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-rw-r--r--indra/edit-me-to-trigger-new-build.txt3
-rw-r--r--indra/llrender/llgl.cpp1
-rw-r--r--indra/llrender/llglslshader.cpp42
-rw-r--r--indra/llwindow/llwindowwin32.cpp31
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl138
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl27
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl40
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl40
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl116
-rw-r--r--indra/newview/llfloatermodelpreview.cpp1
-rw-r--r--indra/newview/llviewerwindow.cpp184
15 files changed, 459 insertions, 224 deletions
diff --git a/indra/edit-me-to-trigger-new-build.txt b/indra/edit-me-to-trigger-new-build.txt
index 48082f72f0..0cad6370a9 100644
--- a/indra/edit-me-to-trigger-new-build.txt
+++ b/indra/edit-me-to-trigger-new-build.txt
@@ -1 +1,2 @@
-12
+euclid 5/29/2020
+euclid 7/23/2020
diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp
index 498dfca1a3..372ab4a5e3 100644
--- a/indra/llrender/llgl.cpp
+++ b/indra/llrender/llgl.cpp
@@ -2701,6 +2701,7 @@ LLGLSPipelineBlendSkyBox::LLGLSPipelineBlendSkyBox(bool depth_test, bool depth_w
#if LL_WINDOWS
// Expose desired use of high-performance graphics processor to Optimus driver
+// https://docs.nvidia.com/gameworks/content/technologies/desktop/optimus.htm
extern "C"
{
_declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index 384e5bf99f..74cfa60b27 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -37,6 +37,10 @@
#include "OpenGL/OpenGL.h"
#endif
+// Print-print list of shader included source files that are linked together via glAttachObjectARB()
+// i.e. On macOS / OSX the AMD GLSL linker will display an error if a varying is left in an undefined state.
+#define DEBUG_SHADER_INCLUDES 0
+
// Lots of STL stuff in here, using namespace std to keep things more readable
using std::vector;
using std::pair;
@@ -402,6 +406,10 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes,
mDefines["OLD_SELECT"] = "1";
#endif
+#if DEBUG_SHADER_INCLUDES
+ fprintf(stderr, "--- %s ---\n", mName.c_str());
+#endif // DEBUG_SHADER_INCLUDES
+
//compile new source
vector< pair<string,GLenum> >::iterator fileIter = mShaderFiles.begin();
for ( ; fileIter != mShaderFiles.end(); fileIter++ )
@@ -485,11 +493,36 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes,
return success;
}
-BOOL LLGLSLShader::attachVertexObject(std::string object_path) {
+#if DEBUG_SHADER_INCLUDES
+void dumpAttachObject( const char *func_name, GLhandleARB program_object, const std::string &object_path )
+{
+ GLcharARB* info_log;
+ GLint info_len_expect = 0;
+ GLint info_len_actual = 0;
+
+ glGetObjectParameterivARB(program_object, GL_OBJECT_INFO_LOG_LENGTH_ARB, &info_len_expect);
+ fprintf(stderr, " * %-20s(), log size: %d, %s\n", func_name, info_len_expect, object_path.c_str());
+
+ if (info_len_expect > 0)
+ {
+ fprintf(stderr, " ========== %s() ========== \n", func_name);
+ info_log = new GLcharARB [ info_len_expect ];
+ glGetInfoLogARB(program_object, info_len_expect, &info_len_actual, info_log);
+ fprintf(stderr, "%s\n", info_log);
+ delete [] info_log;
+ }
+}
+#endif // DEBUG_SHADER_INCLUDES
+
+BOOL LLGLSLShader::attachVertexObject(std::string object_path)
+{
if (LLShaderMgr::instance()->mVertexShaderObjects.count(object_path) > 0)
{
stop_glerror();
glAttachObjectARB(mProgramObject, LLShaderMgr::instance()->mVertexShaderObjects[object_path]);
+#if DEBUG_SHADER_INCLUDES
+ dumpAttachObject("attachVertexObject", mProgramObject, object_path);
+#endif // DEBUG_SHADER_INCLUDES
stop_glerror();
return TRUE;
}
@@ -506,6 +539,9 @@ BOOL LLGLSLShader::attachFragmentObject(std::string object_path)
{
stop_glerror();
glAttachObjectARB(mProgramObject, LLShaderMgr::instance()->mFragmentShaderObjects[object_path]);
+#if DEBUG_SHADER_INCLUDES
+ dumpAttachObject("attachFragmentObject", mProgramObject, object_path);
+#endif // DEBUG_SHADER_INCLUDES
stop_glerror();
return TRUE;
}
@@ -522,6 +558,10 @@ void LLGLSLShader::attachObject(GLhandleARB object)
{
stop_glerror();
glAttachObjectARB(mProgramObject, object);
+#if DEBUG_SHADER_INCLUDES
+ std::string object_path("???");
+ dumpAttachObject("attachObject", mProgramObject, object_path);
+#endif // DEBUG_SHADER_INCLUDES
stop_glerror();
}
else
diff --git a/indra/llwindow/llwindowwin32.cpp b/indra/llwindow/llwindowwin32.cpp
index 7783505c27..e5a4766f4f 100644
--- a/indra/llwindow/llwindowwin32.cpp
+++ b/indra/llwindow/llwindowwin32.cpp
@@ -676,6 +676,37 @@ LLWindowWin32::LLWindowWin32(LLWindowCallbacks* callbacks,
// TrackMouseEvent( &track_mouse_event );
// }
+ // SL-12971 dual GPU display
+ DISPLAY_DEVICEA display_device;
+ int display_index = -1;
+ DWORD display_flags = 0; // EDD_GET_DEVICE_INTERFACE_NAME ?
