diff options
Diffstat (limited to 'indra')
21 files changed, 370 insertions, 334 deletions
diff --git a/indra/llmath/llvolume.cpp b/indra/llmath/llvolume.cpp index c44c95272e..3e651cc02a 100644 --- a/indra/llmath/llvolume.cpp +++ b/indra/llmath/llvolume.cpp @@ -51,6 +51,7 @@ #include "llsdserialize.h" #include "llvector4a.h" #include "llmatrix4a.h" +#include "lltimer.h" #define DEBUG_SILHOUETTE_BINORMALS 0 #define DEBUG_SILHOUETTE_NORMALS 0 // TomY: Use this to display normals using the silhouette @@ -2183,7 +2184,8 @@ bool LLVolume::unpackVolumeFaces(std::istream& is, S32 size) } U16* indices = (U16*) &(idx[0]); - for (U32 j = 0; j < idx.size()/2; ++j) + U32 count = idx.size()/2; + for (U32 j = 0; j < count; ++j) { face.mIndices[j] = indices[j]; } @@ -2192,6 +2194,81 @@ bool LLVolume::unpackVolumeFaces(std::istream& is, S32 size) U32 num_verts = pos.size()/(3*2); face.resizeVertices(num_verts); + LLVector3 minp; + LLVector3 maxp; + LLVector2 min_tc; + LLVector2 max_tc; + + minp.setValue(mdl[i]["PositionDomain"]["Min"]); + maxp.setValue(mdl[i]["PositionDomain"]["Max"]); + LLVector4a min_pos, max_pos; + min_pos.load3(minp.mV); + max_pos.load3(maxp.mV); + + min_tc.setValue(mdl[i]["TexCoord0Domain"]["Min"]); + max_tc.setValue(mdl[i]["TexCoord0Domain"]["Max"]); + + LLVector4a pos_range; + pos_range.setSub(max_pos, min_pos); + LLVector2 tc_range2 = max_tc - min_tc; + LLVector4a tc_range; + tc_range.set(tc_range2[0], tc_range2[1], tc_range2[0], tc_range2[1]); + LLVector4a min_tc4(min_tc[0], min_tc[1], min_tc[0], min_tc[1]); + + LLVector4a* pos_out = face.mPositions; + LLVector4a* norm_out = face.mNormals; + LLVector4a* tc_out = (LLVector4a*) face.mTexCoords; + + { + U16* v = (U16*) &(pos[0]); + for (U32 j = 0; j < num_verts; ++j) + { + pos_out->set((F32) v[0], (F32) v[1], (F32) v[2]); + pos_out->div(65535.f); + pos_out->mul(pos_range); + pos_out->add(min_pos); + pos_out++; + v += 3; + } + + } + + { + U16* n = (U16*) &(norm[0]); + for (U32 j = 0; j < num_verts; ++j) + { + norm_out->set((F32) n[0], (F32) n[1], (F32) n[2]); + norm_out->div(65535.f); + norm_out->mul(2.f); + norm_out->sub(1.f); + norm_out++; + n += 3; + } + } + + { + U16* t = (U16*) &(tc[0]); + for (U32 j = 0; j < num_verts; j+=2) + { + if (j < num_verts-1) + { + tc_out->set((F32) t[0], (F32) t[1], (F32) t[2], (F32) t[3]); + } + else + { + tc_out->set((F32) t[0], (F32) t[1], 0.f, 0.f); + } + + t += 4; + + tc_out->div(65535.f); + tc_out->mul(tc_range); + tc_out->add(min_tc4); + + tc_out++; + } + } + if (mdl[i].has("Weights")) { face.allocateWeights(num_verts); @@ -2239,55 +2316,6 @@ bool LLVolume::unpackVolumeFaces(std::istream& is, S32 size) } - LLVector3 minp(-0.5f, -0.5f, -0.5f); - LLVector3 maxp(0.5f, 0.5f, 0.5f); - LLVector2 min_tc; - LLVector2 max_tc; - - - LLVector4a min_pos, max_pos; - min_pos.load3(minp.mV); - max_pos.load3(maxp.mV); - - min_tc.setValue(mdl[i]["TexCoord0Domain"]["Min"]); - max_tc.setValue(mdl[i]["TexCoord0Domain"]["Max"]); - - LLVector4a pos_range; - pos_range.setSub(max_pos, min_pos); - LLVector2 tc_range = max_tc - min_tc; - - LLVector4a* pos_out = face.mPositions; - LLVector4a* norm_out = face.mNormals; - LLVector2* tc_out = face.mTexCoords; - - for (U32 j = 0; j < num_verts; ++j) - { - U16* v = (U16*) &(pos[j*3*2]); - - pos_out->set((F32) v[0], (F32) v[1], (F32) v[2]); - pos_out->div(65535.f); - pos_out->mul(pos_range); - pos_out->add(min_pos); - - pos_out++; - - U16* n = (U16*) &(norm[j*3*2]); - - norm_out->set((F32) n[0], (F32) n[1], (F32) n[2]); - norm_out->div(65535.f); - norm_out->mul(2.f); - norm_out->sub(1.f); - norm_out++; - - U16* t = (U16*) &(tc[j*2*2]); - - tc_out->mV[0] = (F32) t[0] / 65535.f * tc_range.mV[0] + min_tc.mV[0]; - tc_out->mV[1] = (F32) t[1] / 65535.f * tc_range.mV[1] + min_tc.mV[1]; - - tc_out++; - } - - // modifier flags? bool do_mirror = (mParams.getSculptType() & LL_SCULPT_FLAG_MIRROR); bool do_invert = (mParams.getSculptType() &LL_SCULPT_FLAG_INVERT); @@ -2360,7 +2388,7 @@ bool LLVolume::unpackVolumeFaces(std::istream& is, S32 size) } } } - + mSculptLevel = 0; // success! cacheOptimize(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl index 4261f943fb..5addbbb176 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -12,7 +12,6 @@ mat4 