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author | Graham Linden graham@lindenlab.com <Graham Linden graham@lindenlab.com> | 2018-02-18 15:52:23 +0000 |
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committer | Graham Linden graham@lindenlab.com <Graham Linden graham@lindenlab.com> | 2018-02-18 15:52:23 +0000 |
commit | 99b82d944937ce321f64aa91fb18ab2aedd3992a (patch) | |
tree | f0bf6c2bf20bd3c79a9d07023c7344c279674b18 /indra/newview/pipeline.h | |
parent | e9edd37cdb39639e1ab24e2e63d4f83432282c88 (diff) |
Atmospherics WIP
libatmosphere integrated in indra/llrender/llatmosphere.cpp
Still working on runtime shaders to use libatmosphere precomputed atmospherics textures
Diffstat (limited to 'indra/newview/pipeline.h')
-rw-r--r-- | indra/newview/pipeline.h | 19 |
1 files changed, 13 insertions, 6 deletions
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index c9670a60f2..6023a41ca2 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -168,6 +168,9 @@ public: // if source's depth buffer cannot be bound for reading, a scratch space depth buffer must be provided void downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL); + // Downsample depth buffer with gather and find local min/max depth values. Writes to a 16F RG render target. + void downsampleMinMaxDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL); + void doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL); void doOcclusion(LLCamera& camera); void markNotCulled(LLSpatialGroup* group, LLCamera &camera); @@ -541,6 +544,8 @@ public: void updateCamera(bool reset = false); + bool useAdvancedAtmospherics() const; + LLVector3 mFlyCamPosition; LLQuaternion mFlyCamRotation; @@ -568,6 +573,7 @@ public: static bool sBakeSunlight; static bool sNoAlpha; static bool sUseTriStrips; + static bool sUseAdvancedAtmospherics; static bool sUseFarClip; static bool sShadowRender; static bool sWaterReflections; @@ -614,12 +620,13 @@ public: //sun shadow map LLRenderTarget mShadow[6]; LLRenderTarget mShadowOcclusion[6]; - std::vector<LLVector3> mShadowFrustPoints[4]; - LLVector4 mShadowError; - LLVector4 mShadowFOV; - LLVector3 mShadowFrustOrigin[4]; - LLCamera mShadowCamera[8]; - LLVector3 mShadowExtents[4][2]; + LLRenderTarget mInscatter; + std::vector<LLVector3> mShadowFrustPoints[4]; + LLVector4 mShadowError; + LLVector4 mShadowFOV; + LLVector3 mShadowFrustOrigin[4]; + LLCamera mShadowCamera[8]; + LLVector3 mShadowExtents[4][2]; glh::matrix4f mSunShadowMatrix[6]; glh::matrix4f mShadowModelview[6]; glh::matrix4f mShadowProjection[6]; |