+ const size_t display_bytes = sizeof(display_device);
+
+ do
+ {
+ if (display_index >= 0)
+ {
+ // CHAR DeviceName [ 32] Adapter name
+ // CHAR DeviceString[128]
+ CHAR text[256];
+
+ size_t name_len = strlen(display_device.DeviceName );
+ size_t desc_len = strlen(display_device.DeviceString);
+
+ CHAR *name = name_len ? display_device.DeviceName : "???";
+ CHAR *desc = desc_len ? display_device.DeviceString : "???";
+
+ sprintf(text, "Display Device %d: %s, %s", display_index, name, desc);
+ LL_INFOS("Window") << text << LL_ENDL;
+ }
+
+ ::ZeroMemory(&display_device,display_bytes);
+ display_device.cb = display_bytes;
+
+ display_index++;
+ } while( EnumDisplayDevicesA(NULL, display_index, &display_device, display_flags ));
+
+ LL_INFOS("Window") << "Total Display Devices: " << display_index << LL_ENDL;
//-----------------------------------------------------------------------
// Create GL drawing context
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index b7036e02cf..a132220bef 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file WLCloudsV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -33,26 +33,26 @@ ATTRIBUTE vec2 texcoord0;
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-VARYING vec4 vary_CloudColorSun;
-VARYING vec4 vary_CloudColorAmbient;
+VARYING vec4 vary_CloudColorSun;
+VARYING vec4 vary_CloudColorAmbient;
VARYING float vary_CloudDensity;
-VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-VARYING vec2 vary_texcoord2;
-VARYING vec2 vary_texcoord3;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
VARYING float altitude_blend_factor;
// Inputs
uniform vec3 camPosLocal;
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 moonlight_color;
-uniform int sun_up_factor;
-uniform vec4 ambient_color;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
+uniform vec4 lightnorm;
+uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
+uniform vec4 ambient_color;
+uniform vec4 blue_horizon;
+uniform vec4 blue_density;
uniform float haze_horizon;
uniform float haze_density;
@@ -60,7 +60,7 @@ uniform float cloud_shadow;
uniform float density_multiplier;
uniform float max_y;
-uniform vec4 glow;
+uniform vec4 glow;
uniform float sun_moon_glow_factor;
uniform vec4 cloud_color;
@@ -75,53 +75,53 @@ uniform float cloud_scale;
// indra\newview\llsettingsvo.cpp
void main()
{
- // World / view / projection
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ // World / view / projection
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- // Texture coords
+ // Texture coords
// SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
vary_texcoord0 = vec2(-texcoord0.x, texcoord0.y); // See: LLSettingsVOSky::applySpecial
- vary_texcoord0.xy -= 0.5;
- vary_texcoord0.xy /= cloud_scale;
- vary_texcoord0.xy += 0.5;
+ vary_texcoord0.xy -= 0.5;
+ vary_texcoord0.xy /= cloud_scale;
+ vary_texcoord0.xy += 0.5;
- vary_texcoord1 = vary_texcoord0;
- vary_texcoord1.x += lightnorm.x * 0.0125;
- vary_texcoord1.y += lightnorm.z * 0.0125;
+ vary_texcoord1 = vary_texcoord0;
+ vary_texcoord1.x += lightnorm.x * 0.0125;
+ vary_texcoord1.y += lightnorm.z * 0.0125;
- vary_texcoord2 = vary_texcoord0 * 16.;
- vary_texcoord3 = vary_texcoord1 * 16.;
+ vary_texcoord2 = vary_texcoord0 * 16.;
+ vary_texcoord3 = vary_texcoord1 * 16.;
- // Get relative position
+ // Get relative position
vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0);
- // Set altitude
+ // Set altitude
if (rel_pos.y > 0)
- {
+ {
rel_pos *= (max_y / rel_pos.y);
- }
+ }
if (rel_pos.y < 0)
- {
- altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon
+ {
+ altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon
rel_pos *= (-32000. / rel_pos.y);
- }
+ }
- // Can normalize then
+ // Can normalize then
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
- // Initialize temp variables
- vec4 sunlight = sunlight_color;
- vec4 light_atten;
+ // Initialize temp variables
+ 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
+ // Sunlight attenuation effect (hue and brightness) due to atmosphere
+ // this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
- // Calculate relative weights
+ // Calculate relative weights
vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
vec4 blue_weight = blue_density / combined_haze;
vec4 haze_weight = haze_density / combined_haze;
@@ -130,63 +130,63 @@ void main()
float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
sunlight *= exp(-light_atten * off_axis);
- // Distance
+ // Distance
float density_dist = rel_pos_len * density_multiplier;
// Transparency (-> combined_haze)
// ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
- // compiler gets confused.