getObjectSkinnedTransform(); void calcAtmospherics(vec3 inPositionEye); float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -23,11 +22,36 @@ varying vec3 vary_position; varying vec3 vary_ambient; varying vec3 vary_directional; varying vec3 vary_normal; -varying vec3 vary_light; varying vec3 vary_fragcoord; +varying vec3 vary_pointlight_col; uniform float near_clip; +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +{ + //get light vector + vec3 lv = lp.xyz-v; + + //get distance + float d = length(lv); + + //normalize light vector + lv *= 1.0/d; + + //distance attenuation + float dist2 = d*d/(la*la); + float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= calcDirectionalLight(n, lv); + + return da; +} + void main() { gl_TexCoord[0] = gl_MultiTexCoord0; @@ -53,20 +77,20 @@ void main() vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); - // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); - col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); - col.rgb = scaleDownLight(col.rgb); + // Collect normal lights + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); + vary_pointlight_col = col.rgb*gl_Color.rgb; + + col.rgb = vec3(0,0,0); + // Add windlight lights - col.rgb += atmosAmbient(vec3(0.)); - - vary_light = gl_LightSource[0].position.xyz; + col.rgb = atmosAmbient(vec3(0.)); vary_ambient = col.rgb*gl_Color.rgb; vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index f377685045..77f1b2224c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -57,11 +57,11 @@ void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc) float sc = calc_cof(d); - float wg = 1.0; + float wg = 0.25; vec4 s = texture2DRect(diffuseRect, tc); // de-weight dull areas to make highlights 'pop' - wg *= s.r+s.g+s.b; + wg += s.r+s.g+s.b; diff += wg*s; @@ -77,11 +77,11 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ve if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius || d < cur_depth) //sampled pixel is further away than current pixel { - float wg = 1.0; + float wg = 0.25; vec4 s = texture2DRect(diffuseRect, tc); // de-weight dull areas to make highlights 'pop' - wg *= s.r+s.g+s.b; + wg += s.r+s.g+s.b; diff += wg*s; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl new file mode 100644 index 0000000000..ab48d08bbb --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -0,0 +1,24 @@ +/** + * @file postDeferredF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +#version 120 + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect diffuseRect; +uniform sampler2D bloomMap; + +uniform vec2 screen_res; +varying vec2 vary_fragcoord; + +void main() +{ + vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + + vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); + gl_FragColor = diff + bloom; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 88ca60318b..6dfc1b952c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -28,7 +28,6 @@ varying vec3 vary_ambient; varying vec3 vary_directional; varying vec3 vary_fragcoord; varying vec3 vary_position; -varying vec3 vary_light; varying vec3 vary_pointlight_col; uniform float shadow_bias; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl index 1da3d95069..d227346163 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -11,7 +11,6 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); mat4 getObjectSkinnedTransform(); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -22,12 +21,37 @@ varying vec3 vary_ambient; varying vec3 vary_directional; varying vec3 vary_fragcoord; varying vec3 vary_position; -varying vec3 vary_light; +varying vec3 vary_pointlight_col; uniform float near_clip; uniform float shadow_offset; uniform float shadow_bias; +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +{ + //get light vector + vec3 lv = lp.xyz-v; + + //get distance + float d = length(lv); + + //normalize light vector + lv *= 1.0/d; + + //distance attenuation + float dist2 = d*d/(la*la); + float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= calcDirectionalLight(n, lv); + + return da; +} + void main() { gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; @@ -55,21 +79,21 @@ void main() //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); - // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); - col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); - col.rgb = scaleDownLight(col.rgb); + // Collect normal lights + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); + vary_pointlight_col = col.rgb*gl_Color.rgb; + + col.rgb = vec3(0,0,0); + // Add windlight lights - col.rgb += atmosAmbient(vec3(0.)); - - vary_light = gl_LightSource[0].position.xyz; - + col.rgb = atmosAmbient(vec3(0.)); + vary_ambient = col.rgb*gl_Color.rgb; vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index ea09d5bb09..86f014df35 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -21,7 +21,6 @@ varying vec3 vary_ambient; varying vec3 vary_directional; varying vec3 vary_fragcoord; varying vec3 vary_position; -varying vec3 vary_light; varying vec3 vary_pointlight_col; uniform float near_clip; @@ -86,8 +85,6 @@ void main() // Add windlight lights col.rgb = atmosAmbient(vec3(0.)); - vary_light = gl_LightSource[0].position.xyz; - vary_ambient = col.rgb*gl_Color.rgb; vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); diff --git a/indra/newview/featuretable_linux.txt b/indra/newview/featuretable_linux.txt index e86663b748..058bdcc730 100644 --- a/indra/newview/featuretable_linux.txt +++ b/indra/newview/featuretable_linux.txt @@ -59,7 +59,6 @@ Disregard96DefaultDrawDistance 1 1 RenderTextureMemoryMultiple 1 1.0 SkyUseClassicClouds 1 1 RenderShaderLightingMaxLevel 1 3 -RenderDeferred 1 0 RenderDeferred 1 1 RenderDeferredSSAO 1 1 RenderShadowDetail 1 2 diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt index e715054c54..6bdb1e1787 100644 --- a/indra/newview/featuretable_mac.txt +++ b/indra/newview/featuretable_mac.txt @@ -62,6 +62,10 @@ Disregard128DefaultDrawDistance 1 1 Disregard96DefaultDrawDistance 1 1 SkyUseClassicClouds 1 1 WatchdogDisabled 1 1 +RenderDeferred 1 1 +RenderDeferredSSAO 1 1 +RenderShadowDetail 1 2 + // // Low Graphics Settings @@ -91,6 +95,10 @@ VertexShaderEnable 1 0 WindLightUseAtmosShaders 1 0 WLSkyDetail 1 48 SkyUseClassicClouds 1 0 +RenderDeferred 1 0 +RenderDeferredSSAO 1 0 +RenderShadowDetail 1 2 + // // Mid Graphics Settings @@ -118,6 +126,10 @@ RenderWaterReflections 1 0 VertexShaderEnable 1 1 WindLightUseAtmosShaders 1 0 WLSkyDetail 1 48 +RenderDeferred 1 0 +RenderDeferredSSAO 1 0 +RenderShadowDetail 1 2 + // // High Graphics Settings (purty) @@ -145,6 +157,10 @@ RenderWaterReflections 1 0 VertexShaderEnable 1 1 WindLightUseAtmosShaders 1 1 WLSkyDetail 1 48 +RenderDeferred 1 0 +RenderDeferredSSAO 1 0 +RenderShadowDetail 1 2 + // // Ultra graphics (REALLY PURTY!) @@ -172,6 +188,10 @@ RenderWaterReflections 1 1 VertexShaderEnable 1 1 WindLightUseAtmosShaders 1 1 WLSkyDetail 1 128 +RenderDeferred 1 0 +RenderDeferredSSAO 1 0 +RenderShadowDetail 1 2 + // // Class Unknown Hardware (unknown) diff --git a/indra/newview/llappviewerwin32.cpp b/indra/newview/llappviewerwin32.cpp index 54689ea808..6396ca91ff 100644 --- a/indra/newview/llappviewerwin32.cpp +++ b/indra/newview/llappviewerwin32.cpp @@ -26,12 +26,6 @@ #include "llviewerprecompiledheaders.h" -#if defined(_DEBUG) -# if _MSC_VER >= 1400 // Visual C++ 2005 or later -# define WINDOWS_CRT_MEM_CHECKS 1 -# endif -#endif - #include "llappviewerwin32.h" #include "llmemtype.h" diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index 2cfd3b0a33..8b5a2ce781 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -107,10 +107,14 @@ S32 LLDrawPoolAlpha::getNumPostDeferredPasses() { //skip depth buffer filling pass when rendering impostors return 1; } - else + else if (gSavedSettings.getBOOL("RenderDepthOfField")) { return 2; } + else + { + return 1; + } } void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass) diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp index ae0e1b7d46..e8da1aa42c 100644 --- a/indra/newview/llfloatermodelpreview.cpp +++ b/indra/newview/llfloatermodelpreview.cpp @@ -112,8 +112,6 @@ const S32 PREVIEW_HPAD = PREVIEW_RESIZE_HANDLE_SIZE; const S32 PREF_BUTTON_HEIGHT = 16 + 7 + 16; const S32 PREVIEW_TEXTURE_HEIGHT = 300; -const F32 MAXIMUM_PIVOT_OFFSET = 64.0f; - void drawBoxOutline(const LLVector3& pos, const LLVector3& size); @@ -1560,14 +1558,14 @@ bool LLModelLoader::doLoadModel() //(which means we have all the joints that are required