SL-10478
Fix side-effects of having both sun and moon as potential directional light contributors. We pass an int to the shader indicating which to prefer instead of making per-pixel decisions and pass the moonlight color/di independently. Obsolete llsettingssky fade color which was unused elsewhere and cached for no reason.master
parent
f8171a909c
commit
8890c3238a
|
|
@ -1238,12 +1238,6 @@ LLVector3 LLSettingsSky::getMoonDirection() const
|
|||
return mMoonDirection;
|
||||
}
|
||||
|
||||
LLColor4U LLSettingsSky::getFadeColor() const
|
||||
{
|
||||
update();
|
||||
return mFadeColor;
|
||||
}
|
||||
|
||||
LLColor4 LLSettingsSky::getMoonAmbient() const
|
||||
{
|
||||
update();
|
||||
|
|
@ -1305,12 +1299,9 @@ void LLSettingsSky::calculateLightSettings() const
|
|||
mSunDiffuse = gammaCorrect(componentMult(sunlight, light_transmittance));
|
||||
mSunAmbient = gammaCorrect(componentMult(tmpAmbient, light_transmittance) * 0.5);
|
||||
|
||||
mMoonDiffuse = gammaCorrect(componentMult(LLColor3::white, light_transmittance));
|
||||
mMoonAmbient = gammaCorrect(componentMult(LLColor3::white, light_transmittance) * 0.5f);
|
||||
mMoonDiffuse = gammaCorrect(componentMult(LLColor3::white, light_transmittance) * 0.5f);
|
||||
mMoonAmbient = gammaCorrect(componentMult(LLColor3::white, light_transmittance) * 0.25f);
|
||||
mTotalAmbient = mSunAmbient;
|
||||
|
||||
mFadeColor = mTotalAmbient + (mSunDiffuse + mMoonDiffuse) * 0.5f;
|
||||
mFadeColor.setAlpha(0);
|
||||
}
|
||||
|
||||
LLUUID LLSettingsSky::GetDefaultAssetId()
|
||||
|
|
|
|||
|
|
@ -280,7 +280,7 @@ public:
|
|||
|
||||
LLVector3 getSunDirection() const;
|
||||
LLVector3 getMoonDirection() const;
|
||||
LLColor4U getFadeColor() const;
|
||||
|
||||
LLColor4 getMoonAmbient() const;
|
||||
LLColor3 getMoonDiffuse() const;
|
||||
LLColor4 getSunAmbient() const;
|
||||
|
|
@ -347,7 +347,6 @@ private:
|
|||
static const F32 DOME_RADIUS;
|
||||
static const F32 DOME_OFFSET;
|
||||
|
||||
mutable LLColor4U mFadeColor;
|
||||
mutable LLColor4 mMoonAmbient;
|
||||
mutable LLColor3 mMoonDiffuse;
|
||||
mutable LLColor4 mSunAmbient;
|
||||
|
|
|
|||
|
|
@ -895,6 +895,15 @@ void LLLightState::setDiffuse(const LLColor4& diffuse)
|
|||
}
|
||||
}
|
||||
|
||||
void LLLightState::setDiffuseB(const LLColor4& diffuse)
|
||||
{
|
||||
if (mDiffuseB != diffuse)
|
||||
{
|
||||
++gGL.mLightHash;
|
||||
mDiffuseB = diffuse;
|
||||
}
|
||||
}
|
||||
|
||||
void LLLightState::setAmbient(const LLColor4& ambient)
|
||||
{
|
||||
if (mAmbient != ambient)
|
||||
|
|
@ -1153,6 +1162,7 @@ void LLRender::syncLightState()
|
|||
LLVector3 direction[8];
|
||||
LLVector4 attenuation[8];
|
||||
LLVector3 diffuse[8];
|
||||
LLVector3 diffuseB[8];
|
||||
|
||||
for (U32 i = 0; i < 8; i++)
|
||||
{
|
||||
|
|
@ -1162,6 +1172,7 @@ void LLRender::syncLightState()
|
|||
direction[i] = light->mSpotDirection;
|
||||
attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[2], light->mSpecular.mV[3]);
|
||||
diffuse[i].set(light->mDiffuse.mV);
|
||||
diffuseB[i].set(light->mDiffuseB.mV);
|
||||
}
|
||||
|
||||
shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, 8, position[0].mV);
|
||||
|
|
@ -1169,8 +1180,8 @@ void LLRender::syncLightState()
|
|||
shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV);
|
||||
shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV);
|
||||
shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);
|
||||
//HACK -- duplicate sunlight color for compatibility with drivers that can't deal with multiple shader objects referencing the same uniform
|
||||
shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV);
|
||||
shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuseB[0].mV);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -229,6 +229,7 @@ public:
|
|||
void enable();
|
||||
void disable();
|
||||
void setDiffuse(const LLColor4& diffuse);
|
||||
void setDiffuseB(const LLColor4& diffuse);
|
||||
void setAmbient(const LLColor4& ambient);
|
||||
void setSpecular(const LLColor4& specular);
|
||||
void setPosition(const LLVector4& position);
|
||||
|
|
@ -245,6 +246,7 @@ protected:
|
|||
S32 mIndex;
|
||||
bool mEnabled;
|
||||
LLColor4 mDiffuse;
|
||||
LLColor4 mDiffuseB;
|
||||
LLColor4 mAmbient;
|
||||
LLColor4 mSpecular;
|
||||
LLVector4 mPosition;
|
||||
|
|
|
|||
|
|
@ -1352,6 +1352,8 @@ void LLShaderMgr::initAttribsAndUniforms()
|
|||
|
||||
mReservedUniforms.push_back("sun_moon_glow_factor");
|
||||
mReservedUniforms.push_back("water_edge");
|
||||
mReservedUniforms.push_back("sun_up_factor");
|
||||
mReservedUniforms.push_back("moonlight_color");
|
||||
|
||||
llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS);
|
||||
|
||||
|
|
|
|||
|
|
@ -250,6 +250,8 @@ public:
|
|||
|
||||
SUN_MOON_GLOW_FACTOR,
|
||||
WATER_EDGE_FACTOR,
|
||||
SUN_UP_FACTOR,
|
||||
MOONLIGHT_COLOR,
|
||||
END_RESERVED_UNIFORMS
|
||||
} eGLSLReservedUniforms;
|
||||
|
||||
|
|
|
|||
|
|
@ -47,6 +47,8 @@ uniform vec3 camPosLocal;
|
|||
|
||||
uniform vec4 lightnorm;
|
||||
uniform vec4 sunlight_color;
|
||||
uniform vec4 moonlight_color;
|
||||
uniform int sun_up_factor;
|
||||
uniform vec4 ambient;
|
||||
uniform vec4 blue_horizon;
|
||||
uniform vec4 blue_density;
|
||||
|
|
@ -94,7 +96,7 @@ void main()
|
|||
vec4 temp2 = vec4(0.);
|
||||
vec4 blue_weight;
|
||||
vec4 haze_weight;
|
||||
vec4 sunlight = sunlight_color;
|
||||
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
|
||||
vec4 light_atten;
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -35,6 +35,7 @@ out vec4 frag_data[3];
|
|||
|
||||
uniform vec4 color;
|
||||
uniform vec4 sunlight_color;
|
||||
uniform vec4 moonlight_color;
|
||||
uniform vec3 lumWeights;
|
||||
uniform float moon_brightness;
|
||||
uniform float minLuminance;
|
||||
|
|
@ -57,6 +58,7 @@ void main()
|
|||
|
||||
vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0;
|
||||
c.rgb = pow(c.rgb, exp);
|
||||
//c.rgb *= moonlight_color.rgb;
|
||||
|
||||
frag_data[0] = vec4(c.rgb, c.a);
|
||||
frag_data[1] = vec4(0.0);
|
||||
|
|
|
|||
|
|
@ -44,12 +44,13 @@ uniform float spot_shadow_bias;
|
|||
uniform float spot_shadow_offset;
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
int sun_up_factor;
|
||||
|
||||
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
float offset = max(0.75, light_dir.z);
|
||||
stc.z += offset * shadow_bias * 3.33 * bias_mul;
|
||||
stc.z += offset * shadow_bias * bias_mul;
|
||||
|
||||
stc.x = floor(stc.x*shadow_res.x + fract(stc.y*pos_screen.y*3.14159))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
|
||||
|
||||
|
|
@ -85,14 +86,14 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2
|
|||
|
||||
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
|
||||
{
|
||||
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
|
||||
|
||||
float dp_sun = max(0.0, dot(sun_dir.xyz, norm));
|
||||
float dp_moon = max(0.0, dot(moon_dir.xyz, norm));
|
||||
float dp_directional_light = max(dp_sun,dp_moon);
|
||||
dp_directional_light = clamp(dp_directional_light, 0.0, 1.0);
|
||||
|
||||
vec3 light_dir = (dp_moon > dp_sun) ? moon_dir : sun_dir;
|
||||
vec3 offset = light_dir * (1.0-dp_directional_light);
|
||||
