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path: root/indra/newview/lldrawpoolwlsky.cpp
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Diffstat (limited to 'indra/newview/lldrawpoolwlsky.cpp')
-rw-r--r--indra/newview/lldrawpoolwlsky.cpp227
1 files changed, 38 insertions, 189 deletions
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index 9873846669..b14235f25c 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -45,6 +45,8 @@
#include "llvowlsky.h"
#include "llsettingsvo.h"
+extern BOOL gCubeSnapshot;
+
static LLStaticHashedString sCamPosLocal("camPosLocal");
static LLStaticHashedString sCustomAlpha("custom_alpha");
@@ -69,51 +71,14 @@ LLViewerTexture *LLDrawPoolWLSky::getDebugTexture()
return NULL;
}
-void LLDrawPoolWLSky::beginRenderPass( S32 pass )
-{
- sky_shader =
- LLPipeline::sUnderWaterRender ?
- &gObjectFullbrightNoColorWaterProgram :
- &gWLSkyProgram;
-
- cloud_shader =
- LLPipeline::sUnderWaterRender ?
- &gObjectFullbrightNoColorWaterProgram :
- &gWLCloudProgram;
-
- sun_shader =
- LLPipeline::sUnderWaterRender ?
- &gObjectFullbrightNoColorWaterProgram :
- &gWLSunProgram;
-
- moon_shader =
- LLPipeline::sUnderWaterRender ?
- &gObjectFullbrightNoColorWaterProgram :
- &gWLMoonProgram;
-}
-
-void LLDrawPoolWLSky::endRenderPass( S32 pass )
-{
- sky_shader = nullptr;
- cloud_shader = nullptr;
- sun_shader = nullptr;
- moon_shader = nullptr;
-}
-
void LLDrawPoolWLSky::beginDeferredPass(S32 pass)
{
sky_shader = &gDeferredWLSkyProgram;
cloud_shader = &gDeferredWLCloudProgram;
- sun_shader =
- LLPipeline::sUnderWaterRender ?
- &gObjectFullbrightNoColorWaterProgram :
- &gDeferredWLSunProgram;
+ sun_shader = &gDeferredWLSunProgram;
- moon_shader =
- LLPipeline::sUnderWaterRender ?
- &gObjectFullbrightNoColorWaterProgram :
- &gDeferredWLMoonProgram;
+ moon_shader = &gDeferredWLMoonProgram;
}
void LLDrawPoolWLSky::endDeferredPass(S32 pass)
@@ -122,11 +87,9 @@ void LLDrawPoolWLSky::endDeferredPass(S32 pass)
cloud_shader = nullptr;
sun_shader = nullptr;
moon_shader = nullptr;
-}
-void LLDrawPoolWLSky::renderFsSky(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader * shader) const
-{
- gSky.mVOWLSkyp->drawFsSky();
+ // clear the depth buffer so haze shaders can use unwritten depth as a mask
+ glClear(GL_DEPTH_BUFFER_BIT);
}
void LLDrawPoolWLSky::renderDome(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader * shader) const
@@ -166,6 +129,11 @@ void LLDrawPoolWLSky::renderDome(const LLVector3& camPosLocal, F32 camHeightLoca
void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 camHeightLocal) const
{
+ if (!gSky.mVOSkyp)
+ {
+ return;
+ }
+
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
@@ -174,6 +142,8 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca
sky_shader->bind();
+ sky_shader->uniform1i(LLShaderMgr::CUBE_SNAPSHOT, gCubeSnapshot ? 1 : 0);
+
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
LLViewerTexture* rainbow_tex = gSky.mVOSkyp->getRainbowTex();
@@ -208,76 +178,13 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca
}
}
-void LLDrawPoolWLSky::renderSkyHaze(const LLVector3& camPosLocal, F32 camHeightLocal) const
-{
- LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
-
- if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
- {
- LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
- LLGLSPipelineDepthTestSkyBox sky(true, false);
- sky_shader->bind();
- sky_shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, 1);
- sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor());
- renderDome(origin, camHeightLocal, sky_shader);
- sky_shader->unbind();
- }
-}
-
-void LLDrawPoolWLSky::renderStars(const LLVector3& camPosLocal) const
+void LLDrawPoolWLSky::renderStarsDeferred(const LLVector3& camPosLocal) const
{
- LLGLSPipelineBlendSkyBox gls_skybox(true, false);
-
- // *NOTE: have to have bound the cloud noise texture already since register
- // combiners blending below requires something to be bound
- // and we might as well only bind once.
- gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
-
- // *NOTE: we divide by two here and GL_ALPHA_SCALE by two below to avoid
- // clamping and allow the star_alpha param to brighten the stars.
