для выбора изображения"/>
+ <texture_picker label="Альфа низа" name="Lower Alpha" tool_tip="Щелкните для выбора изображения"/>
+ <texture_picker label="Альфа верха" name="Upper Alpha" tool_tip="Щелкните для выбора изображения"/>
<texture_picker label="Альфа головы" name="Head Alpha" tool_tip="Щелкните для выбора изображения"/>
<texture_picker label="Альфа глаз" name="Eye Alpha" tool_tip="Щелкните для выбора изображения"/>
<texture_picker label="Альфа волос" name="Hair Alpha" tool_tip="Щелкните для выбора изображения"/>
diff --git a/indra/newview/skins/default/xui/ru/panel_edit_shape.xml b/indra/newview/skins/default/xui/ru/panel_edit_shape.xml
index b185ce1d45..312ad593a1 100644
--- a/indra/newview/skins/default/xui/ru/panel_edit_shape.xml
+++ b/indra/newview/skins/default/xui/ru/panel_edit_shape.xml
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<panel name="edit_shape_panel">
<string name="meters">
- метров
+ м
</string>
<string name="feet">
футов
diff --git a/indra/newview/skins/default/xui/ru/panel_im_control_panel.xml b/indra/newview/skins/default/xui/ru/panel_im_control_panel.xml
index f1cba0d3be..2a23cdb800 100644
--- a/indra/newview/skins/default/xui/ru/panel_im_control_panel.xml
+++ b/indra/newview/skins/default/xui/ru/panel_im_control_panel.xml
@@ -17,7 +17,7 @@
<button label="Заплатить" name="pay_btn"/>
</layout_panel>
<layout_panel name="call_btn_panel">
- <button label="Позвонить" name="call_btn"/>
+ <button label="Звонок" name="call_btn"/>
</layout_panel>
<layout_panel name="end_call_btn_panel">
<button label="Завершить звонок" name="end_call_btn"/>
diff --git a/indra/newview/skins/default/xui/ru/panel_landmarks.xml b/indra/newview/skins/default/xui/ru/panel_landmarks.xml
index 66c5b3b574..7d684cd479 100644
--- a/indra/newview/skins/default/xui/ru/panel_landmarks.xml
+++ b/indra/newview/skins/default/xui/ru/panel_landmarks.xml
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<panel name="Landmarks">
<accordion name="landmarks_accordion">
- <accordion_tab name="tab_favorites" title="Панель «Избранное»"/>
+ <accordion_tab name="tab_favorites" title="Избранное"/>
<accordion_tab name="tab_landmarks" title="Мои закладки"/>
<accordion_tab name="tab_inventory" title="Мой инвентарь"/>
<accordion_tab name="tab_library" title="Библиотека"/>
diff --git a/indra/newview/skins/default/xui/ru/panel_navigation_bar.xml b/indra/newview/skins/default/xui/ru/panel_navigation_bar.xml
index d9890acff2..5e3de180f9 100644
--- a/indra/newview/skins/default/xui/ru/panel_navigation_bar.xml
+++ b/indra/newview/skins/default/xui/ru/panel_navigation_bar.xml
@@ -12,7 +12,7 @@
<layout_panel name="favorites_layout_panel">
<favorites_bar name="favorite" tool_tip="Перетаскивайте сюда закладки, чтобы было удобнее переходить в любимые места в Second Life!">
<label name="favorites_bar_label" tool_tip="Перетаскивайте сюда закладки, чтобы было удобнее переходить в любимые места в Second Life!">
- Панель «Избранное»
+ Избранное
</label>
<more_button name="&gt;&gt;" tool_tip="Показать больше избранного">
Больше ▼
diff --git a/indra/newview/skins/default/xui/ru/panel_notes.xml b/indra/newview/skins/default/xui/ru/panel_notes.xml
index f88b4f13c3..aa74383349 100644
--- a/indra/newview/skins/default/xui/ru/panel_notes.xml
+++ b/indra/newview/skins/default/xui/ru/panel_notes.xml
@@ -21,7 +21,7 @@
<button label="IM" name="im" tool_tip="Начать сеанс IM"/>
</layout_panel>
<layout_panel name="call_btn_lp">
- <button label="Позвонить" name="call" tool_tip="Позвонить этому жителю"/>
+ <button label="Звонок" name="call" tool_tip="Позвонить этому жителю"/>
</layout_panel>
<layout_panel name="show_on_map_btn_lp">
<button label="Карта" name="show_on_map_btn" tool_tip="Показать жителя на карте"/>
diff --git a/indra/newview/skins/default/xui/ru/panel_outfit_edit.xml b/indra/newview/skins/default/xui/ru/panel_outfit_edit.xml
index 0657e6ff40..91c03342a7 100644
--- a/indra/newview/skins/default/xui/ru/panel_outfit_edit.xml
+++ b/indra/newview/skins/default/xui/ru/panel_outfit_edit.xml
@@ -2,7 +2,7 @@
<!-- Side tray Outfit Edit panel -->
<panel name="outfit_edit">
<string name="No Outfit" value="Нет костюма"/>
- <string name="unsaved_changes" value="Не сохраненные изменения"/>
+ <string name="unsaved_changes" value="Несохраненные изменения"/>
<string name="now_editing" value="Сейчас редактируется"/>
<panel.string name="not_available">
(нет)
@@ -35,7 +35,7 @@
</layout_stack>
</layout_panel>
<layout_panel name="add_wearables_panel">
- <button label="Вещь, которая носится" name="plus_btn"/>
+ <button label="Носимая вещь" name="plus_btn"/>
</layout_panel>
</layout_stack>
<panel name="no_add_wearables_button_bar">
diff --git a/indra/newview/skins/default/xui/ru/panel_people.xml b/indra/newview/skins/default/xui/ru/panel_people.xml
index e8a25d5349..607921f2d6 100644
--- a/indra/newview/skins/default/xui/ru/panel_people.xml
+++ b/indra/newview/skins/default/xui/ru/panel_people.xml
@@ -64,13 +64,13 @@
<panel name="button_bar">
<layout_stack name="bottom_bar_ls">
<layout_panel name="view_profile_btn_lp">
- <button label="Профиль" name="view_profile_btn" tool_tip="Показывает изображение, группы и прочую информацию о жителе"/>
+ <button label="Профиль" name="view_profile_btn" tool_tip="Показать изображение, группы и прочую информацию о жителе"/>
</layout_panel>
<layout_panel name="im_btn_lp">
<button label="IM" name="im_btn" tool_tip="Начать сеанс IM"/>
</layout_panel>
<layout_panel name="call_btn_lp">
- <button label="Позвонить" name="call_btn" tool_tip="Позвонить этому жителю"/>
+ <button label="Звонок" name="call_btn" tool_tip="Позвонить этому жителю"/>
</layout_panel>
<layout_panel name="share_btn_lp">
<button label="Поделиться" name="share_btn" tool_tip="Поделиться объектом из инвентаря"/>
@@ -81,13 +81,13 @@
</layout_stack>
<layout_stack name="bottom_bar_ls1">
<layout_panel name="group_info_btn_lp">
- <button label="Профиль группы" name="group_info_btn" tool_tip="Показывает информацию о группе"/>
+ <button label="Профиль группы" name="group_info_btn" tool_tip="Показать информацию о группе"/>
</layout_panel>
<layout_panel name="chat_btn_lp">
- <button label="Групповой чат" name="chat_btn" tool_tip="Открывает сеанс чата"/>
+ <button label="Групповой чат" name="chat_btn" tool_tip="Открыть сеанс чата"/>
</layout_panel>
<layout_panel name="group_call_btn_lp">
- <button label="Звонок группе" name="group_call_btn" tool_tip="Звонок этой группе"/>
+ <button label="Звонок группе" name="group_call_btn" tool_tip="Позвонить этой группе"/>
</layout_panel>
</layout_stack>
</panel>
diff --git a/indra/newview/skins/default/xui/ru/panel_preferences_chat.xml b/indra/newview/skins/default/xui/ru/panel_preferences_chat.xml
index fb368b8b5e..a3ee5b7815 100644
--- a/indra/newview/skins/default/xui/ru/panel_preferences_chat.xml
+++ b/indra/newview/skins/default/xui/ru/panel_preferences_chat.xml
@@ -30,7 +30,7 @@
<spinner label="Время отображения всплывающих реплик:" name="nearby_toasts_lifetime"/>
<spinner label="Время затухания всплывающих реплик:" name="nearby_toasts_fadingtime"/>
<text name="translate_chb_label">
- Использовать машинный перевод во время общения
+ Использовать машинный перевод при общении
</text>
<text name="translate_language_text">
Переводить чат на:
diff --git a/indra/newview/skins/default/xui/ru/panel_preferences_move.xml b/indra/newview/skins/default/xui/ru/panel_preferences_move.xml
index 878a729113..a6e9b00f2a 100644
--- a/indra/newview/skins/default/xui/ru/panel_preferences_move.xml
+++ b/indra/newview/skins/default/xui/ru/panel_preferences_move.xml
@@ -5,12 +5,12 @@
<text name="heading2">
Автоматическая установка позиции для:
</text>
- <check_box label="создания/редактирования" name="edit_camera_movement" tool_tip="Производить автоматическое позиционирование камеры при входе в режим редактирования и выходе из него"/>
- <check_box label="внешности" name="appearance_camera_movement" tool_tip="Производить автоматическое позиционирование камеры в режиме изменения внешности"/>
+ <check_box label="создания/редактирования" name="edit_camera_movement" tool_tip="Автоматическое позиционирование камеры при входе в режим редактирования и выходе из него"/>
+ <check_box label="внешности" name="appearance_camera_movement" tool_tip="Автоматическое позиционирование камеры в режиме редактирования"/>
<text name="keyboard_lbl">
Клавиатура:
</text>
- <check_box label="Клавиши стрелок всегда перемещают меня" name="arrow_keys_move_avatar_check"/>
+ <check_box label="Клавиши со стрелками всегда перемещают меня" name="arrow_keys_move_avatar_check"/>
<check_box label="Бег после двойного нажатия клавиши" name="tap_tap_hold_to_run"/>
<text name="mouse_lbl">
Мышь:
diff --git a/indra/newview/skins/default/xui/ru/panel_profile.xml b/indra/newview/skins/default/xui/ru/panel_profile.xml
index 79c060c050..fab57d678c 100644
