Merge branch 'DRTVWR-559' of https://github.com/secondlife/viewer
# Conflicts: # indra/newview/app_settings/settings.xml # indra/newview/app_settings/shaders/class1/objects/previewV.glsl # indra/newview/featuretable.txt # indra/newview/featuretable_mac.txt # indra/newview/llmodelpreview.cpp # indra/newview/llviewerobject.cpp # indra/newview/llviewershadermgr.cppmaster
commit
1d8360e8bb
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@ -13743,7 +13743,7 @@ Change of this parameter will affect the layout of buttons in notification toast
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<key>Type</key>
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<string>F32</string>
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<key>Value</key>
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<real>0.4</real>
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<real>0.5</real>
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</map>
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<key>RenderShaderLODThreshold</key>
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<map>
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@ -84,6 +84,7 @@ void main()
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color.rgb += rainbow(optic_d);
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color.rgb += halo_22;
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color.rgb *= 2.;
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color.rgb = clamp(color.rgb, vec3(0), vec3(5));
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frag_data[0] = vec4(0);
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frag_data[1] = vec4(0);
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@ -26,7 +26,6 @@
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uniform mat3 normal_matrix;
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uniform mat4 texture_matrix0;
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uniform vec4 ambient_color; // <FS:Beq/> add ambient color to preview shader
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uniform mat4 modelview_matrix;
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uniform mat4 modelview_projection_matrix;
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in vec3 position;
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@ -55,14 +54,27 @@ float calcDirectionalLight(vec3 n, vec3 l)
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//====================================================================================================
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#ifdef HAS_SKIN
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mat4 getObjectSkinnedTransform();
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uniform mat4 modelview_matrix;
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uniform mat4 projection_matrix;
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#endif
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void main()
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{
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//transform vertex
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vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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vec3 norm;
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#ifdef HAS_SKIN
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mat4 mat = getObjectSkinnedTransform();
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mat = modelview_matrix * mat;
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vec4 pos = mat * vec4(position.xyz, 1.0);
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gl_Position = projection_matrix * pos;
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norm = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
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#else
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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norm = normalize(normal_matrix * normal);
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#endif
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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vec3 norm = normalize(normal_matrix * normal);
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vec4 col = ambient_color; // <FS:Beq/> add ambient color to preview shader
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@ -364,7 +364,8 @@ return texCUBE(envMap, ReflDirectionWS);
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// dir - ray direction in clip space
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// i - probe index in refBox/refSphere
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// d - distance to nearest wall in clip space
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vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d)
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// scale - scale of box, default 1.0
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vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d, float scale)
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{
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// Intersection with OBB convert to unit box space
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// Transform in local unit parallax cube space (scaled and rotated)
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@ -375,7 +376,7 @@ vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d)
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d = 1.0-max(max(abs(PositionLS.x), abs(PositionLS.y)), abs(PositionLS.z));
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vec3 Unitary = vec3(1.0f, 1.0f, 1.0f);
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vec3 Unitary = vec3(scale);
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vec3 FirstPlaneIntersect = (Unitary - PositionLS) / RayLS;
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vec3 SecondPlaneIntersect = (-Unitary - PositionLS) / RayLS;
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vec3 FurthestPlane = max(FirstPlaneIntersect, SecondPlaneIntersect);
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@ -387,6 +388,11 @@ vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d)
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return IntersectPositionCS;
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}
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vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d)
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{
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return boxIntersect(origin, dir, i, d, 1.0);
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}
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void debugBoxCol(vec3 ro, vec3 rd, float t, vec3 p, inout vec4 col)
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{
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vec3 v = ro + rd * t;
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@ -531,7 +537,7 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int
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if (refIndex[i].w < 0)
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{
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float d = 0.0;
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v = boxIntersect(pos, dir, i, d);
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v = boxIntersect(pos, dir, i, d, 3.0);
