Merge remote-tracking branch 'origin/develop' into brad/webrtc-voice-develop
commit
d0dfffe659
|
|
@ -606,6 +606,7 @@ Henri Beauchamp
|
|||
SL-19110
|
||||
SL-19159
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||||
[NO JIRA] (fullbright HUD alpha fix)
|
||||
secondlife/viewer#1744
|
||||
herina Bode
|
||||
Hikkoshi Sakai
|
||||
VWR-429
|
||||
|
|
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|||
|
|
@ -108,6 +108,9 @@ if (WINDOWS)
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|||
# https://github.com/actions/runner-images/issues/10004#issuecomment-2153445161
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||||
# can be removed after the above issue is resolved and deployed across GHA
|
||||
add_compile_definitions(_DISABLE_CONSTEXPR_MUTEX_CONSTRUCTOR)
|
||||
|
||||
# Allow use of sprintf etc
|
||||
add_compile_definitions(_CRT_SECURE_NO_WARNINGS)
|
||||
endif (WINDOWS)
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -134,7 +134,7 @@ public: \
|
|||
void ll_aligned_free_fallback( void* ptr );
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||||
//------------------------------------------------------------------------------------------------
|
||||
#else
|
||||
inline void* ll_aligned_malloc_fallback( size_t size, int align )
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inline void* ll_aligned_malloc_fallback( size_t size, size_t align )
|
||||
{
|
||||
LL_PROFILE_ZONE_SCOPED_CATEGORY_MEMORY;
|
||||
#if defined(LL_WINDOWS)
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||||
|
|
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|
|
@ -517,7 +517,7 @@ inline void ll_remove_outliers(std::vector<VEC_TYPE>& data, F32 k)
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|||
i++;
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||||
}
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||||
|
||||
S32 j = data.size()-1;
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||||
size_t j = data.size()-1;
|
||||
while (j > 0 && data[j] > max)
|
||||
{
|
||||
j--;
|
||||
|
|
|
|||
|
|
@ -279,7 +279,7 @@ bool LLGLSLShader::readProfileQuery(bool for_runtime, bool force_read)
|
|||
GLuint64 samples_passed = 0;
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||||
glGetQueryObjectui64v(mSamplesQuery, GL_QUERY_RESULT, &samples_passed);
|
||||
|
||||
U64 primitives_generated = 0;
|
||||
GLuint64 primitives_generated = 0;
|
||||
glGetQueryObjectui64v(mPrimitivesQuery, GL_QUERY_RESULT, &primitives_generated);
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||||
sTotalTimeElapsed += time_elapsed;
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||||
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||||
|
|
@ -476,6 +476,7 @@ bool LLGLSLShader::createShader()
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|||
}
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||||
else if (mFeatures.mIndexedTextureChannels > 0)
|
||||
{ //override texture channels for indexed texture rendering
|
||||
llassert(mFeatures.mIndexedTextureChannels == LLGLSLShader::sIndexedTextureChannels); // these numbers must always match
|
||||
bind();
|
||||
S32 channel_count = mFeatures.mIndexedTextureChannels;
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||||
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||||
|
|
@ -485,19 +486,41 @@ bool LLGLSLShader::createShader()
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|||
uniform1i(uniName, i);
|
||||
}
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||||
|
||||
S32 cur_tex = channel_count; //adjust any texture channels that might have been overwritten
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||||
//adjust any texture channels that might have been overwritten
|
||||
for (U32 i = 0; i < mTexture.size(); i++)
|
||||
{
|
||||
if (mTexture[i] > -1 && mTexture[i] < channel_count)
|
||||
if (mTexture[i] > -1)
|
||||
{
|
||||
llassert(cur_tex < gGLManager.mNumTextureImageUnits);
|
||||
uniform1i(i, cur_tex);
|
||||
mTexture[i] = cur_tex++;
|
||||
S32 new_tex = mTexture[i] + channel_count;
|
||||
uniform1i(i, new_tex);
|
||||
mTexture[i] = new_tex;
|
||||
}
|
||||
}
|
||||
|
||||
// get the true number of active texture channels
|
||||
mActiveTextureChannels = channel_count;
|
||||
for (auto& tex : mTexture)
|
||||
{
|
||||
mActiveTextureChannels = llmax(mActiveTextureChannels, tex + 1);
|
||||
}
|
||||
|
||||
// when indexed texture channels are used, enforce an upper limit of 16
|
||||
// this should act as a canary in the coal mine for adding textures
|
||||
// and breaking machines that are limited to 16 texture channels
|
||||
llassert(mActiveTextureChannels <= 16);
|
||||
unbind();
|
||||
}
|
||||
|
||||
LL_DEBUGS("GLSLTextureChannels") << mName << " has " << mActiveTextureChannels << " active texture channels" << LL_ENDL;
|
||||
|
||||
for (U32 i = 0; i < mTexture.size(); i++)
|
||||
{
|
||||
if (mTexture[i] > -1)
|
||||
{
|
||||
LL_DEBUGS("GLSLTextureChannels") << "Texture " << LLShaderMgr::instance()->mReservedUniforms[i] << " assigned to channel " << mTexture[i] << LL_ENDL;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef LL_PROFILER_ENABLE_RENDER_DOC
|
||||
setLabel(mName.c_str());
|
||||
#endif
|
||||
|
|
@ -736,6 +759,10 @@ void LLGLSLShader::mapUniform(GLint index)
|
|||
//found it
|
||||
mUniform[i] = location;
|
||||
mTexture[i] = mapUniformTextureChannel(location, type, size);
|
||||
if (mTexture[i] != -1)
|
||||
{
|
||||
LL_DEBUGS("GLSLTextureChannels") << name << " assigned to texture channel " << mTexture[i] << LL_ENDL;
