diff options
| author | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-05-22 20:51:58 +0300 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-05-22 20:51:58 +0300 |
| commit | 6cc7dd09d5e69cf57e6de7fb568a0ad2693f9c9a (patch) | |
| tree | fab23811a5cedc1ebf01479c852ee92ff62b636c /indra/newview/lldrawpoolwater.cpp | |
| parent | ef8f4819822288e044ea719feb6af7a1f4df4c4e (diff) | |
| parent | 7bb5afc11ee5a6af78302a8d76a9a619e2baaab2 (diff) | |
Merge pull request #1545 from Ansariel/DRTVWR-600-maint-A
Merge main into DRTVWR-600-maint-a
Diffstat (limited to 'indra/newview/lldrawpoolwater.cpp')
| -rw-r--r-- | indra/newview/lldrawpoolwater.cpp | 722 |
1 files changed, 361 insertions, 361 deletions
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index 05b5bf6d48..7d86055543 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -1,361 +1,361 @@ -/** - * @file lldrawpoolwater.cpp - * @brief LLDrawPoolWater class implementation - * - * $LicenseInfo:firstyear=2002&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2010, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#include "llviewerprecompiledheaders.h" -#include "llfeaturemanager.h" -#include "lldrawpoolwater.h" - -#include "llviewercontrol.h" -#include "lldir.h" -#include "llerror.h" -#include "m3math.h" -#include "llrender.h" - -#include "llagent.h" // for gAgent for getRegion for getWaterHeight -#include "llcubemap.h" -#include "lldrawable.h" -#include "llface.h" -#include "llsky.h" -#include "llviewertexturelist.h" -#include "llviewerregion.h" -#include "llvowater.h" -#include "llworld.h" -#include "pipeline.h" -#include "llviewershadermgr.h" -#include "llenvironment.h" -#include "llsettingssky.h" -#include "llsettingswater.h" - -bool LLDrawPoolWater::sSkipScreenCopy = false; -bool LLDrawPoolWater::sNeedsReflectionUpdate = true; -bool LLDrawPoolWater::sNeedsDistortionUpdate = true; -F32 LLDrawPoolWater::sWaterFogEnd = 0.f; - -extern bool gCubeSnapshot; - -LLDrawPoolWater::LLDrawPoolWater() : LLFacePool(POOL_WATER) -{ -} - -LLDrawPoolWater::~LLDrawPoolWater() -{ -} - -void LLDrawPoolWater::setTransparentTextures(const LLUUID& transparentTextureId, const LLUUID& nextTransparentTextureId) -{ - LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater(); - mWaterImagep[0] = LLViewerTextureManager::getFetchedTexture(!transparentTextureId.isNull() ? transparentTextureId : pwater->GetDefaultTransparentTextureAssetId()); - mWaterImagep[1] = LLViewerTextureManager::getFetchedTexture(!nextTransparentTextureId.isNull() ? nextTransparentTextureId : (!transparentTextureId.isNull() ? transparentTextureId : pwater->GetDefaultTransparentTextureAssetId())); - mWaterImagep[0]->addTextureStats(1024.f*1024.f); - mWaterImagep[1]->addTextureStats(1024.f*1024.f); -} - -void LLDrawPoolWater::setOpaqueTexture(const LLUUID& opaqueTextureId) -{ - LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater(); - mOpaqueWaterImagep = LLViewerTextureManager::getFetchedTexture(opaqueTextureId); - mOpaqueWaterImagep->addTextureStats(1024.f*1024.f); -} - -void LLDrawPoolWater::setNormalMaps(const LLUUID& normalMapId, const LLUUID& nextNormalMapId) -{ - LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater(); - mWaterNormp[0] = LLViewerTextureManager::getFetchedTexture(!normalMapId.isNull() ? normalMapId : pwater->GetDefaultWaterNormalAssetId()); - mWaterNormp[1] = LLViewerTextureManager::getFetchedTexture(!nextNormalMapId.isNull() ? nextNormalMapId : (!normalMapId.isNull() ? normalMapId : pwater->GetDefaultWaterNormalAssetId())); - mWaterNormp[0]->addTextureStats(1024.f*1024.f); - mWaterNormp[1]->addTextureStats(1024.f*1024.f); -} - -void