diff options
author | Graham Linden <graham@lindenlab.com> | 2019-03-13 15:25:07 -0700 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2019-03-13 15:25:07 -0700 |
commit | a86a691354985bcd15b8e6072010be6538de2f6c (patch) | |
tree | 7883a2f063b1216fd40357b713df167dd7f7921c /indra/newview/pipeline.cpp | |
parent | c10754ea6d47f88f3499f86543a7d6c7d439fda6 (diff) |
Further tab restoration and whitespace delta minimization.
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r-- | indra/newview/pipeline.cpp | 219 |
1 files changed, 97 insertions, 122 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 08a4812a28..c3bccfd19b 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -929,22 +929,14 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) } F32 scale = RenderShadowResolutionScale; - U32 sun_shadow_map_width = BlurHappySize(resX, scale); - U32 sun_shadow_map_height = BlurHappySize(resY, scale); + U32 sun_shadow_map_width = BlurHappySize(resX, scale); + U32 sun_shadow_map_height = BlurHappySize(resY, scale); - if (shadow_detail > 0) + if (shadow_detail > 0) { //allocate 4 sun shadow maps - for (U32 i = 0; i < 4; i++) - { - if (shadow_detail > 3) - { - //allocate VSM sun shadow map(s) - if (!mShadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, GL_RGBA16F_ARB, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) - { - return false; - } - } - else if (!mShadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) + for (U32 i = 0; i < 4; i++) + { + if (!mShadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) { return false; } @@ -972,11 +964,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) U32 spot_shadow_map_height = height; for (U32 i = 4; i < 6; i++) { - if ((shadow_detail > 3) && !mShadow[i].allocate(spot_shadow_map_width, spot_shadow_map_height, GL_RGBA16F_ARB, FALSE, FALSE)) - { - return false; - } - else if (!mShadow[i].allocate(spot_shadow_map_width, spot_shadow_map_height, 0, TRUE, FALSE)) + if (!mShadow[i].allocate(spot_shadow_map_width, spot_shadow_map_height, 0, TRUE, FALSE)) { return false; } @@ -1006,25 +994,25 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) releaseShadowTargets(); - mFXAABuffer.release(); - mScreen.release(); - mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first - mDeferredDepth.release(); - mOcclusionDepth.release(); - - if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; - } - - if (LLPipeline::sRenderDeferred) - { //share depth buffer between deferred targets - mDeferredScreen.shareDepthBuffer(mScreen); - } + mFXAABuffer.release(); + mScreen.release(); + mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first + mDeferredDepth.release(); + mOcclusionDepth.release(); + + if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; + } + + if (LLPipeline::sRenderDeferred) + { //share depth buffer between deferred targets + mDeferredScreen.shareDepthBuffer(mScreen); + } - gGL.getTexUnit(0)->disable(); + gGL.getTexUnit(0)->disable(); - stop_glerror(); + stop_glerror(); - return true; + return true; } //static @@ -4723,6 +4711,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion) } gGLLastMatrix = NULL; + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.loadMatrix(gGLModelView); if (occlude) @@ -4731,6 +4720,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion) LLGLSLShader::bindNoShader(); doOcclusion(camera); gGLLastMatrix = NULL; + gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.loadMatrix(gGLModelView); } } @@ -5966,15 +5956,6 @@ void LLPipeline::setupAvatarLights(bool for_edit) mHWLightColors[1] = diffuse; - if (LLPipeline::sRenderDeferred) - { - /*diffuse.mV[0] = powf(diffuse.mV[0], 2.2f); - diffuse.mV[1] = powf(diffuse.mV[1], 2.2f); - diffuse.mV[2] = powf(diffuse.mV[2], 2.2f);*/ - } - - mHWLightColors[1] = diffuse; - light->setDiffuse(diffuse); light->setAmbient(LLColor4::black); light->setSpecular(LLColor4::black); @@ -5988,64 +5969,57 @@ void LLPipeline::setupAvatarLights(bool for_edit) else if (gAvatarBacklight) // Always true (unless overridden in a devs .ini) { LLVector3 light_dir = sun_up ? LLVector3(mSunDir) : LLVector3(mMoonDir); - LLVector3 opposite_pos = -light_dir; - LLVector3 orthog_light_pos = light_dir % LLVector3::z_axis; - LLVector4 backlight_pos = LLVector4(lerp(opposite_pos, orthog_light_pos, 0.3f), 0.0f); - backlight_pos.normalize(); + LLVector3 opposite_pos = -light_dir; + LLVector3 orthog_light_pos = light_dir % LLVector3::z_axis; + LLVector4 backlight_pos = LLVector4(lerp(opposite_pos, orthog_light_pos, 0.3f), 0.0f); + backlight_pos.normalize(); - LLColor4 light_diffuse = sun_up ? mSunDiffuse : mMoonDiffuse; + LLColor4 light_diffuse = sun_up ? mSunDiffuse : mMoonDiffuse; - LLColor4 backlight_diffuse(1.f - light_diffuse.mV[VRED], 1.f - light_diffuse.mV[VGREEN], 1.f - light_diffuse.mV[VBLUE], 1.f); - F32 max_component = 0.001f; - for (S32 i = 0; i < 3; i++) - { - if (backlight_diffuse.mV[i] > max_component) - { - max_component = backlight_diffuse.mV[i]; - } - } - F32 backlight_mag; - if (LLEnvironment::instance().getIsSunUp()) - { - backlight_mag = BACKLIGHT_DAY_MAGNITUDE_OBJECT; - } - else - { - backlight_mag = BACKLIGHT_NIGHT_MAGNITUDE_OBJECT; - } - backlight_diffuse *= backlight_mag / max_component; - - if (LLPipeline::sRenderDeferred) - { - /*backlight_diffuse.mV[0] = powf(backlight_diffuse.mV[0], 2.2f); - backlight_diffuse.mV[1] = powf(backlight_diffuse.mV[1], 2.2f); - backlight_diffuse.mV[2] = powf(backlight_diffuse.mV[2], 2.2f);*/ - } + LLColor4 backlight_diffuse(1.f - light_diffuse.mV[VRED], 1.f - light_diffuse.mV[VGREEN], 1.f - light_diffuse.mV[VBLUE], 1.f); + F32 max_component = 0.001f; + for (S32 i = 0; i < 3; i++) + { + if (backlight_diffuse.mV[i] > max_component) + { + max_component = backlight_diffuse.mV[i]; + } + } + F32 backlight_mag; + if (LLEnvironment::instance().getIsSunUp()) + { + backlight_mag = BACKLIGHT_DAY_MAGNITUDE_OBJECT; + } + else + { + backlight_mag = BACKLIGHT_NIGHT_MAGNITUDE_OBJECT; + } + backlight_diffuse *= backlight_mag / max_component; - mHWLightColors[1] = backlight_diffuse; + mHWLightColors[1] = backlight_diffuse; - LLLightState* light = gGL.getLight(1); + LLLightState* light = gGL.getLight(1); - light->setPosition(backlight_pos); - light->setDiffuse(backlight_diffuse); - light->setAmbient(LLColor4::black); - light->setSpecular(LLColor4::black); - light->setConstantAttenuation(1.f); - light->setLinearAttenuation(0.f); - light->setQuadraticAttenuation(0.f); - light->setSpotExponent(0.f); - light->setSpotCutoff(180.f); - } - else - { - LLLightState* light = gGL.getLight(1); + light->setPosition(backlight_pos); + light->setDiffuse(backlight_diffuse); + light->setAmbient(LLColor4::black); + light->setSpecular(LLColor4::black); + light->setConstantAttenuation(1.f); + light->setLinearAttenuation(0.f); + light->setQuadraticAttenuation(0.f); + light->setSpotExponent(0.f); + light->setSpotCutoff(180.f); + } + else + { + LLLightState* light = gGL.getLight(1); - mHWLightColors[1] = LLColor4::black; + mHWLightColors[1] = LLColor4::black; - light->setDiffuse(LLColor4::black); - light->setAmbient(LLColor4::black); - light->setSpecular(LLColor4::black); - } + light->setDiffuse(LLColor4::black); + light->setAmbient(LLColor4::black); + light->setSpecular(LLColor4::black); + } } static F32 calc_light_dist(LLVOVolume* light, const LLVector3& cam_pos, F32 max_dist) @@ -6362,9 +6336,9 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) light_state->setSpotCutoff(90.f); light_state->setSpotExponent(2.f); - LLVector3 spotParams = light->getSpotLightParams(); + LLVector3 spotParams = light->getSpotLightParams(); - const LLColor4 specular(0.f, 0.f, 0.f, spotParams[2]); + const LLColor4 specular(0.f, 0.f, 0.f, spotParams[2]); light_state->setSpecular(specular); } else // omnidirectional (point) light @@ -6374,8 +6348,8 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) // we use specular.w = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight const LLColor4 specular(0.f, 0.f, 1.f, 0.f); - light_state->setSpecular(specular); - } + light_state->setSpecular(specular); + } cur_light++; if (cur_light >= 8) { @@ -8267,27 +8241,29 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_ } } - for (U32 i = 4; i < 6; i++) - { - channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i); - stop_glerror(); - if (channel > -1) - { - stop_glerror(); - LLRenderTarget* shadow_target = getShadowTarget(i); - if (shadow_target) - { - gGL.getTexUnit(channel)->bind(shadow_target, TRUE); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); - stop_glerror(); - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL); - stop_glerror(); - } - } - } + for (U32 i = 4; i < 6; i++) + { + channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i); + stop_glerror(); + if (channel > -1) + { + stop_glerror(); + LLRenderTarget* shadow_target = getShadowTarget(i); + if (shadow_target) + { + gGL.getTexUnit(channel)->bind(shadow_target, TRUE); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + stop_glerror(); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL); + stop_glerror(); + } + } + } + + stop_glerror(); F32 mat[16*6]; for (U32 i = 0; i < 16; i++) @@ -9054,8 +9030,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) } } - screen_target->flush(); - + screen_target->flush(); } void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep) |