From 19320842ebc39c1b528a2107323f9e918d688177 Mon Sep 17 00:00:00 2001 From: Seth ProductEngine Date: Thu, 19 Jan 2012 16:57:09 +0200 Subject: EXP-1767 FIXED Received Items panel state being persistent between sessions. Added a setting to store the panel state. --- indra/newview/app_settings/settings.xml | 11 +++++++++++ 1 file changed, 11 insertions(+) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 28ba9fd704..62b8052a50 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -4259,6 +4259,17 @@ Boolean Value 0 + + InventoryInboxToggleState + + Comment + Stores the open/closed state of inventory Received items panel + Persist + 1 + Type + Boolean + Value + 0 InventoryLinking -- cgit v1.3 From 71a660e0060b9aa2c5c01fd94e8070075b373d8d Mon Sep 17 00:00:00 2001 From: Leslie Linden Date: Thu, 26 Jan 2012 10:17:41 -0800 Subject: * Fixed up shader compilation errors to get lighting and shadows working again on Mac. * Cleaned up vertex buffer allocation to guarantee allocation and deallocation using the same allocation methods from the same pools. * Added new shader feature for atmospheric helpers in the absence of lighting. Reviewed by davep. --- indra/llrender/llglslshader.cpp | 21 +- indra/llrender/llglslshader.h | 1 + indra/llrender/llshadermgr.cpp | 5 +- indra/llrender/llvertexbuffer.cpp | 222 ++++++++++----------- indra/llrender/llvertexbuffer.h | 31 ++- .../shaders/class1/deferred/alphaSkinnedV.glsl | 6 + .../shaders/class1/deferred/alphaV.glsl | 6 + .../shaders/class1/deferred/avatarAlphaV.glsl | 6 + .../shaders/class2/deferred/alphaSkinnedV.glsl | 6 + .../shaders/class2/deferred/alphaV.glsl | 6 + .../shaders/class2/deferred/avatarAlphaV.glsl | 6 + indra/newview/llviewershadermgr.cpp | 31 ++- 12 files changed, 211 insertions(+), 136 deletions(-) (limited to 'indra/newview/app_settings') diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 6b2852670a..3773568ad8 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -64,10 +64,23 @@ BOOL shouldChange(const LLVector4& v1, const LLVector4& v2) } LLShaderFeatures::LLShaderFeatures() -: calculatesLighting(false), isShiny(false), isFullbright(false), hasWaterFog(false), -hasTransport(false), hasSkinning(false), hasObjectSkinning(false), hasAtmospherics(false), isSpecular(false), -hasGamma(false), hasLighting(false), isAlphaLighting(false), calculatesAtmospherics(false), mIndexedTextureChannels(0), disableTextureIndex(false), -hasAlphaMask(false) + : atmosphericHelpers(false) + , calculatesLighting(false) + , calculatesAtmospherics(false) + , hasLighting(false) + , isAlphaLighting(false) + , isShiny(false) + , isFullbright(false) + , isSpecular(false) + , hasWaterFog(false) + , hasTransport(false) + , hasSkinning(false) + , hasObjectSkinning(false) + , hasAtmospherics(false) + , hasGamma(false) + , mIndexedTextureChannels(0) + , disableTextureIndex(false) + , hasAlphaMask(false) { } diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index 00b4b0dbd4..7873fe3c4e 100644 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -33,6 +33,7 @@ class LLShaderFeatures { public: + bool atmosphericHelpers; bool calculatesLighting; bool calculatesAtmospherics; bool hasLighting; // implies no transport (it's possible to have neither though) diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 1a03aeebb7..908443e8cf 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -94,13 +94,16 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) } } - if (features->calculatesLighting) + if (features->calculatesLighting || features->atmosphericHelpers) { if (!shader->attachObject("windlight/atmosphericsHelpersV.glsl")) { return FALSE; } + } + if (features->calculatesLighting) + { if (features->isSpecular) { if (!shader->attachObject("lighting/lightFuncSpecularV.glsl")) diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp index 518f3898a4..9069885341 100644 --- a/indra/llrender/llvertexbuffer.cpp +++ b/indra/llrender/llvertexbuffer.cpp @@ -53,19 +53,19 @@ U32 nhpo2(U32 v) //============================================================================ //static -LLVBOPool LLVertexBuffer::sStreamVBOPool; -LLVBOPool LLVertexBuffer::sDynamicVBOPool; -LLVBOPool LLVertexBuffer::sStreamIBOPool; -LLVBOPool LLVertexBuffer::sDynamicIBOPool; +LLVBOPool LLVertexBuffer::sStreamVBOPool(GL_STREAM_DRAW_ARB, GL_ARRAY_BUFFER_ARB); +LLVBOPool LLVertexBuffer::sDynamicVBOPool(GL_DYNAMIC_DRAW_ARB, GL_ARRAY_BUFFER_ARB); +LLVBOPool LLVertexBuffer::sStreamIBOPool(GL_STREAM_DRAW_ARB, GL_ELEMENT_ARRAY_BUFFER_ARB); +LLVBOPool LLVertexBuffer::sDynamicIBOPool(GL_DYNAMIC_DRAW_ARB, GL_ELEMENT_ARRAY_BUFFER_ARB); U32 LLVBOPool::sBytesPooled = 0; -LLPrivateMemoryPool* LLVertexBuffer::sPrivatePoolp = NULL ; +LLPrivateMemoryPool* LLVertexBuffer::sPrivatePoolp = NULL; U32 LLVertexBuffer::sBindCount = 0; U32 LLVertexBuffer::sSetCount = 0; S32 LLVertexBuffer::sCount = 0; S32 LLVertexBuffer::sGLCount = 0; S32 LLVertexBuffer::sMappedCount = 0; -BOOL LLVertexBuffer::sDisableVBOMapping = FALSE ; +BOOL LLVertexBuffer::sDisableVBOMapping = FALSE; BOOL LLVertexBuffer::sEnableVBOs = TRUE; U32 LLVertexBuffer::sGLRenderBuffer = 0; U32 LLVertexBuffer::sGLRenderArray = 0; @@ -204,8 +204,8 @@ void LLVBOPool::release(U32 name, volatile U8* buffer, U32 size) Record rec; rec.mGLName = name; rec.mClientData = buffer; - - if (!LLVertexBuffer::sDisableVBOMapping && mUsage == GL_DYNAMIC_DRAW_ARB) + + if (buffer == NULL) { glDeleteBuffersARB(1, &rec.mGLName); } @@ -282,7 +282,7 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask) { if (sLastMask != data_mask) { - BOOL error = FALSE; + bool error = false; if (LLGLSLShader::sNoFixedFunction) { @@ -343,7 +343,7 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask) { if (gDebugSession) { - error = TRUE; + error = true; gFailLog << "Bad client state! " << array[i] << " disabled." << std::endl; } else @@ -363,7 +363,7 @@ void LLVertexBuffer::setupClientArrays(U32 data_mask) { //needs to be disabled, make sure it was (DEBUG TEMPORARY) if (gDebugSession) { - error = TRUE; + error = true; gFailLog << "Bad client state! " << array[i] << " enabled." << std::endl; } else @@ -547,7 +547,7 @@ void LLVertexBuffer::validateRange(U32 start, U32 end, U32 count, U32 indices_of void LLVertexBuffer::drawRange(U32 mode, U32 start, U32 end, U32 count, U32 indices_offset) const { validateRange(start, end, count, indices_offset); - mMappable = FALSE; + mMappable = false; gGL.syncMatrices(); llassert(mNumVerts >= 0); @@ -602,7 +602,7 @@ void LLVertexBuffer::drawRange(U32 mode, U32 start, U32 end, U32 count, U32 indi void LLVertexBuffer::draw(U32 mode, U32 count, U32 indices_offset) const { llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL); - mMappable = FALSE; + mMappable = false; gGL.syncMatrices(); llassert(mNumIndices >= 0); @@ -648,7 +648,7 @@ void LLVertexBuffer::draw(U32 mode, U32 count, U32 indices_offset) const void LLVertexBuffer::drawArrays(U32 mode, U32 first, U32 count) const { llassert(!LLGLSLShader::sNoFixedFunction || LLGLSLShader::sCurBoundShaderPtr != NULL); - mMappable = FALSE; + mMappable = false; gGL.syncMatrices(); llassert(mNumVerts >= 0); @@ -688,23 +688,13 @@ void LLVertexBuffer::drawArrays(U32 mode, U32 first, U32 count) const //static void LLVertexBuffer::initClass(bool use_vbo, bool no_vbo_mapping) { - sEnableVBOs = use_vbo && gGLManager.mHasVertexBufferObject ; - sDisableVBOMapping = sEnableVBOs && no_vbo_mapping ; + sEnableVBOs = use_vbo && gGLManager.mHasVertexBufferObject; + sDisableVBOMapping = sEnableVBOs && no_vbo_mapping; - if(!sPrivatePoolp) + if (!sPrivatePoolp) { - sPrivatePoolp = LLPrivateMemoryPoolManager::getInstance()->newPool(LLPrivateMemoryPool::STATIC) ; + sPrivatePoolp = LLPrivateMemoryPoolManager::getInstance()->newPool(LLPrivateMemoryPool::STATIC); } - - sStreamVBOPool.mType = GL_ARRAY_BUFFER_ARB; - sStreamVBOPool.mUsage= GL_STREAM_DRAW_ARB; - sStreamIBOPool.mType = GL_ELEMENT_ARRAY_BUFFER_ARB; - sStreamIBOPool.mUsage= GL_STREAM_DRAW_ARB; - - sDynamicVBOPool.mType = GL_ARRAY_BUFFER_ARB; - sDynamicVBOPool.mUsage= GL_DYNAMIC_DRAW_ARB; - sDynamicIBOPool.mType = GL_ELEMENT_ARRAY_BUFFER_ARB; - sDynamicIBOPool.mUsage= GL_DYNAMIC_DRAW_ARB; } //static @@ -757,65 +747,79 @@ void LLVertexBuffer::cleanupClass() //---------------------------------------------------------------------------- -LLVertexBuffer::LLVertexBuffer(U32 typemask, S32 usage) : - LLRefCount(), - - mNumVerts(0), - mNumIndices(0), - mUsage(usage), - mGLBuffer(0), - mGLArray(0), - mGLIndices(0), - mMappedData(NULL), - mMappedIndexData(NULL), - mVertexLocked(FALSE), - mIndexLocked(FALSE), - mFinal(FALSE), - mEmpty(TRUE), - mFence(NULL) +S32 LLVertexBuffer::determineUsage(S32 usage) { - LLMemType mt2(LLMemType::MTYPE_VERTEX_CONSTRUCTOR); - mFence = NULL; + S32 ret_usage = usage; + if (!sEnableVBOs) { - mUsage = 0 ; + ret_usage = 0; } - - if (mUsage == GL_STREAM_DRAW_ARB && !sUseStreamDraw) + + if (usage == GL_STREAM_DRAW_ARB && !sUseStreamDraw) { - mUsage = 0; + ret_usage = 0; } - if (mUsage == GL_DYNAMIC_DRAW_ARB && sPreferStreamDraw) + if (usage == GL_DYNAMIC_DRAW_ARB && sPreferStreamDraw) { - mUsage = GL_STREAM_DRAW_ARB; + ret_usage = GL_STREAM_DRAW_ARB; } - - if (mUsage == 0 && LLRender::sGLCoreProfile) + + if (usage == 0 && LLRender::sGLCoreProfile) { //MUST use VBOs for all rendering - mUsage = GL_STREAM_DRAW_ARB; + ret_usage = GL_STREAM_DRAW_ARB; } - - if (mUsage && mUsage != GL_STREAM_DRAW_ARB) + + if (usage && usage != GL_STREAM_DRAW_ARB) { //only stream_draw and dynamic_draw are supported when using VBOs, dynamic draw is the default if (sDisableVBOMapping) { //always use stream draw if VBO mapping is disabled - mUsage = GL_STREAM_DRAW_ARB; + ret_usage = GL_STREAM_DRAW_ARB; } else { - mUsage = GL_DYNAMIC_DRAW_ARB; + ret_usage = GL_DYNAMIC_DRAW_ARB; } } + return ret_usage; +} + +LLVertexBuffer::LLVertexBuffer(U32 typemask, S32 usage) : + LLRefCount(), + + mNumVerts(0), + mNumIndices(0), + mAlignedOffset(0), + mAlignedIndexOffset(0), + mSize(0), + mIndicesSize(0), + mTypeMask(typemask), + mUsage(LLVertexBuffer::determineUsage(usage)), + mGLBuffer(0), + mGLIndices(0), + mGLArray(0), + mMappedData(NULL), + mMappedIndexData(NULL), + mMappedDataUsingVBOs(false), + mMappedIndexDataUsingVBOs(false), + mVertexLocked(false), + mIndexLocked(false), + mFinal(false), + mEmpty(true), + mMappable(false), + mFence(NULL) +{ + LLMemType mt2(LLMemType::MTYPE_VERTEX_CONSTRUCTOR); if (mUsage == GL_DYNAMIC_DRAW_ARB && !sDisableVBOMapping) { - mMappable = TRUE; + mMappable = true; } else { - mMappable = FALSE; + mMappable = false; } //zero out offsets @@ -824,12 +828,6 @@ LLVertexBuffer::LLVertexBuffer(U32 typemask, S32 usage) : mOffsets[i] = 0; } - mTypeMask = typemask; - mSize = 0; - mIndicesSize = 0; - mAlignedOffset = 0; - mAlignedIndexOffset = 0; - sCount++; } @@ -1010,9 +1008,11 @@ void LLVertexBuffer::createGLBuffer(U32 size) return; } - mEmpty = TRUE; + mEmpty = true; - if (useVBOs()) + mMappedDataUsingVBOs = useVBOs(); + + if (mMappedDataUsingVBOs) { genBuffer(size); } @@ -1039,12 +1039,14 @@ void LLVertexBuffer::createGLIndices(U32 size) return; } - mEmpty = TRUE; + mEmpty = true; //pad by 16 bytes for aligned copies size += 16; - if (useVBOs()) + mMappedIndexDataUsingVBOs = useVBOs(); + + if (mMappedIndexDataUsingVBOs) { //pad by another 16 bytes for VBO pointer adjustment size += 16; @@ -1064,15 +1066,15 @@ void LLVertexBuffer::destroyGLBuffer() LLMemType mt2(LLMemType::MTYPE_VERTEX_DESTROY_BUFFER); if (mGLBuffer) { - if (useVBOs()) + if (mMappedDataUsingVBOs) { releaseBuffer(); } else { - FREE_MEM(sPrivatePoolp, (void*) mMappedData) ; + FREE_MEM(sPrivatePoolp, (void*) mMappedData); mMappedData = NULL; - mEmpty = TRUE; + mEmpty = true; } } @@ -1085,15 +1087,15 @@ void LLVertexBuffer::destroyGLIndices() LLMemType mt2(LLMemType::MTYPE_VERTEX_DESTROY_INDICES); if (mGLIndices) { - if (useVBOs()) + if (mMappedIndexDataUsingVBOs) { releaseIndices(); } else { - FREE_MEM(sPrivatePoolp, (void*) mMappedIndexData) ; + FREE_MEM(sPrivatePoolp, (void*) mMappedIndexData); mMappedIndexData = NULL; - mEmpty = TRUE; + mEmpty = true; } } @@ -1278,16 +1280,10 @@ void LLVertexBuffer::resizeBuffer(S32 newnverts, S32 newnindices) } } -BOOL LLVertexBuffer::useVBOs() const +bool LLVertexBuffer::useVBOs() const { //it's generally ineffective to use VBO for things that are streaming on apple - - if (!mUsage) - { - return FALSE; - } - - return TRUE; + return (mUsage != 0); } //---------------------------------------------------------------------------- @@ -1367,7 +1363,7 @@ volatile U8* LLVertexBuffer::mapVertexBuffer(S32 type, S32 index, S32 count, boo if (!mVertexLocked) { LLMemType mt_v(LLMemType::MTYPE_VERTEX_MAP_BUFFER_VERTICES); - mVertexLocked = TRUE; + mVertexLocked = true; sMappedCount++; stop_glerror(); @@ -1446,8 +1442,8 @@ volatile U8* LLVertexBuffer::mapVertexBuffer(S32 type, S32 index, S32 count, boo { log_glerror(); - //check the availability of memory - LLMemory::logMemoryInfo(TRUE) ; + //check the availability of memory + LLMemory::logMemoryInfo(TRUE) ; if(mMappable) { @@ -1546,7 +1542,7 @@ volatile U8* LLVertexBuffer::mapIndexBuffer(S32 index, S32 count, bool map_range { LLMemType mt_v(LLMemType::MTYPE_VERTEX_MAP_BUFFER_INDICES); - mIndexLocked = TRUE; + mIndexLocked = true; sMappedCount++; stop_glerror(); @@ -1741,7 +1737,7 @@ void LLVertexBuffer::unmapBuffer() mMappedData = NULL; } - mVertexLocked = FALSE ; + mVertexLocked = false; sMappedCount--; } @@ -1808,13 +1804,13 @@ void LLVertexBuffer::unmapBuffer() mMappedIndexData = NULL ; } - mIndexLocked = FALSE ; + mIndexLocked = false ; sMappedCount--; } if(updated_all) { - mEmpty = FALSE; + mEmpty = false; } } @@ -1834,12 +1830,12 @@ template struct VertexBufferStrider if (ptr == NULL) { llwarns << "mapIndexBuffer failed!" << llendl; - return FALSE; + return false; } strider = (T*)ptr; strider.setStride(0); - return TRUE; + return true; } else if (vbo.hasDataType(type)) { @@ -1850,18 +1846,18 @@ template struct VertexBufferStrider if (ptr == NULL) { llwarns << "mapVertexBuffer failed!" << llendl; - return FALSE; + return false; } strider = (T*)ptr; strider.setStride(stride); - return TRUE; + return true; } else { llerrs << "VertexBufferStrider could not find valid vertex data." << llendl; } - return FALSE; + return false; } }; @@ -2014,7 +2010,7 @@ void LLVertexBuffer::setBuffer(U32 data_mask) LLMemType mt2(LLMemType::MTYPE_VERTEX_SET_BUFFER); //set up pointers if the data mask is different ... - BOOL setup = (sLastMask != data_mask); + bool setup = (sLastMask != data_mask); if (gDebugGL && data_mask != 0) { //make sure data requirements are fulfilled @@ -2048,21 +2044,17 @@ void LLVertexBuffer::setBuffer(U32 data_mask) if (mGLArray) { bindGLArray(); - setup = FALSE; //do NOT perform pointer setup if using VAO + setup = false; //do NOT perform pointer setup if using VAO } else { - if (bindGLBuffer()) - { - setup = TRUE; - } - if (bindGLIndices()) - { - setup = TRUE; - } + const bool bindBuffer = bindGLBuffer(); + const bool bindIndices = bindGLIndices(); + + setup = setup || bindBuffer || bindIndices; } - BOOL error = FALSE; + bool error = false; if (gDebugGL && !mGLArray) { GLint buff; @@ -2071,7 +2063,7 @@ void LLVertexBuffer::setBuffer(U32 data_mask) { if (gDebugSession) { - error = TRUE; + error = true; gFailLog << "Invalid GL vertex buffer bound: " << buff << std::endl; } else @@ -2087,7 +2079,7 @@ void LLVertexBuffer::setBuffer(U32 data_mask) { if (gDebugSession) { - error = TRUE; + error = true; gFailLog << "Invalid GL index buffer bound: " << buff << std::endl; } else @@ -2119,12 +2111,12 @@ void LLVertexBuffer::setBuffer(U32 data_mask) glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); sBindCount++; sVBOActive = FALSE; - setup = TRUE; // ... or a VBO is deactivated + setup = true; // ... or a VBO is deactivated } if (sGLRenderBuffer != mGLBuffer) { sGLRenderBuffer = mGLBuffer; - setup = TRUE; // ... or a client memory pointer changed + setup = true; // ... or a client memory pointer changed } } if (mGLIndices) @@ -2221,19 +2213,19 @@ void LLVertexBuffer::setupVertexBuffer(U32 data_mask) { S32 loc = TYPE_WEIGHT; void* ptr = (void*)(base + mOffsets[TYPE_WEIGHT]); - glVertexAttribPointerARB(loc, 1, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT], ptr); + glVertexAttribPointerARB(loc, 1, GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT], ptr); } if (data_mask & MAP_WEIGHT4) { S32 loc = TYPE_WEIGHT4; void* ptr = (void*)(base+mOffsets[TYPE_WEIGHT4]); - glVertexAttribPointerARB(loc, 4, GL_FLOAT, FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT4], ptr); + glVertexAttribPointerARB(loc, 4, GL_FLOAT, GL_FALSE, LLVertexBuffer::sTypeSize[TYPE_WEIGHT4], ptr); } if (data_mask & MAP_CLOTHWEIGHT) { S32 loc = TYPE_CLOTHWEIGHT; void* ptr = (void*)(base + mOffsets[TYPE_CLOTHWEIGHT]); - glVertexAttribPointerARB(loc, 4, GL_FLOAT, TRUE, LLVertexBuffer::sTypeSize[TYPE_CLOTHWEIGHT], ptr); + glVertexAttribPointerARB(loc, 4, GL_FLOAT, GL_TRUE, LLVertexBuffer::sTypeSize[TYPE_CLOTHWEIGHT], ptr); } if (data_mask & MAP_TEXTURE_INDEX) { diff --git a/indra/llrender/llvertexbuffer.h b/indra/llrender/llvertexbuffer.h index e1cbfd3b61..a0d21b4a36 100644 --- a/indra/llrender/llvertexbuffer.h +++ b/indra/llrender/llvertexbuffer.h @@ -55,9 +55,14 @@ class LLVBOPool { public: static U32 sBytesPooled; + + LLVBOPool(U32 vboUsage, U32 vboType) + : mUsage(vboUsage) + , mType(vboType) + {} - U32 mUsage; - U32 mType; + const U32 mUsage; + const U32 mType; //size MUST be a power of 2 volatile U8* allocate(U32& name, U32 size); @@ -103,6 +108,7 @@ public: }; LLVertexBuffer(const LLVertexBuffer& rhs) + : mUsage(rhs.mUsage) { *this = rhs; } @@ -201,7 +207,7 @@ protected: void destroyGLIndices(); void updateNumVerts(S32 nverts); void updateNumIndices(S32 nindices); - virtual BOOL