Added bokeh DoF. Fixed some several SSAO and shadow combinations. Fixed GI crash bug. Enabled several fasttimers. Updated shaders.

This commit is contained in:
Shyotl
2011-05-24 20:31:17 -05:00
parent 34f252f52e
commit 4ee4d52b2f
21 changed files with 692 additions and 631 deletions

View File

@@ -548,8 +548,8 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
mDeferredLight[0].release();
}
if (ssao)
{ //only need mDeferredLight[1] for ssao
if (ssao || gi)
{ //only need mDeferredLight[1] for ssao... and GI
mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
}
else
@@ -689,7 +689,6 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
void LLPipeline::updateRenderDeferred()
{
sRenderDeferred = (gSavedSettings.getBOOL("RenderDeferred") &&
LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
LLRenderTarget::sUseFBO &&
LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
gSavedSettings.getBOOL("VertexShaderEnable") &&
@@ -2842,9 +2841,9 @@ void LLPipeline::postSort(LLCamera& camera)
else if (sourcep->isMuted())
color = LLColor4(0.f, 1.f, 1.f, 0.5f);
gObjectList.addDebugBeacon(pos, "", color, LLColor4(1.f, 1.f, 1.f, 0.5f), width);
//</NewShinyStuff>
//gObjectList.addDebugBeacon(pos, "", LLColor4(1.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), debug_beacon_line_width);
}
//</NewShinyStuff>
//gObjectList.addDebugBeacon(pos, "", LLColor4(1.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), debug_beacon_line_width);
}
// now deal with highlights for all those seeable sound sources
forAllVisibleDrawables(renderSoundHighlights);
@@ -3604,6 +3603,8 @@ void LLPipeline::renderDebug()
if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
{
LLVertexBuffer::unbind();
LLGLEnable blend(GL_BLEND);
LLGLDepthTest depth(TRUE, FALSE);
LLGLDisable cull(GL_CULL_FACE);
@@ -5866,16 +5867,152 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b
LLVertexBuffer::unbind();
if (LLPipeline::sRenderDeferred && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
if (LLPipeline::sRenderDeferred && !LLViewerCamera::getInstance()->cameraUnderWater())
{
LLGLDisable blend(GL_BLEND);
bindDeferredShader(gDeferredGIFinalProgram);
bool dof_enabled = true;
S32 channel = gDeferredGIFinalProgram.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
LLGLSLShader* shader = &gDeferredPostProgram;
static const LLCachedControl<bool> render_dof("RenderDepthOfField",false);
if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
{
shader = &gDeferredGIFinalProgram;
dof_enabled = false;
}
else if (LLToolMgr::getInstance()->inBuildMode() || !render_dof)
{ //squish focal length when in build mode (or if DoF is disabled) so DoF doesn't make editing objects difficult
shader = &gDeferredPostNoDoFProgram;
dof_enabled = false;
}
LLGLDisable blend(GL_BLEND);
bindDeferredShader(*shader);
if (dof_enabled)
{
//depth of field focal plane calculations
static F32 current_distance = 16.f;
static F32 start_distance = 16.f;
static F32 transition_time = 1.f;
LLVector3 focus_point;
/*LLViewerObject* obj = LLViewerMediaFocus::getInstance()->getFocusedObject();
if (obj && obj->mDrawable && obj->isSelected())
{ //focus on selected media object
S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace();
if (obj && obj->mDrawable)
{
LLFace* face = obj->mDrawable->getFace(face_idx);
if (face)
{
focus_point = face->getPositionAgent();
}
}
}*/
if (focus_point.isExactlyZero())
{
if (LLViewerJoystick::getInstance()->getOverrideCamera())
{ //focus on point under cursor
focus_point = gDebugRaycastIntersection;
}
else if (gAgent.cameraMouselook())
{ //focus on point under mouselook crosshairs
gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE,
NULL,
&focus_point);
}
else
{
LLViewerObject* obj = gAgent.getFocusObject();
