Automated merge with https://bitbucket.org/lindenlab/davep-materials
commit
74b5bfb98f
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@ -181,3 +181,36 @@ bool LLMaterial::operator != (const LLMaterial& rhs) const
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{
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return !(*this == rhs);
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}
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U32 LLMaterial::getShaderMask()
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{ //NEVER incorporate this value into the message system -- this function will vary depending on viewer implementation
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U32 ret = 0;
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//two least significant bits are "diffuse alpha mode"
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ret = getDiffuseAlphaMode();
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llassert(ret < SHADER_COUNT);
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//next bit is whether or not specular map is present
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const U32 SPEC_BIT = 0x4;
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if (getSpecularID().notNull())
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{
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ret |= SPEC_BIT;
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}
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llassert(ret < SHADER_COUNT);
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//next bit is whether or not normal map is present
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const U32 NORM_BIT = 0x8;
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if (getNormalID().notNull())
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{
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ret |= NORM_BIT;
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}
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llassert(ret < SHADER_COUNT);
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return ret;
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}
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@ -36,6 +36,20 @@
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class LLMaterial
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{
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public:
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typedef enum
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{
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DIFFUSE_ALPHA_MODE_NONE = 0,
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DIFFUSE_ALPHA_MODE_BLEND = 1,
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DIFFUSE_ALPHA_MODE_MASK = 2,
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DIFFUSE_ALPHA_MODE_EMISSIVE = 3
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} eDiffuseAlphaMode;
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typedef enum
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{
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SHADER_COUNT = 16
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} eShaderCount;
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LLMaterial();
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LLMaterial(const LLSD& material_data);
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@ -77,6 +91,8 @@ public:
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bool operator == (const LLMaterial& rhs) const;
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bool operator != (const LLMaterial& rhs) const;
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U32 getShaderMask();
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protected:
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LLUUID mNormalID;
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F32 mNormalOffsetX;
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@ -23,6 +23,12 @@
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* $/LicenseInfo$
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*/
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#define DIFFUSE_ALPHA_MODE_IGNORE 0
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#define DIFFUSE_ALPHA_MODE_BLEND 1
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#define DIFFUSE_ALPHA_MODE_MASK 2
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#define DIFFUSE_ALPHA_MODE_GLOW 3
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_data[3];
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#else
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@ -31,36 +37,52 @@ out vec4 frag_data[3];
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uniform sampler2D diffuseMap;
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#if HAS_NORMAL_MAP
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uniform sampler2D bumpMap;
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#endif
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#if HAS_SPECULAR_MAP
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uniform sampler2D specularMap;
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uniform float env_intensity;
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#endif
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uniform vec4 specular_color;
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#ifdef ALPHA_TEST
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#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK
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uniform float minimum_alpha;
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#endif
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#if HAS_NORMAL_MAP
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VARYING vec3 vary_mat0;
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VARYING vec3 vary_mat1;
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VARYING vec3 vary_mat2;
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#else
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VARYING vec3 vary_normal;
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#endif
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VARYING vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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void main()
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{
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vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;
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vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
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col.rgb *= vertex_color.rgb;
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#ifdef ALPHA_TEST
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#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK
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if (col.a < minimum_alpha)
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{
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discard;
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}
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#endif
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vec4 spec = texture2D(specularMap, vary_texcoord0.xy);
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#endif
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#if HAS_SPECULAR_MAP
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vec4 spec = texture2D(specularMap, vary_texcoord0.xy);
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#else
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vec4 spec = specular_color;
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#endif
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#if HAS_NORMAL_MAP
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vec4 norm = texture2D(bumpMap, vary_texcoord0.xy);
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norm.xyz = norm.xyz * 2 - 1;
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@ -68,19 +90,29 @@ void main()
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vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
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dot(norm.xyz,vary_mat1),
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dot(norm.xyz,vary_mat2));
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#else
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vec4 norm = vec4(0,0,0,1.0);
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vec3 tnorm = vary_normal;
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#endif
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vec4 final_color = col;
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final_color.rgb *= 1 - spec.a * env_intensity;
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#ifndef EMISSIVE_MASK
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#if DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_GLOW
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final_color.a = 0;
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#endif
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#endif
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vec4 final_specular = spec;
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#if HAS_SPECULAR_MAP
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//final_color.rgb *= 1 - spec.a * env_intensity;
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final_specular.rgb *= specular_color.rgb;
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final_specular.a = specular_color.a * norm.a;
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vec4 final_normal = vec4(normalize(tnorm), spec.a * env_intensity);
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final_specular.a = specular_color.a * spec.a;
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#else
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vec4 final_normal = vec4(normalize(tnorm), 0.0);
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final_specular.a = spec.a;
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#endif
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final_normal.xyz = final_normal.xyz * 0.5 + 0.5;
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frag_data[0] = final_color;
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@ -31,11 +31,17 @@ ATTRIBUTE vec3 position;
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ATTRIBUTE vec4 diffuse_color;
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ATTRIBUTE vec3 normal;
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ATTRIBUTE vec2 texcoord0;
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#if HAS_NORMAL_MAP
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ATTRIBUTE vec3 binormal;
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VARYING vec3 vary_mat0;
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VARYING vec3 vary_mat1;
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VARYING vec3 vary_mat2;
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#else
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VARYING vec3 vary_normal;
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#endif
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VARYING vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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@ -45,13 +51,18 @@ void main()
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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vec3 n = normalize(normal_matrix * normal);
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#if HAS_NORMAL_MAP
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vec3 b = normalize(normal_matrix * binormal);
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vec3 t = cross(b, n);
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vary_mat0 = vec3(t.x, b.x, n.x);
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vary_mat1 = vec3(t.y, b.y, n.y);
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vary_mat2 = vec3(t.z, b.z, n.z);
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#else
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vary_normal = n;
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#endif
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vertex_color = diffuse_color;
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}
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@ -310,7 +310,7 @@ void main()
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//add environmentmap
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vec3 env_vec = env_mat * refnormpersp;
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col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
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max(spec.a-diffuse.a*2.0, 0.0));
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max(norm.a-diffuse.a*2.0, 0.0));
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}
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col = atmosLighting(col);
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@ -278,8 +278,8 @@ void main()
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vec2 tc = vary_fragcoord.xy;
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float depth = texture2DRect(depthMap, tc.xy).r;
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vec3 pos = getPosition_d(tc, depth).xyz;
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vec3 norm = texture2DRect(normalMap, tc).xyz;
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norm = (norm.xyz-0.5)*2.0; // unpack norm
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vec4 norm = texture2DRect(normalMap, tc);
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norm.xyz = (norm.xyz-0.5)*2.0; // unpack norm
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float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
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@ -319,7 +319,7 @@ void main()
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//add environmentmap
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vec3 env_vec = env_mat * refnormpersp;
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col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
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max(spec.a-diffuse.a*2.0, 0.0));
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max(norm.a-diffuse.a*2.0, 0.0));
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}
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col = atmosLighting(col);
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@ -134,7 +134,22 @@ public:
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PASS_SHINY,
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PASS_BUMP,
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PASS_POST_BUMP,
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PASS_MATERIALS,
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PASS_MATERIAL,
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PASS_MATERIAL_ALPHA,
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PASS_MATERIAL_ALPHA_MASK,
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PASS_MATERIAL_ALPHA_GLOW,
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PASS_SPECMAP,
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PASS_SPECMAP_BLEND,
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PASS_SPECMAP_MASK,
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PASS_SPECMAP_GLOW,
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PASS_NORMMAP,
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PASS_NORMMAP_BLEND,
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PASS_NORMMAP_MASK,
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PASS_NORMMAP_GLOW,
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PASS_NORMSPEC,
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PASS_NORMSPEC_BLEND,
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PASS_NORMSPEC_MASK,
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PASS_NORMSPEC_GLOW,
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PASS_GLOW,
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PASS_ALPHA,
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PASS_ALPHA_MASK,
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@ -44,20 +44,75 @@ void LLDrawPoolMaterials::prerender()
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mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
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}
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S32 LLDrawPoolMaterials::getNumDeferredPasses()
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{
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return 12;
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}
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void LLDrawPoolMaterials::beginDeferredPass(S32 pass)
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{
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U32 shader_idx[] =
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{
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0, //LLRenderPass::PASS_MATERIAL,
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//1, //LLRenderPass::PASS_MATERIAL_ALPHA,
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2, //LLRenderPass::PASS_MATERIAL_ALPHA_MASK,
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3, //LLRenderPass::PASS_MATERIAL_ALPHA_GLOW,
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4, //LLRenderPass::PASS_SPECMAP,
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//5, //LLRenderPass::PASS_SPECMAP_BLEND,
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6, //LLRenderPass::PASS_SPECMAP_MASK,
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7, //LLRenderPass::PASS_SPECMAP_GLOW,
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8, //LLRenderPass::PASS_NORMMAP,
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//9, //LLRenderPass::PASS_NORMMAP_BLEND,
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10, //LLRenderPass::PASS_NORMMAP_MASK,
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11, //LLRenderPass::PASS_NORMMAP_GLOW,
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12, //LLRenderPass::PASS_NORMSPEC,
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//13, //LLRenderPass::PASS_NORMSPEC_BLEND,
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14, //LLRenderPass::PASS_NORMSPEC_MASK,
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15, //LLRenderPass::PASS_NORMSPEC_GLOW,
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};
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mShader = &(gDeferredMaterialProgram[shader_idx[pass]]);
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mShader->bind();
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diffuse_channel = mShader->enableTexture(LLShaderMgr::DIFFUSE_MAP);
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LLFastTimer t(FTM_RENDER_MATERIALS);
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}
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void LLDrawPoolMaterials::endDeferredPass(S32 pass)
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{
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LLFastTimer t(FTM_RENDER_MATERIALS);
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mShader->unbind();
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LLRenderPass::endRenderPass(pass);
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}
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void LLDrawPoolMaterials::renderDeferred(S32 pass)
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{
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U32 type = LLRenderPass::PASS_MATERIALS;
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U32 type_list[] =
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{
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LLRenderPass::PASS_MATERIAL,
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//LLRenderPass::PASS_MATERIAL_ALPHA,
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LLRenderPass::PASS_MATERIAL_ALPHA_MASK,
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LLRenderPass::PASS_MATERIAL_ALPHA_GLOW,
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LLRenderPass::PASS_SPECMAP,
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//LLRenderPass::PASS_SPECMAP_BLEND,
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LLRenderPass::PASS_SPECMAP_MASK,
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LLRenderPass::PASS_SPECMAP_GLOW,
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LLRenderPass::PASS_NORMMAP,
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//LLRenderPass::PASS_NORMMAP_BLEND,
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LLRenderPass::PASS_NORMMAP_MASK,
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LLRenderPass::PASS_NORMMAP_GLOW,
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LLRenderPass::PASS_NORMSPEC,
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//LLRenderPass::PASS_NORMSPEC_BLEND,
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LLRenderPass::PASS_NORMSPEC_MASK,
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LLRenderPass::PASS_NORMSPEC_GLOW,
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};
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llassert(pass < sizeof(type_list)/sizeof(U32));
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U32 type = type_list[pass];
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LLCullResult::drawinfo_iterator begin = gPipeline.beginRenderMap(type);
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LLCullResult::drawinfo_iterator end = gPipeline.endRenderMap(type);
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@ -65,27 +120,6 @@ void LLDrawPoolMaterials::renderDeferred(S32 pass)
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{
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LLDrawInfo& params = **i;
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switch (params.mDiffuseAlphaMode)
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{
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case 0:
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mShader = &gDeferredMaterialShinyNormal;
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mShader->bind();
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break;
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case 1: // Alpha blending not supported in the opaque draw pool.
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return;
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case 2:
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mShader = &gDeferredMaterialShinyNormalAlphaTest;
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mShader->bind();
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mShader->setMinimumAlpha(params.mAlphaMaskCutoff);
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break;
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case 3:
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mShader = &gDeferredMaterialShinyNormalEmissive;
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mShader->bind();
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break;
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};
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mShader->uniform4f(LLShaderMgr::SPECULAR_COLOR, params.mSpecColor.mV[0], params.mSpecColor.mV[1], params.mSpecColor.mV[2], params.mSpecColor.mV[3]);
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mShader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, params.mEnvIntensity);
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@ -101,10 +135,9 @@ void LLDrawPoolMaterials::renderDeferred(S32 pass)
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bindSpecularMap(params.mSpecularMap);
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}
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diffuse_channel = mShader->enableTexture(LLShaderMgr::DIFFUSE_MAP);
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mShader->setMinimumAlpha(params.mAlphaMaskCutoff);
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pushBatch(params, VERTEX_DATA_MASK, TRUE);
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mShader->disableTexture(LLShaderMgr::DIFFUSE_MAP);
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mShader->unbind();
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}
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}
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@ -118,72 +151,6 @@ void LLDrawPoolMaterials::bindNormalMap(LLViewerTexture* tex)
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mShader->bindTexture(LLShaderMgr::BUMP_MAP, tex);
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}
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void LLDrawPoolMaterials::beginRenderPass(S32 pass)
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{
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LLFastTimer t(FTM_RENDER_MATERIALS);
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// Materials isn't supported under forward rendering.
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// Use the simple shaders to handle it instead.
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// This is basically replicated from LLDrawPoolSimple.
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if (LLPipeline::sUnderWaterRender)
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{
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mShader = &gObjectSimpleWaterProgram;
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}
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else
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{
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mShader = &gObjectSimpleProgram;
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}
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if (mVertexShaderLevel > 0)
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{
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mShader->bind();
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}
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else
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{
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// don't use shaders!
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if (gGLManager.mHasShaderObjects)
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{
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LLGLSLShader::bindNoShader();
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}
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}
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}
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void LLDrawPoolMaterials::endRenderPass(S32 pass)
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{
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LLFastTimer t(FTM_RENDER_MATERIALS);
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stop_glerror();
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LLRenderPass::endRenderPass(pass);
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stop_glerror();
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if (mVertexShaderLevel > 0)
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{
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mShader->unbind();
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}
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}
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void LLDrawPoolMaterials::render(S32 pass)
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{
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LLGLDisable blend(GL_BLEND);
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{ //render simple
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LLFastTimer t(FTM_RENDER_MATERIALS);
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gPipeline.enableLightsDynamic();
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if (mVertexShaderLevel > 0)
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{
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U32 mask = getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX;
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pushBatches(LLRenderPass::PASS_MATERIALS, mask, TRUE, TRUE);
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}
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else
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{
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LLGLDisable alpha_test(GL_ALPHA_TEST);
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renderTexture(LLRenderPass::PASS_MATERIALS, getVertexDataMask());
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}
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}
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}
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void LLDrawPoolMaterials::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures)
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{
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applyModelMatrix(params);
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@ -55,13 +55,11 @@ public:
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/*virtual*/ U32 getVertexDataMask() { return VERTEX_DATA_MASK; }
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/*virtual*/ void render(S32 pass = 0);
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/*virtual*/ void beginRenderPass( S32 pass );
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/*virtual*/ void endRenderPass( S32 pass );
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/*virtual*/ S32 getNumPasses() {return 1;}
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/*virtual*/ void render(S32 pass = 0) { }
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/*virtual*/ S32 getNumPasses() {return 0;}
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/*virtual*/ void prerender();
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/*virtual*/ S32 getNumDeferredPasses() {return 1;}
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/*virtual*/ S32 getNumDeferredPasses();
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/*virtual*/ void beginDeferredPass(S32 pass);
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/*virtual*/ void endDeferredPass(S32 pass);
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/*virtual*/ void renderDeferred(S32 pass);
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@ -554,7 +554,8 @@ void LLMaterialMgr::processGetQueue()
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postData[MATERIALS_CAP_ZIP_FIELD] = materialBinary;
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|
||||
LLHTTPClient::ResponderPtr materialsResponder = new LLMaterialsResponder("POST", capURL, boost::bind(&LLMaterialMgr::onGetResponse, this, _1, _2, region_id));
|
||||
LL_DEBUGS("Materials") << "POSTing to region '" << regionp->getName() << "' at '"<< capURL << "'\ndata: " << ll_pretty_print_sd(materialsData) << LL_ENDL;
|
||||
LL_DEBUGS("Materials") << "POSTing to region '" << regionp->getName() << "' at '"<< capURL << " for " << materialSize << " materials."
|
||||
<< "'\ndata: " << ll_pretty_print_sd(materialsData) << LL_ENDL;
|
||||
LLHTTPClient::post(capURL, postData, materialsResponder);
|
||||
}
|
||||
}
|
||||
|
|
@ -670,7 +671,7 @@ void LLMaterialMgr::processPutQueue()
|
|||
LLSD putData = LLSD::emptyMap();
|
||||
putData[MATERIALS_CAP_ZIP_FIELD] = materialBinary;
|
||||
|
||||
LL_DEBUGS("Materials") << "put for " << itRequest->second.size() << " faces" << LL_ENDL;
|
||||
LL_DEBUGS("Materials") << "put for " << itRequest->second.size() << " faces to region " << itRequest->first->getName() << LL_ENDL;
|
||||
LLHTTPClient::ResponderPtr materialsResponder = new LLMaterialsResponder("PUT", capURL, boost::bind(&LLMaterialMgr::onPutResponse, this, _1, _2));
|
||||
LLHTTPClient::put(capURL, putData, materialsResponder);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1087,7 +1087,7 @@ void render_hud_attachments()
|
|||
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA);
|
||||
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK);
|
||||
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_BUMP);
|
||||
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_MATERIALS);
|
||||
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_MATERIAL);
|
||||
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT);
|
||||
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK);
|
||||
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY);
|
||||
|
|
|
|||
|
|
@ -208,15 +208,7 @@ LLGLSLShader gDeferredStarProgram;
|
|||
LLGLSLShader gNormalMapGenProgram;
|
||||
|
||||
// Deferred materials shaders
|
||||
LLGLSLShader gDeferredMaterialShiny;
|
||||
LLGLSLShader gDeferredMaterialNormal;
|
||||
LLGLSLShader gDeferredMaterialShinyNormal;
|
||||
LLGLSLShader gDeferredMaterialShinyAlphaTest;
|
||||
LLGLSLShader gDeferredMaterialNormalAlphaTest;
|
||||
LLGLSLShader gDeferredMaterialShinyNormalAlphaTest;
|
||||
LLGLSLShader gDeferredMaterialShinyEmissive;
|
||||
LLGLSLShader gDeferredMaterialNormalEmissive;
|
||||
LLGLSLShader gDeferredMaterialShinyNormalEmissive;
|
||||
LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT];
|
||||
|
||||
LLViewerShaderMgr::LLViewerShaderMgr() :
|
||||
mVertexShaderLevel(SHADER_COUNT, 0),
|
||||
|
|
@ -1116,12 +1108,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredWLCloudProgram.unload();
|
||||
gDeferredStarProgram.unload();
|
||||
gNormalMapGenProgram.unload();
|
||||
gDeferredMaterialShiny.unload();
|
||||
gDeferredMaterialNormal.unload();
|
||||
gDeferredMaterialShinyAlphaTest.unload();
|
||||
gDeferredMaterialNormalAlphaTest.unload();
|
||||
gDeferredMaterialShinyEmissive.unload();
|
||||
gDeferredMaterialNormalEmissive.unload();
|
||||
for (U32 i = 0; i < LLMaterial::SHADER_COUNT; ++i)
|
||||
{
|
||||
gDeferredMaterialProgram[i].unload();
|
||||
}
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
|
|
@ -1236,114 +1226,28 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
success = gDeferredBumpProgram.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
if (success)
|
||||
|
||||
for (U32 i = 0; i < LLMaterial::SHADER_COUNT; ++i)
|
||||
{
|
||||
gDeferredMaterialShiny.mName = "Deferred Shiny Material Shader";
|
||||
gDeferredMaterialShiny.mShaderFiles.clear();
|
||||
gDeferredMaterialShiny.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredMaterialShiny.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredMaterialShiny.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredMaterialShiny.addPermutation("SHINY_MATERIAL", "1");
|
||||
success = gDeferredMaterialShiny.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredMaterialNormal.mName = "Deferred Normal Mapped Material Shader";
|
||||
gDeferredMaterialNormal.mShaderFiles.clear();
|
||||
gDeferredMaterialNormal.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredMaterialNormal.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredMaterialNormal.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredMaterialNormal.addPermutation("NORMAL_MATERIAL", "1");
|
||||
success = gDeferredMaterialNormal.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredMaterialShinyNormal.mName = "Deferred Normal Mapped Shiny Material Shader";
|
||||
gDeferredMaterialShinyNormal.mShaderFiles.clear();
|
||||
gDeferredMaterialShinyNormal.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredMaterialShinyNormal.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredMaterialShinyNormal.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredMaterialShinyNormal.addPermutation("NORMAL_MATERIAL", "1");
|
||||
gDeferredMaterialShinyNormal.addPermutation("SHINY_MATERIAL", "1");
|
||||
success = gDeferredMaterialShinyNormal.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredMaterialShinyAlphaTest.mName = "Deferred Alpha Tested Shiny Material Shader";
|
||||
gDeferredMaterialShinyAlphaTest.mShaderFiles.clear();
|
||||
gDeferredMaterialShinyAlphaTest.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredMaterialShinyAlphaTest.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredMaterialShinyAlphaTest.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredMaterialShinyAlphaTest.addPermutation("SHINY_MATERIAL", "1");
|
||||
gDeferredMaterialShinyAlphaTest.addPermutation("ALPHA_TEST", "1");
|
||||
success = gDeferredMaterialShinyAlphaTest.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredMaterialNormalAlphaTest.mName = "Deferred Alpha Tested Normal Mapped Material Shader";
|
||||
gDeferredMaterialNormalAlphaTest.mShaderFiles.clear();
|
||||
gDeferredMaterialNormalAlphaTest.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredMaterialNormalAlphaTest.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredMaterialNormalAlphaTest.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredMaterialNormalAlphaTest.addPermutation("NORMAL_MATERIAL", "1");
|
||||
gDeferredMaterialNormalAlphaTest.addPermutation("ALPHA_TEST", "1");
|
||||
success = gDeferredMaterialNormalAlphaTest.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredMaterialNormalAlphaTest.mName = "Deferred Alpha Tested Shiny Normal Mapped Material Shader";
|
||||
gDeferredMaterialShinyNormalAlphaTest.mShaderFiles.clear();
|
||||
gDeferredMaterialShinyNormalAlphaTest.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredMaterialShinyNormalAlphaTest.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredMaterialShinyNormalAlphaTest.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredMaterialShinyNormalAlphaTest.addPermutation("NORMAL_MATERIAL", "1");
|
||||
gDeferredMaterialShinyNormalAlphaTest.addPermutation("SHINY_MATERIAL", "1");
|
||||
gDeferredMaterialShinyNormalAlphaTest.addPermutation("ALPHA_TEST", "1");
|
||||
success = gDeferredMaterialShinyNormalAlphaTest.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredMaterialShinyEmissive.mName = "Deferred Emissive Mask Shiny Material Shader";
|
||||
gDeferredMaterialShinyEmissive.mShaderFiles.clear();
|
||||
gDeferredMaterialShinyEmissive.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredMaterialShinyEmissive.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredMaterialShinyEmissive.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredMaterialShinyEmissive.addPermutation("SHINY_MATERIAL", "1");
|
||||
gDeferredMaterialShinyEmissive.addPermutation("EMISSIVE_MASK", "1");
|
||||
success = gDeferredMaterialShinyEmissive.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredMaterialNormalEmissive.mName = "Deferred Emissive Mask Normal Mapped Material Shader";
|
||||
gDeferredMaterialNormalEmissive.mShaderFiles.clear();
|
||||
gDeferredMaterialNormalEmissive.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredMaterialNormalEmissive.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredMaterialNormalEmissive.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredMaterialNormalEmissive.addPermutation("NORMAL_MATERIAL", "1");
|
||||
gDeferredMaterialNormalEmissive.addPermutation("EMISSIVE_MASK", "1");
|
||||
success = gDeferredMaterialNormalEmissive.createShader(NULL, NULL);
|
||||
}
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredMaterialShinyNormalEmissive.mName = "Deferred Emissive Mask Normal Mapped Material Shader";
|
||||
gDeferredMaterialShinyNormalEmissive.mShaderFiles.clear();
|
||||
gDeferredMaterialShinyNormalEmissive.mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredMaterialShinyNormalEmissive.mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredMaterialShinyNormalEmissive.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredMaterialShinyNormalEmissive.addPermutation("NORMAL_MATERIAL", "1");
|
||||
gDeferredMaterialShinyNormalEmissive.addPermutation("SHINY_MATERIAL", "1");
|
||||
gDeferredMaterialShinyNormalEmissive.addPermutation("EMISSIVE_MASK", "1");
|
||||
success = gDeferredMaterialShinyNormalEmissive.createShader(NULL, NULL);
|
||||
if (success)
|
||||
{
|
||||
gDeferredMaterialProgram[i].mName = llformat("Deferred Material Shader %d", i);
|
||||
|
||||
U32 alpha_mode = i & 0x3;
|
||||
|
||||
gDeferredMaterialProgram[i].mShaderFiles.clear();
|
||||
gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredMaterialProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredMaterialProgram[i].addPermutation("HAS_NORMAL_MAP", i & 0x8? "1" : "0");
|
||||
gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", i & 0x4 ? "1" : "0");
|
||||
gDeferredMaterialProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
|
||||
|
||||
success = gDeferredMaterialProgram[i].createShader(NULL, NULL);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (success)
|
||||
{
|
||||
gDeferredTreeProgram.mName = "Deferred Tree Shader";
|
||||
|
|
|
|||
|
|
@ -28,6 +28,7 @@
|
|||
#define LL_VIEWER_SHADER_MGR_H
|
||||
|
||||
#include "llshadermgr.h"
|
||||
#include "llmaterial.h"
|
||||
|
||||
class LLViewerShaderMgr: public LLShaderMgr
|
||||
{
|
||||
|
|
@ -363,14 +364,6 @@ extern LLGLSLShader gDeferredStarProgram;
|
|||
extern LLGLSLShader gNormalMapGenProgram;
|
||||
|
||||
// Deferred materials shaders
|
||||
extern LLGLSLShader gDeferredMaterialShiny;
|
||||
extern LLGLSLShader gDeferredMaterialNormal;
|
||||
extern LLGLSLShader gDeferredMaterialShinyNormal;
|
||||
extern LLGLSLShader gDeferredMaterialShinyAlphaTest;
|
||||
extern LLGLSLShader gDeferredMaterialNormalAlphaTest;
|
||||
extern LLGLSLShader gDeferredMaterialShinyNormalAlphaTest;
|
||||
extern LLGLSLShader gDeferredMaterialShinyEmissive;
|
||||
extern LLGLSLShader gDeferredMaterialNormalEmissive;
|
||||
extern LLGLSLShader gDeferredMaterialShinyNormalEmissive;
|
||||
extern LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT];
|
||||
|
||||
#endif
|
||||
|
|
|
|||
|
|
@ -4143,16 +4143,16 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep,
|
|||
// We have a material. Update our draw info accordingly.
|
||||
draw_info->mMaterialID = &facep->getTextureEntry()->getMaterialID();
|
||||
LLVector4 specColor;
|
||||
specColor.mV[0] = facep->getTextureEntry()->getMaterialParams()->getSpecularLightColor().mV[0] * (1.0 / 255);
|
||||
specColor.mV[1] = facep->getTextureEntry()->getMaterialParams()->getSpecularLightColor().mV[1] * (1.0 / 255);
|
||||
specColor.mV[2] = facep->getTextureEntry()->getMaterialParams()->getSpecularLightColor().mV[2] * (1.0 / 255);
|
||||
specColor.mV[3] = facep->getTextureEntry()->getMaterialParams()->getSpecularLightExponent() * (1.0 / 255);
|
||||
specColor.mV[0] = facep->getTextureEntry()->getMaterialParams()->getSpecularLightColor().mV[0] * (1.f / 255.f);
|
||||
specColor.mV[1] = facep->getTextureEntry()->getMaterialParams()->getSpecularLightColor().mV[1] * (1.f / 255.f);
|
||||
specColor.mV[2] = facep->getTextureEntry()->getMaterialParams()->getSpecularLightColor().mV[2] * (1.f / 255.f);
|
||||
specColor.mV[3] = facep->getTextureEntry()->getMaterialParams()->getSpecularLightExponent() * (1.f / 255.f);
|
||||
draw_info->mSpecColor = specColor;
|
||||
draw_info->mEnvIntensity = facep->getTextureEntry()->getMaterialParams()->getEnvironmentIntensity() * (1.0 / 255);
|
||||
draw_info->mAlphaMaskCutoff = facep->getTextureEntry()->getMaterialParams()->getAlphaMaskCutoff() * (1.0 / 255);
|
||||
draw_info->mEnvIntensity = facep->getTextureEntry()->getMaterialParams()->getEnvironmentIntensity() * (1.f / 255.f);
|
||||
draw_info->mAlphaMaskCutoff = facep->getTextureEntry()->getMaterialParams()->getAlphaMaskCutoff() * (1.f / 255.f);
|
||||
draw_info->mDiffuseAlphaMode = facep->getTextureEntry()->getMaterialParams()->getDiffuseAlphaMode();
|
||||
draw_info->mNormalMap = facep->getViewerObject()->getTENormalMap(facep->getTextureIndex());
|
||||
draw_info->mSpecularMap = facep->getViewerObject()->getTESpecularMap(facep->getTextureIndex());
|
||||
draw_info->mNormalMap = facep->getViewerObject()->getTENormalMap(facep->getTEOffset());
|
||||
draw_info->mSpecularMap = facep->getViewerObject()->getTESpecularMap(facep->getTEOffset());
|
||||
}
|
||||
} else {
|
||||
U8 shiny = facep->getTextureEntry()->getShiny();
|
||||
|
|
@ -5151,7 +5151,39 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
|
|||
|
||||
BOOL is_alpha = (facep->getPoolType() == LLDrawPool::POOL_ALPHA) ? TRUE : FALSE;
|
||||
|
||||
if (is_alpha)
|
||||
LLMaterial* mat = te->getMaterialParams().get();
|
||||
|
||||
if (mat && LLPipeline::sRenderDeferred && !hud_group)
|
||||
{
|
||||
U32 pass[] =
|
||||
{
|
||||
LLRenderPass::PASS_MATERIAL,
|
||||
LLRenderPass::PASS_ALPHA, //LLRenderPass::PASS_MATERIAL_ALPHA,
|
||||
LLRenderPass::PASS_MATERIAL_ALPHA_MASK,
|
||||
LLRenderPass::PASS_MATERIAL_ALPHA_GLOW,
|
||||
LLRenderPass::PASS_SPECMAP,
|
||||
LLRenderPass::PASS_ALPHA, //LLRenderPass::PASS_SPECMAP_BLEND,
|
||||
LLRenderPass::PASS_SPECMAP_MASK,
|
||||
LLRenderPass::PASS_SPECMAP_GLOW,
|
||||
LLRenderPass::PASS_NORMMAP,
|
||||
LLRenderPass::PASS_ALPHA, //LLRenderPass::PASS_NORMMAP_BLEND,
|
||||
LLRenderPass::PASS_NORMMAP_MASK,
|
||||
LLRenderPass::PASS_NORMMAP_GLOW,
|
||||
LLRenderPass::PASS_NORMSPEC,
|
||||
LLRenderPass::PASS_ALPHA, //LLRenderPass::PASS_NORMSPEC_BLEND,
|
||||
LLRenderPass::PASS_NORMSPEC_MASK,
|
||||
LLRenderPass::PASS_NORMSPEC_GLOW,
|
||||
};
|
||||
|
||||
U32 mask = mat->getShaderMask();
|
||||
|
||||
llassert(mask < sizeof(pass)/sizeof(U32));
|
||||
|
||||
mask = llmin(mask, sizeof(pass)/sizeof(U32)-1);
|
||||
|
||||
registerFace(group, facep, pass[mask]);
|
||||
}
|
||||
else if (is_alpha)
|
||||
{
|
||||
// can we safely treat this as an alpha mask?
|
||||
if (facep->getFaceColor().mV[3] <= 0.f)
|
||||
|
|
@ -5197,10 +5229,6 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
|
|||
{ //register in deferred bump pass
|
||||
registerFace(group, facep, LLRenderPass::PASS_BUMP);
|
||||
}
|
||||
else if (te->getMaterialParams())
|
||||
{
|
||||
registerFace(group, facep, LLRenderPass::PASS_MATERIALS);
|
||||
}
|
||||
else
|
||||
{ //register in deferred simple pass (deferred simple includes shiny)
|
||||
llassert(mask & LLVertexBuffer::MAP_NORMAL);
|
||||
|
|
@ -5236,10 +5264,6 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
|
|||
{ //non-shiny or fullbright deferred bump
|
||||
registerFace(group, facep, LLRenderPass::PASS_BUMP);
|
||||
}
|
||||
else if (te->getMaterialParams())
|
||||
{
|
||||
registerFace(group, facep, LLRenderPass::PASS_MATERIALS);
|
||||
}
|
||||
else
|
||||
{ //all around simple
|
||||
llassert(mask & LLVertexBuffer::MAP_NORMAL);
|
||||
|
|
|
|||
|
|
@ -399,7 +399,7 @@ void validate_framebuffer_object();
|
|||
bool addDeferredAttachments(LLRenderTarget& target)
|
||||
{
|
||||
return target.addColorAttachment(GL_RGBA) && //specular
|
||||
target.addColorAttachment(GL_RGB10_A2); //normal+z
|
||||
target.addColorAttachment(GL_RGBA); //normal+z
|
||||
}
|
||||
|
||||
LLPipeline::LLPipeline() :
|
||||
|
|
|
|||
|
|
@ -437,7 +437,7 @@ public:
|
|||
RENDER_TYPE_PASS_SHINY = LLRenderPass::PASS_SHINY,
|
||||
RENDER_TYPE_PASS_BUMP = LLRenderPass::PASS_BUMP,
|
||||
RENDER_TYPE_PASS_POST_BUMP = LLRenderPass::PASS_POST_BUMP,
|
||||
RENDER_TYPE_PASS_MATERIALS = LLRenderPass::PASS_MATERIALS,
|
||||
RENDER_TYPE_PASS_MATERIAL = LLRenderPass::PASS_MATERIAL,
|
||||
RENDER_TYPE_PASS_GLOW = LLRenderPass::PASS_GLOW,
|
||||
RENDER_TYPE_PASS_ALPHA = LLRenderPass::PASS_ALPHA,
|
||||
RENDER_TYPE_PASS_ALPHA_MASK = LLRenderPass::PASS_ALPHA_MASK,
|
||||
|
|
|
|||
Loading…
Reference in New Issue