diff options
| -rwxr-xr-x | indra/newview/lldrawpoolalpha.cpp | 11 | ||||
| -rwxr-xr-x | indra/newview/llviewerdisplay.cpp | 8 | ||||
| -rwxr-xr-x | indra/newview/pipeline.cpp | 523 | ||||
| -rwxr-xr-x | indra/newview/pipeline.h | 3 | 
4 files changed, 522 insertions, 23 deletions
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index c832e1401d..737da2e209 100755 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -113,6 +113,15 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)  		gObjectFullbrightAlphaMaskProgram.setMinimumAlpha(0.33f);  	} +	if (LLPipeline::sUnderWaterRender) +	{ +		emissive_shader = &gObjectEmissiveWaterProgram; +	} +	else +	{ +		emissive_shader = &gObjectEmissiveProgram; +	} +  	deferred_render = TRUE;  	if (mVertexShaderLevel > 0)  	{ @@ -352,7 +361,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)  				LLMaterial* mat = NULL; -				if (deferred_render && !LLPipeline::sUnderWaterRender) +				if (deferred_render)  				{  					mat = params.mMaterial;  				} diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index f90b35a7bd..e6718ca618 100755 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -890,7 +890,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)  		{  			gGL.setColorMask(true, true); -			if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender) +			if (LLPipeline::sRenderDeferred)  			{  				gPipeline.mDeferredScreen.bindTarget();  				glClearColor(1,0,1,1); @@ -939,7 +939,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)  			gGL.setColorMask(true, false); -			if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender) +			if (LLPipeline::sRenderDeferred)  			{  				gPipeline.renderGeomDeferred(*LLViewerCamera::getInstance());  			} @@ -976,7 +976,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)  		if (to_texture)  		{ -			if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender) +			if (LLPipeline::sRenderDeferred)  			{  				gPipeline.mDeferredScreen.flush();  				if(LLRenderTarget::sUseFBO) @@ -1002,7 +1002,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)  			}  		} -		if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender) +		if (LLPipeline::sRenderDeferred)  		{  			gPipeline.renderDeferredLighting();  		} diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index c9f8a4d9ee..aed73be3c1 100755 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -2448,7 +2448,7 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl  	if (to_texture)  	{ -		if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender) +		if (LLPipeline::sRenderDeferred)  		{  			mOcclusionDepth.bindTarget();  		} @@ -2593,7 +2593,7 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl  	if (to_texture)  	{ -		if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender) +		if (LLPipeline::sRenderDeferred)  		{  			mOcclusionDepth.flush();  		} @@ -8891,6 +8891,495 @@ void LLPipeline::renderDeferredLighting()  } +void LLPipeline::renderDeferredLightingToRenderTarget(LLRenderTarget* render_target) +{ +	if (!sCull) +	{ +		return; +	} + +	{ +		LLFastTimer ftm(FTM_RENDER_DEFERRED); + +		LLViewerCamera* camera = LLViewerCamera::getInstance(); +		{ +			LLGLDepthTest depth(GL_TRUE); +			mDeferredDepth.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(), +							0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);	 +		} + +		LLGLEnable multisample(0); + +		if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) +		{ +			gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD); +		} + +		//ati doesn't seem to love actually using the stencil buffer on FBO's +		LLGLDisable stencil(GL_STENCIL_TEST); +		//glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); +		//glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + +		gGL.setColorMask(true, true); +		 +		//draw a cube around every light +		LLVertexBuffer::unbind(); + +		LLGLEnable cull(GL_CULL_FACE); +		