if (obj)
{ //focus on alt-zoom target
focus_point = LLVector3(gAgent.getFocusGlobal()-gAgent.getRegion()->getOriginGlobal());
}
else
{ //focus on your avatar
focus_point = gAgent.getPositionAgent();
}
}
}
LLVector3 eye = LLViewerCamera::getInstance()->getOrigin();
F32 target_distance = 16.f;
if (!focus_point.isExactlyZero())
{
target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point-eye);
}
if (transition_time >= 1.f &&
fabsf(current_distance-target_distance)/current_distance > 0.01f)
{ //large shift happened, interpolate smoothly to new target distance
transition_time = 0.f;
start_distance = current_distance;
}
else if (transition_time < 1.f)
{ //currently in a transition, continue interpolating
static const LLCachedControl<F32> cam_focus_transition_time("CameraFocusTransitionTime",.5f);
transition_time += 1.f/cam_focus_transition_time*gFrameIntervalSeconds;
transition_time = llmin(transition_time, 1.f);
F32 t = cosf(transition_time*F_PI+F_PI)*0.5f+0.5f;
current_distance = start_distance + (target_distance-start_distance)*t;
}
else
{ //small or no change, just snap to target distance
current_distance = target_distance;
}
//convert to mm
F32 subject_distance = current_distance*1000.f;
static const LLCachedControl<F32> fnumber("CameraFNumber",9.f);
static const LLCachedControl<F32> default_focal_length("CameraFocalLength",50.f);
static const LLCachedControl<F32> cam_field_of_view("CameraFieldOfView",60.f);
F32 fov = LLViewerCamera::getInstance()->getView();
const F32 default_fov = cam_field_of_view * F_PI/180.f;
//const F32 default_aspect_ratio = gSavedSettings.getF32("CameraAspectRatio");
//F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight();
F32 dv = 2.f*default_focal_length * tanf(default_fov/2.f);
//F32 dh = 2.f*default_focal_length * tanf(default_fov*default_aspect_ratio/2.f);
F32 focal_length = dv/(2*tanf(fov/2.f));
//F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle);
// from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f))
// where N = fnumber
// s2 = dot distance
// s1 = subject distance
// f = focal length
//
F32 blur_constant = focal_length*focal_length/(fnumber*(subject_distance-focal_length));
blur_constant /= 1000.f; //convert to meters for shader
F32 magnification = focal_length/(subject_distance-focal_length);
shader->uniform1f("focal_distance", -subject_distance/1000.f);
shader->uniform1f("blur_constant", blur_constant);
shader->uniform1f("tan_pixel_angle", tanf(1.f/LLDrawable::sCurPixelAngle));
shader->uniform1f("magnification", magnification);
}
S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
if (channel > -1)
{
mScreen.bindTexture(0, channel);
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
}
//channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
//if (channel > -1)
//{
//gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
//}
gGL.begin(LLRender::TRIANGLE_STRIP);
gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
@@ -5889,7 +6026,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b
gGL.end();
unbindDeferredShader(gDeferredGIFinalProgram);
unbindDeferredShader(*shader);
}
else
{
@@ -5952,12 +6089,12 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
}
if (LLRenderTarget::sUseFBO)
{ //copy depth buffer from mScreen to framebuffer
LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(),
0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
}
if (LLRenderTarget::sUseFBO)
{ //copy depth buffer from mScreen to framebuffer
LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(),
0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
}
@@ -5976,7 +6113,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b
void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRenderTarget* gi_source, LLRenderTarget* last_gi_post, U32 noise_map)
