# Conflicts:
#	indra/llwindow/llwindowwin32.cpp
#	indra/newview/llappviewerwin32.cpp
#	indra/newview/skins/default/xui/en/notifications.xml
master
Ansariel 2023-12-08 00:10:01 +01:00
commit a666e640c8
45 changed files with 591 additions and 1089 deletions

View File

@ -41,7 +41,6 @@ public:
bool hasLighting = false; // implies no transport (it's possible to have neither though)
bool isAlphaLighting = false; // indicates lighting shaders need not be linked in (lighting performed directly in alpha shader to match deferred lighting functions)
bool isSpecular = false;
bool hasWaterFog = false; // implies no gamma
bool hasTransport = false; // implies no lighting (it's possible to have neither though)
bool hasSkinning = false;
bool hasObjectSkinning = false;

View File

@ -81,14 +81,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
// NOTE order of shader object attaching is VERY IMPORTANT!!!
if (features->calculatesAtmospherics)
{
if (features->hasWaterFog)
{
if (!shader->attachVertexObject("windlight/atmosphericsVarsWaterV.glsl"))
{
return FALSE;
}
}
else if (!shader->attachVertexObject("windlight/atmosphericsVarsV.glsl"))
if (!shader->attachVertexObject("windlight/atmosphericsVarsV.glsl"))
{
return FALSE;
}
@ -201,14 +194,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if(features->calculatesAtmospherics || features->hasGamma || features->isDeferred)
{
if (features->hasWaterFog)
{
if (!shader->attachFragmentObject("windlight/atmosphericsVarsWaterF.glsl"))
{
return FALSE;
}
}
else if (!shader->attachFragmentObject("windlight/atmosphericsVarsF.glsl"))
if (!shader->attachFragmentObject("windlight/atmosphericsVarsF.glsl"))
{
return FALSE;
}
@ -292,7 +278,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
// NOTE order of shader object attaching is VERY IMPORTANT!!!
if (features->hasWaterFog)
if (features->hasAtmospherics)
{
if (!shader->attachFragmentObject("environment/waterFogF.glsl"))
{
@ -302,82 +288,40 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasLighting)
{
if (features->hasWaterFog)
if (features->disableTextureIndex)
{
if (features->disableTextureIndex)
if (features->hasAlphaMask)
{
if (features->hasAlphaMask)
if (!shader->attachFragmentObject("lighting/lightAlphaMaskNonIndexedF.glsl"))
{
if (!shader->attachFragmentObject("lighting/lightWaterAlphaMaskNonIndexedF.glsl"))
{
return FALSE;
}
}
else
{
if (!shader->attachFragmentObject("lighting/lightWaterNonIndexedF.glsl"))
{
return FALSE;
}
return FALSE;
}
}
else
else
{
if (features->hasAlphaMask)
if (!shader->attachFragmentObject("lighting/lightNonIndexedF.glsl"))
{
if (!shader->attachFragmentObject("lighting/lightWaterAlphaMaskF.glsl"))
{
return FALSE;
}
return FALSE;
}
else
{
if (!shader->attachFragmentObject("lighting/lightWaterF.glsl"))
{
return FALSE;
}
}
shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
else
else
{
if (features->disableTextureIndex)
if (features->hasAlphaMask)
{
if (features->hasAlphaMask)
if (!shader->attachFragmentObject("lighting/lightAlphaMaskF.glsl"))
{
if (!shader->attachFragmentObject("lighting/lightAlphaMaskNonIndexedF.glsl"))
{
return FALSE;
}
}
else
{
if (!shader->attachFragmentObject("lighting/lightNonIndexedF.glsl"))
{
return FALSE;
}
return FALSE;
}
}
else
else
{
if (features->hasAlphaMask)
if (!shader->attachFragmentObject("lighting/lightF.glsl"))
{
if (!shader->attachFragmentObject("lighting/lightAlphaMaskF.glsl"))
{
return FALSE;
}
return FALSE;
}
else
{
if (!shader->attachFragmentObject("lighting/lightF.glsl"))
{
return FALSE;
}
}
shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}

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@ -1937,31 +1937,16 @@ void LLWindowWin32::destroySharedContext(void* contextPtr)
void LLWindowWin32::toggleVSync(bool enable_vsync)
{
// <FS:Ansariel> Fix null pointer guard
//if (!enable_vsync && wglSwapIntervalEXT)
//{
// LL_INFOS("Window") << "Disabling vertical sync" << LL_ENDL;
// wglSwapIntervalEXT(0);
//}
//else
//{
// LL_INFOS("Window") << "Enabling vertical sync" << LL_ENDL;
// wglSwapIntervalEXT(1);
//}
if (wglSwapIntervalEXT)
if (!enable_vsync && wglSwapIntervalEXT)
{
if (!enable_vsync)
{
LL_INFOS("Window") << "Disabling vertical sync" << LL_ENDL;
wglSwapIntervalEXT(0);
}
else
{
LL_INFOS("Window") << "Enabling vertical sync" << LL_ENDL;
wglSwapIntervalEXT(1);
}
LL_INFOS("Window") << "Disabling vertical sync" << LL_ENDL;
wglSwapIntervalEXT(0);
}
else if (wglSwapIntervalEXT)
{
LL_INFOS("Window") << "Enabling vertical sync" << LL_ENDL;
wglSwapIntervalEXT(1);
}
// </FS:Ansariel>
}
void LLWindowWin32::moveWindow( const LLCoordScreen& position, const LLCoordScreen& size )

View File

@ -35,21 +35,19 @@ in vec3 vary_position;
in vec4 vertex_color;
in vec2 vary_texcoord0;
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cl);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
#ifdef HAS_ALPHA_MASK
uniform float minimum_alpha;
#endif
#ifdef IS_ALPHA
uniform vec4 waterPlane;
void waterClip(vec3 pos);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive,
out vec3 atten);
vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
#endif
void main()
@ -79,25 +77,20 @@ void main()
vec3 pos = vary_position;
#ifndef IS_HUD
color.rgb = srgb_to_linear(color.rgb);
color.a = final_alpha;
#ifdef IS_ALPHA
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten);
#endif
#ifdef WATER_FOG
color.rgb = applySkyAndWaterFog(pos, additive, atten, color).rgb;
vec4 fogged = applyWaterFogView(pos, vec4(color.rgb, final_alpha));
color.rgb = fogged.rgb;
color.a = fogged.a;
#else
color.a = final_alpha;
#endif
#ifndef IS_HUD
color.rgb = srgb_to_linear(color.rgb);
color.rgb = atmosFragLighting(color.rgb, additive, atten);
#endif
frag_color = max(color, vec4(0));

View File

@ -106,7 +106,7 @@ vec3 toneMap(vec3 color)
color *= exposure * exp_scale;
// mix ACES and Linear here as a compromise to avoid over-darkening legacy content
color = mix(toneMapACES_Hill(color), color, 0.333);
color = mix(toneMapACES_Hill(color), color, 0.3);
#endif
return color;

View File

@ -30,12 +30,14 @@ uniform vec4 waterFogColor;
uniform float waterFogDensity;
uniform float waterFogKS;
vec3 getPositionEye();
vec3 srgb_to_linear(vec3 col);
vec3 linear_to_srgb(vec3 col);
vec4 applyWaterFogView(vec3 pos, vec4 color)
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
// get a water fog color that will apply the appropriate haze to a color given
// a blend function of (ONE, SOURCE_ALPHA)
vec4 getWaterFogViewNoClip(vec3 pos)
{
vec3 view = normalize(pos);
//normalize view vector
@ -67,38 +69,76 @@ vec4 applyWaterFogView(vec3 pos, vec4 color)
float L = min(t1/t2*t3, 1.0);
float D = pow(0.98, l*kd);
color.rgb = color.rgb * D + kc.rgb * L;
return color;
return vec4(srgb_to_linear(kc.rgb*L), D);
}
vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color, vec3 sunlit)
vec4 getWaterFogView(vec3 pos)
{
color.rgb = linear_to_srgb(color.rgb);
color = applyWaterFogView(pos, color);
color.rgb = srgb_to_linear(color.rgb);
if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0)
{
return vec4(0,0,0,1);
}
return getWaterFogViewNoClip(pos);
}
vec4 applyWaterFogView(vec3 pos, vec4 color)
{
vec4 fogged = getWaterFogView(pos);
color.rgb = color.rgb * fogged.a + fogged.rgb;
return color;
}
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit)
vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color)
{
vec4 fogged = getWaterFogViewNoClip(pos);
color.rgb *= fogged.a;
color.rgb += fogged.rgb;
return color;
}
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color)
{
if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0)
{
return color;
}
return applyWaterFogViewLinearNoClip(pos, color, sunlit);
return applyWaterFogViewLinearNoClip(pos, color);
}
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color)
// for post deferred shaders, apply sky and water fog in a way that is consistent with
// the deferred rendering haze post effects
vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color)
{
return applyWaterFogViewLinear(pos, color, vec3(1));
}
bool eye_above_water = dot(vec3(0), waterPlane.xyz) + waterPlane.w > 0.0;
bool obj_above_water = dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0;
vec4 applyWaterFog(vec4 color)
{
//normalize view vector
return applyWaterFogViewLinear(getPositionEye(), color);
}
if (eye_above_water)
{
if (!obj_above_water)
{
color.rgb = applyWaterFogViewLinearNoClip(pos, color).rgb;
}
else
{
color.rgb = atmosFragLighting(color.rgb, additive, atten);
}
}
else
{
if (obj_above_water)
{
color.rgb = atmosFragLighting(color.rgb, additive, atten);
}
else
{
color.rgb = applyWaterFogViewLinearNoClip(pos, color).rgb;
}
}
return color;
}

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@ -1,42 +0,0 @@
/**
* @file class1\lighting\lightWaterF.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
* $/LicenseInfo$
*/
out vec4 frag_color;
in vec4 vertex_color;
in vec2 vary_texcoord0;
vec3 atmosLighting(vec3 light);
vec4 applyWaterFog(vec4 color);
void default_lighting_water()
{
vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
color.rgb = atmosLighting(color.rgb);
frag_color = max(applyWaterFog(color), vec4(0));
}

View File

@ -1,44 +0,0 @@
/**
* @file class1\lighting\lightWaterNonIndexedF.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
* $/LicenseInfo$
*/
out vec4 frag_color;
in vec4 vertex_color;
in vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
vec3 atmosLighting(vec3 light);
vec4 applyWaterFog(vec4 color);
void default_lighting_water()
{
vec4 color = texture(diffuseMap,vary_texcoord0.xy) * vertex_color;
color.rgb = atmosLighting(color.rgb);
frag_color = max(applyWaterFog(color), vec4(0));
}

