Merge branch 'master' into DRTVWR-515-maint

# Conflicts:
#	indra/newview/llpanelprimmediacontrols.cpp
master
Andrey Lihatskiy 2020-09-28 22:29:19 +03:00
commit 1d458de949
232 changed files with 4420 additions and 3762 deletions

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@ -1,17 +1,18 @@
---
# clang-format version 10.0.0+
Language: Cpp
# BasedOnStyle: Microsoft
AccessModifierOffset: -2
AlignAfterOpenBracket: Align
AlignConsecutiveMacros: false
AlignConsecutiveAssignments: false
AlignConsecutiveDeclarations: false
AlignEscapedNewlines: Right
AlignConsecutiveMacros: true
AlignConsecutiveAssignments: true
AlignConsecutiveDeclarations: true
AlignEscapedNewlines: Left
AlignOperands: true
AlignTrailingComments: true
AllowAllArgumentsOnNextLine: true
AllowAllConstructorInitializersOnNextLine: true
AllowAllParametersOfDeclarationOnNextLine: true
AllowAllArgumentsOnNextLine: false
AllowAllConstructorInitializersOnNextLine: false
AllowAllParametersOfDeclarationOnNextLine: false
AllowShortBlocksOnASingleLine: Always
AllowShortCaseLabelsOnASingleLine: false
AllowShortFunctionsOnASingleLine: All
@ -29,21 +30,21 @@ BreakBeforeBraces: Allman
BreakBeforeInheritanceComma: false
BreakInheritanceList: BeforeColon
BreakBeforeTernaryOperators: true
BreakConstructorInitializersBeforeComma: false
BreakConstructorInitializers: BeforeColon
BreakConstructorInitializersBeforeComma: true
BreakConstructorInitializers: AfterColon
BreakAfterJavaFieldAnnotations: false
BreakStringLiterals: true
ColumnLimit: 120
ColumnLimit: 140
CommentPragmas: '^ IWYU pragma:'
CompactNamespaces: false
ConstructorInitializerAllOnOneLineOrOnePerLine: false
ConstructorInitializerAllOnOneLineOrOnePerLine: true
ConstructorInitializerIndentWidth: 4
ContinuationIndentWidth: 4
Cpp11BracedListStyle: true
DeriveLineEnding: true
DerivePointerAlignment: false
DisableFormat: false
ExperimentalAutoDetectBinPacking: false
ExperimentalAutoDetectBinPacking: true
FixNamespaceComments: true
ForEachMacros:
- foreach
@ -62,18 +63,18 @@ IncludeCategories:
SortPriority: 0
IncludeIsMainRegex: '(Test)?$'
IncludeIsMainSourceRegex: ''
IndentCaseLabels: false
IndentCaseLabels: true
IndentGotoLabels: true
IndentPPDirectives: None
IndentWidth: 4
IndentWrappedFunctionNames: false
JavaScriptQuotes: Leave
JavaScriptWrapImports: true
KeepEmptyLinesAtTheStartOfBlocks: true
KeepEmptyLinesAtTheStartOfBlocks: false
MacroBlockBegin: ''
MacroBlockEnd: ''
MaxEmptyLinesToKeep: 1
NamespaceIndentation: None
NamespaceIndentation: Inner
ObjCBinPackProtocolList: Auto
ObjCBlockIndentWidth: 2
ObjCSpaceAfterProperty: false
@ -94,16 +95,16 @@ SpaceAfterCStyleCast: true
SpaceAfterLogicalNot: false
SpaceAfterTemplateKeyword: true
SpaceBeforeAssignmentOperators: true
SpaceBeforeCpp11BracedList: false
SpaceBeforeCpp11BracedList: true
SpaceBeforeCtorInitializerColon: true
SpaceBeforeInheritanceColon: true
SpaceBeforeParens: ControlStatements
SpaceBeforeRangeBasedForLoopColon: true
SpaceInEmptyBlock: false
SpaceInEmptyParentheses: false
SpacesBeforeTrailingComments: 1
SpacesBeforeTrailingComments: 2
SpacesInAngles: false
SpacesInContainerLiterals: true
SpacesInContainerLiterals: false
SpacesInCStyleCastParentheses: false
SpacesInParentheses: false
SpacesInSquareBrackets: false

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@ -76,9 +76,9 @@
<key>archive</key>
<map>
<key>hash</key>
<string>d670d00aa732b97d105d287b62582762</string>
<string>9b8bcc3be6dbe40a04c9c81c313f70dc</string>
<key>url</key>
<string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/55065/512118/apr_suite-1.4.5.539073-darwin64-539073.tar.bz2</string>
<string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/68333/658209/apr_suite-1.4.5.548882-darwin64-548882.tar.bz2</string>
</map>
<key>name</key>
<string>darwin64</string>
@ -112,9 +112,9 @@
<key>archive</key>
<map>
<key>hash</key>
<string>83b4a047db5f7ee462753d91e6277cba</string>
<string>6bdf460c18ee004b41a46afc80041a92</string>
<key>url</key>
<string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/55143/512317/apr_suite-1.4.5.539073-windows-539073.tar.bz2</string>
<string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/68334/658225/apr_suite-1.4.5.548882-windows-548882.tar.bz2</string>
</map>
<key>name</key>
<string>windows</string>
@ -124,16 +124,16 @@
<key>archive</key>
<map>
<key>hash</key>
<string>b3bbf168b39e25c08cc1febddeb33332</string>
<string>83104bfa4dabb77cd70d185e38a95b49</string>
<key>url</key>
<string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/55139/512304/apr_suite-1.4.5.539073-windows64-539073.tar.bz2</string>
<string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/68332/658215/apr_suite-1.4.5.548882-windows64-548882.tar.bz2</string>
</map>
<key>name</key>
<string>windows64</string>
</map>
</map>
<key>version</key>
<string>1.4.5.539073</string>
<string>1.4.5.548882</string>
</map>
<key>boost</key>
<map>
@ -2187,16 +2187,16 @@
<key>archive</key>
<map>
<key>hash</key>
<string>8501cbaa7e0f254614694da784a9c61c</string>
<string>b677ee43822212f0a27c838dc8bf3623</string>
<key>url</key>
<string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/64944/606925/llca-202008010216.546021-common-546021.tar.bz2</string>
<string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/67622/646614/llca-202009010215.548269-common-548269.tar.bz2</string>
</map>
<key>name</key>
<string>common</string>
</map>
</map>
<key>version</key>
<string>202008010216.546021</string>
<string>202009010215.548269</string>
</map>
<key>llphysicsextensions_source</key>
<map>
@ -3906,9 +3906,9 @@ Copyright (c) 2012, 2014, 2015, 2016 nghttp2 contributors</string>
<array>
<string>-G</string>
<string>${AUTOBUILD_WIN_CMAKE_GEN|NOTWIN}</string>
<string>-DUNATTENDED:BOOL=ON</string>
<string>-DINSTALL_PROPRIETARY=FALSE</string>
<string>-DUSE_KDU=FALSE</string>
<string>-DOPENAL:BOOL=ON</string>
</array>
</map>
<key>name</key>
@ -3979,6 +3979,7 @@ Copyright (c) 2012, 2014, 2015, 2016 nghttp2 contributors</string>
<string>-DUNATTENDED:BOOL=ON</string>
<string>-DINSTALL_PROPRIETARY=FALSE</string>
<string>-DUSE_KDU=FALSE</string>
<string>-DOPENAL:BOOL=ON</string>
</array>
</map>
<key>name</key>

View File

@ -258,6 +258,8 @@ Beansy Twine
Benja Kepler
VWR-746
Benjamin Bigdipper
Beq Janus
BUG-227094
Beth Walcher
Bezilon Kasei
Biancaluce Robbiani
@ -829,6 +831,7 @@ Khyota Wulluf
Kimar Coba
Kithrak Kirkorian
Kitty Barnett
BUG-228665
VWR-19699
STORM-288
STORM-799
@ -1301,6 +1304,7 @@ Shyotl Kuhr
MAINT-2334
MAINT-6913
STORM-2143
SL-11625
Siana Gearz
STORM-960
STORM-1088
@ -1340,6 +1344,7 @@ Sovereign Engineer
MAINT-7343
SL-11079
OPEN-343
SL-11625
SpacedOut Frye
VWR-34
VWR-45
@ -1445,6 +1450,8 @@ Thickbrick Sleaford
STORM-956
STORM-1147
STORM-1325
Thoys Pan
SL-12396
Thraxis Epsilon
SVC-371
VWR-383

View File

@ -63,7 +63,13 @@ if (WINDOWS)
# Without PreferredToolArchitecture=x64, as of 2020-06-26 the 32-bit
# compiler on our TeamCity build hosts has started running out of virtual
# memory for the precompiled header file.
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /MP /p:PreferredToolArchitecture=x64")
# CP changed to only append the flag for 32bit builds - on 64bit builds,
# locally at least, the build output is spammed with 1000s of 'D9002'
# warnings about this switch being ignored.
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /MP")
if( ADDRESS_SIZE EQUAL 32 )
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /p:PreferredToolArchitecture=x64")
endif()
set(CMAKE_CXX_FLAGS_RELWITHDEBINFO
"${CMAKE_CXX_FLAGS_RELWITHDEBINFO} /Zo"

View File

@ -82,6 +82,10 @@ if(WINDOWS)
set(release_files ${release_files} fmod.dll)
endif (FMODSTUDIO)
if (OPENAL)
list(APPEND release_files openal32.dll alut.dll)
endif (OPENAL)
#*******************************
# Copy MS C runtime dlls, required for packaging.
if (MSVC80)

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@ -0,0 +1 @@
12

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@ -60,6 +60,10 @@ if (FMODSTUDIO)
endif (FMODSTUDIO)
if (OPENAL)
include_directories(
${OPENAL_LIBRARIES}
)
list(APPEND llaudio_SOURCE_FILES
llaudioengine_openal.cpp
lllistener_openal.cpp

View File

@ -55,7 +55,7 @@ LLAudioEngine_OpenAL::~LLAudioEngine_OpenAL()
bool LLAudioEngine_OpenAL::init(const S32 num_channels, void* userdata, const std::string &app_title)
{
mWindGen = NULL;
LLAudioEngine::init(num_channels, userdata);
LLAudioEngine::init(num_channels, userdata, app_title);
if(!alutInit(NULL, NULL))
{

View File

@ -1007,11 +1007,20 @@ CURLcode HttpOpRequest::curlSslCtxCallback(CURL *curl, void *sslctx, void *userd
{
HttpOpRequest::ptr_t op(HttpOpRequest::fromHandle<HttpOpRequest>(userdata));
if (op->mCallbackSSLVerify)
{
SSL_CTX * ctx = (SSL_CTX *)sslctx;
// disable any default verification for server certs
SSL_CTX_set_verify(ctx, SSL_VERIFY_NONE, NULL);
if (op->mCallbackSSLVerify)
{
SSL_CTX * ctx = (SSL_CTX *)sslctx;
if (op->mReqOptions && op->mReqOptions->getSSLVerifyPeer())
{
// verification for ssl certs
SSL_CTX_set_verify(ctx, SSL_VERIFY_PEER, NULL);
}
else
{
// disable any default verification for server certs
// Ex: setting urls (assume non-SL) for parcel media in LLFloaterURLEntry
SSL_CTX_set_verify(ctx, SSL_VERIFY_NONE, NULL);
}
// set the verification callback.
SSL_CTX_set_cert_verify_callback(ctx, sslCertVerifyCallback, userdata);
// the calls are void

View File

@ -1295,6 +1295,9 @@ void LLSettingsSky::clampColor(LLColor3& color, F32 gamma, F32 scale) const
color = linear;
}
// Similar/Shared Algorithms:
// indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings()
// indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars()
void LLSettingsSky::calculateLightSettings() const
{
// Initialize temp variables

View File

@ -46,10 +46,10 @@ class LLRotation;
// of this writing, July 08, 2010) about getting it implemented before you resort to
// LLVector3/LLVector4.
/////////////////////////////////
class LLVector4a;
struct LLVector4a;
LL_ALIGN_PREFIX(16)
class LLVector4a
struct LLVector4a
{
public:
@ -92,6 +92,7 @@ public:
// CONSTRUCTORS
////////////////////////////////////
//LLVector4a is plain data which should never have a default constructor or destructor(malloc&free won't trigger it)
LLVector4a()
{ //DO NOT INITIALIZE -- The overhead is completely unnecessary
ll_assert_aligned(this,16);

View File

@ -77,12 +77,12 @@ public:
///
inline size_t countActive() const
{
return mActiveCoprocs.size();
return mActiveCoprocsCount;
}
/// Returns the total number of coprocedures either queued or in active processing.
///
inline size_t count() const
inline S32 count() const
{
return countPending() + countActive();
}
@ -113,12 +113,10 @@ private:
// because the consuming coroutine might outlive this LLCoprocedurePool
// instance.
typedef boost::shared_ptr<CoprocQueue_t> CoprocQueuePtr;
typedef std::map<LLUUID, LLCoreHttpUtil::HttpCoroutineAdapter::ptr_t> ActiveCoproc_t;
std::string mPoolName;
size_t mPoolSize, mPending{0};
size_t mPoolSize, mActiveCoprocsCount, mPending;
CoprocQueuePtr mPendingCoprocs;
ActiveCoproc_t mActiveCoprocs;
LLTempBoundListener mStatusListener;
typedef std::map<std::string, LLCoreHttpUtil::HttpCoroutineAdapter::ptr_t> CoroAdapterMap_t;
@ -191,8 +189,13 @@ LLUUID LLCoprocedureManager::enqueueCoprocedure(const std::string &pool, const s
void LLCoprocedureManager::setPropertyMethods(SettingQuery_t queryfn, SettingUpdate_t updatefn)
{
// functions to discover and store the pool sizes
mPropertyQueryFn = queryfn;
mPropertyDefineFn = updatefn;
// workaround until we get mutex into initializePool
initializePool("VAssetStorage");
initializePool("Upload");
}
//-------------------------------------------------------------------------
@ -276,6 +279,8 @@ void LLCoprocedureManager::close(const std::string &pool)
LLCoprocedurePool::LLCoprocedurePool(const std::string &poolName, size_t size):
mPoolName(poolName),
mPoolSize(size),
mActiveCoprocsCount(0),
mPending(0),
mPendingCoprocs(boost::make_shared<CoprocQueue_t>(DEFAULT_QUEUE_SIZE)),
mHTTPPolicy(LLCore::HttpRequest::DEFAULT_POLICY_ID),
mCoroMapping()
@ -401,8 +406,7 @@ void LLCoprocedurePool::coprocedureInvokerCoro(
}
// we actually popped an item
--mPending;
ActiveCoproc_t::iterator itActive = mActiveCoprocs.insert(ActiveCoproc_t::value_type(coproc->mId, httpAdapter)).first;
mActiveCoprocsCount++;
LL_DEBUGS("CoProcMgr") << "Dequeued and invoking coprocedure(" << coproc->mName << ") with id=" << coproc->mId.asString() << " in pool \"" << mPoolName << "\" (" << mPending << " left)" << LL_ENDL;
@ -410,19 +414,25 @@ void LLCoprocedurePool::coprocedureInvokerCoro(
{
coproc->mProc(httpAdapter, coproc->mId);
}
catch (const LLCoros::Stop &e)
{
LL_INFOS("LLCoros") << "coprocedureInvokerCoro terminating because "
<< e.what() << LL_ENDL;
throw; // let toplevel handle this as LLContinueError
}
catch (...)
{
LOG_UNHANDLED_EXCEPTION(STRINGIZE("Coprocedure('" << coproc->mName
<< "', id=" << coproc->mId.asString()
<< ") in pool '" << mPoolName << "'"));
// must NOT omit this or we deplete the pool
mActiveCoprocs.erase(itActive);
mActiveCoprocsCount--;
continue;
}
LL_DEBUGS("CoProcMgr") << "Finished coprocedure(" << coproc->mName << ")" << " in pool \"" << mPoolName << "\"" << LL_ENDL;
mActiveCoprocs.erase(itActive);
mActiveCoprocsCount--;
}
}

View File

@ -85,15 +85,15 @@ const F64 LLExperienceCache::DEFAULT_EXPIRATION = 600.0;
const S32 LLExperienceCache::DEFAULT_QUOTA = 128; // this is megabytes
const int LLExperienceCache::SEARCH_PAGE_SIZE = 30;
bool LLExperienceCache::sShutdown = false;
//=========================================================================
LLExperienceCache::LLExperienceCache():
mShutdown(false)
LLExperienceCache::LLExperienceCache()
{
}
LLExperienceCache::~LLExperienceCache()
{
}
void LLExperienceCache::initSingleton()
@ -122,7 +122,7 @@ void LLExperienceCache::cleanup()
{
cache_stream << (*this);
}
mShutdown = true;
sShutdown = true;
}
//-------------------------------------------------------------------------
@ -344,7 +344,7 @@ void LLExperienceCache::requestExperiences()
ostr << urlBase << "?page_size=" << PAGE_SIZE1;
RequestQueue_t requests;
while (!mRequestQueue.empty())
while (!mRequestQueue.empty() && !sShutdown)
{
RequestQueue_t::iterator it = mRequestQueue.begin();
LLUUID key = (*it);
@ -398,8 +398,6 @@ void LLExperienceCache::idleCoro()
LL_INFOS("ExperienceCache") << "Launching Experience cache idle coro." << LL_ENDL;
do
{
llcoro::suspendUntilTimeout(SECS_BETWEEN_REQUESTS);
if (mEraseExpiredTimer.checkExpirationAndReset(ERASE_EXPIRED_TIMEOUT))
{
eraseExpired();
@ -410,7 +408,9 @@ void LLExperienceCache::idleCoro()
requestExperiences();
}
} while (!mShutdown);
llcoro::suspendUntilTimeout(SECS_BETWEEN_REQUESTS);
} while (!sShutdown);
// The coroutine system will likely be shut down by the time we get to this point
// (or at least no further cycling will occur on it since the user has decided to quit.)

