davep avatar davep committed 08ff9c5

SH-1427 Fix for spot lights not working properly on alpha objects, and fix for alpha lighting of point lights not matching deferred lights.

Comments (0)

Files changed (8)

indra/llrender/llrender.cpp

 		const glh::matrix4f& mat = gGL.getModelviewMatrix();
 		mat.mult_matrix_dir(dir);
 
-		mSpotDirection.set(direction);
+		mSpotDirection.set(dir.v);
 	}
 }
 

indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl

 	vec3 lv = lp.xyz-v;
 	
 	//get distance
-	float d = length(lv);
+	float d = dot(lv,lv);
 	
 	float da = 0.0;
 
 	if (d > 0.0 && la > 0.0 && fa > 0.0)
 	{
 		//normalize light vector
-		lv *= 1.0/d;
+		lv = normalize(lv);
 	
 		//distance attenuation
-		float dist2 = d*d/(la*la);
+		float dist2 = d/la;
 		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
 
 		// spotlight coefficient.
 		da *= spot*spot; // GL_SPOT_EXPONENT=2
 
 		//angular attenuation
-		da *= calcDirectionalLight(n, lv);
+		da *= max(dot(n, lv), 0.0);		
 	}
 
 	return da;	

indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl

 	vec3 lv = lp.xyz-v;
 	
 	//get distance
-	float d = length(lv);
+	float d = dot(lv,lv);
 	
 	float da = 0.0;
 
 	if (d > 0.0 && la > 0.0 && fa > 0.0)
 	{
 		//normalize light vector
-		lv *= 1.0/d;
+		lv = normalize(lv);
 	
 		//distance attenuation
-		float dist2 = d*d/(la*la);
+		float dist2 = d/la;
 		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
 
 		// spotlight coefficient.
 		da *= spot*spot; // GL_SPOT_EXPONENT=2
 
 		//angular attenuation
-		da *= calcDirectionalLight(n, lv);
+		da *= max(dot(n, lv), 0.0);		
 	}
 
 	return da;	
 	col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
 	
 	vary_pointlight_col = col.rgb*diffuse_color.rgb;
-
 	col.rgb = vec3(0,0,0);
 
 	// Add windlight lights

indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl

 	vec3 lv = lp.xyz-v;
 	
 	//get distance
-	float d = length(lv);
+	float d = dot(lv,lv);
 	
 	float da = 0.0;
 
 	if (d > 0.0 && la > 0.0 && fa > 0.0)
 	{
 		//normalize light vector
-		lv *= 1.0/d;
+		lv = normalize(lv);
 	
 		//distance attenuation
-		float dist2 = d*d/(la*la);
+		float dist2 = d/la;
 		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
 
 		// spotlight coefficient.
 		da *= spot*spot; // GL_SPOT_EXPONENT=2
 
 		//angular attenuation
-		da *= calcDirectionalLight(n, lv);
+		da *= max(dot(n, lv), 0.0);		
 	}
 
 	return da;	

indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl

 
 float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
 {
-	//get light vector
+//get light vector
 	vec3 lv = lp.xyz-v;
 	
 	//get distance
-	float d = length(lv);
+	float d = dot(lv,lv);
 	
 	float da = 0.0;
 
 	if (d > 0.0 && la > 0.0 && fa > 0.0)
 	{
 		//normalize light vector
-		lv *= 1.0/d;
+		lv = normalize(lv);
 	
 		//distance attenuation
-		float dist2 = d*d/(la*la);
+		float dist2 = d/la;
 		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
 
 		// spotlight coefficient.
 		da *= spot*spot; // GL_SPOT_EXPONENT=2
 
 		//angular attenuation
-		da *= calcDirectionalLight(n, lv);
+		da *= max(dot(n, lv), 0.0);		
 	}
 
 	return da;	

indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl

 	vec3 lv = lp.xyz-v;
 	
 	//get distance
-	float d = length(lv);
+	float d = dot(lv,lv);
 	
 	float da = 0.0;
 
 	if (d > 0.0 && la > 0.0 && fa > 0.0)
 	{
 		//normalize light vector
-		lv *= 1.0/d;
+		lv = normalize(lv);
 	
 		//distance attenuation
-		float dist2 = d*d/(la*la);
+		float dist2 = d/la;
 		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
 
 		// spotlight coefficient.
 		da *= spot*spot; // GL_SPOT_EXPONENT=2
 
 		//angular attenuation
-		da *= calcDirectionalLight(n, lv);
+		da *= max(dot(n, lv), 0.0);		
 	}
 
 	return da;	

indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl

 	vec3 lv = lp.xyz-v;
 	
 	//get distance
-	float d = length(lv);
+	float d = dot(lv,lv);
 	
 	float da = 0.0;
 
 	if (d > 0.0 && la > 0.0 && fa > 0.0)
 	{
 		//normalize light vector
-		lv *= 1.0/d;
+		lv = normalize(lv);
 	
 		//distance attenuation
-		float dist2 = d*d/(la*la);
+		float dist2 = d/la;
 		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
 
 		// spotlight coefficient.
 		da *= spot*spot; // GL_SPOT_EXPONENT=2
 
 		//angular attenuation
-		da *= calcDirectionalLight(n, lv);
+		da *= max(dot(n, lv), 0.0);		
 	}
 
 	return da;	

indra/newview/pipeline.cpp

 			light_state->setConstantAttenuation(0.f);
 			if (sRenderDeferred)
 			{
-				light_state->setLinearAttenuation(light_radius*1.5f);
+				F32 size = light_radius*1.5f;
+				light_state->setLinearAttenuation(size*size);
 				light_state->setQuadraticAttenuation(light->getLightFalloff()*0.5f+1.f);
 			}
 			else
 				light_state->setSpotCutoff(90.f);
 				light_state->setSpotExponent(2.f);
 	
-				light_state->setSpecular(LLColor4::black);
+				const LLColor4 specular(0.f, 0.f, 0.f, 0.f);
+				light_state->setSpecular(specular);
 			}
 			else // omnidirectional (point) light
 			{
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