Merged in euclid-13522 (pull request #309)

SL-13522 remove injected character lights to improve alpha lighting in edit mode

Approved-by: Michael Pohoreski
master
Dave Houlton 2020-09-22 20:37:08 +00:00
commit b62d7c2f06
1 changed files with 4 additions and 38 deletions

View File

@ -6421,34 +6421,9 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
light->setAmbient(LLColor4::black);
light->setSpecular(LLColor4::black);
}
if (gAgentAvatarp &&
gAgentAvatarp->mSpecialRenderMode == 3)
{
LLColor4 light_color = LLColor4::white;
light_color.mV[3] = 0.0f;
LLVector3 light_pos(LLViewerCamera::getInstance()->getOrigin());
LLVector4 light_pos_gl(light_pos, 1.0f);
F32 light_radius = 16.f;
F32 x = 3.f;
float linatten = x / (light_radius); // % of brightness at radius
mHWLightColors[2] = light_color;
LLLightState* light = gGL.getLight(2);
light->setPosition(light_pos_gl);
light->setDiffuse(light_color);
light->setDiffuseB(light_color * 0.25f);
light->setAmbient(LLColor4::black);
light->setSpecular(LLColor4::black);
light->setQuadraticAttenuation(0.f);
light->setConstantAttenuation(0.f);
light->setLinearAttenuation(linatten);
light->setSpotExponent(0.f);
light->setSpotCutoff(180.f);
}
// Bookmark comment to allow searching for mSpecialRenderMode == 3 (avatar edit mode),
// prev site of forward (non-deferred) character light injection, removed by SL-13522 09/20
// Init GL state
if (!LLGLSLShader::sNoFixedFunction)
@ -8813,17 +8788,8 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
}
}
// If we're in avatar editing mode (3), add an avatar appearance light at the camera position
if (gAgentAvatarp && gAgentAvatarp->mSpecialRenderMode == 3)
{
// Cam coords (post-transform) are 0,0,0, with radius 15m
fullscreen_lights.push_back(LLVector4(0.f, 0.f, 0.f, 15.0f));
// Use a white light
LLVector4 white_light(LLColor4::white.mV);
white_light.mV[3] = 0.0f;
light_colors.push_back(white_light);
}
// Bookmark comment to allow searching for mSpecialRenderMode == 3 (avatar edit mode),
// prev site of appended deferred character light, removed by SL-13522 09/20
unbindDeferredShader(gDeferredLightProgram);
}