--- a/indra/newview/skins/default/xui/ru/panel_profile.xml
+++ b/indra/newview/skins/default/xui/ru/panel_profile.xml
@@ -53,10 +53,10 @@
<button label="IM" name="im" tool_tip="Начать сеанс IM"/>
</layout_panel>
<layout_panel name="call_btn_lp">
- <button label="Позвонить" name="call" tool_tip="Позвонить этому жителю"/>
+ <button label="Звонок" name="call" tool_tip="Позвонить этому жителю"/>
</layout_panel>
<layout_panel name="chat_btn_lp">
- <button label="Телепортироваться" name="teleport" tool_tip="Предложить телепортацию"/>
+ <button label="Телепортация" name="teleport" tool_tip="Предложить телепортацию"/>
</layout_panel>
<layout_panel name="overflow_btn_lp">
<menu_button label="▼" name="overflow_btn" tool_tip="Заплатить жителю или поделиться с ним вещами"/>
diff --git a/indra/newview/skins/default/xui/ru/panel_region_estate.xml b/indra/newview/skins/default/xui/ru/panel_region_estate.xml
index d957274026..27ec10b323 100644
--- a/indra/newview/skins/default/xui/ru/panel_region_estate.xml
+++ b/indra/newview/skins/default/xui/ru/panel_region_estate.xml
@@ -18,16 +18,16 @@
<check_box label="Глобальное время" name="use_global_time_check"/>
<check_box label="Фиксированное" name="fixed_sun_check"/>
<slider label="Фаза" name="sun_hour_slider"/>
- <check_box label="Разрешить публичный доступ" name="externally_visible_check"/>
+ <check_box label="Разрешить общий доступ" name="externally_visible_check"/>
<text name="Only Allow">
- Ограничить доступ проверкой:
+ Разрешить доступ только аккаунтам с подтверждением:
</text>
<check_box label="Информации об оплате в файле" name="limit_payment" tool_tip="Банить нераспознанных жителей"/>
<check_box label="Проверка возраста" name="limit_age_verified" tool_tip="Банить жителей, не прошедших проверку возраста. Более подробная информация находится здесь: [SUPPORT_SITE]."/>
<check_box label="Разрешить голосовое общение" name="voice_chat_check"/>
<check_box label="Разрешить прямой телепорт" name="allow_direct_teleport"/>
<button label="Применить" name="apply_btn"/>
- <button label="Отправить сообщение в землевладение..." name="message_estate_btn"/>
+ <button label="Сообщение в землевладение..." name="message_estate_btn"/>
<button label="Выкинуть жителя с землевладения..." name="kick_user_from_estate_btn"/>
<text name="estate_manager_label">
Менеджеры землевладения:
diff --git a/indra/newview/skins/default/xui/ru/panel_region_general.xml b/indra/newview/skins/default/xui/ru/panel_region_general.xml
index 97bfbbeeea..8559be6c9e 100644
--- a/indra/newview/skins/default/xui/ru/panel_region_general.xml
+++ b/indra/newview/skins/default/xui/ru/panel_region_general.xml
@@ -31,10 +31,10 @@
<text label="Дозволенность" name="access_text">
Категория:
</text>
- <icons_combo_box label="Умеренная" name="access_combo">
+ <icons_combo_box label="Умеренный" name="access_combo">
<icons_combo_box.item label="Для взрослых" name="Adult" value="42"/>
- <icons_combo_box.item label="Умеренная" name="Mature" value="21"/>
- <icons_combo_box.item label="Общая" name="PG" value="13"/>
+ <icons_combo_box.item label="Умеренный" name="Mature" value="21"/>
+ <icons_combo_box.item label="Общий" name="PG" value="13"/>
</icons_combo_box>
<button label="Применить" name="apply_btn"/>
<button label="Телепортировать домой одного жителя..." name="kick_btn"/>
diff --git a/indra/newview/skins/default/xui/ru/panel_region_terrain.xml b/indra/newview/skins/default/xui/ru/panel_region_terrain.xml
index 08258b5034..af25565226 100644
--- a/indra/newview/skins/default/xui/ru/panel_region_terrain.xml
+++ b/indra/newview/skins/default/xui/ru/panel_region_terrain.xml
@@ -7,13 +7,13 @@
неизвестен
</text>
<spinner label="Уровень воды" name="water_height_spin"/>
- <spinner label="Верхняя точка ландшафта" name="terrain_raise_spin"/>
- <spinner label="Нижняя точка ландшафта" name="terrain_lower_spin"/>
+ <spinner label="Верх. точка ландшафта" name="terrain_raise_spin"/>
+ <spinner label="Ниж. точка ландшафта" name="terrain_lower_spin"/>
<text name="detail_texture_text">
- Текстуры ландшафта (требования: 512x512, 24-разрядные, TGA)
+ Текстуры ландшафта (требования: 512x512, 24-битные, TGA)
</text>
<text name="height_text_lbl">
- 1 (Нижняя)
+ 1 (Низ)
</text>
<text name="height_text_lbl2">
2
@@ -22,7 +22,7 @@
3
</text>
<text name="height_text_lbl4">
- 4 (Верхняя)
+ 4 (Верх)
</text>
<text name="height_text_lbl5">
Диапазон высот текстур
@@ -31,7 +31,7 @@
Эти значения определяют степень смешивания наложенных текстур.
</text>
<text name="height_text_lbl11">
- Измеряются в метрах. Значение «Нижняя» – это МАКСИМАЛЬНАЯ высота текстуры №1, а значение «Верхняя» – это МИНИМАЛЬНАЯ высота текстуры №4.
+ Измеряются в метрах. Значение «Низ» – это МАКСИМАЛЬНАЯ высота текстуры №1, а значение «Верх» – это МИНИМАЛЬНАЯ высота текстуры №4.
</text>
<text name="height_text_lbl6">
Северо-запад
@@ -39,20 +39,20 @@
<text name="height_text_lbl7">
Северо-восток
</text>
- <spinner label="Нижняя" name="height_start_spin_1"/>
- <spinner label="Нижняя" name="height_start_spin_3"/>
- <spinner label="Верхняя" name="height_range_spin_1"/>
- <spinner label="Верхняя" name="height_range_spin_3"/>
+ <spinner label="Низ" name="height_start_spin_1"/>
+ <spinner label="Низ" name="height_start_spin_3"/>
+ <spinner label="Верх" name="height_range_spin_1"/>
+ <spinner label="Верх" name="height_range_spin_3"/>
<text name="height_text_lbl8">
Юго-запад
</text>
<text name="height_text_lbl9">
Юго-восток
</text>
- <spinner label="Нижняя" name="height_start_spin_0"/>
- <spinner label="Нижняя" name="height_start_spin_2"/>
- <spinner label="Верхняя" name="height_range_spin_0"/>
- <spinner label="Верхняя" name="height_range_spin_2"/>
+ <spinner label="Низ" name="height_start_spin_0"/>
+ <spinner label="Низ" name="height_start_spin_2"/>
+ <spinner label="Верх" name="height_range_spin_0"/>
+ <spinner label="Верх" name="height_range_spin_2"/>
<button label="Загрузить ландшафт RAW..." name="download_raw_btn" tool_tip="Доступно только землевладельцам, не менеджерам"/>
<button label="Передать ландшафт RAW..." name="upload_raw_btn" tool_tip="Доступно только землевладельцам, не менеджерам"/>
<button label="Зафиксировать пределы" name="bake_terrain_btn" tool_tip="Установить высоту ландшафта по средней точке между верхней и нижней точками"/>
diff --git a/indra/newview/skins/default/xui/ru/panel_region_texture.xml b/indra/newview/skins/default/xui/ru/panel_region_texture.xml
index 369beb1e9b..c4b35a536d 100644
--- a/indra/newview/skins/default/xui/ru/panel_region_texture.xml
+++ b/indra/newview/skins/default/xui/ru/panel_region_texture.xml
@@ -7,10 +7,10 @@
неизвестен
</text>
<text name="detail_texture_text">
- Текстуры ландшафта (требования: 512x512, 24-разрядные TGA-файлы)
+ Текстуры ландшафта (требования: 512x512, 24-битные TGA-файлы)
</text>
<text name="height_text_lbl">
- 1 (нижняя)
+ 1 (низ)
</text>
<text name="height_text_lbl2">
2
@@ -19,7 +19,7 @@
3
</text>
<text name="height_text_lbl4">
- 4 (верхняя)
+ 4 (верх)
</text>
<text name="height_text_lbl5">
Диапазон высот текстур
@@ -30,25 +30,25 @@
<text name="height_text_lbl7">
Северо-восток
</text>
- <spinner label="Низко" name="height_start_spin_1"/>
- <spinner label="Низко" name="height_start_spin_3"/>
- <spinner label="Высоко" name="height_range_spin_1"/>
- <spinner label="Высоко" name="height_range_spin_3"/>
+ <spinner label="Низ" name="height_start_spin_1"/>
+ <spinner label="Низ" name="height_start_spin_3"/>
+ <spinner label="Верх" name="height_range_spin_1"/>
+ <spinner label="Верх" name="height_range_spin_3"/>
<text name="height_text_lbl8">
Юго-запад
</text>
<text name="height_text_lbl9">
Юго-восток
</text>
- <spinner label="Низко" name="height_start_spin_0"/>
- <spinner label="Низко" name="height_start_spin_2"/>
- <spinner label="Высоко" name="height_range_spin_0"/>
- <spinner label="Высоко" name="height_range_spin_2"/>
+ <spinner label="Низ" name="height_start_spin_0"/>
+ <spinner label="Низ" name="height_start_spin_2"/>
+ <spinner label="Верх" name="height_range_spin_0"/>
+ <spinner label="Верх" name="height_range_spin_2"/>
<text name="height_text_lbl10">
Эти значения отображают диапазон перекрытия вышеуказанных текстур.
</text>
<text name="height_text_lbl11">
- Измеряется в метрах, НИЖНЕЕ значение – это МАКСИМАЛЬНАЯ высота текстуры №1, ВЕРХНЕЕ значение – это МИНИМАЛЬНАЯ высота текстуры №4.
+ Измеряется в метрах, значение «Низ» – это МАКСИМАЛЬНАЯ высота текстуры №1, значение «Верх» – это МИНИМАЛЬНАЯ высота текстуры №4.
</text>
<button label="Применить" name="apply_btn"/>
</panel>
diff --git a/indra/newview/skins/default/xui/ru/strings.xml b/indra/newview/skins/default/xui/ru/strings.xml
index df657b39c6..7fef5797a9 100644
--- a/indra/newview/skins/default/xui/ru/strings.xml
+++ b/indra/newview/skins/default/xui/ru/strings.xml
@@ -872,7 +872,7 @@ support@secondlife.com.
