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authorTofu Linden <tofu.linden@lindenlab.com>2010-05-07 08:40:59 +0100
committerTofu Linden <tofu.linden@lindenlab.com>2010-05-07 08:40:59 +0100
commit3b2073270b2702a682b655c470ecae310822c29e (patch)
treef0c5484493ffc1319439f31b1df77bf9d818bdbb /indra/newview/pipeline.cpp
parentb89c31052802450ec59fee48ace4c66a713755ab (diff)
parent9b9eedb8a3db6d4b1e5eab8dbff8f68415cfd4b3 (diff)
merge from viewer-trunk
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r--indra/newview/pipeline.cpp935
1 files changed, 548 insertions, 387 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 2d2fc38573..4fbc6bb5da 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -191,6 +191,7 @@ std::string gPoolNames[] =
};
void drawBox(const LLVector3& c, const LLVector3& r);
+void drawBoxOutline(const LLVector3& pos, const LLVector3& size);
U32 nhpo2(U32 v)
{
@@ -268,7 +269,8 @@ BOOL LLPipeline::sRenderHighlight = TRUE;
BOOL LLPipeline::sForceOldBakedUpload = FALSE;
S32 LLPipeline::sUseOcclusion = 0;
BOOL LLPipeline::sDelayVBUpdate = TRUE;
-BOOL LLPipeline::sFastAlpha = TRUE;
+BOOL LLPipeline::sAutoMaskAlphaDeferred = TRUE;
+BOOL LLPipeline::sAutoMaskAlphaNonDeferred = FALSE;
BOOL LLPipeline::sDisableShaders = FALSE;
BOOL LLPipeline::sRenderBump = TRUE;
BOOL LLPipeline::sUseTriStrips = TRUE;
@@ -361,6 +363,7 @@ void LLPipeline::init()
sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD");
sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
+ LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights");
sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles");
@@ -407,6 +410,8 @@ void LLPipeline::init()
{
mSpotLightFade[i] = 1.f;
}
+
+ setLightingDetail(-1);
}
LLPipeline::~LLPipeline()
@@ -509,6 +514,7 @@ void LLPipeline::destroyGL()
}
static LLFastTimer::DeclareTimer FTM_RESIZE_SCREEN_TEXTURE("Resize Screen Texture");
+
void LLPipeline::resizeScreenTexture()
{
LLFastTimer ft(FTM_RESIZE_SCREEN_TEXTURE);
@@ -565,9 +571,12 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
F32 scale = gSavedSettings.getF32("RenderShadowResolutionScale");
+ //HACK: make alpha masking work on ATI depth shadows (work around for ATI driver bug)
+ U32 shadow_fmt = gGLManager.mIsATI ? GL_ALPHA : 0;
+
for (U32 i = 0; i < 4; i++)
{
- mShadow[i].allocate(U32(resX*scale),U32(resY*scale), 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
+ mShadow[i].allocate(U32(resX*scale),U32(resY*scale), shadow_fmt, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
}
@@ -576,11 +585,9 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
for (U32 i = 4; i < 6; i++)
{
- mShadow[i].allocate(width, height, 0, TRUE, FALSE);
+ mShadow[i].allocate(width, height, shadow_fmt, TRUE, FALSE);
}
-
-
width = nhpo2(resX)/2;
height = nhpo2(resY)/2;
mLuminanceMap.allocate(width,height, GL_RGBA, FALSE, FALSE);
@@ -624,10 +631,11 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
void LLPipeline::updateRenderDeferred()
{
BOOL deferred = (gSavedSettings.getBOOL("RenderDeferred") &&
- LLRenderTarget::sUseFBO &&
- gSavedSettings.getBOOL("VertexShaderEnable") &&
- gSavedSettings.getBOOL("RenderAvatarVP") &&
- gSavedSettings.getBOOL("WindLightUseAtmosShaders")) ? TRUE : FALSE;
+ LLRenderTarget::sUseFBO &&
+ LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
+ gSavedSettings.getBOOL("VertexShaderEnable") &&
+ gSavedSettings.getBOOL("RenderAvatarVP") &&
+ gSavedSettings.getBOOL("WindLightUseAtmosShaders")) ? TRUE : FALSE;
sRenderDeferred = deferred;
}
@@ -902,13 +910,18 @@ S32 LLPipeline::setLightingDetail(S32 level)
if (level < 0)
{
- level = gSavedSettings.getS32("RenderLightingDetail");
+ if (gSavedSettings.getBOOL("VertexShaderEnable"))
+ {
+ level = 1;
+ }
+ else
+ {
+ level = 0;
+ }
}
level = llclamp(level, 0, getMaxLightingDetail());
if (level != mLightingDetail)
{
- gSavedSettings.setS32("RenderLightingDetail", level);
-
mLightingDetail = level;
if (mVertexShadersLoaded == 1)
@@ -1512,8 +1525,10 @@ BOOL LLPipeline::visibleObjectsInFrustum(LLCamera& camera)
BOOL LLPipeline::getVisibleExtents(LLCamera& camera, LLVector3& min, LLVector3& max)
{
- min = LLVector3(F32_MAX, F32_MAX, F32_MAX);
- max = LLVector3(-F32_MAX, -F32_MAX, -F32_MAX);
+ const F32 X = 65536.f;
+
+ min = LLVector3(X,X,X);
+ max = LLVector3(-X,-X,-X);
U32 saved_camera_id = LLViewerCamera::sCurCameraID;
LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
@@ -1946,31 +1961,40 @@ void LLPipeline::updateGeom(F32 max_dtime)
