diff options
Diffstat (limited to 'indra')
25 files changed, 672 insertions, 395 deletions
| diff --git a/indra/llinventory/llsettingsbase.cpp b/indra/llinventory/llsettingsbase.cpp index 2adbb213e6..80680948b5 100644 --- a/indra/llinventory/llsettingsbase.cpp +++ b/indra/llinventory/llsettingsbase.cpp @@ -80,7 +80,7 @@ LLSettingsBase::LLSettingsBase(const LLSD setting) :  //=========================================================================  void LLSettingsBase::lerpSettings(const LLSettingsBase &other, F64 mix)   { -    mSettings = interpolateSDMap(mSettings, other.mSettings, mix); +    mSettings = interpolateSDMap(mSettings, other.mSettings, other.getParameterMap(), mix);      setDirtyFlag(true);  } @@ -158,7 +158,7 @@ LLSD LLSettingsBase::combineSDMaps(const LLSD &settings, const LLSD &other) cons      return newSettings;  } -LLSD LLSettingsBase::interpolateSDMap(const LLSD &settings, const LLSD &other, F64 mix) const +LLSD LLSettingsBase::interpolateSDMap(const LLSD &settings, const LLSD &other, const parammapping_t& defaults, F64 mix) const  {      LLSD newSettings; @@ -173,81 +173,33 @@ LLSD LLSettingsBase::interpolateSDMap(const LLSD &settings, const LLSD &other, F          if (skip.find(key_name) != skip.end())              continue; -        if (!other.has(key_name)) -        {   // The other does not contain this setting, keep the original value  -            // TODO: Should I blend this out instead? -            newSettings[key_name] = value; -            continue; -        } -        LLSD::Type setting_type = value.type(); -        LLSD other_value = other[key_name]; -         -        if (other_value.type() != setting_type) -        {    -            // The data type mismatched between this and other. Hard switch when we pass the break point -            // but issue a warning. -            LL_WARNS("SETTINGS") << "Setting lerp between mismatched types for '" << key_name << "'." << LL_ENDL; -            newSettings[key_name] = (mix > BREAK_POINT) ? other_value : value; -            continue; +        LLSD other_value; +        if (other.has(key_name)) +        { +            other_value = other[key_name];          } - -        switch (setting_type) +        else          { -        case LLSD::TypeInteger: -            // lerp between the two values rounding the result to the nearest integer.  -            newSettings[key_name] = LLSD::Integer(llroundf(lerp(value.asReal(), other_value.asReal(), mix))); -            break; -        case LLSD::TypeReal: -            // lerp between the two values. -            newSettings[key_name] = LLSD::Real(lerp(value.asReal(), other_value.asReal(), mix)); -            break; -        case LLSD::TypeMap: -            // deep copy. -            newSettings[key_name] = interpolateSDMap(value, other_value, mix); -            break; - -        case LLSD::TypeArray: +            parammapping_t::const_iterator def_iter = defaults.find(key_name); +            if (def_iter != defaults.end())              { -                LLSD newvalue(LLSD::emptyArray()); - -                if (slerps.find(key_name) != slerps.end()) -                { -                    LLQuaternion a(value); -                    LLQuaternion b(other_value); -                    LLQuaternion q = slerp(mix, a, b); -                    newvalue = q.getValue(); -                } -                else -                {   // TODO: We could expand this to inspect the type and do a deep lerp based on type.  -                    // for now assume a heterogeneous array of reals.  -                    size_t len = std::max(value.size(), other_value.size()); - -                    for (size_t i = 0; i < len; ++i) -                    { - -                        newvalue[i] = lerp(value[i].asReal(), other_value[i].asReal(), mix); -                    } -                } -                 -                newSettings[key_name] = newvalue; +                other_value = def_iter->second.getDefaultValue(); +            } +            else if (value.type() == LLSD::TypeMap) +            { +                // interpolate in case there are defaults inside (part of legacy) +                other_value = LLSDMap(); +            } +            else +            { +                // The other or defaults does not contain this setting, keep the original value  +                // TODO: Should I blend this out instead? +                newSettings[key_name] = value; +                continue;              } - -            break; - -        case LLSD::TypeUUID: -            newSettings[key_name] = value.asUUID(); -            break; - -//      case LLSD::TypeBoolean: -//      case LLSD::TypeString: -//      case LLSD::TypeURI: -//      case LLSD::TypeBinary: -//      case LLSD::TypeDate: -        default: -            // atomic or unknown data types. Lerping between them does not make sense so switch at the break. -            newSettings[key_name] = (mix > BREAK_POINT) ? other_value : value; -            break;          } + +        newSettings[key_name] = interpolateSDValue(key_name, value, other_value, defaults, mix, slerps);      }      // Special handling cases @@ -264,6 +216,27 @@ LLSD LLSettingsBase::interpolateSDMap(const LLSD &settings, const LLSD &other, F      // Now add anything that is in other but not in the settings      for (LLSD::map_const_iterator it = other.beginMap(); it != other.endMap(); ++it)      { +        std::string key_name = (*it).first; + +        if (skip.find(key_name) != skip.end()) +            continue; + +        if (settings.has(key_name)) +            continue; + +        parammapping_t::const_iterator def_iter = defaults.find(key_name); +        if (def_iter != defaults.end()) +        { +            // Blend against default value +            newSettings[key_name] = interpolateSDValue(key_name, def_iter->second.getDefaultValue(), (*it).second, defaults, mix, slerps); +        } +        // else do nothing when no known defaults +        // TODO: Should I blend this out instead? +    } + +    // Note: writes variables from skip list, bug? +    for (LLSD::map_const_iterator it = other.beginMap(); it != other.endMap(); ++it) +    {          // TODO: Should I blend this in instead?          if (skip.find((*it).first) == skip.end())              continue; @@ -277,6 +250,81 @@ LLSD LLSettingsBase::interpolateSDMap(const LLSD &settings, const LLSD &other, F      return newSettings;  } +LLSD LLSettingsBase::interpolateSDValue(const std::string& key_name, const LLSD &value, const LLSD &other_value, const parammapping_t& defaults, BlendFactor mix, const stringset_t& slerps) const +{ +    LLSD new_value; + +    LLSD::Type setting_type = value.type(); + +    if (other_value.type() != setting_type) +    { +        // The data type mismatched between this and other. Hard switch when we pass the break point +        // but issue a warning. +        LL_WARNS("SETTINGS") << "Setting lerp between mismatched types for '" << key_name << "'." << LL_ENDL; +        new_value = (mix > BREAK_POINT) ? other_value : value; +    } + +    switch (setting_type) +    { +        case LLSD::TypeInteger: +            // lerp between the two values rounding the result to the nearest integer.  +            new_value = LLSD::Integer(llroundf(lerp(value.asReal(), other_value.asReal(), mix))); +            break; +        case LLSD::TypeReal: +            // lerp between the two values. +            new_value = LLSD::Real(lerp(value.asReal(), other_value.asReal(), mix)); +            break; +        case LLSD::TypeMap: +            // deep copy. +            new_value = interpolateSDMap(value, other_value, defaults, mix); +            break; + +        case LLSD::TypeArray: +        { +            LLSD new_array(LLSD::emptyArray()); + +            if (slerps.find(key_name) != slerps.end()) +            { +                LLQuaternion a(value); +                LLQuaternion b(other_value); +                LLQuaternion q = slerp(mix, a, b); +                new_array = q.getValue(); +            } +            else +            {   // TODO: We could expand this to inspect the type and do a deep lerp based on type.  +                // for now assume a heterogeneous array of reals.  +                size_t len = std::max(value.size(), other_value.size()); + +                for (size_t i = 0; i < len; ++i) +                { + +                    new_array[i] = lerp(value[i].asReal(), other_value[i].asReal(), mix); +                } +            } + +            new_value = new_array; +        } + +        break; + +        case LLSD::TypeUUID: +            new_value = value.asUUID(); +            break; + +            //      case LLSD::TypeBoolean: +            //      case LLSD::TypeString: +            //      case LLSD::TypeURI: +            //      case LLSD::TypeBinary: +            //      case LLSD::TypeDate: +        default: +            // atomic or unknown data types. Lerping between them does not make sense so switch at the break. +            new_value = (mix > BREAK_POINT) ? other_value : value; +            break; +    } + +    return new_value; +} +  LLSettingsBase::stringset_t LLSettingsBase::getSkipInterpolateKeys() const  {      static stringset_t skipSet; diff --git a/indra/llinventory/llsettingsbase.h b/indra/llinventory/llsettingsbase.h index aea1bc3fde..c7b685c6d5 100644 --- a/indra/llinventory/llsettingsbase.h +++ b/indra/llinventory/llsettingsbase.h @@ -76,7 +76,21 @@ public:      static const U32 FLAG_NOMOD;      static const U32 FLAG_NOTRANS; -    typedef std::map<std::string, S32>  parammapping_t; +    class DefaultParam +    { +    public: +        DefaultParam(S32 key, const LLSD& value) : mShaderKey(key), mDefaultValue(value) {} +        