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-rw-r--r--indra/newview/pipeline.cpp347
1 files changed, 147 insertions, 200 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 3d083ee794..3a811f893e 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -219,7 +219,7 @@ S32 LLPipeline::RenderHeroProbeUpdateRate;
S32 LLPipeline::RenderHeroProbeConservativeUpdateMultiplier;
LLTrace::EventStatHandle<S64> LLPipeline::sStatBatchSize("renderbatchsize");
-const U32 LLPipeline::MAX_BAKE_WIDTH = 512;
+const U32 LLPipeline::MAX_PREVIEW_WIDTH = 512;
const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f;
const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f;
@@ -228,7 +228,6 @@ const F32 DEFERRED_LIGHT_FALLOFF = 0.5f;
const U32 DEFERRED_VB_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1;
extern S32 gBoxFrame;
-//extern bool gHideSelectedObjects;
extern bool gDisplaySwapBuffers;
extern bool gDebugGL;
extern bool gCubeSnapshot;
@@ -879,6 +878,8 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY)
// used to scale down textures
// See LLViwerTextureList::updateImagesCreateTextures and LLImageGL::scaleDown
mDownResMap.allocate(4, 4, GL_RGBA);
+
+ mBakeMap.allocate(LLAvatarAppearanceDefines::SCRATCH_TEX_WIDTH, LLAvatarAppearanceDefines::SCRATCH_TEX_HEIGHT, GL_RGBA);
}
//HACK make screenbuffer allocations start failing after 30 seconds
if (gSavedSettings.getBOOL("SimulateFBOFailure"))
@@ -1139,6 +1140,8 @@ void LLPipeline::releaseGLBuffers()
mDownResMap.release();
+ mBakeMap.release();
+
for (U32 i = 0; i < 3; i++)
{
mGlow[i].release();
@@ -2110,9 +2113,9 @@ F32 LLPipeline::calcPixelArea(const LLVector4a& center, const LLVector4a& size,
}
//get area of circle around node
- F32 app_angle = atanf(size.getLength3().getF32()/dist);
- F32 radius = app_angle*LLDrawable::sCurPixelAngle;
- return radius*radius * F_PI;
+ F32 app_angle = atanf(size.getLength3().getF32() / dist);
+ F32 radius = app_angle * LLDrawable::sCurPixelAngle;
+ return radius * radius * F_PI;
}
void LLPipeline::grabReferences(LLCullResult& result)
@@ -3728,6 +3731,7 @@ void LLPipeline::postSort(LLCamera &camera)
}
}
+ LLVertexBuffer::flushBuffers();
// LLSpatialGroup::sNoDelete = false;
LL_PUSH_CALLSTACKS();
}
@@ -3895,20 +3899,17 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion)
if (&camera == LLViewerCamera::getInstance())
{ // a bit hacky, this is the start of the main render frame, figure out delta between last modelview matrix and
// current modelview matrix
- glh::matrix4f last_modelview(gGLLastModelView);
- glh::matrix4f cur_modelview(gGLModelView);
+ glm::mat4 last_modelview = get_last_modelview();
+ glm::mat4 cur_modelview = get_current_modelview();
// goal is to have a matrix here that goes from the last frame's camera space to the current frame's camera space
- glh::matrix4f m = last_modelview.inverse(); // last camera space to world space
- m.mult_left(cur_modelview); // world space to camera space
+ glm::mat4 m = glm::inverse(last_modelview); // last camera space to world space
+ m = cur_modelview * m; // world space to camera space
- glh::matrix4f n = m.inverse();
+ glm::mat4 n = glm::inverse(m);
- for (U32 i = 0; i < 16; ++i)
- {
- gGLDeltaModelView[i] = m.m[i];
- gGLInverseDeltaModelView[i] = n.m[i];
- }
+ gGLDeltaModelView = m;
+ gGLInverseDeltaModelView = n;
}
bool occlude = LLPipeline::sUseOcclusion > 1 && do_occlusion && !LLGLSLShader::sProfileEnabled;
@@ -7069,7 +7070,7 @@ void LLPipeline::tonemap(LLRenderTarget* src, LLRenderTarget* dst)
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
- bool no_post = gSnapshotNoPost || (buildNoPost && gFloaterTools->isAvailable());
+ bool no_post = gSnapshotNoPost || psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f || (buildNoPost && gFloaterTools->isAvailable());
