Merge branch 'DRTVWR-559' of github.com:secondlife/viewer into DRTVWR-559

meow-7.2.2
RunitaiLinden 2023-04-18 19:12:08 -05:00
commit fcf9db8823
4 changed files with 31 additions and 105 deletions

View File

@ -1,66 +0,0 @@
/**
* @file shadowAlphaMaskSkinnedV.glsl
*
* $LicenseInfo:firstyear=2021&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2011, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 projection_matrix;
uniform float shadow_target_width;
ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
VARYING vec4 post_pos;
VARYING float target_pos_x;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
void passTextureIndex();
mat4 getObjectSkinnedTransform();
void main()
{
//transform vertex
vec4 pre_pos = vec4(position.xyz, 1.0);
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
vec4 pos = mat * pre_pos;
pos = projection_matrix * pos;
target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
post_pos = pos;
gl_Position = pos;
passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vertex_color = diffuse_color;
}

View File

@ -24,7 +24,12 @@
*/
uniform mat4 texture_matrix0;
#if defined(HAS_SKIN)
uniform mat4 modelview_matrix;
uniform mat4 projection_matrix;
#else
uniform mat4 modelview_projection_matrix;
#endif
uniform float shadow_target_width;
ATTRIBUTE vec3 position;
@ -38,11 +43,24 @@ VARYING vec2 vary_texcoord0;
void passTextureIndex();
#if defined(HAS_SKIN)
mat4 getObjectSkinnedTransform();
#endif
void main()
{
//transform vertex
#if defined(HAS_SKIN)
vec4 pre_pos = vec4(position.xyz, 1.0);
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
vec4 pos = mat * pre_pos;
pos = projection_matrix * pos;
#else
vec4 pre_pos = vec4(position.xyz, 1.0);
vec4 pos = modelview_projection_matrix * pre_pos;
#endif
target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
post_pos = pos;

View File

@ -154,8 +154,9 @@ LLGLSLShader gDeferredShadowProgram;
LLGLSLShader gDeferredSkinnedShadowProgram;
LLGLSLShader gDeferredShadowCubeProgram;
LLGLSLShader gDeferredShadowAlphaMaskProgram;
LLGLSLShader gDeferredShadowGLTFAlphaMaskProgram;
LLGLSLShader gDeferredSkinnedShadowAlphaMaskProgram;
LLGLSLShader gDeferredShadowGLTFAlphaMaskProgram;
LLGLSLShader gDeferredSkinnedShadowGLTFAlphaMaskProgram;
LLGLSLShader gDeferredShadowFullbrightAlphaMaskProgram;
LLGLSLShader gDeferredSkinnedShadowFullbrightAlphaMaskProgram;
LLGLSLShader gDeferredAvatarShadowProgram;
@ -972,8 +973,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedShadowProgram.unload();
gDeferredShadowCubeProgram.unload();
gDeferredShadowAlphaMaskProgram.unload();
gDeferredShadowGLTFAlphaMaskProgram.unload();
gDeferredSkinnedShadowAlphaMaskProgram.unload();
gDeferredShadowGLTFAlphaMaskProgram.unload();
gDeferredSkinnedShadowGLTFAlphaMaskProgram.unload();
gDeferredShadowFullbrightAlphaMaskProgram.unload();
gDeferredSkinnedShadowFullbrightAlphaMaskProgram.unload();
gDeferredAvatarShadowProgram.unload();
@ -2309,28 +2311,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredShadowFullbrightAlphaMaskProgram.addPermutation("DEPTH_CLAMP", "1");
gDeferredShadowFullbrightAlphaMaskProgram.addPermutation("IS_FULLBRIGHT", "1");
gDeferredShadowFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredShadowFullbrightAlphaMaskProgram.mRiggedVariant = &gDeferredSkinnedShadowFullbrightAlphaMaskProgram;
success = gDeferredShadowFullbrightAlphaMaskProgram.createShader(NULL, NULL);
success = make_rigged_variant(gDeferredShadowFullbrightAlphaMaskProgram, gDeferredSkinnedShadowFullbrightAlphaMaskProgram);
success = success && gDeferredShadowFullbrightAlphaMaskProgram.createShader(NULL, NULL);
llassert(success);
}
if (success)
{
gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mName = "Deferred Skinned Shadow Fullbright Alpha Mask Shader";
gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mShaderFiles.clear();
gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskSkinnedV.glsl", GL_VERTEX_SHADER));
gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER));
gDeferredSkinnedShadowFullbrightAlphaMaskProgram.clearPermutations();
gDeferredSkinnedShadowFullbrightAlphaMaskProgram.addPermutation("DEPTH_CLAMP", "1");
gDeferredSkinnedShadowFullbrightAlphaMaskProgram.addPermutation("IS_FULLBRIGHT", "1");
gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredSkinnedShadowFullbrightAlphaMaskProgram.createShader(NULL, NULL);
llassert(success);
}
if (success)
{
gDeferredShadowAlphaMaskProgram.mName = "Deferred Shadow Alpha Mask Shader";
@ -2340,15 +2325,15 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER));
gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER));
gDeferredShadowAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredShadowAlphaMaskProgram.mRiggedVariant = &gDeferredSkinnedShadowAlphaMaskProgram;
success = gDeferredShadowAlphaMaskProgram.createShader(NULL, NULL);
success = make_rigged_variant(gDeferredShadowAlphaMaskProgram, gDeferredSkinnedShadowAlphaMaskProgram);
success = success && gDeferredShadowAlphaMaskProgram.createShader(NULL, NULL);
llassert(success);
}
if (success)
{
gDeferredShadowGLTFAlphaMaskProgram.mName = "Deferred Shadow Alpha Mask Shader";
gDeferredShadowGLTFAlphaMaskProgram.mName = "Deferred GLTF Shadow Alpha Mask Shader";
gDeferredShadowGLTFAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredShadowGLTFAlphaMaskProgram.mShaderFiles.clear();
gDeferredShadowGLTFAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER));
@ -2356,21 +2341,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredShadowGLTFAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredShadowGLTFAlphaMaskProgram.clearPermutations();
gDeferredShadowGLTFAlphaMaskProgram.addPermutation("GLTF", "1");
gDeferredShadowGLTFAlphaMaskProgram.mRiggedVariant = &gDeferredSkinnedShadowAlphaMaskProgram;
success = gDeferredShadowGLTFAlphaMaskProgram.createShader(NULL, NULL);
llassert(success);
}
if (success)
{
gDeferredSkinnedShadowAlphaMaskProgram.mName = "Deferred Skinned Shadow Alpha Mask Shader";
gDeferredSkinnedShadowAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredSkinnedShadowAlphaMaskProgram.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedShadowAlphaMaskProgram.mShaderFiles.clear();
gDeferredSkinnedShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskSkinnedV.glsl", GL_VERTEX_SHADER));
gDeferredSkinnedShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER));
gDeferredSkinnedShadowAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredSkinnedShadowAlphaMaskProgram.createShader(NULL, NULL);
success = make_rigged_variant(gDeferredShadowGLTFAlphaMaskProgram, gDeferredSkinnedShadowGLTFAlphaMaskProgram);
success = success && gDeferredShadowGLTFAlphaMaskProgram.createShader(NULL, NULL);
llassert(success);
}

View File

@ -8758,6 +8758,8 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
U32 saved_occlusion = sUseOcclusion;
sUseOcclusion = 0;
// List of render pass types that use the prim volume as the shadow,
// ignoring textures.
static const U32 types[] = {
LLRenderPass::PASS_SIMPLE,
LLRenderPass::PASS_FULLBRIGHT,