Tweak tangents.
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@@ -1326,6 +1326,13 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
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const LLTextureEntry *tep = mVObjp->getTE(f);
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const U8 bump_code = tep ? tep->getBumpmap() : 0;
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if ( bump_code && rebuild_tcoord && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_TANGENT) )
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{
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LLMaterial* mat = tep->getMaterialParams().get();
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if( !mat || mat->getNormalID().isNull() )
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rebuild_tangent = true;
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}
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BOOL is_static = mDrawablep->isStatic();
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BOOL is_global = is_static;
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@@ -1592,57 +1599,61 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
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LLVector4a bump_t_primary_light_ray(0.f, 0.f, 0.f);
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LLQuaternion bump_quat;
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if (mDrawablep->isActive())
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if (!LLPipeline::sRenderDeferred)
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{
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bump_quat = LLQuaternion(LLMatrix4(mDrawablep->getRenderMatrix().getF32ptr()));
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}
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if (bump_code)
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{
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mVObjp->getVolume()->genTangents(f);
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F32 offset_multiple;
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switch( bump_code )
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if (mDrawablep->isActive())
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{
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bump_quat = LLQuaternion(LLMatrix4(mDrawablep->getRenderMatrix().getF32ptr()));
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}
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if (bump_code)
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{
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mVObjp->getVolume()->genTangents(f);
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F32 offset_multiple;
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switch (bump_code)
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{
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case BE_NO_BUMP:
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offset_multiple = 0.f;
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break;
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offset_multiple = 0.f;
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break;
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case BE_BRIGHTNESS:
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case BE_DARKNESS:
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if( mTexture[LLRender::DIFFUSE_MAP].notNull() && mTexture[LLRender::DIFFUSE_MAP]->hasGLTexture())
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{
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// Offset by approximately one texel
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S32 cur_discard = mTexture[LLRender::DIFFUSE_MAP]->getDiscardLevel();
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S32 max_size = llmax( mTexture[LLRender::DIFFUSE_MAP]->getWidth(), mTexture[LLRender::DIFFUSE_MAP]->getHeight() );
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max_size <<= cur_discard;
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const F32 ARTIFICIAL_OFFSET = 2.f;
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offset_multiple = ARTIFICIAL_OFFSET / (F32)max_size;
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}
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else
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{
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offset_multiple = 1.f/256;
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}
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break;
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if (mTexture[LLRender::DIFFUSE_MAP].notNull() && mTexture[LLRender::DIFFUSE_MAP]->hasGLTexture())
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{
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// Offset by approximately one texel
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S32 cur_discard = mTexture[LLRender::DIFFUSE_MAP]->getDiscardLevel();
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S32 max_size = llmax(mTexture[LLRender::DIFFUSE_MAP]->getWidth(), mTexture[LLRender::DIFFUSE_MAP]->getHeight());
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max_size <<= cur_discard;
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const F32 ARTIFICIAL_OFFSET = 2.f;
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offset_multiple = ARTIFICIAL_OFFSET / (F32)max_size;
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}
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else
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{
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offset_multiple = 1.f / 256;
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}
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break;
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default: // Standard bumpmap textures. Assumed to be 256x256
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offset_multiple = 1.f / 256;
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break;
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}
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offset_multiple = 1.f / 256;
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break;
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}
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F32 s_scale = 1.f;
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F32 t_scale = 1.f;
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if( tep )
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{
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tep->getScale( &s_scale, &t_scale );
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}
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// Use the nudged south when coming from above sun angle, such
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// that emboss mapping always shows up on the upward faces of cubes when
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// it's noon (since a lot of builders build with the sun forced to noon).
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LLVector3 sun_ray = gSky.mVOSkyp->mBumpSunDir;
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LLVector3 moon_ray = gSky.getMoonDirection();
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LLVector3& primary_light_ray = (sun_ray.mV[VZ] > 0) ? sun_ray : moon_ray;
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F32 s_scale = 1.f;
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F32 t_scale = 1.f;
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if (tep)
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{
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tep->getScale(&s_scale, &t_scale);
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}
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// Use the nudged south when coming from above sun angle, such
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// that emboss mapping always shows up on the upward faces of cubes when
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// it's noon (since a lot of builders build with the sun forced to noon).
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LLVector3 sun_ray = gSky.mVOSkyp->mBumpSunDir;
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LLVector3 moon_ray = gSky.getMoonDirection();
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LLVector3& primary_light_ray = (sun_ray.mV[VZ] > 0) ? sun_ray : moon_ray;
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bump_s_primary_light_ray.load3((offset_multiple * s_scale * primary_light_ray).mV);
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bump_t_primary_light_ray.load3((offset_multiple * t_scale * primary_light_ray).mV);
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bump_s_primary_light_ray.load3((offset_multiple * s_scale * primary_light_ray).mV);
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bump_t_primary_light_ray.load3((offset_multiple * t_scale * primary_light_ray).mV);
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}
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}
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U8 texgen = getTextureEntry()->getTexGen();
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@@ -1913,7 +1924,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
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mVertexBuffer->flush();
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}
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if (!mat && do_bump)
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if ( !LLPipeline::sRenderDeferred && do_bump )
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{
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mVertexBuffer->getTexCoord1Strider(tex_coords1, mGeomIndex, mGeomCount, map_range);
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@@ -2090,11 +2101,21 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
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LLVector4a* src = vf.mTangents;
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LLVector4a* end = vf.mTangents+num_vertices;
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LLVector4a* src2 = vf.mNormals;
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LLVector4a* end2 = vf.mNormals+num_vertices;
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LLMaterial* mat = tep->getMaterialParams().get();
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F32 rot = RAD_TO_DEG * ( (mat && mat->getNormalID().notNull()) ? mat->getNormalRotation() : r);
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bool rotate_tangent = src2 && !is_approx_equal(rot, 360.f) && !is_approx_zero(rot);
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while (src < end)
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{
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LLVector4a tangent_out;
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mat_normal.rotate(*src, tangent_out);
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LLVector4a tangent_out = *src;
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if (rotate_tangent && src2 < end2)
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{
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gGL.genRot(rot, *src2++).rotate(tangent_out, tangent_out);
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}
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mat_normal.rotate(tangent_out, tangent_out);
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tangent_out.normalize3fast();
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tangent_out.copyComponent<3>(*src);
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tangent_out.store4a(tangents);
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