LLGLSLShader& shader = no_post ? gNoPostTonemapProgram : gDeferredPostTonemapProgram;
shader.bind();
@@ -7919,6 +7920,8 @@ void LLPipeline::renderFinalize()
gDeferredPostNoDoFNoiseProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, finalBuffer);
gDeferredPostNoDoFNoiseProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true);
+ gDeferredPostNoDoFNoiseProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, (GLfloat)finalBuffer->getWidth(), (GLfloat)finalBuffer->getHeight());
+
{
LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS);
mScreenTriangleVB->setBuffer();
@@ -8075,7 +8078,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
if (sReflectionRender && !shader.getUniformLocation(LLShaderMgr::MODELVIEW_MATRIX))
{
- shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_MATRIX, 1, false, mReflectionModelView.m);
+ shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_MATRIX, 1, false, glm::value_ptr(mReflectionModelView));
}
channel = shader.enableTexture(LLShaderMgr::DEFERRED_NOISE);
@@ -8112,12 +8115,12 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
F32 mat[16*6];
for (U32 i = 0; i < 16; i++)
{
- mat[i] = mSunShadowMatrix[0].m[i];
- mat[i+16] = mSunShadowMatrix[1].m[i];
- mat[i+32] = mSunShadowMatrix[2].m[i];
- mat[i+48] = mSunShadowMatrix[3].m[i];
- mat[i+64] = mSunShadowMatrix[4].m[i];
- mat[i+80] = mSunShadowMatrix[5].m[i];
+ mat[i] = glm::value_ptr(mSunShadowMatrix[0])[i];
+ mat[i+16] = glm::value_ptr(mSunShadowMatrix[1])[i];
+ mat[i+32] = glm::value_ptr(mSunShadowMatrix[2])[i];
+ mat[i+48] = glm::value_ptr(mSunShadowMatrix[3])[i];
+ mat[i+64] = glm::value_ptr(mSunShadowMatrix[4])[i];
+ mat[i+80] = glm::value_ptr(mSunShadowMatrix[5])[i];
}
shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, false, mat);
@@ -8223,15 +8226,15 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff);
shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff);
- shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, gGLDeltaModelView);
- shader.uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, gGLInverseDeltaModelView);
+ shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, glm::value_ptr(gGLDeltaModelView));
+ shader.uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, glm::value_ptr(gGLInverseDeltaModelView));
shader.uniform1i(LLShaderMgr::CUBE_SNAPSHOT, gCubeSnapshot ? 1 : 0);
if (shader.getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0)
{
- glh::matrix4f norm_mat = get_current_modelview().inverse().transpose();
- shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, false, norm_mat.m);
+ glm::mat4 norm_mat = glm::transpose(glm::inverse(get_current_modelview()));
+ shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, false, glm::value_ptr(norm_mat));
}
// auto adjust legacy sun color if needed
@@ -8305,17 +8308,17 @@ void LLPipeline::renderDeferredLighting()
LLGLEnable cull(GL_CULL_FACE);
LLGLEnable blend(GL_BLEND);
- glh::matrix4f mat = copy_matrix(gGLModelView);
+ glm::mat4 mat = get_current_modelview();
setupHWLights(); // to set mSun/MoonDir;
- glh::vec4f tc(mSunDir.mV);
- mat.mult_matrix_vec(tc);
- mTransformedSunDir.set(tc.v);
+ glm::vec4 tc(glm::make_vec4(mSunDir.mV));
+ tc = mat * tc;
+ mTransformedSunDir.set(glm::value_ptr(tc));
- glh::vec4f tc_moon(mMoonDir.mV);
- mat.mult_matrix_vec(tc_moon);
- mTransformedMoonDir.set(tc_moon.v);
+ glm::vec4 tc_moon(glm::make_vec4(mMoonDir.mV));
+ tc_moon = mat * tc_moon;
+ mTransformedMoonDir.set(glm::value_ptr(tc_moon));
if ((RenderDeferredSSAO && !gCubeSnapshot) || RenderShadowDetail > 0)
{
@@ -8331,26 +8334,6 @@ void LLPipeline::renderDeferredLighting()
deferred_light_target->clear(GL_COLOR_BUFFER_BIT);
