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-rw-r--r--indra/newview/pipeline.cpp339
1 files changed, 197 insertions, 142 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index e541c1054e..c33903dff9 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -100,8 +100,6 @@
#include "llviewerstats.h"
#include "llviewerjoystick.h"
#include "llviewerdisplay.h"
-#include "llwlparammanager.h"
-#include "llwaterparammanager.h"
#include "llspatialpartition.h"
#include "llmutelist.h"
#include "lltoolpie.h"
@@ -116,6 +114,8 @@
#include "llprogressview.h"
#include "llcleanup.h"
+#include "llenvironment.h"
+
#ifdef _DEBUG
// Debug indices is disabled for now for debug performance - djs 4/24/02
//#define DEBUG_INDICES
@@ -298,62 +298,6 @@ void drawBoxOutline(const LLVector3& pos, const LLVector3& size);
U32 nhpo2(U32 v);
LLVertexBuffer* ll_create_cube_vb(U32 type_mask, U32 usage);
-glh::matrix4f glh_copy_matrix(F32* src)
-{
- glh::matrix4f ret;
- ret.set_value(src);
- return ret;
-}
-
-glh::matrix4f glh_get_current_modelview()
-{
- return glh_copy_matrix(gGLModelView);
-}
-
-glh::matrix4f glh_get_current_projection()
-{
- return glh_copy_matrix(gGLProjection);
-}
-
-glh::matrix4f glh_get_last_modelview()
-{
- return glh_copy_matrix(gGLLastModelView);
-}
-
-glh::matrix4f glh_get_last_projection()
-{
- return glh_copy_matrix(gGLLastProjection);
-}
-
-void glh_copy_matrix(const glh::matrix4f& src, F32* dst)
-{
- for (U32 i = 0; i < 16; i++)
- {
- dst[i] = src.m[i];
- }
-}
-
-void glh_set_current_modelview(const glh::matrix4f& mat)
-{
- glh_copy_matrix(mat, gGLModelView);
-}
-
-void glh_set_current_projection(glh::matrix4f& mat)
-{
- glh_copy_matrix(mat, gGLProjection);
-}
-
-glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar)
-{
- glh::matrix4f ret(
- 2.f/(right-left), 0.f, 0.f, -(right+left)/(right-left),
- 0.f, 2.f/(top-bottom), 0.f, -(top+bottom)/(top-bottom),
- 0.f, 0.f, -2.f/(zfar-znear), -(zfar+znear)/(zfar-znear),
- 0.f, 0.f, 0.f, 1.f);
-
- return ret;
-}
-
void display_update_camera();
//----------------------------------------
@@ -381,6 +325,7 @@ bool LLPipeline::sRenderBump = true;
bool LLPipeline::sBakeSunlight = false;
bool LLPipeline::sNoAlpha = false;
bool LLPipeline::sUseTriStrips = true;
+bool LLPipeline::sUseAdvancedAtmospherics = false;
bool LLPipeline::sUseFarClip = true;
bool LLPipeline::sShadowRender = false;
bool LLPipeline::sWaterReflections = false;
@@ -480,6 +425,7 @@ void LLPipeline::init()
sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD");
sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
+ sUseAdvancedAtmospherics = gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics");
LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO");
LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw");
@@ -993,6 +939,13 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
}
}
+// for EEP atmospherics
+ bool allocated_inscatter = mInscatter.allocate(resX >> 2, resY >> 2, GL_RGBA16F_ARB, FALSE, FALSE, LLTexUnit::TT_TEXTURE);
+ if (!allocated_inscatter)
+ {
+ return false;
+ }
+
U32 width = (U32) (resX*scale);
U32 height = width;
@@ -1229,6 +1182,8 @@ void LLPipeline::releaseScreenBuffers()
mShadow[i].release();
mShadowOcclusion[i].release();
}
+
+ mInscatter.release();
}
@@ -1434,9 +1389,9 @@ bool LLPipeline::canUseVertexShaders()
bool LLPipeline::canUseWindLightShaders() const
{
