summaryrefslogtreecommitdiff
path: root/indra/newview/lldrawpoolwlsky.cpp
blob: e6d0b036e0d4c439bba879fa2ccf5914d2ed6ef2 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
/**
 * @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 "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"
#include "llsettingsvo.h"
#include "llviewercontrol.h"

extern bool gCubeSnapshot;

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::beginDeferredPass(S32 pass)
{
    sky_shader = &gDeferredWLSkyProgram;
    cloud_shader = &gDeferredWLCloudProgram;

    sun_shader = &gDeferredWLSunProgram;

    moon_shader = &gDeferredWLMoonProgram;
}

void LLDrawPoolWLSky::endDeferredPass(S32 pass)
{
    sky_shader   = nullptr;
    cloud_shader = nullptr;
    sun_shader   = nullptr;
    moon_shader  = nullptr;

    // clear the depth buffer so haze shaders can use unwritten depth as a mask
    glClear(GL_DEPTH_BUFFER_BIT);
}

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();
}

extern LLPointer<LLImageGL> gEXRImage;

static bool use_hdri_sky()
{
    static LLCachedControl<F32> hdri_split(gSavedSettings, "RenderHDRISplitScreen", 1.f);
    static LLCachedControl<bool> irradiance_only(gSavedSettings, "RenderHDRIIrradianceOnly", false);

    return gCubeSnapshot && (!irradiance_only || !gPipeline.mReflectionMapManager.isRadiancePass()) ? gEXRImage.notNull() : // always use HDRI for reflection probes when available
        gEXRImage.notNull() ? hdri_split > 0.f : // fallback to EEP sky when split screen is zero
        false; // no HDRI available, always use EEP sky

}

void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 camHeightLocal) const
{
    if (!gSky.mVOSkyp)
    {
        return;
    }

    LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();

    if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
    {
        if (use_hdri_sky())
        {
            sky_shader = &gEnvironmentMapProgram;
            sky_shader->bind();
            S32 idx = sky_shader->enableTexture(LLShaderMgr::ENVIRONMENT_MAP);
            if (idx > -1)
            {
                gGL.getTexUnit(idx)->bind(gEXRImage);
            }

            static LLCachedControl<F32> hdri_exposure(gSavedSettings, "RenderHDRIExposure", 0.0f);
            static LLCachedControl<F32> hdri_rotation(gSavedSettings, "RenderHDRIRotation", 0.f);
            static LLCachedControl<F32> hdri_split(gSavedSettings, "RenderHDRISplitScreen", 1.f);
            static LLStaticHashedString hdri_split_screen("hdri_split_screen");

            LLMatrix3 rot;
            rot.setRot(0.f, hdri_rotation*DEG_TO_RAD, 0.f);

            sky_shader->uniform1f(LLShaderMgr::SKY_HDR_SCALE, powf(2.f, hdri_exposure));
            sky_shader->uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, GL_FALSE, (F32*) rot.mMatrix);
            sky_shader->uniform1f(hdri_split_screen, gCubeSnapshot ? 1.f : hdri_split);
        }
        else
        {
            sky_shader->bind();
        }

        LLGLSPipelineDepthTestSkyBox sky(true, true);

        sky_shader->uniform1i(LLShaderMgr::CUBE_SNAPSHOT, gCubeSnapshot ? 1 : 0);

        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();

        // hobble halos and rainbows when there's no light source to generate them
        if (!psky->getIsSunUp() && !psky->getIsMoonUp())
        {
            moisture_level = 0.0f;
            ice_level      = 0.0f;
        }

        sky_shader->uniform1f(LLShaderMgr::MOISTURE_LEVEL, moisture_level);
        sky_shader->uniform1f(LLShaderMgr::DROPLET_RADIUS, droplet_radius);
        sky_shader->uniform1f(LLShaderMgr::ICE_LEVEL, ice_level);

        sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor());

        sky_shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, psky->getIsSunUp() ? 1 : 0);