glClearColor(0, 0, 0, 0);
- glh::matrix4f inv_trans = get_current_modelview().inverse().transpose();
-
- const U32 slice = 32;
- F32 offset[slice * 3];
- for (U32 i = 0; i < 4; i++)
- {
- for (U32 j = 0; j < 8; j++)
- {
- glh::vec3f v;
- v.set_value(sinf(6.284f / 8 * j), cosf(6.284f / 8 * j), -(F32) i);
- v.normalize();
- inv_trans.mult_matrix_vec(v);
- v.normalize();
- offset[(i * 8 + j) * 3 + 0] = v.v[0];
- offset[(i * 8 + j) * 3 + 1] = v.v[2];
- offset[(i * 8 + j) * 3 + 2] = v.v[1];
- }
- }
-
- sun_shader.uniform3fv(sOffset, slice, offset);
sun_shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES,
(GLfloat)deferred_light_target->getWidth(),
(GLfloat)deferred_light_target->getHeight());
@@ -8583,10 +8566,10 @@ void LLPipeline::renderDeferredLighting()
continue;
}
- glh::vec3f tc(c);
- mat.mult_matrix_vec(tc);
+ glm::vec3 tc(glm::make_vec3(c));
+ tc = mul_mat4_vec3(mat, tc);
- fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s));
+ fullscreen_lights.push_back(LLVector4(tc.x, tc.y, tc.z, s));
light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF)));
}
}
@@ -8693,15 +8676,15 @@ void LLPipeline::renderDeferredLighting()
sVisibleLightCount++;
- glh::vec3f tc(c);
- mat.mult_matrix_vec(tc);
+ glm::vec3 tc(glm::make_vec3(c));
+ tc = mul_mat4_vec3(mat, tc);
setupSpotLight(gDeferredMultiSpotLightProgram, drawablep);
// send light color to shader in linear space
LLColor3 col = volume->getLightLinearColor() * light_scale;
- gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v);
+ gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, glm::value_ptr(tc));
gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, light_size_final);
gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, light_falloff_final);
@@ -8944,10 +8927,10 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
//matrix from volume space to agent space
LLMatrix4 light_mat(quat, LLVector4(origin,1.f));
- glh::matrix4f light_to_agent((F32*) light_mat.mMatrix);
- glh::matrix4f light_to_screen = get_current_modelview() * light_to_agent;
+ glm::mat4 light_to_agent(glm::make_mat4((F32*) light_mat.mMatrix));
+ glm::mat4 light_to_screen = get_current_modelview() * light_to_agent;
- glh::matrix4f screen_to_light = light_to_screen.inverse();
+ glm::mat4 screen_to_light = glm::inverse(light_to_screen);
F32 s = volume->getLightRadius()*1.5f;
F32 near_clip = dist;
@@ -8955,34 +8938,34 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
F32 height = scale.mV[VY];
F32 far_clip = s+dist-scale.mV[VZ];
- F32 fovy = fov * RAD_TO_DEG;
+ F32 fovy = fov; // radians
F32 aspect = width/height;
- 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);
+ glm::mat4 trans(0.5f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 0.5f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.5f, 0.0f,
+ 0.5f, 0.5f, 0.5f, 1.0f);
- glh::vec3f p1(0, 0, -(near_clip+0.01f));
- glh::vec3f p2(0, 0, -(near_clip+1.f));
+ glm::vec3 p1(0, 0, -(near_clip+0.01f));
+ glm::vec3 p2(0, 0, -(near_clip+1.f));
- glh::vec3f screen_origin(0, 0, 0);
+ glm::vec3 screen_origin(0, 0, 0);
- light_to_screen.mult_matrix_vec(p1);
- light_to_screen.mult_matrix_vec(p2);
- light_to_screen.mult_matrix_vec(screen_origin);
+ p1 = mul_mat4_vec3(light_to_screen, p1);
+ p2 = mul_mat4_vec3(light_to_screen, p2);
+ screen_origin = mul_mat4_vec3(light_to_screen, screen_origin);
- glh::vec3f n = p2-p1;
- n.normalize();
+ glm::vec3 n = p2-p1;
+ n = glm::normalize(n);
F32 proj_range = far_clip - near_clip;
- glh::matrix4f light_proj = gl_perspective(fovy, aspect, near_clip, far_clip);
+ glm::mat4 light_proj = glm::perspective(fovy, aspect, near_clip, far_clip);
screen_to_light = trans * light_proj * screen_to_light;
- shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, false, screen_to_light.m);
+ shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, false, glm::value_ptr(screen_to_light));
shader.uniform1f(LLShaderMgr::PROJECTOR_NEAR, near_clip);
- shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, p1.v);
- shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, n.v);
- shader.uniform3fv(LLShaderMgr::PROJECTOR_ORIGIN, 1, screen_origin.v);
+ shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, glm::value_ptr(p1));
+ shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, glm::value_ptr(n));
+ shader.uniform3fv(LLShaderMgr::PROJECTOR_ORIGIN, 1, glm::value_ptr(screen_origin));
shader.uniform1f(LLShaderMgr::PROJECTOR_RANGE, proj_range);
shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIANCE, params.mV[2]);
S32 s_idx = -1;
@@ -9220,10 +9203,8 @@ inline float sgn(float a)
return (0.0F);
}
-glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up)
+glm::mat4 look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up)
{
- glh::matrix4f ret;
-
LLVector3 dirN;
LLVector3 upN;
LLVector3 lftN;
@@ -9237,53 +9218,28 @@ glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up)
dirN = dir;
dirN.normVec();
- ret.m[ 0] = lftN[0];
- ret.m[ 1] = upN[0];
- ret.m[ 2] = -dirN[0];
- ret.m[ 3] = 0.f;
+ F32 ret[16];
+ ret[ 0] = lftN[0];
+ ret[ 1] = upN[0];
+ ret[ 2] = -dirN[0];
+ ret[ 3] = 0.f;
- ret.m[ 4] = lftN[1];
- ret.m[ 5] = upN[1];
- ret.m[ 6] = -dirN[1];
- ret.m[ 7] = 0.f;
+ ret[ 4] = lftN[1];
+ ret[ 5] = upN[1];
+ ret[ 6] = -dirN[1];
+ ret[ 7] = 0.f;
- ret.m[ 8] = lftN[2];
- ret.m[ 9] = upN[2];
- ret.m[10] = -dirN[2];
- ret.m[11] = 0.f;
+ ret[ 8] = lftN[2];
+ ret[ 9] = upN[2];
+ ret[10] = -dirN[2];
+ ret[11] = 0.f;
- ret.m[12] = -(lftN*pos);
- ret.m[13] = -(upN*pos);
- ret.m[14] = dirN*pos;
- ret.m[15] = 1.f;
+ ret[12] = -(lftN*pos);
+ ret[13] = -(upN*pos);
+ ret[14] = dirN*pos;
+ ret[15] = 1.f;
- return ret;
-}
-
-glh::matrix4f scale_translate_to_fit(const LLVector3 min, const LLVector3 max)
-{
- glh::matrix4f ret;
- ret.m[ 0] = 2/(max[0]-min[0]);
- ret.m[ 4] = 0;
- ret.m[ 8] = 0;
- ret.m[12] = -(max[0]+min[0])/(max[0]-min[0]);
-
- ret.m[ 1] = 0;
- ret.m[ 5] = 2/(max[1]-min[1]);
- ret.m[ 9] = 0;
- ret.m[13] = -(max[1]+min[1])/(max[1]-min[1]);
-
- ret.m[ 2] = 0;
- ret.m[ 6] = 0;
- ret.m[10] = 2/(max[2]-min[2]);
- ret.m[14] = -(max[2]+min[2])/(max[2]-min[2]);
-
- ret.m[ 3] = 0;
- ret.m[ 7] = 0;
- ret.m[11] = 0;
- ret.m[15] = 1;
-
- return ret;
+ return glm::make_mat4(ret);
}
static LLTrace::BlockTimerStatHandle FTM_SHADOW_RENDER("Render Shadows");
@@ -9297,7 +9253,7 @@ static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_TREE("Alpha Tree");
static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_GRASS("Alpha Grass");
static LLTrace::BlockTimerStatHandle FTM_SHADOW_FULLBRIGHT_ALPHA_MASKED("Fullbright Alpha Masked");
-void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& shadow_cam, LLCullResult& result, bool depth_clamp)
+void LLPipeline::renderShadow(const glm::mat4& view, const glm::mat4& proj, LLCamera& shadow_cam, LLCullResult& result, bool depth_clamp)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_SHADOW_RENDER);
LL_PROFILE_GPU_ZONE("renderShadow");
@@ -9340,10 +9296,10 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
//generate shadow map
gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
- gGL.loadMatrix(proj.m);
+ gGL.loadMatrix(glm::value_ptr(proj));
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
- gGL.loadMatrix(view.m);
+ gGL.loadMatrix(glm::value_ptr(view));
stop_glerror();
gGLLastMatrix = NULL;
@@ -9753,13 +9709,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
gAgentAvatarp->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON);
}
- F64 last_modelview[16];