+ // compiler gets confused.
combined_haze = exp(-combined_haze * density_dist);
- // Compute haze glow
+ // Compute haze glow
float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
// haze_glow is 0 at the sun and increases away from sun
haze_glow = max(haze_glow, .001);
- // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
+ // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
haze_glow *= glow.x;
- // Higher glow.x gives dimmer glow (because next step is 1 / "angle")
+ // Higher glow.x gives dimmer glow (because next step is 1 / "angle")
haze_glow = pow(haze_glow, glow.z);
- // glow.z should be negative, so we're doing a sort of (1 / "angle") function
+ // glow.z should be negative, so we're doing a sort of (1 / "angle") function
haze_glow *= sun_moon_glow_factor;
- // Add "minimum anti-solar illumination"
+ // Add "minimum anti-solar illumination"
// For sun, add to glow. For moon, remove glow entirely. SL-13768
haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
- // Increase ambient when there are more clouds
- vec4 tmpAmbient = ambient_color;
- tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
+ // Increase ambient when there are more clouds
+ vec4 tmpAmbient = ambient_color;
+ tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
- // Dim sunlight by cloud shadow percentage
- sunlight *= (1. - cloud_shadow);
+ // Dim sunlight by cloud shadow percentage
+ sunlight *= (1. - cloud_shadow);
- // Haze color below cloud
+ // Haze color below cloud
vec4 additiveColorBelowCloud =
(blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
- // CLOUDS
+ // CLOUDS
off_axis = 1.0 / max(1e-6, lightnorm.y * 2.);
sunlight *= exp(-light_atten * off_axis);
- // Cloud color out
+ // Cloud color out
vary_CloudColorSun = (sunlight * haze_glow) * cloud_color;
- vary_CloudColorAmbient = tmpAmbient * cloud_color;
-
- // Attenuate cloud color by atmosphere
+ vary_CloudColorAmbient = tmpAmbient * cloud_color;
+
+ // Attenuate cloud color by atmosphere
combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds
vary_CloudColorSun *= combined_haze;
vary_CloudColorAmbient *= combined_haze;
vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze);
- // Make a nice cloud density based on the cloud_shadow value that was passed in.
- vary_CloudDensity = 2. * (cloud_shadow - 0.25);
+ // Make a nice cloud density based on the cloud_shadow value that was passed in.
+ vary_CloudDensity = 2. * (cloud_shadow - 0.25);
- // Combine these to minimize register use
- vary_CloudColorAmbient += oHazeColorBelowCloud;
+ // Combine these to minimize register use
+ vary_CloudColorAmbient += oHazeColorBelowCloud;
- // needs this to compile on mac
- // vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
+ // needs this to compile on mac
+ //vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
- // END CLOUDS
+ // END CLOUDS
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
index 6b36d00f97..9fcee04c32 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
@@ -64,28 +64,27 @@ void main()
#else
vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
#endif
-
+
color.rgb *= vertex_color.rgb;
// SL-9632 HUDs are affected by Atmosphere
if (no_atmo == 0)
{
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
vec3 pos = vary_position.xyz/vary_position.w;
- calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false);
-
- vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
- float env_intensity = vertex_color.a;
+ calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false);
+
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ float env_intensity = vertex_color.a;
//color.rgb = srgb_to_linear(color.rgb);
color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
-
- color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten);
- color.rgb = fullbrightScaleSoftClip(color.rgb);
+ color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten);
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
}
/*
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
index 6f7e777d23..5e966293c6 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
@@ -48,15 +48,15 @@ void fullbright_shiny_lighting()
{
vec4 color = diffuseLookup(vary_texcoord0.xy);
color.rgb *= vertex_color.rgb;
-
+
// SL-9632 HUDs are affected by Atmosphere
if (no_atmo == 0)
{
- vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low
- color.rgb = fullbrightShinyAtmosTransport(color.rgb);
- color.rgb = fullbrightScaleSoftClip(color.rgb);
+ color.rgb = fullbrightShinyAtmosTransport(color.rgb);
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
}
/*
// NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects.
