/** * @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 "llenvironment.h" #include "llsettingssky.h" #include "llsettingswater.h" BOOL deferred_render = FALSE; BOOL LLDrawPoolWater::sSkipScreenCopy = FALSE; BOOL LLDrawPoolWater::sNeedsReflectionUpdate = TRUE; BOOL LLDrawPoolWater::sNeedsDistortionUpdate = TRUE; F32 LLDrawPoolWater::sWaterFogEnd = 0.f; extern BOOL gCubeSnapshot; LLDrawPoolWater::LLDrawPoolWater() : LLFacePool(POOL_WATER) { } LLDrawPoolWater::~LLDrawPoolWater() { } void LLDrawPoolWater::setTransparentTextures(const LLUUID& transparentTextureId, const LLUUID& nextTransparentTextureId) { LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater(); mWaterImagep[0] = LLViewerTextureManager::getFetchedTexture(!transparentTextureId.isNull() ? transparentTextureId : pwater->GetDefaultTransparentTextureAssetId()); mWaterImagep[1] = LLViewerTextureManager::getFetchedTexture(!nextTransparentTextureId.isNull() ? nextTransparentTextureId : (!transparentTextureId.isNull() ? transparentTextureId : pwater->GetDefaultTransparentTextureAssetId())); mWaterImagep[0]->addTextureStats(1024.f*1024.f); mWaterImagep[1]->addTextureStats(1024.f*1024.f); } void LLDrawPoolWater::setOpaqueTexture(const LLUUID& opaqueTextureId) { LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater(); mOpaqueWaterImagep = LLViewerTextureManager::getFetchedTexture(opaqueTextureId); mOpaqueWaterImagep->addTextureStats(1024.f*1024.f); } void LLDrawPoolWater::setNormalMaps(const LLUUID& normalMapId, const LLUUID& nextNormalMapId) { LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater(); mWaterNormp[0] = LLViewerTextureManager::getFetchedTexture(!normalMapId.isNull() ? normalMapId : pwater->GetDefaultWaterNormalAssetId()); mWaterNormp[1] = LLViewerTextureManager::getFetchedTexture(!nextNormalMapId.isNull() ? nextNormalMapId : (!normalMapId.isNull() ? normalMapId : pwater->GetDefaultWaterNormalAssetId())); mWaterNormp[0]->addTextureStats(1024.f*1024.f); mWaterNormp[1]->addTextureStats(1024.f*1024.f); } //static void LLDrawPoolWater::restoreGL() { /*LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater(); if (pwater) { setTransparentTextures(pwater->getTransparentTextureID(), pwater->getNextTransparentTextureID()); setOpaqueTexture(pwater->GetDefaultOpaqueTextureAssetId()); setNormalMaps(pwater->getNormalMapID(), pwater->getNextNormalMapID()); }*/ } void LLDrawPoolWater::prerender() { mShaderLevel = LLCubeMap::sUseCubeMaps ? LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_WATER) : 0; } S32 LLDrawPoolWater::getNumPasses() { if (LLViewerCamera::getInstance()->getOrigin().mV[2] < 1024.f) { return 1; } return 0; } S32 LLDrawPoolWater::getNumPostDeferredPasses() { return 1; } void LLDrawPoolWater::beginPostDeferredPass(S32 pass) { LL_PROFILE_GPU_ZONE("water beginPostDeferredPass") if (LLPipeline::sRenderTransparentWater && !gCubeSnapshot) { // copy framebuffer contents so far to a texture to be used for // reflections and refractions LLRenderTarget& src = gPipeline.mRT->screen; LLRenderTarget& dst = gPipeline.mWaterDis; dst.copyContents(src, 0, 0, src.getWidth(), src.getHeight(), 0, 0, dst.getWidth(), dst.getHeight(), GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); } } void LLDrawPoolWater::renderPostDeferred(S32 pass) { renderWater(); } S32 LLDrawPoolWater::getNumDeferredPasses() { return 0; } //=============================== //DEFERRED IMPLEMENTATION //=============================== void LLDrawPoolWater::renderDeferred(S32 pass) { #if 0 LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_WATER); if (!LLPipeline::sRenderTransparentWater) { // Will render opaque water without use of ALM render(pass); return; } deferred_render = TRUE; renderWater(); deferred_render = FALSE; #endif } //========================================= void LLDrawPoolWater::render(S32 pass) { #if 0 LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(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 (!LLPipeline::sRenderTransparentWater) { // render water for low end hardware renderOpaqueLegacyWater(); return; } LLGLEnable blend(GL_BLEND); if ((mShaderLevel > 0) && !sSkipScreenCopy) { renderWater(); return; } LLVOSky *voskyp = gSky.mVOSkyp; stop_glerror(); LLFace* refl_face = voskyp->getReflFace(); gPipeline.disableLights(); LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); LLGLDisable