From 7e7331c0e5213ecfe4f563786239e497c197c630 Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Thu, 28 Jan 2010 23:58:50 -0800 Subject: cheap no-branch goodness for rendering both spotlights and pointlights with the same shader code. kill already-nerfed quadratic attenuation which it seems we won't be supporting any decade soon. --- .../shaders/class1/lighting/lightFuncV.glsl | 6 +++- .../shaders/class2/lighting/sumLightsV.glsl | 2 +- indra/newview/pipeline.cpp | 42 ++++++++-------------- 3 files changed, 21 insertions(+), 29 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl index 4525bf80b2..2e41f24afe 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl @@ -47,8 +47,12 @@ float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_omnid //distance attenuation float da = clamp(1.0/(la * d), 0.0, 1.0); + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_omnidirectional); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + //angular attenuation - da *= max(dot(-ln, lv),is_omnidirectional) * calcDirectionalLight(n, lv); + da *= calcDirectionalLight(n, lv); return da; } diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index e5bf76db55..4577b4be55 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -7,7 +7,7 @@ float calcDirectionalLight(vec3 n, vec3 l); float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); -float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la); +float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_omnidirectional); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 3dc175d723..1ef5b5ded1 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -4543,40 +4543,30 @@ 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())); + 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); 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); if (light->getLightTexture()) // 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; + //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, 1.0f); // 1.0 = good old dot product + glLightf (gllight, GL_SPOT_EXPONENT, 2.0f); // 2.0 = good old dot product ^ 2 glLightf (gllight, GL_SPOT_CUTOFF, 90.0f); // hemisphere - glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV); + const float specular[] = {0.f, 0.f, 0.f, 0.f}; + glLightfv(gllight, GL_SPECULAR, specular); } else // omnidirectional (point) light { @@ -4586,6 +4576,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) // 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) @@ -4613,13 +4604,10 @@ 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); @@ -4627,8 +4615,8 @@ 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); } -- cgit v1.2.3