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-rw-r--r--indra/llrender/llshadermgr.cpp4
-rw-r--r--indra/llrender/llvertexbuffer.cpp19
-rw-r--r--indra/newview/llface.cpp2
-rw-r--r--indra/newview/llspatialpartition.cpp13
-rw-r--r--indra/newview/llvovolume.cpp2
-rw-r--r--indra/newview/pipeline.cpp565
6 files changed, 314 insertions, 291 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 75c584daab..eea768a3ea 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -695,7 +695,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
}
text[count++] = strdup("\t}\n");
- text[count++] = strdup("\treturn vec4(0,0,0,0);\n");
+ text[count++] = strdup("\treturn vec4(1,0,1,1);\n");
text[count++] = strdup("}\n");
}
else
@@ -718,7 +718,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
text[count++] = strdup(if_str.c_str());
}
- text[count++] = strdup("\treturn vec4(0,0,0,0);\n");
+ text[count++] = strdup("\treturn vec4(1,0,1,1);\n");
text[count++] = strdup("}\n");
}
}
diff --git a/indra/llrender/llvertexbuffer.cpp b/indra/llrender/llvertexbuffer.cpp
index b426421f88..3948145580 100644
--- a/indra/llrender/llvertexbuffer.cpp
+++ b/indra/llrender/llvertexbuffer.cpp
@@ -511,6 +511,25 @@ void LLVertexBuffer::validateRange(U32 start, U32 end, U32 count, U32 indices_of
llerrs << "Index out of range: " << idx[i] << " not in [" << start << ", " << end << "]" << llendl;
}
}
+
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+
+ if (shader && shader->mFeatures.mIndexedTextureChannels > 1)
+ {
+ LLStrider<LLVector4a> v;
+ //hack to get non-const reference
+ LLVertexBuffer* vb = (LLVertexBuffer*) this;
+ vb->getVertexStrider(v);
+
+ for (U32 i = start; i < end; i++)
+ {
+ S32 idx = (S32) (v[i][3]+0.25f);
+ if (idx < 0 || idx >= shader->mFeatures.mIndexedTextureChannels)
+ {
+ llerrs << "Bad texture index found in vertex data stream." << llendl;
+ }
+ }
+ }
}
}
diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp
index eab3dcfadd..6dbeae6677 100644
--- a/indra/newview/llface.cpp
+++ b/indra/newview/llface.cpp
@@ -1658,6 +1658,8 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
while(dst < end);
F32 index = (F32) (mTextureIndex < 255 ? mTextureIndex : 0);
+
+ llassert(index <= LLGLSLShader::sIndexedTextureChannels-1);
F32 *index_dst = (F32*) vertices;
F32 *index_end = (F32*) end;
diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp
index 3fecc33802..3e16ccf3da 100644
--- a/indra/newview/llspatialpartition.cpp
+++ b/indra/newview/llspatialpartition.cpp
@@ -1642,19 +1642,6 @@ void LLSpatialGroup::doOcclusion(LLCamera* camera)
{
if (!isOcclusionState(QUERY_PENDING) || isOcclusionState(DISCARD_QUERY))
{
- bool check = true;
-
- if (isOcclusionState(QUERY_PENDING))
- {
- GLuint available = 0;
- glGetQueryObjectuivARB(mOcclusionQuery[LLViewerCamera::sCurCameraID], GL_QUERY_RESULT_AVAILABLE_ARB, &available);
- if (available == GL_FALSE)
- {
- check = false;
- }
- }
-
- if (check)
{ //no query pending, or previous query to be discarded
LLFastTimer t(FTM_RENDER_OCCLUSION);
diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp
index 827c5b9cb5..baab191cb6 100644
--- a/indra/newview/llvovolume.cpp
+++ b/indra/newview/llvovolume.cpp
