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-rw-r--r--indra/newview/lldrawpoolwater.cpp310
1 files changed, 158 insertions, 152 deletions
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp
index d217f95cf3..9316890156 100644
--- a/indra/newview/lldrawpoolwater.cpp
+++ b/indra/newview/lldrawpoolwater.cpp
@@ -46,9 +46,14 @@
#include "llworld.h"
#include "pipeline.h"
#include "llviewershadermgr.h"
-#include "llenvironment.h"
-#include "llsettingssky.h"
-#include "llsettingswater.h"
+#include "llwaterparammanager.h"
+
+#if LL_WINDOWS
+#pragma optimize("", off)
+#endif
+
+const LLUUID TRANSPARENT_WATER_TEXTURE("2bfd3884-7e27-69b9-ba3a-3e673f680004");
+const LLUUID OPAQUE_WATER_TEXTURE("43c32285-d658-1793-c123-bf86315de055");
static float sTime;
@@ -57,51 +62,42 @@ 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);
F32 LLDrawPoolWater::sWaterFogEnd = 0.f;
-LLDrawPoolWater::LLDrawPoolWater() : LLFacePool(POOL_WATER)
-{
-}
+LLVector3 LLDrawPoolWater::sLightDir;
-LLDrawPoolWater::~LLDrawPoolWater()
+LLDrawPoolWater::LLDrawPoolWater() :
+ LLFacePool(POOL_WATER)
{
-}
+ mHBTex[0] = LLViewerTextureManager::getFetchedTexture(gSunTextureID, FTT_DEFAULT, TRUE, LLGLTexture::BOOST_UI);
+ gGL.getTexUnit(0)->bind(mHBTex[0]) ;
+ mHBTex[0]->setAddressMode(LLTexUnit::TAM_CLAMP);
-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);
-}
+ mHBTex[1] = LLViewerTextureManager::getFetchedTexture(gMoonTextureID, FTT_DEFAULT, TRUE, LLGLTexture::BOOST_UI);
+ gGL.getTexUnit(0)->bind(mHBTex[1]);
+ mHBTex[1]->setAddressMode(LLTexUnit::TAM_CLAMP);
-void LLDrawPoolWater::setOpaqueTexture(const LLUUID& opaqueTextureId)
-{
- LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();
- mOpaqueWaterImagep = LLViewerTextureManager::getFetchedTexture(opaqueTextureId);
- mOpaqueWaterImagep->addTextureStats(1024.f*1024.f);
+
+ mWaterImagep = LLViewerTextureManager::getFetchedTexture(TRANSPARENT_WATER_TEXTURE);
+ llassert(mWaterImagep);
+ mWaterImagep->setNoDelete();
+ mOpaqueWaterImagep = LLViewerTextureManager::getFetchedTexture(OPAQUE_WATER_TEXTURE);
+ llassert(mOpaqueWaterImagep);
+ mWaterNormp = LLViewerTextureManager::getFetchedTexture(DEFAULT_WATER_NORMAL);
+ mWaterNormp->setNoDelete();
+
+ restoreGL();
}
-void LLDrawPoolWater::setNormalMaps(const LLUUID& normalMapId, const LLUUID& nextNormalMapId)
+LLDrawPoolWater::~LLDrawPoolWater()
{
- 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()
@@ -113,7 +109,14 @@ LLDrawPool *LLDrawPoolWater::instancePool()
void LLDrawPoolWater::prerender()
{
- mVertexShaderLevel = (gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps) ? LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_WATER) : 0;
+ mVertexShaderLevel = (gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps) ?
+ LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_WATER) : 0;
+
+ // 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;
+
}
S32 LLDrawPoolWater::getNumPasses()
@@ -204,13 +207,10 @@ void LLDrawPoolWater::render(S32 pass)
LLGLDisable cullFace(GL_CULL_FACE);
// Set up second pass first
+ mWaterImagep->addTextureStats(1024.f*1024.f);
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]) ;
+ gGL.getTexUnit(1)->bind(mWaterImagep) ;
LLVector3 camera_up = LLViewerCamera::getInstance()->getUpAxis();
F32 up_dot = camera_up * LLVector3::z_axis;
@@ -267,14 +267,6 @@ void LLDrawPoolWater::render(S32 pass)
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
@@ -374,6 +366,8 @@ void LLDrawPoolWater::renderOpaqueLegacyWater()
gPipeline.disableLights();
+ mOpaqueWaterImagep->addTextureStats(1024.f*1024.f);
+
// Activate the texture binding and bind one
// texture since all images will have the same texture
gGL.getTexUnit(0)->activate();
@@ -471,7 +465,7 @@ void LLDrawPoolWater::renderReflection(LLFace* face)
LLGLSNoFog noFog;
- gGL.getTexUnit(0)->bind((dr == 0) ? voskyp->getSunTex() : voskyp->getMoonTex());
+ gGL.getTexUnit(0)->bind(mHBTex[dr]);
LLOverrideFaceColor override(this, LLColor4(face->getFaceColor().mV));
face->renderIndexed();
@@ -496,33 +490,31 @@ void LLDrawPoolWater::shade()
LLColor3 light_diffuse(0,0,0);
F32 light_exp = 0.0f;
LLVector3 light_dir;
-
- 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_diffuse += voskyp->getSun().getColorCached();
- }
- // moonlight is several orders of magnitude less bright than sunlight,
- // so only use this color when the moon alone is showing
- else if (moon_up)
- {
- light_diffuse += psky->getMoonDiffuse();
+ 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);
}
- 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;
@@ -530,22 +522,20 @@ 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] - LLEnvironment::instance().getWaterHeight();
+ F32 eyedepth = LLViewerCamera::getInstance()->getOrigin().mV[2] - gAgent.getRegion()->getWaterHeight();