{
//LLFastTimer t(FTM_BIND_DEFERRED);
LLFastTimer t(LLFastTimer::FTM_BIND_DEFERRED);
if (noise_map == 0xFFFFFFFF)
{
@@ -6083,6 +6220,14 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
}
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
if (channel > -1)
{
has_gi = TRUE;
gi_source->bindTexture(0, channel);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_DEPTH);
if (channel > -1)
{
@@ -6188,13 +6333,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
mGlow[1].bindTexture(0, channel);
}
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
if (channel > -1)
{
gi_source->bindTexture(0, channel);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_EDGE, LLTexUnit::TT_RECT_TEXTURE);
if (channel > -1)
{
@@ -6389,6 +6527,7 @@ void LLPipeline::renderDeferredLighting()
}
{
LLFastTimer ftm(LLFastTimer::FTM_RENDER_DEFERRED);
LLViewerCamera* camera = LLViewerCamera::getInstance();
{
@@ -6449,7 +6588,7 @@ void LLPipeline::renderDeferredLighting()
{
mDeferredLight[0].bindTarget();
{ //paint shadow/SSAO light map (direct lighting lightmap)
//LLFastTimer ftm(FTM_SUN_SHADOW);
LLFastTimer ftm(LLFastTimer::FTM_SUN_SHADOW);
bindDeferredShader(gDeferredSunProgram, 0);
glClearColor(1,1,1,1);
@@ -6497,7 +6636,7 @@ void LLPipeline::renderDeferredLighting()
if (render_deferred_blur_light &&
render_shadow_gi)
{
//LLFastTimer ftm(FTM_EDGE_DETECTION);
LLFastTimer ftm(LLFastTimer::FTM_EDGE_DETECTION);
//generate edge map
LLGLDisable blend(GL_BLEND);
LLGLDisable test(GL_ALPHA_TEST);
@@ -6540,7 +6679,7 @@ void LLPipeline::renderDeferredLighting()
}
{ //paint noisy GI map (bounce lighting lightmap)
//LLFastTimer ftm(FTM_GI_TRACE);
LLFastTimer ftm(LLFastTimer::FTM_GI_TRACE);
LLGLDisable blend(GL_BLEND);
LLGLDepthTest depth(GL_FALSE);
LLGLDisable test(GL_ALPHA_TEST);
@@ -6565,7 +6704,7 @@ void LLPipeline::renderDeferredLighting()
static const LLCachedControl<F32> render_gui_blur_brightness("RenderGIBlurBrightness",1.025f);
for (U32 i = 0; i < pass_count; ++i)
{ //gather/soften indirect lighting map
//LLFastTimer ftm(FTM_GI_GATHER);
LLFastTimer ftm(LLFastTimer::FTM_GI_GATHER);
bindDeferredShader(gDeferredPostGIProgram, 0, &mGIMapPost[0], NULL, mTrueNoiseMap);
F32 blur_size = render_gui_blur_size/((F32) i * render_gui_blur_increment+1.f);
gDeferredPostGIProgram.uniform2f("delta", 1.f, 0.f);
@@ -6601,66 +6740,81 @@ void LLPipeline::renderDeferredLighting()
}
}
if(render_deferred_ssao)
{ //soften direct lighting lightmap
//LLFastTimer ftm(FTM_SOFTEN_SHADOW);
//blur lightmap
//if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
//Make sure to blur normal shadows, even if ssao isn't enabled...
if(mDeferredLight[0].getTexture(0))
{
LLFastTimer ftm(LLFastTimer::FTM_SOFTEN_SHADOW);
//blur lightmap
if(mDeferredLight[1].getTexture(0))
{
mDeferredLight[1].bindTarget();
glClearColor(1,1,1,1);
mDeferredLight[1].clear(GL_COLOR_BUFFER_BIT);
glClearColor(0,0,0,0);
glClearColor(0,0,0,0);
}
else
mDeferredLight[0].bindTarget();
bindDeferredShader(gDeferredBlurLightProgram);
bindDeferredShader(gDeferredBlurLightProgram);
static const LLCachedControl<LLVector3> go("RenderShadowGaussian",LLVector3(3.f,2.f,0.f));
const U32 kern_length = 4;
static const LLCachedControl<F32> blur_size("RenderShadowBlurSize",1.4f);
static const LLCachedControl<F32> shadow_blur_dist_factor("RenderShadowBlurDistFactor",.1f);
static const LLCachedControl<LLVector3> go("RenderShadowGaussian",LLVector3(3.f,2.f,0.f));
const U32 kern_length = 4;
static const LLCachedControl<F32> blur_size("RenderShadowBlurSize",1.4f);
static const LLCachedControl<F32> shadow_blur_dist_factor("RenderShadowBlurDistFactor",.1f);
// sample symmetrically with the middle sample falling exactly on 0.0
F32 x = 0.f;
