Merge branch 'master' into DRTVWR-507-maint

# Conflicts:
#	indra/newview/pipeline.cpp
master
Andrey Lihatskiy 2020-09-28 20:42:09 +03:00
commit a2cb61d9f4
80 changed files with 2989 additions and 3103 deletions

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@ -1,17 +1,18 @@
---
# clang-format version 10.0.0+
Language: Cpp
# BasedOnStyle: Microsoft
AccessModifierOffset: -2
AlignAfterOpenBracket: Align
AlignConsecutiveMacros: false
AlignConsecutiveAssignments: false
AlignConsecutiveDeclarations: false
AlignEscapedNewlines: Right
AlignConsecutiveMacros: true
AlignConsecutiveAssignments: true
AlignConsecutiveDeclarations: true
AlignEscapedNewlines: Left
AlignOperands: true
AlignTrailingComments: true
AllowAllArgumentsOnNextLine: true
AllowAllConstructorInitializersOnNextLine: true
AllowAllParametersOfDeclarationOnNextLine: true
AllowAllArgumentsOnNextLine: false
AllowAllConstructorInitializersOnNextLine: false
AllowAllParametersOfDeclarationOnNextLine: false
AllowShortBlocksOnASingleLine: Always
AllowShortCaseLabelsOnASingleLine: false
AllowShortFunctionsOnASingleLine: All
@ -29,21 +30,21 @@ BreakBeforeBraces: Allman
BreakBeforeInheritanceComma: false
BreakInheritanceList: BeforeColon
BreakBeforeTernaryOperators: true
BreakConstructorInitializersBeforeComma: false
BreakConstructorInitializers: BeforeColon
BreakConstructorInitializersBeforeComma: true
BreakConstructorInitializers: AfterColon
BreakAfterJavaFieldAnnotations: false
BreakStringLiterals: true
ColumnLimit: 120
ColumnLimit: 140
CommentPragmas: '^ IWYU pragma:'
CompactNamespaces: false
ConstructorInitializerAllOnOneLineOrOnePerLine: false
ConstructorInitializerAllOnOneLineOrOnePerLine: true
ConstructorInitializerIndentWidth: 4
ContinuationIndentWidth: 4
Cpp11BracedListStyle: true
DeriveLineEnding: true
DerivePointerAlignment: false
DisableFormat: false
ExperimentalAutoDetectBinPacking: false
ExperimentalAutoDetectBinPacking: true
FixNamespaceComments: true
ForEachMacros:
- foreach
@ -62,18 +63,18 @@ IncludeCategories:
SortPriority: 0
IncludeIsMainRegex: '(Test)?$'
IncludeIsMainSourceRegex: ''
IndentCaseLabels: false
IndentCaseLabels: true
IndentGotoLabels: true
IndentPPDirectives: None
IndentWidth: 4
IndentWrappedFunctionNames: false
JavaScriptQuotes: Leave
JavaScriptWrapImports: true
KeepEmptyLinesAtTheStartOfBlocks: true
KeepEmptyLinesAtTheStartOfBlocks: false
MacroBlockBegin: ''
MacroBlockEnd: ''
MaxEmptyLinesToKeep: 1
NamespaceIndentation: None
NamespaceIndentation: Inner
ObjCBinPackProtocolList: Auto
ObjCBlockIndentWidth: 2
ObjCSpaceAfterProperty: false
@ -94,16 +95,16 @@ SpaceAfterCStyleCast: true
SpaceAfterLogicalNot: false
SpaceAfterTemplateKeyword: true
SpaceBeforeAssignmentOperators: true
SpaceBeforeCpp11BracedList: false
SpaceBeforeCpp11BracedList: true
SpaceBeforeCtorInitializerColon: true
SpaceBeforeInheritanceColon: true
SpaceBeforeParens: ControlStatements
SpaceBeforeRangeBasedForLoopColon: true
SpaceInEmptyBlock: false
SpaceInEmptyParentheses: false
SpacesBeforeTrailingComments: 1
SpacesBeforeTrailingComments: 2
SpacesInAngles: false
SpacesInContainerLiterals: true
SpacesInContainerLiterals: false
SpacesInCStyleCastParentheses: false
SpacesInParentheses: false
SpacesInSquareBrackets: false

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@ -63,7 +63,13 @@ if (WINDOWS)
# Without PreferredToolArchitecture=x64, as of 2020-06-26 the 32-bit
# compiler on our TeamCity build hosts has started running out of virtual
# memory for the precompiled header file.
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /MP /p:PreferredToolArchitecture=x64")
# CP changed to only append the flag for 32bit builds - on 64bit builds,
# locally at least, the build output is spammed with 1000s of 'D9002'
# warnings about this switch being ignored.
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /MP")
if( ADDRESS_SIZE EQUAL 32 )
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /p:PreferredToolArchitecture=x64")
endif()
set(CMAKE_CXX_FLAGS_RELWITHDEBINFO
"${CMAKE_CXX_FLAGS_RELWITHDEBINFO} /Zo"

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@ -0,0 +1 @@
12

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@ -1295,6 +1295,9 @@ void LLSettingsSky::clampColor(LLColor3& color, F32 gamma, F32 scale) const
color = linear;
}
// Similar/Shared Algorithms:
// indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings()
// indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars()
void LLSettingsSky::calculateLightSettings() const
{
// Initialize temp variables

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@ -985,38 +985,56 @@ BOOL LLImageGL::preAddToAtlas(S32 discard_level, const LLImageRaw* raw_image)
return FALSE;
}
if( !mHasExplicitFormat )
{
switch (mComponents)
{
case 1:
// Use luminance alpha (for fonts)
mFormatInternal = GL_LUMINANCE8;
mFormatPrimary = GL_LUMINANCE;
mFormatType = GL_UNSIGNED_BYTE;
break;
case 2:
// Use luminance alpha (for fonts)
mFormatInternal = GL_LUMINANCE8_ALPHA8;
mFormatPrimary = GL_LUMINANCE_ALPHA;
mFormatType = GL_UNSIGNED_BYTE;
break;
case 3:
mFormatInternal = GL_RGB8;
mFormatPrimary = GL_RGB;
mFormatType = GL_UNSIGNED_BYTE;
break;
case 4:
mFormatInternal = GL_RGBA8;
mFormatPrimary = GL_RGBA;
mFormatType = GL_UNSIGNED_BYTE;
break;
default:
LL_ERRS() << "Bad number of components for texture: " << (U32)getComponents() << LL_ENDL;
}
}
if (!mHasExplicitFormat)
{
switch (mComponents)
{
case 1:
// Use luminance alpha (for fonts)
mFormatInternal = GL_LUMINANCE8;
mFormatPrimary = GL_LUMINANCE;
mFormatType = GL_UNSIGNED_BYTE;
break;
case 2:
// Use luminance alpha (for fonts)
mFormatInternal = GL_LUMINANCE8_ALPHA8;
mFormatPrimary = GL_LUMINANCE_ALPHA;
mFormatType = GL_UNSIGNED_BYTE;
break;
case 3:
#if USE_SRGB_DECODE
if (gGLManager.mHasTexturesRGBDecode)
{
mFormatInternal = GL_SRGB8;
}
else
#endif
{
mFormatInternal = GL_RGB8;
}
mFormatPrimary = GL_RGB;
mFormatType = GL_UNSIGNED_BYTE;
break;
case 4:
#if USE_SRGB_DECODE
if (gGLManager.mHasTexturesRGBDecode)
{
mFormatInternal = GL_SRGB8_ALPHA8;
}
else
#endif
{
mFormatInternal = GL_RGBA8;
}
mFormatPrimary = GL_RGBA;
mFormatType = GL_UNSIGNED_BYTE;
break;
default:
LL_ERRS() << "Bad number of components for texture: " << (U32) getComponents() << LL_ENDL;
}
}
mCurrentDiscardLevel = discard_level;
mCurrentDiscardLevel = discard_level;
mDiscardLevelInAtlas = discard_level;
mTexelsInAtlas = raw_image->getWidth() * raw_image->getHeight() ;
mLastBindTime = sLastFrameTime;

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@ -849,26 +849,32 @@ void LLTexUnit::debugTextureUnit(void)
}
}
void LLTexUnit::setTextureColorSpace(eTextureColorSpace space) {
void LLTexUnit::setTextureColorSpace(eTextureColorSpace space)
{
mTexColorSpace = space;
#if USE_SRGB_DECODE
if (gGLManager.mHasTexturesRGBDecode) {
if (space == TCS_SRGB) {
if (gGLManager.mHasTexturesRGBDecode)
{
if (space == TCS_SRGB)
{
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_DECODE_EXT);
}
else {
else
{
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
}
if (gDebugGL) {
if (gDebugGL)
{
assert_glerror();
}
}
else
#endif
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
{
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
}
}
LLLightState::LLLightState(S32 index)
@ -1192,46 +1198,46 @@ void LLRender::refreshState(void)
void LLRender::syncLightState()
{
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
LLGLSLShader *shader = LLGLSLShader::sCurBoundShaderPtr;
if (!shader)
{
return;
}
if (!shader)
{
return;
}
if (shader->mLightHash != mLightHash)
{
shader->mLightHash = mLightHash;
if (shader->mLightHash != mLightHash)
{
shader->mLightHash = mLightHash;
LLVector4 position[8];
LLVector3 direction[8];
LLVector4 attenuation[8];
LLVector3 diffuse[8];
LLVector3 diffuse_b[8];
bool sun_primary[8];
LLVector4 position[LL_NUM_LIGHT_UNITS];
LLVector3 direction[LL_NUM_LIGHT_UNITS];
LLVector4 attenuation[LL_NUM_LIGHT_UNITS];
LLVector3 diffuse[LL_NUM_LIGHT_UNITS];
LLVector3 diffuse_b[LL_NUM_LIGHT_UNITS];
bool sun_primary[LL_NUM_LIGHT_UNITS];
for (U32 i = 0; i < 8; i++)
{
LLLightState* light = mLightState[i];
for (U32 i = 0; i < LL_NUM_LIGHT_UNITS; i++)
{
LLLightState *light = mLightState[i];
position[i] = light->mPosition;
direction[i] = light->mSpotDirection;
position[i] = light->mPosition;
direction[i] = light->mSpotDirection;
attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[2], light->mSpecular.mV[3]);
diffuse[i].set(light->mDiffuse.mV);
diffuse[i].set(light->mDiffuse.mV);
diffuse_b[i].set(light->mDiffuseB.mV);
sun_primary[i] = light->mSunIsPrimary;
}
}
shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, 8, position[0].mV);
shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, 8, direction[0].mV);
shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV);
shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV);
shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);
shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, LL_NUM_LIGHT_UNITS, position[0].mV);
shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, LL_NUM_LIGHT_UNITS, direction[0].mV);
shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, LL_NUM_LIGHT_UNITS, attenuation[0].mV);
shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, LL_NUM_LIGHT_UNITS, diffuse[0].mV);
shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);
shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_primary[0] ? 1 : 0);
shader->uniform4fv(LLShaderMgr::AMBIENT, 1, mAmbientLightColor.mV);
shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV);
shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuse_b[0].mV);
}
}
}
void LLRender::syncMatrices()
@ -1539,11 +1545,17 @@ void LLRender::matrixMode(eMatrixMode mode)
{
U32 tex_index = gGL.getCurrentTexUnitIndex();
// the shaders don't actually reference anything beyond texture_matrix0/1 outside of terrain rendering
llassert_always(tex_index <= 3);
mode = eMatrixMode(MM_TEXTURE0 + gGL.getCurrentTexUnitIndex());
llassert(tex_index <= 3);
mode = eMatrixMode(MM_TEXTURE0 + tex_index);
if (mode > MM_TEXTURE3)
{
// getCurrentTexUnitIndex() can go as high as 32 (LL_NUM_TEXTURE_LAYERS)
// Large value will result in a crash at mMatrix
LL_WARNS_ONCE() << "Attempted to assign matrix mode out of bounds: " << mode << LL_ENDL;
mode = MM_TEXTURE0;
}
}
llassert(mode < NUM_MATRIX_MODES);
mMatrixMode = mode;
}

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@ -501,23 +501,23 @@ U32 LLRenderTarget::getNumTextures() const
return mTex.size();
}
void LLRenderTarget::bindTexture(U32 index, S32 channel, LLTexUnit::eTextureFilterOptions filter_options)
{
gGL.getTexUnit(channel)->bindManual(mUsage, getTexture(index));
gGL.getTexUnit(channel)->bindManual(mUsage, getTexture(index));
bool isSRGB = false;
llassert(mInternalFormat.size() > index);
switch (mInternalFormat[index])
{
case GL_SRGB_ALPHA:
case GL_SRGB:
case GL_SRGB8:
case GL_SRGB_ALPHA:
case GL_SRGB8_ALPHA8:
isSRGB = true;
break;
break;
default:
break;
break;
}
gGL.getTexUnit(channel)->setTextureFilteringOption(filter_options);

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@ -1180,7 +1180,7 @@ void LLShaderMgr::initAttribsAndUniforms()
llassert(mReservedUniforms.size() == LLShaderMgr::MULTI_LIGHT_FAR_Z+1);
//NOTE: MUST match order in eGLSLReservedUniforms
mReservedUniforms.push_back("proj_mat");
mReservedUniforms.push_back("proj_near");
mReservedUniforms.push_back("proj_p");

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@ -1 +1 @@
6.4.9
6.4.10

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@ -812,17 +812,6 @@
<key>Value</key>
<integer>0</integer>
</map>
<key>FramePerSecondLimit</key>
<map>
<key>Comment</key>
<string>Controls upper limit of frames per second</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>U32</string>
<key>Value</key>
<integer>120</integer>
</map>
<key>BackgroundYieldTime</key>
<map>
<key>Comment</key>

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@ -1,24 +1,24 @@
/**
/**
* @file WLCloudsV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, Linden Research, Inc.
*
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@ -33,26 +33,26 @@ ATTRIBUTE vec2 texcoord0;
///////////////////////////////////////////////////////////////////////////////
// Output parameters
VARYING vec4 vary_CloudColorSun;
VARYING vec4 vary_CloudColorAmbient;
VARYING vec4 vary_CloudColorSun;
VARYING vec4 vary_CloudColorAmbient;
VARYING float vary_CloudDensity;
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
VARYING vec2 vary_texcoord3;
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
VARYING vec2 vary_texcoord3;
VARYING float altitude_blend_factor;
// Inputs
uniform vec3 camPosLocal;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform float haze_horizon;
uniform float haze_density;
@ -60,7 +60,7 @@ uniform float cloud_shadow;
uniform float density_multiplier;
uniform float max_y;
uniform vec4 glow;
uniform vec4 glow;
uniform float sun_moon_glow_factor;
uniform vec4 cloud_color;
@ -70,133 +70,123 @@ uniform float cloud_scale;
// NOTE: Keep these in sync!
// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl
// indra\newview\lllegacyatmospherics.cpp
// indra\newview\llsettingsvo.cpp
void main()
{
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
// Texture coords
// SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
vary_texcoord0 = vec2(-texcoord0.x, texcoord0.y); // See: LLSettingsVOSky::applySpecial
// Texture coords
vary_texcoord0 = texcoord0;
vary_texcoord0.xy -= 0.5;
vary_texcoord0.xy /= cloud_scale;
vary_texcoord0.xy += 0.5;
vary_texcoord0.xy -= 0.5;
vary_texcoord0.xy /= cloud_scale;
vary_texcoord0.xy += 0.5;
vary_texcoord1 = vary_texcoord0;
vary_texcoord1.x += lightnorm.x * 0.0125;
vary_texcoord1.y += lightnorm.z * 0.0125;
vary_texcoord1 = vary_texcoord0;
vary_texcoord1.x += lightnorm.x * 0.0125;
vary_texcoord1.y += lightnorm.z * 0.0125;
vary_texcoord2 = vary_texcoord0 * 16.;
vary_texcoord3 = vary_texcoord1 * 16.;
vary_texcoord2 = vary_texcoord0 * 16.;
vary_texcoord3 = vary_texcoord1 * 16.;
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
// Get relative position
vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
altitude_blend_factor = clamp((P.y + 512.0) / max_y, 0.0, 1.0);
altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0);
// Set altitude
if (P.y > 0.)
{
P *= (max_y / P.y);
}
else
{
altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon
P *= (-32000. / P.y);
}
// Set altitude
if (rel_pos.y > 0)
{
rel_pos *= (max_y / rel_pos.y);
}
if (rel_pos.y < 0)
{
altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon
rel_pos *= (-32000. / rel_pos.y);
}
// Can normalize then
vec3 Pn = normalize(P);
float Plen = length(P);
// Can normalize then
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
// Initialize temp variables
vec4 temp1 = vec4(0.);
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
//vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 sunlight = sunlight_color;
vec4 light_atten;
// Initialize temp variables
vec4 sunlight = sunlight_color;
vec4 light_atten;
float dens_mul = density_multiplier;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
// Calculate relative weights
vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
vec4 blue_weight = blue_density / combined_haze;
vec4 haze_weight = haze_density / combined_haze;
// Calculate relative weights
temp1 = abs(blue_density) + vec4(abs(haze_density));
blue_weight = blue_density / temp1;
haze_weight = haze_density / temp1;
// Compute sunlight from rel_pos & lightnorm (for long rays like sky)
float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
sunlight *= exp(-light_atten * off_axis);
// Compute sunlight from P & lightnorm (for long rays like sky)
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y);
// Distance
float density_dist = rel_pos_len * density_multiplier;
// Distance
temp2.z = Plen * dens_mul;
// Transparency (-> combined_haze)
// ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
// compiler gets confused.
combined_haze = exp(-combined_haze * density_dist);
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
// compiler gets confused.
temp1 = exp(-temp1 * temp2.z);
// Compute haze glow
float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
// haze_glow is 0 at the sun and increases away from sun
haze_glow = max(haze_glow, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
haze_glow *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
haze_glow = pow(haze_glow, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
haze_glow *= sun_moon_glow_factor;
// Compute haze glow
temp2.x = dot(Pn, lightnorm.xyz);
temp2.x = 1. - temp2.x;
// temp2.x is 0 at the sun and increases away from sun
temp2.x = max(temp2.x, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
temp2.x *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// Add "minimum anti-solar illumination"
// For sun, add to glow. For moon, remove glow entirely. SL-13768
haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
temp2.x *= sun_moon_glow_factor;
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Add "minimum anti-solar illumination"
temp2.x += .25;
// Dim sunlight by cloud shadow percentage
sunlight *= (1. - cloud_shadow);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Haze color below cloud
vec4 additiveColorBelowCloud =
(blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
// Dim sunlight by cloud shadow percentage
sunlight *= (1. - cloud_shadow);
// CLOUDS
off_axis = 1.0 / max(1e-6, lightnorm.y * 2.);
sunlight *= exp(-light_atten * off_axis);
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
// Cloud color out
vary_CloudColorSun = (sunlight * haze_glow) * cloud_color;
vary_CloudColorAmbient = tmpAmbient * cloud_color;
// CLOUDS
temp2.y = max(0., lightnorm.y * 2.);
temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y);
// Attenuate cloud color by atmosphere
combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds
vary_CloudColorSun *= combined_haze;
vary_CloudColorAmbient *= combined_haze;
vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze);
// Cloud color out
vary_CloudColorSun = (sunlight * temp2.x) * cloud_color;
vary_CloudColorAmbient = tmpAmbient * cloud_color;
// Attenuate cloud color by atmosphere
temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
vary_CloudColorSun *= temp1;
vary_CloudColorAmbient *= temp1;
vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
// Make a nice cloud density based on the cloud_shadow value that was passed in.
vary_CloudDensity = 2. * (cloud_shadow - 0.25);
// Make a nice cloud density based on the cloud_shadow value that was passed in.
vary_CloudDensity = 2. * (cloud_shadow - 0.25);
// Combine these to minimize register use
vary_CloudColorAmbient += oHazeColorBelowCloud;
// needs this to compile on mac
// vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
// Combine these to minimize register use
vary_CloudColorAmbient += oHazeColorBelowCloud;
// needs this to compile on mac
//vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
// END CLOUDS
// END CLOUDS
}

