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path: root/indra/newview/lldrawpoolwater.cpp
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Diffstat (limited to 'indra/newview/lldrawpoolwater.cpp')
-rw-r--r--indra/newview/lldrawpoolwater.cpp233
1 files changed, 106 insertions, 127 deletions
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp
index 1808fb5987..35a2e8741f 100644
--- a/indra/newview/lldrawpoolwater.cpp
+++ b/indra/newview/lldrawpoolwater.cpp
@@ -50,8 +50,6 @@
#include "llsettingssky.h"
#include "llsettingswater.h"
-BOOL deferred_render = FALSE;
-
BOOL LLDrawPoolWater::sSkipScreenCopy = FALSE;
BOOL LLDrawPoolWater::sNeedsReflectionUpdate = TRUE;
BOOL LLDrawPoolWater::sNeedsDistortionUpdate = TRUE;
@@ -110,21 +108,26 @@ S32 LLDrawPoolWater::getNumPostDeferredPasses()
void LLDrawPoolWater::beginPostDeferredPass(S32 pass)
{
LL_PROFILE_GPU_ZONE("water beginPostDeferredPass")
+ gGL.setColorMask(true, true);
+
if (LLPipeline::sRenderTransparentWater && !gCubeSnapshot)
{
// copy framebuffer contents so far to a texture to be used for
// reflections and refractions
+ LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
+
LLRenderTarget& src = gPipeline.mRT->screen;
+ LLRenderTarget& depth_src = gPipeline.mRT->deferredScreen;
LLRenderTarget& dst = gPipeline.mWaterDis;
dst.bindTarget();
gCopyDepthProgram.bind();
- S32 diff_map = gCopyDepthProgram.enableTexture(LLShaderMgr::DIFFUSE_MAP);
- S32 depth_map = gCopyDepthProgram.enableTexture(LLShaderMgr::DEFERRED_DEPTH);
+ S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP);
+ S32 depth_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DEFERRED_DEPTH);
gGL.getTexUnit(diff_map)->bind(&src);
- gGL.getTexUnit(depth_map)->bind(&src, true);
+ gGL.getTexUnit(depth_map)->bind(&depth_src, true);
gPipeline.mScreenTriangleVB->setBuffer();
gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
@@ -136,12 +139,9 @@ void LLDrawPoolWater::beginPostDeferredPass(S32 pass)
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;
@@ -188,195 +188,174 @@ void LLDrawPoolWater::renderPostDeferred(S32 pass)
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)
{
- shader = deferred_render ? &gDeferredUnderWaterProgram : &gUnderWaterProgram;
+ shader = &gUnderWaterProgram;
}
else
{
- if (edge && !deferred_render)
+ if (edge)
{
shader = &gWaterEdgeProgram;
}
else
{
- shader = deferred_render ? &gDeferredWaterProgram : &gWaterProgram;
+ shader = &gWaterProgram;
}
}
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();
- }
- //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);
-
- 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);
+ gGL.getTexUnit(bumpTex)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(bumpTex2)->unbind(LLTexUnit::TT_TEXTURE);
- // set uniforms for shader
- if (deferred_render)
+ if (tex_a && (!tex_b || (tex_a == tex_b)))
{
- 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);
- }
+ 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);
}
- shader->uniform2fv(LLShaderMgr::DEFERRED_SCREEN_RES, 1, screenRes);
- shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
+ // bind reflection texture from RenderTarget
+ S32 screentex = shader->enableTexture(LLShaderMgr::WATER_SCREENTEX);
+ S32 screenDepth = shader->enableTexture(LLShaderMgr::WATER_SCREENDEPTH);
- F32 fog_density = pwater->getModifiedWaterFogDensity(underwater);
+ F32 screenRes[] = { 1.f / gGLViewport[2], 1.f / gGLViewport[3] };
+
+ S32 diffTex = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP);
+
+ 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);
+ }
- 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 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);
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);
- // 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);
+ // 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);
+ shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, 1, LLViewerCamera::getInstance()->getOrigin().mV);
- if (LLViewerCamera::getInstance()->cameraUnderWater())
- {
- shader->uniform1f(LLShaderMgr::WATER_REFSCALE, pwater->getScaleBelow());
- }
- else
- {
- shader->uniform1f(LLShaderMgr::WATER_REFSCALE, pwater->getScaleAbove());
- }
+ if (LLViewerCamera::getInstance()->cameraUnderWater())
+ {
+ shader->uniform1f(LLShaderMgr::WATER_REFSCALE, pwater->getScaleBelow());
+ }
+ else
+ {
+ shader->uniform1f(LLShaderMgr::WATER_REFSCALE, pwater->getScaleAbove());
+ }
- LLGLDisable cullface(GL_CULL_FACE);
+ 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());
+ gGL.getTexUnit(diffTex)->bind(face->getTexture());
- if ((bool)edge == (bool) water->getIsEdgePatch())
- {
- face->renderIndexed();
+ if ((bool)edge == (bool)water->getIsEdgePatch())
+ {
+ 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.setColorMask(true, false);
}
LLViewerTexture *LLDrawPoolWater::getDebugTexture()