// sample symmetrically with the middle sample falling exactly on 0.0
F32 x = 0.f;
LLVector3 gauss[32]; // xweight, yweight, offset
LLVector3 gauss[32]; // xweight, yweight, offset
for (U32 i = 0; i < kern_length; i++)
{
gauss[i].mV[0] = llgaussian(x, go.get().mV[0]);
gauss[i].mV[1] = llgaussian(x, go.get().mV[1]);
gauss[i].mV[2] = x;
x += 1.f;
}
for (U32 i = 0; i < kern_length; i++)
{
gauss[i].mV[0] = llgaussian(x, go.get().mV[0]);
gauss[i].mV[1] = llgaussian(x, go.get().mV[1]);
gauss[i].mV[2] = x;
x += 1.f;
}
gDeferredBlurLightProgram.uniform2f("delta", 1.f, 0.f);
gDeferredBlurLightProgram.uniform1f("dist_factor", shadow_blur_dist_factor);
gDeferredBlurLightProgram.uniform3fv("kern", kern_length, gauss[0].mV);
gDeferredBlurLightProgram.uniform1f("kern_scale", blur_size * (kern_length/2.f - 0.5f));
gDeferredBlurLightProgram.uniform2f("delta", 1.f, 0.f);
gDeferredBlurLightProgram.uniform1f("dist_factor", shadow_blur_dist_factor);
gDeferredBlurLightProgram.uniform3fv("kern", kern_length, gauss[0].mV);
gDeferredBlurLightProgram.uniform1f("kern_scale", blur_size * (kern_length/2.f - 0.5f));
{
LLGLDisable blend(GL_BLEND);
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
stop_glerror();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
stop_glerror();
}
if(mDeferredLight[1].getTexture(0))
{
mDeferredLight[1].flush();
unbindDeferredShader(gDeferredBlurLightProgram);
{
LLGLDisable blend(GL_BLEND);
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
stop_glerror();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
stop_glerror();
}
mDeferredLight[1].flush();
unbindDeferredShader(gDeferredBlurLightProgram);
bindDeferredShader(gDeferredBlurLightProgram, 1);
}
else
{
mDeferredLight[0].flush();
}
mDeferredLight[0].bindTarget();
bindDeferredShader(gDeferredBlurLightProgram, 1);
mDeferredLight[0].bindTarget();
gDeferredBlurLightProgram.uniform2f("delta", 0.f, 1.f);
gDeferredBlurLightProgram.uniform2f("delta", 0.f, 1.f);
{
LLGLDisable blend(GL_BLEND);
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
stop_glerror();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
stop_glerror();
}
mDeferredLight[0].flush();
unbindDeferredShader(gDeferredBlurLightProgram);
{
LLGLDisable blend(GL_BLEND);
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
stop_glerror();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
stop_glerror();
}
mDeferredLight[0].flush();
unbindDeferredShader(gDeferredBlurLightProgram);
}
stop_glerror();
@@ -6693,30 +6847,30 @@ void LLPipeline::renderDeferredLighting()
static const LLCachedControl<bool> render_deferred_atmospheric("RenderDeferredAtmospheric",false);
if (render_deferred_atmospheric)
{ //apply sunlight contribution
//LLFastTimer ftm(FTM_ATMOSPHERICS);
LLFastTimer ftm(LLFastTimer::FTM_ATMOSPHERICS);
bindDeferredShader(gDeferredSoftenProgram, 0, &mGIMapPost[0]);
{
LLGLDepthTest depth(GL_FALSE);
LLGLDisable blend(GL_BLEND);
LLGLDisable test(GL_ALPHA_TEST);
{
LLGLDepthTest depth(GL_FALSE);
LLGLDisable blend(GL_BLEND);
LLGLDisable test(GL_ALPHA_TEST);
//full screen blit
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
//full screen blit
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glVertexPointer(2, GL_FLOAT, 0, vert);
glVertexPointer(2, GL_FLOAT, 0, vert);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
unbindDeferredShader(gDeferredSoftenProgram);
unbindDeferredShader(gDeferredSoftenProgram);
}
{ //render sky
@@ -6843,6 +6997,7 @@ void LLPipeline::renderDeferredLighting()
continue;
}
LLFastTimer ftm(LLFastTimer::FTM_LOCAL_LIGHTS);
glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8,
@@ -6874,7 +7029,7 @@ void LLPipeline::renderDeferredLighting()
for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter)
{
//LLFastTimer ftm(FTM_PROJECTORS);
