diff options
Diffstat (limited to 'indra/newview/lldrawpoolterrain.cpp')
-rw-r--r-- | indra/newview/lldrawpoolterrain.cpp | 154 |
1 files changed, 92 insertions, 62 deletions
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index 16d982ea90..2a0a7bad1c 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -375,16 +375,7 @@ void LLDrawPoolTerrain::renderFullShaderPBR() // Hack! Get the region that this draw pool is rendering from! LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion(); LLVLComposition *compp = regionp->getComposition(); - - LLViewerTexture *detail_texture0p = compp->mDetailMaterials[0]->mBaseColorTexture; - LLViewerTexture *detail_texture1p = compp->mDetailMaterials[1]->mBaseColorTexture; - LLViewerTexture *detail_texture2p = compp->mDetailMaterials[2]->mBaseColorTexture; - LLViewerTexture *detail_texture3p = compp->mDetailMaterials[3]->mBaseColorTexture; - LLViewerTexture* blank = LLViewerFetchedTexture::sWhiteImagep; - if (!detail_texture0p) { detail_texture0p = blank; } - if (!detail_texture1p) { detail_texture1p = blank; } - if (!detail_texture2p) { detail_texture2p = blank; } - if (!detail_texture3p) { detail_texture3p = blank; } + LLPointer<LLFetchedGLTFMaterial>(& materials)[LLVLComposition::ASSET_COUNT] = compp->mDetailMaterials; LLVector3d region_origin_global = gAgent.getRegion()->getOriginGlobal(); F32 offset_x = (F32)fmod(region_origin_global.mdV[VX], 1.0/(F64)sDetailScale)*sDetailScale; @@ -395,13 +386,39 @@ void LLDrawPoolTerrain::renderFullShaderPBR() tp0.setVec(sDetailScale, 0.0f, 0.0f, offset_x); tp1.setVec(0.0f, sDetailScale, 0.0f, offset_y); - // - // detail texture 0 - // - S32 detail0 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0); - gGL.getTexUnit(detail0)->bind(detail_texture0p); - gGL.getTexUnit(detail0)->setTextureAddressMode(LLTexUnit::TAM_WRAP); - gGL.getTexUnit(detail0)->activate(); + constexpr U32 terrain_material_count = LLViewerShaderMgr::TERRAIN_DETAIL3_BASE_COLOR - LLViewerShaderMgr::TERRAIN_DETAIL0_BASE_COLOR; + S32 detail_basecolor[terrain_material_count]; + S32 detail_normal[terrain_material_count]; + S32 detail_metalrough[terrain_material_count]; + S32 detail_emissive[terrain_material_count]; + + for (U32 i = 0; i < terrain_material_count; ++i) + { + LLViewerTexture *detail_basecolor_texturep = materials[i]->mBaseColorTexture; + LLViewerTexture *detail_normal_texturep = materials[i]->mNormalTexture; + LLViewerTexture *detail_metalrough_texturep = materials[i]->mMetallicRoughnessTexture; + LLViewerTexture *detail_emissive_texturep = materials[i]->mEmissiveTexture; + + detail_basecolor[i] = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_BASE_COLOR + i); + gGL.getTexUnit(detail_basecolor[i])->bind(detail_basecolor_texturep); + gGL.getTexUnit(detail_basecolor[i])->setTextureAddressMode(LLTexUnit::TAM_WRAP); + gGL.getTexUnit(detail_basecolor[i])->activate(); + + detail_normal[i] = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_NORMAL + i); + gGL.getTexUnit(detail_normal[i])->bind(detail_normal_texturep); + gGL.getTexUnit(detail_normal[i])->setTextureAddressMode(LLTexUnit::TAM_WRAP); + gGL.getTexUnit(detail_normal[i])->activate(); + + detail_metalrough[i] = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_METALLIC_ROUGHNESS + i); + gGL.getTexUnit(detail_metalrough[i])->bind(detail_metalrough_texturep); + gGL.getTexUnit(detail_metalrough[i])->setTextureAddressMode(LLTexUnit::TAM_WRAP); + gGL.getTexUnit(detail_metalrough[i])->activate(); + + detail_emissive[i] = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_EMISSIVE + i); + gGL.getTexUnit(detail_emissive[i])->bind(detail_emissive_texturep); + gGL.getTexUnit(detail_emissive[i])->setTextureAddressMode(LLTexUnit::TAM_WRAP); + gGL.getTexUnit(detail_emissive[i])->activate(); + } LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; llassert(shader); @@ -412,67 +429,80 @@ void LLDrawPoolTerrain::renderFullShaderPBR() LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater(); // - // detail texture 1 - // - S32 detail1 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL1); - gGL.getTexUnit(detail1)->bind(detail_texture1p); - 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(detail2)->setTextureAddressMode(LLTexUnit::TAM_WRAP); - gGL.getTexUnit(detail2)->activate(); - - - // detail