- F64 last_projection[16];
- for (U32 i = 0; i < 16; i++)
- { //store last_modelview of world camera
- last_modelview[i] = gGLLastModelView[i];
- last_projection[i] = gGLLastProjection[i];
- }
+ glm::mat4 last_modelview = get_last_modelview();
+ glm::mat4 last_projection = get_last_projection();
pushRenderTypeMask();
andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE,
@@ -9838,12 +9789,12 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
//get sun view matrix
//store current projection/modelview matrix
- glh::matrix4f saved_proj = get_current_projection();
- glh::matrix4f saved_view = get_current_modelview();
- glh::matrix4f inv_view = saved_view.inverse();
+ glm::mat4 saved_proj = get_current_projection();
+ glm::mat4 saved_view = get_current_modelview();
+ glm::mat4 inv_view = glm::inverse(saved_view);
- glh::matrix4f view[6];
- glh::matrix4f proj[6];
+ glm::mat4 view[6];
+ glm::mat4 proj[6];
LLVector3 caster_dir(environment.getIsSunUp() ? mSunDir : mMoonDir);
@@ -9858,7 +9809,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
LLVector3 lightDir = -caster_dir;
lightDir.normVec();
- glh::vec3f light_dir(lightDir.mV);
+ glm::vec3 light_dir(glm::make_vec3(lightDir.mV));
//create light space camera matrix
@@ -9913,9 +9864,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
//get good split distances for frustum
for (U32 i = 0; i < fp.size(); ++i)
{
- glh::vec3f v(fp[i].mV);
- saved_view.mult_matrix_vec(v);
- fp[i].setVec(v.v);
+ glm::vec3 v(glm::make_vec3(fp[i].mV));
+ v = mul_mat4_vec3(saved_view, v);
+ fp[i].setVec(glm::value_ptr(v));
}
min = fp[0];
@@ -10064,9 +10015,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
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));
+ glm::vec3 p = glm::make_vec3(fp[i].mV);
+ p = mul_mat4_vec3(view[j], p);
+ wpf.push_back(LLVector3(glm::value_ptr(p)));
}
min = wpf[0];
@@ -10166,7 +10117,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
{ //just use ortho projection
mShadowFOV.mV[j] = -1.f;
origin.clearVec();
- proj[j] = gl_ortho(min.mV[0], max.mV[0],
+ proj[j] = glm::ortho(min.mV[0], max.mV[0],
min.mV[1], max.mV[1],
-max.mV[2], -min.mV[2]);
}
@@ -10257,37 +10208,37 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
{ //just use ortho projection
origin.clearVec();
mShadowError.mV[j] = -1.f;
- proj[j] = gl_ortho(min.mV[0], max.mV[0],
+ proj[j] = glm::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();
+ view[j] = glm::inverse(view[j]);
//llassert(origin.isFinite());
- glh::vec3f origin_agent(origin.mV);
+ glm::vec3 origin_agent(glm::make_vec3(origin.mV));
//translate view to origin
- view[j].mult_matrix_vec(origin_agent);
+ origin_agent = mul_mat4_vec3(view[j], origin_agent);
- eye = LLVector3(origin_agent.v);
+ eye = LLVector3(glm::value_ptr(origin_agent));
//llassert(eye.isFinite());
if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot)
{
mShadowFrustOrigin[j] = eye;
}
- view[j] = look(LLVector3(origin_agent.v), lightDir, -up);
+ view[j] = look(LLVector3(glm::value_ptr(origin_agent)), lightDir, -up);
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] = glm::mat4(-fx, 0, 0, 0,
+ 0, (yfar + ynear) / (ynear - yfar), 0, -1.0f,
+ 0, 0, -fz, 0,
+ 0, (2.f * yfar * ynear) / (ynear - yfar), 0, 0);
}
}
}
@@ -10306,19 +10257,16 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
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);
+ glm::mat4 trans(0.5f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 0.5f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.5f, 0.0f,
+ 0.5f, 0.5f, 0.5f, 1.0f);
set_current_modelview(view[j]);
set_current_projection(proj[j]);
- for (U32 i = 0; i < 16; i++)
- {
- gGLLastModelView[i] = mShadowModelview[j].m[i];
- gGLLastProjection[i] = mShadowProjection[j].m[i];
