diff options
Diffstat (limited to 'indra')
-rw-r--r-- | indra/llrender/llgl.cpp | 7 | ||||
-rw-r--r-- | indra/llrender/llgl.h | 2 | ||||
-rw-r--r-- | indra/newview/featuretable_xp.txt | 1116 | ||||
-rw-r--r-- | indra/newview/lldrawpool.h | 8 | ||||
-rw-r--r-- | indra/newview/llfloatertools.cpp | 38 | ||||
-rw-r--r-- | indra/newview/llspatialpartition.cpp | 49 | ||||
-rw-r--r-- | indra/newview/llworld.cpp | 454 |
7 files changed, 745 insertions, 929 deletions
diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index f91584b5e4..9354373dba 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -2071,11 +2071,14 @@ void LLGLDepthTest::checkState() } } -LLGLSquashToFarClip::LLGLSquashToFarClip(glh::matrix4f P) +LLGLSquashToFarClip::LLGLSquashToFarClip(glh::matrix4f P, U32 layer) { + + F32 depth = 0.99999f - 0.0001f * layer; + for (U32 i = 0; i < 4; i++) { - P.element(2, i) = P.element(3, i) * 0.99999f; + P.element(2, i) = P.element(3, i) * depth; } glMatrixMode(GL_PROJECTION); diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h index ff4e6078c9..df110613e3 100644 --- a/indra/llrender/llgl.h +++ b/indra/llrender/llgl.h @@ -320,7 +320,7 @@ private: class LLGLSquashToFarClip { public: - LLGLSquashToFarClip(glh::matrix4f projection); + LLGLSquashToFarClip(glh::matrix4f projection, U32 layer = 0); ~LLGLSquashToFarClip(); }; diff --git a/indra/newview/featuretable_xp.txt b/indra/newview/featuretable_xp.txt index 38299c32bc..d87c3db111 100644 --- a/indra/newview/featuretable_xp.txt +++ b/indra/newview/featuretable_xp.txt @@ -1,560 +1,560 @@ -version 26 - -// NOTE: This is mostly identical to featuretable_mac.txt with a few differences -// Should be combined into one table - -// -// Generates lists of feature mask that can be applied on top of each other. -// -// // Begin comments -// list <name> -// Starts a feature list named <name> -// <name> <available> <recommended> -// <name> is the name of a feature -// <available> is 0 or 1, whether the feature is available -// <recommended> is an F32 which is the recommended value -// -// For now, the first list read sets up all of the default values -// - - -// -// All contains everything at their default settings for high end machines -// NOTE: All settings are set to the MIN of applied values, including 'all'! -// -list all -RenderAnisotropic 1 1 -RenderAvatarCloth 1 1 -RenderAvatarLODFactor 1 1.0 -RenderAvatarMaxVisible 1 12 -RenderAvatarVP 1 1 -RenderCubeMap 1 1 -RenderDelayVBUpdate 1 0 -RenderFarClip 1 256 -RenderFlexTimeFactor 1 1.0 -RenderFogRatio 1 4.0 -RenderGamma 1 0 -RenderGlowResolutionPow 1 9 -RenderGround 1 1 -RenderMaxPartCount 1 8192 -RenderNightBrightness 1 1.0 -RenderObjectBump 1 1 -RenderReflectionDetail 1 4 -RenderTerrainDetail 1 1 -RenderTerrainLODFactor 1 2.0 -RenderTransparentWater 1 1 -RenderTreeLODFactor 1 1.0 -RenderUseImpostors 1 1 -RenderVBOEnable 1 1 -RenderVolumeLODFactor 1 2.0 -UseStartScreen 1 1 -UseOcclusion 1 1 -VertexShaderEnable 1 1 -WindLightUseAtmosShaders 1 1 -WLSkyDetail 1 128 -Disregard128DefaultDrawDistance 1 1 -Disregard96DefaultDrawDistance 1 1 -RenderTextureMemoryMultiple 1 1.0 -RenderShaderLightingMaxLevel 1 3 -SkyUseClassicClouds 1 1 -RenderDeferred 1 0 -RenderDeferredSSAO 1 0 -RenderShadowDetail 1 0 -WatchdogDisabled 1 1 -RenderUseStreamVBO 1 1 - -// -// Low Graphics Settings -// -list Low -RenderAnisotropic 1 0 -RenderAvatarCloth 1 0 -RenderAvatarLODFactor 1 0 -RenderAvatarMaxVisible 1 3 -RenderAvatarVP 1 0 -RenderFarClip 1 64 -RenderFlexTimeFactor 1 0 -RenderGlowResolutionPow 1 8 -RenderMaxPartCount 1 0 -RenderObjectBump 1 0 -RenderReflectionDetail 1 0 -RenderTerrainDetail 1 0 -RenderTerrainLODFactor 1 1 -RenderTransparentWater 1 0 -RenderTreeLODFactor 1 0 -RenderUseImpostors 1 1 -RenderVolumeLODFactor 1 0.5 -VertexShaderEnable 1 0 -WindLightUseAtmosShaders 1 0 -WLSkyDetail 1 48 -SkyUseClassicClouds 1 0 -RenderDeferred 1 0 -RenderDeferredSSAO 1 0 -RenderShadowDetail 1 0 - -// -// Mid Graphics Settings -// -list Mid -RenderAnisotropic 1 0 -RenderAvatarCloth 1 0 -RenderAvatarLODFactor 1 0.5 -RenderAvatarVP 1 1 -RenderFarClip 1 96 -RenderFlexTimeFactor 1 1.0 -RenderGlowResolutionPow 1 8 -RenderMaxPartCount 1 2048 -RenderObjectBump 1 1 -RenderReflectionDetail 1 0 -RenderTerrainDetail 1 1 -RenderTerrainLODFactor 1 1.0 -RenderTransparentWater 1 1 -RenderTreeLODFactor 1 0.5 -RenderUseImpostors 1 1 -RenderVolumeLODFactor 1 1.125 -VertexShaderEnable 1 1 -WindLightUseAtmosShaders 1 0 -WLSkyDetail 1 48 -RenderDeferred 1 0 -RenderDeferredSSAO 1 0 -RenderShadowDetail 1 0 - -// -// High Graphics Settings (purty) -// -list High -RenderAnisotropic 1 1 -RenderAvatarCloth 1 0 -RenderAvatarLODFactor 1 1.0 -RenderAvatarVP 1 1 -RenderFarClip 1 128 -RenderFlexTimeFactor 1 1.0 -RenderGlowResolutionPow 1 9 -RenderMaxPartCount 1 4096 -RenderObjectBump 1 1 -RenderReflectionDetail 1 0 -RenderTerrainDetail 1 1 -RenderTerrainLODFactor 1 2.0 -RenderTransparentWater 1 1 -RenderTreeLODFactor 1 0.5 -RenderUseImpostors 1 1 -RenderVolumeLODFactor 1 1.125 -VertexShaderEnable 1 1 -WindLightUseAtmosShaders 1 1 -WLSkyDetail 1 48 -RenderDeferred 1 0 -RenderDeferredSSAO 1 0 -RenderShadowDetail 1 0 - -// -// Ultra graphics (REALLY PURTY!) -// -list Ultra -RenderAnisotropic 1 1 -RenderAvatarCloth 1 1 -RenderAvatarLODFactor 1 1.0 -RenderAvatarVP 1 1 -RenderFarClip 1 256 -RenderFlexTimeFactor 1 1.0 -RenderGlowResolutionPow 1 9 -RenderMaxPartCount 1 8192 -RenderObjectBump 1 1 -RenderReflectionDetail 1 4 -RenderTerrainDetail 1 1 -RenderTerrainLODFactor 1 2.0 -RenderTransparentWater 1 1 -RenderTreeLODFactor 1 1.0 -RenderUseImpostors 1 1 -RenderVolumeLODFactor 1 2.0 -VertexShaderEnable 1 1 -WindLightUseAtmosShaders 1 1 -WLSkyDetail 1 128 -RenderDeferred 1 0 -RenderDeferredSSAO 1 0 -RenderShadowDetail 1 0 - -// -// Class Unknown Hardware (unknown) -// -list Unknown -RenderVBOEnable 1 0 - -// -// Class 0 Hardware (just old) -// -list Class0 -RenderVBOEnable 1 1 - -// -// Class 1 Hardware -// -list Class1 -RenderVBOEnable 1 1 - -// -// Class 2 Hardware (make it purty) -// -list Class2 -RenderVBOEnable 1 1 - -// -// Class 3 Hardware (make it purty) -// -list Class3 -RenderVBOEnable 1 1 - -// -// No Pixel Shaders available -// -list NoPixelShaders -RenderAvatarVP 0 0 -RenderAvatarCloth 0 0 -RenderReflectionDetail 0 0 -VertexShaderEnable 0 0 -WindLightUseAtmosShaders 0 0 -RenderDeferred 0 0 -RenderDeferredSSAO 0 0 -RenderShadowDetail 0 0 - -// -// No Vertex Shaders available -// -list NoVertexShaders -RenderAvatarVP 0 0 -RenderAvatarCloth 0 0 -RenderReflectionDetail 0 0 -VertexShaderEnable 0 0 -WindLightUseAtmosShaders 0 0 -RenderDeferred 0 0 -RenderDeferredSSAO 0 0 -RenderShadowDetail 0 0 - -// -// "Default" setups for safe, low, medium, high -// -list safe -RenderAnisotropic 1 0 -RenderAvatarCloth 0 0 -RenderAvatarVP 0 0 -RenderObjectBump 0 0 -RenderMaxPartCount 1 1024 -RenderTerrainDetail 1 0 -RenderUseImpostors 0 0 -RenderVBOEnable 1 0 -RenderReflectionDetail 0 0 -WindLightUseAtmosShaders 0 0 -RenderDeferred 0 0 -RenderDeferredSSAO 0 0 -RenderShadowDetail 0 0 - -// -// CPU based feature masks -// - -// 1Ghz or less (equiv) -list CPUSlow -RenderMaxPartCount 1 1024 - -// -// RAM based feature masks -// -list RAM256MB -RenderObjectBump 0 0 - -// -// Graphics card based feature masks -// -list OpenGLPre15 -RenderVBOEnable 1 0 - +version 26
+
+// NOTE: This is mostly identical to featuretable_mac.txt with a few differences
+// Should be combined into one table
+
+//
+// Generates lists of feature mask that can be applied on top of each other.
