diff --git a/.editorconfig b/.editorconfig
new file mode 100644
index 0000000000..9ac24be468
--- /dev/null
+++ b/.editorconfig
@@ -0,0 +1,14 @@
+root = true
+
+[*]
+charset = utf-8
+indent_size = 4
+indent_style = space
+insert_final_newline = true
+trim_trailing_whitespace = true
+
+[Makefile]
+indent_style = tab
+
+[*.{yml,yaml}]
+indent_size = 2
diff --git a/.github/workflows/build.yaml b/.github/workflows/build.yaml
index 8d1c6b63e6..57faafc042 100644
--- a/.github/workflows/build.yaml
+++ b/.github/workflows/build.yaml
@@ -312,7 +312,7 @@ jobs:
AZURE_CLIENT_SECRET: ${{ secrets.AZURE_CLIENT_SECRET }}
AZURE_TENANT_ID: ${{ secrets.AZURE_TENANT_ID }}
needs: build
- runs-on: windows
+ runs-on: windows-large
steps:
- name: Sign and package Windows viewer
if: env.AZURE_KEY_VAULT_URI && env.AZURE_CERT_NAME && env.AZURE_CLIENT_ID && env.AZURE_CLIENT_SECRET && env.AZURE_TENANT_ID
@@ -412,7 +412,7 @@ jobs:
- uses: actions/download-artifact@v4
with:
pattern: "*-metadata"
-
+
- name: Rename metadata
run: |
cp Windows-metadata/autobuild-package.xml Windows-autobuild-package.xml
@@ -441,7 +441,7 @@ jobs:
append_body: true
fail_on_unmatched_files: true
files: |
- macOS-installer/*.dmg
+ macOS-installer/*.dmg
Windows-installer/*.exe
*-autobuild-package.xml
*-viewer_version.txt
diff --git a/autobuild.xml b/autobuild.xml
index af780e0491..a3fdd82e5e 100644
--- a/autobuild.xml
+++ b/autobuild.xml
@@ -1760,6 +1760,18 @@
mikktspace
+ canonical_repo
+ https://bitbucket.org/lindenlab/3p-mikktspace
+ copyright
+ Copyright (C) 2011 by Morten S. Mikkelsen, Copyright (C) 2022 Blender Authors
+ description
+ Mikktspace Tangent Generator
+ license
+ Apache 2.0
+ license_file
+ mikktspace.txt
+ name
+ mikktspace
platforms
darwin64
@@ -1767,52 +1779,46 @@
archive
hash
- b48b7ac0792d3ea8f087d99d9e4a29d8
+ 65edf85c36a10001e32bdee582bec4732137208b
+ hash_algorithm
+ sha1
url
- https://automated-builds-secondlife-com.s3.amazonaws.com/ct2/104415/914944/mikktspace-1-darwin64-574859.tar.bz2
+ https://github.com/secondlife/3p-mikktspace/releases/download/v2-e967e1b/mikktspace-1-darwin64-8756084692.tar.zst
name
darwin64
- windows
+ linux64
archive
hash
- 0a016b9c0c1e2c0b557e0124094da6c5
+ fa9dcee4584df7e7271fdf69c08e6fd3122a47fc
+ hash_algorithm
+ sha1
url
- https://automated-builds-secondlife-com.s3.amazonaws.com/ct2/104407/914918/mikktspace-1-windows-574859.tar.bz2
+ https://github.com/secondlife/3p-mikktspace/releases/download/v2-e967e1b/mikktspace-1-linux64-8756084692.tar.zst
name
- windows
+ linux64
windows64
archive
hash
- 02e9e5b6fe6788f4d2babb83ec544843
+ 130b33a70bdb3a8a188376c6a91840bdb61380a8
+ hash_algorithm
+ sha1
url
- https://automated-builds-secondlife-com.s3.amazonaws.com/ct2/104406/914909/mikktspace-1-windows64-574859.tar.bz2
+ https://github.com/secondlife/3p-mikktspace/releases/download/v2-e967e1b/mikktspace-1-windows64-8756084692.tar.zst
name
windows64
- license
- Copyright (C) 2011 by Morten S. Mikkelsen
- license_file
- mikktspace.txt
- copyright
- Copyright (C) 2011 by Morten S. Mikkelsen
version
1
- name
- mikktspace
- canonical_repo
- https://bitbucket.org/lindenlab/3p-mikktspace
- description
- Mikktspace Tangent Generator
minizip-ng
@@ -3100,61 +3106,45 @@ Copyright (c) 2012, 2014, 2015, 2016 nghttp2 contributors
description
zlib data compression library for the next generation systems
- webrtc-shim
+ tinyexr
platforms
- darwin64
+ common
archive
- creds
- github
hash
- a23ffe29c49f8fabb8c5f2de9879bed9d7e0e0ca
+ 8278a2368136cb12319ca00e7aceb2829bf3ebd8
hash_algorithm
sha1
url
- https://api.github.com/repos/secondlife/3p-webrtc-shim/releases/assets/155507516
+ https://github.com/secondlife/3p-tinyexr/releases/download/v1.0.8-ba4bc64/tinyexr-v1.0.8-common-9373975608.tar.zst
name
- darwin64
-
- windows64
-
- archive
-
- creds
- github
- hash
- b264c6ed008bd45c4687c5dc4d7532727c74624a
- hash_algorithm
- sha1
- url
- https://api.github.com/repos/secondlife/3p-webrtc-shim/releases/assets/155507520
-
- name
- windows64
+ common
license
- MIT
+ 3-clause BSD
license_file
- LICENSES/webrtc-license.txt
+ LICENSES/tinyexr_license.txt
copyright
- Copyright (c) 2011, The WebRTC project authors. All rights reserved.
+ Copyright (c) 2014 - 2021, Syoyo Fujita and many contributors.
version
- m114.0.26.d4b8b92
+ v1.0.8
name
- webrtc-shim
+ tinyexr
vcs_branch
- main
+ dependabot/github_actions/secondlife/action-autobuild-4
vcs_revision
- d4b8b921825ae4344d87fdb0c9179c358c6e3698
+ 4dc4d1d90d82a22843e2adf5130f9ecb5ee5769e
vcs_url
- https://github.com/secondlife/3p-webrtc-shim
- canonical_repo
- https://github.com/secondlife/3p-webrtc-shim
+ https://github.com/secondlife/3p-tinyexr
+ description
+ tinyexr import library
+ source_type
+ git
package_description
diff --git a/doc/contributions.txt b/doc/contributions.txt
index ffee07c383..024ca90d2f 100755
--- a/doc/contributions.txt
+++ b/doc/contributions.txt
@@ -246,6 +246,7 @@ Ansariel Hiller
SL-4126
SL-20224
SL-20524
+ secondlife/viewer#1051
Aralara Rajal
Arare Chantilly
CHUIBUG-191
diff --git a/doc/testplans/RenderMaxTextureResolution.md b/doc/testplans/RenderMaxTextureResolution.md
new file mode 100644
index 0000000000..2b117050c7
--- /dev/null
+++ b/doc/testplans/RenderMaxTextureResolution.md
@@ -0,0 +1,16 @@
+The Setting RenderMaxTextureResolution controls the maximum resolution of non-boosted textures as displayed by the viewer.
+
+Valid values are 512-2048 (clamped in C++).
+
+
+
+
+
+
+
+Test Asset available on beta grid:
+Object: 'Damaged Helmet', AssetID 0623e759-11b5-746c-a75e-7ba1caa6eb0e
+
+
+
+
diff --git a/doc/testplans/hdri_local_preview.md b/doc/testplans/hdri_local_preview.md
new file mode 100644
index 0000000000..ba4f085100
--- /dev/null
+++ b/doc/testplans/hdri_local_preview.md
@@ -0,0 +1,21 @@
+A resident may swap out their sky for an EXR format HDRI for the purposes of previewing how their object would render in Second Life in an environment that matches the supplied HDRI. This should aid in matching inworld lighting with external tools so artists can know if their content has imported properly.
+
+To load an HDRI, click Develop->Render Tests->HDRI Preview:
+
+
+
+Choose an EXR image. A library of publicly available HDRIs can be found here: https://polyhaven.com/hdris
+
+The Personal Lighting floater will open, and the sky will be replaced with the HDRI you chose. Reflection Probes will reset, and the scene will be illuminated by the HDRI.
+
+Three debug settings affect how the HDRI is displayed:
+
+RenderHDRIExposure - Exposure adjustment of HDRI when previewing an HDRI. Units are EV. Sane values would be -10 to 10.
+RenderHDRIRotation - Rotation (in degrees) of environment when previewing an HDRI.
+RenderHDRISplitScreen - What percentage of screen to render using HDRI vs EEP sky.
+
+Exposure and Rotation should behave similarly to the rotation and exposure controls in Substance Painter.
+
+Split Screen can be used to display an EEP sky side-by-side with an HDRI sky to aid in authoring an EEP sky that matches an HDRI sky. It is currently expected that EEP sun disc, moon, clouds, and stars do not render when previewing an HDRI, but that may change in the future.
+
+
diff --git a/doc/testplans/material_preview.md b/doc/testplans/material_preview.md
new file mode 100644
index 0000000000..6d2768f72a
--- /dev/null
+++ b/doc/testplans/material_preview.md
@@ -0,0 +1,83 @@
+# Material Preview
+
+## Overview
+
+Material preview is a UI feature which displays a lit spherical preview of a PBR material. It can be found in the following UIs:
+
+- The material picker swatch
+ - In the build floater, in the Texture tab, when applying a PBR material
+ - (If the feature is enabled) In the Region/Estate floater, in the Terrain tab, when applying PBR materials to terrain
+- In the floater to select a material from inventory, which can be opened by clicking the material picker swatch
+
+## Known Issues
+
+These are known issues that the current implementation of this feature does not address:
+
+- The material preview in the build floater is a preview of the base material ID only, and ignores other properties on the prim face like material overrides (https://github.com/secondlife/viewer/issues/865)
+- Alpha mask previews as alpha blend (https://github.com/secondlife/viewer/issues/866)
+- Double-sided previews as single-sided (https://github.com/secondlife/viewer/issues/867)
+- Material preview inherits some of its lighting from the current environment, and reflections from the default reflection probe (https://github.com/secondlife/viewer/issues/868)
+
+## General Regression Testing
+
+- Check that the material preview swatch looks OK with different materials selected
+- Check that the material preview swatch runs reasonably well on different systems, especially when the select material from inventory floater is also open
+ - In particular: AMD, MacOS, minimum spec machines
+- Watch out for regressions in rendering caused by opening a floater with a material preview swatch
+
+## Bug Fixes
+
+### Disappearing Objects Fix Test
+
+This test is recommended for verifying that https://github.com/secondlife/viewer-issues/issues/72 is fixed.
+
+#### Symptoms
+
+When the bug occurs, one or more of following types of objects could randomly disappear in the world, permanently until relog:
+
+- Objects
+- Water level in current region
+- Adjacent region/void water
+
+Note: Disappearing objects in reflections have a different root cause and are not covered by the fix.
+
+#### Bug Reproduction Steps
+
+Verify the disappearing objects bug does not reproduce, given the following steps:
+
+- Runtime prerequisites: Material preview swatch may not be available in your viewer or region if this feature is still behind a feature flag. It is safe to enable this feature manually by setting, "UIPreviewMaterial" to True in the advanced settings. The setting will persist for the current session.
+- Region prerequisites: Unknown, but a region with lots of objects in it seems to increase repro rate. The following locations have been known to easily reproduce the bug, as of 2024-02-16:
+ - http://maps.secondlife.com/secondlife/LindenWorld%20B/161/75/47
+ - [secondlife://Aditi/secondlife/Rumpus%20Room%202048/128/128/24](secondlife://Aditi/secondlife/Rumpus%20Room%202048/128/128/24)
+- Right click an object and select, "Edit item"
+- Go to texture tab, select PBR Metallic Roughness from dropdown, and click the button to select material from inventory
+- Ensure "Apply now" is checked in the inventory selection floater
+- Alternate between different materials from the inventory selection floater
+- Look around the world and check for permanently disappeared objects.
+
+### Dynamic Exposure Influence Fix Test
+
+This test is recommended for verifying that https://github.com/secondlife/viewer-issues/issues/72 is fixed.
+
+#### Symptoms
+
+Dynamic exposure in the world could be influenced by the material preview being displayed. If a material preview was being generated in a given frame, then, depending on the current environment, the user would observe an unpleasant flashing effect in the environment:
+
+- The world view could suddenly get darker and then fade back to normal exposure levels
+- The world view could suddenly get brighter and then fade back to normal exposure levels
+
+#### Bug Reproduction Steps
+
+Verify the dynamic exposure influence bug does not reproduce. Test using a few environment presets such as Default Midday, Sunset, and Midnight.
+
+- Right click an object and select, "Edit item"
+- Go to texture tab, select PBR Metallic Roughness from dropdown, and click the button to select material from inventory
+- Alternate between different materials from the inventory selection floater
+
+#### Regression Testing
+
+Dynamic exposure in the world should continue to work correctly. In particular:
+
+- Exposure should fade gradually from high exposure to low exposure and back as needed
+- Exposure should decrease in brighter environments
+- Exposure should increase in darker environments
diff --git a/doc/testplans/pbr_terrain_appearance.md b/doc/testplans/pbr_terrain_appearance.md
new file mode 100644
index 0000000000..f6d54029b5
--- /dev/null
+++ b/doc/testplans/pbr_terrain_appearance.md
@@ -0,0 +1,37 @@
+# PBR Terrain Appearance
+
+## Tiling
+
+The southwest corner of a region with PBR materials should exactly match up with the bottom left corner of the material texture(s).
+
+If two adjacent regions have the same PBR terrain settings, then:
+
+- There should not be seams between the two regions at their shared border
+- The ground should not suddenly slide beneath the avatar when moving between regions (except due to movement of the avatar, which is not covered by this test plan)
+
+## Feature Gating
+
+PBR terrain should have lower detail on lower graphics settings. PBR terrain will also not show emissive textures on some machines (like Macs) which do not support more than 16 textures.
+
+### Triplanar Mapping
+
+Triplanar mapping improves the texture repeats on the sides of terrain slopes.
+
+Availability of Triplanar mapping:
+
+- Medium-High and below: No triplanar mapping
+- High and above: Triplanar mapping
+
+### PBR Textures
+
+At the highest graphics support level, PBR terrain supports all PBR textures.
+
+Availability of PBR textures varies by machine and graphics setting:
+
+- Low: Base color only (looks similar to texture terrain)
+- Medium-Low, and machines that do not support greater than 16 textures such as Macs: All PBR textures enabled except emissive textures.
+- Medium: All PBR textures enabled
+
+### PBR Alpha
+
+PBR terrain does not support materials with alpha blend or double-sided. In addition, the viewer does not make any guarantees about what will render behind the terrain if alpha is used.
diff --git a/doc/testplans/pbr_terrain_composition.md b/doc/testplans/pbr_terrain_composition.md
new file mode 100644
index 0000000000..aadd97a94b
--- /dev/null
+++ b/doc/testplans/pbr_terrain_composition.md
@@ -0,0 +1,76 @@
+# PBR Terrain Composition
+
+## Feature Availability
+
+PBR Terrain is visible for all viewers with the PBR Terrain feature, regardless of if the feature flag is enabled.
+
+There is only one set of four asset IDs applied to the terrain. In other words, unlike PBR materials on prims, there is no fallback texture set for viewers that do not support PBR terrain. Viewers without support will view terrain as blank (solid grey or white).
+
+## Editing Terrain Composition
+
+All tests in this section assume the PBR terrain feature flag is enabled, and that the user has appropriate permissions to modify the terrain textures.
+
+### Feature Availability
+
+On the client, the advanced setting `RenderTerrainPBREnabled` is the PBR terrain feature flag.
+
+The PBR terrain feature flag should be set automatically when logging in/teleporting to a new region.
+
+- The flag should be enabled on regions where the PBR terrain feature is enabled
+- Otherwise the flag should be disabled
+
+When the PBR terrain feature flag is disabled:
+
+- The "PBR Metallic Roughness" checkbox should not be visible
+- The user should not be able to apply PBR terrain to the region, only textures.
+
+When the PBR terrain feature flag is enabled:
+
+- The "PBR Metallic Roughness" checkbox should be visible
+- The user should be able to apply PBR terrain or textures to the region, depending on if the "PBR Metallic Roughness" checkbox is checked.
+
+### Current Composition Type
+
+When the Region/Estate floater is opened to the terrain Tab, the current terrain should be shown in the four swatches, and the "PBR Metallic Roughness" checkbox should be checked or unchecked accordingly.
+
+- If it is texture terrain, the "PBR Metallic Roughness" checkbox should be unchecked, and the floater should display the four textures applied to the terrain.
+- If it is material terrain, the "PBR Metallic Roughness" checkbox should be checked, and the floater should display the four materials applied to the terrain.
+
+In addition, where possible, textual labels and descriptions in the tab should make sense given the current value of the "PBR Metallic Roughness" checkbox. If the checkbox is unchecked, the labels should refer to textures. If the checkbox is checked, the labels should refer to materials.
+
+### Toggling Composition Type
+
+When toggling the "PBR Metallic Roughness" checkbox to the opposite value, which does not correspond to the current terrain type, one of the following sets of four terrain swatches will be displayed:
+
+- The default textures/materials
+ - For textures, this is the default terrain texture set
+ - For materials, this is all blank materials, but this is subject to change
+- The previously applied texture/material set
+ - History is available on a best-effort basis only. In particular, the history does not persist on viewer restart.
+
+When toggling back the "PBR Metallic Roughness" checkbox to the original value, assuming nothing else has changed, then the current terrain should be shown in the four swatches again.
+
+### Saving Composition
+
+A user with appropriate permissions can change and save the textures or materials to the terrain. If the "PBR Metallic Roughness" checkbox is checked, the user applies materials, otherwise the user applies textures.
+
+The user should not be allowed to set the texture or material swatches to null.
+
+Saving may fail for the following reasons:
+
+- A terrain or material texture is invalid
+- A terrain texture is greater than the max texture upload resolution
+
+If saving the terrain fails for any reason, the terrain should not be updated.
+
+Unlike a viewer without PBR terrain support, the new viewer will no longer treat textures with alpha channels as invalid.
+
+## Graphics Features
+
+Texture terrain with transparency is not permitted to be applied in the viewer.
+
+See [PBR Terrain Appearance](./pbr_terrain_appearance.md) for supported PBR terrain features.
+
+## Minimap
+
+The minimap should display the terrain with appropriate textures and colors.
diff --git a/doc/testplans/terrain_loading.md b/doc/testplans/terrain_loading.md
new file mode 100644
index 0000000000..c1b170fcf8
--- /dev/null
+++ b/doc/testplans/terrain_loading.md
@@ -0,0 +1,29 @@
+# Terrain Loading
+
+## Behavior overview
+
+- Texture terrain should load if textures are applied to the region, and no PBR Metallic Roughness materials are applied.
+- PBR terrain should load if PBR materials are applied to the region, even if the RenderTerrainPBREnabled feature flag is disabled in debug settings. This setting only disables the display of PBR materials in the Region / Estate > Terrain UI.
+- Related subsystem: A change to the PBR terrain loading system may affect the texture terrain loading system and vice-versa
+- Related subsystem: Minimap should load if terrain loads
+ - They may not finish loading at the same time
+
+## Implementation details
+
+This section is provided mainly for clarification of how the terrain loading system works.
+
+The simulator sends 4 terrain composition UUIDs to the viewer for the region. The viewer does not know ahead-of-time if the terrain composition uses textures or materials. Therefore, to expedite terrain loading, the viewer makes up to 8 "top-level" asset requests simultaneously:
+
+- Up to 4 texture asset requests, one for each UUID
+- Up to 4 material asset requests, one for each UUID
+
+It is therefore expected that half of these asset lookups will fail.
+
+The viewer inspects the load success of these top-level assets to make the binary decision of whether to render all 4 texture assets or all 4 material assets. This determines the choice of composition for terrain both in-world and on the minimap.
+
+The minimap also attempts to wait for textures to partially load before it can render a tile for a given region:
+
+- When rendering texture terrain, the minimap attempts to wait for top-level texture assets to partially load
+- When rendering PBR material terrain, the minimap attempts to wait for any base color/emissive textures in the materials to partially load, if they are present
+
+We don't make guarantees that the minimap tile will render for the region if any aforementioned required textures/materials fail to sufficiently load. However, the minimap may make a best-effort attempt to render the region by ignoring or replacing data.
diff --git a/indra/cmake/00-Common.cmake b/indra/cmake/00-Common.cmake
index 26a4162e42..ceb04b014b 100644
--- a/indra/cmake/00-Common.cmake
+++ b/indra/cmake/00-Common.cmake
@@ -103,6 +103,11 @@ if (WINDOWS)
string(REPLACE "/Zi" "/Z7" CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO}")
string(REPLACE "/Zi" "/Z7" CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO}")
endif()
+
+ # workaround for github runner image breakage:
+ # https://github.com/actions/runner-images/issues/10004#issuecomment-2153445161
+ # can be removed after the above issue is resolved and deployed across GHA
+ add_compile_definitions(_DISABLE_CONSTEXPR_MUTEX_CONSTRUCTOR)
endif (WINDOWS)
diff --git a/indra/cmake/CMakeLists.txt b/indra/cmake/CMakeLists.txt
index ea0ed48593..907f08833f 100644
--- a/indra/cmake/CMakeLists.txt
+++ b/indra/cmake/CMakeLists.txt
@@ -55,6 +55,8 @@ set(cmake_SOURCE_FILES
PulseAudio.cmake
Python.cmake
TemplateCheck.cmake
+ TinyEXR.cmake
+ TinyGLTF.cmake
Tut.cmake
UI.cmake
UnixInstall.cmake
diff --git a/indra/cmake/TinyEXR.cmake b/indra/cmake/TinyEXR.cmake
new file mode 100644
index 0000000000..e6d142d19d
--- /dev/null
+++ b/indra/cmake/TinyEXR.cmake
@@ -0,0 +1,7 @@
+# -*- cmake -*-
+include(Prebuilt)
+
+use_prebuilt_binary(tinyexr)
+
+set(TINYEXR_INCLUDE_DIR ${LIBS_PREBUILT_DIR}/include/tinyexr)
+
diff --git a/indra/llappearance/llavatarappearance.cpp b/indra/llappearance/llavatarappearance.cpp
index d73be024cf..83e43b11b7 100644
--- a/indra/llappearance/llavatarappearance.cpp
+++ b/indra/llappearance/llavatarappearance.cpp
@@ -494,45 +494,70 @@ void LLAvatarAppearance::computeBodySize()
mCurrBodySizeState["mAnkleLeft scale"] = mAnkleLeftp->getScale();
mCurrBodySizeState["mFootLeft pos"] = mFootLeftp->getPosition();
- F32 old_height = mBodySize.mV[VZ];
+ LLVector3 pelvis_scale = mPelvisp->getScale();
+
+ // some of the joints have not been cached
+ LLVector3 skull = mSkullp->getPosition();
+ //LLVector3 skull_scale = mSkullp->getScale();
+
+ LLVector3 neck = mNeckp->getPosition();
+ LLVector3 neck_scale = mNeckp->getScale();
+
+ LLVector3 chest = mChestp->getPosition();
+ LLVector3 chest_scale = mChestp->getScale();
+
+ // the rest of the joints have been cached
+ LLVector3 head = mHeadp->getPosition();
+ LLVector3 head_scale = mHeadp->getScale();
+
+ LLVector3 torso = mTorsop->getPosition();
+ LLVector3 torso_scale = mTorsop->getScale();
+
+ LLVector3 hip = mHipLeftp->getPosition();
+ LLVector3 hip_scale = mHipLeftp->getScale();
+
+ LLVector3 knee = mKneeLeftp->getPosition();
+ LLVector3 knee_scale = mKneeLeftp->getScale();
+
+ LLVector3 ankle = mAnkleLeftp->getPosition();
+ LLVector3 ankle_scale = mAnkleLeftp->getScale();
+
+ LLVector3 foot = mFootLeftp->getPosition();
+
F32 old_offset = mAvatarOffset.mV[VZ];
- // TODO: Measure the real depth and width
- mPelvisToFoot = computePelvisToFoot();
- F32 new_height = computeBodyHeight();
- mBodySize.set(DEFAULT_AGENT_DEPTH, DEFAULT_AGENT_WIDTH, new_height);
- F32 new_offset = getVisualParamWeight(AVATAR_HOVER);
- mAvatarOffset.set(0, 0, new_offset);
+ mAvatarOffset.mV[VZ] = getVisualParamWeight(AVATAR_HOVER);
- if (mBodySize.mV[VZ] != old_height || new_offset != old_offset)
+ mPelvisToFoot = hip.mV[VZ] * pelvis_scale.mV[VZ] -
+ knee.mV[VZ] * hip_scale.mV[VZ] -
+ ankle.mV[VZ] * knee_scale.mV[VZ] -
+ foot.mV[VZ] * ankle_scale.mV[VZ];
+
+ LLVector3 new_body_size;
+ new_body_size.mV[VZ] = mPelvisToFoot +
+ // the sqrt(2) correction below is an approximate
+ // correction to get to the top of the head
+ F_SQRT2 * (skull.mV[VZ] * head_scale.mV[VZ]) +
+ head.mV[VZ] * neck_scale.mV[VZ] +
+ neck.mV[VZ] * chest_scale.mV[VZ] +
+ chest.mV[VZ] * torso_scale.mV[VZ] +
+ torso.mV[VZ] * pelvis_scale.mV[VZ];
+
+ // TODO -- measure the real depth and width
+ new_body_size.mV[VX] = DEFAULT_AGENT_DEPTH;
+ new_body_size.mV[VY] = DEFAULT_AGENT_WIDTH;
+
+ mAvatarOffset.mV[VX] = 0.0f;
+ mAvatarOffset.mV[VY] = 0.0f;
+
+ if (new_body_size != mBodySize || old_offset != mAvatarOffset.mV[VZ])
{
+ mBodySize = new_body_size;
+
compareJointStateMaps(mLastBodySizeState, mCurrBodySizeState);
}
}
-F32 LLAvatarAppearance::computeBodyHeight()
-{
- F32 result = mPelvisToFoot +
- // all these relative positions usually are positive
- mPelvisp->getScale().mV[VZ] * mTorsop->getPosition().mV[VZ] +
- mTorsop->getScale().mV[VZ] * mChestp->getPosition().mV[VZ] +
- mChestp->getScale().mV[VZ] * mNeckp->getPosition().mV[VZ] +
- mNeckp->getScale().mV[VZ] * mHeadp->getPosition().mV[VZ] +
- mHeadp->getScale().mV[VZ] * mSkullp->getPosition().mV[VZ] * 2;
- return result;
-}
-
-F32 LLAvatarAppearance::computePelvisToFoot()
-{
- F32 result =
- // all these relative positions usually are negative
- mPelvisp->getScale().mV[VZ] * mHipLeftp->getPosition().mV[VZ] +
- mHipLeftp->getScale().mV[VZ] * mKneeLeftp->getPosition().mV[VZ] +
- mKneeLeftp->getScale().mV[VZ] * mAnkleLeftp->getPosition().mV[VZ] +
- mAnkleLeftp->getScale().mV[VZ] * mFootLeftp->getPosition().mV[VZ] / 2;
- return -result;
-}
-
//-----------------------------------------------------------------------------
// parseSkeletonFile()
//-----------------------------------------------------------------------------
diff --git a/indra/llappearance/llavatarappearance.h b/indra/llappearance/llavatarappearance.h
index 9dd1ddffad..dc2d48fb74 100644
--- a/indra/llappearance/llavatarappearance.h
+++ b/indra/llappearance/llavatarappearance.h
@@ -147,8 +147,6 @@ public:
void compareJointStateMaps(joint_state_map_t& last_state,
joint_state_map_t& curr_state);
void computeBodySize();
- F32 computeBodyHeight();
- F32 computePelvisToFoot();
public:
typedef std::vector avatar_joint_list_t;
diff --git a/indra/llcommon/indra_constants.cpp b/indra/llcommon/indra_constants.cpp
index d24a221671..329dfcbe37 100644
--- a/indra/llcommon/indra_constants.cpp
+++ b/indra/llcommon/indra_constants.cpp
@@ -89,3 +89,4 @@ const LLUUID IMG_USE_BAKED_AUX1 ("9742065b-19b5-297c-858a-29711d539043");
const LLUUID IMG_USE_BAKED_AUX2 ("03642e83-2bd1-4eb9-34b4-4c47ed586d2d");
const LLUUID IMG_USE_BAKED_AUX3 ("edd51b77-fc10-ce7a-4b3d-011dfc349e4f");
+const LLUUID BLANK_MATERIAL_ASSET_ID ("968cbad0-4dad-d64e-71b5-72bf13ad051a");
diff --git a/indra/llcommon/indra_constants.h b/indra/llcommon/indra_constants.h
index 811313e56e..d2de88ff0a 100644
--- a/indra/llcommon/indra_constants.h
+++ b/indra/llcommon/indra_constants.h
@@ -236,6 +236,8 @@ LL_COMMON_API extern const LLUUID DEFAULT_OBJECT_SPECULAR;
LL_COMMON_API extern const LLUUID DEFAULT_OBJECT_NORMAL;
LL_COMMON_API extern const LLUUID BLANK_OBJECT_NORMAL;
+LL_COMMON_API extern const LLUUID BLANK_MATERIAL_ASSET_ID;
+
// radius within which a chat message is fully audible
const F32 CHAT_NORMAL_RADIUS = 20.f;
diff --git a/indra/llcommon/llcoros.cpp b/indra/llcommon/llcoros.cpp
index aa8eca7d90..8612f9353f 100644
--- a/indra/llcommon/llcoros.cpp
+++ b/indra/llcommon/llcoros.cpp
@@ -3,25 +3,25 @@
* @author Nat Goodspeed
* @date 2009-06-03
* @brief Implementation for llcoros.
- *
+ *
* $LicenseInfo:firstyear=2009&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
diff --git a/indra/llcommon/llstrider.h b/indra/llcommon/llstrider.h
index 6c76ab8104..06cf8d3480 100644
--- a/indra/llcommon/llstrider.h
+++ b/indra/llcommon/llstrider.h
@@ -37,8 +37,8 @@ template class LLStrider
};
U32 mSkip;
public:
-
LLStrider() { mObjectp = NULL; mSkip = sizeof(Object); }
+ LLStrider(Object* first) { mObjectp = first; mSkip = sizeof(Object); }
~LLStrider() { }
const LLStrider& operator = (Object *first) { mObjectp = first; return *this;}
diff --git a/indra/llimage/llimage.cpp b/indra/llimage/llimage.cpp
index c4d7096036..da5b531857 100644
--- a/indra/llimage/llimage.cpp
+++ b/indra/llimage/llimage.cpp
@@ -31,6 +31,7 @@
#include "llmath.h"
#include "v4coloru.h"
+#include "v3color.h"
#include "llimagebmp.h"
#include "llimagetga.h"
@@ -984,6 +985,28 @@ void LLImageRaw::verticalFlip()
}
+bool LLImageRaw::checkHasTransparentPixels()
+{
+ if (getComponents() != 4)
+ {
+ return false;
+ }
+
+ U8* data = getData();
+ U32 pixels = getWidth() * getHeight();
+
+ // check alpha channel for all 255
+ for (U32 i = 0; i < pixels; ++i)
+ {
+ if (data[i * 4 + 3] != 255)
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
bool LLImageRaw::optimizeAwayAlpha()
{
if (getComponents() == 4)
@@ -1021,6 +1044,34 @@ bool LLImageRaw::optimizeAwayAlpha()
return false;
}
+bool LLImageRaw::makeAlpha()
+{
+ if (getComponents() == 3)
+ {
+ U8* data = getData();
+ U32 pixels = getWidth() * getHeight();
+
+ // alpha channel doesn't exist, make a new copy of data with alpha channel
+ U8* new_data = (U8*) ll_aligned_malloc_16(getWidth() * getHeight() * 4);
+
+ for (U32 i = 0; i < pixels; ++i)
+ {
+ U32 di = i * 4;
+ U32 si = i * 3;
+ for (U32 j = 0; j < 3; ++j)
+ {
+ new_data[di+j] = data[si+j];
+ }
+ }
+
+ setDataAndSize(new_data, getWidth(), getHeight(), 3);
+
+ return true;
+ }
+
+ return false;
+}
+
void LLImageRaw::expandToPowerOfTwo(S32 max_dim, bool scale_image)
{
// Find new sizes
@@ -1105,7 +1156,7 @@ void LLImageRaw::composite( LLImageRaw* src )
return;
}
- llassert(3 == src->getComponents());
+ llassert((3 == src->getComponents()) || (4 == src->getComponents()));
llassert(3 == dst->getComponents());
if( 3 == dst->getComponents() )
@@ -1263,6 +1314,30 @@ void LLImageRaw::fill( const LLColor4U& color )
}
}
+void LLImageRaw::tint( const LLColor3& color )
+{
+ llassert( (3 == getComponents()) || (4 == getComponents()) );
+ if (isBufferInvalid())
+ {
+ LL_WARNS() << "Invalid image buffer" << LL_ENDL;
+ return;
+ }
+
+ S32 pixels = getWidth() * getHeight();
+ const S32 components = getComponents();
+ U8* data = getData();
+ for( S32 i = 0; i < pixels; i++ )
+ {
+ const float c0 = data[0] * color.mV[0];
+ const float c1 = data[1] * color.mV[1];
+ const float c2 = data[2] * color.mV[2];
+ data[0] = llclamp((U8)c0, 0, 255);
+ data[1] = llclamp((U8)c1, 0, 255);
+ data[2] = llclamp((U8)c2, 0, 255);
+ data += components;
+ }
+}
+
LLPointer LLImageRaw::duplicate()
{
if(getNumRefs() < 2)
@@ -1794,6 +1869,73 @@ void LLImageRaw::compositeRowScaled4onto3( U8* in, U8* out, S32 in_pixel_len, S3
}
}
+
+void LLImageRaw::addEmissive(LLImageRaw* src)
+{
+ LLImageRaw* dst = this; // Just for clarity.
+
+ if (!validateSrcAndDst(__FUNCTION__, src, dst))
+ {
+ return;
+ }
+
+ llassert((3 == src->getComponents()) || (4 == src->getComponents()));
+ llassert(3 == dst->getComponents());
+
+ if( 3 == dst->getComponents() )
+ {
+ if( (src->getWidth() == dst->getWidth()) && (src->getHeight() == dst->getHeight()) )
+ {
+ addEmissiveUnscaled(src);
+ }
+ else
+ {
+ addEmissiveScaled(src);
+ }
+ }
+}
+
+void LLImageRaw::addEmissiveUnscaled(LLImageRaw* src)
+{
+ LLImageRaw* dst = this; // Just for clarity.
+
+ llassert((3 == src->getComponents()) || (4 == src->getComponents()));
+ llassert((3 == dst->getComponents()) || (4 == dst->getComponents()));
+ llassert( (src->getWidth() == dst->getWidth()) && (src->getHeight() == dst->getHeight()) );
+
+ U8* const src_data = src->getData();
+ U8* const dst_data = dst->getData();
+ for(S32 y = 0; y < dst->getHeight(); ++y)
+ {
+ const S32 src_row_offset = src->getComponents() * src->getWidth() * y;
+ const S32 dst_row_offset = dst->getComponents() * dst->getWidth() * y;
+ for (S32 x = 0; x < dst->getWidth(); ++x)
+ {
+ const S32 src_offset = src_row_offset + (x * src->getComponents());
+ const S32 dst_offset = dst_row_offset + (x * dst->getComponents());
+ U8* const src_pixel = src_data + src_offset;
+ U8* const dst_pixel = dst_data + dst_offset;
+ dst_pixel[0] = llmin(255, dst_pixel[0] + src_pixel[0]);
+ dst_pixel[1] = llmin(255, dst_pixel[1] + src_pixel[1]);
+ dst_pixel[2] = llmin(255, dst_pixel[2] + src_pixel[2]);
+ }
+ }
+}
+
+void LLImageRaw::addEmissiveScaled(LLImageRaw* src)
+{
+ LLImageRaw* dst = this; // Just for clarity.
+
+ llassert( (4 == src->getComponents()) && (3 == dst->getComponents()) );
+
+ LLImageRaw temp(dst->getWidth(), dst->getHeight(), dst->getComponents());
+ llassert_always(temp.getDataSize() > 0);
+ temp.copyScaled(src);
+
+ dst->addEmissiveUnscaled(&temp);
+}
+
+
bool LLImageRaw::validateSrcAndDst(std::string func, LLImageRaw* src, LLImageRaw* dst)
{
if (!src || !dst || src->isBufferInvalid() || dst->isBufferInvalid())
diff --git a/indra/llimage/llimage.h b/indra/llimage/llimage.h
index 0335be8d2f..9b16711b85 100644
--- a/indra/llimage/llimage.h
+++ b/indra/llimage/llimage.h
@@ -33,7 +33,7 @@
#include "lltrace.h"
const S32 MIN_IMAGE_MIP = 2; // 4x4, only used for expand/contract power of 2
-const S32 MAX_IMAGE_MIP = 11; // 2048x2048
+const S32 MAX_IMAGE_MIP = 12; // 4096x4096
// *TODO : Use MAX_IMAGE_MIP as max discard level and modify j2c management so that the number
// of levels is read from the header's file, not inferred from its size.
@@ -44,7 +44,7 @@ const S32 MAX_DISCARD_LEVEL = 5;
// and declared right here. Some come from the JPEG2000 spec, some conventions specific to SL.
const S32 MAX_DECOMPOSITION_LEVELS = 32; // Number of decomposition levels cannot exceed 32 according to jpeg2000 spec
const S32 MIN_DECOMPOSITION_LEVELS = 5; // the SL viewer will *crash* trying to decode images with fewer than 5 decomposition levels (unless image is small that is)
-const S32 MAX_PRECINCT_SIZE = 2048; // No reason to be bigger than MAX_IMAGE_SIZE
+const S32 MAX_PRECINCT_SIZE = 4096; // No reason to be bigger than MAX_IMAGE_SIZE
const S32 MIN_PRECINCT_SIZE = 4; // Can't be smaller than MIN_BLOCK_SIZE
const S32 MAX_BLOCK_SIZE = 64; // Max total block size is 4096, hence 64x64 when using square blocks
const S32 MIN_BLOCK_SIZE = 4; // Min block dim is 4 according to jpeg2000 spec
@@ -52,11 +52,11 @@ const S32 MIN_LAYER_SIZE = 2000; // Size of the first quality layer (
const S32 MAX_NB_LAYERS = 64; // Max number of layers we'll entertain in SL (practical limit)
const S32 MIN_IMAGE_SIZE = (1< 1.
@@ -267,6 +275,12 @@ public:
// Src and dst are same size. Src has 4 components. Dst has 3 components.
void compositeUnscaled4onto3( LLImageRaw* src );
+ // Emissive operations used by minimap
+ // Roughly emulates GLTF emissive texture, but is not GLTF-compliant
+ // *TODO: Remove in favor of shader
+ void addEmissive(LLImageRaw* src);
+ void addEmissiveScaled(LLImageRaw* src);
+ void addEmissiveUnscaled(LLImageRaw* src);
protected:
// Create an image from a local file (generally used in tools)
//bool createFromFile(const std::string& filename, bool j2c_lowest_mip_only = false);
diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp
index 3fedd61082..e14b2f25ed 100644
--- a/indra/llinventory/llsettingssky.cpp
+++ b/indra/llinventory/llsettingssky.cpp
@@ -407,7 +407,6 @@ LLSettingsSky::LLSettingsSky(const LLSD &data) :
mNextRainbowTextureId(),
mNextHaloTextureId()
{
- mCanAutoAdjust = !data.has(SETTING_REFLECTION_PROBE_AMBIANCE);
}
LLSettingsSky::LLSettingsSky():
@@ -430,8 +429,6 @@ void LLSettingsSky::replaceSettings(LLSD settings)
mNextBloomTextureId.setNull();
mNextRainbowTextureId.setNull();
mNextHaloTextureId.setNull();
-
- mCanAutoAdjust = !settings.has(SETTING_REFLECTION_PROBE_AMBIANCE);
}
void LLSettingsSky::replaceWithSky(LLSettingsSky::ptr_t pother)
@@ -444,7 +441,6 @@ void LLSettingsSky::replaceWithSky(LLSettingsSky::ptr_t pother)
mNextBloomTextureId = pother->mNextBloomTextureId;
mNextRainbowTextureId = pother->mNextRainbowTextureId;
mNextHaloTextureId = pother->mNextHaloTextureId;
- mCanAutoAdjust = pother->mCanAutoAdjust;
}
void LLSettingsSky::blend(const LLSettingsBase::ptr_t &end, F64 blendf)
@@ -1146,7 +1142,6 @@ void LLSettingsSky::setSkyIceLevel(F32 ice_level)
void LLSettingsSky::setReflectionProbeAmbiance(F32 ambiance)
{
- mCanAutoAdjust = false; // we've now touched this sky in a "new" way, it can no longer auto adjust
setValue(SETTING_REFLECTION_PROBE_AMBIANCE, ambiance);
}
@@ -1448,24 +1443,6 @@ F32 LLSettingsSky::getReflectionProbeAmbiance(bool auto_adjust) const
return mSettings[SETTING_REFLECTION_PROBE_AMBIANCE].asReal();
}
-F32 LLSettingsSky::getTotalReflectionProbeAmbiance(F32 cloud_shadow_scale, bool auto_adjust) const
-{
-#if 0
- // feed cloud shadow back into reflection probe ambiance to mimic pre-reflection-probe behavior
- // without brightening dark/interior spaces
- F32 probe_ambiance = getReflectionProbeAmbiance(auto_adjust);
-
- if (probe_ambiance > 0.f && probe_ambiance < 1.f)
- {
- probe_ambiance += (1.f - probe_ambiance) * getCloudShadow() * cloud_shadow_scale;
- }
-
- return probe_ambiance;
-#else
- return getReflectionProbeAmbiance(auto_adjust);
-#endif
-}
-
F32 LLSettingsSky::getSkyBottomRadius() const
{
return mSettings[SETTING_SKY_BOTTOM_RADIUS].asReal();
@@ -1810,3 +1787,8 @@ LLUUID LLSettingsSky::getNextBloomTextureId() const
return mNextBloomTextureId;
}
+// if true, this sky is a candidate for auto-adjustment
+bool LLSettingsSky::canAutoAdjust() const
+{
+ return !mSettings.has(SETTING_REFLECTION_PROBE_AMBIANCE);
+}
diff --git a/indra/llinventory/llsettingssky.h b/indra/llinventory/llsettingssky.h
index 8aade96484..222ab040cb 100644
--- a/indra/llinventory/llsettingssky.h
+++ b/indra/llinventory/llsettingssky.h
@@ -62,7 +62,7 @@ public:
static const std::string SETTING_DOME_OFFSET;
static const std::string SETTING_DOME_RADIUS;
static const std::string SETTING_GAMMA;
- static const std::string SETTING_GLOW;
+ static const std::string SETTING_GLOW;
static const std::string SETTING_LIGHT_NORMAL;
static const std::string SETTING_MAX_Y;
static const std::string SETTING_MOON_ROTATION;
@@ -92,7 +92,7 @@ public:
static const std::string SETTING_DENSITY_PROFILE_EXP_SCALE_FACTOR;
static const std::string SETTING_DENSITY_PROFILE_LINEAR_TERM;
static const std::string SETTING_DENSITY_PROFILE_CONSTANT_TERM;
-
+
static const std::string SETTING_SKY_MOISTURE_LEVEL;
static const std::string SETTING_SKY_DROPLET_RADIUS;
static const std::string SETTING_SKY_ICE_LEVEL;
@@ -117,7 +117,7 @@ public:
virtual std::string getSettingsType() const SETTINGS_OVERRIDE { return std::string("sky"); }
virtual LLSettingsType::type_e getSettingsTypeValue() const SETTINGS_OVERRIDE { return LLSettingsType::ST_SKY; }
- // Settings status
+ // Settings status
virtual void blend(const LLSettingsBase::ptr_t &end, F64 blendf) SETTINGS_OVERRIDE;
virtual void replaceSettings(LLSD settings) SETTINGS_OVERRIDE;
@@ -129,7 +129,7 @@ public:
F32 getSkyBottomRadius() const;
F32 getSkyTopRadius() const;
F32 getSunArcRadians() const;
- F32 getMieAnisotropy() const;
+ F32 getMieAnisotropy() const;
F32 getSkyMoistureLevel() const;
F32 getSkyDropletRadius() const;
@@ -139,10 +139,6 @@ public:
// auto_adjust - if true and canAutoAdjust() is true, return 1.0
F32 getReflectionProbeAmbiance(bool auto_adjust = false) const;
- // get the probe ambiance setting to use for rendering (adjusted by cloud shadow, aka cloud coverage)
- // auto_adjust - if true and canAutoAdjust() is true, return 1.0
- F32 getTotalReflectionProbeAmbiance(F32 cloud_shadow_scale, bool auto_adjust = false) const;
-
// Return first (only) profile layer represented in LLSD
LLSD getRayleighConfig() const;
LLSD getMieConfig() const;
@@ -200,7 +196,7 @@ public:
F32 getCloudShadow() const;
void setCloudShadow(F32 val);
-
+
F32 getCloudVariance() const;
void setCloudVariance(F32 val);
@@ -299,7 +295,7 @@ public:
// color based on brightness
LLColor3 getMoonlightColor() const;
-
+
LLColor4 getMoonAmbient() const;
LLColor3 getMoonDiffuse() const;
LLColor4 getSunAmbient() const;
@@ -340,7 +336,7 @@ public:
virtual void updateSettings() SETTINGS_OVERRIDE;
// if true, this sky is a candidate for auto-adjustment
- bool canAutoAdjust() const { return mCanAutoAdjust; }
+ bool canAutoAdjust() const;
protected:
static const std::string SETTING_LEGACY_EAST_ANGLE;
@@ -385,9 +381,6 @@ private:
mutable LLColor4 mTotalAmbient;
mutable LLColor4 mHazeColor;
- // if true, this sky is a candidate for auto adjustment
- bool mCanAutoAdjust = true;
-
typedef std::map mapNameToUniformId_t;
static mapNameToUniformId_t sNameToUniformMapping;
diff --git a/indra/llmath/llcamera.h b/indra/llmath/llcamera.h
index 3b52810855..b6e0e4a2be 100644
--- a/indra/llmath/llcamera.h
+++ b/indra/llmath/llcamera.h
@@ -65,7 +65,6 @@ class LLCamera
: public LLCoordFrame
{
public:
-
LLCamera(const LLCamera& rhs)
{
*this = rhs;
diff --git a/indra/llmath/llmatrix4a.h b/indra/llmath/llmatrix4a.h
index 348feba27e..cf4e522467 100644
--- a/indra/llmath/llmatrix4a.h
+++ b/indra/llmath/llmatrix4a.h
@@ -56,6 +56,16 @@ public:
return (F32*)&mMatrix;
}
+ inline LLMatrix4& asMatrix4()
+ {
+ return *(LLMatrix4*)this;
+ }
+
+ inline const LLMatrix4& asMatrix4() const
+ {
+ return *(LLMatrix4*)this;
+ }
+
inline void clear()
{
mMatrix[0].clear();
diff --git a/indra/llmath/llvolume.cpp b/indra/llmath/llvolume.cpp
index 9375a5dfca..41e614524e 100644
--- a/indra/llmath/llvolume.cpp
+++ b/indra/llmath/llvolume.cpp
@@ -45,16 +45,15 @@
#include "llmatrix3a.h"
#include "lloctree.h"
#include "llvolume.h"
-#include "llvolumeoctree.h"
#include "llstl.h"
#include "llsdserialize.h"
#include "llvector4a.h"
#include "llmatrix4a.h"
#include "llmeshoptimizer.h"
#include "lltimer.h"
+#include "llvolumeoctree.h"
-#include "mikktspace/mikktspace.h"
-#include "mikktspace/mikktspace.c" // insert mikktspace implementation into llvolume object file
+#include "mikktspace/mikktspace.hh"
#include "meshoptimizer/meshoptimizer.h"
@@ -377,77 +376,6 @@ BOOL LLTriangleRayIntersect(const LLVector3& vert0, const LLVector3& vert1, cons
}
}
-class LLVolumeOctreeRebound : public LLOctreeTravelerDepthFirst
-{
-public:
- const LLVolumeFace* mFace;
-
- LLVolumeOctreeRebound(const LLVolumeFace* face)
- {
- mFace = face;
- }
-
- virtual void visit(const LLOctreeNode* branch)
- { //this is a depth first traversal, so it's safe to assum all children have complete
- //bounding data
- LL_PROFILE_ZONE_SCOPED_CATEGORY_VOLUME
-
- LLVolumeOctreeListener* node = (LLVolumeOctreeListener*) branch->getListener(0);
-
- LLVector4a& min = node->mExtents[0];
- LLVector4a& max = node->mExtents[1];
-
- if (!branch->isEmpty())
- { //node has data, find AABB that binds data set
- const LLVolumeTriangle* tri = *(branch->getDataBegin());
-
- //initialize min/max to first available vertex
- min = *(tri->mV[0]);
- max = *(tri->mV[0]);
-
- for (LLOctreeNode::const_element_iter iter = branch->getDataBegin(); iter != branch->getDataEnd(); ++iter)
- { //for each triangle in node
-
- //stretch by triangles in node
- tri = *iter;
-
- min.setMin(min, *tri->mV[0]);
- min.setMin(min, *tri->mV[1]);
- min.setMin(min, *tri->mV[2]);
-
- max.setMax(max, *tri->mV[0]);
- max.setMax(max, *tri->mV[1]);
- max.setMax(max, *tri->mV[2]);
- }
- }
- else if (branch->getChildCount() > 0)
- { //no data, but child nodes exist
- LLVolumeOctreeListener* child = (LLVolumeOctreeListener*) branch->getChild(0)->getListener(0);
-
- //initialize min/max to extents of first child
- min = child->mExtents[0];
- max = child->mExtents[1];
- }
- else
- {
- llassert(!branch->isLeaf()); // Empty leaf
- }
-
- for (S32 i = 0; i < branch->getChildCount(); ++i)
- { //stretch by child extents
- LLVolumeOctreeListener* child = (LLVolumeOctreeListener*) branch->getChild(i)->getListener(0);
- min.setMin(min, child->mExtents[0]);
- max.setMax(max, child->mExtents[1]);
- }
-
- node->mBounds[0].setAdd(min, max);
- node->mBounds[0].mul(0.5f);
-
- node->mBounds[1].setSub(max,min);
- node->mBounds[1].mul(0.5f);
- }
-};
-
//-------------------------------------------------------------------
// statics
//-------------------------------------------------------------------
@@ -5507,8 +5435,41 @@ struct MikktData
}
}
}
-};
+ uint32_t GetNumFaces()
+ {
+ return uint32_t(face->mNumIndices / 3);
+ }
+
+ uint32_t GetNumVerticesOfFace(const uint32_t face_num)
+ {
+ return 3;
+ }
+
+ mikk::float3 GetPosition(const uint32_t face_num, const uint32_t vert_num)
+ {
+ F32* v = p[face_num * 3 + vert_num].mV;
+ return mikk::float3(v);
+ }
+
+ mikk::float3 GetTexCoord(const uint32_t face_num, const uint32_t vert_num)
+ {
+ F32* uv = tc[face_num * 3 + vert_num].mV;
+ return mikk::float3(uv[0], uv[1], 1.0f);
+ }
+
+ mikk::float3 GetNormal(const uint32_t face_num, const uint32_t vert_num)
+ {
+ F32* normal = n[face_num * 3 + vert_num].mV;
+ return mikk::float3(normal);
+ }
+
+ void SetTangentSpace(const uint32_t face_num, const uint32_t vert_num, mikk::float3 T, bool orientation)
+ {
+ S32 i = face_num * 3 + vert_num;
+ t[i].set(T.x, T.y, T.z, orientation ? 1.0f : -1.0f);
+ }
+};
bool LLVolumeFace::cacheOptimize(bool gen_tangents)
{ //optimize for vertex cache according to Forsyth method:
@@ -5520,62 +5481,9 @@ bool LLVolumeFace::cacheOptimize(bool gen_tangents)
{ // generate mikkt space tangents before cache optimizing since the index buffer may change
// a bit of a hack to do this here, but this function gets called exactly once for the lifetime of a mesh
// and is executed on a background thread
- SMikkTSpaceInterface ms;
-
- ms.m_getNumFaces = [](const SMikkTSpaceContext* pContext)
- {
- MikktData* data = (MikktData*)pContext->m_pUserData;
- LLVolumeFace* face = data->face;
- return face->mNumIndices / 3;
- };
-
- ms.m_getNumVerticesOfFace = [](const SMikkTSpaceContext* pContext, const int iFace)
- {
- return 3;
- };
-
- ms.m_getPosition = [](const SMikkTSpaceContext* pContext, float fvPosOut[], const int iFace, const int iVert)
- {
- MikktData* data = (MikktData*)pContext->m_pUserData;
- F32* v = data->p[iFace * 3 + iVert].mV;
- fvPosOut[0] = v[0];
- fvPosOut[1] = v[1];
- fvPosOut[2] = v[2];
- };
-
- ms.m_getNormal = [](const SMikkTSpaceContext* pContext, float fvNormOut[], const int iFace, const int iVert)
- {
- MikktData* data = (MikktData*)pContext->m_pUserData;
- F32* n = data->n[iFace * 3 + iVert].mV;
- fvNormOut[0] = n[0];
- fvNormOut[1] = n[1];
- fvNormOut[2] = n[2];
- };
-
- ms.m_getTexCoord = [](const SMikkTSpaceContext* pContext, float fvTexcOut[], const int iFace, const int iVert)
- {
- MikktData* data = (MikktData*)pContext->m_pUserData;
- F32* tc = data->tc[iFace * 3 + iVert].mV;
- fvTexcOut[0] = tc[0];
- fvTexcOut[1] = tc[1];
- };
-
- ms.m_setTSpaceBasic = [](const SMikkTSpaceContext* pContext, const float fvTangent[], const float fSign, const int iFace, const int iVert)
- {
- MikktData* data = (MikktData*)pContext->m_pUserData;
- S32 i = iFace * 3 + iVert;
-
- data->t[i].set(fvTangent);
- data->t[i].mV[3] = fSign;
- };
-
- ms.m_setTSpace = nullptr;
-
MikktData data(this);
-
- SMikkTSpaceContext ctx = { &ms, &data };
-
- genTangSpaceDefault(&ctx);
+ mikk::Mikktspace ctx(data);
+ ctx.genTangSpace();
//re-weld
meshopt_Stream mos[] =
@@ -5596,9 +5504,6 @@ bool LLVolumeFace::cacheOptimize(bool gen_tangents)
if (vert_count < 65535 && vert_count != 0)
{
- std::vector indices;
- indices.resize(mNumIndices);
-
//copy results back into volume
resizeVertices(vert_count);
@@ -5687,8 +5592,7 @@ void LLVolumeFace::createOctree(F32 scaler, const LLVector4a& center, const LLVe
llassert(mNumIndices % 3 == 0);
- mOctree = new LLOctreeRoot(center, size, NULL);
- new LLVolumeOctreeListener(mOctree);
+ mOctree = new LLVolumeOctree(center, size);
const U32 num_triangles = mNumIndices / 3;
// Initialize all the triangles we need
mOctreeTriangles = new LLVolumeTriangle[num_triangles];
@@ -5743,7 +5647,7 @@ void LLVolumeFace::createOctree(F32 scaler, const LLVector4a& center, const LLVe
while (!mOctree->balance()) { }
//calculate AABB for each node
- LLVolumeOctreeRebound rebound(this);
+ LLVolumeOctreeRebound rebound;
rebound.traverse(mOctree);
if (gDebugGL)
@@ -5756,12 +5660,12 @@ void LLVolumeFace::createOctree(F32 scaler, const LLVector4a& center, const LLVe
void LLVolumeFace::destroyOctree()
{
delete mOctree;
- mOctree = NULL;
+ mOctree = nullptr;
delete[] mOctreeTriangles;
- mOctreeTriangles = NULL;
+ mOctreeTriangles = nullptr;
}
-const LLOctreeNode* LLVolumeFace::getOctree() const
+const LLVolumeOctree* LLVolumeFace::getOctree() const
{
return mOctree;
}
@@ -6476,9 +6380,6 @@ BOOL LLVolumeFace::createCap(LLVolume* volume, BOOL partial_build)
return TRUE;
}
-void CalculateTangentArray(U32 vertexCount, const LLVector4a *vertex, const LLVector4a *normal,
- const LLVector2 *texcoord, U32 triangleCount, const U16* index_array, LLVector4a *tangent);
-
void LLVolumeFace::createTangents()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_VOLUME;
@@ -6496,7 +6397,7 @@ void LLVolumeFace::createTangents()
(*ptr++).clear();
}
- CalculateTangentArray(mNumVertices, mPositions, mNormals, mTexCoords, mNumIndices / 3, mIndices, mTangents);
+ LLCalculateTangentArray(mNumVertices, mPositions, mNormals, mTexCoords, mNumIndices / 3, mIndices, mTangents);
//normalize normals
for (U32 i = 0; i < mNumVertices; i++)
@@ -7206,7 +7107,7 @@ BOOL LLVolumeFace::createSide(LLVolume* volume, BOOL partial_build)
}
//adapted from Lengyel, Eric. "Computing Tangent Space Basis Vectors for an Arbitrary Mesh". Terathon Software 3D Graphics Library, 2001. http://www.terathon.com/code/tangent.html
-void CalculateTangentArray(U32 vertexCount, const LLVector4a *vertex, const LLVector4a *normal,
+void LLCalculateTangentArray(U32 vertexCount, const LLVector4a *vertex, const LLVector4a *normal,
const LLVector2 *texcoord, U32 triangleCount, const U16* index_array, LLVector4a *tangent)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_VOLUME
diff --git a/indra/llmath/llvolume.h b/indra/llmath/llvolume.h
index 917ad6030c..d53ca2a4b3 100644
--- a/indra/llmath/llvolume.h
+++ b/indra/llmath/llvolume.h
@@ -41,6 +41,7 @@ template class LLOctreeNode;
class LLVolumeFace;
class LLVolume;
class LLVolumeTriangle;
+class LLVolumeOctree;
#include "lluuid.h"
#include "v4color.h"
@@ -913,7 +914,7 @@ public:
void createOctree(F32 scaler = 0.25f, const LLVector4a& center = LLVector4a(0,0,0), const LLVector4a& size = LLVector4a(0.5f,0.5f,0.5f));
void destroyOctree();
// Get a reference to the octree, which may be null
- const LLOctreeNode* getOctree() const;
+ const LLVolumeOctree* getOctree() const;
enum
{
@@ -987,7 +988,7 @@ public:
LLVector3 mNormalizedScale = LLVector3(1,1,1);
private:
- LLOctreeNode* mOctree;
+ LLVolumeOctree* mOctree;
LLVolumeTriangle* mOctreeTriangles;
BOOL createUnCutCubeCap(LLVolume* volume, BOOL partial_build = FALSE);
@@ -1142,6 +1143,8 @@ public:
std::ostream& operator<<(std::ostream &s, const LLVolumeParams &volume_params);
+void LLCalculateTangentArray(U32 vertexCount, const LLVector4a *vertex, const LLVector4a *normal, const LLVector2 *texcoord, U32 triangleCount, const U16* index_array, LLVector4a *tangent);
+
BOOL LLLineSegmentBoxIntersect(const F32* start, const F32* end, const F32* center, const F32* size);
BOOL LLLineSegmentBoxIntersect(const LLVector3& start, const LLVector3& end, const LLVector3& center, const LLVector3& size);
BOOL LLLineSegmentBoxIntersect(const LLVector4a& start, const LLVector4a& end, const LLVector4a& center, const LLVector4a& size);
diff --git a/indra/llmath/llvolumeoctree.cpp b/indra/llmath/llvolumeoctree.cpp
index 343740692c..341b9a6465 100644
--- a/indra/llmath/llvolumeoctree.cpp
+++ b/indra/llmath/llvolumeoctree.cpp
@@ -92,15 +92,15 @@ void LLVolumeOctreeListener::handleChildAddition(const LLOctreeNode
{
public:
- const LLVolumeFace* mFace;
LLVector4a mStart;
LLVector4a mDir;
LLVector4a mEnd;
@@ -121,10 +120,13 @@ public:
LLVector4a* mNormal;
LLVector4a* mTangent;
F32* mClosestT;
+ LLVolumeFace* mFace;
bool mHitFace;
+ const LLVolumeTriangle* mHitTriangle = nullptr;
LLOctreeTriangleRayIntersect(const LLVector4a& start, const LLVector4a& dir,
- const LLVolumeFace* face, F32* closest_t,
+ LLVolumeFace* face,
+ F32* closest_t,
LLVector4a* intersection,LLVector2* tex_coord, LLVector4a* normal, LLVector4a* tangent);
void traverse(const LLOctreeNode* node);
@@ -137,4 +139,91 @@ class LLVolumeOctreeValidate : public LLOctreeTraveler* branch);
};
+class LLVolumeOctreeRebound : public LLOctreeTravelerDepthFirst
+{
+public:
+ LLVolumeOctreeRebound()
+ {
+ }
+
+ virtual void visit(const LLOctreeNode* branch)
+ { //this is a depth first traversal, so it's safe to assum all children have complete
+ //bounding data
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_VOLUME
+
+ LLVolumeOctreeListener* node = (LLVolumeOctreeListener*)branch->getListener(0);
+
+ LLVector4a& min = node->mExtents[0];
+ LLVector4a& max = node->mExtents[1];
+
+ if (!branch->isEmpty())
+ { //node has data, find AABB that binds data set
+ const LLVolumeTriangle* tri = *(branch->getDataBegin());
+
+ //initialize min/max to first available vertex
+ min = *(tri->mV[0]);
+ max = *(tri->mV[0]);
+
+ for (LLOctreeNode::const_element_iter iter = branch->getDataBegin(); iter != branch->getDataEnd(); ++iter)
+ { //for each triangle in node
+
+ //stretch by triangles in node
+ tri = *iter;
+
+ min.setMin(min, *tri->mV[0]);
+ min.setMin(min, *tri->mV[1]);
+ min.setMin(min, *tri->mV[2]);
+
+ max.setMax(max, *tri->mV[0]);
+ max.setMax(max, *tri->mV[1]);
+ max.setMax(max, *tri->mV[2]);
+ }
+ }
+ else if (branch->getChildCount() > 0)
+ { //no data, but child nodes exist
+ LLVolumeOctreeListener* child = (LLVolumeOctreeListener*)branch->getChild(0)->getListener(0);
+
+ //initialize min/max to extents of first child
+ min = child->mExtents[0];
+ max = child->mExtents[1];
+ }
+ else
+ {
+ llassert(!branch->isLeaf()); // Empty leaf
+ }
+
+ for (S32 i = 0; i < branch->getChildCount(); ++i)
+ { //stretch by child extents
+ LLVolumeOctreeListener* child = (LLVolumeOctreeListener*)branch->getChild(i)->getListener(0);
+ min.setMin(min, child->mExtents[0]);
+ max.setMax(max, child->mExtents[1]);
+ }
+
+ node->mBounds[0].setAdd(min, max);
+ node->mBounds[0].mul(0.5f);
+
+ node->mBounds[1].setSub(max, min);
+ node->mBounds[1].mul(0.5f);
+ }
+};
+
+class LLVolumeOctree : public LLOctreeRoot, public LLRefCount
+{
+public:
+ LLVolumeOctree(const LLVector4a& center, const LLVector4a& size)
+ :
+ LLOctreeRoot(center, size, nullptr),
+ LLRefCount()
+ {
+ new LLVolumeOctreeListener(this);
+ }
+
+ LLVolumeOctree()
+ : LLOctreeRoot(LLVector4a::getZero(), LLVector4a(1.f,1.f,1.f), nullptr),
+ LLRefCount()
+ {
+ new LLVolumeOctreeListener(this);
+ }
+};
+
#endif
diff --git a/indra/llplugin/llpluginprocessparent.cpp b/indra/llplugin/llpluginprocessparent.cpp
index 567a9b9559..6537733ddf 100644
--- a/indra/llplugin/llpluginprocessparent.cpp
+++ b/indra/llplugin/llpluginprocessparent.cpp
@@ -582,7 +582,7 @@ void LLPluginProcessParent::idle(void)
params.args.add("-e");
params.args.add("tell application \"Terminal\"");
params.args.add("-e");
- params.args.add(STRINGIZE("set win to do script \"gdb -pid "
+ params.args.add(STRINGIZE("set win to do script \"lldb -pid "
<< mProcess->getProcessID() << "\""));
params.args.add("-e");
params.args.add("do script \"continue\" in win");
diff --git a/indra/llprimitive/llgltfmaterial.h b/indra/llprimitive/llgltfmaterial.h
index c3fdc8d720..855cb58832 100644
--- a/indra/llprimitive/llgltfmaterial.h
+++ b/indra/llprimitive/llgltfmaterial.h
@@ -5,21 +5,21 @@
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -130,6 +130,16 @@ public:
bool mOverrideDoubleSided = false;
bool mOverrideAlphaMode = false;
+ // *TODO: If/when we implement additional GLTF extensions, they may not be
+ // compatible with our GLTF terrain implementation. We may want to disallow
+ // materials with some features from being set on terrain, if their
+ // implementation on terrain is not compliant with the spec:
+ // - KHR_materials_transmission: Probably OK?