@@ -4652,7 +4652,7 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
buffer_index = -1;
}
- S32 texture_index_channels = gGLManager.mNumTextureImageUnits-1; //always reserve one for shiny for now just for simplicity
+ S32 texture_index_channels = LLGLSLShader::sIndexedTextureChannels-1; //always reserve one for shiny for now just for simplicity
if (gGLManager.mGLVersion < 3.1f)
{
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 5e9f0e3efe..d8e271811a 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -8737,378 +8737,393 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
// convenience array of 4 near clip plane distances
F32 dist[] = { near_clip, mSunClipPlanes.mV[0], mSunClipPlanes.mV[1], mSunClipPlanes.mV[2], mSunClipPlanes.mV[3] };
- for (S32 j = 0; j < 4; j++)
- {
- if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA))
+
+ if (mSunDiffuse == LLColor4::black)
+ { //sun diffuse is totally black, shadows don't matter
+ LLGLDepthTest depth(GL_TRUE);
+
+ for (S32 j = 0; j < 4; j++)
{
- mShadowFrustPoints[j].clear();
+ mShadow[j].bindTarget();
+ mShadow[j].clear();
+ mShadow[j].flush();
}
+ }
+ else
+ {
+ for (S32 j = 0; j < 4; j++)
+ {
+ if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowFrustPoints[j].clear();
+ }
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW0+j;
+ LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW0+j;
- //restore render matrices
- glh_set_current_modelview(saved_view);
- glh_set_current_projection(saved_proj);
+ //restore render matrices
+ glh_set_current_modelview(saved_view);
+ glh_set_current_projection(saved_proj);
- LLVector3 eye = camera.getOrigin();
+ LLVector3 eye = camera.getOrigin();
- //camera used for shadow cull/render
- LLCamera shadow_cam;
+ //camera used for shadow cull/render
+ LLCamera shadow_cam;
- //create world space camera frustum for this split
- shadow_cam = camera;
- shadow_cam.setFar(16.f);
+ //create world space camera frustum for this split
+ shadow_cam = camera;
+ shadow_cam.setFar(16.f);
- LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
+ LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
- LLVector3* frust = shadow_cam.mAgentFrustum;
+ LLVector3* frust = shadow_cam.mAgentFrustum;
- LLVector3 pn = shadow_cam.getAtAxis();
+ LLVector3 pn = shadow_cam.getAtAxis();
- LLVector3 min, max;
+ LLVector3 min, max;
- //construct 8 corners of split frustum section
- for (U32 i = 0; i < 4; i++)
- {
- LLVector3 delta = frust[i+4]-eye;
- delta += (frust[i+4]-frust[(i+2)%4+4])*0.05f;
- delta.normVec();
- F32 dp = delta*pn;
- frust[i] = eye + (delta*dist[j]*0.95f)/dp;
- frust[i+4] = eye + (delta*dist[j+1]*1.05f)/dp;
- }
+ //construct 8 corners of split frustum section
+ for (U32 i = 0; i < 4; i++)
+ {
+ LLVector3 delta = frust[i+4]-eye;
+ delta += (frust[i+4]-frust[(i+2)%4+4])*0.05f;
+ delta.normVec();
+ F32 dp = delta*pn;
+ frust[i] = eye + (delta*dist[j]*0.95f)/dp;
+ frust[i+4] = eye + (delta*dist[j+1]*1.05f)/dp;
+ }
- shadow_cam.calcAgentFrustumPlanes(frust);
- shadow_cam.mFrustumCornerDist = 0.f;
+ shadow_cam.calcAgentFrustumPlanes(frust);
+ shadow_cam.mFrustumCornerDist = 0.f;
- if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- mShadowCamera[j] = shadow_cam;
