diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp index 2b32f26c2e..148aa99095 100644 --- a/indra/llinventory/llsettingssky.cpp +++ b/indra/llinventory/llsettingssky.cpp @@ -136,7 +136,7 @@ const std::string LLSettingsSky::SETTING_SKY_MOISTURE_LEVEL("moisture_level"); const std::string LLSettingsSky::SETTING_SKY_DROPLET_RADIUS("droplet_radius"); const std::string LLSettingsSky::SETTING_SKY_ICE_LEVEL("ice_level"); -const LLUUID LLSettingsSky::DEFAULT_ASSET_ID("eb3a7080-831f-9f37-10f0-7b1f9ea4043c"); +const LLUUID LLSettingsSky::DEFAULT_ASSET_ID("3ae23978-ac82-bcf3-a9cb-ba6e52dcb9ad"); static const LLUUID DEFAULT_SUN_ID("32bfbcea-24b1-fb9d-1ef9-48a28a63730f"); // dataserver static const LLUUID DEFAULT_MOON_ID("d07f6eed-b96a-47cd-b51d-400ad4a1c428"); // dataserver @@ -1176,7 +1176,7 @@ LLColor3 LLSettingsSky::getTotalDensity() const // this is used later for sunlight modulation at various altitudes LLColor3 LLSettingsSky::getLightAttenuation(F32 distance) const { - F32 density_multiplier = getDensityMultiplier() * 0.45f; + F32 density_multiplier = getDensityMultiplier(); LLColor3 blue_density = getBlueDensity(); F32 haze_density = getHazeDensity(); // Approximate line integral over requested distance @@ -1187,7 +1187,7 @@ LLColor3 LLSettingsSky::getLightAttenuation(F32 distance) const LLColor3 LLSettingsSky::getLightTransmittance() const { LLColor3 total_density = getTotalDensity(); - F32 density_multiplier = getDensityMultiplier() * 0.45f; + F32 density_multiplier = getDensityMultiplier(); // Transparency (-> density) from Beer's law LLColor3 transmittance = componentExp(total_density * -density_multiplier); return transmittance; @@ -1246,6 +1246,25 @@ LLColor4 LLSettingsSky::getTotalAmbient() const return mTotalAmbient; } +LLColor3 LLSettingsSky::getMoonlightColor() const +{ + F32 moon_brightness = getIsMoonUp() ? getMoonBrightness() : 0.001f; + LLColor3 moonlight_a(0.9, 0.9, 1.32); + LLColor3 moonlight_b(0.66, 0.66, 2.0); + LLColor3 moonlight = lerp(moonlight_b, moonlight_a, moon_brightness); + return moonlight; +} + +void LLSettingsSky::clampColor(LLColor3& color) const +{ + F32 max_color = llmax(color.mV[0], color.mV[1], color.mV[2]); + if (max_color > 1.f) + { + color *= 1.f/max_color; + } + color.clamp(); +} + void LLSettingsSky::calculateLightSettings() const { // Initialize temp variables @@ -1271,26 +1290,29 @@ void LLSettingsSky::calculateLightSettings() const } lighty = llmax(LIMIT, lighty); componentMultBy(sunlight, componentExp((light_atten * -1.f) * lighty)); + componentMultBy(sunlight, light_transmittance); + clampColor(sunlight); //increase ambient when there are more clouds - LLColor3 tmpAmbient = ambient + (smear(1.f) - ambient) * cloud_shadow; + LLColor3 tmpAmbient = ambient + (smear(1.f) - ambient) * cloud_shadow * 0.5; + componentMultBy(tmpAmbient, light_transmittance); + clampColor(tmpAmbient); //brightness of surface both sunlight and ambient - // reduce range to 0 - 1 before gamma correct to prevent clipping - // then restore to full 0 - 3 range before storage - mSunDiffuse = gammaCorrect(componentMult(sunlight * 0.33333f, light_transmittance)) * 3.0f; - mSunAmbient = gammaCorrect(componentMult(tmpAmbient * 0.33333f, light_transmittance)) * 3.0f; + mSunDiffuse = gammaCorrect(sunlight); + mSunAmbient = gammaCorrect(tmpAmbient); F32 moon_brightness = getIsMoonUp() ? getMoonBrightness() : 0.001f; - LLColor3 moonlight_a(0.45f, 0.45f, 0.66f); - LLColor3 moonlight_b(0.33f, 0.33f, 1.0f); + LLColor3 moonlight = getMoonlightColor(); + LLColor3 moonlight_b(0.66f, 0.66f, 1.2f); // scotopic ambient value - LLColor3 moonlight = lerp(moonlight_b, moonlight_a, moon_brightness); componentMultBy(moonlight, componentExp((light_atten * -1.f) * lighty)); + clampColor(moonlight); mMoonDiffuse = gammaCorrect(componentMult(moonlight, light_transmittance) * moon_brightness); mMoonAmbient = gammaCorrect(componentMult(moonlight_b, light_transmittance) * 0.0125f); + mTotalAmbient = mSunAmbient; } diff --git a/indra/llinventory/llsettingssky.h b/indra/llinventory/llsettingssky.h index ef2a6740f0..d04209a1a1 100644 --- a/indra/llinventory/llsettingssky.h +++ b/indra/llinventory/llsettingssky.h @@ -282,6 +282,9 @@ public: LLVector3 getSunDirection() const; LLVector3 getMoonDirection() const; + // color based on brightness + LLColor3 getMoonlightColor() const; + LLColor4 getMoonAmbient() const; LLColor3 getMoonDiffuse() const; LLColor4 getSunAmbient() const; @@ -343,6 +346,7 @@ private: void calculateHeavenlyBodyPositions() const; void calculateLightSettings() const; + void clampColor(LLColor3& color) const; mutable LLVector3 mSunDirection; mutable LLVector3 mMoonDirection; diff --git a/indra/llmath/llcoordframe.cpp b/indra/llmath/llcoordframe.cpp index 1bf51ca0eb..b25fd948f5 100644 --- a/indra/llmath/llcoordframe.cpp +++ b/indra/llmath/llcoordframe.cpp @@ -34,6 +34,20 @@ #include "llquaternion.h" #include "llcoordframe.h" +#define CHECK_FINITE(var) \ + if (!var.isFinite()) \ + { \ + LL_WARNS() << "Non Finite " << std::string(#var) << LL_ENDL; \ + reset(); \ + } + +#define CHECK_FINITE_OBJ() \ + if (!isFinite()) \ + { \ + LL_WARNS() << "Non Finite in LLCoordFrame " << LL_ENDL; \ + reset(); \ + } + #ifndef X_AXIS #define X_AXIS 1.0f,0.0f,0.0f #define Y_AXIS 0.0f,1.0f,0.0f @@ -56,11 +70,7 @@ LLCoordFrame::LLCoordFrame(const LLVector3 &origin) : mYAxis(Y_AXIS), mZAxis(Z_AXIS) { - if( !mOrigin.isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::LLCoordFrame()" << LL_ENDL; - } + CHECK_FINITE(mOrigin); } LLCoordFrame::LLCoordFrame(const LLVector3 &origin, const LLVector3 &direction) : @@ -68,11 +78,7 @@ LLCoordFrame::LLCoordFrame(const LLVector3 &origin, const LLVector3 &direction) { lookDir(direction); - if( !isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::LLCoordFrame()" << LL_ENDL; - } + CHECK_FINITE_OBJ(); } LLCoordFrame::LLCoordFrame(const LLVector3 &x_axis, @@ -83,11 +89,7 @@ LLCoordFrame::LLCoordFrame(const LLVector3 &x_axis, mYAxis(y_axis), mZAxis(z_axis) { - if( !isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::LLCoordFrame()" << LL_ENDL; - } + CHECK_FINITE_OBJ(); } LLCoordFrame::LLCoordFrame(const LLVector3 &origin, @@ -99,11 +101,7 @@ LLCoordFrame::LLCoordFrame(const LLVector3 &origin, mYAxis(y_axis), mZAxis(z_axis) { - if( !isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::LLCoordFrame()" << LL_ENDL; - } + CHECK_FINITE_OBJ(); } @@ -114,11 +112,7 @@ LLCoordFrame::LLCoordFrame(const LLVector3 &origin, mYAxis(rotation.mMatrix[VY]), mZAxis(rotation.mMatrix[VZ]) { - if( !isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::LLCoordFrame()" << LL_ENDL; - } + CHECK_FINITE_OBJ(); } LLCoordFrame::LLCoordFrame(const LLQuaternion &q) : @@ -129,11 +123,7 @@ LLCoordFrame::LLCoordFrame(const LLQuaternion &q) : mYAxis.setVec(rotation_matrix.mMatrix[VY]); mZAxis.setVec(rotation_matrix.mMatrix[VZ]); - if( !isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::LLCoordFrame()" << LL_ENDL; - } + CHECK_FINITE_OBJ(); } LLCoordFrame::LLCoordFrame(const LLVector3 &origin, const LLQuaternion &q) : @@ -144,11 +134,7 @@ LLCoordFrame::LLCoordFrame(const LLVector3 &origin, const LLQuaternion &q) : mYAxis.setVec(rotation_matrix.mMatrix[VY]); mZAxis.setVec(rotation_matrix.mMatrix[VZ]); - if( !isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::LLCoordFrame()" << LL_ENDL; - } + CHECK_FINITE_OBJ(); } LLCoordFrame::LLCoordFrame(const LLMatrix4 &mat) : @@ -157,11 +143,7 @@ LLCoordFrame::LLCoordFrame(const LLMatrix4 &mat) : mYAxis(mat.mMatrix[VY]), mZAxis(mat.mMatrix[VZ]) { - if( !isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::LLCoordFrame()" << LL_ENDL; - } + CHECK_FINITE_OBJ(); } @@ -173,11 +155,7 @@ LLCoordFrame::LLCoordFrame(const F32 *origin, const F32 *rotation) : mYAxis(rotation+3*VY), mZAxis(rotation+3*VZ) { - if( !isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::LLCoordFrame()" << LL_ENDL; - } + CHECK_FINITE_OBJ(); } */ @@ -188,11 +166,7 @@ LLCoordFrame::LLCoordFrame(const F32 *origin_and_rotation) : mYAxis(origin_and_rotation + 3*(VY+1)), mZAxis(origin_and_rotation + 3*(VZ+1)) { - if( !isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::LLCoordFrame()" << LL_ENDL; - } + CHECK_FINITE_OBJ(); } */ @@ -217,21 +191,13 @@ void LLCoordFrame::setOrigin(F32 x, F32 y, F32 z) { mOrigin.setVec(x, y, z); - if( !mOrigin.isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::setOrigin()" << LL_ENDL; - } + CHECK_FINITE(mOrigin); } void LLCoordFrame::setOrigin(const LLVector3 &new_origin) { mOrigin = new_origin; - if( !mOrigin.isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::setOrigin()" << LL_ENDL; - } + CHECK_FINITE(mOrigin); } void LLCoordFrame::setOrigin(const F32 *origin) @@ -239,23 +205,13 @@ void LLCoordFrame::setOrigin(const F32 *origin) mOrigin.mV[VX] = *(origin + VX); mOrigin.mV[VY] = *(origin + VY); mOrigin.mV[VZ] = *(origin + VZ); - - if( !mOrigin.isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::setOrigin()" << LL_ENDL; - } + CHECK_FINITE(mOrigin); } void LLCoordFrame::setOrigin(const LLCoordFrame &frame) { mOrigin = frame.getOrigin(); - - if( !mOrigin.isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::setOrigin()" << LL_ENDL; - } + CHECK_FINITE(mOrigin); } // setAxes() member functions set the axes, and assume that @@ -268,11 +224,7 @@ void LLCoordFrame::setAxes(const LLVector3 &x_axis, mXAxis = x_axis; mYAxis = y_axis; mZAxis = z_axis; - if( !isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::setAxes()" << LL_ENDL; - } + CHECK_FINITE_OBJ(); } @@ -281,11 +233,7 @@ void LLCoordFrame::setAxes(const LLMatrix3 &rotation_matrix) mXAxis.setVec(rotation_matrix.mMatrix[VX]); mYAxis.setVec(rotation_matrix.mMatrix[VY]); mZAxis.setVec(rotation_matrix.mMatrix[VZ]); - if( !isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::setAxes()" << LL_ENDL; - } + CHECK_FINITE_OBJ(); } @@ -293,11 +241,7 @@ void LLCoordFrame::setAxes(const LLQuaternion &q ) { LLMatrix3 rotation_matrix(q); setAxes(rotation_matrix); - if( !isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::setAxes()" << LL_ENDL; - } + CHECK_FINITE_OBJ(); } @@ -313,11 +257,7 @@ void LLCoordFrame::setAxes( const F32 *rotation_matrix ) mZAxis.mV[VY] = *(rotation_matrix + 3*VZ + VY); mZAxis.mV[VZ] = *(rotation_matrix + 3*VZ + VZ); - if( !isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::setAxes()" << LL_ENDL; - } + CHECK_FINITE_OBJ(); } @@ -326,40 +266,22 @@ void LLCoordFrame::setAxes(const LLCoordFrame &frame) mXAxis = frame.getXAxis(); mYAxis = frame.getYAxis(); mZAxis = frame.getZAxis(); - - if( !isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::setAxes()" << LL_ENDL; - } + CHECK_FINITE_OBJ(); } - // translate() member functions move mOrigin to a relative position - void LLCoordFrame::translate(F32 x, F32 y, F32 z) { mOrigin.mV[VX] += x; mOrigin.mV[VY] += y; mOrigin.mV[VZ] += z; - - if( !mOrigin.isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::translate()" << LL_ENDL; - } + CHECK_FINITE(mOrigin); } - void LLCoordFrame::translate(const LLVector3 &v) { mOrigin += v; - - if( !mOrigin.isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::translate()" << LL_ENDL; - } + CHECK_FINITE(mOrigin); } @@ -368,12 +290,7 @@ void LLCoordFrame::translate(const F32 *origin) mOrigin.mV[VX] += *(origin + VX); mOrigin.mV[VY] += *(origin + VY); mOrigin.mV[VZ] += *(origin + VZ); - - if( !mOrigin.isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::translate()" << LL_ENDL; - } + CHECK_FINITE(mOrigin); } @@ -383,6 +300,7 @@ void LLCoordFrame::rotate(F32 angle, F32 x, F32 y, F32 z) { LLQuaternion q(angle, LLVector3(x,y,z)); rotate(q); + CHECK_FINITE_OBJ(); } @@ -390,6 +308,7 @@ void LLCoordFrame::rotate(F32 angle, const LLVector3 &rotation_axis) { LLQuaternion q(angle, rotation_axis); rotate(q); + CHECK_FINITE_OBJ(); } @@ -397,6 +316,7 @@ void LLCoordFrame::rotate(const LLQuaternion &q) { LLMatrix3 rotation_matrix(q); rotate(rotation_matrix); + CHECK_FINITE_OBJ(); } @@ -405,12 +325,7 @@ void LLCoordFrame::rotate(const LLMatrix3 &rotation_matrix) mXAxis.rotVec(rotation_matrix); mYAxis.rotVec(rotation_matrix); orthonormalize(); - - if( !isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::rotate()" << LL_ENDL; - } + CHECK_FINITE_OBJ(); } @@ -419,12 +334,7 @@ void LLCoordFrame::roll(F32 angle) LLQuaternion q(angle, mXAxis); LLMatrix3 rotation_matrix(q); rotate(rotation_matrix); - - if( !mYAxis.isFinite() || !mZAxis.isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::roll()" << LL_ENDL; - } + CHECK_FINITE_OBJ(); } void LLCoordFrame::pitch(F32 angle) @@ -432,12 +342,7 @@ void LLCoordFrame::pitch(F32 angle) LLQuaternion q(angle, mYAxis); LLMatrix3 rotation_matrix(q); rotate(rotation_matrix); - - if( !mXAxis.isFinite() || !mZAxis.isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::pitch()" << LL_ENDL; - } + CHECK_FINITE_OBJ(); } void LLCoordFrame::yaw(F32 angle) @@ -445,12 +350,7 @@ void LLCoordFrame::yaw(F32 angle) LLQuaternion q(angle, mZAxis); LLMatrix3 rotation_matrix(q); rotate(rotation_matrix); - - if( !mXAxis.isFinite() || !mYAxis.isFinite() ) - { - reset(); - LL_WARNS() << "Non Finite in LLCoordFrame::yaw()" << LL_ENDL; - } + CHECK_FINITE_OBJ(); } // get*() routines diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index adb43317ae..1cc86a1543 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1258,6 +1258,7 @@ void LLRender::syncLightState() shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, 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); } diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 20d2ed3c73..49de31f0b7 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -1209,7 +1209,7 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("fullbright"); mReservedUniforms.push_back("lightnorm"); mReservedUniforms.push_back("sunlight_color"); - mReservedUniforms.push_back("ambient"); + mReservedUniforms.push_back("ambient_color"); mReservedUniforms.push_back("blue_horizon"); mReservedUniforms.push_back("blue_density"); mReservedUniforms.push_back("haze_horizon"); diff --git a/indra/llui/llxyvector.cpp b/indra/llui/llxyvector.cpp index 0012462aa2..3d50992dbe 100644 --- a/indra/llui/llxyvector.cpp +++ b/indra/llui/llxyvector.cpp @@ -81,7 +81,9 @@ LLXYVector::LLXYVector(const LLXYVector::Params& p) mMinValueY(p.min_val_y), mMaxValueY(p.max_val_y), mIncrementY(p.increment_y), - mLogarithmic(p.logarithmic) + mLogarithmic(p.logarithmic), + mValueX(0), + mValueY(0) { mGhostColor = p.ghost_color.isProvided() ? p.ghost_color() % 0.3f : p.arrow_color() % 0.3f; diff --git a/indra/newview/VIEWER_VERSION.txt b/indra/newview/VIEWER_VERSION.txt index bee9433817..19b860c187 100644 --- a/indra/newview/VIEWER_VERSION.txt +++ b/indra/newview/VIEWER_VERSION.txt @@ -1 +1 @@ -6.2.3 +6.4.0 diff --git a/indra/newview/app_settings/commands.xml b/indra/newview/app_settings/commands.xml index 4bbb424776..28a6480d54 100644 --- a/indra/newview/app_settings/commands.xml +++ b/indra/newview/app_settings/commands.xml @@ -625,4 +625,15 @@ is_running_function="Floater.IsOpen" is_running_parameters="beacons" /> + diff --git a/indra/newview/app_settings/mid_graphics.xml b/indra/newview/app_settings/mid_graphics.xml index a10c02b79f..f989fe7381 100644 --- a/indra/newview/app_settings/mid_graphics.xml +++ b/indra/newview/app_settings/mid_graphics.xml @@ -19,7 +19,7 @@ - + diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index a43b7feb00..a0cdec4878 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -15350,6 +15350,39 @@ Change of this parameter will affect the layout of buttons in notification toast Backup 0 + AmbientDisable + + Comment + If TRUE, ambient light has no effect + Persist + 0 + Type + Boolean + Value + 0 + + SunlightDisable + + Comment + If TRUE, sunlight has no effect + Persist + 0 + Type + Boolean + Value + 0 + + LocalLightDisable + + Comment + If TRUE, local lights have no effect + Persist + 0 + Type + Boolean + Value + 0 + TextureDiscardLevel Comment diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index b439fbbff6..20dc03d7a5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -40,7 +40,6 @@ out vec4 frag_color; uniform float display_gamma; uniform vec4 gamma; uniform mat3 env_mat; -uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; uniform vec3 moon_dir; @@ -78,7 +77,7 @@ vec2 encode_normal (vec3 n); vec3 scaleSoftClipFrag(vec3 l); vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); -void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); +void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive, bool use_ao); #ifdef HAS_SHADOW float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); @@ -88,58 +87,73 @@ float getAmbientClamp(); vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance) { - //get light vector - vec3 lv = lp.xyz-v; - - vec4 proj_tc = proj_mat * lp; - - //get distance - float d = length(lv); - float da = 1.0; vec3 col = vec3(0); - if (proj_tc.z < 0 - || proj_tc.z > 1 - || proj_tc.x < 0 - || proj_tc.x > 1 - || proj_tc.y < 0 - || proj_tc.y > 1) + + //get light vector + vec3 lv = lp.xyz-v; + + //get distance + float dist = length(lv); + float da = 1.0; + + /*if (dist > la) { return col; } - if (d > 0.0) + clip to projector bounds + vec4 proj_tc = proj_mat * lp; + + if (proj_tc.z < 0 + || proj_tc.z > 1 + || proj_tc.x < 0 + || proj_tc.x > 1 + || proj_tc.y < 0 + || proj_tc.y > 1) { - //normalize light vector - lv = normalize(lv); - vec3 norm = normalize(n); + return col; + }*/ - da = dot(norm, lv); - da = clamp(da, 0.0, 1.0); - - //distance