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-rwxr-xr-xindra/newview/pipeline.cpp61
1 files changed, 2 insertions, 59 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index b7b198fc02..3dfe1e5992 100755
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -1356,49 +1356,10 @@ void LLPipeline::createLUTBuffers()
{
if (!mLightFunc)
{
- /*U32 lightResX = gSavedSettings.getU32("RenderSpecularResX");
- U32 lightResY = gSavedSettings.getU32("RenderSpecularResY");
- U8* ls = new U8[lightResX*lightResY];
- F32 specExp = gSavedSettings.getF32("RenderSpecularExponent");
- // Calculate the (normalized) Blinn-Phong specular lookup texture.
- for (U32 y = 0; y < lightResY; ++y)
- {
- for (U32 x = 0; x < lightResX; ++x)
- {
- ls[y*lightResX+x] = 0;
- F32 sa = (F32) x/(lightResX-1);
- F32 spec = (F32) y/(lightResY-1);
- F32 n = spec * spec * specExp;
-
- // Nothing special here. Just your typical blinn-phong term.
- spec = powf(sa, n);
-
- // Apply our normalization function.
- // Note: This is the full equation that applies the full normalization curve, not an approximation.
- // This is fine, given we only need to create our LUT once per buffer initialization.
- // The only trade off is we have a really low dynamic range.
- // This means we have to account for things not being able to exceed 0 to 1 in our shaders.
- spec *= (((n + 2) * (n + 4)) / (8 * F_PI * (powf(2, -n/2) + n)));
-
- // Always sample at a 1.0/2.2 curve.
- // This "Gamma corrects" our specular term, boosting our lower exponent reflections.
- spec = powf(spec, 1.f/2.2f);
-
- // Easy fix for our dynamic range problem: divide by 6 here, multiply by 6 in our shaders.
- // This allows for our specular term to exceed a value of 1 in our shaders.
- // This is something that can be important for energy conserving specular models where higher exponents can result in highlights that exceed a range of 0 to 1.
- // Technically, we could just use an R16F texture, but driver support for R16F textures can be somewhat spotty at times.
- // This works remarkably well for higher specular exponents, though banding can sometimes be seen on lower exponents.
- // Combined with a bit of noise and trilinear filtering, the banding is hardly noticable.
- ls[y*lightResX+x] = (U8)(llclamp(spec * (1.f / 6), 0.f, 1.f) * 255);
- }
- }*/
-
-
U32 lightResX = gSavedSettings.getU32("RenderSpecularResX");
U32 lightResY = gSavedSettings.getU32("RenderSpecularResY");
F32* ls = new F32[lightResX*lightResY];
- //F32 specExp = gSavedSettings.getF32("RenderSpecularExponent"); // Note: only use this when creating new specular lighting functions.
+ F32 specExp = gSavedSettings.getF32("RenderSpecularExponent");
// Calculate the (normalized) blinn-phong specular lookup texture. (with a few tweaks)
for (U32 y = 0; y < lightResY; ++y)
{
@@ -1407,7 +1368,7 @@ void LLPipeline::createLUTBuffers()
ls[y*lightResX+x] = 0;
F32 sa = (F32) x/(lightResX-1);
F32 spec = (F32) y/(lightResY-1);
- F32 n = spec * spec * 368;
+ F32 n = spec * spec * specExp;
// Nothing special here. Just your typical blinn-phong term.
spec = powf(sa, n);
@@ -1420,23 +1381,6 @@ void LLPipeline::createLUTBuffers()
// Since we use R16F, we no longer have a dynamic range issue we need to work around here.
// Though some older drivers may not like this, newer drivers shouldn't have this problem.
ls[y*lightResX+x] = spec;
-
-
- //beckmann distribution
- /*F32 alpha = acosf((F32) x/(lightResX-1));
- F32 m = 1.f - (F32) y/(lightResY-1);
-
- F32 cos4_alpha = cosf(alpha);
- cos4_alpha *= cos4_alpha;
- cos4_alpha *= cos4_alpha;
-
- F32 tan_alpha = tanf(alpha);
- F32 tan2_alpha = tan_alpha*tan_alpha;
-
- F32 k = expf(-(tan2_alpha)/(m*m)) /
- (3.14159f*m*m*cos4_alpha);
-
- ls[y*lightResX+x] = k;*/
}
}
@@ -1449,7 +1393,6 @@ void LLPipeline::createLUTBuffers()
LLImageGL::generateTextures(1, &mLightFunc);
gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, pix_format, lightResX, lightResY, GL_RED, GL_FLOAT, ls, false);
- //LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_UNSIGNED_BYTE, lightResX, lightResY, GL_RED, GL_UNSIGNED_BYTE, ls, false);
gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);