texture 3 - // - S32 detail3 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL3); - gGL.getTexUnit(detail3)->bind(detail_texture3p); - 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); + // + // GLTF uniforms + // + + LLColor4 base_color_factors[terrain_material_count]; + F32 metallic_factors[terrain_material_count]; + F32 roughness_factors[terrain_material_count]; + LLColor3 emissive_colors[terrain_material_count]; + F32 minimum_alphas[terrain_material_count]; + for (U32 i = 0; i < terrain_material_count; ++i) + { + const LLFetchedGLTFMaterial* material = materials[i].get(); + + base_color_factors[i] = material->mBaseColor; + metallic_factors[i] = material->mMetallicFactor; + roughness_factors[i] = material->mRoughnessFactor; + emissive_colors[i] = material->mEmissiveColor; + // glTF 2.0 Specification 3.9.4. Alpha Coverage + // mAlphaCutoff is only valid for LLGLTFMaterial::ALPHA_MODE_MASK + // Use 0 here due to GLTF terrain blending (LLGLTFMaterial::bind uses + // -1 for easier debugging) + F32 min_alpha = 0.f; + if (material->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_MASK) + { + min_alpha = material->mAlphaCutoff; + } + + } + shader->uniform4fv(LLShaderMgr::TERRAIN_BASE_COLOR_FACTORS, terrain_material_count, (F32*)base_color_factors); + shader->uniform4f(LLShaderMgr::TERRAIN_METALLIC_FACTORS, metallic_factors[0], metallic_factors[1], metallic_factors[2], metallic_factors[3]); + shader->uniform4f(LLShaderMgr::TERRAIN_ROUGHNESS_FACTORS, roughness_factors[0], roughness_factors[1], roughness_factors[2], roughness_factors[3]); + shader->uniform3fv(LLShaderMgr::TERRAIN_EMISSIVE_COLORS, terrain_material_count, (F32*)emissive_colors); + shader->uniform4f(LLShaderMgr::TERRAIN_MINIMUM_ALPHAS, minimum_alphas[0], minimum_alphas[1], minimum_alphas[2], minimum_alphas[3]); + // GL_BLEND disabled by default drawLoop(); // Disable multitexture + sShader->disableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP); - sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0); - sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL1); - sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL2); - sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL3); gGL.getTexUnit(alpha_ramp)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(alpha_ramp)->disable(); gGL.getTexUnit(alpha_ramp)->activate(); - - gGL.getTexUnit(detail3)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(detail3)->disable(); - gGL.getTexUnit(detail3)->activate(); - gGL.getTexUnit(detail2)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(detail2)->disable(); - gGL.getTexUnit(detail2)->activate(); - - gGL.getTexUnit(detail1)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(detail1)->disable(); - gGL.getTexUnit(detail1)->activate(); - - //---------------------------------------------------------------------------- - // Restore Texture Unit 0 defaults - - gGL.getTexUnit(detail0)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(detail0)->enable(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(detail0)->activate(); + for (U32 i = 0; i < terrain_material_count; ++i) + { + sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_BASE_COLOR + i); + sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_NORMAL + i); + sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_METALLIC_ROUGHNESS + i); + sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_EMISSIVE + i); + + gGL.getTexUnit(detail_basecolor[i])->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(detail_basecolor[i])->disable(); + gGL.getTexUnit(detail_basecolor[i])->activate(); + + gGL.getTexUnit(detail_normal[i])->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(detail_normal[i])->disable(); + gGL.getTexUnit(detail_normal[i])->activate(); + + gGL.getTexUnit(detail_metalrough[i])->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(detail_metalrough[i])->disable(); + gGL.getTexUnit(detail_metalrough[i])->activate(); + + gGL.getTexUnit(detail_emissive[i])->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(detail_emissive[i])->disable(); + gGL.getTexUnit(detail_emissive[i])->activate(); + } } void LLDrawPoolTerrain::hilightParcelOwners() |