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@ -1,33 +0,0 @@
/**
* @file simpleWaterF.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
* $/LicenseInfo$
*/
void default_lighting_water();
void main()
{
default_lighting_water();
}

View File

@ -30,7 +30,6 @@ vec3 getSunlitColor();
vec3 getAmblitColor();
vec3 getAdditiveColor();
vec3 getAtmosAttenuation();
vec3 getPositionEye();
uniform float scene_light_strength;

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@ -42,7 +42,6 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
void calcAtmospherics(vec3 inPositionEye) {
vec3 P = inPositionEye;
setPositionEye(P);
vec3 tmpsunlit = vec3(1);
vec3 tmpamblit = vec3(1);
vec3 tmpaddlit = vec3(1);

View File

@ -44,5 +44,5 @@ vec3 getAdditiveColor()
vec3 getAtmosAttenuation()
{
return vec3(vary_AtmosAttenuation);
return vary_AtmosAttenuation;
}

View File

@ -31,7 +31,6 @@ vec3 additive_color;
vec3 atmos_attenuation;
vec3 sunlit_color;
vec3 amblit_color;
vec3 position_eye;
vec3 getSunlitColor()
{
@ -51,16 +50,6 @@ vec3 getAtmosAttenuation()
return atmos_attenuation;
}
vec3 getPositionEye()
{
return position_eye;
}
void setPositionEye(vec3 v)
{
position_eye = v;
}
void setSunlitColor(vec3 v)
{
sunlit_color = v;

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@ -1,50 +0,0 @@
/**
* @file class2\wl\atmosphericVarsWaterF.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
* $/LicenseInfo$
*/
in vec3 vary_PositionEye;
in vec3 vary_AdditiveColor;
in vec3 vary_AtmosAttenuation;
vec3 getSunlitColor()
{
return vec3(0,0,0);
}
vec3 getAmblitColor()
{
return vec3(0,0,0);
}
vec3 getAdditiveColor()
{
return vary_AdditiveColor;
}
vec3 getAtmosAttenuation()
{
return vary_AtmosAttenuation;
}
vec3 getPositionEye()
{
return vary_PositionEye;
}

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@ -1,81 +0,0 @@
/**
* @file class2\wl\atmosphericVarsWaterV.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
* $/LicenseInfo$
*/
out vec3 vary_PositionEye;
out vec3 vary_AdditiveColor;
out vec3 vary_AtmosAttenuation;
vec3 atmos_attenuation;
vec3 sunlit_color;
vec3 amblit_color;
vec3 getSunlitColor()
{
return sunlit_color;
}
vec3 getAmblitColor()
{
return amblit_color;
}
vec3 getAdditiveColor()
{
return vary_AdditiveColor;
}
vec3 getAtmosAttenuation()
{
return atmos_attenuation;
}
vec3 getPositionEye()
{
return vary_PositionEye;
}
void setPositionEye(vec3 v)
{
vary_PositionEye = v;
}
void setSunlitColor(vec3 v)
{
sunlit_color = v;
}
void setAmblitColor(vec3 v)
{
amblit_color = v;
}
void setAdditiveColor(vec3 v)
{
vary_AdditiveColor = v;
}
void setAtmosAttenuation(vec3 v)
{
atmos_attenuation = v;
vary_AtmosAttenuation = v;
}

View File

@ -65,16 +65,11 @@ uniform vec3 light_diffuse[8];
void waterClip(vec3 pos);
#ifdef WATER_FOG
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit);
#endif
vec3 srgb_to_linear(vec3 c);
vec3 linear_to_srgb(vec3 c);
vec2 encode_normal (vec3 n);
vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
#ifdef HAS_SUN_SHADOW
@ -270,12 +265,6 @@ void main()
color.rgb *= diffuse_linear.rgb;
color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
#ifdef WATER_FOG
color = applyWaterFogViewLinear(pos.xyz, color, sunlit_linear);
#endif // WATER_FOG
vec4 light = vec4(0,0,0,0);
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
@ -291,6 +280,8 @@ void main()
// sum local light contrib in linear colorspace
color.rgb += light.rgb;
color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, color).rgb;
#endif // #else // FOR_IMPOSTOR
#ifdef IS_HUD

View File

@ -82,11 +82,7 @@ vec3 srgb_to_linear(vec3 c);
vec3 linear_to_srgb(vec3 c);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
vec3 atmosFragLightingLinear(vec3 color, vec3 additive, vec3 atten);
#ifdef WATER_FOG
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit);
#endif
vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
float calcLegacyDistanceAttenuation(float distance, float falloff);
@ -228,13 +224,6 @@ void main()
color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
#ifdef WATER_FOG
vec4 temp = applyWaterFogViewLinear(pos, vec4(color, 0.0), sunlit_linear);
color = temp.rgb;
#endif
vec3 light = vec3(0);
// Punctual lights
@ -250,7 +239,8 @@ void main()
color.rgb += light.rgb;
color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).rgb;
float a = basecolor.a*vertex_color.a;
frag_color = max(vec4(color.rgb,a), vec4(0));
@ -305,6 +295,7 @@ void main()
float a = basecolor.a*vertex_color.a;
color += colorEmissive;
color = linear_to_srgb(color);
frag_color = max(vec4(color.rgb,a), vec4(0));
}

View File

@ -40,6 +40,8 @@ in vec3 vary_position;
uniform samplerCube environmentMap;
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
vec3 linear_to_srgb(vec3 c);
@ -83,7 +85,6 @@ void main()
color.rgb = srgb_to_linear(color.rgb);
applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity);
color.rgb = atmosFragLighting(color.rgb, additive, atten);
#endif
color.a = 1.0;

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@ -0,0 +1,107 @@
/**
* @file class3/deferred/hazeF.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, 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
* $/LicenseInfo$
*/
out vec4 frag_color;
uniform sampler2D normalMap;
// Inputs
uniform vec3 sun_dir;
uniform vec3 moon_dir;
uniform int sun_up_factor;
in vec2 vary_fragcoord;
vec3 getNorm(vec2 pos_screen);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
float getDepth(vec2 pos_screen);
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
uniform vec4 waterPlane;
uniform int cube_snapshot;
uniform float sky_hdr_scale;
void main()
{
vec2 tc = vary_fragcoord.xy;
float depth = getDepth(tc.xy);
vec4 pos = getPositionWithDepth(tc, depth);
vec4 norm = texture(normalMap, tc);
norm.xyz = getNorm(tc);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
vec3 color = vec3(0);
float bloom = 0.0;
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten);
vec3 sunlit_linear = srgb_to_linear(sunlit);
// mask off atmospherics below water (when camera is under water)
bool do_atmospherics = false;
if (dot(vec3(0), waterPlane.xyz) + waterPlane.w > 0.0 ||
dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0)
{
do_atmospherics = true;
}
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
if (depth >= 1.0)
{
//should only be true of WL sky, just port over base color value
discard;
}
float alpha = 0.0;
if (do_atmospherics)
{
alpha = atten.r;
color = srgb_to_linear(additive*2.0);
color *= sky_hdr_scale;
}
else
{
color = vec3(0,0,0);
alpha = 1.0;
}
frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results
frag_color.a = alpha;
}

View File

@ -37,11 +37,7 @@
uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise
uniform int sun_up_factor;
#ifdef WATER_FOG
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit);
#endif
vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten);
vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
vec3 scaleSoftClipFragLinear(vec3 l);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
@ -386,13 +382,6 @@ void main()
glare += cur_glare;
}
color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
#ifdef WATER_FOG
vec4 temp = applyWaterFogViewLinear(pos, vec4(color, 0.0), sunlit_linear);
color = temp.rgb;
#endif
vec3 npos = normalize(-pos.xyz);
vec3 light = vec3(0, 0, 0);
@ -408,6 +397,8 @@ void main()
color += light;
color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).rgb;
glare *= 1.0-emissive;
glare = min(glare, 1.0);
float al = max(diffcol.a, glare) * vertex_color.a;

View File

@ -83,10 +83,6 @@ uniform vec4 waterPlane;
uniform int cube_snapshot;
#ifdef WATER_FOG
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
#endif
uniform float sky_hdr_scale;
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
@ -167,18 +163,6 @@ void main()
vec3 sunlit_linear = srgb_to_linear(sunlit);
vec3 amblit_linear = amblit;
bool do_atmospherics = false;
#ifndef WATER_FOG
// when above water, mask off atmospherics below water
if (dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0)
{
do_atmospherics = true;
}
#else
do_atmospherics = true;
#endif
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
@ -203,11 +187,6 @@ void main()
vec3 v = -normalize(pos.xyz);
color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
if (do_atmospherics)
{
color = atmosFragLightingLinear(color, additive, atten);
}
}
else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
{
@ -273,21 +252,8 @@ void main()
{ // add environment map
applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity);
}
if (do_atmospherics)
{
color = atmosFragLightingLinear(color, additive, atten);
}
}
#ifdef WATER_FOG
vec4 fogged = applyWaterFogViewLinear(pos.xyz, vec4(color, bloom));
color = fogged.rgb;
#endif
frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results
frag_color.a = 0.0;
}

View File

@ -1,51 +1,49 @@
/**
* @file class1\lighting\lightWaterAlphaMaskF.glsl
/**
* @file class3/deferred/waterHazeF.glsl
*
* $LicenseInfo:firstyear=2011&license=viewerlgpl$
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2011, Linden Research, Inc.
*
* Copyright (C) 2023, 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
* $/LicenseInfo$
*/
out vec4 frag_color;
uniform float minimum_alpha;
// Inputs
in vec4 vary_fragcoord;
vec3 atmosLighting(vec3 light);
vec4 applyWaterFog(vec4 color);
uniform sampler2D normalMap;
in vec4 vertex_color;
in vec2 vary_texcoord0;
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
float getDepth(vec2 pos_screen);
void default_lighting_water()
vec4 getWaterFogView(vec3 pos);
void main()
{
vec4 color = diffuseLookup(vary_texcoord0.xy);
vec2 tc = vary_fragcoord.xy/vary_fragcoord.w*0.5+0.5;
float depth = getDepth(tc.xy);
vec4 pos = getPositionWithDepth(tc, depth);
vec4 norm = texture(normalMap, tc);
if (color.a < minimum_alpha)
{
discard;
}
vec4 fogged = getWaterFogView(pos.xyz);
color.rgb *= vertex_color.rgb;
color.rgb = atmosLighting(color.rgb);
frag_color = max(applyWaterFog(color), vec4(0));
frag_color.rgb = max(fogged.rgb, vec3(0)); //output linear since local lights will be added to this shader's results
frag_color.a = fogged.a;
}

