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-rw-r--r--indra/newview/lldrawpoolwater.cpp1522
1 files changed, 761 insertions, 761 deletions
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp
index a91246b5a1..56f3b75792 100644
--- a/indra/newview/lldrawpoolwater.cpp
+++ b/indra/newview/lldrawpoolwater.cpp
@@ -1,762 +1,762 @@
-/**
- * @file lldrawpoolwater.cpp
- * @brief LLDrawPoolWater class implementation
- *
- * $LicenseInfo:firstyear=2002&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#include "llviewerprecompiledheaders.h"
-#include "llfeaturemanager.h"
-#include "lldrawpoolwater.h"
-
-#include "llviewercontrol.h"
-#include "lldir.h"
-#include "llerror.h"
-#include "m3math.h"
-#include "llrender.h"
-
-#include "llagent.h" // for gAgent for getRegion for getWaterHeight
-#include "llcubemap.h"
-#include "lldrawable.h"
-#include "llface.h"
-#include "llsky.h"
-#include "llviewertexturelist.h"
-#include "llviewerregion.h"
-#include "llvosky.h"
-#include "llvowater.h"
-#include "llworld.h"
-#include "pipeline.h"
-#include "llviewershadermgr.h"
-#include "llenvironment.h"
-#include "llsettingssky.h"
-#include "llsettingswater.h"
-
-static float sTime;
-
-BOOL deferred_render = FALSE;
-
-BOOL LLDrawPoolWater::sSkipScreenCopy = FALSE;
-BOOL LLDrawPoolWater::sNeedsReflectionUpdate = TRUE;
-BOOL LLDrawPoolWater::sNeedsDistortionUpdate = TRUE;
-F32 LLDrawPoolWater::sWaterFogEnd = 0.f;
-
-LLDrawPoolWater::LLDrawPoolWater() : LLFacePool(POOL_WATER)
-{
-}
-
-LLDrawPoolWater::~LLDrawPoolWater()
-{
-}
-
-void LLDrawPoolWater::setTransparentTextures(const LLUUID& transparentTextureId, const LLUUID& nextTransparentTextureId)
-{
- LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();
- mWaterImagep[0] = LLViewerTextureManager::getFetchedTexture(!transparentTextureId.isNull() ? transparentTextureId : pwater->GetDefaultTransparentTextureAssetId());
- mWaterImagep[1] = LLViewerTextureManager::getFetchedTexture(!nextTransparentTextureId.isNull() ? nextTransparentTextureId : (!transparentTextureId.isNull() ? transparentTextureId : pwater->GetDefaultTransparentTextureAssetId()));
- mWaterImagep[0]->addTextureStats(1024.f*1024.f);
- mWaterImagep[1]->addTextureStats(1024.f*1024.f);
-}
-
-void LLDrawPoolWater::setOpaqueTexture(const LLUUID& opaqueTextureId)
-{
- LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();
- mOpaqueWaterImagep = LLViewerTextureManager::getFetchedTexture(opaqueTextureId);
- mOpaqueWaterImagep->addTextureStats(1024.f*1024.f);
-}
-
-void LLDrawPoolWater::setNormalMaps(const LLUUID& normalMapId, const LLUUID& nextNormalMapId)
-{
- LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();
- mWaterNormp[0] = LLViewerTextureManager::getFetchedTexture(!normalMapId.isNull() ? normalMapId : pwater->GetDefaultWaterNormalAssetId());
- mWaterNormp[1] = LLViewerTextureManager::getFetchedTexture(!nextNormalMapId.isNull() ? nextNormalMapId : (!normalMapId.isNull() ? normalMapId : pwater->GetDefaultWaterNormalAssetId()));
- mWaterNormp[0]->addTextureStats(1024.f*1024.f);
- 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());
- }*/
-}
-
-LLDrawPool *LLDrawPoolWater::instancePool()
-{
- LL_ERRS() << "Should never be calling instancePool on a water pool!" << LL_ENDL;
- return NULL;
-}
-
-
-void LLDrawPoolWater::prerender()
-{
- mVertexShaderLevel = (gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps) ? LLViewerShaderMgr::instance()->getVertexShaderLevel(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;
-}
-
-//===============================
-//DEFERRED IMPLEMENTATION
-//===============================
-void LLDrawPoolWater::renderDeferred(S32 pass)
-{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_WATER);