+ // - KHR_materials_ior: Probably OK?
+ // - KHR_materials_volume: Likely incompatible, as our terrain
+ // heightmaps cannot currently be described as finite enclosed
+ // volumes.
+ // See also LLPanelRegionTerrainInfo::validateMaterials
// These fields are local to viewer and are a part of local bitmap support
typedef std::map local_tex_map_t;
local_tex_map_t mTrackingIdToLocalTexture;
@@ -204,7 +214,7 @@ public:
void writeToModel(tinygltf::Model& model, S32 mat_index) const;
virtual void applyOverride(const LLGLTFMaterial& override_mat);
-
+
// apply the given LLSD override data
void applyOverrideLLSD(const LLSD& data);
diff --git a/indra/llprimitive/llprimitive.cpp b/indra/llprimitive/llprimitive.cpp
index 6258a4dc1e..1657e9324e 100644
--- a/indra/llprimitive/llprimitive.cpp
+++ b/indra/llprimitive/llprimitive.cpp
@@ -1934,6 +1934,19 @@ void LLReflectionProbeParams::setIsDynamic(bool is_dynamic)
}
}
+
+void LLReflectionProbeParams::setIsMirror(bool is_mirror)
+{
+ if (is_mirror)
+ {
+ mFlags |= FLAG_MIRROR;
+ }
+ else
+ {
+ mFlags &= ~FLAG_MIRROR;
+ }
+}
+
//============================================================================
LLFlexibleObjectData::LLFlexibleObjectData()
{
diff --git a/indra/llprimitive/llprimitive.h b/indra/llprimitive/llprimitive.h
index bd435a001d..82881dce4e 100644
--- a/indra/llprimitive/llprimitive.h
+++ b/indra/llprimitive/llprimitive.h
@@ -186,6 +186,7 @@ public:
{
FLAG_BOX_VOLUME = 0x01, // use a box influence volume
FLAG_DYNAMIC = 0x02, // render dynamic objects (avatars) into this Reflection Probe
+ FLAG_MIRROR = 0x04, // This probe is used for reflections on realtime mirrors.
};
protected:
@@ -209,11 +210,13 @@ public:
void setClipDistance(F32 distance) { mClipDistance = llclamp(distance, REFLECTION_PROBE_MIN_CLIP_DISTANCE, REFLECTION_PROBE_MAX_CLIP_DISTANCE); }
void setIsBox(bool is_box);
void setIsDynamic(bool is_dynamic);
+ void setIsMirror(bool is_mirror);
F32 getAmbiance() const { return mAmbiance; }
F32 getClipDistance() const { return mClipDistance; }
bool getIsBox() const { return (mFlags & FLAG_BOX_VOLUME) != 0; }
bool getIsDynamic() const { return (mFlags & FLAG_DYNAMIC) != 0; }
+ bool getIsMirror() const { return (mFlags & FLAG_MIRROR) != 0; }
};
//-------------------------------------------------
diff --git a/indra/llprimitive/lltextureentry.cpp b/indra/llprimitive/lltextureentry.cpp
index 684660e24a..2ed8f8c044 100644
--- a/indra/llprimitive/lltextureentry.cpp
+++ b/indra/llprimitive/lltextureentry.cpp
@@ -685,6 +685,7 @@ S32 LLTextureEntry::setMaterialParams(const LLMaterialPtr pMaterialParams)
mMaterialUpdatePending = true;
}
mMaterial = pMaterialParams;
+
return TEM_CHANGE_TEXTURE;
}
diff --git a/indra/llprimitive/tests/llgltfmaterial_test.cpp b/indra/llprimitive/tests/llgltfmaterial_test.cpp
index 006ab7688d..b56c9ab4f5 100644
--- a/indra/llprimitive/tests/llgltfmaterial_test.cpp
+++ b/indra/llprimitive/tests/llgltfmaterial_test.cpp
@@ -1,26 +1,26 @@
-/**
+/**
* @file llgltfmaterial_test.cpp
*
- * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
+ * $/LicenseInfo$
*/
#include "linden_common.h"
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index 97759939c9..28b5bc7495 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -1190,6 +1190,8 @@ S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode, LLTex
LL_SHADER_UNIFORM_ERRS() << "Uniform out of range: " << uniform << LL_ENDL;
return -1;
}
+
+
S32 index = mTexture[uniform];
if (index != -1)
{
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index df568bfea5..d7741c51bb 100644
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -49,13 +49,14 @@ public:
bool hasShadows = false;
bool hasAmbientOcclusion = false;
bool hasSrgb = false;
- bool encodesNormal = false; // include: shaders\class1\environment\encodeNormF.glsl
bool isDeferred = false;
bool hasScreenSpaceReflections = false;
bool disableTextureIndex = false;
bool hasAlphaMask = false;
bool hasReflectionProbes = false;
bool attachNothing = false;
+ bool hasHeroProbes = false;
+ bool isPBRTerrain = false;
};
// ============= Structure for caching shader uniforms ===============
diff --git a/indra/llrender/llgltexture.cpp b/indra/llrender/llgltexture.cpp
index 944a3d0235..104976fcc6 100644
--- a/indra/llrender/llgltexture.cpp
+++ b/indra/llrender/llgltexture.cpp
@@ -49,6 +49,10 @@ LLGLTexture::LLGLTexture(const LLImageRaw* raw, BOOL usemipmaps)
mUseMipMaps = usemipmaps ;
// Create an empty image of the specified size and width
mGLTexturep = new LLImageGL(raw, usemipmaps) ;
+ mFullWidth = mGLTexturep->getCurrentWidth();
+ mFullHeight = mGLTexturep->getCurrentHeight();
+ mComponents = mGLTexturep->getComponents();
+ setTexelsPerImage();
}
LLGLTexture::~LLGLTexture()
@@ -95,7 +99,8 @@ void LLGLTexture::setBoostLevel(S32 level)
mBoostLevel = level ;
if(mBoostLevel != LLGLTexture::BOOST_NONE
&& mBoostLevel != LLGLTexture::BOOST_ICON
- && mBoostLevel != LLGLTexture::BOOST_THUMBNAIL)
+ && mBoostLevel != LLGLTexture::BOOST_THUMBNAIL
+ && mBoostLevel != LLGLTexture::BOOST_TERRAIN)
{
setNoDelete() ;
}
diff --git a/indra/llrender/llgltexture.h b/indra/llrender/llgltexture.h
index 88057d7920..f5bef0e291 100644
--- a/indra/llrender/llgltexture.h
+++ b/indra/llrender/llgltexture.h
@@ -42,7 +42,7 @@ class LLGLTexture : public LLTexture
public:
enum
{
- MAX_IMAGE_SIZE_DEFAULT = 1024,
+ MAX_IMAGE_SIZE_DEFAULT = 2048,
INVALID_DISCARD_LEVEL = 0x7fff
};
@@ -52,10 +52,11 @@ public:
BOOST_AVATAR ,
BOOST_AVATAR_BAKED ,
BOOST_SCULPTED ,
+ BOOST_TERRAIN , // Needed for minimap generation for now. Lower than BOOST_HIGH so the texture stats don't get forced, i.e. texture stats are manually managed by minimap/terrain instead.
BOOST_HIGH = 10,
BOOST_BUMP ,
- BOOST_TERRAIN , // has to be high priority for minimap / low detail
+ BOOST_UNUSED_1 , // Placeholder to avoid disrupting habits around texture debug
BOOST_SELECTED ,
BOOST_AVATAR_BAKED_SELF ,
BOOST_AVATAR_SELF , // needed for baking avatar
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index 1073db3bfd..b92c9363fc 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -2068,10 +2068,6 @@ void LLRender::diffuseColor3f(F32 r, F32 g, F32 b)
{
shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r,g,b,1.f);
}
- else
- {
- glColor3f(r,g,b);
- }
}
void LLRender::diffuseColor3fv(const F32* c)
@@ -2083,10 +2079,6 @@ void LLRender::diffuseColor3fv(const F32* c)
{
shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, c[0], c[1], c[2], 1.f);
}
- else
- {
- glColor3fv(c);
- }
}
void LLRender::diffuseColor4f(F32 r, F32 g, F32 b, F32 a)
@@ -2098,10 +2090,6 @@ void LLRender::diffuseColor4f(F32 r, F32 g, F32 b, F32 a)
{
shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r,g,b,a);
}
- else
- {
- glColor4f(r,g,b,a);
- }
}
void LLRender::diffuseColor4fv(const F32* c)
@@ -2113,10 +2101,6 @@ void LLRender::diffuseColor4fv(const F32* c)
{
shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, c);
}
- else
- {
- glColor4fv(c);
- }
}
void LLRender::diffuseColor4ubv(const U8* c)
@@ -2128,10 +2112,6 @@ void LLRender::diffuseColor4ubv(const U8* c)
{
shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, c[0]/255.f, c[1]/255.f, c[2]/255.f, c[3]/255.f);
}
- else
- {
- glColor4ubv(c);
- }
}
void LLRender::diffuseColor4ub(U8 r, U8 g, U8 b, U8 a)
@@ -2143,10 +2123,6 @@ void LLRender::diffuseColor4ub(U8 r, U8 g, U8 b, U8 a)
{
shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r/255.f, g/255.f, b/255.f, a/255.f);
}
- else
- {
- glColor4ub(r,g,b,a);
- }
}
diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp
index 7f0643c3e8..9cd7527d3e 100644
--- a/indra/llrender/llrendertarget.cpp
+++ b/indra/llrender/llrendertarget.cpp
@@ -1,25 +1,25 @@
-/**
+/**
* @file llrendertarget.cpp
* @brief LLRenderTarget implementation
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -44,7 +44,7 @@ void check_framebuffer_status()
break;
default:
LL_WARNS() << "check_framebuffer_status failed -- " << std::hex << status << LL_ENDL;
- ll_fail("check_framebuffer_status failed");
+ ll_fail("check_framebuffer_status failed");
break;
}
}
@@ -75,10 +75,10 @@ LLRenderTarget::~LLRenderTarget()
}
void LLRenderTarget::resize(U32 resx, U32 resy)
-{
+{
//for accounting, get the number of pixels added/subtracted
S32 pix_diff = (resx*resy)-(mResX*mResY);
-
+
mResX = resx;
mResY = resy;
@@ -92,7 +92,7 @@ void LLRenderTarget::resize(U32 resx, U32 resy)
}
if (mDepth)
- {
+ {
gGL.getTexUnit(0)->bindManual(mUsage, mDepth);
U32 internal_type = LLTexUnit::getInternalType(mUsage);
LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT24, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL, false);
@@ -100,7 +100,7 @@ void LLRenderTarget::resize(U32 resx, U32 resy)
sBytesAllocated += pix_diff*4;
}
}
-
+
bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, LLTexUnit::eTextureType usage, LLTexUnit::eTextureMipGeneration generateMipMaps)
{
@@ -112,7 +112,7 @@ bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, LLT
resy = llmin(resy, (U32) gGLManager.mGLMaxTextureSize);
release();
-
+
mResX = resx;
mResY = resy;
@@ -125,7 +125,7 @@ bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, LLT
// Calculate the number of mip levels based upon resolution that we should have.
mMipLevels = 1 + floor(log10((float)llmax(mResX, mResY))/log10(2.0));
}
-
+
if (depth)
{
if (!allocateDepth())
@@ -140,12 +140,12 @@ bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, LLT
if (mDepth)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
-
+
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), mDepth, 0);
glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO);
}
-
+
return addColorAttachment(color_fmt);
}
@@ -190,7 +190,7 @@ void LLRenderTarget::releaseColorAttachment()
llassert(!isBoundInStack());
llassert(mTex.size() == 1); //cannot use releaseColorAttachment with LLRenderTarget managed color targets
llassert(mFBO != 0); // mFBO must be valid
-
+
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, LLTexUnit::getInternalType(mUsage), 0, 0);
glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO);
@@ -238,12 +238,12 @@ bool LLRenderTarget::addColorAttachment(U32 color_fmt)
return false;
}
}
-
+
sBytesAllocated += mResX*mResY*4;
stop_glerror();
-
+
if (offset == 0)
{ //use bilinear filtering on single texture render targets that aren't multisampled
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
@@ -266,15 +266,15 @@ bool LLRenderTarget::addColorAttachment(U32 color_fmt)
gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
stop_glerror();
}
-
+
if (mFBO)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+offset,
LLTexUnit::getInternalType(mUsage), tex, 0);
-
+
check_framebuffer_status();
-
+
glBindFramebuffer(GL_FRAMEBUFFER, sCurFBO);
}
@@ -286,8 +286,8 @@ bool LLRenderTarget::addColorAttachment(U32 color_fmt)
bindTarget();
flush();
}
-
-
+
+
return true;
}
@@ -296,7 +296,7 @@ bool LLRenderTarget::allocateDepth()
LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
LLImageGL::generateTextures(1, &mDepth);
gGL.getTexUnit(0)->bindManual(mUsage, mDepth);
-
+
U32 internal_type = LLTexUnit::getInternalType(mUsage);
stop_glerror();
clear_glerror();
@@ -336,7 +336,7 @@ void LLRenderTarget::shareDepthBuffer(LLRenderTarget& target)
if (mDepth)
{
glBindFramebuffer(GL_FRAMEBUFFER, target.mFBO);
-
+
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), mDepth, 0);
check_framebuffer_status();
@@ -355,7 +355,7 @@ void LLRenderTarget::release()
if (mDepth)
{
LLImageGL::deleteTextures(1, &mDepth);
-
+
mDepth = 0;
sBytesAllocated -= mResX*mResY*4;
@@ -408,7 +408,7 @@ void LLRenderTarget::release()
mTex.clear();
mInternalFormat.clear();
-
+
mResX = mResY = 0;
}
@@ -417,7 +417,7 @@ void LLRenderTarget::bindTarget()
LL_PROFILE_GPU_ZONE("bindTarget");
llassert(mFBO);
llassert(!isBoundInStack());
-
+
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
sCurFBO = mFBO;
@@ -427,7 +427,7 @@ void LLRenderTarget::bindTarget()
GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3};
glDrawBuffers(mTex.size(), drawbuffers);
-
+
if (mTex.empty())
{ //no color buffer to draw to
glDrawBuffer(GL_NONE);
@@ -452,7 +452,7 @@ void LLRenderTarget::clear(U32 mask_in)
if (mUseDepth)
{
mask |= GL_DEPTH_BUFFER_BIT;
-
+
}
if (mFBO)
{
@@ -560,11 +560,38 @@ bool LLRenderTarget::isBoundInStack() const
{
LLRenderTarget* cur = sBoundTarget;
while (cur && cur != this)
- {
+ {
cur = cur->mPreviousRT;
}
return cur == this;
}
+void LLRenderTarget::swapFBORefs(LLRenderTarget& other)
+{
+ // Must be initialized
+ llassert(mFBO);
+ llassert(other.mFBO);
+ // Must be unbound
+ // *NOTE: mPreviousRT can be non-null even if this target is unbound - presumably for debugging purposes?
+ llassert(sCurFBO != mFBO);
+ llassert(sCurFBO != other.mFBO);
+ llassert(!isBoundInStack());
+ llassert(!other.isBoundInStack());
+
+ // Must be same type
+ llassert(sUseFBO == other.sUseFBO);
+ llassert(mResX == other.mResX);
+ llassert(mResY == other.mResY);
+ llassert(mInternalFormat == other.mInternalFormat);
+ llassert(mTex.size() == other.mTex.size());
+ llassert(mDepth == other.mDepth);
+ llassert(mUseDepth == other.mUseDepth);
+ llassert(mGenerateMipMaps == other.mGenerateMipMaps);
+ llassert(mMipLevels == other.mMipLevels);
+ llassert(mUsage == other.mUsage);
+
+ std::swap(mFBO, other.mFBO);
+ std::swap(mTex, other.mTex);
+}
diff --git a/indra/llrender/llrendertarget.h b/indra/llrender/llrendertarget.h
index b5745b5b49..340276a752 100644
--- a/indra/llrender/llrendertarget.h
+++ b/indra/llrender/llrendertarget.h
@@ -169,6 +169,9 @@ public:
static LLRenderTarget* getCurrentBoundTarget() { return sBoundTarget; }
+ // *HACK
+ void swapFBORefs(LLRenderTarget& other);
+
protected:
U32 mResX;
U32 mResY;
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 85644a95fb..0f3716bc18 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -44,6 +44,7 @@ using std::make_pair;
using std::string;
LLShaderMgr * LLShaderMgr::sInstance = NULL;
+bool LLShaderMgr::sMirrorsEnabled = false;
LLShaderMgr::LLShaderMgr()
{
@@ -183,7 +184,13 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
// Attach Fragment Shader Features Next
///////////////////////////////////////
-// NOTE order of shader object attaching is VERY IMPORTANT!!!
+ // NOTE order of shader object attaching is VERY IMPORTANT!!!
+
+ if (!shader->attachFragmentObject("deferred/globalF.glsl"))
+ {
+ return FALSE;
+ }
+
if (features->hasSrgb || features->hasAtmospherics || features->calculatesAtmospherics || features->isDeferred)
{
if (!shader->attachFragmentObject("environment/srgbF.glsl"))
@@ -257,14 +264,6 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
}
- if (features->encodesNormal)
- {
- if (!shader->attachFragmentObject("environment/encodeNormF.glsl"))
- {
- return FALSE;
- }
- }
-
if (features->hasAtmospherics || features->isDeferred)
{
if (!shader->attachFragmentObject("windlight/atmosphericsFuncs.glsl")) {
@@ -277,6 +276,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
}
+ if (features->isPBRTerrain)
+ {
+ if (!shader->attachFragmentObject("deferred/pbrterrainUtilF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+
// NOTE order of shader object attaching is VERY IMPORTANT!!!
if (features->hasAtmospherics)
{
@@ -321,7 +328,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
return FALSE;
}
}
- shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels, 1);
}
}
@@ -572,21 +579,38 @@ GLuint LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_lev
}
else
{
- //set version to 1.40
- shader_code_text[shader_code_count++] = strdup("#version 140\n");
- //some implementations of GLSL 1.30 require integer precision be explicitly declared
- extra_code_text[extra_code_count++] = strdup("precision mediump int;\n");
- extra_code_text[extra_code_count++] = strdup("precision highp float;\n");
+ if (type == GL_GEOMETRY_SHADER)
+ {
+ //set version to 1.50
+ shader_code_text[shader_code_count++] = strdup("#version 150\n");
+ //some implementations of GLSL 1.30 require integer precision be explicitly declared
+ extra_code_text[extra_code_count++] = strdup("precision mediump int;\n");
+ extra_code_text[extra_code_count++] = strdup("precision highp float;\n");
+ }
+ else
+ {
+ //set version to 1.40
+ shader_code_text[shader_code_count++] = strdup("#version 140\n");
+ //some implementations of GLSL 1.30 require integer precision be explicitly declared
+ extra_code_text[extra_code_count++] = strdup("precision mediump int;\n");
+ extra_code_text[extra_code_count++] = strdup("precision highp float;\n");
+ }
}
extra_code_text[extra_code_count++] = strdup("#define FXAA_GLSL_130 1\n");
}
+ if (sMirrorsEnabled)
+ {
+ extra_code_text[extra_code_count++] = strdup("#define HERO_PROBES 1\n");
+ }
+
// Use alpha float to store bit flags
// See: C++: addDeferredAttachment(), shader: frag_data[2]
extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_SKIP_ATMOS 0.0 \n"); // atmo kill
extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_HAS_ATMOS 0.34\n"); // bit 0
extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_HAS_PBR 0.67\n"); // bit 1
+ extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_HAS_HDRI 1.0\n"); // bit 2
extra_code_text[extra_code_count++] = strdup("#define GET_GBUFFER_FLAG(flag) (abs(norm.w-flag)< 0.1)\n");
if (defines)
@@ -1192,6 +1216,9 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("emissiveColor");
mReservedUniforms.push_back("metallicFactor");
mReservedUniforms.push_back("roughnessFactor");
+ mReservedUniforms.push_back("mirror_flag");
+ mReservedUniforms.push_back("clipPlane");
+ mReservedUniforms.push_back("clipSign");
mReservedUniforms.push_back("diffuseMap");
mReservedUniforms.push_back("altDiffuseMap");
@@ -1204,6 +1231,7 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("sceneDepth");
mReservedUniforms.push_back("reflectionProbes");
mReservedUniforms.push_back("irradianceProbes");
+ mReservedUniforms.push_back("heroProbes");
mReservedUniforms.push_back("cloud_noise_texture");
mReservedUniforms.push_back("cloud_noise_texture_next");
mReservedUniforms.push_back("fullbright");
@@ -1374,8 +1402,32 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("detail_1");
mReservedUniforms.push_back("detail_2");
mReservedUniforms.push_back("detail_3");
+
mReservedUniforms.push_back("alpha_ramp");
+ mReservedUniforms.push_back("detail_0_base_color");
+ mReservedUniforms.push_back("detail_1_base_color");
+ mReservedUniforms.push_back("detail_2_base_color");
+ mReservedUniforms.push_back("detail_3_base_color");
+ mReservedUniforms.push_back("detail_0_normal");
+ mReservedUniforms.push_back("detail_1_normal");
+ mReservedUniforms.push_back("detail_2_normal");
+ mReservedUniforms.push_back("detail_3_normal");
+ mReservedUniforms.push_back("detail_0_metallic_roughness");
+ mReservedUniforms.push_back("detail_1_metallic_roughness");
+ mReservedUniforms.push_back("detail_2_metallic_roughness");
+ mReservedUniforms.push_back("detail_3_metallic_roughness");
+ mReservedUniforms.push_back("detail_0_emissive");
+ mReservedUniforms.push_back("detail_1_emissive");
+ mReservedUniforms.push_back("detail_2_emissive");
+ mReservedUniforms.push_back("detail_3_emissive");
+
+ mReservedUniforms.push_back("baseColorFactors");
+ mReservedUniforms.push_back("metallicFactors");
+ mReservedUniforms.push_back("roughnessFactors");
+ mReservedUniforms.push_back("emissiveColors");
+ mReservedUniforms.push_back("minimum_alphas");
+
mReservedUniforms.push_back("origin");
mReservedUniforms.push_back("display_gamma");
@@ -1397,6 +1449,7 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("cloud_variance");
mReservedUniforms.push_back("reflection_probe_ambiance");
mReservedUniforms.push_back("max_probe_lod");
+ mReservedUniforms.push_back("probe_strength");
mReservedUniforms.push_back("sh_input_r");
mReservedUniforms.push_back("sh_input_g");
@@ -1407,6 +1460,8 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("sun_up_factor");
mReservedUniforms.push_back("moonlight_color");
+ mReservedUniforms.push_back("debug_normal_draw_length");
+
llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS);
std::set dupe_check;
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index e655dda98d..8b13e822d5 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -85,6 +85,9 @@ public:
EMISSIVE_COLOR, // "emissiveColor"
METALLIC_FACTOR, // "metallicFactor"
ROUGHNESS_FACTOR, // "roughnessFactor"
+ MIRROR_FLAG, // "mirror_flag"
+ CLIP_PLANE, // "clipPlane"
+ CLIP_SIGN, // "clipSign"
DIFFUSE_MAP, // "diffuseMap"
ALTERNATE_DIFFUSE_MAP, // "altDiffuseMap"
SPECULAR_MAP, // "specularMap"
@@ -96,6 +99,7 @@ public:
SCENE_DEPTH, // "sceneDepth"
REFLECTION_PROBES, // "reflectionProbes"
IRRADIANCE_PROBES, // "irradianceProbes"
+ HERO_PROBE, // "heroProbes"
CLOUD_NOISE_MAP, // "cloud_noise_texture"
CLOUD_NOISE_MAP_NEXT, // "cloud_noise_texture_next"
FULLBRIGHT, // "fullbright"
@@ -251,8 +255,32 @@ public:
TERRAIN_DETAIL1, // "detail_1"
TERRAIN_DETAIL2, // "detail_2"
TERRAIN_DETAIL3, // "detail_3"
+
TERRAIN_ALPHARAMP, // "alpha_ramp"
+ TERRAIN_DETAIL0_BASE_COLOR, // "detail_0_base_color" (GLTF)
+ TERRAIN_DETAIL1_BASE_COLOR, // "detail_1_base_color" (GLTF)
+ TERRAIN_DETAIL2_BASE_COLOR, // "detail_2_base_color" (GLTF)
+ TERRAIN_DETAIL3_BASE_COLOR, // "detail_3_base_color" (GLTF)
+ TERRAIN_DETAIL0_NORMAL, // "detail_0_normal" (GLTF)
+ TERRAIN_DETAIL1_NORMAL, // "detail_1_normal" (GLTF)
+ TERRAIN_DETAIL2_NORMAL, // "detail_2_normal" (GLTF)
+ TERRAIN_DETAIL3_NORMAL, // "detail_3_normal" (GLTF)
+ TERRAIN_DETAIL0_METALLIC_ROUGHNESS, // "detail_0_metallic_roughness" (GLTF)
+ TERRAIN_DETAIL1_METALLIC_ROUGHNESS, // "detail_1_metallic_roughness" (GLTF)
+ TERRAIN_DETAIL2_METALLIC_ROUGHNESS, // "detail_2_metallic_roughness" (GLTF)
+ TERRAIN_DETAIL3_METALLIC_ROUGHNESS, // "detail_3_metallic_roughness" (GLTF)
+ TERRAIN_DETAIL0_EMISSIVE, // "detail_0_emissive" (GLTF)
+ TERRAIN_DETAIL1_EMISSIVE, // "detail_1_emissive" (GLTF)
+ TERRAIN_DETAIL2_EMISSIVE, // "detail_2_emissive" (GLTF)
+ TERRAIN_DETAIL3_EMISSIVE, // "detail_3_emissive" (GLTF)
+
+ TERRAIN_BASE_COLOR_FACTORS, // "baseColorFactors" (GLTF)
+ TERRAIN_METALLIC_FACTORS, // "metallicFactors" (GLTF)
+ TERRAIN_ROUGHNESS_FACTORS, // "roughnessFactors" (GLTF)
+ TERRAIN_EMISSIVE_COLORS, // "emissiveColors" (GLTF)
+ TERRAIN_MINIMUM_ALPHAS, // "minimum_alphas" (GLTF)
+
SHINY_ORIGIN, // "origin"
DISPLAY_GAMMA, // "display_gamma"
@@ -279,6 +307,7 @@ public:
REFLECTION_PROBE_AMBIANCE, // "reflection_probe_ambiance"
REFLECTION_PROBE_MAX_LOD, // "max_probe_lod"
+ REFLECTION_PROBE_STRENGTH, // "probe_strength"
SH_INPUT_L1R, // "sh_input_r"
SH_INPUT_L1G, // "sh_input_g"
SH_INPUT_L1B, // "sh_input_b"
@@ -287,6 +316,9 @@ public:
WATER_EDGE_FACTOR, // "water_edge"
SUN_UP_FACTOR, // "sun_up_factor"
MOONLIGHT_COLOR, // "moonlight_color"
+
+ DEBUG_NORMAL_DRAW_LENGTH, // "debug_normal_draw_length"
+
END_RESERVED_UNIFORMS
} eGLSLReservedUniforms;
// clang-format on
@@ -336,6 +368,7 @@ public:
bool mShaderCacheInitialized = false;
bool mShaderCacheEnabled = false;
std::string mShaderCacheDir;
+ static bool sMirrorsEnabled;
protected:
diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp
index c98de6bf06..7caf20f40b 100644
--- a/indra/llrender/llvertexbuffer.cpp
+++ b/indra/llrender/llvertexbuffer.cpp
@@ -657,7 +657,7 @@ void LLVertexBuffer::drawElements(U32 mode, const LLVector4a* pos, const LLVecto
U16 idx = indicesp[i];
gGL.vertex3fv(pos[idx].getF32ptr());
}
-}
+ }
gGL.end();
gGL.flush();
}
@@ -741,8 +741,8 @@ void LLVertexBuffer::drawRange(U32 mode, U32 start, U32 end, U32 count, U32 indi
llassert(mGLBuffer == sGLRenderBuffer);
llassert(mGLIndices == sGLRenderIndices);
gGL.syncMatrices();
- glDrawRangeElements(sGLMode[mode], start, end, count, GL_UNSIGNED_SHORT,
- (GLvoid*) (indices_offset * sizeof(U16)));
+ glDrawRangeElements(sGLMode[mode], start, end, count, mIndicesType,
+ (GLvoid*) (indices_offset * (size_t) mIndicesStride));
}
void LLVertexBuffer::draw(U32 mode, U32 count, U32 indices_offset) const
@@ -1139,7 +1139,7 @@ U8* LLVertexBuffer::mapIndexBuffer(U32 index, S32 count)
}
// flush the given byte range
-// target -- "targret" parameter for glBufferSubData
+// target -- "target" parameter for glBufferSubData
// start -- first byte to copy
// end -- last byte to copy (NOT last byte + 1)
// data -- mMappedData or mMappedIndexData
@@ -1301,6 +1301,8 @@ bool LLVertexBuffer::getVertexStrider(LLStrider& strider, U32 index,
}
bool LLVertexBuffer::getIndexStrider(LLStrider& strider, U32 index, S32 count)
{
+ llassert(mIndicesStride == 2); // cannot access 32-bit indices with U16 strider
+ llassert(mIndicesType == GL_UNSIGNED_SHORT);
return VertexBufferStrider::get(*this, strider, index, count);
}
bool LLVertexBuffer::getTexCoord0Strider(LLStrider& strider, U32 index, S32 count)
@@ -1319,6 +1321,10 @@ bool LLVertexBuffer::getNormalStrider(LLStrider& strider, U32 index,
{
return VertexBufferStrider::get(*this, strider, index, count);
}
+bool LLVertexBuffer::getNormalStrider(LLStrider& strider, U32 index, S32 count)
+{
+ return VertexBufferStrider::get(*this, strider, index, count);
+}
bool LLVertexBuffer::getTangentStrider(LLStrider& strider, U32 index, S32 count)
{
return VertexBufferStrider::get(*this, strider, index, count);
@@ -1503,4 +1509,39 @@ void LLVertexBuffer::setColorData(const LLColor4U* data)
flush_vbo(GL_ARRAY_BUFFER, mOffsets[TYPE_COLOR], mOffsets[TYPE_COLOR] + sTypeSize[TYPE_COLOR] * getNumVerts() - 1, (U8*) data);
}
+void LLVertexBuffer::setNormalData(const LLVector4a* data)
+{
+ llassert(sGLRenderBuffer == mGLBuffer);
+ flush_vbo(GL_ARRAY_BUFFER, mOffsets[TYPE_NORMAL], mOffsets[TYPE_NORMAL] + sTypeSize[TYPE_NORMAL] * getNumVerts() - 1, (U8*) data);
+}
+
+void LLVertexBuffer::setTangentData(const LLVector4a* data)
+{
+ llassert(sGLRenderBuffer == mGLBuffer);
+ flush_vbo(GL_ARRAY_BUFFER, mOffsets[TYPE_TANGENT], mOffsets[TYPE_TANGENT] + sTypeSize[TYPE_TANGENT] * getNumVerts() - 1, (U8*) data);
+}
+
+void LLVertexBuffer::setWeight4Data(const LLVector4a* data)
+{
+ llassert(sGLRenderBuffer == mGLBuffer);
+ flush_vbo(GL_ARRAY_BUFFER, mOffsets[TYPE_WEIGHT4], mOffsets[TYPE_WEIGHT4] + sTypeSize[TYPE_WEIGHT4] * getNumVerts() - 1, (U8*) data);
+}
+
+void LLVertexBuffer::setIndexData(const U16* data)
+{
+ llassert(sGLRenderIndices == mGLIndices);
+ flush_vbo(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(U16) * getNumIndices() - 1, (U8*) data);
+}
+
+void LLVertexBuffer::setIndexData(const U32* data)
+{
+ llassert(sGLRenderIndices == mGLIndices);
+ if (mIndicesType != GL_UNSIGNED_INT)
+ { // HACK -- vertex buffers are initialized as 16-bit indices, but can be switched to 32-bit indices
+ mIndicesType = GL_UNSIGNED_INT;
+ mIndicesStride = 4;
+ mNumIndices /= 2;
+ }
+ flush_vbo(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(U32) * getNumIndices() - 1, (U8*)data);
+}
diff --git a/indra/llrender/llvertexbuffer.h b/indra/llrender/llvertexbuffer.h
index 545917cdec..b634609929 100644
--- a/indra/llrender/llvertexbuffer.h
+++ b/indra/llrender/llvertexbuffer.h
@@ -180,6 +180,7 @@ public:
bool getTexCoord1Strider(LLStrider& strider, U32 index=0, S32 count = -1);
bool getTexCoord2Strider(LLStrider& strider, U32 index=0, S32 count = -1);
bool getNormalStrider(LLStrider& strider, U32 index=0, S32 count = -1);
+ bool getNormalStrider(LLStrider& strider, U32 index = 0, S32 count = -1);
bool getTangentStrider(LLStrider& strider, U32 index=0, S32 count = -1);
bool getTangentStrider(LLStrider& strider, U32 index=0, S32 count = -1);
bool getColorStrider(LLStrider& strider, U32 index=0, S32 count = -1);
@@ -187,15 +188,15 @@ public:
bool getWeightStrider(LLStrider& strider, U32 index=0, S32 count = -1);
bool getWeight4Strider(LLStrider& strider, U32 index=0, S32 count = -1);
bool getClothWeightStrider(LLStrider& strider, U32 index=0, S32 count = -1);
- bool getBasecolorTexcoordStrider(LLStrider& strider, U32 index=0, S32 count = -1);
- bool getNormalTexcoordStrider(LLStrider& strider, U32 index=0, S32 count = -1);
- bool getMetallicRoughnessTexcoordStrider(LLStrider& strider, U32 index=0, S32 count = -1);
- bool getEmissiveTexcoordStrider(LLStrider& strider, U32 index=0, S32 count = -1);
void setPositionData(const LLVector4a* data);
+ void setNormalData(const LLVector4a* data);
+ void setTangentData(const LLVector4a* data);
+ void setWeight4Data(const LLVector4a* data);
void setTexCoordData(const LLVector2* data);
void setColorData(const LLColor4U* data);
-
+ void setIndexData(const U16* data);
+ void setIndexData(const U32* data);
U32 getNumVerts() const { return mNumVerts; }
U32 getNumIndices() const { return mNumIndices; }
@@ -227,6 +228,8 @@ protected:
U32 mGLIndices = 0; // GL IBO handle
U32 mNumVerts = 0; // Number of vertices allocated
U32 mNumIndices = 0; // Number of indices allocated
+ U32 mIndicesType = GL_UNSIGNED_SHORT; // type of indices in index buffer
+ U32 mIndicesStride = 2; // size of each index in bytes
U32 mOffsets[TYPE_MAX]; // byte offsets into mMappedData of each attribute
U8* mMappedData = nullptr; // pointer to currently mapped data (NULL if unmapped)
diff --git a/indra/newview/CMakeLists.txt b/indra/newview/CMakeLists.txt
index f10643d519..da4060ccec 100644
--- a/indra/newview/CMakeLists.txt
+++ b/indra/newview/CMakeLists.txt
@@ -37,6 +37,7 @@ include(OpenGL)
include(OpenSSL)
include(PNG)
include(TemplateCheck)
+include(TinyEXR)
include(ThreeJS)
include(Tracy)
include(UI)
@@ -71,8 +72,12 @@ if (NOT HAVOK_TPV)
endif()
endif (NOT HAVOK_TPV)
-
set(viewer_SOURCE_FILES
+ gltfscenemanager.cpp
+ gltf/asset.cpp
+ gltf/accessor.cpp
+ gltf/primitive.cpp
+ gltf/animation.cpp
groupchatlistener.cpp
llaccountingcostmanager.cpp
llaisapi.cpp
@@ -312,6 +317,7 @@ set(viewer_SOURCE_FILES
llgiveinventory.cpp
llglsandbox.cpp
llgltfmateriallist.cpp
+ llgltfmaterialpreviewmgr.cpp
llgroupactions.cpp
llgroupiconctrl.cpp
llgrouplist.cpp
@@ -522,6 +528,7 @@ set(viewer_SOURCE_FILES
llrecentpeople.cpp
llreflectionmap.cpp
llreflectionmapmanager.cpp
+ llheroprobemanager.cpp
llregioninfomodel.cpp
llregionposition.cpp
llremoteparcelrequest.cpp
@@ -726,7 +733,13 @@ set(VIEWER_BINARY_NAME "secondlife-bin" CACHE STRING
set(viewer_HEADER_FILES
CMakeLists.txt
ViewerInstall.cmake
+ gltfscenemanager.h
groupchatlistener.h
+ gltf/asset.h
+ gltf/accessor.h
+ gltf/buffer_util.h
+ gltf/primitive.h
+ gltf/animation.h
llaccountingcost.h
llaccountingcostmanager.h
llaisapi.h
@@ -969,6 +982,7 @@ set(viewer_HEADER_FILES
llgesturemgr.h
llgiveinventory.h
llgltfmateriallist.h
+ llgltfmaterialpreviewmgr.h
llgroupactions.h
llgroupiconctrl.h
llgrouplist.h
@@ -1165,6 +1179,7 @@ set(viewer_HEADER_FILES
llrecentpeople.h
llreflectionmap.h
llreflectionmapmanager.h
+ llheroprobemanager.h
llregioninfomodel.h
llregionposition.h
llremoteparcelrequest.h
diff --git a/indra/newview/VIEWER_VERSION.txt b/indra/newview/VIEWER_VERSION.txt
index 2fe040f424..5978ab1324 100644
--- a/indra/newview/VIEWER_VERSION.txt
+++ b/indra/newview/VIEWER_VERSION.txt
@@ -1 +1 @@
-7.1.8
+7.1.9
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 9249d1e14c..0a84bf8390 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -7042,7 +7042,7 @@
OctreeAlphaDistanceFactor
Comment
- Multiplier on alpha object distance for determining octree node size
+ Multiplier on alpha object distance for determining octree node size. First two parameters are currently unused. Third parameter is distance at which to perform detailed alpha sorting.
Persist
1
Type
@@ -7051,7 +7051,7 @@
0.1
0.0
- 0.0
+ 64.0
@@ -7160,17 +7160,6 @@
Value
32.0
- RenderCloudShadowAmbianceFactor
-
- Comment
- Amount that cloud shadow (aka cloud coverage) contributes to reflection probe ambiance
- Persist
- 1
- Type
- F32
- Value
- 0.1
-
RenderCPUBasis
Comment
@@ -7485,6 +7474,17 @@
0.00
+ RenderMirrors
+
+ Comment
+ Renders realtime mirrors.
+ Persist
+ 1
+ Type
+ Boolean
+ Value
+ 0
+
RenderScreenSpaceReflections
Comment
@@ -7595,6 +7595,17 @@
Value
1
+ RenderDesaturateIrradiance
+
+ Comment
+ Desaturate irradiance to remove blue tint
+ Persist
+ 1
+ Type
+ Boolean
+ Value
+ 1
+
RenderDebugAlphaMask
Comment
@@ -7661,6 +7672,50 @@
Value
0
+ RenderHDRIExposure
+
+ Comment
+ Exposure adjustment of HDRI when previewing an HDRI. Units are EV. Sane values would be -10 to 10.
+ Persist
+ 1
+ Type
+ F32
+ Value
+ 0.0
+
+ RenderHDRIRotation
+
+ Comment
+ Rotation (in degrees) of environment when previewing an HDRI.
+ Persist
+ 1
+ Type
+ F32
+ Value
+ 0.0
+
+ RenderHDRISplitScreen
+
+ Comment
+ What percentage of screen to render using HDRI vs EEP sky.
+ Persist
+ 1
+ Type
+ F32
+ Value
+ 1.0
+
+ RenderHDRIIrradianceOnly
+
+ Comment
+ Only use HDRI sky for irradiance map when RenderHDRISplitScreen is 0
+ Persist
+ 1
+ Type
+ Boolean
+ Value
+ 0
+
RenderMaxOpenGLVersion
Comment
@@ -7693,6 +7748,17 @@
U32
Value
16
+
+ RenderMaxTextureResolution
+
+ Comment
+ Maximum texture resolution to download for non-boosted textures.
+ Persist
+ 1
+ Type
+ U32
+ Value
+ 2048
RenderDebugTextureBind
@@ -8689,6 +8755,50 @@
Value
0
+ RenderHeroProbeResolution
+
+ Comment
+ Resolution to render hero probes used for mirrors, water, etc.
+ Persist
+ 1
+ Type
+ S32
+ Value
+ 1024
+
+ RenderHeroProbeDistance
+
+ Comment
+ Distance in meters for hero probes to render out to.
+ Persist
+ 1
+ Type
+ F32
+ Value
+ 8
+
+ RenderHeroProbeUpdateRate
+
+ Comment
+ How many frames to wait for until it's time to render the probe. E.g., every other frame (1), every two frames (2), every three frames (3) etc.
+ Persist
+ 1
+ Type
+ S32
+ Value
+ 2
+
+ RenderHeroProbeConservativeUpdateMultiplier
+
+ Comment
+ How many probe updates to wait until it's time to update faces that are not directly facing the camera. Acts as a multiplier. E.g., frames to the periphery of the camera updating once every 3 updates, vs ones directly facing the camera updating every update.
+ Persist
+ 1
+ Type
+ S32
+ Value
+ 16
+
RenderReflectionProbeVolumes
Comment
@@ -8901,38 +9011,49 @@
3
RenderReflectionRes
-
- Comment
- Reflection map resolution.
- Persist
- 1
- Type
- S32
- Value
- 64
-
- RenderResolutionDivisor
-
- Comment
- Divisor for rendering 3D scene at reduced resolution.
- Persist
- 1
- Type
- U32
- Value
- 1
-
- RenderShaderLightingMaxLevel
-
- Comment
- Max lighting level to use in the shader (class 3 is default, 2 is less lights, 1 is sun/moon only. Works around shader compiler bugs on certain platforms.)
- Persist
- 1
- Type
- S32
- Value
- 3
-
+
+ Comment
+ Reflection map resolution.
+ Persist
+ 1
+ Type
+ S32
+ Value
+ 64
+
+ RenderReservedTextureIndices
+
+ Comment
+ Count of texture indices to reserve for shadow and reflection maps when using indexed texture rendering. Probably only want to set from the login screen.
+ Persist
+ 1
+ Type
+ S32
+ Value
+ 14
+
+ RenderResolutionDivisor
+
+ Comment
+ Divisor for rendering 3D scene at reduced resolution.
+ Persist
+ 1
+ Type
+ U32
+ Value
+ 1
+
+ RenderShaderLightingMaxLevel
+
+ Comment
+ Max lighting level to use in the shader (class 3 is default, 2 is less lights, 1 is sun/moon only. Works around shader compiler bugs on certain platforms.)
+ Persist
+ 1
+ Type
+ S32
+ Value
+ 3
+
RenderSkyAutoAdjustLegacy
Comment
@@ -9054,6 +9175,17 @@
F32
Value
0.5
+
+ RenderDiffuseLuminanceScale
+
+ Comment
+ Luminance adjustment for diffuse surfaces to aid auto-exposure behavior
+ Persist
+ 0
+ Type
+ F32
+ Value
+ 0.5
RenderShaderLODThreshold
@@ -9113,7 +9245,7 @@
RenderTerrainScale
Comment
- Terrain detail texture scale
+ Terrain detail texture scale (meters)
Persist
1
Type
@@ -9121,6 +9253,83 @@
Value
12.0
+ RenderTerrainPBREnabled
+
+ Comment
+ EXPERIMENTAL: Enable PBR Terrain features.
+ Persist
+ 1
+ Type
+ Boolean
+ Value
+ 0
+
+ RenderTerrainPBRForce
+
+ Comment
+ Force-load PBR terrain if enabled
+ Persist
+ 0
+ Type
+ Boolean
+ Value
+ 0
+
+ RenderTerrainPBRDetail
+
+ Comment
+ Detail level for PBR terrain. 0 is full detail. Negative values drop rendering features, in accordance with the GLTF specification when possible, which reduces the number of texture binds.
+ Persist
+ 1
+ Type
+ S32
+ Value
+ 0
+
+ RenderTerrainPBRScale
+
+ Comment
+ PBR terrain detail texture scale (meters)
+ Persist
+ 1
+ Type
+ F32
+ Value
+ 8.0
+
+ RenderTerrainPBRPlanarSampleCount
+
+ Comment
+ How many UV planes to sample PBR terrain textures from. 1 is "flat", 3 is triplanar mapping (aka box mapping)
+ Persist
+ 1
+ Type
+ S32
+ Value
+ 3
+
+ RenderTerrainPBRTriplanarBlendFactor
+
+ Comment
+ Higher values create sharper transitions, but are more likely to produce artifacts.
+ Persist
+ 1
+ Type
+ F32
+ Value
+ 8.0
+
+ RenderTerrainPBRNormalsEnabled
+
+ Comment
+ EXPERIMENTAL: Change normal gen for PBR Terrain.
+ Persist
+ 1
+ Type
+ Boolean
+ Value
+ 0
+
RenderTrackerBeacon
Comment
@@ -11778,6 +11987,17 @@
Value
2
+ UIPreviewMaterial
+
+ Comment
+ Whether or not PBR material swatch is enabled
+ Persist
+ 1
+ Type
+ Boolean
+ Value
+ 0
+
UIResizeBarHeight
Comment
@@ -13593,7 +13813,7 @@
Type
S32
Value
- 2048
+ 1024
max_texture_dimension_Y
@@ -13604,7 +13824,7 @@
Type
S32
Value
- 2048
+ 1024
teleport_offer_invitation_max_length
@@ -14380,6 +14600,50 @@
Boolean
Value
0
+
+ LocalTerrainAsset1
+
+ Comment
+ If set to a non-null UUID, overrides the terrain asset locally for all regions with material assets. Local terrain assets are not visible to others. Please keep in mind that this debug setting may be temporary. Do not rely on this setting existing in future viewer builds.
+ Persist
+ 0
+ Type
+ String
+ Value
+ 00000000-0000-0000-0000-000000000000
+
+ LocalTerrainAsset2
+
+ Comment
+ If set to a non-null UUID, overrides the terrain asset locally for all regions with material assets. Local terrain assets are not visible to others. Please keep in mind that this debug setting may be temporary. Do not rely on this setting existing in future viewer builds.
+ Persist
+ 0
+ Type
+ String
+ Value
+ 00000000-0000-0000-0000-000000000000
+
+ LocalTerrainAsset3
+
+ Comment
+ If set to a non-null UUID, overrides the terrain asset locally for all regions with material assets. Local terrain assets are not visible to others. Please keep in mind that this debug setting may be temporary. Do not rely on this setting existing in future viewer builds.
+ Persist
+ 0
+ Type
+ String
+ Value
+ 00000000-0000-0000-0000-000000000000
+
+ LocalTerrainAsset4
+
+ Comment
+ If set to a non-null UUID, overrides the terrain asset locally for all regions with material assets. Local terrain assets are not visible to others. Please keep in mind that this debug setting may be temporary. Do not rely on this setting existing in future viewer builds.