Новое сопоставление элементов управления
</string>
<string name="AnimateYourAvatar">
- Анимация аватара
+ Анимировать ваш аватар
</string>
<string name="AttachToYourAvatar">
Прикрепить к аватару
@@ -899,10 +899,10 @@ support@secondlife.com.
Нет подключения
</string>
<string name="SIM_ACCESS_PG">
- Общая
+ Общий
</string>
<string name="SIM_ACCESS_MATURE">
- Умеренная
+ Умеренный
</string>
<string name="SIM_ACCESS_ADULT">
Для взрослых
@@ -1073,7 +1073,7 @@ support@secondlife.com.
Тату не надето
</string>
<string name="physics_not_worn">
- Физические данные не учитываются
+ Физика не учитывается
</string>
<string name="invalid_not_worn">
ошибка
@@ -1124,7 +1124,7 @@ support@secondlife.com.
Создать тату
</string>
<string name="create_new_physics">
- Создать физические данные
+ Создать физику
</string>
<string name="create_new_invalid">
ошибка
@@ -1437,7 +1437,7 @@ support@secondlife.com.
Резина
</string>
<string name="Light">
- Освещение
+ Светлый
</string>
<string name="KBShift">
SHIFT
@@ -1617,7 +1617,7 @@ support@secondlife.com.
Есть информация о платежах
</string>
<string name="PaymentInfoOnFile">
- Есть информация в файле о платежах
+ Есть зарегистрир. информация о платежах
</string>
<string name="NoPaymentInfoOnFile">
Нет информации о платежах
@@ -2340,13 +2340,13 @@ support@secondlife.com.
Не удается получить описание формата пикселей
</string>
<string name="MBTrueColorWindow">
- Для работы [APP_NAME] необходим режим True Color (32 разряда).
-Задайте в настройках дисплея 32-разрядный режим цвета.
+ Для работы [APP_NAME] необходим режим True Color (32 бита).
+Задайте в настройках дисплея 32-битный режим цвета.
</string>
<string name="MBAlpha">
- Не удается запустить [APP_NAME] из-за отсутствия доступа к 8-разрядному альфа-каналу. Обычно эта проблема возникает из-за неполадок с драйвером видеокарты.
+ Не удается запустить [APP_NAME] из-за отсутствия доступа к 8-битному альфа-каналу. Обычно эта проблема возникает из-за неполадок с драйвером видеокарты.
Установите новые драйверы видеокарты.
-Также задайте для монитора 32-разрядный режим True Color (Панель управления &gt; Экран &gt; Параметры).
+Также задайте для монитора 32-битный режим True Color (Панель управления &gt; Экран &gt; Параметры).
Если это сообщение продолжает отображаться, обратитесь на сайт [SUPPORT_SITE].
</string>
<string name="MBPixelFmtSetErr">
@@ -2363,7 +2363,7 @@ support@secondlife.com.
Если это сообщение продолжает отображаться, обратитесь на сайт [SUPPORT_SITE].
</string>
<string name="5 O&apos;Clock Shadow">
- Легкие сумерки
+ Жидкие
</string>
<string name="All White">
Полностью белые
@@ -2381,10 +2381,10 @@ support@secondlife.com.
Прикреплено
</string>
<string name="Attached Earlobes">
- Примыкающие мочки
+ Приросшие мочки
</string>
<string name="Back Fringe">
- Черная челка
+ Затылок
</string>
<string name="Baggy">
С мешками
@@ -2417,7 +2417,7 @@ support@secondlife.com.
Большая голова
</string>
<string name="Big Pectorals">
- Большие грудные мышцы
+ Выпуклая грудь
</string>
<string name="Big Spikes">
Большие «шипы»
@@ -2603,7 +2603,7 @@ support@secondlife.com.
Кустистые брови
</string>
<string name="Bushy Hair">
- Вьющиеся волосы
+ Пышные
</string>
<string name="Butt Size">
Размер зада
@@ -2636,7 +2636,7 @@ support@secondlife.com.
Ямка на подбородке
</string>
<string name="Chin Curtains">
- Борода в стиле Линкольна
+ Шкиперская бородка
</string>
<string name="Chin Depth">
Толщина подбородка
@@ -2654,10 +2654,10 @@ support@secondlife.com.
Переход от подбородка к шее
</string>
<string name="Clear">
- Очистить
+ Чистый
</string>
<string name="Cleft">
- Щелкой
+ Ямка
</string>
<string name="Close Set Eyes">
Близко посаженные
@@ -2711,7 +2711,7 @@ support@secondlife.com.
Темнее
</string>
<string name="Deep">
- Глубокий
+ Глубоко
</string>
<string name="Default Heels">
Стандартные каблуки
@@ -2726,7 +2726,7 @@ support@secondlife.com.
Вниз
</string>
<string name="Duffle Bag">
- Сумка из плотной ткани
+ Больше
</string>
<string name="Ear Angle">
Оттопыренность ушей
@@ -2756,7 +2756,7 @@ support@secondlife.com.
Открытость глаз
</string>
<string name="Eye Pop">
- Взмах ресницами
+ Вытаращить глаз
</string>
<string name="Eye Size">
Размер глаз
@@ -2774,7 +2774,7 @@ support@secondlife.com.
Высота бровей
</string>
<string name="Eyebrow Points">
- Точки бровей
+ Кончики бровей
</string>
<string name="Eyebrow Size">
Размер бровей
@@ -2792,10 +2792,10 @@ support@secondlife.com.
Выпученные глаза
</string>
<string name="Face Shear">
- Овал лица
+ Перекос лица
</string>
<string name="Facial Definition">
- Описание лица
+ Черты лица
</string>
<string name="Far Set Eyes">
Широко расставленные глаза
@@ -2816,7 +2816,7 @@ support@secondlife.com.
С манжетами
</string>
<string name="Flat">
- Плоский
+ Плоские
</string>
<string name="Flat Butt">
Плоский зад
@@ -2903,7 +2903,7 @@ support@secondlife.com.
Размер кисти
</string>
<string name="Handlebars">
- Рули
+ Длинные усы
</string>
<string name="Head Length">
Длина головы
@@ -2924,10 +2924,10 @@ support@secondlife.com.
Форма каблука
</string>
<string name="Height">
- Высота
+ Рост
</string>
<string name="High">
- высокий
+ Высокие
</string>
<string name="High Heels">
Высокий каблук
@@ -2939,7 +2939,7 @@ support@secondlife.com.
Высокая платформа
</string>
<string name="High and Tight">
- Высокое и плотное
+ Высокий и плотный
</string>
<string name="Higher">
Выше
@@ -2951,13 +2951,13 @@ support@secondlife.com.
Ширина бедер
</string>
<string name="In">
- Внутри
+ Внутрь
</string>
<string name="In Shdw Color">
Цвет внутренних теней
</string>
<string name="In Shdw Opacity">
- Прозрачность внутренних теней
+ Прозрачность внутр. теней
</string>
<string name="Inner Eye Corner">
Внутренние уголки глаз
@@ -2990,13 +2990,13 @@ support@secondlife.com.
Щеки
</string>
<string name="Knee Angle">
- Угол коленей
+ Угол колен
</string>
<string name="Knock Kneed">
- Ровность ног
+ Колченогие
</string>
<string name="Large">
- Большие
+ Больше
</string>
<string name="Large Hands">
Большие кисти
@@ -3029,7 +3029,7 @@ support@secondlife.com.
Меньше притяжения
</string>
<string name="Less Love">
- Меньше любви
+ Меньше
</string>
<string name="Less Muscles">
Меньше мышц
@@ -3044,7 +3044,7 @@ support@secondlife.com.
Меньше округлости
</string>
<string name="Less Saddle">
- Меньше седлообразности
+ Меньше
</string>
<string name="Less Square">
Меньше угловатости
@@ -3053,16 +3053,16 @@ support@secondlife.com.
Меньше объема
</string>
<string name="Less soul">
- Меньше энергичности
+ Меньше
</string>
<string name="Lighter">
Светлее
</string>
<string name="Lip Cleft">
- Зазор между губ
+ Ямка между губ
</string>
<string name="Lip Cleft Depth">
- Глубина зазора
+ Глубина ямки
</string>
<string name="Lip Fullness">
Полнота губ
@@ -3128,28 +3128,28 @@ support@secondlife.com.
Отложения на талии
</string>
<string name="Low">
- Низкое
+ Низкие
</string>
<string name="Low Heels">
Низкий каблук
</string>
<string name="Low Jaw">
- Низкая челюсть
+ Челюсть низко
</string>
<string name="Low Platforms">
Низкая платформа
</string>
<string name="Low and Loose">
- Низкое и свободное
+ Низкий и свободный
</string>
<string name="Lower">
Ниже
</string>
<string name="Lower Bridge">
- Ниже переносицу
+ Спинка носа
</string>
<string name="Lower Cheeks">
- Ниже щеки
+ Щеки ниже
</string>
<string name="Male">
Мужчина
@@ -3185,7 +3185,7 @@ support@secondlife.com.
Больше помады
</string>
<string name="More Love">
- Больше любви
+ Больше
</string>
<string name="More Lower Lip">
Больше нижняя губа
@@ -3194,7 +3194,7 @@ support@secondlife.com.
Больше мышц
</string>
<string name="More Muscular">
- Более мускулистое
+ Больше мышц
</string>
<string name="More Rosy">
Больше румянца
@@ -3203,7 +3203,7 @@ support@secondlife.com.
Больше округлости
</string>
<string name="More Saddle">
- Более седлообразно
+ Больше
</string>
<string name="More Sloped">
Более наклонный
@@ -3218,10 +3218,10 @@ support@secondlife.com.
Более вертикальный
</string>
<string name="More Volume">
- Больший объем
+ Больше объема
</string>
<string name="More soul">
- Больше духа
+ Больше
</string>
<string name="Moustache">
Усы
@@ -3251,7 +3251,7 @@ support@secondlife.com.
Узко
</string>
<string name="Narrow Back">
- Узкая спина
+ Узко сзади
</string>
<string name="Narrow Front">
Узкий перед
@@ -3260,7 +3260,7 @@ support@secondlife.com.
Узкие губы
</string>
<string name="Natural">
- Естественно
+ Естественный
</string>
<string name="Neck Length">
Длина шеи
@@ -3356,13 +3356,13 @@ support@secondlife.com.