if (eyedepth < 0.f && LLPipeline::sWaterReflections)
{
- if (deferred_render)
- {
- shader = &gDeferredUnderWaterProgram;
- }
+ if (deferred_render)
+ {
+ shader = &gDeferredUnderWaterProgram;
+ }
else
- {
- shader = &gUnderWaterProgram;
- }
+ {
+ shader = &gUnderWaterProgram;
+ }
}
else if (deferred_render)
{
@@ -556,18 +546,16 @@ void LLDrawPoolWater::shade()
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);
- }
+ gPipeline.bindDeferredShader(*shader);
+ }
+ else
+ {
+ shader->bind();
}
- sTime = (F32)LLFrameTimer::getElapsedSeconds() * 0.5f;
+ sTime = (F32)LLFrameTimer::getElapsedSeconds()*0.5f;
S32 reftex = shader->enableTexture(LLShaderMgr::WATER_REFTEX);
@@ -581,48 +569,43 @@ void LLDrawPoolWater::shade()
//bind normal map
S32 bumpTex = shader->enableTexture(LLViewerShaderMgr::BUMP_MAP);
- if (mWaterNormp[0])
- {
- gGL.getTexUnit(bumpTex)->bind(mWaterNormp[0]) ;
+ LLWaterParamManager * param_mgr = &LLWaterParamManager::instance();
- if (gSavedSettings.getBOOL("RenderWaterMipNormal"))
- {
- mWaterNormp[0]->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
- }
- else
- {
- mWaterNormp[0]->setFilteringOption(LLTexUnit::TFO_POINT);
- }
+ // change mWaterNormp if needed
+ if (mWaterNormp->getID() != param_mgr->getNormalMapID())
+ {
+ mWaterNormp = LLViewerTextureManager::getFetchedTexture(param_mgr->getNormalMapID());
}
- 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);
- }
+ mWaterNormp->addTextureStats(1024.f*1024.f);
+ gGL.getTexUnit(bumpTex)->bind(mWaterNormp) ;
+ if (gSavedSettings.getBOOL("RenderWaterMipNormal"))
+ {
+ mWaterNormp->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
}
-
- shader->uniform3fv(LLShaderMgr::WATER_FOGCOLOR, 1, pwater->getWaterFogColor().mV);
- shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY, pwater->getWaterFogDensity());
+ else
+ {
+ mWaterNormp->setFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ S32 screentex = shader->enableTexture(LLShaderMgr::WATER_SCREENTEX);
+
+ if (screentex > -1)
+ {
+ shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, sWaterFogColor.mV);
+ shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY,
+ param_mgr->getFogDensity());
+ gPipeline.mWaterDis.bindTexture(0, screentex);
+ }
+
+ stop_glerror();
- // 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);
+ sWaterFogColor.mV[3] = param_mgr->mDensitySliderValue;
+ shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, sWaterFogColor.mV);
}
F32 screenRes[] =
@@ -636,30 +619,25 @@ 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);
- 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->uniform2fv(LLShaderMgr::WATER_WAVE_DIR1, 1, param_mgr->getWave1Dir().mV);
+ shader->uniform2fv(LLShaderMgr::WATER_WAVE_DIR2, 1, param_mgr->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());
+ 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());
F32 sunAngle = llmax(0.f, light_dir.mV[2]);
F32 scaledAngle = 1.f - sunAngle;
@@ -674,12 +652,12 @@ void LLDrawPoolWater::shade()
if (LLViewerCamera::getInstance()->cameraUnderWater())
{
water_color.setVec(1.f, 1.f, 1.f, 0.4f);
- shader->uniform1f(LLShaderMgr::WATER_REFSCALE, pwater->getScaleBelow());
+ shader->uniform1f(LLShaderMgr::WATER_REFSCALE, param_mgr->getScaleBelow());
}
else
{
water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot));
- shader->uniform1f(LLShaderMgr::WATER_REFSCALE, pwater->getScaleAbove());
+ shader->uniform1f(LLShaderMgr::WATER_REFSCALE, param_mgr->getScaleAbove());
}
if (water_color.mV[3] > 0.9f)
@@ -687,19 +665,40 @@ void LLDrawPoolWater::shade()
water_color.mV[3] = 0.9f;
}
- {
+ {
+ LLGLEnable depth_clamp(gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP : 0);
LLGLDisable cullface(GL_CULL_FACE);
-
- sNeedsReflectionUpdate = TRUE;
- sNeedsDistortionUpdate = TRUE;
-
- for (std::vector<LLFace*>::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++)
+ 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());
- face->renderIndexed();
+
+ sNeedsReflectionUpdate = TRUE;
+
+ if (water->getUseTexture() || !water->getIsEdgePatch())
+ {
+ sNeedsDistortionUpdate = TRUE;
+ face->renderIndexed();
+ }
+ else if (gGLManager.mHasDepthClamp || deferred_render)
+ {
+ face->renderIndexed();
+ }
+ else
+ {
+ LLGLSquashToFarClip far_clip(glh_get_current_projection());
+ face->renderIndexed();
+ }
}
- }
+ }
shader->disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
shader->disableTexture(LLShaderMgr::WATER_SCREENTEX);
@@ -708,7 +707,14 @@ void LLDrawPoolWater::shade()
shader->disableTexture(LLShaderMgr::WATER_REFTEX);
shader->disableTexture(LLShaderMgr::WATER_SCREENDEPTH);
- shader->unbind();
+ if (deferred_render)
+ {
+ gPipeline.unbindDeferredShader(*shader);
+ }
+ else
+ {
+ shader->unbind();
+ }
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);