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-rw-r--r--indra/llprimitive/llprimitive.h1
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl27
-rw-r--r--indra/newview/llpanelvolume.cpp4
-rw-r--r--indra/newview/llvovolume.cpp7
-rw-r--r--indra/newview/llvovolume.h1
-rw-r--r--indra/newview/pipeline.cpp67
12 files changed, 118 insertions, 106 deletions
diff --git a/indra/llprimitive/llprimitive.h b/indra/llprimitive/llprimitive.h
index 4db7aa7261..c25f9cf4a8 100644
--- a/indra/llprimitive/llprimitive.h
+++ b/indra/llprimitive/llprimitive.h
@@ -286,6 +286,7 @@ public:
void setLightTexture(const LLUUID& id) { mLightTexture = id; }
LLUUID getLightTexture() const { return mLightTexture; }
+ bool isLightSpotlight() const { return !mLightTexture.isNull(); }
void setParams(const LLVector3& params) { mParams = params; }
LLVector3 getParams() const { return mParams; }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index 1a7d58b07b..04e556c11a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -9,7 +9,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
float calcDirectionalLight(vec3 n, vec3 l);
-float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
@@ -41,23 +41,22 @@ void main()
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
- vec4 col;
- col.a = gl_Color.a;
-
- // Add windlight lights
- col.rgb = atmosAmbient(vec3(0.));
- col.rgb = scaleUpLight(col.rgb);
+
+ vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);
+ col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
+ col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
+ col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
+ col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
+ col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
+ col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
col.rgb = scaleDownLight(col.rgb);
+ // Add windlight lights
+ col.rgb += atmosAmbient(vec3(0.));
+
vary_light = gl_LightSource[0].position.xyz;
vary_ambient = col.rgb*gl_Color.rgb;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
index c1988d3c78..650fbcc3f5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
@@ -10,7 +10,7 @@ mat4 getSkinnedTransform();
void calcAtmospherics(vec3 inPositionEye);
float calcDirectionalLight(vec3 n, vec3 l);
-float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
@@ -47,23 +47,22 @@ void main()
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
- vec4 col;
- col.a = gl_Color.a;
-
- // Add windlight lights
- col.rgb = atmosAmbient(vec3(0.));
- col.rgb = scaleUpLight(col.rgb);
+
+ vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);
+ col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
+ col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
+ col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
+ col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
+ col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
+ col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
col.rgb = scaleDownLight(col.rgb);
+ // Add windlight lights
+ col.rgb += atmosAmbient(vec3(0.));
+
vary_ambient = col.rgb*gl_Color.rgb;
vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
index 3e8fdfb3e4..da49e59b89 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
@@ -12,7 +12,8 @@ float calcDirectionalLight(vec3 n, vec3 l)
return a;
}
-float calcPointLight(vec3 v, vec3 n, vec4 lp, float la)
+
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight)
{
//get light vector
vec3 lv = lp.xyz-v;
@@ -26,9 +27,13 @@ float calcPointLight(vec3 v, vec3 n, vec4 lp, float la)
//distance attenuation
float da = clamp(1.0/(la * d), 0.0, 1.0);
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
//angular attenuation
da *= calcDirectionalLight(n, lv);
-
+
return da;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 5991e1f3b5..1fae8c4da3 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -9,7 +9,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
float calcDirectionalLight(vec3 n, vec3 l);
-float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
@@ -42,23 +42,21 @@ void main()
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
- vec4 col;
- col.a = gl_Color.a;
-
- // Add windlight lights
- col.rgb = atmosAmbient(vec3(0.));
- col.rgb = scaleUpLight(col.rgb);
+ vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);
+ col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
+ col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
+ col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
+ col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
+ col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
+ col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
col.rgb = scaleDownLight(col.rgb);
+ // Add windlight lights
+ col.rgb += atmosAmbient(vec3(0.));
+
vary_light = gl_LightSource[0].position.xyz;
vary_ambient = col.rgb*gl_Color.rgb;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
index a939499b17..f8dd1b7431 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
@@ -10,7 +10,7 @@ mat4 getSkinnedTransform();