View File

@ -142,7 +142,7 @@ private:
LLFrameTimer mEraseExpiredTimer; // Periodically clean out expired entries from the cache
CapabilityQuery_t mCapability;
std::string mCacheFileName;
bool mShutdown;
static bool sShutdown; // control for coroutines, they exist out of LLExperienceCache's scope, so they need a static control
void idleCoro();
void eraseExpired();

View File

@ -44,6 +44,8 @@ const U32 TELEPORT_FLAGS_VIA_REGION_ID = 1 << 12;
const U32 TELEPORT_FLAGS_IS_FLYING = 1 << 13;
const U32 TELEPORT_FLAGS_SHOW_RESET_HOME = 1 << 14;
const U32 TELEPORT_FLAGS_FORCE_REDIRECT = 1 << 15; // used to force a redirect to some random location - used when kicking someone from land.
const U32 TELEPORT_FLAGS_VIA_GLOBAL_COORDS = 1 << 16;
const U32 TELEPORT_FLAGS_WITHIN_REGION = 1 << 17;
const U32 TELEPORT_FLAGS_MASK_VIA = TELEPORT_FLAGS_VIA_LURE
| TELEPORT_FLAGS_VIA_LANDMARK

View File

@ -985,38 +985,56 @@ BOOL LLImageGL::preAddToAtlas(S32 discard_level, const LLImageRaw* raw_image)
return FALSE;
}
if( !mHasExplicitFormat )
{
switch (mComponents)
{
case 1:
// Use luminance alpha (for fonts)
mFormatInternal = GL_LUMINANCE8;
mFormatPrimary = GL_LUMINANCE;
mFormatType = GL_UNSIGNED_BYTE;
break;
case 2:
// Use luminance alpha (for fonts)
mFormatInternal = GL_LUMINANCE8_ALPHA8;
mFormatPrimary = GL_LUMINANCE_ALPHA;
mFormatType = GL_UNSIGNED_BYTE;
break;
case 3:
mFormatInternal = GL_RGB8;
mFormatPrimary = GL_RGB;
mFormatType = GL_UNSIGNED_BYTE;
break;
case 4:
mFormatInternal = GL_RGBA8;
mFormatPrimary = GL_RGBA;
mFormatType = GL_UNSIGNED_BYTE;
break;
default:
LL_ERRS() << "Bad number of components for texture: " << (U32)getComponents() << LL_ENDL;
}
}
if (!mHasExplicitFormat)
{
switch (mComponents)
{
case 1:
// Use luminance alpha (for fonts)
mFormatInternal = GL_LUMINANCE8;
mFormatPrimary = GL_LUMINANCE;
mFormatType = GL_UNSIGNED_BYTE;
break;
case 2:
// Use luminance alpha (for fonts)
mFormatInternal = GL_LUMINANCE8_ALPHA8;
mFormatPrimary = GL_LUMINANCE_ALPHA;
mFormatType = GL_UNSIGNED_BYTE;
break;
case 3:
#if USE_SRGB_DECODE
if (gGLManager.mHasTexturesRGBDecode)
{
mFormatInternal = GL_SRGB8;
}
else
#endif
{
mFormatInternal = GL_RGB8;
}
mFormatPrimary = GL_RGB;
mFormatType = GL_UNSIGNED_BYTE;
break;
case 4:
#if USE_SRGB_DECODE
if (gGLManager.mHasTexturesRGBDecode)
{
mFormatInternal = GL_SRGB8_ALPHA8;
}
else
#endif
{
mFormatInternal = GL_RGBA8;
}
mFormatPrimary = GL_RGBA;
mFormatType = GL_UNSIGNED_BYTE;
break;
default:
LL_ERRS() << "Bad number of components for texture: " << (U32) getComponents() << LL_ENDL;
}
}
mCurrentDiscardLevel = discard_level;
mCurrentDiscardLevel = discard_level;
mDiscardLevelInAtlas = discard_level;
mTexelsInAtlas = raw_image->getWidth() * raw_image->getHeight() ;
mLastBindTime = sLastFrameTime;

View File

@ -849,26 +849,32 @@ void LLTexUnit::debugTextureUnit(void)
}
}
void LLTexUnit::setTextureColorSpace(eTextureColorSpace space) {
void LLTexUnit::setTextureColorSpace(eTextureColorSpace space)
{
mTexColorSpace = space;
#if USE_SRGB_DECODE
if (gGLManager.mHasTexturesRGBDecode) {
if (space == TCS_SRGB) {
if (gGLManager.mHasTexturesRGBDecode)
{
if (space == TCS_SRGB)
{
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_DECODE_EXT);
}
else {
else
{
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
}
if (gDebugGL) {
if (gDebugGL)
{
assert_glerror();
}
}
else
#endif
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
{
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
}
}
LLLightState::LLLightState(S32 index)
@ -1192,46 +1198,46 @@ void LLRender::refreshState(void)
void LLRender::syncLightState()
{
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
LLGLSLShader *shader = LLGLSLShader::sCurBoundShaderPtr;
if (!shader)
{
return;
}
if (!shader)
{
return;
}
if (shader->mLightHash != mLightHash)
{
shader->mLightHash = mLightHash;
if (shader->mLightHash != mLightHash)
{
shader->mLightHash = mLightHash;
LLVector4 position[8];
LLVector3 direction[8];
LLVector4 attenuation[8];
LLVector3 diffuse[8];
LLVector3 diffuse_b[8];
bool sun_primary[8];
LLVector4 position[LL_NUM_LIGHT_UNITS];
LLVector3 direction[LL_NUM_LIGHT_UNITS];
LLVector4 attenuation[LL_NUM_LIGHT_UNITS];
LLVector3 diffuse[LL_NUM_LIGHT_UNITS];
LLVector3 diffuse_b[LL_NUM_LIGHT_UNITS];
bool sun_primary[LL_NUM_LIGHT_UNITS];
for (U32 i = 0; i < 8; i++)
{
LLLightState* light = mLightState[i];
for (U32 i = 0; i < LL_NUM_LIGHT_UNITS; i++)
{
LLLightState *light = mLightState[i];
position[i] = light->mPosition;
direction[i] = light->mSpotDirection;
position[i] = light->mPosition;
direction[i] = light->mSpotDirection;
attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[2], light->mSpecular.mV[3]);
diffuse[i].set(light->mDiffuse.mV);
diffuse[i].set(light->mDiffuse.mV);
diffuse_b[i].set(light->mDiffuseB.mV);
sun_primary[i] = light->mSunIsPrimary;
}
}
shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, 8, position[0].mV);
shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, 8, direction[0].mV);
shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV);
shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV);
shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);
shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, LL_NUM_LIGHT_UNITS, position[0].mV);
shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, LL_NUM_LIGHT_UNITS, direction[0].mV);
shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, LL_NUM_LIGHT_UNITS, attenuation[0].mV);
shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, LL_NUM_LIGHT_UNITS, diffuse[0].mV);
shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);
shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_primary[0] ? 1 : 0);
shader->uniform4fv(LLShaderMgr::AMBIENT, 1, mAmbientLightColor.mV);
shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV);
shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuse_b[0].mV);
}
}
}
void LLRender::syncMatrices()
@ -1539,11 +1545,17 @@ void LLRender::matrixMode(eMatrixMode mode)
{
U32 tex_index = gGL.getCurrentTexUnitIndex();
// the shaders don't actually reference anything beyond texture_matrix0/1 outside of terrain rendering
llassert_always(tex_index <= 3);
mode = eMatrixMode(MM_TEXTURE0 + gGL.getCurrentTexUnitIndex());
llassert(tex_index <= 3);
mode = eMatrixMode(MM_TEXTURE0 + tex_index);
if (mode > MM_TEXTURE3)
{
// getCurrentTexUnitIndex() can go as high as 32 (LL_NUM_TEXTURE_LAYERS)
// Large value will result in a crash at mMatrix
LL_WARNS_ONCE() << "Attempted to assign matrix mode out of bounds: " << mode << LL_ENDL;
mode = MM_TEXTURE0;
}
}
llassert(mode < NUM_MATRIX_MODES);
mMatrixMode = mode;
}

View File

@ -501,23 +501,23 @@ U32 LLRenderTarget::getNumTextures() const
return mTex.size();
}
void LLRenderTarget::bindTexture(U32 index, S32 channel, LLTexUnit::eTextureFilterOptions filter_options)
{
gGL.getTexUnit(channel)->bindManual(mUsage, getTexture(index));
gGL.getTexUnit(channel)->bindManual(mUsage, getTexture(index));
bool isSRGB = false;
llassert(mInternalFormat.size() > index);
switch (mInternalFormat[index])
{
case GL_SRGB_ALPHA:
case GL_SRGB:
case GL_SRGB8:
case GL_SRGB_ALPHA:
case GL_SRGB8_ALPHA8:
isSRGB = true;
break;
break;
default:
break;
break;
}
gGL.getTexUnit(channel)->setTextureFilteringOption(filter_options);

View File

@ -1180,7 +1180,7 @@ void LLShaderMgr::initAttribsAndUniforms()
llassert(mReservedUniforms.size() == LLShaderMgr::MULTI_LIGHT_FAR_Z+1);
//NOTE: MUST match order in eGLSLReservedUniforms
mReservedUniforms.push_back("proj_mat");
mReservedUniforms.push_back("proj_near");
mReservedUniforms.push_back("proj_p");

View File

@ -655,6 +655,37 @@ void LLAccordionCtrl::onScrollPosChangeCallback(S32, LLScrollbar*)
{
updateLayout(getRect().getWidth(),getRect().getHeight());
}
// virtual
void LLAccordionCtrl::onUpdateScrollToChild(const LLUICtrl *cntrl)
{
if (mScrollbar && mScrollbar->getVisible())
{
// same as scrollToShowRect
LLRect rect;
cntrl->localRectToOtherView(cntrl->getLocalRect(), &rect, this);
// Translate to parent coordinatess to check if we are in visible rectangle
rect.translate(getRect().mLeft, getRect().mBottom);
if (!getRect().contains(rect))
{
// for accordition's scroll, height is in pixels
// Back to local coords and calculate position for scroller
S32 bottom = mScrollbar->getDocPos() - rect.mBottom + getRect().mBottom;
S32 top = mScrollbar->getDocPos() - rect.mTop + getRect().mTop;
S32 scroll_pos = llclamp(mScrollbar->getDocPos(),
bottom, // min vertical scroll
top); // max vertical scroll
mScrollbar->setDocPos(scroll_pos);
}
}
LLUICtrl::onUpdateScrollToChild(cntrl);
}
void LLAccordionCtrl::onOpen (const LLSD& key)
{
for(size_t i=0;i<mAccordionTabs.size();++i)

View File

@ -111,6 +111,7 @@ public:
void draw();
void onScrollPosChangeCallback(S32, LLScrollbar*);
virtual void onUpdateScrollToChild(const LLUICtrl * cntrl);
void onOpen (const LLSD& key);
S32 notifyParent(const LLSD& info);

View File

@ -452,6 +452,35 @@ void LLAccordionCtrlTab::onVisibilityChange(BOOL new_visibility)
notifyParent(LLSD().with("child_visibility_change", new_visibility));
}
// virtual
void LLAccordionCtrlTab::onUpdateScrollToChild(const LLUICtrl *cntrl)
{
if (mScrollbar && mScrollbar->getVisible())
{
LLRect rect;
cntrl->localRectToOtherView(cntrl->getLocalRect(), &rect, this);
// Translate to parent coordinatess to check if we are in visible rectangle
rect.translate(getRect().mLeft, getRect().mBottom);
if (!getRect().contains(rect))
{
// for accordition's scroll, height is in pixels
// Back to local coords and calculate position for scroller
S32 bottom = mScrollbar->getDocPos() - rect.mBottom + getRect().mBottom;
S32 top = mScrollbar->getDocPos() - rect.mTop + getRect().mTop;
S32 scroll_pos = llclamp(mScrollbar->getDocPos(),
bottom, // min vertical scroll
top); // max vertical scroll
mScrollbar->setDocPos(scroll_pos);
}
}
LLUICtrl::onUpdateScrollToChild(cntrl);
}
BOOL LLAccordionCtrlTab::handleMouseDown(S32 x, S32 y, MASK mask)
{
if(mCollapsible && mHeaderVisible && mCanOpenClose)

View File

@ -159,6 +159,7 @@ public:
* Raises notifyParent event with "child_visibility_change" = new_visibility
*/
void onVisibilityChange(BOOL new_visibility);
virtual void onUpdateScrollToChild(const LLUICtrl * cntrl);
// Changes expand/collapse state and triggers expand/collapse callbacks
virtual BOOL handleMouseDown(S32 x, S32 y, MASK mask);

View File

@ -56,6 +56,14 @@ void LLBadgeOwner::initBadgeParams(const LLBadge::Params& p)
}
}
void LLBadgeOwner::reshapeBadge(const LLRect& new_rect)
{
if (mBadge)
{
mBadge->setShape(new_rect);
}
}
void LLBadgeOwner::setBadgeVisibility(bool visible)
{
if (mBadge)

View File

@ -46,6 +46,7 @@ public:
bool hasBadgeHolderParent() const { return mHasBadgeHolderParent; };
void setBadgeVisibility(bool visible);
void setDrawBadgeAtTop(bool draw_at_top);
void reshapeBadge(const LLRect& new_rect);
private:

View File

@ -514,6 +514,14 @@ S32 LLComboBox::getCurrentIndex() const
return -1;
}
void LLComboBox::setEnabledByValue(const LLSD& value, BOOL enabled)
{
LLScrollListItem *found = mList->getItem(value);
if (found)
{
found->setEnabled(enabled);
}
}
void LLComboBox::createLineEditor(const LLComboBox::Params& p)
{

View File

@ -158,6 +158,8 @@ public:
BOOL setCurrentByIndex( S32 index );
S32 getCurrentIndex() const;
void setEnabledByValue(const LLSD& value, BOOL enabled);
void createLineEditor(const Params&);
//========================================================================

View File

@ -2151,6 +2151,7 @@ void LLLineEditor::clear()
void LLLineEditor::onTabInto()
{
selectAll();
LLUICtrl::onTabInto();
}
//virtual

View File

@ -509,6 +509,7 @@ void LLMultiSliderCtrl::onTabInto()
{
mEditor->onTabInto();
}
LLF32UICtrl::onTabInto();
}
void LLMultiSliderCtrl::reportInvalidData()

View File

@ -255,7 +255,7 @@ LLNotificationForm::LLNotificationForm(const LLSD& sd)
}
else
{
LL_WARNS() << "Invalid form data " << sd << LL_ENDL;
LL_WARNS("Notifications") << "Invalid form data " << sd << LL_ENDL;
mFormData = LLSD::emptyArray();
}
}
@ -448,11 +448,11 @@ LLNotificationTemplate::LLNotificationTemplate(const LLNotificationTemplate::Par
mUniqueContext.push_back(context.value);
}
LL_DEBUGS() << "notification \"" << mName << "\": tag count is " << p.tags.size() << LL_ENDL;
LL_DEBUGS("Notifications") << "notification \"" << mName << "\": tag count is " << p.tags.size() << LL_ENDL;
BOOST_FOREACH(const LLNotificationTemplate::Tag& tag, p.tags)
{
LL_DEBUGS() << " tag \"" << std::string(tag.value) << "\"" << LL_ENDL;
LL_DEBUGS("Notifications") << " tag \"" << std::string(tag.value) << "\"" << LL_ENDL;
mTags.push_back(tag.value);
}
@ -1398,8 +1398,14 @@ void LLNotifications::initSingleton()
createDefaultChannels();
}
void LLNotifications::cleanupSingleton()
{
clear();
}
void LLNotifications::createDefaultChannels()
{
LL_INFOS("Notifications") << "Generating default notification channels" << LL_ENDL;
// now construct the various channels AFTER loading the notifications,
// because the history channel is going to rewrite the stored notifications file
mDefaultChannels.push_back(new LLNotificationChannel("Enabled", "",
@ -1455,7 +1461,7 @@ void LLNotifications::forceResponse(const LLNotification::Params& params, S32 op
if (selected_item.isUndefined())
{
LL_WARNS() << "Invalid option" << option << " for notification " << (std::string)params.name << LL_ENDL;
LL_WARNS("Notifications") << "Invalid option" << option << " for notification " << (std::string)params.name << LL_ENDL;
return;
}
response[selected_item["name"].asString()] = true;
@ -1489,12 +1495,12 @@ void replaceSubstitutionStrings(LLXMLNodePtr node, StringMap& replacements)
if (found != replacements.end())
{
replacement = found->second;
LL_DEBUGS() << "replaceSubstitutionStrings: value: \"" << value << "\" repl: \"" << replacement << "\"." << LL_ENDL;
LL_DEBUGS("Notifications") << "replaceSubstitutionStrings: value: \"" << value << "\" repl: \"" << replacement << "\"." << LL_ENDL;
it->second->setValue(replacement);
}
else
{
LL_WARNS() << "replaceSubstitutionStrings FAILURE: could not find replacement \"" << value << "\"." << LL_ENDL;
LL_WARNS("Notifications") << "replaceSubstitutionStrings FAILURE: could not find replacement \"" << value << "\"." << LL_ENDL;
}
}
}
@ -1533,7 +1539,7 @@ void addPathIfExists(const std::string& new_path, std::vector<std::string>& path
bool LLNotifications::loadTemplates()
{
LL_INFOS() << "Reading notifications template" << LL_ENDL;
LL_INFOS("Notifications") << "Reading notifications template" << LL_ENDL;
// Passing findSkinnedFilenames(constraint=LLDir::ALL_SKINS) makes it
// output all relevant pathnames instead of just the ones from the most
// specific skin.
@ -1604,7 +1610,7 @@ bool LLNotifications::loadTemplates()
mTemplates[notification.name] = LLNotificationTemplatePtr(new LLNotificationTemplate(notification));
}
LL_INFOS() << "...done" << LL_ENDL;
LL_INFOS("Notifications") << "...done" << LL_ENDL;
return true;
}
@ -1832,7 +1838,7 @@ bool LLNotifications::isVisibleByRules(LLNotificationPtr n)
for(it = mVisibilityRules.begin(); it != mVisibilityRules.end(); it++)
{
// An empty type/tag/name string will match any notification, so only do the comparison when the string is non-empty in the rule.
LL_DEBUGS()
LL_DEBUGS("Notifications")
<< "notification \"" << n->getName() << "\" "
<< "testing against " << ((*it)->mVisible?"show":"hide") << " rule, "
<< "name = \"" << (*it)->mName << "\" "
@ -1877,7 +1883,7 @@ bool LLNotifications::isVisibleByRules(LLNotificationPtr n)
if((*it)->mResponse.empty())
{
// Response property is empty. Cancel this notification.
LL_DEBUGS() << "cancelling notification " << n->getName() << LL_ENDL;
LL_DEBUGS("Notifications") << "cancelling notification " << n->getName() << LL_ENDL;
cancel(n);
}
@ -1888,7 +1894,7 @@ bool LLNotifications::isVisibleByRules(LLNotificationPtr n)
// TODO: verify that the response template has an item with the correct name
response[(*it)->mResponse] = true;
LL_DEBUGS() << "responding to notification " << n->getName() << " with response = " << response << LL_ENDL;
LL_DEBUGS("Notifications") << "responding to notification " << n->getName() << " with response = " << response << LL_ENDL;
n->respond(response);
}
@ -1900,7 +1906,7 @@ bool LLNotifications::isVisibleByRules(LLNotificationPtr n)
break;
}
LL_DEBUGS() << "allowing notification " << n->getName() << LL_ENDL;
LL_DEBUGS("Notifications") << "allowing notification " << n->getName() << LL_ENDL;
return true;
}
@ -1961,7 +1967,7 @@ void LLPostponedNotification::onAvatarNameCache(const LLUUID& agent_id,
// from PE merge - we should figure out if this is the right thing to do
if (name.empty())
{
LL_WARNS() << "Empty name received for Id: " << agent_id << LL_ENDL;
LL_WARNS("Notifications") << "Empty name received for Id: " << agent_id << LL_ENDL;
name = SYSTEM_FROM;
}

View File

@ -957,6 +957,7 @@ public:
private:
/*virtual*/ void initSingleton();
/*virtual*/ void cleanupSingleton();
void loadPersistentNotifications();
@ -1069,6 +1070,7 @@ public:
LLPersistentNotificationChannel()
: LLNotificationChannel("Persistent", "Visible", &notificationFilter)
{}
virtual ~LLPersistentNotificationChannel() {}
typedef std::vector<LLNotificationPtr> history_list_t;
history_list_t::iterator beginHistory() { sortHistory(); return mHistory.begin(); }

View File

@ -479,6 +479,7 @@ void LLSliderCtrl::onTabInto()
{
mEditor->onTabInto();
}
LLF32UICtrl::onTabInto();
}
void LLSliderCtrl::reportInvalidData()