- }
-
- std::vector<LLVector3> fp;
-
- if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir))
- {
- //no possible shadow receivers
if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
{
- mShadowExtents[j][0] = LLVector3();
- mShadowExtents[j][1] = LLVector3();
- mShadowCamera[j+4] = shadow_cam;
- }
-
- mShadow[j].bindTarget();
- {
- LLGLDepthTest depth(GL_TRUE);
- mShadow[j].clear();
+ mShadowCamera[j] = shadow_cam;
}
- mShadow[j].flush();
- mShadowError.mV[j] = 0.f;
- mShadowFOV.mV[j] = 0.f;
-
- continue;
- }
+ std::vector<LLVector3> fp;
- if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- mShadowExtents[j][0] = min;
- mShadowExtents[j][1] = max;
- mShadowFrustPoints[j] = fp;
- }
-
+ if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir))
+ {
+ //no possible shadow receivers
+ if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowExtents[j][0] = LLVector3();
+ mShadowExtents[j][1] = LLVector3();
+ mShadowCamera[j+4] = shadow_cam;
+ }
- //find a good origin for shadow projection
- LLVector3 origin;
+ mShadow[j].bindTarget();
+ {
+ LLGLDepthTest depth(GL_TRUE);
+ mShadow[j].clear();
+ }
+ mShadow[j].flush();
- //get a temporary view projection
- view[j] = look(camera.getOrigin(), lightDir, -up);
+ mShadowError.mV[j] = 0.f;
+ mShadowFOV.mV[j] = 0.f;
- std::vector<LLVector3> wpf;
+ continue;
+ }
- for (U32 i = 0; i < fp.size(); i++)
- {
- glh::vec3f p = glh::vec3f(fp[i].mV);
- view[j].mult_matrix_vec(p);
- wpf.push_back(LLVector3(p.v));
- }
+ if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowExtents[j][0] = min;
+ mShadowExtents[j][1] = max;
+ mShadowFrustPoints[j] = fp;
+ }
+
- min = wpf[0];
- max = wpf[0];
+ //find a good origin for shadow projection
+ LLVector3 origin;
- for (U32 i = 0; i < fp.size(); ++i)
- { //get AABB in camera space
- update_min_max(min, max, wpf[i]);
- }
-
- // Construct a perspective transform with perspective along y-axis that contains
- // points in wpf
- //Known:
- // - far clip plane
- // - near clip plane
- // - points in frustum
- //Find:
- // - origin
-
- //get some "interesting" points of reference
- LLVector3 center = (min+max)*0.5f;
- LLVector3 size = (max-min)*0.5f;
- LLVector3 near_center = center;
- near_center.mV[1] += size.mV[1]*2.f;
-
-
- //put all points in wpf in quadrant 0, reletive to center of min/max
- //get the best fit line using least squares
- F32 bfm = 0.f;
- F32 bfb = 0.f;
+ //get a temporary view projection
+ view[j] = look(camera.getOrigin(), lightDir, -up);
- for (U32 i = 0; i < wpf.size(); ++i)
- {
- wpf[i] -= center;
- wpf[i].mV[0] = fabsf(wpf[i].mV[0]);
- wpf[i].mV[2] = fabsf(wpf[i].mV[2]);
- }
+ std::vector<LLVector3> wpf;
- if (!wpf.empty())
- {
- F32 sx = 0.f;
- F32 sx2 = 0.f;
- F32 sy = 0.f;
- F32 sxy = 0.f;
-
- for (U32 i = 0; i < wpf.size(); ++i)
- {
- sx += wpf[i].mV[0];
- sx2 += wpf[i].mV[0]*wpf[i].mV[0];
- sy += wpf[i].mV[1];
- sxy += wpf[i].mV[0]*wpf[i].mV[1];
+ for (U32 i = 0; i < fp.size(); i++)
+ {
+ glh::vec3f p = glh::vec3f(fp[i].mV);
+ view[j].mult_matrix_vec(p);
+ wpf.push_back(LLVector3(p.v));
}
- bfm = (sy*sx-wpf.size()*sxy)/(sx*sx-wpf.size()*sx2);
- bfb = (sx*sxy-sy*sx2)/(sx*sx-bfm*sx2);
- }
-
- {
