diff options
Diffstat (limited to 'indra/newview/lldrawpoolwater.cpp')
-rw-r--r-- | indra/newview/lldrawpoolwater.cpp | 501 |
1 files changed, 78 insertions, 423 deletions
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index a84f62036e..14f3142e1b 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -41,7 +41,6 @@ #include "llsky.h" #include "llviewertexturelist.h" #include "llviewerregion.h" -#include "llvosky.h" #include "llvowater.h" #include "llworld.h" #include "pipeline.h" @@ -50,13 +49,13 @@ #include "llsettingssky.h" #include "llsettingswater.h" -BOOL deferred_render = FALSE; - BOOL LLDrawPoolWater::sSkipScreenCopy = FALSE; BOOL LLDrawPoolWater::sNeedsReflectionUpdate = TRUE; BOOL LLDrawPoolWater::sNeedsDistortionUpdate = TRUE; F32 LLDrawPoolWater::sWaterFogEnd = 0.f; +extern BOOL gCubeSnapshot; + LLDrawPoolWater::LLDrawPoolWater() : LLFacePool(POOL_WATER) { } @@ -90,407 +89,72 @@ void LLDrawPoolWater::setNormalMaps(const LLUUID& normalMapId, const LLUUID& nex mWaterNormp[1]->addTextureStats(1024.f*1024.f); } -//static -void LLDrawPoolWater::restoreGL() -{ - /*LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater(); - if (pwater) - { - setTransparentTextures(pwater->getTransparentTextureID(), pwater->getNextTransparentTextureID()); - setOpaqueTexture(pwater->GetDefaultOpaqueTextureAssetId()); - setNormalMaps(pwater->getNormalMapID(), pwater->getNextNormalMapID()); - }*/ -} - void LLDrawPoolWater::prerender() { - mShaderLevel = (gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps) ? LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_WATER) : 0; -} - -S32 LLDrawPoolWater::getNumPasses() -{ - if (LLViewerCamera::getInstance()->getOrigin().mV[2] < 1024.f) - { - return 1; - } - - return 0; -} - -void LLDrawPoolWater::beginPostDeferredPass(S32 pass) -{ - beginRenderPass(pass); - deferred_render = TRUE; -} - -void LLDrawPoolWater::endPostDeferredPass(S32 pass) -{ - endRenderPass(pass); - deferred_render = FALSE; + mShaderLevel = LLCubeMap::sUseCubeMaps ? LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_WATER) : 0; } -//=============================== -//DEFERRED IMPLEMENTATION -//=============================== -void LLDrawPoolWater::renderDeferred(S32 pass) +S32 LLDrawPoolWater::getNumPostDeferredPasses() { - LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_WATER); - - if (!LLPipeline::sRenderTransparentWater) + if (LLViewerCamera::getInstance()->getOrigin().mV[2] < 1024.f) { - // Will render opaque water without use of ALM - render(pass); - return; + return 1; } - deferred_render = TRUE; - renderWater(); - deferred_render = FALSE; + return 0; } -//========================================= - -void LLDrawPoolWater::render(S32 pass) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_WATER); - if (mDrawFace.empty() || LLDrawable::getCurrentFrame() <= 1) - { - return; - } - - //do a quick 'n dirty depth sort - for (std::vector<LLFace*>::iterator iter = mDrawFace.begin(); - iter != mDrawFace.end(); iter++) - { - LLFace* facep = *iter; - facep->mDistance = -facep->mCenterLocal.mV[2]; - } - - std::sort(mDrawFace.begin(), mDrawFace.end(), LLFace::CompareDistanceGreater()); - - // See if we are rendering water as opaque or not - if (!LLPipeline::sRenderTransparentWater) - { - // render water for low end hardware - renderOpaqueLegacyWater(); - return; - } - - LLGLEnable blend(GL_BLEND); - - if ((mShaderLevel > 0) && !sSkipScreenCopy) - { - renderWater(); - return; - } - - LLVOSky *voskyp = gSky.mVOSkyp; - - stop_glerror(); - - if (!gGLManager.mHasMultitexture) - { - // Ack! No multitexture! Bail! - return; - } - - LLFace* refl_face = voskyp->getReflFace(); - - gPipeline.disableLights(); - - LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); - - LLGLDisable cullFace(GL_CULL_FACE); - - // Set up second pass first - gGL.getTexUnit(1)->activate(); - gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(1)->bind(mWaterImagep[0]) ; - - gGL.getTexUnit(2)->activate(); - gGL.getTexUnit(2)->enable(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(2)->bind(mWaterImagep[1]) ; - - LLVector3 camera_up = LLViewerCamera::getInstance()->getUpAxis(); - F32 up_dot = camera_up * LLVector3::z_axis; - - LLColor4 water_color; - if (LLViewerCamera::getInstance()->cameraUnderWater()) - { - water_color.setVec(1.f, 1.f, 1.f, 0.4f); - } - else - { - water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot)); - } - - gGL.diffuseColor4fv(water_color.mV); - - // Automatically generate texture coords for detail map - glEnable(GL_TEXTURE_GEN_S); //texture unit 1 - glEnable(GL_TEXTURE_GEN_T); //texture unit 1 - glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - - // Slowly move over time. - F32 offset = fmod(gFrameTimeSeconds*2.f, 100.f); - F32 tp0[4] = {16.f/256.f, 0.0f, 0.0f, offset*0.01f}; - F32 tp1[4] = {0.0f, 16.f/256.f, 0.0f, offset*0.01f}; - glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0); - glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1); - - gGL.getTexUnit(0)->activate(); - - glClearStencil(1); - glClear(GL_STENCIL_BUFFER_BIT); - LLGLEnable gls_stencil(GL_STENCIL_TEST); - glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP); - glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF); - - for (std::vector<LLFace*>::iterator iter = mDrawFace.begin(); - iter != mDrawFace.end(); iter++) - { - LLFace *face = *iter; - if (voskyp->isReflFace(face)) - { - continue; - } - gGL.getTexUnit(0)->bind(face->getTexture()); - face->renderIndexed(); - } - - // Now, disable texture coord generation on texture state 1 - gGL.getTexUnit(1)->activate(); - gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(1)->disable(); - - glDisable(GL_TEXTURE_GEN_S); //texture unit 1 - glDisable(GL_TEXTURE_GEN_T); //texture unit 1 - - gGL.getTexUnit(2)->activate(); - gGL.getTexUnit(2)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(2)->disable(); - - glDisable(GL_TEXTURE_GEN_S); //texture unit 1 - glDisable(GL_TEXTURE_GEN_T); //texture unit 1 - - // Disable texture coordinate and color arrays - gGL.getTexUnit(0)->activate(); - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - - stop_glerror(); - - if (gSky.mVOSkyp->getCubeMap()) - { - gSky.mVOSkyp->getCubeMap()->enable(0); - gSky.mVOSkyp->getCubeMap()->bind(); - - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadIdentity(); - LLMatrix4 camera_mat = LLViewerCamera::getInstance()->getModelview(); - LLMatrix4 camera_rot(camera_mat.getMat3()); - camera_rot.invert(); - - gGL.loadMatrix((F32 *)camera_rot.mMatrix); - - gGL.matrixMode(LLRender::MM_MODELVIEW); - LLOverrideFaceColor overrid(this, 1.f, 1.f, 1.f, 0.5f*up_dot); - - for (std::vector<LLFace*>::iterator iter = mDrawFace.begin(); - iter != mDrawFace.end(); iter++) - { - LLFace *face = *iter; - if (voskyp->isReflFace(face)) - { - //refl_face = face; - continue; - } - - if (face->getGeomCount() > 0) - { - face->renderIndexed(); - } - } - - gSky.mVOSkyp->getCubeMap()->disable(); - - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - - } - - glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); - - if (refl_face) - { - glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF); - renderReflection(refl_face); - } -} - -// for low end hardware -void LLDrawPoolWater::renderOpaqueLegacyWater() +void LLDrawPoolWater::beginPostDeferredPass(S32 pass) { - LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; - LLVOSky *voskyp = gSky.mVOSkyp; + LL_PROFILE_GPU_ZONE("water beginPostDeferredPass") + gGL.setColorMask(true, true); - if (voskyp == NULL) + if (LLPipeline::sRenderTransparentWater) { - return; - } + // copy framebuffer contents so far to a texture to be used for + // reflections and refractions + LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); - LLGLSLShader* shader = NULL; - if (LLPipeline::sUnderWaterRender) - { - shader = &gObjectSimpleNonIndexedTexGenWaterProgram; - } - else - { - shader = &gObjectSimpleNonIndexedTexGenProgram; - } + LLRenderTarget& src = gPipeline.mRT->screen; + LLRenderTarget& depth_src = gPipeline.mRT->deferredScreen; + LLRenderTarget& dst = gPipeline.mWaterDis; - shader->bind(); + dst.bindTarget(); + gCopyDepthProgram.bind(); - stop_glerror(); + S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP); + S32 