Оранжевый
</string>
<string name="Out">
- Снаружи
+ Наружу
</string>
<string name="Out Shdw Color">
Цвет внешних теней
</string>
<string name="Out Shdw Opacity">
- Прозрачность внешних теней
+ Прозрачность внеш. теней
</string>
<string name="Outer Eye Corner">
Внешние уголки глаз
@@ -3377,7 +3377,7 @@ support@secondlife.com.
Глубокий прикус
</string>
<string name="Package">
- Пакет
+ Гульфик
</string>
<string name="Painted Nails">
Покрашенные
@@ -3386,7 +3386,7 @@ support@secondlife.com.
Бледный
</string>
<string name="Pants Crotch">
- Мотня
+ Шаг
</string>
<string name="Pants Fit">
Облегающие брюки
@@ -3404,13 +3404,13 @@ support@secondlife.com.
Пробор
</string>
<string name="Part Bangs">
- Челки с пробором
+ Челка с пробором
</string>
<string name="Pectorals">
Грудные мышцы
</string>
<string name="Pigment">
- Пигмент
+ Пигментация
</string>
<string name="Pigtails">
Хвосты по бокам
@@ -3428,7 +3428,7 @@ support@secondlife.com.
Ширина платформы
</string>
<string name="Pointy">
- Острый
+ Острые
</string>
<string name="Pointy Heels">
Острый каблук
@@ -3440,13 +3440,13 @@ support@secondlife.com.
Пышная юбка
</string>
<string name="Pop Left Eye">
- Хлопнуть левым глазом
+ Левый глаз
</string>
<string name="Pop Right Eye">
- Хлопнуть правым глазом
+ Правый глаз
</string>
<string name="Puffy">
- Припухшие
+ Пухлые
</string>
<string name="Puffy Eyelids">
Припухлость век
@@ -3473,13 +3473,13 @@ support@secondlife.com.
Румянец
</string>
<string name="Ruddy">
- Румяное
+ Румяный
</string>
<string name="Rumpled Hair">
Взъерошенные
</string>
<string name="Saddle Bags">
- Седельные сумки
+ Галифе
</string>
<string name="Scrawny Leg">
Сухопарая нога
@@ -3488,25 +3488,25 @@ support@secondlife.com.
Разделить
</string>
<string name="Shallow">
- Мелкий
+ Мелко
</string>
<string name="Shear Back">
- Очертание спины
+ Скос сзади
</string>
<string name="Shear Face">
- Овал лица
+ Перекос лица
</string>
<string name="Shear Front">
- Очертание спереди
+ Скос спереди
</string>
<string name="Shear Left Up">
- Очертание левой верхней части
+ Скос влево вверх
</string>
<string name="Shear Right Up">
- Очертание правой верхней части
+ Скос вправо вверх
</string>
<string name="Sheared Back">
- Уменьшенная спина
+ Уменьшено сзади
</string>
<string name="Sheared Front">
Уменьшено спереди
@@ -3533,7 +3533,7 @@ support@secondlife.com.
Высота обуви
</string>
<string name="Short">
- Короче
+ Ниже
</string>
<string name="Short Arms">
Короткие руки
@@ -3608,7 +3608,7 @@ support@secondlife.com.
Разрез: справа
</string>
<string name="Small">
- Маленький
+ Меньше
</string>
<string name="Small Hands">
Маленькие кисти
@@ -3620,13 +3620,13 @@ support@secondlife.com.
Гладко
</string>
<string name="Smooth Hair">
- Приглаженные волосы
+ Приглаженные
</string>
<string name="Socks Length">
Длина носков
</string>
<string name="Soulpatch">
- Бородка под губой
+ Эспаньолка
</string>
<string name="Sparse">
Жидкие
@@ -3662,13 +3662,13 @@ support@secondlife.com.
Зачесанные вперед
</string>
<string name="Tall">
- Высокие
+ Выше
</string>
<string name="Taper Back">
- Градуировка сзади
+ Конус сзади
</string>
<string name="Taper Front">
- Градуировка спереди
+ Конус спереди
</string>
<string name="Thick Heels">
Широкий каблук
@@ -3737,16 +3737,16 @@ support@secondlife.com.
Неестественный
</string>
<string name="Upper Bridge">
- Переносицу выше
+ Переносица
</string>
<string name="Upper Cheeks">
Щеки выше
</string>
<string name="Upper Chin Cleft">
- Ямку на подбородке выше
+ Ямка на подбородке выше
</string>
<string name="Upper Eyelid Fold">
- Складку века выше
+ Складка верхнего века
</string>
<string name="Upturned">
Вверх
@@ -3758,7 +3758,7 @@ support@secondlife.com.
Высота талии
</string>
<string name="Well-Fed">
- Упитанное
+ Упитанные
</string>
<string name="White Hair">
Белые волосы
@@ -3767,7 +3767,7 @@ support@secondlife.com.
Широко
</string>
<string name="Wide Back">
- Широкая спина
+ Широко сзади
</string>
<string name="Wide Front">
Широкий перед
@@ -4252,7 +4252,7 @@ support@secondlife.com.
Женщина – ух ты!
</string>
<string name="/bow">
- /поклон
+ /поклониться
</string>
<string name="/clap">
/хлопнуть
@@ -4794,7 +4794,7 @@ support@secondlife.com.
Компас
</string>
<string name="Command_Destinations_Label">
- Места
+ Пункты
</string>
<string name="Command_Gestures_Label">
Жесты
@@ -4845,16 +4845,16 @@ support@secondlife.com.
Вид
</string>
<string name="Command_Voice_Label">
- Голоса собеседников
+ Настройки голоса
</string>
<string name="Command_AboutLand_Tooltip">
Информация о посещаемой вами земле
</string>
<string name="Command_Appearance_Tooltip">
- Сменить аватар
+ Изменить аватар
</string>
<string name="Command_Avatar_Tooltip">
- Выберите весь аватар
+ Выбор аватара
</string>
<string name="Command_Build_Tooltip">
Построение объектов и формирование ландшафта
@@ -4917,7 +4917,7 @@ support@secondlife.com.
Изменение угла камеры
</string>
<string name="Command_Voice_Tooltip">
- Люди около вас с оспособностью говорить
+ Громкость звонков и голосов окружающих вас людей
</string>
<string name="Retain%">
Остаток%
diff --git a/indra/newview/skins/default/xui/tr/floater_about.xml b/indra/newview/skins/default/xui/tr/floater_about.xml
index 998890b85c..993ec42958 100644
--- a/indra/newview/skins/default/xui/tr/floater_about.xml
+++ b/indra/newview/skins/default/xui/tr/floater_about.xml
@@ -46,16 +46,16 @@ Ses Sunucusu Sürümü: [VOICE_VERSION]
</panel>
<panel label="Katkıda Bulunanlar" name="credits_panel">
<text name="linden_intro">
- Second Life, Lindens&apos;lar tarafından geliştirilmiştir:
+ Second Life, Linden&apos;lar tarafından geliştirilmiştir:
</text>
<text name="contrib_intro">
- açık kaynak kod katkısında bulunanlar:
+ Açık kaynak kod katkısında bulunanlar:
</text>
<text_editor name="contrib_names">
Geçici Ad çalıştırma sırasında değiştirilir
</text_editor>
<text name="trans_intro">
- çevirileri yapanlar:
+ Çevirileri yapanlar:
</text>
<text_editor name="trans_names">
Geçici Ad çalıştırma sırasında değiştirilir
diff --git a/indra/newview/skins/default/xui/tr/floater_about_land.xml b/indra/newview/skins/default/xui/tr/floater_about_land.xml
index c44722f4ba..e0350964b5 100644
--- a/indra/newview/skins/default/xui/tr/floater_about_land.xml
+++ b/indra/newview/skins/default/xui/tr/floater_about_land.xml
@@ -102,7 +102,7 @@
<text name="For Sale: Price L$[PRICE].">
Fiyat: L$[PRICE] (L$[PRICE_PER_SQM]/m²)
</text>
- <button label="Arazi Sat" name="Sell Land..."/>
+ <button label="Araziyi Sat" name="Sell Land..."/>
<text name="For sale to">
Şu Alıcıya Satılık: [BUYER]
</text>
@@ -307,7 +307,7 @@ Sadece büyük parseller aramada görünür.
İtme Yok (Bölge Geçersiz Kılma)
</panel.string>
<panel.string name="see_avs_text">
- Bu parseldeki sakinleri gör ve onlarla sohbet et
+ Parseldeki sakinleri gör ve onlarla sohbet et
</panel.string>
<text name="allow_label">
Sakinlere şunun için izin ver:
@@ -336,7 +336,7 @@ Sadece büyük parseller aramada görünür.
<check_box label="İtme Yok" name="PushRestrictCheck" tool_tip="Komut dosyalarının itmesini önler Bu seçeneğin işaretlenmesi arazinizdeki bozucu davranışları önlemeye yardımcı olabilir."/>
<check_box label="Konumu Arama sonuçlarında göster (L$30/hafta)" name="ShowDirectoryCheck" tool_tip="Arama sonuçlarında bu parsel görünsün"/>
<combo_box name="land category with adult">
- <combo_box.item label="Herhangi Bir Kategori" name="item0"/>
+ <combo_box.item label="Herh. Bir Kategori" name="item0"/>
<combo_box.item label="Linden Konumu" name="item1"/>
<combo_box.item label="Yetişkin" name="item2"/>
<combo_box.item label="Sanat ve Kültür" name="item3"/>
@@ -352,7 +352,7 @@ Sadece büyük parseller aramada görünür.
<combo_box.item label="Diğer" name="item12"/>
</combo_box>
<combo_box name="land category">
- <combo_box.item label="Herhangi Bir Kategori" name="item0"/>
+ <combo_box.item label="Herh. Bir Kategori" name="item0"/>
<combo_box.item label="Linden Konumu" name="item1"/>
<combo_box.item label="Sanat ve Kültür" name="item3"/>
<combo_box.item label="İş" name="item4"/>
@@ -372,7 +372,7 @@ Sadece büyük parseller aramada görünür.
