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authorOz Linden <oz@lindenlab.com>2013-02-04 09:38:06 -0500
committerOz Linden <oz@lindenlab.com>2013-02-04 09:38:06 -0500
commit68ec77127b158f0abffb6160eb7d870c85b278ad (patch)
treead43a05bb4a45449d27f4c077ef8ca653f35d7b9 /indra/newview/pipeline.cpp
parent19233999edfd143d0e7f8e3743dc07455d206172 (diff)
parent7cc7ae873c5aeca9b5939176fb70677365e25395 (diff)
merge tonyas loop fixes
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r--indra/newview/pipeline.cpp25
1 files changed, 10 insertions, 15 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 07246391e3..ea7de6f399 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -1262,31 +1262,26 @@ void LLPipeline::createLUTBuffers()
U32 lightResY = gSavedSettings.getU32("RenderSpecularResY");
F32* ls = new F32[lightResX*lightResY];
//F32 specExp = gSavedSettings.getF32("RenderSpecularExponent"); // Note: only use this when creating new specular lighting functions.
- // Calculate the (normalized) Gaussian specular lookup texture. (with a few tweaks)
+ // Calculate the (normalized) blinn-phong specular lookup texture. (with a few tweaks)
for (U32 y = 0; y < lightResY; ++y)
{
for (U32 x = 0; x < lightResX; ++x)
{
ls[y*lightResX+x] = 0;
F32 sa = (F32) x/(lightResX-1);
- F32 spec = (F32) y/(lightResY);
- F32 n = spec;
+ F32 spec = (F32) y/(lightResY-1);
+ F32 n = spec * spec * 368;
- float angleNormalHalf = acosf(sa);
- float exponent = angleNormalHalf / ((1 - n));
- exponent = -(exponent * exponent);
- spec = expf(exponent);
+ // Nothing special here. Just your typical blinn-phong term.
+ spec = powf(sa, n);
// Apply our normalization function.
- // This is based around the phong normalization function, trading n+2 for n+1 instead.
- // Since we're using a gaussian model here, we actually don't really need as large of an exponent as blinn-phong shading.
- // Instead, we assume that the correct exponent is 8 here.
- // This was achieved through much tweaking to find a decent "middleground" with our specular highlights with the gaussian term.
- // Bigger highlights don't look too soft, smaller highlights don't look too bright, and everything in the middle seems to have a well maintained highlight curvature.
- // There isn't really much theory behind this one. This was done purely to produce a nice and mostly customizable BRDF.
-
- spec = lerpf(spec, spec * (n * 8 + 1) / 4.5, n);
+ // Note: This is the full equation that applies the full normalization curve, not an approximation.
+ // This is fine, given we only need to create our LUT once per buffer initialization.
+ spec *= (((n + 2) * (n + 4)) / (8 * F_PI * (powf(2, -n/2) + n)));
+ // Since we use R16F, we no longer have a dynamic range issue we need to work around here.
+ // Though some older drivers may not like this, newer drivers shouldn't have this problem.
ls[y*lightResX+x] = spec;
}
}