diff options
Diffstat (limited to 'indra/newview')
10 files changed, 183 insertions, 118 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 9191787273..a5076ef609 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -77,17 +77,11 @@ vec2 encode_normal (vec3 n);  vec3 scaleSoftClipFrag(vec3 l);  vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); -#if defined(VERT_ATMOSPHERICS) -vec3 getSunlitColor(); -vec3 getAmblitColor(); -vec3 getAdditiveColor(); -vec3 getAtmosAttenuation(); -void calcAtmospherics(vec3 inPositionEye, float ambFactor); -#else  void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); -#endif +#ifdef HAS_SHADOW  float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); +#endif  vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance ,float shadow)  { @@ -142,7 +136,11 @@ void main()      vec4 pos = vec4(vary_position, 1.0);      vec3 norm = vary_norm; -    float shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); +    float shadow = 1.0f; + +#ifdef HAS_SHADOW +    shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); +#endif  #ifdef USE_INDEXED_TEX      vec4 diff = diffuseLookup(vary_texcoord0.xy); @@ -184,14 +182,7 @@ void main()      vec3 additive;      vec3 atten; -#if defined(VERT_ATMOSPHERICS) -    sunlit = getSunlitColor(); -    amblit = getAmblitColor(); -    additive = getAdditiveColor(); -    atten = getAtmosAttenuation(); -#else      calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); -#endif      vec2 abnormal   = encode_normal(norm.xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 2db737a427..08ddaeceb3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -33,7 +33,7 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -#if !HAS_DIFFUSE_LOOKUP +#if !defined(HAS_DIFFUSE_LOOKUP)  uniform sampler2D diffuseMap;  #endif @@ -62,7 +62,7 @@ uniform float minimum_alpha;  void main()   { -#if HAS_DIFFUSE_LOOKUP +#ifdef HAS_DIFFUSE_LOOKUP  	vec4 color = diffuseLookup(vary_texcoord0.xy);  #else  	vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl index 30e560450b..4005d5064d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl @@ -31,7 +31,7 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -#ifndef diffuseLookup +#ifndef HAS_DIFFUSE_LOOKUP  uniform sampler2D diffuseMap;  #endif @@ -46,7 +46,7 @@ vec3 fullbrightScaleSoftClip(vec3 light);  void main()  { -#if HAS_DIFFUSE_LOOKUP +#ifdef HAS_DIFFUSE_LOOKUP  	vec4 color = diffuseLookup(vary_texcoord0.xy);  #else  	vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 4db2b9ae54..dd691fb36b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -41,14 +41,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);  vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);  vec3 scaleSoftClipFrag(vec3 l); -#if defined(VERT_ATMOSPHERICS) -vec3 getSunlitColor(); -vec3 getAmblitColor(); -vec3 getAdditiveColor(); -vec3 getAtmosAttenuation(); -#else  void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); -#endif  vec3 srgb_to_linear(vec3 cs);  vec3 linear_to_srgb(vec3 cs); @@ -61,7 +54,9 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif +#ifdef HAS_SUN_SHADOW  float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); +#endif  uniform samplerCube environmentMap;  uniform sampler2D     lightFunc; @@ -172,11 +167,11 @@ out vec4 frag_data[3];  uniform sampler2D diffuseMap; -#if HAS_NORMAL_MAP +#ifdef HAS_NORMAL_MAP  uniform sampler2D bumpMap;  #endif -#if HAS_SPECULAR_MAP +#ifdef HAS_SPECULAR_MAP  uniform sampler2D specularMap;  VARYING vec2 vary_texcoord2; @@ -189,7 +184,7 @@ uniform vec4 specular_color;  // specular color RGB and specular exponent (gloss  uniform float minimum_alpha;  #endif -#if HAS_NORMAL_MAP +#ifdef HAS_NORMAL_MAP  VARYING vec3 vary_mat0;  VARYING vec3 vary_mat1;  VARYING vec3 vary_mat2; @@ -221,14 +216,14 @@ void main()      vec3 gamma_diff = diffcol.rgb;  #endif -#if HAS_SPECULAR_MAP +#ifdef HAS_SPECULAR_MAP      vec4 spec = texture2D(specularMap, vary_texcoord2.xy);      spec.rgb *= specular_color.rgb;  #else      vec4 spec = vec4(specular_color.rgb, 1.0);  #endif -#if HAS_NORMAL_MAP +#ifdef HAS_NORMAL_MAP      vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);      norm.xyz = norm.xyz * 2 - 