+//
+// // Begin comments
+// list <name>
+// Starts a feature list named <name>
+// <name> <available> <recommended>
+// <name> is the name of a feature
+// <available> is 0 or 1, whether the feature is available
+// <recommended> is an F32 which is the recommended value
+//
+// For now, the first list read sets up all of the default values
+//
+
+
+//
+// All contains everything at their default settings for high end machines
+// NOTE: All settings are set to the MIN of applied values, including 'all'!
+//
+list all
+RenderAnisotropic 1 1
+RenderAvatarCloth 1 1
+RenderAvatarLODFactor 1 1.0
+RenderAvatarMaxVisible 1 12
+RenderAvatarVP 1 1
+RenderCubeMap 1 1
+RenderDelayVBUpdate 1 0
+RenderFarClip 1 256
+RenderFlexTimeFactor 1 1.0
+RenderFogRatio 1 4.0
+RenderGamma 1 0
+RenderGlowResolutionPow 1 9
+RenderGround 1 1
+RenderMaxPartCount 1 8192
+RenderNightBrightness 1 1.0
+RenderObjectBump 1 1
+RenderReflectionDetail 1 4
+RenderTerrainDetail 1 1
+RenderTerrainLODFactor 1 2.0
+RenderTransparentWater 1 1
+RenderTreeLODFactor 1 1.0
+RenderUseImpostors 1 1
+RenderVBOEnable 1 1
+RenderVolumeLODFactor 1 2.0
+UseStartScreen 1 1
+UseOcclusion 1 1
+VertexShaderEnable 1 1
+WindLightUseAtmosShaders 1 1
+WLSkyDetail 1 128
+Disregard128DefaultDrawDistance 1 1
+Disregard96DefaultDrawDistance 1 1
+RenderTextureMemoryMultiple 1 1.0
+RenderShaderLightingMaxLevel 1 3
+SkyUseClassicClouds 1 1
+RenderDeferred 1 0
+RenderDeferredSSAO 1 0
+RenderShadowDetail 1 0
+WatchdogDisabled 1 1
+RenderUseStreamVBO 1 1
+
+//
+// Low Graphics Settings
+//
+list Low
+RenderAnisotropic 1 0
+RenderAvatarCloth 1 0
+RenderAvatarLODFactor 1 0
+RenderAvatarMaxVisible 1 3
+RenderAvatarVP 1 0
+RenderFarClip 1 64
+RenderFlexTimeFactor 1 0
+RenderGlowResolutionPow 1 8
+RenderMaxPartCount 1 0
+RenderObjectBump 1 0
+RenderReflectionDetail 1 0
+RenderTerrainDetail 1 0
+RenderTerrainLODFactor 1 1
+RenderTransparentWater 1 0
+RenderTreeLODFactor 1 0
+RenderUseImpostors 1 1
+RenderVolumeLODFactor 1 0.5
+VertexShaderEnable 1 0
+WindLightUseAtmosShaders 1 0
+WLSkyDetail 1 48
+SkyUseClassicClouds 1 0
+RenderDeferred 1 0
+RenderDeferredSSAO 1 0
+RenderShadowDetail 1 0
+
+//
+// Mid Graphics Settings
+//
+list Mid
+RenderAnisotropic 1 0
+RenderAvatarCloth 1 0
+RenderAvatarLODFactor 1 0.5
+RenderAvatarVP 1 1
+RenderFarClip 1 96
+RenderFlexTimeFactor 1 1.0
+RenderGlowResolutionPow 1 8
+RenderMaxPartCount 1 2048
+RenderObjectBump 1 1
+RenderReflectionDetail 1 0
+RenderTerrainDetail 1 1
+RenderTerrainLODFactor 1 1.0
+RenderTransparentWater 1 1
+RenderTreeLODFactor 1 0.5
+RenderUseImpostors 1 1
+RenderVolumeLODFactor 1 1.125
+VertexShaderEnable 1 1
+WindLightUseAtmosShaders 1 0
+WLSkyDetail 1 48
+RenderDeferred 1 0
+RenderDeferredSSAO 1 0
+RenderShadowDetail 1 0
+
+//
+// High Graphics Settings (purty)
+//
+list High
+RenderAnisotropic 1 1
+RenderAvatarCloth 1 0
+RenderAvatarLODFactor 1 1.0
+RenderAvatarVP 1 1
+RenderFarClip 1 128
+RenderFlexTimeFactor 1 1.0
+RenderGlowResolutionPow 1 9
+RenderMaxPartCount 1 4096
+RenderObjectBump 1 1
+RenderReflectionDetail 1 0
+RenderTerrainDetail 1 1
+RenderTerrainLODFactor 1 2.0
+RenderTransparentWater 1 1
+RenderTreeLODFactor 1 0.5
+RenderUseImpostors 1 1
+RenderVolumeLODFactor 1 1.125
+VertexShaderEnable 1 1
+WindLightUseAtmosShaders 1 1
+WLSkyDetail 1 48
+RenderDeferred 1 0
+RenderDeferredSSAO 1 0
+RenderShadowDetail 1 0
+
+//
+// Ultra graphics (REALLY PURTY!)