- return (!LLPipeline::sDisableShaders &&
- gWLSkyProgram.mProgramObject != 0 &&
- LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_WINDLIGHT) > 1);
+ bool usingWindlight = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_WINDLIGHT) > 1;
+ bool haveShaders = ((gWLSkyProgram.mProgramObject != 0) || (gDeferredWLSkyProgram.mProgramObject != 0));
+ return (!LLPipeline::sDisableShaders && haveShaders && usingWindlight);
}
bool LLPipeline::canUseWindLightShadersOnObjects() const
@@ -2190,7 +2145,7 @@ void check_references(LLSpatialGroup* group, LLFace* face)
void LLPipeline::checkReferences(LLFace* face)
{
-#if 0
+#if CHECK_PIPELINE_REFERENCES
if (sCull)
{
for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
@@ -2222,7 +2177,7 @@ void LLPipeline::checkReferences(LLFace* face)
void LLPipeline::checkReferences(LLDrawable* drawable)
{
-#if 0
+#if CHECK_PIPELINE_REFERENCES
if (sCull)
{
for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
@@ -2273,7 +2228,7 @@ void check_references(LLSpatialGroup* group, LLDrawInfo* draw_info)
void LLPipeline::checkReferences(LLDrawInfo* draw_info)
{
-#if 0
+#if CHECK_PIPELINE_REFERENCES
if (sCull)
{
for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
@@ -2299,7 +2254,7 @@ void LLPipeline::checkReferences(LLDrawInfo* draw_info)
void LLPipeline::checkReferences(LLSpatialGroup* group)
{
-#if 0
+#if CHECK_PIPELINE_REFERENCES
if (sCull)
{
for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
@@ -2472,8 +2427,8 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
}
}
- glh::matrix4f modelview = glh_get_last_modelview();
- glh::matrix4f proj = glh_get_last_projection();
+ glh::matrix4f modelview = get_last_modelview();
+ glh::matrix4f proj = get_last_projection();
LLGLUserClipPlane clip(plane, modelview, proj, water_clip != 0 && LLPipeline::sReflectionRender);
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
@@ -2646,6 +2601,65 @@ void LLPipeline::markOccluder(LLSpatialGroup* group)
}
}
+void LLPipeline::downsampleMinMaxDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space)
+{
+ LLGLSLShader* last_shader = LLGLSLShader::sCurBoundShaderPtr;
+
+ LLGLSLShader* shader = NULL;
+
+ if (scratch_space)
+ {
+ scratch_space->copyContents(source,
+ 0, 0, source.getWidth(), source.getHeight(),
+ 0, 0, scratch_space->getWidth(), scratch_space->getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ }
+
+ dest.bindTarget();
+ dest.clear(GL_COLOR_BUFFER_BIT); // dest should be an RG16F target
+
+ LLStrider<LLVector3> vert;
+ mDeferredVB->getVertexStrider(vert);
+ LLStrider<LLVector2> tc0;
+
+ vert[0].set(-1, 1, 0);
+ vert[1].set(-1, -3, 0);
+ vert[2].set(3, 1, 0);
+
+ if (source.getUsage() == LLTexUnit::TT_RECT_TEXTURE)
+ {
+ shader = &gDownsampleMinMaxDepthRectProgram;
+ shader->bind();
+ shader->uniform2f(sDelta, 1.f, 1.f);
+ shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, source.getWidth(), source.getHeight());
+ }
+ else
+ {
+ shader = &gDownsampleMinMaxDepthRectProgram;
+ shader->bind();
+ shader->uniform2f(sDelta, 1.f / source.getWidth(), 1.f / source.getHeight());
+ shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, 1.f, 1.f);
+ }
+
+ gGL.getTexUnit(0)->bind(scratch_space ? scratch_space : &source, TRUE);
+
+ {
+ LLGLDepthTest depth(GL_FALSE, GL_FALSE, GL_ALWAYS);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ }
+
+ dest.flush();
+
+ if (last_shader)