LLGLEnable blend(GL_BLEND); + +		glh::matrix4f mat = glh_copy_matrix(gGLModelView); + +		LLStrider<LLVector3> vert;  +		mDeferredVB->getVertexStrider(vert); +		 +		vert[0].set(-1,1,0); +		vert[1].set(-1,-3,0); +		vert[2].set(3,1,0); +		 +		{ +			setupHWLights(NULL); //to set mSunDir; +			LLVector4 dir(mSunDir, 0.f); +			glh::vec4f tc(dir.mV); +			mat.mult_matrix_vec(tc); +			mTransformedSunDir.set(tc.v); +		} + +		gGL.pushMatrix(); +		gGL.loadIdentity(); +		gGL.matrixMode(LLRender::MM_PROJECTION); +		gGL.pushMatrix(); +		gGL.loadIdentity(); + +		stop_glerror(); +		gGL.popMatrix(); +		stop_glerror(); +		gGL.matrixMode(LLRender::MM_MODELVIEW); +		stop_glerror(); +		gGL.popMatrix(); +		stop_glerror(); + +		render_target = render_target ? render_target : &mScreen; + +		llassert(render_target); + +		render_target->bindTarget(); + +		// clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky +		glClearColor(0,0,0,0); +		render_target->clear(GL_COLOR_BUFFER_BIT); +		 +		if (RenderDeferredAtmospheric) +		{ //apply sunlight contribution  +			LLFastTimer ftm(FTM_ATMOSPHERICS); +			bindDeferredShader(gDeferredSoftenProgram);	 +			{ +				LLGLDepthTest depth(GL_FALSE); +				LLGLDisable blend(GL_BLEND); +				LLGLDisable test(GL_ALPHA_TEST); + +				//full screen blit +				gGL.pushMatrix(); +				gGL.loadIdentity(); +				gGL.matrixMode(LLRender::MM_PROJECTION); +				gGL.pushMatrix(); +				gGL.loadIdentity(); + +				mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); +				 +				mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); + +				gGL.popMatrix(); +				gGL.matrixMode(LLRender::MM_MODELVIEW); +				gGL.popMatrix(); +			} + +			unbindDeferredShader(gDeferredSoftenProgram); +		} + +		{ //render non-deferred geometry (fullbright, alpha, etc) +			LLGLDisable blend(GL_BLEND); +			LLGLDisable stencil(GL_STENCIL_TEST); +			gGL.setSceneBlendType(LLRender::BT_ALPHA); + +			gPipeline.pushRenderTypeMask(); +			 +			gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY, +										LLPipeline::RENDER_TYPE_CLOUDS, +										LLPipeline::RENDER_TYPE_WL_SKY, +										LLPipeline::END_RENDER_TYPES); +								 +			 +			renderGeomPostDeferred(*LLViewerCamera::getInstance(), false); +			gPipeline.popRenderTypeMask(); +		} + +		BOOL render_local = RenderLocalLights; +				 +		if (render_local) +		{ +			gGL.setSceneBlendType(LLRender::BT_ADD); +			std::list<LLVector4> fullscreen_lights; +			LLDrawable::drawable_list_t spot_lights; +			LLDrawable::drawable_list_t fullscreen_spot_lights; + +			for (U32 i = 0; i < 2; i++) +			{ +				mTargetShadowSpotLight[i] = NULL; +			} + +			std::list<LLVector4> light_colors; + +			LLVertexBuffer::unbind(); + +			{ +				bindDeferredShader(gDeferredLightProgram); +				 +				if (mCubeVB.isNull()) +				{ +					mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB); +				} + +				mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX); +				 +				LLGLDepthTest depth(GL_TRUE, GL_FALSE); +				for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter) +				{ +					LLDrawable* drawablep = *iter; +					 +					LLVOVolume* volume = drawablep->getVOVolume(); +					if (!volume) +					{ +						continue; +					} + +					if (volume->isAttachment()) +					{ +						if (!sRenderAttachedLights) +						{ +							continue; +						} +					} + + +					LLVector4a center; +					center.load3(drawablep->getPositionAgent().mV); +					const F32* c = center.getF32ptr(); +					F32 s = volume->getLightRadius()*1.5f; + +					LLColor3 col = volume->getLightColor(); +					 +					if (col.magVecSquared() < 0.001f) +					{ +						continue; +					} + +					if (s <= 0.001f) +					{ +						continue; +					} + +					LLVector4a sa; +					sa.splat(s); +					if (camera->AABBInFrustumNoFarClip(center, sa) == 0) +					{ +						continue; +					} + +					sVisibleLightCount++; +										 +					if (camera->getOrigin().mV[0] > c[0] + s + 0.2f || +						camera->getOrigin().mV[0] < c[0] - s - 0.2f || +						camera->getOrigin().mV[1] > c[1] + s + 0.2f || +						camera->getOrigin().mV[1] < c[1] - s - 0.2f || +						camera->getOrigin().mV[2] > c[2] + s + 0.2f || +						camera->getOrigin().mV[2] < c[2] - s - 0.2f) +					{ //draw box if camera is outside box +						if (render_local) +						{ +							if (volume->isLightSpotlight()) +							{ +								drawablep->getVOVolume()->updateSpotLightPriority(); +								spot_lights.push_back(drawablep); +								continue; +							} +							 +							/*col.mV[0] = powf(col.mV[0], 2.2f); +							col.mV[1] = powf(col.mV[1], 2.2f); +							col.mV[2] = powf(col.mV[2], 2.2f);*/ +							 +							LLFastTimer ftm(FTM_LOCAL_LIGHTS); +							gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); +							gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); +							gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); +							gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); +							gGL.syncMatrices(); +							 +							mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); +							stop_glerror(); +						} +					} +					else +					{	 +						if (volume->isLightSpotlight()) +						{ +							drawablep->getVOVolume()->updateSpotLightPriority(); +							fullscreen_spot_lights.push_back(drawablep); +							continue; +						} + +						glh::vec3f tc(c); +						mat.mult_matrix_vec(tc); +					 +						fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s)); +						light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f)); +					} +				} +				unbindDeferredShader(gDeferredLightProgram); +			} + +			if (!spot_lights.empty()) +			{ +				LLGLDepthTest depth(GL_TRUE, GL_FALSE); +				bindDeferredShader(gDeferredSpotLightProgram); + +				mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + +				gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); + +				for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter) +				{ +					LLFastTimer ftm(FTM_PROJECTORS); +					LLDrawable* drawablep = *iter; + +					LLVOVolume* volume = drawablep->getVOVolume(); + +					LLVector4a center; +					center.load3(drawablep->getPositionAgent().mV); +					const F32* c = center.getF32ptr(); +					F32 s = volume->getLightRadius()*1.5f; + +					sVisibleLightCount++; + +					setupSpotLight(gDeferredSpotLightProgram, drawablep); +					 +					LLColor3 col = volume->getLightColor(); +					/*col.mV[0] = powf(col.mV[0], 2.2f); +					col.mV[1] = powf(col.mV[1], 2.2f); +					col.mV[2] = powf(col.mV[2], 2.2f);*/ +					 +					gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c); +					gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); +					gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); +					gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); +					gGL.syncMatrices(); +										 +					mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); +				} +				gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); +				unbindDeferredShader(gDeferredSpotLightProgram); +			} + +			//reset mDeferredVB to fullscreen triangle +			mDeferredVB->getVertexStrider(vert); +			vert[0].set(-1,1,0); +			vert[1].set(-1,-3,0); +			vert[2].set(3,1,0); + +			{ +				bindDeferredShader(gDeferredMultiLightProgram); +			 +				mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + +				LLGLDepthTest depth(GL_FALSE); + +				//full screen blit +				gGL.pushMatrix(); +				gGL.loadIdentity(); +				gGL.matrixMode(LLRender::MM_PROJECTION); +				gGL.pushMatrix(); +				gGL.loadIdentity(); + +				U32 count = 0; + +				const U32 max_count = 8; +				LLVector4 light[max_count]; +				LLVector4 col[max_count]; + +				F32 far_z = 0.f; + +				while (!fullscreen_lights.empty()) +				{ +					LLFastTimer ftm(FTM_FULLSCREEN_LIGHTS); +					light[count] = fullscreen_lights.front(); +					fullscreen_lights.pop_front(); +					col[count] = light_colors.front(); +					