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
index a0699affbf..3b4d358cfa 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
@@ -1,30 +1,37 @@
-/**
+/**
* @file class1\windlight\atmosphericVarsF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-vec3 getPositionEye()
-{
- return vec3(0,0,0);
-}
+VARYING vec3 vary_AdditiveColor;
+VARYING vec3 vary_AtmosAttenuation;
+
+vec3 getAmblitColor() { return vec3(0, 0, 0); }
+
+vec3 getAdditiveColor() { return vary_AdditiveColor; }
+
+vec3 getAtmosAttenuation() { return vec3(vary_AtmosAttenuation); }
+
+vec3 getSunlitColor() { return vec3(0, 0, 0); }
+
+vec3 getPositionEye() { return vec3(0, 0, 0); }
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
index bd1d150fc8..1fea2c3628 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
@@ -1,36 +1,56 @@
-/**
+/**
* @file class1\windlight\atmosphericVarsV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+VARYING vec3 vary_AdditiveColor;
+VARYING vec3 vary_AtmosAttenuation;
-vec3 getPositionEye()
+vec3 additive_color;
+vec3 atmos_attenuation;
+vec3 sunlit_color;
+vec3 amblit_color;
+vec3 position_eye;
+
+vec3 getSunlitColor() { return sunlit_color; }
+void setSunlitColor(vec3 v) { sunlit_color = v; }
+
+vec3 getAdditiveColor() { return additive_color; }
+void setAdditiveColor(vec3 v)
{
- return vec3(0,0,0);
+ additive_color = v;
+ vary_AdditiveColor = v;
}
-void setPositionEye(vec3 v)
+vec3 getAmblitColor() { return amblit_color; }
+void setAmblitColor(vec3 v) { amblit_color = v; }
+
+vec3 getAtmosAttenuation() { return atmos_attenuation; }
+void setAtmosAttenuation(vec3 v)
{
-
+ atmos_attenuation = v;
+ vary_AtmosAttenuation = v;
}
+
+vec3 getPositionEye() { return position_eye; }
+void setPositionEye(vec3 v) { position_eye = v; }
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl
index 5dc086ab1e..f83434b7ec 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl
@@ -1,33 +1,38 @@
-/**
+/**
* @file class1\windlight\atmosphericVarsWaterF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
VARYING vec3 vary_PositionEye;
+VARYING vec3 vary_AdditiveColor;
+VARYING vec3 vary_AtmosAttenuation;
+
+vec3 getSunlitColor() { return vec3(0, 0, 0); }
+
+vec3 getAmblitColor() { return vec3(0, 0, 0); }
+
+vec3 getAdditiveColor() { return vary_AdditiveColor; }
-vec3 getPositionEye()
-{
- return vary_PositionEye;
-}
+vec3 getAtmosAttenuation() { return vary_AtmosAttenuation; }
+vec3 getPositionEye() { return vary_PositionEye; }
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl
index e59eca265a..65d1176777 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl
@@ -1,37 +1,51 @@
-/**
+/**
* @file class1\windlight\atmosphericVarsWaterV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
+
VARYING vec3 vary_PositionEye;
+VARYING vec3 vary_AdditiveColor;
+VARYING vec3 vary_AtmosAttenuation;
-vec3 getPositionEye()
-{
- return vary_PositionEye;
-}
+vec3 atmos_attenuation;
+vec3 sunlit_color;
+vec3 amblit_color;
+
+vec3 getSunlitColor() { return sunlit_color; }
+void setSunlitColor(vec3 v) { sunlit_color = v; }
+
+vec3 getAmblitColor() { return amblit_color; }
+void setAmblitColor(vec3 v) { amblit_color = v; }
-void setPositionEye(vec3 v)
+vec3 getAdditiveColor() { return vary_AdditiveColor; }
+void setAdditiveColor(vec3 v) { vary_AdditiveColor = v; }
+
+vec3 getAtmosAttenuation() { return atmos_attenuation; }
+void setAtmosAttenuation(vec3 v)
{
- vary_PositionEye = v;
+ atmos_attenuation = v;
+ vary_AtmosAttenuation = v;
}
+
+vec3 getPositionEye() { return vary_PositionEye; }
+void setPositionEye(vec3 v) { vary_PositionEye = v; }
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
index d758f85d71..07733bda18 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
@@ -1,5 +1,5 @@
/**
- * @file class2\wl\atmosphericVars.glsl
+ * @file class2\wl\atmosphericVarsF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index 1f881eb44b..b004cc7ddd 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class2\wl\cloudsV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -33,26 +33,26 @@ ATTRIBUTE vec2 texcoord0;
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-VARYING vec4 vary_CloudColorSun;
-VARYING vec4 vary_CloudColorAmbient;
+VARYING vec4 vary_CloudColorSun;
+VARYING vec4 vary_CloudColorAmbient;
VARYING float vary_CloudDensity;
-VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-VARYING vec2 vary_texcoord2;
-VARYING vec2 vary_texcoord3;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
VARYING float altitude_blend_factor;
// Inputs
uniform vec3 camPosLocal;
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 moonlight_color;
-uniform int sun_up_factor;
-uniform vec4 ambient_color;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
+uniform vec4 lightnorm;
+uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
+uniform vec4 ambient_color;
+uniform vec4 blue_horizon;
+uniform vec4 blue_density;
uniform float haze_horizon;
uniform float haze_density;
@@ -60,7 +60,7 @@ uniform float cloud_shadow;
uniform float density_multiplier;
uniform float max_y;
-uniform vec4 glow;
+uniform vec4 glow;
uniform float sun_moon_glow_factor;
uniform vec4 cloud_color;
@@ -75,8 +75,8 @@ uniform float cloud_scale;
// indra\newview\llsettingsvo.cpp
void main()
{
- // World / view / projection
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ // World / view / projection
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
// Texture coords
// SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
@@ -93,7 +93,7 @@ void main()
vary_texcoord2 = vary_texcoord0 * 16.;
vary_texcoord3 = vary_texcoord1 * 16.;
- // Get relative position
+ // Get relative position
vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
// fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude
@@ -101,27 +101,27 @@ void main()
// Adj position vector to clamp altitude
if (rel_pos.y > 0.)