View File

@ -1,55 +1,59 @@
/**
* @file class1\lighting\lightWaterAlphaMaskNonIndexedF.glsl
/**
* @file class3/deferred/waterHazeV.glsl
*
* $LicenseInfo:firstyear=2011&license=viewerlgpl$
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2011, Linden Research, Inc.
*
* Copyright (C) 2023, 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
* $/LicenseInfo$
*/
out vec4 frag_color;
in vec3 position;
uniform float minimum_alpha;
uniform vec2 screen_res;
uniform sampler2D diffuseMap;
out vec4 vary_fragcoord;
vec3 atmosLighting(vec3 light);
vec4 applyWaterFog(vec4 color);
// forwards
void setAtmosAttenuation(vec3 c);
void setAdditiveColor(vec3 c);
in vec4 vertex_color;
in vec2 vary_texcoord0;
uniform vec4 waterPlane;
void default_lighting_water()
uniform int above_water;
uniform mat4 modelview_projection_matrix;
void main()
{
vec4 color = texture(diffuseMap,vary_texcoord0.xy);
//transform vertex
vec4 pos = vec4(position.xyz, 1.0);
if (color.a < minimum_alpha)
{
discard;
}
if (above_water > 0)
{
pos = modelview_projection_matrix*pos;
}
color.rgb *= vertex_color.rgb;
gl_Position = pos;
color.rgb = atmosLighting(color.rgb);
// appease OSX GLSL compiler/linker by touching all the varyings we said we would
setAtmosAttenuation(vec3(1));
setAdditiveColor(vec3(0));
color = applyWaterFog(color);
frag_color = max(color, vec4(0));
vary_fragcoord = pos;
}

View File

@ -55,7 +55,7 @@ in vec4 littleWave;
in vec4 view;
in vec3 vary_position;
vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color, vec3 sunlit);
vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color);
void main()
{
@ -77,5 +77,7 @@ void main()
vec4 fb = vec4(waterFogColorLinear, 0.0);
#endif
frag_color = max(applyWaterFogViewLinearNoClip(vary_position, fb, vec3(1)), vec4(0));
fb = applyWaterFogViewLinearNoClip(vary_position, fb);
frag_color = max(fb, vec4(0));
}

View File

@ -32,9 +32,8 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
vec3 scaleSoftClipFragLinear(vec3 l);
vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit);
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
// PBR interface
vec2 BRDF(float NoV, float roughness);
@ -223,9 +222,8 @@ void main()
refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0));
}
fb = applyWaterFogViewLinear(refPos, fb, sunlit);
#else
vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0), sunlit_linear);
vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0));
#endif
// fudge sample on other side of water to be a tad darker
@ -282,8 +280,6 @@ void main()
color = ((1.0 - f) * color) + fb.rgb;
color = atmosFragLightingLinear(color, additive, atten);
float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05);
frag_color = max(vec4(color, spec), vec4(0));

View File

@ -413,10 +413,10 @@ void ll_nvapi_init(NvDRSSessionHandle hSession)
return;
}
// <FS:Ansariel> Enable Threaded Optimization
// enable Threaded Optimization instead of letting the driver decide
status = NvAPI_DRS_GetSetting(hSession, hProfile, OGL_THREAD_CONTROL_ID, &drsSetting);
if (status == NVAPI_SETTING_NOT_FOUND || (status == NVAPI_OK && drsSetting.u32CurrentValue != OGL_THREAD_CONTROL_ENABLE))
{ //only override if the user hasn't specifically set this setting
{
drsSetting.version = NVDRS_SETTING_VER;
drsSetting.settingId = OGL_THREAD_CONTROL_ID;
drsSetting.settingType = NVDRS_DWORD_TYPE;
@ -441,7 +441,6 @@ void ll_nvapi_init(NvDRSSessionHandle hSession)
nvapi_error(status);
return;
}
// </FS:Ansariel>
}
//#define DEBUGGING_SEH_FILTER 1

View File

@ -320,6 +320,14 @@ void LLFacePool::addFaceReference(LLFace *facep)
}
}
void LLFacePool::pushFaceGeometry()
{
for (LLFace* const& face : mDrawFace)
{
face->renderIndexed();
}
}
BOOL LLFacePool::verify() const
{
BOOL ok = TRUE;

View File

@ -118,8 +118,8 @@ public:
virtual LLViewerTexture* getTexture() = 0;
virtual BOOL isFacePool() { return FALSE; }
virtual void resetDrawOrders() = 0;
virtual void pushFaceGeometry() {}
protected:
S32 mShaderLevel;
S32 mId;
U32 mType; // Type of draw pool
@ -429,6 +429,9 @@ public:
BOOL isFacePool() { return TRUE; }
// call drawIndexed on every draw face
void pushFaceGeometry();
friend class LLFace;
friend class LLPipeline;
public:

View File

@ -179,27 +179,24 @@ void LLDrawPoolAlpha::renderPostDeferred(S32 pass)
fullbright_shader =
(LLPipeline::sImpostorRender) ? &gDeferredFullbrightAlphaMaskProgram :
(LLPipeline::sUnderWaterRender) ? &gDeferredFullbrightWaterAlphaProgram :
(LLPipeline::sRenderingHUDs) ? &gHUDFullbrightAlphaMaskAlphaProgram :
&gDeferredFullbrightAlphaMaskAlphaProgram;
prepare_alpha_shader(fullbright_shader, true, true, water_sign);
simple_shader =
(LLPipeline::sImpostorRender) ? &gDeferredAlphaImpostorProgram :
(LLPipeline::sUnderWaterRender) ? &gDeferredAlphaWaterProgram :
(LLPipeline::sRenderingHUDs) ? &gHUDAlphaProgram :
&gDeferredAlphaProgram;
prepare_alpha_shader(simple_shader, false, true, water_sign); //prime simple shader (loads shadow relevant uniforms)
LLGLSLShader* materialShader = LLPipeline::sUnderWaterRender ? gDeferredMaterialWaterProgram : gDeferredMaterialProgram;
LLGLSLShader* materialShader = gDeferredMaterialProgram;
for (int i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
{
prepare_alpha_shader(&materialShader[i], false, true, water_sign);
}
pbr_shader =
(LLPipeline::sUnderWaterRender) ? &gDeferredPBRAlphaWaterProgram :
(LLPipeline::sRenderingHUDs) ? &gHUDPBRAlphaProgram :
&gDeferredPBRAlphaProgram;
@ -755,11 +752,6 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
llassert(mask < LLMaterial::SHADER_COUNT);
target_shader = &(gDeferredMaterialProgram[mask]);
if (LLPipeline::sUnderWaterRender)
{
target_shader = &(gDeferredMaterialWaterProgram[mask]);
}
}
else if (!params.mFullbright)
{

View File

@ -517,14 +517,7 @@ void LLDrawPoolAvatar::beginRigid()
if (gPipeline.shadersLoaded())
{
if (LLPipeline::sUnderWaterRender)
{
sVertexProgram = &gObjectAlphaMaskNoColorWaterProgram;
}
else
{
sVertexProgram = &gObjectAlphaMaskNoColorProgram;
}
sVertexProgram = &gObjectAlphaMaskNoColorProgram;
if (sVertexProgram != NULL)
{ //eyeballs render with the specular shader

View File

@ -82,14 +82,7 @@ void LLDrawPoolMaterials::beginDeferredPass(S32 pass)
U32 idx = shader_idx[pass];
if (LLPipeline::sUnderWaterRender)
{
mShader = &(gDeferredMaterialWaterProgram[idx]);
}
else
{
mShader = &(gDeferredMaterialProgram[idx]);
}
mShader = &(gDeferredMaterialProgram[idx]);
if (rigged)
{

View File

@ -193,10 +193,6 @@ void LLDrawPoolFullbright::renderPostDeferred(S32 pass)
{
shader = &gHUDFullbrightProgram;
}
else if (LLPipeline::sUnderWaterRender)
{
shader = &gDeferredFullbrightWaterProgram;
}
else
{
shader = &gDeferredFullbrightProgram;
@ -225,10 +221,6 @@ void LLDrawPoolFullbrightAlphaMask::renderPostDeferred(S32 pass)
{
shader = &gHUDFullbrightAlphaMaskProgram;
}
else if (LLPipeline::sUnderWaterRender)
{
shader = &gDeferredFullbrightAlphaMaskWaterProgram;
}
else
{
shader = &gDeferredFullbrightAlphaMaskProgram;

View File

@ -117,6 +117,7 @@ namespace Details
void LLEventPollImpl::handleMessage(const LLSD& content)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_APP;
std::string msg_name = content["message"];
LLSD message;
message["sender"] = mSenderIp;
@ -171,6 +172,14 @@ namespace Details
mAdapter = httpAdapter;
LL::WorkQueue::ptr_t main_queue = nullptr;
// HACK -- grab the mainloop workqueue to move execution of the handler
// to a place that's safe in the main thread
#if 1
main_queue = LL::WorkQueue::getInstance("mainloop");
#endif
// continually poll for a server update until we've been flagged as
// finished
while (!mDone)
@ -302,13 +311,26 @@ namespace Details
// was LL_INFOS() but now that CoarseRegionUpdate is TCP @ 1/second, it'd be too verbose for viewer logs. -MG
LL_DEBUGS("LLEventPollImpl") << " <" << counter << "> " << events.size() << "events (id " << acknowledge << ")" << LL_ENDL;
LLSD::array_const_iterator i = events.beginArray();
LLSD::array_const_iterator end = events.endArray();
for (; i != end; ++i)
{
if (i->has("message"))
{
handleMessage(*i);
if (main_queue)
{ // shuttle to a sensible spot in the main thread instead
// of wherever this coroutine happens to be executing
const LLSD& msg = *i;
main_queue->post([this, msg]()
{
handleMessage(msg);
});
}
else
{
handleMessage(*i);
}
}
}
}