View File

@ -42,6 +42,9 @@ VARYING vec4 vary_position;
uniform samplerCube environmentMap;
// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass()
uniform int no_atmo;
vec3 fullbrightShinyAtmosTransport(vec3 light);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClip(vec3 light);
@ -51,7 +54,9 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
// See:
// class1\deferred\fullbrightShinyF.glsl
// class1\lighting\lightFullbrightShinyF.glsl
void main()
{
#ifdef HAS_DIFFUSE_LOOKUP
@ -59,25 +64,39 @@ void main()
#else
vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
#endif
color.rgb *= vertex_color.rgb;
vec3 pos = vary_position.xyz/vary_position.w;
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
// SL-9632 HUDs are affected by Atmosphere
if (no_atmo == 0)
{
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
vec3 pos = vary_position.xyz/vary_position.w;
calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false);
vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
float env_intensity = vertex_color.a;
color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false);
vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
float env_intensity = vertex_color.a;
//color.rgb = srgb_to_linear(color.rgb);
color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten);
color.rgb = fullbrightScaleSoftClip(color.rgb);
color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten);
color.rgb = fullbrightScaleSoftClip(color.rgb);
}
/*
// NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects.
else
{
vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
float env_intensity = vertex_color.a;
color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
}
*/
color.a = 1.0;

View File

@ -1,439 +1,443 @@
/**
* @file materialF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
//class1/deferred/materialF.glsl
// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass.
#define DIFFUSE_ALPHA_MODE_NONE 0
#define DIFFUSE_ALPHA_MODE_BLEND 1
#define DIFFUSE_ALPHA_MODE_MASK 2
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise
uniform int sun_up_factor;
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClip(vec3 light);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cs);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
#ifdef HAS_SUN_SHADOW
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
// Inputs
uniform vec4 morphFactor;
uniform vec3 camPosLocal;
uniform mat3 env_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
VARYING vec2 vary_fragcoord;
VARYING vec3 vary_position;
uniform mat4 proj_mat;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
uniform vec4 light_attenuation[8];
uniform vec3 light_diffuse[8];
float getAmbientClamp();
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
{
vec3 col = vec3(0);
//get light vector
vec3 lv = lp.xyz - v;
//get distance
float dist = length(lv);
float da = 1.0;
dist /= la;
if (dist > 0.0 && la > 0.0)
{
//normalize light vector
lv = normalize(lv);
//distance attenuation
float dist_atten = clamp(1.0 - (dist - 1.0*(1.0 - fa)) / fa, 0.0, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0f;
if (dist_atten <= 0.0)
{
return col;
}
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
da *= dot(n, lv);
float lit = 0.0f;
float amb_da = ambiance;
if (da >= 0)
{
lit = max(da * dist_atten, 0.0);
col = lit * light_col * diffuse;
amb_da += (da*0.5 + 0.5) * ambiance;
}
amb_da += (da*da*0.5 + 0.5) * ambiance;
amb_da *= dist_atten;
amb_da = min(amb_da, 1.0f - lit);
// SL-10969 need to see why these are blown out
//col.rgb += amb_da * light_col * diffuse;
if (spec.a > 0.0)
{
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(lv + npos);
float nh = dot(n, h);
float nv = dot(n, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da);
vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
speccol = clamp(speccol, vec3(0), vec3(1));
col += speccol;
float cur_glare = max(speccol.r, speccol.g);
cur_glare = max(cur_glare, speccol.b);
glare = max(glare, speccol.r);
glare += max(cur_glare, 0.0);
}
}
}
return max(col, vec3(0.0, 0.0, 0.0));
}
#else
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData
#endif
#endif
uniform sampler2D diffuseMap; //always in sRGB space
#ifdef HAS_NORMAL_MAP
uniform sampler2D bumpMap;
#endif
#ifdef HAS_SPECULAR_MAP
uniform sampler2D specularMap;
VARYING vec2 vary_texcoord2;
#endif
uniform float env_intensity;
uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
uniform float minimum_alpha;
#endif
#ifdef HAS_NORMAL_MAP
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
VARYING vec3 vary_mat2;
VARYING vec2 vary_texcoord1;
#else
VARYING vec3 vary_normal;
#endif
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
vec2 encode_normal(vec3 n);
void main()
{
vec2 pos_screen = vary_texcoord0.xy;
vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
diffcol.rgb *= vertex_color.rgb;
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
// Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points
float bias = 0.001953125; // 1/512, or half an 8-bit quantization
if (diffcol.a < minimum_alpha-bias)
{
discard;
}
#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
vec3 gamma_diff = diffcol.rgb;
diffcol.rgb = srgb_to_linear(diffcol.rgb);
#endif
#ifdef HAS_SPECULAR_MAP
vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
spec.rgb *= specular_color.rgb;
#else
vec4 spec = vec4(specular_color.rgb, 1.0);
#endif
#ifdef HAS_NORMAL_MAP
vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
norm.xyz = norm.xyz * 2 - 1;
vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
dot(norm.xyz,vary_mat1),
dot(norm.xyz,vary_mat2));
#else
vec4 norm = vec4(0,0,0,1.0);
vec3 tnorm = vary_normal;
#endif
norm.xyz = normalize(tnorm.xyz);
vec2 abnormal = encode_normal(norm.xyz);
vec4 final_color = diffcol;
#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
final_color.a = emissive_brightness;
#else
final_color.a = max(final_color.a, emissive_brightness);
#endif
vec4 final_specular = spec;
#ifdef HAS_SPECULAR_MAP
vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0);
final_specular.a = specular_color.a * norm.a;
#else
vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0);
final_specular.a = specular_color.a;
#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
//forward rendering, output just lit sRGBA
vec3 pos = vary_position;
float shadow = 1.0f;
#ifdef HAS_SUN_SHADOW
shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
#endif
spec = final_specular;
vec4 diffuse = final_color;
float envIntensity = final_normal.z;
vec3 color = vec3(0,0,0);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float bloom = 0.0;
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
// This call breaks the Mac GLSL compiler/linker for unknown reasons (17Mar2020)
// The call is either a no-op or a pure (pow) gamma adjustment, depending on GPU level
// TODO: determine if we want to re-apply the gamma adjustment, and if so understand & fix Mac breakage
//color = fullbrightScaleSoftClip(color);
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
//we're in sRGB space, so gamma correct this dot product so
// lighting from the sun stays sharp
float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0);
da = pow(da, 1.0 / 1.3);
color = amblit;
//darken ambient for normals perpendicular to light vector so surfaces in shadow
// and facing away from light still have some definition to them.
// do NOT gamma correct this dot product so ambient lighting stays soft
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0 - ambient);
vec3 sun_contrib = min(da, shadow) * sunlit;
color *= ambient;
color += sun_contrib;
color *= gamma_diff.rgb;
float glare = 0.0;
if (spec.a > 0.0) // specular reflection
{
#if 1 //EEP
vec3 npos = -normalize(pos.xyz);
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(light_dir.xyz + npos);
float nh = dot(norm.xyz, h);
float nv = dot(norm.xyz, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da);
vec3 sp = sun_contrib*scol / 6.0f;
sp = clamp(sp, vec3(0), vec3(1));
bloom = dot(sp, sp) / 4.0;
color += sp * spec.rgb;
}
#else // PRODUCTION
float sa = dot(refnormpersp, sun_dir.xyz);
vec3 dumbshiny = sunlit*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
glare = max(spec_contrib.r, spec_contrib.g);
glare = max(glare, spec_contrib.b);
color += spec_contrib;
#endif
}
color = mix(color.rgb, diffcol.rgb, diffuse.a);
if (envIntensity > 0.0)
{
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
color = mix(color, reflected_color, envIntensity);
float cur_glare = max(reflected_color.r, reflected_color.g);
cur_glare = max(cur_glare, reflected_color.b);
cur_glare *= envIntensity*4.0;
glare += cur_glare;
}
color = atmosFragLighting(color, additive, atten);
color = scaleSoftClipFrag(color);
//convert to linear before adding local lights
color = srgb_to_linear(color);
vec3 npos = normalize(-pos.xyz);
vec3 light = vec3(0, 0, 0);
#define LIGHT_LOOP(i) light.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_attenuation[i].w );
LIGHT_LOOP(1)
LIGHT_LOOP(2)
LIGHT_LOOP(3)
LIGHT_LOOP(4)
LIGHT_LOOP(5)
LIGHT_LOOP(6)
LIGHT_LOOP(7)
color += light;
glare = min(glare, 1.0);
float al = max(diffcol.a, glare)*vertex_color.a;
//convert to srgb as this color is being written post gamma correction
color = linear_to_srgb(color);
#ifdef WATER_FOG
vec4 temp = applyWaterFogView(pos, vec4(color, al));
color = temp.rgb;
al = temp.a;
#endif
frag_color = vec4(color, al);
#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
// deferred path
frag_data[0] = final_color; //gbuffer is sRGB
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
#endif
}
/**
* @file materialF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
//class1/deferred/materialF.glsl
// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass.
#define DIFFUSE_ALPHA_MODE_NONE 0
#define DIFFUSE_ALPHA_MODE_BLEND 1
#define DIFFUSE_ALPHA_MODE_MASK 2
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise
uniform int sun_up_factor;
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClip(vec3 light);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cs);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
#ifdef HAS_SUN_SHADOW
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
// Inputs
uniform vec4 morphFactor;
uniform vec3 camPosLocal;
uniform mat3 env_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
VARYING vec2 vary_fragcoord;
VARYING vec3 vary_position;
uniform mat4 proj_mat;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
uniform vec4 light_attenuation[8];
uniform vec3 light_diffuse[8];
float getAmbientClamp();
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
{
vec3 col = vec3(0);
//get light vector
vec3 lv = lp.xyz - v;
//get distance
float dist = length(lv);
float da = 1.0;
dist /= la;
if (dist > 0.0 && la > 0.0)
{
//normalize light vector
lv = normalize(lv);
//distance attenuation
float dist_atten = clamp(1.0 - (dist - 1.0*(1.0 - fa)) / fa, 0.0, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0f;
if (dist_atten <= 0.0)
{
return col;
}
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
da *= dot(n, lv);
float lit = 0.0f;
float amb_da = ambiance;
if (da >= 0)
{
lit = max(da * dist_atten, 0.0);
col = lit * light_col * diffuse;
amb_da += (da*0.5 + 0.5) * ambiance;
}
amb_da += (da*da*0.5 + 0.5) * ambiance;
amb_da *= dist_atten;
amb_da = min(amb_da, 1.0f - lit);
// SL-10969 need to see why these are blown out
//col.rgb += amb_da * light_col * diffuse;
if (spec.a > 0.0)
{
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(lv + npos);
float nh = dot(n, h);
float nv = dot(n, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da);
vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
speccol = clamp(speccol, vec3(0), vec3(1));
col += speccol;
float cur_glare = max(speccol.r, speccol.g);
cur_glare = max(cur_glare, speccol.b);
glare = max(glare, speccol.r);
glare += max(cur_glare, 0.0);
}
}
}
return max(col, vec3(0.0, 0.0, 0.0));
}
#else
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData
#endif
#endif
uniform sampler2D diffuseMap; //always in sRGB space
#ifdef HAS_NORMAL_MAP
uniform sampler2D bumpMap;
#endif
#ifdef HAS_SPECULAR_MAP
uniform sampler2D specularMap;
VARYING vec2 vary_texcoord2;
#endif
uniform float env_intensity;
uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
uniform float minimum_alpha;
#endif
#ifdef HAS_NORMAL_MAP
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
VARYING vec3 vary_mat2;
VARYING vec2 vary_texcoord1;
#else
VARYING vec3 vary_normal;
#endif
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
vec2 encode_normal(vec3 n);
void main()
{
vec2 pos_screen = vary_texcoord0.xy;
vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
diffcol.rgb *= vertex_color.rgb;
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
// Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points
float bias = 0.001953125; // 1/512, or half an 8-bit quantization
if (diffcol.a < minimum_alpha-bias)
{
discard;
}
#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
vec3 gamma_diff = diffcol.rgb;
diffcol.rgb = srgb_to_linear(diffcol.rgb);
#endif
#ifdef HAS_SPECULAR_MAP
vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
spec.rgb *= specular_color.rgb;
#else
vec4 spec = vec4(specular_color.rgb, 1.0);
#endif
#ifdef HAS_NORMAL_MAP
vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
norm.xyz = norm.xyz * 2 - 1;
vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
dot(norm.xyz,vary_mat1),
dot(norm.xyz,vary_mat2));
#else
vec4 norm = vec4(0,0,0,1.0);
vec3 tnorm = vary_normal;
#endif
norm.xyz = normalize(tnorm.xyz);
vec2 abnormal = encode_normal(norm.xyz);
vec4 final_color = diffcol;
#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
final_color.a = emissive_brightness;
#else
final_color.a = max(final_color.a, emissive_brightness);
#endif
vec4 final_specular = spec;
#ifdef HAS_SPECULAR_MAP
vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0);
final_specular.a = specular_color.a * norm.a;
#else
vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0);
final_specular.a = specular_color.a;
#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
//forward rendering, output just lit sRGBA
vec3 pos = vary_position;
float shadow = 1.0f;
#ifdef HAS_SUN_SHADOW
shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
#endif
spec = final_specular;
vec4 diffuse = final_color;
float envIntensity = final_normal.z;
vec3 color = vec3(0,0,0);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float bloom = 0.0;
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
// This call breaks the Mac GLSL compiler/linker for unknown reasons (17Mar2020)
// The call is either a no-op or a pure (pow) gamma adjustment, depending on GPU level
// TODO: determine if we want to re-apply the gamma adjustment, and if so understand & fix Mac breakage
//color = fullbrightScaleSoftClip(color);
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
//we're in sRGB space, so gamma correct this dot product so
// lighting from the sun stays sharp
float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0);
da = pow(da, 1.0 / 1.3);
color = amblit;
//darken ambient for normals perpendicular to light vector so surfaces in shadow
// and facing away from light still have some definition to them.
// do NOT gamma correct this dot product so ambient lighting stays soft
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0 - ambient);
vec3 sun_contrib = min(da, shadow) * sunlit;
color *= ambient;
color += sun_contrib;
color *= gamma_diff.rgb;
float glare = 0.0;
if (spec.a > 0.0) // specular reflection
{
/* // Reverting this specular calculation to previous 'dumbshiny' version - DJH 6/17/2020
// Preserving the refactored version as a comment for potential reconsideration,
// overriding the general rule to avoid pollutiong the source with commented code.
//
// If you're reading this in 2021+, feel free to obliterate.
vec3 npos = -normalize(pos.xyz);
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(light_dir.xyz + npos);
float nh = dot(norm.xyz, h);
float nv = dot(norm.xyz, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da);
vec3 sp = sun_contrib*scol / 6.0f;
sp = clamp(sp, vec3(0), vec3(1));
bloom = dot(sp, sp) / 4.0;
color += sp * spec.rgb;
}
*/
float sa = dot(refnormpersp, sun_dir.xyz);
vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
glare = max(spec_contrib.r, spec_contrib.g);
glare = max(glare, spec_contrib.b);
color += spec_contrib;
}
color = mix(color.rgb, diffcol.rgb, diffuse.a);
if (envIntensity > 0.0)
{
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
color = mix(color, reflected_color, envIntensity);
float cur_glare = max(reflected_color.r, reflected_color.g);
cur_glare = max(cur_glare, reflected_color.b);
cur_glare *= envIntensity*4.0;
glare += cur_glare;
}
color = atmosFragLighting(color, additive, atten);
color = scaleSoftClipFrag(color);
//convert to linear before adding local lights
color = srgb_to_linear(color);
vec3 npos = normalize(-pos.xyz);
vec3 light = vec3(0, 0, 0);
#define LIGHT_LOOP(i) light.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_attenuation[i].w );
LIGHT_LOOP(1)
LIGHT_LOOP(2)
LIGHT_LOOP(3)
LIGHT_LOOP(4)
LIGHT_LOOP(5)
LIGHT_LOOP(6)
LIGHT_LOOP(7)
color += light;
glare = min(glare, 1.0);
float al = max(diffcol.a, glare)*vertex_color.a;
//convert to srgb as this color is being written post gamma correction
color = linear_to_srgb(color);
#ifdef WATER_FOG
vec4 temp = applyWaterFogView(pos, vec4(color, al));
color = temp.rgb;
al = temp.a;
#endif
frag_color = vec4(color, al);
#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
// deferred path
frag_data[0] = final_color; //gbuffer is sRGB
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
#endif
}

