diff options
author | Cosmic Linden <cosmic@lindenlab.com> | 2023-10-13 10:38:48 -0700 |
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committer | Cosmic Linden <cosmic@lindenlab.com> | 2023-10-13 10:38:48 -0700 |
commit | 35d889f7af9686b79fe0e5255121a444a044beab (patch) | |
tree | 957faaf5ba58c0ed392fd62b8d33d561158bcbf7 /indra/newview/lldrawpoolterrain.cpp | |
parent | b9ba57fd0004751dfbcbea90264a6e16c5849e5e (diff) |
DRTVWR-592: Create separate config option for terrain repeats. Clean up debug
Diffstat (limited to 'indra/newview/lldrawpoolterrain.cpp')
-rw-r--r-- | indra/newview/lldrawpoolterrain.cpp | 13 |
1 files changed, 7 insertions, 6 deletions
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index b4671963e1..85b4bb3dca 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -59,6 +59,7 @@ const S32 PBR_DETAIL_EMISSIVE = 0; S32 LLDrawPoolTerrain::sDetailMode = 1; S32 LLDrawPoolTerrain::sPBRDetailMode = 0; F32 LLDrawPoolTerrain::sDetailScale = DETAIL_SCALE; +F32 LLDrawPoolTerrain::sPBRDetailScale = DETAIL_SCALE; static LLGLSLShader* sShader = NULL; static LLTrace::BlockTimerStatHandle FTM_SHADOW_TERRAIN("Terrain Shadow"); @@ -69,6 +70,7 @@ LLDrawPoolTerrain::LLDrawPoolTerrain(LLViewerTexture *texturep) : { // Hack! sDetailScale = 1.f/gSavedSettings.getF32("RenderTerrainScale"); + sPBRDetailScale = 1.f/gSavedSettings.getF32("RenderTerrainPBRScale"); // TODO: This is unused. Remove? sDetailMode = gSavedSettings.getS32("RenderTerrainDetail"); sPBRDetailMode = gSavedSettings.getS32("RenderTerrainPBRDetail"); @@ -385,16 +387,15 @@ void LLDrawPoolTerrain::renderFullShaderPBR(BOOL local_materials) materials = &gLocalTerrainMaterials.mDetailMaterials; } - // *TODO: I'm seeing terrain still jump when switching regions. Might have something to do with the extra repeat factor in the shader. Or is it a numerical precision issue?... - // *TODO: If we want to change the tiling, we should change this offset modulo to prevent seams + // *TODO: Figure out why this offset is *sometimes* producing seams at the region edge, and repeat jumps when crossing regions, when RenderTerrainPBRScale is not a factor of the region scale. LLVector3d region_origin_global = gAgent.getRegion()->getOriginGlobal(); - F32 offset_x = (F32)fmod(region_origin_global.mdV[VX], 1.0/(F64)sDetailScale)*sDetailScale; - F32 offset_y = (F32)fmod(region_origin_global.mdV[VY], 1.0/(F64)sDetailScale)*sDetailScale; + F32 offset_x = (F32)fmod(region_origin_global.mdV[VX], 1.0/(F64)sPBRDetailScale)*sPBRDetailScale; + F32 offset_y = (F32)fmod(region_origin_global.mdV[VY], 1.0/(F64)sPBRDetailScale)*sPBRDetailScale; LLVector4 tp0, tp1; - tp0.setVec(sDetailScale, 0.0f, 0.0f, offset_x); - tp1.setVec(0.0f, sDetailScale, 0.0f, offset_y); + tp0.setVec(sPBRDetailScale, 0.0f, 0.0f, offset_x); + tp1.setVec(0.0f, sPBRDetailScale, 0.0f, offset_y); constexpr U32 terrain_material_count = 1 + LLViewerShaderMgr::TERRAIN_DETAIL3_BASE_COLOR - LLViewerShaderMgr::TERRAIN_DETAIL0_BASE_COLOR; S32 detail_basecolor[terrain_material_count]; |