View File

@ -442,7 +442,8 @@ void LLSpinCtrl::setAllowEdit(BOOL allow_edit)
void LLSpinCtrl::onTabInto()
{
mEditor->onTabInto();
mEditor->onTabInto();
LLF32UICtrl::onTabInto();
}

View File

@ -1017,7 +1017,38 @@ BOOL LLTextBase::handleMouseDown(S32 x, S32 y, MASK mask)
// handle triple click
if (!mTripleClickTimer.hasExpired())
{
selectAll();
S32 real_line = getLineNumFromDocIndex(mCursorPos, false);
S32 line_start = -1;
S32 line_end = -1;
for (line_list_t::const_iterator it = mLineInfoList.begin(), end_it = mLineInfoList.end();
it != end_it;
++it)
{
if (it->mLineNum < real_line)
{
continue;
}
if (it->mLineNum > real_line)
{
break;
}
if (line_start == -1)
{
line_start = it->mDocIndexStart;
}
line_end = it->mDocIndexEnd;
line_end = llclamp(line_end, 0, getLength());
}
if (line_start == -1)
{
return TRUE;
}
mSelectionEnd = line_start;
mSelectionStart = line_end;
setCursorPos(line_start);
return TRUE;
}

View File

@ -721,8 +721,9 @@ void LLUICtrl::resetDirty()
}
// virtual
void LLUICtrl::onTabInto()
void LLUICtrl::onTabInto()
{
onUpdateScrollToChild(this);
}
// virtual

View File

@ -645,6 +645,16 @@ void LLView::onVisibilityChange ( BOOL new_visibility )
}
}
// virtual
void LLView::onUpdateScrollToChild(const LLUICtrl * cntrl)
{
LLView* parent_view = getParent();
if (parent_view)
{
parent_view->onUpdateScrollToChild(cntrl);
}
}
// virtual
void LLView::translate(S32 x, S32 y)
{

View File

@ -301,6 +301,7 @@ public:
virtual BOOL setLabelArg( const std::string& key, const LLStringExplicit& text );
virtual void onVisibilityChange ( BOOL new_visibility );
virtual void onUpdateScrollToChild(const LLUICtrl * cntrl);
void pushVisible(BOOL visible) { mLastVisible = mVisible; setVisible(visible); }
void popVisible() { setVisible(mLastVisible); }

View File

@ -359,10 +359,10 @@ attributedStringInfo getSegments(NSAttributedString *str)
callRightMouseDown(mMousePos, [theEvent modifierFlags]);
mSimulatedRightClick = true;
} else {
if ([theEvent clickCount] >= 2)
if ([theEvent clickCount] == 2)
{
callDoubleClick(mMousePos, [theEvent modifierFlags]);
} else if ([theEvent clickCount] == 1) {
} else if ([theEvent clickCount] >= 1) {
callLeftMouseDown(mMousePos, [theEvent modifierFlags]);
}
}

View File

@ -1620,6 +1620,10 @@ if (WINDOWS)
# causes those systems to run in a Windows 8 compatibility mode, which works.
LIST(APPEND viewer_SOURCE_FILES windows.manifest)
endif (ADDRESS_SIZE EQUAL 64)
if (OPENAL)
LIST(APPEND viewer_LIBRARIES ${OPENAL_LIBRARIES})
endif (OPENAL)
endif (WINDOWS)
# Add the xui files. This is handy for searching for xui elements
@ -1721,6 +1725,12 @@ if (FMODSTUDIO)
endif (FMODSTUDIO)
set_source_files_properties(llstartup.cpp PROPERTIES COMPILE_FLAGS "${LLSTARTUP_COMPILE_FLAGS}")
if (HAVOK OR HAVOK_TPV)
set(LLSTARTUP_COMPILE_FLAGS "${LLSTARTUP_COMPILE_FLAGS} -DLL_HAVOK")
endif (HAVOK OR HAVOK_TPV)
# progress view disables/enables icons based on available packages
set_source_files_properties(llprogressview.cpp PROPERTIES COMPILE_FLAGS "${LLSTARTUP_COMPILE_FLAGS}")
list(APPEND viewer_SOURCE_FILES ${viewer_HEADER_FILES})
@ -1843,6 +1853,13 @@ if (WINDOWS)
)
endif (FMODSTUDIO)
if (OPENAL)
list(APPEND COPY_INPUT_DEPENDENCIES
${SHARED_LIB_STAGING_DIR}/${CMAKE_CFG_INTDIR}/OpenAL32.dll
${SHARED_LIB_STAGING_DIR}/${CMAKE_CFG_INTDIR}/alut.dll
)
endif (OPENAL)
add_custom_command(
OUTPUT ${CMAKE_CFG_INTDIR}/copy_touched.bat
COMMAND ${PYTHON_EXECUTABLE}
@ -1853,6 +1870,7 @@ if (WINDOWS)
--artwork=${ARTWORK_DIR}
"--bugsplat=${BUGSPLAT_DB}"
"--fmodstudio=${FMODSTUDIO}"
"--openal=${OPENAL}"
--build=${CMAKE_CURRENT_BINARY_DIR}
--buildtype=${CMAKE_BUILD_TYPE}
"--channel=${VIEWER_CHANNEL}"
@ -1915,6 +1933,7 @@ if (WINDOWS)
--artwork=${ARTWORK_DIR}
"--bugsplat=${BUGSPLAT_DB}"
"--fmodstudio=${FMODSTUDIO}"
"--openal=${OPENAL}"
--build=${CMAKE_CURRENT_BINARY_DIR}
--buildtype=${CMAKE_BUILD_TYPE}
"--channel=${VIEWER_CHANNEL}"
@ -2062,6 +2081,7 @@ if (LINUX)
--artwork=${ARTWORK_DIR}
"--bugsplat=${BUGSPLAT_DB}"
"--fmodstudio=${FMODSTUDIO}"
"--openal=${OPENAL}"
--build=${CMAKE_CURRENT_BINARY_DIR}
--buildtype=${CMAKE_BUILD_TYPE}
"--channel=${VIEWER_CHANNEL}"
@ -2089,6 +2109,7 @@ if (LINUX)
--artwork=${ARTWORK_DIR}
"--bugsplat=${BUGSPLAT_DB}"
"--fmodstudio=${FMODSTUDIO}"
"--openal=${OPENAL}"
--build=${CMAKE_CURRENT_BINARY_DIR}
--buildtype=${CMAKE_BUILD_TYPE}
"--channel=${VIEWER_CHANNEL}"
@ -2166,6 +2187,7 @@ if (DARWIN)
--artwork=${ARTWORK_DIR}
"--bugsplat=${BUGSPLAT_DB}"
"--fmodstudio=${FMODSTUDIO}"
"--openal=${OPENAL}"
--build=${CMAKE_CURRENT_BINARY_DIR}
--buildtype=${CMAKE_BUILD_TYPE}
--bundleid=${MACOSX_BUNDLE_GUI_IDENTIFIER}
@ -2201,6 +2223,7 @@ if (DARWIN)
--artwork=${ARTWORK_DIR}
"--bugsplat=${BUGSPLAT_DB}"
"--fmodstudio=${FMODSTUDIO}"
"--openal=${OPENAL}"
--build=${CMAKE_CURRENT_BINARY_DIR}
--buildtype=${CMAKE_BUILD_TYPE}
"--channel=${VIEWER_CHANNEL}"

View File

@ -1 +1 @@
6.4.8
6.4.10

View File

@ -812,17 +812,6 @@
<key>Value</key>
<integer>0</integer>
</map>
<key>FramePerSecondLimit</key>
<map>
<key>Comment</key>
<string>Controls upper limit of frames per second</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>U32</string>
<key>Value</key>
<integer>120</integer>
</map>
<key>BackgroundYieldTime</key>
<map>
<key>Comment</key>
@ -14420,7 +14409,7 @@
<key>VoiceCallsFriendsOnly</key>
<map>
<key>Comment</key>
<string>Only accept voice calls from residents on your friends list</string>
<string>(Deprecated) Only accept voice calls from residents on your friends list</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>

View File

@ -220,6 +220,17 @@
<key>Value</key>
<integer>1</integer>
</map>
<key>VoiceCallsFriendsOnly</key>
<map>
<key>Comment</key>
<string>Only accept voice calls and receive IMs from residents on your friends list</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<integer>0</integer>
</map>
<key>VoiceEffectDefault</key>
<map>
<key>Comment</key>

View File

@ -1,24 +1,24 @@
/**
/**
* @file WLCloudsV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, Linden Research, Inc.
*
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@ -33,26 +33,26 @@ ATTRIBUTE vec2 texcoord0;
///////////////////////////////////////////////////////////////////////////////
// Output parameters
VARYING vec4 vary_CloudColorSun;
VARYING vec4 vary_CloudColorAmbient;
VARYING vec4 vary_CloudColorSun;
VARYING vec4 vary_CloudColorAmbient;
VARYING float vary_CloudDensity;
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
VARYING vec2 vary_texcoord3;
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
VARYING vec2 vary_texcoord3;
VARYING float altitude_blend_factor;
// Inputs
uniform vec3 camPosLocal;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform float haze_horizon;
uniform float haze_density;
@ -60,7 +60,7 @@ uniform float cloud_shadow;
uniform float density_multiplier;
uniform float max_y;
uniform vec4 glow;
uniform vec4 glow;
uniform float sun_moon_glow_factor;
uniform vec4 cloud_color;
@ -70,133 +70,123 @@ uniform float cloud_scale;
// NOTE: Keep these in sync!
// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl
// indra\newview\lllegacyatmospherics.cpp
// indra\newview\llsettingsvo.cpp
void main()
{
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
// Texture coords
// SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
vary_texcoord0 = vec2(-texcoord0.x, texcoord0.y); // See: LLSettingsVOSky::applySpecial
// Texture coords
vary_texcoord0 = texcoord0;
vary_texcoord0.xy -= 0.5;
vary_texcoord0.xy /= cloud_scale;
vary_texcoord0.xy += 0.5;
vary_texcoord0.xy -= 0.5;
vary_texcoord0.xy /= cloud_scale;
vary_texcoord0.xy += 0.5;
vary_texcoord1 = vary_texcoord0;
vary_texcoord1.x += lightnorm.x * 0.0125;
vary_texcoord1.y += lightnorm.z * 0.0125;
vary_texcoord1 = vary_texcoord0;
vary_texcoord1.x += lightnorm.x * 0.0125;
vary_texcoord1.y += lightnorm.z * 0.0125;
vary_texcoord2 = vary_texcoord0 * 16.;
vary_texcoord3 = vary_texcoord1 * 16.;
vary_texcoord2 = vary_texcoord0 * 16.;
vary_texcoord3 = vary_texcoord1 * 16.;
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
// Get relative position
vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
altitude_blend_factor = clamp((P.y + 512.0) / max_y, 0.0, 1.0);
altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0);
// Set altitude
if (P.y > 0.)
{
P *= (max_y / P.y);
}
else
{
altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon
P *= (-32000. / P.y);
}
// Set altitude
if (rel_pos.y > 0)
{
rel_pos *= (max_y / rel_pos.y);
}
if (rel_pos.y < 0)
{
altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon
rel_pos *= (-32000. / rel_pos.y);
}
// Can normalize then
vec3 Pn = normalize(P);
float Plen = length(P);
// Can normalize then
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
// Initialize temp variables
vec4 temp1 = vec4(0.);
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
//vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 sunlight = sunlight_color;
vec4 light_atten;
// Initialize temp variables
vec4 sunlight = sunlight_color;
vec4 light_atten;
float dens_mul = density_multiplier;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
// Calculate relative weights
vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
vec4 blue_weight = blue_density / combined_haze;
vec4 haze_weight = haze_density / combined_haze;
// Calculate relative weights
temp1 = abs(blue_density) + vec4(abs(haze_density));
blue_weight = blue_density / temp1;
haze_weight = haze_density / temp1;
// Compute sunlight from rel_pos & lightnorm (for long rays like sky)
float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
sunlight *= exp(-light_atten * off_axis);
// Compute sunlight from P & lightnorm (for long rays like sky)
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y);
// Distance
float density_dist = rel_pos_len * density_multiplier;
// Distance
temp2.z = Plen * dens_mul;
// Transparency (-> combined_haze)
// ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
// compiler gets confused.
combined_haze = exp(-combined_haze * density_dist);
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
// compiler gets confused.
temp1 = exp(-temp1 * temp2.z);
// Compute haze glow
float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
// haze_glow is 0 at the sun and increases away from sun
haze_glow = max(haze_glow, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
haze_glow *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
haze_glow = pow(haze_glow, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
haze_glow *= sun_moon_glow_factor;
// Compute haze glow
temp2.x = dot(Pn, lightnorm.xyz);
temp2.x = 1. - temp2.x;
// temp2.x is 0 at the sun and increases away from sun
temp2.x = max(temp2.x, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
temp2.x *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// Add "minimum anti-solar illumination"
// For sun, add to glow. For moon, remove glow entirely. SL-13768
haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
temp2.x *= sun_moon_glow_factor;
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Add "minimum anti-solar illumination"
temp2.x += .25;
// Dim sunlight by cloud shadow percentage
sunlight *= (1. - cloud_shadow);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Haze color below cloud
vec4 additiveColorBelowCloud =
(blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
// Dim sunlight by cloud shadow percentage
sunlight *= (1. - cloud_shadow);
// CLOUDS
off_axis = 1.0 / max(1e-6, lightnorm.y * 2.);
sunlight *= exp(-light_atten * off_axis);
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
// Cloud color out
vary_CloudColorSun = (sunlight * haze_glow) * cloud_color;
vary_CloudColorAmbient = tmpAmbient * cloud_color;
// CLOUDS
temp2.y = max(0., lightnorm.y * 2.);
temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y);
// Attenuate cloud color by atmosphere
combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds
vary_CloudColorSun *= combined_haze;
vary_CloudColorAmbient *= combined_haze;
vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze);
// Cloud color out
vary_CloudColorSun = (sunlight * temp2.x) * cloud_color;
vary_CloudColorAmbient = tmpAmbient * cloud_color;
// Attenuate cloud color by atmosphere
temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
vary_CloudColorSun *= temp1;
vary_CloudColorAmbient *= temp1;
vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
// Make a nice cloud density based on the cloud_shadow value that was passed in.
vary_CloudDensity = 2. * (cloud_shadow - 0.25);
// Make a nice cloud density based on the cloud_shadow value that was passed in.
vary_CloudDensity = 2. * (cloud_shadow - 0.25);
// Combine these to minimize register use
vary_CloudColorAmbient += oHazeColorBelowCloud;
// needs this to compile on mac
// vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
// Combine these to minimize register use
vary_CloudColorAmbient += oHazeColorBelowCloud;
// needs this to compile on mac
//vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
// END CLOUDS
// END CLOUDS
}

View File

@ -42,6 +42,9 @@ VARYING vec4 vary_position;
uniform samplerCube environmentMap;
// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass()
uniform int no_atmo;
vec3 fullbrightShinyAtmosTransport(vec3 light);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClip(vec3 light);
@ -51,7 +54,9 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
// See:
// class1\deferred\fullbrightShinyF.glsl
// class1\lighting\lightFullbrightShinyF.glsl
void main()
{
#ifdef HAS_DIFFUSE_LOOKUP
@ -59,25 +64,39 @@ void main()
#else
vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
#endif
color.rgb *= vertex_color.rgb;
vec3 pos = vary_position.xyz/vary_position.w;
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
// SL-9632 HUDs are affected by Atmosphere
if (no_atmo == 0)
{
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
vec3 pos = vary_position.xyz/vary_position.w;
calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false);
vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
float env_intensity = vertex_color.a;
color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false);
vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
float env_intensity = vertex_color.a;
//color.rgb = srgb_to_linear(color.rgb);
color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten);
color.rgb = fullbrightScaleSoftClip(color.rgb);
color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten);
color.rgb = fullbrightScaleSoftClip(color.rgb);
}
/*
// NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects.
else
{
vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
float env_intensity = vertex_color.a;
color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
}
*/
color.a = 1.0;