void LLPipeline::markVisible(LLDrawable *drawablep, LLCamera& camera)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE_MARK_VISIBLE);
- if(!drawablep || drawablep->isDead())
- {
- return;
- }
-
- if (drawablep->isSpatialBridge())
- {
- LLDrawable* root = ((LLSpatialBridge*) drawablep)->mDrawable;
- if (root && root->getParent() && root->getVObj() && root->getVObj()->isAttachment())
+ if(drawablep && !drawablep->isDead())
+ {
+ if (drawablep->isSpatialBridge())
{
- LLVOAvatar* av = root->getParent()->getVObj()->asAvatar();
- if (av && av->isImpostor())
+ const LLDrawable* root = ((LLSpatialBridge*) drawablep)->mDrawable;
+ llassert(root); // trying to catch a bad assumption
+ if (root && // // this test may not be needed, see above
+ root->getVObj()->isAttachment())
{
- return;
+ LLDrawable* rootparent = root->getParent();
+ if (rootparent) // this IS sometimes NULL
+ {
+ LLViewerObject *vobj = rootparent->getVObj();
+ llassert(vobj); // trying to catch a bad assumption
+ if (vobj) // this test may not be needed, see above
+ {
+ const LLVOAvatar* av = vobj->asAvatar();
+ if (av && av->isImpostor())
+ {
+ return;
+ }
+ }
+ }
}
+ sCull->pushBridge((LLSpatialBridge*) drawablep);
+ }
+ else
+ {
+ sCull->pushDrawable(drawablep);
}
- sCull->pushBridge((LLSpatialBridge*) drawablep);
- }
- else
- {
- sCull->pushDrawable(drawablep);
- }
- drawablep->setVisible(camera);
+ drawablep->setVisible(camera);
+ }
}
void LLPipeline::markMoved(LLDrawable *drawablep, BOOL damped_motion)
@@ -3410,26 +3434,14 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
- renderHighlights();
- mHighlightFaces.clear();
-
- renderDebug();
-
- LLVertexBuffer::unbind();
-
- if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
- {
- // Render debugging beacons.
- gObjectList.renderObjectBeacons();
- gObjectList.resetObjectBeacons();
- }
-
if (occlude)
{
occlude = FALSE;
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
doOcclusion(camera);
+ gGLLastMatrix = NULL;
+ glLoadMatrixd(gGLModelView);
}
}
@@ -3592,12 +3604,17 @@ void LLPipeline::renderDebug()
for (U32 i = 0; i < 8; i++)
{
+ LLVector3* frust = mShadowCamera[i].mAgentFrustum;
+
if (i > 3)
- {
+ { //render shadow frusta as volumes
+ if (mShadowFrustPoints[i-4].empty())
+ {
+ continue;
+ }
+
gGL.color4fv(col+(i-4)*4);
- LLVector3* frust = mShadowCamera[i].mAgentFrustum;
-
gGL.begin(LLRender::TRIANGLE_STRIP);
gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV);
gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV);
@@ -3625,31 +3642,49 @@ void LLPipeline::renderDebug()
if (i < 4)
{
- gGL.begin(LLRender::LINES);
-
- F32* c = col+i*4;
- for (U32 j = 0; j < mShadowFrustPoints[i].size(); ++j)
+
+ if (i == 0 || !mShadowFrustPoints[i].empty())
{
-
- gGL.color3fv(c);
+ //render visible point cloud
+ gGL.flush();
+ glPointSize(8.f);
+ gGL.begin(LLRender::POINTS);
- for (U32 k = 0; k < mShadowFrustPoints[i].size(); ++k)
- {
- if (j != k)
- {
- gGL.vertex3fv(mShadowFrustPoints[i][j].mV);
- gGL.vertex3fv(mShadowFrustPoints[i][k].mV);
- }
- }
+ F32* c = col+i*4;
+ gGL.color3fv(c);
- if (!mShadowFrustOrigin[i].isExactlyZero())
- {
+ for (U32 j = 0; j < mShadowFrustPoints[i].size(); ++j)
+ {
gGL.vertex3fv(mShadowFrustPoints[i][j].mV);
- gGL.color4f(1,1,1,1);
- gGL.vertex3fv(mShadowFrustOrigin[i].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();
+
}
/*for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
@@ -4273,7 +4308,7 @@ void LLPipeline::setupAvatarLights(BOOL for_edit)
glLightf (GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.0f);
glLightf (GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.0f);
glLightf (GL_LIGHT1, GL_SPOT_EXPONENT, 0.0f);
- glLightf (GL_LIGHT1, GL_SPOT_CUTOFF, 180.0f);
+ glLightf (GL_LIGHT1, GL_SPOT_CUTOFF, 180.0f);
}
else if (gAvatarBacklight) // Always true (unless overridden in a devs .ini)
{
@@ -4561,32 +4596,41 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
LLVector4 light_pos_gl(light_pos, 1.0f);
F32 light_radius = llmax(light->getLightRadius(), 0.001f);
- F32 atten, quad;
-#if 0 //1.9.1
- if (pool->getVertexShaderLevel() > 0)
- {
- atten = light_radius;
- quad = llmax(light->getLightFalloff(), 0.0001f);
- }
- else
-#endif
- {
- F32 x = (3.f * (1.f + light->getLightFalloff()));
- atten = x / (light_radius); // % of brightness at radius
- quad = 0.0f;
- }
+ F32 x = (3.f * (1.f + light->getLightFalloff())); // why this magic? probably trying to match a historic behavior.