- LLColor4 star_alpha(LLColor4::black);
-
- star_alpha.mV[3] = LLEnvironment::instance().getCurrentSky()->getStarBrightness() / 512.f;
-
- // If star brightness is not set, exit
- if( star_alpha.mV[3] < 0.001 )
- {
- LL_DEBUGS("SKY") << "star_brightness below threshold." << LL_ENDL;
- return;
- }
-
- LLViewerTexture* tex_a = gSky.mVOSkyp->getBloomTex();
- LLViewerTexture* tex_b = gSky.mVOSkyp->getBloomTexNext();
-
- if (tex_a && (!tex_b || (tex_a == tex_b)))
+ if (!gSky.mVOSkyp)
{
- // Bind current and next sun textures
- gGL.getTexUnit(0)->bind(tex_a);
- }
- else if (tex_b && !tex_a)
- {
- gGL.getTexUnit(0)->bind(tex_b);
+ return;
}
- else if (tex_b != tex_a)
- {
- gGL.getTexUnit(0)->bind(tex_a);
- }
-
- gGL.pushMatrix();
- gGL.translatef(camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]);
- gGL.rotatef(gFrameTimeSeconds*0.01f, 0.f, 0.f, 1.f);
- gCustomAlphaProgram.bind();
- gCustomAlphaProgram.uniform1f(sCustomAlpha, star_alpha.mV[3]);
-
- gSky.mVOWLSkyp->drawStars();
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.popMatrix();
- gCustomAlphaProgram.unbind();
-}
-
-void LLDrawPoolWLSky::renderStarsDeferred(const LLVector3& camPosLocal) const
-{
LLGLSPipelineBlendSkyBox gls_sky(true, false);
gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
@@ -319,6 +226,7 @@ void LLDrawPoolWLSky::renderStarsDeferred(const LLVector3& camPosLocal) const
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)
@@ -343,7 +251,7 @@ void LLDrawPoolWLSky::renderStarsDeferred(const LLVector3& camPosLocal) const
void LLDrawPoolWLSky::renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const
{
- if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp->getCloudNoiseTex())
+ if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp && gSky.mVOSkyp->getCloudNoiseTex())
{
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
@@ -360,60 +268,11 @@ void LLDrawPoolWLSky::renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32
F32 cloud_variance = psky ? psky->getCloudVariance() : 0.0f;
F32 blend_factor = psky ? psky->getBlendFactor() : 0.0f;
- // if we even have sun disc textures to work with...
- if (cloud_noise || cloud_noise_next)
+ if (psky->getCloudScrollRate().isExactlyZero())
{
- if (cloud_noise && (!cloud_noise_next || (cloud_noise == cloud_noise_next)))
- {
- // Bind current and next sun textures
- cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE);
- blend_factor = 0;
- }
- else if (cloud_noise_next && !cloud_noise)
- {
- cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise_next, LLTexUnit::TT_TEXTURE);
- blend_factor = 0;
- }
- else if (cloud_noise_next != cloud_noise)
- {
- cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE);
- cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, cloud_noise_next, LLTexUnit::TT_TEXTURE);
- }
+ blend_factor = 0.f;
}
- cloudshader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
- cloudshader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance);
- cloudshader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor());
-
- /// Render the skydome
- renderDome(camPosLocal, camHeightLocal, cloudshader);
-
- cloudshader->unbind();
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
- }
-}
-
-void LLDrawPoolWLSky::renderSkyClouds(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const
-{
- if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp->getCloudNoiseTex())
- {
- LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
-
- LLGLSPipelineBlendSkyBox pipeline(true, true);
-
- cloudshader->bind();
-
- LLPointer<LLViewerTexture> cloud_noise = gSky.mVOSkyp->getCloudNoiseTex();
- LLPointer<LLViewerTexture> cloud_noise_next = gSky.mVOSkyp->getCloudNoiseTexNext();
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
-
- F32 cloud_variance = psky ? psky->getCloudVariance() : 0.0f;
- F32 blend_factor = psky ? psky->getBlendFactor() : 0.0f;
-
// if we even have sun disc textures to work with...
if (cloud_noise || cloud_noise_next)
{
@@ -451,11 +310,13 @@ void LLDrawPoolWLSky::renderSkyClouds(const LLVector3& camPosLocal, F32 camHeigh
void LLDrawPoolWLSky::renderHeavenlyBodies()
{
- LLGLSPipelineBlendSkyBox gls_skybox(true, false);
+ if (!gSky.mVOSkyp) return;
+
+ 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.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
LLFace * face = gSky.mVOSkyp->mFace[LLVOSky::FACE_SUN];
@@ -547,7 +408,7 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
F32 moon_brightness = (float)psky->getMoonBrightness();
moon_shader->uniform1f(LLShaderMgr::MOON_BRIGHTNESS, moon_brightness);
- moon_shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, gSky.mVOSkyp->getMoon().getColor().mV);
+ moon_shader->uniform3fv(LLShaderMgr::MOONLIGHT_COLOR, 1, gSky.mVOSkyp->getMoon().getColor().mV);
moon_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV);
//moon_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
moon_shader->uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, psky->getMoonDirection().mV); // shader: moon_dir
@@ -567,11 +428,14 @@ 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))
+ 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);
@@ -581,36 +445,21 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass)
if (gPipeline.canUseWindLightShaders())
{
renderSkyHazeDeferred(origin, camHeightLocal);
- renderStarsDeferred(origin);
renderHeavenlyBodies();
- renderSkyCloudsDeferred(origin, camHeightLocal, cloud_shader);
+ if (!gCubeSnapshot)
+ {
+ renderStarsDeferred(origin);
+ }
+
+ if (!gCubeSnapshot || gPipeline.mReflectionMapManager.isRadiancePass()) // don't draw clouds in irradiance maps to avoid popping
+ {
+ renderSkyCloudsDeferred(origin, camHeightLocal, cloud_shader);
+ }
}
gGL.setColorMask(true, true);
}
-void LLDrawPoolWLSky::render(S32 pass)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_WL_SKY);
- if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
- {
- return;
- }
-
- const F32 camHeightLocal = LLEnvironment::instance().getCamHeight();
- LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
-
- renderSkyHaze(origin, camHeightLocal);
- renderStars(origin);
- renderHeavenlyBodies();
- renderSkyClouds(origin, camHeightLocal, cloud_shader);
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-}
-void LLDrawPoolWLSky::prerender()
-{
- //LL_INFOS() << "wlsky prerendering pass." << LL_ENDL;
-}
LLViewerTexture* LLDrawPoolWLSky::getTexture()
{