View File

@ -167,7 +167,16 @@ void LLReflectionMap::autoAdjustOrigin()
{
mPriority = 1;
mOrigin.load3(mViewerObject->getPositionAgent().mV);
mRadius = mViewerObject->getScale().mV[0]*0.5f;
if (mViewerObject->getVolume() && ((LLVOVolume*)mViewerObject)->getReflectionProbeIsBox())
{
LLVector3 s = mViewerObject->getScale().scaledVec(LLVector3(0.5f, 0.5f, 0.5f));
mRadius = s.magVec();
}
else
{
mRadius = mViewerObject->getScale().mV[0] * 0.5f;
}
}
}

View File

@ -252,14 +252,12 @@ void LLReflectionMapManager::update()
continue;
}
if (probe != mDefaultProbe &&
if (probe != mDefaultProbe &&
(!probe->isRelevant() || mPaused))
{ // skip irrelevant probes (or all non-default probes if paused)
continue;
}
LLVector4a d;
if (probe != mDefaultProbe)
@ -999,10 +997,21 @@ void LLReflectionMapManager::updateUniforms()
llassert(refmap->mCubeIndex >= 0); // should always be true, if not, getReflectionMaps is bugged
{
if (refmap->mViewerObject)
if (refmap->mViewerObject && refmap->mViewerObject->getVolume())
{ // have active manual probes live-track the object they're associated with
refmap->mOrigin.load3(refmap->mViewerObject->getPositionAgent().mV);
refmap->mRadius = refmap->mViewerObject->getScale().mV[0] * 0.5f;
LLVOVolume* vobj = (LLVOVolume*)refmap->mViewerObject;
refmap->mOrigin.load3(vobj->getPositionAgent().mV);
if (vobj->getReflectionProbeIsBox())
{
LLVector3 s = vobj->getScale().scaledVec(LLVector3(0.5f, 0.5f, 0.5f));
refmap->mRadius = s.magVec();
}
else
{
refmap->mRadius = refmap->mViewerObject->getScale().mV[0] * 0.5f;
}
}
modelview.affineTransform(refmap->mOrigin, oa);

View File

@ -63,6 +63,7 @@
#include <boost/algorithm/string/replace.hpp>
#include "llinventoryobserver.h"
#include "llinventorydefines.h"
#include "llworld.h"
#include "lltrans.h"
@ -983,12 +984,21 @@ void LLSettingsVOWater::applySpecial(void *ptarget, bool force)
LLEnvironment& env = LLEnvironment::instance();
auto group = LLGLSLShader::SG_WATER;
auto group = LLGLSLShader::SG_ANY;
LLShaderUniforms* shader = &((LLShaderUniforms*)ptarget)[group];
{
F32 water_height = env.getWaterHeight();
if (LLViewerCamera::instance().cameraUnderWater())
{ // when the camera is under water, use the water height at the camera position
LLViewerRegion* region = LLWorld::instance().getRegionFromPosAgent(LLViewerCamera::instance().getOrigin());
if (region)
{
water_height = region->getWaterHeight();
}
}
//transform water plane to eye space
glh::vec3f norm(0.f, 0.f, 1.f);
glh::vec3f p(0.f, 0.f, water_height);

View File

@ -70,6 +70,9 @@ bool LLSpatialGroup::sNoDelete = false;
static F32 sLastMaxTexPriority = 1.f;
static F32 sCurMaxTexPriority = 1.f;
// enable expensive sanity checks around redundant drawable and group insertion to LLCullResult
#define LL_DEBUG_CULL_RESULT 0
//static counter for frame to switch LOD on
void sg_assert(BOOL expr)
@ -4261,6 +4264,10 @@ void LLCullResult::pushOcclusionGroup(LLSpatialGroup* group)
void LLCullResult::pushDrawableGroup(LLSpatialGroup* group)
{
#if LL_DEBUG_CULL_RESULT
// group must NOT be in the drawble groups list already
llassert(std::find(&mDrawableGroups[0], mDrawableGroupsEnd, group) == mDrawableGroupsEnd);
#endif
if (mDrawableGroupsSize < mDrawableGroupsAllocated)
{
mDrawableGroups[mDrawableGroupsSize] = group;
@ -4275,6 +4282,10 @@ void LLCullResult::pushDrawableGroup(LLSpatialGroup* group)
void LLCullResult::pushDrawable(LLDrawable* drawable)
{
#if LL_DEBUG_CULL_RESULT
// drawable must NOT be in the visible list already
llassert(std::find(&mVisibleList[0], mVisibleListEnd, drawable) == mVisibleListEnd);
#endif
if (mVisibleListSize < mVisibleListAllocated)
{
mVisibleList[mVisibleListSize] = drawable;

View File

@ -53,6 +53,7 @@
#include "llquaternion.h"
#include "llwindow.h" // getPixelAspectRatio()
#include "lltracerecording.h"
#include "llenvironment.h"
// System includes
#include <iomanip> // for setprecision
@ -99,35 +100,41 @@ LLViewerCamera::LLViewerCamera() : LLCamera()
gSavedSettings.getControl("CameraAngle")->getCommitSignal()->connect(boost::bind(&LLViewerCamera::updateCameraAngle, this, _2));
}
void LLViewerCamera::updateCameraLocation(const LLVector3 &center,
const LLVector3 &up_direction,
const LLVector3 &point_of_interest)
void LLViewerCamera::updateCameraLocation(const LLVector3 &center, const LLVector3 &up_direction, const LLVector3 &point_of_interest)
{
// do not update if avatar didn't move
if (!LLViewerJoystick::getInstance()->getCameraNeedsUpdate())
{
return;
}
// do not update if avatar didn't move
if (!LLViewerJoystick::getInstance()->getCameraNeedsUpdate())
{
return;
}
LLVector3 last_position;
LLVector3 last_axis;
last_position = getOrigin();
last_axis = getAtAxis();
LLVector3 last_position;
LLVector3 last_axis;
last_position = getOrigin();
last_axis = getAtAxis();
mLastPointOfInterest = point_of_interest;
mLastPointOfInterest = point_of_interest;
LLViewerRegion * regp = gAgent.getRegion();
F32 water_height = (NULL != regp) ? regp->getWaterHeight() : 0.f;
LLViewerRegion* regp = LLWorld::instance().getRegionFromPosAgent(getOrigin());
if (!regp)
{
regp = gAgent.getRegion();
}
LLVector3 origin = center;
if (origin.mV[2] > water_height)
{
origin.mV[2] = llmax(origin.mV[2], water_height+0.20f);
}
else
{
origin.mV[2] = llmin(origin.mV[2], water_height-0.20f);
}
F32 water_height = (NULL != regp) ? regp->getWaterHeight() : 0.f;
LLVector3 origin = center;
{
if (origin.mV[2] > water_height)
{
origin.mV[2] = llmax(origin.mV[2], water_height + 0.20f);
}
else
{
origin.mV[2] = llmin(origin.mV[2], water_height - 0.20f);
}
}
setOriginAndLookAt(origin, up_direction, point_of_interest);
@ -763,11 +770,19 @@ LLVector3 LLViewerCamera::roundToPixel(const LLVector3 &pos_agent)
BOOL LLViewerCamera::cameraUnderWater() const
{
if(!gAgent.getRegion())
LLViewerRegion* regionp = LLWorld::instance().getRegionFromPosAgent(getOrigin());
if (!regionp)
{
regionp = gAgent.getRegion();
}
if(!regionp)
{
return FALSE ;
}
return getOrigin().mV[VZ] < gAgent.getRegion()->getWaterHeight();
return getOrigin().mV[VZ] < regionp->getWaterHeight();
}
BOOL LLViewerCamera::areVertsVisible(LLViewerObject* volumep, BOOL all_verts)

