diff options
author | Andrey Lihatskiy <alihatskiy@productengine.com> | 2020-04-20 21:21:12 +0300 |
---|---|---|
committer | Andrey Lihatskiy <alihatskiy@productengine.com> | 2020-04-20 21:21:12 +0300 |
commit | 7a311fe30ee3c4a4de0149822b0670f612eb4a67 (patch) | |
tree | aacf08a74bf2214c17d6de7c5edaa1a6da8d9eec /indra/newview/lldrawpoolterrain.cpp | |
parent | 6666fdb5d6f52df3d68bed35a4ad05139f49f93c (diff) | |
parent | d7f1c88c35849e56f5b352f13c16a08467d1533b (diff) |
Merge branch 'master' into DRTVWR-497
Diffstat (limited to 'indra/newview/lldrawpoolterrain.cpp')
-rw-r--r-- | indra/newview/lldrawpoolterrain.cpp | 114 |
1 files changed, 49 insertions, 65 deletions
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index 38b01a7561..37dc80e2b7 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -48,6 +48,8 @@ #include "pipeline.h" #include "llviewershadermgr.h" #include "llrender.h" +#include "llenvironment.h" +#include "llsettingsvo.h" const F32 DETAIL_SCALE = 1.f/16.f; int DebugDetailMap = 0; @@ -103,7 +105,7 @@ U32 LLDrawPoolTerrain::getVertexDataMask() void LLDrawPoolTerrain::prerender() { - mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT); + mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT); sDetailMode = gSavedSettings.getS32("RenderTerrainDetail"); } @@ -116,7 +118,7 @@ void LLDrawPoolTerrain::beginRenderPass( S32 pass ) &gTerrainWaterProgram : &gTerrainProgram; - if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0) + if (mShaderLevel > 1 && sShader->mShaderLevel > 0) { sShader->bind(); } @@ -127,7 +129,7 @@ void LLDrawPoolTerrain::endRenderPass( S32 pass ) LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN); //LLFacePool::endRenderPass(pass); - if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0) { + if (mShaderLevel > 1 && sShader->mShaderLevel > 0) { sShader->unbind(); } } @@ -138,6 +140,18 @@ S32 LLDrawPoolTerrain::getDetailMode() return sDetailMode; } +void LLDrawPoolTerrain::boostTerrainDetailTextures() +{ + // Hack! Get the region that this draw pool is rendering from! + LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion(); + LLVLComposition *compp = regionp->getComposition(); + for (S32 i = 0; i < 4; i++) + { + compp->mDetailTextures[i]->setBoostLevel(LLGLTexture::BOOST_TERRAIN); + compp->mDetailTextures[i]->addTextureStats(1024.f*1024.f); // assume large pixel area + } +} + void LLDrawPoolTerrain::render(S32 pass) { LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN); @@ -147,14 +161,7 @@ void LLDrawPoolTerrain::render(S32 pass) return; } - // Hack! Get the region that this draw pool is rendering from! - LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion(); - LLVLComposition *compp = regionp->getComposition(); - for (S32 i = 0; i < 4; i++) - { - compp->mDetailTextures[i]->setBoostLevel(LLGLTexture::BOOST_TERRAIN); - compp->mDetailTextures[i]->addTextureStats(1024.f*1024.f); // assume large pixel area - } + boostTerrainDetailTextures(); LLOverrideFaceColor override(this, 1.f, 1.f, 1.f, 1.f); @@ -173,7 +180,7 @@ void LLDrawPoolTerrain::render(S32 pass) LLGLSPipeline gls; - if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0) + if (mShaderLevel > 1 && sShader->mShaderLevel > 0) { gPipeline.enableLightsDynamic(); @@ -209,7 +216,7 @@ void LLDrawPoolTerrain::beginDeferredPass(S32 pass) LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN); LLFacePool::beginRenderPass(pass); - sShader = &gDeferredTerrainProgram; + sShader = LLPipeline::sUnderWaterRender ? &gDeferredTerrainWaterProgram : &gDeferredTerrainProgram; sShader->bind(); } @@ -229,6 +236,8 @@ void LLDrawPoolTerrain::renderDeferred(S32 pass) return; } + boostTerrainDetailTextures(); + renderFullShader(); // Special-case for land ownership feedback @@ -245,6 +254,9 @@ 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) @@ -320,7 +332,8 @@ void LLDrawPoolTerrain::renderFullShader() // S32 detail0 