LLDrawPoolWater::prerender() -{ - mShaderLevel = LLCubeMap::sUseCubeMaps ? LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_WATER) : 0; -} - -S32 LLDrawPoolWater::getNumPostDeferredPasses() -{ - if (LLViewerCamera::getInstance()->getOrigin().mV[2] < 1024.f) - { - return 1; - } - - return 0; -} - -void LLDrawPoolWater::beginPostDeferredPass(S32 pass) -{ - LL_PROFILE_GPU_ZONE("water beginPostDeferredPass") - gGL.setColorMask(true, true); - - if (LLPipeline::sRenderTransparentWater) - { - // copy framebuffer contents so far to a texture to be used for - // reflections and refractions - LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); - - LLRenderTarget& src = gPipeline.mRT->screen; - LLRenderTarget& depth_src = gPipeline.mRT->deferredScreen; - LLRenderTarget& dst = gPipeline.mWaterDis; - - dst.bindTarget(); - gCopyDepthProgram.bind(); - - S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP); - S32 depth_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); - - gGL.getTexUnit(diff_map)->bind(&src); - gGL.getTexUnit(depth_map)->bind(&depth_src, true); - - gPipeline.mScreenTriangleVB->setBuffer(); - gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - - dst.flush(); - } -} - -void LLDrawPoolWater::renderPostDeferred(S32 pass) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; - LLGLDisable blend(GL_BLEND); - - gGL.setColorMask(true, true); - - LLColor3 light_diffuse(0, 0, 0); - F32 light_exp = 0.0f; - - LLEnvironment& environment = LLEnvironment::instance(); - LLSettingsWater::ptr_t pwater = environment.getCurrentWater(); - LLSettingsSky::ptr_t psky = environment.getCurrentSky(); - LLVector3 light_dir = environment.getLightDirection(); - bool sun_up = environment.getIsSunUp(); - bool moon_up = environment.getIsMoonUp(); - bool has_normal_mips = gSavedSettings.getBOOL("RenderWaterMipNormal"); - bool underwater = LLViewerCamera::getInstance()->cameraUnderWater(); - LLColor4 fog_color = LLColor4(pwater->getWaterFogColor(), 0.f); - LLColor3 fog_color_linear = linearColor3(fog_color); - - if (sun_up) - { - light_diffuse += psky->getSunlightColor(); - } - // moonlight is several orders of magnitude less bright than sunlight, - // so only use this color when the moon alone is showing - else if (moon_up) - { - light_diffuse += psky->getMoonlightColor(); - } - - // Apply magic numbers translating light direction into intensities - light_dir.normalize(); - F32 ground_proj_sq = light_dir.mV[0] * light_dir.mV[0] + light_dir.mV[1] * light_dir.mV[1]; - light_exp = llmax(32.f, 256.f * powf(ground_proj_sq, 16.0f)); - if (0.f < light_diffuse.normalize()) // Normalizing a color? Puzzling... - { - light_diffuse *= (1.5f + (6.f * ground_proj_sq)); - } - - // set up normal maps filtering - for (auto norm_map : mWaterNormp) - { - if (norm_map) norm_map->setFilteringOption(has_normal_mips ? LLTexUnit::TFO_ANISOTROPIC : LLTexUnit::TFO_POINT); - } - - LLColor4 specular(sun_up ? psky->getSunlightColor() : psky->getMoonlightColor()); - F32 phase_time = (F32) LLFrameTimer::getElapsedSeconds() * 0.5f; - LLGLSLShader *shader = nullptr; - - // two passes, first with standard water shader bound, second with edge water shader bound - for (int edge = 0; edge < 2; edge++) - { - // select shader - if (underwater) - { - shader = &gUnderWaterProgram; - } - else - { - if (edge) - { - shader = &gWaterEdgeProgram; - } - else - { - shader = &gWaterProgram; - } - } - - gPipeline.bindDeferredShader(*shader, nullptr, &gPipeline.mWaterDis); - - //bind normal map - S32 bumpTex = shader->enableTexture(LLViewerShaderMgr::BUMP_MAP); - S32 bumpTex2 = shader->enableTexture(LLViewerShaderMgr::BUMP_MAP2); - - LLViewerTexture* tex_a = mWaterNormp[0]; - LLViewerTexture* tex_b = mWaterNormp[1]; - - F32 blend_factor = pwater->getBlendFactor(); - - gGL.getTexUnit(bumpTex)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(bumpTex2)->unbind(LLTexUnit::TT_TEXTURE); - - if (tex_a && (!tex_b || (tex_a == tex_b))) - { - gGL.getTexUnit(bumpTex)->bind(tex_a); - blend_factor = 0; // only one tex provided, no blending - } - else if (tex_b && !tex_a) - { - gGL.getTexUnit(bumpTex)->bind(tex_b); - blend_factor = 0; // only one tex provided, no blending - } - else if (tex_b != tex_a) - { - gGL.getTexUnit(bumpTex)->bind(tex_a); - gGL.getTexUnit(bumpTex2)->bind(tex_b); - } - - // bind reflection texture from RenderTarget - S32 screentex = shader->enableTexture(LLShaderMgr::WATER_SCREENTEX); - - F32 screenRes[] = { 1.f / gGLViewport[2], 1.f / gGLViewport[3] }; - - S32 diffTex = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP); - - shader->uniform2fv(LLShaderMgr::DEFERRED_SCREEN_RES, 1, screenRes); - shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); - - F32 fog_density = pwater->getModifiedWaterFogDensity(underwater); - - if (screentex > -1) - { - shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY, fog_density); - gGL.getTexUnit(screentex)->bind(&gPipeline.mWaterDis); - } - - if (mShaderLevel == 1) - { - fog_color.mV[VW] = log(fog_density) / log(2); - } - - F32 water_height = environment.getWaterHeight(); - F32 camera_height = LLViewerCamera::getInstance()->getOrigin().mV[2]; - shader->uniform1f(LLShaderMgr::WATER_WATERHEIGHT, camera_height - water_height); - shader->uniform1f(LLShaderMgr::WATER_TIME, phase_time); - shader->uniform3fv(LLShaderMgr::WATER_EYEVEC, 1, LLViewerCamera::getInstance()->getOrigin().mV); - - shader->uniform4fv(LLShaderMgr::SPECULAR_COLOR, 1, specular.mV); - shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, fog_color.mV); - shader->uniform3fv(LLShaderMgr::WATER_FOGCOLOR_LINEAR, 1, fog_color_linear.mV); - - shader->uniform3fv(LLShaderMgr::WATER_SPECULAR, 1, light_diffuse.mV); - shader->uniform1f(LLShaderMgr::WATER_SPECULAR_EXP, light_exp); - - shader->uniform2fv(LLShaderMgr::WATER_WAVE_DIR1, 1, pwater->getWave1Dir().mV); - shader->uniform2fv(LLShaderMgr::WATER_WAVE_DIR2, 1, pwater->getWave2Dir().mV); - - shader->uniform3fv(LLShaderMgr::WATER_LIGHT_DIR, 1, light_dir.mV); - - shader->uniform3fv(LLShaderMgr::WATER_NORM_SCALE, 1, pwater->getNormalScale().mV); - shader->uniform1f(LLShaderMgr::WATER_FRESNEL_SCALE, pwater->getFresnelScale()); - shader->uniform1f(LLShaderMgr::WATER_FRESNEL_OFFSET, pwater->getFresnelOffset()); - shader->uniform1f(LLShaderMgr::WATER_BLUR_MULTIPLIER, pwater->getBlurMultiplier()); - - F32 sunAngle = llmax(0.f, light_dir.mV[1]); - F32 scaledAngle = 1.f - sunAngle; - - shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up ? 1 : 0); - shader->uniform1f(LLShaderMgr::WATER_SUN_ANGLE, sunAngle); - shader->uniform1f(LLShaderMgr::WATER_SCALED_ANGLE, scaledAngle); - shader->uniform1f(LLShaderMgr::WATER_SUN_ANGLE2, 0.1f + 0.2f * sunAngle); - shader->uniform1i(LLShaderMgr::WATER_EDGE_FACTOR, edge ? 