diff options
author | Graham Linden <graham@lindenlab.com> | 2018-10-29 23:02:20 +0100 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2018-10-29 23:02:20 +0100 |
commit | 536799d07e4298ff8157ef51ed00040e10a5ba65 (patch) | |
tree | 3f9322b25efd552a4d4b1c617b39b81136d1b084 /indra/newview/lldrawpoolwlsky.cpp | |
parent | e9faa3cce8897af2a4303538672e2262ed39520a (diff) |
SL-9977
SL-9973
Diffstat (limited to 'indra/newview/lldrawpoolwlsky.cpp')
-rw-r--r-- | indra/newview/lldrawpoolwlsky.cpp | 196 |
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); } |