void calcAtmospherics(vec3 inPositionEye);
float calcDirectionalLight(vec3 n, vec3 l);
-float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
@@ -53,23 +53,22 @@ void main()
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
- vec4 col;
- col.a = gl_Color.a;
-
- // Add windlight lights
- col.rgb = atmosAmbient(vec3(0.));
- col.rgb = scaleUpLight(col.rgb);
+
+ vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);
+ col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
+ col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
+ col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
+ col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
+ col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
+ col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
col.rgb = scaleDownLight(col.rgb);
+ // Add windlight lights
+ col.rgb += atmosAmbient(vec3(0.));
+
vary_ambient = col.rgb*gl_Color.rgb;
vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
index f4c59734a4..19800d96dc 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
@@ -6,7 +6,7 @@
*/
float calcDirectionalLight(vec3 n, vec3 l);
-float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
@@ -18,9 +18,10 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
// Collect normal lights (need to be divided by two, as we later multiply by 2)
col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
- col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
- col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
- //col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
+
+ col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
+ col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
+ //col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
col.rgb = scaleDownLight(col.rgb);
// Add windlight lights
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
index 1c5234c450..f129a1517b 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
@@ -6,7 +6,7 @@
*/
float calcDirectionalLight(vec3 n, vec3 l);
-float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
@@ -15,24 +15,21 @@ vec3 scaleUpLight(vec3 light);
vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
{
- vec4 col;
- col.a = color.a;
+ vec4 col = vec4(0.0, 0.0, 0.0, color.a);
- // Add windlight lights
- col.rgb = atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
- col.rgb += atmosAmbient(baseLight.rgb);
- col.rgb = scaleUpLight(col.rgb);
-
// Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation);
+ col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
+ col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
+ col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
+ col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
+ col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
+ col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
col.rgb = scaleDownLight(col.rgb);
-
+
+ // Add windlight lights
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
+ col.rgb += atmosAmbient(baseLight.rgb);
col.rgb = min(col.rgb*color.rgb, 1.0);
diff --git a/indra/newview/llpanelvolume.cpp b/indra/newview/llpanelvolume.cpp
index fbe68b4d92..8b01637239 100644
--- a/indra/newview/llpanelvolume.cpp
+++ b/indra/newview/llpanelvolume.cpp
@@ -574,7 +574,7 @@ void LLPanelVolume::onCommitLight( LLUICtrl* ctrl, void* userdata )
LLUUID id = LightTextureCtrl->getImageAssetID();
if (id.notNull())
{
- if (volobjp->getLightTextureID().isNull())
+ if (!volobjp->isLightSpotlight())
{ //this commit is making this a spot light, set UI to default params
volobjp->setLightTextureID(id);
LLVector3 spot_params = volobjp->getSpotLightParams();
@@ -591,7 +591,7 @@ void LLPanelVolume::onCommitLight( LLUICtrl* ctrl, void* userdata )
volobjp->setSpotLightParams(spot_params);
}
}
- else if (volobjp->getLightTextureID().notNull())
+ else if (volobjp->isLightSpotlight())
{ //no longer a spot light
volobjp->setLightTextureID(id);
//self->childDisable("Light FOV");
diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp
index 3f1ddc0ee7..a6caa2362b 100644
--- a/indra/newview/llvovolume.cpp
+++ b/indra/newview/llvovolume.cpp
@@ -2462,6 +2462,13 @@ void LLVOVolume::updateSpotLightPriority()
}
+bool LLVOVolume::isLightSpotlight() const
+{
+ LLLightImageParams* params = (LLLightImageParams*) getParameterEntry(LLNetworkData::PARAMS_LIGHT_IMAGE);
+ return params->isLightSpotlight();
+}
+
+
LLViewerTexture* LLVOVolume::getLightTexture()
{
LLUUID id = getLightTextureID();
diff --git a/indra/newview/llvovolume.h b/indra/newview/llvovolume.h
index e414d9da4d..280ffea76d 100644
--- a/indra/newview/llvovolume.h
+++ b/indra/newview/llvovolume.h
@@ -218,6 +218,7 @@ public:
LLColor3 getLightBaseColor() const; // not scaled by intensity
LLColor3 getLightColor() const; // scaled by intensity
LLUUID getLightTextureID() const;
+ bool isLightSpotlight() const;
LLVector3 getSpotLightParams() const;
void updateSpotLightPriority();
F32 getSpotLightPriority() const;
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);