Trim remaining trailing whitespaces after #1695
parent
1ebf62e102
commit
3d4bc98f6b
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@ -3,5 +3,5 @@ include(Prebuilt)
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use_prebuilt_binary(tinyexr)
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set(TINYEXR_INCLUDE_DIR ${LIBS_PREBUILT_DIR}/include/tinyexr)
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set(TINYEXR_INCLUDE_DIR ${LIBS_PREBUILT_DIR}/include/tinyexr)
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@ -525,11 +525,11 @@ void LLAvatarAppearance::computeBodySize()
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new_body_size.mV[VZ] = mPelvisToFoot +
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// the sqrt(2) correction below is an approximate
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// correction to get to the top of the head
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F_SQRT2 * (skull.mV[VZ] * head_scale.mV[VZ]) +
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head.mV[VZ] * neck_scale.mV[VZ] +
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neck.mV[VZ] * chest_scale.mV[VZ] +
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chest.mV[VZ] * torso_scale.mV[VZ] +
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torso.mV[VZ] * pelvis_scale.mV[VZ];
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F_SQRT2 * (skull.mV[VZ] * head_scale.mV[VZ]) +
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head.mV[VZ] * neck_scale.mV[VZ] +
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neck.mV[VZ] * chest_scale.mV[VZ] +
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chest.mV[VZ] * torso_scale.mV[VZ] +
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torso.mV[VZ] * pelvis_scale.mV[VZ];
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// TODO -- measure the real depth and width
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new_body_size.mV[VX] = DEFAULT_AGENT_DEPTH;
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@ -102,7 +102,7 @@ void main()
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// Initialize temp variables
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vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color * 0.7; //magic 0.7 to match legacy color
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// Sunlight attenuation effect (hue and brightness) due to atmosphere
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// this is used later for sunlight modulation at various altitudes
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vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);
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@ -152,7 +152,7 @@ void main()
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sunlight *= max(0.0, (1. - cloud_shadow));
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// Haze color below cloud
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vec3 add_below_cloud = (blue_horizon * blue_weight * (sunlight + ambient)
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vec3 add_below_cloud = (blue_horizon * blue_weight * (sunlight + ambient)
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+ (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient));
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// Attenuate cloud color by atmosphere
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@ -61,9 +61,9 @@ namespace LL
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std::string mName;
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const BufferView& operator=(const tinygltf::BufferView& src);
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};
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class Accessor
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{
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public:
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@ -159,7 +159,7 @@ namespace LL
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// min/max time values for all samplers combined
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F32 mMinTime = 0.f;
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F32 mMaxTime = 0.f;
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// current time of the animation
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F32 mTime = 0.f;
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@ -168,7 +168,7 @@ namespace LL
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std::vector<ScaleChannel> mScaleChannels;
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const Animation& operator=(const tinygltf::Animation& src);
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void allocateGLResources(Asset& asset);
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void update(Asset& asset, float dt);
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@ -71,7 +71,7 @@ void Node::updateTransforms(Asset& asset, const LLMatrix4a& parentMatrix)
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makeMatrixValid();
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matMul(mMatrix, parentMatrix, mAssetMatrix);
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mAssetMatrixInv = inverse(mAssetMatrix);
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S32 my_index = this - &asset.mNodes[0];
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for (auto& childIndex : mChildren)
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@ -133,7 +133,7 @@ S32 Asset::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
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{
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if (node.mMesh != INVALID_INDEX)
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{
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bool newHit = false;
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// transform start and end to this node's local space
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@ -162,7 +162,7 @@ S32 Asset::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
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if (newHit)
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{
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// shorten line segment on hit
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node.mAssetMatrix.affineTransform(p, asset_end);
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node.mAssetMatrix.affineTransform(p, asset_end);
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// transform results back to asset space
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if (intersection)
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@ -229,7 +229,7 @@ void Node::makeMatrixValid()
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sc.set_scale(mScale);
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glh::matrix4f t;