LLFastTimer ftm(LLFastTimer::FTM_PROJECTORS);
LLDrawable* drawablep = *iter;
LLVOVolume* volume = drawablep->getVOVolume();
@@ -6940,6 +7095,7 @@ void LLPipeline::renderDeferredLighting()
while (!fullscreen_lights.empty())
{
LLFastTimer ftm(LLFastTimer::FTM_FULLSCREEN_LIGHTS);
light[count] = fullscreen_lights.front();
fullscreen_lights.pop_front();
col[count] = light_colors.front();
@@ -6959,6 +7115,7 @@ void LLPipeline::renderDeferredLighting()
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
}
}
unbindDeferredShader(gDeferredMultiLightProgram);
bindDeferredShader(gDeferredMultiSpotLightProgram);
@@ -6967,7 +7124,7 @@ void LLPipeline::renderDeferredLighting()
for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
{
//LLFastTimer ftm(FTM_PROJECTORS);
LLFastTimer ftm(LLFastTimer::FTM_PROJECTORS);
LLDrawable* drawablep = *iter;
LLVOVolume* volume = drawablep->getVOVolume();
@@ -7012,7 +7169,7 @@ void LLPipeline::renderDeferredLighting()
gGL.setSceneBlendType(LLRender::BT_ALPHA);
{ //mix various light maps (local, sun, gi)
//LLFastTimer ftm(FTM_POST);
LLFastTimer ftm(LLFastTimer::FTM_POST);
LLGLDisable blend(GL_BLEND);
LLGLDisable test(GL_ALPHA_TEST);
LLGLDepthTest depth(GL_FALSE);
@@ -7635,14 +7792,14 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
glLoadMatrixf(proj.m);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadMatrixf(view.m);
glLoadMatrixd(gGLModelView);
stop_glerror();
gGLLastMatrix = NULL;
{
LLGLDepthTest depth(GL_TRUE);
glClear(GL_DEPTH_BUFFER_BIT);
//LLGLDepthTest depth(GL_TRUE);
//glClear(GL_DEPTH_BUFFER_BIT);
}
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
@@ -7658,7 +7815,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
LLVertexBuffer::unbind();
{
//LLFastTimer ftm(FTM_SHADOW_SIMPLE);
LLFastTimer ftm(LLFastTimer::FTM_SHADOW_SIMPLE);
LLGLDisable test(GL_ALPHA_TEST);
gGL.getTexUnit(0)->disable();
for (U32 i = 0; i < sizeof(types)/sizeof(U32); ++i)
@@ -7680,7 +7837,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
}
{
//LLFastTimer ftm(FTM_SHADOW_ALPHA);
LLFastTimer ftm(LLFastTimer::FTM_SHADOW_ALPHA);
LLGLEnable test(GL_ALPHA_TEST);
gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.6f);
renderObjects(LLRenderPass::PASS_ALPHA_SHADOW, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR, TRUE);
@@ -7714,7 +7871,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
BOOL LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir)
{
//LLFastTimer t(FTM_VISIBLE_CLOUD);
LLFastTimer t(LLFastTimer::FTM_VISIBLE_CLOUD);
//get point cloud of intersection of frust and min, max
if (getVisibleExtents(camera, min, max))
@@ -7800,7 +7957,7 @@ BOOL LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector
0,1,
1,2,
2,3,
3,1,
3,0,
4,5,
5,6,
@@ -8128,6 +8285,14 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
//LLVector3 &n = shadow_near_dist.get();
//F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] };
//put together a universal "near clip" plane for shadow frusta
/*LLPlane shadow_near_clip;
{
LLVector3 p = gAgent.getCameraPositionAgent();//gAgent.getPositionAgent();
p += mSunDir * gSavedSettings.getF32("RenderFarClip")*2.f;
shadow_near_clip.setVec(p, mSunDir);
}*/
LLVector3 lightDir = -mSunDir;
lightDir.normVec();
@@ -8555,7 +8720,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
}
}
shadow_cam.setFar(128.f);
//shadow_cam.setFar(128.f);
shadow_cam.setOriginAndLookAt(eye, up, center);
shadow_cam.setOrigin(0,0,0);
@@ -8566,6 +8731,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
shadow_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR);
//shadow_cam.getAgentPlane(LLCamera::AGENT_PLANE_NEAR).set(shadow_near_clip);
//translate and scale to from [-1, 1] to [0, 1]
glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f,