+ {
+ last_shader->bind();
+ }
+ else
+ {
+ shader->unbind();
+ }
+}
+
void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space)
{
LLGLSLShader* last_shader = LLGLSLShader::sCurBoundShaderPtr;
@@ -6005,8 +6019,9 @@ void LLPipeline::setupAvatarLights(bool for_edit)
}
else if (gAvatarBacklight) // Always true (unless overridden in a devs .ini)
{
- LLVector3 opposite_pos = -1.f * mSunDir;
- LLVector3 orthog_light_pos = mSunDir % LLVector3::z_axis;
+ LLVector3 sun_dir = LLVector3(mSunDir);
+ LLVector3 opposite_pos = -sun_dir;
+ LLVector3 orthog_light_pos = sun_dir % LLVector3::z_axis;
LLVector4 backlight_pos = LLVector4(lerp(opposite_pos, orthog_light_pos, 0.3f), 0.0f);
backlight_pos.normalize();
@@ -6021,7 +6036,7 @@ void LLPipeline::setupAvatarLights(bool for_edit)
}
}
F32 backlight_mag;
- if (gSky.getSunDirection().mV[2] >= LLSky::NIGHTTIME_ELEVATION_COS)
+ if (LLEnvironment::instance().getIsSunUp())
{
backlight_mag = BACKLIGHT_DAY_MAGNITUDE_OBJECT;
}
@@ -6230,25 +6245,32 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
{
assertInitialized();
+ LLEnvironment& environment = LLEnvironment::instance();
+ LLSettingsSky::ptr_t psky = environment.getCurrentSky();
+
// Ambient
if (!LLGLSLShader::sNoFixedFunction)
{
gGL.syncMatrices();
- LLColor4 ambient = gSky.getTotalAmbientColor();
+ LLColor4 ambient = psky->getTotalAmbient();
gGL.setAmbientLightColor(ambient);
}
// Light 0 = Sun or Moon (All objects)
{
- if (gSky.getSunDirection().mV[2] >= LLSky::NIGHTTIME_ELEVATION_COS)
- {
- mSunDir.setVec(gSky.getSunDirection());
- mSunDiffuse.setVec(gSky.getSunDiffuseColor());
+ LLVector4 sun_dir(environment.getSunDirection(), 0.0f);
+ LLVector4 moon_dir(environment.getMoonDirection(), 0.0f);
+
+ mSunDir.setVec(sun_dir);
+ mMoonDir.setVec(moon_dir);
+
+ if (environment.getIsSunUp())
+ {
+ mSunDiffuse.setVec(psky->getSunDiffuse());
}
else
{
- mSunDir.setVec(gSky.getMoonDirection());
- mSunDiffuse.setVec(gSky.getMoonDiffuseColor());
+ mSunDiffuse.setVec(psky->getMoonDiffuse());
}
F32 max_color = llmax(mSunDiffuse.mV[0], mSunDiffuse.mV[1], mSunDiffuse.mV[2]);
@@ -6258,20 +6280,19 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
}
mSunDiffuse.clamp();
- LLVector4 light_pos(mSunDir, 0.0f);
LLColor4 light_diffuse = mSunDiffuse;
- if (LLPipeline::sRenderDeferred)
- {
- /*light_diffuse.mV[0] = powf(light_diffuse.mV[0], 2.2f);
- light_diffuse.mV[1] = powf(light_diffuse.mV[1], 2.2f);
- light_diffuse.mV[2] = powf(light_diffuse.mV[2], 2.2f);*/
- }
-
mHWLightColors[0] = light_diffuse;
LLLightState* light = gGL.getLight(0);
- light->setPosition(light_pos);
+ if (environment.getIsSunUp())
+ {
+ light->setPosition(mSunDir);
+ }
+ else
+ {
+ light->setPosition(mMoonDir);
+ }
light->setDiffuse(light_diffuse);
light->setAmbient(LLColor4::black);
light->setSpecular(LLColor4::black);
@@ -6490,7 +6511,7 @@ void LLPipeline::enableLights(U32 mask)
mLightMask = mask;
stop_glerror();
- LLColor4 ambient = gSky.getTotalAmbientColor();
+ LLColor4 ambient = LLEnvironment::instance().getCurrentSky()->getTotalAmbient();
gGL.setAmbientLightColor(ambient);
}
}
@@ -8200,7 +8221,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
stop_glerror();
- glh::matrix4f projection = glh_get_current_projection();
+ glh::matrix4f projection = get_current_projection();
glh::matrix4f inv_proj = projection.inverse();
shader.uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m);
