diff options
Diffstat (limited to 'indra/newview/lldrawpoolwater.cpp')
-rw-r--r-- | indra/newview/lldrawpoolwater.cpp | 116 |
1 files changed, 66 insertions, 50 deletions
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index df06ad31e6..567172e647 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -46,7 +46,9 @@ #include "llworld.h" #include "pipeline.h" #include "llviewershadermgr.h" -#include "llwaterparammanager.h" +#include "llenvironment.h" +#include "llsettingssky.h" +#include "llsettingswater.h" const LLUUID TRANSPARENT_WATER_TEXTURE("2bfd3884-7e27-69b9-ba3a-3e673f680004"); const LLUUID OPAQUE_WATER_TEXTURE("43c32285-d658-1793-c123-bf86315de055"); @@ -58,10 +60,10 @@ BOOL deferred_render = FALSE; BOOL LLDrawPoolWater::sSkipScreenCopy = FALSE; BOOL LLDrawPoolWater::sNeedsReflectionUpdate = TRUE; BOOL LLDrawPoolWater::sNeedsDistortionUpdate = TRUE; -LLColor4 LLDrawPoolWater::sWaterFogColor = LLColor4(0.2f, 0.5f, 0.5f, 0.f); +//LLColor4 LLDrawPoolWater::sWaterFogColor = LLColor4(0.2f, 0.5f, 0.5f, 0.f); F32 LLDrawPoolWater::sWaterFogEnd = 0.f; -LLVector3 LLDrawPoolWater::sLightDir; +//LLVector3 LLDrawPoolWater::sLightDir; LLDrawPoolWater::LLDrawPoolWater() : LLFacePool(POOL_WATER) @@ -110,8 +112,6 @@ void LLDrawPoolWater::prerender() // got rid of modulation by light color since it got a little too // green at sunset and sl-57047 (underwater turns black at 8:00) - sWaterFogColor = LLWaterParamManager::instance().getFogColor(); - sWaterFogColor.mV[3] = 0; } @@ -488,29 +488,50 @@ void LLDrawPoolWater::shade() LLVector3 light_dir; LLColor3 light_color; - if (gSky.getSunDirection().mV[2] > LLSky::NIGHTTIME_ELEVATION_COS) - { - light_dir = gSky.getSunDirection(); - light_dir.normVec(); - light_color = gSky.getSunDiffuseColor(); - if(gSky.mVOSkyp) { - light_diffuse = gSky.mVOSkyp->getSun().getColorCached(); - light_diffuse.normVec(); - } - light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0); - light_diffuse *= light_exp + 0.25f; - } - else - { - light_dir = gSky.getMoonDirection(); - light_dir.normVec(); - light_color = gSky.getMoonDiffuseColor(); - light_diffuse = gSky.mVOSkyp->getMoon().getColorCached(); - light_diffuse.normVec(); - light_diffuse *= 0.5f; - light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0); + LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); + LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater(); + + light_dir = psky->getLightDirection(); + if (LLEnvironment::instance().getIsDayTime()) + { + light_color = psky->getSunAmbient(); + light_diffuse = psky->getSunDiffuse(); + light_diffuse.normalize(); + light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0.f); + light_diffuse *= (light_exp + 0.25f); + } + else + { + light_color = psky->getMoonAmbient(); + light_diffuse = psky->getMoonDiffuse(); + light_diffuse.normalize(); + light_diffuse *= 0.5f; + light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0.f); } +// if (gSky.getSunDirection().mV[2] > LLSky::NIGHTTIME_ELEVATION_COS) +// { +// light_dir = gSky.getSunDirection(); +// light_dir.normVec(); +// light_color = gSky.getSunDiffuseColor(); +// if(gSky.mVOSkyp) { +// light_diffuse = gSky.mVOSkyp->getSun().getColorCached(); +// light_diffuse.normVec(); +// } +// light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0); +// light_diffuse *= light_exp + 0.25f; +// } +// else +// { +// light_dir = gSky.getMoonDirection(); +// light_dir.normVec(); +// light_color = gSky.getMoonDiffuseColor(); +// light_diffuse = gSky.mVOSkyp->getMoon().getColorCached(); +// light_diffuse.normVec(); +// light_diffuse *= 0.5f; +// light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0); +// } + light_exp *= light_exp; light_exp *= light_exp; light_exp *= light_exp; @@ -518,9 +539,11 @@ void LLDrawPoolWater::shade() 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] - gAgent.getRegion()->getWaterHeight(); + F32 eyedepth = LLViewerCamera::getInstance()->getOrigin().mV[2] - LLEnvironment::instance().getWaterHeight(); if (eyedepth < 0.f && LLPipeline::sWaterReflections) { @@ -551,7 +574,7 @@ void LLDrawPoolWater::shade() shader->bind(); } - sTime = (F32)LLFrameTimer::getElapsedSeconds()*0.5f; + sTime = (F32)LLFrameTimer::getElapsedSeconds() * 0.5f; S32 reftex = shader->enableTexture(LLShaderMgr::WATER_REFTEX); @@ -565,12 +588,10 @@ void LLDrawPoolWater::shade() //bind normal map S32 bumpTex = shader->enableTexture(LLViewerShaderMgr::BUMP_MAP); - LLWaterParamManager * param_mgr = &LLWaterParamManager::instance(); - // change mWaterNormp if needed - if (mWaterNormp->getID() != param_mgr->getNormalMapID()) + if (mWaterNormp->getID() != pwater->getNormalMapID()) { - mWaterNormp = LLViewerTextureManager::getFetchedTexture(param_mgr->getNormalMapID()); + mWaterNormp = LLViewerTextureManager::getFetchedTexture(pwater->getNormalMapID()); } mWaterNormp->addTextureStats(1024.f*1024.f); @@ -588,9 +609,8 @@ void LLDrawPoolWater::shade() if (screentex > -1) { - shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, sWaterFogColor.mV); - shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY, - param_mgr->getFogDensity()); + shader->uniform3fv(LLShaderMgr::WATER_FOGCOLOR, 1, pwater->getFogColor().mV); + shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY, pwater->getFogDensity()); gPipeline.mWaterDis.bindTexture(0, screentex); } @@ -600,8 +620,9 @@ void LLDrawPoolWater::shade() if (mVertexShaderLevel == 1) { - sWaterFogColor.mV[3] = param_mgr->mDensitySliderValue; - shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, sWaterFogColor.mV); + LLColor4 fog_color(pwater->getFogColor(), 0.f); + fog_color[3] = pwater->getFogDensity(); + shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, fog_color.mV); } F32 screenRes[] = @@ -615,25 +636,20 @@ void LLDrawPoolWater::shade() S32 diffTex = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP); stop_glerror(); - light_dir.normVec(); - sLightDir = light_dir; - - light_diffuse *= 6.f; - //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); - shader->uniform2fv(LLShaderMgr::WATER_WAVE_DIR1, 1, param_mgr->getWave1Dir().mV); - shader->uniform2fv(LLShaderMgr::WATER_WAVE_DIR2, 1, param_mgr->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_NORM_SCALE, 1, param_mgr->getNormalScale().mV); - shader->uniform1f(LLShaderMgr::WATER_FRESNEL_SCALE, param_mgr->getFresnelScale()); - shader->uniform1f(LLShaderMgr::WATER_FRESNEL_OFFSET, param_mgr->getFresnelOffset()); - shader->uniform1f(LLShaderMgr::WATER_BLUR_MULTIPLIER, param_mgr->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[2]); F32 scaledAngle = 1.f - sunAngle; @@ -648,12 +664,12 @@ void LLDrawPoolWater::shade() if (LLViewerCamera::getInstance()->cameraUnderWater()) { water_color.setVec(1.f, 1.f, 1.f, 0.4f); - shader->uniform1f(LLShaderMgr::WATER_REFSCALE, param_mgr->getScaleBelow()); + 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, param_mgr->getScaleAbove()); + shader->uniform1f(LLShaderMgr::WATER_REFSCALE, pwater->getScaleAbove()); } if (water_color.mV[3] > 0.9f) |