</text>
<texture_picker name="snapshot_ctrl" tool_tip="Bir resim seçmek için tıklayın"/>
<text name="allow_label5">
- Diğer parsellerdeki Sakinlere şunun için izin verin:
+ Diğer parsel Sakinlerine şunun için izin verin:
</text>
<check_box label="Avatarları Gör" name="SeeAvatarsCheck" tool_tip="Diğer parsellerdeki sakinlerin bu parseldeki sakinleri görmesine ve onlarla sohbet etmesine, sizin de onları görüp, onlarla sohbet etmenize imkan tanır."/>
<text name="landing_point">
@@ -419,7 +419,7 @@ Sadece büyük parseller aramada görünür.
piksel
</text>
<text name="Options:">
- Seçenekler:
+ Seçenklr.:
</text>
<check_box label="Döngü" name="media_loop" tool_tip="Ortamı döngüsel olarak oynat. Ortamın oynatılması bittiğinde baştan tekrar başlayacaktır."/>
</panel>
@@ -448,7 +448,7 @@ Sadece büyük parseller aramada görünür.
(Gayrimenkul tarafından tanımlanır)
</panel.string>
<panel.string name="allow_public_access">
- Kamusal Erişime İzin Ver ([MATURITY]) (Not: Bunun işaretinin kaldırılması yasaklama çizgileri oluşturacaktır)
+ Kamusal Erişime İzin Ver ([MATURITY]) (Not: İşaret kaldırılırsa yasaklama çizgileri oluşur)
</panel.string>
<panel.string name="estate_override">
Bu seçeneklerden biri veya daha fazlası gayrimenkul düzeyinde ayarlanır
@@ -462,7 +462,7 @@ Sadece büyük parseller aramada görünür.
<check_box label="Dosyadaki ödeme bilgileri [ESTATE_PAYMENT_LIMIT]" name="limit_payment" tool_tip="Tanınmayan Sakinleri Yasakla."/>
<check_box label="Yaş doğrulama [ESTATE_AGE_LIMIT]" name="limit_age_verified" tool_tip="Yaşını doğrulamayan Sakinleri yasakla Daha fazla bilgi için [SUPPORT_SITE] adresini ziyaret edin."/>
<check_box label="Grup Erişimine İzin Ver: [GROUP]" name="GroupCheck" tool_tip="Genel sekmesinde grup ayarla."/>
- <check_box label="Geçiş haklarını şuna sat:" name="PassCheck" tool_tip="Bu parsele geçici erişim verir"/>
+ <check_box label="Geçiş haklr. şuna sat:" name="PassCheck" tool_tip="Bu parsele geçici erişim verir"/>
<combo_box name="pass_combo">
<combo_box.item label="Herkes" name="Anyone"/>
<combo_box.item label="Grup" name="Group"/>
diff --git a/indra/newview/skins/default/xui/tr/floater_buy_currency.xml b/indra/newview/skins/default/xui/tr/floater_buy_currency.xml
index 48cd93ccf9..6608fd72e1 100644
--- a/indra/newview/skins/default/xui/tr/floater_buy_currency.xml
+++ b/indra/newview/skins/default/xui/tr/floater_buy_currency.xml
@@ -46,7 +46,7 @@
L$ [AMT]
</text>
<text name="currency_links">
- [http://www.secondlife.com/my/account/payment_method_management.php ödeme yöntemi] | [http://www.secondlife.com/my/account/currency.php para birimi | [http://www.secondlife.com/my/account/exchange_rates.php döviz kurları]
+ [http://www.secondlife.com/my/account/payment_method_management.php ödeme yöntemi] | [http://www.secondlife.com/my/account/currency.php para birimi
</text>
<text name="exchange_rate_note">
En son döviz kurunu görmek için miktarı yeniden girin.
diff --git a/indra/newview/skins/default/xui/tr/floater_buy_land.xml b/indra/newview/skins/default/xui/tr/floater_buy_land.xml
index 4d43157f99..7b43af2ea4 100644
--- a/indra/newview/skins/default/xui/tr/floater_buy_land.xml
+++ b/indra/newview/skins/default/xui/tr/floater_buy_land.xml
@@ -53,7 +53,7 @@ Daha küçük bir alan seçmeyi deneyin.
Arazi alma bilgileri çekilirken hata oluştu.
</floater.string>
<floater.string name="buying_will">
- Bu arazinin satın alınması sonucu:
+ Arazinin satın alınması sonucu:
</floater.string>
<floater.string name="buying_for_group">
Bu arazinin grup için satın alınması sonucu:
@@ -185,7 +185,7 @@ Daha küçük bir alan seçmeyi deneyin.
nesnelerle satılır
</text>
<text name="info_action">
- Bu arazinin satın alınması sonucu:
+ Arazinin satın alınması sonucu:
</text>
<text name="error_message">
Bir şeyler yolunda değil.
diff --git a/indra/newview/skins/default/xui/tr/floater_edit_day_cycle.xml b/indra/newview/skins/default/xui/tr/floater_edit_day_cycle.xml
index e2e87ddf1e..4be1068dcc 100644
--- a/indra/newview/skins/default/xui/tr/floater_edit_day_cycle.xml
+++ b/indra/newview/skins/default/xui/tr/floater_edit_day_cycle.xml
@@ -22,10 +22,10 @@
Not: Ön ayarınızın adını değiştirirseniz, yeni bir ön ayar oluşturursunuz ve mevcut ön ayar değişmez.
</text>
<text name="hint_item1">
- - Belirli gökyüzü ayarlarını ve zamanı düzenlemek için bir sekmeye tıklayın.
+ - Birine tıklayarak gökyüzü ayarlarını/zamanı düzenleyin.
</text>
<text name="hint_item2">
- - Geçiş sürelerini ayarlamak için sekmelere tıklayın ve bunları sürükleyin.
+ - Sekmelere tıklayıp sürükleyerek geçiş sürlrn. ayarlayın.
</text>
<text name="hint_item3">
- Gün döngünüzü önizlemek için fırçayı kullanın.
diff --git a/indra/newview/skins/default/xui/tr/floater_environment_settings.xml b/indra/newview/skins/default/xui/tr/floater_environment_settings.xml
index 943e1e810d..e702da7e1b 100644
--- a/indra/newview/skins/default/xui/tr/floater_environment_settings.xml
+++ b/indra/newview/skins/default/xui/tr/floater_environment_settings.xml
@@ -18,7 +18,7 @@
<combo_box.item label="-Bir ön ayar seçin-" name="item0"/>
</combo_box>
<text name="sky_dayc_settings_title">
- Gökyüzü / Gün Döngüsü
+ Gökyüzü/Gün Dön.
</text>
<radio_group name="sky_dayc_settings_radio_group">
<radio_item label="Sabit gökyüzü" name="my_sky_settings"/>
diff --git a/indra/newview/skins/default/xui/tr/floater_god_tools.xml b/indra/newview/skins/default/xui/tr/floater_god_tools.xml
index ce7f7badcc..26e5ebd18b 100644
--- a/indra/newview/skins/default/xui/tr/floater_god_tools.xml
+++ b/indra/newview/skins/default/xui/tr/floater_god_tools.xml
@@ -67,7 +67,7 @@
<button label="Hedefin *Herhangi Bir* Arazideki Komut Dosyalı Nesnelerini Sil" label_selected="Hedefin *Herhangi Bir* Arazideki Komut Dosyalı Nesnelerini Sil" name="Delete Target&apos;s Scripted Objects On *Any* Land" tool_tip="Bu bölgede hedefe ait olan tüm komut dosyalı nesneleri silin. (kopya yok) nesneler geri döndürülür."/>
<button label="Hedefin *TÜM* Nesnelerini Sil" label_selected="Hedefin *TÜM* Nesnelerini Sil" name="Delete *ALL* Of Target&apos;s Objects" tool_tip="Bu bölgede hedefe ait olan tüm nesneleri silin. (kopya yok) nesneler geri döndürülür."/>
<button label="En Çok Çarpışanlar" label_selected="En Çok Çarpışanlar" name="Get Top Colliders" tool_tip="En dar fazda geri aramaları yaşayan nesnelerin listesini alır"/>
- <button label="En Çok Komut Dosyası Çalıştıranlar" label_selected="En Çok Komut Dosyası Çalıştıranlar" name="Get Top Scripts" tool_tip="Komut dosyalarını çalıştırırken en çok zaman harcayan nesnelerin listesini alır"/>
+ <button label="En Çok Komut Dsy. Çalştr." label_selected="En Çok Komut Dsy. Çalştr." name="Get Top Scripts" tool_tip="Komut dosyalarını çalıştırırken en çok zaman harcayan nesnelerin listesini alır"/>
<button label="Komut dosyaları özeti" label_selected="Komut dosyaları özeti" name="Scripts digest" tool_tip="Tüm komut dosyalarının ve her birinin ne kadar kullanıldığının listesini alır"/>
</panel>
<panel label="Talep" name="request">
diff --git a/indra/newview/skins/default/xui/tr/floater_joystick.xml b/indra/newview/skins/default/xui/tr/floater_joystick.xml
index 31d819743c..4a27aac3c1 100644
--- a/indra/newview/skins/default/xui/tr/floater_joystick.xml
+++ b/indra/newview/skins/default/xui/tr/floater_joystick.xml
@@ -3,10 +3,10 @@
<floater.string name="NoDevice">
cihaz tespit edilmedi
</floater.string>
- <check_box label="Oyun Çubuğunu Etkinleştir:" name="enable_joystick"/>
- <spinner label="X Eksen Haritalama" name="JoystickAxis1"/>
- <spinner label="Y Eksen Haritalama" name="JoystickAxis2"/>
- <spinner label="Z Eksen Haritalama" name="JoystickAxis0"/>
+ <check_box label="Oyun Çub. Etkşt:" name="enable_joystick"/>
+ <spinner label="X Eks. Haritalama" name="JoystickAxis1"/>
+ <spinner label="Y Eks. Haritalama" name="JoystickAxis2"/>
+ <spinner label="Z Eks. Haritalama" name="JoystickAxis0"/>
<spinner label="Eğim Haritalama" name="JoystickAxis4"/>
<spinner label="Düşey Sapma Haritalama" name="JoystickAxis5"/>
<spinner label="Tilt Haritalama" name="JoystickAxis3"/>
diff --git a/indra/newview/skins/default/xui/tr/floater_preferences.xml b/indra/newview/skins/default/xui/tr/floater_preferences.xml
index a0be9dc53f..edb3c19b81 100644
--- a/indra/newview/skins/default/xui/tr/floater_preferences.xml
+++ b/indra/newview/skins/default/xui/tr/floater_preferences.xml
@@ -7,7 +7,7 @@
<panel label="Grafikler" name="display"/>
<panel label="Ses ve Ortamlar" name="audio"/>
<panel label="Sohbet" name="chat"/>
- <panel label="Hareketler ve Görünümler" name="move"/>
+ <panel label="Hareket ve Görünümler" name="move"/>
<panel label="Bildirimler" name="msgs"/>
<panel label="Renkler" name="colors"/>
<panel label="Gizlilik" name="im"/>
diff --git a/indra/newview/skins/default/xui/tr/floater_preview_gesture.xml b/indra/newview/skins/default/xui/tr/floater_preview_gesture.xml
index fa9fd37e6c..dc6f66f657 100644
--- a/indra/newview/skins/default/xui/tr/floater_preview_gesture.xml
+++ b/indra/newview/skins/default/xui/tr/floater_preview_gesture.xml
@@ -65,7 +65,7 @@
<check_box label="tüm animasyonlar bitinceye kadar" name="wait_anim_check"/>
<check_box label="saniye olarak zaman:" name="wait_time_check"/>
<text name="help_label">
- Bekleme adımlar eklemediğiniz sürece tüm adımlar aynı anda gerçekleşir.