+//
+list Ultra
+RenderAnisotropic 1 1
+RenderAvatarCloth 1 1
+RenderAvatarLODFactor 1 1.0
+RenderAvatarVP 1 1
+RenderFarClip 1 256
+RenderFlexTimeFactor 1 1.0
+RenderGlowResolutionPow 1 9
+RenderMaxPartCount 1 8192
+RenderObjectBump 1 1
+RenderReflectionDetail 1 4
+RenderTerrainDetail 1 1
+RenderTerrainLODFactor 1 2.0
+RenderTransparentWater 1 1
+RenderTreeLODFactor 1 1.0
+RenderUseImpostors 1 1
+RenderVolumeLODFactor 1 2.0
+VertexShaderEnable 1 1
+WindLightUseAtmosShaders 1 1
+WLSkyDetail 1 128
+RenderDeferred 1 0
+RenderDeferredSSAO 1 0
+RenderShadowDetail 1 0
+
+//
+// Class Unknown Hardware (unknown)
+//
+list Unknown
+RenderVBOEnable 1 0
+
+//
+// Class 0 Hardware (just old)
+//
+list Class0
+RenderVBOEnable 1 1
+
+//
+// Class 1 Hardware
+//
+list Class1
+RenderVBOEnable 1 1
+
+//
+// Class 2 Hardware (make it purty)
+//
+list Class2
+RenderVBOEnable 1 1
+
+//
+// Class 3 Hardware (make it purty)
+//
+list Class3
+RenderVBOEnable 1 1
+
+//
+// No Pixel Shaders available
+//
+list NoPixelShaders
+RenderAvatarVP 0 0
+RenderAvatarCloth 0 0
+RenderReflectionDetail 0 0
+VertexShaderEnable 0 0
+WindLightUseAtmosShaders 0 0
+RenderDeferred 0 0
+RenderDeferredSSAO 0 0
+RenderShadowDetail 0 0
+
+//
+// No Vertex Shaders available
+//
+list NoVertexShaders
+RenderAvatarVP 0 0
+RenderAvatarCloth 0 0
+RenderReflectionDetail 0 0
+VertexShaderEnable 0 0
+WindLightUseAtmosShaders 0 0
+RenderDeferred 0 0
+RenderDeferredSSAO 0 0
+RenderShadowDetail 0 0
+
+//
+// "Default" setups for safe, low, medium, high
+//
+list safe
+RenderAnisotropic 1 0
+RenderAvatarCloth 0 0
+RenderAvatarVP 0 0
+RenderObjectBump 0 0
+RenderMaxPartCount 1 1024
+RenderTerrainDetail 1 0
+RenderUseImpostors 0 0
+RenderVBOEnable 1 0
+RenderReflectionDetail 0 0
+WindLightUseAtmosShaders 0 0
+RenderDeferred 0 0
+RenderDeferredSSAO 0 0
+RenderShadowDetail 0 0
+
+//
+// CPU based feature masks
+//
+
+// 1Ghz or less (equiv)
+list CPUSlow
+RenderMaxPartCount 1 1024
+
+//
+// RAM based feature masks
+//
+list RAM256MB
+RenderObjectBump 0 0
+
+//
+// Graphics card based feature masks
+//
+list OpenGLPre15
+RenderVBOEnable 1 0
+
list OpenGLPre30
RenderDeferred 0 0
- -list Intel -RenderAnisotropic 1 0 - -list GeForce2 -RenderAnisotropic 1 0 -RenderMaxPartCount 1 2048 -RenderTerrainDetail 1 0 -RenderVBOEnable 1 1 - -list SiS -UseOcclusion 0 0 - - -list Intel_830M -RenderTerrainDetail 1 0 -RenderVBOEnable 1 0 -RenderUseImpostors 0 0 - -list Intel_845G -RenderTerrainDetail 1 0 -RenderVBOEnable 1 0 -RenderUseImpostors 0 0 - -list Intel_855GM -RenderTerrainDetail 1 0 -RenderVBOEnable 1 0 -RenderUseImpostors 0 0 - -list Intel_865G -RenderTerrainDetail 1 0 -RenderVBOEnable 1 0 -RenderUseImpostors 0 0 - -list Intel_900 -RenderTerrainDetail 1 0 -RenderVBOEnable 1 0 -RenderUseImpostors 0 0 - -list Intel_915GM -RenderTerrainDetail 1 0 -RenderVBOEnable 1 0 -RenderUseImpostors 0 0 - -list Intel_915G -RenderTerrainDetail 1 0 -RenderVBOEnable 1 0 -RenderUseImpostors 0 0 - -list Intel_945GM -RenderTerrainDetail 1 0 -RenderVBOEnable 1 0 - -list Intel_945G -RenderTerrainDetail 1 0 -RenderVBOEnable 1 0 - -list Intel_950 -RenderTerrainDetail 1 0 -RenderVBOEnable 1 0 - -list Intel_965 -RenderTerrainDetail 1 0 -RenderVBOEnable 1 0 -RenderUseImpostors 1 0 -UseOcclusion 0 0 - -list Intel_G33 -RenderTerrainDetail 1 0 -RenderVBOEnable 1 0 - -list Intel_G45 -WindLightUseAtmosShaders 0 0 - -list Intel_Bear_Lake -RenderTerrainDetail 1 0 -RenderVBOEnable 1 0 - -list Intel_Broadwater -RenderTerrainDetail 1 0 -RenderVBOEnable 1 0 - -list Intel_Brookdale -RenderTerrainDetail 1 0 -RenderVBOEnable 1 0 - -list Intel_Eaglelake -WindLightUseAtmosShaders 0 0 - -list Intel_Montara -RenderTerrainDetail 1 0 -RenderVBOEnable 1 0 - -list Intel_Springdale -RenderTerrainDetail 1 0 -RenderVBOEnable 1 0 - - -list ATI_FireGL_5200 -RenderVBOEnable 1 0 -WindLightUseAtmosShaders 0 0 - - -list ATI_Mobility_Radeon_7xxx -RenderVBOEnable 0 0 - -list ATI_Radeon_7xxx -RenderVBOEnable 0 0 - -list ATI_All-in-Wonder_Radeon -RenderVBOEnable 0 0 - -list ATI_All-in-Wonder_7500 -RenderVBOEnable 0 0 - -list ATI_Mobility_Radeon_9600 -Disregard96DefaultDrawDistance 1 0 - - -/// tweaked ATI to 96 Draw distance - -list ATI_Radeon_9000 -Disregard96DefaultDrawDistance 1 0 -list ATI_Radeon_9200 -Disregard96DefaultDrawDistance 1 0 -list ATI_Radeon_9500 -Disregard96DefaultDrawDistance 1 0 -list ATI_Radeon_9600 -Disregard96DefaultDrawDistance 1 0 - -/// tweaked ATI to 128 draw distance - -list ATI_Radeon_X300 -Disregard128DefaultDrawDistance 1 0 -RenderVBOEnable 1 0 -list ATI_Radeon_X400 -Disregard128DefaultDrawDistance 1 0 -RenderVBOEnable 1 0 -list ATI_Radeon_X500 -Disregard128DefaultDrawDistance 1 0 -RenderVBOEnable 1 0 -list ATI_Radeon_X600 -Disregard128DefaultDrawDistance 1 0 -RenderVBOEnable 1 0 -list ATI_Radeon_X700 -Disregard128DefaultDrawDistance 1 0 -RenderVBOEnable 1 0 -list ATI_Radeon_X1300 -Disregard128DefaultDrawDistance 1 0 -RenderVBOEnable 1 0 -UseStartScreen 0 0 -list ATI_Radeon_X1400 -Disregard128DefaultDrawDistance 1 0 -RenderVBOEnable 1 0 -list ATI_Radeon_X1500 -Disregard128DefaultDrawDistance 1 0 -RenderVBOEnable 1 0 -UseStartScreen 0 0 -list ATI_Radeon_X1600 -Disregard128DefaultDrawDistance 1 0 -RenderVBOEnable 1 0 -list ATI_Radeon_X1700 -Disregard128DefaultDrawDistance 1 0 -RenderVBOEnable 1 0 -list ATI_Mobility_Radeon_X1xxx -Disregard128DefaultDrawDistance 1 0 -RenderVBOEnable 1 0 - -list ATI_Radeon_HD_2300 -Disregard128DefaultDrawDistance 1 0 -list ATI_Radeon_HD_2400 -Disregard128DefaultDrawDistance 1 0 -list ATI_ASUS_AH24xx -Disregard128DefaultDrawDistance 1 0 - - -// Avatar hardware skinning causes invisible avatars -// on various ATI chipsets on drivers before 8.2 - -list ATIOldDriver -RenderAvatarVP 0 0 -RenderAvatarCloth 0 0 - -// ATI cards generally perform better when not using VBOs for streaming data - -list ATI -RenderUseStreamVBO 1 0 -RenderAvatarVP 1 0 - -/// Tweaked NVIDIA - -list NVIDIA_GeForce_FX_5100 -Disregard96DefaultDrawDistance 1 0 -list NVIDIA_GeForce_FX_5200 -Disregard96DefaultDrawDistance 1 0 -list NVIDIA_GeForce_FX_5500 -Disregard96DefaultDrawDistance 1 0 -list NVIDIA_GeForce_FX_5600 -Disregard96DefaultDrawDistance 1 0 - -list NVIDIA_GeForce_FX_Go5100 -Disregard96DefaultDrawDistance 1 0 -list NVIDIA_GeForce_FX_Go5200 -Disregard96DefaultDrawDistance 1 0 -list NVIDIA_GeForce_FX_Go5300 -Disregard96DefaultDrawDistance 1 0 -list NVIDIA_GeForce_FX_Go5500 -Disregard96DefaultDrawDistance 1 0 -list NVIDIA_GeForce_FX_Go5600 -Disregard96DefaultDrawDistance 1 0 - -list NVIDIA_GeForce_6100 -Disregard128DefaultDrawDistance 1 0 -list NVIDIA_GeForce_6200 -Disregard128DefaultDrawDistance 1 0 -list NVIDIA_GeForce_6500 -Disregard128DefaultDrawDistance 1 0 -list NVIDIA_GeForce_6600 -Disregard128DefaultDrawDistance 1 0 - -list NVIDIA_G73 -Disregard128DefaultDrawDistance 1 0 - -list NVIDIA_GeForce_Go_6100 -RenderVBOEnable 1 0 -Disregard128DefaultDrawDistance 1 0 -list NVIDIA_GeForce_Go_6200 -RenderVBOEnable 1 0 -Disregard128DefaultDrawDistance 1 0 -list NVIDIA_GeForce_Go_6500 -RenderVBOEnable 1 0 -Disregard128DefaultDrawDistance 1 0 -list NVIDIA_GeForce_Go_6600 -RenderVBOEnable 1 0 -Disregard128DefaultDrawDistance 1 0 -list NVIDIA_GeForce_Go_6700 -RenderVBOEnable 1 0 -Disregard128DefaultDrawDistance 1 0 -list NVIDIA_GeForce_Go_6800 -RenderVBOEnable 1 0 -Disregard128DefaultDrawDistance 1 0 -list NVIDIA_GeForce_Go_6 -RenderVBOEnable 1 0 -Disregard128DefaultDrawDistance 1 0 - -list NVIDIA_GeForce_7000 -RenderShaderLightingMaxLevel 1 2 -list NVIDIA_GeForce_7100 -RenderShaderLightingMaxLevel 1 2 -list NVIDIA_GeForce_7200 -Disregard128DefaultDrawDistance 1 0 -RenderShaderLightingMaxLevel 1 2 -list NVIDIA_GeForce_7300 -Disregard128DefaultDrawDistance 1 0 -RenderShaderLightingMaxLevel 1 2 -list NVIDIA_GeForce_7400 -Disregard128DefaultDrawDistance 1 0 -RenderShaderLightingMaxLevel 1 2 -list NVIDIA_GeForce_7500 -RenderShaderLightingMaxLevel 1 2 -list NVIDIA_GeForce_7600 -RenderShaderLightingMaxLevel 1 2 -list NVIDIA_GeForce_7700 -RenderShaderLightingMaxLevel 1 2 -list NVIDIA_GeForce_7800 -RenderShaderLightingMaxLevel 1 2 -list NVIDIA_GeForce_7900 -RenderShaderLightingMaxLevel 1 2 - -list NVIDIA_GeForce_Go_7200 -Disregard128DefaultDrawDistance 1 0 -RenderShaderLightingMaxLevel 1 2 -list NVIDIA_GeForce_Go_7300 -Disregard128DefaultDrawDistance 1 0 -RenderShaderLightingMaxLevel 1 2 -list NVIDIA_GeForce_Go_7300_LE -RenderShaderLightingMaxLevel 1 2 -list NVIDIA_GeForce_Go_7400 -Disregard128DefaultDrawDistance 1 0 -RenderShaderLightingMaxLevel 1 2 -list NVIDIA_GeForce_Go_7600 -RenderShaderLightingMaxLevel 1 2 -list NVIDIA_GeForce_Go_7700 -RenderShaderLightingMaxLevel 1 2 -list NVIDIA_GeForce_Go_7800 -RenderShaderLightingMaxLevel 1 2 -list NVIDIA_GeForce_Go_7900 -RenderShaderLightingMaxLevel 1 2 - +
+list Intel
+RenderAnisotropic 1 0
+
+list GeForce2
+RenderAnisotropic 1 0
+RenderMaxPartCount 1 2048
+RenderTerrainDetail 1 0
+RenderVBOEnable 1 1
+
+list SiS
+UseOcclusion 0 0
+
+
+list Intel_830M
+RenderTerrainDetail 1 0
+RenderVBOEnable 1 0
+RenderUseImpostors 0 0
+
+list Intel_845G
+RenderTerrainDetail 1 0
+RenderVBOEnable 1 0
+RenderUseImpostors 0 0
+
+list Intel_855GM
+RenderTerrainDetail 1 0
+RenderVBOEnable 1 0
+RenderUseImpostors 0 0
+
+list Intel_865G
+RenderTerrainDetail 1 0
+RenderVBOEnable 1 0
+RenderUseImpostors 0 0
+
+list Intel_900
+RenderTerrainDetail 1 0
+RenderVBOEnable 1 0
+RenderUseImpostors 0 0
+
+list Intel_915GM
+RenderTerrainDetail 1 0
+RenderVBOEnable 1 0
+RenderUseImpostors 0 0
+
+list Intel_915G
+RenderTerrainDetail 1 0
+RenderVBOEnable 1 0
+RenderUseImpostors 0 0
+
+list Intel_945GM
+RenderTerrainDetail 1 0
+RenderVBOEnable 1 0
+
+list Intel_945G
+RenderTerrainDetail 1 0
+RenderVBOEnable 1 0
+
+list Intel_950
+RenderTerrainDetail 1 0
+RenderVBOEnable 1 0
+
+list Intel_965
+RenderTerrainDetail 1 0
+RenderVBOEnable 1 0
+RenderUseImpostors 1 0
+UseOcclusion 0 0
+
+list Intel_G33
+RenderTerrainDetail 1 0
+RenderVBOEnable 1 0
+
+list Intel_G45
+WindLightUseAtmosShaders 0 0
+
+list Intel_Bear_Lake
+RenderTerrainDetail 1 0
+RenderVBOEnable 1 0
+
+list Intel_Broadwater
+RenderTerrainDetail 1 0
+RenderVBOEnable 1 0
+
+list Intel_Brookdale
+RenderTerrainDetail 1 0
+RenderVBOEnable 1 0
+
+list Intel_Eaglelake
+WindLightUseAtmosShaders 0 0
+
+list Intel_Montara
+RenderTerrainDetail 1 0
+RenderVBOEnable 1 0
+
+list Intel_Springdale
+RenderTerrainDetail 1 0
+RenderVBOEnable 1 0
+
+
+list ATI_FireGL_5200
+RenderVBOEnable 1 0
+WindLightUseAtmosShaders 0 0
+
+
+list ATI_Mobility_Radeon_7xxx
+RenderVBOEnable 0 0
+
+list ATI_Radeon_7xxx
+RenderVBOEnable 0 0
+
+list ATI_All-in-Wonder_Radeon
+RenderVBOEnable 0 0
+
+list ATI_All-in-Wonder_7500
+RenderVBOEnable 0 0
+
+list ATI_Mobility_Radeon_9600
+Disregard96DefaultDrawDistance 1 0
+
+
+/// tweaked ATI to 96 Draw distance
+
+list ATI_Radeon_9000
+Disregard96DefaultDrawDistance 1 0
+list ATI_Radeon_9200
+Disregard96DefaultDrawDistance 1 0
+list ATI_Radeon_9500
+Disregard96DefaultDrawDistance 1 0
+list ATI_Radeon_9600
+Disregard96DefaultDrawDistance 1 0
+
+/// tweaked ATI to 128 draw distance
+
+list ATI_Radeon_X300
+Disregard128DefaultDrawDistance 1 0
+RenderVBOEnable 1 0
+list ATI_Radeon_X400
+Disregard128DefaultDrawDistance 1 0
+RenderVBOEnable 1 0
+list ATI_Radeon_X500
+Disregard128DefaultDrawDistance 1 0
+RenderVBOEnable 1 0
+list ATI_Radeon_X600
+Disregard128DefaultDrawDistance 1 0
+RenderVBOEnable 1 0
+list ATI_Radeon_X700
+Disregard128DefaultDrawDistance 1 0
+RenderVBOEnable 1 0
+list ATI_Radeon_X1300
+Disregard128DefaultDrawDistance 1 0
+RenderVBOEnable 1 0
+UseStartScreen 0 0
+list ATI_Radeon_X1400
+Disregard128DefaultDrawDistance 1 0
+RenderVBOEnable 1 0
+list ATI_Radeon_X1500
+Disregard128DefaultDrawDistance 1 0
+RenderVBOEnable 1 0
+UseStartScreen 0 0
+list ATI_Radeon_X1600
+Disregard128DefaultDrawDistance 1 0
+RenderVBOEnable 1 0
+list ATI_Radeon_X1700
+Disregard128DefaultDrawDistance 1 0
+RenderVBOEnable 1 0
+list ATI_Mobility_Radeon_X1xxx
+Disregard128DefaultDrawDistance 1 0
+RenderVBOEnable 1 0
+
+list ATI_Radeon_HD_2300
+Disregard128DefaultDrawDistance 1 0
+list ATI_Radeon_HD_2400
+Disregard128DefaultDrawDistance 1 0
+list ATI_ASUS_AH24xx
+Disregard128DefaultDrawDistance 1 0
+
+
+// Avatar hardware skinning causes invisible avatars
+// on various ATI chipsets on drivers before 8.2
+
+list ATIOldDriver
+RenderAvatarVP 0 0
+RenderAvatarCloth 0 0
+
+// ATI cards generally perform better when not using VBOs for streaming data
+
+list ATI
+RenderUseStreamVBO 1 0
+RenderAvatarVP 1 0
+
+/// Tweaked NVIDIA
+
+list NVIDIA_GeForce_FX_5100
+Disregard96DefaultDrawDistance 1 0
