diff options
Diffstat (limited to 'indra')
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(); } }; |