DefaultParam() : mShaderKey(-1) {} +        S32 getShaderKey() const { return mShaderKey; } +        const LLSD getDefaultValue() const { return mDefaultValue; } + +    private: +        S32 mShaderKey; +        LLSD mDefaultValue; +    }; +    // Contains settings' names (map key), related shader id-key and default +    // value for revert in case we need to reset shader (no need to search each time) +    typedef std::map<std::string, DefaultParam>  parammapping_t;      typedef PTR_NAMESPACE::shared_ptr<LLSettingsBase> ptr_t; @@ -312,7 +326,15 @@ protected:      // combining settings objects. Customize for specific setting types      virtual void lerpSettings(const LLSettingsBase &other, BlendFactor mix); -    LLSD    interpolateSDMap(const LLSD &settings, const LLSD &other, BlendFactor mix) const; + +    // combining settings maps where it can based on mix rate +    // @settings initial value (mix==0) +    // @other target value (mix==1) +    // @defaults list of default values for legacy fields and (re)setting shaders +    // @mix from 0 to 1, ratio or rate of transition from initial 'settings' to 'other' +    // return interpolated and combined LLSD map +    LLSD    interpolateSDMap(const LLSD &settings, const LLSD &other, const parammapping_t& defaults, BlendFactor mix) const; +    LLSD    interpolateSDValue(const std::string& name, const LLSD &value, const LLSD &other, const parammapping_t& defaults, BlendFactor mix, const stringset_t& slerps) const;      /// when lerping between settings, some may require special handling.        /// Get a list of these key to be skipped by the default settings lerp. diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp index 8a1e74d7ea..cf6bc45080 100644 --- a/indra/llinventory/llsettingssky.cpp +++ b/indra/llinventory/llsettingssky.cpp @@ -438,7 +438,14 @@ void LLSettingsSky::blend(const LLSettingsBase::ptr_t &end, F64 blendf)      LLSettingsSky::ptr_t other = PTR_NAMESPACE::dynamic_pointer_cast<LLSettingsSky>(end);      if (other)      { -        LLSD blenddata = interpolateSDMap(mSettings, other->mSettings, blendf); +        if (!mSettings.has(SETTING_LEGACY_HAZE) && !mSettings[SETTING_LEGACY_HAZE].has(SETTING_AMBIENT)) +        { +            // Special case since SETTING_AMBIENT is both in outer and legacy maps, we prioritize legacy one +            // see getAmbientColor() +            setAmbientColor(getAmbientColor()); +        } + +        LLSD blenddata = interpolateSDMap(mSettings, other->mSettings, other->getParameterMap(), blendf);          replaceSettings(blenddata);          mNextSunTextureId = other->getSunTextureId();          mNextMoonTextureId = other->getMoonTextureId(); @@ -924,6 +931,7 @@ LLVector3 LLSettingsSky::getLightDirection() const  LLColor3 LLSettingsSky::getAmbientColor() const  { +    // Todo: this causes complications, preferably to get rid of this duality      if (mSettings.has(SETTING_LEGACY_HAZE) && mSettings[SETTING_LEGACY_HAZE].has(SETTING_AMBIENT))      {          return LLColor3(mSettings[SETTING_LEGACY_HAZE][SETTING_AMBIENT]); diff --git a/indra/llinventory/llsettingswater.cpp b/indra/llinventory/llsettingswater.cpp index 87744453ed..7cfff954a0 100644 --- a/indra/llinventory/llsettingswater.cpp +++ b/indra/llinventory/llsettingswater.cpp @@ -178,7 +178,7 @@ void LLSettingsWater::blend(const LLSettingsBase::ptr_t &end, F64 blendf)      LLSettingsWater::ptr_t other = PTR_NAMESPACE::static_pointer_cast<LLSettingsWater>(end);      if (other)      { -        LLSD blenddata = interpolateSDMap(mSettings, other->mSettings, blendf); +        LLSD blenddata = interpolateSDMap(mSettings, other->mSettings, other->getParameterMap(), blendf);          replaceSettings(blenddata);          mNextNormalMapID = other->getNormalMapID();          mNextTransparentTextureID = other->getTransparentTextureID(); diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index 2f78b6e104..a55a72c18f 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -36,6 +36,7 @@  #include "llsys.h"  #include "llgl.h" +#include "llglstates.h"  #include "llrender.h"  #include "llerror.h" @@ -2478,27 +2479,45 @@ void LLGLDepthTest::checkState()  	}  } -LLGLSquashToFarClip::LLGLSquashToFarClip(glh::matrix4f P, U32 layer) +LLGLSquashToFarClip::LLGLSquashToFarClip() +{ +    glh::matrix4f proj = get_current_projection(); +    setProjectionMatrix(proj, 0); +} + +LLGLSquashToFarClip::LLGLSquashToFarClip(glh::matrix4f& P, U32 layer) +{ +    setProjectionMatrix(P, layer); +} + + +void LLGLSquashToFarClip::setProjectionMatrix(glh::matrix4f& projection, U32 layer)  {  	F32 depth = 0.99999f - 0.0001f * layer;  	for (U32 i = 0; i < 4; i++)  	{ -		P.element(2, i) = P.element(3, i) * depth; +		projection.element(2, i) = projection.element(3, i) * depth;  	} +    U32 last_matrix_mode = gGL.getMatrixMode(); +  	gGL.matrixMode(LLRender::MM_PROJECTION);  	gGL.pushMatrix(); -	gGL.loadMatrix(P.m); -	gGL.matrixMode(LLRender::MM_MODELVIEW); +	gGL.loadMatrix(projection.m); + +	gGL.matrixMode(last_matrix_mode);  }  LLGLSquashToFarClip::~LLGLSquashToFarClip()  { +    U32 last_matrix_mode = gGL.getMatrixMode(); +  	gGL.matrixMode(LLRender::MM_PROJECTION);  	gGL.popMatrix(); -	gGL.matrixMode(LLRender::MM_MODELVIEW); + +	gGL.matrixMode(last_matrix_mode);  } @@ -2561,5 +2580,39 @@ void LLGLSyncFence::wait()  #endif  } +LLGLSPipelineSkyBox::LLGLSPipelineSkyBox() +: mAlphaTest(GL_ALPHA_TEST) +, mCullFace(GL_CULL_FACE) +, mSquashClip() +{  +    if (!LLGLSLShader::sNoFixedFunction) +    { +        glDisable(GL_LIGHTING); +        glDisable(GL_FOG); +        glDisable(GL_CLIP_PLANE0); +    } +} +LLGLSPipelineSkyBox::~LLGLSPipelineSkyBox() +{ +    if (!LLGLSLShader::sNoFixedFunction) +    { +        glEnable(GL_LIGHTING); +        glEnable(GL_FOG); +        glEnable(GL_CLIP_PLANE0); +    } +} +LLGLSPipelineDepthTestSkyBox::LLGLSPipelineDepthTestSkyBox(bool depth_test, bool depth_write) +: LLGLSPipelineSkyBox() +, mDepth(depth_test ? GL_TRUE : GL_FALSE, depth_write ? GL_TRUE : GL_FALSE, GL_LEQUAL) +{ + +} + +LLGLSPipelineBlendSkyBox::LLGLSPipelineBlendSkyBox(bool depth_test, bool depth_write) +: LLGLSPipelineDepthTestSkyBox(depth_test, depth_write)     +, mBlend(GL_BLEND) +{  +    gGL.setSceneBlendType(LLRender::BT_ALPHA); +} diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h index 4c4302d05b..96cbf2e3c2 100644 --- a/indra/llrender/llgl.h +++ b/indra/llrender/llgl.h @@ -360,14 +360,17 @@ private:    Modify and load projection matrix to push depth values to far clip plane.    Restores projection matrix on destruction. -  GL_MODELVIEW_MATRIX is active whenever program execution -  leaves this class. +  Saves/restores matrix mode around projection manipulation.    Does not stack.  */  class LLGLSquashToFarClip  {  public: -	LLGLSquashToFarClip(glh::matrix4f projection, U32 layer = 0); +    LLGLSquashToFarClip(); +	LLGLSquashToFarClip(glh::matrix4f& projection, U32 layer = 0); + +    void setProjectionMatrix(glh::matrix4f& projection, U32 layer); +  	~LLGLSquashToFarClip();  }; diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index c03d33080f..f0cc9acc06 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -37,12 +37,6 @@  #include "OpenGL/OpenGL.h"  #endif -#ifdef LL_RELEASE_FOR_DOWNLOAD -#define UNIFORM_ERRS LL_WARNS_ONCE("Shader") -#else -#define UNIFORM_ERRS LL_ERRS("Shader") -#endif -  // Lots of STL stuff in here, using namespace std to keep things more readable  using std::vector;  using std::pair; @@ -456,12 +450,12 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes,      }      if( !success )      { -        LL_WARNS("ShaderLoading") << "Failed to link shader: " << mName << LL_ENDL; +        LL_SHADER_LOADING_WARNS() << "Failed to link shader: " << mName << LL_ENDL;          // Try again using a lower shader level;          if (mShaderLevel > 0)          { -            LL_WARNS("ShaderLoading") << "Failed to link using shader level " << mShaderLevel << " trying again using shader level " << (mShaderLevel - 1) << LL_ENDL; +            LL_SHADER_LOADING_WARNS() << "Failed to link using shader level " << mShaderLevel << " trying again using shader level " << (mShaderLevel - 1) << LL_ENDL;              mShaderLevel--;              return createShader(attributes,uniforms);          } @@ -504,7 +498,7 @@ BOOL LLGLSLShader::attachObject(std::string object)      }      else      { -        LL_WARNS("ShaderLoading") << "Attempting to attach shader object that hasn't been compiled: " << object << LL_ENDL; +        LL_SHADER_LOADING_WARNS() << "Attempting to attach shader object that hasn't been compiled: " << object << LL_ENDL;          return FALSE;      }  } @@ -519,7 +513,7 @@ void LLGLSLShader::attachObject(GLhandleARB object)      }      else      { -        LL_WARNS("ShaderLoading") << "Attempting to attach non existing shader object. " << LL_ENDL; +        LL_SHADER_LOADING_WARNS() << "Attempting to attach non existing shader object. " << LL_ENDL;      }  } @@ -937,7 +931,7 @@ S32 LLGLSLShader::bindTexture(S32 uniform, LLTexture *texture, LLTexUnit::eTextu  {      if (uniform < 0 || uniform >= (S32)mTexture.size())      { -        UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL; +        LL_SHADER_UNIFORM_ERRS() << "Uniform out of range: " << uniform << LL_ENDL;          return -1;      } @@ -963,7 +957,7 @@ S32 LLGLSLShader::unbindTexture(S32 uniform, LLTexUnit::eTextureType mode)  {      if (uniform < 0 || uniform >= (S32)mTexture.size())      { -        UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL; +        LL_SHADER_UNIFORM_ERRS() << "Uniform out of range: " << uniform << LL_ENDL;          return -1;      } @@ -981,7 +975,7 @@ S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode)  {      if (uniform < 0 || uniform >= (S32)mTexture.size())      { -        UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL; +        LL_SHADER_UNIFORM_ERRS() << "Uniform out of range: " << uniform << LL_ENDL;          return -1;      }      S32 index = mTexture[uniform]; @@ -997,7 +991,7 @@ S32 LLGLSLShader::disableTexture(S32 uniform, LLTexUnit::eTextureType mode)  {      if (uniform < 0 || uniform >= (S32)mTexture.size())      { -        UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL; +        LL_SHADER_UNIFORM_ERRS() << "Uniform out of range: " << uniform << LL_ENDL;          return -1;      }      S32 index = mTexture[uniform]; @@ -1026,7 +1020,7 @@ void LLGLSLShader::uniform1i(U32 index, GLint x)      {             if (mUniform.size() <= index)          { -            UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; +            LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;              return;          } @@ -1048,7 +1042,7 @@ void LLGLSLShader::uniform1f(U32 index, GLfloat x)      {             if (mUniform.size() <= index)          { -            UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; +            LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;              return;          } @@ -1070,7 +1064,7 @@ void LLGLSLShader::uniform2f(U32 index, GLfloat x, GLfloat y)      {             if (mUniform.size() <= index)          { -            UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; +            LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;              return;          } @@ -1093,7 +1087,7 @@ void LLGLSLShader::uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z)      {             if (mUniform.size() <= index)          { -            UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; +            LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;              return;          } @@ -1116,7 +1110,7 @@ void LLGLSLShader::uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat      {             if (mUniform.size() <= index)          { -            UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; +            LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;              return;          } @@ -1139,7 +1133,7 @@ void LLGLSLShader::uniform1iv(U32 index, U32 count, const GLint* v)      {             if (mUniform.size() <= index)          { -            UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; +            LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;              return;          } @@ -1162,7 +1156,7 @@ void LLGLSLShader::uniform1fv(U32 index, U32 count, const GLfloat* v)      {             if (mUniform.size() <= index)          { -            UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; +            LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;              return;          } @@ -1185,7 +1179,7 @@ void LLGLSLShader::uniform2fv(U32 index, U32 count, const GLfloat* v)      {             if (mUniform.size() <= index)          { -            UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; +            LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;              return;          } @@ -1208,7 +1202,7 @@ void LLGLSLShader::uniform3fv(U32 index, U32 count, const GLfloat* v)      {             if (mUniform.size() <= index)          { -            UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; +            LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;              return;          } @@ -1231,7 +1225,7 @@ void LLGLSLShader::uniform4fv(U32 index, U32 count, const GLfloat* v)      {             if (mUniform.size() <= index)          { -            UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; +            LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;              return;          } @@ -1254,7 +1248,7 @@ void LLGLSLShader::uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, c      {             if (mUniform.size() <= index)          { -            UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; +            LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;              return;          } @@ -1271,7 +1265,7 @@ void LLGLSLShader::uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, c      {             if (mUniform.size() <= index)          { -            UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; +            LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;              return;          } @@ -1288,7 +1282,7 @@ void LLGLSLShader::uniformMatrix3x4fv(U32 index, U32 count, GLboolean transpose,  	{	  		if (mUniform.size() <= index)  		{ -			UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; +			LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;  			return;  		} @@ -1305,7 +1299,7 @@ void LLGLSLShader::uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, c      {             if (mUniform.size() <= index)          { -            UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; +            LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;              return;          } diff --git a/indra/llrender/llglstates.h b/indra/llrender/llglstates.h index 0e2c3bcb44..a4924eba14 100644 --- a/indra/llrender/llglstates.h +++ b/indra/llrender/llglstates.h @@ -208,11 +208,27 @@ public:  class LLGLSPipelineSkyBox  {   protected: -	LLGLDisable mAlphaTest, mCullFace, mFog; +	LLGLDisable mAlphaTest; +    LLGLDisable mCullFace; +    LLGLSquashToFarClip mSquashClip;  public: -	LLGLSPipelineSkyBox() -		: mAlphaTest(GL_ALPHA_TEST), mCullFace(GL_CULL_FACE), mFog(GL_FOG) -	{ } +	LLGLSPipelineSkyBox(); +   ~LLGLSPipelineSkyBox(); +}; + +class LLGLSPipelineDepthTestSkyBox : public LLGLSPipelineSkyBox +{  +public: +	LLGLSPipelineDepthTestSkyBox(bool depth_test, bool depth_write); + +    LLGLDepthTest mDepth; +}; + +class LLGLSPipelineBlendSkyBox : public LLGLSPipelineDepthTestSkyBox  +{  +public: +	LLGLSPipelineBlendSkyBox(bool depth_test, bool depth_write); +    LLGLEnable mBlend;      };  class LLGLSTracker diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 251c02dd77..5733a18f47 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1270,7 +1270,7 @@ void LLRender::syncMatrices()  			glh::matrix4f& mat = mMatrix[MM_PROJECTION][mMatIdx[MM_PROJECTION]];              // it would be nice to have this automatically track the state of the proj matrix -            // but certain render paths require it to be mismatched *sigh* +            // but certain render paths (deferred lighting) require it to be mismatched *sigh*              //if (shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX))              //{  	        //    glh::matrix4f inv_proj = mat.inverse(); diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h index 62cd526550..a79db80ebe 100644 --- a/indra/llrender/llrender.h +++ b/indra/llrender/llrender.h @@ -517,4 +517,13 @@ void set_current_projection(glh::matrix4f& mat);  glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar);  glh::matrix4f gl_perspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar);  glh::matrix4f gl_lookat(LLVector3 eye, LLVector3 center, LLVector3 up); + +#if LL_RELEASE_FOR_DOWNLOAD +    #define LL_SHADER_LOADING_WARNS(...) LL_WARNS_ONCE("ShaderLoading") +    #define LL_SHADER_UNIFORM_ERRS(...)  LL_WARNS_ONCE("Shader") +#else +    #define LL_SHADER_LOADING_WARNS(...) LL_WARNS() +    #define LL_SHADER_UNIFORM_ERRS(...)  LL_ERRS("Shader")     +#endif +  #endif diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 8617b58d2e..9da705bb2d 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -25,18 +25,14 @@   */  #include "linden_common.h" -  #include "llshadermgr.h" - -#include "llfile.h"  #include "llrender.h" +#include "llfile.h"  #if LL_DARWIN  #include "OpenGL/OpenGL.h"  #endif -#define UNIFORM_ERRS LL_WARNS_ONCE("Shader") -  // Lots of STL stuff in here, using namespace std to keep things more readable  using std::vector;  using std::pair; @@ -537,6 +533,16 @@ static std::string get_object_log(GLhandleARB ret)  	return res;  } +//dump shader source for debugging +void LLShaderMgr::dumpShaderSource(U32 shader_code_count, GLcharARB** shader_code_text) +{	 +	for (GLuint i = 0; i < shader_code_count; i++) +	{ +		LL_SHADER_LOADING_WARNS() << i << ": " << shader_code_text[i] << LL_ENDL; +	} +    LL_SHADER_LOADING_WARNS() << LL_ENDL; +} +  void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns, const std::string& filename)   {  	std::string log = get_object_log(ret); @@ -548,8 +554,8 @@ void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns, const std::string&  	if (log.length() > 0)  	{ -        LL_WARNS("ShaderLoading") << "Shader loading from " << fname << ":\n" << LL_ENDL; -        LL_WARNS("ShaderLoading") << log << LL_ENDL; +        LL_SHADER_LOADING_WARNS() << "Shader loading from " << fname << ":\n" << LL_ENDL; +        LL_SHADER_LOADING_WARNS() << log << LL_ENDL;  	}   } @@ -570,11 +576,11 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade  		error = glGetError();  		if (error != GL_NO_ERROR)  		{ -			LL_WARNS("ShaderLoading") << "GL ERROR entering loadShaderFile(): " << error << LL_ENDL; +			LL_SHADER_LOADING_WARNS() << "GL ERROR entering loadShaderFile(): " << error << LL_ENDL;  		}  	} -	LL_DEBUGS("ShaderLoading") << "Loading shader file: " << filename << " class " << shader_level << LL_ENDL; +	//LL_SHADER_LOADING_WARNS() << "Loading shader file: " << filename << " class " << shader_level << LL_ENDL;  	if (filename.empty())   	{ @@ -588,6 +594,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade  	S32 try_gpu_class = shader_level;  	S32 gpu_class; +    std::string open_file_name;  	//find the most relevant file  	for (gpu_class = try_gpu_class; gpu_class > 0; gpu_class--)  	{	//search from the current gpu class down to class 1 to find the most relevant shader @@ -595,18 +602,33 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade  		fname << getShaderDirPrefix();  		fname << gpu_class << "/" << filename; - 		LL_DEBUGS("ShaderLoading") << "Looking in " << fname.str() << LL_ENDL; -		file = LLFile::fopen(fname.str(), "r");		/* Flawfinder: ignore */ +        open_file_name = fname.str(); + +        /* +        Would be awesome, if we didn't have shaders that re-use files +        with different environments to say, add skinning, etc +        can't depend on cached version to have evaluate ifdefs identically... +        if we can define a deterministic hash for the shader based on +        all the inputs, maybe we can save some time here. +        if (mShaderObjects.count(filename) > 0) +        { +            return mShaderObjects[filename]; +        } + +        */ + + 		LL_DEBUGS("ShaderLoading") << "Looking in " << open_file_name << LL_ENDL; +		file = LLFile::fopen(open_file_name, "r");		/* Flawfinder: ignore */  		if (file)  		{ -			LL_DEBUGS("ShaderLoading") << "Loading file: shaders/class" << gpu_class << "/" << filename << " (Want class " << gpu_class << ")" << LL_ENDL; +			LL_DEBUGS("ShaderLoading") << "Loading file: shaders/class" << gpu_class << "/" << open_file_name << " (Want class " << gpu_class << ")" << LL_ENDL;              			break; // done  		}  	}  	if (file == NULL)  	{ -		LL_WARNS("ShaderLoading") << "GLSL Shader file not found: " << filename << LL_ENDL; +		LL_SHADER_LOADING_WARNS() << "GLSL Shader file not found: " << filename << LL_ENDL;  		return 0;  	} @@ -685,7 +707,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade  		extra_code_text[extra_code_count++] = strdup("#define texture2D texture\n");  		extra_code_text[extra_code_count++] = strdup("#define textureCube texture\n");  		extra_code_text[extra_code_count++] = strdup("#define texture2DLod textureLod\n"); -		extra_code_text[extra_code_count++] = strdup("#define	shadow2D(a,b) vec2(texture(a,b))\n"); +		extra_code_text[extra_code_count++] = strdup("#define shadow2D(a,b) vec2(texture(a,b))\n");  		if (major_version > 1 || minor_version >= 40)  		{ //GLSL 1.40 replaces texture2DRect et al with texture @@ -1012,7 +1034,7 @@ BOOL LLShaderMgr::linkProgramObject(GLhandleARB obj, BOOL suppress_errors)  	if (!suppress_errors && success == GL_FALSE)   	{  		//an error occured, print log -		LL_WARNS("ShaderLoading") << "GLSL Linker Error:" << LL_ENDL; +		LL_SHADER_LOADING_WARNS() << "GLSL Linker Error:" << LL_ENDL;  	}  #if LL_DARWIN @@ -1045,7 +1067,7 @@ BOOL LLShaderMgr::linkProgramObject(GLhandleARB obj, BOOL suppress_errors)  		CGLGetParameter(ctx, kCGLCPGPUFragmentProcessing, &fragmentGPUProcessing);  		if (!fragmentGPUProcessing || !vertexGPUProcessing)  		{ -			LL_WARNS("ShaderLoading") << "GLSL Linker: Running in Software:" << LL_ENDL; +			LL_SHADER_LOADING_WARNS() << "GLSL Linker: Running in Software:" << LL_ENDL;  			success = GL_FALSE;  			suppress_errors = FALSE;		  		} @@ -1056,7 +1078,7 @@ BOOL LLShaderMgr::linkProgramObject(GLhandleARB obj, BOOL suppress_errors)  	LLStringUtil::toLower(log);  	if (log.find("software") != std::string::npos)  	{ -		LL_WARNS("ShaderLoading") << "GLSL Linker: Running in Software:" << LL_ENDL; +		LL_SHADER_LOADING_WARNS() << "GLSL Linker: Running in Software:" << LL_ENDL;  		success = GL_FALSE;  		suppress_errors = FALSE;  	} @@ -1072,7 +1094,7 @@ BOOL LLShaderMgr::validateProgramObject(GLhandleARB obj)  	glGetObjectParameterivARB(obj, GL_OBJECT_VALIDATE_STATUS_ARB, &success);  	if (success == GL_FALSE)  	{ -		LL_WARNS("ShaderLoading") << "GLSL program not valid: " << LL_ENDL; +		LL_SHADER_LOADING_WARNS() << "GLSL program not valid: " << LL_ENDL;  		dumpObjectLog(obj);  	}  	else @@ -1326,9 +1348,12 @@ void LLShaderMgr::initAttribsAndUniforms()      mReservedUniforms.push_back("rainbow_map");      mReservedUniforms.push_back("halo_map");      mReservedUniforms.push_back("moon_brightness"); -    mReservedUniforms.push_back("moon_phase");      mReservedUniforms.push_back("cloud_variance"); +    mReservedUniforms.push_back("sh_input_r"); +    mReservedUniforms.push_back("sh_input_g"); +    mReservedUniforms.push_back("sh_input_b"); +  	llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS);  	std::set<std::string> dupe_check; diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h index af34c70c54..c22fe44750 100644 --- a/indra/llrender/llshadermgr.h +++ b/indra/llrender/llshadermgr.h @@ -241,10 +241,13 @@ public:          HALO_MAP,          MOON_BRIGHTNESS, -        MOON_PHASE,          CLOUD_VARIANCE, +        SH_INPUT_L1R, +        SH_INPUT_L1G, +        SH_INPUT_L1B, +  		END_RESERVED_UNIFORMS  	} eGLSLReservedUniforms; @@ -255,6 +258,7 @@ public:  	BOOL attachShaderFeatures(LLGLSLShader * shader);  	void dumpObjectLog(GLhandleARB ret, BOOL warns = TRUE, const std::string& filename = ""); +    void dumpShaderSource(U32 shader_code_count, GLcharARB** shader_code_text);  	BOOL	linkProgramObject(GLhandleARB obj, BOOL suppress_errors = FALSE);  	BOOL	validateProgramObject(GLhandleARB obj);  	GLhandleARB loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, boost::unordered_map<std::string, std::string>* defines = NULL, S32 texture_index_channels = -1); diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl index 584bd568c5..bf0a9048f0 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl @@ -23,16 +23,29 @@   * $/LicenseInfo$   */ +vec3 atmosFragAmbient(vec3 light, vec3 sunlit) +{ +   return light; +} - -vec3 atmosLighting(vec3 light) +vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)  {  	/* stub function for fallback compatibility on class1 hardware */ -	return light; +   return light;  } +vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit) +{ +   return light * sunlit; +} -void calcFragAtmospherics(vec3 inPositionEye, float ambFactor) { +vec3 atmosLighting(vec3 light) +{ +	return atmosFragLighting(light, vec3(0), vec3(1.0)); +} + +void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive) +{  	/* stub function for fallback compatibility on class1 hardware */  } diff --git a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl index 62f4e51449..b7f117fc5f 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl @@ -23,17 +23,28 @@   * $/LicenseInfo$   */ - - +uniform int no_atmo;  uniform vec4 gamma; -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light) { +vec3 scaleFragSoftClip(vec3 light) +{  	// For compatibility with lower cards. Do nothing.  	return light;  } +/// Soft clips the light with a gamma correction +vec3 scaleSoftClip(vec3 light) +{ +	// For compatibility with lower cards. Do nothing. +	return scaleFragSoftClip(light); +} + +vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 atten) +{ +	return (no_atmo == 1) ? light : mix(scaleFragSoftClip(light.rgb), light.rgb, atten); +} +  vec3 fullbrightScaleSoftClip(vec3 light) { -	return scaleSoftClip(light); +    return fullbrightScaleSoftClipFrag(light, vec3(1));  } diff --git a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl index 7c95ecdb14..c3c8329017 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl @@ -22,25 +22,40 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  +uniform int no_atmo; -vec3 atmosTransport(vec3 light) +vec3 atmosFragTransport(vec3 light, vec3 atten, vec3 additive)  {  	/* stub function for fallback compatibility on class1 hardware */  	return light;  } -vec3 fullbrightAtmosTransport(vec3 light) +vec3 fullbrightFragAtmosTransport(vec3 light, vec3 atten, vec3 additive)  {  	/* stub function for fallback compatibility on class1 hardware */  	return light;  } +vec3 fullbrightFragShinyAtmosTransport(vec3 light, vec3 atten, vec3 additive) +{ +	/* stub function for fallback compatibility on class1 hardware */ +    return light; +} -vec3 fullbrightShinyAtmosTransport(vec3 light) +vec3 atmosTransport(vec3 light)  {  	/* stub function for fallback compatibility on class1 hardware */ -	return light; +    return atmosFragTransport(light, vec3(1), vec3(0)); +} + +vec3 fullbrightAtmosTransport(vec3 light) +{ +     return fullbrightFragAtmosTransport(light, vec3(1), vec3(0)); +} + +vec3 fullbrightShinyAtmosTransport(vec3 light) +{ +    return fullbrightFragShinyAtmosTransport(light, vec3(1), vec3(0));  } diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index cdd84faba9..e3fa431ddf 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -22,11 +22,13 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  + +/*[EXTRA_CODE_HERE]*/  +  #ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; +out vec4 frag_data[3];  #else -#define frag_color gl_FragColor +#define frag_data gl_FragData  #endif  ///////////////////////////////////////////////////////////////////////// @@ -74,28 +76,37 @@ void main()  	vec2 uv3 = vary_texcoord2.xy;  	vec2 uv4 = vary_texcoord3.xy; -    vec2 disturbance = vec2(cloudNoise(uv1 / 16.