/** * @file lldrawpoolwlsky.cpp * @brief LLDrawPoolWLSky class implementation * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * 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 "lldrawpoolwlsky.h" #include "llerror.h" #include "llface.h" #include "llimage.h" #include "llrender.h" #include "llatmosphere.h" #include "llenvironment.h" #include "llglslshader.h" #include "llgl.h" #include "llviewerregion.h" #include "llviewershadermgr.h" #include "llviewercamera.h" #include "pipeline.h" #include "llsky.h" #include "llvowlsky.h" static LLStaticHashedString sCamPosLocal("camPosLocal"); static LLStaticHashedString sCustomAlpha("custom_alpha"); static LLGLSLShader* cloud_shader = NULL; static LLGLSLShader* sky_shader = NULL; static LLGLSLShader* sun_shader = NULL; static LLGLSLShader* moon_shader = NULL; static float sStarTime; LLDrawPoolWLSky::LLDrawPoolWLSky(void) : LLDrawPool(POOL_WL_SKY) { } LLDrawPoolWLSky::~LLDrawPoolWLSky() { } LLViewerTexture *LLDrawPoolWLSky::getDebugTexture() { return NULL; } void LLDrawPoolWLSky::beginRenderPass( S32 pass ) { sky_shader = LLPipeline::sUnderWaterRender ? &gObjectFullbrightNoColorWaterProgram : &gWLSkyProgram; cloud_shader = LLPipeline::sUnderWaterRender ? &gObjectFullbrightNoColorWaterProgram : &gWLCloudProgram; sun_shader = LLPipeline::sUnderWaterRender ? &gObjectFullbrightNoColorWaterProgram : &gWLSunProgram; moon_shader = LLPipeline::sUnderWaterRender ? &gObjectFullbrightNoColorWaterProgram : &gWLMoonProgram; } void LLDrawPoolWLSky::endRenderPass( S32 pass ) { sky_shader = nullptr; cloud_shader = nullptr; sun_shader = nullptr; moon_shader = nullptr; } void LLDrawPoolWLSky::beginDeferredPass(S32 pass) { sky_shader = &gDeferredWLSkyProgram; cloud_shader = &gDeferredWLCloudProgram; sun_shader = LLPipeline::sUnderWaterRender ? &gObjectFullbrightNoColorWaterProgram : &gDeferredWLSunProgram; moon_shader = LLPipeline::sUnderWaterRender ? &gObjectFullbrightNoColorWaterProgram : &gDeferredWLMoonProgram; } void LLDrawPoolWLSky::endDeferredPass(S32 pass) { sky_shader = nullptr; cloud_shader = nullptr; sun_shader = nullptr; moon_shader = nullptr; } void LLDrawPoolWLSky::renderFsSky(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader * shader) const { gSky.mVOWLSkyp->drawFsSky(); } void LLDrawPoolWLSky::renderDome(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader * shader) const { llassert_always(NULL != shader); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); //chop off translation if (LLPipeline::sReflectionRender && camPosLocal.mV[2] > 256.f) { gGL.translatef(camPosLocal.mV[0], camPosLocal.mV[1], 256.f-camPosLocal.mV[2]*0.5f); } else { gGL.translatef(camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]); } // the windlight sky dome works most conveniently in a coordinate system // where Y is up, so permute our basis vectors accordingly. gGL.rotatef(120.f, 1.f / F_SQRT3, 1.f / F_SQRT3, 1.f / F_SQRT3); gGL.scalef(0.333f, 0.333f, 0.333f); gGL.translatef(0.f,-camHeightLocal, 0.f); // Draw WL Sky shader->uniform3f(sCamPosLocal, 0.f, camHeightLocal, 0.f); gSky.mVOWLSkyp->drawDome(); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.popMatrix(); } void LLDrawPoolWLSky::renderSkyHazeAdvanced(const LLVector3& camPosLocal, F32 camHeightLocal) const { if (gPipeline.useAdvancedAtmospherics() && gPipeline.canUseWindLightShaders() && gAtmosphere) { LLGLSPipelineDepthTestSkyBox sky(true, false); sky_shader->bind(); // bind precomputed textures necessary for calculating sun and sky luminance sky_shader->bindTexture(LLShaderMgr::TRANSMITTANCE_TEX, gAtmosphere->getTransmittance()); sky_shader->bindTexture(LLShaderMgr::SCATTER_TEX, gAtmosphere->getScattering()); sky_shader->bindTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, gAtmosphere->getMieScattering()); sky_shader->bindTexture(LLShaderMgr::ILLUMINANCE_TEX, gAtmosphere->getIlluminance()); LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); LLViewerTexture* rainbow_tex = gSky.mVOSkyp->getRainbowTex(); LLViewerTexture* halo_tex = gSky.mVOSkyp->getHaloTex(); sky_shader->bindTexture(LLShaderMgr::RAINBOW_MAP, rainbow_tex); sky_shader->bindTexture(LLShaderMgr::HALO_MAP, halo_tex); LLVector3 sun_dir = LLEnvironment::instance().getSunDirection(); LLVector3 moon_dir = LLEnvironment::instance().getMoonDirection(); F32 sunSize = (float)cosf(psky->getSunArcRadians()); sky_shader->uniform1f(LLShaderMgr::SUN_SIZE, sunSize); sky_shader->uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, sun_dir.mV); sky_shader->uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, moon_dir.mV); F32 moisture_level = (float)psky->getSkyMoistureLevel(); F32 droplet_radius = (float)psky->getSkyDropletRadius(); F32 ice_level = (float)psky->getSkyIceLevel(); sky_shader->uniform1f(LLShaderMgr::MOISTURE_LEVEL, moisture_level); sky_shader->uniform1f(LLShaderMgr::DROPLET_RADIUS, droplet_radius); sky_shader->uniform1f(LLShaderMgr::ICE_LEVEL, ice_level); llassert(sky_shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX)); glh::matrix4f proj_mat = get_current_projection(); glh::matrix4f inv_proj = proj_mat.inverse(); sky_shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m); sky_shader->uniform3f(sCamPosLocal, camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]); renderFsSky(camPosLocal, camHeightLocal, sky_shader); sky_shader->unbind(); } } void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 camHeightLocal) const { LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY)) { LLGLSPipelineDepthTestSkyBox sky(true, false); sky_shader->bind(); LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); LLViewerTexture* rainbow_tex = gSky.mVOSkyp->getRainbowTex(); LLViewerTexture* halo_tex = gSky.mVOSkyp->getHaloTex(); sky_shader->bindTexture(LLShaderMgr::RAINBOW_MAP, rainbow_tex); sky_shader->bindTexture(LLShaderMgr::HALO_MAP, halo_tex); F32 moisture_level = (float)psky->getSkyMoistureLevel(); F32 droplet_radius = (float)psky->getSkyDropletRadius(); F32 ice_level = (float)psky->getSkyIceLevel(); sky_shader->uniform1f(LLShaderMgr::MOISTURE_LEVEL, moisture_level); sky_shader->uniform1f(LLShaderMgr::DROPLET_RADIUS, droplet_radius); sky_shader->uniform1f(LLShaderMgr::ICE_LEVEL, ice_level); /// Render the skydome renderDome(origin, camHeightLocal, sky_shader); sky_shader->unbind(); } } void LLDrawPoolWLSky::renderSkyHaze(const LLVector3& camPosLocal, F32 camHeightLocal) const { LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY)) { LLGLSPipelineDepthTestSkyBox sky(true, false); sky_shader->bind(); renderDome(origin, camHeightLocal, sky_shader); sky_shader->unbind(); } } void LLDrawPoolWLSky::renderStars(void) const { LLGLSPipelineBlendSkyBox gls_skybox(true, false); // *NOTE: have to have bound the cloud noise texture already since register // combiners blending below requires something to be bound // and we might as well only bind once. gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); // *NOTE: we divide by two here and GL_ALPHA_SCALE by two below to avoid // clamping and allow the star_alpha param to brighten the stars. LLColor4 star_alpha(LLColor4::black); star_alpha.mV[3] = LLEnvironment::instance().getCurrentSky()->getStarBrightness() / 512.f; // If star brightness is not set, exit if( star_alpha.mV[3] < 0.001 ) { LL_DEBUGS("SKY") << "star_brightness below threshold." << LL_ENDL; return; } LLViewerTexture* tex_a = gSky.mVOSkyp->getBloomTex(); LLViewerTexture* tex_b = gSky.mVOSkyp->getBloomTexNext(); if (tex_a && (!tex_b || (tex_a == tex_b))) { // Bind current and next sun textures gGL.getTexUnit(0)->bind(tex_a); } else if (tex_b && !tex_a) { gGL.getTexUnit(0)->bind(tex_b); } else if (tex_b != tex_a) { gGL.getTexUnit(0)->bind(tex_a); } gGL.pushMatrix(); gGL.rotatef(gFrameTimeSeconds*0.01f, 0.f, 0.f, 1.f); if (LLGLSLShader::sNoFixedFunction) { gCustomAlphaProgram.bind(); gCustomAlphaProgram.uniform1f(sCustomAlpha, star_alpha.mV[3]); } else { gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR); gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT_X2, LLTexUnit::TBS_CONST_ALPHA, LLTexUnit::TBS_TEX_ALPHA); glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, star_alpha.mV); } gSky.mVOWLSkyp->drawStars(); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.popMatrix(); if (LLGLSLShader::sNoFixedFunction) { gCustomAlphaProgram.unbind(); } else { // and disable the combiner states gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); } } void LLDrawPoolWLSky::renderStarsDeferred(void) const { LLGLSPipelineBlendSkyBox gls_sky(true, false); gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); F32 star_alpha = LLEnvironment::instance().getCurrentSky()->getStarBrightness() / 500.0f; // If start_brightness is not set, exit if(star_alpha < 0.001f) { LL_DEBUGS("SKY") << "star_brightness below threshold." << LL_ENDL; return; } gDeferredStarProgram.bind(); LLViewerTexture* tex_a = gSky.mVOSkyp->getBloomTex(); LLViewerTexture* tex_b = gSky.mVOSkyp->getBloomTexNext(); F32 blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor(); if (tex_a && (!tex_b || (tex_a == tex_b))) { // Bind current and next sun textures gGL.getTexUnit(0)->bind(tex_a); gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); blend_factor = 0; } else if (tex_b && !tex_a) { gGL.getTexUnit(0)->bind(tex_b); gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); blend_factor = 0; } else if (tex_b != tex_a) { gGL.getTexUnit(0)->bind(tex_a); gGL.getTexUnit(1)->bind(tex_b); } gDeferredStarProgram.uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); if (LLPipeline::sReflectionRender) { star_alpha = 1.0f; } gDeferredStarProgram.uniform1f(sCustomAlpha, star_alpha); sStarTime = (F32)LLFrameTimer::getElapsedSeconds() * 0.5f; gDeferredStarProgram.uniform1f(LLShaderMgr::WATER_TIME, sStarTime); gSky.mVOWLSkyp->drawStars(); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); gDeferredStarProgram.unbind(); } void LLDrawPoolWLSky::renderSkyCloudsAdvanced(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const { if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp->getCloudNoiseTex() && gAtmosphere) { LLGLSPipelineBlendSkyBox pipeline(true, true); LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); cloudshader->bind(); LLPointer cloud_noise = gSky.mVOSkyp->getCloudNoiseTex(); LLPointer cloud_noise_next = gSky.mVOSkyp->getCloudNoiseTexNext(); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); F32 cloud_variance = psky ? psky->getCloudVariance() : 0.0f; F32 blend_factor = psky ? psky->getBlendFactor() : 0.0f; // if we even have sun disc textures to work with... if (cloud_noise || cloud_noise_next) { if (cloud_noise && (!cloud_noise_next || (cloud_noise == cloud_noise_next))) { // Bind current and next sun textures cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE); blend_factor = 0; } else if (cloud_noise_next && !cloud_noise) { cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise_next, LLTexUnit::TT_TEXTURE); blend_factor = 0; } else if (cloud_noise_next != cloud_noise) { cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE); cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, cloud_noise_next, LLTexUnit::TT_TEXTURE); } } cloudshader->bindTexture(LLShaderMgr::TRANSMITTANCE_TEX, gAtmosphere->getTransmittance()); cloudshader->bindTexture(LLShaderMgr::SCATTER_TEX, gAtmosphere->getScattering()); cloudshader->bindTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, gAtmosphere->getMieScattering()); cloudshader->bindTexture(LLShaderMgr::ILLUMINANCE_TEX, gAtmosphere->getIlluminance()); LLVector3 sun_dir = LLEnvironment::instance().getSunDirection(); LLVector3 moon_dir = LLEnvironment::instance().getMoonDirection(); F32 sunSize = (float)cosf(psky->getSunArcRadians()); cloudshader->uniform1f(LLShaderMgr::SUN_SIZE, sunSize); cloudshader->uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, sun_dir.mV); cloudshader->uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, moon_dir.mV); cloudshader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); cloudshader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance); cloudshader->uniform3f(sCamPosLocal, camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]); /// Render