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-rw-r--r--indra/llcommon/llaccountingquota.h26
-rw-r--r--indra/llcommon/llsdserialize.cpp4
-rw-r--r--indra/llcommon/llstat.cpp2
-rw-r--r--indra/llcommon/llversionviewer.h2
-rw-r--r--indra/llmath/lloctree.h11
-rw-r--r--indra/llmath/llvolume.cpp327
-rw-r--r--indra/llmath/llvolume.h8
-rw-r--r--indra/llmessage/message_prehash.cpp1
-rw-r--r--indra/llmessage/message_prehash.h1
-rw-r--r--indra/llprimitive/llmodel.cpp199
-rw-r--r--indra/llprimitive/llmodel.h2
-rw-r--r--indra/llrender/llgl.cpp165
-rw-r--r--indra/llrender/llgl.h10
-rw-r--r--indra/llrender/llglheaders.h66
-rw-r--r--indra/llrender/llglslshader.cpp49
-rw-r--r--indra/llrender/llglslshader.h4
-rw-r--r--indra/llrender/llimagegl.cpp15
-rw-r--r--indra/llrender/llimagegl.h2
-rw-r--r--indra/llrender/llrender.cpp21
-rw-r--r--indra/llrender/llrender.h1
-rw-r--r--indra/llrender/llrendertarget.cpp423
-rw-r--r--indra/llrender/llrendertarget.h26
-rw-r--r--indra/llrender/llshadermgr.cpp226
-rw-r--r--indra/llrender/llshadermgr.h5
-rw-r--r--indra/llrender/llvertexbuffer.cpp416
-rw-r--r--indra/llrender/llvertexbuffer.h58
-rw-r--r--indra/llui/llresmgr.cpp2
-rw-r--r--indra/llui/llspinctrl.cpp2
-rw-r--r--indra/llui/llspinctrl.h1
-rw-r--r--indra/newview/app_settings/logcontrol.xml2
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/settings.xml105
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/avatarF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/eyeballF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl67
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl113
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl79
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl165
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl40
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/giF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/giV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl137
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl232
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl108
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl133
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl37
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyF.glsl44
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl140
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl318
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl234
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/starsF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/starsV.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl123
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl38
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/highlightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/highlightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightShinyF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/shinyF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/shinyV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/shinyWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/transportF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl125
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl74
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl244
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl54
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl307
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl245
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl202
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl241
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/blurF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/blurV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/extractF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/simpleF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/terrainF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/terrainV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/waterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl35
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/shinyV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/simpleV.glsl33
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/transportF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/giF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/giV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl2
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-rw-r--r--indra/newview/skins/default/xui/zh/menu_inspect_object_gear.xml14
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-rw-r--r--indra/newview/skins/default/xui/zh/menu_login.xml14
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-rw-r--r--indra/newview/skins/default/xui/zh/notifications.xml36
-rw-r--r--indra/newview/skins/default/xui/zh/panel_adhoc_control_panel.xml2
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-rw-r--r--indra/newview/skins/default/xui/zh/panel_nearby_media.xml6
-rw-r--r--indra/newview/skins/default/xui/zh/panel_notify_textbox.xml6
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-rw-r--r--indra/newview/skins/default/xui/zh/panel_pick_info.xml2
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-rw-r--r--indra/newview/skins/default/xui/zh/panel_place_profile.xml12
-rw-r--r--indra/newview/skins/default/xui/zh/panel_preferences_chat.xml2
-rw-r--r--indra/newview/skins/default/xui/zh/panel_preferences_general.xml34
-rw-r--r--indra/newview/skins/default/xui/zh/panel_preferences_move.xml4
-rw-r--r--indra/newview/skins/default/xui/zh/panel_preferences_sound.xml32
-rw-r--r--indra/newview/skins/default/xui/zh/panel_prim_media_controls.xml2
-rw-r--r--indra/newview/skins/default/xui/zh/panel_profile.xml4
-rw-r--r--indra/newview/skins/default/xui/zh/panel_profile_view.xml2
-rw-r--r--indra/newview/skins/default/xui/zh/panel_region_covenant.xml10
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-rw-r--r--indra/newview/skins/default/xui/zh/panel_region_general.xml12
-rw-r--r--indra/newview/skins/default/xui/zh/panel_side_tray.xml2
-rw-r--r--indra/newview/skins/default/xui/zh/panel_teleport_history.xml2
-rw-r--r--indra/newview/skins/default/xui/zh/sidepanel_appearance.xml2
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-rw-r--r--indra/newview/skins/default/xui/zh/strings.xml176
-rw-r--r--indra/newview/skins/default/xui/zh/teleport_strings.xml2
-rw-r--r--indra/newview/skins/minimal/xui/da/floater_media_browser.xml21
-rw-r--r--indra/newview/skins/minimal/xui/da/floater_web_content.xml8
-rw-r--r--indra/newview/skins/minimal/xui/da/menu_people_nearby.xml8
-rw-r--r--indra/newview/skins/minimal/xui/da/notifications.xml18
-rw-r--r--indra/newview/skins/minimal/xui/da/panel_adhoc_control_panel.xml2
-rw-r--r--indra/newview/skins/minimal/xui/da/panel_bottomtray.xml26
-rw-r--r--indra/newview/skins/minimal/xui/da/panel_group_control_panel.xml4
-rw-r--r--indra/newview/skins/minimal/xui/da/panel_im_control_panel.xml2
-rw-r--r--indra/newview/skins/minimal/xui/da/panel_login.xml2
-rw-r--r--indra/newview/skins/minimal/xui/da/panel_people.xml2
-rw-r--r--indra/newview/skins/minimal/xui/de/menu_inspect_avatar_gear.xml1
-rw-r--r--indra/newview/skins/minimal/xui/de/panel_adhoc_control_panel.xml11
-rw-r--r--indra/newview/skins/minimal/xui/de/panel_bottomtray.xml24
-rw-r--r--indra/newview/skins/minimal/xui/de/panel_im_control_panel.xml2
-rw-r--r--indra/newview/skins/minimal/xui/de/panel_people.xml3
478 files changed, 10887 insertions, 3119 deletions
diff --git a/indra/llcommon/llaccountingquota.h b/indra/llcommon/llaccountingquota.h
index 3401cb57b6..140333de07 100644
--- a/indra/llcommon/llaccountingquota.h
+++ b/indra/llcommon/llaccountingquota.h
@@ -29,30 +29,38 @@
struct ParcelQuota
{
- ParcelQuota( F32 ownerRenderCost, F32 ownerPhysicsCost, F32 ownerNetworkCost, F32 ownerSimulationCost,
- F32 groupRenderCost, F32 groupPhysicsCost, F32 groupNetworkCost, F32 groupSimulationCost,
- F32 otherRenderCost, F32 otherPhysicsCost, F32 otherNetworkCost, F32 otherSimulationCost,
- F32 totalRenderCost, F32 totalPhysicsCost, F32 totalNetworkCost, F32 totalSimulationCost)
+ ParcelQuota( F32 ownerRenderCost, F32 ownerPhysicsCost, F32 ownerNetworkCost, F32 ownerSimulationCost,
+ F32 groupRenderCost, F32 groupPhysicsCost, F32 groupNetworkCost, F32 groupSimulationCost,
+ F32 otherRenderCost, F32 otherPhysicsCost, F32 otherNetworkCost, F32 otherSimulationCost,
+ F32 tempRenderCost, F32 tempPhysicsCost, F32 tempNetworkCost, F32 tempSimulationCost,
+ F32 selectedRenderCost, F32 selectedPhysicsCost, F32 selectedNetworkCost, F32 selectedSimulationCost,
+ F32 parcelCapacity )
: mOwnerRenderCost( ownerRenderCost ), mOwnerPhysicsCost( ownerPhysicsCost )
, mOwnerNetworkCost( ownerNetworkCost ), mOwnerSimulationCost( ownerSimulationCost )
, mGroupRenderCost( groupRenderCost ), mGroupPhysicsCost( groupPhysicsCost )
, mGroupNetworkCost( groupNetworkCost ), mGroupSimulationCost( groupSimulationCost )
, mOtherRenderCost( otherRenderCost ), mOtherPhysicsCost( otherPhysicsCost )
, mOtherNetworkCost( otherNetworkCost ), mOtherSimulationCost( otherSimulationCost )
- , mTotalRenderCost( totalRenderCost ), mTotalPhysicsCost( totalPhysicsCost )
- , mTotalNetworkCost( totalNetworkCost ), mTotalSimulationCost( totalSimulationCost )
+ , mTempRenderCost( tempRenderCost ), mTempPhysicsCost( tempPhysicsCost )
+ , mTempNetworkCost( tempNetworkCost ), mTempSimulationCost( tempSimulationCost )
+ , mSelectedRenderCost( tempRenderCost ), mSelectedPhysicsCost( tempPhysicsCost )
+ , mSelectedNetworkCost( tempNetworkCost ), mSelectedSimulationCost( selectedSimulationCost )
+ , mParcelCapacity( parcelCapacity )
{
}
+
ParcelQuota(){}
F32 mOwnerRenderCost, mOwnerPhysicsCost, mOwnerNetworkCost, mOwnerSimulationCost;
F32 mGroupRenderCost, mGroupPhysicsCost, mGroupNetworkCost, mGroupSimulationCost;
F32 mOtherRenderCost, mOtherPhysicsCost, mOtherNetworkCost, mOtherSimulationCost;
- F32 mTotalRenderCost, mTotalPhysicsCost, mTotalNetworkCost, mTotalSimulationCost;
+ F32 mTempRenderCost, mTempPhysicsCost, mTempNetworkCost, mTempSimulationCost;
+ F32 mSelectedRenderCost, mSelectedPhysicsCost, mSelectedNetworkCost, mSelectedSimulationCost;
+ F32 mParcelCapacity;
};
struct SelectionQuota
{
- SelectionQuota( S32 localId, F32 renderCost, F32 physicsCost, F32 networkCost, F32 simulationCost )
+ SelectionQuota( LLUUID localId, F32 renderCost, F32 physicsCost, F32 networkCost, F32 simulationCost )
: mLocalId( localId)
, mRenderCost( renderCost )
, mPhysicsCost( physicsCost )
@@ -63,7 +71,7 @@ struct SelectionQuota
SelectionQuota() {}
F32 mRenderCost, mPhysicsCost, mNetworkCost, mSimulationCost;
- S32 mLocalId;
+ LLUUID mLocalId;
};
#endif
diff --git a/indra/llcommon/llsdserialize.cpp b/indra/llcommon/llsdserialize.cpp
index 5be5ecc492..bf62600514 100644
--- a/indra/llcommon/llsdserialize.cpp
+++ b/indra/llcommon/llsdserialize.cpp
@@ -2036,7 +2036,9 @@ std::string zip_llsd(LLSD& data)
{ //copy result into output
if (strm.avail_out >= CHUNK)
{
- llerrs << "WTF?" << llendl;
+ free(output);
+ llwarns << "Failed to compress LLSD block." << llendl;
+ return std::string();
}
have = CHUNK-strm.avail_out;
diff --git a/indra/llcommon/llstat.cpp b/indra/llcommon/llstat.cpp
index 8ba97d7730..b2c495d093 100644
--- a/indra/llcommon/llstat.cpp
+++ b/indra/llcommon/llstat.cpp
@@ -737,7 +737,7 @@ void LLPerfBlock::addStatsToLLSDandReset( LLSD & stats,
}
}
else
- { // WTF? Shouldn't have a NULL pointer in the map.
+ { // Shouldn't have a NULL pointer in the map.
llwarns << "Unexpected NULL dynamic stat at '" << stats_full_path << "'" << llendl;
}
}
diff --git a/indra/llcommon/llversionviewer.h b/indra/llcommon/llversionviewer.h
index cfafbf0470..92cd9bd46a 100644
--- a/indra/llcommon/llversionviewer.h
+++ b/indra/llcommon/llversionviewer.h
@@ -29,7 +29,7 @@
const S32 LL_VERSION_MAJOR = 2;
const S32 LL_VERSION_MINOR = 7;
-const S32 LL_VERSION_PATCH = 4;
+const S32 LL_VERSION_PATCH = 5;
const S32 LL_VERSION_BUILD = 0;
const char * const LL_CHANNEL = "Second Life Developer";
diff --git a/indra/llmath/lloctree.h b/indra/llmath/lloctree.h
index fdfc24f8b7..e5ca47da69 100644
--- a/indra/llmath/lloctree.h
+++ b/indra/llmath/lloctree.h
@@ -35,12 +35,14 @@
#define OCT_ERRS LL_WARNS("OctreeErrors")
-#define LL_OCTREE_PARANOIA_CHECK 0
+
+extern U32 gOctreeMaxCapacity;
+/*#define LL_OCTREE_PARANOIA_CHECK 0
#if LL_DARWIN
#define LL_OCTREE_MAX_CAPACITY 32
#else
#define LL_OCTREE_MAX_CAPACITY 128
-#endif
+#endif*/
template <class T> class LLOctreeNode;
@@ -74,6 +76,7 @@ template <class T>
class LLOctreeNode : public LLTreeNode<T>
{
public:
+
typedef LLOctreeTraveler<T> oct_traveler;
typedef LLTreeTraveler<T> tree_traveler;
typedef typename std::set<LLPointer<T> > element_list;
@@ -294,8 +297,8 @@ public:
//is it here?
if (isInside(data->getPositionGroup()))
{
- if ((getElementCount() < LL_OCTREE_MAX_CAPACITY && contains(data->getBinRadius()) ||
- (data->getBinRadius() > getSize()[0] && parent && parent->getElementCount() >= LL_OCTREE_MAX_CAPACITY)))
+ if ((getElementCount() < gOctreeMaxCapacity && contains(data->getBinRadius()) ||
+ (data->getBinRadius() > getSize()[0] && parent && parent->getElementCount() >= gOctreeMaxCapacity)))
{ //it belongs here
#if LL_OCTREE_PARANOIA_CHECK
//if this is a redundant insertion, error out (should never happen)
diff --git a/indra/llmath/llvolume.cpp b/indra/llmath/llvolume.cpp
index c504215ee5..8c81f27784 100644
--- a/indra/llmath/llvolume.cpp
+++ b/indra/llmath/llvolume.cpp
@@ -100,7 +100,7 @@ void assert_aligned(void* ptr, uintptr_t alignment)
uintptr_t t = (uintptr_t) ptr;
if (t%alignment != 0)
{
- llerrs << "WTF?" << llendl;
+ llerrs << "Alignment check failed." << llendl;
}
#endif
}
@@ -361,7 +361,7 @@ public:
}
else
{
- llerrs << "WTF? Empty leaf" << llendl;
+ llerrs << "Empty leaf" << llendl;
}
for (S32 i = 0; i < branch->getChildCount(); ++i)
@@ -416,6 +416,70 @@ LLProfile::Face* LLProfile::addFace(S32 i, S32 count, F32 scaleU, S16 faceID, BO
return face;
}
+//static
+S32 LLProfile::getNumNGonPoints(const LLProfileParams& params, S32 sides, F32 offset, F32 bevel, F32 ang_scale, S32 split)
+{ // this is basically LLProfile::genNGon stripped down to only the operations that influence the number of points
+ LLMemType m1(LLMemType::MTYPE_VOLUME);
+ S32 np = 0;
+
+ // Generate an n-sided "circular" path.
+ // 0 is (1,0), and we go counter-clockwise along a circular path from there.
+ F32 t, t_step, t_first, t_fraction;
+
+ F32 begin = params.getBegin();
+ F32 end = params.getEnd();
+
+ t_step = 1.0f / sides;
+
+ t_first = floor(begin * sides) / (F32)sides;
+
+ // pt1 is the first point on the fractional face.
+ // Starting t and ang values for the first face
+ t = t_first;
+
+ // Increment to the next point.
+ // pt2 is the end point on the fractional face
+ t += t_step;
+
+ t_fraction = (begin - t_first)*sides;
+
+ // Only use if it's not almost exactly on an edge.
+ if (t_fraction < 0.9999f)
+ {
+ np++;
+ }
+
+ // There's lots of potential here for floating point error to generate unneeded extra points - DJS 04/05/02
+ while (t < end)
+ {
+ // Iterate through all the integer steps of t.
+ np++;
+
+ t += t_step;
+ }
+
+ t_fraction = (end - (t - t_step))*sides;
+
+ // Find the fraction that we need to add to the end point.
+ t_fraction = (end - (t - t_step))*sides;
+ if (t_fraction > 0.0001f)
+ {
+ np++;
+ }
+
+ // If we're sliced, the profile is open.
+ if ((end - begin)*ang_scale < 0.99f)
+ {
+ if (params.getHollow() <= 0)
+ {
+ // put center point if not hollow.
+ np++;
+ }
+ }
+
+ return np;
+}
+
// What is the bevel parameter used for? - DJS 04/05/02
// Bevel parameter is currently unused but presumedly would support
// filleted and chamfered corners
@@ -672,6 +736,117 @@ LLProfile::Face* LLProfile::addHole(const LLProfileParams& params, BOOL flat, F3
return face;
}
+//static
+S32 LLProfile::getNumPoints(const LLProfileParams& params, BOOL path_open,F32 detail, S32 split,
+ BOOL is_sculpted, S32 sculpt_size)
+{ // this is basically LLProfile::generate stripped down to only operations that influence the number of points
+ LLMemType m1(LLMemType::MTYPE_VOLUME);
+
+ if (detail < MIN_LOD)
+ {
+ detail = MIN_LOD;
+ }
+
+ // Generate the face data
+ F32 hollow = params.getHollow();
+
+ S32 np = 0;
+
+ switch (params.getCurveType() & LL_PCODE_PROFILE_MASK)
+ {
+ case LL_PCODE_PROFILE_SQUARE:
+ {
+ np = getNumNGonPoints(params, 4,-0.375, 0, 1, split);
+
+ if (hollow)
+ {
+ np *= 2;
+ }
+ }
+ break;
+ case LL_PCODE_PROFILE_ISOTRI:
+ case LL_PCODE_PROFILE_RIGHTTRI:
+ case LL_PCODE_PROFILE_EQUALTRI:
+ {
+ np = getNumNGonPoints(params, 3,0, 0, 1, split);
+
+ if (hollow)
+ {
+ np *= 2;
+ }
+ }
+ break;
+ case LL_PCODE_PROFILE_CIRCLE:
+ {
+ // If this has a square hollow, we should adjust the
+ // number of faces a bit so that the geometry lines up.
+ U8 hole_type=0;
+ F32 circle_detail = MIN_DETAIL_FACES * detail;
+ if (hollow)
+ {
+ hole_type = params.getCurveType() & LL_PCODE_HOLE_MASK;
+ if (hole_type == LL_PCODE_HOLE_SQUARE)
+ {
+ // Snap to the next multiple of four sides,
+ // so that corners line up.
+ circle_detail = llceil(circle_detail / 4.0f) * 4.0f;
+ }
+ }
+
+ S32 sides = (S32)circle_detail;
+
+ if (is_sculpted)
+ sides = sculpt_size;
+
+ np = getNumNGonPoints(params, sides);
+
+ if (hollow)
+ {
+ np *= 2;
+ }
+ }
+ break;
+ case LL_PCODE_PROFILE_CIRCLE_HALF:
+ {
+ // If this has a square hollow, we should adjust the
+ // number of faces a bit so that the geometry lines up.
+ U8 hole_type=0;
+ // Number of faces is cut in half because it's only a half-circle.
+ F32 circle_detail = MIN_DETAIL_FACES * detail * 0.5f;
+ if (hollow)
+ {
+ hole_type = params.getCurveType() & LL_PCODE_HOLE_MASK;
+ if (hole_type == LL_PCODE_HOLE_SQUARE)
+ {
+ // Snap to the next multiple of four sides (div 2),
+ // so that corners line up.
+ circle_detail = llceil(circle_detail / 2.0f) * 2.0f;
+ }
+ }
+ np = getNumNGonPoints(params, llfloor(circle_detail), 0.5f, 0.f, 0.5f);
+
+ if (hollow)
+ {
+ np *= 2;
+ }
+
+ // Special case for openness of sphere
+ if ((params.getEnd() - params.getBegin()) < 1.f)
+ {
+ }
+ else if (!hollow)
+ {
+ np++;
+ }
+ }
+ break;
+ default:
+ break;
+ };
+
+
+ return np;
+}
BOOL LLProfile::generate(const LLProfileParams& params, BOOL path_open,F32 detail, S32 split,
@@ -1133,6 +1308,32 @@ LLPath::~LLPath()
{
}
+S32 LLPath::getNumNGonPoints(const LLPathParams& params, S32 sides, F32 startOff, F32 end_scale, F32 twist_scale)
+{ //this is basically LLPath::genNGon stripped down to only operations that influence the number of points added
+ S32 ret = 0;
+
+ F32 step= 1.0f / sides;
+ F32 t = params.getBegin();
+ ret = 1;
+
+ t+=step;
+
+ // Snap to a quantized parameter, so that cut does not
+ // affect most sample points.
+ t = ((S32)(t * sides)) / (F32)sides;
+
+ // Run through the non-cut dependent points.
+ while (t < params.getEnd())
+ {
+ ret++;
+ t+=step;
+ }
+
+ ret++;
+
+ return ret;
+}
+
void LLPath::genNGon(const LLPathParams& params, S32 sides, F32 startOff, F32 end_scale, F32 twist_scale)
{
// Generates a circular path, starting at (1, 0, 0), counterclockwise along the xz plane.
@@ -1310,6 +1511,56 @@ const LLVector2 LLPathParams::getEndScale() const
return end_scale;
}
+S32 LLPath::getNumPoints(const LLPathParams& params, F32 detail)
+{ // this is basically LLPath::generate stripped down to only the operations that influence the number of points
+ LLMemType m1(LLMemType::MTYPE_VOLUME);
+
+ if (detail < MIN_LOD)
+ {
+ detail = MIN_LOD;
+ }
+
+ S32 np = 2; // hardcode for line
+
+ // Is this 0xf0 mask really necessary? DK 03/02/05
+
+ switch (params.getCurveType() & 0xf0)
+ {
+ default:
+ case LL_PCODE_PATH_LINE:
+ {
+ // Take the begin/end twist into account for detail.
+ np = llfloor(fabs(params.getTwistBegin() - params.getTwist()) * 3.5f * (detail-0.5f)) + 2;
+ }
+ break;
+
+ case LL_PCODE_PATH_CIRCLE:
+ {
+ // Increase the detail as the revolutions and twist increase.
+ F32 twist_mag = fabs(params.getTwistBegin() - params.getTwist());
+
+ S32 sides = (S32)llfloor(llfloor((MIN_DETAIL_FACES * detail + twist_mag * 3.5f * (detail-0.5f))) * params.getRevolutions());
+
+ np = sides;
+ }
+ break;
+
+ case LL_PCODE_PATH_CIRCLE2:
+ {
+ //genNGon(params, llfloor(MIN_DETAIL_FACES * detail), 4.f, 0.f);
+ np = getNumNGonPoints(params, llfloor(MIN_DETAIL_FACES * detail));
+ }
+ break;
+
+ case LL_PCODE_PATH_TEST:
+
+ np = 5;
+ break;
+ };
+
+ return np;
+}
+
BOOL LLPath::generate(const LLPathParams& params, F32 detail, S32 split,
BOOL is_sculpted, S32 sculpt_size)
{
@@ -2159,27 +2410,41 @@ bool LLVolume::unpackVolumeFaces(std::istream& is, S32 size)
U32 face_count = mdl.size();
if (face_count == 0)
- {
- llerrs << "WTF?" << llendl;
+ { //no faces unpacked, treat as failed decode
+ llwarns << "found no faces!" << llendl;
+ return false;
}
mVolumeFaces.resize(face_count);
for (U32 i = 0; i < face_count; ++i)
{
+ LLVolumeFace& face = mVolumeFaces[i];
+
+ if (mdl[i].has("NoGeometry"))
+ { //face has no geometry, continue
+ face.resizeIndices(3);
+ face.resizeVertices(1);
+ memset(face.mPositions, 0, sizeof(LLVector4a));
+ memset(face.mNormals, 0, sizeof(LLVector4a));
+ memset(face.mTexCoords, 0, sizeof(LLVector2));
+ memset(face.mIndices, 0, sizeof(U16)*3);
+ continue;
+ }
+
LLSD::Binary pos = mdl[i]["Position"];
LLSD::Binary norm = mdl[i]["Normal"];
LLSD::Binary tc = mdl[i]["TexCoord0"];
LLSD::Binary idx = mdl[i]["TriangleList"];
- LLVolumeFace& face = mVolumeFaces[i];
+
//copy out indices
face.resizeIndices(idx.size()/2);
if (idx.empty() || face.mNumIndices < 3)
{ //why is there an empty index list?
- llerrs <<"WTF?" << llendl;
+ llwarns <<"Empty face present!" << llendl;
continue;
}
@@ -2377,14 +2642,20 @@ bool LLVolume::unpackVolumeFaces(std::istream& is, S32 size)
LLVector4a& min = face.mExtents[0];
LLVector4a& max = face.mExtents[1];
- min.clear();
- max.clear();
- min = max = face.mPositions[0];
-
- for (S32 i = 1; i < face.mNumVertices; ++i)
+ if (face.mNumVertices < 3)
+ { //empty face, use a dummy 1cm (at 1m scale) bounding box
+ min.splat(-0.005f);
+ max.splat(0.005f);
+ }
+ else
{
- min.setMin(min, face.mPositions[i]);
- max.setMax(max, face.mPositions[i]);
+ min = max = face.mPositions[0];
+
+ for (S32 i = 1; i < face.mNumVertices; ++i)
+ {
+ min.setMin(min, face.mPositions[i]);
+ max.setMax(max, face.mPositions[i]);
+ }
}
}
}
@@ -2980,7 +3251,11 @@ void LLVolume::sculpt(U16 sculpt_width, U16 sculpt_height, S8 sculpt_components,
// don't test lowest LOD to support legacy content DEV-33670
if (mDetail > SCULPT_MIN_AREA_DETAIL)
{
- if (sculptGetSurfaceArea() < SCULPT_MIN_AREA)
+ F32 area = sculptGetSurfaceArea();
+
+ const F32 SCULPT_MAX_AREA = 32.f;
+
+ if (area < SCULPT_MIN_AREA || area > SCULPT_MAX_AREA)
{
data_is_empty = TRUE;
}
@@ -4064,6 +4339,23 @@ S32 *LLVolume::getTriangleIndices(U32 &num_indices) const
return index;
}
+void LLVolume::getLoDTriangleCounts(const LLVolumeParams& params, S32* counts)
+{ //attempt to approximate the number of triangles that will result from generating a volume LoD set for the
+ //supplied LLVolumeParams -- inaccurate, but a close enough approximation for determining streaming cost
+ F32 detail[] = {1.f, 1.5f, 2.5f, 4.f};
+ for (S32 i = 0; i < 4; i++)
+ {
+ S32 count = 0;
+ S32 path_points = LLPath::getNumPoints(params.getPathParams(), detail[i]);
+ S32 profile_points = LLProfile::getNumPoints(params.getProfileParams(), false, detail[i]);
+
+ count = (profile_points-1)*2*(path_points-1);
+ count += profile_points*2;
+
+ counts[i] = count;
+ }
+}
+
S32 LLVolume::getNumTriangleIndices() const
{
BOOL profile_open = getProfile().isOpen();
@@ -5220,6 +5512,8 @@ LLVolumeFace::LLVolumeFace() :
mOctree(NULL)
{
mExtents = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*3);
+ mExtents[0].splat(-0.5f);
+ mExtents[1].splat(0.5f);
mCenter = mExtents+2;
}
@@ -5741,6 +6035,11 @@ void LLVolumeFace::cacheOptimize()
LLVCacheLRU cache;
+ if (mNumVertices < 3)
+ { //nothing to do
+ return;
+ }
+
//mapping of vertices to triangles and indices
std::vector<LLVCacheVertexData> vertex_data;
diff --git a/indra/llmath/llvolume.h b/indra/llmath/llvolume.h
index 01bfbd858b..f67f8f644d 100644
--- a/indra/llmath/llvolume.h
+++ b/indra/llmath/llvolume.h
@@ -690,6 +690,9 @@ public:
BOOL isFlat(S32 face) const { return (mFaces[face].mCount == 2); }
BOOL isOpen() const { return mOpen; }
void setDirty() { mDirty = TRUE; }
+
+ static S32 getNumPoints(const LLProfileParams& params, BOOL path_open, F32 detail = 1.0f, S32 split = 0,
+ BOOL is_sculpted = FALSE, S32 sculpt_size = 0);
BOOL generate(const LLProfileParams& params, BOOL path_open, F32 detail = 1.0f, S32 split = 0,
BOOL is_sculpted = FALSE, S32 sculpt_size = 0);
BOOL isConcave() const { return mConcave; }
@@ -714,6 +717,7 @@ public:
protected:
void genNormals(const LLProfileParams& params);
+ static S32 getNumNGonPoints(const LLProfileParams& params, S32 sides, F32 offset=0.0f, F32 bevel = 0.0f, F32 ang_scale = 1.f, S32 split = 0);
void genNGon(const LLProfileParams& params, S32 sides, F32 offset=0.0f, F32 bevel = 0.0f, F32 ang_scale = 1.f, S32 split = 0);
Face* addHole(const LLProfileParams& params, BOOL flat, F32 sides, F32 offset, F32 box_hollow, F32 ang_scale, S32 split = 0);
@@ -756,6 +760,9 @@ public:
virtual ~LLPath();
+ static S32 getNumPoints(const LLPathParams& params, F32 detail);
+ static S32 getNumNGonPoints(const LLPathParams& params, S32 sides, F32 offset=0.0f, F32 end_scale = 1.f, F32 twist_scale = 1.f);
+
void genNGon(const LLPathParams& params, S32 sides, F32 offset=0.0f, F32 end_scale = 1.f, F32 twist_scale = 1.f);
virtual BOOL generate(const LLPathParams& params, F32 detail=1.0f, S32 split = 0,
BOOL is_sculpted = FALSE, S32 sculpt_size = 0);
@@ -981,6 +988,7 @@ public:
// returns number of triangle indeces required for path/profile mesh
S32 getNumTriangleIndices() const;
+ static void getLoDTriangleCounts(const LLVolumeParams& params, S32* counts);
S32 getNumTriangles() const;
diff --git a/indra/llmessage/message_prehash.cpp b/indra/llmessage/message_prehash.cpp
index 5d03615e53..6133f50637 100644
--- a/indra/llmessage/message_prehash.cpp
+++ b/indra/llmessage/message_prehash.cpp
@@ -742,6 +742,7 @@ char const* const _PREHASH_MoneyData = LLMessageStringTable::getInstance()->getS
char const* const _PREHASH_ObjectDeselect = LLMessageStringTable::getInstance()->getString("ObjectDeselect");
char const* const _PREHASH_NewAssetID = LLMessageStringTable::getInstance()->getString("NewAssetID");
char const* const _PREHASH_ObjectAdd = LLMessageStringTable::getInstance()->getString("ObjectAdd");
+char const* const _PREHASH_SimulatorFeatures = LLMessageStringTable::getInstance()->getString("SimulatorFeatures");
char const* const _PREHASH_RayEndIsIntersection = LLMessageStringTable::getInstance()->getString("RayEndIsIntersection");
char const* const _PREHASH_CompleteAuction = LLMessageStringTable::getInstance()->getString("CompleteAuction");
char const* const _PREHASH_CircuitCode = LLMessageStringTable::getInstance()->getString("CircuitCode");
diff --git a/indra/llmessage/message_prehash.h b/indra/llmessage/message_prehash.h
index 8dc86601e6..f94ee1ed22 100644
--- a/indra/llmessage/message_prehash.h
+++ b/indra/llmessage/message_prehash.h
@@ -742,6 +742,7 @@ extern char const* const _PREHASH_MoneyData;
extern char const* const _PREHASH_ObjectDeselect;
extern char const* const _PREHASH_NewAssetID;
extern char const* const _PREHASH_ObjectAdd;
+extern char const* const _PREHASH_SimulatorFeatures;
extern char const* const _PREHASH_RayEndIsIntersection;
extern char const* const _PREHASH_CompleteAuction;
extern char const* const _PREHASH_CircuitCode;
diff --git a/indra/llprimitive/llmodel.cpp b/indra/llprimitive/llmodel.cpp
index 57ac7a143f..0463d5364b 100644
--- a/indra/llprimitive/llmodel.cpp
+++ b/indra/llprimitive/llmodel.cpp
@@ -50,7 +50,7 @@ std::string model_names[] =
"low_lod",
"medium_lod",
"high_lod",
- "physics_shape"
+ "physics_mesh"
};
const int MODEL_NAMES_LENGTH = sizeof(model_names) / sizeof(std::string);
@@ -84,7 +84,7 @@ void load_face_from_dom_inputs(LLVolumeFace& face, const domInputLocalOffset_Arr
domInputLocal_Array& v_inp = vertices->getInput_array();
if (inputs[j]->getOffset() != 0)
{
- llerrs << "WTF?" << llendl;
+ llerrs << "Vertex array offset MUST be zero." << llendl;
}
for (U32 k = 0; k < v_inp.getCount(); ++k)
@@ -98,7 +98,7 @@ void load_face_from_dom_inputs(LLVolumeFace& face, const domInputLocalOffset_Arr
if (src->getTechnique_common()->getAccessor()->getStride() != 3)
{
- llerrs << "WTF?" << llendl;
+ llerrs << "Vertex array stride MUST be three." << llendl;
}
domListOfFloats& v = src->getFloat_array()->getValue();
@@ -149,9 +149,10 @@ void load_face_from_dom_inputs(LLVolumeFace& face, const domInputLocalOffset_Arr
}
}
-void get_dom_sources(const domInputLocalOffset_Array& inputs, S32& pos_offset, S32& tc_offset, S32& norm_offset, S32 &idx_stride,
+bool get_dom_sources(const domInputLocalOffset_Array& inputs, S32& pos_offset, S32& tc_offset, S32& norm_offset, S32 &idx_stride,
domSource* &pos_source, domSource* &tc_source, domSource* &norm_source)
{
+
idx_stride = 0;
for (U32 j = 0; j < inputs.getCount(); ++j)
@@ -163,7 +164,11 @@ void get_dom_sources(const domInputLocalOffset_Array& inputs, S32& pos_offset, S
const domURIFragmentType& uri = inputs[j]->getSource();
daeElementRef elem = uri.getElement();
domVertices* vertices = (domVertices*) elem.cast();
-
+ if ( !vertices )
+ {
+ return false;
+ }
+
domInputLocal_Array& v_inp = vertices->getInput_array();
@@ -207,6 +212,8 @@ void get_dom_sources(const domInputLocalOffset_Array& inputs, S32& pos_offset, S
}
idx_stride += 1;
+
+ return true;
}
LLModel::EModelStatus load_face_from_dom_triangles(std::vector<LLVolumeFace>& face_list, std::vector<std::string>& materials, domTrianglesRef& tri)
@@ -227,8 +234,12 @@ LLModel::EModelStatus load_face_from_dom_triangles(std::vector<LLVolumeFace>& fa
S32 idx_stride = 0;
- get_dom_sources(inputs, pos_offset, tc_offset, norm_offset, idx_stride, pos_source, tc_source, norm_source);
+ if ( !get_dom_sources(inputs, pos_offset, tc_offset, norm_offset, idx_stride, pos_source, tc_source, norm_source) || !pos_source )
+ {
+ return LLModel::BAD_ELEMENT;
+ }
+
domPRef p = tri->getP();
domListOfUInts& idx = p->getValue();
@@ -367,7 +378,10 @@ LLModel::EModelStatus load_face_from_dom_polylist(std::vector<LLVolumeFace>& fac
S32 idx_stride = 0;
- get_dom_sources(inputs, pos_offset, tc_offset, norm_offset, idx_stride, pos_source, tc_source, norm_source);
+ if (!get_dom_sources(inputs, pos_offset, tc_offset, norm_offset, idx_stride, pos_source, tc_source, norm_source))
+ {
+ return LLModel::BAD_ELEMENT;
+ }
LLVolumeFace face;
@@ -564,7 +578,10 @@ LLModel::EModelStatus load_face_from_dom_polygons(std::vector<LLVolumeFace>& fac
const domURIFragmentType& uri = inputs[i]->getSource();
daeElementRef elem = uri.getElement();
domVertices* vertices = (domVertices*) elem.cast();
-
+ if (!vertices)
+ {
+ return LLModel::BAD_ELEMENT;
+ }
domInputLocal_Array& v_inp = vertices->getInput_array();
for (U32 k = 0; k < v_inp.getCount(); ++k)
@@ -574,6 +591,10 @@ LLModel::EModelStatus load_face_from_dom_polygons(std::vector<LLVolumeFace>& fac
const domURIFragmentType& uri = v_inp[k]->getSource();
daeElementRef elem = uri.getElement();
domSource* src = (domSource*) elem.cast();
+ if (!src)
+ {
+ return LLModel::BAD_ELEMENT;
+ }
v = &(src->getFloat_array()->getValue());
}
}
@@ -585,6 +606,10 @@ LLModel::EModelStatus load_face_from_dom_polygons(std::vector<LLVolumeFace>& fac
const domURIFragmentType& uri = inputs[i]->getSource();
daeElementRef elem = uri.getElement();
domSource* src = (domSource*) elem.cast();
+ if (!src)
+ {
+ return LLModel::BAD_ELEMENT;
+ }
n = &(src->getFloat_array()->getValue());
}
else if (strcmp(COMMON_PROFILE_INPUT_TEXCOORD, inputs[i]->getSemantic()) == 0 && inputs[i]->getSet() == 0)
@@ -593,6 +618,10 @@ LLModel::EModelStatus load_face_from_dom_polygons(std::vector<LLVolumeFace>& fac
const domURIFragmentType& uri = inputs[i]->getSource();
daeElementRef elem = uri.getElement();
domSource* src = (domSource*) elem.cast();
+ if (!src)
+ {
+ return LLModel::BAD_ELEMENT;
+ }
t = &(src->getFloat_array()->getValue());
}
}
@@ -667,11 +696,6 @@ LLModel::EModelStatus load_face_from_dom_polygons(std::vector<LLVolumeFace>& fac
}
}
- if (cur_idx != vert_idx.size())
- {
- llerrs << "WTF?" << llendl;
- }
-
//build vertex array from map
std::vector<LLVolumeFace::VertexData> new_verts;
new_verts.resize(vert_idx.size());
@@ -717,7 +741,7 @@ LLModel::EModelStatus load_face_from_dom_polygons(std::vector<LLVolumeFace>& fac
//static
std::string LLModel::getStatusString(U32 status)
{
- const static std::string status_strings[(S32)INVALID_STATUS] = {"status_no_error", "status_vertex_number_overflow"};
+ const static std::string status_strings[(S32)INVALID_STATUS] = {"status_no_error", "status_vertex_number_overflow","bad_element"};
if(status < INVALID_STATUS)
{
@@ -755,7 +779,6 @@ void LLModel::addVolumeFacesFromDomMesh(domMesh* mesh)
for (U32 i = 0; i < polys.getCount(); ++i)
{
domPolylistRef& poly = polys.get(i);
-
mStatus = load_face_from_dom_polylist(mVolumeFaces, mMaterialList, poly);
if(mStatus != NO_ERRORS)
@@ -765,12 +788,12 @@ void LLModel::addVolumeFacesFromDomMesh(domMesh* mesh)
return ; //abort
}
}
-
+
domPolygons_Array& polygons = mesh->getPolygons_array();
+
for (U32 i = 0; i < polygons.getCount(); ++i)
{
domPolygonsRef& poly = polygons.get(i);
-
mStatus = load_face_from_dom_polygons(mVolumeFaces, mMaterialList, poly);
if(mStatus != NO_ERRORS)
@@ -780,7 +803,7 @@ void LLModel::addVolumeFacesFromDomMesh(domMesh* mesh)
return ; //abort
}
}
-
+
}
BOOL LLModel::createVolumeFacesFromDomMesh(domMesh* mesh)
@@ -926,11 +949,6 @@ void LLModel::normalizeVolumeFaces()
{
LLVector4a min, max;
- if (mVolumeFaces[0].mNumVertices <= 0)
- {
- llerrs << "WTF?" << llendl;
- }
-
// For all of the volume faces
// in the model, loop over
// them and see what the extents
@@ -942,11 +960,6 @@ void LLModel::normalizeVolumeFaces()
{
LLVolumeFace& face = mVolumeFaces[i];
- if (face.mNumVertices <= 0)
- {
- llerrs << "WTF?" << llendl;
- }
-
update_min_max(min, max, face.mExtents[0]);
update_min_max(min, max, face.mExtents[1]);
}
@@ -1289,11 +1302,6 @@ void LLModel::generateNormals(F32 angle_cutoff)
{
LLVector4a& n = iter->second[k].getNormal();
- if (!iter->second[k].getPosition().equals3(new_face.mPositions[i]))
- {
- llerrs << "WTF?" << llendl;
- }
-
F32 cur = n.dot3(ref_norm).getF32();
if (cur > best)
@@ -1410,7 +1418,11 @@ LLSD LLModel::writeModel(
if (!decomp.mBaseHull.empty() ||
!decomp.mHull.empty())
{
- mdl["decomposition"] = decomp.asLLSD();
+ mdl["physics_convex"] = decomp.asLLSD();
+ if (!decomp.mHull.empty())
+ { //convex decomposition exists, physics mesh will not be used
+ model[LLModel::LOD_PHYSICS] = NULL;
+ }
}
for (U32 idx = 0; idx < MODEL_NAMES_LENGTH; ++idx)
@@ -1435,8 +1447,9 @@ LLSD LLModel::writeModel(
for (S32 i = 0; i < model[idx]->getNumVolumeFaces(); ++i)
{ //for each face
const LLVolumeFace& face = model[idx]->getVolumeFace(i);
- if (!face.mNumVertices)
+ if (face.mNumVertices < 3)
{ //don't export an empty face
+ mdl[model_names[idx]][i]["NoGeometry"] = true;
continue;
}
LLSD::Binary verts(face.mNumVertices*3*2);
@@ -1469,7 +1482,6 @@ LLSD LLModel::writeModel(
//position + normal
for (U32 k = 0; k < 3; ++k)
{ //for each component
-
//convert to 16-bit normalized across domain
U16 val = (U16) (((pos[k]-min_pos.mV[k])/pos_range.mV[k])*65535);
@@ -1513,7 +1525,6 @@ LLSD LLModel::writeModel(
//write out face data
mdl[model_names[idx]][i]["PositionDomain"]["Min"] = min_pos.getValue();
mdl[model_names[idx]][i]["PositionDomain"]["Max"] = max_pos.getValue();
-
mdl[model_names[idx]][i]["TexCoord0Domain"]["Min"] = min_tc.getValue();
mdl[model_names[idx]][i]["TexCoord0Domain"]["Max"] = max_tc.getValue();
@@ -1539,11 +1550,6 @@ LLSD LLModel::writeModel(
weight_list& weights = high->getJointInfluences(pos);
- if (weights.size() > 4)
- {
- llerrs << "WTF?" << llendl;
- }
-
S32 count = 0;
for (weight_list::iterator iter = weights.begin(); iter != weights.end(); ++iter)
{
@@ -1607,23 +1613,19 @@ LLSD LLModel::writeModelToStream(std::ostream& ostr, LLSD& mdl, BOOL nowrite)
cur_offset += size;
bytes += size;
}
- else
- {
- llerrs << "WTF?" << llendl;
- }
}
std::string decomposition;
- if (mdl.has("decomposition"))
+ if (mdl.has("physics_convex"))
{ //write out convex decomposition
- decomposition = zip_llsd(mdl["decomposition"]);
+ decomposition = zip_llsd(mdl["physics_convex"]);
U32 size = decomposition.size();
if (size > 0)
{
- header["decomposition"]["offset"] = (LLSD::Integer) cur_offset;
- header["decomposition"]["size"] = (LLSD::Integer) size;
+ header["physics_convex"]["offset"] = (LLSD::Integer) cur_offset;
+ header["physics_convex"]["size"] = (LLSD::Integer) size;
cur_offset += size;
bytes += size;
}
@@ -1644,11 +1646,6 @@ LLSD LLModel::writeModelToStream(std::ostream& ostr, LLSD& mdl, BOOL nowrite)
cur_offset += size;
bytes += size;
}
- else
- {
- header[model_names[i]]["offset"] = -1;
- header[model_names[i]]["size"] = 0;
- }
}
if (!nowrite)
@@ -1662,7 +1659,7 @@ LLSD LLModel::writeModelToStream(std::ostream& ostr, LLSD& mdl, BOOL nowrite)
if (!decomposition.empty())
{ //write decomposition block
- ostr.write((const char*) decomposition.data(), header["decomposition"]["size"].asInteger());
+ ostr.write((const char*) decomposition.data(), header["physics_convex"]["size"].asInteger());
}
for (S32 i = 0; i < MODEL_NAMES_LENGTH; i++)
@@ -1685,7 +1682,7 @@ LLModel::weight_list& LLModel::getJointInfluences(const LLVector3& pos)
{
if ((iter->first - pos).magVec() > 0.1f)
{
- llerrs << "WTF?" << llendl;
+ llerrs << "Couldn't find weight list." << llendl;
}
return iter->second;
@@ -1778,7 +1775,7 @@ void LLModel::updateHullCenters()
if (mHullPoints > 0)
{
mCenterOfHullCenters *= 1.f / mHullPoints;
- llassert(mPhysics.asLLSD().has("HullList"));
+ llassert(mPhysics.hasHullList());
}
}
@@ -1801,7 +1798,7 @@ bool LLModel::loadModel(std::istream& is)
"low_lod",
"medium_lod",
"high_lod",
- "physics_shape",
+ "physics_mesh",
};
const S32 MODEL_LODS = 5;
@@ -1900,8 +1897,8 @@ bool LLModel::loadSkinInfo(LLSD& header, std::istream &is)
bool LLModel::loadDecomposition(LLSD& header, std::istream& is)
{
- S32 offset = header["decomposition"]["offset"].asInteger();
- S32 size = header["decomposition"]["size"].asInteger();
+ S32 offset = header["physics_convex"]["offset"].asInteger();
+ S32 size = header["physics_convex"]["size"].asInteger();
if (offset >= 0 && size > 0)
{
@@ -2041,7 +2038,7 @@ void LLModel::Decomposition::fromLLSD(LLSD& decomp)
{
// updated for const-correctness. gcc is picky about this type of thing - Nyx
const LLSD::Binary& hulls = decomp["HullList"].asBinary();
- const LLSD::Binary& position = decomp["Position"].asBinary();
+ const LLSD::Binary& position = decomp["Positions"].asBinary();
U16* p = (U16*) &position[0];
@@ -2051,11 +2048,19 @@ void LLModel::Decomposition::fromLLSD(LLSD& decomp)
LLVector3 max;
LLVector3 range;
- min.setValue(decomp["Min"]);
- max.setValue(decomp["Max"]);
+ if (decomp.has("Min"))
+ {
+ min.setValue(decomp["Min"]);
+ max.setValue(decomp["Max"]);
+ }
+ else
+ {
+ min.set(-0.5f, -0.5f, -0.5f);
+ max.set(0.5f, 0.5f, 0.5f);
+ }
+
range = max-min;
-
for (U32 i = 0; i < hulls.size(); ++i)
{
U16 count = (hulls[i] == 0) ? 256 : hulls[i];
@@ -2071,6 +2076,7 @@ void LLModel::Decomposition::fromLLSD(LLSD& decomp)
//point must be unique
//llassert(valid.find(test) == valid.end());
valid.insert(test);
+
mHull[i].push_back(LLVector3(
(F32) p[0]/65535.f*range.mV[0]+min.mV[0],
(F32) p[1]/65535.f*range.mV[1]+min.mV[1],
@@ -2085,9 +2091,9 @@ void LLModel::Decomposition::fromLLSD(LLSD& decomp)
}
}
- if (decomp.has("Hull"))
+ if (decomp.has("BoundingVerts"))
{
- const LLSD::Binary& position = decomp["Hull"].asBinary();
+ const LLSD::Binary& position = decomp["BoundingVerts"].asBinary();
U16* p = (U16*) &position[0];
@@ -2123,10 +2129,15 @@ void LLModel::Decomposition::fromLLSD(LLSD& decomp)
{
//empty base hull mesh to indicate decomposition has been loaded
//but contains no base hull
- mBaseHullMesh.clear();;
+ mBaseHullMesh.clear();
}
}
+bool LLModel::Decomposition::hasHullList() const
+{
+ return !mHull.empty() ;
+}
+
LLSD LLModel::Decomposition::asLLSD() const
{
LLSD ret;
@@ -2137,11 +2148,9 @@ LLSD LLModel::Decomposition::asLLSD() const
}
//write decomposition block
- // ["decomposition"]["HullList"] -- list of 8 bit integers, each entry represents a hull with specified number of points
- // ["decomposition"]["PositionDomain"]["Min"/"Max"]
- // ["decomposition"]["Position"] -- list of 16-bit integers to be decoded to given domain, encoded 3D points
- // ["decomposition"]["Hull"] -- list of 16-bit integers to be decoded to given domain, encoded 3D points representing a single hull approximation of given shape
-
+ // ["physics_convex"]["HullList"] -- list of 8 bit integers, each entry represents a hull with specified number of points
+ // ["physics_convex"]["Position"] -- list of 16-bit integers to be decoded to given domain, encoded 3D points
+ // ["physics_convex"]["BoundingVerts"] -- list of 16-bit integers to be decoded to given domain, encoded 3D points representing a single hull approximation of given shape
//get minimum and maximum
LLVector3 min;
@@ -2190,6 +2199,8 @@ LLSD LLModel::Decomposition::asLLSD() const
{
LLSD::Binary p(total*3*2);
+ LLVector3 min(-0.5f, -0.5f, -0.5f);
+ LLVector3 max(0.5f, 0.5f, 0.5f);
LLVector3 range = max-min;
U32 vert_idx = 0;
@@ -2205,17 +2216,24 @@ LLSD LLModel::Decomposition::asLLSD() const
U64 test = 0;
for (U32 k = 0; k < 3; k++)
{
+ F32* src = (F32*) (mHull[i][j].mV);
+
+ llassert(src[k] <= 0.501f && src[k] >= -0.501f);
+
//convert to 16-bit normalized across domain
- U16 val = (U16) (((mHull[i][j].mV[k]-min.mV[k])/range.mV[k])*65535);
+ U16 val = (U16) (((src[k]-min.mV[k])/range.mV[k])*65535);
- switch (k)
+ if(valid.size() < 3)
{
- case 0: test = test | (U64) val; break;
- case 1: test = test | ((U64) val << 16); break;
- case 2: test = test | ((U64) val << 32); break;
- };
+ switch (k)
+ {
+ case 0: test = test | (U64) val; break;
+ case 1: test = test | ((U64) val << 16); break;
+ case 2: test = test | ((U64) val << 32); break;
+ };
- valid.insert(test);
+ valid.insert(test);
+ }
U8* buff = (U8*) &val;
//write to binary buffer
@@ -2227,17 +2245,21 @@ LLSD LLModel::Decomposition::asLLSD() const
}
}
- //must have at least 4 unique points
- llassert(valid.size() > 3);
+ //must have at least 3 unique points
+ llassert(valid.size() > 2);
}
- ret["Position"] = p;
+ ret["Positions"] = p;
}
+ //llassert(!mBaseHull.empty());
+
if (!mBaseHull.empty())
{
LLSD::Binary p(mBaseHull.size()*3*2);
+ LLVector3 min(-0.5f, -0.5f, -0.5f);
+ LLVector3 max(0.5f, 0.5f, 0.5f);
LLVector3 range = max-min;
U32 vert_idx = 0;
@@ -2245,6 +2267,8 @@ LLSD LLModel::Decomposition::asLLSD() const
{
for (U32 k = 0; k < 3; k++)
{
+ llassert(mBaseHull[j].mV[k] <= 0.51f && mBaseHull[j].mV[k] >= -0.51f);
+
//convert to 16-bit normalized across domain
U16 val = (U16) (((mBaseHull[j].mV[k]-min.mV[k])/range.mV[k])*65535);
@@ -2255,12 +2279,12 @@ LLSD LLModel::Decomposition::asLLSD() const
if (vert_idx > p.size())
{
- llerrs << "WTF?" << llendl;
+ llerrs << "Index out of bounds" << llendl;
}
}
}
- ret["Hull"] = p;
+ ret["BoundingVerts"] = p;
}
return ret;
@@ -2290,10 +2314,5 @@ void LLModel::Decomposition::merge(const LLModel::Decomposition* rhs)
{ //take physics shape mesh from rhs
mPhysicsShapeMesh = rhs->mPhysicsShapeMesh;
}
-
- if (!mHull.empty())
- { //verify
- llassert(asLLSD().has("HullList"));
- }
}
diff --git a/indra/llprimitive/llmodel.h b/indra/llprimitive/llmodel.h
index 23f4b5cb42..cd9f76fcb7 100644
--- a/indra/llprimitive/llmodel.h
+++ b/indra/llprimitive/llmodel.h
@@ -73,6 +73,7 @@ public:
{
NO_ERRORS = 0,
VERTEX_NUMBER_OVERFLOW, //vertex number is >= 65535.
+ BAD_ELEMENT,
INVALID_STATUS
} ;
@@ -106,6 +107,7 @@ public:
Decomposition(LLSD& data);
void fromLLSD(LLSD& data);
LLSD asLLSD() const;
+ bool hasHullList() const;
void merge(const Decomposition* rhs);
diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp
index a460912e70..a3aed4dd8a 100644
--- a/indra/llrender/llgl.cpp
+++ b/indra/llrender/llgl.cpp
@@ -127,6 +127,11 @@ PFNGLUNMAPBUFFERARBPROC glUnmapBufferARB = NULL;
PFNGLGETBUFFERPARAMETERIVARBPROC glGetBufferParameterivARB = NULL;
PFNGLGETBUFFERPOINTERVARBPROC glGetBufferPointervARB = NULL;
+// GL_ARB_map_buffer_range
+PFNGLMAPBUFFERRANGEPROC glMapBufferRange;
+PFNGLFLUSHMAPPEDBUFFERRANGEPROC glFlushMappedBufferRange;
+
+
// vertex object prototypes
PFNGLNEWOBJECTBUFFERATIPROC glNewObjectBufferATI = NULL;
PFNGLISOBJECTBUFFERATIPROC glIsObjectBufferATI = NULL;
@@ -178,6 +183,12 @@ PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer = NULL;
PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample = NULL;
PFNGLFRAMEBUFFERTEXTURELAYERPROC glFramebufferTextureLayer = NULL;
+//GL_ARB_texture_multisample
+PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample;
+PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample;
+PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv;
+PFNGLSAMPLEMASKIPROC glSampleMaski;
+
// GL_EXT_blend_func_separate
PFNGLBLENDFUNCSEPARATEEXTPROC glBlendFuncSeparateEXT = NULL;
@@ -321,9 +332,11 @@ LLGLManager::LLGLManager() :
mHasMipMapGeneration(FALSE),
mHasCompressedTextures(FALSE),
mHasFramebufferObject(FALSE),
+ mMaxSamples(0),
mHasBlendFuncSeparate(FALSE),
mHasVertexBufferObject(FALSE),
+ mHasMapBufferRange(FALSE),
mHasPBuffer(FALSE),
mHasShaderObjects(FALSE),
mHasVertexShader(FALSE),
@@ -334,6 +347,11 @@ LLGLManager::LLGLManager() :
mHasPointParameters(FALSE),
mHasDrawBuffers(FALSE),
mHasTextureRectangle(FALSE),
+ mHasTextureMultisample(FALSE),
+ mMaxSampleMaskWords(0),
+ mMaxColorTextureSamples(0),
+ mMaxDepthTextureSamples(0),
+ mMaxIntegerSamples(0),
mHasAnisotropic(FALSE),
mHasARBEnvCombine(FALSE),
@@ -539,7 +557,20 @@ bool LLGLManager::initGL()
{
GLint num_tex_image_units;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &num_tex_image_units);
- mNumTextureImageUnits = num_tex_image_units;
+ mNumTextureImageUnits = llmin(num_tex_image_units, 32);
+ }
+
+ if (mHasTextureMultisample)
+ {
+ glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &mMaxColorTextureSamples);
+ glGetIntegerv(GL_MAX_DEPTH_TEXTURE_SAMPLES, &mMaxDepthTextureSamples);
+ glGetIntegerv(GL_MAX_INTEGER_SAMPLES, &mMaxIntegerSamples);
+ glGetIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &mMaxSampleMaskWords);
+ }
+
+ if (mHasFramebufferObject)
+ {
+ glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples);
}
setToDebugGPU();
@@ -648,6 +679,14 @@ std::string LLGLManager::getRawGLString()
return gl_string;
}
+U32 LLGLManager::getNumFBOFSAASamples(U32 samples)
+{
+ samples = llmin(samples, (U32) mMaxColorTextureSamples);
+ samples = llmin(samples, (U32) mMaxDepthTextureSamples);
+ samples = llmin(samples, (U32) 4);
+ return samples;
+}
+
void LLGLManager::shutdownGL()
{
if (mInited)
@@ -728,6 +767,7 @@ void LLGLManager::initExtensions()
mHasOcclusionQuery = ExtensionExists("GL_ARB_occlusion_query", gGLHExts.mSysExts);
mHasOcclusionQuery2 = ExtensionExists("GL_ARB_occlusion_query2", gGLHExts.mSysExts);
mHasVertexBufferObject = ExtensionExists("GL_ARB_vertex_buffer_object", gGLHExts.mSysExts);
+ mHasMapBufferRange = ExtensionExists("GL_ARB_map_buffer_range", gGLHExts.mSysExts);
mHasDepthClamp = ExtensionExists("GL_ARB_depth_clamp", gGLHExts.mSysExts) || ExtensionExists("GL_NV_depth_clamp", gGLHExts.mSysExts);
// mask out FBO support when packed_depth_stencil isn't there 'cause we need it for LLRenderTarget -Brad
#ifdef GL_ARB_framebuffer_object
@@ -742,6 +782,7 @@ void LLGLManager::initExtensions()
mHasDrawBuffers = ExtensionExists("GL_ARB_draw_buffers", gGLHExts.mSysExts);
mHasBlendFuncSeparate = ExtensionExists("GL_EXT_blend_func_separate", gGLHExts.mSysExts);
mHasTextureRectangle = ExtensionExists("GL_ARB_texture_rectangle", gGLHExts.mSysExts);
+ mHasTextureMultisample = ExtensionExists("GL_ARB_texture_multisample", gGLHExts.mSysExts);
#if !LL_DARWIN
mHasPointParameters = !mIsATI && ExtensionExists("GL_ARB_point_parameters", gGLHExts.mSysExts);
#endif
@@ -921,6 +962,11 @@ void LLGLManager::initExtensions()
mHasVertexBufferObject = FALSE;
}
}
+ if (mHasMapBufferRange)
+ {
+ glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC) GLH_EXT_GET_PROC_ADDRESS("glMapBufferRange");
+ glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC) GLH_EXT_GET_PROC_ADDRESS("glFlushMappedBufferRange");
+ }
if (mHasFramebufferObject)
{
llinfos << "initExtensions() FramebufferObject-related procs..." << llendl;
@@ -953,6 +999,13 @@ void LLGLManager::initExtensions()
{
glBlendFuncSeparateEXT = (PFNGLBLENDFUNCSEPARATEEXTPROC) GLH_EXT_GET_PROC_ADDRESS("glBlendFuncSeparateEXT");
}
+ if (mHasTextureMultisample)
+ {
+ glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC) GLH_EXT_GET_PROC_ADDRESS("glTexImage2DMultisample");
+ glTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC) GLH_EXT_GET_PROC_ADDRESS("glTexImage3DMultisample");
+ glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC) GLH_EXT_GET_PROC_ADDRESS("glGetMultisamplefv");
+ glSampleMaski = (PFNGLSAMPLEMASKIPROC) GLH_EXT_GET_PROC_ADDRESS("glSampleMaski");
+ }
#if (!LL_LINUX && !LL_SOLARIS) || LL_LINUX_NV_GL_HEADERS
// This is expected to be a static symbol on Linux GL implementations, except if we use the nvidia headers - bah
glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)GLH_EXT_GET_PROC_ADDRESS("glDrawRangeElements");
@@ -1370,10 +1423,6 @@ void LLGLState::checkTextureChannels(const std::string& msg)
}
}
- GLint maxTextureUnits = 0;
- glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &maxTextureUnits);
- stop_glerror();
-
static const char* label[] =
{
"GL_TEXTURE_2D",
@@ -1384,7 +1433,8 @@ void LLGLState::checkTextureChannels(const std::string& msg)
"GL_TEXTURE_GEN_T",
"GL_TEXTURE_GEN_Q",
"GL_TEXTURE_GEN_R",
- "GL_TEXTURE_RECTANGLE_ARB"
+ "GL_TEXTURE_RECTANGLE_ARB",
+ "GL_TEXTURE_2D_MULTISAMPLE"
};
static GLint value[] =
@@ -1397,7 +1447,8 @@ void LLGLState::checkTextureChannels(const std::string& msg)
GL_TEXTURE_GEN_T,
GL_TEXTURE_GEN_Q,
GL_TEXTURE_GEN_R,
- GL_TEXTURE_RECTANGLE_ARB
+ GL_TEXTURE_RECTANGLE_ARB,
+ GL_TEXTURE_2D_MULTISAMPLE
};
GLint stackDepth = 0;
@@ -1406,68 +1457,96 @@ void LLGLState::checkTextureChannels(const std::string& msg)
glh::matrix4f identity;
identity.identity();
- for (GLint i = 1; i < maxTextureUnits; i++)
+ for (GLint i = 1; i < gGLManager.mNumTextureUnits; i++)
{
gGL.getTexUnit(i)->activate();
- glClientActiveTextureARB(GL_TEXTURE0_ARB+i);
- stop_glerror();
- glGetIntegerv(GL_TEXTURE_STACK_DEPTH, &stackDepth);
- stop_glerror();
- if (stackDepth != 1)
+ if (i < gGLManager.mNumTextureUnits)
{
- error = TRUE;
- LL_WARNS("RenderState") << "Texture matrix stack corrupted." << LL_ENDL;
+ glClientActiveTextureARB(GL_TEXTURE0_ARB+i);
+ stop_glerror();
+ glGetIntegerv(GL_TEXTURE_STACK_DEPTH, &stackDepth);
+ stop_glerror();
- if (gDebugSession)
+ if (stackDepth != 1)
{
- gFailLog << "Texture matrix stack corrupted." << std::endl;
+ error = TRUE;
+ LL_WARNS("RenderState") << "Texture matrix stack corrupted." << LL_ENDL;
+
+ if (gDebugSession)
+ {
+ gFailLog << "Texture matrix stack corrupted." << std::endl;
+ }
}
- }
- glGetFloatv(GL_TEXTURE_MATRIX, (GLfloat*) mat.m);
- stop_glerror();
+ glGetFloatv(GL_TEXTURE_MATRIX, (GLfloat*) mat.m);
+ stop_glerror();
- if (mat != identity)
- {
- error = TRUE;
- LL_WARNS("RenderState") << "Texture matrix in channel " << i << " corrupt." << LL_ENDL;
- if (gDebugSession)
+ if (mat != identity)
{
- gFailLog << "Texture matrix in channel " << i << " corrupt." << std::endl;
+ error = TRUE;
+ LL_WARNS("RenderState") << "Texture matrix in channel " << i << " corrupt." << LL_ENDL;
+ if (gDebugSession)
+ {
+ gFailLog << "Texture matrix in channel " << i << " corrupt." << std::endl;
+ }
+ }
+
+ for (S32 j = (i == 0 ? 1 : 0);
+ j < 9; j++)
+ {
+ if (j == 8 && !gGLManager.mHasTextureRectangle ||
+ j == 9 && !gGLManager.mHasTextureMultisample)
+ {
+ continue;
+ }
+
+ if (glIsEnabled(value[j]))
+ {
+ error = TRUE;
+ LL_WARNS("RenderState") << "Texture channel " << i << " still has " << label[j] << " enabled." << LL_ENDL;
+ if (gDebugSession)
+ {
+ gFailLog << "Texture channel " << i << " still has " << label[j] << " enabled." << std::endl;
+ }
+ }
+ stop_glerror();
}
- }
-
- for (S32 j = (i == 0 ? 1 : 0);
- j < (gGLManager.mHasTextureRectangle ? 9 : 8); j++)
- {
- if (glIsEnabled(value[j]))
+ glGetFloatv(GL_TEXTURE_MATRIX, mat.m);
+ stop_glerror();
+
+ if (mat != identity)
{
error = TRUE;
- LL_WARNS("RenderState") << "Texture channel " << i << " still has " << label[j] << " enabled." << LL_ENDL;
+ LL_WARNS("RenderState") << "Texture matrix " << i << " is not identity." << LL_ENDL;
if (gDebugSession)
{
- gFailLog << "Texture channel " << i << " still has " << label[j] << " enabled." << std::endl;
+ gFailLog << "Texture matrix " << i << " is not identity." << std::endl;
}
}
- stop_glerror();
}
- glGetFloatv(GL_TEXTURE_MATRIX, mat.m);
- stop_glerror();
-
- if (mat != identity)
{
- error = TRUE;
- LL_WARNS("RenderState") << "Texture matrix " << i << " is not identity." << LL_ENDL;
- if (gDebugSession)
+ GLint tex = 0;
+ stop_glerror();
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &tex);
+ stop_glerror();
+
+ if (tex != 0)
{
- gFailLog << "Texture matrix " << i << " is not identity." << std::endl;
+ error = TRUE;
+ LL_WARNS("RenderState") << "Texture channel " << i << " still has texture " << tex << " bound." << llendl;
+
+ if (gDebugSession)
+ {
+ gFailLog << "Texture channel " << i << " still has texture " << tex << " bound." << std::endl;
+ }
}
}
}
+ stop_glerror();
gGL.getTexUnit(0)->activate();
glClientActiveTextureARB(GL_TEXTURE0_ARB);
stop_glerror();
diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h
index 1d7ab188fc..d1bee00161 100644
--- a/indra/llrender/llgl.h
+++ b/indra/llrender/llgl.h
@@ -83,10 +83,12 @@ public:
BOOL mHasMipMapGeneration;
BOOL mHasCompressedTextures;
BOOL mHasFramebufferObject;
+ S32 mMaxSamples;
BOOL mHasBlendFuncSeparate;
-
+
// ARB Extensions
BOOL mHasVertexBufferObject;
+ BOOL mHasMapBufferRange;
BOOL mHasPBuffer;
BOOL mHasShaderObjects;
BOOL mHasVertexShader;
@@ -98,6 +100,11 @@ public:
BOOL mHasDrawBuffers;
BOOL mHasDepthClamp;
BOOL mHasTextureRectangle;
+ BOOL mHasTextureMultisample;
+ S32 mMaxSampleMaskWords;
+ S32 mMaxColorTextureSamples;
+ S32 mMaxDepthTextureSamples;
+ S32 mMaxIntegerSamples;
// Other extensions.
BOOL mHasAnisotropic;
@@ -139,6 +146,7 @@ public:
void printGLInfoString();
void getGLInfo(LLSD& info);
+ U32 getNumFBOFSAASamples(U32 desired_samples = 32);
// In ALL CAPS
std::string mGLVendor;
std::string mGLVendorShort;
diff --git a/indra/llrender/llglheaders.h b/indra/llrender/llglheaders.h
index d8140a124d..f35f329f00 100644
--- a/indra/llrender/llglheaders.h
+++ b/indra/llrender/llglheaders.h
@@ -68,6 +68,10 @@ extern PFNGLUNMAPBUFFERARBPROC glUnmapBufferARB;
extern PFNGLGETBUFFERPARAMETERIVARBPROC glGetBufferParameterivARB;
extern PFNGLGETBUFFERPOINTERVARBPROC glGetBufferPointervARB;
+// GL_ARB_map_buffer_range
+extern PFNGLMAPBUFFERRANGEPROC glMapBufferRange;
+extern PFNGLFLUSHMAPPEDBUFFERRANGEPROC glFlushMappedBufferRange;
+
// GL_ATI_vertex_array_object
extern PFNGLNEWOBJECTBUFFERATIPROC glNewObjectBufferATI;
extern PFNGLISOBJECTBUFFERATIPROC glIsObjectBufferATI;
@@ -306,6 +310,10 @@ extern PFNGLUNMAPBUFFERARBPROC glUnmapBufferARB;
extern PFNGLGETBUFFERPARAMETERIVARBPROC glGetBufferParameterivARB;
extern PFNGLGETBUFFERPOINTERVARBPROC glGetBufferPointervARB;
+// GL_ARB_map_buffer_range
+extern PFNGLMAPBUFFERRANGEPROC glMapBufferRange;
+extern PFNGLFLUSHMAPPEDBUFFERRANGEPROC glFlushMappedBufferRange;
+
// GL_ATI_vertex_array_object
extern PFNGLNEWOBJECTBUFFERATIPROC glNewObjectBufferATI;
extern PFNGLISOBJECTBUFFERATIPROC glIsObjectBufferATI;
@@ -474,6 +482,11 @@ extern PFNGLFRAMEBUFFERTEXTURELAYERPROC glFramebufferTextureLayer;
//GL_ARB_draw_buffers
extern PFNGLDRAWBUFFERSARBPROC glDrawBuffersARB;
+//GL_ARB_texture_multisample
+extern PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample;
+extern PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample;
+extern PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv;
+extern PFNGLSAMPLEMASKIPROC glSampleMaski;
#elif LL_WINDOWS
//----------------------------------------------------------------------------
@@ -506,6 +519,10 @@ extern PFNGLUNMAPBUFFERARBPROC glUnmapBufferARB;
extern PFNGLGETBUFFERPARAMETERIVARBPROC glGetBufferParameterivARB;
extern PFNGLGETBUFFERPOINTERVARBPROC glGetBufferPointervARB;
+// GL_ARB_map_buffer_range
+extern PFNGLMAPBUFFERRANGEPROC glMapBufferRange;
+extern PFNGLFLUSHMAPPEDBUFFERRANGEPROC glFlushMappedBufferRange;
+
// GL_ATI_vertex_array_object
extern PFNGLNEWOBJECTBUFFERATIPROC glNewObjectBufferATI;
extern PFNGLISOBJECTBUFFERATIPROC glIsObjectBufferATI;
@@ -673,6 +690,11 @@ extern PFNGLFRAMEBUFFERTEXTURELAYERPROC glFramebufferTextureLayer;
//GL_ARB_draw_buffers
extern PFNGLDRAWBUFFERSARBPROC glDrawBuffersARB;
+//GL_ARB_texture_multisample
+extern PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample;
+extern PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample;
+extern PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv;
+extern PFNGLSAMPLEMASKIPROC glSampleMaski;
#elif LL_DARWIN
//----------------------------------------------------------------------------
@@ -714,13 +736,55 @@ extern void glGenerateMipmapEXT(GLenum target) AVAILABLE_MAC_OS_X_VERSION_10_4_A
#ifndef GL_ARB_framebuffer_object
#define glGenerateMipmap glGenerateMipmapEXT
+#define GL_MAX_SAMPLES 0x8D57
#endif
+
// GL_ARB_draw_buffers
extern void glDrawBuffersARB(GLsizei n, const GLenum* bufs) AVAILABLE_MAC_OS_X_VERSION_10_4_AND_LATER;
#ifdef __cplusplus
extern "C" {
#endif
+
+//
+// Define map buffer range headers on Mac
+//
+#ifndef GL_ARB_map_buffer_range
+#define GL_MAP_READ_BIT 0x0001
+#define GL_MAP_WRITE_BIT 0x0002
+#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004
+#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008
+#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010
+#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020
+#endif
+
+//
+// Define multisample headers on Mac
+//
+#ifndef GL_ARB_texture_multisample
+#define GL_SAMPLE_POSITION 0x8E50
+#define GL_SAMPLE_MASK 0x8E51
+#define GL_SAMPLE_MASK_VALUE 0x8E52
+#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59
+#define GL_TEXTURE_2D_MULTISAMPLE 0x9100
+#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101
+#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102
+#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103
+#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104
+#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105
+#define GL_TEXTURE_SAMPLES 0x9106
+#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107
+#define GL_SAMPLER_2D_MULTISAMPLE 0x9108
+#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109
+#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A
+#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B
+#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C
+#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D
+#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E
+#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F
+#define GL_MAX_INTEGER_SAMPLES 0x9110
+#endif
+
//
// Define vertex buffer object headers on Mac
//
@@ -757,7 +821,7 @@ extern "C" {
#define GL_DYNAMIC_READ_ARB 0x88E9
#define GL_DYNAMIC_COPY_ARB 0x88EA
#endif
-
+
#ifndef GL_ARB_vertex_buffer_object
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index 257bcd9380..8e99f62de6 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -48,6 +48,8 @@ using std::pair;
using std::make_pair;
using std::string;
+GLhandleARB LLGLSLShader::sCurBoundShader = 0;
+
BOOL shouldChange(const LLVector4& v1, const LLVector4& v2)
{
return v1 != v2;
@@ -56,7 +58,7 @@ BOOL shouldChange(const LLVector4& v1, const LLVector4& v2)
LLShaderFeatures::LLShaderFeatures()
: calculatesLighting(false), isShiny(false), isFullbright(false), hasWaterFog(false),
hasTransport(false), hasSkinning(false), hasObjectSkinning(false), hasAtmospherics(false), isSpecular(false),
-hasGamma(false), hasLighting(false), calculatesAtmospherics(false)
+hasGamma(false), hasLighting(false), calculatesAtmospherics(false), mIndexedTextureChannels(0), disableTextureIndex(false)
{
}
@@ -107,16 +109,11 @@ BOOL LLGLSLShader::createShader(vector<string> * attributes,
// Create program
mProgramObject = glCreateProgramObjectARB();
- // Attach existing objects
- if (!LLShaderMgr::instance()->attachShaderFeatures(this))
- {
- return FALSE;
- }
-
+ //compile new source
vector< pair<string,GLenum> >::iterator fileIter = mShaderFiles.begin();
for ( ; fileIter != mShaderFiles.end(); fileIter++ )
{
- GLhandleARB shaderhandle = LLShaderMgr::instance()->loadShaderFile((*fileIter).first, mShaderLevel, (*fileIter).second);
+ GLhandleARB shaderhandle = LLShaderMgr::instance()->loadShaderFile((*fileIter).first, mShaderLevel, (*fileIter).second, mFeatures.mIndexedTextureChannels);
LL_DEBUGS("ShaderLoading") << "SHADER FILE: " << (*fileIter).first << " mShaderLevel=" << mShaderLevel << LL_ENDL;
if (shaderhandle > 0)
{
@@ -128,6 +125,12 @@ BOOL LLGLSLShader::createShader(vector<string> * attributes,
}
}
+ // Attach existing objects
+ if (!LLShaderMgr::instance()->attachShaderFeatures(this))
+ {
+ return FALSE;
+ }
+
// Map attributes and uniforms
if (success)
{
@@ -149,6 +152,29 @@ BOOL LLGLSLShader::createShader(vector<string> * attributes,
return createShader(attributes,uniforms);
}
}
+ else if (mFeatures.mIndexedTextureChannels > 0)
+ { //override texture channels for indexed texture rendering
+ bind();
+ S32 channel_count = mFeatures.mIndexedTextureChannels;
+
+ for (S32 i = 0; i < channel_count; i++)
+ {
+ uniform1i(llformat("tex%d", i), i);
+ }
+
+ S32 cur_tex = channel_count; //adjust any texture channels that might have been overwritten
+ for (U32 i = 0; i < mTexture.size(); i++)
+ {
+ if (mTexture[i] > -1 && mTexture[i] < channel_count)
+ {
+ llassert(cur_tex < gGLManager.mNumTextureImageUnits);
+ uniform1i(i, cur_tex);
+ mTexture[i] = cur_tex++;
+ }
+ }
+ unbind();
+ }
+
return success;
}
@@ -293,7 +319,8 @@ void LLGLSLShader::mapUniform(GLint index, const vector<string> * uniforms)
GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type)
{
- if (type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB)
+ if (type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB ||
+ type == GL_SAMPLER_2D_MULTISAMPLE)
{ //this here is a texture
glUniform1iARB(location, mActiveTextureChannels);
LL_DEBUGS("ShaderLoading") << "Assigned to texture channel " << mActiveTextureChannels << LL_ENDL;
@@ -342,7 +369,7 @@ void LLGLSLShader::bind()
if (gGLManager.mHasShaderObjects)
{
glUseProgramObjectARB(mProgramObject);
-
+ sCurBoundShader = mProgramObject;
if (mUniformsDirty)
{
LLShaderMgr::instance()->updateShaderUniforms(this);
@@ -365,6 +392,7 @@ void LLGLSLShader::unbind()
}
}
glUseProgramObjectARB(0);
+ sCurBoundShader = 0;
stop_glerror();
}
}
@@ -372,6 +400,7 @@ void LLGLSLShader::unbind()
void LLGLSLShader::bindNoShader(void)
{
glUseProgramObjectARB(0);
+ sCurBoundShader = 0;
}
S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode)
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index d46ddbbe18..4922eb6d67 100644
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -45,6 +45,8 @@ public:
bool hasObjectSkinning;
bool hasAtmospherics;
bool hasGamma;
+ S32 mIndexedTextureChannels;
+ bool disableTextureIndex;
// char numLights;
@@ -64,6 +66,8 @@ public:
LLGLSLShader();
+ static GLhandleARB sCurBoundShader;
+
void unload();
BOOL createShader(std::vector<std::string> * attributes,
std::vector<std::string> * uniforms);
diff --git a/indra/llrender/llimagegl.cpp b/indra/llrender/llimagegl.cpp
index d408077c68..60a5962234 100644
--- a/indra/llrender/llimagegl.cpp
+++ b/indra/llrender/llimagegl.cpp
@@ -1083,12 +1083,17 @@ void LLImageGL::generateTextures(S32 numTextures, U32 *textures)
}
// static
-void LLImageGL::deleteTextures(S32 numTextures, U32 *textures)
+void LLImageGL::deleteTextures(S32 numTextures, U32 *textures, bool immediate)
{
for (S32 i = 0; i < numTextures; i++)
{
sDeadTextureList.push_back(textures[i]);
}
+
+ if (immediate)
+ {
+ LLImageGL::deleteDeadTextures();
+ }
}
// static
@@ -1413,11 +1418,13 @@ void LLImageGL::deleteDeadTextures()
{
GLuint tex = sDeadTextureList.front();
sDeadTextureList.pop_front();
- for (int i = 0; i < gGLManager.mNumTextureUnits; i++)
+ for (int i = 0; i < gGLManager.mNumTextureImageUnits; i++)
{
- if (sCurrentBoundTextures[i] == tex)
+ LLTexUnit* tex_unit = gGL.getTexUnit(i);
+
+ if (tex_unit->getCurrTexture() == tex)
{
- gGL.getTexUnit(i)->unbind(LLTexUnit::TT_TEXTURE);
+ tex_unit->unbind(tex_unit->getCurrType());
stop_glerror();
}
}
diff --git a/indra/llrender/llimagegl.h b/indra/llrender/llimagegl.h
index 6c980984c0..2cfb15b0d9 100644
--- a/indra/llrender/llimagegl.h
+++ b/indra/llrender/llimagegl.h
@@ -98,7 +98,7 @@ public:
// These 3 functions currently wrap glGenTextures(), glDeleteTextures(), and glTexImage2D()
// for tracking purposes and will be deprecated in the future
static void generateTextures(S32 numTextures, U32 *textures);
- static void deleteTextures(S32 numTextures, U32 *textures);
+ static void deleteTextures(S32 numTextures, U32 *textures, bool immediate = false);
static void setManualImage(U32 target, S32 miplevel, S32 intformat, S32 width, S32 height, U32 pixformat, U32 pixtype, const void *pixels);
BOOL createGLTexture() ;
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index c37139ac4c..6a3f186531 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -30,6 +30,7 @@
#include "llvertexbuffer.h"
#include "llcubemap.h"
+#include "llglslshader.h"
#include "llimagegl.h"
#include "llrendertarget.h"
#include "lltexture.h"
@@ -46,14 +47,15 @@ S32 gGLViewport[4];
U32 LLRender::sUICalls = 0;
U32 LLRender::sUIVerts = 0;
-static const U32 LL_NUM_TEXTURE_LAYERS = 16;
+static const U32 LL_NUM_TEXTURE_LAYERS = 32;
static const U32 LL_NUM_LIGHT_UNITS = 8;
static GLenum sGLTextureType[] =
{
GL_TEXTURE_2D,
GL_TEXTURE_RECTANGLE_ARB,
- GL_TEXTURE_CUBE_MAP_ARB
+ GL_TEXTURE_CUBE_MAP_ARB,
+ GL_TEXTURE_2D_MULTISAMPLE
};
static GLint sGLAddressMode[] =
@@ -124,7 +126,7 @@ void LLTexUnit::refreshState(void)
// Per apple spec, don't call glEnable/glDisable when index exceeds max texture units
// http://www.mailinglistarchive.com/html/mac-opengl@lists.apple.com/2008-07/msg00653.html
//
- bool enableDisable = (mIndex < gGLManager.mNumTextureUnits);
+ bool enableDisable = (mIndex < gGLManager.mNumTextureUnits) && mCurrTexType != LLTexUnit::TT_MULTISAMPLE_TEXTURE;
if (mCurrTexType != TT_NONE)
{
@@ -182,8 +184,8 @@ void LLTexUnit::enable(eTextureType type)
mCurrTexType = type;
gGL.flush();
-
- if (mIndex < gGLManager.mNumTextureUnits)
+ if (type != LLTexUnit::TT_MULTISAMPLE_TEXTURE &&
+ mIndex < gGLManager.mNumTextureUnits)
{
glEnable(sGLTextureType[type]);
}
@@ -199,8 +201,8 @@ void LLTexUnit::disable(void)
activate();
unbind(mCurrTexType);
gGL.flush();
-
- if (mIndex < gGLManager.mNumTextureUnits)
+ if (mCurrTexType != LLTexUnit::TT_MULTISAMPLE_TEXTURE &&
+ mIndex < gGLManager.mNumTextureUnits)
{
glDisable(sGLTextureType[mCurrTexType]);
}
@@ -292,7 +294,7 @@ bool LLTexUnit::bind(LLImageGL* texture, bool for_rendering, bool forceBind)
glBindTexture(sGLTextureType[texture->getTarget()], mCurrTexture);
texture->updateBindStats(texture->mTextureMemory);
mHasMipMaps = texture->mHasMipMaps;
- if (texture->mTexOptionsDirty)
+ if (mIndex == 0 && texture->mTexOptionsDirty)
{
texture->mTexOptionsDirty = false;
setTextureAddressMode(texture->mAddressMode);
@@ -402,6 +404,7 @@ void LLTexUnit::unbind(eTextureType type)
activate();
mCurrTexture = 0;
glBindTexture(sGLTextureType[type], 0);
+ stop_glerror();
}
}
@@ -423,7 +426,7 @@ void LLTexUnit::setTextureAddressMode(eTextureAddressMode mode)
void LLTexUnit::setTextureFilteringOption(LLTexUnit::eTextureFilterOptions option)
{
- if (mIndex < 0 || mCurrTexture == 0) return;
+ if (mIndex < 0 || mCurrTexture == 0 || mCurrTexType == LLTexUnit::TT_MULTISAMPLE_TEXTURE) return;
gGL.flush();
diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h
index 7ba14f7b40..41e7b35341 100644
--- a/indra/llrender/llrender.h
+++ b/indra/llrender/llrender.h
@@ -57,6 +57,7 @@ public:
TT_TEXTURE = 0, // Standard 2D Texture
TT_RECT_TEXTURE, // Non power of 2 texture
TT_CUBE_MAP, // 6-sided cube map texture
+ TT_MULTISAMPLE_TEXTURE, // see GL_ARB_texture_multisample
TT_NONE // No texture type is currently enabled
} eTextureType;
diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp
index da1e94df64..b6463309e1 100644
--- a/indra/llrender/llrendertarget.cpp
+++ b/indra/llrender/llrendertarget.cpp
@@ -63,8 +63,7 @@ LLRenderTarget::LLRenderTarget() :
mUseDepth(false),
mRenderDepth(false),
mUsage(LLTexUnit::TT_TEXTURE),
- mSamples(0),
- mSampleBuffer(NULL)
+ mSamples(0)
{
}
@@ -73,23 +72,32 @@ LLRenderTarget::~LLRenderTarget()
release();
}
-
-void LLRenderTarget::setSampleBuffer(LLMultisampleBuffer* buffer)
-{
- mSampleBuffer = buffer;
-}
-
-void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo)
+void LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, S32 samples)
{
stop_glerror();
+
+ release();
+
mResX = resx;
mResY = resy;
mStencil = stencil;
mUsage = usage;
mUseDepth = depth;
+ mSamples = samples;
- release();
+ mSamples = gGLManager.getNumFBOFSAASamples(mSamples);
+
+ if (mSamples > 1 && gGLManager.mHasTextureMultisample)
+ {
+ mUsage = LLTexUnit::TT_MULTISAMPLE_TEXTURE;
+ //no support for multisampled stencil targets yet
+ mStencil = false;
+ }
+ else
+ {
+ mSamples = 0;
+ }
if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject)
{
@@ -146,29 +154,51 @@ void LLRenderTarget::addColorAttachment(U32 color_fmt)
stop_glerror();
- LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
-
- stop_glerror();
- if (offset == 0)
+#ifdef GL_ARB_texture_multisample
+ if (mSamples > 1)
{
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ glTexImage2DMultisample(LLTexUnit::getInternalType(mUsage), mSamples, color_fmt, mResX, mResY, GL_TRUE);
}
else
- { //don't filter data attachments
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
- if (mUsage != LLTexUnit::TT_RECT_TEXTURE)
+#else
+ llassert_always(mSamples <= 1);
+#endif
{
- gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_MIRROR);
+ LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
- else
- {
- // ATI doesn't support mirrored repeat for rectangular textures.
- gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+
+ stop_glerror();
+
+ if (mSamples == 0)
+ {
+ if (offset == 0)
+ { //use bilinear filtering on single texture render targets that aren't multisampled
+ gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ stop_glerror();
+ }
+ else
+ { //don't filter data attachments
+ gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ stop_glerror();
+ }
+
+ if (mUsage != LLTexUnit::TT_RECT_TEXTURE)
+ {
+ gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_MIRROR);
+ stop_glerror();
+ }
+ else
+ {
+ // ATI doesn't support mirrored repeat for rectangular textures.
+ gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ stop_glerror();
+ }
}
+
if (mFBO)
{
+ stop_glerror();
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+offset,
LLTexUnit::getInternalType(mUsage), tex, 0);
@@ -181,6 +211,12 @@ void LLRenderTarget::addColorAttachment(U32 color_fmt)
mTex.push_back(tex);
+ if (gDebugGL)
+ { //bind and unbind to validate target
+ bindTarget();
+ flush();
+ }
+
}
void LLRenderTarget::allocateDepth()
@@ -197,9 +233,20 @@ void LLRenderTarget::allocateDepth()
{
LLImageGL::generateTextures(1, &mDepth);
gGL.getTexUnit(0)->bindManual(mUsage, mDepth);
- U32 internal_type = LLTexUnit::getInternalType(mUsage);
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT32, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+ if (mSamples == 0)
+ {
+ U32 internal_type = LLTexUnit::getInternalType(mUsage);
+ gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT32, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+ }
+#ifdef GL_ARB_texture_multisample
+ else
+ {
+ glTexImage2DMultisample(LLTexUnit::getInternalType(mUsage), mSamples, GL_DEPTH_COMPONENT32, mResX, mResY, GL_TRUE);
+ }
+#else
+ llassert_always(mSamples <= 1);
+#endif
}
}
@@ -239,6 +286,9 @@ void LLRenderTarget::shareDepthBuffer(LLRenderTarget& target)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), mDepth, 0);
stop_glerror();
}
+
+ check_framebuffer_status();
+
glBindFramebuffer(GL_FRAMEBUFFER, 0);
target.mUseDepth = true;
@@ -256,7 +306,7 @@ void LLRenderTarget::release()
}
else
{
- LLImageGL::deleteTextures(1, &mDepth);
+ LLImageGL::deleteTextures(1, &mDepth, true);
stop_glerror();
}
mDepth = 0;
@@ -285,11 +335,12 @@ void LLRenderTarget::release()
if (mTex.size() > 0)
{
- LLImageGL::deleteTextures(mTex.size(), &mTex[0]);
+ LLImageGL::deleteTextures(mTex.size(), &mTex[0], true);
mTex.clear();
}
+
+ mResX = mResY = 0;
- mSampleBuffer = NULL;
sBoundTarget = NULL;
}
@@ -298,34 +349,27 @@ void LLRenderTarget::bindTarget()
if (mFBO)
{
stop_glerror();
- if (mSampleBuffer)
- {
- mSampleBuffer->bindTarget(this);
- stop_glerror();
+
+ glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
+ stop_glerror();
+ if (gGLManager.mHasDrawBuffers)
+ { //setup multiple render targets
+ GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0,
+ GL_COLOR_ATTACHMENT1,
+ GL_COLOR_ATTACHMENT2,
+ GL_COLOR_ATTACHMENT3};
+ glDrawBuffersARB(mTex.size(), drawbuffers);
}
- else
- {
- glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
- stop_glerror();
- if (gGLManager.mHasDrawBuffers)
- { //setup multiple render targets
- GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0,
- GL_COLOR_ATTACHMENT1,
- GL_COLOR_ATTACHMENT2,
- GL_COLOR_ATTACHMENT3};
- glDrawBuffersARB(mTex.size(), drawbuffers);
- }
- if (mTex.empty())
- { //no color buffer to draw to
- glDrawBuffer(GL_NONE);
- glReadBuffer(GL_NONE);
- }
+ if (mTex.empty())
+ { //no color buffer to draw to
+ glDrawBuffer(GL_NONE);
+ glReadBuffer(GL_NONE);
+ }
- check_framebuffer_status();
+ check_framebuffer_status();
- stop_glerror();
- }
+ stop_glerror();
}
glViewport(0, 0, mResX, mResY);
@@ -407,50 +451,8 @@ void LLRenderTarget::flush(bool fetch_depth)
else
{
stop_glerror();
-
glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
stop_glerror();
-
- if (mSampleBuffer)
- {
- LLGLEnable multisample(GL_MULTISAMPLE);
- stop_glerror();
- glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
- stop_glerror();
- check_framebuffer_status();
- glBindFramebuffer(GL_READ_FRAMEBUFFER, mSampleBuffer->mFBO);
- check_framebuffer_status();
-
- stop_glerror();
- glBlitFramebuffer(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
- stop_glerror();
-
- if (mTex.size() > 1)
- {
- for (U32 i = 1; i < mTex.size(); ++i)
- {
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- LLTexUnit::getInternalType(mUsage), mTex[i], 0);
- stop_glerror();
- glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mSampleBuffer->mTex[i]);
- stop_glerror();
- glBlitFramebuffer(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT, GL_NEAREST);
- stop_glerror();
- }
-
- for (U32 i = 0; i < mTex.size(); ++i)
- {
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i,
- LLTexUnit::getInternalType(mUsage), mTex[i], 0);
- stop_glerror();
- glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i, GL_RENDERBUFFER, mSampleBuffer->mTex[i]);
- stop_glerror();
- }
- }
- }
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
@@ -467,37 +469,36 @@ void LLRenderTarget::copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0,
llerrs << "Cannot copy framebuffer contents for non FBO render targets." << llendl;
}
- if (mSampleBuffer)
+
+ if (mask == GL_DEPTH_BUFFER_BIT && source.mStencil != mStencil)
{
- mSampleBuffer->copyContents(source, srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
+ stop_glerror();
+
+ glBindFramebuffer(GL_FRAMEBUFFER, source.mFBO);
+ check_framebuffer_status();
+ gGL.getTexUnit(0)->bind(this, true);
+ stop_glerror();
+ glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, srcX0, srcY0, dstX0, dstY0, dstX1, dstY1);
+ stop_glerror();
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ stop_glerror();
}
else
{
- if (mask == GL_DEPTH_BUFFER_BIT && source.mStencil != mStencil)
- {
- stop_glerror();
-
- glBindFramebuffer(GL_FRAMEBUFFER, source.mFBO);
- gGL.getTexUnit(0)->bind(this, true);
- stop_glerror();
- glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, srcX0, srcY0, dstX0, dstY0, dstX1, dstY1);
- stop_glerror();
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- stop_glerror();
- }
- else
- {
- glBindFramebuffer(GL_READ_FRAMEBUFFER, source.mFBO);
- stop_glerror();
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFBO);
- stop_glerror();
- check_framebuffer_status();
- stop_glerror();
- glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
- stop_glerror();
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- stop_glerror();
- }
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, source.mFBO);
+ stop_glerror();
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFBO);
+ stop_glerror();
+ check_framebuffer_status();
+ stop_glerror();
+ glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
+ stop_glerror();
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ stop_glerror();
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ stop_glerror();
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ stop_glerror();
}
}
@@ -540,179 +541,3 @@ void LLRenderTarget::getViewport(S32* viewport)
viewport[3] = mResY;
}
-//==================================================
-// LLMultisampleBuffer implementation
-//==================================================
-LLMultisampleBuffer::LLMultisampleBuffer()
-{
-
-}
-
-LLMultisampleBuffer::~LLMultisampleBuffer()
-{
- release();
-}
-
-void LLMultisampleBuffer::release()
-{
- if (mFBO)
- {
- glDeleteFramebuffers(1, (GLuint *) &mFBO);
- mFBO = 0;
- }
-
- if (mTex.size() > 0)
- {
- glDeleteRenderbuffers(mTex.size(), (GLuint *) &mTex[0]);
- mTex.clear();
- }
-
- if (mDepth)
- {
- glDeleteRenderbuffers(1, (GLuint *) &mDepth);
- mDepth = 0;
- }
-}
-
-void LLMultisampleBuffer::bindTarget()
-{
- bindTarget(this);
-}
-
-void LLMultisampleBuffer::bindTarget(LLRenderTarget* ref)
-{
- if (!ref)
- {
- ref = this;
- }
-
- glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
- if (gGLManager.mHasDrawBuffers)
- { //setup multiple render targets
- GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0,
- GL_COLOR_ATTACHMENT1,
- GL_COLOR_ATTACHMENT2,
- GL_COLOR_ATTACHMENT3};
- glDrawBuffersARB(ref->mTex.size(), drawbuffers);
- }
-
- check_framebuffer_status();
-
- glViewport(0, 0, mResX, mResY);
-
- sBoundTarget = this;
-}
-
-void LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo )
-{
- allocate(resx,resy,color_fmt,depth,stencil,usage,use_fbo,2);
-}
-
-void LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, U32 samples )
-{
- stop_glerror();
- mResX = resx;
- mResY = resy;
-
- mUsage = usage;
- mUseDepth = depth;
- mStencil = stencil;
-
- release();
-
- mSamples = samples;
-
- if (mSamples <= 1)
- {
- llerrs << "Cannot create a multisample buffer with less than 2 samples." << llendl;
- }
-
- stop_glerror();
-
- if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject)
- {
-
- if (depth)
- {
- stop_glerror();
- allocateDepth();
- stop_glerror();
- }
-
- glGenFramebuffers(1, (GLuint *) &mFBO);
-
- glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
-
- if (mDepth)
- {
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepth);
- if (mStencil)
- {
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepth);
- }
- }
-
- stop_glerror();
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- stop_glerror();
- }
-
- addColorAttachment(color_fmt);
-}
-
-void LLMultisampleBuffer::addColorAttachment(U32 color_fmt)
-{
- if (color_fmt == 0)
- {
- return;
- }
-
- U32 offset = mTex.size();
- if (offset >= 4 ||
- (offset > 0 && (mFBO == 0 || !gGLManager.mHasDrawBuffers)))
- {
- llerrs << "Too many color attachments!" << llendl;
- }
-
- U32 tex;
- glGenRenderbuffers(1, &tex);
-
- glBindRenderbuffer(GL_RENDERBUFFER, tex);
- glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, color_fmt, mResX, mResY);
- stop_glerror();
-
- if (mFBO)
- {
- glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+offset, GL_RENDERBUFFER, tex);
- stop_glerror();
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- switch (status)
- {
- case GL_FRAMEBUFFER_COMPLETE:
- break;
- default:
- llerrs << "WTF? " << std::hex << status << llendl;
- break;
- }
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- }
-
- mTex.push_back(tex);
-}
-
-void LLMultisampleBuffer::allocateDepth()
-{
- glGenRenderbuffers(1, (GLuint* ) &mDepth);
- glBindRenderbuffer(GL_RENDERBUFFER, mDepth);
- if (mStencil)
- {
- glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, GL_DEPTH24_STENCIL8, mResX, mResY);
- }
- else
- {
- glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, GL_DEPTH_COMPONENT16, mResX, mResY);
- }
-}
-
diff --git a/indra/llrender/llrendertarget.h b/indra/llrender/llrendertarget.h
index 12dd1c8b90..094b58b562 100644
--- a/indra/llrender/llrendertarget.h
+++ b/indra/llrender/llrendertarget.h
@@ -71,10 +71,7 @@ public:
//allocate resources for rendering
//must be called before use
//multiple calls will release previously allocated resources
- void allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, bool use_fbo = FALSE);
-
- //provide this render target with a multisample resource.
- void setSampleBuffer(LLMultisampleBuffer* buffer);
+ void allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, bool use_fbo = false, S32 samples = 0);
//add color buffer attachment
//limit of 4 color attachments per render target
@@ -141,7 +138,6 @@ public:
static LLRenderTarget* getCurrentBoundTarget() { return sBoundTarget; }
protected:
- friend class LLMultisampleBuffer;
U32 mResX;
U32 mResY;
std::vector<U32> mTex;
@@ -152,26 +148,8 @@ protected:
bool mRenderDepth;
LLTexUnit::eTextureType mUsage;
U32 mSamples;
- LLMultisampleBuffer* mSampleBuffer;
-
- static LLRenderTarget* sBoundTarget;
-};
-
-class LLMultisampleBuffer : public LLRenderTarget
-{
-public:
- LLMultisampleBuffer();
- virtual ~LLMultisampleBuffer();
-
- virtual void release();
-
- virtual void bindTarget();
- void bindTarget(LLRenderTarget* ref);
- virtual void allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo);
- void allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, U32 samples);
- virtual void addColorAttachment(U32 color_fmt);
- virtual void allocateDepth();
+ static LLRenderTarget* sBoundTarget;
};
#endif //!LL_MESA_HEADLESS
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 98a0a93084..bdc103b917 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -209,17 +209,39 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasWaterFog)
{
- if (!shader->attachObject("lighting/lightWaterF.glsl"))
+ if (features->disableTextureIndex)
{
- return FALSE;
+ if (!shader->attachObject("lighting/lightWaterNonIndexedF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else
+ {
+ if (!shader->attachObject("lighting/lightWaterF.glsl"))
+ {
+ return FALSE;
+ }
+ shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
}
}
else
{
- if (!shader->attachObject("lighting/lightF.glsl"))
+ if (features->disableTextureIndex)
{
- return FALSE;
+ if (!shader->attachObject("lighting/lightNonIndexedF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else
+ {
+ if (!shader->attachObject("lighting/lightF.glsl"))
+ {
+ return FALSE;
+ }
+ shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
}
}
}
@@ -230,32 +252,76 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->isShiny && features->hasWaterFog)
{
- if (!shader->attachObject("lighting/lightFullbrightShinyWaterF.glsl"))
+ if (features->disableTextureIndex)
{
- return FALSE;
+ if (!shader->attachObject("lighting/lightFullbrightShinyWaterNonIndexedF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else
+ {
+ if (!shader->attachObject("lighting/lightFullbrightShinyWaterF.glsl"))
+ {
+ return FALSE;
+ }
+ shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
}
}
else if (features->hasWaterFog)
{
- if (!shader->attachObject("lighting/lightFullbrightWaterF.glsl"))
+ if (features->disableTextureIndex)
{
- return FALSE;
+ if (!shader->attachObject("lighting/lightFullbrightWaterNonIndexedF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else
+ {
+ if (!shader->attachObject("lighting/lightFullbrightWaterF.glsl"))
+ {
+ return FALSE;
+ }
+ shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
}
}
else if (features->isShiny)
{
- if (!shader->attachObject("lighting/lightFullbrightShinyF.glsl"))
+ if (features->disableTextureIndex)
{
- return FALSE;
+ if (!shader->attachObject("lighting/lightFullbrightShinyNonIndexedF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else
+ {
+ if (!shader->attachObject("lighting/lightFullbrightShinyF.glsl"))
+ {
+ return FALSE;
+ }
+ shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
}
}
else
{
- if (!shader->attachObject("lighting/lightFullbrightF.glsl"))
+ if (features->disableTextureIndex)
{
- return FALSE;
+ if (!shader->attachObject("lighting/lightFullbrightNonIndexedF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else
+ {
+ if (!shader->attachObject("lighting/lightFullbrightF.glsl"))
+ {
+ return FALSE;
+ }
+ shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
}
}
}
@@ -266,17 +332,39 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasWaterFog)
{
- if (!shader->attachObject("lighting/lightShinyWaterF.glsl"))
+ if (features->disableTextureIndex)
{
- return FALSE;
+ if (!shader->attachObject("lighting/lightShinyWaterNonIndexedF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else
+ {
+ if (!shader->attachObject("lighting/lightShinyWaterF.glsl"))
+ {
+ return FALSE;
+ }
+ shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
}
}
else
{
- if (!shader->attachObject("lighting/lightShinyF.glsl"))
+ if (features->disableTextureIndex)
{
- return FALSE;
+ if (!shader->attachObject("lighting/lightShinyNonIndexedF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else
+ {
+ if (!shader->attachObject("lighting/lightShinyF.glsl"))
+ {
+ return FALSE;
+ }
+ shader->mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits-1;
}
}
}
@@ -315,12 +403,12 @@ void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns)
}
else
{
- LL_INFOS("ShaderLoading") << log << LL_ENDL;
+ LL_DEBUGS("ShaderLoading") << log << LL_ENDL;
}
}
}
-GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type)
+GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, S32 texture_index_channels)
{
GLenum error = GL_NO_ERROR;
if (gDebugGL)
@@ -374,6 +462,106 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
GLcharARB* text[1024];
GLuint count = 0;
+ if (gGLManager.mGLVersion < 3.f)
+ {
+ //set version to 1.20
+ text[count++] = strdup("#version 120\n");
+ }
+ else
+ { //set version to 1.30
+ text[count++] = strdup("#version 130\n");
+ }
+
+ //copy preprocessor definitions into buffer
+ for (std::map<std::string,std::string>::iterator iter = mDefinitions.begin(); iter != mDefinitions.end(); ++iter)
+ {
+ std::string define = "#define " + iter->first + " " + iter->second + "\n";
+ text[count++] = (GLcharARB *) strdup(define.c_str());
+ }
+
+ if (texture_index_channels > 0 && type == GL_FRAGMENT_SHADER_ARB)
+ {
+ //use specified number of texture channels for indexed texture rendering
+
+ /* prepend shader code that looks like this:
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform sampler2D tex2;
+ .
+ .
+ .
+ uniform sampler2D texN;
+
+ varying float vary_texture_index;
+
+ vec4 diffuseLookup(vec2 texcoord)
+ {
+ switch (int(vary_texture_index+0.25))
+ {
+ case 0: return texture2D(tex0, texcoord);
+ case 1: return texture2D(tex1, texcoord);
+ case 2: return texture2D(tex2, texcoord);
+ .
+ .
+ .
+ case N: return texture2D(texN, texcoord);
+ }
+
+ return vec4(0,0,0,0);
+ }
+ */
+
+ //uniform declartion
+ for (S32 i = 0; i < texture_index_channels; ++i)
+ {
+ std::string decl = llformat("uniform sampler2D tex%d;\n", i);
+ text[count++] = strdup(decl.c_str());
+ }
+
+ text[count++] = strdup("varying float vary_texture_index;\n");
+ text[count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n");
+ text[count++] = strdup("{\n");
+
+
+ if (gGLManager.mGLVersion >= 3.f)
+ {
+ text[count++] = strdup("\tswitch (int(vary_texture_index+0.25))\n");
+ text[count++] = strdup("\t{\n");
+
+ //switch body
+ for (S32 i = 0; i < texture_index_channels; ++i)
+ {
+ std::string case_str = llformat("\t\tcase %d: return texture2D(tex%d, texcoord);\n", i, i);
+ text[count++] = strdup(case_str.c_str());
+ }
+
+ text[count++] = strdup("\t}\n");
+ }
+ else
+ {
+ //switches aren't supported, make block that looks like:
+ /*
+ int ti = int(vary_texture_index+0.25);
+ if (ti == 0) return texture2D(tex0, texcoord);
+ if (ti == 1) return texture2D(tex1, texcoord);
+ .
+ .
+ .
