/** * @file lldrawpoolwater.cpp * @brief LLDrawPoolWater class implementation * * $LicenseInfo:firstyear=2002&license=viewerlgpl$ * 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 "llfeaturemanager.h" #include "lldrawpoolwater.h" #include "llviewercontrol.h" #include "lldir.h" #include "llerror.h" #include "m3math.h" #include "llrender.h" #include "llagent.h" // for gAgent for getRegion for getWaterHeight #include "llcubemap.h" #include "lldrawable.h" #include "llface.h" #include "llsky.h" #include "llviewertexturelist.h" #include "llviewerregion.h" #include "llvosky.h" #include "llvowater.h" #include "llworld.h" #include "pipeline.h" #include "llviewershadermgr.h" #include "llwaterparammanager.h" const LLUUID TRANSPARENT_WATER_TEXTURE("2bfd3884-7e27-69b9-ba3a-3e673f680004"); const LLUUID OPAQUE_WATER_TEXTURE("43c32285-d658-1793-c123-bf86315de055"); static float sTime; BOOL deferred_render = FALSE; BOOL LLDrawPoolWater::sSkipScreenCopy = FALSE; BOOL LLDrawPoolWater::sNeedsReflectionUpdate = TRUE; BOOL LLDrawPoolWater::sNeedsDistortionUpdate = TRUE; LLColor4 LLDrawPoolWater::sWaterFogColor = LLColor4(0.2f, 0.5f, 0.5f, 0.f); F32 LLDrawPoolWater::sWaterFogEnd = 0.f; LLVector3 LLDrawPoolWater::sLightDir; LLDrawPoolWater::LLDrawPoolWater() : LLFacePool(POOL_WATER) { mHBTex[0] = LLViewerTextureManager::getFetchedTexture(gSunTextureID, FTT_DEFAULT, TRUE, LLGLTexture::BOOST_UI); gGL.getTexUnit(0)->bind(mHBTex[0]) ; mHBTex[0]->setAddressMode(LLTexUnit::TAM_CLAMP); mHBTex[1] = LLViewerTextureManager::getFetchedTexture(gMoonTextureID, FTT_DEFAULT, TRUE, LLGLTexture::BOOST_UI); gGL.getTexUnit(0)->bind(mHBTex[1]); mHBTex[1]->setAddressMode(LLTexUnit::TAM_CLAMP); mWaterImagep = LLViewerTextureManager::getFetchedTexture(TRANSPARENT_WATER_TEXTURE); llassert(mWaterImagep); mWaterImagep->setNoDelete(); mOpaqueWaterImagep = LLViewerTextureManager::getFetchedTexture(OPAQUE_WATER_TEXTURE); llassert(mOpaqueWaterImagep); mWaterNormp = LLViewerTextureManager::getFetchedTexture(DEFAULT_WATER_NORMAL); mWaterNormp->setNoDelete(); restoreGL(); } LLDrawPoolWater::~LLDrawPoolWater() { } //static void LLDrawPoolWater::restoreGL() { } LLDrawPool *LLDrawPoolWater::instancePool() { llerrs << "Should never be calling instancePool on a water pool!" << llendl; return NULL; } void LLDrawPoolWater::prerender() { mVertexShaderLevel = (gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps) ? LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_WATER) : 0; // got rid of modulation by light color since it got a little too // green at sunset and sl-57047 (underwater turns black at 8:00) sWaterFogColor = LLWaterParamManager::instance().getFogColor(); sWaterFogColor.mV[3] = 0; } S32 LLDrawPoolWater::getNumPasses() { if (LLViewerCamera::getInstance()->getOrigin().mV[2] < 1024.f) { return 1; } return 0; } void LLDrawPoolWater::beginPostDeferredPass(S32 pass) { beginRenderPass(pass); deferred_render = TRUE; } void LLDrawPoolWater::endPostDeferredPass(S32 pass) { endRenderPass(pass); deferred_render = FALSE; } //=============================== //DEFERRED IMPLEMENTATION //=============================== void LLDrawPoolWater::renderDeferred(S32 pass) { LLFastTimer t(FTM_RENDER_WATER); deferred_render = TRUE; shade(); deferred_render = FALSE; } //========================================= void LLDrawPoolWater::render(S32 pass) { LLFastTimer ftm(FTM_RENDER_WATER); if (mDrawFace.empty() || LLDrawable::getCurrentFrame() <= 1) { return; } //do a quick 'n dirty depth sort for (std::vector::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) { LLFace* facep = *iter; facep->mDistance = -facep->mCenterLocal.mV[2]; } std::sort(mDrawFace.begin(), mDrawFace.end(), LLFace::CompareDistanceGreater()); // See if we are rendering water as opaque or not if (!gSavedSettings.getBOOL("RenderTransparentWater")) { // render water for low end hardware renderOpaqueLegacyWater(); return; } LLGLEnable blend(GL_BLEND); if ((mVertexShaderLevel > 0) && !sSkipScreenCopy) { shade(); return; } LLVOSky *voskyp = gSky.mVOSkyp; stop_glerror(); if (!gGLManager.mHasMultitexture) { // Ack! No multitexture! Bail! return; } LLFace* refl_face = voskyp->getReflFace(); gPipeline.disableLights(); LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); LLGLDisable cullFace(GL_CULL_FACE); // Set up second pass first mWaterImagep->addTextureStats(1024.f*1024.f); gGL.getTexUnit(1)->activate(); gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(1)->bind(mWaterImagep) ; LLVector3 camera_up = LLViewerCamera::getInstance()->getUpAxis(); F32 up_dot = camera_up * LLVector3::z_axis; LLColor4 water_color; if (LLViewerCamera::getInstance()->cameraUnderWater()) { water_color.setVec(1.f, 1.f, 1.f, 0.4f); } else { water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot)); } gGL.diffuseColor4fv(water_color.mV); // Automatically generate texture coords for detail map glEnable(GL_TEXTURE_GEN_S); //texture unit 1 glEnable(GL_TEXTURE_GEN_T); //texture unit 1 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); // Slowly move over time. F32 offset = fmod(gFrameTimeSeconds*2.f, 100.f); F32 tp0[4] = {16.f/256.f, 0.0f, 0.0f, offset*0.01f}; F32 tp1[4] = {0.0f, 16.f/256.f, 0.0f, offset*0.01f}; glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0); glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1); gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR); gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA); gGL.getTexUnit(0)->activate(); glClearStencil(1); glClear(GL_STENCIL_BUFFER_BIT); LLGLEnable gls_stencil(GL_STENCIL_TEST); glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP); glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF); for (std::vector::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) { LLFace *face = *iter; if (voskyp->isReflFace(face)) { continue; } gGL.getTexUnit(0)->bind(face->getTexture()); face->renderIndexed(); } // Now, disable texture coord generation on texture state 1 gGL.getTexUnit(1)->activate(); gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(1)->disable(); glDisable(GL_TEXTURE_GEN_S); //texture unit 1 glDisable(GL_TEXTURE_GEN_T); //texture unit 1 // Disable texture coordinate and color arrays gGL.getTexUnit(0)->activate(); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); stop_glerror(); if (gSky.mVOSkyp->getCubeMap()) { gSky.mVOSkyp->getCubeMap()->enable(0); gSky.mVOSkyp->getCubeMap()->bind(); gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadIdentity(); LLMatrix4 camera_mat = LLViewerCamera::getInstance()->getModelview(); LLMatrix4 camera_rot(camera_mat.getMat3()); camera_rot.invert(); gGL.loadMatrix((F32 *)camera_rot.mMatrix); gGL.matrixMode(LLRender::MM_MODELVIEW); LLOverrideFaceColor overrid(this, 1.f, 1.f, 1.f, 0.5f*up_dot); gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); for (std::vector::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) { LLFace *face = *iter; if (voskyp->isReflFace(face)) { //refl_face = face; continue; } if (face->getGeomCount() > 0) { face->renderIndexed(); } } gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); gSky.mVOSkyp->getCubeMap()->disable(); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_MODELVIEW); } glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); if (refl_face) { glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF); renderReflection(refl_face); } gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); } // for low end hardware void LLDrawPoolWater::renderOpaqueLegacyWater() { LLVOSky *voskyp = gSky.mVOSkyp; LLGLSLShader* shader = NULL; if (LLGLSLShader::sNoFixedFunction) { if (LLPipeline::sUnderWaterRender) { shader = &gObjectSimpleNonIndexedTexGenWaterProgram; } else { shader = &gObjectSimpleNonIndexedTexGenProgram; } shader->bind(); } stop_glerror(); // Depth sorting and write to depth buffer // since this is opaque, we should see nothing // behind the water. No blending because // of no transparency. And no face culling so // that the underside of the water is also opaque. LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE); LLGLDisable no_cull(GL_CULL_FACE); LLGLDisable no_blend(GL_BLEND); gPipeline.disableLights(); mOpaqueWaterImagep->addTextureStats(1024.f*1024.f); // Activate the texture binding and bind one // texture since all images will have