+list NVIDIA_GeForce_FX_5200
+Disregard96DefaultDrawDistance 1 0
+list NVIDIA_GeForce_FX_5500
+Disregard96DefaultDrawDistance 1 0
+list NVIDIA_GeForce_FX_5600
+Disregard96DefaultDrawDistance 1 0
+
+list NVIDIA_GeForce_FX_Go5100
+Disregard96DefaultDrawDistance 1 0
+list NVIDIA_GeForce_FX_Go5200
+Disregard96DefaultDrawDistance 1 0
+list NVIDIA_GeForce_FX_Go5300
+Disregard96DefaultDrawDistance 1 0
+list NVIDIA_GeForce_FX_Go5500
+Disregard96DefaultDrawDistance 1 0
+list NVIDIA_GeForce_FX_Go5600
+Disregard96DefaultDrawDistance 1 0
+
+list NVIDIA_GeForce_6100
+Disregard128DefaultDrawDistance 1 0
+list NVIDIA_GeForce_6200
+Disregard128DefaultDrawDistance 1 0
+list NVIDIA_GeForce_6500
+Disregard128DefaultDrawDistance 1 0
+list NVIDIA_GeForce_6600
+Disregard128DefaultDrawDistance 1 0
+
+list NVIDIA_G73
+Disregard128DefaultDrawDistance 1 0
+
+list NVIDIA_GeForce_Go_6100
+RenderVBOEnable 1 0
+Disregard128DefaultDrawDistance 1 0
+list NVIDIA_GeForce_Go_6200
+RenderVBOEnable 1 0
+Disregard128DefaultDrawDistance 1 0
+list NVIDIA_GeForce_Go_6500
+RenderVBOEnable 1 0
+Disregard128DefaultDrawDistance 1 0
+list NVIDIA_GeForce_Go_6600
+RenderVBOEnable 1 0
+Disregard128DefaultDrawDistance 1 0
+list NVIDIA_GeForce_Go_6700
+RenderVBOEnable 1 0
+Disregard128DefaultDrawDistance 1 0
+list NVIDIA_GeForce_Go_6800
+RenderVBOEnable 1 0
+Disregard128DefaultDrawDistance 1 0
+list NVIDIA_GeForce_Go_6
+RenderVBOEnable 1 0
+Disregard128DefaultDrawDistance 1 0
+
+list NVIDIA_GeForce_7000
+RenderShaderLightingMaxLevel 1 2
+list NVIDIA_GeForce_7100
+RenderShaderLightingMaxLevel 1 2
+list NVIDIA_GeForce_7200
+Disregard128DefaultDrawDistance 1 0
+RenderShaderLightingMaxLevel 1 2
+list NVIDIA_GeForce_7300
+Disregard128DefaultDrawDistance 1 0
+RenderShaderLightingMaxLevel 1 2
+list NVIDIA_GeForce_7400
+Disregard128DefaultDrawDistance 1 0
+RenderShaderLightingMaxLevel 1 2
+list NVIDIA_GeForce_7500
+RenderShaderLightingMaxLevel 1 2
+list NVIDIA_GeForce_7600
+RenderShaderLightingMaxLevel 1 2
+list NVIDIA_GeForce_7700
+RenderShaderLightingMaxLevel 1 2
+list NVIDIA_GeForce_7800
+RenderShaderLightingMaxLevel 1 2
+list NVIDIA_GeForce_7900
+RenderShaderLightingMaxLevel 1 2
+
+list NVIDIA_GeForce_Go_7200
+Disregard128DefaultDrawDistance 1 0
+RenderShaderLightingMaxLevel 1 2
+list NVIDIA_GeForce_Go_7300
+Disregard128DefaultDrawDistance 1 0
+RenderShaderLightingMaxLevel 1 2
+list NVIDIA_GeForce_Go_7300_LE
+RenderShaderLightingMaxLevel 1 2
+list NVIDIA_GeForce_Go_7400
+Disregard128DefaultDrawDistance 1 0
+RenderShaderLightingMaxLevel 1 2
+list NVIDIA_GeForce_Go_7600
+RenderShaderLightingMaxLevel 1 2
+list NVIDIA_GeForce_Go_7700
+RenderShaderLightingMaxLevel 1 2
+list NVIDIA_GeForce_Go_7800
+RenderShaderLightingMaxLevel 1 2
+list NVIDIA_GeForce_Go_7900
+RenderShaderLightingMaxLevel 1 2
+
diff --git a/indra/newview/lldrawpool.h b/indra/newview/lldrawpool.h index 9d944ee213..d3fd9ead0d 100644 --- a/indra/newview/lldrawpool.h +++ b/indra/newview/lldrawpool.h @@ -47,14 +47,14 @@ public: { // Correspond to LLPipeline render type POOL_SIMPLE = 1, + POOL_GROUND, + POOL_FULLBRIGHT, + POOL_BUMP, POOL_TERRAIN, - POOL_TREE, POOL_SKY, POOL_WL_SKY, - POOL_GROUND, + POOL_TREE, POOL_GRASS, - POOL_FULLBRIGHT, - POOL_BUMP, POOL_INVISIBLE, // see below * POOL_AVATAR, POOL_VOIDWATER, diff --git a/indra/newview/llfloatertools.cpp b/indra/newview/llfloatertools.cpp index a404aa0b1c..bef830a93e 100644 --- a/indra/newview/llfloatertools.cpp +++ b/indra/newview/llfloatertools.cpp @@ -431,13 +431,6 @@ void LLFloaterTools::refresh() getChild<LLUICtrl>("RenderingCost")->setTextArg("[COUNT]", prim_cost_string); } - getChildView("linked_set_count")->setVisible(false); - getChildView("linked_set_cost")->setVisible(false); - getChildView("object_count")->setVisible(false); - getChildView("object_cost")->setVisible(false); - getChildView("obj_count")->setVisible(true); - getChildView("prim_count")->setVisible(true); - // disable the object and prim counts if nothing selected bool have_selection = ! LLSelectMgr::getInstance()->getSelection()->isEmpty(); getChildView("obj_count")->setEnabled(have_selection); @@ -495,13 +488,6 @@ void LLFloaterTools::refresh() childSetEnabled("linked_set_cost", have_selection); childSetEnabled("object_cost", have_selection); getChildView("RenderingCost")->setEnabled(have_selection && sShowObjectCost); - - getChildView("linked_set_count")->setVisible(true); - getChildView("linked_set_cost")->setVisible(true); - getChildView("object_count")->setVisible(true); - getChildView("object_cost")->setVisible(true); - getChildView("obj_count")->setVisible(false); - getChildView("prim_count")->setVisible(false); } @@ -787,20 +773,16 @@ void LLFloaterTools::updatePopup(LLCoordGL center, MASK mask) getChildView("Strength:")->setVisible( land_visible); } - if (gAgent.getRegion()->getCapability("GetMesh").empty()) - { - getChildView("obj_count")->setVisible( !land_visible); - getChildView("prim_count")->setVisible( !land_visible); - getChildView("RenderingCost")->setVisible( !land_visible && sShowObjectCost); - } - else - { - getChildView("linked_set_count")->setVisible( !land_visible); - getChildView("linked_set_cost")->setVisible( !land_visible); - getChildView("object_count")->setVisible( !land_visible); - getChildView("object_cost")->setVisible( !land_visible); - getChildView("RenderingCost")->setVisible( !land_visible && sShowObjectCost); - } + bool show_mesh_cost = !gAgent.getRegion()->getCapability("GetMesh").empty() && gSavedSettings.getBOOL("MeshEnabled"); + + getChildView("obj_count")->setVisible( !land_visible && !show_mesh_cost); + getChildView("prim_count")->setVisible( !land_visible && !show_mesh_cost); + getChildView("linked_set_count")->setVisible( !land_visible && show_mesh_cost); + getChildView("linked_set_cost")->setVisible( !land_visible && show_mesh_cost); + getChildView("object_count")->setVisible( !land_visible && show_mesh_cost); + getChildView("object_cost")->setVisible( !land_visible && show_mesh_cost); + getChildView("RenderingCost")->setVisible( !land_visible && sShowObjectCost); + mTab->setVisible(!land_visible); mPanelLandInfo->setVisible(land_visible); } diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index a4c9b66e38..5dd1b5ba7e 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -273,12 +273,6 @@ void LLSpatialGroup::buildOcclusion() LLVector4a r; r.setAdd(mBounds[1], fudge); - LLVector4a r2; - r2.splat(0.25f); - r2.add(mBounds[1]); - - r.setMin(r, r2); - LLStrider<LLVector3> pos; mOcclusionVerts->getVertexStrider(pos); @@ -1627,8 +1621,7 @@ void LLSpatialGroup::doOcclusion(LLCamera* camera) if (mSpatialPartition->isOcclusionEnabled() && LLPipeline::sUseOcclusion > 1) { // Don't cull hole/edge water, unless we have the GL_ARB_depth_clamp extension - if ((mSpatialPartition->mDrawableType == LLDrawPool::POOL_VOIDWATER && !gGLManager.mHasDepthClamp) || - earlyFail(camera, this)) + if (earlyFail(camera, this)) { setOcclusionState(LLSpatialGroup::DISCARD_QUERY); assert_states_valid(this); @@ -1656,12 +1649,11 @@ void LLSpatialGroup::doOcclusion(LLCamera* camera) // behind the far clip plane, and in the case of edge water to avoid // it being culled while still visible. bool const use_depth_clamp = gGLManager.mHasDepthClamp && - (mSpatialPartition->mDrawableType == LLDrawPool::POOL_WATER || + (mSpatialPartition->mDrawableType == LLDrawPool::POOL_WATER || mSpatialPartition->mDrawableType == LLDrawPool::POOL_VOIDWATER); - if (use_depth_clamp) - { - glEnable(GL_DEPTH_CLAMP); - } + + LLGLEnable clamp(use_depth_clamp ? GL_DEPTH_CLAMP : 0); + #if !LL_DARWIN U32 mode = gGLManager.mHasOcclusionQuery2 ? GL_ANY_SAMPLES_PASSED : GL_SAMPLES_PASSED_ARB; #else @@ -1676,22 +1668,33 @@ void LLSpatialGroup::doOcclusion(LLCamera* camera) mOcclusionVerts->setBuffer(LLVertexBuffer::MAP_VERTEX); - if (camera->getOrigin().isExactlyZero()) - { //origin is invalid, draw entire box - mOcclusionVerts->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, 0); - mOcclusionVerts->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, b111*8); + if (!use_depth_clamp && mSpatialPartition->mDrawableType == LLDrawPool::POOL_VOIDWATER) + { + LLGLSquashToFarClip squash(glh_get_current_projection(), 1); + if (camera->getOrigin().isExactlyZero()) + { //origin is invalid, draw entire box + mOcclusionVerts->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, 0); + mOcclusionVerts->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, b111*8); + } + else + { + mOcclusionVerts->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, mBounds[0])); + } } else { - mOcclusionVerts->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, mBounds[0])); + if (camera->getOrigin().isExactlyZero()) + { //origin is invalid, draw entire box + mOcclusionVerts->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, 0); + mOcclusionVerts->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, b111*8); + } + else + { + mOcclusionVerts->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, mBounds[0])); + } } glEndQueryARB(mode); - - if (use_depth_clamp) - { - glDisable(GL_DEPTH_CLAMP); - } } setOcclusionState(LLSpatialGroup::QUERY_PENDING); diff --git a/indra/newview/llworld.cpp b/indra/newview/llworld.cpp index fa9b9d5bc3..146bab0c0a 100644 --- a/indra/newview/llworld.cpp +++ b/indra/newview/llworld.cpp @@ -870,320 +870,148 @@ void LLWorld::waterHeightRegionInfo(std::string const& sim_name, F32 water_heigh } } -// There are three types of water objects: -// Region water objects: the water in a region. -// Hole water objects: water in the void but within current draw distance. -// Edge water objects: the water outside the draw distance, up till the horizon. -// -// For example: -// -// -----------------------horizon------------------------- -// | | | | -// | Edge Water | | | -// | | | | -// | | | | -// | | | | -// | | | | -// | | rwidth | | -// | | <-----> | | -// ------------------------------------------------------- -// | |Hole |other| | | -// | |Water|reg. | | | -// | |-----------------| | -// | |other|cur. |<--> | | -// | |reg. | reg.| \__|_ draw distance | -// | |-----------------| | -// | | | |<--->| | -// | | | | \__|_ range | -// ------------------------------------------------------- -// | |<----width------>|<--horizon ext.->| -// | | | | -// | | | | -// | | | | -// | | | | -// | | | | -// | | | | -// | | | | -// ------------------------------------------------------- -// -void LLWorld::updateWaterObjects() -{ - if (!gAgent.getRegion()) - { - return; - } - if (mRegionList.empty()) - { - llwarns << "No regions!" << llendl; - return; - } - - // Region width in meters. - S32 const rwidth = (S32)REGION_WIDTH_U32; - - // The distance we might see into the void - // when standing on the edge of a region, in meters. - S32 const draw_distance = llceil(mLandFarClip); - - // We can only have "holes" in the water (where there no region) if we - // can have existing regions around it. Taking into account that this - // code is only executed when we enter a region, and not when we walk - // around in it, we (only) need to take into account regions that fall - // within the draw_distance. - // - // Set 'range' to draw_distance, rounded up to the nearest multiple of rwidth. - S32 const nsims = (draw_distance + rwidth - 1) / rwidth; - S32 const range = nsims * rwidth; - - // Get South-West corner of current region. - LLViewerRegion const* regionp = gAgent.getRegion(); - U32 region_x, region_y; - from_region_handle(regionp->getHandle(), ®ion_x, ®ion_y); - - // The min. and max. coordinates of the South-West corners of the Hole water objects. - S32 const min_x = (S32)region_x - range; - S32 const min_y = (S32)region_y - range; - S32 const max_x = (S32)region_x + range; - S32 const max_y = (S32)region_y + range; - - // Attempt to determine a sensible water height for all the - // Hole Water objects. - // - // It make little sense to try to guess what the best water - // height should be when that isn't completely obvious: if it's - // impossible to satisfy every region's water height without - // getting a jump in the water height. - // - // In order to keep the reasoning simple, we assume something - // logical as a group of connected regions, where the coastline - // is at the outer edge. Anything more complex that would "break" - // under such an assumption would probably break anyway (would - // depend on terrain editing and existing mega prims, say, if - // anything would make sense at all). - // - // So, what we do is find all connected regions within the - // draw distance that