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
|
@ -774,25 +801,21 @@ GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type, GLint
|
|||
if (size == 1)
|
||||
{
|
||||
glUniform1i(location, mActiveTextureChannels);
|
||||
LL_DEBUGS("ShaderUniform") << "Assigned to texture channel " << mActiveTextureChannels << LL_ENDL;
|
||||
mActiveTextureChannels++;
|
||||
}
|
||||
else
|
||||
{
|
||||
//is array of textures, make sequential after this texture
|
||||
GLint channel[32]; // <=== only support up to 32 texture channels
|
||||
llassert(size <= 32);
|
||||
size = llmin(size, 32);
|
||||
GLint channel[16]; // <=== only support up to 16 texture channels
|
||||
llassert(size <= 16);
|
||||
size = llmin(size, 16);
|
||||
for (int i = 0; i < size; ++i)
|
||||
{
|
||||
channel[i] = mActiveTextureChannels++;
|
||||
}
|
||||
glUniform1iv(location, size, channel);
|
||||
LL_DEBUGS("ShaderUniform") << "Assigned to texture channel " <<
|
||||
(mActiveTextureChannels - size) << " through " << (mActiveTextureChannels - 1) << LL_ENDL;
|
||||
}
|
||||
|
||||
llassert(mActiveTextureChannels <= 32); // too many textures (probably)
|
||||
return ret;
|
||||
}
|
||||
return -1;
|
||||
|
|
|
|||
|
|
@ -52,7 +52,6 @@ public:
|
|||
bool hasSrgb = false;
|
||||
bool isDeferred = false;
|
||||
bool hasScreenSpaceReflections = false;
|
||||
bool disableTextureIndex = false;
|
||||
bool hasAlphaMask = false;
|
||||
bool hasReflectionProbes = false;
|
||||
bool attachNothing = false;
|
||||
|
|
|
|||
|
|
@ -295,7 +295,7 @@ bool LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
|
|||
|
||||
if (features->hasLighting)
|
||||
{
|
||||
if (features->disableTextureIndex)
|
||||
if (features->mIndexedTextureChannels <= 1)
|
||||
{
|
||||
if (features->hasAlphaMask)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -591,12 +591,20 @@ void LLView::deleteAllChildren()
|
|||
updateBoundingRect();
|
||||
}
|
||||
|
||||
void LLView::setAllChildrenEnabled(bool b)
|
||||
void LLView::setAllChildrenEnabled(bool b, bool recursive /*= false*/)
|
||||
{
|
||||
for (LLView* viewp : mChildList)
|
||||
{
|
||||
viewp->setEnabled(b);
|
||||
}
|
||||
|
||||
if (recursive)
|
||||
{
|
||||
for (LLView* viewp : mChildList)
|
||||
{
|
||||
viewp->setAllChildrenEnabled(b, recursive);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// virtual
|
||||
|
|
|
|||
|
|
@ -287,7 +287,7 @@ public:
|
|||
// children, etc.
|
||||
virtual void deleteAllChildren();
|
||||
|
||||
void setAllChildrenEnabled(bool b);
|
||||
void setAllChildrenEnabled(bool b, bool recursive = false);
|
||||
|
||||
virtual void setVisible(bool visible);
|
||||
void setVisibleDirect(bool visible) { mVisible = visible; }
|
||||
|
|
|
|||
|
|
@ -1945,6 +1945,15 @@
|
|||
<key>tooltip</key>
|
||||
<string/>
|
||||
</map>
|
||||
<key>INVENTORY_SETTING</key>
|
||||
<map>
|
||||
<key>type</key>
|
||||
<string>integer</string>
|
||||
<key>value</key>
|
||||
<integer>56</integer>
|
||||
<key>tooltip</key>
|
||||
<string/>
|
||||
</map>
|
||||
<key>INVENTORY_SOUND</key>
|
||||
<map>
|
||||
<key>type</key>
|
||||
|
|
|
|||
|
|
@ -71,7 +71,7 @@
|
|||
<string>Inventory</string>
|
||||
<string>SceneLoadTiming</string>
|
||||
<string>Avatar</string>
|
||||
<string>Voice</string>
|
||||
<string>Voice</string>
|
||||
-->
|
||||
</array>
|
||||
</map>
|
||||
|
|
|
|||
|
|
@ -9253,17 +9253,6 @@
|
|||
<key>Value</key>
|
||||
<integer>0</integer>
|
||||
</map>
|
||||
<key>RenderTerrainPBRForce</key>
|
||||
<map>
|
||||
<key>Comment</key>
|
||||
<string>Force-load PBR terrain if enabled</string>
|
||||
<key>Persist</key>
|
||||
<integer>0</integer>
|
||||
<key>Type</key>
|
||||
<string>Boolean</string>
|
||||
<key>Value</key>
|
||||
<integer>0</integer>
|
||||
</map>
|
||||
<key>RenderTerrainPBRDetail</key>
|
||||
<map>
|
||||
<key>Comment</key>
|
||||
|
|
|
|||
|
|
@ -23,8 +23,7 @@
|
|||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
uniform sampler2D noiseMap;
|
||||
uniform sampler2D normalMap;
|
||||
uniform sampler2D noiseMap;
|
||||
uniform sampler2D depthMap;
|
||||
|
||||
uniform float ssao_radius;
|
||||
|
|
|
|||
|
|
@ -27,8 +27,6 @@
|
|||
|
||||
out vec4 frag_color;
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
void main()
|
||||
{
|
||||
frag_color = vec4(1,1,1,1);
|
||||
|
|
|
|||
|
|
@ -27,7 +27,6 @@
|
|||
|
||||
out vec4 frag_color;
|
||||
|
||||
uniform sampler2D normalMap;
|
||||
uniform sampler2D lightMap;
|
||||
|
||||
uniform float dist_factor;
|
||||
|
|
|
|||
|
|
@ -50,7 +50,6 @@ SOFTWARE.
|
|||
|
||||
uniform sampler2D normalMap;
|
||||
uniform sampler2D depthMap;
|
||||
uniform sampler2D emissiveRect;
|
||||
uniform sampler2D projectionMap; // rgba
|
||||
uniform sampler2D brdfLut;
|
||||
|
||||
|
|
|
|||
|
|
@ -27,8 +27,6 @@
|
|||
|
||||
out vec4 frag_color;
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
in vec4 post_pos;
|
||||
in float target_pos_x;
|
||||
in vec4 vertex_color;
|
||||
|
|
|
|||
|
|
@ -24,7 +24,6 @@
|
|||
*/
|
||||
|
||||
uniform sampler2D normalMap;
|
||||
uniform sampler2D depthMap;
|
||||
|
||||
#if defined(SUN_SHADOW)
|
||||
uniform sampler2DShadow shadowMap0;
|
||||
|
|
|
|||
|
|
@ -135,8 +135,7 @@ vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] kh
|
|||
return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz);
|
||||
}
|
||||
|
||||
// Similar to tangent_space_transform but no offset during coordinate system
|
||||
// conversion, and no texture animation support.