attenuation - float dist = (la > 0) ? d/la : 1.0f; - fa += 1.0f; - float dist_atten = (fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 0.0f; - dist_atten *= dist_atten; - dist_atten *= 2.2f; + if (dist > 0.0 && la > 0.0) + { + dist /= la; - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 + //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; - // to match spotLight (but not multiSpotLight) *sigh* - float lit = max(da * dist_atten,0.0); - - float amb_da = ambiance; - if (lit > 0) + 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); + da = max(0.0, da); + + float lit = 0.0f; + + float amb_da = 0.0;//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 += (da*da*0.5 + 0.5) * ambiance; amb_da *= dist_atten; amb_da = min(amb_da, 1.0f - lit); - col.rgb += amb_da * 0.5 * light_col * diffuse; + + // SL-10969 ... need to work out why this blows out in many setups... + //col.rgb += amb_da * light_col * diffuse; // no spec for alpha shader... } @@ -162,14 +176,15 @@ void main() #endif #ifdef USE_DIFFUSE_TEX - vec4 diffuse_linear = texture2D(diffuseMap,vary_texcoord0.xy); + vec4 diffuse_tap = texture2D(diffuseMap,vary_texcoord0.xy); #endif #ifdef USE_INDEXED_TEX - vec4 diffuse_linear = diffuseLookup(vary_texcoord0.xy); + vec4 diffuse_tap = diffuseLookup(vary_texcoord0.xy); #endif - vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a); + vec4 diffuse_srgb = diffuse_tap; + vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); #ifdef FOR_IMPOSTOR vec4 color; @@ -193,7 +208,6 @@ void main() #ifdef USE_VERTEX_COLOR float final_alpha = diffuse_linear.a * vertex_color.a; - diffuse_srgb.rgb *= vertex_color.rgb; diffuse_linear.rgb *= vertex_color.rgb; #else float final_alpha = diffuse_linear.a; @@ -204,7 +218,7 @@ void main() vec3 additive; vec3 atten; - calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten); + calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten, false); vec2 abnormal = encode_normal(norm.xyz); @@ -217,30 +231,33 @@ void main() vec4 color = vec4(0.0); - color.rgb = amblit; color.a = final_alpha; float ambient = da; ambient *= 0.5; ambient *= ambient; - ambient = min(getAmbientClamp(), 1.0 - ambient); + ambient = (1.0 - ambient); vec3 sun_contrib = min(final_da, shadow) * sunlit; +#if !defined(AMBIENT_KILL) + color.rgb = amblit; color.rgb *= ambient; +#endif vec3 post_ambient = color.rgb; +#if !defined(SUNLIGHT_KILL) color.rgb += sun_contrib; +#endif vec3 post_sunlight = color.rgb; - color.rgb *= diffuse_linear.rgb; + color.rgb *= diffuse_srgb.rgb; vec3 post_diffuse = color.rgb; color.rgb = atmosFragLighting(color.rgb, additive, atten); - color.rgb = scaleSoftClipFrag(color.rgb); vec3 post_atmo = color.rgb; @@ -249,7 +266,7 @@ vec3 post_atmo = color.rgb; // to linear! color.rgb = srgb_to_linear(color.rgb); - #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 * 0.5); + #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); LIGHT_LOOP(1) LIGHT_LOOP(2) @@ -260,7 +277,11 @@ vec3 post_atmo = color.rgb; LIGHT_LOOP(7) // sum local light contrib in linear colorspace +#if !defined(LOCAL_LIGHT_KILL) color.rgb += light.rgb; +#endif + + color.rgb = scaleSoftClipFrag(color.rgb); // back to sRGB as we're going directly to the final RT post-deferred gamma correction color.rgb = linear_to_srgb(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl index e4d96a0028..bbdc8fdd1c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl @@ -55,35 +55,7 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) -{ - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float d = dot(lv,lv); - - float da = 0.0; - - if (d > 0.0 && la > 0.0 && fa > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist2 = d/la; - da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= max(dot(n, lv), 0.0); - } - - return da; -} +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight); void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl index 035e979827..0efde5f949 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl @@ -49,7 +49,6 @@ uniform vec4 cloud_color; uniform float cloud_shadow; uniform float cloud_scale; uniform float cloud_variance; -uniform vec3 ambient; uniform vec3 camPosLocal; uniform vec3 sun_dir; uniform float sun_size; diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index 6ff97fd1e9..d6bd0a7917 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -55,7 +55,6 @@ VARYING float altitude_blend_factor; /// Soft clips the light with a gamma correction vec3 scaleSoftClip(vec3 light); -vec3 linear_to_srgb(vec3 c); vec4 cloudNoise(vec2 uv) { @@ -121,10 +120,13 @@ void main() color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); color.rgb= max(vec3(0), color.rgb); color.rgb *= 2.0; + color.rgb = scaleSoftClip(color.rgb); /// Gamma correct for WL (soft clip effect). - frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1); + frag_data[0] = vec4(color.rgb, alpha1); frag_data[1] = vec4(0.0,0.0,0.0,0.0); - frag_data[2] = vec4(0,0,1,0); + frag_data[2] = vec4(0,0,0,1); + + gl_FragDepth = 0.99995f; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index aed5a9b950..9f49432c7d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -50,7 +50,7 @@ uniform vec4 lightnorm; uniform vec4 sunlight_color; uniform vec4 moonlight_color; uniform int sun_up_factor; -uniform vec4 ambient; +uniform vec4 ambient_color; uniform vec4 blue_horizon; uniform vec4 blue_density; uniform float haze_horizon; @@ -103,7 +103,7 @@ void main() vec4 sunlight = sunlight_color; vec4 light_atten; - float dens_mul = density_multiplier * 0.45; + float dens_mul = density_multiplier; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes @@ -145,7 +145,7 @@ void main() temp2.x += .25; // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient; + vec4 tmpAmbient = ambient_color; tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index c104dc884f..f7368e8652 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -65,7 +65,12 @@ void main() float final_alpha = color.a * vertex_color.a; #ifdef HAS_ALPHA_MASK - if (color.a < minimum_alpha) + if (color.a < 0.05) + { + discard; + } + + if (minimum_alpha > 0 && color.a < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 0880a73b26..a82af996a1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -41,7 +41,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 scaleSoftClipFrag(vec3 l); -void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +void calcAtmosphericVars(vec3 inPositionEye, 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); @@ -67,7 +67,6 @@ uniform vec3 camPosLocal; //uniform vec4 camPosWorld; uniform vec4 gamma; uniform mat3 env_mat; -uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; uniform vec3 moon_dir; @@ -88,17 +87,19 @@ 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) { - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float d = length(lv); - - float da = 1.0; + vec3 col = vec3(0); - vec3 col = vec3(0,0,0); + //get light vector + vec3 lv = lp.xyz-v; - vec4 proj_tc = proj_mat * lp; + //get distance + float dist = length(lv); + float da = 1.0; + + dist /= la; + + /* clip to projector bounds + vec4 proj_tc = proj_mat * lp; if (proj_tc.z < 0 || proj_tc.z > 1 @@ -108,76 +109,75 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe || proj_tc.y > 1) { return col; - } + }*/ - if (d > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist = (la > 0) ? d/la : 1.0f; - fa += 1.0f; - float dist_atten = ( fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 1.0f; - dist_atten *= dist_atten; - dist_atten *= 2.2f; + 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) + if (dist_atten <= 0.0) { - return col; + return col; } - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 - //angular attenuation - da = dot(n, lv); - da = clamp(da, 0.0, 1.0); + //angular attenuation + da *= dot(n, lv); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - float lit = max(da * dist_atten, 0.0); + float lit = 0.0f; float amb_da = ambiance; - if (da > 0) + if (da >= 0) { - col = light_col*lit*diffuse; - amb_da += (da*0.5 + 0.5) * ambiance; - amb_da += (da*da*0.5+0.5) * ambiance; + 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); - col.rgb += amb_da * 0.25 * 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; + // SL-10969 need to see why these are blown out + //col.rgb += amb_da * light_col * diffuse; - 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; + 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; + 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); - } - } - } + 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)); + return max(col, vec3(0.0,0.0,0.0)); } #else @@ -225,8 +225,15 @@ void main() { vec2 pos_screen = vary_texcoord0.xy; - vec4 diffuse_linear = texture2D(diffuseMap, vary_texcoord0.xy); - vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a); + vec4 diffuse_tap = texture2D(diffuseMap, vary_texcoord0.xy); + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + vec4 diffuse_srgb = diffuse_tap; + vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); +#else + vec4 diffuse_linear = diffuse_tap; + vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a); +#endif #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) if (diffuse_linear.a < minimum_alpha) @@ -236,6 +243,7 @@ void main() #endif diffuse_linear.rgb *= vertex_color.rgb; + diffuse_srgb.rgb *= linear_to_srgb(vertex_color.rgb); #ifdef HAS_SPECULAR_MAP vec4 spec = texture2D(specularMap, vary_texcoord2.xy); @@ -272,6 +280,10 @@ void main() final_color.a = max(final_color.a, emissive_brightness); #endif +#if !defined(HAS_NORMAL_MAP) + final_color.a = 0.0f; +#endif + vec4 final_specular = spec; final_specular.a = specular_color.a; #ifdef HAS_SPECULAR_MAP @@ -305,7 +317,7 @@ void main() vec3 additive; vec3 atten; - calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten); + calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten, false); vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); @@ -320,20 +332,24 @@ void main() float ambient = da; ambient *= 0.5; ambient *= ambient; - ambient = min(getAmbientClamp(), 1.0 - ambient); + ambient = (1.0 - ambient); vec3 sun_contrib = min(final_da, shadow) * sunlit; +#if !defined(AMBIENT_KILL) color.rgb = amblit; color.rgb *= ambient; +#endif vec3 post_ambient = color.rgb; +#if !defined(SUNLIGHT_KILL) color.rgb += sun_contrib; +#endif vec3 post_sunlight = color.rgb; - color.rgb *= diffuse_linear.rgb; + color.rgb *= diffuse_srgb.rgb; vec3 post_diffuse = color.rgb; @@ -360,7 +376,9 @@ vec3 post_diffuse = color.rgb; vec3 sp = sun_contrib*scol / 16.0f; sp = clamp(sp, vec3(0), vec3(1)); bloom = dot(sp, sp) / 6.0; +#if !defined(SUNLIGHT_KILL) color += sp * spec.rgb; +#endif } } @@ -373,8 +391,9 @@ vec3 post_spec = color.rgb; vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; +#if !defined(SUNLIGHT_KILL) color = mix(color.rgb, reflected_color, envIntensity); - +#endif float cur_glare = max(reflected_color.r, reflected_color.g); cur_glare = max(cur_glare, reflected_color.b); cur_glare *= envIntensity*4.0; @@ -384,18 +403,17 @@ vec3 post_spec = color.rgb; vec3 post_env = color.rgb; color = atmosFragLighting(color, additive, atten); - color = scaleSoftClipFrag(color); - -vec3 post_atmo = color.rgb; //convert to linear space before adding local lights color = srgb_to_linear(color); +vec3 post_atmo = color.rgb; + vec3 npos = normalize(-pos.xyz); vec3 light = vec3(0,0,0); - #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.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); + #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.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) @@ -405,11 +423,14 @@ vec3 post_atmo = color.rgb; LIGHT_LOOP(6) LIGHT_LOOP(7) - glare = min(glare, 1.0); float al = max(diffuse_linear.a,glare)*vertex_color.a; +#if !defined(LOCAL_LIGHT_KILL) color.rgb += light.rgb; +#endif + + color = scaleSoftClipFrag(color); // (only) post-deferred needs inline gamma correction color.rgb = linear_to_srgb(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 29298d7c07..3607f5a086 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -58,9 +58,15 @@ uniform mat4 inv_proj; vec4 getPosition(vec2 pos_screen); vec3 getNorm(vec2 pos_screen); +vec3 srgb_to_linear(vec3 c); 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) @@ -72,9 +78,9 @@ void main() 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 out_col = vec3(0,0,0); vec3 npos = normalize(-pos); // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop @@ -130,7 +136,7 @@ void main() } } } - +#endif frag_color.rgb = out_col; frag_color.a = 0.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 2569e49743..e28506dcff 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -72,10 +72,12 @@ uniform vec2 screen_res; uniform mat4 inv_proj; vec3 getNorm(vec2 pos_screen); +vec3 srgb_to_linear(vec3 c); vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -95,6 +97,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -112,6 +115,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = tc-vec2(0.5); @@ -126,6 +130,11 @@ vec4 getPosition(vec2 pos_screen); void main() { + vec3 col = vec3(0,0,0); + +#if defined(LOCAL_LIGHT_KILL) + discard; +#else vec4 frag = vary_fragcoord; frag.xyz /= frag.w; frag.xyz = frag.xyz*0.5+0.5; @@ -167,9 +176,10 @@ void main() lv = normalize(lv); float da = dot(norm, lv); - vec3 col = vec3(0,0,0); vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; + diff_tex.rgb = srgb_to_linear(diff_tex.rgb); + vec3 dlit = vec3(0, 0, 0); float noise = texture2D(noiseMap, frag.xy/128.0).b; @@ -263,7 +273,8 @@ void main() } } } - +#endif + frag_color.rgb = col; frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index f8264d971c..d805c9ea48 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -58,6 +58,7 @@ uniform vec4 viewport; vec3 getNorm(vec2 pos_screen); vec4 getPosition(vec2 pos_screen); +vec3 srgb_to_linear(vec3 c); void main() { @@ -89,6 +90,8 @@ void main() float noise = texture2D(noiseMap, frag.xy/128.0).b; vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; + col.rgb = srgb_to_linear(col.rgb); + float fa = falloff+1.0; float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); dist_atten *= dist_atten; @@ -124,7 +127,7 @@ void main() { discard; } - +//col.rgb = vec3(0); frag_color.rgb = col; frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index d79d2423f1..0d028d2729 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -43,14 +43,18 @@ void main() { float alpha = diffuseLookup(vary_texcoord0.xy).a; - alpha *= vertex_color.a; + // mask cutoff 0 -> no shadow SL-11051 + if (minimum_alpha == 0) + { + discard; + } if (alpha < 0.05) // treat as totally transparent { discard; } - if (alpha < minimum_alpha) // treat as semi-transparent + if (alpha < 0.88) // treat as semi-transparent { if (fract(0.5*floor(target_pos_x / post_pos.w )) < 0.25) { @@ -58,6 +62,8 @@ void main() } } + alpha *= vertex_color.a; + frag_color = vec4(1,1,1,1); #if !defined(DEPTH_CLAMP) diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 72b7aa9036..7d4d9eb49f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -51,12 +51,14 @@ void main() vec4 color; color = vary_HazeColor; - color *= 2.; + + color.rgb *= 2.; + color.rgb = scaleSoftClip(color.rgb); /// Gamma correct for WL (soft clip effect). - frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0); + frag_data[0] = vec4(color.rgb, 0.0); frag_data[1] = vec4(0.0,0.0,0.0,0.0); - frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog + frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog gl_FragDepth = 0.99999f; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 4603c69f2a..45e79f36ea 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -41,7 +41,7 @@ uniform vec4 lightnorm; uniform vec4 sunlight_color; uniform vec4 moonlight_color; uniform int sun_up_factor; -uniform vec4 ambient; +uniform vec4 ambient_color; uniform vec4 blue_horizon; uniform vec4 blue_density; uniform float haze_horizon; @@ -49,9 +49,11 @@ uniform float haze_density; uniform float cloud_shadow; uniform float density_multiplier; +uniform float distance_multiplier; uniform float max_y; uniform vec4 glow; +uniform float sun_moon_glow_factor; uniform vec4 cloud_color; @@ -59,11 +61,12 @@ void main() { // World / view / projection - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + 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); - //vec3 P = position.xyz + vec3(0,50,0); + vec3 P = pos.xyz - camPosLocal.xyz + vec3(0,50,0); // Set altitude if (P.y > 0.) @@ -77,6 +80,7 @@ void main() // Can normalize then vec3 Pn = normalize(P); + float Plen = length(P); // Initialize temp variables @@ -87,29 +91,31 @@ void main() vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; - float dens_mul = density_multiplier * 0.45; + float dens_mul = density_multiplier; + float dist_mul = max(0.05, 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); // Calculate relative weights - temp1 = blue_density + haze_density; + temp1 = abs(blue_density) + vec4(abs(haze_density)); blue_weight = blue_density / temp1; haze_weight = haze_density / temp1; // 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); + temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); + temp2.y = 1. / temp2.y; + sunlight *= exp( - light_atten * temp2.y); // Distance temp2.z = Plen * dens_mul; // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati - // compiler gets confused. - temp1 = exp(-temp1 * temp2.z); + // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati + // compiler gets confused. + //temp1 = exp(-temp1 * temp2.z * dist_mul); + temp1 = exp(-temp1 * dist_mul); // Compute haze glow @@ -126,35 +132,34 @@ void main() // Add "minimum anti-solar illumination" temp2.x += .25; + temp2.x *= sun_moon_glow_factor; - // Haze color above cloud - vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient) - ); + vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color) + + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color) + ); + // Final atmosphere additive + color *= (1. - temp1); // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient; - tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; + vec4 tmpAmbient = ambient_color; + tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage - sunlight *= (1. - cloud_shadow); + 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) ); - // Final atmosphere additive - vary_HazeColor *= (1. - temp1); - // Attenuate cloud color by atmosphere temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds // At horizon, blend high altitude sky color towards the darker color below the clouds - vary_HazeColor += (additiveColorBelowCloud - vary_HazeColor) * (1. - sqrt(temp1)); - - // won't compile on mac without this being set - //vary_AtmosAttenuation = vec3(0.0,0.0,0.0); + color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1)); + + // Haze color above cloud + vary_HazeColor = color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index c81d0f97da..0d180e5798 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -59,7 +59,7 @@ uniform vec2 screen_res; vec3 getNorm(vec2 pos_screen); vec4 getPositionWithDepth(vec2 pos_screen, float depth); -void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +void calcAtmosphericVars(vec3 inPositionEye, 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); @@ -87,8 +87,8 @@ void main() float final_da = da; final_da = clamp(final_da, 0.0, 1.0); - vec4 diffuse_linear = texture2DRect(diffuseRect, tc); - vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a); + vec4 diffuse_srgb = texture2DRect(diffuseRect, tc); + vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec3 color = vec3(0); @@ -101,25 +101,29 @@ void main() vec3 additive; vec3 atten; - calcAtmosphericVars(pos.xyz, ambocc, sunlit, amblit, additive, atten); + calcAtmosphericVars(pos.xyz, ambocc, sunlit, amblit, additive, atten, false); float ambient = da; ambient *= 0.5; ambient *= ambient; - ambient = min(getAmbientClamp(), 1.0 - ambient); + ambient = (1.0 - ambient); vec3 sun_contrib = final_da * sunlit; +#if !defined(AMBIENT_KILL) color.rgb = amblit; color.rgb *= ambient; +#endif vec3 post_ambient = color.rgb; +#if !defined(SUNLIGHT_KILL) color.rgb += sun_contrib; +#endif vec3 post_sunlight = color.rgb; - color.rgb *= diffuse_linear.rgb; + color.rgb *= diffuse_srgb.rgb; vec3 post_diffuse = color.rgb; @@ -146,7 +150,9 @@ vec3 post_diffuse = color.rgb; vec3 sp = sun_contrib*scontrib / 16.0; sp = clamp(sp, vec3(0), vec3(1)); bloom += dot(sp, sp) / 6.0; +#if !defined(SUNLIGHT_KILL) color += sp * spec.rgb; +#endif } } @@ -160,15 +166,19 @@ vec3 post_diffuse = color.rgb; { //add environmentmap vec3 env_vec = env_mat * refnormpersp; vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; +#if !defined(SUNLIGHT_KILL) color = mix(color.rgb, reflected_color, envIntensity); +#endif } vec3 post_env = color.rgb; if (norm.w < 1) { +#if !defined(SUNLIGHT_KILL) color = atmosFragLighting(color, additive, atten); color = scaleSoftClipFrag(color); +#endif } vec3 post_atmo = color.rgb; @@ -179,11 +189,10 @@ vec3 post_atmo = color.rgb; bloom = fogged.a; #endif +// srgb colorspace debuggables //color.rgb = amblit; -//color.rgb = vec3(ambient); //color.rgb = sunlit; //color.rgb = post_ambient; -//color.rgb = vec3(final_da); //color.rgb = sun_contrib; //color.rgb = post_sunlight; //color.rgb = diffuse_srgb.rgb; @@ -197,6 +206,12 @@ vec3 post_atmo = color.rgb; color.rgb = srgb_to_linear(color.rgb); } +// linear debuggables +//color.rgb = vec3(final_da); +//color.rgb = vec3(ambient); +//color.rgb = vec3(scol); +//color.rgb = diffuse_linear.rgb; + frag_color.rgb = color.rgb; frag_color.a = bloom; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index d09bc25334..5e985618f7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -71,10 +71,12 @@ uniform vec2 screen_res; uniform mat4 inv_proj; vec3 getNorm(vec2 pos_screen); +vec3 srgb_to_linear(vec3 c); vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -94,6 +96,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -111,6 +114,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = tc-vec2(0.5); @@ -125,6 +129,11 @@ vec4 getPosition(vec2 pos_screen); void main() { + vec3 col = vec3(0,0,0); + +#if defined(LOCAL_LIGHT_KILL) + discard; +#else vec4 frag = vary_fragcoord; frag.xyz /= frag.w; frag.xyz = frag.xyz*0.5+0.5; @@ -138,12 +147,10 @@ void main() { discard; } - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; float envIntensity = norm.z; norm = getNorm(frag.xy); - norm = normalize(norm); float l_dist = -dot(lv, proj_n); @@ -169,13 +176,10 @@ void main() lv = normalize(lv); float da = dot(norm, lv); - vec3 col = vec3(0,0,0); - vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; - - vec4 spec = texture2DRect(specularRect, frag.xy); + diff_tex.rgb = srgb_to_linear(diff_tex.rgb); - + vec4 spec = texture2DRect(specularRect, frag.xy); float noise = texture2D(noiseMap, frag.xy/128.0).b; vec3 dlit = vec3(0, 0, 0); @@ -212,7 +216,6 @@ void main() amb_da = min(amb_da, 1.0-lit); col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a*diff_tex.rgb; } - if (spec.a > 0.0) { @@ -239,7 +242,6 @@ void main() } } - if (envIntensity > 0.0) { vec3 ref = reflect(normalize(pos), norm); @@ -268,7 +270,8 @@ void main() } } } - +#endif + frag_color.rgb = col; frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 914e17beed..fd5b6989eb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -129,8 +129,7 @@ void main() vec4 refcol = refcol1 + refcol2 + refcol3; float df1 = df.x + df.y + df.z; - df1 *= 0.333; - refcol *= df1; + refcol *= df1 * 0.333; vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; wavef.z *= max(-viewVec.z, 0.1); @@ -146,22 +145,33 @@ void main() refcol = mix(baseCol*df2, refcol, dweight); - //figure out distortion vector (ripply) - vec2 distort2 = distort+wavef.xy*(refScale * 0.01)/max(dmod*df1, 1.0); - - vec4 fb = texture2D(screenTex, distort2); - - //mix with reflection - // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug - color.rgb = mix(fb.rgb, refcol.rgb, df1 + 0.6); - color.rgb *= 2.0f; - color.rgb = scaleSoftClip(color.rgb); + //get specular component + float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); + + //harden specular + spec = pow(spec, 128.0); - vec4 pos = vary_position; + //figure out distortion vector (ripply) + vec2 distort2 = distort+wavef.xy*(refScale * 0.01)/max(dmod*df1, 1.0); + + vec4 fb = texture2D(screenTex, distort2); + + //mix with reflection + // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug + color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.999999); + + vec4 pos = vary_position; + + color.rgb += spec * specular; + + //color.rgb = atmosTransport(color.rgb); + color.rgb = scaleSoftClip(color.rgb); - vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); + color.a = spec * sunAngle2; + + vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); - frag_data[0] = vec4(color.rgb, 0); // diffuse - frag_data[1] = vec4(specular * 0.5, 0.5); // speccolor, spec - frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, 0);// normalxy, 0, 0 + frag_data[0] = vec4(color.rgb, color); // diffuse + frag_data[1] = vec4(0); // speccolor, spec + frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0 } diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl index 3b0c81fc71..937f38842f 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl @@ -39,8 +39,6 @@ uniform sampler2D detail_2; uniform sampler2D detail_3; uniform sampler2D alpha_ramp; -vec3 atmosLighting(vec3 light); - vec4 applyWaterFog(vec4 color); void main() @@ -58,9 +56,6 @@ void main() float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); - /// Add WL Components - outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); - outColor = applyWaterFog(outColor); frag_color = outColor; } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index 043815c824..4e550b8284 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -121,7 +121,6 @@ void main() vec4 refcol = refcol1 + refcol2 + refcol3; float df1 = df.x + df.y + df.z; - df1 *= 0.3333; refcol *= df1; vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; @@ -151,11 +150,9 @@ void main() //mix with reflection // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug - color.rgb = mix(fb.rgb, refcol.rgb, df1 + 0.6); + color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.9999999); color.rgb += spec * specular; - - color.rgb = atmosTransport(color.rgb); - color.rgb = scaleSoftClip(color.rgb); + color.a = spec * sunAngle2; #if defined(WATER_EDGE) diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl index d5448a1d31..45701002b8 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl @@ -28,12 +28,11 @@ float calcDirectionalLight(vec3 n, vec3 l) { - float a = max(dot(n,normalize(l)),0.0); + float a = max(dot(n,l),0.0); return a; } - -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight) +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; @@ -54,6 +53,6 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa //angular attenuation da *= calcDirectionalLight(n, lv); - return da; + return da; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl index 38230836eb..5e39d1629d 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl @@ -28,11 +28,16 @@ // All lights, no specular highlights vec3 atmosAmbient(); vec4 sumLights(vec3 pos, vec3 norm, vec4 color); +float getAmbientClamp(); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) { vec4 c = sumLights(pos, norm, color); - c.rgb += atmosAmbient() * color.rgb * 0.5; + +#if !defined(AMBIENT_KILL) + c.rgb += atmosAmbient() * color.rgb * 0.5 * getAmbientClamp(); +#endif + return c; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl index 761ac29ee2..0c3ea4231e 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl @@ -39,7 +39,15 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color) col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz); col.rgb = scaleDownLight(col.rgb); + +#if defined(LOCAL_LIGHT_KILL) + col.rgb = vec3(0); +#endif + +#if !defined(SUNLIGHT_KILL) col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); +#endif + col.rgb = min(col.rgb*color.rgb, 1.0); return col; } diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index de2ea2a065..a4826f9b05 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -52,7 +52,7 @@ float calcDirectionalLight(vec3 n, vec3 l) } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight) +float calcLocalLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; diff --git a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl index 179d3c42a4..0227e6e3b8 100644 --- a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl @@ -56,6 +56,4 @@ void main() vec4 color = calcLighting(pos.xyz, norm, diffuse_color); vertex_color = color; - - } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 68eb671e7c..deda4d8b7e 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -27,7 +27,7 @@ uniform vec4 lightnorm; uniform vec4 sunlight_color; uniform vec4 moonlight_color; uniform int sun_up_factor; -uniform vec4 ambient; +uniform vec4 ambient_color; uniform vec4 blue_horizon; uniform vec4 blue_density; uniform float haze_horizon; @@ -44,10 +44,10 @@ uniform float sun_moon_glow_factor; float getAmbientClamp() { - return 0.45f; + return 1.0f; } -void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) { +void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) { vec3 P = inPositionEye; @@ -68,7 +68,7 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o vec4 light_atten; float dens_mul = density_multiplier; - float dist_mul = distance_multiplier; + float dist_mul = max(0.05, distance_multiplier); //sunlight attenuation effect (hue and brightness) due to atmosphere //this is used later for sunlight modulation at various altitudes @@ -116,9 +116,11 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o temp2.x += .25; temp2.x *= sun_moon_glow_factor; - + + vec4 amb_color = ambient_color; + //increase ambient when there are more clouds - vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; + 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 @@ -128,7 +130,10 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); */ - tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); + if (use_ao) + { + tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); + } //haze color additive = diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl index 537d6ebb99..1d004b2b3e 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl @@ -49,7 +49,6 @@ uniform vec4 cloud_color; uniform float cloud_shadow; uniform float cloud_scale; uniform float cloud_variance; -uniform vec3 ambient; uniform vec3 camPosLocal; uniform vec3 sun_dir; uniform float sun_size; diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 54ec534d14..8cad21d5b4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -72,20 +72,12 @@ uniform vec2 screen_res; uniform mat4 inv_proj; vec3 srgb_to_linear(vec3 cs); -vec3 linear_to_srgb(vec3 cl); - vec3 getNorm(vec2 pos_screen); - -vec4 correctWithGamma(vec4 col) -{ - return vec4(srgb_to_linear(col.rgb), col.a); -} - vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret = correctWithGamma(ret); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); float det = min(lod/(proj_lod*0.5), 1.0); @@ -104,7 +96,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret = correctWithGamma(ret); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -122,7 +114,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret = correctWithGamma(ret); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = tc-vec2(0.5); @@ -137,6 +129,12 @@ vec4 getPosition(vec2 pos_screen); void main() { + + vec3 col = vec3(0,0,0); + +#if defined(LOCAL_LIGHT_KILL) + discard; +#else vec4 frag = vary_fragcoord; frag.xyz /= frag.w; frag.xyz = frag.xyz*0.5+0.5; @@ -191,11 +189,10 @@ void main() lv = proj_origin-pos.xyz; lv = normalize(lv); float da = dot(norm, lv); - - vec3 col = vec3(0,0,0); vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; - + diff_tex.rgb = srgb_to_linear(diff_tex.rgb); + vec4 spec = texture2DRect(specularRect, frag.xy); vec3 dlit = vec3(0, 0, 0); @@ -292,6 +289,7 @@ void main() } } } +#endif //not sure why, but this line prevents MATBUG-194 col = max(col, vec3(0.0)); diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl index eb95890e08..889a989985 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -36,7 +36,7 @@ uniform vec4 lightnorm; uniform vec4 sunlight_color; uniform vec4 moonlight_color; uniform int sun_up_factor; -uniform vec4 ambient; +uniform vec4 ambient_color; uniform vec4 blue_horizon; uniform vec4 blue_density; uniform float haze_horizon; @@ -119,14 +119,14 @@ void main() vec4 light_atten; float dens_mul = density_multiplier; - float dist_mul = distance_multiplier; + float dist_mul = max(0.05, 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); // Calculate relative weights - temp1 = blue_density + haze_density; + temp1 = abs(blue_density) + vec4(abs(haze_density)); blue_weight = blue_density / temp1; haze_weight = haze_density / temp1; @@ -141,7 +141,8 @@ void main() // Transparency (-> temp1) // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * dist_mul); + //temp1 = exp(-temp1 * temp2.z * dist_mul); + temp1 = exp(-temp1 * dist_mul); // Compute haze glow temp2.x = dot(Pn, lightnorm.xyz); @@ -160,25 +161,26 @@ void main() temp2.x *= sun_moon_glow_factor; // Haze color above cloud - vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient) - ); - - - // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient; - tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; - - // Dim sunlight by cloud shadow percentage - sunlight *= (1. - cloud_shadow); - - // Haze color below cloud - vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) + vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color) + + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color) ); // Final atmosphere additive color *= (1. - temp1); + + // 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)); + + // Haze color below cloud + vec4 additiveColorBelowCloud = (blue_horizon * blue_weight * (sunlight + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) + ); + + // Attenuate cloud color by atmosphere temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds @@ -190,15 +192,16 @@ void main() vec3 halo_22 = halo22(optic_d); - color.rgb += rainbow(optic_d); + color.rgb += rainbow(optic_d); color.rgb += halo_22; - color *= 2.; + color.rgb *= 2.; + color.rgb = scaleSoftClip(color.rgb); /// Gamma correct for WL (soft clip effect). - frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0); + frag_data[0] = vec4(color.rgb, 1.0); frag_data[1] = vec4(0.0,0.0,0.0,0.0); - frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog + frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 1b2b835ad1..23ed3fb3d9 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -24,6 +24,7 @@ */ #extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_shader_texture_lod : enable /*[EXTRA_CODE_HERE]*/ @@ -58,7 +59,7 @@ uniform vec2 screen_res; vec3 getNorm(vec2 pos_screen); vec4 getPositionWithDepth(vec2 pos_screen, float depth); -void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +void calcAtmosphericVars(vec3 inPositionEye, 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); @@ -87,14 +88,11 @@ void main() float da = dot(normalize(norm.xyz), light_dir.xyz); da = clamp(da, -1.0, 1.0); - - float final_da = da; final_da = clamp(final_da, 0.0, 1.0); vec4 diffuse_srgb = texture2DRect(diffuseRect, tc); vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); - // clamping to alpha value kills underwater shadows... //scol = max(scol_ambocc.r, diffuse_linear.a); @@ -111,21 +109,25 @@ void main() vec3 additive; vec3 atten; - calcAtmosphericVars(pos.xyz, ambocc, sunlit, amblit, additive, atten); + calcAtmosphericVars(pos.xyz, ambocc, sunlit, amblit, additive, atten, true); float ambient = da; ambient *= 0.5; ambient *= ambient; - ambient = min(getAmbientClamp(), 1.0 - ambient); + ambient = (1.0 - ambient); vec3 sun_contrib = min(scol, final_da) * sunlit; +#if !defined(AMBIENT_KILL) color.rgb = amblit; color.rgb *= ambient; +#endif vec3 post_ambient = color.rgb; +#if !defined(SUNLIGHT_KILL) color.rgb += sun_contrib; +#endif vec3 post_sunlight = color.rgb; @@ -155,30 +157,36 @@ vec3 post_diffuse = color.rgb; float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); vec3 sp = sun_contrib*scontrib / 16.0; sp = clamp(sp, vec3(0), vec3(1)); - bloom += dot (sp, sp) / 6.0; + bloom += dot(sp, sp) / 6.0; +#if !defined(SUNLIGHT_KILL) color += sp * spec.rgb; +#endif } } vec3 post_spec = color.rgb; #ifndef WATER_FOG - color.rgb += diffuse_srgb.a * diffuse_srgb.rgb; + color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a); #endif if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; +#if !defined(SUNLIGHT_KILL) color = mix(color.rgb, reflected_color, envIntensity); +#endif } vec3 post_env = color.rgb; if (norm.w < 1) { +#if !defined(SUNLIGHT_KILL) color = atmosFragLighting(color, additive, atten); color = scaleSoftClipFrag(color); +#endif } vec3 post_atmo = color.rgb; @@ -210,6 +218,7 @@ vec3 post_atmo = color.rgb; //color.rgb = vec3(final_da); //color.rgb = vec3(ambient); //color.rgb = vec3(scol); +//color.rgb = diffuse_linear.rgb; frag_color.rgb = color.rgb; frag_color.a = bloom; diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 2ef7cffe9d..77f6e6f7ac 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -73,15 +73,11 @@ uniform mat4 inv_proj; vec3 getNorm(vec2 pos_screen); vec3 srgb_to_linear(vec3 c); -vec4 correctWithGamma(vec4 col) -{ - return vec4(srgb_to_linear(col.rgb), col.a); -} vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret = correctWithGamma(ret); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -101,7 +97,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret = correctWithGamma(ret); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -119,7 +115,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret = correctWithGamma(ret); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = tc-vec2(0.5); @@ -134,6 +130,11 @@ vec4 getPosition(vec2 pos_screen); void main() { + vec3 col = vec3(0,0,0); + +#if defined(LOCAL_LIGHT_KILL) + discard; +#else vec4 frag = vary_fragcoord; frag.xyz /= frag.w; frag.xyz = frag.xyz*0.5+0.5; @@ -174,8 +175,8 @@ void main() proj_tc.xyz /= proj_tc.w; - float fa = falloff + 1.0; - float dist_atten = min(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 1.0); + float fa = falloff+1.0; + float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); dist_atten *= dist_atten; dist_atten *= 2.0; @@ -187,14 +188,9 @@ void main() lv = proj_origin-pos.xyz; lv = normalize(lv); float da = dot(norm, lv); - da = clamp(da, 0.0, 1.0); - - vec3 col = vec3(0,0,0); vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; - vec4 spec = texture2DRect(specularRect, frag.xy); - vec3 dlit = vec3(0, 0, 0); float noise = texture2D(noiseMap, frag.xy/128.0).b; @@ -232,7 +228,6 @@ void main() col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; } - if (spec.a > 0.0) { @@ -258,10 +253,6 @@ void main() col += speccol; } } - - - - if (envIntensity > 0.0) { @@ -291,6 +282,7 @@ void main() } } } +#endif //not sure why, but this line prevents MATBUG-194 col = max(col, vec3(0.0)); diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index 57f93a8b36..30ca88afd2 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -24,7 +24,7 @@ */ float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); @@ -40,13 +40,21 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color) // Collect normal lights (need to be divided by two, as we later multiply by 2) col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz); - col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z); - col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z); + col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z); + col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z); col.rgb = scaleDownLight(col.rgb); +#if defined(LOCAL_LIGHT_KILL) + col.rgb = vec3(0); +i#endif + // Add windlight lights col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); + +#if !defined(SUNLIGHT_KILL) col.rgb = min(col.rgb*color.rgb, 1.0); +#endif + return col; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index 9db04f4e9a..ee9c990b12 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -25,29 +25,10 @@ vec3 getAdditiveColor(); vec3 getAtmosAttenuation(); - -uniform vec4 gamma; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient; -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 float scene_light_strength; -uniform mat3 ssao_effect_mat; -uniform int no_atmo; -uniform float sun_moon_glow_factor; - vec3 scaleSoftClipFrag(vec3 light); +uniform int no_atmo; + vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) { if (no_atmo == 1) diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index d66983a951..baba79ca96 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -32,7 +32,7 @@ void setPositionEye(vec3 v); vec3 getAdditiveColor(); -void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); void calcAtmospherics(vec3 inPositionEye) { @@ -42,7 +42,7 @@ void calcAtmospherics(vec3 inPositionEye) { vec3 tmpamblit = vec3(1); vec3 tmpaddlit = vec3(1); vec3 tmpattenlit = vec3(1); - calcAtmosphericVars(inPositionEye, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit); + calcAtmosphericVars(inPositionEye, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit, false); setSunlitColor(tmpsunlit); setAmblitColor(tmpamblit); setAdditiveColor(tmpaddlit); diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index 396ceacd19..e7ae2d52e3 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -123,11 +123,12 @@ void main() // Combine vec4 color; color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); - color *= 2.; + color.rgb *= 2.; + color.rgb = scaleSoftClip(color.rgb); /// Gamma correct for WL (soft clip effect). - frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1); + frag_data[0] = vec4(color.rgb, alpha1); frag_data[1] = vec4(0.0,0.0,0.0,0.0); - frag_data[2] = vec4(0,0,1,0); + frag_data[2] = vec4(0,0,0,1); } diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 5c29290e47..372c782d74 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -49,7 +49,7 @@ uniform vec4 lightnorm; uniform vec4 sunlight_color; uniform vec4 moonlight_color; uniform int sun_up_factor; -uniform vec4 ambient; +uniform vec4 ambient_color; uniform vec4 blue_horizon; uniform vec4 blue_density; uniform float haze_horizon; @@ -106,7 +106,7 @@ void main() vec4 light_atten; float dens_mul = density_multiplier; - float dist_mul = distance_multiplier; + float dist_mul = max(0.05, distance_multiplier); // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes @@ -128,7 +128,8 @@ void main() // Transparency (-> temp1) // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * dist_mul); + //temp1 = exp(-temp1 * temp2.z * dist_mul); + temp1 = exp(-temp1 * dist_mul); // Compute haze glow temp2.x = dot(Pn, lightnorm.xyz); @@ -147,7 +148,7 @@ void main() temp2.x += .25; // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient; + vec4 tmpAmbient = ambient_color; tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl index 28d185b9af..de6fb276aa 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl @@ -49,8 +49,7 @@ void main() vec4 color; color = vary_HazeColor; - color *= 2.; - + color.rgb *= 2.; /// Gamma correct for WL (soft clip effect). frag_color.rgb = scaleSoftClip(color.rgb); frag_color.a = 1.0; diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index a23a5d4076..eb5ab0f012 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -41,7 +41,7 @@ uniform vec4 lightnorm; uniform vec4 sunlight_color; uniform vec4 moonlight_color; uniform int sun_up_factor; -uniform vec4 ambient; +uniform vec4 ambient_color; uniform vec4 blue_horizon; uniform vec4 blue_density; uniform float haze_horizon; @@ -88,7 +88,8 @@ void main() vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; - float dens_mul = density_multiplier * 0.45; + float dens_mul = density_multiplier; + float dist_mul = max(0.05, distance_multiplier); // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes @@ -110,8 +111,7 @@ void main() // Transparency (-> temp1) // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * distance_multiplier); - + temp1 = exp(-temp1 * dist_mul); // Compute haze glow temp2.x = dot(Pn, lightnorm.xyz); @@ -131,13 +131,13 @@ void main() // Haze color above cloud - vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient) + vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient_color) + + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color) ); // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient; + vec4 tmpAmbient = ambient_color; tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl index f9d2a36818..d2d839ed05 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl @@ -50,12 +50,12 @@ vec3 atmosTransport(vec3 light) vec3 fullbrightAtmosTransport(vec3 light) { - float brightness = dot(light.rgb, vec3(0.33333)); - return atmosTransportFrag(light * 0.5, getAdditiveColor() * (brightness * 0.5 + 0.5), getAtmosAttenuation()); + float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1; + return atmosTransportFrag(light * 0.5, getAdditiveColor() * brightness, getAtmosAttenuation()); } vec3 fullbrightShinyAtmosTransport(vec3 light) { - float brightness = dot(light.rgb, vec3(0.33333)); + float brightness = dot(light.rgb * 0.5, vec3(0.33333)) + 0.1; return atmosTransportFrag(light * 0.5, getAdditiveColor() * (brightness * brightness), getAtmosAttenuation()); } diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl index c0ba804a30..ae521afdad 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl @@ -48,7 +48,6 @@ uniform vec4 cloud_color; uniform float cloud_shadow; uniform float cloud_scale; uniform float cloud_variance; -uniform vec3 ambient; uniform vec3 camPosLocal; uniform vec3 sun_dir; uniform float sun_size; diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl index cc7a86f35c..1abe2fab63 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl @@ -51,7 +51,6 @@ uniform vec4 cloud_color; uniform float cloud_shadow; uniform float cloud_scale; uniform float cloud_variance; -uniform vec3 ambient; uniform vec3 camPosLocal; uniform vec3 sun_dir; uniform float sun_size; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 6400e5169e..82a899ad65 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -53,7 +53,6 @@ uniform vec4 glow; uniform float global_gamma; uniform mat3 env_mat; uniform vec4 shadow_clip; -uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; VARYING vec2 vary_fragcoord; diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl index 48c883d98a..30ad493331 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl @@ -28,11 +28,16 @@ // All lights, no specular highlights vec3 atmosAmbient(); vec4 sumLights(vec3 pos, vec3 norm, vec4 color); +float getAmbientClamp(); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) { vec4 c = sumLights(pos, norm, color); - c.rgb += atmosAmbient() * color.rgb; - return c; + +#if !defined(AMBIENT_KILL) + c.rgb += atmosAmbient() * color.rgb * getAmbientClamp(); +#endif + + return c; } diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index 81da6688c2..4b663dd5b2 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -25,7 +25,7 @@ float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); @@ -42,17 +42,24 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color) // Collect normal lights (need to be divided by two, as we later multiply by 2) // Collect normal lights - col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z); - col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z); - col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].z); - col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].z); - col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].z); - col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].z); + col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z); + col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z); + col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); + col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); + col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); + col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz); col.rgb = scaleDownLight(col.rgb); +#if defined(LOCAL_LIGHT_KILL) + col.rgb = vec3(0); +#endif + // Add windlight lights +#if !defined(SUNLIGHT_KILL) col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); +#endif + col.rgb = min(col.rgb*color.rgb, 1.0); return col; diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl index 88dfa8a907..2b70ba76dc 100644 --- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl @@ -25,29 +25,10 @@ vec3 getAdditiveColor(); vec3 getAtmosAttenuation(); - -uniform vec4 gamma; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient; -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 float scene_light_strength; -uniform mat3 ssao_effect_mat; -uniform int no_atmo; -uniform float sun_moon_glow_factor; - vec3 scaleSoftClipFrag(vec3 light); +uniform int no_atmo; + vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) { if (no_atmo == 1) diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl index 27fdae962e..7b4269ca6f 100644 --- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl @@ -32,7 +32,7 @@ void setPositionEye(vec3 v); vec3 getAdditiveColor(); -void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); void calcAtmospherics(vec3 inPositionEye) { @@ -42,7 +42,7 @@ void calcAtmospherics(vec3 inPositionEye) { vec3 tmpamblit = vec3(1); vec3 tmpaddlit = vec3(1); vec3 tmpattenlit = vec3(1); - calcAtmosphericVars(inPositionEye, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit); + calcAtmosphericVars(inPositionEye, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit, true); setSunlitColor(tmpsunlit); setAmblitColor(tmpamblit); setAdditiveColor(tmpaddlit); diff --git a/indra/newview/llagent.cpp b/indra/newview/llagent.cpp index 1604aa604c..bd6d56ecc5 100644 --- a/indra/newview/llagent.cpp +++ b/indra/newview/llagent.cpp @@ -5636,12 +5636,10 @@ LLTeleportRequestViaLocation::LLTeleportRequestViaLocation(const LLVector3d &pPo : LLTeleportRequest(), mPosGlobal(pPosGlobal) { - LL_INFOS("Teleport") << "LLTeleportRequestViaLocation created" << LL_ENDL; } LLTeleportRequestViaLocation::~LLTeleportRequestViaLocation() { - LL_INFOS("Teleport") << "~LLTeleportRequestViaLocation" << LL_ENDL; } bool LLTeleportRequestViaLocation::canRestartTeleport() @@ -5681,7 +5679,6 @@ LLTeleportRequestViaLocationLookAt::LLTeleportRequestViaLocationLookAt(const LLV LLTeleportRequestViaLocationLookAt::~LLTeleportRequestViaLocationLookAt() { - LL_INFOS("Teleport") << "~LLTeleportRequestViaLocationLookAt" << LL_ENDL; } bool LLTeleportRequestViaLocationLookAt::canRestartTeleport() diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index f96ff3a169..536eaffe0c 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -231,6 +231,9 @@ void LLDrawPoolAlpha::beginRenderPass(S32 pass) } } gPipeline.enableLightsDynamic(); + + LLGLSLShader::bindNoShader(); + current_shader = NULL; } void LLDrawPoolAlpha::endRenderPass( S32 pass ) @@ -305,7 +308,7 @@ void LLDrawPoolAlpha::render(S32 pass) } else { - gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); + gPipeline.enableLightsFullbright(); } gGL.diffuseColor4f(1,0,0,1); @@ -492,7 +495,7 @@ void LLDrawPoolAlpha::renderSimples(U32 mask, std::vector& simples) void LLDrawPoolAlpha::renderFullbrights(U32 mask, std::vector& fullbrights) { - gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); + gPipeline.enableLightsFullbright(); fullbright_shader->bind(); fullbright_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.0f); bool use_shaders = gPipeline.canUseVertexShaders(); @@ -711,7 +714,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) } else { - gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); + gPipeline.enableLightsFullbright(); } light_enabled = FALSE; } diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index 8c224cee0b..1893591cae 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -811,7 +811,7 @@ void LLDrawPoolAvatar::beginImpostor() gImpostorProgram.setMinimumAlpha(0.01f); } - gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); + gPipeline.enableLightsFullbright(); sDiffuseChannel = 0; } diff --git a/indra/newview/lldrawpoolsimple.cpp b/indra/newview/lldrawpoolsimple.cpp index f653920662..f211cf6e27 100644 --- a/indra/newview/lldrawpoolsimple.cpp +++ b/indra/newview/lldrawpoolsimple.cpp @@ -447,7 +447,7 @@ void LLDrawPoolFullbrightAlphaMask::render(S32 pass) else { LLGLEnable test(GL_ALPHA_TEST); - gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); + gPipeline.enableLightsFullbright(); pushMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask(), TRUE, FALSE); gPipeline.enableLightsDynamic(); gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); //OK @@ -750,7 +750,7 @@ void LLDrawPoolFullbright::render(S32 pass) } else { - gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); + gPipeline.enableLightsFullbright(); U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR; renderTexture(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask); pushBatches(LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE, fullbright_mask); diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index 1fc3c84f2b..323e92371f 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -49,6 +49,7 @@ #include "llviewershadermgr.h" #include "llrender.h" #include "llenvironment.h" +#include "llsettingsvo.h" const F32 DETAIL_SCALE = 1.f/16.f; int DebugDetailMap = 0; @@ -373,6 +374,10 @@ void LLDrawPoolTerrain::renderFullShader() shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_S, 1, tp0.mV); shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_T, 1, tp1.mV); + LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater(); + + ((LLSettingsVOWater*)pwater.get())->updateShader(shader); + // // detail texture 1 // diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp index 9e3373d3ab..b491ca7aad 100644 --- a/indra/newview/lldrawpooltree.cpp +++ b/indra/newview/lldrawpooltree.cpp @@ -97,7 +97,6 @@ void LLDrawPoolTree::render(S32 pass) } LLGLState test(GL_ALPHA_TEST, LLGLSLShader::sNoFixedFunction ? 