@@ -8283,6 +8304,21 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
}
}
+ channel = shader.enableTexture(LLShaderMgr::INSCATTER_RT, LLTexUnit::TT_TEXTURE);
+ stop_glerror();
+ if (channel > -1)
+ {
+ stop_glerror();
+ gGL.getTexUnit(channel)->bind(&mInscatter, TRUE);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ stop_glerror();
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_ALWAYS);
+ stop_glerror();
+ }
+
stop_glerror();
F32 mat[16*6];
@@ -8351,6 +8387,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_BIAS, RenderSpotShadowBias);
shader.uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, mTransformedSunDir.mV);
+ shader.uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, mTransformedMoonDir.mV);
shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, mShadow[0].getWidth(), mShadow[0].getHeight());
shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, mShadow[4].getWidth(), mShadow[4].getHeight());
shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff);
@@ -8359,7 +8396,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
if (shader.getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0)
{
- glh::matrix4f norm_mat = glh_get_current_modelview().inverse().transpose();
+ glh::matrix4f norm_mat = get_current_modelview().inverse().transpose();
shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, FALSE, norm_mat.m);
}
}
@@ -8429,7 +8466,7 @@ void LLPipeline::renderDeferredLighting()
LLGLEnable cull(GL_CULL_FACE);
LLGLEnable blend(GL_BLEND);
- glh::matrix4f mat = glh_copy_matrix(gGLModelView);
+ glh::matrix4f mat = copy_matrix(gGLModelView);
LLStrider<LLVector3> vert;
mDeferredVB->getVertexStrider(vert);
@@ -8439,11 +8476,15 @@ void LLPipeline::renderDeferredLighting()
vert[2].set(3,1,0);
{
- setupHWLights(NULL); //to set mSunDir;
- LLVector4 dir(mSunDir, 0.f);
- glh::vec4f tc(dir.mV);
+ setupHWLights(NULL); //to set mSun/MoonDir;
+ glh::vec4f tc(mSunDir.mV);
mat.mult_matrix_vec(tc);
mTransformedSunDir.set(tc.v);
+ mTransformedSunDir.normalize();
+
+ glh::vec4f tc_moon(mMoonDir.mV);
+ mTransformedMoonDir.set(tc_moon.v);
+ mTransformedMoonDir.normalize();
}
gGL.pushMatrix();
@@ -8463,7 +8504,7 @@ void LLPipeline::renderDeferredLighting()
mDeferredLight.clear(GL_COLOR_BUFFER_BIT);
glClearColor(0,0,0,0);
- glh::matrix4f inv_trans = glh_get_current_modelview().inverse().transpose();
+ glh::matrix4f inv_trans = get_current_modelview().inverse().transpose();
const U32 slice = 32;
F32 offset[slice*3];
@@ -9043,7 +9084,7 @@ void LLPipeline::renderDeferredLightingToRT(LLRenderTarget* target)
LLGLEnable cull(GL_CULL_FACE);
LLGLEnable blend(GL_BLEND);
- glh::matrix4f mat = glh_copy_matrix(gGLModelView);
+ glh::matrix4f mat = copy_matrix(gGLModelView);
LLStrider<LLVector3> vert;
mDeferredVB->getVertexStrider(vert);
@@ -9053,11 +9094,15 @@ void LLPipeline::renderDeferredLightingToRT(LLRenderTarget* target)
vert[2].set(3,1,0);
{
- setupHWLights(NULL); //to set mSunDir;
- LLVector4 dir(mSunDir, 0.f);
- glh::vec4f tc(dir.mV);
+ setupHWLights(NULL); //to set mSun/MoonDir;
+ glh::vec4f tc(mSunDir.mV);
mat.mult_matrix_vec(tc);
mTransformedSunDir.set(tc.v);
+ mTransformedSunDir.normalize();
+
+ glh::vec4f tc_moon(mMoonDir.mV);
+ mTransformedMoonDir.set(tc_moon.v);
+ mTransformedMoonDir.normalize();
}
gGL.pushMatrix();