View File

@ -1,439 +1,443 @@
/**
* @file materialF.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]*/
//class1/deferred/materialF.glsl
// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass.
#define DIFFUSE_ALPHA_MODE_NONE 0
#define DIFFUSE_ALPHA_MODE_BLEND 1
#define DIFFUSE_ALPHA_MODE_MASK 2
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise
uniform int sun_up_factor;
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClip(vec3 light);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cs);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
#ifdef HAS_SUN_SHADOW
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
// Inputs
uniform vec4 morphFactor;
uniform vec3 camPosLocal;
uniform mat3 env_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
VARYING vec2 vary_fragcoord;
VARYING vec3 vary_position;
uniform mat4 proj_mat;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
uniform vec4 light_attenuation[8];
uniform vec3 light_diffuse[8];
float getAmbientClamp();
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
{
vec3 col = vec3(0);
//get light vector
vec3 lv = lp.xyz - v;
//get distance
float dist = length(lv);
float da = 1.0;
dist /= la;
if (dist > 0.0 && la > 0.0)
{
//normalize light vector
lv = normalize(lv);
//distance attenuation
float dist_atten = clamp(1.0 - (dist - 1.0*(1.0 - fa)) / fa, 0.0, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0f;
if (dist_atten <= 0.0)
{
return col;
}
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
da *= dot(n, lv);
float lit = 0.0f;
float amb_da = ambiance;
if (da >= 0)
{
lit = max(da * dist_atten, 0.0);
col = lit * light_col * diffuse;
amb_da += (da*0.5 + 0.5) * ambiance;
}
amb_da += (da*da*0.5 + 0.5) * ambiance;
amb_da *= dist_atten;
amb_da = min(amb_da, 1.0f - lit);
// SL-10969 need to see why these are blown out
//col.rgb += amb_da * light_col * diffuse;
if (spec.a > 0.0)
{
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(lv + npos);
float nh = dot(n, h);
float nv = dot(n, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da);
vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
speccol = clamp(speccol, vec3(0), vec3(1));
col += speccol;
float cur_glare = max(speccol.r, speccol.g);
cur_glare = max(cur_glare, speccol.b);
glare = max(glare, speccol.r);
glare += max(cur_glare, 0.0);
}
}
}
return max(col, vec3(0.0, 0.0, 0.0));
}
#else
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData
#endif
#endif
uniform sampler2D diffuseMap; //always in sRGB space
#ifdef HAS_NORMAL_MAP
uniform sampler2D bumpMap;
#endif
#ifdef HAS_SPECULAR_MAP
uniform sampler2D specularMap;
VARYING vec2 vary_texcoord2;
#endif
uniform float env_intensity;
uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
uniform float minimum_alpha;
#endif
#ifdef HAS_NORMAL_MAP
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
VARYING vec3 vary_mat2;
VARYING vec2 vary_texcoord1;
#else
VARYING vec3 vary_normal;
#endif
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
vec2 encode_normal(vec3 n);
void main()
{
vec2 pos_screen = vary_texcoord0.xy;
vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
diffcol.rgb *= vertex_color.rgb;
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
// Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points
float bias = 0.001953125; // 1/512, or half an 8-bit quantization
if (diffcol.a < minimum_alpha-bias)
{
discard;
}
#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
vec3 gamma_diff = diffcol.rgb;
diffcol.rgb = srgb_to_linear(diffcol.rgb);
#endif
#ifdef HAS_SPECULAR_MAP
vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
spec.rgb *= specular_color.rgb;
#else
vec4 spec = vec4(specular_color.rgb, 1.0);
#endif
#ifdef HAS_NORMAL_MAP
vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
norm.xyz = norm.xyz * 2 - 1;
vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
dot(norm.xyz,vary_mat1),
dot(norm.xyz,vary_mat2));
#else
vec4 norm = vec4(0,0,0,1.0);
vec3 tnorm = vary_normal;
#endif
norm.xyz = normalize(tnorm.xyz);
vec2 abnormal = encode_normal(norm.xyz);
vec4 final_color = diffcol;
#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
final_color.a = emissive_brightness;
#else
final_color.a = max(final_color.a, emissive_brightness);
#endif
vec4 final_specular = spec;
#ifdef HAS_SPECULAR_MAP
vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0);
final_specular.a = specular_color.a * norm.a;
#else
vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0);
final_specular.a = specular_color.a;
#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
//forward rendering, output just lit sRGBA
vec3 pos = vary_position;
float shadow = 1.0f;
#ifdef HAS_SUN_SHADOW
shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
#endif
spec = final_specular;
vec4 diffuse = final_color;
float envIntensity = final_normal.z;
vec3 color = vec3(0,0,0);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float bloom = 0.0;
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
// This call breaks the Mac GLSL compiler/linker for unknown reasons (17Mar2020)
// The call is either a no-op or a pure (pow) gamma adjustment, depending on GPU level
// TODO: determine if we want to re-apply the gamma adjustment, and if so understand & fix Mac breakage
//color = fullbrightScaleSoftClip(color);
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
//we're in sRGB space, so gamma correct this dot product so
// lighting from the sun stays sharp
float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0);
da = pow(da, 1.0 / 1.3);
color = amblit;
//darken ambient for normals perpendicular to light vector so surfaces in shadow
// and facing away from light still have some definition to them.
// do NOT gamma correct this dot product so ambient lighting stays soft
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0 - ambient);
vec3 sun_contrib = min(da, shadow) * sunlit;
color *= ambient;
color += sun_contrib;
color *= gamma_diff.rgb;
float glare = 0.0;
if (spec.a > 0.0) // specular reflection
{
#if 1 //EEP
vec3 npos = -normalize(pos.xyz);
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(light_dir.xyz + npos);
float nh = dot(norm.xyz, h);
float nv = dot(norm.xyz, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da);
vec3 sp = sun_contrib*scol / 6.0f;
sp = clamp(sp, vec3(0), vec3(1));
bloom = dot(sp, sp) / 4.0;
color += sp * spec.rgb;
}
#else // PRODUCTION
float sa = dot(refnormpersp, sun_dir.xyz);
vec3 dumbshiny = sunlit*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
glare = max(spec_contrib.r, spec_contrib.g);
glare = max(glare, spec_contrib.b);
color += spec_contrib;
#endif
}
color = mix(color.rgb, diffcol.rgb, diffuse.a);
if (envIntensity > 0.0)
{
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
color = mix(color, reflected_color, envIntensity);
float cur_glare = max(reflected_color.r, reflected_color.g);
cur_glare = max(cur_glare, reflected_color.b);
cur_glare *= envIntensity*4.0;
glare += cur_glare;
}
color = atmosFragLighting(color, additive, atten);
color = scaleSoftClipFrag(color);
//convert to linear before adding local lights
color = srgb_to_linear(color);
vec3 npos = normalize(-pos.xyz);
vec3 light = vec3(0, 0, 0);
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w );
LIGHT_LOOP(1)
LIGHT_LOOP(2)
LIGHT_LOOP(3)
LIGHT_LOOP(4)
LIGHT_LOOP(5)
LIGHT_LOOP(6)
LIGHT_LOOP(7)
color += light;
glare = min(glare, 1.0);
float al = max(diffcol.a, glare)*vertex_color.a;
//convert to srgb as this color is being written post gamma correction
color = linear_to_srgb(color);
#ifdef WATER_FOG
vec4 temp = applyWaterFogView(pos, vec4(color, al));
color = temp.rgb;
al = temp.a;
#endif
frag_color = vec4(color, al);
#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
// deferred path
frag_data[0] = final_color; //gbuffer is sRGB
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
#endif
}
/**
* @file materialF.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]*/
//class1/deferred/materialF.glsl
// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass.
#define DIFFUSE_ALPHA_MODE_NONE 0
#define DIFFUSE_ALPHA_MODE_BLEND 1
#define DIFFUSE_ALPHA_MODE_MASK 2
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise
uniform int sun_up_factor;
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClip(vec3 light);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cs);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
#ifdef HAS_SUN_SHADOW
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
// Inputs
uniform vec4 morphFactor;
uniform vec3 camPosLocal;
uniform mat3 env_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
VARYING vec2 vary_fragcoord;
VARYING vec3 vary_position;
uniform mat4 proj_mat;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
uniform vec4 light_attenuation[8];
uniform vec3 light_diffuse[8];
float getAmbientClamp();
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
{
vec3 col = vec3(0);
//get light vector
vec3 lv = lp.xyz - v;
//get distance
float dist = length(lv);
float da = 1.0;
dist /= la;
if (dist > 0.0 && la > 0.0)
{
//normalize light vector
lv = normalize(lv);
//distance attenuation
float dist_atten = clamp(1.0 - (dist - 1.0*(1.0 - fa)) / fa, 0.0, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0f;
if (dist_atten <= 0.0)
{
return col;
}
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
da *= dot(n, lv);
float lit = 0.0f;
float amb_da = ambiance;
if (da >= 0)
{
lit = max(da * dist_atten, 0.0);
col = lit * light_col * diffuse;
amb_da += (da*0.5 + 0.5) * ambiance;
}
amb_da += (da*da*0.5 + 0.5) * ambiance;
amb_da *= dist_atten;
amb_da = min(amb_da, 1.0f - lit);
// SL-10969 need to see why these are blown out
//col.rgb += amb_da * light_col * diffuse;
if (spec.a > 0.0)
{
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(lv + npos);
float nh = dot(n, h);
float nv = dot(n, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da);
vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
speccol = clamp(speccol, vec3(0), vec3(1));
col += speccol;
float cur_glare = max(speccol.r, speccol.g);
cur_glare = max(cur_glare, speccol.b);
glare = max(glare, speccol.r);
glare += max(cur_glare, 0.0);
}
}
}
return max(col, vec3(0.0, 0.0, 0.0));
}
#else
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData
#endif
#endif
uniform sampler2D diffuseMap; //always in sRGB space
#ifdef HAS_NORMAL_MAP
uniform sampler2D bumpMap;
#endif
#ifdef HAS_SPECULAR_MAP
uniform sampler2D specularMap;
VARYING vec2 vary_texcoord2;
#endif
uniform float env_intensity;
uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
uniform float minimum_alpha;
#endif
#ifdef HAS_NORMAL_MAP
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
VARYING vec3 vary_mat2;
VARYING vec2 vary_texcoord1;
#else
VARYING vec3 vary_normal;
#endif
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
vec2 encode_normal(vec3 n);
void main()
{
vec2 pos_screen = vary_texcoord0.xy;
vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
diffcol.rgb *= vertex_color.rgb;
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
// Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points
float bias = 0.001953125; // 1/512, or half an 8-bit quantization
if (diffcol.a < minimum_alpha-bias)
{
discard;
}
#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
vec3 gamma_diff = diffcol.rgb;
diffcol.rgb = srgb_to_linear(diffcol.rgb);
#endif
#ifdef HAS_SPECULAR_MAP
vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
spec.rgb *= specular_color.rgb;
#else
vec4 spec = vec4(specular_color.rgb, 1.0);
#endif
#ifdef HAS_NORMAL_MAP
vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
norm.xyz = norm.xyz * 2 - 1;
vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
dot(norm.xyz,vary_mat1),
dot(norm.xyz,vary_mat2));
#else
vec4 norm = vec4(0,0,0,1.0);
vec3 tnorm = vary_normal;
#endif
norm.xyz = normalize(tnorm.xyz);
vec2 abnormal = encode_normal(norm.xyz);
vec4 final_color = diffcol;
#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
final_color.a = emissive_brightness;
#else
final_color.a = max(final_color.a, emissive_brightness);
#endif
vec4 final_specular = spec;
#ifdef HAS_SPECULAR_MAP
vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0);
final_specular.a = specular_color.a * norm.a;
#else
vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0);
final_specular.a = specular_color.a;
#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
//forward rendering, output just lit sRGBA
vec3 pos = vary_position;
float shadow = 1.0f;
#ifdef HAS_SUN_SHADOW
shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
#endif
spec = final_specular;
vec4 diffuse = final_color;
float envIntensity = final_normal.z;
vec3 color = vec3(0,0,0);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float bloom = 0.0;
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
// This call breaks the Mac GLSL compiler/linker for unknown reasons (17Mar2020)
// The call is either a no-op or a pure (pow) gamma adjustment, depending on GPU level
// TODO: determine if we want to re-apply the gamma adjustment, and if so understand & fix Mac breakage
//color = fullbrightScaleSoftClip(color);
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
//we're in sRGB space, so gamma correct this dot product so
// lighting from the sun stays sharp
float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0);
da = pow(da, 1.0 / 1.3);
color = amblit;
//darken ambient for normals perpendicular to light vector so surfaces in shadow
// and facing away from light still have some definition to them.
// do NOT gamma correct this dot product so ambient lighting stays soft
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0 - ambient);
vec3 sun_contrib = min(da, shadow) * sunlit;
color *= ambient;
color += sun_contrib;
color *= gamma_diff.rgb;
float glare = 0.0;
if (spec.a > 0.0) // specular reflection
{
/* // Reverting this specular calculation to previous 'dumbshiny' version - DJH 6/17/2020
// Preserving the refactored version as a comment for potential reconsideration,
// overriding the general rule to avoid pollutiong the source with commented code.
//
// If you're reading this in 2021+, feel free to obliterate.
vec3 npos = -normalize(pos.xyz);
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(light_dir.xyz + npos);
float nh = dot(norm.xyz, h);
float nv = dot(norm.xyz, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da);
vec3 sp = sun_contrib*scol / 6.0f;
sp = clamp(sp, vec3(0), vec3(1));
bloom = dot(sp, sp) / 4.0;
color += sp * spec.rgb;
}
*/
float sa = dot(refnormpersp, sun_dir.xyz);
vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
glare = max(spec_contrib.r, spec_contrib.g);
glare = max(glare, spec_contrib.b);
color += spec_contrib;
}
color = mix(color.rgb, diffcol.rgb, diffuse.a);
if (envIntensity > 0.0)
{
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
color = mix(color, reflected_color, envIntensity);
float cur_glare = max(reflected_color.r, reflected_color.g);
cur_glare = max(cur_glare, reflected_color.b);
cur_glare *= envIntensity*4.0;
glare += cur_glare;
}
color = atmosFragLighting(color, additive, atten);
color = scaleSoftClipFrag(color);
//convert to linear before adding local lights
color = srgb_to_linear(color);
vec3 npos = normalize(-pos.xyz);
vec3 light = vec3(0, 0, 0);
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w );
LIGHT_LOOP(1)
LIGHT_LOOP(2)
LIGHT_LOOP(3)
LIGHT_LOOP(4)
LIGHT_LOOP(5)
LIGHT_LOOP(6)
LIGHT_LOOP(7)
color += light;
glare = min(glare, 1.0);
float al = max(diffcol.a, glare)*vertex_color.a;
//convert to srgb as this color is being written post gamma correction
color = linear_to_srgb(color);
#ifdef WATER_FOG
vec4 temp = applyWaterFogView(pos, vec4(color, al));
color = temp.rgb;
al = temp.a;
#endif
frag_color = vec4(color, al);
#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
// deferred path
frag_data[0] = final_color; //gbuffer is sRGB
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
#endif
}

View File

@ -1,9 +1,9 @@
/**
* @file moonF.glsl
* @file class1\deferred\moonF.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, Linden Research, Inc.
* 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
@ -36,34 +36,33 @@ out vec4 frag_data[3];
uniform vec4 color;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform vec3 lumWeights;
uniform vec3 moon_dir;
uniform float moon_brightness;
uniform float minLuminance;
uniform sampler2D diffuseMap;
uniform sampler2D altDiffuseMap;
uniform float blend_factor; // interp factor between moon A/B
VARYING vec2 vary_texcoord0;
vec3 srgb_to_linear(vec3 c);
/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light);
void main()
{
vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
vec4 c = mix(moonA, moonB, blend_factor);
// Restore Pre-EEP alpha fade moon near horizon
float fade = 1.0;
if( moon_dir.z > 0 )
fade = clamp( moon_dir.z*moon_dir.z*4.0, 0.0, 1.0 );
c.rgb = srgb_to_linear(c.rgb);
vec4 c = texture2D(diffuseMap, vary_texcoord0.xy);
// c.rgb = srgb_to_linear(c.rgb);
c.rgb *= moonlight_color.rgb;
c.rgb *= moon_brightness;
// mix factor which blends when sunlight is brighter
// and shows true moon color at night
vec3 luma_weights = vec3(0.3, 0.5, 0.3);
c.rgb *= fade;
c.a *= fade;
vec4 light_color = max(sunlight_color, moonlight_color);
float mix = 1.0 - dot(normalize(light_color.rgb), luma_weights);
vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0;
c.rgb = pow(c.rgb, exp);
//c.rgb *= moonlight_color.rgb;
c.rgb = scaleSoftClip(c.rgb);
frag_data[0] = vec4(c.rgb, c.a);
frag_data[1] = vec4(0.0);

View File

@ -1,9 +1,9 @@
/**
* @file moonV.glsl
* @file class1\deferred\moonV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
* Copyright (C) 2007, 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
@ -32,18 +32,13 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec2 vary_texcoord0;
void calcAtmospherics(vec3 eye_pos);
void main()
{
//transform vertex
vec3 offset = vec3(0, 0, 50);
vec4 vert = vec4(position.xyz - offset, 1.0);
vec4 vert = vec4(position.xyz, 1.0);
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vert;
calcAtmospherics(pos.xyz);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}

View File

@ -1,24 +1,24 @@
/**
* @file multiPointLightF.glsl
/**
* @file class1/deferred/multiPointLightF.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
* $/LicenseInfo$
*/
@ -36,119 +36,112 @@ out vec4 frag_color;
uniform sampler2DRect depthMap;
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform samplerCube environmentMap;
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
uniform samplerCube environmentMap;
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
uniform vec3 env_mat[3];
uniform vec3 env_mat[3];
uniform float sun_wash;
uniform int light_count;
uniform vec4 light[LIGHT_COUNT];
uniform vec4 light_col[LIGHT_COUNT];
uniform int light_count;
uniform vec4 light[LIGHT_COUNT];
uniform vec4 light_col[LIGHT_COUNT];
uniform vec2 screen_res;
uniform float far_z;
uniform mat4 inv_proj;
VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform float far_z;
uniform mat4 inv_proj;
vec4 getPosition(vec2 pos_screen);
vec3 getNorm(vec2 pos_screen);
vec3 srgb_to_linear(vec3 c);
void main()
void main()
{
vec3 out_col = vec3(0,0,0);
#if defined(LOCAL_LIGHT_KILL)
discard;
#else
vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
vec3 pos = getPosition(frag.xy).xyz;
if (pos.z < far_z)
{
discard;
}
vec3 norm = getNorm(frag.xy);
vec4 spec = texture2DRect(specularRect, frag.xy);
vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
diff.rgb = srgb_to_linear(diff.rgb);
float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 npos = normalize(-pos);
// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
for (int i = 0; i < LIGHT_COUNT; ++i)
{
vec3 lv = light[i].xyz-pos;
float dist = length(lv);
dist /= light[i].w;
if (dist <= 1.0)
{
float da = dot(norm, lv);
if (da > 0.0)
{
lv = normalize(lv);
da = dot(norm, lv);
float fa = light_col[i].a+1.0;
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
// Tweak falloff slightly to match pre-EEP attenuation
// NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit
dist_atten *= 2.0;
dist_atten *= noise;
float lit = da * dist_atten;
vec3 col = light_col[i].rgb*lit*diff;
//vec3 col = vec3(dist2, light_col[i].a, lit);
if (spec.a > 0.0)
{
lit = min(da*6.0, 1.0) * dist_atten;
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(lv+npos);
float nh = dot(norm, h);
float nv = dot(norm, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
col += lit*scol*light_col[i].rgb*spec.rgb;
//col += spec.rgb;
}
}
out_col += col;
}
}
}
discard; // Bail immediately
#endif
frag_color.rgb = out_col;
frag_color.a = 0.0;
vec3 out_col = vec3(0, 0, 0);
vec2 frag = (vary_fragcoord.xy * 0.5 + 0.5) * screen_res;
vec3 pos = getPosition(frag.xy).xyz;
if (pos.z < far_z)
{
discard;
}
vec3 norm = getNorm(frag.xy);
vec4 spec = texture2DRect(specularRect, frag.xy);
spec.rgb = srgb_to_linear(spec.rgb);
vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
diff.rgb = srgb_to_linear(diff.rgb);
float noise = texture2D(noiseMap, frag.xy / 128.0).b;
vec3 npos = normalize(-pos);
// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
for (int i = 0; i < LIGHT_COUNT; ++i)
{
vec3 lv = light[i].xyz - pos;
float dist = length(lv);
dist /= light[i].w;
if (dist <= 1.0)
{
float da = dot(norm, lv);
if (da > 0.0)
{
lv = normalize(lv);
da = dot(norm, lv);
float fa = light_col[i].a + 1.0;
float dist_atten = clamp(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 0.0, 1.0);
dist_atten *= dist_atten;
// Tweak falloff slightly to match pre-EEP attenuation
// NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit
dist_atten *= 2.0;
dist_atten *= noise;
float lit = da * dist_atten;
vec3 col = light_col[i].rgb * lit * diff;
if (spec.a > 0.0)
{
lit = min(da * 6.0, 1.0) * dist_atten;
vec3 h = normalize(lv + npos);
float nh = dot(norm, h);
float nv = dot(norm, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5) * 0.4 + 0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres * texture2D(lightFunc, vec2(nh, spec.a)).r * gt / (nh * da);
col += lit * scol * light_col[i].rgb * spec.rgb;
}
}
out_col += col;
}
}
}
frag_color.rgb = out_col;
frag_color.a = 0.0;
#ifdef IS_AMD_CARD
// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
vec4 dummy1 = light[0];
vec4 dummy2 = light_col[0];
vec4 dummy3 = light[LIGHT_COUNT-1];
vec4 dummy4 = light_col[LIGHT_COUNT-1];
// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage
// awawy which leads to unfun crashes and artifacts.
vec4 dummy1 = light[0];
vec4 dummy2 = light_col[0];
vec4 dummy3 = light[LIGHT_COUNT - 1];
vec4 dummy4 = light_col[LIGHT_COUNT - 1];
#endif
}