+ if (ti == N) return texture2D(texN, texcoord);
+ */
+
+ text[count++] = strdup("int ti = int(vary_texture_index+0.25);\n");
+ for (S32 i = 0; i < texture_index_channels; ++i)
+ {
+ std::string if_str = llformat("if (ti == %d) return texture2D(tex%d, texcoord);\n", i, i);
+ text[count++] = strdup(if_str.c_str());
+ }
+ }
+
+ text[count++] = strdup("\treturn vec4(0,0,0,0);\n");
+ text[count++] = strdup("}\n");
+ }
//copy file into memory
while( fgets((char *)buff, 1024, file) != NULL && count < LL_ARRAY_SIZE(buff) )
@@ -457,7 +645,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
if (shader_level > 1)
{
shader_level--;
- return loadShaderFile(filename,shader_level,type);
+ return loadShaderFile(filename,shader_level,type,texture_index_channels);
}
LL_WARNS("ShaderLoading") << "Failed to load " << filename << LL_ENDL;
}
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index c54c4608d7..2f30103811 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -43,7 +43,7 @@ public:
void dumpObjectLog(GLhandleARB ret, BOOL warns = TRUE);
BOOL linkProgramObject(GLhandleARB obj, BOOL suppress_errors = FALSE);
BOOL validateProgramObject(GLhandleARB obj);
- GLhandleARB loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type);
+ GLhandleARB loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, S32 texture_index_channels = -1);
// Implemented in the application to actually point to the shader directory.
virtual std::string getShaderDirPrefix(void) = 0; // Pure Virtual
@@ -60,6 +60,9 @@ public:
std::vector<std::string> mReservedUniforms;
+ //preprocessor definitions (name/value)
+ std::map<std::string, std::string> mDefinitions;
+
protected:
// our parameter manager singleton instance
diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp
index 8c9171ccf4..4a0b964e61 100644
--- a/indra/llrender/llvertexbuffer.cpp
+++ b/indra/llrender/llvertexbuffer.cpp
@@ -934,8 +934,26 @@ void LLVertexBuffer::allocateClientIndexBuffer()
}
}
+bool expand_region(LLVertexBuffer::MappedRegion& region, S32 index, S32 count)
+{
+ S32 end = index+count;
+ S32 region_end = region.mIndex+region.mCount;
+
+ if (end < region.mIndex ||
+ index > region_end)
+ { //gap exists, do not merge
+ return false;
+ }
+
+ S32 new_end = llmax(end, region_end);
+ S32 new_index = llmin(index, region.mIndex);
+ region.mIndex = new_index;
+ region.mCount = new_end-new_index;
+ return true;
+}
+
// Map for data access
-U8* LLVertexBuffer::mapVertexBuffer(S32 type, S32 access)
+U8* LLVertexBuffer::mapVertexBuffer(S32 type, S32 index, S32 count, bool map_range)
{
LLMemType mt2(LLMemType::MTYPE_VERTEX_MAP_BUFFER);
if (mFinal)
@@ -947,8 +965,45 @@ U8* LLVertexBuffer::mapVertexBuffer(S32 type, S32 access)
llerrs << "LLVertexBuffer::mapVertexBuffer() called on unallocated buffer." << llendl;
}
- if (!mVertexLocked && useVBOs())
+ if (useVBOs())
{
+
+ if (sDisableVBOMapping || gGLManager.mHasMapBufferRange)
+ {
+ if (count == -1)
+ {
+ count = mNumVerts-index;
+ }
+
+ bool mapped = false;
+ //see if range is already mapped
+ for (U32 i = 0; i < mMappedVertexRegions.size(); ++i)
+ {
+ MappedRegion& region = mMappedVertexRegions[i];
+ if (region.mType == type)
+ {
+ if (expand_region(region, index, count))
+ {
+ mapped = true;
+ break;
+ }
+ }
+ }
+
+ if (!mapped)
+ {
+ //not already mapped, map new region
+ MappedRegion region(type, !sDisableVBOMapping && map_range ? -1 : index, count);
+ mMappedVertexRegions.push_back(region);
+ }
+ }
+
+ if (mVertexLocked && map_range)
+ {
+ llerrs << "Attempted to map a specific range of a buffer that was already mapped." << llendl;
+ }
+
+ if (!mVertexLocked)
{
LLMemType mt_v(LLMemType::MTYPE_VERTEX_MAP_BUFFER_VERTICES);
setBuffer(0, type);
@@ -957,61 +1012,95 @@ U8* LLVertexBuffer::mapVertexBuffer(S32 type, S32 access)
if(sDisableVBOMapping)
{
+ map_range = false;
allocateClientVertexBuffer() ;
}
else
{
- U8* src = (U8*) glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
+ U8* src = NULL;
+#ifdef GL_ARB_map_buffer_range
+ if (gGLManager.mHasMapBufferRange)
+ {
+ if (map_range)
+ {
+ S32 offset = mOffsets[type] + sTypeSize[type]*index;
+ S32 length = (sTypeSize[type]*count+0xF) & ~0xF;
+ src = (U8*) glMapBufferRange(GL_ARRAY_BUFFER_ARB, offset, length, GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT | GL_MAP_INVALIDATE_RANGE_BIT);
+ }
+ else
+ {
+ src = (U8*) glMapBufferRange(GL_ARRAY_BUFFER_ARB, 0, mSize, GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
+ }
+ }
+ else
+#else
+ llassert_always(!gGLManager.mHasMapBufferRange);
+#endif
+ {
+ map_range = false;
+ src = (U8*) glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
+ }
+
mMappedData = LL_NEXT_ALIGNED_ADDRESS<U8>(src);
mAlignedOffset = mMappedData - src;
stop_glerror();
}
- }
-
-
- if (!mMappedData)
- {
- log_glerror();
-
- //check the availability of memory
- U32 avail_phy_mem, avail_vir_mem;
- LLMemoryInfo::getAvailableMemoryKB(avail_phy_mem, avail_vir_mem) ;
- llinfos << "Available physical mwmory(KB): " << avail_phy_mem << llendl ;
- llinfos << "Available virtual memory(KB): " << avail_vir_mem << llendl;
-
- if(!sDisableVBOMapping)
- {
- //--------------------
- //print out more debug info before crash
- llinfos << "vertex buffer size: (num verts : num indices) = " << getNumVerts() << " : " << getNumIndices() << llendl ;
- GLint size ;
- glGetBufferParameterivARB(GL_ARRAY_BUFFER_ARB, GL_BUFFER_SIZE_ARB, &size) ;
- llinfos << "GL_ARRAY_BUFFER_ARB size is " << size << llendl ;
- //--------------------
+
+ if (!mMappedData)
+ {
+ log_glerror();
+
+ //check the availability of memory
+ U32 avail_phy_mem, avail_vir_mem;
+ LLMemoryInfo::getAvailableMemoryKB(avail_phy_mem, avail_vir_mem) ;
+ llinfos << "Available physical mwmory(KB): " << avail_phy_mem << llendl ;
+ llinfos << "Available virtual memory(KB): " << avail_vir_mem << llendl;
+
+ if(!sDisableVBOMapping)
+ {
+ //--------------------
+ //print out more debug info before crash
+ llinfos << "vertex buffer size: (num verts : num indices) = " << getNumVerts() << " : " << getNumIndices() << llendl ;
+ GLint size ;
+ glGetBufferParameterivARB(GL_ARRAY_BUFFER_ARB, GL_BUFFER_SIZE_ARB, &size) ;
+ llinfos << "GL_ARRAY_BUFFER_ARB size is " << size << llendl ;
+ //--------------------
+
+ GLint buff;
+ glGetIntegerv(GL_ARRAY_BUFFER_BINDING_ARB, &buff);
+ if ((GLuint)buff != mGLBuffer)
+ {
+ llerrs << "Invalid GL vertex buffer bound: " << buff << llendl;
+ }
- GLint buff;
- glGetIntegerv(GL_ARRAY_BUFFER_BINDING_ARB, &buff);
- if ((GLuint)buff != mGLBuffer)
+
+ llerrs << "glMapBuffer returned NULL (no vertex data)" << llendl;
+ }
+ else
{
- llerrs << "Invalid GL vertex buffer bound: " << buff << llendl;
+ llerrs << "memory allocation for vertex data failed." << llendl ;
}
-
-
- llerrs << "glMapBuffer returned NULL (no vertex data)" << llendl;
- }
- else
- {
- llerrs << "memory allocation for vertex data failed." << llendl ;
}
+ sMappedCount++;
}
- sMappedCount++;
+ }
+ else
+ {
+ map_range = false;
}
- return mMappedData;
+ if (map_range && !sDisableVBOMapping)
+ {
+ return mMappedData;
+ }
+ else
+ {
+ return mMappedData+mOffsets[type]+sTypeSize[type]*index;
+ }
}
-U8* LLVertexBuffer::mapIndexBuffer(S32 access)
+U8* LLVertexBuffer::mapIndexBuffer(S32 index, S32 count, bool map_range)
{
LLMemType mt2(LLMemType::MTYPE_VERTEX_MAP_BUFFER);
if (mFinal)
@@ -1023,8 +1112,41 @@ U8* LLVertexBuffer::mapIndexBuffer(S32 access)
llerrs << "LLVertexBuffer::mapIndexBuffer() called on unallocated buffer." << llendl;
}
- if (!mIndexLocked && useVBOs())
+ if (useVBOs())
{
+ if (sDisableVBOMapping || gGLManager.mHasMapBufferRange)
+ {
+ if (count == -1)
+ {
+ count = mNumIndices-index;
+ }
+
+ bool mapped = false;
+ //see if range is already mapped
+ for (U32 i = 0; i < mMappedIndexRegions.size(); ++i)
+ {
+ MappedRegion& region = mMappedIndexRegions[i];
+ if (expand_region(region, index, count))
+ {
+ mapped = true;
+ break;
+ }
+ }
+
+ if (!mapped)
+ {
+ //not already mapped, map new region
+ MappedRegion region(TYPE_INDEX, !sDisableVBOMapping && map_range ? -1 : index, count);
+ mMappedIndexRegions.push_back(region);
+ }
+ }
+
+ if (mIndexLocked && map_range)
+ {
+ llerrs << "Attempted to map a specific range of a buffer that was already mapped." << llendl;
+ }
+
+ if (!mIndexLocked)
{
LLMemType mt_v(LLMemType::MTYPE_VERTEX_MAP_BUFFER_INDICES);
@@ -1034,12 +1156,36 @@ U8* LLVertexBuffer::mapIndexBuffer(S32 access)
if(sDisableVBOMapping)
{
+ map_range = false;
allocateClientIndexBuffer() ;
}
else
{
- U8* src = (U8*) glMapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
- mMappedIndexData = LL_NEXT_ALIGNED_ADDRESS<U8>(src);
+ U8* src = NULL;
+#ifdef GL_ARB_map_buffer_range
+ if (gGLManager.mHasMapBufferRange)
+ {
+ if (map_range)
+ {
+ S32 offset = sizeof(U16)*index;
+ S32 length = sizeof(U16)*count;
+ src = (U8*) glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER_ARB, offset, length, GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT | GL_MAP_INVALIDATE_RANGE_BIT);
+ }
+ else
+ {
+ src = (U8*) glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER_ARB, 0, sizeof(U16)*mNumIndices, GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
+ }
+ }
+ else
+#else
+ llassert_always(!gGLManager.mHasMapBufferRange);
+#endif
+ {
+ map_range = false;
+ src = (U8*) glMapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
+ }
+
+ mMappedIndexData = src; //LL_NEXT_ALIGNED_ADDRESS<U8>(src);
mAlignedIndexOffset = mMappedIndexData - src;
stop_glerror();
}
@@ -1068,31 +1214,81 @@ U8* LLVertexBuffer::mapIndexBuffer(S32 access)
sMappedCount++;
}
+ else
+ {
+ map_range = false;
+ }
- return mMappedIndexData ;
+ if (map_range && !sDisableVBOMapping)
+ {
+ return mMappedIndexData;
+ }
+ else
+ {
+ return mMappedIndexData + sizeof(U16)*index;
+ }
}
void LLVertexBuffer::unmapBuffer(S32 type)
{
LLMemType mt2(LLMemType::MTYPE_VERTEX_UNMAP_BUFFER);
- if (!useVBOs())
+ if (!useVBOs() || type == -2)
{
return ; //nothing to unmap
}
bool updated_all = false ;
+
if (mMappedData && mVertexLocked && type != TYPE_INDEX)
{
updated_all = (mIndexLocked && type < 0) ; //both vertex and index buffers done updating
if(sDisableVBOMapping)
{
- stop_glerror();
- glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, getSize(), mMappedData);
- stop_glerror();
+ if (!mMappedVertexRegions.empty())
+ {
+ stop_glerror();
+ for (U32 i = 0; i < mMappedVertexRegions.size(); ++i)
+ {
+ const MappedRegion& region = mMappedVertexRegions[i];
+ S32 offset = region.mIndex >= 0 ? mOffsets[region.mType]+sTypeSize[region.mType]*region.mIndex : 0;
+ S32 length = sTypeSize[region.mType]*region.mCount;
+ glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, offset, length, mMappedData+offset);
+ stop_glerror();
+ }
+
+ mMappedVertexRegions.clear();
+ }
+ else
+ {
+ stop_glerror();
+ glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, getSize(), mMappedData);
+ stop_glerror();
+ }
}
else
{
+#ifdef GL_ARB_map_buffer_range
+ if (gGLManager.mHasMapBufferRange)
+ {
+ if (!mMappedVertexRegions.empty())
+ {
+ stop_glerror();
+ for (U32 i = 0; i < mMappedVertexRegions.size(); ++i)
+ {
+ const MappedRegion& region = mMappedVertexRegions[i];
+ S32 offset = region.mIndex >= 0 ? mOffsets[region.mType]+sTypeSize[region.mType]*region.mIndex : 0;
+ S32 length = sTypeSize[region.mType]*region.mCount;
+ glFlushMappedBufferRange(GL_ARRAY_BUFFER_ARB, offset, length);
+ stop_glerror();
+ }
+
+ mMappedVertexRegions.clear();
+ }
+ }
+#else
+ llassert_always(!gGLManager.mHasMapBufferRange);
+#endif
stop_glerror();
glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
stop_glerror();
@@ -1103,17 +1299,53 @@ void LLVertexBuffer::unmapBuffer(S32 type)
mVertexLocked = FALSE ;
sMappedCount--;
}
-
- if(mMappedIndexData && mIndexLocked && (type < 0 || type == TYPE_INDEX))
+
+ if (mMappedIndexData && mIndexLocked && (type < 0 || type == TYPE_INDEX))
{
if(sDisableVBOMapping)
{
- stop_glerror();
- glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0, getIndicesSize(), mMappedIndexData);
- stop_glerror();
+ if (!mMappedIndexRegions.empty())
+ {
+ for (U32 i = 0; i < mMappedIndexRegions.size(); ++i)
+ {
+ const MappedRegion& region = mMappedIndexRegions[i];
+ S32 offset = region.mIndex >= 0 ? sizeof(U16)*region.mIndex : 0;
+ S32 length = sizeof(U16)*region.mCount;
+ glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, offset, length, mMappedIndexData+offset);
+ stop_glerror();
+ }
+
+ mMappedIndexRegions.clear();
+ }
+ else
+ {
+ stop_glerror();
+ glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0, getIndicesSize(), mMappedIndexData);
+ stop_glerror();
+ }
}
else
{
+#ifdef GL_ARB_map_buffer_range
+ if (gGLManager.mHasMapBufferRange)
+ {
+ if (!mMappedIndexRegions.empty())
+ {
+ for (U32 i = 0; i < mMappedIndexRegions.size(); ++i)
+ {
+ const MappedRegion& region = mMappedIndexRegions[i];
+ S32 offset = region.mIndex >= 0 ? sizeof(U16)*region.mIndex : 0;
+ S32 length = sizeof(U16)*region.mCount;
+ glFlushMappedBufferRange(GL_ELEMENT_ARRAY_BUFFER_ARB, offset, length);
+ stop_glerror();
+ }
+
+ mMappedIndexRegions.clear();
+ }
+ }
+#else
+ llassert_always(!gGLManager.mHasMapBufferRange);
+#endif
stop_glerror();
glUnmapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB);
stop_glerror();
@@ -1152,19 +1384,19 @@ template <class T,S32 type> struct VertexBufferStrider
typedef LLStrider<T> strider_t;
static bool get(LLVertexBuffer& vbo,
strider_t& strider,
- S32 index)
+ S32 index, S32 count, bool map_range)
{
if (type == LLVertexBuffer::TYPE_INDEX)
{
- S32 stride = sizeof(T);
+ U8* ptr = vbo.mapIndexBuffer(index, count, map_range);
- if (vbo.mapIndexBuffer() == NULL)
+ if (ptr == NULL)
{
llwarns << "mapIndexBuffer failed!" << llendl;
return FALSE;
}
- strider = (T*)(vbo.getMappedIndices() + index*stride);
+ strider = (T*)ptr;
strider.setStride(0);
return TRUE;
}
@@ -1172,13 +1404,15 @@ template <class T,S32 type> struct VertexBufferStrider
{
S32 stride = LLVertexBuffer::sTypeSize[type];
- if (vbo.mapVertexBuffer(type) == NULL)
+ U8* ptr = vbo.mapVertexBuffer(type, index, count, map_range);
+
+ if (ptr == NULL)
{
llwarns << "mapVertexBuffer failed!" << llendl;
return FALSE;
}
- strider = (T*)(vbo.getMappedData() + vbo.getOffset(type)+index*stride);
+ strider = (T*)ptr;
strider.setStride(stride);
return TRUE;
}
@@ -1190,55 +1424,48 @@ template <class T,S32 type> struct VertexBufferStrider
}
};
-bool LLVertexBuffer::getVertexStrider(LLStrider<LLVector3>& strider, S32 index)
-{
- return VertexBufferStrider<LLVector3,TYPE_VERTEX>::get(*this, strider, index);
-}
-bool LLVertexBuffer::getIndexStrider(LLStrider<U16>& strider, S32 index)
+bool LLVertexBuffer::getVertexStrider(LLStrider<LLVector3>& strider, S32 index, S32 count, bool map_range)
{
- return VertexBufferStrider<U16,TYPE_INDEX>::get(*this, strider, index);
+ return VertexBufferStrider<LLVector3,TYPE_VERTEX>::get(*this, strider, index, count, map_range);
}
-bool LLVertexBuffer::getTexCoord0Strider(LLStrider<LLVector2>& strider, S32 index)
+bool LLVertexBuffer::getIndexStrider(LLStrider<U16>& strider, S32 index, S32 count, bool map_range)
{
- return VertexBufferStrider<LLVector2,TYPE_TEXCOORD0>::get(*this, strider, index);
+ return VertexBufferStrider<U16,TYPE_INDEX>::get(*this, strider, index, count, map_range);
}
-bool LLVertexBuffer::getTexCoord1Strider(LLStrider<LLVector2>& strider, S32 index)
+bool LLVertexBuffer::getTexCoord0Strider(LLStrider<LLVector2>& strider, S32 index, S32 count, bool map_range)
{
- return VertexBufferStrider<LLVector2,TYPE_TEXCOORD1>::get(*this, strider, index);
+ return VertexBufferStrider<LLVector2,TYPE_TEXCOORD0>::get(*this, strider, index, count, map_range);
}
-/*bool LLVertexBuffer::getTexCoord2Strider(LLStrider<LLVector2>& strider, S32 index)
+bool LLVertexBuffer::getTexCoord1Strider(LLStrider<LLVector2>& strider, S32 index, S32 count, bool map_range)
{
- return VertexBufferStrider<LLVector2,TYPE_TEXCOORD2>::get(*this, strider, index);
+ return VertexBufferStrider<LLVector2,TYPE_TEXCOORD1>::get(*this, strider, index, count, map_range);
}
-bool LLVertexBuffer::getTexCoord3Strider(LLStrider<LLVector2>& strider, S32 index)
-{
- return VertexBufferStrider<LLVector2,TYPE_TEXCOORD3>::get(*this, strider, index);
-}*/
-bool LLVertexBuffer::getNormalStrider(LLStrider<LLVector3>& strider, S32 index)
+
+bool LLVertexBuffer::getNormalStrider(LLStrider<LLVector3>& strider, S32 index, S32 count, bool map_range)
{
- return VertexBufferStrider<LLVector3,TYPE_NORMAL>::get(*this, strider, index);
+ return VertexBufferStrider<LLVector3,TYPE_NORMAL>::get(*this, strider, index, count, map_range);
}
-bool LLVertexBuffer::getBinormalStrider(LLStrider<LLVector3>& strider, S32 index)
+bool LLVertexBuffer::getBinormalStrider(LLStrider<LLVector3>& strider, S32 index, S32 count, bool map_range)
{
- return VertexBufferStrider<LLVector3,TYPE_BINORMAL>::get(*this, strider, index);
+ return VertexBufferStrider<LLVector3,TYPE_BINORMAL>::get(*this, strider, index, count, map_range);
}
-bool LLVertexBuffer::getColorStrider(LLStrider<LLColor4U>& strider, S32 index)
+bool LLVertexBuffer::getColorStrider(LLStrider<LLColor4U>& strider, S32 index, S32 count, bool map_range)
{
- return VertexBufferStrider<LLColor4U,TYPE_COLOR>::get(*this, strider, index);
+ return VertexBufferStrider<LLColor4U,TYPE_COLOR>::get(*this, strider, index, count, map_range);
}
-bool LLVertexBuffer::getWeightStrider(LLStrider<F32>& strider, S32 index)
+bool LLVertexBuffer::getWeightStrider(LLStrider<F32>& strider, S32 index, S32 count, bool map_range)
{
- return VertexBufferStrider<F32,TYPE_WEIGHT>::get(*this, strider, index);
+ return VertexBufferStrider<F32,TYPE_WEIGHT>::get(*this, strider, index, count, map_range);
}
-bool LLVertexBuffer::getWeight4Strider(LLStrider<LLVector4>& strider, S32 index)
+bool LLVertexBuffer::getWeight4Strider(LLStrider<LLVector4>& strider, S32 index, S32 count, bool map_range)
{
- return VertexBufferStrider<LLVector4,TYPE_WEIGHT4>::get(*this, strider, index);
+ return VertexBufferStrider<LLVector4,TYPE_WEIGHT4>::get(*this, strider, index, count, map_range);
}
-bool LLVertexBuffer::getClothWeightStrider(LLStrider<LLVector4>& strider, S32 index)
+bool LLVertexBuffer::getClothWeightStrider(LLStrider<LLVector4>& strider, S32 index, S32 count, bool map_range)
{
- return VertexBufferStrider<LLVector4,TYPE_CLOTHWEIGHT>::get(*this, strider, index);
+ return VertexBufferStrider<LLVector4,TYPE_CLOTHWEIGHT>::get(*this, strider, index, count, map_range);
}
//----------------------------------------------------------------------------
@@ -1497,17 +1724,16 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) const
}
if (data_mask & MAP_VERTEX)
{
- glVertexPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0));
+ if (data_mask & MAP_TEXTURE_INDEX)
+ {
+ glVertexPointer(4,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0));
+ }
+ else
+ {
+ glVertexPointer(3,GL_FLOAT, LLVertexBuffer::sTypeSize[TYPE_VERTEX], (void*)(base + 0));
+ }
}
llglassertok();
}
-void LLVertexBuffer::markDirty(U32 vert_index, U32 vert_count, U32 indices_index, U32 indices_count)
-{
- // TODO: use GL_APPLE_flush_buffer_range here
- /*if (useVBOs() && !mFilthy)
- {
-
- }*/
-}
diff --git a/indra/llrender/llvertexbuffer.h b/indra/llrender/llvertexbuffer.h
index a9f22193f8..aa5df305a6 100644
--- a/indra/llrender/llvertexbuffer.h
+++ b/indra/llrender/llvertexbuffer.h
@@ -77,6 +77,18 @@ protected:
class LLVertexBuffer : public LLRefCount
{
public:
+ class MappedRegion
+ {
+ public:
+ S32 mType;
+ S32 mIndex;
+ S32 mCount;
+
+ MappedRegion(S32 type, S32 index, S32 count)
+ : mType(type), mIndex(index), mCount(count)
+ { }
+ };
+
LLVertexBuffer(const LLVertexBuffer& rhs)
{
*this = rhs;
@@ -130,6 +142,9 @@ public:
TYPE_CLOTHWEIGHT,
TYPE_MAX,
TYPE_INDEX,
+
+ //no actual additional data, but indicates position.w is texture index
+ TYPE_TEXTURE_INDEX,
};
enum {
MAP_VERTEX = (1<<TYPE_VERTEX),
@@ -144,6 +159,7 @@ public:
MAP_WEIGHT = (1<<TYPE_WEIGHT),
MAP_WEIGHT4 = (1<<TYPE_WEIGHT4),
MAP_CLOTHWEIGHT = (1<<TYPE_CLOTHWEIGHT),
+ MAP_TEXTURE_INDEX = (1<<TYPE_TEXTURE_INDEX),
};
protected:
@@ -173,8 +189,8 @@ public:
LLVertexBuffer(U32 typemask, S32 usage);
// map for data access
- U8* mapVertexBuffer(S32 type = -1, S32 access = -1);
- U8* mapIndexBuffer(S32 access = -1);
+ U8* mapVertexBuffer(S32 type, S32 index, S32 count, bool map_range);
+ U8* mapIndexBuffer(S32 index, S32 count, bool map_range);
// set for rendering
virtual void setBuffer(U32 data_mask, S32 type = -1); // calls setupVertexBuffer() if data_mask is not 0
@@ -189,16 +205,16 @@ public:
// vb->getNormalStrider(norms);
// setVertsNorms(verts, norms);
// vb->unmapBuffer();
- bool getVertexStrider(LLStrider<LLVector3>& strider, S32 index=0);
- bool getIndexStrider(LLStrider<U16>& strider, S32 index=0);
- bool getTexCoord0Strider(LLStrider<LLVector2>& strider, S32 index=0);
- bool getTexCoord1Strider(LLStrider<LLVector2>& strider, S32 index=0);
- bool getNormalStrider(LLStrider<LLVector3>& strider, S32 index=0);
- bool getBinormalStrider(LLStrider<LLVector3>& strider, S32 index=0);
- bool getColorStrider(LLStrider<LLColor4U>& strider, S32 index=0);
- bool getWeightStrider(LLStrider<F32>& strider, S32 index=0);
- bool getWeight4Strider(LLStrider<LLVector4>& strider, S32 index=0);
- bool getClothWeightStrider(LLStrider<LLVector4>& strider, S32 index=0);
+ bool getVertexStrider(LLStrider<LLVector3>& strider, S32 index=0, S32 count = -1, bool map_range = false);
+ bool getIndexStrider(LLStrider<U16>& strider, S32 index=0, S32 count = -1, bool map_range = false);
+ bool getTexCoord0Strider(LLStrider<LLVector2>& strider, S32 index=0, S32 count = -1, bool map_range = false);
+ bool getTexCoord1Strider(LLStrider<LLVector2>& strider, S32 index=0, S32 count = -1, bool map_range = false);
+ bool getNormalStrider(LLStrider<LLVector3>& strider, S32 index=0, S32 count = -1, bool map_range = false);
+ bool getBinormalStrider(LLStrider<LLVector3>& strider, S32 index=0, S32 count = -1, bool map_range = false);
+ bool getColorStrider(LLStrider<LLColor4U>& strider, S32 index=0, S32 count = -1, bool map_range = false);
+ bool getWeightStrider(LLStrider<F32>& strider, S32 index=0, S32 count = -1, bool map_range = false);
+ bool getWeight4Strider(LLStrider<LLVector4>& strider, S32 index=0, S32 count = -1, bool map_range = false);
+ bool getClothWeightStrider(LLStrider<LLVector4>& strider, S32 index=0, S32 count = -1, bool map_range = false);
BOOL isEmpty() const { return mEmpty; }
BOOL isLocked() const { return mVertexLocked || mIndexLocked; }
@@ -218,8 +234,6 @@ public:
S32 getOffset(S32 type) const { return mOffsets[type]; }
S32 getUsage() const { return mUsage; }
- void markDirty(U32 vert_index, U32 vert_count, U32 indices_index, U32 indices_count);
-
void draw(U32 mode, U32 count, U32 indices_offset) const;
void drawArrays(U32 mode, U32 offset, U32 count) const;
void drawRange(U32 mode, U32 start, U32 end, U32 count, U32 indices_offset) const;
@@ -253,20 +267,8 @@ protected:
BOOL mDynamicSize; // if TRUE, buffer has been resized at least once (and should be padded)
S32 mOffsets[TYPE_MAX];
- class DirtyRegion
- {
- public:
- U32 mIndex;
- U32 mCount;
- U32 mIndicesIndex;
- U32 mIndicesCount;
-
- DirtyRegion(U32 vi, U32 vc, U32 ii, U32 ic)
- : mIndex(vi), mCount(vc), mIndicesIndex(ii), mIndicesCount(ic)
- { }
- };
-
- std::vector<DirtyRegion> mDirtyRegions; //vector of dirty regions to rebuild
+ std::vector<MappedRegion> mMappedVertexRegions;
+ std::vector<MappedRegion> mMappedIndexRegions;
public:
static S32 sCount;
diff --git a/indra/llui/llresmgr.cpp b/indra/llui/llresmgr.cpp
index 39385786bc..820e7cb26a 100644
--- a/indra/llui/llresmgr.cpp
+++ b/indra/llui/llresmgr.cpp
@@ -337,7 +337,7 @@ LLLocale::LLLocale(const std::string& locale_string)
char* new_locale_string = setlocale( LC_ALL, locale_string.c_str());
if ( new_locale_string == NULL)
{
- llwarns << "Failed to set locale " << locale_string << llendl;
+ LL_WARNS_ONCE("LLLocale") << "Failed to set locale " << locale_string << LL_ENDL;
setlocale(LC_ALL, SYSTEM_LOCALE.c_str());
}
//else
diff --git a/indra/llui/llspinctrl.cpp b/indra/llui/llspinctrl.cpp
index 6b4e9cf923..15a7438ec9 100644
--- a/indra/llui/llspinctrl.cpp
+++ b/indra/llui/llspinctrl.cpp
@@ -52,6 +52,7 @@ LLSpinCtrl::Params::Params()
: label_width("label_width"),
decimal_digits("decimal_digits"),
allow_text_entry("allow_text_entry", true),
+ label_wrap("label_wrap", false),
text_enabled_color("text_enabled_color"),
text_disabled_color("text_disabled_color"),
up_button("up_button"),
@@ -80,6 +81,7 @@ LLSpinCtrl::LLSpinCtrl(const LLSpinCtrl::Params& p)
{
LLRect label_rect( 0, centered_top, label_width, centered_bottom );
LLTextBox::Params params;
+ params.wrap(p.label_wrap);
params.name("SpinCtrl Label");
params.rect(label_rect);
params.initial_value(p.label());
diff --git a/indra/llui/llspinctrl.h b/indra/llui/llspinctrl.h
index 8960971594..d197084e38 100644
--- a/indra/llui/llspinctrl.h
+++ b/indra/llui/llspinctrl.h
@@ -44,6 +44,7 @@ public:
Optional<S32> label_width;
Optional<U32> decimal_digits;
Optional<bool> allow_text_entry;
+ Optional<bool> label_wrap;
Optional<LLUIColor> text_enabled_color;
Optional<LLUIColor> text_disabled_color;
diff --git a/indra/newview/app_settings/logcontrol.xml b/indra/newview/app_settings/logcontrol.xml
index 937c4e4c6a..9f4e89691f 100644
--- a/indra/newview/app_settings/logcontrol.xml
+++ b/indra/newview/app_settings/logcontrol.xml
@@ -20,6 +20,7 @@
<key>tags</key>
<array>
<string>AppInit</string>
+ <string>Capabilities</string>
<string>SystemInfo</string>
<string>TextureCache</string>
<string>AppCache</string>
@@ -43,6 +44,7 @@
<array>
<!-- sample entry for debugging a specific item -->
<!-- <string>Voice</string> -->
+ <string>Capabilities</string>
</array>
</map>
</array>
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index ac6ea0f860..76fecdf05e 100644..100755
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -5589,10 +5589,10 @@
<key>Value</key>
<real>0</real>
</map>
- <key>MeshUseWholeModelUpload</key>
+ <key>MeshUploadLogXML</key>
<map>
<key>Comment</key>
- <string>Upload model in its entirety instead of mesh-by-mesh (new caps)</string>
+ <string>Verbose XML logging on mesh upload</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -5600,6 +5600,17 @@
<key>Value</key>
<real>0</real>
</map>
+ <key>MeshUploadFakeErrors</key>
+ <map>
+ <key>Comment</key>
+ <string>Force upload errors (for testing)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <real>0</real>
+ </map>
<key>MigrateCacheDirectory</key>
<map>
<key>Comment</key>
@@ -7102,7 +7113,76 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>RenderAnisotropic</key>
+
+ <key>OctreeMaxNodeCapacity</key>
+ <map>
+ <key>Comment</key>
+ <string>Maximum number of elements to store in a single octree node</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>128</integer>
+ </map>
+
+ <key>OctreeStaticObjectSizeFactor</key>
+ <map>
+ <key>Comment</key>
+ <string>Multiplier on static object size for determining octree node size </string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>4</integer>
+ </map>
+
+ <key>OctreeAlphaDistanceFactor</key>
+ <map>
+ <key>Comment</key>
+ <string>Multiplier on alpha object distance for determining octree node size </string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Vector3</string>
+ <key>Value</key>
+ <array>
+ <real>0.1</real>
+ <real>0.0</real>
+ <real>0.0</real>
+ </array>
+ </map>
+
+ <key>OctreeAttachmentSizeFactor</key>
+ <map>
+ <key>Comment</key>
+ <string>Multiplier on attachment size for determining octree node size </string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>4</integer>
+ </map>
+
+ <key>OctreeDistanceFactor</key>
+ <map>
+ <key>Comment</key>
+ <string>Multiplier on distance for determining octree node size </string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Vector3</string>
+ <key>Value</key>
+ <array>
+ <real>0.01</real>
+ <real>0.0</real>
+ <real>0.0</real>
+ </array>
+ </map>
+
+ <key>RenderAnisotropic</key>
<map>
<key>Comment</key>
<string>Render textures using anisotropic filtering</string>
@@ -7199,7 +7279,7 @@
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <integer>1.0</integer>
+ <real>1.0</real>
</map>
<key>RenderAvatarVP</key>
<map>
@@ -7455,6 +7535,17 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>RenderMaxTextureIndex</key>
+ <map>
+ <key>Comment</key>
+ <string>Maximum texture index to use for indexed texture rendering.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>6</integer>
+ </map>
<key>RenderDebugTextureBind</key>
<map>
<key>Comment</key>
@@ -8600,7 +8691,7 @@
<key>Type</key>
<string>S32</string>
<key>Value</key>
- <integer>8192</integer>
+ <integer>65536</integer>
</map>
<key>RenderMaxVBOSize</key>
<map>
@@ -8942,7 +9033,7 @@
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
- <integer>1</integer>
+ <integer>0</integer>
</map>
<key>RenderUseStreamVBO</key>
<map>
@@ -9052,7 +9143,7 @@
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>3.0</real>
+ <real>2.0</real>
</map>
<key>MeshThreadCount</key>
<map>
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarF.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarF.glsl
index 3f6b8b3323..b0fa0ddd3e 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
void default_lighting();
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
index 1ad87badfe..d9f29ced4f 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
attribute vec4 weight; //1
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
index a15846f192..2796222c68 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballF.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballF.glsl
index 05fe100372..d86ef19a04 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/eyeballF.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
void default_lighting();
diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
index 4b8a7604a1..2eb814bd91 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
index ef823c28b1..7613e50dca 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
@@ -5,7 +5,7 @@
* $License$
*/
-#version 120
+
attribute vec4 object_weight;
diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl
index 27ac59a840..2638351e96 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
index f1aa549a47..86b189b282 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
mat4 getSkinnedTransform();
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 3b12a07a27..4a0815a163 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -5,13 +5,14 @@
* $/LicenseInfo$
*/
-#version 120
+
#extension GL_ARB_texture_rectangle : enable
-uniform sampler2D diffuseMap;
uniform sampler2DRect depthMap;
+vec4 diffuseLookup(vec2 texcoord);
+
uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
uniform vec2 screen_res;
@@ -47,7 +48,7 @@ void main()
vec4 pos = vec4(vary_position, 1.0);
- vec4 diff= texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 diff= diffuseLookup(gl_TexCoord[0].xy);
vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a);
vec4 color = diff * col;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
new file mode 100644
index 0000000000..b0d029dbf4
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
@@ -0,0 +1,67 @@
+/**
+ * @file alphaF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+#extension GL_ARB_texture_rectangle : enable
+
+uniform sampler2DRect depthMap;
+uniform sampler2D diffuseMap;
+
+
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform vec2 screen_res;
+
+vec3 atmosLighting(vec3 light);
+vec3 scaleSoftClip(vec3 light);
+
+varying vec3 vary_ambient;
+varying vec3 vary_directional;
+varying vec3 vary_fragcoord;
+varying vec3 vary_position;
+varying vec3 vary_pointlight_col;
+
+uniform mat4 inv_proj;
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+void main()
+{
+ vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
+ frag *= screen_res;
+
+ vec4 pos = vec4(vary_position, 1.0);
+
+ vec4 diff= texture2D(diffuseMap,gl_TexCoord[0].xy);
+
+ vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a);
+ vec4 color = diff * col;
+
+ color.rgb = atmosLighting(color.rgb);
+
+ color.rgb = scaleSoftClip(color.rgb);
+
+ color.rgb += diff.rgb * vary_pointlight_col.rgb;
+
+ gl_FragColor = color;
+ //gl_FragColor = vec4(1,0,1,1);
+ //gl_FragColor = vec4(1,0,1,1)*shadow;
+
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
index 65d9209983..ac3f7189c2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
@@ -5,7 +5,7 @@
* $License$
*/
-#version 120
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getObjectSkinnedTransform();
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index 2691fc8ded..44cb78e914 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -23,6 +23,7 @@ varying vec3 vary_fragcoord;
varying vec3 vary_position;
varying vec3 vary_light;
varying vec3 vary_pointlight_col;
+varying float vary_texture_index;
uniform float near_clip;
uniform float shadow_offset;
@@ -61,11 +62,13 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
//transform vertex
- gl_Position = ftransform();
+ vec4 vert = vec4(gl_Vertex.xyz, 1.0);
+ vary_texture_index = gl_Vertex.w;
+ gl_Position = gl_ModelViewProjectionMatrix * vert;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
+ vec4 pos = (gl_ModelViewMatrix * vert);
vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));
@@ -102,7 +105,7 @@ void main()
gl_FogFragCoord = pos.z;
- pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+ pos = gl_ModelViewProjectionMatrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
index 164322c3a7..870d593311 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
@@ -5,7 +5,7 @@
* $License$
*/
-#version 120
+
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
index 5ae41cb730..c7a4f86727 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
@@ -5,7 +5,7 @@
* $License$
*/
-#version 120
+
mat4 getObjectSkinnedTransform();
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
index a012cb5030..68e4055cf2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
new file mode 100644
index 0000000000..7bc78fe407
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
@@ -0,0 +1,21 @@
+/**
+ * @file avatarEyesV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+varying vec3 vary_normal;
+
+void main()
+{
+ //transform vertex
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+
+ vary_normal = normalize(gl_NormalMatrix * gl_Normal);
+
+ gl_FrontColor = gl_Color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
index 9748727147..3268618093 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
index 1b7ae06888..78986ab12e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
@@ -5,14 +5,17 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2D diffuseMap;
+varying vec4 post_pos;
void main()
{
//gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a);
gl_FragColor = vec4(1,1,1,1);
+
+ gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
index cf6579a40d..f177fcd8f1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
@@ -5,12 +5,14 @@
* $/LicenseInfo$
*/
-#version 120
+
mat4 getSkinnedTransform();
attribute vec4 weight;
+varying vec4 post_pos;
+
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
@@ -30,8 +32,9 @@ void main()
norm = normalize(norm);
pos = gl_ProjectionMatrix * pos;
- pos.z = max(pos.z, -pos.w+0.01);
- gl_Position = pos;
+ post_pos = pos;
+
+ gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
gl_FrontColor = gl_Color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
index 69c93799b5..7eac11287a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
mat4 getSkinnedTransform();
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index d9f021b114..8c75c8045a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
#extension GL_ARB_texture_rectangle : enable
@@ -26,7 +26,7 @@ uniform vec2 screen_res;
vec4 getPosition(vec2 pos_screen)
{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
@@ -39,7 +39,7 @@ vec4 getPosition(vec2 pos_screen)
void main()
{
- vec2 tc = vary_fragcoord.xy;
+ vec2 tc = vary_fragcoord.xy;
vec3 norm = texture2DRect(normalMap, tc).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
vec3 pos = getPosition(tc).xyz;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl
new file mode 100644
index 0000000000..6ca51377c1
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl
@@ -0,0 +1,113 @@
+/**
+ * @file blurLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS depthMap;
+uniform sampler2DMS normalMap;
+uniform sampler2DRect lightMap;
+
+uniform float dist_factor;
+uniform float blur_size;
+uniform vec2 delta;
+uniform vec3 kern[4];
+uniform float kern_scale;
+
+varying vec2 vary_fragcoord;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+vec3 texture2DMS3(sampler2DMS tex, ivec2 tc)
+{
+ vec3 ret = vec3(0,0,0);
+ for (int i = 0; i < samples; i++)
+ {
+ ret += texelFetch(tex, tc, i).rgb;
+ }
+
+ return ret/samples;
+}
+
+float texture2DMS1(sampler2DMS tex, ivec2 tc)
+{
+ float ret = 0;
+ for (int i = 0; i < samples; i++)
+ {
+ ret += texelFetch(tex, tc, i).r;
+ }
+
+ return ret/samples;
+}
+
+vec4 getPosition(ivec2 pos_screen)
+{
+ float depth = texture2DMS1(depthMap, pos_screen.xy);
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+void main()
+{
+ vec2 tc = vary_fragcoord.xy;
+ ivec2 itc = ivec2(tc);
+
+ vec3 norm = texture2DMS3(normalMap, itc).xyz;
+ norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+ vec3 pos = getPosition(itc).xyz;
+ vec4 ccol = texture2DRect(lightMap, tc).rgba;
+
+ vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
+ dlt /= max(-pos.z*dist_factor, 1.0);
+
+ vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
+ vec4 col = defined_weight.xyxx * ccol;
+
+ // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances
+ float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005;
+
+ // perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large
+ tc += ( (mod(tc.x+tc.y,2) - 0.5) * kern[1].z * dlt * 0.5 );
+
+ for (int i = 1; i < 4; i++)
+ {
+ vec2 samptc = tc + kern[i].z*dlt;
+ vec3 samppos = getPosition(ivec2(samptc)).xyz;
+ float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
+ if (d*d <= pointplanedist_tolerance_pow2)
+ {
+ col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
+ defined_weight += kern[i].xy;
+ }
+ }
+ for (int i = 1; i < 4; i++)
+ {
+ vec2 samptc = vec2(tc - kern[i].z*dlt);
+ vec3 samppos = getPosition(ivec2(samptc)).xyz;
+ float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
+ if (d*d <= pointplanedist_tolerance_pow2)
+ {
+ col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
+ defined_weight += kern[i].xy;
+ }
+ }
+
+ col /= defined_weight.xyxx;
+ col.y *= col.y;
+
+ gl_FragColor = col;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
index c2d05c601a..862f809de5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
index 37bfaac32c..75b4dc624a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
index d884f2e4a5..dc69519a85 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
@@ -5,7 +5,7 @@
* $License$
*/
-#version 120
+
varying vec3 vary_mat0;
varying vec3 vary_mat1;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
index 9b109b2db6..5b6726488b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec3 vary_mat0;
varying vec3 vary_mat1;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
new file mode 100644
index 0000000000..ef300d5631
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
@@ -0,0 +1,79 @@
+/**
+ * @file WLCloudsF.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+/////////////////////////////////////////////////////////////////////////
+// The fragment shader for the sky
+/////////////////////////////////////////////////////////////////////////
+
+varying vec4 vary_CloudColorSun;
+varying vec4 vary_CloudColorAmbient;
+varying float vary_CloudDensity;
+
+uniform sampler2D cloud_noise_texture;
+uniform vec4 cloud_pos_density1;
+uniform vec4 cloud_pos_density2;
+uniform vec4 gamma;
+
+/// Soft clips the light with a gamma correction
+vec3 scaleSoftClip(vec3 light) {
+ //soft clip effect:
+ light = 1. - clamp(light, vec3(0.), vec3(1.));
+ light = 1. - pow(light, gamma.xxx);
+
+ return light;
+}
+
+void main()
+{
+ // Set variables
+ vec2 uv1 = gl_TexCoord[0].xy;
+ vec2 uv2 = gl_TexCoord[1].xy;
+
+ vec4 cloudColorSun = vary_CloudColorSun;
+ vec4 cloudColorAmbient = vary_CloudColorAmbient;
+ float cloudDensity = vary_CloudDensity;
+ vec2 uv3 = gl_TexCoord[2].xy;
+ vec2 uv4 = gl_TexCoord[3].xy;
+
+ // Offset texture coords
+ uv1 += cloud_pos_density1.xy; //large texture, visible density
+ uv2 += cloud_pos_density1.xy; //large texture, self shadow
+ uv3 += cloud_pos_density2.xy; //small texture, visible density
+ uv4 += cloud_pos_density2.xy; //small texture, self shadow
+
+
+ // Compute alpha1, the main cloud opacity
+ float alpha1 = (texture2D(cloud_noise_texture, uv1).x - 0.5) + (texture2D(cloud_noise_texture, uv3).x - 0.5) * cloud_pos_density2.z;
+ alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.);
+
+ // And smooth
+ alpha1 = 1. - alpha1 * alpha1;
+ alpha1 = 1. - alpha1 * alpha1;
+
+
+ // Compute alpha2, for self shadowing effect
+ // (1 - alpha2) will later be used as percentage of incoming sunlight
+ float alpha2 = (texture2D(cloud_noise_texture, uv2).x - 0.5);
+ alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);
+
+ // And smooth
+ alpha2 = 1. - alpha2;
+ alpha2 = 1. - alpha2 * alpha2;
+
+ // Combine
+ vec4 color;
+ color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);
+ color *= 2.;
+
+ /// Gamma correct for WL (soft clip effect).
+ gl_FragData[0] = vec4(scaleSoftClip(color.rgb), alpha1);
+ gl_FragData[1] = vec4(0.0,0.0,0.0,0.0);
+ gl_FragData[2] = vec4(0,0,1,0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
new file mode 100644
index 0000000000..3eac63076c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -0,0 +1,165 @@
+/**
+ * @file WLCloudsV.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+//////////////////////////////////////////////////////////////////////////
+// The vertex shader for creating the atmospheric sky
+///////////////////////////////////////////////////////////////////////////////
+
+// Output parameters
+varying vec4 vary_CloudColorSun;
+varying vec4 vary_CloudColorAmbient;
+varying float vary_CloudDensity;
+
+// Inputs
+uniform vec3 camPosLocal;
+
+uniform vec4 lightnorm;
+uniform vec4 sunlight_color;
+uniform vec4 ambient;
+uniform vec4 blue_horizon;
+uniform vec4 blue_density;
+uniform vec4 haze_horizon;
+uniform vec4 haze_density;
+
+uniform vec4 cloud_shadow;
+uniform vec4 density_multiplier;
+uniform vec4 max_y;
+
+uniform vec4 glow;
+
+uniform vec4 cloud_color;
+
+uniform vec4 cloud_scale;
+
+void main()
+{
+
+ // World / view / projection
+ gl_Position = ftransform();
+
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+ // Get relative position
+ vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
+
+ // Set altitude
+ if (P.y > 0.)
+ {
+ P *= (max_y.x / P.y);
+ }
+ else
+ {
+ P *= (-32000. / P.y);
+ }
+
+ // Can normalize then
+ vec3 Pn = normalize(P);
+ float Plen = length(P);
+
+ // Initialize temp variables
+ vec4 temp1 = vec4(0.);
+ vec4 temp2 = vec4(0.);
+ vec4 blue_weight;
+ vec4 haze_weight;
+ vec4 sunlight = sunlight_color;
+ vec4 light_atten;
+
+
+ // Sunlight attenuation effect (hue and brightness) due to atmosphere
+ // this is used later for sunlight modulation at various altitudes
+ light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x);
+
+ // Calculate relative weights
+ temp1 = blue_density + haze_density.x;
+ blue_weight = blue_density / temp1;
+ haze_weight = haze_density.x / temp1;
+
+ // Compute sunlight from P & lightnorm (for long rays like sky)
+ temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
+ temp2.y = 1. / temp2.y;
+ sunlight *= exp( - light_atten * temp2.y);
+
+ // Distance
+ temp2.z = Plen * density_multiplier.x;
+
+ // Transparency (-> temp1)
+ // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
+ // compiler gets confused.
+ temp1 = exp(-temp1 * temp2.z);
+
+
+ // Compute haze glow
+ temp2.x = dot(Pn, lightnorm.xyz);
+ temp2.x = 1. - temp2.x;
+ // temp2.x is 0 at the sun and increases away from sun
+ temp2.x = max(temp2.x, .001);
+ // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
+ temp2.x *= glow.x;
+ // Higher glow.x gives dimmer glow (because next step is 1 / "angle")
+ temp2.x = pow(temp2.x, glow.z);
+ // glow.z should be negative, so we're doing a sort of (1 / "angle") function
+
+ // Add "minimum anti-solar illumination"
+ temp2.x += .25;
+
+ // Increase ambient when there are more clouds
+ vec4 tmpAmbient = ambient;
+ tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5;
+
+ // Dim sunlight by cloud shadow percentage
+ sunlight *= (1. - cloud_shadow.x);
+
+ // Haze color below cloud
+ vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+ );
+
+ // CLOUDS
+
+ sunlight = sunlight_color;
+ temp2.y = max(0., lightnorm.y * 2.);
+ temp2.y = 1. / temp2.y;
+ sunlight *= exp( - light_atten * temp2.y);
+
+ // Cloud color out
+ vary_CloudColorSun = (sunlight * temp2.x) * cloud_color;
+ vary_CloudColorAmbient = tmpAmbient * cloud_color;
+
+ // Attenuate cloud color by atmosphere
+ temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
+ vary_CloudColorSun *= temp1;
+ vary_CloudColorAmbient *= temp1;
+ vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
+
+ // Make a nice cloud density based on the cloud_shadow value that was passed in.
+ vary_CloudDensity = 2. * (cloud_shadow.x - 0.25);
+
+
+ // Texture coords
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+ gl_TexCoord[0].xy -= 0.5;
+ gl_TexCoord[0].xy /= cloud_scale.x;
+ gl_TexCoord[0].xy += 0.5;
+
+ gl_TexCoord[1] = gl_TexCoord[0];
+ gl_TexCoord[1].x += lightnorm.x * 0.0125;
+ gl_TexCoord[1].y += lightnorm.z * 0.0125;
+
+ gl_TexCoord[2] = gl_TexCoord[0] * 16.;
+ gl_TexCoord[3] = gl_TexCoord[1] * 16.;
+
+ // Combine these to minimize register use
+ vary_CloudColorAmbient += oHazeColorBelowCloud;
+
+ // needs this to compile on mac
+ //vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
+
+ // END CLOUDS
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
index 35cfb80c93..43af480c50 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2D diffuseMap;
@@ -20,3 +20,4 @@ void main()
vec3 nvn = normalize(vary_normal);
gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
new file mode 100644
index 0000000000..e7b5dcce7f
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
@@ -0,0 +1,19 @@
+/**
+ * @file diffuseIndexedF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+varying vec3 vary_normal;
+
+void main()
+{
+ vec3 col = gl_Color.rgb * diffuseLookup(gl_TexCoord[0].xy).rgb;
+
+ gl_FragData[0] = vec4(col, 0.0);
+ gl_FragData[1] = gl_Color.aaaa; // spec
+ //gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested
+ vec3 nvn = normalize(vary_normal);
+ gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
index 9a45c03237..2c4caea109 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
@@ -5,7 +5,7 @@
* $License$
*/
-#version 120
+
varying vec3 vary_normal;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
index 03d3322cb6..b56d1493c3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
@@ -5,16 +5,18 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec3 vary_normal;
+varying float vary_texture_index;
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.xyz, 1.0);
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vary_texture_index = gl_Vertex.w;
vary_normal = normalize(gl_NormalMatrix * gl_Normal);
gl_FrontColor = gl_Color;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index 3429877397..d781e08548 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -5,60 +5,24 @@
* $/LicenseInfo$
*/
-#version 120
-#extension GL_ARB_texture_rectangle : enable
-
-uniform sampler2D diffuseMap;
-uniform sampler2DRect depthMap;
-uniform sampler2D noiseMap;
-uniform vec4 shadow_clip;
-uniform vec2 screen_res;
+#extension GL_ARB_texture_rectangle : enable
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec4 vary_position;
-varying vec3 vary_normal;
-varying vec3 vary_fragcoord;
-
-uniform mat4 inv_proj;
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
void main()
{
- vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
- frag *= screen_res;
-
- vec3 samp_pos = getPosition(frag).xyz;
-
float shadow = 1.0;
- vec4 pos = vary_position;
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy)*gl_Color;
+ vec4 color = diffuseLookup(gl_TexCoord[0].xy)*gl_Color;
color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
- //gl_FragColor = gl_Color;
gl_FragColor = color;
- //gl_FragColor = vec4(1,0,1,1);
-
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
index 6c38d220e2..2eed044b7c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
void calcAtmospherics(vec3 inPositionEye);
@@ -14,30 +14,23 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_normal;
-varying vec3 vary_fragcoord;
-uniform float near_clip;
-varying vec4 vary_position;
+varying float vary_texture_index;
void main()
{
//transform vertex
- gl_Position = ftransform();
+ vec4 vert = vec4(gl_Vertex.xyz, 1.0);
+ vary_texture_index = gl_Vertex.w;
+
+ gl_Position = gl_ModelViewProjectionMatrix*vert;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
- vary_position = pos;
-
+ vec4 pos = (gl_ModelViewMatrix * vert);
+
calcAtmospherics(pos.xyz);
gl_FrontColor = gl_Color;
gl_FogFragCoord = pos.z;
-
- pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
-
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
index 75b555e8ae..41c149e774 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
#extension GL_ARB_texture_rectangle : enable
diff --git a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
index 8dc1410ea5..e86f2896da 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec2 vary_fragcoord;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
index e3c15a2ab2..fa811f0d55 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
index 37148b3f1a..723777bd3a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
index 78df54d5dc..25e93ae266 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2DRect diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
index 0c820bfc6c..4baf1fc65a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec2 vary_fragcoord;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index 609fc4f14f..3c5c780d94 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
#extension GL_ARB_texture_rectangle : enable
@@ -36,7 +36,7 @@ uniform mat4 inv_proj;
vec4 getPosition(vec2 pos_screen)
{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl
new file mode 100644
index 0000000000..6c43679acf
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl
@@ -0,0 +1,137 @@
+/**
+ * @file multiPointLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS depthMap;
+uniform sampler2DMS diffuseRect;
+uniform sampler2DMS specularRect;
+uniform sampler2DMS normalMap;
+uniform sampler2D noiseMap;
+uniform sampler2D lightFunc;
+
+
+uniform vec3 env_mat[3];
+uniform float sun_wash;
+
+uniform int light_count;
+
+#define MAX_LIGHT_COUNT 16
+uniform vec4 light[MAX_LIGHT_COUNT];
+uniform vec4 light_col[MAX_LIGHT_COUNT];
+
+varying vec4 vary_fragcoord;
+uniform vec2 screen_res;
+
+uniform float far_z;
+
+uniform mat4 inv_proj;
+
+vec4 getPosition(ivec2 pos_screen, int sample)
+{
+ float depth = texelFetch(depthMap, pos_screen, sample).r;
+ vec2 sc = vec2(pos_screen.xy)*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+void main()
+{
+ vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
+ ivec2 itc = ivec2(frag);
+
+ int wght = 0;
+ vec3 fcol = vec3(0,0,0);
+
+ for (int s = 0; s < samples; ++s)
+ {
+ vec3 pos = getPosition(itc, s).xyz;
+ if (pos.z >= far_z)
+ {
+ vec3 norm = texelFetch(normalMap, itc, s).xyz;
+ norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+ norm = normalize(norm);
+ vec4 spec = texelFetch(specularRect, itc, s);
+ vec3 diff = texelFetch(diffuseRect, itc, s).rgb;
+ float noise = texture2D(noiseMap, frag.xy/128.0).b;
+ vec3 out_col = vec3(0,0,0);
+ vec3 npos = normalize(-pos);
+
+ // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
+ for (int i = 0; i < MAX_LIGHT_COUNT; ++i)
+ {
+ bool light_contrib = (i < light_count);
+
+ vec3 lv = light[i].xyz-pos;
+ float dist2 = dot(lv,lv);
+ dist2 /= light[i].w;
+ if (dist2 > 1.0)
+ {
+ light_contrib = false;
+ }
+
+ float da = dot(norm, lv);
+ if (da < 0.0)
+ {
+ light_contrib = false;
+ }
+
+ if (light_contrib)
+ {
+ lv = normalize(lv);
+ da = dot(norm, lv);
+
+ float fa = light_col[i].a+1.0;
+ float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ dist_atten *= noise;
+
+ float lit = da * dist_atten;
+
+ vec3 col = light_col[i].rgb*lit*diff;
+ //vec3 col = vec3(dist2, light_col[i].a, lit);
+
+ if (spec.a > 0.0)
+ {
+ //vec3 ref = dot(pos+lv, norm);
+
+ float sa = dot(normalize(lv+npos),norm);
+
+ if (sa > 0.0)
+ {
+ sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
+ sa *= noise;
+ col += da*sa*light_col[i].rgb*spec.rgb;
+ }
+ }
+
+ out_col += col;
+ }
+ }
+
+ fcol += out_col;
+ ++wght;
+ }
+ }
+
+ if (wght <= 0)
+ {
+ discard;
+ }
+
+ gl_FragColor.rgb = fcol/samples;
+ gl_FragColor.a = 0.0;
+
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
index 2e3e84dd15..434fb6f534 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec4 vary_fragcoord;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index a9f03f7615..0d25d7792d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
//class 1 -- no shadows
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl
new file mode 100644
index 0000000000..c80a54346e
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl
@@ -0,0 +1,232 @@
+/**
+ * @file multiSpotLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+//class 1 -- no shadows
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS diffuseRect;
+uniform sampler2DMS specularRect;
+uniform sampler2DMS depthMap;
+uniform sampler2DMS normalMap;
+uniform sampler2D noiseMap;
+uniform sampler2D lightFunc;
+uniform sampler2D projectionMap;
+
+uniform mat4 proj_mat; //screen space to light space
+uniform float proj_near; //near clip for projection
+uniform vec3 proj_p; //plane projection is emitting from (in screen space)
+uniform vec3 proj_n;
+uniform float proj_focus; //distance from plane to begin blurring
+uniform float proj_lod; //(number of mips in proj map)
+uniform float proj_range; //range between near clip and far clip plane of projection
+uniform float proj_ambient_lod;
+uniform float proj_ambiance;
+uniform float near_clip;
+uniform float far_clip;
+
+uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
+uniform float sun_wash;
+uniform float shadow_fade;
+
+varying vec4 vary_light;
+
+varying vec4 vary_fragcoord;
+uniform vec2 screen_res;
+
+uniform mat4 inv_proj;
+
+vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = tc-vec2(0.5);
+
+ float det = max(1.0-lod/(proj_lod*0.5), 0.0);
+
+ float d = dot(dist,dist);
+
+ ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
+
+ return ret;
+}
+
+vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+
+ float det = min(lod/(proj_lod*0.5), 1.0);
+
+ float d = min(dist.x, dist.y);
+
+ float edge = 0.25*det;
+
+ ret *= clamp(d/edge, 0.0, 1.0);
+
+ return ret;
+}
+
+vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = tc-vec2(0.5);
+
+ float d = dot(dist,dist);
+
+ ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
+
+ return ret;
+}
+
+
+vec4 getPosition(ivec2 pos_screen, int sample)
+{
+ float depth = texelFetch(depthMap, pos_screen, sample).r;
+ vec2 sc = vec2(pos_screen.xy)*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+void main()
+{
+ int wght = 0;
+
+ vec3 fcol = vec3(0,0,0);
+
+ vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
+
+ ivec2 itc = ivec2(frag.xy);
+
+ for (int i = 0; i < samples; ++i)
+ {
+ vec3 pos = getPosition(itc, i).xyz;
+ vec3 lv = vary_light.xyz-pos.xyz;
+ float dist2 = dot(lv,lv);
+ dist2 /= vary_light.w;
+ if (dist2 <= 1.0)
+ {
+ vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0;
+
+ norm = normalize(norm);
+ float l_dist = -dot(lv, proj_n);
+
+ vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
+ if (proj_tc.z >= 0.0)
+ {
+ proj_tc.xyz /= proj_tc.w;
+
+ float fa = gl_Color.a+1.0;
+ float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
+ if (dist_atten > 0.0)
+ {
+ lv = proj_origin-pos.xyz;
+ lv = normalize(lv);
+ float da = dot(norm, lv);
+
+ vec3 col = vec3(0,0,0);
+
+ vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
+
+ float noise = texture2D(noiseMap, frag.xy/128.0).b;
+ if (proj_tc.z > 0.0 &&
+ proj_tc.x < 1.0 &&
+ proj_tc.y < 1.0 &&
+ proj_tc.x > 0.0 &&
+ proj_tc.y > 0.0)
+ {
+ float lit = 0.0;
+ float amb_da = proj_ambiance;
+
+ if (da > 0.0)
+ {
+ float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
+ float lod = diff * proj_lod;
+
+ vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
+
+ vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+
+ lit = da * dist_atten * noise;
+
+ col = lcol*lit*diff_tex;
+ amb_da += (da*0.5)*proj_ambiance;
+ }
+
+ //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
+ vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
+
+ amb_da += (da*da*0.5+0.5)*proj_ambiance;
+
+ amb_da *= dist_atten * noise;
+
+ amb_da = min(amb_da, 1.0-lit);
+
+ col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ }
+
+
+ vec4 spec = texelFetch(specularRect, itc, i);
+ if (spec.a > 0.0)
+ {
+ vec3 ref = reflect(normalize(pos), norm);
+
+ //project from point pos in direction ref to plane proj_p, proj_n
+ vec3 pdelta = proj_p-pos;
+ float ds = dot(ref, proj_n);
+
+ if (ds < 0.0)
+ {
+ vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
+
+ vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
+
+ if (stc.z > 0.0)
+ {
+ stc.xy /= stc.w;
+
+ float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
+
+ stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
+
+ if (stc.x < 1.0 &&
+ stc.y < 1.0 &&
+ stc.x > 0.0 &&
+ stc.y > 0.0)
+ {
+ vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
+ col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
+ }
+ }
+ }
+ }
+
+ fcol += col;
+ ++wght;
+ }
+ }
+ }
+ }
+
+ if (wght <= 0)
+ {
+ discard;
+ }
+
+ gl_FragColor.rgb = fcol/samples;
+ gl_FragColor.a = 0.0;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index 22ed9dcd40..5efa3200d4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
- #version 120
+
#extension GL_ARB_texture_rectangle : enable
@@ -30,7 +30,7 @@ uniform vec4 viewport;
vec4 getPosition(vec2 pos_screen)
{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = (pos_screen.xy-viewport.xy)*2.0;
sc /= viewport.zw;
sc -= vec2(1.0,1.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl
new file mode 100644
index 0000000000..feaf38115d
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl
@@ -0,0 +1,108 @@
+/**
+ * @file pointLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS depthMap;
+uniform sampler2DMS diffuseRect;
+uniform sampler2DMS specularRect;
+uniform sampler2DMS normalMap;
+uniform sampler2D noiseMap;
+uniform sampler2D lightFunc;
+
+
+uniform vec3 env_mat[3];
+uniform float sun_wash;
+
+varying vec4 vary_light;
+
+varying vec4 vary_fragcoord;
+uniform vec2 screen_res;
+
+uniform mat4 inv_proj;
+uniform vec4 viewport;
+
+vec4 getPosition(ivec2 pos_screen, int sample)
+{
+ float depth = texelFetch(depthMap, pos_screen, sample).r;
+ vec2 sc = (vec2(pos_screen.xy)-viewport.xy)*2.0;
+ sc /= viewport.zw;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+void main()
+{
+ vec4 frag = vary_fragcoord;
+ frag.xyz /= frag.w;
+ frag.xyz = frag.xyz*0.5+0.5;
+ frag.xy *= screen_res;
+
+ ivec2 itc = ivec2(frag.xy);
+
+ int wght = 0;
+ vec3 fcol = vec3(0,0,0);
+
+ for (int s = 0; s < samples; ++s)
+ {
+ vec3 pos = getPosition(itc, s).xyz;
+ vec3 lv = vary_light.xyz-pos;
+ float dist2 = dot(lv,lv);
+ dist2 /= vary_light.w;
+ if (dist2 <= 1.0)
+ {
+ vec3 norm = texelFetch(normalMap, itc, s).xyz;
+ norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+ float da = dot(norm, lv);
+ if (da >= 0.0)
+ {
+ norm = normalize(norm);
+ lv = normalize(lv);
+ da = dot(norm, lv);
+
+ float noise = texture2D(noiseMap, frag.xy/128.0).b;
+
+ vec3 col = texelFetch(diffuseRect, itc, s).rgb;
+ float fa = gl_Color.a+1.0;
+ float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ float lit = da * dist_atten * noise;
+
+ col = gl_Color.rgb*lit*col;
+
+ vec4 spec = texelFetch(specularRect, itc, s);
+ if (spec.a > 0.0)
+ {
+ float sa = dot(normalize(lv-normalize(pos)),norm);
+ if (sa > 0.0)
+ {
+ sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
+ sa *= noise;
+ col += da*sa*gl_Color.rgb*spec.rgb;
+ }
+ }
+
+ fcol += col;
+ ++wght;
+ }
+ }
+ }
+
+ if (wght <= 0)
+ {
+ discard;
+ }
+
+ gl_FragColor.rgb = fcol/samples;
+ gl_FragColor.a = 0.0;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
index 8e74feb615..c510d8ad77 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
@@ -5,19 +5,14 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec4 vary_light;
varying vec4 vary_fragcoord;
-uniform vec2 screen_res;
-uniform float near_clip;
-
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-
vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
vary_fragcoord = pos;
@@ -25,6 +20,8 @@ void main()
tex.w = 1.0;
vary_light = gl_MultiTexCoord0;
+
+ gl_Position = pos;
gl_FrontColor = gl_Color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
index 77f1b2224c..f6b0402bb9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
#extension GL_ARB_texture_rectangle : enable
@@ -29,7 +29,7 @@ varying vec2 vary_fragcoord;
float getDepth(vec2 pos_screen)
{
- float z = texture2DRect(depthMap, pos_screen.xy).a;
+ float z = texture2DRect(depthMap, pos_screen.xy).r;
z = z*2.0-1.0;
vec4 ndc = vec4(0.0, 0.0, z, 1.0);
vec4 p = inv_proj*ndc;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl
new file mode 100644
index 0000000000..62ae5f917a
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl
@@ -0,0 +1,133 @@
+/**
+ * @file postDeferredF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS diffuseRect;
+uniform sampler2DMS edgeMap;
+uniform sampler2DMS depthMap;
+uniform sampler2DMS normalMap;
+uniform sampler2D bloomMap;
+
+uniform float depth_cutoff;
+uniform float norm_cutoff;
+uniform float focal_distance;
+uniform float blur_constant;
+uniform float tan_pixel_angle;
+uniform float magnification;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+varying vec2 vary_fragcoord;
+
+vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
+{
+ vec4 ret = vec4(0,0,0,0);
+ for (int i = 0; i < samples; ++i)
+ {
+ ret += texelFetch(tex, tc, i);
+ }
+
+ return ret/samples;
+}
+
+float getDepth(ivec2 pos_screen)
+{
+ float z = texture2DMS(depthMap, pos_screen.xy).r;
+ z = z*2.0-1.0;
+ vec4 ndc = vec4(0.0, 0.0, z, 1.0);
+ vec4 p = inv_proj*ndc;
+ return p.z/p.w;
+}
+
+float calc_cof(float depth)
+{
+ float sc = abs(depth-focal_distance)/-depth*blur_constant;
+
+ sc /= magnification;
+
+ // tan_pixel_angle = pixel_length/-depth;
+ float pixel_length = tan_pixel_angle*-focal_distance;
+
+ sc = sc/pixel_length;
+ sc *= 1.414;
+
+ return sc;
+}
+
+void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ivec2 tc)
+{
+ float d = getDepth(tc);
+
+ float sc = calc_cof(d);
+
+ 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 = 0.25;
+
+ vec4 s = texture2DMS(diffuseRect, tc);
+ // de-weight dull areas to make highlights 'pop'
+ wg += s.r+s.g+s.b;
+
+ diff += wg*s;
+
+ w += wg;
+ }
+}
+
+
+void main()
+{
+ ivec2 itc = ivec2(vary_fragcoord.xy);
+
+ vec3 norm = texture2DMS(normalMap, itc).xyz;
+ norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+
+ float depth = getDepth(itc);
+
+ vec4 diff = texture2DMS(diffuseRect, itc);
+
+ {
+ float w = 1.0;
+
+ float sc = calc_cof(depth);
+ sc = min(abs(sc), 10.0);
+
+ float fd = depth*0.5f;
+
+ float PI = 3.14159265358979323846264;
+
+ int isc = int(sc);
+
+ // sample quite uniformly spaced points within a circle, for a circular 'bokeh'
+ //if (depth < focal_distance)
+ {
+ for (int x = -isc; x <= isc; x+=2)
+ {
+ for (int y = -isc; y <= isc; y+=2)
+ {
+ ivec2 cur_samp = ivec2(x,y);
+ float cur_sc = length(vec2(cur_samp));
+ if (cur_sc < sc)
+ {
+ dofSample(diff, w, cur_sc, depth, itc+cur_samp);
+ }
+ }
+ }
+ }
+
+ diff /= w;
+ }
+
+ vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
+ gl_FragColor = diff + bloom;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
index ab48d08bbb..bf829bfc56 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
#extension GL_ARB_texture_rectangle : enable
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl
new file mode 100644
index 0000000000..bf35dfe11c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl
@@ -0,0 +1,37 @@
+/**
+ * @file postDeferredF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS diffuseRect;
+uniform sampler2D bloomMap;
+
+uniform vec2 screen_res;
+varying vec2 vary_fragcoord;
+
+vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
+{
+ vec4 ret = vec4(0,0,0,0);
+
+ for (int i = 0; i < samples; ++i)
+ {
+ ret += texelFetch(tex,tc,i);
+ }
+
+ return ret/samples;
+}
+
+void main()
+{
+ vec4 diff = texture2DMS(diffuseRect, ivec2(vary_fragcoord.xy));
+
+ vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
+ gl_FragColor = diff + bloom;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
index 12983baa94..876f65ee3a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
index 63b3c9f205..fa3f04bcc8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
index ae57227fe5..eebe930666 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
index 6674c4a5aa..e0c5406483 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
index db3bddc6be..9271a5115c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec4 post_pos;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
new file mode 100644
index 0000000000..820c82ffd7
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -0,0 +1,44 @@
+/**
+ * @file WLSkyF.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+/////////////////////////////////////////////////////////////////////////
+// The fragment shader for the sky
+/////////////////////////////////////////////////////////////////////////
+
+varying vec4 vary_HazeColor;
+
+uniform sampler2D cloud_noise_texture;
+uniform vec4 gamma;
+
+/// Soft clips the light with a gamma correction
+vec3 scaleSoftClip(vec3 light) {
+ //soft clip effect:
+ light = 1. - clamp(light, vec3(0.), vec3(1.));
+ light = 1. - pow(light, gamma.xxx);
+
+ return light;
+}
+
+void main()
+{
+ // Potential Fill-rate optimization. Add cloud calculation
+ // back in and output alpha of 0 (so that alpha culling kills
+ // the fragment) if the sky wouldn't show up because the clouds
+ // are fully opaque.
+
+ vec4 color;
+ color = vary_HazeColor;
+ color *= 2.;
+
+ /// Gamma correct for WL (soft clip effect).
+ gl_FragData[0] = vec4(scaleSoftClip(color.rgb), 1.0);
+ gl_FragData[1] = vec4(0.0,0.0,0.0,0.0);
+ gl_FragData[2] = vec4(0,0,1,0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
new file mode 100644
index 0000000000..1ea00f723a
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -0,0 +1,140 @@
+/**
+ * @file WLSkyV.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+// SKY ////////////////////////////////////////////////////////////////////////
+// The vertex shader for creating the atmospheric sky
+///////////////////////////////////////////////////////////////////////////////
+
+// Output parameters
+varying vec4 vary_HazeColor;
+
+// Inputs
+uniform vec3 camPosLocal;
+
+uniform vec4 lightnorm;
+uniform vec4 sunlight_color;
+uniform vec4 ambient;
+uniform vec4 blue_horizon;
+uniform vec4 blue_density;
+uniform vec4 haze_horizon;
+uniform vec4 haze_density;
+
+uniform vec4 cloud_shadow;
+uniform vec4 density_multiplier;
+uniform vec4 max_y;
+
+uniform vec4 glow;
+
+uniform vec4 cloud_color;
+
+uniform vec4 cloud_scale;
+
+void main()
+{
+
+ // World / view / projection
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+ // Get relative position
+ vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
+ //vec3 P = gl_Vertex.xyz + vec3(0,50,0);
+
+ // Set altitude
+ if (P.y > 0.)
+ {
+ P *= (max_y.x / P.y);
+ }
+ else
+ {
+ P *= (-32000. / P.y);
+ }
+
+ // Can normalize then
+ vec3 Pn = normalize(P);
+ float Plen = length(P);
+
+ // Initialize temp variables
+ vec4 temp1 = vec4(0.);
+ vec4 temp2 = vec4(0.);
+ vec4 blue_weight;
+ vec4 haze_weight;
+ vec4 sunlight = sunlight_color;
+ vec4 light_atten;
+
+
+ // Sunlight attenuation effect (hue and brightness) due to atmosphere
+ // this is used later for sunlight modulation at various altitudes
+ light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x);
+
+ // Calculate relative weights
+ temp1 = blue_density + haze_density.x;
+ blue_weight = blue_density / temp1;
+ haze_weight = haze_density.x / temp1;
+
+ // Compute sunlight from P & lightnorm (for long rays like sky)
+ temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
+ temp2.y = 1. / temp2.y;
+ sunlight *= exp( - light_atten * temp2.y);
+
+ // Distance
+ temp2.z = Plen * density_multiplier.x;
+
+ // Transparency (-> temp1)
+ // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
+ // compiler gets confused.
+ temp1 = exp(-temp1 * temp2.z);
+
+
+ // Compute haze glow
+ temp2.x = dot(Pn, lightnorm.xyz);
+ temp2.x = 1. - temp2.x;
+ // temp2.x is 0 at the sun and increases away from sun
+ temp2.x = max(temp2.x, .001);
+ // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
+ temp2.x *= glow.x;
+ // Higher glow.x gives dimmer glow (because next step is 1 / "angle")
+ temp2.x = pow(temp2.x, glow.z);
+ // glow.z should be negative, so we're doing a sort of (1 / "angle") function
+
+ // Add "minimum anti-solar illumination"
+ temp2.x += .25;
+
+
+ // Haze color above cloud
+ vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient)
+ + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + ambient)
+ );
+
+
+ // Increase ambient when there are more clouds
+ vec4 tmpAmbient = ambient;
+ tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5;
+
+ // Dim sunlight by cloud shadow percentage
+ sunlight *= (1. - cloud_shadow.x);
+
+ // Haze color below cloud
+ vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+ );
+
+ // Final atmosphere additive
+ vary_HazeColor *= (1. - temp1);
+
+ // Attenuate cloud color by atmosphere
+ temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
+
+ // At horizon, blend high altitude sky color towards the darker color below the clouds
+ vary_HazeColor += (additiveColorBelowCloud - vary_HazeColor) * (1. - sqrt(temp1));
+
+ // won't compile on mac without this being set
+ //vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 29340c7e9f..60082f40d6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
#extension GL_ARB_texture_rectangle : enable
@@ -259,7 +259,7 @@ vec3 scaleSoftClip(vec3 light)
void main()
{
vec2 tc = vary_fragcoord.xy;
- float depth = texture2DRect(depthMap, tc.xy).a;
+ float depth = texture2DRect(depthMap, tc.xy).r;
vec3 pos = getPosition_d(tc, depth).xyz;
vec3 norm = texture2DRect(normalMap, tc).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl
new file mode 100644
index 0000000000..9dfacfb520
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl
@@ -0,0 +1,318 @@
+/**
+ * @file softenLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS diffuseRect;
+uniform sampler2DMS specularRect;
+uniform sampler2DMS normalMap;
+uniform sampler2DMS depthMap;
+uniform sampler2D noiseMap;
+uniform samplerCube environmentMap;
+uniform sampler2D lightFunc;
+
+uniform float blur_size;
+uniform float blur_fidelity;
+
+// Inputs
+uniform vec4 morphFactor;
+uniform vec3 camPosLocal;
+//uniform vec4 camPosWorld;
+uniform vec4 gamma;
+uniform vec4 lightnorm;
+uniform vec4 sunlight_color;
+uniform vec4 ambient;
+uniform vec4 blue_horizon;
+uniform vec4 blue_density;
+uniform vec4 haze_horizon;
+uniform vec4 haze_density;
+uniform vec4 cloud_shadow;
+uniform vec4 density_multiplier;
+uniform vec4 distance_multiplier;
+uniform vec4 max_y;
+uniform vec4 glow;
+uniform float scene_light_strength;
+uniform vec3 env_mat[3];
+//uniform mat4 shadow_matrix[3];
+//uniform vec4 shadow_clip;
+uniform mat3 ssao_effect_mat;
+
+varying vec4 vary_light;
+varying vec2 vary_fragcoord;
+
+vec3 vary_PositionEye;
+
+vec3 vary_SunlitColor;
+vec3 vary_AmblitColor;
+vec3 vary_AdditiveColor;
+vec3 vary_AtmosAttenuation;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+vec4 getPosition_d(vec2 pos_screen, float depth)
+{
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+vec3 getPositionEye()
+{
+ return vary_PositionEye;
+}
+vec3 getSunlitColor()
+{
+ return vary_SunlitColor;
+}
+vec3 getAmblitColor()
+{
+ return vary_AmblitColor;
+}
+vec3 getAdditiveColor()
+{
+ return vary_AdditiveColor;
+}
+vec3 getAtmosAttenuation()
+{
+ return vary_AtmosAttenuation;
+}
+
+
+void setPositionEye(vec3 v)
+{
+ vary_PositionEye = v;
+}
+
+void setSunlitColor(vec3 v)
+{
+ vary_SunlitColor = v;
+}
+
+void setAmblitColor(vec3 v)
+{
+ vary_AmblitColor = v;
+}
+
+void setAdditiveColor(vec3 v)
+{
+ vary_AdditiveColor = v;
+}
+
+void setAtmosAttenuation(vec3 v)
+{
+ vary_AtmosAttenuation = v;
+}
+
+void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
+
+ vec3 P = inPositionEye;
+ setPositionEye(P);
+
+ //(TERRAIN) limit altitude
+ if (P.y > max_y.x) P *= (max_y.x / P.y);
+ if (P.y < -max_y.x) P *= (-max_y.x / P.y);
+
+ vec3 tmpLightnorm = lightnorm.xyz;
+
+ vec3 Pn = normalize(P);
+ float Plen = length(P);
+
+ vec4 temp1 = vec4(0);
+ vec3 temp2 = vec3(0);
+ vec4 blue_weight;
+ vec4 haze_weight;
+ vec4 sunlight = sunlight_color;
+ vec4 light_atten;
+
+ //sunlight attenuation effect (hue and brightness) due to atmosphere
+ //this is used later for sunlight modulation at various altitudes
+ light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
+ //I had thought blue_density and haze_density should have equal weighting,
+ //but attenuation due to haze_density tends to seem too strong
+
+ temp1 = blue_density + vec4(haze_density.r);
+ blue_weight = blue_density / temp1;
+ haze_weight = vec4(haze_density.r) / temp1;
+
+ //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
+ temp2.y = max(0.0, tmpLightnorm.y);
+ temp2.y = 1. / temp2.y;
+ sunlight *= exp( - light_atten * temp2.y);
+
+ // main atmospheric scattering line integral
+ temp2.z = Plen * density_multiplier.x;
+
+ // Transparency (-> temp1)
+ // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
+ // compiler gets confused.
+ temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
+
+ //final atmosphere attenuation factor
+ setAtmosAttenuation(temp1.rgb);
+
+ //compute haze glow
+ //(can use temp2.x as temp because we haven't used it yet)
+ temp2.x = dot(Pn, tmpLightnorm.xyz);
+ temp2.x = 1. - temp2.x;
+ //temp2.x is 0 at the sun and increases away from sun
+ temp2.x = max(temp2.x, .03); //was glow.y
+ //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
+ temp2.x *= glow.x;
+ //higher glow.x gives dimmer glow (because next step is 1 / "angle")
+ temp2.x = pow(temp2.x, glow.z);
+ //glow.z should be negative, so we're doing a sort of (1 / "angle") function
+
+ //add "minimum anti-solar illumination"
+ temp2.x += .25;
+
+ //increase ambient when there are more clouds
+ vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
+
+ /* decrease value and saturation (that in HSV, not HSL) for occluded areas
+ * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
+ * // The following line of code performs the equivalent of:
+ * float ambAlpha = tmpAmbient.a;
+ * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
+ * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
+ * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
+ */
+ tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
+
+ //haze color
+ setAdditiveColor(
+ vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
+ + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
+ + tmpAmbient)));
+
+ //brightness of surface both sunlight and ambient
+ setSunlitColor(vec3(sunlight * .5));
+ setAmblitColor(vec3(tmpAmbient * .25));
+ setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
+}
+
+vec3 atmosLighting(vec3 light)
+{
+ light *= getAtmosAttenuation().r;
+ light += getAdditiveColor();
+ return (2.0 * light);
+}
+
+vec3 atmosTransport(vec3 light) {
+ light *= getAtmosAttenuation().r;
+ light += getAdditiveColor() * 2.0;
+ return light;
+}
+vec3 atmosGetDiffuseSunlightColor()
+{
+ return getSunlitColor();
+}
+
+vec3 scaleDownLight(vec3 light)
+{
+ return (light / scene_light_strength );
+}
+
+vec3 scaleUpLight(vec3 light)
+{
+ return (light * scene_light_strength);
+}
+
+vec3 atmosAmbient(vec3 light)
+{
+ return getAmblitColor() + light / 2.0;
+}
+
+vec3 atmosAffectDirectionalLight(float lightIntensity)
+{
+ return getSunlitColor() * lightIntensity;
+}
+
+vec3 scaleSoftClip(vec3 light)
+{
+ //soft clip effect:
+ light = 1. - clamp(light, vec3(0.), vec3(1.));
+ light = 1. - pow(light, gamma.xxx);
+
+ return light;
+}
+
+vec4 texture2DMS(sampler2DMS tex, ivec2 tc)
+{
+ vec4 ret = vec4(0,0,0,0);
+
+ for (int i = 0; i < samples; ++i)
+ {
+ ret += texelFetch(tex,tc,i);
+ }
+
+ return ret/samples;
+}
+
+void main()
+{
+ vec2 tc = vary_fragcoord.xy;
+ ivec2 itc = ivec2(tc);
+
+ vec3 fcol = vec3(0,0,0);
+
+ for (int i = 0; i < samples; ++i)
+ {
+ float depth = texelFetch(depthMap, itc, i).r;
+ vec3 pos = getPosition_d(tc, depth).xyz;
+ vec3 norm = texelFetch(normalMap, itc, i).xyz;
+
+ norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+ //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
+
+ float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
+
+ vec4 diffuse = texelFetch(diffuseRect, itc, i);
+ if (diffuse.a >= 1.0)
+ {
+ fcol += diffuse.rgb;
+ }
+ else
+ {
+ vec4 spec = texelFetch(specularRect, itc, i);
+
+ calcAtmospherics(pos.xyz, 1.0);
+
+ vec3 col = atmosAmbient(vec3(0));
+ col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a));
+
+ col *= diffuse.rgb;
+
+ if (spec.a > 0.0) // specular reflection
+ {
+ // the old infinite-sky shiny reflection
+ //
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+ float sa = dot(refnormpersp, vary_light.xyz);
+ vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a;
+
+ // add the two types of shiny together
+ col += dumbshiny * spec.rgb;
+ }
+
+ col = atmosLighting(col);
+ col = scaleSoftClip(col);
+ fcol += col;
+ }
+ }
+
+ gl_FragColor.rgb = fcol.rgb/samples;
+ gl_FragColor.a = 0.0;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
index 8f0bcca76b..745cc01992 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 29fac46bfe..9aaffc15bf 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
#extension GL_ARB_texture_rectangle : enable
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl
new file mode 100644
index 0000000000..4bb9bad275
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl
@@ -0,0 +1,234 @@
+/**
+ * @file multiSpotLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+//class 1 -- no shadows
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS diffuseRect;
+uniform sampler2DMS specularRect;
+uniform sampler2DMS depthMap;
+uniform sampler2DMS normalMap;
+uniform sampler2D noiseMap;
+uniform sampler2D lightFunc;
+uniform sampler2D projectionMap;
+
+uniform mat4 proj_mat; //screen space to light space
+uniform float proj_near; //near clip for projection
+uniform vec3 proj_p; //plane projection is emitting from (in screen space)
+uniform vec3 proj_n;
+uniform float proj_focus; //distance from plane to begin blurring
+uniform float proj_lod; //(number of mips in proj map)
+uniform float proj_range; //range between near clip and far clip plane of projection
+uniform float proj_ambient_lod;
+uniform float proj_ambiance;
+uniform float near_clip;
+uniform float far_clip;
+
+uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
+uniform float sun_wash;
+uniform int proj_shadow_idx;
+uniform float shadow_fade;
+
+varying vec4 vary_light;
+
+varying vec4 vary_fragcoord;
+uniform vec2 screen_res;
+
+uniform mat4 inv_proj;
+
+vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = tc-vec2(0.5);
+
+ float det = max(1.0-lod/(proj_lod*0.5), 0.0);
+
+ float d = dot(dist,dist);
+
+ ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
+
+ return ret;
+}
+
+vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+
+ float det = min(lod/(proj_lod*0.5), 1.0);
+
+ float d = min(dist.x, dist.y);
+
+ float edge = 0.25*det;
+
+ ret *= clamp(d/edge, 0.0, 1.0);
+
+ return ret;
+}
+
+vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = tc-vec2(0.5);
+
+ float d = dot(dist,dist);
+
+ ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
+
+ return ret;
+}
+
+
+vec4 getPosition(ivec2 pos_screen, int sample)
+{
+ float depth = texelFetch(depthMap, pos_screen, sample).r;
+ vec2 sc = vec2(pos_screen.xy)*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+void main()
+{
+ vec4 frag = vary_fragcoord;
+ frag.xyz /= frag.w;
+ frag.xyz = frag.xyz*0.5+0.5;
+ frag.xy *= screen_res;
+ ivec2 itc = ivec2(frag.xy);
+
+ vec3 fcol = vec3(0,0,0);
+ int wght = 0;
+
+ for (int i = 0; i < samples; ++i)
+ {
+ vec3 pos = getPosition(itc, i).xyz;
+ vec3 lv = vary_light.xyz-pos.xyz;
+ float dist2 = dot(lv,lv);
+ dist2 /= vary_light.w;
+ if (dist2 <= 1.0)
+ {
+ vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0;
+
+ norm = normalize(norm);
+ float l_dist = -dot(lv, proj_n);
+
+ vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
+ if (proj_tc.z >= 0.0)
+ {
+ proj_tc.xyz /= proj_tc.w;
+
+ float fa = gl_Color.a+1.0;
+ float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
+ if (dist_atten > 0.0)
+ {
+ lv = proj_origin-pos.xyz;
+ lv = normalize(lv);
+ float da = dot(norm, lv);
+
+ vec3 col = vec3(0,0,0);
+
+ vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
+
+ float noise = texture2D(noiseMap, frag.xy/128.0).b;
+ if (proj_tc.z > 0.0 &&
+ proj_tc.x < 1.0 &&
+ proj_tc.y < 1.0 &&
+ proj_tc.x > 0.0 &&
+ proj_tc.y > 0.0)
+ {
+ float lit = 0.0;
+ float amb_da = proj_ambiance;
+
+ if (da > 0.0)
+ {
+ float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
+ float lod = diff * proj_lod;
+
+ vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
+
+ vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+
+ lit = da * dist_atten * noise;
+
+ col = lcol*lit*diff_tex;
+ amb_da += (da*0.5)*proj_ambiance;
+ }
+
+ //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
+ vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
+
+ amb_da += (da*da*0.5+0.5)*proj_ambiance;
+
+ amb_da *= dist_atten * noise;
+
+ amb_da = min(amb_da, 1.0-lit);
+
+ col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ }
+
+
+ vec4 spec = texelFetch(specularRect, itc, i);
+ if (spec.a > 0.0)
+ {
+ vec3 ref = reflect(normalize(pos), norm);
+
+ //project from point pos in direction ref to plane proj_p, proj_n
+ vec3 pdelta = proj_p-pos;
+ float ds = dot(ref, proj_n);
+
+ if (ds < 0.0)
+ {
+ vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
+
+ vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
+
+ if (stc.z > 0.0)
+ {
+ stc.xy /= stc.w;
+
+ float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
+
+ stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
+
+ if (stc.x < 1.0 &&
+ stc.y < 1.0 &&
+ stc.x > 0.0 &&
+ stc.y > 0.0)
+ {
+ vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
+ col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
+ }
+ }
+ }
+ }
+
+ fcol += col;
+ ++wght;
+ }
+ }
+ }
+ }
+
+ if (wght <= 0)
+ {
+ discard;
+ }
+
+ gl_FragColor.rgb = fcol/samples;
+ gl_FragColor.a = 0.0;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
new file mode 100644
index 0000000000..2cf7d194cc
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
@@ -0,0 +1,19 @@
+/**
+ * @file starsF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+uniform sampler2D diffuseMap;
+
+void main()
+{
+ vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
+
+ gl_FragData[0] = col;
+ gl_FragData[1] = vec4(0,0,0,0);
+ gl_FragData[2] = vec4(0,0,1,0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
new file mode 100644
index 0000000000..c43125dad9
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
@@ -0,0 +1,17 @@
+/**
+ * @file starsV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+
+void main()
+{
+ //transform vertex
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_FrontColor = gl_Color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
index 00093836a2..f20886565a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
//class 1, no shadow, no SSAO, should never be called
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl
new file mode 100644
index 0000000000..f20886565a
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl
@@ -0,0 +1,17 @@
+/**
+ * @file sunLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+//class 1, no shadow, no SSAO, should never be called
+
+#extension GL_ARB_texture_rectangle : enable
+
+void main()
+{
+ gl_FragColor = vec4(0,0,0,0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
index cd91351ad4..665d8126a0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -5,7 +5,7 @@
* $License$
*/
-#version 120
+
#extension GL_ARB_texture_rectangle : enable
@@ -35,7 +35,7 @@ uniform float shadow_offset;
vec4 getPosition(vec2 pos_screen)
{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl
new file mode 100644
index 0000000000..32d1b2149a
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl
@@ -0,0 +1,123 @@
+/**
+ * @file sunLightSSAOF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+//class 1 -- no shadow, SSAO only
+
+uniform sampler2DMS depthMap;
+uniform sampler2DMS normalMap;
+uniform sampler2D noiseMap;
+
+
+// Inputs
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform float ssao_radius;
+uniform float ssao_max_radius;
+uniform float ssao_factor;
+uniform float ssao_factor_inv;
+
+varying vec2 vary_fragcoord;
+varying vec4 vary_light;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+uniform float shadow_bias;
+uniform float shadow_offset;
+
+vec4 getPosition(ivec2 pos_screen, int sample)
+{
+ float depth = texelFetch(depthMap, pos_screen, sample).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+//calculate decreases in ambient lighting when crowded out (SSAO)
+float calcAmbientOcclusion(vec4 pos, vec3 norm, int sample)
+{
+ float ret = 1.0;
+
+ vec2 kern[8];
+ // exponentially (^2) distant occlusion samples spread around origin
+ kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
+ kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
+ kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
+ kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
+ kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
+ kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
+ kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
+ kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
+
+ vec2 pos_screen = vary_fragcoord.xy;
+ vec3 pos_world = pos.xyz;
+ vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
+
+ float angle_hidden = 0.0;
+ int points = 0;
+
+ float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
+
+ // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations unrolling?)
+ for (int i = 0; i < 8; i++)
+ {
+ ivec2 samppos_screen = ivec2(pos_screen + scale * reflect(kern[i], noise_reflect));
+ vec3 samppos_world = getPosition(samppos_screen, sample).xyz;
+
+ vec3 diff = pos_world - samppos_world;
+ float dist2 = dot(diff, diff);
+
+ // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
+ // --> solid angle shrinking by the square of distance
+ //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
+ //(k should vary inversely with # of samples, but this is taken care of later)
+
+ angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
+
+ // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
+ points = points + int(diff.z > -1.0);
+ }
+
+ angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
+
+ ret = (1.0 - (float(points != 0) * angle_hidden));
+
+ return min(ret, 1.0);
+}
+
+void main()
+{
+ vec2 pos_screen = vary_fragcoord.xy;
+ ivec2 itc = ivec2(pos_screen);
+
+ float col = 0;
+
+ for (int i = 0; i < samples; i++)
+ {
+ vec4 pos = getPosition(itc, i);
+ vec3 norm = texelFetch(normalMap, itc, i).xyz;
+ norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+ col += calcAmbientOcclusion(pos,norm,i);
+ }
+
+ col /= samples;
+
+ gl_FragColor[0] = 1.0;
+ gl_FragColor[1] = col;
+ gl_FragColor[2] = 1.0;
+ gl_FragColor[3] = 1.0;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
index 9beb513ad8..814deb3677 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec4 vary_light;
varying vec2 vary_fragcoord;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
index 0edae47918..d005f67bf6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2D detail_0;
uniform sampler2D detail_1;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
index a6163063be..3038fd2966 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec3 vary_normal;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
index c54d9a1e3e..de7e038402 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
index 29689ecbaf..a9bef4292d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec3 vary_normal;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index e76f598d09..2710422d32 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
#extension GL_ARB_texture_rectangle : enable
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
index 649e392630..5397290b11 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
void calcAtmospherics(vec3 inPositionEye);
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
index f2023fa5ea..32f5f5f236 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
#extension GL_ARB_texture_rectangle : enable
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl
new file mode 100644
index 0000000000..9267a8585d
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl
@@ -0,0 +1,38 @@
+/**
+ * @file glowExtractF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS diffuseMap;
+uniform float minLuminance;
+uniform float maxExtractAlpha;
+uniform vec3 lumWeights;
+uniform vec3 warmthWeights;
+uniform float warmthAmount;
+
+void main()
+{
+ ivec2 itc = ivec2(gl_TexCoord[0].xy);
+ vec4 fcol = vec4(0,0,0,0);
+
+ for (int i = 0; i < samples; i++)
+ {
+ vec4 col = texelFetch(diffuseMap, itc, i);
+
+ /// CALCULATING LUMINANCE (Using NTSC lum weights)
+ /// http://en.wikipedia.org/wiki/Luma_%28video%29
+ float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
+ float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) );
+
+ fcol += vec4(col.rgb, max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha));
+ }
+
+ gl_FragColor = fcol/samples;
+}
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
index 0ca0608b45..76736fed53 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl
index 65fc2e9f99..d3225546b3 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2D diffuseMap;
uniform float glowStrength;
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
index 0bd44cec90..9bb41626ae 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform vec2 glowDelta;
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
index ac00f15b35..cdc2ca3da2 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2D detail0;
uniform sampler2D detail1;
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
index 1e19ee7699..8af981915b 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
index 34f78565a5..d94d986581 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
// this class1 shader is just a copy of terrainF
diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
index 0dfac84a6e..06854fcc0a 100644
--- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
index 4e9c09b1ea..0f24e3c35a 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
index a34cf23790..630459b324 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
vec4 applyWaterFog(vec4 color)
{
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
index 161c794c68..831d6a761c 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
void calcAtmospherics(vec3 inPositionEye);
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
index 6f821f893d..f6c6d945de 100644
--- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
index d1c98bf70c..f114f766bf 100644
--- a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
index 9c59e8c3ad..1796730c92 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
index 1fee99c446..bfe0be9fdf 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
index fb5da21c72..6f1fe91007 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl
index 1bdaccf9b8..19072cd052 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl
@@ -6,7 +6,7 @@
*/
-#version 120
+
uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
index 2e94d3bbf1..0ae6dc89e2 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
@@ -6,7 +6,7 @@
*/
-#version 120
+
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl
index 714f9a2551..5d4bf2c33e 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
float calcDirectionalLight(vec3 n, vec3 l)
{
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
index 65b45f8081..574252af12 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
float calcDirectionalLight(vec3 n, vec3 l)
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
index 7f65ea76f7..29f575b7e5 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
index 8f13e6dc04..65da5a6825 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
index 56f31f6a79..d491f1102e 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
float calcDirectionalLight(vec3 n, vec3 l);
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
index 64d549ff52..ef38ee9699 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
float calcDirectionalLight(vec3 n, vec3 l);
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
index c5d084c132..286c92326b 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
index 732d246471..772a420e33 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
vec3 atmosAmbient(vec3 light);
diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
index 73e1a1ec26..da60a3ddf5 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
float calcDirectionalLight(vec3 n, vec3 l);
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl
index afc3dc89bf..c0b72115dd 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
void fullbright_lighting();
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyF.glsl
index 3dc4294f67..391c06edc8 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
void fullbright_shiny_lighting();
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
index f0baeeeee5..f44a5ce32e 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
@@ -5,7 +5,7 @@
* $License$
*/
-#version 120
+
void calcAtmospherics(vec3 inPositionEye);
mat4 getObjectSkinnedTransform();
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
index 02367b9439..31e0f0a429 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
void calcAtmospherics(vec3 inPositionEye);
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl
index 5daf66fb31..8ffb252f57 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl
@@ -5,7 +5,7 @@
* $License$
*/
-#version 120
+
void fullbright_shiny_lighting_water();
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
index 02ff3cc2a9..e5dafa8c78 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
@@ -5,7 +5,7 @@
* $License$
*/
-#version 120
+
void calcAtmospherics(vec3 inPositionEye);
mat4 getObjectSkinnedTransform();
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
index 38e07dbd80..3382384c99 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
void calcAtmospherics(vec3 inPositionEye);
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightWaterF.glsl
index afaac4f69c..220f26614f 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightWaterF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
void fullbright_lighting_water();
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl
index 2cf7a69baa..d079de5377 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
void shiny_lighting();
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
index 4146646058..cd655f3bb5 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
@@ -5,7 +5,7 @@
* $License$
*/
-#version 120
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
index 6ea83b721d..68a086dbc1 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
void calcAtmospherics(vec3 inPositionEye);
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyWaterF.glsl
index e3babe2210..4649d1c47c 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinyWaterF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
void shiny_lighting_water();
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleF.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleF.glsl
index d449d37c0c..b4e4dcfbbf 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleF.glsl
@@ -5,8 +5,6 @@
* $/LicenseInfo$
*/
-#version 120
-
void default_lighting();
void main()
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
index be38a14d52..900448035c 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
@@ -5,7 +5,7 @@
* $License$
*/
-#version 120
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
index 0d8e14e2e3..b493f76fcc 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl
index 68bd81e029..4ec5ee43b4 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
void default_lighting_water();
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
index f337bde329..3d05850ab3 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
vec3 atmosLighting(vec3 light)
{
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
index 4b402a7028..f1a0af21af 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
vec3 atmosAmbient(vec3 light)
{
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl
index 20948b1e46..73bbd57315 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
void setPositionEye(vec3 v);
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
index 8a2c2a7186..e0eb7b3767 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec3 vary_PositionEye;
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
index a1dd4ed5fe..a251213ff5 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec3 vary_PositionEye;
diff --git a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl
index 7aed1fd3b5..4958cb2f72 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform vec4 gamma;
diff --git a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl
index 6780dc4d3e..75929bc609 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
vec3 atmosTransport(vec3 light)
{
diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
index 172c2ca078..3e8b719f93 100644
--- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 6dfc1b952c..681e52de2a 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -5,11 +5,10 @@
* $/LicenseInfo$
*/
-#version 120
+
#extension GL_ARB_texture_rectangle : enable
-uniform sampler2D diffuseMap;
uniform sampler2DRectShadow shadowMap0;
uniform sampler2DRectShadow shadowMap1;
uniform sampler2DRectShadow shadowMap2;
@@ -105,7 +104,7 @@ void main()
}
}
- vec4 diff= texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 diff = diffuseLookup(gl_TexCoord[0].xy);
vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a);
vec4 color = diff * col;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
new file mode 100644
index 0000000000..5350359f75
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
@@ -0,0 +1,125 @@
+/**
+ * @file alphaF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+#extension GL_ARB_texture_rectangle : enable
+
+uniform sampler2DRectShadow shadowMap0;
+uniform sampler2DRectShadow shadowMap1;
+uniform sampler2DRectShadow shadowMap2;
+uniform sampler2DRectShadow shadowMap3;
+uniform sampler2DRect depthMap;
+uniform sampler2D diffuseMap;
+
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform vec2 screen_res;
+uniform vec2 shadow_res;
+
+vec3 atmosLighting(vec3 light);
+vec3 scaleSoftClip(vec3 light);
+
+varying vec3 vary_ambient;
+varying vec3 vary_directional;
+varying vec3 vary_fragcoord;
+varying vec3 vary_position;
+varying vec3 vary_pointlight_col;
+
+uniform float shadow_bias;
+
+uniform mat4 inv_proj;
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos.xyz /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
+{
+ stc.xyz /= stc.w;
+ stc.z += shadow_bias;
+
+ float cs = shadow2DRect(shadowMap, stc.xyz).x;
+ float shadow = cs;
+
+ shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs);
+ shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs);
+ shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs);
+ shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs);
+
+ return shadow/5.0;
+}
+
+
+void main()
+{
+ vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
+ frag *= screen_res;
+
+ float shadow = 1.0;
+ vec4 pos = vec4(vary_position, 1.0);
+
+ vec4 spos = pos;
+
+ if (spos.z > -shadow_clip.w)
+ {
+ vec4 lpos;
+
+ if (spos.z < -shadow_clip.z)
+ {
+ lpos = shadow_matrix[3]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap3, lpos, 1.5);
+ shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
+ }
+ else if (spos.z < -shadow_clip.y)
+ {
+ lpos = shadow_matrix[2]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap2, lpos, 1.5);
+ }
+ else if (spos.z < -shadow_clip.x)
+ {
+ lpos = shadow_matrix[1]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap1, lpos, 1.5);
+ }
+ else
+ {
+ lpos = shadow_matrix[0]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap0, lpos, 1.5);
+ }
+ }
+
+ vec4 diff = texture2D(diffuseMap,gl_TexCoord[0].xy);
+
+ vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a);
+ vec4 color = diff * col;
+
+ color.rgb = atmosLighting(color.rgb);
+
+ color.rgb = scaleSoftClip(color.rgb);
+
+ color.rgb += diff.rgb * vary_pointlight_col.rgb;
+
+ //gl_FragColor = gl_Color;
+ gl_FragColor = color;
+ //gl_FragColor.r = 0.0;
+ //gl_FragColor = vec4(1,shadow,1,1);
+
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
index dfb36980b0..948a52da5b 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
@@ -5,7 +5,7 @@
* $License$
*/
-#version 120
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index f6160815eb..f616ecc872 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -22,6 +22,7 @@ varying vec3 vary_directional;
varying vec3 vary_fragcoord;
varying vec3 vary_position;
varying vec3 vary_pointlight_col;
+varying float vary_texture_index;
uniform float near_clip;
uniform float shadow_offset;
@@ -60,11 +61,13 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
//transform vertex
- gl_Position = ftransform();
+ vec4 vert = vec4(gl_Vertex.xyz, 1.0);
+ vary_texture_index = gl_Vertex.w;
+ gl_Position = gl_ModelViewProjectionMatrix * vert;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
+ vec4 pos = (gl_ModelViewMatrix * vert);
vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));
@@ -99,7 +102,7 @@ void main()
gl_FogFragCoord = pos.z;
- pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+ pos = gl_ModelViewProjectionMatrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
index 0ae09df0c6..01e40afc4f 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl
index 3155f3f929..729e4b5543 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
#extension GL_ARB_texture_rectangle : enable
@@ -22,7 +22,7 @@ uniform vec2 screen_res;
float getDepth(vec2 pos_screen)
{
- float z = texture2DRect(depthMap, pos_screen.xy).a;
+ float z = texture2DRect(depthMap, pos_screen.xy).r;
z = z*2.0-1.0;
vec4 ndc = vec4(0.0, 0.0, z, 1.0);
vec4 p = inv_proj*ndc;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl
new file mode 100644
index 0000000000..b22bc5b288
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl
@@ -0,0 +1,74 @@
+/**
+ * @file edgeF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS depthMap;
+uniform sampler2DMS normalMap;
+
+varying vec2 vary_fragcoord;
+
+uniform float depth_cutoff;
+uniform float norm_cutoff;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+float getDepth(ivec2 pos_screen, int sample)
+{
+ float z = texelFetch(depthMap, pos_screen, sample).r;
+ z = z*2.0-1.0;
+ vec4 ndc = vec4(0.0, 0.0, z, 1.0);
+ vec4 p = inv_proj*ndc;
+ return p.z/p.w;
+}
+
+void main()
+{
+ float e = 0;
+
+ ivec2 itc = ivec2(vary_fragcoord.xy);
+
+ for (int i = 0; i < samples; i++)
+ {
+ vec3 norm = texelFetch(normalMap, itc, i).xyz;
+ norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+ float depth = getDepth(itc, i);
+
+ vec2 tc = vary_fragcoord.xy;
+
+ int sc = 1;
+
+ vec2 de;
+ de.x = (depth-getDepth(itc+ivec2(sc, sc),i)) + (depth-getDepth(itc+ivec2(-sc, -sc), i));
+ de.y = (depth-getDepth(itc+ivec2(-sc, sc),i)) + (depth-getDepth(itc+ivec2(sc, -sc), i));
+ de /= depth;
+ de *= de;
+ de = step(depth_cutoff, de);
+
+ vec2 ne;
+ vec3 nexnorm = texelFetch(normalMap, itc+ivec2(-sc,-sc), i).rgb;
+ nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm
+ ne.x = dot(nexnorm, norm);
+ vec3 neynorm = texelFetch(normalMap, itc+ivec2(sc,sc), i).rgb;
+ neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm
+ ne.y = dot(neynorm, norm);
+
+ ne = 1.0-ne;
+
+ ne = step(norm_cutoff, ne);
+
+ e += dot(de,de)+dot(ne,ne);
+ }
+
+ e /= samples;
+
+ gl_FragColor.a = e;
+}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl
index b3413c301f..393084a3db 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index d6cd984ebe..f54186ffca 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
#extension GL_ARB_texture_rectangle : enable
@@ -91,7 +91,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
vec4 getPosition(vec2 pos_screen)
{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl
new file mode 100644
index 0000000000..fee32be3e3
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl
@@ -0,0 +1,244 @@
+/**
+ * @file multiSpotLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS diffuseRect;
+uniform sampler2DMS specularRect;
+uniform sampler2DMS depthMap;
+uniform sampler2DMS normalMap;
+uniform sampler2DRect lightMap;
+uniform sampler2D noiseMap;
+uniform sampler2D lightFunc;
+uniform sampler2D projectionMap;
+
+uniform mat4 proj_mat; //screen space to light space
+uniform float proj_near; //near clip for projection
+uniform vec3 proj_p; //plane projection is emitting from (in screen space)
+uniform vec3 proj_n;
+uniform float proj_focus; //distance from plane to begin blurring
+uniform float proj_lod; //(number of mips in proj map)
+uniform float proj_range; //range between near clip and far clip plane of projection
+uniform float proj_ambient_lod;
+uniform float proj_ambiance;
+uniform float near_clip;
+uniform float far_clip;
+
+uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
+uniform float sun_wash;
+uniform int proj_shadow_idx;
+uniform float shadow_fade;
+
+varying vec4 vary_light;
+
+varying vec4 vary_fragcoord;
+uniform vec2 screen_res;
+
+uniform mat4 inv_proj;
+
+vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = tc-vec2(0.5);
+
+ float det = max(1.0-lod/(proj_lod*0.5), 0.0);
+
+ float d = dot(dist,dist);
+
+ ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
+
+ return ret;
+}
+
+vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+
+ float det = min(lod/(proj_lod*0.5), 1.0);
+
+ float d = min(dist.x, dist.y);
+
+ float edge = 0.25*det;
+
+ ret *= clamp(d/edge, 0.0, 1.0);
+
+ return ret;
+}
+
+vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = tc-vec2(0.5);
+
+ float d = dot(dist,dist);
+
+ ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
+
+ return ret;
+}
+
+
+vec4 getPosition(ivec2 pos_screen, int sample)
+{
+ float depth = texelFetch(depthMap, pos_screen, sample).r;
+ vec2 sc = vec2(pos_screen.xy)*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+void main()
+{
+ int wght = 0;
+
+ vec3 fcol = vec3(0,0,0);
+
+ vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
+
+ ivec2 itc = ivec2(frag.xy);
+
+ float shadow = 1.0;
+
+ if (proj_shadow_idx >= 0)
+ {
+ vec4 shd = texture2DRect(lightMap, frag);
+ float sh[2];
+ sh[0] = shd.b;
+ sh[1] = shd.a;
+ shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
+ }
+
+ for (int i = 0; i < samples; i++)
+ {
+ vec3 pos = getPosition(itc, i).xyz;
+ vec3 lv = vary_light.xyz-pos.xyz;
+ float dist2 = dot(lv,lv);
+ dist2 /= vary_light.w;
+ if (dist2 <= 1.0)
+ {
+ vec3 norm = texelFetch(normalMap, itc, i).xyz;
+ norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+
+ norm = normalize(norm);
+ float l_dist = -dot(lv, proj_n);
+
+ vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
+ if (proj_tc.z >= 0.0)
+ {
+ proj_tc.xyz /= proj_tc.w;
+
+ float fa = gl_Color.a+1.0;
+ float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
+ if (dist_atten > 0.0)
+ {
+ lv = proj_origin-pos.xyz;
+ lv = normalize(lv);
+ float da = dot(norm, lv);
+
+ vec3 col = vec3(0,0,0);
+
+ vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
+
+ float noise = texture2D(noiseMap, frag.xy/128.0).b;
+ if (proj_tc.z > 0.0 &&
+ proj_tc.x < 1.0 &&
+ proj_tc.y < 1.0 &&
+ proj_tc.x > 0.0 &&
+ proj_tc.y > 0.0)
+ {
+ float lit = 0.0;
+ float amb_da = proj_ambiance;
+
+ if (da > 0.0)
+ {
+ float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
+ float lod = diff * proj_lod;
+
+ vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
+
+ vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+
+ lit = da * dist_atten * noise;
+
+ col = lcol*lit*diff_tex*shadow;
+ amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
+ }
+
+ //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
+ vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
+
+ amb_da += (da*da*0.5+0.5)*proj_ambiance;
+
+ amb_da *= dist_atten * noise;
+
+ amb_da = min(amb_da, 1.0-lit);
+
+ col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ }
+
+
+ vec4 spec = texelFetch(specularRect, itc, i);
+ if (spec.a > 0.0)
+ {
+ vec3 ref = reflect(normalize(pos), norm);
+
+ //project from point pos in direction ref to plane proj_p, proj_n
+ vec3 pdelta = proj_p-pos;
+ float ds = dot(ref, proj_n);
+
+ if (ds < 0.0)
+ {
+ vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
+
+ vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
+
+ if (stc.z > 0.0)
+ {
+ stc.xy /= stc.w;
+
+ float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
+
+ stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
+
+ if (stc.x < 1.0 &&
+ stc.y < 1.0 &&
+ stc.x > 0.0 &&
+ stc.y > 0.0)
+ {
+ vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
+ col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
+ }
+ }
+ }
+ }
+
+ fcol += col;
+ wght++;
+ }
+ }
+ }
+ }
+
+ if (wght <= 0)
+ {
+ discard;
+ }
+
+ gl_FragColor.rgb = fcol/samples;
+ gl_FragColor.a = 0.0;
+}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 0160e84278..66a1a8515f 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
#extension GL_ARB_texture_rectangle : enable
@@ -71,7 +71,7 @@ vec4 getPosition_d(vec2 pos_screen, float depth)
vec4 getPosition(vec2 pos_screen)
{ //get position in screen space (world units) given window coordinate and depth map
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
return getPosition_d(pos_screen, depth);
}
@@ -258,7 +258,7 @@ vec3 scaleSoftClip(vec3 light)
void main()
{
vec2 tc = vary_fragcoord.xy;
- float depth = texture2DRect(depthMap, tc.xy).a;
+ float depth = texture2DRect(depthMap, tc.xy).r;
vec3 pos = getPosition_d(tc, depth).xyz;
vec3 norm = texture2DRect(normalMap, tc).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
@@ -288,54 +288,8 @@ void main()
float sa = dot(refnormpersp, vary_light.xyz);
vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
- /*
- // screen-space cheap fakey reflection map
- //
- vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz));
- depth -= 0.5; // unbias depth
- // first figure out where we'll make our 2D guess from
- vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
- // Offset the guess source a little according to a trivial
- // checkerboard dither function and spec.a.