+ float linatten = x / (light_radius); // % of brightness at radius
+
mHWLightColors[cur_light] = light_color;
S32 gllight = GL_LIGHT0+cur_light;
glLightfv(gllight, GL_POSITION, light_pos_gl.mV);
glLightfv(gllight, GL_DIFFUSE, light_color.mV);
glLightfv(gllight, GL_AMBIENT, LLColor4::black.mV);
- glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV);
glLightf (gllight, GL_CONSTANT_ATTENUATION, 0.0f);
- glLightf (gllight, GL_LINEAR_ATTENUATION, atten);
- glLightf (gllight, GL_QUADRATIC_ATTENUATION, quad);
- glLightf (gllight, GL_SPOT_EXPONENT, 0.0f);
- glLightf (gllight, GL_SPOT_CUTOFF, 180.0f);
+ glLightf (gllight, GL_LINEAR_ATTENUATION, linatten);
+ glLightf (gllight, GL_QUADRATIC_ATTENUATION, 0.0f);
+ if (light->isLightSpotlight()) // directional (spot-)light
+ {
+ LLVector3 spotparams = light->getSpotLightParams();
+ LLQuaternion quat = light->getRenderRotation();
+ LLVector3 at_axis(0,0,-1); // this matches deferred rendering's object light direction
+ at_axis *= quat;
+ //llinfos << "SPOT!!!!!!! fov: " << spotparams.mV[0] << " focus: " << spotparams.mV[1] << " dir: " << at_axis << llendl;
+ glLightfv(gllight, GL_SPOT_DIRECTION, at_axis.mV);
+ glLightf (gllight, GL_SPOT_EXPONENT, 2.0f); // 2.0 = good old dot product ^ 2
+ glLightf (gllight, GL_SPOT_CUTOFF, 90.0f); // hemisphere
+ const float specular[] = {0.f, 0.f, 0.f, 0.f};
+ glLightfv(gllight, GL_SPECULAR, specular);
+ }
+ else // omnidirectional (point) light
+ {
+ glLightf (gllight, GL_SPOT_EXPONENT, 0.0f);
+ glLightf (gllight, GL_SPOT_CUTOFF, 180.0f);
+
+ // we use specular.w = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight
+ const float specular[] = {0.f, 0.f, 0.f, 1.f};
+ glLightfv(gllight, GL_SPECULAR, specular);
+ //llinfos << "boring light" << llendl;
+ }
cur_light++;
if (cur_light >= 8)
{
@@ -4613,13 +4657,10 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
LLVector4 light_pos_gl(light_pos, 1.0f);
F32 light_radius = 16.f;
- F32 atten, quad;
- {
- F32 x = 3.f;
- atten = x / (light_radius); // % of brightness at radius
- quad = 0.0f;
- }
+ F32 x = 3.f;
+ float linatten = x / (light_radius); // % of brightness at radius
+
mHWLightColors[2] = light_color;
S32 gllight = GL_LIGHT2;
glLightfv(gllight, GL_POSITION, light_pos_gl.mV);
@@ -4627,8 +4668,8 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
glLightfv(gllight, GL_AMBIENT, LLColor4::black.mV);
glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV);
glLightf (gllight, GL_CONSTANT_ATTENUATION, 0.0f);
- glLightf (gllight, GL_LINEAR_ATTENUATION, atten);
- glLightf (gllight, GL_QUADRATIC_ATTENUATION, quad);
+ glLightf (gllight, GL_LINEAR_ATTENUATION, linatten);
+ glLightf (gllight, GL_QUADRATIC_ATTENUATION, 0.0f);
glLightf (gllight, GL_SPOT_EXPONENT, 0.0f);
glLightf (gllight, GL_SPOT_CUTOFF, 180.0f);
}
@@ -4749,16 +4790,16 @@ void LLPipeline::enableLightsFullbright(const LLColor4& color)
enableLights(mask);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV);
- if (mLightingDetail >= 2)
+ /*if (mLightingDetail >= 2)
{
glColor4f(0.f, 0.f, 0.f, 1.f); // no local lighting by default
- }
+ }*/
}
void LLPipeline::disableLights()
{
enableLights(0); // no lighting (full bright)
- glColor4f(1.f, 1.f, 1.f, 1.f); // lighting color = white by default
+ //glColor4f(1.f, 1.f, 1.f, 1.f); // lighting color = white by default
}
//============================================================================
@@ -5361,6 +5402,7 @@ void LLPipeline::resetVertexBuffers()
{
sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
+ LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
@@ -5496,6 +5538,7 @@ void LLPipeline::bindScreenToTexture()
}
static LLFastTimer::DeclareTimer FTM_RENDER_BLOOM("Bloom");
+
void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
{
LLMemType mt_ru(LLMemType::MTYPE_PIPELINE_RENDER_BLOOM);
@@ -5818,6 +5861,12 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
+
+ if (LLRenderTarget::sUseFBO)
+ { //copy depth buffer from mScreen to framebuffer
+ LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(),
+ 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ }
}
@@ -5834,8 +5883,12 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
}
+static LLFastTimer::DeclareTimer FTM_BIND_DEFERRED("Bind Deferred");
+
void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRenderTarget* gi_source, LLRenderTarget* last_gi_post, U32 noise_map)
{
+ LLFastTimer t(FTM_BIND_DEFERRED);
+
if (noise_map == 0xFFFFFFFF)
{
noise_map = mNoiseMap;
@@ -6173,11 +6226,16 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