- deferred_render = TRUE;
- shade();
- deferred_render = FALSE;
-}
-
-//=========================================
-
-void LLDrawPoolWater::render(S32 pass)
-{
- 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 (!gSavedSettings.getBOOL("RenderTransparentWater"))
- {
- // render water for low end hardware
- renderOpaqueLegacyWater();
- return;
- }
-
- LLGLEnable blend(GL_BLEND);
-
- if ((mVertexShaderLevel > 0) && !sSkipScreenCopy)
- {
- shade();
- 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(1)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
- gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA);
-
- 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(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
-
- // 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);
-
- gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
-
- 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();
- }
- }
-
- gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
-
- 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);
- }
-
- gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
-}
-
-// for low end hardware
-void LLDrawPoolWater::renderOpaqueLegacyWater()
-{
- LLVOSky *voskyp = gSky.mVOSkyp;
-
- LLGLSLShader* shader = NULL;
- if (LLGLSLShader::sNoFixedFunction)
- {
- if (LLPipeline::sUnderWaterRender)
- {
- shader = &gObjectSimpleNonIndexedTexGenWaterProgram;
- }
- else
- {
- shader = &gObjectSimpleNonIndexedTexGenProgram;
- }
-
- shader->bind();
- }
-
- stop_glerror();
-
- // 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);
-
- gPipeline.disableLights();
-
- // 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);
- gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
-}
-
-
-void LLDrawPoolWater::renderReflection(LLFace* face)
-{
- 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();
-}
-
-void LLDrawPoolWater::shade()
-{
- if (!deferred_render)
- {
- gGL.setColorMask(true, true);
- }
-
- LLVOSky *voskyp = gSky.mVOSkyp;
-
- if(voskyp == NULL)
- {
- return;
- }
-
- LLGLDisable blend(GL_BLEND);
-
- LLColor3 light_diffuse(0,0,0);
- F32 light_exp = 0.0f;
- LLVector3 light_dir;
- LLColor3 light_color;
-
- LLEnvironment& environment = LLEnvironment::instance();
- LLSettingsWater::ptr_t pwater = environment.getCurrentWater();
- LLSettingsSky::ptr_t psky = environment.getCurrentSky();
-
- light_dir = environment.getLightDirection();
- light_dir.normalize();
-
- bool sun_up = environment.getIsSunUp();
- bool moon_up = environment.getIsMoonUp();
-
- if (sun_up)
- {
- light_color = light_color + psky->getSunAmbient();
- light_diffuse += psky->getSunDiffuse();
- }
-
- light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0.f);
-
- if (moon_up)
- {
- LLColor3 moon_diffuse_color = psky->getMoonDiffuse();
- light_color += moon_diffuse_color;
- light_diffuse += moon_diffuse_color * 0.5f;
-
- if (!sun_up)
- {
- light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0.f);
- }
- }
-
- light_diffuse.normalize();
- light_diffuse *= (light_exp + 0.25f);
-
- light_exp *= light_exp;
- light_exp *= light_exp;
- light_exp *= light_exp;
- light_exp *= light_exp;
- light_exp *= 256.f;
- light_exp = light_exp > 32.f ? light_exp : 32.f;
-
- light_diffuse *= 6.f;
-
- LLGLSLShader* shader;
-
- F32 eyedepth = LLViewerCamera::getInstance()->getOrigin().mV[2] - LLEnvironment::instance().getWaterHeight();
-
- if (eyedepth < 0.f && LLPipeline::sWaterReflections)
- {
- if (deferred_render)
- {
- shader = &gDeferredUnderWaterProgram;
- }
- else
- {
- shader = &gUnderWaterProgram;
- }
- }
- else if (deferred_render)
- {
- shader = &gDeferredWaterProgram;
- }
- else
- {
- shader = &gWaterProgram;
- }
-
- shader->bind();
-
