diff options
Diffstat (limited to 'indra/newview')
24 files changed, 120 insertions, 100 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 53391da9aa..4beb334f5a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -47,6 +47,8 @@ uniform vec3 camPosLocal; uniform vec4 lightnorm; uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; @@ -94,7 +96,7 @@ void main() vec4 temp2 = vec4(0.); vec4 blue_weight; vec4 haze_weight; - vec4 sunlight = sunlight_color; + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index c6c12f80f8..d964ce8eee 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -35,6 +35,7 @@ out vec4 frag_data[3]; uniform vec4 color; uniform vec4 sunlight_color; +uniform vec4 moonlight_color; uniform vec3 lumWeights; uniform float moon_brightness; uniform float minLuminance; @@ -57,6 +58,7 @@ void main() vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0; c.rgb = pow(c.rgb, exp); + //c.rgb *= moonlight_color.rgb; frag_data[0] = vec4(c.rgb, c.a); frag_data[1] = vec4(0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index 6c509b7616..e762871ba1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -39,19 +39,18 @@ uniform vec2 proj_shadow_res; uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform float shadow_bias; - +uniform float shadow_offset; uniform float spot_shadow_bias; uniform float spot_shadow_offset; uniform mat4 inv_proj; uniform vec2 screen_res; +uniform int sun_up_factor; -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir) +float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir) { stc.xyz /= stc.w; - float offset = max(0.75, light_dir.z); - stc.z += offset * shadow_bias * 3.33 * bias_mul; - - stc.x = floor(stc.x*shadow_res.x + fract(stc.y*pos_screen.y*3.14159))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here + stc.z += shadow_bias * bias_mul* 2.0; + stc.x = floor(stc.x*shadow_res.x + fract(stc.y*pos_screen.y*pos_screen.x))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs * 4.0; @@ -61,7 +60,7 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_mul, vec2 pos_sc shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - return shadow*0.125; + return shadow * 0.125; } float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen) @@ -85,23 +84,18 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) { + float shadow = 0.0f; + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + float dp_sun = max(0.0, dot(sun_dir.xyz, norm)); float dp_moon = max(0.0, dot(moon_dir.xyz, norm)); - float dp_directional_light = max(dp_sun,dp_moon); + float dp_directional_light = (sun_up_factor == 1) ? dp_sun : dp_moon; dp_directional_light = clamp(dp_directional_light, 0.0, 1.0); - vec3 light_dir = (dp_moon > dp_sun) ? moon_dir : sun_dir; - vec3 offset = light_dir * (1.0-dp_directional_light); - vec3 shadow_pos = pos.xyz + (offset * shadow_bias); - - float shadow = 0.0f; - vec4 spos = vec4(shadow_pos,1.0); - - // 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 - if (dp_directional_light <= 0.0) - { - return 0.0; - } + vec3 shadow_pos = pos.xyz; + vec3 offset = abs(light_dir.xyz) * (1.0 - dp_directional_light* 0.8); + shadow_pos += offset; + vec4 spos = vec4(shadow_pos.xyz, 1.0); if (spos.z > -shadow_clip.w) { @@ -117,7 +111,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos, 1.0, pos_screen, light_dir)*w; + shadow += pcfShadow(shadowMap3, norm, lpos, 4.0, pos_screen, light_dir)*w; weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } @@ -129,7 +123,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) float w = 1.0; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap2, lpos, 1.0, pos_screen, light_dir)*w; + shadow += pcfShadow(shadowMap2, norm, lpos, 2.0, pos_screen, light_dir)*w; weight += w; } @@ -140,7 +134,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) float w = 1.0; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; - shadow += pcfShadow(shadowMap1, lpos, 1.0, pos_screen, light_dir)*w; + shadow += pcfShadow(shadowMap1, norm, lpos, 1.0, pos_screen, light_dir)*w; weight += w; } @@ -151,14 +145,13 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen, light_dir)*w; + shadow += pcfShadow(shadowMap0, norm, lpos, 1.0, pos_screen, light_dir)*w; weight += w; } shadow /= weight; } - shadow = min(dp_directional_light, shadow); return shadow; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 7c02d31d43..83dd9da091 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -39,6 +39,8 @@ uniform vec3 camPosLocal; uniform vec4 lightnorm; uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; @@ -82,7 +84,7 @@ void main() vec4 