+ Bekleme adımları eklemediğiniz sürece tüm adımlar aynı anda gerçekleşir.
</text>
<check_box label="Etkin" name="active_check" tool_tip="Etkin mimikleri tetiklemek için tetikleme fazları için sohbet gerçekleştirebilir veya kısayol tuşlarına basabilirsiniz. Bir anahtar bağlama ihtilafı olduğunda mimikler genellikle inaktif hale geçer."/>
<button label="Önizleme" name="preview_btn"/>
diff --git a/indra/newview/skins/default/xui/tr/floater_report_abuse.xml b/indra/newview/skins/default/xui/tr/floater_report_abuse.xml
index ae4c3cc75e..c5765883c4 100644
--- a/indra/newview/skins/default/xui/tr/floater_report_abuse.xml
+++ b/indra/newview/skins/default/xui/tr/floater_report_abuse.xml
@@ -81,7 +81,7 @@
Özet:
</text>
<text name="dscr_title">
- Ayrıntılar:
+ Ayrıntl:
</text>
<text name="bug_aviso">
Mümkün olduğunca spesifik olun
diff --git a/indra/newview/skins/default/xui/tr/floater_tools.xml b/indra/newview/skins/default/xui/tr/floater_tools.xml
index cd5e6b7fac..d4ee9995dd 100644
--- a/indra/newview/skins/default/xui/tr/floater_tools.xml
+++ b/indra/newview/skins/default/xui/tr/floater_tools.xml
@@ -55,7 +55,7 @@
<radio_item label="Uzat (Ctrl+Shift)" name="radio stretch"/>
<radio_item label="Yüzü Seç" name="radio select face"/>
</radio_group>
- <check_box label="Bağlantılı olanları düzenle" name="checkbox edit linked parts"/>
+ <check_box label="Bağlantılıları düzenle" name="checkbox edit linked parts"/>
<button label="Bağla" name="link_btn"/>
<button label="Bağlantıyı Kopar" name="unlink_btn"/>
<text label="Her İki Tarafı Uzat" name="checkbox uniform label">
@@ -81,7 +81,7 @@
<button name="ToolGrass" tool_tip="Çimen"/>
<check_box label="Seçili Aracı tut" name="checkbox sticky"/>
<check_box label="Seçimi kopyala" name="checkbox copy selection"/>
- <check_box initial_value="true" label="Kopyayı Merkeze Al" name="checkbox copy centers"/>
+ <check_box initial_value="true" label="Kopyayı Merkezle" name="checkbox copy centers"/>
<check_box label="Kopyayı Döndür" name="checkbox copy rotates"/>
<radio_group name="land_radio_group">
<radio_item label="Araziyi Seç" name="radio select land"/>
@@ -376,7 +376,7 @@
</combo_box>
<spinner label="Yerçekimi" name="Physics Gravity"/>
<spinner label="Sürtünme" name="Physics Friction"/>
- <spinner label="100 kg/m^3 cinsinden yoğunluk" name="Physics Density"/>
+ <spinner label="100 kg/m3 cinsinden yoğunluk" name="Physics Density"/>
<spinner label="Restitüsyon" name="Physics Restitution"/>
</panel>
<panel label="Doku" name="Texture">
diff --git a/indra/newview/skins/default/xui/tr/menu_viewer.xml b/indra/newview/skins/default/xui/tr/menu_viewer.xml
index efeed833a5..75294e38d5 100644
--- a/indra/newview/skins/default/xui/tr/menu_viewer.xml
+++ b/indra/newview/skins/default/xui/tr/menu_viewer.xml
@@ -93,7 +93,7 @@
<menu_item_call label="Arazi Aracı" name="Land"/>
</menu>
<menu_item_call label="Bağla" name="Link"/>
- <menu_item_call label="Bağlantıyı Kopar" name="Unlink"/>
+ <menu_item_call label="Bağlnty. Kopar" name="Unlink"/>
<menu_item_check label="Bağlantılı Parçaları Düzenle" name="Edit Linked Parts"/>
<menu label="Bağlantılı Parçaları Seç" name="Select Linked Parts">
<menu_item_call label="Sonraki Parçayı Seç" name="Select Next Part"/>
@@ -118,7 +118,7 @@
<menu_item_call label="Komut Dosyalarını Çalışıyor Olarak Ayarla" name="Set Scripts to Running"/>
<menu_item_call label="Komut Dosyalarını Çalışmıyor Olarak Ayarla" name="Set Scripts to Not Running"/>
</menu>
- <menu label="Seçenekler" name="Options">
+ <menu label="Seçenklr." name="Options">
<menu_item_check label="Gelişmiş İzinleri Göster" name="DebugPermissions"/>
<menu_item_check label="Sadece Nesnelerimi Seç" name="Select Only My Objects"/>
<menu_item_check label="Sadece Hareket Ettirilebilir Nesneleri Seç" name="Select Only Movable Objects"/>
diff --git a/indra/newview/skins/default/xui/tr/notifications.xml b/indra/newview/skins/default/xui/tr/notifications.xml
index a268c103a6..b62ff01ab9 100644
--- a/indra/newview/skins/default/xui/tr/notifications.xml
+++ b/indra/newview/skins/default/xui/tr/notifications.xml
@@ -2270,7 +2270,7 @@ Daha küçük bir arazi parçası seçmeyi deneyin.
[NAME]
[DATE]
<form name="form">
- <button name="Details" text="Ayrıntılar"/>
+ <button name="Details" text="Ayrıntl"/>
<button name="Cancel" text="İptal"/>
</form>
</notification>
diff --git a/indra/newview/skins/default/xui/tr/panel_people.xml b/indra/newview/skins/default/xui/tr/panel_people.xml
index 7d42e3ab79..1a1e53bac2 100644
--- a/indra/newview/skins/default/xui/tr/panel_people.xml
+++ b/indra/newview/skins/default/xui/tr/panel_people.xml
@@ -24,7 +24,7 @@ Birlikte takılacak kişiler mi arıyorsunuz? [secondlife:///app/worldmap Dünya
<tab_container name="tabs">
<panel label="YAKIN" name="nearby_panel">
<panel label="bottom_panel" name="bottom_panel">
- <menu_button name="nearby_view_sort_btn" tool_tip="Seçenekler"/>
+ <menu_button name="nearby_view_sort_btn" tool_tip="Seçenklr."/>
<button name="add_friend_btn" tool_tip="Seçilen Sakini arkadaş listene ekle"/>
</panel>
</panel>
@@ -49,14 +49,14 @@ Birlikte takılacak kişiler mi arıyorsunuz? [secondlife:///app/worldmap Dünya
</panel>
<panel label="GRUPLARIM" name="groups_panel">
<panel label="bottom_panel" name="bottom_panel">
- <menu_button name="groups_viewsort_btn" tool_tip="Seçenekler"/>
+ <menu_button name="groups_viewsort_btn" tool_tip="Seçenklr."/>
<button name="plus_btn" tool_tip="Gruba katıl/yeni grup oluştur"/>
<button name="activate_btn" tool_tip="Seçilen grubu etkinleştir"/>
</panel>
</panel>
<panel label="SON" name="recent_panel">
<panel label="bottom_panel" name="bottom_panel">
- <menu_button name="recent_viewsort_btn" tool_tip="Seçenekler"/>
+ <menu_button name="recent_viewsort_btn" tool_tip="Seçenklr."/>
<button name="add_friend_btn" tool_tip="Seçilen Sakini arkadaş listene ekle"/>
</panel>
</panel>
diff --git a/indra/newview/skins/default/xui/tr/panel_preferences_advanced.xml b/indra/newview/skins/default/xui/tr/panel_preferences_advanced.xml
index 787efa32f4..770cdc6efd 100644
--- a/indra/newview/skins/default/xui/tr/panel_preferences_advanced.xml
+++ b/indra/newview/skins/default/xui/tr/panel_preferences_advanced.xml
@@ -6,11 +6,11 @@
<text name="Cache:">
Önbellek:
</text>
- <spinner label="Önbellek büyüklüğü (64 - 9984 MB)" name="cachesizespinner"/>
+ <spinner label="Önbellek boyutu (64-9984 MB)" name="cachesizespinner"/>
<text name="text_box5">
MB
</text>
- <button label="Önbelleği Temizle" label_selected="Önbelleği Temizle" name="clear_cache"/>
+ <button label="Önbelleği Sil" label_selected="Önbelleği Sil" name="clear_cache"/>
<text name="Cache location">
Önbellek konumu:
</text>
diff --git a/indra/newview/skins/default/xui/tr/panel_preferences_chat.xml b/indra/newview/skins/default/xui/tr/panel_preferences_chat.xml
index 9c9e960715..f7f0698a31 100644
--- a/indra/newview/skins/default/xui/tr/panel_preferences_chat.xml
+++ b/indra/newview/skins/default/xui/tr/panel_preferences_chat.xml
@@ -16,9 +16,9 @@
Aİ&apos;leri şurada göster:
</text>
<text name="requires_restart_label">
- (yeniden başlatma gerektirir)
+ (tekrar başlatma gerekir)
</text>
- <radio_group name="chat_window" tool_tip="Anlık İletilerinizi ayrı gezdiricilerde veya birden çok sekmeye sahip tek bir gezdiricide gösterin (Yeniden başlatma gerektirir)">
+ <radio_group name="chat_window" tool_tip="Anlık İletileri ayrı gezdiricilerde veya çoklu sekmelere sahip tek bir gezdiricide gösterin (tekrar başlatma gerekir)">
<radio_item label="Ayrı Pencereler" name="radio" value="0"/>
<radio_item label="Sekmeler" name="radio2" value="1"/>
</radio_group>
diff --git a/indra/newview/skins/default/xui/tr/panel_preferences_general.xml b/indra/newview/skins/default/xui/tr/panel_preferences_general.xml
index fbfc07c4b8..4a48b1588c 100644
--- a/indra/newview/skins/default/xui/tr/panel_preferences_general.xml
+++ b/indra/newview/skins/default/xui/tr/panel_preferences_general.xml
@@ -22,7 +22,7 @@
(Yeniden başlatma gerekir)
</text>
<text name="maturity_desired_prompt">
- Seviyelendirdiğim şu içeriğe erişim istiyorum:
+ Seviyelndrl. içeriğe erişim istiyorum::
</text>
