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-rw-r--r--indra/newview/lldrawpoolwlsky.cpp962
1 files changed, 481 insertions, 481 deletions
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index 11c47e0d3b..95ab8e9218 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -1,481 +1,481 @@
-/**
- * @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
- * $/LicenseInfo$
- */
-
-#include "llviewerprecompiledheaders.h"
-
-#include "lldrawpoolwlsky.h"
-
-#include "llerror.h"
-#include "llface.h"
-#include "llimage.h"
-#include "llrender.h"
-#include "llatmosphere.h"
-#include "llenvironment.h"
-#include "llglslshader.h"
-#include "llgl.h"
-
-#include "llviewerregion.h"
-#include "llviewershadermgr.h"
-#include "llviewercamera.h"
-#include "pipeline.h"
-#include "llsky.h"
-#include "llvowlsky.h"
-#include "llsettingsvo.h"
-
-extern BOOL gCubeSnapshot;
-
-static LLStaticHashedString sCamPosLocal("camPosLocal");
-static LLStaticHashedString sCustomAlpha("custom_alpha");
-
-static LLGLSLShader* cloud_shader = NULL;
-static LLGLSLShader* sky_shader = NULL;
-static LLGLSLShader* sun_shader = NULL;
-static LLGLSLShader* moon_shader = NULL;
-
-static float sStarTime;
-
-LLDrawPoolWLSky::LLDrawPoolWLSky(void) :
- LLDrawPool(POOL_WL_SKY)
-{
-}
-
-LLDrawPoolWLSky::~LLDrawPoolWLSky()
-{
-}
-
-LLViewerTexture *LLDrawPoolWLSky::getDebugTexture()
-{
- return NULL;
-}
-
-void LLDrawPoolWLSky::beginDeferredPass(S32 pass)
-{
- sky_shader = &gDeferredWLSkyProgram;
- cloud_shader = &gDeferredWLCloudProgram;
-
- sun_shader = &gDeferredWLSunProgram;
-
- moon_shader = &gDeferredWLMoonProgram;
-}
-
-void LLDrawPoolWLSky::endDeferredPass(S32 pass)
-{
- sky_shader = nullptr;
- cloud_shader = nullptr;
- sun_shader = nullptr;
- moon_shader = nullptr;
-
- // 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
-{
- 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);
-
- gSky.mVOWLSkyp->drawDome();
-
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
-}
-
-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))
- {
- LLGLSPipelineDepthTestSkyBox sky(true, true);
-
- 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();
- LLViewerTexture* halo_tex = gSky.mVOSkyp->getHaloTex();
-
- sky_shader->bindTexture(LLShaderMgr::RAINBOW_MAP, rainbow_tex);
- sky_shader->bindTexture(LLShaderMgr::HALO_MAP, halo_tex);
-
- F32 moisture_level = (float)psky->getSkyMoistureLevel();
- F32 droplet_radius = (float)psky->getSkyDropletRadius();
- F32 ice_level = (float)psky->getSkyIceLevel();
-
- // hobble halos and rainbows when there's no light source to generate them
- if (!psky->getIsSunUp() && !psky->getIsMoonUp())
- {
- moisture_level = 0.0f;
- ice_level = 0.0f;
- }
-
- sky_shader->uniform1f(LLShaderMgr::MOISTURE_LEVEL, moisture_level);
- sky_shader->uniform1f(LLShaderMgr::DROPLET_RADIUS, droplet_radius);
- sky_shader->uniform1f(LLShaderMgr::ICE_LEVEL, ice_level);
-
- sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor());
-
- sky_shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, psky->getIsSunUp() ? 1 : 0);
-
- /// Render the skydome
- renderDome(origin, camHeightLocal, sky_shader);
-
- sky_shader->unbind();
- }
-}
-
-void LLDrawPoolWLSky::renderStarsDeferred(const LLVector3& camPosLocal) const
-{
- if (!gSky.mVOSkyp)
- {
- return;
- }
-
- LLGLSPipelineBlendSkyBox gls_sky(true, false);
-
- 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;
- }
-
- 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(1)->unbind(LLTexUnit::TT_TEXTURE);
- blend_factor = 0;
- }
- else if (tex_b && !tex_a)
- {
- gGL.getTexUnit(0)->bind(tex_b);
- gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
- blend_factor = 0;
- }
- else if (tex_b != tex_a)
- {
- gGL.getTexUnit(0)->bind(tex_a);
- 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);
- gDeferredStarProgram.uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
-
- if (LLPipeline::sReflectionRender)
- {
- star_alpha = 1.0f;
- }
- gDeferredStarProgram.uniform1f(sCustomAlpha, star_alpha);
-
- sStarTime = (F32)LLFrameTimer::getElapsedSeconds() * 0.5f;
-
- gDeferredStarProgram.uniform1f(LLShaderMgr::WATER_TIME, sStarTime);
-
- gSky.mVOWLSkyp->drawStars();
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
-
- gDeferredStarProgram.unbind();
-
- 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())
- {
- 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 (psky->getCloudScrollRate().isExactlyZero())
- {
- blend_factor = 0.f;
- }
-
- // if we even have sun disc textures to work with...