View File

@ -1,24 +1,24 @@
/**
/**
* @file WLSkyV.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
* $/LicenseInfo$
*/
@ -37,13 +37,13 @@ VARYING vec4 vary_HazeColor;
// Inputs
uniform vec3 camPosLocal;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform float haze_horizon;
uniform float haze_density;
@ -52,7 +52,7 @@ uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
uniform vec4 glow;
uniform float sun_moon_glow_factor;
uniform vec4 cloud_color;
@ -63,103 +63,91 @@ uniform vec4 cloud_color;
// indra\newview\lllegacyatmospherics.cpp
void main()
{
// World / view / projection
// World / view / projection
vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
gl_Position = pos;
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
gl_Position = pos;
// Set altitude
if (P.y > 0.)
{
P *= (max_y / P.y);
}
else
{
P *= (-32000. / P.y);
}
// Get relative position
vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
// Can normalize then
vec3 Pn = normalize(P);
// Adj position vector to clamp altitude
if (rel_pos.y > 0)
{
rel_pos *= (max_y / rel_pos.y);
}
if (rel_pos.y < 0)
{
rel_pos *= (-32000. / rel_pos.y);
}
float Plen = length(P);
// Can normalize then
vec3 rel_pos_norm = normalize(rel_pos);
// Initialize temp variables
vec4 temp1 = vec4(0.);
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
float rel_pos_len = length(rel_pos);
float dens_mul = density_multiplier;
// Initialize temp variables
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
temp1 = abs(blue_density) + vec4(abs(haze_density));
blue_weight = blue_density / temp1;
haze_weight = haze_density / temp1;
// Calculate relative weights
vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
vec4 blue_weight = blue_density / combined_haze;
vec4 haze_weight = haze_density / combined_haze;
// Compute sunlight from P & lightnorm (for long rays like sky)
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y);
// Compute sunlight from rel_pos & lightnorm (for long rays like sky)
float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
sunlight *= exp(-light_atten * off_axis);
// Distance
temp2.z = Plen * dens_mul;
// Distance
float density_dist = rel_pos_len * density_multiplier;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
// Transparency (-> combined_haze)
// ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
// compiler gets confused.
temp1 = exp(-temp1 * temp2.z);
combined_haze = exp(-combined_haze * density_dist);
// Compute haze glow
temp2.x = dot(Pn, lightnorm.xyz);
temp2.x = 1. - temp2.x;
// temp2.x is 0 at the sun and increases away from sun
temp2.x = max(temp2.x, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
temp2.x *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// Compute haze glow
float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
// haze_glow is 0 at the sun and increases away from sun
haze_glow = max(haze_glow, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
haze_glow *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
haze_glow = pow(haze_glow, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// Add "minimum anti-solar illumination"
temp2.x += .25;
vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
);
// Add "minimum anti-solar illumination"
// For sun, add to glow. For moon, remove glow entirely. SL-13768
haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
vec4 color =
(blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color));
// Final atmosphere additive
color *= (1. - temp1);
color *= (1. - combined_haze);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
sunlight *= max(0.0, (1. - cloud_shadow));
// Dim sunlight by cloud shadow percentage
sunlight *= max(0.0, (1. - cloud_shadow));
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
// Haze color below cloud
vec4 additiveColorBelowCloud =
(blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
// Attenuate cloud color by atmosphere
temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
// Attenuate cloud color by atmosphere
combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds
// At horizon, blend high altitude sky color towards the darker color below the clouds
color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1));
// At horizon, blend high altitude sky color towards the darker color below the clouds
color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze));
// Haze color above cloud
vary_HazeColor = color;
vary_HazeColor = color;
}

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@ -124,41 +124,15 @@ void main()
if (spec.a > 0.0) // specular reflection
{
float sa = dot(refnormpersp, light_dir.xyz);
vec3 dumbshiny = sunlit * (texture2D(lightFunc, vec2(sa, spec.a)).r);
#if 1 //EEP
vec3 npos = -normalize(pos.xyz);
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(light_dir.xyz+npos);
float nh = dot(norm.xyz, h);
float nv = dot(norm.xyz, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 sp = sun_contrib*scontrib / 6.0;
sp = clamp(sp, vec3(0), vec3(1));
bloom += dot(sp, sp) / 4.0;
color += sp * spec.rgb;
}
#else //PRODUCTION
float sa = dot(refnormpersp, light_dir.xyz);
vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
bloom = dot(spec_contrib, spec_contrib) / 6;
color.rgb += spec_contrib;
#endif
}
color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
if (envIntensity > 0.0)

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@ -23,6 +23,9 @@
* $/LicenseInfo$
*/
// 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);

View File

@ -31,6 +31,9 @@ out vec4 frag_color;
uniform float minimum_alpha;
// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO;
uniform int no_atmo;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
@ -41,16 +44,19 @@ void default_lighting()
{
vec4 color = diffuseLookup(vary_texcoord0.xy);
color *= vertex_color;
if (color.a < minimum_alpha)
{
discard;
}
color *= vertex_color;
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
// SL-9632 HUDs are affected by Atmosphere
if (no_atmo == 0)
{
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
}
frag_color = color;
}

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@ -30,7 +30,10 @@ out vec4 frag_color;
#endif
uniform float minimum_alpha;
uniform float texture_gamma;
uniform float texture_gamma; // either 1.0 or 2.2; see: "::TEXTURE_GAMMA"
// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass()
uniform int no_atmo;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@ -50,9 +53,17 @@ void fullbright_lighting()
color.rgb *= vertex_color.rgb;
color.rgb = pow(color.rgb, vec3(texture_gamma));
color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
// SL-9632 HUDs are affected by Atmosphere
if (no_atmo == 0)
{
color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
}
//*TODO: Are we missing an inverse pow() here?
// class1\lighting\lightFullbrightF.glsl has:
// color.rgb = pow(color.rgb, vec3(1.0/texture_gamma));
frag_color = color;
}

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@ -34,6 +34,9 @@ VARYING vec2 vary_texcoord0;
uniform float texture_gamma;
// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO;
uniform int no_atmo;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@ -43,9 +46,12 @@ void fullbright_lighting()
color.rgb = pow(color.rgb, vec3(texture_gamma));
color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
// SL-9632 HUDs are affected by Atmosphere
if (no_atmo == 0)
{
color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
}
color.rgb = pow(color.rgb, vec3(1.0/texture_gamma));

View File

@ -35,20 +35,37 @@ VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass()
uniform int no_atmo;
vec3 fullbrightShinyAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
// See:
// class1\deferred\fullbrightShinyF.glsl
// class1\lighting\lightFullbrightShinyF.glsl
void fullbright_shiny_lighting()
{
vec4 color = diffuseLookup(vary_texcoord0.xy);
color.rgb *= vertex_color.rgb;
vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low
color.rgb = fullbrightShinyAtmosTransport(color.rgb);
// SL-9632 HUDs are affected by Atmosphere
if (no_atmo == 0)
{
vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low
color.rgb = fullbrightScaleSoftClip(color.rgb);
color.rgb = fullbrightShinyAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
}
/*
// NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects.
else
{
vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low
}
*/
color.a = 1.0;

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@ -1,4 +1,4 @@
/**
/**
* @file simpleV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
@ -28,6 +28,9 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass()
uniform int no_atmo;
ATTRIBUTE vec3 position;
void passTextureIndex();
ATTRIBUTE vec2 texcoord0;
@ -46,19 +49,23 @@ void main()
{
//transform vertex
vec4 vert = vec4(position.xyz,1.0);
passTextureIndex();
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
vec3 norm = normalize(normal_matrix * normal);
calcAtmospherics(pos.xyz);
// SL-9632 HUDs are affected by Atmosphere
if (no_atmo == 1)
{
vertex_color = diffuse_color;
}
else
{
vec4 pos = (modelview_matrix * vert);
vec3 norm = normalize(normal_matrix * normal);
vec4 color = calcLighting(pos.xyz, norm, diffuse_color);
vertex_color = color;
calcAtmospherics(pos.xyz);
vertex_color = calcLighting(pos.xyz, norm, diffuse_color);
}
}

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@ -1,154 +1,134 @@
/**
/**
* @file class1\windlight\atmosphericsFuncs.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2019, 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 vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform float haze_horizon;
uniform float haze_density;
uniform float cloud_shadow;
uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
uniform vec4 glow;
uniform float scene_light_strength;
uniform mat3 ssao_effect_mat;
uniform int no_atmo;
uniform mat3 ssao_effect_mat;
uniform int no_atmo;
uniform float sun_moon_glow_factor;
float getAmbientClamp()
float getAmbientClamp() { return 1.0f; }
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive,
out vec3 atten, bool use_ao)
{
return 1.0f;
}
vec3 rel_pos = inPositionEye;
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) {
vec3 P = inPositionEye;
//(TERRAIN) limit altitude
if (P.y > max_y) P *= (max_y / P.y);
if (P.y < -max_y) P *= (-max_y / P.y);
if (abs(rel_pos.y) > max_y) rel_pos *= (max_y / rel_pos.y);
vec3 tmpLightnorm = lightnorm.xyz;
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec3 Pn = normalize(P);
float Plen = length(P);
// sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// I had thought blue_density and haze_density should have equal weighting,
// but attenuation due to haze_density tends to seem too strong
vec4 temp1 = vec4(0);
vec3 temp2 = vec3(0);
vec4 blue_weight;
vec4 haze_weight;
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
vec4 combined_haze = blue_density + vec4(haze_density);
vec4 blue_weight = blue_density / combined_haze;
vec4 haze_weight = vec4(haze_density) / combined_haze;
float dens_mul = density_multiplier;
float dist_mul = distance_multiplier;
//sunlight attenuation effect (hue and brightness) due to atmosphere
//this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
//I had thought blue_density and haze_density should have equal weighting,
//but attenuation due to haze_density tends to seem too strong
temp1 = blue_density + vec4(haze_density);
blue_weight = blue_density / temp1;
haze_weight = vec4(haze_density) / temp1;
//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
temp2.y = max(0.0, tmpLightnorm.y);
if (abs(temp2.y) > 0.000001f)
{
temp2.y = 1. / abs(temp2.y);
}
temp2.y = max(0.0000001f, temp2.y);
sunlight *= exp(-light_atten * temp2.y);
//(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain)
float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y);
sunlight *= exp(-light_atten * above_horizon_factor); // for sun [horizon..overhead] this maps to an exp curve [0..1]
// main atmospheric scattering line integral
temp2.z = Plen * dens_mul;
float density_dist = rel_pos_len * density_multiplier;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z*dist_mul in a variable because the ati
// Transparency (-> combined_haze)
// ATI Bugfix -- can't store combined_haze*density_dist*distance_multiplier in a variable because the ati
// compiler gets confused.
temp1 = exp(-temp1 * temp2.z * dist_mul);
combined_haze = exp(-combined_haze * density_dist * distance_multiplier);
//final atmosphere attenuation factor
atten = temp1.rgb;
//compute haze glow
//(can use temp2.x as temp because we haven't used it yet)
temp2.x = dot(Pn, tmpLightnorm.xyz);
// final atmosphere attenuation factor
atten = combined_haze.rgb;
// compute haze glow
float haze_glow = dot(rel_pos_norm, lightnorm.xyz);
// dampen sun additive contrib when not facing it...
if (length(light_dir) > 0.01)
{
temp2.x *= max(0.0f, dot(light_dir, Pn));
}
temp2.x = 1. - temp2.x;
//temp2.x is 0 at the sun and increases away from sun
temp2.x = max(temp2.x, .001); //was glow.y
//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
temp2.x *= glow.x;
//higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.x = pow(temp2.x, glow.z);
//glow.z should be negative, so we're doing a sort of (1 / "angle") function
// SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees.
// if (length(light_dir) > 0.01)
haze_glow *= max(0.0f, dot(light_dir, rel_pos_norm));
//add "minimum anti-solar illumination"
temp2.x += .25;
haze_glow = 1. - haze_glow;
// haze_glow is 0 at the sun and increases away from sun
haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
haze_glow *= glow.x;
// higher glow.x gives dimmer glow (because next step is 1 / "angle")
haze_glow = pow(haze_glow, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
temp2.x *= sun_moon_glow_factor;
vec4 amb_color = ambient_color;
//increase ambient when there are more clouds
// add "minimum anti-solar illumination"
haze_glow += .25;
haze_glow *= sun_moon_glow_factor;
vec4 amb_color = ambient_color;
// increase ambient when there are more clouds
vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * cloud_shadow * 0.5;
/* decrease value and saturation (that in HSV, not HSL) for occluded areas
* // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
* // The following line of code performs the equivalent of:
* float ambAlpha = tmpAmbient.a;
* float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
* vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
* tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
* tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat,
* ambAlpha);
*/
if (use_ao)
{
tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
}
//haze color
additive =
vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
+ (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
+ tmpAmbient));
// Similar/Shared Algorithms:
// indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings()
// indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars()
// haze color
vec3 cs = sunlight.rgb * (1. - cloud_shadow);
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
// brightness of surface both sunlight and ambient
sunlit = sunlight.rgb * 0.5;
amblit = tmpAmbient.rgb * .25;
additive *= vec3(1.0 - temp1);
additive *= vec3(1.0 - combined_haze);
}

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@ -3,7 +3,7 @@
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, Linden Research, Inc.
* 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
@ -36,28 +36,30 @@ out vec4 frag_color;
uniform vec4 color;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform vec3 lumWeights;
uniform vec3 moon_dir;
uniform float moon_brightness;
uniform float minLuminance;
uniform sampler2D diffuseMap;
uniform sampler2D altDiffuseMap;
uniform float blend_factor; // interp factor between moon A/B
VARYING vec2 vary_texcoord0;
vec3 scaleSoftClip(vec3 light);
void main()
{
vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
vec4 c = mix(moonA, moonB, blend_factor);
// Restore Pre-EEP alpha fade moon near horizon
float fade = 1.0;
if( moon_dir.z > 0 )
fade = clamp( moon_dir.z*moon_dir.z*4.0, 0.0, 1.0 );
// mix factor which blends when sunlight is brighter
// and shows true moon color at night
vec3 luma_weights = vec3(0.3, 0.5, 0.3);
float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights);
vec4 c = texture2D(diffuseMap, vary_texcoord0.xy);
// c.rgb = pow(c.rgb, vec3(0.7f)); // can't use "srgb_to_linear(color.rgb)" as that is a deferred only function
c.rgb *= moonlight_color.rgb;
c.rgb *= moon_brightness;
vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0;
c.rgb = pow(c.rgb, exp);
//c.rgb *= moonlight_color.rgb;
c.rgb *= fade;
c.a *= fade;
c.rgb = scaleSoftClip(c.rgb);
frag_color = vec4(c.rgb, c.a);
}

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@ -3,7 +3,7 @@
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
* Copyright (C) 2007, 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
@ -30,20 +30,15 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
ATTRIBUTE vec2 texcoord0;
void calcAtmospherics(vec3 inPositionEye);
VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
vec3 offset = vec3(0, 0, 50);
vec4 vert = vec4(position.xyz - offset, 1.0);
vec4 vert = vec4(position.xyz, 1.0);
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vert;
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
calcAtmospherics(pos.xyz);
}

View File

@ -1,24 +1,24 @@
/**
/**
* @file class2/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
* $/LicenseInfo$
*/
@ -32,13 +32,13 @@ uniform mat4 modelview_projection_matrix;
// Inputs
uniform vec3 camPosLocal;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform float haze_horizon;
uniform float haze_density;
@ -47,7 +47,7 @@ uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
uniform vec4 glow;
uniform float sun_moon_glow_factor;
uniform vec4 cloud_color;
@ -73,16 +73,16 @@ uniform float ice_level;
vec3 rainbow(float d)
{
d = clamp(d, -1.0, 0.0);
float rad = (droplet_radius - 5.0f) / 1024.0f;
return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level;
d = clamp(d, -1.0, 0.0);
float rad = (droplet_radius - 5.0f) / 1024.0f;
return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level;
}
vec3 halo22(float d)
{
d = clamp(d, 0.1, 1.0);
float v = sqrt(clamp(1 - (d * d), 0, 1));
return texture2D(halo_map, vec2(0, v)).rgb * ice_level;
d = clamp(d, 0.1, 1.0);
float v = sqrt(clamp(1 - (d * d), 0, 1));
return texture2D(halo_map, vec2(0, v)).rgb * ice_level;
}
/// Soft clips the light with a gamma correction
@ -90,115 +90,96 @@ vec3 scaleSoftClip(vec3 light);
void main()
{
// World / view / projection
// Get relative position
vec3 P = pos.xyz - camPosLocal.xyz + vec3(0,50,0);
// Get relative position (offset why?)
vec3 rel_pos = pos.xyz - camPosLocal.xyz + vec3(0, 50, 0);
// Set altitude
if (P.y > 0.)
// Adj position vector to clamp altitude
if (rel_pos.y > 0.)
{
P *= (max_y / P.y);
rel_pos *= (max_y / rel_pos.y);
}
else
if (rel_pos.y < 0.)
{
P *= (-32000. / P.y);
rel_pos *= (-32000. / rel_pos.y);
}
// Can normalize then
vec3 Pn = normalize(P);
float Plen = length(P);
// Normalized
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
// Initialize temp variables
vec4 temp1 = vec4(0.);
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
float dens_mul = density_multiplier;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
temp1 = abs(blue_density) + vec4(abs(haze_density));
blue_weight = blue_density / temp1;
haze_weight = haze_density / temp1;
vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
vec4 blue_weight = blue_density / combined_haze;
vec4 haze_weight = haze_density / combined_haze;
// Compute sunlight from P & lightnorm (for long rays like sky)
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y);
// Compute sunlight from rel_pos & lightnorm (for long rays like sky)
float off_axis = 1.0 / max(1e-6, max(0, rel_pos_norm.y) + lightnorm.y);
sunlight *= exp(-light_atten * off_axis);
// Distance
temp2.z = Plen * dens_mul;
float density_dist = rel_pos_len * density_multiplier;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
// Transparency (-> combined_haze)
// ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
// compiler gets confused.
temp1 = exp(-temp1 * temp2.z);
combined_haze = exp(-combined_haze * density_dist);
// Compute haze glow
temp2.x = dot(Pn, lightnorm.xyz);
temp2.x = 1. - temp2.x;
// temp2.x is 0 at the sun and increases away from sun
temp2.x = max(temp2.x, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
temp2.x *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
float haze_glow = dot(rel_pos_norm, lightnorm.xyz);
haze_glow = 1. - haze_glow;
// haze_glow is 0 at the sun and increases away from sun
haze_glow = max(haze_glow, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
haze_glow *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
haze_glow = pow(haze_glow, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// Add "minimum anti-solar illumination"
temp2.x += .25;
temp2.x *= sun_moon_glow_factor;
// For sun, add to glow. For moon, remove glow entirely. SL-13768
haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (haze_glow + 0.25));
// Haze color above cloud
vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
);
vec4 color = blue_horizon * blue_weight * (sunlight + ambient_color)
+ haze_horizon * haze_weight * (sunlight * haze_glow + ambient_color);
// Final atmosphere additive
color *= (1. - temp1);
color *= (1. - combined_haze);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
// TODO 9/20: DJH what does this do? max(0,(1-ambient)) will change the color
vec4 ambient = ambient_color + max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
sunlight *= max(0.0, (1. - cloud_shadow));
// Haze color below cloud
vec4 additiveColorBelowCloud = (blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
vec4 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient)
+ haze_horizon * haze_weight * (sunlight * haze_glow + ambient);
// Attenuate cloud color by atmosphere
temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds
// At horizon, blend high altitude sky color towards the darker color below the clouds
color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1));
float optic_d = dot(Pn, lightnorm.xyz);
vec3 halo_22 = halo22(optic_d);
color += (add_below_cloud - color) * (1. - sqrt(combined_haze));
float optic_d = dot(rel_pos_norm, lightnorm.xyz);
vec3 halo_22 = halo22(optic_d);
color.rgb += rainbow(optic_d);
color.rgb += halo_22;
color.rgb *= 2.;
color.rgb = scaleSoftClip(color.rgb);
/// Gamma correct for WL (soft clip effect).
// Gamma correct for WL (soft clip effect).
frag_data[0] = vec4(color.rgb, 1.0);
frag_data[1] = vec4(0.0,0.0,0.0,0.0);
frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog
frag_data[1] = vec4(0.0, 0.0, 0.0, 0.0);
frag_data[2] = vec4(0.0, 0.0, 0.0, 1.0); // 1.0 in norm.w masks off fog
}