for an avatar versus //a skinned asset attached to a node in a file that contains an entire skeleton, //but does not use the skeleton). - + buildJointToNodeMappingFromScene( root ); mPreview->critiqueRigForUploadApplicability( model->mSkinInfo.mJointNames ); if ( !missingSkeletonOrScene ) { //Set the joint translations on the avatar - if it's a full mapping //The joints are reset in the dtor - if ( mPreview->getResetJointFlag() ) + if ( mPreview->getRigWithSceneParity() ) { std::map<std::string, std::string> :: const_iterator masterJointIt = mJointMap.begin(); std::map<std::string, std::string> :: const_iterator masterJointItEnd = mJointMap.end(); @@ -1772,12 +1770,6 @@ bool LLModelLoader::doLoadModel() processElement(scene); - handlePivotPoint( root ); - - buildJointToNodeMappingFromScene( root ); - - mPreview->critiqueJointToNodeMappingFromScene(); - return true; } @@ -1967,55 +1959,14 @@ void LLModelLoader::processJointToNodeMapping( domNode* pNode ) } } } -//----------------------------------------------------------------------------- -// handlePivotPoint() -//----------------------------------------------------------------------------- -void LLModelLoader::handlePivotPoint( daeElement* pRoot ) -{ - //Import an optional pivot point - a pivot point is just a node in the visual scene named "AssetPivot" - //If no assetpivot is found then the asset will use the SL default - daeElement* pScene = pRoot->getDescendant("visual_scene"); - if ( pScene ) - { - daeTArray< daeSmartRef<daeElement> > children = pScene->getChildren(); - S32 childCount = children.getCount(); - for (S32 i = 0; i < childCount; ++i) - { - domNode* pNode = daeSafeCast<domNode>(children[i]); - if ( pNode && isNodeAPivotPoint( pNode ) ) - { - LLMatrix4 workingTransform; - daeSIDResolver nodeResolver( pNode, "./translate" ); - domTranslate* pTranslate = daeSafeCast<domTranslate>( nodeResolver.getElement() ); - //Translation via SID was successful - //todo#extract via element as well - if ( pTranslate ) - { - extractTranslation( pTranslate, workingTransform ); - LLVector3 pivotTrans = workingTransform.getTranslation(); - if ( pivotTrans[VX] > MAXIMUM_PIVOT_OFFSET || pivotTrans[VX] < -MAXIMUM_PIVOT_OFFSET || - pivotTrans[VY] > MAXIMUM_PIVOT_OFFSET || pivotTrans[VY] < -MAXIMUM_PIVOT_OFFSET || - pivotTrans[VZ] > MAXIMUM_PIVOT_OFFSET || pivotTrans[VZ] < -MAXIMUM_PIVOT_OFFSET ) - { - llwarns<<"Asset Pivot Node contains an offset that is too large - values should be within (-"<<MAXIMUM_PIVOT_OFFSET<<","<<MAXIMUM_PIVOT_OFFSET<<")."<<llendl; - mPreview->setHasPivot( false ); - } - else - { - mPreview->setModelPivot( pivotTrans ); - mPreview->setHasPivot( true ); - } - } - } - } - } -} //----------------------------------------------------------------------------- // critiqueRigForUploadApplicability() //----------------------------------------------------------------------------- void LLModelPreview::critiqueRigForUploadApplicability( const std::vector<std::string> &jointListFromAsset ) { + critiqueJointToNodeMappingFromScene(); + //Determines the following use cases for a rig: //1. It is suitable for upload with skin weights & joint positions, or //2. It is suitable for upload as standard av with just skin weights @@ -2034,7 +1985,7 @@ void LLModelPreview::critiqueRigForUploadApplicability( const std::vector<std::s setLegacyRigValid( true ); } - if ( isJointPositionUploadOK ) + if ( getRigWithSceneParity() && isJointPositionUploadOK ) { setResetJointFlag( true ); } @@ -2078,12 +2029,11 @@ void LLModelPreview::critiqueJointToNodeMappingFromScene( void ) if ( result ) { setResetJointFlag( true ); - //llinfos<<"Full"<<llendl; + setRigWithSceneParity( true ); } else { setResetJointFlag( false ); - //llinfos<<"Partial"<<llendl; } } //----------------------------------------------------------------------------- @@ -2208,27 +2158,7 @@ bool LLModelLoader::isNodeAJoint( domNode* pNode ) return false; } -//----------------------------------------------------------------------------- -// isNodeAPivotPoint() -//----------------------------------------------------------------------------- -bool LLModelLoader::isNodeAPivotPoint( domNode* pNode ) -{ - bool result = false; - - if ( pNode && pNode->getName() ) - { - std::string