diff options
-rw-r--r-- | indra/newview/app_settings/settings.xml | 2 | ||||
-rw-r--r-- | indra/newview/llspatialpartition.cpp | 126 |
2 files changed, 87 insertions, 41 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 0b9cc78132..62ceb9077a 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -9091,7 +9091,7 @@ <key>Type</key> <string>F32</string> <key>Value</key> - <real>0.03</real> + <real>0.1</real> </map> <key>RenderDebugPipeline</key> <map> diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index 8fc2405f0a..b87551dab5 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -2253,52 +2253,98 @@ void renderBoundingBox(LLDrawable* drawable, BOOL set_color = TRUE) } } -void renderNormals(LLDrawable* drawablep) +void renderNormals(LLDrawable *drawablep) { - LLVertexBuffer::unbind(); + if (!drawablep->isVisible()) + return; - LLVOVolume* vol = drawablep->getVOVolume(); - if (vol) - { - LLVolume* volume = vol->getVolume(); - gGL.pushMatrix(); - gGL.multMatrix((F32*) vol->getRelativeXform().mMatrix); - - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + LLVertexBuffer::unbind(); - LLVector4a scale(gSavedSettings.getF32("RenderDebugNormalScale")); + LLVOVolume *vol = drawablep->getVOVolume(); - for (S32 i = 0; i < volume->getNumVolumeFaces(); ++i) - { - const LLVolumeFace& face = volume->getVolumeFace(i); + if (vol) + { + LLVolume *volume = vol->getVolume(); - for (S32 j = 0; j < face.mNumVertices; ++j) - { - gGL.begin(LLRender::LINES); - LLVector4a n,p; - - n.setMul(face.mNormals[j], scale); - p.setAdd(face.mPositions[j], n); - - gGL.diffuseColor4f(1,1,1,1); - gGL.vertex3fv(face.mPositions[j].getF32ptr()); - gGL.vertex3fv(p.getF32ptr()); - - if (face.mTangents) - { - n.setMul(face.mTangents[j], scale); - p.setAdd(face.mPositions[j], n); - - gGL.diffuseColor4f(0,1,1,1); - gGL.vertex3fv(face.mPositions[j].getF32ptr()); - gGL.vertex3fv(p.getF32ptr()); - } - gGL.end(); - } - } + // Drawable's normals & tangents are stored in model space, i.e. before any scaling is applied. + // + // SL-13490, using pos + normal to compute the 2nd vertex of a normal line segment doesn't + // work when there's a non-uniform scale in the mix. Normals require MVP-inverse-transpose + // transform. We get that effect here by pre-applying the inverse scale (twice, because + // one forward scale will be re-applied via the MVP in the vertex shader) - gGL.popMatrix(); - } + LLVector3 scale_v3 = vol->getScale(); + LLVector4a obj_scale(scale_v3.mV[VX], scale_v3.mV[VY], scale_v3.mV[VZ]); + obj_scale.normalize3(); + + float draw_length = gSavedSettings.getF32("RenderDebugNormalScale"); + + // Create inverse-scale vector for normals + LLVector4a inv_scale(1.0 / scale_v3.mV[VX], 1.0 / scale_v3.mV[VY], 1.0 / scale_v3.mV[VZ]); + inv_scale.mul(inv_scale); // Squared, to apply inverse scale twice + inv_scale.normalize3fast(); + + gGL.pushMatrix(); + gGL.multMatrix((F32 *) vol->getRelativeXform().mMatrix); + + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + + for (S32 i = 0; i < volume->getNumVolumeFaces(); ++i) + { + const LLVolumeFace &face = volume->getVolumeFace(i); + + gGL.flush(); + gGL.diffuseColor4f(1, 1, 0, 1); + gGL.begin(LLRender::LINES); + for (S32 j = 0; j < face.mNumVertices; ++j) + { + LLVector4a n, p; + + n.setMul(face.mNormals[j], 1.0); + n.mul(inv_scale); // Pre-scale normal, so it's left with an inverse-transpose xform after MVP + n.normalize3fast(); + + // Since we send 2 vertices instead of a vertex and a vector, the drawn normal length ends up + // getting stretched along with the object. To minimize that effect (imperfectly), reduce its + // length by a dot factor with the dominant scale direction. + float mvp_scale_factor = 0.95 * abs(n.dot3(obj_scale).getF32()); + n.mul((1.0 - mvp_scale_factor) * draw_length); + p.setAdd(face.mPositions[j], n); + + gGL.vertex3fv(face.mPositions[j].getF32ptr()); + gGL.vertex3fv(p.getF32ptr()); + } + gGL.end(); + + // Tangents are simple vectors and do not require reorientation via pre-scaling + if (face.mTangents) + { + gGL.flush(); + gGL.diffuseColor4f(0, 1, 1, 1); + gGL.begin(LLRender::LINES); + for (S32 j = 0; j < face.mNumVertices; ++j) + { + LLVector4a t, p; + + t.setMul(face.mTangents[j], 1.0f); + t.normalize3fast(); + + // Since we send 2 vertices instead of a vertex and a vector, the drawn tangent length ends up + // getting stretched along with the object. To minimize that effect (imperfectly), reduce its + // length by a dot factor with the dominant scale direction. + float mvp_scale_factor = 0.95 * abs(t.dot3(obj_scale).getF32()); + t.mul((1.0 - mvp_scale_factor) * draw_length); + p.setAdd(face.mPositions[j], t); + + gGL.vertex3fv(face.mPositions[j].getF32ptr()); + gGL.vertex3fv(p.getF32ptr()); + } + gGL.end(); + } + } + + gGL.popMatrix(); + } } S32 get_physics_detail(const LLVolumeParams& volume_params, const LLVector3& scale) |