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0); gGL.getTexUnit(detail0)->bind(detail_texture0p); - gGL.getTexUnit(0)->activate(); + gGL.getTexUnit(detail0)->setTextureAddressMode(LLTexUnit::TAM_WRAP); + gGL.getTexUnit(detail0)->activate(); LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; llassert(shader); @@ -328,54 +341,40 @@ void LLDrawPoolTerrain::renderFullShader() shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_S, 1, tp0.mV); shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_T, 1, tp1.mV); - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); + LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater(); + + ((LLSettingsVOWater*)pwater.get())->updateShader(shader); // // detail texture 1 // S32 detail1 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL1); gGL.getTexUnit(detail1)->bind(detail_texture1p); - - /// ALPHA TEXTURE COORDS 0: - gGL.getTexUnit(1)->activate(); - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.getTexUnit(detail1)->setTextureAddressMode(LLTexUnit::TAM_WRAP); + gGL.getTexUnit(detail1)->activate(); // detail texture 2 // S32 detail2 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL2); gGL.getTexUnit(detail2)->bind(detail_texture2p); - - gGL.getTexUnit(2)->activate(); + gGL.getTexUnit(detail2)->setTextureAddressMode(LLTexUnit::TAM_WRAP); + gGL.getTexUnit(detail2)->activate(); - /// ALPHA TEXTURE COORDS 1: - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadIdentity(); - gGL.translatef(-2.f, 0.f, 0.f); - gGL.matrixMode(LLRender::MM_MODELVIEW); - // // detail texture 3 // S32 detail3 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL3); gGL.getTexUnit(detail3)->bind(detail_texture3p); - - /// ALPHA TEXTURE COORDS 2: - gGL.getTexUnit(3)->activate(); - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadIdentity(); - gGL.translatef(-1.f, 0.f, 0.f); - gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.getTexUnit(detail3)->setTextureAddressMode(LLTexUnit::TAM_WRAP); + gGL.getTexUnit(detail3)->activate(); // // Alpha Ramp // S32 alpha_ramp = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP); gGL.getTexUnit(alpha_ramp)->bind(m2DAlphaRampImagep); - + gGL.getTexUnit(alpha_ramp)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + // GL_BLEND disabled by default drawLoop(); @@ -387,47 +386,32 @@ void LLDrawPoolTerrain::renderFullShader() sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL3); gGL.getTexUnit(alpha_ramp)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(4)->disable(); - gGL.getTexUnit(4)->activate(); + gGL.getTexUnit(alpha_ramp)->disable(); + gGL.getTexUnit(alpha_ramp)->activate(); gGL.getTexUnit(detail3)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(3)->disable(); - gGL.getTexUnit(3)->activate(); - - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.getTexUnit(detail3)->disable(); + gGL.getTexUnit(detail3)->activate(); gGL.getTexUnit(detail2)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(2)->disable(); - gGL.getTexUnit(2)->activate(); - - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.getTexUnit(detail2)->disable(); + gGL.getTexUnit(detail2)->activate(); gGL.getTexUnit(detail1)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(1)->disable(); - gGL.getTexUnit(1)->activate(); - - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.getTexUnit(detail1)->disable(); + gGL.getTexUnit(detail1)->activate(); //---------------------------------------------------------------------------- // Restore Texture Unit 0 defaults gGL.getTexUnit(detail0)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(0)->activate(); - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.getTexUnit(detail0)->enable(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(detail0)->activate(); } void LLDrawPoolTerrain::hilightParcelOwners(bool deferred) { - if (mVertexShaderLevel > 1) + if (mShaderLevel > 1) { //use fullbright shader for highlighting LLGLSLShader* old_shader = sShader; sShader->unbind(); |