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-rw-r--r--indra/newview/lldrawpoolwlsky.cpp162
1 files changed, 81 insertions, 81 deletions
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index b14235f25c..11c47e0d3b 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -1,25 +1,25 @@
-/**
+/**
* @file lldrawpoolwlsky.cpp
* @brief LLDrawPoolWLSky class implementation
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
@@ -33,7 +33,7 @@
#include "llimage.h"
#include "llrender.h"
#include "llatmosphere.h"
-#include "llenvironment.h"
+#include "llenvironment.h"
#include "llglslshader.h"
#include "llgl.h"
@@ -58,7 +58,7 @@ static LLGLSLShader* moon_shader = NULL;
static float sStarTime;
LLDrawPoolWLSky::LLDrawPoolWLSky(void) :
- LLDrawPool(POOL_WL_SKY)
+ LLDrawPool(POOL_WL_SKY)
{
}
@@ -68,13 +68,13 @@ LLDrawPoolWLSky::~LLDrawPoolWLSky()
LLViewerTexture *LLDrawPoolWLSky::getDebugTexture()
{
- return NULL;
+ return NULL;
}
void LLDrawPoolWLSky::beginDeferredPass(S32 pass)
{
- sky_shader = &gDeferredWLSkyProgram;
- cloud_shader = &gDeferredWLCloudProgram;
+ sky_shader = &gDeferredWLSkyProgram;
+ cloud_shader = &gDeferredWLCloudProgram;
sun_shader = &gDeferredWLSunProgram;
@@ -97,34 +97,34 @@ void LLDrawPoolWLSky::renderDome(const LLVector3& camPosLocal, F32 camHeightLoca
llassert_always(NULL != shader);
gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.pushMatrix();
-
- //chop off translation
- if (LLPipeline::sReflectionRender && camPosLocal.mV[2] > 256.f)
- {
- gGL.translatef(camPosLocal.mV[0], camPosLocal.mV[1], 256.f-camPosLocal.mV[2]*0.5f);
- }
- else
- {
- gGL.translatef(camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]);
- }
-
-
- // the windlight sky dome works most conveniently in a coordinate system
- // where Y is up, so permute our basis vectors accordingly.
- gGL.rotatef(120.f, 1.f / F_SQRT3, 1.f / F_SQRT3, 1.f / F_SQRT3);
-
- gGL.scalef(0.333f, 0.333f, 0.333f);
-
- gGL.translatef(0.f,-camHeightLocal, 0.f);
-
- // Draw WL Sky
- shader->uniform3f(sCamPosLocal, 0.f, camHeightLocal, 0.f);
+ gGL.pushMatrix();
+
+ //chop off translation
+ if (LLPipeline::sReflectionRender && camPosLocal.mV[2] > 256.f)
+ {
+ gGL.translatef(camPosLocal.mV[0], camPosLocal.mV[1], 256.f-camPosLocal.mV[2]*0.5f);
+ }
+ else
+ {
+ gGL.translatef(camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]);
+ }
+
+
+ // the windlight sky dome works most conveniently in a coordinate system
+ // where Y is up, so permute our basis vectors accordingly.
+ gGL.rotatef(120.f, 1.f / F_SQRT3, 1.f / F_SQRT3, 1.f / F_SQRT3);
+
+ gGL.scalef(0.333f, 0.333f, 0.333f);
+
+ gGL.translatef(0.f,-camHeightLocal, 0.f);
+
+ // Draw WL Sky
+ shader->uniform3f(sCamPosLocal, 0.f, camHeightLocal, 0.f);
gSky.mVOWLSkyp->drawDome();
gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
+ gGL.popMatrix();
}
void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 camHeightLocal) const
@@ -136,8 +136,8 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
- if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
- {
+ if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
+ {
LLGLSPipelineDepthTestSkyBox sky(true, true);
sky_shader->bind();
@@ -172,9 +172,9 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca
sky_shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, psky->getIsSunUp() ? 1 : 0);
/// Render the skydome
- renderDome(origin, camHeightLocal, sky_shader);
+ renderDome(origin, camHeightLocal, sky_shader);
- sky_shader->unbind();
+ sky_shader->unbind();
}
}
@@ -185,30 +185,30 @@ void LLDrawPoolWLSky::renderStarsDeferred(const LLVector3& camPosLocal) const
return;
}
- LLGLSPipelineBlendSkyBox gls_sky(true, false);
+ LLGLSPipelineBlendSkyBox gls_sky(true, false);
- gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
+ gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
F32 star_alpha = LLEnvironment::instance().getCurrentSky()->getStarBrightness() / 500.0f;
- // If start_brightness is not set, exit
- if(star_alpha < 0.001f)
- {
- LL_DEBUGS("SKY") << "star_brightness below threshold." << LL_ENDL;
- return;
- }
+ // If start_brightness is not set, exit
+ if(star_alpha < 0.001f)
+ {
+ LL_DEBUGS("SKY") << "star_brightness below threshold." << LL_ENDL;
+ return;
+ }
- gDeferredStarProgram.bind();
+ gDeferredStarProgram.bind();
LLViewerTexture* tex_a = gSky.mVOSkyp->getBloomTex();
LLViewerTexture* tex_b = gSky.mVOSkyp->getBloomTexNext();
F32 blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor();
-
+
if (tex_a && (!tex_b || (tex_a == tex_b)))
{
// Bind current and next sun textures
- gGL.getTexUnit(0)->bind(tex_a);
+ gGL.getTexUnit(0)->bind(tex_a);
gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
blend_factor = 0;
}
@@ -224,40 +224,40 @@ void LLDrawPoolWLSky::renderStarsDeferred(const LLVector3& camPosLocal) const
gGL.getTexUnit(1)->bind(tex_b);
}
- gGL.pushMatrix();
