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-rw-r--r--indra/newview/pipeline.cpp146
1 files changed, 90 insertions, 56 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 604c5f770d..644934d1d8 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -329,6 +329,7 @@ bool LLPipeline::sDelayVBUpdate = true;
bool LLPipeline::sAutoMaskAlphaDeferred = true;
bool LLPipeline::sAutoMaskAlphaNonDeferred = false;
bool LLPipeline::sDisableShaders = false;
+bool LLPipeline::sRenderTransparentWater = true;
bool LLPipeline::sRenderBump = true;
bool LLPipeline::sBakeSunlight = false;
bool LLPipeline::sNoAlpha = false;
@@ -1044,6 +1045,12 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY)
}
//static
+void LLPipeline::updateRenderTransparentWater()
+{
+ sRenderTransparentWater = gSavedSettings.getBOOL("RenderTransparentWater");
+}
+
+//static
void LLPipeline::updateRenderBump()
{
sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
@@ -1056,6 +1063,7 @@ void LLPipeline::updateRenderDeferred()
RenderDeferred &&
LLRenderTarget::sUseFBO &&
LLPipeline::sRenderBump &&
+ LLPipeline::sRenderTransparentWater &&
RenderAvatarVP &&
WindLightUseAtmosShaders &&
(bool) LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred");
@@ -6053,25 +6061,18 @@ static F32 calc_light_dist(LLVOVolume* light, const LLVector3& cam_pos, F32 max_
{
return max_dist;
}
- F32 radius = light->getLightRadius();
bool selected = light->isSelected();
- LLVector3 dpos = light->getRenderPosition() - cam_pos;
- F32 dist2 = dpos.lengthSquared();
- if (!selected && dist2 > (max_dist + radius)*(max_dist + radius))
- {
- return max_dist;
- }
- F32 dist = (F32) sqrt(dist2);
- dist *= 1.f / inten;
- dist -= radius;
if (selected)
{
- dist -= 10000.f; // selected lights get highest priority
+ return 0.f; // selected lights get highest priority
}
+ F32 radius = light->getLightRadius();
+ F32 dist = dist_vec(light->getRenderPosition(), cam_pos);
+ dist = llmax(dist - radius, 0.f);
if (light->mDrawable.notNull() && light->mDrawable->isState(LLDrawable::ACTIVE))
{
// moving lights get a little higher priority (too much causes artifacts)
- dist -= light->getLightRadius()*0.25f;
+ dist = llmax(dist - light->getLightRadius()*0.25f, 0.f);
}
return dist;
}
@@ -6090,13 +6091,18 @@ void LLPipeline::calcNearbyLights(LLCamera& camera)
// mNearbyLight (and all light_set_t's) are sorted such that
// begin() == the closest light and rbegin() == the farthest light
const S32 MAX_LOCAL_LIGHTS = 6;
-// LLVector3 cam_pos = gAgent.getCameraPositionAgent();
- LLVector3 cam_pos = LLViewerJoystick::getInstance()->getOverrideCamera() ?
- camera.getOrigin() :
- gAgent.getPositionAgent();
-
- F32 max_dist = LIGHT_MAX_RADIUS * 4.f; // ignore enitrely lights > 4 * max light rad
+ LLVector3 cam_pos = camera.getOrigin();
+ F32 max_dist;
+ if (LLPipeline::sRenderDeferred)
+ {
+ max_dist = RenderFarClip;
+ }
+ else
+ {
+ max_dist = llmin(RenderFarClip, LIGHT_MAX_RADIUS * 4.f);
+ }
+
// UPDATE THE EXISTING NEARBY LIGHTS
light_set_t cur_nearby_lights;
for (light_set_t::iterator iter = mNearbyLights.begin();
@@ -6130,8 +6136,38 @@ void LLPipeline::calcNearbyLights(LLCamera& camera)
continue;
}
- F32 dist = calc_light_dist(volight, cam_pos, max_dist);
- cur_nearby_lights.insert(Light(drawable, dist, light->fade));
+ F32 dist = calc_light_dist(volight, cam_pos, max_dist);
+ F32 fade = light->fade;
+ // actual fade gets decreased/increased by setupHWLights
+ // light->fade value is 'time'.
+ // >=0 and light will become visible as value increases
+ // <0 and light will fade out
+ if (dist < max_dist)
+ {
+ if (fade < 0)
+ {
+ // mark light to fade in
+ // if fade was -LIGHT_FADE_TIME - it was fully invisible
+ // if fade -0 - it was fully visible
+ // visibility goes up from 0 to LIGHT_FADE_TIME.
+ fade += LIGHT_FADE_TIME;
+ }
+ }
+ else
+ {
+ // mark light to fade out
+ // visibility goes down from -0 to -LIGHT_FADE_TIME.