temp2 = vec4(0.); vec4 blue_weight; vec4 haze_weight; - vec4 sunlight = sunlight_color; + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index 67e7604e22..8a98d6a489 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -39,7 +39,6 @@ uniform sampler2D diffuseMap; uniform sampler2D altDiffuseMap; uniform float blend_factor; uniform float custom_alpha; -uniform vec4 sunlight_color; uniform float time; float twinkle(){ diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl index b66b56e0fb..947c301110 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl @@ -35,6 +35,7 @@ out vec4 frag_color; uniform vec4 color; uniform vec4 sunlight_color; +uniform vec4 moonlight_color; uniform vec3 lumWeights; uniform float moon_brightness; uniform float minLuminance; @@ -45,8 +46,8 @@ VARYING vec2 vary_texcoord0; void main() { - vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); - vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy); + vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy); vec4 c = mix(moonA, moonB, blend_factor); // mix factor which blends when sunlight is brighter @@ -55,8 +56,9 @@ void main() float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights); vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0; - c.rgb = pow(c.rgb, exp); + c.rgb = pow(c.rgb, exp); + //c.rgb *= moonlight_color.rgb; - frag_color = vec4(c.rgb, c.a); + frag_color = vec4(c.rgb, c.a); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl index 7e2d41cf7b..26f8095dc1 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -34,6 +34,8 @@ uniform vec3 camPosLocal; uniform vec4 lightnorm; uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; @@ -112,7 +114,7 @@ void main() vec4 temp2 = vec4(0.); vec4 blue_weight; vec4 haze_weight; - vec4 sunlight = sunlight_color; + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 2c1cc3026f..8bc9add5cf 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -57,6 +57,8 @@ uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; uniform vec3 moon_dir; +uniform int sun_up_factor; + VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; @@ -89,9 +91,9 @@ void main() float envIntensity = norm.z; norm.xyz = getNorm(tc); // unpack norm - float da_sun = dot(norm.xyz, normalize(sun_dir.xyz)); - float da_moon = dot(norm.xyz, normalize(moon_dir.xyz)); - float da = (da_sun > 0.0) ? da_sun : da_moon; + float da_sun = dot(norm.xyz, sun_dir.xyz); + float da_moon = dot(norm.xyz, moon_dir.xyz); + float da = (sun_up_factor == 1) ? da_sun : da_moon; da = clamp(da, 0.0, 1.0); da = pow(da, global_gamma + 0.3); @@ -106,7 +108,7 @@ void main() vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; scol_ambocc = pow(scol_ambocc, vec2(global_gamma + 0.3)); - float scol = max(scol_ambocc.r, diffuse.a); + float scol = max(scol_ambocc.r, diffuse.a); float ambocc = scol_ambocc.g; vec3 sunlit; @@ -116,7 +118,8 @@ void main() calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten); - float ambient = dot(norm.xyz, sun_dir.xyz); + float ambient = da; + ambient *= 0.5; ambient *= ambient; ambient = (1.0-ambient); @@ -124,7 +127,7 @@ void main() col.rgb = amblit; col.rgb *= min(ambient, max(scol, 0.5)); - col += (sunlit * da) * scol; + col += sunlit * da * scol; col *= diffuse.rgb; @@ -162,6 +165,9 @@ void main() col = fogged.rgb; bloom = fogged.a; #endif + +//col.rgb = vec3(scol); +//col.rgb = vec3(da * scol); } frag_color.rgb = col; frag_color.a = bloom; diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index 683ab794d3..efcf848ab1 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -29,6 +29,8 @@ vec3 getAtmosAttenuation(); uniform vec4 gamma; uniform vec4 lightnorm; uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; @@ -75,7 +77,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, vec3 temp2 = vec3(0); vec4 blue_weight; vec4 haze_weight; - vec4 sunlight = sunlight_color; + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; //sunlight attenuation effect (hue and brightness) due to atmosphere diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index 86cdae8768..a26752f741 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -44,6 +44,8 @@ uniform vec3 camPosLocal; uniform vec4 lightnorm; uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; @@ -74,7 +76,7 @@ void calcAtmospherics(vec3 inPositionEye) { vec3 temp2 = vec3(0); vec4 blue_weight; vec4 haze_weight; - vec4 sunlight = sunlight_color; + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; //sunlight attenuation effect (hue and brightness) due to atmosphere diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 