- // best fit line is y=bfm*x+bfb
-
- //find point that is furthest to the right of line
- F32 off_x = -1.f;
- LLVector3 lp;
-
- for (U32 i = 0; i < wpf.size(); ++i)
- {
- //y = bfm*x+bfb
- //x = (y-bfb)/bfm
- F32 lx = (wpf[i].mV[1]-bfb)/bfm;
+ min = wpf[0];
+ max = wpf[0];
- lx = wpf[i].mV[0]-lx;
-
- if (off_x < lx)
- {
- off_x = lx;
- lp = wpf[i];
- }
+ for (U32 i = 0; i < fp.size(); ++i)
+ { //get AABB in camera space
+ update_min_max(min, max, wpf[i]);
}
- //get line with slope bfm through lp
- // bfb = y-bfm*x
- bfb = lp.mV[1]-bfm*lp.mV[0];
+ // Construct a perspective transform with perspective along y-axis that contains
+ // points in wpf
+ //Known:
+ // - far clip plane
+ // - near clip plane
+ // - points in frustum
+ //Find:
+ // - origin
- //calculate error
- mShadowError.mV[j] = 0.f;
+ //get some "interesting" points of reference
+ LLVector3 center = (min+max)*0.5f;
+ LLVector3 size = (max-min)*0.5f;
+ LLVector3 near_center = center;
+ near_center.mV[1] += size.mV[1]*2.f;
+
+
+ //put all points in wpf in quadrant 0, reletive to center of min/max
+ //get the best fit line using least squares
+ F32 bfm = 0.f;
+ F32 bfb = 0.f;
for (U32 i = 0; i < wpf.size(); ++i)
{
- F32 lx = (wpf[i].mV[1]-bfb)/bfm;
- mShadowError.mV[j] += fabsf(wpf[i].mV[0]-lx);
+ wpf[i] -= center;
+ wpf[i].mV[0] = fabsf(wpf[i].mV[0]);
+ wpf[i].mV[2] = fabsf(wpf[i].mV[2]);
}
- mShadowError.mV[j] /= wpf.size();
- mShadowError.mV[j] /= size.mV[0];
+ if (!wpf.empty())
+ {
+ F32 sx = 0.f;
+ F32 sx2 = 0.f;
+ F32 sy = 0.f;
+ F32 sxy = 0.f;
+
+ for (U32 i = 0; i < wpf.size(); ++i)
+ {
+ sx += wpf[i].mV[0];
+ sx2 += wpf[i].mV[0]*wpf[i].mV[0];
+ sy += wpf[i].mV[1];
+ sxy += wpf[i].mV[0]*wpf[i].mV[1];
+ }
- if (mShadowError.mV[j] > RenderShadowErrorCutoff)
- { //just use ortho projection
- mShadowFOV.mV[j] = -1.f;
- origin.clearVec();
- proj[j] = gl_ortho(min.mV[0], max.mV[0],
- min.mV[1], max.mV[1],
- -max.mV[2], -min.mV[2]);
+ bfm = (sy*sx-wpf.size()*sxy)/(sx*sx-wpf.size()*sx2);
+ bfb = (sx*sxy-sy*sx2)/(sx*sx-bfm*sx2);
}
- else
+
{
- //origin is where line x = 0;
- origin.setVec(0,bfb,0);
-
- F32 fovz = 1.f;
- F32 fovx = 1.f;
-
- LLVector3 zp;
- LLVector3 xp;
+ // best fit line is y=bfm*x+bfb
+
+ //find point that is furthest to the right of line
+ F32 off_x = -1.f;
+ LLVector3 lp;
for (U32 i = 0; i < wpf.size(); ++i)
{
- LLVector3 atz = wpf[i]-origin;
- atz.mV[0] = 0.f;
- atz.normVec();
- if (fovz > -atz.mV[1])
- {
- zp = wpf[i];
- fovz = -atz.mV[1];
- }
-
- LLVector3 atx = wpf[i]-origin;
- atx.mV[2] = 0.f;
- atx.normVec();
- if (fovx > -atx.mV[1])
+ //y = bfm*x+bfb
+ //x = (y-bfb)/bfm
+ F32 lx = (wpf[i].mV[1]-bfb)/bfm;
+
+ lx = wpf[i].mV[0]-lx;
+
+ if (off_x < lx)
{
- fovx = -atx.mV[1];
- xp = wpf[i];
+ off_x = lx;
+ lp = wpf[i];
}
}
- fovx = acos(fovx);
- fovz = acos(fovz);
+ //get line with slope bfm through lp
+ // bfb = y-bfm*x
+ bfb = lp.mV[1]-bfm*lp.mV[0];
- F32 cutoff = llmin((F32) RenderShadowFOVCutoff, 1.4f);
-
- mShadowFOV.mV[j] = fovx;
-
- if (fovx < cutoff && fovz > cutoff)
+ //calculate error
+ mShadowError.mV[j] = 0.f;
+
+ for (U32 i = 0; i < wpf.size(); ++i)
{
- //x is a good fit, but z is too big, move away from zp enough so that fovz matches cutoff
