diff options
author | Andrey Kleshchev <andreykproductengine@lindenlab.com> | 2020-05-04 20:31:14 +0300 |
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committer | Andrey Kleshchev <andreykproductengine@lindenlab.com> | 2020-05-05 11:31:12 +0300 |
commit | 4b0a2463914e8228bc8797e6720b92c89f7949c1 (patch) | |
tree | 7050bd2cf2008a46ae0eb5956b0ff408ce86dbce /indra/newview/pipeline.cpp | |
parent | 30234c508b4ef8921359371de7ef79546aea5626 (diff) |
SL-12743 Unified code
Fade out for deferred, fixed distance, reused non-deferred logic, fixed flicker
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r-- | indra/newview/pipeline.cpp | 169 |
1 files changed, 107 insertions, 62 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 01438bfb9f..b41ac29906 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6059,25 +6059,18 @@ static F32 calc_light_dist(LLVOVolume* light, const LLVector3& cam_pos, F32 max_ { return max_dist; } - F32 radius = light->getLightRadius(); bool selected = light->isSelected(); - LLVector3 dpos = light->getRenderPosition() - cam_pos; - F32 dist2 = dpos.lengthSquared(); - if (!selected && dist2 > (max_dist + radius)*(max_dist + radius)) - { - return max_dist; - } - F32 dist = (F32) sqrt(dist2); - dist *= 1.f / inten; - dist -= radius; if (selected) { - dist -= 10000.f; // selected lights get highest priority + return 0.f; // selected lights get highest priority } + F32 radius = light->getLightRadius(); + F32 dist = dist_vec(light->getRenderPosition(), cam_pos); + dist = llmax(dist - radius, 0.f); if (light->mDrawable.notNull() && light->mDrawable->isState(LLDrawable::ACTIVE)) { // moving lights get a little higher priority (too much causes artifacts) - dist -= light->getLightRadius()*0.25f; + dist = llmax(dist - light->getLightRadius()*0.25f, 0.f); } return dist; } @@ -6096,12 +6089,17 @@ void LLPipeline::calcNearbyLights(LLCamera& camera) // mNearbyLight (and all light_set_t's) are sorted such that // begin() == the closest light and rbegin() == the farthest light const S32 MAX_LOCAL_LIGHTS = 6; -// LLVector3 cam_pos = gAgent.getCameraPositionAgent(); - LLVector3 cam_pos = LLViewerJoystick::getInstance()->getOverrideCamera() ? - camera.getOrigin() : - gAgent.getPositionAgent(); + LLVector3 cam_pos = camera.getOrigin(); - F32 max_dist = LIGHT_MAX_RADIUS * 4.f; // ignore enitrely lights > 4 * max light rad + F32 max_dist; + if (LLPipeline::sRenderDeferred) + { + max_dist = RenderFarClip; + } + else + { + max_dist = llmin(RenderFarClip, LIGHT_MAX_RADIUS * 4.f); + } // UPDATE THE EXISTING NEARBY LIGHTS light_set_t cur_nearby_lights; @@ -6136,8 +6134,38 @@ void LLPipeline::calcNearbyLights(LLCamera& camera) continue; } - F32 dist = calc_light_dist(volight, cam_pos, max_dist); - cur_nearby_lights.insert(Light(drawable, dist, light->fade)); + F32 dist = calc_light_dist(volight, cam_pos, max_dist); + F32 fade = light->fade; + // actual fade gets decreased/increased by setupHWLights + // light->fade value is 'time'. + // >=0 and light will become visible as value increases + // <0 and light will fade out + if (dist < max_dist) + { + if (fade < 0) + { + // mark light to fade in + // if fade was -LIGHT_FADE_TIME - it was fully invisible + // if fade -0 - it was fully visible + // visibility goes up from 0 to LIGHT_FADE_TIME. + fade += LIGHT_FADE_TIME; + } + } + else + { + // mark light to fade out + // visibility goes down from -0 to -LIGHT_FADE_TIME. + if (fade >= LIGHT_FADE_TIME) + { + fade = -0.0001f; // was fully visible + } + else if (fade >= 0) + { + // 0.75 visible light should stay 0.75 visible, but should reverse direction + fade -= LIGHT_FADE_TIME; + } + } + cur_nearby_lights.insert(Light(drawable, dist, fade)); } mNearbyLights = cur_nearby_lights; @@ -6156,17 +6184,23 @@ void LLPipeline::calcNearbyLights(LLCamera& camera) { continue; // no lighting from HUD objects } - F32 dist = calc_light_dist(light, cam_pos, max_dist); - if (dist >= max_dist) + if (!sRenderAttachedLights && light && light->isAttachment()) { continue; } - if (!sRenderAttachedLights && light && light->isAttachment()) + LLVOAvatar *av = light->getAvatar(); + if (av && (av->isTooComplex() || av->isInMuteList())) + { + // avatars