View File

@ -99,7 +99,6 @@ LLGLSLShader gSkinnedObjectFullbrightAlphaMaskProgram;
LLGLSLShader gObjectBumpProgram;
LLGLSLShader gSkinnedObjectBumpProgram;
LLGLSLShader gObjectAlphaMaskNoColorProgram;
LLGLSLShader gObjectAlphaMaskNoColorWaterProgram;
//environment shaders
LLGLSLShader gWaterProgram;
@ -139,7 +138,6 @@ LLGLSLShader gDeferredSkinnedDiffuseProgram;
LLGLSLShader gDeferredSkinnedBumpProgram;
LLGLSLShader gDeferredBumpProgram;
LLGLSLShader gDeferredTerrainProgram;
LLGLSLShader gDeferredTerrainWaterProgram;
LLGLSLShader gDeferredTreeProgram;
LLGLSLShader gDeferredTreeShadowProgram;
LLGLSLShader gDeferredSkinnedTreeShadowProgram;
@ -150,9 +148,10 @@ LLGLSLShader gDeferredMultiLightProgram[16];
LLGLSLShader gDeferredSpotLightProgram;
LLGLSLShader gDeferredMultiSpotLightProgram;
LLGLSLShader gDeferredSunProgram;
LLGLSLShader gHazeProgram;
LLGLSLShader gHazeWaterProgram;
LLGLSLShader gDeferredBlurLightProgram;
LLGLSLShader gDeferredSoftenProgram;
LLGLSLShader gDeferredSoftenWaterProgram;
LLGLSLShader gDeferredShadowProgram;
LLGLSLShader gDeferredSkinnedShadowProgram;
LLGLSLShader gDeferredShadowCubeProgram;
@ -172,8 +171,6 @@ LLGLSLShader gHUDAlphaProgram;
LLGLSLShader gDeferredSkinnedAlphaProgram;
LLGLSLShader gDeferredAlphaImpostorProgram;
LLGLSLShader gDeferredSkinnedAlphaImpostorProgram;
LLGLSLShader gDeferredAlphaWaterProgram;
LLGLSLShader gDeferredSkinnedAlphaWaterProgram;
LLGLSLShader gDeferredAvatarEyesProgram;
LLGLSLShader gDeferredFullbrightProgram;
LLGLSLShader gHUDFullbrightProgram;
@ -181,12 +178,6 @@ LLGLSLShader gDeferredFullbrightAlphaMaskProgram;
LLGLSLShader gHUDFullbrightAlphaMaskProgram;
LLGLSLShader gDeferredFullbrightAlphaMaskAlphaProgram;
LLGLSLShader gHUDFullbrightAlphaMaskAlphaProgram;
LLGLSLShader gDeferredFullbrightWaterProgram;
LLGLSLShader gDeferredSkinnedFullbrightWaterProgram;
LLGLSLShader gDeferredFullbrightWaterAlphaProgram;
LLGLSLShader gDeferredSkinnedFullbrightWaterAlphaProgram;
LLGLSLShader gDeferredFullbrightAlphaMaskWaterProgram;
LLGLSLShader gDeferredSkinnedFullbrightAlphaMaskWaterProgram;
LLGLSLShader gDeferredEmissiveProgram;
LLGLSLShader gDeferredSkinnedEmissiveProgram;
LLGLSLShader gDeferredPostProgram;
@ -219,7 +210,6 @@ LLGLSLShader gRlvSphereProgram;
// Deferred materials shaders
LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2];
LLGLSLShader gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2];
LLGLSLShader gHUDPBROpaqueProgram;
LLGLSLShader gPBRGlowProgram;
LLGLSLShader gPBRGlowSkinnedProgram;
@ -228,8 +218,6 @@ LLGLSLShader gDeferredSkinnedPBROpaqueProgram;
LLGLSLShader gHUDPBRAlphaProgram;
LLGLSLShader gDeferredPBRAlphaProgram;
LLGLSLShader gDeferredSkinnedPBRAlphaProgram;
LLGLSLShader gDeferredPBRAlphaWaterProgram;
LLGLSLShader gDeferredSkinnedPBRAlphaWaterProgram;
//helper for making a rigged variant of a given shader
bool make_rigged_variant(LLGLSLShader& shader, LLGLSLShader& riggedShader)
@ -262,30 +250,22 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gObjectFullbrightAlphaMaskProgram);
mShaderList.push_back(&gSkinnedObjectFullbrightAlphaMaskProgram);
mShaderList.push_back(&gObjectAlphaMaskNoColorProgram);
mShaderList.push_back(&gObjectAlphaMaskNoColorWaterProgram);
mShaderList.push_back(&gUnderWaterProgram);
mShaderList.push_back(&gDeferredSunProgram);
mShaderList.push_back(&gHazeProgram);
mShaderList.push_back(&gHazeWaterProgram);
mShaderList.push_back(&gDeferredSoftenProgram);
mShaderList.push_back(&gDeferredSoftenWaterProgram);
mShaderList.push_back(&gDeferredAlphaProgram);
mShaderList.push_back(&gHUDAlphaProgram);
mShaderList.push_back(&gDeferredSkinnedAlphaProgram);
mShaderList.push_back(&gDeferredAlphaImpostorProgram);
mShaderList.push_back(&gDeferredSkinnedAlphaImpostorProgram);
mShaderList.push_back(&gDeferredAlphaWaterProgram);
mShaderList.push_back(&gDeferredSkinnedAlphaWaterProgram);
mShaderList.push_back(&gDeferredFullbrightProgram);
mShaderList.push_back(&gHUDFullbrightProgram);
mShaderList.push_back(&gDeferredFullbrightAlphaMaskProgram);
mShaderList.push_back(&gHUDFullbrightAlphaMaskProgram);
mShaderList.push_back(&gDeferredFullbrightAlphaMaskAlphaProgram);
mShaderList.push_back(&gHUDFullbrightAlphaMaskAlphaProgram);
mShaderList.push_back(&gDeferredFullbrightWaterProgram);
mShaderList.push_back(&gDeferredSkinnedFullbrightWaterProgram);
mShaderList.push_back(&gDeferredFullbrightWaterAlphaProgram);
mShaderList.push_back(&gDeferredSkinnedFullbrightWaterAlphaProgram);
mShaderList.push_back(&gDeferredFullbrightAlphaMaskWaterProgram);
mShaderList.push_back(&gDeferredSkinnedFullbrightAlphaMaskWaterProgram);
mShaderList.push_back(&gDeferredFullbrightShinyProgram);
mShaderList.push_back(&gHUDFullbrightShinyProgram);
mShaderList.push_back(&gDeferredSkinnedFullbrightShinyProgram);
@ -295,17 +275,14 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gDeferredEmissiveProgram);
mShaderList.push_back(&gDeferredSkinnedEmissiveProgram);
mShaderList.push_back(&gDeferredAvatarEyesProgram);
mShaderList.push_back(&gDeferredTerrainWaterProgram);
mShaderList.push_back(&gDeferredAvatarAlphaProgram);
mShaderList.push_back(&gDeferredAvatarAlphaProgram);
mShaderList.push_back(&gDeferredWLSkyProgram);
mShaderList.push_back(&gDeferredWLCloudProgram);
mShaderList.push_back(&gDeferredWLMoonProgram);
mShaderList.push_back(&gDeferredWLSunProgram);
mShaderList.push_back(&gDeferredPBRAlphaProgram);
mShaderList.push_back(&gDeferredPBRAlphaWaterProgram);
mShaderList.push_back(&gHUDPBRAlphaProgram);
mShaderList.push_back(&gDeferredSkinnedPBRAlphaProgram);
mShaderList.push_back(&gDeferredSkinnedPBRAlphaWaterProgram);
mShaderList.push_back(&gDeferredPostGammaCorrectProgram); // for gamma
mShaderList.push_back(&gNoPostGammaCorrectProgram);
mShaderList.push_back(&gLegacyPostGammaCorrectProgram);
@ -598,7 +575,6 @@ std::string LLViewerShaderMgr::loadBasicShaders()
vector< pair<string, S32> > shaders;
shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mShaderLevel[SHADER_LIGHTING] ) );
shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) );
@ -678,7 +654,6 @@ std::string LLViewerShaderMgr::loadBasicShaders()
std::vector<S32> index_channels;
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsHelpersF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mShaderLevel[SHADER_WINDLIGHT]) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsFuncs.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
@ -693,12 +668,8 @@ std::string LLViewerShaderMgr::loadBasicShaders()
index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/screenSpaceReflUtil.glsl", ssr ? 3 : 1) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightAlphaMaskNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightWaterNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
for (U32 i = 0; i < shaders.size(); i++)
{
@ -736,7 +707,6 @@ BOOL LLViewerShaderMgr::loadShadersWater()
gWaterProgram.mName = "Water Shader";
gWaterProgram.mFeatures.calculatesAtmospherics = true;
gWaterProgram.mFeatures.hasAtmospherics = true;
gWaterProgram.mFeatures.hasWaterFog = true;
gWaterProgram.mFeatures.hasGamma = true;
gWaterProgram.mFeatures.hasSrgb = true;
gWaterProgram.mFeatures.hasReflectionProbes = true;
@ -767,7 +737,6 @@ BOOL LLViewerShaderMgr::loadShadersWater()
gWaterEdgeProgram.mName = "Water Edge Shader";
gWaterEdgeProgram.mFeatures.calculatesAtmospherics = true;
gWaterEdgeProgram.mFeatures.hasAtmospherics = true;
gWaterEdgeProgram.mFeatures.hasWaterFog = true;
gWaterEdgeProgram.mFeatures.hasGamma = true;
gWaterEdgeProgram.mFeatures.hasSrgb = true;
gWaterEdgeProgram.mFeatures.hasReflectionProbes = true;
@ -797,7 +766,7 @@ BOOL LLViewerShaderMgr::loadShadersWater()
//load under water vertex shader
gUnderWaterProgram.mName = "Underwater Shader";
gUnderWaterProgram.mFeatures.calculatesAtmospherics = true;
gUnderWaterProgram.mFeatures.hasWaterFog = true;
gUnderWaterProgram.mFeatures.hasAtmospherics = true;
gUnderWaterProgram.mShaderFiles.clear();
gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER));
gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/underWaterF.glsl", GL_FRAGMENT_SHADER));
@ -925,7 +894,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedBumpProgram.unload();
gDeferredImpostorProgram.unload();
gDeferredTerrainProgram.unload();
gDeferredTerrainWaterProgram.unload();
gDeferredLightProgram.unload();
for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; ++i)
{
@ -936,7 +904,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSunProgram.unload();
gDeferredBlurLightProgram.unload();
gDeferredSoftenProgram.unload();
gDeferredSoftenWaterProgram.unload();
gDeferredShadowProgram.unload();
gDeferredSkinnedShadowProgram.unload();
gDeferredShadowCubeProgram.unload();
@ -954,20 +921,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaProgram.unload();
gHUDAlphaProgram.unload();
gDeferredSkinnedAlphaProgram.unload();
gDeferredAlphaWaterProgram.unload();
gDeferredSkinnedAlphaWaterProgram.unload();
gDeferredFullbrightProgram.unload();
gHUDFullbrightProgram.unload();
gDeferredFullbrightAlphaMaskProgram.unload();
gHUDFullbrightAlphaMaskProgram.unload();
gDeferredFullbrightAlphaMaskAlphaProgram.unload();
gHUDFullbrightAlphaMaskAlphaProgram.unload();
gDeferredFullbrightWaterProgram.unload();
gDeferredSkinnedFullbrightWaterProgram.unload();
gDeferredFullbrightWaterAlphaProgram.unload();
gDeferredSkinnedFullbrightWaterAlphaProgram.unload();
gDeferredFullbrightAlphaMaskWaterProgram.unload();
gDeferredSkinnedFullbrightAlphaMaskWaterProgram.unload();
gDeferredEmissiveProgram.unload();
gDeferredSkinnedEmissiveProgram.unload();
gDeferredAvatarEyesProgram.unload();
@ -1001,7 +960,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
{
gDeferredMaterialProgram[i].unload();
gDeferredMaterialWaterProgram[i].unload();
}
gHUDPBROpaqueProgram.unload();
@ -1010,8 +968,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedPBROpaqueProgram.unload();
gDeferredPBRAlphaProgram.unload();
gDeferredSkinnedPBRAlphaProgram.unload();
gDeferredPBRAlphaWaterProgram.unload();
gDeferredSkinnedPBRAlphaWaterProgram.unload();
// [RLVa:KB] - @setsphere
gRlvSphereProgram.unload();
@ -1104,15 +1060,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
gDeferredMaterialWaterProgram[1].mFeatures.hasLighting = false;
gDeferredMaterialWaterProgram[5].mFeatures.hasLighting = false;
gDeferredMaterialWaterProgram[9].mFeatures.hasLighting = false;
gDeferredMaterialWaterProgram[13].mFeatures.hasLighting = false;
gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
{
if (success)
@ -1178,77 +1125,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
success = gDeferredMaterialProgram[i].createShader(NULL, NULL);
llassert(success);
}
if (success)
{
mShaderList.push_back(&gDeferredMaterialWaterProgram[i]);
gDeferredMaterialWaterProgram[i].mName = llformat("Deferred Underwater Material Shader %d", i);
U32 alpha_mode = i & 0x3;
gDeferredMaterialWaterProgram[i].mShaderFiles.clear();
gDeferredMaterialWaterProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER));
gDeferredMaterialWaterProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER));
gDeferredMaterialWaterProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredMaterialWaterProgram[i].mShaderGroup = LLGLSLShader::SG_WATER;
gDeferredMaterialWaterProgram[i].clearPermutations();
bool has_normal_map = (i & 0x8) > 0;
bool has_specular_map = (i & 0x4) > 0;
if (has_normal_map)
{
gDeferredMaterialWaterProgram[i].addPermutation("HAS_NORMAL_MAP", "1");
}
if (has_specular_map)
{
gDeferredMaterialWaterProgram[i].addPermutation("HAS_SPECULAR_MAP", "1");
}
gDeferredMaterialWaterProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
if (alpha_mode != 0)
{
gDeferredMaterialWaterProgram[i].mFeatures.hasAlphaMask = true;
gDeferredMaterialWaterProgram[i].addPermutation("HAS_ALPHA_MASK", "1");
}
if (use_sun_shadow)
{
gDeferredMaterialWaterProgram[i].addPermutation("HAS_SUN_SHADOW", "1");
}
bool has_skin = i & 0x10;
if (has_skin)
{
gDeferredMaterialWaterProgram[i].addPermutation("HAS_SKIN", "1");
}
else
{
gDeferredMaterialWaterProgram[i].mRiggedVariant = &(gDeferredMaterialWaterProgram[i + 0x10]);
}
gDeferredMaterialWaterProgram[i].addPermutation("WATER_FOG","1");
gDeferredMaterialWaterProgram[i].mFeatures.hasReflectionProbes = true;
gDeferredMaterialWaterProgram[i].mFeatures.hasWaterFog = true;
gDeferredMaterialWaterProgram[i].mFeatures.hasSrgb = true;
gDeferredMaterialWaterProgram[i].mFeatures.encodesNormal = true;
gDeferredMaterialWaterProgram[i].mFeatures.calculatesAtmospherics = true;
gDeferredMaterialWaterProgram[i].mFeatures.hasAtmospherics = true;
gDeferredMaterialWaterProgram[i].mFeatures.hasGamma = true;
gDeferredMaterialWaterProgram[i].mFeatures.hasShadows = use_sun_shadow;
if (has_skin)
{
gDeferredMaterialWaterProgram[i].mFeatures.hasObjectSkinning = true;
}
success = gDeferredMaterialWaterProgram[i].createShader(NULL, NULL);//&mWLUniforms);
llassert(success);
}
}
gDeferredMaterialProgram[1].mFeatures.hasLighting = true;
@ -1260,15 +1136,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
gDeferredMaterialWaterProgram[1].mFeatures.hasLighting = true;
gDeferredMaterialWaterProgram[5].mFeatures.hasLighting = true;
gDeferredMaterialWaterProgram[9].mFeatures.hasLighting = true;
gDeferredMaterialWaterProgram[13].mFeatures.hasLighting = true;
gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
if (success)
{
gDeferredPBROpaqueProgram.mName = "Deferred PBR Opaque Shader";
@ -1376,62 +1243,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
shader->mRiggedVariant->mFeatures.hasLighting = true;
}
if (success)
{
LLGLSLShader* shader = &gDeferredPBRAlphaWaterProgram;
shader->mName = "Deferred PBR Alpha Underwater Shader";
shader->mFeatures.calculatesLighting = false;
shader->mFeatures.hasLighting = false;
shader->mFeatures.isAlphaLighting = true;
shader->mFeatures.hasWaterFog = true;
shader->mFeatures.hasSrgb = true;
shader->mFeatures.encodesNormal = true;
shader->mFeatures.calculatesAtmospherics = true;
shader->mFeatures.hasAtmospherics = true;
