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Alchemy Viewer
Alchemy Viewer
Commits
250ab43e
"README.md" did not exist on "44ad672b9e0a5ba1eef3ef7c71da3eb887f4fe0a"
Commit
250ab43e
authored
13 years ago
by
David Parks
Browse files
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Plain Diff
SH-2571 Add shader driven render for low detail terrain.
parent
f19f43c7
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3 changed files
indra/newview/llappviewer.cpp
+1
-4
1 addition, 4 deletions
indra/newview/llappviewer.cpp
indra/newview/lldrawpoolterrain.cpp
+48
-21
48 additions, 21 deletions
indra/newview/lldrawpoolterrain.cpp
indra/newview/llfloaterpreference.cpp
+2
-10
2 additions, 10 deletions
indra/newview/llfloaterpreference.cpp
with
51 additions
and
35 deletions
indra/newview/llappviewer.cpp
+
1
−
4
View file @
250ab43e
...
@@ -773,10 +773,7 @@ bool LLAppViewer::init()
...
@@ -773,10 +773,7 @@ bool LLAppViewer::init()
LLViewerAssetStatsFF
::
init
();
LLViewerAssetStatsFF
::
init
();
}
}
// init main thread's local data pool before initializing the threads - Nyx
initThreads
();
LLThreadLocalData
::
init
();
initThreads
();
LL_INFOS
(
"InitInfo"
)
<<
"Threads initialized."
<<
LL_ENDL
;
LL_INFOS
(
"InitInfo"
)
<<
"Threads initialized."
<<
LL_ENDL
;
// Initialize settings early so that the defaults for ignorable dialogs are
// Initialize settings early so that the defaults for ignorable dialogs are
...
...
This diff is collapsed.
Click to expand it.
indra/newview/lldrawpoolterrain.cpp
+
48
−
21
View file @
250ab43e
...
@@ -122,14 +122,7 @@ U32 LLDrawPoolTerrain::getVertexDataMask()
...
@@ -122,14 +122,7 @@ U32 LLDrawPoolTerrain::getVertexDataMask()
void
LLDrawPoolTerrain
::
prerender
()
void
LLDrawPoolTerrain
::
prerender
()
{
{
mVertexShaderLevel
=
LLViewerShaderMgr
::
instance
()
->
getVertexShaderLevel
(
LLViewerShaderMgr
::
SHADER_ENVIRONMENT
);
mVertexShaderLevel
=
LLViewerShaderMgr
::
instance
()
->
getVertexShaderLevel
(
LLViewerShaderMgr
::
SHADER_ENVIRONMENT
);
if
(
mVertexShaderLevel
>
0
)
sDetailMode
=
gSavedSettings
.
getS32
(
"RenderTerrainDetail"
);
{
sDetailMode
=
1
;
}
else
{
sDetailMode
=
gSavedSettings
.
getS32
(
"RenderTerrainDetail"
);
}
}
}
void
LLDrawPoolTerrain
::
beginRenderPass
(
S32
pass
)
void
LLDrawPoolTerrain
::
beginRenderPass
(
S32
pass
)
...
@@ -137,9 +130,24 @@ void LLDrawPoolTerrain::beginRenderPass( S32 pass )
...
@@ -137,9 +130,24 @@ void LLDrawPoolTerrain::beginRenderPass( S32 pass )
LLFastTimer
t
(
FTM_RENDER_TERRAIN
);
LLFastTimer
t
(
FTM_RENDER_TERRAIN
);
LLFacePool
::
beginRenderPass
(
pass
);
LLFacePool
::
beginRenderPass
(
pass
);
sShader
=
LLPipeline
::
sUnderWaterRender
?
if
(
sDetailMode
>
0
)
&
gTerrainWaterProgram
:
{
&
gTerrainProgram
;
sShader
=
LLPipeline
::
sUnderWaterRender
?
&
gTerrainWaterProgram
:
&
gTerrainProgram
;
}
else
{
if
(
LLPipeline
::
sUnderWaterRender
)
{
sShader
=
&
gObjectSimpleNonIndexedTexGenWaterProgram
;
}
else
{
sShader
=
&
gObjectSimpleNonIndexedTexGenProgram
;
}
}
if
(
mVertexShaderLevel
>
1
&&
sShader
->
mShaderLevel
>
0
)
if
(
mVertexShaderLevel
>
1
&&
sShader
->
mShaderLevel
>
0
)
{
{
...
@@ -200,7 +208,15 @@ void LLDrawPoolTerrain::render(S32 pass)
...
@@ -200,7 +208,15 @@ void LLDrawPoolTerrain::render(S32 pass)
if
(
mVertexShaderLevel
>
1
&&
sShader
->
mShaderLevel
>
0
)
if
(
mVertexShaderLevel
>
1
&&
sShader
->
mShaderLevel
>
0
)
{
{
gPipeline
.
enableLightsDynamic
();
gPipeline
.
enableLightsDynamic
();
renderFullShader
();
if
(
sDetailMode
>
0
)
{
renderFullShader
();
}
else
{
renderSimple
();
}
}
}
else
else
{
{
...
@@ -827,13 +843,21 @@ void LLDrawPoolTerrain::renderSimple()
...
