diff options
Diffstat (limited to 'indra/newview/lldrawpoolwlsky.cpp')
-rw-r--r-- | indra/newview/lldrawpoolwlsky.cpp | 119 |
1 files changed, 82 insertions, 37 deletions
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index f10c116555..a28041034b 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -42,6 +42,7 @@ #include "llrender.h" #include "llenvironment.h" +#include "llatmosphere.h" LLPointer<LLViewerTexture> LLDrawPoolWLSky::sCloudNoiseTexture = NULL; @@ -125,38 +126,51 @@ void LLDrawPoolWLSky::endDeferredPass(S32 pass) void LLDrawPoolWLSky::renderDome(F32 camHeightLocal, LLGLSLShader * shader) const { - LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); - - llassert_always(NULL != shader); - - gGL.pushMatrix(); - - //chop off translation - if (LLPipeline::sReflectionRender && origin.mV[2] > 256.f) - { - gGL.translatef(origin.mV[0], origin.mV[1], 256.f-origin.mV[2]*0.5f); - } - else - { - gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]); - } + llassert_always(NULL != shader); + + static LLStaticHashedString sCamPosLocal("camPosLocal"); + + LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); + + if (gPipeline.useAdvancedAtmospherics()) + { + // Draw WL Sky w/ normal cam pos (where you are) for adv atmo sky + sky_shader->uniform3f(sCamPosLocal, origin.mV[0], origin.mV[1], origin.mV[2]); + +// TBD replace this with a FS tri pass, there's little point to the tess when you have fragment shaders... + + gSky.mVOWLSkyp->drawDome(); + } + else + { + gGL.pushMatrix(); + + //chop off translation + if (LLPipeline::sReflectionRender && origin.mV[2] > 256.f) + { + gGL.translatef(origin.mV[0], origin.mV[1], 256.f-origin.mV[2]*0.5f); + } + else + { + gGL.translatef(origin.mV[0], origin.mV[1], origin.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); + // 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.scalef(0.333f, 0.333f, 0.333f); - gGL.translatef(0.f,-camHeightLocal, 0.f); + gGL.translatef(0.f,-camHeightLocal, 0.f); - // Draw WL Sky - static LLStaticHashedString sCamPosLocal("camPosLocal"); - shader->uniform3f(sCamPosLocal, 0.f, camHeightLocal, 0.f); + // Draw WL Sky + shader->uniform3f(sCamPosLocal, 0.f, camHeightLocal, 0.f); - gSky.mVOWLSkyp->drawDome(); + gSky.mVOWLSkyp->drawDome(); - gGL.popMatrix(); + gGL.popMatrix(); + } } void LLDrawPoolWLSky::renderSkyHaze(F32 camHeightLocal) const @@ -167,6 +181,33 @@ void LLDrawPoolWLSky::renderSkyHaze(F32 camHeightLocal) const sky_shader->bind(); + if (gPipeline.useAdvancedAtmospherics() && gPipeline.canUseWindLightShaders() && gAtmosphere) + { + // bind precomputed textures necessary for calculating sun and sky luminance + sky_shader->bindTexture(LLShaderMgr::TRANSMITTANCE_TEX, gAtmosphere->getTransmittance()); + sky_shader->bindTexture(LLShaderMgr::SCATTER_TEX, gAtmosphere->getScattering()); + sky_shader->bindTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, gAtmosphere->getMieScattering()); + + static float sunSize = (float)cos(0.0005); + + sky_shader->uniform1f(LLShaderMgr::SUN_SIZE, sunSize); + + static LLVector3 solDir(0.7f, 0.2f, 0.2f); + + //neither of these appear to track with the env settings, would the real sun please stand up. + //sky_shader->uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, gPipeline.mTransformedSunDir.mV); + //sky_shader->uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, gSky.mVOSkyp->getSun().getDirection().mV); + solDir.normalize(); + + sky_shader->uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, solDir.mV); + + // clouds are rendered along with sky in adv atmo + if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && sCloudNoiseTexture.notNull()) + { + sky_shader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, sCloudNoiseTexture); + } + } + /// Render the skydome renderDome(camHeightLocal, sky_shader); @@ -190,8 +231,9 @@ void LLDrawPoolWLSky::renderStars(void) const // *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); + // *LAPRAS - star_alpha.mV[3] = LLEnvironment::instance().getCurrentSky()->getStarBrightness() / 2.f; + star_alpha.mV[3] = LLEnvironment::instance().getCurrentSky()->getStarBrightness() / (2.f + ((rand() >> 16)/65535.0f)); // twinkle twinkle // If start_brightness is not set, exit if( star_alpha.mV[3] < 0.001 ) @@ -322,8 +364,10 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass) renderSkyHaze(camHeightLocal); - LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); - gGL.pushMatrix(); + if (!gPipeline.useAdvancedAtmospherics() && gPipeline.canUseWindLightShaders()) + { + LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); + gGL.pushMatrix(); gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]); @@ -340,13 +384,12 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass) gDeferredStarProgram.unbind(); - gGL.popMatrix(); + gGL.popMatrix(); + } renderSkyClouds(camHeightLocal); - - gGL.setColorMask(true, true); - //gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - + + gGL.setColorMask(true, true); } void LLDrawPoolWLSky::render(S32 pass) @@ -367,8 +410,10 @@ void LLDrawPoolWLSky::render(S32 pass) renderSkyHaze(camHeightLocal); - LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); - gGL.pushMatrix(); + if (!gPipeline.useAdvancedAtmospherics() && gPipeline.canUseWindLightShaders()) + { + LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); + gGL.pushMatrix(); gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]); @@ -380,9 +425,9 @@ void LLDrawPoolWLSky::render(S32 pass) renderHeavenlyBodies(); renderStars(); - - gGL.popMatrix(); + gGL.popMatrix(); + } renderSkyClouds(camHeightLocal); |