cullFace(GL_CULL_FACE); // Set up second pass first gGL.getTexUnit(1)->activate(); gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(1)->bind(mWaterImagep[0]) ; gGL.getTexUnit(2)->activate(); gGL.getTexUnit(2)->enable(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(2)->bind(mWaterImagep[1]) ; 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(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 gGL.getTexUnit(2)->activate(); gGL.getTexUnit(2)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(2)->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() && !LLPipeline::sReflectionProbesEnabled) { 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); 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(); } } 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); } #endif } // for low end hardware void LLDrawPoolWater::renderOpaqueLegacyWater() { #if 0 LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; LLVOSky *voskyp = gSky.mVOSkyp; if (voskyp == NULL) { return; } LLGLSLShader* shader = NULL; 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(); // 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); #endif } void LLDrawPoolWater::renderReflection(LLFace* face) { #if 0 LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; 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((dr == 0) ? voskyp->getSunTex() : voskyp->getMoonTex()); LLOverrideFaceColor override(this, LLColor4(face->getFaceColor().mV)); face->renderIndexed(); #endif } void LLDrawPoolWater::renderWater() { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; if (!deferred_render) { gGL.setColorMask(true, true); } LLGLDisable blend(GL_BLEND); LLColor3 light_diffuse(0, 0, 0); F32 light_exp = 0.0f; LLEnvironment& environment = LLEnvironment::instance(); LLSettingsWater::ptr_t pwater = environment.getCurrentWater(); LLSettingsSky::ptr_t psky = environment.getCurrentSky(); LLVector3 light_dir = environment.getLightDirection(); bool sun_up = environment.getIsSunUp(); bool moon_up = environment.getIsMoonUp(); bool has_normal_mips = gSavedSettings.getBOOL("RenderWaterMipNormal"); bool underwater = LLViewerCamera::getInstance()->cameraUnderWater(); LLColor4 fog_color = LLColor4(pwater->getWaterFogColor(), 0.f); LLColor3 fog_color_linear = linearColor3(fog_color); if (sun_up) { light_diffuse += psky->getSunlightColor(); } // moonlight is several orders of magnitude less bright than sunlight, // so only use this color when the moon alone is showing else if (moon_up) { light_diffuse += psky->getMoonlightColor(); } // Apply magic numbers translating light direction into intensities light_dir.normalize(); F32 ground_proj_sq = light_dir.mV[0] * light_dir.mV[0] + light_dir.mV[1] * light_dir.mV[1]; light_exp = llmax(32.f, 256.f * powf(ground_proj_sq, 16.0f)); if (0.f < light_diffuse.normalize()) // Normalizing a color? Puzzling... { light_diffuse *= (1.5f + (6.f * ground_proj_sq)); } // set up normal maps filtering for (auto norm_map : mWaterNormp) { if (norm_map) norm_map->setFilteringOption(has_normal_mips ? LLTexUnit::TFO_ANISOTROPIC : LLTexUnit::TFO_POINT); } LLColor4 specular(sun_up ? psky->getSunlightColor() : psky->getMoonlightColor()); F32 phase_time = (F32) LLFrameTimer::getElapsedSeconds() * 0.5f; LLGLSLShader *shader = nullptr; // two passes, first with standard water shader bound, second with edge water shader bound for( int edge = 0 ; edge < 2; edge++ ) { // select shader if (underwater) { shader = deferred_render ? &gDeferredUnderWaterProgram : &gUnderWaterProgram; } else { if (edge && !deferred_render) { shader = &gWaterEdgeProgram; } else { shader = deferred_render ? &gDeferredWaterProgram : &gWaterProgram; } } gPipeline.bindDeferredShader(*shader); // bind textures for water rendering 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); S32 bumpTex2 = shader->enableTexture(LLViewerShaderMgr::BUMP_MAP2); LLViewerTexture* tex_a = mWaterNormp[0]; LLViewerTexture* tex_b = mWaterNormp[1]; F32 blend_factor = pwater->getBlendFactor(); gGL.getTexUnit(bumpTex)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(bumpTex2)->unbind(LLTexUnit::TT_TEXTURE); if (tex_a && (!tex_b || (tex_a == tex_b))) { gGL.getTexUnit(bumpTex)->bind(tex_a); blend_factor = 0; // only one tex provided, no blending } else if (tex_b && !tex_a) { gGL.getTexUnit(bumpTex)->bind(tex_b); blend_factor = 0; // only one tex provided, no