border void, and then pick the lowest - // water height of those (coast) regions. - S32 const n = 2 * nsims + 1; - S32 const origin = nsims + nsims * n; - std::vector<F32> water_heights(n * n); - std::vector<U8> checked(n * n, 0); // index = nx + ny * n + origin; - U8 const region_bit = 1; - U8 const hole_bit = 2; - U8 const bordering_hole_bit = 4; - U8 const bordering_edge_bit = 8; - // Use the legacy waterheight for the Edge water in the case - // that we don't find any Hole water at all. - F32 water_height = DEFAULT_WATER_HEIGHT; - int max_count = 0; - LL_DEBUGS("WaterHeight") << "Current region: " << regionp->getName() << "; water height: " << regionp->getWaterHeight() << " m." << LL_ENDL; - std::map<S32, int> water_height_counts; - typedef std::queue<std::pair<S32, S32>, std::deque<std::pair<S32, S32> > > nxny_pairs_type; - nxny_pairs_type nxny_pairs; - nxny_pairs.push(nxny_pairs_type::value_type(0, 0)); - water_heights[origin] = regionp->getWaterHeight(); - checked[origin] = region_bit; - // For debugging purposes. - int number_of_connected_regions = 1; - int uninitialized_regions = 0; - int bordering_hole = 0; - int bordering_edge = 0; - while(!nxny_pairs.empty()) - { - S32 const nx = nxny_pairs.front().first; - S32 const ny = nxny_pairs.front().second; - LL_DEBUGS("WaterHeight") << "nx,ny = " << nx << "," << ny << LL_ENDL; - S32 const index = nx + ny * n + origin; - nxny_pairs.pop(); - for (S32 dir = 0; dir < 4; ++dir) - { - S32 const cnx = nx + gDirAxes[dir][0]; - S32 const cny = ny + gDirAxes[dir][1]; - LL_DEBUGS("WaterHeight") << "dir = " << dir << "; cnx,cny = " << cnx << "," << cny << LL_ENDL; - S32 const cindex = cnx + cny * n + origin; - bool is_hole = false; - bool is_edge = false; - LLViewerRegion* new_region_found = NULL; - if (cnx < -nsims || cnx > nsims || - cny < -nsims || cny > nsims) - { - LL_DEBUGS("WaterHeight") << " Edge Water!" << LL_ENDL; - // Bumped into Edge water object. - is_edge = true; - } - else if (checked[cindex]) - { - LL_DEBUGS("WaterHeight") << " Already checked before!" << LL_ENDL; - // Already checked. - is_hole = (checked[cindex] & hole_bit); - } - else - { - S32 x = (S32)region_x + cnx * rwidth; - S32 y = (S32)region_y + cny * rwidth; - U64 region_handle = to_region_handle(x, y); - new_region_found = getRegionFromHandle(region_handle); - is_hole = !new_region_found; - checked[cindex] = is_hole ? hole_bit : region_bit; - } - if (is_hole) - { - // This was a region that borders at least one 'hole'. - // Count the found coastline. - F32 new_water_height = water_heights[index]; - LL_DEBUGS("WaterHeight") << " This is void; counting coastline with water height of " << new_water_height << LL_ENDL; - S32 new_water_height_cm = llround(new_water_height * 100); - int count = (water_height_counts[new_water_height_cm] += 1); - // Just use the lowest water height: this is mainly about the horizon water, - // and whatever we do, we don't want it to be possible to look under the water - // when looking in the distance: it is better to make a step downwards in water - // height when going away from the avie than a step upwards. However, since - // everyone is used to DEFAULT_WATER_HEIGHT, don't allow a single region - // to drag the water level below DEFAULT_WATER_HEIGHT on it's own. - if (bordering_hole == 0 || // First time we get here. - (new_water_height >= DEFAULT_WATER_HEIGHT && - new_water_height < water_height) || - (new_water_height < DEFAULT_WATER_HEIGHT && - count > max_count) - ) - { - water_height = new_water_height; - } - if (count > max_count) - { - max_count = count; - } - if (!(checked[index] & bordering_hole_bit)) - { - checked[index] |= bordering_hole_bit; - ++bordering_hole; - } - } - else if (is_edge && !(checked[index] & bordering_edge_bit)) - { - checked[index] |= bordering_edge_bit; - ++bordering_edge; - } - if (!new_region_found) - { - // Dead end, there is no region here. - continue; - } - // Found a new connected region. - ++number_of_connected_regions; - if (new_region_found->getName().empty()) - { - // Uninitialized LLViewerRegion, don't use it's water height. - LL_DEBUGS("WaterHeight") << " Uninitialized region." << LL_ENDL; - ++uninitialized_regions; - continue; - } - nxny_pairs.push(nxny_pairs_type::value_type(cnx, cny)); - water_heights[cindex] = new_region_found->getWaterHeight(); - LL_DEBUGS("WaterHeight") << " Found a new region (name: " << new_region_found->getName() << "; water height: " << water_heights[cindex] << " m)!" << LL_ENDL; - } - } - llinfos << "Number of connected regions: " << number_of_connected_regions << " (" << uninitialized_regions << - " uninitialized); number of regions bordering Hole water: " << bordering_hole << - "; number of regions bordering Edge water: " << bordering_edge << llendl; - llinfos << "Coastline count (height, count): "; - bool first = true; - for (std::map<S32, int>::iterator iter = water_height_counts.begin(); iter != water_height_counts.end(); ++iter) - { - if (!first) llcont << ", "; - llcont << "(" << (iter->first / 100.f) << ", " << iter->second << ")"; - first = false; - } - llcont << llendl; - llinfos << "Water height used for Hole and Edge water objects: " << water_height << llendl; - - // Update all Region water objects. - for (region_list_t::iterator iter = mRegionList.begin(); iter != mRegionList.end(); ++iter) - { - LLViewerRegion* regionp = *iter; - LLVOWater* waterp = regionp->getLand().getWaterObj(); - if (waterp) - { - gObjectList.updateActive(waterp); - } - } - - // Clean up all existing Hole water objects. - for (std::list<LLVOWater*>::iterator iter = mHoleWaterObjects.begin(); - iter != mHoleWaterObjects.end(); ++iter) - { - LLVOWater* waterp = *iter; - gObjectList.killObject(waterp); - } - mHoleWaterObjects.clear(); +void LLWorld::updateWaterObjects()
+{
+ if (!gAgent.getRegion())
+ {
+ return;
+ }
+ if (mRegionList.empty())
+ {
+ llwarns << "No regions!" << llendl;
+ return;
+ }
+
+ // First, determine the min and max "box" of water objects
+ S32 min_x = 0;
+ S32 min_y = 0;
+ S32 max_x = 0;
+ S32 max_y = 0;
+ U32 region_x, region_y;
+
+ S32 rwidth = 256;
+
+ // We only want to fill in water for stuff that's near us, say, within 256 or 512m
+ S32 range = LLViewerCamera::getInstance()->getFar() > 256.f ? 512 : 256;
+