matrix_nondiag, matrix_nondiag, matrix_diag};
shader.uniformMatrix3fv("ssao_effect_mat", 1, GL_FALSE, ssao_effect_mat);
+ F32 shadow_offset_error = 1.f + gSavedSettings.getF32("RenderShadowOffsetError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
+ F32 shadow_bias_error = 1.f + gSavedSettings.getF32("RenderShadowBiasError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
+
shader.uniform2f("screen_res", mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
shader.uniform1f("near_clip", LLViewerCamera::getInstance()->getNear()*2.f);
- shader.uniform1f("alpha_soften", gSavedSettings.getF32("RenderDeferredAlphaSoften"));
- shader.uniform1f ("shadow_offset", gSavedSettings.getF32("RenderShadowOffset"));
- shader.uniform1f("shadow_bias", gSavedSettings.getF32("RenderShadowBias"));
+ shader.uniform1f ("shadow_offset", gSavedSettings.getF32("RenderShadowOffset")*shadow_offset_error);
+ shader.uniform1f("shadow_bias", gSavedSettings.getF32("RenderShadowBias")*shadow_bias_error);
+ shader.uniform1f ("spot_shadow_offset", gSavedSettings.getF32("RenderSpotShadowOffset"));
+ shader.uniform1f("spot_shadow_bias", gSavedSettings.getF32("RenderSpotShadowBias"));
+
shader.uniform1f("lum_scale", gSavedSettings.getF32("RenderLuminanceScale"));
shader.uniform1f("sun_lum_scale", gSavedSettings.getF32("RenderSunLuminanceScale"));
shader.uniform1f("sun_lum_offset", gSavedSettings.getF32("RenderSunLuminanceOffset"));
@@ -6271,16 +6329,16 @@ void LLPipeline::renderDeferredLighting()
glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], 0);
}
- if (gSavedSettings.getBOOL("RenderDeferredShadow"))
- {
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
+ glPushMatrix();
+ glLoadIdentity();
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
- mDeferredLight[0].bindTarget();
- if (gSavedSettings.getBOOL("RenderDeferredSun"))
+ mDeferredLight[0].bindTarget();
+
+ if (gSavedSettings.getBOOL("RenderDeferredSSAO") || gSavedSettings.getS32("RenderShadowDetail") > 0)
+ {
{ //paint shadow/SSAO light map (direct lighting lightmap)
LLFastTimer ftm(FTM_SUN_SHADOW);
bindDeferredShader(gDeferredSunProgram, 0);
@@ -6321,18 +6379,22 @@ void LLPipeline::renderDeferredLighting()
unbindDeferredShader(gDeferredSunProgram);
}
- else
- {
- mDeferredLight[0].clear(GL_COLOR_BUFFER_BIT);
- }
+ }
+ else
+ {
+ glClearColor(1,1,1,1);
+ mDeferredLight[0].clear(GL_COLOR_BUFFER_BIT);
+ glClearColor(0,0,0,0);
+ }
- mDeferredLight[0].flush();
+ mDeferredLight[0].flush();
+ { //global illumination specific block (still experimental)
if (gSavedSettings.getBOOL("RenderDeferredBlurLight") &&
- gSavedSettings.getBOOL("RenderDeferredGI"))
- {
+ gSavedSettings.getBOOL("RenderDeferredGI"))
+ {
LLFastTimer ftm(FTM_EDGE_DETECTION);
- //get edge map
+ //generate edge map
LLGLDisable blend(GL_BLEND);
LLGLDisable test(GL_ALPHA_TEST);
LLGLDepthTest depth(GL_FALSE);
@@ -6429,79 +6491,79 @@ void LLPipeline::renderDeferredLighting()
unbindDeferredShader(gDeferredPostGIProgram);
}
}
+ }
- if (gSavedSettings.getBOOL("RenderDeferredBlurLight"))
- { //soften direct lighting lightmap
- LLFastTimer ftm(FTM_SOFTEN_SHADOW);
- //blur lightmap
- mDeferredLight[1].bindTarget();
+ if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
+ { //soften direct lighting lightmap
+ LLFastTimer ftm(FTM_SOFTEN_SHADOW);
+ //blur lightmap
+ mDeferredLight[1].bindTarget();
- glClearColor(1,1,1,1);
- mDeferredLight[1].clear(GL_COLOR_BUFFER_BIT);
- glClearColor(0,0,0,0);
-
- bindDeferredShader(gDeferredBlurLightProgram);
+ glClearColor(1,1,1,1);
+ mDeferredLight[1].clear(GL_COLOR_BUFFER_BIT);
+ glClearColor(0,0,0,0);
+
+ bindDeferredShader(gDeferredBlurLightProgram);
- LLVector3 go = gSavedSettings.getVector3("RenderShadowGaussian");
- const U32 kern_length = 4;
- F32 blur_size = gSavedSettings.getF32("RenderShadowBlurSize");
- F32 dist_factor = gSavedSettings.getF32("RenderShadowBlurDistFactor");
+ LLVector3 go = gSavedSettings.getVector3("RenderShadowGaussian");
+ const U32 kern_length = 4;
+ F32 blur_size = gSavedSettings.getF32("RenderShadowBlurSize");
+ F32 dist_factor = gSavedSettings.getF32("RenderShadowBlurDistFactor");
- // sample symmetrically with the middle sample falling exactly on 0.0
- F32 x = 0.f;
+ // sample symmetrically with the middle sample falling exactly on 0.0
+ F32 x = 0.f;
- LLVector3 gauss[32]; // xweight, yweight, offset
+ LLVector3 gauss[32]; // xweight, yweight, offset
- for (U32 i = 0; i < kern_length; i++)
- {
- gauss[i].mV[0] = llgaussian(x, go.mV[0]);
- gauss[i].mV[1] = llgaussian(x, go.mV[1]);