+ Persist
+ 0
+ Type
+ String
+ Value
+ 00000000-0000-0000-0000-000000000000
PathfindingRetrieveNeighboringRegion
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
index d9a6c9e5f1..d3ca3ec8c1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
@@ -26,6 +26,7 @@
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
+uniform mat4 modelview_matrix;
in vec3 position;
in vec3 normal;
@@ -35,10 +36,12 @@ in vec2 texcoord0;
out vec3 vary_normal;
out vec4 vertex_color;
out vec2 vary_texcoord0;
+out vec3 vary_position;
void main()
{
//transform vertex
+ vary_position = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
index 63d8e12e62..b904df3a1b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
@@ -25,7 +25,7 @@
/*[EXTRA_CODE_HERE]*/
-out vec4 frag_data[3];
+out vec4 frag_data[4];
uniform sampler2D diffuseMap;
@@ -33,11 +33,14 @@ uniform float minimum_alpha;
in vec3 vary_normal;
in vec2 vary_texcoord0;
+in vec3 vary_position;
-vec2 encode_normal(vec3 n);
+void mirrorClip(vec3 pos);
void main()
{
+ mirrorClip(vary_position);
+
vec4 diff = texture(diffuseMap, vary_texcoord0.xy);
if (diff.a < minimum_alpha)
@@ -48,6 +51,7 @@ void main()
frag_data[0] = vec4(diff.rgb, 0.0);
frag_data[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[3] = vec4(0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
index 74d16592de..aabbbac12a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
@@ -35,6 +35,7 @@ in vec4 weight;
out vec3 vary_normal;
out vec2 vary_texcoord0;
+out vec3 vary_position;
void main()
{
@@ -57,6 +58,7 @@ void main()
vary_normal = norm;
+ vary_position = pos.xyz;
gl_Position = projection_matrix * pos;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index 19fc660c2d..8627ab1852 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file blurLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -40,18 +40,18 @@ uniform float kern_scale;
in vec2 vary_fragcoord;
vec4 getPosition(vec2 pos_screen);
-vec3 getNorm(vec2 pos_screen);
+vec4 getNorm(vec2 pos_screen);
-void main()
+void main()
{
vec2 tc = vary_fragcoord.xy;
- vec3 norm = getNorm(tc);
+ vec4 norm = getNorm(tc);
vec3 pos = getPosition(tc).xyz;
vec4 ccol = texture(lightMap, tc).rgba;
-
+
vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
dlt /= max(-pos.z*dist_factor, 1.0);
-
+
vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
vec4 col = defined_weight.xyxx * ccol;
@@ -75,15 +75,15 @@ void main()
k[1] = (k[0]+k[2])*0.5f;
k[3] = (k[2]+k[4])*0.5f;
k[5] = (k[4]+k[6])*0.5f;
-
+
for (int i = 1; i < 7; i++)
{
vec2 samptc = tc + k[i].z*dlt*2.0;
samptc /= screen_res;
- vec3 samppos = getPosition(samptc).xyz;
+ vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
-
+
if (d*d <= pointplanedist_tolerance_pow2)
{
col += texture(lightMap, samptc)*k[i].xyxx;
@@ -95,10 +95,10 @@ void main()
{
vec2 samptc = tc - k[i].z*dlt*2.0;
samptc /= screen_res;
- vec3 samppos = getPosition(samptc).xyz;
+ vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
-
+
if (d*d <= pointplanedist_tolerance_pow2)
{
col += texture(lightMap, samptc)*k[i].xyxx;
@@ -108,7 +108,7 @@ void main()
col /= defined_weight.xyxx;
//col.y *= col.y;
-
+
frag_color = max(col, vec4(0));
#ifdef IS_AMD_CARD
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
index 11deecafbb..2cc3085cd0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
@@ -37,11 +37,13 @@ in vec3 vary_mat2;
in vec4 vertex_color;
in vec2 vary_texcoord0;
+in vec3 vary_position;
-vec2 encode_normal(vec3 n);
-
+void mirrorClip(vec3 pos);
void main()
{
+ mirrorClip(vary_position);
+
vec4 col = texture(diffuseMap, vary_texcoord0.xy);
if(col.a < minimum_alpha)
@@ -60,6 +62,6 @@ void main()
frag_data[1] = vertex_color.aaaa; // spec
//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(tnorm);
- frag_data[2] = vec4(encode_normal(nvn), vertex_color.a, GBUFFER_FLAG_HAS_ATMOS);
- frag_data[3] = vec4(0);
+ frag_data[2] = vec4(nvn, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[3] = vec4(vertex_color.a, 0, 0, 0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
index 4ac757be65..a381392f6c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
@@ -23,6 +23,7 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_matrix;
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
@@ -38,11 +39,11 @@ out vec3 vary_mat1;
out vec3 vary_mat2;
out vec4 vertex_color;
out vec2 vary_texcoord0;
+out vec3 vary_position;
#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
uniform mat4 projection_matrix;
-uniform mat4 modelview_matrix;
#endif
void main()
@@ -52,11 +53,13 @@ void main()
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
+ vary_position = pos;
gl_Position = projection_matrix*vec4(pos, 1.0);
vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz);
vec3 t = normalize((mat * vec4(tangent.xyz+position.xyz, 1.0)).xyz-pos.xyz);
#else
+ vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vec3 n = normalize(normal_matrix * normal);
vec3 t = normalize(normal_matrix * tangent.xyz);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index 5ef3d63eb2..01543732d0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -50,6 +50,7 @@ SOFTWARE.
uniform sampler2D normalMap;
uniform sampler2D depthMap;
+uniform sampler2D emissiveRect;
uniform sampler2D projectionMap; // rgba
uniform sampler2D brdfLut;
@@ -140,40 +141,11 @@ vec2 getScreenCoordinate(vec2 screenpos)
return sc - vec2(1.0, 1.0);
}
-// See: https://aras-p.info/texts/CompactNormalStorage.html
-// Method #4: Spheremap Transform, Lambert Azimuthal Equal-Area projection
-vec3 getNorm(vec2 screenpos)
+vec4 getNorm(vec2 screenpos)
{
- vec2 enc = texture(normalMap, screenpos.xy).xy;
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return n;
-}
-
-vec3 getNormalFromPacked(vec4 packedNormalEnvIntensityFlags)
-{
- vec2 enc = packedNormalEnvIntensityFlags.xy;
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return normalize(n); // TODO: Is this normalize redundant?
-}
-
-// return packedNormalEnvIntensityFlags since GBUFFER_FLAG_HAS_PBR needs .w
-// See: C++: addDeferredAttachments(), GLSL: softenLightF
-vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity)
-{
- vec4 packedNormalEnvIntensityFlags = texture(normalMap, screenpos.xy);
- n = getNormalFromPacked( packedNormalEnvIntensityFlags );
- envIntensity = packedNormalEnvIntensityFlags.z;
- return packedNormalEnvIntensityFlags;
+ vec4 norm = texture(normalMap, screenpos.xy);
+ norm.xyz = normalize(norm.xyz);
+ return norm;
}
// get linear depth value given a depth buffer sample d and znear and zfar values
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
index c2fb3201f4..1751e17814 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
@@ -31,14 +31,18 @@ uniform float minimum_alpha;
uniform sampler2D diffuseMap;
+in vec3 vary_position;
+
in vec3 vary_normal;
in vec4 vertex_color;
in vec2 vary_texcoord0;
-vec2 encode_normal(vec3 n);
+void mirrorClip(vec3 pos);
void main()
{
+ mirrorClip(vary_position);
+
vec4 col = texture(diffuseMap, vary_texcoord0.xy) * vertex_color;
if (col.a < minimum_alpha)
@@ -49,7 +53,7 @@ void main()
frag_data[0] = vec4(col.rgb, 0.0);
frag_data[1] = vec4(0,0,0,0); // spec
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS);
frag_data[3] = vec4(0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
index dce1f91bc3..f5b517a8ea 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
@@ -28,16 +28,19 @@
out vec4 frag_data[4];
in vec3 vary_normal;
+in vec3 vary_position;
uniform float minimum_alpha;
in vec4 vertex_color;
in vec2 vary_texcoord0;
-vec2 encode_normal(vec3 n);
+void mirrorClip(vec3 pos);
void main()
{
+ mirrorClip(vary_position);
+
vec4 col = diffuseLookup(vary_texcoord0.xy) * vertex_color;
if (col.a < minimum_alpha)
@@ -48,6 +51,6 @@ void main()
frag_data[0] = vec4(col.rgb, 0.0);
frag_data[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS);
frag_data[3] = vec4(0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
index 1fc719dde5..89ea0c1710 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
@@ -34,8 +34,6 @@ uniform sampler2D diffuseMap;
in vec3 vary_normal;
in vec2 vary_texcoord0;
-vec2 encode_normal(vec3 n);
-
void main()
{
vec4 col = texture(diffuseMap, vary_texcoord0.xy);
@@ -48,7 +46,7 @@ void main()
frag_data[0] = vec4(col.rgb, 0.0);
frag_data[1] = vec4(0,0,0,0); // spec
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS);
frag_data[3] = vec4(0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
index d3d375b20a..7f056a51e8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
@@ -32,17 +32,19 @@ uniform sampler2D diffuseMap;
in vec3 vary_normal;
in vec4 vertex_color;
in vec2 vary_texcoord0;
+in vec3 vary_position;
-vec2 encode_normal(vec3 n);
+void mirrorClip(vec3 pos);
void main()
{
+ mirrorClip(vary_position);
vec3 col = vertex_color.rgb * texture(diffuseMap, vary_texcoord0.xy).rgb;
frag_data[0] = vec4(col, 0.0);
frag_data[1] = vertex_color.aaaa; // spec
//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, GBUFFER_FLAG_HAS_ATMOS);
- frag_data[3] = vec4(0);
+ frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[3] = vec4(vertex_color.a, 0, 0, 0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
index afdd043c7c..5c73878ba9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
@@ -30,12 +30,14 @@ out vec4 frag_data[4];
in vec3 vary_normal;
in vec4 vertex_color;
in vec2 vary_texcoord0;
+in vec3 vary_position;
-vec2 encode_normal(vec3 n);
+void mirrorClip(vec3 pos);
vec3 linear_to_srgb(vec3 c);
void main()
{
+ mirrorClip(vary_position);
vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
vec3 spec;
@@ -44,6 +46,6 @@ void main()
frag_data[0] = vec4(col, 0.0);
frag_data[1] = vec4(spec, vertex_color.a); // spec
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, GBUFFER_FLAG_HAS_ATMOS);
- frag_data[3] = vec4(0);
+ frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[3] = vec4(vertex_color.a, 0, 0, 0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
index 304c01ecc3..4bd31cef9e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
@@ -36,13 +36,16 @@ out vec3 vary_normal;
out vec4 vertex_color;
out vec2 vary_texcoord0;
+out vec3 vary_position;
void passTextureIndex();
+uniform mat4 modelview_matrix;
+
#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
uniform mat4 projection_matrix;
-uniform mat4 modelview_matrix;
+
#endif
void main()
@@ -51,9 +54,11 @@ void main()
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
vec4 pos = mat * vec4(position.xyz, 1.0);
+ vary_position = pos.xyz;
gl_Position = projection_matrix * pos;
vary_normal = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
#else
+ vary_position = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_normal = normalize(normal_matrix * normal);
#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl
index 709b47dcbd..eff7221ae7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl
@@ -1,34 +1,36 @@
-/**
+/**
* @file exposureF.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
uniform sampler2D emissiveRect;
+#ifdef USE_LAST_EXPOSURE
uniform sampler2D exposureMap;
+#endif
uniform float dt;
uniform vec2 noiseVec;
@@ -41,7 +43,7 @@ float lum(vec3 col)
return dot(l, col);
}
-void main()
+void main()
{
vec2 tc = vec2(0.5,0.5);
@@ -51,11 +53,13 @@ void main()
L /= max_L;
L = pow(L, 2.0);
float s = mix(dynamic_exposure_params.z, dynamic_exposure_params.y, L);
-
+
+#ifdef USE_LAST_EXPOSURE
float prev = texture(exposureMap, vec2(0.5,0.5)).r;
s = mix(prev, s, min(dt*2.0*abs(prev-s), 0.04));
-
+#endif
+
frag_color = max(vec4(s, s, s, dt), vec4(0.0));
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index ec6a4a502f..52dfed06ae 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file deferred/fullbrightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
@@ -50,9 +50,11 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
#endif
-void main()
-{
+void mirrorClip(vec3 pos);
+void main()
+{
+ mirrorClip(vary_position);
#ifdef IS_ALPHA
waterClip(vary_position.xyz);
#endif
@@ -88,7 +90,7 @@ void main()
calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten);
color.rgb = applySkyAndWaterFog(pos, additive, atten, color).rgb;
-
+
#endif
#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl b/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl
new file mode 100644
index 0000000000..7e3e7d9271
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl
@@ -0,0 +1,45 @@
+/**
+ * @file class1/deferred/globalF.glsl
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+
+ // Global helper functions included in every fragment shader
+ // DO NOT declare sampler uniforms here as OS X doesn't compile
+ // them out
+
+uniform float mirror_flag;
+uniform vec4 clipPlane;
+uniform float clipSign;
+
+void mirrorClip(vec3 pos)
+{
+ if (mirror_flag > 0)
+ {
+ if ((dot(pos.xyz, clipPlane.xyz) + clipPlane.w) < 0.0)
+ {
+ discard;
+ }
+ }
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
index 5561a3d488..99cb23839a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
@@ -37,7 +37,6 @@ uniform sampler2D specularMap;
in vec2 vary_texcoord0;
vec3 linear_to_srgb(vec3 c);
-vec2 encode_normal (vec3 n);
void main()
{
@@ -53,6 +52,6 @@ void main()
frag_data[0] = vec4(col.rgb, 0.0);
frag_data[1] = spec;
- frag_data[2] = vec4(encode_normal(norm.xyz),0,GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[2] = vec4(norm.xyz, GBUFFER_FLAG_HAS_ATMOS);
frag_data[3] = vec4(0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
index b9337a357f..95b2f80e06 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
@@ -1,32 +1,32 @@
-/**
+/**
* @file luminanceF.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
-// take a luminance sample of diffuseRect and emissiveRect
+// take a luminance sample of diffuseRect and emissiveRect
out vec4 frag_color;
@@ -34,6 +34,8 @@ in vec2 vary_fragcoord;
uniform sampler2D diffuseRect;
uniform sampler2D emissiveRect;
+uniform sampler2D normalMap;
+uniform float diffuse_luminance_scale;
float lum(vec3 col)
{
@@ -41,11 +43,25 @@ float lum(vec3 col)
return dot(l, col);
}
-void main()
+void main()
{
vec2 tc = vary_fragcoord*0.6+0.2;
tc.y -= 0.1; // HACK - nudge exposure sample down a little bit to favor ground over sky
- vec3 c = texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb;
+ vec3 c = texture(diffuseRect, tc).rgb;
+
+ vec4 norm = texture(normalMap, tc);
+
+ if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_HDRI) &&
+ !GET_GBUFFER_FLAG(GBUFFER_FLAG_SKIP_ATMOS))
+ {
+ // Apply the diffuse luminance scale to objects but not the sky
+ // Prevents underexposing when looking at bright environments
+ // while still allowing for realistically bright skies.
+ c *= diffuse_luminance_scale;
+ }
+
+ c += texture(emissiveRect, tc).rgb;
+
float L = lum(c);
frag_color = vec4(max(L, 0.0));
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
index 5e48ff709f..b6528dfcf8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
@@ -28,25 +28,18 @@
#define DIFFUSE_ALPHA_MODE_MASK 2
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
-#ifdef HAS_SKIN
uniform mat4 modelview_matrix;
uniform mat4 projection_matrix;
+uniform mat4 modelview_projection_matrix;
+
+#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
#else
uniform mat3 normal_matrix;
-uniform mat4 modelview_projection_matrix;
-#endif
-
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
-
-#if !defined(HAS_SKIN)
-uniform mat4 modelview_matrix;
#endif
out vec3 vary_position;
-#endif
-
uniform mat4 texture_matrix0;
in vec3 position;
@@ -85,9 +78,7 @@ void main()
vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
vary_position = pos;
-#endif
gl_Position = projection_matrix*vec4(pos,1.0);
@@ -133,10 +124,8 @@ void main()
vertex_color = diffuse_color;
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
#if !defined(HAS_SKIN)
vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
#endif
-#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
index 03a8518c36..6ef556d7e8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file class1\deferred\moonF.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, 2020 Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_data[4];
@@ -34,7 +34,7 @@ uniform sampler2D diffuseMap;
in vec2 vary_texcoord0;
-void main()
+void main()
{
// Restore Pre-EEP alpha fade moon near horizon
float fade = 1.0;
@@ -55,7 +55,7 @@ void main()
frag_data[0] = vec4(0);
frag_data[1] = vec4(0.0);
- frag_data[2] = vec4(0.0, 0.0, 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[2] = vec4(0.0, 0.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS);
frag_data[3] = vec4(c.rgb, c.a);
// Added and commented out for a ground truth. Do not uncomment - Geenz
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl
index c1fb9f5d84..35b7602569 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file pbrShadowAlphaMaskF.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -33,9 +33,9 @@ in vec4 vertex_color;
in vec2 vary_texcoord0;
uniform float minimum_alpha;
-void main()
+void main()
{
- float alpha = texture(diffuseMap,vary_texcoord0.xy).a;
+ float alpha = texture(diffuseMap,vary_texcoord0.xy).a * vertex_color.a;
if (alpha < minimum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
index ed19fba228..380d493636 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file pbropaqueF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -28,7 +28,7 @@
#ifndef IS_HUD
-// deferred opaque implementation
+// deferred opaque implementation
uniform sampler2D diffuseMap; //always in sRGB space
@@ -54,28 +54,38 @@ in vec2 emissive_texcoord;
uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
-vec2 encode_normal(vec3 n);
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
+uniform vec4 clipPlane;
+uniform float clipSign;
+
+void mirrorClip(vec3 pos);
+
uniform mat3 normal_matrix;
void main()
{
+ mirrorClip(vary_position);
+
vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;
+ basecolor.rgb = srgb_to_linear(basecolor.rgb);
+
+ basecolor *= vertex_color;
+
if (basecolor.a < minimum_alpha)
{
discard;
}
- vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb);
+ vec3 col = basecolor.rgb;
// from mikktspace.com
vec3 vNt = texture(bumpMap, normal_texcoord.xy).xyz*2.0-1.0;
float sign = vary_sign;
vec3 vN = vary_normal;
vec3 vT = vary_tangent.xyz;
-
+
vec3 vB = sign * cross(vN, vT);
vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
@@ -85,7 +95,7 @@ void main()
// roughness 0.0
// metal 0.0
vec3 spec = texture(specularMap, metallic_roughness_texcoord.xy).rgb;
-
+
spec.g *= roughnessFactor;
spec.b *= metallicFactor;
@@ -102,8 +112,8 @@ void main()
//emissive = tnorm*0.5+0.5;
// See: C++: addDeferredAttachments(), GLSL: softenLightF
frag_data[0] = max(vec4(col, 0.0), vec4(0)); // Diffuse
- frag_data[1] = max(vec4(spec.rgb,vertex_color.a), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal.
- frag_data[2] = max(vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR), vec4(0)); // normal, environment intensity, flags
+ frag_data[1] = max(vec4(spec.rgb,0.0), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal.
+ frag_data[2] = vec4(tnorm, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags
frag_data[3] = max(vec4(emissive,0), vec4(0)); // PBR sRGB Emissive
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
index 53e4b732df..fd020afd57 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
@@ -28,8 +28,9 @@
//deferred opaque implementation
-#ifdef HAS_SKIN
uniform mat4 modelview_matrix;
+
+#ifdef HAS_SKIN
uniform mat4 projection_matrix;
mat4 getObjectSkinnedTransform();
#else
@@ -59,6 +60,7 @@ out vec4 vertex_color;
out vec3 vary_tangent;
flat out float vary_sign;
out vec3 vary_normal;
+out vec3 vary_position;
vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
@@ -71,10 +73,11 @@ void main()
mat = modelview_matrix * mat;
vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
-
+ vary_position = pos;
gl_Position = projection_matrix*vec4(pos,1.0);
#else
+ vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
new file mode 100644
index 0000000000..0de2d348c3
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
@@ -0,0 +1,347 @@
+/**
+ * @file class1\deferred\terrainF.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+#define TERRAIN_PBR_DETAIL_EMISSIVE 0
+#define TERRAIN_PBR_DETAIL_OCCLUSION -1
+#define TERRAIN_PBR_DETAIL_NORMAL -2
+#define TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS -3
+
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+#define TerrainCoord vec4[2]
+#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
+#define TerrainCoord vec2
+#endif
+
+#define MIX_X 1 << 3
+#define MIX_Y 1 << 4
+#define MIX_Z 1 << 5
+#define MIX_W 1 << 6
+
+struct TerrainMix
+{
+ vec4 weight;
+ int type;
+};
+
+TerrainMix get_terrain_mix_weights(float alpha1, float alpha2, float alphaFinal);
+
+struct PBRMix
+{
+ vec4 col; // RGB color with alpha, linear space
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ vec3 orm; // Occlusion, roughness, metallic
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ vec2 rm; // Roughness, metallic
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ vec3 vNt; // Unpacked normal texture sample, vector
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ vec3 emissive; // RGB emissive color, linear space
+#endif
+};
+
+PBRMix init_pbr_mix();
+
+PBRMix terrain_sample_and_multiply_pbr(
+ TerrainCoord terrain_coord
+ , sampler2D tex_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , sampler2D tex_orm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , sampler2D tex_vNt
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , sampler2D tex_emissive
+#endif
+ , vec4 factor_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ , vec3 factor_orm
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , vec2 factor_rm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , vec3 factor_emissive
+#endif
+ );
+
+PBRMix mix_pbr(PBRMix mix1, PBRMix mix2, float mix2_weight);
+
+out vec4 frag_data[4];
+
+uniform sampler2D alpha_ramp;
+
+// https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#additional-textures
+uniform sampler2D detail_0_base_color;
+uniform sampler2D detail_1_base_color;
+uniform sampler2D detail_2_base_color;
+uniform sampler2D detail_3_base_color;
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+uniform sampler2D detail_0_normal;
+uniform sampler2D detail_1_normal;
+uniform sampler2D detail_2_normal;
+uniform sampler2D detail_3_normal;
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+uniform sampler2D detail_0_metallic_roughness;
+uniform sampler2D detail_1_metallic_roughness;
+uniform sampler2D detail_2_metallic_roughness;
+uniform sampler2D detail_3_metallic_roughness;
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+uniform sampler2D detail_0_emissive;
+uniform sampler2D detail_1_emissive;
+uniform sampler2D detail_2_emissive;
+uniform sampler2D detail_3_emissive;
+#endif
+
+uniform vec4[4] baseColorFactors; // See also vertex_color in pbropaqueV.glsl
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+uniform vec4 metallicFactors;
+uniform vec4 roughnessFactors;
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+uniform vec3[4] emissiveColors;
+#endif
+uniform vec4 minimum_alphas; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
+
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+in vec4[2] vary_coords;
+#endif
+in vec3 vary_position;
+in vec3 vary_normal;
+in vec3 vary_tangent;
+flat in float vary_sign;
+in vec4 vary_texcoord0;
+in vec4 vary_texcoord1;
+
+void mirrorClip(vec3 position);
+
+float terrain_mix(TerrainMix tm, vec4 tms4);
+
+void main()
+{
+ // Make sure we clip the terrain if we're in a mirror.
+ mirrorClip(vary_position);
+
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+ TerrainCoord terrain_texcoord = vary_coords;
+#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
+ TerrainCoord terrain_texcoord = vary_texcoord0.xy;
+#endif
+
+ float alpha1 = texture(alpha_ramp, vary_texcoord0.zw).a;
+ float alpha2 = texture(alpha_ramp,vary_texcoord1.xy).a;
+ float alphaFinal = texture(alpha_ramp, vary_texcoord1.zw).a;
+
+ TerrainMix tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal);
+
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ // RGB = Occlusion, Roughness, Metal
+ // default values, see LLViewerTexture::sDefaultPBRORMImagep
+ // occlusion 1.0
+ // roughness 0.0
+ // metal 0.0
+ vec3[4] orm_factors;
+ orm_factors[0] = vec3(1.0, roughnessFactors.x, metallicFactors.x);
+ orm_factors[1] = vec3(1.0, roughnessFactors.y, metallicFactors.y);
+ orm_factors[2] = vec3(1.0, roughnessFactors.z, metallicFactors.z);
+ orm_factors[3] = vec3(1.0, roughnessFactors.w, metallicFactors.w);
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ vec2[4] rm_factors;
+ rm_factors[0] = vec2(roughnessFactors.x, metallicFactors.x);
+ rm_factors[1] = vec2(roughnessFactors.y, metallicFactors.y);
+ rm_factors[2] = vec2(roughnessFactors.z, metallicFactors.z);
+ rm_factors[3] = vec2(roughnessFactors.w, metallicFactors.w);
+#endif
+
+ PBRMix pbr_mix = init_pbr_mix();
+ PBRMix mix2;
+ switch (tm.type & MIX_X)
+ {
+ case MIX_X:
+ mix2 = terrain_sample_and_multiply_pbr(
+ terrain_texcoord
+ , detail_0_base_color
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , detail_0_metallic_roughness
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , detail_0_normal
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , detail_0_emissive
+#endif
+ , baseColorFactors[0]
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ , orm_factors[0]
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , rm_factors[0]
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , emissiveColors[0]
+#endif
+ );
+ pbr_mix = mix_pbr(pbr_mix, mix2, tm.weight.x);
+ break;
+ default:
+ break;
+ }
+ switch (tm.type & MIX_Y)
+ {
+ case MIX_Y:
+ mix2 = terrain_sample_and_multiply_pbr(
+ terrain_texcoord
+ , detail_1_base_color
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , detail_1_metallic_roughness
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , detail_1_normal
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , detail_1_emissive
+#endif
+ , baseColorFactors[1]
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ , orm_factors[1]
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , rm_factors[1]
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , emissiveColors[1]
+#endif
+ );
+ pbr_mix = mix_pbr(pbr_mix, mix2, tm.weight.y);
+ break;
+ default:
+ break;
+ }
+ switch (tm.type & MIX_Z)
+ {
+ case MIX_Z:
+ mix2 = terrain_sample_and_multiply_pbr(
+ terrain_texcoord
+ , detail_2_base_color
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , detail_2_metallic_roughness
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , detail_2_normal
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , detail_2_emissive
+#endif
+ , baseColorFactors[2]
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ , orm_factors[2]
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , rm_factors[2]
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , emissiveColors[2]
+#endif
+ );
+ pbr_mix = mix_pbr(pbr_mix, mix2, tm.weight.z);
+ break;
+ default:
+ break;
+ }
+ switch (tm.type & MIX_W)
+ {
+ case MIX_W:
+ mix2 = terrain_sample_and_multiply_pbr(
+ terrain_texcoord
+ , detail_3_base_color
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , detail_3_metallic_roughness
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , detail_3_normal
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , detail_3_emissive
+#endif
+ , baseColorFactors[3]
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ , orm_factors[3]
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , rm_factors[3]
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , emissiveColors[3]
+#endif
+ );
+ pbr_mix = mix_pbr(pbr_mix, mix2, tm.weight.w);
+ break;
+ default:
+ break;
+ }
+
+ float minimum_alpha = terrain_mix(tm, minimum_alphas);
+ if (pbr_mix.col.a < minimum_alpha)
+ {
+ discard;
+ }
+ float base_color_factor_alpha = terrain_mix(tm, vec4(baseColorFactors[0].z, baseColorFactors[1].z, baseColorFactors[2].z, baseColorFactors[3].z));
+
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ // from mikktspace.com
+ vec3 vNt = pbr_mix.vNt;
+ vec3 vN = vary_normal;
+ vec3 vT = vary_tangent.xyz;
+
+ vec3 vB = vary_sign * cross(vN, vT);
+ vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
+
+ tnorm *= gl_FrontFacing ? 1.0 : -1.0;
+#else
+ vec3 tnorm = vary_normal;
+ tnorm *= gl_FrontFacing ? 1.0 : -1.0;
+#endif
+
+
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+#define mix_emissive pbr_mix.emissive
+#else
+#define mix_emissive vec3(0)
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+#define mix_orm pbr_mix.orm
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+#define mix_orm vec3(1.0, pbr_mix.rm)
+#else
+// Matte plastic potato terrain
+#define mix_orm vec3(1.0, 1.0, 0.0)
+#endif
+ frag_data[0] = max(vec4(pbr_mix.col.xyz, 0.0), vec4(0)); // Diffuse
+ frag_data[1] = max(vec4(mix_orm.rgb, base_color_factor_alpha), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal.
+ frag_data[2] = vec4(tnorm, GBUFFER_FLAG_HAS_PBR); // normal, flags
+ frag_data[3] = max(vec4(mix_emissive,0), vec4(0)); // PBR sRGB Emissive
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
new file mode 100644
index 0000000000..935c3f9301
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
@@ -0,0 +1,473 @@
+/**
+ * @file class1\deferred\pbrterrainUtilF.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+/**
+ * Triplanar mapping implementation adapted from Inigo Quilez' example shader,
+ * MIT license.
+ * https://www.shadertoy.com/view/MtsGWH
+ * Copyright © 2015 Inigo Quilez
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to
+ * deal in the Software without restriction, including without limitation the
+ * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+ * sell copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions: The above copyright
+ * notice and this permission notice shall be included in all copies or
+ * substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS",
+ * WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED
+ * TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
+ * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
+ * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF
+ * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+ * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+#define TERRAIN_PBR_DETAIL_EMISSIVE 0
+#define TERRAIN_PBR_DETAIL_OCCLUSION -1
+#define TERRAIN_PBR_DETAIL_NORMAL -2
+#define TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS -3
+
+in vec3 vary_vertex_normal;
+
+vec3 srgb_to_linear(vec3 c);
+
+// A relatively agressive threshold for terrain material mixing sampling
+// cutoff. This ensures that only one or two materials are used in most places,
+// making PBR terrain blending more performant. Should be greater than 0 to work.
+#define TERRAIN_RAMP_MIX_THRESHOLD 0.1
+// A small threshold for triplanar mapping sampling cutoff. This and
+// TERRAIN_TRIPLANAR_BLEND_FACTOR together ensures that only one or two samples
+// per texture are used in most places, making triplanar mapping more
+// performant. Should be greater than 0 to work.
+// There's also an artistic design choice in the use of these factors, and the
+// use of triplanar generally. Don't take these triplanar constants for granted.
+#define TERRAIN_TRIPLANAR_MIX_THRESHOLD 0.01
+
+#define SAMPLE_X 1 << 0
+#define SAMPLE_Y 1 << 1
+#define SAMPLE_Z 1 << 2
+#define MIX_X 1 << 3
+#define MIX_Y 1 << 4
+#define MIX_Z 1 << 5
+#define MIX_W 1 << 6
+
+struct PBRMix
+{
+ vec4 col; // RGB color with alpha, linear space
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ vec3 orm; // Occlusion, roughness, metallic
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ vec2 rm; // Roughness, metallic
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ vec3 vNt; // Unpacked normal texture sample, vector
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ vec3 emissive; // RGB emissive color, linear space
+#endif
+};
+
+PBRMix init_pbr_mix()
+{
+ PBRMix mix;
+ mix.col = vec4(0);
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ mix.orm = vec3(0);
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ mix.rm = vec2(0);
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ mix.vNt = vec3(0);
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ mix.emissive = vec3(0);
+#endif
+ return mix;
+}
+
+// Usage example, for two weights:
+// vec2 weights = ... // Weights must add up to 1
+// PBRMix mix = init_pbr_mix();
+// PBRMix mix1 = ...
+// mix = mix_pbr(mix, mix1, weights.x);
+// PBRMix mix2 = ...
+// mix = mix_pbr(mix, mix2, weights.y);
+PBRMix mix_pbr(PBRMix mix1, PBRMix mix2, float mix2_weight)
+{
+ PBRMix mix;
+ mix.col = mix1.col + (mix2.col * mix2_weight);
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ mix.orm = mix1.orm + (mix2.orm * mix2_weight);
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ mix.rm = mix1.rm + (mix2.rm * mix2_weight);
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ mix.vNt = mix1.vNt + (mix2.vNt * mix2_weight);
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ mix.emissive = mix1.emissive + (mix2.emissive * mix2_weight);
+#endif
+ return mix;
+}
+
+PBRMix sample_pbr(
+ vec2 uv
+ , sampler2D tex_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , sampler2D tex_orm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , sampler2D tex_vNt
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , sampler2D tex_emissive
+#endif
+ )
+{
+ PBRMix mix;
+ mix.col = texture(tex_col, uv);
+ mix.col.rgb = srgb_to_linear(mix.col.rgb);
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ mix.orm = texture(tex_orm, uv).xyz;
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ mix.rm = texture(tex_orm, uv).yz;
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ mix.vNt = texture(tex_vNt, uv).xyz*2.0-1.0;
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ mix.emissive = srgb_to_linear(texture(tex_emissive, uv).xyz);
+#endif
+ return mix;
+}
+
+struct TerrainTriplanar
+{
+ vec3 weight;
+ int type;
+};
+
+struct TerrainMix
+{
+ vec4 weight;
+ int type;
+};
+
+#define TerrainMixSample vec4[4]
+#define TerrainMixSample3 vec3[4]
+
+TerrainMix get_terrain_mix_weights(float alpha1, float alpha2, float alphaFinal)
+{
+ TerrainMix tm;
+ vec4 sample_x = vec4(1,0,0,0);
+ vec4 sample_y = vec4(0,1,0,0);
+ vec4 sample_z = vec4(0,0,1,0);
+ vec4 sample_w = vec4(0,0,0,1);
+
+ tm.weight = mix( mix(sample_w, sample_z, alpha2), mix(sample_y, sample_x, alpha1), alphaFinal );
+ tm.weight -= TERRAIN_RAMP_MIX_THRESHOLD;
+ ivec4 usage = max(ivec4(0), ivec4(ceil(tm.weight)));
+ // Prevent negative weights and keep weights balanced
+ tm.weight = tm.weight*vec4(usage);
+ tm.weight /= (tm.weight.x + tm.weight.y + tm.weight.z + tm.weight.w);
+
+ tm.type = (usage.x * MIX_X) |
+ (usage.y * MIX_Y) |
+ (usage.z * MIX_Z) |
+ (usage.w * MIX_W);
+ return tm;
+}
+
+TerrainTriplanar _t_triplanar()
+{
+ float sharpness = TERRAIN_TRIPLANAR_BLEND_FACTOR;
+ float threshold = TERRAIN_TRIPLANAR_MIX_THRESHOLD;
+ vec3 weight_signed = pow(abs(vary_vertex_normal), vec3(sharpness));
+ weight_signed /= (weight_signed.x + weight_signed.y + weight_signed.z);
+ weight_signed -= vec3(threshold);
+ TerrainTriplanar tw;
+ // *NOTE: Make sure the threshold doesn't affect the materials
+ tw.weight = max(vec3(0), weight_signed);
+ tw.weight /= (tw.weight.x + tw.weight.y + tw.weight.z);
+ ivec3 usage = ivec3(round(max(vec3(0), sign(weight_signed))));
+ tw.type = ((usage.x) * SAMPLE_X) |
+ ((usage.y) * SAMPLE_Y) |
+ ((usage.z) * SAMPLE_Z);
+ return tw;
+}
+
+// Assume weights add to 1
+float terrain_mix(TerrainMix tm, vec4 tms4)
+{
+ return (tm.weight.x * tms4[0]) +
+ (tm.weight.y * tms4[1]) +
+ (tm.weight.z * tms4[2]) +
+ (tm.weight.w * tms4[3]);
+}
+
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+// Triplanar mapping
+
+// Pre-transformed texture coordinates for each axial uv slice (Packing: xy, yz, (-x)z, unused)
+#define TerrainCoord vec4[2]
+
+vec2 _t_uv(vec2 uv_unflipped, float sign_or_zero)
+{
+ // Handle case where sign is 0
+ float sign = (2.0*sign_or_zero) + 1.0;
+ sign /= abs(sign);
+ // If the vertex normal is negative, flip the texture back
+ // right-side up.
+ vec2 uv = uv_unflipped * vec2(sign, 1);
+ return uv;
+}
+
+vec3 _t_normal_post_1(vec3 vNt0, float sign_or_zero)
+{
+ // Assume normal is unpacked
+ vec3 vNt1 = vNt0;
+ // Get sign
+ float sign = sign_or_zero;
+ // Handle case where sign is 0
+ sign = (2.0*sign) + 1.0;
+ sign /= abs(sign);
+ // If the sign is negative, rotate normal by 180 degrees
+ vNt1.xy = (min(0, sign) * vNt1.xy) + (min(0, -sign) * -vNt1.xy);
+ return vNt1;
+}
+
+// Triplanar-specific normal texture fixes
+vec3 _t_normal_post_x(vec3 vNt0)
+{
+ vec3 vNt_x = _t_normal_post_1(vNt0, sign(vary_vertex_normal.x));
+ // *HACK: Transform normals according to orientation of the UVs
+ vNt_x.xy = vec2(-vNt_x.y, vNt_x.x);
+ return vNt_x;
+}
+vec3 _t_normal_post_y(vec3 vNt0)
+{
+ vec3 vNt_y = _t_normal_post_1(vNt0, sign(vary_vertex_normal.y));
+ // *HACK: Transform normals according to orientation of the UVs
+ vNt_y.xy = -vNt_y.xy;
+ return vNt_y;
+}
+vec3 _t_normal_post_z(vec3 vNt0)
+{
+ vec3 vNt_z = _t_normal_post_1(vNt0, sign(vary_vertex_normal.z));
+ return vNt_z;
+}
+
+PBRMix terrain_sample_pbr(
+ TerrainCoord terrain_coord
+ , TerrainTriplanar tw
+ , sampler2D tex_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , sampler2D tex_orm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , sampler2D tex_vNt
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , sampler2D tex_emissive
+#endif
+ )
+{
+ PBRMix mix = init_pbr_mix();
+
+#define get_uv_x() _t_uv(terrain_coord[0].zw, sign(vary_vertex_normal.x))
+#define get_uv_y() _t_uv(terrain_coord[1].xy, sign(vary_vertex_normal.y))
+#define get_uv_z() _t_uv(terrain_coord[0].xy, sign(vary_vertex_normal.z))
+ switch (tw.type & SAMPLE_X)
+ {
+ case SAMPLE_X:
+ PBRMix mix_x = sample_pbr(
+ get_uv_x()
+ , tex_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , tex_orm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , tex_vNt
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , tex_emissive
+#endif
+ );
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ // Triplanar-specific normal texture fix
+ mix_x.vNt = _t_normal_post_x(mix_x.vNt);
+#endif
+ mix = mix_pbr(mix, mix_x, tw.weight.x);
+ break;
+ default:
+ break;
+ }
+
+ switch (tw.type & SAMPLE_Y)
+ {
+ case SAMPLE_Y:
+ PBRMix mix_y = sample_pbr(
+ get_uv_y()
+ , tex_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , tex_orm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , tex_vNt
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , tex_emissive
+#endif
+ );
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ // Triplanar-specific normal texture fix
+ mix_y.vNt = _t_normal_post_y(mix_y.vNt);
+#endif
+ mix = mix_pbr(mix, mix_y, tw.weight.y);
+ break;
+ default:
+ break;
+ }
+
+ switch (tw.type & SAMPLE_Z)
+ {
+ case SAMPLE_Z:
+ PBRMix mix_z = sample_pbr(
+ get_uv_z()
+ , tex_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , tex_orm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , tex_vNt
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , tex_emissive
+#endif
+ );
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ // Triplanar-specific normal texture fix
+ // *NOTE: Bottom face has not been tested
+ mix_z.vNt = _t_normal_post_z(mix_z.vNt);
+#endif
+ mix = mix_pbr(mix, mix_z, tw.weight.z);
+ break;
+ default:
+ break;
+ }
+
+ return mix;
+}
+
+#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
+
+#define TerrainCoord vec2
+
+#define terrain_sample_pbr sample_pbr
+
+#endif
+
+PBRMix multiply_factors_pbr(
+ PBRMix mix_in
+ , vec4 factor_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ , vec3 factor_orm
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , vec2 factor_rm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , vec3 factor_emissive
+#endif
+ )
+{
+ PBRMix mix = mix_in;
+ mix.col *= factor_col;
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ mix.orm *= factor_orm;
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ mix.rm *= factor_rm;
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ mix.emissive *= factor_emissive;
+#endif
+ return mix;
+}
+
+PBRMix terrain_sample_and_multiply_pbr(
+ TerrainCoord terrain_coord
+ , sampler2D tex_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , sampler2D tex_orm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , sampler2D tex_vNt
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , sampler2D tex_emissive
+#endif
+ , vec4 factor_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ , vec3 factor_orm
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , vec2 factor_rm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , vec3 factor_emissive
+#endif
+ )
+{
+ PBRMix mix = terrain_sample_pbr(
+ terrain_coord
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+ , _t_triplanar()
+#endif
+ , tex_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , tex_orm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , tex_vNt
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , tex_emissive
+#endif
+ );
+
+ mix = multiply_factors_pbr(mix
+ , factor_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ , factor_orm
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , factor_rm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , factor_emissive
+#endif
+ );
+
+ return mix;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl
new file mode 100644
index 0000000000..ed52297314
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl
@@ -0,0 +1,96 @@
+/**
+ * @file class1\environment\pbrterrainV.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+in vec3 position;
+in vec3 normal;
+in vec4 tangent;
+in vec4 diffuse_color;
+in vec2 texcoord1;
+
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+out vec4[2] vary_coords;
+#endif
+out vec3 vary_vertex_normal; // Used by pbrterrainUtilF.glsl
+out vec3 vary_normal;
+out vec3 vary_tangent;
+flat out float vary_sign;
+out vec4 vary_texcoord0;
+out vec4 vary_texcoord1;
+out vec3 vary_position;
+
+// *HACK: tangent_space_transform should use texture_normal_transform, or maybe
+// we shouldn't use tangent_space_transform at all. See the call to
+// tangent_space_transform below.
+uniform vec4[2] texture_base_color_transform;
+
+vec2 terrain_texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform);
+vec3 terrain_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform);
+
+void main()
+{
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
+
+ vec3 n = normal_matrix * normal;
+ vary_vertex_normal = normal;
+ vec3 t = normal_matrix * tangent.xyz;
+
+ vary_tangent = normalize(t);
+ // *TODO: Decide if we want this. It may be better to just calculate the
+ // tangents on-the-fly in the fragment shader, due to the subtleties of the
+ // effect of triplanar mapping on UVs.
+ // *HACK: Should be using texture_normal_transform here. The KHR texture
+ // transform spec requires handling texture transforms separately for each
+ // individual texture.
+ vary_tangent = normalize(terrain_tangent_space_transform(vec4(t, tangent.w), n, texture_base_color_transform));
+ vary_sign = tangent.w;
+ vary_normal = normalize(n);
+
+ // Transform and pass tex coords
+ // *HACK: texture_base_color_transform is used for all of these here, but
+ // the KHR texture transform spec requires handling texture transforms
+ // separately for each individual texture.
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+ // xy
+ vary_coords[0].xy = terrain_texture_transform(position.xy, texture_base_color_transform);
+ // yz
+ vary_coords[0].zw = terrain_texture_transform(position.yz, texture_base_color_transform);
+ // (-x)z
+ vary_coords[1].xy = terrain_texture_transform(position.xz * vec2(-1, 1), texture_base_color_transform);
+#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
+ vary_texcoord0.xy = terrain_texture_transform(position.xy, texture_base_color_transform);
+#endif
+
+ vec4 tc = vec4(texcoord1,0,1);
+ vary_texcoord0.zw = tc.xy;
+ vary_texcoord1.xy = tc.xy-vec2(2.0, 0.0);
+ vary_texcoord1.zw = tc.xy-vec2(1.0, 0.0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
index 7a25f63260..a0eb6cfbb8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
@@ -97,6 +97,7 @@ vec3 toneMapACES_Hill(vec3 color)
uniform float exposure;
uniform float gamma;
+uniform float aces_mix;
vec3 toneMap(vec3 color)
{
@@ -106,7 +107,7 @@ vec3 toneMap(vec3 color)
color *= exposure * exp_scale;
// mix ACES and Linear here as a compromise to avoid over-darkening legacy content
- color = mix(toneMapACES_Hill(color), color, 0.3);
+ color = mix(toneMapACES_Hill(color), color, aces_mix);
#endif
return color;
@@ -152,6 +153,15 @@ float noise(vec2 x) {
//=============================
+void debugExposure(inout vec3 color)
+{
+ float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r;
+ exp_scale *= 0.5;
+ if (abs(vary_fragcoord.y-exp_scale) < 0.01 && vary_fragcoord.x < 0.1)
+ {
+ color = vec3(1,0,0);
+ }
+}
vec3 legacyGamma(vec3 color)
{
@@ -181,6 +191,7 @@ void main()
vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb));
diff.rgb += nz*0.003;
+ //debugExposure(diff.rgb);
frag_color = max(diff, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
index a07a4301bc..785c748234 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class1/deferred/skyF.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -27,6 +27,15 @@
in vec3 vary_HazeColor;
in float vary_LightNormPosDot;
+#ifdef HAS_HDRI
+in vec4 vary_position;
+in vec3 vary_rel_pos;
+uniform float sky_hdr_scale;
+uniform float hdri_split_screen;
+uniform mat3 env_mat;
+uniform sampler2D environmentMap;
+#endif
+
uniform sampler2D rainbow_map;
uniform sampler2D halo_map;
@@ -37,6 +46,9 @@ uniform float ice_level;
out vec4 frag_data[4];
vec3 srgb_to_linear(vec3 c);
+vec3 linear_to_srgb(vec3 c);
+
+#define PI 3.14159265
/////////////////////////////////////////////////////////////////////////
// The fragment shader for the sky
@@ -71,24 +83,42 @@ vec3 halo22(float d)
void main()
{
- // Potential Fill-rate optimization. Add cloud calculation
- // back in and output alpha of 0 (so that alpha culling kills
- // the fragment) if the sky wouldn't show up because the clouds
- // are fully opaque.
+ vec3 color;
+#ifdef HAS_HDRI
+ vec3 frag_coord = vary_position.xyz/vary_position.w;
+ if (-frag_coord.x > ((1.0-hdri_split_screen)*2.0-1.0))
+ {
+ vec3 pos = normalize(vary_rel_pos);
+ pos = env_mat * pos;
+ vec2 texCoord = vec2(atan(pos.z, pos.x) + PI, acos(pos.y)) / vec2(2.0 * PI, PI);
+ color = textureLod(environmentMap, texCoord.xy, 0).rgb * sky_hdr_scale;
+ color = min(color, vec3(8192*8192*16)); // stupidly large value arrived at by binary search -- avoids framebuffer corruption from some HDRIs
- vec3 color = vary_HazeColor;
+ frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_HAS_HDRI);
+ }
+ else
+#endif
+ {
+ // Potential Fill-rate optimization. Add cloud calculation
+ // back in and output alpha of 0 (so that alpha culling kills
+ // the fragment) if the sky wouldn't show up because the clouds
+ // are fully opaque.
- float rel_pos_lightnorm = vary_LightNormPosDot;
- float optic_d = rel_pos_lightnorm;
- vec3 halo_22 = halo22(optic_d);
- color.rgb += rainbow(optic_d);
- color.rgb += halo_22;
- color.rgb *= 2.;
- color.rgb = clamp(color.rgb, vec3(0), vec3(5));
+ color = vary_HazeColor;
+
+ float rel_pos_lightnorm = vary_LightNormPosDot;
+ float optic_d = rel_pos_lightnorm;
+ vec3 halo_22 = halo22(optic_d);
+ color.rgb += rainbow(optic_d);
+ color.rgb += halo_22;
+ color.rgb *= 2.;
+ color.rgb = clamp(color.rgb, vec3(0), vec3(5));
+
+ frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS);
+ }
frag_data[0] = vec4(0);
frag_data[1] = vec4(0);
- frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS); //1.0 in norm.w masks off fog
frag_data[3] = vec4(color.rgb, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index 6110b6ade0..24d2db2183 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -35,6 +35,11 @@ in vec3 position;
out vec3 vary_HazeColor;
out float vary_LightNormPosDot;
+#ifdef HAS_HDRI
+out vec4 vary_position;
+out vec3 vary_rel_pos;
+#endif
+
// Inputs
uniform vec3 camPosLocal;
@@ -72,6 +77,11 @@ void main()
// Get relative position
vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
+#ifdef HAS_HDRI
+ vary_rel_pos = rel_pos;
+ vary_position = pos;
+#endif
+
// Adj position vector to clamp altitude
if (rel_pos.y > 0.)
{
@@ -92,13 +102,13 @@ void main()
// Initialize temp variables
vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color * 0.7; //magic 0.7 to match legacy color
-
+
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
- vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density));
+ vec3 combined_haze = max(abs(blue_density) + vec3(abs(haze_density)), vec3(1e-6));
vec3 blue_weight = blue_density / combined_haze;
vec3 haze_weight = haze_density / combined_haze;
@@ -142,7 +152,7 @@ void main()
sunlight *= max(0.0, (1. - cloud_shadow));
// Haze color below cloud
- vec3 add_below_cloud = (blue_horizon * blue_weight * (sunlight + ambient)
+ vec3 add_below_cloud = (blue_horizon * blue_weight * (sunlight + ambient)
+ (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient));
// Attenuate cloud color by atmosphere
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
index bee9e6d2fe..5f598f84a7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file class1\deferred\terrainF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_data[4];
@@ -38,12 +38,13 @@ in vec3 vary_normal;
in vec4 vary_texcoord0;
in vec4 vary_texcoord1;
-vec2 encode_normal(vec3 n);
+void mirrorClip(vec3 position);
void main()
{
+ mirrorClip(pos);
/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
-
+
vec4 color0 = texture(detail_0, vary_texcoord0.xy);
vec4 color1 = texture(detail_1, vary_texcoord0.xy);
vec4 color2 = texture(detail_2, vary_texcoord0.xy);
@@ -53,13 +54,13 @@ void main()
float alpha2 = texture(alpha_ramp,vary_texcoord1.xy).a;
float alphaFinal = texture(alpha_ramp, vary_texcoord1.zw).a;
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
-
- outColor.a = 0.0; // yes, downstream atmospherics
-
+
+ outColor.a = 0.0; // yes, downstream atmospherics
+
frag_data[0] = outColor;
frag_data[1] = vec4(0.0,0.0,0.0,-1.0);
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS);
frag_data[3] = vec4(0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
index aab2abff1e..b4ab7cd169 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
@@ -1,36 +1,36 @@
-/**
+/**
* @file class1\environment\terrainV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
in vec3 position;
in vec3 normal;
in vec4 diffuse_color;
-in vec2 texcoord0;
in vec2 texcoord1;
out vec3 pos;
@@ -41,18 +41,18 @@ out vec4 vary_texcoord1;
uniform vec4 object_plane_s;
uniform vec4 object_plane_t;
-vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
+vec2 texgen_object(vec4 vpos, mat4 mat, vec4 tp0, vec4 tp1)
{
vec4 tcoord;
-
+
tcoord.x = dot(vpos, tp0);
tcoord.y = dot(vpos, tp1);
- tcoord.z = tc.z;
- tcoord.w = tc.w;
+ tcoord.z = 0;
+ tcoord.w = 1;
- tcoord = mat * tcoord;
-
- return tcoord;
+ tcoord = mat * tcoord;
+
+ return tcoord.xy;
}
void main()
@@ -62,15 +62,15 @@ void main()
vec4 t_pos = modelview_projection_matrix * pre_pos;
gl_Position = t_pos;
- pos = t_pos.xyz;
+ pos = (modelview_matrix*pre_pos).xyz;
vary_normal = normalize(normal_matrix * normal);
-
+
// Transform and pass tex coords
- vary_texcoord0.xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;
-
+ vary_texcoord0.xy = texgen_object(vec4(position, 1.0), texture_matrix0, object_plane_s, object_plane_t);
+
vec4 t = vec4(texcoord1,0,1);
-
+
vary_texcoord0.zw = t.xy;
vary_texcoord1.xy = t.xy-vec2(2.0, 0.0);
vary_texcoord1.zw = t.xy-vec2(1.0, 0.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
index 8e641522e3..7c02cb9d4a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class1/deferred/textureUtilV.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -65,7 +65,7 @@ vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl
// Apply texture animation first to avoid shearing and other artifacts
texcoord = (sl_animation_transform * vec4(texcoord, 0, 1)).xy;
// Convert to left-handed coordinate system. The offset of 1 is necessary
- // for rotations to be applied correctly.
+ // for rotation and scale to be applied correctly.
texcoord.y = 1.0 - texcoord.y;
texcoord = khr_texture_transform(texcoord, khr_gltf_transform[0].xy, khr_gltf_transform[0].z, khr_gltf_transform[1].xy);
// Convert back to right-handed coordinate system
@@ -77,6 +77,19 @@ vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl
return texcoord;
}
+// Similar to texture_transform but no offset during coordinate system
+// conversion, and no texture animation support.
+vec2 terrain_texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform)
+{
+ vec2 texcoord = vertex_texcoord;
+
+ texcoord.y = -texcoord.y;
+ texcoord = khr_texture_transform(texcoord, khr_gltf_transform[0].xy, khr_gltf_transform[0].z, khr_gltf_transform[1].xy);
+ texcoord.y = -texcoord.y;
+
+ return texcoord;
+}
+
// Take the rotation only from both transforms and apply to the tangent. This
// accounts for the change of the topology of the normal texture when a texture
// rotation is applied to it.
@@ -120,3 +133,25 @@ vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] kh
return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz);
}
+
+// Similar to tangent_space_transform but no no texture animation support.
+vec3 terrain_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform)
+{
+ // Immediately convert to left-handed coordinate system ((0,1) -> (0, -1))
+ vec2 weights = vec2(0, -1);
+
+ // Apply KHR_texture_transform (rotation only)
+ float khr_rotation = khr_gltf_transform[0].z;
+ mat2 khr_rotation_mat = mat2(
+ cos(khr_rotation),-sin(khr_rotation),
+ sin(khr_rotation), cos(khr_rotation)
+ );
+ weights = khr_rotation_mat * weights;
+
+ // Convert back to right-handed coordinate system
+ weights.y = -weights.y;
+
+ vec3 vertex_binormal = vertex_tangent.w * cross(vertex_normal, vertex_tangent.xyz);
+
+ return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
index db6070f328..05922ecb1a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
@@ -32,13 +32,14 @@ uniform sampler2D diffuseMap;
in vec4 vertex_color;
in vec3 vary_normal;
in vec2 vary_texcoord0;
+in vec3 vary_position;
uniform float minimum_alpha;
-vec2 encode_normal(vec3 n);
-
+void mirrorClip(vec3 pos);
void main()
{
+ mirrorClip(vary_position);
vec4 col = texture(diffuseMap, vary_texcoord0.xy);
if (col.a < minimum_alpha)
{
@@ -48,6 +49,6 @@ void main()
frag_data[0] = vec4(vertex_color.rgb*col.rgb, 0.0);
frag_data[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[2] = vec4(nvn.xyz, GBUFFER_FLAG_HAS_ATMOS);
frag_data[3] = vec4(0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
index 81900fba70..ef5602f1e5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
@@ -24,6 +24,7 @@
*/
uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
uniform mat3 normal_matrix;
@@ -34,11 +35,14 @@ in vec2 texcoord0;
out vec3 vary_normal;
out vec4 vertex_color;
out vec2 vary_texcoord0;
+out vec3 vary_position;
void main()
{
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
+
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vary_normal = normalize(normal_matrix * normal);
diff --git a/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl b/indra/newview/app_settings/shaders/class1/interface/normaldebugF.glsl
similarity index 70%
rename from indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl
rename to indra/newview/app_settings/shaders/class1/interface/normaldebugF.glsl
index ca3e4f6718..2bfd45f3b0 100644
--- a/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/normaldebugF.glsl
@@ -1,9 +1,9 @@
/**
- * @file encodeNormF.glsl
+ * @file normaldebugF.glsl
*
- * $LicenseInfo:firstyear=2018&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2018, Linden Research, Inc.
+ * Copyright (C) 2023, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@@ -23,12 +23,11 @@
* $/LicenseInfo$
*/
-// Lambert Azimuthal Equal-Area projection
-// See: https://aras-p.info/texts/CompactNormalStorage.html
-// Also see: A_bit_more_deferred_-_CryEngine3.ppt
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
+out vec4 frag_color;
+in vec4 vertex_color;
+
+void main()
+{
+ frag_color = max(vertex_color, vec4(0));
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/normaldebugG.glsl b/indra/newview/app_settings/shaders/class1/interface/normaldebugG.glsl
new file mode 100644
index 0000000000..51d05cd507
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/normaldebugG.glsl
@@ -0,0 +1,76 @@
+/**
+ * @file normaldebugG.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+// *NOTE: Geometry shaders have a reputation for being slow. Consider using
+// compute shaders instead, which have a reputation for being fast. This
+// geometry shader in particular seems to run fine on my machine, but I won't
+// vouch for this in performance-critical areas.
+// -Cosmic,2023-09-28
+
+out vec4 vertex_color;
+
+in vec4 normal_g[];
+#ifdef HAS_ATTRIBUTE_TANGENT
+in vec4 tangent_g[];
+#endif
+
+layout(triangles) in;
+#ifdef HAS_ATTRIBUTE_TANGENT
+layout(line_strip, max_vertices = 12) out;
+#else
+layout(line_strip, max_vertices = 6) out;
+#endif
+
+void triangle_normal_debug(int i)
+{
+ // Normal
+ vec4 normal_color = vec4(1.0, 1.0, 0.0, 1.0);
+ gl_Position = gl_in[i].gl_Position;
+ vertex_color = normal_color;
+ EmitVertex();
+ gl_Position = normal_g[i];
+ vertex_color = normal_color;
+ EmitVertex();
+ EndPrimitive();
+
+#ifdef HAS_ATTRIBUTE_TANGENT
+ // Tangent
+ vec4 tangent_color = vec4(0.0, 1.0, 1.0, 1.0);
+ gl_Position = gl_in[i].gl_Position;
+ vertex_color = tangent_color;
+ EmitVertex();
+ gl_Position = tangent_g[i];
+ vertex_color = tangent_color;
+ EmitVertex();
+ EndPrimitive();
+#endif
+}
+
+void main()
+{
+ triangle_normal_debug(0);
+ triangle_normal_debug(1);
+ triangle_normal_debug(2);
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl b/indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl
new file mode 100644
index 0000000000..ae726190c7
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl
@@ -0,0 +1,74 @@
+/**
+ * @file normaldebugV.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+in vec3 position;
+in vec3 normal;
+out vec4 normal_g;
+#ifdef HAS_ATTRIBUTE_TANGENT
+in vec4 tangent;
+out vec4 tangent_g;
+#endif
+
+uniform float debug_normal_draw_length;
+
+#ifdef HAS_SKIN
+mat4 getObjectSkinnedTransform();
+#else
+uniform mat3 normal_matrix;
+#endif
+uniform mat4 projection_matrix;
+uniform mat4 modelview_matrix;
+
+// *NOTE: Should use the modelview_projection_matrix here in the non-skinned
+// case for efficiency, but opting for the simplier implementation for now as
+// this is debug code. Also, the skinned version hasn't beeen tested yet.