0 : 1); - LLOverrideFaceColor color(this, 1.f, 1.f, 1.f, 1.f); // [SL:KB] - Patch: Render-TextureToggle (Catznip-4.0) if( (LLPipeline::sRenderTextures) ) diff --git a/indra/newview/lldrawpooltree.h b/indra/newview/lldrawpooltree.h index e7e25453cf..9c1e60f5eb 100644 --- a/indra/newview/lldrawpooltree.h +++ b/indra/newview/lldrawpooltree.h @@ -37,7 +37,8 @@ public: { VERTEX_DATA_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | - LLVertexBuffer::MAP_TEXCOORD0 + LLVertexBuffer::MAP_COLOR | + LLVertexBuffer::MAP_TEXCOORD0 }; virtual U32 getVertexDataMask() { return VERTEX_DATA_MASK; } diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index eb4239eacd..37fbac478a 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -616,6 +616,10 @@ void LLDrawPoolWater::shade2(bool edge, LLGLSLShader* shader, const LLColor3& li shader->uniform1f(LLShaderMgr::WATER_SUN_ANGLE2, 0.1f + 0.2f*sunAngle); shader->uniform1i(LLShaderMgr::WATER_EDGE_FACTOR, edge ? 1 : 0); + LLVector4 rotated_light_direction = LLEnvironment::instance().getRotatedLightNorm(); + shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, rotated_light_direction.mV); + shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, 1, LLViewerCamera::getInstance()->getOrigin().mV); + if (LLViewerCamera::getInstance()->cameraUnderWater()) { shader->uniform1f(LLShaderMgr::WATER_REFSCALE, pwater->getScaleBelow()); diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index b9bc7678e6..22fb38f2eb 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -43,6 +43,7 @@ #include "pipeline.h" #include "llsky.h" #include "llvowlsky.h" +#include "llsettingsvo.h" static LLStaticHashedString sCamPosLocal("camPosLocal"); static LLStaticHashedString sCustomAlpha("custom_alpha"); @@ -181,10 +182,19 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca sky_shader->bindTexture(LLShaderMgr::RAINBOW_MAP, rainbow_tex); sky_shader->bindTexture(LLShaderMgr::HALO_MAP, halo_tex); + ((LLSettingsVOSky*)psky.get())->updateShader(sky_shader); + F32 moisture_level = (float)psky->getSkyMoistureLevel(); F32 droplet_radius = (float)psky->getSkyDropletRadius(); F32 ice_level = (float)psky->getSkyIceLevel(); + // hobble halos and rainbows when there's no light source to generate them + if (!psky->getIsSunUp() && !psky->getIsMoonUp()) + { + moisture_level = 0.0f; + ice_level = 0.0f; + } + sky_shader->uniform1f(LLShaderMgr::MOISTURE_LEVEL, moisture_level); sky_shader->uniform1f(LLShaderMgr::DROPLET_RADIUS, droplet_radius); sky_shader->uniform1f(LLShaderMgr::ICE_LEVEL, ice_level); @@ -390,6 +400,8 @@ void LLDrawPoolWLSky::renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32 cloudshader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance); cloudshader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor()); + ((LLSettingsVOSky*)psky.get())->updateShader(cloudshader); + /// Render the skydome renderDome(camPosLocal, camHeightLocal, cloudshader); @@ -506,7 +518,6 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() sun_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV); sun_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); - LLFacePool::LLOverrideFaceColor color_override(this, color); face->renderIndexed(); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); @@ -558,7 +569,6 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() moon_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV); moon_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); - LLFacePool::LLOverrideFaceColor color_override(this, color); face->renderIndexed(); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); diff --git a/indra/newview/llenvironment.cpp b/indra/newview/llenvironment.cpp index 09419b09cb..a5cb145a76 100644 --- a/indra/newview/llenvironment.cpp +++ b/indra/newview/llenvironment.cpp @@ -811,7 +811,10 @@ LLEnvironment::LLEnvironment(): mSelectedWater(), mSelectedDay(), mSelectedEnvironment(LLEnvironment::ENV_LOCAL), - mCurrentTrack(1) + mCurrentTrack(1), + mEditorCounter(0), + mShowSunBeacon(false), + mShowMoonBeacon(false) { } @@ -2165,7 +2168,7 @@ LLEnvironment::EnvironmentInfo::ptr_t LLEnvironment::EnvironmentInfo::extractLeg //========================================================================= LLSettingsWater::ptr_t LLEnvironment::createWaterFromLegacyPreset(const std::string filename, LLSD &messages) { - std::string name(gDirUtilp->getBaseFileName(LLURI::unescape(filename), true)); + std::string name(gDirUtilp->getBaseFileName(filename, true)); std::string path(gDirUtilp->getDirName(filename)); LLSettingsWater::ptr_t water = LLSettingsVOWater::buildFromLegacyPresetFile(name, path, messages); @@ -2180,7 +2183,7 @@ LLSettingsWater::ptr_t LLEnvironment::createWaterFromLegacyPreset(const std::str LLSettingsSky::ptr_t LLEnvironment::createSkyFromLegacyPreset(const std::string filename, LLSD &messages) { - std::string name(gDirUtilp->getBaseFileName(LLURI::unescape(filename), true)); + std::string name(gDirUtilp->getBaseFileName(filename, true)); std::string path(gDirUtilp->getDirName(filename)); LLSettingsSky::ptr_t sky = LLSettingsVOSky::buildFromLegacyPresetFile(name, path, messages); @@ -2194,7 +2197,7 @@ LLSettingsSky::ptr_t LLEnvironment::createSkyFromLegacyPreset(const std::string LLSettingsDay::ptr_t LLEnvironment::createDayCycleFromLegacyPreset(const std::string filename, LLSD &messages) { - std::string name(gDirUtilp->getBaseFileName(LLURI::unescape(filename), true)); + std::string name(gDirUtilp->getBaseFileName(filename, true)); std::string path(gDirUtilp->getDirName(filename)); LLSettingsDay::ptr_t day = LLSettingsVODay::buildFromLegacyPresetFile(name, path, messages); @@ -2698,6 +2701,25 @@ void LLEnvironment::DayTransition::animate() }); } +void LLEnvironment::saveBeaconsState() +{ + if (mEditorCounter == 0) + { + mShowSunBeacon = gSavedSettings.getBOOL("sunbeacon"); + mShowMoonBeacon = gSavedSettings.getBOOL("moonbeacon"); + } + ++mEditorCounter; +} +void LLEnvironment::revertBeaconsState() +{ + --mEditorCounter; + if (mEditorCounter == 0) + { + gSavedSettings.setBOOL("sunbeacon", mShowSunBeacon && gSavedSettings.getBOOL("sunbeacon")); + gSavedSettings.setBOOL("moonbeacon", mShowMoonBeacon && gSavedSettings.getBOOL("moonbeacon")); + } +} + //========================================================================= LLTrackBlenderLoopingManual::LLTrackBlenderLoopingManual(const LLSettingsBase::ptr_t &target, const LLSettingsDay::ptr_t &day, S32 trackno) : LLSettingsBlender(target, LLSettingsBase::ptr_t(), LLSettingsBase::ptr_t()), diff --git a/indra/newview/llenvironment.h b/indra/newview/llenvironment.h index 4b6e657099..8ba1e7e47b 100644 --- a/indra/newview/llenvironment.h +++ b/indra/newview/llenvironment.h @@ -169,6 +169,9 @@ public: bool getIsSunUp() const; bool getIsMoonUp() const; + void saveBeaconsState(); + void revertBeaconsState(); + // Returns either sun or moon direction (depending on which is up and stronger) // Light direction in +x right, +z up, +y at internal coord sys LLVector3 getLightDirection() const; // returns sun or moon depending on which is up @@ -393,6 +396,10 @@ private: void onRegionChange(); void onParcelChange(); + bool mShowSunBeacon; + bool mShowMoonBeacon; + S32 mEditorCounter; + struct UpdateInfo { typedef std::shared_ptr ptr_t; diff --git a/indra/newview/llfloatereditextdaycycle.cpp b/indra/newview/llfloatereditextdaycycle.cpp index bae901bd50..3870794c63 100644 --- a/indra/newview/llfloatereditextdaycycle.cpp +++ b/indra/newview/llfloatereditextdaycycle.cpp @@ -271,6 +271,10 @@ BOOL LLFloaterEditExtDayCycle::postBuild() void LLFloaterEditExtDayCycle::onOpen(const LLSD& key) { + if (!mEditDay) + { + LLEnvironment::instance().saveBeaconsState(); + } mEditDay.reset(); mEditContext = CONTEXT_UNKNOWN; if (key.has(KEY_EDIT_CONTEXT)) @@ -410,10 +414,12 @@ void LLFloaterEditExtDayCycle::onClose(bool app_quitting) // there's no point to change environment if we're quitting // or if we already restored environment stopPlay(); + LLEnvironment::instance().revertBeaconsState(); if (!app_quitting) { LLEnvironment::instance().setSelectedEnvironment(LLEnvironment::ENV_LOCAL, LLEnvironment::TRANSITION_FAST); LLEnvironment::instance().clearEnvironment(LLEnvironment::ENV_EDIT); + mEditDay.reset(); } } @@ -1613,8 +1619,8 @@ void LLFloaterEditExtDayCycle::setTabsData(LLTabContainer * tabcontainer, const LLSettingsEditPanel *panel = static_cast(tabcontainer->getPanelByIndex(idx)); if (panel) { - panel->setSettings(settings); panel->setCanChangeSettings(editable & mCanMod); + panel->setSettings(settings); } } } diff --git a/indra/newview/llfloaterenvironmentadjust.cpp b/indra/newview/llfloaterenvironmentadjust.cpp index 3d19d560d6..4eb5e03603 100644 --- a/indra/newview/llfloaterenvironmentadjust.cpp +++ b/indra/newview/llfloaterenvironmentadjust.cpp @@ -115,6 +115,10 @@ BOOL LLFloaterEnvironmentAdjust::postBuild() void LLFloaterEnvironmentAdjust::onOpen(const LLSD& key) { + if (!mLiveSky) + { + LLEnvironment::instance().saveBeaconsState(); + } captureCurrentEnvironment(); mEventConnection = LLEnvironment::instance().setEnvironmentChanged([this](LLEnvironment::EnvSelection_t env, S32 version){ onEnvironmentUpdated(env, version); }); @@ -125,6 +129,7 @@ void LLFloaterEnvironmentAdjust::onOpen(const LLSD& key) void LLFloaterEnvironmentAdjust::onClose(bool app_quitting) { + LLEnvironment::instance().revertBeaconsState(); mEventConnection.disconnect(); mLiveSky.reset(); mLiveWater.reset(); diff --git a/indra/newview/llfloaterfixedenvironment.cpp b/indra/newview/llfloaterfixedenvironment.cpp index a94b7c219f..b1fdc2d2a5 100644 --- a/indra/newview/llfloaterfixedenvironment.cpp +++ b/indra/newview/llfloaterfixedenvironment.cpp @@ -214,8 +214,8 @@ void LLFloaterFixedEnvironment::refresh() LLSettingsEditPanel *panel = static_cast(mTab->getPanelByIndex(idx)); if (panel) { - panel->refresh(); panel->setCanChangeSettings(mCanMod); + panel->refresh(); } } } @@ -814,13 +814,20 @@ void LLFloaterFixedEnvironmentSky::onOpen(const LLSD& key) // Initialize the settings, take a snapshot of the current water. mSettings = LLEnvironment::instance().getEnvironmentFixedSky(LLEnvironment::ENV_CURRENT)->buildClone(); mSettings->setName("Snapshot sky (new)"); - + LLEnvironment::instance().saveBeaconsState(); // TODO: Should we grab water and keep it around for reference? } LLFloaterFixedEnvironment::onOpen(key); } +void LLFloaterFixedEnvironmentSky::onClose(bool app_quitting) +{ + LLEnvironment::instance().revertBeaconsState(); + + LLFloaterFixedEnvironment::onClose(app_quitting); +} + void LLFloaterFixedEnvironmentSky::doImportFromDisk() { // Load a a legacy Windlight XML from disk. (new LLFilePickerReplyThread(boost::bind(&LLFloaterFixedEnvironmentSky::loadSkySettingFromFile, this, _1), LLFilePicker::FFLOAD_XML, false))->getFile(); @@ -851,9 +858,3 @@ void LLFloaterFixedEnvironmentSky::loadSkySettingFromFile(const std::vector(FIELD_SKY_SUN_SCALE)->setEnabled(enabled); getChild(FIELD_SKY_MOON_SCALE)->setEnabled(enabled); getChild(FIELD_SKY_MOON_BRIGHTNESS)->setEnabled(enabled); + getChildView(PANEL_SKY_SUN_LAYOUT)->setAllChildrenEnabled(TRUE); + getChildView(PANEL_SKY_MOON_LAYOUT)->setAllChildrenEnabled(TRUE); } } void LLPanelSettingsSkySunMoonTab::refresh() { - if (!mSkySettings) + if (!mSkySettings || !getCanChangeSettings()) { - setAllChildrenEnabled(FALSE); - setEnabled(FALSE); + getChildView(PANEL_SKY_SUN_LAYOUT)->setAllChildrenEnabled(FALSE); + getChildView(PANEL_SKY_MOON_LAYOUT)->setAllChildrenEnabled(FALSE); + getChildView(FIELD_SKY_SUN_BEACON)->setEnabled(TRUE); + getChildView(FIELD_SKY_MOON_BEACON)->setEnabled(TRUE); return; } @@ -654,7 +663,7 @@ void LLPanelSettingsSkyDensityTab::setEnabled(BOOL enabled) void LLPanelSettingsSkyDensityTab::refresh() { - if (!mSkySettings) + if (!mSkySettings || !getCanChangeSettings()) { setAllChildrenEnabled(FALSE); setEnabled(FALSE); diff --git a/indra/newview/llpaneleditwater.cpp b/indra/newview/llpaneleditwater.cpp index 1f9c79c9eb..d8b97b714b 100644 --- a/indra/newview/llpaneleditwater.cpp +++ b/indra/newview/llpaneleditwater.cpp @@ -130,7 +130,7 @@ void LLPanelSettingsWaterMainTab::setEnabled(BOOL enabled) //========================================================================== void LLPanelSettingsWaterMainTab::refresh() { - if (!mWaterSettings) + if (!mWaterSettings || !getCanChangeSettings()) { setAllChildrenEnabled(FALSE); setEnabled(FALSE); diff --git a/indra/newview/llpanelenvironment.cpp b/indra/newview/llpanelenvironment.cpp index 034e5f81b4..554fe6e9bc 100644 --- a/indra/newview/llpanelenvironment.cpp +++ b/indra/newview/llpanelenvironment.cpp @@ -736,6 +736,9 @@ void LLPanelEnvironmentInfo::onAltSliderCallback(LLUICtrl *cntrl, const LLSD &da { LLMultiSliderCtrl *sld = (LLMultiSliderCtrl *)cntrl; std::string sld_name = sld->getCurSlider(); + + if (sld_name.empty()) return; + F32 sld_value = sld->getCurSliderValue(); mAltitudes[sld_name].mAltitude = sld_value; diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 387644fa57..cc70f651cf 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -502,7 +502,7 @@ LLSettingsSky::ptr_t LLSettingsVOSky::buildFromLegacyPresetFile(const std::strin return ptr_t(); } - return buildFromLegacyPreset(name, legacy_data, messages); + return buildFromLegacyPreset(LLURI::unescape(name), legacy_data, messages); } @@ -682,8 +682,8 @@ void LLSettingsVOSky::applySpecial(void *ptarget) LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); - LLColor4 sunDiffuse = psky->getSunDiffuse(); - LLColor4 moonDiffuse = psky->getMoonDiffuse(); + LLColor4 sunDiffuse = psky->getSunlightColor(); + LLColor4 moonDiffuse = psky->getMoonlightColor(); F32 max_color = llmax(sunDiffuse.mV[0], sunDiffuse.mV[1], sunDiffuse.mV[2]); if (max_color > 1.f) @@ -831,7 +831,7 @@ LLSettingsWater::ptr_t LLSettingsVOWater::buildFromLegacyPresetFile(const std::s return ptr_t(); } - return buildFromLegacyPreset(name, legacy_data, messages); + return buildFromLegacyPreset(LLURI::unescape(name), legacy_data, messages); } @@ -936,7 +936,7 @@ void LLSettingsVOWater::applySpecial(void *ptarget) shader->uniform1f(LLShaderMgr::WATER_FOGKS, waterFogKS); F32 eyedepth = LLViewerCamera::getInstance()->getOrigin().mV[2] - water_height; - bool underwater = LLPipeline::sUnderWaterRender || (eyedepth <= 0.0f); + bool underwater = (eyedepth <= 0.0f); F32 waterFogDensity = env.getCurrentWater()->getModifiedWaterFogDensity(underwater); shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY, waterFogDensity); @@ -947,10 +947,8 @@ void LLSettingsVOWater::applySpecial(void *ptarget) F32 blend_factor = env.getCurrentWater()->getBlendFactor(); shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); - LLVector4 rotated_light_direction = LLEnvironment::instance().getRotatedLightNorm(); - shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, rotated_light_direction.mV); - shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, 1, LLViewerCamera::getInstance()->getOrigin().mV); - shader->uniform1f(LLViewerShaderMgr::DISTANCE_MULTIPLIER, 0); + // update to normal lightnorm, water shader itself will use rotated lightnorm as necessary + shader->uniform4fv(LLShaderMgr::LIGHTNORM, 1, light_direction.mV); } } @@ -1101,8 +1099,8 @@ LLSettingsDay::ptr_t LLSettingsVODay::buildFromLegacyPresetFile(const std::strin LL_WARNS("SETTINGS") << "Could not load legacy Windlight \"" << name << "\" from " << path << LL_ENDL; return ptr_t(); } - - return buildFromLegacyPreset(name, path, legacy_data, messages); + // Name