- gauss[i].mV[2] = x;
- x += 1.f;
- }
+ for (U32 i = 0; i < kern_length; i++)
+ {
+ gauss[i].mV[0] = llgaussian(x, go.mV[0]);
+ gauss[i].mV[1] = llgaussian(x, go.mV[1]);
+ gauss[i].mV[2] = x;
+ x += 1.f;
+ }
- gDeferredBlurLightProgram.uniform2f("delta", 1.f, 0.f);
- gDeferredBlurLightProgram.uniform1f("dist_factor", dist_factor);
- gDeferredBlurLightProgram.uniform3fv("kern[0]", kern_length, gauss[0].mV);
- gDeferredBlurLightProgram.uniform3fv("kern", kern_length, gauss[0].mV);
- gDeferredBlurLightProgram.uniform1f("kern_scale", blur_size * (kern_length/2.f - 0.5f));
+ gDeferredBlurLightProgram.uniform2f("delta", 1.f, 0.f);
+ gDeferredBlurLightProgram.uniform1f("dist_factor", dist_factor);
+ gDeferredBlurLightProgram.uniform3fv("kern[0]", kern_length, gauss[0].mV);
+ gDeferredBlurLightProgram.uniform3fv("kern", kern_length, gauss[0].mV);
+ gDeferredBlurLightProgram.uniform1f("kern_scale", blur_size * (kern_length/2.f - 0.5f));
+
+ {
+ LLGLDisable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
+ stop_glerror();
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ stop_glerror();
+ }
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
- stop_glerror();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
- stop_glerror();
- }
-
- mDeferredLight[1].flush();
- unbindDeferredShader(gDeferredBlurLightProgram);
+ mDeferredLight[1].flush();
+ unbindDeferredShader(gDeferredBlurLightProgram);
- bindDeferredShader(gDeferredBlurLightProgram, 1);
- mDeferredLight[0].bindTarget();
+ bindDeferredShader(gDeferredBlurLightProgram, 1);
+ mDeferredLight[0].bindTarget();
- gDeferredBlurLightProgram.uniform2f("delta", 0.f, 1.f);
+ gDeferredBlurLightProgram.uniform2f("delta", 0.f, 1.f);
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
- stop_glerror();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
- stop_glerror();
- }
- mDeferredLight[0].flush();
- unbindDeferredShader(gDeferredBlurLightProgram);
+ {
+ LLGLDisable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
+ stop_glerror();
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ stop_glerror();
}
-
- stop_glerror();
- glPopMatrix();
- stop_glerror();
- glMatrixMode(GL_MODELVIEW);
- stop_glerror();
- glPopMatrix();
- stop_glerror();
+ mDeferredLight[0].flush();
+ unbindDeferredShader(gDeferredBlurLightProgram);
}
+ stop_glerror();
+ glPopMatrix();
+ stop_glerror();
+ glMatrixMode(GL_MODELVIEW);
+ stop_glerror();
+ glPopMatrix();
+ stop_glerror();
+
//copy depth and stencil from deferred screen
//mScreen.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
// 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
@@ -6603,6 +6665,15 @@ void LLPipeline::renderDeferredLighting()
continue;
}
+ if (volume->isAttachment())
+ {
+ if (!sRenderAttachedLights)
+ {
+ continue;
+ }
+ }
+
+
LLVector3 center = drawablep->getPositionAgent();
F32* c = center.mV;
F32 s = volume->getLightRadius()*1.5f;
@@ -6653,7 +6724,7 @@ void LLPipeline::renderDeferredLighting()
{ //draw box if camera is outside box
if (render_local)
{
- if (volume->getLightTexture())
+ if (volume->isLightSpotlight())
{
drawablep->getVOVolume()->updateSpotLightPriority();
spot_lights.push_back(drawablep);
@@ -6670,7 +6741,7 @@ void LLPipeline::renderDeferredLighting()
}
else if (render_fullscreen)
{
- if (volume->getLightTexture())
+ if (volume->isLightSpotlight())
{
drawablep->getVOVolume()->updateSpotLightPriority();
fullscreen_spot_lights.push_back(drawablep);
@@ -6896,6 +6967,24 @@ void LLPipeline::renderDeferredLighting()
mRenderTypeMask = render_mask;
}
+ {
+ //render highlights, etc.
+ renderHighlights();
+ mHighlightFaces.clear();
+
+ renderDebug();
+
+ LLVertexBuffer::unbind();
+
+ if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
+ {
+ // Render debugging beacons.
+ gObjectList.renderObjectBeacons();
+ LLHUDObject::renderAll();
+ gObjectList.resetObjectBeacons();
+ }
+ }
+
mScreen.flush();
}
@@ -7224,17 +7313,16 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
(1<<LLPipeline::RENDER_TYPE_SKY) |
(1<<LLPipeline::RENDER_TYPE_CLOUDS));
- if (gSavedSettings.getBOOL("RenderWaterReflections"))
+ S32 detail = gSavedSettings.getS32("RenderReflectionDetail");
+ if (detail > 0)
{ //mask out selected geometry based on reflection detail
-
- S32 detail = gSavedSettings.getS32("RenderReflectionDetail");
- if (detail < 3)
+ if (detail < 4)
{
mRenderTypeMask &= ~(1 << LLPipeline::RENDER_TYPE_PARTICLES);
- if (detail < 2)
+ if (detail < 3)
{
mRenderTypeMask &= ~(1 << LLPipeline::RENDER_TYPE_AVATAR);
- if (detail < 1)