View File

@ -1,24 +1,24 @@
/**
/**
* @file class2/deferred/softenLightF.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
* $/LicenseInfo$
*/
@ -39,7 +39,7 @@ uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
uniform samplerCube environmentMap;
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
uniform float blur_size;
@ -50,7 +50,7 @@ uniform mat3 env_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
uniform int sun_up_factor;
uniform int sun_up_factor;
VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
@ -61,10 +61,10 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
float getAmbientClamp();
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClip(vec3 light);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClip(vec3 light);
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
@ -73,128 +73,85 @@ vec3 srgb_to_linear(vec3 c);
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
void main()
void main()
{
vec2 tc = vary_fragcoord.xy;
float depth = texture2DRect(depthMap, tc.xy).r;
vec4 pos = getPositionWithDepth(tc, depth);
vec4 norm = texture2DRect(normalMap, tc);
vec2 tc = vary_fragcoord.xy;
float depth = texture2DRect(depthMap, tc.xy).r;
vec4 pos = getPositionWithDepth(tc, depth);
vec4 norm = texture2DRect(normalMap, tc);
float envIntensity = norm.z;
norm.xyz = getNorm(tc);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
float light_gamma = 1.0/1.3;
da = pow(da, light_gamma);
norm.xyz = getNorm(tc);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
float light_gamma = 1.0 / 1.3;
da = pow(da, light_gamma);
vec4 diffuse = texture2DRect(diffuseRect, tc);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
float scol = max(scol_ambocc.r, diffuse.a);
float ambocc = scol_ambocc.g;
float scol = max(scol_ambocc.r, diffuse.a);
float ambocc = scol_ambocc.g;
vec3 color = vec3(0);
vec3 color = vec3(0);
float bloom = 0.0;
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true);
color.rgb = amblit;
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0 - ambient);
color.rgb *= ambient;
vec3 sun_contrib = min(da, scol) * sunlit;
color.rgb += sun_contrib;
color.rgb *= diffuse.rgb;
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
if (spec.a > 0.0) // specular reflection
{
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true);
color.rgb = amblit;
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0 - ambient);
color.rgb *= ambient;
vec3 sun_contrib = min(da, scol) * sunlit;
color.rgb += sun_contrib;
color.rgb *= diffuse.rgb;
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
if (spec.a > 0.0) // specular reflection
{
#if 1 //EEP
vec3 npos = -normalize(pos.xyz);
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(light_dir.xyz+npos);
float nh = dot(norm.xyz, h);
float nv = dot(norm.xyz, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 sp = sun_contrib*scontrib / 6.0;
sp = clamp(sp, vec3(0), vec3(1));
bloom += dot(sp, sp) / 4.0;
color += sp * spec.rgb;
}
#else //PRODUCTION
float sa = dot(refnormpersp, light_dir.xyz);
vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
color.rgb += spec_contrib;
#endif
}
color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
if (envIntensity > 0.0)
{ //add environmentmap
vec3 env_vec = env_mat * refnormpersp;
vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
color = mix(color.rgb, reflected_color, envIntensity);
}
if (norm.w < 0.5)
{
color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a);
color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a);
}
#ifdef WATER_FOG
vec4 fogged = applyWaterFogView(pos.xyz,vec4(color, bloom));
color = fogged.rgb;
bloom = fogged.a;
#endif
float sa = dot(refnormpersp, light_dir.xyz);
vec3 dumbshiny = sunlit * scol * (texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
color.rgb += spec_contrib;
}
// linear debuggables
//color.rgb = vec3(final_da);
//color.rgb = vec3(ambient);
//color.rgb = vec3(scol);
//color.rgb = diffuse_srgb.rgb;
color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
if (envIntensity > 0.0)
{ // add environmentmap
vec3 env_vec = env_mat * refnormpersp;
vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
color = mix(color.rgb, reflected_color, envIntensity);
}
if (norm.w < 0.5)
{
color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a);
color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a);
}
#ifdef WATER_FOG
vec4 fogged = applyWaterFogView(pos.xyz, vec4(color, bloom));
color = fogged.rgb;
bloom = fogged.a;
#endif
// convert to linear as fullscreen lights need to sum in linear colorspace
// and will be gamma (re)corrected downstream...
frag_color.rgb = srgb_to_linear(color.rgb);
frag_color.a = bloom;
frag_color.a = bloom;
}

View File

@ -1,24 +1,24 @@
/**
/**
* @file class2\wl\cloudsV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, Linden Research, Inc.
*
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@ -33,25 +33,26 @@ ATTRIBUTE vec2 texcoord0;
///////////////////////////////////////////////////////////////////////////////
// Output parameters
VARYING vec4 vary_CloudColorSun;
VARYING vec4 vary_CloudColorAmbient;
VARYING vec4 vary_CloudColorSun;
VARYING vec4 vary_CloudColorAmbient;
VARYING float vary_CloudDensity;
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
VARYING vec2 vary_texcoord3;
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
VARYING vec2 vary_texcoord3;
VARYING float altitude_blend_factor;
// Inputs
uniform vec3 camPosLocal;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform float haze_horizon;
uniform float haze_density;
@ -59,141 +60,133 @@ uniform float cloud_shadow;
uniform float density_multiplier;
uniform float max_y;
uniform vec4 glow;
uniform vec4 glow;
uniform float sun_moon_glow_factor;
uniform vec4 cloud_color;
uniform float cloud_scale;
// NOTE: Keep these in sync!
// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl
// indra\newview\lllegacyatmospherics.cpp
// indra\newview\llsettingsvo.cpp
void main()
{
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
// Texture coords
// SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
vary_texcoord0 = vec2(-texcoord0.x, texcoord0.y); // See: LLSettingsVOSky::applySpecial
vary_texcoord0 = texcoord0;
vary_texcoord0.xy -= 0.5;
vary_texcoord0.xy /= cloud_scale;
vary_texcoord0.xy += 0.5;
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
vary_texcoord1 = vary_texcoord0;
vary_texcoord1.x += lightnorm.x * 0.0125;
vary_texcoord1.y += lightnorm.z * 0.0125;
vary_texcoord2 = vary_texcoord0 * 16.;
vary_texcoord3 = vary_texcoord1 * 16.;
// Get relative position
vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
// fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude
altitude_blend_factor = clamp((P.y + 512.0) / max_y, 0.0, 1.0);
altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0);
// Set altitude
if (P.y > 0.)
{
P *= (max_y / P.y);
}
else
{
P *= (-32000. / P.y);
}
// Adj position vector to clamp altitude
if (rel_pos.y > 0.)
{
rel_pos *= (max_y / rel_pos.y);
}
if (rel_pos.y < 0.)
{
rel_pos *= (-32000. / rel_pos.y);
}
// Can normalize then
vec3 Pn = normalize(P);
float Plen = length(P);
// Can normalize then
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
// Initialize temp variables
vec4 temp1 = vec4(0.);
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
//vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 sunlight = sunlight_color;
vec4 light_atten;
// Initialize temp variables
vec4 sunlight = sunlight_color;
vec4 light_atten;
float dens_mul = density_multiplier;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
// Calculate relative weights
vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
vec4 blue_weight = blue_density / combined_haze;
vec4 haze_weight = haze_density / combined_haze;
// Calculate relative weights
temp1 = abs(blue_density) + vec4(abs(haze_density));
blue_weight = blue_density / temp1;
haze_weight = haze_density / temp1;
// Compute sunlight from rel_pos & lightnorm (for long rays like sky)
float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
sunlight *= exp(-light_atten * off_axis);
// Compute sunlight from P & lightnorm (for long rays like sky)
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y);
// Distance
float density_dist = rel_pos_len * density_multiplier;
// Distance
temp2.z = Plen * dens_mul;
// Transparency (-> combined_haze)
// ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
// compiler gets confused.
combined_haze = exp(-combined_haze * density_dist);
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
// compiler gets confused.
temp1 = exp(-temp1 * temp2.z);
// Compute haze glow
float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
// haze_glow is 0 at the sun and increases away from sun
haze_glow = max(haze_glow, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
haze_glow *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
haze_glow = pow(haze_glow, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
haze_glow *= sun_moon_glow_factor;
// Compute haze glow
temp2.x = dot(Pn, lightnorm.xyz);
temp2.x = 1. - temp2.x;
// temp2.x is 0 at the sun and increases away from sun
temp2.x = max(temp2.x, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
temp2.x *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// Add "minimum anti-solar illumination"
// For sun, add to glow. For moon, remove glow entirely. SL-13768
haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
temp2.x *= sun_moon_glow_factor;
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Add "minimum anti-solar illumination"
temp2.x += .25;
// Dim sunlight by cloud shadow percentage
sunlight *= (1. - cloud_shadow);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Haze color below cloud
vec4 additiveColorBelowCloud =
(blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
// Dim sunlight by cloud shadow percentage
sunlight *= (1. - cloud_shadow);
// CLOUDS
off_axis = 1.0 / max(1e-6, lightnorm.y * 2.);
sunlight *= exp(-light_atten * off_axis);
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
// Cloud color out
vary_CloudColorSun = (sunlight * haze_glow) * cloud_color;
vary_CloudColorAmbient = tmpAmbient * cloud_color;
// CLOUDS
temp2.y = max(0., lightnorm.y * 2.);
temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y);
// Attenuate cloud color by atmosphere
combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds
vary_CloudColorSun *= combined_haze;
vary_CloudColorAmbient *= combined_haze;
vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze);
// Cloud color out
vary_CloudColorSun = (sunlight * temp2.x) * cloud_color;
vary_CloudColorAmbient = tmpAmbient * cloud_color;
// Attenuate cloud color by atmosphere
temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
vary_CloudColorSun *= temp1;
vary_CloudColorAmbient *= temp1;
vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
// Make a nice cloud density based on the cloud_shadow value that was passed in.
vary_CloudDensity = 2. * (cloud_shadow - 0.25);
// Make a nice cloud density based on the cloud_shadow value that was passed in.
vary_CloudDensity = 2. * (cloud_shadow - 0.25);
// Combine these to minimize register use
vary_CloudColorAmbient += oHazeColorBelowCloud;
// needs this to compile on mac
// vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
// Texture coords
vary_texcoord0 = texcoord0;
vary_texcoord0.xy -= 0.5;
vary_texcoord0.xy /= cloud_scale;
vary_texcoord0.xy += 0.5;
vary_texcoord1 = vary_texcoord0;
vary_texcoord1.x += lightnorm.x * 0.0125;
vary_texcoord1.y += lightnorm.z * 0.0125;
vary_texcoord2 = vary_texcoord0 * 16.;
vary_texcoord3 = vary_texcoord1 * 16.;
// Combine these to minimize register use
vary_CloudColorAmbient += oHazeColorBelowCloud;
// needs this to compile on mac
//vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
// END CLOUDS
// END CLOUDS
}

View File

@ -1,28 +1,28 @@
/**
/**
* @file class2\wl\skyV.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
* $/LicenseInfo$
*/
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
@ -37,13 +37,13 @@ VARYING vec4 vary_HazeColor;
// Inputs
uniform vec3 camPosLocal;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform float haze_horizon;
uniform float haze_density;
@ -52,110 +52,98 @@ uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
uniform vec4 glow;
uniform float sun_moon_glow_factor;
uniform vec4 cloud_color;
void main()
{
// World / view / projection
// World / view / projection
vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
gl_Position = pos;
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
gl_Position = pos;
// Set altitude
if (P.y > 0.)
{
P *= (max_y / P.y);
}
else
{
P *= (-32000. / P.y);
}
// Get relative position
vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
// Can normalize then
vec3 Pn = normalize(P);
// Adj position vector to clamp altitude
if (rel_pos.y > 0.)
{
rel_pos *= (max_y / rel_pos.y);
}
if (rel_pos.y < 0.)
{
rel_pos *= (-32000. / rel_pos.y);
}
float Plen = length(P);
// Can normalize then
vec3 rel_pos_norm = normalize(rel_pos);
// Initialize temp variables
vec4 temp1 = vec4(0.);
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
float rel_pos_len = length(rel_pos);
float dens_mul = density_multiplier;
// Initialize temp variables
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
temp1 = abs(blue_density) + vec4(abs(haze_density));
blue_weight = blue_density / temp1;
haze_weight = haze_density / temp1;
// Calculate relative weights
vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
vec4 blue_weight = blue_density / combined_haze;
vec4 haze_weight = haze_density / combined_haze;
// Compute sunlight from P & lightnorm (for long rays like sky)
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y);
// Compute sunlight from rel_pos & lightnorm (for long rays like sky)
float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
sunlight *= exp(-light_atten * off_axis);
// Distance
temp2.z = Plen * dens_mul;
// Distance
float density_dist = rel_pos_len * density_multiplier;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
// Transparency (-> combined_haze)
// ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
// compiler gets confused.
temp1 = exp(-temp1 * temp2.z);
combined_haze = exp(-combined_haze * density_dist);
// Compute haze glow
temp2.x = dot(Pn, lightnorm.xyz);
temp2.x = 1. - temp2.x;
// temp2.x is 0 at the sun and increases away from sun
temp2.x = max(temp2.x, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
temp2.x *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// Compute haze glow
float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
// haze_glow is 0 at the sun and increases away from sun
haze_glow = max(haze_glow, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
haze_glow *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
haze_glow = pow(haze_glow, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// Add "minimum anti-solar illumination"
temp2.x += .25;
vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
);
// Add "minimum anti-solar illumination"
// For sun, add to glow. For moon, remove glow entirely. SL-13768
haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
vec4 color =
(blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color));
// Final atmosphere additive
color *= (1. - temp1);
color *= (1. - combined_haze);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
sunlight *= max(0.0, (1. - cloud_shadow));
// Dim sunlight by cloud shadow percentage
sunlight *= max(0.0, (1. - cloud_shadow));
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
// Haze color below cloud
vec4 additiveColorBelowCloud =
(blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
// Attenuate cloud color by atmosphere
temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
// Attenuate cloud color by atmosphere
combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds
// At horizon, blend high altitude sky color towards the darker color below the clouds
color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1));
// At horizon, blend high altitude sky color towards the darker color below the clouds
color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze));
// Haze color above cloud
vary_HazeColor = color;
vary_HazeColor = color;
}

View File

@ -867,9 +867,7 @@ void LLAgent::setRegion(LLViewerRegion *regionp)
if (mRegionp != regionp)
{
std::string ip = regionp->getHost().getString();
LL_INFOS("AgentLocation") << "Moving agent into region: " << regionp->getName()
<< " located at " << ip << LL_ENDL;
LL_INFOS("AgentLocation") << "Moving agent into region: " << regionp->getName() << LL_ENDL;
if (mRegionp)
{
// We've changed regions, we're now going to change our agent coordinate frame.

View File

@ -354,6 +354,18 @@ void LLAgentCamera::resetView(BOOL reset_camera, BOOL change_camera)
resetPanDiff();
resetOrbitDiff();
mHUDTargetZoom = 1.f;
if (LLSelectMgr::getInstance()->mAllowSelectAvatar)
{
// resetting camera also resets position overrides in debug mode 'AllowSelectAvatar'
LLObjectSelectionHandle selected_handle = LLSelectMgr::getInstance()->getSelection();
if (selected_handle->getObjectCount() == 1
&& selected_handle->getFirstObject() != NULL
&& selected_handle->getFirstObject()->isAvatar())
{
LLSelectMgr::getInstance()->resetObjectOverrides(selected_handle);
}
}
}
// Allow camera to be moved somewhere other than behind avatar.

View File

@ -522,20 +522,20 @@ void LLAppCoreHttp::refreshSettings(bool initial)
LLCore::HttpStatus LLAppCoreHttp::sslVerify(const std::string &url,
const LLCore::HttpHandler::ptr_t &handler, void *appdata)
{
X509_STORE_CTX *ctx = static_cast<X509_STORE_CTX *>(appdata);
LLCore::HttpStatus result;
LLPointer<LLCertificateStore> store = gSecAPIHandler->getCertificateStore("");
LLPointer<LLCertificateChain> chain = gSecAPIHandler->getCertificateChain(ctx);
LLSD validation_params = LLSD::emptyMap();
LLURI uri(url);
LLCore::HttpStatus result;
try
{
X509_STORE_CTX *ctx = static_cast<X509_STORE_CTX *>(appdata);
LLPointer<LLCertificateStore> store = gSecAPIHandler->getCertificateStore("");
LLPointer<LLCertificateChain> chain = gSecAPIHandler->getCertificateChain(ctx);
LLSD validation_params = LLSD::emptyMap();
LLURI uri(url);
validation_params[CERT_HOSTNAME] = uri.hostName();
validation_params[CERT_HOSTNAME] = uri.hostName();
// *TODO: In the case of an exception while validating the cert, we need a way
// to pass the offending(?) cert back out. *Rider*
// *TODO: In the case of an exception while validating the cert, we need a way
// to pass the offending(?) cert back out. *Rider*
try
{
// don't validate hostname. Let libcurl do it instead. That way, it'll handle redirects
store->validate(VALIDATION_POLICY_SSL & (~VALIDATION_POLICY_HOSTNAME), chain, validation_params);
}

View File

@ -294,6 +294,7 @@ struct AttachmentInfo
std::vector<AttachmentInfo> info{
AttachmentInfo(metadata.logFilePathname, "text/plain"),
AttachmentInfo(metadata.userSettingsPathname, "text/xml"),
AttachmentInfo(metadata.accountSettingsPathname, "text/xml"),
AttachmentInfo(metadata.staticDebugPathname, "text/xml")
};

View File

@ -3582,6 +3582,10 @@ void LLAppearanceMgr::serverAppearanceUpdateCoro(LLCoreHttpUtil::HttpCoroutineAd
}
llcoro::suspend();
if (LLApp::isQuitting())
{
return;
}
S32 retryCount(0);
bool bRetry;
do
@ -3645,6 +3649,11 @@ void LLAppearanceMgr::serverAppearanceUpdateCoro(LLCoreHttpUtil::HttpCoroutineAd
LLSD result = httpAdapter->postAndSuspend(httpRequest, url, postData);
if (LLApp::isQuitting())
{
return;
}
LLSD httpResults = result[LLCoreHttpUtil::HttpCoroutineAdapter::HTTP_RESULTS];
LLCore::HttpStatus status = LLCoreHttpUtil::HttpCoroutineAdapter::getStatusFromLLSD(httpResults);
@ -3680,6 +3689,10 @@ void LLAppearanceMgr::serverAppearanceUpdateCoro(LLCoreHttpUtil::HttpCoroutineAd
LL_WARNS("Avatar") << "Bake retry #" << retryCount << " in " << timeout << " seconds." << LL_ENDL;
llcoro::suspendUntilTimeout(timeout);
if (LLApp::isQuitting())
{
return;
}
bRetry = true;
continue;
}

View File

@ -73,6 +73,7 @@
#include "llviewermedia.h"
#include "llviewerparcelaskplay.h"
#include "llviewerparcelmedia.h"
#include "llviewershadermgr.h"
#include "llviewermediafocus.h"
#include "llviewermessage.h"
#include "llviewerobjectlist.h"
@ -688,8 +689,7 @@ LLAppViewer::LLAppViewer()
mPeriodicSlowFrame(LLCachedControl<bool>(gSavedSettings,"Periodic Slow Frame", FALSE)),
mFastTimerLogThread(NULL),
mSettingsLocationList(NULL),
mIsFirstRun(false),
mMinMicroSecPerFrame(0.f)
mIsFirstRun(false)
{
if(NULL != sInstance)
{
@ -1258,10 +1258,6 @@ bool LLAppViewer::init()
joystick = LLViewerJoystick::getInstance();
joystick->setNeedsReset(true);
/*----------------------------------------------------------------------*/
gSavedSettings.getControl("FramePerSecondLimit")->getSignal()->connect(boost::bind(&LLAppViewer::onChangeFrameLimit, this, _2));
onChangeFrameLimit(gSavedSettings.getLLSD("FramePerSecondLimit"));
return true;
}
@ -1481,21 +1477,6 @@ bool LLAppViewer::doFrame()
display();
static U64 last_call = 0;
if (!gTeleportDisplay || gGLManager.mIsIntel) // SL-10625...throttle early, throttle often with Intel
{
// Frame/draw throttling
U64 elapsed_time = LLTimer::getTotalTime() - last_call;
if (elapsed_time < mMinMicroSecPerFrame)
{
LL_RECORD_BLOCK_TIME(FTM_SLEEP);
// llclamp for when time function gets funky
U64 sleep_time = llclamp(mMinMicroSecPerFrame - elapsed_time, (U64)1, (U64)1e6);
micro_sleep(sleep_time, 0);
}
}
last_call = LLTimer::getTotalTime();
pingMainloopTimeout("Main:Snapshot");
LLFloaterSnapshot::update(); // take snapshots
LLFloaterOutfitSnapshot::update();
@ -3122,8 +3103,9 @@ LLSD LLAppViewer::getViewerInfo() const
info["POSITION"] = ll_sd_from_vector3d(pos);
info["POSITION_LOCAL"] = ll_sd_from_vector3(gAgent.getPosAgentFromGlobal(pos));
info["REGION"] = gAgent.getRegion()->getName();
info["HOSTNAME"] = gAgent.getRegion()->getHost().getHostName();
info["HOSTIP"] = gAgent.getRegion()->getHost().getString();
boost::regex regex("\\.(secondlife|lindenlab)\\..*");
info["HOSTNAME"] = boost::regex_replace(gAgent.getRegion()->getHost().getHostName(), regex, "");
info["SERVER_VERSION"] = gLastVersionChannel;
LLSLURL slurl;
LLAgentUI::buildSLURL(slurl);
@ -3997,6 +3979,7 @@ static LLNotificationFunctorRegistration finish_quit_reg("ConfirmQuit", finish_q
void LLAppViewer::userQuit()
{
LL_INFOS() << "User requested quit" << LL_ENDL;
if (gDisconnected
|| !gViewerWindow
|| !gViewerWindow->getProgressView()
@ -4857,13 +4840,14 @@ void LLAppViewer::idle()
{
return;
}
gViewerWindow->updateUI();
if (gTeleportDisplay)
{
return;
}
gViewerWindow->updateUI();
///////////////////////////////////////
// Agent and camera movement
//
@ -5439,19 +5423,6 @@ void LLAppViewer::disconnectViewer()
LLUrlEntryParcel::setDisconnected(gDisconnected);
}
bool LLAppViewer::onChangeFrameLimit(LLSD const & evt)
{
if (evt.asInteger() > 0)
{
mMinMicroSecPerFrame = (U64)(1000000.0f / F32(evt.asInteger()));
}
else
{
mMinMicroSecPerFrame = 0;
}
return false;
}
void LLAppViewer::forceErrorLLError()
{
LL_ERRS() << "This is a deliberate llerror" << LL_ENDL;

View File

@ -255,8 +255,6 @@ private:
void sendLogoutRequest();
void disconnectViewer();
bool onChangeFrameLimit(LLSD const & evt);
// *FIX: the app viewer class should be some sort of singleton, no?
// Perhaps its child class is the singleton and this should be an abstract base.
static LLAppViewer* sInstance;
@ -313,10 +311,7 @@ private:
// llcorehttp library init/shutdown helper
LLAppCoreHttp mAppCoreHttp;
bool mIsFirstRun;
U64 mMinMicroSecPerFrame; // frame throttling
bool mIsFirstRun;
};
// consts from viewer.h

View File

@ -52,10 +52,12 @@ LLAppViewerListener::LLAppViewerListener(const LLAppViewerGetter& getter):
void LLAppViewerListener::requestQuit(const LLSD& event)
{
LL_INFOS() << "Listener requested quit" << LL_ENDL;
mAppViewerGetter()->requestQuit();
}
void LLAppViewerListener::forceQuit(const LLSD& event)
{
LL_INFOS() << "Listener requested force quit" << LL_ENDL;
mAppViewerGetter()->forceQuit();
}

View File

@ -41,6 +41,7 @@ struct CrashMetadata
{
std::string logFilePathname;
std::string userSettingsPathname;
std::string accountSettingsPathname;
std::string staticDebugPathname;
std::string OSInfo;
std::string agentFullname;

View File

@ -199,10 +199,11 @@ CrashMetadataSingleton::CrashMetadataSingleton()
else
{
LL_INFOS() << "Metadata from '" << staticDebugPathname << "':" << LL_ENDL;
logFilePathname = get_metadata(info, "SLLog");
userSettingsPathname = get_metadata(info, "SettingsFilename");
OSInfo = get_metadata(info, "OSInfo");
agentFullname = get_metadata(info, "LoginName");
logFilePathname = get_metadata(info, "SLLog");
userSettingsPathname = get_metadata(info, "SettingsFilename");
accountSettingsPathname = get_metadata(info, "PerAccountSettingsFilename");
OSInfo = get_metadata(info, "OSInfo");
agentFullname = get_metadata(info, "LoginName");
// Translate underscores back to spaces
LLStringUtil::replaceChar(agentFullname, '_', ' ');
regionName = get_metadata(info, "CurrentRegion");

View File

@ -139,6 +139,9 @@ namespace
{
// user name, when we have it
sBugSplatSender->setDefaultUserName(WCSTR(gAgentAvatarp->getFullname()));
sBugSplatSender->sendAdditionalFile(
WCSTR(gDirUtilp->getExpandedFilename(LL_PATH_PER_SL_ACCOUNT, "settings_per_account.xml")));
}
// LL_ERRS message, when there is one

View File

@ -1092,6 +1092,10 @@ void LLScriptChiclet::onMenuItemClicked(const LLSD& user_data)
{
LLScriptFloaterManager::instance().removeNotification(getSessionId());
}
else if ("close all" == action)
{
LLIMWellWindow::getInstance()->closeAll();
}
}
void LLScriptChiclet::createPopupMenu()

View File

@ -347,6 +347,13 @@ void LLFloaterCompileQueue::processExperienceIdResults(LLSD result, LLUUID paren
bool LLFloaterCompileQueue::processScript(LLHandle<LLFloaterCompileQueue> hfloater,
const LLPointer<LLViewerObject> &object, LLInventoryObject* inventory, LLEventPump &pump)
{
if (LLApp::isQuitting())
{
// Reply from coroutine came on shutdown
// We are quiting, don't start any more coroutines!
return true;
}
LLSD result;
LLCheckedHandle<LLFloaterCompileQueue> floater(hfloater);
// Dereferencing floater may fail. If they do they throw LLExeceptionStaleHandle.
@ -381,6 +388,8 @@ bool LLFloaterCompileQueue::processScript(LLHandle<LLFloaterCompileQueue> hfloat
result = llcoro::suspendUntilEventOnWithTimeout(pump, fetch_timeout,
LLSDMap("timeout", LLSD::Boolean(true)));
floater.check();
if (result.has("timeout"))
{ // A timeout filed in the result will always be true if present.
LLStringUtil::format_map_t args;
@ -404,6 +413,12 @@ bool LLFloaterCompileQueue::processScript(LLHandle<LLFloaterCompileQueue> hfloat
}
if (!gAssetStorage)
{
// viewer likely is shutting down
return true;
}
{
HandleScriptUserData userData(pump.getName());
@ -468,6 +483,8 @@ bool LLFloaterCompileQueue::processScript(LLHandle<LLFloaterCompileQueue> hfloat
result = llcoro::suspendUntilEventOnWithTimeout(pump, fetch_timeout, LLSDMap("timeout", LLSD::Boolean(true)));
floater.check();
if (result.has("timeout"))
{ // A timeout filed in the result will always be true if present.
LLStringUtil::format_map_t args;
@ -797,6 +814,7 @@ void LLFloaterScriptQueue::objectScriptProcessingQueueCoro(std::string action, L
// but offers no guarantee of doing so.
llcoro::suspend();
}
floater.check();
}
floater->addStringMessage("Done");

View File

@ -499,6 +499,10 @@ bool LLConversationLog::saveToFile(const std::string& filename)
conv_it->getSessionID().toString(conversation_id);
conv_it->getParticipantID().toString(participant_id);
bool is_adhoc = (conv_it->getConversationType() == LLIMModel::LLIMSession::ADHOC_SESSION);
std::string conv_name = is_adhoc ? conv_it->getConversationName() : LLURI::escape(conv_it->getConversationName());
std::string file_name = is_adhoc ? conv_it->getHistoryFileName() : LLURI::escape(conv_it->getHistoryFileName());
// examples of two file entries
// [1343221177] 0 1 0 John Doe| 7e4ec5be-783f-49f5-71dz-16c58c64c145 4ec62a74-c246-0d25-2af6-846beac2aa55 john.doe|
// [1343222639] 2 0 0 Ad-hoc Conference| c3g67c89-c479-4c97-b21d-32869bcfe8rc 68f1c33e-4135-3e3e-a897-8c9b23115c09 Ad-hoc Conference hash597394a0-9982-766d-27b8-c75560213b9a|
@ -507,10 +511,10 @@ bool LLConversationLog::saveToFile(const std::string& filename)
(S32)conv_it->getConversationType(),
(S32)0,
(S32)conv_it->hasOfflineMessages(),
LLURI::escape(conv_it->getConversationName()).c_str(),
conv_name.c_str(),
participant_id.c_str(),
conversation_id.c_str(),
LLURI::escape(conv_it->getHistoryFileName()).c_str());
file_name.c_str());
}
fclose(fp);
return true;
@ -558,14 +562,18 @@ bool LLConversationLog::loadFromFile(const std::string& filename)
conv_id_buffer,
history_file_name);
bool is_adhoc = ((SessionType)stype == LLIMModel::LLIMSession::ADHOC_SESSION);
std::string conv_name = is_adhoc ? conv_name_buffer : LLURI::unescape(conv_name_buffer);
std::string file_name = is_adhoc ? history_file_name : LLURI::unescape(history_file_name);
ConversationParams params;
params.time(LLUnits::Seconds::fromValue(time))
.conversation_type((SessionType)stype)
.has_offline_ims(has_offline_ims)
.conversation_name(LLURI::unescape(conv_name_buffer))
.conversation_name(conv_name)
.participant_id(LLUUID(part_id_buffer))
.session_id(LLUUID(conv_id_buffer))
.history_filename(LLURI::unescape(history_file_name));
.history_filename(file_name);
LLConversation conversation(params);

View File

@ -1178,11 +1178,33 @@ LLSpatialPartition* LLDrawable::getSpatialPartition()
}
else if (isRoot())
{
if (mSpatialBridge && (mSpatialBridge->asPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD) != mVObjp->isHUDAttachment())
if (mSpatialBridge)
{
// remove obsolete bridge
mSpatialBridge->markDead();
setSpatialBridge(NULL);
U32 partition_type = mSpatialBridge->asPartition()->mPartitionType;
bool is_hud = mVObjp->isHUDAttachment();
bool is_animesh = mVObjp->isAnimatedObject() && mVObjp->getControlAvatar() != NULL;
bool is_attachment = mVObjp->isAttachment() && !is_hud && !is_animesh;
if ((partition_type == LLViewerRegion::PARTITION_HUD) != is_hud)
{
// Was/became HUD
// remove obsolete bridge
mSpatialBridge->markDead();
setSpatialBridge(NULL);
}
else if ((partition_type == LLViewerRegion::PARTITION_CONTROL_AV) != is_animesh)
{
// Was/became part of animesh
// remove obsolete bridge
mSpatialBridge->markDead();
setSpatialBridge(NULL);
}
else if ((partition_type == LLViewerRegion::PARTITION_AVATAR) != is_attachment)
{
// Was/became part of avatar
// remove obsolete bridge
mSpatialBridge->markDead();
setSpatialBridge(NULL);
}
}
//must be an active volume
if (!mSpatialBridge)
@ -1191,6 +1213,15 @@ LLSpatialPartition* LLDrawable::getSpatialPartition()
{
setSpatialBridge(new LLHUDBridge(this, getRegion()));
}
else if (mVObjp->isAnimatedObject() && mVObjp->getControlAvatar())
{
setSpatialBridge(new LLControlAVBridge(this, getRegion()));
}
// check HUD first, because HUD is also attachment
else if (mVObjp->isAttachment())
{
setSpatialBridge(new LLAvatarBridge(this, getRegion()));
}
else
{
setSpatialBridge(new LLVolumeBridge(this, getRegion()));
@ -1698,12 +1729,26 @@ void LLDrawable::updateFaceSize(S32 idx)
LLBridgePartition::LLBridgePartition(LLViewerRegion* regionp)
: LLSpatialPartition(0, FALSE, 0, regionp)
{
mDrawableType = LLPipeline::RENDER_TYPE_AVATAR;
mDrawableType = LLPipeline::RENDER_TYPE_VOLUME;
mPartitionType = LLViewerRegion::PARTITION_BRIDGE;
mLODPeriod = 16;
mSlopRatio = 0.25f;
}
LLAvatarPartition::LLAvatarPartition(LLViewerRegion* regionp)
: LLBridgePartition(regionp)
{
mDrawableType = LLPipeline::RENDER_TYPE_AVATAR;
mPartitionType = LLViewerRegion::PARTITION_AVATAR;
}
LLControlAVPartition::LLControlAVPartition(LLViewerRegion* regionp)
: LLBridgePartition(regionp)
{
mDrawableType = LLPipeline::RENDER_TYPE_CONTROL_AV;
mPartitionType = LLViewerRegion::PARTITION_CONTROL_AV;
}
LLHUDBridge::LLHUDBridge(LLDrawable* drawablep, LLViewerRegion* regionp)
: LLVolumeBridge(drawablep, regionp)
{

View File

@ -86,7 +86,8 @@ LLDrawPool *LLDrawPool::createPool(const U32 type, LLViewerTexture *tex0)
poolp = new LLDrawPoolAlpha();
break;
case POOL_AVATAR:
poolp = new LLDrawPoolAvatar();
case POOL_CONTROL_AV:
poolp = new LLDrawPoolAvatar(type);
break;
case POOL_TREE:
poolp = new LLDrawPoolTree(tex0);
@ -383,16 +384,6 @@ LLRenderPass::~LLRenderPass()
}
LLDrawPool* LLRenderPass::instancePool()
{
#if LL_RELEASE_FOR_DOWNLOAD
LL_WARNS() << "Attempting to instance a render pass. Invalid operation." << LL_ENDL;
#else
LL_ERRS() << "Attempting to instance a render pass. Invalid operation." << LL_ENDL;
#endif
return NULL;
}
void LLRenderPass::renderGroup(LLSpatialGroup* group, U32 type, U32 mask, BOOL texture)
{
LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[type];
@ -449,7 +440,7 @@ void LLRenderPass::applyModelMatrix(const LLDrawInfo& params)
if (params.mModelMatrix != gGLLastMatrix)
{
gGLLastMatrix = params.mModelMatrix;
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.loadMatrix(gGLModelView);
if (params.mModelMatrix)
{

View File

@ -60,6 +60,7 @@ public:
POOL_GRASS,
POOL_INVISIBLE, // see below *
POOL_AVATAR,
POOL_CONTROL_AV, // Animesh
POOL_VOIDWATER,
POOL_WATER,
POOL_GLOW,
@ -110,7 +111,6 @@ public:
virtual S32 getShaderLevel() const { return mShaderLevel; }
static LLDrawPool* createPool(const U32 type, LLViewerTexture *tex0 = NULL);
virtual LLDrawPool *instancePool() = 0; // Create an empty new instance of the pool.
virtual LLViewerTexture* getTexture() = 0;
virtual BOOL isFacePool() { return FALSE; }
virtual void resetDrawOrders() = 0;
@ -138,31 +138,30 @@ public:
PASS_POST_BUMP,
PASS_MATERIAL,
PASS_MATERIAL_ALPHA,
PASS_MATERIAL_ALPHA_MASK,
PASS_MATERIAL_ALPHA_MASK, // Diffuse texture used as alpha mask
PASS_MATERIAL_ALPHA_EMISSIVE,
PASS_SPECMAP,
PASS_SPECMAP_BLEND,
PASS_SPECMAP_MASK,
PASS_SPECMAP_MASK, // Diffuse texture used as alpha mask and specular texture(map)
PASS_SPECMAP_EMISSIVE,
PASS_NORMMAP,
PASS_NORMMAP_BLEND,
PASS_NORMMAP_MASK,
PASS_NORMMAP_MASK, // Diffuse texture used as alpha mask and normal map
PASS_NORMMAP_EMISSIVE,
PASS_NORMSPEC,
PASS_NORMSPEC_BLEND,
PASS_NORMSPEC_MASK,
PASS_NORMSPEC_MASK, // Diffuse texture used as alpha mask with normal and specular map
PASS_NORMSPEC_EMISSIVE,
PASS_GLOW,
PASS_ALPHA,
PASS_ALPHA_MASK,
PASS_FULLBRIGHT_ALPHA_MASK,
PASS_FULLBRIGHT_ALPHA_MASK, // Diffuse texture used as alpha mask and fullbright
PASS_ALPHA_INVISIBLE,
NUM_RENDER_TYPES,
};
LLRenderPass(const U32 type);
virtual ~LLRenderPass();
/*virtual*/ LLDrawPool* instancePool();
/*virtual*/ LLViewerTexture* getDebugTexture() { return NULL; }
LLViewerTexture* getTexture() { return NULL; }
BOOL isDead() { return FALSE; }

View File

@ -314,11 +314,15 @@ void LLDrawPoolAlpha::render(S32 pass)
LLVertexBuffer::MAP_TEXCOORD0);
pushBatches(LLRenderPass::PASS_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushBatches(LLRenderPass::PASS_ALPHA_INVISIBLE, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
// Material alpha mask
gGL.diffuseColor4f(0, 0, 1, 1);
pushBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushBatches(LLRenderPass::PASS_NORMMAP_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushBatches(LLRenderPass::PASS_SPECMAP_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushBatches(LLRenderPass::PASS_NORMSPEC_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
gGL.diffuseColor4f(0, 1, 0, 1);
pushBatches(LLRenderPass::PASS_INVISIBLE, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);