- {
+ {
rel_pos *= (max_y / rel_pos.y);
- }
+ }
if (rel_pos.y < 0.)
- {
+ {
rel_pos *= (-32000. / rel_pos.y);
- }
+ }
- // Can normalize then
+ // Can normalize then
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
- // Initialize temp variables
- vec4 sunlight = sunlight_color;
- vec4 light_atten;
+ // Initialize temp variables
+ 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
+ // Sunlight attenuation effect (hue and brightness) due to atmosphere
+ // this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
- // Calculate relative weights
+ // Calculate relative weights
vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
vec4 blue_weight = blue_density / combined_haze;
vec4 haze_weight = haze_density / combined_haze;
@@ -130,63 +130,63 @@ void main()
float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
sunlight *= exp(-light_atten * off_axis);
- // Distance
+ // Distance
float density_dist = rel_pos_len * density_multiplier;
// Transparency (-> combined_haze)
// ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
- // compiler gets confused.
+ // compiler gets confused.
combined_haze = exp(-combined_haze * density_dist);
- // Compute haze glow
+ // Compute haze glow
float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
// haze_glow is 0 at the sun and increases away from sun
haze_glow = max(haze_glow, .001);
- // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
+ // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
haze_glow *= glow.x;
- // Higher glow.x gives dimmer glow (because next step is 1 / "angle")
+ // Higher glow.x gives dimmer glow (because next step is 1 / "angle")
haze_glow = pow(haze_glow, glow.z);
- // glow.z should be negative, so we're doing a sort of (1 / "angle") function
+ // glow.z should be negative, so we're doing a sort of (1 / "angle") function
haze_glow *= sun_moon_glow_factor;
- // Add "minimum anti-solar illumination"
+ // Add "minimum anti-solar illumination"
// For sun, add to glow. For moon, remove glow entirely. SL-13768
haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
- // Increase ambient when there are more clouds
- vec4 tmpAmbient = ambient_color;
- tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
+ // Increase ambient when there are more clouds
+ vec4 tmpAmbient = ambient_color;
+ tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
- // Dim sunlight by cloud shadow percentage
- sunlight *= (1. - cloud_shadow);
+ // Dim sunlight by cloud shadow percentage
+ sunlight *= (1. - cloud_shadow);
- // Haze color below cloud
+ // Haze color below cloud
vec4 additiveColorBelowCloud =
(blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
- // CLOUDS
+ // CLOUDS
off_axis = 1.0 / max(1e-6, lightnorm.y * 2.);
sunlight *= exp(-light_atten * off_axis);
- // Cloud color out
+ // Cloud color out
vary_CloudColorSun = (sunlight * haze_glow) * cloud_color;
- vary_CloudColorAmbient = tmpAmbient * cloud_color;
-
- // Attenuate cloud color by atmosphere
+ vary_CloudColorAmbient = tmpAmbient * cloud_color;
+
+ // Attenuate cloud color by atmosphere
combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds
vary_CloudColorSun *= combined_haze;
vary_CloudColorAmbient *= combined_haze;
vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze);
- // Make a nice cloud density based on the cloud_shadow value that was passed in.
- vary_CloudDensity = 2. * (cloud_shadow - 0.25);
+ // Make a nice cloud density based on the cloud_shadow value that was passed in.
