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authorGraham Linden <graham@lindenlab.com>2018-10-29 23:02:20 +0100
committerGraham Linden <graham@lindenlab.com>2018-10-29 23:02:20 +0100
commit536799d07e4298ff8157ef51ed00040e10a5ba65 (patch)
tree3f9322b25efd552a4d4b1c617b39b81136d1b084 /indra/newview/lldrawpoolwlsky.cpp
parente9faa3cce8897af2a4303538672e2262ed39520a (diff)
SL-9977
SL-9973
Diffstat (limited to 'indra/newview/lldrawpoolwlsky.cpp')
-rw-r--r--indra/newview/lldrawpoolwlsky.cpp196
1 files changed, 115 insertions, 81 deletions
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index c4560e89f4..d4674cec67 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -163,10 +163,12 @@ void LLDrawPoolWLSky::renderDome(const LLVector3& camPosLocal, F32 camHeightLoca
gGL.popMatrix();
}
-void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 camHeightLocal) const
+void LLDrawPoolWLSky::renderSkyHazeAdvanced(const LLVector3& camPosLocal, F32 camHeightLocal) const
{
if (gPipeline.useAdvancedAtmospherics() && gPipeline.canUseWindLightShaders() && gAtmosphere)
{
+ LLGLSPipelineDepthTestSkyBox sky(true, false);
+
sky_shader->bind();
// bind precomputed textures necessary for calculating sun and sky luminance
@@ -208,20 +210,20 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca
sky_shader->uniform3f(sCamPosLocal, camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]);
- LLGLDisable cull(GL_CULL_FACE);
renderFsSky(camPosLocal, camHeightLocal, sky_shader);
sky_shader->unbind();
}
}
-void LLDrawPoolWLSky::renderSkyHaze(const LLVector3& camPosLocal, F32 camHeightLocal) const
+void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 camHeightLocal) const
{
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
{
- LLGLDisable blend(GL_BLEND);
+ LLGLSPipelineDepthTestSkyBox sky(true, false);
+
sky_shader->bind();
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
@@ -247,19 +249,28 @@ void LLDrawPoolWLSky::renderSkyHaze(const LLVector3& camPosLocal, F32 camHeightL
}
}
+void LLDrawPoolWLSky::renderSkyHaze(const LLVector3& camPosLocal, F32 camHeightLocal) const
+{
+ LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
+
+ if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
+ {
+ LLGLSPipelineDepthTestSkyBox sky(true, false);
+ sky_shader->bind();
+ renderDome(origin, camHeightLocal, sky_shader);
+ sky_shader->unbind();
+ }
+}
+
void LLDrawPoolWLSky::renderStars(void) const
{
- LLGLSPipelineSkyBox gls_sky;
- LLGLEnable blend(GL_BLEND);
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
+ LLGLSPipelineBlendSkyBox gls_skybox(true, false);
// *NOTE: have to have bound the cloud noise texture already since register
// combiners blending below requires something to be bound
// and we might as well only bind once.
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
- gPipeline.disableLights();
-
// *NOTE: we divide by two here and GL_ALPHA_SCALE by two below to avoid
// clamping and allow the star_alpha param to brighten the stars.
