cheap no-branch goodness for rendering both spotlights and pointlights with the same shader code.

kill already-nerfed quadratic attenuation which it seems we won't be supporting any decade soon.
meow-7.2.2
Tofu Linden 2010-01-28 23:58:50 -08:00
parent 5a1cf512e9
commit 7e7331c0e5
3 changed files with 21 additions and 29 deletions

View File

@ -47,8 +47,12 @@ float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_omnid
//distance attenuation
float da = clamp(1.0/(la * d), 0.0, 1.0);
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_omnidirectional);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
da *= max(dot(-ln, lv),is_omnidirectional) * calcDirectionalLight(n, lv);
da *= calcDirectionalLight(n, lv);
return da;
}

View File

@ -7,7 +7,7 @@
float calcDirectionalLight(vec3 n, vec3 l);
float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la);
float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_omnidirectional);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);

View File

@ -4543,40 +4543,30 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
LLVector4 light_pos_gl(light_pos, 1.0f);
F32 light_radius = llmax(light->getLightRadius(), 0.001f);
F32 atten, quad;
#if 0 //1.9.1
if (pool->getVertexShaderLevel() > 0)
{
atten = light_radius;
quad = llmax(light->getLightFalloff(), 0.0001f);
}
else
#endif
{
F32 x = (3.f * (1.f + light->getLightFalloff()));
atten = x / (light_radius); // % of brightness at radius
quad = 0.0f;
}
F32 x = (3.f * (1.f + light->getLightFalloff()));
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);
glLightf (gllight, GL_LINEAR_ATTENUATION, atten);
glLightf (gllight, GL_QUADRATIC_ATTENUATION, quad);
glLightf (gllight, GL_LINEAR_ATTENUATION, linatten);
glLightf (gllight, GL_QUADRATIC_ATTENUATION, 0.0f);
if (light->getLightTexture()) // directional (spot-)light
{
LLVector3 spotparams = light->getSpotLightParams();
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;
//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, 1.0f); // 1.0 = good old dot product
glLightf (gllight, GL_SPOT_EXPONENT, 2.0f); // 2.0 = good old dot product ^ 2
glLightf (gllight, GL_SPOT_CUTOFF, 90.0f); // hemisphere
glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV);
const float specular[] = {0.f, 0.f, 0.f, 0.f};
glLightfv(gllight, GL_SPECULAR, specular);
}
else // omnidirectional (point) light
{
@ -4586,6 +4576,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
// 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);
//llinfos << "boring light" << llendl;
}
cur_light++;
if (cur_light >= 8)
@ -4613,13 +4604,10 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
LLVector4 light_pos_gl(light_pos, 1.0f);
F32 light_radius = 16.f;
F32 atten, quad;
{
F32 x = 3.f;
atten = x / (light_radius); // % of brightness at radius
quad = 0.0f;
}
F32 x = 3.f;
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);
@ -4627,8 +4615,8 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
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, atten);
glLightf (gllight, GL_QUADRATIC_ATTENUATION, quad);
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);
}