Mods to allow using ALM rendering in water reflections so
the reflections will better match what they're reflecting when ALM is enabled.meow-7.2.2
parent
13d1f84bf6
commit
8c128f5b63
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@ -375,7 +375,7 @@ void LLDrawPoolWLSky::renderStarsDeferred(void) const
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gDeferredStarProgram.uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
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if (LLPipeline::sRenderingWaterReflection)
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if (LLPipeline::sReflectionRender)
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{
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star_alpha = 1.0f;
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}
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@ -1023,7 +1023,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
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if (LLPipeline::sRenderDeferred)
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{
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gPipeline.renderDeferredLighting();
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gPipeline.renderDeferredLighting(&gPipeline.mScreen);
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}
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LLPipeline::sUnderWaterRender = FALSE;
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File diff suppressed because it is too large
Load Diff
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@ -276,12 +276,11 @@ public:
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void renderGeomDeferred(LLCamera& camera);
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void renderGeomPostDeferred(LLCamera& camera, bool do_occlusion=true);
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void renderGeomShadow(LLCamera& camera);
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void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0, U32 noise_map = 0xFFFFFFFF);
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void bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target = nullptr);
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void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep);
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void unbindDeferredShader(LLGLSLShader& shader);
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void renderDeferredLighting();
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void renderDeferredLightingToRT(LLRenderTarget* target);
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void renderDeferredLighting(LLRenderTarget* light_target);
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void generateWaterReflection(LLCamera& camera);
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void generateSunShadow(LLCamera& camera);
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@ -588,7 +587,6 @@ public:
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static bool sRenderAttachedLights;
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static bool sRenderAttachedParticles;
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static bool sRenderDeferred;
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static bool sRenderingWaterReflection;
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static bool sMemAllocationThrottled;
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static S32 sVisibleLightCount;
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static F32 sMinRenderSize;
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@ -620,37 +618,32 @@ public:
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//sun shadow map
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LLRenderTarget mShadow[6];
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LLRenderTarget mShadowOcclusion[6];
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LLRenderTarget mInscatter;
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std::vector<LLVector3> mShadowFrustPoints[4];
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LLVector4 mShadowError;
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LLVector4 mShadowFOV;
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LLVector3 mShadowFrustOrigin[4];
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LLCamera mShadowCamera[8];
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LLVector3 mShadowExtents[4][2];
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std::vector<LLVector3> mShadowFrustPoints[4];
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LLVector4 mShadowError;
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LLVector4 mShadowFOV;
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LLVector3 mShadowFrustOrigin[4];
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LLCamera mShadowCamera[8];
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LLVector3 mShadowExtents[4][2];
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glh::matrix4f mSunShadowMatrix[6];
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glh::matrix4f mShadowModelview[6];
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glh::matrix4f mShadowProjection[6];
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glh::matrix4f mGIMatrix;
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glh::matrix4f mGIMatrixProj;
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glh::matrix4f mGIModelview;
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glh::matrix4f mGIProjection;
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glh::matrix4f mGINormalMatrix;
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glh::matrix4f mGIInvProj;
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LLVector2 mGIRange;
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F32 mGILightRadius;
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LLPointer<LLDrawable> mShadowSpotLight[2];
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F32 mSpotLightFade[2];
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LLPointer<LLDrawable> mTargetShadowSpotLight[2];
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glh::matrix4f mReflectionModelView;
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LLPointer<LLDrawable> mShadowSpotLight[2];
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F32 mSpotLightFade[2];
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LLPointer<LLDrawable> mTargetShadowSpotLight[2];
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LLVector4 mSunClipPlanes;
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LLVector4 mSunOrthoClipPlanes;
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LLVector2 mScreenScale;
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//water reflection texture
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LLRenderTarget mWaterRef;
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LLRenderTarget mWaterDeferredScreen;
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LLRenderTarget mWaterDeferredDepth;
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LLRenderTarget mWaterOcclusionDepth;
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LLRenderTarget mWaterDeferredLight;
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//water distortion texture (refraction)
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LLRenderTarget mWaterDis;
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