1; @@ -255,7 +250,7 @@ void main()  #endif      vec4 final_specular = spec; -#if HAS_SPECULAR_MAP +#ifdef HAS_SPECULAR_MAP      vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0);      final_specular.a = specular_color.a * norm.a;  #else @@ -268,8 +263,12 @@ void main()          //forward rendering, output just lit RGBA      vec3 pos = vary_position; -    float shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen); +    float shadow = 1.0f; +#ifdef HAS_SUN_SHADOW +    shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen); +#endif +          spec = final_specular;      vec4 diffuse = final_color; @@ -285,14 +284,7 @@ void main()      vec3 additive;      vec3 atten; -#if defined(VERT_ATMOSPHERICS) -    sunlit   = getSunlitColor(); -    amblit   = getAmblitColor(); -    additive = getAdditiveColor(); -    atten    = getAtmosAttenuation(); -#else      calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); -#endif      vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl index 393d1e69da..7e29ada205 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl @@ -28,7 +28,7 @@  #define DIFFUSE_ALPHA_MODE_MASK 2  #define DIFFUSE_ALPHA_MODE_EMISSIVE 3 -#if HAS_SKIN +#ifdef HAS_SKIN  uniform mat4 modelview_matrix;  uniform mat4 projection_matrix;  mat4 getObjectSkinnedTransform(); @@ -39,7 +39,7 @@ uniform mat4 modelview_projection_matrix;  #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) -#if !HAS_SKIN +#if !defined(HAS_SKIN)  uniform mat4 modelview_matrix;  #endif @@ -55,7 +55,7 @@ ATTRIBUTE vec3 normal;  ATTRIBUTE vec2 texcoord0; -#if HAS_NORMAL_MAP +#ifdef HAS_NORMAL_MAP  ATTRIBUTE vec4 tangent;  ATTRIBUTE vec2 texcoord1; @@ -68,7 +68,7 @@ VARYING vec2 vary_texcoord1;  VARYING vec3 vary_normal;  #endif -#if HAS_SPECULAR_MAP +#ifdef HAS_SPECULAR_MAP  ATTRIBUTE vec2 texcoord2;  VARYING vec2 vary_texcoord2;  #endif @@ -78,7 +78,7 @@ VARYING vec2 vary_texcoord0;  void main()  { -#if HAS_SKIN +#ifdef HAS_SKIN  	mat4 mat = getObjectSkinnedTransform();  	mat = modelview_matrix * mat; @@ -99,17 +99,17 @@ void main()  	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -#if HAS_NORMAL_MAP +#ifdef HAS_NORMAL_MAP  	vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;  #endif -#if HAS_SPECULAR_MAP +#ifdef HAS_SPECULAR_MAP  	vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;  #endif -#if HAS_SKIN +#ifdef HAS_SKIN  	vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz); -#if HAS_NORMAL_MAP +#ifdef HAS_NORMAL_MAP  	vec3 t = normalize((mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz);  	vec3 b = cross(n, t)*tangent.w; @@ -121,7 +121,7 @@ vary_normal  = n;  #endif //HAS_NORMAL_MAP  #else //HAS_SKIN  	vec3 n = normalize(normal_matrix * normal); -#if HAS_NORMAL_MAP +#ifdef HAS_NORMAL_MAP  	vec3 t = normalize(normal_matrix * tangent.xyz);  	vec3 b = cross(n,t)*tangent.w;  	//vec3 t = cross(b,n) * binormal.w; @@ -137,7 +137,7 @@ vary_normal  = n;  	vertex_color = diffuse_color;  #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) -#if !HAS_SKIN +#if !defined(HAS_SKIN)  	vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;  #endif  #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index bd187ed5fc..07a24698a9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -71,15 +71,7 @@ vec3 getNorm(vec2 pos_screen);  vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);  vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten); -#if defined(VERT_ATMOSPHERICS) -vec3 getPositionEye(); -vec3 getSunlitColor(); -vec3 getAmblitColor(); -vec3 getAdditiveColor(); -vec3 getAtmosAttenuation(); -#else  void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); -#endif  vec3 scaleSoftClip(vec3 l);  vec3 fullbrightScaleSoftClip(vec3 l); @@ -114,14 +106,7 @@ void main()          vec3 additive;          vec3 atten; -#if defined(VERT_ATMOSPHERICS) -        sunlit   = getSunlitColor(); -        amblit   = getAmblitColor(); -        additive = getAdditiveColor(); -        atten    = getAtmosAttenuation(); -#else          calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); -#endif          float ambient = min(abs(da), 1.0);          ambient *= 0.5; diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 