- 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);
- }
- }
-
- sTime = (F32)LLFrameTimer::getElapsedSeconds() * 0.5f;
-
- 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);
-
- if (mWaterNormp[0])
- {
- gGL.getTexUnit(bumpTex)->bind(mWaterNormp[0]) ;
-
- if (gSavedSettings.getBOOL("RenderWaterMipNormal"))
- {
- mWaterNormp[0]->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
- }
- else
- {
- mWaterNormp[0]->setFilteringOption(LLTexUnit::TFO_POINT);
- }
- }
-
- if (mWaterNormp[1])
- {
- bumpTex = shader->enableTexture(LLViewerShaderMgr::BUMP_MAP2);
-
- gGL.getTexUnit(bumpTex)->bind(mWaterNormp[1]) ;
-
- if (gSavedSettings.getBOOL("RenderWaterMipNormal"))
- {
- mWaterNormp[1]->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
- }
- else
- {
- mWaterNormp[1]->setFilteringOption(LLTexUnit::TFO_POINT);
- }
- }
-
- shader->uniform3fv(LLShaderMgr::WATER_FOGCOLOR, 1, pwater->getWaterFogColor().mV);
- shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY, pwater->getWaterFogDensity());
-
- // bind reflection texture from RenderTarget
- S32 screentex = shader->enableTexture(LLShaderMgr::WATER_SCREENTEX);
- gGL.getTexUnit(screentex)->bind(&gPipeline.mWaterDis);
-
- if (mVertexShaderLevel == 1)
- {
- LLColor4 fog_color(pwater->getWaterFogColor(), 0.f);
- fog_color[3] = pwater->getWaterFogDensity();
- 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();
-
- //shader->uniformMatrix4fv("inverse_ref", 1, GL_FALSE, (GLfloat*) gGLObliqueProjectionInverse.mMatrix);
- shader->uniform1f(LLShaderMgr::WATER_WATERHEIGHT, eyedepth);
- shader->uniform1f(LLShaderMgr::WATER_TIME, sTime);
- shader->uniform3fv(LLShaderMgr::WATER_EYEVEC, 1, LLViewerCamera::getInstance()->getOrigin().mV);
- shader->uniform3fv(LLShaderMgr::WATER_SPECULAR, 1, light_diffuse.mV);
- shader->uniform1f(LLShaderMgr::WATER_SPECULAR_EXP, light_exp);
- if (LLEnvironment::instance().isCloudScrollPaused())
- {
- static const std::array<F32, 2> zerowave{ {0.0f, 0.0f} };
-
- shader->uniform2fv(LLShaderMgr::WATER_WAVE_DIR1, 1, zerowave.data());
- shader->uniform2fv(LLShaderMgr::WATER_WAVE_DIR2, 1, zerowave.data());
- }
- else
- {
- 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_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[2]);
- F32 scaledAngle = 1.f - sunAngle;
-
- 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);
-
- 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;
- }
-
- {
- LLGLEnable depth_clamp(gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP : 0);
- LLGLDisable cullface(GL_CULL_FACE);
- for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
- iter != mDrawFace.end(); iter++)
- {
- LLFace *face = *iter;
-
- if (voskyp->isReflFace(face))
- {
- continue;
- }
-
- LLVOWater* water = (LLVOWater*) face->getViewerObject();
- gGL.getTexUnit(diffTex)->bind(face->getTexture());
-
- sNeedsReflectionUpdate = TRUE;
-
- if (water->getUseTexture() || !water->getIsEdgePatch())
- {
- sNeedsDistortionUpdate = TRUE;
- face->renderIndexed();
- }
- // using squash clip for deferred rendering makes the horizon lines match
- // between ALM and non-ALM rendering (SL-1655), but introduces an ugly seem between
- // near and far water(SL-9696)...we're going to live with the former and not cause the latter
+/**
+ * @file lldrawpoolwater.cpp
+ * @brief LLDrawPoolWater class implementation
+ *
+ * $LicenseInfo:firstyear=2002&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2010, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#include "llviewerprecompiledheaders.h"
+#include "llfeaturemanager.h"
+#include "lldrawpoolwater.h"
+
+#include "llviewercontrol.h"
+#include "lldir.h"
+#include "llerror.h"
+#include "m3math.h"
+#include "llrender.h"
+