+ if (fade >= LIGHT_FADE_TIME)
+ {
+ fade = -0.0001f; // was fully visible
+ }
+ else if (fade >= 0)
+ {
+ // 0.75 visible light should stay 0.75 visible, but should reverse direction
+ fade -= LIGHT_FADE_TIME;
+ }
+ }
+ cur_nearby_lights.insert(Light(drawable, dist, fade));
}
mNearbyLights = cur_nearby_lights;
@@ -6150,17 +6186,23 @@ void LLPipeline::calcNearbyLights(LLCamera& camera)
{
continue; // no lighting from HUD objects
}
- F32 dist = calc_light_dist(light, cam_pos, max_dist);
- if (dist >= max_dist)
+ if (!sRenderAttachedLights && light && light->isAttachment())
{
continue;
}
- if (!sRenderAttachedLights && light && light->isAttachment())
+ LLVOAvatar * av = light->getAvatar();
+ if (av && (av->isTooComplex() || av->isInMuteList()))
+ {
+ // avatars that are already in the list will be removed by removeMutedAVsLights
+ continue;
+ }
+ F32 dist = calc_light_dist(light, cam_pos, max_dist);
+ if (dist >= max_dist)
{
continue;
}
new_nearby_lights.insert(Light(drawable, dist, 0.f));
- if (new_nearby_lights.size() > (U32)MAX_LOCAL_LIGHTS)
+ if (!LLPipeline::sRenderDeferred && new_nearby_lights.size() > (U32)MAX_LOCAL_LIGHTS)
{
new_nearby_lights.erase(--new_nearby_lights.end());
const Light& last = *new_nearby_lights.rbegin();
@@ -6173,7 +6215,7 @@ void LLPipeline::calcNearbyLights(LLCamera& camera)
iter != new_nearby_lights.end(); iter++)
{
const Light* light = &(*iter);
- if (mNearbyLights.size() < (U32)MAX_LOCAL_LIGHTS)
+ if (LLPipeline::sRenderDeferred || mNearbyLights.size() < (U32)MAX_LOCAL_LIGHTS)
{
mNearbyLights.insert(*light);
((LLDrawable*) light->drawable)->setState(LLDrawable::NEARBY_LIGHT);
@@ -6186,10 +6228,22 @@ void LLPipeline::calcNearbyLights(LLCamera& camera)
Light* farthest_light = (const_cast<Light*>(&(*(mNearbyLights.rbegin()))));
if (light->dist < farthest_light->dist)
{
- if (farthest_light->fade >= 0.f)
- {
- farthest_light->fade = -(gFrameIntervalSeconds.value());
- }
+ // mark light to fade out
+ // visibility goes down from -0 to -LIGHT_FADE_TIME.
+ //
+ // This is a mess, but for now it needs to be in sync
+ // with fade code above. Ex: code above detects distance < max,
+ // sets fade time to positive, this code then detects closer
+ // lights and sets fade time negative, fully compensating
+ // for the code above
+ if (farthest_light->fade >= LIGHT_FADE_TIME)
+ {
+ farthest_light->fade = -0.0001f; // was fully visible
+ }
+ else if (farthest_light->fade >= 0)
+ {
+ farthest_light->fade -= LIGHT_FADE_TIME;
+ }
}
else
{
@@ -6309,12 +6363,6 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
}
}
- const LLViewerObject *vobj = drawable->getVObj();
- if(vobj && vobj->getAvatar() && vobj->getAvatar()->isInMuteList())
- {
- continue;
- }
-
if (drawable->isState(LLDrawable::ACTIVE))
{
mLightMovingMask |= (1<<cur_light);
@@ -8686,11 +8734,13 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter)
+ // mNearbyLights already includes distance calculation and excludes muted avatars.
+ // It is calculated from mLights
+ // mNearbyLights also provides fade value to gracefully fade-out out of range lights
+ for (light_set_t::iterator iter = mNearbyLights.begin(); iter != mNearbyLights.end(); ++iter)
{
- LLDrawable *drawablep = *iter;
-
- LLVOVolume *volume = drawablep->getVOVolume();
+ LLDrawable * drawablep = iter->drawable;
+ LLVOVolume * volume = drawablep->getVOVolume();
if (!volume)
{
continue;
@@ -8704,24 +8754,8 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
}
}
- const LLViewerObject *vobj = drawablep->getVObj();
- if (vobj)
- {
- LLVOAvatar *av = vobj->getAvatar();
- if (av && (av->isTooComplex() || av->isInMuteList()))
- {
- continue;
- }
- }
-
- const LLVector3 position = drawablep->getPositionAgent();
- if (dist_vec(position, LLViewerCamera::getInstance()->getOrigin()) > RenderFarClip + volume->getLightRadius())
- {
- continue;
- }
-
LLVector4a center;
- center.load3(position.mV);
+ center.load3(drawablep->getPositionAgent().mV);
const F32 *c = center.getF32ptr();
F32 s = volume->getLightRadius() * 1.5f;