From 8890c3238ab4ae8bbf1bc123284f9c6d4db4f9d6 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Wed, 6 Feb 2019 16:42:23 -0800 Subject: SL-10478 Fix side-effects of having both sun and moon as potential directional light contributors. We pass an int to the shader indicating which to prefer instead of making per-pixel decisions and pass the moonlight color/di independently. Obsolete llsettingssky fade color which was unused elsewhere and cached for no reason. --- indra/llrender/llrender.cpp | 13 ++++++++++++- indra/llrender/llrender.h | 2 ++ indra/llrender/llshadermgr.cpp | 2 ++ indra/llrender/llshadermgr.h | 2 ++ 4 files changed, 18 insertions(+), 1 deletion(-) (limited to 'indra/llrender') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 173444f708..6e15f52866 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -895,6 +895,15 @@ void LLLightState::setDiffuse(const LLColor4& diffuse) } } +void LLLightState::setDiffuseB(const LLColor4& diffuse) +{ + if (mDiffuseB != diffuse) + { + ++gGL.mLightHash; + mDiffuseB = diffuse; + } +} + void LLLightState::setAmbient(const LLColor4& ambient) { if (mAmbient != ambient) @@ -1153,6 +1162,7 @@ void LLRender::syncLightState() LLVector3 direction[8]; LLVector4 attenuation[8]; LLVector3 diffuse[8]; + LLVector3 diffuseB[8]; for (U32 i = 0; i < 8; i++) { @@ -1162,6 +1172,7 @@ void LLRender::syncLightState() direction[i] = light->mSpotDirection; attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[2], light->mSpecular.mV[3]); diffuse[i].set(light->mDiffuse.mV); + diffuseB[i].set(light->mDiffuseB.mV); } shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, 8, position[0].mV); @@ -1169,8 +1180,8 @@ void LLRender::syncLightState() shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV); shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV); shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV); - //HACK -- duplicate sunlight color for compatibility with drivers that can't deal with multiple shader objects referencing the same uniform shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV); + shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuseB[0].mV); } } diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h index a79db80ebe..012a8da4ce 100644 --- a/indra/llrender/llrender.h +++ b/indra/llrender/llrender.h @@ -229,6 +229,7 @@ public: void enable(); void disable(); void setDiffuse(const LLColor4& diffuse); + void setDiffuseB(const LLColor4& diffuse); void setAmbient(const LLColor4& ambient); void setSpecular(const LLColor4& specular); void setPosition(const LLVector4& position); @@ -245,6 +246,7 @@ protected: S32 mIndex; bool mEnabled; LLColor4 mDiffuse; + LLColor4 mDiffuseB; LLColor4 mAmbient; LLColor4 mSpecular; LLVector4 mPosition; diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 3989c1e2e4..11e84d8785 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -1352,6 +1352,8 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("sun_moon_glow_factor"); mReservedUniforms.push_back("water_edge"); + mReservedUniforms.push_back("sun_up_factor"); + mReservedUniforms.push_back("moonlight_color"); llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS); diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h index ef6f33f2e5..497c3eb231 100644 --- a/indra/llrender/llshadermgr.h +++ b/indra/llrender/llshadermgr.h @@ -250,6 +250,8 @@ public: SUN_MOON_GLOW_FACTOR, WATER_EDGE_FACTOR, + SUN_UP_FACTOR, + MOONLIGHT_COLOR, END_RESERVED_UNIFORMS } eGLSLReservedUniforms; -- cgit v1.3 From 90f9078d1f931774b5a6e866e26f4e0294f1e2d1 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 7 Feb 2019 16:00:21 -0800 Subject: SL-10486, SL-10501, SL-10487 Make moon texture from default daycycle the default moon texture id and use it for the default and blank assets in the picker. Fix handling of MM_TEXTURE to correctly detect when texture units outside the range 0-3 are used with texture matrix ops to prevent mem overwrite bug and/or asserts. --- indra/llinventory/llsettingssky.cpp | 11 +---------- indra/llinventory/llsettingssky.h | 3 +-- indra/llrender/llrender.cpp | 7 +++++++ indra/newview/lldrawpoolavatar.cpp | 7 ++++--- indra/newview/llweb.cpp | 11 ++++------- 5 files changed, 17 insertions(+), 22 deletions(-) (limited to 'indra/llrender') diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp index 612c97168c..48352d685b 100644 --- a/indra/llinventory/llsettingssky.cpp +++ b/indra/llinventory/llsettingssky.cpp @@ -140,7 +140,7 @@ const std::string LLSettingsSky::SETTING_SKY_ICE_LEVEL("ice_level"); const LLUUID LLSettingsSky::DEFAULT_ASSET_ID("eb3a7080-831f-9f37-10f0-7b1f9ea4043c"); static const LLUUID DEFAULT_SUN_ID("32bfbcea-24b1-fb9d-1ef9-48a28a63730f"); // dataserver -static const LLUUID DEFAULT_MOON_ID("db13b827-7e6a-7ace-bed4-4419ee00984d"); // dataserver +static const LLUUID DEFAULT_MOON_ID("d07f6eed-b96a-47cd-b51d-400ad4a1c428"); // dataserver static const LLUUID DEFAULT_CLOUD_ID("1dc1368f-e8fe-f02d-a08d-9d9f11c1af6b"); const std::string LLSettingsSky::SETTING_LEGACY_HAZE("legacy_haze"); @@ -1238,12 +1238,6 @@ LLVector3 