/** * @file lldrawpoolwater.cpp * @brief LLDrawPoolWater class implementation * * $LicenseInfo:firstyear=2002&license=viewergpl$ * * Copyright (c) 2002-2007, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlife.com/developers/opensource/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at http://secondlife.com/developers/opensource/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "llfeaturemanager.h" #include "lldrawpoolwater.h" #include "llviewercontrol.h" #include "lldir.h" #include "llerror.h" #include "m3math.h" #include "llagent.h" // for gAgent for getRegion for getWaterHeight #include "llcubemap.h" #include "lldrawable.h" #include "llface.h" #include "llsky.h" #include "llviewercamera.h" // to get OGL_TO_CFR_ROTATION #include "llviewerimagelist.h" #include "llviewerregion.h" #include "llvosky.h" #include "llvowater.h" #include "llworld.h" #include "pipeline.h" #include "llglslshader.h" #include "llwaterparammanager.h" const LLUUID WATER_TEST("2bfd3884-7e27-69b9-ba3a-3e673f680004"); static float sTime; BOOL LLDrawPoolWater::sSkipScreenCopy = FALSE; BOOL LLDrawPoolWater::sNeedsReflectionUpdate = TRUE; BOOL LLDrawPoolWater::sNeedsDistortionUpdate = TRUE; LLColor4 LLDrawPoolWater::sWaterFogColor = LLColor4(0.2f, 0.5f, 0.5f, 0.f); LLVector3 LLDrawPoolWater::sLightDir; LLDrawPoolWater::LLDrawPoolWater() : LLFacePool(POOL_WATER) { mHBTex[0] = gImageList.getImage(gSunTextureID, TRUE, TRUE); mHBTex[0]->bind(); mHBTex[0]->setClamp(TRUE, TRUE); mHBTex[1] = gImageList.getImage(gMoonTextureID, TRUE, TRUE); mHBTex[1]->bind(); mHBTex[1]->setClamp(TRUE, TRUE); mWaterImagep = gImageList.getImage(WATER_TEST); mWaterNormp = gImageList.getImage(DEFAULT_WATER_NORMAL); 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 && LLFeatureManager::getInstance()->isFeatureAvailable("RenderCubeMap")) ? LLShaderMgr::getVertexShaderLevel(LLShaderMgr::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::render(S32 pass) { LLFastTimer ftm(LLFastTimer::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()); 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); mWaterImagep->bind(1); glActiveTextureARB(GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_2D); // Texture unit 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)); } glColor4fv(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); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); glActiveTextureARB(GL_TEXTURE0_ARB); 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; } face->bindTexture(); face->renderIndexed(); } // Now, disable texture coord generation on texture state 1 glActiveTextureARB(GL_TEXTURE1_ARB); glDisable(GL_TEXTURE_2D); // Texture unit 1 glDisable(GL_TEXTURE_GEN_S); //texture unit 1 glDisable(GL_TEXTURE_GEN_T); //texture unit 1 LLImageGL::unbindTexture(1, GL_TEXTURE_2D); // Disable texture coordinate and color arrays glActiveTextureARB(GL_TEXTURE0_ARB); LLImageGL::unbindTexture(0, GL_TEXTURE_2D); stop_glerror(); if (gSky.mVOSkyp->getCubeMap()) { gSky.mVOSkyp->getCubeMap()->enable(0); gSky.mVOSkyp->getCubeMap()->bind(); glMatrixMode(GL_TEXTURE); glLoadIdentity(); LLMatrix4 camera_mat = LLViewerCamera::getInstance()->getModelview(); LLMatrix4 camera_rot(camera_mat.getMat3()); camera_rot.invert(); glLoadMatrixf((F32 *)camera_rot.mMatrix); glMatrixMode(GL_MODELVIEW); LLOverrideFaceColor overrid(this, 1.f, 1.f, 1.f, 0.5f*up_dot); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); 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(); } } glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); if (gSky.mVOSkyp->getCubeMap()) { gSky.mVOSkyp->getCubeMap()->disable(); } LLImageGL::unbindTexture(0, GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); } glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); if (refl_face) { glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF); renderReflection(refl_face); } glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } 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; LLViewerImage::bindTexture(mHBTex[dr]); LLOverrideFaceColor override(this, face->getFaceColor().mV); face->renderIndexed(); } void LLDrawPoolWater::shade() { glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_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] > 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 (eyedepth < 0.f && LLPipeline::sWaterReflections) { shader = &gUnderWaterProgram; } else { shader = &gWaterProgram; } sTime = (F32)LLFrameTimer::getElapsedSeconds()*0.5f; S32 reftex = shader->enableTexture(LLShaderMgr::WATER_REFTEX); if (reftex > -1) { glActiveTextureARB(GL_TEXTURE0_ARB+reftex); gPipeline.mWaterRef.bindTexture(); glActiveTextureARB(GL_TEXTURE0_ARB); } //bind normal map S32 bumpTex = shader->enableTexture(LLShaderMgr::BUMP_MAP); LLWaterParamManager * param_mgr = LLWaterParamManager::instance(); // change mWaterNormp if needed if (mWaterNormp->getID() != param_mgr->getNormalMapID()) { mWaterNormp = gImageList.getImage(param_mgr->getNormalMapID()); } mWaterNormp->addTextureStats(1024.f*1024.f); mWaterNormp->bind(bumpTex); if (!gSavedSettings.getBOOL("RenderWaterMipNormal")) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } else { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); } S32 screentex = shader->enableTexture(LLShaderMgr::WATER_SCREENTEX); stop_glerror(); shader->bind(); if (screentex > -1) { shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, sWaterFogColor.mV); shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY, param_mgr->getFogDensity()); } gPipeline.mWaterDis.bindTexture(); if (mVertexShaderLevel == 1) { sWaterFogColor.mV[3] = param_mgr->mDensitySliderValue; shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, sWaterFogColor.mV); } F32 screenRes[] = { 1.f/gGLViewport[2], 1.f/gGLViewport[3] }; shader->uniform2fv("screenRes", 1, screenRes); stop_glerror(); S32 diffTex = shader->enableTexture(LLShaderMgr::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("normScale", 1, param_mgr->getNormalScale().mV); shader->uniform1f("fresnelScale", param_mgr->getFresnelScale()); shader->uniform1f("fresnelOffset", param_mgr->getFresnelOffset()); shader->uniform1f("blurMultiplier", param_mgr->getBlurMultiplier()); F32 sunAngle = llmax(0.f, light_dir.mV[2]); F32 scaledAngle = 1.f - sunAngle; shader->uniform1f("sunAngle", sunAngle); shader->uniform1f("scaledAngle", scaledAngle); shader->uniform1f("sunAngle2", 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; } glColor4fv(water_color.mV); { 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(); face->bindTexture(diffTex); sNeedsReflectionUpdate = TRUE; if (water->getUseTexture()) { sNeedsDistortionUpdate = TRUE; face->renderIndexed(); } else { //smash background faces to far clip plane if (water->getIsEdgePatch()) { LLGLClampToFarClip far_clip(glh_get_current_projection()); face->renderIndexed(); } else { sNeedsDistortionUpdate = TRUE; face->renderIndexed(); } } } } shader->disableTexture(LLShaderMgr::ENVIRONMENT_MAP, GL_TEXTURE_CUBE_MAP_ARB); 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); shader->unbind(); glActiveTextureARB(GL_TEXTURE0_ARB); glEnable(GL_TEXTURE_2D); glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_FALSE); } void LLDrawPoolWater::renderForSelect() { // Can't select water! return; } void LLDrawPoolWater::renderFaceSelected(LLFace *facep, LLImageGL *image, const LLColor4 &color, const S32 index_offset, const S32 index_count) { // Can't select water return; } LLViewerImage *LLDrawPoolWater::getDebugTexture() { return LLViewerImage::sSmokeImagep; } LLColor3 LLDrawPoolWater::getDebugColor() const { return LLColor3(0.f, 1.f, 1.f); }