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-rw-r--r--indra/newview/pipeline.cpp60
1 files changed, 60 insertions, 0 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index f91b054dd7..18dd694246 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -431,6 +431,7 @@ void LLPipeline::init()
stop_glerror();
//create render pass pools
+ getPool(LLDrawPool::POOL_WATEREXCLUSION);
getPool(LLDrawPool::POOL_ALPHA_PRE_WATER);
getPool(LLDrawPool::POOL_ALPHA_POST_WATER);
getPool(LLDrawPool::POOL_SIMPLE);
@@ -673,6 +674,8 @@ void LLPipeline::cleanup()
// don't delete wl sky pool it was handled above in the for loop
//delete mWLSkyPool;
mWLSkyPool = NULL;
+ delete mWaterExclusionPool;
+ mWaterExclusionPool = nullptr;
releaseGLBuffers();
@@ -907,6 +910,15 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY)
mPostMap.allocate(resX, resY, screenFormat);
+ // The water exclusion mask needs its own depth buffer so we can take care of the problem of multiple water planes.
+ // Should we ever make water not just a plane, it also aids with that as well as the water planes will be rendered into the mask.
+ // Why do we do this? Because it saves us some janky logic in the exclusion shader when we generate the mask.
+ // Regardless, this should always only be an R8 texture unless we choose to start having multiple kinds of exclusion that 8 bits can't handle.
+ // - Geenz 2025-02-06
+ bool success = mWaterExclusionMask.allocate(resX, resY, GL_R8, true);
+
+ assert(success);
+
// used to scale down textures
// See LLViwerTextureList::updateImagesCreateTextures and LLImageGL::scaleDown
mDownResMap.allocate(1024, 1024, GL_RGBA);
@@ -1166,6 +1178,8 @@ void LLPipeline::releaseGLBuffers()
mSceneMap.release();
+ mWaterExclusionMask.release();
+
mPostMap.release();
mFXAAMap.release();
@@ -1676,6 +1690,10 @@ LLDrawPool *LLPipeline::findPool(const U32 type, LLViewerTexture *tex0)
poolp = mPBRAlphaMaskPool;
break;
+ case LLDrawPool::POOL_WATEREXCLUSION:
+ poolp = mWaterExclusionPool;
+ break;
+
default:
llassert(0);
LL_ERRS() << "Invalid Pool Type in LLPipeline::findPool() type=" << type << LL_ENDL;
@@ -4068,6 +4086,8 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion)
}
}
+// Render all of our geometry that's required after our deferred pass.
+// This is gonna be stuff like alpha, water, etc.
void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
@@ -4084,6 +4104,10 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
bool done_atmospherics = LLPipeline::sRenderingHUDs; //skip atmospherics on huds
bool done_water_haze = done_atmospherics;
+ bool done_water_exclusion = false;
+
+ // do water exclusion just before water pass.
+ U32 water_exclusion_pass = LLDrawPool::POOL_WATEREXCLUSION;
// do atmospheric haze just before post water alpha
U32 atmospherics_pass = LLDrawPool::POOL_ALPHA_POST_WATER;
@@ -4122,6 +4146,12 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
cur_type = poolp->getType();
+ if (cur_type >= water_exclusion_pass && !done_water_exclusion)
+ { // do water exclusion against depth buffer before rendering alpha
+ doWaterExclusionMask();
+ done_water_exclusion = true;
+ }
+
if (cur_type >= atmospherics_pass && !done_atmospherics)
{ // do atmospherics against depth buffer before rendering alpha
doAtmospherics();
@@ -5201,6 +5231,17 @@ void LLPipeline::addToQuickLookup( LLDrawPool* new_poolp )
}
break;
+ case LLDrawPool::POOL_WATEREXCLUSION:
+ if (mWaterExclusionPool)
+ {
+ llassert(0);
+ LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Water Exclusion Pool" << LL_ENDL;
+ }
+ else
+ {
+ mWaterExclusionPool = new_poolp;
+ }
+ break;
default:
llassert(0);
@@ -5323,6 +5364,11 @@ void LLPipeline::removeFromQuickLookup( LLDrawPool* poolp )
mPBRAlphaMaskPool = NULL;
break;
+ case LLDrawPool::POOL_WATEREXCLUSION:
+ llassert(poolp == mWaterExclusionPool);
+ mWaterExclusionPool = nullptr;
+ break;
+
default:
llassert(0);
LL_WARNS() << "Invalid Pool Type in LLPipeline::removeFromQuickLookup() type=" << poolp->getType() << LL_ENDL;
@@ -8824,6 +8870,7 @@ void LLPipeline::renderDeferredLighting()
LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK,
LLPipeline::RENDER_TYPE_TERRAIN,
LLPipeline::RENDER_TYPE_WATER,
+ LLPipeline::RENDER_TYPE_WATEREXCLUSION,
END_RENDER_TYPES);
renderGeomPostDeferred(*LLViewerCamera::getInstance());
@@ -8962,6 +9009,8 @@ void LLPipeline::doWaterHaze()
static LLStaticHashedString above_water_str("above_water");
haze_shader.uniform1i(above_water_str, sUnderWaterRender ? -1 : 1);
+ haze_shader.bindTexture(LLShaderMgr::WATER_EXCLUSIONTEX, &mWaterExclusionMask);
+
if (LLPipeline::sUnderWaterRender)
{
LLGLDepthTest depth(GL_FALSE);
@@ -8992,6 +9041,17 @@ void LLPipeline::doWaterHaze()
}
}
+void LLPipeline::doWaterExclusionMask()
+{
+ mWaterExclusionMask.bindTarget();
+ glClearColor(1, 1, 1, 1);
+ mWaterExclusionMask.clear();
+ mWaterExclusionPool->render();
+
+ mWaterExclusionMask.flush();
+ glClearColor(0, 0, 0, 0);
+}
+
void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
{
//construct frustum