the same texture gGL.getTexUnit(0)->activate(); gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(0)->bind(mOpaqueWaterImagep); // Automatically generate texture coords for water texture if (!shader) { glEnable(GL_TEXTURE_GEN_S); //texture unit 0 glEnable(GL_TEXTURE_GEN_T); //texture unit 0 glTexGenf(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGenf(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); } // Use the fact that we know all water faces are the same size // to save some computation // Slowly move texture coordinates over time so the watter appears // to be moving. F32 movement_period_secs = 50.f; F32 offset = fmod(gFrameTimeSeconds, movement_period_secs); if (movement_period_secs != 0) { offset /= movement_period_secs; } else { offset = 0; } F32 tp0[4] = { 16.f / 256.f, 0.0f, 0.0f, offset }; F32 tp1[4] = { 0.0f, 16.f / 256.f, 0.0f, offset }; if (!shader) { glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0); glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1); } else { shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_S, 1, tp0); shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_T, 1, tp1); } gGL.diffuseColor3f(1.f, 1.f, 1.f); for (std::vector::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) { LLFace *face = *iter; if (voskyp->isReflFace(face)) { continue; } face->renderIndexed(); } stop_glerror(); if (!shader) { // Reset the settings back to expected values glDisable(GL_TEXTURE_GEN_S); //texture unit 0 glDisable(GL_TEXTURE_GEN_T); //texture unit 0 } gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); } void LLDrawPoolWater::renderReflection(LLFace* face) { LLVOSky *voskyp = gSky.mVOSkyp; if (!voskyp) { return; } if (!face->getGeomCount()) { return; } S8 dr = voskyp->getDrawRefl(); if (dr < 0) { return; } LLGLSNoFog noFog; gGL.getTexUnit(0)->bind(mHBTex[dr]); LLOverrideFaceColor override(this, face->getFaceColor().mV); face->renderIndexed(); } void LLDrawPoolWater::shade() { if (!deferred_render) { gGL.setColorMask(true, true); } LLVOSky *voskyp = gSky.mVOSkyp; if(voskyp == NULL) { return; } LLGLDisable blend(GL_BLEND); LLColor3 light_diffuse(0,0,0); F32 light_exp = 0.0f; LLVector3 light_dir; LLColor3 light_color; if (gSky.getSunDirection().mV[2] > LLSky::NIGHTTIME_ELEVATION_COS) { light_dir = gSky.getSunDirection(); light_dir.normVec(); light_color = gSky.getSunDiffuseColor(); if(gSky.mVOSkyp) { light_diffuse = gSky.mVOSkyp->getSun().getColorCached(); light_diffuse.normVec(); } light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0); light_diffuse *= light_exp + 0.25f; } else { light_dir = gSky.getMoonDirection(); light_dir.normVec(); light_color = gSky.getMoonDiffuseColor(); light_diffuse = gSky.mVOSkyp->getMoon().getColorCached(); light_diffuse.normVec(); light_diffuse *= 0.5f; light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0); } light_exp *= light_exp; light_exp *= light_exp; light_exp *= light_exp; light_exp *= light_exp; light_exp *= 256.f; light_exp = light_exp > 32.f ? light_exp : 32.f; LLGLSLShader* shader; F32 eyedepth = LLViewerCamera::getInstance()->getOrigin().mV[2] - gAgent.getRegion()->getWaterHeight(); if (deferred_render) { shader = &gDeferredWaterProgram; } else if (eyedepth < 0.f && LLPipeline::sWaterReflections) { shader = &gUnderWaterProgram; } else { shader = &gWaterProgram; } if (deferred_render) { gPipeline.bindDeferredShader(*shader); } else { shader->bind(); } sTime = (F32)LLFrameTimer::getElapsedSeconds()*0.5f; S32 reftex = shader->enableTexture(LLShaderMgr::WATER_REFTEX); if (reftex > -1) { gGL.getTexUnit(reftex)->activate(); gGL.getTexUnit(reftex)->bind(&gPipeline.mWaterRef); gGL.getTexUnit(0)->activate(); } //bind normal map S32 bumpTex = shader->enableTexture(LLViewerShaderMgr::BUMP_MAP); LLWaterParamManager * param_mgr = &LLWaterParamManager::instance(); // change mWaterNormp if needed if (mWaterNormp->getID() != param_mgr->getNormalMapID()) { mWaterNormp = LLViewerTextureManager::getFetchedTexture(param_mgr->getNormalMapID()); } mWaterNormp->addTextureStats(1024.f*1024.f); gGL.getTexUnit(bumpTex)->bind(mWaterNormp) ; if (gSavedSettings.getBOOL("RenderWaterMipNormal")) { mWaterNormp->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC); } else { mWaterNormp->setFilteringOption(LLTexUnit::TFO_POINT); } S32 screentex = shader->enableTexture(LLShaderMgr::WATER_SCREENTEX); if (screentex > -1) { shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, sWaterFogColor.mV); shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY, param_mgr->getFogDensity()); gPipeline.mWaterDis.bindTexture(0, screentex); } stop_glerror(); gGL.getTexUnit(screentex)->bind(&gPipeline.mWaterDis); if (mVertexShaderLevel == 1) { sWaterFogColor.mV[3] = param_mgr->mDensitySliderValue; shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, sWaterFogColor.mV); } stop_glerror(); S32 diffTex = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); stop_glerror(); light_dir.normVec(); sLightDir = light_dir; light_diffuse *= 6.f; //shader->uniformMatrix4fv("inverse_ref", 1, GL_FALSE, (GLfloat*) gGLObliqueProjectionInverse.mMatrix); shader->uniform1f(LLShaderMgr::WATER_WATERHEIGHT, eyedepth); shader->uniform1f(LLShaderMgr::WATER_TIME, sTime); shader->uniform3fv(LLShaderMgr::WATER_EYEVEC, 1, LLViewerCamera::getInstance()->getOrigin().mV); shader->uniform3fv(LLShaderMgr::WATER_SPECULAR, 1, light_diffuse.mV); shader->uniform1f(LLShaderMgr::WATER_SPECULAR_EXP, light_exp); shader->uniform2fv(LLShaderMgr::WATER_WAVE_DIR1, 1, param_mgr->getWave1Dir().mV); shader->uniform2fv(LLShaderMgr::WATER_WAVE_DIR2, 1, param_mgr->getWave2Dir().mV); shader->uniform3fv(LLShaderMgr::WATER_LIGHT_DIR, 1, light_dir.mV); shader->uniform3fv(LLShaderMgr::WATER_NORM_SCALE, 1, param_mgr->getNormalScale().mV); shader->uniform1f(LLShaderMgr::WATER_FRESNEL_SCALE, param_mgr->getFresnelScale()); shader->uniform1f(LLShaderMgr::WATER_FRESNEL_OFFSET, param_mgr->getFresnelOffset()); shader->uniform1f(LLShaderMgr::WATER_BLUR_MULTIPLIER, param_mgr->getBlurMultiplier()); F32 sunAngle = llmax(0.f, light_dir.mV[2]); F32 scaledAngle = 1.f - sunAngle; shader->uniform1f(LLShaderMgr::WATER_SUN_ANGLE, sunAngle); shader->uniform1f(LLShaderMgr::WATER_SCALED_ANGLE, scaledAngle); shader->uniform1f(LLShaderMgr::WATER_SUN_ANGLE2, 0.1f + 0.2f*sunAngle); LLColor4 water_color; LLVector3 camera_up = LLViewerCamera::getInstance()->getUpAxis(); F32 up_dot = camera_up * LLVector3::z_axis; if (LLViewerCamera::getInstance()->cameraUnderWater()) { water_color.setVec(1.f, 1.f, 1.f, 0.4f); shader->uniform1f(LLShaderMgr::WATER_REFSCALE, param_mgr->getScaleBelow()); } else { water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot)); shader->uniform1f(LLShaderMgr::WATER_REFSCALE, param_mgr->getScaleAbove()); } if (water_color.mV[3] > 0.9f) { water_color.mV[3] = 0.9f; } { LLGLEnable depth_clamp(gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP : 0); LLGLDisable cullface(GL_CULL_FACE); for (std::vector::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) { LLFace *face = *iter; if (voskyp->isReflFace(face)) { continue; } LLVOWater* water = (LLVOWater*) face->getViewerObject(); gGL.getTexUnit(diffTex)->bind(face->getTexture()); sNeedsReflectionUpdate = TRUE; if (water->getUseTexture() || !water->getIsEdgePatch()) { sNeedsDistortionUpdate = TRUE; face->renderIndexed(); } else if (gGLManager.mHasDepthClamp || deferred_render) { face->renderIndexed(); } else { LLGLSquashToFarClip far_clip(glh_get_current_projection()); face->renderIndexed(); } } } shader->disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); shader->disableTexture(LLShaderMgr::WATER_SCREENTEX); shader->disableTexture(LLViewerShaderMgr::BUMP_MAP); shader->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); shader->disableTexture(LLShaderMgr::WATER_REFTEX); shader->disableTexture(LLShaderMgr::WATER_SCREENDEPTH); if (deferred_render) { gPipeline.unbindDeferredShader(*shader); } else { shader->unbind(); } gGL.getTexUnit(0)->activate(); gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); if (!deferred_render) { gGL.setColorMask(true, false); } } LLViewerTexture *LLDrawPoolWater::getDebugTexture() { return LLViewerFetchedTexture::sSmokeImagep; } LLColor3 LLDrawPoolWater::getDebugColor() const { return LLColor3(0.f, 1.f, 1.f); }