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authorGraham Linden <graham@lindenlab.com>2018-07-09 18:27:01 +0100
committerGraham Linden <graham@lindenlab.com>2018-07-09 18:27:01 +0100
commita9fba594dda5b60bf9ac43020394ed3be874ba1e (patch)
treecaad478d71b24af96240e15c55c075d5eafb3c1b
parent0bf678e23b2a29fcd2bf1488f999168b8737c010 (diff)
Restore setting the inv proj matrix for advanced atmo render path.
Set nSight debug setting to 0 to fix ALM snapshots. Add popMatrix call to balance push around heavenly body rendering in ALM and fix mat stack overflow.
-rw-r--r--indra/newview/app_settings/settings.xml2
-rw-r--r--indra/newview/lldrawpoolwlsky.cpp14
2 files changed, 12 insertions, 4 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index c058d33e52..16afdbe9bc 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -8664,7 +8664,7 @@
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
- <integer>1</integer>
+ <integer>0</integer>
</map>
<key>RenderLocalLights</key>
<map>
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index 9f8511a937..90d017dd0b 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -116,9 +116,6 @@ void LLDrawPoolWLSky::endDeferredPass(S32 pass)
void LLDrawPoolWLSky::renderFsSky(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader * shader) const
{
- // Draw WL Sky w/ normal cam pos (where you are) for adv atmo sky
- //gGL.syncMatrices();
- sky_shader->uniform3f(sCamPosLocal, camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]);
gSky.mVOWLSkyp->drawFsSky();
}
@@ -176,6 +173,13 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca
sky_shader->uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, sun_dir.mV);
sky_shader->uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, moon_dir.mV);
+ llassert(sky_shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX));
+
+ glh::matrix4f proj_mat = get_current_projection();
+ glh::matrix4f inv_proj = proj_mat.inverse();
+
+ sky_shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m);
+
// clouds are rendered along with sky in adv atmo
if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp->getCloudNoiseTex())
{
@@ -183,6 +187,8 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca
sky_shader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, gSky.mVOSkyp->getCloudNoiseTexNext());
}
+ sky_shader->uniform3f(sCamPosLocal, camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]);
+
renderFsSky(camPosLocal, camHeightLocal, sky_shader);
sky_shader->unbind();
@@ -459,6 +465,8 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass)
gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
renderHeavenlyBodies();
+
+ gGL.popMatrix();
}
}
gGL.setColorMask(true, true);