1 : 0); - - // SL-15861 This was changed from getRotatedLightNorm() as it was causing - // lightnorm in shaders\class1\windlight\atmosphericsFuncs.glsl in have inconsistent additive lighting for 180 degrees of the FOV. - LLVector4 rotated_light_direction = LLEnvironment::instance().getClampedLightNorm(); - shader->uniform3fv(LLViewerShaderMgr::LIGHTNORM, 1, rotated_light_direction.mV); - - shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, 1, LLViewerCamera::getInstance()->getOrigin().mV); - - if (LLViewerCamera::getInstance()->cameraUnderWater()) - { - shader->uniform1f(LLShaderMgr::WATER_REFSCALE, pwater->getScaleBelow()); - } - else - { - shader->uniform1f(LLShaderMgr::WATER_REFSCALE, pwater->getScaleAbove()); - } - - LLGLDisable cullface(GL_CULL_FACE); - - LLVOWater* water = nullptr; - for (LLFace* const& face : mDrawFace) - { - if (!face) continue; - water = static_cast<LLVOWater*>(face->getViewerObject()); - if (!water) continue; - - gGL.getTexUnit(diffTex)->bind(face->getTexture()); - - if ((bool)edge == (bool)water->getIsEdgePatch()) - { - face->renderIndexed(); - - // Note non-void water being drawn, updates required - if (!edge) // SL-16461 remove !LLPipeline::sUseOcclusion check - { - sNeedsReflectionUpdate = true; - sNeedsDistortionUpdate = true; - } - } - } - - shader->disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); - shader->disableTexture(LLShaderMgr::WATER_SCREENTEX); - shader->disableTexture(LLShaderMgr::BUMP_MAP); - shader->disableTexture(LLShaderMgr::DIFFUSE_MAP); - shader->disableTexture(LLShaderMgr::WATER_REFTEX); - - // clean up - gPipeline.unbindDeferredShader(*shader); - - gGL.getTexUnit(bumpTex)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(bumpTex2)->unbind(LLTexUnit::TT_TEXTURE); - } - - gGL.getTexUnit(0)->activate(); - gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); - - gGL.setColorMask(true, false); -} - -LLViewerTexture *LLDrawPoolWater::getDebugTexture() -{ - return LLViewerTextureManager::getFetchedTexture(IMG_SMOKE); -} - -LLColor3 LLDrawPoolWater::getDebugColor() const -{ - return LLColor3(0.f, 1.f, 1.f); -} +/**
+ * @file lldrawpoolwater.cpp
+ * @brief LLDrawPoolWater class implementation
+ *
+ * $LicenseInfo:firstyear=2002&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2010, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#include "llviewerprecompiledheaders.h"
+#include "llfeaturemanager.h"
+#include "lldrawpoolwater.h"
+
+#include "llviewercontrol.h"
+#include "lldir.h"
+#include "llerror.h"
+#include "m3math.h"
+#include "llrender.h"
+
+#include "llagent.h" // for gAgent for getRegion for getWaterHeight
+#include "llcubemap.h"
+#include "lldrawable.h"
+#include "llface.h"
+#include "llsky.h"
+#include "llviewertexturelist.h"
+#include "llviewerregion.h"
+#include "llvowater.h"
+#include "llworld.h"
+#include "pipeline.h"
+#include "llviewershadermgr.h"
+#include "llenvironment.h"
+#include "llsettingssky.h"
+#include "llsettingswater.h"
+
+bool LLDrawPoolWater::sSkipScreenCopy = false;
+bool LLDrawPoolWater::sNeedsReflectionUpdate = true;
+bool LLDrawPoolWater::sNeedsDistortionUpdate = true;
+F32 LLDrawPoolWater::sWaterFogEnd = 0.f;
+
+extern bool gCubeSnapshot;
+
+LLDrawPoolWater::LLDrawPoolWater() : LLFacePool(POOL_WATER)
+{
+}
+
+LLDrawPoolWater::~LLDrawPoolWater()
+{
+}
+
+void LLDrawPoolWater::setTransparentTextures(const LLUUID& transparentTextureId, const LLUUID& nextTransparentTextureId)
+{
+ LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();
+ mWaterImagep[0] = LLViewerTextureManager::getFetchedTexture(!transparentTextureId.isNull() ? transparentTextureId : pwater->GetDefaultTransparentTextureAssetId());
+ mWaterImagep[1] = LLViewerTextureManager::getFetchedTexture(!nextTransparentTextureId.isNull() ? nextTransparentTextureId : (!transparentTextureId.isNull() ? transparentTextureId : pwater->GetDefaultTransparentTextureAssetId()));
+ mWaterImagep[0]->addTextureStats(1024.f*1024.f);