+#include "llagent.h" // for gAgent for getRegion for getWaterHeight
+#include "llcubemap.h"
+#include "lldrawable.h"
+#include "llface.h"
+#include "llsky.h"
+#include "llviewertexturelist.h"
+#include "llviewerregion.h"
+#include "llvosky.h"
+#include "llvowater.h"
+#include "llworld.h"
+#include "pipeline.h"
+#include "llviewershadermgr.h"
+#include "llenvironment.h"
+#include "llsettingssky.h"
+#include "llsettingswater.h"
+
+static float sTime;
+
+BOOL deferred_render = FALSE;
+
+BOOL LLDrawPoolWater::sSkipScreenCopy = FALSE;
+BOOL LLDrawPoolWater::sNeedsReflectionUpdate = TRUE;
+BOOL LLDrawPoolWater::sNeedsDistortionUpdate = TRUE;
+F32 LLDrawPoolWater::sWaterFogEnd = 0.f;
+
+LLDrawPoolWater::LLDrawPoolWater() : LLFacePool(POOL_WATER)
+{
+}
+
+LLDrawPoolWater::~LLDrawPoolWater()
+{
+}
+
+void LLDrawPoolWater::setTransparentTextures(const LLUUID& transparentTextureId, const LLUUID& nextTransparentTextureId)
+{
+ LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();
+ mWaterImagep[0] = LLViewerTextureManager::getFetchedTexture(!transparentTextureId.isNull() ? transparentTextureId : pwater->GetDefaultTransparentTextureAssetId());
+ mWaterImagep[1] = LLViewerTextureManager::getFetchedTexture(!nextTransparentTextureId.isNull() ? nextTransparentTextureId : (!transparentTextureId.isNull() ? transparentTextureId : pwater->GetDefaultTransparentTextureAssetId()));
+ mWaterImagep[0]->addTextureStats(1024.f*1024.f);
+ mWaterImagep[1]->addTextureStats(1024.f*1024.f);
+}
+
+void LLDrawPoolWater::setOpaqueTexture(const LLUUID& opaqueTextureId)
+{
+ LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();
+ mOpaqueWaterImagep = LLViewerTextureManager::getFetchedTexture(opaqueTextureId);
+ mOpaqueWaterImagep->addTextureStats(1024.f*1024.f);
+}
+
+void LLDrawPoolWater::setNormalMaps(const LLUUID& normalMapId, const LLUUID& nextNormalMapId)
+{
+ LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();
+ mWaterNormp[0] = LLViewerTextureManager::getFetchedTexture(!normalMapId.isNull() ? normalMapId : pwater->GetDefaultWaterNormalAssetId());
+ mWaterNormp[1] = LLViewerTextureManager::getFetchedTexture(!nextNormalMapId.isNull() ? nextNormalMapId : (!normalMapId.isNull() ? normalMapId : pwater->GetDefaultWaterNormalAssetId()));
+ mWaterNormp[0]->addTextureStats(1024.f*1024.f);
+ 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());
+ }*/
+}
+
+LLDrawPool *LLDrawPoolWater::instancePool()
+{
+ LL_ERRS() << "Should never be calling instancePool on a water pool!" << LL_ENDL;
+ return NULL;
+}
+
+
+void LLDrawPoolWater::prerender()
+{
+ mVertexShaderLevel = (gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps) ? LLViewerShaderMgr::instance()->getVertexShaderLevel(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;
+}
+
+//===============================
+//DEFERRED IMPLEMENTATION
+//===============================
+void LLDrawPoolWater::renderDeferred(S32 pass)
+{
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_WATER);
+ deferred_render = TRUE;
+ shade();
+ deferred_render = FALSE;
+}
+
+//=========================================
+
+void LLDrawPoolWater::render(S32 pass)
+{
+ 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 (!gSavedSettings.getBOOL("RenderTransparentWater"))
+ {
+ // render water for low end hardware
+ renderOpaqueLegacyWater();
+ return;
+ }
+
+ LLGLEnable blend(GL_BLEND);
+
+ if ((mVertexShaderLevel > 0) && !sSkipScreenCopy)
+ {
+ shade();
+ 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(1)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
+ gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA);
+
+ 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(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