3e3bd929e1..fb978691da 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -46,6 +46,8 @@ uniform vec3 camPosLocal; uniform vec4 lightnorm; uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; @@ -93,7 +95,7 @@ void main() vec4 temp2 = vec4(0.); vec4 blue_weight; vec4 haze_weight; - vec4 sunlight = sunlight_color; + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index f9f1eb7355..a65cc09c73 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -39,6 +39,8 @@ uniform vec3 camPosLocal; uniform vec4 lightnorm; uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; @@ -82,7 +84,7 @@ void main() vec4 temp2 = vec4(0.); vec4 blue_weight; vec4 haze_weight; - vec4 sunlight = sunlight_color; + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; // Sunlight attenuation effect (hue and brightness) due to atmosphere diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl index 95d5b52b45..c0ba804a30 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl @@ -44,7 +44,6 @@ uniform sampler2D cloud_noise_texture_next; uniform float blend_factor; uniform vec4 cloud_pos_density1; uniform vec4 cloud_pos_density2; -uniform vec4 sunlight_color; uniform vec4 cloud_color; uniform float cloud_shadow; uniform float cloud_scale; diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl index c111456782..cc7a86f35c 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl @@ -47,7 +47,6 @@ uniform sampler2D cloud_noise_texture_next; uniform float blend_factor; uniform vec4 cloud_pos_density1; uniform vec4 cloud_pos_density2; -uniform vec4 sunlight_color; uniform vec4 cloud_color; uniform float cloud_shadow; uniform float cloud_scale; diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl index a1b67fc31e..852c2478bc 100644 --- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl @@ -29,6 +29,8 @@ vec3 getAtmosAttenuation(); uniform vec4 gamma; uniform vec4 lightnorm; uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; @@ -69,7 +71,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, vec3 temp2 = vec3(0); vec4 blue_weight; vec4 haze_weight; - vec4 sunlight = sunlight_color; + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; //sunlight attenuation effect (hue and brightness) due to atmosphere diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl index 3270c243a4..9bd75cf118 100644 --- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl @@ -38,6 +38,8 @@ uniform vec3 camPosLocal; uniform vec4 lightnorm; uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; @@ -63,7 +65,7 @@ void calcAtmospherics(vec3 inPositionEye) { vec3 temp2 = vec3(0); vec4 blue_weight; vec4 haze_weight; - vec4 sunlight = sunlight_color; + vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; //sunlight attenuation effect (hue and brightness) due to atmosphere diff --git a/indra/newview/lldrawpool.cpp b/indra/newview/lldrawpool.cpp index 00493c83df..b7504b16bf 100644 --- a/indra/newview/lldrawpool.cpp +++ b/indra/newview/lldrawpool.cpp @@ -449,10 +449,10 @@ void LLRenderPass::applyModelMatrix(const LLDrawInfo& params) if (params.mModelMatrix != gGLLastMatrix) { gGLLastMatrix = params.mModelMatrix; + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.loadMatrix(gGLModelView); if (params.mModelMatrix) { - llassert(gGL.getMatrixMode() == LLRender::MM_MODELVIEW); gGL.multMatrix((GLfloat*) params.mModelMatrix->mMatrix); } gPipeline.mMatrixOpCount++; diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index eaf5b7dd68..3e1d78e6df 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -1999,15 +1999,24 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow) if (face->mTextureMatrix && vobj->mTexAnimMode) { - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadMatrix((F32*) face->mTextureMatrix->mMatrix); + U32 tex_index = gGL.getCurrentTexUnitIndex(); + if (tex_index <= 1) + { + gGL.matrixMode(LLRender::MM_TEXTURE); + gGL.loadMatrix((F32*) face->mTextureMatrix->mMatrix); + } + else + { + LL_WARNS_ONCE("render") << "Cannot use tex anim of tex index " << tex_index << " ignoring!" << LL_ENDL; + } buff->setBuffer(data_mask); buff->drawRange(LLRender::TRIANGLES, start, end, count, offset); - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadIdentity(); - + if (tex_index <= 1) + { + gGL.loadIdentity(); + } } else { diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index e716214d72..ba2b00ee4e 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -48,6 +48,7 @@ #include "pipeline.h" #include "llviewershadermgr.h" #include "llrender.h" +#include "llenvironment.h" const F32 DETAIL_SCALE = 