merge changes for lastest integrations

meow-7.2.2
Oz Linden 2013-05-17 18:06:24 -04:00
commit 9ef6449455
13 changed files with 137 additions and 18 deletions

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@ -60,10 +60,14 @@ VARYING vec3 vary_ambient;
VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec4 vary_pointlight_col;
VARYING vec3 vary_pointlight_col;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_norm;
#ifdef USE_VERTEX_COLOR
VARYING vec4 vertex_color;
#endif
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
@ -212,7 +216,7 @@ void main()
diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f));
#ifdef USE_VERTEX_COLOR
float vertex_color_alpha = vary_pointlight_col.a;
float vertex_color_alpha = vertex_color.a;
#else
float vertex_color_alpha = 1.0;
#endif
@ -221,7 +225,7 @@ void main()
vec3 l = light_position[0].xyz;
vec3 dlight = calcDirectionalLight(normal, l) * 2.6;
dlight = dlight * vary_directional.rgb * vary_pointlight_col.rgb;
dlight = dlight * vary_directional.rgb * vary_pointlight_col;
#if HAS_SHADOW
vec4 col = vec4(vary_ambient + dlight * shadow, vertex_color_alpha);
@ -246,7 +250,7 @@ void main()
LIGHT_LOOP(6)
LIGHT_LOOP(7)
color.rgb += diff.rgb * vary_pointlight_col.rgb * col.rgb;
color.rgb += diff.rgb * vary_pointlight_col * col.rgb;
frag_color = color;
}

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@ -69,8 +69,11 @@ VARYING vec3 vary_ambient;
VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec4 vary_pointlight_col;
VARYING vec3 vary_pointlight_col;
#ifdef USE_VERTEX_COLOR
VARYING vec4 vertex_color;
#endif
VARYING vec2 vary_texcoord0;
@ -83,6 +86,8 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
uniform vec3 sun_dir;
vec3 calcDirectionalLight(vec3 n, vec3 l)
{
float a = max(dot(n,l),0.0);
@ -183,21 +188,30 @@ void main()
vary_pointlight_col.rgb = diff;
vary_pointlight_col.a = diffuse_color.a;
vary_pointlight_col = diff;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(col.rgb);
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0-ambient);
col.rgb *= ambient;
vary_ambient = col.rgb*diff.rgb;
vary_directional.rgb = atmosAffectDirectionalLight(1.0f);
col.rgb = col.rgb*diff.rgb;
#ifdef USE_VERTEX_COLOR
vertex_color = col;
#endif
#ifdef HAS_SKIN
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);

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@ -579,6 +579,14 @@ void main()
final_da = max(final_da, 0.0f);
col.rgb = atmosAmbient(col);
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0-ambient);
col.rgb *= ambient;
col.rgb = col.rgb + atmosAffectDirectionalLight(final_da * 2.6);
col.rgb *= diffuse.rgb;
@ -625,13 +633,13 @@ void main()
#define LIGHT_LOOP(i) col.rgb = col.rgb + calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare);
/*LIGHT_LOOP(1)
LIGHT_LOOP(1)
LIGHT_LOOP(2)
LIGHT_LOOP(3)
LIGHT_LOOP(4)
LIGHT_LOOP(5)
LIGHT_LOOP(6)
LIGHT_LOOP(7)*/
LIGHT_LOOP(7)
frag_color.rgb = col.rgb;
glare = min(glare, 1.0);

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@ -301,6 +301,13 @@ void main()
calcAtmospherics(pos.xyz, 1.0);
col = atmosAmbient(vec3(0));
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0-ambient);
col.rgb *= ambient;
col += atmosAffectDirectionalLight(max(min(da, 1.0) * 2.6, diffuse.a));
col *= diffuse.rgb;

View File

@ -83,6 +83,8 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
uniform vec3 sun_dir;
vec3 calcDirectionalLight(vec3 n, vec3 l)
{
float a = max(dot(n,l),0.0);
@ -190,6 +192,13 @@ void main()
// Add windlight lights
col.rgb = atmosAmbient(col.rgb);
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0-ambient);
col.rgb *= ambient;
vary_directional.rgb = atmosAffectDirectionalLight(1.0f);
vary_ambient = col.rgb*dff;

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@ -296,7 +296,7 @@ void main()
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
vec4 diffuse = texture2DRect(diffuseRect, tc);
vec3 col;
float bloom = 0.0;
@ -310,6 +310,14 @@ void main()
calcAtmospherics(pos.xyz, ambocc);
col = atmosAmbient(vec3(0));
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0-ambient);
col *= ambient;
col += atmosAffectDirectionalLight(max(min(da, scol) * 2.6, diffuse.a));
col *= diffuse.rgb;

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@ -441,7 +441,7 @@ list OpenGLPre15
RenderVBOEnable 1 0
list OpenGLPre30
RenderDeferred 1 0
RenderDeferred 0 0
RenderMaxTextureIndex 1 1
list Intel