View File

@ -1,9 +1,9 @@
/**
* @file moonF.glsl
* @file class1\deferred\moonF.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, Linden Research, Inc.
* Copyright (C) 2005, 2020 Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@ -36,34 +36,33 @@ out vec4 frag_data[3];
uniform vec4 color;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform vec3 lumWeights;
uniform vec3 moon_dir;
uniform float moon_brightness;
uniform float minLuminance;
uniform sampler2D diffuseMap;
uniform sampler2D altDiffuseMap;
uniform float blend_factor; // interp factor between moon A/B
VARYING vec2 vary_texcoord0;
vec3 srgb_to_linear(vec3 c);
/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light);
void main()
{
vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
vec4 c = mix(moonA, moonB, blend_factor);
// Restore Pre-EEP alpha fade moon near horizon
float fade = 1.0;
if( moon_dir.z > 0 )
fade = clamp( moon_dir.z*moon_dir.z*4.0, 0.0, 1.0 );
c.rgb = srgb_to_linear(c.rgb);
vec4 c = texture2D(diffuseMap, vary_texcoord0.xy);
// c.rgb = srgb_to_linear(c.rgb);
c.rgb *= moonlight_color.rgb;
c.rgb *= moon_brightness;
// mix factor which blends when sunlight is brighter
// and shows true moon color at night
vec3 luma_weights = vec3(0.3, 0.5, 0.3);
c.rgb *= fade;
c.a *= fade;
vec4 light_color = max(sunlight_color, moonlight_color);
float mix = 1.0 - dot(normalize(light_color.rgb), luma_weights);
vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0;
c.rgb = pow(c.rgb, exp);
//c.rgb *= moonlight_color.rgb;
c.rgb = scaleSoftClip(c.rgb);
frag_data[0] = vec4(c.rgb, c.a);
frag_data[1] = vec4(0.0);

View File

@ -1,9 +1,9 @@
/**
* @file moonV.glsl
* @file class1\deferred\moonV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
* Copyright (C) 2007, 2020 Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@ -32,18 +32,13 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec2 vary_texcoord0;
void calcAtmospherics(vec3 eye_pos);
void main()
{
//transform vertex
vec3 offset = vec3(0, 0, 50);
vec4 vert = vec4(position.xyz - offset, 1.0);
vec4 vert = vec4(position.xyz, 1.0);
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vert;
calcAtmospherics(pos.xyz);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}

View File

@ -1,24 +1,24 @@
/**
* @file multiPointLightF.glsl
/**
* @file class1/deferred/multiPointLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@ -36,119 +36,112 @@ out vec4 frag_color;
uniform sampler2DRect depthMap;
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform samplerCube environmentMap;
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
uniform samplerCube environmentMap;
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
uniform vec3 env_mat[3];
uniform vec3 env_mat[3];
uniform float sun_wash;
uniform int light_count;
uniform vec4 light[LIGHT_COUNT];
uniform vec4 light_col[LIGHT_COUNT];
uniform int light_count;
uniform vec4 light[LIGHT_COUNT];
uniform vec4 light_col[LIGHT_COUNT];
uniform vec2 screen_res;
uniform float far_z;
uniform mat4 inv_proj;
VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform float far_z;
uniform mat4 inv_proj;
vec4 getPosition(vec2 pos_screen);
vec3 getNorm(vec2 pos_screen);
vec3 srgb_to_linear(vec3 c);
void main()
void main()
{
vec3 out_col = vec3(0,0,0);
#if defined(LOCAL_LIGHT_KILL)
discard;
#else
vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
vec3 pos = getPosition(frag.xy).xyz;
if (pos.z < far_z)
{
discard;
}
vec3 norm = getNorm(frag.xy);
vec4 spec = texture2DRect(specularRect, frag.xy);
vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
diff.rgb = srgb_to_linear(diff.rgb);
float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 npos = normalize(-pos);
// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
for (int i = 0; i < LIGHT_COUNT; ++i)
{
vec3 lv = light[i].xyz-pos;
float dist = length(lv);
dist /= light[i].w;
if (dist <= 1.0)
{
float da = dot(norm, lv);
if (da > 0.0)
{
lv = normalize(lv);
da = dot(norm, lv);
float fa = light_col[i].a+1.0;
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
// Tweak falloff slightly to match pre-EEP attenuation
// NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit
dist_atten *= 2.0;
dist_atten *= noise;
float lit = da * dist_atten;
vec3 col = light_col[i].rgb*lit*diff;
//vec3 col = vec3(dist2, light_col[i].a, lit);
if (spec.a > 0.0)
{
lit = min(da*6.0, 1.0) * dist_atten;
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(lv+npos);
float nh = dot(norm, h);
float nv = dot(norm, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
col += lit*scol*light_col[i].rgb*spec.rgb;
//col += spec.rgb;
}
}
out_col += col;
}
}
}
discard; // Bail immediately
#endif
frag_color.rgb = out_col;
frag_color.a = 0.0;
vec3 out_col = vec3(0, 0, 0);
vec2 frag = (vary_fragcoord.xy * 0.5 + 0.5) * screen_res;
vec3 pos = getPosition(frag.xy).xyz;
if (pos.z < far_z)
{
discard;
}
vec3 norm = getNorm(frag.xy);
vec4 spec = texture2DRect(specularRect, frag.xy);
spec.rgb = srgb_to_linear(spec.rgb);
vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
diff.rgb = srgb_to_linear(diff.rgb);
float noise = texture2D(noiseMap, frag.xy / 128.0).b;
vec3 npos = normalize(-pos);
// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
for (int i = 0; i < LIGHT_COUNT; ++i)
{
vec3 lv = light[i].xyz - pos;
float dist = length(lv);
dist /= light[i].w;
if (dist <= 1.0)
{
float da = dot(norm, lv);
if (da > 0.0)
{
lv = normalize(lv);
da = dot(norm, lv);
float fa = light_col[i].a + 1.0;
float dist_atten = clamp(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 0.0, 1.0);
dist_atten *= dist_atten;
// Tweak falloff slightly to match pre-EEP attenuation
// NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit
dist_atten *= 2.0;
dist_atten *= noise;
float lit = da * dist_atten;
vec3 col = light_col[i].rgb * lit * diff;
if (spec.a > 0.0)
{
lit = min(da * 6.0, 1.0) * dist_atten;
vec3 h = normalize(lv + npos);
float nh = dot(norm, h);
float nv = dot(norm, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5) * 0.4 + 0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres * texture2D(lightFunc, vec2(nh, spec.a)).r * gt / (nh * da);
col += lit * scol * light_col[i].rgb * spec.rgb;
}
}
out_col += col;
}
}
}
frag_color.rgb = out_col;
frag_color.a = 0.0;
#ifdef IS_AMD_CARD
// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
vec4 dummy1 = light[0];
vec4 dummy2 = light_col[0];
vec4 dummy3 = light[LIGHT_COUNT-1];
vec4 dummy4 = light_col[LIGHT_COUNT-1];
// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage
// awawy which leads to unfun crashes and artifacts.
vec4 dummy1 = light[0];
vec4 dummy2 = light_col[0];
vec4 dummy3 = light[LIGHT_COUNT - 1];
vec4 dummy4 = light_col[LIGHT_COUNT - 1];
#endif
}

View File

@ -1,24 +1,24 @@
/**
/**
* @file WLSkyV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, Linden Research, Inc.
*
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@ -37,13 +37,13 @@ VARYING vec4 vary_HazeColor;
// Inputs
uniform vec3 camPosLocal;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform float haze_horizon;
uniform float haze_density;
@ -52,7 +52,7 @@ uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
uniform vec4 glow;
uniform float sun_moon_glow_factor;
uniform vec4 cloud_color;
@ -63,103 +63,91 @@ uniform vec4 cloud_color;
// indra\newview\lllegacyatmospherics.cpp
void main()
{
// World / view / projection
// World / view / projection
vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
gl_Position = pos;
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
gl_Position = pos;
// Set altitude
if (P.y > 0.)
{
P *= (max_y / P.y);
}
else
{
P *= (-32000. / P.y);
}
// Get relative position
vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
// Can normalize then
vec3 Pn = normalize(P);
// Adj position vector to clamp altitude
if (rel_pos.y > 0)
{
rel_pos *= (max_y / rel_pos.y);
}
if (rel_pos.y < 0)
{
rel_pos *= (-32000. / rel_pos.y);
}
float Plen = length(P);
// Can normalize then
vec3 rel_pos_norm = normalize(rel_pos);
// Initialize temp variables
vec4 temp1 = vec4(0.);
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
float rel_pos_len = length(rel_pos);
float dens_mul = density_multiplier;
// Initialize temp variables
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
temp1 = abs(blue_density) + vec4(abs(haze_density));
blue_weight = blue_density / temp1;
haze_weight = haze_density / temp1;
// Calculate relative weights
vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
vec4 blue_weight = blue_density / combined_haze;
vec4 haze_weight = haze_density / combined_haze;
// Compute sunlight from P & lightnorm (for long rays like sky)
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y);
// Compute sunlight from rel_pos & lightnorm (for long rays like sky)
float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
sunlight *= exp(-light_atten * off_axis);
// Distance
temp2.z = Plen * dens_mul;
// Distance
float density_dist = rel_pos_len * density_multiplier;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
// Transparency (-> combined_haze)
// ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
// compiler gets confused.
temp1 = exp(-temp1 * temp2.z);
combined_haze = exp(-combined_haze * density_dist);
// Compute haze glow
temp2.x = dot(Pn, lightnorm.xyz);
temp2.x = 1. - temp2.x;
// temp2.x is 0 at the sun and increases away from sun
temp2.x = max(temp2.x, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
temp2.x *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// Compute haze glow
float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
// haze_glow is 0 at the sun and increases away from sun
haze_glow = max(haze_glow, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
haze_glow *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
haze_glow = pow(haze_glow, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// Add "minimum anti-solar illumination"
temp2.x += .25;
vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
);
// Add "minimum anti-solar illumination"
// For sun, add to glow. For moon, remove glow entirely. SL-13768
haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
vec4 color =
(blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color));
// Final atmosphere additive
color *= (1. - temp1);
color *= (1. - combined_haze);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
sunlight *= max(0.0, (1. - cloud_shadow));
// Dim sunlight by cloud shadow percentage
sunlight *= max(0.0, (1. - cloud_shadow));
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
// Haze color below cloud
vec4 additiveColorBelowCloud =
(blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
// Attenuate cloud color by atmosphere
temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
// Attenuate cloud color by atmosphere
combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds
// At horizon, blend high altitude sky color towards the darker color below the clouds
color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1));
// At horizon, blend high altitude sky color towards the darker color below the clouds
color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze));
// Haze color above cloud
vary_HazeColor = color;
vary_HazeColor = color;
}

View File

@ -124,41 +124,15 @@ void main()
if (spec.a > 0.0) // specular reflection
{
float sa = dot(refnormpersp, light_dir.xyz);
vec3 dumbshiny = sunlit * (texture2D(lightFunc, vec2(sa, spec.a)).r);
#if 1 //EEP
vec3 npos = -normalize(pos.xyz);
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(light_dir.xyz+npos);
float nh = dot(norm.xyz, h);
float nv = dot(norm.xyz, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 sp = sun_contrib*scontrib / 6.0;
sp = clamp(sp, vec3(0), vec3(1));
bloom += dot(sp, sp) / 4.0;
color += sp * spec.rgb;
}
#else //PRODUCTION
float sa = dot(refnormpersp, light_dir.xyz);
vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
bloom = dot(spec_contrib, spec_contrib) / 6;
color.rgb += spec_contrib;
#endif
}
color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
if (envIntensity > 0.0)

View File

@ -23,6 +23,9 @@
* $/LicenseInfo$
*/
// Lambert Azimuthal Equal-Area projection
// See: https://aras-p.info/texts/CompactNormalStorage.html
// Also see: A_bit_more_deferred_-_CryEngine3.ppt
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);

View File

@ -31,6 +31,9 @@ out vec4 frag_color;
uniform float minimum_alpha;
// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO;
uniform int no_atmo;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
@ -41,16 +44,19 @@ void default_lighting()
{
vec4 color = diffuseLookup(vary_texcoord0.xy);
color *= vertex_color;
if (color.a < minimum_alpha)
{
discard;
}
color *= vertex_color;
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
// SL-9632 HUDs are affected by Atmosphere
if (no_atmo == 0)
{
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
}
frag_color = color;
}

View File

@ -30,7 +30,10 @@ out vec4 frag_color;
#endif
uniform float minimum_alpha;
uniform float texture_gamma;
uniform float texture_gamma; // either 1.0 or 2.2; see: "::TEXTURE_GAMMA"
// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass()
uniform int no_atmo;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@ -50,9 +53,17 @@ void fullbright_lighting()
color.rgb *= vertex_color.rgb;
color.rgb = pow(color.rgb, vec3(texture_gamma));
color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
// SL-9632 HUDs are affected by Atmosphere
if (no_atmo == 0)
{
color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
}
//*TODO: Are we missing an inverse pow() here?
// class1\lighting\lightFullbrightF.glsl has:
// color.rgb = pow(color.rgb, vec3(1.0/texture_gamma));
frag_color = color;
}

View File

@ -34,6 +34,9 @@ VARYING vec2 vary_texcoord0;
uniform float texture_gamma;
// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO;
uniform int no_atmo;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@ -43,9 +46,12 @@ void fullbright_lighting()
color.rgb = pow(color.rgb, vec3(texture_gamma));
color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
// SL-9632 HUDs are affected by Atmosphere
if (no_atmo == 0)
{
color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
}
color.rgb = pow(color.rgb, vec3(1.0/texture_gamma));

View File

@ -35,20 +35,37 @@ VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass()
uniform int no_atmo;
vec3 fullbrightShinyAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
// See:
// class1\deferred\fullbrightShinyF.glsl
// class1\lighting\lightFullbrightShinyF.glsl
void fullbright_shiny_lighting()
{
vec4 color = diffuseLookup(vary_texcoord0.xy);
color.rgb *= vertex_color.rgb;
vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low
color.rgb = fullbrightShinyAtmosTransport(color.rgb);
// SL-9632 HUDs are affected by Atmosphere
if (no_atmo == 0)
{
vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low
color.rgb = fullbrightScaleSoftClip(color.rgb);
color.rgb = fullbrightShinyAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
}
/*
// NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects.
else
{
vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low
}
*/
color.a = 1.0;

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@ -1,4 +1,4 @@
/**
/**
* @file simpleV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
@ -28,6 +28,9 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass()
uniform int no_atmo;
ATTRIBUTE vec3 position;
void passTextureIndex();
ATTRIBUTE vec2 texcoord0;
@ -46,19 +49,23 @@ void main()
{
//transform vertex
vec4 vert = vec4(position.xyz,1.0);
passTextureIndex();
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
vec3 norm = normalize(normal_matrix * normal);
calcAtmospherics(pos.xyz);
// SL-9632 HUDs are affected by Atmosphere
if (no_atmo == 1)
{
vertex_color = diffuse_color;
}
else
{
vec4 pos = (modelview_matrix * vert);
vec3 norm = normalize(normal_matrix * normal);
vec4 color = calcLighting(pos.xyz, norm, diffuse_color);
vertex_color = color;
calcAtmospherics(pos.xyz);
vertex_color = calcLighting(pos.xyz, norm, diffuse_color);
}
}