+ if (detail < 2)
{
mRenderTypeMask &= ~(1 << LLPipeline::RENDER_TYPE_VOLUME);
}
@@ -7254,7 +7342,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
if (LLDrawPoolWater::sNeedsDistortionUpdate)
{
mRenderTypeMask = ref_mask;
- if (gSavedSettings.getBOOL("RenderWaterReflections"))
+ if (gSavedSettings.getS32("RenderReflectionDetail") > 0)
{
gPipeline.grabReferences(ref_result);
LLGLUserClipPlane clip_plane(plane, mat, projection);
@@ -7518,115 +7606,172 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
LLPipeline::sShadowRender = FALSE;
}
-
+static LLFastTimer::DeclareTimer FTM_VISIBLE_CLOUD("Visible Cloud");
BOOL LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir)
{
+ LLFastTimer t(FTM_VISIBLE_CLOUD);
//get point cloud of intersection of frust and min, max
- //get set of planes
- std::vector<LLPlane> ps;
-
if (getVisibleExtents(camera, min, max))
{
return FALSE;
}
- ps.push_back(LLPlane(min, LLVector3(-1,0,0)));
- ps.push_back(LLPlane(min, LLVector3(0,-1,0)));
- ps.push_back(LLPlane(min, LLVector3(0,0,-1)));
- ps.push_back(LLPlane(max, LLVector3(1,0,0)));
- ps.push_back(LLPlane(max, LLVector3(0,1,0)));
- ps.push_back(LLPlane(max, LLVector3(0,0,1)));
+ //get set of planes on bounding box
+ std::vector<LLPlane> bp;
+
+ bp.push_back(LLPlane(min, LLVector3(-1,0,0)));
+ bp.push_back(LLPlane(min, LLVector3(0,-1,0)));
+ bp.push_back(LLPlane(min, LLVector3(0,0,-1)));
+ bp.push_back(LLPlane(max, LLVector3(1,0,0)));
+ bp.push_back(LLPlane(max, LLVector3(0,1,0)));
+ bp.push_back(LLPlane(max, LLVector3(0,0,1)));
+
+ //potential points
+ std::vector<LLVector3> pp;
+
+ //add corners of AABB
+ pp.push_back(LLVector3(min.mV[0], min.mV[1], min.mV[2]));
+ pp.push_back(LLVector3(max.mV[0], min.mV[1], min.mV[2]));
+ pp.push_back(LLVector3(min.mV[0], max.mV[1], min.mV[2]));
+ pp.push_back(LLVector3(max.mV[0], max.mV[1], min.mV[2]));
+ pp.push_back(LLVector3(min.mV[0], min.mV[1], max.mV[2]));
+ pp.push_back(LLVector3(max.mV[0], min.mV[1], max.mV[2]));
+ pp.push_back(LLVector3(min.mV[0], max.mV[1], max.mV[2]));
+ pp.push_back(LLVector3(max.mV[0], max.mV[1], max.mV[2]));
- /*if (!light_dir.isExactlyZero())
+ //add corners of camera frustum
+ for (U32 i = 0; i < 8; i++)
{
- LLPlane ucp;
- LLPlane mcp;
+ pp.push_back(camera.mAgentFrustum[i]);
+ }
- F32 maxd = -1.f;
- F32 mind = 1.f;
- for (U32 i = 0; i < ps.size(); ++i)
- { //pick the plane most aligned to lightDir for user clip plane
- LLVector3 n(ps[i].mV);
- F32 da = n*light_dir;
- if (da > maxd)
- {
- maxd = da;
- ucp = ps[i];
- }
+ //bounding box line segments
+ U32 bs[] =
+ {
+ 0,1,
+ 1,3,
+ 3,2,
+ 2,0,
+
+ 4,5,
+ 5,7,
+ 7,6,
+ 6,4,
+
+ 0,4,
+ 1,5,
+ 3,7,
+ 2,6
+ };
+
+ for (U32 i = 0; i < 12; i++)
+ { //for each line segment in bounding box
+ for (U32 j = 0; j < 6; j++)
+ { //for each plane in camera frustum
+ const LLPlane& cp = camera.getAgentPlane(j);
+ const LLVector3& v1 = pp[bs[i*2+0]];
+ const LLVector3& v2 = pp[bs[i*2+1]];
+ const LLVector3 n(cp.mV);
- if (da < mind)
+ LLVector3 line = v1-v2;
+
+ F32 d1 = line*n;
+ F32 d2 = -cp.dist(v2);
+
+ F32 t = d2/d1;
+
+ if (t > 0.f && t < 1.f)
{
- mind = da;
- mcp = ps[i];
+ LLVector3 intersect = v2+line*t;
+ pp.push_back(intersect);
}
}
-
- camera.setUserClipPlane(ucp);
+ }
- ps.clear();
- ps.push_back(ucp);
- ps.push_back(mcp);
- }*/
-
- for (U32 i = 0; i < 6; i++)
+ //camera frustum line segments
+ const U32 fs[] =
{
- ps.push_back(camera.getAgentPlane(i));
- }
+ 0,1,
+ 1,2,
+ 2,3,
+ 3,1,
- //get set of points where planes intersect and points are not above any plane
- fp.clear();
-
- for (U32 i = 0; i < ps.size(); ++i)
+ 4,5,
+ 5,6,
+ 6,7,
+ 7,4,
+
+ 0,4,
+ 1,5,
+ 2,6,
+ 3,7
+ };
+
+ LLVector3 center = (max+min)*0.5f;
+ LLVector3 size = (max-min)*0.5f;
+
+ for (U32 i = 0; i < 12; i++)
{
- for (U32 j = 0; j < ps.size(); ++j)
+ for (U32 j = 0; j < 6; ++j)
{
- for (U32 k = 0; k < ps.size(); ++k)
- {
- if (i == j ||
- i == k ||
- k == j)
- {
- continue;
- }
+ const LLVector3& v1 = pp[fs[i*2+0]+8];
+ const LLVector3& v2 = pp[fs[i*2+1]+8];
+ const LLPlane& cp = bp[j];
+ const LLVector3 n(cp.mV);
- LLVector3 n1,n2,n3;
- F32 d1,d2,d3;
+ LLVector3 line = v1-v2;
- n1.setVec(ps[i].mV);
- n2.setVec(ps[j].mV);
- n3.setVec(ps[k].mV);
+ F32 d1 = line*n;
+ F32 d2 = -cp.dist(v2);
- d1 = ps[i].mV[3];
- d2 = ps[j].mV[3];
- d3 = ps[k].mV[3];
-
- //get point of intersection of 3 planes "p"
- LLVector3 p = (-d1*(n2%n3)-d2*(n3%n1)-d3*(n1%n2))/(n1*(n2%n3));
-
- if (llround(p*n1+d1, 0.0001f) == 0.f &&
- llround(p*n2+d2, 0.0001f) == 0.f &&
- llround(p*n3+d3, 0.0001f) == 0.f)