- }
+ set_last_modelview(mShadowModelview[j]);
+ set_last_projection(mShadowProjection[j]);
mShadowModelview[j] = view[j];
mShadowProjection[j] = proj[j];
@@ -10433,9 +10381,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
LLMatrix4 mat(quat, LLVector4(origin, 1.f));
- view[i + 4] = glh::matrix4f((F32*)mat.mMatrix);
+ view[i + 4] = glm::make_mat4((F32*)mat.mMatrix);
- view[i + 4] = view[i + 4].inverse();
+ view[i + 4] = glm::inverse(view[i + 4]);
//get perspective matrix
F32 near_clip = dist + 0.01f;
@@ -10443,27 +10391,24 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
F32 height = scale.mV[VY];
F32 far_clip = dist + volume->getLightRadius() * 1.5f;
- F32 fovy = fov * RAD_TO_DEG;
+ F32 fovy = fov; // radians
F32 aspect = width / height;
- proj[i + 4] = gl_perspective(fovy, aspect, near_clip, far_clip);
+ proj[i + 4] = glm::perspective(fovy, aspect, near_clip, far_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);
+ glm::mat4 trans(0.5f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 0.5f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.5f, 0.0f,
+ 0.5f, 0.5f, 0.5f, 1.0f);
set_current_modelview(view[i + 4]);
set_current_projection(proj[i + 4]);
mSunShadowMatrix[i + 4] = trans * proj[i + 4] * view[i + 4] * inv_view;
- for (U32 j = 0; j < 16; j++)
- {
- gGLLastModelView[j] = mShadowModelview[i + 4].m[j];
- gGLLastProjection[j] = mShadowProjection[i + 4].m[j];
- }
+ set_last_modelview(mShadowModelview[i + 4]);
+ set_last_projection(mShadowProjection[i + 4]);
mShadowModelview[i + 4] = view[i + 4];
mShadowProjection[i + 4] = proj[i + 4];
@@ -10511,18 +10456,15 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
{
set_current_modelview(view[1]);
set_current_projection(proj[1]);
- gGL.loadMatrix(view[1].m);
+ gGL.loadMatrix(glm::value_ptr(view[1]));
gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.loadMatrix(proj[1].m);
+ gGL.loadMatrix(glm::value_ptr(proj[1]));
gGL.matrixMode(LLRender::MM_MODELVIEW);
}
gGL.setColorMask(true, true);
- for (U32 i = 0; i < 16; i++)
- {
- gGLLastModelView[i] = (F32)last_modelview[i];
- gGLLastProjection[i] = (F32)last_projection[i];
- }
+ set_last_modelview(last_modelview);
+ set_last_projection(last_projection);
popRenderTypeMask();
@@ -10822,18 +10764,18 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool
F32 distance = (pos-camera.getOrigin()).length();
F32 fov = atanf(tdim.mV[1]/distance)*2.f*RAD_TO_DEG;
F32 aspect = tdim.mV[0]/tdim.mV[1];
- glh::matrix4f persp = gl_perspective(fov, aspect, 1.f, 256.f);
+ glm::mat4 persp = glm::perspective(glm::radians(fov), aspect, 1.f, 256.f);
set_current_projection(persp);
- gGL.loadMatrix(persp.m);
+ gGL.loadMatrix(glm::value_ptr(persp));
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
- glh::matrix4f mat;
- camera.getOpenGLTransform(mat.m);
- mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat;
+ F32 ogl_mat[16];
+ camera.getOpenGLTransform(ogl_mat);
+ glm::mat4 mat = glm::make_mat4((GLfloat*) OGL_TO_CFR_ROTATION) * glm::make_mat4(ogl_mat);
- gGL.loadMatrix(mat.m);
+ gGL.loadMatrix(glm::value_ptr(mat));
set_current_modelview(mat);
glClearColor(0.0f,0.0f,0.0f,0.0f);
@@ -10955,11 +10897,16 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool
gGL.diffuseColor4fv(LLColor4::pink.mV );
}
- gGL.begin(LLRender::QUADS);
- gGL.vertex3f(-1, -1, clip_plane);
- gGL.vertex3f(1, -1, clip_plane);
- gGL.vertex3f(1, 1, clip_plane);
- gGL.vertex3f(-1, 1, clip_plane);
+ gGL.begin(LLRender::TRIANGLES);
+ {
+ gGL.vertex3f(-1.f, -1.f, clip_plane);
+ gGL.vertex3f(1.f, -1.f, clip_plane);
+ gGL.vertex3f(1.f, 1.f, clip_plane);
+
+ gGL.vertex3f(-1.f, -1.f, clip_plane);
+ gGL.vertex3f(1.f, 1.f, clip_plane);
+ gGL.vertex3f(-1.f, 1.f, clip_plane);
+ }
gGL.end();
gGL.flush();