shader->mFeatures.hasGamma = true;
shader->mFeatures.hasShadows = use_sun_shadow;
shader->mFeatures.isDeferred = true; // include deferredUtils
shader->mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED];
shader->mShaderGroup = LLGLSLShader::SG_WATER;
shader->mShaderFiles.clear();
shader->mShaderFiles.push_back(make_pair("deferred/pbralphaV.glsl", GL_VERTEX_SHADER));
shader->mShaderFiles.push_back(make_pair("deferred/pbralphaF.glsl", GL_FRAGMENT_SHADER));
shader->clearPermutations();
U32 alpha_mode = LLMaterial::DIFFUSE_ALPHA_MODE_BLEND;
shader->addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
shader->addPermutation("HAS_NORMAL_MAP", "1");
shader->addPermutation("HAS_SPECULAR_MAP", "1"); // PBR: Packed: Occlusion, Metal, Roughness
shader->addPermutation("HAS_EMISSIVE_MAP", "1");
shader->addPermutation("USE_VERTEX_COLOR", "1");
shader->addPermutation("WATER_FOG", "1");
if (use_sun_shadow)
{
shader->addPermutation("HAS_SUN_SHADOW", "1");
}
shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = make_rigged_variant(*shader, gDeferredSkinnedPBRAlphaWaterProgram);
if (success)
{
success = shader->createShader(NULL, NULL);
}
llassert(success);
// Alpha Shader Hack
// See: LLRender::syncMatrices()
shader->mFeatures.calculatesLighting = true;
shader->mFeatures.hasLighting = true;
shader->mRiggedVariant->mFeatures.calculatesLighting = true;
shader->mRiggedVariant->mFeatures.hasLighting = true;
}
if (success)
{
LLGLSLShader* shader = &gHUDPBRAlphaProgram;
@ -1660,7 +1471,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
shader->mFeatures.hasGamma = true;
shader->mFeatures.hasShadows = use_sun_shadow;
shader->mFeatures.hasReflectionProbes = true;
shader->mFeatures.hasWaterFog = true;
shader->mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
shader->mShaderFiles.clear();
@ -1757,68 +1567,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
}
}
if (success)
{
LLGLSLShader* shader[] = {
&gDeferredAlphaWaterProgram,
&gDeferredSkinnedAlphaWaterProgram
};
gDeferredAlphaWaterProgram.mRiggedVariant = &gDeferredSkinnedAlphaWaterProgram;
gDeferredAlphaWaterProgram.mName = "Deferred Alpha Underwater Shader";
gDeferredSkinnedAlphaWaterProgram.mName = "Deferred Skinned Alpha Underwater Shader";
for (int i = 0; i < 2 && success; ++i)
{
shader[i]->mFeatures.calculatesLighting = false;
shader[i]->mFeatures.hasLighting = false;
shader[i]->mFeatures.isAlphaLighting = true;
shader[i]->mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
shader[i]->mFeatures.hasWaterFog = true;
shader[i]->mFeatures.hasSrgb = true;
shader[i]->mFeatures.encodesNormal = true;
shader[i]->mFeatures.calculatesAtmospherics = true;
shader[i]->mFeatures.hasAtmospherics = true;
shader[i]->mFeatures.hasGamma = true;
shader[i]->mFeatures.hasShadows = use_sun_shadow;
shader[i]->mFeatures.hasReflectionProbes = true;
shader[i]->mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
shader[i]->mShaderGroup = LLGLSLShader::SG_WATER;
shader[i]->mShaderFiles.clear();
shader[i]->mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER));
shader[i]->mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER));
shader[i]->clearPermutations();
shader[i]->addPermutation("USE_INDEXED_TEX", "1");
shader[i]->addPermutation("WATER_FOG", "1");
shader[i]->addPermutation("USE_VERTEX_COLOR", "1");
shader[i]->addPermutation("HAS_ALPHA_MASK", "1");
if (use_sun_shadow)
{
shader[i]->addPermutation("HAS_SUN_SHADOW", "1");
}
if (i == 1)
{ // rigged variant
shader[i]->mFeatures.hasObjectSkinning = true;
shader[i]->addPermutation("HAS_SKIN", "1");
}
else
{
shader[i]->mRiggedVariant = shader[1];
}
shader[i]->mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = shader[i]->createShader(NULL, NULL);
llassert(success);
// Hack
shader[i]->mFeatures.calculatesLighting = true;
shader[i]->mFeatures.hasLighting = true;
}
}
if (success)
{
gDeferredAvatarEyesProgram.mName = "Deferred Avatar Eyes Shader";
@ -1953,71 +1701,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
llassert(success);
}
if (success)
{
gDeferredFullbrightWaterProgram.mName = "Deferred Fullbright Underwater Shader";
gDeferredFullbrightWaterProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightWaterProgram.mFeatures.hasGamma = true;
gDeferredFullbrightWaterProgram.mFeatures.hasAtmospherics = true;
gDeferredFullbrightWaterProgram.mFeatures.hasWaterFog = true;
gDeferredFullbrightWaterProgram.mFeatures.hasSrgb = true;
gDeferredFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightWaterProgram.mShaderFiles.clear();
gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER));
gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER));
gDeferredFullbrightWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gDeferredFullbrightWaterProgram.addPermutation("WATER_FOG","1");
success = make_rigged_variant(gDeferredFullbrightWaterProgram, gDeferredSkinnedFullbrightWaterProgram);
success = success && gDeferredFullbrightWaterProgram.createShader(NULL, NULL);
llassert(success);
}
if (success)
{
gDeferredFullbrightWaterAlphaProgram.mName = "Deferred Fullbright Underwater Alpha Shader";
gDeferredFullbrightWaterAlphaProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightWaterAlphaProgram.mFeatures.hasGamma = true;
gDeferredFullbrightWaterAlphaProgram.mFeatures.hasAtmospherics = true;
gDeferredFullbrightWaterAlphaProgram.mFeatures.hasWaterFog = true;
gDeferredFullbrightWaterAlphaProgram.mFeatures.hasSrgb = true;
gDeferredFullbrightWaterAlphaProgram.mFeatures.isDeferred = true;
gDeferredFullbrightWaterAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightWaterAlphaProgram.mShaderFiles.clear();
gDeferredFullbrightWaterAlphaProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER));
gDeferredFullbrightWaterAlphaProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER));
gDeferredFullbrightWaterAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredFullbrightWaterAlphaProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gDeferredFullbrightWaterAlphaProgram.clearPermutations();
gDeferredFullbrightWaterAlphaProgram.addPermutation("WATER_FOG", "1");
gDeferredFullbrightWaterAlphaProgram.addPermutation("IS_ALPHA", "1");
success = make_rigged_variant(gDeferredFullbrightWaterAlphaProgram, gDeferredSkinnedFullbrightWaterAlphaProgram);
success = success && gDeferredFullbrightWaterAlphaProgram.createShader(NULL, NULL);
llassert(success);
}
if (success)
{
gDeferredFullbrightAlphaMaskWaterProgram.mName = "Deferred Fullbright Underwater Alpha Masking Shader";
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasGamma = true;
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasAtmospherics = true;
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasWaterFog = true;
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasSrgb = true;
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.clear();
gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER));
gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER));
gDeferredFullbrightAlphaMaskWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredFullbrightAlphaMaskWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gDeferredFullbrightAlphaMaskWaterProgram.clearPermutations();
gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("HAS_ALPHA_MASK","1");
gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("WATER_FOG","1");
success = make_rigged_variant(gDeferredFullbrightAlphaMaskWaterProgram, gDeferredSkinnedFullbrightAlphaMaskWaterProgram);
success = success && gDeferredFullbrightAlphaMaskWaterProgram.createShader(NULL, NULL);
llassert(success);
}
if (success)
{
gDeferredFullbrightShinyProgram.mName = "Deferred FullbrightShiny Shader";
@ -2104,40 +1787,52 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
llassert(success);
}
if (success)
{
gDeferredSoftenWaterProgram.mName = "Deferred Soften Underwater Shader";
gDeferredSoftenWaterProgram.mShaderFiles.clear();
gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER));
gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER));
if (success)
{
gHazeProgram.mName = "Haze Shader";
gHazeProgram.mShaderFiles.clear();
gHazeProgram.mFeatures.hasSrgb = true;
gHazeProgram.mFeatures.calculatesAtmospherics = true;
gHazeProgram.mFeatures.hasAtmospherics = true;
gHazeProgram.mFeatures.hasGamma = true;
gHazeProgram.mFeatures.isDeferred = true;
gHazeProgram.mFeatures.hasShadows = use_sun_shadow;
gHazeProgram.mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED] > 2;
gDeferredSoftenWaterProgram.clearPermutations();
gDeferredSoftenWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredSoftenWaterProgram.addPermutation("WATER_FOG", "1");
gDeferredSoftenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gDeferredSoftenWaterProgram.mFeatures.hasWaterFog = true;
gDeferredSoftenWaterProgram.mFeatures.hasSrgb = true;
gDeferredSoftenWaterProgram.mFeatures.calculatesAtmospherics = true;
gDeferredSoftenWaterProgram.mFeatures.hasAtmospherics = true;
gDeferredSoftenWaterProgram.mFeatures.hasGamma = true;
gDeferredSoftenWaterProgram.mFeatures.isDeferred = true;
gDeferredSoftenWaterProgram.mFeatures.hasShadows = use_sun_shadow;
gDeferredSoftenWaterProgram.mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED] > 2;
gHazeProgram.clearPermutations();
gHazeProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER));
gHazeProgram.mShaderFiles.push_back(make_pair("deferred/hazeF.glsl", GL_FRAGMENT_SHADER));
if (use_sun_shadow)
{
gDeferredSoftenWaterProgram.addPermutation("HAS_SUN_SHADOW", "1");
}
gHazeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
{ //if using SSAO, take screen space light map into account as if shadows are enabled
gDeferredSoftenWaterProgram.mShaderLevel = llmax(gDeferredSoftenWaterProgram.mShaderLevel, 2);
gDeferredSoftenWaterProgram.addPermutation("HAS_SSAO", "1");
}
success = gHazeProgram.createShader(NULL, NULL);
llassert(success);
}
if (success)
{
gHazeWaterProgram.mName = "Water Haze Shader";
gHazeWaterProgram.mShaderFiles.clear();
gHazeWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gHazeWaterProgram.mFeatures.hasSrgb = true;
gHazeWaterProgram.mFeatures.calculatesAtmospherics = true;
gHazeWaterProgram.mFeatures.hasAtmospherics = true;
gHazeWaterProgram.mFeatures.hasGamma = true;
gHazeWaterProgram.mFeatures.isDeferred = true;
gHazeWaterProgram.mFeatures.hasShadows = use_sun_shadow;
gHazeWaterProgram.mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED] > 2;
gHazeWaterProgram.clearPermutations();
gHazeWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterHazeV.glsl", GL_VERTEX_SHADER));
gHazeWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterHazeF.glsl", GL_FRAGMENT_SHADER));
gHazeWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gHazeWaterProgram.createShader(NULL, NULL);
llassert(success);
}
success = gDeferredSoftenWaterProgram.createShader(NULL, NULL);
llassert(success);
}
if (success)
{
@ -2284,7 +1979,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredTerrainProgram.mFeatures.hasLighting = false;
gDeferredTerrainProgram.mFeatures.isAlphaLighting = true;
gDeferredTerrainProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
gDeferredTerrainProgram.mFeatures.hasWaterFog = true;
gDeferredTerrainProgram.mFeatures.calculatesAtmospherics = true;
gDeferredTerrainProgram.mFeatures.hasAtmospherics = true;
gDeferredTerrainProgram.mFeatures.hasGamma = true;
@ -2297,31 +1991,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
llassert(success);
}
if (success)
{
gDeferredTerrainWaterProgram.mName = "Deferred Terrain Underwater Shader";
gDeferredTerrainWaterProgram.mFeatures.encodesNormal = true;
gDeferredTerrainWaterProgram.mFeatures.hasSrgb = true;
gDeferredTerrainWaterProgram.mFeatures.calculatesLighting = false;
gDeferredTerrainWaterProgram.mFeatures.hasLighting = false;
gDeferredTerrainWaterProgram.mFeatures.isAlphaLighting = true;
gDeferredTerrainWaterProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
gDeferredTerrainWaterProgram.mFeatures.hasWaterFog = true;
gDeferredTerrainWaterProgram.mFeatures.calculatesAtmospherics = true;
gDeferredTerrainWaterProgram.mFeatures.hasAtmospherics = true;
gDeferredTerrainWaterProgram.mFeatures.hasGamma = true;
gDeferredTerrainWaterProgram.mShaderFiles.clear();
gDeferredTerrainWaterProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER));
gDeferredTerrainWaterProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER));
gDeferredTerrainWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredTerrainWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gDeferredTerrainWaterProgram.clearPermutations();
gDeferredTerrainWaterProgram.addPermutation("WATER_FOG", "1");
success = gDeferredTerrainWaterProgram.createShader(NULL, NULL);
llassert(success);
}
if (success)
{
gDeferredAvatarProgram.mName = "Deferred Avatar Shader";
@ -2695,24 +2364,6 @@ BOOL LLViewerShaderMgr::loadShadersObject()
success = gObjectAlphaMaskNoColorProgram.createShader(NULL, NULL);
}
if (success)
{
gObjectAlphaMaskNoColorWaterProgram.mName = "No color alpha mask Water Shader";
gObjectAlphaMaskNoColorWaterProgram.mFeatures.calculatesLighting = true;
gObjectAlphaMaskNoColorWaterProgram.mFeatures.calculatesAtmospherics = true;
gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasWaterFog = true;
gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasAtmospherics = true;
gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasLighting = true;
gObjectAlphaMaskNoColorWaterProgram.mFeatures.disableTextureIndex = true;
gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasAlphaMask = true;
gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.clear();
gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER));
gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER));
gObjectAlphaMaskNoColorWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectAlphaMaskNoColorWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectAlphaMaskNoColorWaterProgram.createShader(NULL, NULL);
}
if (success)
{
gImpostorProgram.mName = "Impostor Shader";

