diff options
Diffstat (limited to 'indra/newview/lldrawpoolwater.cpp')
-rw-r--r-- | indra/newview/lldrawpoolwater.cpp | 229 |
1 files changed, 116 insertions, 113 deletions
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index 3f39716449..21b2e56c7c 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -357,7 +357,7 @@ void LLDrawPoolWater::renderOpaqueLegacyWater() { #if 0 LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; - LLVOSky *voskyp = gSky.mVOSkyp; + LLVOSky *voskyp = gSky.mVOSkyp; if (voskyp == NULL) { @@ -365,16 +365,16 @@ void LLDrawPoolWater::renderOpaqueLegacyWater() } LLGLSLShader* shader = NULL; - if (LLPipeline::sUnderWaterRender) - { - shader = &gObjectSimpleNonIndexedTexGenWaterProgram; - } - else - { - shader = &gObjectSimpleNonIndexedTexGenProgram; - } + if (LLPipeline::sUnderWaterRender) + { + shader = &gObjectSimpleNonIndexedTexGenWaterProgram; + } + else + { + shader = &gObjectSimpleNonIndexedTexGenProgram; + } - shader->bind(); + shader->bind(); stop_glerror(); @@ -508,9 +508,9 @@ void LLDrawPoolWater::renderWater() 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(); + 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(); @@ -535,15 +535,15 @@ void LLDrawPoolWater::renderWater() 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; @@ -570,51 +570,51 @@ void LLDrawPoolWater::renderWater() } gPipeline.bindDeferredShader(*shader); - + // bind textures for water rendering - S32 reftex = shader->enableTexture(LLShaderMgr::WATER_REFTEX); - if (reftex > -1) - { - gGL.getTexUnit(reftex)->activate(); - gGL.getTexUnit(reftex)->bind(&gPipeline.mWaterRef); - gGL.getTexUnit(0)->activate(); - } + S32 reftex = shader->enableTexture(LLShaderMgr::WATER_REFTEX); + if (reftex > -1) + { + gGL.getTexUnit(reftex)->activate(); + gGL.getTexUnit(reftex)->bind(&gPipeline.mWaterRef); + gGL.getTexUnit(0)->activate(); + } - // bind normal map - S32 bumpTex = shader->enableTexture(LLViewerShaderMgr::BUMP_MAP); - S32 bumpTex2 = shader->enableTexture(LLViewerShaderMgr::BUMP_MAP2); + //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]; + 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); - 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); + 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); S32 screenDepth = shader->enableTexture(LLShaderMgr::WATER_SCREENDEPTH); F32 screenRes[] = {1.f / gGLViewport[2], 1.f / gGLViewport[3]}; - - S32 diffTex = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP); + + S32 diffTex = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP); // set uniforms for shader if (deferred_render) @@ -626,26 +626,26 @@ void LLDrawPoolWater::renderWater() } } - shader->uniform2fv(LLShaderMgr::DEFERRED_SCREEN_RES, 1, screenRes); - shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); + 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); - } + F32 fog_density = pwater->getModifiedWaterFogDensity(underwater); + if (screentex > -1) + { + shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY, fog_density); + gGL.getTexUnit(screentex)->bind(&gPipeline.mWaterDis); + } + if (screenDepth > -1) { gGL.getTexUnit(screenDepth)->bind(&gPipeline.mWaterDis, true); } - if (mShaderLevel == 1) - { - fog_color.mV[VW] = log(fog_density) / log(2); - } + 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]; @@ -654,45 +654,48 @@ void LLDrawPoolWater::renderWater() 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->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->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->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_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()); + 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; + 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); + 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); - LLVector4 rotated_light_direction = LLEnvironment::instance().getRotatedLightNorm(); - shader->uniform3fv(LLViewerShaderMgr::LIGHTNORM, 1, rotated_light_direction.mV); - shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, 1, LLViewerCamera::getInstance()->getOrigin().mV); + // 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); - if (LLViewerCamera::getInstance()->cameraUnderWater()) - { - shader->uniform1f(LLShaderMgr::WATER_REFSCALE, pwater->getScaleBelow()); - } - else - { - shader->uniform1f(LLShaderMgr::WATER_REFSCALE, pwater->getScaleAbove()); - } + shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, 1, LLViewerCamera::getInstance()->getOrigin().mV); - LLGLDisable cullface(GL_CULL_FACE); + 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) @@ -701,41 +704,41 @@ void LLDrawPoolWater::renderWater() water = static_cast<LLVOWater *>(face->getViewerObject()); if (!water) continue; - gGL.getTexUnit(diffTex)->bind(face->getTexture()); + gGL.getTexUnit(diffTex)->bind(face->getTexture()); if ((bool)edge == (bool) water->getIsEdgePatch()) - { - face->renderIndexed(); + { + face->renderIndexed(); // Note non-void water being drawn, updates required if (!edge) // SL-16461 remove !LLPipeline::sUseOcclusion check - { - sNeedsReflectionUpdate = TRUE; - sNeedsDistortionUpdate = TRUE; + { + 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); - shader->disableTexture(LLShaderMgr::WATER_SCREENDEPTH); + 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); + shader->disableTexture(LLShaderMgr::WATER_SCREENDEPTH); // 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); - if (!deferred_render) - { - gGL.setColorMask(true, false); - } + gGL.getTexUnit(0)->activate(); + gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); + if (!deferred_render) + { + gGL.setColorMask(true, false); + } } LLViewerTexture *LLDrawPoolWater::getDebugTexture() |