<combo_box name="maturity_desired_combobox">
<combo_box.item label="Genel, Orta, Yetişkin" name="Desired_Adult"/>
diff --git a/indra/newview/skins/default/xui/tr/panel_preferences_graphics1.xml b/indra/newview/skins/default/xui/tr/panel_preferences_graphics1.xml
index ba31640e9c..ddb83ffc69 100644
--- a/indra/newview/skins/default/xui/tr/panel_preferences_graphics1.xml
+++ b/indra/newview/skins/default/xui/tr/panel_preferences_graphics1.xml
@@ -51,7 +51,7 @@
<combo_box.item label="Tüm avatarlar ve nesneler" name="3"/>
<combo_box.item label="Her şey" name="4"/>
</combo_box>
- <slider label="Avatarın Fiziksel Özellikleri:" name="AvatarPhysicsDetail"/>
+ <slider label="Avatar Fzk. Özlk.:" name="AvatarPhysicsDetail"/>
<text name="AvatarPhysicsDetailText">
Düşük
</text>
@@ -60,7 +60,7 @@
m
</text>
<slider label="Maks. parçacık sayısı:" name="MaxParticleCount"/>
- <slider label="Düşük grafik özellikli olmayan maks. avatar sayısı:" name="MaxNumberAvatarDrawn"/>
+ <slider label="Düşük gr. özl. olmayan mks. avatar:" name="MaxNumberAvatarDrawn"/>
<slider label="Son işleme kalitesi:" name="RenderPostProcess"/>
<text name="MeshDetailText">
Örgü detayı:
diff --git a/indra/newview/skins/default/xui/tr/panel_preferences_privacy.xml b/indra/newview/skins/default/xui/tr/panel_preferences_privacy.xml
index e76616f667..9111594979 100644
--- a/indra/newview/skins/default/xui/tr/panel_preferences_privacy.xml
+++ b/indra/newview/skins/default/xui/tr/panel_preferences_privacy.xml
@@ -11,7 +11,7 @@
<check_box label="Çevrimiçi olduğumu sadece arkadaşlar ve gruplar bilsin" name="online_visibility"/>
<check_box label="Sadece arkadaşlar ve gruplar beni arasın veya Aİ göndersin" name="voice_call_friends_only_check"/>
<check_box label="Aramaları sonlandırırken mikrofonu kapat" name="auto_disengage_mic_check"/>
- <check_box label="Oturum Açarken Favori Yer İmlerimi Göster (&apos;Buradan başla&apos; açılır menüsünden)" name="favorites_on_login_check"/>
+ <check_box label="Oturum Açarken Favori Yer İmlerimi Göster (&apos;Buradan başla&apos; menüsünden)" name="favorites_on_login_check"/>
<text name="Logs:">
Sohbet Günlükleri:
</text>
diff --git a/indra/newview/skins/default/xui/tr/panel_region_debug.xml b/indra/newview/skins/default/xui/tr/panel_region_debug.xml
index f16c666e86..6e15e0f6f6 100644
--- a/indra/newview/skins/default/xui/tr/panel_region_debug.xml
+++ b/indra/newview/skins/default/xui/tr/panel_region_debug.xml
@@ -21,14 +21,14 @@
</line_editor>
<button label="Seç" name="choose_avatar_btn"/>
<text name="options_text_lbl">
- Seçenekler:
+ Seçenklr.:
</text>
<check_box label="Komut dosyaları ile" name="return_scripts" tool_tip="Sadece komut dosyaları olan nesneler iade edilsin"/>
<check_box label="Başkasına ait arazi üzerinde" name="return_other_land" tool_tip="Sadece başkasına ait arazi üzerinde olan nesneler iade edilsin"/>
<check_box label="Bu gayrimenkulu oluşturan bölgelerin tümünde" name="return_estate_wide" tool_tip="Bu gayrimenkulu oluşturan bölgelerin tümündeki nesneler iade edilsin"/>
<button label="İade Et" name="return_btn"/>
<button label="En Çok Çarpışanlar..." name="top_colliders_btn" tool_tip="En çok potansiyel çarpışma yaşayan nesnelerin listesi"/>
- <button label="En Çok Komut Dosyası Çalıştıranlar..." name="top_scripts_btn" tool_tip="Komut dosyalarını çalıştırırken en çok zaman harcayan nesnelerin listesi"/>
+ <button label="En Çok Komut Dsy. Çalştr...." name="top_scripts_btn" tool_tip="Komut dosyalarını çalıştırırken en çok zaman harcayan nesnelerin listesi"/>
<button label="Bölgeyi Yeniden Başlat" name="restart_btn" tool_tip="2 dakikalık bir geri sayımdan sonra bölgeyi yeniden başlat"/>
<button label="Yeniden Başlatmayı Ertele" name="cancel_restart_btn" tool_tip="Bölgenin yeniden başlatılmasını 1 saat ertele"/>
</panel>
diff --git a/indra/newview/skins/default/xui/tr/panel_region_environment.xml b/indra/newview/skins/default/xui/tr/panel_region_environment.xml
index 851cd23f30..058ea91b70 100644
--- a/indra/newview/skins/default/xui/tr/panel_region_environment.xml
+++ b/indra/newview/skins/default/xui/tr/panel_region_environment.xml
@@ -15,7 +15,7 @@
<combo_box.item label="-Bir ön ayar seçin-" name="item0"/>
</combo_box>
<text name="sky_dayc_settings_title">
- Gökyüzü / Gün Döngüsü
+ Gökyüzü/Gün Dön.
</text>
<radio_group name="sky_dayc_settings_radio_group">
<radio_item label="Sabit gökyüzü" name="my_sky_settings"/>
diff --git a/indra/newview/skins/default/xui/tr/panel_region_terrain.xml b/indra/newview/skins/default/xui/tr/panel_region_terrain.xml
index 874d27abfb..3226ee008e 100644
--- a/indra/newview/skins/default/xui/tr/panel_region_terrain.xml
+++ b/indra/newview/skins/default/xui/tr/panel_region_terrain.xml
@@ -7,7 +7,7 @@
bilinmiyor
</text>
<spinner label="Su Yüksekliği" name="water_height_spin"/>
- <spinner label="Yüzey Yükseltme Limiti" name="terrain_raise_spin"/>
+ <spinner label="Yüzey Yükslt. Limiti" name="terrain_raise_spin"/>
<spinner label="Yüzey Alçatma Limiti" name="terrain_lower_spin"/>
<text name="detail_texture_text">
Yüzey Dokuları (512x512, 24 bit .tga dosyalar gerektirir)
diff --git a/indra/newview/skins/default/xui/tr/role_actions.xml b/indra/newview/skins/default/xui/tr/role_actions.xml
index 18f7d6dca2..655ac64172 100644
--- a/indra/newview/skins/default/xui/tr/role_actions.xml
+++ b/indra/newview/skins/default/xui/tr/role_actions.xml
@@ -44,7 +44,7 @@
<action_set description="Bu Yeteneklere, grubun sahip olduğu parsellere erişime izin verme veya buralara erişimi yasaklama ve Second Life Sakinlerini dondurma veya parselden dışarı çıkarma da dahildir." name="Parcel Access">
<action description="Parselin Erişim listelerini yönet" longdescription="Parselin Erişim listelerini Arazi Hakkında &gt; Erişim sekmesinden yönetin." name="land manage allowed" value="29"/>
<action description="Parselin Yasaklama listelerini yönet" longdescription="Parselin Yasaklama listelerini Arazi Hakkında &gt; Erişim sekmesinden yönetin." name="land manage banned" value="30"/>
- <action description="Parselin &apos;Geçiş haklarını şuna sat&apos; ayarlarını değiştir" longdescription="Parselin &apos;Geçiş haklarını şuna sat&apos; ayarlarını Arazi Hakkında &gt; Erişim sekmesinden değiştirin." name="land manage passes" value="31"/>
+ <action description="Parselin &apos;Geçiş haklr. şuna sat&apos; ayarlarını değiştir" longdescription="Parselin &apos;Geçiş haklr. şuna sat&apos; ayarlarını Arazi Hakkında &gt; Erişim sekmesinden değiştirin." name="land manage passes" value="31"/>
<action description="Parsel üzerindeki Second Life Sakinlerini dışarı çıkar veya dondur" longdescription="Bu Yeteneğe sahip olan bir Roldeki Üyeler, grubun sahip olduğu bir parsel üzerinde olmasını istemedikleri bir Second Life sakininin üzerini sağ tıklatıp &apos;Dışarı Çıkar&apos; veya &apos;Dondur&apos;u seçebilirler." name="land admin" value="32"/>
</action_set>
<action_set description="Bu Yeteneklere üyelerin nesneleri iade etmelerine, Linden bitkilerini yerleştirmelerine ve bu bitkilerin yerlerini değiştirmelerine izin veren güçler de dahildir. Bu özellik, Üyelerin çöpleri temizlemeleri ve bahçe düzenlemesi yapmaları için kullanışlıdır; fakat dikkatle kullanılmalıdır, çünkü nesneleri iade etmenin geri alınma imkanı yoktur." name="Parcel Content">
diff --git a/indra/newview/skins/default/xui/tr/sidepanel_task_info.xml b/indra/newview/skins/default/xui/tr/sidepanel_task_info.xml
index 28eeef02d3..2fa6281f05 100644
--- a/indra/newview/skins/default/xui/tr/sidepanel_task_info.xml
+++ b/indra/newview/skins/default/xui/tr/sidepanel_task_info.xml
@@ -118,6 +118,6 @@
<button label="Aç" name="open_btn"/>
<button label="Öde" name="pay_btn"/>
<button label="Satın Al" name="buy_btn"/>
- <button label="Ayrıntılar" name="details_btn"/>
+ <button label="Ayrıntl" name="details_btn"/>
</panel>
</panel>
diff --git a/indra/newview/skins/default/xui/tr/strings.xml b/indra/newview/skins/default/xui/tr/strings.xml
index a17d78486d..bf331dc3cf 100644
--- a/indra/newview/skins/default/xui/tr/strings.xml
+++ b/indra/newview/skins/default/xui/tr/strings.xml
@@ -2160,7 +2160,7 @@ Lütfen bir dakika içerisinde tekrar oturum açmayı deneyin.
