Removed several unused variables from LLPipeline
This commit is contained in:
@@ -292,8 +292,6 @@ void glh_set_last_projection(const LLMatrix4a& mat)
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void display_update_camera(bool tiling=false);
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//----------------------------------------
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S32 LLPipeline::sCompiles = 0;
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BOOL LLPipeline::sPickAvatar = TRUE;
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BOOL LLPipeline::sDynamicLOD = TRUE;
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BOOL LLPipeline::sShowHUDAttachments = TRUE;
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@@ -313,7 +311,6 @@ BOOL LLPipeline::sAutoMaskAlphaDeferred = TRUE;
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BOOL LLPipeline::sAutoMaskAlphaNonDeferred = FALSE;
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BOOL LLPipeline::sDisableShaders = FALSE;
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BOOL LLPipeline::sRenderBump = TRUE;
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BOOL LLPipeline::sBakeSunlight = FALSE;
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BOOL LLPipeline::sNoAlpha = FALSE;
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BOOL LLPipeline::sUseFarClip = TRUE;
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BOOL LLPipeline::sShadowRender = FALSE;
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@@ -332,7 +329,7 @@ BOOL LLPipeline::sRenderDeferred = FALSE;
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BOOL LLPipeline::sMemAllocationThrottled = FALSE;
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S32 LLPipeline::sVisibleLightCount = 0;
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F32 LLPipeline::sMinRenderSize = 0.f;
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BOOL LLPipeline::sRenderingHUDs;
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BOOL LLPipeline::sRenderingHUDs = FALSE;
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static LLCullResult* sCull = NULL;
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@@ -367,10 +364,6 @@ LLPipeline::LLPipeline() :
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mMeanBatchSize(0),
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mTrianglesDrawn(0),
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mNumVisibleNodes(0),
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mVerticesRelit(0),
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mLightingChanges(0),
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mGeometryChanges(0),
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mNumVisibleFaces(0),
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mInitialized(FALSE),
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mVertexShadersEnabled(FALSE),
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@@ -1821,11 +1814,6 @@ void LLPipeline::resetFrameStats()
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mMeanBatchSize = gPipeline.mTrianglesDrawn/gPipeline.mBatchCount;
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}
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mTrianglesDrawn = 0;
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sCompiles = 0;
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mVerticesRelit = 0;
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mLightingChanges = 0;
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mGeometryChanges = 0;
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mNumVisibleFaces = 0;
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if (mOldRenderDebugMask != mRenderDebugMask)
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{
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@@ -2668,7 +2656,6 @@ BOOL LLPipeline::updateDrawableGeom(LLDrawable* drawablep, BOOL priority)
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if (update_complete && assertInitialized())
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{
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drawablep->setState(LLDrawable::BUILT);
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mGeometryChanges++;
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}
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return update_complete;
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}
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@@ -3458,9 +3445,6 @@ void LLPipeline::stateSort(LLDrawable* drawablep, LLCamera& camera)
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}
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}
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}
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mNumVisibleFaces += drawablep->getNumFaces();
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}
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@@ -6826,7 +6810,6 @@ void LLPipeline::doResetVertexBuffers()
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LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw");
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LLVertexBuffer::sEnableVBOs = gSavedSettings.getBOOL("RenderVBOEnable");
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LLVertexBuffer::sDisableVBOMapping = LLVertexBuffer::sEnableVBOs;// && gSavedSettings.getBOOL("RenderVBOMappingDisable") ; //Temporary workaround for vbo mapping being straight up broken
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sBakeSunlight = gSavedSettings.getBOOL("RenderBakeSunlight");
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sNoAlpha = gSavedSettings.getBOOL("RenderNoAlpha");
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LLPipeline::sTextureBindTest = gSavedSettings.getBOOL("RenderDebugTextureBind");
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@@ -8032,42 +8015,6 @@ void LLPipeline::renderDeferredLighting()
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mDeferredLight.clear(GL_COLOR_BUFFER_BIT);
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glClearColor(0,0,0,0);
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/*glh::matrix4f inv_trans = glh_get_current_modelview().inverse().transpose();
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const U32 slice = 32;
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F32 offset[slice*3];
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for (U32 i = 0; i < 4; i++)
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{
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for (U32 j = 0; j < 8; j++)
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{
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glh::vec3f v;
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v.set_value(sinf(6.284f/8*j), cosf(6.284f/8*j), -(F32) i);
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#if 0
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// Singu note: the call to mult_matrix_vec can crash, because it attempts to divide by zero.
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v.normalize();
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inv_trans.mult_matrix_vec(v);
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#else
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// However, because afterwards we normalize the vector anyway, there is an alternative
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// way to calculate the same thing without the division (which happens to be faster, too).
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glh::vec4f src(v, v.length()); // Make a copy of the source and extent it with its length.
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glh::vec4f dst;
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inv_trans.mult_matrix_vec(src, dst); // Do a normal 4D multiplication.
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dst.get_value(v[0], v[1], v[2], dst[3]); // Copy the first 3 coordinates to v.