|
||||
// Similar to tangent_space_transform but no texture animation support.
|
||||
vec3 terrain_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform)
|
||||
{
|
||||
// Immediately convert to left-handed coordinate system ((0,1) -> (0, -1))
|
||||
|
|
|
|||
|
|
@ -25,7 +25,10 @@
|
|||
|
||||
in vec2 tc;
|
||||
|
||||
#if defined(COPY_DEPTH)
|
||||
uniform sampler2D depthMap;
|
||||
#endif
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
out vec4 frag_color;
|
||||
|
|
|
|||
|
|
@ -25,8 +25,6 @@
|
|||
|
||||
out vec4 frag_color;
|
||||
|
||||
uniform sampler2D normalMap;
|
||||
|
||||
// Inputs
|
||||
uniform vec3 sun_dir;
|
||||
uniform vec3 moon_dir;
|
||||
|
|
|
|||
|
|
@ -27,7 +27,6 @@
|
|||
|
||||
out vec4 frag_color;
|
||||
|
||||
uniform sampler2D depthMap;
|
||||
uniform sampler2D diffuseRect;
|
||||
uniform sampler2D specularRect;
|
||||
uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
|
||||
|
|
|
|||
|
|
@ -29,10 +29,8 @@ out vec4 frag_color;
|
|||
|
||||
uniform sampler2D diffuseRect;
|
||||
uniform sampler2D specularRect;
|
||||
uniform sampler2D normalMap;
|
||||
uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
|
||||
uniform sampler2D lightFunc;
|
||||
uniform sampler2D depthMap;
|
||||
|
||||
uniform vec3 env_mat[3];
|
||||
uniform float sun_wash;
|
||||
|
|
|
|||
|
|
@ -29,7 +29,6 @@ out vec4 frag_color;
|
|||
|
||||
uniform sampler2D diffuseRect;
|
||||
uniform sampler2D specularRect;
|
||||
uniform sampler2D normalMap;
|
||||
uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
|
||||
|
||||
const float M_PI = 3.14159265;
|
||||
|
|
@ -38,7 +37,6 @@ const float M_PI = 3.14159265;
|
|||
uniform sampler2D lightMap;
|
||||
#endif
|
||||
|
||||
uniform sampler2D depthMap;
|
||||
uniform sampler2D lightFunc;
|
||||
|
||||
uniform float blur_size;
|
||||
|
|
|
|||
|
|
@ -29,12 +29,9 @@ out vec4 frag_color;
|
|||
|
||||
uniform sampler2D diffuseRect;
|
||||
uniform sampler2D specularRect;
|
||||
uniform sampler2D depthMap;
|
||||
uniform sampler2D normalMap;
|
||||
uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
|
||||
uniform samplerCube environmentMap;
|
||||
uniform sampler2D lightMap;
|
||||
uniform sampler2D projectionMap; // rgba
|
||||
uniform sampler2D lightFunc;
|
||||
|
||||
uniform mat4 proj_mat; //screen space to light space
|
||||
|
|
|
|||
|
|
@ -28,8 +28,6 @@ out vec4 frag_color;
|
|||
// Inputs
|
||||
in vec4 vary_fragcoord;
|
||||
|
||||
uniform sampler2D normalMap;
|
||||
|
||||
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
|
||||
float getDepth(vec2 pos_screen);
|
||||
|
||||
|
|
|
|||
|
|
@ -25,7 +25,6 @@
|
|||
|
||||
out vec4 frag_color;
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
uniform sampler2D bumpMap;
|
||||
|
||||
#ifdef TRANSPARENT_WATER
|
||||
|
|
|
|||
|
|
@ -202,7 +202,7 @@ void LLDrawPoolTerrain::drawLoop()
|
|||
|
||||
void LLDrawPoolTerrain::renderFullShader()
|
||||
{
|
||||
const bool use_local_materials = gLocalTerrainMaterials.materialsReady(true, false);
|
||||
const bool use_local_materials = gLocalTerrainMaterials.makeMaterialsReady(true, false);
|
||||
// Hack! Get the region that this draw pool is rendering from!