+
+ // 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);
+
+ gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
+
+ 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();
+ }
+ }
+
+ gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
+
+ 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);
+ }
+
+ gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
+}
+
+// for low end hardware
+void LLDrawPoolWater::renderOpaqueLegacyWater()
+{
+ LLVOSky *voskyp = gSky.mVOSkyp;
+
+ LLGLSLShader* shader = NULL;
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ if (LLPipeline::sUnderWaterRender)
+ {
+ shader = &gObjectSimpleNonIndexedTexGenWaterProgram;
+ }
+ else
+ {
+ shader = &gObjectSimpleNonIndexedTexGenProgram;
+ }
+
+ shader->bind();
+ }
+
+ stop_glerror();
+
+ // 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);
+
+ gPipeline.disableLights();
+
+ // 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);
+ gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
+}
+
+
+void LLDrawPoolWater::renderReflection(LLFace* face)
+{
+ 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();
+}
+
+void LLDrawPoolWater::shade()
+{
+ if (!deferred_render)
+ {
+ gGL.setColorMask(true, true);
+ }
+
+ LLVOSky *voskyp = gSky.mVOSkyp;
+
+ if(voskyp == NULL)
+ {
+ return;
+ }
+
+ LLGLDisable blend(GL_BLEND);
+
+ LLColor3 light_diffuse(0,0,0);
+ F32 light_exp = 0.0f;
+ LLVector3 light_dir;
+ LLColor3 light_color;
+
+ LLEnvironment& environment = LLEnvironment::instance();
+ LLSettingsWater::ptr_t pwater = environment.getCurrentWater();
+ LLSettingsSky::ptr_t psky = environment.getCurrentSky();
+
+ light_dir = environment.getLightDirection();
+ light_dir.normalize();
+
+ bool sun_up = environment.getIsSunUp();
+ bool moon_up = environment.getIsMoonUp();
+
+ if (sun_up)
+ {
+ light_color = light_color + psky->getSunAmbient();
+ light_diffuse += psky->getSunDiffuse();
+ }
+
+ light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0.f);
+
+ if (moon_up)
+ {
+ LLColor3 moon_diffuse_color = psky->getMoonDiffuse();
+ light_color += moon_diffuse_color;
+ light_diffuse += moon_diffuse_color * 0.5f;
+
+ if (!sun_up)
+ {
+ light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0.f);
+ }
+ }
+
+ light_diffuse.normalize();
+ light_diffuse *= (light_exp + 0.25f);
+
+ light_exp *= light_exp;
+ light_exp *= light_exp;
+ light_exp *= light_exp;
+ light_exp *= light_exp;
+ light_exp *= 256.f;
+ light_exp = light_exp > 32.f ? light_exp : 32.f;
+
+ light_diffuse *= 6.f;
+
+ LLGLSLShader* shader;
+
+ F32 eyedepth = LLViewerCamera::getInstance()->getOrigin().mV[2] - LLEnvironment::instance().getWaterHeight();
+
+ if (eyedepth < 0.f && LLPipeline::sWaterReflections)
+ {
+ if (deferred_render)
+ {
+ shader = &gDeferredUnderWaterProgram;
+ }
+ else
+ {
+ shader = &gUnderWaterProgram;
+ }
+ }
+ else if (deferred_render)
+ {
+ shader = &gDeferredWaterProgram;
+ }
+ else
+ {
+ shader = &gWaterProgram;
+ }
+
+ shader->bind();
+
+ 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);
+ }
+ }
+
+ sTime = (F32)LLFrameTimer::getElapsedSeconds() * 0.5f;
+
+ 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);
+
+ if (mWaterNormp[0])
+ {
+ gGL.getTexUnit(bumpTex)->bind(mWaterNormp[0]) ;
+
+ if (gSavedSettings.getBOOL("RenderWaterMipNormal"))
+ {
+ mWaterNormp[0]->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
+ }
+ else
+ {
+ mWaterNormp[0]->setFilteringOption(LLTexUnit::TFO_POINT);
+ }
+ }
+
+ if (mWaterNormp[1])
+ {
+ bumpTex = shader->enableTexture(LLViewerShaderMgr::BUMP_MAP2);
+
+ gGL.getTexUnit(bumpTex)->bind(mWaterNormp[1]) ;
+
+ if (gSavedSettings.getBOOL("RenderWaterMipNormal"))
+ {
+ mWaterNormp[1]->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