- { //point is on all three planes
- BOOL found = TRUE;
- for (U32 l = 0; l < ps.size() && found; ++l)
- {
- if (llround(ps[l].dist(p), 0.0001f) > 0.0f)
- { //point is above some plane, not contained
- found = FALSE;
- }
- }
+ F32 t = d2/d1;
- if (found)
- {
- fp.push_back(p);
- }
- }
- }
+ if (t > 0.f && t < 1.f)
+ {
+ LLVector3 intersect = v2+line*t;
+ pp.push_back(intersect);
+ }
}
}
+ LLVector3 ext[] = { min-LLVector3(0.05f,0.05f,0.05f),
+ max+LLVector3(0.05f,0.05f,0.05f) };
+
+ for (U32 i = 0; i < pp.size(); ++i)
+ {
+ bool found = true;
+
+ const F32* p = pp[i].mV;
+
+ for (U32 j = 0; j < 3; ++j)
+ {
+ if (p[j] < ext[0].mV[j] ||
+ p[j] > ext[1].mV[j])
+ {
+ found = false;
+ break;
+ }
+ }
+
+ for (U32 j = 0; j < 6; ++j)
+ {
+ const LLPlane& cp = camera.getAgentPlane(j);
+ F32 dist = cp.dist(pp[i]);
+ if (dist > 0.05f) //point is above some plane, not contained
+ {
+ found = false;
+ break;
+ }
+ }
+
+ if (found)
+ {
+ fp.push_back(pp[i]);
+ }
+ }
+
if (fp.empty())
{
return FALSE;
@@ -7891,30 +8036,11 @@ void LLPipeline::generateHighlight(LLCamera& camera)
void LLPipeline::generateSunShadow(LLCamera& camera)
{
- if (!sRenderDeferred || !gSavedSettings.getBOOL("RenderDeferredShadow"))
+ if (!sRenderDeferred || gSavedSettings.getS32("RenderShadowDetail") <= 0)
{
return;
}
- //temporary hack to disable shadows but keep local lights
- static BOOL clear = TRUE;
- BOOL gen_shadow = gSavedSettings.getBOOL("RenderDeferredSunShadow");
- if (!gen_shadow)
- {
- if (clear)
- {
- clear = FALSE;
- for (U32 i = 0; i < 6; i++)
- {
- mShadow[i].bindTarget();
- mShadow[i].clear();
- mShadow[i].flush();
- }
- }
- return;
- }
- clear = TRUE;
-
F64 last_modelview[16];
F64 last_projection[16];
for (U32 i = 0; i < 16; i++)
@@ -7991,16 +8117,31 @@ 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;
}
@@ -8075,7 +8216,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
shadow_cam = camera;
shadow_cam.setFar(16.f);
- LLViewerCamera::updateFrustumPlanes(shadow_cam);
+ LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
LLVector3* frust = shadow_cam.mAgentFrustum;
@@ -8430,135 +8571,155 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
}
}
-
-
- F32 fade_amt = gFrameIntervalSeconds * llmax(LLViewerCamera::getInstance()->getVelocityStat()->getCurrentPerSec(), 1.f);
- //update shadow targets
- for (U32 i = 0; i < 2; i++)
- { //for each current shadow
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW4+i;
+ //hack to disable projector shadows
+ static bool clear = true;
+ bool gen_shadow = gSavedSettings.getS32("RenderShadowDetail") > 1;
+
+ if (gen_shadow)
+ {
+ clear = true;
+ F32 fade_amt = gFrameIntervalSeconds * llmax(LLViewerCamera::getInstance()->getVelocityStat()->getCurrentPerSec(), 1.f);
- if (mShadowSpotLight[i].notNull() &&
- (mShadowSpotLight[i] == mTargetShadowSpotLight[0] ||
- mShadowSpotLight[i] == mTargetShadowSpotLight[1]))
- { //keep this spotlight
- mSpotLightFade[i] = llmin(mSpotLightFade[i]+fade_amt, 1.f);
- }
- else
- { //fade out this light
- mSpotLightFade[i] = llmax(mSpotLightFade[i]-fade_amt, 0.f);
-
- if (mSpotLightFade[i] == 0.f || mShadowSpotLight[i].isNull())
- { //faded out, grab one of the pending spots (whichever one isn't already taken)
- if (mTargetShadowSpotLight[0] != mShadowSpotLight[(i+1)%2])
- {
- mShadowSpotLight[i] = mTargetShadowSpotLight[0];
- }
- else
- {
- mShadowSpotLight[i] = mTargetShadowSpotLight[1];
+ //update shadow targets
+ for (U32 i = 0; i < 2; i++)
+ { //for each current shadow
+ LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW4+i;
+
+ if (mShadowSpotLight[i].notNull() &&
+ (mShadowSpotLight[i] == mTargetShadowSpotLight[0] ||
+ mShadowSpotLight[i] == mTargetShadowSpotLight[1]))
+ { //keep this spotlight
+ mSpotLightFade[i] = llmin(mSpotLightFade[i]+fade_amt, 1.f);
+ }
+ else
+ { //fade out this light
+ mSpotLightFade[i] = llmax(mSpotLightFade[i]-fade_amt, 0.f);
+
+ if (mSpotLightFade[i] == 0.f || mShadowSpotLight[i].isNull())
+ { //faded out, grab one of the pending spots (whichever one isn't already taken)
+ if (mTargetShadowSpotLight[0] != mShadowSpotLight[(i+1)%2])
+ {
+ mShadowSpotLight[i] = mTargetShadowSpotLight[0];
+ }
+ else
+ {
+ mShadowSpotLight[i] = mTargetShadowSpotLight[1];
+ }
}
}
}
- }
-
- for (S32 i = 0; i < 2; i++)
- {
- glh_set_current_modelview(saved_view);
- glh_set_current_projection(saved_proj);
-
- if (mShadowSpotLight[i].isNull())
+
+ for (S32 i = 0; i < 2; i++)
{
- continue;
- }
+ glh_set_current_modelview(saved_view);
+ glh_set_current_projection(saved_proj);