vec3 shadow_pos = pos.xyz + (offset * shadow_bias);
|
||||
vec3 shadow_pos = pos.xyz;
|
||||
|
||||
float shadow = 0.0f;
|
||||
vec4 spos = vec4(shadow_pos,1.0);
|
||||
|
|
@ -117,7 +118,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
|
|||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap3, lpos, 1.0, pos_screen, light_dir)*w;
|
||||
shadow += pcfShadow(shadowMap3, lpos, 0.5, pos_screen, light_dir)*w;
|
||||
weight += w;
|
||||
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
|
||||
}
|
||||
|
|
@ -129,7 +130,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
|
|||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
|
||||
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap2, lpos, 1.0, pos_screen, light_dir)*w;
|
||||
shadow += pcfShadow(shadowMap2, lpos, 0.75, pos_screen, light_dir)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
|
|
@ -140,7 +141,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
|
|||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
|
||||
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
|
||||
shadow += pcfShadow(shadowMap1, lpos, 1.0, pos_screen, light_dir)*w;
|
||||
shadow += pcfShadow(shadowMap1, lpos, 0.88, pos_screen, light_dir)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -39,6 +39,8 @@ uniform vec3 camPosLocal;
|
|||
|
||||
uniform vec4 lightnorm;
|
||||
uniform vec4 sunlight_color;
|
||||
uniform vec4 moonlight_color;
|
||||
uniform int sun_up_factor;
|
||||
uniform vec4 ambient;
|
||||
uniform vec4 blue_horizon;
|
||||
uniform vec4 blue_density;
|
||||
|
|
@ -82,7 +84,7 @@ void main()
|
|||
vec4 temp2 = vec4(0.);
|
||||
vec4 blue_weight;
|
||||
vec4 haze_weight;
|
||||
vec4 sunlight = sunlight_color;
|
||||
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
|
||||
vec4 light_atten;
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -39,7 +39,6 @@ uniform sampler2D diffuseMap;
|
|||
uniform sampler2D altDiffuseMap;
|
||||
uniform float blend_factor;
|
||||
uniform float custom_alpha;
|
||||
uniform vec4 sunlight_color;
|
||||
uniform float time;
|
||||
|
||||
float twinkle(){
|
||||
|
|
|
|||
|
|
@ -35,6 +35,7 @@ out vec4 frag_color;
|
|||
|
||||
uniform vec4 color;
|
||||
uniform vec4 sunlight_color;
|
||||
uniform vec4 moonlight_color;
|
||||
uniform vec3 lumWeights;
|
||||
uniform float moon_brightness;
|
||||
uniform float minLuminance;
|
||||
|
|
@ -45,8 +46,8 @@ VARYING vec2 vary_texcoord0;
|
|||
|
||||
void main()
|
||||
{
|
||||
vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
|
||||
vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
|
||||
vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
|
||||
vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
|
||||
vec4 c = mix(moonA, moonB, blend_factor);
|
||||
|
||||
// mix factor which blends when sunlight is brighter
|
||||
|
|
@ -55,8 +56,9 @@ void main()
|
|||
float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights);
|
||||
|
||||
vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0;
|
||||
c.rgb = pow(c.rgb, exp);
|
||||
c.rgb = pow(c.rgb, exp);
|
||||
//c.rgb *= moonlight_color.rgb;
|
||||
|
||||
frag_color = vec4(c.rgb, c.a);
|
||||
frag_color = vec4(c.rgb, c.a);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -34,6 +34,8 @@ uniform vec3 camPosLocal;
|
|||
|
||||
uniform vec4 lightnorm;
|
||||
uniform vec4 sunlight_color;
|
||||
uniform vec4 moonlight_color;
|
||||
uniform int sun_up_factor;
|
||||
uniform vec4 ambient;
|
||||
uniform vec4 blue_horizon;
|
||||
uniform vec4 blue_density;
|
||||
|
|
@ -112,7 +114,7 @@ void main()
|
|||
vec4 temp2 = vec4(0.);