Aşağı
</string>
<string name="Any Category">
- Herhangi Bir Kategori
+ Herh. Bir Kategori
</string>
<string name="Shopping">
Alışveriş
@@ -2190,7 +2190,7 @@ Lütfen bir dakika içerisinde tekrar oturum açmayı deneyin.
Kişisel
</string>
<string name="None">
- Hiçbiri
+ Renksiz
</string>
<string name="Linden Location">
Linden Konumu
@@ -2390,7 +2390,7 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Arka Perçem
</string>
<string name="Baggy">
- Lüleler
+ Torbalı
</string>
<string name="Bangs">
Kahküller
@@ -2480,7 +2480,7 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Geniş
</string>
<string name="Brow Size">
- Kaş Büyüklüğü
+ Alın Genişliği
</string>
<string name="Bug Eyes">
Patlak Gözlü
@@ -2777,7 +2777,7 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Kaş Yüksekliği
</string>
<string name="Eyebrow Points">
- Kaş Noktaları
+ Kaş Yapısı
</string>
<string name="Eyebrow Size">
Kaş Büyüklüğü
@@ -2846,13 +2846,13 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Ön Perçem
</string>
<string name="Full Back">
- Saçlar Arkada
+ Arkası Düz
</string>
<string name="Full Eyeliner">
Çift Taraflı Göz Kalemi
</string>
<string name="Full Front">
- Saçlar Önde
+ Önü Düz
</string>
<string name="Full Hair Sides">
Saçlar Yanda
@@ -2936,13 +2936,13 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Yüksek Topuklar
</string>
<string name="High Jaw">
- Yüksek Çene Ucu
+ Ayrık
</string>
<string name="High Platforms">
- Yüksek Topuklu Ayakkabılar
+ Yüksek Topuklu
</string>
<string name="High and Tight">
- Tepede Bırakılmış Saç
+ Düşük
</string>
<string name="Higher">
Daha Yüksek
@@ -2954,7 +2954,7 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Kalça Genişliği
</string>
<string name="In">
- İç
+ İçeri
</string>
<string name="In Shdw Color">
İç Gölge Rengi
@@ -2978,19 +2978,19 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Ceket Kırışıklıkları
</string>
<string name="Jaw Angle">
- Çene Ucu Açısı
+ Çenenin Boyuna Uzaklığı
</string>
<string name="Jaw Jut">
- Çene Ucu Çıkıntısı
+ Alt Çene Uzunluğu
</string>
<string name="Jaw Shape">
- Çene Ucu Şekli
+ Çene Kemiği Genişliği
</string>
<string name="Join">
- Birleştir
+ Birleşik
</string>
<string name="Jowls">
- Gıdıklar
+ Avurtlar
</string>
<string name="Knee Angle">
Diz Açısı
@@ -3029,7 +3029,7 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Daha Az Dolgun
</string>
<string name="Less Gravity">
- Daha Az Yerçekimi
+ Dik Göğüs
</string>
<string name="Less Love">
Daha İnce Bel
@@ -3047,7 +3047,7 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Daha Az Yuvarlak
</string>
<string name="Less Saddle">
- Daha Dar Kalça
+ Basensiz
</string>
<string name="Less Square">
Daha Az Küt
@@ -3098,7 +3098,7 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Uzun Kafa
</string>
<string name="Long Hips">
- Geniş Kalçalar
+ Yüksek kalça
</string>
<string name="Long Legs">
Uzun Bacaklar
@@ -3107,7 +3107,7 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Uzun Boyun
</string>
<string name="Long Pigtails">
- Uzun Saç Örgüleri
+ Yandan Uzun Kuyruk
</string>
<string name="Long Ponytail">
Uzun Atkuyruğu
@@ -3137,13 +3137,13 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Alçak Topuklar
</string>
<string name="Low Jaw">
- Düşük Çene Ucu
+ Bitişik
</string>
<string name="Low Platforms">
Alçak Topuklu
</string>
<string name="Low and Loose">
- Serbest At Kuyruğu
+ Yüksek
</string>
<string name="Lower">
Daha Alçak
@@ -3182,7 +3182,7 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Daha Dolgun
</string>
<string name="More Gravity">
- Daha Çok Yerçekimi
+ Sarkık Göğüs
</string>
<string name="More Lipstick">
Daha Çok Ruj
@@ -3191,7 +3191,7 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Daha Kalın Bel
</string>
<string name="More Lower Lip">
- Daha Çok Alt Dudak
+ Daha Dolgun Alt Dudak
</string>
<string name="More Muscles">
Daha Çok Kas
@@ -3206,7 +3206,7 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Daha Yuvarlak
</string>
<string name="More Saddle">
- Daha Geniş Kalça
+ Basenli
</string>
<string name="More Sloped">
Daha Eğimli
@@ -3215,7 +3215,7 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Daha Küt
</string>
<string name="More Upper Lip">
- Daha Çok Üst Dudak
+ Daha Dolgun Üst Dudak
</string>
<string name="More Vertical">
Daha Dikey
@@ -3260,7 +3260,7 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Önü Dar
</string>
<string name="Narrow Lips">
- İnce Dudaklar
+ Küçük Dudaklar
</string>
<string name="Natural">
Doğal
@@ -3359,7 +3359,7 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Turuncu
</string>
<string name="Out">
- Dış
+ Dışarı
</string>
<string name="Out Shdw Color">
Dış Gölge Rengi
@@ -3377,7 +3377,7 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Dış Gölge
</string>
<string name="Overbite">
- Üst Dişler Önde
+ Öne Doğru
</string>
<string name="Package">
Apış Arası Şişkinliği
@@ -3416,7 +3416,7 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Pigment
</string>
<string name="Pigtails">
- Saç Örgüleri
+ Yan Kuyruklar
</string>
<string name="Pink">
Pembe
@@ -3431,7 +3431,7 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Topuk Genişliği
</string>
<string name="Pointy">
- Sivri
+ Dar
</string>
<string name="Pointy Heels">
Sivri Topuklar
@@ -3482,25 +3482,25 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Dağınık Saç
</string>
<string name="Saddle Bags">
- Kalça Kalınlığı
+ Basen Genişliği
</string>
<string name="Scrawny Leg">
Sıska Bacak
</string>
<string name="Separate">
- Ayrı
+ Ayrık
</string>
<string name="Shallow">
Sığ
</string>
<string name="Shear Back">
- Arkayı Dikey Kaydır
+ Arka Dolgunluğu
</string>
<string name="Shear Face">
Yüzü Dikey Kaydır
</string>
<string name="Shear Front">
- Önü Dikey Kaydır
+ Ön Dolgunluğu
</string>
<string name="Shear Left Up">
Solu Yukarı Kaydır
@@ -3509,10 +3509,10 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Sağı Yukarı Kaydır
</string>
<string name="Sheared Back">
- Arkası Dikey Kaydırılmış
+ Arkası Dolgun
</string>
<string name="Sheared Front">
- Önü Dikey Kaydırılmış
+ Önü Dolgun
</string>
<string name="Shift Left">
Sola Kaydır
@@ -3548,7 +3548,7 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Kısa Boyun
</string>
<string name="Short Pigtails">
- Kısa Atkuyrukları
+ Yandan Kısa Kuyruk
</string>
<string name="Short Ponytail">
Kısa Atkuyruğu
@@ -3560,7 +3560,7 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Kısa Gövde
</string>
<string name="Short hips">
- Dar kalçalar
+ Düşük kalça
</string>
<string name="Shoulders">
Omuzlar
@@ -3638,7 +3638,7 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Dikleştirilmiş Saç
</string>
<string name="Square">
- Kare
+ Geniş
</string>
<string name="Square Toe">
Küt Burunlu
@@ -3680,7 +3680,7 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Kalın Boyun
</string>
<string name="Thick Toe">
- Kalın kabu Burnu
+ Kalın Ayak Ucu
</string>
<string name="Thin">
İnce
@@ -3695,7 +3695,7 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
İnce Burun
</string>
<string name="Tight Chin">
- Dar Çene
+ Çift Çene
</string>
<string name="Tight Cuffs">
Dar Paçalar
@@ -3710,7 +3710,7 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Dar Etek
</string>
<string name="Tight Sleeves">
- Dar Kollar
+ Dar Kollu
</string>
<string name="Toe Shape">
Ayakkabu Burnu Şekli
@@ -3728,13 +3728,13 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Sıska Gövde
</string>
<string name="Unattached">
- Bağımsız
+ Ayrık
</string>
<string name="Uncreased">
Buruşuk olmayan
</string>
<string name="Underbite">
- Alt Dişler Önde
+ Geriye Doğru
</string>
<string name="Unnatural">
Doğal Olmayan
@@ -3770,7 +3770,7 @@ Bu iletiyi almaya devam ederseniz, lütfen [SUPPORT_SITE] bölümüne başvurun.
Geniş
</string>
<string name="Wide Back">
- Geniş Sırt
+ Geniş Arka
</string>
<string name="Wide Front">
Geniş Ön
diff --git a/indra/newview/skins/default/xui/zh/floater_buy_currency.xml b/indra/newview/skins/default/xui/zh/floater_buy_currency.xml
index d63e73c6f1..9f6591faf9 100644
--- a/indra/newview/skins/default/xui/zh/floater_buy_currency.xml
+++ b/indra/newview/skins/default/xui/zh/floater_buy_currency.xml
@@ -46,7 +46,7 @@
L$ [AMT]
</text>
<text name="currency_links">
- [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency] | [http://www.secondlife.com/my/account/exchange_rates.php exchange rate]
+ [http://www.secondlife.com/my/account/payment_method_management.php payment method] | [http://www.secondlife.com/my/account/currency.php currency]
</text>
<text name="exchange_rate_note">
Re-enter amount to see the latest exchange rate.
diff --git a/indra/newview/viewer_manifest.py b/indra/newview/viewer_manifest.py
index 0931c4ec9b..0931c4ec9b 100755..100644
--- a/indra/newview/viewer_manifest.py
+++ b/indra/newview/viewer_manifest.py