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w = max(d, 0.001);
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}
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else
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@ -1,4 +1,4 @@
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version 57
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version 58
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// The version number above should be incremented IF AND ONLY IF some
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// change has been made that is sufficiently important to justify
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// resetting the graphics preferences of all users to the recommended
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@ -163,7 +163,7 @@ RenderScreenSpaceReflections 1 0
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RenderReflectionProbeLevel 1 1
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//
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// Medium High Graphics Settings (deferred enabled)
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// Medium High Graphics Settings
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//
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list MidHigh
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RenderAnisotropic 1 1
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@ -192,7 +192,7 @@ RenderScreenSpaceReflections 1 0
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RenderReflectionProbeLevel 1 2
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//
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// High Graphics Settings (deferred + SSAO)
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// High Graphics Settings (SSAO + sun shadows)
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//
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list High
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RenderAnisotropic 1 1
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@ -212,7 +212,7 @@ RenderTreeLODFactor 1 0.5
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RenderVolumeLODFactor 1 2.0
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RenderDeferredSSAO 1 1
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RenderUseAdvancedAtmospherics 1 0
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RenderShadowDetail 1 0
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RenderShadowDetail 1 1
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WLSkyDetail 1 96
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RenderFSAASamples 1 2
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RenderReflectionsEnabled 1 1
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@ -221,7 +221,7 @@ RenderScreenSpaceReflections 1 0
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RenderReflectionProbeLevel 1 3
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//
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// High Ultra Graphics Settings (deferred + SSAO)
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// High Ultra Graphics Settings (deferred + SSAO + all shadows)
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//
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list HighUltra
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RenderAnisotropic 1 1
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@ -241,7 +241,7 @@ RenderTreeLODFactor 1 0.5
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RenderVolumeLODFactor 1 2.0
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RenderDeferredSSAO 1 1
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RenderUseAdvancedAtmospherics 1 0
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RenderShadowDetail 1 0
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RenderShadowDetail 1 2
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WLSkyDetail 1 96
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RenderFSAASamples 1 2
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RenderReflectionsEnabled 1 1
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@ -1,4 +1,4 @@
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version 44
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version 45
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// The version number above should be incremented IF AND ONLY IF some
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// change has been made that is sufficiently important to justify
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// resetting the graphics preferences of all users to the recommended
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@ -163,7 +163,7 @@ RenderScreenSpaceReflections 1 0
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RenderReflectionProbeLevel 1 1
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//
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// Medium High Graphics Settings (deferred enabled)
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// Medium High Graphics Settings
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//
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list MidHigh
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RenderAnisotropic 1 1
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@ -192,7 +192,7 @@ RenderScreenSpaceReflections 1 0
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RenderReflectionProbeLevel 1 2
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//
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// High Graphics Settings (deferred + SSAO)
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// High Graphics Settings (SSAO + sun shadows)
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//
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list High
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RenderAnisotropic 1 1
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@ -212,7 +212,7 @@ RenderTreeLODFactor 1 0.5
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RenderVolumeLODFactor 1 2.0
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RenderDeferredSSAO 1 1
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RenderUseAdvancedAtmospherics 1 0
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RenderShadowDetail 1 0
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RenderShadowDetail 1 1
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WLSkyDetail 1 96
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RenderFSAASamples 1 2
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RenderReflectionsEnabled 1 1
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@ -221,7 +221,7 @@ RenderScreenSpaceReflections 1 0
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RenderReflectionProbeLevel 1 3
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//
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// High Ultra Graphics Settings (deferred + SSAO)
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// High Ultra Graphics Settings (deferred + SSAO + all shadows)
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//
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list HighUltra
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RenderAnisotropic 1 1
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@ -241,7 +241,7 @@ RenderTreeLODFactor 1 0.5
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RenderVolumeLODFactor 1 2.0