+ }
+ else
+ {
+ mWaterNormp[1]->setFilteringOption(LLTexUnit::TFO_POINT);
+ }
+ }
+
+ shader->uniform3fv(LLShaderMgr::WATER_FOGCOLOR, 1, pwater->getWaterFogColor().mV);
+ shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY, pwater->getWaterFogDensity());
+
+ // bind reflection texture from RenderTarget
+ S32 screentex = shader->enableTexture(LLShaderMgr::WATER_SCREENTEX);
+ gGL.getTexUnit(screentex)->bind(&gPipeline.mWaterDis);
+
+ if (mVertexShaderLevel == 1)
+ {
+ LLColor4 fog_color(pwater->getWaterFogColor(), 0.f);
+ fog_color[3] = pwater->getWaterFogDensity();
+ 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();
+
+ //shader->uniformMatrix4fv("inverse_ref", 1, GL_FALSE, (GLfloat*) gGLObliqueProjectionInverse.mMatrix);
+ shader->uniform1f(LLShaderMgr::WATER_WATERHEIGHT, eyedepth);
+ shader->uniform1f(LLShaderMgr::WATER_TIME, sTime);
+ shader->uniform3fv(LLShaderMgr::WATER_EYEVEC, 1, LLViewerCamera::getInstance()->getOrigin().mV);
+ shader->uniform3fv(LLShaderMgr::WATER_SPECULAR, 1, light_diffuse.mV);
+ shader->uniform1f(LLShaderMgr::WATER_SPECULAR_EXP, light_exp);
+ if (LLEnvironment::instance().isCloudScrollPaused())
+ {
+ static const std::array<F32, 2> zerowave{ {0.0f, 0.0f} };
+
+ shader->uniform2fv(LLShaderMgr::WATER_WAVE_DIR1, 1, zerowave.data());
+ shader->uniform2fv(LLShaderMgr::WATER_WAVE_DIR2, 1, zerowave.data());
+ }
+ else
+ {
+ 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_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[2]);
+ F32 scaledAngle = 1.f - sunAngle;
+
+ 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);
+
+ 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;
+ }
+
+ {
+ LLGLEnable depth_clamp(gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP : 0);
+ LLGLDisable cullface(GL_CULL_FACE);
+ for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
+ iter != mDrawFace.end(); iter++)
+ {
+ LLFace *face = *iter;
+
+ if (voskyp->isReflFace(face))
+ {
+ continue;
+ }
+
+ LLVOWater* water = (LLVOWater*) face->getViewerObject();
+ gGL.getTexUnit(diffTex)->bind(face->getTexture());
+
+ sNeedsReflectionUpdate = TRUE;
+
+ if (water->getUseTexture() || !water->getIsEdgePatch())
+ {
+ sNeedsDistortionUpdate = TRUE;
+ face->renderIndexed();
+ }
+ // using squash clip for deferred rendering makes the horizon lines match
+ // between ALM and non-ALM rendering (SL-1655), but introduces an ugly seem between
+ // near and far water(SL-9696)...we're going to live with the former and not cause the latter
else if (gGLManager.mHasDepthClamp || deferred_render)
- {
- face->renderIndexed();
- }
- else
- {
- LLGLSquashToFarClip far_clip(get_current_projection());
- face->renderIndexed();
- }
- }
- }
-
- 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->unbind();
-
- gGL.getTexUnit(0)->activate();
- gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
- if (!deferred_render)
- {
- gGL.setColorMask(true, false);
- }
-
-}
-
-LLViewerTexture *LLDrawPoolWater::getDebugTexture()
-{
- return LLViewerFetchedTexture::sSmokeImagep;
-}
-
-LLColor3 LLDrawPoolWater::getDebugColor() const
-{
- return LLColor3(0.f, 1.f, 1.f);
-}
+ {
+ face->renderIndexed();
+ }
+ else
+ {
+ LLGLSquashToFarClip far_clip(get_current_projection());
+ face->renderIndexed();
+ }
+ }
+ }
+
+ 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->unbind();
+
+ gGL.getTexUnit(0)->activate();
+ gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
+ if (!deferred_render)
+ {
+ gGL.setColorMask(true, false);
+ }
+
+}
+
+LLViewerTexture *LLDrawPoolWater::getDebugTexture()
+{
+ return LLViewerFetchedTexture::sSmokeImagep;
+}
+
+LLColor3 LLDrawPoolWater::getDebugColor() const
+{
+ return LLColor3(0.f, 1.f, 1.f);
+}