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-rw-r--r--indra/newview/lldrawpoolwlsky.cpp746
1 files changed, 565 insertions, 181 deletions
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index 309f535c39..7e297a05a5 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -29,66 +29,39 @@
#include "lldrawpoolwlsky.h"
#include "llerror.h"
-#include "llgl.h"
-#include "pipeline.h"
-#include "llviewercamera.h"
+#include "llface.h"
#include "llimage.h"
-#include "llwlparammanager.h"
-#include "llviewershadermgr.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 "llviewerregion.h"
-#include "llface.h"
-#include "llrender.h"
-
-LLPointer<LLViewerTexture> LLDrawPoolWLSky::sCloudNoiseTexture = NULL;
-LLPointer<LLImageRaw> LLDrawPoolWLSky::sCloudNoiseRawImage = NULL;
+static LLStaticHashedString sCamPosLocal("camPosLocal");
+static LLStaticHashedString sCustomAlpha("custom_alpha");
static LLGLSLShader* cloud_shader = NULL;
-static LLGLSLShader* sky_shader = NULL;
+static LLGLSLShader* cloud_shadow_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)
{
- const std::string cloudNoiseFilename(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight", "clouds2.tga"));
- LL_INFOS() << "loading WindLight cloud noise from " << cloudNoiseFilename << LL_ENDL;
-
- LLPointer<LLImageFormatted> cloudNoiseFile(LLImageFormatted::createFromExtension(cloudNoiseFilename));
-
- if(cloudNoiseFile.isNull()) {
- LL_ERRS() << "Error: Failed to load cloud noise image " << cloudNoiseFilename << LL_ENDL;
- }
-
- if(cloudNoiseFile->load(cloudNoiseFilename))
- {
- sCloudNoiseRawImage = new LLImageRaw();
-
- if(cloudNoiseFile->decode(sCloudNoiseRawImage, 0.0f))
- {
- //debug use
- LL_DEBUGS() << "cloud noise raw image width: " << sCloudNoiseRawImage->getWidth() << " : height: " << sCloudNoiseRawImage->getHeight() << " : components: " <<
- (S32)sCloudNoiseRawImage->getComponents() << " : data size: " << sCloudNoiseRawImage->getDataSize() << LL_ENDL ;
- llassert_always(sCloudNoiseRawImage->getData()) ;
-
- sCloudNoiseTexture = LLViewerTextureManager::getLocalTexture(sCloudNoiseRawImage.get(), TRUE);
- }
- else
- {
- sCloudNoiseRawImage = NULL ;
- }
- }
-
- LLWLParamManager::getInstance()->propagateParameters();
}
LLDrawPoolWLSky::~LLDrawPoolWLSky()
{
- //LL_INFOS() << "destructing wlsky draw pool." << LL_ENDL;
- sCloudNoiseTexture = NULL;
- sCloudNoiseRawImage = NULL;
}
LLViewerTexture *LLDrawPoolWLSky::getDebugTexture()
@@ -107,39 +80,93 @@ void LLDrawPoolWLSky::beginRenderPass( S32 pass )
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;
+
+ moon_shader =
+ LLPipeline::sUnderWaterRender ?