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RenderDeferredSSAO 1 1
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RenderUseAdvancedAtmospherics 1 0
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RenderShadowDetail 1 0
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RenderShadowDetail 1 2
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WLSkyDetail 1 96
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RenderFSAASamples 1 2
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RenderReflectionsEnabled 1 1
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@ -1,4 +1,4 @@
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version 52
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version 53
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// The version number above should be incremented IF AND ONLY IF some
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// change has been made that is sufficiently important to justify
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// resetting the graphics preferences of all users to the recommended
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@ -161,7 +161,7 @@ RenderScreenSpaceReflections 1 0
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RenderReflectionProbeLevel 1 0
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//
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// Medium High Graphics Settings (deferred enabled)
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// Medium High Graphics Settings
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//
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list MidHigh
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RenderAnisotropic 1 1
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@ -190,7 +190,7 @@ RenderScreenSpaceReflections 1 0
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RenderReflectionProbeLevel 1 0
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//
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// High Graphics Settings (deferred + SSAO)
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// High Graphics Settings (SSAO + sun shadows)
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//
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list High
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RenderAnisotropic 1 1
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@ -210,7 +210,7 @@ RenderTreeLODFactor 1 0.5
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RenderVolumeLODFactor 1 2.0
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RenderDeferredSSAO 1 1
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RenderUseAdvancedAtmospherics 1 0
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RenderShadowDetail 1 0
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RenderShadowDetail 1 1
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WLSkyDetail 1 96
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RenderFSAASamples 1 2
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RenderReflectionsEnabled 1 1
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@ -219,7 +219,7 @@ RenderScreenSpaceReflections 1 0
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RenderReflectionProbeLevel 1 1
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//
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// High Ultra Graphics Settings (deferred + SSAO)
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// High Ultra Graphics Settings (SSAO + all shadows)
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//
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list HighUltra
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RenderAnisotropic 1 1
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@ -238,7 +238,7 @@ RenderTransparentWater 1 1
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RenderTreeLODFactor 1 0.5
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RenderVolumeLODFactor 1 2.0
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RenderDeferredSSAO 1 1
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RenderShadowDetail 1 0
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RenderShadowDetail 1 2
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RenderUseAdvancedAtmospherics 1 0
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WLSkyDetail 1 96
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RenderFSAASamples 1 2
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@ -3749,6 +3749,16 @@ void LLModelPreview::genBuffers(S32 lod, bool include_skin_weights)
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base_iter++;
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bool skinned = include_skin_weights && !mdl->mSkinWeights.empty();
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LLMatrix4a mat_normal;
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if (skinned)
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{
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glh::matrix4f m((F32*)mdl->mSkinInfo.mBindShapeMatrix.getF32ptr());
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m = m.inverse().transpose();
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mat_normal.loadu(m.m);
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}
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S32 num_faces = mdl->getNumVolumeFaces();
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for (S32 i = 0; i < num_faces; ++i)
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{
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@ -3763,7 +3773,7 @@ void LLModelPreview::genBuffers(S32 lod, bool include_skin_weights)
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LLVertexBuffer* vb = NULL;
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bool skinned = include_skin_weights && !mdl->mSkinWeights.empty();
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U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0;
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@ -3803,6 +3813,15 @@ void LLModelPreview::genBuffers(S32 lod, bool include_skin_weights)
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LLVector4a::memcpyNonAliased16((F32*)vertex_strider.get(), (F32*)vf.mPositions, num_vertices * 4 * sizeof(F32));
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if (skinned)
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{
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for (U32 i = 0; i < num_vertices; ++i)
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{
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LLVector4a* v = (LLVector4a*)vertex_strider.get();
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mdl->mSkinInfo.mBindShapeMatrix.affineTransform(*v, *v);
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vertex_strider++;
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}
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}
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if (vf.mTexCoords)
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{
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vb->getTexCoord0Strider(tc_strider);
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@ -3813,7 +3832,25 @@ void LLModelPreview::genBuffers(S32 lod, bool include_skin_weights)
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if (vf.mNormals)
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{
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vb->getNormalStrider(normal_strider);