- gGL.translatef(camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]);
- gGL.rotatef(gFrameTimeSeconds*0.01f, 0.f, 0.f, 1.f);
+ gGL.pushMatrix();
+ gGL.translatef(camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]);
+ gGL.rotatef(gFrameTimeSeconds*0.01f, 0.f, 0.f, 1.f);
gDeferredStarProgram.uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
if (LLPipeline::sReflectionRender)
{
star_alpha = 1.0f;
}
- gDeferredStarProgram.uniform1f(sCustomAlpha, star_alpha);
+ gDeferredStarProgram.uniform1f(sCustomAlpha, star_alpha);
sStarTime = (F32)LLFrameTimer::getElapsedSeconds() * 0.5f;
gDeferredStarProgram.uniform1f(LLShaderMgr::WATER_TIME, sStarTime);
- gSky.mVOWLSkyp->drawStars();
+ gSky.mVOWLSkyp->drawStars();
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
gDeferredStarProgram.unbind();
- gGL.popMatrix();
+ gGL.popMatrix();
}
void LLDrawPoolWLSky::renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const
{
- if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp && gSky.mVOSkyp->getCloudNoiseTex())
- {
+ if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp && gSky.mVOSkyp->getCloudNoiseTex())
+ {
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
- LLGLSPipelineBlendSkyBox pipeline(true, true);
-
- cloudshader->bind();
+ LLGLSPipelineBlendSkyBox pipeline(true, true);
+
+ cloudshader->bind();
LLPointer<LLViewerTexture> cloud_noise = gSky.mVOSkyp->getCloudNoiseTex();
LLPointer<LLViewerTexture> cloud_noise_next = gSky.mVOSkyp->getCloudNoiseTexNext();
@@ -298,14 +298,14 @@ void LLDrawPoolWLSky::renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32
cloudshader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance);
cloudshader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor());
- /// Render the skydome
+ /// Render the skydome
renderDome(camPosLocal, camHeightLocal, cloudshader);
- cloudshader->unbind();
+ cloudshader->unbind();
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
- }
+ }
}
void LLDrawPoolWLSky::renderHeavenlyBodies()
@@ -315,19 +315,19 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
LLGLSPipelineBlendSkyBox gls_skybox(true, true); // SL-14113 we need moon to write to depth to clip stars behind
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
- gGL.pushMatrix();
- gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
+ gGL.pushMatrix();
+ gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
- LLFace * face = gSky.mVOSkyp->mFace[LLVOSky::FACE_SUN];
+ LLFace * face = gSky.mVOSkyp->mFace[LLVOSky::FACE_SUN];
F32 blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor();
bool can_use_vertex_shaders = gPipeline.shadersLoaded();
bool can_use_windlight_shaders = gPipeline.canUseWindLightShaders();
- if (gSky.mVOSkyp->getSun().getDraw() && face && face->getGeomCount())
- {
- LLPointer<LLViewerTexture> tex_a = face->getTexture(LLRender::DIFFUSE_MAP);
+ if (gSky.mVOSkyp->getSun().getDraw() && face && face->getGeomCount())
+ {
+ LLPointer<LLViewerTexture> tex_a = face->getTexture(LLRender::DIFFUSE_MAP);
LLPointer<LLViewerTexture> tex_b = face->getTexture(LLRender::ALTERNATE_DIFFUSE_MAP);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
@@ -371,17 +371,17 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
sun_shader->unbind();
}
}
- }
+ }
- face = gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON];
+ face = gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON];
- if (gSky.mVOSkyp->getMoon().getDraw() && face && face->getTexture(LLRender::DIFFUSE_MAP) && face->getGeomCount() && moon_shader)
- {
+ if (gSky.mVOSkyp->getMoon().getDraw() && face && face->getTexture(LLRender::DIFFUSE_MAP) && face->getGeomCount() && moon_shader)
+ {
LLViewerTexture* tex_a = face->getTexture(LLRender::DIFFUSE_MAP);
LLViewerTexture* tex_b = face->getTexture(LLRender::ALTERNATE_DIFFUSE_MAP);
- LLColor4 color(gSky.mVOSkyp->getMoon().getInterpColor());
-
+ LLColor4 color(gSky.mVOSkyp->getMoon().getInterpColor());
+
if (can_use_vertex_shaders && can_use_windlight_shaders && (tex_a || tex_b))
{
moon_shader->bind();
@@ -428,17 +428,17 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
void LLDrawPoolWLSky::renderDeferred(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_WL_SKY);
- if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY) || gSky.mVOSkyp.isNull())
- {
- return;
- }
+ if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY) || gSky.mVOSkyp.isNull())
+ {
+ return;
+ }
// TODO: remove gSky.mVOSkyp and fold sun/moon into LLVOWLSky
gSky.mVOSkyp->updateGeometry(gSky.mVOSkyp->mDrawable);
const F32 camHeightLocal = LLEnvironment::instance().getCamHeight();
- gGL.setColorMask(true, false);
+ gGL.setColorMask(true, false);
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
@@ -463,7 +463,7 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass)
LLViewerTexture* LLDrawPoolWLSky::getTexture()
{
- return NULL;
+ return NULL;
}
void LLDrawPoolWLSky::resetDrawOrders()