|
||||
vec4 blue_weight;
|
||||
vec4 haze_weight;
|
||||
vec4 sunlight = sunlight_color;
|
||||
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
|
||||
vec4 light_atten;
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -57,6 +57,8 @@ uniform mat3 ssao_effect_mat;
|
|||
|
||||
uniform vec3 sun_dir;
|
||||
uniform vec3 moon_dir;
|
||||
uniform int sun_up_factor;
|
||||
|
||||
VARYING vec2 vary_fragcoord;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
|
|
@ -91,7 +93,8 @@ void main()
|
|||
|
||||
float da_sun = dot(norm.xyz, normalize(sun_dir.xyz));
|
||||
float da_moon = dot(norm.xyz, normalize(moon_dir.xyz));
|
||||
float da = (da_sun > 0.0) ? da_sun : da_moon;
|
||||
float da = (sun_up_factor == 1) ? da_sun : da_moon;
|
||||
//float da = (da_sun > 0.0) ? da_sun : da_moon;
|
||||
da = clamp(da, 0.0, 1.0);
|
||||
|
||||
da = pow(da, global_gamma + 0.3);
|
||||
|
|
|
|||
|
|
@ -29,6 +29,8 @@ vec3 getAtmosAttenuation();
|
|||
uniform vec4 gamma;
|
||||
uniform vec4 lightnorm;
|
||||
uniform vec4 sunlight_color;
|
||||
uniform vec4 moonlight_color;
|
||||
uniform int sun_up_factor;
|
||||
uniform vec4 ambient;
|
||||
uniform vec4 blue_horizon;
|
||||
uniform vec4 blue_density;
|
||||
|
|
@ -75,7 +77,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,
|
|||
vec3 temp2 = vec3(0);
|
||||
vec4 blue_weight;
|
||||
vec4 haze_weight;
|
||||
vec4 sunlight = sunlight_color;
|
||||
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
|
||||
vec4 light_atten;
|
||||
|
||||
//sunlight attenuation effect (hue and brightness) due to atmosphere
|
||||
|
|
|
|||
|
|
@ -44,6 +44,8 @@ uniform vec3 camPosLocal;
|
|||
|
||||
uniform vec4 lightnorm;
|
||||
uniform vec4 sunlight_color;
|
||||
uniform vec4 moonlight_color;
|
||||
uniform int sun_up_factor;
|
||||
uniform vec4 ambient;
|
||||
uniform vec4 blue_horizon;
|
||||
uniform vec4 blue_density;
|
||||
|
|
@ -74,7 +76,7 @@ void calcAtmospherics(vec3 inPositionEye) {
|
|||
vec3 temp2 = vec3(0);
|
||||
vec4 blue_weight;
|
||||
vec4 haze_weight;
|
||||
vec4 sunlight = sunlight_color;
|
||||
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
|
||||
vec4 light_atten;
|
||||
|
||||
//sunlight attenuation effect (hue and brightness) due to atmosphere
|
||||
|
|
|
|||
|
|
@ -46,6 +46,8 @@ uniform vec3 camPosLocal;
|
|||
|
||||
uniform vec4 lightnorm;
|
||||
uniform vec4 sunlight_color;
|
||||
uniform vec4 moonlight_color;
|
||||
uniform int sun_up_factor;
|
||||
uniform vec4 ambient;
|
||||
uniform vec4 blue_horizon;
|
||||
uniform vec4 blue_density;
|
||||
|
|
@ -93,7 +95,7 @@ void main()
|
|||
vec4 temp2 = vec4(0.);
|
||||
vec4 blue_weight;
|
||||
vec4 haze_weight;
|
||||
vec4 sunlight = sunlight_color;
|
||||
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
|
||||
vec4 light_atten;
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -39,6 +39,8 @@ uniform vec3 camPosLocal;
|
|||
|
||||
uniform vec4 lightnorm;
|
||||
uniform vec4 sunlight_color;
|
||||
uniform vec4 moonlight_color;
|
||||
uniform int sun_up_factor;
|
||||
uniform vec4 ambient;
|
||||
uniform vec4 blue_horizon;
|
||||
uniform vec4 blue_density;
|
||||
|
|
@ -82,7 +84,7 @@ void main()
|
|||
vec4 temp2 = vec4(0.);
|
||||
vec4 blue_weight;
|
||||
vec4 haze_weight;
|
||||
vec4 sunlight = sunlight_color;
|
||||
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
|
||||
vec4 light_atten;
|
||||
|
||||
// Sunlight attenuation effect (hue and brightness) due to atmosphere
|
||||
|
|
|
|||
|
|
@ -44,7 +44,6 @@ uniform sampler2D cloud_noise_texture_next;
|
|||
uniform float blend_factor;
|
||||