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// At this point v is equal to what it used to be, except for a constant factor (v.length() * dst[3]),
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// but that doesn't matter because the next step is normalizaton. The old computation would crash
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// if v.length() is zero in the commented out v.normalize(), and in inv_trans.mult_matrix_vec(v)
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// if dst[3] is zero (which some times happens). Now we will only crash if v.length() is zero
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// and well in the next line (but this never happens). --Aleric
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#endif
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v.normalize();
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offset[(i*8+j)*3+0] = v.v[0];
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offset[(i*8+j)*3+1] = v.v[2];
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offset[(i*8+j)*3+2] = v.v[1];
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}
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}
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gDeferredSunProgram.uniform3fv(sOffset, slice, offset);*/
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gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredLight.getWidth(), mDeferredLight.getHeight());
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//Enable bilinear filtering, as the screen tex resolution may not match current framebuffer resolution. Eg, half-res SSAO
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@@ -8700,26 +8647,6 @@ void LLPipeline::renderDeferredLightingToRT(LLRenderTarget* target)
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mDeferredLight.clear(GL_COLOR_BUFFER_BIT);
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glClearColor(0,0,0,0);
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/*glh::matrix4f inv_trans = glh_get_current_modelview().inverse().transpose();
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const U32 slice = 32;
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F32 offset[slice*3];
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for (U32 i = 0; i < 4; i++)
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{
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for (U32 j = 0; j < 8; j++)
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{
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glh::vec3f v;
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v.set_value(sinf(6.284f/8*j), cosf(6.284f/8*j), -(F32) i);
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v.normalize();
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inv_trans.mult_matrix_vec(v);
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v.normalize();
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offset[(i*8+j)*3+0] = v.v[0];
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offset[(i*8+j)*3+1] = v.v[2];
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offset[(i*8+j)*3+2] = v.v[1];
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}
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}
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gDeferredSunProgram.uniform3fv(LLShaderMgr::DEFERRED_SHADOW_OFFSET, slice, offset);*/
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gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredLight.getWidth(), mDeferredLight.getHeight());
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//Enable bilinear filtering, as the screen tex resolution may not match current framebuffer resolution. Eg, half-res SSAO
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@@ -10109,9 +10036,6 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
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//far clip on last split is minimum of camera view distance and 128
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mSunClipPlanes = LLVector4(clip, clip.mV[2] * clip.mV[2]/clip.mV[1]);
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clip = RenderShadowOrthoClipPlanes;
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mSunOrthoClipPlanes = LLVector4(clip, clip.mV[2]*clip.mV[2]/clip.mV[1]);
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//currently used for amount to extrude frusta corners for constructing shadow frusta
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//LLVector3 n = RenderShadowNearDist;
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//F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] };
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@@ -10127,8 +10051,6 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
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LLVector3 lightDir = -mSunDir;
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lightDir.normVec();
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glh::vec3f light_dir(lightDir.mV);
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//create light space camera matrix
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LLVector3 at = lightDir;
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@@ -10310,9 +10232,6 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
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}
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mShadow[j].flush();
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mShadowError.mV[j] = 0.f;
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mShadowFOV.mV[j] = 0.f;
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continue;
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}
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@@ -10422,20 +10341,19 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
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bfb = lp.mV[1]-bfm*lp.mV[0];
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//calculate error
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mShadowError.mV[j] = 0.f;
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F32 shadow_error = 0.f;
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for (U32 i = 0; i < wpf.size(); ++i)
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{
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F32 lx = (wpf[i].mV[1]-bfb)/bfm;
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mShadowError.mV[j] += fabsf(wpf[i].mV[0]-lx);
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shadow_error += fabsf(wpf[i].mV[0]-lx);
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}
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mShadowError.mV[j] /= wpf.size();
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mShadowError.mV[j] /= size.mV[0];
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shadow_error /= wpf.size();
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shadow_error /= size.mV[0];
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if (mShadowError.mV[j] > RenderShadowErrorCutoff)
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if (shadow_error > RenderShadowErrorCutoff)
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{ //just use ortho projection
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mShadowFOV.mV[j] = -1.f;
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origin.clearVec();
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proj[j] = gGL.genOrtho(min.mV[0], max.mV[0], min.mV[1], max.mV[1], -max.mV[2], -min.mV[2]);
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}
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@@ -10476,8 +10394,6 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
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F32 cutoff = llmin((F32) RenderShadowFOVCutoff, 1.4f);
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mShadowFOV.mV[j] = fovx;
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if (fovx < cutoff && fovz > cutoff)
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{
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//x is a good fit, but z is too big, move away from zp enough so that fovz matches cutoff
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@@ -10505,7 +10421,6 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
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fovx = acos(fovx);
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fovz = acos(fovz);
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mShadowFOV.mV[j] = cutoff;
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}
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@@ -10525,7 +10440,6 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
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if (fovx > cutoff)
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{ //just use ortho projection
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origin.clearVec();
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mShadowError.mV[j] = -1.f;
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proj[j] = gGL.genOrtho(min.mV[0], max.mV[0], min.mV[1], max.mV[1], -max.mV[2], -min.mV[2]);
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}
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else
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@@ -10540,11 +10454,6 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
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eye = LLVector3(origin_agent.getF32ptr());
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if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
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{
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mShadowFrustOrigin[j] = eye;
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}
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view[j] = gGL.genLook(LLVector3(origin_agent.getF32ptr()), lightDir, -up);
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F32 fx = 1.f/tanf(fovx);
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@@ -10580,7 +10489,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
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mShadowModelview[j] = view[j];
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mShadowProjection[j] = proj[j];
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LLMatrix4a sunshadowi;
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mSunShadowMatrix[j].setMul(gGL.genNDCtoWC(),proj[j]);
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mSunShadowMatrix[j].mul_affine(view[j]);
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mSunShadowMatrix[j].mul_affine(inv_view);
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@@ -10713,7 +10622,6 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
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mShadowModelview[i+4] = view[i+4];
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mShadowProjection[i+4] = proj[i+4];
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LLMatrix4a sunshadowi;
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mSunShadowMatrix[i+4].setMul(gGL.genNDCtoWC(),proj[i+4]);
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mSunShadowMatrix[i+4].mul_affine(view[i+4]);
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mSunShadowMatrix[i+4].mul_affine(inv_view);
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