light_colors.pop_front(); +					 +					/*col[count].mV[0] = powf(col[count].mV[0], 2.2f); +					col[count].mV[1] = powf(col[count].mV[1], 2.2f); +					col[count].mV[2] = powf(col[count].mV[2], 2.2f);*/ +					 +					far_z = llmin(light[count].mV[2]-light[count].mV[3], far_z); +					//col[count] = pow4fsrgb(col[count], 2.2f); +					count++; +					if (count == max_count || fullscreen_lights.empty()) +					{ +						gDeferredMultiLightProgram.uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count); +						gDeferredMultiLightProgram.uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light); +						gDeferredMultiLightProgram.uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col); +						gDeferredMultiLightProgram.uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z); +						far_z = 0.f; +						count = 0;  +						mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); +					} +				} +				 +				unbindDeferredShader(gDeferredMultiLightProgram); + +				bindDeferredShader(gDeferredMultiSpotLightProgram); + +				gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); + +				mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + +				for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter) +				{ +					LLFastTimer ftm(FTM_PROJECTORS); +					LLDrawable* drawablep = *iter; +					 +					LLVOVolume* volume = drawablep->getVOVolume(); + +					LLVector3 center = drawablep->getPositionAgent(); +					F32* c = center.mV; +					F32 s = volume->getLightRadius()*1.5f; + +					sVisibleLightCount++; + +					glh::vec3f tc(c); +					mat.mult_matrix_vec(tc); +					 +					setupSpotLight(gDeferredMultiSpotLightProgram, drawablep); + +					LLColor3 col = volume->getLightColor(); +					 +					/*col.mV[0] = powf(col.mV[0], 2.2f); +					col.mV[1] = powf(col.mV[1], 2.2f); +					col.mV[2] = powf(col.mV[2], 2.2f);*/ +					 +					gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); +					gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s); +					gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); +					gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f); +					mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); +				} + +				gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); +				unbindDeferredShader(gDeferredMultiSpotLightProgram); + +				gGL.popMatrix(); +				gGL.matrixMode(LLRender::MM_MODELVIEW); +				gGL.popMatrix(); +			} +		} + +		gGL.setColorMask(true, true); +	} + +	render_target->flush(); + +	//gamma correct lighting +	gGL.matrixMode(LLRender::MM_PROJECTION); +	gGL.pushMatrix(); +	gGL.loadIdentity(); +	gGL.matrixMode(LLRender::MM_MODELVIEW); +	gGL.pushMatrix(); +	gGL.loadIdentity(); + +	{ +		LLGLDepthTest depth(GL_FALSE, GL_FALSE); + +		LLVector2 tc1(0,0); +		LLVector2 tc2((F32) render_target->getWidth()*2,(F32) render_target->getHeight()*2); + +		render_target->bindTarget(); +		// Apply gamma correction to the frame here. +		gDeferredPostGammaCorrectProgram.bind(); +		//mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); +		S32 channel = 0; +		channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, render_target->getUsage()); +		if (channel > -1) +		{ +			render_target->bindTexture(0,channel); +			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); +		} +		 +		gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mScreen.getWidth(), mScreen.getHeight()); +		 +		F32 gamma = 1.0f/1.8f; + +		gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, gamma); +		 +		gGL.begin(LLRender::TRIANGLE_STRIP); +		gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); +		gGL.vertex2f(-1,-1); +		 +		gGL.texCoord2f(tc1.mV[0], tc2.mV[1]); +		gGL.vertex2f(-1,3); +		 +		gGL.texCoord2f(tc2.mV[0], tc1.mV[1]); +		gGL.vertex2f(3,-1); +		 +		gGL.end(); +		 +		gGL.getTexUnit(channel)->unbind(render_target->getUsage()); +		gDeferredPostGammaCorrectProgram.unbind(); +		render_target->flush(); +	