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); +    vec2 disturbance  = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); +    vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);  	// Offset texture coords -	uv1 += cloud_pos_density1.xy + disturbance;	//large texture, visible density +	uv1 += cloud_pos_density1.xy + (disturbance * 0.02);	//large texture, visible density  	uv2 += cloud_pos_density1.xy;	//large texture, self shadow -	uv3 += cloud_pos_density2.xy + disturbance;	//small texture, visible density +	uv3 += cloud_pos_density2.xy;	//small texture, visible density  	uv4 += cloud_pos_density2.xy;	//small texture, self shadow +    float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y)); + +    cloudDensity *= 1.0 - (density_variance * density_variance);  	// Compute alpha1, the main cloud opacity  	float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; -	alpha1 = min(max(alpha1 + cloudDensity, 0.) * (10. + disturbance.y) * cloud_pos_density1.z, 1.); +	alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.);  	// And smooth  	alpha1 = 1. - alpha1 * alpha1;  	alpha1 = 1. - alpha1 * alpha1;	 +    if (alpha1 < 0.001f) +    { +        discard; +    } +  	// Compute alpha2, for self shadowing effect  	// (1 - alpha2) will later be used as percentage of incoming sunlight  	float alpha2 = (cloudNoise(uv2).x - 0.5); -	alpha2 = min(max(alpha2 + cloudDensity, 0.) * (2.5 + disturbance.x) * cloud_pos_density1.z, 1.); +	alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);  	// And smooth  	alpha2 = 1. - alpha2; @@ -107,7 +118,8 @@ void main()  	color *= 2.;  	/// Gamma correct for WL (soft clip effect). -	frag_color.rgb = scaleSoftClip(color.rgb); -	frag_color.a = alpha1; +	frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1); +	frag_data[1] = vec4(0.0,0.0,0.0,0.0); +	frag_data[2] = vec4(0,0,1,0);  } diff --git a/indra/newview/lldrawpoolground.cpp b/indra/newview/lldrawpoolground.cpp index e5ce0413b1..bae07a171b 100644 --- a/indra/newview/lldrawpoolground.cpp +++ b/indra/newview/lldrawpoolground.cpp @@ -63,13 +63,9 @@ void LLDrawPoolGround::render(S32 pass)  		return;  	}	 -	LLGLSPipelineSkyBox gls_skybox; +	LLGLSPipelineDepthTestSkyBox gls_skybox(true, false);  	gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); -	LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); - -	LLGLSquashToFarClip far_clip(get_current_projection()); -  	F32 water_height = gAgent.getRegion()->getWaterHeight();  	gGL.pushMatrix();  	LLVector3 origin = LLViewerCamera::getInstance()->getOrigin(); @@ -77,8 +73,6 @@ void LLDrawPoolGround::render(S32 pass)  	LLFace *facep = mDrawFace[0]; -	gPipeline.disableLights(); -  	LLOverrideFaceColor col(this, gSky.mVOSkyp->getGLFogColor());  	facep->renderIndexed(); diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index c4560e89f4..9f3cf8f78e 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -29,20 +29,20 @@  #include "lldrawpoolwlsky.h"  #include "llerror.h" -#include "llgl.h" -#include "pipeline.h" -#include "llviewercamera.h" +#include "llface.h"  #include "llimage.h" -#include "llviewershadermgr.h" +#include "llrender.h" +#include "llatmosphere.h" +#include "llenvironment.h"   #include "llglslshader.h" +#include "llgl.h" + +#include "llviewerregion.h" +#include "llviewershadermgr.h" +#include "llviewercamera.h" +#include "pipeline.h"  #include "llsky.h"  #include "llvowlsky.h" -#include "llviewerregion.h" -#include "llface.h" -#include "llrender.h" - -#include "llenvironment.h"  -#include "llatmosphere.h"  static LLStaticHashedString sCamPosLocal("camPosLocal");  static LLStaticHashedString sCustomAlpha("custom_alpha"); @@ -163,10 +163,12 @@ void LLDrawPoolWLSky::renderDome(const LLVector3& camPosLocal, F32 camHeightLoca  	gGL.popMatrix();  } -void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 camHeightLocal) const +void LLDrawPoolWLSky::renderSkyHazeAdvanced(const LLVector3& camPosLocal, F32 camHeightLocal) const  {      if (gPipeline.useAdvancedAtmospherics() && gPipeline.canUseWindLightShaders() && gAtmosphere)      { +        LLGLSPipelineDepthTestSkyBox sky(true, false); +  		sky_shader->bind();          // bind precomputed textures necessary for calculating sun and sky luminance @@ -208,20 +210,20 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca          sky_shader->uniform3f(sCamPosLocal, camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]); -        LLGLDisable cull(GL_CULL_FACE);          renderFsSky(camPosLocal, camHeightLocal, sky_shader);  		sky_shader->unbind();  	}  } -void LLDrawPoolWLSky::renderSkyHaze(const LLVector3& camPosLocal, F32 camHeightLocal) const +void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 camHeightLocal) const  {      LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();  	if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))  	{ -        LLGLDisable blend(GL_BLEND); +        LLGLSPipelineDepthTestSkyBox sky(true, false); +          sky_shader->bind();          LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); @@ -247,19 +249,28 @@ void LLDrawPoolWLSky::renderSkyHaze(const LLVector3& camPosLocal, F32 camHeightL      }  } +void LLDrawPoolWLSky::renderSkyHaze(const LLVector3& camPosLocal, F32 camHeightLocal) const +{ +    LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); + +	if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY)) +	{ +        LLGLSPipelineDepthTestSkyBox sky(true, false); +        sky_shader->bind(); +        renderDome(origin, camHeightLocal, sky_shader);	 +		sky_shader->unbind(); +    } +} +  void LLDrawPoolWLSky::renderStars(void) const  { -	LLGLSPipelineSkyBox gls_sky; -	LLGLEnable blend(GL_BLEND); -	gGL.setSceneBlendType(LLRender::BT_ALPHA); +    LLGLSPipelineBlendSkyBox gls_skybox(true, false);  	// *NOTE: have to have bound the cloud noise texture already since register  	// combiners blending below requires something to be bound  	// and we might as well only bind once.  	gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); -	gPipeline.disableLights(); -	  	// *NOTE: we divide by two here and GL_ALPHA_SCALE by two below to avoid  	// clamping and allow the star_alpha param to brighten the stars.  	LLColor4 star_alpha(LLColor4::black); @@ -323,9 +334,7 @@ void LLDrawPoolWLSky::renderStars(void) const  void LLDrawPoolWLSky::renderStarsDeferred(void) const  { -	LLGLSPipelineSkyBox gls_sky; -	LLGLEnable blend(GL_BLEND); -    LLGLDepthTest depth_test(GL_TRUE, GL_FALSE, GL_LESS); +	LLGLSPipelineBlendSkyBox gls_sky(true, false);  	gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); @@ -384,39 +393,183 @@ void LLDrawPoolWLSky::renderStarsDeferred(void) const      gDeferredStarProgram.unbind();  } -void LLDrawPoolWLSky::renderSkyClouds(const LLVector3& camPosLocal, F32 camHeightLocal) const +void LLDrawPoolWLSky::renderSkyCloudsAdvanced(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const +{     +	if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp->getCloudNoiseTex()) +	{		 +        LLGLSPipelineBlendSkyBox pipeline(true, true); + +        LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); + +		cloudshader->bind(); + +        LLPointer<LLViewerTexture> cloud_noise      = gSky.mVOSkyp->getCloudNoiseTex(); +        LLPointer<LLViewerTexture> cloud_noise_next = gSky.mVOSkyp->getCloudNoiseTexNext(); + +        gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); +        gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); + +        F32 cloud_variance = psky ? psky->getCloudVariance() : 0.0f; +        F32 blend_factor   = psky ? psky->getBlendFactor() : 0.0f; + +        // if we even have sun disc textures to work with... +        if (cloud_noise || cloud_noise_next) +        { +            if (cloud_noise && (!cloud_noise_next || (cloud_noise == cloud_noise_next))) +            { +                // Bind current and next sun textures +                cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE); +                blend_factor = 0; +            } +            else if (cloud_noise_next && !cloud_noise) +            { +                cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise_next, LLTexUnit::TT_TEXTURE); +                blend_factor = 0; +            } +            else if (cloud_noise_next != cloud_noise) +            { +                cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE); +                cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, cloud_noise_next, LLTexUnit::TT_TEXTURE); +            } +        } + +        cloudshader->bindTexture(LLShaderMgr::TRANSMITTANCE_TEX, gAtmosphere->getTransmittance()); +        cloudshader->bindTexture(LLShaderMgr::SCATTER_TEX, gAtmosphere->getScattering()); +        cloudshader->bindTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, gAtmosphere->getMieScattering()); +        cloudshader->bindTexture(LLShaderMgr::ILLUMINANCE_TEX, gAtmosphere->getIlluminance()); + +        LLVector3 sun_dir  = LLEnvironment::instance().getSunDirection(); +        LLVector3 moon_dir = LLEnvironment::instance().getMoonDirection(); + +        F32 sunSize = (float)cosf(psky->getSunArcRadians()); +        cloudshader->uniform1f(LLShaderMgr::SUN_SIZE, sunSize); +        cloudshader->uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, sun_dir.mV); +        cloudshader->uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, moon_dir.mV); + +        cloudshader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); +        cloudshader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance); + +        cloudshader->uniform3f(sCamPosLocal, camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]); + +		/// Render the skydome +        renderDome(camPosLocal, camHeightLocal, cloudshader); + +		cloudshader->unbind(); + +        gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); +        gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); +	} +} + +void LLDrawPoolWLSky::renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const  {  	if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp->getCloudNoiseTex())  	{ -        LLGLDepthTest depth(GL_TRUE, GL_TRUE); -		LLGLEnable blend(GL_BLEND); -		gGL.setSceneBlendType(LLRender::BT_ALPHA); +        LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); + +		LLGLSPipelineBlendSkyBox pipeline(true, true); -		cloud_shader->bind(); +		cloudshader->bind(); + +        LLPointer<LLViewerTexture> cloud_noise      = gSky.mVOSkyp->getCloudNoiseTex(); +        