- // This is meant to be similar to sampling a blurred version
- // of the diffuse map. LOD would be better in that regard.
- // The goal of the blur is to soften reflections in surfaces
- // with low shinyness, and also to disguise our lameness.
- float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0
- float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5);
- ref2d += vec2(checkoffset, checkoffset);
- ref2d += tc.xy; // use as offset from destination
- // Get attributes from the 2D guess point.
- // We average two samples of diffuse (not of anything else) per
- // pixel to try to reduce aliasing some more.
- vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb +
- texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb);
- float refdepth = texture2DRect(depthMap, ref2d).a;
- vec3 refpos = getPosition_d(ref2d, refdepth).xyz;
- float refshad = texture2DRect(lightMap, ref2d).r;
- vec3 refn = texture2DRect(normalMap, ref2d).rgb;
- refn = vec3((refn.xy-0.5)*2.0,refn.z); // unpack norm
- refn = normalize(refn);
- // figure out how appropriate our guess actually was
- float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos)));
- // darken reflections from points which face away from the reflected ray - our guess was a back-face
- //refapprop *= step(dot(refnorm, refn), 0.0);
- refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant
- // get appropriate light strength for guess-point
- // reflect light direction to increase the illusion that
- // these are reflections.
- vec3 reflight = reflect(lightnorm.xyz, norm.xyz);
- float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad);
- // apply sun color to guess-point, dampen according to inappropriateness of guess
- float refmod = min(refapprop, reflit);
- vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
- vec3 ssshiny = (refprod * spec.a);
- ssshiny *= 0.3; // dampen it even more
- */
- vec3 ssshiny = vec3(0,0,0);
-
// add the two types of shiny together
- col += (ssshiny + dumbshiny) * spec.rgb;
+ col += dumbshiny * spec.rgb;
}
col = atmosLighting(col);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl
new file mode 100644
index 0000000000..0bae10ca7d
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl
@@ -0,0 +1,307 @@
+/**
+ * @file softenLightMSF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS diffuseRect;
+uniform sampler2DMS specularRect;
+uniform sampler2DMS normalMap;
+uniform sampler2DRect lightMap;
+uniform sampler2DMS depthMap;
+uniform sampler2D noiseMap;
+uniform samplerCube environmentMap;
+uniform sampler2D lightFunc;
+uniform vec3 gi_quad;
+
+uniform float blur_size;
+uniform float blur_fidelity;
+
+// Inputs
+uniform vec4 morphFactor;
+uniform vec3 camPosLocal;
+//uniform vec4 camPosWorld;
+uniform vec4 gamma;
+uniform vec4 lightnorm;
+uniform vec4 sunlight_color;
+uniform vec4 ambient;
+uniform vec4 blue_horizon;
+uniform vec4 blue_density;
+uniform vec4 haze_horizon;
+uniform vec4 haze_density;
+uniform vec4 cloud_shadow;
+uniform vec4 density_multiplier;
+uniform vec4 distance_multiplier;
+uniform vec4 max_y;
+uniform vec4 glow;
+uniform float scene_light_strength;
+uniform vec3 env_mat[3];
+uniform vec4 shadow_clip;
+uniform mat3 ssao_effect_mat;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+varying vec4 vary_light;
+varying vec2 vary_fragcoord;
+
+vec3 vary_PositionEye;
+
+vec3 vary_SunlitColor;
+vec3 vary_AmblitColor;
+vec3 vary_AdditiveColor;
+vec3 vary_AtmosAttenuation;
+
+vec4 getPosition_d(vec2 pos_screen, float depth)
+{
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+vec3 getPositionEye()
+{
+ return vary_PositionEye;
+}
+vec3 getSunlitColor()
+{
+ return vary_SunlitColor;
+}
+vec3 getAmblitColor()
+{
+ return vary_AmblitColor;
+}
+vec3 getAdditiveColor()
+{
+ return vary_AdditiveColor;
+}
+vec3 getAtmosAttenuation()
+{
+ return vary_AtmosAttenuation;
+}
+
+
+void setPositionEye(vec3 v)
+{
+ vary_PositionEye = v;
+}
+
+void setSunlitColor(vec3 v)
+{
+ vary_SunlitColor = v;
+}
+
+void setAmblitColor(vec3 v)
+{
+ vary_AmblitColor = v;
+}
+
+void setAdditiveColor(vec3 v)
+{
+ vary_AdditiveColor = v;
+}
+
+void setAtmosAttenuation(vec3 v)
+{
+ vary_AtmosAttenuation = v;
+}
+
+void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
+
+ vec3 P = inPositionEye;
+ setPositionEye(P);
+
+ //(TERRAIN) limit altitude
+ if (P.y > max_y.x) P *= (max_y.x / P.y);
+ if (P.y < -max_y.x) P *= (-max_y.x / P.y);
+
+ vec3 tmpLightnorm = lightnorm.xyz;
+
+ vec3 Pn = normalize(P);
+ float Plen = length(P);
+
+ vec4 temp1 = vec4(0);
+ vec3 temp2 = vec3(0);
+ vec4 blue_weight;
+ vec4 haze_weight;
+ vec4 sunlight = sunlight_color;
+ vec4 light_atten;
+
+ //sunlight attenuation effect (hue and brightness) due to atmosphere
+ //this is used later for sunlight modulation at various altitudes
+ light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
+ //I had thought blue_density and haze_density should have equal weighting,
+ //but attenuation due to haze_density tends to seem too strong
+
+ temp1 = blue_density + vec4(haze_density.r);
+ blue_weight = blue_density / temp1;
+ haze_weight = vec4(haze_density.r) / temp1;
+
+ //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
+ temp2.y = max(0.0, tmpLightnorm.y);
+ temp2.y = 1. / temp2.y;
+ sunlight *= exp( - light_atten * temp2.y);
+
+ // main atmospheric scattering line integral
+ temp2.z = Plen * density_multiplier.x;
+
+ // Transparency (-> temp1)
+ // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
+ // compiler gets confused.
+ temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
+
+ //final atmosphere attenuation factor
+ setAtmosAttenuation(temp1.rgb);
+
+ //compute haze glow
+ //(can use temp2.x as temp because we haven't used it yet)
+ temp2.x = dot(Pn, tmpLightnorm.xyz);
+ temp2.x = 1. - temp2.x;
+ //temp2.x is 0 at the sun and increases away from sun
+ temp2.x = max(temp2.x, .03); //was glow.y
+ //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
+ temp2.x *= glow.x;
+ //higher glow.x gives dimmer glow (because next step is 1 / "angle")
+ temp2.x = pow(temp2.x, glow.z);
+ //glow.z should be negative, so we're doing a sort of (1 / "angle") function
+
+ //add "minimum anti-solar illumination"
+ temp2.x += .25;
+
+ //increase ambient when there are more clouds
+ vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
+
+ /* decrease value and saturation (that in HSV, not HSL) for occluded areas
+ * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
+ * // The following line of code performs the equivalent of:
+ * float ambAlpha = tmpAmbient.a;
+ * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
+ * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
+ * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
+ */
+ tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
+
+ //haze color
+ setAdditiveColor(
+ vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
+ + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
+ + tmpAmbient)));
+
+ //brightness of surface both sunlight and ambient
+ setSunlitColor(vec3(sunlight * .5));
+ setAmblitColor(vec3(tmpAmbient * .25));
+ setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
+}
+
+vec3 atmosLighting(vec3 light)
+{
+ light *= getAtmosAttenuation().r;
+ light += getAdditiveColor();
+ return (2.0 * light);
+}
+
+vec3 atmosTransport(vec3 light) {
+ light *= getAtmosAttenuation().r;
+ light += getAdditiveColor() * 2.0;
+ return light;
+}
+vec3 atmosGetDiffuseSunlightColor()
+{
+ return getSunlitColor();
+}
+
+vec3 scaleDownLight(vec3 light)
+{
+ return (light / scene_light_strength );
+}
+
+vec3 scaleUpLight(vec3 light)
+{
+ return (light * scene_light_strength);
+}
+
+vec3 atmosAmbient(vec3 light)
+{
+ return getAmblitColor() + light / 2.0;
+}
+
+vec3 atmosAffectDirectionalLight(float lightIntensity)
+{
+ return getSunlitColor() * lightIntensity;
+}
+
+vec3 scaleSoftClip(vec3 light)
+{
+ //soft clip effect:
+ light = 1. - clamp(light, vec3(0.), vec3(1.));
+ light = 1. - pow(light, gamma.xxx);
+
+ return light;
+}
+
+void main()
+{
+ vec2 tc = vary_fragcoord.xy;
+ ivec2 itc = ivec2(tc);
+
+ vec3 fcol = vec3(0,0,0);
+
+ vec2 scol_ambocc = texture2DRect(lightMap, tc).rg;
+ float ambocc = scol_ambocc.g;
+
+ for (int i = 0; i < samples; ++i)
+ {
+ float depth = texelFetch(depthMap, itc.xy, i).r;
+ vec3 pos = getPosition_d(tc, depth).xyz;
+ vec3 norm = texelFetch(normalMap, itc, i).xyz;
+ norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+
+ float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
+
+ vec4 diffuse = texelFetch(diffuseRect, itc, i);
+ vec4 spec = texelFetch(specularRect, itc, i);
+
+ float amb = 0;
+
+ float scol = max(scol_ambocc.r, diffuse.a);
+ amb += ambocc;
+
+ calcAtmospherics(pos.xyz, ambocc);
+
+ vec3 col = atmosAmbient(vec3(0));
+ col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
+
+ col *= diffuse.rgb;
+
+ if (spec.a > 0.0) // specular reflection
+ {
+ // the old infinite-sky shiny reflection
+ //
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+ float sa = dot(refnormpersp, vary_light.xyz);
+ vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
+
+ // add the two types of shiny together
+ col += dumbshiny * spec.rgb;
+ }
+
+ col = atmosLighting(col);
+ col = scaleSoftClip(col);
+
+ fcol += col;
+ }
+
+ gl_FragColor.rgb = fcol/samples;
+ gl_FragColor.a = 0.0;
+}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
index 8f0bcca76b..745cc01992 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 50b9ef276e..cd3828fbd4 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
#extension GL_ARB_texture_rectangle : enable
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl
new file mode 100644
index 0000000000..ec9b547a47
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl
@@ -0,0 +1,245 @@
+/**
+ * @file multiSpotLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS diffuseRect;
+uniform sampler2DMS specularRect;
+uniform sampler2DMS depthMap;
+uniform sampler2DMS normalMap;
+uniform sampler2DRect lightMap;
+uniform sampler2D noiseMap;
+uniform sampler2D lightFunc;
+uniform sampler2D projectionMap;
+
+uniform mat4 proj_mat; //screen space to light space
+uniform float proj_near; //near clip for projection
+uniform vec3 proj_p; //plane projection is emitting from (in screen space)
+uniform vec3 proj_n;
+uniform float proj_focus; //distance from plane to begin blurring
+uniform float proj_lod; //(number of mips in proj map)
+uniform float proj_range; //range between near clip and far clip plane of projection
+uniform float proj_ambient_lod;
+uniform float proj_ambiance;
+uniform float near_clip;
+uniform float far_clip;
+
+uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
+uniform float sun_wash;
+uniform int proj_shadow_idx;
+uniform float shadow_fade;
+
+varying vec4 vary_light;
+
+varying vec4 vary_fragcoord;
+uniform vec2 screen_res;
+
+uniform mat4 inv_proj;
+
+vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = tc-vec2(0.5);
+
+ float det = max(1.0-lod/(proj_lod*0.5), 0.0);
+
+ float d = dot(dist,dist);
+
+ ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
+
+ return ret;
+}
+
+vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+
+ float det = min(lod/(proj_lod*0.5), 1.0);
+
+ float d = min(dist.x, dist.y);
+
+ float edge = 0.25*det;
+
+ ret *= clamp(d/edge, 0.0, 1.0);
+
+ return ret;
+}
+
+vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = tc-vec2(0.5);
+
+ float d = dot(dist,dist);
+
+ ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
+
+ return ret;
+}
+
+
+vec4 getPosition(ivec2 pos_screen, int sample)
+{
+ float depth = texelFetch(depthMap, pos_screen, sample).r;
+ vec2 sc = vec2(pos_screen.xy)*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+void main()
+{
+ vec4 frag = vary_fragcoord;
+ frag.xyz /= frag.w;
+ frag.xyz = frag.xyz*0.5+0.5;
+ frag.xy *= screen_res;
+ ivec2 itc = ivec2(frag.xy);
+
+ vec3 fcol = vec3(0,0,0);
+ int wght = 0;
+
+ float shadow = 1.0;
+
+ if (proj_shadow_idx >= 0)
+ {
+ vec4 shd = texture2DRect(lightMap, frag.xy);
+ float sh[2];
+ sh[0] = shd.b;
+ sh[1] = shd.a;
+ shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
+ }
+
+ for (int i = 0; i < samples; i++)
+ {
+ vec3 pos = getPosition(itc, i).xyz;
+ vec3 lv = vary_light.xyz-pos.xyz;
+ float dist2 = dot(lv,lv);
+ dist2 /= vary_light.w;
+ if (dist2 <= 1.0)
+ {
+ vec3 norm = texelFetch(normalMap, itc, i).xyz;
+ norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+
+ norm = normalize(norm);
+ float l_dist = -dot(lv, proj_n);
+
+ vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
+ if (proj_tc.z >= 0.0)
+ {
+ proj_tc.xyz /= proj_tc.w;
+
+ float fa = gl_Color.a+1.0;
+ float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
+ if (dist_atten > 0.0)
+ {
+ lv = proj_origin-pos.xyz;
+ lv = normalize(lv);
+ float da = dot(norm, lv);
+
+ vec3 col = vec3(0,0,0);
+
+ vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb;
+
+ float noise = texture2D(noiseMap, frag.xy/128.0).b;
+ if (proj_tc.z > 0.0 &&
+ proj_tc.x < 1.0 &&
+ proj_tc.y < 1.0 &&
+ proj_tc.x > 0.0 &&
+ proj_tc.y > 0.0)
+ {
+ float lit = 0.0;
+ float amb_da = proj_ambiance;
+
+ if (da > 0.0)
+ {
+ float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
+ float lod = diff * proj_lod;
+
+ vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
+
+ vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+
+ lit = da * dist_atten * noise;
+
+ col = lcol*lit*diff_tex*shadow;
+ amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
+ }
+
+ //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
+ vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
+
+ amb_da += (da*da*0.5+0.5)*proj_ambiance;
+
+ amb_da *= dist_atten * noise;
+
+ amb_da = min(amb_da, 1.0-lit);
+
+ col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ }
+
+
+ vec4 spec = texelFetch(specularRect, itc, i);
+ if (spec.a > 0.0)
+ {
+ vec3 ref = reflect(normalize(pos), norm);
+
+ //project from point pos in direction ref to plane proj_p, proj_n
+ vec3 pdelta = proj_p-pos;
+ float ds = dot(ref, proj_n);
+
+ if (ds < 0.0)
+ {
+ vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
+
+ vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
+
+ if (stc.z > 0.0)
+ {
+ stc.xy /= stc.w;
+
+ float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
+
+ stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
+
+ if (stc.x < 1.0 &&
+ stc.y < 1.0 &&
+ stc.x > 0.0 &&
+ stc.y > 0.0)
+ {
+ vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
+ col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
+ }
+ }
+ }
+ }
+
+ fcol += col;
+ wght++;
+ }
+ }
+ }
+ }
+
+ if (wght <= 0)
+ {
+ discard;
+ }
+
+ gl_FragColor.rgb = fcol/wght;
+ gl_FragColor.a = 0.0;
+}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 4369b3b34f..315139b415 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
#extension GL_ARB_texture_rectangle : enable
@@ -45,7 +45,7 @@ uniform float spot_shadow_offset;
vec4 getPosition(vec2 pos_screen)
{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl
new file mode 100644
index 0000000000..63d13c996d
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl
@@ -0,0 +1,202 @@
+/**
+ * @file sunLightMSF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+//class 2, shadows, no SSAO
+
+uniform sampler2DMS depthMap;
+uniform sampler2DMS normalMap;
+uniform sampler2DRectShadow shadowMap0;
+uniform sampler2DRectShadow shadowMap1;
+uniform sampler2DRectShadow shadowMap2;
+uniform sampler2DRectShadow shadowMap3;
+uniform sampler2DShadow shadowMap4;
+uniform sampler2DShadow shadowMap5;
+
+
+// Inputs
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform float ssao_radius;
+uniform float ssao_max_radius;
+uniform float ssao_factor;
+uniform float ssao_factor_inv;
+
+varying vec2 vary_fragcoord;
+varying vec4 vary_light;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+uniform vec2 shadow_res;
+uniform vec2 proj_shadow_res;
+
+uniform float shadow_bias;
+uniform float shadow_offset;
+
+uniform float spot_shadow_bias;
+uniform float spot_shadow_offset;
+
+vec4 getPosition(ivec2 pos_screen, int sample)
+{
+ float depth = texelFetch(depthMap, pos_screen.xy, sample).r;
+ vec2 sc = vec2(pos_screen.xy)*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
+{
+ stc.xyz /= stc.w;
+ stc.z += shadow_bias*scl;
+
+ float cs = shadow2DRect(shadowMap, stc.xyz).x;
+ float shadow = cs;
+
+ shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
+ shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
+ shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
+ shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
+
+ return shadow/5.0;
+
+ //return shadow;
+}
+
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
+{
+ stc.xyz /= stc.w;
+ stc.z += spot_shadow_bias*scl;
+
+ float cs = shadow2D(shadowMap, stc.xyz).x;
+ float shadow = cs;
+
+ vec2 off = 1.5/proj_shadow_res;
+
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
+
+ return shadow/5.0;
+
+ //return shadow;
+}
+
+void main()
+{
+ vec2 pos_screen = vary_fragcoord.xy;
+ ivec2 itc = ivec2(pos_screen);
+
+ //try doing an unproject here
+
+ vec4 fcol = vec4(0,0,0,0);
+
+ for (int i = 0; i < samples; i++)
+ {
+ vec4 pos = getPosition(itc, i);
+
+ vec4 nmap4 = texelFetch(normalMap, itc, i);
+ nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm
+ float displace = nmap4.w;
+ vec3 norm = nmap4.xyz;
+
+ /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
+ {
+ gl_FragColor = vec4(0.0); // doesn't matter
+ return;
+ }*/
+
+ float shadow = 1.0;
+ float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
+
+ vec3 shadow_pos = pos.xyz + displace*norm;
+ vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
+
+ vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
+
+ if (spos.z > -shadow_clip.w)
+ {
+ if (dp_directional_light == 0.0)
+ {
+ // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
+ shadow = 0.0;
+ }
+ else
+ {
+ vec4 lpos;
+
+ if (spos.z < -shadow_clip.z)
+ {
+ lpos = shadow_matrix[3]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap3, lpos, 0.25);
+ shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
+ }
+ else if (spos.z < -shadow_clip.y)
+ {
+ lpos = shadow_matrix[2]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap2, lpos, 0.5);
+ }
+ else if (spos.z < -shadow_clip.x)
+ {
+ lpos = shadow_matrix[1]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap1, lpos, 0.75);
+ }
+ else
+ {
+ lpos = shadow_matrix[0]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap0, lpos, 1.0);
+ }
+
+ // take the most-shadowed value out of these two:
+ // * the blurred sun shadow in the light (shadow) map
+ // * an unblurred dot product between the sun and this norm
+ // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
+ shadow = min(shadow, dp_directional_light);
+
+ //lpos.xy /= lpos.w*32.0;
+ //if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1)
+ //{
+ // shadow = 0.0;
+ //}
+
+ }
+ }
+ else
+ {
+ // more distant than the shadow map covers
+ shadow = 1.0;
+ }
+
+ fcol[0] += shadow;
+ fcol[1] += 1.0;
+
+ spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
+
+ //spotlight shadow 1
+ vec4 lpos = shadow_matrix[4]*spos;
+ fcol[2] += pcfShadow(shadowMap4, lpos, 0.8);
+
+ //spotlight shadow 2
+ lpos = shadow_matrix[5]*spos;
+ fcol[3] += pcfShadow(shadowMap5, lpos, 0.8);
+ }
+
+ gl_FragColor = fcol/samples;
+}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 847b36b1ac..d53850b489 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -5,7 +5,7 @@
* $License$
*/
-#version 120
+
#extension GL_ARB_texture_rectangle : enable
@@ -45,7 +45,7 @@ uniform float spot_shadow_offset;
vec4 getPosition(vec2 pos_screen)
{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
@@ -234,7 +234,7 @@ void main()
gl_FragColor[0] = shadow;
gl_FragColor[1] = calcAmbientOcclusion(pos, norm);
- spos.xyz = shadow_pos+offset*spot_shadow_offset;
+ spos.xyz = shadow_pos+norm*spot_shadow_offset;
//spotlight shadow 1
vec4 lpos = shadow_matrix[4]*spos;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl
new file mode 100644
index 0000000000..a2a76eed9f
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl
@@ -0,0 +1,241 @@
+/**
+ * @file sunLightSSAOF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+//class 2 -- shadows and SSAO
+
+uniform sampler2DMS depthMap;
+uniform sampler2DMS normalMap;
+uniform sampler2DRectShadow shadowMap0;
+uniform sampler2DRectShadow shadowMap1;
+uniform sampler2DRectShadow shadowMap2;
+uniform sampler2DRectShadow shadowMap3;
+uniform sampler2DShadow shadowMap4;
+uniform sampler2DShadow shadowMap5;
+uniform sampler2D noiseMap;
+
+// Inputs
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform float ssao_radius;
+uniform float ssao_max_radius;
+uniform float ssao_factor;
+uniform float ssao_factor_inv;
+
+varying vec2 vary_fragcoord;
+varying vec4 vary_light;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+uniform vec2 shadow_res;
+uniform vec2 proj_shadow_res;
+
+uniform float shadow_bias;
+uniform float shadow_offset;
+
+uniform float spot_shadow_bias;
+uniform float spot_shadow_offset;
+
+vec4 getPosition(ivec2 pos_screen, int sample)
+{
+ float depth = texelFetch(depthMap, pos_screen, sample).r;
+ vec2 sc = vec2(pos_screen.xy)*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+//calculate decreases in ambient lighting when crowded out (SSAO)
+float calcAmbientOcclusion(vec4 pos, vec3 norm, int sample)
+{
+ float ret = 1.0;
+
+ vec2 kern[8];
+ // exponentially (^2) distant occlusion samples spread around origin
+ kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
+ kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
+ kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
+ kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
+ kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
+ kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
+ kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
+ kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
+
+ vec2 pos_screen = vary_fragcoord.xy;
+ vec3 pos_world = pos.xyz;
+ vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
+
+ float angle_hidden = 0.0;
+ int points = 0;
+
+ float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
+
+ // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
+ for (int i = 0; i < 8; i++)
+ {
+ ivec2 samppos_screen = ivec2(pos_screen + scale * reflect(kern[i], noise_reflect));
+ vec3 samppos_world = getPosition(samppos_screen, sample).xyz;
+
+ vec3 diff = pos_world - samppos_world;
+ float dist2 = dot(diff, diff);
+
+ // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
+ // --> solid angle shrinking by the square of distance
+ //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
+ //(k should vary inversely with # of samples, but this is taken care of later)
+
+ angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
+
+ // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
+ points = points + int(diff.z > -1.0);
+ }
+
+ angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
+
+ ret = (1.0 - (float(points != 0) * angle_hidden));
+
+ return min(ret, 1.0);
+}
+
+float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
+{
+ stc.xyz /= stc.w;
+ stc.z += shadow_bias*scl;
+
+ float cs = shadow2DRect(shadowMap, stc.xyz).x;
+ float shadow = cs;
+
+ shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
+ shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
+ shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
+ shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
+
+ return shadow/5.0;
+
+ //return shadow;
+}
+
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
+{
+ stc.xyz /= stc.w;
+ stc.z += spot_shadow_bias*scl;
+
+ float cs = shadow2D(shadowMap, stc.xyz).x;
+ float shadow = cs;
+
+ vec2 off = 1.5/proj_shadow_res;
+
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
+
+
+ return shadow/5.0;
+
+ //return shadow;
+}
+
+void main()
+{
+ vec2 pos_screen = vary_fragcoord.xy;
+ ivec2 itc = ivec2(pos_screen);
+ vec4 fcol = vec4(0,0,0,0);
+
+ for (int i = 0; i < samples; i++)
+ {
+ vec4 pos = getPosition(itc, i);
+
+ vec4 nmap4 = texelFetch(normalMap, itc, i);
+ nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm
+ float displace = nmap4.w;
+ vec3 norm = nmap4.xyz;
+
+ float shadow = 1.0;
+ float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
+
+ vec3 shadow_pos = pos.xyz + displace*norm;
+ vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
+
+ vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
+
+ if (spos.z > -shadow_clip.w)
+ {
+ if (dp_directional_light == 0.0)
+ {
+ // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
+ shadow = 0.0;
+ }
+ else
+ {
+ vec4 lpos;
+
+ if (spos.z < -shadow_clip.z)
+ {
+ lpos = shadow_matrix[3]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap3, lpos, 0.25);
+ shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
+ }
+ else if (spos.z < -shadow_clip.y)
+ {
+ lpos = shadow_matrix[2]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap2, lpos, 0.5);
+ }
+ else if (spos.z < -shadow_clip.x)
+ {
+ lpos = shadow_matrix[1]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap1, lpos, 0.75);
+ }
+ else
+ {
+ lpos = shadow_matrix[0]*spos;
+ lpos.xy *= shadow_res;
+ shadow = pcfShadow(shadowMap0, lpos, 1.0);
+ }
+
+ // take the most-shadowed value out of these two:
+ // * the blurred sun shadow in the light (shadow) map
+ // * an unblurred dot product between the sun and this norm
+ // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
+ shadow = min(shadow, dp_directional_light);
+
+ }
+ }
+ else
+ {
+ // more distant than the shadow map covers
+ shadow = 1.0;
+ }
+
+
+ fcol[0] += shadow;
+ fcol[1] += calcAmbientOcclusion(pos, norm, i);
+
+ spos.xyz = shadow_pos+offset*spot_shadow_offset;
+
+ //spotlight shadow 1
+ vec4 lpos = shadow_matrix[4]*spos;
+ fcol[2] += pcfShadow(shadowMap4, lpos, 0.8);
+
+ //spotlight shadow 2
+ lpos = shadow_matrix[5]*spos;
+ fcol[3] += pcfShadow(shadowMap5, lpos, 0.8);
+ }
+
+ gl_FragColor = fcol / samples;
+}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
index 9beb513ad8..814deb3677 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec4 vary_light;
varying vec2 vary_fragcoord;
diff --git a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl b/indra/newview/app_settings/shaders/class2/effects/blurF.glsl
index a4ad0bfa15..dff4d4a68f 100644
--- a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/blurF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2DRect RenderTexture;
uniform float bloomStrength;
diff --git a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
index d471a6c5e5..de469542f9 100644
--- a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform vec2 texelSize;
uniform vec2 blurDirection;
diff --git a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl
index 66880b958e..8871bb3fc7 100644
--- a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2DRect RenderTexture;
uniform float brightness;
diff --git a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
index c35c500d62..9c52b8dd5d 100644
--- a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
void main(void)
{
diff --git a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl
index e77baa5bee..713f8021de 100644
--- a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2DRect RenderTexture;
uniform float extractLow;
diff --git a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl
index 8e0eec6f5e..fd94b2e95f 100644
--- a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2DRect RenderTexture;
uniform sampler2D NoiseTexture;
diff --git a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl
index 98a50e22fc..a1a9c9716c 100644
--- a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2DRect RenderTexture;
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl
index bbb8951f3a..9527dc469b 100644
--- a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2D detail_0;
uniform sampler2D detail_1;
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
index 84906c16bf..2658bee88d 100644
--- a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
void calcAtmospherics(vec3 inPositionEye);
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl
index 7590c542ef..974e227b77 100644
--- a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2D detail_0;
uniform sampler2D detail_1;
diff --git a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl
index 900f1a6cb8..702e0881ac 100644
--- a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
index f4f6b6e90f..c4e4bc08c5 100644
--- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);
diff --git a/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl
index 9f3328cbf0..b66b72b401 100644
--- a/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform vec4 lightnorm;
uniform vec4 waterPlane;
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl
index 342bc2ab66..4c31602736 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl
@@ -5,16 +5,14 @@
* $/LicenseInfo$
*/
-#version 120
-uniform sampler2D diffuseMap;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
void default_lighting()
{
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
color.rgb = atmosLighting(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl
index dad18b5883..95bd052b5d 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl
@@ -5,16 +5,14 @@
* $/LicenseInfo$
*/
-#version 120
-uniform sampler2D diffuseMap;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
void fullbright_lighting()
{
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
color.rgb = fullbrightAtmosTransport(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl
new file mode 100644
index 0000000000..b1e61e1a33
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl
@@ -0,0 +1,25 @@
+/**
+ * @file lightFullbrightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+vec3 fullbrightAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+
+uniform sampler2D diffuseMap;
+
+void fullbright_lighting()
+{
+ vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+
+ gl_FragColor = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl
index 73ff81e03a..26f0ea84e0 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl
@@ -5,9 +5,8 @@
* $/LicenseInfo$
*/
-#version 120
-uniform sampler2D diffuseMap;
+
uniform samplerCube environmentMap;
vec3 fullbrightShinyAtmosTransport(vec3 light);
@@ -15,7 +14,7 @@ vec3 fullbrightScaleSoftClip(vec3 light);
void fullbright_shiny_lighting()
{
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = diffuseLookup(gl_TexCoord[0].xy);
color.rgb *= gl_Color.rgb;
vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl
new file mode 100644
index 0000000000..953298da0d
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl
@@ -0,0 +1,32 @@
+/**
+ * @file lightFullbrightShinyF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+uniform samplerCube environmentMap;
+uniform sampler2D diffuseMap;
+
+vec3 fullbrightShinyAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+
+void fullbright_shiny_lighting()
+{
+ vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ color.rgb *= gl_Color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+
+ color.rgb = fullbrightShinyAtmosTransport(color.rgb);
+
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+
+ color.a = max(color.a, gl_Color.a);
+
+ gl_FragColor = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl
index 9b4b584369..a6e10a249d 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl
@@ -5,9 +5,9 @@
* $License$
*/
-#version 120
-uniform sampler2D diffuseMap;
+
+
uniform samplerCube environmentMap;
vec3 fullbrightShinyAtmosTransport(vec3 light);
@@ -16,7 +16,7 @@ vec4 applyWaterFog(vec4 color);
void fullbright_shiny_lighting_water()
{
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = diffuseLookup(gl_TexCoord[0].xy);
color.rgb *= gl_Color.rgb;
vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl
new file mode 100644
index 0000000000..b4bb665a2b
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl
@@ -0,0 +1,32 @@
+/**
+ * @file lightFullbrightShinyWaterF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+
+
+
+uniform samplerCube environmentMap;
+uniform sampler2D diffuseMap;
+
+vec3 fullbrightShinyAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void fullbright_shiny_lighting_water()
+{
+ vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy);
+ color.rgb *= gl_Color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+
+ color.rgb = fullbrightShinyAtmosTransport(color.rgb);
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+ color.a = max(color.a, gl_Color.a);
+
+ gl_FragColor = applyWaterFog(color);
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl
index 3d46c8d874..887d4130e7 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl
@@ -5,16 +5,16 @@
* $/LicenseInfo$
*/
-#version 120
-uniform sampler2D diffuseMap;
+
+vec4 diffuseLookup(vec2 texcoord);
vec3 fullbrightAtmosTransport(vec3 light);
vec4 applyWaterFog(vec4 color);
void fullbright_lighting_water()
{
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
color.rgb = fullbrightAtmosTransport(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl
new file mode 100644
index 0000000000..1234682ae9
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl
@@ -0,0 +1,23 @@
+/**
+ * @file lightFullbrightWaterF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+uniform sampler2D diffuseMap;
+
+vec3 fullbrightAtmosTransport(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void fullbright_lighting_water()
+{
+ vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+
+ gl_FragColor = applyWaterFog(color);
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl
new file mode 100644
index 0000000000..149cf791f5
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl
@@ -0,0 +1,25 @@
+/**
+ * @file lightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+uniform sampler2D diffuseMap;
+
+vec3 atmosLighting(vec3 light);
+vec3 scaleSoftClip(vec3 light);
+
+void default_lighting()
+{
+ vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+
+ color.rgb = atmosLighting(color.rgb);
+
+ color.rgb = scaleSoftClip(color.rgb);
+
+ gl_FragColor = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl
index ebe21320b4..300fcac092 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl
@@ -5,9 +5,9 @@
* $/LicenseInfo$
*/
-#version 120
-uniform sampler2D diffuseMap;
+
+
uniform samplerCube environmentMap;
vec3 scaleSoftClip(vec3 light);
@@ -16,7 +16,7 @@ vec4 applyWaterFog(vec4 color);
void shiny_lighting()
{
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = diffuseLookup(gl_TexCoord[0].xy);
color.rgb *= gl_Color.rgb;
vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl
new file mode 100644
index 0000000000..e877c0abb1
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl
@@ -0,0 +1,32 @@
+/**
+ * @file lightShinyF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+
+uniform samplerCube environmentMap;
+uniform sampler2D diffuseMap;
+
+vec3 scaleSoftClip(vec3 light);
+vec3 atmosLighting(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void shiny_lighting()
+{
+ vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy);
+ color.rgb *= gl_Color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+
+ color.rgb = atmosLighting(color.rgb);
+
+ color.rgb = scaleSoftClip(color.rgb);
+ color.a = max(color.a, gl_Color.a);
+ gl_FragColor = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl
index 7f48e2cf1d..07572fa915 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl
@@ -5,10 +5,9 @@
* $/LicenseInfo$
*/
-#version 120
-uniform sampler2D diffuseMap;
+
uniform samplerCube environmentMap;
vec3 atmosLighting(vec3 light);
@@ -16,7 +15,7 @@ vec4 applyWaterFog(vec4 color);
void shiny_lighting_water()
{
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = diffuseLookup(gl_TexCoord[0].xy);
color.rgb *= gl_Color.rgb;
vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl
new file mode 100644
index 0000000000..3904179427
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl
@@ -0,0 +1,29 @@
+/**
+ * @file lightShinyWaterF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+
+uniform sampler2D diffuseMap;
+uniform samplerCube environmentMap;
+
+vec3 atmosLighting(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void shiny_lighting_water()
+{
+ vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy);
+ color.rgb *= gl_Color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+
+ color.rgb = atmosLighting(color.rgb);
+ color.a = max(color.a, gl_Color.a);
+ gl_FragColor = applyWaterFog(color);
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl
index ad1dc4da77..3384f64d07 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
// All lights, no specular highlights
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl
index a0f6e019ef..10c770fcc2 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
// All lights, no specular highlights
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl
index 97eba92d7b..61341a9f1f 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl
@@ -5,16 +5,14 @@
* $/LicenseInfo$
*/
-#version 120
-uniform sampler2D diffuseMap;
vec3 atmosLighting(vec3 light);
vec4 applyWaterFog(vec4 color);
void default_lighting_water()
{
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
color.rgb = atmosLighting(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl
new file mode 100644
index 0000000000..ba850b61d0
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl
@@ -0,0 +1,23 @@
+/**
+ * @file lightWaterF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+uniform sampler2D diffuseMap;
+
+vec3 atmosLighting(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void default_lighting_water()
+{
+ vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+
+ color.rgb = atmosLighting(color.rgb);
+
+ gl_FragColor = applyWaterFog(color);
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
index fde32ed035..8df2e6f222 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
index 8fe49e3be0..3d43a1813a 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
float calcDirectionalLight(vec3 n, vec3 l);
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl
new file mode 100644
index 0000000000..f49e74406f
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl
@@ -0,0 +1,35 @@
+/**
+ * @file fullbrightShinyV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+void calcAtmospherics(vec3 inPositionEye);
+
+uniform vec4 origin;
+
+varying float vary_texture_index;
+
+void main()
+{
+ //transform vertex
+ vec4 vert = vec4(gl_Vertex.xyz,1.0);
+ vary_texture_index = gl_Vertex.w;
+ gl_Position = gl_ModelViewProjectionMatrix*vert;
+
+ vec4 pos = (gl_ModelViewMatrix * vert);
+ vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vec3 ref = reflect(pos.xyz, -norm);
+
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
+
+ calcAtmospherics(pos.xyz);
+
+ gl_FrontColor = gl_Color;
+
+ gl_FogFragCoord = pos.z;
+}
diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
new file mode 100644
index 0000000000..3076fa3260
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
@@ -0,0 +1,29 @@
+/**
+ * @file fullbrightV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+void calcAtmospherics(vec3 inPositionEye);
+
+varying float vary_texture_index;
+
+void main()
+{
+ //transform vertex
+ vec4 vert = vec4(gl_Vertex.xyz,1.0);
+ vary_texture_index = gl_Vertex.w;
+ gl_Position = gl_ModelViewProjectionMatrix*vert;
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+
+ vec4 pos = (gl_ModelViewMatrix * vert);
+
+ calcAtmospherics(pos.xyz);
+
+ gl_FrontColor = gl_Color;
+
+ gl_FogFragCoord = pos.z;
+}
diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
index 4cebb06df0..49992d3535 100644
--- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
@@ -5,20 +5,24 @@
* $/LicenseInfo$
*/
-#version 120
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
+varying float vary_texture_index;
+
uniform vec4 origin;
void main()
{
//transform vertex
- gl_Position = ftransform();
+ vec4 vert = vec4(gl_Vertex.xyz,1.0);
+ vary_texture_index = gl_Vertex.w;
+ gl_Position = gl_ModelViewProjectionMatrix*vert;
- vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
+ vec4 pos = (gl_ModelViewMatrix * vert);
vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
vec3 ref = reflect(pos.xyz, -norm);
diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl
new file mode 100644
index 0000000000..5e02391767
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl
@@ -0,0 +1,33 @@
+/**
+ * @file simpleV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+
+varying float vary_texture_index;
+
+void main()
+{
+ //transform vertex
+ vec4 vert = vec4(gl_Vertex.xyz,1.0);
+ vary_texture_index = gl_Vertex.w;
+ gl_Position = gl_ModelViewProjectionMatrix*vert;
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+
+ vec4 pos = (gl_ModelViewMatrix * vert);
+
+ vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
+ gl_FrontColor = color;
+
+ gl_FogFragCoord = pos.z;
+}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index 77d15fba9a..21a0812c1b 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
//////////////////////////////////////////////////////////
// The fragment shader for the terrain atmospherics
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
index 8c5b864cbe..ab4cf4806d 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
// Output variables
vec3 getSunlitColor();
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
index 8d365c15ca..b61b0bb396 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
// varying param funcs
void setSunlitColor(vec3 v);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
index cf9ef30632..3a6585bb33 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec3 vary_PositionEye;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
index 398f1556a0..0f6e231ca6 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec3 vary_PositionEye;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
index 13207997b2..20f907a006 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
/////////////////////////////////////////////////////////////////////////
// The fragment shader for the sky
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index 267ef36d4d..3eac63076c 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
//////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
index a658edd21f..6570dcb608 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform vec4 gamma;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
index 77ca4868a6..d14c638130 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
/////////////////////////////////////////////////////////////////////////
// The fragment shader for the sky
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
index 03bca8f27e..1ea00f723a 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
// SKY ////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
index 7f1ad4d5b4..28381482c1 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
@@ -5,8 +5,6 @@
* $/LicenseInfo$
*/
-#version 120
-
//////////////////////////////////////////////////////////
// The fragment shader for the terrain atmospherics
//////////////////////////////////////////////////////////
diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
index a003e2a1f1..3d970d252c 100644
--- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl
index fc370ef367..498fee7c66 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2DRect giLightMap;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl
index ae57227fe5..eebe930666 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl
index 951e3e97ae..9896f8dafe 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
#extension GL_ARB_texture_rectangle : enable
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl
index b2f8b2c633..df4c6b3e0a 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
#extension GL_ARB_texture_rectangle : enable
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl
index 19c4e07b8b..7e20d71529 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl
index 8dc1410ea5..e86f2896da 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec2 vary_fragcoord;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl
index 5f3bf68b24..980def6443 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
#extension GL_ARB_texture_rectangle : enable
diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl
index a24eda35dc..9afeac6ddf 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec2 vary_fragcoord;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl
index ab99a88971..6d4c20f68c 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
#extension GL_ARB_texture_rectangle : enable
diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl
index 12983baa94..876f65ee3a 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl
index f037754708..fc65881680 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
#extension GL_ARB_texture_rectangle : enable
diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl
index ae57227fe5..eebe930666 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index ce32f66000..d38d33cc21 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
#extension GL_ARB_texture_rectangle : enable
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl
index 8f0bcca76b..745cc01992 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl
index c54d9a1e3e..de7e038402 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl
index 04533fdce1..92347a5b4a 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol);
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
index 73bc18b866..24bbc0a1a1 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
-#version 120
+
float calcDirectionalLight(vec3 n, vec3 l);
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
diff --git a/indra/newview/featuretable.txt b/indra/newview/featuretable.txt
index dd8a88e558..4da155efda 100644
--- a/indra/newview/featuretable.txt
+++ b/indra/newview/featuretable.txt
@@ -1,4 +1,4 @@
-version 27
+version 29
// NOTE: This is mostly identical to featuretable_mac.txt with a few differences
// Should be combined into one table
@@ -48,6 +48,7 @@ RenderTransparentWater 1 1
RenderTreeLODFactor 1 1.0
RenderUseImpostors 1 1
RenderVBOEnable 1 1
+RenderVBOMappingDisable 1 1
RenderVolumeLODFactor 1 2.0
UseStartScreen 1 1
UseOcclusion 1 1
@@ -64,6 +65,7 @@ RenderDeferredSSAO 1 1
RenderShadowDetail 1 2
WatchdogDisabled 1 1
RenderUseStreamVBO 1 1
+RenderFSAASamples 1 16
//
// Low Graphics Settings
@@ -95,6 +97,7 @@ SkyUseClassicClouds 1 0
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 0
+RenderFSAASamples 1 0
//
// Mid Graphics Settings
@@ -124,6 +127,7 @@ WLSkyDetail 1 48
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 0
+RenderFSAASamples 1 0
//
// High Graphics Settings (purty)
@@ -153,6 +157,7 @@ WLSkyDetail 1 48
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 0
+RenderFSAASamples 1 4
//
// Ultra graphics (REALLY PURTY!)
@@ -181,6 +186,8 @@ WLSkyDetail 1 128
RenderDeferred 1 1
RenderDeferredSSAO 1 1
RenderShadowDetail 1 2
+RenderFSAASamples 1 8
+
//
// Class Unknown Hardware (unknown)
@@ -238,6 +245,12 @@ RenderDeferred 0 0
RenderDeferredSSAO 0 0
RenderShadowDetail 0 0
+//
+// No GL_ARB_map_buffer_range
+//
+list NoMapBufferRange
+RenderVBOMappingDisable 1 0
+
//
// "Default" setups for safe, low, medium, high
@@ -467,7 +480,6 @@ RenderAvatarCloth 0 0
list ATI
RenderUseStreamVBO 1 0
-RenderAvatarVP 1 0
// Disable vertex buffer objects by default for ATI cards with little video memory
list ATIVramLT256
diff --git a/indra/newview/featuretable_linux.txt b/indra/newview/featuretable_linux.txt
index 058bdcc730..dab73dc3d1 100644
--- a/indra/newview/featuretable_linux.txt
+++ b/indra/newview/featuretable_linux.txt
@@ -1,4 +1,4 @@
-version 23
+version 25
// NOTE: This is mostly identical to featuretable_mac.txt with a few differences
// Should be combined into one table
@@ -48,6 +48,7 @@ RenderTransparentWater 1 1
RenderTreeLODFactor 1 1.0
RenderUseImpostors 1 1
RenderVBOEnable 1 1
+RenderVBOMappingDisable 1 1
RenderVolumeLODFactor 1 2.0
UseStartScreen 1 1
UseOcclusion 1 1
@@ -62,6 +63,7 @@ RenderShaderLightingMaxLevel 1 3
RenderDeferred 1 1
RenderDeferredSSAO 1 1
RenderShadowDetail 1 2
+RenderFSAASamples 1 16
//
// Low Graphics Settings
@@ -93,6 +95,7 @@ SkyUseClassicClouds 1 0
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 0
+RenderFSAASamples 1 0
//
// Mid Graphics Settings
@@ -122,6 +125,7 @@ WLSkyDetail 1 48
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 0
+RenderFSAASamples 1 0
//
// High Graphics Settings (purty)
@@ -151,6 +155,7 @@ WLSkyDetail 1 48
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 0
+RenderFSAASamples 1 4
//
// Ultra graphics (REALLY PURTY!)
@@ -180,6 +185,7 @@ WLSkyDetail 1 128
RenderDeferred 1 1
RenderDeferredSSAO 1 1
RenderShadowDetail 1 2
+RenderFSAASamples 1 8
//
// Class Unknown Hardware (unknown)
@@ -237,6 +243,13 @@ RenderDeferred 0 0
RenderDeferredSSAO 0 0
RenderShadowDetail 0 0
+//
+// No GL_ARB_map_buffer_range
+//
+list NoMapBufferRange
+RenderVBOMappingDisable 1 0
+
+
// "Default" setups for safe, low, medium, high
//
diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt
index e2b979d9e9..a1e25aae08 100644
--- a/indra/newview/featuretable_mac.txt
+++ b/indra/newview/featuretable_mac.txt
@@ -1,4 +1,4 @@
-version 23
+version 26
// NOTE: This is mostly identical to featuretable_mac.txt with a few differences
// Should be combined into one table
@@ -48,6 +48,7 @@ RenderTransparentWater 1 1
RenderTreeLODFactor 1 1.0
RenderUseImpostors 1 1
RenderVBOEnable 1 1
+RenderVBOMappingDisable 1 1
RenderVolumeLODFactor 1 2.0
UseStartScreen 1 1
UseOcclusion 1 1
@@ -64,6 +65,7 @@ RenderDeferredSSAO 1 1
RenderShadowDetail 1 2
WatchdogDisabled 1 1
RenderUseStreamVBO 1 1
+RenderFSAASamples 1 16
//
// Low Graphics Settings
@@ -95,6 +97,7 @@ SkyUseClassicClouds 1 0
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 0
+RenderFSAASamples 1 0
//
// Mid Graphics Settings
@@ -124,6 +127,7 @@ WLSkyDetail 1 48
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 0
+RenderFSAASamples 1 0
//
// High Graphics Settings (purty)
@@ -153,6 +157,7 @@ WLSkyDetail 1 48
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 2
+RenderFSAASamples 1 4
//
// Ultra graphics (REALLY PURTY!)
@@ -182,6 +187,7 @@ WLSkyDetail 1 128
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 2
+RenderFSAASamples 1 8
//
// Class Unknown Hardware (unknown)
@@ -240,6 +246,13 @@ RenderDeferredSSAO 0 0
RenderShadowDetail 0 0
//
+// No GL_ARB_map_buffer_range
+//
+list NoMapBufferRange
+RenderVBOMappingDisable 1 0
+
+
+//
// "Default" setups for safe, low, medium, high
//
list safe
@@ -412,31 +425,6 @@ Disregard128DefaultDrawDistance 1 0
list ATI_Mobility_Radeon_X1xxx
Disregard128DefaultDrawDistance 1 0
-
-
-
-// Avatar hardware skinning causes
-// invisible avatars on HD 2600... so I masked
-// out other possible bad ones till it's fixed
-
-list ATI_Radeon_HD_2300
-RenderAvatarVP 0 0
-RenderAvatarCloth 0 0
-Disregard128DefaultDrawDistance 1 0
-list ATI_Radeon_HD_2400
-RenderAvatarVP 0 0
-RenderAvatarCloth 0 0
-Disregard128DefaultDrawDistance 1 0
-list ATI_Radeon_HD_2600
-RenderAvatarVP 0 0
-RenderAvatarCloth 0 0
-list ATI_Radeon_HD_2900
-RenderAvatarVP 0 0
-RenderAvatarCloth 0 0
-list ATI_Radeon_HD_3800
-RenderAvatarVP 0 0
-RenderAvatarCloth 0 0
-
/// Tweaked NVIDIA
list NVIDIA_GeForce_FX_5100
diff --git a/indra/newview/featuretable_xp.txt b/indra/newview/featuretable_xp.txt
index 3339172a1a..abe4ec9928 100644
--- a/indra/newview/featuretable_xp.txt
+++ b/indra/newview/featuretable_xp.txt
@@ -1,4 +1,4 @@
-version 27
+version 29
// NOTE: This is mostly identical to featuretable_mac.txt with a few differences
// Should be combined into one table
@@ -48,6 +48,7 @@ RenderTransparentWater 1 1
RenderTreeLODFactor 1 1.0
RenderUseImpostors 1 1
RenderVBOEnable 1 1
+RenderVBOMappingDisable 1 1
RenderVolumeLODFactor 1 2.0
UseStartScreen 1 1
UseOcclusion 1 1
@@ -64,6 +65,7 @@ RenderDeferredSSAO 1 0
RenderShadowDetail 1 0
WatchdogDisabled 1 1
RenderUseStreamVBO 1 1
+RenderFSAASamples 1 16
//
// Low Graphics Settings
@@ -95,6 +97,7 @@ SkyUseClassicClouds 1 0
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 0
+RenderFSAASamples 1 0
//
// Mid Graphics Settings
@@ -124,6 +127,7 @@ WLSkyDetail 1 48
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 0
+RenderFSAASamples 1 0
//
// High Graphics Settings (purty)
@@ -153,6 +157,7 @@ WLSkyDetail 1 48
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 2
+RenderFSAASamples 1 4
//
// Ultra graphics (REALLY PURTY!)
@@ -182,6 +187,7 @@ WLSkyDetail 1 128
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 2
+RenderFSAASamples 1 8
//
// Class Unknown Hardware (unknown)
@@ -240,6 +246,13 @@ RenderDeferredSSAO 0 0
RenderShadowDetail 0 0
//
+// No GL_ARB_map_buffer_range
+//
+list NoMapBufferRange
+RenderVBOMappingDisable 1 0
+
+
+//
// "Default" setups for safe, low, medium, high
//
list safe
@@ -466,7 +479,6 @@ RenderAvatarCloth 0 0
list ATI
RenderUseStreamVBO 1 0
-RenderAvatarVP 1 0
// Disable vertex buffer objects by default for ATI cards with little video memory
list ATIVramLT256
diff --git a/indra/newview/llaccountingquotamanager.cpp b/indra/newview/llaccountingquotamanager.cpp
index 0a171959e7..a4f5de5632 100644
--- a/indra/newview/llaccountingquotamanager.cpp
+++ b/indra/newview/llaccountingquotamanager.cpp
@@ -71,12 +71,10 @@ public:
return;
}
- //Differentiate what the incoming caps could be from the data
- //bool VOContent = content.has("Objects");
+ //Differentiate what the incoming caps could be from the data
bool containsParcel = content.has("parcel");
bool containsSelection = content.has("selected");
- //bool VORegion = content.has("region");
-
+
//Loop over the stored object ids checking against the incoming data
for ( LLSD::array_iterator iter = mObjectIDs.beginArray(); iter != mObjectIDs.endArray(); ++iter )
{
@@ -91,16 +89,17 @@ public:
for(S32 i = 0; i < dataCount; i++)
{
//prep#todo verify that this is safe, otherwise just add a bool
- S32 parcelId = 0;
- S32 parcelOwner = 0;
+ LLUUID parcelId;
+ //S32 parcelOwner = 0;
if ( content["parcel"][i].has("parcel_id") )
{
- parcelId = content["parcel"][i]["parcel_id"].asInteger();
- }
- if ( content["parcel"][i].has("parcel_owner") )
- {
- parcelOwner = content["parcel"][i]["parcel_owner"].asInteger();
+ parcelId = content["parcel"][i]["parcel_id"].asUUID();
}
+
+ //if ( content["parcel"][i].has("parcel_owner") )
+ //{
+ // parcelOwner = content["parcel"][i]["parcel_owner"].asInteger();
+ //}
F32 ownerRenderCost = 0;
F32 ownerPhysicsCost = 0;
@@ -117,48 +116,69 @@ public:
F32 otherNetworkCost = 0;
F32 otherSimulationCost = 0;
- F32 totalRenderCost = 0;
- F32 totalPhysicsCost = 0;
- F32 totalNetworkCost = 0;
- F32 totalSimulationCost = 0;
+ F32 tempRenderCost = 0;
+ F32 tempPhysicsCost = 0;
+ F32 tempNetworkCost = 0;
+ F32 tempSimulationCost = 0;
+
+ F32 selectedRenderCost = 0;
+ F32 selectedPhysicsCost = 0;
+ F32 selectedNetworkCost = 0;
+ F32 selectedSimulationCost = 0;
+ F32 parcelCapacity = 0;
+
+ if ( content["parcel"][i].has("capacity") )
+ {
+ parcelCapacity = content["parcel"][i].has("capacity");
+ }
+
if ( content["parcel"][i].has("owner") )
{
- ownerRenderCost = content["parcel"][i]["owner"]["render"].asReal();
+ ownerRenderCost = content["parcel"][i]["owner"]["rendering"].asReal();
ownerPhysicsCost = content["parcel"][i]["owner"]["physics"].asReal();
- ownerNetworkCost = content["parcel"][i]["owner"]["network"].asReal();
- ownerSimulationCost = content["parcel"][i]["owner"]["simulation"].asReal();
-
+ ownerNetworkCost = content["parcel"][i]["owner"]["streaming"].asReal();
+ ownerSimulationCost = content["parcel"][i]["owner"]["simulation"].asReal();
}
+
if ( content["parcel"][i].has("group") )
{
- groupRenderCost = content["parcel"][i]["group"]["render"].asReal();
+ groupRenderCost = content["parcel"][i]["group"]["rendering"].asReal();
groupPhysicsCost = content["parcel"][i]["group"]["physics"].asReal();
- groupNetworkCost = content["parcel"][i]["group"]["network"].asReal();
+ groupNetworkCost = content["parcel"][i]["group"]["streaming"].asReal();
groupSimulationCost = content["parcel"][i]["group"]["simulation"].asReal();
}
if ( content["parcel"][i].has("other") )
{
- otherRenderCost = content["parcel"][i]["other"]["render"].asReal();
+ otherRenderCost = content["parcel"][i]["other"]["rendering"].asReal();
otherPhysicsCost = content["parcel"][i]["other"]["physics"].asReal();
- otherNetworkCost = content["parcel"][i]["other"]["network"].asReal();
+ otherNetworkCost = content["parcel"][i]["other"]["streaming"].asReal();
otherSimulationCost = content["parcel"][i]["other"]["simulation"].asReal();
}
- if ( content["parcel"][i].has("total") )
+ if ( content["parcel"][i].has("temp") )
{
- totalRenderCost = content["parcel"][i]["total"]["render"].asReal();
- totalPhysicsCost = content["parcel"][i]["total"]["physics"].asReal();
- totalNetworkCost = content["parcel"][i]["total"]["network"].asReal();
- totalSimulationCost = content["parcel"][i]["total"]["simulation"].asReal();
-
+ tempRenderCost = content["parcel"][i]["total"]["rendering"].asReal();
+ tempPhysicsCost = content["parcel"][i]["total"]["physics"].asReal();
+ tempNetworkCost = content["parcel"][i]["total"]["streaming"].asReal();
+ tempSimulationCost = content["parcel"][i]["total"]["simulation"].asReal();
+ }
+
+ if ( content["parcel"][i].has("selected") )
+ {
+ selectedRenderCost = content["parcel"][i]["total"]["rendering"].asReal();
+ selectedPhysicsCost = content["parcel"][i]["total"]["physics"].asReal();
+ selectedNetworkCost = content["parcel"][i]["total"]["streaming"].asReal();
+ selectedSimulationCost = content["parcel"][i]["total"]["simulation"].asReal();
}
- ParcelQuota parcelQuota( ownerRenderCost, ownerPhysicsCost, ownerNetworkCost, ownerSimulationCost,
- groupRenderCost, groupPhysicsCost, groupNetworkCost, groupSimulationCost,
- otherRenderCost, otherPhysicsCost, otherNetworkCost, otherSimulationCost,
- totalRenderCost, totalPhysicsCost, totalNetworkCost, totalSimulationCost );
+ ParcelQuota parcelQuota( ownerRenderCost, ownerPhysicsCost, ownerNetworkCost, ownerSimulationCost,
+ groupRenderCost, groupPhysicsCost, groupNetworkCost, groupSimulationCost,
+ otherRenderCost, otherPhysicsCost, otherNetworkCost, otherSimulationCost,
+ tempRenderCost, tempPhysicsCost, tempNetworkCost, tempSimulationCost,
+ selectedRenderCost, selectedPhysicsCost, selectedNetworkCost, selectedSimulationCost,
+ parcelCapacity );
//Update the Parcel
LLParcel* pParcel = LLViewerParcelMgr::getInstance()->getParcelSelection()->getParcel();
if ( pParcel )
@@ -179,18 +199,18 @@ public:
F32 networkCost = 0;
F32 simulationCost = 0;
- S32 localId = 0;
+ LLUUID objectId;
- localId = content["selected"][i]["local_id"].asInteger();
- renderCost = content["selected"][i]["render"].asReal();
+ objectId = content["selected"][i]["local_id"].asUUID();
+ renderCost = content["selected"][i]["rendering"].asReal();
physicsCost = content["selected"][i]["physics"].asReal();
- networkCost = content["selected"][i]["network"].asReal();
+ networkCost = content["selected"][i]["streaming"].asReal();
simulationCost = content["selected"][i]["simulation"].asReal();
- SelectionQuota selectionQuota( localId, renderCost, physicsCost, networkCost, simulationCost );
+ SelectionQuota selectionQuota( objectId, renderCost, physicsCost, networkCost, simulationCost );
//Update the objects
- //gObjectList.updateQuota( localId, selectionQuota );
+ gObjectList.updateQuota( objectId, selectionQuota );
}
}
diff --git a/indra/newview/llagentcamera.cpp b/indra/newview/llagentcamera.cpp
index 80085dad9d..c30d3b9aa3 100644
--- a/indra/newview/llagentcamera.cpp
+++ b/indra/newview/llagentcamera.cpp
@@ -392,11 +392,9 @@ LLVector3 LLAgentCamera::calcFocusOffset(LLViewerObject *object, LLVector3 origi
}
LLQuaternion inv_obj_rot = ~obj_rot; // get inverse of rotation
- LLVector3 object_extents;
+ LLVector3 object_extents = object->getScale();
const LLVector4a* oe4 = object->mDrawable->getSpatialExtents();
- LLVector4a size;
- size.setSub(oe4[1], oe4[0]);
- object_extents.set( size[0], size[1], size[2] );
+ object_extents.set( oe4[1][0], oe4[1][1], oe4[1][2] );
// make sure they object extents are non-zero
object_extents.clamp(0.001f, F32_MAX);
diff --git a/indra/newview/llassetuploadresponders.cpp b/indra/newview/llassetuploadresponders.cpp
index c08771c5e7..d7ba4ea470 100644
--- a/indra/newview/llassetuploadresponders.cpp
+++ b/indra/newview/llassetuploadresponders.cpp
@@ -384,18 +384,18 @@ void LLNewAgentInventoryResponder::uploadComplete(const LLSD& content)
// Continuing the horrible hack above, we need to extract the originally requested permissions data, if any,
// and use them for each next file to be uploaded. Note the requested perms are not the same as the
U32 everyone_perms =
- content.has("everyone_mask") ?
- content["everyone_mask"].asInteger() :
+ content.has("new_everyone_mask") ?
+ content["new_everyone_mask"].asInteger() :
PERM_NONE;
U32 group_perms =
- content.has("group_mask") ?
- content["group_mask"].asInteger() :
+ content.has("new_group_mask") ?
+ content["new_group_mask"].asInteger() :
PERM_NONE;
U32 next_owner_perms =
- content.has("next_owner_mask") ?
- content["next_owner_mask"].asInteger() :
+ content.has("new_next_owner_mask") ?
+ content["new_next_owner_mask"].asInteger() :
PERM_NONE;
std::string display_name = LLStringUtil::null;
diff --git a/indra/newview/lldrawable.cpp b/indra/newview/lldrawable.cpp
index bdc12ec0e3..ad3710843c 100644
--- a/indra/newview/lldrawable.cpp
+++ b/indra/newview/lldrawable.cpp
@@ -94,7 +94,9 @@ void LLDrawable::init()
mRenderType = 0;
mCurrentScale = LLVector3(1,1,1);
mDistanceWRTCamera = 0.0f;
-
+ mPositionGroup.clear();
+ mExtents[0].clear();
+ mExtents[1].clear();
mQuietCount = 0;
mState = 0;
@@ -587,7 +589,10 @@ void LLDrawable::setRadius(F32 radius)
void LLDrawable::moveUpdatePipeline(BOOL moved)
{
- makeActive();
+ if (moved)
+ {
+ makeActive();
+ }
// Update the face centers.
for (S32 i = 0; i < getNumFaces(); i++)
@@ -695,7 +700,8 @@ void LLDrawable::updateDistance(LLCamera& camera, bool force_update)
{
if (LLViewerCamera::sCurCameraID != LLViewerCamera::CAMERA_WORLD)
{
- llerrs << "WTF?" << llendl;
+ llwarns << "Attempted to update distance for non-world camera." << llendl;
+ return;
}
//switch LOD with the spatial group to avoid artifacts
diff --git a/indra/newview/lldrawable.h b/indra/newview/lldrawable.h
index 9ebe1a45b4..e268640a21 100644
--- a/indra/newview/lldrawable.h
+++ b/indra/newview/lldrawable.h
@@ -276,6 +276,7 @@ public:
REBUILD_SHADOW = 0x02000000,
HAS_ALPHA = 0x04000000,
RIGGED = 0x08000000,
+ PARTITION_MOVE = 0x10000000,
} EDrawableFlags;
private: //aligned members
diff --git a/indra/newview/lldrawpool.cpp b/indra/newview/lldrawpool.cpp
index 25e4bc847c..f5483d969d 100644
--- a/indra/newview/lldrawpool.cpp
+++ b/indra/newview/lldrawpool.cpp
@@ -191,6 +191,16 @@ void LLDrawPool::renderPostDeferred(S32 pass)
//virtual
void LLDrawPool::endRenderPass( S32 pass )
{
+ for (U32 i = 0; i < gGLManager.mNumTextureImageUnits; i++)
+ { //dummy cleanup of any currently bound textures
+ if (gGL.getTexUnit(i)->getCurrType() != LLTexUnit::TT_NONE)
+ {
+ gGL.getTexUnit(i)->unbind(gGL.getTexUnit(i)->getCurrType());
+ gGL.getTexUnit(i)->disable();
+ }
+ }
+
+ gGL.getTexUnit(0)->activate();
}
//virtual
@@ -430,14 +440,14 @@ void LLRenderPass::renderTexture(U32 type, U32 mask)
pushBatches(type, mask, TRUE);
}
-void LLRenderPass::pushBatches(U32 type, U32 mask, BOOL texture)
+void LLRenderPass::pushBatches(U32 type, U32 mask, BOOL texture, BOOL batch_textures)
{
for (LLCullResult::drawinfo_list_t::iterator i = gPipeline.beginRenderMap(type); i != gPipeline.endRenderMap(type); ++i)
{
LLDrawInfo* pparams = *i;
if (pparams)
{
- pushBatch(*pparams, mask, texture);
+ pushBatch(*pparams, mask, texture, batch_textures);
}
}
}
@@ -456,26 +466,43 @@ void LLRenderPass::applyModelMatrix(LLDrawInfo& params)
}
}
-void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture)
+void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures)
{
applyModelMatrix(params);
+ bool tex_setup = false;
+
if (texture)
{
- if (params.mTexture.notNull())
+ if (batch_textures && params.mTextureList.size() > 1)
{
- params.mTexture->addTextureStats(params.mVSize);
- gGL.getTexUnit(0)->bind(params.mTexture, TRUE) ;
- if (params.mTextureMatrix)
+ for (U32 i = 0; i < params.mTextureList.size(); ++i)
{
- glMatrixMode(GL_TEXTURE);
- glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
- gPipeline.mTextureMatrixOps++;
+ if (params.mTextureList[i].notNull())
+ {
+ gGL.getTexUnit(i)->bind(params.mTextureList[i], TRUE);
+ }
}
}
else
- {
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ { //not batching textures or batch has only 1 texture -- might need a texture matrix
+ if (params.mTexture.notNull())
+ {
+ params.mTexture->addTextureStats(params.mVSize);
+ gGL.getTexUnit(0)->bind(params.mTexture, TRUE) ;
+ if (params.mTextureMatrix)
+ {
+ tex_setup = true;
+ gGL.getTexUnit(0)->activate();
+ glMatrixMode(GL_TEXTURE);
+ glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
+ gPipeline.mTextureMatrixOps++;
+ }
+ }
+ else
+ {
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ }
}
}
@@ -490,7 +517,7 @@ void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture)
gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
}
- if (params.mTextureMatrix && texture && params.mTexture.notNull())
+ if (tex_setup)
{
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
diff --git a/indra/newview/lldrawpool.h b/indra/newview/lldrawpool.h
index d3fd9ead0d..c7acbb42c6 100644
--- a/indra/newview/lldrawpool.h
+++ b/indra/newview/lldrawpool.h
@@ -146,8 +146,8 @@ public:
void resetDrawOrders() { }
static void applyModelMatrix(LLDrawInfo& params);
- virtual void pushBatches(U32 type, U32 mask, BOOL texture = TRUE);
- virtual void pushBatch(LLDrawInfo& params, U32 mask, BOOL texture);
+ virtual void pushBatches(U32 type, U32 mask, BOOL texture = TRUE, BOOL batch_textures = FALSE);
+ virtual void pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures = FALSE);
virtual void renderGroup(LLSpatialGroup* group, U32 type, U32 mask, BOOL texture = TRUE);
virtual void renderGroups(U32 type, U32 mask, BOOL texture = TRUE);
virtual void renderTexture(U32 type, U32 mask);
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index 8b5a2ce781..8d46133912 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -124,7 +124,10 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
if (pass == 0)
{
simple_shader = &gDeferredAlphaProgram;
- fullbright_shader = &gDeferredFullbrightProgram;
+ fullbright_shader = &gObjectFullbrightProgram;
+
+ //prime simple shader (loads shadow relevant uniforms)
+ gPipeline.bindDeferredShader(*simple_shader);
}
else
{
@@ -228,13 +231,13 @@ void LLDrawPoolAlpha::render(S32 pass)
if (!LLPipeline::sRenderDeferred)
{
simple_shader->bind();
- pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask());
+ pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
}
if (fullbright_shader)
{
fullbright_shader->bind();
}
- pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask());
+ pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
LLGLSLShader::bindNoShader();
}
else
@@ -273,7 +276,14 @@ void LLDrawPoolAlpha::render(S32 pass)
}
}
- renderAlpha(getVertexDataMask());
+ if (mVertexShaderLevel > 0)
+ {
+ renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX);
+ }
+ else
+ {
+ renderAlpha(getVertexDataMask());
+ }
gGL.setColorMask(true, false);
@@ -283,11 +293,6 @@ void LLDrawPoolAlpha::render(S32 pass)
gGL.setSceneBlendType(LLRender::BT_ALPHA);
}
- if (deferred_render && current_shader != NULL)
- {
- gPipeline.unbindDeferredShader(*current_shader);
- }
-
if (sShowDebugAlpha)
{
if(gPipeline.canUseWindLightShaders())
@@ -339,12 +344,9 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
{
BOOL initialized_lighting = FALSE;
BOOL light_enabled = TRUE;
- S32 diffuse_channel = 0;
-
- BOOL use_shaders = (LLPipeline::sUnderWaterRender && gPipeline.canUseVertexShaders())
- || gPipeline.canUseWindLightShadersOnObjects();
-
+ BOOL use_shaders = gPipeline.canUseVertexShaders();
+
for (LLCullResult::sg_list_t::iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i)
{
LLSpatialGroup* group = *i;
@@ -368,92 +370,89 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
LLRenderPass::applyModelMatrix(params);
+
+ if (params.mFullbright)
{
- if (params.mFullbright)
- {
- // Turn off lighting if it hasn't already been so.
- if (light_enabled || !initialized_lighting)
- {
- initialized_lighting = TRUE;
- if (use_shaders)
- {
- target_shader = fullbright_shader;
- }
- else
- {
- gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
- }
- light_enabled = FALSE;
- }
- }
- // Turn on lighting if it isn't already.
- else if (!light_enabled || !initialized_lighting)
+ // Turn off lighting if it hasn't already been so.
+ if (light_enabled || !initialized_lighting)
{
initialized_lighting = TRUE;
if (use_shaders)
{
- target_shader = simple_shader;
+ target_shader = fullbright_shader;
}
else
{
- gPipeline.enableLightsDynamic();
+ gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
}
- light_enabled = TRUE;
+ light_enabled = FALSE;
}
-
- // If we need shaders, and we're not ALREADY using the proper shader, then bind it
- // (this way we won't rebind shaders unnecessarily).
- if(use_shaders && (current_shader != target_shader))
+ }
+ // Turn on lighting if it isn't already.
+ else if (!light_enabled || !initialized_lighting)
+ {
+ initialized_lighting = TRUE;
+ if (use_shaders)
{
- llassert(target_shader != NULL);
- if (deferred_render && current_shader != NULL)
- {
- gPipeline.unbindDeferredShader(*current_shader);
- diffuse_channel = 0;
- }
- current_shader = target_shader;
- if (deferred_render)
- {
- gPipeline.bindDeferredShader(*current_shader);
- diffuse_channel = current_shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
- }
- else
- {
- current_shader->bind();
- }
+ target_shader = simple_shader;
}
- else if (!use_shaders && current_shader != NULL)
+ else
{
- if (deferred_render)
- {
- gPipeline.unbindDeferredShader(*current_shader);
- diffuse_channel = 0;
- }
- LLGLSLShader::bindNoShader();
- current_shader = NULL;
+ gPipeline.enableLightsDynamic();
}
+ light_enabled = TRUE;
+ }
- if (params.mGroup)
- {
- params.mGroup->rebuildMesh();
- }
+ // If we need shaders, and we're not ALREADY using the proper shader, then bind it
+ // (this way we won't rebind shaders unnecessarily).
+ if(use_shaders && (current_shader != target_shader))
+ {
+ llassert(target_shader != NULL);
+ current_shader = target_shader;
+ current_shader->bind();
+ }
+ else if (!use_shaders && current_shader != NULL)
+ {
+ LLGLSLShader::bindNoShader();
+ current_shader = NULL;
+ }
-
- if (params.mTexture.notNull())
+ if (params.mGroup)
+ {
+ params.mGroup->rebuildMesh();
+ }
+
+ bool tex_setup = false;
+
+ if (use_shaders && params.mTextureList.size() > 1)
+ {
+ for (U32 i = 0; i < params.mTextureList.size(); ++i)
{
- gGL.getTexUnit(diffuse_channel)->bind(params.mTexture.get());
- if(params.mTexture.notNull())
+ if (params.mTextureList[i].notNull())
{
- params.mTexture->addTextureStats(params.mVSize);
+ gGL.getTexUnit(i)->bind(params.mTextureList[i], TRUE);
}
+ }
+ }
+ else
+ { //not batching textures or batch has only 1 texture -- might need a texture matrix
+ if (params.mTexture.notNull())
+ {
+ params.mTexture->addTextureStats(params.mVSize);
+ gGL.getTexUnit(0)->bind(params.mTexture, TRUE) ;
if (params.mTextureMatrix)
{
+ tex_setup = true;
gGL.getTexUnit(0)->activate();
glMatrixMode(GL_TEXTURE);
glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
gPipeline.mTextureMatrixOps++;
}
}
+ else
+ {
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ }
}
params.mVertexBuffer->setBuffer(mask);
@@ -480,7 +479,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
}
- if (params.mTextureMatrix && params.mTexture.notNull())
+ if (tex_setup)
{
gGL.getTexUnit(0)->activate();
glLoadIdentity();
@@ -490,15 +489,8 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
}
}
- if (deferred_render && current_shader != NULL)
- {
- gPipeline.unbindDeferredShader(*current_shader);
- LLVertexBuffer::unbind();
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
- }
-
+ LLVertexBuffer::unbind();
+
if (!light_enabled)
{
gPipeline.enableLightsDynamic();
diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp
index 645c7ebcae..9f790d03fe 100644
--- a/indra/newview/lldrawpoolavatar.cpp
+++ b/indra/newview/lldrawpoolavatar.cpp
@@ -459,14 +459,6 @@ S32 LLDrawPoolAvatar::getNumPasses()
{
return 10;
}
- if (LLPipeline::sImpostorRender)
- {
- return 1;
- }
- else
- {
- return 3;
- }
}
@@ -613,11 +605,11 @@ void LLDrawPoolAvatar::beginRigid()
{
if (LLPipeline::sUnderWaterRender)
{
- sVertexProgram = &gObjectSimpleWaterProgram;
+ sVertexProgram = &gObjectSimpleNonIndexedWaterProgram;
}
else
{
- sVertexProgram = &gObjectSimpleProgram;
+ sVertexProgram = &gObjectSimpleNonIndexedProgram;
}
if (sVertexProgram != NULL)
@@ -669,7 +661,7 @@ void LLDrawPoolAvatar::endDeferredImpostor()
void LLDrawPoolAvatar::beginDeferredRigid()
{
- sVertexProgram = &gDeferredDiffuseProgram;
+ sVertexProgram = &gDeferredNonIndexedDiffuseProgram;
sVertexProgram->bind();
}
@@ -700,11 +692,11 @@ void LLDrawPoolAvatar::beginSkinned()
{
if (LLPipeline::sUnderWaterRender)
{
- sVertexProgram = &gObjectSimpleWaterProgram;
+ sVertexProgram = &gObjectSimpleNonIndexedWaterProgram;
}
else
{
- sVertexProgram = &gObjectSimpleProgram;
+ sVertexProgram = &gObjectSimpleNonIndexedProgram;
}
}
@@ -789,11 +781,11 @@ void LLDrawPoolAvatar::beginRiggedSimple()
{
if (LLPipeline::sUnderWaterRender)
{
- sVertexProgram = &gObjectSimpleWaterProgram;
+ sVertexProgram = &gObjectSimpleNonIndexedWaterProgram;
}
else
{
- sVertexProgram = &gObjectSimpleProgram;
+ sVertexProgram = &gObjectSimpleNonIndexedProgram;
}
}
@@ -864,11 +856,11 @@ void LLDrawPoolAvatar::beginRiggedFullbright()
{
if (LLPipeline::sUnderWaterRender)
{
- sVertexProgram = &gObjectFullbrightWaterProgram;
+ sVertexProgram = &gObjectFullbrightNonIndexedWaterProgram;
}
else
{
- sVertexProgram = &gObjectFullbrightProgram;
+ sVertexProgram = &gObjectFullbrightNonIndexedProgram;
}
}
@@ -908,11 +900,11 @@ void LLDrawPoolAvatar::beginRiggedShinySimple()
{
if (LLPipeline::sUnderWaterRender)
{
- sVertexProgram = &gObjectShinyWaterProgram;
+ sVertexProgram = &gObjectShinyNonIndexedWaterProgram;
}
else
{
- sVertexProgram = &gObjectShinyProgram;
+ sVertexProgram = &gObjectShinyNonIndexedProgram;
}
}
@@ -953,11 +945,11 @@ void LLDrawPoolAvatar::beginRiggedFullbrightShiny()
{
if (LLPipeline::sUnderWaterRender)
{
- sVertexProgram = &gObjectFullbrightShinyWaterProgram;
+ sVertexProgram = &gObjectFullbrightShinyNonIndexedWaterProgram;
}
else
{
- sVertexProgram = &gObjectFullbrightShinyProgram;
+ sVertexProgram = &gObjectFullbrightShinyNonIndexedProgram;
}
}
@@ -1419,7 +1411,7 @@ void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace*
void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
{
- if (avatar->isSelf() && !gAgent.needsRenderAvatar())
+ if (avatar->isSelf() && !gAgent.needsRenderAvatar() || !gMeshRepo.meshRezEnabled())
{
return;
}
@@ -1456,7 +1448,7 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
continue;
}
- const LLMeshSkinInfo* skin = gMeshRepo.getSkinInfo(mesh_id);
+ const LLMeshSkinInfo* skin = gMeshRepo.getSkinInfo(mesh_id, vobj);
if (!skin)
{
continue;
diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp
index 2f76baaaf7..813b3820ee 100644
--- a/indra/newview/lldrawpoolbump.cpp
+++ b/indra/newview/lldrawpoolbump.cpp
@@ -316,6 +316,9 @@ void LLDrawPoolBump::endRenderPass(S32 pass)
llassert(0);
break;
}
+
+ //to cleanup texture channels
+ LLRenderPass::endRenderPass(pass);
}
//static
@@ -354,6 +357,11 @@ void LLDrawPoolBump::beginShiny(bool invisible)
}
bindCubeMap(shader, mVertexShaderLevel, diffuse_channel, cube_channel, invisible);
+
+ if (mVertexShaderLevel > 1)
+ { //indexed texture rendering, channel 0 is always diffuse
+ diffuse_channel = 0;
+ }
}
//static
@@ -421,16 +429,16 @@ void LLDrawPoolBump::renderShiny(bool invisible)
LLGLEnable blend_enable(GL_BLEND);
if (!invisible && mVertexShaderLevel > 1)
{
- LLRenderPass::renderTexture(LLRenderPass::PASS_SHINY, sVertexMask);
+ LLRenderPass::pushBatches(LLRenderPass::PASS_SHINY, sVertexMask | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
}
else if (!invisible)
{
renderGroups(LLRenderPass::PASS_SHINY, sVertexMask);
}
- else // invisible
- {
- renderGroups(LLRenderPass::PASS_INVISI_SHINY, sVertexMask);
- }
+ //else // invisible (deprecated)
+ //{
+ //renderGroups(LLRenderPass::PASS_INVISI_SHINY, sVertexMask);
+ //}
}
}
@@ -529,6 +537,12 @@ void LLDrawPoolBump::beginFullbrightShiny()
gGL.getTexUnit(cube_channel)->bind(cube_map);
gGL.getTexUnit(0)->activate();
}
+
+ if (mVertexShaderLevel > 1)
+ { //indexed texture rendering, channel 0 is always diffuse
+ diffuse_channel = 0;
+ }
+
mShiny = TRUE;
}
@@ -543,7 +557,15 @@ void LLDrawPoolBump::renderFullbrightShiny()
if( gSky.mVOSkyp->getCubeMap() )
{
LLGLEnable blend_enable(GL_BLEND);
- LLRenderPass::renderTexture(LLRenderPass::PASS_FULLBRIGHT_SHINY, sVertexMask);
+
+ if (mVertexShaderLevel > 1)
+ {
+ LLRenderPass::pushBatches(LLRenderPass::PASS_FULLBRIGHT_SHINY, sVertexMask | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+ }
+ else
+ {
+ LLRenderPass::renderTexture(LLRenderPass::PASS_FULLBRIGHT_SHINY, sVertexMask);
+ }
}
}
@@ -843,6 +865,9 @@ void LLDrawPoolBump::endPostDeferredPass(S32 pass)
endBump(LLRenderPass::PASS_POST_BUMP);
break;
}
+
+ //to disable texture channels
+ LLRenderPass::endRenderPass(pass);
}
void LLDrawPoolBump::renderPostDeferred(S32 pass)
@@ -1300,43 +1325,60 @@ void LLDrawPoolBump::renderBump(U32 type, U32 mask)
}
}
-void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture)
+void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures)
{
applyModelMatrix(params);
- if (params.mTextureMatrix)
+ bool tex_setup = false;
+
+ if (batch_textures && params.mTextureList.size() > 1)
{
- if (mShiny)
+ for (U32 i = 0; i < params.mTextureList.size(); ++i)
{
- gGL.getTexUnit(0)->activate();
- glMatrixMode(GL_TEXTURE);
+ if (params.mTextureList[i].notNull())
+ {
+ gGL.getTexUnit(i)->bind(params.mTextureList[i], TRUE);
+ }
}
- else
+ }
+ else
+ { //not batching textures or batch has only 1 texture -- might need a texture matrix
+ if (params.mTextureMatrix)
{
- gGL.getTexUnit(1)->activate();
- glMatrixMode(GL_TEXTURE);
+ if (mShiny)
+ {
+ gGL.getTexUnit(0)->activate();
+ glMatrixMode(GL_TEXTURE);
+ }
+ else
+ {
+ gGL.getTexUnit(1)->activate();
+ glMatrixMode(GL_TEXTURE);
+ glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
+ gPipeline.mTextureMatrixOps++;
+ gGL.getTexUnit(0)->activate();
+ }
+
glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
gPipeline.mTextureMatrixOps++;
- gGL.getTexUnit(0)->activate();
- }
-
- glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
- gPipeline.mTextureMatrixOps++;
- }
- if (mShiny && mVertexShaderLevel > 1 && texture)
- {
- if (params.mTexture.notNull())
- {
- gGL.getTexUnit(diffuse_channel)->bind(params.mTexture) ;
- params.mTexture->addTextureStats(params.mVSize);
+ tex_setup = true;
}
- else
+
+ if (mShiny && mVertexShaderLevel > 1 && texture)
{
- gGL.getTexUnit(diffuse_channel)->unbind(LLTexUnit::TT_TEXTURE);
+ if (params.mTexture.notNull())
+ {
+ gGL.getTexUnit(diffuse_channel)->bind(params.mTexture) ;
+ params.mTexture->addTextureStats(params.mVSize);
+ }
+ else
+ {
+ gGL.getTexUnit(diffuse_channel)->unbind(LLTexUnit::TT_TEXTURE);
+ }
}
}
-
+
if (params.mGroup)
{
params.mGroup->rebuildMesh();
@@ -1344,7 +1386,7 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture)
params.mVertexBuffer->setBuffer(mask);
params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
- if (params.mTextureMatrix)
+ if (tex_setup)
{
if (mShiny)
{
diff --git a/indra/newview/lldrawpoolbump.h b/indra/newview/lldrawpoolbump.h
index f4702bf61d..476b1d41b7 100644
--- a/indra/newview/lldrawpoolbump.h
+++ b/indra/newview/lldrawpoolbump.h
@@ -55,7 +55,7 @@ public:
virtual void endRenderPass( S32 pass );
virtual S32 getNumPasses();
/*virtual*/ void prerender();
- /*virtual*/ void pushBatch(LLDrawInfo& params, U32 mask, BOOL texture);
+ /*virtual*/ void pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures = FALSE);
void renderBump(U32 type, U32 mask);
void renderGroup(LLSpatialGroup* group, U32 type, U32 mask, BOOL texture);
diff --git a/indra/newview/lldrawpoolsimple.cpp b/indra/newview/lldrawpoolsimple.cpp
index 2e83167851..5dbb27cabb 100644
--- a/indra/newview/lldrawpoolsimple.cpp
+++ b/indra/newview/lldrawpoolsimple.cpp
@@ -44,6 +44,36 @@ static LLGLSLShader* fullbright_shader = NULL;
static LLFastTimer::DeclareTimer FTM_RENDER_SIMPLE_DEFERRED("Deferred Simple");
static LLFastTimer::DeclareTimer FTM_RENDER_GRASS_DEFERRED("Deferred Grass");
+void LLDrawPoolGlow::beginPostDeferredPass(S32 pass)
+{
+ gDeferredFullbrightProgram.bind();
+}
+
+void LLDrawPoolGlow::renderPostDeferred(S32 pass)
+{
+ LLFastTimer t(FTM_RENDER_GLOW);
+ LLGLEnable blend(GL_BLEND);
+ LLGLDisable test(GL_ALPHA_TEST);
+ gGL.flush();
+ /// Get rid of z-fighting with non-glow pass.
+ LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
+ glPolygonOffset(-1.0f, -1.0f);
+ gGL.setSceneBlendType(LLRender::BT_ADD);
+
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+ gGL.setColorMask(false, true);
+ pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+
+ gGL.setColorMask(true, false);
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+}
+
+void LLDrawPoolGlow::endPostDeferredPass(S32 pass)
+{
+ gDeferredFullbrightProgram.unbind();
+ LLRenderPass::endRenderPass(pass);
+}
+
void LLDrawPoolGlow::render(S32 pass)
{
LLFastTimer t(FTM_RENDER_GLOW);
@@ -68,7 +98,15 @@ void LLDrawPoolGlow::render(S32 pass)
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
gGL.setColorMask(false, true);
- renderTexture(LLRenderPass::PASS_GLOW, getVertexDataMask());
+
+ if (shader_level > 1)
+ {
+ pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+ }
+ else
+ {
+ renderTexture(LLRenderPass::PASS_GLOW, getVertexDataMask());
+ }
gGL.setColorMask(true, false);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
@@ -79,10 +117,10 @@ void LLDrawPoolGlow::render(S32 pass)
}
}
-void LLDrawPoolGlow::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture)
+void LLDrawPoolGlow::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures)
{
glColor4ubv(params.mGlowColor.mV);
- LLRenderPass::pushBatch(params, mask, texture);
+ LLRenderPass::pushBatch(params, mask, texture, batch_textures);
}
@@ -126,10 +164,11 @@ void LLDrawPoolSimple::beginRenderPass(S32 pass)
void LLDrawPoolSimple::endRenderPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_SIMPLE);
+ stop_glerror();
LLRenderPass::endRenderPass(pass);
-
- if (mVertexShaderLevel > 0){
-
+ stop_glerror();
+ if (mVertexShaderLevel > 0)
+ {
simple_shader->unbind();
}
}
@@ -142,13 +181,24 @@ void LLDrawPoolSimple::render(S32 pass)
{ //render simple
LLFastTimer t(FTM_RENDER_SIMPLE);
gPipeline.enableLightsDynamic();
- renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask());
- if (LLPipeline::sRenderDeferred)
- { //if deferred rendering is enabled, bump faces aren't registered as simple
- //render bump faces here as simple so bump faces will appear under water
- renderTexture(LLRenderPass::PASS_BUMP, getVertexDataMask());
+ if (mVertexShaderLevel > 0)
+ {
+ U32 mask = getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX;
+
+ pushBatches(LLRenderPass::PASS_SIMPLE, mask, TRUE, TRUE);
+
+ if (LLPipeline::sRenderDeferred)
+ { //if deferred rendering is enabled, bump faces aren't registered as simple
+ //render bump faces here as simple so bump faces will appear under water
+ pushBatches(LLRenderPass::PASS_BUMP, mask, TRUE, TRUE);
+ }
+ }
+ else
+ {
+ renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask());
}
+
}
}
@@ -177,7 +227,7 @@ void LLDrawPoolSimple::renderDeferred(S32 pass)
{ //render simple
LLFastTimer t(FTM_RENDER_SIMPLE_DEFERRED);
- renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask());
+ pushBatches(LLRenderPass::PASS_SIMPLE, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
}
}
@@ -200,11 +250,11 @@ void LLDrawPoolGrass::beginRenderPass(S32 pass)
if (LLPipeline::sUnderWaterRender)
{
- simple_shader = &gObjectSimpleWaterProgram;
+ simple_shader = &gObjectSimpleNonIndexedWaterProgram;
}
else
{
- simple_shader = &gObjectSimpleProgram;
+ simple_shader = &gObjectSimpleNonIndexedProgram;
}
if (mVertexShaderLevel > 0)
@@ -285,6 +335,26 @@ void LLDrawPoolFullbright::prerender()
mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
+void LLDrawPoolFullbright::beginPostDeferredPass(S32 pass)
+{
+ gDeferredFullbrightProgram.bind();
+}
+
+void LLDrawPoolFullbright::renderPostDeferred(S32 pass)
+{
+ LLFastTimer t(FTM_RENDER_FULLBRIGHT);
+
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+ U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX;
+ pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE);
+}
+
+void LLDrawPoolFullbright::endPostDeferredPass(S32 pass)
+{
+ gDeferredFullbrightProgram.unbind();
+ LLRenderPass::endRenderPass(pass);
+}
+
void LLDrawPoolFullbright::beginRenderPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_FULLBRIGHT);
@@ -313,25 +383,21 @@ void LLDrawPoolFullbright::endRenderPass(S32 pass)
void LLDrawPoolFullbright::render(S32 pass)
{ //render fullbright
LLFastTimer t(FTM_RENDER_FULLBRIGHT);
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+
if (mVertexShaderLevel > 0)
{
fullbright_shader->bind();
fullbright_shader->uniform1f(LLViewerShaderMgr::FULLBRIGHT, 1.f);
+ U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX;
+ pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE);
}
else
{
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
+ U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR;
+ renderTexture(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask);
}
-
- //gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.25f);
-
- //LLGLEnable test(GL_ALPHA_TEST);
- //LLGLEnable blend(GL_BLEND);
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
- U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR;
- renderTexture(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask);
-
- //gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
}
S32 LLDrawPoolFullbright::getNumPasses()
diff --git a/indra/newview/lldrawpoolsimple.h b/indra/newview/lldrawpoolsimple.h
index 5f3bbebbda..3811b3d398 100644
--- a/indra/newview/lldrawpoolsimple.h
+++ b/indra/newview/lldrawpoolsimple.h
@@ -98,9 +98,9 @@ public:
LLDrawPoolFullbright();
/*virtual*/ S32 getNumPostDeferredPasses() { return 1; }
- /*virtual*/ void beginPostDeferredPass(S32 pass) { beginRenderPass(pass); }
- /*virtual*/ void endPostDeferredPass(S32 pass) { endRenderPass(pass); }
- /*virtual*/ void renderPostDeferred(S32 pass) { render(pass); }
+ /*virtual*/ void beginPostDeferredPass(S32 pass);
+ /*virtual*/ void endPostDeferredPass(S32 pass);
+ /*virtual*/ void renderPostDeferred(S32 pass);
/*virtual*/ void beginRenderPass(S32 pass);
/*virtual*/ void endRenderPass(S32 pass);
@@ -126,12 +126,12 @@ public:
virtual void prerender() { }
/*virtual*/ S32 getNumPostDeferredPasses() { return 1; }
- /*virtual*/ void beginPostDeferredPass(S32 pass) { beginRenderPass(pass); }
- /*virtual*/ void endPostDeferredPass(S32 pass) { endRenderPass(pass); }
- /*virtual*/ void renderPostDeferred(S32 pass) { render(pass); }
+ /*virtual*/ void beginPostDeferredPass(S32 pass);
+ /*virtual*/ void endPostDeferredPass(S32 pass);
+ /*virtual*/ void renderPostDeferred(S32 pass);
void render(S32 pass = 0);
- void pushBatch(LLDrawInfo& params, U32 mask, BOOL texture = TRUE);
+ void pushBatch(LLDrawInfo& params, U32 mask, BOOL texture = TRUE, BOOL batch_textures = FALSE);
};
diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp
index 195ee60a2e..81c796b146 100644
--- a/indra/newview/lldrawpooltree.cpp
+++ b/indra/newview/lldrawpooltree.cpp
@@ -66,11 +66,11 @@ void LLDrawPoolTree::beginRenderPass(S32 pass)
if (LLPipeline::sUnderWaterRender)
{
- shader = &gObjectSimpleWaterProgram;
+ shader = &gObjectSimpleNonIndexedWaterProgram;
}
else
{
- shader = &gObjectSimpleProgram;
+ shader = &gObjectSimpleNonIndexedProgram;
}
if (gPipeline.canUseWindLightShadersOnObjects())
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index 696c2d1abd..409b18d522 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -44,6 +44,8 @@ LLPointer<LLViewerTexture> LLDrawPoolWLSky::sCloudNoiseTexture = NULL;
LLPointer<LLImageRaw> LLDrawPoolWLSky::sCloudNoiseRawImage = NULL;
+static LLGLSLShader* cloud_shader = NULL;
+static LLGLSLShader* sky_shader = NULL;
LLDrawPoolWLSky::LLDrawPoolWLSky(void) :
@@ -83,12 +85,32 @@ LLViewerTexture *LLDrawPoolWLSky::getDebugTexture()
void LLDrawPoolWLSky::beginRenderPass( S32 pass )
{
+ sky_shader =
+ LLPipeline::sUnderWaterRender ?
+ &gObjectSimpleWaterProgram :
+ &gWLSkyProgram;
+
+ cloud_shader =
+ LLPipeline::sUnderWaterRender ?
+ &gObjectSimpleWaterProgram :
+ &gWLCloudProgram;
}
void LLDrawPoolWLSky::endRenderPass( S32 pass )
{
}
+void LLDrawPoolWLSky::beginDeferredPass(S32 pass)
+{
+ sky_shader = &gDeferredWLSkyProgram;
+ cloud_shader = &gDeferredWLCloudProgram;
+}
+
+void LLDrawPoolWLSky::endDeferredPass(S32 pass)
+{
+
+}
+
void LLDrawPoolWLSky::renderDome(F32 camHeightLocal, LLGLSLShader * shader) const
{
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
@@ -128,19 +150,14 @@ void LLDrawPoolWLSky::renderSkyHaze(F32 camHeightLocal) const
{
if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
{
- LLGLSLShader* shader =
- LLPipeline::sUnderWaterRender ?
- &gObjectSimpleWaterProgram :
- &gWLSkyProgram;
-
LLGLDisable blend(GL_BLEND);
- shader->bind();
+ sky_shader->bind();
/// Render the skydome
- renderDome(camHeightLocal, shader);
+ renderDome(camHeightLocal, sky_shader);
- shader->unbind();
+ sky_shader->unbind();
}
}
@@ -186,23 +203,18 @@ void LLDrawPoolWLSky::renderSkyClouds(F32 camHeightLocal) const
{
if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS))
{
- LLGLSLShader* shader =
- LLPipeline::sUnderWaterRender ?