+ &gObjectFullbrightNoColorWaterProgram :
+ &gDeferredWLMoonProgram;
}
void LLDrawPoolWLSky::endDeferredPass(S32 pass)
{
+ sky_shader = nullptr;
+ cloud_shader = nullptr;
+ sun_shader = nullptr;
+ moon_shader = nullptr;
+}
+S32 LLDrawPoolWLSky::getNumShadowPasses() { return 0; }
+
+void LLDrawPoolWLSky::beginShadowPass(S32 pass)
+{
+ cloud_shadow_shader = LLPipeline::sRenderDeferred ? &gDeferredWLCloudShadowProgram : &gWLCloudShadowProgram;
}
-void LLDrawPoolWLSky::renderDome(F32 camHeightLocal, LLGLSLShader * shader) const
+void LLDrawPoolWLSky::endShadowPass(S32 pass)
{
- LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
+ cloud_shadow_shader = nullptr;
+}
- llassert_always(NULL != shader);
+void LLDrawPoolWLSky::renderShadow(S32 pass)
+{
+ if (cloud_shadow_shader)
+ {
+ const F32 camHeightLocal = LLEnvironment::instance().getCamHeight();
+ LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
+ renderSkyClouds(origin, camHeightLocal, cloud_shadow_shader);
+ }
+}
+
+void LLDrawPoolWLSky::renderFsSky(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader * shader) const
+{
+ gSky.mVOWLSkyp->drawFsSky();
+}
+
+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 && origin.mV[2] > 256.f)
+ if (LLPipeline::sReflectionRender && camPosLocal.mV[2] > 256.f)
{
- gGL.translatef(origin.mV[0], origin.mV[1], 256.f-origin.mV[2]*0.5f);
+ gGL.translatef(camPosLocal.mV[0], camPosLocal.mV[1], 256.f-camPosLocal.mV[2]*0.5f);
}
else
{
- gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
+ gGL.translatef(camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]);
}
@@ -151,64 +178,168 @@ void LLDrawPoolWLSky::renderDome(F32 camHeightLocal, LLGLSLShader * shader) cons
gGL.translatef(0.f,-camHeightLocal, 0.f);
- // Draw WL Sky
- static LLStaticHashedString sCamPosLocal("camPosLocal");
+ // Draw WL Sky
shader->uniform3f(sCamPosLocal, 0.f, camHeightLocal, 0.f);
- gSky.mVOWLSkyp->drawDome();
+ gSky.mVOWLSkyp->drawDome();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
}
-void LLDrawPoolWLSky::renderSkyHaze(F32 camHeightLocal) const
+void LLDrawPoolWLSky::renderSkyHazeAdvanced(const LLVector3& camPosLocal, F32 camHeightLocal) const
{
- if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
- {
- LLGLDisable blend(GL_BLEND);
+ if (gPipeline.useAdvancedAtmospherics() && gPipeline.canUseWindLightShaders() && gAtmosphere)
+ {
+ LLGLSPipelineDepthTestSkyBox sky(true, false);
sky_shader->bind();
- /// Render the skydome
- renderDome(camHeightLocal, sky_shader);
+ // 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());
+ sky_shader->bindTexture(LLShaderMgr::ILLUMINANCE_TEX, gAtmosphere->getIlluminance());
+
+ 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);
+
+ LLVector3 sun_dir = LLEnvironment::instance().getSunDirection();
+ LLVector3 moon_dir = LLEnvironment::instance().getMoonDirection();
+
+ F32 sunSize = (float)cosf(psky->getSunArcRadians());
+ sky_shader->uniform1f(LLShaderMgr::SUN_SIZE, sunSize);
+ sky_shader->uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, sun_dir.mV);
+ sky_shader->uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, moon_dir.mV);
+
+
+ F32 moisture_level = (float)psky->getSkyMoistureLevel();
+ F32 droplet_radius = (float)psky->getSkyDropletRadius();
+ F32 ice_level = (float)psky->getSkyIceLevel();
+
+ sky_shader->uniform1f(LLShaderMgr::MOISTURE_LEVEL, moisture_level);
+ sky_shader->uniform1f(LLShaderMgr::DROPLET_RADIUS, droplet_radius);
+ sky_shader->uniform1f(LLShaderMgr::ICE_LEVEL, ice_level);
+
+ llassert(sky_shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX));
+
+ glh::matrix4f proj_mat = get_current_projection();
+ glh::matrix4f inv_proj = proj_mat.inverse();
+
+ sky_shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m);
+
+ sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor());
+ sky_shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, psky->getIsSunUp() ? 1 : 0);
+
+ sky_shader->uniform3f(sCamPosLocal, camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]);
+
+ renderFsSky(camPosLocal, camHeightLocal, sky_shader);
sky_shader->unbind();
}
}
+void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 camHeightLocal) const
+{
+ LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
+
+ if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
+ {
+ LLGLSPipelineDepthTestSkyBox sky(true, true);
+
+ sky_shader->bind();
+
+ 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();
+
+ 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::renderSkyHaze(const LLVector3& camPosLocal, F32 camHeightLocal) const
+{
+ LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
+
+ if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
+ {
+ LLGLSPipelineDepthTestSkyBox sky(true, false);
+ sky_shader->bind();
+ sky_shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, 1);
+ sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, 1.0f);
+ renderDome(origin, camHeightLocal, sky_shader);
+ sky_shader->unbind();
+ }
+}
+
void LLDrawPoolWLSky::renderStars(void) const
{
- LLGLSPipelineSkyBox gls_sky;
- LLGLEnable blend(GL_BLEND);
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
+ 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);
- gPipeline.disableLights();
-
// *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.