useVBOs() const; + bool useVBOs() const; void unmapBuffer(); public: @@ -274,18 +280,24 @@ protected: S32 mSize; S32 mIndicesSize; U32 mTypeMask; - S32 mUsage; // GL usage + + const S32 mUsage; // GL usage + U32 mGLBuffer; // GL VBO handle U32 mGLIndices; // GL IBO handle U32 mGLArray; // GL VAO handle volatile U8* mMappedData; // pointer to currently mapped data (NULL if unmapped) volatile U8* mMappedIndexData; // pointer to currently mapped indices (NULL if unmapped) - BOOL mVertexLocked; // if TRUE, vertex buffer is being or has been written to in client memory - BOOL mIndexLocked; // if TRUE, index buffer is being or has been written to in client memory - BOOL mFinal; // if TRUE, buffer can not be mapped again - BOOL mEmpty; // if TRUE, client buffer is empty (or NULL). Old values have been discarded. - mutable BOOL mMappable; // if TRUE, use memory mapping to upload data (otherwise doublebuffer and use glBufferSubData) + + U32 mMappedDataUsingVBOs : 1; + U32 mMappedIndexDataUsingVBOs : 1; + U32 mVertexLocked : 1; // if TRUE, vertex buffer is being or has been written to in client memory + U32 mIndexLocked : 1; // if TRUE, index buffer is being or has been written to in client memory + U32 mFinal : 1; // if TRUE, buffer can not be mapped again + U32 mEmpty : 1; // if TRUE, client buffer is empty (or NULL). Old values have been discarded. + + mutable bool mMappable; // if TRUE, use memory mapping to upload data (otherwise doublebuffer and use glBufferSubData) S32 mOffsets[TYPE_MAX]; std::vector mMappedVertexRegions; @@ -296,6 +308,7 @@ protected: void placeFence() const; void waitFence() const; + static S32 determineUsage(S32 usage); private: static LLPrivateMemoryPool* sPrivatePoolp ; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl index 40b0cf47ac..eada38eaaa 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -55,6 +55,12 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; +float calcDirectionalLight(vec3 n, vec3 l) +{ + float a = max(dot(n,l),0.0); + return a; +} + float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 8c96d55342..5c36118a50 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -64,6 +64,12 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; +float calcDirectionalLight(vec3 n, vec3 l) +{ + float a = max(dot(n,l),0.0); + return a; +} + float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index c0edddc40a..d6149fcc32 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -59,6 +59,12 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; +float calcDirectionalLight(vec3 n, vec3 l) +{ + float a = max(dot(n,l),0.0); + return a; +} + float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl index 83815b1786..9629cfe824 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -61,6 +61,12 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; +float calcDirectionalLight(vec3 n, vec3 l) +{ + float a = max(dot(n,l),0.0); + return a; +} + float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 1660f9687e..1586aab0f2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -63,6 +63,12 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; +float calcDirectionalLight(vec3 n, vec3 l) +{ + float a = max(dot(n,l),0.0); + return a; +} + float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index 84c27edb26..44aaa98b97 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -60,6 +60,12 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; +float calcDirectionalLight(vec3 n, vec3 l) +{ + float a = max(dot(n,l),0.0); + return a; +} + float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 5de363e03c..6db2138688 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -730,7 +730,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders() vector< pair > shaders; shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); - shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); + shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) ); @@ -1102,19 +1102,25 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { gDeferredSkinnedAlphaProgram.mName = "Deferred Skinned Alpha Shader"; + gDeferredSkinnedAlphaProgram.mFeatures.atmosphericHelpers = true; gDeferredSkinnedAlphaProgram.mFeatures.hasObjectSkinning = true; gDeferredSkinnedAlphaProgram.mFeatures.calculatesAtmospherics = true; gDeferredSkinnedAlphaProgram.mFeatures.hasGamma = true; gDeferredSkinnedAlphaProgram.mFeatures.hasAtmospherics = true; - gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = true; - gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = true; + gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = false; + gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = false; gDeferredSkinnedAlphaProgram.mFeatures.isAlphaLighting = true; gDeferredSkinnedAlphaProgram.mFeatures.disableTextureIndex = true; gDeferredSkinnedAlphaProgram.mShaderFiles.clear(); gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL); + + // Hack to include uniforms for lighting without linking in lighting file + gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = true; + gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = true; } if (success) @@ -1231,11 +1237,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { gDeferredAlphaProgram.mName = "Deferred Alpha Shader"; - gDeferredAlphaProgram.mFeatures.calculatesLighting = true; + gDeferredAlphaProgram.mFeatures.atmosphericHelpers = true; + gDeferredAlphaProgram.mFeatures.calculatesLighting = false; gDeferredAlphaProgram.mFeatures.calculatesAtmospherics = true; gDeferredAlphaProgram.mFeatures.hasGamma = true; gDeferredAlphaProgram.mFeatures.hasAtmospherics = true; - gDeferredAlphaProgram.mFeatures.hasLighting = true; + gDeferredAlphaProgram.mFeatures.hasLighting = false; gDeferredAlphaProgram.mFeatures.isAlphaLighting = true; gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels if (mVertexShaderLevel[SHADER_DEFERRED] < 1) @@ -1251,7 +1258,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredAlphaProgram.createShader(NULL, NULL); + + // Hack + gDeferredAlphaProgram.mFeatures.calculatesLighting = true; + gDeferredAlphaProgram.mFeatures.hasLighting = true; } if (success) @@ -1394,19 +1406,24 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { gDeferredAvatarAlphaProgram.mName = "Avatar Alpha Shader"; + gDeferredAvatarAlphaProgram.mFeatures.atmosphericHelpers = true; gDeferredAvatarAlphaProgram.mFeatures.hasSkinning = true; - gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true; + gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = false; gDeferredAvatarAlphaProgram.mFeatures.calculatesAtmospherics = true; gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true; gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true; - gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true; + gDeferredAvatarAlphaProgram.mFeatures.hasLighting = false; gDeferredAvatarAlphaProgram.mFeatures.isAlphaLighting = true; gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true; gDeferredAvatarAlphaProgram.mShaderFiles.clear(); gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedNoColorF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredAvatarAlphaProgram.createShader(NULL, &mAvatarUniforms); + + gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true; + gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true; } if (success) -- cgit v1.3 From c4084c71386e34f6c28d4c10199eaf1155a2855b Mon Sep 17 00:00:00 2001 From: Leslie Linden Date: Mon, 30 Jan 2012 15:29:53 -0800 Subject: SH-2592 PROGRESS -- (OS X Lion) Graphics issues with Atmospheric Shaders enabled on Intel HD 3000, 10.7.2 Refactored WindLight estate settings to use float uniforms in the shaders that only need it, rather than vec4's for everything. --- .../shaders/class1/deferred/cloudsV.glsl | 32 ++++---- .../app_settings/shaders/class1/deferred/skyV.glsl | 28 +++---- .../shaders/class1/deferred/softenLightF.glsl | 30 +++---- .../shaders/class2/deferred/softenLightF.glsl | 30 +++---- .../shaders/class2/windlight/atmosphericsV.glsl | 34 ++++---- .../shaders/class2/windlight/cloudsV.glsl | 28 +++---- .../shaders/class2/windlight/skyV.glsl | 28 +++---- indra/newview/llfloatereditsky.cpp | 37 +++++---- indra/newview/llvosky.cpp | 22 ++--- indra/newview/llvosky.h | 2 +- indra/newview/llwlparammanager.cpp | 5 +- indra/newview/llwlparammanager.h | 9 +-- indra/newview/llwlparamset.cpp | 94 ++++++++++------------ indra/newview/llwlparamset.h | 2 +- 14 files changed, 185 insertions(+), 196 deletions(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 64e094e3c5..72f319b8e3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -50,18 +50,18 @@ uniform vec4 sunlight_color; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; -uniform vec4 haze_horizon; -uniform vec4 haze_density; +uniform float haze_horizon; +uniform float haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 max_y; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float