uniform vec4 cloud_pos_density1;
|
||||
uniform vec4 cloud_pos_density2;
|
||||
uniform vec4 sunlight_color;
|
||||
uniform vec4 cloud_color;
|
||||
uniform float cloud_shadow;
|
||||
uniform float cloud_scale;
|
||||
|
|
|
|||
|
|
@ -47,7 +47,6 @@ uniform sampler2D cloud_noise_texture_next;
|
|||
uniform float blend_factor;
|
||||
uniform vec4 cloud_pos_density1;
|
||||
uniform vec4 cloud_pos_density2;
|
||||
uniform vec4 sunlight_color;
|
||||
uniform vec4 cloud_color;
|
||||
uniform float cloud_shadow;
|
||||
uniform float cloud_scale;
|
||||
|
|
|
|||
|
|
@ -29,6 +29,8 @@ vec3 getAtmosAttenuation();
|
|||
uniform vec4 gamma;
|
||||
uniform vec4 lightnorm;
|
||||
uniform vec4 sunlight_color;
|
||||
uniform vec4 moonlight_color;
|
||||
uniform int sun_up_factor;
|
||||
uniform vec4 ambient;
|
||||
uniform vec4 blue_horizon;
|
||||
uniform vec4 blue_density;
|
||||
|
|
@ -69,7 +71,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,
|
|||
vec3 temp2 = vec3(0);
|
||||
vec4 blue_weight;
|
||||
vec4 haze_weight;
|
||||
vec4 sunlight = sunlight_color;
|
||||
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
|
||||
vec4 light_atten;
|
||||
|
||||
//sunlight attenuation effect (hue and brightness) due to atmosphere
|
||||
|
|
|
|||
|
|
@ -38,6 +38,8 @@ uniform vec3 camPosLocal;
|
|||
|
||||
uniform vec4 lightnorm;
|
||||
uniform vec4 sunlight_color;
|
||||
uniform vec4 moonlight_color;
|
||||
uniform int sun_up_factor;
|
||||
uniform vec4 ambient;
|
||||
uniform vec4 blue_horizon;
|
||||
uniform vec4 blue_density;
|
||||
|
|
@ -63,7 +65,7 @@ void calcAtmospherics(vec3 inPositionEye) {
|
|||
vec3 temp2 = vec3(0);
|
||||
vec4 blue_weight;
|
||||
vec4 haze_weight;
|
||||
vec4 sunlight = sunlight_color;
|
||||
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
|
||||
vec4 light_atten;
|
||||
|
||||
//sunlight attenuation effect (hue and brightness) due to atmosphere
|
||||
|
|
|
|||
|
|
@ -48,6 +48,7 @@
|
|||
#include "pipeline.h"
|
||||
#include "llviewershadermgr.h"
|
||||
#include "llrender.h"
|
||||
#include "llenvironment.h"
|
||||
|
||||
const F32 DETAIL_SCALE = 1.f/16.f;
|
||||
int DebugDetailMap = 0;
|
||||
|
|
@ -259,6 +260,9 @@ void LLDrawPoolTerrain::beginShadowPass(S32 pass)
|
|||
LLFacePool::beginRenderPass(pass);
|
||||
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
||||
gDeferredShadowProgram.bind();
|
||||
|
||||
LLEnvironment& environment = LLEnvironment::instance();
|
||||
gDeferredShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
|
||||
}
|
||||
|
||||
void LLDrawPoolTerrain::endShadowPass(S32 pass)
|
||||
|
|
|
|||
|
|
@ -38,6 +38,7 @@
|
|||
#include "llrender.h"
|
||||
#include "llviewercontrol.h"
|
||||
#include "llviewerregion.h"
|
||||
#include "llenvironment.h"
|
||||
|
||||
S32 LLDrawPoolTree::sDiffTex = 0;
|
||||
static LLGLSLShader* shader = NULL;
|
||||
|
|
@ -178,7 +179,10 @@ void LLDrawPoolTree::beginShadowPass(S32 pass)
|
|||
glPolygonOffset(gSavedSettings.getF32("RenderDeferredTreeShadowOffset"),
|
||||
gSavedSettings.getF32("RenderDeferredTreeShadowBias"));
|
||||
|
||||
LLEnvironment& environment = LLEnvironment::instance();
|
||||
|
||||
gDeferredTreeShadowProgram.bind();
|
||||
gDeferredTreeShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
|
||||
gDeferredTreeShadowProgram.setMinimumAlpha(0.5f);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -701,6 +701,7 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
|
|||
F32 moon_brightness = (float)psky->getMoonBrightness();
|
||||
|
||||
moon_shader->uniform1f(LLShaderMgr::MOON_BRIGHTNESS, moon_brightness);
|
||||