that are already in the list will be removed by removeMutedAVsLights + continue; + } + F32 dist = calc_light_dist(light, cam_pos, max_dist); + if (dist >= max_dist) { continue; } new_nearby_lights.insert(Light(drawable, dist, 0.f)); - if (new_nearby_lights.size() > (U32)MAX_LOCAL_LIGHTS) + if (!LLPipeline::sRenderDeferred && new_nearby_lights.size() > (U32)MAX_LOCAL_LIGHTS) { new_nearby_lights.erase(--new_nearby_lights.end()); const Light& last = *new_nearby_lights.rbegin(); @@ -6179,7 +6213,7 @@ void LLPipeline::calcNearbyLights(LLCamera& camera) iter != new_nearby_lights.end(); iter++) { const Light* light = &(*iter); - if (mNearbyLights.size() < (U32)MAX_LOCAL_LIGHTS) + if (LLPipeline::sRenderDeferred || mNearbyLights.size() < (U32)MAX_LOCAL_LIGHTS) { mNearbyLights.insert(*light); ((LLDrawable*) light->drawable)->setState(LLDrawable::NEARBY_LIGHT); @@ -6192,10 +6226,22 @@ void LLPipeline::calcNearbyLights(LLCamera& camera) Light* farthest_light = (const_cast<Light*>(&(*(mNearbyLights.rbegin())))); if (light->dist < farthest_light->dist) { - if (farthest_light->fade >= 0.f) - { - farthest_light->fade = -(gFrameIntervalSeconds.value()); - } + // mark light to fade out + // visibility goes down from -0 to -LIGHT_FADE_TIME. + // + // This is a mess, but for now it needs to be in sync + // with fade code above. Ex: code above detects distance < max, + // sets fade time to positive, this code then detects closer + // lights and sets fade time negative, fully compensating + // for the code above + if (farthest_light->fade >= LIGHT_FADE_TIME) + { + farthest_light->fade = -0.0001f; // was fully visible + } + else if (farthest_light->fade >= 0) + { + farthest_light->fade -= LIGHT_FADE_TIME; + } } else { @@ -6315,12 +6361,6 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) } } - const LLViewerObject *vobj = drawable->getVObj(); - if(vobj && vobj->getAvatar() && vobj->getAvatar()->isInMuteList()) - { - continue; - } - if (drawable->isState(LLDrawable::ACTIVE)) { mLightMovingMask |= (1<<cur_light); @@ -6403,6 +6443,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) light_state->setSpecular(specular); } else // omnidirectional (point) light + { light_state->setSpotExponent(0.f); light_state->setSpotCutoff(180.f); @@ -8722,47 +8763,51 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX); LLGLDepthTest depth(GL_TRUE, GL_FALSE); - for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter) - { - LLDrawable* drawablep = *iter; - - LLVOVolume* volume = drawablep->getVOVolume(); - if (!volume) - { - continue; - } - - if (volume->isAttachment()) - { - if (!sRenderAttachedLights) - { - continue; - } - } + // mNearbyLights already includes distance calculation and excludes muted avatars. + // It is calculated from mLights + // mNearbyLights also provides fade value to gracefully fade-out out of range lights + for (light_set_t::iterator iter = mNearbyLights.begin(); iter != mNearbyLights.end(); ++iter) + { + LLDrawable* drawablep = iter->drawable; + LLVOVolume* volume = drawablep->getVOVolume(); + if (!volume) + { + continue; + } - const LLViewerObject *vobj = drawablep->getVObj(); - if (vobj) + if (volume->isAttachment()) { - LLVOAvatar *av = vobj->getAvatar(); - if (av && (av->isTooComplex() || av->isInMuteList())) + if (!sRenderAttachedLights) { continue; } } - const LLVector3 position = drawablep->getPositionAgent(); - if (dist_vec(position, LLViewerCamera::getInstance()->getOrigin()) > RenderFarClip + volume->getLightRadius()) - { - continue; - } - LLVector4a center; - center.load3(position.mV); + center.load3(drawablep->getPositionAgent().mV); const F32* c = center.getF32ptr(); F32 s = volume->getLightRadius()*1.5f; //send light color to shader in linear space LLColor3 col = volume->getLightLinearColor(); + + // fade also works as flicker prevention during reparenting + // because reparenting causes distance to jump temporary + F32 fade = iter->fade; + if (fade < LIGHT_FADE_TIME) + { + // fade in/out light + if (fade >= 0.f) + { + fade = fade / LIGHT_FADE_TIME; + } + else + { + fade = 1.f + fade / LIGHT_FADE_TIME; + } + fade = llclamp(fade, 0.f, 1.f); + col *= fade; + } if (col.magVecSquared() < 0.001f) { |