|
||||
LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
|
||||
LLVLComposition *compp = regionp->getComposition();
|
||||
|
|
|
|||
|
|
@ -1253,10 +1253,10 @@ bool LLFace::getGeometryVolume(const LLVolume& volume,
|
|||
{
|
||||
color = tep->getColor();
|
||||
|
||||
if (tep->getGLTFRenderMaterial())
|
||||
{
|
||||
color = tep->getGLTFRenderMaterial()->mBaseColor;
|
||||
}
|
||||
if (tep->getGLTFRenderMaterial())
|
||||
{
|
||||
color = tep->getGLTFRenderMaterial()->mBaseColor;
|
||||
}
|
||||
}
|
||||
|
||||
if (rebuild_color)
|
||||
|
|
|
|||
|
|
@ -356,7 +356,7 @@ void LLFloaterRegionInfo::requestRegionInfo()
|
|||
{
|
||||
tab->getChild<LLPanel>("General")->setCtrlsEnabled(false);
|
||||
tab->getChild<LLPanel>("Debug")->setCtrlsEnabled(false);
|
||||
tab->getChild<LLPanel>("Terrain")->setCtrlsEnabled(false);
|
||||
tab->getChild<LLPanel>("Terrain")->setAllChildrenEnabled(false, true);
|
||||
tab->getChild<LLPanel>("Estate")->setCtrlsEnabled(false);
|
||||
tab->getChild<LLPanel>("Access")->setCtrlsEnabled(false);
|
||||
}
|
||||
|
|
@ -553,7 +553,7 @@ void LLFloaterRegionInfo::processRegionInfo(LLMessageSystem* msg)
|
|||
panel->getChild<LLUICtrl>("terrain_raise_spin")->setValue(region_info.mTerrainRaiseLimit);
|
||||
panel->getChild<LLUICtrl>("terrain_lower_spin")->setValue(region_info.mTerrainLowerLimit);
|
||||
|
||||
panel->setCtrlsEnabled(allow_modify);
|
||||
panel->setAllChildrenEnabled(allow_modify, true);
|
||||
|
||||
if (floater->getVisible())
|
||||
{
|
||||
|
|
@ -668,7 +668,7 @@ void LLFloaterRegionInfo::disableTabCtrls()
|
|||
|
||||
tab->getChild<LLPanel>("General")->setCtrlsEnabled(false);
|
||||
tab->getChild<LLPanel>("Debug")->setCtrlsEnabled(false);
|
||||
tab->getChild<LLPanel>("Terrain")->setCtrlsEnabled(false);
|
||||
tab->getChild<LLPanel>("Terrain")->setAllChildrenEnabled(false, true);
|
||||
tab->getChild<LLPanel>("panel_env_info")->setCtrlsEnabled(false);
|
||||
tab->getChild<LLPanel>("Estate")->setCtrlsEnabled(false);
|
||||
tab->getChild<LLPanel>("Access")->setCtrlsEnabled(false);
|
||||
|
|
@ -1657,7 +1657,7 @@ bool LLPanelRegionTerrainInfo::refreshFromRegion(LLViewerRegion* region)
|
|||
|| (region && (region->getOwner() == gAgent.getID()));
|
||||
bool owner_or_god_or_manager = owner_or_god
|
||||
|| (region && region->isEstateManager());
|
||||
setCtrlsEnabled(owner_or_god_or_manager);
|
||||
setAllChildrenEnabled(owner_or_god_or_manager, true);
|
||||
|
||||
getChildView("apply_btn")->setEnabled(false);
|
||||
|
||||
|
|
@ -1669,8 +1669,8 @@ bool LLPanelRegionTerrainInfo::refreshFromRegion(LLViewerRegion* region)
|
|||
|
||||
static LLCachedControl<bool> feature_pbr_terrain_enabled(gSavedSettings, "RenderTerrainPBREnabled", false);
|
||||
|
||||
const bool textures_ready = compp->texturesReady(false, false);
|
||||
const bool materials_ready = feature_pbr_terrain_enabled && compp->materialsReady(false, false);
|
||||
const bool textures_ready = compp->makeTexturesReady(false, false);
|
||||
const bool materials_ready = feature_pbr_terrain_enabled && compp->makeMaterialsReady(false, false);
|
||||
|
||||
bool set_texture_swatches;
|
||||
bool set_material_swatches;
|
||||
|
|
|
|||
|
|
@ -1805,7 +1805,6 @@ void LLPanelFace::updateUI(bool force_set_values /*false*/)
|
|||
getChild<LLUICtrl>("shinyOffsetV")->setValue(offset_y);
|
||||
getChild<LLUICtrl>("glossiness")->setValue(material->getSpecularLightExponent());
|
||||
getChild<LLUICtrl>("environment")->setValue(material->getEnvironmentIntensity());
|
||||
getChild<LLUICtrl>("mirror")->setValue(material->getEnvironmentIntensity());
|
||||
|
||||
updateShinyControls(!material->getSpecularID().isNull(), true);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2243,8 +2243,11 @@ void LLTextureCtrl::draw()
|
|||
}
|
||||
else
|
||||
{
|
||||
preview = LLViewerTextureManager::getFetchedTexture(mImageAssetID, FTT_DEFAULT, true, LLGLTexture::BOOST_NONE, LLViewerTexture::LOD_TEXTURE);
|
||||
preview->setBoostLevel(LLGLTexture::BOOST_PREVIEW);
|
||||
mTexturep = LLViewerTextureManager::getFetchedTexture(mImageAssetID, FTT_DEFAULT, true, LLGLTexture::BOOST_NONE, LLViewerTexture::LOD_TEXTURE);
|
||||
mTexturep->setBoostLevel(LLGLTexture::BOOST_PREVIEW);
|
||||
mTexturep->forceToSaveRawImage(0);
|
||||
|
||||
preview = mTexturep;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -91,14 +91,14 @@ void LLTinyGLTFHelper::initFetchedTextures(tinygltf::Material& material,
|
|||
{
|
||||
if (material.pbrMetallicRoughness.metallicRoughnessTexture.index != material.occlusionTexture.index)
|
||||
{
|
||||
LLImageDataLock lockIn(occlusion_img);
|
||||
LLImageDataLock lockOut(mr_img);
|
||||
// occlusion is a distinct texture from pbrMetallicRoughness
|
||||
// pack into mr red channel
|
||||
int occlusion_idx = material.occlusionTexture.index;
|
||||
