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Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r--indra/newview/pipeline.cpp67
1 files changed, 36 insertions, 31 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index d66662ed49..b25c7c9212 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -4284,7 +4284,7 @@ void LLPipeline::setupAvatarLights(BOOL for_edit)
glLightf (GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.0f);
glLightf (GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.0f);
glLightf (GL_LIGHT1, GL_SPOT_EXPONENT, 0.0f);
- glLightf (GL_LIGHT1, GL_SPOT_CUTOFF, 180.0f);
+ glLightf (GL_LIGHT1, GL_SPOT_CUTOFF, 180.0f);
}
else if (gAvatarBacklight) // Always true (unless overridden in a devs .ini)
{
@@ -4572,32 +4572,41 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
LLVector4 light_pos_gl(light_pos, 1.0f);
F32 light_radius = llmax(light->getLightRadius(), 0.001f);
- F32 atten, quad;
-#if 0 //1.9.1
- if (pool->getVertexShaderLevel() > 0)
- {
- atten = light_radius;
- quad = llmax(light->getLightFalloff(), 0.0001f);
- }
- else
-#endif
- {
- F32 x = (3.f * (1.f + light->getLightFalloff()));
- atten = x / (light_radius); // % of brightness at radius
- quad = 0.0f;
- }
+ F32 x = (3.f * (1.f + light->getLightFalloff())); // why this magic? probably trying to match a historic behavior.
+ float linatten = x / (light_radius); // % of brightness at radius
+
mHWLightColors[cur_light] = light_color;
S32 gllight = GL_LIGHT0+cur_light;
glLightfv(gllight, GL_POSITION, light_pos_gl.mV);
glLightfv(gllight, GL_DIFFUSE, light_color.mV);
glLightfv(gllight, GL_AMBIENT, LLColor4::black.mV);
- glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV);
glLightf (gllight, GL_CONSTANT_ATTENUATION, 0.0f);
- glLightf (gllight, GL_LINEAR_ATTENUATION, atten);
- glLightf (gllight, GL_QUADRATIC_ATTENUATION, quad);
- glLightf (gllight, GL_SPOT_EXPONENT, 0.0f);
- glLightf (gllight, GL_SPOT_CUTOFF, 180.0f);
+ glLightf (gllight, GL_LINEAR_ATTENUATION, linatten);
+ glLightf (gllight, GL_QUADRATIC_ATTENUATION, 0.0f);
+ if (light->isLightSpotlight()) // directional (spot-)light
+ {
+ LLVector3 spotparams = light->getSpotLightParams();
+ LLQuaternion quat = light->getRenderRotation();
+ LLVector3 at_axis(0,0,-1); // this matches deferred rendering's object light direction
+ at_axis *= quat;
+ //llinfos << "SPOT!!!!!!! fov: " << spotparams.mV[0] << " focus: " << spotparams.mV[1] << " dir: " << at_axis << llendl;
+ glLightfv(gllight, GL_SPOT_DIRECTION, at_axis.mV);
+ glLightf (gllight, GL_SPOT_EXPONENT, 2.0f); // 2.0 = good old dot product ^ 2
+ glLightf (gllight, GL_SPOT_CUTOFF, 90.0f); // hemisphere
+ const float specular[] = {0.f, 0.f, 0.f, 0.f};
+ glLightfv(gllight, GL_SPECULAR, specular);
+ }
+ else // omnidirectional (point) light
+ {
+ glLightf (gllight, GL_SPOT_EXPONENT, 0.0f);
+ glLightf (gllight, GL_SPOT_CUTOFF, 180.0f);
+
+ // we use specular.w = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight
+ const float specular[] = {0.f, 0.f, 0.f, 1.f};
+ glLightfv(gllight, GL_SPECULAR, specular);
+ //llinfos << "boring light" << llendl;
+ }
cur_light++;
if (cur_light >= 8)
{
@@ -4613,7 +4622,6 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
glLightfv(gllight, GL_AMBIENT, LLColor4::black.mV);
glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV);
}
-
if (gAgent.getAvatarObject() &&
gAgent.getAvatarObject()->mSpecialRenderMode == 3)
{
@@ -4624,13 +4632,10 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
LLVector4 light_pos_gl(light_pos, 1.0f);
F32 light_radius = 16.f;
- F32 atten, quad;
- {
- F32 x = 3.f;
- atten = x / (light_radius); // % of brightness at radius
- quad = 0.0f;
- }
+ F32 x = 3.f;
+ float linatten = x / (light_radius); // % of brightness at radius
+
mHWLightColors[2] = light_color;
S32 gllight = GL_LIGHT2;
glLightfv(gllight, GL_POSITION, light_pos_gl.mV);
@@ -4638,8 +4643,8 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
glLightfv(gllight, GL_AMBIENT, LLColor4::black.mV);
glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV);
glLightf (gllight, GL_CONSTANT_ATTENUATION, 0.0f);
- glLightf (gllight, GL_LINEAR_ATTENUATION, atten);
- glLightf (gllight, GL_QUADRATIC_ATTENUATION, quad);
+ glLightf (gllight, GL_LINEAR_ATTENUATION, linatten);
+ glLightf (gllight, GL_QUADRATIC_ATTENUATION, 0.0f);
glLightf (gllight, GL_SPOT_EXPONENT, 0.0f);
glLightf (gllight, GL_SPOT_CUTOFF, 180.0f);
}
@@ -6688,7 +6693,7 @@ void LLPipeline::renderDeferredLighting()
{ //draw box if camera is outside box
if (render_local)
{
- if (volume->getLightTexture())
+ if (volume->isLightSpotlight())
{
drawablep->getVOVolume()->updateSpotLightPriority();
spot_lights.push_back(drawablep);
@@ -6705,7 +6710,7 @@ void LLPipeline::renderDeferredLighting()
}
else if (render_fullscreen)
{
- if (volume->getLightTexture())
+ if (volume->isLightSpotlight())
{
drawablep->getVOVolume()->updateSpotLightPriority();
fullscreen_spot_lights.push_back(drawablep);