- if (cloud_noise || cloud_noise_next)
- {
- 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);
- }
- }
-
- 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::renderHeavenlyBodies()
-{
- 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]);
-
- 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);
- LLPointer<LLViewerTexture> tex_b = face->getTexture(LLRender::ALTERNATE_DIFFUSE_MAP);
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
-
- // if we even have sun disc textures to work with...
- if (tex_a || tex_b)
- {
- // if and only if we have a texture defined, render the sun disc
- if (can_use_vertex_shaders && can_use_windlight_shaders)
- {
- sun_shader->bind();
-
- if (tex_a && (!tex_b || (tex_a == tex_b)))
- {
- // Bind current and next sun textures
- sun_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
- blend_factor = 0;
- }
- else if (tex_b && !tex_a)
- {
- sun_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
- blend_factor = 0;
- }
- else if (tex_b != tex_a)
- {
- sun_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
- sun_shader->bindTexture(LLShaderMgr::ALTERNATE_DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
- }
-
- LLColor4 color(gSky.mVOSkyp->getSun().getInterpColor());
-
- sun_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV);
- sun_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
-
- face->renderIndexed();
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
-
- sun_shader->unbind();
- }
- }
- }
-
- face = gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON];
-
- 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());
-
- if (can_use_vertex_shaders && can_use_windlight_shaders && (tex_a || tex_b))
- {
- moon_shader->bind();
-
- if (tex_a && (!tex_b || (tex_a == tex_b)))
- {
- // Bind current and next sun textures
- moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
- //blend_factor = 0;
- }
- else if (tex_b && !tex_a)
- {
- moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
- //blend_factor = 0;
- }
- else if (tex_b != tex_a)
- {
- moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
- //moon_shader->bindTexture(LLShaderMgr::ALTERNATE_DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
- }
-
- LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
-
- F32 moon_brightness = (float)psky->getMoonBrightness();
-
- moon_shader->uniform1f(LLShaderMgr::MOON_BRIGHTNESS, moon_brightness);
- 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
-
- face->renderIndexed();
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
-
- moon_shader->unbind();
- }
- }
-
- gGL.popMatrix();
-}
-
-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;
- }
-
- // 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);
-
- LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
-
- if (gPipeline.canUseWindLightShaders())
- {
- renderSkyHazeDeferred(origin, camHeightLocal);
- renderHeavenlyBodies();
- 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);
-}
-
-
-
-LLViewerTexture* LLDrawPoolWLSky::getTexture()
-{
- return NULL;
-}
-
-void LLDrawPoolWLSky::resetDrawOrders()
-{
-}
-
-//static
-void LLDrawPoolWLSky::cleanupGL()
-{
-}
-
-//static
-void LLDrawPoolWLSky::restoreGL()
-{
-}
+/**
+ * @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
+ * $/LicenseInfo$
+ */
+
+#include "llviewerprecompiledheaders.h"
+
+#include "lldrawpoolwlsky.h"
+
+#include "llerror.h"
+#include "llface.h"
+#include "llimage.h"
+#include "llrender.h"
+#include "llatmosphere.h"
+#include "llenvironment.h"
+#include "llglslshader.h"
+#include "llgl.h"
+
+#include "llviewerregion.h"
+#include "llviewershadermgr.h"
+#include "llviewercamera.h"
+#include "pipeline.h"
+#include "llsky.h"