+ mWaterImagep[1]->addTextureStats(1024.f*1024.f);
+}
+
+void LLDrawPoolWater::setOpaqueTexture(const LLUUID& opaqueTextureId)
+{
+ LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();
+ mOpaqueWaterImagep = LLViewerTextureManager::getFetchedTexture(opaqueTextureId);
+ mOpaqueWaterImagep->addTextureStats(1024.f*1024.f);
+}
+
+void LLDrawPoolWater::setNormalMaps(const LLUUID& normalMapId, const LLUUID& nextNormalMapId)
+{
+ LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();
+ mWaterNormp[0] = LLViewerTextureManager::getFetchedTexture(!normalMapId.isNull() ? normalMapId : pwater->GetDefaultWaterNormalAssetId());
+ mWaterNormp[1] = LLViewerTextureManager::getFetchedTexture(!nextNormalMapId.isNull() ? nextNormalMapId : (!normalMapId.isNull() ? normalMapId : pwater->GetDefaultWaterNormalAssetId()));
+ mWaterNormp[0]->addTextureStats(1024.f*1024.f);
+ mWaterNormp[1]->addTextureStats(1024.f*1024.f);
+}
+
+void LLDrawPoolWater::prerender()
+{
+ mShaderLevel = LLCubeMap::sUseCubeMaps ? LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_WATER) : 0;
+}
+
+S32 LLDrawPoolWater::getNumPostDeferredPasses()
+{
+ if (LLViewerCamera::getInstance()->getOrigin().mV[2] < 1024.f)
+ {
+ return 1;
+ }
+
+ return 0;
+}
+
+void LLDrawPoolWater::beginPostDeferredPass(S32 pass)
+{
+ LL_PROFILE_GPU_ZONE("water beginPostDeferredPass")
+ gGL.setColorMask(true, true);
+
+ if (LLPipeline::sRenderTransparentWater)
+ {
+ // copy framebuffer contents so far to a texture to be used for
+ // reflections and refractions
+ LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
+
+ LLRenderTarget& src = gPipeline.mRT->screen;
+ LLRenderTarget& depth_src = gPipeline.mRT->deferredScreen;
+ LLRenderTarget& dst = gPipeline.mWaterDis;
+
+ dst.bindTarget();
+ gCopyDepthProgram.bind();
+
+ S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP);
+ S32 depth_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DEFERRED_DEPTH);
+
+ gGL.getTexUnit(diff_map)->bind(&src);
+ gGL.getTexUnit(depth_map)->bind(&depth_src, true);
+
+ gPipeline.mScreenTriangleVB->setBuffer();
+ gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+
+ dst.flush();
+ }
+}
+
+void LLDrawPoolWater::renderPostDeferred(S32 pass)
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
+ LLGLDisable blend(GL_BLEND);
+
+ gGL.setColorMask(true, true);
+
+ LLColor3 light_diffuse(0, 0, 0);
+ F32 light_exp = 0.0f;
+
+ LLEnvironment& environment = LLEnvironment::instance();
+ LLSettingsWater::ptr_t pwater = environment.getCurrentWater();
+ LLSettingsSky::ptr_t psky = environment.getCurrentSky();
+ LLVector3 light_dir = environment.getLightDirection();
+ bool sun_up = environment.getIsSunUp();
+ bool moon_up = environment.getIsMoonUp();
+ bool has_normal_mips = gSavedSettings.getBOOL("RenderWaterMipNormal");
+ bool underwater = LLViewerCamera::getInstance()->cameraUnderWater();
+ LLColor4 fog_color = LLColor4(pwater->getWaterFogColor(), 0.f);
+ LLColor3 fog_color_linear = linearColor3(fog_color);
+
+ if (sun_up)
+ {
+ light_diffuse += psky->getSunlightColor();
+ }
+ // moonlight is several orders of magnitude less bright than sunlight,
+ // so only use this color when the moon alone is showing
+ else if (moon_up)
+ {
+ light_diffuse += psky->getMoonlightColor();
+ }
+
+ // Apply magic numbers translating light direction into intensities
+ light_dir.normalize();
+ F32 ground_proj_sq = light_dir.mV[0] * light_dir.mV[0] + light_dir.mV[1] * light_dir.mV[1];
+ light_exp = llmax(32.f, 256.f * powf(ground_proj_sq, 16.0f));
+ if (0.f < light_diffuse.normalize()) // Normalizing a color? Puzzling...
