diff options
author | Dave Parks <davep@lindenlab.com> | 2010-04-08 20:42:55 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2010-04-08 20:42:55 -0500 |
commit | 164cbaba13514350b76456d707d4fbef35446e39 (patch) | |
tree | 4e0875c99ed00215c6a8eeafd2c1f9da1edc2f39 /indra/newview/pipeline.cpp | |
parent | f8de237fe626b1133413a152882bbea8ef0552a8 (diff) |
Total fix for shadows going wonky at altitude.
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r-- | indra/newview/pipeline.cpp | 95 |
1 files changed, 59 insertions, 36 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 210aba893c..c56b373138 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -3590,6 +3590,11 @@ void LLPipeline::renderDebug() if (i > 3) { //render shadow frusta as volumes + if (mShadowFrustPoints[i-4].empty()) + { + continue; + } + gGL.color4fv(col+(i-4)*4); gGL.begin(LLRender::TRIANGLE_STRIP); @@ -3620,44 +3625,47 @@ void LLPipeline::renderDebug() if (i < 4) { - //render visible point cloud - gGL.flush(); - glPointSize(8.f); - gGL.begin(LLRender::POINTS); + if (i == 0 || !mShadowFrustPoints[i].empty()) + { + //render visible point cloud + gGL.flush(); + glPointSize(8.f); + gGL.begin(LLRender::POINTS); - F32* c = col+i*4; - gGL.color3fv(c); + F32* c = col+i*4; + gGL.color3fv(c); - for (U32 j = 0; j < mShadowFrustPoints[i].size(); ++j) - { - gGL.vertex3fv(mShadowFrustPoints[i][j].mV); - + for (U32 j = 0; j < mShadowFrustPoints[i].size(); ++j) + { + gGL.vertex3fv(mShadowFrustPoints[i][j].mV); + + } + gGL.end(); + + gGL.flush(); + glPointSize(1.f); + + LLVector3* ext = mShadowExtents[i]; + LLVector3 pos = (ext[0]+ext[1])*0.5f; + LLVector3 size = (ext[1]-ext[0])*0.5f; + drawBoxOutline(pos, size); + + //render camera frustum splits as outlines + gGL.begin(LLRender::LINES); + gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[1].mV); + gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[2].mV); + gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[3].mV); + gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[0].mV); + gGL.vertex3fv(frust[4].mV); gGL.vertex3fv(frust[5].mV); + gGL.vertex3fv(frust[5].mV); gGL.vertex3fv(frust[6].mV); + gGL.vertex3fv(frust[6].mV); gGL.vertex3fv(frust[7].mV); + gGL.vertex3fv(frust[7].mV); gGL.vertex3fv(frust[4].mV); + gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV); + gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV); + gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[6].mV); + gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[7].mV); + gGL.end(); } - gGL.end(); - - gGL.flush(); - glPointSize(1.f); - - LLVector3* ext = mShadowExtents[i]; - LLVector3 pos = (ext[0]+ext[1])*0.5f; - LLVector3 size = (ext[1]-ext[0])*0.5f; - drawBoxOutline(pos, size); - - //render camera frustum splits as outlines - gGL.begin(LLRender::LINES); - gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[1].mV); - gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[2].mV); - gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[3].mV); - gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[0].mV); - gGL.vertex3fv(frust[4].mV); gGL.vertex3fv(frust[5].mV); - gGL.vertex3fv(frust[5].mV); gGL.vertex3fv(frust[6].mV); - gGL.vertex3fv(frust[6].mV); gGL.vertex3fv(frust[7].mV); - gGL.vertex3fv(frust[7].mV); gGL.vertex3fv(frust[4].mV); - gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV); - gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV); - gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[6].mV); - gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[7].mV); - gGL.end(); } @@ -8025,16 +8033,31 @@ void LLPipeline::generateSunShadow(LLCamera& camera) at.normVec(); + LLCamera main_camera = camera; + F32 near_clip = 0.f; { //get visible point cloud std::vector<LLVector3> fp; + main_camera.calcAgentFrustumPlanes(main_camera.mAgentFrustum); + LLVector3 min,max; - getVisiblePointCloud(camera,min,max,fp); + getVisiblePointCloud(main_camera,min,max,fp); if (fp.empty()) { + if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA)) + { + mShadowCamera[0] = main_camera; + mShadowExtents[0][0] = min; + mShadowExtents[0][1] = max; + + mShadowFrustPoints[0].clear(); + mShadowFrustPoints[1].clear(); + mShadowFrustPoints[2].clear(); + mShadowFrustPoints[3].clear(); + } mRenderTypeMask = type_mask; return; } |