+ vary_CloudDensity = 2. * (cloud_shadow - 0.25);
- // Combine these to minimize register use
- vary_CloudColorAmbient += oHazeColorBelowCloud;
+ // Combine these to minimize register use
+ vary_CloudColorAmbient += oHazeColorBelowCloud;
- // needs this to compile on mac
- // vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
+ // needs this to compile on mac
+ //vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
- // END CLOUDS
+ // END CLOUDS
}
diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp
index bc44e37c5a..5016dc3e3e 100644
--- a/indra/newview/llfloatermodelpreview.cpp
+++ b/indra/newview/llfloatermodelpreview.cpp
@@ -3646,6 +3646,7 @@ BOOL LLModelPreview::render()
LLGLSUIDefault def; // GL_BLEND, GL_ALPHA_TEST, GL_CULL_FACE, depth test
LLGLDisable no_blend(GL_BLEND);
+ LLGLEnable cull(GL_CULL_FACE);
LLGLDepthTest depth(GL_FALSE); // SL-12781 disable z-buffer to render background color
LLGLDisable fog(GL_FOG);
diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp
index 5b83cf7163..52dcb71c10 100644
--- a/indra/newview/llviewerwindow.cpp
+++ b/indra/newview/llviewerwindow.cpp
@@ -313,6 +313,99 @@ RecordToChatConsole::RecordToChatConsole():
////////////////////////////////////////////////////////////////////////////
//
+// Print Utility
+//
+
+// Convert a normalized float (-1.0 <= x <= +1.0) to a fixed 1.4 format string:
+//
+// s#.####
+//
+// Where:
+// s sign character; space if x is positiv, minus if negative
+// # decimal digits
+//
+// This is similar to printf("%+.4f") except positive numbers are NOT cluttered with a leading '+' sign.
+// NOTE: This does NOT null terminate the output
+void normalized_float_to_string(const float x, char *out_str)
+{
+ static const unsigned char DECIMAL_BCD2[] =
+ {
+ 0x00, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09,
+ 0x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19,
+ 0x20, 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29,
+ 0x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39,
+ 0x40, 0x41, 0x42, 0x43, 0x44, 0x45, 0x46, 0x47, 0x48, 0x49,
+ 0x50, 0x51, 0x52, 0x53, 0x54, 0x55, 0x56, 0x57, 0x58, 0x59,
+ 0x60, 0x61, 0x62, 0x63, 0x64, 0x65, 0x66, 0x67, 0x68, 0x69,
+ 0x70, 0x71, 0x72, 0x73, 0x74, 0x75, 0x76, 0x77, 0x78, 0x79,
+ 0x80, 0x81, 0x82, 0x83, 0x84, 0x85, 0x86, 0x87, 0x88, 0x89,
+ 0x90, 0x91, 0x92, 0x93, 0x94, 0x95, 0x96, 0x97, 0x98, 0x99
+ };
+
+ int neg = (x < 0);
+ int rem = neg
+ ? (int)(x * -10000.)
+ : (int)(x * 10000.);
+
+ int d10 = rem % 100; rem /= 100;
+ int d32 = rem % 100; rem /= 100;
+
+ out_str[6] = '0' + ((DECIMAL_BCD2[ d10 ] >> 0) & 0xF);
+ out_str[5] = '0' + ((DECIMAL_BCD2[ d10 ] >> 4) & 0xF);
+ out_str[4] = '0' + ((DECIMAL_BCD2[ d32 ] >> 0) & 0xF);
+ out_str[3] = '0' + ((DECIMAL_BCD2[ d32 ] >> 4) & 0xF);
+ out_str[2] = '.';
+ out_str[1] = '0' + (rem & 1);
+ out_str[0] = " -"[neg]; // Could always show '+' for positive but this clutters up the common case
+}
+
+// normalized float
+// printf("%-.4f %-.4f %-.4f")
+// Params:
+// float &matrix_row[4]
+// int matrix_cell_index
+// string out_buffer (size 32)
+// Note: The buffer is assumed to be pre-filled with spaces
+#define MATRIX_ROW_N32_TO_STR(matrix_row, i, out_buffer) \
+ normalized_float_to_string(matrix_row[i+0], out_buffer + 0); \
+ normalized_float_to_string(matrix_row[i+1], out_buffer + 11); \
+ normalized_float_to_string(matrix_row[i+2], out_buffer + 22); \
+ out_buffer[31] = 0;
+
+
+// regular float
+// sprintf(buffer, "%-8.2f %-8.2f %-8.2f", matrix_row[i+0], matrix_row[i+1], matrix_row[i+2]);