+ LLViewerRegion* regionp = gAgent.getRegion();
+ from_region_handle(regionp->getHandle(), ®ion_x, ®ion_y);
+
+ min_x = (S32)region_x - range;
+ min_y = (S32)region_y - range;
+ max_x = (S32)region_x + range;
+ max_y = (S32)region_y + range;
+
+ F32 height = 0.f;
+
+ for (region_list_t::iterator iter = mRegionList.begin();
+ iter != mRegionList.end(); ++iter)
+ {
+ LLViewerRegion* regionp = *iter;
+ LLVOWater* waterp = regionp->getLand().getWaterObj();
+ height += regionp->getWaterHeight();
+ if (waterp)
+ {
+ gObjectList.updateActive(waterp);
+ }
+ }
+
+ for (std::list<LLVOWater*>::iterator iter = mHoleWaterObjects.begin();
+ iter != mHoleWaterObjects.end(); ++ iter)
+ {
+ LLVOWater* waterp = *iter;
+ gObjectList.killObject(waterp);
+ }
+ mHoleWaterObjects.clear();
+
+ // Now, get a list of the holes
+ S32 x, y;
+ for (x = min_x; x <= max_x; x += rwidth)
+ {
+ for (y = min_y; y <= max_y; y += rwidth)
+ {
+ U64 region_handle = to_region_handle(x, y);
+ if (!getRegionFromHandle(region_handle))
+ {
+ LLVOWater* waterp = (LLVOWater *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_WATER, gAgent.getRegion());
+ waterp->setUseTexture(FALSE);
+ waterp->setPositionGlobal(LLVector3d(x + rwidth/2,
+ y + rwidth/2,
+ 256.f+DEFAULT_WATER_HEIGHT));
+ waterp->setScale(LLVector3((F32)rwidth, (F32)rwidth, 512.f));
+ gPipeline.createObject(waterp);
+ mHoleWaterObjects.push_back(waterp);
+ }
+ }
+ }
+
+ // Update edge water objects
+ S32 wx, wy;
+ S32 center_x, center_y;
+ wx = (max_x - min_x) + rwidth;
+ wy = (max_y - min_y) + rwidth;
+ center_x = min_x + (wx >> 1);
+ center_y = min_y + (wy >> 1);
+
+ S32 add_boundary[4] = {
+ 512 - (max_x - region_x),
+ 512 - (max_y - region_y),
+ 512 - (region_x - min_x),
+ 512 - (region_y - min_y) };
+
+ S32 dir;
+ for (dir = 0; dir < 8; dir++)
+ {
+ S32 dim[2] = { 0 };
+ switch (gDirAxes[dir][0])
+ {
+ case -1: dim[0] = add_boundary[2]; break;
+ case 0: dim[0] = wx; break;
+ default: dim[0] = add_boundary[0]; break;
+ }
+ switch (gDirAxes[dir][1])
+ {
+ case -1: dim[1] = add_boundary[3]; break;
+ case 0: dim[1] = wy; break;
+ default: dim[1] = add_boundary[1]; break;
+ }
+
+ // Resize and reshape the water objects
+ const S32 water_center_x = center_x + llround((wx + dim[0]) * 0.5f * gDirAxes[dir][0]);
+ const S32 water_center_y = center_y + llround((wy + dim[1]) * 0.5f * gDirAxes[dir][1]);
+
+ LLVOWater* waterp = mEdgeWaterObjects[dir];
+ if (!waterp || waterp->isDead())
+ {
+ // The edge water objects can be dead because they're attached to the region that the
+ // agent was in when they were originally created.
+ mEdgeWaterObjects[dir] = (LLVOWater *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_VOID_WATER,
+ gAgent.getRegion());
+ waterp = mEdgeWaterObjects[dir];
+ waterp->setUseTexture(FALSE);
+ waterp->setIsEdgePatch(TRUE);
+ gPipeline.createObject(waterp);
+ }
+
+ waterp->setRegion(gAgent.getRegion());
+ LLVector3d water_pos(water_center_x, water_center_y,
+ DEFAULT_WATER_HEIGHT+256.f);
+ LLVector3 water_scale((F32) dim[0], (F32) dim[1], 512.f);
+
+ //stretch out to horizon
+ water_scale.mV[0] += fabsf(2048.f * gDirAxes[dir][0]);
+ water_scale.mV[1] += fabsf(2048.f * gDirAxes[dir][1]);
+
+ water_pos.mdV[0] += 1024.f * gDirAxes[dir][0];
+ water_pos.mdV[1] += 1024.f * gDirAxes[dir][1];
+
+ waterp->setPositionGlobal(water_pos);
+ waterp->setScale(water_scale);
+
+ gObjectList.updateActive(waterp);
+ }
+}
- // Let the Edge and Hole water boxes be 1024 meter high so that they - // are never too small to be drawn (A LL_VO_*_WATER box has water - // rendered on it's bottom surface only), and put their bottom at - // the current regions water height. - F32 const box_height = 1024; - F32 const water_center_z = water_height + box_height / 2; - - // Create new Hole water objects within 'range' where there is no region. - for (S32 x = min_x; x <= max_x; x += rwidth) - { - for (S32 y = min_y; y <= max_y; y += rwidth) - { - U64 region_handle = to_region_handle(x, y); - if (!getRegionFromHandle(region_handle)) - { - LLVOWater* waterp = (LLVOWater*)gObjectList.createObjectViewer(LLViewerObject::LL_VO_VOID_WATER, gAgent.getRegion()); - waterp->setUseTexture(FALSE); - waterp->setPositionGlobal(LLVector3d(x + rwidth / 2, y + rwidth / 2, water_center_z)); - waterp->setScale(LLVector3((F32)rwidth, (F32)rwidth, box_height)); - gPipeline.createObject(waterp); - mHoleWaterObjects.push_back(waterp); - } - } - } - - // Center of the region. - S32 const center_x = region_x + rwidth / 2; - S32 const center_y = region_y + rwidth / 2; - // Width of the area with Hole water objects. - S32 const width = rwidth + 2 * range; - S32 const horizon_extend = 2048 + 512 - range; // Legacy value. - // The overlap is needed to get rid of sky pixels being visible between the - // Edge and Hole water object at greater distances (due to floating point - // round off errors). - S32 const edge_hole_overlap = 1; // Twice the actual overlap. - - for (S32 dir = 0; dir < 8; ++dir) - { - // Size of the Edge water objects. - S32 const dim_x = (gDirAxes[dir][0] == 0) ? width : (horizon_extend + edge_hole_overlap); - S32 const dim_y = (gDirAxes[dir][1] == 0) ? width : (horizon_extend + edge_hole_overlap); - // And their position. - S32 const water_center_x = center_x + (width + horizon_extend) / 2 * gDirAxes[dir][0]; - S32 const water_center_y = center_y + (width + horizon_extend) / 2 * gDirAxes[dir][1]; - - LLVOWater* waterp = mEdgeWaterObjects[dir]; - if (!waterp || waterp->isDead()) - { - // The edge water objects can be dead because they're attached to the region that the - // agent was in when they were originally created. - mEdgeWaterObjects[dir] = (LLVOWater *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_VOID_WATER, gAgent.getRegion()); - waterp = mEdgeWaterObjects[dir]; - waterp->setUseTexture(FALSE); - waterp->setIsEdgePatch(TRUE); // Mark that this is edge water and not hole water. - gPipeline.createObject(waterp); - } - - waterp->setRegion(gAgent.getRegion()); - LLVector3d water_pos(water_center_x, water_center_y, water_center_z); - LLVector3 water_scale((F32) dim_x, (F32) dim_y, box_height); - - waterp->setPositionGlobal(water_pos); - waterp->setScale(water_scale); - - gObjectList.updateActive(waterp); - } -} void LLWorld::shiftRegions(const LLVector3& offset) { |