+// world_pos = mat * vec4(position.xyz, 1.0)
+vec4 get_screen_normal(vec3 position, vec4 world_pos, vec3 normal, mat4 mat)
+{
+ vec4 world_norm = mat * vec4((position + normal), 1.0);
+ world_norm.xyz -= world_pos.xyz;
+ world_norm.xyz = debug_normal_draw_length * normalize(world_norm.xyz);
+ world_norm.xyz += world_pos.xyz;
+ return projection_matrix * world_norm;
+}
+
+void main()
+{
+#ifdef HAS_SKIN
+ mat4 mat = getObjectSkinnedTransform();
+ mat = modelview_matrix * mat;
+#else
+#define mat modelview_matrix
+#endif
+
+ vec4 world_pos = mat * vec4(position.xyz,1.0);
+
+ gl_Position = projection_matrix * world_pos;
+ normal_g = get_screen_normal(position.xyz, world_pos, normal.xyz, mat);
+#ifdef HAS_ATTRIBUTE_TANGENT
+ tangent_g = get_screen_normal(position.xyz, world_pos, tangent.xyz, mat);
+#endif
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
index eb0f7297ad..feb0947649 100644
--- a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
@@ -38,6 +38,7 @@ in vec3 vary_dir;
uniform float mipLevel;
uniform int u_width;
uniform float max_probe_lod;
+uniform float probe_strength;
// =============================================================================================================
@@ -129,7 +130,7 @@ vec4 prefilterEnvMap(vec3 R)
float totalWeight = 0.0;
float envMapDim = float(textureSize(reflectionProbes, 0).s);
float roughness = mipLevel/max_probe_lod;
- int numSamples = max(int(32*roughness), 1);
+ int numSamples = max(int(PROBE_FILTER_SAMPLES*roughness), 1);
float numMips = max_probe_lod+1;
@@ -163,5 +164,6 @@ void main()
{
vec3 N = normalize(vary_dir);
frag_color = max(prefilterEnvMap(N), vec4(0));
+ frag_color.a *= probe_strength;
}
// =============================================================================================================
diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl
index db26e64f17..09a505d69d 100644
--- a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl
@@ -30,9 +30,13 @@ uniform sampler2D texture1;
in vec2 vary_texcoord0;
in vec2 vary_texcoord1;
+in vec3 vary_position;
+
+void mirrorClip(vec3 pos);
void main()
{
+ mirrorClip(vary_position);
float tex0 = texture(texture0, vary_texcoord0.xy).a;
float tex1 = texture(texture1, vary_texcoord1.xy).a;
diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
index 834c20e14d..95cdfb6fae 100644
--- a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
@@ -23,6 +23,7 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
@@ -32,11 +33,11 @@ in vec2 texcoord1;
out vec2 vary_texcoord0;
out vec2 vary_texcoord1;
+out vec3 vary_position;
#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
uniform mat4 projection_matrix;
-uniform mat4 modelview_matrix;
#endif
void main()
@@ -46,8 +47,10 @@ void main()
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
vec4 pos = mat * vec4(position.xyz, 1.0);
+ vary_position = pos.xyz;
gl_Position = projection_matrix * pos;
#else
+ vary_position = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
#endif
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index b7cd3f0589..d077670c96 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -57,16 +57,16 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
-
+
vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color;
-
+
// sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
vec3 light_atten = (blue_density + vec3(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
- vec3 combined_haze = blue_density + vec3(haze_density);
+ vec3 combined_haze = max(blue_density + vec3(haze_density), vec3(1e-6));
vec3 blue_weight = blue_density / combined_haze;
vec3 haze_weight = vec3(haze_density) / combined_haze;
@@ -98,7 +98,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
haze_glow *= glow.x;
// higher glow.x gives dimmer glow (because next step is 1 / "angle")
- haze_glow = pow(haze_glow, glow.z);
+ haze_glow = clamp(pow(haze_glow, glow.z), -100000, 100000);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// add "minimum anti-solar illumination"
@@ -119,7 +119,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb);
// brightness of surface both sunlight and ambient
-
+
sunlit = sunlight.rgb;
amblit = tmpAmbient;
@@ -128,7 +128,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec3 srgb_to_linear(vec3 col);
-// provide a touch of lighting in the opposite direction of the sun light
+// provide a touch of lighting in the opposite direction of the sun light
// so areas in shadow don't lose all detail
float ambientLighting(vec3 norm, vec3 light_dir)
{
@@ -150,7 +150,7 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, ou
// (allows for mixing of light sources other than sunlight e.g. reflection probes)
sunlit *= sky_sunlight_scale;
amblit *= sky_ambient_scale;
-
+
amblit = srgb_to_linear(amblit);
amblit *= ambientLighting(norm, light_dir);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index e6bdaf265e..210ecce8db 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -68,7 +68,6 @@ void waterClip(vec3 pos);
vec3 srgb_to_linear(vec3 c);
vec3 linear_to_srgb(vec3 c);
-vec2 encode_normal (vec3 n);
vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
@@ -78,6 +77,8 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
float getAmbientClamp();
+void mirrorClip(vec3 pos);
+
void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear);
@@ -167,6 +168,8 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
void main()
{
+ mirrorClip(vary_position);
+
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
vec4 pos = vec4(vary_position, 1.0);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index 34d86b6147..059c2a64ce 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class1\deferred\pbralphaF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -87,9 +87,10 @@ vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
float calcLegacyDistanceAttenuation(float distance, float falloff);
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
-void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
+void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear);
+void mirrorClip(vec3 pos);
void waterClip(vec3 pos);
void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor);
@@ -110,15 +111,15 @@ vec3 pbrBaseLight(vec3 diffuseColor,
vec3 additive,
vec3 atten);
-vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
vec3 l); //surface point to light
-vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
+vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 p, // pixel position
@@ -156,6 +157,8 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
void main()
{
+ mirrorClip(vary_position);
+
vec3 color = vec3(0,0,0);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
@@ -178,7 +181,7 @@ void main()
float sign = vary_sign;
vec3 vN = vary_normal;
vec3 vT = vary_tangent.xyz;
-
+
vec3 vB = sign * cross(vN, vT);
vec3 norm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
@@ -215,7 +218,7 @@ void main()
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss, true, amblit);
-
+
vec3 diffuseColor;
vec3 specularColor;
calcDiffuseSpecular(col.rgb, metallic, diffuseColor, specularColor);
@@ -242,7 +245,7 @@ void main()
color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).rgb;
float a = basecolor.a*vertex_color.a;
-
+
frag_color = max(vec4(color.rgb,a), vec4(0));
}
@@ -292,7 +295,7 @@ void main()
// emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear
colorEmissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb);
-
+
float a = basecolor.a*vertex_color.a;
color += colorEmissive;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 10bfe2c5d5..1bd5f5a718 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file sunLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -35,23 +35,23 @@ in vec2 vary_fragcoord;
uniform vec3 sun_dir;
uniform float shadow_bias;
-vec3 getNorm(vec2 pos_screen);
+vec4 getNorm(vec2 pos_screen);
vec4 getPosition(vec2 pos_screen);
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen);
-void main()
+void main()
{
vec2 pos_screen = vary_fragcoord.xy;
vec4 pos = getPosition(pos_screen);
- vec3 norm = getNorm(pos_screen);
+ vec4 norm = getNorm(pos_screen);
vec4 col;
- col.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
+ col.r = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
col.g = 1.0f;
- col.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen);
- col.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen);
+ col.b = sampleSpotShadow(pos.xyz, norm.xyz, 0, pos_screen);
+ col.a = sampleSpotShadow(pos.xyz, norm.xyz, 1, pos_screen);
frag_color = clamp(col, vec4(0), vec4(1));
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 2f1819bff7..e0333b6044 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -1,27 +1,27 @@
-/**
+/**
* @file class2/deferred/sunLightSSAOF.glsl
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
@@ -32,23 +32,23 @@ out vec4 frag_color;
in vec2 vary_fragcoord;
vec4 getPosition(vec2 pos_screen);
-vec3 getNorm(vec2 pos_screen);
+vec4 getNorm(vec2 pos_screen);
float sampleDirectionalShadow(vec3 shadow_pos, vec3 norm, vec2 pos_screen);
float sampleSpotShadow(vec3 shadow_pos, vec3 norm, int index, vec2 pos_screen);
float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
-void main()
+void main()
{
vec2 pos_screen = vary_fragcoord.xy;
vec4 pos = getPosition(pos_screen);
- vec3 norm = getNorm(pos_screen);
+ vec4 norm = getNorm(pos_screen);
vec4 col;
- col.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
- col.g = calcAmbientOcclusion(pos, norm, pos_screen);
- col.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen);
- col.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen);
+ col.r = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
+ col.g = calcAmbientOcclusion(pos, norm.xyz, pos_screen);
+ col.b = sampleSpotShadow(pos.xyz, norm.xyz, 0, pos_screen);
+ col.a = sampleSpotShadow(pos.xyz, norm.xyz, 1, pos_screen);
frag_color = clamp(col, vec4(0), vec4(1));
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
index 22408387b1..03dc3d7113 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
@@ -53,8 +53,11 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout
void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity);
+void mirrorClip(vec3 pos);
+
void main()
{
+ mirrorClip(vary_position);
#ifdef HAS_DIFFUSE_LOOKUP
vec4 color = diffuseLookup(vary_texcoord0.xy);
#else
diff --git a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl
index 7f75b16cf0..4af57e3b80 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl
@@ -33,7 +33,7 @@ uniform vec3 moon_dir;
uniform int sun_up_factor;
in vec2 vary_fragcoord;
-vec3 getNorm(vec2 pos_screen);
+vec4 getNorm(vec2 pos_screen);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
@@ -53,8 +53,7 @@ void main()
vec2 tc = vary_fragcoord.xy;
float depth = getDepth(tc.xy);
vec4 pos = getPositionWithDepth(tc, depth);
- vec4 norm = texture(normalMap, tc);
- norm.xyz = getNorm(tc);
+ vec4 norm = getNorm(tc);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
vec3 color = vec3(0);
@@ -68,16 +67,16 @@ void main()
calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten);
vec3 sunlit_linear = srgb_to_linear(sunlit);
-
+
// mask off atmospherics below water (when camera is under water)
bool do_atmospherics = false;
-
+
if (dot(vec3(0), waterPlane.xyz) + waterPlane.w > 0.0 ||
dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0)
{
do_atmospherics = true;
}
-
+
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
@@ -102,5 +101,5 @@ void main()
}
frag_color = max(vec4(color.rgb, alpha), vec4(0)); //output linear since local lights will be added to this shader's results
-
+
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
index 20f063fe3e..d3e19cf4a8 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -45,6 +45,13 @@ void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cs);
+uniform mat4 modelview_matrix;
+uniform mat3 normal_matrix;
+
+in vec3 vary_position;
+
+void mirrorClip(vec3 pos);
+
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
out vec4 frag_color;
@@ -66,12 +73,12 @@ uniform vec4 morphFactor;
uniform vec3 camPosLocal;
uniform mat3 env_mat;
+uniform float is_mirror;
+
uniform vec3 sun_dir;
uniform vec3 moon_dir;
in vec2 vary_fragcoord;
-in vec3 vary_position;
-
uniform mat4 proj_mat;
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -209,8 +216,6 @@ in vec3 vary_normal;
in vec4 vertex_color;
in vec2 vary_texcoord0;
-vec2 encode_normal(vec3 n);
-
// get the transformed normal and apply glossiness component from normal map
vec3 getNormal(inout float glossiness)
{
@@ -285,12 +290,12 @@ float getShadow(vec3 pos, vec3 norm)
void main()
{
+ mirrorClip(vary_position);
waterClip();
// diffcol == diffuse map combined with vertex color
vec4 diffcol = texture(diffuseMap, vary_texcoord0.xy);
diffcol.rgb *= vertex_color.rgb;
-
alphaMask(diffcol.a);
// spec == specular map combined with specular color
@@ -299,8 +304,6 @@ void main()
float glossiness = specular_color.a;
vec3 norm = getNormal(glossiness);
- vec2 abnormal = encode_normal(norm.xyz);
-
float emissive = getEmissive(diffcol);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
@@ -407,10 +410,15 @@ void main()
#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
// deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl
- frag_data[0] = vec4(diffcol.rgb, emissive); // gbuffer is sRGB for legacy materials
- frag_data[1] = vec4(spec.rgb, glossiness); // XYZ = Specular color. W = Specular exponent.
- frag_data[2] = vec4(encode_normal(norm), env, GBUFFER_FLAG_HAS_ATMOS);; // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog)
- frag_data[3] = vec4(0);
+
+ float flag = GBUFFER_FLAG_HAS_ATMOS;
+
+ frag_data[0] = max(vec4(diffcol.rgb, emissive), vec4(0)); // gbuffer is sRGB for legacy materials
+ frag_data[1] = max(vec4(spec.rgb, glossiness), vec4(0)); // XYZ = Specular color. W = Specular exponent.
+ frag_data[2] = vec4(norm, flag); // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog)
+ frag_data[3] = vec4(env, 0, 0, 0);
+
#endif
}
+
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
index 31aca8a745..edfd6cbced 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
@@ -48,7 +48,7 @@ in vec4 vary_fragcoord;
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
float calcLegacyDistanceAttenuation(float distance, float falloff);
vec4 getPosition(vec2 pos_screen);
-vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
+vec4 getNorm(vec2 screenpos);
vec2 getScreenXY(vec4 clip);
vec2 getScreenCoord(vec4 clip);
vec3 srgb_to_linear(vec3 c);
@@ -56,8 +56,8 @@ vec3 srgb_to_linear(vec3 c);
// Util
vec3 hue_to_rgb(float hue);
-vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
@@ -74,9 +74,8 @@ void main()
discard;
}
- float envIntensity; // not used for this shader
- vec3 n;
- vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
+ vec4 norm = getNorm(tc); // need `norm.w` for GET_GBUFFER_FLAG()
+ vec3 n = norm.xyz;
vec4 spec = texture(specularRect, tc);
vec3 diffuse = texture(diffuseRect, tc).rgb;
@@ -92,7 +91,7 @@ void main()
float metallic = orm.b;
vec3 f0 = vec3(0.04);
vec3 baseColor = diffuse.rgb;
-
+
vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
diffuseColor *= 1.0 - metallic;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
index c27310cf89..60be9f4407 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file class3\deferred\pointLightF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
@@ -52,15 +52,15 @@ uniform vec4 viewport;
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
float calcLegacyDistanceAttenuation(float distance, float falloff);
-vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
+vec4 getNorm(vec2 screenpos);
vec4 getPosition(vec2 pos_screen);
vec2 getScreenXY(vec4 clip);
vec2 getScreenCoord(vec4 clip);
vec3 srgb_to_linear(vec3 c);
float getDepth(vec2 tc);
-vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
@@ -72,9 +72,8 @@ void main()
vec2 tc = getScreenCoord(vary_fragcoord);
vec3 pos = getPosition(tc).xyz;
- float envIntensity;
- vec3 n;
- vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
+ vec4 norm = getNorm(tc); // need `norm.w` for GET_GBUFFER_FLAG()
+ vec3 n = norm.xyz;
vec3 diffuse = texture(diffuseRect, tc).rgb;
vec4 spec = texture(specularRect, tc);
@@ -94,13 +93,13 @@ void main()
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- vec3 colorEmissive = texture(emissiveRect, tc).rgb;
+ vec3 colorEmissive = texture(emissiveRect, tc).rgb;
vec3 orm = spec.rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
vec3 f0 = vec3(0.04);
vec3 baseColor = diffuse.rgb;
-
+
vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
diffuseColor *= 1.0 - metallic;
@@ -137,7 +136,7 @@ void main()
final_color += lit*scol*color.rgb*spec.rgb;
}
}
-
+
if (dot(final_color, final_color) <= 0.0)
{
discard;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
index ae81a4b472..90c84cc428 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
@@ -31,6 +31,7 @@ float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n,
uniform samplerCubeArray reflectionProbes;
uniform samplerCubeArray irradianceProbes;
+
uniform sampler2D sceneMap;
uniform int cube_snapshot;
uniform float max_probe_lod;
@@ -47,14 +48,16 @@ layout (std140) uniform ReflectionProbes
/// box[0..2] - plane 0 .. 2 in [A,B,C,D] notation
// box[3][0..2] - plane thickness
mat4 refBox[MAX_REFMAP_COUNT];
+ mat4 heroBox;
// list of bounding spheres for reflection probes sorted by distance to camera (closest first)
vec4 refSphere[MAX_REFMAP_COUNT];
- // extra parameters
+ // extra parameters
// x - irradiance scale
// y - radiance scale
// z - fade in
// w - znear
vec4 refParams[MAX_REFMAP_COUNT];
+ vec4 heroSphere;
// index of cube map in reflectionProbes for a corresponding reflection probe
// e.g. cube map channel of refSphere[2] is stored in refIndex[2]
// refIndex.x - cubemap channel in reflectionProbes
@@ -70,6 +73,10 @@ layout (std140) uniform ReflectionProbes
// number of reflection probes present in refSphere
int refmapCount;
+
+ int heroShape;
+ int heroMipCount;
+ int heroProbeCount;
};
// Inputs
@@ -95,7 +102,7 @@ bool shouldSampleProbe(int i, vec3 pos)
if (refIndex[i].w < 0)
{
vec4 v = refBox[i] * vec4(pos, 1.0);
- if (abs(v.x) > 1 ||
+ if (abs(v.x) > 1 ||
abs(v.y) > 1 ||
abs(v.z) > 1)
{
@@ -222,7 +229,7 @@ void preProbeSample(vec3 pos)
}
}
count++;
-
+
++neighborIdx;
}
@@ -244,56 +251,56 @@ void preProbeSample(vec3 pos)
// original reference implementation:
/*
-bool intersect(const Ray &ray) const
-{
- float t0, t1; // solutions for t if the ray intersects
-#if 0
+bool intersect(const Ray &ray) const
+{
+ float t0, t1; // solutions for t if the ray intersects
+#if 0
// geometric solution
- Vec3f L = center - orig;
- float tca = L.dotProduct(dir);
+ Vec3f L = center - orig;
+ float tca = L.dotProduct(dir);
// if (tca < 0) return false;
- float d2 = L.dotProduct(L) - tca * tca;
- if (d2 > radius2) return false;
- float thc = sqrt(radius2 - d2);
- t0 = tca - thc;
- t1 = tca + thc;
-#else
+ float d2 = L.dotProduct(L) - tca * tca;
+ if (d2 > radius2) return false;
+ float thc = sqrt(radius2 - d2);
+ t0 = tca - thc;
+ t1 = tca + thc;
+#else
// analytic solution
- Vec3f L = orig - center;
- float a = dir.dotProduct(dir);
- float b = 2 * dir.dotProduct(L);
- float c = L.dotProduct(L) - radius2;
- if (!solveQuadratic(a, b, c, t0, t1)) return false;
-#endif
- if (t0 > t1) std::swap(t0, t1);
-
- if (t0 < 0) {
- t0 = t1; // if t0 is negative, let's use t1 instead
- if (t0 < 0) return false; // both t0 and t1 are negative
- }
-
- t = t0;
-
- return true;
+ Vec3f L = orig - center;
+ float a = dir.dotProduct(dir);
+ float b = 2 * dir.dotProduct(L);
+ float c = L.dotProduct(L) - radius2;
+ if (!solveQuadratic(a, b, c, t0, t1)) return false;
+#endif
+ if (t0 > t1) std::swap(t0, t1);
+
+ if (t0 < 0) {
+ t0 = t1; // if t0 is negative, let's use t1 instead
+ if (t0 < 0) return false; // both t0 and t1 are negative
+ }
+
+ t = t0;
+
+ return true;
} */
// adapted -- assume that origin is inside sphere, return intersection of ray with edge of sphere
vec3 sphereIntersect(vec3 origin, vec3 dir, vec3 center, float radius2)
-{
- float t0, t1; // solutions for t if the ray intersects
+{
+ float t0, t1; // solutions for t if the ray intersects
- vec3 L = center - origin;
+ vec3 L = center - origin;
float tca = dot(L,dir);
- float d2 = dot(L,L) - tca * tca;
-
- float thc = sqrt(radius2 - d2);
- t0 = tca - thc;
- t1 = tca + thc;
+ float d2 = dot(L,L) - tca * tca;
+ float thc = sqrt(radius2 - d2);
+ t0 = tca - thc;
+ t1 = tca + thc;
+
vec3 v = origin + dir * t1;
- return v;
-}
+ return v;
+}
void swap(inout float a, inout float b)
{
@@ -305,17 +312,17 @@ void swap(inout float a, inout float b)
// debug implementation, make no assumptions about origin
void sphereIntersectDebug(vec3 origin, vec3 dir, vec3 center, float radius2, float depth, inout vec4 col)
{
- float t[2]; // solutions for t if the ray intersects
+ float t[2]; // solutions for t if the ray intersects
// geometric solution
- vec3 L = center - origin;
+ vec3 L = center - origin;
float tca = dot(L, dir);
// if (tca < 0) return false;
- float d2 = dot(L, L) - tca * tca;
- if (d2 > radius2) return;
- float thc = sqrt(radius2 - d2);
- t[0] = tca - thc;
- t[1] = tca + thc;
+ float d2 = dot(L, L) - tca * tca;
+ if (d2 > radius2) return;
+ float thc = sqrt(radius2 - d2);
+ t[0] = tca - thc;
+ t[1] = tca + thc;
for (int i = 0; i < 2; ++i)
{
@@ -365,11 +372,11 @@ return texCUBE(envMap, ReflDirectionWS);
// i - probe index in refBox/refSphere
// d - distance to nearest wall in clip space
// scale - scale of box, default 1.0
-vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d, float scale)
+vec3 boxIntersect(vec3 origin, vec3 dir, mat4 i, out float d, float scale)
{
// Intersection with OBB convert to unit box space
// Transform in local unit parallax cube space (scaled and rotated)
- mat4 clipToLocal = refBox[i];
+ mat4 clipToLocal = i;
vec3 RayLS = mat3(clipToLocal) * dir;
vec3 PositionLS = (clipToLocal * vec4(origin, 1.0)).xyz;
@@ -388,7 +395,7 @@ vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d, float scale)
return IntersectPositionCS;
}
-vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d)
+vec3 boxIntersect(vec3 origin, vec3 dir, mat4 i, out float d)
{
return boxIntersect(origin, dir, i, d, 1.0);
}
@@ -404,8 +411,8 @@ void debugBoxCol(vec3 ro, vec3 rd, float t, vec3 p, inout vec4 col)
bool behind = dot(v,v) > dot(pos,pos);
float w = 0.25;
-
- if (behind)
+
+ if (behind)
{
w *= 0.5;
w /= (length(v)-length(pos))*0.5+1.0;
@@ -419,7 +426,7 @@ void debugBoxCol(vec3 ro, vec3 rd, float t, vec3 p, inout vec4 col)
// cribbed from https://iquilezles.org/articles/intersectors/
// axis aligned box centered at the origin, with size boxSize
-void boxIntersectionDebug( in vec3 ro, in vec3 p, vec3 boxSize, inout vec4 col)
+void boxIntersectionDebug( in vec3 ro, in vec3 p, vec3 boxSize, inout vec4 col)
{
vec3 rd = normalize(p-ro);
@@ -443,10 +450,10 @@ void boxIntersectionDebug( in vec3 ro, in vec3 p, vec3 boxSize, inout vec4 col)
}
-void boxIntersectDebug(vec3 origin, vec3 pos, int i, inout vec4 col)
+void boxIntersectDebug(vec3 origin, vec3 pos, mat4 i, inout vec4 col)
{
- mat4 clipToLocal = refBox[i];
-
+ mat4 clipToLocal = i;
+
// transform into unit cube space
origin = (clipToLocal * vec4(origin, 1.0)).xyz;
pos = (clipToLocal * vec4(pos, 1.0)).xyz;
@@ -462,16 +469,16 @@ void boxIntersectDebug(vec3 origin, vec3 pos, int i, inout vec4 col)
// r - radius of probe influence volume
// i - index of probe in refSphere
// dw - distance weight
-float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, int i, out float dw)
+float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, vec4 i, out float dw)
{
- float r1 = r * 0.5; // 50% of radius (outer sphere to start interpolating down)
+ float r1 = r * 0.5; // 50% of radius (outer sphere to start interpolating down)
vec3 delta = pos.xyz - origin;
float d2 = max(length(delta), 0.001);
float atten = 1.0 - max(d2 - r1, 0.0) / max((r - r1), 0.001);
float w = 1.0 / d2;
- w *= refParams[i].z;
+ w *= i.z;
dw = w * atten * max(r, 1.0)*4;
@@ -488,7 +495,7 @@ float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, int i, out float dw
// lod - which mip to sample (lower is higher res, sharper reflections)
// c - center of probe
// r2 - radius of probe squared
-// i - index of probe
+// i - index of probe
vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c, int i)
{
// parallax adjustment
@@ -497,7 +504,7 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c,
if (refIndex[i].w < 0)
{ // box probe
float d = 0;
- v = boxIntersect(pos, dir, i, d);
+ v = boxIntersect(pos, dir, refBox[i], d);
w = max(d, 0.001);
}
@@ -507,18 +514,18 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c,
float rr = r * r;
- v = sphereIntersect(pos, dir, c,
+ v = sphereIntersect(pos, dir, c,
refIndex[i].w < 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres
rr);
- w = sphereWeight(pos, dir, refSphere[i].xyz, r, i, dw);
+ w = sphereWeight(pos, dir, refSphere[i].xyz, r, refParams[i], dw);
}
v -= c;
vec3 d = normalize(v);
v = env_mat * v;
-
+
vec4 ret = textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod) * refParams[i].y;
return ret.rgb;
@@ -529,7 +536,7 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c,
// dir - pixel normal
// w - weight of sample (distance and angular attenuation)
// dw - weight of sample (distance only)
-// i - index of probe
+// i - index of probe
vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int i, vec3 amblit)
{
// parallax adjustment
@@ -537,7 +544,7 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int
if (refIndex[i].w < 0)
{
float d = 0.0;
- v = boxIntersect(pos, dir, i, d, 3.0);
+ v = boxIntersect(pos, dir, refBox[i], d, 3.0);
w = max(d, 0.001);
}
else
@@ -547,16 +554,16 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int
// pad sphere for manual probe extending into automatic probe space
float rr = r * r;
- v = sphereIntersect(pos, dir, c,
+ v = sphereIntersect(pos, dir, c,
refIndex[i].w < 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres
rr);
- w = sphereWeight(pos, dir, refSphere[i].xyz, r, i, dw);
+ w = sphereWeight(pos, dir, refSphere[i].xyz, r, refParams[i], dw);
}
v -= c;
v = env_mat * v;
-
+
vec3 col = textureLod(irradianceProbes, vec4(v.xyz, refIndex[i].x), 0).rgb * refParams[i].x;
col = mix(amblit, col, min(refParams[i].x, 1.0));
@@ -618,7 +625,7 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod)
col[1] *= 1.0/wsum[1];
col[0] = vec3(0);
}
-
+
return col[1]+col[0];
}
@@ -647,7 +654,7 @@ vec3 sampleProbeAmbient(vec3 pos, vec3 dir, vec3 amblit)
{
continue;
}
-
+
{
float w = 0;
float dw = 0;
@@ -677,10 +684,53 @@ vec3 sampleProbeAmbient(vec3 pos, vec3 dir, vec3 amblit)
col[1] *= 1.0/wsum[1];
col[0] = vec3(0);
}
-
+
return col[1]+col[0];
}
+#if defined(HERO_PROBES)
+
+uniform vec4 clipPlane;
+uniform samplerCubeArray heroProbes;
+
+void tapHeroProbe(inout vec3 glossenv, vec3 pos, vec3 norm, float glossiness)
+{
+ float clipDist = dot(pos.xyz, clipPlane.xyz) + clipPlane.w;
+ float w = 0;
+ float dw = 0;
+ float falloffMult = 10;
+ vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
+ if (heroShape < 1)
+ {
+ float d = 0;
+ boxIntersect(pos, norm, heroBox, d, 1.0);
+
+ w = max(d, 0);
+ }
+ else
+ {
+ float r = heroSphere.w;
+
+ w = sphereWeight(pos, refnormpersp, heroSphere.xyz, r, vec4(1), dw);
+ }
+
+ clipDist = clipDist * 0.95 + 0.05;
+ clipDist = clamp(clipDist * falloffMult, 0, 1);
+ w = clamp(w * falloffMult * clipDist, 0, 1);
+ w = mix(0, w, clamp(glossiness - 0.75, 0, 1) * 4); // We only generate a quarter of the mips for the hero probes. Linearly interpolate between normal probes and hero probes based upon glossiness.
+ glossenv = mix(glossenv, textureLod(heroProbes, vec4(env_mat * refnormpersp, 0), (1.0-glossiness)*heroMipCount).xyz, w);
+}
+
+#else
+
+void tapHeroProbe(inout vec3 glossenv, vec3 pos, vec3 norm, float glossiness)
+{
+}
+
+#endif
+
+
+
void doProbeSample(inout vec3 ambenv, inout vec3 glossenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit)
{
@@ -712,6 +762,8 @@ void doProbeSample(inout vec3 ambenv, inout vec3 glossenv,
glossenv = mix(glossenv, ssr.rgb, ssr.a);
}
#endif
+
+ tapHeroProbe(glossenv, pos, norm, glossiness);
}
void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
@@ -747,7 +799,7 @@ void debugTapRefMap(vec3 pos, vec3 dir, float depth, int i, inout vec4 col)
{
if (refIndex[i].w < 0)
{
- boxIntersectDebug(origin, pos, i, col);
+ boxIntersectDebug(origin, pos, refBox[i], col);
}
else
{
@@ -799,8 +851,9 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout
{
float lod = (1.0-glossiness)*reflection_lods;
glossenv = sampleProbes(pos, normalize(refnormpersp), lod);
+
}
-
+
if (envIntensity > 0.0)
{
legacyenv = sampleProbes(pos, normalize(refnormpersp), 0.0);
@@ -826,6 +879,9 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout
}
#endif
+ tapHeroProbe(glossenv, pos, norm, glossiness);
+ tapHeroProbe(legacyenv, pos, norm, 1.0);
+
glossenv = clamp(glossenv, vec3(0), vec3(10));
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl
index 63fa4ecc55..deb276ef9d 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl
@@ -40,36 +40,33 @@ uniform sampler2D specularRect;
uniform sampler2D diffuseRect;
uniform sampler2D diffuseMap;
-vec3 getNorm(vec2 screenpos);
+vec4 getNorm(vec2 screenpos);
float getDepth(vec2 pos_screen);
float linearDepth(float d, float znear, float zfar);
float linearDepth01(float d, float znear, float zfar);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
vec4 getPosition(vec2 pos_screen);
-vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
float random (vec2 uv);
float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source, float glossiness);
-void main()
+void main()
{
vec2 tc = vary_fragcoord.xy;
float depth = linearDepth01(getDepth(tc), zNear, zFar);
- float envIntensity;
- vec3 n;
- vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
+ vec4 norm = getNorm(tc); // need `norm.w` for GET_GBUFFER_FLAG()
vec3 pos = getPositionWithDepth(tc, getDepth(tc)).xyz;
vec4 spec = texture(specularRect, tc);
vec2 hitpixel;
-
+
vec4 diffuse = texture(diffuseRect, tc);
vec3 specCol = spec.rgb;
vec4 fcol = texture(diffuseMap, tc);
- if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
+ if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
vec3 orm = specCol.rgb;
float perceptualRoughness = orm.g;
@@ -84,7 +81,7 @@ void main()
vec4 collectedColor = vec4(0);
- float w = tapScreenSpaceReflection(4, tc, pos, n, collectedColor, diffuseMap, 0);
+ float w = tapScreenSpaceReflection(4, tc, pos, norm.xyz, collectedColor, diffuseMap, 0);
collectedColor.rgb *= specCol.rgb;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 47b5934b84..96c32734e4 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -50,6 +50,7 @@ uniform float ssao_irradiance_max;
#endif
// Inputs
+uniform vec4 clipPlane;
uniform mat3 env_mat;
uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
@@ -60,7 +61,7 @@ in vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-vec3 getNorm(vec2 pos_screen);
+vec4 getNorm(vec2 pos_screen);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
@@ -104,8 +105,8 @@ vec3 pbrBaseLight(vec3 diffuseColor,
vec3 additive,
vec3 atten);
-vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
@@ -127,13 +128,13 @@ void main()
vec2 tc = vary_fragcoord.xy;
float depth = getDepth(tc.xy);
vec4 pos = getPositionWithDepth(tc, depth);
- vec4 norm = texture(normalMap, tc);
- float envIntensity = norm.z;
- norm.xyz = getNorm(tc);
+ vec4 norm = getNorm(tc);
+ vec3 colorEmissive = texture(emissiveRect, tc).rgb;
+ float envIntensity = colorEmissive.r;
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
vec4 baseColor = texture(diffuseRect, tc);
- vec4 spec = texture(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive
+ vec4 spec = texture(specularRect, tc); // NOTE: PBR linear Emissive
#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO)
vec2 scol_ambocc = texture(lightMap, vary_fragcoord.xy).rg;
@@ -168,15 +169,15 @@ void main()
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- vec3 orm = texture(specularRect, tc).rgb;
+ vec3 orm = spec.rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
float ao = orm.r;
- vec3 colorEmissive = texture(emissiveRect, tc).rgb;
+
// PBR IBL
float gloss = 1.0 - perceptualRoughness;
-
+
sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, norm.xyz, gloss, false, amblit_linear);
adjustIrradiance(irradiance, ambocc);
@@ -188,10 +189,15 @@ void main()
vec3 v = -normalize(pos.xyz);
color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
}
- else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
+ else if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_HDRI))
{
- //should only be true of WL sky, just port over base color value
- color = texture(emissiveRect, tc).rgb;
+ // actual HDRI sky, just copy color value
+ color = colorEmissive.rgb;
+ }
+ else if (GET_GBUFFER_FLAG(GBUFFER_FLAG_SKIP_ATMOS))
+ {
+ //should only be true of WL sky, port over base color value and scale for fake HDR
+ color = colorEmissive.rgb;
color = srgb_to_linear(color);
color *= sky_hdr_scale;
}
@@ -199,7 +205,7 @@ void main()
{
// legacy shaders are still writng sRGB to gbuffer
baseColor.rgb = srgb_to_linear(baseColor.rgb);
-
+
spec.rgb = srgb_to_linear(spec.rgb);
float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
@@ -218,7 +224,7 @@ void main()
vec3 sun_contrib = min(da, scol) * sunlit_linear;
color.rgb += sun_contrib;
color.rgb *= baseColor.rgb;
-
+
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
if (spec.a > 0.0)
@@ -244,10 +250,11 @@ void main()
// add radiance map
applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz);
+
}
color.rgb = mix(color.rgb, baseColor.rgb, baseColor.a);
-
+
if (envIntensity > 0.0)
{ // add environment map
applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
index 871c7ce812..319fa86148 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file class3\deferred\spotLightF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
@@ -72,7 +72,7 @@ uniform mat4 inv_proj;
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
float calcLegacyDistanceAttenuation(float distance, float falloff);
bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc );
-vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
+vec4 getNorm(vec2 screenpos);
vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float nl, float noise, vec2 projected_uv);
vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv );
vec2 getScreenCoord(vec4 clip);
@@ -83,8 +83,8 @@ vec4 getPosition(vec2 pos_screen);
const float M_PI = 3.14159265;
-vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
@@ -112,18 +112,17 @@ void main()
}
float shadow = 1.0;
-
+
if (proj_shadow_idx >= 0)
{
vec4 shd = texture(lightMap, tc);
shadow = (proj_shadow_idx==0)?shd.b:shd.a;
shadow += shadow_fade;
- shadow = clamp(shadow, 0.0, 1.0);
+ shadow = clamp(shadow, 0.0, 1.0);
}
- float envIntensity;
- vec3 n;
- vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity);
+ vec4 norm = getNorm(tc);
+ vec3 n = norm.xyz;
float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
if (dist_atten <= 0.0)
@@ -145,13 +144,12 @@ void main()
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- vec3 colorEmissive = texture(emissiveRect, tc).rgb;
vec3 orm = spec.rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
vec3 f0 = vec3(0.04);
vec3 baseColor = diffuse.rgb;
-
+
vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
diffuseColor *= 1.0 - metallic;
@@ -169,7 +167,7 @@ void main()
if (nl > 0.0)
{
amb_da += (nl*0.5 + 0.5) * proj_ambiance;
-
+
dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );
vec3 intensity = dist_atten * dlit * 3.25 * shadow; // Legacy attenuation, magic number to balance with legacy materials
@@ -182,6 +180,8 @@ void main()
}
else
{
+ float envIntensity = texture(emissiveRect, tc).r;
+
diffuse = srgb_to_linear(diffuse);
spec.rgb = srgb_to_linear(spec.rgb);
@@ -205,11 +205,11 @@ void main()
// unshadowed for consistency between forward and deferred?
amb_da += (nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
}
-
+
amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy );
final_color += diffuse.rgb * amb_rgb * max(dot(-normalize(lv), n), 0.0);
}
-
+
if (spec.a > 0.0)
{
dlit *= min(nl*6.0, 1.0) * dist_atten;
@@ -218,7 +218,7 @@ void main()
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * nl / vh));
-
+
if (nh > 0.0)
{
float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl);
@@ -226,26 +226,26 @@ void main()
speccol = clamp(speccol, vec3(0), vec3(1));
final_color += speccol;
}
- }
+ }
if (envIntensity > 0.0)
{
vec3 ref = reflect(normalize(pos), n);
-
+
//project from point pos in direction ref to plane proj_p, proj_n
vec3 pdelta = proj_p-pos;
float ds = dot(ref, proj_n);
-
+
if (ds < 0.0)
{
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
-
+
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
if (stc.z > 0.0)
{
stc /= stc.w;
-
+
if (stc.x < 1.0 &&
stc.y < 1.0 &&
stc.x > 0.0 &&
diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
index 61059e2339..f6bef1e498 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
@@ -43,7 +43,7 @@ void main()
float depth = getDepth(tc.xy);
if (above_water > 0)
- {
+ {
// we want to depth test when the camera is above water, but some GPUs have a hard time
// with depth testing against render targets that are bound for sampling in the same shader
// so we do it manually here
@@ -56,10 +56,9 @@ void main()
}
vec4 pos = getPositionWithDepth(tc, depth);
- vec4 norm = texture(normalMap, tc);
vec4 fogged = getWaterFogView(pos.xyz);
frag_color = max(fogged, vec4(0)); //output linear since local lights will be added to this shader's results
-
+
}
diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
index 3bf606a252..728d70ebb2 100644
--- a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
@@ -55,9 +55,11 @@ in vec4 view;
in vec3 vary_position;
vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color);
+void mirrorClip(vec3 position);
void main()
{
+ mirrorClip(vary_position);
vec4 color;
//get detail normals
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index 88c38c46a2..a5592188a9 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -35,6 +35,8 @@ vec3 scaleSoftClipFragLinear(vec3 l);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
+void mirrorClip(vec3 pos);
+
// PBR interface
vec2 BRDF(float NoV, float roughness);
@@ -129,6 +131,7 @@ vec3 getPositionWithNDC(vec3 ndc);
void main()
{
+ mirrorClip(vary_position);
vN = vary_normal;
vT = vary_tangent;
vB = cross(vN, vT);
diff --git a/indra/newview/featuretable.txt b/indra/newview/featuretable.txt
index f92d9a2a0e..8950770172 100644
--- a/indra/newview/featuretable.txt
+++ b/indra/newview/featuretable.txt
@@ -1,4 +1,4 @@
-version 59
+version 60
// The version number above should be incremented IF AND ONLY IF some
// change has been made that is sufficiently important to justify
// resetting the graphics preferences of all users to the recommended
@@ -48,6 +48,8 @@ RenderReflectionsEnabled 1 1
RenderReflectionProbeDetail 1 2
RenderTerrainDetail 1 1
RenderTerrainLODFactor 1 2.0
+RenderTerrainPBRDetail 1 0
+RenderTerrainPBRPlanarSampleCount 1 3
RenderTreeLODFactor 1 1.0
RenderVBOEnable 1 1
RenderVBOMappingDisable 1 1
@@ -73,6 +75,7 @@ RenderGLMultiThreadedTextures 1 0
RenderGLMultiThreadedMedia 1 1
RenderReflectionProbeResolution 1 128
RenderScreenSpaceReflections 1 1
+RenderMirrors 1 1
//
@@ -94,6 +97,8 @@ RenderReflectionsEnabled 1 1
RenderReflectionProbeDetail 1 0
RenderTerrainDetail 1 0
RenderTerrainLODFactor 1 1
+RenderTerrainPBRDetail 1 -4
+RenderTerrainPBRPlanarSampleCount 1 1
RenderTreeLODFactor 1 0
RenderVolumeLODFactor 1 1.125
RenderDeferredSSAO 1 0
@@ -103,6 +108,11 @@ WLSkyDetail 1 96
RenderFSAASamples 1 0
RenderScreenSpaceReflections 1 0
RenderReflectionProbeLevel 1 0
+RenderMirrors 1 0
+RenderHeroProbeResolution 1 256
+RenderHeroProbeDistance 1 4
+RenderHeroProbeUpdateRate 1 4
+RenderHeroProbeConservativeUpdateMultiplier 1 16
//
// Medium Low Graphics Settings
@@ -123,6 +133,8 @@ RenderReflectionsEnabled 1 1
RenderReflectionProbeDetail 1 0
RenderTerrainDetail 1 1
RenderTerrainLODFactor 1 1.0
+RenderTerrainPBRDetail 1 -1
+RenderTerrainPBRPlanarSampleCount 1 1
RenderTreeLODFactor 1 0.5
RenderVolumeLODFactor 1 1.125
RenderDeferredSSAO 1 0
@@ -132,6 +144,11 @@ WLSkyDetail 1 96
RenderFSAASamples 1 0
RenderScreenSpaceReflections 1 0
RenderReflectionProbeLevel 1 0
+RenderMirrors 1 0
+RenderHeroProbeResolution 1 256
+RenderHeroProbeDistance 1 6
+RenderHeroProbeUpdateRate 1 3
+RenderHeroProbeConservativeUpdateMultiplier 1 16
//
// Medium Graphics Settings (standard)
@@ -150,6 +167,8 @@ RenderLocalLightCount 1 512
RenderTransparentWater 1 0
RenderTerrainDetail 1 1
RenderTerrainLODFactor 1 2.0
+RenderTerrainPBRDetail 1 0
+RenderTerrainPBRPlanarSampleCount 1 1
RenderTreeLODFactor 1 0.5
RenderVolumeLODFactor 1 1.25
RenderDeferredSSAO 1 0
@@ -161,6 +180,11 @@ RenderReflectionsEnabled 1 1
RenderReflectionProbeDetail 1 0
RenderScreenSpaceReflections 1 0
RenderReflectionProbeLevel 1 1
+RenderMirrors 1 0
+RenderHeroProbeResolution 1 512
+RenderHeroProbeDistance 1 6
+RenderHeroProbeUpdateRate 1 3
+RenderHeroProbeConservativeUpdateMultiplier 1 16
//
// Medium High Graphics Settings
@@ -179,6 +203,8 @@ RenderLocalLightCount 1 1024
RenderTransparentWater 1 1
RenderTerrainDetail 1 1
RenderTerrainLODFactor 1 2.0
+RenderTerrainPBRDetail 1 0
+RenderTerrainPBRPlanarSampleCount 1 1
RenderTreeLODFactor 1 0.5
RenderVolumeLODFactor 1 1.375
RenderDeferredSSAO 1 0
@@ -190,6 +216,11 @@ RenderReflectionsEnabled 1 1
RenderReflectionProbeDetail 1 1
RenderScreenSpaceReflections 1 0
RenderReflectionProbeLevel 1 2
+RenderMirrors 1 0
+RenderHeroProbeResolution 1 512
+RenderHeroProbeDistance 1 6
+RenderHeroProbeUpdateRate 1 2
+RenderHeroProbeConservativeUpdateMultiplier 1 8
//
// High Graphics Settings (SSAO + sun shadows)
@@ -208,6 +239,8 @@ RenderLocalLightCount 1 2048
RenderTransparentWater 1 1
RenderTerrainDetail 1 1
RenderTerrainLODFactor 1 2.0
+RenderTerrainPBRDetail 1 0
+RenderTerrainPBRPlanarSampleCount 1 3
RenderTreeLODFactor 1 0.5
RenderVolumeLODFactor 1 1.5
RenderDeferredSSAO 1 1
@@ -219,6 +252,11 @@ RenderReflectionsEnabled 1 1
RenderReflectionProbeDetail 1 1
RenderScreenSpaceReflections 1 0
RenderReflectionProbeLevel 1 3
+RenderMirrors 1 1
+RenderHeroProbeResolution 1 512
+RenderHeroProbeDistance 1 8
+RenderHeroProbeUpdateRate 1 2
+RenderHeroProbeConservativeUpdateMultiplier 1 8
//
// High Ultra Graphics Settings (deferred + SSAO + all shadows)
@@ -236,6 +274,8 @@ RenderMaxPartCount 1 4096
RenderLocalLightCount 1 4096
RenderTerrainDetail 1 1
RenderTerrainLODFactor 1 2.0
+RenderTerrainPBRDetail 1 0
+RenderTerrainPBRPlanarSampleCount 1 3
RenderTransparentWater 1 1
RenderTreeLODFactor 1 0.5
RenderVolumeLODFactor 1 1.75
@@ -248,6 +288,11 @@ RenderReflectionsEnabled 1 1
RenderReflectionProbeDetail 1 1
RenderScreenSpaceReflections 1 0
RenderReflectionProbeLevel 1 3
+RenderMirrors 1 1
+RenderHeroProbeResolution 1 1024
+RenderHeroProbeDistance 1 16
+RenderHeroProbeUpdateRate 1 1
+RenderHeroProbeConservativeUpdateMultiplier 1 4
//
// Ultra graphics (REALLY PURTY!)
@@ -264,6 +309,8 @@ RenderLocalLightCount 1 8192
RenderMaxPartCount 1 8192
RenderTerrainDetail 1 1
RenderTerrainLODFactor 1 2.0
+RenderTerrainPBRDetail 1 0
+RenderTerrainPBRPlanarSampleCount 1 3
RenderTransparentWater 1 1
RenderTreeLODFactor 1 1.0
RenderVolumeLODFactor 1 2.0
@@ -277,6 +324,11 @@ RenderReflectionsEnabled 1 1
RenderReflectionProbeDetail 1 1
RenderScreenSpaceReflections 1 0
RenderReflectionProbeLevel 1 3
+RenderMirrors 1 1
+RenderHeroProbeResolution 1 2048
+RenderHeroProbeDistance 1 16
+RenderHeroProbeUpdateRate 1 1
+RenderHeroProbeConservativeUpdateMultiplier 1 4
//
// Class Unknown Hardware (unknown)
@@ -285,6 +337,7 @@ list Unknown
RenderShadowDetail 1 0
RenderDeferredSSAO 1 0
RenderUseAdvancedAtmospherics 1 0
+RenderMirrors 1 0
//
// VRAM > 512MB
@@ -306,6 +359,7 @@ RenderTransparentWater 1 0
RenderDeferredSSAO 0 0
RenderShadowDetail 0 0
RenderReflectionProbeDetail 0 -1
+RenderMirrors 0 0
list Intel
RenderAnisotropic 1 0
@@ -320,4 +374,7 @@ list GL3
RenderFSAASamples 0 0
RenderReflectionsEnabled 0 0
RenderReflectionProbeDetail 0 0
+RenderMirrors 0 0
+list TexUnit16orLess
+RenderTerrainPBRDetail 1 -1
diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt
index 40aaccc8cb..8c71235f37 100644
--- a/indra/newview/featuretable_mac.txt
+++ b/indra/newview/featuretable_mac.txt
@@ -1,4 +1,4 @@
-version 56
+version 57
// The version number above should be incremented IF AND ONLY IF some
// change has been made that is sufficiently important to justify
// resetting the graphics preferences of all users to the recommended
@@ -45,6 +45,8 @@ RenderObjectBump 1 1
RenderLocalLightCount 1 4096
RenderTerrainDetail 1 1
RenderTerrainLODFactor 1 2.0
+RenderTerrainPBRDetail 1 0
+RenderTerrainPBRPlanarSampleCount 1 3
RenderTransparentWater 1 1
RenderTreeLODFactor 1 1.0
RenderVBOEnable 1 1
@@ -72,6 +74,7 @@ RenderReflectionsEnabled 1 1
RenderReflectionProbeDetail 1 2
RenderScreenSpaceReflections 1 1
RenderReflectionProbeLevel 1 3
+RenderMirrors 1 1
//
// Low Graphics Settings
@@ -89,6 +92,8 @@ RenderLocalLightCount 1 8
RenderMaxPartCount 1 0
RenderTerrainDetail 1 0
RenderTerrainLODFactor 1 1
+RenderTerrainPBRDetail 1 -4
+RenderTerrainPBRPlanarSampleCount 1 1
RenderTransparentWater 1 0
RenderTreeLODFactor 1 0
RenderVolumeLODFactor 1 1.125
@@ -101,6 +106,11 @@ RenderReflectionsEnabled 1 1
RenderReflectionProbeDetail 1 0
RenderScreenSpaceReflections 1 0
RenderReflectionProbeLevel 1 0
+RenderMirrors 1 0
+RenderHeroProbeResolution 1 256
+RenderHeroProbeDistance 1 4
+RenderHeroProbeUpdateRate 1 4
+RenderHeroProbeConservativeUpdateMultiplier 1 16
//
// Medium Low Graphics Settings
@@ -118,6 +128,8 @@ RenderMaxPartCount 1 2048
RenderLocalLightCount 1 256
RenderTerrainDetail 1 1
RenderTerrainLODFactor 1 1.0
+RenderTerrainPBRDetail 1 -1
+RenderTerrainPBRPlanarSampleCount 1 1
RenderTransparentWater 1 1
RenderTreeLODFactor 1 0.5
RenderVolumeLODFactor 1 1.125
@@ -130,6 +142,11 @@ RenderReflectionsEnabled 1 1
RenderReflectionProbeDetail 1 0
RenderScreenSpaceReflections 1 0
RenderReflectionProbeLevel 1 0
+RenderMirrors 1 0
+RenderHeroProbeResolution 1 256
+RenderHeroProbeDistance 1 6
+RenderHeroProbeUpdateRate 1 3
+RenderHeroProbeConservativeUpdateMultiplier 1 16
//
// Medium Graphics Settings (standard)
@@ -147,6 +164,8 @@ RenderMaxPartCount 1 4096
RenderLocalLightCount 1 512
RenderTerrainDetail 1 1
RenderTerrainLODFactor 1 2.0
+RenderTerrainPBRDetail 1 0
+RenderTerrainPBRPlanarSampleCount 1 1
RenderTransparentWater 1 1
RenderTreeLODFactor 1 0.5
RenderVolumeLODFactor 1 1.25
@@ -159,6 +178,11 @@ RenderReflectionsEnabled 1 1
RenderReflectionProbeDetail 1 0
RenderScreenSpaceReflections 1 0
RenderReflectionProbeLevel 1 0
+RenderMirrors 1 0
+RenderHeroProbeResolution 1 512
+RenderHeroProbeDistance 1 6
+RenderHeroProbeUpdateRate 1 3
+RenderHeroProbeConservativeUpdateMultiplier 1 16
//
// Medium High Graphics Settings
@@ -176,6 +200,8 @@ RenderMaxPartCount 1 4096
RenderLocalLightCount 1 1024
RenderTerrainDetail 1 1
RenderTerrainLODFactor 1 2.0
+RenderTerrainPBRDetail 1 0
+RenderTerrainPBRPlanarSampleCount 1 1
RenderTransparentWater 1 1
RenderTreeLODFactor 1 0.5
RenderVolumeLODFactor 1 1.375
@@ -188,6 +214,11 @@ RenderReflectionsEnabled 1 1
RenderReflectionProbeDetail 1 0
RenderScreenSpaceReflections 1 0
RenderReflectionProbeLevel 1 0
+RenderMirrors 1 0
+RenderHeroProbeResolution 1 512
+RenderHeroProbeDistance 1 6
+RenderHeroProbeUpdateRate 1 2
+RenderHeroProbeConservativeUpdateMultiplier 1 8
//
// High Graphics Settings (SSAO + sun shadows)
@@ -205,6 +236,8 @@ RenderMaxPartCount 1 4096
RenderLocalLightCount 1 2048
RenderTerrainDetail 1 1
RenderTerrainLODFactor 1 2.0
+RenderTerrainPBRDetail 1 0
+RenderTerrainPBRPlanarSampleCount 1 3
RenderTransparentWater 1 1
RenderTreeLODFactor 1 0.5
RenderVolumeLODFactor 1 1.5
@@ -217,6 +250,11 @@ RenderReflectionsEnabled 1 1
RenderReflectionProbeDetail 1 1
RenderScreenSpaceReflections 1 0
RenderReflectionProbeLevel 1 1
+RenderMirrors 1 1
+RenderHeroProbeResolution 1 512
+RenderHeroProbeDistance 1 8
+RenderHeroProbeUpdateRate 1 2
+RenderHeroProbeConservativeUpdateMultiplier 1 8
//
// High Ultra Graphics Settings (SSAO + all shadows)
@@ -234,6 +272,8 @@ RenderMaxPartCount 1 4096
RenderLocalLightCount 1 4096
RenderTerrainDetail 1 1
RenderTerrainLODFactor 1 2.0
+RenderTerrainPBRDetail 1 0
+RenderTerrainPBRPlanarSampleCount 1 3
RenderTransparentWater 1 1
RenderTreeLODFactor 1 0.5
RenderVolumeLODFactor 1 1.75
@@ -246,6 +286,11 @@ RenderReflectionsEnabled 1 1
RenderReflectionProbeDetail 1 1
RenderScreenSpaceReflections 1 0
RenderReflectionProbeLevel 1 2
+RenderMirrors 1 1
+RenderHeroProbeResolution 1 512
+RenderHeroProbeDistance 1 16
+RenderHeroProbeUpdateRate 1 1
+RenderHeroProbeConservativeUpdateMultiplier 1 4
//
// Ultra graphics (REALLY PURTY!)