+// Params:
+// float &matrix_row[4]
+// int matrix_cell_index
+// char out_buffer[32]
+// Note: The buffer is assumed to be pre-filled with spaces
+#define MATRIX_ROW_F32_TO_STR(matrix_row, i, out_buffer) { \
+ static const char *format[3] = { \
+ "%-8.2f" , /* 0 */ \
+ "> 99K ", /* 1 */ \
+ "< -99K " /* 2 */ \
+ }; \
+ \
+ F32 temp_0 = matrix_row[i+0]; \
+ F32 temp_1 = matrix_row[i+1]; \
+ F32 temp_2 = matrix_row[i+2]; \
+ \
+ U8 flag_0 = (((U8)(temp_0 < -99999.99)) << 1) | ((U8)(temp_0 > 99999.99)); \
+ U8 flag_1 = (((U8)(temp_1 < -99999.99)) << 1) | ((U8)(temp_1 > 99999.99)); \
+ U8 flag_2 = (((U8)(temp_2 < -99999.99)) << 1) | ((U8)(temp_2 > 99999.99)); \
+ \
+ if (temp_0 < 0.f) out_buffer[ 0] = '-'; \
+ if (temp_1 < 0.f) out_buffer[11] = '-'; \
+ if (temp_2 < 0.f) out_buffer[22] = '-'; \
+ \
+ sprintf(out_buffer+ 1,format[flag_0],fabsf(temp_0)); out_buffer[ 1+8] = ' '; \
+ sprintf(out_buffer+12,format[flag_1],fabsf(temp_1)); out_buffer[12+8] = ' '; \
+ sprintf(out_buffer+23,format[flag_2],fabsf(temp_2)); out_buffer[23+8] = 0 ; \
+}
+
+////////////////////////////////////////////////////////////////////////////
+//
// LLDebugText
//
@@ -333,7 +426,11 @@ private:
typedef std::vector<Line> line_list_t;
line_list_t mLineList;
LLColor4 mTextColor;
-
+
+ LLColor4 mBackColor;
+ LLRect mBackRectCamera1;
+ LLRect mBackRectCamera2;
+
void addText(S32 x, S32 y, const std::string &text)
{
mLineList.push_back(Line(text, x, y));
@@ -369,11 +466,22 @@ public:
mTextColor = LLColor4( 0.86f, 0.86f, 0.86f, 1.f );
// Draw stuff growing up from right lower corner of screen
- S32 xpos = mWindow->getWorldViewWidthScaled() - 400;
+ S32 x_right = mWindow->getWorldViewWidthScaled();
+ S32 xpos = x_right - 400;
xpos = llmax(xpos, 0);
S32 ypos = 64;
const S32 y_inc = 20;
+ // Camera matrix text is hard to see again a white background
+ // Add a dark background underneath the matrices for readability (contrast)
+ mBackRectCamera1.mLeft = xpos;
+ mBackRectCamera1.mRight = x_right;
+ mBackRectCamera1.mTop = -1;
+ mBackRectCamera1.mBottom = -1;
+ mBackRectCamera2 = mBackRectCamera1;
+
+ mBackColor = LLUIColorTable::instance().getColor( "MenuDefaultBgColor" );
+
clearText();
if (gSavedSettings.getBOOL("DebugShowTime"))
@@ -709,48 +817,45 @@ public:
}
if (gSavedSettings.getBOOL("DebugShowRenderMatrices"))
{
- addText(xpos, ypos, llformat("%.4f .%4f %.4f %.4f", gGLProjection[12], gGLProjection[13], gGLProjection[14], gGLProjection[15]));
- ypos += y_inc;
+ char camera_lines[8][32];
+ memset(camera_lines, ' ', sizeof(camera_lines));
- addText(xpos, ypos, llformat("%.4f .%4f %.4f %.4f", gGLProjection[8], gGLProjection[9], gGLProjection[10], gGLProjection[11]));
- ypos += y_inc;
-
- addText(xpos, ypos, llformat("%.4f .%4f %.4f %.4f", gGLProjection[4], gGLProjection[5], gGLProjection[6], gGLProjection[7]));
- ypos += y_inc;
-
- addText(xpos, ypos, llformat("%.4f .%4f %.4f %.4f", gGLProjection[0], gGLProjection[1], gGLProjection[2], gGLProjection[3]));
- ypos += y_inc;
+ // Projection last column is always <0,0,-1.0001,0>
+ // Projection last row is always <0,0,-0.2>
+ mBackRectCamera1.mBottom = ypos - y_inc + 2;
+ MATRIX_ROW_N32_TO_STR(gGLProjection, 12,camera_lines[7]); addText(xpos, ypos, std::string(camera_lines[7])); ypos += y_inc;
+ MATRIX_ROW_N32_TO_STR(gGLProjection, 8,camera_lines[6]); addText(xpos, ypos, std::string(camera_lines[6])); ypos += y_inc;
+ MATRIX_ROW_N32_TO_STR(gGLProjection, 4,camera_lines[5]); addText(xpos, ypos, std::string(camera_lines[5])); ypos += y_inc; mBackRectCamera1.mTop = ypos + 2;