View File

@ -1,154 +1,134 @@
/**
/**
* @file class1\windlight\atmosphericsFuncs.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2019, Linden Research, Inc.
*
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform float haze_horizon;
uniform float haze_density;
uniform float cloud_shadow;
uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
uniform vec4 glow;
uniform float scene_light_strength;
uniform mat3 ssao_effect_mat;
uniform int no_atmo;
uniform mat3 ssao_effect_mat;
uniform int no_atmo;
uniform float sun_moon_glow_factor;
float getAmbientClamp()
float getAmbientClamp() { return 1.0f; }
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive,
out vec3 atten, bool use_ao)
{
return 1.0f;
}
vec3 rel_pos = inPositionEye;
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) {
vec3 P = inPositionEye;
//(TERRAIN) limit altitude
if (P.y > max_y) P *= (max_y / P.y);
if (P.y < -max_y) P *= (-max_y / P.y);
if (abs(rel_pos.y) > max_y) rel_pos *= (max_y / rel_pos.y);
vec3 tmpLightnorm = lightnorm.xyz;
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec3 Pn = normalize(P);
float Plen = length(P);
// sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// I had thought blue_density and haze_density should have equal weighting,
// but attenuation due to haze_density tends to seem too strong
vec4 temp1 = vec4(0);
vec3 temp2 = vec3(0);
vec4 blue_weight;
vec4 haze_weight;
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
vec4 combined_haze = blue_density + vec4(haze_density);
vec4 blue_weight = blue_density / combined_haze;
vec4 haze_weight = vec4(haze_density) / combined_haze;
float dens_mul = density_multiplier;
float dist_mul = distance_multiplier;
//sunlight attenuation effect (hue and brightness) due to atmosphere
//this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
//I had thought blue_density and haze_density should have equal weighting,
//but attenuation due to haze_density tends to seem too strong
temp1 = blue_density + vec4(haze_density);
blue_weight = blue_density / temp1;
haze_weight = vec4(haze_density) / temp1;
//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
temp2.y = max(0.0, tmpLightnorm.y);
if (abs(temp2.y) > 0.000001f)
{
temp2.y = 1. / abs(temp2.y);
}
temp2.y = max(0.0000001f, temp2.y);
sunlight *= exp(-light_atten * temp2.y);
//(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain)
float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y);
sunlight *= exp(-light_atten * above_horizon_factor); // for sun [horizon..overhead] this maps to an exp curve [0..1]
// main atmospheric scattering line integral
temp2.z = Plen * dens_mul;
float density_dist = rel_pos_len * density_multiplier;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z*dist_mul in a variable because the ati
// Transparency (-> combined_haze)
// ATI Bugfix -- can't store combined_haze*density_dist*distance_multiplier in a variable because the ati
// compiler gets confused.
temp1 = exp(-temp1 * temp2.z * dist_mul);
combined_haze = exp(-combined_haze * density_dist * distance_multiplier);
//final atmosphere attenuation factor
atten = temp1.rgb;
//compute haze glow
//(can use temp2.x as temp because we haven't used it yet)
temp2.x = dot(Pn, tmpLightnorm.xyz);
// final atmosphere attenuation factor
atten = combined_haze.rgb;
// compute haze glow
float haze_glow = dot(rel_pos_norm, lightnorm.xyz);
// dampen sun additive contrib when not facing it...
if (length(light_dir) > 0.01)
{
temp2.x *= max(0.0f, dot(light_dir, Pn));
}
temp2.x = 1. - temp2.x;
//temp2.x is 0 at the sun and increases away from sun
temp2.x = max(temp2.x, .001); //was glow.y
//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
temp2.x *= glow.x;
//higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.x = pow(temp2.x, glow.z);
//glow.z should be negative, so we're doing a sort of (1 / "angle") function
// SL-13539: This "if" clause causes an "additive" white artifact at roughly 77 degreees.
// if (length(light_dir) > 0.01)
haze_glow *= max(0.0f, dot(light_dir, rel_pos_norm));
//add "minimum anti-solar illumination"
temp2.x += .25;
haze_glow = 1. - haze_glow;
// haze_glow is 0 at the sun and increases away from sun
haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
haze_glow *= glow.x;
// higher glow.x gives dimmer glow (because next step is 1 / "angle")
haze_glow = pow(haze_glow, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
temp2.x *= sun_moon_glow_factor;
vec4 amb_color = ambient_color;
//increase ambient when there are more clouds
// add "minimum anti-solar illumination"
haze_glow += .25;
haze_glow *= sun_moon_glow_factor;
vec4 amb_color = ambient_color;
// increase ambient when there are more clouds
vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * cloud_shadow * 0.5;
/* decrease value and saturation (that in HSV, not HSL) for occluded areas
* // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
* // The following line of code performs the equivalent of:
* float ambAlpha = tmpAmbient.a;
* float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
* vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
* tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
* tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat,
* ambAlpha);
*/
if (use_ao)
{
tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
}
//haze color
additive =
vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
+ (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
+ tmpAmbient));
// Similar/Shared Algorithms:
// indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings()
// indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars()
// haze color
vec3 cs = sunlight.rgb * (1. - cloud_shadow);
additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb);
//brightness of surface both sunlight and ambient
// brightness of surface both sunlight and ambient
sunlit = sunlight.rgb * 0.5;
amblit = tmpAmbient.rgb * .25;
additive *= vec3(1.0 - temp1);
additive *= vec3(1.0 - combined_haze);
}

View File

@ -3,7 +3,7 @@
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, Linden Research, Inc.
* Copyright (C) 2005, 2020 Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@ -36,28 +36,30 @@ out vec4 frag_color;
uniform vec4 color;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform vec3 lumWeights;
uniform vec3 moon_dir;
uniform float moon_brightness;
uniform float minLuminance;
uniform sampler2D diffuseMap;
uniform sampler2D altDiffuseMap;
uniform float blend_factor; // interp factor between moon A/B
VARYING vec2 vary_texcoord0;
vec3 scaleSoftClip(vec3 light);
void main()
{
vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
vec4 c = mix(moonA, moonB, blend_factor);
// Restore Pre-EEP alpha fade moon near horizon
float fade = 1.0;
if( moon_dir.z > 0 )
fade = clamp( moon_dir.z*moon_dir.z*4.0, 0.0, 1.0 );
// mix factor which blends when sunlight is brighter
// and shows true moon color at night
vec3 luma_weights = vec3(0.3, 0.5, 0.3);
float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights);
vec4 c = texture2D(diffuseMap, vary_texcoord0.xy);
// c.rgb = pow(c.rgb, vec3(0.7f)); // can't use "srgb_to_linear(color.rgb)" as that is a deferred only function
c.rgb *= moonlight_color.rgb;
c.rgb *= moon_brightness;
vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0;
c.rgb = pow(c.rgb, exp);
//c.rgb *= moonlight_color.rgb;
c.rgb *= fade;
c.a *= fade;
c.rgb = scaleSoftClip(c.rgb);
frag_color = vec4(c.rgb, c.a);
}

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@ -3,7 +3,7 @@
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
* Copyright (C) 2007, 2020 Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@ -30,20 +30,15 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
ATTRIBUTE vec2 texcoord0;
void calcAtmospherics(vec3 inPositionEye);
VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
vec3 offset = vec3(0, 0, 50);
vec4 vert = vec4(position.xyz - offset, 1.0);
vec4 vert = vec4(position.xyz, 1.0);
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vert;
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
calcAtmospherics(pos.xyz);
}

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@ -1,24 +1,24 @@
/**
/**
* @file class2/deferred/skyF.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, Linden Research, Inc.
*
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@ -32,13 +32,13 @@ uniform mat4 modelview_projection_matrix;
// Inputs
uniform vec3 camPosLocal;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform float haze_horizon;
uniform float haze_density;
@ -47,7 +47,7 @@ uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
uniform vec4 glow;
uniform float sun_moon_glow_factor;
uniform vec4 cloud_color;
@ -73,16 +73,16 @@ uniform float ice_level;
vec3 rainbow(float d)
{
d = clamp(d, -1.0, 0.0);
float rad = (droplet_radius - 5.0f) / 1024.0f;
return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level;
d = clamp(d, -1.0, 0.0);
float rad = (droplet_radius - 5.0f) / 1024.0f;
return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level;
}
vec3 halo22(float d)
{
d = clamp(d, 0.1, 1.0);
float v = sqrt(clamp(1 - (d * d), 0, 1));
return texture2D(halo_map, vec2(0, v)).rgb * ice_level;
d = clamp(d, 0.1, 1.0);
float v = sqrt(clamp(1 - (d * d), 0, 1));
return texture2D(halo_map, vec2(0, v)).rgb * ice_level;
}
/// Soft clips the light with a gamma correction
@ -90,115 +90,96 @@ vec3 scaleSoftClip(vec3 light);
void main()
{
// World / view / projection
// Get relative position
vec3 P = pos.xyz - camPosLocal.xyz + vec3(0,50,0);
// Get relative position (offset why?)
vec3 rel_pos = pos.xyz - camPosLocal.xyz + vec3(0, 50, 0);
// Set altitude
if (P.y > 0.)
// Adj position vector to clamp altitude
if (rel_pos.y > 0.)
{
P *= (max_y / P.y);
rel_pos *= (max_y / rel_pos.y);
}
else
if (rel_pos.y < 0.)
{
P *= (-32000. / P.y);
rel_pos *= (-32000. / rel_pos.y);
}
// Can normalize then
vec3 Pn = normalize(P);
float Plen = length(P);
// Normalized
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
// Initialize temp variables
vec4 temp1 = vec4(0.);
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
float dens_mul = density_multiplier;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
temp1 = abs(blue_density) + vec4(abs(haze_density));
blue_weight = blue_density / temp1;
haze_weight = haze_density / temp1;
vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
vec4 blue_weight = blue_density / combined_haze;
vec4 haze_weight = haze_density / combined_haze;
// Compute sunlight from P & lightnorm (for long rays like sky)
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y);
// Compute sunlight from rel_pos & lightnorm (for long rays like sky)
float off_axis = 1.0 / max(1e-6, max(0, rel_pos_norm.y) + lightnorm.y);
sunlight *= exp(-light_atten * off_axis);
// Distance
temp2.z = Plen * dens_mul;
float density_dist = rel_pos_len * density_multiplier;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
// Transparency (-> combined_haze)
// ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
// compiler gets confused.
temp1 = exp(-temp1 * temp2.z);
combined_haze = exp(-combined_haze * density_dist);
// Compute haze glow
temp2.x = dot(Pn, lightnorm.xyz);
temp2.x = 1. - temp2.x;
// temp2.x is 0 at the sun and increases away from sun
temp2.x = max(temp2.x, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
temp2.x *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
float haze_glow = dot(rel_pos_norm, lightnorm.xyz);
haze_glow = 1. - haze_glow;
// haze_glow is 0 at the sun and increases away from sun
haze_glow = max(haze_glow, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
haze_glow *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
haze_glow = pow(haze_glow, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// Add "minimum anti-solar illumination"
temp2.x += .25;
temp2.x *= sun_moon_glow_factor;
// For sun, add to glow. For moon, remove glow entirely. SL-13768
haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (haze_glow + 0.25));
// Haze color above cloud
vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
);
vec4 color = blue_horizon * blue_weight * (sunlight + ambient_color)
+ haze_horizon * haze_weight * (sunlight * haze_glow + ambient_color);
// Final atmosphere additive
color *= (1. - temp1);
color *= (1. - combined_haze);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
// TODO 9/20: DJH what does this do? max(0,(1-ambient)) will change the color
vec4 ambient = ambient_color + max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
sunlight *= max(0.0, (1. - cloud_shadow));
// Haze color below cloud
vec4 additiveColorBelowCloud = (blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
vec4 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient)
+ haze_horizon * haze_weight * (sunlight * haze_glow + ambient);
// Attenuate cloud color by atmosphere
temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds
// At horizon, blend high altitude sky color towards the darker color below the clouds
color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1));
float optic_d = dot(Pn, lightnorm.xyz);
vec3 halo_22 = halo22(optic_d);
color += (add_below_cloud - color) * (1. - sqrt(combined_haze));
float optic_d = dot(rel_pos_norm, lightnorm.xyz);
vec3 halo_22 = halo22(optic_d);
color.rgb += rainbow(optic_d);
color.rgb += halo_22;
color.rgb *= 2.;
color.rgb = scaleSoftClip(color.rgb);
/// Gamma correct for WL (soft clip effect).
// Gamma correct for WL (soft clip effect).
frag_data[0] = vec4(color.rgb, 1.0);
frag_data[1] = vec4(0.0,0.0,0.0,0.0);
frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog
frag_data[1] = vec4(0.0, 0.0, 0.0, 0.0);
frag_data[2] = vec4(0.0, 0.0, 0.0, 1.0); // 1.0 in norm.w masks off fog
}

View File

@ -1,24 +1,24 @@
/**
/**
* @file class2/deferred/softenLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@ -39,7 +39,7 @@ uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
uniform samplerCube environmentMap;
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
uniform float blur_size;
@ -50,7 +50,7 @@ uniform mat3 env_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
uniform int sun_up_factor;
uniform int sun_up_factor;
VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
@ -61,10 +61,10 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
float getAmbientClamp();
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClip(vec3 light);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClip(vec3 light);
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
@ -73,128 +73,85 @@ vec3 srgb_to_linear(vec3 c);
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
void main()
void main()
{
vec2 tc = vary_fragcoord.xy;
float depth = texture2DRect(depthMap, tc.xy).r;
vec4 pos = getPositionWithDepth(tc, depth);
vec4 norm = texture2DRect(normalMap, tc);
vec2 tc = vary_fragcoord.xy;
float depth = texture2DRect(depthMap, tc.xy).r;
vec4 pos = getPositionWithDepth(tc, depth);
vec4 norm = texture2DRect(normalMap, tc);
float envIntensity = norm.z;
norm.xyz = getNorm(tc);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
float light_gamma = 1.0/1.3;
da = pow(da, light_gamma);
norm.xyz = getNorm(tc);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
float light_gamma = 1.0 / 1.3;
da = pow(da, light_gamma);
vec4 diffuse = texture2DRect(diffuseRect, tc);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
float scol = max(scol_ambocc.r, diffuse.a);
float ambocc = scol_ambocc.g;
float scol = max(scol_ambocc.r, diffuse.a);
float ambocc = scol_ambocc.g;
vec3 color = vec3(0);
vec3 color = vec3(0);
float bloom = 0.0;
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true);
color.rgb = amblit;
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0 - ambient);
color.rgb *= ambient;
vec3 sun_contrib = min(da, scol) * sunlit;
color.rgb += sun_contrib;
color.rgb *= diffuse.rgb;
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
if (spec.a > 0.0) // specular reflection
{
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true);
color.rgb = amblit;
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0 - ambient);
color.rgb *= ambient;
vec3 sun_contrib = min(da, scol) * sunlit;
color.rgb += sun_contrib;
color.rgb *= diffuse.rgb;
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
if (spec.a > 0.0) // specular reflection
{
#if 1 //EEP
vec3 npos = -normalize(pos.xyz);
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(light_dir.xyz+npos);
float nh = dot(norm.xyz, h);
float nv = dot(norm.xyz, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 sp = sun_contrib*scontrib / 6.0;
sp = clamp(sp, vec3(0), vec3(1));
bloom += dot(sp, sp) / 4.0;
color += sp * spec.rgb;
}
#else //PRODUCTION
float sa = dot(refnormpersp, light_dir.xyz);
vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
color.rgb += spec_contrib;
#endif
}
color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
if (envIntensity > 0.0)
{ //add environmentmap
vec3 env_vec = env_mat * refnormpersp;
vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
color = mix(color.rgb, reflected_color, envIntensity);
}
if (norm.w < 0.5)
{
color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a);
color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a);
}
#ifdef WATER_FOG
vec4 fogged = applyWaterFogView(pos.xyz,vec4(color, bloom));
color = fogged.rgb;
bloom = fogged.a;
#endif
float sa = dot(refnormpersp, light_dir.xyz);
vec3 dumbshiny = sunlit * scol * (texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
color.rgb += spec_contrib;
}
// linear debuggables
//color.rgb = vec3(final_da);
//color.rgb = vec3(ambient);
//color.rgb = vec3(scol);
//color.rgb = diffuse_srgb.rgb;
color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
if (envIntensity > 0.0)
{ // add environmentmap
vec3 env_vec = env_mat * refnormpersp;
vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
color = mix(color.rgb, reflected_color, envIntensity);
}
if (norm.w < 0.5)
{
color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a);
color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a);
}
#ifdef WATER_FOG
vec4 fogged = applyWaterFogView(pos.xyz, vec4(color, bloom));
color = fogged.rgb;
bloom = fogged.a;
#endif
// convert to linear as fullscreen lights need to sum in linear colorspace
// and will be gamma (re)corrected downstream...
frag_color.rgb = srgb_to_linear(color.rgb);
frag_color.a = bloom;
frag_color.a = bloom;
}