628f73da59..be5e3538a7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -167,8 +167,6 @@ void main()      vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); -color.rgb = max(fb.rgb, refcol.rgb); -      frag_data[0] = vec4(color.rgb, 1); // diffuse      frag_data[1] = vec4(0);     // speccolor, spec      frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0 diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 26254bd8a3..e30ff42b4f 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -1400,10 +1400,15 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()          gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));          gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));          gDeferredSkinnedAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + +        gDeferredSkinnedAlphaProgram.clearPermutations();          gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");          gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1");          gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1"); -        gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", use_sun_shadow ? "1" : "0"); +        if (use_sun_shadow) +        { +            gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", "1"); +        }          success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);          llassert(success); @@ -1456,23 +1461,41 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()              gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));              gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));              gDeferredMaterialProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED]; -            gDeferredMaterialProgram[i].addPermutation("HAS_NORMAL_MAP", i & 0x8? "1" : "0"); -            gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", i & 0x4 ? "1" : "0"); + +            gDeferredMaterialProgram[i].clearPermutations(); + +            bool has_normal_map   = (i & 0x8) > 0; +            bool has_specular_map = (i & 0x4) > 0; + +            if (has_normal_map) +            { +                gDeferredMaterialProgram[i].addPermutation("HAS_NORMAL_MAP", "1"); +            } + +            if (has_specular_map) +            { +                gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", "1"); +            } +              gDeferredMaterialProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode)); -            gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", use_sun_shadow ? "1" : "0"); -            bool has_skin = i & 0x10; -            gDeferredMaterialProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0"); +            if (use_sun_shadow) +            { +                gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", "1"); +            } + +            bool has_skin = i & 0x10;              gDeferredMaterialProgram[i].mFeatures.hasSrgb = true;              gDeferredMaterialProgram[i].mFeatures.hasTransport = true;              gDeferredMaterialProgram[i].mFeatures.encodesNormal = true;              gDeferredMaterialProgram[i].mFeatures.calculatesAtmospherics = true;              gDeferredMaterialProgram[i].mFeatures.hasAtmospherics = true;              gDeferredMaterialProgram[i].mFeatures.hasGamma = true; -            gDeferredMaterialProgram[i].mFeatures.hasShadows = true; +            gDeferredMaterialProgram[i].mFeatures.hasShadows = use_sun_shadow;              if (has_skin)              { +                gDeferredMaterialProgram[i].addPermutation("HAS_SKIN", "1");                  gDeferredMaterialProgram[i].mFeatures.hasObjectSkinning = true;              } @@ -1494,12 +1517,32 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()              gDeferredMaterialWaterProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED];              gDeferredMaterialWaterProgram[i].mShaderGroup = LLGLSLShader::SG_WATER; -            gDeferredMaterialWaterProgram[i].addPermutation("HAS_NORMAL_MAP", i & 0x8? "1" : "0"); -            gDeferredMaterialWaterProgram[i].addPermutation("HAS_SPECULAR_MAP", i & 0x4 ? "1" : "0"); +            gDeferredMaterialWaterProgram[i].clearPermutations(); + +            bool has_normal_map   = (i & 0x8) > 0; +            bool has_specular_map = (i & 0x4) > 0; + +            if (has_normal_map) +            { +                gDeferredMaterialWaterProgram[i].addPermutation("HAS_NORMAL_MAP", "1"); +            } + +            if (has_specular_map) +            { +                gDeferredMaterialWaterProgram[i].addPermutation("HAS_SPECULAR_MAP", "1"); +            } +              gDeferredMaterialWaterProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode)); -            gDeferredMaterialWaterProgram[i].addPermutation("HAS_SUN_SHADOW", use_sun_shadow ? "1" : "0"); +            if (use_sun_shadow) +            { +                gDeferredMaterialWaterProgram[i].addPermutation("HAS_SUN_SHADOW", "1"); +            } +              bool has_skin = i & 0x10; -            gDeferredMaterialWaterProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0"); +            if (has_skin) +            { +                gDeferredMaterialWaterProgram[i].addPermutation("HAS_SKIN", "1"); +            }              gDeferredMaterialWaterProgram[i].addPermutation("WATER_FOG","1");              gDeferredMaterialWaterProgram[i].mFeatures.hasWaterFog = true; @@ -1510,7 +1553,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()              gDeferredMaterialWaterProgram[i].mFeatures.hasGamma = true;              gDeferredMaterialWaterProgram[i].mFeatures.hasTransport = true; -            gDeferredMaterialWaterProgram[i].mFeatures.hasShadows = true; +            gDeferredMaterialWaterProgram[i].mFeatures.hasShadows = use_sun_shadow;              if (has_skin)              { @@ -1707,7 +1750,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()          gDeferredAlphaProgram.mFeatures.hasAtmospherics = true;          gDeferredAlphaProgram.mFeatures.hasGamma = true;          gDeferredAlphaProgram.mFeatures.hasTransport = true; -        gDeferredAlphaProgram.mFeatures.hasShadows = true; +        gDeferredAlphaProgram.mFeatures.hasShadows = use_sun_shadow;          if (mShaderLevel[SHADER_DEFERRED] < 1)          { @@ -1721,8 +1764,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()          gDeferredAlphaProgram.mShaderFiles.clear();          gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));          gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); + +        gDeferredAlphaProgram.clearPermutations(); +          gDeferredAlphaProgram.addPermutation("USE_INDEXED_TEX", "1"); -        gDeferredAlphaProgram.addPermutation("HAS_SHADOW", use_sun_shadow ? "1" : "0"); +        if (use_sun_shadow) +        { +            gDeferredAlphaProgram.addPermutation("HAS_SHADOW", "1"); +        }          gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");          gDeferredAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; @@ -1743,7 +1792,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()          gDeferredAlphaImpostorProgram.mFeatures.isAlphaLighting = true;          gDeferredAlphaImpostorProgram.mFeatures.hasSrgb = true;          gDeferredAlphaImpostorProgram.mFeatures.encodesNormal = true; -        gDeferredAlphaImpostorProgram.mFeatures.hasShadows = true; +        gDeferredAlphaImpostorProgram.mFeatures.hasShadows = use_sun_shadow;          gDeferredAlphaImpostorProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels          if (mShaderLevel[SHADER_DEFERRED] < 1) @@ -1758,11 +1807,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()          gDeferredAlphaImpostorProgram.mShaderFiles.clear();          gDeferredAlphaImpostorProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));          gDeferredAlphaImpostorProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); + +        gDeferredAlphaImpostorProgram.clearPermutations();          gDeferredAlphaImpostorProgram.addPermutation("USE_INDEXED_TEX", "1"); -        gDeferredAlphaImpostorProgram.addPermutation("HAS_SHADOW", use_sun_shadow ? "1" : "0");          gDeferredAlphaImpostorProgram.addPermutation("USE_VERTEX_COLOR", "1");          gDeferredAlphaImpostorProgram.addPermutation("FOR_IMPOSTOR", "1"); +        if (use_sun_shadow) +        { +            gDeferredAlphaImpostorProgram.addPermutation("HAS_SHADOW", "1"); +        } +          gDeferredAlphaImpostorProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];          success = gDeferredAlphaImpostorProgram.createShader(NULL, NULL); @@ -1787,7 +1842,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()          gDeferredAlphaWaterProgram.mFeatures.hasAtmospherics = true;          gDeferredAlphaWaterProgram.mFeatures.hasGamma = true;          gDeferredAlphaWaterProgram.mFeatures.hasTransport = true; -        gDeferredAlphaWaterProgram.mFeatures.hasShadows = true; +        gDeferredAlphaWaterProgram.mFeatures.hasShadows = use_sun_shadow;          if (mShaderLevel[SHADER_DEFERRED] < 1)          { @@ -1801,10 +1856,15 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()          gDeferredAlphaWaterProgram.mShaderFiles.clear();          gDeferredAlphaWaterProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));          gDeferredAlphaWaterProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); + +        gDeferredAlphaWaterProgram.clearPermutations();          gDeferredAlphaWaterProgram.addPermutation("USE_INDEXED_TEX", "1");          gDeferredAlphaWaterProgram.addPermutation("WATER_FOG", "1");          gDeferredAlphaWaterProgram.addPermutation("USE_VERTEX_COLOR", "1"); -        gDeferredAlphaWaterProgram.addPermutation("HAS_SHADOW", use_sun_shadow ? "1" : "0"); +        if (use_sun_shadow) +        { +            gDeferredAlphaWaterProgram.addPermutation("HAS_SHADOW", "1"); +        }          gDeferredAlphaWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];          success = gDeferredAlphaWaterProgram.createShader(NULL, NULL); @@ -2230,6 +2290,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()          gDeferredAvatarAlphaProgram.mShaderFiles.clear();          gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));          gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); + +        gDeferredAvatarAlphaProgram.clearPermutations();          gDeferredAvatarAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");          gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1");          if (use_sun_shadow) diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 2adee2a0ae..6e7e8eef21 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -403,7 +403,8 @@ LLPipeline::LLPipeline() :      mLightMovingMask(0),      mLightingDetail(0),      mScreenWidth(0), -    mScreenHeight(0) +    mScreenHeight(0), +    mNeedsShadowTargetClear(true)  {      mNoiseMap = 0;      mTrueNoiseMap = 0; @@ -9336,7 +9337,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)          S32 occlusion = LLPipeline::sUseOcclusion;          //disable occlusion culling for reflection map for now -        LLPipeline::sUseOcclusion = 0; +        //LLPipeline::sUseOcclusion = 0;          glh::matrix4f current = get_current_modelview(); @@ -9484,7 +9485,8 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)                  //clip out geometry on the same side of water as the camera w/ enough margin to not include the water geo itself,                  // but not so much as to clip out parts of avatars that should be seen under the water in the distortion map -                LLPlane plane(pnorm, -water_height * LLPipeline::sDistortionWaterClipPlaneMargin); +                LLPlane plane(-pnorm, water_height * LLPipeline::sDistortionWaterClipPlaneMargin); +                  LLGLUserClipPlane clip_plane(plane, current, projection);                  gGL.setColorMask(true, true); @@ -9503,7 +9505,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)                  renderGeom(camera); -                /*if (LLGLSLShader::sNoFixedFunction) +                if (LLGLSLShader::sNoFixedFunction)                  {                      gUIProgram.bind();                  } @@ -9513,7 +9515,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)                  if (LLGLSLShader::sNoFixedFunction)                  {                      gUIProgram.unbind(); -                }*/ +                }                  mWaterDis.flush();              } @@ -10090,11 +10092,33 @@ void LLPipeline::generateSunShadow(LLCamera& camera)  {      if (!sRenderDeferred || RenderShadowDetail <= 0)      { +        if (mNeedsShadowTargetClear) +        { +            LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); + +            for (S32 j = 0; j < 6; j++) +            { +                LLRenderTarget* shadow_target = getShadowTarget(j); +                if (shadow_target) +                { +                    shadow_target->bindTarget(); +                    shadow_target->clear(); +                    shadow_target->flush(); +                } +            } +            mNeedsShadowTargetClear = false; +        } +          return;      } +    mNeedsShadowTargetClear = true; +      LL_RECORD_BLOCK_TIME(FTM_GEN_SUN_SHADOW); +    LLEnvironment& environment = LLEnvironment::instance(); +    LLSettingsSky::ptr_t psky = environment.getCurrentSky(); +      bool skip_avatar_update = false;      if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson)      { @@ -10156,6 +10180,43 @@ void LLPipeline::generateSunShadow(LLCamera& camera)          gGL.setColorMask(false, false);      } +    bool sun_up         = environment.getIsSunUp(); +    bool moon_up        = environment.getIsMoonUp(); +    bool ignore_shadows = (shadow_detail == 0)  +                       || (sun_up  && (mSunDiffuse == LLColor4::black)) +                       || (moon_up && (mMoonDiffuse == LLColor4::black)) +                       || !(sun_up || moon_up); + +    if (ignore_shadows) +    { //sun diffuse is totally black, shadows don't matter +        LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); + +        for (S32 j = 0; j < 4; j++) +        { +            LLRenderTarget* shadow_target = getShadowTarget(j); +            if (shadow_target) +            { +                shadow_target->bindTarget(); +                shadow_target->clear(); +                shadow_target->flush(); +            } +        } + +        if (shadow_detail == 0)  +        { +            for (S32 j = 4; j < 6; j++) +            { +                LLRenderTarget* shadow_target = getShadowTarget(j); +                if (shadow_target) +                { +                    shadow_target->bindTarget(); +                    shadow_target->clear(); +                    shadow_target->flush(); +                } +            } +        } +    } +      //get sun view matrix      //store current projection/modelview matrix @@ -10181,9 +10242,6 @@ void LLPipeline::generateSunShadow(LLCamera& camera)      //LLVector3 n = RenderShadowNearDist;      //F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] }; -    LLEnvironment& environment = LLEnvironment::instance(); -    LLSettingsSky::ptr_t psky = environment.getCurrentSky(); -      LLVector3 caster_dir(environment.getIsSunUp() ? mSunDir : mMoonDir);      //put together a universal "near clip" plane for shadow frusta @@ -10216,7 +10274,6 @@ void LLPipeline::generateSunShadow(LLCamera& camera)      up.normVec();      at.normVec(); -          LLCamera main_camera = camera;      F32 near_clip = 0.f; @@ -10298,28 +10355,7 @@ 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] }; -    bool sun_up         = environment.getIsSunUp(); -    bool moon_up        = environment.getIsMoonUp(); -    bool ignore_shadows = (sun_up  && (mSunDiffuse == LLColor4::black)) -                       || (moon_up && (mMoonDiffuse == LLColor4::black)) -                       || !(sun_up || moon_up); - -    if (ignore_shadows) -    { //sun diffuse is totally black, shadows don't matter -        LLGLDepthTest depth(GL_TRUE); - -        for (S32 j = 0; j < 4; j++) -        { -            LLRenderTarget* shadow_target = getShadowTarget(j); -            if (shadow_target) -            { -                shadow_target->bindTarget(); -                shadow_target->clear(); -                shadow_target->flush(); -            } -        } -    } -    else +    if (!ignore_shadows)      {          for (S32 j = 0; j < 4; j++)          { diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 1c39fb13b6..a31f880fbf 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -666,6 +666,7 @@ public:      LLColor4			mMoonDiffuse;  	LLVector4			mSunDir;      LLVector4			mMoonDir; +    bool                mNeedsShadowTargetClear;  	LLVector4			mTransformedSunDir;      LLVector4			mTransformedMoonDir;  | 
