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authorAndrey Lihatskiy <alihatskiy@productengine.com>2020-04-27 15:16:21 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2020-04-27 15:16:21 +0300
commit94dc8f12f86adb3bf79b44ab0bc98e6c0f6899ee (patch)
tree7434d3d4dde8eedbad54d5b954579029026f1308 /indra/newview/lldrawpoolterrain.cpp
parenta5eb15da0a89c6f9df7d426c0c3c41df445cfd2f (diff)
parentd7f1c88c35849e56f5b352f13c16a08467d1533b (diff)
Merge branch 'master' into DRTVWR-507-maint
Diffstat (limited to 'indra/newview/lldrawpoolterrain.cpp')
-rw-r--r--indra/newview/lldrawpoolterrain.cpp114
1 files changed, 49 insertions, 65 deletions
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp
index 3eefcef7aa..33a11631fe 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;
@@ -110,7 +112,7 @@ U32 LLDrawPoolTerrain::getVertexDataMask()
void LLDrawPoolTerrain::prerender()
{
- mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT);
+ mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT);
sDetailMode = gSavedSettings.getS32("RenderTerrainDetail");
}
@@ -123,7 +125,7 @@ void LLDrawPoolTerrain::beginRenderPass( S32 pass )
&gTerrainWaterProgram :
&gTerrainProgram;
- if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0)
+ if (mShaderLevel > 1 && sShader->mShaderLevel > 0)
{
sShader->bind();
}
@@ -134,7 +136,7 @@ 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();
}
}
@@ -145,6 +147,18 @@ 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);
@@ -154,14 +168,7 @@ 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);
@@ -180,7 +187,7 @@ void LLDrawPoolTerrain::render(S32 pass)
LLGLSPipeline gls;
- if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0)
+ if (mShaderLevel > 1 && sShader->mShaderLevel > 0)
{
gPipeline.enableLightsDynamic();
@@ -216,7 +223,7 @@ void LLDrawPoolTerrain::beginDeferredPass(S32 pass)
LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN);
LLFacePool::beginRenderPass(pass);
- sShader = &gDeferredTerrainProgram;
+ sShader = LLPipeline::sUnderWaterRender ? &gDeferredTerrainWaterProgram : &gDeferredTerrainProgram;
sShader->bind();
}
@@ -236,6 +243,8 @@ void LLDrawPoolTerrain::renderDeferred(S32 pass)
return;
}
+ boostTerrainDetailTextures();
+
renderFullShader();
// Special-case for land ownership feedback
@@ -252,6 +261,9 @@ 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)
@@ -327,7 +339,8 @@ 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);
@@ -335,54 +348,40 @@ 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();
@@ -394,47 +393,32 @@ 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();