View File

@ -1,24 +1,24 @@
/**
/**
* @file class2\wl\cloudsV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, Linden Research, Inc.
*
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@ -33,25 +33,26 @@ ATTRIBUTE vec2 texcoord0;
///////////////////////////////////////////////////////////////////////////////
// Output parameters
VARYING vec4 vary_CloudColorSun;
VARYING vec4 vary_CloudColorAmbient;
VARYING vec4 vary_CloudColorSun;
VARYING vec4 vary_CloudColorAmbient;
VARYING float vary_CloudDensity;
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
VARYING vec2 vary_texcoord3;
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
VARYING vec2 vary_texcoord2;
VARYING vec2 vary_texcoord3;
VARYING float altitude_blend_factor;
// Inputs
uniform vec3 camPosLocal;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform float haze_horizon;
uniform float haze_density;
@ -59,141 +60,133 @@ uniform float cloud_shadow;
uniform float density_multiplier;
uniform float max_y;
uniform vec4 glow;
uniform vec4 glow;
uniform float sun_moon_glow_factor;
uniform vec4 cloud_color;
uniform float cloud_scale;
// NOTE: Keep these in sync!
// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl
// indra\newview\lllegacyatmospherics.cpp
// indra\newview\llsettingsvo.cpp
void main()
{
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
// Texture coords
// SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
vary_texcoord0 = vec2(-texcoord0.x, texcoord0.y); // See: LLSettingsVOSky::applySpecial
vary_texcoord0 = texcoord0;
vary_texcoord0.xy -= 0.5;
vary_texcoord0.xy /= cloud_scale;
vary_texcoord0.xy += 0.5;
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
vary_texcoord1 = vary_texcoord0;
vary_texcoord1.x += lightnorm.x * 0.0125;
vary_texcoord1.y += lightnorm.z * 0.0125;
vary_texcoord2 = vary_texcoord0 * 16.;
vary_texcoord3 = vary_texcoord1 * 16.;
// Get relative position
vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
// fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude
altitude_blend_factor = clamp((P.y + 512.0) / max_y, 0.0, 1.0);
altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0);
// Set altitude
if (P.y > 0.)
{
P *= (max_y / P.y);
}
else
{
P *= (-32000. / P.y);
}
// Adj position vector to clamp altitude
if (rel_pos.y > 0.)
{
rel_pos *= (max_y / rel_pos.y);
}
if (rel_pos.y < 0.)
{
rel_pos *= (-32000. / rel_pos.y);
}
// Can normalize then
vec3 Pn = normalize(P);
float Plen = length(P);
// Can normalize then
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
// Initialize temp variables
vec4 temp1 = vec4(0.);
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
//vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 sunlight = sunlight_color;
vec4 light_atten;
// Initialize temp variables
vec4 sunlight = sunlight_color;
vec4 light_atten;
float dens_mul = density_multiplier;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
// Calculate relative weights
vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
vec4 blue_weight = blue_density / combined_haze;
vec4 haze_weight = haze_density / combined_haze;
// Calculate relative weights
temp1 = abs(blue_density) + vec4(abs(haze_density));
blue_weight = blue_density / temp1;
haze_weight = haze_density / temp1;
// Compute sunlight from rel_pos & lightnorm (for long rays like sky)
float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
sunlight *= exp(-light_atten * off_axis);
// Compute sunlight from P & lightnorm (for long rays like sky)
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y);
// Distance
float density_dist = rel_pos_len * density_multiplier;
// Distance
temp2.z = Plen * dens_mul;
// Transparency (-> combined_haze)
// ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
// compiler gets confused.
combined_haze = exp(-combined_haze * density_dist);
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
// compiler gets confused.
temp1 = exp(-temp1 * temp2.z);
// Compute haze glow
float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
// haze_glow is 0 at the sun and increases away from sun
haze_glow = max(haze_glow, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
haze_glow *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
haze_glow = pow(haze_glow, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
haze_glow *= sun_moon_glow_factor;
// Compute haze glow
temp2.x = dot(Pn, lightnorm.xyz);
temp2.x = 1. - temp2.x;
// temp2.x is 0 at the sun and increases away from sun
temp2.x = max(temp2.x, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
temp2.x *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// Add "minimum anti-solar illumination"
// For sun, add to glow. For moon, remove glow entirely. SL-13768
haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
temp2.x *= sun_moon_glow_factor;
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Add "minimum anti-solar illumination"
temp2.x += .25;
// Dim sunlight by cloud shadow percentage
sunlight *= (1. - cloud_shadow);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Haze color below cloud
vec4 additiveColorBelowCloud =
(blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
// Dim sunlight by cloud shadow percentage
sunlight *= (1. - cloud_shadow);
// CLOUDS
off_axis = 1.0 / max(1e-6, lightnorm.y * 2.);
sunlight *= exp(-light_atten * off_axis);
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
// Cloud color out
vary_CloudColorSun = (sunlight * haze_glow) * cloud_color;
vary_CloudColorAmbient = tmpAmbient * cloud_color;
// CLOUDS
temp2.y = max(0., lightnorm.y * 2.);
temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y);
// Attenuate cloud color by atmosphere
combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds
vary_CloudColorSun *= combined_haze;
vary_CloudColorAmbient *= combined_haze;
vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze);
// Cloud color out
vary_CloudColorSun = (sunlight * temp2.x) * cloud_color;
vary_CloudColorAmbient = tmpAmbient * cloud_color;
// Attenuate cloud color by atmosphere
temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
vary_CloudColorSun *= temp1;
vary_CloudColorAmbient *= temp1;
vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
// Make a nice cloud density based on the cloud_shadow value that was passed in.
vary_CloudDensity = 2. * (cloud_shadow - 0.25);
// Make a nice cloud density based on the cloud_shadow value that was passed in.
vary_CloudDensity = 2. * (cloud_shadow - 0.25);
// Combine these to minimize register use
vary_CloudColorAmbient += oHazeColorBelowCloud;
// needs this to compile on mac
// vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
// Texture coords
vary_texcoord0 = texcoord0;
vary_texcoord0.xy -= 0.5;
vary_texcoord0.xy /= cloud_scale;
vary_texcoord0.xy += 0.5;
vary_texcoord1 = vary_texcoord0;
vary_texcoord1.x += lightnorm.x * 0.0125;
vary_texcoord1.y += lightnorm.z * 0.0125;
vary_texcoord2 = vary_texcoord0 * 16.;
vary_texcoord3 = vary_texcoord1 * 16.;
// Combine these to minimize register use
vary_CloudColorAmbient += oHazeColorBelowCloud;
// needs this to compile on mac
//vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
// END CLOUDS
// END CLOUDS
}

View File

@ -1,28 +1,28 @@
/**
/**
* @file class2\wl\skyV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, Linden Research, Inc.
*
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
@ -37,13 +37,13 @@ VARYING vec4 vary_HazeColor;
// Inputs
uniform vec3 camPosLocal;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 moonlight_color;
uniform int sun_up_factor;
uniform vec4 ambient_color;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform float haze_horizon;
uniform float haze_density;
@ -52,110 +52,98 @@ uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
uniform vec4 glow;
uniform float sun_moon_glow_factor;
uniform vec4 cloud_color;
void main()
{
// World / view / projection
// World / view / projection
vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
gl_Position = pos;
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
gl_Position = pos;
// Set altitude
if (P.y > 0.)
{
P *= (max_y / P.y);
}
else
{
P *= (-32000. / P.y);
}
// Get relative position
vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
// Can normalize then
vec3 Pn = normalize(P);
// Adj position vector to clamp altitude
if (rel_pos.y > 0.)
{
rel_pos *= (max_y / rel_pos.y);
}
if (rel_pos.y < 0.)
{
rel_pos *= (-32000. / rel_pos.y);
}
float Plen = length(P);
// Can normalize then
vec3 rel_pos_norm = normalize(rel_pos);
// Initialize temp variables
vec4 temp1 = vec4(0.);
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
float rel_pos_len = length(rel_pos);
float dens_mul = density_multiplier;
// Initialize temp variables
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
temp1 = abs(blue_density) + vec4(abs(haze_density));
blue_weight = blue_density / temp1;
haze_weight = haze_density / temp1;
// Calculate relative weights
vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
vec4 blue_weight = blue_density / combined_haze;
vec4 haze_weight = haze_density / combined_haze;
// Compute sunlight from P & lightnorm (for long rays like sky)
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y);
// Compute sunlight from rel_pos & lightnorm (for long rays like sky)
float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
sunlight *= exp(-light_atten * off_axis);
// Distance
temp2.z = Plen * dens_mul;
// Distance
float density_dist = rel_pos_len * density_multiplier;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
// Transparency (-> combined_haze)
// ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
// compiler gets confused.
temp1 = exp(-temp1 * temp2.z);
combined_haze = exp(-combined_haze * density_dist);
// Compute haze glow
temp2.x = dot(Pn, lightnorm.xyz);
temp2.x = 1. - temp2.x;
// temp2.x is 0 at the sun and increases away from sun
temp2.x = max(temp2.x, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
temp2.x *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// Compute haze glow
float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
// haze_glow is 0 at the sun and increases away from sun
haze_glow = max(haze_glow, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
haze_glow *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
haze_glow = pow(haze_glow, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// Add "minimum anti-solar illumination"
temp2.x += .25;
vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
);
// Add "minimum anti-solar illumination"
// For sun, add to glow. For moon, remove glow entirely. SL-13768
haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
vec4 color =
(blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color));
// Final atmosphere additive
color *= (1. - temp1);
color *= (1. - combined_haze);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
sunlight *= max(0.0, (1. - cloud_shadow));
// Dim sunlight by cloud shadow percentage
sunlight *= max(0.0, (1. - cloud_shadow));
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
// Haze color below cloud
vec4 additiveColorBelowCloud =
(blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
// Attenuate cloud color by atmosphere
temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
// Attenuate cloud color by atmosphere
combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds
// At horizon, blend high altitude sky color towards the darker color below the clouds
color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1));
// At horizon, blend high altitude sky color towards the darker color below the clouds
color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze));
// Haze color above cloud
vary_HazeColor = color;
vary_HazeColor = color;
}

View File

@ -73,6 +73,7 @@
#include "llviewermedia.h"
#include "llviewerparcelaskplay.h"
#include "llviewerparcelmedia.h"
#include "llviewershadermgr.h"
#include "llviewermediafocus.h"
#include "llviewermessage.h"
#include "llviewerobjectlist.h"
@ -690,8 +691,7 @@ LLAppViewer::LLAppViewer()
mPeriodicSlowFrame(LLCachedControl<bool>(gSavedSettings,"Periodic Slow Frame", FALSE)),
mFastTimerLogThread(NULL),
mSettingsLocationList(NULL),
mIsFirstRun(false),
mMinMicroSecPerFrame(0.f)
mIsFirstRun(false)
{
if(NULL != sInstance)
{
@ -1260,10 +1260,6 @@ bool LLAppViewer::init()
joystick = LLViewerJoystick::getInstance();
joystick->setNeedsReset(true);
/*----------------------------------------------------------------------*/
gSavedSettings.getControl("FramePerSecondLimit")->getSignal()->connect(boost::bind(&LLAppViewer::onChangeFrameLimit, this, _2));
onChangeFrameLimit(gSavedSettings.getLLSD("FramePerSecondLimit"));
return true;
}
@ -1483,21 +1479,6 @@ bool LLAppViewer::doFrame()
display();
static U64 last_call = 0;
if (!gTeleportDisplay || gGLManager.mIsIntel) // SL-10625...throttle early, throttle often with Intel
{
// Frame/draw throttling
U64 elapsed_time = LLTimer::getTotalTime() - last_call;
if (elapsed_time < mMinMicroSecPerFrame)
{
LL_RECORD_BLOCK_TIME(FTM_SLEEP);
// llclamp for when time function gets funky
U64 sleep_time = llclamp(mMinMicroSecPerFrame - elapsed_time, (U64)1, (U64)1e6);
micro_sleep(sleep_time, 0);
}
}
last_call = LLTimer::getTotalTime();
pingMainloopTimeout("Main:Snapshot");
LLFloaterSnapshot::update(); // take snapshots
LLFloaterOutfitSnapshot::update();
@ -5436,19 +5417,6 @@ void LLAppViewer::disconnectViewer()
LLUrlEntryParcel::setDisconnected(gDisconnected);
}
bool LLAppViewer::onChangeFrameLimit(LLSD const & evt)
{
if (evt.asInteger() > 0)
{
mMinMicroSecPerFrame = (U64)(1000000.0f / F32(evt.asInteger()));
}
else
{
mMinMicroSecPerFrame = 0;
}
return false;
}
void LLAppViewer::forceErrorLLError()
{
LL_ERRS() << "This is a deliberate llerror" << LL_ENDL;

View File

@ -255,8 +255,6 @@ private:
void sendLogoutRequest();
void disconnectViewer();
bool onChangeFrameLimit(LLSD const & evt);
// *FIX: the app viewer class should be some sort of singleton, no?
// Perhaps its child class is the singleton and this should be an abstract base.
static LLAppViewer* sInstance;
@ -313,10 +311,7 @@ private:
// llcorehttp library init/shutdown helper
LLAppCoreHttp mAppCoreHttp;
bool mIsFirstRun;
U64 mMinMicroSecPerFrame; // frame throttling
bool mIsFirstRun;
};
// consts from viewer.h

View File

@ -1178,11 +1178,33 @@ LLSpatialPartition* LLDrawable::getSpatialPartition()
}
else if (isRoot())
{
if (mSpatialBridge && (mSpatialBridge->asPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD) != mVObjp->isHUDAttachment())
if (mSpatialBridge)
{
// remove obsolete bridge
mSpatialBridge->markDead();
setSpatialBridge(NULL);
U32 partition_type = mSpatialBridge->asPartition()->mPartitionType;
bool is_hud = mVObjp->isHUDAttachment();
bool is_animesh = mVObjp->isAnimatedObject() && mVObjp->getControlAvatar() != NULL;
bool is_attachment = mVObjp->isAttachment() && !is_hud && !is_animesh;
if ((partition_type == LLViewerRegion::PARTITION_HUD) != is_hud)
{
// Was/became HUD
// remove obsolete bridge
mSpatialBridge->markDead();
setSpatialBridge(NULL);
}
else if ((partition_type == LLViewerRegion::PARTITION_CONTROL_AV) != is_animesh)
{
// Was/became part of animesh
// remove obsolete bridge
mSpatialBridge->markDead();
setSpatialBridge(NULL);
}
else if ((partition_type == LLViewerRegion::PARTITION_AVATAR) != is_attachment)
{
// Was/became part of avatar
// remove obsolete bridge
mSpatialBridge->markDead();
setSpatialBridge(NULL);
}
}
//must be an active volume
if (!mSpatialBridge)
@ -1191,6 +1213,15 @@ LLSpatialPartition* LLDrawable::getSpatialPartition()
{
setSpatialBridge(new LLHUDBridge(this, getRegion()));
}
else if (mVObjp->isAnimatedObject() && mVObjp->getControlAvatar())
{
setSpatialBridge(new LLControlAVBridge(this, getRegion()));
}
// check HUD first, because HUD is also attachment
else if (mVObjp->isAttachment())
{
setSpatialBridge(new LLAvatarBridge(this, getRegion()));
}
else
{
setSpatialBridge(new LLVolumeBridge(this, getRegion()));
@ -1698,12 +1729,26 @@ void LLDrawable::updateFaceSize(S32 idx)
LLBridgePartition::LLBridgePartition(LLViewerRegion* regionp)
: LLSpatialPartition(0, FALSE, 0, regionp)
{
mDrawableType = LLPipeline::RENDER_TYPE_AVATAR;
mDrawableType = LLPipeline::RENDER_TYPE_VOLUME;
mPartitionType = LLViewerRegion::PARTITION_BRIDGE;
mLODPeriod = 16;
mSlopRatio = 0.25f;
}
LLAvatarPartition::LLAvatarPartition(LLViewerRegion* regionp)
: LLBridgePartition(regionp)
{
mDrawableType = LLPipeline::RENDER_TYPE_AVATAR;
mPartitionType = LLViewerRegion::PARTITION_AVATAR;
}
LLControlAVPartition::LLControlAVPartition(LLViewerRegion* regionp)
: LLBridgePartition(regionp)
{
mDrawableType = LLPipeline::RENDER_TYPE_CONTROL_AV;
mPartitionType = LLViewerRegion::PARTITION_CONTROL_AV;
}
LLHUDBridge::LLHUDBridge(LLDrawable* drawablep, LLViewerRegion* regionp)
: LLVolumeBridge(drawablep, regionp)
{

View File

@ -86,7 +86,8 @@ LLDrawPool *LLDrawPool::createPool(const U32 type, LLViewerTexture *tex0)
poolp = new LLDrawPoolAlpha();
break;
case POOL_AVATAR:
poolp = new LLDrawPoolAvatar();
case POOL_CONTROL_AV:
poolp = new LLDrawPoolAvatar(type);
break;
case POOL_TREE:
poolp = new LLDrawPoolTree(tex0);
@ -383,16 +384,6 @@ LLRenderPass::~LLRenderPass()
}
LLDrawPool* LLRenderPass::instancePool()
{
#if LL_RELEASE_FOR_DOWNLOAD
LL_WARNS() << "Attempting to instance a render pass. Invalid operation." << LL_ENDL;
#else
LL_ERRS() << "Attempting to instance a render pass. Invalid operation." << LL_ENDL;
#endif
return NULL;
}
void LLRenderPass::renderGroup(LLSpatialGroup* group, U32 type, U32 mask, BOOL texture)
{
LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[type];
@ -449,7 +440,7 @@ void LLRenderPass::applyModelMatrix(const LLDrawInfo& params)
if (params.mModelMatrix != gGLLastMatrix)
{
gGLLastMatrix = params.mModelMatrix;
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.loadMatrix(gGLModelView);
if (params.mModelMatrix)
{

