/** * @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 "llvowater.h" #include "llworld.h" #include "pipeline.h" #include "llviewershadermgr.h" #include "llenvironment.h" #include "llsettingssky.h" #include "llsettingswater.h" 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); } void LLDrawPoolWater::prerender() { mShaderLevel = LLCubeMap::sUseCubeMaps ? LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_WATER) : 0; } S32 LLDrawPoolWater::getNumPostDeferredPasses() { if (LLViewerCamera::getInstance()->getOrigin().mV[2] < 1024.f) { return 1; } return 0; } void LLDrawPoolWater::beginPostDeferredPass(S32 pass) { LL_PROFILE_GPU_ZONE("water beginPostDeferredPass") gGL.setColorMask(true, true); if (LLPipeline::sRenderTransparentWater) { // copy framebuffer contents so far to a texture to be used for // reflections and refractions LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); LLRenderTarget& src = gPipeline.mRT->screen; LLRenderTarget& depth_src = gPipeline.mRT->deferredScreen; LLRenderTarget& dst = gPipeline.mWaterDis; dst.bindTarget(); gCopyDepthProgram.bind(); S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP); S32 depth_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); gGL.getTexUnit(diff_map)->bind(&src); gGL.getTexUnit(depth_map)->bind(&depth_src, true); gPipeline.mScreenTriangleVB->setBuffer(); gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); dst.flush(); } } void LLDrawPoolWater::renderPostDeferred(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; LLGLDisable blend(GL_BLEND); gGL.setColorMask(true, true); 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 = &gUnderWaterProgram; } else { if (edge) { shader = &gWaterEdgeProgram; } else { shader = &gWaterProgram; } } gPipeline.bindDeferredShader(*shader, nullptr, &gPipeline.mWaterDis); //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 = (F32)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); F32 screenRes[] = { 1.f / gGLViewport[2], 1.f / gGLViewport[3] }; S32 diffTex = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP); 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 (mShaderLevel == 1) { fog_color.mV[VALPHA] = (F32)(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); // 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); gGL.setColorMask(true, false); } LLViewerTexture *LLDrawPoolWater::getDebugTexture() { return LLViewerTextureManager::getFetchedTexture(IMG_SMOKE); } LLColor3 LLDrawPoolWater::getDebugColor() const { return LLColor3(0.f, 1.f, 1.f); }