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-rw-r--r--indra/llrender/llrender.cpp21
-rw-r--r--indra/llrender/llrender.h4
-rw-r--r--indra/llrender/llshadermgr.cpp1
-rw-r--r--indra/llrender/llshadermgr.h1
4 files changed, 27 insertions, 0 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index 471dbce1dd..554721399a 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -735,6 +735,24 @@ void LLLightState::setSunPrimary(bool v)
}
}
+void LLLightState::setSize(F32 v)
+{
+ if (mSize != v)
+ {
+ ++gGL.mLightHash;
+ mSize = v;
+ }
+}
+
+void LLLightState::setFalloff(F32 v)
+{
+ if (mFalloff != v)
+ {
+ ++gGL.mLightHash;
+ mFalloff = v;
+ }
+}
+
void LLLightState::setAmbient(const LLColor4& ambient)
{
if (mAmbient != ambient)
@@ -969,6 +987,7 @@ void LLRender::syncLightState()
LLVector3 diffuse[LL_NUM_LIGHT_UNITS];
LLVector3 diffuse_b[LL_NUM_LIGHT_UNITS];
bool sun_primary[LL_NUM_LIGHT_UNITS];
+ LLVector2 size[LL_NUM_LIGHT_UNITS];
for (U32 i = 0; i < LL_NUM_LIGHT_UNITS; i++)
{
@@ -980,11 +999,13 @@ void LLRender::syncLightState()
diffuse[i].set(light->mDiffuse.mV);
diffuse_b[i].set(light->mDiffuseB.mV);
sun_primary[i] = light->mSunIsPrimary;
+ size[i].set(light->mSize, light->mFalloff);
}
shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, LL_NUM_LIGHT_UNITS, position[0].mV);
shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, LL_NUM_LIGHT_UNITS, direction[0].mV);
shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, LL_NUM_LIGHT_UNITS, attenuation[0].mV);
+ shader->uniform2fv(LLShaderMgr::LIGHT_DEFERRED_ATTENUATION, LL_NUM_LIGHT_UNITS, size[0].mV);
shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, LL_NUM_LIGHT_UNITS, diffuse[0].mV);
shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);
shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_primary[0] ? 1 : 0);
diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h
index 095ed400f4..b1fb60cf92 100644
--- a/indra/llrender/llrender.h
+++ b/indra/llrender/llrender.h
@@ -246,6 +246,8 @@ public:
void setSpotCutoff(const F32& cutoff);
void setSpotDirection(const LLVector3& direction);
void setSunPrimary(bool v);
+ void setSize(F32 size);
+ void setFalloff(F32 falloff);
protected:
friend class LLRender;
@@ -266,6 +268,8 @@ protected:
F32 mSpotExponent;
F32 mSpotCutoff;
+ F32 mSize = 0.f;
+ F32 mFalloff = 0.f;
};
class LLRender
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 5293166ec3..2ea1c0d698 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -1180,6 +1180,7 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("light_position");
mReservedUniforms.push_back("light_direction");
mReservedUniforms.push_back("light_attenuation");
+ mReservedUniforms.push_back("light_deferred_attenuation");
mReservedUniforms.push_back("light_diffuse");
mReservedUniforms.push_back("light_ambient");
mReservedUniforms.push_back("light_count");
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index 008e3dafa6..249eeace31 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -55,6 +55,7 @@ public:
LIGHT_POSITION, // "light_position"
LIGHT_DIRECTION, // "light_direction"
LIGHT_ATTENUATION, // "light_attenuation"
+ LIGHT_DEFERRED_ATTENUATION, // "light_deferred_attenuation"
LIGHT_DIFFUSE, // "light_diffuse"
LIGHT_AMBIENT, // "light_ambient"
MULTI_LIGHT_COUNT, // "light_count"