@@ -9077,7 +9122,7 @@ void LLPipeline::renderDeferredLightingToRT(LLRenderTarget* target)
mDeferredLight.clear(GL_COLOR_BUFFER_BIT);
glClearColor(0,0,0,0);
- glh::matrix4f inv_trans = glh_get_current_modelview().inverse().transpose();
+ glh::matrix4f inv_trans = get_current_modelview().inverse().transpose();
const U32 slice = 32;
F32 offset[slice*3];
@@ -9096,6 +9141,7 @@ void LLPipeline::renderDeferredLightingToRT(LLRenderTarget* target)
}
}
+// pretty sure this doesn't work as expected since the shaders using 'shadow_offset' all declare it as a single uniform float, no array or vec
gDeferredSunProgram.uniform3fv(LLShaderMgr::DEFERRED_SHADOW_OFFSET, slice, offset);
gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredLight.getWidth(), mDeferredLight.getHeight());
@@ -9565,7 +9611,7 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
LLMatrix4 light_mat(quat, LLVector4(origin,1.f));
glh::matrix4f light_to_agent((F32*) light_mat.mMatrix);
- glh::matrix4f light_to_screen = glh_get_current_modelview() * light_to_agent;
+ glh::matrix4f light_to_screen = get_current_modelview() * light_to_agent;
glh::matrix4f screen_to_light = light_to_screen.inverse();
@@ -9752,7 +9798,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
gPipeline.pushRenderTypeMask();
- glh::matrix4f projection = glh_get_current_projection();
+ glh::matrix4f projection = get_current_projection();
glh::matrix4f mat;
stop_glerror();
@@ -9813,11 +9859,11 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
mat.set_scale(glh::vec3f(1,1,-1));
mat.set_translate(glh::vec3f(0,0,height*2.f));
- glh::matrix4f current = glh_get_current_modelview();
+ glh::matrix4f current = get_current_modelview();
mat = current * mat;
- glh_set_current_modelview(mat);
+ set_current_modelview(mat);
gGL.loadMatrix(mat.m);
LLViewerCamera::updateFrustumPlanes(camera, FALSE, TRUE);
@@ -9912,9 +9958,9 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
}
else
{
- renderGeom(camera);
- }
- }
+ renderGeom(camera);
+ }
+ }
}
if (LLPipeline::sRenderDeferred && materials_in_water)
@@ -9928,7 +9974,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
glCullFace(GL_BACK);
gGL.popMatrix();
mWaterRef.flush();
- glh_set_current_modelview(current);
+ set_current_modelview(current);
LLPipeline::sUseOcclusion = occlusion;
}
@@ -9958,7 +10004,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- LLColor4& col = LLDrawPoolWater::sWaterFogColor;
+ LLColor3 col = LLEnvironment::instance().getCurrentWater()->getWaterFogColor();
glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
mWaterDis.bindTarget();
LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WATER1;
@@ -9968,7 +10014,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
if (!LLPipeline::sUnderWaterRender || LLDrawPoolWater::sNeedsReflectionUpdate)
{
//clip out geometry on the same side of water as the camera
- mat = glh_get_current_modelview();
+ mat = get_current_modelview();
LLPlane plane(-pnorm, -(pd+pad));
LLGLUserClipPlane clip_plane(plane, mat, projection);
@@ -10413,23 +10459,25 @@ bool LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector
for (U32 j = 0; j < 3; ++j)
{
- if (p[j] < ext[0].mV[j] ||
- p[j] > ext[1].mV[j])
+ if (p[j] < ext[0].mV[j] || p[j] > ext[1].mV[j])
{
found = false;
break;
}
}
-
- for (U32 j = 0; j < LLCamera::AGENT_PLANE_NO_USER_CLIP_NUM; ++j)
+
+ if (found) // don't bother testing user clip planes if we're already rejected...