int mr_idx = material.pbrMetallicRoughness.metallicRoughnessTexture.index;
|
||||
if (occlusion_idx != mr_idx)
|
||||
{
|
||||
LLImageDataLock lockIn(occlusion_img);
|
||||
LLImageDataLock lockOut(mr_img);
|
||||
//scale occlusion image to match resolution of mr image
|
||||
occlusion_img->scale(mr_img->getWidth(), mr_img->getHeight());
|
||||
|
||||
|
|
|
|||
|
|
@ -489,10 +489,17 @@ void draw_shockwave(F32 center_z, F32 t, S32 steps, LLColor4 color)
|
|||
gGL.end();
|
||||
}
|
||||
|
||||
|
||||
void LLTracker::drawBeacon(LLVector3 pos_agent, std::string direction, LLColor4 fogged_color, F32 dist)
|
||||
{
|
||||
const U32 BEACON_VERTS = 256;
|
||||
F32 step;
|
||||
const F32 MAX_HEIGHT = 5020.f;
|
||||
const U32 BEACON_ROWS = 256;
|
||||
|
||||
U32 nRows;
|
||||
F32 height;
|
||||
F32 rowHeight;
|
||||
|
||||
LLColor4 c_col, col_next, col_edge, col_edge_next;
|
||||
|
||||
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
||||
gGL.pushMatrix();
|
||||
|
|
@ -501,59 +508,99 @@ void LLTracker::drawBeacon(LLVector3 pos_agent, std::string direction, LLColor4
|
|||
{
|
||||
gGL.translatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]);
|
||||
draw_shockwave(1024.f, gRenderStartTime.getElapsedTimeF32(), 32, fogged_color);
|
||||
step = (5020.0f - pos_agent.mV[2]) / BEACON_VERTS;
|
||||
height = MAX_HEIGHT - pos_agent.mV[2];
|
||||
}
|
||||
else
|
||||
{
|
||||
gGL.translatef(pos_agent.mV[0], pos_agent.mV[1], 0);
|
||||
step = pos_agent.mV[2] / BEACON_VERTS;
|
||||
height = pos_agent.mV[2];
|
||||
}
|
||||
|
||||
gGL.color4fv(fogged_color.mV);
|
||||
nRows = ceil((BEACON_ROWS * height) / MAX_HEIGHT);
|
||||
if(nRows<2) nRows=2;
|
||||
rowHeight = height / nRows;
|
||||
|
||||
LLVector3 x_axis = LLViewerCamera::getInstance()->getLeftAxis();
|
||||
F32 t = gRenderStartTime.getElapsedTimeF32();
|
||||
gGL.color4fv(fogged_color.mV);
|
||||
|
||||
for (U32 i = 0; i < BEACON_VERTS; i++)
|
||||
{
|
||||
F32 x = x_axis.mV[0];
|
||||
F32 y = x_axis.mV[1];
|
||||
LLVector3 x_axis = LLViewerCamera::getInstance()->getLeftAxis();
|
||||
F32 t = gRenderStartTime.getElapsedTimeF32();
|
||||
|
||||
F32 z = i * step;
|
||||
F32 z_next = (i+1)*step;
|
||||
F32 x = x_axis.mV[0];
|
||||
F32 y = x_axis.mV[1];
|
||||
F32 z = 0.f;
|
||||
F32 z_next;
|
||||
|
||||
bool tracking_avatar = getTrackingStatus() == TRACKING_AVATAR;
|
||||
F32 a = pulse_func(t, z, tracking_avatar, direction);
|
||||
F32 an = pulse_func(t, z_next, tracking_avatar, direction);
|
||||
F32 a,an;
|
||||
F32 xa,xan;
|
||||
F32 ya,yan;
|
||||
|
||||
LLColor4 c_col = fogged_color + LLColor4(a,a,a,a);
|
||||
LLColor4 col_next = fogged_color + LLColor4(an,an,an,an);
|
||||
LLColor4 col_edge = fogged_color * LLColor4(a,a,a,0.0f);
|
||||
LLColor4 col_edge_next = fogged_color * LLColor4(an,an,an,0.0f);
|
||||
bool tracking_avatar = getTrackingStatus() == TRACKING_AVATAR;
|
||||
|
||||
a *= 2.f;
|
||||
a += 1.0f;
|
||||
gGL.begin(LLRender::TRIANGLES);
|
||||
|
||||
an *= 2.f;
|
||||
an += 1.0f;
|
||||
for (U32 i = 0; i < nRows; i++)
|
||||
{
|
||||
z_next = z + rowHeight;
|
||||
|
||||
gGL.begin(LLRender::TRIANGLE_STRIP);
|
||||
gGL.color4fv(col_edge.mV);
|
||||
gGL.vertex3f(-x*a, -y*a, z);
|
||||
gGL.color4fv(col_edge_next.mV);
|
||||
gGL.vertex3f(-x*an, -y*an, z_next);
|
||||
a = pulse_func(t, z, tracking_avatar, direction);
|
||||
an = pulse_func(t, z_next, tracking_avatar, direction);
|
||||
|
||||
gGL.color4fv(c_col.mV);
|
||||
gGL.vertex3f(0, 0, z);
|
||||
gGL.color4fv(col_next.mV);
|
||||
gGL.vertex3f(0, 0, z_next);
|
||||
c_col = fogged_color + LLColor4(a, a, a, a);
|
||||
col_next = fogged_color + LLColor4(an, an, an, an);
|
||||
col_edge = fogged_color * LLColor4(a, a, a, 0.0f);
|
||||
col_edge_next = fogged_color * LLColor4(an, an, an, 0.0f);
|
||||
|
||||
gGL.color4fv(col_edge.mV);
|
||||
gGL.vertex3f(x*a,y*a,z);
|
||||
gGL.color4fv(col_edge_next.mV);
|
||||
gGL.vertex3f(x*an,y*an,z_next);
|
||||
gGL.end();
|
||||
a = a + a + 1.f;
|
||||
an = an + an + 1.f;
|
||||
|
||||
xa = x*a;
|
||||
ya = y*a;
|
||||
xan = x*an;
|
||||
yan = y*an;
|
||||
|
||||
gGL.color4fv(col_edge.mV);
|
||||
gGL.vertex3f(-xa, -ya, z);
|
||||
|
||||
gGL.color4fv(col_next.mV);
|
||||
gGL.vertex3f(0, 0, z_next);
|
||||
|
||||
gGL.color4fv(col_edge_next.mV);
|
||||
gGL.vertex3f(-xan, -yan, z_next);
|
||||
|
||||
|
||||
gGL.color4fv(col_edge.mV);
|
||||
gGL.vertex3f(-xa, -ya, z);
|
||||
|
||||
gGL.color4fv(c_col.mV);
|
||||
gGL.vertex3f(0, 0, z);
|
||||
|
||||
gGL.color4fv(col_next.mV);
|
||||
gGL.vertex3f(0, 0, z_next);
|
||||
|
||||
|
||||
gGL.color4fv(c_col.mV);
|
||||
gGL.vertex3f(0, 0, z);
|
||||
|
||||
gGL.color4fv(col_edge_next.mV);
|
||||
gGL.vertex3f(xan, yan, z_next);
|
||||
|
||||
gGL.color4fv(col_next.mV);
|
||||
gGL.vertex3f(0, 0, z_next);
|
||||
|
||||
|
||||
gGL.color4fv(c_col.mV);
|
||||
gGL.vertex3f(0, 0, z);
|
||||
|
||||