View File

@ -175,7 +175,6 @@ extern LLGLSLShader gSkinnedObjectFullbrightAlphaMaskProgram;
extern LLGLSLShader gObjectBumpProgram;
extern LLGLSLShader gSkinnedObjectBumpProgram;
extern LLGLSLShader gObjectAlphaMaskNoColorProgram;
extern LLGLSLShader gObjectAlphaMaskNoColorWaterProgram;
//environment shaders
extern LLGLSLShader gWaterProgram;
@ -212,7 +211,6 @@ extern LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
extern LLGLSLShader gDeferredNonIndexedDiffuseProgram;
extern LLGLSLShader gDeferredBumpProgram;
extern LLGLSLShader gDeferredTerrainProgram;
extern LLGLSLShader gDeferredTerrainWaterProgram;
extern LLGLSLShader gDeferredTreeProgram;
extern LLGLSLShader gDeferredTreeShadowProgram;
extern LLGLSLShader gDeferredLightProgram;
@ -220,10 +218,11 @@ extern LLGLSLShader gDeferredMultiLightProgram[LL_DEFERRED_MULTI_LIGHT_COUNT];
extern LLGLSLShader gDeferredSpotLightProgram;
extern LLGLSLShader gDeferredMultiSpotLightProgram;
extern LLGLSLShader gDeferredSunProgram;
extern LLGLSLShader gHazeProgram;
extern LLGLSLShader gHazeWaterProgram;
extern LLGLSLShader gDeferredBlurLightProgram;
extern LLGLSLShader gDeferredAvatarProgram;
extern LLGLSLShader gDeferredSoftenProgram;
extern LLGLSLShader gDeferredSoftenWaterProgram;
extern LLGLSLShader gDeferredShadowProgram;
extern LLGLSLShader gDeferredShadowCubeProgram;
extern LLGLSLShader gDeferredShadowAlphaMaskProgram;
@ -252,10 +251,6 @@ extern LLGLSLShader gDeferredFullbrightAlphaMaskProgram;
extern LLGLSLShader gHUDFullbrightAlphaMaskProgram;
extern LLGLSLShader gDeferredFullbrightAlphaMaskAlphaProgram;
extern LLGLSLShader gHUDFullbrightAlphaMaskAlphaProgram;
extern LLGLSLShader gDeferredAlphaWaterProgram;
extern LLGLSLShader gDeferredFullbrightWaterProgram;
extern LLGLSLShader gDeferredFullbrightWaterAlphaProgram;
extern LLGLSLShader gDeferredFullbrightAlphaMaskWaterProgram;
extern LLGLSLShader gDeferredEmissiveProgram;
extern LLGLSLShader gDeferredAvatarEyesProgram;
extern LLGLSLShader gDeferredAvatarAlphaProgram;
@ -275,12 +270,10 @@ extern LLGLSLShader gRlvSphereProgram;
// Deferred materials shaders
extern LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2];
extern LLGLSLShader gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2];
extern LLGLSLShader gHUDPBROpaqueProgram;
extern LLGLSLShader gPBRGlowProgram;
extern LLGLSLShader gDeferredPBROpaqueProgram;
extern LLGLSLShader gDeferredPBRAlphaProgram;
extern LLGLSLShader gDeferredPBRAlphaWaterProgram;
extern LLGLSLShader gHUDPBRAlphaProgram;
#endif