- &gObjectSimpleWaterProgram :
- &gWLCloudProgram;
-
LLGLEnable blend(GL_BLEND);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
gGL.getTexUnit(0)->bind(sCloudNoiseTexture);
- shader->bind();
+ cloud_shader->bind();
/// Render the skydome
- renderDome(camHeightLocal, shader);
+ renderDome(camHeightLocal, cloud_shader);
- shader->unbind();
+ cloud_shader->unbind();
}
}
@@ -246,6 +258,53 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
}
}
+void LLDrawPoolWLSky::renderDeferred(S32 pass)
+{
+ if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
+ {
+ return;
+ }
+ LLFastTimer ftm(FTM_RENDER_WL_SKY);
+
+ const F32 camHeightLocal = LLWLParamManager::instance()->getDomeOffset() * LLWLParamManager::instance()->getDomeRadius();
+
+ LLGLSNoFog disableFog;
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+ LLGLDisable clip(GL_CLIP_PLANE0);
+
+ gGL.setColorMask(true, false);
+
+ LLGLSquashToFarClip far_clip(glh_get_current_projection());
+
+ renderSkyHaze(camHeightLocal);
+
+ LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
+ glPushMatrix();
+
+
+ glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]);
+
+ gDeferredStarProgram.bind();
+ // *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());
+
+ renderHeavenlyBodies();
+
+ renderStars();
+
+ gDeferredStarProgram.unbind();
+
+ glPopMatrix();
+
+ renderSkyClouds(camHeightLocal);
+
+ gGL.setColorMask(true, true);
+ //gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+}
+
void LLDrawPoolWLSky::render(S32 pass)
{
if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
diff --git a/indra/newview/lldrawpoolwlsky.h b/indra/newview/lldrawpoolwlsky.h
index 8ca1ebb942..cd15c991ee 100644
--- a/indra/newview/lldrawpoolwlsky.h
+++ b/indra/newview/lldrawpoolwlsky.h
@@ -44,10 +44,10 @@ public:
/*virtual*/ BOOL isDead() { return FALSE; }
- /*virtual*/ S32 getNumPostDeferredPasses() { return getNumPasses(); }
- /*virtual*/ void beginPostDeferredPass(S32 pass) { beginRenderPass(pass); }
- /*virtual*/ void endPostDeferredPass(S32 pass) { endRenderPass(pass); }
- /*virtual*/ void renderPostDeferred(S32 pass) { render(pass); }
+ /*virtual*/ S32 getNumDeferredPasses() { return 1; }
+ /*virtual*/ void beginDeferredPass(S32 pass);
+ /*virtual*/ void endDeferredPass(S32 pass);
+ /*virtual*/ void renderDeferred(S32 pass);
/*virtual*/ LLViewerTexture *getDebugTexture();
/*virtual*/ void beginRenderPass( S32 pass );
diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp
index 5398c13c44..b6566fcbd0 100644
--- a/indra/newview/llface.cpp
+++ b/indra/newview/llface.cpp
@@ -165,6 +165,7 @@ void LLFace::init(LLDrawable* drawablep, LLViewerObject* objp)
mIndexInTex = 0;
mTexture = NULL;
mTEOffset = -1;
+ mTextureIndex = 255;
setDrawable(drawablep);
mVObjp = objp;
@@ -364,14 +365,7 @@ void LLFace::setSize(S32 num_vertices, S32 num_indices, bool align)
//allocate vertices in blocks of 4 for alignment
num_vertices = (num_vertices + 0x3) & ~0x3;
}
- else
- {
- if (mDrawablep->getVOVolume())
- {
- llerrs << "WTF?" << llendl;
- }
- }
-
+
if (mGeomCount != num_vertices ||
mIndicesCount != num_indices)
{
@@ -393,6 +387,26 @@ void LLFace::setGeomIndex(U16 idx)
}
}
+void LLFace::setTextureIndex(U8 index)
+{
+ if (index != mTextureIndex)
+ {
+ mTextureIndex = index;
+
+ if (mTextureIndex != 255)
+ {
+ mDrawablep->setState(LLDrawable::REBUILD_POSITION);
+ }
+ else
+ {
+ if (mDrawInfo && !mDrawInfo->mTextureList.empty())
+ {
+ llerrs << "Face with no texture index references indexed texture draw info." << llendl;
+ }
+ }
+ }
+}
+
void LLFace::setIndicesIndex(S32 idx)
{
if (mIndicesIndex != idx)
@@ -415,11 +429,11 @@ U16 LLFace::getGeometryAvatar(
if (mVertexBuffer.notNull())
{
- mVertexBuffer->getVertexStrider (vertices, mGeomIndex);
- mVertexBuffer->getNormalStrider (normals, mGeomIndex);
- mVertexBuffer->getTexCoord0Strider (tex_coords, mGeomIndex);
- mVertexBuffer->getWeightStrider(vertex_weights, mGeomIndex);
- mVertexBuffer->getClothWeightStrider(clothing_weights, mGeomIndex);
+ mVertexBuffer->getVertexStrider (vertices, mGeomIndex, mGeomCount);
+ mVertexBuffer->getNormalStrider (normals, mGeomIndex, mGeomCount);
+ mVertexBuffer->getTexCoord0Strider (tex_coords, mGeomIndex, mGeomCount);
+ mVertexBuffer->getWeightStrider(vertex_weights, mGeomIndex, mGeomCount);
+ mVertexBuffer->getClothWeightStrider(clothing_weights, mGeomIndex, mGeomCount);
}
return mGeomIndex;
@@ -432,17 +446,17 @@ U16 LLFace::getGeometry(LLStrider<LLVector3> &vertices, LLStrider<LLVector3> &no
if (mVertexBuffer.notNull())
{
- mVertexBuffer->getVertexStrider(vertices, mGeomIndex);
+ mVertexBuffer->getVertexStrider(vertices, mGeomIndex, mGeomCount);
if (mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_NORMAL))
{
- mVertexBuffer->getNormalStrider(normals, mGeomIndex);
+ mVertexBuffer->getNormalStrider(normals, mGeomIndex, mGeomCount);
}
if (mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_TEXCOORD0))
{
- mVertexBuffer->getTexCoord0Strider(tex_coords, mGeomIndex);
+ mVertexBuffer->getTexCoord0Strider(tex_coords, mGeomIndex, mGeomCount);
}
- mVertexBuffer->getIndexStrider(indicesp, mIndicesIndex);
+ mVertexBuffer->getIndexStrider(indicesp, mIndicesIndex, mIndicesCount);
}
return mGeomIndex;
@@ -679,6 +693,19 @@ static void xform(LLVector2 &tex_coord, F32 cosAng, F32 sinAng, F32 offS, F32 of
}
+bool less_than_max_mag(const LLVector4a& vec)
+{
+ LLVector4a MAX_MAG;
+ MAX_MAG.splat(1024.f*1024.f);
+
+ LLVector4a val;
+ val.setAbs(vec);
+
+ S32 lt = val.lessThan(MAX_MAG).getGatheredBits() & 0x7;
+
+ return lt == 0x7;
+}
+
BOOL LLFace::genVolumeBBoxes(const LLVolume &volume, S32 f,
const LLMatrix4& mat_vert_in, const LLMatrix3& mat_normal_in, BOOL global_volume)
{
@@ -713,6 +740,8 @@ BOOL LLFace::genVolumeBBoxes(const LLVolume &volume, S32 f,
min = face.mExtents[0];
max = face.mExtents[1];
+ llassert(less_than_max_mag(min));
+ llassert(less_than_max_mag(max));
//min, max are in volume space, convert to drawable render space
LLVector4a center;
@@ -724,6 +753,9 @@ BOOL LLFace::genVolumeBBoxes(const LLVolume &volume, S32 f,
size.setSub(max, min);
size.mul(0.5f);
+ llassert(less_than_max_mag(min));
+ llassert(less_than_max_mag(max));
+
if (!global_volume)
{
//VECTORIZE THIS
@@ -761,6 +793,8 @@ BOOL LLFace::genVolumeBBoxes(const LLVolume &volume, S32 f,
newMin = newMax = center;
+ llassert(less_than_max_mag(center));
+
for (U32 i = 0; i < 4; i++)
{
LLVector4a delta;
@@ -772,6 +806,9 @@ BOOL LLFace::genVolumeBBoxes(const LLVolume &volume, S32 f,
newMin.setMin(newMin,min);
newMax.setMax(newMax,max);
+
+ llassert(less_than_max_mag(newMin));
+ llassert(less_than_max_mag(newMax));
}
if (!mDrawablep->isActive())
@@ -780,14 +817,22 @@ BOOL LLFace::genVolumeBBoxes(const LLVolume &volume, S32 f,
offset.load3(mDrawablep->getRegion()->getOriginAgent().mV);
newMin.add(offset);
newMax.add(offset);
+
+ llassert(less_than_max_mag(newMin));
+ llassert(less_than_max_mag(newMax));
}
t.setAdd(newMin, newMax);
t.mul(0.5f);
+ llassert(less_than_max_mag(t));
+
//VECTORIZE THIS
mCenterLocal.set(t.getF32ptr());
+ llassert(less_than_max_mag(newMin));
+ llassert(less_than_max_mag(newMax));
+
t.setSub(newMax,newMin);
mBoundingSphereRadius = t.getLength3().getF32()*0.5f;
@@ -1078,27 +1123,6 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
const LLTextureEntry *tep = mVObjp->getTE(f);
const U8 bump_code = tep ? tep->getBumpmap() : 0;
- if (rebuild_pos)
- {
- mVertexBuffer->getVertexStrider(vert, mGeomIndex);
- vertices = (LLVector4a*) vert.get();
- }
- if (rebuild_normal)
- {
- mVertexBuffer->getNormalStrider(norm, mGeomIndex);
- normals = (LLVector4a*) norm.get();
- }
- if (rebuild_binormal)
- {
- mVertexBuffer->getBinormalStrider(binorm, mGeomIndex);
- binormals = (LLVector4a*) binorm.get();
- }
- if (rebuild_weights)
- {
- mVertexBuffer->getWeight4Strider(wght, mGeomIndex);
- weights = (LLVector4a*) wght.get();
- }
-
F32 tcoord_xoffset = 0.f ;
F32 tcoord_yoffset = 0.f ;
F32 tcoord_xscale = 1.f ;
@@ -1107,12 +1131,6 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
if (rebuild_tcoord)
{
- mVertexBuffer->getTexCoord0Strider(tex_coords, mGeomIndex);
- if (bump_code && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_TEXCOORD1))
- {
- mVertexBuffer->getTexCoord1Strider(tex_coords2, mGeomIndex);
- }
-
in_atlas = isAtlasInUse() ;
if(in_atlas)
{
@@ -1125,11 +1143,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
tcoord_yscale = tmp->mV[1] ;
}
}
- if (rebuild_color)
- {
- mVertexBuffer->getColorStrider(colors, mGeomIndex);
- }
-
+
BOOL is_static = mDrawablep->isStatic();
BOOL is_global = is_static;
@@ -1168,7 +1182,8 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
// INDICES
if (full_rebuild)
{
- mVertexBuffer->getIndexStrider(indicesp, mIndicesIndex);
+ mVertexBuffer->getIndexStrider(indicesp, mIndicesIndex, mIndicesCount, true);
+
__m128i* dst = (__m128i*) indicesp.get();
__m128i* src = (__m128i*) vf.mIndices;
__m128i offset = _mm_set1_epi16(index_offset);
@@ -1185,6 +1200,8 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
{
indicesp[i] = vf.mIndices[i]+index_offset;
}
+
+ mVertexBuffer->setBuffer(0);
}
LLMatrix4a mat_normal;
@@ -1330,6 +1347,8 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
if (!in_atlas && !do_bump)
{ //not in atlas or not bump mapped, might be able to do a cheap update
+ mVertexBuffer->getTexCoord0Strider(tex_coords, mGeomIndex, mGeomCount);
+
if (texgen != LLTextureEntry::TEX_GEN_PLANAR)
{
if (!do_tex_mat)
@@ -1402,9 +1421,15 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
}
}
}
+
+ mVertexBuffer->setBuffer(0);
}
else
{ //either bump mapped or in atlas, just do the whole expensive loop
+ mVertexBuffer->getTexCoord0Strider(tex_coords, mGeomIndex, mGeomCount, true);
+
+ std::vector<LLVector2> bump_tc;
+
for (S32 i = 0; i < num_vertices; i++)
{
LLVector2 tc(vf.mTexCoords[i]);
@@ -1535,8 +1560,20 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
*tex_coords++ = tc;
-
- if (bump_code && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_TEXCOORD1))
+ if (do_bump)
+ {
+ bump_tc.push_back(tc);
+ }
+ }
+
+ mVertexBuffer->setBuffer(0);
+
+
+ if (do_bump)
+ {
+ mVertexBuffer->getTexCoord1Strider(tex_coords2, mGeomIndex, mGeomCount, true);
+
+ for (S32 i = 0; i < num_vertices; i++)
{
LLVector4a tangent;
tangent.setCross3(vf.mBinormals[i], vf.mNormals[i]);
@@ -1558,16 +1595,22 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
}
binormal.normalize3fast();
+ LLVector2 tc = bump_tc[i];
tc += LLVector2( bump_s_primary_light_ray.dot3(tangent).getF32(), bump_t_primary_light_ray.dot3(binormal).getF32() );
*tex_coords2++ = tc;
- }
+ }
+
+ mVertexBuffer->setBuffer(0);
}
}
}
if (rebuild_pos)
{
+ mVertexBuffer->getVertexStrider(vert, mGeomIndex, mGeomCount, true);
+ vertices = (LLVector4a*) vert.get();
+
LLMatrix4a mat_vert;
mat_vert.loadu(mat_vert_in);
@@ -1580,10 +1623,28 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
mat_vert.affineTransform(*src++, *dst++);
}
while(dst < end);
+
+ F32 index = (F32) (mTextureIndex < 255 ? mTextureIndex : 0);
+ F32 *index_dst = (F32*) vertices;
+ F32 *index_end = (F32*) end;
+
+ index_dst += 3;
+ index_end += 3;
+ do
+ {
+ *index_dst = index;
+ index_dst += 4;
+ }
+ while (index_dst < index_end);
+
+ mVertexBuffer->setBuffer(0);
}
if (rebuild_normal)
{
+ mVertexBuffer->getNormalStrider(norm, mGeomIndex, mGeomCount, true);
+ normals = (LLVector4a*) norm.get();
+
for (S32 i = 0; i < num_vertices; i++)
{
LLVector4a normal;
@@ -1591,10 +1652,15 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
normal.normalize3fast();
normals[i] = normal;
}
+
+ mVertexBuffer->setBuffer(0);
}
if (rebuild_binormal)
{
+ mVertexBuffer->getBinormalStrider(binorm, mGeomIndex, mGeomCount, true);
+ binormals = (LLVector4a*) binorm.get();
+
for (S32 i = 0; i < num_vertices; i++)
{
LLVector4a binormal;
@@ -1602,15 +1668,22 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
binormal.normalize3fast();
binormals[i] = binormal;
}
+
+ mVertexBuffer->setBuffer(0);
}
if (rebuild_weights && vf.mWeights)
{
+ mVertexBuffer->getWeight4Strider(wght, mGeomIndex, mGeomCount, true);
+ weights = (LLVector4a*) wght.get();
LLVector4a::memcpyNonAliased16((F32*) weights, (F32*) vf.mWeights, num_vertices*4*sizeof(F32));
+ mVertexBuffer->setBuffer(0);
}
if (rebuild_color)
{
+ mVertexBuffer->getColorStrider(colors, mGeomIndex, mGeomCount, true);
+
LLVector4a src;
U32 vec[4];
@@ -1629,6 +1702,8 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
{
dst[i] = src;
}
+
+ mVertexBuffer->setBuffer(0);
}
if (rebuild_tcoord)
@@ -2045,13 +2120,13 @@ S32 LLFace::getColors(LLStrider<LLColor4U> &colors)
}
// llassert(mGeomIndex >= 0);
- mVertexBuffer->getColorStrider(colors, mGeomIndex);
+ mVertexBuffer->getColorStrider(colors, mGeomIndex, mGeomCount);
return mGeomIndex;
}
S32 LLFace::getIndices(LLStrider<U16> &indicesp)
{
- mVertexBuffer->getIndexStrider(indicesp, mIndicesIndex);
+ mVertexBuffer->getIndexStrider(indicesp, mIndicesIndex, mIndicesCount);
llassert(indicesp[0] != indicesp[1]);
return mIndicesIndex;
}
diff --git a/indra/newview/llface.h b/indra/newview/llface.h
index b2170c4cf3..b5eaeecd60 100644
--- a/indra/newview/llface.h
+++ b/indra/newview/llface.h
@@ -94,6 +94,8 @@ public:
U16 getGeomCount() const { return mGeomCount; } // vertex count for this face
U16 getGeomIndex() const { return mGeomIndex; } // index into draw pool
U16 getGeomStart() const { return mGeomIndex; } // index into draw pool
+ void setTextureIndex(U8 index);
+ U8 getTextureIndex() const { return mTextureIndex; }
void setTexture(LLViewerTexture* tex) ;
void switchTexture(LLViewerTexture* new_texture);
void dirtyTexture();
@@ -262,6 +264,7 @@ private:
U16 mGeomCount; // vertex count for this face
U16 mGeomIndex; // index into draw pool
+ U8 mTextureIndex; // index of texture channel to use for pseudo-atlasing
U32 mIndicesCount;
U32 mIndicesIndex; // index into draw pool for indices (yeah, I know!)
S32 mIndexInTex ;
diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp
index 9dd5269a6b..ab6753b4be 100644
--- a/indra/newview/llfloatermodelpreview.cpp
+++ b/indra/newview/llfloatermodelpreview.cpp
@@ -178,6 +178,80 @@ std::string lod_label_name[NUM_LOD+1] =
"I went off the end of the lod_label_name array. Me so smart."
};
+
+#define LL_DEGENERACY_TOLERANCE 1e-7f
+
+inline F32 dot3fpu(const LLVector4a& a, const LLVector4a& b)
+{
+ volatile F32 p0 = a[0] * b[0];
+ volatile F32 p1 = a[1] * b[1];
+ volatile F32 p2 = a[2] * b[2];
+ return p0 + p1 + p2;
+}
+
+bool ll_is_degenerate(const LLVector4a& a, const LLVector4a& b, const LLVector4a& c, F32 tolerance = LL_DEGENERACY_TOLERANCE)
+{
+ // small area check
+ {
+ LLVector4a edge1; edge1.setSub( a, b );
+ LLVector4a edge2; edge2.setSub( a, c );
+ //////////////////////////////////////////////////////////////////////////
+ /// Linden Modified
+ //////////////////////////////////////////////////////////////////////////
+
+ // If no one edge is more than 10x longer than any other edge, we weaken
+ // the tolerance by a factor of 1e-4f.
+
+ LLVector4a edge3; edge3.setSub( c, b );
+ const F32 len1sq = edge1.dot3(edge1).getF32();
+ const F32 len2sq = edge2.dot3(edge2).getF32();
+ const F32 len3sq = edge3.dot3(edge3).getF32();
+ bool abOK = (len1sq <= 100.f * len2sq) && (len1sq <= 100.f * len3sq);
+ bool acOK = (len2sq <= 100.f * len1sq) && (len1sq <= 100.f * len3sq);
+ bool cbOK = (len3sq <= 100.f * len1sq) && (len1sq <= 100.f * len2sq);
+ if ( abOK && acOK && cbOK )
+ {
+ tolerance *= 1e-4f;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ /// End Modified
+ //////////////////////////////////////////////////////////////////////////
+
+ LLVector4a cross; cross.setCross3( edge1, edge2 );
+
+ LLVector4a edge1b; edge1b.setSub( b, a );
+ LLVector4a edge2b; edge2b.setSub( b, c );
+ LLVector4a crossb; crossb.setCross3( edge1b, edge2b );
+
+ if ( ( cross.dot3(cross).getF32() < tolerance ) || ( crossb.dot3(crossb).getF32() < tolerance ))
+ {
+ return true;
+ }
+ }
+
+ // point triangle distance check
+ {
+ LLVector4a Q; Q.setSub(a, b);
+ LLVector4a R; R.setSub(c, b);
+
+ const F32 QQ = dot3fpu(Q, Q);
+ const F32 RR = dot3fpu(R, R);
+ const F32 QR = dot3fpu(R, Q);
+
+ volatile F32 QQRR = QQ * RR;
+ volatile F32 QRQR = QR * QR;
+ F32 Det = (QQRR - QRQR);
+
+ if( Det == 0.0f )
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
bool validate_face(const LLVolumeFace& face)
{
for (U32 i = 0; i < face.mNumIndices; ++i)
@@ -189,6 +263,31 @@ bool validate_face(const LLVolumeFace& face)
}
}
+ if (face.mNumIndices % 3 != 0 || face.mNumIndices == 0)
+ {
+ llwarns << "Face has invalid number of indices." << llendl;
+ return false;
+ }
+
+ /*const LLVector4a scale(0.5f);
+
+ for (U32 i = 0; i < face.mNumIndices; i+=3)
+ {
+ U16 idx1 = face.mIndices[i];
+ U16 idx2 = face.mIndices[i+1];
+ U16 idx3 = face.mIndices[i+2];
+
+ LLVector4a v1; v1.setMul(face.mPositions[idx1], scale);
+ LLVector4a v2; v2.setMul(face.mPositions[idx2], scale);
+ LLVector4a v3; v3.setMul(face.mPositions[idx3], scale);
+
+ if (ll_is_degenerate(v1,v2,v3))
+ {
+ llwarns << "Degenerate face found!" << llendl;
+ return false;
+ }
+ }*/
+
return true;
}
@@ -314,15 +413,17 @@ BOOL LLFloaterModelPreview::postBuild()
childSetCommitCallback("pelvis_offset", onPelvisOffsetCommit, this);
childSetCommitCallback("lod_file_or_limit", refresh, this);
- childSetCommitCallback("physics_load_radio", refresh, this);
+ childSetCommitCallback("physics_load_radio", onPhysicsLoadRadioCommit, this);
//childSetCommitCallback("physics_optimize", refresh, this);
//childSetCommitCallback("physics_use_hull", refresh, this);
childDisable("upload_skin");
childDisable("upload_joints");
-
+
childDisable("ok_btn");
+ childSetCommitCallback("confirm_checkbox", refresh, this);
+
mViewOptionMenuButton = getChild<LLMenuButton>("options_gear_btn");
mCommitCallbackRegistrar.add("ModelImport.ViewOption.Action", boost::bind(&LLFloaterModelPreview::onViewOptionChecked, this, _2));
@@ -470,6 +571,29 @@ void LLFloaterModelPreview::onPelvisOffsetCommit( LLUICtrl*, void* userdata )
}
//static
+void LLFloaterModelPreview::onPhysicsLoadRadioCommit( LLUICtrl*, void *userdata)
+{
+ LLFloaterModelPreview* fmp = LLFloaterModelPreview::sInstance;
+ if (fmp)
+ {
+ if (fmp->childGetValue("physics_use_lod").asBoolean())
+ {
+ onPhysicsUseLOD(NULL,NULL);
+ }
+ if (fmp->childGetValue("physics_load_from_file").asBoolean())
+ {
+
+ }
+ LLModelPreview *model_preview = fmp->mModelPreview;
+ if (model_preview)
+ {
+ model_preview->refresh();
+ model_preview->updateStatusMessages();
+ }
+ }
+}
+
+//static
void LLFloaterModelPreview::onUploadJointsCommit(LLUICtrl*,void* userdata)
{
LLFloaterModelPreview *fp =(LLFloaterModelPreview *)userdata;
@@ -573,6 +697,11 @@ void LLFloaterModelPreview::draw()
childSetTextArg("status", "[STATUS]", getString(LLModel::getStatusString(mModelPreview->getLoadState() - LLModelLoader::ERROR_PARSING)));
}
else
+ if ( mModelPreview->getLoadState() == LLModelLoader::ERROR_PARSING )
+ {
+ childSetTextArg("status", "[STATUS]", getString("status_parse_error"));
+ }
+ else
{
childSetTextArg("status", "[STATUS]", getString("status_idle"));
}
@@ -992,7 +1121,7 @@ LLModelLoader::LLModelLoader( std::string filename, S32 lod, LLModelPreview* pre
std::deque<std::string>& jointsFromNodes )
: mJointList( jointMap )
, mJointsFromNode( jointsFromNodes )
-, LLThread("Model Loader"), mFilename(filename), mLod(lod), mPreview(preview), mFirstTransform(TRUE)
+, LLThread("Model Loader"), mFilename(filename), mLod(lod), mPreview(preview), mFirstTransform(TRUE), mNumOfFetchingTextures(0)
{
mJointMap["mPelvis"] = "mPelvis";
mJointMap["mTorso"] = "mTorso";
@@ -1157,11 +1286,7 @@ void stretch_extents(LLModel* model, LLMatrix4& mat, LLVector3& min, LLVector3&
void LLModelLoader::run()
{
- if (!doLoadModel())
- {
- mPreview = NULL;
- }
-
+ doLoadModel();
doOnIdleOneTime(boost::bind(&LLModelLoader::loadModelCallback,this));
}
@@ -1225,6 +1350,23 @@ bool LLModelLoader::doLoadModel()
return false;
}
+ //Verify some basic properties of the dae
+ //1. Basic validity check on controller
+ U32 controllerCount = (int) db->getElementCount( NULL, "controller" );
+ bool result = false;
+ for ( int i=0; i<controllerCount; ++i )
+ {
+ domController* pController = NULL;
+ db->getElement( (daeElement**) &pController, i , NULL, "controller" );
+ result = mPreview->verifyController( pController );
+ if (!result)
+ {
+ setLoadState( ERROR_PARSING );
+ return true;
+ }
+ }
+
+
//get unit scale
mTransform.setIdentity();
@@ -1275,7 +1417,7 @@ bool LLModelLoader::doLoadModel()
if(model->getStatus() != LLModel::NO_ERRORS)
{
setLoadState(ERROR_PARSING + model->getStatus()) ;
- return true ; //abort
+ return false; //abort
}
if (model.notNull() && validate_model(model))
@@ -1634,7 +1776,7 @@ bool LLModelLoader::doLoadModel()
{
if (pos.getCount() <= j+2)
{
- llerrs << "WTF?" << llendl;
+ llerrs << "Invalid position array size." << llendl;
}
LLVector3 v(pos[j], pos[j+1], pos[j+2]);
@@ -1759,11 +1901,19 @@ bool LLModelLoader::doLoadModel()
{
llwarns << "document has no visual_scene" << llendl;
setLoadState( ERROR_PARSING );
- return false;
+ return true;
}
+
setLoadState( DONE );
- processElement(scene);
+ bool badElement = false;
+
+ processElement( scene, badElement );
+
+ if ( badElement )
+ {
+ setLoadState( ERROR_PARSING );
+ }
return true;
}
@@ -2124,7 +2274,8 @@ void LLModelLoader::loadTextures()
iter->second[i].mMaterial[j].mDiffuseMap =
LLViewerTextureManager::getFetchedTextureFromUrl("file://" + iter->second[i].mMaterial[j].mDiffuseMapFilename, TRUE, LLViewerTexture::BOOST_PREVIEW);
iter->second[i].mMaterial[j].mDiffuseMap->setLoadedCallback(LLModelPreview::textureLoadedCallback, 0, TRUE, FALSE, mPreview, NULL, FALSE);
- iter->second[i].mMaterial[j].mDiffuseMap->forceToSaveRawImage();
+ iter->second[i].mMaterial[j].mDiffuseMap->forceToSaveRawImage(0, F32_MAX);
+ mNumOfFetchingTextures++ ;
}
}
}
@@ -2153,6 +2304,90 @@ bool LLModelLoader::isNodeAJoint( domNode* pNode )
return false;
}
+//-----------------------------------------------------------------------------
+// verifyCount
+//-----------------------------------------------------------------------------
+bool LLModelPreview::verifyCount( int expected, int result )
+{
+ if ( expected != result )
+ {
+ llinfos<< "Error: (expected/got)"<<expected<<"/"<<result<<"verts"<<llendl;
+ return false;
+ }
+ return true;
+}
+//-----------------------------------------------------------------------------
+// verifyController
+//-----------------------------------------------------------------------------
+bool LLModelPreview::verifyController( domController* pController )
+{
+
+ bool result = true;
+
+ domSkin* pSkin = pController->getSkin();
+
+ if ( pSkin )
+ {
+ xsAnyURI & uri = pSkin->getSource();
+ domElement* pElement = uri.getElement();
+
+ if ( !pElement )
+ {
+ llinfos<<"Can't resolve skin source"<<llendl;
+ return false;
+ }
+
+ daeString type_str = pElement->getTypeName();
+ if ( stricmp(type_str, "geometry") == 0 )
+ {
+ //Skin is reference directly by geometry and get the vertex count from skin
+ domSkin::domVertex_weights* pVertexWeights = pSkin->getVertex_weights();
+ U32 vertexWeightsCount = pVertexWeights->getCount();
+ domGeometry* pGeometry = (domGeometry*) (domElement*) uri.getElement();
+ domMesh* pMesh = pGeometry->getMesh();
+
+ if ( pMesh )
+ {
+ //Get vertex count from geometry
+ domVertices* pVertices = pMesh->getVertices();
+ if ( !pVertices )
+ {
+ llinfos<<"No vertices!"<<llendl;
+ return false;
+ }
+
+ if ( pVertices )
+ {
+ xsAnyURI src = pVertices->getInput_array()[0]->getSource();
+ domSource* pSource = (domSource*) (domElement*) src.getElement();
+ U32 verticesCount = pSource->getTechnique_common()->getAccessor()->getCount();
+ result = verifyCount( verticesCount, vertexWeightsCount );
+ if ( !result )
+ {
+ return result;
+ }
+ }
+ }
+
+ U32 vcountCount = (U32) pVertexWeights->getVcount()->getValue().getCount();
+ result = verifyCount( vcountCount, vertexWeightsCount );
+ if ( !result )
+ {
+ return result;
+ }
+
+ domInputLocalOffset_Array& inputs = pVertexWeights->getInput_array();
+ U32 sum = 0;
+ for (size_t i=0; i<vcountCount; i++)
+ {
+ sum += pVertexWeights->getVcount()->getValue()[i];
+ }
+ result = verifyCount( sum * inputs.getCount(), (domInt) pVertexWeights->getV()->getValue().getCount() );
+ }
+ }
+
+ return result;
+}
//-----------------------------------------------------------------------------
// extractTranslation()
@@ -2263,7 +2498,7 @@ daeElement* LLModelLoader::getChildFromElement( daeElement* pElement, std::strin
return NULL;
}
-void LLModelLoader::processElement(daeElement* element)
+void LLModelLoader::processElement( daeElement* element, bool& badElement )
{
LLMatrix4 saved_transform = mTransform;
@@ -2296,8 +2531,11 @@ void LLModelLoader::processElement(daeElement* element)
{
domFloat3 dom_value = scale->getValue();
+
+ LLVector3 scale_vector = LLVector3(dom_value[0], dom_value[1], dom_value[2]);
+ scale_vector.abs(); // Set all values positive, since we don't currently support mirrored meshes
LLMatrix4 scaling;
- scaling.initScale(LLVector3(dom_value[0], dom_value[1], dom_value[2]));
+ scaling.initScale(scale_vector);
scaling *= mTransform;
mTransform = scaling;
@@ -2360,6 +2598,12 @@ void LLModelLoader::processElement(daeElement* element)
}
}
}
+ else
+ {
+ llinfos<<"Unable to resolve geometry URL."<<llendl;
+ badElement = true;
+ }
+
}
domInstance_node* instance_node = daeSafeCast<domInstance_node>(element);
@@ -2368,7 +2612,7 @@ void LLModelLoader::processElement(daeElement* element)
daeElement* instance = instance_node->getUrl().getElement();
if (instance)
{
- processElement(instance);
+ processElement(instance,badElement);
}
}
@@ -2376,7 +2620,7 @@ void LLModelLoader::processElement(daeElement* element)
daeTArray< daeSmartRef<daeElement> > children = element->getChildren();
for (S32 i = 0; i < children.getCount(); i++)
{
- processElement(children[i]);
+ processElement(children[i],badElement);
}
domNode* node = daeSafeCast<domNode>(element);
@@ -2660,7 +2904,7 @@ LLModelPreview::~LLModelPreview()
{
if (mModelLoader)
{
- delete mModelLoader;
+ mModelLoader->mPreview = NULL;
mModelLoader = NULL;
}
//*HACK : *TODO : turn this back on when we understand why this crashes
@@ -2675,7 +2919,8 @@ U32 LLModelPreview::calcResourceCost()
if (mFMP && mModelLoader)
{
- if ( getLoadState() < LLModelLoader::ERROR_PARSING )
+ const BOOL confirmed_checkbox = mFMP->getChild<LLCheckBoxCtrl>("confirm_checkbox")->getValue().asBoolean();
+ if ( getLoadState() < LLModelLoader::ERROR_PARSING && confirmed_checkbox )
{
mFMP->childEnable("ok_btn");
}
@@ -2817,7 +3062,8 @@ void LLModelPreview::rebuildUploadData()
F32 max_scale = 0.f;
- if ( mBaseScene.size() > 0 )
+ const BOOL confirmed_checkbox = mFMP->getChild<LLCheckBoxCtrl>("confirm_checkbox")->getValue().asBoolean();
+ if ( mBaseScene.size() > 0 && confirmed_checkbox )
{
mFMP->childEnable("ok_btn");
}
@@ -3221,6 +3467,8 @@ void LLModelPreview::loadModelCallback(S32 lod)
}
mLoading = false;
+ if (mFMP)
+ mFMP->getChild<LLCheckBoxCtrl>("confirm_checkbox")->set(FALSE);
refresh();
mModelLoadedSignal();
@@ -3234,7 +3482,7 @@ void LLModelPreview::resetPreviewTarget()
mPreviewScale = (mModelLoader->mExtents[1] - mModelLoader->mExtents[0]) * 0.5f;
}
- setPreviewTarget(mPreviewScale.magVec()*2.f);
+ setPreviewTarget(mPreviewScale.magVec()*10.f);
}
void LLModelPreview::generateNormals()
@@ -3752,7 +4000,35 @@ void LLModelPreview::updateStatusMessages()
mMaxTriangleLimit = total_tris[LLModel::LOD_HIGH];
}
+ bool has_degenerate = false;
+
+ {//check for degenerate triangles in physics mesh
+ U32 lod = LLModel::LOD_PHYSICS;
+ const LLVector4a scale(0.5f);
+ for (U32 i = 0; i < mModel[lod].size() && !has_degenerate; ++i)
+ { //for each model in the lod
+ if (mModel[lod][i]->mPhysics.mHull.empty())
+ { //no decomp exists
+ S32 cur_submeshes = mModel[lod][i]->getNumVolumeFaces();
+ for (S32 j = 0; j < cur_submeshes && !has_degenerate; ++j)
+ { //for each submesh (face), add triangles and vertices to current total
+ const LLVolumeFace& face = mModel[lod][i]->getVolumeFace(j);
+ for (S32 k = 0; k < face.mNumIndices && !has_degenerate; )
+ {
+ LLVector4a v1; v1.setMul(face.mPositions[face.mIndices[k++]], scale);
+ LLVector4a v2; v2.setMul(face.mPositions[face.mIndices[k++]], scale);
+ LLVector4a v3; v3.setMul(face.mPositions[face.mIndices[k++]], scale);
+ if (ll_is_degenerate(v1,v2,v3))
+ {
+ has_degenerate = true;
+ }
+ }
+ }
+ }
+ }
+ }
+
mFMP->childSetTextArg("submeshes_info", "[SUBMESHES]", llformat("%d", total_submeshes[LLModel::LOD_HIGH]));
std::string mesh_status_na = mFMP->getString("mesh_status_na");
@@ -3853,7 +4129,10 @@ void LLModelPreview::updateStatusMessages()
for (U32 j = 0; upload_ok && j < mdl->mPhysics.mHull.size(); ++j)
{
- upload_ok = upload_ok && mdl->mPhysics.mHull[i].size() <= 256;
+ if (mdl->mPhysics.mHull[j].size() > 256)
+ {
+ upload_ok = false;
+ }
}
}
@@ -3876,7 +4155,16 @@ void LLModelPreview::updateStatusMessages()
}
}
- if ( upload_ok && !errorStateFromLoader && skinAndRigOk )
+ if(upload_ok && mModelLoader)
+ {
+ if(!mModelLoader->areTexturesReady() && mFMP->childGetValue("upload_textures").asBoolean())
+ {
+ upload_ok = false ;
+ }
+ }
+
+ const BOOL confirmed_checkbox = mFMP->getChild<LLCheckBoxCtrl>("confirm_checkbox")->getValue().asBoolean();
+ if ( upload_ok && !errorStateFromLoader && skinAndRigOk && !has_degenerate && confirmed_checkbox)
{
mFMP->childEnable("ok_btn");
}
@@ -4238,11 +4526,7 @@ void LLModelPreview::genBuffers(S32 lod, bool include_skin_weights)
const LLModel::weight_list& weight_list = base_mdl->getJointInfluences(pos);
LLVector4 w(0,0,0,0);
- if (weight_list.size() > 4)
- {
- llerrs << "WTF?" << llendl;
- }
-
+
for (U32 i = 0; i < weight_list.size(); ++i)
{
F32 wght = llmin(weight_list[i].mWeight, 0.999999f);
@@ -4455,7 +4739,7 @@ BOOL LLModelPreview::render()
LLVector3 target_pos = mPreviewTarget+offset;
F32 z_near = 0.001f;
- F32 z_far = mCameraDistance+mPreviewScale.magVec()+mCameraOffset.magVec();
+ F32 z_far = mCameraDistance*10.0f+mPreviewScale.magVec()+mCameraOffset.magVec();
if (skin_weight)
{
@@ -4605,39 +4889,43 @@ BOOL LLModelPreview::render()
LLModel::Decomposition& physics = model->mPhysics;
- if (physics.mMesh.empty())
- { //build vertex buffer for physics mesh
- gMeshRepo.buildPhysicsMesh(physics);
- }
-
- if (!physics.mMesh.empty())
- { //render hull instead of mesh
+ if (!physics.mHull.empty())
+ {
render_mesh = false;
- for (U32 i = 0; i < physics.mMesh.size(); ++i)
- {
- if (explode > 0.f)
+
+ if (physics.mMesh.empty())
+ { //build vertex buffer for physics mesh
+ gMeshRepo.buildPhysicsMesh(physics);
+ }
+
+ if (!physics.mMesh.empty())
+ { //render hull instead of mesh
+ for (U32 i = 0; i < physics.mMesh.size(); ++i)
{
- gGL.pushMatrix();
+ if (explode > 0.f)
+ {
+ gGL.pushMatrix();
- LLVector3 offset = model->mHullCenter[i]-model->mCenterOfHullCenters;
- offset *= explode;
+ LLVector3 offset = model->mHullCenter[i]-model->mCenterOfHullCenters;
+ offset *= explode;
- gGL.translatef(offset.mV[0], offset.mV[1], offset.mV[2]);
- }
+ gGL.translatef(offset.mV[0], offset.mV[1], offset.mV[2]);
+ }
- static std::vector<LLColor4U> hull_colors;
+ static std::vector<LLColor4U> hull_colors;
- if (i+1 >= hull_colors.size())
- {
- hull_colors.push_back(LLColor4U(rand()%128+127, rand()%128+127, rand()%128+127, 255));
- }
+ if (i+1 >= hull_colors.size())
+ {
+ hull_colors.push_back(LLColor4U(rand()%128+127, rand()%128+127, rand()%128+127, 255));
+ }
- glColor4ubv(hull_colors[i].mV);
- LLVertexBuffer::drawArrays(LLRender::TRIANGLES, physics.mMesh[i].mPositions, physics.mMesh[i].mNormals);
+ glColor4ubv(hull_colors[i].mV);
+ LLVertexBuffer::drawArrays(LLRender::TRIANGLES, physics.mMesh[i].mPositions, physics.mMesh[i].mNormals);
- if (explode > 0.f)
- {
- gGL.popMatrix();
+ if (explode > 0.f)
+ {
+ gGL.popMatrix();
+ }
}
}
}
@@ -4663,9 +4951,10 @@ BOOL LLModelPreview::render()
glColor3f(1.f, 1.f, 0.f);
- glLineWidth(3.f);
+ glLineWidth(2.f);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
buffer->drawRange(LLRender::TRIANGLES, 0, buffer->getNumVerts()-1, buffer->getNumIndices(), 0);
+
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glLineWidth(1.f);
}
@@ -4674,6 +4963,80 @@ BOOL LLModelPreview::render()
gGL.popMatrix();
}
+ glLineWidth(3.f);
+ glPointSize(8.f);
+ gPipeline.enableLightsFullbright(LLColor4::white);
+ //show degenerate triangles
+ LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
+ LLGLDisable cull(GL_CULL_FACE);
+ glColor4f(1.f,0.f,0.f,1.f);
+ const LLVector4a scale(0.5f);
+
+ for (LLMeshUploadThread::instance_list::iterator iter = mUploadData.begin(); iter != mUploadData.end(); ++iter)
+ {
+ LLModelInstance& instance = *iter;
+
+ LLModel* model = instance.mLOD[LLModel::LOD_PHYSICS];
+
+ if (!model)
+ {
+ continue;
+ }
+
+ gGL.pushMatrix();
+ LLMatrix4 mat = instance.mTransform;
+
+ glMultMatrixf((GLfloat*) mat.mMatrix);
+
+
+ LLPhysicsDecomp* decomp = gMeshRepo.mDecompThread;
+ if (decomp)
+ {
+ LLMutexLock(decomp->mMutex);
+
+ LLModel::Decomposition& physics = model->mPhysics;
+
+ if (physics.mHull.empty())
+ {
+ if (mVertexBuffer[LLModel::LOD_PHYSICS].empty())
+ {
+ genBuffers(LLModel::LOD_PHYSICS, false);
+ }
+
+ for (U32 i = 0; i < mVertexBuffer[LLModel::LOD_PHYSICS][model].size(); ++i)
+ {
+ LLVertexBuffer* buffer = mVertexBuffer[LLModel::LOD_PHYSICS][model][i];
+
+ buffer->setBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0);
+
+ LLStrider<LLVector3> pos_strider;
+ buffer->getVertexStrider(pos_strider, 0);
+ LLVector4a* pos = (LLVector4a*) pos_strider.get();
+
+ LLStrider<U16> idx;
+ buffer->getIndexStrider(idx, 0);
+
+ for (U32 i = 0; i < buffer->getNumIndices(); i += 3)
+ {
+ LLVector4a v1; v1.setMul(pos[*idx++], scale);
+ LLVector4a v2; v2.setMul(pos[*idx++], scale);
+ LLVector4a v3; v3.setMul(pos[*idx++], scale);
+
+ if (ll_is_degenerate(v1,v2,v3))
+ {
+ buffer->draw(LLRender::LINE_LOOP, 3, i);
+ buffer->draw(LLRender::POINTS, 3, i);
+ }
+ }
+ }
+ }
+ }
+
+ gGL.popMatrix();
+ }
+ glLineWidth(1.f);
+ glPointSize(1.f);
+ gPipeline.enableLightsPreview();
gGL.setSceneBlendType(LLRender::BT_ALPHA);
}
}
@@ -4938,6 +5301,14 @@ void LLModelPreview::textureLoadedCallback( BOOL success, LLViewerFetchedTexture
{
LLModelPreview* preview = (LLModelPreview*) userdata;
preview->refresh();
+
+ if(final && preview->mModelLoader)
+ {
+ if(preview->mModelLoader->mNumOfFetchingTextures > 0)
+ {
+ preview->mModelLoader->mNumOfFetchingTextures-- ;
+ }
+ }
}
void LLModelPreview::onLODParamCommit(bool enforce_tri_limit)
@@ -4959,35 +5330,7 @@ LLFloaterModelPreview::DecompRequest::DecompRequest(const std::string& stage, LL
mParams = sInstance->mDecompParams;
//copy out positions and indices
- if (mdl)
- {
- U16 index_offset = 0;
-
- mPositions.clear();
- mIndices.clear();
-
- //queue up vertex positions and indices
- for (S32 i = 0; i < mdl->getNumVolumeFaces(); ++i)
- {
- const LLVolumeFace& face = mdl->getVolumeFace(i);
- if (mPositions.size() + face.mNumVertices > 65535)
- {
- continue;
- }
-
- for (U32 j = 0; j < face.mNumVertices; ++j)
- {
- mPositions.push_back(LLVector3(face.mPositions[j].getF32ptr()));
- }
-
- for (U32 j = 0; j < face.mNumIndices; ++j)
- {
- mIndices.push_back(face.mIndices[j]+index_offset);
- }
-
- index_offset += face.mNumVertices;
- }
- }
+ assignData(mdl) ;
}
void LLFloaterModelPreview::setStatusMessage(const std::string& msg)
diff --git a/indra/newview/llfloatermodelpreview.h b/indra/newview/llfloatermodelpreview.h
index f6d4a08d1f..d4f6b4d293 100644
--- a/indra/newview/llfloatermodelpreview.h
+++ b/indra/newview/llfloatermodelpreview.h
@@ -50,6 +50,7 @@ class domProfile_COMMON;
class domInstance_geometry;
class domNode;
class domTranslate;
+class domController;
class LLMenuButton;
class LLToggleableMenu;
@@ -107,7 +108,7 @@ public:
void loadModelCallback();
void loadTextures() ; //called in the main thread.
- void processElement(daeElement* element);
+ void processElement(daeElement* element, bool& badElement);
std::vector<LLImportMaterial> getMaterials(LLModel* model, domInstance_geometry* instance_geo);
LLImportMaterial profileToMaterial(domProfile_COMMON* material);
std::string getElementLabel(daeElement *element);
@@ -131,6 +132,9 @@ public:
JointTransformMap& mJointList;
std::deque<std::string>& mJointsFromNode;
+ S32 mNumOfFetchingTextures ; //updated in the main thread
+ bool areTexturesReady() { return !mNumOfFetchingTextures; } //called in the main thread.
+
private:
static std::list<LLModelLoader*> sActiveLoaderList;
static bool isAlive(LLModelLoader* loader) ;
@@ -199,6 +203,8 @@ protected:
static void onUploadJointsCommit(LLUICtrl*,void*);
static void onUploadSkinCommit(LLUICtrl*,void*);
+ static void onPhysicsLoadRadioCommit(LLUICtrl*,void *data);
+
static void onPreviewLODCommit(LLUICtrl*,void*);
static void onGenerateNormalsCommit(LLUICtrl*,void*);
@@ -309,9 +315,6 @@ public:
void setHasPivot( bool val ) { mHasPivot = val; }
void setModelPivot( const LLVector3& pivot ) { mModelPivot = pivot; }
- //Sets the current avatars joints to new positions
- //Makes in world go to shit, however
- void changeAvatarsJointPositions( LLModel* pModel );
//Determines the viability of an asset to be used as an avatar rig (w or w/o joint upload caps)
void critiqueRigForUploadApplicability( const std::vector<std::string> &jointListFromAsset );
void critiqueJointToNodeMappingFromScene( void );
@@ -325,6 +328,8 @@ public:
//Accessors for the legacy rigs
const bool isLegacyRigValid( void ) const { return mLegacyRigValid; }
void setLegacyRigValid( bool rigValid ) { mLegacyRigValid = rigValid; }
+ //Verify that a controller matches vertex counts
+ bool verifyController( domController* pController );
static void textureLoadedCallback( BOOL success, LLViewerFetchedTexture *src_vi, LLImageRaw* src, LLImageRaw* src_aux, S32 discard_level, BOOL final, void* userdata );
@@ -341,7 +346,12 @@ public:
LLVector3 getTranslationForJointOffset( std::string joint );
+private:
+ //Utility function for controller vertex compare
+ bool verifyCount( int expected, int result );
+ //Creates the dummy avatar for the preview window
void createPreviewAvatar( void );
+ //Accessor for the dummy avatar
LLVOAvatar* getPreviewAvatar( void ) { return mPreviewAvatar; }
protected:
diff --git a/indra/newview/llfloatermodelwizard.cpp b/indra/newview/llfloatermodelwizard.cpp
index faf81dbc5c..707c8288df 100644
--- a/indra/newview/llfloatermodelwizard.cpp
+++ b/indra/newview/llfloatermodelwizard.cpp
@@ -422,8 +422,11 @@ void LLFloaterModelWizard::executePhysicsStage(std::string stage_name)
{
LLModel* mdl = sInstance->mModelPreview->mModel[LLModel::LOD_PHYSICS][i];
DecompRequest* request = new DecompRequest(stage_name, mdl);
- sInstance->mCurRequest.insert(request);
- gMeshRepo.mDecompThread->submitRequest(request);
+ if(request->isValid())
+ {
+ sInstance->mCurRequest.insert(request);
+ gMeshRepo.mDecompThread->submitRequest(request);
+ }
}
}
}
@@ -438,35 +441,7 @@ LLFloaterModelWizard::DecompRequest::DecompRequest(const std::string& stage, LLM
mParams = sInstance->mDecompParams;
//copy out positions and indices
- if (mdl)
- {
- U16 index_offset = 0;
-
- mPositions.clear();
- mIndices.clear();
-
- //queue up vertex positions and indices
- for (S32 i = 0; i < mdl->getNumVolumeFaces(); ++i)
- {
- const LLVolumeFace& face = mdl->getVolumeFace(i);
- if (mPositions.size() + face.mNumVertices > 65535)
- {
- continue;
- }
-
- for (U32 j = 0; j < face.mNumVertices; ++j)
- {
- mPositions.push_back(LLVector3(face.mPositions[j].getF32ptr()));
- }
-
- for (U32 j = 0; j < face.mNumIndices; ++j)
- {
- mIndices.push_back(face.mIndices[j]+index_offset);
- }
-
- index_offset += face.mNumVertices;
- }
- }
+ assignData(mdl) ;
}
diff --git a/indra/newview/llfloaterregioninfo.cpp b/indra/newview/llfloaterregioninfo.cpp
index 232b8e9096..6b3e3088d5 100644
--- a/indra/newview/llfloaterregioninfo.cpp
+++ b/indra/newview/llfloaterregioninfo.cpp
@@ -82,6 +82,7 @@
#include "llvlcomposition.h"
#include "lltrans.h"
#include "llagentui.h"
+#include "llmeshrepository.h"
const S32 TERRAIN_TEXTURE_COUNT = 4;
const S32 CORNER_COUNT = 4;
@@ -590,10 +591,7 @@ bool LLPanelRegionGeneralInfo::refreshFromRegion(LLViewerRegion* region)
getChildView("im_btn")->setEnabled(allow_modify);
getChildView("manage_telehub_btn")->setEnabled(allow_modify);
- const bool enable_mesh = gSavedSettings.getBOOL("MeshEnabled") &&
- gAgent.getRegion() &&
- !gAgent.getRegion()->getCapability("GetMesh").empty() &&
- !gAgent.getRegion()->getCapability("ObjectAdd").empty();
+ const bool enable_mesh = gMeshRepo.meshRezEnabled();
getChildView("mesh_rez_enabled_check")->setVisible(enable_mesh);
getChildView("mesh_rez_enabled_check")->setEnabled(getChildView("mesh_rez_enabled_check")->getEnabled() && enable_mesh);
// Data gets filled in by processRegionInfo
diff --git a/indra/newview/llfloatertools.cpp b/indra/newview/llfloatertools.cpp
index edcb96314b..0d798afdcc 100644
--- a/indra/newview/llfloatertools.cpp
+++ b/indra/newview/llfloatertools.cpp
@@ -86,6 +86,7 @@
#include "llvovolume.h"
#include "lluictrlfactory.h"
#include "llaccountingquotamanager.h"
+#include "llmeshrepository.h"
// Globals
LLFloaterTools *gFloaterTools = NULL;
@@ -423,7 +424,8 @@ void LLFloaterTools::refresh()
// Refresh object and prim count labels
LLLocale locale(LLLocale::USER_LOCALE);
- if ((gAgent.getRegion() && (gAgent.getRegion()->getCapability("GetMesh").empty() || gAgent.getRegion()->getCapability("ObjectAdd").empty())) || !gSavedSettings.getBOOL("MeshEnabled"))
+#if 0
+ if (gMeshRepo.meshRezEnabled())
{
std::string obj_count_string;
LLResMgr::getInstance()->getIntegerString(obj_count_string, LLSelectMgr::getInstance()->getSelection()->getRootObjectCount());
@@ -447,6 +449,7 @@ void LLFloaterTools::refresh()
getChildView("RenderingCost")->setEnabled(have_selection && sShowObjectCost);
}
else
+#endif
{
// Get the number of objects selected
std::string root_object_count_string;
@@ -788,10 +791,7 @@ void LLFloaterTools::updatePopup(LLCoordGL center, MASK mask)
getChildView("Strength:")->setVisible( land_visible);
}
- bool show_mesh_cost = gAgent.getRegion() &&
- !gAgent.getRegion()->getCapability("GetMesh").empty() &&
- gSavedSettings.getBOOL("MeshEnabled") &&
- !gAgent.getRegion()->getCapability("ObjectAdd").empty();
+ bool show_mesh_cost = gMeshRepo.meshRezEnabled();
getChildView("obj_count")->setVisible( !land_visible && !show_mesh_cost);
getChildView("prim_count")->setVisible( !land_visible && !show_mesh_cost);
diff --git a/indra/newview/llinventorymodel.cpp b/indra/newview/llinventorymodel.cpp
index b5180854ef..318beafe65 100644
--- a/indra/newview/llinventorymodel.cpp
+++ b/indra/newview/llinventorymodel.cpp
@@ -632,10 +632,12 @@ U32 LLInventoryModel::updateItem(const LLViewerInventoryItem* item)
}
// We're hiding mesh types
+#if 0
if (item->getType() == LLAssetType::AT_MESH)
{
return mask;
}
+#endif
LLViewerInventoryItem* old_item = getItem(item->getUUID());
LLPointer<LLViewerInventoryItem> new_item;
diff --git a/indra/newview/llmanipscale.cpp b/indra/newview/llmanipscale.cpp
index 673f28e01f..4eb94dfb8e 100644
--- a/indra/newview/llmanipscale.cpp
+++ b/indra/newview/llmanipscale.cpp
@@ -58,6 +58,7 @@
#include "llworld.h"
#include "v2math.h"
#include "llvoavatar.h"
+#include "llmeshrepository.h"
const F32 MAX_MANIP_SELECT_DISTANCE_SQUARED = 11.f * 11.f;
@@ -90,10 +91,7 @@ F32 get_default_max_prim_scale(bool is_flora)
{
// a bit of a hack, but if it's foilage, we don't want to use the
// new larger scale which would result in giant trees and grass
- if (gSavedSettings.getBOOL("MeshEnabled") &&
- gAgent.getRegion() &&
- !gAgent.getRegion()->getCapability("GetMesh").empty() &&
- !gAgent.getRegion()->getCapability("ObjectAdd").empty() &&
+ if (gMeshRepo.meshRezEnabled() &&
!is_flora)
{
return DEFAULT_MAX_PRIM_SCALE;
diff --git a/indra/newview/llmeshrepository.cpp b/indra/newview/llmeshrepository.cpp
index 55145c6ad7..6e0722bcf9 100644..100755
--- a/indra/newview/llmeshrepository.cpp
+++ b/indra/newview/llmeshrepository.cpp
@@ -61,6 +61,9 @@
#include "pipeline.h"
#include "llinventorymodel.h"
#include "llfoldertype.h"
+#include "llviewerparcelmgr.h"
+
+#include "boost/lexical_cast.hpp"
#ifndef LL_WINDOWS
#include "netdb.h"
@@ -85,7 +88,14 @@ U32 LLMeshRepository::sPeakKbps = 0;
const U32 MAX_TEXTURE_UPLOAD_RETRIES = 5;
-void dumpLLSDToFile(const LLSD& content, std::string filename);
+static S32 dump_num = 0;
+std::string make_dump_name(std::string prefix, S32 num)
+{
+ return prefix + boost::lexical_cast<std::string>(num) + std::string(".xml");
+
+}
+void dump_llsd_to_file(const LLSD& content, std::string filename);
+LLSD llsd_from_file(std::string filename);
std::string header_lod[] =
{
@@ -459,6 +469,55 @@ public:
};
+void log_upload_error(S32 status, const LLSD& content, std::string stage, std::string model_name)
+{
+ // Add notification popup.
+ LLSD args;
+ std::string message = content["error"]["message"];
+ std::string identifier = content["error"]["identifier"];
+ args["MESSAGE"] = message;
+ args["IDENTIFIER"] = identifier;
+ args["LABEL"] = model_name;
+ gMeshRepo.uploadError(args);
+
+ // Log details.
+ llwarns << "stage: " << stage << " http status: " << status << llendl;
+ if (content.has("error"))
+ {
+ const LLSD& err = content["error"];
+ llwarns << "err: " << err << llendl;
+ llwarns << "mesh upload failed, stage '" << stage
+ << "' error '" << err["error"].asString()
+ << "', message '" << err["message"].asString()
+ << "', id '" << err["identifier"].asString()
+ << "'" << llendl;
+ if (err.has("errors"))
+ {
+ S32 error_num = 0;
+ const LLSD& err_list = err["errors"];
+ for (LLSD::array_const_iterator it = err_list.beginArray();
+ it != err_list.endArray();
+ ++it)
+ {
+ const LLSD& err_entry = *it;
+ llwarns << "error[" << error_num << "]:" << llendl;
+ for (LLSD::map_const_iterator map_it = err_entry.beginMap();
+ map_it != err_entry.endMap();
+ ++map_it)
+ {
+ llwarns << "\t" << map_it->first << ": "
+ << map_it->second << llendl;
+ }
+ error_num++;
+ }
+ }
+ }
+ else
+ {
+ llwarns << "bad mesh, no error information available" << llendl;
+ }
+}
+
class LLModelObjectUploadResponder: public LLCurl::Responder
{
LLSD mObjectAsset;
@@ -486,40 +545,82 @@ public:
class LLWholeModelFeeResponder: public LLCurl::Responder
{
LLMeshUploadThread* mThread;
+ LLSD mModelData;
public:
- LLWholeModelFeeResponder(LLMeshUploadThread* thread):
- mThread(thread)
+ LLWholeModelFeeResponder(LLMeshUploadThread* thread, LLSD& model_data):
+ mThread(thread),
+ mModelData(model_data)
{
}
virtual void completed(U32 status,
const std::string& reason,
const LLSD& content)
{
- //assert_main_thread();
+ LLSD cc = content;
+ if (gSavedSettings.getS32("MeshUploadFakeErrors")&1)
+ {
+ cc = llsd_from_file("fake_upload_error.xml");
+ }
+
llinfos << "completed" << llendl;
mThread->mPendingUploads--;
- dumpLLSDToFile(content,"whole_model_response.xml");
-
- mThread->mWholeModelUploadURL = content["uploader"].asString();
+ dump_llsd_to_file(cc,make_dump_name("whole_model_fee_response_",dump_num));
+ if (isGoodStatus(status) &&
+ cc["state"].asString() == "upload")
+ {
+ llinfos << "fee request succeeded" << llendl;
+ mThread->mWholeModelUploadURL = cc["uploader"].asString();
+ }
+ else
+ {
+ llwarns << "fee request failed" << llendl;
+ log_upload_error(status,cc,"fee",mModelData["name"]);
+ mThread->mWholeModelUploadURL = "";
+ }
}
+
};
class LLWholeModelUploadResponder: public LLCurl::Responder
{
LLMeshUploadThread* mThread;
+ LLSD mModelData;
+
public:
- LLWholeModelUploadResponder(LLMeshUploadThread* thread):
- mThread(thread)
+ LLWholeModelUploadResponder(LLMeshUploadThread* thread, LLSD& model_data):
+ mThread(thread),
+ mModelData(model_data)
{
}
virtual void completed(U32 status,
const std::string& reason,
const LLSD& content)
{
+ LLSD cc = content;
+ if (gSavedSettings.getS32("MeshUploadFakeErrors")&2)
+ {
+ cc = llsd_from_file("fake_upload_error.xml");
+ }
+
//assert_main_thread();
- llinfos << "upload completed" << llendl;
mThread->mPendingUploads--;
- dumpLLSDToFile(content,"whole_model_upload_response.xml");
+ dump_llsd_to_file(cc,make_dump_name("whole_model_upload_response_",dump_num));
+ llinfos << "LLWholeModelUploadResponder content: " << cc << llendl;
+ // requested "mesh" asset type isn't actually the type
+ // of the resultant object, fix it up here.
+ if (isGoodStatus(status) &&
+ cc["state"].asString() == "complete")
+ {
+ llinfos << "upload succeeded" << llendl;
+ mModelData["asset_type"] = "object";
+ gMeshRepo.updateInventory(LLMeshRepository::inventory_data(mModelData,cc));
+ }
+ else
+ {
+ llwarns << "upload failed" << llendl;
+ std::string model_name = mModelData["name"].asString();
+ log_upload_error(status,cc,"upload",model_name);
+ }
}
};
@@ -694,10 +795,7 @@ void LLMeshRepoThread::loadMeshLOD(const LLVolumeParams& mesh_params, S32 lod)
if (pending != mPendingLOD.end())
{ //append this lod request to existing header request
pending->second.push_back(lod);
- if (pending->second.size() > 4)
- {
- llerrs << "WTF?" << llendl;
- }
+ llassert(pending->second.size() <= LLModel::NUM_LODS)
}
else
{ //if no header request is pending, fetch header
@@ -817,8 +915,8 @@ bool LLMeshRepoThread::fetchMeshDecomposition(const LLUUID& mesh_id)
if (header_size > 0)
{
- S32 offset = header_size + mMeshHeader[mesh_id]["decomposition"]["offset"].asInteger();
- S32 size = mMeshHeader[mesh_id]["decomposition"]["size"].asInteger();
+ S32 offset = header_size + mMeshHeader[mesh_id]["physics_convex"]["offset"].asInteger();
+ S32 size = mMeshHeader[mesh_id]["physics_convex"]["size"].asInteger();
mHeaderMutex->unlock();
@@ -889,8 +987,8 @@ bool LLMeshRepoThread::fetchMeshPhysicsShape(const LLUUID& mesh_id)
if (header_size > 0)
{
- S32 offset = header_size + mMeshHeader[mesh_id]["physics_shape"]["offset"].asInteger();
- S32 size = mMeshHeader[mesh_id]["physics_shape"]["size"].asInteger();
+ S32 offset = header_size + mMeshHeader[mesh_id]["physics_mesh"]["offset"].asInteger();
+ S32 size = mMeshHeader[mesh_id]["physics_mesh"]["size"].asInteger();
mHeaderMutex->unlock();
@@ -1282,8 +1380,6 @@ LLMeshUploadThread::LLMeshUploadThread(LLMeshUploadThread::instance_list& data,
mOrigin = gAgent.getPositionAgent();
mHost = gAgent.getRegionHost();
- mUploadObjectAssetCapability = gAgent.getRegion()->getCapability("UploadObjectAsset");
- mNewInventoryCapability = gAgent.getRegion()->getCapability("NewFileAgentInventoryVariablePrice");
mWholeModelFeeCapability = gAgent.getRegion()->getCapability("NewFileAgentInventory");
mOrigin += gAgent.getAtAxis() * scale.magVec();
@@ -1303,35 +1399,7 @@ LLMeshUploadThread::DecompRequest::DecompRequest(LLModel* mdl, LLModel* base_mod
mThread = thread;
//copy out positions and indices
- if (mdl)
- {
- U16 index_offset = 0;
-
- mPositions.clear();
- mIndices.clear();
-
- //queue up vertex positions and indices
- for (S32 i = 0; i < mdl->getNumVolumeFaces(); ++i)
- {
- const LLVolumeFace& face = mdl->getVolumeFace(i);
- if (mPositions.size() + face.mNumVertices > 65535)
- {
- continue;
- }
-
- for (U32 j = 0; j < face.mNumVertices; ++j)
- {
- mPositions.push_back(LLVector3(face.mPositions[j].getF32ptr()));
- }
-
- for (U32 j = 0; j < face.mNumIndices; ++j)
- {
- mIndices.push_back(face.mIndices[j]+index_offset);
- }
-
- index_offset += face.mNumVertices;
- }
- }
+ assignData(mdl) ;
mThread->mFinalDecomp = this;
mThread->mPhysicsComplete = false;
@@ -1344,11 +1412,8 @@ void LLMeshUploadThread::DecompRequest::completed()
mThread->mPhysicsComplete = true;
}
- if (mHull.size() != 1)
- {
- llerrs << "WTF?" << llendl;
- }
-
+ llassert(mHull.size() == 1);
+
mThread->mHullMap[mBaseModel] = mHull[0];
}
@@ -1376,148 +1441,199 @@ BOOL LLMeshUploadThread::isDiscarded()
void LLMeshUploadThread::run()
{
- if (gSavedSettings.getBOOL("MeshUseWholeModelUpload"))
- {
- doWholeModelUpload();
- }
- else
+ doWholeModelUpload();
+}
+
+void dump_llsd_to_file(const LLSD& content, std::string filename)
+{
+ if (gSavedSettings.getBOOL("MeshUploadLogXML"))
{
- doIterativeUpload();
+ std::ofstream of(filename.c_str());
+ LLSDSerialize::toPrettyXML(content,of);
}
}
-#if 1
-void dumpLLSDToFile(const LLSD& content, std::string filename)
+LLSD llsd_from_file(std::string filename)
{
- std::ofstream of(filename.c_str());
- LLSDSerialize::toPrettyXML(content,of);
+ std::ifstream ifs(filename.c_str());
+ LLSD result;
+ LLSDSerialize::fromXML(result,ifs);
+ return result;
}
-#endif
void LLMeshUploadThread::wholeModelToLLSD(LLSD& dest, bool include_textures)
{
- // TODO where do textures go?
-
LLSD result;
LLSD res;
result["folder_id"] = gInventory.findCategoryUUIDForType(LLFolderType::FT_OBJECT);
result["asset_type"] = "mesh";
result["inventory_type"] = "object";
- result["name"] = "your name here";
+ result["name"] = "mesh model";
result["description"] = "your description here";
- // TODO "optional" fields from the spec
-
res["mesh_list"] = LLSD::emptyArray();
-// TODO Textures
- //res["texture_list"] = LLSD::emptyArray();
+ res["texture_list"] = LLSD::emptyArray();
+ res["instance_list"] = LLSD::emptyArray();
S32 mesh_num = 0;
S32 texture_num = 0;
std::set<LLViewerTexture* > textures;
+ std::map<LLViewerTexture*,S32> texture_index;
+
+ std::map<LLModel*,S32> mesh_index;
+ S32 instance_num = 0;
+
for (instance_map::iterator iter = mInstance.begin(); iter != mInstance.end(); ++iter)
{
LLMeshUploadData data;
data.mBaseModel = iter->first;
-
- LLModelInstance& instance = *(iter->second.begin());
-
+ LLModelInstance& first_instance = *(iter->second.begin());
for (S32 i = 0; i < 5; i++)
{
- data.mModel[i] = instance.mLOD[i];
+ data.mModel[i] = first_instance.mLOD[i];
}
- std::stringstream ostr;
-
- LLModel::Decomposition& decomp =
- data.mModel[LLModel::LOD_PHYSICS].notNull() ?
- data.mModel[LLModel::LOD_PHYSICS]->mPhysics :
- data.mBaseModel->mPhysics;
-
- decomp.mBaseHull = mHullMap[data.mBaseModel];
-
- LLSD mesh_header = LLModel::writeModel(
- ostr,
- data.mModel[LLModel::LOD_PHYSICS],
- data.mModel[LLModel::LOD_HIGH],
- data.mModel[LLModel::LOD_MEDIUM],
- data.mModel[LLModel::LOD_LOW],
- data.mModel[LLModel::LOD_IMPOSTOR],
- decomp,
- mUploadSkin,
- mUploadJoints);
-
- data.mAssetData = ostr.str();
+ if (mesh_index.find(data.mBaseModel) == mesh_index.end())
+ {
+ // Have not seen this model before - create a new mesh_list entry for it.
+ std::string model_name = data.mBaseModel->getName();
+ if (!model_name.empty())
+ {
+ result["name"] = model_name;
+ }
- LLSD mesh_entry;
+ std::stringstream ostr;
+
+ LLModel::Decomposition& decomp =
+ data.mModel[LLModel::LOD_PHYSICS].notNull() ?
+ data.mModel[LLModel::LOD_PHYSICS]->mPhysics :
+ data.mBaseModel->mPhysics;
- LLVector3 pos, scale;
- LLQuaternion rot;
- LLMatrix4 transformation = instance.mTransform;
- decomposeMeshMatrix(transformation,pos,rot,scale);
+ decomp.mBaseHull = mHullMap[data.mBaseModel];
-#if 0
- mesh_entry["childpos"] = ll_sd_from_vector3(pos);
- mesh_entry["childrot"] = ll_sd_from_quaternion(rot);
- mesh_entry["scale"] = ll_sd_from_vector3(scale);
-#endif
- mesh_entry["position"] = ll_sd_from_vector3(LLVector3());
- mesh_entry["rotation"] = ll_sd_from_quaternion(rot);
- mesh_entry["scale"] = ll_sd_from_vector3(scale);
+ LLSD mesh_header = LLModel::writeModel(
+ ostr,
+ data.mModel[LLModel::LOD_PHYSICS],
+ data.mModel[LLModel::LOD_HIGH],
+ data.mModel[LLModel::LOD_MEDIUM],
+ data.mModel[LLModel::LOD_LOW],
+ data.mModel[LLModel::LOD_IMPOSTOR],
+ decomp,
+ mUploadSkin,
+ mUploadJoints);
- // TODO should be binary.
- std::string str = ostr.str();
- mesh_entry["mesh_data"] = LLSD::Binary(str.begin(),str.end());
+ data.mAssetData = ostr.str();
+ std::string str = ostr.str();
- res["mesh_list"][mesh_num] = mesh_entry;
+ res["mesh_list"][mesh_num] = LLSD::Binary(str.begin(),str.end());
+ mesh_index[data.mBaseModel] = mesh_num;
+ mesh_num++;
+ }
- // TODO how do textures in the list map to textures in the meshes?
- if (mUploadTextures)
+ // For all instances that use this model
+ for (instance_list::iterator instance_iter = iter->second.begin();
+ instance_iter != iter->second.end();
+ ++instance_iter)
{
- for (std::vector<LLImportMaterial>::iterator material_iter = instance.mMaterial.begin();
- material_iter != instance.mMaterial.end(); ++material_iter)
- {
- if (textures.find(material_iter->mDiffuseMap.get()) == textures.end())
+ LLModelInstance& instance = *instance_iter;
+
+ LLSD instance_entry;
+
+ for (S32 i = 0; i < 5; i++)
+ {
+ data.mModel[i] = instance.mLOD[i];
+ }
+
+ LLVector3 pos, scale;
+ LLQuaternion rot;
+ LLMatrix4 transformation = instance.mTransform;
+ decomposeMeshMatrix(transformation,pos,rot,scale);
+ instance_entry["position"] = ll_sd_from_vector3(pos);
+ instance_entry["rotation"] = ll_sd_from_quaternion(rot);
+ instance_entry["scale"] = ll_sd_from_vector3(scale);
+
+ instance_entry["material"] = LL_MCODE_WOOD;
+ LLPermissions perm;
+ perm.setOwnerAndGroup(gAgent.getID(), gAgent.getID(), LLUUID::null, false);
+ perm.setCreator(gAgent.getID());
+
+ perm.initMasks(PERM_ITEM_UNRESTRICTED | PERM_MOVE, //base
+ PERM_ITEM_UNRESTRICTED | PERM_MOVE, //owner
+ LLFloaterPerms::getEveryonePerms(),
+ LLFloaterPerms::getGroupPerms(),
+ LLFloaterPerms::getNextOwnerPerms());
+ instance_entry["permissions"] = ll_create_sd_from_permissions(perm);
+ instance_entry["physics_shape_type"] = (U8)(LLViewerObject::PHYSICS_SHAPE_CONVEX_HULL);
+ instance_entry["mesh"] = mesh_index[data.mBaseModel];
+
+ instance_entry["face_list"] = LLSD::emptyArray();
+
+ for (S32 face_num = 0; face_num < data.mBaseModel->getNumVolumeFaces(); face_num++)
+ {
+ LLImportMaterial& material = instance.mMaterial[face_num];
+ LLSD face_entry = LLSD::emptyMap();
+ LLViewerFetchedTexture *texture = material.mDiffuseMap.get();
+
+ if ((texture != NULL) &&
+ (textures.find(texture) == textures.end()))
{
- textures.insert(material_iter->mDiffuseMap.get());
+ textures.insert(texture);
+ }
- std::stringstream ostr;
- if (include_textures) // otherwise data is blank.
- {
- LLTextureUploadData data(material_iter->mDiffuseMap.get(), material_iter->mDiffuseMapLabel);
- if (!data.mTexture->isRawImageValid())
- {
- data.mTexture->reloadRawImage(data.mTexture->getDiscardLevel());
- }
-
+ std::stringstream texture_str;
+ if (texture != NULL && include_textures && mUploadTextures)
+ {
+ if(texture->hasSavedRawImage())
+ {
LLPointer<LLImageJ2C> upload_file =
- LLViewerTextureList::convertToUploadFile(data.mTexture->getRawImage());
- ostr.write((const char*) upload_file->getData(), upload_file->getDataSize());
+ LLViewerTextureList::convertToUploadFile(texture->getSavedRawImage());
+ texture_str.write((const char*) upload_file->getData(), upload_file->getDataSize());
}
- LLSD texture_entry;
- texture_entry["texture_data"] = ostr.str();
- res["texture_list"][texture_num] = texture_entry;
+ }
+
+ if (texture != NULL &&
+ mUploadTextures &&
+ texture_index.find(texture) == texture_index.end())
+ {
+ texture_index[texture] = texture_num;
+ std::string str = texture_str.str();
+ res["texture_list"][texture_num] = LLSD::Binary(str.begin(),str.end());
texture_num++;
}
- }
- }
- mesh_num++;
+ // Subset of TextureEntry fields.
+ if (texture != NULL && mUploadTextures)
+ {
+ face_entry["image"] = texture_index[texture];
+ face_entry["scales"] = 1.0;
+ face_entry["scalet"] = 1.0;
+ face_entry["offsets"] = 0.0;
+ face_entry["offsett"] = 0.0;
+ face_entry["imagerot"] = 0.0;
+ }
+ face_entry["diffuse_color"] = ll_sd_from_color4(material.mDiffuseColor);
+ face_entry["fullbright"] = material.mFullbright;
+ instance_entry["face_list"][face_num] = face_entry;
+ }
+
+ res["instance_list"][instance_num] = instance_entry;
+ instance_num++;
+ }
}
result["asset_resources"] = res;
-#if 1
- dumpLLSDToFile(result,"whole_model.xml");
-#endif
+ dump_llsd_to_file(result,make_dump_name("whole_model_",dump_num));
dest = result;
}
void LLMeshUploadThread::doWholeModelUpload()
{
+ dump_num++;
+
mCurlRequest = new LLCurlRequest();
// Queue up models for hull generation (viewer-side)
@@ -1549,13 +1665,13 @@ void LLMeshUploadThread::doWholeModelUpload()
physics = data.mModel[LLModel::LOD_HIGH];
}
- if (!physics)
- {
- llerrs << "WTF?" << llendl;
- }
-
+ llassert(physics != NULL);
+
DecompRequest* request = new DecompRequest(physics, data.mBaseModel, this);
- gMeshRepo.mDecompThread->submitRequest(request);
+ if(request->isValid())
+ {
+ gMeshRepo.mDecompThread->submitRequest(request);
+ }
}
while (!mPhysicsComplete)
@@ -1563,183 +1679,44 @@ void LLMeshUploadThread::doWholeModelUpload()
apr_sleep(100);
}
- bool do_include_textures = false; // not needed for initial cost/validation check.
LLSD model_data;
- wholeModelToLLSD(model_data, do_include_textures);
+ wholeModelToLLSD(model_data,false);
+ dump_llsd_to_file(model_data,make_dump_name("whole_model_fee_request_",dump_num));
mPendingUploads++;
LLCurlRequest::headers_t headers;
mCurlRequest->post(mWholeModelFeeCapability, headers, model_data,
- new LLWholeModelFeeResponder(this));
+ new LLWholeModelFeeResponder(this,model_data));
do
{
mCurlRequest->process();
} while (mCurlRequest->getQueued() > 0);
- mCurlRequest->post(mWholeModelUploadURL, headers, model_data["asset_resources"], new LLWholeModelUploadResponder(this));
-
- do
- {
- mCurlRequest->process();
- } while (mCurlRequest->getQueued() > 0);
-
- delete mCurlRequest;
- mCurlRequest = NULL;
-
- // Currently a no-op.
- mFinished = true;
-}
-
-void LLMeshUploadThread::doIterativeUpload()
-{
- if(isDiscarded())
- {
- mFinished = true;
- return ;
- }
-
- mCurlRequest = new LLCurlRequest();
-
- std::set<LLViewerTexture* > textures;
-
- //populate upload queue with relevant models
- for (instance_map::iterator iter = mInstance.begin(); iter != mInstance.end(); ++iter)
- {
- LLMeshUploadData data;
- data.mBaseModel = iter->first;
-
- LLModelInstance& instance = *(iter->second.begin());
-
- for (S32 i = 0; i < 5; i++)
- {
- data.mModel[i] = instance.mLOD[i];
- }
-
- uploadModel(data);
-
- if (mUploadTextures)
- {
- for (std::vector<LLImportMaterial>::iterator material_iter = instance.mMaterial.begin();
- material_iter != instance.mMaterial.end(); ++material_iter)
- {
-
- if (textures.find(material_iter->mDiffuseMap.get()) == textures.end())
- {
- textures.insert(material_iter->mDiffuseMap.get());
-
- LLTextureUploadData data(material_iter->mDiffuseMap.get(), material_iter->mDiffuseMapLabel);
- uploadTexture(data);
- }
- }
- }
-
- //queue up models for hull generation
- DecompRequest* request = new DecompRequest(data.mModel[LLModel::LOD_HIGH], data.mBaseModel, this);
- gMeshRepo.mDecompThread->submitRequest(request);
- }
- while (!mPhysicsComplete)
+ if (mWholeModelUploadURL.empty())
{
- apr_sleep(100);
- }
-
- //upload textures
- bool done = false;
- do
- {
- if (!mTextureQ.empty())
- {
- sendCostRequest(mTextureQ.front());
- mTextureQ.pop();
- }
-
- if (!mConfirmedTextureQ.empty())
- {
- doUploadTexture(mConfirmedTextureQ.front());
- mConfirmedTextureQ.pop();
- }
-
- mCurlRequest->process();
-
- done = mTextureQ.empty() && mConfirmedTextureQ.empty();
+ llinfos << "unable to upload, fee request failed" << llendl;
}
- while (!done || mCurlRequest->getQueued() > 0);
-
- LLSD object_asset;
- object_asset["objects"] = LLSD::emptyArray();
-
- done = false;
- do
+ else
{
- static S32 count = 0;
- static F32 last_hundred = gFrameTimeSeconds;
- if (gFrameTimeSeconds - last_hundred > 1.f)
+ LLSD full_model_data;
+ wholeModelToLLSD(full_model_data, true);
+ LLSD body = full_model_data["asset_resources"];
+ dump_llsd_to_file(body,make_dump_name("whole_model_body_",dump_num));
+ mCurlRequest->post(mWholeModelUploadURL, headers, body,
+ new LLWholeModelUploadResponder(this, model_data));
+ do
{
- last_hundred = gFrameTimeSeconds;
- count = 0;
- }
-
- //how many requests to push before calling process
- const S32 PUSH_PER_PROCESS = 32;
-
- S32 tcount = llmin(count+PUSH_PER_PROCESS, 100);
-
- while (!mUploadQ.empty() && count < tcount)
- { //send any pending upload requests
- mMutex->lock();
- LLMeshUploadData data = mUploadQ.front();
- mUploadQ.pop();
- mMutex->unlock();
- sendCostRequest(data);
- count++;
- }
-
- tcount = llmin(count+PUSH_PER_PROCESS, 100);
-
- while (!mConfirmedQ.empty() && count < tcount)
- { //process any meshes that have been confirmed for upload
- LLMeshUploadData& data = mConfirmedQ.front();
- doUploadModel(data);
- mConfirmedQ.pop();
- count++;
- }
-
- tcount = llmin(count+PUSH_PER_PROCESS, 100);
-
- while (!mInstanceQ.empty() && count < tcount && !isDiscarded())
- { //create any objects waiting for upload
- count++;
- object_asset["objects"].append(createObject(mInstanceQ.front()));
- mInstanceQ.pop();
- }
-
- mCurlRequest->process();
-
- done = isDiscarded() || (mInstanceQ.empty() && mConfirmedQ.empty() && mUploadQ.empty());
+ mCurlRequest->process();
+ } while (mCurlRequest->getQueued() > 0);
}
- while (!done || mCurlRequest->getQueued() > 0);
delete mCurlRequest;
mCurlRequest = NULL;
- // now upload the object asset
- std::string url = mUploadObjectAssetCapability;
-
- if (object_asset["objects"][0].has("permissions"))
- { //copy permissions from first available object to be used for coalesced object
- object_asset["permissions"] = object_asset["objects"][0]["permissions"];
- }
-
- if(!isDiscarded())
- {
- mPendingUploads++;
- LLHTTPClient::post(url, object_asset, new LLModelObjectUploadResponder(this,object_asset));
- }
- else
- {
- mFinished = true;
- }
+ // Currently a no-op.
+ mFinished = true;
}
void LLMeshUploadThread::uploadModel(LLMeshUploadData& data)
@@ -2170,7 +2147,7 @@ void LLMeshHeaderResponder::completedRaw(U32 status, const std::string& reason,
//just in case skin info or decomposition is at the end of the file (which it shouldn't be)
lod_bytes = llmax(lod_bytes, header["skin"]["offset"].asInteger() + header["skin"]["size"].asInteger());
- lod_bytes = llmax(lod_bytes, header["decomposition"]["offset"].asInteger() + header["decomposition"]["size"].asInteger());
+ lod_bytes = llmax(lod_bytes, header["physics_convex"]["offset"].asInteger() + header["physics_convex"]["size"].asInteger());
S32 header_bytes = (S32) gMeshRepo.mThread->mMeshHeaderSize[mesh_id];
S32 bytes = lod_bytes + header_bytes;
@@ -2387,10 +2364,6 @@ S32 LLMeshRepository::loadMesh(LLVOVolume* vobj, const LLVolumeParams& mesh_para
group->derefLOD(lod);
}
}
- else
- {
- llerrs << "WTF?" << llendl;
- }
}
return detail;
@@ -2462,7 +2435,6 @@ void LLMeshRepository::notifyLoadedMeshes()
if (gAgent.getRegion()->getName() != region_name && gAgent.getRegion()->capabilitiesReceived())
{
region_name = gAgent.getRegion()->getName();
-
mGetMeshCapability = gAgent.getRegion()->getCapability("GetMesh");
}
}
@@ -2570,6 +2542,20 @@ void LLMeshRepository::notifyLoadedMeshes()
void LLMeshRepository::notifySkinInfoReceived(LLMeshSkinInfo& info)
{
mSkinMap[info.mMeshID] = info;
+
+ skin_load_map::iterator iter = mLoadingSkins.find(info.mMeshID);
+ if (iter != mLoadingSkins.end())
+ {
+ for (std::set<LLUUID>::iterator obj_id = iter->second.begin(); obj_id != iter->second.end(); ++obj_id)
+ {
+ LLVOVolume* vobj = (LLVOVolume*) gObjectList.findObject(*obj_id);
+ if (vobj)
+ {
+ vobj->notifyMeshLoaded();
+ }
+ }
+ }
+
mLoadingSkins.erase(info.mMeshID);
}
@@ -2685,7 +2671,7 @@ U32 LLMeshRepository::getResourceCost(const LLUUID& mesh_id)
return mThread->getResourceCost(mesh_id);
}
-const LLMeshSkinInfo* LLMeshRepository::getSkinInfo(const LLUUID& mesh_id)
+const LLMeshSkinInfo* LLMeshRepository::getSkinInfo(const LLUUID& mesh_id, LLVOVolume* requesting_obj)
{
if (mesh_id.notNull())
{
@@ -2699,12 +2685,12 @@ const LLMeshSkinInfo* LLMeshRepository::getSkinInfo(const LLUUID& mesh_id)
{
LLMutexLock lock(mMeshMutex);
//add volume to list of loading meshes
- std::set<LLUUID>::iterator iter = mLoadingSkins.find(mesh_id);
+ skin_load_map::iterator iter = mLoadingSkins.find(mesh_id);
if (iter == mLoadingSkins.end())
{ //no request pending for this skin info
- mLoadingSkins.insert(mesh_id);
mPendingSkinRequests.push(mesh_id);
}
+ mLoadingSkins[mesh_id].insert(requesting_obj->getID());
}
}
@@ -2786,7 +2772,18 @@ void LLMeshRepository::buildHull(const LLVolumeParams& params, S32 detail)
bool LLMeshRepository::hasPhysicsShape(const LLUUID& mesh_id)
{
LLSD mesh = mThread->getMeshHeader(mesh_id);
- return mesh.has("physics_shape") && mesh["physics_shape"].has("size") && (mesh["physics_shape"]["size"].asInteger() > 0);
+ if (mesh.has("physics_mesh") && mesh["physics_mesh"].has("size") && (mesh["physics_mesh"]["size"].asInteger() > 0))
+ {
+ return true;
+ }
+
+ LLModel::Decomposition* decomp = getDecomposition(mesh_id);
+ if (decomp && !decomp->mHull.empty())
+ {
+ return true;
+ }
+
+ return false;
}
LLSD& LLMeshRepository::getMeshHeader(const LLUUID& mesh_id)
@@ -2842,102 +2839,6 @@ S32 LLMeshRepository::getMeshSize(const LLUUID& mesh_id, S32 lod)
}
-void LLMeshUploadThread::sendCostRequest(LLMeshUploadData& data)
-{
- if(isDiscarded())
- {
- return ;
- }
-
- //write model file to memory buffer
- std::stringstream ostr;
-
- LLModel::Decomposition& decomp =
- data.mModel[LLModel::LOD_PHYSICS].notNull() ?
- data.mModel[LLModel::LOD_PHYSICS]->mPhysics :
- data.mBaseModel->mPhysics;
-
- LLSD header = LLModel::writeModel(
- ostr,
- data.mModel[LLModel::LOD_PHYSICS],
- data.mModel[LLModel::LOD_HIGH],
- data.mModel[LLModel::LOD_MEDIUM],
- data.mModel[LLModel::LOD_LOW],
- data.mModel[LLModel::LOD_IMPOSTOR],
- decomp,
- mUploadSkin,
- mUploadJoints,
- true);
-
- std::string desc = data.mBaseModel->mLabel;
-
- // Grab the total vertex count of the model
- // along with other information for the "asset_resources" map
- // to send to the server.
- LLSD asset_resources = LLSD::emptyMap();
-
-
- std::string url = mNewInventoryCapability;
-
- if (!url.empty())
- {
- LLSD body = generate_new_resource_upload_capability_body(
- LLAssetType::AT_MESH,
- desc,
- desc,
- LLFolderType::FT_MESH,
- LLInventoryType::IT_MESH,
- LLFloaterPerms::getNextOwnerPerms(),
- LLFloaterPerms::getGroupPerms(),
- LLFloaterPerms::getEveryonePerms());
-
- body["asset_resources"] = asset_resources;
-
- mPendingConfirmations++;
- LLCurlRequest::headers_t headers;
-
- data.mPostData = body;
-
- mCurlRequest->post(url, headers, body, new LLMeshCostResponder(data, this));
- }
-}
-
-void LLMeshUploadThread::sendCostRequest(LLTextureUploadData& data)
-{
- if(isDiscarded())
- {
- return ;
- }
-
- if (data.mTexture && data.mTexture->getDiscardLevel() >= 0)
- {
- LLSD asset_resources = LLSD::emptyMap();
-
- std::string url = mNewInventoryCapability;
-
- if (!url.empty())
- {
- LLSD body = generate_new_resource_upload_capability_body(
- LLAssetType::AT_TEXTURE,
- data.mLabel,
- data.mLabel,
- LLFolderType::FT_TEXTURE,
- LLInventoryType::IT_TEXTURE,
- LLFloaterPerms::getNextOwnerPerms(),
- LLFloaterPerms::getGroupPerms(),
- LLFloaterPerms::getEveryonePerms());
-
- body["asset_resources"] = asset_resources;
-
- mPendingConfirmations++;
- LLCurlRequest::headers_t headers;
-
- data.mPostData = body;
- mCurlRequest->post(url, headers, body, new LLTextureCostResponder(data, this));
- }
- }
-}
-
void LLMeshUploadThread::doUploadModel(LLMeshUploadData& data)
{
@@ -2993,9 +2894,12 @@ void LLMeshUploadThread::doUploadTexture(LLTextureUploadData& data)
data.mTexture->reloadRawImage(data.mTexture->getDiscardLevel());
}
- LLPointer<LLImageJ2C> upload_file = LLViewerTextureList::convertToUploadFile(data.mTexture->getRawImage());
+ if(data.mTexture->hasSavedRawImage())
+ {
+ LLPointer<LLImageJ2C> upload_file = LLViewerTextureList::convertToUploadFile(data.mTexture->getSavedRawImage());
- ostr.write((const char*) upload_file->getData(), upload_file->getDataSize());
+ ostr.write((const char*) upload_file->getData(), upload_file->getDataSize());
+ }
data.mAssetData = ostr.str();
@@ -3075,11 +2979,8 @@ LLSD LLMeshUploadThread::createObject(LLModelInstance& instance)
{
LLMatrix4 transformation = instance.mTransform;
- if (instance.mMeshID.isNull())
- {
- llerrs << "WTF?" << llendl;
- }
-
+ llassert(instance.mMeshID.notNull());
+
// check for reflection
BOOL reflected = (transformation.determinant() < 0);
@@ -3243,6 +3144,8 @@ bool LLImportMaterial::operator<(const LLImportMaterial &rhs) const
void LLMeshRepository::updateInventory(inventory_data data)
{
LLMutexLock lock(mMeshMutex);
+ dump_llsd_to_file(data.mPostData,make_dump_name("update_inventory_post_data_",dump_num));
+ dump_llsd_to_file(data.mResponse,make_dump_name("update_inventory_response_",dump_num));
mInventoryQ.push(data);
}
@@ -3400,15 +3303,18 @@ void LLPhysicsDecomp::setMeshData(LLCDMeshData& mesh)
mesh.mNumTriangles = mCurRequest->mIndices.size()/3;
- LLCDResult ret = LLCD_OK;
- if (LLConvexDecomposition::getInstance() != NULL)
+ if (mesh.mNumTriangles > 0 && mesh.mNumVertices > 2)
{
- ret = LLConvexDecomposition::getInstance()->setMeshData(&mesh);
- }
+ LLCDResult ret = LLCD_OK;
+ if (LLConvexDecomposition::getInstance() != NULL)
+ {
+ ret = LLConvexDecomposition::getInstance()->setMeshData(&mesh);
+ }
- if (ret)
- {
- llerrs << "Convex Decomposition thread valid but could not set mesh data" << llendl;
+ if (ret)
+ {
+ llerrs << "Convex Decomposition thread valid but could not set mesh data" << llendl;
+ }
}
}
@@ -3472,11 +3378,6 @@ void LLPhysicsDecomp::doDecomposition()
{
ret = LLConvexDecomposition::getInstance()->setParam(param->mName, value.asBoolean());
}
-
- if (ret)
- {
- llerrs << "WTF?" << llendl;
- }
}
mCurRequest->setStatusMessage("Executing.");
@@ -3771,6 +3672,81 @@ void LLPhysicsDecomp::run()
mDone = true;
}
+void LLPhysicsDecomp::Request::assignData(LLModel* mdl)
+{
+ if (!mdl)
+ {
+ return ;
+ }
+
+ U16 index_offset = 0;
+ U16 tri[3] ;
+
+ mPositions.clear();
+ mIndices.clear();
+ mBBox[1] = LLVector3(F32_MIN, F32_MIN, F32_MIN) ;
+ mBBox[0] = LLVector3(F32_MAX, F32_MAX, F32_MAX) ;
+
+ //queue up vertex positions and indices
+ for (S32 i = 0; i < mdl->getNumVolumeFaces(); ++i)
+ {
+ const LLVolumeFace& face = mdl->getVolumeFace(i);
+ if (mPositions.size() + face.mNumVertices > 65535)
+ {
+ continue;
+ }
+
+ for (U32 j = 0; j < face.mNumVertices; ++j)
+ {
+ mPositions.push_back(LLVector3(face.mPositions[j].getF32ptr()));
+ for(U32 k = 0 ; k < 3 ; k++)
+ {
+ mBBox[0].mV[k] = llmin(mBBox[0].mV[k], mPositions[j].mV[k]) ;
+ mBBox[1].mV[k] = llmax(mBBox[1].mV[k], mPositions[j].mV[k]) ;
+ }
+ }
+
+ updateTriangleAreaThreshold() ;
+
+ for (U32 j = 0; j+2 < face.mNumIndices; j += 3)
+ {
+ tri[0] = face.mIndices[j] + index_offset ;
+ tri[1] = face.mIndices[j + 1] + index_offset ;
+ tri[2] = face.mIndices[j + 2] + index_offset ;
+
+ if(isValidTriangle(tri[0], tri[1], tri[2]))
+ {
+ mIndices.push_back(tri[0]);
+ mIndices.push_back(tri[1]);
+ mIndices.push_back(tri[2]);
+ }
+ }
+
+ index_offset += face.mNumVertices;
+ }
+
+ return ;
+}
+
+void LLPhysicsDecomp::Request::updateTriangleAreaThreshold()
+{
+ F32 range = mBBox[1].mV[0] - mBBox[0].mV[0] ;
+ range = llmin(range, mBBox[1].mV[1] - mBBox[0].mV[1]) ;
+ range = llmin(range, mBBox[1].mV[2] - mBBox[0].mV[2]) ;
+
+ mTriangleAreaThreshold = llmin(0.0002f, range * 0.000002f) ;
+}
+
+//check if the triangle area is large enough to qualify for a valid triangle
+bool LLPhysicsDecomp::Request::isValidTriangle(U16 idx1, U16 idx2, U16 idx3)
+{
+ LLVector3 a = mPositions[idx2] - mPositions[idx1] ;
+ LLVector3 b = mPositions[idx3] - mPositions[idx1] ;
+ F32 c = a * b ;
+
+ return ((a*a) * (b*b) - c * c) > mTriangleAreaThreshold ;
+}
+
void LLPhysicsDecomp::Request::setStatusMessage(const std::string& msg)
{
mStatusMessage = msg;
@@ -3868,3 +3844,27 @@ void LLMeshRepository::buildPhysicsMesh(LLModel::Decomposition& decomp)
}
}
}
+
+
+bool LLMeshRepository::meshUploadEnabled()
+{
+ LLViewerRegion *region = gAgent.getRegion();
+ if(gSavedSettings.getBOOL("MeshEnabled") &&
+ LLViewerParcelMgr::getInstance()->allowAgentBuild() &&
+ region)
+ {
+ return region->meshUploadEnabled();
+ }
+ return false;
+}
+
+bool LLMeshRepository::meshRezEnabled()
+{
+ LLViewerRegion *region = gAgent.getRegion();
+ if(gSavedSettings.getBOOL("MeshEnabled") &&
+ region)
+ {
+ return region->meshRezEnabled();
+ }
+ return false;
+}
diff --git a/indra/newview/llmeshrepository.h b/indra/newview/llmeshrepository.h
index f859e29c07..f237c3a60e 100644
--- a/indra/newview/llmeshrepository.h
+++ b/indra/newview/llmeshrepository.h
@@ -152,7 +152,7 @@ public:
std::string mStatusMessage;
std::vector<LLModel::PhysicsMesh> mHullMesh;
LLModel::convex_hull_decomposition mHull;
-
+
//status message callback, called from decomposition thread
virtual S32 statusCallback(const char* status, S32 p1, S32 p2) = 0;
@@ -160,6 +160,17 @@ public:
virtual void completed() = 0;
virtual void setStatusMessage(const std::string& msg);
+
+ bool isValid() const {return mPositions.size() > 2 && mIndices.size() > 2 ;}
+
+ protected:
+ //internal use
+ LLVector3 mBBox[2] ;
+ F32 mTriangleAreaThreshold ;
+
+ void assignData(LLModel* mdl) ;
+ void updateTriangleAreaThreshold() ;
+ bool isValidTriangle(U16 idx1, U16 idx2, U16 idx3) ;
};
LLCondition* mSignal;
@@ -385,8 +396,6 @@ public:
BOOL mDiscarded ;
LLHost mHost;
- std::string mUploadObjectAssetCapability;
- std::string mNewInventoryCapability;
std::string mWholeModelFeeCapability;
std::string mWholeModelUploadURL;
@@ -405,12 +414,10 @@ public:
void uploadTexture(LLTextureUploadData& data);
void doUploadTexture(LLTextureUploadData& data);
- void sendCostRequest(LLTextureUploadData& data);
void priceResult(LLTextureUploadData& data, const LLSD& content);
void onTextureUploaded(LLTextureUploadData& data);
void uploadModel(LLMeshUploadData& data);
- void sendCostRequest(LLMeshUploadData& data);
void doUploadModel(LLMeshUploadData& data);
void onModelUploaded(LLMeshUploadData& data);
void createObjects(LLMeshUploadData& data);
@@ -424,7 +431,6 @@ public:
BOOL isDiscarded();
void doWholeModelUpload();
- void doIterativeUpload();
void wholeModelToLLSD(LLSD& dest, bool include_textures);
@@ -467,13 +473,17 @@ public:
static S32 getActualMeshLOD(LLSD& header, S32 lod);
U32 calcResourceCost(LLSD& header);
U32 getResourceCost(const LLUUID& mesh_params);
- const LLMeshSkinInfo* getSkinInfo(const LLUUID& mesh_id);
+ const LLMeshSkinInfo* getSkinInfo(const LLUUID& mesh_id, LLVOVolume* requesting_obj);
LLModel::Decomposition* getDecomposition(const LLUUID& mesh_id);
void fetchPhysicsShape(const LLUUID& mesh_id);
bool hasPhysicsShape(const LLUUID& mesh_id);
void buildHull(const LLVolumeParams& params, S32 detail);
void buildPhysicsMesh(LLModel::Decomposition& decomp);
+
+ bool meshUploadEnabled();
+ bool meshRezEnabled();
+
LLSD& getMeshHeader(const LLUUID& mesh_id);
@@ -496,7 +506,8 @@ public:
std::vector<LLMeshRepoThread::LODRequest> mPendingRequests;
//list of mesh ids awaiting skin info
- std::set<LLUUID> mLoadingSkins;
+ typedef std::map<LLUUID, std::set<LLUUID> > skin_load_map;
+ skin_load_map mLoadingSkins;
//list of mesh ids that need to send skin info fetch requests
std::queue<LLUUID> mPendingSkinRequests;
diff --git a/indra/newview/llpanelobject.cpp b/indra/newview/llpanelobject.cpp
index b4d0ada196..52917ff20b 100644
--- a/indra/newview/llpanelobject.cpp
+++ b/indra/newview/llpanelobject.cpp
@@ -1740,26 +1740,11 @@ void LLPanelObject::refresh()
mRootObject = NULL;
}
- bool enable_mesh = gSavedSettings.getBOOL("MeshEnabled") &&
- gAgent.getRegion() &&
- !gAgent.getRegion()->getCapability("GetMesh").empty() &&
- !gAgent.getRegion()->getCapability("ObjectAdd").empty();
-
F32 max_scale = get_default_max_prim_scale(LLPickInfo::isFlora(mObject));
getChild<LLSpinCtrl>("Scale X")->setMaxValue(max_scale);
getChild<LLSpinCtrl>("Scale Y")->setMaxValue(max_scale);
getChild<LLSpinCtrl>("Scale Z")->setMaxValue(max_scale);
-
- BOOL found = mCtrlSculptType->itemExists("Mesh");
- if (enable_mesh && !found)
- {
- mCtrlSculptType->add("Mesh");
- }
- else if (!enable_mesh && found)
- {
- mCtrlSculptType->remove("Mesh");
- }
}
diff --git a/indra/newview/llpanelvolume.cpp b/indra/newview/llpanelvolume.cpp
index 7839cdd811..bb87601d20 100644
--- a/indra/newview/llpanelvolume.cpp
+++ b/indra/newview/llpanelvolume.cpp
@@ -530,17 +530,24 @@ void LLPanelVolume::refresh()
getChildView("Light Ambiance")->setVisible( visible);
getChildView("light texture control")->setVisible( visible);
- bool enable_mesh = gSavedSettings.getBOOL("MeshEnabled") &&
- gAgent.getRegion() &&
- !gAgent.getRegion()->getCapability("GetMesh").empty() &&
- !gAgent.getRegion()->getCapability("ObjectAdd").empty();
+ bool enable_mesh = false;
+ LLSD sim_features;
+ LLViewerRegion *region = gAgent.getRegion();
+ if(region)
+ {
+ LLSD sim_features;
+ region->getSimulatorFeatures(sim_features);
+ enable_mesh = sim_features.has("PhysicsShapeTypes");
+ }
getChildView("label physicsshapetype")->setVisible(enable_mesh);
getChildView("Physics Shape Type Combo Ctrl")->setVisible(enable_mesh);
getChildView("Physics Gravity")->setVisible(enable_mesh);
getChildView("Physics Friction")->setVisible(enable_mesh);
getChildView("Physics Density")->setVisible(enable_mesh);
getChildView("Physics Restitution")->setVisible(enable_mesh);
+
+ /* TODO: add/remove individual physics shape types as per the PhysicsShapeTypes simulator features */
}
diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp
index fa329eb0ae..a5b91729e8 100644
--- a/indra/newview/llspatialpartition.cpp
+++ b/indra/newview/llspatialpartition.cpp
@@ -35,6 +35,7 @@
#include "llvolumeoctree.h"
#include "llviewercamera.h"
#include "llface.h"
+#include "llfloatertools.h"
#include "llviewercontrol.h"
#include "llviewerregion.h"
#include "llcamera.h"
@@ -69,6 +70,7 @@ U32 LLSpatialGroup::sNodeCount = 0;
std::set<GLuint> LLSpatialGroup::sPendingQueries;
+U32 gOctreeMaxCapacity;
BOOL LLSpatialGroup::sNoDelete = FALSE;
@@ -630,7 +632,7 @@ BOOL LLSpatialGroup::updateInGroup(LLDrawable *drawablep, BOOL immediate)
if (mOctreeNode->isInside(drawablep->getPositionGroup()) &&
(mOctreeNode->contains(drawablep) ||
(drawablep->getBinRadius() > mOctreeNode->getSize()[0] &&
- parent && parent->getElementCount() >= LL_OCTREE_MAX_CAPACITY)))
+ parent && parent->getElementCount() >= gOctreeMaxCapacity)))
{
unbound();
setState(OBJECT_DIRTY);
@@ -689,17 +691,8 @@ static LLFastTimer::DeclareTimer FTM_REBUILD_VBO("VBO Rebuilt");
void LLSpatialPartition::rebuildGeom(LLSpatialGroup* group)
{
- /*if (!gPipeline.hasRenderType(mDrawableType))
- {
- return;
- }*/
-
if (group->isDead() || !group->isState(LLSpatialGroup::GEOM_DIRTY))
{
- /*if (!group->isState(LLSpatialGroup::GEOM_DIRTY) && mRenderByGroup)
- {
- llerrs << "WTF?" << llendl;
- }*/
return;
}
@@ -961,21 +954,15 @@ void LLSpatialGroup::setState(U32 state)
{
mState |= state;
- if (state > LLSpatialGroup::STATE_MASK)
- {
- llerrs << "WTF?" << llendl;
- }
+ llassert(state <= LLSpatialGroup::STATE_MASK);
}
void LLSpatialGroup::setState(U32 state, S32 mode)
{
LLMemType mt(LLMemType::MTYPE_SPACE_PARTITION);
- if (state > LLSpatialGroup::STATE_MASK)
- {
- llerrs << "WTF?" << llendl;
- }
-
+ llassert(state <= LLSpatialGroup::STATE_MASK);
+
if (mode > STATE_MODE_SINGLE)
{
if (mode == STATE_MODE_DIFF)
@@ -1021,20 +1008,14 @@ public:
void LLSpatialGroup::clearState(U32 state)
{
- if (state > LLSpatialGroup::STATE_MASK)
- {
- llerrs << "WTF?" << llendl;
- }
+ llassert(state <= LLSpatialGroup::STATE_MASK);
mState &= ~state;
}
void LLSpatialGroup::clearState(U32 state, S32 mode)
{
- if (state > LLSpatialGroup::STATE_MASK)
- {
- llerrs << "WTF?" << llendl;
- }
+ llassert(state <= LLSpatialGroup::STATE_MASK);
LLMemType mt(LLMemType::MTYPE_SPACE_PARTITION);
@@ -1059,10 +1040,7 @@ void LLSpatialGroup::clearState(U32 state, S32 mode)
BOOL LLSpatialGroup::isState(U32 state) const
{
- if (state > LLSpatialGroup::STATE_MASK)
- {
- llerrs << "WTF?" << llendl;
- }
+ llassert(state <= LLSpatialGroup::STATE_MASK);
return mState & state ? TRUE : FALSE;
}
@@ -1250,7 +1228,8 @@ void LLSpatialGroup::updateDistance(LLCamera &camera)
{
if (LLViewerCamera::sCurCameraID != LLViewerCamera::CAMERA_WORLD)
{
- llerrs << "WTF?" << llendl;
+ llwarns << "Attempted to update distance for camera other than world camera!" << llendl;
+ return;
}
#if !LL_RELEASE_FOR_DOWNLOAD
@@ -2064,11 +2043,8 @@ public:
virtual void processGroup(LLSpatialGroup* group)
{
- if (group->isState(LLSpatialGroup::DIRTY) || group->getData().empty())
- {
- llerrs << "WTF?" << llendl;
- }
-
+ llassert(!group->isState(LLSpatialGroup::DIRTY) && !group->getData().empty())
+
if (mRes < 2)
{
if (mCamera->AABBInFrustum(group->mObjectBounds[0], group->mObjectBounds[1]) > 0)
@@ -2541,7 +2517,7 @@ void renderOctree(LLSpatialGroup* group)
//coded by buffer usage and activity
gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
LLVector4 col;
- if (group->mBuilt > 0.f)
+ /*if (group->mBuilt > 0.f)
{
group->mBuilt -= 2.f * gFrameIntervalSeconds;
if (group->mBufferUsage == GL_STATIC_DRAW_ARB)
@@ -2610,7 +2586,7 @@ void renderOctree(LLSpatialGroup* group)
gGL.color4f(1,1,1,1);
}
}
- else
+ else*/
{
if (group->mBufferUsage == GL_STATIC_DRAW_ARB && !group->getData().empty()
&& group->mSpatialPartition->mRenderByGroup)
@@ -2630,33 +2606,24 @@ void renderOctree(LLSpatialGroup* group)
size.mul(1.01f);
size.add(fudge);
- {
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- drawBox(group->mObjectBounds[0], fudge);
- }
+ //{
+ // LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+ // drawBox(group->mObjectBounds[0], fudge);
+ //}
gGL.setSceneBlendType(LLRender::BT_ALPHA);
- if (group->mBuilt <= 0.f)
+ //if (group->mBuilt <= 0.f)
{
//draw opaque outline
- gGL.color4f(col.mV[0], col.mV[1], col.mV[2], 1.f);
- drawBoxOutline(group->mObjectBounds[0], group->mObjectBounds[1]);
+ //gGL.color4f(col.mV[0], col.mV[1], col.mV[2], 1.f);
+ //drawBoxOutline(group->mObjectBounds[0], group->mObjectBounds[1]);
- if (group->mOctreeNode->isLeaf())
- {
- gGL.color4f(1,1,1,1);
- }
- else
- {
- gGL.color4f(0,1,1,1);
- }
-
+ gGL.color4f(0,1,1,1);
drawBoxOutline(group->mBounds[0],group->mBounds[1]);
-
-
+
//draw bounding box for draw info
- if (group->mSpatialPartition->mRenderByGroup)
+ /*if (group->mSpatialPartition->mRenderByGroup)
{
gGL.color4f(1.0f, 0.75f, 0.25f, 0.6f);
for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i)
@@ -2673,7 +2640,7 @@ void renderOctree(LLSpatialGroup* group)
drawBoxOutline(center, size);
}
}
- }
+ }*/
}
// LLSpatialGroup::OctreeNode* node = group->mOctreeNode;
@@ -2716,7 +2683,7 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera)
gGL.color4f(0.f, 0.75f, 0.f, 0.5f);
pushBufferVerts(group, LLVertexBuffer::MAP_VERTEX);
}
- else if (camera && group->mOcclusionVerts.notNull())
+ /*else if (camera && group->mOcclusionVerts.notNull())
{
LLVertexBuffer::unbind();
group->mOcclusionVerts->setBuffer(LLVertexBuffer::MAP_VERTEX);
@@ -2728,7 +2695,7 @@ void renderVisibility(LLSpatialGroup* group, LLCamera* camera)
glColor4f(1.0f, 1.f, 1.f, 1.0f);
group->mOcclusionVerts->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, group->mBounds[0]));
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- }
+ }*/
}
}
@@ -3002,13 +2969,6 @@ void render_hull(LLModel::PhysicsMesh& mesh, const LLColor4& color, const LLColo
void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
{
- if (volume->isSelected())
- {
- LLVector3 construct_me(5,5,5);
- construct_me.normalize();
- }
-
-
U8 physics_type = volume->getPhysicsShapeType();
if (physics_type == LLViewerObject::PHYSICS_SHAPE_NONE || volume->isFlexible())
@@ -3473,6 +3433,8 @@ void renderTextureAnim(LLDrawInfo* params)
void renderBatchSize(LLDrawInfo* params)
{
+ LLGLEnable offset(GL_POLYGON_OFFSET_FILL);
+ glPolygonOffset(-1.f, 1.f);
glColor3ubv((GLubyte*) &(params->mDebugColor));
pushVerts(params, LLVertexBuffer::MAP_VERTEX);
}
@@ -3910,6 +3872,28 @@ public:
renderAgentTarget(avatar);
}
+ if (gDebugGL)
+ {
+ for (U32 i = 0; i < drawable->getNumFaces(); ++i)
+ {
+ LLFace* facep = drawable->getFace(i);
+ U8 index = facep->getTextureIndex();
+ if (facep->mDrawInfo)
+ {
+ if (index < 255)
+ {
+ if (facep->mDrawInfo->mTextureList.size() <= index)
+ {
+ llerrs << "Face texture index out of bounds." << llendl;
+ }
+ else if (facep->mDrawInfo->mTextureList[index] != facep->getTexture())
+ {
+ llerrs << "Face texture index incorrect." << llendl;
+ }
+ }
+ }
+ }
+ }
}
for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i)
@@ -4282,7 +4266,29 @@ public:
if (vobj)
{
LLVector3 intersection;
- if (vobj->lineSegmentIntersect(mStart, mEnd, -1, mPickTransparent, mFaceHit, &intersection, mTexCoord, mNormal, mBinormal))
+ bool skip_check = false;
+ if (vobj->isAvatar())
+ {
+ LLVOAvatar* avatar = (LLVOAvatar*) vobj;
+ if (avatar->isSelf() && LLFloater::isVisible(gFloaterTools))
+ {
+ LLViewerObject* hit = avatar->lineSegmentIntersectRiggedAttachments(mStart, mEnd, -1, mPickTransparent, mFaceHit, &intersection, mTexCoord, mNormal, mBinormal);
+ if (hit)
+ {
+ mEnd = intersection;
+ if (mIntersection)
+ {
+ *mIntersection = intersection;
+ }
+
+ mHit = hit->mDrawable;
+ skip_check = true;
+ }
+
+ }
+ }
+
+ if (!skip_check && vobj->lineSegmentIntersect(mStart, mEnd, -1, mPickTransparent, mFaceHit, &intersection, mTexCoord, mNormal, mBinormal))
{
mEnd = intersection; // shorten ray so we only find CLOSER hits
if (mIntersection)
diff --git a/indra/newview/llspatialpartition.h b/indra/newview/llspatialpartition.h
index 0d9cad914a..db8a0c2992 100644
--- a/indra/newview/llspatialpartition.h
+++ b/indra/newview/llspatialpartition.h
@@ -91,6 +91,8 @@ public:
LLPointer<LLVertexBuffer> mVertexBuffer;
LLPointer<LLViewerTexture> mTexture;
+ std::vector<LLPointer<LLViewerTexture> > mTextureList;
+
LLColor4U mGlowColor;
S32 mDebugColor;
const LLMatrix4* mTextureMatrix;
@@ -207,7 +209,7 @@ public:
typedef std::vector<LLPointer<LLDrawInfo> > drawmap_elem_t;
typedef std::map<U32, drawmap_elem_t > draw_map_t;
typedef std::vector<LLPointer<LLVertexBuffer> > buffer_list_t;
- typedef std::map<LLPointer<LLViewerTexture>, buffer_list_t> buffer_texture_map_t;
+ typedef std::map<LLFace*, buffer_list_t> buffer_texture_map_t;
typedef std::map<U32, buffer_texture_map_t> buffer_map_t;
typedef LLOctreeListener<LLDrawable> BaseType;
@@ -399,7 +401,7 @@ protected:
public:
bridge_list_t mBridgeList;
- buffer_map_t mBufferMap; //used by volume buffers to store unique buffers per texture
+ buffer_map_t mBufferMap; //used by volume buffers to attempt to reuse vertex buffers
F32 mBuilt;
OctreeNode* mOctreeNode;
@@ -684,7 +686,7 @@ class LLVolumeGeometryManager: public LLGeometryManager
virtual void rebuildGeom(LLSpatialGroup* group);
virtual void rebuildMesh(LLSpatialGroup* group);
virtual void getGeometry(LLSpatialGroup* group);
- void genDrawInfo(LLSpatialGroup* group, U32 mask, std::vector<LLFace*>& faces, BOOL distance_sort = FALSE);
+ void genDrawInfo(LLSpatialGroup* group, U32 mask, std::vector<LLFace*>& faces, BOOL distance_sort = FALSE, BOOL batch_textures = FALSE);
void registerFace(LLSpatialGroup* group, LLFace* facep, U32 type);
};
diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp
index 379bbe614d..87ca80260f 100644
--- a/indra/newview/llviewercontrol.cpp
+++ b/indra/newview/llviewercontrol.cpp
@@ -57,6 +57,7 @@
#include "llworld.h"
#include "pipeline.h"
#include "llviewerjoystick.h"
+#include "llviewerobjectlist.h"
#include "llviewerparcelmgr.h"
#include "llparcel.h"
#include "llkeyboard.h"
@@ -183,6 +184,21 @@ static bool handleReleaseGLBufferChanged(const LLSD& newvalue)
return true;
}
+static bool handleFSAASamplesChanged(const LLSD& newvalue)
+{
+ if (gPipeline.isInit())
+ {
+ gPipeline.releaseGLBuffers();
+ gPipeline.createGLBuffers();
+
+ if (LLPipeline::sRenderDeferred)
+ {
+ LLViewerShaderMgr::instance()->setShaders();
+ }
+ }
+ return true;
+}
+
static bool handleAnisotropicChanged(const LLSD& newvalue)
{
LLImageGL::sGlobalUseAnisotropic = newvalue.asBoolean();
@@ -357,6 +373,16 @@ static bool handleResetVertexBuffersChanged(const LLSD&)
return true;
}
+static bool handleRepartition(const LLSD&)
+{
+ if (gPipeline.isInit())
+ {
+ gOctreeMaxCapacity = gSavedSettings.getU32("OctreeMaxNodeCapacity");
+ gObjectList.repartitionObjects();
+ }
+ return true;
+}
+
static bool handleRenderDynamicLODChanged(const LLSD& newvalue)
{
LLPipeline::sDynamicLOD = newvalue.asBoolean();
@@ -560,6 +586,12 @@ void settings_setup_listeners()
gSavedSettings.getControl("FirstPersonAvatarVisible")->getSignal()->connect(boost::bind(&handleRenderAvatarMouselookChanged, _2));
gSavedSettings.getControl("RenderFarClip")->getSignal()->connect(boost::bind(&handleRenderFarClipChanged, _2));
gSavedSettings.getControl("RenderTerrainDetail")->getSignal()->connect(boost::bind(&handleTerrainDetailChanged, _2));
+ gSavedSettings.getControl("OctreeStaticObjectSizeFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2));
+ gSavedSettings.getControl("OctreeDistanceFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2));
+ gSavedSettings.getControl("OctreeMaxNodeCapacity")->getSignal()->connect(boost::bind(&handleRepartition, _2));
+ gSavedSettings.getControl("OctreeAlphaDistanceFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2));
+ gSavedSettings.getControl("OctreeAttachmentSizeFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2));
+ gSavedSettings.getControl("RenderMaxTextureIndex")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
gSavedSettings.getControl("RenderUseTriStrips")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
gSavedSettings.getControl("RenderAnimateTrees")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
gSavedSettings.getControl("RenderAvatarVP")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
@@ -568,7 +600,7 @@ void settings_setup_listeners()
gSavedSettings.getControl("RenderSpecularResX")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderSpecularResY")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderSpecularExponent")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
- gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
+ gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleFSAASamplesChanged, _2));
gSavedSettings.getControl("RenderAnisotropic")->getSignal()->connect(boost::bind(&handleAnisotropicChanged, _2));
gSavedSettings.getControl("RenderShadowResolutionScale")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp
index e41773d273..f725f0fe86 100644
--- a/indra/newview/llviewerdisplay.cpp
+++ b/indra/newview/llviewerdisplay.cpp
@@ -582,6 +582,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
LLMemType mt_ug(LLMemType::MTYPE_DISPLAY_UPDATE_GEOM);
const F32 max_geom_update_time = 0.005f*10.f*gFrameIntervalSeconds; // 50 ms/second update time
gPipeline.createObjects(max_geom_update_time);
+ gPipeline.processPartitionQ();
gPipeline.updateGeom(max_geom_update_time);
stop_glerror();
}
@@ -836,7 +837,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
{
gPipeline.mDeferredScreen.bindTarget();
- glClearColor(0,0,0,0);
+ glClearColor(1,0,1,1);
gPipeline.mDeferredScreen.clear();
}
else
@@ -995,8 +996,7 @@ void render_hud_attachments()
S32 use_occlusion = LLPipeline::sUseOcclusion;
LLPipeline::sUseOcclusion = 0;
- LLPipeline::sDisableShaders = TRUE;
-
+
//cull, sort, and render hud objects
static LLCullResult result;
LLSpatialGroup::sNoDelete = TRUE;
@@ -1036,7 +1036,6 @@ void render_hud_attachments()
gPipeline.toggleRenderDebugFeature((void*) LLPipeline::RENDER_DEBUG_FEATURE_UI);
}
LLPipeline::sUseOcclusion = use_occlusion;
- LLPipeline::sDisableShaders = FALSE;
}
glMatrixMode(GL_PROJECTION);
glPopMatrix();
diff --git a/indra/newview/llviewermenufile.cpp b/indra/newview/llviewermenufile.cpp
index 37640ad0d4..b9293b3b31 100644
--- a/indra/newview/llviewermenufile.cpp
+++ b/indra/newview/llviewermenufile.cpp
@@ -107,9 +107,7 @@ class LLMeshUploadVisible : public view_listener_t
{
bool handleEvent(const LLSD& userdata)
{
- return gSavedSettings.getBOOL("MeshEnabled") &&
- LLViewerParcelMgr::getInstance()->allowAgentBuild() &&
- !gAgent.getRegion()->getCapability("ObjectAdd").empty();
+ return gMeshRepo.meshUploadEnabled();
}
};
@@ -1203,78 +1201,6 @@ void upload_new_resource(
}
}
-BOOL upload_new_variable_price_resource(
- const LLTransactionID &tid,
- LLAssetType::EType asset_type,
- std::string name,
- std::string desc,
- LLFolderType::EType destination_folder_type,
- LLInventoryType::EType inv_type,
- U32 next_owner_perms,
- U32 group_perms,
- U32 everyone_perms,
- const std::string& display_name,
- const LLSD& asset_resources)
-{
- LLAssetID uuid =
- upload_new_resource_prep(
- tid,
- asset_type,
- inv_type,
- name,
- display_name,
- desc);
-
- llinfos << "*** Uploading: " << llendl;
- llinfos << "Type: " << LLAssetType::lookup(asset_type) << llendl;
- llinfos << "UUID: " << uuid << llendl;
- llinfos << "Name: " << name << llendl;
- llinfos << "Desc: " << desc << llendl;
- lldebugs << "Folder: "
- << gInventory.findCategoryUUIDForType((destination_folder_type == LLFolderType::FT_NONE) ? (LLFolderType::EType)asset_type : destination_folder_type) << llendl;
- lldebugs << "Asset Type: " << LLAssetType::lookup(asset_type) << llendl;
-
- std::string url = gAgent.getRegion()->getCapability(
- "NewFileAgentInventoryVariablePrice");
-
- if ( !url.empty() )
- {
- lldebugs
- << "New Agent Inventory variable price upload" << llendl;
-
- // Each of the two capabilities has similar data, so
- // let's reuse that code
-
- LLSD body;
-
- body = generate_new_resource_upload_capability_body(
- asset_type,
- name,
- desc,
- destination_folder_type,
- inv_type,
- next_owner_perms,
- group_perms,
- everyone_perms);
-
- body["asset_resources"] = asset_resources;
-
- LLHTTPClient::post(
- url,
- body,
- new LLNewAgentInventoryVariablePriceResponder(
- uuid,
- asset_type,
- body));
-
- return TRUE;
- }
- else
- {
- return FALSE;
- }
-}
-
LLAssetID generate_asset_id_for_new_upload(const LLTransactionID& tid)
{
if ( gDisconnected )
diff --git a/indra/newview/llviewermenufile.h b/indra/newview/llviewermenufile.h
index 1597821504..3136358b83 100644
--- a/indra/newview/llviewermenufile.h
+++ b/indra/newview/llviewermenufile.h
@@ -68,23 +68,6 @@ void upload_new_resource(
S32 expected_upload_cost,
void *userdata);
-// TODO* : Move all uploads to use this new function
-// since at some point, that upload path will be deprecated and no longer
-// used
-
-// We make a new function here to ensure that previous code is not broken
-BOOL upload_new_variable_price_resource(
- const LLTransactionID& tid,
- LLAssetType::EType type,
- std::string name,
- std::string desc,
- LLFolderType::EType destination_folder_type,
- LLInventoryType::EType inv_type,
- U32 next_owner_perms,
- U32 group_perms,
- U32 everyone_perms,
- const std::string& display_name,
- const LLSD& asset_resources);
LLAssetID generate_asset_id_for_new_upload(const LLTransactionID& tid);
void increase_new_upload_stats(LLAssetType::EType asset_type);
diff --git a/indra/newview/llviewermessage.cpp b/indra/newview/llviewermessage.cpp
index 01a5cb18db..7ab335314a 100644
--- a/indra/newview/llviewermessage.cpp
+++ b/indra/newview/llviewermessage.cpp
@@ -96,7 +96,6 @@
#include "llviewerwindow.h"
#include "llvlmanager.h"
#include "llvoavatarself.h"
-#include "llvotextbubble.h"
#include "llworld.h"
#include "pipeline.h"
#include "llfloaterworldmap.h"
@@ -4228,15 +4227,8 @@ void process_kill_object(LLMessageSystem *mesgsys, void **user_data)
// Display green bubble on kill
if ( gShowObjectUpdates )
{
- LLViewerObject* newobject;
- newobject = gObjectList.createObjectViewer(LL_PCODE_LEGACY_TEXT_BUBBLE, objectp->getRegion());
-
- LLVOTextBubble* bubble = (LLVOTextBubble*) newobject;
-
- bubble->mColor.setVec(0.f, 1.f, 0.f, 1.f);
- bubble->setScale( 2.0f * bubble->getScale() );
- bubble->setPositionGlobal(objectp->getPositionGlobal());
- gPipeline.addObject(bubble);
+ LLColor4 color(0.f,1.f,0.f,1.f);
+ gPipeline.addDebugBlip(objectp->getPositionAgent(), color);
}
// Do the kill
diff --git a/indra/newview/llviewerobject.cpp b/indra/newview/llviewerobject.cpp
index e7878d8adf..be9ff872c0 100644
--- a/indra/newview/llviewerobject.cpp
+++ b/indra/newview/llviewerobject.cpp
@@ -89,7 +89,6 @@
#include "llvopartgroup.h"
#include "llvosky.h"
#include "llvosurfacepatch.h"
-#include "llvotextbubble.h"
#include "llvotree.h"
#include "llvovolume.h"
#include "llvowater.h"
@@ -168,8 +167,6 @@ LLViewerObject *LLViewerObject::createObject(const LLUUID &id, const LLPCode pco
// llwarns << "Creating new tree!" << llendl;
// res = new LLVOTree(id, pcode, regionp); break;
res = NULL; break;
- case LL_PCODE_LEGACY_TEXT_BUBBLE:
- res = new LLVOTextBubble(id, pcode, regionp); break;
case LL_VO_CLOUDS:
res = new LLVOClouds(id, pcode, regionp); break;
case LL_VO_SURFACE_PATCH:
@@ -1894,7 +1891,7 @@ U32 LLViewerObject::processUpdateMessage(LLMessageSystem *mesgsys,
//
//
- // WTF? If we're going to skip this message, why are we
+ // If we're going to skip this message, why are we
// doing all the parenting, etc above?