LLColor4 star_alpha(LLColor4::black);
@@ -323,9 +334,7 @@ void LLDrawPoolWLSky::renderStars(void) const
void LLDrawPoolWLSky::renderStarsDeferred(void) const
{
- LLGLSPipelineSkyBox gls_sky;
- LLGLEnable blend(GL_BLEND);
- LLGLDepthTest depth_test(GL_TRUE, GL_FALSE, GL_LESS);
+ LLGLSPipelineBlendSkyBox gls_sky(true, false);
gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
@@ -384,39 +393,103 @@ void LLDrawPoolWLSky::renderStarsDeferred(void) const
gDeferredStarProgram.unbind();
}
-void LLDrawPoolWLSky::renderSkyClouds(const LLVector3& camPosLocal, F32 camHeightLocal) const
+void LLDrawPoolWLSky::renderSkyCloudsAdvanced(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const
+{
+ if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp->getCloudNoiseTex())
+ {
+ LLGLSPipelineBlendSkyBox pipeline(true, true);
+
+ cloudshader->bind();
+
+ S32 cloud_channel = cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, gSky.mVOSkyp->getCloudNoiseTex());
+ S32 cloud_next_channel = cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, gSky.mVOSkyp->getCloudNoiseTexNext());
+ (void)cloud_channel, (void)cloud_next_channel;
+
+ LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
+
+ cloudshader->bindTexture(LLShaderMgr::TRANSMITTANCE_TEX, gAtmosphere->getTransmittance());
+ cloudshader->bindTexture(LLShaderMgr::SCATTER_TEX, gAtmosphere->getScattering());
+ cloudshader->bindTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, gAtmosphere->getMieScattering());
+ cloudshader->bindTexture(LLShaderMgr::ILLUMINANCE_TEX, gAtmosphere->getIlluminance());
+
+ F32 blend_factor = psky ? psky->getBlendFactor() : 0.0f;
+ F32 cloud_variance = psky ? psky->getCloudVariance() : 0.0f;
+
+ LLVector3 sun_dir = LLEnvironment::instance().getSunDirection();
+ LLVector3 moon_dir = LLEnvironment::instance().getMoonDirection();
+
+ F32 sunSize = (float)cosf(psky->getSunArcRadians());
+ cloudshader->uniform1f(LLShaderMgr::SUN_SIZE, sunSize);
+ cloudshader->uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, sun_dir.mV);
+ cloudshader->uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, moon_dir.mV);
+
+ cloudshader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
+ cloudshader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance);
+
+ cloudshader->uniform3f(sCamPosLocal, camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]);
+
+ /// Render the skydome
+ renderDome(camPosLocal, camHeightLocal, cloudshader);
+
+ cloudshader->unbind();
+ }
+}
+
+void LLDrawPoolWLSky::renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const
{
if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp->getCloudNoiseTex())
{
- LLGLDepthTest depth(GL_TRUE, GL_TRUE);
- LLGLEnable blend(GL_BLEND);
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
+ LLGLSPipelineBlendSkyBox pipeline(true, true);
- cloud_shader->bind();
+ cloudshader->bind();
- cloud_shader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, gSky.mVOSkyp->getCloudNoiseTex());
- cloud_shader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, gSky.mVOSkyp->getCloudNoiseTexNext());
+ cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, gSky.mVOSkyp->getCloudNoiseTex());
+ cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, gSky.mVOSkyp->getCloudNoiseTexNext());
+
+ LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
+
+ F32 blend_factor = psky ? psky->getBlendFactor() : 0.0f;
+ F32 cloud_variance = psky ? psky->getCloudVariance() : 0.0f;
+
+ cloudshader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
+ cloudshader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance);
+
+ /// Render the skydome
+ renderDome(camPosLocal, camHeightLocal, cloudshader);
+
+ cloudshader->unbind();
+ }
+}
+
+void LLDrawPoolWLSky::renderSkyClouds(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const
+{
+ if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp->getCloudNoiseTex())
+ {
+ LLGLSPipelineBlendSkyBox pipeline(true, true);
+
+ cloudshader->bind();
+
+ cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, gSky.mVOSkyp->getCloudNoiseTex());
+ cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, gSky.mVOSkyp->getCloudNoiseTexNext());