1.f/16.f; int DebugDetailMap = 0; @@ -259,6 +260,9 @@ void LLDrawPoolTerrain::beginShadowPass(S32 pass) LLFacePool::beginRenderPass(pass); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gDeferredShadowProgram.bind(); + + LLEnvironment& environment = LLEnvironment::instance(); + gDeferredShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); } void LLDrawPoolTerrain::endShadowPass(S32 pass) diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp index 81b0c8b1bb..aa8812ab9d 100644 --- a/indra/newview/lldrawpooltree.cpp +++ b/indra/newview/lldrawpooltree.cpp @@ -38,6 +38,7 @@ #include "llrender.h" #include "llviewercontrol.h" #include "llviewerregion.h" +#include "llenvironment.h" S32 LLDrawPoolTree::sDiffTex = 0; static LLGLSLShader* shader = NULL; @@ -178,7 +179,10 @@ void LLDrawPoolTree::beginShadowPass(S32 pass) glPolygonOffset(gSavedSettings.getF32("RenderDeferredTreeShadowOffset"), gSavedSettings.getF32("RenderDeferredTreeShadowBias")); + LLEnvironment& environment = LLEnvironment::instance(); + gDeferredTreeShadowProgram.bind(); + gDeferredTreeShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); gDeferredTreeShadowProgram.setMinimumAlpha(0.5f); } diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index acf2a6ea6e..313e74d5cd 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -701,6 +701,7 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() F32 moon_brightness = (float)psky->getMoonBrightness(); moon_shader->uniform1f(LLShaderMgr::MOON_BRIGHTNESS, moon_brightness); + moon_shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, gSky.mVOSkyp->getMoon().getColor().mV); moon_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV); moon_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); diff --git a/indra/newview/llpaneleditsky.cpp b/indra/newview/llpaneleditsky.cpp index b011522728..bbd1beb246 100644 --- a/indra/newview/llpaneleditsky.cpp +++ b/indra/newview/llpaneleditsky.cpp @@ -451,7 +451,7 @@ BOOL LLPanelSettingsSkySunMoonTab::postBuild() getChild<LLUICtrl>(FIELD_SKY_MOON_ROTATION)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onMoonRotationChanged(); }); getChild<LLUICtrl>(FIELD_SKY_MOON_IMAGE)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onMoonImageChanged(); }); getChild<LLTextureCtrl>(FIELD_SKY_MOON_IMAGE)->setDefaultImageAssetID(LLSettingsSky::GetDefaultMoonTextureId()); - getChild<LLTextureCtrl>(FIELD_SKY_MOON_IMAGE)->setBlankImageAssetID(LLUUID::null); + getChild<LLTextureCtrl>(FIELD_SKY_MOON_IMAGE)->setBlankImageAssetID(LLSettingsSky::GetDefaultMoonTextureId()); getChild<LLTextureCtrl>(FIELD_SKY_MOON_IMAGE)->setAllowNoTexture(TRUE); getChild<LLUICtrl>(FIELD_SKY_MOON_SCALE)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onMoonScaleChanged(); }); getChild<LLUICtrl>(FIELD_SKY_MOON_BRIGHTNESS)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onMoonBrightnessChanged(); }); diff --git a/indra/newview/llweb.cpp b/indra/newview/llweb.cpp index 768db047a4..2760ebd1df 100644 --- a/indra/newview/llweb.cpp +++ b/indra/newview/llweb.cpp @@ -268,12 +268,9 @@ bool LLWeb::useExternalBrowser(const std::string &url) boost::match_results<std::string::const_iterator> matches; return !(boost::regex_search(uri_string, matches, pattern)); } - else - { - boost::regex pattern = boost::regex("^mailto:", boost::regex::perl | boost::regex::icase); - boost::match_results<std::string::const_iterator> matches; - return boost::regex_search(url, matches, pattern); - } - return false; + + boost::regex pattern = boost::regex("^mailto:", boost::regex::perl | boost::regex::icase); + boost::match_results<std::string::const_iterator> matches; + return boost::regex_search(url, matches, pattern); #endif } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 82c59282d5..0898b0d53d 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6075,9 +6075,7 @@ void LLPipeline::setupAvatarLights(bool for_edit) LLEnvironment& environment = LLEnvironment::instance(); LLSettingsSky::ptr_t psky = environment.getCurrentSky(); - bool sun_up = environment.getIsSunUp(); - bool moon_up = environment.getIsMoonUp(); - bool sun_is_primary = sun_up || !moon_up; + bool sun_up = environment.getIsSunUp(); if (for_edit) { @@ -6113,13 +6111,13 @@ void LLPipeline::setupAvatarLights(bool for_edit) } else if (gAvatarBacklight) // Always true (unless overridden in a devs .ini) { - LLVector3 light_dir = sun_is_primary ? LLVector3(mSunDir) : LLVector3(mMoonDir); + LLVector3 light_dir = sun_up ? LLVector3(mSunDir) : LLVector3(mMoonDir); LLVector3 opposite_pos = -light_dir; LLVector3 orthog_light_pos = light_dir % LLVector3::z_axis; LLVector4 backlight_pos = LLVector4(lerp(opposite_pos, orthog_light_pos, 0.3f), 0.0f); backlight_pos.normalize(); - LLColor4 light_diffuse = sun_is_primary ? mSunDiffuse : mMoonDiffuse; + LLColor4 light_diffuse = sun_up ? mSunDiffuse : mMoonDiffuse; LLColor4 backlight_diffuse(1.f - light_diffuse.mV[VRED], 1.f - light_diffuse.mV[VGREEN], 1.f - light_diffuse.mV[VBLUE], 1.f); F32 max_component = 0.001f; @@ -6351,9 +6349,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) gGL.setAmbientLightColor(ambient); } - bool sun_up = environment.getIsSunUp(); - bool moon_up = environment.getIsMoonUp(); - bool sun_is_primary = sun_up || !moon_up; + bool sun_up = environment.getIsSunUp(); // Light 0 = Sun or Moon (All objects) { @@ -6379,15 +6375,15 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) } mMoonDiffuse.clamp(); - LLColor4 light_diffuse = sun_is_primary ? mSunDiffuse : mMoonDiffuse; - LLVector4 light_dir = sun_is_primary ? mSunDir : mMoonDir; + LLVector4 light_dir = sun_up ? mSunDir : mMoonDir; - mHWLightColors[0] = light_diffuse; + mHWLightColors[0] = mSunDiffuse; LLLightState* light = gGL.getLight(0); light->setPosition(light_dir); - light->setDiffuse(light_diffuse); + light->setDiffuse(mSunDiffuse); + light->setDiffuseB(mMoonDiffuse); light->setAmbient(LLColor4::black); light->setSpecular(LLColor4::black); light->setConstantAttenuation(1.f); @@ -8596,32 +8592,14 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) vert[1].set(-1,-3,0); vert[2].set(3,1,0); - const LLEnvironment& environment = LLEnvironment::instance(); + setupHWLights(NULL); //to set mSun/MoonDir; - bool sun_up = environment.getIsSunUp(); - bool moon_up = environment.getIsMoonUp(); - - { - setupHWLights(NULL); //to set mSun/MoonDir; - glh::vec4f tc(mSunDir.mV); - mat.mult_matrix_vec(tc); + glh::vec4f tc(mSunDir.mV); + mat.mult_matrix_vec(tc); + mTransformedSunDir.set(tc.v); - glh::vec4f tc_moon(mMoonDir.mV); - mTransformedMoonDir.set(tc_moon.v); - mTransformedMoonDir.normalize(); - - bool sun_is_primary = sun_up || !moon_up; - if (sun_is_primary) - { - mTransformedSunDir.set(tc.v); - mTransformedSunDir.normalize(); - } - else - { - mTransformedSunDir.set(tc_moon.v); - mTransformedSunDir.normalize(); - } - } + glh::vec4f tc_moon(mMoonDir.mV); + mTransformedMoonDir.set(tc_moon.v); gGL.pushMatrix(); gGL.loadIdentity(); @@ -8757,6 +8735,10 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) LL_RECORD_BLOCK_TIME(FTM_ATMOSPHERICS); bindDeferredShader(soften_shader); + + LLEnvironment& environment = LLEnvironment::instance(); + soften_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); + { LLGLDepthTest depth(GL_FALSE); LLGLDisable blend(GL_BLEND); @@ -9870,6 +9852,8 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera stop_glerror(); + LLEnvironment& environment = LLEnvironment::instance(); + LLVertexBuffer::unbind(); { @@ -9880,6 +9864,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera else { gDeferredShadowProgram.bind(); + gDeferredShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); } gGL.diffuseColor4f(1,1,1,1); @@ -9911,6 +9896,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera gDeferredShadowProgram.unbind(); renderGeomShadow(shadow_cam); gDeferredShadowProgram.bind(); + gDeferredShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); } else { @@ -9921,6 +9907,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA); gDeferredShadowAlphaMaskProgram.bind(); gDeferredShadowAlphaMaskProgram.uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); + gDeferredShadowAlphaMaskProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | @@ -9935,6 +9922,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera mask = mask & ~LLVertexBuffer::MAP_TEXTURE_INDEX; gDeferredTreeShadowProgram.bind(); + gDeferredTreeShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); renderMaskedObjects(LLRenderPass::PASS_NORMSPEC_MASK, mask); renderMaskedObjects(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, mask); renderMaskedObjects(LLRenderPass::PASS_SPECMAP_MASK, mask); @@ -10625,9 +10613,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera) bool sun_up = environment.getIsSunUp(); bool moon_up = environment.getIsMoonUp(); - bool sun_is_primary = sun_up || !moon_up; - bool ignore_shadows = (sun_is_primary && (mSunDiffuse == LLColor4::black)) - || (moon_up && (mMoonDiffuse == LLColor4::black)) + bool ignore_shadows = (sun_up && (mSunDiffuse == LLColor4::black)) + || (moon_up && (mMoonDiffuse == LLColor4::black)) || !(sun_up || moon_up); if (ignore_shadows) |