for LLSettingsDay only, path to get related files from filesystem + return buildFromLegacyPreset(LLURI::unescape(name), path, legacy_data, messages); } diff --git a/indra/newview/llsettingsvo.h b/indra/newview/llsettingsvo.h index 0f4b715e44..6f105c9d61 100644 --- a/indra/newview/llsettingsvo.h +++ b/indra/newview/llsettingsvo.h @@ -40,6 +40,7 @@ class LLVFS; class LLInventoryItem; +class LLGLSLShader; //========================================================================= class LLSettingsVOBase : public LLSettingsBase @@ -101,6 +102,8 @@ public: bool isAdvanced() const { return m_isAdvanced; } + virtual void updateShader(LLGLSLShader* shader) { applySpecial(shader); } + protected: LLSettingsVOSky(); @@ -132,6 +135,9 @@ public: static ptr_t buildFromLegacyPresetFile(const std::string &name, const std::string &path, LLSD &messages); static LLSD convertToLegacy(const ptr_t &); + + virtual void updateShader(LLGLSLShader* shader) { applySpecial(shader); } + protected: LLSettingsVOWater(); diff --git a/indra/newview/lltexturecache.cpp b/indra/newview/lltexturecache.cpp index 2fc7a3e605..bf4c0164f5 100644 --- a/indra/newview/lltexturecache.cpp +++ b/indra/newview/lltexturecache.cpp @@ -1765,28 +1765,27 @@ void LLTextureCache::purgeTextures(bool validate) iter != time_idx_set.end(); ++iter) { S32 idx = iter->second; - bool purge_entry = false; - std::string filename = getTextureFileName(entries[idx].mID); - if (cache_size >= purged_cache_size) - { - purge_entry = true; - } - else if (validate) + bool purge_entry = false; + if (validate) { // make sure file exists and is the correct size U32 uuididx = entries[idx].mID.mData[0]; if (uuididx == validate_idx) { + std::string filename = getTextureFileName(entries[idx].mID); LL_DEBUGS("TextureCache") << "Validating: " << filename << "Size: " << entries[idx].mBodySize << LL_ENDL; S32 bodysize = LLAPRFile::size(filename, getLocalAPRFilePool()); if (bodysize != entries[idx].mBodySize) { - LL_WARNS("TextureCache") << "TEXTURE CACHE BODY HAS BAD SIZE: " << bodysize << " != " << entries[idx].mBodySize - << filename << LL_ENDL; + LL_WARNS("TextureCache") << "TEXTURE CACHE BODY HAS BAD SIZE: " << bodysize << " != " << entries[idx].mBodySize << filename << LL_ENDL; purge_entry = true; } } } + else if (cache_size >= purged_cache_size) + { + purge_entry = true; + } else { break; @@ -1795,6 +1794,7 @@ void LLTextureCache::purgeTextures(bool validate) if (purge_entry) { purge_count++; + std::string filename = getTextureFileName(entries[idx].mID); LL_DEBUGS("TextureCache") << "PURGING: " << filename << LL_ENDL; cache_size -= entries[idx].mBodySize; removeEntry(idx, entries[idx], filename) ; diff --git a/indra/newview/lltexturecache.h b/indra/newview/lltexturecache.h index 34e43eeedf..f2af42e88c 100644 --- a/indra/newview/lltexturecache.h +++ b/indra/newview/lltexturecache.h @@ -45,6 +45,11 @@ class LLTextureCache : public LLWorkerThread friend class LLTextureCacheLocalFileWorker; private: + +#if LL_WINDOWS +#pragma pack(push,1) +#endif + // Entries static const U32 sHeaderEncoderStringSize = 32; struct EntriesInfo @@ -73,7 +78,10 @@ private: U32 mTime; // seconds since 1/1/1970 }; - +#if LL_WINDOWS +#pragma pack(pop) +#endif + public: class Responder : public LLResponder diff --git a/indra/newview/llviewermenu.cpp b/indra/newview/llviewermenu.cpp index fbfbe210e8..b78923209c 100644 --- a/indra/newview/llviewermenu.cpp +++ b/indra/newview/llviewermenu.cpp @@ -9147,6 +9147,8 @@ void handle_dump_attachments(void*) // these are used in the gl menus to set control values, generically. class LLToggleControl : public view_listener_t { +protected: + bool handleEvent(const LLSD& userdata) { std::string control_name = userdata.asString(); @@ -9322,6 +9324,24 @@ class LLAdvancedClickRenderBenchmark: public view_listener_t } }; +// these are used in the gl menus to set control values that require shader recompilation +class LLToggleShaderControl : public view_listener_t +{ + bool handleEvent(const LLSD& userdata) + { + std::string control_name = userdata.asString(); + BOOL checked = gSavedSettings.getBOOL( control_name ); + gSavedSettings.setBOOL( control_name, !checked ); + LLPipeline::refreshCachedSettings(); + //gPipeline.updateRenderDeferred(); + //gPipeline.releaseGLBuffers(); + //gPipeline.createGLBuffers(); + //gPipeline.resetVertexBuffers(); + LLViewerShaderMgr::instance()->setShaders(); + return !checked; + } +}; + //[FIX FIRE-1927 - enable DoubleClickTeleport shortcut : SJ] class LLAdvancedToggleDoubleClickTeleport: public view_listener_t { @@ -9342,6 +9362,7 @@ class LLAdvancedToggleDoubleClickTeleport: public view_listener_t return true; } }; + void menu_toggle_attached_lights(void* user_data) { LLPipeline::sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights"); @@ -11767,6 +11788,7 @@ void initialize_menus() view_listener_t::addMenu(new LLShowAgentProfile(), "ShowAgentProfile"); view_listener_t::addMenu(new LLToggleAgentProfile(), "ToggleAgentProfile"); view_listener_t::addMenu(new LLToggleControl(), "ToggleControl"); + view_listener_t::addMenu(new LLToggleShaderControl(), "ToggleShaderControl"); view_listener_t::addMenu(new LLCheckControl(), "CheckControl"); view_listener_t::addMenu(new LLGoToObject(), "GoToObject"); commit.add("PayObject", boost::bind(&handle_give_money_dialog)); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index d90aa87794..a0abb562e8 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -930,7 +930,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders() if (gGLManager.mIsMobileGF) sum_lights_class = 3; #endif - + // Use the feature table to mask out the max light level to use. Also make sure it's at least 1. S32 max_light_class = gSavedSettings.getS32("RenderShaderLightingMaxLevel"); sum_lights_class = llclamp(sum_lights_class, 1, max_light_class); @@ -962,6 +962,25 @@ BOOL LLViewerShaderMgr::loadBasicShaders() attribs["MAX_JOINTS_PER_MESH_OBJECT"] = boost::lexical_cast(LLSkinningUtil::getMaxJointCount()); + BOOL ambient_kill = gSavedSettings.getBOOL("AmbientDisable"); + BOOL sunlight_kill = gSavedSettings.getBOOL("SunlightDisable"); + BOOL local_light_kill = gSavedSettings.getBOOL("LocalLightDisable"); + + if (ambient_kill) + { + attribs["AMBIENT_KILL"] = "1"; + } + + if (sunlight_kill) + { + attribs["SUNLIGHT_KILL"] = "1"; + } + + if (local_light_kill) + { + attribs["LOCAL_LIGHT_KILL"] = "1"; + } + // We no longer have to bind the shaders to global glhandles, they are automatically added to a map now. for (U32 i = 0; i < shaders.size(); i++) { @@ -1098,6 +1117,7 @@ BOOL LLViewerShaderMgr::loadShadersWater() gWaterProgram.mFeatures.calculatesAtmospherics = true; gWaterProgram.mFeatures.hasGamma = true; gWaterProgram.mFeatures.hasTransport = true; + gWaterProgram.mFeatures.hasSrgb = true; gWaterProgram.mShaderFiles.clear(); gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER_ARB)); gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1114,6 +1134,7 @@ BOOL LLViewerShaderMgr::loadShadersWater() gWaterEdgeProgram.mFeatures.calculatesAtmospherics = true; gWaterEdgeProgram.mFeatures.hasGamma = true; gWaterEdgeProgram.mFeatures.hasTransport = true; + gWaterEdgeProgram.mFeatures.hasSrgb = true; gWaterEdgeProgram.mShaderFiles.clear(); gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER_ARB)); gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1246,6 +1267,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { bool use_sun_shadow = mShaderLevel[SHADER_DEFERRED] > 1; + BOOL ambient_kill = gSavedSettings.getBOOL("AmbientDisable"); + BOOL sunlight_kill = gSavedSettings.getBOOL("SunlightDisable"); + BOOL local_light_kill = gSavedSettings.getBOOL("LocalLightDisable"); + if (mShaderLevel[SHADER_DEFERRED] == 0) { gDeferredTreeProgram.unload(); @@ -1471,6 +1496,22 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", "1"); } + + if (ambient_kill) + { + gDeferredSkinnedAlphaProgram.addPermutation("AMBIENT_KILL", "1"); + } + + if (sunlight_kill) + { + gDeferredSkinnedAlphaProgram.addPermutation("SUNLIGHT_KILL", "1"); + } + + if (local_light_kill) + { + gDeferredSkinnedAlphaProgram.addPermutation("LOCAL_LIGHT_KILL", "1"); + } + success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL); llassert(success); @@ -1539,6 +1580,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", "1"); } + if (ambient_kill) + { + gDeferredMaterialProgram[i].addPermutation("AMBIENT_KILL", "1"); + } + + if (sunlight_kill) + { + gDeferredMaterialProgram[i].addPermutation("SUNLIGHT_KILL", "1"); + } + + if (local_light_kill) + { + gDeferredMaterialProgram[i].addPermutation("LOCAL_LIGHT_KILL", "1"); + } + gDeferredMaterialProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode)); if (use_sun_shadow) @@ -1607,6 +1663,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() } gDeferredMaterialWaterProgram[i].addPermutation("WATER_FOG","1"); + if (ambient_kill) + { + gDeferredMaterialWaterProgram[i].addPermutation("AMBIENT_KILL", "1"); + } + + if (sunlight_kill) + { + gDeferredMaterialWaterProgram[i].addPermutation("SUNLIGHT_KILL", "1"); + } + + if (local_light_kill) + { + gDeferredMaterialWaterProgram[i].addPermutation("LOCAL_LIGHT_KILL", "1"); + } + gDeferredMaterialWaterProgram[i].mFeatures.hasWaterFog = true; gDeferredMaterialWaterProgram[i].mFeatures.hasSrgb = true; gDeferredMaterialWaterProgram[i].mFeatures.encodesNormal = true; @@ -1689,12 +1760,30 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredLightProgram.mName = "Deferred Light Shader"; gDeferredLightProgram.mFeatures.isDeferred = true; gDeferredLightProgram.mFeatures.hasShadows = true; + gDeferredLightProgram.mFeatures.hasSrgb = true; gDeferredLightProgram.mShaderFiles.clear(); gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredLightProgram.clearPermutations(); + + if (ambient_kill) + { + gDeferredLightProgram.addPermutation("AMBIENT_KILL", "1"); + } + + if (sunlight_kill) + { + gDeferredLightProgram.addPermutation("SUNLIGHT_KILL", "1"); + } + + if (local_light_kill) + { + gDeferredLightProgram.addPermutation("LOCAL_LIGHT_KILL", "1"); + } + success = gDeferredLightProgram.createShader(NULL, NULL); llassert(success); } @@ -1706,12 +1795,30 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredMultiLightProgram[i].mName = llformat("Deferred MultiLight Shader %d", i); gDeferredMultiLightProgram[i].mFeatures.isDeferred = true; gDeferredMultiLightProgram[i].mFeatures.hasShadows = true; + gDeferredMultiLightProgram[i].mFeatures.hasSrgb = true; + gDeferredMultiLightProgram[i].clearPermutations(); gDeferredMultiLightProgram[i].mShaderFiles.clear(); gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredMultiLightProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredMultiLightProgram[i].addPermutation("LIGHT_COUNT", llformat("%d", i+1)); + + if (ambient_kill) + { + gDeferredMultiLightProgram[i].addPermutation("AMBIENT_KILL", "1"); + } + + if (sunlight_kill) + { + gDeferredMultiLightProgram[i].addPermutation("SUNLIGHT_KILL", "1"); + } + + if (local_light_kill) + { + gDeferredMultiLightProgram[i].addPermutation("LOCAL_LIGHT_KILL", "1"); + } + success = gDeferredMultiLightProgram[i].createShader(NULL, NULL); llassert(success); } @@ -1725,10 +1832,26 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSpotLightProgram.mFeatures.isDeferred = true; gDeferredSpotLightProgram.mFeatures.hasShadows = true; + gDeferredSpotLightProgram.clearPermutations(); gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + if (ambient_kill) + { + gDeferredSpotLightProgram.addPermutation("AMBIENT_KILL", "1"); + } + + if (sunlight_kill) + { + gDeferredSpotLightProgram.addPermutation("SUNLIGHT_KILL", "1"); + } + + if (local_light_kill) + { + gDeferredSpotLightProgram.addPermutation("LOCAL_LIGHT_KILL", "1"); + } + success = gDeferredSpotLightProgram.createShader(NULL, NULL); llassert(success); } @@ -1740,11 +1863,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredMultiSpotLightProgram.mFeatures.isDeferred = true; gDeferredMultiSpotLightProgram.mFeatures.hasShadows = true; + gDeferredMultiSpotLightProgram.clearPermutations(); gDeferredMultiSpotLightProgram.mShaderFiles.clear(); gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredMultiSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + if (local_light_kill) + { + gDeferredMultiSpotLightProgram.addPermutation("LOCAL_LIGHT_KILL", "1"); + } + success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL); llassert(success); } @@ -1835,6 +1964,22 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAlphaProgram.addPermutation("HAS_SHADOW", "1"); } gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1"); + + if (ambient_kill) + { + gDeferredAlphaProgram.addPermutation("AMBIENT_KILL", "1"); + } + + if (sunlight_kill) + { + gDeferredAlphaProgram.addPermutation("SUNLIGHT_KILL", "1"); + } + + if (local_light_kill) + { + gDeferredAlphaProgram.addPermutation("LOCAL_LIGHT_KILL", "1"); + } + gDeferredAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredAlphaProgram.createShader(NULL, NULL); @@ -1928,6 +2073,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gDeferredAlphaWaterProgram.addPermutation("HAS_SHADOW", "1"); } + + if (ambient_kill) + { + gDeferredAlphaWaterProgram.addPermutation("AMBIENT_KILL", "1"); + } + + if (sunlight_kill) + { + gDeferredAlphaWaterProgram.addPermutation("SUNLIGHT_KILL", "1"); + } + + if (local_light_kill) + { + gDeferredAlphaWaterProgram.addPermutation("LOCAL_LIGHT_KILL", "1"); + } gDeferredAlphaWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredAlphaWaterProgram.createShader(NULL, NULL); @@ -2143,11 +2303,27 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSoftenProgram.mFeatures.isDeferred = true; gDeferredSoftenProgram.mFeatures.hasShadows = use_sun_shadow; + gDeferredSoftenProgram.clearPermutations(); gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSoftenProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + if (ambient_kill) + { + gDeferredSoftenProgram.addPermutation("AMBIENT_KILL", "1"); + } + + if (sunlight_kill) + { + gDeferredSoftenProgram.addPermutation("SUNLIGHT_KILL", "1"); + } + + if (local_light_kill) + { + gDeferredSoftenProgram.addPermutation("LOCAL_LIGHT_KILL", "1"); + } + if (gSavedSettings.getBOOL("RenderDeferredSSAO")) { //if using SSAO, take screen space light map into account as if shadows are enabled gDeferredSoftenProgram.mShaderLevel = llmax(gDeferredSoftenProgram.mShaderLevel, 2); @@ -2164,6 +2340,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredSoftenWaterProgram.clearPermutations(); gDeferredSoftenWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredSoftenWaterProgram.addPermutation("WATER_FOG", "1"); gDeferredSoftenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; @@ -2176,6 +2353,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSoftenWaterProgram.mFeatures.isDeferred = true; gDeferredSoftenWaterProgram.mFeatures.hasShadows = use_sun_shadow; + if (ambient_kill) + { + gDeferredSoftenWaterProgram.addPermutation("AMBIENT_KILL", "1"); + } + + if (sunlight_kill) + { + gDeferredSoftenWaterProgram.addPermutation("SUNLIGHT_KILL", "1"); + } + + if (local_light_kill) + { + gDeferredSoftenWaterProgram.addPermutation("LOCAL_LIGHT_KILL", "1"); + } + 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); @@ -2412,6 +2604,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gDeferredAvatarAlphaProgram.addPermutation("HAS_SHADOW", "1"); } + + if (ambient_kill) + { + gDeferredAvatarAlphaProgram.addPermutation("AMBIENT_KILL", "1"); + } + + if (sunlight_kill) + { + gDeferredAvatarAlphaProgram.addPermutation("SUNLIGHT_KILL", "1"); + } + + if (local_light_kill) + { + gDeferredAvatarAlphaProgram.addPermutation("LOCAL_LIGHT_KILL", "1"); + } gDeferredAvatarAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; success = gDeferredAvatarAlphaProgram.createShader(NULL, NULL); @@ -2505,7 +2712,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredWLSkyProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT]; + gDeferredWLSkyProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY; success = gDeferredWLSkyProgram.createShader(NULL, NULL); @@ -2523,7 +2730,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredWLCloudProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT]; + gDeferredWLCloudProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY; success = gDeferredWLCloudProgram.createShader(NULL, NULL); llassert(success); @@ -3908,11 +4115,11 @@ BOOL LLViewerShaderMgr::loadShadersWindLight() if (success) { gWLSkyProgram.mName = "Windlight Sky Shader"; - //gWLSkyProgram.mFeatures.hasGamma = true; gWLSkyProgram.mShaderFiles.clear(); gWLSkyProgram.mFeatures.calculatesAtmospherics = true; gWLSkyProgram.mFeatures.hasTransport = true; gWLSkyProgram.mFeatures.hasGamma = true; + gWLSkyProgram.mFeatures.hasSrgb = true; gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyV.glsl", GL_VERTEX_SHADER_ARB)); gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyF.glsl", GL_FRAGMENT_SHADER_ARB)); gWLSkyProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT]; @@ -3927,6 +4134,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight() gWLCloudProgram.mFeatures.calculatesAtmospherics = true; gWLCloudProgram.mFeatures.hasTransport = true; gWLCloudProgram.mFeatures.hasGamma = true; + gWLCloudProgram.mFeatures.hasSrgb = true; gWLCloudProgram.mShaderFiles.push_back(make_pair("windlight/cloudsV.glsl", GL_VERTEX_SHADER_ARB)); gWLCloudProgram.mShaderFiles.push_back(make_pair("windlight/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB)); gWLCloudProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT]; diff --git a/indra/newview/llvotree.cpp b/indra/newview/llvotree.cpp index 37711bf927..f128301b2b 100644 --- a/indra/newview/llvotree.cpp +++ b/indra/newview/llvotree.cpp @@ -547,12 +547,14 @@ BOOL LLVOTree::updateGeometry(LLDrawable *drawable) LLStrider vertices; LLStrider normals; + LLStrider colors; LLStrider tex_coords; LLStrider indicesp; mReferenceBuffer->getVertexStrider(vertices); mReferenceBuffer->getNormalStrider(normals); mReferenceBuffer->getTexCoord0Strider(tex_coords); + mReferenceBuffer->getColorStrider(colors); mReferenceBuffer->getIndexStrider(indicesp); S32 vertex_count = 0; @@ -562,24 +564,27 @@ BOOL LLVOTree::updateGeometry(LLDrawable *drawable) *(normals++) = LLVector3(-SRR2, -SRR2, 0.f); *(tex_coords++) = LLVector2(LEAF_LEFT, LEAF_BOTTOM); *(vertices++) = LLVector3(-0.5f*LEAF_WIDTH, 0.f, 0.f); + *(colors++) = LLColor4U::white; vertex_count++; *(normals++) = LLVector3(SRR3, -SRR3, SRR3); *(tex_coords++) = LLVector2(LEAF_RIGHT, LEAF_TOP); *(vertices++) = LLVector3(0.5f*LEAF_WIDTH, 0.f, 1.f); + *(colors++) = LLColor4U::white; vertex_count++; *(normals++) = LLVector3(-SRR3, -SRR3, SRR3); *(tex_coords++) = LLVector2(LEAF_LEFT, LEAF_TOP); *(vertices++) = LLVector3(-0.5f*LEAF_WIDTH, 0.f, 1.f); + *(colors++) = LLColor4U::white; vertex_count++; *(normals++) = LLVector3(SRR2, -SRR2, 0.f); *(tex_coords++) = LLVector2(LEAF_RIGHT, LEAF_BOTTOM); *(vertices++) = LLVector3(0.5f*LEAF_WIDTH, 0.f, 0.f); + *(colors++) = LLColor4U::white; vertex_count++; - - + *(indicesp++) = 0; index_count++; *(indicesp++) = 1; @@ -598,21 +603,25 @@ BOOL LLVOTree::updateGeometry(LLDrawable *drawable) *(normals++) = LLVector3(-SRR2, SRR2, 0.f); *(tex_coords++) = LLVector2(LEAF_LEFT, LEAF_BOTTOM); *(vertices++) = LLVector3(-0.5f*LEAF_WIDTH, 0.f, 0.f); + *(colors++) = LLColor4U::white; vertex_count++; *(normals++) = LLVector3(SRR3, SRR3, SRR3); *(tex_coords++) = LLVector2(LEAF_RIGHT, LEAF_TOP); *(vertices++) = LLVector3(0.5f*LEAF_WIDTH, 0.f, 1.f); + *(colors++) = LLColor4U::white; vertex_count++; *(normals++) = LLVector3(-SRR3, SRR3, SRR3); *(tex_coords++) = LLVector2(LEAF_LEFT, LEAF_TOP); *(vertices++) = LLVector3(-0.5f*LEAF_WIDTH, 0.f, 1.f); + *(colors++) = LLColor4U::white; vertex_count++; *(normals++) = LLVector3(SRR2, SRR2, 0.f); *(tex_coords++) = LLVector2(LEAF_RIGHT, LEAF_BOTTOM); *(vertices++) = LLVector3(0.5f*LEAF_WIDTH, 0.f, 0.f); + *(colors++) = LLColor4U::white; vertex_count++; *(indicesp++) = 4; @@ -634,21 +643,25 @@ BOOL LLVOTree::updateGeometry(LLDrawable *drawable) *(normals++) = LLVector3(SRR2, -SRR2, 0.f); *(tex_coords++) = LLVector2(LEAF_LEFT, LEAF_BOTTOM); *(vertices++) = LLVector3(0.f, -0.5f*LEAF_WIDTH, 0.f); + *(colors++) = LLColor4U::white; vertex_count++; *(normals++) = LLVector3(SRR3, SRR3, SRR3); *(tex_coords++) = LLVector2(LEAF_RIGHT, LEAF_TOP); *(vertices++) = LLVector3(0.f, 0.5f*LEAF_WIDTH, 1.f); + *(colors++) = LLColor4U::white; vertex_count++; *(normals++) = LLVector3(SRR3, -SRR3, SRR3); *(tex_coords++) = LLVector2(LEAF_LEFT, LEAF_TOP); *(vertices++) = LLVector3(0.f, -0.5f*LEAF_WIDTH, 1.f); + *(colors++) = LLColor4U::white; vertex_count++; *(normals++) = LLVector3(SRR2, SRR2, 0.f); *(tex_coords++) = LLVector2(LEAF_RIGHT, LEAF_BOTTOM); *(vertices++) = LLVector3(0.f, 0.5f*LEAF_WIDTH, 0.f); + *(colors++) = LLColor4U::white; vertex_count++; *(indicesp++) = 8; @@ -670,21 +683,25 @@ BOOL LLVOTree::updateGeometry(LLDrawable *drawable) *(normals++) = LLVector3(-SRR2, -SRR2, 0.f); *(tex_coords++) = LLVector2(LEAF_LEFT, LEAF_BOTTOM); *(vertices++) = LLVector3(0.f, -0.5f*LEAF_WIDTH, 0.f); + *(colors++) = LLColor4U::white; vertex_count++; *(normals++) = LLVector3(-SRR3, SRR3, SRR3); *(tex_coords++) = LLVector2(LEAF_RIGHT, LEAF_TOP); *(vertices++) = LLVector3(0.f, 0.5f*LEAF_WIDTH, 1.f); + *(colors++) = LLColor4U::white; vertex_count++; *(normals++) = LLVector3(-SRR3, -SRR3, SRR3); *(tex_coords++) = LLVector2(LEAF_LEFT, LEAF_TOP); *(vertices++) = LLVector3(0.f, -0.5f*LEAF_WIDTH, 1.f); + *(colors++) = LLColor4U::white; vertex_count++; *(normals++) = LLVector3(-SRR2, SRR2, 0.f); *(tex_coords++) = LLVector2(LEAF_RIGHT, LEAF_BOTTOM); *(vertices++) = LLVector3(0.f, 0.5f*LEAF_WIDTH, 0.f); + *(colors++) = LLColor4U::white; vertex_count++; *(indicesp++) = 12; @@ -797,6 +814,7 @@ BOOL LLVOTree::updateGeometry(LLDrawable *drawable) *(vertices++) = LLVector3(x1*radius, y1*radius, z); *(normals++) = LLVector3(x1, y1, 0.f); *(tex_coords++) = tc; + *(colors++) = LLColor4U::white; vertex_count++; } } @@ -921,15 +939,17 @@ void LLVOTree::updateMesh() LLStrider vertices; LLStrider normals; LLStrider tex_coords; + LLStrider colors; LLStrider indices; U16 idx_offset = 0; buff->getVertexStrider(vertices); buff->getNormalStrider(normals); buff->getTexCoord0Strider(tex_coords); + buff->getColorStrider(colors); buff->getIndexStrider(indices); - genBranchPipeline(vertices, normals, tex_coords, indices, idx_offset, scale_mat, mTrunkLOD, stop_depth, mDepth, mTrunkDepth, 1.0, mTwist, droop, mBranches, alpha); + genBranchPipeline(vertices, normals, tex_coords, colors, indices, idx_offset, scale_mat, mTrunkLOD, stop_depth, mDepth, mTrunkDepth, 1.0, mTwist, droop, mBranches, alpha); mReferenceBuffer->flush(); buff->flush(); @@ -938,6 +958,7 @@ void LLVOTree::updateMesh() void LLVOTree::appendMesh(LLStrider& vertices, LLStrider& normals, LLStrider& tex_coords, + LLStrider& colors, LLStrider& indices, U16& cur_idx, LLMatrix4& matrix, @@ -950,11 +971,13 @@ void LLVOTree::appendMesh(LLStrider& vertices, LLStrider v; LLStrider n; LLStrider t; + LLStrider c; LLStrider idx; mReferenceBuffer->getVertexStrider(v); mReferenceBuffer->getNormalStrider(n); mReferenceBuffer->getTexCoord0Strider(t); + mReferenceBuffer->getColorStrider(c); mReferenceBuffer->getIndexStrider(idx); //copy/transform vertices into mesh - check @@ -966,6 +989,7 @@ void LLVOTree::appendMesh(LLStrider& vertices, norm.normalize(); *normals++ = norm; *tex_coords++ = t[index]; + *colors++ = c[index]; } //copy offset indices into mesh - check @@ -983,6 +1007,7 @@ void LLVOTree::appendMesh(LLStrider& vertices, void LLVOTree::genBranchPipeline(LLStrider& vertices, LLStrider& normals, LLStrider& tex_coords, + LLStrider& colors, LLStrider& indices, U16& index_offset, LLMatrix4& matrix, @@ -1024,7 +1049,7 @@ void LLVOTree::genBranchPipeline(LLStrider& vertices, LLMatrix4 norm_mat = LLMatrix4(norm.inverse().transpose().m); norm_mat.invert(); - appendMesh(vertices, normals, tex_coords, indices, index_offset, scale_mat, norm_mat, + appendMesh(vertices, normals, tex_coords, colors, indices, index_offset, scale_mat, norm_mat, sLODVertexOffset[trunk_LOD], sLODVertexCount[trunk_LOD], sLODIndexCount[trunk_LOD], sLODIndexOffset[trunk_LOD]); } @@ -1043,7 +1068,7 @@ void LLVOTree::genBranchPipeline(LLStrider& vertices, LLMatrix4 rot_mat(rot); rot_mat *= trans_mat; - genBranchPipeline(vertices, normals, tex_coords, indices, index_offset, rot_mat, trunk_LOD, stop_level, depth - 1, 0, scale*mScaleStep, twist, droop, branches, alpha); + genBranchPipeline(vertices, normals, tex_coords, colors, indices, index_offset, rot_mat, trunk_LOD, stop_level, depth - 1, 0, scale*mScaleStep, twist, droop, branches, alpha); } // Recurse to continue trunk if (trunk_depth) @@ -1054,7 +1079,7 @@ void LLVOTree::genBranchPipeline(LLStrider& vertices, LLMatrix4 rot_mat(70.5f*DEG_TO_RAD, LLVector4(0,0,1)); rot_mat *= trans_mat; // rotate a bit around Z when ascending - genBranchPipeline(vertices, normals, tex_coords, indices, index_offset, rot_mat, trunk_LOD, stop_level, depth, trunk_depth-1, scale*mScaleStep, twist, droop, branches, alpha); + genBranchPipeline(vertices, normals, tex_coords, colors, indices, index_offset, rot_mat, trunk_LOD, stop_level, depth, trunk_depth-1, scale*mScaleStep, twist, droop, branches, alpha); } } else @@ -1073,7 +1098,7 @@ void LLVOTree::genBranchPipeline(LLStrider& vertices, glh::matrix4f norm((F32*) scale_mat.mMatrix); LLMatrix4 norm_mat = LLMatrix4(norm.inverse().transpose().m); - appendMesh(vertices, normals, tex_coords, indices, index_offset, scale_mat, norm_mat, 0, LEAF_VERTICES, LEAF_INDICES, 0); + appendMesh(vertices, normals, tex_coords, colors, indices, index_offset, scale_mat, norm_mat, 0, LEAF_VERTICES, LEAF_INDICES, 0); } } } diff --git a/indra/newview/llvotree.h b/indra/newview/llvotree.h index 5e0255e55e..10b3de1257 100644 --- a/indra/newview/llvotree.h +++ b/indra/newview/llvotree.h @@ -81,7 +81,8 @@ public: void appendMesh(LLStrider& vertices, LLStrider& normals, - LLStrider& tex_coords, + LLStrider& tex_coords, + LLStrider& colors, LLStrider& indices, U16& idx_offset, LLMatrix4& matrix, @@ -94,6 +95,7 @@ public: void genBranchPipeline(LLStrider& vertices, LLStrider& normals, LLStrider& tex_coords, + LLStrider& colors, LLStrider& indices, U16& index_offset, LLMatrix4& matrix, diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index f4db0fb4bd..aefba2c3dc 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -3562,7 +3562,7 @@ F32 LLVOVolume::getLightFalloff() const const LLLightParams *param_block = (const LLLightParams *)getParameterEntry(LLNetworkData::PARAMS_LIGHT); if (param_block) { - return param_block->getFalloff(); + return param_block->getFalloff() * 0.5f; } else { @@ -5236,6 +5236,12 @@ static LLTrace::BlockTimerStatHandle FTM_REGISTER_FACE("Register Face"); void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep, U32 type) { + + //const LLTextureEntry* te = facep->getTextureEntry(); + //F32 te_alpha = te->getColor().mV[VW]; + // we should not attempt to render anything that's 100% transparent except invisiprims... + //llassert(te_alpha > 0.0f || type == LLRenderPass::PASS_ALPHA_INVISIBLE); + LL_RECORD_BLOCK_TIME(FTM_REGISTER_FACE); if ( type == LLRenderPass::PASS_ALPHA && facep->getTextureEntry()->getMaterialParams().notNull() @@ -5823,6 +5829,7 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) LLViewerTexture* tex = facep->getTexture(); U32 type = gPipeline.getPoolTypeFromTE(te, tex); + F32 te_alpha = te->getColor().mV[3]; if (te->getGlow()) { @@ -5834,17 +5841,24 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) if (mat && LLPipeline::sRenderDeferred) { U8 alpha_mode = mat->getDiffuseAlphaMode(); + + + // don't bother with 100% transparent faces... + if (te_alpha <= 0.0f) + { + continue; + } bool is_alpha = type == LLDrawPool::POOL_ALPHA && (alpha_mode == LLMaterial::DIFFUSE_ALPHA_MODE_BLEND || - te->getColor().mV[3] < 0.999f); + te_alpha < 0.999f); if (is_alpha) { //this face needs alpha blending, override alpha mode alpha_mode = LLMaterial::DIFFUSE_ALPHA_MODE_BLEND; } - if (!is_alpha || te->getColor().mV[3] > 0.f) // //only add the face if it will actually be visible + if (!is_alpha || te_alpha > 0.f) // //only add the face if it will actually be visible { U32 mask = mat->getShaderMask(alpha_mode); pool->addRiggedFace(facep, mask); @@ -5858,35 +5872,33 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) bool can_be_shiny = mode == LLMaterial::DIFFUSE_ALPHA_MODE_NONE || mode == LLMaterial::DIFFUSE_ALPHA_MODE_EMISSIVE; - if (mode == LLMaterial::DIFFUSE_ALPHA_MODE_MASK && te->getColor().mV[3] >= 0.999f) - { - pool->addRiggedFace(facep, fullbright ? LLDrawPoolAvatar::RIGGED_FULLBRIGHT : LLDrawPoolAvatar::RIGGED_SIMPLE); - } - else if (is_alpha || (te->getColor().mV[3] < 0.999f)) - { - if (te->getColor().mV[3] > 0.f) - { - pool->addRiggedFace(facep, fullbright ? LLDrawPoolAvatar::RIGGED_FULLBRIGHT_ALPHA : LLDrawPoolAvatar::RIGGED_ALPHA); - } - } - else if (gPipeline.canUseVertexShaders() - && LLPipeline::sRenderBump - && te->getShiny() - && can_be_shiny) - { - pool->addRiggedFace(facep, fullbright ? LLDrawPoolAvatar::RIGGED_FULLBRIGHT_SHINY : LLDrawPoolAvatar::RIGGED_SHINY); - } - else - { - pool->addRiggedFace(facep, fullbright ? LLDrawPoolAvatar::RIGGED_FULLBRIGHT : LLDrawPoolAvatar::RIGGED_SIMPLE); - } + if (te_alpha > 0.f) + { + if (mode == LLMaterial::DIFFUSE_ALPHA_MODE_MASK && te_alpha >= 0.999f) + { + pool->addRiggedFace(facep, fullbright ? LLDrawPoolAvatar::RIGGED_FULLBRIGHT : LLDrawPoolAvatar::RIGGED_SIMPLE); + } + else if (is_alpha || (te_alpha < 0.999f)) + { + pool->addRiggedFace(facep, fullbright ? LLDrawPoolAvatar::RIGGED_FULLBRIGHT_ALPHA : LLDrawPoolAvatar::RIGGED_ALPHA); + } + else if (gPipeline.canUseVertexShaders() + && LLPipeline::sRenderBump + && te->getShiny() + && can_be_shiny) + { + pool->addRiggedFace(facep, fullbright ? LLDrawPoolAvatar::RIGGED_FULLBRIGHT_SHINY : LLDrawPoolAvatar::RIGGED_SHINY); + } + else + { + pool->addRiggedFace(facep, fullbright ? LLDrawPoolAvatar::RIGGED_FULLBRIGHT : LLDrawPoolAvatar::RIGGED_SIMPLE); + } + } } - else - { - if (type == LLDrawPool::POOL_ALPHA) - { - if (te->getColor().mV[3] > 0.f) - { + else if (te_alpha > 0.0f) + { + if (type == LLDrawPool::POOL_ALPHA) + { if (te->getFullbright()) { pool->addRiggedFace(facep, LLDrawPoolAvatar::RIGGED_FULLBRIGHT_ALPHA); @@ -5895,54 +5907,52 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group) { pool->addRiggedFace(facep, LLDrawPoolAvatar::RIGGED_ALPHA); } - } - } - else if (te->getShiny()) - { - if (te->getFullbright()) - { - pool->addRiggedFace(facep, LLDrawPoolAvatar::RIGGED_FULLBRIGHT_SHINY); - } - else - { - if (LLPipeline::sRenderDeferred) - { - pool->addRiggedFace(facep, LLDrawPoolAvatar::RIGGED_SIMPLE); - } - else - { - pool->addRiggedFace(facep, LLDrawPoolAvatar::RIGGED_SHINY); - } - } - } - else - { - if (te->getFullbright()) - { - pool->addRiggedFace(facep, LLDrawPoolAvatar::RIGGED_FULLBRIGHT); - } - else - { - pool->addRiggedFace(facep, LLDrawPoolAvatar::RIGGED_SIMPLE); - } - } - - - if (LLPipeline::sRenderDeferred) - { - if (type != LLDrawPool::POOL_ALPHA && !te->getFullbright()) - { - if (te->getBumpmap()) - { - pool->addRiggedFace(facep, LLDrawPoolAvatar::RIGGED_DEFERRED_BUMP); - } - else - { - pool->addRiggedFace(facep, LLDrawPoolAvatar::RIGGED_DEFERRED_SIMPLE); - } - } - } - } + } + else if (te->getShiny()) + { + if (te->getFullbright()) + { + pool->addRiggedFace(facep, LLDrawPoolAvatar::RIGGED_FULLBRIGHT_SHINY); + } + else + { + if (LLPipeline::sRenderDeferred) + { + pool->addRiggedFace(facep, LLDrawPoolAvatar::RIGGED_SIMPLE); + } + else + { + pool->addRiggedFace(facep, LLDrawPoolAvatar::RIGGED_SHINY); + } + } + } + else + { + if (te->getFullbright()) + { + pool->addRiggedFace(facep, LLDrawPoolAvatar::RIGGED_FULLBRIGHT); + } + else + { + pool->addRiggedFace(facep, LLDrawPoolAvatar::RIGGED_SIMPLE); + } + } + + if (LLPipeline::sRenderDeferred) + { + if (type != LLDrawPool::POOL_ALPHA && !te->getFullbright()) + { + if (te->getBumpmap()) + { + pool->addRiggedFace(facep, LLDrawPoolAvatar::RIGGED_DEFERRED_BUMP); + } + else + { + pool->addRiggedFace(facep, LLDrawPoolAvatar::RIGGED_DEFERRED_SIMPLE); + } + } + } + } } continue; @@ -6770,10 +6780,13 @@ U32 LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, LLFace mode == LLMaterial::DIFFUSE_ALPHA_MODE_EMISSIVE; } + F32 te_alpha = te->getColor().mV[3]; bool use_legacy_bump = te->getBumpmap() && (te->getBumpmap() < 18) && (!mat || mat->getNormalID().isNull()); - bool opaque = te->getColor().mV[3] >= 0.999f; + bool opaque = te_alpha >= 0.999f; + bool transparent = te_alpha < 0.999f; + bool invisible = te_alpha <= 0.0f; - if (mat && LLPipeline::sRenderDeferred && !hud_group) + if (mat && LLPipeline::sRenderDeferred && !hud_group && !invisible) { bool material_pass = false; @@ -6800,14 +6813,20 @@ U32 LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, LLFace } else { - if (mat->getEnvironmentIntensity() > 0 || - te->getShiny() > 0) + if (mat->getEnvironmentIntensity() > 0 || te->getShiny() > 0) { material_pass = true; } else { - registerFace(group, facep, LLRenderPass::PASS_FULLBRIGHT); + if (opaque) + { + registerFace(group, facep, LLRenderPass::PASS_FULLBRIGHT); + } + else + { + registerFace(group, facep, LLRenderPass::PASS_ALPHA); + } } } } @@ -6815,7 +6834,7 @@ U32 LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, LLFace { registerFace(group, facep, LLRenderPass::PASS_SIMPLE); } - else if (te->getColor().mV[3] < 0.999f) + else if (transparent) { registerFace(group, facep, LLRenderPass::PASS_ALPHA); } @@ -6860,10 +6879,10 @@ U32 LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, LLFace registerFace(group, facep, pass[mask]); } } - else if (mat) + else if (mat && !invisible) { U8 mode = mat->getDiffuseAlphaMode(); - if (te->getColor().mV[3] < 0.999f) + if (transparent) { mode = LLMaterial::DIFFUSE_ALPHA_MODE_BLEND; } @@ -6872,7 +6891,7 @@ U32 LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, LLFace { registerFace(group, facep, fullbright ? LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK : LLRenderPass::PASS_ALPHA_MASK); } - else if (is_alpha || (te->getColor().mV[3] < 0.999f)) + else if (is_alpha || transparent) { registerFace(group, facep, LLRenderPass::PASS_ALPHA); } @@ -6891,7 +6910,7 @@ U32 LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, LLFace else if (is_alpha) { // can we safely treat this as an alpha mask? - if (facep->getFaceColor().mV[3] <= 0.f) + if (invisible) { //100% transparent, don't render unless we're highlighting transparent registerFace(group, facep, LLRenderPass::PASS_ALPHA_INVISIBLE); } @@ -6914,7 +6933,8 @@ U32 LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, LLFace else if (gPipeline.canUseVertexShaders() && LLPipeline::sRenderBump && te->getShiny() - && can_be_shiny) + && can_be_shiny + && !invisible) { //shiny