@@ -262,6 +307,8 @@ RenderLocalLightCount 1 8192
RenderMaxPartCount 1 8192
RenderTerrainDetail 1 1
RenderTerrainLODFactor 1 2.0
+RenderTerrainPBRDetail 1 0
+RenderTerrainPBRPlanarSampleCount 1 3
RenderTransparentWater 1 1
RenderTreeLODFactor 1 1.0
RenderVolumeLODFactor 1 2.0
@@ -275,6 +322,11 @@ RenderReflectionsEnabled 1 1
RenderReflectionProbeDetail 1 1
RenderScreenSpaceReflections 1 0
RenderReflectionProbeLevel 1 3
+RenderMirrors 1 1
+RenderHeroProbeResolution 1 1024
+RenderHeroProbeDistance 1 16
+RenderHeroProbeUpdateRate 1 1
+RenderHeroProbeConservativeUpdateMultiplier 1 4
//
// Class Unknown Hardware (unknown)
@@ -283,6 +335,7 @@ list Unknown
RenderShadowDetail 1 0
RenderDeferredSSAO 1 0
RenderUseAdvancedAtmospherics 1 0
+RenderMirrors 1 0
//
@@ -304,10 +357,14 @@ RenderTerrainDetail 1 0
RenderDeferredSSAO 0 0
RenderUseAdvancedAtmospherics 0 0
RenderShadowDetail 0 0
+RenderMirrors 0 0
list TexUnit8orLess
RenderDeferredSSAO 0 0
+list TexUnit16orLess
+RenderTerrainPBRDetail 1 -1
+
list AMD
RenderDeferredSSAO 1 0
@@ -319,3 +376,4 @@ list GL3
RenderFSAASamples 0 0
RenderReflectionProbeDetail 0 0
RenderReflectionsEnabled 0 0
+RenderMirrors 0 0
diff --git a/indra/newview/gltf/accessor.cpp b/indra/newview/gltf/accessor.cpp
new file mode 100644
index 0000000000..55d36b7a32
--- /dev/null
+++ b/indra/newview/gltf/accessor.cpp
@@ -0,0 +1,66 @@
+/**
+ * @file accessor.cpp
+ * @brief LL GLTF Implementation
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#include "../llviewerprecompiledheaders.h"
+
+#include "asset.h"
+
+using namespace LL::GLTF;
+
+const Buffer& Buffer::operator=(const tinygltf::Buffer& src)
+{
+ mData = src.data;
+ mName = src.name;
+ mUri = src.uri;
+ return *this;
+}
+
+const BufferView& BufferView::operator=(const tinygltf::BufferView& src)
+{
+ mBuffer = src.buffer;
+ mByteLength = src.byteLength;
+ mByteOffset = src.byteOffset;
+ mByteStride = src.byteStride;
+ mTarget = src.target;
+ mName = src.name;
+ return *this;
+}
+
+const Accessor& Accessor::operator=(const tinygltf::Accessor& src)
+{
+ mBufferView = src.bufferView;
+ mByteOffset = src.byteOffset;
+ mComponentType = src.componentType;
+ mCount = src.count;
+ mType = src.type;
+ mNormalized = src.normalized;
+ mName = src.name;
+ mMax = src.maxValues;
+ mMin = src.minValues;
+
+ return *this;
+}
+
diff --git a/indra/newview/gltf/accessor.h b/indra/newview/gltf/accessor.h
new file mode 100644
index 0000000000..9b8265d8da
--- /dev/null
+++ b/indra/newview/gltf/accessor.h
@@ -0,0 +1,95 @@
+#pragma once
+
+/**
+ * @file asset.h
+ * @brief LL GLTF Implementation
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#include "../lltinygltfhelper.h"
+#include "llstrider.h"
+
+// LL GLTF Implementation
+namespace LL
+{
+ namespace GLTF
+ {
+ class Asset;
+
+ constexpr S32 INVALID_INDEX = -1;
+
+ class Buffer
+ {
+ public:
+ std::vector mData;
+ std::string mName;
+ std::string mUri;
+
+ const Buffer& operator=(const tinygltf::Buffer& src);
+ };
+
+ class BufferView
+ {
+ public:
+ S32 mBuffer = INVALID_INDEX;
+ S32 mByteLength;
+ S32 mByteOffset;
+ S32 mByteStride;
+ S32 mTarget;
+ S32 mComponentType;
+
+ std::string mName;
+
+ const BufferView& operator=(const tinygltf::BufferView& src);
+
+ };
+
+ class Accessor
+ {
+ public:
+ S32 mBufferView = INVALID_INDEX;
+ S32 mByteOffset;
+ S32 mComponentType;
+ S32 mCount;
+ std::vector mMax;
+ std::vector mMin;
+
+ enum class Type : S32
+ {
+ SCALAR = TINYGLTF_TYPE_SCALAR,
+ VEC2 = TINYGLTF_TYPE_VEC2,
+ VEC3 = TINYGLTF_TYPE_VEC3,
+ VEC4 = TINYGLTF_TYPE_VEC4,
+ MAT2 = TINYGLTF_TYPE_MAT2,
+ MAT3 = TINYGLTF_TYPE_MAT3,
+ MAT4 = TINYGLTF_TYPE_MAT4
+ };
+
+ S32 mType;
+ bool mNormalized;
+ std::string mName;
+
+ const Accessor& operator=(const tinygltf::Accessor& src);
+ };
+ }
+}
diff --git a/indra/newview/gltf/animation.cpp b/indra/newview/gltf/animation.cpp
new file mode 100644
index 0000000000..da6d02b356
--- /dev/null
+++ b/indra/newview/gltf/animation.cpp
@@ -0,0 +1,287 @@
+/**
+ * @file animation.cpp
+ * @brief LL GLTF Animation Implementation
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#include "../llviewerprecompiledheaders.h"
+
+#include "asset.h"
+#include "buffer_util.h"
+
+using namespace LL::GLTF;
+
+void Animation::allocateGLResources(Asset& asset)
+{
+ if (!mSamplers.empty())
+ {
+ mMinTime = FLT_MAX;
+ mMaxTime = -FLT_MAX;
+ for (auto& sampler : mSamplers)
+ {
+ sampler.allocateGLResources(asset);
+ mMinTime = llmin(sampler.mMinTime, mMinTime);
+ mMaxTime = llmax(sampler.mMaxTime, mMaxTime);
+ }
+ }
+ else
+ {
+ mMinTime = mMaxTime = 0.f;
+ }
+
+ for (auto& channel : mRotationChannels)
+ {
+ channel.allocateGLResources(asset, mSamplers[channel.mSampler]);
+ }
+
+ for (auto& channel : mTranslationChannels)
+ {
+ channel.allocateGLResources(asset, mSamplers[channel.mSampler]);
+ }
+}
+
+void Animation::update(Asset& asset, F32 dt)
+{
+ mTime += dt;
+
+ apply(asset, mTime);
+}
+
+void Animation::apply(Asset& asset, float time)
+{
+ // convert time to animation loop time
+ time = fmod(time, mMaxTime - mMinTime) + mMinTime;
+
+ // apply each channel
+ for (auto& channel : mRotationChannels)
+ {
+ channel.apply(asset, mSamplers[channel.mSampler], time);
+ }
+
+ for (auto& channel : mTranslationChannels)
+ {
+ channel.apply(asset, mSamplers[channel.mSampler], time);
+ }
+};
+
+
+void Animation::Sampler::allocateGLResources(Asset& asset)
+{
+ Accessor& accessor = asset.mAccessors[mInput];
+ mMinTime = accessor.mMin[0];
+ mMaxTime = accessor.mMax[0];
+
+ mFrameTimes.resize(accessor.mCount);
+
+ LLStrider frame_times = mFrameTimes.data();
+ copy(asset, accessor, frame_times);
+}
+
+void Animation::Sampler::getFrameInfo(Asset& asset, F32 time, U32& frameIndex, F32& t)
+{
+ if (time < mMinTime)
+ {
+ frameIndex = 0;
+ t = 0.0f;
+ return;
+ }
+
+ if (mFrameTimes.size() > 1)
+ {
+ if (time > mMaxTime)
+ {
+ frameIndex = mFrameTimes.size() - 2;
+ t = 1.0f;
+ return;
+ }
+
+ frameIndex = mFrameTimes.size() - 2;
+ t = 1.f;
+
+ for (U32 i = 0; i < mFrameTimes.size() - 1; i++)
+ {
+ if (time >= mFrameTimes[i] && time < mFrameTimes[i + 1])
+ {
+ frameIndex = i;
+ t = (time - mFrameTimes[i]) / (mFrameTimes[i + 1] - mFrameTimes[i]);
+ return;
+ }
+ }
+ }
+ else
+ {
+ frameIndex = 0;
+ t = 0.0f;
+ }
+}
+
+void Animation::RotationChannel::allocateGLResources(Asset& asset, Animation::Sampler& sampler)
+{
+ Accessor& accessor = asset.mAccessors[sampler.mOutput];
+
+ copy(asset, accessor, mRotations);
+}
+
+void Animation::RotationChannel::apply(Asset& asset, Sampler& sampler, F32 time)
+{
+ U32 frameIndex;
+ F32 t;
+
+ Node& node = asset.mNodes[mTarget.mNode];
+
+ sampler.getFrameInfo(asset, time, frameIndex, t);
+
+ if (sampler.mFrameTimes.size() == 1)
+ {
+ node.setRotation(mRotations[0]);
+ }
+ else
+ {
+ // interpolate
+ LLQuaternion q0(mRotations[frameIndex].get_value());
+ LLQuaternion q1(mRotations[frameIndex + 1].get_value());
+
+ LLQuaternion qf = slerp(t, q0, q1);
+
+ qf.normalize();
+ node.setRotation(glh::quaternionf(qf.mQ));
+ }
+}
+
+void Animation::TranslationChannel::allocateGLResources(Asset& asset, Animation::Sampler& sampler)
+{
+ Accessor& accessor = asset.mAccessors[sampler.mOutput];
+
+ copy(asset, accessor, mTranslations);
+}
+
+void Animation::TranslationChannel::apply(Asset& asset, Sampler& sampler, F32 time)
+{
+ U32 frameIndex;
+ F32 t;
+
+ Node& node = asset.mNodes[mTarget.mNode];
+
+ sampler.getFrameInfo(asset, time, frameIndex, t);
+
+ if (sampler.mFrameTimes.size() == 1)
+ {
+ node.setTranslation(mTranslations[0]);
+ }
+ else
+ {
+ // interpolate
+ const glh::vec3f& v0 = mTranslations[frameIndex];
+ const glh::vec3f& v1 = mTranslations[frameIndex + 1];
+
+ glh::vec3f vf = v0 + t * (v1 - v0);
+
+ node.setTranslation(vf);
+ }
+}
+
+void Animation::ScaleChannel::allocateGLResources(Asset& asset, Animation::Sampler& sampler)
+{
+ Accessor& accessor = asset.mAccessors[sampler.mOutput];
+
+ copy(asset, accessor, mScales);
+}
+
+void Animation::ScaleChannel::apply(Asset& asset, Sampler& sampler, F32 time)
+{
+ U32 frameIndex;
+ F32 t;
+
+ Node& node = asset.mNodes[mTarget.mNode];
+
+ sampler.getFrameInfo(asset, time, frameIndex, t);
+
+ if (sampler.mFrameTimes.size() == 1)
+ {
+ node.setScale(mScales[0]);
+ }
+ else
+ {
+ // interpolate
+ const glh::vec3f& v0 = mScales[frameIndex];
+ const glh::vec3f& v1 = mScales[frameIndex + 1];
+
+ glh::vec3f vf = v0 + t * (v1 - v0);
+
+ node.setScale(vf);
+ }
+}
+
+const Animation& Animation::operator=(const tinygltf::Animation& src)
+{
+ mName = src.name;
+
+ mSamplers.resize(src.samplers.size());
+ for (U32 i = 0; i < src.samplers.size(); ++i)
+ {
+ mSamplers[i] = src.samplers[i];
+ }
+
+ for (U32 i = 0; i < src.channels.size(); ++i)
+ {
+ if (src.channels[i].target_path == "rotation")
+ {
+ mRotationChannels.push_back(RotationChannel());
+ mRotationChannels.back() = src.channels[i];
+ }
+
+ if (src.channels[i].target_path == "translation")
+ {
+ mTranslationChannels.push_back(TranslationChannel());
+ mTranslationChannels.back() = src.channels[i];
+ }
+
+ if (src.channels[i].target_path == "scale")
+ {
+ mScaleChannels.push_back(ScaleChannel());
+ mScaleChannels.back() = src.channels[i];
+ }
+ }
+
+ return *this;
+}
+
+void Skin::allocateGLResources(Asset& asset)
+{
+ if (mInverseBindMatrices != INVALID_INDEX)
+ {
+ Accessor& accessor = asset.mAccessors[mInverseBindMatrices];
+ copy(asset, accessor, mInverseBindMatricesData);
+ }
+}
+
+const Skin& Skin::operator=(const tinygltf::Skin& src)
+{
+ mName = src.name;
+ mSkeleton = src.skeleton;
+ mInverseBindMatrices = src.inverseBindMatrices;
+ mJoints = src.joints;
+
+ return *this;
+}
+
diff --git a/indra/newview/gltf/animation.h b/indra/newview/gltf/animation.h
new file mode 100644
index 0000000000..869eae963a
--- /dev/null
+++ b/indra/newview/gltf/animation.h
@@ -0,0 +1,181 @@
+#pragma once
+
+/**
+ * @file animation.h
+ * @brief LL GLTF Animation Implementation
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#include "accessor.h"
+
+// LL GLTF Implementation
+namespace LL
+{
+ namespace GLTF
+ {
+ class Asset;
+
+ class Animation
+ {
+ public:
+ class Sampler
+ {
+ public:
+ std::vector mFrameTimes;
+
+ F32 mMinTime = -FLT_MAX;
+ F32 mMaxTime = FLT_MAX;
+
+ S32 mInput = INVALID_INDEX;
+ S32 mOutput = INVALID_INDEX;
+ std::string mInterpolation;
+
+ void allocateGLResources(Asset& asset);
+
+ const Sampler& operator=(const tinygltf::AnimationSampler& src)
+ {
+ mInput = src.input;
+ mOutput = src.output;
+ mInterpolation = src.interpolation;
+
+ return *this;
+ }
+
+ // get the frame index and time for the specified time
+ // asset -- the asset to reference for Accessors
+ // time -- the animation time to get the frame info for
+ // frameIndex -- index of the closest frame that precedes the specified time
+ // t - interpolant value between the frameIndex and the next frame
+ void getFrameInfo(Asset& asset, F32 time, U32& frameIndex, F32& t);
+ };
+
+ class Channel
+ {
+ public:
+ class Target
+ {
+ public:
+ S32 mNode = INVALID_INDEX;
+ std::string mPath;
+ };
+
+ S32 mSampler = INVALID_INDEX;
+ Target mTarget;
+ std::string mTargetPath;
+ std::string mName;
+
+ const Channel& operator=(const tinygltf::AnimationChannel& src)
+ {
+ mSampler = src.sampler;
+
+ mTarget.mNode = src.target_node;
+ mTarget.mPath = src.target_path;
+
+ return *this;
+ }
+
+ };
+
+ class RotationChannel : public Channel
+ {
+ public:
+ std::vector mRotations;
+
+ const RotationChannel& operator=(const tinygltf::AnimationChannel& src)
+ {
+ Channel::operator=(src);
+ return *this;
+ }
+
+ // prepare data needed for rendering
+ // asset -- asset to reference for Accessors
+ // sampler -- Sampler associated with this channel
+ void allocateGLResources(Asset& asset, Sampler& sampler);
+
+ void apply(Asset& asset, Sampler& sampler, F32 time);
+ };
+
+ class TranslationChannel : public Channel
+ {
+ public:
+ std::vector mTranslations;
+
+ const TranslationChannel& operator=(const tinygltf::AnimationChannel& src)
+ {
+ Channel::operator=(src);
+ return *this;
+ }
+
+ // prepare data needed for rendering
+ // asset -- asset to reference for Accessors
+ // sampler -- Sampler associated with this channel
+ void allocateGLResources(Asset& asset, Sampler& sampler);
+
+ void apply(Asset& asset, Sampler& sampler, F32 time);
+ };
+
+ class ScaleChannel : public Channel
+ {
+ public:
+ std::vector mScales;
+
+ const ScaleChannel& operator=(const tinygltf::AnimationChannel& src)
+ {
+ Channel::operator=(src);
+ return *this;
+ }
+
+ // prepare data needed for rendering
+ // asset -- asset to reference for Accessors
+ // sampler -- Sampler associated with this channel
+ void allocateGLResources(Asset& asset, Sampler& sampler);
+
+ void apply(Asset& asset, Sampler& sampler, F32 time);
+ };
+
+ std::string mName;
+ std::vector mSamplers;
+
+ // min/max time values for all samplers combined
+ F32 mMinTime = 0.f;
+ F32 mMaxTime = 0.f;
+
+ // current time of the animation
+ F32 mTime = 0.f;
+
+ std::vector mRotationChannels;
+ std::vector mTranslationChannels;
+ std::vector mScaleChannels;
+
+ const Animation& operator=(const tinygltf::Animation& src);
+
+ void allocateGLResources(Asset& asset);
+
+ void update(Asset& asset, float dt);
+
+ // apply this animation at the specified time
+ void apply(Asset& asset, F32 time);
+ };
+
+ }
+}
diff --git a/indra/newview/gltf/asset.cpp b/indra/newview/gltf/asset.cpp
new file mode 100644
index 0000000000..313e82bf01
--- /dev/null
+++ b/indra/newview/gltf/asset.cpp
@@ -0,0 +1,664 @@
+/**
+ * @file asset.cpp
+ * @brief LL GLTF Implementation
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#include "../llviewerprecompiledheaders.h"
+
+#include "asset.h"
+#include "llvolumeoctree.h"
+#include "../llviewershadermgr.h"
+#include "../llviewercontrol.h"
+
+using namespace LL::GLTF;
+
+void Scene::updateTransforms(Asset& asset)
+{
+ LLMatrix4a identity;
+ identity.setIdentity();
+ for (auto& nodeIndex : mNodes)
+ {
+ Node& node = asset.mNodes[nodeIndex];
+ node.updateTransforms(asset, identity);
+ }
+}
+
+void Scene::updateRenderTransforms(Asset& asset, const LLMatrix4a& modelview)
+{
+ for (auto& nodeIndex : mNodes)
+ {
+ Node& node = asset.mNodes[nodeIndex];
+ node.updateRenderTransforms(asset, modelview);
+ }
+}
+
+void Node::updateRenderTransforms(Asset& asset, const LLMatrix4a& modelview)
+{
+ matMul(mMatrix, modelview, mRenderMatrix);
+
+ for (auto& childIndex : mChildren)
+ {
+ Node& child = asset.mNodes[childIndex];
+ child.updateRenderTransforms(asset, mRenderMatrix);
+ }
+}
+
+LLMatrix4a inverse(const LLMatrix4a& mat);
+
+void Node::updateTransforms(Asset& asset, const LLMatrix4a& parentMatrix)
+{
+ makeMatrixValid();
+ matMul(mMatrix, parentMatrix, mAssetMatrix);
+ mAssetMatrixInv = inverse(mAssetMatrix);
+
+ S32 my_index = this - &asset.mNodes[0];
+
+ for (auto& childIndex : mChildren)
+ {
+ Node& child = asset.mNodes[childIndex];
+ child.mParent = my_index;
+ child.updateTransforms(asset, mAssetMatrix);
+ }
+}
+
+void Asset::updateTransforms()
+{
+ for (auto& scene : mScenes)
+ {
+ scene.updateTransforms(*this);
+ }
+}
+
+void Asset::updateRenderTransforms(const LLMatrix4a& modelview)
+{
+#if 0
+ // traverse hierarchy and update render transforms from scratch
+ for (auto& scene : mScenes)
+ {
+ scene.updateRenderTransforms(*this, modelview);
+ }
+#else
+ // use mAssetMatrix to update render transforms from node list
+ for (auto& node : mNodes)
+ {
+ //if (node.mMesh != INVALID_INDEX)
+ {
+ matMul(node.mAssetMatrix, modelview, node.mRenderMatrix);
+ }
+ }
+
+#endif
+
+}
+
+S32 Asset::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
+ LLVector4a* intersection, // return the intersection point
+ LLVector2* tex_coord, // return the texture coordinates of the intersection point
+ LLVector4a* normal, // return the surface normal at the intersection point
+ LLVector4a* tangent, // return the surface tangent at the intersection point
+ S32* primitive_hitp
+)
+{
+ S32 node_hit = -1;
+ S32 primitive_hit = -1;
+
+ LLVector4a local_start;
+ LLVector4a asset_end = end;
+ LLVector4a local_end;
+ LLVector4a p;
+
+
+ for (auto& node : mNodes)
+ {
+ if (node.mMesh != INVALID_INDEX)
+ {
+
+ bool newHit = false;
+
+ // transform start and end to this node's local space
+ node.mAssetMatrixInv.affineTransform(start, local_start);
+ node.mAssetMatrixInv.affineTransform(asset_end, local_end);
+
+ Mesh& mesh = mMeshes[node.mMesh];
+ for (auto& primitive : mesh.mPrimitives)
+ {
+ const LLVolumeTriangle* tri = primitive.lineSegmentIntersect(local_start, local_end, &p, tex_coord, normal, tangent);
+ if (tri)
+ {
+ newHit = true;
+ local_end = p;
+
+ // pointer math to get the node index
+ node_hit = &node - &mNodes[0];
+ llassert(&mNodes[node_hit] == &node);
+
+ //pointer math to get the primitive index
+ primitive_hit = &primitive - &mesh.mPrimitives[0];
+ llassert(&mesh.mPrimitives[primitive_hit] == &primitive);
+ }
+ }
+
+ if (newHit)
+ {
+ // shorten line segment on hit
+ node.mAssetMatrix.affineTransform(p, asset_end);
+
+ // transform results back to asset space
+ if (intersection)
+ {
+ *intersection = asset_end;
+ }
+
+ if (normal || tangent)
+ {
+ LLMatrix4 normalMatrix(node.mAssetMatrixInv.getF32ptr());
+
+ normalMatrix.transpose();
+
+ LLMatrix4a norm_mat;
+ norm_mat.loadu((F32*)normalMatrix.mMatrix);
+
+ if (normal)
+ {
+ LLVector4a n = *normal;
+ F32 w = n.getF32ptr()[3];
+ n.getF32ptr()[3] = 0.0f;
+
+ norm_mat.affineTransform(n, *normal);
+ normal->getF32ptr()[3] = w;
+ }
+
+ if (tangent)
+ {
+ LLVector4a t = *tangent;
+ F32 w = t.getF32ptr()[3];
+ t.getF32ptr()[3] = 0.0f;
+
+ norm_mat.affineTransform(t, *tangent);
+ tangent->getF32ptr()[3] = w;
+ }
+ }
+ }
+ }
+ }
+
+ if (node_hit != -1)
+ {
+ if (primitive_hitp)
+ {
+ *primitive_hitp = primitive_hit;
+ }
+ }
+
+ return node_hit;
+}
+
+
+void Node::makeMatrixValid()
+{
+ if (!mMatrixValid && mTRSValid)
+ {
+ glh::matrix4f rot;
+ mRotation.get_value(rot);
+
+ glh::matrix4f trans;
+ trans.set_translate(mTranslation);
+
+ glh::matrix4f sc;
+ sc.set_scale(mScale);
+
+ glh::matrix4f t;
+ //t = sc * rot * trans;
+ //t = trans * rot * sc; // best so far, still wrong on negative scale
+ //t = sc * trans * rot;
+ t = trans * sc * rot;
+
+ mMatrix.loadu(t.m);
+ mMatrixValid = true;
+ }
+}
+
+void Node::makeTRSValid()
+{
+ if (!mTRSValid && mMatrixValid)
+ {
+ glh::matrix4f t(mMatrix.getF32ptr());
+
+ glh::vec4f p = t.get_column(3);
+ mTranslation.set_value(p.v[0], p.v[1], p.v[2]);
+
+ mScale.set_value(t.get_column(0).length(), t.get_column(1).length(), t.get_column(2).length());
+ mRotation.set_value(t);
+ mTRSValid = true;
+ }
+}
+
+void Node::setRotation(const glh::quaternionf& q)
+{
+ makeTRSValid();
+ mRotation = q;
+ mMatrixValid = false;
+}
+
+void Node::setTranslation(const glh::vec3f& t)
+{
+ makeTRSValid();
+ mTranslation = t;
+ mMatrixValid = false;
+}
+
+void Node::setScale(const glh::vec3f& s)
+{
+ makeTRSValid();
+ mScale = s;
+ mMatrixValid = false;
+}
+
+const Node& Node::operator=(const tinygltf::Node& src)
+{
+ F32* dstMatrix = mMatrix.getF32ptr();
+
+ if (src.matrix.size() == 16)
+ {
+ // Node has a transformation matrix, just copy it
+ for (U32 i = 0; i < 16; ++i)
+ {
+ dstMatrix[i] = (F32)src.matrix[i];
+ }
+
+ mMatrixValid = true;
+ }
+ else if (!src.rotation.empty() || !src.translation.empty() || !src.scale.empty())
+ {
+ // node has rotation/translation/scale, convert to matrix
+ if (src.rotation.size() == 4)
+ {
+ mRotation = glh::quaternionf((F32)src.rotation[0], (F32)src.rotation[1], (F32)src.rotation[2], (F32)src.rotation[3]);
+ }
+
+ if (src.translation.size() == 3)
+ {
+ mTranslation = glh::vec3f((F32)src.translation[0], (F32)src.translation[1], (F32)src.translation[2]);
+ }
+
+ glh::vec3f scale;
+ if (src.scale.size() == 3)
+ {
+ mScale = glh::vec3f((F32)src.scale[0], (F32)src.scale[1], (F32)src.scale[2]);
+ }
+ else
+ {
+ mScale.set_value(1.f, 1.f, 1.f);
+ }
+
+ mTRSValid = true;
+ }
+ else
+ {
+ // node specifies no transformation, set to identity
+ mMatrix.setIdentity();
+ }
+
+ mChildren = src.children;
+ mMesh = src.mesh;
+ mSkin = src.skin;
+ mName = src.name;
+
+ return *this;
+}
+
+void Asset::render(bool opaque, bool rigged)
+{
+ if (rigged)
+ {
+ gGL.loadIdentity();
+ }
+
+ for (auto& node : mNodes)
+ {
+ if (node.mSkin != INVALID_INDEX)
+ {
+ if (rigged)
+ {
+ Skin& skin = mSkins[node.mSkin];
+ skin.uploadMatrixPalette(*this, node);
+ }
+ else
+ {
+ //skip static nodes if we're rendering rigged
+ continue;
+ }
+ }
+ else if (rigged)
+ {
+ // skip rigged nodes if we're not rendering rigged
+ continue;
+ }
+
+
+ if (node.mMesh != INVALID_INDEX)
+ {
+ Mesh& mesh = mMeshes[node.mMesh];
+ for (auto& primitive : mesh.mPrimitives)
+ {
+ if (!rigged)
+ {
+ gGL.loadMatrix((F32*)node.mRenderMatrix.mMatrix);
+ }
+ bool cull = true;
+ if (primitive.mMaterial != INVALID_INDEX)
+ {
+ Material& material = mMaterials[primitive.mMaterial];
+
+ if ((material.mMaterial->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_BLEND) == opaque)
+ {
+ continue;
+ }
+ material.mMaterial->bind();
+ cull = !material.mMaterial->mDoubleSided;
+ }
+ else
+ {
+ if (!opaque)
+ {
+ continue;
+ }
+ LLFetchedGLTFMaterial::sDefault.bind();
+ }
+
+ LLGLDisable cull_face(!cull ? GL_CULL_FACE : 0);
+
+ primitive.mVertexBuffer->setBuffer();
+ if (primitive.mVertexBuffer->getNumIndices() > 0)
+ {
+ primitive.mVertexBuffer->draw(primitive.mGLMode, primitive.mVertexBuffer->getNumIndices(), 0);
+ }
+ else
+ {
+ primitive.mVertexBuffer->drawArrays(primitive.mGLMode, 0, primitive.mVertexBuffer->getNumVerts());
+ }
+
+ }
+ }
+ }
+}
+
+void Asset::renderOpaque()
+{
+ render(true);
+}
+
+void Asset::renderTransparent()
+{
+ render(false);
+}
+
+void Asset::update()
+{
+ F32 dt = gFrameTimeSeconds - mLastUpdateTime;
+
+ if (dt > 0.f)
+ {
+ mLastUpdateTime = gFrameTimeSeconds;
+ if (mAnimations.size() > 0)
+ {
+ static LLCachedControl anim_idx(gSavedSettings, "GLTFAnimationIndex", 0);
+ static LLCachedControl anim_speed(gSavedSettings, "GLTFAnimationSpeed", 1.f);
+
+ U32 idx = llclamp(anim_idx(), 0U, mAnimations.size() - 1);
+ mAnimations[idx].update(*this, dt*anim_speed);
+ }
+
+ updateTransforms();
+ }
+}
+
+void Asset::allocateGLResources(const std::string& filename, const tinygltf::Model& model)
+{
+ // do images first as materials may depend on images
+ for (auto& image : mImages)
+ {
+ image.allocateGLResources();
+ }
+
+ // do materials before meshes as meshes may depend on materials
+ for (U32 i = 0; i < mMaterials.size(); ++i)
+ {
+ mMaterials[i].allocateGLResources(*this);
+ LLTinyGLTFHelper::getMaterialFromModel(filename, model, i, mMaterials[i].mMaterial, mMaterials[i].mName, true);
+ }
+
+ for (auto& mesh : mMeshes)
+ {
+ mesh.allocateGLResources(*this);
+ }
+
+ for (auto& animation : mAnimations)
+ {
+ animation.allocateGLResources(*this);
+ }
+
+ for (auto& skin : mSkins)
+ {
+ skin.allocateGLResources(*this);
+ }
+}
+
+const Asset& Asset::operator=(const tinygltf::Model& src)
+{
+ mScenes.resize(src.scenes.size());
+ for (U32 i = 0; i < src.scenes.size(); ++i)
+ {
+ mScenes[i] = src.scenes[i];
+ }
+
+ mNodes.resize(src.nodes.size());
+ for (U32 i = 0; i < src.nodes.size(); ++i)
+ {
+ mNodes[i] = src.nodes[i];
+ }
+
+ mMeshes.resize(src.meshes.size());
+ for (U32 i = 0; i < src.meshes.size(); ++i)
+ {
+ mMeshes[i] = src.meshes[i];
+ }
+
+ mMaterials.resize(src.materials.size());
+ for (U32 i = 0; i < src.materials.size(); ++i)
+ {
+ mMaterials[i] = src.materials[i];
+ }
+
+ mBuffers.resize(src.buffers.size());
+ for (U32 i = 0; i < src.buffers.size(); ++i)
+ {
+ mBuffers[i] = src.buffers[i];
+ }
+
+ mBufferViews.resize(src.bufferViews.size());
+ for (U32 i = 0; i < src.bufferViews.size(); ++i)
+ {
+ mBufferViews[i] = src.bufferViews[i];
+ }
+
+ mTextures.resize(src.textures.size());
+ for (U32 i = 0; i < src.textures.size(); ++i)
+ {
+ mTextures[i] = src.textures[i];
+ }
+
+ mSamplers.resize(src.samplers.size());
+ for (U32 i = 0; i < src.samplers.size(); ++i)
+ {
+ mSamplers[i] = src.samplers[i];
+ }
+
+ mImages.resize(src.images.size());
+ for (U32 i = 0; i < src.images.size(); ++i)
+ {
+ mImages[i] = src.images[i];
+ }
+
+ mAccessors.resize(src.accessors.size());
+ for (U32 i = 0; i < src.accessors.size(); ++i)
+ {
+ mAccessors[i] = src.accessors[i];
+ }
+
+ mAnimations.resize(src.animations.size());
+ for (U32 i = 0; i < src.animations.size(); ++i)
+ {
+ mAnimations[i] = src.animations[i];
+ }
+
+ mSkins.resize(src.skins.size());
+ for (U32 i = 0; i < src.skins.size(); ++i)
+ {
+ mSkins[i] = src.skins[i];
+ }
+
+ return *this;
+}
+
+const Material& Material::operator=(const tinygltf::Material& src)
+{
+ mName = src.name;
+ return *this;
+}
+
+void Material::allocateGLResources(Asset& asset)
+{
+ // allocate material
+ mMaterial = new LLFetchedGLTFMaterial();
+}
+
+const Mesh& Mesh::operator=(const tinygltf::Mesh& src)
+{
+ mPrimitives.resize(src.primitives.size());
+ for (U32 i = 0; i < src.primitives.size(); ++i)
+ {
+ mPrimitives[i] = src.primitives[i];
+ }
+
+ mWeights = src.weights;
+ mName = src.name;
+
+ return *this;
+}
+
+void Mesh::allocateGLResources(Asset& asset)
+{
+ for (auto& primitive : mPrimitives)
+ {
+ primitive.allocateGLResources(asset);
+ }
+}
+
+const Scene& Scene::operator=(const tinygltf::Scene& src)
+{
+ mNodes = src.nodes;
+ mName = src.name;
+
+ return *this;
+}
+
+const Texture& Texture::operator=(const tinygltf::Texture& src)
+{
+ mSampler = src.sampler;
+ mSource = src.source;
+ mName = src.name;
+
+ return *this;
+}
+
+const Sampler& Sampler::operator=(const tinygltf::Sampler& src)
+{
+ mMagFilter = src.magFilter;
+ mMinFilter = src.minFilter;
+ mWrapS = src.wrapS;
+ mWrapT = src.wrapT;
+ mName = src.name;
+
+ return *this;
+}
+
+void Skin::uploadMatrixPalette(Asset& asset, Node& node)
+{
+ // prepare matrix palette
+
+ // modelview will be applied by the shader, so assume matrix palette is in asset space
+ std::vector t_mp;
+
+ t_mp.resize(mJoints.size());
+
+ for (U32 i = 0; i < mJoints.size(); ++i)
+ {
+ Node& joint = asset.mNodes[mJoints[i]];
+
+ //t_mp[i].set_value(joint.mRenderMatrix.getF32ptr());
+ //t_mp[i] = t_mp[i] * mInverseBindMatricesData[i];
+
+ //t_mp[i].set_value(joint.mRenderMatrix.getF32ptr());
+ //t_mp[i] = mInverseBindMatricesData[i] * t_mp[i];
+
+ t_mp[i].set_value(joint.mRenderMatrix.getF32ptr());
+ t_mp[i] = t_mp[i] * mInverseBindMatricesData[i];
+
+ }
+
+ std::vector glmp;
+
+ glmp.resize(mJoints.size() * 12);
+
+ F32* mp = glmp.data();
+
+ for (U32 i = 0; i < mJoints.size(); ++i)
+ {
+ F32* m = (F32*)t_mp[i].m;
+
+ U32 idx = i * 12;
+
+ mp[idx + 0] = m[0];
+ mp[idx + 1] = m[1];
+ mp[idx + 2] = m[2];
+ mp[idx + 3] = m[12];
+
+ mp[idx + 4] = m[4];
+ mp[idx + 5] = m[5];
+ mp[idx + 6] = m[6];
+ mp[idx + 7] = m[13];
+
+ mp[idx + 8] = m[8];
+ mp[idx + 9] = m[9];
+ mp[idx + 10] = m[10];
+ mp[idx + 11] = m[14];
+ }
+
+ LLGLSLShader::sCurBoundShaderPtr->uniformMatrix3x4fv(LLViewerShaderMgr::AVATAR_MATRIX,
+ mJoints.size(),
+ FALSE,
+ (GLfloat*)glmp.data());
+}
+
diff --git a/indra/newview/gltf/asset.h b/indra/newview/gltf/asset.h
new file mode 100644
index 0000000000..5ceac74a8a
--- /dev/null
+++ b/indra/newview/gltf/asset.h
@@ -0,0 +1,264 @@
+#pragma once
+
+/**
+ * @file asset.h
+ * @brief LL GLTF Implementation
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#include "llvertexbuffer.h"
+#include "llvolumeoctree.h"
+#include "../lltinygltfhelper.h"
+#include "accessor.h"
+#include "primitive.h"
+#include "animation.h"
+
+extern F32SecondsImplicit gFrameTimeSeconds;
+
+// LL GLTF Implementation
+namespace LL
+{
+ namespace GLTF
+ {
+ class Asset;
+
+ class Material
+ {
+ public:
+ // use LLFetchedGLTFMaterial for now, but eventually we'll want to use
+ // a more flexible GLTF material implementation instead of the fixed packing
+ // version we use for sharable GLTF material assets
+ LLPointer mMaterial;
+ std::string mName;
+
+ const Material& operator=(const tinygltf::Material& src);
+
+ void allocateGLResources(Asset& asset);
+ };
+
+ class Mesh
+ {
+ public:
+ std::vector mPrimitives;
+ std::vector mWeights;
+ std::string mName;
+
+ const Mesh& operator=(const tinygltf::Mesh& src);
+
+ void allocateGLResources(Asset& asset);
+ };
+
+ class Node
+ {
+ public:
+ LLMatrix4a mMatrix; //local transform
+ LLMatrix4a mRenderMatrix; //transform for rendering
+ LLMatrix4a mAssetMatrix; //transform from local to asset space
+ LLMatrix4a mAssetMatrixInv; //transform from asset to local space
+
+ glh::vec3f mTranslation;
+ glh::quaternionf mRotation;
+ glh::vec3f mScale;
+
+ // if true, mMatrix is valid and up to date
+ bool mMatrixValid = false;
+
+ // if true, translation/rotation/scale are valid and up to date
+ bool mTRSValid = false;
+
+ bool mNeedsApplyMatrix = false;
+
+ std::vector mChildren;
+ S32 mParent = INVALID_INDEX;
+
+ S32 mMesh = INVALID_INDEX;
+ S32 mSkin = INVALID_INDEX;
+
+ std::string mName;
+
+ const Node& operator=(const tinygltf::Node& src);
+
+ // Set mRenderMatrix to a transform that can be used for the current render pass
+ // modelview -- parent's render matrix
+ void updateRenderTransforms(Asset& asset, const LLMatrix4a& modelview);
+
+ // update mAssetMatrix and mAssetMatrixInv
+ void updateTransforms(Asset& asset, const LLMatrix4a& parentMatrix);
+
+ // ensure mMatrix is valid -- if mMatrixValid is false and mTRSValid is true, will update mMatrix to match Translation/Rotation/Scale
+ void makeMatrixValid();
+
+ // ensure Translation/Rotation/Scale are valid -- if mTRSValid is false and mMatrixValid is true, will update Translation/Rotation/Scale to match mMatrix
+ void makeTRSValid();
+
+ // Set rotation of this node
+ // SIDE EFFECT: invalidates mMatrix
+ void setRotation(const glh::quaternionf& rotation);
+
+ // Set translation of this node
+ // SIDE EFFECT: invalidates mMatrix
+ void setTranslation(const glh::vec3f& translation);
+
+ // Set scale of this node
+ // SIDE EFFECT: invalidates mMatrix
+ void setScale(const glh::vec3f& scale);
+ };
+
+ class Skin
+ {
+ public:
+ S32 mInverseBindMatrices = INVALID_INDEX;
+ S32 mSkeleton = INVALID_INDEX;
+ std::vector mJoints;
+ std::string mName;
+ std::vector mInverseBindMatricesData;
+
+ void allocateGLResources(Asset& asset);
+ void uploadMatrixPalette(Asset& asset, Node& node);
+
+ const Skin& operator=(const tinygltf::Skin& src);
+ };
+
+ class Scene
+ {
+ public:
+ std::vector mNodes;
+ std::string mName;
+
+ const Scene& operator=(const tinygltf::Scene& src);
+
+ void updateTransforms(Asset& asset);
+ void updateRenderTransforms(Asset& asset, const LLMatrix4a& modelview);
+ };
+
+ class Texture
+ {
+ public:
+ S32 mSampler = INVALID_INDEX;
+ S32 mSource = INVALID_INDEX;
+ std::string mName;
+
+ const Texture& operator=(const tinygltf::Texture& src);
+ };
+
+ class Sampler
+ {
+ public:
+ S32 mMagFilter;
+ S32 mMinFilter;
+ S32 mWrapS;
+ S32 mWrapT;
+ std::string mName;
+
+ const Sampler& operator=(const tinygltf::Sampler& src);
+ };
+
+ class Image
+ {
+ public:
+ std::string mName;
+ std::string mUri;
+ std::string mMimeType;
+ std::vector mData;
+ S32 mWidth;
+ S32 mHeight;
+ S32 mComponent;
+ S32 mBits;
+ LLPointer mTexture;
+
+ const Image& operator=(const tinygltf::Image& src)
+ {
+ mName = src.name;
+ mUri = src.uri;
+ mMimeType = src.mimeType;
+ mData = src.image;
+ mWidth = src.width;
+ mHeight = src.height;
+ mComponent = src.component;
+ mBits = src.bits;
+
+ return *this;
+ }
+
+ void allocateGLResources()
+ {
+ // allocate texture
+
+ }
+ };
+
+ // C++ representation of a GLTF Asset
+ class Asset : public LLRefCount
+ {
+ public:
+ std::vector mScenes;
+ std::vector mNodes;
+ std::vector mMeshes;
+ std::vector mMaterials;
+ std::vector mBuffers;
+ std::vector mBufferViews;
+ std::vector mTextures;
+ std::vector mSamplers;
+ std::vector mImages;
+ std::vector mAccessors;
+ std::vector mAnimations;
+ std::vector mSkins;
+
+ // the last time update() was called according to gFrameTimeSeconds
+ F32 mLastUpdateTime = gFrameTimeSeconds;
+
+ // prepare the asset for rendering
+ void allocateGLResources(const std::string& filename, const tinygltf::Model& model);
+
+ // Called periodically (typically once per frame)
+ // Any ongoing work (such as animations) should be handled here
+ // NOT guaranteed to be called every frame
+ // MAY be called more than once per frame
+ // Upon return, all Node Matrix transforms should be up to date
+ void update();
+
+ // update asset-to-node and node-to-asset transforms
+ void updateTransforms();
+
+ // update node render transforms
+ void updateRenderTransforms(const LLMatrix4a& modelview);
+
+ void render(bool opaque, bool rigged = false);
+ void renderOpaque();
+ void renderTransparent();
+
+ // return the index of the node that the line segment intersects with, or -1 if no hit
+ // input and output values must be in this asset's local coordinate frame
+ S32 lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
+ LLVector4a* intersection = nullptr, // return the intersection point
+ LLVector2* tex_coord = nullptr, // return the texture coordinates of the intersection point
+ LLVector4a* normal = nullptr, // return the surface normal at the intersection point
+ LLVector4a* tangent = nullptr, // return the surface tangent at the intersection point
+ S32* primitive_hitp = nullptr // return the index of the primitive that was hit
+ );
+
+ const Asset& operator=(const tinygltf::Model& src);
+
+ };
+ }
+}
diff --git a/indra/newview/gltf/buffer_util.h b/indra/newview/gltf/buffer_util.h
new file mode 100644
index 0000000000..4e6f5901e7
--- /dev/null
+++ b/indra/newview/gltf/buffer_util.h
@@ -0,0 +1,402 @@
+#pragma once
+
+/**
+ * @file buffer_util.inl
+ * @brief LL GLTF Implementation
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+// inline template implementations for copying data out of GLTF buffers
+// DO NOT include from header files to avoid the need to rebuild the whole project
+// whenever we add support for more types
+
+#ifdef _MSC_VER
+#define LL_FUNCSIG __FUNCSIG__
+#else
+#define LL_FUNCSIG __PRETTY_FUNCTION__
+#endif
+
+namespace LL
+{
+ namespace GLTF
+ {
+ // copy one Scalar from src to dst
+ template
+ static void copyScalar(S* src, T& dst)
+ {
+ LL_ERRS() << "TODO: implement " << LL_FUNCSIG << LL_ENDL;
+ }
+
+ // copy one vec2 from src to dst
+ template
+ static void copyVec2(S* src, T& dst)
+ {
+ LL_ERRS() << "TODO: implement " << LL_FUNCSIG << LL_ENDL;
+ }
+
+ // copy one vec3 from src to dst
+ template
+ static void copyVec3(S* src, T& dst)
+ {
+ LL_ERRS() << "TODO: implement " << LL_FUNCSIG << LL_ENDL;
+ }
+
+ // copy one vec4 from src to dst
+ template
+ static void copyVec4(S* src, T& dst)
+ {
+ LL_ERRS() << "TODO: implement " << LL_FUNCSIG << LL_ENDL;
+ }
+
+ // copy one vec2 from src to dst
+ template
+ static void copyMat2(S* src, T& dst)
+ {
+ LL_ERRS() << "TODO: implement " << LL_FUNCSIG << LL_ENDL;
+ }
+
+ // copy one vec3 from src to dst
+ template
+ static void copyMat3(S* src, T& dst)
+ {
+ LL_ERRS() << "TODO: implement " << LL_FUNCSIG << LL_ENDL;
+ }
+
+ // copy one vec4 from src to dst
+ template
+ static void copyMat4(S* src, T& dst)
+ {
+ LL_ERRS() << "TODO: implement " << LL_FUNCSIG << LL_ENDL;
+ }
+
+ //=========================================================================================================
+ // concrete implementations for different types of source and destination
+ //=========================================================================================================
+
+// suppress unused function warning -- clang complains here but these specializations are definitely used
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wunused-function"
+#endif
+
+ template<>
+ void copyScalar(F32* src, F32& dst)
+ {
+ dst = *src;
+ }
+
+ template<>
+ void copyScalar(U32* src, U32& dst)
+ {
+ dst = *src;
+ }
+
+ template<>
+ void copyScalar(U32* src, U16& dst)
+ {
+ dst = *src;
+ }
+
+ template<>
+ void copyScalar(U16* src, U16& dst)
+ {
+ dst = *src;
+ }
+
+ template<>
+ void copyScalar(U16* src, U32& dst)
+ {
+ dst = *src;
+ }
+
+ template<>
+ void copyScalar(U8* src, U16& dst)
+ {
+ dst = *src;
+ }
+
+ template<>
+ void copyScalar(U8* src, U32& dst)
+ {
+ dst = *src;
+ }
+
+ template<>
+ void copyVec2(F32* src, LLVector2& dst)
+ {
+ dst.set(src[0], src[1]);
+ }
+
+ template<>
+ void copyVec3(F32* src, glh::vec3f& dst)
+ {
+ dst.set_value(src[0], src[1], src[2]);
+ }
+
+ template<>
+ void copyVec3(F32* src, LLVector4a& dst)
+ {
+ dst.load3(src);
+ }
+
+ template<>
+ void copyVec3(U16* src, LLColor4U& dst)
+ {
+ dst.set(src[0], src[1], src[2], 255);
+ }
+
+ template<>
+ void copyVec4(U8* src, LLColor4U& dst)
+ {
+ dst.set(src[0], src[1], src[2], src[3]);
+ }
+
+ template<>
+ void copyVec4(U16* src, LLColor4U& dst)
+ {
+ dst.set(src[0], src[1], src[2], src[3]);
+ }
+
+ template<>
+ void copyVec4(F32* src, LLColor4U& dst)
+ {
+ dst.set(src[0]*255, src[1]*255, src[2]*255, src[3]*255);
+ }
+
+ template<>
+ void copyVec4(F32* src, LLVector4a& dst)
+ {
+ dst.loadua(src);
+ }
+
+ template<>
+ void copyVec4(U16* src, LLVector4a& dst)
+ {
+ dst.set(src[0], src[1], src[2], src[3]);
+ }
+
+ template<>
+ void copyVec4(U8* src, LLVector4a& dst)
+ {
+ dst.set(src[0], src[1], src[2], src[3]);
+ }
+
+ template<>
+ void copyVec4(F32* src, glh::quaternionf& dst)
+ {
+ dst.set_value(src);
+ }
+
+ template<>
+ void copyMat4(F32* src, glh::matrix4f& dst)
+ {
+ dst.set_value(src);
+ }
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
+
+ //=========================================================================================================
+
+ // copy from src to dst, stride is the number of bytes between each element in src, count is number of elements to copy
+ template
+ static void copyScalar(S* src, LLStrider dst, S32 stride, S32 count)
+ {
+ for (S32 i = 0; i < count; ++i)
+ {
+ copyScalar(src, *dst);
+ dst++;
+ src = (S*)((U8*)src + stride);
+ }
+ }
+
+ // copy from src to dst, stride is the number of bytes between each element in src, count is number of elements to copy
+ template
+ static void copyVec2(S* src, LLStrider dst, S32 stride, S32 count)
+ {
+ for (S32 i = 0; i < count; ++i)
+ {
+ copyVec2(src, *dst);
+ dst++;
+ src = (S*)((U8*)src + stride);
+ }
+ }
+
+ // copy from src to dst, stride is the number of bytes between each element in src, count is number of elements to copy
+ template
+ static void copyVec3(S* src, LLStrider dst, S32 stride, S32 count)
+ {
+ for (S32 i = 0; i < count; ++i)
+ {
+ copyVec3(src, *dst);
+ dst++;
+ src = (S*)((U8*)src + stride);
+ }
+ }
+
+ // copy from src to dst, stride is the number of bytes between each element in src, count is number of elements to copy
+ template
+ static void copyVec4(S* src, LLStrider dst, S32 stride, S32 count)
+ {
+ for (S32 i = 0; i < count; ++i)
+ {
+ copyVec4(src, *dst);
+ dst++;
+ src = (S*)((U8*)src + stride);
+ }
+ }
+
+ // copy from src to dst, stride is the number of bytes between each element in src, count is number of elements to copy
+ template
+ static void copyMat2(S* src, LLStrider dst, S32 stride, S32 count)
+ {
+ for (S32 i = 0; i < count; ++i)
+ {
+ copyMat2(src, *dst);
+ dst++;
+ src = (S*)((U8*)src + stride);
+ }
+ }
+
+ // copy from src to dst, stride is the number of bytes between each element in src, count is number of elements to copy
+ template
+ static void copyMat3(S* src, LLStrider dst, S32 stride, S32 count)
+ {
+ for (S32 i = 0; i < count; ++i)
+ {
+ copyMat3(src, *dst);
+ dst++;
+ src = (S*)((U8*)src + stride);
+ }
+ }
+
+ // copy from src to dst, stride is the number of bytes between each element in src, count is number of elements to copy
+ template
+ static void copyMat4(S* src, LLStrider dst, S32 stride, S32 count)
+ {
+ for (S32 i = 0; i < count; ++i)
+ {
+ copyMat4(src, *dst);
+ dst++;
+ src = (S*)((U8*)src + stride);
+ }
+ }
+
+ template
+ static void copy(Asset& asset, Accessor& accessor, const S* src, LLStrider& dst, S32 byteStride)
+ {
+ if (accessor.mType == (S32)Accessor::Type::SCALAR)
+ {
+ S32 stride = byteStride == 0 ? sizeof(S) * 1 : byteStride;
+ copyScalar((S*)src, dst, stride, accessor.mCount);
+ }
+ else if (accessor.mType == (S32)Accessor::Type::VEC2)
+ {
+ S32 stride = byteStride == 0 ? sizeof(S) * 2 : byteStride;
+ copyVec2((S*)src, dst, stride, accessor.mCount);
+ }
+ else if (accessor.mType == (S32)Accessor::Type::VEC3)
+ {
+ S32 stride = byteStride == 0 ? sizeof(S) * 3 : byteStride;
+ copyVec3((S*)src, dst, stride, accessor.mCount);
+ }
+ else if (accessor.mType == (S32)Accessor::Type::VEC4)
+ {
+ S32 stride = byteStride == 0 ? sizeof(S) * 4 : byteStride;
+ copyVec4((S*)src, dst, stride, accessor.mCount);
+ }
+ else if (accessor.mType == (S32)Accessor::Type::MAT2)
+ {
+ S32 stride = byteStride == 0 ? sizeof(S) * 4 : byteStride;
+ copyMat2((S*)src, dst, stride, accessor.mCount);
+ }
+ else if (accessor.mType == (S32)Accessor::Type::MAT3)
+ {
+ S32 stride = byteStride == 0 ? sizeof(S) * 9 : byteStride;
+ copyMat3((S*)src, dst, stride, accessor.mCount);
+ }
+ else if (accessor.mType == (S32)Accessor::Type::MAT4)
+ {
+ S32 stride = byteStride == 0 ? sizeof(S) * 16 : byteStride;
+ copyMat4((S*)src, dst, stride, accessor.mCount);
+ }
+ else
+ {
+ LL_ERRS("GLTF") << "Unsupported accessor type" << LL_ENDL;
+ }
+ }
+
+ // copy data from accessor to strider
+ template
+ static void copy(Asset& asset, Accessor& accessor, LLStrider& dst)
+ {
+ const BufferView& bufferView = asset.mBufferViews[accessor.mBufferView];
+ const Buffer& buffer = asset.mBuffers[bufferView.mBuffer];
+ const U8* src = buffer.mData.data() + bufferView.mByteOffset + accessor.mByteOffset;
+
+ if (accessor.mComponentType == TINYGLTF_COMPONENT_TYPE_FLOAT)
+ {
+ LL::GLTF::copy(asset, accessor, (const F32*)src, dst, bufferView.mByteStride);
+ }
+ else if (accessor.mComponentType == TINYGLTF_COMPONENT_TYPE_UNSIGNED_SHORT)
+ {
+ LL::GLTF::copy(asset, accessor, (const U16*)src, dst, bufferView.mByteStride);
+ }
+ else if (accessor.mComponentType == TINYGLTF_COMPONENT_TYPE_UNSIGNED_INT)
+ {
+ LL::GLTF::copy(asset, accessor, (const U32*)src, dst, bufferView.mByteStride);
+ }
+ else if (accessor.mComponentType == TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE)
+ {
+ LL::GLTF::copy(asset, accessor, (const U8*)src, dst, bufferView.mByteStride);
+ }
+ else if (accessor.mComponentType == TINYGLTF_COMPONENT_TYPE_SHORT)
+ {
+ LL::GLTF::copy(asset, accessor, (const S16*)src, dst, bufferView.mByteStride);
+ }
+ else if (accessor.mComponentType == TINYGLTF_COMPONENT_TYPE_BYTE)
+ {
+ LL::GLTF::copy(asset, accessor, (const S8*)src, dst, bufferView.mByteStride);
+ }
+ else if (accessor.mComponentType == TINYGLTF_COMPONENT_TYPE_DOUBLE)
+ {
+ LL::GLTF::copy(asset, accessor, (const F64*)src, dst, bufferView.mByteStride);
+ }
+ else
+ {
+ LL_ERRS("GLTF") << "Unsupported component type" << LL_ENDL;
+ }
+ }
+
+ // copy data from accessor to vector
+ template
+ static void copy(Asset& asset, Accessor& accessor, std::vector& dst)
+ {
+ dst.resize(accessor.mCount);
+ LLStrider strider = dst.data();
+ copy(asset, accessor, strider);
+ }
+ }
+}
+
diff --git a/indra/newview/gltf/primitive.cpp b/indra/newview/gltf/primitive.cpp
new file mode 100644
index 0000000000..b57a0af18d
--- /dev/null
+++ b/indra/newview/gltf/primitive.cpp
@@ -0,0 +1,400 @@
+/**
+ * @file primitive.cpp
+ * @brief LL GLTF Implementation
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#include "../llviewerprecompiledheaders.h"
+
+#include "asset.h"
+#include "buffer_util.h"
+
+#include "../lltinygltfhelper.h"
+
+using namespace LL::GLTF;
+
+void Primitive::allocateGLResources(Asset& asset)
+{
+ // allocate vertex buffer
+ // We diverge from the intent of the GLTF format here to work with our existing render pipeline
+ // GLTF wants us to copy the buffer views into GPU storage as is and build render commands that source that data.
+ // For our engine, though, it's better to rearrange the buffers at load time into a layout that's more consistent.
+ // The GLTF native approach undoubtedly works well if you can count on VAOs, but VAOs perform much worse with our scenes.