name = pNode->getName(); - if ( name == "AssetPivot" ) - { - result = true; - } - else - { - result = false; - } - } - return result; -} + //----------------------------------------------------------------------------- // extractTranslation() //----------------------------------------------------------------------------- @@ -2650,6 +2580,7 @@ LLModelPreview::LLModelPreview(S32 width, S32 height, LLFloater* fmp) , mLegacyRigValid( false ) , mRigValidJointUpload( false ) , mResetJoints( false ) +, mRigParityWithScene( false ) , mLastJointUpdate( false ) { mNeedsUpdate = TRUE; @@ -2854,27 +2785,6 @@ void LLFloaterModelPreview::setDetails(F32 x, F32 y, F32 z, F32 streaming_cost, childSetTextArg("physics cost", "[COST]", llformat("%.3f", physics_cost)); } -void LLModelPreview::alterModelsPivot( void ) -{ - for (LLModelLoader::model_list::iterator iter = mBaseModel.begin(); iter != mBaseModel.end(); ++iter) - { - if ( *iter ) - { - (*iter)->offsetMesh( mModelPivot ); - } - } - - for ( int i=0;i<LLModel::NUM_LODS;++i ) - { - for (LLModelLoader::model_list::iterator iter = mModel[i].begin(); iter != mModel[i].end(); ++iter) - { - if ( *iter ) - { - (*iter)->offsetMesh( mModelPivot ); - } - } - } -} void LLModelPreview::rebuildUploadData() { @@ -3645,21 +3555,19 @@ void LLModelPreview::genLODs(S32 which_lod, U32 decimation, bool enforce_tri_lim glodGroupParameterf(mGroup, GLOD_OBJECT_SPACE_ERROR_THRESHOLD, lod_error_threshold); stop_gloderror(); - glodGroupParameteri(mGroup, GLOD_MAX_TRIANGLES, 0); - stop_gloderror(); - - glodAdaptGroup(mGroup); - stop_gloderror(); - - if (lod_mode == GLOD_TRIANGLE_BUDGET) - { //SH-632 Always adapt to 0 before adapting to actual desired amount, and always - //add 1 to desired amount to avoid decimating below desired amount + if (lod_mode != GLOD_TRIANGLE_BUDGET) + { + glodGroupParameteri(mGroup, GLOD_MAX_TRIANGLES, 0); + } + else + { + //SH-632: always add 1 to desired amount to avoid decimating below desired amount glodGroupParameteri(mGroup, GLOD_MAX_TRIANGLES, triangle_count+1); - stop_gloderror(); - - glodAdaptGroup(mGroup); - stop_gloderror(); } + + stop_gloderror(); + glodAdaptGroup(mGroup); + stop_gloderror(); for (U32 mdl_idx = 0; mdl_idx < mBaseModel.size(); ++mdl_idx) { @@ -4975,11 +4883,6 @@ void LLFloaterModelPreview::onUpload(void* user_data) LLFloaterModelPreview* mp = (LLFloaterModelPreview*) user_data; - if ( mp && mp->mModelPreview->mHasPivot ) - { - mp->mModelPreview->alterModelsPivot(); - } - mp->mModelPreview->rebuildUploadData(); bool upload_skinweights = mp->childGetValue("upload_skin").asBoolean(); diff --git a/indra/newview/llfloatermodelpreview.h b/indra/newview/llfloatermodelpreview.h index 7927edcd36..4d8b46807f 100644 --- a/indra/newview/llfloatermodelpreview.h +++ b/indra/newview/llfloatermodelpreview.h @@ -120,9 +120,6 @@ public: void extractTranslation( domTranslate* pTranslate, LLMatrix4& transform ); void extractTranslationViaElement( daeElement* pTranslateElement, LLMatrix4& transform ); - void handlePivotPoint( daeElement* pRoot ); - bool isNodeAPivotPoint( domNode* pNode ); - void setLoadState(U32 state); void buildJointToNodeMappingFromScene( daeElement* pRoot ); @@ -298,7 +295,6 @@ public: void loadModelCallback(S32 lod); void genLODs(S32 which_lod = -1, U32 decimation = 3, bool enforce_tri_limit = false); void generateNormals(); - void alterModelsPivot( void ); void clearMaterials(); U32 calcResourceCost(); void rebuildUploadData(); @@ -339,8 +335,10 @@ public: U32 getLoadState() { return mLoadState; } //setRestJointFlag: If an asset comes through that changes the joints, we want the reset to persist void setResetJointFlag( bool state ) { if ( !mResetJoints ) mResetJoints = state; } - bool getResetJointFlag( void ) { return mResetJoints; } - + const bool getResetJointFlag( void ) const { return mResetJoints; } + void setRigWithSceneParity( bool state ) { mRigParityWithScene = state; } + const bool getRigWithSceneParity( void ) const { return mRigParityWithScene; } + LLVector3 getTranslationForJointOffset( std::string joint ); protected: @@ -370,6 +368,8 @@ public: bool mLoading; U32 mLoadState; bool mResetJoints; + bool mRigParityWithScene; + std::map<std::string, bool> mViewOption; //GLOD