diff options
Diffstat (limited to 'indra/newview/lldrawpoolwlsky.cpp')
-rw-r--r-- | indra/newview/lldrawpoolwlsky.cpp | 34 |
1 files changed, 12 insertions, 22 deletions
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index 26454d2bd1..0d49c5a339 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -94,7 +94,7 @@ void LLDrawPoolWLSky::beginRenderPass( S32 pass ) void LLDrawPoolWLSky::endRenderPass( S32 pass ) { sky_shader = nullptr; - cloud_shader = nullptr; + cloud_shader = nullptr; sun_shader = nullptr; moon_shader = nullptr; } @@ -118,7 +118,7 @@ void LLDrawPoolWLSky::beginDeferredPass(S32 pass) void LLDrawPoolWLSky::endDeferredPass(S32 pass) { sky_shader = nullptr; - cloud_shader = nullptr; + cloud_shader = nullptr; sun_shader = nullptr; moon_shader = nullptr; } @@ -174,8 +174,8 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca sky_shader->bindTexture(LLShaderMgr::ILLUMINANCE_TEX, gAtmosphere->getIlluminance()); LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); - LLVector4 sun_dir = LLEnvironment::instance().getClampedSunNorm(); - LLVector4 moon_dir = LLEnvironment::instance().getClampedMoonNorm(); + 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); @@ -189,13 +189,6 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca sky_shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m); - // clouds are rendered along with sky in adv atmo - if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp->getCloudNoiseTex()) - { - sky_shader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, gSky.mVOSkyp->getCloudNoiseTex()); - sky_shader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, gSky.mVOSkyp->getCloudNoiseTexNext()); - } - sky_shader->uniform3f(sCamPosLocal, camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]); renderFsSky(camPosLocal, camHeightLocal, sky_shader); @@ -504,22 +497,19 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass) if (gPipeline.canUseWindLightShaders()) { + if (gPipeline.useAdvancedAtmospherics()) + { + renderSkyHazeDeferred(origin, camHeightLocal); + renderHeavenlyBodies(); + } + else { // Disable depth-test for sky, but re-enable depth writes for the cloud // rendering below so the cloud shader can write out depth for the stars to test against LLGLDepthTest depth(GL_TRUE, GL_FALSE); - if (gPipeline.useAdvancedAtmospherics()) - { - renderSkyHazeDeferred(origin, camHeightLocal); - } - else - { - renderSkyHaze(origin, camHeightLocal); - - } - renderHeavenlyBodies(); + renderSkyHaze(origin, camHeightLocal); + renderHeavenlyBodies(); } - renderSkyClouds(origin, camHeightLocal); } gGL.setColorMask(true, true); |