+
+ // load vertex data
+ for (auto& it : mAttributes)
+ {
+ const std::string& attribName = it.first;
+ Accessor& accessor = asset.mAccessors[it.second];
+
+ // load vertex data
+ if (attribName == "POSITION")
+ {
+ copy(asset, accessor, mPositions);
+ }
+ else if (attribName == "NORMAL")
+ {
+ copy(asset, accessor, mNormals);
+ }
+ else if (attribName == "TANGENT")
+ {
+ copy(asset, accessor, mTangents);
+ }
+ else if (attribName == "COLOR_0")
+ {
+ copy(asset, accessor, mColors);
+ }
+ else if (attribName == "TEXCOORD_0")
+ {
+ copy(asset, accessor, mTexCoords);
+ }
+ else if (attribName == "JOINTS_0")
+ {
+ copy(asset, accessor, mJoints);
+ }
+ else if (attribName == "WEIGHTS_0")
+ {
+ copy(asset, accessor, mWeights);
+ }
+ }
+
+ // copy index buffer
+ if (mIndices != INVALID_INDEX)
+ {
+ Accessor& accessor = asset.mAccessors[mIndices];
+ copy(asset, accessor, mIndexArray);
+ }
+
+ U32 mask = ATTRIBUTE_MASK;
+
+ if (!mWeights.empty())
+ {
+ mask |= LLVertexBuffer::MAP_WEIGHT4;
+ }
+
+ mVertexBuffer = new LLVertexBuffer(mask);
+ mVertexBuffer->allocateBuffer(mPositions.size(), mIndexArray.size()*2); // double the size of the index buffer for 32-bit indices
+
+ mVertexBuffer->setBuffer();
+ mVertexBuffer->setPositionData(mPositions.data());
+
+ if (!mIndexArray.empty())
+ {
+ mVertexBuffer->setIndexData(mIndexArray.data());
+ }
+
+ if (mTexCoords.empty())
+ {
+ mTexCoords.resize(mPositions.size());
+ }
+
+ // flip texcoord y, upload, then flip back (keep the off-spec data in vram only)
+ for (auto& tc : mTexCoords)
+ {
+ tc[1] = 1.f - tc[1];
+ }
+ mVertexBuffer->setTexCoordData(mTexCoords.data());
+
+ for (auto& tc : mTexCoords)
+ {
+ tc[1] = 1.f - tc[1];
+ }
+
+ if (mColors.empty())
+ {
+ mColors.resize(mPositions.size(), LLColor4U::white);
+ }
+
+ // bake material basecolor into color array
+ if (mMaterial != INVALID_INDEX)
+ {
+ const Material& material = asset.mMaterials[mMaterial];
+ LLColor4 baseColor = material.mMaterial->mBaseColor;
+ for (auto& dst : mColors)
+ {
+ dst = LLColor4U(baseColor * LLColor4(dst));
+ }
+ }
+
+ mVertexBuffer->setColorData(mColors.data());
+
+ if (mNormals.empty())
+ {
+ mNormals.resize(mPositions.size(), LLVector4a(0, 0, 1, 0));
+ }
+
+ mVertexBuffer->setNormalData(mNormals.data());
+
+ if (mTangents.empty())
+ {
+ // TODO: generate tangents if needed
+ mTangents.resize(mPositions.size(), LLVector4a(1, 0, 0, 1));
+ }
+
+ mVertexBuffer->setTangentData(mTangents.data());
+
+ if (!mWeights.empty())
+ {
+ std::vector weight_data;
+ weight_data.resize(mWeights.size());
+
+ F32 max_weight = 1.f - FLT_EPSILON*100.f;
+ LLVector4a maxw(max_weight, max_weight, max_weight, max_weight);
+ for (U32 i = 0; i < mWeights.size(); ++i)
+ {
+ LLVector4a& w = weight_data[i];
+ w.setMin(mWeights[i], maxw);
+ w.add(mJoints[i]);
+ };
+
+ mVertexBuffer->setWeight4Data(weight_data.data());
+ }
+
+ createOctree();
+
+ mVertexBuffer->unbind();
+}
+
+void initOctreeTriangle(LLVolumeTriangle* tri, F32 scaler, S32 i0, S32 i1, S32 i2, const LLVector4a& v0, const LLVector4a& v1, const LLVector4a& v2)
+{
+ //store pointers to vertex data
+ tri->mV[0] = &v0;
+ tri->mV[1] = &v1;
+ tri->mV[2] = &v2;
+
+ //store indices
+ tri->mIndex[0] = i0;
+ tri->mIndex[1] = i1;
+ tri->mIndex[2] = i2;
+
+ //get minimum point
+ LLVector4a min = v0;
+ min.setMin(min, v1);
+ min.setMin(min, v2);
+
+ //get maximum point
+ LLVector4a max = v0;
+ max.setMax(max, v1);
+ max.setMax(max, v2);
+
+ //compute center
+ LLVector4a center;
+ center.setAdd(min, max);
+ center.mul(0.5f);
+
+ tri->mPositionGroup = center;
+
+ //compute "radius"
+ LLVector4a size;
+ size.setSub(max, min);
+
+ tri->mRadius = size.getLength3().getF32() * scaler;
+}
+
+void Primitive::createOctree()
+{
+ // create octree
+ mOctree = new LLVolumeOctree();
+
+ F32 scaler = 0.25f;
+
+ if (mMode == TINYGLTF_MODE_TRIANGLES)
+ {
+ const U32 num_triangles = mVertexBuffer->getNumIndices() / 3;
+ // Initialize all the triangles we need
+ mOctreeTriangles.resize(num_triangles);
+
+ for (U32 triangle_index = 0; triangle_index < num_triangles; ++triangle_index)
+ { //for each triangle
+ const U32 index = triangle_index * 3;
+ LLVolumeTriangle* tri = &mOctreeTriangles[triangle_index];
+ S32 i0 = mIndexArray[index];
+ S32 i1 = mIndexArray[index + 1];
+ S32 i2 = mIndexArray[index + 2];
+
+ const LLVector4a& v0 = mPositions[i0];
+ const LLVector4a& v1 = mPositions[i1];
+ const LLVector4a& v2 = mPositions[i2];
+
+ initOctreeTriangle(tri, scaler, i0, i1, i2, v0, v1, v2);
+
+ //insert
+ mOctree->insert(tri);
+ }
+ }
+ else if (mMode == TINYGLTF_MODE_TRIANGLE_STRIP)
+ {
+ const U32 num_triangles = mVertexBuffer->getNumIndices() - 2;
+ // Initialize all the triangles we need
+ mOctreeTriangles.resize(num_triangles);
+
+ for (U32 triangle_index = 0; triangle_index < num_triangles; ++triangle_index)
+ { //for each triangle
+ const U32 index = triangle_index + 2;
+ LLVolumeTriangle* tri = &mOctreeTriangles[triangle_index];
+ S32 i0 = mIndexArray[index];
+ S32 i1 = mIndexArray[index - 1];
+ S32 i2 = mIndexArray[index - 2];
+
+ const LLVector4a& v0 = mPositions[i0];
+ const LLVector4a& v1 = mPositions[i1];
+ const LLVector4a& v2 = mPositions[i2];
+
+ initOctreeTriangle(tri, scaler, i0, i1, i2, v0, v1, v2);
+
+ //insert
+ mOctree->insert(tri);
+ }
+ }
+ else if (mMode == TINYGLTF_MODE_TRIANGLE_FAN)
+ {
+ const U32 num_triangles = mVertexBuffer->getNumIndices() - 2;
+ // Initialize all the triangles we need
+ mOctreeTriangles.resize(num_triangles);
+
+ for (U32 triangle_index = 0; triangle_index < num_triangles; ++triangle_index)
+ { //for each triangle
+ const U32 index = triangle_index + 2;
+ LLVolumeTriangle* tri = &mOctreeTriangles[triangle_index];
+ S32 i0 = mIndexArray[0];
+ S32 i1 = mIndexArray[index - 1];
+ S32 i2 = mIndexArray[index - 2];
+
+ const LLVector4a& v0 = mPositions[i0];
+ const LLVector4a& v1 = mPositions[i1];
+ const LLVector4a& v2 = mPositions[i2];
+
+ initOctreeTriangle(tri, scaler, i0, i1, i2, v0, v1, v2);
+
+ //insert
+ mOctree->insert(tri);
+ }
+ }
+ else if (mMode == TINYGLTF_MODE_POINTS ||
+ mMode == TINYGLTF_MODE_LINE ||
+ mMode == TINYGLTF_MODE_LINE_LOOP ||
+ mMode == TINYGLTF_MODE_LINE_STRIP)
+ {
+ // nothing to do, no volume... maybe add some collision geometry around these primitive types?
+ }
+
+ else
+ {
+ LL_ERRS() << "Unsupported Primitive mode" << LL_ENDL;
+ }
+
+ //remove unneeded octree layers
+ while (!mOctree->balance()) {}
+
+ //calculate AABB for each node
+ LLVolumeOctreeRebound rebound;
+ rebound.traverse(mOctree);
+}
+
+const LLVolumeTriangle* Primitive::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
+ LLVector4a* intersection, LLVector2* tex_coord, LLVector4a* normal, LLVector4a* tangent_out)
+{
+ if (mOctree.isNull())
+ {
+ return nullptr;
+ }
+
+ LLVector4a dir;
+ dir.setSub(end, start);
+
+ F32 closest_t = 2.f; // must be larger than 1
+
+ //create a proxy LLVolumeFace for the raycast
+ LLVolumeFace face;
+ face.mPositions = mPositions.data();
+ face.mTexCoords = mTexCoords.data();
+ face.mNormals = mNormals.data();
+ face.mTangents = mTangents.data();
+ face.mIndices = nullptr; // unreferenced
+
+ face.mNumIndices = mIndexArray.size();
+ face.mNumVertices = mPositions.size();
+
+ LLOctreeTriangleRayIntersect intersect(start, dir, &face, &closest_t, intersection, tex_coord, normal, tangent_out);
+ intersect.traverse(mOctree);
+
+ // null out proxy data so it doesn't get freed
+ face.mPositions = face.mNormals = face.mTangents = nullptr;
+ face.mIndices = nullptr;
+ face.mTexCoords = nullptr;
+
+ return intersect.mHitTriangle;
+}
+
+Primitive::~Primitive()
+{
+ mOctree = nullptr;
+}
+
+
+const Primitive& Primitive::operator=(const tinygltf::Primitive& src)
+{
+ // load material
+ mMaterial = src.material;
+
+ // load mode
+ mMode = src.mode;
+
+ // load indices
+ mIndices = src.indices;
+
+ // load attributes
+ for (auto& it : src.attributes)
+ {
+ mAttributes[it.first] = it.second;
+ }
+
+ switch (mMode)
+ {
+ case TINYGLTF_MODE_POINTS:
+ mGLMode = LLRender::POINTS;
+ break;
+ case TINYGLTF_MODE_LINE:
+ mGLMode = LLRender::LINES;
+ break;
+ case TINYGLTF_MODE_LINE_LOOP:
+ mGLMode = LLRender::LINE_LOOP;
+ break;
+ case TINYGLTF_MODE_LINE_STRIP:
+ mGLMode = LLRender::LINE_STRIP;
+ break;
+ case TINYGLTF_MODE_TRIANGLES:
+ mGLMode = LLRender::TRIANGLES;
+ break;
+ case TINYGLTF_MODE_TRIANGLE_STRIP:
+ mGLMode = LLRender::TRIANGLE_STRIP;
+ break;
+ case TINYGLTF_MODE_TRIANGLE_FAN:
+ mGLMode = LLRender::TRIANGLE_FAN;
+ break;
+ default:
+ mGLMode = GL_TRIANGLES;
+ }
+
+ return *this;
+}
diff --git a/indra/newview/gltf/primitive.h b/indra/newview/gltf/primitive.h
new file mode 100644
index 0000000000..07e8e7deb2
--- /dev/null
+++ b/indra/newview/gltf/primitive.h
@@ -0,0 +1,93 @@
+#pragma once
+
+/**
+ * @file primitive.h
+ * @brief LL GLTF Implementation
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#include "llvertexbuffer.h"
+#include "llvolumeoctree.h"
+
+// LL GLTF Implementation
+namespace LL
+{
+ namespace GLTF
+ {
+ class Asset;
+
+ constexpr U32 ATTRIBUTE_MASK =
+ LLVertexBuffer::MAP_VERTEX |
+ LLVertexBuffer::MAP_NORMAL |
+ LLVertexBuffer::MAP_TEXCOORD0 |
+ LLVertexBuffer::MAP_TANGENT |
+ LLVertexBuffer::MAP_COLOR;
+
+ class Primitive
+ {
+ public:
+ ~Primitive();
+
+ // GPU copy of mesh data
+ LLPointer mVertexBuffer;
+
+ // CPU copy of mesh data
+ std::vector mTexCoords;
+ std::vector mNormals;
+ std::vector mTangents;
+ std::vector mPositions;
+ std::vector mJoints;
+ std::vector mWeights;
+ std::vector mColors;
+ std::vector mIndexArray;
+
+ // raycast acceleration structure
+ LLPointer mOctree;
+ std::vector mOctreeTriangles;
+
+ S32 mMaterial = -1;
+ U32 mMode = TINYGLTF_MODE_TRIANGLES; // default to triangles
+ U32 mGLMode = LLRender::TRIANGLES;
+ S32 mIndices = -1;
+ std::unordered_map mAttributes;
+
+ // create octree based on vertex buffer
+ // must be called before buffer is unmapped and after buffer is populated with good data
+ void createOctree();
+
+ //get the LLVolumeTriangle that intersects with the given line segment at the point
+ //closest to start. Moves end to the point of intersection. Returns nullptr if no intersection.
+ //Line segment must be in the same coordinate frame as this Primitive
+ const LLVolumeTriangle* lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
+ LLVector4a* intersection = NULL, // return the intersection point
+ LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point
+ LLVector4a* normal = NULL, // return the surface normal at the intersection point
+ LLVector4a* tangent = NULL // return the surface tangent at the intersection point
+ );
+
+ const Primitive& operator=(const tinygltf::Primitive& src);
+
+ void allocateGLResources(Asset& asset);
+ };
+ }
+}
diff --git a/indra/newview/gltfscenemanager.cpp b/indra/newview/gltfscenemanager.cpp
new file mode 100644
index 0000000000..7003eab6d0
--- /dev/null
+++ b/indra/newview/gltfscenemanager.cpp
@@ -0,0 +1,564 @@
+/**
+ * @file gltfscenemanager.cpp
+ * @brief Builds menus out of items.
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#include "llviewerprecompiledheaders.h"
+
+#include "gltfscenemanager.h"
+#include "llviewermenufile.h"
+#include "llappviewer.h"
+#include "lltinygltfhelper.h"
+#include "llvertexbuffer.h"
+#include "llselectmgr.h"
+#include "llagent.h"
+#include "llnotificationsutil.h"
+#include "llvoavatarself.h"
+#include "llvolumeoctree.h"
+#include "gltf/asset.h"
+#include "pipeline.h"
+#include "llviewershadermgr.h"
+
+
+using namespace LL;
+
+// temporary location of LL GLTF Implementation
+using namespace LL::GLTF;
+
+void GLTFSceneManager::load()
+{
+ LLViewerObject* obj = LLSelectMgr::instance().getSelection()->getFirstRootObject();
+
+ if (obj)
+ {
+ // Load a scene from disk
+ LLFilePickerReplyThread::startPicker(
+ [](const std::vector& filenames, LLFilePicker::ELoadFilter load_filter, LLFilePicker::ESaveFilter save_filter)
+ {
+ if (LLAppViewer::instance()->quitRequested())
+ {
+ return;
+ }
+ if (filenames.size() > 0)
+ {
+ GLTFSceneManager::instance().load(filenames[0]);
+ }
+ },
+ LLFilePicker::FFLOAD_GLTF,
+ true);
+ }
+ else
+ {
+ LLNotificationsUtil::add("GLTFPreviewSelection");
+ }
+}
+
+void GLTFSceneManager::load(const std::string& filename)
+{
+ tinygltf::Model model;
+ LLTinyGLTFHelper::loadModel(filename, model);
+
+ LLPointer asset = new Asset();
+ *asset = model;
+
+ gDebugProgram.bind(); // bind a shader to satisfy LLVertexBuffer assertions
+ asset->allocateGLResources(filename, model);
+ asset->updateTransforms();
+
+ // hang the asset off the currently selected object, or off of the avatar if no object is selected
+ LLViewerObject* obj = LLSelectMgr::instance().getSelection()->getFirstRootObject();
+
+ if (obj)
+ { // assign to self avatar
+ obj->mGLTFAsset = asset;
+
+ if (std::find(mObjects.begin(), mObjects.end(), obj) == mObjects.end())
+ {
+ mObjects.push_back(obj);
+ }
+ }
+}
+
+GLTFSceneManager::~GLTFSceneManager()
+{
+ mObjects.clear();
+}
+
+void GLTFSceneManager::renderOpaque()
+{
+ render(true);
+}
+
+void GLTFSceneManager::renderAlpha()
+{
+ render(false);
+}
+
+void GLTFSceneManager::update()
+{
+ for (U32 i = 0; i < mObjects.size(); ++i)
+ {
+ if (mObjects[i]->isDead() || mObjects[i]->mGLTFAsset == nullptr)
+ {
+ mObjects.erase(mObjects.begin() + i);
+ --i;
+ continue;
+ }
+
+ Asset* asset = mObjects[i]->mGLTFAsset;
+
+ asset->update();
+
+ }
+}
+
+void GLTFSceneManager::render(bool opaque, bool rigged)
+{
+ // for debugging, just render the whole scene as opaque
+ // by traversing the whole scenegraph
+ // Assumes camera transform is already set and
+ // appropriate shader is already bound
+
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+
+ for (U32 i = 0; i < mObjects.size(); ++i)
+ {
+ if (mObjects[i]->isDead() || mObjects[i]->mGLTFAsset == nullptr)
+ {
+ mObjects.erase(mObjects.begin() + i);
+ --i;
+ continue;
+ }
+
+ Asset* asset = mObjects[i]->mGLTFAsset;
+
+ gGL.pushMatrix();
+
+ LLMatrix4a mat = mObjects[i]->getGLTFAssetToAgentTransform();
+
+ LLMatrix4a modelview;
+ modelview.loadu(gGLModelView);
+
+ matMul(mat, modelview, modelview);
+
+ asset->updateRenderTransforms(modelview);
+ asset->render(opaque, rigged);
+
+ gGL.popMatrix();
+ }
+}
+
+LLMatrix4a inverse(const LLMatrix4a& mat)
+{
+ glh::matrix4f m((F32*)mat.mMatrix);
+ m = m.inverse();
+ LLMatrix4a ret;
+ ret.loadu(m.m);
+ return ret;
+}
+
+bool GLTFSceneManager::lineSegmentIntersect(LLVOVolume* obj, Asset* asset, const LLVector4a& start, const LLVector4a& end, S32 face, BOOL pick_transparent, BOOL pick_rigged, BOOL pick_unselectable, S32* node_hit, S32* primitive_hit,
+ LLVector4a* intersection, LLVector2* tex_coord, LLVector4a* normal, LLVector4a* tangent)
+
+{
+ // line segment intersection test
+ // start and end should be in agent space
+ // volume space and asset space should be the same coordinate frame
+ // results should be transformed back to agent space
+
+ bool ret = false;
+
+ LLVector4a local_start;
+ LLVector4a local_end;
+
+ LLMatrix4a asset_to_agent = obj->getGLTFAssetToAgentTransform();
+ LLMatrix4a agent_to_asset = inverse(asset_to_agent);
+
+ agent_to_asset.affineTransform(start, local_start);
+ agent_to_asset.affineTransform(end, local_end);
+
+ LLVector4a p;
+ LLVector4a n;
+ LLVector2 tc;
+ LLVector4a tn;
+
+ if (intersection != NULL)
+ {
+ p = *intersection;
+ }
+
+ if (tex_coord != NULL)
+ {
+ tc = *tex_coord;
+ }
+
+ if (normal != NULL)
+ {
+ n = *normal;
+ }
+
+ if (tangent != NULL)
+ {
+ tn = *tangent;
+ }
+
+ S32 hit_node_index = asset->lineSegmentIntersect(local_start, local_end, &p, &tc, &n, &tn, primitive_hit);
+
+ if (hit_node_index >= 0)
+ {
+ local_end = p;
+ if (node_hit != NULL)
+ {
+ *node_hit = hit_node_index;
+ }
+
+ if (intersection != NULL)
+ {
+ asset_to_agent.affineTransform(p, *intersection);
+ }
+
+ if (normal != NULL)
+ {
+ LLVector3 v_n(n.getF32ptr());
+ normal->load3(obj->volumeDirectionToAgent(v_n).mV);
+ (*normal).normalize3fast();
+ }
+
+ if (tangent != NULL)
+ {
+ LLVector3 v_tn(tn.getF32ptr());
+
+ LLVector4a trans_tangent;
+ trans_tangent.load3(obj->volumeDirectionToAgent(v_tn).mV);
+
+ LLVector4Logical mask;
+ mask.clear();
+ mask.setElement<3>();
+
+ tangent->setSelectWithMask(mask, tn, trans_tangent);
+ (*tangent).normalize3fast();
+ }
+
+ if (tex_coord != NULL)
+ {
+ *tex_coord = tc;
+ }
+
+ ret = true;
+ }
+
+ return ret;
+}
+
+LLDrawable* GLTFSceneManager::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
+ BOOL pick_transparent,
+ BOOL pick_rigged,
+ BOOL pick_unselectable,
+ BOOL pick_reflection_probe,
+ S32* node_hit, // return the index of the node that was hit
+ S32* primitive_hit, // return the index of the primitive that was hit
+ LLVector4a* intersection, // return the intersection point
+ LLVector2* tex_coord, // return the texture coordinates of the intersection point
+ LLVector4a* normal, // return the surface normal at the intersection point
+ LLVector4a* tangent) // return the surface tangent at the intersection point
+{
+ LLDrawable* drawable = nullptr;
+
+ LLVector4a local_end = end;
+ LLVector4a position;
+
+ for (U32 i = 0; i < mObjects.size(); ++i)
+ {
+ if (mObjects[i]->isDead() || mObjects[i]->mGLTFAsset == nullptr || !mObjects[i]->getVolume())
+ {
+ mObjects.erase(mObjects.begin() + i);
+ --i;
+ continue;
+ }
+
+ // temporary debug -- always double check objects that have GLTF scenes hanging off of them even if the ray doesn't intersect the object bounds
+ if (lineSegmentIntersect((LLVOVolume*) mObjects[i].get(), mObjects[i]->mGLTFAsset, start, local_end, -1, pick_transparent, pick_rigged, pick_unselectable, node_hit, primitive_hit, &position, tex_coord, normal, tangent))
+ {
+ local_end = position;
+ if (intersection)
+ {
+ *intersection = position;
+ }
+ drawable = mObjects[i]->mDrawable;
+ }
+ }
+
+ return drawable;
+}
+
+void drawBoxOutline(const LLVector4a& pos, const LLVector4a& size);
+
+extern LLVector4a gDebugRaycastStart;
+extern LLVector4a gDebugRaycastEnd;
+
+void renderOctreeRaycast(const LLVector4a& start, const LLVector4a& end, const LLVolumeOctree* octree);
+
+void renderAssetDebug(LLViewerObject* obj, Asset* asset)
+{
+ // render debug
+ // assumes appropriate shader is already bound
+ // assumes modelview matrix is already set
+
+ gGL.pushMatrix();
+
+ // get raycast in asset space
+ LLMatrix4a agent_to_asset = obj->getAgentToGLTFAssetTransform();
+
+ LLVector4a start;
+ LLVector4a end;
+
+ agent_to_asset.affineTransform(gDebugRaycastStart, start);
+ agent_to_asset.affineTransform(gDebugRaycastEnd, end);
+
+
+ for (auto& node : asset->mNodes)
+ {
+ Mesh& mesh = asset->mMeshes[node.mMesh];
+
+ if (node.mMesh != INVALID_INDEX)
+ {
+ gGL.loadMatrix((F32*)node.mRenderMatrix.mMatrix);
+
+ // draw bounding box of mesh primitives
+ if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_BBOXES))
+ {
+ gGL.color3f(0.f, 1.f, 1.f);
+
+ for (auto& primitive : mesh.mPrimitives)
+ {
+ auto* listener = (LLVolumeOctreeListener*) primitive.mOctree->getListener(0);
+
+ LLVector4a center = listener->mBounds[0];
+ LLVector4a size = listener->mBounds[1];
+
+ drawBoxOutline(center, size);
+ }
+ }
+
+#if 0
+ if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_RAYCAST))
+ {
+ gGL.flush();
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+
+ // convert raycast to node local space
+ LLVector4a local_start;
+ LLVector4a local_end;
+
+ node.mAssetMatrixInv.affineTransform(start, local_start);
+ node.mAssetMatrixInv.affineTransform(end, local_end);
+
+ for (auto& primitive : mesh.mPrimitives)
+ {
+ if (primitive.mOctree.notNull())
+ {
+ renderOctreeRaycast(local_start, local_end, primitive.mOctree);
+ }
+ }
+
+ gGL.flush();
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ }
+#endif
+ }
+ }
+
+ gGL.popMatrix();
+}
+
+void GLTFSceneManager::renderDebug()
+{
+ if (!gPipeline.hasRenderDebugMask(
+ LLPipeline::RENDER_DEBUG_BBOXES |
+ LLPipeline::RENDER_DEBUG_RAYCAST |
+ LLPipeline::RENDER_DEBUG_NODES))
+ {
+ return;
+ }
+
+ gDebugProgram.bind();
+
+ LLGLDisable cullface(GL_CULL_FACE);
+ LLGLEnable blend(GL_BLEND);
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gPipeline.disableLights();
+
+ // force update all mRenderMatrix, not just nodes with meshes
+ for (auto& obj : mObjects)
+ {
+ if (obj->isDead() || obj->mGLTFAsset == nullptr)
+ {
+ continue;
+ }
+
+ LLMatrix4a mat = obj->getGLTFAssetToAgentTransform();
+
+ LLMatrix4a modelview;
+ modelview.loadu(gGLModelView);
+
+ matMul(mat, modelview, modelview);
+
+ Asset* asset = obj->mGLTFAsset;
+
+ for (auto& node : asset->mNodes)
+ {
+ matMul(node.mAssetMatrix, modelview, node.mRenderMatrix);
+ }
+ }
+
+ for (auto& obj : mObjects)
+ {
+ if (obj->isDead() || obj->mGLTFAsset == nullptr)
+ {
+ continue;
+ }
+
+ Asset* asset = obj->mGLTFAsset;
+
+ LLMatrix4a mat = obj->getGLTFAssetToAgentTransform();
+
+ LLMatrix4a modelview;
+ modelview.loadu(gGLModelView);
+
+ matMul(mat, modelview, modelview);
+
+ renderAssetDebug(obj, asset);
+ }
+
+ if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_NODES))
+ { //render node hierarchy
+
+ for (U32 i = 0; i < 2; ++i)
+ {
+ LLGLDepthTest depth(GL_TRUE, i == 0 ? GL_FALSE : GL_TRUE, i == 0 ? GL_GREATER : GL_LEQUAL);
+ LLGLState blend(GL_BLEND, i == 0 ? TRUE : FALSE);
+
+
+ gGL.pushMatrix();
+
+ for (auto& obj : mObjects)
+ {
+ if (obj->isDead() || obj->mGLTFAsset == nullptr)
+ {
+ continue;
+ }
+
+ LLMatrix4a mat = obj->getGLTFAssetToAgentTransform();
+
+ LLMatrix4a modelview;
+ modelview.loadu(gGLModelView);
+
+ matMul(mat, modelview, modelview);
+
+ Asset* asset = obj->mGLTFAsset;
+
+ for (auto& node : asset->mNodes)
+ {
+ // force update all mRenderMatrix, not just nodes with meshes
+ matMul(node.mAssetMatrix, modelview, node.mRenderMatrix);
+
+ gGL.loadMatrix(node.mRenderMatrix.getF32ptr());
+ // render x-axis red, y-axis green, z-axis blue
+ gGL.color4f(1.f, 0.f, 0.f, 0.5f);
+ gGL.begin(LLRender::LINES);
+ gGL.vertex3f(0.f, 0.f, 0.f);
+ gGL.vertex3f(1.f, 0.f, 0.f);
+ gGL.end();
+ gGL.flush();
+
+ gGL.color4f(0.f, 1.f, 0.f, 0.5f);
+ gGL.begin(LLRender::LINES);
+ gGL.vertex3f(0.f, 0.f, 0.f);
+ gGL.vertex3f(0.f, 1.f, 0.f);
+ gGL.end();
+ gGL.flush();
+
+ gGL.begin(LLRender::LINES);
+ gGL.color4f(0.f, 0.f, 1.f, 0.5f);
+ gGL.vertex3f(0.f, 0.f, 0.f);
+ gGL.vertex3f(0.f, 0.f, 1.f);
+ gGL.end();
+ gGL.flush();
+
+ // render path to child nodes cyan
+ gGL.color4f(0.f, 1.f, 1.f, 0.5f);
+ gGL.begin(LLRender::LINES);
+ for (auto& child_idx : node.mChildren)
+ {
+ Node& child = asset->mNodes[child_idx];
+ gGL.vertex3f(0.f, 0.f, 0.f);
+ gGL.vertex3fv(child.mMatrix.getTranslation().getF32ptr());
+ }
+ gGL.end();
+ gGL.flush();
+ }
+ }
+
+ gGL.popMatrix();
+ }
+
+ }
+
+
+ if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_RAYCAST))
+ {
+ S32 node_hit = -1;
+ S32 primitive_hit = -1;
+ LLVector4a intersection;
+
+ LLDrawable* drawable = lineSegmentIntersect(gDebugRaycastStart, gDebugRaycastEnd, TRUE, TRUE, TRUE, TRUE, &node_hit, &primitive_hit, &intersection, nullptr, nullptr, nullptr);
+
+ if (drawable)
+ {
+ gGL.pushMatrix();
+ Asset* asset = drawable->getVObj()->mGLTFAsset;
+ Node* node = &asset->mNodes[node_hit];
+ Primitive* primitive = &asset->mMeshes[node->mMesh].mPrimitives[primitive_hit];
+
+ gGL.flush();
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ gGL.color3f(1, 0, 1);
+ drawBoxOutline(intersection, LLVector4a(0.1f, 0.1f, 0.1f, 0.f));
+
+ gGL.loadMatrix((F32*) node->mRenderMatrix.mMatrix);
+
+
+
+ auto* listener = (LLVolumeOctreeListener*) primitive->mOctree->getListener(0);
+ drawBoxOutline(listener->mBounds[0], listener->mBounds[1]);
+
+ gGL.flush();
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ gGL.popMatrix();
+ }
+ }
+ gDebugProgram.unbind();
+}
+
diff --git a/indra/newview/gltfscenemanager.h b/indra/newview/gltfscenemanager.h
new file mode 100644
index 0000000000..7966606dfa
--- /dev/null
+++ b/indra/newview/gltfscenemanager.h
@@ -0,0 +1,69 @@
+#pragma once
+
+/**
+ * @file gltfscenemanager.h
+ * @brief Builds menus out of items.
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#include "llsingleton.h"
+#include "llviewerobject.h"
+
+namespace LL
+{
+ class GLTFSceneManager : public LLSimpleton
+ {
+ public:
+ ~GLTFSceneManager();
+ // load GLTF file from disk
+
+ void load(); // open filepicker to choose asset
+ void load(const std::string& filename); // load asset from filename
+
+ void update();
+ void render(bool opaque, bool rigged = false);
+ void renderOpaque();
+ void renderAlpha();
+
+ LLDrawable* lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
+ BOOL pick_transparent,
+ BOOL pick_rigged,
+ BOOL pick_unselectable,
+ BOOL pick_reflection_probe,
+ S32* node_hit, // return the index of the node that was hit
+ S32* primitive_hit, // return the index of the primitive that was hit
+ LLVector4a* intersection, // return the intersection point
+ LLVector2* tex_coord, // return the texture coordinates of the intersection point
+ LLVector4a* normal, // return the surface normal at the intersection point
+ LLVector4a* tangent); // return the surface tangent at the intersection point
+
+ bool lineSegmentIntersect(LLVOVolume* obj, GLTF::Asset* asset, const LLVector4a& start, const LLVector4a& end, S32 face, BOOL pick_transparent, BOOL pick_rigged, BOOL pick_unselectable, S32* face_hitp, S32* primitive_hitp,
+ LLVector4a* intersection, LLVector2* tex_coord, LLVector4a* normal, LLVector4a* tangent);
+
+ void renderDebug();
+
+ std::vector> mObjects;
+ };
+}
+
+
diff --git a/indra/newview/llagentbenefits.cpp b/indra/newview/llagentbenefits.cpp
index c2a1589682..e9f00f6556 100644
--- a/indra/newview/llagentbenefits.cpp
+++ b/indra/newview/llagentbenefits.cpp
@@ -25,6 +25,7 @@
#include "llviewerprecompiledheaders.h"
#include "llagentbenefits.h"
+#include "llviewertexture.h"
LLAgentBenefits::LLAgentBenefits():
m_initalized(false),
@@ -95,6 +96,26 @@ bool LLAgentBenefits::init(const LLSD& benefits_sd)
return false;
}
+ if (benefits_sd.has("large_texture_upload_cost"))
+ {
+ LLSD large_texture_cost = benefits_sd.get("large_texture_upload_cost");
+ if (large_texture_cost.isArray())
+ {
+ LLSD::array_const_iterator end = large_texture_cost.endArray();
+ LLSD::array_const_iterator it = large_texture_cost.beginArray();
+ for (; it != end; ++it)
+ {
+ m_2k_texture_upload_cost.push_back(it->asInteger());
+ }
+ std::sort(m_2k_texture_upload_cost.begin(), m_2k_texture_upload_cost.end());
+ }
+ }
+
+ if (m_2k_texture_upload_cost.empty())
+ {
+ m_2k_texture_upload_cost.push_back(m_texture_upload_cost);
+ }
+
// FIXME PREMIUM - either use this field or get rid of it
m_initalized = true;
return true;
@@ -140,6 +161,49 @@ S32 LLAgentBenefits::getTextureUploadCost() const
return m_texture_upload_cost;
}
+S32 LLAgentBenefits::getTextureUploadCost(const LLViewerTexture* tex) const
+{
+ if (tex)
+ {
+ S32 area = tex->getFullHeight() * tex->getFullWidth();
+ if (area >= MIN_2K_TEXTURE_AREA)
+ {
+ return get2KTextureUploadCost(area);
+ }
+ else
+ {
+ return getTextureUploadCost();
+ }
+ }
+ return 0;
+}
+
+S32 LLAgentBenefits::getTextureUploadCost(const LLImageBase* tex) const
+{
+ if (tex)
+ {
+ S32 area = tex->getHeight() * tex->getWidth();
+ if (area >= MIN_2K_TEXTURE_AREA)
+ {
+ return get2KTextureUploadCost(area);
+ }
+ else
+ {
+ return getTextureUploadCost();
+ }
+ }
+ return getTextureUploadCost();
+}
+
+S32 LLAgentBenefits::get2KTextureUploadCost(S32 area) const
+{
+ if (m_2k_texture_upload_cost.empty())
+ {
+ return m_texture_upload_cost;
+ }
+ return m_2k_texture_upload_cost[0];
+}
+
bool LLAgentBenefits::findUploadCost(LLAssetType::EType& asset_type, S32& cost) const
{
bool succ = false;
diff --git a/indra/newview/llagentbenefits.h b/indra/newview/llagentbenefits.h
index 1afc80a6cc..ff23241aa9 100644
--- a/indra/newview/llagentbenefits.h
+++ b/indra/newview/llagentbenefits.h
@@ -30,9 +30,14 @@
#include "llsd.h"
#include "llassettype.h"
+class LLViewerTexture;
+class LLImageBase;
+
class LLAgentBenefits
{
public:
+ static constexpr S32 MIN_2K_TEXTURE_AREA = 1024 * 1024 + 1;
+
LLAgentBenefits();
~LLAgentBenefits();
LOG_CLASS(LLAgentBenefits);
@@ -47,6 +52,9 @@ public:
S32 getPicksLimit() const;
S32 getSoundUploadCost() const;
S32 getTextureUploadCost() const;
+ S32 getTextureUploadCost(const LLViewerTexture* tex) const;
+ S32 getTextureUploadCost(const LLImageBase* tex) const;
+ S32 get2KTextureUploadCost(S32 area) const;
bool findUploadCost(LLAssetType::EType& asset_type, S32& cost) const;
@@ -59,6 +67,7 @@ private:
S32 m_picks_limit;
S32 m_sound_upload_cost;
S32 m_texture_upload_cost;
+ std::vector m_2k_texture_upload_cost;
bool m_initalized;
};
diff --git a/indra/newview/llagentcamera.cpp b/indra/newview/llagentcamera.cpp
index 282b41b2f1..1912d9d1d5 100644
--- a/indra/newview/llagentcamera.cpp
+++ b/indra/newview/llagentcamera.cpp
@@ -2526,7 +2526,7 @@ void LLAgentCamera::setFocusGlobal(const LLPickInfo& pick)
{
LLViewerObject* objectp = gObjectList.findObject(pick.mObjectID);
- if (objectp)
+ if (objectp && pick.mGLTFNodeIndex == -1)
{
// focus on object plus designated offset
// which may or may not be same as pick.mPosGlobal
diff --git a/indra/newview/llappviewer.cpp b/indra/newview/llappviewer.cpp
index c9c197ff0e..74adcbb2d1 100644
--- a/indra/newview/llappviewer.cpp
+++ b/indra/newview/llappviewer.cpp
@@ -228,6 +228,7 @@
#include "pipeline.h"
#include "llgesturemgr.h"
#include "llsky.h"
+#include "llvlcomposition.h"
#include "llvlmanager.h"
#include "llviewercamera.h"
#include "lldrawpoolbump.h"
@@ -238,6 +239,8 @@
#include "llavatariconctrl.h"
#include "llgroupiconctrl.h"
#include "llviewerassetstats.h"
+#include "gltfscenemanager.h"
+
#include "workqueue.h"
using namespace LL;
@@ -1271,6 +1274,8 @@ bool LLAppViewer::init()
LLWorld::createInstance();
LLSelectMgr::createInstance();
LLViewerCamera::createInstance();
+ LL::GLTFSceneManager::createInstance();
+
#if LL_WINDOWS
if (!mSecondInstance)
@@ -2146,7 +2151,7 @@ bool LLAppViewer::cleanup()
ll_close_fail_log();
LLError::LLCallStacks::cleanup();
-
+ LL::GLTFSceneManager::deleteSingleton();
LLEnvironment::deleteSingleton();
LLSelectMgr::deleteSingleton();
LLViewerEventRecorder::deleteSingleton();
@@ -4852,6 +4857,7 @@ void LLAppViewer::idle()
if (!(logoutRequestSent() && hasSavedFinalSnapshot()))
{
gObjectList.update(gAgent);
+ LL::GLTFSceneManager::instance().update();
}
}
diff --git a/indra/newview/lldrawable.h b/indra/newview/lldrawable.h
index e02d62ad45..726667813a 100644
--- a/indra/newview/lldrawable.h
+++ b/indra/newview/lldrawable.h
@@ -286,6 +286,7 @@ public:
ANIMATED_CHILD = 0x01000000,
ACTIVE_CHILD = 0x02000000,
FOR_UNLOAD = 0x04000000, //should be unload from memory
+ MIRROR = 0x08000000, // Used as a mirror, needs a hero probe position to be calculated.
} EDrawableFlags;
public:
diff --git a/indra/newview/lldrawpool.cpp b/indra/newview/lldrawpool.cpp
index 3b415f2b26..2d44949c4a 100644
--- a/indra/newview/lldrawpool.cpp
+++ b/indra/newview/lldrawpool.cpp
@@ -567,14 +567,19 @@ void LLRenderPass::pushRiggedMaskBatches(U32 type, bool texture, bool batch_text
void LLRenderPass::applyModelMatrix(const LLDrawInfo& params)
{
- if (params.mModelMatrix != gGLLastMatrix)
+ applyModelMatrix(params.mModelMatrix);
+}
+
+void LLRenderPass::applyModelMatrix(const LLMatrix4* model_matrix)
+{
+ if (model_matrix != gGLLastMatrix)
{
- gGLLastMatrix = params.mModelMatrix;
+ gGLLastMatrix = model_matrix;
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.loadMatrix(gGLModelView);
- if (params.mModelMatrix)
+ if (model_matrix)
{
- gGL.multMatrix((GLfloat*) params.mModelMatrix->mMatrix);
+ gGL.multMatrix((GLfloat*) model_matrix->mMatrix);
}
gPipeline.mMatrixOpCount++;
}
@@ -746,6 +751,7 @@ void LLRenderPass::pushUntexturedGLTFBatches(U32 type)
}
}
+// static
void LLRenderPass::pushGLTFBatch(LLDrawInfo& params)
{
auto& mat = params.mGLTFMaterial;
@@ -764,6 +770,7 @@ void LLRenderPass::pushGLTFBatch(LLDrawInfo& params)
teardown_texture_matrix(params);
}
+// static
void LLRenderPass::pushUntexturedGLTFBatch(LLDrawInfo& params)
{
auto& mat = params.mGLTFMaterial;
@@ -825,6 +832,7 @@ void LLRenderPass::pushUntexturedRiggedGLTFBatches(U32 type)
}
+// static
void LLRenderPass::pushRiggedGLTFBatch(LLDrawInfo& params, LLVOAvatar*& lastAvatar, U64& lastMeshId)
{
if (params.mAvatar.notNull() && (lastAvatar != params.mAvatar || lastMeshId != params.mSkinInfo->mHash))
@@ -837,6 +845,7 @@ void LLRenderPass::pushRiggedGLTFBatch(LLDrawInfo& params, LLVOAvatar*& lastAvat
pushGLTFBatch(params);
}
+// static
void LLRenderPass::pushUntexturedRiggedGLTFBatch(LLDrawInfo& params, LLVOAvatar*& lastAvatar, U64& lastMeshId)
{
if (params.mAvatar.notNull() && (lastAvatar != params.mAvatar || lastMeshId != params.mSkinInfo->mHash))
diff --git a/indra/newview/lldrawpool.h b/indra/newview/lldrawpool.h
index 7e5e6f2b17..789d8d45c9 100644
--- a/indra/newview/lldrawpool.h
+++ b/indra/newview/lldrawpool.h
@@ -58,9 +58,9 @@ public:
POOL_SIMPLE,
POOL_FULLBRIGHT,
POOL_BUMP,
- POOL_TERRAIN,
POOL_MATERIALS,
POOL_GLTF_PBR,
+ POOL_TERRAIN,
POOL_GRASS,
POOL_GLTF_PBR_ALPHA_MASK,
POOL_TREE,
@@ -349,8 +349,8 @@ public:
void resetDrawOrders() { }
static void applyModelMatrix(const LLDrawInfo& params);
- // Use before a non-GLTF batch if it is interleaved with GLTF batches that share the same shader
- static void resetGLTFTextureTransform();
+ // For rendering that doesn't use LLDrawInfo for some reason
+ static void applyModelMatrix(const LLMatrix4* model_matrix);
void pushBatches(U32 type, bool texture = true, bool batch_textures = false);
void pushUntexturedBatches(U32 type);
@@ -374,10 +374,10 @@ public:
void pushUntexturedRiggedGLTFBatches(U32 type);
// push a single GLTF draw call
- void pushGLTFBatch(LLDrawInfo& params);
- void pushRiggedGLTFBatch(LLDrawInfo& params, LLVOAvatar*& lastAvatar, U64& lastMeshId);
- void pushUntexturedGLTFBatch(LLDrawInfo& params);
- void pushUntexturedRiggedGLTFBatch(LLDrawInfo& params, LLVOAvatar*& lastAvatar, U64& lastMeshId);
+ static void pushGLTFBatch(LLDrawInfo& params);
+ static void pushRiggedGLTFBatch(LLDrawInfo& params, LLVOAvatar*& lastAvatar, U64& lastMeshId);
+ static void pushUntexturedGLTFBatch(LLDrawInfo& params);
+ static void pushUntexturedRiggedGLTFBatch(LLDrawInfo& params, LLVOAvatar*& lastAvatar, U64& lastMeshId);
void pushMaskBatches(U32 type, bool texture = true, bool batch_textures = false);
void pushRiggedMaskBatches(U32 type, bool texture = true, bool batch_textures = false);
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index bc177ddd99..60cfe9440d 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -49,6 +49,7 @@
#include "llspatialpartition.h"
#include "llglcommonfunc.h"
#include "llvoavatar.h"
+#include "gltfscenemanager.h"
#include "llenvironment.h"
@@ -260,6 +261,15 @@ void LLDrawPoolAlpha::forwardRender(bool rigged)
mAlphaDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA; // }
gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
+ if (rigged)
+ { // draw GLTF scene to depth buffer before rigged alpha
+ gPipeline.bindDeferredShader(gDeferredPBRAlphaProgram);
+ LL::GLTFSceneManager::instance().render(false, false);
+
+ gPipeline.bindDeferredShader(*gDeferredPBRAlphaProgram.mRiggedVariant);
+ LL::GLTFSceneManager::instance().render(false, true);
+ }
+
// If the face is more than 90% transparent, then don't update the Depth buffer for Dof
// We don't want the nearly invisible objects to cause of DoF effects
renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2, false, rigged);
@@ -807,6 +817,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
params.mVertexBuffer->setBuffer();
params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
+ stop_glerror();
if (reset_minimum_alpha)
{
diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp
index 99d0853ff1..eec17149e7 100644
--- a/indra/newview/lldrawpoolbump.cpp
+++ b/indra/newview/lldrawpoolbump.cpp
@@ -701,8 +701,7 @@ void LLBumpImageList::updateImages()
{
for (bump_image_map_t::iterator iter = mBrightnessEntries.begin(); iter != mBrightnessEntries.end(); )
{
- bump_image_map_t::iterator curiter = iter++;
- LLViewerTexture* image = curiter->second;
+ LLViewerTexture* image = iter->second;
if( image )
{
BOOL destroy = TRUE;
@@ -721,9 +720,11 @@ void LLBumpImageList::updateImages()
if( destroy )
{
//LL_INFOS() << "*** Destroying bright " << (void*)image << LL_ENDL;
- mBrightnessEntries.erase(curiter); // deletes the image thanks to reference counting
+ iter = mBrightnessEntries.erase(iter); // deletes the image thanks to reference counting
+ continue;
}
}
+ ++iter;
}
for (bump_image_map_t::iterator iter = mDarknessEntries.begin(); iter != mDarknessEntries.end(); )
diff --git a/indra/newview/lldrawpoolpbropaque.cpp b/indra/newview/lldrawpoolpbropaque.cpp
index 303afa51db..a32b6b1687 100644
--- a/indra/newview/lldrawpoolpbropaque.cpp
+++ b/indra/newview/lldrawpoolpbropaque.cpp
@@ -1,25 +1,25 @@
-/**
+/**
* @file lldrawpoolpbropaque.cpp
* @brief LLDrawPoolGLTFPBR class implementation
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -30,6 +30,7 @@
#include "lldrawpoolpbropaque.h"
#include "llviewershadermgr.h"
#include "pipeline.h"
+#include "gltfscenemanager.h"
LLDrawPoolGLTFPBR::LLDrawPoolGLTFPBR(U32 type) :
LLRenderPass(type)
@@ -54,9 +55,13 @@ void LLDrawPoolGLTFPBR::renderDeferred(S32 pass)
llassert(!LLPipeline::sRenderingHUDs);
gDeferredPBROpaqueProgram.bind();
+
+ LL::GLTFSceneManager::instance().renderOpaque();
pushGLTFBatches(mRenderType);
+
gDeferredPBROpaqueProgram.bind(true);
+ LL::GLTFSceneManager::instance().render(true, true);
pushRiggedGLTFBatches(mRenderType + 1);
}
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp
index c86c4b3472..2a9c27fec9 100644
--- a/indra/newview/lldrawpoolterrain.cpp
+++ b/indra/newview/lldrawpoolterrain.cpp
@@ -54,8 +54,9 @@
const F32 DETAIL_SCALE = 1.f/16.f;
int DebugDetailMap = 0;
-S32 LLDrawPoolTerrain::sDetailMode = 1;
+S32 LLDrawPoolTerrain::sPBRDetailMode = 0;
F32 LLDrawPoolTerrain::sDetailScale = DETAIL_SCALE;
+F32 LLDrawPoolTerrain::sPBRDetailScale = DETAIL_SCALE;
static LLGLSLShader* sShader = NULL;
static LLTrace::BlockTimerStatHandle FTM_SHADOW_TERRAIN("Terrain Shadow");
@@ -66,7 +67,8 @@ LLDrawPoolTerrain::LLDrawPoolTerrain(LLViewerTexture *texturep) :
{
// Hack!
sDetailScale = 1.f/gSavedSettings.getF32("RenderTerrainScale");
- sDetailMode = gSavedSettings.getS32("RenderTerrainDetail");
+ sPBRDetailScale = 1.f/gSavedSettings.getF32("RenderTerrainPBRScale");
+ sPBRDetailMode = gSavedSettings.getS32("RenderTerrainPBRDetail");
mAlphaRampImagep = LLViewerTextureManager::getFetchedTexture(IMG_ALPHA_GRAD);
//gGL.getTexUnit(0)->bind(mAlphaRampImagep.get());
@@ -105,13 +107,7 @@ U32 LLDrawPoolTerrain::getVertexDataMask()
void LLDrawPoolTerrain::prerender()
{
- sDetailMode = gSavedSettings.getS32("RenderTerrainDetail");
-}
-
-//static
-S32 LLDrawPoolTerrain::getDetailMode()
-{
- return sDetailMode;
+ sPBRDetailMode = gSavedSettings.getS32("RenderTerrainPBRDetail");
}
void LLDrawPoolTerrain::boostTerrainDetailTextures()
@@ -119,21 +115,13 @@ void LLDrawPoolTerrain::boostTerrainDetailTextures()
// Hack! Get the region that this draw pool is rendering from!
LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
LLVLComposition *compp = regionp->getComposition();
- for (S32 i = 0; i < 4; i++)
- {
- compp->mDetailTextures[i]->setBoostLevel(LLGLTexture::BOOST_TERRAIN);
- compp->mDetailTextures[i]->addTextureStats(1024.f * 1024.f);
- }
+ compp->boost();
}
void LLDrawPoolTerrain::beginDeferredPass(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN);
LLFacePool::beginRenderPass(pass);
-
- sShader = &gDeferredTerrainProgram;
-
- sShader->bind();
}
void LLDrawPoolTerrain::endDeferredPass(S32 pass)
@@ -204,19 +192,8 @@ void LLDrawPoolTerrain::drawLoop()
{
LLFace *facep = *iter;
- LLMatrix4* model_matrix = &(facep->getDrawable()->getRegion()->mRenderMatrix);
-
- if (model_matrix != gGLLastMatrix)
- {
- llassert(gGL.getMatrixMode() == LLRender::MM_MODELVIEW);
- gGLLastMatrix = model_matrix;
- gGL.loadMatrix(gGLModelView);
- if (model_matrix)
- {
- gGL.multMatrix((GLfloat*) model_matrix->mMatrix);
- }
- gPipeline.mMatrixOpCount++;
- }
+ llassert(gGL.getMatrixMode() == LLRender::MM_MODELVIEW);
+ LLRenderPass::applyModelMatrix(&facep->getDrawable()->getRegion()->mRenderMatrix);
facep->renderIndexed();
}
@@ -225,9 +202,34 @@ void LLDrawPoolTerrain::drawLoop()
void LLDrawPoolTerrain::renderFullShader()
{
+ const BOOL use_local_materials = gLocalTerrainMaterials.materialsReady(true, false);
// Hack! Get the region that this draw pool is rendering from!
LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
LLVLComposition *compp = regionp->getComposition();
+ const BOOL use_textures = !use_local_materials && (compp->getMaterialType() == LLTerrainMaterials::Type::TEXTURE);
+
+ if (use_textures)
+ {
+ // Use textures
+ sShader = &gDeferredTerrainProgram;
+ sShader->bind();
+ renderFullShaderTextures();
+ }
+ else
+ {
+ // Use materials
+ sShader = &gDeferredPBRTerrainProgram;
+ sShader->bind();
+ renderFullShaderPBR(use_local_materials);
+ }
+}
+
+void LLDrawPoolTerrain::renderFullShaderTextures()
+{
+ // Hack! Get the region that this draw pool is rendering from!
+ LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
+ LLVLComposition *compp = regionp->getComposition();
+
LLViewerTexture *detail_texture0p = compp->mDetailTextures[0];
LLViewerTexture *detail_texture1p = compp->mDetailTextures[1];
LLViewerTexture *detail_texture2p = compp->mDetailTextures[2];
@@ -322,6 +324,228 @@ void LLDrawPoolTerrain::renderFullShader()
gGL.getTexUnit(detail0)->activate();
}
+// *TODO: Investigate use of bindFast for PBR terrain textures
+void LLDrawPoolTerrain::renderFullShaderPBR(BOOL local_materials)
+{
+ // Hack! Get the region that this draw pool is rendering from!
+ LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
+ LLVLComposition *compp = regionp->getComposition();
+ LLPointer (*fetched_materials)[LLVLComposition::ASSET_COUNT] = &compp->mDetailMaterials;
+
+ constexpr U32 terrain_material_count = LLVLComposition::ASSET_COUNT;
+#ifdef SHOW_ASSERT
+ constexpr U32 shader_material_count = 1 + LLViewerShaderMgr::TERRAIN_DETAIL3_BASE_COLOR - LLViewerShaderMgr::TERRAIN_DETAIL0_BASE_COLOR;
+ llassert(shader_material_count == terrain_material_count);
+#endif
+
+ if (local_materials)
+ {
+ // Override region terrain with the global local override terrain
+ fetched_materials = &gLocalTerrainMaterials.mDetailMaterials;
+ }
+ const LLGLTFMaterial* materials[terrain_material_count];
+ for (U32 i = 0; i < terrain_material_count; ++i)
+ {
+ materials[i] = (*fetched_materials)[i].get();
+ if (!materials[i]) { materials[i] = &LLGLTFMaterial::sDefault; }
+ }
+
+ S32 detail_basecolor[terrain_material_count];
+ S32 detail_normal[terrain_material_count];
+ S32 detail_metalrough[terrain_material_count];
+ S32 detail_emissive[terrain_material_count];
+
+ for (U32 i = 0; i < terrain_material_count; ++i)
+ {
+ LLViewerTexture* detail_basecolor_texturep = nullptr;
+ LLViewerTexture* detail_normal_texturep = nullptr;
+ LLViewerTexture* detail_metalrough_texturep = nullptr;
+ LLViewerTexture* detail_emissive_texturep = nullptr;
+
+ const LLFetchedGLTFMaterial* fetched_material = (*fetched_materials)[i].get();
+ if (fetched_material)
+ {
+ detail_basecolor_texturep = fetched_material->mBaseColorTexture;
+ detail_normal_texturep = fetched_material->mNormalTexture;
+ detail_metalrough_texturep = fetched_material->mMetallicRoughnessTexture;
+ detail_emissive_texturep = fetched_material->mEmissiveTexture;
+ }
+
+ detail_basecolor[i] = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_BASE_COLOR + i);
+ if (detail_basecolor_texturep)
+ {
+ gGL.getTexUnit(detail_basecolor[i])->bind(detail_basecolor_texturep);
+ }
+ else
+ {
+ gGL.getTexUnit(detail_basecolor[i])->bind(LLViewerFetchedTexture::sWhiteImagep);
+ }
+ gGL.getTexUnit(detail_basecolor[i])->setTextureAddressMode(LLTexUnit::TAM_WRAP);
+ gGL.getTexUnit(detail_basecolor[i])->activate();
+
+ if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_NORMAL)
+ {
+ detail_normal[i] = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_NORMAL + i);
+ if (detail_normal_texturep)
+ {
+ gGL.getTexUnit(detail_normal[i])->bind(detail_normal_texturep);
+ }
+ else
+ {
+ gGL.getTexUnit(detail_normal[i])->bind(LLViewerFetchedTexture::sFlatNormalImagep);
+ }
+ gGL.getTexUnit(detail_normal[i])->setTextureAddressMode(LLTexUnit::TAM_WRAP);
+ gGL.getTexUnit(detail_normal[i])->activate();
+ }
+
+ if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ {
+ detail_metalrough[i] = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_METALLIC_ROUGHNESS + i);
+ if (detail_metalrough_texturep)
+ {
+ gGL.getTexUnit(detail_metalrough[i])->bind(detail_metalrough_texturep);
+ }
+ else
+ {
+ gGL.getTexUnit(detail_metalrough[i])->bind(LLViewerFetchedTexture::sWhiteImagep);
+ }
+ gGL.getTexUnit(detail_metalrough[i])->setTextureAddressMode(LLTexUnit::TAM_WRAP);
+ gGL.getTexUnit(detail_metalrough[i])->activate();
+ }
+
+ if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ {
+ detail_emissive[i] = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_EMISSIVE + i);
+ if (detail_emissive_texturep)
+ {
+ gGL.getTexUnit(detail_emissive[i])->bind(detail_emissive_texturep);
+ }
+ else
+ {
+ gGL.getTexUnit(detail_emissive[i])->bind(LLViewerFetchedTexture::sWhiteImagep);
+ }
+ gGL.getTexUnit(detail_emissive[i])->setTextureAddressMode(LLTexUnit::TAM_WRAP);
+ gGL.getTexUnit(detail_emissive[i])->activate();
+ }
+ }
+
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+ llassert(shader);
+
+ LLGLTFMaterial::TextureTransform base_color_transform;
+ base_color_transform.mScale = LLVector2(sPBRDetailScale, sPBRDetailScale);
+ // *TODO: mOffset and mRotation left at defaults for now. (per-material texture transforms are implemented in another branch)
+ F32 base_color_packed[8];
+ base_color_transform.getPacked(base_color_packed);
+ // *HACK: Use the same texture repeats for all PBR terrain textures for now
+ // (not compliant with KHR texture transform spec)
+ shader->uniform4fv(LLShaderMgr::TEXTURE_BASE_COLOR_TRANSFORM, 2, (F32*)base_color_packed);
+
+ LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();
+
+ //
+ // Alpha Ramp
+ //
+ S32 alpha_ramp = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP);
+ gGL.getTexUnit(alpha_ramp)->bind(m2DAlphaRampImagep);
+ gGL.getTexUnit(alpha_ramp)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+
+ //
+ // GLTF uniforms
+ //
+
+ LLColor4 base_color_factors[terrain_material_count];
+ F32 metallic_factors[terrain_material_count];
+ F32 roughness_factors[terrain_material_count];
+ LLColor3 emissive_colors[terrain_material_count];
+ F32 minimum_alphas[terrain_material_count];
+ for (U32 i = 0; i < terrain_material_count; ++i)
+ {
+ const LLGLTFMaterial* material = materials[i];
+
+ base_color_factors[i] = material->mBaseColor;
+ metallic_factors[i] = material->mMetallicFactor;
+ roughness_factors[i] = material->mRoughnessFactor;
+ emissive_colors[i] = material->mEmissiveColor;
+ // glTF 2.0 Specification 3.9.4. Alpha Coverage
+ // mAlphaCutoff is only valid for LLGLTFMaterial::ALPHA_MODE_MASK
+ // Use 0 here due to GLTF terrain blending (LLGLTFMaterial::bind uses
+ // -1 for easier debugging)
+ F32 min_alpha = -0.0f;
+ if (material->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_MASK)
+ {
+ // dividing the alpha cutoff by transparency here allows the shader to compare against
+ // the alpha value of the texture without needing the transparency value
+ min_alpha = material->mAlphaCutoff/material->mBaseColor.mV[3];
+ }
+ minimum_alphas[i] = min_alpha;
+ }
+ shader->uniform4fv(LLShaderMgr::TERRAIN_BASE_COLOR_FACTORS, terrain_material_count, (F32*)base_color_factors);
+ if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ {
+ shader->uniform4f(LLShaderMgr::TERRAIN_METALLIC_FACTORS, metallic_factors[0], metallic_factors[1], metallic_factors[2], metallic_factors[3]);
+ shader->uniform4f(LLShaderMgr::TERRAIN_ROUGHNESS_FACTORS, roughness_factors[0], roughness_factors[1], roughness_factors[2], roughness_factors[3]);
+ }
+ if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ {
+ shader->uniform3fv(LLShaderMgr::TERRAIN_EMISSIVE_COLORS, terrain_material_count, (F32*)emissive_colors);
+ }
+ shader->uniform4f(LLShaderMgr::TERRAIN_MINIMUM_ALPHAS, minimum_alphas[0], minimum_alphas[1], minimum_alphas[2], minimum_alphas[3]);
+
+ // GL_BLEND disabled by default
+ drawLoop();
+
+ // Disable multitexture
+
+ sShader->disableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP);
+
+ gGL.getTexUnit(alpha_ramp)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(alpha_ramp)->disable();
+ gGL.getTexUnit(alpha_ramp)->activate();
+
+ for (U32 i = 0; i < terrain_material_count; ++i)
+ {
+ sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_BASE_COLOR + i);
+ if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_NORMAL)
+ {
+ sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_NORMAL + i);
+ }
+ if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ {
+ sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_METALLIC_ROUGHNESS + i);
+ }
+ if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ {
+ sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_EMISSIVE + i);
+ }
+
+ gGL.getTexUnit(detail_basecolor[i])->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(detail_basecolor[i])->disable();
+ gGL.getTexUnit(detail_basecolor[i])->activate();
+
+ if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_NORMAL)
+ {
+ gGL.getTexUnit(detail_normal[i])->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(detail_normal[i])->disable();
+ gGL.getTexUnit(detail_normal[i])->activate();
+ }
+
+ if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ {
+ gGL.getTexUnit(detail_metalrough[i])->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(detail_metalrough[i])->disable();
+ gGL.getTexUnit(detail_metalrough[i])->activate();
+ }
+
+ if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ {
+ gGL.getTexUnit(detail_emissive[i])->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(detail_emissive[i])->disable();
+ gGL.getTexUnit(detail_emissive[i])->activate();
+ }
+ }
+}
+
void LLDrawPoolTerrain::hilightParcelOwners()
{
{ //use fullbright shader for highlighting
diff --git a/indra/newview/lldrawpoolterrain.h b/indra/newview/lldrawpoolterrain.h
index 2c27733f37..5ee91eb47c 100644
--- a/indra/newview/lldrawpoolterrain.h
+++ b/indra/newview/lldrawpoolterrain.h
@@ -37,13 +37,12 @@ public:
{
VERTEX_DATA_MASK = LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_NORMAL |
+ LLVertexBuffer::MAP_TANGENT | // Only PBR terrain uses this currently
LLVertexBuffer::MAP_TEXCOORD0 |
LLVertexBuffer::MAP_TEXCOORD1
};
virtual U32 getVertexDataMask();
- static S32 getDetailMode();
-
LLDrawPoolTerrain(LLViewerTexture *texturep);
virtual ~LLDrawPoolTerrain();
@@ -67,8 +66,9 @@ public:
LLPointer m2DAlphaRampImagep;
LLPointer mAlphaNoiseImagep;
- static S32 sDetailMode;
- static F32 sDetailScale; // meters per texture
+ static S32 sPBRDetailMode;
+ static F32 sDetailScale; // textures per meter
+ static F32 sPBRDetailScale; // textures per meter
protected:
void boostTerrainDetailTextures();
@@ -79,6 +79,8 @@ protected:
void renderFull2TU();
void renderFull4TU();
void renderFullShader();
+ void renderFullShaderTextures();
+ void renderFullShaderPBR(BOOL local_materials = false);
void drawLoop();
private:
diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp
index 7b359c757a..43620747d4 100644
--- a/indra/newview/lldrawpooltree.cpp
+++ b/indra/newview/lldrawpooltree.cpp
@@ -85,17 +85,8 @@ void LLDrawPoolTree::renderDeferred(S32 pass)
{
LLMatrix4* model_matrix = &(face->getDrawable()->getRegion()->mRenderMatrix);
- if (model_matrix != gGLLastMatrix)
- {
- gGLLastMatrix = model_matrix;
- gGL.loadMatrix(gGLModelView);
- if (model_matrix)
- {
- llassert(gGL.getMatrixMode() == LLRender::MM_MODELVIEW);
- gGL.multMatrix((GLfloat*)model_matrix->mMatrix);
- }
- gPipeline.mMatrixOpCount++;
- }
+ llassert(gGL.getMatrixMode() == LLRender::MM_MODELVIEW);
+ LLRenderPass::applyModelMatrix(model_matrix);
buff->setBuffer();
buff->drawRange(LLRender::TRIANGLES, 0, buff->getNumVerts() - 1, buff->getNumIndices(), 0);
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index 11c47e0d3b..c16b6408d7 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -44,6 +44,7 @@
#include "llsky.h"
#include "llvowlsky.h"
#include "llsettingsvo.h"
+#include "llviewercontrol.h"
extern BOOL gCubeSnapshot;
@@ -127,6 +128,19 @@ void LLDrawPoolWLSky::renderDome(const LLVector3& camPosLocal, F32 camHeightLoca
gGL.popMatrix();
}
+extern LLPointer gEXRImage;
+
+static bool use_hdri_sky()
+{
+ static LLCachedControl hdri_split(gSavedSettings, "RenderHDRISplitScreen", 1.f);
+ static LLCachedControl irradiance_only(gSavedSettings, "RenderHDRIIrradianceOnly", false);
+
+ return gCubeSnapshot && (!irradiance_only || !gPipeline.mReflectionMapManager.isRadiancePass()) ? gEXRImage.notNull() : // always use HDRI for reflection probes when available
+ gEXRImage.notNull() ? hdri_split > 0.f : // fallback to EEP sky when split screen is zero
+ false; // no HDRI available, always use EEP sky
+
+}
+
void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 camHeightLocal) const
{
if (!gSky.mVOSkyp)
@@ -138,9 +152,34 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca
if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
{
- LLGLSPipelineDepthTestSkyBox sky(true, true);
+ if (use_hdri_sky())
+ {
+ sky_shader = &gEnvironmentMapProgram;
+ sky_shader->bind();
+ S32 idx = sky_shader->enableTexture(LLShaderMgr::ENVIRONMENT_MAP);
+ if (idx > -1)
+ {
+ gGL.getTexUnit(idx)->bind(gEXRImage);
+ }
- sky_shader->bind();
+ static LLCachedControl hdri_exposure(gSavedSettings, "RenderHDRIExposure", 0.0f);
+ static LLCachedControl hdri_rotation(gSavedSettings, "RenderHDRIRotation", 0.f);
+ static LLCachedControl hdri_split(gSavedSettings, "RenderHDRISplitScreen", 1.f);
+ static LLStaticHashedString hdri_split_screen("hdri_split_screen");
+
+ LLMatrix3 rot;
+ rot.setRot(0.f, hdri_rotation*DEG_TO_RAD, 0.f);
+
+ sky_shader->uniform1f(LLShaderMgr::SKY_HDR_SCALE, powf(2.f, hdri_exposure));
+ sky_shader->uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, GL_FALSE, (F32*) rot.mMatrix);
+ sky_shader->uniform1f(hdri_split_screen, gCubeSnapshot ? 1.f : hdri_split);
+ }
+ else
+ {
+ sky_shader->bind();
+ }
+
+ LLGLSPipelineDepthTestSkyBox sky(true, true);
sky_shader->uniform1i(LLShaderMgr::CUBE_SNAPSHOT, gCubeSnapshot ? 1 : 0);
@@ -180,7 +219,7 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca
void LLDrawPoolWLSky::renderStarsDeferred(const LLVector3& camPosLocal) const
{
- if (!gSky.mVOSkyp)
+ if (!gSky.mVOSkyp || use_hdri_sky())
{
return;
}
@@ -251,6 +290,11 @@ void LLDrawPoolWLSky::renderStarsDeferred(const LLVector3& camPosLocal) const
void LLDrawPoolWLSky::renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const
{
+ if (use_hdri_sky())
+ {
+ return;
+ }
+
if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp && gSky.mVOSkyp->getCloudNoiseTex())
{
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
@@ -310,7 +354,7 @@ void LLDrawPoolWLSky::renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32
void LLDrawPoolWLSky::renderHeavenlyBodies()
{
- if (!gSky.mVOSkyp) return;
+ if (!gSky.mVOSkyp || use_hdri_sky()) return;
LLGLSPipelineBlendSkyBox gls_skybox(true, true); // SL-14113 we need moon to write to depth to clip stars behind
@@ -438,8 +482,6 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass)
const F32 camHeightLocal = LLEnvironment::instance().getCamHeight();
- gGL.setColorMask(true, false);
-
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
if (gPipeline.canUseWindLightShaders())
@@ -456,7 +498,6 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass)
renderSkyCloudsDeferred(origin, camHeightLocal, cloud_shader);
}
}
- gGL.setColorMask(true, true);
}
diff --git a/indra/newview/lldynamictexture.cpp b/indra/newview/lldynamictexture.cpp
index a27a98ff2c..f1145948a7 100644
--- a/indra/newview/lldynamictexture.cpp
+++ b/indra/newview/lldynamictexture.cpp
@@ -118,6 +118,8 @@ BOOL LLViewerDynamicTexture::render()
//-----------------------------------------------------------------------------
void LLViewerDynamicTexture::preRender(BOOL clear_depth)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_UI;
+
//use the bottom left corner
mOrigin.set(0, 0);
@@ -181,19 +183,26 @@ void LLViewerDynamicTexture::postRender(BOOL success)
//-----------------------------------------------------------------------------
BOOL LLViewerDynamicTexture::updateAllInstances()
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_UI;
+
sNumRenders = 0;
if (gGLManager.mIsDisabled)
{
return TRUE;
}
- bool use_fbo = gPipeline.mBake.isComplete() && !gGLManager.mIsAMD;
+ LLRenderTarget& bake_target = gPipeline.mAuxillaryRT.deferredScreen;
- if (use_fbo)
+ if (!bake_target.isComplete())
{
- gPipeline.mBake.bindTarget();
- gPipeline.mBake.clear();
+ llassert(false);
+ return FALSE;
}
+ llassert(bake_target.getWidth() >= LLPipeline::MAX_BAKE_WIDTH);
+ llassert(bake_target.getHeight() >= LLPipeline::MAX_BAKE_WIDTH);
+
+ bake_target.bindTarget();
+ bake_target.clear();
LLGLSLShader::unbind();
LLVertexBuffer::unbind();
@@ -208,11 +217,13 @@ BOOL LLViewerDynamicTexture::updateAllInstances()
LLViewerDynamicTexture *dynamicTexture = *iter;
if (dynamicTexture->needsRender())
{
+ llassert(dynamicTexture->getFullWidth() <= LLPipeline::MAX_BAKE_WIDTH);
+ llassert(dynamicTexture->getFullHeight() <= LLPipeline::MAX_BAKE_WIDTH);
+
glClear(GL_DEPTH_BUFFER_BIT);
- gDepthDirty = TRUE;
gGL.color4f(1,1,1,1);
- dynamicTexture->setBoundTarget(use_fbo ? &gPipeline.mBake : nullptr);
+ dynamicTexture->setBoundTarget(&bake_target);
dynamicTexture->preRender(); // Must be called outside of startRender()
result = FALSE;
if (dynamicTexture->render())
@@ -229,10 +240,7 @@ BOOL LLViewerDynamicTexture::updateAllInstances()
}
}
- if (use_fbo)
- {
- gPipeline.mBake.flush();
- }
+ bake_target.flush();
gGL.flush();
diff --git a/indra/newview/llenvironment.cpp b/indra/newview/llenvironment.cpp
index 641c613ec1..3c0a523317 100644
--- a/indra/newview/llenvironment.cpp
+++ b/indra/newview/llenvironment.cpp
@@ -1675,8 +1675,6 @@ void LLEnvironment::update(const LLViewerCamera * cam)
updateSettingsUniforms();
- // *TODO: potential optimization - this block may only need to be
- // executed some of the time. For example for water shaders only.
{
LLViewerShaderMgr::shader_iter shaders_iter, end_shaders;
end_shaders = LLViewerShaderMgr::instance()->endShaders();
@@ -1687,6 +1685,10 @@ void LLEnvironment::update(const LLViewerCamera * cam)
|| shaders_iter->mShaderGroup == LLGLSLShader::SG_WATER))
{
shaders_iter->mUniformsDirty = TRUE;
+ if (shaders_iter->mRiggedVariant)
+ {
+ shaders_iter->mRiggedVariant->mUniformsDirty = TRUE;
+ }
}
}
}
@@ -1768,8 +1770,10 @@ void LLEnvironment::updateGLVariablesForSettings(LLShaderUniforms* uniforms, con
case LLSD::TypeArray:
{
LLVector4 vect4(value);
+ // always identify as a radiance pass if desaturating irradiance is disabled
+ static LLCachedControl desaturate_irradiance(gSavedSettings, "RenderDesaturateIrradiance", true);
- if (gCubeSnapshot && !gPipeline.mReflectionMapManager.isRadiancePass())
+ if (desaturate_irradiance && gCubeSnapshot && !gPipeline.mReflectionMapManager.isRadiancePass())
{ // maximize and remove tinting if this is an irradiance map render pass and the parameter feeds into the sky background color
auto max_vec = [](LLVector4 col)
{
@@ -2964,7 +2968,7 @@ void LLEnvironment::DayTransition::animate()
// pause probe updates and reset reflection maps on sky change
- gPipeline.mReflectionMapManager.pause();
+ gPipeline.mReflectionMapManager.pause(mTransitionTime);
gPipeline.mReflectionMapManager.reset();
mSky = mStartSky->buildClone();
@@ -3567,7 +3571,7 @@ namespace
mInjectedSky->setSource(target_sky);
// clear reflection probes and pause updates during sky change
- gPipeline.mReflectionMapManager.pause();
+ gPipeline.mReflectionMapManager.pause(transition);
gPipeline.mReflectionMapManager.reset();
mBlenderSky = std::make_shared(target_sky, start_sky, psky, transition);
diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp
index 5e2d7f70cf..4c26e6b8af 100644
--- a/indra/newview/llface.cpp
+++ b/indra/newview/llface.cpp
@@ -1265,7 +1265,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
if (rebuild_color)
{ //decide if shiny goes in alpha channel of color
if (tep &&
- !isInAlphaPool()) // <--- alpha channel MUST contain transparency, not shiny
+ !isInAlphaPool() && tep->getGLTFRenderMaterial() == nullptr) // <--- alpha channel MUST contain transparency, not shiny
{
LLMaterial* mat = tep->getMaterialParams().get();
@@ -1855,7 +1855,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
S32* vp = (S32*) &val;
*vp = index;
- llassert(index <= LLGLSLShader::sIndexedTextureChannels-1);
+ llassert(index < LLGLSLShader::sIndexedTextureChannels);
LLVector4Logical mask;
mask.clear();
diff --git a/indra/newview/llfeaturemanager.cpp b/indra/newview/llfeaturemanager.cpp
index 99139e6528..9f12648470 100644
--- a/indra/newview/llfeaturemanager.cpp
+++ b/indra/newview/llfeaturemanager.cpp
@@ -664,6 +664,10 @@ void LLFeatureManager::applyBaseMasks()
{
maskFeatures("TexUnit8orLess");
}
+ if (gGLManager.mNumTextureImageUnits <= 16)
+ {
+ maskFeatures("TexUnit16orLess");
+ }
if (gGLManager.mVRAM > 512)
{
maskFeatures("VRAMGT512");
diff --git a/indra/newview/llfetchedgltfmaterial.cpp b/indra/newview/llfetchedgltfmaterial.cpp
index aa89a19aed..5296f40119 100644
--- a/indra/newview/llfetchedgltfmaterial.cpp
+++ b/indra/newview/llfetchedgltfmaterial.cpp
@@ -34,18 +34,19 @@
#include "llshadermgr.h"
#include "pipeline.h"
+//static
+LLFetchedGLTFMaterial LLFetchedGLTFMaterial::sDefault;
+
LLFetchedGLTFMaterial::LLFetchedGLTFMaterial()
: LLGLTFMaterial()
, mExpectedFlusTime(0.f)
- , mActive(true)
- , mFetching(false)
{
}
LLFetchedGLTFMaterial::~LLFetchedGLTFMaterial()
{
-
+
}
LLFetchedGLTFMaterial& LLFetchedGLTFMaterial::operator=(const LLFetchedGLTFMaterial& rhs)
@@ -76,9 +77,7 @@ void LLFetchedGLTFMaterial::bind(LLViewerTexture* media_tex)
{
if (mAlphaMode == LLGLTFMaterial::ALPHA_MODE_MASK)
{
- // dividing the alpha cutoff by transparency here allows the shader to compare against
- // the alpha value of the texture without needing the transparency value
- min_alpha = mAlphaCutoff/mBaseColor.mV[3];
+ min_alpha = mAlphaCutoff;
}
shader->uniform1f(LLShaderMgr::MINIMUM_ALPHA, min_alpha);
}
@@ -242,10 +241,11 @@ void LLFetchedGLTFMaterial::onMaterialComplete(std::function material_co
materialCompleteCallbacks.push_back(material_complete);
}
-void LLFetchedGLTFMaterial::materialComplete()
+void LLFetchedGLTFMaterial::materialComplete(bool success)
{
llassert(mFetching);
mFetching = false;
+ mFetchSuccess = success;
for (std::function material_complete : materialCompleteCallbacks)
{
@@ -254,55 +254,3 @@ void LLFetchedGLTFMaterial::materialComplete()
materialCompleteCallbacks.clear();
materialCompleteCallbacks.shrink_to_fit();
}
-
-LLPointer LLFetchedGLTFMaterial::getUITexture()
-{
- if (mFetching)
- {
- return nullptr;
- }
-
- auto fetch_texture_for_ui = [](LLPointer& img, const LLUUID& id)
- {
- if (id.notNull())
- {
- if (LLAvatarAppearanceDefines::LLAvatarAppearanceDictionary::isBakedImageId(id))
- {
- LLViewerObject* obj = LLSelectMgr::getInstance()->getSelection()->getFirstObject();
- if (obj)
- {
- LLViewerTexture* viewerTexture = obj->getBakedTextureForMagicId(id);
- img = viewerTexture ? dynamic_cast(viewerTexture) : NULL;
- }
-
- }
- else
- {
- img = LLViewerTextureManager::getFetchedTexture(id, FTT_DEFAULT, TRUE, LLGLTexture::BOOST_NONE, LLViewerTexture::LOD_TEXTURE);
- }
- }
- if (img)
- {
- img->setBoostLevel(LLGLTexture::BOOST_PREVIEW);
- img->forceToSaveRawImage(0);
- }
- };
-
- fetch_texture_for_ui(mBaseColorTexture, mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_BASE_COLOR]);
- fetch_texture_for_ui(mNormalTexture, mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_NORMAL]);
- fetch_texture_for_ui(mMetallicRoughnessTexture, mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS]);
- fetch_texture_for_ui(mEmissiveTexture, mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE]);
-
- if ((mBaseColorTexture && (mBaseColorTexture->getRawImageLevel() != 0)) ||
- (mNormalTexture && (mNormalTexture->getRawImageLevel() != 0)) ||
- (mMetallicRoughnessTexture && (mMetallicRoughnessTexture->getRawImageLevel() != 0)) ||
- (mEmissiveTexture && (mEmissiveTexture->getRawImageLevel() != 0)))
- {
- return nullptr;
- }
-
- // *HACK: Use one of the PBR texture components as the preview texture for now
- mPreviewTexture = mBaseColorTexture;
-
- return mPreviewTexture;
-}
diff --git a/indra/newview/llfetchedgltfmaterial.h b/indra/newview/llfetchedgltfmaterial.h
index 3352438660..7550c75b45 100644
--- a/indra/newview/llfetchedgltfmaterial.h
+++ b/indra/newview/llfetchedgltfmaterial.h
@@ -40,6 +40,8 @@ public:
virtual ~LLFetchedGLTFMaterial();
LLFetchedGLTFMaterial& operator=(const LLFetchedGLTFMaterial& rhs);
+ // LLGLTFMaterial::operator== is defined, but LLFetchedGLTFMaterial::operator== is not.
+ bool operator==(const LLGLTFMaterial& rhs) const = delete;
// If this material is loaded, fire the given function
void onMaterialComplete(std::function material_complete);
@@ -49,8 +51,7 @@ public:
void bind(LLViewerTexture* media_tex = nullptr);
bool isFetching() const { return mFetching; }
-
- LLPointer getUITexture();
+ bool isLoaded() const { return !mFetching && mFetchSuccess; }
void addTextureEntry(LLTextureEntry* te) override;
void removeTextureEntry(LLTextureEntry* te) override;
@@ -65,18 +66,18 @@ public:
std::set mTextureEntires;
- // Texture used for previewing the material in the UI
- LLPointer mPreviewTexture;
-
+ // default material for when assets don't have one
+ static LLFetchedGLTFMaterial sDefault;
protected:
// Lifetime management
-
+
void materialBegin();
- void materialComplete();
+ void materialComplete(bool success);
F64 mExpectedFlusTime; // since epoch in seconds
- bool mActive;
- bool mFetching;
+ bool mActive = true;
+ bool mFetching = false;
+ bool mFetchSuccess = false;
std::vector> materialCompleteCallbacks;
};
diff --git a/indra/newview/llfilepicker.cpp b/indra/newview/llfilepicker.cpp
index 493a1ecda6..51b9923684 100644
--- a/indra/newview/llfilepicker.cpp
+++ b/indra/newview/llfilepicker.cpp
@@ -61,6 +61,7 @@ LLFilePicker LLFilePicker::sInstance;
#define RAW_FILTER L"RAW files (*.raw)\0*.raw\0"
#define MODEL_FILTER L"Model files (*.dae)\0*.dae\0"
#define MATERIAL_FILTER L"GLTF Files (*.gltf; *.glb)\0*.gltf;*.glb\0"
+#define HDRI_FILTER L"HDRI Files (*.exr)\0*.exr\0"
#define MATERIAL_TEXTURES_FILTER L"GLTF Import (*.gltf; *.glb; *.tga; *.bmp; *.jpg; *.jpeg; *.png)\0*.gltf;*.glb;*.tga;*.bmp;*.jpg;*.jpeg;*.png\0"
#define SCRIPT_FILTER L"Script files (*.lsl)\0*.lsl\0"
#define DICTIONARY_FILTER L"Dictionary files (*.dic; *.xcu)\0*.dic;*.xcu\0"
@@ -228,6 +229,10 @@ BOOL LLFilePicker::setupFilter(ELoadFilter filter)
IMAGE_FILTER \
L"\0";
break;
+ case FFLOAD_HDRI:
+ mOFN.lpstrFilter = HDRI_FILTER \
+ L"\0";
+ break;
case FFLOAD_SCRIPT:
mOFN.lpstrFilter = SCRIPT_FILTER \
L"\0";
@@ -663,6 +668,8 @@ std::unique_ptr> LLFilePicker::navOpenFilterProc(ELoadF
allowedv->push_back("gltf");
allowedv->push_back("glb");
break;
+ case FFLOAD_HDRI:
+ allowedv->push_back("exr");
case FFLOAD_COLLADA:
allowedv->push_back("dae");
break;
diff --git a/indra/newview/llfilepicker.h b/indra/newview/llfilepicker.h
index 7149ced34a..994e7458d3 100644
--- a/indra/newview/llfilepicker.h
+++ b/indra/newview/llfilepicker.h
@@ -89,6 +89,7 @@ public:
FFLOAD_EXE = 14, // Note: EXE will be treated as ALL on Windows and Linux but not on Darwin
FFLOAD_MATERIAL = 15,
FFLOAD_MATERIAL_TEXTURE = 16,
+ FFLOAD_HDRI = 17,
};
enum ESaveFilter
diff --git a/indra/newview/llfloaterimagepreview.cpp b/indra/newview/llfloaterimagepreview.cpp
index 7851c5403b..73adb2175a 100644
--- a/indra/newview/llfloaterimagepreview.cpp
+++ b/indra/newview/llfloaterimagepreview.cpp
@@ -34,6 +34,7 @@
#include "llimagepng.h"
#include "llagent.h"
+#include "llagentbenefits.h"
#include "llbutton.h"
#include "llcheckboxctrl.h"
#include "llcombobox.h"
@@ -144,6 +145,15 @@ BOOL LLFloaterImagePreview::postBuild()
return TRUE;
}
+
+//-----------------------------------------------------------------------------
+// getExpectedUploadCost()
+//-----------------------------------------------------------------------------
+S32 LLFloaterImagePreview::getExpectedUploadCost() const
+{
+ return LLAgentBenefitsMgr::current().getTextureUploadCost(mRawImagep);
+}
+
//-----------------------------------------------------------------------------
// LLFloaterImagePreview()
//-----------------------------------------------------------------------------
@@ -380,7 +390,7 @@ bool LLFloaterImagePreview::loadImage(const std::string& src_filename)
return false;
}
- raw_image->biasedScaleToPowerOfTwo(1024);
+ raw_image->biasedScaleToPowerOfTwo(LLViewerFetchedTexture::MAX_IMAGE_SIZE_DEFAULT);
mRawImagep = raw_image;
}
catch (...)
diff --git a/indra/newview/llfloaterimagepreview.h b/indra/newview/llfloaterimagepreview.h
index 9e764e4972..6cd5bb4ca7 100644
--- a/indra/newview/llfloaterimagepreview.h
+++ b/indra/newview/llfloaterimagepreview.h
@@ -48,17 +48,17 @@ protected:
public:
LLImagePreviewSculpted(S32 width, S32 height);
- /*virtual*/ S8 getType() const ;
+ S8 getType() const override;
void setPreviewTarget(LLImageRaw *imagep, F32 distance);
void setTexture(U32 name) { mTextureName = name; }
- BOOL render();
+ BOOL render() override;
void refresh();
void rotate(F32 yaw_radians, F32 pitch_radians);
void zoom(F32 zoom_amt);
void pan(F32 right, F32 up);
- virtual BOOL needsRender() { return mNeedsUpdate; }
+ virtual BOOL needsRender() override { return mNeedsUpdate; }
protected:
BOOL mNeedsUpdate;
@@ -81,18 +81,18 @@ protected:
public:
LLImagePreviewAvatar(S32 width, S32 height);
- /*virtual*/ S8 getType() const ;
+ S8 getType() const override;
void setPreviewTarget(const std::string& joint_name, const std::string& mesh_name, LLImageRaw* imagep, F32 distance, BOOL male);
void setTexture(U32 name) { mTextureName = name; }
void clearPreviewTexture(const std::string& mesh_name);
- BOOL render();
+ BOOL render() override;
void refresh();
void rotate(F32 yaw_radians, F32 pitch_radians);
void zoom(F32 zoom_amt);
void pan(F32 right, F32 up);
- virtual BOOL needsRender() { return mNeedsUpdate; }
+ virtual BOOL needsRender() override { return mNeedsUpdate; }
protected:
BOOL mNeedsUpdate;
@@ -113,12 +113,14 @@ public:
LLFloaterImagePreview(const std::string& filename);
virtual ~LLFloaterImagePreview();
- virtual BOOL postBuild();
+ BOOL postBuild() override;
- BOOL handleMouseDown(S32 x, S32 y, MASK mask);
- BOOL handleMouseUp(S32 x, S32 y, MASK mask);
- BOOL handleHover(S32 x, S32 y, MASK mask);
- BOOL handleScrollWheel(S32 x, S32 y, S32 clicks);
+ S32 getExpectedUploadCost() const override;
+
+ BOOL handleMouseDown(S32 x, S32 y, MASK mask) override;
+ BOOL handleMouseUp(S32 x, S32 y, MASK mask) override;
+ BOOL handleHover(S32 x, S32 y, MASK mask) override;
+ BOOL handleScrollWheel(S32 x, S32 y, S32 clicks) override;
static void onMouseCaptureLostImagePreview(LLMouseHandler*);
@@ -126,7 +128,7 @@ public:
protected:
static void onPreviewTypeCommit(LLUICtrl*,void*);
- void draw();
+ void draw() override;
bool loadImage(const std::string& filename);
LLPointer mRawImagep;
diff --git a/indra/newview/llfloaternamedesc.h b/indra/newview/llfloaternamedesc.h
index 148da6912a..4b3a9b536d 100644
--- a/indra/newview/llfloaternamedesc.h
+++ b/indra/newview/llfloaternamedesc.h
@@ -47,7 +47,7 @@ public:
void onBtnCancel();
void doCommit();
- S32 getExpectedUploadCost() const;
+ virtual S32 getExpectedUploadCost() const;
protected:
virtual void onCommit();
diff --git a/indra/newview/llfloaterregioninfo.cpp b/indra/newview/llfloaterregioninfo.cpp
index ef81cb549f..8d2efc79db 100644
--- a/indra/newview/llfloaterregioninfo.cpp
+++ b/indra/newview/llfloaterregioninfo.cpp
@@ -62,6 +62,7 @@
#include "llfloaterreg.h"
#include "llfloaterregiondebugconsole.h"
#include "llfloatertelehub.h"
+#include "llgltfmateriallist.h"
#include "llinventorymodel.h"
#include "lllineeditor.h"
#include "llnamelistctrl.h"
@@ -86,7 +87,6 @@
#include "llviewerstats.h"
#include "llviewertexteditor.h"
#include "llviewerwindow.h"
-#include "llvlcomposition.h"
#include "lltrans.h"
#include "llagentui.h"
#include "llmeshrepository.h"
@@ -100,7 +100,6 @@
#include "llavatarnamecache.h"
#include "llenvironment.h"
-const S32 TERRAIN_TEXTURE_COUNT = 4;
const S32 CORNER_COUNT = 4;
const U32 MAX_LISTED_NAMES = 100;
@@ -340,7 +339,6 @@ void LLFloaterRegionInfo::onRegionChanged()
}
}
-// static
void LLFloaterRegionInfo::requestRegionInfo()
{
LLTabContainer* tab = findChild("region_panels");
@@ -605,6 +603,16 @@ LLPanelRegionEnvironment* LLFloaterRegionInfo::getPanelEnvironment()
return panel;
}
+LLTerrainMaterials::Type material_type_from_ctrl(LLCheckBoxCtrl* ctrl)
+{
+ return ctrl->get() ? LLTerrainMaterials::Type::PBR : LLTerrainMaterials::Type::TEXTURE;
+}
+
+void material_type_to_ctrl(LLCheckBoxCtrl* ctrl, LLTerrainMaterials::Type new_type)
+{
+ ctrl->set(new_type == LLTerrainMaterials::Type::PBR);
+}
+
// static
LLPanelRegionTerrainInfo* LLFloaterRegionInfo::getPanelRegionTerrain()
{
@@ -1305,18 +1313,25 @@ void LLPanelRegionDebugInfo::onClickDebugConsole(void* data)
LLFloaterReg::showInstance("region_debug_console");
}
-BOOL LLPanelRegionTerrainInfo::validateTextureSizes()
+bool LLPanelRegionTerrainInfo::validateTextureSizes()
{
- static const S32 MAX_TERRAIN_TEXTURE_SIZE = 1024;
- for(S32 i = 0; i < TERRAIN_TEXTURE_COUNT; ++i)
+ if (mMaterialTypeCtrl)
{
- std::string buffer;
- buffer = llformat("texture_detail_%d", i);
- LLTextureCtrl* texture_ctrl = getChild(buffer);
+ const LLTerrainMaterials::Type material_type = material_type_from_ctrl(mMaterialTypeCtrl);
+ const bool is_material_selected = material_type == LLTerrainMaterials::Type::PBR;
+ if (is_material_selected) { return true; }
+ }
+
+ bool valid = true;
+ static LLCachedControl max_texture_resolution(gSavedSettings, "RenderMaxTextureResolution", 2048);
+ const S32 max_terrain_texture_size = (S32)max_texture_resolution;
+ for(S32 i = 0; i < LLTerrainMaterials::ASSET_COUNT; ++i)
+ {
+ LLTextureCtrl* texture_ctrl = mTextureDetailCtrl[i];
if (!texture_ctrl) continue;
LLUUID image_asset_id = texture_ctrl->getImageAssetID();
- LLViewerTexture* img = LLViewerTextureManager::getFetchedTexture(image_asset_id);
+ LLViewerFetchedTexture* img = LLViewerTextureManager::getFetchedTexture(image_asset_id);
S32 components = img->getComponents();
// Must ask for highest resolution version's width. JC
S32 width = img->getFullWidth();
@@ -1324,31 +1339,133 @@ BOOL LLPanelRegionTerrainInfo::validateTextureSizes()
//LL_INFOS() << "texture detail " << i << " is " << width << "x" << height << "x" << components << LL_ENDL;
- if (components != 3)
+ if (components != 3 && components != 4)
{
LLSD args;
args["TEXTURE_NUM"] = i+1;
args["TEXTURE_BIT_DEPTH"] = llformat("%d",components * 8);
- args["MAX_SIZE"] = MAX_TERRAIN_TEXTURE_SIZE;
+ args["MAX_SIZE"] = max_terrain_texture_size;
LLNotificationsUtil::add("InvalidTerrainBitDepth", args);
- return FALSE;
+ valid = false;
+ continue;
}
- if (width > MAX_TERRAIN_TEXTURE_SIZE || height > MAX_TERRAIN_TEXTURE_SIZE)
+ if (components == 4)
+ {
+ if (!img->hasSavedRawImage())
+ {
+ // Raw image isn't loaded yet
+ // Assume it's invalid due to presence of alpha channel
+ LLSD args;
+ args["TEXTURE_NUM"] = i+1;
+ args["TEXTURE_BIT_DEPTH"] = llformat("%d",components * 8);
+ LLNotificationsUtil::add("InvalidTerrainAlphaNotFullyLoaded", args);
+ valid = false;
+ }
+ else
+ {
+ // Slower path: Calculate alpha from raw image pixels (not needed
+ // for GLTF materials, which use alphaMode to determine
+ // transparency)
+ // Raw image is pretty much guaranteed to be saved due to the texture swatches
+ LLImageRaw* raw = img->getSavedRawImage();
+ if (raw->checkHasTransparentPixels())
+ {
+ LLSD args;
+ args["TEXTURE_NUM"] = i+1;
+ LLNotificationsUtil::add("InvalidTerrainAlpha", args);
+ valid = false;
+ }
+ LL_WARNS() << "Terrain texture image in slot " << i << " with ID " << image_asset_id << " has alpha channel, but pixels are opaque. Is alpha being optimized away in the texture uploader?" << LL_ENDL;
+ }
+ }
+
+ if (width > max_terrain_texture_size || height > max_terrain_texture_size)
{
LLSD args;
args["TEXTURE_NUM"] = i+1;
args["TEXTURE_SIZE_X"] = width;
args["TEXTURE_SIZE_Y"] = height;
- args["MAX_SIZE"] = MAX_TERRAIN_TEXTURE_SIZE;
+ args["MAX_SIZE"] = max_terrain_texture_size;
LLNotificationsUtil::add("InvalidTerrainSize", args);
- return FALSE;
-
+ valid = false;
}
}
- return TRUE;
+ return valid;
+}
+
+bool LLPanelRegionTerrainInfo::validateMaterials()
+{
+ if (mMaterialTypeCtrl)
+ {
+ const LLTerrainMaterials::Type material_type = material_type_from_ctrl(mMaterialTypeCtrl);
+ const bool is_texture_selected = material_type == LLTerrainMaterials::Type::TEXTURE;
+ if (is_texture_selected) { return true; }
+ }
+
+ // *TODO: If/when we implement additional GLTF extensions, they may not be
+ // compatible with our GLTF terrain implementation. We may want to disallow
+ // materials with some features from being set on terrain, if their
+ // implementation on terrain is not compliant with the spec:
+ // - KHR_materials_transmission: Probably OK?
+ // - KHR_materials_ior: Probably OK?
+ // - KHR_materials_volume: Likely incompatible, as our terrain
+ // heightmaps cannot currently be described as finite enclosed
+ // volumes.
+ // See also LLGLTFMaterial
+#ifdef LL_WINDOWS
+ llassert(sizeof(LLGLTFMaterial) == 232);
+#endif
+
+ bool valid = true;
+ for (S32 i = 0; i < LLTerrainMaterials::ASSET_COUNT; ++i)
+ {
+ LLTextureCtrl* material_ctrl = mMaterialDetailCtrl[i];
+ if (!material_ctrl) { continue; }
+
+ const LLUUID& material_asset_id = material_ctrl->getImageAssetID();
+ llassert(material_asset_id.notNull());
+ if (material_asset_id.isNull()) { return false; }
+ const LLFetchedGLTFMaterial* material = gGLTFMaterialList.getMaterial(material_asset_id);
+ if (!material->isLoaded())
+ {
+ if (material->isFetching())
+ {
+ LLSD args;
+ args["MATERIAL_NUM"] = i + 1;
+ LLNotificationsUtil::add("InvalidTerrainMaterialNotLoaded", args);
+ }
+ else // Loading failed
+ {
+ LLSD args;
+ args["MATERIAL_NUM"] = i + 1;
+ LLNotificationsUtil::add("InvalidTerrainMaterialLoadFailed", args);
+ }
+ valid = false;
+ continue;
+ }
+
+ if (material->mDoubleSided)
+ {
+ LLSD args;
+ args["MATERIAL_NUM"] = i + 1;
+ LLNotificationsUtil::add("InvalidTerrainMaterialDoubleSided", args);
+ valid = false;
+ }
+ if (material->mAlphaMode != LLGLTFMaterial::ALPHA_MODE_OPAQUE && material->mAlphaMode != LLGLTFMaterial::ALPHA_MODE_MASK)
+ {
+ LLSD args;
+ args["MATERIAL_NUM"] = i + 1;
+ const char* alpha_mode = material->getAlphaMode();
+ args["MATERIAL_ALPHA_MODE"] = alpha_mode;
+ LLNotificationsUtil::add("InvalidTerrainMaterialAlphaMode", args);
+ valid = false;
+ }
+ }
+
+ return valid;
}
BOOL LLPanelRegionTerrainInfo::validateTextureHeights()
@@ -1370,6 +1487,21 @@ BOOL LLPanelRegionTerrainInfo::validateTextureHeights()
/////////////////////////////////////////////////////////////////////////////
// LLPanelRegionTerrainInfo
/////////////////////////////////////////////////////////////////////////////
+
+LLPanelRegionTerrainInfo::LLPanelRegionTerrainInfo()
+: LLPanelRegionInfo()
+{
+ const LLUUID (&default_textures)[LLVLComposition::ASSET_COUNT] = LLVLComposition::getDefaultTextures();
+ for (S32 i = 0; i < LLTerrainMaterials::ASSET_COUNT; ++i)
+ {
+ mLastSetTextures[i] = default_textures[i];
+ }
+ for (S32 i = 0; i < LLTerrainMaterials::ASSET_COUNT; ++i)
+ {
+ mLastSetMaterials[i] = BLANK_MATERIAL_ASSET_ID;
+ }
+}
+
// Initialize statics
BOOL LLPanelRegionTerrainInfo::postBuild()
@@ -1380,11 +1512,22 @@ BOOL LLPanelRegionTerrainInfo::postBuild()
initCtrl("terrain_raise_spin");
initCtrl("terrain_lower_spin");
+ mMaterialTypeCtrl = findChild("terrain_material_type");
+ if (mMaterialTypeCtrl) { mMaterialTypeCtrl->setCommitCallback(boost::bind(&LLPanelRegionTerrainInfo::onSelectMaterialType, this)); }
+
std::string buffer;
- for(S32 i = 0; i < TERRAIN_TEXTURE_COUNT; ++i)
+
+ for(S32 i = 0; i < LLTerrainMaterials::ASSET_COUNT; ++i)
{
buffer = llformat("texture_detail_%d", i);
initCtrl(buffer);
+ mTextureDetailCtrl[i] = findChild(buffer);
+ }
+ for(S32 i = 0; i < LLTerrainMaterials::ASSET_COUNT; ++i)
+ {
+ buffer = llformat("material_detail_%d", i);
+ initCtrl(buffer);
+ mMaterialDetailCtrl[i] = findChild(buffer);
}
for(S32 i = 0; i < CORNER_COUNT; ++i)
@@ -1405,6 +1548,57 @@ BOOL LLPanelRegionTerrainInfo::postBuild()
return LLPanelRegionInfo::postBuild();
}
+void LLPanelRegionTerrainInfo::onSelectMaterialType()
+{
+ updateForMaterialType();
+ onChangeAnything();
+}
+
+void LLPanelRegionTerrainInfo::updateForMaterialType()
+{
+ if (!mMaterialTypeCtrl) { return; }
+ const LLTerrainMaterials::Type material_type = material_type_from_ctrl(mMaterialTypeCtrl);
+ const bool show_texture_controls = material_type == LLTerrainMaterials::Type::TEXTURE;
+ const bool show_material_controls = material_type == LLTerrainMaterials::Type::PBR;
+
+ // Toggle visibility of correct swatches
+ for(S32 i = 0; i < LLTerrainMaterials::ASSET_COUNT; ++i)
+ {
+ LLTextureCtrl* texture_ctrl = mTextureDetailCtrl[i];
+ if (texture_ctrl)
+ {
+ texture_ctrl->setVisible(show_texture_controls);
+ }
+ }
+ for(S32 i = 0; i < LLTerrainMaterials::ASSET_COUNT; ++i)
+ {
+ LLTextureCtrl* material_ctrl = mMaterialDetailCtrl[i];
+ if (material_ctrl)
+ {
+ material_ctrl->setVisible(show_material_controls);
+ }
+ }
+
+ // Toggle visibility of labels
+ LLUICtrl* texture_label = findChild("detail_texture_text");
+ if (texture_label) { texture_label->setVisible(show_texture_controls); }
+ LLUICtrl* material_label = findChild("detail_material_text");
+ if (material_label) { material_label->setVisible(show_material_controls); }
+
+ // Toggle visibility of documentation labels for terrain blending ranges
+ const std::vector doc_suffixes { "5", "10", "11" };
+ std::string buffer;
+ for (const std::string& suffix : doc_suffixes)
+ {
+ buffer = "height_text_lbl" + suffix;
+ LLUICtrl* texture_doc_label = findChild(buffer);
+ if (texture_doc_label) { texture_doc_label->setVisible(show_texture_controls); }
+ buffer += "_material";
+ LLUICtrl* material_doc_label = findChild(buffer);
+ if (material_doc_label) { material_doc_label->setVisible(show_material_controls); }
+ }
+}
+
// virtual
bool LLPanelRegionTerrainInfo::refreshFromRegion(LLViewerRegion* region)
{
@@ -1421,21 +1615,99 @@ bool LLPanelRegionTerrainInfo::refreshFromRegion(LLViewerRegion* region)
getChild("region_text")->setValue(LLSD(region->getName()));
LLVLComposition* compp = region->getComposition();
- LLTextureCtrl* texture_ctrl;
- std::string buffer;
- for(S32 i = 0; i < TERRAIN_TEXTURE_COUNT; ++i)
+
+ static LLCachedControl feature_pbr_terrain_enabled(gSavedSettings, "RenderTerrainPBREnabled", false);
+
+ const bool textures_ready = compp->texturesReady(false, false);
+ const bool materials_ready = feature_pbr_terrain_enabled && compp->materialsReady(false, false);
+
+ bool set_texture_swatches;
+ bool set_material_swatches;
+ bool reset_texture_swatches;
+ bool reset_material_swatches;
+ LLTerrainMaterials::Type material_type;
+ if (!textures_ready && !materials_ready)
{
- buffer = llformat("texture_detail_%d", i);
- texture_ctrl = getChild(buffer);
- if(texture_ctrl)
+ // Are these 4 texture IDs or 4 material IDs? Who knows! Let's set
+ // the IDs on both pickers for now.
+ material_type = LLTerrainMaterials::Type::TEXTURE;
+ set_texture_swatches = true;
+ set_material_swatches = true;
+ reset_texture_swatches = false;
+ reset_material_swatches = false;
+ }
+ else
+ {
+ material_type = compp->getMaterialType();
+ set_texture_swatches = material_type == LLTerrainMaterials::Type::TEXTURE;
+ set_material_swatches = !set_texture_swatches;
+ reset_texture_swatches = !set_texture_swatches;
+ reset_material_swatches = !set_material_swatches;
+ }
+
+ if (mMaterialTypeCtrl)
+ {
+ material_type_to_ctrl(mMaterialTypeCtrl, material_type);
+ updateForMaterialType();
+ mMaterialTypeCtrl->setVisible(feature_pbr_terrain_enabled);
+ }
+
+ if (set_texture_swatches)
+ {
+ for(S32 i = 0; i < LLTerrainMaterials::ASSET_COUNT; ++i)
{
- LL_DEBUGS() << "Detail Texture " << i << ": "
- << compp->getDetailTextureID(i) << LL_ENDL;
- LLUUID tmp_id(compp->getDetailTextureID(i));
- texture_ctrl->setImageAssetID(tmp_id);
+ LLTextureCtrl* asset_ctrl = mTextureDetailCtrl[i];
+ if(asset_ctrl)
+ {
+ LL_DEBUGS("Terrain", "Texture") << "Detail Texture " << i << ": "
+ << compp->getDetailAssetID(i) << LL_ENDL;
+ LLUUID tmp_id(compp->getDetailAssetID(i));
+ asset_ctrl->setImageAssetID(tmp_id);
+ }
+ }
+ }
+ if (set_material_swatches)
+ {
+ for(S32 i = 0; i < LLTerrainMaterials::ASSET_COUNT; ++i)
+ {
+ LLTextureCtrl* asset_ctrl = mMaterialDetailCtrl[i];
+ if(asset_ctrl)
+ {
+ LL_DEBUGS("Terrain", "Material") << "Detail Material " << i << ": "
+ << compp->getDetailAssetID(i) << LL_ENDL;
+ LLUUID tmp_id(compp->getDetailAssetID(i));
+ asset_ctrl->setImageAssetID(tmp_id);
+ }
+ }
+ }
+ if (reset_texture_swatches)
+ {
+ for(S32 i = 0; i < LLTerrainMaterials::ASSET_COUNT; ++i)
+ {
+ LL_DEBUGS("Terrain", "Texture") << "Reset Texture swatch " << i
+ << LL_ENDL;
+ LLTextureCtrl* asset_ctrl = mTextureDetailCtrl[i];
+ if(asset_ctrl)
+ {
+ asset_ctrl->setImageAssetID(mLastSetTextures[i]);
+ }
+ }
+ }
+ if (reset_material_swatches)
+ {
+ for(S32 i = 0; i < LLTerrainMaterials::ASSET_COUNT; ++i)
+ {
+ LL_DEBUGS("Terrain", "Material") << "Reset Material swatch " << i
+ << LL_ENDL;
+ LLTextureCtrl* asset_ctrl = mMaterialDetailCtrl[i];
+ if(asset_ctrl)
+ {
+ asset_ctrl->setImageAssetID(mLastSetMaterials[i]);
+ }
}
}
+ std::string buffer;
for(S32 i = 0; i < CORNER_COUNT; ++i)
{
buffer = llformat("height_start_spin_%d", i);
@@ -1450,6 +1722,9 @@ bool LLPanelRegionTerrainInfo::refreshFromRegion(LLViewerRegion* region)
getChild("region_text")->setValue(LLSD(""));
}
+ // Update visibility of terrain swatches, etc
+ refresh();
+
getChildView("download_raw_btn")->setEnabled(owner_or_god);
getChildView("upload_raw_btn")->setEnabled(owner_or_god);
getChildView("bake_terrain_btn")->setEnabled(owner_or_god);
@@ -1462,21 +1737,6 @@ bool LLPanelRegionTerrainInfo::refreshFromRegion(LLViewerRegion* region)
BOOL LLPanelRegionTerrainInfo::sendUpdate()
{
LL_INFOS() << "LLPanelRegionTerrainInfo::sendUpdate" << LL_ENDL;
- std::string buffer;
- strings_t strings;
- LLUUID invoice(LLFloaterRegionInfo::getLastInvoice());
-
- // update the model
- LLRegionInfoModel& region_info = LLRegionInfoModel::instance();
- region_info.mWaterHeight = (F32) getChild("water_height_spin")->getValue().asReal();
- region_info.mTerrainRaiseLimit = (F32) getChild("terrain_raise_spin")->getValue().asReal();
- region_info.mTerrainLowerLimit = (F32) getChild("terrain_lower_spin")->getValue().asReal();
-
- // and sync the region with it
- region_info.sendRegionTerrain(invoice);
-
- // =======================================
- // Assemble and send texturedetail message
// Make sure user hasn't chosen wacky textures.
if (!validateTextureSizes())
@@ -1484,6 +1744,12 @@ BOOL LLPanelRegionTerrainInfo::sendUpdate()
return FALSE;
}
+ // Prevent applying unsupported alpha blend/double-sided materials
+ if (!validateMaterials())
+ {
+ return FALSE;
+ }
+
// Check if terrain Elevation Ranges are correct
if (gSavedSettings.getBOOL("RegionCheckTextureHeights") && !validateTextureHeights())
{
@@ -1499,20 +1765,55 @@ BOOL LLPanelRegionTerrainInfo::sendUpdate()
}
}
- LLTextureCtrl* texture_ctrl;
+ std::string buffer;
+ strings_t strings;
+ LLUUID invoice(LLFloaterRegionInfo::getLastInvoice());
+
+ // update the model
+ LLRegionInfoModel& region_info = LLRegionInfoModel::instance();
+ region_info.mWaterHeight = (F32) getChild("water_height_spin")->getValue().asReal();
+ region_info.mTerrainRaiseLimit = (F32) getChild("terrain_raise_spin")->getValue().asReal();
+ region_info.mTerrainLowerLimit = (F32) getChild("terrain_lower_spin")->getValue().asReal();
+
+ // and sync the region with it
+ region_info.sendRegionTerrain(invoice);
+
+ // =======================================
+ // Assemble and send texturedetail message
+
std::string id_str;
LLMessageSystem* msg = gMessageSystem;
- for(S32 i = 0; i < TERRAIN_TEXTURE_COUNT; ++i)
+ // Send either material IDs instead of texture IDs depending on
+ // material_type - they both occupy the same slot.