U32 packet_id = mesgsys->getCurrentRecvPacketID();
if (packet_id < mLatestRecvPacketID &&
@@ -1973,23 +1970,16 @@ U32 LLViewerObject::processUpdateMessage(LLMessageSystem *mesgsys,
if ( gShowObjectUpdates )
{
- if (!((mPrimitiveCode == LL_PCODE_LEGACY_AVATAR) && (((LLVOAvatar *) this)->isSelf()))
- && mRegionp)
+ LLColor4 color;
+ if (update_type == OUT_TERSE_IMPROVED)
{
- LLViewerObject* object = gObjectList.createObjectViewer(LL_PCODE_LEGACY_TEXT_BUBBLE, mRegionp);
- LLVOTextBubble* bubble = (LLVOTextBubble*) object;
-
- if (update_type == OUT_TERSE_IMPROVED)
- {
- bubble->mColor.setVec(0.f, 0.f, 1.f, 1.f);
- }
- else
- {
- bubble->mColor.setVec(1.f, 0.f, 0.f, 1.f);
- }
- object->setPositionGlobal(getPositionGlobal());
- gPipeline.addObject(object);
+ color.setVec(0.f, 0.f, 1.f, 1.f);
+ }
+ else
+ {
+ color.setVec(1.f, 0.f, 0.f, 1.f);
}
+ gPipeline.addDebugBlip(getPositionAgent(), color);
}
if ((0.0f == vel_mag_sq) &&
diff --git a/indra/newview/llviewerobjectlist.cpp b/indra/newview/llviewerobjectlist.cpp
index 007b3416f1..45c6777ae8 100644
--- a/indra/newview/llviewerobjectlist.cpp
+++ b/indra/newview/llviewerobjectlist.cpp
@@ -1418,12 +1418,12 @@ void LLViewerObjectList::onObjectCostFetchFailure(const LLUUID& object_id)
mPendingObjectCost.erase(object_id);
}
-void LLViewerObjectList::updateQuotaCost( const LLUUID& objectId, const SelectionQuota& quota )
+void LLViewerObjectList::updateQuota( const LLUUID& objectId, const SelectionQuota& quota )
{
LLViewerObject* pVO = findObject( objectId );
if ( pVO )
{
- //pVO->updateQuota( quota );
+ pVO->updateQuota( quota );
}
}
@@ -1497,6 +1497,24 @@ void LLViewerObjectList::shiftObjects(const LLVector3 &offset)
LLWorld::getInstance()->shiftRegions(offset);
}
+void LLViewerObjectList::repartitionObjects()
+{
+ for (vobj_list_t::iterator iter = mObjects.begin(); iter != mObjects.end(); ++iter)
+ {
+ LLViewerObject* objectp = *iter;
+ if (!objectp->isDead())
+ {
+ LLDrawable* drawable = objectp->mDrawable;
+ if (drawable && !drawable->isDead())
+ {
+ drawable->updateBinRadius();
+ drawable->updateSpatialExtents();
+ drawable->movePartition();
+ }
+ }
+ }
+}
+
//debug code
bool LLViewerObjectList::hasMapObjectInRegion(LLViewerRegion* regionp)
{
diff --git a/indra/newview/llviewerobjectlist.h b/indra/newview/llviewerobjectlist.h
index 8e211eaf73..9d1b5cb56f 100644
--- a/indra/newview/llviewerobjectlist.h
+++ b/indra/newview/llviewerobjectlist.h
@@ -102,9 +102,10 @@ public:
F32 restitution,
F32 gravity_multiplier);
- void updateQuotaCost( const LLUUID& objectId, const SelectionQuota& costs );
+ void updateQuota( const LLUUID& objectId, const SelectionQuota& costs );
void shiftObjects(const LLVector3 &offset);
+ void repartitionObjects();
bool hasMapObjectInRegion(LLViewerRegion* regionp) ;
void clearAllMapObjectsInRegion(LLViewerRegion* regionp) ;
diff --git a/indra/newview/llviewerregion.cpp b/indra/newview/llviewerregion.cpp
index 590c82856d..002e0567e4 100644
--- a/indra/newview/llviewerregion.cpp
+++ b/indra/newview/llviewerregion.cpp
@@ -69,6 +69,7 @@
#include "llspatialpartition.h"
#include "stringize.h"
#include "llviewercontrol.h"
+#include "llsdserialize.h"
#ifdef LL_WINDOWS
#pragma warning(disable:4355)
@@ -1140,6 +1141,20 @@ void LLViewerRegion::getInfo(LLSD& info)
info["Region"]["Handle"]["y"] = (LLSD::Integer)y;
}
+void LLViewerRegion::getSimulatorFeatures(LLSD& sim_features)
+{
+ sim_features = mSimulatorFeatures;
+}
+
+void LLViewerRegion::setSimulatorFeatures(const LLSD& sim_features)
+{
+ std::stringstream str;
+
+ LLSDSerialize::toPrettyXML(sim_features, str);
+ llinfos << str.str() << llendl;
+ mSimulatorFeatures = sim_features;
+}
+
LLViewerRegion::eCacheUpdateResult LLViewerRegion::cacheFullUpdate(LLViewerObject* objectp, LLDataPackerBinaryBuffer &dp)
{
U32 local_id = objectp->getLocalID();
@@ -1480,6 +1495,8 @@ void LLViewerRegion::setSeedCapability(const std::string& url)
LLSD capabilityNames = LLSD::emptyArray();
+ capabilityNames.append("AccountingParcel");
+ capabilityNames.append("AccountingSelection");
capabilityNames.append("AttachmentResources");
capabilityNames.append("AvatarPickerSearch");
capabilityNames.append("ChatSessionRequest");
@@ -1509,8 +1526,6 @@ void LLViewerRegion::setSeedCapability(const std::string& url)
capabilityNames.append("MapLayer");
capabilityNames.append("MapLayerGod");
capabilityNames.append("NewFileAgentInventory");
- capabilityNames.append("NewFileAgentInventoryVariablePrice");
- capabilityNames.append("ObjectAdd");
capabilityNames.append("ParcelPropertiesUpdate");
capabilityNames.append("ParcelMediaURLFilterList");
capabilityNames.append("ParcelNavigateMedia");
@@ -1541,7 +1556,6 @@ void LLViewerRegion::setSeedCapability(const std::string& url)
capabilityNames.append("UpdateNotecardTaskInventory");
capabilityNames.append("UpdateScriptTask");
capabilityNames.append("UploadBakedTexture");
- capabilityNames.append("UploadObjectAsset");
capabilityNames.append("ViewerMetrics");
capabilityNames.append("ViewerStartAuction");
capabilityNames.append("ViewerStats");
@@ -1559,6 +1573,42 @@ void LLViewerRegion::setSeedCapability(const std::string& url)
LLHTTPClient::post(url, capabilityNames, mImpl->mHttpResponderPtr);
}
+class SimulatorFeaturesReceived : public LLHTTPClient::Responder
+{
+ LOG_CLASS(SimulatorFeaturesReceived);
+public:
+ SimulatorFeaturesReceived(LLViewerRegion* region)
+ : mRegion(region)
+ { }
+
+
+ void error(U32 statusNum, const std::string& reason)
+ {
+ LL_WARNS2("AppInit", "SimulatorFeatures") << statusNum << ": " << reason << LL_ENDL;
+ }
+
+ void result(const LLSD& content)
+ {
+ if(!mRegion) //region is removed or responder is not created.
+ {
+ return ;
+ }
+
+ mRegion->setSimulatorFeatures(content);
+ }
+
+ static boost::intrusive_ptr<SimulatorFeaturesReceived> build(
+ LLViewerRegion* region)
+ {
+ return boost::intrusive_ptr<SimulatorFeaturesReceived>(
+ new SimulatorFeaturesReceived(region));
+ }
+
+private:
+ LLViewerRegion* mRegion;
+};
+
+
void LLViewerRegion::setCapability(const std::string& name, const std::string& url)
{
if(name == "EventQueueGet")
@@ -1571,6 +1621,11 @@ void LLViewerRegion::setCapability(const std::string& name, const std::string& u
{
LLHTTPSender::setSender(mImpl->mHost, new LLCapHTTPSender(url));
}
+ else if (name == "SimulatorFeatures")
+ {
+ // kick off a request for simulator features
+ LLHTTPClient::get(url, new SimulatorFeaturesReceived(this));
+ }
else
{
mImpl->mCapabilities[name] = url;
@@ -1664,3 +1719,16 @@ std::string LLViewerRegion::getDescription() const
return stringize(*this);
}
+bool LLViewerRegion::meshUploadEnabled() const
+{
+ return (mSimulatorFeatures.has("MeshUploadEnabled") &&
+ mSimulatorFeatures["MeshUploadEnabled"].asBoolean());
+}
+
+bool LLViewerRegion::meshRezEnabled() const
+{
+ return (mSimulatorFeatures.has("MeshRezEnabled") &&
+ mSimulatorFeatures["MeshRezEnabled"].asBoolean());
+}
+
+
diff --git a/indra/newview/llviewerregion.h b/indra/newview/llviewerregion.h
index a6e5c47b86..3811b989e7 100644
--- a/indra/newview/llviewerregion.h
+++ b/indra/newview/llviewerregion.h
@@ -276,6 +276,11 @@ public:
void getInfo(LLSD& info);
+ bool meshRezEnabled() const;
+ bool meshUploadEnabled() const;
+
+ void getSimulatorFeatures(LLSD& info);
+ void setSimulatorFeatures(const LLSD& info);
typedef enum
{
@@ -401,6 +406,8 @@ private:
bool mCapabilitiesReceived;
BOOL mReleaseNotesRequested;
+
+ LLSD mSimulatorFeatures;
};
inline BOOL LLViewerRegion::getAllowDamage() const
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 3e85802ba6..da4d0548d0 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -66,12 +66,20 @@ LLGLSLShader gObjectSimpleProgram;
LLGLSLShader gObjectSimpleWaterProgram;
LLGLSLShader gObjectFullbrightProgram;
LLGLSLShader gObjectFullbrightWaterProgram;
-
LLGLSLShader gObjectFullbrightShinyProgram;
LLGLSLShader gObjectFullbrightShinyWaterProgram;
LLGLSLShader gObjectShinyProgram;
LLGLSLShader gObjectShinyWaterProgram;
+LLGLSLShader gObjectSimpleNonIndexedProgram;
+LLGLSLShader gObjectSimpleNonIndexedWaterProgram;
+LLGLSLShader gObjectFullbrightNonIndexedProgram;
+LLGLSLShader gObjectFullbrightNonIndexedWaterProgram;
+LLGLSLShader gObjectFullbrightShinyNonIndexedProgram;
+LLGLSLShader gObjectFullbrightShinyNonIndexedWaterProgram;
+LLGLSLShader gObjectShinyNonIndexedProgram;
+LLGLSLShader gObjectShinyNonIndexedWaterProgram;
+
//object hardware skinning shaders
LLGLSLShader gSkinnedObjectSimpleProgram;
LLGLSLShader gSkinnedObjectFullbrightProgram;
@@ -113,6 +121,7 @@ LLGLSLShader gDeferredImpostorProgram;
LLGLSLShader gDeferredEdgeProgram;
LLGLSLShader gDeferredWaterProgram;
LLGLSLShader gDeferredDiffuseProgram;
+LLGLSLShader gDeferredNonIndexedDiffuseProgram;
LLGLSLShader gDeferredSkinnedDiffuseProgram;
LLGLSLShader gDeferredSkinnedBumpProgram;
LLGLSLShader gDeferredSkinnedAlphaProgram;
@@ -132,13 +141,16 @@ LLGLSLShader gDeferredShadowProgram;
LLGLSLShader gDeferredAvatarShadowProgram;
LLGLSLShader gDeferredAttachmentShadowProgram;
LLGLSLShader gDeferredAlphaProgram;
+LLGLSLShader gDeferredAvatarEyesProgram;
LLGLSLShader gDeferredFullbrightProgram;
LLGLSLShader gDeferredGIProgram;
LLGLSLShader gDeferredGIFinalProgram;
LLGLSLShader gDeferredPostGIProgram;
LLGLSLShader gDeferredPostProgram;
LLGLSLShader gDeferredPostNoDoFProgram;
-
+LLGLSLShader gDeferredWLSkyProgram;
+LLGLSLShader gDeferredWLCloudProgram;
+LLGLSLShader gDeferredStarProgram;
LLGLSLShader gLuminanceGatherProgram;
@@ -160,6 +172,10 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gObjectFullbrightProgram);
mShaderList.push_back(&gObjectFullbrightShinyProgram);
mShaderList.push_back(&gObjectFullbrightShinyWaterProgram);
+ mShaderList.push_back(&gObjectSimpleNonIndexedProgram);
+ mShaderList.push_back(&gObjectFullbrightNonIndexedProgram);
+ mShaderList.push_back(&gObjectFullbrightShinyNonIndexedProgram);
+ mShaderList.push_back(&gObjectFullbrightShinyNonIndexedWaterProgram);
mShaderList.push_back(&gSkinnedObjectSimpleProgram);
mShaderList.push_back(&gSkinnedObjectFullbrightProgram);
mShaderList.push_back(&gSkinnedObjectFullbrightShinyProgram);
@@ -183,6 +199,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gDeferredAlphaProgram);
mShaderList.push_back(&gDeferredSkinnedAlphaProgram);
mShaderList.push_back(&gDeferredFullbrightProgram);
+ mShaderList.push_back(&gDeferredAvatarEyesProgram);
mShaderList.push_back(&gDeferredPostGIProgram);
mShaderList.push_back(&gDeferredEdgeProgram);
mShaderList.push_back(&gDeferredPostProgram);
@@ -190,6 +207,9 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gDeferredGIFinalProgram);
mShaderList.push_back(&gDeferredWaterProgram);
mShaderList.push_back(&gDeferredAvatarAlphaProgram);
+ mShaderList.push_back(&gDeferredWLSkyProgram);
+ mShaderList.push_back(&gDeferredWLCloudProgram);
+ mShaderList.push_back(&gDeferredStarProgram);
}
LLViewerShaderMgr::~LLViewerShaderMgr()
@@ -347,6 +367,10 @@ void LLViewerShaderMgr::setShaders()
return;
}
+ //setup preprocessor definitions
+ LLShaderMgr::instance()->mDefinitions["samples"] = llformat("%d", gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples")));
+ LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits);
+
reentrance = true;
// Make sure the compiled shader map is cleared before we recompile shaders.
@@ -577,6 +601,16 @@ void LLViewerShaderMgr::unloadShaders()
gObjectFullbrightShinyWaterProgram.unload();
gObjectShinyWaterProgram.unload();
+ gObjectSimpleNonIndexedProgram.unload();
+ gObjectSimpleNonIndexedWaterProgram.unload();
+ gObjectFullbrightNonIndexedProgram.unload();
+ gObjectFullbrightNonIndexedWaterProgram.unload();
+
+ gObjectShinyNonIndexedProgram.unload();
+ gObjectFullbrightShinyNonIndexedProgram.unload();
+ gObjectFullbrightShinyNonIndexedWaterProgram.unload();
+ gObjectShinyNonIndexedWaterProgram.unload();
+
gSkinnedObjectSimpleProgram.unload();
gSkinnedObjectFullbrightProgram.unload();
gSkinnedObjectFullbrightShinyProgram.unload();
@@ -607,6 +641,7 @@ void LLViewerShaderMgr::unloadShaders()
gPostNightVisionProgram.unload();
gDeferredDiffuseProgram.unload();
+ gDeferredNonIndexedDiffuseProgram.unload();
gDeferredSkinnedDiffuseProgram.unload();
gDeferredSkinnedBumpProgram.unload();
gDeferredSkinnedAlphaProgram.unload();
@@ -685,24 +720,35 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
shaders.clear();
shaders.reserve(13);
- shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
- shaders.push_back( make_pair( "windlight/gammaF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT]) );
- shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
- shaders.push_back( make_pair( "windlight/transportF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
- shaders.push_back( make_pair( "environment/waterFogF.glsl", mVertexShaderLevel[SHADER_WATER] ) );
- shaders.push_back( make_pair( "lighting/lightF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- shaders.push_back( make_pair( "lighting/lightFullbrightF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- shaders.push_back( make_pair( "lighting/lightWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- shaders.push_back( make_pair( "lighting/lightFullbrightWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- shaders.push_back( make_pair( "lighting/lightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- shaders.push_back( make_pair( "lighting/lightFullbrightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- shaders.push_back( make_pair( "lighting/lightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
+ S32 ch = gGLManager.mNumTextureImageUnits-1;
+
+ std::vector<S32> index_channels;
+ index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT]) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/transportF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "environment/waterFogF.glsl", mVertexShaderLevel[SHADER_WATER] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightShinyNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightShinyNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightShinyWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
for (U32 i = 0; i < shaders.size(); i++)
{
// Note usage of GL_FRAGMENT_SHADER_ARB
- if (loadShaderFile(shaders[i].first, shaders[i].second, GL_FRAGMENT_SHADER_ARB) == 0)
+ if (loadShaderFile(shaders[i].first, shaders[i].second, GL_FRAGMENT_SHADER_ARB, index_channels[i]) == 0)
{
return FALSE;
}
@@ -833,6 +879,9 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
{
BOOL success = TRUE;
+ U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"));
+ bool multisample = samples > 1 && LLPipeline::sRenderDeferred && gGLManager.mHasTextureMultisample;
+
if (mVertexShaderLevel[SHADER_EFFECT] == 0)
{
gGlowProgram.unload();
@@ -858,10 +907,21 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
if (success)
{
+ std::string fragment;
+
+ if (multisample)
+ {
+ fragment = "effects/glowExtractMSF.glsl";
+ }
+ else
+ {
+ fragment = "effects/glowExtractF.glsl";
+ }
+
gGlowExtractProgram.mName = "Glow Extract Shader (Post)";
gGlowExtractProgram.mShaderFiles.clear();
gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER_ARB));
- gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gGlowExtractProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
gGlowExtractProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
success = gGlowExtractProgram.createShader(NULL, &mGlowExtractUniforms);
if (!success)
@@ -925,6 +985,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredTreeProgram.unload();
gDeferredDiffuseProgram.unload();
+ gDeferredNonIndexedDiffuseProgram.unload();
gDeferredSkinnedDiffuseProgram.unload();
gDeferredSkinnedBumpProgram.unload();
gDeferredSkinnedAlphaProgram.unload();
@@ -945,6 +1006,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaProgram.unload();
gDeferredAlphaProgram.unload();
gDeferredFullbrightProgram.unload();
+ gDeferredAvatarEyesProgram.unload();
gDeferredPostGIProgram.unload();
gDeferredEdgeProgram.unload();
gDeferredPostProgram.unload();
@@ -952,6 +1014,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredGIProgram.unload();
gDeferredGIFinalProgram.unload();
gDeferredWaterProgram.unload();
+ gDeferredWLSkyProgram.unload();
+ gDeferredWLCloudProgram.unload();
+ gDeferredStarProgram.unload();
return TRUE;
}
@@ -959,18 +1024,33 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
BOOL success = TRUE;
+ U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"));
+ bool multisample = samples > 1 && gGLManager.mHasTextureMultisample;
+
if (success)
{
gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader";
gDeferredDiffuseProgram.mShaderFiles.clear();
gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
gDeferredDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredDiffuseProgram.createShader(NULL, NULL);
}
if (success)
{
+ gDeferredNonIndexedDiffuseProgram.mName = "Non Indexed Deferred Diffuse Shader";
+ gDeferredNonIndexedDiffuseProgram.mShaderFiles.clear();
+ gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredNonIndexedDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredNonIndexedDiffuseProgram.createShader(NULL, NULL);
+ }
+
+
+ if (success)
+ {
gDeferredSkinnedDiffuseProgram.mName = "Deferred Skinned Diffuse Shader";
gDeferredSkinnedDiffuseProgram.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedDiffuseProgram.mShaderFiles.clear();
@@ -1000,9 +1080,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedAlphaProgram.mFeatures.hasGamma = true;
gDeferredSkinnedAlphaProgram.mFeatures.hasAtmospherics = true;
gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = true;
+ gDeferredSkinnedAlphaProgram.mFeatures.disableTextureIndex = true;
gDeferredSkinnedAlphaProgram.mShaderFiles.clear();
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
}
@@ -1039,40 +1120,83 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
+ std::string fragment;
+
+ if (multisample)
+ {
+ fragment = "deferred/pointLightMSF.glsl";
+ }
+ else
+ {
+ fragment = "deferred/pointLightF.glsl";
+ }
+
gDeferredLightProgram.mName = "Deferred Light Shader";
gDeferredLightProgram.mShaderFiles.clear();
gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
gDeferredLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredLightProgram.createShader(NULL, NULL);
}
if (success)
{
+ std::string fragment;
+ if (multisample)
+ {
+ fragment = "deferred/multiPointLightMSF.glsl";
+ }
+ else
+ {
+ fragment = "deferred/multiPointLightF.glsl";
+ }
+
gDeferredMultiLightProgram.mName = "Deferred MultiLight Shader";
gDeferredMultiLightProgram.mShaderFiles.clear();
gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
gDeferredMultiLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredMultiLightProgram.createShader(NULL, NULL);
}
if (success)
{
+ std::string fragment;
+
+ if (multisample)
+ {
+ fragment = "deferred/spotLightMSF.glsl";
+ }
+ else
+ {
+ fragment = "deferred/multiSpotLightF.glsl";
+ }
+
gDeferredSpotLightProgram.mName = "Deferred SpotLight Shader";
gDeferredSpotLightProgram.mShaderFiles.clear();
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
gDeferredSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredSpotLightProgram.createShader(NULL, NULL);
}
if (success)
{
+ std::string fragment;
+
+ if (multisample)
+ {
+ fragment = "deferred/multiSpotLightMSF.glsl";
+ }
+ else
+ {
+ fragment = "deferred/multiSpotLightF.glsl";
+ }
+
gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader";
gDeferredMultiSpotLightProgram.mShaderFiles.clear();
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
gDeferredMultiSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL);
}
@@ -1083,11 +1207,25 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
{
- fragment = "deferred/sunLightSSAOF.glsl";
+ if (multisample)
+ {
+ fragment = "deferred/sunlightSSAOMSF.glsl";
+ }
+ else
+ {
+ fragment = "deferred/sunLightSSAOF.glsl";
+ }
}
else
{
- fragment = "deferred/sunLightF.glsl";
+ if (multisample)
+ {
+ fragment = "deferred/sunlightMSF.glsl";
+ }
+ else
+ {
+ fragment = "deferred/sunLightF.glsl";
+ }
}
gDeferredSunProgram.mName = "Deferred Sun Shader";
@@ -1100,10 +1238,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
+ std::string fragment;
+
+ if (multisample)
+ {
+ fragment = "deferred/blurLightMSF.glsl";
+ }
+ else
+ {
+ fragment = "deferred/blurLightF.glsl";
+ }
+
gDeferredBlurLightProgram.mName = "Deferred Blur Light Shader";
gDeferredBlurLightProgram.mShaderFiles.clear();
gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
gDeferredBlurLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredBlurLightProgram.createShader(NULL, NULL);
}
@@ -1116,6 +1265,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaProgram.mFeatures.hasGamma = true;
gDeferredAlphaProgram.mFeatures.hasAtmospherics = true;
gDeferredAlphaProgram.mFeatures.hasLighting = true;
+ gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
+ if (mVertexShaderLevel[SHADER_DEFERRED] < 1)
+ {
+ gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
+ }
+ else
+ { //shave off some texture units for shadow maps
+ gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits - 6;
+ }
+
gDeferredAlphaProgram.mShaderFiles.clear();
gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1125,11 +1284,25 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
+ gDeferredAvatarEyesProgram.mName = "Deferred Avatar Eyes Shader";
+ gDeferredAvatarEyesProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredAvatarEyesProgram.mFeatures.hasGamma = true;
+ gDeferredAvatarEyesProgram.mFeatures.hasTransport = true;
+ gDeferredAvatarEyesProgram.mFeatures.disableTextureIndex = true;
+ gDeferredAvatarEyesProgram.mShaderFiles.clear();
+ gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/avatarEyesV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredAvatarEyesProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredAvatarEyesProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gDeferredFullbrightProgram.mName = "Deferred Fullbright Shader";
gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightProgram.mFeatures.hasGamma = true;
gDeferredFullbrightProgram.mFeatures.hasTransport = true;
- gDeferredFullbrightProgram.mFeatures.isFullbright = true;
+ gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits;
gDeferredFullbrightProgram.mShaderFiles.clear();
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1153,10 +1326,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
+ std::string fragment;
+
+ if (multisample)
+ {
+ fragment = "deferred/softenLightMSF.glsl";
+ }
+ else
+ {
+ fragment = "deferred/softenLightF.glsl";
+ }
+
gDeferredSoftenProgram.mName = "Deferred Soften Shader";
gDeferredSoftenProgram.mShaderFiles.clear();
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredSoftenProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
gDeferredSoftenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
@@ -1230,41 +1414,106 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true;
gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true;
gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true;
+ gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true;
gDeferredAvatarAlphaProgram.mShaderFiles.clear();
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarAlphaProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
}
if (success)
{
+ std::string fragment;
+ if (multisample)
+ {
+ fragment = "deferred/postDeferredMSF.glsl";
+ }
+ else
+ {
+ fragment = "deferred/postDeferredF.glsl";
+ }
+
gDeferredPostProgram.mName = "Deferred Post Shader";
gDeferredPostProgram.mShaderFiles.clear();
gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredPostProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredPostProgram.createShader(NULL, NULL);
}
if (success)
{
+ std::string fragment;
+ if (multisample)
+ {
+ fragment = "deferred/postDeferredNoDoFMSF.glsl";
+ }
+ else
+ {
+ fragment = "deferred/postDeferredNoDoFF.glsl";
+ }
+
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.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
gDeferredPostNoDoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredPostNoDoFProgram.createShader(NULL, NULL);
}
+ if (success)
+ {
+ gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader";
+ //gWLSkyProgram.mFeatures.hasGamma = true;
+ gDeferredWLSkyProgram.mShaderFiles.clear();
+ gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+ success = gDeferredWLSkyProgram.createShader(NULL, &mWLUniforms);
+ }
+
+ if (success)
+ {
+ gDeferredWLCloudProgram.mName = "Deferred Windlight Cloud Program";
+ gDeferredWLCloudProgram.mShaderFiles.clear();
+ gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+ success = gDeferredWLCloudProgram.createShader(NULL, &mWLUniforms);
+ }
+
+ if (success)
+ {
+ gDeferredStarProgram.mName = "Deferred Star Program";
+ gDeferredStarProgram.mShaderFiles.clear();
+ gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredStarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredStarProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+ success = gDeferredStarProgram.createShader(NULL, &mWLUniforms);
+ }
+
if (mVertexShaderLevel[SHADER_DEFERRED] > 1)
{
if (success)
{
+ std::string fragment;
+ if (multisample)
+ {
+ fragment = "deferred/edgeMSF.glsl";
+ }
+ else
+ {
+ fragment = "deferred/edgeF.glsl";
+ }
+
gDeferredEdgeProgram.mName = "Deferred Edge Shader";
gDeferredEdgeProgram.mShaderFiles.clear();
gDeferredEdgeProgram.mShaderFiles.push_back(make_pair("deferred/edgeV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredEdgeProgram.mShaderFiles.push_back(make_pair("deferred/edgeF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredEdgeProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
gDeferredEdgeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredEdgeProgram.createShader(NULL, NULL);
}
@@ -1272,8 +1521,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (mVertexShaderLevel[SHADER_DEFERRED] > 2)
{
-
-
if (success)
{
gDeferredPostGIProgram.mName = "Deferred Post GI Shader";
@@ -1321,7 +1568,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
BOOL LLViewerShaderMgr::loadShadersObject()
{
BOOL success = TRUE;
-
+
if (mVertexShaderLevel[SHADER_OBJECT] == 0)
{
gObjectShinyProgram.unload();
@@ -1332,6 +1579,14 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectSimpleWaterProgram.unload();
gObjectFullbrightProgram.unload();
gObjectFullbrightWaterProgram.unload();
+ gObjectShinyNonIndexedProgram.unload();
+ gObjectFullbrightShinyNonIndexedProgram.unload();
+ gObjectFullbrightShinyNonIndexedWaterProgram.unload();
+ gObjectShinyNonIndexedWaterProgram.unload();
+ gObjectSimpleNonIndexedProgram.unload();
+ gObjectSimpleNonIndexedWaterProgram.unload();
+ gObjectFullbrightNonIndexedProgram.unload();
+ gObjectFullbrightNonIndexedWaterProgram.unload();
gSkinnedObjectSimpleProgram.unload();
gSkinnedObjectFullbrightProgram.unload();
gSkinnedObjectFullbrightShinyProgram.unload();
@@ -1346,12 +1601,144 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
+ gObjectSimpleNonIndexedProgram.mName = "Non indexed Shader";
+ gObjectSimpleNonIndexedProgram.mFeatures.calculatesLighting = true;
+ gObjectSimpleNonIndexedProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectSimpleNonIndexedProgram.mFeatures.hasGamma = true;
+ gObjectSimpleNonIndexedProgram.mFeatures.hasAtmospherics = true;
+ gObjectSimpleNonIndexedProgram.mFeatures.hasLighting = true;
+ gObjectSimpleNonIndexedProgram.mFeatures.disableTextureIndex = true;
+ gObjectSimpleNonIndexedProgram.mShaderFiles.clear();
+ gObjectSimpleNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectSimpleNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectSimpleNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gObjectSimpleNonIndexedProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gObjectSimpleNonIndexedWaterProgram.mName = "Non indexed Water Shader";
+ gObjectSimpleNonIndexedWaterProgram.mFeatures.calculatesLighting = true;
+ gObjectSimpleNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectSimpleNonIndexedWaterProgram.mFeatures.hasWaterFog = true;
+ gObjectSimpleNonIndexedWaterProgram.mFeatures.hasAtmospherics = true;
+ gObjectSimpleNonIndexedWaterProgram.mFeatures.hasLighting = true;
+ gObjectSimpleNonIndexedWaterProgram.mFeatures.disableTextureIndex = true;
+ gObjectSimpleNonIndexedWaterProgram.mShaderFiles.clear();
+ gObjectSimpleNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectSimpleNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectSimpleNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectSimpleNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ success = gObjectSimpleNonIndexedWaterProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gObjectFullbrightNonIndexedProgram.mName = "Non Indexed Fullbright Shader";
+ gObjectFullbrightNonIndexedProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectFullbrightNonIndexedProgram.mFeatures.hasGamma = true;
+ gObjectFullbrightNonIndexedProgram.mFeatures.hasTransport = true;
+ gObjectFullbrightNonIndexedProgram.mFeatures.isFullbright = true;
+ gObjectFullbrightNonIndexedProgram.mFeatures.disableTextureIndex = true;
+ gObjectFullbrightNonIndexedProgram.mShaderFiles.clear();
+ gObjectFullbrightNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectFullbrightNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectFullbrightNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gObjectFullbrightNonIndexedProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gObjectFullbrightNonIndexedWaterProgram.mName = "Non Indexed Fullbright Water Shader";
+ gObjectFullbrightNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectFullbrightNonIndexedWaterProgram.mFeatures.isFullbright = true;
+ gObjectFullbrightNonIndexedWaterProgram.mFeatures.hasWaterFog = true;
+ gObjectFullbrightNonIndexedWaterProgram.mFeatures.hasTransport = true;
+ gObjectFullbrightNonIndexedWaterProgram.mFeatures.disableTextureIndex = true;
+ gObjectFullbrightNonIndexedWaterProgram.mShaderFiles.clear();
+ gObjectFullbrightNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectFullbrightNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectFullbrightNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ success = gObjectFullbrightNonIndexedWaterProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gObjectShinyNonIndexedProgram.mName = "Non Indexed Shiny Shader";
+ gObjectShinyNonIndexedProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectShinyNonIndexedProgram.mFeatures.calculatesLighting = true;
+ gObjectShinyNonIndexedProgram.mFeatures.hasGamma = true;
+ gObjectShinyNonIndexedProgram.mFeatures.hasAtmospherics = true;
+ gObjectShinyNonIndexedProgram.mFeatures.isShiny = true;
+ gObjectShinyNonIndexedProgram.mFeatures.disableTextureIndex = true;
+ gObjectShinyNonIndexedProgram.mShaderFiles.clear();
+ gObjectShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectShinyNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gObjectShinyNonIndexedProgram.createShader(NULL, &mShinyUniforms);
+ }
+
+ if (success)
+ {
+ gObjectShinyNonIndexedWaterProgram.mName = "Non Indexed Shiny Water Shader";
+ gObjectShinyNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectShinyNonIndexedWaterProgram.mFeatures.calculatesLighting = true;
+ gObjectShinyNonIndexedWaterProgram.mFeatures.isShiny = true;
+ gObjectShinyNonIndexedWaterProgram.mFeatures.hasWaterFog = true;
+ gObjectShinyNonIndexedWaterProgram.mFeatures.hasAtmospherics = true;
+ gObjectShinyNonIndexedWaterProgram.mFeatures.disableTextureIndex = true;
+ gObjectShinyNonIndexedWaterProgram.mShaderFiles.clear();
+ gObjectShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectShinyNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectShinyNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ success = gObjectShinyNonIndexedWaterProgram.createShader(NULL, &mShinyUniforms);
+ }
+
+ if (success)
+ {
+ gObjectFullbrightShinyNonIndexedProgram.mName = "Non Indexed Fullbright Shiny Shader";
+ gObjectFullbrightShinyNonIndexedProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectFullbrightShinyNonIndexedProgram.mFeatures.isFullbright = true;
+ gObjectFullbrightShinyNonIndexedProgram.mFeatures.isShiny = true;
+ gObjectFullbrightShinyNonIndexedProgram.mFeatures.hasGamma = true;
+ gObjectFullbrightShinyNonIndexedProgram.mFeatures.hasTransport = true;
+ gObjectFullbrightShinyNonIndexedProgram.mFeatures.disableTextureIndex = true;
+ gObjectFullbrightShinyNonIndexedProgram.mShaderFiles.clear();
+ gObjectFullbrightShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectFullbrightShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectFullbrightShinyNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ success = gObjectFullbrightShinyNonIndexedProgram.createShader(NULL, &mShinyUniforms);
+ }
+
+ if (success)
+ {
+ gObjectFullbrightShinyNonIndexedWaterProgram.mName = "Non Indexed Fullbright Shiny Water Shader";
+ gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.isFullbright = true;
+ gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.isShiny = true;
+ gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.hasGamma = true;
+ gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.hasTransport = true;
+ gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.hasWaterFog = true;
+ gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.disableTextureIndex = true;
+ gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.clear();
+ gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectFullbrightShinyNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightShinyNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ success = gObjectFullbrightShinyNonIndexedWaterProgram.createShader(NULL, &mShinyUniforms);
+ }
+
+ if (success)
+ {
gObjectSimpleProgram.mName = "Simple Shader";
gObjectSimpleProgram.mFeatures.calculatesLighting = true;
gObjectSimpleProgram.mFeatures.calculatesAtmospherics = true;
gObjectSimpleProgram.mFeatures.hasGamma = true;
gObjectSimpleProgram.mFeatures.hasAtmospherics = true;
gObjectSimpleProgram.mFeatures.hasLighting = true;
+ gObjectSimpleProgram.mFeatures.mIndexedTextureChannels = 0;
gObjectSimpleProgram.mShaderFiles.clear();
gObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
gObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1367,6 +1754,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectSimpleWaterProgram.mFeatures.hasWaterFog = true;
gObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true;
gObjectSimpleWaterProgram.mFeatures.hasLighting = true;
+ gObjectSimpleWaterProgram.mFeatures.mIndexedTextureChannels = 0;
gObjectSimpleWaterProgram.mShaderFiles.clear();
gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1382,6 +1770,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightProgram.mFeatures.hasGamma = true;
gObjectFullbrightProgram.mFeatures.hasTransport = true;
gObjectFullbrightProgram.mFeatures.isFullbright = true;
+ gObjectFullbrightProgram.mFeatures.mIndexedTextureChannels = 0;
gObjectFullbrightProgram.mShaderFiles.clear();
gObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1396,6 +1785,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightWaterProgram.mFeatures.isFullbright = true;
gObjectFullbrightWaterProgram.mFeatures.hasWaterFog = true;
gObjectFullbrightWaterProgram.mFeatures.hasTransport = true;
+ gObjectFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = 0;
gObjectFullbrightWaterProgram.mShaderFiles.clear();
gObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1412,6 +1802,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectShinyProgram.mFeatures.hasGamma = true;
gObjectShinyProgram.mFeatures.hasAtmospherics = true;
gObjectShinyProgram.mFeatures.isShiny = true;
+ gObjectShinyProgram.mFeatures.mIndexedTextureChannels = 0;
gObjectShinyProgram.mShaderFiles.clear();
gObjectShinyProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB));
gObjectShinyProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1427,6 +1818,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectShinyWaterProgram.mFeatures.isShiny = true;
gObjectShinyWaterProgram.mFeatures.hasWaterFog = true;
gObjectShinyWaterProgram.mFeatures.hasAtmospherics = true;
+ gObjectShinyWaterProgram.mFeatures.mIndexedTextureChannels = 0;
gObjectShinyWaterProgram.mShaderFiles.clear();
gObjectShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB));
@@ -1443,6 +1835,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightShinyProgram.mFeatures.isShiny = true;
gObjectFullbrightShinyProgram.mFeatures.hasGamma = true;
gObjectFullbrightShinyProgram.mFeatures.hasTransport = true;
+ gObjectFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = 0;
gObjectFullbrightShinyProgram.mShaderFiles.clear();
gObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1459,6 +1852,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightShinyWaterProgram.mFeatures.hasGamma = true;
gObjectFullbrightShinyWaterProgram.mFeatures.hasTransport = true;
gObjectFullbrightShinyWaterProgram.mFeatures.hasWaterFog = true;
+ gObjectFullbrightShinyWaterProgram.mFeatures.mIndexedTextureChannels = 0;
gObjectFullbrightShinyWaterProgram.mShaderFiles.clear();
gObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1478,6 +1872,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectSimpleProgram.mFeatures.hasAtmospherics = true;
gSkinnedObjectSimpleProgram.mFeatures.hasLighting = true;
gSkinnedObjectSimpleProgram.mFeatures.hasObjectSkinning = true;
+ gSkinnedObjectSimpleProgram.mFeatures.disableTextureIndex = true;
gSkinnedObjectSimpleProgram.mShaderFiles.clear();
gSkinnedObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1493,6 +1888,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectFullbrightProgram.mFeatures.hasTransport = true;
gSkinnedObjectFullbrightProgram.mFeatures.isFullbright = true;
gSkinnedObjectFullbrightProgram.mFeatures.hasObjectSkinning = true;
+ gSkinnedObjectFullbrightProgram.mFeatures.disableTextureIndex = true;
gSkinnedObjectFullbrightProgram.mShaderFiles.clear();
gSkinnedObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1509,6 +1905,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectFullbrightShinyProgram.mFeatures.isShiny = true;
gSkinnedObjectFullbrightShinyProgram.mFeatures.isFullbright = true;
gSkinnedObjectFullbrightShinyProgram.mFeatures.hasObjectSkinning = true;
+ gSkinnedObjectFullbrightShinyProgram.mFeatures.disableTextureIndex = true;
gSkinnedObjectFullbrightShinyProgram.mShaderFiles.clear();
gSkinnedObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1525,6 +1922,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectShinySimpleProgram.mFeatures.hasAtmospherics = true;
gSkinnedObjectShinySimpleProgram.mFeatures.hasObjectSkinning = true;
gSkinnedObjectShinySimpleProgram.mFeatures.isShiny = true;
+ gSkinnedObjectShinySimpleProgram.mFeatures.disableTextureIndex = true;
gSkinnedObjectShinySimpleProgram.mShaderFiles.clear();
gSkinnedObjectShinySimpleProgram.mShaderFiles.push_back(make_pair("objects/shinySimpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectShinySimpleProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1540,9 +1938,11 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectSimpleWaterProgram.mFeatures.hasGamma = true;
gSkinnedObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true;
gSkinnedObjectSimpleWaterProgram.mFeatures.hasLighting = true;
+ gSkinnedObjectSimpleWaterProgram.mFeatures.disableTextureIndex = true;
gSkinnedObjectSimpleWaterProgram.mFeatures.hasWaterFog = true;
gSkinnedObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gSkinnedObjectSimpleWaterProgram.mFeatures.hasObjectSkinning = true;
+ gSkinnedObjectSimpleWaterProgram.mFeatures.disableTextureIndex = true;
gSkinnedObjectSimpleWaterProgram.mShaderFiles.clear();
gSkinnedObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1559,6 +1959,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectFullbrightWaterProgram.mFeatures.isFullbright = true;
gSkinnedObjectFullbrightWaterProgram.mFeatures.hasObjectSkinning = true;
gSkinnedObjectFullbrightWaterProgram.mFeatures.hasWaterFog = true;
+ gSkinnedObjectFullbrightWaterProgram.mFeatures.disableTextureIndex = true;
gSkinnedObjectFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gSkinnedObjectFullbrightWaterProgram.mShaderFiles.clear();
gSkinnedObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
@@ -1577,6 +1978,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.isFullbright = true;
gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.hasObjectSkinning = true;
gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.hasWaterFog = true;
+ gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.disableTextureIndex = true;
gSkinnedObjectFullbrightShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.clear();
gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB));
@@ -1595,6 +1997,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectShinySimpleWaterProgram.mFeatures.hasObjectSkinning = true;
gSkinnedObjectShinySimpleWaterProgram.mFeatures.isShiny = true;
gSkinnedObjectShinySimpleWaterProgram.mFeatures.hasWaterFog = true;
+ gSkinnedObjectShinySimpleWaterProgram.mFeatures.disableTextureIndex = true;
gSkinnedObjectShinySimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gSkinnedObjectShinySimpleWaterProgram.mShaderFiles.clear();
gSkinnedObjectShinySimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/shinySimpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
@@ -1635,6 +2038,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
gAvatarProgram.mFeatures.hasGamma = true;
gAvatarProgram.mFeatures.hasAtmospherics = true;
gAvatarProgram.mFeatures.hasLighting = true;
+ gAvatarProgram.mFeatures.disableTextureIndex = true;
gAvatarProgram.mShaderFiles.clear();
gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER_ARB));
gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1650,6 +2054,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
gAvatarWaterProgram.mFeatures.hasWaterFog = true;
gAvatarWaterProgram.mFeatures.hasAtmospherics = true;
gAvatarWaterProgram.mFeatures.hasLighting = true;
+ gAvatarWaterProgram.mFeatures.disableTextureIndex = true;
gAvatarWaterProgram.mShaderFiles.clear();
gAvatarWaterProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER_ARB));
gAvatarWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1670,6 +2075,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
{
gAvatarPickProgram.mName = "Avatar Pick Shader";
gAvatarPickProgram.mFeatures.hasSkinning = true;
+ gAvatarPickProgram.mFeatures.disableTextureIndex = true;
gAvatarPickProgram.mShaderFiles.clear();
gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarV.glsl", GL_VERTEX_SHADER_ARB));
gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1686,6 +2092,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
gAvatarEyeballProgram.mFeatures.hasGamma = true;
gAvatarEyeballProgram.mFeatures.hasAtmospherics = true;
gAvatarEyeballProgram.mFeatures.hasLighting = true;
+ gAvatarEyeballProgram.mFeatures.disableTextureIndex = true;
gAvatarEyeballProgram.mShaderFiles.clear();
gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballV.glsl", GL_VERTEX_SHADER_ARB));
gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballF.glsl", GL_FRAGMENT_SHADER_ARB));
diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h
index 72ac5e02ee..6ecba65470 100644
--- a/indra/newview/llviewershadermgr.h
+++ b/indra/newview/llviewershadermgr.h
@@ -298,16 +298,25 @@ extern LLVector4 gShinyOrigin;
//object shaders
extern LLGLSLShader gObjectSimpleProgram;
extern LLGLSLShader gObjectSimpleWaterProgram;
+extern LLGLSLShader gObjectSimpleNonIndexedProgram;
+extern LLGLSLShader gObjectSimpleNonIndexedWaterProgram;
extern LLGLSLShader gObjectFullbrightProgram;
extern LLGLSLShader gObjectFullbrightWaterProgram;
+extern LLGLSLShader gObjectFullbrightNonIndexedProgram;
+extern LLGLSLShader gObjectFullbrightNonIndexedWaterProgram;
extern LLGLSLShader gObjectSimpleLODProgram;
extern LLGLSLShader gObjectFullbrightLODProgram;
extern LLGLSLShader gObjectFullbrightShinyProgram;
extern LLGLSLShader gObjectFullbrightShinyWaterProgram;
+extern LLGLSLShader gObjectFullbrightShinyNonIndexedProgram;
+extern LLGLSLShader gObjectFullbrightShinyNonIndexedWaterProgram;
+
extern LLGLSLShader gObjectShinyProgram;
extern LLGLSLShader gObjectShinyWaterProgram;
+extern LLGLSLShader gObjectShinyNonIndexedProgram;
+extern LLGLSLShader gObjectShinyNonIndexedWaterProgram;
extern LLGLSLShader gSkinnedObjectSimpleProgram;
extern LLGLSLShader gSkinnedObjectFullbrightProgram;
@@ -349,6 +358,7 @@ extern LLGLSLShader gDeferredImpostorProgram;
extern LLGLSLShader gDeferredEdgeProgram;
extern LLGLSLShader gDeferredWaterProgram;
extern LLGLSLShader gDeferredDiffuseProgram;
+extern LLGLSLShader gDeferredNonIndexedDiffuseProgram;
extern LLGLSLShader gDeferredSkinnedDiffuseProgram;
extern LLGLSLShader gDeferredSkinnedBumpProgram;
extern LLGLSLShader gDeferredSkinnedAlphaProgram;
@@ -373,8 +383,11 @@ extern LLGLSLShader gDeferredAvatarShadowProgram;
extern LLGLSLShader gDeferredAttachmentShadowProgram;
extern LLGLSLShader gDeferredAlphaProgram;
extern LLGLSLShader gDeferredFullbrightProgram;
+extern LLGLSLShader gDeferredAvatarEyesProgram;
extern LLGLSLShader gDeferredAvatarAlphaProgram;
-
+extern LLGLSLShader gDeferredWLSkyProgram;
+extern LLGLSLShader gDeferredWLCloudProgram;
+extern LLGLSLShader gDeferredStarProgram;
extern LLGLSLShader gLuminanceGatherProgram;
//current avatar shader parameter pointer
diff --git a/indra/newview/llviewertexture.cpp b/indra/newview/llviewertexture.cpp
index af06421bf9..4da0f80a00 100644
--- a/indra/newview/llviewertexture.cpp
+++ b/indra/newview/llviewertexture.cpp
@@ -1168,6 +1168,7 @@ void LLViewerFetchedTexture::init(bool firstinit)
mSavedRawDiscardLevel = -1 ;
mDesiredSavedRawDiscardLevel = -1 ;
mLastReferencedSavedRawImageTime = 0.0f ;
+ mKeptSavedRawImageTime = 0.f ;
mLastCallBackActiveTime = 0.f;
}
@@ -2696,8 +2697,16 @@ void LLViewerFetchedTexture::saveRawImage()
mLastReferencedSavedRawImageTime = sCurrentTime ;
}
-void LLViewerFetchedTexture::forceToSaveRawImage(S32 desired_discard)
+void LLViewerFetchedTexture::forceToSaveRawImage(S32 desired_discard, F32 kept_time)
{
+ mKeptSavedRawImageTime = kept_time ;
+ mLastReferencedSavedRawImageTime = sCurrentTime ;
+
+ if(mSavedRawDiscardLevel > -1 && mSavedRawDiscardLevel <= desired_discard)
+ {
+ return ; //raw imge is ready.
+ }
+
if(!mForceToSaveRawImage || mDesiredSavedRawDiscardLevel < 0 || mDesiredSavedRawDiscardLevel > desired_discard)
{
mForceToSaveRawImage = TRUE ;
@@ -2713,11 +2722,16 @@ void LLViewerFetchedTexture::forceToSaveRawImage(S32 desired_discard)
mRawImage = NULL ;
mRawDiscardLevel = INVALID_DISCARD_LEVEL ;
- }
+ }
}
}
void LLViewerFetchedTexture::destroySavedRawImage()
{
+ if(mLastReferencedSavedRawImageTime < mKeptSavedRawImageTime)
+ {
+ return ; //keep the saved raw image.
+ }
+
mForceToSaveRawImage = FALSE ;
mSaveRawImage = FALSE ;
@@ -2729,6 +2743,7 @@ void LLViewerFetchedTexture::destroySavedRawImage()
mSavedRawDiscardLevel = -1 ;
mDesiredSavedRawDiscardLevel = -1 ;
mLastReferencedSavedRawImageTime = 0.0f ;
+ mKeptSavedRawImageTime = 0.f ;
}
LLImageRaw* LLViewerFetchedTexture::getSavedRawImage()
diff --git a/indra/newview/llviewertexture.h b/indra/newview/llviewertexture.h
index d512f8ec3a..c5b8c8923a 100644
--- a/indra/newview/llviewertexture.h
+++ b/indra/newview/llviewertexture.h
@@ -465,7 +465,7 @@ public:
S32 getCachedRawImageLevel() const {return mCachedRawDiscardLevel;}
BOOL isCachedRawImageReady() const {return mCachedRawImageReady ;}
BOOL isRawImageValid()const { return mIsRawImageValid ; }
- void forceToSaveRawImage(S32 desired_discard = 0) ;
+ void forceToSaveRawImage(S32 desired_discard = 0, F32 kept_time = 0.f) ;
/*virtual*/ void setCachedRawImage(S32 discard_level, LLImageRaw* imageraw) ;
void destroySavedRawImage() ;
LLImageRaw* getSavedRawImage() ;
@@ -550,6 +550,7 @@ protected:
S32 mSavedRawDiscardLevel;
S32 mDesiredSavedRawDiscardLevel;
F32 mLastReferencedSavedRawImageTime ;
+ F32 mKeptSavedRawImageTime ;
//a small version of the copy of the raw image (<= 64 * 64)
LLPointer<LLImageRaw> mCachedRawImage;
diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp
index 34d15a597e..b1441cc281 100644
--- a/indra/newview/llviewerwindow.cpp
+++ b/indra/newview/llviewerwindow.cpp
@@ -601,7 +601,7 @@ public:
ypos += y_inc;
- if (gSavedSettings.getBOOL("MeshEnabled"))
+ if (gMeshRepo.meshRezEnabled())
{
addText(xpos, ypos, llformat("%.3f MB Mesh Data Received", LLMeshRepository::sBytesReceived/(1024.f*1024.f)));
diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp
index ec2b5a4c98..1b53348b43 100644
--- a/indra/newview/llvoavatar.cpp
+++ b/indra/newview/llvoavatar.cpp
@@ -56,6 +56,7 @@
#include "lleditingmotion.h"
#include "llemote.h"
//#include "llfirstuse.h"
+#include "llfloatertools.h"
#include "llheadrotmotion.h"
#include "llhudeffecttrail.h"
#include "llhudmanager.h"
@@ -1541,7 +1542,35 @@ BOOL LLVOAvatar::lineSegmentIntersect(const LLVector3& start, const LLVector3& e
return TRUE;
}
}
+
+ if (isSelf())
+ {
+ for (attachment_map_t::iterator iter = mAttachmentPoints.begin();
+ iter != mAttachmentPoints.end();
+ ++iter)
+ {
+ LLViewerJointAttachment* attachment = iter->second;
+
+ for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachment->mAttachedObjects.begin();
+ attachment_iter != attachment->mAttachedObjects.end();
+ ++attachment_iter)
+ {
+ LLViewerObject* attached_object = (*attachment_iter);
+
+ if (attached_object && !attached_object->isDead() && attachment->getValid())
+ {
+ LLDrawable* drawable = attached_object->mDrawable;
+ if (drawable->isState(LLDrawable::RIGGED))
+ { //regenerate octree for rigged attachment
+ gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_RIGGED, TRUE);
+ }
+ }
+ }
+ }
+ }
}
+
+
LLVector3 position;
if (mNameText.notNull() && mNameText->lineSegmentIntersect(start, end, position))
@@ -1557,6 +1586,56 @@ BOOL LLVOAvatar::lineSegmentIntersect(const LLVector3& start, const LLVector3& e
return FALSE;
}
+LLViewerObject* LLVOAvatar::lineSegmentIntersectRiggedAttachments(const LLVector3& start, const LLVector3& end,
+ S32 face,
+ BOOL pick_transparent,
+ S32* face_hit,
+ LLVector3* intersection,
+ LLVector2* tex_coord,
+ LLVector3* normal,
+ LLVector3* bi_normal)
+{
+ if (isSelf() && !gAgent.needsRenderAvatar())
+ {
+ return NULL;
+ }
+
+ LLViewerObject* hit = NULL;
+
+ if (lineSegmentBoundingBox(start, end))
+ {
+ LLVector3 local_end = end;
+ LLVector3 local_intersection;
+
+ for (attachment_map_t::iterator iter = mAttachmentPoints.begin();
+ iter != mAttachmentPoints.end();
+ ++iter)
+ {
+ LLViewerJointAttachment* attachment = iter->second;
+
+ for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachment->mAttachedObjects.begin();
+ attachment_iter != attachment->mAttachedObjects.end();
+ ++attachment_iter)
+ {
+ LLViewerObject* attached_object = (*attachment_iter);
+
+ if (attached_object->lineSegmentIntersect(start, local_end, face, pick_transparent, face_hit, &local_intersection, tex_coord, normal, bi_normal))
+ {
+ local_end = local_intersection;
+ if (intersection)
+ {
+ *intersection = local_intersection;
+ }
+
+ hit = attached_object;
+ }
+ }
+ }
+ }
+
+ return hit;
+}
+
//-----------------------------------------------------------------------------
// parseSkeletonFile()
//-----------------------------------------------------------------------------
@@ -4968,19 +5047,6 @@ void LLVOAvatar::resetSpecificJointPosition( const std::string& name )
//-----------------------------------------------------------------------------
void LLVOAvatar::resetJointPositionsToDefault( void )
{
- const LLVector3& avPos = getCharacterPosition();
-
- //Reposition the pelvis
- LLJoint* pPelvis = mRoot.findJoint("mPelvis");
- if ( pPelvis )
- {
- pPelvis->setPosition( avPos + pPelvis->getPosition() );
- }
- else
- {
- llwarns<<"Can't get pelvis joint."<<llendl;
- return;
- }
//Subsequent joints are relative to pelvis
for( S32 i = 0; i < (S32)mNumJoints; ++i )
@@ -4991,7 +5057,7 @@ void LLVOAvatar::resetJointPositionsToDefault( void )
pJoint->setId( LLUUID::null );
//restore joints to default positions, however skip over the pelvis
- if ( pJoint && pPelvis != pJoint )
+ if ( pJoint )
{
pJoint->restoreOldXform();
}
@@ -6017,7 +6083,7 @@ void LLVOAvatar::cleanupAttachedMesh( LLViewerObject* pVO )
LLVOVolume* pVObj = pVO->mDrawable->getVOVolume();
if ( pVObj )
{
- const LLMeshSkinInfo* pSkinData = gMeshRepo.getSkinInfo( pVObj->getVolume()->getParams().getSculptID() );
+ const LLMeshSkinInfo* pSkinData = gMeshRepo.getSkinInfo( pVObj->getVolume()->getParams().getSculptID(), pVObj );
if ( pSkinData )
{
const int jointCnt = pSkinData->mJointNames.size();
@@ -6028,6 +6094,14 @@ void LLVOAvatar::cleanupAttachedMesh( LLViewerObject* pVO )
if ( bindCnt > 0 )
{
LLVOAvatar::resetJointPositionsToDefault();
+ //Need to handle the repositioning of the cam, updating rig data etc during outfit editing
+ //This handles the case where we detach a replacement rig.
+ if ( gAgentCamera.cameraCustomizeAvatar() )
+ {
+ gAgent.unpauseAnimation();
+ //Still want to refocus on head bone
+ gAgentCamera.changeCameraToCustomizeAvatar();
+ }
}
}
}
diff --git a/indra/newview/llvoavatar.h b/indra/newview/llvoavatar.h
index 295799fd24..03c0498a2a 100644
--- a/indra/newview/llvoavatar.h
+++ b/indra/newview/llvoavatar.h
@@ -145,6 +145,14 @@ public:
LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point
LLVector3* normal = NULL, // return the surface normal at the intersection point
LLVector3* bi_normal = NULL); // return the surface bi-normal at the intersection point
+ LLViewerObject* lineSegmentIntersectRiggedAttachments(const LLVector3& start, const LLVector3& end,
+ S32 face = -1, // which face to check, -1 = ALL_SIDES
+ BOOL pick_transparent = FALSE,
+ S32* face_hit = NULL, // which face was hit
+ LLVector3* intersection = NULL, // return the intersection point
+ LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point
+ LLVector3* normal = NULL, // return the surface normal at the intersection point
+ LLVector3* bi_normal = NULL); // return the surface bi-normal at the intersection point
//--------------------------------------------------------------------
// LLCharacter interface and related
diff --git a/indra/newview/llvocache.cpp b/indra/newview/llvocache.cpp
index bbb19a63f1..f0b5b50feb 100644
--- a/indra/newview/llvocache.cpp
+++ b/indra/newview/llvocache.cpp
@@ -137,10 +137,6 @@ LLVOCacheEntry::LLVOCacheEntry(LLAPRFile* apr_file)
LLVOCacheEntry::~LLVOCacheEntry()
{
- if(mBuffer != mDP.getBuffer())
- {
- delete[] mBuffer ; //just in case
- }
mDP.freeBuffer();
}
diff --git a/indra/newview/llvoclouds.cpp b/indra/newview/llvoclouds.cpp
index 78aa6e6ab8..478708cd78 100644
--- a/indra/newview/llvoclouds.cpp
+++ b/indra/newview/llvoclouds.cpp
@@ -244,9 +244,13 @@ void LLVOClouds::getGeometry(S32 te,
vtx[2] = puff_pos_agent + right + up;
vtx[3] = puff_pos_agent + right - up;
+ verticesp->mV[3] = 0.f;
*verticesp++ = vtx[0];
+ verticesp->mV[3] = 0.f;
*verticesp++ = vtx[1];
+ verticesp->mV[3] = 0.f;
*verticesp++ = vtx[2];
+ verticesp->mV[3] = 0.f;
*verticesp++ = vtx[3];
*texcoordsp++ = uvs[0];
diff --git a/indra/newview/llvopartgroup.cpp b/indra/newview/llvopartgroup.cpp
index 6f354b78b1..a4b0910c92 100644
--- a/indra/newview/llvopartgroup.cpp
+++ b/indra/newview/llvopartgroup.cpp
@@ -324,10 +324,18 @@ void LLVOPartGroup::getGeometry(S32 idx,
LLVector3 normal = -LLViewerCamera::getInstance()->getXAxis();
-
+
+ //HACK -- the verticesp->mV[3] = 0.f here are to set the texture index to 0 (particles don't use texture batching, maybe they should)
+ // this works because there is actually a 4th float stored after the vertex position which is used as a texture index
+ // also, somebody please VECTORIZE THIS
+
+ verticesp->mV[3] = 0.f;
*verticesp++ = part_pos_agent + up - right;
+ verticesp->mV[3] = 0.f;
*verticesp++ = part_pos_agent - up - right;
+ verticesp->mV[3] = 0.f;
*verticesp++ = part_pos_agent + up + right;
+ verticesp->mV[3] = 0.f;
*verticesp++ = part_pos_agent - up + right;
*colorsp++ = part.mColor;
@@ -360,7 +368,7 @@ U32 LLVOPartGroup::getPartitionType() const
}
LLParticlePartition::LLParticlePartition()
-: LLSpatialPartition(LLDrawPoolAlpha::VERTEX_DATA_MASK, TRUE, GL_STREAM_DRAW_ARB)
+: LLSpatialPartition(LLDrawPoolAlpha::VERTEX_DATA_MASK | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, GL_STREAM_DRAW_ARB)
{
mRenderPass = LLRenderPass::PASS_ALPHA;
mDrawableType = LLPipeline::RENDER_TYPE_PARTICLES;
@@ -418,6 +426,7 @@ void LLParticlePartition::addGeometryCount(LLSpatialGroup* group, U32& vertex_co
mFaceList.push_back(facep);
vertex_count += facep->getGeomCount();
index_count += facep->getIndicesCount();
+ llassert(facep->getIndicesCount() < 65536);
}
obj->mDepth /= count;
diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp
index 6396bc042d..800af26b69 100644
--- a/indra/newview/llvosky.cpp
+++ b/indra/newview/llvosky.cpp
@@ -1483,6 +1483,8 @@ BOOL LLVOSky::updateHeavenlyBodyGeometry(LLDrawable *drawable, const S32 f, cons
facep->setVertexBuffer(buff);
}
+ llassert(facep->getVertexBuffer()->getNumIndices() == 6);
+
index_offset = facep->getGeometry(verticesp,normalsp,texCoordsp, indicesp);
if (-1 == index_offset)
diff --git a/indra/newview/llvosurfacepatch.cpp b/indra/newview/llvosurfacepatch.cpp
index dbcd4f50ca..510525259f 100644
--- a/indra/newview/llvosurfacepatch.cpp
+++ b/indra/newview/llvosurfacepatch.cpp
@@ -375,6 +375,8 @@ void LLVOSurfacePatch::updateMainGeometry(LLFace *facep,
S32 num_vertices, num_indices;
U32 index;
+ llassert(mLastStride > 0);
+
render_stride = mLastStride;
patch_size = mPatchp->getSurface()->getGridsPerPatchEdge();
S32 vert_size = patch_size / render_stride;
diff --git a/indra/newview/llvotree.cpp b/indra/newview/llvotree.cpp
index 8946d4e0b6..3c7fe708e6 100644
--- a/indra/newview/llvotree.cpp
+++ b/indra/newview/llvotree.cpp
@@ -980,11 +980,6 @@ void LLVOTree::appendMesh(LLStrider<LLVector3>& vertices,
for (S32 i = 0; i < index_count; i++)
{
U16 index = index_offset + i;
- if (idx[index] >= vert_start + vert_count ||
- idx[index] < vert_start)
- {
- llerrs << "WTF?" << llendl;
- }
*indices++ = idx[index]-vert_start+cur_idx;
}
diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp
index e9a8c9b80a..c5e2c56e4b 100644
--- a/indra/newview/llvovolume.cpp
+++ b/indra/newview/llvovolume.cpp
@@ -73,6 +73,7 @@
#include "llagent.h"
#include "llviewermediafocus.h"
#include "lldatapacker.h"
+#include "llviewershadermgr.h"
#include "llvoavatar.h"
#include "llvocache.h"
@@ -1095,8 +1096,6 @@ void LLVOVolume::updateSculptTexture()
}
-
-
void LLVOVolume::notifyMeshLoaded()
{
mSculptChanged = TRUE;
@@ -1222,7 +1221,7 @@ BOOL LLVOVolume::calcLOD()
}
//hold onto unmodified distance for debugging
- F32 debug_distance = distance;
+ //F32 debug_distance = distance;
distance *= sDistanceFactor;
@@ -1245,7 +1244,9 @@ BOOL LLVOVolume::calcLOD()
if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_LOD_INFO))
{
- setDebugText(llformat("%.2f:%.2f, %d", debug_distance, radius, cur_detail));
+ //setDebugText(llformat("%.2f:%.2f, %d", debug_distance, radius, cur_detail));
+
+ setDebugText(llformat("%d", mDrawable->getFace(0)->getTextureIndex()));
}
if (cur_detail != mLOD)
@@ -1274,6 +1275,15 @@ BOOL LLVOVolume::updateLOD()
gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_VOLUME, FALSE);
mLODChanged = TRUE;
}
+ else
+ {
+ F32 new_radius = getBinRadius();
+ F32 old_radius = mDrawable->getBinRadius();
+ if (new_radius < old_radius * 0.9f || new_radius > old_radius*1.1f)
+ {
+ gPipeline.markPartitionMove(mDrawable);
+ }
+ }
lod_changed = lod_changed || LLViewerObject::updateLOD();
@@ -3086,16 +3096,28 @@ U32 LLVOVolume::getRenderCost(std::set<LLUUID> &textures) const
F32 LLVOVolume::getStreamingCost(S32* bytes, S32* visible_bytes)
{
+ F32 radius = getScale().length();
+
if (isMesh())
{
LLSD& header = gMeshRepo.getMeshHeader(getVolume()->getParams().getSculptID());
- F32 radius = getScale().length();
-
return LLMeshRepository::getStreamingCost(header, radius, bytes, visible_bytes, mLOD);
}
-
- return 0.f;
+ else
+ {
+ LLVolume* volume = getVolume();
+ S32 counts[4];
+ LLVolume::getLoDTriangleCounts(volume->getParams(), counts);
+
+ LLSD header;
+ header["lowest_lod"]["size"] = counts[0] * 10;
+ header["low_lod"]["size"] = counts[1] * 10;
+ header["medium_lod"]["size"] = counts[2] * 10;
+ header["high_lod"]["size"] = counts[3] * 10;
+
+ return LLMeshRepository::getStreamingCost(header, radius);
+ }
}
U32 LLVOVolume::getTriangleCount()
@@ -3187,6 +3209,10 @@ F32 LLVOVolume::getBinRadius()
F32 scale = 1.f;
+ S32 size_factor = llmax(gSavedSettings.getS32("OctreeStaticObjectSizeFactor"), 1);
+ S32 attachment_size_factor = llmax(gSavedSettings.getS32("OctreeAttachmentSizeFactor"), 1);
+ LLVector3 distance_factor = gSavedSettings.getVector3("OctreeDistanceFactor");
+ LLVector3 alpha_distance_factor = gSavedSettings.getVector3("OctreeAlphaDistanceFactor");
const LLVector4a* ext = mDrawable->getSpatialExtents();
BOOL shrink_wrap = mDrawable->isAnimating();
@@ -3216,6 +3242,8 @@ F32 LLVOVolume::getBinRadius()
radius = llmin(bounds.mV[1], bounds.mV[2]);
radius = llmin(radius, bounds.mV[0]);
radius *= 0.5f;
+ radius *= 1.f+mDrawable->mDistanceWRTCamera*alpha_distance_factor[1];
+ radius += mDrawable->mDistanceWRTCamera*alpha_distance_factor[0];
}
else if (shrink_wrap)
{
@@ -3226,24 +3254,19 @@ F32 LLVOVolume::getBinRadius()
}
else if (mDrawable->isStatic())
{
- /*if (mDrawable->getRadius() < 2.0f)
- {
- radius = 16.f;
- }
- else
- {
- radius = llmax(mDrawable->getRadius(), 32.f);
- }*/
-
- radius = (((S32) mDrawable->getRadius())/2+1)*8;
+ radius = llmax((S32) mDrawable->getRadius(), 1)*size_factor;
+ radius *= 1.f + mDrawable->mDistanceWRTCamera * distance_factor[1];
+ radius += mDrawable->mDistanceWRTCamera * distance_factor[0];
}
else if (mDrawable->getVObj()->isAttachment())
{
- radius = (((S32) (mDrawable->getRadius()*4)+1))*2;
+ radius = llmax((S32) mDrawable->getRadius(),1)*attachment_size_factor;
}
else
{
- radius = 8.f;
+ radius = mDrawable->getRadius();
+ radius *= 1.f + mDrawable->mDistanceWRTCamera * distance_factor[1];
+ radius += mDrawable->mDistanceWRTCamera * distance_factor[0];
}
return llclamp(radius*scale, 0.5f, 256.f);
@@ -3342,7 +3365,8 @@ BOOL LLVOVolume::lineSegmentIntersect(const LLVector3& start, const LLVector3& e
{
if (LLFloater::isVisible(gFloaterTools) && getAvatar()->isSelf())
{
- gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_RIGGED, TRUE);
+ updateRiggedVolume();
+ genBBoxes(FALSE);
volume = mRiggedVolume;
transform = false;
}
@@ -3521,7 +3545,7 @@ void LLVOVolume::updateRiggedVolume()
LLVolume* volume = getVolume();
- const LLMeshSkinInfo* skin = gMeshRepo.getSkinInfo(volume->getParams().getSculptID());
+ const LLMeshSkinInfo* skin = gMeshRepo.getSkinInfo(volume->getParams().getSculptID(), this);
if (!skin)
{
@@ -3712,6 +3736,21 @@ LLVolumeBridge::LLVolumeBridge(LLDrawable* drawablep)
mSlopRatio = 0.25f;
}
+bool can_batch_texture(LLFace* facep)
+{
+ if (facep->getTextureEntry()->getBumpmap())
+ { //bump maps aren't worked into texture batching yet
+ return false;
+ }
+
+ if (facep->isState(LLFace::TEXTURE_ANIM) && facep->getVirtualSize() > MIN_TEX_ANIM_SIZE)
+ { //texture animation breaks batches
+ return false;
+ }
+
+ return true;
+}
+
void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep, U32 type)
{
LLMemType mt(LLMemType::MTYPE_SPACE_PARTITION);
@@ -3762,12 +3801,36 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep,
LLViewerTexture* tex = facep->getTexture();
+ U8 index = facep->getTextureIndex();
+
+ bool batchable = false;
+
+ if (index < 255 && idx >= 0)
+ {
+ if (index < draw_vec[idx]->mTextureList.size())
+ {
+ if (draw_vec[idx]->mTextureList[index].isNull())
+ {
+ batchable = true;
+ draw_vec[idx]->mTextureList[index] = tex;
+ }
+ else if (draw_vec[idx]->mTextureList[index] == tex)
+ { //this face's texture index can be used with this batch
+ batchable = true;
+ }
+ }
+ else
+ { //texture list can be expanded to fit this texture index
+ batchable = true;
+ }
+ }
+
U8 glow = (U8) (facep->getTextureEntry()->getGlow() * 255);
if (idx >= 0 &&
draw_vec[idx]->mVertexBuffer == facep->getVertexBuffer() &&
draw_vec[idx]->mEnd == facep->getGeomIndex()-1 &&
- (LLPipeline::sTextureBindTest || draw_vec[idx]->mTexture == tex) &&
+ (LLPipeline::sTextureBindTest || draw_vec[idx]->mTexture == tex || batchable) &&
#if LL_DARWIN
draw_vec[idx]->mEnd - draw_vec[idx]->mStart + facep->getGeomCount() <= (U32) gGLManager.mGLMaxVertexRange &&
draw_vec[idx]->mCount + facep->getIndicesCount() <= (U32) gGLManager.mGLMaxIndexRange &&
@@ -3781,6 +3844,12 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep,
draw_vec[idx]->mCount += facep->getIndicesCount();
draw_vec[idx]->mEnd += facep->getGeomCount();
draw_vec[idx]->mVSize = llmax(draw_vec[idx]->mVSize, facep->getVirtualSize());
+
+ if (index >= draw_vec[idx]->mTextureList.size())
+ {
+ draw_vec[idx]->mTextureList.resize(index+1);
+ draw_vec[idx]->mTextureList[index] = tex;
+ }
draw_vec[idx]->validate();
update_min_max(draw_vec[idx]->mExtents[0], draw_vec[idx]->mExtents[1], facep->mExtents[0]);
update_min_max(draw_vec[idx]->mExtents[0], draw_vec[idx]->mExtents[1], facep->mExtents[1]);
@@ -3811,6 +3880,11 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep,
draw_info->mDrawMode = LLRender::TRIANGLE_STRIP;
}
+ if (index < 255)
+ { //initialize texture list for texture batching
+ draw_info->mTextureList.resize(index+1);
+ draw_info->mTextureList[index] = tex;
+ }
draw_info->validate();
}
}
@@ -3910,7 +3984,7 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
LLVOVolume* vobj = drawablep->getVOVolume();
- if (vobj->getVolume() && vobj->getVolume()->isTetrahedron())
+ if (vobj->getVolume() && vobj->getVolume()->isTetrahedron() || (vobj->isMesh() && !gMeshRepo.meshRezEnabled()))
{
continue;
}
@@ -3923,7 +3997,7 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
bool rigged = vobj->isAttachment() &&
vobj->isMesh() &&
- gMeshRepo.getSkinInfo(vobj->getVolume()->getParams().getSculptID());
+ gMeshRepo.getSkinInfo(vobj->getVolume()->getParams().getSculptID(), vobj);
bool bake_sunlight = LLPipeline::sBakeSunlight && drawablep->isStatic();
@@ -3965,7 +4039,7 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
if ( pAvatarVO )
{
LLUUID currentId = vobj->getVolume()->getParams().getSculptID();
- const LLMeshSkinInfo* pSkinData = gMeshRepo.getSkinInfo( currentId );
+ const LLMeshSkinInfo* pSkinData = gMeshRepo.getSkinInfo( currentId, vobj );
if ( pSkinData )
{
@@ -4233,15 +4307,24 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
U32 bump_mask = LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR;
U32 fullbright_mask = LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR;
- if (LLPipeline::sRenderDeferred)
+ bool batch_textures = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 1;
+
+ if (batch_textures)
{
bump_mask |= LLVertexBuffer::MAP_BINORMAL;
+ genDrawInfo(group, simple_mask | LLVertexBuffer::MAP_TEXTURE_INDEX, simple_faces, FALSE, TRUE);
+ genDrawInfo(group, fullbright_mask | LLVertexBuffer::MAP_TEXTURE_INDEX, fullbright_faces, FALSE, TRUE);
+ genDrawInfo(group, bump_mask | LLVertexBuffer::MAP_TEXTURE_INDEX, bump_faces, FALSE, TRUE);
+ genDrawInfo(group, alpha_mask | LLVertexBuffer::MAP_TEXTURE_INDEX, alpha_faces, TRUE, TRUE);
+ }
+ else
+ {
+ genDrawInfo(group, simple_mask, simple_faces);
+ genDrawInfo(group, fullbright_mask, fullbright_faces);
+ genDrawInfo(group, bump_mask, bump_faces, FALSE, TRUE);
+ genDrawInfo(group, alpha_mask, alpha_faces, TRUE);
}
- genDrawInfo(group, simple_mask, simple_faces);
- genDrawInfo(group, bump_mask, bump_faces);
- genDrawInfo(group, fullbright_mask, fullbright_faces);
- genDrawInfo(group, alpha_mask, alpha_faces, TRUE);
if (!LLPipeline::sDelayVBUpdate)
{
@@ -4297,11 +4380,6 @@ void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group)
face->getGeometryVolume(*volume, face->getTEOffset(),
vobj->getRelativeXform(), vobj->getRelativeXformInvTrans(), face->getGeomIndex());
}
-
- if (!face)
- {
- llerrs << "WTF?" << llendl;
- }
}
drawablep->clearState(LLDrawable::REBUILD_ALL);
@@ -4356,13 +4434,37 @@ void LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup* group)
group->clearState(LLSpatialGroup::MESH_DIRTY | LLSpatialGroup::NEW_DRAWINFO);
}
- if (group && group->isState(LLSpatialGroup::NEW_DRAWINFO))
+ llassert(!group || !group->isState(LLSpatialGroup::NEW_DRAWINFO));
+}
+
+struct CompareBatchBreakerModified
+{
+ bool operator()(const LLFace* const& lhs, const LLFace* const& rhs)
{
- llerrs << "WTF?" << llendl;
+ const LLTextureEntry* lte = lhs->getTextureEntry();
+ const LLTextureEntry* rte = rhs->getTextureEntry();
+
+ if (lte->getBumpmap() != rte->getBumpmap())
+ {
+ return lte->getBumpmap() < rte->getBumpmap();
+ }
+ else if (lte->getFullbright() != rte->getFullbright())
+ {
+ return lte->getFullbright() < rte->getFullbright();
+ }
+ else if (lte->getGlow() != rte->getGlow())
+ {
+ return lte->getGlow() < rte->getGlow();
+ }
+ else
+ {
+ return lhs->getTexture() < rhs->getTexture();
+ }
+
}
-}
+};
-void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::vector<LLFace*>& faces, BOOL distance_sort)
+void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::vector<LLFace*>& faces, BOOL distance_sort, BOOL batch_textures)
{
//calculate maximum number of vertices to store in a single buffer
U32 max_vertices = (gSavedSettings.getS32("RenderMaxVBOSize")*1024)/LLVertexBuffer::calcVertexSize(group->mSpatialPartition->mVertexDataMask);
@@ -4371,7 +4473,7 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
if (!distance_sort)
{
//sort faces by things that break batches
- std::sort(faces.begin(), faces.end(), LLFace::CompareBatchBreaker());
+ std::sort(faces.begin(), faces.end(), CompareBatchBreakerModified());
}
else
{
@@ -4391,6 +4493,16 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
buffer_index = -1;
}
+ S32 texture_index_channels = gGLManager.mNumTextureImageUnits-1; //always reserve one for shiny for now just for simplicity
+
+ if (LLPipeline::sRenderDeferred && distance_sort)
+ {
+ texture_index_channels = gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels;
+ }
+
+ texture_index_channels = llmin(texture_index_channels, (S32) gSavedSettings.getU32("RenderMaxTextureIndex"));
+
+
while (face_iter != faces.end())
{
//pull off next face
@@ -4421,24 +4533,101 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
std::vector<LLFace*>::iterator i = face_iter;
++i;
- while (i != faces.end() &&
- (LLPipeline::sTextureBindTest || (distance_sort || (*i)->getTexture() == tex)))
+ std::vector<LLViewerTexture*> texture_list;
+
+ if (batch_textures)
{
- facep = *i;
-
- if (geom_count + facep->getGeomCount() > max_vertices)
- { //cut batches on geom count too big
- break;
+ U8 cur_tex = 0;
+ facep->setTextureIndex(cur_tex);
+ texture_list.push_back(tex);
+
+ //if (can_batch_texture(facep))
+ {
+ while (i != faces.end())
+ {
+ facep = *i;
+ if (facep->getTexture() != tex)
+ {
+ if (distance_sort)
+ { //textures might be out of order, see if texture exists in current batch
+ bool found = false;
+ for (U32 tex_idx = 0; tex_idx < texture_list.size(); ++tex_idx)
+ {
+ if (facep->getTexture() == texture_list[tex_idx])
+ {
+ cur_tex = tex_idx;
+ found = true;
+ break;
+ }
+ }
+
+ if (!found)
+ {
+ cur_tex = texture_list.size();
+ }
+ }
+ else
+ {
+ cur_tex++;
+ }
+
+ if (!can_batch_texture(facep))
+ { //face is bump mapped or has an animated texture matrix -- can't
+ //batch more than 1 texture at a time
+ break;
+ }
+
+ if (cur_tex >= texture_index_channels)
+ { //cut batches when index channels are depleted
+ break;
+ }
+
+ tex = facep->getTexture();
+
+ texture_list.push_back(tex);
+ }
+
+ if (geom_count + facep->getGeomCount() > max_vertices)
+ { //cut batches on geom count too big
+ break;
+ }
+
+ ++i;
+ index_count += facep->getIndicesCount();
+ geom_count += facep->getGeomCount();
+
+ facep->setTextureIndex(cur_tex);
+ }
}
- ++i;
- index_count += facep->getIndicesCount();
- geom_count += facep->getGeomCount();
+ tex = texture_list[0];
+ }
+ else
+ {
+ while (i != faces.end() &&
+ (LLPipeline::sTextureBindTest || (distance_sort || (*i)->getTexture() == tex)))
+ {
+ facep = *i;
+
+
+ //face has no texture index
+ facep->mDrawInfo = NULL;
+ facep->setTextureIndex(255);
+
+ if (geom_count + facep->getGeomCount() > max_vertices)
+ { //cut batches on geom count too big
+ break;
+ }
+
+ ++i;
+ index_count += facep->getIndicesCount();
+ geom_count += facep->getGeomCount();
+ }
}
//create/delete/resize vertex buffer if needed
LLVertexBuffer* buffer = NULL;
- LLSpatialGroup::buffer_texture_map_t::iterator found_iter = group->mBufferMap[mask].find(tex);
+ LLSpatialGroup::buffer_texture_map_t::iterator found_iter = group->mBufferMap[mask].find(*face_iter);
if (found_iter != group->mBufferMap[mask].end())
{
@@ -4469,7 +4658,7 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
}
}
- buffer_map[mask][tex].push_back(buffer);
+ buffer_map[mask][*face_iter].push_back(buffer);
//add face geometry
@@ -4483,6 +4672,11 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
facep->setGeomIndex(index_offset);
facep->setVertexBuffer(buffer);
+ if (batch_textures && facep->getTextureIndex() == 255)
+ {
+ llerrs << "Invalid texture index." << llendl;
+ }
+
{
//for debugging, set last time face was updated vs moved
facep->updateRebuildFlags();
@@ -4495,12 +4689,8 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
U32 te_idx = facep->getTEOffset();
- if (facep->getGeometryVolume(*volume, te_idx,
- vobj->getRelativeXform(), vobj->getRelativeXformInvTrans(), index_offset))
- {
- buffer->markDirty(facep->getGeomIndex(), facep->getGeomCount(),
- facep->getIndicesStart(), facep->getIndicesCount());
- }
+ facep->getGeometryVolume(*volume, te_idx,
+ vobj->getRelativeXform(), vobj->getRelativeXformInvTrans(), index_offset);
}
}
@@ -4681,7 +4871,7 @@ void LLGeometryManager::addGeometryCount(LLSpatialGroup* group, U32 &vertex_coun
{
vertex_count += facep->getGeomCount();
index_count += facep->getIndicesCount();
-
+ llassert(facep->getIndicesCount() < 65536);
//remember face (for sorting)
mFaceList.push_back(facep);
}
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 845a87b8cf..e74bf2a620 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -392,6 +392,7 @@ void LLPipeline::init()
{
LLMemType mt(LLMemType::MTYPE_PIPELINE_INIT);
+ gOctreeMaxCapacity = gSavedSettings.getU32("OctreeMaxNodeCapacity");
sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD");
sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
@@ -580,11 +581,6 @@ void LLPipeline::allocatePhysicsBuffer()
if (mPhysicsDisplay.getWidth() != resX || mPhysicsDisplay.getHeight() != resY)
{
mPhysicsDisplay.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
- if (mSampleBuffer.getWidth() == mPhysicsDisplay.getWidth() &&
- mSampleBuffer.getHeight() == mPhysicsDisplay.getHeight())
- {
- mPhysicsDisplay.setSampleBuffer(&mSampleBuffer);
- }
}
}
@@ -594,8 +590,9 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
mScreenWidth = resX;
mScreenHeight = resY;
- //never use more than 4 samples for render targets
- U32 samples = llmin(gSavedSettings.getU32("RenderFSAASamples"), (U32) 4);
+ //cap samples at 4 for render targets to avoid out of memory errors
+ U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"));
+
if (gGLManager.mIsATI)
{ //disable multisampling of render targets where ATI is involved
samples = 0;
@@ -621,11 +618,11 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
bool gi = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED);
//allocate deferred rendering color buffers
- mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
- mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
+ mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples);
+ mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples);
addDeferredAttachments(mDeferredScreen);
- mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
+ mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples);
#if LL_DARWIN
// As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO
@@ -636,7 +633,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
if (shadow_detail > 0 || ssao)
{ //only need mDeferredLight[0] for shadows OR ssao
- mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
+ mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
}
else
{
@@ -645,7 +642,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
if (ssao)
{ //only need mDeferredLight[1] for ssao
- mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
+ mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false);
}
else
{
@@ -654,7 +651,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
if (gi)
{ //only need mDeferredLight[2] and mGIMapPost for gi
- mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
+ mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false);
for (U32 i = 0; i < 2; i++)
{
#if LL_DARWIN
@@ -744,35 +741,9 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
}
- if (LLRenderTarget::sUseFBO && samples > 1)
- {
- mSampleBuffer.allocate(resX,resY,GL_RGBA,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples);
- if (LLPipeline::sRenderDeferred)
- {
- addDeferredAttachments(mSampleBuffer);
- mDeferredScreen.setSampleBuffer(&mSampleBuffer);
- mEdgeMap.setSampleBuffer(&mSampleBuffer);
- }
-
- mScreen.setSampleBuffer(&mSampleBuffer);
-
- stop_glerror();
- }
- else
- {
- mSampleBuffer.release();
- }
-
if (LLPipeline::sRenderDeferred)
{ //share depth buffer between deferred targets
mDeferredScreen.shareDepthBuffer(mScreen);
- for (U32 i = 0; i < 3; i++)
- { //share stencil buffer with screen space lightmap to stencil out sky
- if (mDeferredLight[i].getTexture(0))
- {
- mDeferredScreen.shareDepthBuffer(mDeferredLight[i]);
- }
- }
}
gGL.getTexUnit(0)->disable();
@@ -802,16 +773,7 @@ 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() ;
- }
+ updateRenderDeferred();
}
void LLPipeline::releaseGLBuffers()
@@ -841,7 +803,6 @@ void LLPipeline::releaseGLBuffers()
mScreen.release();
mPhysicsDisplay.release();
mUIScreen.release();
- mSampleBuffer.release();
mDeferredScreen.release();
mDeferredDepth.release();
for (U32 i = 0; i < 3; i++)
@@ -2550,6 +2511,32 @@ void LLPipeline::markGLRebuild(LLGLUpdate* glu)
}
}
+void LLPipeline::markPartitionMove(LLDrawable* drawable)
+{
+ if (!drawable->isState(LLDrawable::PARTITION_MOVE) &&
+ !drawable->getPositionGroup().equals3(LLVector4a::getZero()))
+ {
+ drawable->setState(LLDrawable::PARTITION_MOVE);
+ mPartitionQ.push_back(drawable);
+ }
+}
+
+void LLPipeline::processPartitionQ()
+{
+ for (LLDrawable::drawable_list_t::iterator iter = mPartitionQ.begin(); iter != mPartitionQ.end(); ++iter)
+ {
+ LLDrawable* drawable = *iter;
+ if (!drawable->isDead())
+ {
+ drawable->updateBinRadius();
+ drawable->movePartition();
+ }
+ drawable->clearState(LLDrawable::PARTITION_MOVE);
+ }
+
+ mPartitionQ.clear();
+}
+
void LLPipeline::markRebuild(LLSpatialGroup* group, BOOL priority)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
@@ -3610,7 +3597,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
if (gDebugGL)
{
check_stack_depth(stack_depth);
- std::string msg = llformat("%s pass %d", gPoolNames[cur_type].c_str(), i);
+ std::string msg = llformat("pass %d", i);
LLGLState::checkStates(msg);
LLGLState::checkTextureChannels(msg);
LLGLState::checkClientArrays(msg);
@@ -4085,6 +4072,37 @@ void LLPipeline::renderDebug()
bool hud_only = hasRenderType(LLPipeline::RENDER_TYPE_HUD);
+ if (!hud_only && !mDebugBlips.empty())
+ { //render debug blips
+ glPointSize(8.f);
+ LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
+
+ gGL.begin(LLRender::POINTS);
+ for (std::list<DebugBlip>::iterator iter = mDebugBlips.begin(); iter != mDebugBlips.end(); )
+ {
+ DebugBlip& blip = *iter;
+
+ blip.mAge += gFrameIntervalSeconds;
+ if (blip.mAge > 2.f)
+ {
+ mDebugBlips.erase(iter++);
+ }
+ else
+ {
+ iter++;
+ }
+
+ blip.mPosition.mV[2] += gFrameIntervalSeconds*2.f;
+
+ gGL.color4fv(blip.mColor.mV);
+ gGL.vertex3fv(blip.mPosition.mV);
+ }
+ gGL.end();
+ gGL.flush();
+ glPointSize(1.f);
+ }
+
+
// Debug stuff.
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
@@ -5919,7 +5937,6 @@ LLSpatialPartition* LLPipeline::getSpatialPartition(LLViewerObject* vobj)
return NULL;
}
-
void LLPipeline::resetVertexBuffers(LLDrawable* drawable)
{
if (!drawable || drawable->isDead())
@@ -6065,7 +6082,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
{
LLMemType mt_ru(LLMemType::MTYPE_PIPELINE_RENDER_BLOOM);
if (!(gPipeline.canUseVertexShaders() &&
- sRenderGlow))
+ sRenderGlow) ||
+ (!sRenderDeferred && hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)))
{
return;
}
@@ -6111,67 +6129,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
gGL.setColorMask(true, true);
glClearColor(0,0,0,0);
-
- /*if (for_snapshot)
- {
- gGL.getTexUnit(0)->bind(&mGlow[1]);
- {
- //LLGLEnable stencil(GL_STENCIL_TEST);
- //glStencilFunc(GL_NOTEQUAL, 255, 0xFFFFFFFF);
- //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- //LLGLDisable blend(GL_BLEND);
-
- // If the snapshot is constructed from tiles, calculate which
- // tile we're in.
-
- //from LLViewerCamera::setPerpsective
- if (zoom_factor > 1.f)
- {
- int pos_y = subfield / llceil(zoom_factor);
- int pos_x = subfield - (pos_y*llceil(zoom_factor));
- F32 size = 1.f/zoom_factor;
-
- tc1.set(pos_x*size, pos_y*size);
- tc2 = tc1 + LLVector2(size,size);
- }
- else
- {
- tc2.set(1,1);
- }
-
- LLGLEnable blend(GL_BLEND);
- gGL.setSceneBlendType(LLRender::BT_ADD);
-
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.color4f(1,1,1,1);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,1);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(1,-1);
-
- gGL.texCoord2f(tc2.mV[0], tc2.mV[1]);
- gGL.vertex2f(1,1);
-
- gGL.end();
-
- gGL.flush();
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
- }
-
- gGL.flush();
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
-
- return;
- }*/
-
+
{
{
LLFastTimer ftm(FTM_RENDER_BLOOM_FBO);
@@ -6195,11 +6153,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(0)->disable();
- gGL.getTexUnit(0)->enable(LLTexUnit::TT_RECT_TEXTURE);
- gGL.getTexUnit(0)->bind(&mScreen);
-
+ mScreen.bindTexture(0, 0);
+
gGL.color4f(1,1,1,1);
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
gGL.begin(LLRender::TRIANGLE_STRIP);
@@ -6214,7 +6169,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
gGL.end();
- gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(0)->unbind(mScreen.getUsage());
mGlow[2].flush();
}
@@ -6242,7 +6197,6 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
for (S32 i = 0; i < kernel; i++)
{
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
{
LLFastTimer ftm(FTM_RENDER_BLOOM_FBO);
mGlow[i%2].bindTarget();
@@ -6303,9 +6257,9 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
LLVertexBuffer::unbind();
- if (LLPipeline::sRenderDeferred && !LLViewerCamera::getInstance()->cameraUnderWater())
+ if (LLPipeline::sRenderDeferred)
{
- bool dof_enabled = true;
+ bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater();
LLGLSLShader* shader = &gDeferredPostProgram;
if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
@@ -6313,7 +6267,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
shader = &gDeferredGIFinalProgram;
dof_enabled = false;
}
- else if (LLToolMgr::getInstance()->inBuildMode() || !gSavedSettings.getBOOL("RenderDepthOfField"))
+ else if (!dof_enabled || 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;
@@ -6435,11 +6389,10 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
shader->uniform1f("magnification", magnification);
}
- S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
+ S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
if (channel > -1)
{
mScreen.bindTexture(0, channel);
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
}
//channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
//if (channel > -1)
@@ -6532,6 +6485,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES))
{
+ gGL.setColorMask(true, false);
+
LLVector2 tc1(0,0);
LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw()*2,
(F32) gViewerWindow->getWorldViewHeightRaw()*2);
@@ -6578,25 +6533,23 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
noise_map = mNoiseMap;
}
- LLGLState::checkTextureChannels();
-
shader.bind();
S32 channel = 0;
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
if (channel > -1)
{
mDeferredScreen.bindTexture(0,channel);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, LLTexUnit::TT_RECT_TEXTURE);
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
if (channel > -1)
{
mDeferredScreen.bindTexture(1, channel);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, LLTexUnit::TT_RECT_TEXTURE);
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
if (channel > -1)
{
mDeferredScreen.bindTexture(2, channel);
@@ -6719,22 +6672,16 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
shader.uniformMatrix4fv("gi_norm_mat", 1, FALSE, mGINormalMatrix.m);
}
}
-
- /*channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_POSITION, LLTexUnit::TT_RECT_TEXTURE);
- if (channel > -1)
- {
- mDeferredScreen.bindTexture(3, channel);
- }*/
+ stop_glerror();
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage());
if (channel > -1)
{
gGL.getTexUnit(channel)->bind(&mDeferredDepth, TRUE);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
stop_glerror();
- glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
- glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
+ //glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
+ //glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
stop_glerror();
@@ -6763,7 +6710,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
stop_glerror();
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[light_index].getUsage());
if (channel > -1)
{
mDeferredLight[light_index].bindTexture(0, channel);
@@ -6983,9 +6930,9 @@ void LLPipeline::renderDeferredLighting()
}
//ati doesn't seem to love actually using the stencil buffer on FBO's
- LLGLEnable stencil(GL_STENCIL_TEST);
- glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
- glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ LLGLDisable stencil(GL_STENCIL_TEST);
+ //glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
+ //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
gGL.setColorMask(true, true);
@@ -7787,33 +7734,41 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
LLViewerTexture* img = volume->getLightTexture();
+ if (img == NULL)
+ {
+ img = LLViewerFetchedTexture::sWhiteImagep;
+ }
+
S32 channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
- if (channel > -1 && img)
+ if (channel > -1)
{
- gGL.getTexUnit(channel)->bind(img);
+ if (img)
+ {
+ gGL.getTexUnit(channel)->bind(img);
- F32 lod_range = logf(img->getWidth())/logf(2.f);
+ F32 lod_range = logf(img->getWidth())/logf(2.f);
- shader.uniform1f("proj_focus", focus);
- shader.uniform1f("proj_lod", lod_range);
- shader.uniform1f("proj_ambient_lod", llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f));
+ shader.uniform1f("proj_focus", focus);
+ shader.uniform1f("proj_lod", lod_range);
+ shader.uniform1f("proj_ambient_lod", llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f));
+ }
}
+
}
void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
{
stop_glerror();
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_POSITION, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage());
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[0].getUsage());
shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_EDGE, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_EDGE, mEdgeMap.getUsage());
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, mDeferredLight[1].getUsage());
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, mDeferredLight[2].getUsage());
shader.disableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE);
shader.disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIP);
@@ -7860,8 +7815,6 @@ void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->activate();
shader.unbind();
-
- LLGLState::checkTextureChannels();
}
inline float sgn(float a)
@@ -9409,6 +9362,11 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
mShadow[i+4].flush();
}
}
+ else
+ { //no spotlight shadows
+ mShadowSpotLight[0] = mShadowSpotLight[1] = NULL;
+ }
+
if (!gSavedSettings.getBOOL("CameraOffset"))
{
@@ -9831,4 +9789,9 @@ void LLPipeline::clearRenderTypeMask(U32 type, ...)