{
- const LLPlane& cp = camera.getAgentPlane(j);
- F32 dist = cp.dist(pp[i]);
- if (dist > 0.05f) //point is above some plane, not contained
- {
- found = false;
- break;
- }
+ for (U32 j = 0; j < LLCamera::AGENT_PLANE_NO_USER_CLIP_NUM; ++j)
+ {
+ const LLPlane& cp = camera.getAgentPlane(j);
+ F32 dist = cp.dist(pp[i]);
+ if (dist > 0.05f) //point is above some plane, not contained
+ {
+ found = false;
+ break;
+ }
+ }
}
if (found)
@@ -10599,8 +10647,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
//get sun view matrix
//store current projection/modelview matrix
- glh::matrix4f saved_proj = glh_get_current_projection();
- glh::matrix4f saved_view = glh_get_current_modelview();
+ glh::matrix4f saved_proj = get_current_projection();
+ glh::matrix4f saved_view = get_current_modelview();
glh::matrix4f inv_view = saved_view.inverse();
glh::matrix4f view[6];
@@ -10621,15 +10669,17 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
//LLVector3 n = RenderShadowNearDist;
//F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] };
+ LLVector3 sun_dir(mSunDir);
+
//put together a universal "near clip" plane for shadow frusta
LLPlane shadow_near_clip;
- {
+ {
LLVector3 p = gAgent.getPositionAgent();
- p += mSunDir * RenderFarClip*2.f;
- shadow_near_clip.setVec(p, mSunDir);
+ p += sun_dir * RenderFarClip*2.f;
+ shadow_near_clip.setVec(p, sun_dir);
}
- LLVector3 lightDir = -mSunDir;
+ LLVector3 lightDir = -sun_dir;
lightDir.normVec();
glh::vec3f light_dir(lightDir.mV);
@@ -10757,8 +10807,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW0+j);
//restore render matrices
- glh_set_current_modelview(saved_view);
- glh_set_current_projection(saved_proj);
+ set_current_modelview(saved_view);
+ set_current_projection(saved_proj);
LLVector3 eye = camera.getOrigin();
@@ -11071,8 +11121,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
shadow_cam.setOrigin(0,0,0);
- glh_set_current_modelview(view[j]);
- glh_set_current_projection(proj[j]);
+ set_current_modelview(view[j]);
+ set_current_projection(proj[j]);
LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
@@ -11085,8 +11135,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
0.f, 0.f, 0.5f, 0.5f,
0.f, 0.f, 0.f, 1.f);
- glh_set_current_modelview(view[j]);
- glh_set_current_projection(proj[j]);
+ set_current_modelview(view[j]);
+ set_current_projection(proj[j]);
for (U32 i = 0; i < 16; i++)
{
@@ -11165,8 +11215,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
for (S32 i = 0; i < 2; i++)
{
- glh_set_current_modelview(saved_view);
- glh_set_current_projection(saved_proj);
+ set_current_modelview(saved_view);
+ set_current_projection(saved_proj);
if (mShadowSpotLight[i].isNull())
{
@@ -11226,8 +11276,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
0.f, 0.f, 0.5f, 0.5f,
0.f, 0.f, 0.f, 1.f);
- glh_set_current_modelview(view[i+4]);
- glh_set_current_projection(proj[i+4]);
+ set_current_modelview(view[i+4]);
+ set_current_projection(proj[i+4]);
mSunShadowMatrix[i+4] = trans*proj[i+4]*view[i+4]*inv_view;
@@ -11271,13 +11321,13 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
if (!CameraOffset)
{
- glh_set_current_modelview(saved_view);
- glh_set_current_projection(saved_proj);
+ set_current_modelview(saved_view);
+ set_current_projection(saved_proj);
}
else
{
- glh_set_current_modelview(view[1]);
- glh_set_current_projection(proj[1]);
+ set_current_modelview(view[1]);
+ set_current_projection(proj[1]);
gGL.loadMatrix(view[1].m);
gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.loadMatrix(proj[1].m);
@@ -11455,7 +11505,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
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);
- glh_set_current_projection(persp);
+ set_current_projection(persp);
gGL.loadMatrix(persp.m);
gGL.matrixMode(LLRender::MM_MODELVIEW);
@@ -11466,7 +11516,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat;
gGL.loadMatrix(mat.m);
- glh_set_current_modelview(mat);
+ set_current_modelview(mat);
glClearColor(0.0f,0.0f,0.0f,0.0f);
gGL.setColorMask(true, true);
@@ -11960,3 +12010,8 @@ void LLPipeline::restoreHiddenObject( const LLUUID& id )
}
}
+bool LLPipeline::useAdvancedAtmospherics() const
+{
+ return sUseAdvancedAtmospherics;
+}
+