LLPointer<LLViewerTexture> cloud_noise_next = gSky.mVOSkyp->getCloudNoiseTexNext(); + +        gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); +        gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); + +        F32 cloud_variance = psky ? psky->getCloudVariance() : 0.0f; +        F32 blend_factor   = psky ? psky->getBlendFactor() : 0.0f; -        cloud_shader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, gSky.mVOSkyp->getCloudNoiseTex()); -        cloud_shader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, gSky.mVOSkyp->getCloudNoiseTexNext()); +        // if we even have sun disc textures to work with... +        if (cloud_noise || cloud_noise_next) +        { +            if (cloud_noise && (!cloud_noise_next || (cloud_noise == cloud_noise_next))) +            { +                // Bind current and next sun textures +                cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE); +                blend_factor = 0; +            } +            else if (cloud_noise_next && !cloud_noise) +            { +                cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise_next, LLTexUnit::TT_TEXTURE); +                blend_factor = 0; +            } +            else if (cloud_noise_next != cloud_noise) +            { +                cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE); +                cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, cloud_noise_next, LLTexUnit::TT_TEXTURE); +            } +        } +        cloudshader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); +        cloudshader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance); + +		/// Render the skydome +        renderDome(camPosLocal, camHeightLocal, cloudshader); + +		cloudshader->unbind(); + +        gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); +        gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); +	} +} + +void LLDrawPoolWLSky::renderSkyClouds(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const +{ +	if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp->getCloudNoiseTex()) +	{          LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); -        F32 blend_factor   = psky ? psky->getBlendFactor()   : 0.0f; +        LLGLSPipelineBlendSkyBox pipeline(true, true); +		 +		cloudshader->bind(); + +        LLPointer<LLViewerTexture> cloud_noise      = gSky.mVOSkyp->getCloudNoiseTex(); +        LLPointer<LLViewerTexture> cloud_noise_next = gSky.mVOSkyp->getCloudNoiseTexNext(); + +        gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); +        gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); +          F32 cloud_variance = psky ? psky->getCloudVariance() : 0.0f; +        F32 blend_factor   = psky ? psky->getBlendFactor() : 0.0f; + +        // if we even have sun disc textures to work with... +        if (cloud_noise || cloud_noise_next) +        { +            if (cloud_noise && (!cloud_noise_next || (cloud_noise == cloud_noise_next))) +            { +                // Bind current and next sun textures +                cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE); +                blend_factor = 0; +            } +            else if (cloud_noise_next && !cloud_noise) +            { +                cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise_next, LLTexUnit::TT_TEXTURE); +                blend_factor = 0; +            } +            else if (cloud_noise_next != cloud_noise) +            { +                cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE); +                cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, cloud_noise_next, LLTexUnit::TT_TEXTURE); +            } +        } -        cloud_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); -        cloud_shader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance); +        cloudshader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); +        cloudshader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance);  		/// Render the skydome -        renderDome(camPosLocal, camHeightLocal, cloud_shader); +        renderDome(camPosLocal, camHeightLocal, cloudshader); + +		cloudshader->unbind(); -		cloud_shader->unbind(); +        gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); +        gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);  	}  }  void LLDrawPoolWLSky::renderHeavenlyBodies()  { -	LLGLSPipelineSkyBox gls_skybox; -	LLGLEnable blend_on(GL_BLEND); -	gPipeline.disableLights(); +	LLGLSPipelineBlendSkyBox gls_skybox(true, false);      LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();  	gGL.pushMatrix(); @@ -540,35 +693,26 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass)      const F32 camHeightLocal = LLEnvironment::instance().getCamHeight(); -	LLGLSNoFog disableFog;	 -	LLGLDisable clip(GL_CLIP_PLANE0); -  	gGL.setColorMask(true, false); -	LLGLSquashToFarClip far_clip(get_current_projection()); -      LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();      if (gPipeline.canUseWindLightShaders())      { +        if (gPipeline.useAdvancedAtmospherics())          { -            // Disable depth-writes for sky, but re-enable depth writes for the cloud -            // rendering below so the cloud shader can write out depth for the stars to test against          -            LLGLDepthTest depth(GL_TRUE, GL_FALSE); - -            if (gPipeline.useAdvancedAtmospherics()) -            { -	            renderSkyHazeDeferred(origin, camHeightLocal); -            } -            else -            { -                renderSkyHaze(origin, camHeightLocal); -            } +	        renderSkyHazeAdvanced(origin, camHeightLocal); +            renderHeavenlyBodies();  +            renderSkyCloudsAdvanced(origin, camHeightLocal, cloud_shader);      +        } +        else +        { +            renderSkyHazeDeferred(origin, camHeightLocal);              renderHeavenlyBodies(); +            renderSkyCloudsDeferred(origin, camHeightLocal, cloud_shader);          } +    } -        renderSkyClouds(origin, camHeightLocal); -    }          gGL.setColorMask(true, true);  } @@ -576,21 +720,12 @@ void LLDrawPoolWLSky::renderPostDeferred(S32 pass)  {      LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); -    LLGLSNoFog disableFog;	 -	LLGLDisable clip(GL_CLIP_PLANE0); -    LLGLSquashToFarClip far_clip(get_current_projection()); +    LLGLSPipelineBlendSkyBox sky(true, false);  	gGL.pushMatrix();  	gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]); -    gGL.setColorMask(true, false); - -    // would be nice to do this here, but would need said bodies -    // to render at a realistic distance for depth-testing against the clouds... -    //renderHeavenlyBodies();      renderStarsDeferred(); -      gGL.popMatrix(); -    gGL.setColorMask(true, true);  }  void LLDrawPoolWLSky::render(S32 pass) @@ -602,35 +737,14 @@ void LLDrawPoolWLSky::render(S32 pass)  	LL_RECORD_BLOCK_TIME(FTM_RENDER_WL_SKY);      const F32 camHeightLocal = LLEnvironment::instance().getCamHeight(); - -	LLGLSNoFog disableFog; -	LLGLDepthTest depth(GL_TRUE, GL_FALSE); -	LLGLDisable clip(GL_CLIP_PLANE0); - -	LLGLSquashToFarClip far_clip(get_current_projection()); -      LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); -	renderSkyHaze(origin, camHeightLocal); -     -	gGL.pushMatrix(); - -    // MAINT-9006 keep sun position consistent between ALM and non-ALM rendering -	//gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]); - -	// *NOTE: have to bind a texture here since register combiners blending in -	// renderStars() requires something to be bound and we might as well only -	// bind the moon's texture once.		 -	gGL.getTexUnit(0)->bind(gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]->getTexture()); -    gGL.getTexUnit(1)->bind(gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]->getTexture(LLRender::ALTERNATE_DIFFUSE_MAP)); - -    renderHeavenlyBodies(); - -	renderStars(); - -	gGL.popMatrix(); +    LLGLSPipelineBlendSkyBox sky(true, false); -	renderSkyClouds(origin, camHeightLocal); +	renderSkyHaze(origin, camHeightLocal);     +    renderStars(); +    renderHeavenlyBodies();	 +	renderSkyClouds(origin, camHeightLocal, cloud_shader);  	gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);  } diff --git a/indra/newview/lldrawpoolwlsky.h b/indra/newview/lldrawpoolwlsky.h index 309efdbc5b..4338de32dc 100644 --- a/indra/newview/lldrawpoolwlsky.h +++ b/indra/newview/lldrawpoolwlsky.h @@ -81,14 +81,19 @@ public:  private:      void renderFsSky(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader * shader) const;  	void renderDome(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader * shader) const; -	void renderSkyHaze(const LLVector3& camPosLocal, F32 camHeightLocal) const; -    void renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 camHeightLocal) const; -    void renderStarsDeferred(void) const; +    void renderSkyHaze(const LLVector3& camPosLocal, F32 camHeightLocal) const; +    void renderSkyClouds(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const; + +	void renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 camHeightLocal) const; +    void renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const; +    void renderSkyHazeAdvanced(const LLVector3& camPosLocal, F32 camHeightLocal) const; +    void renderSkyCloudsAdvanced(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const; + +    void renderStarsDeferred(void) const;  	void renderStars(void) const; -	void renderSkyClouds(const LLVector3& camPosLocal, F32 camHeightLocal) const; -	void renderHeavenlyBodies(); +	void renderHeavenlyBodies();      };  #endif // LL_DRAWPOOLWLSKY_H diff --git a/indra/newview/llenvironment.cpp