        /// Render the skydome
        renderDome(origin, camHeightLocal, sky_shader);

        sky_shader->unbind();
    }
}

void LLDrawPoolWLSky::renderStarsDeferred(const LLVector3& camPosLocal) const
{
    if (!gSky.mVOSkyp || use_hdri_sky())
    {
        return;
    }

    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 = (F32)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);
    }

    gGL.pushMatrix();
    gGL.translatef(camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]);
    gGL.rotatef(gFrameTimeSeconds*0.01f, 0.f, 0.f, 1.f);
    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();

    gGL.popMatrix();
}

void LLDrawPoolWLSky::renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const
{
    if (use_hdri_sky())
    {
        return;
    }

    if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp && gSky.mVOSkyp->getCloudNoiseTex())
    {
        LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();

        LLGLSPipelineBlendSkyBox pipeline(true, true);

        cloudshader->bind();

        LLPointer<LLViewerTexture> cloud_noise      = gSky.mVOSkyp->getCloudNoiseTex();
        LLPointer<LLViewerTexture> cloud_noise_next = gSky.mVOSkyp->getCloudNoiseTexNext();

        gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
        gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);

        F32 cloud_variance = psky ? (F32)psky->getCloudVariance() : 0.0f;
        F32 blend_factor   = psky ? (F32)psky->getBlendFactor() : 0.0f;

        if (psky->getCloudScrollRate().isExactlyZero())
        {
            blend_factor = 0.f;
        }

        // 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);
        cloudshader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor());

        /// 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()
{
    if (!gSky.mVOSkyp || use_hdri_sky()) return;

    LLGLSPipelineBlendSkyBox gls_skybox(true, true); // SL-14113 we need moon to write to depth to clip stars behind

    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 = (F32)LLEnvironment::instance().getCurrentSky()->getBlendFactor();
    bool can_use_vertex_shaders = gPipeline.shadersLoaded();
    bool can_use_windlight_shaders = gPipeline.canUseWindLightShaders();


    if (gSky.mVOSkyp->getSun().getDraw() && face && face->getGeomCount())
    {
        LLPointer<LLViewerTexture> tex_a = face->getTexture(LLRender::DIFFUSE_MAP);
        LLPointer<LLViewerTexture> 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);

                face->renderIndexed();

                gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
                gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);

                sun_shader->unbind();
            }
        }
    }

    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 && (tex_a || tex_b))
        {
            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->uniform3fv(LLShaderMgr::MOONLIGHT_COLOR, 1, gSky.mVOSkyp->getMoon().getColor().mV);
            moon_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV);
            //moon_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
            moon_shader->uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, psky->getMoonDirection().mV); // shader: moon_dir

            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)
{
    LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_WL_SKY);
    if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY) || gSky.mVOSkyp.isNull())
    {
        return;
    }

    // TODO: remove gSky.mVOSkyp and fold sun/moon into LLVOWLSky
    gSky.mVOSkyp->updateGeometry(gSky.mVOSkyp->mDrawable);

    const F32 camHeightLocal = LLEnvironment::instance().getCamHeight();

    LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();

    if (gPipeline.canUseWindLightShaders())
    {
        renderSkyHazeDeferred(origin, camHeightLocal);
        renderHeavenlyBodies();
        if (!gCubeSnapshot)
        {
            renderStarsDeferred(origin);
        }

        if (!gCubeSnapshot || gPipeline.mReflectionMapManager.isRadiancePass()) // don't draw clouds in irradiance maps to avoid popping
        {
            renderSkyCloudsDeferred(origin, camHeightLocal, cloud_shader);
        }
    }
}



LLViewerTexture* LLDrawPoolWLSky::getTexture()
{
    return NULL;
}

void LLDrawPoolWLSky::resetDrawOrders()
{
}

//static
void LLDrawPoolWLSky::cleanupGL()
{
}

//static
void LLDrawPoolWLSky::restoreGL()
{
}