- bool error;
LLColor4 star_alpha(LLColor4::black);
- star_alpha.mV[3] = LLWLParamManager::getInstance()->mCurParams.getFloat("star_brightness", error) / 2.f;
- // If start_brightness is not set, exit
- if( error )
+ 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_WARNS() << "star_brightness missing in mCurParams" << LL_ENDL;
+ LL_DEBUGS("SKY") << "star_brightness below threshold." << LL_ENDL;
return;
}
- gGL.getTexUnit(0)->bind(gSky.mVOSkyp->getBloomTex());
+ LLViewerTexture* tex_a = gSky.mVOSkyp->getBloomTex();
+ LLViewerTexture* tex_b = gSky.mVOSkyp->getBloomTexNext();
+
+ if (tex_a && (!tex_b || (tex_a == tex_b)))
+ {
+ // Bind current and next sun textures
+ gGL.getTexUnit(0)->bind(tex_a);
+ }
+ else if (tex_b && !tex_a)
+ {
+ gGL.getTexUnit(0)->bind(tex_b);
+ }
+ else if (tex_b != tex_a)
+ {
+ gGL.getTexUnit(0)->bind(tex_a);
+ }
gGL.pushMatrix();
gGL.rotatef(gFrameTimeSeconds*0.01f, 0.f, 0.f, 1.f);
if (LLGLSLShader::sNoFixedFunction)
{
gCustomAlphaProgram.bind();
- static LLStaticHashedString sCustomAlpha("custom_alpha");
gCustomAlphaProgram.uniform1f(sCustomAlpha, star_alpha.mV[3]);
}
else
@@ -220,6 +351,8 @@ void LLDrawPoolWLSky::renderStars(void) const
gSky.mVOWLSkyp->drawStars();
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
gGL.popMatrix();
if (LLGLSLShader::sNoFixedFunction)
@@ -233,123 +366,366 @@ void LLDrawPoolWLSky::renderStars(void) const
}
}
-void LLDrawPoolWLSky::renderSkyClouds(F32 camHeightLocal) const
+void LLDrawPoolWLSky::renderStarsDeferred(void) const
{
- if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && sCloudNoiseTexture.notNull())
+ 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)
{
- LLGLEnable blend(GL_BLEND);
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
-
- gGL.getTexUnit(0)->bind(sCloudNoiseTexture);
+ LL_DEBUGS("SKY") << "star_brightness below threshold." << LL_ENDL;
+ return;
+ }
+
+ gDeferredStarProgram.bind();
- cloud_shader->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);
+ }
+
+ 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();
+}
+
+void LLDrawPoolWLSky::renderSkyCloudsAdvanced(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const
+{
+ if (gPipeline.canUseWindLightShaders()
+ && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS)
+ && gSky.mVOSkyp->getCloudNoiseTex()
+ && gAtmosphere)
+ {
+ LLGLSPipelineBlendSkyBox pipeline(true, true);
+
+ LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
+
+ 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)
+ {
+ 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->bindTexture(LLShaderMgr::TRANSMITTANCE_TEX, gAtmosphere->getTransmittance());
+ cloudshader->bindTexture(LLShaderMgr::SCATTER_TEX, gAtmosphere->getScattering());
+ cloudshader->bindTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, gAtmosphere->getMieScattering());
+ cloudshader->bindTexture(LLShaderMgr::ILLUMINANCE_TEX, gAtmosphere->getIlluminance());
+
+ LLVector3 sun_dir = LLEnvironment::instance().getSunDirection();
+ LLVector3 moon_dir = LLEnvironment::instance().getMoonDirection();
+
+ F32 sunSize = (float)cosf(psky->getSunArcRadians());
+ cloudshader->uniform1f(LLShaderMgr::SUN_SIZE, sunSize);
+ cloudshader->uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, sun_dir.mV);
+ cloudshader->uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, moon_dir.mV);
+
+ cloudshader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
+ cloudshader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance);
+ cloudshader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor());
+
+ cloudshader->uniform3f(sCamPosLocal, camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]);
/// Render the skydome
- renderDome(camHeightLocal, cloud_shader);
+ renderDome(camPosLocal, camHeightLocal, cloudshader);
+
+ cloudshader->unbind();
- cloud_shader->unbind();
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
}
}
-void LLDrawPoolWLSky::renderHeavenlyBodies()
+void LLDrawPoolWLSky::renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const
{
- LLGLSPipelineSkyBox gls_skybox;
- LLGLEnable blend_on(GL_BLEND);
- gPipeline.disableLights();
-
-#if 0 // when we want to re-add a texture sun disc, here's where to do it.