max_y; uniform vec4 glow; uniform vec4 cloud_color; -uniform vec4 cloud_scale; +uniform float cloud_scale; void main() { @@ -77,7 +77,7 @@ void main() // Set altitude if (P.y > 0.) { - P *= (max_y.x / P.y); + P *= (max_y / P.y); } else { @@ -99,12 +99,12 @@ void main() // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x); + light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y); // Calculate relative weights - temp1 = blue_density + haze_density.x; + temp1 = blue_density + haze_density; blue_weight = blue_density / temp1; - haze_weight = haze_density.x / temp1; + haze_weight = haze_density / temp1; // Compute sunlight from P & lightnorm (for long rays like sky) temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); @@ -112,7 +112,7 @@ void main() sunlight *= exp( - light_atten * temp2.y); // Distance - temp2.z = Plen * density_multiplier.x; + temp2.z = Plen * density_multiplier; // Transparency (-> temp1) // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati @@ -136,14 +136,14 @@ void main() // Increase ambient when there are more clouds vec4 tmpAmbient = ambient; - tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5; + tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage - sunlight *= (1. - cloud_shadow.x); + sunlight *= (1. - cloud_shadow); // Haze color below cloud vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) ); // CLOUDS @@ -164,13 +164,13 @@ void main() vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1); // Make a nice cloud density based on the cloud_shadow value that was passed in. - vary_CloudDensity = 2. * (cloud_shadow.x - 0.25); + vary_CloudDensity = 2. * (cloud_shadow - 0.25); // Texture coords vary_texcoord0 = texcoord0; vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= cloud_scale.x; + vary_texcoord0.xy /= cloud_scale; vary_texcoord0.xy += 0.5; vary_texcoord1 = vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 721de18e0b..deb4f00072 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -44,12 +44,12 @@ uniform vec4 sunlight_color; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; -uniform vec4 haze_horizon; -uniform vec4 haze_density; +uniform float haze_horizon; +uniform float haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 max_y; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float max_y; uniform vec4 glow; @@ -71,7 +71,7 @@ void main() // Set altitude if (P.y > 0.) { - P *= (max_y.x / P.y); + P *= (max_y / P.y); } else { @@ -93,12 +93,12 @@ void main() // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x); + light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y); // Calculate relative weights - temp1 = blue_density + haze_density.x; + temp1 = blue_density + haze_density; blue_weight = blue_density / temp1; - haze_weight = haze_density.x / temp1; + haze_weight = haze_density / temp1; // Compute sunlight from P & lightnorm (for long rays like sky) temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); @@ -106,7 +106,7 @@ void main() sunlight *= exp( - light_atten * temp2.y); // Distance - temp2.z = Plen * density_multiplier.x; + temp2.z = Plen * density_multiplier; // Transparency (-> temp1) // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati @@ -131,20 +131,20 @@ void main() // Haze color above cloud vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient) - + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + ambient) + + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient) ); // Increase ambient when there are more clouds vec4 tmpAmbient = ambient; - tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5; + tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage - sunlight *= (1. - cloud_shadow.x); + sunlight *= (1. - cloud_shadow); // Haze color below cloud vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) ); // Final atmosphere additive diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 51110ae4df..e32dab9bae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -51,12 +51,12 @@ uniform vec4 sunlight_color; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; -uniform vec4 haze_horizon; -uniform vec4 haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 distance_multiplier; -uniform vec4 max_y; +uniform float haze_horizon; +uniform float haze_density; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float distance_multiplier; +uniform float max_y; uniform vec4 glow; uniform float scene_light_strength; uniform mat3 env_mat; @@ -159,13 +159,13 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { //sunlight attenuation effect (hue and brightness) due to atmosphere //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x); + light_atten = (blue_density * 1.0 + vec4(haze_density) * 0.25) * (density_multiplier * max_y); //I had thought blue_density and haze_density should have equal weighting, //but attenuation due to haze_density tends to seem too strong - temp1 = blue_density + vec4(haze_density.r); + temp1 = blue_density + vec4(haze_density); blue_weight = blue_density / temp1; - haze_weight = vec4(haze_density.r) / temp1; + haze_weight = vec4(haze_density) / temp1; //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) temp2.y = max(0.0, tmpLightnorm.y); @@ -173,12 +173,12 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { sunlight *= exp( - light_atten * temp2.y); // main atmospheric scattering line integral - temp2.z = Plen * density_multiplier.x; + temp2.z = Plen * density_multiplier; // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati + // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * distance_multiplier.x); + temp1 = exp(-temp1 * temp2.z * distance_multiplier); //final atmosphere attenuation factor setAtmosAttenuation(temp1.rgb); @@ -199,7 +199,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { temp2.x += .25; //increase ambient when there are more clouds - vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5; + vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; /* decrease value and saturation (that in HSV, not HSL) for occluded areas * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html @@ -213,8 +213,8 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { //haze color setAdditiveColor( - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient) - + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x + vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x + tmpAmbient))); //brightness of surface both sunlight and ambient diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 97f3063a9e..62b2e3a796 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -51,12 +51,12 @@ uniform vec4 sunlight_color; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; -uniform vec4 haze_horizon; -uniform vec4 haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 distance_multiplier; -uniform vec4 max_y; +uniform float haze_horizon; +uniform float haze_density; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float distance_multiplier; +uniform float max_y; uniform vec4 glow; uniform float scene_light_strength; uniform mat3 env_mat; @@ -161,13 +161,13 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { //sunlight attenuation effect (hue and brightness) due to atmosphere //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x); + light_atten = (blue_density * 1.0 + vec4(haze_density) * 0.25) * (density_multiplier * max_y); //I had thought blue_density and haze_density should have equal weighting, //but attenuation due to haze_density tends to seem too strong - temp1 = blue_density + vec4(haze_density.r); + temp1 = blue_density + vec4(haze_density); blue_weight = blue_density / temp1; - haze_weight = vec4(haze_density.r) / temp1; + haze_weight = vec4(haze_density) / temp1; //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) temp2.y = max(0.0, tmpLightnorm.y); @@ -175,12 +175,12 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { sunlight *= exp( - light_atten * temp2.y); // main atmospheric scattering line integral - temp2.z = Plen * density_multiplier.x; + temp2.z = Plen * density_multiplier; // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati + // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * distance_multiplier.x); + temp1 = exp(-temp1 * temp2.z * distance_multiplier); //final atmosphere attenuation factor setAtmosAttenuation(temp1.rgb); @@ -201,7 +201,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { temp2.x += .25; //increase ambient when there are more clouds - vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5; + vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; /* decrease value and saturation (that in HSV, not HSL) for occluded areas * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html @@ -215,8 +215,8 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { //haze color setAdditiveColor( - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient) - + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x + vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x + tmpAmbient))); //brightness of surface both sunlight and ambient diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index 6a83be1426..bf5d1a1b4d 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -47,12 +47,12 @@ uniform vec4 sunlight_color; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; -uniform vec4 haze_horizon; -uniform vec4 haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 distance_multiplier; -uniform vec4 max_y; +uniform float haze_horizon; +uniform float haze_density; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float distance_multiplier; +uniform float max_y; uniform vec4 glow; void calcAtmospherics(vec3 inPositionEye) { @@ -61,8 +61,8 @@ void calcAtmospherics(vec3 inPositionEye) { setPositionEye(P); //(TERRAIN) limit altitude - if (P.y > max_y.x) P *= (max_y.x / P.y); - if (P.y < -max_y.x) P *= (-max_y.x / P.y); + if (P.y > max_y) P *= (max_y / P.y); + if (P.y < -max_y) P *= (-max_y / P.y); vec3 tmpLightnorm = lightnorm.xyz; @@ -78,13 +78,13 @@ void calcAtmospherics(vec3 inPositionEye) { //sunlight attenuation effect (hue and brightness) due to atmosphere //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x); + light_atten = (blue_density * 1.0 + vec4(haze_density) * 0.25) * (density_multiplier * max_y); //I had thought blue_density and haze_density should have equal weighting, //but attenuation due to haze_density tends to seem too strong - temp1 = blue_density + vec4(haze_density.r); + temp1 = blue_density + vec4(haze_density); blue_weight = blue_density / temp1; - haze_weight = vec4(haze_density.r) / temp1; + haze_weight = vec4(haze_density) / temp1; //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) temp2.y = max(0.0, tmpLightnorm.y); @@ -92,12 +92,12 @@ void calcAtmospherics(vec3 inPositionEye) { sunlight *= exp( - light_atten * temp2.y); // main atmospheric scattering line integral - temp2.z = Plen * density_multiplier.x; + temp2.z = Plen * density_multiplier; // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati + // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * distance_multiplier.x); + temp1 = exp(-temp1 * temp2.z * distance_multiplier); //final atmosphere attenuation factor setAtmosAttenuation(temp1.rgb); @@ -122,12 +122,12 @@ void calcAtmospherics(vec3 inPositionEye) { //increase ambient when there are more clouds - vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5; + vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; //haze color setAdditiveColor( - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient) - + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x + vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x + tmpAmbient))); //brightness of surface both sunlight and ambient diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index c5bb52169c..549d04a777 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -49,12 +49,12 @@ uniform vec4 sunlight_color; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; -uniform vec4 haze_horizon; -uniform vec4 haze_density; +uniform float haze_horizon; +uniform float haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 max_y; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float max_y; uniform vec4 glow; @@ -76,7 +76,7 @@ void main() // Set altitude if (P.y > 0.) { - P *= (max_y.x / P.y); + P *= (max_y / P.y); } else { @@ -98,12 +98,12 @@ void main() // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x); + light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y); // Calculate relative weights - temp1 = blue_density + haze_density.x; + temp1 = blue_density + haze_density; blue_weight = blue_density / temp1; - haze_weight = haze_density.x / temp1; + haze_weight = haze_density / temp1; // Compute sunlight from P & lightnorm (for long rays like sky) temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); @@ -111,7 +111,7 @@ void main() sunlight *= exp( - light_atten * temp2.y); // Distance - temp2.z = Plen * density_multiplier.x; + temp2.z = Plen * density_multiplier; // Transparency (-> temp1) // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati @@ -135,14 +135,14 @@ void main() // Increase ambient when there are more clouds vec4 tmpAmbient = ambient; - tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5; + tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage - sunlight *= (1. - cloud_shadow.x); + sunlight *= (1. - cloud_shadow); // Haze color below cloud vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) ); // CLOUDS @@ -163,7 +163,7 @@ void main() vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1); // Make a nice cloud density based on the cloud_shadow value that was passed in. - vary_CloudDensity = 2. * (cloud_shadow.x - 0.25); + vary_CloudDensity = 2. * (cloud_shadow - 0.25); // Texture coords diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 46773cf89f..7406b0253b 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -42,12 +42,12 @@ uniform vec4 sunlight_color; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; -uniform vec4 haze_horizon; -uniform vec4 haze_density; +uniform float haze_horizon; +uniform float haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 max_y; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float max_y; uniform vec4 glow; @@ -68,7 +68,7 @@ void main() // Set altitude if (P.y > 0.) { - P *= (max_y.x / P.y); + P *= (max_y / P.y); } else { @@ -90,12 +90,12 @@ void main() // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x); + light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y); // Calculate relative weights - temp1 = blue_density + haze_density.x; + temp1 = blue_density + haze_density; blue_weight = blue_density / temp1; - haze_weight = haze_density.x / temp1; + haze_weight = haze_density / temp1; // Compute sunlight from P & lightnorm (for long rays like sky) temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); @@ -103,7 +103,7 @@ void main() sunlight *= exp( - light_atten * temp2.y); // Distance - temp2.z = Plen * density_multiplier.x; + temp2.z = Plen * density_multiplier; // Transparency (-> temp1) // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati @@ -128,20 +128,20 @@ void main() // Haze color above cloud vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient) - + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + ambient) + + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient) ); // Increase ambient when there are more clouds vec4 tmpAmbient = ambient; - tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5; + tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage - sunlight *= (1. - cloud_shadow.x); + sunlight *= (1. - cloud_shadow); // Haze color below cloud vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) ); // Final atmosphere additive diff --git a/indra/newview/llfloatereditsky.cpp b/indra/newview/llfloatereditsky.cpp index abee7b5dc9..352361ce9e 100644 --- a/indra/newview/llfloatereditsky.cpp +++ b/indra/newview/llfloatereditsky.cpp @@ -151,8 +151,8 @@ void LLFloaterEditSky::initCallbacks(void) getChild("WLBlueHorizon")->setCommitCallback(boost::bind(&LLFloaterEditSky::onColorControlMoved, this, _1, ¶m_mgr.mBlueHorizon)); // haze density, horizon, mult, and altitude - getChild("WLHazeDensity")->setCommitCallback(boost::bind(&LLFloaterEditSky::onColorControlRMoved, this, _1, ¶m_mgr.mHazeDensity)); - getChild("WLHazeHorizon")->setCommitCallback(boost::bind(&LLFloaterEditSky::onColorControlRMoved, this, _1, ¶m_mgr.mHazeHorizon)); + getChild("WLHazeDensity")->setCommitCallback(boost::bind(&LLFloaterEditSky::onFloatControlMoved, this, _1, ¶m_mgr.mHazeDensity)); + getChild("WLHazeHorizon")->setCommitCallback(boost::bind(&LLFloaterEditSky::onFloatControlMoved, this, _1, ¶m_mgr.mHazeHorizon)); getChild("WLDensityMult")->setCommitCallback(boost::bind(&LLFloaterEditSky::onFloatControlMoved, this, _1, ¶m_mgr.mDensityMult)); getChild("WLMaxAltitude")->setCommitCallback(boost::bind(&LLFloaterEditSky::onFloatControlMoved, this, _1, ¶m_mgr.mMaxAlt)); @@ -220,15 +220,14 @@ void LLFloaterEditSky::syncControls() setColorSwatch("WLBlueHorizon", param_mgr->mBlueHorizon, WL_BLUE_HORIZON_DENSITY_SCALE); // haze density, horizon, mult, and altitude - param_mgr->mHazeDensity = cur_params.getVector(param_mgr->mHazeDensity.mName, err); - childSetValue("WLHazeDensity", param_mgr->mHazeDensity.r); - param_mgr->mHazeHorizon = cur_params.getVector(param_mgr->mHazeHorizon.mName, err); - childSetValue("WLHazeHorizon", param_mgr->mHazeHorizon.r); - param_mgr->mDensityMult = cur_params.getVector(param_mgr->mDensityMult.mName, err); - childSetValue("WLDensityMult", param_mgr->mDensityMult.x * - param_mgr->mDensityMult.mult); - param_mgr->mMaxAlt = cur_params.getVector(param_mgr->mMaxAlt.mName, err); - childSetValue("WLMaxAltitude", param_mgr->mMaxAlt.x); + param_mgr->mHazeDensity = cur_params.getFloat(param_mgr->mHazeDensity.mName, err); + childSetValue("WLHazeDensity", (F32) param_mgr->mHazeDensity); + param_mgr->mHazeHorizon = cur_params.getFloat(param_mgr->mHazeHorizon.mName, err); + childSetValue("WLHazeHorizon", (F32) param_mgr->mHazeHorizon); + param_mgr->mDensityMult = cur_params.getFloat(param_mgr->mDensityMult.mName, err); + childSetValue("WLDensityMult", ((F32) param_mgr->mDensityMult) * param_mgr->mDensityMult.mult); + param_mgr->mMaxAlt = cur_params.getFloat(param_mgr->mMaxAlt.mName, err); + childSetValue("WLMaxAltitude", (F32) param_mgr->mMaxAlt); // blue density param_mgr->mBlueDensity = cur_params.getVector(param_mgr->mBlueDensity.mName, err); @@ -273,10 +272,10 @@ void LLFloaterEditSky::syncControls() childSetValue("WLCloudDetailDensity", param_mgr->mCloudDetail.b); // Cloud extras - param_mgr->mCloudCoverage = cur_params.getVector(param_mgr->mCloudCoverage.mName, err); - param_mgr->mCloudScale = cur_params.getVector(param_mgr->mCloudScale.mName, err); - childSetValue("WLCloudCoverage", param_mgr->mCloudCoverage.x); - childSetValue("WLCloudScale", param_mgr->mCloudScale.x); + param_mgr->mCloudCoverage = cur_params.getFloat(param_mgr->mCloudCoverage.mName, err); + param_mgr->mCloudScale = cur_params.getFloat(param_mgr->mCloudScale.mName, err); + childSetValue("WLCloudCoverage", (F32) param_mgr->mCloudCoverage); + childSetValue("WLCloudScale", (F32) param_mgr->mCloudScale); // cloud scrolling bool lockX = !param_mgr->mCurParams.getEnableCloudScrollX(); @@ -306,13 +305,13 @@ void LLFloaterEditSky::syncControls() childSetValue("WLCloudScrollX", param_mgr->mCurParams.getCloudScrollX() - 10.0f); childSetValue("WLCloudScrollY", param_mgr->mCurParams.getCloudScrollY() - 10.0f); - param_mgr->mDistanceMult = cur_params.getVector(param_mgr->mDistanceMult.mName, err); - childSetValue("WLDistanceMult", param_mgr->mDistanceMult.x); + param_mgr->mDistanceMult = cur_params.getFloat(param_mgr->mDistanceMult.mName, err); + childSetValue("WLDistanceMult", (F32) param_mgr->mDistanceMult); // Tweak extras - param_mgr->mWLGamma = cur_params.getVector(param_mgr->mWLGamma.mName, err); - childSetValue("WLGamma", param_mgr->mWLGamma.x); + param_mgr->mWLGamma = cur_params.getFloat(param_mgr->mWLGamma.mName, err); + childSetValue("WLGamma", (F32) param_mgr->mWLGamma); childSetValue("WLStarAlpha", param_mgr->mCurParams.getStarBrightness()); } diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp index e9db37821b..312034022e 100644 --- a/indra/newview/llvosky.cpp +++ b/indra/newview/llvosky.cpp @@ -342,7 +342,7 @@ LLVOSky::LLVOSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp) blue_density = LLColor3(); blue_horizon = LLColor3(); haze_density = 0.f; - haze_horizon = LLColor3(); + haze_horizon = 1.f; density_multiplier = 0.f; max_y = 0.f; glow = LLColor3(); @@ -651,17 +651,17 @@ void LLVOSky::initAtmospherics(void) sunlight_color = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("sunlight_color", error)); ambient = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("ambient", error)); //lightnorm = LLWLParamManager::getInstance()->mCurParams.getVector("lightnorm", error); - gamma = LLWLParamManager::getInstance()->mCurParams.getVector("gamma", error)[0]; + gamma = LLWLParamManager::getInstance()->mCurParams.getFloat("gamma", error); blue_density = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("blue_density", error)); blue_horizon = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("blue_horizon", error)); - haze_density = LLWLParamManager::getInstance()->mCurParams.getVector("haze_density", error)[0]; - haze_horizon = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("haze_horizon", error)); - density_multiplier = LLWLParamManager::getInstance()->mCurParams.getVector("density_multiplier", error)[0]; - max_y = LLWLParamManager::getInstance()->mCurParams.getVector("max_y", error)[0]; + haze_density = LLWLParamManager::getInstance()->mCurParams.getFloat("haze_density", error); + haze_horizon = LLWLParamManager::getInstance()->mCurParams.getFloat("haze_horizon", error); + density_multiplier = LLWLParamManager::getInstance()->mCurParams.getFloat("density_multiplier", error); + max_y = LLWLParamManager::getInstance()->mCurParams.getFloat("max_y", error); glow = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("glow", error)); - cloud_shadow = LLWLParamManager::getInstance()->mCurParams.getVector("cloud_shadow", error)[0]; + cloud_shadow = LLWLParamManager::getInstance()->mCurParams.getFloat("cloud_shadow", error); cloud_color = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("cloud_color", error)); - cloud_scale = LLWLParamManager::getInstance()->mCurParams.getVector("cloud_scale", error)[0]; + cloud_scale = LLWLParamManager::getInstance()->mCurParams.getFloat("cloud_scale", error); cloud_pos_density1 = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("cloud_pos_density1", error)); cloud_pos_density2 = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("cloud_pos_density2", error)); @@ -825,7 +825,7 @@ void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLCo // Haze color above cloud vary_HazeColor = (blue_horizon * blue_weight * (sunlight + ambient) - + componentMult(haze_horizon.mV[0] * haze_weight, sunlight * temp2.mV[0] + ambient) + + componentMult(haze_horizon * haze_weight, sunlight * temp2.mV[0] + ambient) ); // Increase ambient when there are more clouds @@ -836,7 +836,7 @@ void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLCo // Haze color below cloud LLColor3 additiveColorBelowCloud = (blue_horizon * blue_weight * (sunlight + tmpAmbient) - + componentMult(haze_horizon.mV[0] * haze_weight, sunlight * temp2.mV[0] + tmpAmbient) + + componentMult(haze_horizon * haze_weight, sunlight * temp2.mV[0] + tmpAmbient) ); // Final atmosphere additive @@ -1002,7 +1002,7 @@ void LLVOSky::calcAtmospherics(void) //haze color vary_HazeColor = (blue_horizon * blue_weight * (sunlight*(1.f - cloud_shadow) + tmpAmbient) - + componentMult(haze_horizon.mV[0] * haze_weight, sunlight*(1.f - cloud_shadow) * temp2.mV[0] + tmpAmbient) + + componentMult(haze_horizon * haze_weight, sunlight*(1.f - cloud_shadow) * temp2.mV[0] + tmpAmbient) ); //brightness of surface both sunlight and ambient diff --git a/indra/newview/llvosky.h b/indra/newview/llvosky.h index d3a42583ea..6e6898d80a 100644 --- a/indra/newview/llvosky.h +++ b/indra/newview/llvosky.h @@ -410,7 +410,7 @@ public: LLColor3 blue_density; LLColor3 blue_horizon; F32 haze_density; - LLColor3 haze_horizon; + F32 haze_horizon; F32 density_multiplier; F32 max_y; LLColor3 glow; diff --git a/indra/newview/llwlparammanager.cpp b/indra/newview/llwlparammanager.cpp index 55608a059f..49d9d44d74 100644 --- a/indra/newview/llwlparammanager.cpp +++ b/indra/newview/llwlparammanager.cpp @@ -64,7 +64,6 @@ LLWLParamManager::LLWLParamManager() : //set the defaults for the controls - // index is from sWLUniforms in pipeline.cpp line 979 /// Sun Delta Terrain tweak variables. mSunDeltaYaw(180.0f), @@ -72,10 +71,10 @@ LLWLParamManager::LLWLParamManager() : mWLGamma(1.0f, "gamma"), mBlueHorizon(0.25f, 0.25f, 1.0f, 1.0f, "blue_horizon", "WLBlueHorizon"), - mHazeDensity(1.0f, 1.0f, 1.0f, 0.5f, "haze_density"), + mHazeDensity(1.0f, "haze_density"), mBlueDensity(0.25f, 0.25f, 0.25f, 1.0f, "blue_density", "WLBlueDensity"), mDensityMult(1.0f, "density_multiplier", 1000), - mHazeHorizon(1.0f, 1.0f, 1.0f, 0.5f, "haze_horizon"), + mHazeHorizon(1.0f, "haze_horizon"), mMaxAlt(4000.0f, "max_y"), // Lighting diff --git a/indra/newview/llwlparammanager.h b/indra/newview/llwlparammanager.h index bc984b9126..72422500fc 100644 --- a/indra/newview/llwlparammanager.h +++ b/indra/newview/llwlparammanager.h @@ -102,9 +102,8 @@ struct WLFloatControl { { } - inline WLFloatControl & operator = (LLVector4 const & val) { - x = val.mV[0]; - + inline WLFloatControl & operator = (F32 val) { + x = val; return *this; } @@ -340,10 +339,10 @@ public: /// Atmospherics WLColorControl mBlueHorizon; - WLColorControl mHazeDensity; + WLFloatControl mHazeDensity; WLColorControl mBlueDensity; WLFloatControl mDensityMult; - WLColorControl mHazeHorizon; + WLFloatControl mHazeHorizon; WLFloatControl mMaxAlt; /// Lighting diff --git a/indra/newview/llwlparamset.cpp b/indra/newview/llwlparamset.cpp index 5bb7025031..1e95b3ea4a 100644 --- a/indra/newview/llwlparamset.cpp +++ b/indra/newview/llwlparamset.cpp @@ -41,33 +41,7 @@ LLWLParamSet::LLWLParamSet(void) : mName("Unnamed Preset"), mCloudScrollXOffset(0.f), mCloudScrollYOffset(0.f) -{ -/* REMOVE or init the LLSD - const std::map::value_type hardcodedPreset[] = { - std::make_pair("lightnorm", LLVector4(0.f, 0.707f, -0.707f, 0.f)), - std::make_pair("sunlight_color", LLVector4(0.6f, 0.6f, 2.83f, 2.27f)), - std::make_pair("ambient", LLVector4(0.27f, 0.33f, 0.44f, 1.19f)), - std::make_pair("blue_horizon", LLVector4(0.3f, 0.4f, 