View File

@ -60,6 +60,7 @@ public:
POOL_GRASS,
POOL_INVISIBLE, // see below *
POOL_AVATAR,
POOL_CONTROL_AV, // Animesh
POOL_VOIDWATER,
POOL_WATER,
POOL_GLOW,
@ -110,7 +111,6 @@ public:
virtual S32 getShaderLevel() const { return mShaderLevel; }
static LLDrawPool* createPool(const U32 type, LLViewerTexture *tex0 = NULL);
virtual LLDrawPool *instancePool() = 0; // Create an empty new instance of the pool.
virtual LLViewerTexture* getTexture() = 0;
virtual BOOL isFacePool() { return FALSE; }
virtual void resetDrawOrders() = 0;
@ -162,7 +162,6 @@ public:
LLRenderPass(const U32 type);
virtual ~LLRenderPass();
/*virtual*/ LLDrawPool* instancePool();
/*virtual*/ LLViewerTexture* getDebugTexture() { return NULL; }
LLViewerTexture* getTexture() { return NULL; }
BOOL isDead() { return FALSE; }

View File

@ -105,8 +105,8 @@ S32 cube_channel = -1;
static LLTrace::BlockTimerStatHandle FTM_SHADOW_AVATAR("Avatar Shadow");
LLDrawPoolAvatar::LLDrawPoolAvatar() :
LLFacePool(POOL_AVATAR)
LLDrawPoolAvatar::LLDrawPoolAvatar(U32 type) :
LLFacePool(type)
{
}
@ -135,15 +135,6 @@ BOOL LLDrawPoolAvatar::isDead()
}
return TRUE;
}
//-----------------------------------------------------------------------------
// instancePool()
//-----------------------------------------------------------------------------
LLDrawPool *LLDrawPoolAvatar::instancePool()
{
return new LLDrawPoolAvatar();
}
S32 LLDrawPoolAvatar::getShaderLevel() const
{
@ -1814,7 +1805,7 @@ void LLDrawPoolAvatar::getRiggedGeometry(
}
else
{
face->setPoolType(LLDrawPool::POOL_AVATAR);
face->setPoolType(mType); // either POOL_AVATAR or POOL_CONTROL_AV
}
//LL_INFOS() << "Rebuilt face " << face->getTEOffset() << " of " << face->getDrawable() << " at " << gFrameTimeSeconds << LL_ENDL;
@ -2498,7 +2489,7 @@ LLColor3 LLDrawPoolAvatar::getDebugColor() const
void LLDrawPoolAvatar::addRiggedFace(LLFace* facep, U32 type)
{
llassert (facep->isState(LLFace::RIGGED));
llassert(getType() == LLDrawPool::POOL_AVATAR);
llassert(getType() == LLDrawPool::POOL_AVATAR || getType() == LLDrawPool::POOL_CONTROL_AV);
if (facep->getPool() && facep->getPool() != this)
{
LL_ERRS() << "adding rigged face that's already in another pool" << LL_ENDL;
@ -2520,7 +2511,7 @@ void LLDrawPoolAvatar::addRiggedFace(LLFace* facep, U32 type)
void LLDrawPoolAvatar::removeRiggedFace(LLFace* facep)
{
llassert (facep->isState(LLFace::RIGGED));
llassert(getType() == LLDrawPool::POOL_AVATAR);
llassert(getType() == LLDrawPool::POOL_AVATAR || getType() == LLDrawPool::POOL_CONTROL_AV);
if (facep->getPool() != this)
{
LL_ERRS() << "Tried to remove a rigged face from the wrong pool" << LL_ENDL;

View File

@ -178,12 +178,10 @@ typedef enum
virtual S32 getShaderLevel() const;
LLDrawPoolAvatar();
LLDrawPoolAvatar(U32 type);
static LLMatrix4& getModelView();
/*virtual*/ LLDrawPool *instancePool();
/*virtual*/ S32 getNumPasses();
/*virtual*/ void beginRenderPass(S32 pass);
/*virtual*/ void endRenderPass(S32 pass);

View File

@ -46,11 +46,6 @@ LLDrawPoolGround::LLDrawPoolGround() :
{
}
LLDrawPool *LLDrawPoolGround::instancePool()
{
return new LLDrawPoolGround();
}
void LLDrawPoolGround::prerender()
{
mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT);

View File

@ -43,8 +43,6 @@ public:
LLDrawPoolGround();
/*virtual*/ LLDrawPool *instancePool();
/*virtual*/ void prerender();
/*virtual*/ void render(S32 pass = 0);
};

View File

@ -48,11 +48,6 @@ LLDrawPoolSky::LLDrawPoolSky()
{
}
LLDrawPool *LLDrawPoolSky::instancePool()
{
return new LLDrawPoolSky();
}
void LLDrawPoolSky::prerender()
{
mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT);
@ -128,23 +123,12 @@ void LLDrawPoolSky::renderSkyFace(U8 index)
return;
}
F32 interp_val = gSky.mVOSkyp ? gSky.mVOSkyp->getInterpVal() : 0.0f;
if (index < 6) // sky tex...interp
{
llassert(mSkyTex);
mSkyTex[index].bindTexture(true); // bind the current tex
face->renderIndexed();
if (interp_val > 0.01f) // iff, we've got enough info to lerp (a to and a from)
{
LLGLEnable blend(GL_BLEND);
llassert(mSkyTex);
mSkyTex[index].bindTexture(false); // bind the "other" texture
gGL.diffuseColor4f(1, 1, 1, interp_val); // lighting is disabled
face->renderIndexed();
}
}
else // heavenly body faces, no interp...
{

View File

@ -49,8 +49,6 @@ public:
LLDrawPoolSky();
/*virtual*/ LLDrawPool *instancePool();
/*virtual*/ S32 getNumPostDeferredPasses() { return getNumPasses(); }
/*virtual*/ void beginPostDeferredPass(S32 pass) { beginRenderPass(pass); }
/*virtual*/ void endPostDeferredPass(S32 pass) { endRenderPass(pass); }

View File

@ -87,13 +87,6 @@ LLDrawPoolTerrain::~LLDrawPoolTerrain()
llassert( gPipeline.findPool( getType(), getTexture() ) == NULL );
}
LLDrawPool *LLDrawPoolTerrain::instancePool()
{
return new LLDrawPoolTerrain(mTexturep);
}
U32 LLDrawPoolTerrain::getVertexDataMask()
{
if (LLPipeline::sShadowRender)

View File

@ -49,8 +49,6 @@ public:
LLDrawPoolTerrain(LLViewerTexture *texturep);
virtual ~LLDrawPoolTerrain();
/*virtual*/ LLDrawPool *instancePool();
/*virtual*/ S32 getNumDeferredPasses() { return 1; }
/*virtual*/ void beginDeferredPass(S32 pass);
/*virtual*/ void endDeferredPass(S32 pass);

View File

@ -51,11 +51,6 @@ LLDrawPoolTree::LLDrawPoolTree(LLViewerTexture *texturep) :
mTexturep->setAddressMode(LLTexUnit::TAM_WRAP);
}
LLDrawPool *LLDrawPoolTree::instancePool()
{
return new LLDrawPoolTree(mTexturep);
}
void LLDrawPoolTree::prerender()
{
mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);

View File

@ -45,8 +45,6 @@ public:
LLDrawPoolTree(LLViewerTexture *texturep);
/*virtual*/ LLDrawPool *instancePool();
/*virtual*/ void prerender();
/*virtual*/ S32 getNumDeferredPasses() { return 1; }

View File

@ -104,13 +104,6 @@ void LLDrawPoolWater::restoreGL()
}*/
}
LLDrawPool *LLDrawPoolWater::instancePool()
{
LL_ERRS() << "Should never be calling instancePool on a water pool!" << LL_ENDL;
return NULL;
}
void LLDrawPoolWater::prerender()
{
mShaderLevel = (gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps) ? LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_WATER) : 0;

View File

@ -61,7 +61,6 @@ public:
LLDrawPoolWater();
/*virtual*/ ~LLDrawPoolWater();
/*virtual*/ LLDrawPool *instancePool();
static void restoreGL();
/*virtual*/ S32 getNumPostDeferredPasses() { return 0; } //getNumPasses(); }

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@ -216,10 +216,11 @@ void LLDrawPoolWLSky::renderSkyHaze(const LLVector3& camPosLocal, F32 camHeightL
if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
{
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
LLGLSPipelineDepthTestSkyBox sky(true, false);
sky_shader->bind();
sky_shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, 1);
sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, 1.0f);
sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor());
renderDome(origin, camHeightLocal, sky_shader);
sky_shader->unbind();
}
@ -531,8 +532,6 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
}
}
blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor();
face = gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON];
if (gSky.mVOSkyp->getMoon().getDraw() && face && face->getTexture(LLRender::DIFFUSE_MAP) && face->getGeomCount() && moon_shader)
@ -550,17 +549,17 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
{
// Bind current and next sun textures
moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
blend_factor = 0;
//blend_factor = 0;
}
else if (tex_b && !tex_a)
{
moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
blend_factor = 0;
//blend_factor = 0;
}
else if (tex_b != tex_a)
{
moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
moon_shader->bindTexture(LLShaderMgr::ALTERNATE_DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
//moon_shader->bindTexture(LLShaderMgr::ALTERNATE_DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
}
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
@ -570,7 +569,8 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
moon_shader->uniform1f(LLShaderMgr::MOON_BRIGHTNESS, moon_brightness);
moon_shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, gSky.mVOSkyp->getMoon().getColor().mV);
moon_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV);
moon_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
//moon_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
moon_shader->uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, psky->getMoonDirection().mV); // shader: moon_dir
face->renderIndexed();
@ -632,11 +632,6 @@ void LLDrawPoolWLSky::prerender()
//LL_INFOS() << "wlsky prerendering pass." << LL_ENDL;
}
LLDrawPoolWLSky *LLDrawPoolWLSky::instancePool()
{
return new LLDrawPoolWLSky();
}
LLViewerTexture* LLDrawPoolWLSky::getTexture()
{
return NULL;

View File

@ -62,8 +62,6 @@ public:
//static LLDrawPool* createPool(const U32 type, LLViewerTexture *tex0 = NULL);
// Create an empty new instance of the pool.
/*virtual*/ LLDrawPoolWLSky *instancePool(); ///< covariant override
/*virtual*/ LLViewerTexture* getTexture();
/*virtual*/ BOOL isFacePool() { return FALSE; }
/*virtual*/ void resetDrawOrders();

View File

@ -196,7 +196,7 @@ void LLFace::destroy()
if (mDrawPoolp)
{
if (this->isState(LLFace::RIGGED) && mDrawPoolp->getType() == LLDrawPool::POOL_AVATAR)
if (this->isState(LLFace::RIGGED) && (mDrawPoolp->getType() == LLDrawPool::POOL_CONTROL_AV || mDrawPoolp->getType() == LLDrawPool::POOL_AVATAR))
{
((LLDrawPoolAvatar*) mDrawPoolp)->removeRiggedFace(this);
}

View File

@ -58,6 +58,9 @@
#include "llviewerobjectlist.h"
#include "boost/foreach.hpp"
const S32 EVENTS_PER_IDLE_LOOP = 100;
//
// LLFloaterIMContainer
//
@ -67,7 +70,8 @@ LLFloaterIMContainer::LLFloaterIMContainer(const LLSD& seed, const Params& param
mConversationsRoot(NULL),
mConversationsEventStream("ConversationsEvents"),
mInitialized(false),
mIsFirstLaunch(true)
mIsFirstLaunch(true),
mConversationEventQueue()
{
mEnableCallbackRegistrar.add("IMFloaterContainer.Check", boost::bind(&LLFloaterIMContainer::isActionChecked, this, _2));
mCommitCallbackRegistrar.add("IMFloaterContainer.Action", boost::bind(&LLFloaterIMContainer::onCustomAction, this, _2));
@ -425,7 +429,9 @@ void LLFloaterIMContainer::idle(void* user_data)
{
LLFloaterIMContainer* self = static_cast<LLFloaterIMContainer*>(user_data);
if (!self->getVisible() || self->isMinimized())
self->idleProcessEvents();
if (!self->getVisible() || self->isMinimized())
{
return;
}
@ -486,13 +492,28 @@ void LLFloaterIMContainer::idleUpdate()
}
}
void LLFloaterIMContainer::idleProcessEvents()
{
if (!mConversationEventQueue.empty())
{
S32 events_to_handle = llmin((S32)mConversationEventQueue.size(), EVENTS_PER_IDLE_LOOP);
for (S32 i = 0; i < events_to_handle; i++)
{
handleConversationModelEvent(mConversationEventQueue.back());
mConversationEventQueue.pop_back();
}
}
}
bool LLFloaterIMContainer::onConversationModelEvent(const LLSD& event)
{
// For debug only
//std::ostringstream llsd_value;
//llsd_value << LLSDOStreamer<LLSDNotationFormatter>(event) << std::endl;
//LL_INFOS() << "LLFloaterIMContainer::onConversationModelEvent, event = " << llsd_value.str() << LL_ENDL;
// end debug
mConversationEventQueue.push_front(event);
return true;
}
void LLFloaterIMContainer::handleConversationModelEvent(const LLSD& event)
{
// Note: In conversations, the model is not responsible for creating the view, which is a good thing. This means that
// the model could change substantially and the view could echo only a portion of this model (though currently the
@ -509,7 +530,7 @@ bool LLFloaterIMContainer::onConversationModelEvent(const LLSD& event)
if (!session_view)
{
// We skip events that are not associated with a session
return false;
return;
}
LLConversationViewParticipant* participant_view = session_view->findParticipant(participant_id);
LLFloaterIMSessionTab *conversation_floater = (session_id.isNull() ?
@ -536,9 +557,9 @@ bool LLFloaterIMContainer::onConversationModelEvent(const LLSD& event)
{
LLConversationItemSession* session_model = dynamic_cast<LLConversationItemSession*>(mConversationsItems[session_id]);
LLConversationItemParticipant* participant_model = (session_model ? session_model->findParticipant(participant_id) : NULL);
LLIMModel::LLIMSession * im_sessionp = LLIMModel::getInstance()->findIMSession(session_id);
if (!participant_view && session_model && participant_model)
{
LLIMModel::LLIMSession * im_sessionp = LLIMModel::getInstance()->findIMSession(session_id);
{
if (session_id.isNull() || (im_sessionp && !im_sessionp->isP2PSessionType()))
{
participant_view = createConversationViewParticipant(participant_model);
@ -549,7 +570,8 @@ bool LLFloaterIMContainer::onConversationModelEvent(const LLSD& event)
// Add a participant view to the conversation floater
if (conversation_floater && participant_model)
{
conversation_floater->addConversationViewParticipant(participant_model);
bool skip_updating = im_sessionp && im_sessionp->isGroupChat();
conversation_floater->addConversationViewParticipant(participant_model, !skip_updating);
}
}
else if (type == "update_participant")
@ -572,12 +594,6 @@ bool LLFloaterIMContainer::onConversationModelEvent(const LLSD& event)
mConversationViewModel.requestSortAll();
mConversationsRoot->arrangeAll();
if (conversation_floater)
{
conversation_floater->refreshConversation();
}
return false;
}
void LLFloaterIMContainer::draw()

View File

@ -181,6 +181,7 @@ private:
bool isParticipantListExpanded();
void idleUpdate(); // for convenience (self) from static idle
void idleProcessEvents();
LLButton* mExpandCollapseBtn;
LLButton* mStubCollapseBtn;
@ -220,6 +221,7 @@ private:
LLConversationViewSession* createConversationItemWidget(LLConversationItem* item);
LLConversationViewParticipant* createConversationViewParticipant(LLConversationItem* item);
bool onConversationModelEvent(const LLSD& event);
void handleConversationModelEvent(const LLSD& event);
// Conversation list data
LLPanel* mConversationsListPanel; // This is the main widget we add conversation widget to
@ -229,6 +231,8 @@ private:
LLFolderView* mConversationsRoot;
LLEventStream mConversationsEventStream;
std::deque<LLSD> mConversationEventQueue;
LLTimer mParticipantRefreshTimer;
};

View File

@ -465,9 +465,10 @@ void LLFloaterIMSessionTab::appendMessage(const LLChat& chat, const LLSD &args)
}
}
static LLTrace::BlockTimerStatHandle FTM_BUILD_CONVERSATION_VIEW_PARTICIPANT("Build Conversation View");
void LLFloaterIMSessionTab::buildConversationViewParticipant()
{
LL_RECORD_BLOCK_TIME(FTM_BUILD_CONVERSATION_VIEW_PARTICIPANT);
// Clear the widget list since we are rebuilding afresh from the model
conversations_widgets_map::iterator widget_it = mConversationsWidgets.begin();
while (widget_it != mConversationsWidgets.end())
@ -496,14 +497,20 @@ void LLFloaterIMSessionTab::buildConversationViewParticipant()
}
}
void LLFloaterIMSessionTab::addConversationViewParticipant(LLConversationItem* participant_model)
void LLFloaterIMSessionTab::addConversationViewParticipant(LLConversationItem* participant_model, bool update_view)
{
if (!participant_model)
{
// Nothing to do if the model is inexistent
return;
}
// Check if the model already has an associated view
LLUUID uuid = participant_model->getUUID();
LLFolderViewItem* widget = get_ptr_in_map(mConversationsWidgets,uuid);
// If not already present, create the participant view and attach it to the root, otherwise, just refresh it
if (widget)
if (widget && update_view)
{
updateConversationViewParticipant(uuid); // overkill?
}
@ -524,8 +531,8 @@ void LLFloaterIMSessionTab::removeConversationViewParticipant(const LLUUID& part
{
mConversationsRoot->extractItem(widget);
delete widget;
mConversationsWidgets.erase(participant_id);
}
mConversationsWidgets.erase(participant_id);
}
void LLFloaterIMSessionTab::updateConversationViewParticipant(const LLUUID& participant_id)