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@ -217,6 +217,7 @@ boost::signals2::connection LLMaterialMgr::get(const LLUUID& region_id, const LL
return connection;
}
#if USE_TE_SPECIFIC_REGISTRATION
boost::signals2::connection LLMaterialMgr::getTE(const LLUUID& region_id, const LLMaterialID& material_id, U32 te, LLMaterialMgr::get_callback_te_t::slot_type cb)
{
boost::signals2::connection connection;
@ -261,6 +262,7 @@ boost::signals2::connection LLMaterialMgr::getTE(const LLUUID& region_id, const
return connection;
}
#endif
bool LLMaterialMgr::isGetAllPending(const LLUUID& region_id) const
{
@ -346,6 +348,7 @@ const LLMaterialPtr LLMaterialMgr::setMaterial(const LLUUID& region_id, const LL
mGetCallbacks.erase(itCallback);
}
#if USE_TE_SPECIFIC_REGISTRATION
TEMaterialPair te_mat_pair;
te_mat_pair.materialID = material_id;
@ -361,6 +364,7 @@ const LLMaterialPtr LLMaterialMgr::setMaterial(const LLUUID& region_id, const LL
mGetTECallbacks.erase(itCallbackTE);
}
}
#endif
return itMaterial->second;
}
@ -779,3 +783,4 @@ void LLMaterialMgr::onRegionRemoved(LLViewerRegion* regionp)
clearGetQueues(regionp->getRegionID());
// Put doesn't need clearing: objects that can't be found will clean up in processPutQueue()
}

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@ -44,11 +44,13 @@ public:
typedef std::map<LLMaterialID, LLMaterialPtr> material_map_t;
typedef boost::signals2::signal<void (const LLMaterialID&, const LLMaterialPtr)> get_callback_t;
typedef boost::signals2::signal<void (const LLMaterialID&, const LLMaterialPtr, U32 te)> get_callback_te_t;
const LLMaterialPtr get(const LLUUID& region_id, const LLMaterialID& material_id);
boost::signals2::connection get(const LLUUID& region_id, const LLMaterialID& material_id, get_callback_t::slot_type cb);
#if USE_TE_SPECIFIC_REGISTRATION
typedef boost::signals2::signal<void (const LLMaterialID&, const LLMaterialPtr, U32 te)> get_callback_te_t;
boost::signals2::connection getTE(const LLUUID& region_id, const LLMaterialID& material_id, U32 te, get_callback_te_t::slot_type cb);
#endif
typedef boost::signals2::signal<void (const LLUUID&, const material_map_t&)> getall_callback_t;
void getAll(const LLUUID& region_id);
@ -82,6 +84,7 @@ protected:
typedef std::map<LLMaterialID, get_callback_t*> get_callback_map_t;
get_callback_map_t mGetCallbacks;
#if USE_TE_SPECIFIC_REGISTRATION
// struct for TE-specific material ID query
struct TEMaterialPair
{
@ -101,6 +104,7 @@ protected:
typedef std::map<TEMaterialPair, get_callback_te_t*> get_callback_te_map_t;
get_callback_te_map_t mGetTECallbacks;
#endif
typedef std::set<LLUUID> getall_queue_t;
getall_queue_t mGetAllQueue;
@ -118,3 +122,4 @@ protected:
};
#endif // LL_LLMATERIALMGR_H

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@ -466,6 +466,12 @@ void LLViewerShaderMgr::setShaders()
S32 deferred_class = 0;
S32 transform_class = gGLManager.mHasTransformFeedback ? 1 : 0;
static LLCachedControl<bool> use_transform_feedback(gSavedSettings, "RenderUseTransformFeedback");
if (!use_transform_feedback)
{
transform_class = 0;
}
if (LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
gSavedSettings.getBOOL("RenderDeferred") &&
gSavedSettings.getBOOL("RenderAvatarVP") &&

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@ -1973,7 +1973,7 @@ S32 LLVOVolume::setTEGlow(const U8 te, const F32 glow)
return res;
}
void LLVOVolume::setTEMaterialParamsCallback(const LLMaterialID &pMaterialID, const LLMaterialPtr pMaterialParams, U32 te)
void LLVOVolume::setTEMaterialParamsCallbackTE(const LLMaterialID &pMaterialID, const LLMaterialPtr pMaterialParams, U32 te)
{
LL_DEBUGS("MaterialTEs") << "materialid " << pMaterialID.asString() << " to TE " << te << LL_ENDL;
if (te >= getNumTEs())
@ -1986,6 +1986,18 @@ void LLVOVolume::setTEMaterialParamsCallback(const LLMaterialID &pMaterialID, co
}
}
void LLVOVolume::setTEMaterialParamsCallback(const LLMaterialID &pMaterialID, const LLMaterialPtr pMaterialParams)
{
LL_DEBUGS("MaterialTEs") << "materialid " << pMaterialID.asString() << LL_ENDL;
for (U8 i = 0; i < getNumTEs(); i++)
{
if (getTE(i) && (getTE(i)->getMaterialID().isNull() || (getTE(i)->getMaterialID() == pMaterialID)))
{
setTEMaterialParams(i, pMaterialParams);
}
}
}
S32 LLVOVolume::setTEMaterialID(const U8 te, const LLMaterialID& pMaterialID)
{
S32 res = LLViewerObject::setTEMaterialID(te, pMaterialID);
@ -1996,7 +2008,11 @@ S32 LLVOVolume::setTEMaterialID(const U8 te, const LLMaterialID& pMaterialID)
LL_DEBUGS("MaterialTEs") << " " << pMaterialID.asString() << LL_ENDL;
if (res)
{
#if USE_TE_SPECIFIC_REGISTRATION
LLMaterialMgr::instance().getTE(getRegion()->getRegionID(), pMaterialID, te, boost::bind(&LLVOVolume::setTEMaterialParamsCallback, this, _1, _2, _3));
#else
LLMaterialMgr::instance().get(getRegion()->getRegionID(), pMaterialID, boost::bind(&LLVOVolume::setTEMaterialParamsCallback, this, _1, _2));
#endif
setChanged(TEXTURE);
if (!mDrawable.isNull())
{
@ -5553,4 +5569,3 @@ void LLHUDPartition::shift(const LLVector4a &offset)
//HUD objects don't shift with region crossing. That would be silly.
}