+#include "llvowlsky.h"
+#include "llsettingsvo.h"
+
+extern bool gCubeSnapshot;
+
+static LLStaticHashedString sCamPosLocal("camPosLocal");
+static LLStaticHashedString sCustomAlpha("custom_alpha");
+
+static LLGLSLShader* cloud_shader = NULL;
+static LLGLSLShader* sky_shader = NULL;
+static LLGLSLShader* sun_shader = NULL;
+static LLGLSLShader* moon_shader = NULL;
+
+static float sStarTime;
+
+LLDrawPoolWLSky::LLDrawPoolWLSky(void) :
+ LLDrawPool(POOL_WL_SKY)
+{
+}
+
+LLDrawPoolWLSky::~LLDrawPoolWLSky()
+{
+}
+
+LLViewerTexture *LLDrawPoolWLSky::getDebugTexture()
+{
+ return NULL;
+}
+
+void LLDrawPoolWLSky::beginDeferredPass(S32 pass)
+{
+ sky_shader = &gDeferredWLSkyProgram;
+ cloud_shader = &gDeferredWLCloudProgram;
+
+ sun_shader = &gDeferredWLSunProgram;
+
+ moon_shader = &gDeferredWLMoonProgram;
+}
+
+void LLDrawPoolWLSky::endDeferredPass(S32 pass)
+{
+ sky_shader = nullptr;
+ cloud_shader = nullptr;
+ sun_shader = nullptr;
+ moon_shader = nullptr;
+
+ // 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
+{
+ 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);
+
+ gSky.mVOWLSkyp->drawDome();
+
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+}
+
+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))
+ {
+ LLGLSPipelineDepthTestSkyBox sky(true, true);
+
+ 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();
+ LLViewerTexture* halo_tex = gSky.mVOSkyp->getHaloTex();
+
+ sky_shader->bindTexture(LLShaderMgr::RAINBOW_MAP, rainbow_tex);
+ sky_shader->bindTexture(LLShaderMgr::HALO_MAP, halo_tex);
+
+ F32 moisture_level = (float)psky->getSkyMoistureLevel();
+ F32 droplet_radius = (float)psky->getSkyDropletRadius();
+ F32 ice_level = (float)psky->getSkyIceLevel();
+
+ // hobble halos and rainbows when there's no light source to generate them
+ if (!psky->getIsSunUp() && !psky->getIsMoonUp())
+ {
+ moisture_level = 0.0f;
+ ice_level = 0.0f;
+ }
+
+ sky_shader->uniform1f(LLShaderMgr::MOISTURE_LEVEL, moisture_level);
+ sky_shader->uniform1f(LLShaderMgr::DROPLET_RADIUS, droplet_radius);
+ sky_shader->uniform1f(LLShaderMgr::ICE_LEVEL, ice_level);
+
+ sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor());
+
+ sky_shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, psky->getIsSunUp() ? 1 : 0);
+
+ /// Render the skydome
+ renderDome(origin, camHeightLocal, sky_shader);
+
+ sky_shader->unbind();
+ }
+}
+
+void LLDrawPoolWLSky::renderStarsDeferred(const LLVector3& camPosLocal) const
+{
+ if (!gSky.mVOSkyp)
+ {
+ return;
+ }
+
+ LLGLSPipelineBlendSkyBox gls_sky(true, false);
+
+ 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;
+ }
+
+ 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(1)->unbind(LLTexUnit::TT_TEXTURE);
+ blend_factor = 0;
+ }
+ else if (tex_b && !tex_a)
+ {
+ gGL.getTexUnit(0)->bind(tex_b);
+ gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+ blend_factor = 0;
+ }
+ else if (tex_b != tex_a)
+ {
+ gGL.getTexUnit(0)->bind(tex_a);
+ 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);
+ gDeferredStarProgram.uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
+
+ if (LLPipeline::sReflectionRender)
+ {
+ star_alpha = 1.0f;
+ }
+ gDeferredStarProgram.uniform1f(sCustomAlpha, star_alpha);
+
+ sStarTime = (F32)LLFrameTimer::getElapsedSeconds() * 0.5f;
+
+ gDeferredStarProgram.uniform1f(LLShaderMgr::WATER_TIME, sStarTime);
+
+ gSky.mVOWLSkyp->drawStars();
+
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+
+ gDeferredStarProgram.unbind();
+
+ 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())
+ {
+ 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 (psky->getCloudScrollRate().isExactlyZero())
+ {
+ blend_factor = 0.f;
+ }
+
+ // if we even have sun disc textures to work with...