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LLVector4a::memcpyNonAliased16((F32*)normal_strider.get(), (F32*)vf.mNormals, num_vertices * 4 * sizeof(F32));
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if (skinned)
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{
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F32* normals = (F32*)normal_strider.get();
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LLVector4a* src = vf.mNormals;
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LLVector4a* end = src + num_vertices;
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while (src < end)
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{
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LLVector4a normal;
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mat_normal.rotate(*src++, normal);
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normal.store4a(normals);
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normals += 4;
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}
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}
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else
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{
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LLVector4a::memcpyNonAliased16((F32*)normal_strider.get(), (F32*)vf.mNormals, num_vertices * 4 * sizeof(F32));
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}
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}
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if (skinned)
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@ -4353,7 +4390,7 @@ BOOL LLModelPreview::render()
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refresh();
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}
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gObjectPreviewProgram.bind();
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gObjectPreviewProgram.bind(skin_weight);
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gGL.loadIdentity();
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gPipeline.enableLightsPreview();
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@ -4429,11 +4466,11 @@ BOOL LLModelPreview::render()
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}
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gGL.pushMatrix();
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LLMatrix4 mat = instance.mTransform;
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gGL.multMatrix((GLfloat*)mat.mMatrix);
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U32 num_models = mVertexBuffer[mPreviewLOD][model].size();
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for (U32 i = 0; i < num_models; ++i)
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{
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@ -4794,80 +4831,43 @@ BOOL LLModelPreview::render()
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{
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LLVertexBuffer* buffer = mVertexBuffer[mPreviewLOD][model][i];
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const LLVolumeFace& face = model->getVolumeFace(i);
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model->mSkinInfo.updateHash();
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LLRenderPass::uploadMatrixPalette(mPreviewAvatar, &model->mSkinInfo);
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LLStrider<LLVector3> position;
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buffer->getVertexStrider(position);
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// <FS:Ansariel> Vectorized Weight4Strider and ClothWeightStrider by Drake Arconis
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//LLStrider<LLVector4> weight;
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LLStrider<LLVector4a> weight;
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buffer->getWeight4Strider(weight);
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//quick 'n dirty software vertex skinning
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//build matrix palette
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LLMatrix4a mat[LL_MAX_JOINTS_PER_MESH_OBJECT];
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LLSkinningUtil::initSkinningMatrixPalette(mat, joint_count,
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skin, getPreviewAvatar());
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const LLMatrix4a& bind_shape_matrix = skin->mBindShapeMatrix;
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U32 max_joints = LLSkinningUtil::getMaxJointCount();
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for (U32 j = 0; j < buffer->getNumVerts(); ++j)
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{
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LLMatrix4a final_mat;
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// <FS:Ansariel> Vectorized Weight4Strider and ClothWeightStrider by Drake Arconis
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//F32 *wptr = weight[j].mV;
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F32 *wptr = weight[j].getF32ptr();
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// </FS:Ansariel>
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LLSkinningUtil::getPerVertexSkinMatrix(wptr, mat, true, final_mat, max_joints);
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//VECTORIZE THIS
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LLVector4a& v = face.mPositions[j];
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LLVector4a t;
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LLVector4a dst;
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bind_shape_matrix.affineTransform(v, t);
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final_mat.affineTransform(t, dst);
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position[j][0] = dst[0];
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||||
position[j][1] = dst[1];
|
||||
position[j][2] = dst[2];
|
||||
}
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||||
|
||||
// <FS:ND> FIRE-13465 Make sure there's a material set before dereferencing it
|
||||
if( instance.mModel->mMaterialList.size() > i &&
|
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instance.mMaterial.end() != instance.mMaterial.find( instance.mModel->mMaterialList[ i ] ) )
|
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{
|
||||
// </FS:ND>
|
||||
llassert(model->mMaterialList.size() > i);
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const std::string& binding = instance.mModel->mMaterialList[i];
|
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const LLImportMaterial& material = instance.mMaterial[binding];
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||||
|
||||
buffer->unmapBuffer();
|
||||
|
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buffer->setBuffer();
|
||||
gGL.diffuseColor4fv(material.mDiffuseColor.mV);
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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||||
|
||||
// Find the tex for this material, bind it, and add it to our set
|
||||
//
|
||||
LLViewerFetchedTexture* tex = bindMaterialDiffuseTexture(material);
|
||||
if (tex)
|
||||
if (textures)
|
||||
{
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||||
mTextureSet.insert(tex);
|
||||
}
|
||||
} else // <FS:ND> FIRE-13465 Make sure there's a material set before dereferencing it, if none, set buffer type and unbind texture.