+ {
+ light_diffuse *= (1.5f + (6.f * ground_proj_sq));
+ }
+
+ // set up normal maps filtering
+ for (auto norm_map : mWaterNormp)
+ {
+ if (norm_map) norm_map->setFilteringOption(has_normal_mips ? LLTexUnit::TFO_ANISOTROPIC : LLTexUnit::TFO_POINT);
+ }
+
+ LLColor4 specular(sun_up ? psky->getSunlightColor() : psky->getMoonlightColor());
+ F32 phase_time = (F32) LLFrameTimer::getElapsedSeconds() * 0.5f;
+ LLGLSLShader *shader = nullptr;
+
+ // two passes, first with standard water shader bound, second with edge water shader bound
+ for (int edge = 0; edge < 2; edge++)
+ {
+ // select shader
+ if (underwater)
+ {
+ shader = &gUnderWaterProgram;
+ }
+ else
+ {
+ if (edge)
+ {
+ shader = &gWaterEdgeProgram;
+ }
+ else
+ {
+ shader = &gWaterProgram;
+ }
+ }
+
+ gPipeline.bindDeferredShader(*shader, nullptr, &gPipeline.mWaterDis);
+
+ //bind normal map
+ S32 bumpTex = shader->enableTexture(LLViewerShaderMgr::BUMP_MAP);
+ S32 bumpTex2 = shader->enableTexture(LLViewerShaderMgr::BUMP_MAP2);
+
+ LLViewerTexture* tex_a = mWaterNormp[0];
+ LLViewerTexture* tex_b = mWaterNormp[1];
+
+ F32 blend_factor = pwater->getBlendFactor();
+
+ gGL.getTexUnit(bumpTex)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(bumpTex2)->unbind(LLTexUnit::TT_TEXTURE);
+
+ if (tex_a && (!tex_b || (tex_a == tex_b)))
+ {
+ gGL.getTexUnit(bumpTex)->bind(tex_a);
+ blend_factor = 0; // only one tex provided, no blending
+ }
+ else if (tex_b && !tex_a)
+ {
+ gGL.getTexUnit(bumpTex)->bind(tex_b);
+ blend_factor = 0; // only one tex provided, no blending
+ }
+ else if (tex_b != tex_a)
+ {
+ gGL.getTexUnit(bumpTex)->bind(tex_a);
+ gGL.getTexUnit(bumpTex2)->bind(tex_b);
+ }
+
+ // bind reflection texture from RenderTarget
+ S32 screentex = shader->enableTexture(LLShaderMgr::WATER_SCREENTEX);
+
+ F32 screenRes[] = { 1.f / gGLViewport[2], 1.f / gGLViewport[3] };
+
+ S32 diffTex = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP);
+
+ shader->uniform2fv(LLShaderMgr::DEFERRED_SCREEN_RES, 1, screenRes);
+ shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
+
+ F32 fog_density = pwater->getModifiedWaterFogDensity(underwater);
+
+ if (screentex > -1)
+ {
+ shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY, fog_density);
+ gGL.getTexUnit(screentex)->bind(&gPipeline.mWaterDis);
+ }
+
+ if (mShaderLevel == 1)
+ {
+ fog_color.mV[VW] = log(fog_density) / log(2);
+ }
+
+ F32 water_height = environment.getWaterHeight();
+ F32 camera_height = LLViewerCamera::getInstance()->getOrigin().mV[2];
+ shader->uniform1f(LLShaderMgr::WATER_WATERHEIGHT, camera_height - water_height);
+ shader->uniform1f(LLShaderMgr::WATER_TIME, phase_time);
+ shader->uniform3fv(LLShaderMgr::WATER_EYEVEC, 1, LLViewerCamera::getInstance()->getOrigin().mV);
+
+ shader->uniform4fv(LLShaderMgr::SPECULAR_COLOR, 1, specular.mV);
+ shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, fog_color.mV);
+ shader->uniform3fv(LLShaderMgr::WATER_FOGCOLOR_LINEAR, 1, fog_color_linear.mV);
+
+ shader->uniform3fv(LLShaderMgr::WATER_SPECULAR, 1, light_diffuse.mV);
+ shader->uniform1f(LLShaderMgr::WATER_SPECULAR_EXP, light_exp);