blending } else if (tex_b != tex_a) { gGL.getTexUnit(bumpTex)->bind(tex_a); gGL.getTexUnit(bumpTex2)->bind(tex_b); } // bind reflection texture from RenderTarget S32 screentex = shader->enableTexture(LLShaderMgr::WATER_SCREENTEX); S32 screenDepth = shader->enableTexture(LLShaderMgr::WATER_SCREENDEPTH); F32 screenRes[] = {1.f / gGLViewport[2], 1.f / gGLViewport[3]}; S32 diffTex = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP); // set uniforms for shader if (deferred_render) { if (shader->getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0) { glh::matrix4f norm_mat = get_current_modelview().inverse().transpose(); shader->uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, FALSE, norm_mat.m); } } shader->uniform2fv(LLShaderMgr::DEFERRED_SCREEN_RES, 1, screenRes); shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); F32 fog_density = pwater->getModifiedWaterFogDensity(underwater); if (screentex > -1) { shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY, fog_density); gGL.getTexUnit(screentex)->bind(&gPipeline.mWaterDis); } if (screenDepth > -1) { gGL.getTexUnit(screenDepth)->bind(&gPipeline.mWaterDis, true); } if (mShaderLevel == 1) { fog_color.mV[VW] = log(fog_density) / log(2); } F32 water_height = environment.getWaterHeight(); F32 camera_height = LLViewerCamera::getInstance()->getOrigin().mV[2]; shader->uniform1f(LLShaderMgr::WATER_WATERHEIGHT, camera_height - water_height); shader->uniform1f(LLShaderMgr::WATER_TIME, phase_time); shader->uniform3fv(LLShaderMgr::WATER_EYEVEC, 1, LLViewerCamera::getInstance()->getOrigin().mV); shader->uniform4fv(LLShaderMgr::SPECULAR_COLOR, 1, specular.mV); shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, fog_color.mV); shader->uniform3fv(LLShaderMgr::WATER_FOGCOLOR_LINEAR, 1, fog_color_linear.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, pwater->getWave1Dir().mV); shader->uniform2fv(LLShaderMgr::WATER_WAVE_DIR2, 1, pwater->getWave2Dir().mV); shader->uniform3fv(LLShaderMgr::WATER_LIGHT_DIR, 1, light_dir.mV); shader->uniform3fv(LLShaderMgr::WATER_NORM_SCALE, 1, pwater->getNormalScale().mV); shader->uniform1f(LLShaderMgr::WATER_FRESNEL_SCALE, pwater->getFresnelScale()); shader->uniform1f(LLShaderMgr::WATER_FRESNEL_OFFSET, pwater->getFresnelOffset()); shader->uniform1f(LLShaderMgr::WATER_BLUR_MULTIPLIER, pwater->getBlurMultiplier()); F32 sunAngle = llmax(0.f, light_dir.mV[1]); F32 scaledAngle = 1.f - sunAngle; shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up ? 1 : 0); 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); shader->uniform1i(LLShaderMgr::WATER_EDGE_FACTOR, edge ? 1 : 0); // SL-15861 This was changed from getRotatedLightNorm() as it was causing // lightnorm in shaders\class1\windlight\atmosphericsFuncs.glsl in have inconsistent additive lighting for 180 degrees of the FOV. LLVector4 rotated_light_direction = LLEnvironment::instance().getClampedLightNorm(); shader->uniform3fv(LLViewerShaderMgr::LIGHTNORM, 1, rotated_light_direction.mV); shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, 1, LLViewerCamera::getInstance()->getOrigin().mV); if (LLViewerCamera::getInstance()->cameraUnderWater()) { shader->uniform1f(LLShaderMgr::WATER_REFSCALE, pwater->getScaleBelow()); } else { shader->uniform1f(LLShaderMgr::WATER_REFSCALE, pwater->getScaleAbove()); } LLGLDisable cullface(GL_CULL_FACE); LLVOWater *water = nullptr; for (LLFace *const &face : mDrawFace) { if (!face) continue; water = static_cast(face->getViewerObject()); if (!water) continue; gGL.getTexUnit(diffTex)->bind(face->getTexture()); if ((bool)edge == (bool) water->getIsEdgePatch()) { face->renderIndexed(); // Note non-void water being drawn, updates required if (!edge) // SL-16461 remove !LLPipeline::sUseOcclusion check { sNeedsReflectionUpdate = TRUE; sNeedsDistortionUpdate = TRUE; } } } shader->disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); shader->disableTexture(LLShaderMgr::WATER_SCREENTEX); shader->disableTexture(LLShaderMgr::BUMP_MAP); shader->disableTexture(LLShaderMgr::DIFFUSE_MAP); shader->disableTexture(LLShaderMgr::WATER_REFTEX); shader->disableTexture(LLShaderMgr::WATER_SCREENDEPTH); // clean up gPipeline.unbindDeferredShader(*shader); gGL.getTexUnit(bumpTex)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(bumpTex2)->unbind(LLTexUnit::TT_TEXTURE); } 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); }