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||||
{
|
||||
buffer->setBuffer();
|
||||
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
||||
} // </FS:ND>
|
||||
int materialCnt = instance.mModel->mMaterialList.size();
|
||||
if (i < materialCnt)
|
||||
{
|
||||
const std::string& binding = instance.mModel->mMaterialList[i];
|
||||
const LLImportMaterial& material = instance.mMaterial[binding];
|
||||
|
||||
gGL.diffuseColor4fv(material.mDiffuseColor.mV);
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||||
|
||||
// Find the tex for this material, bind it, and add it to our set
|
||||
//
|
||||
LLViewerFetchedTexture* tex = bindMaterialDiffuseTexture(material);
|
||||
if (tex)
|
||||
{
|
||||
mTextureSet.insert(tex);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// <FS:Beq> restore behaviour removed by lab
|
||||
//gGL.diffuseColor4fv(PREVIEW_BASE_COL.mV);
|
||||
gGL.diffuseColor4fv(base_col().mV);
|
||||
}
|
||||
|
||||
buffer->setBuffer();
|
||||
buffer->draw(LLRender::TRIANGLES, buffer->getNumIndices(), 0);
|
||||
|
||||
if (edges)
|
||||
{
|
||||
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
||||
// <FS:Beq> restore behaviour removed by lab
|
||||
// gGL.diffuseColor4fv(PREVIEW_EDGE_COL.mV);
|
||||
// gGL.setLineWidth(PREVIEW_EDGE_WIDTH);
|
||||
|
|
|
|||
|
|
@ -253,6 +253,10 @@ void LLReflectionMapManager::update()
|
|||
|
||||
if (probe != mDefaultProbe)
|
||||
{
|
||||
if (probe->mViewerObject) //make sure probes track the viewer objects they are attached to
|
||||
{
|
||||
probe->mOrigin.load3(probe->mViewerObject->getPositionAgent().mV);
|
||||
}
|
||||
d.setSub(camera_pos, probe->mOrigin);
|
||||
probe->mDistance = d.getLength3().getF32() - probe->mRadius;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1327,7 +1327,7 @@ U32 LLViewerObject::processUpdateMessage(LLMessageSystem *mesgsys,
|
|||
LL_INFOS() << "Full:" << getID() << LL_ENDL;
|
||||
#endif
|
||||
//clear cost and linkset cost
|
||||
mCostStale = true;
|
||||
setObjectCostStale();
|
||||
if (isSelected())
|
||||
{
|
||||
gFloaterTools->dirty();
|
||||
|
|
@ -1889,7 +1889,7 @@ U32 LLViewerObject::processUpdateMessage(LLMessageSystem *mesgsys,
|
|||
#ifdef DEBUG_UPDATE_TYPE
|
||||
LL_INFOS() << "CompFull:" << getID() << LL_ENDL;
|
||||
#endif
|
||||
mCostStale = true;
|
||||
setObjectCostStale();
|
||||
|
||||
if (isSelected())
|
||||
{
|
||||
|
|
@ -3933,6 +3933,16 @@ void LLViewerObject::setScale(const LLVector3 &scale, BOOL damped)
|
|||
}
|
||||
}
|
||||
|
||||
void LLViewerObject::setObjectCostStale()
|
||||
{
|
||||
mCostStale = true;
|
||||
// *NOTE: This is harmlessly redundant for Blinn-Phong material updates, as
|
||||
// the root prim currently gets set stale anyway due to other property
|
||||
// updates. But it is needed for GLTF material ID updates.