the skydome renderDome(camPosLocal, camHeightLocal, cloudshader); cloudshader->unbind(); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); } } void LLDrawPoolWLSky::renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const { if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp->getCloudNoiseTex()) { LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); LLGLSPipelineBlendSkyBox pipeline(true, true); cloudshader->bind(); LLPointer cloud_noise = gSky.mVOSkyp->getCloudNoiseTex(); LLPointer cloud_noise_next = gSky.mVOSkyp->getCloudNoiseTexNext(); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); F32 cloud_variance = psky ? psky->getCloudVariance() : 0.0f; F32 blend_factor = psky ? psky->getBlendFactor() : 0.0f; // if we even have sun disc textures to work with... if (cloud_noise || cloud_noise_next) { if (cloud_noise && (!cloud_noise_next || (cloud_noise == cloud_noise_next))) { // Bind current and next sun textures cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE); blend_factor = 0; } else if (cloud_noise_next && !cloud_noise) { cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise_next, LLTexUnit::TT_TEXTURE); blend_factor = 0; } else if (cloud_noise_next != cloud_noise) { cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE); cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, cloud_noise_next, LLTexUnit::TT_TEXTURE); } } cloudshader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); cloudshader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance); /// Render the skydome renderDome(camPosLocal, camHeightLocal, cloudshader); cloudshader->unbind(); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); } } void LLDrawPoolWLSky::renderSkyClouds(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const { if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp->getCloudNoiseTex()) { LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); LLGLSPipelineBlendSkyBox pipeline(true, true); cloudshader->bind(); LLPointer cloud_noise = gSky.mVOSkyp->getCloudNoiseTex(); LLPointer cloud_noise_next = gSky.mVOSkyp->getCloudNoiseTexNext(); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); F32 cloud_variance = psky ? psky->getCloudVariance() : 0.0f; F32 blend_factor = psky ? psky->getBlendFactor() : 0.0f; // if we even have sun disc textures to work with... if (cloud_noise || cloud_noise_next) { if (cloud_noise && (!cloud_noise_next || (cloud_noise == cloud_noise_next))) { // Bind current and next sun textures cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE); blend_factor = 0; } else if (cloud_noise_next && !cloud_noise) { cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise_next, LLTexUnit::TT_TEXTURE); blend_factor = 0; } else if (cloud_noise_next != cloud_noise) { cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE); cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, cloud_noise_next, LLTexUnit::TT_TEXTURE); } } cloudshader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); cloudshader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance); /// Render the skydome renderDome(camPosLocal, camHeightLocal, cloudshader); cloudshader->unbind(); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); } } void LLDrawPoolWLSky::renderHeavenlyBodies() { LLGLSPipelineBlendSkyBox gls_skybox(true, false); LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); gGL.pushMatrix(); gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]); LLFace * face = gSky.mVOSkyp->mFace[LLVOSky::FACE_SUN]; F32 blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor(); bool can_use_vertex_shaders = gPipeline.canUseVertexShaders(); bool can_use_windlight_shaders = gPipeline.canUseWindLightShaders(); if (gSky.mVOSkyp->getSun().getDraw() && face && face->getGeomCount()) { LLPointer tex_a = face->getTexture(LLRender::DIFFUSE_MAP); LLPointer tex_b = face->getTexture(LLRender::ALTERNATE_DIFFUSE_MAP); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); // if we even have sun disc textures to work with... if (tex_a || tex_b) { // if