View File

@ -84,7 +84,7 @@ public:
/*virtual*/ void setFocus(BOOL focus);
// Handle the left hand participant list widgets
void addConversationViewParticipant(LLConversationItem* item);
void addConversationViewParticipant(LLConversationItem* item, bool update_view = true);
void removeConversationViewParticipant(const LLUUID& participant_id);
void updateConversationViewParticipant(const LLUUID& participant_id);
void refreshConversation();

View File

@ -944,9 +944,13 @@ static void formatDateString(std::string &date_string)
}
}
static LLTrace::BlockTimerStatHandle FTM_PROCESS_GROUP_MEMBERS_REPLY("Process Group Members");
// static
void LLGroupMgr::processGroupMembersReply(LLMessageSystem* msg, void** data)
{
LL_RECORD_BLOCK_TIME(FTM_PROCESS_GROUP_MEMBERS_REPLY);
LL_DEBUGS("GrpMgr") << "LLGroupMgr::processGroupMembersReply" << LL_ENDL;
LLUUID agent_id;
msg->getUUIDFast(_PREHASH_AgentData, _PREHASH_AgentID, agent_id );
@ -1050,9 +1054,13 @@ void LLGroupMgr::processGroupMembersReply(LLMessageSystem* msg, void** data)
LLGroupMgr::getInstance()->notifyObservers(GC_MEMBER_DATA);
}
static LLTrace::BlockTimerStatHandle FTM_PROCESS_GROUP_PROPERTIES_REPLY("Process Group Properties");
//static
void LLGroupMgr::processGroupPropertiesReply(LLMessageSystem* msg, void** data)
{
LL_RECORD_BLOCK_TIME(FTM_PROCESS_GROUP_PROPERTIES_REPLY);
LL_DEBUGS("GrpMgr") << "LLGroupMgr::processGroupPropertiesReply" << LL_ENDL;
if (!msg)
{
@ -1131,10 +1139,13 @@ void LLGroupMgr::processGroupPropertiesReply(LLMessageSystem* msg, void** data)
LLGroupMgr::getInstance()->notifyObservers(GC_PROPERTIES);
}
static LLTrace::BlockTimerStatHandle FTM_PROCESS_GROUP_ROLE_DATA_REPLY("Process Group Role Data");
// static
void LLGroupMgr::processGroupRoleDataReply(LLMessageSystem* msg, void** data)
{
LL_DEBUGS("GrpMgr") << "LLGroupMgr::processGroupRoleDataReply" << LL_ENDL;
LL_RECORD_BLOCK_TIME(FTM_PROCESS_GROUP_ROLE_DATA_REPLY);
LL_DEBUGS("GrpMgr") << "LLGroupMgr::processGroupRoleDataReply" << LL_ENDL;
LLUUID agent_id;
msg->getUUIDFast(_PREHASH_AgentData, _PREHASH_AgentID, agent_id );
if (gAgent.getID() != agent_id)
@ -1216,9 +1227,12 @@ void LLGroupMgr::processGroupRoleDataReply(LLMessageSystem* msg, void** data)
LLGroupMgr::getInstance()->notifyObservers(GC_ROLE_DATA);
}
static LLTrace::BlockTimerStatHandle FTM_PROCESS_GROUP_ROLE_MEMBERS_REPLY("Process Group Role Members");
// static
void LLGroupMgr::processGroupRoleMembersReply(LLMessageSystem* msg, void** data)
{
LL_RECORD_BLOCK_TIME(FTM_PROCESS_GROUP_ROLE_MEMBERS_REPLY);
LL_DEBUGS("GrpMgr") << "LLGroupMgr::processGroupRoleMembersReply" << LL_ENDL;
LLUUID agent_id;
msg->getUUIDFast(_PREHASH_AgentData, _PREHASH_AgentID, agent_id );
@ -1600,7 +1614,7 @@ void LLGroupMgr::sendGroupPropertiesRequest(const LLUUID& group_id)
LL_DEBUGS("GrpMgr") << "LLGroupMgr::sendGroupPropertiesRequest" << LL_ENDL;
// This will happen when we get the reply
//LLGroupMgrGroupData* group_datap = createGroupData(group_id);
if (LLGroupMgr::getInstance()->hasPendingPropertyRequest(group_id))
{
LL_DEBUGS("GrpMgr") << "LLGroupMgr::sendGroupPropertiesRequest suppressed repeat for " << group_id << LL_ENDL;

View File

@ -1027,21 +1027,7 @@ void LLPanelFace::updateUI(bool force_set_values /*false*/)
getChildView("maskcutoff")->setEnabled(editable && mIsAlpha);
getChildView("label maskcutoff")->setEnabled(editable && mIsAlpha);
bool allAttachments = true;
for (LLObjectSelection::iterator iter = LLSelectMgr::getInstance()->getSelection()->begin();
iter != LLSelectMgr::getInstance()->getSelection()->end();iter++)
{
LLSelectNode* node = *iter;
LLViewerObject* object = node->getObject();
if (!object->isAttachment())
{
allAttachments = false;
break;
}
}
texture_ctrl->setBakeTextureEnabled(allAttachments);
texture_ctrl->setBakeTextureEnabled(TRUE);
}
else if (id.isNull())
{
@ -1066,21 +1052,8 @@ void LLPanelFace::updateUI(bool force_set_values /*false*/)
getChildView("label alphamode")->setEnabled(editable && mIsAlpha);
getChildView("maskcutoff")->setEnabled(editable && mIsAlpha);
getChildView("label maskcutoff")->setEnabled(editable && mIsAlpha);
bool allAttachments = true;
for (LLObjectSelection::iterator iter = LLSelectMgr::getInstance()->getSelection()->begin();
iter != LLSelectMgr::getInstance()->getSelection()->end();iter++)
{
LLSelectNode* node = *iter;
LLViewerObject* object = node->getObject();
if (!object->isAttachment())
{
allAttachments = false;
break;
}
}
texture_ctrl->setBakeTextureEnabled(allAttachments);
texture_ctrl->setBakeTextureEnabled(TRUE);
}
}

View File

@ -678,8 +678,17 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force)
{
shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, light_direction.mV);
// Legacy? SETTING_CLOUD_SCROLL_RATE("cloud_scroll_rate")
LLVector4 vect_c_p_d1(mSettings[SETTING_CLOUD_POS_DENSITY1]);
vect_c_p_d1 += LLVector4(LLEnvironment::instance().getCloudScrollDelta());
LLVector4 cloud_scroll( LLEnvironment::instance().getCloudScrollDelta() );
// SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
// Keep in Sync!
// * indra\newview\llsettingsvo.cpp
// * indra\newview\app_settings\shaders\class2\windlight\cloudsV.glsl
// * indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
cloud_scroll[0] = -cloud_scroll[0];
vect_c_p_d1 += cloud_scroll;
shader->uniform4fv(LLShaderMgr::CLOUD_POS_DENSITY1, 1, vect_c_p_d1.mV);
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();

View File

@ -556,7 +556,9 @@ void LLSpatialGroup::shift(const LLVector4a &offset)
if (!getSpatialPartition()->mRenderByGroup &&
getSpatialPartition()->mPartitionType != LLViewerRegion::PARTITION_TREE &&
getSpatialPartition()->mPartitionType != LLViewerRegion::PARTITION_TERRAIN &&
getSpatialPartition()->mPartitionType != LLViewerRegion::PARTITION_BRIDGE)
getSpatialPartition()->mPartitionType != LLViewerRegion::PARTITION_BRIDGE &&
getSpatialPartition()->mPartitionType != LLViewerRegion::PARTITION_AVATAR &&
getSpatialPartition()->mPartitionType != LLViewerRegion::PARTITION_CONTROL_AV)
{
setState(GEOM_DIRTY);
gPipeline.markRebuild(this, TRUE);

View File

@ -685,6 +685,18 @@ public:
virtual void addGeometryCount(LLSpatialGroup* group, U32 &vertex_count, U32& index_count) { LLVolumeGeometryManager::addGeometryCount(group, vertex_count, index_count); }
};
class LLAvatarBridge : public LLVolumeBridge
{
public:
LLAvatarBridge(LLDrawable* drawablep, LLViewerRegion* regionp);
};
class LLControlAVBridge : public LLVolumeBridge
{
public:
LLControlAVBridge(LLDrawable* drawablep, LLViewerRegion* regionp);
};
class LLHUDBridge : public LLVolumeBridge
{
public:
@ -702,6 +714,18 @@ public:
virtual void addGeometryCount(LLSpatialGroup* group, U32 &vertex_count, U32& index_count) { }
};
class LLAvatarPartition : public LLBridgePartition
{
public:
LLAvatarPartition(LLViewerRegion* regionp);
};
class LLControlAVPartition : public LLBridgePartition
{
public:
LLControlAVPartition(LLViewerRegion* regionp);
};
class LLHUDPartition : public LLBridgePartition
{
public:

View File

@ -431,7 +431,7 @@ BOOL LLFloaterTexturePicker::postBuild()
getChild<LLComboBox>("l_bake_use_texture_combo_box")->setCommitCallback(onBakeTextureSelect, this);
getChild<LLCheckBoxCtrl>("hide_base_mesh_region")->setCommitCallback(onHideBaseMeshRegionCheck, this);
setBakeTextureEnabled(FALSE);
setBakeTextureEnabled(TRUE);
return TRUE;
}
@ -1156,8 +1156,7 @@ LLTextureCtrl::LLTextureCtrl(const LLTextureCtrl::Params& p)
mImageAssetID(p.image_id),
mDefaultImageAssetID(p.default_image_id),
mDefaultImageName(p.default_image_name),
mFallbackImage(p.fallback_image),
mBakeTextureEnabled(FALSE)
mFallbackImage(p.fallback_image)
{
// Default of defaults is white image for diff tex
@ -1350,7 +1349,7 @@ void LLTextureCtrl::showPicker(BOOL take_focus)
}
if (texture_floaterp)
{
texture_floaterp->setBakeTextureEnabled(mBakeTextureEnabled);
texture_floaterp->setBakeTextureEnabled(TRUE);
}
LLFloater* root_floater = gFloaterView->getParentFloater(this);
@ -1529,7 +1528,6 @@ void LLTextureCtrl::setImageAssetID( const LLUUID& asset_id )
void LLTextureCtrl::setBakeTextureEnabled(BOOL enabled)
{
mBakeTextureEnabled = enabled;
LLFloaterTexturePicker* floaterp = (LLFloaterTexturePicker*)mFloaterHandle.get();
if (floaterp)
{

View File

@ -238,7 +238,6 @@ private:
BOOL mShowLoadingPlaceholder;
std::string mLoadingPlaceholderString;
S32 mLabelWidth;
BOOL mBakeTextureEnabled;
};
//////////////////////////////////////////////////////////////////////////////////////////

View File

@ -549,7 +549,7 @@ void LLGLTexMemBar::draw()
U32 texFetchLatMed = U32(recording.getMean(LLTextureFetch::sTexFetchLatency).value() * 1000.0f);
U32 texFetchLatMax = U32(recording.getMax(LLTextureFetch::sTexFetchLatency).value() * 1000.0f);
text = llformat("GL Tot: %d/%d MB Bound: %d/%d MB FBO: %d MB Raw Tot: %d MB Bias: %.2f Cache: %.1f/%.1f MB",
text = llformat("GL Tot: %d/%d MB Bound: %4d/%4d MB FBO: %d MB Raw Tot: %d MB Bias: %.2f Cache: %.1f/%.1f MB",
total_mem.value(),
max_total_mem.value(),
bound_mem.value(),

View File

@ -671,7 +671,7 @@ BOOL LLToolPie::handleHover(S32 x, S32 y, MASK mask)
else
{
// perform a separate pick that detects transparent objects since they respond to 1-click actions
LLPickInfo click_action_pick = gViewerWindow->pickImmediate(x, y, TRUE, pick_rigged);
LLPickInfo click_action_pick = gViewerWindow->pickImmediate(x, y, FALSE, pick_rigged);
LLViewerObject* click_action_object = click_action_pick.getObject();

View File

@ -710,9 +710,6 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
BOOL to_texture = gPipeline.canUseVertexShaders() &&
LLPipeline::sRenderGlow;
LLAppViewer::instance()->pingMainloopTimeout("Display:Swap");
{
@ -919,31 +916,28 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
stop_glerror();
if (to_texture)
{
gGL.setColorMask(true, true);
if (LLPipeline::sRenderDeferred)
{
gPipeline.mDeferredScreen.bindTarget();
glClearColor(1,0,1,1);
gPipeline.mDeferredScreen.clear();
}
else
{
gPipeline.mScreen.bindTarget();
if (LLPipeline::sUnderWaterRender && !gPipeline.canUseWindLightShaders())
{
const LLColor4 &col = LLEnvironment::instance().getCurrentWater()->getWaterFogColor();
glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
}
gPipeline.mScreen.clear();
}
gGL.setColorMask(true, false);
}
LLAppViewer::instance()->pingMainloopTimeout("Display:RenderGeom");
gGL.setColorMask(true, true);
if (LLPipeline::sRenderDeferred)
{
gPipeline.mDeferredScreen.bindTarget();
glClearColor(1, 0, 1, 1);
gPipeline.mDeferredScreen.clear();
}
else
{
gPipeline.mScreen.bindTarget();
if (LLPipeline::sUnderWaterRender && !gPipeline.canUseWindLightShaders())
{
const LLColor4 &col = LLEnvironment::instance().getCurrentWater()->getWaterFogColor();
glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
}
gPipeline.mScreen.clear();
}
gGL.setColorMask(true, false);
LLAppViewer::instance()->pingMainloopTimeout("Display:RenderGeom");
if (!(LLAppViewer::instance()->logoutRequestSent() && LLAppViewer::instance()->hasSavedFinalSnapshot())
&& !gRestoreGL)
@ -1005,38 +999,20 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
}
}
LLAppViewer::instance()->pingMainloopTimeout("Display:RenderFlush");
if (to_texture)
{
if (LLPipeline::sRenderDeferred)
{
gPipeline.mDeferredScreen.flush();
if(LLRenderTarget::sUseFBO)
{
LLRenderTarget::copyContentsToFramebuffer(gPipeline.mDeferredScreen, 0, 0, gPipeline.mDeferredScreen.getWidth(),
gPipeline.mDeferredScreen.getHeight(), 0, 0,
gPipeline.mDeferredScreen.getWidth(),
gPipeline.mDeferredScreen.getHeight(),
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
}
}
else
{
gPipeline.mScreen.flush();
if(LLRenderTarget::sUseFBO)
{
LLRenderTarget::copyContentsToFramebuffer(gPipeline.mScreen, 0, 0, gPipeline.mScreen.getWidth(),
gPipeline.mScreen.getHeight(), 0, 0,
gPipeline.mScreen.getWidth(),
gPipeline.mScreen.getHeight(),
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
}
}
}
LLAppViewer::instance()->pingMainloopTimeout("Display:RenderFlush");
if (LLPipeline::sRenderDeferred)
{
LLRenderTarget &rt = (gPipeline.sRenderDeferred ? gPipeline.mDeferredScreen : gPipeline.mScreen);
rt.flush();
if (rt.sUseFBO)
{
LLRenderTarget::copyContentsToFramebuffer(rt, 0, 0, rt.getWidth(), rt.getHeight(), 0, 0, rt.getWidth(),
rt.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
GL_NEAREST);
}
if (LLPipeline::sRenderDeferred)
{
gPipeline.renderDeferredLighting(&gPipeline.mScreen);
}
@ -1300,19 +1276,12 @@ void render_ui(F32 zoom_factor, int subfield)
gGL.popMatrix();
}
{
BOOL to_texture = gPipeline.canUseVertexShaders() &&
LLPipeline::sRenderGlow;
// Finalize scene
gPipeline.renderFinalize();
if (to_texture)
{
gPipeline.renderBloom(gSnapshot, zoom_factor, subfield);
}
LL_RECORD_BLOCK_TIME(FTM_RENDER_HUD);
render_hud_elements();
render_hud_attachments();
}
LL_RECORD_BLOCK_TIME(FTM_RENDER_HUD);
render_hud_elements();
render_hud_attachments();
LLGLSDefault gls_default;
LLGLSUIDefault gls_ui;

View File

@ -726,6 +726,10 @@ U32 render_type_from_string(std::string render_type)
{
return LLPipeline::RENDER_TYPE_AVATAR;
}
else if ("controlAV" == render_type) // Animesh
{
return LLPipeline::RENDER_TYPE_CONTROL_AV;
}
else if ("surfacePatch" == render_type)
{
return LLPipeline::RENDER_TYPE_TERRAIN;

View File

@ -2220,8 +2220,12 @@ protected:
}
};
static LLTrace::BlockTimerStatHandle FTM_PROCESS_IMPROVED_IM("Process IM");
void process_improved_im(LLMessageSystem *msg, void **user_data)
{
LL_RECORD_BLOCK_TIME(FTM_PROCESS_IMPROVED_IM);
LLUUID from_id;
BOOL from_group;
LLUUID to_id;

