diff options
-rw-r--r-- | indra/newview/llspatialpartition.cpp | 7 | ||||
-rw-r--r-- | indra/newview/pipeline.cpp | 95 |
2 files changed, 61 insertions, 41 deletions
diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index 3742f70df5..77c38798d1 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -1924,11 +1924,8 @@ public: return; } - if (mRes == 2) - { - //fully in, don't traverse further (won't effect extents - } - else if (mRes && group->isState(LLSpatialGroup::SKIP_FRUSTUM_CHECK)) + if ((mRes && group->isState(LLSpatialGroup::SKIP_FRUSTUM_CHECK)) || + mRes == 2) { //don't need to do frustum check LLSpatialGroup::OctreeTraveler::traverse(n); } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index e3463574a7..fd1445b33e 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -3674,6 +3674,11 @@ 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); @@ -3704,44 +3709,47 @@ 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(); } @@ -8107,16 +8115,31 @@ 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; } |