/** * @file lldrawpoolwlsky.cpp * @brief LLDrawPoolWLSky class implementation * * $LicenseInfo:firstyear=2007&license=viewergpl$ * * Copyright (c) 2007-2007, 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 "lldrawpoolwlsky.h" #include "llerror.h" #include "llgl.h" #include "pipeline.h" #include "llviewercamera.h" #include "llimage.h" #include "llwlparammanager.h" #include "llsky.h" #include "llvowlsky.h" #include "llagent.h" #include "llviewerregion.h" #include "llface.h" #include "llrender.h" LLPointer LLDrawPoolWLSky::sCloudNoiseTexture = NULL; LLPointer LLDrawPoolWLSky::sCloudNoiseRawImage = NULL; LLDrawPoolWLSky::LLDrawPoolWLSky(void) : LLDrawPool(POOL_WL_SKY) { const std::string cloudNoiseFilename(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight", "clouds2.tga")); llinfos << "loading WindLight cloud noise from " << cloudNoiseFilename << llendl; LLPointer cloudNoiseFile(LLImageFormatted::createFromExtension(cloudNoiseFilename)); if(cloudNoiseFile.isNull()) { llerrs << "Error: Failed to load cloud noise image " << cloudNoiseFilename << llendl; } cloudNoiseFile->load(cloudNoiseFilename); sCloudNoiseRawImage = new LLImageRaw(); cloudNoiseFile->decode(sCloudNoiseRawImage, 0.0f); LLImageGL::create(sCloudNoiseTexture, sCloudNoiseRawImage, TRUE); LLWLParamManager::instance()->propagateParameters(); } LLDrawPoolWLSky::~LLDrawPoolWLSky() { //llinfos << "destructing wlsky draw pool." << llendl; sCloudNoiseTexture = 0; } LLViewerImage *LLDrawPoolWLSky::getDebugTexture() { return NULL; } void LLDrawPoolWLSky::beginRenderPass( S32 pass ) { } void LLDrawPoolWLSky::endRenderPass( S32 pass ) { } void LLDrawPoolWLSky::renderDome(F32 camHeightLocal, LLGLSLShader * shader) const { LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); llassert_always(NULL != shader); glPushMatrix(); //chop off translation if (LLPipeline::sReflectionRender && origin.mV[2] > 256.f) { glTranslatef(origin.mV[0], origin.mV[1], 256.f-origin.mV[2]*0.5f); } else { glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]); } // the windlight sky dome works most conveniently in a coordinate system // where Y is up, so permute our basis vectors accordingly. glRotatef(120.f, 1.f / F_SQRT3, 1.f / F_SQRT3, 1.f / F_SQRT3); glScalef(0.333f, 0.333f, 0.333f); glTranslatef(0.f,-camHeightLocal, 0.f); // Draw WL Sky shader->uniform3f("camPosLocal", 0.f, camHeightLocal, 0.f); gSky.mVOWLSkyp->drawDome(); glPopMatrix(); } void LLDrawPoolWLSky::renderSkyHaze(F32 camHeightLocal) const { if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY)) { LLGLSLShader* shader = LLPipeline::sUnderWaterRender ? &gObjectSimpleWaterProgram : &gWLSkyProgram; LLGLDisable blend(GL_BLEND); shader->bind(); /// Render the skydome renderDome(camHeightLocal, shader); shader->unbind(); } } void LLDrawPoolWLSky::renderStars(void) const { LLGLSPipelineSkyBox gls_sky; LLGLEnable blend(GL_BLEND); gGL.setSceneBlendType(LLRender::BT_ALPHA); // *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. //LLGLEnable gl_texture_2d(GL_TEXTURE_2D); gPipeline.disableLights(); if (!LLPipeline::sReflectionRender) { glPointSize(2.f); } // *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. bool error; LLColor4 star_alpha(LLColor4::black); star_alpha.mV[3] = LLWLParamManager::instance()->mCurParams.getFloat("star_brightness", error) / 2.f; llassert_always(!error); // gl_FragColor.rgb = gl_Color.rgb; // gl_FragColor.a = gl_Color.a * star_alpha.a; gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR); gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT_X2, LLTexUnit::TBS_PREV_ALPHA, LLTexUnit::TBS_CONST_ALPHA); glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, star_alpha.mV); gSky.mVOWLSkyp->drawStars(); glPointSize(1.f); // and disable the combiner states gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); } void LLDrawPoolWLSky::renderSkyClouds(F32 camHeightLocal) const { if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS)) { LLGLSLShader* shader = LLPipeline::sUnderWaterRender ? &gObjectSimpleWaterProgram : &gWLCloudProgram; LLGLEnable blend(GL_BLEND); LLGLSBlendFunc blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); sCloudNoiseTexture->bind(); shader->bind(); /// Render the skydome renderDome(camHeightLocal, shader); shader->unbind(); } } void LLDrawPoolWLSky::renderHeavenlyBodies() { LLGLSPipelineSkyBox gls_skybox; LLGLEnable blend_on(GL_BLEND); gPipeline.disableLights(); #if 0 // when we want to re-add a texture sun disc, here's where to do it. LLFace * face = gSky.mVOSkyp->mFace[LLVOSky::FACE_SUN]; if (gSky.mVOSkyp->getSun().getDraw() && face->getGeomCount()) { LLImageGL * tex = face->getTexture(); tex->bind(); LLColor4 color(gSky.mVOSkyp->getSun().getInterpColor()); LLFacePool::LLOverrideFaceColor color_override(this, color); face->renderIndexed(); } #endif LLFace * face = gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]; if (gSky.mVOSkyp->getMoon().getDraw() && face->getGeomCount()) { // *NOTE: even though we already bound this texture above for the // stars register combiners, we bind again here for defensive reasons, // since LLImageGL::bind detects that it's a noop, and optimizes it out. LLImageGL * tex = face->getTexture(); tex->bind(); LLColor4 color(gSky.mVOSkyp->getMoon().getInterpColor()); F32 a = gSky.mVOSkyp->getMoon().getDirection().mV[2]; if (a > 0.f) { a = a*a*4.f; } color.mV[3] = llclamp(a, 0.f, 1.f); LLFacePool::LLOverrideFaceColor color_override(this, color); face->renderIndexed(); } } void LLDrawPoolWLSky::render(S32 pass) { if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY)) { return; } LLFastTimer ftm(LLFastTimer::FTM_RENDER_WL_SKY); const F32 camHeightLocal = LLWLParamManager::instance()->getDomeOffset() * LLWLParamManager::instance()->getDomeRadius(); LLGLSNoFog disableFog; LLGLDepthTest depth(GL_TRUE, GL_FALSE); LLGLDisable clip(GL_CLIP_PLANE0); LLGLClampToFarClip far_clip(glh_get_current_projection()); renderSkyHaze(camHeightLocal); LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); glPushMatrix(); glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]); // *NOTE: have to bind a texture here since register combiners blending in // renderStars() requires something to be bound and we might as well only // bind the moon's texture once. LLImageGL * tex = gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]->getTexture(); tex->bind(); renderHeavenlyBodies(); renderStars(); glPopMatrix(); renderSkyClouds(camHeightLocal); LLImageGL::unbindTexture(0); } void LLDrawPoolWLSky::prerender() { //llinfos << "wlsky prerendering pass." << llendl; } LLDrawPoolWLSky *LLDrawPoolWLSky::instancePool() { return new LLDrawPoolWLSky(); } LLViewerImage* LLDrawPoolWLSky::getTexture() { return NULL; } void LLDrawPoolWLSky::resetDrawOrders() { } //static void LLDrawPoolWLSky::cleanupGL() { sCloudNoiseTexture = NULL; } //static void LLDrawPoolWLSky::restoreGL() { LLImageGL::create(sCloudNoiseTexture, sCloudNoiseRawImage, TRUE); }