+
+ shader->uniform2fv(LLShaderMgr::WATER_WAVE_DIR1, 1, pwater->getWave1Dir().mV);
+ shader->uniform2fv(LLShaderMgr::WATER_WAVE_DIR2, 1, pwater->getWave2Dir().mV);
+
+ shader->uniform3fv(LLShaderMgr::WATER_LIGHT_DIR, 1, light_dir.mV);
+
+ shader->uniform3fv(LLShaderMgr::WATER_NORM_SCALE, 1, pwater->getNormalScale().mV);
+ shader->uniform1f(LLShaderMgr::WATER_FRESNEL_SCALE, pwater->getFresnelScale());
+ shader->uniform1f(LLShaderMgr::WATER_FRESNEL_OFFSET, pwater->getFresnelOffset());
+ shader->uniform1f(LLShaderMgr::WATER_BLUR_MULTIPLIER, pwater->getBlurMultiplier());
+
+ F32 sunAngle = llmax(0.f, light_dir.mV[1]);
+ F32 scaledAngle = 1.f - sunAngle;
+
+ shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up ? 1 : 0);
+ shader->uniform1f(LLShaderMgr::WATER_SUN_ANGLE, sunAngle);
+ shader->uniform1f(LLShaderMgr::WATER_SCALED_ANGLE, scaledAngle);
+ shader->uniform1f(LLShaderMgr::WATER_SUN_ANGLE2, 0.1f + 0.2f * sunAngle);
+ shader->uniform1i(LLShaderMgr::WATER_EDGE_FACTOR, edge ? 1 : 0);
+
+ // SL-15861 This was changed from getRotatedLightNorm() as it was causing
+ // lightnorm in shaders\class1\windlight\atmosphericsFuncs.glsl in have inconsistent additive lighting for 180 degrees of the FOV.
+ LLVector4 rotated_light_direction = LLEnvironment::instance().getClampedLightNorm();
+ shader->uniform3fv(LLViewerShaderMgr::LIGHTNORM, 1, rotated_light_direction.mV);
+
+ shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, 1, LLViewerCamera::getInstance()->getOrigin().mV);
+
+ if (LLViewerCamera::getInstance()->cameraUnderWater())
+ {
+ shader->uniform1f(LLShaderMgr::WATER_REFSCALE, pwater->getScaleBelow());
+ }
+ else
+ {
+ shader->uniform1f(LLShaderMgr::WATER_REFSCALE, pwater->getScaleAbove());
+ }
+
+ LLGLDisable cullface(GL_CULL_FACE);
+
+ LLVOWater* water = nullptr;
+ for (LLFace* const& face : mDrawFace)
+ {
+ if (!face) continue;
+ water = static_cast<LLVOWater*>(face->getViewerObject());
+ if (!water) continue;
+
+ gGL.getTexUnit(diffTex)->bind(face->getTexture());
+
+ if ((bool)edge == (bool)water->getIsEdgePatch())
+ {
+ face->renderIndexed();
+
+ // Note non-void water being drawn, updates required
+ if (!edge) // SL-16461 remove !LLPipeline::sUseOcclusion check
+ {
+ sNeedsReflectionUpdate = true;
+ sNeedsDistortionUpdate = true;
+ }
+ }
+ }
+
+ shader->disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
+ shader->disableTexture(LLShaderMgr::WATER_SCREENTEX);
+ shader->disableTexture(LLShaderMgr::BUMP_MAP);
+ shader->disableTexture(LLShaderMgr::DIFFUSE_MAP);
+ shader->disableTexture(LLShaderMgr::WATER_REFTEX);
+
+ // clean up
+ gPipeline.unbindDeferredShader(*shader);
+
+ gGL.getTexUnit(bumpTex)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(bumpTex2)->unbind(LLTexUnit::TT_TEXTURE);
+ }
+
+ gGL.getTexUnit(0)->activate();
+ gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
+
+ gGL.setColorMask(true, false);
+}
+
+LLViewerTexture *LLDrawPoolWater::getDebugTexture()
+{
+ return LLViewerTextureManager::getFetchedTexture(IMG_SMOKE);
+}
+
+LLColor3 LLDrawPoolWater::getDebugColor() const
+{
+ return LLColor3(0.f, 1.f, 1.f);
+}
|