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
F32 blend_factor = psky ? psky->getBlendFactor() : 0.0f;
F32 cloud_variance = psky ? psky->getCloudVariance() : 0.0f;
- cloud_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
- cloud_shader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance);
+ cloudshader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
+ cloudshader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance);
/// Render the skydome
- renderDome(camPosLocal, camHeightLocal, cloud_shader);
+ renderDome(camPosLocal, camHeightLocal, cloudshader);
- cloud_shader->unbind();
+ cloudshader->unbind();
}
}
void LLDrawPoolWLSky::renderHeavenlyBodies()
{
- LLGLSPipelineSkyBox gls_skybox;
- LLGLEnable blend_on(GL_BLEND);
- gPipeline.disableLights();
+ LLGLSPipelineBlendSkyBox gls_skybox(true, false);
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
gGL.pushMatrix();
@@ -540,35 +613,26 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass)
const F32 camHeightLocal = LLEnvironment::instance().getCamHeight();
- LLGLSNoFog disableFog;
- LLGLDisable clip(GL_CLIP_PLANE0);
-
gGL.setColorMask(true, false);
- LLGLSquashToFarClip far_clip(get_current_projection());
-
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
if (gPipeline.canUseWindLightShaders())
{
+ if (gPipeline.useAdvancedAtmospherics())
{
- // Disable depth-writes for sky, but re-enable depth writes for the cloud
- // rendering below so the cloud shader can write out depth for the stars to test against
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
-
- if (gPipeline.useAdvancedAtmospherics())
- {
- renderSkyHazeDeferred(origin, camHeightLocal);
- }
- else
- {
- renderSkyHaze(origin, camHeightLocal);
- }
+ renderSkyHazeAdvanced(origin, camHeightLocal);
+ renderHeavenlyBodies();
+ renderSkyCloudsAdvanced(origin, camHeightLocal, cloud_shader);
+ }
+ else
+ {
+ renderSkyHazeDeferred(origin, camHeightLocal);
renderHeavenlyBodies();
+ renderSkyCloudsDeferred(origin, camHeightLocal, cloud_shader);
}
+ }
- renderSkyClouds(origin, camHeightLocal);
- }
gGL.setColorMask(true, true);
}
@@ -576,21 +640,12 @@ void LLDrawPoolWLSky::renderPostDeferred(S32 pass)
{
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
- LLGLSNoFog disableFog;
- LLGLDisable clip(GL_CLIP_PLANE0);
- LLGLSquashToFarClip far_clip(get_current_projection());
+ LLGLSPipelineBlendSkyBox sky(true, false);
gGL.pushMatrix();
gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
- gGL.setColorMask(true, false);
-
- // would be nice to do this here, but would need said bodies
- // to render at a realistic distance for depth-testing against the clouds...
- //renderHeavenlyBodies();
renderStarsDeferred();
-
gGL.popMatrix();
- gGL.setColorMask(true, true);
}
void LLDrawPoolWLSky::render(S32 pass)
@@ -602,35 +657,14 @@ void LLDrawPoolWLSky::render(S32 pass)
LL_RECORD_BLOCK_TIME(FTM_RENDER_WL_SKY);
const F32 camHeightLocal = LLEnvironment::instance().getCamHeight();
-
- LLGLSNoFog disableFog;
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- LLGLDisable clip(GL_CLIP_PLANE0);
-
- LLGLSquashToFarClip far_clip(get_current_projection());
-
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
- renderSkyHaze(origin, camHeightLocal);
-
- gGL.pushMatrix();
-
- // MAINT-9006 keep sun position consistent between ALM and non-ALM rendering
- //gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
-
- // *NOTE: have to bind a texture here since register combiners blending in
- // renderStars() requires something to be bound and we might as well only
- // bind the moon's texture once.
- gGL.getTexUnit(0)->bind(gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]->getTexture());
- gGL.getTexUnit(1)->bind(gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]->getTexture(LLRender::ALTERNATE_DIFFUSE_MAP));
-
- renderHeavenlyBodies();
-
- renderStars();
-
- gGL.popMatrix();
+ LLGLSPipelineBlendSkyBox sky(true, false);
- renderSkyClouds(origin, camHeightLocal);
+ renderSkyHaze(origin, camHeightLocal);
+ renderStars();
+ renderHeavenlyBodies();
+ renderSkyClouds(origin, camHeightLocal, cloud_shader);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
}