0.9f, 1.f)), - std::make_pair("blue_density", LLVector4(0.3f, 0.4f, 0.8f, 1.f)), - std::make_pair("haze_horizon", LLVector4(0.6f, 0.6f, 0.6f, 1.f)), - std::make_pair("haze_density", LLVector4(0.3f, 0.3f, 0.3f, 1.f)), - std::make_pair("cloud_shadow", LLVector4(0.f, 0.f, 0.f, 0.f)), - std::make_pair("density_multiplier", LLVector4(0.001f, 0.001f, 0.001f, 0.001f)), - std::make_pair("distance_multiplier", LLVector4(1.f, 1.f, 1.f, 1.f)), - std::make_pair("max_y", LLVector4(600.f, 600.f, 600.f, 0.f)), - std::make_pair("glow", LLVector4(15.f, 0.001f, -0.03125f, 0.f)), - std::make_pair("cloud_color", LLVector4(0.0f, 0.0f, 0.0f, 0.0f)), - std::make_pair("cloud_pos_density1", LLVector4(0.f, 0.f, 0.f, 1.f)), - std::make_pair("cloud_pos_density2", LLVector4(0.f, 0.f, 0.f, 1.f)), - std::make_pair("cloud_scale", LLVector4(0.42f, 0.f, 0.f, 1.f)), - std::make_pair("gamma", LLVector4(2.0f, 2.0f, 2.0f, 0.0f)), - }; - std::map::value_type const * endHardcodedPreset = - hardcodedPreset + LL_ARRAY_SIZE(hardcodedPreset); - - mParamValues.insert(hardcodedPreset, endHardcodedPreset); -*/ -} +{} static LLFastTimer::DeclareTimer FTM_WL_PARAM_UPDATE("WL Param Update"); @@ -79,55 +53,78 @@ void LLWLParamSet::update(LLGLSLShader * shader) const i != mParamValues.endMap(); ++i) { - - const std::string& param = i->first; - if( param == "star_brightness" || param == "preset_num" || param == "sun_angle" || + if (param == "star_brightness" || param == "preset_num" || param == "sun_angle" || param == "east_angle" || param == "enable_cloud_scroll" || param == "cloud_scroll_rate" || param == "lightnorm" ) { continue; } - if(param == "cloud_pos_density1") + if (param == "cloud_pos_density1") { LLVector4 val; val.mV[0] = F32(i->second[0].asReal()) + mCloudScrollXOffset; val.mV[1] = F32(i->second[1].asReal()) + mCloudScrollYOffset; val.mV[2] = (F32) i->second[2].asReal(); val.mV[3] = (F32) i->second[3].asReal(); + stop_glerror(); shader->uniform4fv(param, 1, val.mV); stop_glerror(); - } + } + else if (param == "cloud_scale" || param == "cloud_shadow" || + param == "density_multiplier" || + param == "haze_density" || param == "haze_horizon" || + param == "max_y") + { + F32 val = (F32) i->second[0].asReal(); + + stop_glerror(); + shader->uniform1f(param, val); + stop_glerror(); + } else // param is the uniform name { - LLVector4 val; - // handle all the different cases - if(i->second.isArray() && i->second.size() == 4) + if (i->second.isArray() && i->second.size() == 4) { + LLVector4 val; + val.mV[0] = (F32) i->second[0].asReal(); val.mV[1] = (F32) i->second[1].asReal(); val.mV[2] = (F32) i->second[2].asReal(); val.mV[3] = (F32) i->second[3].asReal(); + + stop_glerror(); + shader->uniform4fv(param, 1, val.mV); + stop_glerror(); } - else if(i->second.isReal()) + else if (i->second.isReal()) { - val.mV[0] = (F32) i->second.asReal(); + F32 val = (F32) i->second.asReal(); + + stop_glerror(); + shader->uniform1f(param, val); + stop_glerror(); } - else if(i->second.isInteger()) + else if (i->second.isInteger()) { - val.mV[0] = (F32) i->second.asReal(); + S32 val = (S32) i->second.asInteger(); + + stop_glerror(); + shader->uniform1i(param, val); + stop_glerror(); } - else if(i->second.isBoolean()) + else if (i->second.isBoolean()) { - val.mV[0] = i->second.asBoolean(); + S32 val = (i->second.asBoolean() ? 1 : 0); + + stop_glerror(); + shader->uniform1i(param, val); + stop_glerror(); } - stop_glerror(); - shader->uniform4fv(param, 1, val.mV); - stop_glerror(); } } } @@ -148,7 +145,8 @@ void LLWLParamSet::set(const std::string& paramName, float x) } } -void LLWLParamSet::set(const std::string& paramName, float x, float y) { +void LLWLParamSet::set(const std::string& paramName, float x, float y) +{ mParamValues[paramName][0] = x; mParamValues[paramName][1] = y; } @@ -194,7 +192,6 @@ void LLWLParamSet::set(const std::string& paramName, const LLColor4 & val) LLVector4 LLWLParamSet::getVector(const std::string& paramName, bool& error) { - // test to see if right type LLSD cur_val = mParamValues.get(paramName); if (!cur_val.isArray()) @@ -215,7 +212,6 @@ LLVector4 LLWLParamSet::getVector(const std::string& paramName, bool& error) F32 LLWLParamSet::getFloat(const std::string& paramName, bool& error) { - // test to see if right type LLSD cur_val = mParamValues.get(paramName); if (cur_val.isArray() && cur_val.size() != 0) @@ -234,8 +230,6 @@ F32 LLWLParamSet::getFloat(const std::string& paramName, bool& error) return 0; } - - void LLWLParamSet::setSunAngle(float val) { // keep range 0 - 2pi @@ -263,7 +257,6 @@ void LLWLParamSet::setEastAngle(float val) mParamValues["east_angle"] = val; } - void LLWLParamSet::mix(LLWLParamSet& src, LLWLParamSet& dest, F32 weight) { // set up the iterators @@ -282,7 +275,6 @@ void LLWLParamSet::mix(LLWLParamSet& src, LLWLParamSet& dest, F32 weight) // Iterate through values for(LLSD::map_iterator iter = mParamValues.beginMap(); iter != mParamValues.endMap(); ++iter) { - // If param exists in both src and dest, set the holder variables, otherwise skip if(src.mParamValues.has(iter->first) && dest.mParamValues.has(iter->first)) { diff --git a/indra/newview/llwlparamset.h b/indra/newview/llwlparamset.h index 3c44ed3bb8..b087119dd5 100644 --- a/indra/newview/llwlparamset.h +++ b/indra/newview/llwlparamset.h @@ -110,7 +110,7 @@ public: /// \param error A flag to set if it's not the proper return type LLVector4 getVector(const std::string& paramName, bool& error); - /// Get an integer parameter + /// Get a float parameter /// \param paramName The name of the parameter to set. /// \param error A flag to set if it's not the proper return type F32 getFloat(const std::string& paramName, bool& error); -- cgit v1.3 From 1ff55f293444ff17a9a60c4d489effe5faf1b39b Mon Sep 17 00:00:00 2001 From: Leslie Linden Date: Mon, 30 Jan 2012 16:44:01 -0800 Subject: EXP-2592 FIX -- (OS X Lion) Graphics issues with Atmospheric Shaders enabled on Intel HD 3000, 10.7.2 * Fixed up shaders to add haze_density and blue_density together correctly as vec4's rather than relying on the shader compiler to add them together properly. --- indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/skyV.glsl | 2 +- indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 +- indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 2 +- indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl | 2 +- indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl | 2 +- indra/newview/app_settings/shaders/class2/windlight/skyV.glsl | 2 +- 7 files changed, 7 insertions(+), 7 deletions(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 72f319b8e3..17f425475c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -99,7 +99,7 @@ void main() // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights temp1 = blue_density + haze_density; diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index deb4f00072..2c8808bdce 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -93,7 +93,7 @@ void main() // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights temp1 = blue_density + haze_density; diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index e32dab9bae..0c53a4ffa5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -159,7 +159,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { //sunlight attenuation effect (hue and brightness) due to atmosphere //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + vec4(haze_density) * 0.25) * (density_multiplier * max_y); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); //I had thought blue_density and haze_density should have equal weighting, //but attenuation due to haze_density tends to seem too strong diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 62b2e3a796..27ea77b5a2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -161,7 +161,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { //sunlight attenuation effect (hue and brightness) due to atmosphere //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + vec4(haze_density) * 0.25) * (density_multiplier * max_y); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); //I had thought blue_density and haze_density should have equal weighting, //but attenuation due to haze_density tends to seem too strong diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index bf5d1a1b4d..da3d922017 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -78,7 +78,7 @@ void calcAtmospherics(vec3 inPositionEye) { //sunlight attenuation effect (hue and brightness) due to atmosphere //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + vec4(haze_density) * 0.25) * (density_multiplier * max_y); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); //I had thought blue_density and haze_density should have equal weighting, //but attenuation due to haze_density tends to seem too strong diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 549d04a777..2406359721 