- LLFace * face = gSky.mVOSkyp->mFace[LLVOSky::FACE_SUN];
- if (gSky.mVOSkyp->getSun().getDraw() && face->getGeomCount())
+ if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp->getCloudNoiseTex())
{
- LLViewerTexture * tex = face->getTexture();
- gGL.getTexUnit(0)->bind(tex);
- LLColor4 color(gSky.mVOSkyp->getSun().getInterpColor());
- LLFacePool::LLOverrideFaceColor color_override(this, color);
- face->renderIndexed();
- }
-#endif
-
- LLFace * face = gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON];
+ LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
- if (gSky.mVOSkyp->getMoon().getDraw() && face->getGeomCount())
- {
- // *NOTE: even though we already bound this texture above for the
- // stars register combiners, we bind again here for defensive reasons,
- // since LLImageGL::bind detects that it's a noop, and optimizes it out.
- gGL.getTexUnit(0)->bind(face->getTexture());
- LLColor4 color(gSky.mVOSkyp->getMoon().getInterpColor());
- F32 a = gSky.mVOSkyp->getMoon().getDirection().mV[2];
- if (a > 0.f)
- {
- a = a*a*4.f;
- }
-
- color.mV[3] = llclamp(a, 0.f, 1.f);
+ LLGLSPipelineBlendSkyBox pipeline(true, true);
- if (gPipeline.canUseVertexShaders())
- {
- gHighlightProgram.bind();
- }
+ 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)
+ {
+ 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());
- LLFacePool::LLOverrideFaceColor color_override(this, color);
-
- face->renderIndexed();
+ /// Render the skydome
+ renderDome(camPosLocal, camHeightLocal, cloudshader);
+
+ cloudshader->unbind();
- if (gPipeline.canUseVertexShaders())
- {
- gHighlightProgram.unbind();
- }
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
}
}
-void LLDrawPoolWLSky::renderDeferred(S32 pass)
+void LLDrawPoolWLSky::renderSkyClouds(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const
{
- if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
+ if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp->getCloudNoiseTex())
{
- return;
- }
- LL_RECORD_BLOCK_TIME(FTM_RENDER_WL_SKY);
+ LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
- const F32 camHeightLocal = LLWLParamManager::getInstance()->getDomeOffset() * LLWLParamManager::getInstance()->getDomeRadius();
+ 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)
+ {
+ 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);
- LLGLSNoFog disableFog;
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- LLGLDisable clip(GL_CLIP_PLANE0);
+ /// Render the skydome
+ renderDome(camPosLocal, camHeightLocal, cloudshader);
- gGL.setColorMask(true, false);
+ cloudshader->unbind();
- LLGLSquashToFarClip far_clip(glh_get_current_projection());
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+ }
+}
- renderSkyHaze(camHeightLocal);
+void LLDrawPoolWLSky::renderHeavenlyBodies()
+{
+ LLGLSPipelineBlendSkyBox gls_skybox(true, false);
- LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
+ 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];
- gDeferredStarProgram.bind();
- // *NOTE: have to bind a texture here since register combiners blending in
- // renderStars() requires something to be bound and we might as well only
- // bind the moon's texture once.