gGL.color4fv(col_edge.mV);
|
||||
gGL.vertex3f(xa, ya, z);
|
||||
|
||||
gGL.color4fv(col_edge_next.mV);
|
||||
gGL.vertex3f(xan, yan, z_next);
|
||||
|
||||
z += rowHeight;
|
||||
}
|
||||
|
||||
gGL.end();
|
||||
gGL.popMatrix();
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -2495,11 +2495,11 @@ void LLViewerRegion::setSimulatorFeatures(const LLSD& sim_features)
|
|||
if (features.has("PBRTerrainTransformsEnabled"))
|
||||
{
|
||||
bool enabled = features["PBRTerrainTransformsEnabled"];
|
||||
gSavedSettings.setBOOL("RenderTerrainTransformsPBREnabled", enabled);
|
||||
gSavedSettings.setBOOL("RenderTerrainPBRTransformsEnabled", enabled);
|
||||
}
|
||||
else
|
||||
{
|
||||
gSavedSettings.setBOOL("RenderTerrainTransformsPBREnabled", false);
|
||||
gSavedSettings.setBOOL("RenderTerrainPBRTransformsEnabled", false);
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -515,8 +515,8 @@ void LLViewerShaderMgr::setShaders()
|
|||
// when using indexed texture rendering, leave some texture units available for shadow and reflection maps
|
||||
static LLCachedControl<S32> reserved_texture_units(gSavedSettings, "RenderReservedTextureIndices", 14);
|
||||
|
||||
LLGLSLShader::sIndexedTextureChannels =
|
||||
llclamp<S32>(max_texture_index, 1, gGLManager.mNumTextureImageUnits-reserved_texture_units);
|
||||
LLGLSLShader::sIndexedTextureChannels = 4;
|
||||
//llclamp<S32>(max_texture_index, 1, gGLManager.mNumTextureImageUnits-reserved_texture_units);
|
||||
|
||||
reentrance = true;
|
||||
|
||||
|
|
@ -1432,7 +1432,6 @@ bool LLViewerShaderMgr::loadShadersDeferred()
|
|||
(mapping == 1 ? "flat" : "triplanar"));
|
||||
gDeferredPBRTerrainProgram.mFeatures.hasSrgb = true;
|
||||
gDeferredPBRTerrainProgram.mFeatures.isAlphaLighting = true;
|
||||
gDeferredPBRTerrainProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
|
||||
gDeferredPBRTerrainProgram.mFeatures.calculatesAtmospherics = true;
|
||||
gDeferredPBRTerrainProgram.mFeatures.hasAtmospherics = true;
|
||||
gDeferredPBRTerrainProgram.mFeatures.hasGamma = true;
|
||||
|
|
@ -1646,7 +1645,6 @@ bool LLViewerShaderMgr::loadShadersDeferred()
|
|||
shader->mFeatures.calculatesLighting = false;
|
||||
shader->mFeatures.hasLighting = false;
|
||||
shader->mFeatures.isAlphaLighting = true;
|
||||
shader->mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
|
||||
shader->mFeatures.hasSrgb = true;
|
||||
shader->mFeatures.calculatesAtmospherics = true;
|
||||
shader->mFeatures.hasAtmospherics = true;
|
||||
|
|
@ -1754,7 +1752,6 @@ bool LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredAvatarEyesProgram.mFeatures.calculatesAtmospherics = true;
|
||||
gDeferredAvatarEyesProgram.mFeatures.hasGamma = true;
|
||||
gDeferredAvatarEyesProgram.mFeatures.hasAtmospherics = true;
|
||||
gDeferredAvatarEyesProgram.mFeatures.disableTextureIndex = true;
|
||||
gDeferredAvatarEyesProgram.mFeatures.hasSrgb = true;
|
||||
gDeferredAvatarEyesProgram.mFeatures.hasShadows = true;
|
||||
|
||||
|
|
@ -2155,7 +2152,6 @@ bool LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredTerrainProgram.mName = "Deferred Terrain Shader";
|
||||
gDeferredTerrainProgram.mFeatures.hasSrgb = true;
|
||||
gDeferredTerrainProgram.mFeatures.isAlphaLighting = true;
|
||||
gDeferredTerrainProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
|
||||
gDeferredTerrainProgram.mFeatures.calculatesAtmospherics = true;
|
||||
gDeferredTerrainProgram.mFeatures.hasAtmospherics = true;
|
||||
gDeferredTerrainProgram.mFeatures.hasGamma = true;
|
||||
|
|
@ -2187,7 +2183,6 @@ bool LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = false;
|
||||
gDeferredAvatarAlphaProgram.mFeatures.hasLighting = false;
|
||||
gDeferredAvatarAlphaProgram.mFeatures.isAlphaLighting = true;
|
||||
gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true;
|
||||
gDeferredAvatarAlphaProgram.mFeatures.hasSrgb = true;
|
||||
gDeferredAvatarAlphaProgram.mFeatures.calculatesAtmospherics = true;
|
||||
gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true;
|
||||
|
|
@ -2426,7 +2421,6 @@ bool LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredWLSunProgram.mFeatures.hasAtmospherics = true;
|
||||
gDeferredWLSunProgram.mFeatures.hasGamma = true;
|
||||
gDeferredWLSunProgram.mFeatures.hasAtmospherics = true;
|
||||
gDeferredWLSunProgram.mFeatures.disableTextureIndex = true;
|
||||
gDeferredWLSunProgram.mFeatures.hasSrgb = true;
|
||||
gDeferredWLSunProgram.mShaderFiles.clear();
|
||||
gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscV.glsl", GL_VERTEX_SHADER));
|
||||
|
|
@ -2445,7 +2439,6 @@ bool LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredWLMoonProgram.mFeatures.hasGamma = true;
|
||||
gDeferredWLMoonProgram.mFeatures.hasAtmospherics = true;
|
||||
gDeferredWLMoonProgram.mFeatures.hasSrgb = true;
|
||||
