From b27e860c1e7d3c8ec1b3f7f540a22175b160cea1 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 25 Jul 2011 21:09:40 -0500 Subject: SH-1856 Fix for shininess not working on rigged meshes when hardware skinning is disabled. --- indra/newview/llviewershadermgr.cpp | 2 ++ 1 file changed, 2 insertions(+) (limited to 'indra') diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index e473901609..5579473b8b 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -166,6 +166,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gWLCloudProgram); mShaderList.push_back(&gAvatarProgram); mShaderList.push_back(&gObjectShinyProgram); + mShaderList.push_back(&gObjectShinyNonIndexedProgram); mShaderList.push_back(&gWaterProgram); mShaderList.push_back(&gAvatarEyeballProgram); mShaderList.push_back(&gObjectSimpleProgram); @@ -190,6 +191,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gObjectFullbrightWaterProgram); mShaderList.push_back(&gAvatarWaterProgram); mShaderList.push_back(&gObjectShinyWaterProgram); + mShaderList.push_back(&gObjectShinyNonIndexedWaterProgram); mShaderList.push_back(&gUnderWaterProgram); mShaderList.push_back(&gDeferredSunProgram); mShaderList.push_back(&gDeferredBlurLightProgram); -- cgit v1.2.3 From f79a058f3ce50361b732061ab30f4a1923fba445 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 25 Jul 2011 21:23:01 -0500 Subject: SH-1874 Make UI reflect that a mesh cannot be made flexible. --- indra/newview/llpanelvolume.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/newview/llpanelvolume.cpp b/indra/newview/llpanelvolume.cpp index bb87601d20..12eea7844d 100644 --- a/indra/newview/llpanelvolume.cpp +++ b/indra/newview/llpanelvolume.cpp @@ -351,7 +351,7 @@ void LLPanelVolume::getState( ) getChild("Flexible1D Checkbox Ctrl")->setValue(is_flexible); if (is_flexible || (volobjp && volobjp->canBeFlexible())) { - getChildView("Flexible1D Checkbox Ctrl")->setEnabled(editable && single_volume && volobjp); + getChildView("Flexible1D Checkbox Ctrl")->setEnabled(editable && single_volume && volobjp && !volobjp->isMesh()); } else { -- cgit v1.2.3 From 715d9f20a7b64f5b9f52b4c363f32078f7f5e2fd Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 26 Jul 2011 18:01:31 -0500 Subject: SH-1086 Make physics shape display transparent and fix some z-fighting issues. --- indra/newview/llfloatermodelpreview.cpp | 255 +++++++++++++++++--------------- 1 file changed, 135 insertions(+), 120 deletions(-) (limited to 'indra') diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp index 62b8d03281..7844afb456 100644 --- a/indra/newview/llfloatermodelpreview.cpp +++ b/indra/newview/llfloatermodelpreview.cpp @@ -4891,6 +4891,8 @@ BOOL LLModelPreview::render() target_pos); // point of interest + z_near = llclamp(z_far * 0.001f, 0.001f, 0.1f); + LLViewerCamera::getInstance()->setPerspective(FALSE, mOrigin.mX, mOrigin.mY, width, height, FALSE, z_near, z_far); stop_glerror(); @@ -5010,184 +5012,197 @@ BOOL LLModelPreview::render() if (physics) { glClear(GL_DEPTH_BUFFER_BIT); - LLGLEnable blend(GL_BLEND); - gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_ZERO); - - for (LLMeshUploadThread::instance_list::iterator iter = mUploadData.begin(); iter != mUploadData.end(); ++iter) + + for (U32 i = 0; i < 2; i++) { - LLModelInstance& instance = *iter; + if (i == 0) + { //depth only pass + gGL.setColorMask(false, false); + } + else + { + gGL.setColorMask(true, true); + } - LLModel* model = instance.mLOD[LLModel::LOD_PHYSICS]; + //enable alpha blending on second pass but not first pass + LLGLState blend(GL_BLEND, i); + + gGL.blendFunc(LLRender::BF_SOURCE_ALPHA, LLRender::BF_ONE_MINUS_SOURCE_ALPHA); - if (!model) + for (LLMeshUploadThread::instance_list::iterator iter = mUploadData.begin(); iter != mUploadData.end(); ++iter) { - continue; - } + LLModelInstance& instance = *iter; - gGL.pushMatrix(); - LLMatrix4 mat = instance.mTransform; + LLModel* model = instance.mLOD[LLModel::LOD_PHYSICS]; - glMultMatrixf((GLfloat*) mat.mMatrix); + if (!model) + { + continue; + } + gGL.pushMatrix(); + LLMatrix4 mat = instance.mTransform; - bool render_mesh = true; + glMultMatrixf((GLfloat*) mat.mMatrix); - LLPhysicsDecomp* decomp = gMeshRepo.mDecompThread; - if (decomp) - { - LLMutexLock(decomp->mMutex); - LLModel::Decomposition& physics = model->mPhysics; + bool render_mesh = true; - if (!physics.mHull.empty()) + LLPhysicsDecomp* decomp = gMeshRepo.mDecompThread; + if (decomp) { - render_mesh = false; + LLMutexLock(decomp->mMutex); - if (physics.mMesh.empty()) - { //build vertex buffer for physics mesh - gMeshRepo.buildPhysicsMesh(physics); - } + LLModel::Decomposition& physics = model->mPhysics; + + if (!physics.mHull.empty()) + { + render_mesh = false; + + if (physics.mMesh.empty()) + { //build vertex buffer for physics mesh + gMeshRepo.buildPhysicsMesh(physics); + } - if (!physics.mMesh.empty()) - { //render hull instead of mesh - for (U32 i = 0; i < physics.mMesh.size(); ++i) - { - if (explode > 0.f) + if (!physics.mMesh.empty()) + { //render hull instead of mesh + for (U32 i = 0; i < physics.mMesh.size(); ++i) { - gGL.pushMatrix(); + if (explode > 0.f) + { + gGL.pushMatrix(); - LLVector3 offset = model->mHullCenter[i]-model->mCenterOfHullCenters; - offset *= explode; + LLVector3 offset = model->mHullCenter[i]-model->mCenterOfHullCenters; + offset *= explode; - gGL.translatef(offset.mV[0], offset.mV[1], offset.mV[2]); - } + gGL.translatef(offset.mV[0], offset.mV[1], offset.mV[2]); + } - static std::vector hull_colors; + static std::vector hull_colors; - if (i+1 >= hull_colors.size()) - { - hull_colors.push_back(LLColor4U(rand()%128+127, rand()%128+127, rand()%128+127, 255)); - } + if (i+1 >= hull_colors.size()) + { + hull_colors.push_back(LLColor4U(rand()%128+127, rand()%128+127, rand()%128+127, 128)); + } glColor4ubv(hull_colors[i].mV); - LLVertexBuffer::drawArrays(LLRender::TRIANGLES, physics.mMesh[i].mPositions, physics.mMesh[i].mNormals); + LLVertexBuffer::drawArrays(LLRender::TRIANGLES, physics.mMesh[i].mPositions, physics.mMesh[i].mNormals); - if (explode > 0.f) - { - gGL.popMatrix(); + if (explode > 0.f) + { + gGL.popMatrix(); + } } } } } - } - if (render_mesh) - { - if (mVertexBuffer[LLModel::LOD_PHYSICS].empty()) - { - genBuffers(LLModel::LOD_PHYSICS, false); - } - for (U32 i = 0; i < mVertexBuffer[LLModel::LOD_PHYSICS][model].size(); ++i) + if (render_mesh) { - LLVertexBuffer* buffer = mVertexBuffer[LLModel::LOD_PHYSICS][model][i]; - - buffer->setBuffer(type_mask & buffer->getTypeMask()); + if (mVertexBuffer[LLModel::LOD_PHYSICS].empty()) + { + genBuffers(LLModel::LOD_PHYSICS, false); + } + for (U32 i = 0; i < mVertexBuffer[LLModel::LOD_PHYSICS][model].size(); ++i) + { + LLVertexBuffer* buffer = mVertexBuffer[LLModel::LOD_PHYSICS][model][i]; - buffer->drawRange(LLRender::TRIANGLES, 0, buffer->getNumVerts()-1, buffer->getNumIndices(), 0); - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - glColor4f(0.4f, 0.4f, 0.0f, 0.4f); + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + glColor4f(0.4f, 0.4f, 0.0f, 0.4f); - buffer->drawRange(LLRender::TRIANGLES, 0, buffer->getNumVerts()-1, buffer->getNumIndices(), 0); + buffer->setBuffer(type_mask & buffer->getTypeMask()); + buffer->drawRange(LLRender::TRIANGLES, 0, buffer->getNumVerts()-1, buffer->getNumIndices(), 0); - glColor3f(1.f, 1.f, 0.f); + glColor3f(1.f, 1.f, 0.f); - glLineWidth(2.f); - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - buffer->drawRange(LLRender::TRIANGLES, 0, buffer->getNumVerts()-1, buffer->getNumIndices(), 0); + glLineWidth(2.f); + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + buffer->drawRange(LLRender::TRIANGLES, 