- LLVOVolume* volume = mShadowSpotLight[i]->getVOVolume();
+ if (mShadowSpotLight[i].isNull())
+ {
+ continue;
+ }
- if (!volume)
- {
- mShadowSpotLight[i] = NULL;
- continue;
- }
+ LLVOVolume* volume = mShadowSpotLight[i]->getVOVolume();
- LLDrawable* drawable = mShadowSpotLight[i];
+ if (!volume)
+ {
+ mShadowSpotLight[i] = NULL;
+ continue;
+ }
- LLVector3 params = volume->getSpotLightParams();
- F32 fov = params.mV[0];
+ LLDrawable* drawable = mShadowSpotLight[i];
- //get agent->light space matrix (modelview)
- LLVector3 center = drawable->getPositionAgent();
- LLQuaternion quat = volume->getRenderRotation();
+ LLVector3 params = volume->getSpotLightParams();
+ F32 fov = params.mV[0];
- //get near clip plane
- LLVector3 scale = volume->getScale();
- LLVector3 at_axis(0,0,-scale.mV[2]*0.5f);
- at_axis *= quat;
+ //get agent->light space matrix (modelview)
+ LLVector3 center = drawable->getPositionAgent();
+ LLQuaternion quat = volume->getRenderRotation();
- LLVector3 np = center+at_axis;
- at_axis.normVec();
+ //get near clip plane
+ LLVector3 scale = volume->getScale();
+ LLVector3 at_axis(0,0,-scale.mV[2]*0.5f);
+ at_axis *= quat;
- //get origin that has given fov for plane np, at_axis, and given scale
- F32 dist = (scale.mV[1]*0.5f)/tanf(fov*0.5f);
+ LLVector3 np = center+at_axis;
+ at_axis.normVec();
- LLVector3 origin = np - at_axis*dist;
+ //get origin that has given fov for plane np, at_axis, and given scale
+ F32 dist = (scale.mV[1]*0.5f)/tanf(fov*0.5f);
- LLMatrix4 mat(quat, LLVector4(origin, 1.f));
+ LLVector3 origin = np - at_axis*dist;
- view[i+4] = glh::matrix4f((F32*) mat.mMatrix);
+ LLMatrix4 mat(quat, LLVector4(origin, 1.f));
- view[i+4] = view[i+4].inverse();
+ view[i+4] = glh::matrix4f((F32*) mat.mMatrix);
- //get perspective matrix
- F32 near_clip = dist+0.01f;
- F32 width = scale.mV[VX];
- F32 height = scale.mV[VY];
- F32 far_clip = dist+volume->getLightRadius()*1.5f;
+ view[i+4] = view[i+4].inverse();
- F32 fovy = fov * RAD_TO_DEG;
- F32 aspect = width/height;
-
- proj[i+4] = gl_perspective(fovy, aspect, near_clip, far_clip);
+ //get perspective matrix
+ F32 near_clip = dist+0.01f;
+ F32 width = scale.mV[VX];
+ F32 height = scale.mV[VY];
+ F32 far_clip = dist+volume->getLightRadius()*1.5f;
- //translate and scale to from [-1, 1] to [0, 1]
- glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f,
- 0.f, 0.5f, 0.f, 0.5f,
- 0.f, 0.f, 0.5f, 0.5f,
- 0.f, 0.f, 0.f, 1.f);
+ F32 fovy = fov * RAD_TO_DEG;
+ F32 aspect = width/height;
+
+ proj[i+4] = gl_perspective(fovy, aspect, near_clip, far_clip);
- glh_set_current_modelview(view[i+4]);
- glh_set_current_projection(proj[i+4]);
+ //translate and scale to from [-1, 1] to [0, 1]
+ glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f,
+ 0.f, 0.5f, 0.f, 0.5f,
+ 0.f, 0.f, 0.5f, 0.5f,
+ 0.f, 0.f, 0.f, 1.f);
- mSunShadowMatrix[i+4] = trans*proj[i+4]*view[i+4]*inv_view;
-
- for (U32 j = 0; j < 16; j++)
- {
- gGLLastModelView[j] = mShadowModelview[i+4].m[j];
- gGLLastProjection[j] = mShadowProjection[i+4].m[j];
- }
+ glh_set_current_modelview(view[i+4]);
+ glh_set_current_projection(proj[i+4]);
- mShadowModelview[i+4] = view[i+4];
- mShadowProjection[i+4] = proj[i+4];
+ mSunShadowMatrix[i+4] = trans*proj[i+4]*view[i+4]*inv_view;
+
+ for (U32 j = 0; j < 16; j++)
+ {
+ gGLLastModelView[j] = mShadowModelview[i+4].m[j];
+ gGLLastProjection[j] = mShadowProjection[i+4].m[j];
+ }
- LLCamera shadow_cam = camera;
- shadow_cam.setFar(far_clip);
- shadow_cam.setOrigin(origin);
+ mShadowModelview[i+4] = view[i+4];
+ mShadowProjection[i+4] = proj[i+4];
- LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
+ LLCamera shadow_cam = camera;
+ shadow_cam.setFar(far_clip);
+ shadow_cam.setOrigin(origin);
- stop_glerror();
+ LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
+
+ stop_glerror();
- mShadow[i+4].bindTarget();
- mShadow[i+4].getViewport(gGLViewport);
+ mShadow[i+4].bindTarget();
+ mShadow[i+4].getViewport(gGLViewport);
- static LLCullResult result[2];
+ static LLCullResult result[2];
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW0+i+4;
+ LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW0+i+4;
- renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE);
+ renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE);
- mShadow[i+4].flush();
- }
+ mShadow[i+4].flush();
+ }
+ }
+ else
+ {
+ if (clear)
+ {
+ clear = false;
+ for (U32 i = 4; i < 6; i++)
+ {
+ mShadow[i].bindTarget();
+ mShadow[i].clear();
+ mShadow[i].flush();
+ }
+ }
+ }
if (!gSavedSettings.getBOOL("CameraOffset"))
{