From 1bb009dcf7d939d9b948baaf8335bf28854d57ee Mon Sep 17 00:00:00 2001 From: Shyotl Date: Thu, 19 May 2011 18:56:49 -0500 Subject: [PATCH] Using new LLLightState class instead of direct glLight calls, also other misc cleanup. --- indra/newview/app_settings/settings.xml | 11 ++ indra/newview/llviewercontrol.cpp | 1 + indra/newview/pipeline.cpp | 171 +++++++++++++----------- 3 files changed, 106 insertions(+), 77 deletions(-) diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 9d8c705c0..eacaa09bb 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -10686,6 +10686,17 @@ Value 1 + RenderPreferStreamDraw + + Comment + Use GL_STREAM_DRAW in place of GL_DYNAMIC_DRAW + Persist + 1 + Type + Boolean + Value + 0 + RenderVolumeLODFactor Comment diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index e7b6e535c..fb3e4a5db 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -638,6 +638,7 @@ void settings_setup_listeners() gSavedSettings.getControl("MuteUI")->getSignal()->connect(boost::bind(&handleAudioVolumeChanged, _1)); gSavedSettings.getControl("RenderVBOEnable")->getSignal()->connect(boost::bind(&handleRenderUseVBOChanged, _1)); gSavedSettings.getControl("RenderVBOMappingDisable")->getSignal()->connect(boost::bind(&handleRenderUseVBOMappingChanged, _1)); + gSavedSettings.getControl("RenderPreferStreamDraw")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _1)); gSavedSettings.getControl("WLSkyDetail")->getSignal()->connect(boost::bind(&handleWLSkyDetailChanged, _1)); gSavedSettings.getControl("NumpadControl")->getSignal()->connect(boost::bind(&handleNumpadControlChanged, _1)); gSavedSettings.getControl("JoystickAxis0")->getSignal()->connect(boost::bind(&handleJoystickChanged, _1)); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 3b6a8a7a0..594323479 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -610,6 +610,10 @@ void LLPipeline::updateRenderDeferred() gSavedSettings.getBOOL("RenderAvatarVP") && gSavedSettings.getBOOL("WindLightUseAtmosShaders") && !gUseWireframe); + if (sRenderDeferred) + { //must render glow when rendering deferred since post effect pass is needed to present any lighting at all + sRenderGlow = TRUE; + } } void LLPipeline::releaseGLBuffers() @@ -1440,7 +1444,7 @@ F32 LLPipeline::calcPixelArea(LLVector3 center, LLVector3 size, LLCamera &camera //get area of circle around node F32 app_angle = atanf(size.length()/dist); F32 radius = app_angle*LLDrawable::sCurPixelAngle; - return radius*radius * 3.14159f; + return radius*radius * F_PI; } void LLPipeline::grabReferences(LLCullResult& result) @@ -4173,16 +4177,19 @@ void LLPipeline::setupAvatarLights(BOOL for_edit) light_pos.normalize(); + LLLightState* light = gGL.getLight(1); + mHWLightColors[1] = diffuse; - glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse.mV); - glLightfv(GL_LIGHT1, GL_AMBIENT, LLColor4::black.mV); - glLightfv(GL_LIGHT1, GL_SPECULAR, LLColor4::black.mV); - glLightfv(GL_LIGHT1, GL_POSITION, light_pos.mV); - glLightf (GL_LIGHT1, GL_CONSTANT_ATTENUATION, 1.0f); - 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); + + light->setDiffuse(diffuse); + light->setAmbient(LLColor4::black); + light->setSpecular(LLColor4::black); + light->setPosition(light_pos); + light->setConstantAttenuation(1.f); + light->setLinearAttenuation(0.f); + light->setQuadraticAttenuation(0.f); + light->setSpotExponent(0.f); + light->setSpotCutoff(180.f); } else if (gAvatarBacklight) // Always true (unless overridden in a devs .ini) { @@ -4213,22 +4220,28 @@ void LLPipeline::setupAvatarLights(BOOL for_edit) backlight_diffuse *= backlight_mag / max_component; mHWLightColors[1] = backlight_diffuse; - glLightfv(GL_LIGHT1, GL_POSITION, backlight_pos.mV); // this is just sun/moon direction - glLightfv(GL_LIGHT1, GL_DIFFUSE, backlight_diffuse.mV); - glLightfv(GL_LIGHT1, GL_AMBIENT, LLColor4::black.mV); - glLightfv(GL_LIGHT1, GL_SPECULAR, LLColor4::black.mV); - glLightf (GL_LIGHT1, GL_CONSTANT_ATTENUATION, 1.0f); - 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); + + LLLightState* light = gGL.getLight(1); + + light->setPosition(backlight_pos); + light->setDiffuse(backlight_diffuse); + light->setAmbient(LLColor4::black); + light->setSpecular(LLColor4::black); + light->setConstantAttenuation(1.f); + light->setLinearAttenuation(0.f); + light->setQuadraticAttenuation(0.f); + light->setSpotExponent(0.f); + light->setSpotCutoff(180.f); } else { + LLLightState* light = gGL.getLight(1); + mHWLightColors[1] = LLColor4::black; - glLightfv(GL_LIGHT1, GL_DIFFUSE, LLColor4::black.mV); - glLightfv(GL_LIGHT1, GL_AMBIENT, LLColor4::black.mV); - glLightfv(GL_LIGHT1, GL_SPECULAR, LLColor4::black.mV); + + light->setDiffuse(LLColor4::black); + light->setAmbient(LLColor4::black); + light->setSpecular(LLColor4::black); } } @@ -4412,13 +4425,17 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) LLVector4 light_pos(mSunDir, 0.0f); LLColor4 light_diffuse = mSunDiffuse; mHWLightColors[0] = light_diffuse; - glLightfv(GL_LIGHT0, GL_POSITION, light_pos.mV); // this is just sun/moon direction - glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse.mV); - glLightfv(GL_LIGHT0, GL_AMBIENT, LLColor4::black.mV); - glLightfv(GL_LIGHT0, GL_SPECULAR, LLColor4::black.mV); - glLightf (GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0f); - glLightf (GL_LIGHT0, GL_SPOT_EXPONENT, 0.0f); - glLightf (GL_LIGHT0, GL_SPOT_CUTOFF, 180.0f); + + LLLightState* light = gGL.getLight(0); + light->setPosition(light_pos); + light->setDiffuse(light_diffuse); + light->setAmbient(LLColor4::black); + light->setSpecular(LLColor4::black); + light->setConstantAttenuation(1.f); + light->setLinearAttenuation(0.f); + light->setQuadraticAttenuation(0.f); + light->setSpotExponent(0.f); + light->setSpotCutoff(180.f); } // Light 1 = Backlight (for avatars) @@ -4476,23 +4493,23 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) 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); - if(sRenderDeferred) + LLLightState* light_state = gGL.getLight(cur_light); + + light_state->setPosition(light_pos_gl); + light_state->setDiffuse(light_color); + light_state->setAmbient(LLColor4::black); + light_state->setConstantAttenuation(0.f); + if (sRenderDeferred) { - glLightf (gllight, GL_LINEAR_ATTENUATION, light_radius*1.5f); - glLightf (gllight, GL_QUADRATIC_ATTENUATION, light->getLightFalloff()*0.5f+1.f); + light_state->setLinearAttenuation(light_radius*1.5f); + light_state->setQuadraticAttenuation(light->getLightFalloff()*0.5f+1.f); } else { - glLightf (gllight, GL_LINEAR_ATTENUATION, linatten); - glLightf (gllight, GL_QUADRATIC_ATTENUATION, 0.0f); + light_state->setLinearAttenuation(linatten); + light_state->setQuadraticAttenuation(0.f); } - - + static const LLCachedControl render_spot_lights_in_nondeferred("RenderSpotLightsInNondeferred",false); if (light->isLightSpotlight() // directional (spot-)light && (LLPipeline::sRenderDeferred || render_spot_lights_in_nondeferred)) // these are only rendered as GL spotlights if we're in deferred rendering mode *or* the setting forces them on @@ -4501,21 +4518,21 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) 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); + + light_state->setSpotDirection(at_axis); + light_state->setSpotCutoff(90.f); + light_state->setSpotExponent(2.f); + + light_state->setSpecular(LLColor4::black); } else // omnidirectional (point) light { - glLightf (gllight, GL_SPOT_EXPONENT, 0.0f); - glLightf (gllight, GL_SPOT_CUTOFF, 180.0f); - + light_state->setSpotExponent(0.f); + light_state->setSpotCutoff(180.f); + // 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); + const LLColor4 specular(0.f, 0.f, 0.f, 1.f); + light_state->setSpecular(specular); //llinfos << "boring light" << llendl; } cur_light++; @@ -4528,12 +4545,12 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) for ( ; cur_light < 8 ; cur_light++) { mHWLightColors[cur_light] = LLColor4::black; - S32 gllight = GL_LIGHT0+cur_light; - glLightfv(gllight, GL_DIFFUSE, LLColor4::black.mV); - glLightfv(gllight, GL_AMBIENT, LLColor4::black.mV); - glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV); - } + LLLightState* light = gGL.getLight(cur_light); + light->setDiffuse(LLColor4::black); + light->setAmbient(LLColor4::black); + light->setSpecular(LLColor4::black); + } if (isAgentAvatarValid() && gAgent.getAvatarObject()->mSpecialRenderMode == 3) { @@ -4549,23 +4566,24 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) 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); - 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, linatten); - glLightf (gllight, GL_QUADRATIC_ATTENUATION, 0.0f); - glLightf (gllight, GL_SPOT_EXPONENT, 0.0f); - glLightf (gllight, GL_SPOT_CUTOFF, 180.0f); + LLLightState* light = gGL.getLight(2); + + light->setPosition(light_pos_gl); + light->setDiffuse(light_color); + light->setAmbient(LLColor4::black); + light->setSpecular(LLColor4::black); + light->setQuadraticAttenuation(0.f); + light->setConstantAttenuation(0.f); + light->setLinearAttenuation(linatten); + light->setSpotExponent(0.f); + light->setSpotCutoff(180.f); } // Init GL state glDisable(GL_LIGHTING); - for (S32 gllight=GL_LIGHT0; gllight<=GL_LIGHT7; gllight++) + for (S32 i = 0; i < 8; ++i) { - glDisable(gllight); + gGL.getLight(i)->disable(); } mLightMask = 0; } @@ -4588,15 +4606,16 @@ void LLPipeline::enableLights(U32 mask) { for (S32 i=0; i<8; i++) { + LLLightState* light = gGL.getLight(i); if (mask & (1<enable(); + light->setDiffuse(mHWLightColors[i]); } else { - glDisable(GL_LIGHT0 + i); - glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, LLColor4::black.mV); + light->disable(); + light->setDiffuse(LLColor4::black); } } } @@ -4683,7 +4702,6 @@ void LLPipeline::enableLightsFullbright(const LLColor4& color) void LLPipeline::disableLights() { enableLights(0); // no lighting (full bright) - glColor4f(1.f, 1.f, 1.f, 1.f); // lighting color = white by default } //============================================================================ @@ -6231,7 +6249,8 @@ void LLPipeline::renderDeferredLighting() 0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST); } - LLGLEnable multisample(GL_MULTISAMPLE_ARB); + static const LLCachedControl fsaa_samples("RenderFSAASamples",0); + LLGLEnable multisample(fsaa_samples > 0 ? GL_MULTISAMPLE_ARB : 0); if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) { @@ -6792,9 +6811,7 @@ void LLPipeline::renderDeferredLighting() if (count == max_count || fullscreen_lights.empty()) { gDeferredMultiLightProgram.uniform1i("light_count", count); - gDeferredMultiLightProgram.uniform4fv("light[0]", count, (GLfloat*) light); gDeferredMultiLightProgram.uniform4fv("light", count, (GLfloat*) light); - gDeferredMultiLightProgram.uniform4fv("light_col[0]", count, (GLfloat*) col); gDeferredMultiLightProgram.uniform4fv("light_col", count, (GLfloat*) col); gDeferredMultiLightProgram.uniform1f("far_z", far_z); far_z = 0.f;