- F32 d = zp.mV[2]/tan(cutoff);
- F32 ny = zp.mV[1] + fabsf(d);
+ F32 lx = (wpf[i].mV[1]-bfb)/bfm;
+ mShadowError.mV[j] += fabsf(wpf[i].mV[0]-lx);
+ }
- origin.mV[1] = ny;
+ mShadowError.mV[j] /= wpf.size();
+ mShadowError.mV[j] /= size.mV[0];
- fovz = 1.f;
- fovx = 1.f;
+ if (mShadowError.mV[j] > RenderShadowErrorCutoff)
+ { //just use ortho projection
+ mShadowFOV.mV[j] = -1.f;
+ origin.clearVec();
+ proj[j] = gl_ortho(min.mV[0], max.mV[0],
+ min.mV[1], max.mV[1],
+ -max.mV[2], -min.mV[2]);
+ }
+ else
+ {
+ //origin is where line x = 0;
+ origin.setVec(0,bfb,0);
+
+ F32 fovz = 1.f;
+ F32 fovx = 1.f;
+
+ LLVector3 zp;
+ LLVector3 xp;
for (U32 i = 0; i < wpf.size(); ++i)
{
LLVector3 atz = wpf[i]-origin;
atz.mV[0] = 0.f;
atz.normVec();
- fovz = llmin(fovz, -atz.mV[1]);
-
+ if (fovz > -atz.mV[1])
+ {
+ zp = wpf[i];
+ fovz = -atz.mV[1];
+ }
+
LLVector3 atx = wpf[i]-origin;
atx.mV[2] = 0.f;
atx.normVec();
- fovx = llmin(fovx, -atx.mV[1]);
+ if (fovx > -atx.mV[1])
+ {
+ fovx = -atx.mV[1];
+ xp = wpf[i];
+ }
}
fovx = acos(fovx);
fovz = acos(fovz);
- mShadowFOV.mV[j] = cutoff;
- }
+ F32 cutoff = llmin((F32) RenderShadowFOVCutoff, 1.4f);
+
+ mShadowFOV.mV[j] = fovx;
+
+ if (fovx < cutoff && fovz > cutoff)
+ {
+ //x is a good fit, but z is too big, move away from zp enough so that fovz matches cutoff
+ F32 d = zp.mV[2]/tan(cutoff);
+ F32 ny = zp.mV[1] + fabsf(d);
+
+ origin.mV[1] = ny;
+
+ fovz = 1.f;
+ fovx = 1.f;
+
+ for (U32 i = 0; i < wpf.size(); ++i)
+ {
+ LLVector3 atz = wpf[i]-origin;
+ atz.mV[0] = 0.f;
+ atz.normVec();
+ fovz = llmin(fovz, -atz.mV[1]);
+
+ LLVector3 atx = wpf[i]-origin;
+ atx.mV[2] = 0.f;
+ atx.normVec();
+ fovx = llmin(fovx, -atx.mV[1]);
+ }
+
+ fovx = acos(fovx);
+ fovz = acos(fovz);
+
+ mShadowFOV.mV[j] = cutoff;
+ }
- origin += center;
+ origin += center;
- F32 ynear = -(max.mV[1]-origin.mV[1]);
- F32 yfar = -(min.mV[1]-origin.mV[1]);
+ F32 ynear = -(max.mV[1]-origin.mV[1]);
+ F32 yfar = -(min.mV[1]-origin.mV[1]);
- if (ynear < 0.1f) //keep a sensible near clip plane
- {
- F32 diff = 0.1f-ynear;
- origin.mV[1] += diff;
- ynear += diff;
- yfar += diff;
- }
+ if (ynear < 0.1f) //keep a sensible near clip plane
+ {
+ F32 diff = 0.1f-ynear;
+ origin.mV[1] += diff;
+ ynear += diff;
+ yfar += diff;
+ }
- if (fovx > cutoff)
- { //just use ortho projection
- origin.clearVec();
- mShadowError.mV[j] = -1.f;
- proj[j] = gl_ortho(min.mV[0], max.mV[0],
- min.mV[1], max.mV[1],
- -max.mV[2], -min.mV[2]);
- }
- else
- {
- //get perspective projection
- view[j] = view[j].inverse();
+ if (fovx > cutoff)
+ { //just use ortho projection
+ origin.clearVec();
+ mShadowError.mV[j] = -1.f;
+ proj[j] = gl_ortho(min.mV[0], max.mV[0],
+ min.mV[1], max.mV[1],
+ -max.mV[2], -min.mV[2]);
+ }
+ else
+ {
+ //get perspective projection
+ view[j] = view[j].inverse();
- glh::vec3f origin_agent(origin.mV);
+ glh::vec3f origin_agent(origin.mV);
- //translate view to origin
- view[j].mult_matrix_vec(origin_agent);
+ //translate view to origin
+ view[j].mult_matrix_vec(origin_agent);
- eye = LLVector3(origin_agent.v);
+ eye = LLVector3(origin_agent.v);
- if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- mShadowFrustOrigin[j] = eye;
