Merge branch 'DRTVWR-559' of github.com:secondlife/viewer into DRTVWR-559
commit
2bbbb8fe87
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@ -54,8 +54,8 @@ LLMatrix3 LLGLTFMaterial::TextureTransform::asMatrix()
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const F32 cos_r = cos(mRotation);
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const F32 sin_r = sin(mRotation);
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rotation.mMatrix[0][0] = cos_r;
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rotation.mMatrix[0][1] = sin_r;
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rotation.mMatrix[1][0] = -sin_r;
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rotation.mMatrix[0][1] = -sin_r;
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rotation.mMatrix[1][0] = sin_r;
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rotation.mMatrix[1][1] = cos_r;
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LLMatrix3 offset;
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@ -177,6 +177,11 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
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return FALSE;
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}
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}
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if (!shader->attachVertexObject("deferred/textureUtilV.glsl"))
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{
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return FALSE;
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}
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///////////////////////////////////////
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// Attach Fragment Shader Features Next
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@ -70,6 +70,8 @@ out vec3 vary_tangent;
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flat out float vary_sign;
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out vec3 vary_normal;
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vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform);
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void main()
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{
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@ -87,10 +89,10 @@ void main()
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vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip);
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basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy;
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normal_texcoord = (texture_matrix0 * vec4(texture_normal_matrix * vec3(texcoord0,1), 1)).xy;
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metallic_roughness_texcoord = (texture_matrix0 * vec4(texture_metallic_roughness_matrix * vec3(texcoord0,1), 1)).xy;
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emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy;
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basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0);
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normal_texcoord = texture_transform(texcoord0, texture_normal_matrix, texture_matrix0);
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metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_matrix, texture_matrix0);
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emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0);
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#ifdef HAS_SKIN
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vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
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@ -135,6 +137,9 @@ out vec2 emissive_texcoord;
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out vec4 vertex_color;
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vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform);
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void main()
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{
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//transform vertex
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@ -142,8 +147,8 @@ void main()
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gl_Position = vert;
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vary_position = vert.xyz;
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basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy;
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emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy;
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basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0);
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emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0);
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vertex_color = diffuse_color;
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}
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@ -47,6 +47,8 @@ out vec2 emissive_texcoord;
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out vec4 vertex_emissive;
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vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform);
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void main()
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{
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#ifdef HAS_SKIN
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@ -62,8 +64,8 @@ void main()
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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#endif
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basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy;
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emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy;
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basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0);
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emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0);
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vertex_emissive = emissive;
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}
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@ -60,6 +60,8 @@ out vec3 vary_tangent;
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flat out float vary_sign;
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out vec3 vary_normal;
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vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform);
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void main()
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{
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#ifdef HAS_SKIN
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@ -75,11 +77,11 @@ void main()
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//transform vertex
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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#endif
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basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy;
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normal_texcoord = (texture_matrix0 * vec4(texture_normal_matrix * vec3(texcoord0,1), 1)).xy;
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metallic_roughness_texcoord = (texture_matrix0 * vec4(texture_metallic_roughness_matrix * vec3(texcoord0,1), 1)).xy;
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emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy;
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basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0);
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normal_texcoord = texture_transform(texcoord0, texture_normal_matrix, texture_matrix0);
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metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_matrix, texture_matrix0);
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emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0);
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#ifdef HAS_SKIN
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vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
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@ -118,13 +120,15 @@ out vec2 emissive_texcoord;
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out vec4 vertex_color;
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vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform);
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void main()
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{
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//transform vertex
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy;
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emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy;
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basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0);
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emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0);
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vertex_color = diffuse_color;
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}
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@ -0,0 +1,55 @@
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/**
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* @file class1/deferred/textureUtilV.glsl
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*
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* $LicenseInfo:firstyear=2023&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2023, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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// vertex_texcoord - The UV texture coordinates sampled from the vertex at
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// runtime. Per SL convention, this is in a right-handed UV coordinate
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// system. Collada models also have right-handed UVs.
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// khr_gltf_transform - The texture transform matrix as defined in the
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// KHR_texture_transform GLTF extension spec. It assumes a left-handed UV
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// coordinate system. GLTF models also have left-handed UVs.
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// sl_animation_transform - The texture transform matrix for texture
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// animations, available through LSL script functions such as
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// LlSetTextureAnim. It assumes a right-handed UV coordinate system.
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// texcoord - The final texcoord to use for image sampling
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vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform)
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{
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vec2 texcoord = vertex_texcoord;
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// Convert to left-handed coordinate system. The offset of 1 is necessary
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// for rotations to be applied correctly.
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// In the future, we could bake this coordinate conversion into the uniform
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// that khr_gltf_transform comes from, since it's applied immediately
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// before.
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texcoord.y = 1.0 - texcoord.y;
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texcoord = (khr_gltf_transform * vec3(texcoord, 1.0)).xy;
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// Convert back to right-handed coordinate system
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texcoord.y = 1.0 - texcoord.y;
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texcoord = (sl_animation_transform * vec4(texcoord, 0, 1)).xy;
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// To make things more confusing, all SL image assets are upside-down
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// We may need an additional sign flip here when we implement a Vulkan backend
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return texcoord;
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}
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@ -654,6 +654,7 @@ std::string LLViewerShaderMgr::loadBasicShaders()
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shaders.push_back( make_pair( "environment/srgbF.glsl", 1 ) );
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shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) );
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shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) );
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shaders.push_back( make_pair( "deferred/textureUtilV.glsl", 1 ) );
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if (gGLManager.mGLSLVersionMajor >= 2 || gGLManager.mGLSLVersionMinor >= 30)
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{
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shaders.push_back( make_pair( "objects/indexedTextureV.glsl", 1 ) );
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@ -1320,6 +1321,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredPBROpaqueProgram.mShaderFiles.push_back(make_pair("deferred/pbropaqueV.glsl", GL_VERTEX_SHADER));
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gDeferredPBROpaqueProgram.mShaderFiles.push_back(make_pair("deferred/pbropaqueF.glsl", GL_FRAGMENT_SHADER));
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gDeferredPBROpaqueProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
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gDeferredPBROpaqueProgram.clearPermutations();
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success = make_rigged_variant(gDeferredPBROpaqueProgram, gDeferredSkinnedPBROpaqueProgram);
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if (success)
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