|
||||
// -Cosmic,2023-06-27
|
||||
getRootEdit()->mCostStale = true;
|
||||
}
|
||||
|
||||
void LLViewerObject::setObjectCost(F32 cost)
|
||||
{
|
||||
mObjectCost = cost;
|
||||
|
|
@ -6982,7 +6992,7 @@ void LLViewerObject::setPhysicsShapeType(U8 type)
|
|||
if (type != mPhysicsShapeType)
|
||||
{
|
||||
mPhysicsShapeType = type;
|
||||
mCostStale = true;
|
||||
setObjectCostStale();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -7492,6 +7502,12 @@ void LLViewerObject::setRenderMaterialID(S32 te_in, const LLUUID& id, bool updat
|
|||
LLGLTFMaterialList::queueApply(this, te, id);
|
||||
}
|
||||
}
|
||||
|
||||
if (!update_server)
|
||||
{
|
||||
// Land impact may have changed
|
||||
setObjectCostStale();
|
||||
}
|
||||
}
|
||||
|
||||
void LLViewerObject::setRenderMaterialIDs(const LLUUID& id)
|
||||
|
|
|
|||
|
|
@ -654,6 +654,7 @@ public:
|
|||
std::vector<LLVector3> mUnselectedChildrenPositions ;
|
||||
|
||||
private:
|
||||
void setObjectCostStale();
|
||||
bool isAssetInInventory(LLViewerInventoryItem* item);
|
||||
|
||||
ExtraParameter* createNewParameterEntry(U16 param_type);
|
||||
|
|
|
|||
|
|
@ -92,6 +92,7 @@ LLGLSLShader gCopyDepthProgram;
|
|||
|
||||
//object shaders
|
||||
LLGLSLShader gObjectPreviewProgram;
|
||||
LLGLSLShader gSkinnedObjectPreviewProgram;
|
||||
LLGLSLShader gPhysicsPreviewProgram;
|
||||
LLGLSLShader gObjectFullbrightAlphaMaskProgram;
|
||||
LLGLSLShader gSkinnedObjectFullbrightAlphaMaskProgram;
|
||||
|
|
@ -252,7 +253,6 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
|
|||
mShaderList.push_back(&gWaterProgram);
|
||||
mShaderList.push_back(&gWaterEdgeProgram);
|
||||
mShaderList.push_back(&gAvatarEyeballProgram);
|
||||
mShaderList.push_back(&gObjectPreviewProgram);
|
||||
mShaderList.push_back(&gImpostorProgram);
|
||||
mShaderList.push_back(&gObjectBumpProgram);
|
||||
mShaderList.push_back(&gSkinnedObjectBumpProgram);
|
||||
|
|
@ -2891,20 +2891,16 @@ BOOL LLViewerShaderMgr::loadShadersObject()
|
|||
|
||||
if (success)
|
||||
{
|
||||
gObjectPreviewProgram.mName = "Preview Shader"; // <FS:Beq> update preview shader name
|
||||
gObjectPreviewProgram.mFeatures.calculatesLighting = false;
|
||||
gObjectPreviewProgram.mFeatures.calculatesAtmospherics = false;
|
||||
gObjectPreviewProgram.mFeatures.hasGamma = false;
|
||||
gObjectPreviewProgram.mFeatures.hasAtmospherics = false;
|
||||
gObjectPreviewProgram.mFeatures.hasLighting = false;
|
||||
gObjectPreviewProgram.mFeatures.mIndexedTextureChannels = 0;
|
||||
gObjectPreviewProgram.mName = "Object Preview Shader";
|
||||
gObjectPreviewProgram.mFeatures.disableTextureIndex = true;
|
||||
gObjectPreviewProgram.mShaderFiles.clear();
|
||||
gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewV.glsl", GL_VERTEX_SHADER));
|
||||
gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewF.glsl", GL_FRAGMENT_SHADER));
|
||||
gObjectPreviewProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
|
||||
success = make_rigged_variant(gObjectPreviewProgram, gSkinnedObjectPreviewProgram);
|
||||
success = gObjectPreviewProgram.createShader(NULL, NULL);
|
||||
gObjectPreviewProgram.mFeatures.hasLighting = true;
|
||||
gSkinnedObjectPreviewProgram.mFeatures.hasLighting = true;
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
|
|
|||
|
|
@ -10816,8 +10816,11 @@ public:
|
|||
{
|
||||
LLSpatialGroup* group = (LLSpatialGroup*)state->getListener(0);
|
||||
|
||||
group->setState(LLSpatialGroup::GEOM_DIRTY);
|
||||
gPipeline.markRebuild(group);
|
||||
if (group->getSpatialPartition()->mRenderByGroup)
|
||||
{
|
||||
group->setState(LLSpatialGroup::GEOM_DIRTY);
|
||||
gPipeline.markRebuild(group);
|
||||
}
|
||||
|
||||
for (LLSpatialGroup::bridge_list_t::iterator i = group->mBridgeList.begin(); i != group->mBridgeList.end(); ++i)
|
||||
{
|
||||
|
|
@ -10839,6 +10842,9 @@ void LLPipeline::rebuildDrawInfo()
|
|||
|
||||
LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_VOLUME);
|
||||
dirty.traverse(part->mOctree);
|
||||
|
||||
part = region->getSpatialPartition(LLViewerRegion::PARTITION_BRIDGE);
|
||||
dirty.traverse(part->mOctree);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue