NORSPEC-119 redux : fix getState to find the material ID of individually selected faces correctly

meow-7.2.2
Graham Madarasz 2013-05-01 19:03:09 -07:00
parent e78184a58c
commit 91c618c8cd
2 changed files with 70 additions and 51 deletions

View File

@ -1569,19 +1569,30 @@ void LLPanelFace::getState()
LLMaterialID get(LLViewerObject* object, S32 te_index)
{
LLMaterialID material_id;
return object->getTE(te_index)->getMaterialID();
}
} func;
identical = LLSelectMgr::getInstance()->getSelection()->getSelectedTEValue( &func, mMaterialID );
llinfos << "Material ID returned: '"
<< mMaterialID.asString() << "', isNull? "
<< (mMaterialID.isNull()?"TRUE":"FALSE") << llendl;
LLObjectSelectionHandle sel = LLSelectMgr::getInstance()->getSelection();
LLSelectNode* node = sel->getFirstNode();
if (node)
{
int selected_te = node->getLastSelectedTE();
if (selected_te >= 0)
{
mMaterialID = node->getObject()->getTE(selected_te)->getMaterialID();
}
}
llinfos << "Material ID returned: '" << mMaterialID.asString() << "', isNull? " << (mMaterialID.isNull()?"TRUE":"FALSE") << llendl;
if (!mMaterialID.isNull() && editable)
{
llinfos << "Requesting material ID " << mMaterialID.asString() << llendl;
LLMaterialMgr::getInstance()->get(objectp->getRegion()->getRegionID(),mMaterialID,boost::bind(&LLPanelFace::onMaterialLoaded, this, _1, _2));
LLMaterialMgr::getInstance()->get(objectp->getRegion()->getRegionID(),mMaterialID,boost::bind(&LLPanelFace::onMaterialLoaded, this, _1, _2));
}
}
// Set variable values for numeric expressions
@ -1774,14 +1785,38 @@ void LLPanelFace::updateMaterial()
mMaterial = LLMaterialPtr(new LLMaterial());
}
mMaterial->setDiffuseAlphaMode(getChild<LLComboBox>("combobox alphamode")->getCurrentIndex());
mMaterial->setAlphaMaskCutoff((U8)(getChild<LLUICtrl>("maskcutoff")->getValue().asInteger()));
LLMaterialPtr material_to_set = mMaterial;
// If we're editing a single face and not the entire material for an object,
// we need to clone the material so that our changes to the material's settings
// don't automatically propagate to the non-selected faces
// NORSPEC-92
//
LLObjectSelectionHandle sel = LLSelectMgr::getInstance()->getSelection();
LLSelectNode* node = sel->getFirstNode();
if (node)
{
if (node->getTESelectMask() != TE_SELECT_MASK_ALL)
{
llinfos << "Cloning material to apply to subselection." << llendl;
material_to_set = new LLMaterial(mMaterial->asLLSD());
}
else
{
llinfos << "Apply material change to whole selection." << llendl;
}
}
llassert(!material_to_set.isNull());
material_to_set->setDiffuseAlphaMode(getChild<LLComboBox>("combobox alphamode")->getCurrentIndex());
material_to_set->setAlphaMaskCutoff((U8)(getChild<LLUICtrl>("maskcutoff")->getValue().asInteger()));
LLUUID norm_map_id = getChild<LLTextureCtrl>("bumpytexture control")->getImageAssetID();
if (!norm_map_id.isNull())
{
LL_DEBUGS("Materials") << "Setting bumpy texture, bumpiness = " << bumpiness << LL_ENDL;
mMaterial->setNormalID(norm_map_id);
material_to_set->setNormalID(norm_map_id);
F32 bumpy_scale_u = getChild<LLUICtrl>("bumpyScaleU")->getValue().asReal();
F32 bumpy_scale_v = getChild<LLUICtrl>("bumpyScaleV")->getValue().asReal();
@ -1792,18 +1827,18 @@ void LLPanelFace::updateMaterial()
bumpy_scale_v *= 0.5f;
}
mMaterial->setNormalOffset(getChild<LLUICtrl>("bumpyOffsetU")->getValue().asReal(),
material_to_set->setNormalOffset(getChild<LLUICtrl>("bumpyOffsetU")->getValue().asReal(),
getChild<LLUICtrl>("bumpyOffsetV")->getValue().asReal());
mMaterial->setNormalRepeat(bumpy_scale_u, bumpy_scale_v);
mMaterial->setNormalRotation(getChild<LLUICtrl>("bumpyRot")->getValue().asReal()*DEG_TO_RAD);
material_to_set->setNormalRepeat(bumpy_scale_u, bumpy_scale_v);
material_to_set->setNormalRotation(getChild<LLUICtrl>("bumpyRot")->getValue().asReal()*DEG_TO_RAD);
}
else
{
LL_DEBUGS("Materials") << "Removing bumpy texture, bumpiness = " << bumpiness << LL_ENDL;
mMaterial->setNormalID(LLUUID());
mMaterial->setNormalOffset(0.0f,0.0f);
mMaterial->setNormalRepeat(1.0f,1.0f);
mMaterial->setNormalRotation(0.0f);
material_to_set->setNormalID(LLUUID());
material_to_set->setNormalOffset(0.0f,0.0f);