- }
+ if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowFrustOrigin[j] = eye;
+ }
- view[j] = look(LLVector3(origin_agent.v), lightDir, -up);
+ view[j] = look(LLVector3(origin_agent.v), lightDir, -up);
- F32 fx = 1.f/tanf(fovx);
- F32 fz = 1.f/tanf(fovz);
+ F32 fx = 1.f/tanf(fovx);
+ F32 fz = 1.f/tanf(fovz);
- proj[j] = glh::matrix4f(-fx, 0, 0, 0,
- 0, (yfar+ynear)/(ynear-yfar), 0, (2.f*yfar*ynear)/(ynear-yfar),
- 0, 0, -fz, 0,
- 0, -1.f, 0, 0);
+ proj[j] = glh::matrix4f(-fx, 0, 0, 0,
+ 0, (yfar+ynear)/(ynear-yfar), 0, (2.f*yfar*ynear)/(ynear-yfar),
+ 0, 0, -fz, 0,
+ 0, -1.f, 0, 0);
+ }
}
}
- }
- //shadow_cam.setFar(128.f);
- shadow_cam.setOriginAndLookAt(eye, up, center);
+ //shadow_cam.setFar(128.f);
+ shadow_cam.setOriginAndLookAt(eye, up, center);
- shadow_cam.setOrigin(0,0,0);
+ shadow_cam.setOrigin(0,0,0);
- glh_set_current_modelview(view[j]);
- glh_set_current_projection(proj[j]);
+ glh_set_current_modelview(view[j]);
+ glh_set_current_projection(proj[j]);
- LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
+ LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
- //shadow_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR);
- shadow_cam.getAgentPlane(LLCamera::AGENT_PLANE_NEAR).set(shadow_near_clip);
+ //shadow_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR);
+ shadow_cam.getAgentPlane(LLCamera::AGENT_PLANE_NEAR).set(shadow_near_clip);
- //translate and scale to from [-1, 1] to [0, 1]
- glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f,
- 0.f, 0.5f, 0.f, 0.5f,
- 0.f, 0.f, 0.5f, 0.5f,
- 0.f, 0.f, 0.f, 1.f);
+ //translate and scale to from [-1, 1] to [0, 1]
+ glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f,
+ 0.f, 0.5f, 0.f, 0.5f,
+ 0.f, 0.f, 0.5f, 0.5f,
+ 0.f, 0.f, 0.f, 1.f);
- glh_set_current_modelview(view[j]);
- glh_set_current_projection(proj[j]);
+ glh_set_current_modelview(view[j]);
+ glh_set_current_projection(proj[j]);
- for (U32 i = 0; i < 16; i++)
- {
- gGLLastModelView[i] = mShadowModelview[j].m[i];
- gGLLastProjection[i] = mShadowProjection[j].m[i];
- }
+ for (U32 i = 0; i < 16; i++)
+ {
+ gGLLastModelView[i] = mShadowModelview[j].m[i];
+ gGLLastProjection[i] = mShadowProjection[j].m[i];
+ }
- mShadowModelview[j] = view[j];
- mShadowProjection[j] = proj[j];
+ mShadowModelview[j] = view[j];
+ mShadowProjection[j] = proj[j];
- mSunShadowMatrix[j] = trans*proj[j]*view[j]*inv_view;
+ mSunShadowMatrix[j] = trans*proj[j]*view[j]*inv_view;
- stop_glerror();
+ stop_glerror();
- mShadow[j].bindTarget();
- mShadow[j].getViewport(gGLViewport);
- mShadow[j].clear();
+ mShadow[j].bindTarget();
+ mShadow[j].getViewport(gGLViewport);
+ mShadow[j].clear();
- {
- static LLCullResult result[4];
+ {
+ static LLCullResult result[4];
- //LLGLEnable enable(GL_DEPTH_CLAMP_NV);
- renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE);
- }
+ //LLGLEnable enable(GL_DEPTH_CLAMP_NV);
+ renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE);
+ }
- mShadow[j].flush();
+ mShadow[j].flush();
- if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
- mShadowCamera[j+4] = shadow_cam;
+ if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
+ mShadowCamera[j+4] = shadow_cam;
+ }
}
}