}
}
+void LLPipeline::addDebugBlip(const LLVector3& position, const LLColor4& color)
+{
+ DebugBlip blip(position, color);
+ mDebugBlips.push_back(blip);
+}
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index e9a250cd6d..e9da25e544 100644
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -157,7 +157,8 @@ public:
void markGLRebuild(LLGLUpdate* glu);
void markRebuild(LLSpatialGroup* group, BOOL priority = FALSE);
void markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag = LLDrawable::REBUILD_ALL, BOOL priority = FALSE);
-
+ void markPartitionMove(LLDrawable* drawablep);
+
//get the object between start and end that's closest to start.
LLViewerObject* lineSegmentIntersectInWorld(const LLVector3& start, const LLVector3& end,
BOOL pick_transparent,
@@ -211,6 +212,7 @@ public:
void updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip = 0, LLPlane* plane = NULL); //if water_clip is 0, ignore water plane, 1, cull to above plane, -1, cull to below plane
void createObjects(F32 max_dtime);
void createObject(LLViewerObject* vobj);
+ void processPartitionQ();
void updateGeom(F32 max_dtime);
void updateGL();
void rebuildPriorityGroups();
@@ -358,6 +360,8 @@ public:
static void updateRenderDeferred();
static void refreshRenderDeferred();
+ void addDebugBlip(const LLVector3& position, const LLColor4& color);
+
private:
void unloadShaders();
void addToQuickLookup( LLDrawPool* new_poolp );
@@ -524,7 +528,6 @@ public:
LLRenderTarget mEdgeMap;
LLRenderTarget mDeferredDepth;
LLRenderTarget mDeferredLight[3];
- LLMultisampleBuffer mSampleBuffer;
LLRenderTarget mGIMap;
LLRenderTarget mGIMapPost[2];
LLRenderTarget mLuminanceMap;
@@ -637,6 +640,9 @@ protected:
LLDrawable::drawable_list_t mBuildQ2; // non-priority
LLSpatialGroup::sg_vector_t mGroupQ1; //priority
LLSpatialGroup::sg_vector_t mGroupQ2; // non-priority
+
+ LLDrawable::drawable_list_t mPartitionQ; //drawables that need to update their spatial partition radius
+
bool mGroupQ2Locked;
bool mGroupQ1Locked;
@@ -726,6 +732,20 @@ public:
protected:
std::vector<LLFace*> mSelectedFaces;
+ class DebugBlip
+ {
+ public:
+ LLColor4 mColor;
+ LLVector3 mPosition;
+ F32 mAge;
+
+ DebugBlip(const LLVector3& position, const LLColor4& color)
+ : mColor(color), mPosition(position), mAge(0.f)
+ { }
+ };
+
+ std::list<DebugBlip> mDebugBlips;
+
LLPointer<LLViewerFetchedTexture> mFaceSelectImagep;
U32 mLightMask;
diff --git a/indra/newview/skins/default/xui/da/floater_about.xml b/indra/newview/skins/default/xui/da/floater_about.xml
index 9b1df65d1b..0ccaab73ba 100644
--- a/indra/newview/skins/default/xui/da/floater_about.xml
+++ b/indra/newview/skins/default/xui/da/floater_about.xml
@@ -56,24 +56,30 @@ Tak til følgende beboere: Drew Dwi, Zai Lynch, Latif Khalifa, Ellla McMahon, Ha
<panel label="Licenser" name="licenses_panel">
<text_editor name="credits_editor">
3Dconnexion SDK Copyright (C) 1992-2007 3Dconnexion
- APR Copyright (C) 2000-2004 The Apache Software Foundation
- cURL Copyright (C) 1996-2002, Daniel Stenberg, (daniel@haxx.se)
- DBus/dbus-glib Copyright (C) 2002, 2003 CodeFactory AB / Copyright (C) 2003, 2004 Red Hat, Inc.
- expat Copyright (C) 1998, 1999, 2000 Thai Open Source Software Center Ltd.
- FreeType Copyright (C) 1996-2002, The FreeType Project (www.freetype.org).
- GL Copyright (C) 1999-2004 Brian Paul.
- Havok.com(TM) Copyright (C) 1999-2001, Telekinesys Research Limited.
- jpeg2000 Copyright (C) 2001, David Taubman, The University of New South Wales (UNSW)
- jpeglib Copyright (C) 1991-1998, Thomas G. Lane.
- ogg/vorbis Copyright (C) 2001, Xiphophorus
- OpenSSL Copyright (C) 1998-2002 The OpenSSL Project.
- SDL Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga
- SSLeay Copyright (C) 1995-1998 Eric Young (eay@cryptsoft.com)
- xmlrpc-epi Copyright (C) 2000 Epinions, Inc.
- zlib Copyright (C) 1995-2002 Jean-loup Gailly and Mark Adler.
- google-perftools Copyright (c) 2005, Google Inc.
+APR Copyright (C) 2000-2004 The Apache Software Foundation
+Collada DOM Copyright 2005 Sony Computer Entertainment Inc.
+cURL Copyright (C) 1996-2002, Daniel Stenberg, (daniel@haxx.se)
+DBus/dbus-glib Copyright (C) 2002, 2003 CodeFactory AB / Copyright (C) 2003, 2004 Red Hat, Inc.
+expat Copyright (C) 1998, 1999, 2000 Thai Open Source Software Center Ltd.
+FreeType Copyright (C) 1996-2002, The FreeType Project (www.freetype.org).
+GL Copyright (C) 1999-2004 Brian Paul.
+GLOD Copyright (C) 2003-04 Jonathan Cohen, Nat Duca, Chris Niski, Johns Hopkins University and David Luebke, Brenden Schubert, University of Virginia.
+google-perftools Copyright (c) 2005, Google Inc.
+Havok.com(TM) Copyright (C) 1999-2001, Telekinesys Research Limited.
+jpeg2000 Copyright (C) 2001, David Taubman, The University of New South Wales (UNSW)
+jpeglib Copyright (C) 1991-1998, Thomas G. Lane.
+ogg/vorbis Copyright (C) 2001, Xiphophorus
+OpenSSL Copyright (C) 1998-2002 The OpenSSL Project.
+PCRE Copyright (c) 1997-2008 University of Cambridge
+SDL Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga
+SSLeay Copyright (C) 1995-1998 Eric Young (eay@cryptsoft.com)
+xmlrpc-epi Copyright (C) 2000 Epinions, Inc.
+zlib Copyright (C) 1995-2002 Jean-loup Gailly and Mark Adler.
+google-perftools Copyright (c) 2005, Google Inc.
-Alle rettigheder forbeholdes. Se licenses.txt for detaljer.
+Second Life Viewer uses Havok (TM) Physics. (c)Copyright 1999-2010 Havok.com Inc. (and its Licensors). All Rights Reserved. See www.havok.com for details.
+
+All rights reserved. See licenses.txt for details.
Voice chat Audio coding: Polycom(R) Siren14(TM) (ITU-T Rec. G.722.1 Annex C)
</text_editor>
diff --git a/indra/newview/skins/default/xui/da/floater_beacons.xml b/indra/newview/skins/default/xui/da/floater_beacons.xml
index 8049b072ce..5100a6df1f 100644
--- a/indra/newview/skins/default/xui/da/floater_beacons.xml
+++ b/indra/newview/skins/default/xui/da/floater_beacons.xml
@@ -17,5 +17,6 @@
<check_box label="Kun berøring" name="touch_only"/>
<check_box label="Lydkilder" name="sounds"/>
<check_box label="Partikel kilder" name="particles"/>
+ <check_box label="Medie kilder" name="moapbeacon"/>
</panel>
</floater>
diff --git a/indra/newview/skins/default/xui/da/floater_buy_contents.xml b/indra/newview/skins/default/xui/da/floater_buy_contents.xml
index c2b2ccc244..085fa2f9cc 100644
--- a/indra/newview/skins/default/xui/da/floater_buy_contents.xml
+++ b/indra/newview/skins/default/xui/da/floater_buy_contents.xml
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="floater_buy_contents" title="KØB INDHOLD">
<text name="contains_text">
- [NAME] indeholder:
+ &lt;nolink&gt;[NAME]&lt;/nolink&gt; contains:
</text>
<text name="buy_text">
Køb for L$[AMOUNT] fra [NAME]?
diff --git a/indra/newview/skins/default/xui/da/floater_import_collada.xml b/indra/newview/skins/default/xui/da/floater_import_collada.xml
new file mode 100644
index 0000000000..ebc7c86388
--- /dev/null
+++ b/indra/newview/skins/default/xui/da/floater_import_collada.xml
@@ -0,0 +1,23 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<floater name="Import Collada" title="Import Scene">
+ <text name="mesh count">
+ Meshes: [COUNT]
+ </text>
+ <text name="texture count">
+ Textures: [COUNT]
+ </text>
+ <text name="status">
+ Status: [STATUS]
+ </text>
+ <button label="Cancel" name="cancel"/>
+ <button label="OK" name="ok"/>
+ <string name="status_idle">
+ Idle
+ </string>
+ <string name="status_uploading">
+ Uploading [NAME]
+ </string>
+ <string name="status_creating">
+ Creating object [NAME]
+ </string>
+</floater>
diff --git a/indra/newview/skins/default/xui/da/floater_inventory_view_finder.xml b/indra/newview/skins/default/xui/da/floater_inventory_view_finder.xml
index af2910fe58..655701bb96 100644
--- a/indra/newview/skins/default/xui/da/floater_inventory_view_finder.xml
+++ b/indra/newview/skins/default/xui/da/floater_inventory_view_finder.xml
@@ -1,24 +1,25 @@
-<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="Inventory Finder" title="INVENTORY_RECENT_ITEMS">
- <check_box label="Animation" name="check_animation" />
- <check_box label="Visitkort" name="check_calling_card" />
- <check_box label="Tøj" name="check_clothing" />
- <check_box label="Bevægelser" name="check_gesture" />
- <check_box label="Landemærke" name="check_landmark" />
- <check_box label="Note" name="check_notecard" />
- <check_box label="Objekter" name="check_object" />
- <check_box label="Scripts" name="check_script" />
- <check_box label="Lyde" name="check_sound" />
- <check_box label="Teksturer" name="check_texture" />
- <check_box label="Foto&apos;s" name="check_snapshot" />
- <button label="Alle" label_selected="Alle" name="All" />
- <button label="Ingen" label_selected="Ingen" name="None" />
- <check_box label="Vis altid mapper" name="check_show_empty" />
- <check_box label="Siden sidste logoff" name="check_since_logoff" />
+ <check_box label="Animation" name="check_animation"/>
+ <check_box label="Visitkort" name="check_calling_card"/>
+ <check_box label="Tøj" name="check_clothing"/>
+ <check_box label="Bevægelser" name="check_gesture"/>
+ <check_box label="Landemærke" name="check_landmark"/>
+ <check_box label="Meshes" name="check_mesh"/>
+ <check_box label="Note" name="check_notecard"/>
+ <check_box label="Objekter" name="check_object"/>
+ <check_box label="Scripts" name="check_script"/>
+ <check_box label="Lyde" name="check_sound"/>
+ <check_box label="Teksturer" name="check_texture"/>
+ <check_box label="Foto&apos;s" name="check_snapshot"/>
+ <button label="Alle" label_selected="Alle" name="All"/>
+ <button label="Ingen" label_selected="Ingen" name="None"/>
+ <check_box label="Vis altid mapper" name="check_show_empty"/>
+ <check_box label="Siden sidste logoff" name="check_since_logoff"/>
<text name="- OR -">
- ELLER -
</text>
- <spinner label="Timer siden" name="spin_hours_ago" />
- <spinner label="Dage siden" name="spin_days_ago" />
- <button label="Luk" label_selected="Luk" name="Close" />
+ <spinner label="Timer siden" name="spin_hours_ago"/>
+ <spinner label="Dage siden" name="spin_days_ago"/>
+ <button label="Luk" label_selected="Luk" name="Close"/>
</floater>
diff --git a/indra/newview/skins/default/xui/da/floater_model_preview.xml b/indra/newview/skins/default/xui/da/floater_model_preview.xml
new file mode 100644
index 0000000000..a98c70ff52
--- /dev/null
+++ b/indra/newview/skins/default/xui/da/floater_model_preview.xml
@@ -0,0 +1,231 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<floater name="Model Preview" title="Upload Model">
+ <string name="status_idle">
+ Idle
+ </string>
+ <string name="status_reading_file">
+ Loading...
+ </string>
+ <string name="status_generating_meshes">
+ Generating Meshes...
+ </string>
+ <string name="status_vertex_number_overflow">
+ Error: Vertex number is more than 65534, aborted!
+ </string>
+ <string name="high">
+ High
+ </string>
+ <string name="medium">
+ Medium
+ </string>
+ <string name="low">
+ Low
+ </string>
+ <string name="lowest">
+ Lowest
+ </string>
+ <string name="mesh_status_good">
+ Ship it!
+ </string>
+ <string name="mesh_status_na">
+ N/A
+ </string>
+ <string name="mesh_status_none">
+ None
+ </string>
+ <string name="mesh_status_submesh_mismatch">
+ Levels of detail have a different number of textureable faces.
+ </string>
+ <string name="mesh_status_mesh_mismatch">
+ Levels of detail have a different number of mesh instances.
+ </string>
+ <string name="mesh_status_too_many_vertices">
+ Level of detail has too many vertices.
+ </string>
+ <string name="mesh_status_missing_lod">
+ Missing required level of detail.
+ </string>
+ <string name="layer_all">
+ All
+ </string>
+ <string name="decomposing">
+ Analyzing...
+ </string>
+ <string name="simplifying">
+ Simplifying...
+ </string>
+ <text name="name_label">
+ Name:
+ </text>
+ <text name="lod_label">
+ Preview:
+ </text>
+ <combo_box name="preview_lod_combo" tool_tip="LOD to view in preview render">
+ <combo_item name="high">
+ Level of Detail: High
+ </combo_item>
+ <combo_item name="medium">
+ Level of Detail: Medium
+ </combo_item>
+ <combo_item name="low">
+ Level of Detail: Low
+ </combo_item>
+ <combo_item name="lowest">
+ Level of Detail: Lowest
+ </combo_item>
+ </combo_box>
+ <panel>
+ <text name="streaming cost">
+ Resource Cost: [COST]
+ </text>
+ <text name="physics cost">
+ Physics Cost: [COST]
+ </text>
+ <text name="upload fee">
+ Upload Fee: N/A
+ </text>
+ </panel>
+ <text name="status">
+ [STATUS]
+ </text>
+ <button label="Defaults" name="reset_btn" tool_tip="Reset to defaults"/>
+ <button label="Upload" name="ok_btn" tool_tip="Upload to simulator"/>
+ <button label="Cancel" name="cancel_btn"/>
+ <tab_container name="import_tab">
+ <panel label="Level of Detail" name="lod_panel">
+ <text name="lod_table_header">
+ Select Level of Detail:
+ </text>
+ <text name="high_label" value="High"/>
+ <text name="high_triangles" value="0"/>
+ <text name="high_vertices" value="0"/>
+ <text name="medium_label" value="Medium"/>
+ <text name="medium_triangles" value="0"/>
+ <text name="medium_vertices" value="0"/>
+ <text name="low_label" value="Low"/>
+ <text name="low_triangles" value="0"/>
+ <text name="low_vertices" value="0"/>
+ <text name="lowest_label" value="Lowest"/>
+ <text name="lowest_triangles" value="0"/>
+ <text name="lowest_vertices" value="0"/>
+ <text name="lod_table_footer">
+ Level of Detail: [DETAIL]
+ </text>
+ <radio_group name="lod_file_or_limit" value="lod_from_file">
+ <radio_item label="Load from file" name="lod_from_file"/>
+ <radio_item label="Auto generate" name="lod_auto_generate"/>
+ <radio_item label="None" name="lod_none"/>
+ </radio_group>
+ <button label="Browse..." name="lod_browse"/>
+ <combo_box name="lod_mode">
+ <combo_item name="triangle_limit">
+ Triangle Limit
+ </combo_item>
+ <combo_item name="error_threshold">
+ Error Threshold
+ </combo_item>
+ </combo_box>
+ <text name="build_operator_text">
+ Build Operator:
+ </text>
+ <text name="queue_mode_text">
+ Queue Mode:
+ </text>
+ <combo_box name="build_operator">
+ <combo_item name="edge_collapse">
+ Edge Collapse
+ </combo_item>
+ <combo_item name="half_edge_collapse">
+ Half Edge Collapse
+ </combo_item>
+ </combo_box>
+ <combo_box name="queue_mode">
+ <combo_item name="greedy">
+ Greedy
+ </combo_item>
+ <combo_item name="lazy">
+ Lazy
+ </combo_item>
+ <combo_item name="independent">
+ Independent
+ </combo_item>
+ </combo_box>
+ <text name="border_mode_text">
+ Border Mode:
+ </text>
+ <text name="share_tolderance_text">
+ Share Tolerance:
+ </text>
+ <combo_box name="border_mode">
+ <combo_item name="border_unlock">
+ Unlock
+ </combo_item>
+ <combo_item name="border_lock">
+ Lock
+ </combo_item>
+ </combo_box>
+ <text name="crease_label">
+ Crease Angle:
+ </text>
+ <spinner name="crease_angle" value="75"/>
+ </panel>
+ <panel label="Physics" name="physics_panel">
+ <panel name="physics geometry">
+ <radio_group name="physics_load_radio" value="physics_load_from_file">
+ <radio_item label="File:" name="physics_load_from_file"/>
+ <radio_item label="Use Level of Detail:" name="physics_use_lod"/>
+ </radio_group>
+ <combo_box name="physics_lod_combo" tool_tip="LOD to use for physics shape">
+ <combo_item name="physics_lowest">
+ Lowest
+ </combo_item>
+ <combo_item name="physics_low">
+ Low
+ </combo_item>
+ <combo_item name="physics_medium">
+ Medium
+ </combo_item>
+ <combo_item name="physics_high">
+ High
+ </combo_item>
+ </combo_box>
+ <button label="Browse..." name="physics_browse"/>
+ </panel>
+ <panel name="physics analysis">
+ <slider label="Smooth:" name="Smooth"/>
+ <check_box label="Close Holes (slow)" name="Close Holes (Slow)"/>
+ <button label="Analyze" name="Decompose"/>
+ <button label="Cancel" name="decompose_cancel"/>
+ </panel>
+ <panel name="physics simplification">
+ <slider label="Passes:" name="Combine Quality"/>
+ <slider label="Detail Scale:" name="Detail Scale"/>
+ <slider label="Retain:" name="Retain%"/>
+ <button label="Simplify" name="Simplify"/>
+ <button label="Cancel" name="simplify_cancel"/>
+ </panel>
+ <panel name="physics info">
+ <slider label="Preview Spread:" name="physics_explode"/>
+ <text name="physics_triangles">
+ Triangles: [TRIANGLES]
+ </text>
+ <text name="physics_points">
+ Vertices: [POINTS]
+ </text>
+ <text name="physics_hulls">
+ Hulls: [HULLS]
+ </text>
+ </panel>
+ </panel>
+ <panel label="Modifiers" name="modifiers_panel">
+ <spinner name="import_scale" value="1.0"/>
+ <text name="import_dimensions">
+ [X] x [Y] x [Z] m
+ </text>
+ <check_box label="Textures" name="upload_textures"/>
+ <check_box label="Skin weight" name="upload_skin"/>
+ <check_box label="Joint positions" name="upload_joints"/>
+ <spinner name="pelvis_offset" value="0.0"/>
+ </panel>
+ </tab_container>
+</floater>
diff --git a/indra/newview/skins/default/xui/da/floater_model_wizard.xml b/indra/newview/skins/default/xui/da/floater_model_wizard.xml
new file mode 100644
index 0000000000..8ad443581a
--- /dev/null
+++ b/indra/newview/skins/default/xui/da/floater_model_wizard.xml
@@ -0,0 +1,241 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<floater name="Model Wizard" title="UPLOAD MODEL WIZARD">
+ <button label="5. Upload" name="upload_btn"/>
+ <button label="4. Review" name="review_btn"/>
+ <button label="3. Physics" name="physics2_btn"/>
+ <button label="3. Physics" name="physics_btn"/>
+ <button label="2. Optimize" name="optimize_btn"/>
+ <button label="1. Choose File" name="choose_file_btn"/>
+ <panel name="choose_file_panel">
+ <panel name="header_panel">
+ <text name="header_text">
+ Upload Model
+ </text>
+ </panel>
+ <text name="description">
+ This wizard will help you import mesh models to Second Life. First specify a file containing the model you wish to import. Second Life supports COLLADA (.dae) files.
+ </text>
+ <panel name="content">
+ <text name="Cache location">
+ Filename:
+ </text>
+ <button label="Browse..." label_selected="Browse..." name="browse"/>
+ <text name="dimensions">
+ X: Y: Z:
+ </text>
+ <text name="dimension_dividers">
+ | |
+ </text>
+ </panel>
+ </panel>
+ <panel name="optimize_panel">
+ <panel name="header_panel">
+ <text name="header_text">
+ Optimize
+ </text>
+ </panel>
+ <text name="description">
+ This wizard has optimized your model to improve performance. You may adjust the results of the optimization process bellow or click Next to continue.
+ </text>
+ <panel name="content">
+ <text name="high_detail_text">
+ Generate Level of Detail: High
+ </text>
+ <text name="medium_detail_text">
+ Generate Level of Detail: Medium
+ </text>
+ <text name="low_detail_text">
+ Generate Level of Detail: Low
+ </text>
+ <text name="lowest_detail_text">
+ Generate Level of Detail: Lowest
+ </text>
+ </panel>
+ <panel name="content2">
+ <text name="lod_label">
+ Model Preview:
+ </text>
+ <combo_box name="preview_lod_combo2" tool_tip="LOD to view in preview render">
+ <combo_item name="high">
+ High
+ </combo_item>
+ <combo_item name="medium">
+ Medium
+ </combo_item>
+ <combo_item name="low">
+ Low
+ </combo_item>
+ <combo_item name="lowest">
+ Lowest
+ </combo_item>
+ </combo_box>
+ <text name="streaming cost">
+ Resource Cost: [COST]
+ </text>
+ <text name="dimensions">
+ X: Y: Z:
+ </text>
+ <text name="dimension_dividers">
+ | |
+ </text>
+ </panel>
+ </panel>
+ <panel name="physics_panel">
+ <panel name="header_panel">
+ <text name="header_text">
+ Physics
+ </text>
+ </panel>
+ <text name="description">
+ The wizard will create a physical shape, which determines how the object interacts with other objects and avatars. Set the slider to the detail level most appropriate for how your object will be used:
+ </text>
+ <panel name="content">
+ <text name="streaming cost">
+ Resource Cost: [COST]
+ </text>
+ </panel>
+ </panel>
+ <panel name="physics2_panel">
+ <panel name="header_panel">
+ <text name="header_text">
+ Physics
+ </text>
+ </panel>
+ <text name="description">
+ Preview the physics shape below then click Next to continue. To modify the physics shape, click the Back button.
+ </text>
+ <panel name="content">
+ <text name="lod_label">
+ Model Preview:
+ </text>
+ <combo_box name="preview_lod_combo3" tool_tip="LOD to view in preview render">
+ <combo_item name="high">
+ High
+ </combo_item>
+ <combo_item name="medium">
+ Medium
+ </combo_item>
+ <combo_item name="low">
+ Low
+ </combo_item>
+ <combo_item name="lowest">
+ Lowest
+ </combo_item>
+ </combo_box>
+ <text name="dimensions">
+ X: Y: Z:
+ </text>
+ <text name="dimension_dividers">
+ | |
+ </text>
+ <text name="streaming cost">
+ Resource Cost: [COST]
+ </text>
+ </panel>
+ </panel>
+ <panel name="review_panel">
+ <panel name="header_panel">
+ <text name="header_text">
+ Review
+ </text>
+ </panel>
+ <text name="description">
+ Review the details below then click. Upload to upload your model. Your L$ balance will be charged when you click Upload.
+ </text>
+ <panel name="content">
+ <text name="lod_label">
+ Model Preview:
+ </text>
+ <combo_box name="preview_lod_combo" tool_tip="LOD to view in preview render">
+ <combo_item name="high">
+ High
+ </combo_item>
+ <combo_item name="medium">
+ Medium
+ </combo_item>
+ <combo_item name="low">
+ Low
+ </combo_item>
+ <combo_item name="lowest">
+ Lowest
+ </combo_item>
+ </combo_box>
+ <text name="dimensions">
+ X: Y: Z:
+ </text>
+ <text name="dimension_dividers">
+ | |
+ </text>
+ </panel>
+ <text name="streaming cost">
+ Resource Cost: [COST]
+ </text>
+ <text name="physics cost">
+ Physics Cost: [COST]
+ </text>
+ </panel>
+ <panel name="upload_panel">
+ <panel name="header_panel">
+ <text name="header_text">
+ Upload Complete!
+ </text>
+ </panel>
+ <text name="description">
+ Congratulations! Your model has been sucessfully uploaded. You will find the model in the Objects folder in your inventory.
+ </text>
+ </panel>
+ <button label="&lt;&lt; Back" name="back"/>
+ <button label="Next &gt;&gt;" name="next"/>
+ <button label="Upload" name="upload" tool_tip="Upload to simulator"/>
+ <button label="Cancel" name="cancel"/>
+ <button label="Close" name="close"/>
+ <spinner name="import_scale" value="1.0"/>
+ <string name="status_idle">
+ Idle
+ </string>
+ <string name="status_reading_file">
+ Loading...
+ </string>
+ <string name="status_generating_meshes">
+ Generating Meshes...
+ </string>
+ <string name="status_vertex_number_overflow">
+ Error: Vertex number is more than 65534, aborted!
+ </string>
+ <string name="high">
+ High
+ </string>
+ <string name="medium">
+ Medium
+ </string>
+ <string name="low">
+ Low
+ </string>
+ <string name="lowest">
+ Lowest
+ </string>
+ <string name="mesh_status_good">
+ Ship it!
+ </string>
+ <string name="mesh_status_na">
+ N/A
+ </string>
+ <string name="mesh_status_none">
+ None
+ </string>
+ <string name="mesh_status_submesh_mismatch">
+ Levels of detail have a different number of textureable faces.
+ </string>
+ <string name="mesh_status_mesh_mismatch">
+ Levels of detail have a different number of mesh instances.
+ </string>
+ <string name="mesh_status_too_many_vertices">
+ Level of detail has too many vertices.
+ </string>
+ <string name="mesh_status_missing_lod">
+ Missing required level of detail.
+ </string>
+ <string name="layer_all">
+ All
+ </string>
+</floater>
diff --git a/indra/newview/skins/default/xui/da/floater_price_for_listing.xml b/indra/newview/skins/default/xui/da/floater_price_for_listing.xml
new file mode 100644
index 0000000000..b091fa09b5
--- /dev/null
+++ b/indra/newview/skins/default/xui/da/floater_price_for_listing.xml
@@ -0,0 +1,18 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<floater name="price_for_listing" title="PUBLISH CLASSIFIED AD">
+ <text name="explanation_text">
+ Din annonce vil løbe en uge fra udgivelsesdatoen.
+
+Placeringen af din annonce i listerne er afhængig af hvor meget du har valgt at betale.
+
+De annoncer der betales mest for vises øverst i lister og højere i søgeresultater.
+ </text>
+ <text name="price_text">
+ Pris for annonce:
+ </text>
+ <text name="price_symbol">
+ L$
+ </text>
+ <button label="OK" name="set_price_btn"/>
+ <button label="Annullér" name="cancel_btn"/>
+</floater>
diff --git a/indra/newview/skins/default/xui/da/floater_sound_devices.xml b/indra/newview/skins/default/xui/da/floater_sound_devices.xml
new file mode 100644
index 0000000000..cb4cbba570
--- /dev/null
+++ b/indra/newview/skins/default/xui/da/floater_sound_devices.xml
@@ -0,0 +1,7 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<floater name="floater_sound_devices" title="Lyd enheder">
+ <text name="voice_label">
+ Stemme chat
+ </text>
+ <check_box label="Aktiveret" name="enable_voice"/>
+</floater>
diff --git a/indra/newview/skins/default/xui/da/floater_tools.xml b/indra/newview/skins/default/xui/da/floater_tools.xml
index 8264e366c0..815bde456e 100644
--- a/indra/newview/skins/default/xui/da/floater_tools.xml
+++ b/indra/newview/skins/default/xui/da/floater_tools.xml
@@ -122,6 +122,18 @@
<text name="prim_count">
Prims: [COUNT]
</text>
+ <text name="linked_set_count">
+ Lænkede sæt: [COUNT]
+ </text>
+ <text name="linked_set_cost" tool_tip="Pris for nuværende valgte lænkede sæt som [prims] / [physics complexity]">
+ Pris: [COST] / [PHYSICS]
+ </text>
+ <text name="object_count">
+ Objekter: [COUNT]
+ </text>
+ <text name="object_cost" tool_tip="Pris for nuværende valgte objekter som [prims] / [physics complexity]">
+ Pris: [COST] / [PHYSICS]
+ </text>
<tab_container name="Object Info Tabs">
<panel label="Generelt" name="General">
<panel.string name="text deed continued">
@@ -266,15 +278,6 @@
<combo_box.item label="Ring" name="Ring"/>
<combo_box.item label="Sculpted" name="Sculpted"/>
</combo_box>
- <combo_box name="material">
- <combo_box.item label="Sten" name="Stone"/>
- <combo_box.item label="Metal" name="Metal"/>
- <combo_box.item label="Glas" name="Glass"/>
- <combo_box.item label="Træ" name="Wood"/>
- <combo_box.item label="Kød" name="Flesh"/>
- <combo_box.item label="Plastik" name="Plastic"/>
- <combo_box.item label="Gummi" name="Rubber"/>
- </combo_box>
<text name="text cut">
Snit Z-akse (start/slut)
</text>
@@ -347,9 +350,19 @@
<combo_box.item label="Kuglering" name="Torus"/>
<combo_box.item label="Plan" name="Plane"/>
<combo_box.item label="Cylinder" name="Cylinder"/>
+ <combo_box.item label="Mesh" name="Mesh"/>
</combo_box>
</panel>
<panel label="Features" name="Features">
+ <panel.string name="None">
+ Ingen
+ </panel.string>
+ <panel.string name="Prim">
+ Prim
+ </panel.string>
+ <panel.string name="Convex Hull">
+ Konveks skrog
+ </panel.string>
<text name="select_single">
Vælg kun én prim for at ændre egenskaber.
</text>
@@ -374,6 +387,23 @@
<spinner label="Fokus" name="Light Focus"/>
<spinner label="Udfasning" name="Light Falloff"/>
<spinner label="Omgivelser" name="Light Ambiance"/>
+ <text name="label physicsshapetype">
+ Fysisk form type:
+ </text>
+ <combo_box name="Physics Shape Type Combo Ctrl" tool_tip="Vælg fysisk form type"/>
+ <combo_box name="material">
+ <combo_box.item label="Sten" name="Stone"/>
+ <combo_box.item label="Metal" name="Metal"/>
+ <combo_box.item label="Glas" name="Glass"/>
+ <combo_box.item label="Træ" name="Wood"/>
+ <combo_box.item label="Kød" name="Flesh"/>
+ <combo_box.item label="Plastik" name="Plastic"/>
+ <combo_box.item label="Gummi" name="Rubber"/>
+ </combo_box>
+ <spinner label="Tyngde" name="Physics Gravity"/>
+ <spinner label="Friktion" name="Physics Friction"/>
+ <spinner label="Tæthed" name="Physics Density"/>
+ <spinner label="Restitution" name="Physics Restitution"/>
</panel>
<panel label="Tekstur" name="Texture">
<panel.string name="string repeats per meter">
diff --git a/indra/newview/skins/default/xui/da/menu_avatar_self.xml b/indra/newview/skins/default/xui/da/menu_avatar_self.xml
index 0080f7a59e..4e6b42a744 100644
--- a/indra/newview/skins/default/xui/da/menu_avatar_self.xml
+++ b/indra/newview/skins/default/xui/da/menu_avatar_self.xml
@@ -14,6 +14,7 @@
<menu_item_call label="Undertrøje" name="Self Undershirt"/>
<menu_item_call label="Underbukser" name="Self Underpants"/>
<menu_item_call label="Tatovering" name="Self Tattoo"/>
+ <menu_item_call label="Fysik" name="Self Physics"/>
<menu_item_call label="Alpha" name="Self Alpha"/>
<menu_item_call label="Alt tøj" name="All Clothes"/>
</context_menu>
diff --git a/indra/newview/skins/default/xui/da/menu_bottomtray.xml b/indra/newview/skins/default/xui/da/menu_bottomtray.xml
index 9ac296904a..a0d74db36d 100644
--- a/indra/newview/skins/default/xui/da/menu_bottomtray.xml
+++ b/indra/newview/skins/default/xui/da/menu_bottomtray.xml
@@ -1,6 +1,6 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<menu name="hide_camera_move_controls_menu">
- <menu_item_check label="Stemme aktiveret" name="EnableVoiceChat"/>
+ <menu_item_check label="Tal knap" name="EnableVoiceChat"/>
<menu_item_check label="Faste bevægelser" name="ShowGestureButton"/>
<menu_item_check label="Bevægelse knap" name="ShowMoveButton"/>
<menu_item_check label="Vis knap" name="ShowCameraButton"/>
diff --git a/indra/newview/skins/default/xui/da/menu_inventory.xml b/indra/newview/skins/default/xui/da/menu_inventory.xml
index 35551318d1..f9bdf36f1f 100644
--- a/indra/newview/skins/default/xui/da/menu_inventory.xml
+++ b/indra/newview/skins/default/xui/da/menu_inventory.xml
@@ -25,6 +25,7 @@
<menu_item_call label="Nye underbukser" name="New Underpants"/>
<menu_item_call label="Nyt alpha lag" name="New Alpha Mask"/>
<menu_item_call label="Ny tatovering" name="New Tattoo"/>
+ <menu_item_call label="Ny fysik" name="New Physics"/>
</menu>
<menu label="Nye kropsdele" name="New Body Parts">
<menu_item_call label="Ny figur" name="New Shape"/>
diff --git a/indra/newview/skins/default/xui/da/menu_inventory_add.xml b/indra/newview/skins/default/xui/da/menu_inventory_add.xml
index 07f70d7190..eca03d3ee9 100644
--- a/indra/newview/skins/default/xui/da/menu_inventory_add.xml
+++ b/indra/newview/skins/default/xui/da/menu_inventory_add.xml
@@ -4,6 +4,8 @@
<menu_item_call label="Billede (L$[COST])..." name="Upload Image"/>
<menu_item_call label="Lyd (L$[COST])..." name="Upload Sound"/>
<menu_item_call label="Animation (L$[COST])..." name="Upload Animation"/>
+ <menu_item_call label="Model..." name="Upload Model"/>
+ <menu_item_call label="Model Wizard..." name="Upload Model Wizard"/>
<menu_item_call label="Hent mange (L$[COST] pr. fil)..." name="Bulk Upload"/>
<menu_item_call label="Sæt standardværdier for upload rettigheder" name="perm prefs"/>
</menu>
@@ -23,6 +25,7 @@
<menu_item_call label="Nye underbukser" name="New Underpants"/>
<menu_item_call label="Nyt alpha lag" name="New Alpha"/>
<menu_item_call label="Ny tatovering" name="New Tattoo"/>
+ <menu_item_call label="Ny fysik" name="New Physics"/>
</menu>
<menu label="Nye kropsdele" name="New Body Parts">
<menu_item_call label="Ny kropsbygning" name="New Shape"/>
diff --git a/indra/newview/skins/default/xui/da/menu_media_ctrl.xml b/indra/newview/skins/default/xui/da/menu_media_ctrl.xml
new file mode 100644
index 0000000000..788b1c4b59
--- /dev/null
+++ b/indra/newview/skins/default/xui/da/menu_media_ctrl.xml
@@ -0,0 +1,6 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<context_menu name="media ctrl context menu">
+ <menu_item_call label="Klip" name="Cut"/>
+ <menu_item_call label="Kopier" name="Copy"/>
+ <menu_item_call label="Sæt ind" name="Paste"/>
+</context_menu>
diff --git a/indra/newview/skins/default/xui/da/menu_model_import_gear_default.xml b/indra/newview/skins/default/xui/da/menu_model_import_gear_default.xml
new file mode 100644
index 0000000000..d9626692d5
--- /dev/null
+++ b/indra/newview/skins/default/xui/da/menu_model_import_gear_default.xml
@@ -0,0 +1,8 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<toggleable_menu name="model_menu_gear_default">
+ <menu_item_check label="Show edges" name="show_edges"/>
+ <menu_item_check label="Show physics" name="show_physics"/>
+ <menu_item_check label="Show textures" name="show_textures"/>
+ <menu_item_check label="Show skin weight" name="show_skin_weight"/>
+ <menu_item_check label="Show joint positions" name="show_joint_positions"/>
+</toggleable_menu>
diff --git a/indra/newview/skins/default/xui/da/menu_outfit_gear.xml b/indra/newview/skins/default/xui/da/menu_outfit_gear.xml
index 8b4c776496..0b0fff3b93 100644
--- a/indra/newview/skins/default/xui/da/menu_outfit_gear.xml
+++ b/indra/newview/skins/default/xui/da/menu_outfit_gear.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
-<menu name="Gear Outfit">
+<toggleable_menu name="Gear Outfit">
<menu_item_call label="Tag på - Erstat nuværende sæt" name="wear"/>
<menu_item_call label="Tag på - Tilføj til nuværende sæt" name="wear_add"/>
<menu_item_call label="Tag af - Fjern fra nuværende sæt" name="take_off"/>
@@ -14,6 +14,7 @@
<menu_item_call label="Ny undertrøje" name="New Undershirt"/>
<menu_item_call label="Nye underbukser" name="New Underpants"/>
<menu_item_call label="Ny alpha" name="New Alpha"/>
+ <menu_item_call label="Ny fysik" name="New Physics"/>
<menu_item_call label="Ny tatovering" name="New Tattoo"/>
</menu>
<menu label="Nye kropsdele" name="New Body Parts">
@@ -24,4 +25,4 @@
</menu>
<menu_item_call label="Omdøb sæt" name="rename"/>
<menu_item_call label="Slet sæt" name="delete_outfit"/>
-</menu>
+</toggleable_menu>
diff --git a/indra/newview/skins/default/xui/da/menu_viewer.xml b/indra/newview/skins/default/xui/da/menu_viewer.xml
index f59a0622be..d352312d15 100644
--- a/indra/newview/skins/default/xui/da/menu_viewer.xml
+++ b/indra/newview/skins/default/xui/da/menu_viewer.xml
@@ -118,6 +118,8 @@
<menu_item_call label="Billede (L$[COST])..." name="Upload Image"/>
<menu_item_call label="Lyd (L$[COST])..." name="Upload Sound"/>
<menu_item_call label="Animation (L$[COST])..." name="Upload Animation"/>
+ <menu_item_call label="Model..." name="Upload Model"/>
+ <menu_item_call label="Model Wizard..." name="Upload Model Wizard"/>
<menu_item_call label="Mange (L$[COST] pr. fil)..." name="Bulk Upload"/>
</menu>
<menu_item_call label="Fortyd" name="Undo"/>
@@ -157,7 +159,7 @@
<menu_item_check label="Alpha" name="Alpha"/>
<menu_item_check label="Træer" name="Tree"/>
<menu_item_check label="Avatarer" name="Character"/>
- <menu_item_check label="Overflade" name="SurfacePath"/>
+ <menu_item_check label="Surface Patch" name="Surface Patch"/>
<menu_item_check label="Himmel" name="Sky"/>
<menu_item_check label="Vand" name="Water"/>
<menu_item_check label="Jord" name="Ground"/>
@@ -215,6 +217,7 @@
<menu_item_check label="Konsol med tekstur kategorier" name="Texture Category"/>
<menu_item_check label="Hurtig-timere" name="Fast Timers"/>
<menu_item_check label="Hukommelse" name="Memory"/>
+ <menu_item_check label="Scene Statistics" name="Scene Statistics"/>
<menu_item_call label="Vis Regionsinfo i debug-konsol" name="Region Info to Debug Console"/>
<menu_item_check label="Kamera" name="Camera"/>
<menu_item_check label="Vind" name="Wind"/>
@@ -222,6 +225,7 @@
</menu>
<menu label="Vis info" name="Display Info">
<menu_item_check label="Vis tid" name="Show Time"/>
+ <menu_item_check label="Show Upload Cost" name="Show Upload Cost"/>
<menu_item_check label="Vis gengivelses information" name="Show Render Info"/>
<menu_item_check label="Vis tekstur information" name="Show Texture Info"/>
<menu_item_check label="Vis farve under cursor" name="Show Color Under Cursor"/>
@@ -244,7 +248,12 @@
<menu_item_check label="Frame test" name="Frame Test"/>
</menu>
<menu label="Render Metadata" name="Render Metadata">
+ <menu_item_check label="Normals" name="Normals"/>
+ <menu_item_check label="Physics Shapes" name="Physics Shapes"/>
<menu_item_check label="Opdatér type" name="Update Type"/>
+ <menu_item_check label="LOD Info" name="LOD Info"/>
+ <menu_item_check label="Build Queue" name="Build Queue"/>
+ <menu_item_check label="Sculpt" name="Sculpt"/>
</menu>
<menu label="Gengivelse" name="Rendering">
<menu_item_check label="Akser" name="Axes"/>
@@ -310,6 +319,7 @@
<menu_item_call label="Debug avatar teksturer" name="Debug Avatar Textures"/>
</menu>
<menu_item_check label="HTTP teksturer" name="HTTP Textures"/>
+ <menu_item_check label="HTTP Inventory" name="HTTP Inventory"/>
<menu_item_check label="Benyt consol vindue ved næste opstart" name="Console Window"/>
<menu_item_call label="Anmod om administrator status" name="Request Admin Options"/>
<menu_item_call label="Forlad administrationsstatus" name="Leave Admin Options"/>
@@ -334,4 +344,9 @@
</menu>
<menu_item_call label="&quot;God Tools&quot;" name="God Tools"/>
</menu>
+ <menu label="Admin" name="Deprecated">
+ <menu label="Take Off Clothing" name="Take Off Clothing">
+ <menu_item_call label="Fysik" name="Physics"/>
+ </menu>
+ </menu>
</menu_bar>
diff --git a/indra/newview/skins/default/xui/da/notifications.xml b/indra/newview/skins/default/xui/da/notifications.xml
index 0d2aaf45ce..4c0fbd280b 100644
--- a/indra/newview/skins/default/xui/da/notifications.xml
+++ b/indra/newview/skins/default/xui/da/notifications.xml
@@ -1071,6 +1071,12 @@ Det kan påvirke din indtastning af password.
<notification name="RezItemNoPermissions">
Utilstrækkelige tilladelser til at danne genstanden.
</notification>
+ <notification name="IMAcrossParentEstates">
+ Ikke muligt at sende IM over forældre estates.
+ </notification>
+ <notification name="TransferInventoryAcrossParentEstates">
+ Ikke muligt at overføre din beholdning over forældre parceller.
+ </notification>
<notification name="UnableToLoadNotecard">
Ikke muligt at indlæse note.
Prøv venligst igen.
@@ -1641,6 +1647,10 @@ De vil blive blokeret nogle få sekunder af sikkerhedsmæssige årsager.
Din stemme er blevet slukket af moderatoren.
<usetemplate name="okbutton" yestext="OK"/>
</notification>
+ <notification name="UploadCostConfirmation">
+ Dette upload vil koste L$[PRICE], ønsker du at sende?
+ <usetemplate name="okcancelbuttons" notext="Annullér" yestext="Send"/>
+ </notification>
<notification name="ConfirmClearTeleportHistory">
Er du sikker på at du vil slette teleport historikken?
<usetemplate name="okcancelbuttons" notext="Annullér" yestext="OK"/>
@@ -1652,6 +1662,9 @@ Knappen vil blive vist når der er nok plads til den.
<notification name="ShareNotification">
Vælg beboere at dele med.
</notification>
+ <notification name="MeshUploadError">
+ [LABEL] kunne ikke sendes: [MESSAGE] [IDENTIFIER] [INVALIDITY_IDENTIFIER]
+ </notification>
<notification name="ShareItemsConfirmation">
Er du sikker på at du vil dele følgende genstande:
@@ -1668,6 +1681,19 @@ Me følgende beboere:
<notification name="DeedToGroupFail">
Dedikering til gruppe fejlede.
</notification>
+ <notification name="ReleaseLandThrottled">
+ Parcellen [PARCEL_NAME] kan ikke efterlades på nuværende tidspunkt.
+ </notification>
+ <notification name="ReleasedLandWithReclaim">
+ [AREA] m² parcellen &apos;[PARCEL_NAME]&apos; er blevet frigivet.
+
+Du har [RECLAIM_PERIOD] timer til at få den tilbage for L$0 før den udbydes til salg til andre beboere.
+ </notification>
+ <notification name="ReleasedLandNoReclaim">
+ [AREA] m² parcel &apos;[PARCEL_NAME]&apos; er blevet frigivet.
+
+Parcellen kan nu købes af enhver beboer.
+ </notification>
<notification name="AvatarRezNotification">
( [EXISTENCE] sekunder i live )
Avatar &apos;[NAME]&apos; var ikke sky mere, efter [TIME] sekunder.
@@ -1746,6 +1772,13 @@ Sluk for alles lyd?
<notification label="Stå op" name="HintSit">
For at rejse dig op og forlad siddeposition, tryk på &quot;Stå op&quot; knappen.
</notification>
+ <notification label="Tal" name="HintSpeak">
+ Klik på tal knappen for at tænde og slukke for din mikrofon.
+
+Klik på den lille pil-op for at se stemme kontrolpanelet.
+
+Skjules tale knappen, vil stemmechat ikke være mulig.
+ </notification>
<notification label="Undersøg verden" name="HintDestinationGuide">
Destinationsguiden indeholder tusinder af nye steder der kan opleves. Vælg venligst et sted og vælg Teleport for at komme derhen.
</notification>
@@ -1755,12 +1788,16 @@ Sluk for alles lyd?
<notification label="Flyt" name="HintMove">
For at gå eller løbe, åben Flyt panelet for neden og brug pilene til at navigere. Du kan også bruge pile-tasterne på dit tastatur.
</notification>
+ <notification label="" name="HintMoveClick">
+ 1. Klik for at gå
+Klik et hvorsomhelst på jorden for at gå til dette sted.
+
+2. Klik og træk for at rotere visning
+Klik hvorsomhelst i verden for at rotere din visning
+ </notification>
<notification label="Visningsnavn" name="HintDisplayName">
Angiv dit konfigurérbare visningsnavn her. Dette er i tillæg til dit unikke brugernavn, som ikke kan ændres. Du kan ændre hvordan du ser andre beboeres navne i dine indstillinger.
</notification>
- <notification label="Flyt" name="HintMoveArrows">
- For at gå, brug piletasterne på tastaturet. Du kan løbe ved at trykke to gange på Pil-Op
- </notification>
<notification label="Se" name="HintView">
For at ændre dit kamera-view, benyt kredsløbs og panoreringskontrollerne. Nulstil view ved at trykke Esc eller ved at gå.
</notification>
@@ -1798,6 +1835,10 @@ Sluk for alles lyd?
Oprettelse og redigering af grupper er kun muligt i avanceret tilstand. Ønsker du at logge ud for at skifte tilstand? Valg af tilstand findes på login skærmbilledet.
<usetemplate name="okcancelbuttons" notext="Afslut ikke" yestext="Afslut"/>
</notification>
+ <notification label="" name="NoPlaceInfo">
+ Det er kun muligt at vise profil for stedet i avanceret opsætning. Ønsker du at logge ud for at skifte tilstand? Valg af tilstand findes på login skærmbilledet.
+ <usetemplate name="okcancelbuttons" notext="Afslut ikke" yestext="Afslut"/>
+ </notification>
<notification label="" name="NoPicks">
Oprettelse og redigering af favoritter er kun mulig i avanceret tilstand. Ønsker du at logge ud for at skifte tilstand? Valg af tilstand findes på login skærmbilledet.
<usetemplate name="okcancelbuttons" notext="Afslut ikke" yestext="Afslut"/>
@@ -1818,6 +1859,18 @@ Sluk for alles lyd?
Det er kun muligt at betale andre beboere i avanceret tilstand. Ønsker du at logge ud for at skifte tilstand?
<usetemplate name="okcancelbuttons" notext="Afslut ikke" yestext="Afslut"/>
</notification>
+ <notification label="" name="NoInventory">
+ Det er kun muligt at vise beholdning i avanceret tilstand. Ønsker du at logge ud og logge på i avanceret tilstand.
+ <usetemplate name="okcancelbuttons" notext="Afslut ikke" yestext="Afslut"/>
+ </notification>
+ <notification label="" name="NoAppearance">
+ Udseende opsætning er kun tilgængelig i avanceret tilstand. Ønsker du at logge ud og logge på i avanceret tilstand.
+ <usetemplate name="okcancelbuttons" notext="Afslut ikke" yestext="Afslut"/>
+ </notification>
+ <notification label="" name="NoSearch">
+ Søgning er kun mulig i avanceret tilstand. Ønsker du at logge ud og logge på i avanceret tilstand.
+ <usetemplate name="okcancelbuttons" notext="Afslut ikke" yestext="Afslut"/>
+ </notification>
<global name="UnsupportedGLRequirements">
Det ser ikke ud til at din hardware opfylder minimumskravene til [APP_NAME]. [APP_NAME] kræver et OpenGL grafikkort som understøter &apos;multitexture&apos;. Check eventuelt om du har de nyeste drivere for grafikkortet, og de nyeste service-packs og patches til dit operativsystem.
diff --git a/indra/newview/skins/default/xui/da/panel_edit_physics.xml b/indra/newview/skins/default/xui/da/panel_edit_physics.xml
new file mode 100644
index 0000000000..16c9b16fa3
--- /dev/null
+++ b/indra/newview/skins/default/xui/da/panel_edit_physics.xml
@@ -0,0 +1,14 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<panel name="edit_physics_panel">
+ <panel label="" name="accordion_panel">
+ <accordion name="physics_accordion">
+ <accordion_tab name="physics_breasts_updown_tab" title="Bryst fasthed"/>
+ <accordion_tab name="physics_breasts_inout_tab" title="Kavalergang"/>
+ <accordion_tab name="physics_breasts_leftright_tab" title="Bryst sving"/>
+ <accordion_tab name="physics_belly_tab" title="Mave fasthed"/>
+ <accordion_tab name="physics_butt_tab" title="Bagdel fasthed"/>
+ <accordion_tab name="physics_butt_leftright_tab" title="Bagdel sving"/>
+ <accordion_tab name="physics_advanced_tab" title="Avancerede parametre"/>
+ </accordion>
+ </panel>
+</panel>
diff --git a/indra/newview/skins/default/xui/da/panel_edit_wearable.xml b/indra/newview/skins/default/xui/da/panel_edit_wearable.xml
index 4b9360f0d1..906870e6d9 100644
--- a/indra/newview/skins/default/xui/da/panel_edit_wearable.xml
+++ b/indra/newview/skins/default/xui/da/panel_edit_wearable.xml
@@ -45,6 +45,9 @@
<string name="edit_tattoo_title">
Redigerer tatovering
</string>
+ <string name="edit_physics_title">
+ Redigering af fysik
+ </string>
<string name="shape_desc_text">
Kropsbygning:
</string>
@@ -90,6 +93,9 @@
<string name="tattoo_desc_text">
Tatovering:
</string>
+ <string name="physics_desc_text">
+ Fysik:
+ </string>
<labeled_back_button label="Gem" name="back_btn" tool_tip="Tilbage til redigering"/>
<text name="edit_wearable_title" value="Redigerer kropsbygning"/>
<panel label="Trøje" name="wearable_type_panel">
diff --git a/indra/newview/skins/default/xui/da/panel_preferences_chat.xml b/indra/newview/skins/default/xui/da/panel_preferences_chat.xml
index ed499619f6..19c82509cd 100644
--- a/indra/newview/skins/default/xui/da/panel_preferences_chat.xml
+++ b/indra/newview/skins/default/xui/da/panel_preferences_chat.xml
@@ -30,7 +30,9 @@
<spinner label="Tid før chatvisning forsvinder:" name="nearby_toasts_lifetime"/>
<spinner label="Tid før chatvisning forsvinder:" name="nearby_toasts_fadingtime"/>
<check_box name="translate_chat_checkbox"/>
- <text name="translate_chb_label" >Benyt maskin-oversættelse ved chat (håndteret af Google)</text>
+ <text name="translate_chb_label">
+ Benyt maskinel oversættelse ved chat (håndteret af Google)
+ </text>
<text name="translate_language_text" width="110">
Oversæt chat til :
</text>
diff --git a/indra/newview/skins/default/xui/da/panel_preferences_colors.xml b/indra/newview/skins/default/xui/da/panel_preferences_colors.xml
index b2b00db769..cc3dc480bc 100644
--- a/indra/newview/skins/default/xui/da/panel_preferences_colors.xml
+++ b/indra/newview/skins/default/xui/da/panel_preferences_colors.xml
@@ -1,11 +1,11 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<panel label="Farver" name="colors_panel">
<text name="effects_color_textbox">
- Mine effekter (selektions-stråle):
+ Mine effekter (selektions pejlelys):
</text>
- <color_swatch name="effect_color_swatch" tool_tip="Klik for at åbne farve-vælger"/>
+ <color_swatch name="effect_color_swatch" tool_tip="Klik for at åbne farvevælger"/>
<text name="font_colors">
- Chat bogstavsfarver:
+ Vælg font farver:
</text>
<text name="text_box1">
Mig
@@ -22,6 +22,9 @@
<text name="text_box5">
Fejl
</text>
+ <text name="text_box10">
+ Direkte
+ </text>
<text name="text_box7">
Ejer
</text>
@@ -29,12 +32,12 @@
URL&apos;er
</text>
<text name="bubble_chat">
- Baggrundsfarve til navne-skilt (berører også Bubble Chat):
+ Navneskilt baggrundsfarve (påvirker også chat talebobler):
</text>
- <color_swatch name="background" tool_tip="Vælg farve til navne-skilt"/>
- <slider label="Uigennemsigtighed:" name="bubble_chat_opacity" tool_tip="Vælg gennemsigtighed for navneskilt"/>
+ <color_swatch name="background" tool_tip="Vælg navneskilt farve"/>
+ <slider label="Gennemsigtighed:" name="bubble_chat_opacity" tool_tip="Vælg navneskilt gennemsigtighed"/>
<text name="floater_opacity">
- Vindue uigennemsigtighed:
+ Floater gennemsigtighed:
</text>
<slider label="Aktiv:" name="active"/>
<slider label="Inaktiv:" name="inactive"/>
diff --git a/indra/newview/skins/default/xui/da/panel_preferences_graphics1.xml b/indra/newview/skins/default/xui/da/panel_preferences_graphics1.xml
index 15da1f9ec5..72200a07ad 100644
--- a/indra/newview/skins/default/xui/da/panel_preferences_graphics1.xml
+++ b/indra/newview/skins/default/xui/da/panel_preferences_graphics1.xml
@@ -28,8 +28,20 @@
</text>
<check_box initial_value="sand" label="Gennemsigtig vand" name="TransparentWater"/>
<check_box initial_value="true" label="Glatte flader og skin" name="BumpShiny"/>
+ <check_box initial_value="sand" label="Lokale lys" name="LocalLights"/>
<check_box initial_value="true" label="Basale flader" name="BasicShaders" tool_tip="Ved at slå dette valg fra, kan det forhindres at visse grafikkort drivere crasher."/>
<check_box initial_value="true" label="Atmosfæriske flader" name="WindLightUseAtmosShaders"/>
+ <check_box initial_value="sand" label="Lys og skygger" name="UseLightShaders"/>
+ <check_box initial_value="sand" label="&quot;Ambient Occlusion&quot;" name="UseSSAO"/>
+ <check_box initial_value="sand" label="Skarphedsdybde" name="UseDoF"/>
+ <text name="shadows_label">
+ Skygger:
+ </text>
+ <combo_box name="ShadowDetail">
+ <combo_box.item label="Ingen" name="0"/>
+ <combo_box.item label="Sol/Måne" name="1"/>
+ <combo_box.item label="Sol/Måne + Projektorer" name="2"/>
+ </combo_box>
<text name="reflection_label">
Reflektioner i vand:
</text>
@@ -40,6 +52,10 @@
<combo_box.item label="Alle avatarer og objekter" name="3"/>
<combo_box.item label="Alt" name="4"/>
</combo_box>
+ <slider label="Avatar fysik:" name="AvatarPhysicsDetail"/>
+ <text name="AvatarPhysicsDetailText">
+ Lav
+ </text>
<slider label="Maks. visnings-afstand:" name="DrawDistance"/>
<text name="DrawDistanceMeterText2">
m
@@ -78,7 +94,7 @@
Lav
</text>
<text name="AvatarRenderingText">
- Avatar gengivelse
+ Avatar rendering:
</text>
<check_box initial_value="true" label="Mini-figurer på lang afstand" name="AvatarImpostors"/>
<check_box initial_value="true" label="Hardware Skinning" name="AvatarVertexProgram"/>
diff --git a/indra/newview/skins/default/xui/da/panel_preferences_sound.xml b/indra/newview/skins/default/xui/da/panel_preferences_sound.xml
index 0626976cb5..26d2ae4abd 100644
--- a/indra/newview/skins/default/xui/da/panel_preferences_sound.xml
+++ b/indra/newview/skins/default/xui/da/panel_preferences_sound.xml
@@ -6,7 +6,7 @@
<slider label="Generel" name="System Volume"/>
<check_box initial_value="true" name="mute_when_minimized"/>
<text name="mute_chb_label">
- Sluk lyd når minimeret
+ Sluk for lyd når minimeret
</text>
<slider label="Knapper" name="UI Volume"/>
<slider label="Omgivelser" name="Wind Volume"/>
diff --git a/indra/newview/skins/default/xui/da/panel_region_general.xml b/indra/newview/skins/default/xui/da/panel_region_general.xml
index 5b5dd411ac..667c88c5b1 100644
--- a/indra/newview/skins/default/xui/da/panel_region_general.xml
+++ b/indra/newview/skins/default/xui/da/panel_region_general.xml
@@ -25,6 +25,7 @@
<check_box label="Tillad at sælge land" name="allow_land_resell_check"/>
<check_box label="Tillad at samle/dele land" name="allow_parcel_changes_check"/>
<check_box label="Blokér visning af land i Søgning" name="block_parcel_search_check" tool_tip="Lad beboere se denne region og dens parceller i søgeresultater"/>
+ <check_box label="Til &quot;mesh&quot; objekter" name="mesh_rez_enabled_check" tool_tip="Lad personer rezze mesh objekter i denne region"/>
<spinner label="Max besøgende" name="agent_limit_spin"/>
<spinner label="Objekt bonus" name="object_bonus_spin"/>
<text label="Indhold" name="access_text">
diff --git a/indra/newview/skins/default/xui/da/panel_scrolling_param_base.xml b/indra/newview/skins/default/xui/da/panel_scrolling_param_base.xml
new file mode 100644
index 0000000000..fa659040ea
--- /dev/null
+++ b/indra/newview/skins/default/xui/da/panel_scrolling_param_base.xml
@@ -0,0 +1,4 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<panel name="LLScrollingPanelParamBase">
+ <slider label="[DESC]" name="param slider"/>
+</panel>
diff --git a/indra/newview/skins/default/xui/da/panel_sound_devices.xml b/indra/newview/skins/default/xui/da/panel_sound_devices.xml
new file mode 100644
index 0000000000..27b7666a1f
--- /dev/null
+++ b/indra/newview/skins/default/xui/da/panel_sound_devices.xml
@@ -0,0 +1,19 @@
+<?xml version="1.0" encoding="utf-8"?>
+<panel label="Opsætning for udstyr" name="device_settings_panel">
+ <panel.string name="default_text">
+ Standard
+ </panel.string>
+ <text name="Input">
+ Input
+ </text>
+ <text name="My volume label">
+ Min lydstyrke:
+ </text>
+ <slider_bar initial_value="1.0" name="mic_volume_slider" tool_tip="Ændre lydstyrke med denne skyder"/>
+ <text name="wait_text">
+ Vent venligst
+ </text>
+ <text name="Output">
+ Output
+ </text>
+</panel>
diff --git a/indra/newview/skins/default/xui/da/strings.xml b/indra/newview/skins/default/xui/da/strings.xml
index afc826d6d7..68b861fe92 100644
--- a/indra/newview/skins/default/xui/da/strings.xml
+++ b/indra/newview/skins/default/xui/da/strings.xml
@@ -115,6 +115,140 @@
<string name="Quit">
Afslut
</string>
+ <string name="LoginFailedViewerNotPermitted">
+ Den klient du benytter kan ikke længere få adgang til Second Life. Besøg venligst denne side for at hente en ny klient:
+http://secondlife.com/download
+
+For mere information, se denne FAQ:
+http://secondlife.com/viewer-access-faq
+ </string>
+ <string name="LoginIntermediateOptionalUpdateAvailable">
+ Valgfri klient opdatering tilgængelig: [VERSION]
+ </string>
+ <string name="LoginFailedRequiredUpdate">
+ Påkrævet opdatering a klient: [VERSION]
+ </string>
+ <string name="LoginFailedAlreadyLoggedIn">
+ Din avatar er allerede logget på.
+ </string>
+ <string name="LoginFailedAuthenticationFailed">
+ Beklager! vi kunne ikke logge dig på.
+Undersøg venligst at du har indtastet det rette
+Please check to make sure you entered the right
+ * Brugernavn (like bobsmith12 or steller.sunshine)
+ * Password
+Check også at Caps Lock ikke er aktiveret.
+ </string>
+ <string name="LoginFailedPasswordChanged">
+ Som en sikkerhedsforanstaltning er dit password blevet ændret.
+Går venligst til din konto-side på http://secondlife.com/password
+og besvar sikkerhedsspørgsmål for at nulstille dit password.
+Vi undskylder besværet.
+ </string>
+ <string name="LoginFailedPasswordReset">
+ vi har lavet nogle ændringer i vores system og det er nødvendigt at nulstille dit password.
+Går venligst til din konto-side på http://secondlife.com/password
+og besvar sikkerhedsspørgsmål for at nulstille dit password.
+Vi undskylder besværet.
+ </string>
+ <string name="LoginFailedEmployeesOnly">
+ Second Life er midlertidig lukket ned for vedligeholdelse.
+Kun medarbejdere kan logge på for øjeblikket.
+Check www.secondlife.com/status for opdateringer.
+ </string>
+ <string name="LoginFailedPremiumOnly">
+ Second Life har midlertidig begrænset muligheden for log-in for at sikre, at brugere på systemet ikke får dårlige svartider.
+
+ Brugere med gratis-konti vil ikke kunne logge på Second Life på dette tidspunkt.
+ </string>
+ <string name="LoginFailedComputerProhibited">
+ Second Life kan ikke tilgås fra dennecomputer.
+Hvis du mener dette er en fejl, kontakt venligst support@secondlife.com.
+ </string>
+ <string name="LoginFailedAcountSuspended">
+ Din konto vil ikke være tilgængelig før
+[TIME] Pacific Time.
+ </string>
+ <string name="LoginFailedAccountDisabled">
+ Vi kan desværre ikke behandle forespøgsel lige nu.
+Kontakt venligst Second Life supper for assitance via http://secondlife.com/support.
+Hvis du ikke kan ændre dit password ring venligst +1 (866) 476-9763.
+ </string>
+ <string name="LoginFailedTransformError">
+ Data inkonsistens registret ved login.
+Kontakt venligst support@secondlife.com.
+ </string>
+ <string name="LoginFailedAccountMaintenance">
+ Der foretages vedligehold på din konto lige nu.
+Din konto vil ikke være tilgængelig før
+[TIME] Pacific Time.
+Hvis du mener dette er en fejl, kontakt venligst support@secondlife.com.
+ </string>
+ <string name="LoginFailedPendingLogoutFault">
+ Forespøgsel på logout blev besvaret med en fejl fra simulatoren.
+ </string>
+ <string name="LoginFailedPendingLogout">
+ Systemet er i gang med at logge dig ud netop nu.
+Din konto vil ikke være tilgængelig før
+[TIME] Pacific Time.
+ </string>
+ <string name="LoginFailedUnableToCreateSession">
+ Ikke muligt at oprette gyldig session.
+ </string>
+ <string name="LoginFailedUnableToConnectToSimulator">
+ Ikke muligt at koble til en simulator.
+ </string>
+ <string name="LoginFailedRestrictedHours">
+ Din konto kan kun tilgå Second Life
+mellem [START] [END] Pacific Time.
+Kom venligst tilbage i dette tidsrum.
+
+Hvis du mener dette er en fejl, kontakt venligst support@secondlife.com.
+ </string>
+ <string name="LoginFailedIncorrectParameters">
+ Ugyldig parametre.
+Hvis du mener dette er en fejl, kontakt venligst support@secondlife.com.
+ </string>
+ <string name="LoginFailedFirstNameNotAlphanumeric">
+ Fornavn parameter skal være alfanumerisk
+Hvis du mener dette er en fejl, kontakt venligst support@secondlife.com.
+ </string>
+ <string name="LoginFailedLastNameNotAlphanumeric">
+ Efternavn parameter skal være alfanumerisk
+Hvis du mener dette er en fejl, kontakt venligst support@secondlife.com.
+ </string>
+ <string name="LogoutFailedRegionGoingOffline">
+ Regionen er lukket ned.
+Prøv at logge på om lidt igen.
+ </string>
+ <string name="LogoutFailedAgentNotInRegion">
+ Avatar ikke i en region.
+Prøv venligst om lidt igen.
+ </string>
+ <string name="LogoutFailedPendingLogin">
+ The region was logging in another session.
+Please try logging in again in a minute.
+ </string>
+ <string name="LogoutFailedLoggingOut">
+ Region har lukket sidste session ned.
+Prøv venligst om lidt igen.
+ </string>
+ <string name="LogoutFailedStillLoggingOut">
+ Regionen er stadig ved at lukke forrige session ud.
+Prøv venligst om lidt igen.
+ </string>
+ <string name="LogoutSucceeded">
+ Region har lukket sidste session ned.
+Prøv venligst om lidt igen.
+ </string>
+ <string name="LogoutFailedLogoutBegun">
+ Region er i gang med at logge ud.
+Prøv venligst om lidt igen.
+ </string>
+ <string name="LoginFailedLoggingOutSession">
+ Region er i gang med at lukket sidste session ned.
+Prøv venligst om lidt igen.
+ </string>
<string name="AgentLostConnection">
Denne region kan have problemer. Tjek venligst din forbindelse til internettet.
</string>
@@ -423,6 +557,9 @@
<string name="symbolic folder link">
link til mappe
</string>
+ <string name="mesh">
+ mesh
+ </string>
<string name="AvatarAway">
Væk
</string>
@@ -852,6 +989,9 @@
<string name="tattoo">
Tatovering
</string>
+ <string name="physics">
+ Fysik
+ </string>
<string name="invalid">
ugyldig
</string>
@@ -891,6 +1031,9 @@
<string name="tattoo_not_worn">
Tatovering ikke benyttet
</string>
+ <string name="physics_not_worn">
+ Ikke noget fysisk båret
+ </string>
<string name="invalid_not_worn">
ugyldig
</string>
@@ -939,6 +1082,9 @@
<string name="create_new_tattoo">
Opret ny tatovering
</string>
+ <string name="create_new_physics">
+ Opret ny fysik
+ </string>
<string name="create_new_invalid">
ugyldig
</string>
@@ -1141,6 +1287,9 @@
<string name="InvFolder Accessories">
Tilbehør
</string>
+ <string name="InvFolder Meshes">
+ Meshes
+ </string>
<string name="InvFolder Friends">
Venner
</string>
@@ -2175,6 +2324,114 @@ Hvis du bliver ved med at modtage denne besked, kontakt venligst [SUPPORT_SITE].
<string name="Bulbous Nose">
Kartoffelnæse
</string>
+ <string name="Breast Physics Mass">
+ Bryst fylde
+ </string>
+ <string name="Breast Physics Smoothing">
+ Brystudjævning
+ </string>
+ <string name="Breast Physics Gravity">
+ Bryst tyngde
+ </string>
+ <string name="Breast Physics Drag">
+ Bryst inerti
+ </string>
+ <string name="Breast Physics InOut Max Effect">
+ Maks. effekt
+ </string>
+ <string name="Breast Physics InOut Spring">
+ Fjeder
+ </string>
+ <string name="Breast Physics InOut Gain">
+ Øg
+ </string>
+ <string name="Breast Physics InOut Damping">
+ Dæmpning
+ </string>
+ <string name="Breast Physics UpDown Max Effect">
+ Maks. effekt
+ </string>
+ <string name="Breast Physics UpDown Spring">
+ Fjeder
+ </string>
+ <string name="Breast Physics UpDown Gain">
+ Øg
+ </string>
+ <string name="Breast Physics UpDown Damping">
+ Dæmpning
+ </string>
+ <string name="Breast Physics LeftRight Max Effect">
+ Maks. effekt
+ </string>
+ <string name="Breast Physics LeftRight Spring">
+ Fjeder
+ </string>
+ <string name="Breast Physics LeftRight Gain">
+ Øg
+ </string>
+ <string name="Breast Physics LeftRight Damping">
+ Dæmpning
+ </string>
+ <string name="Belly Physics Mass">
+ Mave omfang
+ </string>
+ <string name="Belly Physics Smoothing">
+ maveudjævning
+ </string>
+ <string name="Belly Physics Gravity">
+ Mave tyngde
+ </string>
+ <string name="Belly Physics Drag">
+ Mave inerti
+ </string>
+ <string name="Belly Physics UpDown Max Effect">
+ Maks. effekt
+ </string>
+ <string name="Belly Physics UpDown Spring">
+ Fjeder
+ </string>
+ <string name="Belly Physics UpDown Gain">
+ Øg
+ </string>
+ <string name="Belly Physics UpDown Damping">
+ Dæmpning
+ </string>
+ <string name="Butt Physics Mass">
+ Bagdel omfang
+ </string>
+ <string name="Butt Physics Smoothing">
+ Bagdelsudjævning
+ </string>
+ <string name="Butt Physics Gravity">
+ Bagdel tyngde
+ </string>
+ <string name="Butt Physics Drag">
+ Bagdel modstand
+ </string>
+ <string name="Butt Physics UpDown Max Effect">
+ Maks. effekt
+ </string>
+ <string name="Butt Physics UpDown Spring">
+ Fjeder
+ </string>
+ <string name="Butt Physics UpDown Gain">
+ Øg
+ </string>
+ <string name="Butt Physics UpDown Damping">
+ Dæmpning
+ </string>
+ <string name="Butt Physics LeftRight Max Effect">
+ Maks. effekt
+ </string>
+ <string name="Butt Physics LeftRight Spring">
+ Fjeder
+ </string>
+ <string name="Butt Physics LeftRight Gain">
+ Øg
+ </string>
+ <string name="Butt Physics LeftRight Damping">
+ Dæmpning
+ </string>
<string name="Bushy Eyebrows">
Buskede øjenbryn
</string>
@@ -2184,6 +2441,9 @@ Hvis du bliver ved med at modtage denne besked, kontakt venligst [SUPPORT_SITE].
<string name="Butt Size">
Størrelse bagdel
</string>
+ <string name="Butt Gravity">
+ Bagdel tyngde
+ </string>
<string name="bustle skirt">
Tournure
</string>
@@ -3537,6 +3797,9 @@ Hvis du bliver ved med at modtage denne besked, kontakt venligst [SUPPORT_SITE].
<string name="session_initialization_timed_out_error">
Initialisering af session er &quot;timed out&quot;
</string>
+ <string name="Home position set.">
+ Hjemmeposition sat.
+ </string>
<string name="voice_morphing_url">
http://secondlife.com/landing/voicemorphing
</string>
@@ -3659,6 +3922,9 @@ Krænkelsesanmeldelse
<string name="New Tattoo">
Ny tatovering
</string>
+ <string name="New Physics">
+ Ny fysik
+ </string>
<string name="Invalid Wearable">
Kan ikke tages på
</string>
diff --git a/indra/newview/skins/default/xui/de/floater_about.xml b/indra/newview/skins/default/xui/de/floater_about.xml
index d15ab105c2..578dcd50e5 100644
--- a/indra/newview/skins/default/xui/de/floater_about.xml
+++ b/indra/newview/skins/default/xui/de/floater_about.xml
@@ -55,27 +55,33 @@ Wir bedanken uns bei folgenden Einwohnern, die uns geholfen haben, dies zur bish
</panel>
<panel label="Lizenzen" name="licenses_panel">
<text_editor name="credits_editor">
- 3Dconnexion SDK Copyright (C) 1992-2007 3Dconnexion
-APR Copyright (C) 2000-2004 The Apache Software Foundation
-cURL Copyright (C) 1996-2002, Daniel Stenberg, (daniel@haxx.se)
+ 3Dconnexion SDK Copyright (C) 1992-2007 3Dconnexion.
+APR Copyright (C) 2000-2004 The Apache Software Foundation.
+Collada DOM Copyright 2005 Sony Computer Entertainment Inc.
+cURL Copyright (C) 1996-2002, Daniel Stenberg (daniel@haxx.se).
+DBus/dbus-glib Copyright (C) 2002, 2003 CodeFactory AB / Copyright (C) 2003, 2004 Red Hat, Inc.
expat Copyright (C) 1998, 1999, 2000 Thai Open Source Software Center Ltd.
FreeType Copyright (C) 1996-2002, The FreeType Project (www.freetype.org).
GL Copyright (C) 1999-2004 Brian Paul.
+GLOD Copyright (C) 2003-04 Jonathan Cohen, Nat Duca, Chris Niski, Johns Hopkins University sowie David Luebke, Brenden Schubert, University of Virginia.
+google-perftools Copyright (c) 2005, Google Inc.
Havok.com(TM) Copyright (C) 1999-2001, Telekinesys Research Limited.
-jpeg2000 Copyright (C) 2001, David Taubman, The University of New South Wales (UNSW)
+jpeg2000 Copyright (C) 2001, David Taubman, The University of New South Wales (UNSW).
jpeglib Copyright (C) 1991-1998, Thomas G. Lane.
-ogg/vorbis Copyright (C) 2001, Xiphophorus
+ogg/vorbis Copyright (C) 2001, Xiphophorus.
OpenSSL Copyright (C) 1998-2002 The OpenSSL Project.
-SDL Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga
-SSLeay Copyright (C) 1995-1998 Eric Young (eay@cryptsoft.com)
+PCRE Copyright (c) 1997-2008 University of Cambridge.
+SDL Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga.
+SSLeay Copyright (C) 1995-1998 Eric Young (eay@cryptsoft.com).
xmlrpc-epi Copyright (C) 2000 Epinions, Inc.
zlib Copyright (C) 1995-2002 Jean-loup Gailly und Mark Adler.
google-perftools Copyright (c) 2005, Google Inc.
-Alle Rechte vorbehalten. Details siehe licenses.txt.
+Second Life Viewer verwendet Havok (TM) Physics. (c)Copyright 1999-2010 Havok.com Inc. (und Lizenzgeber). Alle Rechte vorbehalten. Details siehe www.havok.com.
+
+Alle Rechte vorbehalten. Details siehe licenses.txt.
-Voice-Chat-Audiocoding: Polycom(R) Siren14(TM)
-(ITU-T Empf.G.722.1 Anhang C)
+Audiocodierung für Voice-Chat: Polycom(R) Siren14(TM) (ITU-T Rec. G.722.1 Annex C)
</text_editor>
</panel>
</tab_container>
diff --git a/indra/newview/skins/default/xui/de/floater_buy_contents.xml b/indra/newview/skins/default/xui/de/floater_buy_contents.xml
index ccafa11cf4..bd6ace6bda 100644
--- a/indra/newview/skins/default/xui/de/floater_buy_contents.xml
+++ b/indra/newview/skins/default/xui/de/floater_buy_contents.xml
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater min_width="300" name="floater_buy_contents" title="INHALT KAUFEN">
<text name="contains_text">
- [NAME] enthält:
+ &lt;nolink&gt;[NAME]&lt;/nolink&gt; enthält:
</text>
<text name="buy_text">
[AMOUNT] L$ von [NAME] kaufen?
diff --git a/indra/newview/skins/default/xui/de/floater_import_collada.xml b/indra/newview/skins/default/xui/de/floater_import_collada.xml
new file mode 100644
index 0000000000..8b1313c7b5
--- /dev/null
+++ b/indra/newview/skins/default/xui/de/floater_import_collada.xml
@@ -0,0 +1,23 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<floater name="Import Collada" title="Szene importieren">
+ <text name="mesh count">
+ Netze: [COUNT]
+ </text>
+ <text name="texture count">
+ Texturen: [COUNT]
+ </text>
+ <text name="status">
+ Status: [STATUS]
+ </text>
+ <button label="Abbrechen" name="cancel"/>
+ <button label="OK" name="ok"/>
+ <string name="status_idle">
+ Inaktiv
+ </string>
+ <string name="status_uploading">
+ [NAME] wird hochgeladen
+ </string>
+ <string name="status_creating">
+ Objektname [NAME] wird erstellt
+ </string>
+</floater>
diff --git a/indra/newview/skins/default/xui/de/floater_inventory_view_finder.xml b/indra/newview/skins/default/xui/de/floater_inventory_view_finder.xml
index 9cc5b92daf..d63426d684 100644
--- a/indra/newview/skins/default/xui/de/floater_inventory_view_finder.xml
+++ b/indra/newview/skins/default/xui/de/floater_inventory_view_finder.xml
@@ -5,6 +5,7 @@
<check_box label="Kleidung" name="check_clothing"/>
<check_box label="Gesten" name="check_gesture"/>
<check_box label="Landmarken" name="check_landmark"/>
+ <check_box label="Netze" name="check_mesh"/>
<check_box label="Notizkarten" name="check_notecard"/>
<check_box label="Objekte" name="check_object"/>
<check_box label="Skripts" name="check_script"/>
diff --git a/indra/newview/skins/default/xui/de/floater_model_preview.xml b/indra/newview/skins/default/xui/de/floater_model_preview.xml
new file mode 100644
index 0000000000..83c51132ee
--- /dev/null
+++ b/indra/newview/skins/default/xui/de/floater_model_preview.xml
@@ -0,0 +1,231 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<floater name="Model Preview" title="Modell hochladen">
+ <string name="status_idle">
+ Inaktiv
+ </string>
+ <string name="status_reading_file">
+ Laden...
+ </string>
+ <string name="status_generating_meshes">
+ Netze werden generiert...
+ </string>
+ <string name="status_vertex_number_overflow">
+ Fehler: Anzahl von Vertices überschreitet 65534. Operation abgebrochen.
+ </string>
+ <string name="high">
+ Hoch
+ </string>
+ <string name="medium">
+ Mittel
+ </string>
+ <string name="low">
+ Niedrig
+ </string>
+ <string name="lowest">
+ Niedrigste
+ </string>
+ <string name="mesh_status_good">
+ Ausliefern
+ </string>
+ <string name="mesh_status_na">
+ --
+ </string>
+ <string name="mesh_status_none">
+ Keine
+ </string>
+ <string name="mesh_status_submesh_mismatch">
+ Detailstufen haben unterschiedliche Anzahl texturfähiger Flächen.
+ </string>
+ <string name="mesh_status_mesh_mismatch">
+ Detailstufen haben unterschiedliche Anzahl von Netzinstanzen.
+ </string>
+ <string name="mesh_status_too_many_vertices">
+ Detailstufe hat zu viele Vertices.
+ </string>
+ <string name="mesh_status_missing_lod">
+ Erforderliche Detailstufe fehlt.
+ </string>
+ <string name="layer_all">
+ Alle
+ </string>
+ <string name="decomposing">
+ Analyse läuft...
+ </string>
+ <string name="simplifying">
+ Vereinfachung läuft...
+ </string>
+ <text name="name_label">
+ Name:
+ </text>
+ <text name="lod_label">
+ Vorschau:
+ </text>
+ <combo_box name="preview_lod_combo" tool_tip="Detailstufe zur Anzeige in Vorschaudarstellung">
+ <combo_item name="high">
+ Detailstufe: Hoch
+ </combo_item>
+ <combo_item name="medium">
+ Detailstufe: Mittel
+ </combo_item>
+ <combo_item name="low">
+ Detailstufe: Niedrig
+ </combo_item>
+ <combo_item name="lowest">
+ Detailstufe: Niedrigste
+ </combo_item>
+ </combo_box>
+ <panel>
+ <text name="streaming cost">
+ Ressourcenkosten: [COST]
+ </text>
+ <text name="physics cost">
+ Physikkosten: [COST]
+ </text>
+ <text name="upload fee">
+ Gebühr für Hochladen: --
+ </text>
+ </panel>
+ <text name="status">
+ [STATUS]
+ </text>
+ <button label="Standardwerte" name="reset_btn" tool_tip="Standardwerte wiederherstellen"/>
+ <button label="Hochladen" name="ok_btn" tool_tip="An Simulator hochladen"/>
+ <button label="Abbrechen" name="cancel_btn"/>
+ <tab_container name="import_tab">
+ <panel label="Detailstufe" name="lod_panel">
+ <text name="lod_table_header">
+ Detailstufe auswählen
+ </text>
+ <text name="high_label" value="Hoch"/>
+ <text name="high_triangles" value="0"/>
+ <text name="high_vertices" value="0"/>
+ <text name="medium_label" value="Mittel"/>
+ <text name="medium_triangles" value="0"/>
+ <text name="medium_vertices" value="0"/>
+ <text name="low_label" value="Niedrig"/>
+ <text name="low_triangles" value="0"/>
+ <text name="low_vertices" value="0"/>
+ <text name="lowest_label" value="Niedrigste"/>
+ <text name="lowest_triangles" value="0"/>
+ <text name="lowest_vertices" value="0"/>
+ <text name="lod_table_footer">
+ Detailstufe: [DETAIL]
+ </text>
+ <radio_group name="lod_file_or_limit" value="lod_from_file">
+ <radio_item label="Aus Datei laden" name="lod_from_file"/>
+ <radio_item label="Automatisch generieren" name="lod_auto_generate"/>
+ <radio_item label="Keine" name="lod_none"/>
+ </radio_group>
+ <button label="Durchsuchen..." name="lod_browse"/>
+ <combo_box name="lod_mode">
+ <combo_item name="triangle_limit">
+ Dreiecklimit
+ </combo_item>
+ <combo_item name="error_threshold">
+ Fehlerschwelle
+ </combo_item>
+ </combo_box>
+ <text name="build_operator_text">
+ Konstruktionsoperator:
+ </text>
+ <text name="queue_mode_text">
+ Warteschlangenmodus:
+ </text>
+ <combo_box name="build_operator">
+ <combo_item name="edge_collapse">
+ Kantenkollaps
+ </combo_item>
+ <combo_item name="half_edge_collapse">
+ Halbkantenkollaps
+ </combo_item>
+ </combo_box>
+ <combo_box name="queue_mode">
+ <combo_item name="greedy">
+ Strikt
+ </combo_item>
+ <combo_item name="lazy">
+ Locker
+ </combo_item>
+ <combo_item name="independent">
+ Unabhängig
+ </combo_item>
+ </combo_box>
+ <text name="border_mode_text">
+ Grenzenmodus:
+ </text>
+ <text name="share_tolderance_text">
+ Sharetoleranz:
+ </text>
+ <combo_box name="border_mode">
+ <combo_item name="border_unlock">
+ Freigeben
+ </combo_item>
+ <combo_item name="border_lock">
+ Sperren
+ </combo_item>
+ </combo_box>
+ <text name="crease_label">
+ Knitterwinkel:
+ </text>
+ <spinner name="crease_angle" value="75"/>
+ </panel>
+ <panel label="Physik" name="physics_panel">
+ <panel name="physics geometry">
+ <radio_group name="physics_load_radio" value="physics_load_from_file">
+ <radio_item label="Datei:" name="physics_load_from_file"/>
+ <radio_item label="Detailstufe verwenden:" name="physics_use_lod"/>
+ </radio_group>
+ <combo_box name="physics_lod_combo" tool_tip="Detailstufe für physische Form">
+ <combo_item name="physics_lowest">
+ Niedrigste
+ </combo_item>
+ <combo_item name="physics_low">
+ Niedrig
+ </combo_item>
+ <combo_item name="physics_medium">
+ Mittel
+ </combo_item>
+ <combo_item name="physics_high">
+ Hoch
+ </combo_item>
+ </combo_box>
+ <button label="Durchsuchen..." name="physics_browse"/>
+ </panel>
+ <panel name="physics analysis">
+ <slider label="Glätten:" name="Smooth"/>
+ <check_box label="Löcher schließen (langsam)" name="Close Holes (Slow)"/>
+ <button label="Analysieren" name="Decompose"/>
+ <button label="Abbrechen" name="decompose_cancel"/>
+ </panel>
+ <panel name="physics simplification">
+ <slider label="Durchläufe:" name="Combine Quality"/>
+ <slider label="Detailskala:" name="Detail Scale"/>
+ <slider label="Beibehalten:" name="Retain%"/>
+ <button label="Vereinfachen" name="Simplify"/>
+ <button label="Abbrechen" name="simplify_cancel"/>
+ </panel>
+ <panel name="physics info">
+ <slider label="Vorschaudehnung:" name="physics_explode"/>
+ <text name="physics_triangles">
+ Dreiecke: [TRIANGLES]
+ </text>
+ <text name="physics_points">
+ Vertices: [POINTS]
+ </text>
+ <text name="physics_hulls">
+ Hüllen: [HULLS]
+ </text>
+ </panel>
+ </panel>
+ <panel label="Modifizierer" name="modifiers_panel">
+ <spinner name="import_scale" value="1,0"/>
+ <text name="import_dimensions">
+ [X] x [Y] x [Z] m
+ </text>
+ <check_box label="Texturen" name="upload_textures"/>
+ <check_box label="Skingewicht" name="upload_skin"/>
+ <check_box label="Gelenkpositionen" name="upload_joints"/>
+ <spinner name="pelvis_offset" value="0,0"/>
+ </panel>
+ </tab_container>
+</floater>
diff --git a/indra/newview/skins/default/xui/de/floater_model_wizard.xml b/indra/newview/skins/default/xui/de/floater_model_wizard.xml
new file mode 100644
index 0000000000..2c7b45906e
--- /dev/null
+++ b/indra/newview/skins/default/xui/de/floater_model_wizard.xml
@@ -0,0 +1,241 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<floater name="Model Wizard" title="ASSISTENT ZUM HOCHLADEN VON MODELLEN">
+ <button label="5. Hochladen" name="upload_btn"/>
+ <button label="4. Überprüfen" name="review_btn"/>
+ <button label="3. Physik" name="physics2_btn"/>
+ <button label="3. Physik" name="physics_btn"/>
+ <button label="2. Optimieren" name="optimize_btn"/>
+ <button label="1. Datei auswählen" name="choose_file_btn"/>
+ <panel name="choose_file_panel">
+ <panel name="header_panel">
+ <text name="header_text">
+ Modell hochladen
+ </text>
+ </panel>
+ <text name="description">
+ Mit diesem Assistenten können Sie Netzmodelle in Second Life hochladen. Geben Sie zuerst die Datei mit dem zu importierenden Modell an. Second Life unterstützt COLLADA-Dateien (.dae).
+ </text>
+ <panel name="content">
+ <text name="Cache location">
+ Dateiname:
+ </text>
+ <button label="Durchsuchen..." label_selected="Durchsuchen..." name="browse"/>
+ <text name="dimensions">
+ X: Y: Z:
+ </text>
+ <text name="dimension_dividers">
+ | |
+ </text>
+ </panel>
+ </panel>
+ <panel name="optimize_panel">
+ <panel name="header_panel">
+ <text name="header_text">
+ Optimieren
+ </text>
+ </panel>
+ <text name="description">
+ Dieser Assistent hat Ihr Modell optimiert, um die Leistung zu erhöhen. Sie können die Optimierungsergebnisse unten ändern oder zum Fortfahren auf „Weiter“ klicken.
+ </text>
+ <panel name="content">
+ <text name="high_detail_text">
+ Detailstufe generieren: Hoch
+ </text>
+ <text name="medium_detail_text">
+ Detailstufe generieren: Mittel
+ </text>
+ <text name="low_detail_text">
+ Detailstufe generieren: Niedrig
+ </text>
+ <text name="lowest_detail_text">
+ Detailstufe generieren: Niedrigste
+ </text>
+ </panel>
+ <panel name="content2">
+ <text name="lod_label">
+ Modellvorschau:
+ </text>
+ <combo_box name="preview_lod_combo2" tool_tip="Detailstufe zur Anzeige in Vorschaudarstellung">
+ <combo_item name="high">
+ Hoch
+ </combo_item>
+ <combo_item name="medium">
+ Mittel
+ </combo_item>
+ <combo_item name="low">
+ Niedrig
+ </combo_item>
+ <combo_item name="lowest">
+ Niedrigste
+ </combo_item>
+ </combo_box>
+ <text name="streaming cost">
+ Ressourcenkosten: [COST]
+ </text>
+ <text name="dimensions">
+ X: Y: Z:
+ </text>
+ <text name="dimension_dividers">
+ | |
+ </text>
+ </panel>
+ </panel>
+ <panel name="physics_panel">
+ <panel name="header_panel">
+ <text name="header_text">
+ Physik
+ </text>
+ </panel>
+ <text name="description">
+ Der Assistent erstellt eine physische Form, die die Interaktionen des Objekts mit anderen Objekten und Avataren bestimmt. Setzen Sie den Schieber auf die Detailstufe, die für Ihr Objekt am besten geeignet ist:
+ </text>
+ <panel name="content">
+ <text name="streaming cost">
+ Ressourcenkosten: [COST]
+ </text>
+ </panel>
+ </panel>
+ <panel name="physics2_panel">
+ <panel name="header_panel">
+ <text name="header_text">
+ Physik
+ </text>
+ </panel>
+ <text name="description">
+ Überprüfen Sie die physische Form unten und klicken Sie dann auf „Weiter“. Um die physische Form zu ändern, klicken Sie auf „Zurück“.
+ </text>
+ <panel name="content">
+ <text name="lod_label">
+ Modellvorschau:
+ </text>
+ <combo_box name="preview_lod_combo3" tool_tip="Detailstufe zur Anzeige in Vorschaudarstellung">
+ <combo_item name="high">
+ Hoch
+ </combo_item>
+ <combo_item name="medium">
+ Mittel
+ </combo_item>
+ <combo_item name="low">
+ Niedrig
+ </combo_item>
+ <combo_item name="lowest">
+ Niedrigste
+ </combo_item>
+ </combo_box>
+ <text name="dimensions">
+ X: Y: Z:
+ </text>
+ <text name="dimension_dividers">
+ | |
+ </text>
+ <text name="streaming cost">
+ Ressourcenkosten: [COST]
+ </text>
+ </panel>
+ </panel>
+ <panel name="review_panel">
+ <panel name="header_panel">
+ <text name="header_text">
+ Überprüfen
+ </text>
+ </panel>
+ <text name="description">
+ Überprüfen Sie die Details unten und klicken Sie dann auf „Hochladen“, um das Modell hochzuladen. Die Kosten werden von Ihrem L$-Kontostand abgezogen.
+ </text>
+ <panel name="content">
+ <text name="lod_label">
+ Modellvorschau:
+ </text>
+ <combo_box name="preview_lod_combo" tool_tip="Detailstufe zur Anzeige in Vorschaudarstellung">
+ <combo_item name="high">
+ Hoch
+ </combo_item>
+ <combo_item name="medium">
+ Mittel
+ </combo_item>
+ <combo_item name="low">
+ Niedrig
+ </combo_item>
+ <combo_item name="lowest">
+ Niedrigste
+ </combo_item>
+ </combo_box>
+ <text name="dimensions">
+ X: Y: Z:
+ </text>
+ <text name="dimension_dividers">
+ | |
+ </text>
+ </panel>
+ <text name="streaming cost">
+ Ressourcenkosten: [COST]
+ </text>
+ <text name="physics cost">
+ Physikkosten: [COST]
+ </text>
+ </panel>
+ <panel name="upload_panel">
+ <panel name="header_panel">
+ <text name="header_text">
+ Upload abgeschlossen
+ </text>
+ </panel>
+ <text name="description">
+ Herzlichen Glückwunsch! Ihr Modell wurde erfolgreich hochgeladen. Sie finden das Modell im Objektordner Ihres Inventars.
+ </text>
+ </panel>
+ <button label="&lt;&lt; Zurück" name="back"/>
+ <button label="Weiter &gt;&gt;" name="next"/>
+ <button label="Hochladen" name="upload" tool_tip="An Simulator hochladen"/>
+ <button label="Abbrechen" name="cancel"/>
+ <button label="Schließen" name="close"/>
+ <spinner name="import_scale" value="1,0"/>
+ <string name="status_idle">
+ Inaktiv
+ </string>
+ <string name="status_reading_file">
+ Laden...
+ </string>
+ <string name="status_generating_meshes">
+ Netze werden generiert...
+ </string>
+ <string name="status_vertex_number_overflow">
+ Fehler: Anzahl von Vertices überschreitet 65534. Operation abgebrochen.
+ </string>
+ <string name="high">
+ Hoch
+ </string>
+ <string name="medium">
+ Mittel
+ </string>
+ <string name="low">
+ Niedrig
+ </string>
+ <string name="lowest">
+ Niedrigste
+ </string>
+ <string name="mesh_status_good">
+ Ausliefern
+ </string>
+ <string name="mesh_status_na">
+ --
+ </string>
+ <string name="mesh_status_none">
+ Keine
+ </string>
+ <string name="mesh_status_submesh_mismatch">
+ Detailstufen haben unterschiedliche Anzahl texturfähiger Flächen.
+ </string>
+ <string name="mesh_status_mesh_mismatch">
+ Detailstufen haben unterschiedliche Anzahl von Netzinstanzen.
+ </string>
+ <string name="mesh_status_too_many_vertices">
+ Detailstufe hat zu viele Vertices.
+ </string>
+ <string name="mesh_status_missing_lod">
+ Erforderliche Detailstufe fehlt.
+ </string>
+ <string name="layer_all">
+ Alle
+ </string>
+</floater>
diff --git a/indra/newview/skins/default/xui/de/floater_preview_gesture.xml b/indra/newview/skins/default/xui/de/floater_preview_gesture.xml
index 6d3635fa8d..76dc623ca4 100644
--- a/indra/newview/skins/default/xui/de/floater_preview_gesture.xml
+++ b/indra/newview/skins/default/xui/de/floater_preview_gesture.xml
@@ -33,7 +33,7 @@
<text name="replace_text" tool_tip="Ersetzt den Auslösertext mit diesem Text. Wenn Sie zum Beispiel den Auslöser „hallo“ durch „wie geht&apos;s“ ersetzen, erscheint im Chat anstelle von „Ich wollte nur hallo sagen“ der Text „Ich wollte nur wie geht&apos;s sagen“ und die zugehörige Geste wird abgespielt.">
Ersetzen mit:
</text>
- <line_editor left_delta="94" name="replace_editor" tool_tip="Ersetzt den Auslösertext mit diesem Text. Wenn Sie zum Beispiel den Auslöser „hallo“ durch „wie geht&apos;s“ ersetzen, erscheint im Chat anstelle von „Ich wollte nur hallo sagen“ der Text „Ich wollte nur wie geht&apos;s sagen“ und die zugehörige Geste wird abgespielt." width="160"/>
+ <line_editor name="replace_editor" tool_tip="Ersetzt den Auslösertext mit diesem Text. Wenn Sie zum Beispiel den Auslöser „hallo“ durch „wie geht&apos;s“ ersetzen, erscheint im Chat anstelle von „Ich wollte nur hallo sagen“ der Text „Ich wollte nur wie geht&apos;s sagen“ und die zugehörige Geste wird abgespielt."/>
<text name="key_label">
Tastenkürzel:
</text>
diff --git a/indra/newview/skins/default/xui/de/floater_price_for_listing.xml b/indra/newview/skins/default/xui/de/floater_price_for_listing.xml
new file mode 100644
index 0000000000..bdd772a9c2
--- /dev/null
+++ b/indra/newview/skins/default/xui/de/floater_price_for_listing.xml
@@ -0,0 +1,18 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<floater name="price_for_listing" title="ANZEIGE VERÖFFENTLICHEN">
+ <text name="explanation_text">
+ Ihre Anzeige wird für eine Woche veröffentlicht.
+
+Die Position Ihrer Anzeige hängt davon ab, wie viel Sie dafür bezahlen möchten.
+
+Die Anzeigen, für die am meisten bezahlt wird, werden am Anfang der Liste angezeigt und erscheinen in Suchergebnissen weiter oben.
+ </text>
+ <text name="price_text">
+ Anzeigenpreis:
+ </text>
+ <text name="price_symbol">
+ L$
+ </text>
+ <button label="OK" name="set_price_btn"/>
+ <button label="Abbrechen" name="cancel_btn"/>
+</floater>
diff --git a/indra/newview/skins/default/xui/de/floater_sound_devices.xml b/indra/newview/skins/default/xui/de/floater_sound_devices.xml
new file mode 100644
index 0000000000..7575ad9e2a
--- /dev/null
+++ b/indra/newview/skins/default/xui/de/floater_sound_devices.xml
@@ -0,0 +1,7 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<floater name="floater_sound_devices" title="Audiogeräte">
+ <text name="voice_label">
+ Voice-Chat
+ </text>
+ <check_box label="Aktiviert" name="enable_voice"/>
+</floater>
diff --git a/indra/newview/skins/default/xui/de/floater_tools.xml b/indra/newview/skins/default/xui/de/floater_tools.xml
index d95d674df2..258e67a138 100644
--- a/indra/newview/skins/default/xui/de/floater_tools.xml
+++ b/indra/newview/skins/default/xui/de/floater_tools.xml
@@ -125,6 +125,18 @@
<text name="prim_count">
Primitive: [COUNT]
</text>
+ <text name="linked_set_count">
+ Verknüpfte Sätze: [COUNT]
+ </text>
+ <text name="linked_set_cost" tool_tip="Kosten der gegenwärtig ausgewählten verknüpften Sätze als [Prims],[Komplexität der Physik]">
+ Kosten: [COST] / [PHYSICS]
+ </text>
+ <text name="object_count">
+ Objekte: [COUNT]
+ </text>
+ <text name="object_cost" tool_tip="Kosten der gegenwärtig ausgewählten Objekte als [Prims] / [Komplexität der Physik]">
+ Kosten: [COST] / [PHYSICS]
+ </text>
<tab_container name="Object Info Tabs">
<panel label="Allgemein" name="General">
<panel.string name="text deed continued">
@@ -269,15 +281,6 @@
<combo_box.item label="Ring" name="Ring"/>
<combo_box.item label="Geformt" name="Sculpted"/>
</combo_box>
- <combo_box name="material">
- <combo_box.item label="Stein" name="Stone"/>
- <combo_box.item label="Metall" name="Metal"/>
- <combo_box.item label="Glas" name="Glass"/>
- <combo_box.item label="Holz" name="Wood"/>
- <combo_box.item label="Fleisch" name="Flesh"/>
- <combo_box.item label="Kunststoff" name="Plastic"/>
- <combo_box.item label="Gummi" name="Rubber"/>
- </combo_box>
<text name="text cut">
Pfadschnitt (Anfang/Ende)
</text>
@@ -353,9 +356,19 @@
<combo_box.item label="Torus" name="Torus"/>
<combo_box.item label="Fläche" name="Plane"/>
<combo_box.item label="Zylinder" name="Cylinder"/>
+ <combo_box.item label="Netz" name="Mesh"/>
</combo_box>
</panel>
<panel label="Eigenschaften" name="Features">
+ <panel.string name="None">
+ Keine
+ </panel.string>
+ <panel.string name="Prim">
+ Prim
+ </panel.string>
+ <panel.string name="Convex Hull">
+ Konvexe Hülle
+ </panel.string>
<text name="select_single">
Wählen Sie nur einen einzelnen Baustein aus, um Eigenschaften zu bearbeiten.
</text>
@@ -380,6 +393,23 @@
<spinner label="Fokus" name="Light Focus"/>
<spinner label="Abnehmend" name="Light Falloff"/>
<spinner label="Ambiente" name="Light Ambiance"/>
+ <text name="label physicsshapetype">
+ Art der physischen Form:
+ </text>
+ <combo_box name="Physics Shape Type Combo Ctrl" tool_tip="Art der physischen Form auswählen"/>
+ <combo_box name="material">
+ <combo_box.item label="Stein" name="Stone"/>
+ <combo_box.item label="Metall" name="Metal"/>
+ <combo_box.item label="Glas" name="Glass"/>
+ <combo_box.item label="Holz" name="Wood"/>
+ <combo_box.item label="Fleisch" name="Flesh"/>
+ <combo_box.item label="Plastik" name="Plastic"/>
+ <combo_box.item label="Gummi" name="Rubber"/>
+ </combo_box>
+ <spinner label="Schwerkraft" name="Physics Gravity"/>
+ <spinner label="Reibung" name="Physics Friction"/>
+ <spinner label="Dichte" name="Physics Density"/>
+ <spinner label="Restitution" name="Physics Restitution"/>
</panel>
<panel label="Textur" name="Texture">
<panel.string name="string repeats per meter">
diff --git a/indra/newview/skins/default/xui/de/menu_inventory_add.xml b/indra/newview/skins/default/xui/de/menu_inventory_add.xml
index 165e9a9264..af70c08ba1 100644
--- a/indra/newview/skins/default/xui/de/menu_inventory_add.xml
+++ b/indra/newview/skins/default/xui/de/menu_inventory_add.xml
@@ -4,6 +4,8 @@
<menu_item_call label="Bild ([COST] L$)..." name="Upload Image"/>
<menu_item_call label="Sound ([COST] L$)..." name="Upload Sound"/>
<menu_item_call label="Animation ([COST] L$)..." name="Upload Animation"/>
+ <menu_item_call label="Modell..." name="Upload Model"/>
+ <menu_item_call label="Modellassistent..." name="Upload Model Wizard"/>
<menu_item_call label="Mehrfach-Upload ([COST] L$ pro Datei)..." name="Bulk Upload"/>
<menu_item_call label="Hochlade-Berechtigungen (Standard) festlegen" name="perm prefs"/>
</menu>
diff --git a/indra/newview/skins/default/xui/de/menu_model_import_gear_default.xml b/indra/newview/skins/default/xui/de/menu_model_import_gear_default.xml
new file mode 100644
index 0000000000..e1faeedcde
--- /dev/null
+++ b/indra/newview/skins/default/xui/de/menu_model_import_gear_default.xml
@@ -0,0 +1,8 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<toggleable_menu name="model_menu_gear_default">
+ <menu_item_check label="Kanten anzeigen" name="show_edges"/>
+ <menu_item_check label="Physik anzeigen" name="show_physics"/>
+ <menu_item_check label="Texturen anzeigen" name="show_textures"/>
+ <menu_item_check label="Skingewicht anzeigen" name="show_skin_weight"/>
+ <menu_item_check label="Gelenkpositionen anzeigen" name="show_joint_positions"/>
+</toggleable_menu>
diff --git a/indra/newview/skins/default/xui/de/menu_viewer.xml b/indra/newview/skins/default/xui/de/menu_viewer.xml
index 9d5a69105d..05f9f94c8a 100644
--- a/indra/newview/skins/default/xui/de/menu_viewer.xml
+++ b/indra/newview/skins/default/xui/de/menu_viewer.xml
@@ -120,6 +120,8 @@
<menu_item_call label="Bild ([COST] L$)..." name="Upload Image"/>
<menu_item_call label="Sound ([COST] L$)..." name="Upload Sound"/>
<menu_item_call label="Animation ([COST] L$)..." name="Upload Animation"/>
+ <menu_item_call label="Modell..." name="Upload Model"/>
+ <menu_item_call label="Modellassistent..." name="Upload Model Wizard"/>
<menu_item_call label="Mehrfach-Upload ([COST] L$ pro Datei)..." name="Bulk Upload"/>
</menu>
<menu_item_call label="Rückgängig" name="Undo"/>
@@ -159,7 +161,7 @@
<menu_item_check label="Alpha" name="Alpha"/>
<menu_item_check label="Baum" name="Tree"/>
<menu_item_check label="Avatare" name="Character"/>
- <menu_item_check label="SurfacePath" name="SurfacePath"/>
+ <menu_item_check label="Flächenpatch" name="Surface Patch"/>
<menu_item_check label="Himmel" name="Sky"/>
<menu_item_check label="Wasser" name="Water"/>
<menu_item_check label="Boden" name="Ground"/>
@@ -218,6 +220,7 @@
<menu_item_check label="Texture-Kategorie" name="Texture Category"/>
<menu_item_check label="Schnelle Timer" name="Fast Timers"/>
<menu_item_check label="Speicher" name="Memory"/>
+ <menu_item_check label="Szenestatistiken" name="Scene Statistics"/>
<menu_item_call label="Info zu Region in Fenster Fehler beseitigen" name="Region Info to Debug Console"/>
<menu_item_call label="Gruppeninfo in Fenster Fehler beseitigen" name="Group Info to Debug Console"/>
<menu_item_call label="Info zu Fähigkeiten in Fenster Fehler beseitigen" name="Capabilities Info to Debug Console"/>
@@ -228,6 +231,7 @@
</menu>
<menu label="Info anzeigen" name="Display Info">
<menu_item_check label="Zeit anzeigen" name="Show Time"/>
+ <menu_item_check label="Kosten für Hochladen anzeigen" name="Show Upload Cost"/>
<menu_item_check label="Render-Info anzeigen" name="Show Render Info"/>
<menu_item_check label="Texturinfos anzeigen" name="Show Texture Info"/>
<menu_item_check label="Matrizen anzeigen" name="Show Matrices"/>
@@ -253,8 +257,10 @@
</menu>
<menu label="Metadaten darstellen" name="Render Metadata">
<menu_item_check label="Bonding Boxes" name="Bounding Boxes"/>
+ <menu_item_check label="Normalen" name="Normals"/>
<menu_item_check label="Octree" name="Octree"/>
<menu_item_check label="Shadow Frusta" name="Shadow Frusta"/>
+ <menu_item_check label="Physische Formen" name="Physics Shapes"/>
<menu_item_check label="Okklusion" name="Occlusion"/>
<menu_item_check label="Bündel rendern" name="Render Batches"/>
<menu_item_check label="Typ aktualisieren" name="Update Type"/>
@@ -262,9 +268,12 @@
<menu_item_check label="Textur-Priorität" name="Texture Priority"/>
<menu_item_check label="Texturbereich" name="Texture Area"/>
<menu_item_check label="Oberflächenbereich" name="Face Area"/>
+ <menu_item_check label="Detailstufeninfos" name="LOD Info"/>
+ <menu_item_check label="Konstruktionswarteschlange" name="Build Queue"/>
<menu_item_check label="Lichter" name="Lights"/>
<menu_item_check label="Gelenkpunkte" name="Collision Skeleton"/>
<menu_item_check label="Raycast" name="Raycast"/>
+ <menu_item_check label="Formen" name="Sculpt"/>
</menu>
<menu label="Rendering" name="Rendering">
<menu_item_check label="Achsen" name="Axes"/>
@@ -272,7 +281,6 @@
<menu_item_call label="Texturinfo für ausgewähltes Objekt" name="Selected Texture Info Basis"/>
<menu_item_check label="Wireframe" name="Wireframe"/>
<menu_item_check label="Objekt-Objekt Okklusion" name="Object-Object Occlusion"/>
- <menu_item_check label="Framebuffer-Objekte" name="Framebuffer Objects"/>
<menu_item_check label="Licht und Schatten" name="Lighting and Shadows"/>
<menu_item_check label="Schatten von Sonne-/Mond-Projektoren" name="Shadows from Sun/Moon/Projectors"/>
<menu_item_check label="SSAO und Schattenglättung" name="SSAO and Shadow Smoothing"/>
@@ -371,6 +379,7 @@
<menu_item_call label="Lokale Texturen ausgeben" name="Dump Local Textures"/>
</menu>
<menu_item_check label="HTTP-Texturen" name="HTTP Textures"/>
+ <menu_item_check label="HTTP-Inventar" name="HTTP Inventory"/>
<menu_item_call label="Bilder komprimieren" name="Compress Images"/>
<menu_item_check label="Ausgabe Fehlerbeseitigung ausgeben" name="Output Debug Minidump"/>
<menu_item_check label="Bei nächster Ausführung Fenster öffnen" name="Console Window"/>
diff --git a/indra/newview/skins/default/xui/de/notifications.xml b/indra/newview/skins/default/xui/de/notifications.xml
index c172f7ea2d..75f26c6990 100644
--- a/indra/newview/skins/default/xui/de/notifications.xml
+++ b/indra/newview/skins/default/xui/de/notifications.xml
@@ -2172,6 +2172,12 @@ Dies kann die Eingabe Ihres Passworts beeinflussen.
<notification name="RezItemNoPermissions">
Keine Berechtigung zum Rezzen von Objekten.
</notification>
+ <notification name="IMAcrossParentEstates">
+ Senden von IMs über übergeordnete Grundbesitze hinweg nicht möglich.
+ </notification>
+ <notification name="TransferInventoryAcrossParentEstates">
+ Inventarübertragung über übergeordnete Grundbesitze hinweg nicht möglich.
+ </notification>
<notification name="UnableToLoadNotecard">
Notizkarten-Asset konnte nicht geladen werden.
</notification>
@@ -2749,6 +2755,10 @@ Diese werden für ein paar Sekunden sicherheitshalber gesperrt.
Sie wurden vom Moderator stummgeschaltet.
<usetemplate name="okbutton" yestext="OK"/>
</notification>
+ <notification name="UploadCostConfirmation">
+ Das Hochladen kostet [PRICE] L$. Möchten Sie fortfahren?
+ <usetemplate name="okcancelbuttons" notext="Abbrechen" yestext="Hochladen"/>
+ </notification>
<notification name="ConfirmClearTeleportHistory">
Möchten Sie Ihre Teleport-Liste löschen?
<usetemplate name="okcancelbuttons" notext="Abbrechen" yestext="OK"/>
@@ -2760,6 +2770,9 @@ Die Schaltfläche wird angezeigt, wenn genügend Platz vorhanden ist.
<notification name="ShareNotification">
Wählen Sie Einwohner aus, für die Sie das Objekt freigeben möchten.
</notification>
+ <notification name="MeshUploadError">
+ [LABEL] konnte nicht hochgeladen werden: [MESSAGE] [IDENTIFIER] [INVALIDITY_IDENTIFIER]
+ </notification>
<notification name="ShareItemsConfirmation">
Möchten Sie wirklich die folgenden Objekte:
@@ -2776,6 +2789,19 @@ für folgende Einwohner freigeben:
<notification name="DeedToGroupFail">
Übertragung an Gruppe ist fehlgeschlagen.
</notification>
+ <notification name="ReleaseLandThrottled">
+ Die Parzelle [PARCEL_NAME] kann zurzeit nicht aufgegeben werden.
+ </notification>
+ <notification name="ReleasedLandWithReclaim">
+ Die [AREA] m² große Parzelle „[PARCEL_NAME]“ wurde freigegeben.
+
+Sie haben [RECLAIM_PERIOD] Stunden, um die Parzelle für 0 L$ zurückzufordern, bevor sie zum Verkauf an alle freigegeben wird.
+ </notification>
+ <notification name="ReleasedLandNoReclaim">
+ Die [AREA] m² große Parzelle „[PARCEL_NAME]“ wurde freigegeben.
+
+Sie steht jetzt zum Verkauf an alle zur Verfügung.
+ </notification>
<notification name="AvatarRezNotification">
(Seit [EXISTENCE] Sekunden inworld )
Avatar &apos;[NAME]&apos; wurde in [TIME] Sekunden gerezzt.
@@ -2914,6 +2940,10 @@ Durch Ausblenden der Schaltfläche „Sprechen“ wird die Sprechfunktion deakti
Die Erstellung und Bearbeitung von Gruppen ist nur im Modus „Erweitert“ möglich. Möchten Sie das Programm beenden und den Modus wechseln? Die Modusauswahl ist auf dem Anmeldebildschirm zu finden.
<usetemplate name="okcancelbuttons" notext="Nicht beenden" yestext="Beenden"/>
</notification>
+ <notification label="" name="NoPlaceInfo">
+ Die Anzeige des Ortsprofils ist nur im Modus „Erweitert“ möglich. Möchten Sie das Programm beenden und den Modus wechseln? Die Modusauswahl ist auf dem Anmeldebildschirm zu finden.
+ <usetemplate name="okcancelbuttons" notext="Nicht beenden" yestext="Beenden"/>
+ </notification>
<notification label="" name="NoPicks">
Die Erstellung und Bearbeitung von Auswahlen ist nur im Modus „Erweitert“ möglich. Möchten Sie das Programm beenden und den Modus wechseln? Die Modusauswahl ist auf dem Anmeldebildschirm zu finden.
<usetemplate name="okcancelbuttons" notext="Nicht beenden" yestext="Beenden"/>
@@ -2934,9 +2964,18 @@ Durch Ausblenden der Schaltfläche „Sprechen“ wird die Sprechfunktion deakti
Die Bezahlung anderer Einwohner ist nur im Modus „Erweitert“ möglich. Möchten Sie sich abmelden und den Modus wechseln?
<usetemplate name="okcancelbuttons" notext="Nicht beenden" yestext="Beenden"/>
</notification>
- <global name="UnsupportedCPU">
- - Ihre CPU-Geschwindigkeit entspricht nicht den Mindestanforderungen.
- </global>
+ <notification label="" name="NoInventory">
+ Die Inventaranzeige ist nur im Modus „Erweitert“ möglich. Möchten Sie sich abmelden und den Modus wechseln?
+ <usetemplate name="okcancelbuttons" notext="Nicht beenden" yestext="Beenden"/>
+ </notification>
+ <notification label="" name="NoAppearance">
+ Das Fenster zum Bearbeiten des Aussehens ist nur im Modus „Erweitert“ verfügbar. Möchten Sie sich abmelden und den Modus wechseln?
+ <usetemplate name="okcancelbuttons" notext="Nicht beenden" yestext="Beenden"/>
+ </notification>
+ <notification label="" name="NoSearch">
+ Die Suche ist nur im Modus „Erweitert“ möglich. Möchten Sie sich abmelden und den Modus wechseln?
+ <usetemplate name="okcancelbuttons" notext="Nicht beenden" yestext="Beenden"/>
+ </notification>
<global name="UnsupportedGLRequirements">
Ihr Computer entspricht nicht den Hardwareanforderungen von [APP_NAME]. [APP_NAME] setzt eine OpenGL-Grafikkarte mit Multitextur-Unterstützung voraus. Falls Ihre Grafikkarte diese Funktion unterstützt, installieren Sie die neuesten Treiber sowie die aktuellen Service Packs und Patches für Ihr Betriebssystem.
diff --git a/indra/newview/skins/default/xui/de/panel_preferences_colors.xml b/indra/newview/skins/default/xui/de/panel_preferences_colors.xml
index 22681ffdf2..19c5efcb05 100644
--- a/indra/newview/skins/default/xui/de/panel_preferences_colors.xml
+++ b/indra/newview/skins/default/xui/de/panel_preferences_colors.xml
@@ -22,6 +22,9 @@
<text name="text_box5">
Fehler
</text>
+ <text name="text_box10">
+ Direkt
+ </text>
<text name="text_box7">
Eigentümer
</text>
diff --git a/indra/newview/skins/default/xui/de/panel_preferences_graphics1.xml b/indra/newview/skins/default/xui/de/panel_preferences_graphics1.xml
index 78cb03a50a..b874074c79 100644
--- a/indra/newview/skins/default/xui/de/panel_preferences_graphics1.xml
+++ b/indra/newview/skins/default/xui/de/panel_preferences_graphics1.xml
@@ -27,8 +27,20 @@
</text>
<check_box initial_value="true" label="Transparentes Wasser" name="TransparentWater"/>
<check_box initial_value="true" label="Bumpmapping und Glanz" name="BumpShiny"/>
+ <check_box initial_value="true" label="Lokale Lichtquellen" name="LocalLights"/>
<check_box initial_value="true" label="Einfache Shader" name="BasicShaders" tool_tip="Deaktivieren Sie diese Option, wenn der Grafikkartentreiber Abstürze verursacht"/>
<check_box initial_value="true" label="Atmosphären-Shader" name="WindLightUseAtmosShaders"/>
+ <check_box initial_value="true" label="Licht und Schatten" name="UseLightShaders"/>
+ <check_box initial_value="true" label="Ambient Occlusion" name="UseSSAO"/>
+ <check_box initial_value="true" label="Schärfentiefe" name="UseDoF"/>
+ <text name="shadows_label">
+ Schatten:
+ </text>
+ <combo_box name="ShadowDetail">
+ <combo_box.item label="Keine" name="0"/>
+ <combo_box.item label="Sonne/Mond" name="1"/>
+ <combo_box.item label="Sonne/Mond + Projektoren" name="2"/>
+ </combo_box>
<text name="reflection_label">
Wasserreflexionen:
</text>
diff --git a/indra/newview/skins/default/xui/de/panel_region_general.xml b/indra/newview/skins/default/xui/de/panel_region_general.xml
index be8507ebbd..f383be992b 100644
--- a/indra/newview/skins/default/xui/de/panel_region_general.xml
+++ b/indra/newview/skins/default/xui/de/panel_region_general.xml
@@ -25,6 +25,7 @@
<check_box label="Landwiederverkauf zulassen" name="allow_land_resell_check"/>
<check_box label="Landumverteilung zulassen" name="allow_parcel_changes_check"/>
<check_box label="Landanzeige in Suche blockieren" name="block_parcel_search_check" tool_tip="Diese Region und ihre Parzellen in Suchergebnissen anzeigen"/>
+ <check_box label="Netzobjekte zulassen" name="mesh_rez_enabled_check" tool_tip="Anderen das Rezzen von Netzobjekten in dieser Region gestatten"/>
<spinner label="Avatar-Limit" name="agent_limit_spin"/>
<spinner label="Objektbonus" name="object_bonus_spin"/>
<text label="Inhaltseinstufung" name="access_text">
diff --git a/indra/newview/skins/default/xui/de/panel_sound_devices.xml b/indra/newview/skins/default/xui/de/panel_sound_devices.xml
new file mode 100644
index 0000000000..da20f7e214
--- /dev/null
+++ b/indra/newview/skins/default/xui/de/panel_sound_devices.xml
@@ -0,0 +1,19 @@
+<?xml version="1.0" encoding="utf-8"?>
+<panel label="Geräteeinstellungen" name="device_settings_panel">
+ <panel.string name="default_text">
+ Standard
+ </panel.string>
+ <text name="Input">
+ Eingabe
+ </text>
+ <text name="My volume label">
+ Meine Lautstärke:
+ </text>
+ <slider_bar initial_value="1,0" name="mic_volume_slider" tool_tip="Lautstärke mit diesem Regler ändern"/>
+ <text name="wait_text">
+ Bitte warten
+ </text>
+ <text name="Output">
+ Ausgabe
+ </text>
+</panel>
diff --git a/indra/newview/skins/default/xui/de/strings.xml b/indra/newview/skins/default/xui/de/strings.xml
index f32eb21dd3..d77b4a1e44 100644
--- a/indra/newview/skins/default/xui/de/strings.xml
+++ b/indra/newview/skins/default/xui/de/strings.xml
@@ -130,6 +130,139 @@
<string name="create_account_url">
http://join.secondlife.com/index.php?lang=de-DE
</string>
+ <string name="LoginFailedViewerNotPermitted">
+ Mit dem von Ihnen verwendeten Viewer ist der Zugriff auf Second Life nicht mehr möglich. Laden Sie von den folgenden Seite einen neuen Viewer herunter:
+http://secondlife.com/download
+
+Weitere Informationen finden Sie auf der folgenden FAQ-Seite:
+http://secondlife.com/viewer-access-faq
+ </string>
+ <string name="LoginIntermediateOptionalUpdateAvailable">
+ Optionales Viewer-Update verfügbar: [VERSION]
+ </string>
+ <string name="LoginFailedRequiredUpdate">
+ Erforderliches Viewer-Update: [VERSION]
+ </string>
+ <string name="LoginFailedAlreadyLoggedIn">
+ Dieser Agent ist bereits angemeldet.
+ </string>
+ <string name="LoginFailedAuthenticationFailed">
+ Wir bitten um Entschuldigung! Wir konnten Sie nicht anmelden.
+Stellen Sie sicher, dass Sie die richtigen Informationen eingegeben haben:
+ * Benutzername (wie robertschmidt12 oder warme.sonne)
+ * Kennwort
+Stellen Sie außerdem sicher, dass die Umschaltsperre deaktiviert ist.
+ </string>
+ <string name="LoginFailedPasswordChanged">
+ Ihr Kennwort wurde aus Sicherheitsgründen geändert.
+Gehen Sie zur Seite „Mein Account“ unter http://secondlife.com/password
+und beantworten Sie die Sicherheitsfrage, um Ihr Kennwort zurückzusetzen.
+Wir entschuldigen uns für eventuell enstandene Unannehmlichkeiten.
+ </string>
+ <string name="LoginFailedPasswordReset">
+ Aufgrund von Systemänderungen müssen Sie Ihr Kennwort zurücksetzen.
+Gehen Sie zur Seite „Mein Account“ unter http://secondlife.com/password
+und beantworten Sie die Sicherheitsfrage, um Ihr Kennwort zurückzusetzen.
+Wir entschuldigen uns für eventuell enstandene Unannehmlichkeiten.
+ </string>
+ <string name="LoginFailedEmployeesOnly">
+ Second Life ist vorübergehend wegen Wartung geschlossen.
+Nur Mitarbeiter können sich anmelden.
+Aktuelle Informationen finden Sie unter www.secondlife.com/status.
+ </string>
+ <string name="LoginFailedPremiumOnly">
+ Die Anmeldung bei Second Life ist vorübergehend eingeschränkt, um sicherzustellen, dass Einwohner, die sich bereits inworld aufhalten, das bestmögliche Erlebnis haben.
+
+Benutzer mit kostenlosen Konten können sich während dieses Zeitraums nicht bei Second Life anmelden, damit die Kapazität den Benutzern zur Verfügung steht, die ein gebührenpflichtiges Premium-Konto besitzen.
+ </string>
+ <string name="LoginFailedComputerProhibited">
+ Der Zugriff auf Second Life ist von diesem Computer aus nicht möglich.
+Wenn Sie der Ansicht sind, dass Sie diese Meldung fälschlicherweise erhalten haben, wenden Sie sich an
+support@secondlife.com.
+ </string>
+ <string name="LoginFailedAcountSuspended">
+ Ihr Konto ist erst ab
+[TIME] Pacific Time wieder verfügbar.
+ </string>
+ <string name="LoginFailedAccountDisabled">
+ Ihre Anfrage kann derzeit nicht bearbeitet werden.
+Wenden Sie sich unter http://secondlife.com/support an den Second Life-Support.
+Wenn Sie Ihr Kennwort nicht ändern können, rufen Sie die US-Nummer (866) 476-9763 an.
+ </string>
+ <string name="LoginFailedTransformError">
+ Nicht übereinstimmende Daten bei der Anmeldung festgestellt.
+Wenden Sie sich an support@secondlife.com.
+ </string>
+ <string name="LoginFailedAccountMaintenance">
+ An Ihrem Konto werden gerade kleinere Wartungsarbeiten durchgeführt.
+Ihr Konto ist erst ab
+[TIME] Pacific Time wieder verfügbar.
+Wenn Sie der Ansicht sind, dass Sie diese Meldung fälschlicherweise erhalten haben, wenden Sie sich an support@secondlife.com.
+ </string>
+ <string name="LoginFailedPendingLogoutFault">
+ Abmeldeanforderung führte zu einem Simulatorfehler.
+ </string>
+ <string name="LoginFailedPendingLogout">
+ Das System meldet Sie gerade ab.
+Ihr Konto ist erst ab
+[TIME] Pacific Time wieder verfügbar.
+ </string>
+ <string name="LoginFailedUnableToCreateSession">
+ Es kann keine gültige Sitzung erstellt werden.
+ </string>
+ <string name="LoginFailedUnableToConnectToSimulator">
+ Es kann keine Simulatorverbindung hergestellt werden.
+ </string>
+ <string name="LoginFailedRestrictedHours">
+ Mit Ihrem Konto ist der Zugriff auf Second Life
+nur zwischen [START] und [END] Pacific Time möglich.
+Schauen Sie während dieses Zeitraums vorbei.
+Wenn Sie der Ansicht sind, dass Sie diese Meldung fälschlicherweise erhalten haben, wenden Sie sich an support@secondlife.com.
+ </string>
+ <string name="LoginFailedIncorrectParameters">
+ Falsche Parameter.
+Wenn Sie der Ansicht sind, dass Sie diese Meldung fälschlicherweise erhalten haben, wenden Sie sich an support@secondlife.com.
+ </string>
+ <string name="LoginFailedFirstNameNotAlphanumeric">
+ Vorname muss alphanumerisch sein.
+Wenn Sie der Ansicht sind, dass Sie diese Meldung fälschlicherweise erhalten haben, wenden Sie sich an support@secondlife.com.
+ </string>
+ <string name="LoginFailedLastNameNotAlphanumeric">
+ Nachname muss alphanumerisch sein.
+Wenn Sie der Ansicht sind, dass Sie diese Meldung fälschlicherweise erhalten haben, wenden Sie sich an support@secondlife.com.
+ </string>
+ <string name="LogoutFailedRegionGoingOffline">
+ Die Region wird gerade offline geschaltet.
+Warten Sie kurz und versuchen Sie dann noch einmal, sich anzumelden.
+ </string>
+ <string name="LogoutFailedAgentNotInRegion">
+ Agent nicht in Region.
+Warten Sie kurz und versuchen Sie dann noch einmal, sich anzumelden.
+ </string>
+ <string name="LogoutFailedPendingLogin">
+ Die Region war gerade dabei, eine andere Sitzung anzumelden.
+Warten Sie kurz und versuchen Sie dann noch einmal, sich anzumelden.
+ </string>
+ <string name="LogoutFailedLoggingOut">
+ Die Region war gerade dabei, die vorherige Sitzung abzumelden.
+Warten Sie kurz und versuchen Sie dann noch einmal, sich anzumelden.
+ </string>
+ <string name="LogoutFailedStillLoggingOut">
+ Die Region ist noch immer dabei, die vorherige Sitzung abzumelden.
+Warten Sie kurz und versuchen Sie dann noch einmal, sich anzumelden.
+ </string>
+ <string name="LogoutSucceeded">
+ Die Region hat soeben die letzte Sitzung abgemeldet.
+Warten Sie kurz und versuchen Sie dann noch einmal, sich anzumelden.
+ </string>
+ <string name="LogoutFailedLogoutBegun">
+ Die Region hat den Abmeldevorgang gestartet.
+Warten Sie kurz und versuchen Sie dann noch einmal, sich anzumelden.
+ </string>
+ <string name="LoginFailedLoggingOutSession">
+ Das System hat begonnen, Ihre letzte Sitzung abzumelden.
+Warten Sie kurz und versuchen Sie dann noch einmal, sich anzumelden.
+ </string>
<string name="AgentLostConnection">
In dieser Region kann es zu Problemen kommen. Bitte überprüfen Sie Ihre Internetverbindung.
</string>
@@ -441,6 +574,9 @@
<string name="symbolic folder link">
Link zu Ordner
</string>
+ <string name="mesh">
+ mesh
+ </string>
<string name="AvatarEditingAppearance">
(Aussehen wird bearbeitet)
</string>
@@ -1180,6 +1316,9 @@
<string name="InvFolder Accessories">
Zubehör
</string>
+ <string name="InvFolder Meshes">
+ Netze
+ </string>
<string name="InvFolder Friends">
Freunde
</string>
@@ -3762,6 +3901,9 @@ Falls diese Meldung weiterhin angezeigt wird, wenden Sie sich bitte an [SUPPORT_
<string name="session_initialization_timed_out_error">
Die Initialisierung der Sitzung ist fehlgeschlagen
</string>
+ <string name="Home position set.">
+ Position für Zuhause festgelegt.
+ </string>
<string name="voice_morphing_url">
http://secondlife.com/landing/voicemorphing
</string>
diff --git a/indra/newview/skins/default/xui/en/floater_model_preview.xml b/indra/newview/skins/default/xui/en/floater_model_preview.xml
index dce55dae12..f58595b3c5 100644
--- a/indra/newview/skins/default/xui/en/floater_model_preview.xml
+++ b/indra/newview/skins/default/xui/en/floater_model_preview.xml
@@ -4,9 +4,11 @@
name="Model Preview" title="Upload Model" width="620">
<string name="status_idle">Idle</string>
+ <string name="status_parse_error">Dae parsing issue - see log for details.</string>
<string name="status_reading_file">Loading...</string>
<string name="status_generating_meshes">Generating Meshes...</string>
<string name="status_vertex_number_overflow">Error: Vertex number is more than 65534, aborted!</string>
+ <string name="bad_element">Error: element is invalid</string>
<string name="high">High</string>
<string name="medium">Medium</string>
<string name="low">Low</string>
@@ -83,6 +85,20 @@
</text>
</panel>
+ <check_box
+ height="16"
+ left_delta="0"
+ name="confirm_checkbox"
+ top_pad="15"
+ follows="bottom|left"
+ width="16" />
+
+ <text
+ height="30"
+ width="570"
+ word_wrap="true"
+ left_delta="25"
+ top_delta="0">I confirm that I have the appropriate rights to the material contained in this model. [secondlife:///app/floater/learn_more Learn more]</text>
<text left="10" bottom="540" width="290" height="15" follows="bottom|left|right" name="status">[STATUS]</text>
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 47b2e5fd79..8603682e3a 100644
--- a/indra/newview/skins/default/xui/en/floater_model_wizard.xml
+++ b/indra/newview/skins/default/xui/en/floater_model_wizard.xml
@@ -1019,9 +1019,11 @@ Advanced users familiar with 3d content creation tools may prefer to use the [se
<spinner visible="false" left="10" height="20" follows="top|left" width="80" top_pad="-50" value="1.0" min_val="0.01" max_val="64.0" name="import_scale"/>
<string name="status_idle">Idle</string>
+ <string name="status_parse_error">Dae parsing issue - see log for details.</string>
<string name="status_reading_file">Loading...</string>
<string name="status_generating_meshes">Generating Meshes...</string>
- <string name="status_vertex_number_overflow">Error: Vertex number is more than 65534, aborted!</string>
+ <string name="status_vertex_number_overflow">Error: Vertex number is more than 65534, aborted!</string>
+ <string name="bad_element">Error: element is invalid</string>
<string name="high">High</string>
<string name="medium">Medium</string>
<string name="low">Low</string>
diff --git a/indra/newview/skins/default/xui/en/floater_preview_gesture.xml b/indra/newview/skins/default/xui/en/floater_preview_gesture.xml
index 9f6199fada..478ae5f53f 100644
--- a/indra/newview/skins/default/xui/en/floater_preview_gesture.xml
+++ b/indra/newview/skins/default/xui/en/floater_preview_gesture.xml
@@ -50,17 +50,17 @@
name="desc_label"
top_pad="25"
font.style="BOLD"
- width="100">
+ width="105">
Description:
</text>
<line_editor
follows="left|top"
height="20"
layout="topleft"
- left_delta="89"
+ left_delta="94"
name="desc"
top_delta="-4"
- width="175" />
+ width="170" />
<text
type="string"
length="1"
@@ -96,19 +96,19 @@
name="replace_text"
tool_tip="Replace the trigger word(s) with these words. For example, trigger &apos;hello&apos; replace with &apos;howdy&apos; will turn the chat &apos;I wanted to say hello&apos; into &apos;I wanted to say howdy&apos; as well as playing the gesture!"
top_pad="10"
- width="210">
+ width="215">
Replace with:
</text>
<line_editor
follows="left|top"
height="20"
layout="topleft"
- left_delta="99"
+ left_delta="104"
max_length_bytes="31"
name="replace_editor"
tool_tip="Replace the trigger word(s) with these words. For example, trigger &apos;hello&apos; replace with &apos;howdy&apos; will turn the chat &apos;I wanted to say hello&apos; into &apos;I wanted to say howdy&apos; as well as playing the gesture"
top_delta="-4"
- width="165" />
+ width="160" />
<text
type="string"
length="1"
diff --git a/indra/newview/skins/default/xui/en/floater_tools.xml b/indra/newview/skins/default/xui/en/floater_tools.xml
index 40bf7bfed7..7441b2cd9c 100644
--- a/indra/newview/skins/default/xui/en/floater_tools.xml
+++ b/indra/newview/skins/default/xui/en/floater_tools.xml
@@ -2098,11 +2098,7 @@ even though the user gets a free copy.
label="Cylinder"
name="Cylinder"
value="Cylinder" />
- <combo_box.item
- label="Mesh"
- name="Mesh"
- value="Mesh" />
- </combo_box>
+ </combo_box>
</panel>
<panel
border="false"
@@ -2461,8 +2457,9 @@ even though the user gets a free copy.
height="19"
increment="0.1"
initial_value="0"
- label="Density"
+ label="Density in 100 kg/m^3"
label_width="70"
+ label_wrap="true"
layout="topleft"
left_delta="0"
max_val="22587"
@@ -2483,7 +2480,7 @@ even though the user gets a free copy.
max_val="1"
min_val="0"
name="Physics Restitution"
- top_pad="4"
+ top_pad="8"
width="132" />
</panel>
<panel
diff --git a/indra/newview/skins/default/xui/en/notifications.xml b/indra/newview/skins/default/xui/en/notifications.xml
index ce96c488b4..09105c1d28 100644..100755
--- a/indra/newview/skins/default/xui/en/notifications.xml
+++ b/indra/newview/skins/default/xui/en/notifications.xml
@@ -6823,7 +6823,9 @@ Select residents to share with.
name="MeshUploadError"
icon="alert.tga"
type="alert">
- [LABEL] failed to upload: [MESSAGE] [IDENTIFIER] [INVALIDITY_IDENTIFIER]
+ [LABEL] failed to upload: [MESSAGE] [IDENTIFIER]
+
+See the log file for details.
</notification>
<notification
diff --git a/indra/newview/skins/default/xui/ja/floater_tools.xml b/indra/newview/skins/default/xui/ja/floater_tools.xml
index 0b14f92ae7..b29f744a68 100644
--- a/indra/newview/skins/default/xui/ja/floater_tools.xml
+++ b/indra/newview/skins/default/xui/ja/floater_tools.xml
@@ -69,7 +69,7 @@
<text name="RenderingCost" tool_tip="このオブジェクトにかかるレンダリングコストを表示">
þ: [COUNT]
</text>
- <check_box label="" left="116" name="checkbox uniform"/>
+ <check_box label="" name="checkbox uniform"/>
<text label="両側を延ばす" name="checkbox uniform label">
両側を延ばす
</text>
diff --git a/indra/newview/skins/default/xui/nl/floater_preview_gesture.xml b/indra/newview/skins/default/xui/nl/floater_preview_gesture.xml
index 7dd85460a2..c6b301841a 100644
--- a/indra/newview/skins/default/xui/nl/floater_preview_gesture.xml
+++ b/indra/newview/skins/default/xui/nl/floater_preview_gesture.xml
@@ -15,7 +15,7 @@
<text name="trigger_label">
Trigger:
</text>
- <text name="replace_text" tool_tip="Vervang de startseinwoorden door deze woorden. Bijvoorbeeld, startsein &apos;hallo&apos; vervang door &apos;hoi&apos; zal de chat &apos;Ik wilde hallo zeggen&apos; veranderen in &apos;Ik wilde hoi zeggen&apos;, waarbij tevens het gebaar afgespeeld zal worden!" left="208">
+ <text name="replace_text" tool_tip="Vervang de startseinwoorden door deze woorden. Bijvoorbeeld, startsein &apos;hallo&apos; vervang door &apos;hoi&apos; zal de chat &apos;Ik wilde hallo zeggen&apos; veranderen in &apos;Ik wilde hoi zeggen&apos;, waarbij tevens het gebaar afgespeeld zal worden!">
Vervangen door:
</text>
<line_editor name="replace_editor" tool_tip="Vervang de startseinwoorden door deze woorden. Bijvoorbeeld, startsein &apos;hallo&apos; vervang door &apos;hoi&apos; zal de chat &apos;Ik wilde hallo zeggen&apos; veranderen in &apos;Ik wilde hoi zeggen&apos;, waarbij tevens het gebaar afgespeeld zal worden."/>
diff --git a/indra/newview/skins/default/xui/zh/floater_about.xml b/indra/newview/skins/default/xui/zh/floater_about.xml
index 58e8c41c38..bee940ddc1 100644
--- a/indra/newview/skins/default/xui/zh/floater_about.xml
+++ b/indra/newview/skins/default/xui/zh/floater_about.xml
@@ -25,11 +25,11 @@
<floater.string name="AboutLibs">
OpenGL Version: [OPENGL_VERSION]
-libcurl Version: [LIBCURL_VERSION]
-J2C Decoder Version: [J2C_VERSION]
-Audio Driver Version: [AUDIO_DRIVER_VERSION]
-Qt Webkit Version: [QT_WEBKIT_VERSION]
-Voice Server Version: [VOICE_VERSION]
+libcurl 版本: [LIBCURL_VERSION]
+J2C 解碼器版本: [J2C_VERSION]
+音效驅動程式版本: [AUDIO_DRIVER_VERSION]
+Qt Webkit 版本: [QT_WEBKIT_VERSION]
+語音伺服器版本: [VOICE_VERSION]
</floater.string>
<floater.string name="none">
(無)
diff --git a/indra/newview/skins/default/xui/zh/floater_about_land.xml b/indra/newview/skins/default/xui/zh/floater_about_land.xml
index a9142b22ad..efd8909e67 100644
--- a/indra/newview/skins/default/xui/zh/floater_about_land.xml
+++ b/indra/newview/skins/default/xui/zh/floater_about_land.xml
@@ -81,7 +81,7 @@
分級:
</text>
<text name="ContentRatingText">
- Adult
+ 成人
</text>
<text name="Owner:">
擁有者:
@@ -186,7 +186,7 @@
分級:
</text>
<text name="region_maturity_text">
- Adult
+ 成人
</text>
<text name="resellable_lbl">
Resale:
@@ -289,7 +289,7 @@ Only large parcels can be listed in search.
Moderate Content
</panel.string>
<panel.string name="mature_check_adult">
- Adult Content
+ 成人內容
</panel.string>
<panel.string name="mature_check_mature_tooltip">
Your parcel information or content is considered moderate.
@@ -307,35 +307,35 @@ Only large parcels can be listed in search.
禁止推撞(地區設定覆蓋)
</panel.string>
<text name="allow_label">
- Allow other Residents to:
+ 允許其他居民去:
</text>
- <check_box label="Edit Terrain" name="edit land check" tool_tip="If checked, anyone can terraform your land. It is best to leave this unchecked, as you can always edit your own land."/>
- <check_box label="飛行" name="check fly" tool_tip="If checked, Residents can fly on your land. If unchecked, they can only fly into and over your land."/>
+ <check_box label="編輯地形" name="edit land check" tool_tip="若勾選則任何人將可以變形你的土地,最好是保持未勾選,因為你隨時可以編輯變更你的土地。"/>
+ <check_box label="飛行" name="check fly" tool_tip="逤勾選則居民可以在你飛行,不然就只能由外面飛入或飛越你的土地。"/>
<text name="allow_label2">
建造:
</text>
<check_box label="任何人" name="edit objects check"/>
<check_box label="社團" name="edit group objects check"/>
<text name="allow_label3">
- Object Entry:
+ 物件進入:
</text>
<check_box label="任何人" name="all object entry check"/>
<check_box label="社團" name="group object entry check"/>
<text name="allow_label4">
- Run Scripts:
+ 執行腳本:
</text>
<check_box label="任何人" name="check other scripts"/>
<check_box label="社團" name="check group scripts"/>
<text name="land_options_label">
- Land Options:
+ 土地選項:
</text>
- <check_box label="安全(無傷害)" name="check safe" tool_tip="If checked, sets the land to Safe, disabling damage combat. If cleared, damage combat is enabled."/>
- <check_box label="禁止推撞" name="PushRestrictCheck" tool_tip="Prevents scripts from pushing. Checking this option may be useful for preventing disruptive behavior on your land."/>
+ <check_box label="安全(無傷害)" name="check safe" tool_tip="若勾選則設應土地為安全的,傷害性的戰鬥將被關閉。清除勾選後才能進行傷害性的戰鬥。"/>
+ <check_box label="禁止推撞" name="PushRestrictCheck" tool_tip="防止使用腳本推撞。勾選這個選項將可以有效防止你土地上的破壞行為。"/>
<check_box label="將地點刊登顯示在搜尋中(L$30 / 每週)" name="ShowDirectoryCheck" tool_tip="Let people see this parcel in search results"/>
<combo_box name="land category with adult">
<combo_box.item label="任何類別" name="item0"/>
<combo_box.item label="Linden Location" name="item1"/>
- <combo_box.item label="Adult" name="item2"/>
+ <combo_box.item label="成人" name="item2"/>
<combo_box.item label="Arts &amp; Culture" name="item3"/>
<combo_box.item label="Business" name="item4"/>
<combo_box.item label="Educational" name="item5"/>
@@ -467,7 +467,7 @@ Only large parcels can be listed in search.
</panel>
<panel name="Banned_layout_panel">
<text label="Ban" name="BanCheck">
- Banned Residents
+ 被封鎖的居民
</text>
<name_list name="BannedList" tool_tip="([LISTED] listed, [MAX] max)"/>
<button label="添加" name="add_banned"/>
diff --git a/indra/newview/skins/default/xui/zh/floater_animation_preview.xml b/indra/newview/skins/default/xui/zh/floater_animation_preview.xml
index b4d7f71eec..b5d65119f7 100644
--- a/indra/newview/skins/default/xui/zh/floater_animation_preview.xml
+++ b/indra/newview/skins/default/xui/zh/floater_animation_preview.xml
@@ -9,7 +9,7 @@
Maximum animation length is [MAX_LENGTH] seconds.
</floater.string>
<floater.string name="failed_file_read">
- Unable to read animation file.
+ 無法讀取動作檔。
[STATUS]
</floater.string>
@@ -23,7 +23,7 @@ Maximum animation length is [MAX_LENGTH] seconds.
Cannot read constraint definition.
</floater.string>
<floater.string name="E_ST_NO_FILE">
- Cannot open BVH file.
+ 無法開啟 BVH 檔案。
</floater.string>
<floater.string name="E_ST_NO_HIER">
Invalid HIERARCHY header.
@@ -115,7 +115,7 @@ Maximum animation length is [MAX_LENGTH] seconds.
<text name="description_label">
描述:
</text>
- <spinner label="Priority" name="priority" tool_tip="Controls which other animations can be overridden by this animation"/>
+ <spinner label="優先度" name="priority" tool_tip="Controls which other animations can be overridden by this animation"/>
<check_box label="Loop" name="loop_check" tool_tip="Makes this animation loop"/>
<spinner label="In(%)" name="loop_in_point" tool_tip="Sets point in animation that looping returns to"/>
<spinner label="Out(%)" name="loop_out_point" tool_tip="Sets point in animation that ends a loop"/>
diff --git a/indra/newview/skins/default/xui/zh/floater_avatar_picker.xml b/indra/newview/skins/default/xui/zh/floater_avatar_picker.xml
index 90fd7c029e..27a4199f8c 100644
--- a/indra/newview/skins/default/xui/zh/floater_avatar_picker.xml
+++ b/indra/newview/skins/default/xui/zh/floater_avatar_picker.xml
@@ -29,18 +29,18 @@
<columns label="使用者名稱" name="username"/>
</scroll_list>
</panel>
- <panel label="Friends" name="FriendsPanel">
+ <panel label="朋友" name="FriendsPanel">
<text name="InstructSelectFriend">
選擇一個人:
</text>
</panel>
<panel label="接近我" name="NearMePanel">
<text name="InstructSelectResident">
- Select a person nearby:
+ 選擇一位附近的人:
</text>
- <slider label="Range" name="near_me_range"/>
+ <slider label="範圍" name="near_me_range"/>
<text name="meters">
- Meters
+ 公尺
</text>
<scroll_list name="NearMe">
<columns label="名稱" name="name"/>
diff --git a/indra/newview/skins/default/xui/zh/floater_avatar_textures.xml b/indra/newview/skins/default/xui/zh/floater_avatar_textures.xml
index fb17c0bb8a..b1dc081f04 100644
--- a/indra/newview/skins/default/xui/zh/floater_avatar_textures.xml
+++ b/indra/newview/skins/default/xui/zh/floater_avatar_textures.xml
@@ -15,13 +15,13 @@ Textures
</text>
<button label="Dump IDs to Console" label_selected="Dump" name="Dump"/>
<panel name="scroll_content_panel">
- <texture_picker label="Hair" name="hair-baked"/>
- <texture_picker label="Hair" name="hair_grain"/>
+ <texture_picker label="頭髮" name="hair-baked"/>
+ <texture_picker label="頭髮" name="hair_grain"/>
<texture_picker label="Hair Alpha" name="hair_alpha"/>
- <texture_picker label="Head" name="head-baked"/>
+ <texture_picker label="頭部" name="head-baked"/>
<texture_picker label="Makeup" name="head_bodypaint"/>
<texture_picker label="Head Alpha" name="head_alpha"/>
- <texture_picker label="Head Tattoo" name="head_tattoo"/>
+ <texture_picker label="頭部刺青" name="head_tattoo"/>
<texture_picker label="眼睛" name="eyes-baked"/>
<texture_picker label="眼睛" name="eyes_iris"/>
<texture_picker label="Eyes Alpha" name="eyes_alpha"/>
diff --git a/indra/newview/skins/default/xui/zh/floater_buy_currency.xml b/indra/newview/skins/default/xui/zh/floater_buy_currency.xml
index 0c4514600f..d8e9fb0ecc 100644
--- a/indra/newview/skins/default/xui/zh/floater_buy_currency.xml
+++ b/indra/newview/skins/default/xui/zh/floater_buy_currency.xml
@@ -40,7 +40,7 @@
[ACTION]
</text>
<text name="total_label">
- My new balance will be
+ 我的帳戶餘額將為
</text>
<text name="total_amount">
L$ [AMT]
diff --git a/indra/newview/skins/default/xui/zh/floater_buy_land.xml b/indra/newview/skins/default/xui/zh/floater_buy_land.xml
index 023c531692..34401c11d0 100644
--- a/indra/newview/skins/default/xui/zh/floater_buy_land.xml
+++ b/indra/newview/skins/default/xui/zh/floater_buy_land.xml
@@ -68,7 +68,7 @@ Try selecting a smaller area.
none needed
</floater.string>
<floater.string name="must_upgrade">
- Your account must be upgraded to own land.
+ 你的帳戶必須要升級才能擁有土地。
</floater.string>
<floater.string name="cant_own_land">
你的帳戶能擁有土地。
@@ -83,7 +83,7 @@ Try selecting a smaller area.
Buy L$ [AMOUNT] for approx. [LOCAL_AMOUNT],
</floater.string>
<floater.string name="parcel_meters">
- This parcel is [AMOUNT] m²
+ 這個地段為 [AMOUNT] m²
</floater.string>
<floater.string name="premium_land">
This land is premium, and will charge as [AMOUNT] m².
@@ -122,7 +122,7 @@ supports [AMOUNT2] objects
You need to buy at least L$ [AMOUNT] to afford this land.
</floater.string>
<floater.string name="no_parcel_selected">
- (no parcel selected)
+ (無地段被選擇)
</floater.string>
<text name="region_name_label">
地區:
diff --git a/indra/newview/skins/default/xui/zh/floater_day_cycle_options.xml b/indra/newview/skins/default/xui/zh/floater_day_cycle_options.xml
index 8adc094fca..28d2ba6ed4 100644
--- a/indra/newview/skins/default/xui/zh/floater_day_cycle_options.xml
+++ b/indra/newview/skins/default/xui/zh/floater_day_cycle_options.xml
@@ -86,7 +86,7 @@
預覽:
</text>
<button label="Play" label_selected="Play" name="WLAnimSky"/>
- <button label="Stop!" label_selected="Stop" name="WLStopAnimSky"/>
+ <button label="停止!" label_selected="停止" name="WLStopAnimSky"/>
<button label="Use Estate Time" label_selected="Go to Estate Time" name="WLUseLindenTime"/>
<button label="Save Test Day" label_selected="Save Test Day" name="WLSaveDayCycle"/>
<button label="Load Test Day" label_selected="Load Test Day" name="WLLoadDayCycle"/>
diff --git a/indra/newview/skins/default/xui/zh/floater_gesture.xml b/indra/newview/skins/default/xui/zh/floater_gesture.xml
index 2dcb46fb77..651a976774 100644
--- a/indra/newview/skins/default/xui/zh/floater_gesture.xml
+++ b/indra/newview/skins/default/xui/zh/floater_gesture.xml
@@ -16,11 +16,11 @@
</scroll_list>
<panel label="bottom_panel" name="bottom_panel">
<menu_button name="gear_btn" tool_tip="更多選項"/>
- <button name="new_gesture_btn" tool_tip="Make new gesture"/>
+ <button name="new_gesture_btn" tool_tip="製作新姿勢e"/>
<button name="activate_btn" tool_tip="Activate/Deactivate selected gesture"/>
- <button name="del_btn" tool_tip="Delete this gesture"/>
+ <button name="del_btn" tool_tip="刪除這個姿勢"/>
</panel>
<button label="編輯" name="edit_btn"/>
- <button label="Play" name="play_btn"/>
- <button label="Stop" name="stop_btn"/>
+ <button label="播放" name="play_btn"/>
+ <button label="停止" name="stop_btn"/>
</floater>
diff --git a/indra/newview/skins/default/xui/zh/floater_god_tools.xml b/indra/newview/skins/default/xui/zh/floater_god_tools.xml
index 86403494e0..fbe89ab2a6 100644
--- a/indra/newview/skins/default/xui/zh/floater_god_tools.xml
+++ b/indra/newview/skins/default/xui/zh/floater_god_tools.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
-<floater name="godtools floater" title="GOD TOOLS">
+<floater name="godtools floater" title="神之工具">
<tab_container name="GodTools Tabs">
<panel label="網格" name="grid">
<button label="Flush This Region&apos;s Map Visibility Caches" label_selected="Flush This Region&apos;s Map Visibility Caches" name="Flush This Region&apos;s Map Visibility Caches"/>
diff --git a/indra/newview/skins/default/xui/zh/floater_image_preview.xml b/indra/newview/skins/default/xui/zh/floater_image_preview.xml
index 7eef0177ef..d7e9a7704c 100644
--- a/indra/newview/skins/default/xui/zh/floater_image_preview.xml
+++ b/indra/newview/skins/default/xui/zh/floater_image_preview.xml
@@ -11,7 +11,7 @@
</text>
<combo_box label="服裝類型" name="clothing_type_combo">
<item label="圖像" name="Image" value="圖像"/>
- <item label="Hair" name="Hair" value="Hair"/>
+ <item label="頭髮" name="Hair" value="頭髮"/>
<item label="Female Head" name="FemaleHead" value="Female Head"/>
<item label="Female Upper Body" name="FemaleUpperBody" value="Female Upper Body"/>
<item label="Female Lower Body" name="FemaleLowerBody" value="Female Lower Body"/>
diff --git a/indra/newview/skins/default/xui/zh/floater_incoming_call.xml b/indra/newview/skins/default/xui/zh/floater_incoming_call.xml
index 4f678dbd9d..123cdd9f2c 100644
--- a/indra/newview/skins/default/xui/zh/floater_incoming_call.xml
+++ b/indra/newview/skins/default/xui/zh/floater_incoming_call.xml
@@ -4,10 +4,10 @@
5
</floater.string>
<floater.string name="localchat">
- Nearby Voice Chat
+ 附近的音聊天
</floater.string>
<floater.string name="anonymous">
- anonymous
+ 匿名
</floater.string>
<floater.string name="VoiceInviteP2P">
通話中。
@@ -28,6 +28,6 @@
Do you want to leave [CURRENT_CHAT] and join this voice chat?
</text>
<button label="接受" label_selected="接受" name="Accept"/>
- <button label="Reject" label_selected="Reject" name="Reject"/>
+ <button label="拒絕" label_selected="拒絕" name="Reject"/>
<button label="開始 IM" name="Start IM"/>
</floater>
diff --git a/indra/newview/skins/default/xui/zh/floater_inventory_view_finder.xml b/indra/newview/skins/default/xui/zh/floater_inventory_view_finder.xml
index a442eb9cbc..a4ede92ab1 100644
--- a/indra/newview/skins/default/xui/zh/floater_inventory_view_finder.xml
+++ b/indra/newview/skins/default/xui/zh/floater_inventory_view_finder.xml
@@ -1,13 +1,13 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="Inventory Finder" title="最近_收納區_物品">
- <check_box label="Animation" name="check_animation"/>
+ <check_box label="動作" name="check_animation"/>
<check_box label="Calling Cards" name="check_calling_card"/>
<check_box label="服裝" name="check_clothing"/>
<check_box label="姿勢" name="check_gesture"/>
<check_box label="地標" name="check_landmark"/>
<check_box label="Notecards" name="check_notecard"/>
<check_box label="Objects" name="check_object"/>
- <check_box label="Scripts" name="check_script"/>
+ <check_box label="腳本" name="check_script"/>
<check_box label="Sounds" name="check_sound"/>
<check_box label="材質" name="check_texture"/>
<check_box label="Snapshots" name="check_snapshot"/>
diff --git a/indra/newview/skins/default/xui/zh/floater_media_browser.xml b/indra/newview/skins/default/xui/zh/floater_media_browser.xml
index 616c326d6b..6e75016fad 100644
--- a/indra/newview/skins/default/xui/zh/floater_media_browser.xml
+++ b/indra/newview/skins/default/xui/zh/floater_media_browser.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
-<floater name="floater_about" title="MEDIA BROWSER">
+<floater name="floater_about" title="媒體劉覽器">
<floater.string name="home_page_url">
http://www.secondlife.com
</floater.string>
@@ -8,22 +8,22 @@
</floater.string>
<layout_stack name="stack1">
<layout_panel name="nav_controls">
- <button label="Back" name="back"/>
- <button label="Forward" name="forward"/>
- <button label="Reload" name="reload"/>
+ <button label="向後" name="back"/>
+ <button label="向前" name="forward"/>
+ <button label="重載" name="reload"/>
<button label="Go" name="go"/>
</layout_panel>
<layout_panel name="time_controls">
<button label="rewind" name="rewind"/>
- <button label="stop" name="stop"/>
- <button label="forward" name="seek"/>
+ <button label="停止" name="stop"/>
+ <button label="向前" name="seek"/>
</layout_panel>
<layout_panel name="parcel_owner_controls">
- <button label="Send Current Page to Parcel" name="assign"/>
+ <button label="送出目前頁面到地段" name="assign"/>
</layout_panel>
<layout_panel name="external_controls">
- <button label="Open in My Web Browser" name="open_browser"/>
- <check_box label="Always open in my web browser" name="open_always"/>
+ <button label="在我的網頁瀏覽器中開啟" name="open_browser"/>
+ <check_box label="總是在我的網頁瀏覽器中開啟" name="open_always"/>
<button label="關閉" name="close"/>
</layout_panel>
</layout_stack>
diff --git a/indra/newview/skins/default/xui/zh/floater_mem_leaking.xml b/indra/newview/skins/default/xui/zh/floater_mem_leaking.xml
index 3fa62b1b60..93c1b58df6 100644
--- a/indra/newview/skins/default/xui/zh/floater_mem_leaking.xml
+++ b/indra/newview/skins/default/xui/zh/floater_mem_leaking.xml
@@ -12,7 +12,7 @@
[NOTE2]
</text>
<button label="Start" name="start_btn"/>
- <button label="Stop" name="stop_btn"/>
+ <button label="停止" name="stop_btn"/>
<button label="Release" name="release_btn"/>
<button label="關閉" name="close_btn"/>
</floater>
diff --git a/indra/newview/skins/default/xui/zh/floater_nearby_chat.xml b/indra/newview/skins/default/xui/zh/floater_nearby_chat.xml
index bed7c20ba5..f0c34acb06 100644
--- a/indra/newview/skins/default/xui/zh/floater_nearby_chat.xml
+++ b/indra/newview/skins/default/xui/zh/floater_nearby_chat.xml
@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
-<floater name="nearby_chat" title="NEARBY CHAT">
+<floater name="nearby_chat" title="附近的聊天">
<check_box label="Translate chat (powered by Google)" name="translate_chat_checkbox"/>
</floater>
diff --git a/indra/newview/skins/default/xui/zh/floater_pay.xml b/indra/newview/skins/default/xui/zh/floater_pay.xml
index eeaaf0ab7d..b4841df0ff 100644
--- a/indra/newview/skins/default/xui/zh/floater_pay.xml
+++ b/indra/newview/skins/default/xui/zh/floater_pay.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="Give Money">
<string name="payee_group">
- Pay Group
+ 支付社團
</string>
<string name="payee_resident">
- Pay Resident
+ 支付居民
</string>
<text name="payee_name">
Test Name That Is Extremely Long To Check Clipping
@@ -14,8 +14,8 @@
<button label="L$10" label_selected="L$10" name="fastpay 10"/>
<button label="L$20" label_selected="L$20" name="fastpay 20"/>
<text name="amount text">
- Or, choose amount:
+ 或,選擇一個金額:
</text>
- <button label="Pay" label_selected="Pay" name="pay btn"/>
+ <button label="支付" label_selected="支付" name="pay btn"/>
<button label="取消" label_selected="取消" name="cancel btn"/>
</floater>
diff --git a/indra/newview/skins/default/xui/zh/floater_pay_object.xml b/indra/newview/skins/default/xui/zh/floater_pay_object.xml
index 234aa9f7af..2a2aec93b9 100644
--- a/indra/newview/skins/default/xui/zh/floater_pay_object.xml
+++ b/indra/newview/skins/default/xui/zh/floater_pay_object.xml
@@ -1,16 +1,16 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="Give Money">
<string name="payee_group">
- Pay Group
+ 支付社團
</string>
<string name="payee_resident">
- Pay Resident
+ 支付居民
</string>
<text name="payee_name">
Ericacita Moostopolison
</text>
<text name="object_name_label">
- Via object:
+ 經由物件:
</text>
<icon name="icon_object" tool_tip="物件"/>
<text name="object_name_text">
@@ -23,6 +23,6 @@
<text name="amount text">
或者,選擇一個金額:
</text>
- <button label="Pay" label_selected="Pay" name="pay btn"/>
+ <button label="支付" label_selected="支付" name="pay btn"/>
<button label="取消" label_selected="取消" name="cancel btn"/>
</floater>
diff --git a/indra/newview/skins/default/xui/zh/floater_preview_animation.xml b/indra/newview/skins/default/xui/zh/floater_preview_animation.xml
index 5ac2de4dc5..ead8dc49a6 100644
--- a/indra/newview/skins/default/xui/zh/floater_preview_animation.xml
+++ b/indra/newview/skins/default/xui/zh/floater_preview_animation.xml
@@ -1,11 +1,11 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="preview_anim">
<floater.string name="Title">
- Animation: [NAME]
+ 動作: [NAME]
</floater.string>
<text name="desc txt">
描述:
</text>
- <button label="Play Inworld" label_selected="Stop" name="Anim play btn" tool_tip="Play this animation so that others can see it"/>
- <button label="Play Locally" label_selected="Stop" name="Anim audition btn" tool_tip="Play this animation so that only you can see it"/>
+ <button label="Play Inworld" label_selected="停止" name="Anim play btn" tool_tip="Play this animation so that others can see it"/>
+ <button label="Play Locally" label_selected="停止" name="Anim audition btn" tool_tip="Play this animation so that only you can see it"/>
</floater>
diff --git a/indra/newview/skins/default/xui/zh/floater_preview_gesture.xml b/indra/newview/skins/default/xui/zh/floater_preview_gesture.xml
index 52e6a9d8e4..0649ecb791 100644
--- a/indra/newview/skins/default/xui/zh/floater_preview_gesture.xml
+++ b/indra/newview/skins/default/xui/zh/floater_preview_gesture.xml
@@ -13,7 +13,7 @@
Wait:
</floater.string>
<floater.string name="stop_txt">
- Stop
+ 停止
</floater.string>
<floater.string name="preview_txt">
預覽
@@ -43,10 +43,10 @@
Library:
</text>
<scroll_list name="library_list">
- <scroll_list.rows name="action_animation" value="Animation"/>
- <scroll_list.rows name="action_sound" value="Sound"/>
+ <scroll_list.rows name="action_animation" value="動作"/>
+ <scroll_list.rows name="action_sound" value="聲音"/>
<scroll_list.rows name="action_chat" value="聊天"/>
- <scroll_list.rows name="action_wait" value="Wait"/>
+ <scroll_list.rows name="action_wait" value="等待"/>
</scroll_list>
<button label="Add &gt;&gt;" name="add_btn"/>
<text name="steps_label">
@@ -59,10 +59,10 @@
(選項)
</text>
<radio_group name="animation_trigger_type">
- <radio_item label="Start" name="start"/>
- <radio_item label="Stop" name="stop"/>
+ <radio_item label="開始" name="start"/>
+ <radio_item label="停止" name="stop"/>
</radio_group>
- <check_box label="until animations are done" name="wait_anim_check"/>
+ <check_box label="直到動作結束。" name="wait_anim_check"/>
<check_box label="time in seconds:" name="wait_time_check"/>
<text name="help_label">
All steps happen simultaneously, unless you add wait steps.
diff --git a/indra/newview/skins/default/xui/zh/floater_script_debug.xml b/indra/newview/skins/default/xui/zh/floater_script_debug.xml
index 12e646785d..5b3500c018 100644
--- a/indra/newview/skins/default/xui/zh/floater_script_debug.xml
+++ b/indra/newview/skins/default/xui/zh/floater_script_debug.xml
@@ -1,2 +1,2 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
-<multi_floater name="script debug floater" title="Script Warning/Error"/>
+<multi_floater name="script debug floater" title="腳本 警告/錯誤"/>
diff --git a/indra/newview/skins/default/xui/zh/floater_sell_land.xml b/indra/newview/skins/default/xui/zh/floater_sell_land.xml
index b6a929caeb..19580c99a1 100644
--- a/indra/newview/skins/default/xui/zh/floater_sell_land.xml
+++ b/indra/newview/skins/default/xui/zh/floater_sell_land.xml
@@ -41,7 +41,7 @@
<combo_box name="sell_to">
<combo_box.item label="- 選擇一個 -" name="--selectone--"/>
<combo_box.item label="任何人" name="Anyone"/>
- <combo_box.item label="Specific person:" name="Specificuser:"/>
+ <combo_box.item label="指定人:" name="Specificuser:"/>
</combo_box>
<button label="選擇" name="sell_to_select_agent"/>
<text name="sell_objects_label">
diff --git a/indra/newview/skins/default/xui/zh/floater_snapshot.xml b/indra/newview/skins/default/xui/zh/floater_snapshot.xml
index c9a66c1644..9edc19969f 100644
--- a/indra/newview/skins/default/xui/zh/floater_snapshot.xml
+++ b/indra/newview/skins/default/xui/zh/floater_snapshot.xml
@@ -11,7 +11,7 @@
<text name="file_size_label">
[SIZE] KB
</text>
- <button label="Send" name="send_btn"/>
+ <button label="送出" name="send_btn"/>
<button label="儲存(L$[AMOUNT])" name="upload_btn"/>
<flyout_button label="儲存" name="save_btn" tool_tip="儲存圖像到檔案">
<flyout_button.item label="儲存" name="save_item"/>
diff --git a/indra/newview/skins/default/xui/zh/floater_stats.xml b/indra/newview/skins/default/xui/zh/floater_stats.xml
index 54c5ba5cc0..eebd5df3f7 100644
--- a/indra/newview/skins/default/xui/zh/floater_stats.xml
+++ b/indra/newview/skins/default/xui/zh/floater_stats.xml
@@ -1,53 +1,53 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
-<floater name="Statistics" title="STATISTICS">
+<floater name="Statistics" title="統計">
<scroll_container name="statistics_scroll">
<container_view name="statistics_view">
- <stat_view label="Basic" name="basic">
+ <stat_view label="基本" name="basic">
<stat_bar label="FPS" name="fps"/>
- <stat_bar label="Bandwidth" name="bandwidth"/>
+ <stat_bar label="頻寬" name="bandwidth"/>
<stat_bar label="封包損失" name="packet_loss"/>
<stat_bar label="Ping Sim" name="ping"/>
</stat_view>
- <stat_view label="Advanced" name="advanced">
+ <stat_view label="進階" name="advanced">
<stat_view label="Render" name="render">
<stat_bar label="KTris Drawn" name="ktrisframe"/>
<stat_bar label="KTris Drawn" name="ktrissec"/>
- <stat_bar label="Total Objects" name="objs"/>
- <stat_bar label="New Objects" name="newobjs"/>
+ <stat_bar label="物件總計" name="objs"/>
+ <stat_bar label="新物件" name="newobjs"/>
</stat_view>
<stat_view label="材質" name="texture">
- <stat_bar label="Count" name="numimagesstat"/>
+ <stat_bar label="計數" name="numimagesstat"/>
<stat_bar label="Raw Count" name="numrawimagesstat"/>
<stat_bar label="GL Mem" name="gltexmemstat"/>
<stat_bar label="Formatted Mem" name="formattedmemstat"/>
<stat_bar label="Raw Mem" name="rawmemstat"/>
<stat_bar label="Bound Mem" name="glboundmemstat"/>
</stat_view>
- <stat_view label="Network" name="network">
+ <stat_view label="網路" name="network">
<stat_bar label="Packets In" name="packetsinstat"/>
<stat_bar label="Packets Out" name="packetsoutstat"/>
- <stat_bar label="Objects" name="objectkbitstat"/>
+ <stat_bar label="物件" name="objectkbitstat"/>
<stat_bar label="材質" name="texturekbitstat"/>
- <stat_bar label="Asset" name="assetkbitstat"/>
+ <stat_bar label="資產" name="assetkbitstat"/>
<stat_bar label="Layers" name="layerskbitstat"/>
<stat_bar label="Actual In" name="actualinkbitstat"/>
<stat_bar label="Actual Out" name="actualoutkbitstat"/>
<stat_bar label="VFS Pending Ops" name="vfspendingoperations"/>
</stat_view>
</stat_view>
- <stat_view label="Simulator" name="sim">
+ <stat_view label="模擬器" name="sim">
<stat_bar label="Time Dilation" name="simtimedilation"/>
<stat_bar label="Sim FPS" name="simfps"/>
<stat_bar label="Physics FPS" name="simphysicsfps"/>
<stat_view label="Physics Details" name="physicsdetail">
<stat_bar label="Pinned Objects" name="physicspinnedtasks"/>
<stat_bar label="Low LOD Objects" name="physicslodtasks"/>
- <stat_bar label="Memory Allocated" name="physicsmemoryallocated"/>
+ <stat_bar label="記憶體配置" name="physicsmemoryallocated"/>
</stat_view>
<stat_bar label="Agent Updates/Sec" name="simagentups"/>
<stat_bar label="Main Agents" name="simmainagents"/>
<stat_bar label="Child Agents" name="simchildagents"/>
- <stat_bar label="Objects" name="simobjects"/>
+ <stat_bar label="物件" name="simobjects"/>
<stat_bar label="Active Objects" name="simactiveobjects"/>
<stat_bar label="Active Scripts" name="simactivescripts"/>
<stat_bar label="Script Events" name="simscripteps"/>
@@ -63,7 +63,7 @@
<stat_bar label="Simulation Time" name="simsimothermsec"/>
<stat_bar label="Agent Time" name="simagentmsec"/>
<stat_bar label="Images Time" name="simimagesmsec"/>
- <stat_bar label="Script Time" name="simscriptmsec"/>
+ <stat_bar label="腳本時間" name="simscriptmsec"/>
</stat_view>
</stat_view>
</container_view>
diff --git a/indra/newview/skins/default/xui/zh/floater_tools.xml b/indra/newview/skins/default/xui/zh/floater_tools.xml
index 7ba1a0d6c4..300d7ee63b 100644
--- a/indra/newview/skins/default/xui/zh/floater_tools.xml
+++ b/indra/newview/skins/default/xui/zh/floater_tools.xml
@@ -39,11 +39,11 @@
<floater.string name="grid_attachment_text">
Attachment
</floater.string>
- <button name="button focus" tool_tip="Focus"/>
+ <button name="button focus" tool_tip="聚焦"/>
<button name="button move" tool_tip="移動"/>
<button name="button edit" tool_tip="編輯"/>
- <button name="button create" tool_tip="Create"/>
- <button name="button land" tool_tip="Land"/>
+ <button name="button create" tool_tip="創造"/>
+ <button name="button land" tool_tip="土地"/>
<text name="text status">
Drag to move, shift-drag to copy
</text>
@@ -61,17 +61,17 @@
<radio_group name="edit_radio_group">
<radio_item label="移動" name="radio position"/>
<radio_item label="旋轉(Ctrl)" name="radio rotate"/>
- <radio_item label="Stretch (Ctrl+Shift)" name="radio stretch"/>
- <radio_item label="Select Face" name="radio select face"/>
+ <radio_item label="伸展(Ctrl+Shift)" name="radio stretch"/>
+ <radio_item label="選擇面" name="radio select face"/>
</radio_group>
- <check_box label="Edit linked" name="checkbox edit linked parts"/>
- <button label="Link" name="link_btn"/>
- <button label="Unlink" name="unlink_btn"/>
+ <check_box label="編輯聯結部分" name="checkbox edit linked parts"/>
+ <button label="聯結" name="link_btn"/>
+ <button label="取消聯結" name="unlink_btn"/>
<text name="RenderingCost" tool_tip="Shows the rendering cost calculated for this object">
þ: [COUNT]
</text>
- <text label="Stretch Both Sides" name="checkbox uniform label">
- Stretch Both Sides
+ <text label="同時伸展兩側" name="checkbox uniform label">
+ 同時伸展兩側
</text>
<check_box initial_value="true" label="伸展材質" name="checkbox stretch textures"/>
<check_box initial_value="true" label="貼齊格線" name="checkbox snap to grid"/>
@@ -80,7 +80,7 @@
<combo_box.item label="Local grid" name="Local"/>
<combo_box.item label="Reference grid" name="Reference"/>
</combo_box>
- <button name="Options..." tool_tip="See more grid options"/>
+ <button name="Options..." tool_tip="察看更多格線選項"/>
<button name="ToolCube" tool_tip="Cube"/>
<button name="ToolPrism" tool_tip="Prism"/>
<button name="ToolPyramid" tool_tip="Pyramid"/>
@@ -96,33 +96,33 @@
<button name="ToolRing" tool_tip="Ring"/>
<button name="ToolTree" tool_tip="Tree"/>
<button name="ToolGrass" tool_tip="Grass"/>
- <check_box label="Keep Tool selected" name="checkbox sticky"/>
- <check_box label="Copy selection" name="checkbox copy selection"/>
+ <check_box label="保持已選擇的工具" name="checkbox sticky"/>
+ <check_box label="覆製選擇" name="checkbox copy selection"/>
<check_box initial_value="true" label="Center Copy" name="checkbox copy centers"/>
<check_box label="Rotate Copy" name="checkbox copy rotates"/>
<radio_group name="land_radio_group">
- <radio_item label="Select Land" name="radio select land"/>
- <radio_item label="Flatten" name="radio flatten"/>
- <radio_item label="Raise" name="radio raise"/>
- <radio_item label="Lower" name="radio lower"/>
- <radio_item label="Smooth" name="radio smooth"/>
- <radio_item label="Roughen" name="radio noise"/>
- <radio_item label="Revert" name="radio revert"/>
+ <radio_item label="選擇土地" name="radio select land"/>
+ <radio_item label="攤平" name="radio flatten"/>
+ <radio_item label="提高" name="radio raise"/>
+ <radio_item label="降低" name="radio lower"/>
+ <radio_item label="平滑" name="radio smooth"/>
+ <radio_item label="粗糙" name="radio noise"/>
+ <radio_item label="還原" name="radio revert"/>
</radio_group>
<text name="Bulldozer:">
- Bulldozer:
+ 推土機:
</text>
<text name="Dozer Size:">
尺寸
</text>
<slider_bar initial_value="2.0" name="slider brush size"/>
<text name="Strength:">
- Strength
+ 力道
</text>
<slider_bar initial_value="0.00" name="slider force"/>
- <button label="套用" label_selected="套用" name="button apply to selection" tool_tip="Modify selected land"/>
+ <button label="套用" label_selected="套用" name="button apply to selection" tool_tip="修改所選擇的土地"/>
<text name="obj_count">
- Objects: [COUNT]
+ 物件: [COUNT]
</text>
<text name="prim_count">
Prims: [COUNT]
@@ -136,19 +136,19 @@
Deed
</panel.string>
<panel.string name="text modify info 1">
- You can modify this object
+ 你能修改這個物件
</panel.string>
<panel.string name="text modify info 2">
- You can modify these objects
+ 你能修改這些物件
</panel.string>
<panel.string name="text modify info 3">
- You can&apos;t modify this object
+ 你不能修改這個物件
</panel.string>
<panel.string name="text modify info 4">
- You can&apos;t modify these objects
+ 你不能修改這些物件
</panel.string>
<panel.string name="text modify warning">
- You must select entire object to set permissions
+ 你必須選取整個物件以設定權限
</panel.string>
<panel.string name="Cost Default">
價格: L$
@@ -157,7 +157,7 @@
總價: L$
</panel.string>
<panel.string name="Cost Per Unit">
- Price Per: L$
+ 單價每個: L$
</panel.string>
<panel.string name="Cost Mixed">
Mixed Price
@@ -181,19 +181,19 @@
社團:
</text>
<name_box initial_value="載入中..." name="Group Name Proxy"/>
- <button name="button set group" tool_tip="Choose a group to share this object&apos;s permissions"/>
+ <button name="button set group" tool_tip="選擇一個社團以分享這物件權限"/>
<check_box label="分享" name="checkbox share with group" tool_tip="Allow all members of the set group to share your modify permissions for this object. You must Deed to enable role restrictions."/>
<button label="Deed" label_selected="Deed" name="button deed" tool_tip="Deeding gives this item away with next owner permissions. Group shared objects can be deeded by a group officer."/>
<text name="label click action">
- Click to:
+ 點擊以:
</text>
<combo_box name="clickaction">
- <combo_box.item label="Touch (default)" name="Touch/grab(default)"/>
- <combo_box.item label="Sit on object" name="Sitonobject"/>
- <combo_box.item label="Buy object" name="Buyobject"/>
- <combo_box.item label="Pay object" name="Payobject"/>
- <combo_box.item label="Open" name="Open"/>
- <combo_box.item label="Zoom" name="Zoom"/>
+ <combo_box.item label="觸碰(預設)" name="Touch/grab(default)"/>
+ <combo_box.item label="坐在物件上" name="Sitonobject"/>
+ <combo_box.item label="購買物件" name="Buyobject"/>
+ <combo_box.item label="支付物件" name="Payobject"/>
+ <combo_box.item label="開啟" name="Open"/>
+ <combo_box.item label="縮放" name="Zoom"/>
</combo_box>
<check_box label="出售:" name="checkbox for sale"/>
<combo_box name="sale type">
@@ -202,7 +202,7 @@
<combo_box.item label="原件" name="Original"/>
</combo_box>
<spinner label="價格: L$" name="Edit Cost"/>
- <check_box label="顯示在搜尋中" name="search_check" tool_tip="Let people see this object in search results"/>
+ <check_box label="顯示在搜尋中" name="search_check" tool_tip="讓其他人可以在搜尋結果中看到這物件"/>
<panel name="perms_build">
<text name="perm_modify">
你可以修改這個物件
@@ -238,13 +238,13 @@
</text>
</panel>
</panel>
- <panel label="Object" name="Object">
- <check_box label="鎖定" name="checkbox locked" tool_tip="Prevents object from being moved or deleted. Frequently useful during building to avoid unintended edits."/>
- <check_box label="物理性" name="Physical Checkbox Ctrl" tool_tip="Allows object to be pushed and affected by gravity"/>
- <check_box label="暫時性" name="Temporary Checkbox Ctrl" tool_tip="Causes object to be deleted 1 minute after creation"/>
- <check_box label="幻影性" name="Phantom Checkbox Ctrl" tool_tip="Causes object to not collide with other objects or avatars"/>
+ <panel label="物件" name="Object">
+ <check_box label="鎖定" name="checkbox locked" tool_tip="預防物件被移動或刪除,最常使用的狀況是在建造過程中避免被意外的編輯。"/>
+ <check_box label="物理性" name="Physical Checkbox Ctrl" tool_tip="允許物件被推撞與受重力影響"/>
+ <check_box label="暫時性" name="Temporary Checkbox Ctrl" tool_tip="使物件在建造後的一分鐘自動刪除"/>
+ <check_box label="幻影性" name="Phantom Checkbox Ctrl" tool_tip="使物件不會與其他物件或化身產生碰撞"/>
<text name="label position">
- Position (meters)
+ 位置(公尺)
</text>
<spinner label="X" name="Pos X"/>
<spinner label="Y" name="Pos Y"/>
@@ -256,7 +256,7 @@
<spinner label="Y" name="Scale Y"/>
<spinner label="Z" name="Scale Z"/>
<text name="label rotation">
- Rotation (degrees)
+ 旋轉(角度)
</text>
<spinner label="X" name="Rot X"/>
<spinner label="Y" name="Rot Y"/>
@@ -273,12 +273,12 @@
</combo_box>
<combo_box name="material">
<combo_box.item label="Stone" name="Stone"/>
- <combo_box.item label="Metal" name="Metal"/>
- <combo_box.item label="Glass" name="Glass"/>
- <combo_box.item label="Wood" name="Wood"/>
- <combo_box.item label="Flesh" name="Flesh"/>
- <combo_box.item label="Plastic" name="Plastic"/>
- <combo_box.item label="Rubber" name="Rubber"/>
+ <combo_box.item label="金屬" name="Metal"/>
+ <combo_box.item label="玻璃" name="Glass"/>
+ <combo_box.item label="木頭" name="Wood"/>
+ <combo_box.item label="肌肉" name="Flesh"/>
+ <combo_box.item label="塑膠" name="Plastic"/>
+ <combo_box.item label="橡膠" name="Rubber"/>
</combo_box>
<text name="text cut">
Path Cut (begin/end)
@@ -286,13 +286,13 @@
<spinner label="B" name="cut begin"/>
<spinner label="E" name="cut end"/>
<text name="text hollow">
- Hollow
+ 中空
</text>
<text name="text skew">
Skew
</text>
<text name="Hollow Shape">
- Hollow Shape
+ 中空形狀
</text>
<combo_box name="hole">
<combo_box.item label="預設" name="Default"/>
@@ -354,12 +354,12 @@
<combo_box.item label="Cylinder" name="Cylinder"/>
</combo_box>
</panel>
- <panel label="Features" name="Features">
+ <panel label="特性" name="Features">
<text name="select_single">
Select only one primitive to edit features.
</text>
<text name="edit_object">
- Edit object features:
+ 編輯物件特性:
</text>
<check_box label="Flexible Path" name="Flexible1D Checkbox Ctrl" tool_tip="Allows object to flex about the Z axis (Client-side only)"/>
<spinner label="Softness" name="FlexNumSections"/>
@@ -371,7 +371,7 @@
<spinner label="Force Y" name="FlexForceY"/>
<spinner label="Force Z" name="FlexForceZ"/>
<check_box label="Light" name="Light Checkbox Ctrl" tool_tip="Causes object to emit light"/>
- <color_swatch name="colorswatch" tool_tip="Click to open color picker"/>
+ <color_swatch name="colorswatch" tool_tip="點擊以開啟顏色挑選器"/>
<texture_picker label="" name="light texture control" tool_tip="Click to choose a projection image (only has effect with deferred rendering enabled)"/>
<spinner label="Intensity" name="Light Intensity"/>
<spinner label="FOV" name="Light FOV"/>
@@ -382,38 +382,38 @@
</panel>
<panel label="材質" name="Texture">
<panel.string name="string repeats per meter">
- Repeats Per Meter
+ 每公尺重覆次數
</panel.string>
<panel.string name="string repeats per face">
- Repeats Per Face
+ 每一面重覆次數
</panel.string>
<texture_picker label="材質" name="texture control" tool_tip="點擊以挑選圖片"/>
- <color_swatch label="Color" name="colorswatch" tool_tip="Click to open color picker"/>
+ <color_swatch label="顏色" name="colorswatch" tool_tip="點擊以開啟顏色挑選器"/>
<text name="color trans">
- Transparency %
+ 透明度 %
</text>
<text name="glow label">
- Glow
+ 光暈
</text>
- <check_box label="Full Bright" name="checkbox fullbright"/>
+ <check_box label="全亮" name="checkbox fullbright"/>
<text name="tex gen">
- Mapping
+ 映射方式
</text>
<combo_box name="combobox texgen">
<combo_box.item label="預設" name="Default"/>
- <combo_box.item label="Planar" name="Planar"/>
+ <combo_box.item label="平面" name="Planar"/>
</combo_box>
<text name="label shininess">
- Shininess
+ 光澤
</text>
<combo_box name="combobox shininess">
<combo_box.item label="無" name="None"/>
- <combo_box.item label="Low" name="Low"/>
- <combo_box.item label="Medium" name="Medium"/>
- <combo_box.item label="High" name="High"/>
+ <combo_box.item label="低" name="Low"/>
+ <combo_box.item label="中" name="Medium"/>
+ <combo_box.item label="高" name="High"/>
</combo_box>
<text name="label bumpiness">
- Bumpiness
+ 凹凸貼圖
</text>
<combo_box name="combobox bumpiness">
<combo_box.item label="無" name="None"/>
@@ -435,65 +435,65 @@
<combo_box.item label="suction" name="suction"/>
<combo_box.item label="weave" name="weave"/>
</combo_box>
- <check_box initial_value="false" label="Align planar faces" name="checkbox planar align" tool_tip="Align textures on all selected faces with the last selected face. Requires Planar texture mapping."/>
+ <check_box initial_value="false" label="對齊平面" name="checkbox planar align" tool_tip="以最後所選擇的面為基準,對齊全部所選擇的面上的材質。這必須使用平面材質映射方式。"/>
<text name="rpt">
- Repeats / Face
- </text>
- <spinner label="Horizontal (U)" name="TexScaleU"/>
- <check_box label="Flip" name="checkbox flip s"/>
- <spinner label="Vertical (V)" name="TexScaleV"/>
- <check_box label="Flip" name="checkbox flip t"/>
- <spinner label="Rotation˚" name="TexRot"/>
- <spinner label="Repeats / Meter" name="rptctrl"/>
+ 重覆次數 / 面
+ </text>
+ <spinner label="水平(U)" name="TexScaleU"/>
+ <check_box label="翻轉" name="checkbox flip s"/>
+ <spinner label="垂直(V)" name="TexScaleV"/>
+ <check_box label="翻轉" name="checkbox flip t"/>
+ <spinner label="旋轉˚" name="TexRot"/>
+ <spinner label="重覆次數 / 公尺" name="rptctrl"/>
<button label="套用" label_selected="套用" name="button apply"/>
<text name="tex offset">
材質位移
</text>
- <spinner label="Horizontal (U)" name="TexOffsetU"/>
- <spinner label="Vertical (V)" name="TexOffsetV"/>
+ <spinner label="水平(U)" name="TexOffsetU"/>
+ <spinner label="垂直(V)" name="TexOffsetV"/>
<panel name="Add_Media">
<text name="media_tex">
- Media
+ 媒體
</text>
- <button name="add_media" tool_tip="Add Media"/>
+ <button name="add_media" tool_tip="添加媒體"/>
<button name="delete_media" tool_tip="刪除這個媒體材質"/>
- <button name="edit_media" tool_tip="Edit this Media"/>
- <button label="Align" label_selected="Align Media" name="button align" tool_tip="Align media texture (must load first)"/>
+ <button name="edit_media" tool_tip="編輯這個媒體"/>
+ <button label="對齊" label_selected="對齊媒體" name="button align" tool_tip="對齊媒體材質(須先載入)"/>
</panel>
</panel>
- <panel label="Content" name="Contents">
- <button label="New Script" label_selected="New Script" name="button new script"/>
- <button label="Permissions" name="button permissions"/>
+ <panel label="內容" name="Contents">
+ <button label="新腳本" label_selected="新腳本" name="button new script"/>
+ <button label="權限" name="button permissions"/>
</panel>
</tab_container>
<panel name="land info panel">
<text name="label_parcel_info">
- Parcel Information
+ 地段資訊
</text>
<text name="label_area_price">
- Price: L$[PRICE] for [AREA] m²
+ 價格: L$[PRICE] 購買 [AREA] m²
</text>
<text name="label_area">
面積: [AREA] m²
</text>
<button label="關於土地" label_selected="關於土地" name="button about land"/>
- <check_box label="顯示擁有主" name="checkbox show owners" tool_tip="Colorize the parcels according to the type of owner:
+ <check_box label="顯示擁有者" name="checkbox show owners" tool_tip="Colorize the parcels according to the type of owner:
-Green = Your land
-Aqua = Your group&apos;s land
-Red = Owned by others
-Yellow = For sale
-Purple = For auction
-Grey = Public"/>
+綠色 = 你的土地
+水藍 = 你社團的土地
+紅色 = 其他人所有
+黃色 = 出售
+紫色 = 拍賣
+灰色 = 公有地"/>
<text name="label_parcel_modify">
- Modify Parcel
+ 修改地段
</text>
- <button label="Subdivide" label_selected="Subdivide" name="button subdivide land"/>
- <button label="Join" label_selected="Join" name="button join land"/>
+ <button label="分割" label_selected="分割" name="button subdivide land"/>
+ <button label="合併" label_selected="合併" name="button join land"/>
<text name="label_parcel_trans">
- Land Transactions
+ 土地交易
</text>
<button label="購買土地" label_selected="購買土地" name="button buy land"/>
- <button label="Abandon Land" label_selected="Abandon Land" name="button abandon land"/>
+ <button label="放棄土地" label_selected="放棄土地" name="button abandon land"/>
</panel>
</floater>
diff --git a/indra/newview/skins/default/xui/zh/floater_top_objects.xml b/indra/newview/skins/default/xui/zh/floater_top_objects.xml
index c1ad927bbb..074a4a1881 100644
--- a/indra/newview/skins/default/xui/zh/floater_top_objects.xml
+++ b/indra/newview/skins/default/xui/zh/floater_top_objects.xml
@@ -19,7 +19,7 @@
Top [COUNT] objects experiencing many potential collisions
</floater.string>
<floater.string name="colliders_score_label">
- Score
+ 積分
</floater.string>
<floater.string name="none_descriptor">
None found.
@@ -28,7 +28,7 @@
載入中...
</text>
<scroll_list name="objects_list">
- <scroll_list.columns label="Score" name="score"/>
+ <scroll_list.columns label="積分" name="score"/>
<scroll_list.columns label="名稱" name="name"/>
<scroll_list.columns label="擁有者" name="owner"/>
<scroll_list.columns label="位置" name="location"/>
@@ -37,19 +37,19 @@
<scroll_list.columns label="URLs" name="URLs"/>
</scroll_list>
<text name="id_text">
- Object ID:
+ 物件 ID:
</text>
<button label="Show Beacon" name="show_beacon_btn"/>
<text name="obj_name_text">
物件名稱:
</text>
- <button label="Filter" name="filter_object_btn"/>
+ <button label="過濾器" name="filter_object_btn"/>
<text name="owner_name_text">
擁有者:
</text>
- <button label="Filter" name="filter_owner_btn"/>
- <button label="Return Selected" name="return_selected_btn"/>
+ <button label="過濾器" name="filter_owner_btn"/>
+ <button label="退回所選擇的" name="return_selected_btn"/>
<button label="全部退回" name="return_all_btn"/>
- <button label="Disable Selected" name="disable_selected_btn"/>
- <button label="Disable All" name="disable_all_btn"/>
+ <button label="關閉所選擇的" name="disable_selected_btn"/>
+ <button label="全部關閉" name="disable_all_btn"/>
</floater>
diff --git a/indra/newview/skins/default/xui/zh/floater_url_entry.xml b/indra/newview/skins/default/xui/zh/floater_url_entry.xml
index 04945ac83b..65f6a9cb95 100644
--- a/indra/newview/skins/default/xui/zh/floater_url_entry.xml
+++ b/indra/newview/skins/default/xui/zh/floater_url_entry.xml
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<floater name="url_entry">
<text name="media_label">
- Media URL:
+ 媒體 URL:
</text>
<button label="" name="ok_btn"/>
<button label="取消" name="cancel_btn"/>
diff --git a/indra/newview/skins/default/xui/zh/floater_voice_effect.xml b/indra/newview/skins/default/xui/zh/floater_voice_effect.xml
index e45c7c59ac..36efe20b65 100644
--- a/indra/newview/skins/default/xui/zh/floater_voice_effect.xml
+++ b/indra/newview/skins/default/xui/zh/floater_voice_effect.xml
@@ -19,7 +19,7 @@
Record a sample, then click on a voice to hear how it will sound.
</text>
<button label="Record" name="record_btn" tool_tip="Record a sample of your voice."/>
- <button label="Stop" name="record_stop_btn"/>
+ <button label="停止" name="record_stop_btn"/>
<text name="voice_morphing_link">
[[URL] Subscribe Now]
</text>
diff --git a/indra/newview/skins/default/xui/zh/floater_water.xml b/indra/newview/skins/default/xui/zh/floater_water.xml
index fba0415967..5fb57272af 100644
--- a/indra/newview/skins/default/xui/zh/floater_water.xml
+++ b/indra/newview/skins/default/xui/zh/floater_water.xml
@@ -14,7 +14,7 @@
<text name="BHText">
Water Fog Color
</text>
- <color_swatch name="WaterFogColor" tool_tip="Click to open color picker"/>
+ <color_swatch name="WaterFogColor" tool_tip="點擊以開啟顏色挑選器"/>
<text name="WaterFogDensText">
Fog Density Exponent
</text>
diff --git a/indra/newview/skins/default/xui/zh/floater_web_content.xml b/indra/newview/skins/default/xui/zh/floater_web_content.xml
index 2670e223d3..a756498b81 100644
--- a/indra/newview/skins/default/xui/zh/floater_web_content.xml
+++ b/indra/newview/skins/default/xui/zh/floater_web_content.xml
@@ -4,9 +4,9 @@
<layout_panel name="nav_controls">
<button name="back" tool_tip="Navigate back"/>
<button name="forward" tool_tip="Navigate forward"/>
- <button name="stop" tool_tip="Stop navigation"/>
+ <button name="stop" tool_tip="停止導覽"/>
<button name="reload" tool_tip="重載頁面"/>
- <combo_box name="address" tool_tip="Enter URL here"/>
+ <combo_box name="address" tool_tip="在此輸入 URL 位置"/>
<icon name="media_secure_lock_flag" tool_tip="Secured Browsing"/>
<button name="popexternal" tool_tip="Open current URL in your desktop browser"/>
</layout_panel>
diff --git a/indra/newview/skins/default/xui/zh/floater_window_size.xml b/indra/newview/skins/default/xui/zh/floater_window_size.xml
index e47238482f..54b72afccc 100644
--- a/indra/newview/skins/default/xui/zh/floater_window_size.xml
+++ b/indra/newview/skins/default/xui/zh/floater_window_size.xml
@@ -6,7 +6,7 @@
<text name="windowsize_text">
設定視窗尺寸大小:
</text>
- <combo_box name="window_size_combo" tool_tip="width x height">
+ <combo_box name="window_size_combo" tool_tip="寬度 x 高度">
<combo_box.item label="1000 x 700 (預設)" name="item0"/>
<combo_box.item label="1024 x 768" name="item1"/>
<combo_box.item label="1280 x 720 (720p)" name="item2"/>
diff --git a/indra/newview/skins/default/xui/zh/floater_world_map.xml b/indra/newview/skins/default/xui/zh/floater_world_map.xml
index 47038e3b3d..552bb02582 100644
--- a/indra/newview/skins/default/xui/zh/floater_world_map.xml
+++ b/indra/newview/skins/default/xui/zh/floater_world_map.xml
@@ -11,7 +11,7 @@
Me
</text>
<text name="person_label">
- Person
+ 人
</text>
<text name="infohub_label">
Infohub
@@ -40,7 +40,7 @@
Moderate
</text>
<text name="events_adult_label">
- Adult
+ 成人
</text>
</panel>
<panel name="layout_panel_3">
diff --git a/indra/newview/skins/default/xui/zh/inspect_group.xml b/indra/newview/skins/default/xui/zh/inspect_group.xml
index 01649496bc..3583976646 100644
--- a/indra/newview/skins/default/xui/zh/inspect_group.xml
+++ b/indra/newview/skins/default/xui/zh/inspect_group.xml
@@ -8,7 +8,7 @@
私人社團
</string>
<string name="FreeToJoin">
- Free to join
+ 免費加入
</string>
<string name="CostToJoin">
L$[AMOUNT] to join
@@ -26,7 +26,7 @@ Fear the moose! Fear it! And the mongoose too!
<text name="group_cost">
L$123 to join
</text>
- <button label="Join" name="join_btn"/>
- <button label="Leave" name="leave_btn"/>
+ <button label="加入" name="join_btn"/>
+ <button label="退出" name="leave_btn"/>
<button label="察看檔案" name="view_profile_btn"/>
</floater>
diff --git a/indra/newview/skins/default/xui/zh/inspect_object.xml b/indra/newview/skins/default/xui/zh/inspect_object.xml
index f1fe037087..58091b3aef 100644
--- a/indra/newview/skins/default/xui/zh/inspect_object.xml
+++ b/indra/newview/skins/default/xui/zh/inspect_object.xml
@@ -35,7 +35,7 @@ owner secondlife:///app/agent/0e346d8b-4433-4d66-a6b0-fd37083abc4c/about
http://www.superdupertest.com
</text>
<button label="購買" name="buy_btn"/>
- <button label="Pay" name="pay_btn"/>
+ <button label="支付" name="pay_btn"/>
<button label="取得副本" name="take_free_copy_btn"/>
<button label="Touch" name="touch_btn"/>
<button label="Sit" name="sit_btn"/>
diff --git a/indra/newview/skins/default/xui/zh/menu_attachment_other.xml b/indra/newview/skins/default/xui/zh/menu_attachment_other.xml
index cba82e7dce..a04d59bc81 100644
--- a/indra/newview/skins/default/xui/zh/menu_attachment_other.xml
+++ b/indra/newview/skins/default/xui/zh/menu_attachment_other.xml
@@ -12,6 +12,6 @@
<menu_item_call label="踢出" name="Eject..."/>
<menu_item_call label="材質除錯" name="Debug..."/>
<menu_item_call label="Zoom In" name="Zoom In"/>
- <menu_item_call label="Pay" name="Pay..."/>
+ <menu_item_call label="支付" name="Pay..."/>
<menu_item_call label="物件檔案" name="Object Inspect"/>
</context_menu>
diff --git a/indra/newview/skins/default/xui/zh/menu_avatar_icon.xml b/indra/newview/skins/default/xui/zh/menu_avatar_icon.xml
index 1da583b3d0..ef0986a13b 100644
--- a/indra/newview/skins/default/xui/zh/menu_avatar_icon.xml
+++ b/indra/newview/skins/default/xui/zh/menu_avatar_icon.xml
@@ -3,5 +3,5 @@
<menu_item_call label="察看檔案" name="Show Profile"/>
<menu_item_call label="送出 IM..." name="Send IM"/>
<menu_item_call label="加為朋友..." name="Add Friend"/>
- <menu_item_call label="Remove Friend..." name="Remove Friend"/>
+ <menu_item_call label="移除朋友..." name="Remove Friend"/>
</menu>
diff --git a/indra/newview/skins/default/xui/zh/menu_avatar_other.xml b/indra/newview/skins/default/xui/zh/menu_avatar_other.xml
index 283367708b..acf98dfdfa 100644
--- a/indra/newview/skins/default/xui/zh/menu_avatar_other.xml
+++ b/indra/newview/skins/default/xui/zh/menu_avatar_other.xml
@@ -12,5 +12,5 @@
<menu_item_call label="踢出" name="Eject..."/>
<menu_item_call label="材質除錯" name="Debug..."/>
<menu_item_call label="Zoom In" name="Zoom In"/>
- <menu_item_call label="Pay" name="Pay..."/>
+ <menu_item_call label="支付" name="Pay..."/>
</context_menu>
diff --git a/indra/newview/skins/default/xui/zh/menu_gesture_gear.xml b/indra/newview/skins/default/xui/zh/menu_gesture_gear.xml
index 8e30a15562..e053eb2388 100644
--- a/indra/newview/skins/default/xui/zh/menu_gesture_gear.xml
+++ b/indra/newview/skins/default/xui/zh/menu_gesture_gear.xml
@@ -3,7 +3,7 @@
<menu_item_call label="Add/Remove from Favorites" name="activate"/>
<menu_item_call label="覆製" name="copy_gesture"/>
<menu_item_call label="貼上" name="paste"/>
- <menu_item_call label="Copy UUID" name="copy_uuid"/>
+ <menu_item_call label="覆製 UUID" name="copy_uuid"/>
<menu_item_call label="儲存到目前裝扮" name="save_to_outfit"/>
<menu_item_call label="編輯" name="edit_gesture"/>
</toggleable_menu>
diff --git a/indra/newview/skins/default/xui/zh/menu_inspect_avatar_gear.xml b/indra/newview/skins/default/xui/zh/menu_inspect_avatar_gear.xml
index bae7cf3f05..0f14057c07 100644
--- a/indra/newview/skins/default/xui/zh/menu_inspect_avatar_gear.xml
+++ b/indra/newview/skins/default/xui/zh/menu_inspect_avatar_gear.xml
@@ -16,6 +16,6 @@
<menu_item_call label="材質除錯" name="debug"/>
<menu_item_call label="Find On Map" name="find_on_map"/>
<menu_item_call label="Zoom In" name="zoom_in"/>
- <menu_item_call label="Pay" name="pay"/>
+ <menu_item_call label="支付" name="pay"/>
<menu_item_call label="分享" name="share"/>
</toggleable_menu>
diff --git a/indra/newview/skins/default/xui/zh/menu_inspect_object_gear.xml b/indra/newview/skins/default/xui/zh/menu_inspect_object_gear.xml
index dab95fcadc..94ab82b8a9 100644
--- a/indra/newview/skins/default/xui/zh/menu_inspect_object_gear.xml
+++ b/indra/newview/skins/default/xui/zh/menu_inspect_object_gear.xml
@@ -1,18 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<toggleable_menu name="Gear Menu">
- <menu_item_call label="Touch" name="touch"/>
- <menu_item_call label="Sit" name="sit"/>
+ <menu_item_call label="觸碰" name="touch"/>
+ <menu_item_call label="坐下" name="sit"/>
<menu_item_call label="Pay" name="pay"/>
<menu_item_call label="購買" name="buy"/>
- <menu_item_call label="Take" name="take"/>
+ <menu_item_call label="取得" name="take"/>
<menu_item_call label="取得副本" name="take_copy"/>
- <menu_item_call label="Open" name="open"/>
+ <menu_item_call label="開啟" name="open"/>
<menu_item_call label="編輯" name="edit"/>
- <menu_item_call label="Wear" name="wear"/>
- <menu_item_call label="Add" name="add"/>
+ <menu_item_call label="穿上" name="wear"/>
+ <menu_item_call label="添加" name="add"/>
<menu_item_call label="回報" name="report"/>
<menu_item_call label="Block" name="block"/>
<menu_item_call label="Zoom In" name="zoom_in"/>
- <menu_item_call label="Remove" name="remove"/>
+ <menu_item_call label="移除" name="remove"/>
<menu_item_call label="更多資訊" name="more_info"/>
</toggleable_menu>
diff --git a/indra/newview/skins/default/xui/zh/menu_inventory.xml b/indra/newview/skins/default/xui/zh/menu_inventory.xml
index fd8f73e4ea..a93e8be149 100644
--- a/indra/newview/skins/default/xui/zh/menu_inventory.xml
+++ b/indra/newview/skins/default/xui/zh/menu_inventory.xml
@@ -28,17 +28,17 @@
<menu_item_call label="New Physics" name="New Physics"/>
</menu>
<menu label="新身體部位" name="New Body Parts">
- <menu_item_call label="New Shape" name="New Shape"/>
- <menu_item_call label="New Skin" name="New Skin"/>
- <menu_item_call label="New Hair" name="New Hair"/>
- <menu_item_call label="New Eyes" name="New Eyes"/>
+ <menu_item_call label="新體形" name="New Shape"/>
+ <menu_item_call label="新皮膚" name="New Skin"/>
+ <menu_item_call label="新頭髮" name="New Hair"/>
+ <menu_item_call label="新眼睛" name="New Eyes"/>
</menu>
- <menu label="Change Type" name="Change Type">
+ <menu label="變更類型" name="Change Type">
<menu_item_call label="預設" name="Default"/>
<menu_item_call label="手套" name="Gloves"/>
<menu_item_call label="夾克" name="Jacket"/>
<menu_item_call label="褲子" name="Pants"/>
- <menu_item_call label="Shape" name="Shape"/>
+ <menu_item_call label="體形" name="Shape"/>
<menu_item_call label="鞋子" name="Shoes"/>
<menu_item_call label="襯衫" name="Shirt"/>
<menu_item_call label="裙子" name="Skirt"/>
@@ -46,19 +46,19 @@
<menu_item_call label="內衣" name="Undershirt"/>
</menu>
<menu_item_call label="瞬間傳送" name="Landmark Open"/>
- <menu_item_call label="Open" name="Animation Open"/>
- <menu_item_call label="Open" name="Sound Open"/>
+ <menu_item_call label="開啟" name="Animation Open"/>
+ <menu_item_call label="開啟" name="Sound Open"/>
<menu_item_call label="取代目前的裝扮" name="Replace Outfit"/>
<menu_item_call label="添加到目前裝扮" name="Add To Outfit"/>
<menu_item_call label="由目前的裝扮移除" name="Remove From Outfit"/>
<menu_item_call label="Find Original" name="Find Original"/>
<menu_item_call label="Purge Item" name="Purge Item"/>
<menu_item_call label="Restore Item" name="Restore Item"/>
- <menu_item_call label="Open" name="Open"/>
+ <menu_item_call label="開啟" name="Open"/>
<menu_item_call label="Open Original" name="Open Original"/>
<menu_item_call label="Properties" name="Properties"/>
<menu_item_call label="更名" name="Rename"/>
- <menu_item_call label="Copy Asset UUID" name="Copy Asset UUID"/>
+ <menu_item_call label="覆製資產 UUID" name="Copy Asset UUID"/>
<menu_item_call label="覆製" name="Copy"/>
<menu_item_call label="貼上" name="Paste"/>
<menu_item_call label="Paste As Link" name="Paste As Link"/>
@@ -66,11 +66,11 @@
<menu_item_call label="刪除" name="Delete"/>
<menu_item_call label="刪除系統資料夾" name="Delete System Folder"/>
<menu_item_call label="Start Conference Chat" name="Conference Chat Folder"/>
- <menu_item_call label="Play" name="Sound Play"/>
+ <menu_item_call label="播放" name="Sound Play"/>
<menu_item_call label="添加地標" name="About Landmark"/>
<menu_item_call label="Play Inworld" name="Animation Play"/>
<menu_item_call label="Play Locally" name="Animation Audition"/>
- <menu_item_call label="Send Instant Message" name="Send Instant Message"/>
+ <menu_item_call label="送出即時訊息" name="Send Instant Message"/>
<menu_item_call label="Offer Teleport..." name="Offer Teleport..."/>
<menu_item_call label="Start Conference Chat" name="Conference Chat"/>
<menu_item_call label="Activate" name="Activate"/>
diff --git a/indra/newview/skins/default/xui/zh/menu_inventory_gear_default.xml b/indra/newview/skins/default/xui/zh/menu_inventory_gear_default.xml
index 8c938222e7..f51b27d9ce 100644
--- a/indra/newview/skins/default/xui/zh/menu_inventory_gear_default.xml
+++ b/indra/newview/skins/default/xui/zh/menu_inventory_gear_default.xml
@@ -3,12 +3,12 @@
<menu_item_call label="新收納區視窗" name="new_window"/>
<menu_item_check label="依名稱排序" name="sort_by_name"/>
<menu_item_check label="依最近排序" name="sort_by_recent"/>
- <menu_item_check label="Sort Folders Always by Name" name="sort_folders_by_name"/>
- <menu_item_check label="Sort System Folders to Top" name="sort_system_folders_to_top"/>
- <menu_item_call label="Show Filters" name="show_filters"/>
+ <menu_item_check label="總是由名稱排序資料夾" name="sort_folders_by_name"/>
+ <menu_item_check label="系統資料夾排序到最上方" name="sort_system_folders_to_top"/>
+ <menu_item_call label="顯示過濾器" name="show_filters"/>
<menu_item_call label="Reset Filters" name="reset_filters"/>
<menu_item_call label="關閉全部資料夾" name="close_folders"/>
- <menu_item_call label="Empty Lost and Found" name="empty_lostnfound"/>
+ <menu_item_call label="清空 Lost and Found" name="empty_lostnfound"/>
<menu_item_call label="儲存材質為" name="Save Texture As"/>
<menu_item_call label="分享" name="Share"/>
<menu_item_call label="Find Original" name="Find Original"/>
diff --git a/indra/newview/skins/default/xui/zh/menu_landmark.xml b/indra/newview/skins/default/xui/zh/menu_landmark.xml
index 5f7657db79..7372b223cf 100644
--- a/indra/newview/skins/default/xui/zh/menu_landmark.xml
+++ b/indra/newview/skins/default/xui/zh/menu_landmark.xml
@@ -2,6 +2,6 @@
<toggleable_menu name="landmark_overflow_menu">
<menu_item_call label="覆製 SLurl" name="copy"/>
<menu_item_call label="刪除" name="delete"/>
- <menu_item_call label="Create Pick" name="pick"/>
+ <menu_item_call label="建立精選地點" name="pick"/>
<menu_item_call label="添加到最愛列" name="add_to_favbar"/>
</toggleable_menu>
diff --git a/indra/newview/skins/default/xui/zh/menu_login.xml b/indra/newview/skins/default/xui/zh/menu_login.xml
index 27a0baf560..d6bf34c66e 100644
--- a/indra/newview/skins/default/xui/zh/menu_login.xml
+++ b/indra/newview/skins/default/xui/zh/menu_login.xml
@@ -11,15 +11,15 @@
<menu_item_check label="顯示除錯選單" name="Show Debug Menu"/>
<menu label="除錯" name="Debug">
<menu_item_call label="顯示除錯設定" name="Debug Settings"/>
- <menu_item_call label="UI/Color Settings" name="UI/Color Settings"/>
- <menu_item_call label="XUI Preview Tool" name="UI Preview Tool"/>
+ <menu_item_call label="UI / 顏色 設定" name="UI/Color Settings"/>
+ <menu_item_call label="XUI 預覽工具" name="UI Preview Tool"/>
<menu label="UI 測試" name="UI Tests"/>
<menu_item_call label="設定視窗尺寸大小..." name="Set Window Size..."/>
<menu_item_call label="顯示 TOS" name="TOS"/>
- <menu_item_call label="Show Critical Message" name="Critical"/>
- <menu_item_call label="Media Browser Test" name="Web Browser Test"/>
- <menu_item_call label="Web Content Floater Test" name="Web Content Floater Test"/>
- <menu_item_check label="Show Grid Picker" name="Show Grid Picker"/>
- <menu_item_call label="Show Notifications Console" name="Show Notifications Console"/>
+ <menu_item_call label="顯示嚴重訊息" name="Critical"/>
+ <menu_item_call label="媒體瀏覽器測試" name="Web Browser Test"/>
+ <menu_item_call label="網頁內容浮動視窗測試" name="Web Content Floater Test"/>
+ <menu_item_check label="顯示網格挑選器" name="Show Grid Picker"/>
+ <menu_item_call label="顯示通知控制台" name="Show Notifications Console"/>
</menu>
</menu_bar>
diff --git a/indra/newview/skins/default/xui/zh/menu_outfit_gear.xml b/indra/newview/skins/default/xui/zh/menu_outfit_gear.xml
index 169dbf2187..cf47020bd9 100644
--- a/indra/newview/skins/default/xui/zh/menu_outfit_gear.xml
+++ b/indra/newview/skins/default/xui/zh/menu_outfit_gear.xml
@@ -18,10 +18,10 @@
<menu_item_call label="新刺青" name="New Tattoo"/>
</menu>
<menu label="新身體部位" name="New Body Parts">
- <menu_item_call label="New Shape" name="New Shape"/>
- <menu_item_call label="New Skin" name="New Skin"/>
- <menu_item_call label="New Hair" name="New Hair"/>
- <menu_item_call label="New Eyes" name="New Eyes"/>
+ <menu_item_call label="新體形" name="New Shape"/>
+ <menu_item_call label="新皮膚" name="New Skin"/>
+ <menu_item_call label="新頭髮" name="New Hair"/>
+ <menu_item_call label="新眼睛" name="New Eyes"/>
</menu>
<menu_item_call label="裝扮更名" name="rename"/>
<menu_item_call label="刪除裝扮" name="delete_outfit"/>
diff --git a/indra/newview/skins/default/xui/zh/menu_participant_list.xml b/indra/newview/skins/default/xui/zh/menu_participant_list.xml
index 7b6f6f954e..3737e3d041 100644
--- a/indra/newview/skins/default/xui/zh/menu_participant_list.xml
+++ b/indra/newview/skins/default/xui/zh/menu_participant_list.xml
@@ -7,7 +7,7 @@
<menu_item_call label="IM" name="IM"/>
<menu_item_call label="通話" name="Call"/>
<menu_item_call label="分享" name="Share"/>
- <menu_item_call label="Pay" name="Pay"/>
+ <menu_item_call label="支付" name="Pay"/>
<menu_item_check label="View People Icons" name="View Icons"/>
<menu_item_check label="Block Voice" name="Block/Unblock"/>
<menu_item_check label="Block Text" name="MuteText"/>
diff --git a/indra/newview/skins/default/xui/zh/menu_people_groups_view_sort.xml b/indra/newview/skins/default/xui/zh/menu_people_groups_view_sort.xml
index 06247ab249..cf36507d74 100644
--- a/indra/newview/skins/default/xui/zh/menu_people_groups_view_sort.xml
+++ b/indra/newview/skins/default/xui/zh/menu_people_groups_view_sort.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<toggleable_menu name="menu_group_plus">
- <menu_item_check label="Display Group Icons" name="Display Group Icons"/>
+ <menu_item_check label="顯示社團圖示" name="Display Group Icons"/>
<menu_item_call label="脫離所選擇的社團" name="Leave Selected Group"/>
</toggleable_menu>
diff --git a/indra/newview/skins/default/xui/zh/menu_people_nearby.xml b/indra/newview/skins/default/xui/zh/menu_people_nearby.xml
index 73b754e059..49fa775424 100644
--- a/indra/newview/skins/default/xui/zh/menu_people_nearby.xml
+++ b/indra/newview/skins/default/xui/zh/menu_people_nearby.xml
@@ -7,7 +7,7 @@
<menu_item_call label="通話" name="Call"/>
<menu_item_call label="地圖" name="Map"/>
<menu_item_call label="分享" name="Share"/>
- <menu_item_call label="Pay" name="Pay"/>
+ <menu_item_call label="支付" name="Pay"/>
<menu_item_check label="Block/Unblock" name="Block/Unblock"/>
<menu_item_call label="Offer Teleport" name="teleport"/>
</context_menu>
diff --git a/indra/newview/skins/default/xui/zh/menu_people_nearby_multiselect.xml b/indra/newview/skins/default/xui/zh/menu_people_nearby_multiselect.xml
index 4ffbcaff83..c7aff48df4 100644
--- a/indra/newview/skins/default/xui/zh/menu_people_nearby_multiselect.xml
+++ b/indra/newview/skins/default/xui/zh/menu_people_nearby_multiselect.xml
@@ -5,6 +5,6 @@
<menu_item_call label="IM" name="IM"/>
<menu_item_call label="通話" name="Call"/>
<menu_item_call label="分享" name="Share"/>
- <menu_item_call label="Pay" name="Pay"/>
+ <menu_item_call label="支付" name="Pay"/>
<menu_item_call label="Offer Teleport" name="teleport"/>
</context_menu>
diff --git a/indra/newview/skins/default/xui/zh/menu_picks_plus.xml b/indra/newview/skins/default/xui/zh/menu_picks_plus.xml
index 9e55c633f9..e962bd90d5 100644
--- a/indra/newview/skins/default/xui/zh/menu_picks_plus.xml
+++ b/indra/newview/skins/default/xui/zh/menu_picks_plus.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<toggleable_menu name="picks_plus_menu">
- <menu_item_call label="New Pick" name="create_pick"/>
+ <menu_item_call label="新精選地點" name="create_pick"/>
<menu_item_call label="New Classified" name="create_classified"/>
</toggleable_menu>
diff --git a/indra/newview/skins/default/xui/zh/menu_place.xml b/indra/newview/skins/default/xui/zh/menu_place.xml
index 6ffdf329df..3733baf119 100644
--- a/indra/newview/skins/default/xui/zh/menu_place.xml
+++ b/indra/newview/skins/default/xui/zh/menu_place.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<toggleable_menu name="place_overflow_menu">
<menu_item_call label="製作一個地標" name="landmark"/>
- <menu_item_call label="Create Pick" name="pick"/>
+ <menu_item_call label="建立精選地點" name="pick"/>
</toggleable_menu>
diff --git a/indra/newview/skins/default/xui/zh/menu_places_gear_folder.xml b/indra/newview/skins/default/xui/zh/menu_places_gear_folder.xml
index 7f1d091f44..7f4144d14d 100644
--- a/indra/newview/skins/default/xui/zh/menu_places_gear_folder.xml
+++ b/indra/newview/skins/default/xui/zh/menu_places_gear_folder.xml
@@ -2,7 +2,7 @@
<toggleable_menu name="menu_folder_gear">
<menu_item_call label="添加地標" name="add_landmark"/>
<menu_item_call label="添加資料夾" name="add_folder"/>
- <menu_item_call label="Restore Item" name="restore_item"/>
+ <menu_item_call label="還原物品" name="restore_item"/>
<menu_item_call label="剪下" name="cut"/>
<menu_item_call label="覆製" name="copy_folder"/>
<menu_item_call label="貼上" name="paste"/>
diff --git a/indra/newview/skins/default/xui/zh/menu_places_gear_landmark.xml b/indra/newview/skins/default/xui/zh/menu_places_gear_landmark.xml
index 8578751a28..f23d970b78 100644
--- a/indra/newview/skins/default/xui/zh/menu_places_gear_landmark.xml
+++ b/indra/newview/skins/default/xui/zh/menu_places_gear_landmark.xml
@@ -15,5 +15,5 @@
<menu_item_call label="展開全部資料夾" name="expand_all"/>
<menu_item_call label="摺疊全部資料夾" name="collapse_all"/>
<menu_item_check label="依日期排序" name="sort_by_date"/>
- <menu_item_call label="Create Pick" name="create_pick"/>
+ <menu_item_call label="建立精選地點" name="create_pick"/>
</toggleable_menu>
diff --git a/indra/newview/skins/default/xui/zh/menu_profile_overflow.xml b/indra/newview/skins/default/xui/zh/menu_profile_overflow.xml
index c06b7dc039..ca637ae54d 100644
--- a/indra/newview/skins/default/xui/zh/menu_profile_overflow.xml
+++ b/indra/newview/skins/default/xui/zh/menu_profile_overflow.xml
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<toggleable_menu name="profile_overflow_menu">
<menu_item_call label="地圖" name="show_on_map"/>
- <menu_item_call label="Pay" name="pay"/>
+ <menu_item_call label="支付" name="pay"/>
<menu_item_call label="分享" name="share"/>
<menu_item_call label="Block" name="block"/>
<menu_item_call label="Unblock" name="unblock"/>
diff --git a/indra/newview/skins/default/xui/zh/menu_viewer.xml b/indra/newview/skins/default/xui/zh/menu_viewer.xml
index e7016dc663..6d70ac4c1f 100644
--- a/indra/newview/skins/default/xui/zh/menu_viewer.xml
+++ b/indra/newview/skins/default/xui/zh/menu_viewer.xml
@@ -54,7 +54,7 @@
<menu_item_check label="地段屬性" name="Parcel Properties"/>
<menu_item_check label="進階選單" name="Show Advanced Menu"/>
</menu>
- <menu_item_call label="瞬間傳送回家" name="Teleport Home"/>
+ <menu_item_call label="瞬間瞬間傳送回家" name="Teleport Home"/>
<menu_item_call label="設定家在此處" name="Set Home to Here"/>
<menu label="太陽" name="Environment Settings">
<menu_item_call label="日出" name="Sunrise"/>
@@ -84,21 +84,21 @@
<menu_item_call label="包括上一部位" name="Include Previous Part"/>
</menu>
<menu_item_call label="聚焦於所選部位" name="Focus on Selection"/>
- <menu_item_call label="Zoom to Selection" name="Zoom to Selection"/>
+ <menu_item_call label="縮放至所選部位" name="Zoom to Selection"/>
<menu label="物件" name="Object">
<menu_item_call label="購買" name="Menu Object Buy"/>
<menu_item_call label="取得" name="Menu Object Take"/>
<menu_item_call label="取得副本" name="Take Copy"/>
<menu_item_call label="回存到我的收納區" name="Save Object Back to My Inventory"/>
- <menu_item_call label="Save Back to Object Contents" name="Save Object Back to Object Contents"/>
+ <menu_item_call label="回存到物件內容" name="Save Object Back to Object Contents"/>
<menu_item_call label="退回物件" name="Return Object back to Owner"/>
</menu>
<menu label="腳本" name="Scripts">
- <menu_item_call label="Recompile Scripts (Mono)" name="Mono"/>
- <menu_item_call label="Recompile Scripts (LSL)" name="LSL"/>
+ <menu_item_call label="重新編譯腳本(Mono)" name="Mono"/>
+ <menu_item_call label="重新編譯腳本(LSL)" name="LSL"/>
<menu_item_call label="Reset Scripts" name="Reset Scripts"/>
- <menu_item_call label="Set Scripts to Running" name="Set Scripts to Running"/>
- <menu_item_call label="Set Scripts to Not Running" name="Set Scripts to Not Running"/>
+ <menu_item_call label="設定腳本為執行中" name="Set Scripts to Running"/>
+ <menu_item_call label="設定腳本為非執行中" name="Set Scripts to Not Running"/>
</menu>
<menu label="選項" name="Options">
<menu_item_check label="顯示進階權限" name="DebugPermissions"/>
@@ -110,16 +110,16 @@
<menu_item_check label="Show Light Radius for Selection" name="Show Light Radius for Selection"/>
<menu_item_check label="Show Selection Beam" name="Show Selection Beam"/>
<menu_item_check label="貼齊格線" name="Snap to Grid"/>
- <menu_item_call label="Snap Object XY to Grid" name="Snap Object XY to Grid"/>
+ <menu_item_call label="貼齊物件 XY 軸到格線" name="Snap Object XY to Grid"/>
<menu_item_call label="Use Selection for Grid" name="Use Selection for Grid"/>
<menu_item_call label="格線選項" name="Grid Options"/>
</menu>
<menu label="上傳" name="Upload">
<menu_item_call label="圖像(L$[COST])..." name="Upload Image"/>
- <menu_item_call label="Sound (L$[COST])..." name="Upload Sound"/>
- <menu_item_call label="Animation (L$[COST])..." name="Upload Animation"/>
- <menu_item_call label="Bulk (L$[COST] per file)..." name="Bulk Upload"/>
- <menu_item_call label="Set Default Upload Permissions" name="perm prefs"/>
+ <menu_item_call label="聲音(L$[COST])..." name="Upload Sound"/>
+ <menu_item_call label="動作(L$[COST])..." name="Upload Animation"/>
+ <menu_item_call label="大量上傳(每檔案 L$[COST] )..." name="Bulk Upload"/>
+ <menu_item_call label="設定預設上傳權限" name="perm prefs"/>
</menu>
<menu_item_call label="復原" name="Undo"/>
<menu_item_call label="重做" name="Redo"/>
@@ -135,12 +135,12 @@
<menu_item_call label="Rebake Textures" name="Rebake Texture"/>
<menu_item_call label="設定使用者界面大小至預設值" name="Set UI Size to Default"/>
<menu_item_call label="設定視窗尺寸大小..." name="Set Window Size..."/>
- <menu_item_check label="Limit Select Distance" name="Limit Select Distance"/>
+ <menu_item_check label="限制選擇距離" name="Limit Select Distance"/>
<menu_item_check label="Disable Camera Constraints" name="Disable Camera Distance"/>
<menu_item_check label="高解析度快照" name="HighResSnapshot"/>
- <menu_item_check label="Quiet Snapshots to Disk" name="QuietSnapshotsToDisk"/>
- <menu_item_check label="Compress Snapshots to Disk" name="CompressSnapshotsToDisk"/>
- <menu label="Performance Tools" name="Performance Tools">
+ <menu_item_check label="靜音拍攝快照到硬碟" name="QuietSnapshotsToDisk"/>
+ <menu_item_check label="壓縮快照存到硬碟" name="CompressSnapshotsToDisk"/>
+ <menu label="效能工具" name="Performance Tools">
<menu_item_call label="Lag Meter" name="Lag Meter"/>
<menu_item_check label="統計列" name="Statistics Bar"/>
<menu_item_check label="Show Avatar Rendering Cost" name="Avatar Rendering Cost"/>
@@ -149,8 +149,8 @@
<menu_item_check label="Cheesy Beacon" name="Cheesy Beacon"/>
<menu_item_check label="Hide Particles" name="Hide Particles"/>
<menu_item_check label="Hide Selected" name="Hide Selected"/>
- <menu_item_check label="Highlight Transparent" name="Highlight Transparent"/>
- <menu_item_check label="Show HUD Attachments" name="Show HUD Attachments"/>
+ <menu_item_check label="高亮顯示透明物件" name="Highlight Transparent"/>
+ <menu_item_check label="顯示 HUD 附件" name="Show HUD Attachments"/>
<menu_item_check label="Show Mouselook Crosshairs" name="ShowCrosshairs"/>
</menu>
<menu label="Rendering Types" name="Rendering Types">
@@ -190,7 +190,7 @@
<menu_item_call label="關閉視窗" name="Close Window"/>
<menu_item_call label="關閉全部視窗" name="Close All Windows"/>
<menu_item_call label="Snapshot to Disk" name="Snapshot to Disk"/>
- <menu_item_call label="Mouselook" name="Mouselook"/>
+ <menu_item_call label="第一人稱視角" name="Mouselook"/>
<menu_item_check label="Joystick Flycam" name="Joystick Flycam"/>
<menu_item_call label="Reset View" name="Reset View"/>
<menu_item_call label="Look at Last Chatter" name="Look at Last Chatter"/>
@@ -226,7 +226,7 @@
<menu_item_check label="Badge" name="Badge"/>
</menu>
<menu label="顯示資訊" name="Display Info">
- <menu_item_check label="Show Time" name="Show Time"/>
+ <menu_item_check label="顯示時間" name="Show Time"/>
<menu_item_check label="Show Render Info" name="Show Render Info"/>
<menu_item_check label="顯示材質資訊" name="Show Texture Info"/>
<menu_item_check label="Show Matrices" name="Show Matrices"/>
@@ -338,10 +338,10 @@
<menu_item_call label="送出測試 IMs" name="Send Test IMs"/>
<menu_item_call label="Flush Names Caches" name="Flush Names Caches"/>
</menu>
- <menu label="Avatar" name="Character">
+ <menu label="化身" name="Character">
<menu label="Grab Baked Texture" name="Grab Baked Texture">
<menu_item_call label="Iris" name="Iris"/>
- <menu_item_call label="Head" name="Head"/>
+ <menu_item_call label="頭部" name="Head"/>
<menu_item_call label="Upper Body" name="Upper Body"/>
<menu_item_call label="Lower Body" name="Lower Body"/>
<menu_item_call label="裙子" name="Skirt"/>
@@ -355,10 +355,10 @@
<menu_item_check label="Allow Select Avatar" name="Allow Select Avatar"/>
</menu>
<menu_item_call label="Force Params to Default" name="Force Params to Default"/>
- <menu_item_check label="Animation Info" name="Animation Info"/>
- <menu_item_check label="Slow Motion Animations" name="Slow Motion Animations"/>
- <menu_item_check label="Show Look At" name="Show Look At"/>
- <menu_item_check label="Show Point At" name="Show Point At"/>
+ <menu_item_check label="動作資訊" name="Animation Info"/>
+ <menu_item_check label="慢動作" name="Slow Motion Animations"/>
+ <menu_item_check label="顯示注視在" name="Show Look At"/>
+ <menu_item_check label="顯示指向在" name="Show Point At"/>
<menu_item_check label="Debug Joint Updates" name="Debug Joint Updates"/>
<menu_item_check label="Disable LOD" name="Disable LOD"/>
<menu_item_check label="Debug Character Vis" name="Debug Character Vis"/>
diff --git a/indra/newview/skins/default/xui/zh/mime_types.xml b/indra/newview/skins/default/xui/zh/mime_types.xml
index d2d1321c2a..3498942f9b 100644
--- a/indra/newview/skins/default/xui/zh/mime_types.xml
+++ b/indra/newview/skins/default/xui/zh/mime_types.xml
@@ -176,7 +176,7 @@
</mimetype>
<mimetype name="text/plain">
<label name="text/plain_label">
- Text
+ 文字
</label>
</mimetype>
<mimetype name="text/xml">
diff --git a/indra/newview/skins/default/xui/zh/notifications.xml b/indra/newview/skins/default/xui/zh/notifications.xml
index 16d4965d5a..65bb8ce517 100644
--- a/indra/newview/skins/default/xui/zh/notifications.xml
+++ b/indra/newview/skins/default/xui/zh/notifications.xml
@@ -1242,7 +1242,7 @@ Replace texture [TEXTURE_NUM] with a 24-bit 512x512 or smaller image then click
You can only have [MAX_AGENTS] Allowed Residents.
</notification>
<notification name="MaxBannedAgentsOnRegion">
- You can only have [MAX_BANNED] Banned Residents.
+ 你只可以有最多 [MAX_BANNED] 位被封鎖的居民。
</notification>
<notification name="MaxAgentOnRegionBatch">
Failure while attempting to add [NUM_ADDED] agents:
@@ -1253,10 +1253,10 @@ Exceeds the [MAX_AGENTS] [LIST_TYPE] limit by [NUM_EXCESS].
<usetemplate name="okcancelbuttons" notext="取消" yestext="Bake"/>
</notification>
<notification name="MaxManagersOnRegion">
- You can only have [MAX_MANAGER] Estate Managers.
+ 你只可以有最多 [MAX_MANAGER] 位領地經理。
</notification>
<notification name="OwnerCanNotBeDenied">
- Can&apos;t add estate owner to estate &apos;Banned Resident&apos; list.
+ 無法添加領地擁有者到領地的 &apos;被封鎖的居民&apos; 名單中。
</notification>
<notification name="CanNotChangeAppearanceUntilLoaded">
無法變更外觀,直到服裝與體形下載完畢。
@@ -1273,15 +1273,15 @@ Please set the object for sale and try again.
[DOWNLOAD_PATH].
</notification>
<notification name="DownloadWindowsMandatory">
- A new version of [APP_NAME] is available.
+ 一個新版本的 [APP_NAME] 已經可用。
[MESSAGE]
-You must download this update to use [APP_NAME].
+你必須下載這個更新以使用 [APP_NAME]。
<usetemplate name="okcancelbuttons" notext="結束退出" yestext="下載"/>
</notification>
<notification name="DownloadWindows">
- An updated version of [APP_NAME] is available.
+ 一個 [APP_NAME] 更新過的版本已經可用。
[MESSAGE]
-This update is not required, but we suggest you install it to improve performance and stability.
+這個更新並非強制更新,但我們建議你安裝以增強效能及穩定性。
<usetemplate name="okcancelbuttons" notext="繼續" yestext="下載"/>
</notification>
<notification name="DownloadWindowsReleaseForDownload">
@@ -1356,12 +1356,12 @@ or you can install it now.
<notification name="DownloadBackgroundTip">
We have downloaded an update to your [APP_NAME] installation.
Version [VERSION] [[RELEASE_NOTES_FULL_URL] Information about this update]
- <usetemplate name="okcancelbuttons" notext="Later..." yestext="Install now and restart [APP_NAME]"/>
+ <usetemplate name="okcancelbuttons" notext="稍候..." yestext="立即安裝及重新啟動 [APP_NAME]"/>
</notification>
<notification name="DownloadBackgroundDialog">
We have downloaded an update to your [APP_NAME] installation.
Version [VERSION] [[RELEASE_NOTES_FULL_URL] Information about this update]
- <usetemplate name="okcancelbuttons" notext="Later..." yestext="Install now and restart [APP_NAME]"/>
+ <usetemplate name="okcancelbuttons" notext="梢候..." yestext="立即安裝及重新啟動 [APP_NAME]"/>
</notification>
<notification name="RequiredUpdateDownloadedVerboseDialog">
We have downloaded a required software update.
@@ -1371,7 +1371,7 @@ We must restart [APP_NAME] to install the update.
<usetemplate name="okbutton" yestext="確定"/>
</notification>
<notification name="RequiredUpdateDownloadedDialog">
- We must restart [APP_NAME] to install the update.
+ 我門必須重新啟動 [APP_NAME] 以安裝更新。
<usetemplate name="okbutton" yestext="確定"/>
</notification>
<notification name="DeedObjectToGroup">
@@ -1569,17 +1569,17 @@ Please try again later.
</notification>
<notification name="TeleportToPick">
瞬間傳送到 [PICK]?
- <usetemplate ignoretext="Confirm that I want to teleport to a location in Picks" name="okcancelignore" notext="取消" yestext="Teleport"/>
+ <usetemplate ignoretext="確認我要瞬間傳送到精選地點的所在位置" name="okcancelignore" notext="取消" yestext="瞬間傳送"/>
</notification>
<notification name="TeleportToClassified">
瞬間傳送到 [CLASSIFIED]?
- <usetemplate ignoretext="Confirm that I want to teleport to a location in Classifieds" name="okcancelignore" notext="取消" yestext="瞬間傳送"/>
+ <usetemplate ignoretext="確認我要瞬間傳送到個人廣告的所在位置" name="okcancelignore" notext="取消" yestext="瞬間傳送"/>
</notification>
<notification name="TeleportToHistoryEntry">
瞬間傳送到 [HISTORY_ENTRY]?
- <usetemplate ignoretext="Confirm that I want to teleport to a history location" name="okcancelignore" notext="取消" yestext="瞬間傳送"/>
+ <usetemplate ignoretext="確認我要瞬間傳送到歷史紀錄中的位置" name="okcancelignore" notext="取消" yestext="瞬間傳送"/>
</notification>
- <notification label="Message everyone in your Estate" name="MessageEstate">
+ <notification label="送出訊息給你領地內的每一個人" name="MessageEstate">
Type a short announcement which will be sent to everyone currently in your estate.
<form name="form">
<button name="OK" text="確定"/>
@@ -1780,15 +1780,15 @@ To enter Adult regions, Residents must be Account Verified, either by age-verifi
<notification label="Voice Version Mismatch" name="VoiceVersionMismatch">
This version of [APP_NAME] is not compatible with the Voice Chat feature in this region. In order for Voice Chat to function correctly you will need to update [APP_NAME].
</notification>
- <notification label="Can&apos;t Buy Objects" name="BuyObjectOneOwner">
+ <notification label="無法購買物件" name="BuyObjectOneOwner">
Cannot buy objects from different owners at the same time.
Please select only one object and try again.
</notification>
- <notification label="Can&apos;t Buy Contents" name="BuyContentsOneOnly">
+ <notification label="無法購買內容物" name="BuyContentsOneOnly">
Unable to buy the contents of more than one object at a time.
Please select only one object and try again.
</notification>
- <notification label="Can&apos;t Buy Contents" name="BuyContentsOneOwner">
+ <notification label="無法購買內容物" name="BuyContentsOneOwner">
Cannot buy objects from different owners at the same time.
Please select only one object and try again.
</notification>
@@ -1950,7 +1950,7 @@ Do you want to replace it with the selected object?
<button ignore="絕不取代" name="No" text="取消"/>
</form>
</notification>
- <notification label="Busy Mode Warning" name="BusyModePay">
+ <notification label="忙碌模式警告" name="BusyModePay">
You are in Busy Mode, which means you will not receive any items offered in exchange for this payment.
Would you like to leave Busy Mode before completing this transaction?
diff --git a/indra/newview/skins/default/xui/zh/panel_adhoc_control_panel.xml b/indra/newview/skins/default/xui/zh/panel_adhoc_control_panel.xml
index c9e47984e2..7d16ac4129 100644
--- a/indra/newview/skins/default/xui/zh/panel_adhoc_control_panel.xml
+++ b/indra/newview/skins/default/xui/zh/panel_adhoc_control_panel.xml
@@ -5,7 +5,7 @@
<button label="通話" name="call_btn"/>
</layout_panel>
<layout_panel name="end_call_btn_panel">
- <button label="Leave Call" name="end_call_btn"/>
+ <button label="離開通話" name="end_call_btn"/>
</layout_panel>
<layout_panel name="voice_ctrls_btn_panel">
<button label="語音控制" name="voice_ctrls_btn"/>
diff --git a/indra/newview/skins/default/xui/zh/panel_avatar_list_item.xml b/indra/newview/skins/default/xui/zh/panel_avatar_list_item.xml
index 23b76eea9b..eccb938f15 100644
--- a/indra/newview/skins/default/xui/zh/panel_avatar_list_item.xml
+++ b/indra/newview/skins/default/xui/zh/panel_avatar_list_item.xml
@@ -21,7 +21,7 @@
<string name="FormatYears">
[COUNT]y
</string>
- <text name="avatar_name" value="(loading)"/>
+ <text name="avatar_name" value="(載入)"/>
<text name="last_interaction" value="0s"/>
<icon name="permission_edit_theirs_icon" tool_tip="你不能編輯這位朋友的物件"/>
<icon name="permission_edit_mine_icon" tool_tip="這位朋友能編輯、刪除或取得你的物件"/>
diff --git a/indra/newview/skins/default/xui/zh/panel_edit_hair.xml b/indra/newview/skins/default/xui/zh/panel_edit_hair.xml
index 0578fe9ef1..d9ddafac3b 100644
--- a/indra/newview/skins/default/xui/zh/panel_edit_hair.xml
+++ b/indra/newview/skins/default/xui/zh/panel_edit_hair.xml
@@ -5,7 +5,7 @@
</panel>
<panel name="accordion_panel">
<accordion name="wearable_accordion">
- <accordion_tab name="hair_color_tab" title="Color"/>
+ <accordion_tab name="hair_color_tab" title="顏色"/>
<accordion_tab name="hair_style_tab" title="Style"/>
<accordion_tab name="hair_eyebrows_tab" title="Eyebrows"/>
<accordion_tab name="hair_facial_tab" title="Facial"/>
diff --git a/indra/newview/skins/default/xui/zh/panel_edit_pants.xml b/indra/newview/skins/default/xui/zh/panel_edit_pants.xml
index b453fdc758..76560256f7 100644
--- a/indra/newview/skins/default/xui/zh/panel_edit_pants.xml
+++ b/indra/newview/skins/default/xui/zh/panel_edit_pants.xml
@@ -2,7 +2,7 @@
<panel name="edit_pants_panel">
<panel name="avatar_pants_color_panel">
<texture_picker label="材質" name="Fabric" tool_tip="點擊以挑選圖片"/>
- <color_swatch label="Color/Tint" name="Color/Tint" tool_tip="Click to open color picker"/>
+ <color_swatch label="Color/Tint" name="Color/Tint" tool_tip="點擊以開啟顏色挑選器"/>
</panel>
<panel name="accordion_panel">
<accordion name="wearable_accordion">
diff --git a/indra/newview/skins/default/xui/zh/panel_edit_pick.xml b/indra/newview/skins/default/xui/zh/panel_edit_pick.xml
index 0f1f72ceb9..6ac7226185 100644
--- a/indra/newview/skins/default/xui/zh/panel_edit_pick.xml
+++ b/indra/newview/skins/default/xui/zh/panel_edit_pick.xml
@@ -1,16 +1,16 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
-<panel label="Edit Pick" name="panel_edit_pick">
+<panel label="編輯精選地點" name="panel_edit_pick">
<panel.string name="location_notice">
- (will update after save)
+ (將在儲存後更新)
</panel.string>
<text name="title">
- Edit Pick
+ 編輯精選地點
</text>
<scroll_container name="profile_scroll">
<panel name="scroll_content_panel">
<icon label="" name="edit_icon" tool_tip="點擊以選擇圖像"/>
<text name="Name:">
- Title:
+ 標題:
</text>
<text name="description_label">
描述:
@@ -21,13 +21,13 @@
<text name="pick_location">
載入中...
</text>
- <button label="Set to Current Location" name="set_to_curr_location_btn"/>
+ <button label="設定為目前位置" name="set_to_curr_location_btn"/>
</panel>
</scroll_container>
<panel label="bottom_panel" name="bottom_panel">
<layout_stack name="layout_stack1">
<layout_panel name="layout_panel1">
- <button label="Save Pick" name="save_changes_btn"/>
+ <button label="儲存精選地點" name="save_changes_btn"/>
</layout_panel>
<layout_panel name="layout_panel1">
<button label="取消" name="cancel_btn"/>
diff --git a/indra/newview/skins/default/xui/zh/panel_edit_shape.xml b/indra/newview/skins/default/xui/zh/panel_edit_shape.xml
index da6049ea75..f249100786 100644
--- a/indra/newview/skins/default/xui/zh/panel_edit_shape.xml
+++ b/indra/newview/skins/default/xui/zh/panel_edit_shape.xml
@@ -1,25 +1,25 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<panel name="edit_shape_panel">
<string name="meters">
- Meters
+ 公尺
</string>
<string name="feet">
- Feet
+ 英呎
</string>
<string name="height">
- Height:
+ 身高:
</string>
<panel label="襯衫" name="accordion_panel">
<accordion name="wearable_accordion">
- <accordion_tab name="shape_body_tab" title="Body"/>
- <accordion_tab name="shape_head_tab" title="Head"/>
+ <accordion_tab name="shape_body_tab" title="身體"/>
+ <accordion_tab name="shape_head_tab" title="頭部"/>
<accordion_tab name="shape_eyes_tab" title="眼睛"/>
- <accordion_tab name="shape_ears_tab" title="Ears"/>
- <accordion_tab name="shape_nose_tab" title="Nose"/>
- <accordion_tab name="shape_mouth_tab" title="Mouth"/>
- <accordion_tab name="shape_chin_tab" title="Chin"/>
- <accordion_tab name="shape_torso_tab" title="Torso"/>
- <accordion_tab name="shape_legs_tab" title="Legs"/>
+ <accordion_tab name="shape_ears_tab" title="耳朵"/>
+ <accordion_tab name="shape_nose_tab" title="鼻子"/>
+ <accordion_tab name="shape_mouth_tab" title="嘴巴"/>
+ <accordion_tab name="shape_chin_tab" title="下巴"/>
+ <accordion_tab name="shape_torso_tab" title="軀幹"/>
+ <accordion_tab name="shape_legs_tab" title="腿部"/>
</accordion>
</panel>
</panel>
diff --git a/indra/newview/skins/default/xui/zh/panel_edit_shirt.xml b/indra/newview/skins/default/xui/zh/panel_edit_shirt.xml
index 321fb68756..ecfc1e2fad 100644
--- a/indra/newview/skins/default/xui/zh/panel_edit_shirt.xml
+++ b/indra/newview/skins/default/xui/zh/panel_edit_shirt.xml
@@ -2,7 +2,7 @@
<panel name="edit_shirt_panel">
<panel name="avatar_shirt_color_panel">
<texture_picker label="材質" name="Fabric" tool_tip="點擊以挑選圖片"/>
- <color_swatch label="Color/Tint" name="Color/Tint" tool_tip="Click to open color picker"/>
+ <color_swatch label="Color/Tint" name="Color/Tint" tool_tip="點擊以開啟顏色挑選器"/>
</panel>
<panel name="accordion_panel">
<accordion name="wearable_accordion">
diff --git a/indra/newview/skins/default/xui/zh/panel_edit_skirt.xml b/indra/newview/skins/default/xui/zh/panel_edit_skirt.xml
index 096a83c871..5c46f94fe9 100644
--- a/indra/newview/skins/default/xui/zh/panel_edit_skirt.xml
+++ b/indra/newview/skins/default/xui/zh/panel_edit_skirt.xml
@@ -2,7 +2,7 @@
<panel name="edit_skirt_panel">
<panel name="avatar_skirt_color_panel">
<texture_picker label="材質" name="Fabric" tool_tip="點擊以挑選圖片"/>
- <color_swatch label="Color/Tint" name="Color/Tint" tool_tip="Click to open color picker"/>
+ <color_swatch label="Color/Tint" name="Color/Tint" tool_tip="點擊以開啟顏色挑選器"/>
</panel>
<panel name="accordion_panel">
<accordion name="wearable_accordion">
diff --git a/indra/newview/skins/default/xui/zh/panel_edit_socks.xml b/indra/newview/skins/default/xui/zh/panel_edit_socks.xml
index dab132bad2..09c888f226 100644
--- a/indra/newview/skins/default/xui/zh/panel_edit_socks.xml
+++ b/indra/newview/skins/default/xui/zh/panel_edit_socks.xml
@@ -2,7 +2,7 @@
<panel name="edit_socks_panel">
<panel name="avatar_socks_color_panel">
<texture_picker label="材質" name="Fabric" tool_tip="點擊以挑選圖片"/>
- <color_swatch label="Color/Tint" name="Color/Tint" tool_tip="Click to open color picker"/>
+ <color_swatch label="Color/Tint" name="Color/Tint" tool_tip="點擊以開啟顏色挑選器"/>
</panel>
<panel name="accordion_panel">
<accordion name="wearable_accordion">
diff --git a/indra/newview/skins/default/xui/zh/panel_edit_tattoo.xml b/indra/newview/skins/default/xui/zh/panel_edit_tattoo.xml
index d183e6897d..946f8b22dc 100644
--- a/indra/newview/skins/default/xui/zh/panel_edit_tattoo.xml
+++ b/indra/newview/skins/default/xui/zh/panel_edit_tattoo.xml
@@ -1,9 +1,9 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<panel name="edit_tattoo_panel">
<panel name="avatar_tattoo_color_panel">
- <texture_picker label="Head Tattoo" name="Head Tattoo" tool_tip="點擊以挑選圖片"/>
- <texture_picker label="Upper Tattoo" name="Upper Tattoo" tool_tip="Click to choose a picture"/>
- <texture_picker label="Lower Tattoo" name="Lower Tattoo" tool_tip="點擊以挑選圖片"/>
- <color_swatch label="Color/Tint" name="Color/Tint" tool_tip="Click to open color picker"/>
+ <texture_picker label="頭部刺青" name="Head Tattoo" tool_tip="點擊以挑選圖片"/>
+ <texture_picker label="上半身刺青" name="Upper Tattoo" tool_tip="點擊以挑選照片"/>
+ <texture_picker label="下半身刺青" name="Lower Tattoo" tool_tip="點擊以挑選圖片"/>
+ <color_swatch label="Color/Tint" name="Color/Tint" tool_tip="點擊以開啟顏色挑選器"/>
</panel>
</panel>
diff --git a/indra/newview/skins/default/xui/zh/panel_edit_wearable.xml b/indra/newview/skins/default/xui/zh/panel_edit_wearable.xml
index d741ed70df..936a2651ab 100644
--- a/indra/newview/skins/default/xui/zh/panel_edit_wearable.xml
+++ b/indra/newview/skins/default/xui/zh/panel_edit_wearable.xml
@@ -49,16 +49,16 @@
Editing Physics
</string>
<string name="shape_desc_text">
- Shape:
+ 體形:
</string>
<string name="skin_desc_text">
- Skin:
+ 皮膚:
</string>
<string name="hair_desc_text">
- Hair:
+ 頭髮:
</string>
<string name="eyes_desc_text">
- Eyes:
+ 眼睛:
</string>
<string name="shirt_desc_text">
襯衫:
diff --git a/indra/newview/skins/default/xui/zh/panel_group_general.xml b/indra/newview/skins/default/xui/zh/panel_group_general.xml
index 1706541f2b..a97a35056b 100644
--- a/indra/newview/skins/default/xui/zh/panel_group_general.xml
+++ b/indra/newview/skins/default/xui/zh/panel_group_general.xml
@@ -6,7 +6,7 @@
Hover your mouse over the options for more help.
</panel.string>
<panel.string name="group_info_unchanged">
- General group information has changed
+ 一般社團資訊已經被變更
</panel.string>
<panel.string name="incomplete_member_data_str">
Retrieving member data
@@ -17,7 +17,7 @@ Hover your mouse over the options for more help.
創辦人:
</text>
<text name="join_cost_text">
- Free
+ 免費
</text>
<button label="現在就加入!!" name="btn_join"/>
</panel>
@@ -50,7 +50,7 @@ Hover your mouse over the options for more help.
- 選擇內容分級 -
</combo_item>
<combo_box.item label="Moderate Content" name="mature"/>
- <combo_box.item label="General Content" name="pg"/>
+ <combo_box.item label="一般內容" name="pg"/>
</combo_box>
<check_box initial_value="true" label="顯示在搜尋中" name="show_in_group_list" tool_tip="Let people see this group in search results"/>
</panel>
diff --git a/indra/newview/skins/default/xui/zh/panel_group_invite.xml b/indra/newview/skins/default/xui/zh/panel_group_invite.xml
index 0a0a1f1941..a1395f454b 100644
--- a/indra/newview/skins/default/xui/zh/panel_group_invite.xml
+++ b/indra/newview/skins/default/xui/zh/panel_group_invite.xml
@@ -19,7 +19,7 @@
Choose what Role to assign them to:
</text>
<combo_box name="role_name" tool_tip="Choose from the list of Roles you are allowed to assign members to"/>
- <button label="Send Invitations" name="ok_button"/>
+ <button label="送出邀請" name="ok_button"/>
<button label="取消" name="cancel_button"/>
<string name="GroupInvitation">
社團邀請
diff --git a/indra/newview/skins/default/xui/zh/panel_group_land_money.xml b/indra/newview/skins/default/xui/zh/panel_group_land_money.xml
index 71f139a3e6..58022c2279 100644
--- a/indra/newview/skins/default/xui/zh/panel_group_land_money.xml
+++ b/indra/newview/skins/default/xui/zh/panel_group_land_money.xml
@@ -22,9 +22,9 @@
<scroll_list name="group_parcel_list">
<scroll_list.columns label="地段" name="name"/>
<scroll_list.columns label="地區" name="location"/>
- <scroll_list.columns label="Type" name="type"/>
- <scroll_list.columns label="Area" name="area"/>
- <scroll_list.columns label="Hidden" name="hidden"/>
+ <scroll_list.columns label="類型" name="type"/>
+ <scroll_list.columns label="區域" name="area"/>
+ <scroll_list.columns label="隱藏" name="hidden"/>
</scroll_list>
<text name="total_contributed_land_label">
Total contribution:
diff --git a/indra/newview/skins/default/xui/zh/panel_group_notices.xml b/indra/newview/skins/default/xui/zh/panel_group_notices.xml
index 5fed96dbd9..65c07e7137 100644
--- a/indra/newview/skins/default/xui/zh/panel_group_notices.xml
+++ b/indra/newview/skins/default/xui/zh/panel_group_notices.xml
@@ -6,11 +6,11 @@ Notices only go to group members in Roles with the ability to receive Notices.
You can turn off Notices on the General tab.
</panel.string>
<panel.string name="no_notices_text">
- There are no past notices
+ 沒有過去的通知
</panel.string>
<text name="lbl2">
- Notices are kept for 14 days.
-Maximum 200 per group daily
+ 通知保留 14 天。
+每個社團一天最多 200 則
</text>
<scroll_list name="notice_list">
<scroll_list.columns label="主旨" name="subject"/>
@@ -18,7 +18,7 @@ Maximum 200 per group daily
<scroll_list.columns label="日期" name="date"/>
</scroll_list>
<text name="notice_list_none_found">
- None found
+ 沒發現。
</text>
<button label="新通知" name="create_new_notice" tool_tip="建立一個新通知"/>
<button name="refresh_notices" tool_tip="Refresh list of notices"/>
@@ -39,16 +39,16 @@ Maximum 200 per group daily
將物品拖曳並丟於此處以添加為附件:
</text>
<button label="收納區" name="open_inventory" tool_tip="開啟收納區"/>
- <button name="remove_attachment" tool_tip="Remove attachment from your notification"/>
- <button label="Send" label_selected="Send" name="send_notice"/>
+ <button name="remove_attachment" tool_tip="由你的通知移除附件"/>
+ <button label="送出" label_selected="送出" name="send_notice"/>
<group_drop_target name="drop_target" tool_tip="Drag an inventory item onto this target box to send it with this notice. You must have permission to copy and transfer the item in order to attach it."/>
</panel>
<panel label="察看過去的通知" name="panel_view_past_notice">
<text name="lbl">
- Archived Notice
+ 存檔的通知
</text>
<text name="lbl2">
- To send a new notice, click the + button
+ 要送出一個新通知,點擊 + 按鈕
</text>
<text name="lbl3">
主旨:
diff --git a/indra/newview/skins/default/xui/zh/panel_group_roles.xml b/indra/newview/skins/default/xui/zh/panel_group_roles.xml
index 8947ab6e45..fff4383893 100644
--- a/indra/newview/skins/default/xui/zh/panel_group_roles.xml
+++ b/indra/newview/skins/default/xui/zh/panel_group_roles.xml
@@ -19,7 +19,7 @@ clicking on their names.
<filter_editor label="成員過濾器" name="filter_input"/>
<name_list name="member_list">
<name_list.columns label="成員" name="name"/>
- <name_list.columns label="Donation" name="donated"/>
+ <name_list.columns label="捐款" name="donated"/>
<name_list.columns label="狀態" name="online"/>
</name_list>
<button label="邀請" name="member_invite"/>
diff --git a/indra/newview/skins/default/xui/zh/panel_im_control_panel.xml b/indra/newview/skins/default/xui/zh/panel_im_control_panel.xml
index 881f8eac0b..703182e04d 100644
--- a/indra/newview/skins/default/xui/zh/panel_im_control_panel.xml
+++ b/indra/newview/skins/default/xui/zh/panel_im_control_panel.xml
@@ -14,7 +14,7 @@
<button label="分享" name="share_btn"/>
</layout_panel>
<layout_panel name="pay_btn_panel">
- <button label="Pay" name="pay_btn"/>
+ <button label="支付" name="pay_btn"/>
</layout_panel>
<layout_panel name="call_btn_panel">
<button label="通話" name="call_btn"/>
diff --git a/indra/newview/skins/default/xui/zh/panel_me.xml b/indra/newview/skins/default/xui/zh/panel_me.xml
index abdbfd7429..a236dfc17a 100644
--- a/indra/newview/skins/default/xui/zh/panel_me.xml
+++ b/indra/newview/skins/default/xui/zh/panel_me.xml
@@ -2,6 +2,6 @@
<panel label="我的檔案" name="panel_me">
<tab_container name="tabs">
<panel label="我的檔案" name="panel_profile"/>
- <panel label="MY PICKS" name="panel_picks"/>
+ <panel label="我的精選地點" name="panel_picks"/>
</tab_container>
</panel>
diff --git a/indra/newview/skins/default/xui/zh/panel_media_settings_general.xml b/indra/newview/skins/default/xui/zh/panel_media_settings_general.xml
index f3163e3c19..059a78cf7d 100644
--- a/indra/newview/skins/default/xui/zh/panel_media_settings_general.xml
+++ b/indra/newview/skins/default/xui/zh/panel_media_settings_general.xml
@@ -11,7 +11,7 @@
預覽
</text>
<text name="current_url_label">
- Current Page:
+ 目前頁面:
</text>
<text name="current_url" tool_tip="The current page for this media source" value=""/>
<button label="Reset" name="current_url_reset_btn"/>
diff --git a/indra/newview/skins/default/xui/zh/panel_media_settings_permissions.xml b/indra/newview/skins/default/xui/zh/panel_media_settings_permissions.xml
index 6e2d47c09e..3645f471ce 100644
--- a/indra/newview/skins/default/xui/zh/panel_media_settings_permissions.xml
+++ b/indra/newview/skins/default/xui/zh/panel_media_settings_permissions.xml
@@ -1,18 +1,18 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<panel label="自訂" name="Media settings for controls">
<text name="controls_label">
- Controls:
+ 控制:
</text>
<combo_box name="controls">
<combo_item name="Standard">
- Standard
+ 標準
</combo_item>
<combo_item name="Mini">
- Mini
+ 迷你
</combo_item>
</combo_box>
<text name="owner_label">
- Owner
+ 擁有者
</text>
<check_box initial_value="false" label="Allow Navigation &amp; Interactivity" name="perms_owner_interact"/>
<check_box initial_value="false" label="顯示控制列" name="perms_owner_control"/>
@@ -22,7 +22,7 @@
<check_box initial_value="false" label="Allow Navigation &amp; Interactivity" name="perms_group_interact"/>
<check_box initial_value="false" label="顯示控制列" name="perms_group_control"/>
<text name="anyone_label">
- Anyone
+ 任何人
</text>
<check_box initial_value="false" label="Allow Navigation &amp; Interactivity" name="perms_anyone_interact"/>
<check_box initial_value="false" label="顯示控制列" name="perms_anyone_control"/>
diff --git a/indra/newview/skins/default/xui/zh/panel_nearby_chat_bar.xml b/indra/newview/skins/default/xui/zh/panel_nearby_chat_bar.xml
index 724cd54bf1..3cabfcfaba 100644
--- a/indra/newview/skins/default/xui/zh/panel_nearby_chat_bar.xml
+++ b/indra/newview/skins/default/xui/zh/panel_nearby_chat_bar.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<panel name="chat_bar">
- <line_editor label="點擊此處開始聊天。" name="chat_box" tool_tip="Press Enter to say, Ctrl+Enter to shout"/>
- <button name="show_nearby_chat" tool_tip="顯示 / 隱藏 附近聊天紀錄"/>
+ <line_editor label="點擊此處開始聊天。" name="chat_box" tool_tip="按下 Enter 鍵來說或按下 Ctrl+Enter 來喊叫"/>
+ <button name="show_nearby_chat" tool_tip="顯示 / 隱藏 附近的聊天紀錄"/>
</panel>
diff --git a/indra/newview/skins/default/xui/zh/panel_nearby_media.xml b/indra/newview/skins/default/xui/zh/panel_nearby_media.xml
index 0b8a7a5f42..5ab6837569 100644
--- a/indra/newview/skins/default/xui/zh/panel_nearby_media.xml
+++ b/indra/newview/skins/default/xui/zh/panel_nearby_media.xml
@@ -44,13 +44,13 @@
<panel name="media_controls_panel">
<layout_stack name="media_controls">
<layout_panel name="stop">
- <button name="stop_btn" tool_tip="Stop selected media"/>
+ <button name="stop_btn" tool_tip="停止所選擇媒體"/>
</layout_panel>
<layout_panel name="play">
- <button name="play_btn" tool_tip="Play selected media"/>
+ <button name="play_btn" tool_tip="播放所選擇的媒體"/>
</layout_panel>
<layout_panel name="pause">
- <button name="pause_btn" tool_tip="Pause selected media"/>
+ <button name="pause_btn" tool_tip="暫停所選擇的媒體"/>
</layout_panel>
<layout_panel name="volume_slider_ctrl">
<slider_bar initial_value="0.5" name="volume_slider" tool_tip="Audio volume for selected media"/>
diff --git a/indra/newview/skins/default/xui/zh/panel_notify_textbox.xml b/indra/newview/skins/default/xui/zh/panel_notify_textbox.xml
index bdbc89f71c..01a8210338 100644
--- a/indra/newview/skins/default/xui/zh/panel_notify_textbox.xml
+++ b/indra/newview/skins/default/xui/zh/panel_notify_textbox.xml
@@ -1,11 +1,11 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
-<panel label="instant_message" name="panel_notify_textbox">
+<panel label="即時訊息" name="panel_notify_textbox">
<string name="message_max_lines_count" value="7"/>
<panel label="info_panel" name="info_panel">
- <text_editor name="message" value="message"/>
+ <text_editor name="message" value="訊息"/>
</panel>
<panel label="control_panel" name="control_panel">
- <button label="Submit" name="btn_submit"/>
+ <button label="提交" name="btn_submit"/>
<button label="忽視" name="ignore_btn"/>
</panel>
</panel>
diff --git a/indra/newview/skins/default/xui/zh/panel_outfit_edit.xml b/indra/newview/skins/default/xui/zh/panel_outfit_edit.xml
index 6ceaf447a7..263106d13a 100644
--- a/indra/newview/skins/default/xui/zh/panel_outfit_edit.xml
+++ b/indra/newview/skins/default/xui/zh/panel_outfit_edit.xml
@@ -15,7 +15,7 @@
<string name="Filter.Objects" value="物件"/>
<string name="Filter.Clothing" value="服裝"/>
<string name="Filter.Bodyparts" value="身體部位"/>
- <string name="replace_body_part" value="Click to replace your existing shape"/>
+ <string name="replace_body_part" value="點擊以取代你現存的體形"/>
<text name="title" value="編輯裝扮"/>
<panel name="header_panel">
<panel name="outfit_name_and_status">
@@ -27,7 +27,7 @@
<layout_panel name="outfit_wearables_panel">
<layout_stack name="filter_panels">
<layout_panel name="add_button_and_combobox">
- <button label="Add More..." name="show_add_wearables_btn" tool_tip="開啟 / 關閉"/>
+ <button label="添加更多..." name="show_add_wearables_btn" tool_tip="開啟 / 關閉"/>
</layout_panel>
<layout_panel name="filter_panel">
<filter_editor label="收納區可穿著過濾器" name="look_item_filter"/>
@@ -35,7 +35,7 @@
</layout_stack>
</layout_panel>
<layout_panel name="add_wearables_panel">
- <button label="Wear Item" name="plus_btn"/>
+ <button label="穿上物品" name="plus_btn"/>
</layout_panel>
</layout_stack>
<panel name="no_add_wearables_button_bar">
diff --git a/indra/newview/skins/default/xui/zh/panel_pick_info.xml b/indra/newview/skins/default/xui/zh/panel_pick_info.xml
index 44ae5703c6..cd4cdbf999 100644
--- a/indra/newview/skins/default/xui/zh/panel_pick_info.xml
+++ b/indra/newview/skins/default/xui/zh/panel_pick_info.xml
@@ -1,6 +1,6 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<panel name="panel_pick_info">
- <text name="title" value="Pick Info"/>
+ <text name="title" value="精選地點資訊"/>
<scroll_container name="profile_scroll">
<panel name="scroll_content_panel">
<text_editor name="pick_name" value="[name]"/>
diff --git a/indra/newview/skins/default/xui/zh/panel_picks.xml b/indra/newview/skins/default/xui/zh/panel_picks.xml
index 3b356967f9..a233092dc2 100644
--- a/indra/newview/skins/default/xui/zh/panel_picks.xml
+++ b/indra/newview/skins/default/xui/zh/panel_picks.xml
@@ -1,28 +1,28 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
-<panel label="Picks" name="panel_picks">
- <string name="no_picks" value="No Picks"/>
+<panel label="精選地點" name="panel_picks">
+ <string name="no_picks" value="無精選地點"/>
<string name="no_classifieds" value="No Classifieds"/>
<accordion name="accordion">
- <accordion_tab name="tab_picks" title="Picks"/>
+ <accordion_tab name="tab_picks" title="精選地點"/>
<accordion_tab name="tab_classifieds" title="Classifieds"/>
</accordion>
<panel label="bottom_panel" name="edit_panel">
<layout_stack name="edit_panel_ls">
<layout_panel name="gear_menu_btn">
- <button name="new_btn" tool_tip="Create a new pick or classified at the current location"/>
+ <button name="new_btn" tool_tip="以目前位置建立新的精選地點或個人廣告"/>
</layout_panel>
</layout_stack>
</panel>
<panel name="buttons_cucks">
<layout_stack name="buttons_cucks_ls">
<layout_panel name="info_btn_lp">
- <button label="資訊" name="info_btn" tool_tip="Show pick information"/>
+ <button label="資訊" name="info_btn" tool_tip="顯示精選地點資訊"/>
</layout_panel>
<layout_panel name="teleport_btn_lp">
- <button label="瞬間傳送" name="teleport_btn" tool_tip="Teleport to the corresponding area"/>
+ <button label="瞬間傳送" name="teleport_btn" tool_tip="瞬間傳送到相對應的區域"/>
</layout_panel>
<layout_panel name="show_on_map_btn_lp">
- <button label="地圖" name="show_on_map_btn" tool_tip="Show the corresponding area on the World Map"/>
+ <button label="地圖" name="show_on_map_btn" tool_tip="在世界地圖上顯示相對應的區域"/>
</layout_panel>
</layout_stack>
</panel>
diff --git a/indra/newview/skins/default/xui/zh/panel_place_profile.xml b/indra/newview/skins/default/xui/zh/panel_place_profile.xml
index b0919c9151..aa7b036398 100644
--- a/indra/newview/skins/default/xui/zh/panel_place_profile.xml
+++ b/indra/newview/skins/default/xui/zh/panel_place_profile.xml
@@ -11,7 +11,7 @@
<string name="unknown" value="(未知)"/>
<string name="public" value="(公開)"/>
<string name="none_text" value="(無)"/>
- <string name="sale_pending_text" value="(Sale Pending)"/>
+ <string name="sale_pending_text" value="(擱置銷售)"/>
<string name="group_owned_text" value="(社團所擁有)"/>
<string name="price_text" value="L$"/>
<string name="area_text" value="m²"/>
@@ -60,11 +60,11 @@
<text name="voice_value" value="On"/>
<text name="fly_label" value="飛行:"/>
<text name="fly_value" value="On"/>
- <text name="push_label" value="Push:"/>
+ <text name="push_label" value="推撞:"/>
<text name="push_value" value="Off"/>
- <text name="build_label" value="Build:"/>
+ <text name="build_label" value="建造:"/>
<text name="build_value" value="On"/>
- <text name="scripts_label" value="Scripts:"/>
+ <text name="scripts_label" value="腳本:"/>
<text name="scripts_value" value="On"/>
<text name="damage_label" value="Damage:"/>
<text name="damage_value" value="Off"/>
@@ -78,7 +78,7 @@
<text name="region_type_label" value="類型:"/>
<text name="region_type" value="Moose"/>
<text name="region_rating_label" value="分級:"/>
- <text name="region_rating" value="Adult"/>
+ <text name="region_rating" value="成人"/>
<text name="region_owner_label" value="擁有者:"/>
<text name="region_owner" value="moose Van Moose extra long name moose"/>
<text name="region_group_label" value="社團:"/>
@@ -103,7 +103,7 @@
<text name="area_label" value="面積:"/>
<text name="traffic_label" value="流量:"/>
<text name="primitives_label" value="Primitives:"/>
- <text name="parcel_scripts_label" value="Scripts:"/>
+ <text name="parcel_scripts_label" value="腳本:"/>
<text name="terraform_limits_label" value="Terraform limits:"/>
<text name="subdivide_label" value="Subdivide/Join ability:"/>
<text name="resale_label" value="ReSale ability:"/>
diff --git a/indra/newview/skins/default/xui/zh/panel_preferences_chat.xml b/indra/newview/skins/default/xui/zh/panel_preferences_chat.xml
index a39402c858..c691edb11c 100644
--- a/indra/newview/skins/default/xui/zh/panel_preferences_chat.xml
+++ b/indra/newview/skins/default/xui/zh/panel_preferences_chat.xml
@@ -33,7 +33,7 @@
Use machine translation while chatting (powered by Google)
</text>
<text name="translate_language_text">
- Translate chat into:
+ 聊天翻譯為:
</text>
<combo_box name="translate_language_combobox">
<combo_box.item label="系統預設" name="System Default Language"/>
diff --git a/indra/newview/skins/default/xui/zh/panel_preferences_general.xml b/indra/newview/skins/default/xui/zh/panel_preferences_general.xml
index c7299ad8a9..b7449dad10 100644
--- a/indra/newview/skins/default/xui/zh/panel_preferences_general.xml
+++ b/indra/newview/skins/default/xui/zh/panel_preferences_general.xml
@@ -17,10 +17,10 @@
<combo_box.item label="日本語 (Japanese) - Beta" name="(Japanese)"/>
</combo_box>
<text name="language_textbox2">
- (Requires restart)
+ (須重新啟動)
</text>
<text name="maturity_desired_prompt">
- I want to access content rated:
+ 我想要能進出內容分級的地區為:
</text>
<combo_box name="maturity_desired_combobox">
<combo_box.item label="General, Moderate, Adult" name="Desired_Adult"/>
@@ -36,34 +36,34 @@
</combo_box>
<check_box initial_value="true" label="登入時顯示" name="show_location_checkbox"/>
<text name="name_tags_textbox">
- Name tags:
+ 名稱標籤:
</text>
<radio_group name="Name_Tag_Preference">
<radio_item label="Off" name="radio" value="0"/>
<radio_item label="On" name="radio2" value="1"/>
- <radio_item label="Show briefly" name="radio3" value="2"/>
+ <radio_item label="簡短顯示" name="radio3" value="2"/>
</radio_group>
- <check_box label="My name" name="show_my_name_checkbox1"/>
- <check_box label="使用者名稱" name="show_slids" tool_tip="Show username, like bobsmith123"/>
- <check_box label="社團頭銜" name="show_all_title_checkbox1" tool_tip="Show group titles, like Officer or Member"/>
+ <check_box label="我的名字" name="show_my_name_checkbox1"/>
+ <check_box label="使用者名稱" name="show_slids" tool_tip="顯示使用者名稱,就像 bobsmith123 這類的"/>
+ <check_box label="社團頭銜" name="show_all_title_checkbox1" tool_tip="顯示社團頭銜,像是 Officer 或成員"/>
<check_box label="高亮顯示朋友" name="show_friends" tool_tip="高亮顯示你朋友的名稱標籤"/>
<check_box label="View Display Names" name="display_names_check" tool_tip="Check to use display names in chat, IM, name tags, etc."/>
<text name="inworld_typing_rg_label">
- Pressing letter keys:
+ 按下字母鍵:
</text>
<radio_group name="inworld_typing_preference">
- <radio_item label="Starts local chat" name="radio_start_chat" value="1"/>
- <radio_item label="Affects movement (i.e. WASD)" name="radio_move" value="0"/>
+ <radio_item label="開始本地聊天" name="radio_start_chat" value="1"/>
+ <radio_item label="影響移動(例如 WASD鍵)" name="radio_move" value="0"/>
</radio_group>
<text name="title_afk_text">
- Away timeout:
+ 離開逾時設定:
</text>
- <combo_box label="Away timeout:" name="afk">
- <combo_box.item label="2 minutes" name="item0"/>
- <combo_box.item label="5 minutes" name="item1"/>
- <combo_box.item label="10 minutes" name="item2"/>
- <combo_box.item label="30 minutes" name="item3"/>
- <combo_box.item label="never" name="item4"/>
+ <combo_box label="離開逾時設定:" name="afk">
+ <combo_box.item label="2 分鐘" name="item0"/>
+ <combo_box.item label="5 分鐘" name="item1"/>
+ <combo_box.item label="10 分鐘" name="item2"/>
+ <combo_box.item label="30 分鐘" name="item3"/>
+ <combo_box.item label="絕不" name="item4"/>
</combo_box>
<text name="text_box3">
忙碌模式回應:
diff --git a/indra/newview/skins/default/xui/zh/panel_preferences_move.xml b/indra/newview/skins/default/xui/zh/panel_preferences_move.xml
index ff582d774b..de296f72f3 100644
--- a/indra/newview/skins/default/xui/zh/panel_preferences_move.xml
+++ b/indra/newview/skins/default/xui/zh/panel_preferences_move.xml
@@ -13,9 +13,9 @@
Mouselook mouse sensitivity:
</text>
<check_box label="反轉" name="invert_mouse"/>
- <check_box label="Arrow keys always move me" name="arrow_keys_move_avatar_check"/>
+ <check_box label="總是使用方向鍵移動" name="arrow_keys_move_avatar_check"/>
<check_box label="Tap-tap-hold to run" name="tap_tap_hold_to_run"/>
- <check_box label="Double-Click to:" name="double_click_chkbox"/>
+ <check_box label="雙擊以D:" name="double_click_chkbox"/>
<radio_group name="double_click_action">
<radio_item label="瞬間傳送" name="radio_teleport"/>
<radio_item label="Auto-pilot" name="radio_autopilot"/>
diff --git a/indra/newview/skins/default/xui/zh/panel_preferences_sound.xml b/indra/newview/skins/default/xui/zh/panel_preferences_sound.xml
index 2cab05e2ad..305d1e2ac9 100644
--- a/indra/newview/skins/default/xui/zh/panel_preferences_sound.xml
+++ b/indra/newview/skins/default/xui/zh/panel_preferences_sound.xml
@@ -10,29 +10,29 @@
</text>
<slider label="按鍵音" name="UI Volume"/>
<slider label="Ambient" name="Wind Volume"/>
- <slider label="Sound Effects" name="SFX Volume"/>
- <slider label="Streaming music" name="Music Volume"/>
- <check_box label="Enabled" name="enable_music"/>
- <slider label="Media" name="Media Volume"/>
- <check_box label="Enabled" name="enable_media"/>
- <slider label="Voice Chat" name="Voice Volume"/>
- <check_box label="Enabled" name="enable_voice_check"/>
- <check_box label="Allow Media to auto-play" name="media_auto_play_btn" tool_tip="Check this to let media auto-play if it wants" value="true"/>
- <check_box label="Play media attached to other avatars" name="media_show_on_others_btn" tool_tip="Uncheck this to hide media attached to other avatars nearby" value="true"/>
+ <slider label="音效" name="SFX Volume"/>
+ <slider label="串流音樂" name="Music Volume"/>
+ <check_box label="已啟用" name="enable_music"/>
+ <slider label="媒體" name="Media Volume"/>
+ <check_box label="已啟用" name="enable_media"/>
+ <slider label="語音聊天" name="Voice Volume"/>
+ <check_box label="已啟用" name="enable_voice_check"/>
+ <check_box label="允許媒體自動播放" name="media_auto_play_btn" tool_tip="若你想要,可以勾選這個允許媒體自動播放" value="true"/>
+ <check_box label="播放附加到其他化身身上的媒體" name="media_show_on_others_btn" tool_tip="Uncheck this to hide media attached to other avatars nearby" value="true"/>
<text name="voice_chat_settings">
- Voice Chat Settings
+ 語音聊天設定
</text>
<text name="Listen from">
- Listen from:
+ 傾聽位置:
</text>
<radio_group name="ear_location">
- <radio_item label="Camera position" name="0"/>
- <radio_item label="Avatar position" name="1"/>
+ <radio_item label="攝影機位置" name="0"/>
+ <radio_item label="化身位置" name="1"/>
</radio_group>
- <check_box label="Move avatar lips when speaking" name="enable_lip_sync"/>
+ <check_box label="說話時同步移動化身嘴唇" name="enable_lip_sync"/>
<check_box label="Toggle speak on/off when I press:" name="push_to_talk_toggle_check" tool_tip="When in toggle mode, press and release the trigger key ONCE to switch your microphone on or off. When not in toggle mode, the microphone broadcasts your voice only while the trigger is being held down."/>
<line_editor label="Push-to-Speak trigger" name="modifier_combo"/>
- <button label="Set Key" name="set_voice_hotkey_button"/>
+ <button label="設定按鍵" name="set_voice_hotkey_button"/>
<button name="set_voice_middlemouse_button" tool_tip="Reset to Middle Mouse Button"/>
<button label="輸入 / 輸出設備" name="device_settings_btn"/>
<panel label="設備設定" name="device_settings_panel">
@@ -49,7 +49,7 @@
輸入
</text>
<text name="My volume label">
- My volume:
+ 我的音量:
</text>
<slider_bar initial_value="1.0" name="mic_volume_slider" tool_tip="Change the volume using this slider"/>
<text name="wait_text">
diff --git a/indra/newview/skins/default/xui/zh/panel_prim_media_controls.xml b/indra/newview/skins/default/xui/zh/panel_prim_media_controls.xml
index 71de9f861a..8d0e2a6355 100644
--- a/indra/newview/skins/default/xui/zh/panel_prim_media_controls.xml
+++ b/indra/newview/skins/default/xui/zh/panel_prim_media_controls.xml
@@ -40,7 +40,7 @@
<button name="home_btn" tool_tip="Home page"/>
</layout_panel>
<layout_panel name="media_stop">
- <button name="media_stop_btn" tool_tip="Stop media"/>
+ <button name="media_stop_btn" tool_tip="停止媒體"/>
</layout_panel>
<layout_panel name="reload">
<button name="reload_btn" tool_tip="Reload"/>
diff --git a/indra/newview/skins/default/xui/zh/panel_profile.xml b/indra/newview/skins/default/xui/zh/panel_profile.xml
index 7536311daf..fcf7bb64db 100644
--- a/indra/newview/skins/default/xui/zh/panel_profile.xml
+++ b/indra/newview/skins/default/xui/zh/panel_profile.xml
@@ -32,7 +32,7 @@
<panel name="first_life_image_panel">
<text name="title_rw_descr_text" value="真實世界:"/>
</panel>
- <text name="title_member_text" value="Resident Since:"/>
+ <text name="title_member_text" value="成為居民自:"/>
<text name="title_acc_status_text" value="帳戶狀態:"/>
<text name="title_partner_text" value="配偶:"/>
<panel name="partner_data_panel">
@@ -59,7 +59,7 @@
<button label="瞬間傳送" name="teleport" tool_tip="Offer teleport"/>
</layout_panel>
<layout_panel name="overflow_btn_lp">
- <menu_button label="▼" name="overflow_btn" tool_tip="Pay money to or share inventory with the Resident"/>
+ <menu_button label="▼" name="overflow_btn" tool_tip="支付金錢,或分享收納區給居民"/>
</layout_panel>
</layout_stack>
</layout_panel>
diff --git a/indra/newview/skins/default/xui/zh/panel_profile_view.xml b/indra/newview/skins/default/xui/zh/panel_profile_view.xml
index ac8c7cad3d..12fe776e45 100644
--- a/indra/newview/skins/default/xui/zh/panel_profile_view.xml
+++ b/indra/newview/skins/default/xui/zh/panel_profile_view.xml
@@ -14,7 +14,7 @@
<text name="user_label" value="使用者名稱:"/>
<tab_container name="tabs">
<panel label="檔案" name="panel_profile"/>
- <panel label="PICKS" name="panel_picks"/>
+ <panel label="精選地點" name="panel_picks"/>
<panel label="NOTES &amp; PRIVACY" name="panel_notes"/>
</tab_container>
</panel>
diff --git a/indra/newview/skins/default/xui/zh/panel_region_covenant.xml b/indra/newview/skins/default/xui/zh/panel_region_covenant.xml
index 2e52efb804..315bc0ac8e 100644
--- a/indra/newview/skins/default/xui/zh/panel_region_covenant.xml
+++ b/indra/newview/skins/default/xui/zh/panel_region_covenant.xml
@@ -62,18 +62,18 @@
分級:
</text>
<text name="region_maturity_text">
- Adult
+ 成人
</text>
<text name="resellable_lbl">
- Resale:
+ 轉售:
</text>
<text name="resellable_clause">
- Land in this region may not be resold.
+ 這地區的土地不能轉售。
</text>
<text name="changeable_lbl">
- Subdivide:
+ 分割:
</text>
<text name="changeable_clause">
- Land in this region may not be joined/subdivided.
+ 這地區的土地不能合併或分割。
</text>
</panel>
diff --git a/indra/newview/skins/default/xui/zh/panel_region_debug.xml b/indra/newview/skins/default/xui/zh/panel_region_debug.xml
index 798831bc84..1ffbcbf8fd 100644
--- a/indra/newview/skins/default/xui/zh/panel_region_debug.xml
+++ b/indra/newview/skins/default/xui/zh/panel_region_debug.xml
@@ -11,24 +11,24 @@
<check_box label="Disable Physics" name="disable_physics_check" tool_tip="Disable all physics in this region"/>
<button label="套用" name="apply_btn"/>
<text name="objret_text_lbl">
- Object Return
+ 物件退回
</text>
<text name="resident_text_lbl">
- Resident:
+ 居民:
</text>
<line_editor name="target_avatar_name">
(無)
</line_editor>
- <button label="Choose" name="choose_avatar_btn"/>
+ <button label="選擇" name="choose_avatar_btn"/>
<text name="options_text_lbl">
選項:
</text>
- <check_box label="With scripts" name="return_scripts" tool_tip="Return only objects which have scripts"/>
+ <check_box label="With scripts" name="return_scripts" tool_tip="只退回R包含腳本的物件"/>
<check_box label="On someone else&apos;s land" name="return_other_land" tool_tip="Return only objects which are on land belonging to someone else"/>
<check_box label="In every region of this estate" name="return_estate_wide" tool_tip="Return objects in all of the regions that make up this estate"/>
- <button label="Return" name="return_btn"/>
+ <button label="退回" name="return_btn"/>
<button label="Get Top Colliders..." name="top_colliders_btn" tool_tip="List of objects experiencing the most potential collisions"/>
<button label="Get Top Scripts..." name="top_scripts_btn" tool_tip="List of objects spending the most time running scripts"/>
- <button label="Restart Region" name="restart_btn" tool_tip="Give 2 minute countdown and restart region"/>
- <button label="Delay Restart" name="cancel_restart_btn" tool_tip="Delay region restart by one hour"/>
+ <button label="地區重新啟動" name="restart_btn" tool_tip="給予兩分鐘倒數計時並重新啟動"/>
+ <button label="延遲重新啟動" name="cancel_restart_btn" tool_tip="延遲地區重新啟動一小時"/>
</panel>
diff --git a/indra/newview/skins/default/xui/zh/panel_region_estate.xml b/indra/newview/skins/default/xui/zh/panel_region_estate.xml
index 899191c3f0..1f1676167b 100644
--- a/indra/newview/skins/default/xui/zh/panel_region_estate.xml
+++ b/indra/newview/skins/default/xui/zh/panel_region_estate.xml
@@ -27,7 +27,7 @@
<check_box label="允許語音聊天" name="voice_chat_check"/>
<check_box label="允許直接瞬間傳送" name="allow_direct_teleport"/>
<button label="套用" name="apply_btn"/>
- <button label="瞬間傳送訊息到領地..." name="message_estate_btn"/>
+ <button label="送出訊息到領地..." name="message_estate_btn"/>
<button label="由領地將居民踢出..." name="kick_user_from_estate_btn"/>
<text name="estate_manager_label">
領地管理員:
diff --git a/indra/newview/skins/default/xui/zh/panel_region_general.xml b/indra/newview/skins/default/xui/zh/panel_region_general.xml
index 71caaf1144..dce75c997d 100644
--- a/indra/newview/skins/default/xui/zh/panel_region_general.xml
+++ b/indra/newview/skins/default/xui/zh/panel_region_general.xml
@@ -7,7 +7,7 @@
未知
</text>
<text name="version_channel_text_lbl">
- Version:
+ 版本:
</text>
<text name="version_channel_text">
未知
@@ -22,22 +22,22 @@
<check_box label="Block Fly" name="block_fly_check"/>
<check_box label="Allow Damage" name="allow_damage_check"/>
<check_box label="Restrict Pushing" name="restrict_pushobject"/>
- <check_box label="Allow Land Resell" name="allow_land_resell_check"/>
- <check_box label="Allow Land Join/Divide" name="allow_parcel_changes_check"/>
+ <check_box label="允許土地轉售" name="allow_land_resell_check"/>
+ <check_box label="允許土地 合併/分割" name="allow_parcel_changes_check"/>
<check_box label="阻擋土地顯示於搜尋中" name="block_parcel_search_check" tool_tip="Let people see this region and its parcels in search results"/>
- <spinner label="Agent Limit" name="agent_limit_spin"/>
+ <spinner label="人數上限" name="agent_limit_spin"/>
<spinner label="Object Bonus" name="object_bonus_spin"/>
<text label="Maturity" name="access_text">
分級:
</text>
<icons_combo_box label="Moderate" name="access_combo">
- <icons_combo_box.item label="Adult" name="Adult" value="42"/>
+ <icons_combo_box.item label="成人" name="Adult" value="42"/>
<icons_combo_box.item label="Moderate" name="Mature" value="21"/>
<icons_combo_box.item label="一般" name="PG" value="13"/>
</icons_combo_box>
<button label="套用" name="apply_btn"/>
<button label="強制瞬間傳送一位居民回家..." name="kick_btn"/>
<button label="強制瞬間傳送所有居民回家..." name="kick_all_btn"/>
- <button label="傳送訊息到地區..." name="im_btn"/>
+ <button label="送出訊息到地區..." name="im_btn"/>
<button label="管理瞬間傳送中心..." name="manage_telehub_btn"/>
</panel>
diff --git a/indra/newview/skins/default/xui/zh/panel_side_tray.xml b/indra/newview/skins/default/xui/zh/panel_side_tray.xml
index 85ac4613dd..625213e376 100644
--- a/indra/newview/skins/default/xui/zh/panel_side_tray.xml
+++ b/indra/newview/skins/default/xui/zh/panel_side_tray.xml
@@ -6,7 +6,7 @@
<sidetray_tab description="首頁。" name="sidebar_home" tab_title="首頁">
<panel label="首頁" name="panel_home"/>
</sidetray_tab>
- <sidetray_tab description="編輯你的公開檔案及精選。" name="sidebar_me" tab_title="我的檔案">
+ <sidetray_tab description="編輯你的公開檔案及精選地點。" name="sidebar_me" tab_title="我的檔案">
<panel_container name="panel_container">
<panel label="自己" name="panel_me"/>
</panel_container>
diff --git a/indra/newview/skins/default/xui/zh/panel_teleport_history.xml b/indra/newview/skins/default/xui/zh/panel_teleport_history.xml
index 6c81ede76c..a2a63db000 100644
--- a/indra/newview/skins/default/xui/zh/panel_teleport_history.xml
+++ b/indra/newview/skins/default/xui/zh/panel_teleport_history.xml
@@ -2,7 +2,7 @@
<panel name="Teleport History">
<accordion name="history_accordion">
<no_matched_tabs_text name="no_matched_teleports_msg" value="沒有發現你要找的嗎?試試 [secondlife:///app/search/places/[SEARCH_TERM] 搜尋]。"/>
- <no_visible_tabs_text name="no_teleports_msg" value="瞬間傳送紀錄是空白的。試試 [secondlife:///app/search/places/ 搜尋]。"/>
+ <no_visible_tabs_text name="no_teleports_msg" value="瞬間傳送紀錄是空白的。試試 [secondlife:///app/search/places/ Search]。"/>
<accordion_tab name="today" title="今天"/>
<accordion_tab name="yesterday" title="昨天"/>
<accordion_tab name="2_days_ago" title="前天"/>
diff --git a/indra/newview/skins/default/xui/zh/sidepanel_appearance.xml b/indra/newview/skins/default/xui/zh/sidepanel_appearance.xml
index 6f8f19b26d..7d8a502594 100644
--- a/indra/newview/skins/default/xui/zh/sidepanel_appearance.xml
+++ b/indra/newview/skins/default/xui/zh/sidepanel_appearance.xml
@@ -8,7 +8,7 @@
<button label="E" name="editappearance_btn"/>
<button label="O" name="openoutfit_btn"/>
<text name="currentlook_status">
- (Status)
+ (狀態)
</text>
<text name="currentlook_name">
MyOutfit With a really Long Name like MOOSE
diff --git a/indra/newview/skins/default/xui/zh/sidepanel_task_info.xml b/indra/newview/skins/default/xui/zh/sidepanel_task_info.xml
index de5a10ba51..f308f2d4d0 100644
--- a/indra/newview/skins/default/xui/zh/sidepanel_task_info.xml
+++ b/indra/newview/skins/default/xui/zh/sidepanel_task_info.xml
@@ -58,18 +58,18 @@
<name_box initial_value="載入中..." name="Group Name Proxy"/>
<button label="Deed" label_selected="Deed" name="button deed" tool_tip="Deeding gives this item away with next owner permissions. Group shared objects can be deeded by a group officer."/>
<text name="label click action">
- Click to:
+ 點擊以:
</text>
<combo_box name="clickaction">
- <combo_box.item label="Touch (default)" name="Touch/grab(default)"/>
- <combo_box.item label="Sit on object" name="Sitonobject"/>
- <combo_box.item label="Buy object" name="Buyobject"/>
- <combo_box.item label="Pay object" name="Payobject"/>
- <combo_box.item label="Open" name="Open"/>
+ <combo_box.item label="觸碰(預設)" name="Touch/grab(default)"/>
+ <combo_box.item label="坐在物件上" name="Sitonobject"/>
+ <combo_box.item label="購買物件" name="Buyobject"/>
+ <combo_box.item label="支付物件" name="Payobject"/>
+ <combo_box.item label="開啟" name="Open"/>
</combo_box>
<panel name="perms_inv">
<text name="perm_modify">
- You can modify this object
+ 你能修改這個物件
</text>
<text name="Anyone can:">
任何人:
@@ -115,9 +115,9 @@
</text>
</panel>
<panel name="button_panel">
- <button label="Open" name="open_btn"/>
- <button label="Pay" name="pay_btn"/>
+ <button label="開啟" name="open_btn"/>
+ <button label="支付" name="pay_btn"/>
<button label="購買" name="buy_btn"/>
- <button label="Details" name="details_btn"/>
+ <button label="細節" name="details_btn"/>
</panel>
</panel>
diff --git a/indra/newview/skins/default/xui/zh/strings.xml b/indra/newview/skins/default/xui/zh/strings.xml
index 211d91a707..986ab82523 100644
--- a/indra/newview/skins/default/xui/zh/strings.xml
+++ b/indra/newview/skins/default/xui/zh/strings.xml
@@ -5,19 +5,19 @@
that are returned from one component and may appear in many places-->
<strings>
<string name="SECOND_LIFE">
- Second Life
+ 第二人生
</string>
<string name="APP_NAME">
- Second Life
+ 第二人生
</string>
<string name="CAPITALIZED_APP_NAME">
- SECOND LIFE
+ 第二人生
</string>
<string name="SECOND_LIFE_GRID">
- Second Life Grid
+ 第二人生網格
</string>
<string name="SUPPORT_SITE">
- Second Life Support Portal
+ 第二人生支援入口
</string>
<string name="StartupDetectingHardware">
硬體偵測中...
@@ -131,10 +131,10 @@
http://join.secondlife.com/
</string>
<string name="AgentLostConnection">
- This region may be experiencing trouble. Please check your connection to the Internet.
+ 這個地區可能遭遇問題,請檢查你的網路連線。
</string>
<string name="SavingSettings">
- Saving your settings...
+ 你的設定儲存中...
</string>
<string name="LoggingOut">
登出中...
@@ -149,10 +149,10 @@
You were sent to an invalid region.
</string>
<string name="TestingDisconnect">
- Testing viewer disconnect
+ 測試瀏覽器斷線
</string>
<string name="TooltipPerson">
- Person
+ 人
</string>
<string name="TooltipNoName">
(no name)
@@ -173,41 +173,41 @@
Group Build
</string>
<string name="TooltipFlagNoBuild">
- No Build
+ 禁止建造
</string>
<string name="TooltipFlagNoEdit">
- Group Build
+ 社團建造
</string>
<string name="TooltipFlagNotSafe">
- Not Safe
+ 非安全
</string>
<string name="TooltipFlagNoFly">
禁止飛行
</string>
<string name="TooltipFlagGroupScripts">
- Group Scripts
+ 社團腳本
</string>
<string name="TooltipFlagNoScripts">
- No Scripts
+ 禁止腳本
</string>
<string name="TooltipLand">
土地:
</string>
<string name="TooltipMustSingleDrop">
- Only a single item can be dragged here
+ 只有一個物品可以被拖曳到此處
</string>
<string name="TooltipPrice" value="L$[AMOUNT]:"/>
<string name="TooltipHttpUrl">
點擊以察看這個網頁
</string>
<string name="TooltipSLURL">
- Click to view this location&apos;s information
+ 點擊以察看這個位置資訊
</string>
<string name="TooltipAgentUrl">
- Click to view this Resident&apos;s profile
+ 點擊以察看這個居民檔案
</string>
<string name="TooltipAgentInspect">
- Learn more about this Resident
+ 瞭解更多有關這個居民
</string>
<string name="TooltipAgentMute">
Click to mute this Resident
@@ -219,7 +219,7 @@
點擊開始 IM 這位居民
</string>
<string name="TooltipAgentPay">
- Click to Pay this Resident
+ 點擊以支付這位居民
</string>
<string name="TooltipAgentOfferTeleport">
Click to offer a teleport request to this Resident
@@ -268,7 +268,7 @@
IM
</string>
<string name="SLappAgentPay">
- Pay
+ 支付
</string>
<string name="SLappAgentOfferTeleport">
Offer Teleport to
@@ -286,7 +286,7 @@
關閉
</string>
<string name="BUTTON_RESTORE">
- Restore
+ 還原
</string>
<string name="BUTTON_MINIMIZE">
最小化
@@ -331,7 +331,7 @@
Avaline Caller [ORDER]
</string>
<string name="AssetErrorNone">
- No error
+ 無錯誤
</string>
<string name="AssetErrorRequestFailed">
Asset request: failed
@@ -361,13 +361,13 @@
Viewer and server do not agree on price
</string>
<string name="AssetErrorUnknownStatus">
- Unknown status
+ 未知狀態
</string>
<string name="texture">
材質
</string>
<string name="sound">
- sound
+ 聲音
</string>
<string name="calling card">
calling card
@@ -661,13 +661,13 @@
載入中...
</string>
<string name="worldmap_offline">
- Offline
+ 離線
</string>
<string name="worldmap_item_tooltip_format">
[AREA] m² L$[PRICE]
</string>
<string name="worldmap_results_none_found">
- None found.
+ 沒有發現。
</string>
<string name="Ok">
確定
@@ -748,10 +748,10 @@
Moderate
</string>
<string name="SIM_ACCESS_ADULT">
- Adult
+ 成人
</string>
<string name="SIM_ACCESS_DOWN">
- Offline
+ 離線
</string>
<string name="SIM_ACCESS_MIN">
未知
@@ -760,34 +760,34 @@
(未知)
</string>
<string name="Estate / Full Region">
- Estate / Full Region
+ 領地 / 完整地區
</string>
<string name="Estate / Homestead">
- Estate / Homestead
+ 領地 / 家園
</string>
<string name="Mainland / Homestead">
- Mainland / Homestead
+ 大陸 / 家園
</string>
<string name="Mainland / Full Region">
- Mainland / Full Region
+ 大陸 / 完整地區
</string>
<string name="all_files">
全部檔案
</string>
<string name="sound_files">
- Sounds
+ 聲音
</string>
<string name="animation_files">
- Animations
+ 動作
</string>
<string name="image_files">
圖像
</string>
<string name="save_file_verb">
- Save
+ 儲存
</string>
<string name="load_file_verb">
- Load
+ 載入
</string>
<string name="targa_image_files">
Targa 圖像
@@ -808,34 +808,34 @@
RAW File
</string>
<string name="compressed_image_files">
- Compressed Images
+ 壓縮的圖像
</string>
<string name="load_files">
- Load Files
+ 載入檔案
</string>
<string name="choose_the_directory">
- Choose Directory
+ 選擇目錄
</string>
<string name="AvatarSetNotAway">
- Not Away
+ 非離開
</string>
<string name="AvatarSetAway">
- Away
+ 離開
</string>
<string name="AvatarSetNotBusy">
- Not Busy
+ 非忙碌
</string>
<string name="AvatarSetBusy">
- Busy
+ 忙碌
</string>
<string name="shape">
- Shape
+ 體形
</string>
<string name="skin">
- Skin
+ 皮膚
</string>
<string name="hair">
- Hair
+ 頭髮
</string>
<string name="eyes">
眼睛
@@ -877,49 +877,49 @@
Physics
</string>
<string name="invalid">
- invalid
+ 無效
</string>
<string name="none">
</string>
<string name="shirt_not_worn">
- Shirt not worn
+ 襯衫未穿
</string>
<string name="pants_not_worn">
- Pants not worn
+ 褲子未穿
</string>
<string name="shoes_not_worn">
- Shoes not worn
+ 鞋子未穿
</string>
<string name="socks_not_worn">
- Socks not worn
+ 襪子未穿
</string>
<string name="jacket_not_worn">
- Jacket not worn
+ 夾克未穿
</string>
<string name="gloves_not_worn">
- Gloves not worn
+ 手套未穿
</string>
<string name="undershirt_not_worn">
- Undershirt not worn
+ 內衣未穿
</string>
<string name="underpants_not_worn">
- Underpants not worn
+ 內褲未穿
</string>
<string name="skirt_not_worn">
- Skirt not worn
+ 裙子未穿
</string>
<string name="alpha_not_worn">
Alpha not worn
</string>
<string name="tattoo_not_worn">
- Tattoo not worn
+ 刺青未穿
</string>
<string name="physics_not_worn">
Physics not worn
</string>
<string name="invalid_not_worn">
- invalid
+ 無效
</string>
<string name="create_new_shape">
創造新體形
@@ -931,34 +931,34 @@
創造新頭髮
</string>
<string name="create_new_eyes">
- 創耖新眼睛
+ 創造新眼睛
</string>
<string name="create_new_shirt">
- Create new shirt
+ 創造新襯衫
</string>
<string name="create_new_pants">
- Create new pants
+ 創造新褲子
</string>
<string name="create_new_shoes">
- Create new shoes
+ 創造新鞋子
</string>
<string name="create_new_socks">
- Create new socks
+ 創造新襪子
</string>
<string name="create_new_jacket">
- Create new jacket
+ 創造新夾克
</string>
<string name="create_new_gloves">
- Create new gloves
+ 創造新手套
</string>
<string name="create_new_undershirt">
- Create new undershirt
+ 創造新內衣
</string>
<string name="create_new_underpants">
- Create new underpants
+ 創造新內褲
</string>
<string name="create_new_skirt">
- Create new skirt
+ 創造新裙子
</string>
<string name="create_new_alpha">
Create new alpha
@@ -970,13 +970,13 @@
Create new physics
</string>
<string name="create_new_invalid">
- invalid
+ 無效
</string>
<string name="NewWearable">
- New [WEARABLE_ITEM]
+ 新 [WEARABLE_ITEM]
</string>
<string name="next">
- Next
+ 下一個
</string>
<string name="ok">
確定
@@ -988,7 +988,7 @@
社團通知
</string>
<string name="GroupNotifySentBy">
- Sent by
+ 送出由
</string>
<string name="GroupNotifyAttached">
Attached:
@@ -1006,16 +1006,16 @@
Teleport offering
</string>
<string name="StartUpNotifications">
- New notifications arrived while you were away.
+ 當你離開時有新的通知送達。
</string>
<string name="OverflowInfoChannelString">
- You have %d more notification
+ 你有約 %d 通知
</string>
<string name="BodyPartsRightArm">
Right Arm
</string>
<string name="BodyPartsHead">
- Head
+ 頭部
</string>
<string name="BodyPartsLeftArm">
Left Arm
@@ -1024,7 +1024,7 @@
Left Leg
</string>
<string name="BodyPartsTorso">
- Torso
+ 軀幹
</string>
<string name="BodyPartsRightLeg">
Right Leg
@@ -1175,7 +1175,7 @@
我的裝扮
</string>
<string name="InvFolder Accessories">
- Accessories
+ 配件
</string>
<string name="InvFolder Friends">
朋友
@@ -1253,7 +1253,7 @@
</string>
<string name="Chin">
- Chin
+ 下巴
</string>
<string name="Left Ear">
左耳
@@ -1328,7 +1328,7 @@
[AGEDAYS] old
</string>
<string name="TodayOld">
- 今日剛加入
+ 高日剛加入
</string>
<string name="AgeYearsA">
[COUNT] 年
@@ -1469,7 +1469,7 @@
設為非執行中
</string>
<string name="CompileSuccessful">
- 編譯成功!
+ 編譯成功!!
</string>
<string name="CompileSuccessfulSaving">
編譯成功,儲存中...
@@ -1579,7 +1579,7 @@
Chest
</string>
<string name="ATTACH_HEAD">
- Head
+ 頭部
</string>
<string name="ATTACH_LSHOULDER">
Left Shoulder
@@ -1609,7 +1609,7 @@
Mouth
</string>
<string name="ATTACH_CHIN">
- Chin
+ 下巴
</string>
<string name="ATTACH_LEAR">
Left Ear
@@ -1750,7 +1750,7 @@
You haven&apos;t created any Picks or Classifieds. Click the Plus button below to create a Pick or Classified.
</string>
<string name="NoAvatarPicksClassifiedsText">
- User has no picks or classifieds
+ 使用者無精選地點或個人廣告
</string>
<string name="PicksClassifiedsLoadingText">
載入中...
@@ -1955,7 +1955,7 @@
Linden Location
</string>
<string name="Adult">
- Adult
+ 成人
</string>
<string name="Arts&amp;Culture">
Arts &amp; Culture
@@ -2392,7 +2392,7 @@ If you continue to receive this message, contact the [SUPPORT_SITE].
Chest Size
</string>
<string name="Chin Angle">
- Chin Angle
+ 下巴角度
</string>
<string name="Chin Cleft">
Chin Cleft
@@ -2629,7 +2629,7 @@ If you continue to receive this message, contact the [SUPPORT_SITE].
Glove Length
</string>
<string name="Hair">
- Hair
+ 頭髮
</string>
<string name="Hair Back">
Hair: Back
@@ -3577,13 +3577,13 @@ If you continue to receive this message, contact the [SUPPORT_SITE].
Health
</string>
<string name="LocationCtrlAdultIconTooltip">
- Adult Region
+ 成人地區
</string>
<string name="LocationCtrlModerateIconTooltip">
Moderate Region
</string>
<string name="LocationCtrlGeneralIconTooltip">
- General Region
+ 一般地區
</string>
<string name="UpdaterWindowTitle">
[APP_NAME] 更新
diff --git a/indra/newview/skins/default/xui/zh/teleport_strings.xml b/indra/newview/skins/default/xui/zh/teleport_strings.xml
index 9702832f44..b18eb4a390 100644
--- a/indra/newview/skins/default/xui/zh/teleport_strings.xml
+++ b/indra/newview/skins/default/xui/zh/teleport_strings.xml
@@ -53,7 +53,7 @@ Try again in a moment.
Relaying to destination.
</message>
<message name="sending_home">
- 傳送家位置的要求。
+ 送出家位置的要求。
</message>
<message name="sending_landmark">
地標位置要求瞬間傳送中。
diff --git a/indra/newview/skins/minimal/xui/da/floater_media_browser.xml b/indra/newview/skins/minimal/xui/da/floater_media_browser.xml
index d3028c32f9..42fbdeaa9e 100644
--- a/indra/newview/skins/minimal/xui/da/floater_media_browser.xml
+++ b/indra/newview/skins/minimal/xui/da/floater_media_browser.xml
@@ -1,18 +1,29 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
-<floater name="floater_about" title="MEDIE VÆLGER">
+<floater name="floater_about" title="MEDIA BROWSER">
+ <floater.string name="home_page_url">
+ http://www.secondlife.com
+ </floater.string>
+ <floater.string name="support_page_url">
+ http://support.secondlife.com
+ </floater.string>
<layout_stack name="stack1">
<layout_panel name="nav_controls">
<button label="Tilbage" name="back"/>
<button label="Frem" name="forward"/>
- <button label="Opdater" name="reload"/>
- <button label="Gå til" name="go"/>
+ <button label="Genlæs" name="reload"/>
+ <button label="Go" name="go"/>
+ </layout_panel>
+ <layout_panel name="time_controls">
+ <button label="tilbage" name="rewind"/>
+ <button label="stop" name="stop"/>
+ <button label="fremad" name="seek"/>
</layout_panel>
<layout_panel name="parcel_owner_controls">
<button label="Send denne side til parcel" name="assign"/>
</layout_panel>
<layout_panel name="external_controls">
- <button label="Åben i min browser" name="open_browser"/>
- <check_box label="Åben altid i min browser" name="open_always"/>
+ <button label="Åben i min internetbrowser" name="open_browser"/>
+ <check_box label="Åben altid i min internetbrowser" name="open_always"/>
<button label="Luk" name="close"/>
</layout_panel>
</layout_stack>
diff --git a/indra/newview/skins/minimal/xui/da/floater_web_content.xml b/indra/newview/skins/minimal/xui/da/floater_web_content.xml
index 74092e88ec..0410f74324 100644
--- a/indra/newview/skins/minimal/xui/da/floater_web_content.xml
+++ b/indra/newview/skins/minimal/xui/da/floater_web_content.xml
@@ -2,13 +2,13 @@
<floater name="floater_web_content" title="">
<layout_stack name="stack1">
<layout_panel name="nav_controls">
- <button name="back" tool_tip="Navigér tilbage"/>
- <button name="forward" tool_tip="Navigér frem"/>
- <button name="stop" tool_tip="Stop navigering"/>
+ <button name="back" tool_tip="Gå bagud"/>
+ <button name="forward" tool_tip="Gå frem"/>
+ <button name="stop" tool_tip="Stop"/>
<button name="reload" tool_tip="Genindlæs side"/>
<combo_box name="address" tool_tip="Indtast URL her"/>
<icon name="media_secure_lock_flag" tool_tip="Sikker browsing"/>
- <button name="popexternal" tool_tip="Åben denne URL i din normale browser"/>
+ <button name="popexternal" tool_tip="Åben denne URL i din normale internet browser"/>
</layout_panel>
</layout_stack>
</floater>
diff --git a/indra/newview/skins/minimal/xui/da/menu_people_nearby.xml b/indra/newview/skins/minimal/xui/da/menu_people_nearby.xml
index 5470c32761..220ab8724f 100644
--- a/indra/newview/skins/minimal/xui/da/menu_people_nearby.xml
+++ b/indra/newview/skins/minimal/xui/da/menu_people_nearby.xml
@@ -1,9 +1,9 @@
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<context_menu name="Avatar Context Menu">
- <menu_item_call label="Profil" name="View Profile"/>
- <menu_item_call label="Tilføj ven" name="Add Friend"/>
- <menu_item_call label="Fjern ven" name="Remove Friend"/>
- <menu_item_call label="Besked" name="IM"/>
+ <menu_item_call label="Vis profil" name="View Profile"/>
+ <menu_item_call label="Tilføj som ven" name="Add Friend"/>
+ <menu_item_call label="Fjern venskab" name="Remove Friend"/>
+ <menu_item_call label="IM" name="IM"/>
<menu_item_call label="Opkald" name="Call"/>
<menu_item_call label="Kort" name="Map"/>
<menu_item_call label="Del" name="Share"/>
diff --git a/indra/newview/skins/minimal/xui/da/notifications.xml b/indra/newview/skins/minimal/xui/da/notifications.xml
index 0d2aaf45ce..e77eeee8df 100644
--- a/indra/newview/skins/minimal/xui/da/notifications.xml
+++ b/indra/newview/skins/minimal/xui/da/notifications.xml
@@ -1327,21 +1327,19 @@ Prøv igen om lidt.
No valid parcel could be found.
</notification>
<notification name="ObjectGiveItem">
- Et object med navnet &lt;nolink&gt;[OBJECTFROMNAME]&lt;/nolink&gt; ejet af [NAME_SLURL] har givet dig denne [OBJECTTYPE]:
-[ITEM_SLURL]
+ Et objekt ved navn &lt;nolink&gt;[OBJECTFROMNAME]&lt;/nolink&gt; ejet af [NAME_SLURL] tilbyder dig [ITEM_SLURL]. For at bruge denne genstand skal du skifte til avanceret tilstand, hvor du kan finde genstanden i din beholdning. Ønsker du at logge ud for at skifte tilstand? Valg af tilstand findes på login skærmbilledet.
<form name="form">
- <button name="Keep" text="Behold"/>
- <button name="Discard" text="Smid væk"/>
- <button name="Mute" text="Blokér"/>
+ <button name="Keep" text="Behold genstand"/>
+ <button name="Discard" text="Afvis genstand"/>
+ <button name="Mute" text="Blokér objekt"/>
</form>
</notification>
<notification name="UserGiveItem">
- [NAME_SLURL] har givet dig denne/dette [OBJECTTYPE]:
-[ITEM_SLURL]
+ [NAME_SLURL] tilbyder dig [ITEM_SLURL]. For at bruge denne genstand skal du skifte til avanceret tilstand, hvor du kan finde genstanden i din beholdning. Ønsker du at logge ud for at skifte tilstand? Valg af tilstand findes på login skærmbilledet.
<form name="form">
- <button name="Show" text="Vis"/>
- <button name="Discard" text="Smid væk"/>
- <button name="Mute" text="Blokér"/>
+ <button name="Show" text="Behold genstand"/>
+ <button name="Discard" text="Afvis genstand"/>
+ <button name="Mute" text="Blokér bruger"/>
</form>
</notification>
<notification name="GodMessage">
diff --git a/indra/newview/skins/minimal/xui/da/panel_adhoc_control_panel.xml b/indra/newview/skins/minimal/xui/da/panel_adhoc_control_panel.xml
index 1953fad31f..14250453eb 100644
--- a/indra/newview/skins/minimal/xui/da/panel_adhoc_control_panel.xml
+++ b/indra/newview/skins/minimal/xui/da/panel_adhoc_control_panel.xml
@@ -5,7 +5,7 @@
<button label="Opkald" name="call_btn"/>
</layout_panel>
<layout_panel name="end_call_btn_panel">
- <button label="Forlad opkald" name="end_call_btn"/>
+ <button label="Forlad samtale" name="end_call_btn"/>
</layout_panel>
<layout_panel name="voice_ctrls_btn_panel">
<button label="Stemmekontroller" name="voice_ctrls_btn"/>
diff --git a/indra/newview/skins/minimal/xui/da/panel_bottomtray.xml b/indra/newview/skins/minimal/xui/da/panel_bottomtray.xml
index 53a30136ae..bd20ece764 100644
--- a/indra/newview/skins/minimal/xui/da/panel_bottomtray.xml
+++ b/indra/newview/skins/minimal/xui/da/panel_bottomtray.xml
@@ -4,26 +4,32 @@
<string name="SpeakBtnToolTip" value="Slå mikrofon til/fra"/>
<string name="VoiceControlBtnToolTip" value="Vis/skjul stemme kontrolpanel"/>
<layout_stack name="toolbar_stack">
+ <layout_panel name="speak_panel">
+ <button label="Tal" name="speak_btn" tool_tip="Tænd og sluk for mikrofon"/>
+ </layout_panel>
+ <layout_panel name="speak_flyout_panel">
+ <button label="" name="flyout_btn" tool_tip="Ændring af opsætning for lyd"/>
+ </layout_panel>
<layout_panel name="gesture_panel">
- <gesture_combo_list label="Bevægelse" name="Gesture" tool_tip="Skjuler/viser bevægelser"/>
+ <gesture_combo_list label="Bevægelse" name="Gesture" tool_tip="Lad din avatar gøre ting"/>
</layout_panel>
<layout_panel name="cam_panel">
- <bottomtray_button label="Vis" name="camera_btn" tool_tip="Vis/Skjul kamerakontroller"/>
+ <bottomtray_button label="Vis" name="camera_btn" tool_tip="Kontrollér kameravinkel"/>
+ </layout_panel>
+ <layout_panel name="destinations_panel">
+ <bottomtray_button label="Destinationer" name="destination_btn" tool_tip="Rejs i Second Life"/>
</layout_panel>
- <layout_panel name="avatar_and_destinations_panel">
- <radio_group name="avatar_and_destination_btns">
- <radio_item name="destination_btn" value="0"/>
- <radio_item name="avatar_btn" value="1"/>
- </radio_group>
+ <layout_panel name="avatar_panel">
+ <bottomtray_button label="Min avatar" name="avatar_btn" tool_tip="Ændre dit udseende"/>
</layout_panel>
<layout_panel name="people_panel">
- <bottomtray_button label="Personer" name="show_people_button" tool_tip="Vis person-vindue"/>
+ <bottomtray_button label="Personer" name="show_people_button" tool_tip="Find personer i Second Life"/>
</layout_panel>
<layout_panel name="profile_panel">
- <bottomtray_button label="Profil" name="show_profile_btn" tool_tip="Vis profil vindue"/>
+ <bottomtray_button label="Profil" name="show_profile_btn" tool_tip="Se og rediger din profil"/>
</layout_panel>
<layout_panel name="howto_panel">
- <bottomtray_button label="Hvordan" name="show_help_btn" tool_tip="Åben Second Life &quot;How To topics&quot;"/>
+ <bottomtray_button label="Hvordan" name="show_help_btn" tool_tip="Vis hjælpeinformation for Second Life"/>
</layout_panel>
<layout_panel name="im_well_panel">
<chiclet_im_well name="im_well">
diff --git a/indra/newview/skins/minimal/xui/da/panel_group_control_panel.xml b/indra/newview/skins/minimal/xui/da/panel_group_control_panel.xml
index 26fe4f6ebe..23a5e79e22 100644
--- a/indra/newview/skins/minimal/xui/da/panel_group_control_panel.xml
+++ b/indra/newview/skins/minimal/xui/da/panel_group_control_panel.xml
@@ -8,10 +8,10 @@
<button label="Opkald gruppe" name="call_btn"/>
</layout_panel>
<layout_panel name="end_call_btn_panel">
- <button label="Forlad opkald" name="end_call_btn"/>
+ <button label="Forlad samtale" name="end_call_btn"/>
</layout_panel>
<layout_panel name="voice_ctrls_btn_panel">
- <button label="Åben stemmekontroller" name="voice_ctrls_btn"/>
+ <button label="Åben stemme indstillinger" name="voice_ctrls_btn"/>
</layout_panel>
</layout_stack>
</panel>
diff --git a/indra/newview/skins/minimal/xui/da/panel_im_control_panel.xml b/indra/newview/skins/minimal/xui/da/panel_im_control_panel.xml
index 5cecb93d40..b8a7ec0b34 100644
--- a/indra/newview/skins/minimal/xui/da/panel_im_control_panel.xml
+++ b/indra/newview/skins/minimal/xui/da/panel_im_control_panel.xml
@@ -20,7 +20,7 @@
<button label="Opkald" name="call_btn"/>
</layout_panel>
<layout_panel name="end_call_btn_panel">
- <button label="Afslut kald" name="end_call_btn"/>
+ <button label="Afslut samtale" name="end_call_btn"/>
</layout_panel>
<layout_panel name="voice_ctrls_btn_panel">
<button label="Stemme kontroller" name="voice_ctrls_btn"/>
diff --git a/indra/newview/skins/minimal/xui/da/panel_login.xml b/indra/newview/skins/minimal/xui/da/panel_login.xml
index fdcc550d82..2e0f726e1a 100644
--- a/indra/newview/skins/minimal/xui/da/panel_login.xml
+++ b/indra/newview/skins/minimal/xui/da/panel_login.xml
@@ -21,7 +21,7 @@
Tilstand:
</text>
<combo_box name="mode_combo" tool_tip="Vælg ønsket tilstand. Vælg basis for hurtig og nem udforskning og chat. Vælg avanceret for at få adgang til flere muligheder.">
- <combo_box.item label="Basis (Standard)" name="Basic"/>
+ <combo_box.item label="Basis" name="Basic"/>
<combo_box.item label="Avanceret" name="Advanced"/>
</combo_box>
<text name="start_location_text">
diff --git a/indra/newview/skins/minimal/xui/da/panel_people.xml b/indra/newview/skins/minimal/xui/da/panel_people.xml
index a540025343..49cd2c71f2 100644
--- a/indra/newview/skins/minimal/xui/da/panel_people.xml
+++ b/indra/newview/skins/minimal/xui/da/panel_people.xml
@@ -70,7 +70,7 @@ Leder du efter personer at være sammen med? Prøv destinationsknappen nedenfor.
<button label="IM" name="im_btn" tool_tip="Åben session med privat besked (IM)"/>
</layout_panel>
<layout_panel name="chat_btn_lp">
- <button label="Kald" name="call_btn" tool_tip="Opkald til denne beboer"/>
+ <button label="Opkald" name="call_btn" tool_tip="Kald til denne beboer"/>
</layout_panel>
<layout_panel name="chat_btn_lp">
<button label="Del" name="share_btn" tool_tip="Del en genstand fra beholdning"/>
diff --git a/indra/newview/skins/minimal/xui/de/menu_inspect_avatar_gear.xml b/indra/newview/skins/minimal/xui/de/menu_inspect_avatar_gear.xml
index fbc119c483..72ba7fe41d 100644
--- a/indra/newview/skins/minimal/xui/de/menu_inspect_avatar_gear.xml
+++ b/indra/newview/skins/minimal/xui/de/menu_inspect_avatar_gear.xml
@@ -3,6 +3,7 @@
<menu_item_call label="Profil anzeigen" name="view_profile"/>
<menu_item_call label="Freund hinzufügen" name="add_friend"/>
<menu_item_call label="IM" name="im"/>
+ <menu_item_call label="Anrufen" name="call"/>
<menu_item_call label="Teleportieren" name="teleport"/>
<menu_item_call label="Ignorieren" name="block"/>
<menu_item_call label="Freischalten" name="unblock"/>
diff --git a/indra/newview/skins/minimal/xui/de/panel_adhoc_control_panel.xml b/indra/newview/skins/minimal/xui/de/panel_adhoc_control_panel.xml
new file mode 100644
index 0000000000..cc45f42169
--- /dev/null
+++ b/indra/newview/skins/minimal/xui/de/panel_adhoc_control_panel.xml
@@ -0,0 +1,11 @@
+<?xml version="1.0" encoding="utf-8" standalone="yes"?>
+<panel name="panel_im_control_panel">
+ <layout_stack name="vertical_stack">
+ <layout_panel name="call_btn_panel">
+ <button label="Anrufen" name="call_btn"/>
+ </layout_panel>
+ <layout_panel name="end_call_btn_panel">
+ <button label="Anruf beenden" name="end_call_btn"/>
+ </layout_panel>
+ </layout_stack>
+</panel>
diff --git a/indra/newview/skins/minimal/xui/de/panel_bottomtray.xml b/indra/newview/skins/minimal/xui/de/panel_bottomtray.xml
index a4d80921ec..2278bfb699 100644
--- a/indra/newview/skins/minimal/xui/de/panel_bottomtray.xml
+++ b/indra/newview/skins/minimal/xui/de/panel_bottomtray.xml
@@ -4,26 +4,32 @@
<string name="SpeakBtnToolTip" value="Schaltet Mikrofon ein/aus"/>
<string name="VoiceControlBtnToolTip" value="Voice-Chat-Steuerung anzeigen/ausblenden"/>
<layout_stack name="toolbar_stack">
+ <layout_panel name="speak_panel">
+ <button label="Sprechen" name="speak_btn" tool_tip="Mikrofon ein- und ausschalten"/>
+ </layout_panel>
+ <layout_panel name="speak_flyout_panel">
+ <button label="" name="flyout_btn" tool_tip="Soundeinstellungen ändern"/>
+ </layout_panel>
<layout_panel name="gesture_panel">
- <gesture_combo_list label="Gesten" name="Gesture" tool_tip="Gesten anzeigen/ausblenden"/>
+ <gesture_combo_list label="Gesten" name="Gesture" tool_tip="Ihren Avatar bestimmte Aktionen durchführen lassen"/>
</layout_panel>
<layout_panel name="cam_panel">
- <bottomtray_button label="Ansicht" name="camera_btn" tool_tip="Kamerasteuerung anzeigen/ausblenden"/>
+ <bottomtray_button label="Ansicht" name="camera_btn" tool_tip="Kamerawinkel steuern"/>
</layout_panel>
- <layout_panel name="avatar_and_destinations_panel">
- <bottomtray_button label="Ziele" name="destination_btn" tool_tip="Zeigt Leutefenster an"/>
+ <layout_panel name="destinations_panel">
+ <bottomtray_button label="Ziele" name="destination_btn" tool_tip="Durch Second Life reisen"/>
</layout_panel>
- <layout_panel name="avatar_and_destinations_panel">
- <bottomtray_button label="Mein Avatar" name="avatar_btn"/>
+ <layout_panel name="avatar_panel">
+ <bottomtray_button label="Mein Avatar" name="avatar_btn" tool_tip="Eigenes Aussehen verändern"/>
</layout_panel>
<layout_panel name="people_panel">
- <bottomtray_button label="Leute" name="show_people_button" tool_tip="Zeigt Leutefenster an"/>
+ <bottomtray_button label="Leute" name="show_people_button" tool_tip="Personen in Second Life suchen"/>
</layout_panel>
<layout_panel name="profile_panel">
- <bottomtray_button label="Profil" name="show_profile_btn" tool_tip="Zeigt Profilfenster an"/>
+ <bottomtray_button label="Profil" name="show_profile_btn" tool_tip="Eigenes Profil anzeigen und bearbeiten"/>
</layout_panel>
<layout_panel name="howto_panel">
- <bottomtray_button label="Anweisungen" name="show_help_btn" tool_tip="Second Life-Anweisungsthemen öffnen"/>
+ <bottomtray_button label="Anweisungen" name="show_help_btn" tool_tip="Hilfeinfos zu Second Life anzeigen"/>
</layout_panel>
<layout_panel name="im_well_panel">
<chiclet_im_well name="im_well">
diff --git a/indra/newview/skins/minimal/xui/de/panel_im_control_panel.xml b/indra/newview/skins/minimal/xui/de/panel_im_control_panel.xml
index abf8011d9d..0ef2234fec 100644
--- a/indra/newview/skins/minimal/xui/de/panel_im_control_panel.xml
+++ b/indra/newview/skins/minimal/xui/de/panel_im_control_panel.xml
@@ -9,7 +9,7 @@
<button label="Freund hinzufügen" name="add_friend_btn"/>
</layout_panel>
<layout_panel name="teleport_btn_panel">
- <button label="Teleportieren" name="teleport_btn" tool_tip="Dieser Person einen Teleport anbieten."/>
+ <button label="Teleportieren" name="teleport_btn" tool_tip="Dieser Person einen Teleport anbieten"/>
</layout_panel>
<layout_panel name="share_btn_panel">
<button label="Teilen" name="share_btn"/>
diff --git a/indra/newview/skins/minimal/xui/de/panel_people.xml b/indra/newview/skins/minimal/xui/de/panel_people.xml
index c6253e17de..4f8f70ad17 100644
--- a/indra/newview/skins/minimal/xui/de/panel_people.xml
+++ b/indra/newview/skins/minimal/xui/de/panel_people.xml
@@ -52,6 +52,9 @@
<button label="IM" name="im_btn" tool_tip="Instant Messenger öffnen"/>
</layout_panel>
<layout_panel name="chat_btn_lp">
+ <button label="Anrufen" name="call_btn" tool_tip="Diesen Einwohner anrufen"/>
+ </layout_panel>
+ <layout_panel name="chat_btn_lp">
<button label="Teleportieren" name="teleport_btn" tool_tip="Teleport anbieten"/>
</layout_panel>
</layout_stack>