0, buffer->getNumVerts()-1, buffer->getNumIndices(), 0); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - glLineWidth(1.f); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + glLineWidth(1.f); + } } - } - gGL.popMatrix(); - } - - glLineWidth(3.f); - glPointSize(8.f); - gPipeline.enableLightsFullbright(LLColor4::white); - //show degenerate triangles - LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); - LLGLDisable cull(GL_CULL_FACE); - glColor4f(1.f,0.f,0.f,1.f); - const LLVector4a scale(0.5f); - - for (LLMeshUploadThread::instance_list::iterator iter = mUploadData.begin(); iter != mUploadData.end(); ++iter) - { - LLModelInstance& instance = *iter; + gGL.popMatrix(); + } - LLModel* model = instance.mLOD[LLModel::LOD_PHYSICS]; + glLineWidth(3.f); + glPointSize(8.f); + gPipeline.enableLightsFullbright(LLColor4::white); + //show degenerate triangles + LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); + LLGLDisable cull(GL_CULL_FACE); + glColor4f(1.f,0.f,0.f,1.f); + const LLVector4a scale(0.5f); - if (!model) + for (LLMeshUploadThread::instance_list::iterator iter = mUploadData.begin(); iter != mUploadData.end(); ++iter) { - continue; - } + LLModelInstance& instance = *iter; - gGL.pushMatrix(); - LLMatrix4 mat = instance.mTransform; + LLModel* model = instance.mLOD[LLModel::LOD_PHYSICS]; - glMultMatrixf((GLfloat*) mat.mMatrix); + if (!model) + { + continue; + } + gGL.pushMatrix(); + LLMatrix4 mat = instance.mTransform; - LLPhysicsDecomp* decomp = gMeshRepo.mDecompThread; - if (decomp) - { - LLMutexLock(decomp->mMutex); + glMultMatrixf((GLfloat*) mat.mMatrix); - LLModel::Decomposition& physics = model->mPhysics; - if (physics.mHull.empty()) + LLPhysicsDecomp* decomp = gMeshRepo.mDecompThread; + if (decomp) { - if (mVertexBuffer[LLModel::LOD_PHYSICS].empty()) + LLMutexLock(decomp->mMutex); + + LLModel::Decomposition& physics = model->mPhysics; + + if (physics.mHull.empty()) { - genBuffers(LLModel::LOD_PHYSICS, false); - } + if (mVertexBuffer[LLModel::LOD_PHYSICS].empty()) + { + genBuffers(LLModel::LOD_PHYSICS, false); + } - for (U32 i = 0; i < mVertexBuffer[LLModel::LOD_PHYSICS][model].size(); ++i) - { - LLVertexBuffer* buffer = mVertexBuffer[LLModel::LOD_PHYSICS][model][i]; + for (U32 i = 0; i < mVertexBuffer[LLModel::LOD_PHYSICS][model].size(); ++i) + { + LLVertexBuffer* buffer = mVertexBuffer[LLModel::LOD_PHYSICS][model][i]; - buffer->setBuffer(type_mask & buffer->getTypeMask()); + buffer->setBuffer(type_mask & buffer->getTypeMask()); - LLStrider pos_strider; - buffer->getVertexStrider(pos_strider, 0); - LLVector4a* pos = (LLVector4a*) pos_strider.get(); + LLStrider pos_strider; + buffer->getVertexStrider(pos_strider, 0); + LLVector4a* pos = (LLVector4a*) pos_strider.get(); - LLStrider idx; - buffer->getIndexStrider(idx, 0); + LLStrider idx; + buffer->getIndexStrider(idx, 0); - for (U32 i = 0; i < buffer->getNumIndices(); i += 3) - { - LLVector4a v1; v1.setMul(pos[*idx++], scale); - LLVector4a v2; v2.setMul(pos[*idx++], scale); - LLVector4a v3; v3.setMul(pos[*idx++], scale); - - if (ll_is_degenerate(v1,v2,v3)) + for (U32 i = 0; i < buffer->getNumIndices(); i += 3) { - buffer->draw(LLRender::LINE_LOOP, 3, i); - buffer->draw(LLRender::POINTS, 3, i); + LLVector4a v1; v1.setMul(pos[*idx++], scale); + LLVector4a v2; v2.setMul(pos[*idx++], scale); + LLVector4a v3; v3.setMul(pos[*idx++], scale); + + if (ll_is_degenerate(v1,v2,v3)) + { + buffer->draw(LLRender::LINE_LOOP, 3, i); + buffer->draw(LLRender::POINTS, 3, i); + } } } } } - } - gGL.popMatrix(); + gGL.popMatrix(); + } + glLineWidth(1.f); + glPointSize(1.f); + gPipeline.enableLightsPreview(); + gGL.setSceneBlendType(LLRender::BT_ALPHA); } - glLineWidth(1.f); - glPointSize(1.f); - gPipeline.enableLightsPreview(); - gGL.setSceneBlendType(LLRender::BT_ALPHA); } } else -- cgit v1.2.3