+ const LLTerrainMaterials::Type material_type = mMaterialTypeCtrl ? material_type_from_ctrl(mMaterialTypeCtrl) : LLTerrainMaterials::Type::TEXTURE;
+ for(S32 i = 0; i < LLTerrainMaterials::ASSET_COUNT; ++i)
{
- buffer = llformat("texture_detail_%d", i);
- texture_ctrl = getChild(buffer);
- if(texture_ctrl)
+ LLTextureCtrl* asset_ctrl;
+ if (material_type == LLTerrainMaterials::Type::PBR)
{
- LLUUID tmp_id(texture_ctrl->getImageAssetID());
- tmp_id.toString(id_str);
- buffer = llformat("%d %s", i, id_str.c_str());
- strings.push_back(buffer);
+ asset_ctrl = mMaterialDetailCtrl[i];
+ }
+ else
+ {
+ asset_ctrl = mTextureDetailCtrl[i];
+ }
+
+ if (!asset_ctrl) { continue; }
+
+ LLUUID tmp_id(asset_ctrl->getImageAssetID());
+ tmp_id.toString(id_str);
+ buffer = llformat("%d %s", i, id_str.c_str());
+ strings.push_back(buffer);
+
+ // Store asset for later terrain editing
+ if (material_type == LLTerrainMaterials::Type::PBR)
+ {
+ mLastSetMaterials[i] = tmp_id;
+ }
+ else
+ {
+ mLastSetTextures[i] = tmp_id;
}
}
sendEstateOwnerMessage(msg, "texturedetail", invoice, strings);
diff --git a/indra/newview/llfloaterregioninfo.h b/indra/newview/llfloaterregioninfo.h
index d235877988..c96e11b5be 100644
--- a/indra/newview/llfloaterregioninfo.h
+++ b/indra/newview/llfloaterregioninfo.h
@@ -36,6 +36,7 @@
#include "llpanel.h"
#include "llextendedstatus.h"
#include "llpanelenvironment.h"
+#include "llvlcomposition.h"
#include "lleventcoro.h"
@@ -55,6 +56,7 @@ class LLRadioGroup;
class LLSliderCtrl;
class LLSpinCtrl;
class LLTextBox;
+class LLTextureCtrl;
class LLPanelRegionGeneralInfo;
class LLPanelRegionDebugInfo;
@@ -75,9 +77,9 @@ class LLFloaterRegionInfo : public LLFloater
public:
- /*virtual*/ void onOpen(const LLSD& key);
- /*virtual*/ void onClose(bool app_quitting);
- /*virtual*/ BOOL postBuild();
+ void onOpen(const LLSD& key) override;
+ void onClose(bool app_quitting) override;
+ BOOL postBuild() override;
static void processEstateOwnerRequest(LLMessageSystem* msg, void**);
@@ -98,7 +100,7 @@ public:
static LLPanelRegionEnvironment* getPanelEnvironment();
// from LLPanel
- virtual void refresh();
+ void refresh() override;
void onRegionChanged();
void requestRegionInfo();
@@ -144,7 +146,7 @@ public:
virtual bool refreshFromRegion(LLViewerRegion* region);
virtual bool estateUpdate(LLMessageSystem* msg) { return true; }
- virtual BOOL postBuild();
+ BOOL postBuild() override;
virtual void updateChild(LLUICtrl* child_ctrl);
void enableButton(const std::string& btn_name, BOOL enable = TRUE);
@@ -184,16 +186,15 @@ public:
: LLPanelRegionInfo() {}
~LLPanelRegionGeneralInfo() {}
- virtual bool refreshFromRegion(LLViewerRegion* region);
+ bool refreshFromRegion(LLViewerRegion* region) override;
- // LLPanel
- virtual BOOL postBuild();
+ BOOL postBuild() override;
void onBtnSet();
void setObjBonusFactor(F32 object_bonus_factor) {mObjBonusFactor = object_bonus_factor;}
protected:
- virtual BOOL sendUpdate();
+ BOOL sendUpdate() override;
void onClickKick();
void onKickCommit(const uuid_vec_t& ids);
static void onClickKickAll(void* userdata);
@@ -214,13 +215,13 @@ public:
LLPanelRegionDebugInfo()
: LLPanelRegionInfo(), mTargetAvatar() {}
~LLPanelRegionDebugInfo() {}
- // LLPanel
- virtual BOOL postBuild();
- virtual bool refreshFromRegion(LLViewerRegion* region);
+ BOOL postBuild() override;
+
+ bool refreshFromRegion(LLViewerRegion* region) override;
protected:
- virtual BOOL sendUpdate();
+ BOOL sendUpdate() override;
void onClickChooseAvatar();
void callbackAvatarID(const uuid_vec_t& ids, const std::vector names);
@@ -244,20 +245,22 @@ class LLPanelRegionTerrainInfo : public LLPanelRegionInfo
LOG_CLASS(LLPanelRegionTerrainInfo);
public:
- LLPanelRegionTerrainInfo() : LLPanelRegionInfo() {}
+ LLPanelRegionTerrainInfo();
~LLPanelRegionTerrainInfo() {}
- virtual BOOL postBuild(); // LLPanel
+ BOOL postBuild() override;
- virtual bool refreshFromRegion(LLViewerRegion* region); // refresh local settings from region update from simulator
+ bool refreshFromRegion(LLViewerRegion* region) override; // refresh local settings from region update from simulator
void setEnvControls(bool available); // Whether environment settings are available for this region
- BOOL validateTextureSizes();
+ bool validateTextureSizes();
+ bool validateMaterials();
BOOL validateTextureHeights();
//static void onChangeAnything(LLUICtrl* ctrl, void* userData); // callback for any change, to enable commit button
- virtual BOOL sendUpdate();
+ void onSelectMaterialType();
+ void updateForMaterialType();
static void onClickDownloadRaw(void*);
static void onClickUploadRaw(void*);
@@ -265,9 +268,17 @@ public:
bool callbackBakeTerrain(const LLSD& notification, const LLSD& response);
bool callbackTextureHeights(const LLSD& notification, const LLSD& response);
+protected:
+ BOOL sendUpdate() override;
+
private:
bool mConfirmedTextureHeights;
bool mAskedTextureHeights;
+ LLCheckBoxCtrl* mMaterialTypeCtrl = nullptr;
+ LLTextureCtrl* mTextureDetailCtrl[LLTerrainMaterials::ASSET_COUNT];
+ LLTextureCtrl* mMaterialDetailCtrl[LLTerrainMaterials::ASSET_COUNT];
+ LLUUID mLastSetTextures[LLTerrainMaterials::ASSET_COUNT];
+ LLUUID mLastSetMaterials[LLTerrainMaterials::ASSET_COUNT];
};
/////////////////////////////////////////////////////////////////////////////
@@ -303,13 +314,12 @@ public:
static void updateEstateName(const std::string& name);
static void updateEstateOwnerName(const std::string& name);
- virtual bool refreshFromRegion(LLViewerRegion* region);
- virtual bool estateUpdate(LLMessageSystem* msg);
+ bool refreshFromRegion(LLViewerRegion* region) override;
+ bool estateUpdate(LLMessageSystem* msg) override;
- // LLPanel
- virtual BOOL postBuild();
- virtual void updateChild(LLUICtrl* child_ctrl);
- virtual void refresh();
+ BOOL postBuild() override;
+ void updateChild(LLUICtrl* child_ctrl) override;
+ void refresh() override;
void refreshFromEstate();
@@ -319,7 +329,7 @@ public:
void setOwnerName(const std::string& name);
protected:
- virtual BOOL sendUpdate();
+ BOOL sendUpdate() override;
// confirmation dialog callback
bool callbackChangeLindenEstate(const LLSD& notification, const LLSD& response);
@@ -339,17 +349,16 @@ public:
LLPanelEstateCovenant();
~LLPanelEstateCovenant() {}
- // LLPanel
- virtual BOOL postBuild();
- virtual void updateChild(LLUICtrl* child_ctrl);
- virtual bool refreshFromRegion(LLViewerRegion* region);
- virtual bool estateUpdate(LLMessageSystem* msg);
+ BOOL postBuild() override;
+ void updateChild(LLUICtrl* child_ctrl) override;
+ bool refreshFromRegion(LLViewerRegion* region) override;
+ bool estateUpdate(LLMessageSystem* msg) override;
// LLView overrides
BOOL handleDragAndDrop(S32 x, S32 y, MASK mask,
BOOL drop, EDragAndDropType cargo_type,
void *cargo_data, EAcceptance *accept,
- std::string& tooltip_msg);
+ std::string& tooltip_msg) override;
static bool confirmChangeCovenantCallback(const LLSD& notification, const LLSD& response);
static void resetCovenantID(void* userdata);
static bool confirmResetCovenantCallback(const LLSD& notification, const LLSD& response);
@@ -382,7 +391,7 @@ public:
} EAssetStatus;
protected:
- virtual BOOL sendUpdate();
+ BOOL sendUpdate() override;
LLTextBox* mEstateNameText;
LLTextBox* mEstateOwnerText;
LLTextBox* mLastModifiedText;
@@ -401,16 +410,19 @@ class LLPanelRegionExperiences : public LLPanelRegionInfo
public:
LLPanelRegionExperiences(){}
- /*virtual*/ BOOL postBuild();
- virtual BOOL sendUpdate();
+ BOOL postBuild() override;
static bool experienceCoreConfirm(const LLSD& notification, const LLSD& response);
static void sendEstateExperienceDelta(U32 flags, const LLUUID& agent_id);
static void infoCallback(LLHandle handle, const LLSD& content);
- bool refreshFromRegion(LLViewerRegion* region);
+ bool refreshFromRegion(LLViewerRegion* region) override;
void sendPurchaseRequest()const;
void processResponse( const LLSD& content );
+
+protected:
+ BOOL sendUpdate() override;
+
private:
void refreshRegionExperiences();
@@ -435,8 +447,8 @@ class LLPanelEstateAccess : public LLPanelRegionInfo
public:
LLPanelEstateAccess();
- virtual BOOL postBuild();
- virtual void updateChild(LLUICtrl* child_ctrl);
+ BOOL postBuild() override;
+ void updateChild(LLUICtrl* child_ctrl) override;
void updateControls(LLViewerRegion* region);
void updateLists();
@@ -444,7 +456,7 @@ public:
void setPendingUpdate(bool pending) { mPendingUpdate = pending; }
bool getPendingUpdate() { return mPendingUpdate; }
- virtual bool refreshFromRegion(LLViewerRegion* region);
+ bool refreshFromRegion(LLViewerRegion* region) override;
private:
void onClickAddAllowedAgent();
diff --git a/indra/newview/llgltfmateriallist.cpp b/indra/newview/llgltfmateriallist.cpp
index b36c302a67..4c9dc8f7cd 100644
--- a/indra/newview/llgltfmateriallist.cpp
+++ b/indra/newview/llgltfmateriallist.cpp
@@ -58,8 +58,6 @@ LLGLTFMaterialList::modify_queue_t LLGLTFMaterialList::sModifyQueue;
LLGLTFMaterialList::apply_queue_t LLGLTFMaterialList::sApplyQueue;
LLSD LLGLTFMaterialList::sUpdates;
-const LLUUID LLGLTFMaterialList::BLANK_MATERIAL_ASSET_ID("968cbad0-4dad-d64e-71b5-72bf13ad051a");
-
#ifdef SHOW_ASSERT
// return true if given data is (probably) valid update message for ModifyMaterialParams capability
static bool is_valid_update(const LLSD& data)
@@ -78,7 +76,7 @@ static bool is_valid_update(const LLSD& data)
++count;
}
else
- {
+ {
LL_WARNS() << "Missing required parameter: object_id" << LL_ENDL;
return false;
}
@@ -98,7 +96,7 @@ static bool is_valid_update(const LLSD& data)
++count;
}
else
- {
+ {
LL_WARNS() << "Missing required parameter: side" << LL_ENDL;
return false;
}
@@ -124,7 +122,7 @@ static bool is_valid_update(const LLSD& data)
}
if (count < 3)
- {
+ {
LL_WARNS() << "Only specified object_id and side, update won't actually change anything and is just noise" << LL_ENDL;
return false;
}
@@ -178,7 +176,7 @@ void LLGLTFMaterialList::applyOverrideMessage(LLMessageSystem* msg, const std::s
LLSDSerialize::fromNotation(data, str, data_in.length());
const LLHost& host = msg->getSender();
-
+
LLViewerRegion* region = LLWorld::instance().getRegion(host);
llassert(region);
@@ -204,7 +202,7 @@ void LLGLTFMaterialList::applyOverrideMessage(LLMessageSystem* msg, const std::s
bool has_te[MAX_TES] = { false };
if (tes.isArray()) // NOTE: if no "te" array exists, this is a malformed message (null out all overrides will come in as an empty te array)
- {
+ {
LLGLTFOverrideCacheEntry cache;
cache.mLocalId = local_id;
cache.mObjectId = id;
@@ -247,6 +245,7 @@ void LLGLTFMaterialList::applyOverrideMessage(LLMessageSystem* msg, const std::s
}
region->cacheFullUpdateGLTFOverride(cache);
+ LL_DEBUGS("GLTF") << "GLTF Material Override: " << cache.mObjectId << " " << cache.mLocalId << " " << cache.mRegionHandle << " (sides:" << (cache.mSides.size()) << ")" << LL_ENDL;
}
}
@@ -256,7 +255,7 @@ void LLGLTFMaterialList::queueOverrideUpdate(const LLUUID& id, S32 side, LLGLTFM
{
#if 0
override_list_t& overrides = mQueuedOverrides[id];
-
+
if (overrides.size() < side + 1)
{
overrides.resize(side + 1);
@@ -376,7 +375,7 @@ void LLGLTFMaterialList::queueUpdate(const LLSD& data)
{
sUpdates = LLSD::emptyArray();
}
-
+
sUpdates[sUpdates.size()] = data;
}
@@ -396,7 +395,7 @@ void LLGLTFMaterialList::flushUpdates(void(*done_callback)(bool))
data[i]["object_id"] = e.object_id;
data[i]["side"] = e.side;
-
+
if (e.has_override)
{
data[i]["gltf_json"] = e.override_data.asJSON();
@@ -471,7 +470,7 @@ void LLGLTFMaterialList::onAssetLoadComplete(const LLUUID& id, LLAssetType::ETyp
if (status != LL_ERR_NOERR)
{
LL_WARNS("GLTF") << "Error getting material asset data: " << LLAssetStorage::getErrorString(status) << " (" << status << ")" << LL_ENDL;
- asset_data->mMaterial->materialComplete();
+ asset_data->mMaterial->materialComplete(false);
delete asset_data;
}
else
@@ -556,7 +555,7 @@ void LLGLTFMaterialList::onAssetLoadComplete(const LLUUID& id, LLAssetType::ETyp
LL_DEBUGS("GLTF") << "Failed to get material " << id << LL_ENDL;
}
- asset_data->mMaterial->materialComplete();
+ asset_data->mMaterial->materialComplete(true);
delete asset_data;
});
@@ -582,7 +581,7 @@ LLFetchedGLTFMaterial* LLGLTFMaterialList::getMaterial(const LLUUID& id)
gAssetStorage->getAssetData(id, LLAssetType::AT_MATERIAL, onAssetLoadComplete, (void*)user_data);
}
-
+
return mat;
}
diff --git a/indra/newview/llgltfmateriallist.h b/indra/newview/llgltfmateriallist.h
index c1e0dd0a64..6eab86ff0a 100644
--- a/indra/newview/llgltfmateriallist.h
+++ b/indra/newview/llgltfmateriallist.h
@@ -40,8 +40,6 @@ class LLGLTFOverrideCacheEntry;
class LLGLTFMaterialList
{
public:
- static const LLUUID BLANK_MATERIAL_ASSET_ID;
-
LLGLTFMaterialList() {}
@@ -81,14 +79,14 @@ public:
static void flushUpdates(void(*done_callback)(bool) = nullptr);
static void addSelectionUpdateCallback(void(*update_callback)(const LLUUID& object_id, S32 side));
-
+
// Queue an explicit LLSD ModifyMaterialParams update apply given override data
// overrides -- LLSD map (or array of maps) in the format:
// object_id UUID(required) id of object
// side integer(required) TE index of face to set, or -1 for all faces
// gltf_json string(optional) override data to set, empty string nulls out override data, omissions of this parameter keeps existing data
// asset_id UUID(optional) id of material asset to set, omission of this parameter keeps existing material asset id
- //
+ //
// NOTE: Unless you already have a gltf_json string you want to send, strongly prefer using queueModify
// If the queue/flush API is insufficient, extend it.
static void queueUpdate(const LLSD& data);
diff --git a/indra/newview/llgltfmaterialpreviewmgr.cpp b/indra/newview/llgltfmaterialpreviewmgr.cpp
new file mode 100644
index 0000000000..730a625879
--- /dev/null
+++ b/indra/newview/llgltfmaterialpreviewmgr.cpp
@@ -0,0 +1,590 @@
+/**
+ * @file llgltfmaterialpreviewmgr.cpp
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#include "llviewerprecompiledheaders.h"
+
+#include "llgltfmaterialpreviewmgr.h"
+
+#include
+#include
+
+#include "llavatarappearancedefines.h"
+#include "llenvironment.h"
+#include "llselectmgr.h"
+#include "llviewercamera.h"
+#include "llviewercontrol.h"
+#include "llviewerobject.h"
+#include "llviewershadermgr.h"
+#include "llviewertexturelist.h"
+#include "llviewerwindow.h"
+#include "llvolumemgr.h"
+#include "pipeline.h"
+
+LLGLTFMaterialPreviewMgr gGLTFMaterialPreviewMgr;
+
+namespace
+{
+ constexpr S32 FULLY_LOADED = 0;
+ constexpr S32 NOT_LOADED = 99;
+};
+
+LLGLTFPreviewTexture::MaterialLoadLevels::MaterialLoadLevels()
+{
+ for (U32 i = 0; i < LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT; ++i)
+ {
+ levels[i] = NOT_LOADED;
+ }
+}
+
+bool LLGLTFPreviewTexture::MaterialLoadLevels::isFullyLoaded()
+{
+ for (U32 i = 0; i < LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT; ++i)
+ {
+ if (levels[i] != FULLY_LOADED) { return false; }
+ }
+ return true;
+}
+
+S32& LLGLTFPreviewTexture::MaterialLoadLevels::operator[](size_t i)
+{
+ llassert(i >= 0 && i < LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT);
+ return levels[i];
+}
+
+const S32& LLGLTFPreviewTexture::MaterialLoadLevels::operator[](size_t i) const
+{
+ llassert(i >= 0 && i < LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT);
+ return levels[i];
+}
+
+bool LLGLTFPreviewTexture::MaterialLoadLevels::operator<(const MaterialLoadLevels& other) const
+{
+ bool less = false;
+ for (U32 i = 0; i < LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT; ++i)
+ {
+ if (((*this)[i] > other[i])) { return false; }
+ less = less || ((*this)[i] < other[i]);
+ }
+ return less;
+}
+
+bool LLGLTFPreviewTexture::MaterialLoadLevels::operator>(const MaterialLoadLevels& other) const
+{
+ bool great = false;
+ for (U32 i = 0; i < LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT; ++i)
+ {
+ if (((*this)[i] < other[i])) { return false; }
+ great = great || ((*this)[i] > other[i]);
+ }
+ return great;
+}
+
+namespace
+{
+ void fetch_texture_for_ui(LLPointer& img, const LLUUID& id)
+ {
+ if (!img && id.notNull())
+ {
+ if (LLAvatarAppearanceDefines::LLAvatarAppearanceDictionary::isBakedImageId(id))
+ {
+ LLViewerObject* obj = LLSelectMgr::getInstance()->getSelection()->getFirstObject();
+ if (obj)
+ {
+ LLViewerTexture* viewerTexture = obj->getBakedTextureForMagicId(id);
+ img = viewerTexture ? dynamic_cast(viewerTexture) : NULL;
+ }
+ }
+ else
+ {
+ img = LLViewerTextureManager::getFetchedTexture(id, FTT_DEFAULT, TRUE, LLGLTexture::BOOST_NONE, LLViewerTexture::LOD_TEXTURE);
+ }
+ }
+ if (img)
+ {
+ img->setBoostLevel(LLGLTexture::BOOST_PREVIEW);
+ img->forceToSaveRawImage(0);
+ }
+ };
+
+ // *NOTE: Does not use the same conventions as texture discard level. Lower is better.
+ S32 get_texture_load_level(const LLPointer& texture)
+ {
+ if (!texture) { return FULLY_LOADED; }
+ const S32 raw_level = texture->getDiscardLevel();
+ if (raw_level < 0) { return NOT_LOADED; }
+ return raw_level;
+ }
+
+ LLGLTFPreviewTexture::MaterialLoadLevels get_material_load_levels(LLFetchedGLTFMaterial& material)
+ {
+ llassert(!material.isFetching());
+
+ using MaterialTextures = LLPointer*[LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT];
+
+ MaterialTextures textures;
+
+ textures[LLGLTFMaterial::GLTF_TEXTURE_INFO_BASE_COLOR] = &material.mBaseColorTexture;
+ textures[LLGLTFMaterial::GLTF_TEXTURE_INFO_NORMAL] = &material.mNormalTexture;
+ textures[LLGLTFMaterial::GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS] = &material.mMetallicRoughnessTexture;
+ textures[LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE] = &material.mEmissiveTexture;
+
+ LLGLTFPreviewTexture::MaterialLoadLevels levels;
+
+ for (U32 i = 0; i < LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT; ++i)
+ {
+ fetch_texture_for_ui(*textures[i], material.mTextureId[i]);
+ levels[i] = get_texture_load_level(*textures[i]);
+ }
+
+ return levels;
+ }
+
+ // Is the material loaded enough to start rendering a preview?
+ bool is_material_loaded_enough_for_ui(LLFetchedGLTFMaterial& material)
+ {
+ if (material.isFetching())
+ {
+ return false;
+ }
+
+ LLGLTFPreviewTexture::MaterialLoadLevels levels = get_material_load_levels(material);
+
+ for (U32 i = 0; i < LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT; ++i)
+ {
+ if (levels[i] == NOT_LOADED)
+ {
+ return false;
+ }
+ }
+
+ return true;
+ }
+
+}; // namespace
+
+LLGLTFPreviewTexture::LLGLTFPreviewTexture(LLPointer material, S32 width)
+ : LLViewerDynamicTexture(width, width, 4, EOrder::ORDER_MIDDLE, FALSE)
+ , mGLTFMaterial(material)
+{
+}
+
+// static
+LLPointer LLGLTFPreviewTexture::create(LLPointer material)
+{
+ return new LLGLTFPreviewTexture(material, LLPipeline::MAX_BAKE_WIDTH);
+}
+
+BOOL LLGLTFPreviewTexture::needsRender()
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_UI;
+
+ if (!mShouldRender && mBestLoad.isFullyLoaded()) { return false; }
+ MaterialLoadLevels current_load = get_material_load_levels(*mGLTFMaterial.get());
+ if (current_load < mBestLoad)
+ {
+ mShouldRender = true;
+ mBestLoad = current_load;
+ return true;
+ }
+ return false;
+}
+
+void LLGLTFPreviewTexture::preRender(BOOL clear_depth)
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_UI;
+
+ llassert(mShouldRender);
+ if (!mShouldRender) { return; }
+
+ LLViewerDynamicTexture::preRender(clear_depth);
+}
+
+
+namespace {
+
+struct GLTFPreviewModel
+{
+ GLTFPreviewModel(LLPointer& info, const LLMatrix4& mat)
+ : mDrawInfo(info)
+ , mModelMatrix(mat)
+ {
+ mDrawInfo->mModelMatrix = &mModelMatrix;
+ }
+ GLTFPreviewModel(GLTFPreviewModel&) = delete;
+ ~GLTFPreviewModel()
+ {
+ // No model matrix necromancy
+ llassert(gGLLastMatrix != &mModelMatrix);
+ gGLLastMatrix = nullptr;
+ }
+ LLPointer mDrawInfo;
+ LLMatrix4 mModelMatrix; // Referenced by mDrawInfo
+};
+
+using PreviewSpherePart = std::unique_ptr;
+using PreviewSphere = std::vector;
+
+// Like LLVolumeGeometryManager::registerFace but without batching or too-many-indices/vertices checking.
+PreviewSphere create_preview_sphere(LLPointer& material, const LLMatrix4& model_matrix)
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_UI;
+
+ const LLColor4U vertex_color(material->mBaseColor);
+
+ LLPrimitive prim;
+ prim.init_primitive(LL_PCODE_VOLUME);
+ LLVolumeParams params;
+ params.setType(LL_PCODE_PROFILE_CIRCLE_HALF, LL_PCODE_PATH_CIRCLE);
+ params.setBeginAndEndS(0.f, 1.f);
+ params.setBeginAndEndT(0.f, 1.f);
+ params.setRatio(1, 1);
+ params.setShear(0, 0);
+ constexpr auto MAX_LOD = LLVolumeLODGroup::NUM_LODS - 1;
+ prim.setVolume(params, MAX_LOD);
+
+ LLVolume* volume = prim.getVolume();
+ llassert(volume);
+ for (LLVolumeFace& face : volume->getVolumeFaces())
+ {
+ face.createTangents();
+ }
+
+ PreviewSphere preview_sphere;
+ preview_sphere.reserve(volume->getNumFaces());
+
+ LLPointer buf = new LLVertexBuffer(
+ LLVertexBuffer::MAP_VERTEX |
+ LLVertexBuffer::MAP_NORMAL |
+ LLVertexBuffer::MAP_TEXCOORD0 |
+ LLVertexBuffer::MAP_COLOR |
+ LLVertexBuffer::MAP_TANGENT
+ );
+ U32 nv = 0;
+ U32 ni = 0;
+ for (LLVolumeFace& face : volume->getVolumeFaces())
+ {
+ nv += face.mNumVertices;
+ ni += face.mNumIndices;
+ }
+ buf->allocateBuffer(nv, ni);
+
+ // UV hacks
+ // Higher factor helps to see more details on the preview sphere
+ const LLVector2 uv_factor(2.0f, 2.0f);
+ // Offset places center of material in center of view
+ const LLVector2 uv_offset(-0.5f, -0.5f);
+
+ LLStrider indices;
+ LLStrider positions;
+ LLStrider normals;
+ LLStrider texcoords;
+ LLStrider colors;
+ LLStrider tangents;
+ buf->getIndexStrider(indices);
+ buf->getVertexStrider(positions);
+ buf->getNormalStrider(normals);
+ buf->getTexCoord0Strider(texcoords);
+ buf->getColorStrider(colors);
+ buf->getTangentStrider(tangents);
+ U32 index_offset = 0;
+ U32 vertex_offset = 0;
+ for (const LLVolumeFace& face : volume->getVolumeFaces())
+ {
+ for (S32 i = 0; i < face.mNumIndices; ++i)
+ {
+ *indices++ = face.mIndices[i] + vertex_offset;
+ }
+ for (S32 v = 0; v < face.mNumVertices; ++v)
+ {
+ *positions++ = face.mPositions[v];
+ *normals++ = face.mNormals[v];
+ LLVector2 uv(face.mTexCoords[v]);
+ uv.scaleVec(uv_factor);
+ uv += uv_offset;
+ *texcoords++ = uv;
+ *colors++ = vertex_color;
+ *tangents++ = face.mTangents[v];
+ }
+
+ constexpr LLViewerTexture* no_media = nullptr;
+ LLPointer info = new LLDrawInfo(U16(vertex_offset), U16(vertex_offset + face.mNumVertices - 1), face.mNumIndices, index_offset, no_media, buf.get());
+ info->mGLTFMaterial = material;
+ preview_sphere.emplace_back(std::make_unique(info, model_matrix));
+ index_offset += face.mNumIndices;
+ vertex_offset += face.mNumVertices;
+ }
+
+ buf->unmapBuffer();
+
+ return preview_sphere;
+}
+
+void set_preview_sphere_material(PreviewSphere& preview_sphere, LLPointer& material)
+{
+ llassert(!preview_sphere.empty());
+ if (preview_sphere.empty()) { return; }
+
+ const LLColor4U vertex_color(material->mBaseColor);
+
+ // See comments about unmapBuffer in llvertexbuffer.h
+ for (PreviewSpherePart& part : preview_sphere)
+ {
+ LLDrawInfo* info = part->mDrawInfo.get();
+ info->mGLTFMaterial = material;
+ LLVertexBuffer* buf = info->mVertexBuffer.get();
+ LLStrider colors;
+ const S32 count = info->mEnd - info->mStart + 1;
+ buf->getColorStrider(colors, info->mStart, count);
+ for (S32 i = 0; i < count; ++i)
+ {
+ *colors++ = vertex_color;
+ }
+ buf->unmapBuffer();
+ }
+}
+
+PreviewSphere& get_preview_sphere(LLPointer& material, const LLMatrix4& model_matrix)
+{
+ static PreviewSphere preview_sphere;
+ if (preview_sphere.empty())
+ {
+ preview_sphere = create_preview_sphere(material, model_matrix);
+ }
+ else
+ {
+ set_preview_sphere_material(preview_sphere, material);
+ }
+ return preview_sphere;
+}
+
+// Final, direct modifications to shader constants, just before render
+void fixup_shader_constants(LLGLSLShader& shader)
+{
+ // Sunlight intensity of 0 no matter what
+ shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, 1);
+ shader.uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, 1, LLColor3::white.mV);
+ shader.uniform1f(LLShaderMgr::DENSITY_MULTIPLIER, 0.0f);
+
+ // Ignore sun shadow (if enabled)
+ for (U32 i = 0; i < 6; i++)
+ {
+ const S32 channel = shader.getTextureChannel(LLShaderMgr::DEFERRED_SHADOW0+i);
+ if (channel != -1)
+ {
+ gGL.getTexUnit(channel)->bind(LLViewerFetchedTexture::sWhiteImagep, TRUE);
+ }
+ }
+}
+
+// Set a variable to a value temporarily, and restor the variable's old value
+// when this object leaves scope.
+template
+struct SetTemporarily
+{
+ T* mRef;
+ T mOldVal;
+ SetTemporarily(T* var, T temp_val)
+ {
+ mRef = var;
+ mOldVal = *mRef;
+ *mRef = temp_val;
+ }
+ ~SetTemporarily()
+ {
+ *mRef = mOldVal;
+ }
+};
+
+}; // namespace
+
+BOOL LLGLTFPreviewTexture::render()
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_UI;
+
+ if (!mShouldRender) { return FALSE; }
+
+ glClearColor(0, 0, 0, 0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ LLGLDepthTest(GL_FALSE);
+ LLGLDisable stencil(GL_STENCIL_TEST);
+ LLGLDisable scissor(GL_SCISSOR_TEST);
+ SetTemporarily no_dof(&LLPipeline::RenderDepthOfField, false);
+ SetTemporarily no_glow(&LLPipeline::sRenderGlow, false);
+ SetTemporarily no_ssr(&LLPipeline::RenderScreenSpaceReflections, false);
+ SetTemporarily no_fxaa(&LLPipeline::RenderFSAASamples, U32(0));
+ SetTemporarily use_auxiliary_render_target(&gPipeline.mRT, &gPipeline.mAuxillaryRT);
+
+ LLVector3 light_dir3(1.0f, 1.0f, 1.0f);
+ light_dir3.normalize();
+ const LLVector4 light_dir = LLVector4(light_dir3, 0);
+ const S32 old_local_light_count = gSavedSettings.get("RenderLocalLightCount");
+ gSavedSettings.set("RenderLocalLightCount", 0);
+
+ gPipeline.mReflectionMapManager.forceDefaultProbeAndUpdateUniforms();
+
+ LLViewerCamera camera;
+
+ // Calculate the object distance at which the object of a given radius will
+ // span the partial width of the screen given by fill_ratio.
+ // Assume the primitive has a scale of 1 (this is the default).
+ constexpr F32 fill_ratio = 0.8f;
+ constexpr F32 object_radius = 0.5f;
+ const F32 object_distance = (object_radius / fill_ratio) * tan(camera.getDefaultFOV());
+ // Negative coordinate shows the textures on the sphere right-side up, when
+ // combined with the UV hacks in create_preview_sphere
+ const LLVector3 object_position(0.0, -object_distance, 0.0);
+ LLMatrix4 object_transform;
+ object_transform.translate(object_position);
+
+ // Set up camera and viewport
+ const LLVector3 origin(0.0, 0.0, 0.0);
+ camera.lookAt(origin, object_position);
+ camera.setAspect(mFullHeight / mFullWidth);
+ const LLRect texture_rect(0, mFullHeight, mFullWidth, 0);
+ camera.setPerspective(NOT_FOR_SELECTION, texture_rect.mLeft, texture_rect.mBottom, texture_rect.getWidth(), texture_rect.getHeight(), FALSE, camera.getNear(), MAX_FAR_CLIP*2.f);
+
+ // Generate sphere object on-the-fly. Discard afterwards. (Vertex buffer is
+ // discarded, but the sphere should be cached in LLVolumeMgr.)
+ PreviewSphere& preview_sphere = get_preview_sphere(mGLTFMaterial, object_transform);
+
+ gPipeline.setupHWLights();
+ glh::matrix4f mat = copy_matrix(gGLModelView);
+ glh::vec4f transformed_light_dir(light_dir.mV);
+ mat.mult_matrix_vec(transformed_light_dir);
+ SetTemporarily force_sun_direction_high_graphics(&gPipeline.mTransformedSunDir, LLVector4(transformed_light_dir.v));
+ // Override lights to ensure the sun is always shining from a certain direction (low graphics)
+ // See also force_sun_direction_high_graphics and fixup_shader_constants
+ {
+ LLLightState* light = gGL.getLight(0);
+ light->setPosition(light_dir);
+ constexpr bool sun_up = true;
+ light->setSunPrimary(sun_up);
+ }
+
+ LLRenderTarget& screen = gPipeline.mAuxillaryRT.screen;
+
+ // *HACK: Force reset of the model matrix
+ gGLLastMatrix = nullptr;
+
+#if 0
+ if (mGLTFMaterial->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_OPAQUE || mGLTFMaterial->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_MASK)
+ {
+ // *TODO: Opaque/alpha mask rendering
+ }
+ else
+#endif
+ {
+ // Alpha blend rendering
+
+ screen.bindTarget();
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ LLGLSLShader& shader = gDeferredPBRAlphaProgram;
+
+ gPipeline.bindDeferredShader(shader);
+ fixup_shader_constants(shader);
+
+ for (PreviewSpherePart& part : preview_sphere)
+ {
+ LLRenderPass::pushGLTFBatch(*part->mDrawInfo);
+ }
+
+ gPipeline.unbindDeferredShader(shader);
+
+ screen.flush();
+ }
+
+ // *HACK: Hide mExposureMap from generateExposure
+ gPipeline.mExposureMap.swapFBORefs(gPipeline.mLastExposure);
+
+ gPipeline.copyScreenSpaceReflections(&screen, &gPipeline.mSceneMap);
+ gPipeline.generateLuminance(&screen, &gPipeline.mLuminanceMap);
+ gPipeline.generateExposure(&gPipeline.mLuminanceMap, &gPipeline.mExposureMap, /*use_history = */ false);
+ gPipeline.gammaCorrect(&screen, &gPipeline.mPostMap);
+ LLVertexBuffer::unbind();
+ gPipeline.generateGlow(&gPipeline.mPostMap);
+ gPipeline.combineGlow(&gPipeline.mPostMap, &screen);
+ gPipeline.renderDoF(&screen, &gPipeline.mPostMap);
+ gPipeline.applyFXAA(&gPipeline.mPostMap, &screen);
+
+ // *HACK: Restore mExposureMap (it will be consumed by generateExposure next frame)
+ gPipeline.mExposureMap.swapFBORefs(gPipeline.mLastExposure);
+
+ // Final render
+
+ gDeferredPostNoDoFProgram.bind();
+
+ // From LLPipeline::renderFinalize: "Whatever is last in the above post processing chain should _always_ be rendered directly here. If not, expect problems."
+ gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, &screen);
+ gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, mBoundTarget, true);
+
+ {
+ LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS);
+ gPipeline.mScreenTriangleVB->setBuffer();
+ gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ }
+
+ gDeferredPostNoDoFProgram.unbind();
+
+ // Clean up
+ gPipeline.setupHWLights();
+ gPipeline.mReflectionMapManager.forceDefaultProbeAndUpdateUniforms(false);
+ gSavedSettings.set("RenderLocalLightCount", old_local_light_count);
+
+ return TRUE;
+}
+
+void LLGLTFPreviewTexture::postRender(BOOL success)
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_UI;
+
+ if (!mShouldRender) { return; }
+ mShouldRender = false;
+
+ LLViewerDynamicTexture::postRender(success);
+}
+
+LLPointer LLGLTFMaterialPreviewMgr::getPreview(LLPointer &material)
+{
+ if (!material)
+ {
+ return nullptr;
+ }
+
+ static LLCachedControl sUIPreviewMaterial(gSavedSettings, "UIPreviewMaterial", false);
+ if (!sUIPreviewMaterial)
+ {
+ fetch_texture_for_ui(material->mBaseColorTexture, material->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_BASE_COLOR]);
+ return material->mBaseColorTexture;
+ }
+
+ if (!is_material_loaded_enough_for_ui(*material))
+ {
+ return nullptr;
+ }
+
+ return LLGLTFPreviewTexture::create(material);
+}
diff --git a/indra/newview/llgltfmaterialpreviewmgr.h b/indra/newview/llgltfmaterialpreviewmgr.h
new file mode 100644
index 0000000000..981c8b0592
--- /dev/null
+++ b/indra/newview/llgltfmaterialpreviewmgr.h
@@ -0,0 +1,78 @@
+/**
+ * @file llgltfmaterialpreviewmgr.h
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#pragma once
+
+#include "lldrawpool.h"
+#include "lldynamictexture.h"
+#include "llfetchedgltfmaterial.h"
+#include "llsingleton.h"
+#include "lltexture.h"
+
+class LLGLTFPreviewTexture : public LLViewerDynamicTexture
+{
+protected:
+ LLGLTFPreviewTexture(LLPointer material, S32 width);
+
+public:
+ // Width scales with size of material's textures
+ static LLPointer create(LLPointer material);
+
+ BOOL needsRender() override;
+ void preRender(BOOL clear_depth = TRUE) override;
+ BOOL render() override;
+ void postRender(BOOL success) override;
+
+ struct MaterialLoadLevels
+ {
+ S32 levels[LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT];
+
+ MaterialLoadLevels();
+ bool isFullyLoaded();
+ S32& operator[](size_t i);
+ const S32& operator[](size_t i) const;
+ // Less is better
+ // Returns false if lhs is not strictly less or equal for all levels
+ bool operator<(const MaterialLoadLevels& other) const;
+ // Less is better
+ // Returns false if lhs is not strictly greater or equal for all levels
+ bool operator>(const MaterialLoadLevels& other) const;
+ };
+
+private:
+ LLPointer mGLTFMaterial;
+ bool mShouldRender = true;
+ MaterialLoadLevels mBestLoad;
+};
+
+class LLGLTFMaterialPreviewMgr
+{
+ public:
+ // Returns null if the material is not loaded yet.
+ // *NOTE: User should cache the texture if the same material is being previewed
+ LLPointer getPreview(LLPointer &material);
+};
+
+extern LLGLTFMaterialPreviewMgr gGLTFMaterialPreviewMgr;
diff --git a/indra/newview/llheroprobemanager.cpp b/indra/newview/llheroprobemanager.cpp
new file mode 100644
index 0000000000..efe72128d4
--- /dev/null
+++ b/indra/newview/llheroprobemanager.cpp
@@ -0,0 +1,628 @@
+/**
+ * @file LLHeroProbeManager.cpp
+ * @brief LLHeroProbeManager class implementation
+ *
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2022, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#include "llviewerprecompiledheaders.h"
+
+#include "llheroprobemanager.h"
+#include "llreflectionmapmanager.h"
+#include "llviewercamera.h"
+#include "llspatialpartition.h"
+#include "llviewerregion.h"
+#include "pipeline.h"
+#include "llviewershadermgr.h"
+#include "llviewercontrol.h"
+#include "llenvironment.h"
+#include "llstartup.h"
+#include "llagent.h"
+#include "llagentcamera.h"
+#include "llviewerwindow.h"
+#include "llviewerjoystick.h"
+#include "llviewermediafocus.h"
+
+extern BOOL gCubeSnapshot;
+extern BOOL gTeleportDisplay;
+
+// get the next highest power of two of v (or v if v is already a power of two)
+//defined in llvertexbuffer.cpp
+extern U32 nhpo2(U32 v);
+
+static void touch_default_probe(LLReflectionMap* probe)
+{
+ if (LLViewerCamera::getInstance())
+ {
+ LLVector3 origin = LLViewerCamera::getInstance()->getOrigin();
+ origin.mV[2] += 64.f;
+
+ probe->mOrigin.load3(origin.mV);
+ }
+}
+
+LLHeroProbeManager::LLHeroProbeManager()
+{
+}
+
+LLHeroProbeManager::~LLHeroProbeManager()
+{
+ cleanup();
+
+ mHeroVOList.clear();
+ mNearestHero = nullptr;
+}
+
+// helper class to seed octree with probes
+void LLHeroProbeManager::update()
+{
+ if (!LLPipeline::RenderMirrors || !LLPipeline::sReflectionProbesEnabled || gTeleportDisplay || LLStartUp::getStartupState() < STATE_PRECACHE)
+ {
+ return;
+ }
+
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
+ llassert(!gCubeSnapshot); // assert a snapshot is not in progress
+ if (LLAppViewer::instance()->logoutRequestSent())
+ {
+ return;
+ }
+
+ initReflectionMaps();
+
+ if (!mRenderTarget.isComplete())
+ {
+ U32 color_fmt = GL_RGBA16F;
+ mRenderTarget.allocate(mProbeResolution, mProbeResolution, color_fmt, true);
+ }
+
+ if (mMipChain.empty())
+ {
+ U32 res = mProbeResolution;
+ U32 count = log2((F32)res) + 0.5f;
+
+ mMipChain.resize(count);
+ for (int i = 0; i < count; ++i)
+ {
+ mMipChain[i].allocate(res, res, GL_RGBA16F);
+ res /= 2;
+ }
+ }
+
+ llassert(mProbes[0] == mDefaultProbe);
+
+ LLVector4a probe_pos;
+ LLVector3 camera_pos = LLViewerCamera::instance().mOrigin;
+ bool probe_present = false;
+ LLQuaternion cameraOrientation = LLViewerCamera::instance().getQuaternion();
+ LLVector3 cameraDirection = LLVector3::z_axis * cameraOrientation;
+
+ if (mHeroVOList.size() > 0)
+ {
+ // Find our nearest hero candidate.
+ float last_distance = 99999.f;
+ float camera_center_distance = 99999.f;
+ for (auto vo : mHeroVOList)
+ {
+ if (vo && !vo->isDead() && vo->mDrawable.notNull() && vo->isReflectionProbe() && vo->getReflectionProbeIsBox())
+ {
+ float distance = (LLViewerCamera::instance().getOrigin() - vo->getPositionAgent()).magVec();
+ float center_distance = cameraDirection * (vo->getPositionAgent() - camera_pos);
+
+ if (distance > LLViewerCamera::instance().getFar())
+ continue;
+
+ LLVector4a center;
+ center.load3(vo->getPositionAgent().mV);
+ LLVector4a size;
+
+ size.load3(vo->getScale().mV);
+
+ bool visible = LLViewerCamera::instance().AABBInFrustum(center, size);
+
+ if (distance < last_distance && center_distance < camera_center_distance && visible)
+ {
+ probe_present = true;
+ mNearestHero = vo;
+ last_distance = distance;
+ camera_center_distance = center_distance;
+ }
+ }
+ else
+ {
+ unregisterViewerObject(vo);
+ }
+ }
+
+ // Don't even try to do anything if we didn't find a single mirror present.
+ if (!probe_present)
+ return;
+
+ if (mNearestHero != nullptr && !mNearestHero->isDead() && mNearestHero->mDrawable.notNull())
+ {
+ LLVector3 hero_pos = mNearestHero->getPositionAgent();
+ LLVector3 face_normal = LLVector3(0, 0, 1);
+
+ face_normal *= mNearestHero->mDrawable->getWorldRotation();
+ face_normal.normalize();
+
+ LLVector3 offset = camera_pos - hero_pos;
+ LLVector3 project = face_normal * (offset * face_normal);
+ LLVector3 reject = offset - project;
+ LLVector3 point = (reject - project) + hero_pos;
+
+ mCurrentClipPlane.setVec(hero_pos, face_normal);
+ mMirrorPosition = hero_pos;
+ mMirrorNormal = face_normal;
+
+ probe_pos.load3(point.mV);
+
+ // Detect visible faces of a cube based on camera direction and distance
+
+ // Define the cube faces
+ static LLVector3 cubeFaces[6] = {
+ LLVector3(1, 0, 0),
+ LLVector3(-1, 0, 0),
+ LLVector3(0, 1, 0),
+ LLVector3(0, -1, 0),
+ LLVector3(0, 0, 1),
+ LLVector3(0, 0, -1)
+ };
+
+ // Iterate through each face of the cube
+ for (int i = 0; i < 6; i++)
+ {
+ float cube_facing = fmax(-1, fmin(1.0f, cameraDirection * cubeFaces[i]));
+
+ cube_facing = 1 - cube_facing;
+
+ mFaceUpdateList[i] = ceilf(cube_facing * gPipeline.RenderHeroProbeConservativeUpdateMultiplier);
+ }
+
+
+ mProbes[0]->mOrigin = probe_pos;
+ }
+ else
+ {
+ mNearestHero = nullptr;
+ }
+
+ mHeroProbeStrength = 1;
+ }
+}
+
+void LLHeroProbeManager::renderProbes()
+{
+ if (!LLPipeline::RenderMirrors || !LLPipeline::sReflectionProbesEnabled || gTeleportDisplay ||
+ LLStartUp::getStartupState() < STATE_PRECACHE)
+ {
+ return;
+ }
+
+ static LLCachedControl sDetail(gSavedSettings, "RenderHeroReflectionProbeDetail", -1);
+ static LLCachedControl sLevel(gSavedSettings, "RenderHeroReflectionProbeLevel", 3);
+
+ F32 near_clip = 0.01f;
+ if (mNearestHero != nullptr && (gPipeline.RenderHeroProbeUpdateRate == 0 || (gFrameCount % gPipeline.RenderHeroProbeUpdateRate) == 0) &&
+ !gTeleportDisplay && !gDisconnected && !LLAppViewer::instance()->logoutRequestSent())
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("hpmu - realtime");
+
+ bool radiance_pass = gPipeline.mReflectionMapManager.isRadiancePass();
+
+ gPipeline.mReflectionMapManager.mRadiancePass = true;
+ mRenderingMirror = true;
+
+ doOcclusion();
+
+ for (U32 j = 0; j < mProbes.size(); j++)
+ {
+ for (U32 i = 0; i < 6; ++i)
+ {
+ if (mFaceUpdateList[i] > 0 && mCurrentProbeUpdateFrame % mFaceUpdateList[i] == 0)
+ {
+ updateProbeFace(mProbes[j], i, mNearestHero->getReflectionProbeIsDynamic() && sDetail > 0, near_clip);
+ mCurrentProbeUpdateFrame = 0;
+ }
+ }
+ generateRadiance(mProbes[j]);
+ }
+ mRenderingMirror = false;
+
+ gPipeline.mReflectionMapManager.mRadiancePass = radiance_pass;
+
+ mProbes[0]->mViewerObject = mNearestHero;
+ mProbes[0]->autoAdjustOrigin();
+ }
+
+ mCurrentProbeUpdateFrame++;
+}
+
+// Do the reflection map update render passes.
+// For every 12 calls of this function, one complete reflection probe radiance map and irradiance map is generated
+// First six passes render the scene with direct lighting only into a scratch space cube map at the end of the cube map array and generate
+// a simple mip chain (not convolution filter).
+// At the end of these passes, an irradiance map is generated for this probe and placed into the irradiance cube map array at the index for this probe
+// The next six passes render the scene with both radiance and irradiance into the same scratch space cube map and generate a simple mip chain.
+// At the end of these passes, a radiance map is generated for this probe and placed into the radiance cube map array at the index for this probe.
+// In effect this simulates single-bounce lighting.
+void LLHeroProbeManager::updateProbeFace(LLReflectionMap* probe, U32 face, bool is_dynamic, F32 near_clip)
+{
+ // hacky hot-swap of camera specific render targets
+ gPipeline.mRT = &gPipeline.mHeroProbeRT;
+
+ probe->update(mRenderTarget.getWidth(), face, is_dynamic, near_clip);
+
+ gPipeline.mRT = &gPipeline.mMainRT;
+
+ S32 sourceIdx = mReflectionProbeCount;
+
+ // Unlike the reflectionmap manager, all probes are considered "realtime" for hero probes.
+ sourceIdx += 1;
+
+ gGL.setColorMask(true, true);
+ LLGLDepthTest depth(GL_FALSE, GL_FALSE);
+ LLGLDisable cull(GL_CULL_FACE);
+ LLGLDisable blend(GL_BLEND);
+
+ // downsample to placeholder map
+ {
+ gGL.matrixMode(gGL.MM_MODELVIEW);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+
+ gGL.matrixMode(gGL.MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+
+ gGL.flush();
+ U32 res = mProbeResolution * 2;
+
+ static LLStaticHashedString resScale("resScale");
+ static LLStaticHashedString direction("direction");
+ static LLStaticHashedString znear("znear");
+ static LLStaticHashedString zfar("zfar");
+
+ LLRenderTarget *screen_rt = &gPipeline.mHeroProbeRT.screen;
+ LLRenderTarget *depth_rt = &gPipeline.mHeroProbeRT.deferredScreen;
+
+ // perform a gaussian blur on the super sampled render before downsampling
+ {
+ gGaussianProgram.bind();
+ gGaussianProgram.uniform1f(resScale, 1.f / (mProbeResolution * 2));
+ S32 diffuseChannel = gGaussianProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_TEXTURE);
+
+ // horizontal
+ gGaussianProgram.uniform2f(direction, 1.f, 0.f);
+ gGL.getTexUnit(diffuseChannel)->bind(screen_rt);
+ mRenderTarget.bindTarget();
+ gPipeline.mScreenTriangleVB->setBuffer();
+ gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ mRenderTarget.flush();
+
+ // vertical
+ gGaussianProgram.uniform2f(direction, 0.f, 1.f);
+ gGL.getTexUnit(diffuseChannel)->bind(&mRenderTarget);
+ screen_rt->bindTarget();
+ gPipeline.mScreenTriangleVB->setBuffer();
+ gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ screen_rt->flush();
+ gGaussianProgram.unbind();
+ }
+
+ S32 mips = log2((F32)mProbeResolution) + 0.5f;
+
+ gReflectionMipProgram.bind();
+ S32 diffuseChannel = gReflectionMipProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_TEXTURE);
+ S32 depthChannel = gReflectionMipProgram.enableTexture(LLShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_TEXTURE);
+
+ for (int i = 0; i < mMipChain.size(); ++i)
+ {
+ LL_PROFILE_GPU_ZONE("probe mip");
+ mMipChain[i].bindTarget();
+ if (i == 0)
+ {
+ gGL.getTexUnit(diffuseChannel)->bind(screen_rt);
+ }
+ else
+ {
+ gGL.getTexUnit(diffuseChannel)->bind(&(mMipChain[i - 1]));
+ }
+
+ gGL.getTexUnit(depthChannel)->bind(depth_rt, true);
+
+ gReflectionMipProgram.uniform1f(resScale, 1.f / (mProbeResolution * 2));
+ gReflectionMipProgram.uniform1f(znear, probe->getNearClip());
+ gReflectionMipProgram.uniform1f(zfar, MAX_FAR_CLIP);
+
+ gPipeline.mScreenTriangleVB->setBuffer();
+ gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+
+ res /= 2;
+
+ S32 mip = i - (mMipChain.size() - mips);
+
+ if (mip >= 0)
+ {
+ LL_PROFILE_GPU_ZONE("probe mip copy");
+ mTexture->bind(0);
+
+ glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, mip, 0, 0, sourceIdx * 6 + face, 0, 0, res, res);
+
+ mTexture->unbind();
+ }
+ mMipChain[i].flush();
+ }
+
+ gGL.popMatrix();
+ gGL.matrixMode(gGL.MM_MODELVIEW);
+ gGL.popMatrix();
+
+ gGL.getTexUnit(diffuseChannel)->unbind(LLTexUnit::TT_TEXTURE);
+ gReflectionMipProgram.unbind();
+ }
+}
+
+// Separate out radiance generation as a separate stage.
+// This is to better enable independent control over how we generate radiance vs. having it coupled with processing the final face of the probe.
+// Useful when we may not always be rendering a full set of faces of the probe.
+void LLHeroProbeManager::generateRadiance(LLReflectionMap* probe)
+{
+ S32 sourceIdx = mReflectionProbeCount;
+
+ // Unlike the reflectionmap manager, all probes are considered "realtime" for hero probes.
+ sourceIdx += 1;
+ {
+ mMipChain[0].bindTarget();
+ static LLStaticHashedString sSourceIdx("sourceIdx");
+
+ {
+ // generate radiance map (even if this is not the irradiance map, we need the mip chain for the irradiance map)
+ gHeroRadianceGenProgram.bind();
+ mVertexBuffer->setBuffer();
+
+ S32 channel = gHeroRadianceGenProgram.enableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY);
+ mTexture->bind(channel);
+ gHeroRadianceGenProgram.uniform1i(sSourceIdx, sourceIdx);
+ gHeroRadianceGenProgram.uniform1f(LLShaderMgr::REFLECTION_PROBE_MAX_LOD, mMaxProbeLOD);
+ gHeroRadianceGenProgram.uniform1f(LLShaderMgr::REFLECTION_PROBE_STRENGTH, mHeroProbeStrength);
+
+ U32 res = mMipChain[0].getWidth();
+
+ for (int i = 0; i < mMipChain.size() / 4; ++i)
+ {
+ LL_PROFILE_GPU_ZONE("probe radiance gen");
+ static LLStaticHashedString sMipLevel("mipLevel");
+ static LLStaticHashedString sRoughness("roughness");
+ static LLStaticHashedString sWidth("u_width");
+ static LLStaticHashedString sStrength("probe_strength");
+
+ gHeroRadianceGenProgram.uniform1f(sRoughness, (F32) i / (F32) (mMipChain.size() - 1));
+ gHeroRadianceGenProgram.uniform1f(sMipLevel, i);
+ gHeroRadianceGenProgram.uniform1i(sWidth, mProbeResolution);
+ gHeroRadianceGenProgram.uniform1f(sStrength, 1);
+
+ for (int cf = 0; cf < 6; ++cf)
+ { // for each cube face
+ LLCoordFrame frame;
+ frame.lookAt(LLVector3(0, 0, 0), LLCubeMapArray::sClipToCubeLookVecs[cf], LLCubeMapArray::sClipToCubeUpVecs[cf]);
+
+ F32 mat[16];
+ frame.getOpenGLRotation(mat);
+ gGL.loadMatrix(mat);
+
+ mVertexBuffer->drawArrays(gGL.TRIANGLE_STRIP, 0, 4);
+
+ glCopyTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, i, 0, 0, probe->mCubeIndex * 6 + cf, 0, 0, res, res);
+ }
+
+ if (i != mMipChain.size() - 1)
+ {
+ res /= 2;
+ glViewport(0, 0, res, res);
+ }
+ }
+
+ gHeroRadianceGenProgram.unbind();
+ }
+
+ mMipChain[0].flush();
+ }
+}
+
+void LLHeroProbeManager::updateUniforms()
+{
+ if (!gPipeline.RenderMirrors)
+ {
+ return;
+ }
+
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
+
+ LLMatrix4a modelview;
+ modelview.loadu(gGLModelView);
+ LLVector4a oa; // scratch space for transformed origin
+ oa.set(0, 0, 0, 0);
+ mHeroData.heroProbeCount = 1;
+
+ if (mNearestHero != nullptr && !mNearestHero->isDead())
+ {
+ if (mNearestHero->getReflectionProbeIsBox())
+ {
+ LLVector3 s = mNearestHero->getScale().scaledVec(LLVector3(0.5f, 0.5f, 0.5f));
+ mProbes[0]->mRadius = s.magVec();
+ }
+ else
+ {
+ mProbes[0]->mRadius = mNearestHero->getScale().mV[0] * 0.5f;
+ }
+
+ modelview.affineTransform(mProbes[0]->mOrigin, oa);
+ mHeroData.heroShape = 0;
+ if (!mProbes[0]->getBox(mHeroData.heroBox))
+ {
+ mHeroData.heroShape = 1;
+ }
+
+ mHeroData.heroSphere.set(oa.getF32ptr());
+ mHeroData.heroSphere.mV[3] = mProbes[0]->mRadius;
+ }
+
+ mHeroData.heroMipCount = mMipChain.size();
+}
+
+void LLHeroProbeManager::renderDebug()
+{
+ gDebugProgram.bind();
+
+ for (auto& probe : mProbes)
+ {
+ renderReflectionProbe(probe);
+ }
+
+ gDebugProgram.unbind();
+}
+
+
+void LLHeroProbeManager::initReflectionMaps()
+{
+ U32 count = LL_MAX_HERO_PROBE_COUNT;
+
+ if ((mTexture.isNull() || mReflectionProbeCount != count || mReset) && LLPipeline::RenderMirrors)
+ {
+
+ if (mReset)
+ {
+ cleanup();
+ }
+
+ mReset = false;
+ mReflectionProbeCount = count;
+ mProbeResolution = gSavedSettings.getS32("RenderHeroProbeResolution");
+ mMaxProbeLOD = log2f(mProbeResolution) - 1.f; // number of mips - 1
+
+ mTexture = new LLCubeMapArray();
+
+ // store mReflectionProbeCount+2 cube maps, final two cube maps are used for render target and radiance map generation source)
+ mTexture->allocate(mProbeResolution, 3, mReflectionProbeCount + 2);
+
+ if (mDefaultProbe.isNull())
+ {
+ llassert(mProbes.empty()); // default probe MUST be the first probe created
+ mDefaultProbe = new LLReflectionMap();
+ mProbes.push_back(mDefaultProbe);
+ }
+
+ llassert(mProbes[0] == mDefaultProbe);
+
+ // For hero probes, we treat this as the main mirror probe.
+
+ mDefaultProbe->mCubeIndex = 0;
+ mDefaultProbe->mCubeArray = mTexture;
+ mDefaultProbe->mDistance = gSavedSettings.getF32("RenderHeroProbeDistance");
+ mDefaultProbe->mRadius = 4096.f;
+ mDefaultProbe->mProbeIndex = 0;
+ touch_default_probe(mDefaultProbe);
+
+ mProbes.push_back(mDefaultProbe);
+ }
+
+ if (mVertexBuffer.isNull())
+ {
+ U32 mask = LLVertexBuffer::MAP_VERTEX;
+ LLPointer buff = new LLVertexBuffer(mask);
+ buff->allocateBuffer(4, 0);
+
+ LLStrider v;
+
+ buff->getVertexStrider(v);
+
+ v[0] = LLVector3(-1, -1, -1);
+ v[1] = LLVector3(1, -1, -1);
+ v[2] = LLVector3(-1, 1, -1);
+ v[3] = LLVector3(1, 1, -1);
+
+ buff->unmapBuffer();
+
+ mVertexBuffer = buff;
+ }
+}
+
+void LLHeroProbeManager::cleanup()
+{
+ mVertexBuffer = nullptr;
+ mRenderTarget.release();
+ mHeroRenderTarget.release();
+
+ mMipChain.clear();
+
+ mTexture = nullptr;
+
+ mProbes.clear();
+
+ mReflectionMaps.clear();
+
+ mDefaultProbe = nullptr;
+ mUpdatingProbe = nullptr;
+}
+
+void LLHeroProbeManager::doOcclusion()
+{
+ LLVector4a eye;
+ eye.load3(LLViewerCamera::instance().getOrigin().mV);
+
+ for (auto& probe : mProbes)
+ {
+ if (probe != nullptr && probe != mDefaultProbe)
+ {
+ probe->doOcclusion(eye);
+ }
+ }
+}
+
+void LLHeroProbeManager::reset()
+{
+ mReset = true;
+}
+
+bool LLHeroProbeManager::registerViewerObject(LLVOVolume* drawablep)
+{
+ llassert(drawablep != nullptr);
+
+ if (std::find(mHeroVOList.begin(), mHeroVOList.end(), drawablep) == mHeroVOList.end())
+ {
+ // Probe isn't in our list for consideration. Add it.
+ mHeroVOList.push_back(drawablep);
+ return true;
+ }
+
+ return false;
+}
+
+void LLHeroProbeManager::unregisterViewerObject(LLVOVolume* drawablep)
+{
+ std::vector>::iterator found_itr = std::find(mHeroVOList.begin(), mHeroVOList.end(), drawablep);
+ if (found_itr != mHeroVOList.end())
+ {
+ mHeroVOList.erase(found_itr);
+ }
+}
diff --git a/indra/newview/llheroprobemanager.h b/indra/newview/llheroprobemanager.h
new file mode 100644
index 0000000000..e45b0049b2
--- /dev/null
+++ b/indra/newview/llheroprobemanager.h
@@ -0,0 +1,159 @@
+/**
+ * @file llheroprobemanager.h
+ * @brief LLHeroProbeManager class declaration
+ *
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2022, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#pragma once
+
+#include "llreflectionmap.h"
+#include "llrendertarget.h"
+#include "llcubemaparray.h"
+#include "llcubemap.h"
+#include "lldrawable.h"
+
+class LLSpatialGroup;
+class LLViewerObject;
+
+// number of reflection probes to keep in vram
+#define LL_MAX_HERO_PROBE_COUNT 2
+
+struct HeroProbeData
+{
+ LLMatrix4 heroBox;
+ LLVector4 heroSphere;
+ GLint heroShape;
+ GLint heroMipCount;
+ GLint heroProbeCount;
+};
+
+class alignas(16) LLHeroProbeManager
+{
+ LL_ALIGN_NEW
+public:
+ enum class DetailLevel
+ {
+ STATIC_ONLY = 0,
+ STATIC_AND_DYNAMIC,
+ REALTIME = 2
+ };
+
+ // allocate an environment map of the given resolution
+ LLHeroProbeManager();
+ ~LLHeroProbeManager();
+
+ // release any GL state
+ void cleanup();
+
+ // maintain reflection probes
+ void update();
+
+ void renderProbes();
+
+ // debug display, called from llspatialpartition if reflection
+ // probe debug display is active
+ void renderDebug();
+
+ // call once at startup to allocate cubemap arrays
+ void initReflectionMaps();
+
+ // perform occlusion culling on all active reflection probes
+ void doOcclusion();
+
+ void reset();
+
+ bool registerViewerObject(LLVOVolume *drawablep);
+ void unregisterViewerObject(LLVOVolume* drawablep);
+
+ bool isMirrorPass() const { return mRenderingMirror; }
+
+ LLVector3 mMirrorPosition;
+ LLVector3 mMirrorNormal;
+ HeroProbeData mHeroData;
+
+private:
+ friend class LLPipeline;
+ friend class LLReflectionMapManager;
+
+ // update UBO used for rendering (call only once per render pipe flush)
+ void updateUniforms();
+
+ // bind UBO used for rendering
+
+ // render target for cube snapshots
+ // used to generate mipmaps without doing a copy-to-texture
+ LLRenderTarget mRenderTarget;
+
+ LLRenderTarget mHeroRenderTarget;
+
+ std::vector mMipChain;
+
+ // storage for reflection probe radiance maps (plus two scratch space cubemaps)
+ LLPointer mTexture;
+
+ // vertex buffer for pushing verts to filter shaders
+ LLPointer mVertexBuffer;
+
+ LLPlane mCurrentClipPlane;
+
+
+ // update the specified face of the specified probe
+ void updateProbeFace(LLReflectionMap* probe, U32 face, bool is_dynamic, F32 near_clip);
+ void generateRadiance(LLReflectionMap *probe);
+
+ // list of active reflection maps
+ std::vector> mProbes;
+
+ // list of maps being used for rendering
+ std::vector