b/indra/newview/llenvironment.cpp index ae625630eb..da558a0ba3 100644 --- a/indra/newview/llenvironment.cpp +++ b/indra/newview/llenvironment.cpp @@ -885,6 +885,7 @@ void LLEnvironment::updateCloudScroll()  } +// static  void LLEnvironment::updateGLVariablesForSettings(LLGLSLShader *shader, const LLSettingsBase::ptr_t &psetting)  {      LL_RECORD_BLOCK_TIME(FTM_SHADER_PARAM_UPDATE); @@ -894,62 +895,19 @@ void LLEnvironment::updateGLVariablesForSettings(LLGLSLShader *shader, const LLS      for (auto &it: params)      {          LLSD value; -         -        bool found_in_settings = psetting->mSettings.has(it.first); -        bool found_in_legacy_settings = !found_in_settings && psetting->mSettings.has(LLSettingsSky::SETTING_LEGACY_HAZE) && psetting->mSettings[LLSettingsSky::SETTING_LEGACY_HAZE].has(it.first); - -        if (found_in_settings) -        { -            value = psetting->mSettings[it.first]; -        } -        else if (found_in_legacy_settings) +        // legacy first since it contains ambient color and we prioritize value from legacy, see getAmbientColor() +        if (psetting->mSettings.has(LLSettingsSky::SETTING_LEGACY_HAZE) && psetting->mSettings[LLSettingsSky::SETTING_LEGACY_HAZE].has(it.first))          {              value = psetting->mSettings[LLSettingsSky::SETTING_LEGACY_HAZE][it.first];          } -        else if (psetting->getSettingsType() == "sky") +        else if (psetting->mSettings.has(it.first))          { -            // Legacy atmospherics is a special case, -            // these values either have non zero defaults when they are not present -            // in LLSD or need to be acounted for (reset) even if they are not present -            // Todo: consider better options, for example make LLSettingsSky init these options -            // Todo: we should reset shaders for all missing fields, not just these ones -            LLSettingsSky::ptr_t skyp = std::static_pointer_cast<LLSettingsSky>(psetting); -            if (it.first == LLSettingsSky::SETTING_BLUE_DENSITY) -            { -                value = skyp->getBlueDensity().getValue(); -            } -            else if (it.first == LLSettingsSky::SETTING_BLUE_HORIZON) -            { -                value = skyp->getBlueHorizon().getValue(); -            } -            else if (it.first == LLSettingsSky::SETTING_DENSITY_MULTIPLIER) -            { -                value = skyp->getDensityMultiplier(); -            } -            else if (it.first == LLSettingsSky::SETTING_DISTANCE_MULTIPLIER) -            { -                value = skyp->getDistanceMultiplier(); -            } -            else if (it.first == LLSettingsSky::SETTING_HAZE_DENSITY) -            { -                value = skyp->getHazeDensity(); -            } -            else if (it.first == LLSettingsSky::SETTING_HAZE_HORIZON) -            { -                value = skyp->getHazeHorizon(); -            } -            else if (it.first == LLSettingsSky::SETTING_AMBIENT) -            { -                value = skyp->getAmbientColor().getValue(); -            } -            else -            { -                continue; -            } +            value = psetting->mSettings[it.first];          }          else          { -            continue; +            // We need to reset shaders, use defaults +            value = it.second.getDefaultValue();          }          LLSD::Type setting_type = value.type(); @@ -957,16 +915,16 @@ void LLEnvironment::updateGLVariablesForSettings(LLGLSLShader *shader, const LLS          switch (setting_type)          {          case LLSD::TypeInteger: -            shader->uniform1i(it.second, value.asInteger()); +            shader->uniform1i(it.second.getShaderKey(), value.asInteger());              //_WARNS("RIDER") << "pushing '" << (*it).first << "' as " << value << LL_ENDL;              break;          case LLSD::TypeReal: -            shader->uniform1f(it.second, value.asReal()); +            shader->uniform1f(it.second.getShaderKey(), value.asReal());              //_WARNS("RIDER") << "pushing '" << (*it).first << "' as " << value << LL_ENDL;              break;          case LLSD::TypeBoolean: -            shader->uniform1i(it.second, value.asBoolean() ? 1 : 0); +            shader->uniform1i(it.second.getShaderKey(), value.asBoolean() ? 1 : 0);              //_WARNS("RIDER") << "pushing '" << (*it).first << "' as " << value << LL_ENDL;              break; @@ -974,8 +932,7 @@ void LLEnvironment::updateGLVariablesForSettings(LLGLSLShader *shader, const LLS          {              LLVector4 vect4(value);              //_WARNS("RIDER") << "pushing '" << (*it).first << "' as " << vect4 << LL_ENDL; -            shader->uniform4fv(it.second, 1, vect4.mV); - +            shader->uniform4fv(it.second.getShaderKey(), 1, vect4.mV);              break;          } diff --git a/indra/newview/llenvironment.h b/indra/newview/llenvironment.h index 31c9d290be..63020ab5d7 100644 --- a/indra/newview/llenvironment.h +++ b/indra/newview/llenvironment.h @@ -124,7 +124,7 @@ public:      void                        update(const LLViewerCamera * cam); -    void                        updateGLVariablesForSettings(LLGLSLShader *shader, const LLSettingsBase::ptr_t &psetting); +    static void                 updateGLVariablesForSettings(LLGLSLShader *shader, const LLSettingsBase::ptr_t &psetting);      void                        updateShaderUniforms(LLGLSLShader *shader);      void                        setSelectedEnvironment(EnvSelection_t env, LLSettingsBase::Seconds transition = TRANSITION_DEFAULT, bool forced = false); diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index dad7fc9448..2696ad4df5 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -683,26 +683,31 @@ LLSettingsSky::parammapping_t LLSettingsVOSky::getParameterMap() const      if (param_map.empty())      {  // LEGACY_ATMOSPHERICS -        param_map[SETTING_AMBIENT] = LLShaderMgr::AMBIENT; -        param_map[SETTING_BLUE_DENSITY] = LLShaderMgr::BLUE_DENSITY; -        param_map[SETTING_BLUE_HORIZON] = LLShaderMgr::BLUE_HORIZON; -        param_map[SETTING_HAZE_DENSITY] = LLShaderMgr::HAZE_DENSITY; -        param_map[SETTING_HAZE_HORIZON] = LLShaderMgr::HAZE_HORIZON; -        param_map[SETTING_DENSITY_MULTIPLIER] = LLShaderMgr::DENSITY_MULTIPLIER; -        param_map[SETTING_DISTANCE_MULTIPLIER] = LLShaderMgr::DISTANCE_MULTIPLIER; - -        param_map[SETTING_CLOUD_COLOR] = LLShaderMgr::CLOUD_COLOR; -        param_map[SETTING_CLOUD_POS_DENSITY2] = LLShaderMgr::CLOUD_POS_DENSITY2; -        param_map[SETTING_CLOUD_SCALE] = LLShaderMgr::CLOUD_SCALE; -        param_map[SETTING_CLOUD_SHADOW] = LLShaderMgr::CLOUD_SHADOW;        -        param_map[SETTING_CLOUD_VARIANCE] = LLShaderMgr::CLOUD_VARIANCE; -        param_map[SETTING_GLOW] = LLShaderMgr::GLOW;         -        param_map[SETTING_MAX_Y] = LLShaderMgr::MAX_Y; -        param_map[SETTING_SUNLIGHT_COLOR] = LLShaderMgr::SUNLIGHT_COLOR; -        param_map[SETTING_MOON_BRIGHTNESS] = LLShaderMgr::MOON_BRIGHTNESS; -        param_map[SETTING_SKY_MOISTURE_LEVEL] = LLShaderMgr::MOISTURE_LEVEL; -        param_map[SETTING_SKY_DROPLET_RADIUS] = LLShaderMgr::DROPLET_RADIUS; -        param_map[SETTING_SKY_ICE_LEVEL] = LLShaderMgr::ICE_LEVEL; + +        // Todo: default 'legacy' values duplicate the ones from functions like getBlueDensity() find a better home for them +        // There is LLSettingsSky::defaults(), but it doesn't contain everything since it is geared towards creating new settings. +        param_map[SETTING_AMBIENT] = DefaultParam(LLShaderMgr::AMBIENT, LLColor3(0.25f, 0.25f, 0.25f).getValue()); +        param_map[SETTING_BLUE_DENSITY] = DefaultParam(LLShaderMgr::BLUE_DENSITY, LLColor3(0.2447f, 0.4487f, 0.7599f).getValue()); +        param_map[SETTING_BLUE_HORIZON] = DefaultParam(LLShaderMgr::BLUE_HORIZON, LLColor3(0.4954f, 0.4954f, 0.6399f).getValue()); +        param_map[SETTING_HAZE_DENSITY] = DefaultParam(LLShaderMgr::HAZE_DENSITY, LLSD(0.7f)); +        param_map[SETTING_HAZE_HORIZON] = DefaultParam(LLShaderMgr::HAZE_HORIZON, LLSD(0.19f)); +        param_map[SETTING_DENSITY_MULTIPLIER] = DefaultParam(LLShaderMgr::DENSITY_MULTIPLIER, LLSD(0.0001f)); +        param_map[SETTING_DISTANCE_MULTIPLIER] = DefaultParam(LLShaderMgr::DISTANCE_MULTIPLIER, LLSD(0.8f)); + +        // Following values are always present, so we can just zero these ones, but used values from defaults() +        LLSD& sky_defaults = LLSettingsSky::defaults(); +        param_map[SETTING_CLOUD_COLOR] = DefaultParam(LLShaderMgr::CLOUD_COLOR, sky_defaults[SETTING_CLOUD_COLOR]); +        param_map[SETTING_CLOUD_POS_DENSITY2] = DefaultParam(LLShaderMgr::CLOUD_POS_DENSITY2, sky_defaults[SETTING_CLOUD_POS_DENSITY2]); +        param_map[SETTING_CLOUD_SCALE] = DefaultParam(LLShaderMgr::CLOUD_SCALE, sky_defaults[SETTING_CLOUD_SCALE]); +        param_map[SETTING_CLOUD_SHADOW] = DefaultParam(LLShaderMgr::CLOUD_SHADOW, sky_defaults[SETTING_CLOUD_SHADOW]); +        param_map[SETTING_CLOUD_VARIANCE] = DefaultParam(LLShaderMgr::CLOUD_VARIANCE, sky_defaults[SETTING_CLOUD_VARIANCE]); +        param_map[SETTING_GLOW] = DefaultParam(LLShaderMgr::GLOW, sky_defaults[SETTING_GLOW]); +        param_map[SETTING_MAX_Y] = DefaultParam(LLShaderMgr::MAX_Y, sky_defaults[SETTING_MAX_Y]); +        param_map[SETTING_SUNLIGHT_COLOR] = DefaultParam(LLShaderMgr::SUNLIGHT_COLOR, sky_defaults[SETTING_SUNLIGHT_COLOR]); +        param_map[SETTING_MOON_BRIGHTNESS] = DefaultParam(LLShaderMgr::MOON_BRIGHTNESS, sky_defaults[SETTING_MOON_BRIGHTNESS]); +        param_map[SETTING_SKY_MOISTURE_LEVEL] = DefaultParam(LLShaderMgr::MOISTURE_LEVEL, sky_defaults[SETTING_SKY_MOISTURE_LEVEL]); +        param_map[SETTING_SKY_DROPLET_RADIUS] = DefaultParam(LLShaderMgr::DROPLET_RADIUS, sky_defaults[SETTING_SKY_DROPLET_RADIUS]); +        param_map[SETTING_SKY_ICE_LEVEL] = DefaultParam(LLShaderMgr::ICE_LEVEL, sky_defaults[SETTING_SKY_ICE_LEVEL]);  // AdvancedAtmospherics TODO  // Provide mappings for new shader params here @@ -911,8 +916,9 @@ LLSettingsWater::parammapping_t LLSettingsVOWater::getParameterMap() const      if (param_map.empty())      { -        param_map[SETTING_FOG_COLOR] = LLShaderMgr::WATER_FOGCOLOR; -        param_map[SETTING_FOG_DENSITY] = LLShaderMgr::WATER_FOGDENSITY; +        LLSD &water_defaults = LLSettingsWater::defaults(); +        param_map[SETTING_FOG_COLOR] = DefaultParam(LLShaderMgr::WATER_FOGCOLOR, water_defaults[SETTING_FOG_COLOR]); +        param_map[SETTING_FOG_DENSITY] = DefaultParam(LLShaderMgr::WATER_FOGDENSITY, water_defaults[SETTING_FOG_DENSITY]);      }      return param_map;  } diff --git a/indra/newview/llvieweroctree.cpp b/indra/newview/llvieweroctree.cpp index 7d4d737db4..9371711ca1 100644 --- a/indra/newview/llvieweroctree.cpp +++ b/indra/newview/llvieweroctree.cpp @@ -1272,7 +1272,7 @@ void LLOcclusionCullingGroup::doOcclusion(LLCamera* camera, const LLVector4a* sh  						{  							LL_RECORD_BLOCK_TIME(FTM_OCCLUSION_DRAW_WATER); -							LLGLSquashToFarClip squash(get_current_projection(), 1); +							LLGLSquashToFarClip squash;  							if (camera->getOrigin().isExactlyZero())  							{ //origin is invalid, draw entire box  								gPipeline.mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, 0); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index d98fd34714..8a949c6b4e 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -31,25 +31,26 @@  #include "llfeaturemanager.h"  #include "llviewershadermgr.h" - -#include "llfile.h" -#include "llviewerwindow.h" -#include "llwindow.h"  #include "llviewercontrol.h" -#include "pipeline.h" + +#include "llrender.h" +#include "llenvironment.h" +#include "llatmosphere.h"  #include "llworld.h"  #include "llsky.h"  #include "llvosky.h" -#include "llrender.h" + +#include "pipeline.h" + +#include "llfile.h" +#include "llviewerwindow.h" +#include "llwindow.h" +  #include "lljoint.h"  #include "llskinningutil.h" -#include "llenvironment.h" -#include "llatmosphere.h" -#ifdef LL_RELEASE_FOR_DOWNLOAD -#define UNIFORM_ERRS LL_WARNS_ONCE("Shader") -#else -#define UNIFORM_ERRS LL_ERRS("Shader") +#if LL_WINDOWS +#pragma optimize("", off)  #endif  static LLStaticHashedString sTexture0("texture0"); @@ -486,7 +487,7 @@ void LLViewerShaderMgr::setShaders()  		S32 effect_class = 2;  		S32 wl_class = 3;  		S32 water_class = 2; -		S32 deferred_class = 0; +		S32 deferred_class = 2;  		S32 transform_class = gGLManager.mHasTransformFeedback ? 1 : 0;  		static LLCachedControl<bool> use_transform_feedback(gSavedSettings, "RenderUseTransformFeedback", false); @@ -935,6 +936,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()  		// Note usage of GL_VERTEX_SHADER_ARB  		if (loadShaderFile(shaders[i].first, shaders[i].second, GL_VERTEX_SHADER_ARB, &attribs) == 0)  		{ +            LL_SHADER_LOADING_WARNS() << "Failed to load vertex shader " << shaders[i].first << LL_ENDL;  			return FALSE;  		}  	} @@ -991,6 +993,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()  		// Note usage of GL_FRAGMENT_SHADER_ARB  		if (loadShaderFile(shaders[i].first, shaders[i].second, GL_FRAGMENT_SHADER_ARB, &attribs, index_channels[i]) == 0)  		{ +            LL_SHADER_LOADING_WARNS() << "Failed to load fragment shader " << shaders[i].first << LL_ENDL;  			return FALSE;  		}  	} diff --git a/indra/newview/llxmlrpclistener.cpp b/indra/newview/llxmlrpclistener.cpp index 7bc8af4a0b..0693d08dfb 100644 --- a/indra/newview/llxmlrpclistener.cpp +++ b/indra/newview/llxmlrpclistener.cpp @@ -105,29 +105,12 @@ public:          def(CURLE_UNSUPPORTED_PROTOCOL);    /* 1 */          def(CURLE_FAILED_INIT);             /* 2 */          def(CURLE_URL_MALFORMAT);           /* 3 */ -        def(CURLE_URL_MALFORMAT_USER);      /* 4 - NOT USED */          def(CURLE_COULDNT_RESOLVE_PROXY);   /* 5 */          def(CURLE_COULDNT_RESOLVE_HOST);    /* 6 */          def(CURLE_COULDNT_CONNECT);         /* 7 */ -        def(CURLE_FTP_WEIRD_SERVER_REPLY);  /* 8 */ -        def(CURLE_FTP_ACCESS_DENIED);       /* 9 a service was denied by the FTP server -                                          due to lack of access - when login fails -                                          this is not returned. */ -        def(CURLE_FTP_USER_PASSWORD_INCORRECT); /* 10 - NOT USED */ -        def(CURLE_FTP_WEIRD_PASS_REPLY);    /* 11 */ -        def(CURLE_FTP_WEIRD_USER_REPLY);    /* 12 */ -        def(CURLE_FTP_WEIRD_PASV_REPLY);    /* 13 */ -        def(CURLE_FTP_WEIRD_227_FORMAT);    /* 14 */ -        def(CURLE_FTP_CANT_GET_HOST);       /* 15 */ -        def(CURLE_FTP_CANT_RECONNECT);      /* 16 */ -        def(CURLE_FTP_COULDNT_SET_BINARY);  /* 17 */          def(CURLE_PARTIAL_FILE);            /* 18 */ -        def(CURLE_FTP_COULDNT_RETR_FILE);   /* 19 */ -        def(CURLE_FTP_WRITE_ERROR);         /* 20 */ -        def(CURLE_FTP_QUOTE_ERROR);         /* 21 */          def(CURLE_HTTP_RETURNED_ERROR);     /* 22 */          def(CURLE_WRITE_ERROR);             /* 23 */ -        def(CURLE_MALFORMAT_USER);          /* 24 - NOT USED */          def(CURLE_UPLOAD_FAILED);           /* 25 - failed upload "command" */          def(CURLE_READ_ERROR);              /* 26 - could open/read from file */          def(CURLE_OUT_OF_MEMORY);           /* 27 */ @@ -135,29 +118,18 @@ public:                   instead of a memory allocation error if CURL_DOES_CONVERSIONS                   is defined          */ -        def(CURLE_OPERATION_TIMEOUTED);     /* 28 - the timeout time was reached */ -        def(CURLE_FTP_COULDNT_SET_ASCII);   /* 29 - TYPE A failed */ -        def(CURLE_FTP_PORT_FAILED);         /* 30 - FTP PORT operation failed */ -        def(CURLE_FTP_COULDNT_USE_REST);    /* 31 - the REST command failed */ -        def(CURLE_FTP_COULDNT_GET_SIZE);    /* 32 - the SIZE command failed */ +        def(CURLE_OPERATION_TIMEDOUT);     /* 28 - the timeout time was reached */          def(CURLE_HTTP_RANGE_ERROR);        /* 33 - RANGE "command" didn't work */          def(CURLE_HTTP_POST_ERROR);         /* 34 */          def(CURLE_SSL_CONNECT_ERROR);       /* 35 - wrong when connecting with SSL */          def(CURLE_BAD_DOWNLOAD_RESUME);     /* 36 - couldn't resume download */          def(CURLE_FILE_COULDNT_READ_FILE);  /* 37 */ -        def(CURLE_LDAP_CANNOT_BIND);        /* 38 */ -        def(CURLE_LDAP_SEARCH_FAILED);      /* 39 */          def(CURLE_LIBRARY_NOT_FOUND);       /* 40 */          def(CURLE_FUNCTION_NOT_FOUND);      /* 41 */          def(CURLE_ABORTED_BY_CALLBACK);     /* 42 */          def(CURLE_BAD_FUNCTION_ARGUMENT);   /* 43 */ -        def(CURLE_BAD_CALLING_ORDER);       /* 44 - NOT USED */          def(CURLE_INTERFACE_FAILED);        /* 45 - CURLOPT_INTERFACE failed */ -        def(CURLE_BAD_PASSWORD_ENTERED);    /* 46 - NOT USED */          def(CURLE_TOO_MANY_REDIRECTS );     /* 47 - catch endless re-direct loops */ -        def(CURLE_UNKNOWN_TELNET_OPTION);   /* 48 - User specified an unknown option */ -        def(CURLE_TELNET_OPTION_SYNTAX );   /* 49 - Malformed telnet option */ -        def(CURLE_OBSOLETE);                /* 50 - NOT USED */          def(CURLE_SSL_PEER_CERTIFICATE);    /* 51 - peer's certificate wasn't ok */          def(CURLE_GOT_NOTHING);             /* 52 - when this is a specific error */          def(CURLE_SSL_ENGINE_NOTFOUND);     /* 53 - SSL crypto engine not found */ @@ -165,26 +137,19 @@ public:                                            default */          def(CURLE_SEND_ERROR);              /* 55 - failed sending network data */          def(CURLE_RECV_ERROR);              /* 56 - failure in receiving network data */ -        def(CURLE_SHARE_IN_USE);            /* 57 - share is in use */ +          def(CURLE_SSL_CERTPROBLEM);         /* 58 - problem with the local certificate */          def(CURLE_SSL_CIPHER);              /* 59 - couldn't use specified cipher */          def(CURLE_SSL_CACERT);              /* 60 - problem with the CA cert (path?) */          def(CURLE_BAD_CONTENT_ENCODING);    /* 61 - Unrecognized transfer encoding */ -        def(CURLE_LDAP_INVALID_URL);        /* 62 - Invalid LDAP URL */ +          def(CURLE_FILESIZE_EXCEEDED);       /* 63 - Maximum file size exceeded */ -        def(CURLE_FTP_SSL_FAILED);          /* 64 - Requested FTP SSL level failed */ +          def(CURLE_SEND_FAIL_REWIND);        /* 65 - Sending the data requires a rewind                                            that failed */          def(CURLE_SSL_ENGINE_INITFAILED);   /* 66 - failed to initialise ENGINE */          def(CURLE_LOGIN_DENIED);            /* 67 - user); password or similar was not                                            accepted and we failed to login */ -        def(CURLE_TFTP_NOTFOUND);           /* 68 - file not found on server */ -        def(CURLE_TFTP_PERM);               /* 69 - permission problem on server */ -        def(CURLE_TFTP_DISKFULL);           /* 70 - out of disk space on server */ -        def(CURLE_TFTP_ILLEGAL);            /* 71 - Illegal TFTP operation */ -        def(CURLE_TFTP_UNKNOWNID);          /* 72 - Unknown transfer ID */ -        def(CURLE_TFTP_EXISTS);             /* 73 - File already exists */ -        def(CURLE_TFTP_NOSUCHUSER);         /* 74 - No such user */          def(CURLE_CONV_FAILED);             /* 75 - conversion failed */          def(CURLE_CONV_REQD);               /* 76 - caller must register conversion                                            callbacks using curl_easy_setopt options | 