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@ -187,7 +187,8 @@ public:
/*virtual*/ S32 setTEMediaFlags(const U8 te, const U8 media_flags);
/*virtual*/ S32 setTEGlow(const U8 te, const F32 glow);
/*virtual*/ S32 setTEMaterialID(const U8 te, const LLMaterialID& pMaterialID);
void setTEMaterialParamsCallback(const LLMaterialID& pMaterialID, const LLMaterialPtr pMaterialParams, U32 te);
void setTEMaterialParamsCallback(const LLMaterialID& pMaterialID, const LLMaterialPtr pMaterialParams);
void setTEMaterialParamsCallbackTE(const LLMaterialID& pMaterialID, const LLMaterialPtr pMaterialParams, U32 te);
/*virtual*/ S32 setTEMaterialParams(const U8 te, const LLMaterialPtr pMaterialParams);
/*virtual*/ S32 setTEScale(const U8 te, const F32 s, const F32 t);
/*virtual*/ S32 setTEScaleS(const U8 te, const F32 s);
@ -382,3 +383,4 @@ protected:
};
#endif // LL_LLVOVOLUME_H

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@ -5765,8 +5765,15 @@ void LLPipeline::setupAvatarLights(BOOL for_edit)
LLLightState* light = gGL.getLight(1);
mHWLightColors[1] = diffuse;
if (LLPipeline::sRenderDeferred)
{
diffuse.mV[0] = powf(diffuse.mV[0], 2.2f);
diffuse.mV[1] = powf(diffuse.mV[1], 2.2f);
diffuse.mV[2] = powf(diffuse.mV[2], 2.2f);
}
mHWLightColors[1] = diffuse;
light->setDiffuse(diffuse);
light->setAmbient(LLColor4::black);
light->setSpecular(LLColor4::black);
@ -5805,6 +5812,13 @@ void LLPipeline::setupAvatarLights(BOOL for_edit)
}
backlight_diffuse *= backlight_mag / max_component;
if (LLPipeline::sRenderDeferred)
{
backlight_diffuse.mV[0] = powf(backlight_diffuse.mV[0], 2.2f);
backlight_diffuse.mV[1] = powf(backlight_diffuse.mV[1], 2.2f);
backlight_diffuse.mV[2] = powf(backlight_diffuse.mV[2], 2.2f);
}
mHWLightColors[1] = backlight_diffuse;
LLLightState* light = gGL.getLight(1);
@ -6011,6 +6025,14 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
LLVector4 light_pos(mSunDir, 0.0f);
LLColor4 light_diffuse = mSunDiffuse;
if (LLPipeline::sRenderDeferred)
{
light_diffuse.mV[0] = powf(light_diffuse.mV[0], 2.2f);
light_diffuse.mV[1] = powf(light_diffuse.mV[1], 2.2f);
light_diffuse.mV[2] = powf(light_diffuse.mV[2], 2.2f);
}
mHWLightColors[0] = light_diffuse;
LLLightState* light = gGL.getLight(0);
@ -6079,6 +6101,13 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
F32 x = (3.f * (1.f + light->getLightFalloff())); // why this magic? probably trying to match a historic behavior.
float linatten = x / (light_radius); // % of brightness at radius
if (LLPipeline::sRenderDeferred)
{
light_color.mV[0] = powf(light_color.mV[0], 2.2f);
light_color.mV[1] = powf(light_color.mV[1], 2.2f);
light_color.mV[2] = powf(light_color.mV[2], 2.2f);
}
mHWLightColors[cur_light] = light_color;
LLLightState* light_state = gGL.getLight(cur_light);
@ -6152,6 +6181,13 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
F32 x = 3.f;
float linatten = x / (light_radius); // % of brightness at radius
if (LLPipeline::sRenderDeferred)
{
light_color.mV[0] = powf(light_color.mV[0], 2.2f);
light_color.mV[1] = powf(light_color.mV[1], 2.2f);
light_color.mV[2] = powf(light_color.mV[2], 2.2f);
}
mHWLightColors[2] = light_color;
LLLightState* light = gGL.getLight(2);