object parameters (must rebuild object if these change) diff --git a/indra/newview/llmeshrepository.cpp b/indra/newview/llmeshrepository.cpp index 013fc43f99..ff4b812cb0 100644 --- a/indra/newview/llmeshrepository.cpp +++ b/indra/newview/llmeshrepository.cpp @@ -1372,27 +1372,7 @@ void LLMeshUploadThread::run() } //queue up models for hull generation - LLModel* physics = NULL; - - if (data.mModel[LLModel::LOD_PHYSICS].notNull()) - { - physics = data.mModel[LLModel::LOD_PHYSICS]; - } - else if (data.mModel[LLModel::LOD_MEDIUM].notNull()) - { - physics = data.mModel[LLModel::LOD_MEDIUM]; - } - else - { - physics = data.mModel[LLModel::LOD_HIGH]; - } - - if (!physics) - { - llerrs << "WTF?" << llendl; - } - - DecompRequest* request = new DecompRequest(physics, data.mBaseModel, this); + DecompRequest* request = new DecompRequest(data.mModel[LLModel::LOD_HIGH], data.mBaseModel, this); gMeshRepo.mDecompThread->submitRequest(request); } diff --git a/indra/newview/llviewercamera.cpp b/indra/newview/llviewercamera.cpp index 23b0845f31..7f7366dd3d 100644 --- a/indra/newview/llviewercamera.cpp +++ b/indra/newview/llviewercamera.cpp @@ -756,6 +756,10 @@ LLVector3 LLViewerCamera::roundToPixel(const LLVector3 &pos_agent) BOOL LLViewerCamera::cameraUnderWater() const { + if(!gAgent.getRegion()) + { + return FALSE ; + } return getOrigin().mV[VZ] < gAgent.getRegion()->getWaterHeight(); } diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index a60d7e0793..e41773d273 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -825,7 +825,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) //} LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE; - LLPipeline::updateRenderDeferred(); + LLPipeline::refreshRenderDeferred(); stop_glerror(); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 25cf63a367..e81ee72c05 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -137,6 +137,7 @@ LLGLSLShader gDeferredGIProgram; LLGLSLShader gDeferredGIFinalProgram; LLGLSLShader gDeferredPostGIProgram; LLGLSLShader gDeferredPostProgram; +LLGLSLShader gDeferredPostNoDoFProgram; LLGLSLShader gLuminanceGatherProgram; @@ -1246,6 +1247,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = gDeferredPostProgram.createShader(NULL, NULL); } + if (success) + { + gDeferredPostNoDoFProgram.mName = "Deferred Post Shader"; + gDeferredPostNoDoFProgram.mShaderFiles.clear(); + gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredPostNoDoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredPostNoDoFProgram.createShader(NULL, NULL); + } + if (mVertexShaderLevel[SHADER_DEFERRED] > 1) { if (success) diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index f31d2d1836..72ac5e02ee 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -368,6 +368,7 @@ extern LLGLSLShader gDeferredSoftenProgram; extern LLGLSLShader gDeferredShadowProgram; extern LLGLSLShader gDeferredPostGIProgram; extern LLGLSLShader gDeferredPostProgram; +extern LLGLSLShader gDeferredPostNoDoFProgram; extern LLGLSLShader gDeferredAvatarShadowProgram; extern LLGLSLShader gDeferredAttachmentShadowProgram; extern LLGLSLShader gDeferredAlphaProgram; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 21fbe52ccd..f64eb89866 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -784,6 +784,21 @@ void LLPipeline::updateRenderDeferred() } } +//static +void LLPipeline::refreshRenderDeferred() +{ + if(gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) + { + //turn the deferred rendering and glow off when draw physics shapes. + sRenderDeferred = FALSE ; + sRenderGlow = FALSE ; + } + else + { + updateRenderDeferred() ; + } +} + void LLPipeline::releaseGLBuffers() { assertInitialized(); @@ -6275,128 +6290,135 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) if (LLPipeline::sRenderDeferred && !LLViewerCamera::getInstance()->cameraUnderWater()) { + bool dof_enabled = true; + LLGLSLShader* shader = &gDeferredPostProgram; if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) { shader = &gDeferredGIFinalProgram; + dof_enabled = false; } + else if (LLToolMgr::getInstance()->inBuildMode() || !gSavedSettings.getBOOL("RenderDepthOfField")) + { //squish focal length when in build mode (or if DoF is disabled) so DoF doesn't