- gGL.getTexUnit(0)->bind(gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]->getTexture());
+ F32 blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor();
+ bool can_use_vertex_shaders = gPipeline.canUseVertexShaders();
+ bool can_use_windlight_shaders = gPipeline.canUseWindLightShaders();
- renderHeavenlyBodies();
- renderStars();
-
- gDeferredStarProgram.unbind();
+ 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);
+
+ LLFacePool::LLOverrideFaceColor color_override(this, color);
+ face->renderIndexed();
+
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+
+ sun_shader->unbind();
+ }
+ }
+ }
- gGL.popMatrix();
+ blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor();
- renderSkyClouds(camHeightLocal);
+ face = gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON];
- gGL.setColorMask(true, true);
- //gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ 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)
+ {
+ 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->uniform4fv(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);
+
+ LLFacePool::LLOverrideFaceColor color_override(this, color);
+ face->renderIndexed();
+
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
+
+ moon_shader->unbind();
+ }
+ }
+
+ gGL.popMatrix();
}
-void LLDrawPoolWLSky::render(S32 pass)
+void LLDrawPoolWLSky::renderDeferred(S32 pass)
{
if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
{
@@ -357,34 +733,48 @@ void LLDrawPoolWLSky::render(S32 pass)
}
LL_RECORD_BLOCK_TIME(FTM_RENDER_WL_SKY);
- const F32 camHeightLocal = LLWLParamManager::getInstance()->getDomeOffset() * LLWLParamManager::getInstance()->getDomeRadius();
-
- LLGLSNoFog disableFog;
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- LLGLDisable clip(GL_CLIP_PLANE0);
+ const F32 camHeightLocal = LLEnvironment::instance().getCamHeight();
- LLGLSquashToFarClip far_clip(glh_get_current_projection());
-
- renderSkyHaze(camHeightLocal);
-
- LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
- gGL.pushMatrix();
-
- gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
-
- // *NOTE: have to bind a texture here since register combiners blending in
- // renderStars() requires something to be bound and we might as well only
- // bind the moon's texture once.
- gGL.getTexUnit(0)->bind(gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]->getTexture());
-
- renderHeavenlyBodies();
+ gGL.setColorMask(true, false);
- renderStars();
-
+ LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
+
+ if (gPipeline.canUseWindLightShaders())
+ {
+ if (gPipeline.useAdvancedAtmospherics())
+ {
+ renderSkyHazeAdvanced(origin, camHeightLocal);
+ renderStarsDeferred();
+ renderHeavenlyBodies();
+ renderSkyCloudsAdvanced(origin, camHeightLocal, cloud_shader);
+ }
+ else
+ {
+ renderSkyHazeDeferred(origin, camHeightLocal);
+ renderStarsDeferred();
+ renderHeavenlyBodies();
+ renderSkyCloudsDeferred(origin, camHeightLocal, cloud_shader);
+ }
+ }
+
+ gGL.setColorMask(true, true);
+}
- gGL.popMatrix();
+void LLDrawPoolWLSky::render(S32 pass)
+{
+ if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
+ {
+ return;
+ }
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_WL_SKY);
- renderSkyClouds(camHeightLocal);
+ const F32 camHeightLocal = LLEnvironment::instance().getCamHeight();
+ LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
+
+ renderSkyHaze(origin, camHeightLocal);
+ renderStars();
+ renderHeavenlyBodies();
+ renderSkyClouds(origin, camHeightLocal, cloud_shader);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
}
@@ -411,15 +801,9 @@ void LLDrawPoolWLSky::resetDrawOrders()
//static
void LLDrawPoolWLSky::cleanupGL()
{
- sCloudNoiseTexture = NULL;
}
//static
void LLDrawPoolWLSky::restoreGL()
{
- if(sCloudNoiseRawImage.notNull())
- {
- sCloudNoiseTexture = LLViewerTextureManager::getLocalTexture(sCloudNoiseRawImage.get(), TRUE);
- }
}
-