diff options
-rw-r--r-- | indra/newview/pipeline.cpp | 76 |
1 files changed, 47 insertions, 29 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 2aa0210a80..e3463574a7 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -193,6 +193,7 @@ std::string gPoolNames[] = }; void drawBox(const LLVector3& c, const LLVector3& r); +void drawBoxOutline(const LLVector3& pos, const LLVector3& size); U32 nhpo2(U32 v) { @@ -1531,8 +1532,10 @@ BOOL LLPipeline::visibleObjectsInFrustum(LLCamera& camera) BOOL LLPipeline::getVisibleExtents(LLCamera& camera, LLVector3& min, LLVector3& max) { - min = LLVector3(F32_MAX, F32_MAX, F32_MAX); - max = LLVector3(-F32_MAX, -F32_MAX, -F32_MAX); + const F32 X = 65536.f; + + min = LLVector3(X,X,X); + max = LLVector3(-X,-X,-X); U32 saved_camera_id = LLViewerCamera::sCurCameraID; LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; @@ -3667,12 +3670,12 @@ void LLPipeline::renderDebug() for (U32 i = 0; i < 8; i++) { + LLVector3* frust = mShadowCamera[i].mAgentFrustum; + if (i > 3) - { + { //render shadow frusta as volumes gGL.color4fv(col+(i-4)*4); - LLVector3* frust = mShadowCamera[i].mAgentFrustum; - gGL.begin(LLRender::TRIANGLE_STRIP); gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV); gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV); @@ -3700,31 +3703,46 @@ void LLPipeline::renderDebug() if (i < 4) { - gGL.begin(LLRender::LINES); - + + //render visible point cloud + gGL.flush(); + glPointSize(8.f); + gGL.begin(LLRender::POINTS); + F32* c = col+i*4; + gGL.color3fv(c); + for (U32 j = 0; j < mShadowFrustPoints[i].size(); ++j) - { + { + gGL.vertex3fv(mShadowFrustPoints[i][j].mV); - gGL.color3fv(c); + } + gGL.end(); - for (U32 k = 0; k < mShadowFrustPoints[i].size(); ++k) - { - if (j != k) - { - gGL.vertex3fv(mShadowFrustPoints[i][j].mV); - gGL.vertex3fv(mShadowFrustPoints[i][k].mV); - } - } + gGL.flush(); + glPointSize(1.f); - if (!mShadowFrustOrigin[i].isExactlyZero()) - { - gGL.vertex3fv(mShadowFrustPoints[i][j].mV); - gGL.color4f(1,1,1,1); - gGL.vertex3fv(mShadowFrustOrigin[i].mV); - } - } + 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(); + } /*for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); @@ -7721,14 +7739,14 @@ BOOL LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector //get point of intersection of 3 planes "p" LLVector3 p = (-d1*(n2%n3)-d2*(n3%n1)-d3*(n1%n2))/(n1*(n2%n3)); - if (llround(p*n1+d1, 0.0001f) == 0.f && - llround(p*n2+d2, 0.0001f) == 0.f && - llround(p*n3+d3, 0.0001f) == 0.f) + if (llround(p*n1+d1, 0.1f) == 0.f && + llround(p*n2+d2, 0.1f) == 0.f && + llround(p*n3+d3, 0.1f) == 0.f) { //point is on all three planes BOOL found = TRUE; for (U32 l = 0; l < ps.size() && found; ++l) { - if (llround(ps[l].dist(p), 0.0001f) > 0.0f) + if (llround(ps[l].dist(p), 0.1f) > 0.0f) { //point is above some plane, not contained found = FALSE; } @@ -8173,7 +8191,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) shadow_cam = camera; shadow_cam.setFar(16.f); - LLViewerCamera::updateFrustumPlanes(shadow_cam); + LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE); LLVector3* frust = shadow_cam.mAgentFrustum; |