View File

@ -284,6 +284,7 @@ LLViewerObject::LLViewerObject(const LLUUID &id, const LLPCode pcode, LLViewerRe
mOnActiveList(FALSE),
mOnMap(FALSE),
mStatic(FALSE),
mSeatCount(0),
mNumFaces(0),
mRotTime(0.f),
mAngularVelocityRot(),
@ -895,7 +896,12 @@ void LLViewerObject::addChild(LLViewerObject *childp)
if(childp->setParent(this))
{
mChildList.push_back(childp);
childp->afterReparent();
childp->afterReparent();
if (childp->isAvatar())
{
mSeatCount++;
}
}
}
@ -924,6 +930,11 @@ void LLViewerObject::removeChild(LLViewerObject *childp)
{
childp->setParent(NULL);
}
if (childp->isAvatar())
{
mSeatCount--;
}
break;
}
}
@ -981,21 +992,10 @@ BOOL LLViewerObject::isChild(LLViewerObject *childp) const
return FALSE;
}
// returns TRUE if at least one avatar is sitting on this object
BOOL LLViewerObject::isSeat() const
{
for (child_list_t::const_iterator iter = mChildList.begin();
iter != mChildList.end(); iter++)
{
LLViewerObject* child = *iter;
if (child->isAvatar())
{
return TRUE;
}
}
return FALSE;
return mSeatCount > 0;
}
BOOL LLViewerObject::setDrawableParent(LLDrawable* parentp)

View File

@ -832,6 +832,7 @@ protected:
BOOL mOnActiveList;
BOOL mOnMap; // On the map.
BOOL mStatic; // Object doesn't move.
S32 mSeatCount;
S32 mNumFaces;
F32 mRotTime; // Amount (in seconds) that object has rotated according to angular velocity (llSetTargetOmega)

View File

@ -102,6 +102,7 @@ const U32 DEFAULT_MAX_REGION_WIDE_PRIM_COUNT = 15000;
BOOL LLViewerRegion::sVOCacheCullingEnabled = FALSE;
S32 LLViewerRegion::sLastCameraUpdated = 0;
S32 LLViewerRegion::sNewObjectCreationThrottle = -1;
LLViewerRegion::vocache_entry_map_t LLViewerRegion::sRegionCacheCleanup;
typedef std::map<std::string, std::string> CapabilityMap;
@ -624,6 +625,8 @@ LLViewerRegion::LLViewerRegion(const U64 &handle,
mImpl->mObjectPartition.push_back(new LLGrassPartition(this)); //PARTITION_GRASS
mImpl->mObjectPartition.push_back(new LLVolumePartition(this)); //PARTITION_VOLUME
mImpl->mObjectPartition.push_back(new LLBridgePartition(this)); //PARTITION_BRIDGE
mImpl->mObjectPartition.push_back(new LLAvatarPartition(this)); //PARTITION_AVATAR
mImpl->mObjectPartition.push_back(new LLControlAVPartition(this)); //PARTITION_CONTROL_AV
mImpl->mObjectPartition.push_back(new LLHUDParticlePartition(this));//PARTITION_HUD_PARTICLE
mImpl->mObjectPartition.push_back(new LLVOCachePartition(this)); //PARTITION_VO_CACHE
mImpl->mObjectPartition.push_back(NULL); //PARTITION_NONE
@ -648,6 +651,9 @@ void LLViewerRegion::initStats()
mAlive = false; // can become false if circuit disconnects
}
static LLTrace::BlockTimerStatHandle FTM_CLEANUP_REGION_OBJECTS("Cleanup Region Objects");
static LLTrace::BlockTimerStatHandle FTM_SAVE_REGION_CACHE("Save Region Cache");
LLViewerRegion::~LLViewerRegion()
{
mDead = TRUE;
@ -662,7 +668,10 @@ LLViewerRegion::~LLViewerRegion()
disconnectAllNeighbors();
LLViewerPartSim::getInstance()->cleanupRegion(this);
gObjectList.killObjects(this);
{
LL_RECORD_BLOCK_TIME(FTM_CLEANUP_REGION_OBJECTS);
gObjectList.killObjects(this);
}
delete mImpl->mCompositionp;
delete mParcelOverlay;
@ -673,7 +682,10 @@ LLViewerRegion::~LLViewerRegion()
#endif
std::for_each(mImpl->mObjectPartition.begin(), mImpl->mObjectPartition.end(), DeletePointer());
saveObjectCache();
{
LL_RECORD_BLOCK_TIME(FTM_SAVE_REGION_CACHE);
saveObjectCache();
}
delete mImpl;
mImpl = NULL;
@ -742,6 +754,8 @@ void LLViewerRegion::saveObjectCache()
mCacheDirty = FALSE;
}
// Map of LLVOCacheEntry takes time to release, store map for cleanup on idle
sRegionCacheCleanup.insert(mImpl->mCacheMap.begin(), mImpl->mCacheMap.end());
mImpl->mCacheMap.clear();
}
@ -1503,6 +1517,16 @@ void LLViewerRegion::idleUpdate(F32 max_update_time)
return;
}
// static
void LLViewerRegion::idleCleanup(F32 max_update_time)
{
LLTimer update_timer;
while (!sRegionCacheCleanup.empty() && (max_update_time - update_timer.getElapsedTimeF32() > 0))
{
sRegionCacheCleanup.erase(sRegionCacheCleanup.begin());
}
}
//update the throttling number for new object creation
void LLViewerRegion::calcNewObjectCreationThrottle()
{

View File

@ -86,6 +86,8 @@ public:
PARTITION_GRASS,
PARTITION_VOLUME,
PARTITION_BRIDGE,
PARTITION_AVATAR,
PARTITION_CONTROL_AV, // Animesh
PARTITION_HUD_PARTICLE,
PARTITION_VO_CACHE,
PARTITION_NONE,
@ -230,6 +232,9 @@ public:
F32 getWidth() const { return mWidth; }
// regions are expensive to release, this function gradually releases cache from memory
static void idleCleanup(F32 max_update_time);
void idleUpdate(F32 max_update_time);
void lightIdleUpdate();
bool addVisibleGroup(LLViewerOctreeGroup* group);
@ -548,6 +553,9 @@ private:
LLSD mSimulatorFeatures;
typedef std::map<U32, LLPointer<LLVOCacheEntry> > vocache_entry_map_t;
static vocache_entry_map_t sRegionCacheCleanup;
// the materials capability throttle
LLFrameTimer mMaterialsCapThrottleTimer;
LLFrameTimer mRenderInfoRequestTimer;

View File

@ -2457,7 +2457,7 @@ void LLVOAvatar::idleUpdate(LLAgent &agent, const F64 &time)
return;
}
if (!(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_AVATAR))
if (!(gPipeline.hasRenderType(mIsControlAvatar ? LLPipeline::RENDER_TYPE_CONTROL_AV : LLPipeline::RENDER_TYPE_AVATAR))
&& !(gSavedSettings.getBOOL("DisableAllRenderTypes")) && !isSelf())
{
return;
@ -2587,8 +2587,8 @@ void LLVOAvatar::idleUpdate(LLAgent &agent, const F64 &time)
if ((LLFrameTimer::getFrameCount() + mID.mData[0]) % compl_upd_freq == 0)
{
LL_RECORD_BLOCK_TIME(FTM_AVATAR_UPDATE_COMPLEXITY);
idleUpdateRenderComplexity();
}
idleUpdateRenderComplexity();
}
idleUpdateDebugInfo();
}
@ -4425,8 +4425,8 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent)
if (visible)
{
// System avatar mesh vertices need to be reskinned.
mNeedsSkin = TRUE;
// System avatar mesh vertices need to be reskinned.
mNeedsSkin = TRUE;
}
return visible;
@ -6884,13 +6884,13 @@ LLDrawable *LLVOAvatar::createDrawable(LLPipeline *pipeline)
pipeline->allocDrawable(this);
mDrawable->setLit(FALSE);
LLDrawPoolAvatar *poolp = (LLDrawPoolAvatar*) gPipeline.getPool(LLDrawPool::POOL_AVATAR);
LLDrawPoolAvatar *poolp = (LLDrawPoolAvatar*)gPipeline.getPool(mIsControlAvatar ? LLDrawPool::POOL_CONTROL_AV : LLDrawPool::POOL_AVATAR);
// Only a single face (one per avatar)
//this face will be splitted into several if its vertex buffer is too long.
mDrawable->setState(LLDrawable::ACTIVE);
mDrawable->addFace(poolp, NULL);
mDrawable->setRenderType(LLPipeline::RENDER_TYPE_AVATAR);
mDrawable->setRenderType(mIsControlAvatar ? LLPipeline::RENDER_TYPE_CONTROL_AV : LLPipeline::RENDER_TYPE_AVATAR);
mNumInitFaces = mDrawable->getNumFaces() ;
@ -6915,7 +6915,7 @@ static LLTrace::BlockTimerStatHandle FTM_UPDATE_AVATAR("Update Avatar");
BOOL LLVOAvatar::updateGeometry(LLDrawable *drawable)
{
LL_RECORD_BLOCK_TIME(FTM_UPDATE_AVATAR);
if (!(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_AVATAR)))
if (!(gPipeline.hasRenderType(mIsControlAvatar ? LLPipeline::RENDER_TYPE_CONTROL_AV : LLPipeline::RENDER_TYPE_AVATAR)))
{
return TRUE;
}
@ -10071,7 +10071,7 @@ void LLVOAvatar::onActiveOverrideMeshesChanged()
U32 LLVOAvatar::getPartitionType() const
{
// Avatars merely exist as drawables in the bridge partition
return LLViewerRegion::PARTITION_BRIDGE;
return mIsControlAvatar ? LLViewerRegion::PARTITION_CONTROL_AV : LLViewerRegion::PARTITION_AVATAR;
}
//static

View File

@ -347,36 +347,24 @@ void LLVOCacheEntry::dump() const
BOOL LLVOCacheEntry::writeToFile(LLAPRFile* apr_file) const
{
BOOL success;
success = check_write(apr_file, (void*)&mLocalID, sizeof(U32));
if(success)
{
success = check_write(apr_file, (void*)&mCRC, sizeof(U32));
}
if(success)
{
success = check_write(apr_file, (void*)&mHitCount, sizeof(S32));
}
if(success)
{
success = check_write(apr_file, (void*)&mDupeCount, sizeof(S32));
}
if(success)
{
success = check_write(apr_file, (void*)&mCRCChangeCount, sizeof(S32));
}
if(success)
{
S32 size = mDP.getBufferSize();
success = check_write(apr_file, (void*)&size, sizeof(S32));
if(success)
{
success = check_write(apr_file, (void*)mBuffer, size);
}
}
static const S32 data_buffer_size = 6 * sizeof(S32);
static U8 data_buffer[data_buffer_size];
S32 size = mDP.getBufferSize();
return success ;
memcpy(data_buffer, &mLocalID, sizeof(U32));
memcpy(data_buffer + sizeof(U32), &mCRC, sizeof(U32));
memcpy(data_buffer + (2 * sizeof(U32)), &mHitCount, sizeof(S32));
memcpy(data_buffer + (3 * sizeof(U32)), &mDupeCount, sizeof(S32));
memcpy(data_buffer + (4 * sizeof(U32)), &mCRCChangeCount, sizeof(S32));
memcpy(data_buffer + (5 * sizeof(U32)), &size, sizeof(S32));
BOOL success = check_write(apr_file, (void*)data_buffer, data_buffer_size);
if (success)
{
success = check_write(apr_file, (void*)mBuffer, size);
}
return success;
}
//static
@ -1537,7 +1525,8 @@ void LLVOCache::writeToCache(U64 handle, const LLUUID& id, const LLVOCacheEntry:
{
S32 num_entries = cache_entry_map.size() ;
success = check_write(&apr_file, &num_entries, sizeof(S32));
// This can have a lot of entries, so might be better to dump them into buffer first and write in one go.
for (LLVOCacheEntry::vocache_entry_map_t::const_iterator iter = cache_entry_map.begin(); success && iter != cache_entry_map.end(); ++iter)
{
if(!removal_enabled || iter->second->isValid())

View File

@ -4903,6 +4903,14 @@ U32 LLVOVolume::getPartitionType() const
{
return LLViewerRegion::PARTITION_HUD;
}
if (isAnimatedObject() && getControlAvatar())
{
return LLViewerRegion::PARTITION_CONTROL_AV;
}
if (isAttachment())
{
return LLViewerRegion::PARTITION_AVATAR;
}
return LLViewerRegion::PARTITION_VOLUME;
}
@ -4933,6 +4941,20 @@ LLVolumeGeometryManager()
mSlopRatio = 0.25f;
}
LLAvatarBridge::LLAvatarBridge(LLDrawable* drawablep, LLViewerRegion* regionp)
: LLVolumeBridge(drawablep, regionp)
{
mDrawableType = LLPipeline::RENDER_TYPE_AVATAR;
mPartitionType = LLViewerRegion::PARTITION_AVATAR;
}
LLControlAVBridge::LLControlAVBridge(LLDrawable* drawablep, LLViewerRegion* regionp)
: LLVolumeBridge(drawablep, regionp)
{
mDrawableType = LLPipeline::RENDER_TYPE_CONTROL_AV;
mPartitionType = LLViewerRegion::PARTITION_CONTROL_AV;
}
bool can_batch_texture(LLFace* facep)
{
if (facep->getTextureEntry()->getBumpmap())
@ -5277,7 +5299,8 @@ static LLDrawPoolAvatar* get_avatar_drawpool(LLViewerObject* vobj)
LLDrawPool* drawpool = face->getPool();
if (drawpool)
{
if (drawpool->getType() == LLDrawPool::POOL_AVATAR)
if (drawpool->getType() == LLDrawPool::POOL_AVATAR
|| drawpool->getType() == LLDrawPool::POOL_CONTROL_AV)
{
return (LLDrawPoolAvatar*) drawpool;
}
@ -5556,7 +5579,8 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
//remove face from old pool if it exists
LLDrawPool* old_pool = facep->getPool();
if (old_pool && old_pool->getType() == LLDrawPool::POOL_AVATAR)
if (old_pool
&& (old_pool->getType() == LLDrawPool::POOL_AVATAR || old_pool->getType() == LLDrawPool::POOL_CONTROL_AV))
{
((LLDrawPoolAvatar*) old_pool)->removeRiggedFace(facep);
}

View File

@ -99,6 +99,9 @@ LLDrawable * LLVOWLSky::createDrawable(LLPipeline * pipeline)
inline F32 LLVOWLSky::calcPhi(U32 i)
{
// Calc: PI/8 * 1-((1-t^4)*(1-t^4)) { 0<t<1 }
// Demos: \pi/8*\left(1-((1-x^{4})*(1-x^{4}))\right)\ \left\{0<x\le1\right\}
// i should range from [0..SKY_STACKS] so t will range from [0.f .. 1.f]
F32 t = float(i) / float(getNumStacks());

View File

@ -730,11 +730,20 @@ void LLWorld::updateRegions(F32 max_update_time)
{
//perform some necessary but very light updates.
(*iter)->lightIdleUpdate();
}
}
}
if(max_time > 0.f)
{
max_time = llmin((F32)(max_update_time - update_timer.getElapsedTimeF32()), max_update_time * 0.25f);
}
if(max_time > 0.f)
{
LLViewerRegion::idleCleanup(max_time);
}
sample(sNumActiveCachedObjects, mNumOfActiveCachedObjects);
}
}
void LLWorld::clearAllVisibleObjects()
{
@ -1208,11 +1217,14 @@ public:
}
};
static LLTrace::BlockTimerStatHandle FTM_DISABLE_REGION("Disable Region");
// disable the circuit to this simulator
// Called in response to "DisableSimulator" message.
void process_disable_simulator(LLMessageSystem *mesgsys, void **user_data)
{
LLHost host = mesgsys->getSender();
{
LL_RECORD_BLOCK_TIME(FTM_DISABLE_REGION);
LLHost host = mesgsys->getSender();
//LL_INFOS() << "Disabling simulator with message from " << host << LL_ENDL;
LLWorld::getInstance()->removeRegion(host);

File diff suppressed because it is too large Load Diff

View File

@ -139,7 +139,7 @@ public:
void resetVertexBuffers(LLDrawable* drawable);
void generateImpostor(LLVOAvatar* avatar);
void bindScreenToTexture();
void renderBloom(bool for_snapshot, F32 zoom_factor = 1.f, int subfield = 0);
void renderFinalize();
void init();
void cleanup();
@ -454,6 +454,7 @@ public:
RENDER_TYPE_BUMP = LLDrawPool::POOL_BUMP,
RENDER_TYPE_MATERIALS = LLDrawPool::POOL_MATERIALS,
RENDER_TYPE_AVATAR = LLDrawPool::POOL_AVATAR,
RENDER_TYPE_CONTROL_AV = LLDrawPool::POOL_CONTROL_AV, // Animesh
RENDER_TYPE_TREE = LLDrawPool::POOL_TREE,
RENDER_TYPE_INVISIBLE = LLDrawPool::POOL_INVISIBLE,
RENDER_TYPE_VOIDWATER = LLDrawPool::POOL_VOIDWATER,

View File

@ -1732,6 +1732,16 @@ function="World.EnvPreset"
function="Advanced.ToggleRenderType"
parameter="character" />
</menu_item_check>
<menu_item_check
label="Animeshes"
name="Rendering Type Control Avatar">
<menu_item_check.on_check
function="Advanced.CheckRenderType"
parameter="controlAV" />
<menu_item_check.on_click
function="Advanced.ToggleRenderType"
parameter="controlAV" />
</menu_item_check>
<menu_item_check
label="Surface Patch"
name="Rendering Type Surface Patch"

View File

@ -203,10 +203,10 @@
Ice Level:
</text>
<slider
decimal_digits="1"
decimal_digits="3"
follows="left|top"
height="14"
increment="0.1"
increment="0.001"
initial_value="0"
left_delta="5"
top_delta="20"