+ if (cloud_noise || cloud_noise_next)
+ {
+ 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);
+ }
+ }
+
+ 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::renderHeavenlyBodies()
+{
+ 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]);
+
+ 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);
+ LLPointer<LLViewerTexture> tex_b = face->getTexture(LLRender::ALTERNATE_DIFFUSE_MAP);
+
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+
+ // if we even have sun disc textures to work with...
+ if (tex_a || tex_b)
+ {
+ // if and only if we have a texture defined, render the sun disc
+ if (can_use_vertex_shaders && can_use_windlight_shaders)
+ {
+ sun_shader->bind();
+
+ if (tex_a && (!tex_b || (tex_a == tex_b)))
+ {
+ // Bind current and next sun textures
+ sun_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
+ blend_factor = 0;
+ }
+ else if (tex_b && !tex_a)
+ {
+ sun_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
+ blend_factor = 0;
+ }
+ else if (tex_b != tex_a)
+ {
+ sun_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
+ sun_shader->bindTexture(LLShaderMgr::ALTERNATE_DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
+ }
+
+ LLColor4 color(gSky.mVOSkyp->getSun().getInterpColor());
+
+ sun_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV);
+ sun_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
+
+ face->renderIndexed();
+
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+
+ sun_shader->unbind();
+ }
+ }
+ }
+
+ face = gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON];
+
+ 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());
+
+ if (can_use_vertex_shaders && can_use_windlight_shaders && (tex_a || tex_b))
+ {
+ moon_shader->bind();
+
+ if (tex_a && (!tex_b || (tex_a == tex_b)))
+ {
+ // Bind current and next sun textures
+ moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
+ //blend_factor = 0;
+ }
+ else if (tex_b && !tex_a)
+ {
+ moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
+ //blend_factor = 0;
+ }
+ else if (tex_b != tex_a)
+ {
+ moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
+ //moon_shader->bindTexture(LLShaderMgr::ALTERNATE_DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
+ }
+
+ LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
+
+ F32 moon_brightness = (float)psky->getMoonBrightness();
+
+ moon_shader->uniform1f(LLShaderMgr::MOON_BRIGHTNESS, moon_brightness);
+ 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
+
+ face->renderIndexed();
+
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+
+ moon_shader->unbind();
+ }
+ }
+
+ gGL.popMatrix();
+}
+
+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;
+ }
+
+ // 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);
+
+ LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
+
+ if (gPipeline.canUseWindLightShaders())
+ {
+ renderSkyHazeDeferred(origin, camHeightLocal);
+ renderHeavenlyBodies();
+ 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);
+}
+
+
+
+LLViewerTexture* LLDrawPoolWLSky::getTexture()
+{
+ return NULL;
+}
+
+void LLDrawPoolWLSky::resetDrawOrders()
+{
+}
+
+//static
+void LLDrawPoolWLSky::cleanupGL()
+{
+}
+
+//static
+void LLDrawPoolWLSky::restoreGL()
+{
+}