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -98,7 +98,7 @@ void main() // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights temp1 = blue_density + haze_density; diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 7406b0253b..09ffa14f82 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -90,7 +90,7 @@ void main() // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + haze_density * 0.25) * (density_multiplier * max_y); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights temp1 = blue_density + haze_density; -- cgit v1.3 From de26be1ba25a6d3d66dbde50b903bb85d96d9ed4 Mon Sep 17 00:00:00 2001 From: Leslie Linden Date: Tue, 31 Jan 2012 09:58:37 -0800 Subject: SH-2592 FIX -- (OS X Lion) Graphics issues with Atmospheric Shaders enabled on Intel HD 3000, 10.7.2 This is a dummy check-in to get the previous commit associated with SH-2592 instead of EXP-2592, which was a typo. --- indra/newview/app_settings/shaders/class2/windlight/skyV.glsl | 1 - 1 file changed, 1 deletion(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 09ffa14f82..6a87caa8cf 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -87,7 +87,6 @@ void main() vec4 sunlight = sunlight_color; vec4 light_atten; - // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); -- cgit v1.3 From c6acd4723526ed82e79dccef18aaf4821e53dfeb Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 8 Feb 2012 15:14:03 -0600 Subject: SH-2592 Fix for some shader uniforms using the wrong vector size. --- indra/newview/app_settings/shaders/class1/deferred/skyV.glsl | 2 -- indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl | 4 ++-- indra/newview/app_settings/shaders/class2/windlight/skyV.glsl | 2 -- indra/newview/llwaterparammanager.cpp | 2 +- indra/newview/llwlparamset.cpp | 4 ++-- 5 files changed, 5 insertions(+), 9 deletions(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 2c8808bdce..cb7603f4fd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -55,8 +55,6 @@ uniform vec4 glow; uniform vec4 cloud_color; -uniform vec4 cloud_scale; - void main() { diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 2406359721..c1dd45cd67 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -60,7 +60,7 @@ uniform vec4 glow; uniform vec4 cloud_color; -uniform vec4 cloud_scale; +uniform float cloud_scale; void main() { @@ -169,7 +169,7 @@ void main() // Texture coords vary_texcoord0 = texcoord0; vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= cloud_scale.x; + vary_texcoord0.xy /= cloud_scale; vary_texcoord0.xy += 0.5; vary_texcoord1 = vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 6a87caa8cf..3788ddaf2d 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -53,8 +53,6 @@ uniform vec4 glow; uniform vec4 cloud_color; -uniform vec4 cloud_scale; - void main() { diff --git a/indra/newview/llwaterparammanager.cpp b/indra/newview/llwaterparammanager.cpp index 20b34637b8..e386112334 100644 --- a/indra/newview/llwaterparammanager.cpp +++ b/indra/newview/llwaterparammanager.cpp @@ -194,7 +194,7 @@ void LLWaterParamManager::updateShaderUniforms(LLGLSLShader * shader) shader->uniform4fv("waterPlane", 1, mWaterPlane.mV); shader->uniform1f("waterFogDensity", getFogDensity()); shader->uniform1f("waterFogKS", mWaterFogKS); - shader->uniform4f("distance_multiplier", 0, 0, 0, 0); + shader->uniform1f("distance_multiplier", 0); } } diff --git a/indra/newview/llwlparamset.cpp b/indra/newview/llwlparamset.cpp index 1e95b3ea4a..b04d30db55 100644 --- a/indra/newview/llwlparamset.cpp +++ b/indra/newview/llwlparamset.cpp @@ -75,9 +75,9 @@ void LLWLParamSet::update(LLGLSLShader * shader) const stop_glerror(); } else if (param == "cloud_scale" || param == "cloud_shadow" || - param == "density_multiplier" || + param == "density_multiplier" || param == "distance_multiplier" || param == "haze_density" || param == "haze_horizon" || - param == "max_y") + param == "max_y" ) { F32 val = (F32) i->second[0].asReal(); -- cgit v1.3 From 1f5c2c056ff2b660b053cf3a7344fdf1c5c15b0e Mon Sep 17 00:00:00 2001 From: Jonathan Yap Date: Wed, 8 Feb 2012 18:25:35 -0500 Subject: STORM-1808 Indicate ability to build --- doc/contributions.txt | 1 + indra/newview/app_settings/commands.xml | 2 ++ indra/newview/llagent.cpp | 2 +- 3 files changed, 4 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings') diff --git a/doc/contributions.txt b/doc/contributions.txt index c5db396c97..bbaee68d02 100644 --- a/doc/contributions.txt +++ b/doc/contributions.txt @@ -610,6 +610,7 @@ Jonathan Yap STORM-1788 STORM-1799 STORM-1796 + STORM-1808 Kadah Coba STORM-1060 Jondan Lundquist diff --git a/indra/newview/app_settings/commands.xml b/indra/newview/app_settings/commands.xml index 1d1d39c786..16a7e0b314 100644 --- a/indra/newview/app_settings/commands.xml +++ b/indra/newview/app_settings/commands.xml @@ -37,6 +37,8 @@ tooltip_ref="Command_Build_Tooltip" execute_function="Build.Toggle" execute_parameters="build" + is_enabled_function="Agent.IsActionAllowed" + is_enabled_parameters="build" is_running_function="Floater.IsOpen" is_running_parameters="build" /> diff --git a/indra/newview/llagent.cpp b/indra/newview/llagent.cpp index ab9b5ff436..f0add8ddc4 100755 --- a/indra/newview/llagent.cpp +++ b/indra/newview/llagent.cpp @@ -171,7 +171,7 @@ bool LLAgent::isActionAllowed(const LLSD& sdname) if (param == "build") { - retval = gAgent.canEditParcel(); + retval = LLViewerParcelMgr::getInstance()->allowAgentBuild(); } else if (param == "speak") { -- cgit v1.3 From 566bbe7e09bf9cd9939cfae40773d86993803d1b Mon Sep 17 00:00:00 2001 From: Jonathan Yap Date: Sun, 19 Feb 2012 14:06:32 -0500 Subject: STORM-1808 Recode so build button is not clickable when grayed out --- indra/newview/app_settings/commands.xml | 4 ++-- indra/newview/llagent.cpp | 6 +----- indra/newview/lltoolmgr.cpp | 11 +++++++++-- indra/newview/lltoolmgr.h | 2 +- 4 files changed, 13 insertions(+), 10 deletions(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/commands.xml b/indra/newview/app_settings/commands.xml index 16a7e0b314..12ce45717b 100644 --- a/indra/newview/app_settings/commands.xml +++ b/indra/newview/app_settings/commands.xml @@ -37,10 +37,10 @@ tooltip_ref="Command_Build_Tooltip" execute_function="Build.Toggle" execute_parameters="build" - is_enabled_function="Agent.IsActionAllowed" + is_enabled_function="Build.Enabled" is_enabled_parameters="build" is_running_function="Floater.IsOpen" - is_running_parameters="build" + is_running_parameters="toolbox floater" /> allowAgentBuild(); - } - else if (param == "speak") + if (param == "speak") { if ( gAgent.isVoiceConnected() && LLViewerParcelMgr::getInstance()->allowAgentVoice() && diff --git a/indra/newview/lltoolmgr.cpp b/indra/newview/lltoolmgr.cpp index 6bc7c6de11..ac01316462 100644 --- a/indra/newview/lltoolmgr.cpp +++ b/indra/newview/lltoolmgr.cpp @@ -81,7 +81,7 @@ LLToolMgr::LLToolMgr() // Not a panel, register these callbacks globally. LLUICtrl::EnableCallbackRegistry::currentRegistrar().add("Build.Active", boost::bind(&LLToolMgr::inEdit, this)); LLUICtrl::EnableCallbackRegistry::currentRegistrar().add("Build.Enabled", boost::bind(&LLToolMgr::canEdit, this)); - LLUICtrl::CommitCallbackRegistry::currentRegistrar().add("Build.Toggle", boost::bind(&LLToolMgr::toggleBuildMode, this)); + LLUICtrl::CommitCallbackRegistry::currentRegistrar().add("Build.Toggle", boost::bind(&LLToolMgr::toggleBuildMode, this, _2)); gToolNull = new LLTool(LLStringUtil::null); // Does nothing setCurrentTool(gToolNull); @@ -245,8 +245,15 @@ bool LLToolMgr::canEdit() return LLViewerParcelMgr::getInstance()->allowAgentBuild(); } -void LLToolMgr::toggleBuildMode() +void LLToolMgr::toggleBuildMode(const LLSD& sdname) { + const std::string& param = sdname.asString(); + + if (param == "build" && !canEdit()) + { + return; + } + LLFloaterReg::toggleInstanceOrBringToFront("build"); bool build_visible = LLFloaterReg::instanceVisible("build"); diff --git a/indra/newview/lltoolmgr.h b/indra/newview/lltoolmgr.h index d489c4c829..12649cfba2 100644 --- a/indra/newview/lltoolmgr.h +++ b/indra/newview/lltoolmgr.h @@ -54,7 +54,7 @@ public: bool inEdit(); bool canEdit(); - void toggleBuildMode(); + void toggleBuildMode(const LLSD& sdname); /* Determines if we are in Build mode or not. */ bool inBuildMode(); -- cgit v1.3 From 065edd19d60737ee330b0f64defb301995fdb5fd Mon Sep 17 00:00:00 2001 From: Jonathan Yap Date: Sun, 19 Feb 2012 16:20:47 -0500 Subject: STORM-1808 Fix wrong name in xml file --- indra/newview/app_settings/commands.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/commands.xml b/indra/newview/app_settings/commands.xml index 12ce45717b..73df064ab2 100644 --- a/indra/newview/app_settings/commands.xml +++ b/indra/newview/app_settings/commands.xml @@ -40,7 +40,7 @@ is_enabled_function="Build.Enabled" is_enabled_parameters="build" is_running_function="Floater.IsOpen" - is_running_parameters="toolbox floater" + is_running_parameters="build" />