if (tex->getPrimaryFormat() == GL_ALPHA) { //invisiprim+shiny @@ -6950,7 +6970,7 @@ U32 LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, LLFace registerFace(group, facep, LLRenderPass::PASS_SHINY); } } - else + else if (!invisible) { //not alpha and not shiny if (!is_alpha && tex->getPrimaryFormat() == GL_ALPHA) { //invisiprim @@ -6988,9 +7008,8 @@ U32 LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, LLFace { registerFace(group, facep, LLRenderPass::PASS_SIMPLE); } + } } - } - if (!gPipeline.canUseVertexShaders() && !is_alpha && @@ -7002,7 +7021,7 @@ U32 LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, LLFace } //not sure why this is here, and looks like it might cause bump mapped objects to get rendered redundantly -- davep 5/11/2010 - if (!is_alpha && (hud_group || !LLPipeline::sRenderDeferred)) + if (!invisible && !is_alpha && (hud_group || !LLPipeline::sRenderDeferred)) { llassert((mask & LLVertexBuffer::MAP_NORMAL) || fullbright); facep->setPoolType((fullbright) ? LLDrawPool::POOL_FULLBRIGHT : LLDrawPool::POOL_SIMPLE); @@ -7013,7 +7032,7 @@ U32 LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, LLFace } } - if (!is_alpha && LLPipeline::sRenderGlow && te->getGlow() > 0.f) + if (!invisible && !is_alpha && LLPipeline::sRenderGlow && te->getGlow() > 0.f) { registerFace(group, facep, LLRenderPass::PASS_GLOW); } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 46c469576f..a21c6ad3e5 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -201,6 +201,7 @@ F32 LLPipeline::RenderShadowOffset; F32 LLPipeline::RenderShadowBias; F32 LLPipeline::RenderSpotShadowOffset; F32 LLPipeline::RenderSpotShadowBias; +LLDrawable* LLPipeline::RenderSpotLight = nullptr; F32 LLPipeline::RenderEdgeDepthCutoff; F32 LLPipeline::RenderEdgeNormCutoff; LLVector3 LLPipeline::RenderShadowGaussian; @@ -1247,7 +1248,7 @@ void LLPipeline::refreshCachedSettings() exoPostProcess::instance().ExodusRenderPostSettingsUpdate(); // Import Vignette from Exodus RenderAutoHideSurfaceAreaLimit = gSavedSettings.getF32("RenderAutoHideSurfaceAreaLimit"); - + RenderSpotLight = nullptr; updateRenderDeferred(); } @@ -2238,7 +2239,8 @@ void check_references(LLSpatialGroup* group, LLDrawable* drawable) { for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i) { - if (drawable == (LLDrawable*)(*i)->getDrawable()) + LLDrawable* drawablep = (LLDrawable*)(*i)->getDrawable(); + if (drawable == drawablep) { LL_ERRS() << "LLDrawable deleted while actively reference by LLPipeline." << LL_ENDL; } @@ -2263,9 +2265,9 @@ void check_references(LLSpatialGroup* group, LLFace* face) LLDrawable* drawable = (LLDrawable*)(*i)->getDrawable(); if(drawable) { - check_references(drawable, face); - } -} + check_references(drawable, face); + } + } } void LLPipeline::checkReferences(LLFace* face) @@ -3507,7 +3509,8 @@ void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result) group->setVisible(); for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i) { - markVisible((LLDrawable*)(*i)->getDrawable(), camera); + LLDrawable* drawablep = (LLDrawable*)(*i)->getDrawable(); + markVisible(drawablep, camera); } if (!sDelayVBUpdate) @@ -3595,7 +3598,8 @@ void LLPipeline::stateSort(LLSpatialGroup* group, LLCamera& camera) { for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i) { - stateSort((LLDrawable*)(*i)->getDrawable(), camera); + LLDrawable* drawablep = (LLDrawable*)(*i)->getDrawable(); + stateSort(drawablep, camera); } if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD) @@ -3624,6 +3628,14 @@ void LLPipeline::stateSort(LLDrawable* drawablep, LLCamera& camera) return; } + // SL-11353 + // ignore our own geo when rendering spotlight shadowmaps... + // + if (RenderSpotLight && drawablep == RenderSpotLight) + { + return; + } + if (LLSelectMgr::getInstance()->mHideSelectedObjects) { // if (drawablep->getVObj().notNull() && @@ -6338,22 +6350,15 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) LLEnvironment& environment = LLEnvironment::instance(); LLSettingsSky::ptr_t psky = environment.getCurrentSky(); - - // Ambient + if (!LLGLSLShader::sNoFixedFunction) { - gGL.syncMatrices(); - LLColor4 ambient = psky->getTotalAmbient(); - gGL.setAmbientLightColor(ambient); + gGL.syncMatrices(); } // Ambient - if (!LLGLSLShader::sNoFixedFunction) - { - gGL.syncMatrices(); - LLColor4 ambient = psky->getTotalAmbient(); - gGL.setAmbientLightColor(ambient); - } + LLColor4 ambient = psky->getTotalAmbient(); + gGL.setAmbientLightColor(ambient); bool sun_up = environment.getIsSunUp(); bool moon_up = environment.getIsMoonUp(); @@ -6366,18 +6371,8 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) mSunDir.setVec(sun_dir); mMoonDir.setVec(moon_dir); - // calculates diffuse sunlight per-pixel downstream, just provide setting sunlight_color - if (canUseWindLightShaders()) - { - mSunDiffuse.setVec(psky->getSunlightColor()); - } - else - { - // not using atmo shaders, use CPU-generated attenuated sunlight diffuse... - mSunDiffuse.setVec(psky->getSunDiffuse()); - } - - mMoonDiffuse.setVec(psky->getMoonDiffuse()); + mSunDiffuse.setVec(psky->getSunlightColor()); + mMoonDiffuse.setVec(psky->getMoonlightColor()); F32 max_color = llmax(mSunDiffuse.mV[0], mSunDiffuse.mV[1], mSunDiffuse.mV[2]); if (max_color > 1.f) @@ -6404,15 +6399,15 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) LLVector4 light_dir = sun_up ? mSunDir : mMoonDir; - mHWLightColors[0] = mSunDiffuse; + mHWLightColors[0] = sun_up ? mSunDiffuse : mMoonDiffuse; LLLightState* light = gGL.getLight(0); light->setPosition(light_dir); light->setSunPrimary(sun_up); - light->setDiffuse(mSunDiffuse); + light->setDiffuse(mHWLightColors[0]); light->setDiffuseB(mMoonDiffuse); - light->setAmbient(LLColor4::black); + light->setAmbient(psky->getTotalAmbient()); light->setSpecular(LLColor4::black); light->setConstantAttenuation(1.f); light->setLinearAttenuation(0.f); @@ -6441,12 +6436,27 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) { continue; } + + if (light->isAttachment()) + { + if (!sRenderAttachedLights) + { + continue; + } + } + + const LLViewerObject *vobj = drawable->getVObj(); + if(vobj && vobj->getAvatar() && vobj->getAvatar()->isInMuteList()) + { + continue; + } + if (drawable->isState(LLDrawable::ACTIVE)) { mLightMovingMask |= (1<getLightColor(); + LLColor4 light_color = sRenderDeferred ? light->getLightSRGBColor() : light->getLightColor(); light_color.mV[3] = 0.0f; F32 fade = iter->fade; @@ -6467,13 +6477,27 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) light_color *= fade; } + if (light_color.magVecSquared() < 0.001f) + { + continue; + } + LLVector3 light_pos(light->getRenderPosition()); LLVector4 light_pos_gl(light_pos, 1.0f); F32 light_radius = llmax(light->getLightRadius(), 0.001f); + F32 size = light_radius * (sRenderDeferred ? 1.5f : 1.0f); - F32 x = (3.f * (1.f + light->getLightFalloff())); // why this magic? probably trying to match a historic behavior. - float linatten = x / (light_radius); // % of brightness at radius + if (size <= 0.001f) + { + continue; + } + + F32 x = (3.f * (1.f + (light->getLightFalloff() * 2.0f))); // why this magic? probably trying to match a historic behavior. + F32 linatten = x / (light_radius); // % of brightness at radius + + // get falloff to match for forward deferred rendering lights + F32 falloff = light->getLightFalloff() + (sRenderDeferred ? 1.0 : 0.f); mHWLightColors[cur_light] = light_color; LLLightState* light_state = gGL.getLight(cur_light); @@ -6483,10 +6507,9 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) light_state->setAmbient(LLColor4::black); light_state->setConstantAttenuation(0.f); if (sRenderDeferred) - { - F32 size = light_radius*1.5f; + { light_state->setLinearAttenuation(size); - light_state->setQuadraticAttenuation(light->getLightFalloff()*0.5f); + light_state->setQuadraticAttenuation(falloff); } else { @@ -6631,9 +6654,6 @@ void LLPipeline::enableLights(U32 mask) } mLightMask = mask; stop_glerror(); - - LLColor4 ambient = LLEnvironment::instance().getCurrentSky()->getTotalAmbient(); - gGL.setAmbientLightColor(ambient); } } @@ -6749,13 +6769,11 @@ void LLPipeline::enableLightsAvatarEdit(const LLColor4& color) gGL.setAmbientLightColor(color); } -void LLPipeline::enableLightsFullbright(const LLColor4& color) +void LLPipeline::enableLightsFullbright() { assertInitialized(); U32 mask = 0x1000; // Non-0 mask, set ambient enableLights(mask); - - gGL.setAmbientLightColor(color); } void LLPipeline::disableLights() @@ -7690,7 +7708,7 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield) LLGLDisable blend(GL_BLEND); LLGLDisable cull(GL_CULL_FACE); - enableLightsFullbright(LLColor4(1,1,1,1)); + enableLightsFullbright(); gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); @@ -7733,7 +7751,7 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield) mScreen.bindTexture(0, 0, LLTexUnit::TFO_POINT); gGL.color4f(1,1,1,1); - gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); + gPipeline.enableLightsFullbright(); // FIRE-16829: Visual Artifacts with ALM enabled on AMD graphics //gGL.begin(LLRender::TRIANGLE_STRIP); //gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); @@ -8582,8 +8600,11 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ shader.uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, mSunDiffuse.mV); shader.uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, mMoonDiffuse.mV); + LLEnvironment& environment = LLEnvironment::instance(); + LLColor4 ambient(environment.getCurrentSky()->getTotalAmbient()); + shader.uniform4fv(LLShaderMgr::AMBIENT, 1, ambient.mV); shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); shader.uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, environment.getCurrentSky()->getSunMoonGlowFactor()); @@ -8960,7 +8981,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); - gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); + gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()); gGL.syncMatrices(); mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); @@ -8980,7 +9001,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) mat.mult_matrix_vec(tc); fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s)); - light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f)); + light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff())); } } unbindDeferredShader(gDeferredLightProgram); @@ -9016,7 +9037,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); - gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); + gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()); gGL.syncMatrices(); mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); @@ -9090,7 +9111,8 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) LLVector3 center = drawablep->getPositionAgent(); F32* c = center.mV; - F32 s = volume->getLightRadius()*1.5f; + F32 light_size_final = volume->getLightRadius()*1.5f; + F32 light_falloff_final = volume->getLightFalloff(); sVisibleLightCount++; @@ -9100,11 +9122,12 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) setupSpotLight(gDeferredMultiSpotLightProgram, drawablep); LLColor3 col = volume->getLightSRGBColor(); + gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); - gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); + gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, light_size_final); gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); - gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); + gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, light_falloff_final); mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); } @@ -9538,8 +9561,6 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) updateCull(camera, mSky); stateSort(camera, mSky); - gPipeline.grabReferences(mSky); - renderGeom(camera, TRUE); gPipeline.popRenderTypeMask(); @@ -9573,9 +9594,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) LLGLDisable cull(GL_CULL_FACE); updateCull(camera, mReflectedObjects, -water_clip, &plane); stateSort(camera, mReflectedObjects); - gPipeline.grabReferences(mReflectedObjects); renderGeom(camera); - } gPipeline.popRenderTypeMask(); mWaterRef.flush(); @@ -9611,7 +9630,9 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) if (LLPipeline::sUnderWaterRender) { - clearRenderTypeMask(LLPipeline::RENDER_TYPE_SKY, + clearRenderTypeMask( + LLPipeline::RENDER_TYPE_GROUND, + LLPipeline::RENDER_TYPE_SKY, LLPipeline::RENDER_TYPE_CLOUDS, LLPipeline::RENDER_TYPE_WL_SKY, END_RENDER_TYPES); @@ -9632,12 +9653,28 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) mWaterDis.bindTarget(); mWaterDis.getViewport(gGLViewport); + gGL.setColorMask(true, true); + mWaterDis.clear(); + gGL.setColorMask(true, false); + + if (detail < 4) + { + clearRenderTypeMask(LLPipeline::RENDER_TYPE_PARTICLES, END_RENDER_TYPES); + if (detail < 3) + { + clearRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES); + if (detail < 2) + { + clearRenderTypeMask(LLPipeline::RENDER_TYPE_VOLUME, END_RENDER_TYPES); + } + } + } + F32 water_dist = water_height * LLPipeline::sDistortionWaterClipPlaneMargin; //clip out geometry on the same side of water as the camera w/ enough margin to not include the water geo itself, // but not so much as to clip out parts of avatars that should be seen under the water in the distortion map LLPlane plane(-pnorm, water_dist); - LLGLUserClipPlane clip_plane(plane, current, projection); gGL.setColorMask(true, true); @@ -9652,8 +9689,6 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) updateCull(camera, mRefractedObjects, water_clip, &plane); stateSort(camera, mRefractedObjects); - gPipeline.grabReferences(mRefractedObjects); - renderGeom(camera); if (LLGLSLShader::sNoFixedFunction) @@ -10969,8 +11004,12 @@ void LLPipeline::generateSunShadow(LLCamera& camera) LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW0 + i + 4); + RenderSpotLight = drawable; + renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE, target_width); + RenderSpotLight = nullptr; + mShadow[i+4].flush(); } } diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 3a2bd30816..c2c53397f3 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -315,7 +315,7 @@ public: void enableLightsAvatar(); void enableLightsPreview(); void enableLightsAvatarEdit(const LLColor4& color); - void enableLightsFullbright(const LLColor4& color); + void enableLightsFullbright(); void disableLights(); void shiftObjects(const LLVector3 &offset); @@ -961,6 +961,7 @@ public: static F32 RenderShadowBias; static F32 RenderSpotShadowOffset; static F32 RenderSpotShadowBias; + static LLDrawable* RenderSpotLight; static F32 RenderEdgeDepthCutoff; static F32 RenderEdgeNormCutoff; static LLVector3 RenderShadowGaussian; diff --git a/indra/newview/skins/default/textures/textures.xml b/indra/newview/skins/default/textures/textures.xml index 370d3a4194..c02a1cc425 100644 --- a/indra/newview/skins/default/textures/textures.xml +++ b/indra/newview/skins/default/textures/textures.xml @@ -151,6 +151,7 @@ with the same filename but different name + diff --git a/indra/newview/skins/default/textures/toolbar_icons/environments.png b/indra/newview/skins/default/textures/toolbar_icons/environments.png new file mode 100644 index 0000000000..620db9f793 Binary files /dev/null and b/indra/newview/skins/default/textures/toolbar_icons/environments.png differ diff --git a/indra/newview/skins/default/xui/en/menu_viewer.xml b/indra/newview/skins/default/xui/en/menu_viewer.xml index 0dbae6d23d..9b567cb500 100644 --- a/indra/newview/skins/default/xui/en/menu_viewer.xml +++ b/indra/newview/skins/default/xui/en/menu_viewer.xml @@ -4087,6 +4087,36 @@ + + + + + + + + + + + + diff --git a/indra/newview/skins/default/xui/en/panel_region_environment.xml b/indra/newview/skins/default/xui/en/panel_region_environment.xml index 4d4ee7d730..f2f2d73a06 100644 --- a/indra/newview/skins/default/xui/en/panel_region_environment.xml +++ b/indra/newview/skins/default/xui/en/panel_region_environment.xml @@ -22,13 +22,11 @@ @@ -42,20 +40,16 @@ + +Items of this type can't be attached +to notecards on this region. + + +Only items with unrestricted +'next owner' permissions +can be attached to notecards. + + Searching... None found. @@ -433,11 +444,11 @@ Error in upload request. Please visit http://www.firestormviewer.org/support for help fixing this problem. - - Validation failed for importing settings [NAME] - Could not open file [FILE] - Could not open file [FILE] - Could not translate legacy windlight [NAME] + + Validation failed for importing settings [NAME] + Could not open file [FILE] + Could not open file [FILE] + Could not translate legacy windlight [NAME] texture @@ -464,9 +475,9 @@ http://www.firestormviewer.org/support for help fixing this problem. simstate favorite link - settings - folder link - mesh + folder link + settings + mesh (Editing Appearance) @@ -599,7 +610,7 @@ http://www.firestormviewer.org/support for help fixing this problem. Manage your estates silently Change your default animations Force your avatar to sit - Change your environment settings + Change your environment settings Snapshot saved: [FILENAME] Not Connected @@ -2610,6 +2621,7 @@ Try enclosing path to the editor with double quotes. Conversations Compass Destinations + My Environments Facebook Flickr Gestures @@ -2677,6 +2689,7 @@ Try enclosing path to the editor with double quotes. Converse with everyone (CTRL+T) Compass Destinations of interest + My Environments Post to Facebook Upload to Flickr Gestures for your avatar (CTRL+G)