gDeferredWLMoonProgram.mFeatures.disableTextureIndex = true;
|
||||
|
||||
gDeferredWLMoonProgram.mShaderFiles.clear();
|
||||
gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonV.glsl", GL_VERTEX_SHADER));
|
||||
|
|
@ -2549,7 +2542,6 @@ bool LLViewerShaderMgr::loadShadersObject()
|
|||
gObjectAlphaMaskNoColorProgram.mFeatures.hasGamma = true;
|
||||
gObjectAlphaMaskNoColorProgram.mFeatures.hasAtmospherics = true;
|
||||
gObjectAlphaMaskNoColorProgram.mFeatures.hasLighting = true;
|
||||
gObjectAlphaMaskNoColorProgram.mFeatures.disableTextureIndex = true;
|
||||
gObjectAlphaMaskNoColorProgram.mFeatures.hasAlphaMask = true;
|
||||
gObjectAlphaMaskNoColorProgram.mShaderFiles.clear();
|
||||
gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER));
|
||||
|
|
@ -2561,7 +2553,6 @@ bool LLViewerShaderMgr::loadShadersObject()
|
|||
if (success)
|
||||
{
|
||||
gImpostorProgram.mName = "Impostor Shader";
|
||||
gImpostorProgram.mFeatures.disableTextureIndex = true;
|
||||
gImpostorProgram.mFeatures.hasSrgb = true;
|
||||
gImpostorProgram.mShaderFiles.clear();
|
||||
gImpostorProgram.mShaderFiles.push_back(make_pair("objects/impostorV.glsl", GL_VERTEX_SHADER));
|
||||
|
|
@ -2573,7 +2564,6 @@ bool LLViewerShaderMgr::loadShadersObject()
|
|||
if (success)
|
||||
{
|
||||
gObjectPreviewProgram.mName = "Object Preview Shader";
|
||||
gObjectPreviewProgram.mFeatures.disableTextureIndex = true;
|
||||
gObjectPreviewProgram.mShaderFiles.clear();
|
||||
gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewV.glsl", GL_VERTEX_SHADER));
|
||||
gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewF.glsl", GL_FRAGMENT_SHADER));
|
||||
|
|
@ -2592,8 +2582,6 @@ bool LLViewerShaderMgr::loadShadersObject()
|
|||
gPhysicsPreviewProgram.mFeatures.hasGamma = false;
|
||||
gPhysicsPreviewProgram.mFeatures.hasAtmospherics = false;
|
||||
gPhysicsPreviewProgram.mFeatures.hasLighting = false;
|
||||
gPhysicsPreviewProgram.mFeatures.mIndexedTextureChannels = 0;
|
||||
gPhysicsPreviewProgram.mFeatures.disableTextureIndex = true;
|
||||
gPhysicsPreviewProgram.mShaderFiles.clear();
|
||||
gPhysicsPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewPhysicsV.glsl", GL_VERTEX_SHADER));
|
||||
gPhysicsPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewPhysicsF.glsl", GL_FRAGMENT_SHADER));
|
||||
|
|
@ -2634,7 +2622,6 @@ bool LLViewerShaderMgr::loadShadersAvatar()
|
|||
gAvatarProgram.mFeatures.hasAtmospherics = true;
|
||||
gAvatarProgram.mFeatures.hasLighting = true;
|
||||
gAvatarProgram.mFeatures.hasAlphaMask = true;
|
||||
gAvatarProgram.mFeatures.disableTextureIndex = true;
|
||||
gAvatarProgram.mShaderFiles.clear();
|
||||
gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER));
|
||||
gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarF.glsl", GL_FRAGMENT_SHADER));
|
||||
|
|
@ -2658,7 +2645,6 @@ bool LLViewerShaderMgr::loadShadersAvatar()
|
|||
gAvatarEyeballProgram.mFeatures.hasAtmospherics = true;
|
||||
gAvatarEyeballProgram.mFeatures.hasLighting = true;
|
||||
gAvatarEyeballProgram.mFeatures.hasAlphaMask = true;
|
||||
gAvatarEyeballProgram.mFeatures.disableTextureIndex = true;
|
||||
gAvatarEyeballProgram.mShaderFiles.clear();
|
||||
gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballV.glsl", GL_VERTEX_SHADER));
|
||||
gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballF.glsl", GL_FRAGMENT_SHADER));
|
||||
|
|
|
|||
|
|
@ -127,12 +127,12 @@ void LLTerrainMaterials::apply(const LLModifyRegion& other)
|
|||
|
||||
bool LLTerrainMaterials::generateMaterials()
|
||||
{
|
||||
if (texturesReady(true, true))
|
||||
if (makeTexturesReady(true, true))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (materialsReady(true, true))
|
||||
if (makeMaterialsReady(true, true))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
|
@ -220,17 +220,17 @@ LLTerrainMaterials::Type LLTerrainMaterials::getMaterialType()
|
|||
{
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||||
LL_PROFILE_ZONE_SCOPED;
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||||
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||||
const bool use_textures = texturesReady(false, false) || !materialsReady(false, false);
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||||
const bool use_textures = makeTexturesReady(false, false) || !makeMaterialsReady(false, false);
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||||
return use_textures ? Type::TEXTURE : Type::PBR;
|
||||
}
|
||||
|
||||
bool LLTerrainMaterials::texturesReady(bool boost, bool strict)
|
||||
bool LLTerrainMaterials::makeTexturesReady(bool boost, bool strict)
|
||||
{
|
||||
bool ready[ASSET_COUNT];
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||||
// *NOTE: Calls to textureReady may boost textures. Do not early-return.
|
||||
// *NOTE: Calls to makeTextureReady may boost textures. Do not early-return.