make editing objects difficult + shader = &gDeferredPostNoDoFProgram; + dof_enabled = false; + } + LLGLDisable blend(GL_BLEND); bindDeferredShader(*shader); - //depth of field focal plane calculations + if (dof_enabled) + { + //depth of field focal plane calculations - static F32 current_distance = 16.f; - static F32 start_distance = 16.f; - static F32 transition_time = 1.f; + static F32 current_distance = 16.f; + static F32 start_distance = 16.f; + static F32 transition_time = 1.f; - LLVector3 focus_point; + LLVector3 focus_point; - LLViewerObject* obj = LLViewerMediaFocus::getInstance()->getFocusedObject(); - if (obj && obj->mDrawable && obj->isSelected()) - { - S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace(); - if (obj && obj->mDrawable) - { - LLFace* face = obj->mDrawable->getFace(face_idx); - if (face) + LLViewerObject* obj = LLViewerMediaFocus::getInstance()->getFocusedObject(); + if (obj && obj->mDrawable && obj->isSelected()) + { //focus on selected media object + S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace(); + if (obj && obj->mDrawable) { - focus_point = face->getPositionAgent(); + LLFace* face = obj->mDrawable->getFace(face_idx); + if (face) + { + focus_point = face->getPositionAgent(); + } } } - } - if (focus_point.isExactlyZero()) - { - if (LLViewerJoystick::getInstance()->getOverrideCamera()) - { - focus_point = gDebugRaycastIntersection; - } - else if (gAgentCamera.cameraMouselook()) - { - gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE, - NULL, - &focus_point); - } - else + if (focus_point.isExactlyZero()) { - LLViewerObject* obj = gAgentCamera.getFocusObject(); - if (obj) - { - focus_point = LLVector3(gAgentCamera.getFocusGlobal()-gAgent.getRegion()->getOriginGlobal()); + if (LLViewerJoystick::getInstance()->getOverrideCamera()) + { //focus on point under cursor + focus_point = gDebugRaycastIntersection; + } + else if (gAgentCamera.cameraMouselook()) + { //focus on point under mouselook crosshairs + gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE, + NULL, + &focus_point); } else { - focus_point = gDebugRaycastIntersection; + LLViewerObject* obj = gAgentCamera.getFocusObject(); + if (obj) + { //focus on alt-zoom target + focus_point = LLVector3(gAgentCamera.getFocusGlobal()-gAgent.getRegion()->getOriginGlobal()); + } + else + { //focus on your avatar + focus_point = gAgent.getPositionAgent(); + } } } - } - - LLVector3 eye = LLViewerCamera::getInstance()->getOrigin(); - F32 target_distance = 16.f; - if (!focus_point.isExactlyZero()) - { - target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point-eye); - } - if (transition_time >= 1.f && - fabsf(current_distance-target_distance)/current_distance > 0.01f) - { //large shift happened, interpolate smoothly to new target distance - transition_time = 0.f; - start_distance = current_distance; - } - else if (transition_time < 1.f) - { //currently in a transition, continue interpolating - transition_time += 1.f/gSavedSettings.getF32("CameraFocusTransitionTime")*gFrameIntervalSeconds; - transition_time = llmin(transition_time, 1.f); + LLVector3 eye = LLViewerCamera::getInstance()->getOrigin(); + F32 target_distance = 16.f; + if (!focus_point.isExactlyZero()) + { + target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point-eye); + } - F32 t = cosf(transition_time*F_PI+F_PI)*0.5f+0.5f; - current_distance = start_distance + (target_distance-start_distance)*t; - } - else - { //small or no change, just snap to target distance - current_distance = target_distance; - } + if (transition_time >= 1.f && + fabsf(current_distance-target_distance)/current_distance > 0.01f) + { //large shift happened, interpolate smoothly to new target distance + transition_time = 0.f; + start_distance = current_distance; + } + else if (transition_time < 1.f) + { //currently in a transition, continue interpolating + transition_time += 1.f/gSavedSettings.getF32("CameraFocusTransitionTime")*gFrameIntervalSeconds; + transition_time = llmin(transition_time, 1.f); - //convert to mm - F32 subject_distance = current_distance*1000.f; - F32 fnumber = gSavedSettings.getF32("CameraFNumber"); - F32 default_focal_length = gSavedSettings.getF32("CameraFocalLength"); + F32 t = cosf(transition_time*F_PI+F_PI)*0.5f+0.5f; + current_distance = start_distance + (target_distance-start_distance)*t; + } + else + { //small or no change, just snap to target distance + current_distance = target_distance; + } - if (LLToolMgr::getInstance()->inBuildMode() || !gSavedSettings.getBOOL("RenderDepthOfField")) - { //squish focal length when in build mode (or if DoF is disabled) so DoF doesn't make editing objects difficult - default_focal_length = 5.f; - } + //convert to mm + F32 subject_distance = current_distance*1000.f; + F32 fnumber = gSavedSettings.getF32("CameraFNumber"); + F32 default_focal_length = gSavedSettings.getF32("CameraFocalLength"); - F32 fov = LLViewerCamera::getInstance()->getView(); + F32 fov = LLViewerCamera::getInstance()->getView(); - const F32 default_fov = gSavedSettings.getF32("CameraFieldOfView") * F_PI/180.f; - //const F32 default_aspect_ratio = gSavedSettings.getF32("CameraAspectRatio"); + const F32 default_fov = gSavedSettings.getF32("CameraFieldOfView") * F_PI/180.f; + //const F32 default_aspect_ratio = gSavedSettings.getF32("CameraAspectRatio"); - //F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight(); + //F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight(); - F32 dv = 2.f*default_focal_length * tanf(default_fov/2.f); - //F32 dh = 2.f*default_focal_length * tanf(default_fov*default_aspect_ratio/2.f); + F32 dv = 2.f*default_focal_length * tanf(default_fov/2.f); + //F32 dh = 2.f*default_focal_length * tanf(default_fov*default_aspect_ratio/2.f); - F32 focal_length = dv/(2*tanf(fov/2.f)); + F32 focal_length = dv/(2*tanf(fov/2.f)); - //F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle); + //F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle); - // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f)) - // where N = fnumber - // s2 = dot distance - // s1 = subject distance - // f = focal length - // - - F32 blur_constant = focal_length*focal_length/(fnumber*(subject_distance-focal_length)); - blur_constant /= 1000.f; //convert to meters for shader - F32 magnification = focal_length/(subject_distance-focal_length); - - shader->uniform1f("focal_distance", -subject_distance/1000.f); - shader->uniform1f("blur_constant", blur_constant); - shader->uniform1f("tan_pixel_angle", tanf(1.f/LLDrawable::sCurPixelAngle)); - shader->uniform1f("magnification", magnification); + // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f)) + // where N = fnumber + // s2 = dot distance + // s1 = subject distance + // f = focal length + // + + F32 blur_constant = focal_length*focal_length/(fnumber*(subject_distance-focal_length)); + blur_constant /= 1000.f; //convert to meters for shader + F32 magnification = focal_length/(subject_distance-focal_length); + + shader->uniform1f("focal_distance", -subject_distance/1000.f); + shader->uniform1f("blur_constant", blur_constant); + shader->uniform1f("tan_pixel_angle", tanf(1.f/LLDrawable::sCurPixelAngle)); + shader->uniform1f("magnification", magnification); + } S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE); if (channel > -1) diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 0cf3fde562..e9a250cd6d 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -356,6 +356,7 @@ public: static BOOL getRenderHighlights(void* data); static void updateRenderDeferred(); + static void refreshRenderDeferred(); private: void unloadShaders(); diff --git a/indra/newview/skins/default/xui/en/floater_model_wizard.xml b/indra/newview/skins/default/xui/en/floater_model_wizard.xml index 03af348a8d..92d57b20be 100644 --- a/indra/newview/skins/default/xui/en/floater_model_wizard.xml +++ b/indra/newview/skins/default/xui/en/floater_model_wizard.xml @@ -449,12 +449,12 @@ Advanced users familiar with 3d content creation tools may prefer to use the [se <slider follows="left|top" height="20" - increment="0.5" + increment="1" layout="topleft" left="204" - max_val="4" - initial_value="3" - min_val="2" + max_val="3" + initial_value="2" + min_val="0" name="accuracy_slider" show_text="false" top="130" @@ -464,7 +464,8 @@ Advanced users familiar with 3d content creation tools may prefer to use the [se top_pad="0" width="300" left_delta="6" - height="4">' ' '</text> + height="4">' + </text> <icon |