@@ -827,13 +843,21 @@ void LLDrawPoolTerrain::renderSimple()
tp0
.
setVec
(
tscale
,
0.
f
,
0.0
f
,
-
1.
f
*
(
origin_agent
.
mV
[
0
]
/
256.
f
));
tp0
.
setVec
(
tscale
,
0.
f
,
0.0
f
,
-
1.
f
*
(
origin_agent
.
mV
[
0
]
/
256.
f
));
tp1
.
setVec
(
0.
f
,
tscale
,
0.0
f
,
-
1.
f
*
(
origin_agent
.
mV
[
1
]
/
256.
f
));
tp1
.
setVec
(
0.
f
,
tscale
,
0.0
f
,
-
1.
f
*
(
origin_agent
.
mV
[
1
]
/
256.
f
));
glEnable
(
GL_TEXTURE_GEN_S
);
if
(
LLGLSLShader
::
sNoFixedFunction
)
glEnable
(
GL_TEXTURE_GEN_T
);
{
glTexGeni
(
GL_S
,
GL_TEXTURE_GEN_MODE
,
GL_OBJECT_LINEAR
);
sShader
->
uniform4fv
(
"object_plane_s"
,
1
,
tp0
.
mV
);
glTexGeni
(
GL_T
,
GL_TEXTURE_GEN_MODE
,
GL_OBJECT_LINEAR
);
sShader
->
uniform4fv
(
"object_plane_t"
,
1
,
tp1
.
mV
);
glTexGenfv
(
GL_S
,
GL_OBJECT_PLANE
,
tp0
.
mV
);
}
glTexGenfv
(
GL_T
,
GL_OBJECT_PLANE
,
tp1
.
mV
);
else
{
glEnable
(
GL_TEXTURE_GEN_S
);
glEnable
(
GL_TEXTURE_GEN_T
);
glTexGeni
(
GL_S
,
GL_TEXTURE_GEN_MODE
,
GL_OBJECT_LINEAR
);
glTexGeni
(
GL_T
,
GL_TEXTURE_GEN_MODE
,
GL_OBJECT_LINEAR
);
glTexGenfv
(
GL_S
,
GL_OBJECT_PLANE
,
tp0
.
mV
);
glTexGenfv
(
GL_T
,
GL_OBJECT_PLANE
,
tp1
.
mV
);
}
gGL
.
getTexUnit
(
0
)
->
setTextureColorBlend
(
LLTexUnit
::
TBO_MULT
,
LLTexUnit
::
TBS_TEX_COLOR
,
LLTexUnit
::
TBS_VERT_COLOR
);
gGL
.
getTexUnit
(
0
)
->
setTextureColorBlend
(
LLTexUnit
::
TBO_MULT
,
LLTexUnit
::
TBS_TEX_COLOR
,
LLTexUnit
::
TBS_VERT_COLOR
);
drawLoop
();
drawLoop
();
...
@@ -843,8 +867,11 @@ void LLDrawPoolTerrain::renderSimple()
...
@@ -843,8 +867,11 @@ void LLDrawPoolTerrain::renderSimple()
gGL
.
getTexUnit
(
0
)
->
activate
();
gGL
.
getTexUnit
(
0
)
->
activate
();
gGL
.
getTexUnit
(
0
)
->
unbind
(
LLTexUnit
::
TT_TEXTURE
);
gGL
.
getTexUnit
(
0
)
->
unbind
(
LLTexUnit
::
TT_TEXTURE
);
glDisable
(
GL_TEXTURE_GEN_S
);
if
(
!
LLGLSLShader
::
sNoFixedFunction
)
glDisable
(
GL_TEXTURE_GEN_T
);
{
glDisable
(
GL_TEXTURE_GEN_S
);
glDisable
(
GL_TEXTURE_GEN_T
);
}
gGL
.
matrixMode
(
LLRender
::
MM_TEXTURE
);
gGL
.
matrixMode
(
LLRender
::
MM_TEXTURE
);
gGL
.
loadIdentity
();
gGL
.
loadIdentity
();
gGL
.
matrixMode
(
LLRender
::
MM_MODELVIEW
);
gGL
.
matrixMode
(
LLRender
::
MM_MODELVIEW
);
...
...
This diff is collapsed.
Click to expand it.
indra/newview/llfloaterpreference.cpp
+
2
−
10
View file @
250ab43e
...
@@ -1039,16 +1039,8 @@ void LLFloaterPreference::refreshEnabledState()
...
@@ -1039,16 +1039,8 @@ void LLFloaterPreference::refreshEnabledState()
BOOL
shaders
=
gGLManager
.
mGLVersion
>=
2.
f
;
BOOL
shaders
=
gGLManager
.
mGLVersion
>=
2.
f
;
if
(
shaders
)
mRadioTerrainDetail
->
setEnabled
(
TRUE
);
{
mRadioTerrainDetail
->
setValue
(
1
);
mRadioTerrainDetail
->
setEnabled
(
FALSE
);
}
else
{
mRadioTerrainDetail
->
setEnabled
(
TRUE
);
}
// WindLight
// WindLight
LLCheckBoxCtrl
*
ctrl_wind_light
=
getChild
<
LLCheckBoxCtrl
>
(
"WindLightUseAtmosShaders"
);
LLCheckBoxCtrl
*
ctrl_wind_light
=
getChild
<
LLCheckBoxCtrl
>
(
"WindLightUseAtmosShaders"
);
...
...
This diff is collapsed.
Click to expand it.
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