} + +	gGL.matrixMode(LLRender::MM_PROJECTION); +	gGL.popMatrix(); +	gGL.matrixMode(LLRender::MM_MODELVIEW); +	gGL.popMatrix();	 + +	render_target->bindTarget(); + +	{ //render non-deferred geometry (alpha, fullbright, glow) +		LLGLDisable blend(GL_BLEND); +		LLGLDisable stencil(GL_STENCIL_TEST); + +		pushRenderTypeMask(); +		andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA, +						 LLPipeline::RENDER_TYPE_FULLBRIGHT, +						 LLPipeline::RENDER_TYPE_VOLUME, +						 LLPipeline::RENDER_TYPE_GLOW, +						 LLPipeline::RENDER_TYPE_BUMP, +						 LLPipeline::RENDER_TYPE_PASS_SIMPLE, +						 LLPipeline::RENDER_TYPE_PASS_ALPHA, +						 LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK, +						 LLPipeline::RENDER_TYPE_PASS_BUMP, +						 LLPipeline::RENDER_TYPE_PASS_POST_BUMP, +						 LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT, +						 LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK, +						 LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY, +						 LLPipeline::RENDER_TYPE_PASS_GLOW, +						 LLPipeline::RENDER_TYPE_PASS_GRASS, +						 LLPipeline::RENDER_TYPE_PASS_SHINY, +						 LLPipeline::RENDER_TYPE_PASS_INVISIBLE, +						 LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY, +						 LLPipeline::RENDER_TYPE_AVATAR, +						 LLPipeline::RENDER_TYPE_ALPHA_MASK, +						 LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK, +						 END_RENDER_TYPES); +		 +		renderGeomPostDeferred(*LLViewerCamera::getInstance()); +		popRenderTypeMask(); +	} + +	render_target->flush(); +						 +} +  void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)  {  	//construct frustum @@ -9182,22 +9671,22 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)  			if (LLDrawPoolWater::sNeedsReflectionUpdate)  			{ -				//initial sky pass (no user clip plane) -				{ //mask out everything but the sky -					gPipeline.pushRenderTypeMask(); -					gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY, -						LLPipeline::RENDER_TYPE_WL_SKY, -						LLPipeline::RENDER_TYPE_CLOUDS, -						LLPipeline::END_RENDER_TYPES); +			//initial sky pass (no user clip plane) +			{ //mask out everything but the sky +				gPipeline.pushRenderTypeMask(); +				gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY, +					LLPipeline::RENDER_TYPE_WL_SKY, +					LLPipeline::RENDER_TYPE_CLOUDS, +					LLPipeline::END_RENDER_TYPES); -					static LLCullResult result; -					updateCull(camera, result); -					stateSort(camera, result); +				static LLCullResult result; +				updateCull(camera, result); +				stateSort(camera, result);  					renderGeom(camera, TRUE); - +						  					gPipeline.popRenderTypeMask(); -				} +				}					  				gPipeline.pushRenderTypeMask(); @@ -9279,7 +9768,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)  			mWaterDis.bindTarget();  			LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WATER1;  			mWaterDis.getViewport(gGLViewport); -			 +  			if (!LLPipeline::sUnderWaterRender || LLDrawPoolWater::sNeedsReflectionUpdate)  			{  				//clip out geometry on the same side of water as the camera @@ -9290,12 +9779,12 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)  				static LLCullResult result;  				updateCull(camera, result, water_clip, &plane);  				stateSort(camera, result); - +			  				gGL.setColorMask(true, true);  				mWaterDis.clear();  				gGL.setColorMask(true, false); -				renderGeom(camera); +					renderGeom(camera);  			} diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 70dcf80407..a8ad16b8fb 100755 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -288,7 +288,8 @@ public:  	void unbindDeferredShader(LLGLSLShader& shader);  	void renderDeferredLighting(); -	 +	void renderDeferredLightingToRenderTarget(LLRenderTarget* render_target); +  	void generateWaterReflection(LLCamera& camera);  	void generateSunShadow(LLCamera& camera);  	void generateHighlight(LLCamera& camera);  | 