View File

@ -1325,58 +1325,6 @@ void LLWorld::waterHeightRegionInfo(std::string const& sim_name, F32 water_heigh
}
}
void LLWorld::precullWaterObjects(LLCamera& camera, LLCullResult* cull, bool include_void_water)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
if (!gAgent.getRegion())
{
return;
}
if (mRegionList.empty())
{
LL_WARNS() << "No regions!" << LL_ENDL;
return;
}
for (region_list_t::iterator iter = mRegionList.begin();
iter != mRegionList.end(); ++iter)
{
LLViewerRegion* regionp = *iter;
LLVOWater* waterp = regionp->getLand().getWaterObj();
if (waterp && waterp->mDrawable)
{
waterp->mDrawable->setVisible(camera);
cull->pushDrawable(waterp->mDrawable);
}
}
if (include_void_water)
{
for (std::list<LLPointer<LLVOWater> >::iterator iter = mHoleWaterObjects.begin();
iter != mHoleWaterObjects.end(); ++ iter)
{
LLVOWater* waterp = (*iter).get();
if (waterp && waterp->mDrawable)
{
waterp->mDrawable->setVisible(camera);
cull->pushDrawable(waterp->mDrawable);
}
}
}
S32 dir;
for (dir = 0; dir < EDGE_WATER_OBJECTS_COUNT; dir++)
{
LLVOWater* waterp = mEdgeWaterObjects[dir];
if (waterp && waterp->mDrawable)
{
waterp->mDrawable->setVisible(camera);
cull->pushDrawable(waterp->mDrawable);
}
}
}
void LLWorld::clearHoleWaterObjects()
{
for (std::list<LLPointer<LLVOWater> >::iterator iter = mHoleWaterObjects.begin();

View File

@ -209,8 +209,6 @@ public:
LLViewerTexture *getDefaultWaterTexture();
void updateWaterObjects();
void precullWaterObjects(LLCamera& camera, LLCullResult* cull, bool include_void_water);
void waterHeightRegionInfo(std::string const& sim_name, F32 water_height);
void shiftRegions(const LLVector3& offset);

View File

@ -874,7 +874,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
if (LLPipeline::sRenderTransparentWater)
{ //water reflection texture
mWaterDis.allocate(resX, resY, GL_RGBA, true);
mWaterDis.allocate(resX, resY, GL_RGBA16F, true);
}
if (RenderUIBuffer)
@ -2419,13 +2419,6 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, bool hud_att
gSky.mVOWLSkyp->mDrawable->setVisible(camera);
sCull->pushDrawable(gSky.mVOWLSkyp->mDrawable);
}
bool render_water = !sReflectionRender && (hasRenderType(LLPipeline::RENDER_TYPE_WATER) || hasRenderType(LLPipeline::RENDER_TYPE_VOIDWATER));
if (render_water)
{
LLWorld::getInstance()->precullWaterObjects(camera, sCull, render_water);
}
}
void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera)
@ -3970,10 +3963,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion)
poolp->endDeferredPass(i);
LLVertexBuffer::unbind();
if (gDebugGL || gDebugPipeline)
{
LLGLState::checkStates();
}
LLGLState::checkStates();
}
}
else
@ -4020,6 +4010,20 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
LLGLEnable cull(GL_CULL_FACE);
bool done_atmospherics = LLPipeline::sRenderingHUDs; //skip atmospherics on huds
bool done_water_haze = done_atmospherics;
// do atmospheric haze just before post water alpha
U32 atmospherics_pass = LLDrawPool::POOL_ALPHA_POST_WATER;
if (LLPipeline::sUnderWaterRender)
{ // if under water, do atmospherics just before the water pass
atmospherics_pass = LLDrawPool::POOL_WATER;
}
// do water haze just before pre water alpha
U32 water_haze_pass = LLDrawPool::POOL_ALPHA_PRE_WATER;
calcNearbyLights(camera);
setupHWLights();
@ -4039,6 +4043,18 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
cur_type = poolp->getType();
if (cur_type >= atmospherics_pass && !done_atmospherics)
{ // do atmospherics against depth buffer before rendering alpha
doAtmospherics();
done_atmospherics = true;
}
if (cur_type >= water_haze_pass && !done_water_haze)
{ // do water haze against depth buffer before rendering alpha
doWaterHaze();
done_water_haze = true;
}
pool_set_t::iterator iter2 = iter1;
if (hasRenderType(poolp->getType()) && poolp->getNumPostDeferredPasses() > 0)
{
@ -8092,7 +8108,7 @@ void LLPipeline::renderDeferredLighting()
if (RenderDeferredAtmospheric)
{ // apply sunlight contribution
LLGLSLShader &soften_shader = LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram;
LLGLSLShader &soften_shader = gDeferredSoftenProgram;
LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - atmospherics");
LL_PROFILE_GPU_ZONE("atmospherics");
@ -8121,7 +8137,7 @@ void LLPipeline::renderDeferredLighting()
mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
}
unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);
unbindDeferredShader(gDeferredSoftenProgram);
}
static LLCachedControl<S32> local_light_count(gSavedSettings, "RenderLocalLightCount", 256);
@ -8273,7 +8289,7 @@ void LLPipeline::renderDeferredLighting()
LLVector4a center;
center.load3(drawablep->getPositionAgent().mV);
const F32 *c = center.getF32ptr();
const F32* c = center.getF32ptr();
F32 s = volume->getLightRadius() * 1.5f;
sVisibleLightCount++;
@ -8322,8 +8338,8 @@ void LLPipeline::renderDeferredLighting()
U32 idx = count - 1;
bindDeferredShader(gDeferredMultiLightProgram[idx]);
gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count);
gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat *) light);
gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat *) col);
gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*)light);
gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*)col);
gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z);
far_z = 0.f;
count = 0;
@ -8341,11 +8357,11 @@ void LLPipeline::renderDeferredLighting()
for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
{
LLDrawable *drawablep = *iter;
LLVOVolume *volume = drawablep->getVOVolume();
LLVector3 center = drawablep->getPositionAgent();
F32 * c = center.mV;
F32 light_size_final = volume->getLightRadius() * 1.5f;
LLDrawable* drawablep = *iter;
LLVOVolume* volume = drawablep->getVOVolume();
LLVector3 center = drawablep->getPositionAgent();
F32* c = center.mV;
F32 light_size_final = volume->getLightRadius() * 1.5f;
F32 light_falloff_final = volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF);
sVisibleLightCount++;
@ -8370,13 +8386,11 @@ void LLPipeline::renderDeferredLighting()
}
}
gGL.setColorMask(true, true);
}
{ // render non-deferred geometry (alpha, fullbright, glow)
LLGLDisable blend(GL_BLEND);
//LLGLDisable stencil(GL_STENCIL_TEST);
pushRenderTypeMask();
andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
@ -8427,6 +8441,93 @@ void LLPipeline::renderDeferredLighting()
gGL.setColorMask(true, true);
}
void LLPipeline::doAtmospherics()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
if (RenderDeferredAtmospheric)
{
LLGLEnable blend(GL_BLEND);
gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_SOURCE_ALPHA, LLRender::BF_ZERO, LLRender::BF_SOURCE_ALPHA);
gGL.setColorMask(true, true);
// apply haze
LLGLSLShader& haze_shader = gHazeProgram;
LL_PROFILE_GPU_ZONE("haze");
bindDeferredShader(haze_shader);
LLEnvironment& environment = LLEnvironment::instance();
haze_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
haze_shader.uniform3fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV);
haze_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV);
LLGLDepthTest depth(GL_FALSE);
// full screen blit
mScreenTriangleVB->setBuffer();
mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
unbindDeferredShader(haze_shader);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
}
}
void LLPipeline::doWaterHaze()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
if (RenderDeferredAtmospheric)
{
LLGLEnable blend(GL_BLEND);
gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_SOURCE_ALPHA, LLRender::BF_ZERO, LLRender::BF_SOURCE_ALPHA);
gGL.setColorMask(true, true);
// apply haze
LLGLSLShader& haze_shader = gHazeWaterProgram;
LL_PROFILE_GPU_ZONE("haze");
bindDeferredShader(haze_shader);
haze_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV);
static LLStaticHashedString above_water_str("above_water");
haze_shader.uniform1i(above_water_str, sUnderWaterRender ? -1 : 1);
if (LLPipeline::sUnderWaterRender)
{
LLGLDepthTest depth(GL_FALSE);
// full screen blit
mScreenTriangleVB->setBuffer();
mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
}
else
{
//render water patches like LLDrawPoolWater does
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_LEQUAL);
LLGLDisable cull(GL_CULL_FACE);
gGLLastMatrix = NULL;
gGL.loadMatrix(gGLModelView);
if (mWaterPool)
{
mWaterPool->pushFaceGeometry();
}
}
unbindDeferredShader(haze_shader);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
}
}
void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
{
//construct frustum

View File

@ -318,6 +318,16 @@ public:
void unbindReflectionProbes(LLGLSLShader& shader);
void renderDeferredLighting();
// apply atmospheric haze based on contents of color and depth buffer
// should be called just before rendering water when camera is under water
// and just before rendering alpha when camera is above water
void doAtmospherics();
// apply water haze based on contents of color and depth buffer
// should be called just before rendering pre-water alpha objects
void doWaterHaze();
void postDeferredGammaCorrect(LLRenderTarget* screen_target);
void generateSunShadow(LLCamera& camera);

View File

@ -6487,7 +6487,7 @@ Are you sure you want to delete them?
Delete the image for this item? There is no undo.
<tag>confirm</tag>
<usetemplate
ignoretext="Confirm before deleting a thumbnail."
ignoretext="Warn me that thumbnail will be permanently removed"
name="okcancelignore"
notext="Cancel"
yestext="Delete"/>
@ -7516,7 +7516,7 @@ Please try again.
You have placed a reflection probe, but 'Select Reflection Probes' is disabled. To be able to select reflection probes, check Build &gt; Options &gt; Select Reflection Probes.
<tag>confirm</tag>
<usetemplate
ignoretext="Warn if 'Select Reflection Probes' is disabled."
ignoretext="Warn if Reflection Probes selection is disabled."
name="okignore"
yestext="OK"/>
</notification>