material_to_set->setNormalRepeat(1.0f,1.0f);
material_to_set->setNormalRotation(0.0f);
}
LLUUID spec_map_id = getChild<LLTextureCtrl>("shinytexture control")->getImageAssetID();
@ -1811,8 +1846,8 @@ void LLPanelFace::updateMaterial()
if (!spec_map_id.isNull())
{
LL_DEBUGS("Materials") << "Setting shiny texture, shininess = " << shininess << LL_ENDL;
mMaterial->setSpecularID(spec_map_id);
mMaterial->setSpecularOffset(getChild<LLUICtrl>("shinyOffsetU")->getValue().asReal(),
material_to_set->setSpecularID(spec_map_id);
material_to_set->setSpecularOffset(getChild<LLUICtrl>("shinyOffsetU")->getValue().asReal(),
getChild<LLUICtrl>("shinyOffsetV")->getValue().asReal());
F32 shiny_scale_u = getChild<LLUICtrl>("shinyScaleU")->getValue().asReal();
@ -1824,48 +1859,32 @@ void LLPanelFace::updateMaterial()
shiny_scale_v *= 0.5f;
}
mMaterial->setSpecularRepeat(shiny_scale_u, shiny_scale_v);
mMaterial->setSpecularRotation(getChild<LLUICtrl>("shinyRot")->getValue().asReal()*DEG_TO_RAD);
material_to_set->setSpecularRepeat(shiny_scale_u, shiny_scale_v);
material_to_set->setSpecularRotation(getChild<LLUICtrl>("shinyRot")->getValue().asReal()*DEG_TO_RAD);
//override shininess to 0.2f if this is a new material
if (!new_material)
{
mMaterial->setSpecularLightColor(getChild<LLColorSwatchCtrl>("shinycolorswatch")->get());
mMaterial->setSpecularLightExponent(getChild<LLUICtrl>("glossiness")->getValue().asInteger());
mMaterial->setEnvironmentIntensity(getChild<LLUICtrl>("environment")->getValue().asInteger());
material_to_set->setSpecularLightColor(getChild<LLColorSwatchCtrl>("shinycolorswatch")->get());
material_to_set->setSpecularLightExponent(getChild<LLUICtrl>("glossiness")->getValue().asInteger());
material_to_set->setEnvironmentIntensity(getChild<LLUICtrl>("environment")->getValue().asInteger());
}
}
else
{
LL_DEBUGS("Materials") << "Removing shiny texture, shininess = " << shininess << LL_ENDL;
mMaterial->setSpecularID(LLUUID());
mMaterial->setSpecularOffset(0.0f,0.0f);
mMaterial->setSpecularRepeat(1.0f,1.0f);
mMaterial->setSpecularRotation(0.0f);
mMaterial->setSpecularLightColor(LLMaterial::DEFAULT_SPECULAR_LIGHT_COLOR);
mMaterial->setSpecularLightExponent(LLMaterial::DEFAULT_SPECULAR_LIGHT_EXPONENT);
mMaterial->setEnvironmentIntensity(0);
material_to_set->setSpecularID(LLUUID());
material_to_set->setSpecularOffset(0.0f,0.0f);
material_to_set->setSpecularRepeat(1.0f,1.0f);
material_to_set->setSpecularRotation(0.0f);
material_to_set->setSpecularLightColor(LLMaterial::DEFAULT_SPECULAR_LIGHT_COLOR);
material_to_set->setSpecularLightExponent(LLMaterial::DEFAULT_SPECULAR_LIGHT_EXPONENT);
material_to_set->setEnvironmentIntensity(0);
}
LL_DEBUGS("Materials") << "Updating material: " << mMaterial->asLLSD() << LL_ENDL;
LLMaterialPtr material_to_set = mMaterial;
// If we're editing a single face and not the entire material for an object,
// we need to clone the material so that our changes to the material's settings
// don't automatically propagate to the non-selected faces
// NORSPEC-92
//
LLObjectSelectionHandle sel = LLSelectMgr::getInstance()->getSelection();
LLSelectNode* node = sel->getFirstNode();
if (node)
{
if (node->getTESelectMask() != TE_SELECT_MASK_ALL)
{
material_to_set = new LLMaterial(*mMaterial);
}
}
LLSelectMgr::getInstance()->selectionSetMaterial( material_to_set );
LL_DEBUGS("Materials") << "Updating material: " << material_to_set->asLLSD() << LL_ENDL;
LLSelectMgr::getInstance()->selectionSetMaterial( material_to_set );
}
else
{

View File

@ -7833,12 +7833,12 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC);
if (channel > -1)
{
llinfos << "Shader " << shader.mName << " binding light func texture on uniform index " << channel << llendl;
//llinfos << "Shader " << shader.mName << " binding light func texture on uniform index " << channel << llendl;
gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
}
else
{
llinfos << "Shader " << shader.mName << " failed to bind light func texture. Ugly lighting dead ahead!" << llendl;
//llinfos << "Shader " << shader.mName << " failed to bind light func texture. Ugly lighting dead ahead!" << llendl;
}
stop_glerror();