+ MATRIX_ROW_N32_TO_STR(gGLProjection, 0,camera_lines[4]); addText(xpos, ypos, std::string(camera_lines[4])); ypos += y_inc; mBackRectCamera2.mBottom = ypos + 2;
addText(xpos, ypos, "Projection Matrix");
ypos += y_inc;
-
- addText(xpos, ypos, llformat("%.4f .%4f %.4f %.4f", gGLModelView[12], gGLModelView[13], gGLModelView[14], gGLModelView[15]));
- ypos += y_inc;
-
- addText(xpos, ypos, llformat("%.4f .%4f %.4f %.4f", gGLModelView[8], gGLModelView[9], gGLModelView[10], gGLModelView[11]));
- ypos += y_inc;
-
- addText(xpos, ypos, llformat("%.4f .%4f %.4f %.4f", gGLModelView[4], gGLModelView[5], gGLModelView[6], gGLModelView[7]));
- ypos += y_inc;
-
- addText(xpos, ypos, llformat("%.4f .%4f %.4f %.4f", gGLModelView[0], gGLModelView[1], gGLModelView[2], gGLModelView[3]));
- ypos += y_inc;
+ // View last column is always <0,0,0,1>
+ MATRIX_ROW_F32_TO_STR(gGLModelView, 12,camera_lines[3]); addText(xpos, ypos, std::string(camera_lines[3])); ypos += y_inc;
+ MATRIX_ROW_N32_TO_STR(gGLModelView, 8,camera_lines[2]); addText(xpos, ypos, std::string(camera_lines[2])); ypos += y_inc;
+ MATRIX_ROW_N32_TO_STR(gGLModelView, 4,camera_lines[1]); addText(xpos, ypos, std::string(camera_lines[1])); ypos += y_inc; mBackRectCamera2.mTop = ypos + 2;
+ MATRIX_ROW_N32_TO_STR(gGLModelView, 0,camera_lines[0]); addText(xpos, ypos, std::string(camera_lines[0])); ypos += y_inc;
addText(xpos, ypos, "View Matrix");
ypos += y_inc;
}
// disable use of glReadPixels which messes up nVidia nSight graphics debugging
- if (gSavedSettings.getBOOL("DebugShowColor") && !LLRender::sNsightDebugSupport)
- {
- U8 color[4];
- LLCoordGL coord = gViewerWindow->getCurrentMouse();
- glReadPixels(coord.mX, coord.mY, 1,1,GL_RGBA, GL_UNSIGNED_BYTE, color);
- addText(xpos, ypos, llformat("%d %d %d %d", color[0], color[1], color[2], color[3]));
- ypos += y_inc;
- }
+ if (gSavedSettings.getBOOL("DebugShowColor") && !LLRender::sNsightDebugSupport)
+ {
+ U8 color[4];
+ LLCoordGL coord = gViewerWindow->getCurrentMouse();
+
+ // Convert x,y to raw pixel coords
+ S32 x_raw = llround(coord.mX * gViewerWindow->getWindowWidthRaw() / (F32) gViewerWindow->getWindowWidthScaled());
+ S32 y_raw = llround(coord.mY * gViewerWindow->getWindowHeightRaw() / (F32) gViewerWindow->getWindowHeightScaled());
+
+ glReadPixels(x_raw, y_raw, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, color);
+ addText(xpos, ypos, llformat("Pixel <%1d, %1d> R:%1d G:%1d B:%1d A:%1d", x_raw, y_raw, color[0], color[1], color[2], color[3]));
+ ypos += y_inc;
+ }
- // only display these messages if we are actually rendering beacons at this moment
+ // only display these messages if we are actually rendering beacons at this moment
if (LLPipeline::getRenderBeacons() && LLFloaterReg::instanceVisible("beacons"))
{
if (LLPipeline::getRenderMOAPBeacons())
@@ -877,6 +982,18 @@ public:
void draw()
{
LL_RECORD_BLOCK_TIME(FTM_DISPLAY_DEBUG_TEXT);
+
+ // Camera matrix text is hard to see again a white background
+ // Add a dark background underneath the matrices for readability (contrast)
+ if (mBackRectCamera1.mTop >= 0)
+ {
+ mBackColor.setAlpha( 0.75f );
+ gl_rect_2d(mBackRectCamera1, mBackColor, true);
+
+ mBackColor.setAlpha( 0.66f );
+ gl_rect_2d(mBackRectCamera2, mBackColor, true);
+ }
+
for (line_list_t::iterator iter = mLineList.begin();
iter != mLineList.end(); ++iter)
{
@@ -885,7 +1002,6 @@ public:
LLFontGL::LEFT, LLFontGL::TOP,
LLFontGL::NORMAL, LLFontGL::NO_SHADOW, S32_MAX, S32_MAX, NULL, FALSE);
}
- mLineList.clear();
}
};