diff options
Diffstat (limited to 'indra/llrender/llatmosphere.cpp')
-rw-r--r-- | indra/llrender/llatmosphere.cpp | 45 |
1 files changed, 39 insertions, 6 deletions
diff --git a/indra/llrender/llatmosphere.cpp b/indra/llrender/llatmosphere.cpp index 4fd9764e07..aaa1ff65e1 100644 --- a/indra/llrender/llatmosphere.cpp +++ b/indra/llrender/llatmosphere.cpp @@ -34,8 +34,6 @@ #include "llshadermgr.h" #include "llglslshader.h" -#pragma optimize("", off) - LLAtmosphere* gAtmosphere = nullptr; // Values from "Reference Solar Spectral Irradiance: ASTM G-173", ETR column @@ -234,6 +232,26 @@ LLAtmosphere::~LLAtmosphere() m_model = nullptr; } +#if DEBUG_ATMO_TEX_GEN +uint8_t* GetTexture2d(int width, int height, int components, GLuint texture) +{ + glActiveTextureARB(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, texture); + uint8_t* storage = (uint8_t*)malloc(width * height * components * sizeof(float)); + glGetTexImage(GL_TEXTURE_2D, 0, components == 3 ? GL_RGB : GL_RGBA, GL_FLOAT, storage); + return storage; +} + +uint8_t* GetTexture3d(int width, int height, int depth, int components, GLuint texture) +{ + glActiveTextureARB(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_3D, texture); + uint8_t* storage = (uint8_t*)malloc(width * height * depth * components * sizeof(float)); + glGetTexImage(GL_TEXTURE_3D, 0, components == 3 ? GL_RGB : GL_RGBA, GL_FLOAT, storage); + return storage; +} +#endif + bool LLAtmosphere::configureAtmosphericModel(AtmosphericModelSettings& settings) { if ((m_model != nullptr) && (settings == m_settings)) @@ -256,6 +274,7 @@ bool LLAtmosphere::configureAtmosphericModel(AtmosphericModelSettings& settings) m_config.num_scattering_orders = 4; m_model = new atmosphere::Model( + m_config, m_wavelengths, m_solar_irradiance, settings.m_sunArcRadians, @@ -273,8 +292,9 @@ bool LLAtmosphere::configureAtmosphericModel(AtmosphericModelSettings& settings) max_sun_zenith_angle, 1000.0, 3, - false, - true); + false, // do not combine_scattering...we want indep textures + false, // use 32F for 2d textures to avoid artifacts + true); // use 16F for 3d textures to reduce footprint if (m_model) { @@ -283,6 +303,19 @@ bool LLAtmosphere::configureAtmosphericModel(AtmosphericModelSettings& settings) getScattering()->setTexName(m_textures.scattering_texture); getMieScattering()->setTexName(m_textures.single_mie_scattering_texture); getIlluminance()->setTexName(m_textures.illuminance_texture); + +#if DEBUG_ATMO_TEX_GEN + // for debug only... + U8* transmittance = GetTexture2d(m_config.transmittanceTextureWidth, m_config.transmittanceTextureHeight, 3, m_textures.transmittance_texture); + U8* scattering = GetTexture3d(m_config.scatteringTextureWidth, m_config.scatteringTextureHeight, m_config.scatteringTextureDepth, 3, m_textures.scattering_texture); + U8* single_mie_scattering = GetTexture3d(m_config.scatteringTextureWidth, m_config.scatteringTextureHeight, m_config.scatteringTextureDepth, 3, m_textures.single_mie_scattering_texture); + U8* illuminance = GetTexture2d(m_config.illuminanceTextureWidth, m_config.illuminanceTextureHeight, 3, m_textures.illuminance_texture); + free(transmittance); + free(scattering); + free(single_mie_scattering); + free(illuminance); +#endif + } return m_model != nullptr; @@ -296,7 +329,7 @@ LLGLTexture* LLAtmosphere::getTransmittance() m_transmittance->generateGLTexture(); m_transmittance->setAddressMode(LLTexUnit::eTextureAddressMode::TAM_CLAMP); m_transmittance->setFilteringOption(LLTexUnit::eTextureFilterOptions::TFO_BILINEAR); - m_transmittance->setExplicitFormat(GL_RGB16F_ARB, GL_RGB, GL_FLOAT); + m_transmittance->setExplicitFormat(GL_RGB32F_ARB, GL_RGB, GL_FLOAT); m_transmittance->setTarget(GL_TEXTURE_2D, LLTexUnit::TT_TEXTURE); } return m_transmittance; @@ -338,7 +371,7 @@ LLGLTexture* LLAtmosphere::getIlluminance() m_illuminance->generateGLTexture(); m_illuminance->setAddressMode(LLTexUnit::eTextureAddressMode::TAM_CLAMP); m_illuminance->setFilteringOption(LLTexUnit::eTextureFilterOptions::TFO_BILINEAR); - m_illuminance->setExplicitFormat(GL_RGB16F_ARB, GL_RGB, GL_FLOAT); + m_illuminance->setExplicitFormat(GL_RGB32F_ARB, GL_RGB, GL_FLOAT); m_illuminance->setTarget(GL_TEXTURE_2D, LLTexUnit::TT_TEXTURE); } return m_illuminance; |