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//t = sc * rot * trans;
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//t = sc * rot * trans;
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//t = trans * rot * sc; // best so far, still wrong on negative scale
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//t = sc * trans * rot;
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t = trans * sc * rot;
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@ -538,7 +538,7 @@ const Asset& Asset::operator=(const tinygltf::Model& src)
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{
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mSkins[i] = src.skins[i];
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}
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return *this;
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}
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@ -616,7 +616,7 @@ void Skin::uploadMatrixPalette(Asset& asset, Node& node)
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for (U32 i = 0; i < mJoints.size(); ++i)
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{
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Node& joint = asset.mNodes[mJoints[i]];
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//t_mp[i].set_value(joint.mRenderMatrix.getF32ptr());
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//t_mp[i] = t_mp[i] * mInverseBindMatricesData[i];
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@ -31,7 +31,7 @@
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// whenever we add support for more types
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#ifdef _MSC_VER
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#define LL_FUNCSIG __FUNCSIG__
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#define LL_FUNCSIG __FUNCSIG__
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#else
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#define LL_FUNCSIG __PRETTY_FUNCTION__
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#endif
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@ -9,7 +9,7 @@
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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@ -86,7 +86,7 @@ void Primitive::allocateGLResources(Asset& asset)
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}
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U32 mask = ATTRIBUTE_MASK;
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if (!mWeights.empty())
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{
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mask |= LLVertexBuffer::MAP_WEIGHT4;
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@ -124,7 +124,7 @@ void Primitive::allocateGLResources(Asset& asset)
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{
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mColors.resize(mPositions.size(), LLColor4U::white);
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}
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// bake material basecolor into color array
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if (mMaterial != INVALID_INDEX)
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{
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@ -142,7 +142,7 @@ void Primitive::allocateGLResources(Asset& asset)
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{
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mNormals.resize(mPositions.size(), LLVector4a(0, 0, 1, 0));
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}
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mVertexBuffer->setNormalData(mNormals.data());
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if (mTangents.empty())
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@ -169,9 +169,9 @@ void Primitive::allocateGLResources(Asset& asset)
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mVertexBuffer->setWeight4Data(weight_data.data());
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}
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createOctree();
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mVertexBuffer->unbind();
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}
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@ -235,9 +235,9 @@ void Primitive::createOctree()
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const LLVector4a& v0 = mPositions[i0];
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const LLVector4a& v1 = mPositions[i1];
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const LLVector4a& v2 = mPositions[i2];
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initOctreeTriangle(tri, scaler, i0, i1, i2, v0, v1, v2);
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//insert
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mOctree->insert(tri);
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}
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@ -297,7 +297,7 @@ void Primitive::createOctree()
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{
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// nothing to do, no volume... maybe add some collision geometry around these primitive types?
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}
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else
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{
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LL_ERRS() << "Unsupported Primitive mode" << LL_ENDL;
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@ -64,7 +64,7 @@ namespace LL
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// raycast acceleration structure
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LLPointer<LLVolumeOctree> mOctree;
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std::vector<LLVolumeTriangle> mOctreeTriangles;
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S32 mMaterial = -1;
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U32 mMode = TINYGLTF_MODE_TRIANGLES; // default to triangles
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U32 mGLMode = LLRender::TRIANGLES;
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@ -75,7 +75,7 @@ namespace LL
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// must be called before buffer is unmapped and after buffer is populated with good data
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void createOctree();
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//get the LLVolumeTriangle that intersects with the given line segment at the point
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//get the LLVolumeTriangle that intersects with the given line segment at the point
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//closest to start. Moves end to the point of intersection. Returns nullptr if no intersection.