View File

@ -106,8 +106,8 @@ S32 cube_channel = -1;
static LLTrace::BlockTimerStatHandle FTM_SHADOW_AVATAR("Avatar Shadow");
LLDrawPoolAvatar::LLDrawPoolAvatar() :
LLFacePool(POOL_AVATAR)
LLDrawPoolAvatar::LLDrawPoolAvatar(U32 type) :
LLFacePool(type)
{
}
@ -136,15 +136,6 @@ BOOL LLDrawPoolAvatar::isDead()
}
return TRUE;
}
//-----------------------------------------------------------------------------
// instancePool()
//-----------------------------------------------------------------------------
LLDrawPool *LLDrawPoolAvatar::instancePool()
{
return new LLDrawPoolAvatar();
}
S32 LLDrawPoolAvatar::getShaderLevel() const
{
@ -1741,11 +1732,16 @@ void LLDrawPoolAvatar::getRiggedGeometry(
LLVolume* volume,
const LLVolumeFace& vol_face)
{
face->setGeomIndex(0);
face->setIndicesIndex(0);
//rigged faces do not batch textures
face->setTextureIndex(255);
face->setGeomIndex(0);
face->setIndicesIndex(0);
if (face->getTextureIndex() != FACE_DO_NOT_BATCH_TEXTURES)
{
face->setDrawInfo(NULL);
}
//rigged faces do not batch textures
face->setTextureIndex(FACE_DO_NOT_BATCH_TEXTURES);
if (buffer.isNull() || buffer->getTypeMask() != data_mask || !buffer->isWriteable())
{
@ -1810,7 +1806,7 @@ void LLDrawPoolAvatar::getRiggedGeometry(
}
else
{
face->setPoolType(LLDrawPool::POOL_AVATAR);
face->setPoolType(mType); // either POOL_AVATAR or POOL_CONTROL_AV
}
//LL_INFOS() << "Rebuilt face " << face->getTEOffset() << " of " << face->getDrawable() << " at " << gFrameTimeSeconds << LL_ENDL;
@ -2494,7 +2490,7 @@ LLColor3 LLDrawPoolAvatar::getDebugColor() const
void LLDrawPoolAvatar::addRiggedFace(LLFace* facep, U32 type)
{
llassert (facep->isState(LLFace::RIGGED));
llassert(getType() == LLDrawPool::POOL_AVATAR);
llassert(getType() == LLDrawPool::POOL_AVATAR || getType() == LLDrawPool::POOL_CONTROL_AV);
if (facep->getPool() && facep->getPool() != this)
{
LL_ERRS() << "adding rigged face that's already in another pool" << LL_ENDL;
@ -2516,7 +2512,7 @@ void LLDrawPoolAvatar::addRiggedFace(LLFace* facep, U32 type)
void LLDrawPoolAvatar::removeRiggedFace(LLFace* facep)
{
llassert (facep->isState(LLFace::RIGGED));
llassert(getType() == LLDrawPool::POOL_AVATAR);
llassert(getType() == LLDrawPool::POOL_AVATAR || getType() == LLDrawPool::POOL_CONTROL_AV);
if (facep->getPool() != this)
{
LL_ERRS() << "Tried to remove a rigged face from the wrong pool" << LL_ENDL;

View File

@ -178,12 +178,10 @@ typedef enum
virtual S32 getShaderLevel() const;
LLDrawPoolAvatar();
LLDrawPoolAvatar(U32 type);
static LLMatrix4& getModelView();
/*virtual*/ LLDrawPool *instancePool();
/*virtual*/ S32 getNumPasses();
/*virtual*/ void beginRenderPass(S32 pass);
/*virtual*/ void endRenderPass(S32 pass);

View File

@ -46,11 +46,6 @@ LLDrawPoolGround::LLDrawPoolGround() :
{
}
LLDrawPool *LLDrawPoolGround::instancePool()
{
return new LLDrawPoolGround();
}
void LLDrawPoolGround::prerender()
{
mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT);

View File

@ -43,8 +43,6 @@ public:
LLDrawPoolGround();
/*virtual*/ LLDrawPool *instancePool();
/*virtual*/ void prerender();
/*virtual*/ void render(S32 pass = 0);
};

View File

@ -48,11 +48,6 @@ LLDrawPoolSky::LLDrawPoolSky()
{
}
LLDrawPool *LLDrawPoolSky::instancePool()
{
return new LLDrawPoolSky();
}
void LLDrawPoolSky::prerender()
{
mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT);
@ -128,23 +123,12 @@ void LLDrawPoolSky::renderSkyFace(U8 index)
return;
}
F32 interp_val = gSky.mVOSkyp ? gSky.mVOSkyp->getInterpVal() : 0.0f;
if (index < 6) // sky tex...interp
{
llassert(mSkyTex);
mSkyTex[index].bindTexture(true); // bind the current tex
face->renderIndexed();
if (interp_val > 0.01f) // iff, we've got enough info to lerp (a to and a from)
{
LLGLEnable blend(GL_BLEND);
llassert(mSkyTex);
mSkyTex[index].bindTexture(false); // bind the "other" texture
gGL.diffuseColor4f(1, 1, 1, interp_val); // lighting is disabled
face->renderIndexed();
}
}
else // heavenly body faces, no interp...
{

View File

@ -49,8 +49,6 @@ public:
LLDrawPoolSky();
/*virtual*/ LLDrawPool *instancePool();
/*virtual*/ S32 getNumPostDeferredPasses() { return getNumPasses(); }
/*virtual*/ void beginPostDeferredPass(S32 pass) { beginRenderPass(pass); }
/*virtual*/ void endPostDeferredPass(S32 pass) { endRenderPass(pass); }

View File

@ -87,13 +87,6 @@ LLDrawPoolTerrain::~LLDrawPoolTerrain()
llassert( gPipeline.findPool( getType(), getTexture() ) == NULL );
}
LLDrawPool *LLDrawPoolTerrain::instancePool()
{
return new LLDrawPoolTerrain(mTexturep);
}
U32 LLDrawPoolTerrain::getVertexDataMask()
{
if (LLPipeline::sShadowRender)

View File

@ -49,8 +49,6 @@ public:
LLDrawPoolTerrain(LLViewerTexture *texturep);
virtual ~LLDrawPoolTerrain();
/*virtual*/ LLDrawPool *instancePool();
/*virtual*/ S32 getNumDeferredPasses() { return 1; }
/*virtual*/ void beginDeferredPass(S32 pass);
/*virtual*/ void endDeferredPass(S32 pass);

View File

@ -51,11 +51,6 @@ LLDrawPoolTree::LLDrawPoolTree(LLViewerTexture *texturep) :
mTexturep->setAddressMode(LLTexUnit::TAM_WRAP);
}
LLDrawPool *LLDrawPoolTree::instancePool()
{
return new LLDrawPoolTree(mTexturep);
}
void LLDrawPoolTree::prerender()
{
mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);

View File

@ -45,8 +45,6 @@ public:
LLDrawPoolTree(LLViewerTexture *texturep);
/*virtual*/ LLDrawPool *instancePool();
/*virtual*/ void prerender();
/*virtual*/ S32 getNumDeferredPasses() { return 1; }

View File

@ -104,13 +104,6 @@ void LLDrawPoolWater::restoreGL()
}*/
}
LLDrawPool *LLDrawPoolWater::instancePool()
{
LL_ERRS() << "Should never be calling instancePool on a water pool!" << LL_ENDL;
return NULL;
}
void LLDrawPoolWater::prerender()
{
mShaderLevel = (gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps) ? LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_WATER) : 0;

View File

@ -61,7 +61,6 @@ public:
LLDrawPoolWater();
/*virtual*/ ~LLDrawPoolWater();
/*virtual*/ LLDrawPool *instancePool();
static void restoreGL();
/*virtual*/ S32 getNumPostDeferredPasses() { return 0; } //getNumPasses(); }

View File

@ -216,10 +216,11 @@ void LLDrawPoolWLSky::renderSkyHaze(const LLVector3& camPosLocal, F32 camHeightL
if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
{
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
LLGLSPipelineDepthTestSkyBox sky(true, false);
sky_shader->bind();
sky_shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, 1);
sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, 1.0f);
sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor());
renderDome(origin, camHeightLocal, sky_shader);
sky_shader->unbind();
}
@ -531,8 +532,6 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
}
}
blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor();
face = gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON];
if (gSky.mVOSkyp->getMoon().getDraw() && face && face->getTexture(LLRender::DIFFUSE_MAP) && face->getGeomCount() && moon_shader)
@ -550,17 +549,17 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
{
// Bind current and next sun textures
moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
blend_factor = 0;
//blend_factor = 0;
}
else if (tex_b && !tex_a)
{
moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
blend_factor = 0;
//blend_factor = 0;
}
else if (tex_b != tex_a)
{
moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
moon_shader->bindTexture(LLShaderMgr::ALTERNATE_DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
//moon_shader->bindTexture(LLShaderMgr::ALTERNATE_DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
}
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
@ -570,7 +569,8 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
moon_shader->uniform1f(LLShaderMgr::MOON_BRIGHTNESS, moon_brightness);
moon_shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, gSky.mVOSkyp->getMoon().getColor().mV);
moon_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV);
moon_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
//moon_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
moon_shader->uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, psky->getMoonDirection().mV); // shader: moon_dir
face->renderIndexed();
@ -632,11 +632,6 @@ void LLDrawPoolWLSky::prerender()
//LL_INFOS() << "wlsky prerendering pass." << LL_ENDL;
}
LLDrawPoolWLSky *LLDrawPoolWLSky::instancePool()
{
return new LLDrawPoolWLSky();
}
LLViewerTexture* LLDrawPoolWLSky::getTexture()
{
return NULL;

View File

@ -62,8 +62,6 @@ public:
//static LLDrawPool* createPool(const U32 type, LLViewerTexture *tex0 = NULL);
// Create an empty new instance of the pool.
/*virtual*/ LLDrawPoolWLSky *instancePool(); ///< covariant override
/*virtual*/ LLViewerTexture* getTexture();
/*virtual*/ BOOL isFacePool() { return FALSE; }
/*virtual*/ void resetDrawOrders();

View File

@ -153,7 +153,7 @@ void LLFace::init(LLDrawable* drawablep, LLViewerObject* objp)
}
mTEOffset = -1;
mTextureIndex = 255;
mTextureIndex = FACE_DO_NOT_BATCH_TEXTURES;
setDrawable(drawablep);
mVObjp = objp;
@ -184,6 +184,7 @@ void LLFace::destroy()
if(mTexture[i].notNull())
{
mTexture[i]->removeFace(i, this) ;
mTexture[i] = NULL;
}
}
@ -195,7 +196,7 @@ void LLFace::destroy()
if (mDrawPoolp)
{
if (this->isState(LLFace::RIGGED) && mDrawPoolp->getType() == LLDrawPool::POOL_AVATAR)
if (this->isState(LLFace::RIGGED) && (mDrawPoolp->getType() == LLDrawPool::POOL_CONTROL_AV || mDrawPoolp->getType() == LLDrawPool::POOL_AVATAR))
{
((LLDrawPoolAvatar*) mDrawPoolp)->removeRiggedFace(this);
}
@ -203,7 +204,6 @@ void LLFace::destroy()
{
mDrawPoolp->removeFace(this);
}
mDrawPoolp = NULL;
}
@ -212,7 +212,7 @@ void LLFace::destroy()
delete mTextureMatrix;
mTextureMatrix = NULL;
if (mDrawablep.notNull())
if (mDrawablep)
{
LLSpatialGroup* group = mDrawablep->getSpatialGroup();
if (group)
@ -224,7 +224,7 @@ void LLFace::destroy()
}
setDrawInfo(NULL);
mDrawablep = NULL;
mVObjp = NULL;
}
@ -456,13 +456,13 @@ void LLFace::setTextureIndex(U8 index)
{
mTextureIndex = index;
if (mTextureIndex != 255)
if (mTextureIndex != FACE_DO_NOT_BATCH_TEXTURES)
{
mDrawablep->setState(LLDrawable::REBUILD_POSITION);
}
else
{
if (mDrawInfo && mDrawInfo->mTextureList.size() <= 1)
if (mDrawInfo && !mDrawInfo->mTextureList.empty())
{
LL_ERRS() << "Face with no texture index references indexed texture draw info." << LL_ENDL;
}
@ -535,7 +535,7 @@ void LLFace::updateCenterAgent()
void LLFace::renderSelected(LLViewerTexture *imagep, const LLColor4& color)
{
if (mDrawablep->getSpatialGroup() == NULL)
if (mDrawablep == NULL || mDrawablep->getSpatialGroup() == NULL)
{
return;
}
@ -543,7 +543,7 @@ void LLFace::renderSelected(LLViewerTexture *imagep, const LLColor4& color)
mDrawablep->getSpatialGroup()->rebuildGeom();
mDrawablep->getSpatialGroup()->rebuildMesh();
if(mDrawablep.isNull() || mVertexBuffer.isNull())
if(mVertexBuffer.isNull())
{
return;
}
@ -1539,7 +1539,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
mVertexBuffer->bindForFeedback(0, LLVertexBuffer::TYPE_VERTEX, mGeomIndex, mGeomCount);
U8 index = mTextureIndex < 255 ? mTextureIndex : 0;
U8 index = mTextureIndex < FACE_DO_NOT_BATCH_TEXTURES ? mTextureIndex : 0;
S32 val = 0;
U8* vp = (U8*) &val;
@ -2072,7 +2072,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
LLVector4a texIdx;
S32 index = mTextureIndex < 255 ? mTextureIndex : 0;
S32 index = mTextureIndex < FACE_DO_NOT_BATCH_TEXTURES ? mTextureIndex : 0;
F32 val = 0.f;
S32* vp = (S32*) &val;
@ -2673,7 +2673,7 @@ S32 LLFace::renderElements(const U16 *index_array) const
S32 LLFace::renderIndexed()
{
if(mDrawablep.isNull() || mDrawPoolp == NULL)
if(mDrawablep == NULL || mDrawPoolp == NULL)
{
return 0;
}

View File

@ -52,6 +52,7 @@ class LLDrawInfo;
const F32 MIN_ALPHA_SIZE = 1024.f;
const F32 MIN_TEX_ANIM_SIZE = 512.f;
const U8 FACE_DO_NOT_BATCH_TEXTURES = 255;
class LLFace : public LLTrace::MemTrackableNonVirtual<LLFace, 16>
{
@ -279,8 +280,13 @@ private:
LLXformMatrix* mXform;
LLPointer<LLViewerTexture> mTexture[LLRender::NUM_TEXTURE_CHANNELS];
LLPointer<LLDrawable> mDrawablep;
// mDrawablep is not supposed to be null, don't use LLPointer because
// mDrawablep owns LLFace and LLPointer is a good way to either cause a
// memory leak or a 'delete each other' situation if something deletes
// drawable wrongly.
LLDrawable* mDrawablep;
// LLViewerObject technically owns drawable, but also it should be strictly managed
LLPointer<LLViewerObject> mVObjp;
S32 mTEOffset;

View File

@ -74,7 +74,6 @@ public:
void onClickBuy();
void onClickCancel();
void onClickErrorWeb();
};
LLFloater* LLFloaterBuyCurrency::buildFloater(const LLSD& key)
@ -132,7 +131,6 @@ BOOL LLFloaterBuyCurrencyUI::postBuild()
getChild<LLUICtrl>("buy_btn")->setCommitCallback( boost::bind(&LLFloaterBuyCurrencyUI::onClickBuy, this));
getChild<LLUICtrl>("cancel_btn")->setCommitCallback( boost::bind(&LLFloaterBuyCurrencyUI::onClickCancel, this));
getChild<LLUICtrl>("error_web")->setCommitCallback( boost::bind(&LLFloaterBuyCurrencyUI::onClickErrorWeb, this));
center();
@ -173,7 +171,6 @@ void LLFloaterBuyCurrencyUI::updateUI()
// hide most widgets - we'll turn them on as needed next
getChildView("info_buying")->setVisible(FALSE);
getChildView("info_cannot_buy")->setVisible(FALSE);
getChildView("info_need_more")->setVisible(FALSE);
getChildView("purchase_warning_repurchase")->setVisible(FALSE);
getChildView("purchase_warning_notenough")->setVisible(FALSE);
@ -183,32 +180,16 @@ void LLFloaterBuyCurrencyUI::updateUI()
if (hasError)
{
// display an error from the server
getChildView("normal_background")->setVisible(FALSE);
getChildView("error_background")->setVisible(TRUE);
getChildView("info_cannot_buy")->setVisible(TRUE);
getChildView("cannot_buy_message")->setVisible(TRUE);
getChildView("balance_label")->setVisible(FALSE);
getChildView("balance_amount")->setVisible(FALSE);
getChildView("buying_label")->setVisible(FALSE);
getChildView("buying_amount")->setVisible(FALSE);
getChildView("total_label")->setVisible(FALSE);
getChildView("total_amount")->setVisible(FALSE);
LLTextBox* message = getChild<LLTextBox>("cannot_buy_message");
if (message)
{
message->setText(mManager.errorMessage());
}
getChildView("error_web")->setVisible( !mManager.errorURI().empty());
LLSD args;
args["TITLE"] = getString("info_cannot_buy");
args["MESSAGE"] = mManager.errorMessage();
LLNotificationsUtil::add("CouldNotBuyCurrency", args);
closeFloater();
}
else
{
// display the main Buy L$ interface
getChildView("normal_background")->setVisible(TRUE);
getChildView("error_background")->setVisible(FALSE);
getChildView("cannot_buy_message")->setVisible(FALSE);
getChildView("error_web")->setVisible(FALSE);
if (mHasTarget)
{
@ -278,14 +259,6 @@ void LLFloaterBuyCurrencyUI::onClickCancel()
LLStatusBar::sendMoneyBalanceRequest();
}
void LLFloaterBuyCurrencyUI::onClickErrorWeb()
{
LLWeb::loadURL(mManager.errorURI());
closeFloater();
// Update L$ balance
LLStatusBar::sendMoneyBalanceRequest();
}
// static
void LLFloaterBuyCurrency::buyCurrency()
{

View File

@ -84,10 +84,7 @@ BOOL LLFloaterConversationPreview::postBuild()
file = "chat";
}
mChatHistoryFileName = file;
if (mIsGroup)
{
mChatHistoryFileName += GROUP_CHAT_SUFFIX;
}
LLStringUtil::format_map_t args;
args["[NAME]"] = name;
std::string title = getString("Title", args);

View File

@ -35,6 +35,7 @@
#include "llagent.h"
#include "llbutton.h"
#include "llcheckboxctrl.h"
#include "llcombobox.h"
#include "lldrawable.h"
#include "lldrawpoolavatar.h"
@ -115,8 +116,14 @@ BOOL LLFloaterImagePreview::postBuild()
mSculptedPreview = new LLImagePreviewSculpted(256, 256);
mSculptedPreview->setPreviewTarget(mRawImagep, 2.0f);
if (mRawImagep->getWidth() * mRawImagep->getHeight () <= LL_IMAGE_REZ_LOSSLESS_CUTOFF * LL_IMAGE_REZ_LOSSLESS_CUTOFF)
getChildView("lossless_check")->setEnabled(TRUE);
if (mRawImagep->getWidth() * mRawImagep->getHeight() <= LL_IMAGE_REZ_LOSSLESS_CUTOFF * LL_IMAGE_REZ_LOSSLESS_CUTOFF)
{
// We want "lossless_check" to be unchecked when it is disabled, regardless of
// LosslessJ2CUpload state, so only assign control when enabling checkbox
LLCheckBoxCtrl* check_box = getChild<LLCheckBoxCtrl>("lossless_check");
check_box->setEnabled(TRUE);
check_box->setControlVariable(gSavedSettings.getControl("LosslessJ2CUpload"));
}
}
else
{

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