SL-18568 Fix for only one projector casting shadows.

meow-7.2.2
Dave Parks 2023-02-15 09:51:19 -06:00
parent 1b19b7cdc9
commit 9630a1a2bc
2 changed files with 15 additions and 8 deletions

View File

@ -648,11 +648,6 @@ void LLRenderPass::pushBatch(LLDrawInfo& params, bool texture, bool batch_textur
}
}
//if (params.mGroup) // TOO LATE!
//{
// params.mGroup->rebuildMesh();
//}
params.mVertexBuffer->setBuffer();
params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);

View File

@ -8572,10 +8572,13 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
shader.uniform1f(LLShaderMgr::PROJECTOR_SHADOW_FADE, 1.f);
}
//if (!gCubeSnapshot)
// make sure we're not already targeting the same spot light with both shadow maps
llassert(mTargetShadowSpotLight[0] != mTargetShadowSpotLight[1] || mTargetShadowSpotLight[0].isNull());
if (!gCubeSnapshot)
{
LLDrawable* potential = drawablep;
//determine if this is a good light for casting shadows
//determine if this light is higher priority than one of the existing spot shadows
F32 m_pri = volume->getSpotLightPriority();
for (U32 i = 0; i < 2; i++)
@ -8584,7 +8587,7 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
if (mTargetShadowSpotLight[i].notNull())
{
pri = mTargetShadowSpotLight[i]->getVOVolume()->getSpotLightPriority();
pri = mTargetShadowSpotLight[i]->getVOVolume()->getSpotLightPriority();
}
if (m_pri > pri)
@ -8597,6 +8600,9 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
}
}
// make sure we didn't end up targeting the same spot light with both shadow maps
llassert(mTargetShadowSpotLight[0] != mTargetShadowSpotLight[1] || mTargetShadowSpotLight[0].isNull());
LLViewerTexture* img = volume->getLightTexture();
if (img == NULL)
@ -9898,6 +9904,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
F32 fade_amt = gFrameIntervalSeconds.value()
* llmax(LLTrace::get_frame_recording().getLastRecording().getSum(*velocity_stat) / LLTrace::get_frame_recording().getLastRecording().getDuration().value(), 1.0);
// should never happen
llassert(mTargetShadowSpotLight[0] != mTargetShadowSpotLight[1] || mTargetShadowSpotLight[0].isNull());
//update shadow targets
for (U32 i = 0; i < 2; i++)
{ //for each current shadow
@ -9928,6 +9937,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
}
}
// this should never happen
llassert(mShadowSpotLight[0] != mShadowSpotLight[1] || mShadowSpotLight[0].isNull());
for (S32 i = 0; i < 2; i++)
{
set_current_modelview(saved_view);