diff options
Diffstat (limited to 'indra/newview/lldrawpoolwater.cpp')
-rw-r--r-- | indra/newview/lldrawpoolwater.cpp | 70 |
1 files changed, 36 insertions, 34 deletions
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index 4c95fb0a0f..2c9418ca19 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -479,7 +479,10 @@ void LLDrawPoolWater::renderReflection(LLFace* face) void LLDrawPoolWater::shade2(bool edge, LLGLSLShader* shader, const LLColor3& light_diffuse, const LLVector3& light_dir, F32 light_exp) { - F32 eyedepth = LLViewerCamera::getInstance()->getOrigin().mV[2] - LLEnvironment::instance().getWaterHeight(); + F32 water_height = LLEnvironment::instance().getWaterHeight(); + F32 camera_height = LLViewerCamera::getInstance()->getOrigin().mV[2]; + F32 eyedepth = camera_height - water_height; + bool underwater = eyedepth <= 0.0f; LLEnvironment& environment = LLEnvironment::instance(); LLSettingsWater::ptr_t pwater = environment.getCurrentWater(); @@ -487,6 +490,7 @@ void LLDrawPoolWater::shade2(bool edge, LLGLSLShader* shader, const LLColor3& li shader->bind(); +// bind textures for water rendering if (deferred_render) { if (shader->getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0) @@ -516,16 +520,17 @@ void LLDrawPoolWater::shade2(bool edge, LLGLSLShader* shader, const LLColor3& li F32 blend_factor = LLEnvironment::instance().getCurrentWater()->getBlendFactor(); + 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); - gGL.getTexUnit(bumpTex2)->unbind(LLTexUnit::TT_TEXTURE); blend_factor = 0; // only one tex provided, no blending } else if (tex_b && !tex_a) { gGL.getTexUnit(bumpTex)->bind(tex_b); - gGL.getTexUnit(bumpTex2)->unbind(LLTexUnit::TT_TEXTURE); blend_factor = 0; // only one tex provided, no blending } else if (tex_b != tex_a) @@ -533,37 +538,40 @@ void LLDrawPoolWater::shade2(bool edge, LLGLSLShader* shader, const LLColor3& li gGL.getTexUnit(bumpTex)->bind(tex_a); gGL.getTexUnit(bumpTex2)->bind(tex_b); } - - shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); - - shader->uniform3fv(LLShaderMgr::WATER_FOGCOLOR, 1, pwater->getWaterFogColor().mV); - - F32 fog_density = pwater->getModifiedWaterFogDensity(LLPipeline::sUnderWaterRender || (eyedepth <= 0.0f)); - - shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY, fog_density); // bind reflection texture from RenderTarget S32 screentex = shader->enableTexture(LLShaderMgr::WATER_SCREENTEX); - gGL.getTexUnit(screentex)->bind(&gPipeline.mWaterDis); - - if (mShaderLevel == 1) - { - LLColor4 fog_color(pwater->getWaterFogColor(), 0.f); - fog_color[3] = fog_density; - shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, fog_color.mV); - } - F32 screenRes[] = { 1.f/gGLViewport[2], 1.f/gGLViewport[3] }; - shader->uniform2fv(LLShaderMgr::DEFERRED_SCREEN_RES, 1, screenRes); - stop_glerror(); - + S32 diffTex = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP); stop_glerror(); - + +// set uniforms for water rendering + shader->uniform2fv(LLShaderMgr::DEFERRED_SCREEN_RES, 1, screenRes); + shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); + + LLColor4 fog_color(pwater->getWaterFogColor(), 0.0f); + F32 fog_density = pwater->getModifiedWaterFogDensity(underwater); + + if (screentex > -1) + { + shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY, fog_density); + gGL.getTexUnit(screentex)->bind(&gPipeline.mWaterDis); + } + + if (mShaderLevel == 1) + { + //F32 fog_density_slider_value = param_mgr->mDensitySliderValue; + //sWaterFogColor.mV[3] = fog_density_slider_value; + fog_color.mV[VW] = log(fog_density) / log(2); + } + + shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, fog_color.mV); + //shader->uniformMatrix4fv("inverse_ref", 1, GL_FALSE, (GLfloat*) gGLObliqueProjectionInverse.mMatrix); shader->uniform1f(LLShaderMgr::WATER_WATERHEIGHT, eyedepth); shader->uniform1f(LLShaderMgr::WATER_TIME, sTime); @@ -592,30 +600,21 @@ void LLDrawPoolWater::shade2(bool edge, LLGLSLShader* shader, const LLColor3& li F32 sunAngle = llmax(0.f, light_dir.mV[2]); F32 scaledAngle = 1.f - sunAngle; + shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 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); - LLColor4 water_color; - LLVector3 camera_up = LLViewerCamera::getInstance()->getUpAxis(); - F32 up_dot = camera_up * LLVector3::z_axis; if (LLViewerCamera::getInstance()->cameraUnderWater()) { - water_color.setVec(1.f, 1.f, 1.f, 0.4f); shader->uniform1f(LLShaderMgr::WATER_REFSCALE, pwater->getScaleBelow()); } else { - water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot)); shader->uniform1f(LLShaderMgr::WATER_REFSCALE, pwater->getScaleAbove()); } - if (water_color.mV[3] > 0.9f) - { - water_color.mV[3] = 0.9f; - } - { LLGLDisable cullface(GL_CULL_FACE); @@ -666,6 +665,9 @@ void LLDrawPoolWater::shade2(bool edge, LLGLSLShader* shader, const LLColor3& li } } + gGL.getTexUnit(bumpTex)->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(bumpTex2)->unbind(LLTexUnit::TT_TEXTURE); + shader->disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); shader->disableTexture(LLShaderMgr::WATER_SCREENTEX); shader->disableTexture(LLShaderMgr::BUMP_MAP); |