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//Line segment must be in the same coordinate frame as this Primitive
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const LLVolumeTriangle* lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
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@ -84,7 +84,7 @@ namespace LL
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LLVector4a* normal = NULL, // return the surface normal at the intersection point
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LLVector4a* tangent = NULL // return the surface tangent at the intersection point
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);
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const Primitive& operator=(const tinygltf::Primitive& src);
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void allocateGLResources(Asset& asset);
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@ -70,7 +70,7 @@ public:
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static LLFetchedGLTFMaterial sDefault;
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protected:
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// Lifetime management
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void materialBegin();
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void materialComplete(bool success);
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@ -198,7 +198,7 @@ void LLHeroProbeManager::update()
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mFaceUpdateList[i] = ceilf(cube_facing * gPipeline.RenderHeroProbeConservativeUpdateMultiplier);
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}
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mProbes[0]->mOrigin = probe_pos;
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}
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else
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@ -51,18 +51,18 @@ class alignas(16) LLHeroProbeManager
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{
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LL_ALIGN_NEW
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public:
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enum class DetailLevel
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enum class DetailLevel
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{
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STATIC_ONLY = 0,
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STATIC_AND_DYNAMIC,
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REALTIME = 2
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};
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// allocate an environment map of the given resolution
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// allocate an environment map of the given resolution
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LLHeroProbeManager();
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~LLHeroProbeManager();
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// release any GL state
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// release any GL state
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void cleanup();
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// maintain reflection probes
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@ -90,11 +90,11 @@ public:
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LLVector3 mMirrorPosition;
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LLVector3 mMirrorNormal;
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HeroProbeData mHeroData;
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private:
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friend class LLPipeline;
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friend class LLReflectionMapManager;
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// update UBO used for rendering (call only once per render pipe flush)
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void updateUniforms();
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@ -103,7 +103,7 @@ private:
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// render target for cube snapshots
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// used to generate mipmaps without doing a copy-to-texture
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LLRenderTarget mRenderTarget;
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LLRenderTarget mHeroRenderTarget;
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std::vector<LLRenderTarget> mMipChain;
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@ -120,7 +120,7 @@ private:
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// update the specified face of the specified probe
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void updateProbeFace(LLReflectionMap* probe, U32 face, bool is_dynamic, F32 near_clip);
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void generateRadiance(LLReflectionMap *probe);
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// list of active reflection maps
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std::vector<LLPointer<LLReflectionMap>> mProbes;
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@ -136,10 +136,10 @@ private:
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// resolution of reflection probes
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U32 mProbeResolution = 1024;
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// maximum LoD of reflection probes (mip levels - 1)
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F32 mMaxProbeLOD = 6.f;
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F32 mHeroProbeStrength = 1.f;
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bool mIsInTransition = false;
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@ -148,9 +148,9 @@ private:
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bool mRenderingMirror = false;
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std::map<int, int> mFaceUpdateList;
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U32 mCurrentProbeUpdateFrame = 0;
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std::vector<LLPointer<LLVOVolume>> mHeroVOList;
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LLPointer<LLVOVolume> mNearestHero;
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@ -65,7 +65,7 @@ void LLReflectionMap::update(U32 resolution, U32 face, bool force_dynamic, F32 n
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}
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F32 clip = (near_clip > 0) ? near_clip : getNearClip();
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gViewerWindow->cubeSnapshot(LLVector3(mOrigin), mCubeArray, mCubeIndex, face, clip, getIsDynamic() || force_dynamic, useClipPlane, clipPlane);
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}
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@ -36,7 +36,7 @@ class alignas(16) LLReflectionMap : public LLRefCount
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{
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LL_ALIGN_NEW
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public:
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enum class ProbeType
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{
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ALL = 0,
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@ -44,8 +44,8 @@ public:
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IRRADIANCE,
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REFLECTION
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};
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// allocate an environment map of the given resolution
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// allocate an environment map of the given resolution
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LLReflectionMap();
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~LLReflectionMap();
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@ -86,7 +86,7 @@ public:
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// point at which environment map was last generated from (in agent space)
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LLVector4a mOrigin;
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// distance from main viewer camera
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F32 mDistance = -1.f;
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@ -106,7 +106,7 @@ public:
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// cube map used to sample this environment map
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LLPointer<LLCubeMapArray> mCubeArray;
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S32 mCubeIndex = -1; // index into cube map array or -1 if not currently stored in cube map array
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// probe has had at least one full update and is ready to render
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bool mComplete = false;
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@ -136,7 +136,7 @@ public:
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GLuint mOcclusionQuery = 0;
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bool mOccluded = false;
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U32 mOcclusionPendingFrames = 0;
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ProbeType mType;
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};
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