LLSettingsSky::getMoonDirection() const return mMoonDirection; } -LLColor4U LLSettingsSky::getFadeColor() const -{ - update(); - return mFadeColor; -} - LLColor4 LLSettingsSky::getMoonAmbient() const { update(); @@ -1308,9 +1302,6 @@ void LLSettingsSky::calculateLightSettings() const mMoonDiffuse = gammaCorrect(componentMult(LLColor3::white, light_transmittance)); mMoonAmbient = gammaCorrect(componentMult(LLColor3::white, light_transmittance) * 0.5f); mTotalAmbient = mSunAmbient; - - mFadeColor = mTotalAmbient + (mSunDiffuse + mMoonDiffuse) * 0.5f; - mFadeColor.setAlpha(0); } LLUUID LLSettingsSky::GetDefaultAssetId() diff --git a/indra/llinventory/llsettingssky.h b/indra/llinventory/llsettingssky.h index 65c0f2c581..cd173a6b18 100644 --- a/indra/llinventory/llsettingssky.h +++ b/indra/llinventory/llsettingssky.h @@ -280,7 +280,7 @@ public: LLVector3 getSunDirection() const; LLVector3 getMoonDirection() const; - LLColor4U getFadeColor() const; + LLColor4 getMoonAmbient() const; LLColor3 getMoonDiffuse() const; LLColor4 getSunAmbient() const; @@ -347,7 +347,6 @@ private: static const F32 DOME_RADIUS; static const F32 DOME_OFFSET; - mutable LLColor4U mFadeColor; mutable LLColor4 mMoonAmbient; mutable LLColor3 mMoonDiffuse; mutable LLColor4 mSunAmbient; diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 173444f708..de04ea601a 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1477,6 +1477,13 @@ void LLRender::matrixMode(U32 mode) { if (mode == MM_TEXTURE) { + U32 tex_index = gGL.getCurrentTexUnitIndex(); + // the shaders don't actually reference anything beyond texture_matrix0/1 + if (tex_index > 3) + { + LL_WARNS_ONCE("render") << "Cannot use texture matrix with texture unit " << tex_index << " forcing texture matrix 3!" << LL_ENDL; + tex_index = 3; + } mode = MM_TEXTURE0 + gGL.getCurrentTexUnitIndex(); } diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index eaf5b7dd68..9fa76c0d97 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -1999,13 +1999,14 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow) if (face->mTextureMatrix && vobj->mTexAnimMode) { + // we don't support tex matrix ops on anything but texture_matrix0 and texture_matrix1 + // if you hit this assert, you most likely need to fix your content + llassert(gGL.getCurrentTexUnitIndex() <= 1); + gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadMatrix((F32*) face->mTextureMatrix->mMatrix); - buff->setBuffer(data_mask); buff->drawRange(LLRender::TRIANGLES, start, end, count, offset); - - gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadIdentity(); } diff --git a/indra/newview/llweb.cpp b/indra/newview/llweb.cpp index 768db047a4..2760ebd1df 100644 --- a/indra/newview/llweb.cpp +++ b/indra/newview/llweb.cpp @@ -268,12 +268,9 @@ bool LLWeb::useExternalBrowser(const std::string &url) boost::match_results matches; return !(boost::regex_search(uri_string, matches, pattern)); } - else - { - boost::regex pattern = boost::regex("^mailto:", boost::regex::perl | boost::regex::icase); - boost::match_results matches; - return boost::regex_search(url, matches, pattern); - } - return false; + + boost::regex pattern = boost::regex("^mailto:", boost::regex::perl | boost::regex::icase); + boost::match_results matches; + return boost::regex_search(url, matches, pattern); #endif } -- cgit v1.3 From 0a7bc35335666cc310ef900d4e4144c658b92522 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 8 Feb 2019 13:19:45 -0800 Subject: Replace funcs dropped in merge. --- indra/llrender/llrender.cpp | 13 ++++++++++++- 1 file changed, 12 insertions(+), 1 deletion(-) (limited to 'indra/llrender') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index de04ea601a..dc9affb596 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -895,6 +895,15 @@ void LLLightState::setDiffuse(const LLColor4& diffuse) } } +void LLLightState::setDiffuseB(const LLColor4& diffuse) +{ + if (mDiffuseB != diffuse) + { + ++gGL.mLightHash; + mDiffuseB = diffuse; + } +} + void LLLightState::setAmbient(const LLColor4& ambient) { if (mAmbient != ambient) @@ -1153,6 +1162,7 @@ void LLRender::syncLightState() LLVector3 direction[8]; LLVector4 attenuation[8]; LLVector3 diffuse[8]; + LLVector3 diffuseB[8]; for (U32 i = 0; i < 8; i++) { @@ -1162,6 +1172,7 @@ void LLRender::syncLightState() direction[i] = light->mSpotDirection; attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[2], light->mSpecular.mV[3]); diffuse[i].set(light->mDiffuse.mV); + diffuseB[i].set(light->mDiffuseB.mV); } shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, 8, position[0].mV); @@ -1169,8 +1180,8 @@ void LLRender::syncLightState() shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV); shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV); shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV); - //HACK -- duplicate sunlight color for compatibility with drivers that can't deal with multiple shader objects referencing the same uniform shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV); + shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuseB[0].mV); } } -- cgit v1.3