depth_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); - // Depth sorting and write to depth buffer - // since this is opaque, we should see nothing - // behind the water. No blending because - // of no transparency. And no face culling so - // that the underside of the water is also opaque. - LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE); - LLGLDisable no_cull(GL_CULL_FACE); - LLGLDisable no_blend(GL_BLEND); + gGL.getTexUnit(diff_map)->bind(&src); + gGL.getTexUnit(depth_map)->bind(&depth_src, true); - gPipeline.disableLights(); + gPipeline.mScreenTriangleVB->setBuffer(); + gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); - // Activate the texture binding and bind one - // texture since all images will have the same texture - gGL.getTexUnit(0)->activate(); - gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(0)->bind(mOpaqueWaterImagep); - - // Automatically generate texture coords for water texture - if (!shader) - { - glEnable(GL_TEXTURE_GEN_S); //texture unit 0 - glEnable(GL_TEXTURE_GEN_T); //texture unit 0 - glTexGenf(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - glTexGenf(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - } - - // Use the fact that we know all water faces are the same size - // to save some computation - - // Slowly move texture coordinates over time so the watter appears - // to be moving. - F32 movement_period_secs = 50.f; - - F32 offset = fmod(gFrameTimeSeconds, movement_period_secs); - - if (movement_period_secs != 0) - { - offset /= movement_period_secs; - } - else - { - offset = 0; - } - - F32 tp0[4] = { 16.f / 256.f, 0.0f, 0.0f, offset }; - F32 tp1[4] = { 0.0f, 16.f / 256.f, 0.0f, offset }; - - if (!shader) - { - glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0); - glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1); - } - else - { - shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_S, 1, tp0); - shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_T, 1, tp1); - } - - gGL.diffuseColor3f(1.f, 1.f, 1.f); - - for (std::vector<LLFace*>::iterator iter = mDrawFace.begin(); - iter != mDrawFace.end(); iter++) - { - LLFace *face = *iter; - if (voskyp->isReflFace(face)) - { - continue; - } - - face->renderIndexed(); - } - - stop_glerror(); - - if (!shader) - { - // Reset the settings back to expected values - glDisable(GL_TEXTURE_GEN_S); //texture unit 0 - glDisable(GL_TEXTURE_GEN_T); //texture unit 0 - } - - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); -} - - -void LLDrawPoolWater::renderReflection(LLFace* face) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; - LLVOSky *voskyp = gSky.mVOSkyp; - - if (!voskyp) - { - return; - } - - if (!face->getGeomCount()) - { - return; - } - - S8 dr = voskyp->getDrawRefl(); - if (dr < 0) - { - return; - } - - LLGLSNoFog noFog; - - gGL.getTexUnit(0)->bind((dr == 0) ? voskyp->getSunTex() : voskyp->getMoonTex()); - - LLOverrideFaceColor override(this, LLColor4(face->getFaceColor().mV)); - face->renderIndexed(); + dst.flush(); + } } -void LLDrawPoolWater::renderWater() +void LLDrawPoolWater::renderPostDeferred(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; - if (!deferred_render) - { - gGL.setColorMask(true, true); - } - LLGLDisable blend(GL_BLEND); + + gGL.setColorMask(true, true); 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(); bool has_normal_mips = gSavedSettings.getBOOL("RenderWaterMipNormal"); bool underwater = LLViewerCamera::getInstance()->cameraUnderWater(); + LLColor4 fog_color = LLColor4(pwater->getWaterFogColor(), 0.f); + LLColor3 fog_color_linear = linearColor3(fog_color); if (sun_up) { @@ -508,56 +172,48 @@ 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; LLGLSLShader *shader = nullptr; // two passes, first with standard water shader bound, second with edge water shader bound - for( int edge = 0 ; edge < 2; edge++ ) + for (int edge = 0; edge < 2; edge++) { // select shader - if (underwater && LLPipeline::sWaterReflections) + if (underwater) { - shader = deferred_render ? &gDeferredUnderWaterProgram : &gUnderWaterProgram; + shader = &gUnderWaterProgram; } else { - if (edge && !deferred_render) + if (edge) { shader = &gWaterEdgeProgram; } else { - shader = deferred_render ? &gDeferredWaterProgram : &gWaterProgram; + shader = &gWaterProgram; } } - shader->bind(); - // 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(); - } + gPipeline.bindDeferredShader(*shader); - // bind normal map - S32 bumpTex = shader->enableTexture(LLViewerShaderMgr::BUMP_MAP); + //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(); @@ -567,12 +223,12 @@ void LLDrawPoolWater::renderWater() if (tex_a && (!tex_b || (tex_a == tex_b))) { gGL.getTexUnit(bumpTex)->bind(tex_a); - blend_factor = 0; // only one tex provided, no blending + 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 + blend_factor = 0; // only one tex provided, no blending } else if (tex_b != tex_a) { @@ -581,25 +237,16 @@ void LLDrawPoolWater::renderWater() } // bind reflection texture from RenderTarget - S32 screentex = shader->enableTexture(LLShaderMgr::WATER_SCREENTEX); - F32 screenRes[] = {1.f / gGLViewport[2], 1.f / gGLViewport[3]}; + S32 screentex = shader->enableTexture(LLShaderMgr::WATER_SCREENTEX); + S32 screenDepth = shader->enableTexture(LLShaderMgr::WATER_SCREENDEPTH); - S32 diffTex = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP); + F32 screenRes[] = { 1.f / gGLViewport[2], 1.f / gGLViewport[3] }; - // set uniforms for shader - if (deferred_render) - { - if (shader->getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0) - { - glh::matrix4f norm_mat = get_current_modelview().inverse().transpose(); - shader->uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, FALSE, norm_mat.m); - } - } + S32 diffTex = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP); 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) @@ -608,12 +255,17 @@ void LLDrawPoolWater::renderWater() 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); } - F32 water_height = environment.getWaterHeight(); + F32 water_height = environment.getWaterHeight(); F32 camera_height = LLViewerCamera::getInstance()->getOrigin().mV[2]; shader->uniform1f(LLShaderMgr::WATER_WATERHEIGHT, camera_height - water_height); shader->uniform1f(LLShaderMgr::WATER_TIME, phase_time); @@ -621,6 +273,7 @@ void LLDrawPoolWater::renderWater() shader->uniform4fv(LLShaderMgr::SPECULAR_COLOR, 1, specular.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); @@ -635,7 +288,7 @@ void LLDrawPoolWater::renderWater() 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 sunAngle = llmax(0.f, light_dir.mV[1]); F32 scaledAngle = 1.f - sunAngle; shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up ? 1 : 0); @@ -644,8 +297,11 @@ void LLDrawPoolWater::renderWater() 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->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, rotated_light_direction.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); + shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, 1, LLViewerCamera::getInstance()->getOrigin().mV); if (LLViewerCamera::getInstance()->cameraUnderWater()) @@ -659,16 +315,16 @@ void LLDrawPoolWater::renderWater() LLGLDisable cullface(GL_CULL_FACE); - LLVOWater *water = nullptr; - for (LLFace *const &face : mDrawFace) + LLVOWater* water = nullptr; + for (LLFace* const& face : mDrawFace) { if (!face) continue; - water = static_cast<LLVOWater *>(face->getViewerObject()); + water = static_cast<LLVOWater*>(face->getViewerObject()); if (!water) continue; gGL.getTexUnit(diffTex)->bind(face->getTexture()); - if ((bool)edge == (bool) water->getIsEdgePatch()) + if ((bool)edge == (bool)water->getIsEdgePatch()) { face->renderIndexed(); @@ -689,22 +345,21 @@ void LLDrawPoolWater::renderWater() shader->disableTexture(LLShaderMgr::WATER_SCREENDEPTH); // clean up - shader->unbind(); + 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); + + gGL.setColorMask(true, false); } LLViewerTexture *LLDrawPoolWater::getDebugTexture() { - return LLViewerFetchedTexture::sSmokeImagep; + return LLViewerTextureManager::getFetchedTexture(IMG_SMOKE); } LLColor3 LLDrawPoolWater::getDebugColor() const |