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-rw-r--r--indra/newview/app_settings/settings.xml2
-rw-r--r--indra/newview/llspatialpartition.cpp126
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)