moon_shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, gSky.mVOSkyp->getMoon().getColor().mV);
|
||||
|
||||
moon_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV);
|
||||
moon_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
|
||||
|
|
|
|||
|
|
@ -6351,9 +6351,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
|
|||
gGL.setAmbientLightColor(ambient);
|
||||
}
|
||||
|
||||
bool sun_up = environment.getIsSunUp();
|
||||
bool moon_up = environment.getIsMoonUp();
|
||||
bool sun_is_primary = sun_up || !moon_up;
|
||||
bool sun_up = environment.getIsSunUp();
|
||||
|
||||
// Light 0 = Sun or Moon (All objects)
|
||||
{
|
||||
|
|
@ -6379,15 +6377,15 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
|
|||
}
|
||||
mMoonDiffuse.clamp();
|
||||
|
||||
LLColor4 light_diffuse = sun_is_primary ? mSunDiffuse : mMoonDiffuse;
|
||||
LLVector4 light_dir = sun_is_primary ? mSunDir : mMoonDir;
|
||||
LLVector4 light_dir = sun_up ? mSunDir : mMoonDir;
|
||||
|
||||
mHWLightColors[0] = light_diffuse;
|
||||
mHWLightColors[0] = mSunDiffuse;
|
||||
|
||||
LLLightState* light = gGL.getLight(0);
|
||||
light->setPosition(light_dir);
|
||||
|
||||
light->setDiffuse(light_diffuse);
|
||||
light->setDiffuse(mSunDiffuse);
|
||||
light->setDiffuseB(mMoonDiffuse);
|
||||
light->setAmbient(LLColor4::black);
|
||||
light->setSpecular(LLColor4::black);
|
||||
light->setConstantAttenuation(1.f);
|
||||
|
|
@ -8757,6 +8755,10 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target)
|
|||
|
||||
LL_RECORD_BLOCK_TIME(FTM_ATMOSPHERICS);
|
||||
bindDeferredShader(soften_shader);
|
||||
|
||||
LLEnvironment& environment = LLEnvironment::instance();
|
||||
soften_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
|
||||
|
||||
{
|
||||
LLGLDepthTest depth(GL_FALSE);
|
||||
LLGLDisable blend(GL_BLEND);
|
||||
|
|
@ -9870,6 +9872,8 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
|
|||
|
||||
stop_glerror();
|
||||
|
||||
LLEnvironment& environment = LLEnvironment::instance();
|
||||
|
||||
LLVertexBuffer::unbind();
|
||||
|
||||
{
|
||||
|
|
@ -9880,6 +9884,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
|
|||
else
|
||||
{
|
||||
gDeferredShadowProgram.bind();
|
||||
gDeferredShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
|
||||
}
|
||||
|
||||
gGL.diffuseColor4f(1,1,1,1);
|
||||
|
|
@ -9911,6 +9916,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
|
|||
gDeferredShadowProgram.unbind();
|
||||
renderGeomShadow(shadow_cam);
|
||||
gDeferredShadowProgram.bind();
|
||||
gDeferredShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -9921,6 +9927,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
|
|||
LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA);
|
||||
gDeferredShadowAlphaMaskProgram.bind();
|
||||
gDeferredShadowAlphaMaskProgram.uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width);
|
||||
gDeferredShadowAlphaMaskProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
|
||||
|
||||
U32 mask = LLVertexBuffer::MAP_VERTEX |
|
||||
LLVertexBuffer::MAP_TEXCOORD0 |
|
||||
|
|
@ -9935,6 +9942,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
|
|||
mask = mask & ~LLVertexBuffer::MAP_TEXTURE_INDEX;
|
||||
|
||||
gDeferredTreeShadowProgram.bind();
|
||||
gDeferredTreeShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
|
||||
renderMaskedObjects(LLRenderPass::PASS_NORMSPEC_MASK, mask);
|
||||
renderMaskedObjects(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, mask);
|
||||
renderMaskedObjects(LLRenderPass::PASS_SPECMAP_MASK, mask);
|
||||
|
|
|
|||
Loading…
Reference in New Issue