and only if we have a texture defined, render the sun disc if (can_use_vertex_shaders && can_use_windlight_shaders) { sun_shader->bind(); if (tex_a && (!tex_b || (tex_a == tex_b))) { // Bind current and next sun textures sun_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE); blend_factor = 0; } else if (tex_b && !tex_a) { sun_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE); blend_factor = 0; } else if (tex_b != tex_a) { sun_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE); sun_shader->bindTexture(LLShaderMgr::ALTERNATE_DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE); } LLColor4 color(gSky.mVOSkyp->getSun().getInterpColor()); sun_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV); sun_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); LLFacePool::LLOverrideFaceColor color_override(this, color); face->renderIndexed(); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); sun_shader->unbind(); } } } blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor(); face = gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]; if (gSky.mVOSkyp->getMoon().getDraw() && face && face->getTexture(LLRender::DIFFUSE_MAP) && face->getGeomCount() && moon_shader) { LLViewerTexture* tex_a = face->getTexture(LLRender::DIFFUSE_MAP); LLViewerTexture* tex_b = face->getTexture(LLRender::ALTERNATE_DIFFUSE_MAP); LLColor4 color(gSky.mVOSkyp->getMoon().getInterpColor()); if (can_use_vertex_shaders && can_use_windlight_shaders) { moon_shader->bind(); if (tex_a && (!tex_b || (tex_a == tex_b))) { // Bind current and next sun textures moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE); blend_factor = 0; } else if (tex_b && !tex_a) { moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE); blend_factor = 0; } else if (tex_b != tex_a) { moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE); moon_shader->bindTexture(LLShaderMgr::ALTERNATE_DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE); } LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); F32 moon_brightness = (float)psky->getMoonBrightness(); moon_shader->uniform1f(LLShaderMgr::MOON_BRIGHTNESS, moon_brightness); moon_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV); moon_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); LLFacePool::LLOverrideFaceColor color_override(this, color); face->renderIndexed(); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); moon_shader->unbind(); } } gGL.popMatrix(); } void LLDrawPoolWLSky::renderDeferred(S32 pass) { if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY)) { return; } LL_RECORD_BLOCK_TIME(FTM_RENDER_WL_SKY); const F32 camHeightLocal = LLEnvironment::instance().getCamHeight(); gGL.setColorMask(true, false); LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); if (gPipeline.canUseWindLightShaders()) { if (gPipeline.useAdvancedAtmospherics()) { renderSkyHazeAdvanced(origin, camHeightLocal); renderStarsDeferred(); renderHeavenlyBodies(); renderSkyCloudsAdvanced(origin, camHeightLocal, cloud_shader); } else { renderSkyHazeDeferred(origin, camHeightLocal); renderStarsDeferred(); renderHeavenlyBodies(); renderSkyCloudsDeferred(origin, camHeightLocal, cloud_shader); } } gGL.setColorMask(true, true); } void LLDrawPoolWLSky::render(S32 pass) { if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY)) { return; } LL_RECORD_BLOCK_TIME(FTM_RENDER_WL_SKY); const F32 camHeightLocal = LLEnvironment::instance().getCamHeight(); LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); renderSkyHaze(origin, camHeightLocal); renderStars(); renderHeavenlyBodies(); renderSkyClouds(origin, camHeightLocal, cloud_shader); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); } void LLDrawPoolWLSky::prerender() { //LL_INFOS() << "wlsky prerendering pass." << LL_ENDL; } LLDrawPoolWLSky *LLDrawPoolWLSky::instancePool() { return new LLDrawPoolWLSky(); } LLViewerTexture* LLDrawPoolWLSky::getTexture() { return NULL; } void LLDrawPoolWLSky::resetDrawOrders() { } //static void LLDrawPoolWLSky::cleanupGL() { } //static void LLDrawPoolWLSky::restoreGL() { }