|
||||
for (S32 i = 0; i < ASSET_COUNT; i++)
|
||||
{
|
||||
ready[i] = mDetailTextures[i].notNull() && textureReady(mDetailTextures[i], boost);
|
||||
ready[i] = mDetailTextures[i].notNull() && makeTextureReady(mDetailTextures[i], boost);
|
||||
}
|
||||
|
||||
bool one_ready = false;
|
||||
|
|
@ -251,7 +251,7 @@ namespace
|
|||
bool material_asset_ready(LLFetchedGLTFMaterial* mat) { return mat && mat->isLoaded(); }
|
||||
};
|
||||
|
||||
bool LLTerrainMaterials::materialsReady(bool boost, bool strict)
|
||||
bool LLTerrainMaterials::makeMaterialsReady(bool boost, bool strict)
|
||||
{
|
||||
bool ready[ASSET_COUNT];
|
||||
// *NOTE: This section may boost materials/textures. Do not early-return if ready[i] is false.
|
||||
|
|
@ -315,7 +315,7 @@ bool LLTerrainMaterials::materialsReady(bool boost, bool strict)
|
|||
// Boost the texture loading priority
|
||||
// Return true when ready to use (i.e. texture is sufficiently loaded)
|
||||
// static
|
||||
bool LLTerrainMaterials::textureReady(LLPointer<LLViewerFetchedTexture>& tex, bool boost)
|
||||
bool LLTerrainMaterials::makeTextureReady(LLPointer<LLViewerFetchedTexture>& tex, bool boost)
|
||||
{
|
||||
llassert(tex);
|
||||
if (!tex) { return false; }
|
||||
|
|
@ -377,17 +377,17 @@ bool LLTerrainMaterials::materialTexturesReady(LLPointer<LLFetchedGLTFMaterial>&
|
|||
mat->mEmissiveTexture = fetch_terrain_texture(mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE]);
|
||||
}
|
||||
|
||||
// *NOTE: Calls to textureReady may boost textures. Do not early-return.
|
||||
// *NOTE: Calls to makeTextureReady may boost textures. Do not early-return.
|
||||
bool ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT];
|
||||
ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_BASE_COLOR] =
|
||||
mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_BASE_COLOR].isNull() || textureReady(mat->mBaseColorTexture, boost);
|
||||
mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_BASE_COLOR].isNull() || makeTextureReady(mat->mBaseColorTexture, boost);
|
||||
ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_NORMAL] =
|
||||
mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_NORMAL].isNull() || textureReady(mat->mNormalTexture, boost);
|
||||
mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_NORMAL].isNull() || makeTextureReady(mat->mNormalTexture, boost);
|
||||
ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS] =
|
||||
mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].isNull() ||
|
||||
textureReady(mat->mMetallicRoughnessTexture, boost);
|
||||
makeTextureReady(mat->mMetallicRoughnessTexture, boost);
|
||||
ready[LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE] =
|
||||
mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE].isNull() || textureReady(mat->mEmissiveTexture, boost);
|
||||
mat->mTextureId[LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE].isNull() || makeTextureReady(mat->mEmissiveTexture, boost);
|
||||
|
||||
if (strict)
|
||||
{
|
||||
|
|
@ -406,7 +406,7 @@ bool LLTerrainMaterials::materialTexturesReady(LLPointer<LLFetchedGLTFMaterial>&
|
|||
// Boost the loading priority of every known texture in the material
|
||||
// Return true when ready to use
|
||||
// static
|
||||
bool LLTerrainMaterials::materialReady(LLPointer<LLFetchedGLTFMaterial> &mat, bool &textures_set, bool boost, bool strict)
|
||||
bool LLTerrainMaterials::makeMaterialReady(LLPointer<LLFetchedGLTFMaterial> &mat, bool &textures_set, bool boost, bool strict)
|
||||
{
|
||||
if (!material_asset_ready(mat)) { return false; }
|
||||
|
||||
|
|
@ -694,11 +694,11 @@ bool LLVLComposition::generateMinimapTileLand(const F32 x, const F32 y,
|
|||
const bool use_textures = getMaterialType() != LLTerrainMaterials::Type::PBR;
|
||||
if (use_textures)
|
||||
{
|
||||
if (!texturesReady(true, true)) { return false; }
|
||||
if (!makeTexturesReady(true, true)) { return false; }
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!materialsReady(true, true)) { return false; }
|
||||
if (!makeMaterialsReady(true, true)) { return false; }
|
||||
}
|
||||
|
||||
for (S32 i = 0; i < ASSET_COUNT; i++)
|
||||
|
|
|
|||
|
|
@ -74,18 +74,18 @@ public:
|
|||
const LLGLTFMaterial* getMaterialOverride(S32 asset) const override;
|
||||
virtual void setMaterialOverride(S32 asset, LLGLTFMaterial* mat_override);
|
||||
Type getMaterialType();
|
||||
bool texturesReady(bool boost, bool strict);
|
||||
bool makeTexturesReady(bool boost, bool strict);
|
||||
// strict = true -> all materials must be sufficiently loaded
|
||||
// strict = false -> at least one material must be loaded
|
||||
bool materialsReady(bool boost, bool strict);
|
||||
bool makeMaterialsReady(bool boost, bool strict);
|
||||
|
||||
protected:
|
||||
void unboost();
|
||||
static bool textureReady(LLPointer<LLViewerFetchedTexture>& tex, bool boost);
|
||||
static bool makeTextureReady(LLPointer<LLViewerFetchedTexture>& tex, bool boost);
|
||||
// strict = true -> all materials must be sufficiently loaded
|
||||
// strict = false -> at least one material must be loaded
|
||||
static bool materialReady(LLPointer<LLFetchedGLTFMaterial>& mat, bool& textures_set, bool boost, bool strict);
|
||||
// *NOTE: Prefer calling materialReady if mat is known to be LLFetchedGLTFMaterial
|
||||
static bool makeMaterialReady(LLPointer<LLFetchedGLTFMaterial>& mat, bool& textures_set, bool boost, bool strict);
|
||||
// *NOTE: Prefer calling makeMaterialReady if mat is known to be LLFetchedGLTFMaterial
|
||||
static bool materialTexturesReady(LLPointer<LLFetchedGLTFMaterial>& mat, bool& textures_set, bool boost, bool strict);
|
||||
|
||||
LLPointer<LLViewerFetchedTexture> mDetailTextures[ASSET_COUNT];
|
||||
|
|
|
|||
Loading…
Reference in New Issue