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
|
/**
* @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 "llgl.h"
#include "pipeline.h"
#include "llviewercamera.h"
#include "llimage.h"
#include "llwlparammanager.h"
#include "llsky.h"
#include "llvowlsky.h"
#include "llviewerregion.h"
#include "llface.h"
#include "llrender.h"
LLPointer<LLViewerTexture> LLDrawPoolWLSky::sCloudNoiseTexture = NULL;
LLPointer<LLImageRaw> LLDrawPoolWLSky::sCloudNoiseRawImage = NULL;
static LLGLSLShader* cloud_shader = NULL;
static LLGLSLShader* sky_shader = 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<LLImageFormatted> 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);
sCloudNoiseTexture = LLViewerTextureManager::getLocalTexture(sCloudNoiseRawImage.get(), TRUE);
LLWLParamManager::instance()->propagateParameters();
}
LLDrawPoolWLSky::~LLDrawPoolWLSky()
{
//llinfos << "destructing wlsky draw pool." << llendl;
sCloudNoiseTexture = NULL;
sCloudNoiseRawImage = NULL;
}
LLViewerTexture *LLDrawPoolWLSky::getDebugTexture()
{
return NULL;
}
void LLDrawPoolWLSky::beginRenderPass( S32 pass )
{
sky_shader =
LLPipeline::sUnderWaterRender ?
&gObjectSimpleWaterProgram :
&gWLSkyProgram;
cloud_shader =
LLPipeline::sUnderWaterRender ?
&gObjectSimpleWaterProgram :
&gWLCloudProgram;
}
void LLDrawPoolWLSky::endRenderPass( S32 pass )
{
}
void LLDrawPoolWLSky::beginDeferredPass(S32 pass)
{
sky_shader = &gDeferredWLSkyProgram;
cloud_shader = &gDeferredWLCloudProgram;
}
void LLDrawPoolWLSky::endDeferredPass(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))
{
LLGLDisable blend(GL_BLEND);
sky_shader->bind();
/// Render the skydome
renderDome(camHeightLocal, sky_shader);
sky_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.
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
gPipeline.disableLights();
// *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);
gGL.getTexUnit(0)->bind(gSky.mVOSkyp->getBloomTex());
gGL.pushMatrix();
glRotatef(gFrameTimeSeconds*0.01f, 0.f, 0.f, 1.f);
// gl_FragColor.rgb = gl_Color.rgb;
// gl_FragColor.a = gl_Color.a * star_alpha.a;
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.popMatrix();
// 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))
{
LLGLEnable blend(GL_BLEND);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
gGL.getTexUnit(0)->bind(sCloudNoiseTexture);
cloud_shader->bind();
/// Render the skydome
renderDome(camHeightLocal, cloud_shader);
cloud_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())
{
LLViewerTexture * tex = face->getTexture();
gGL.getTexUnit(0)->bind(tex);
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.
gGL.getTexUnit(0)->bind(face->getTexture());
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::renderDeferred(S32 pass)
{
if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
{
return;
}
LLFastTimer ftm(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);
gGL.setColorMask(true, false);
LLGLSquashToFarClip 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.
gGL.getTexUnit(0)->bind(gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]->getTexture());
renderHeavenlyBodies();
renderStars();
glPopMatrix();*/
renderSkyClouds(camHeightLocal);
gGL.setColorMask(true, true);
//gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
}
void LLDrawPoolWLSky::render(S32 pass)
{
if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
{
return;
}
LLFastTimer ftm(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);
LLGLSquashToFarClip 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.
gGL.getTexUnit(0)->bind(gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]->getTexture());
renderHeavenlyBodies();
renderStars();
glPopMatrix();
renderSkyClouds(camHeightLocal);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
}
void LLDrawPoolWLSky::prerender()
{
//llinfos << "wlsky prerendering pass." << llendl;
}
LLDrawPoolWLSky *LLDrawPoolWLSky::instancePool()
{
return new LLDrawPoolWLSky();
}
LLViewerTexture* LLDrawPoolWLSky::getTexture()
{
return NULL;
}
void LLDrawPoolWLSky::resetDrawOrders()
{
}
//static
void LLDrawPoolWLSky::cleanupGL()
{
sCloudNoiseTexture = NULL;
}
//static
void LLDrawPoolWLSky::restoreGL()
{
sCloudNoiseTexture = LLViewerTextureManager::getLocalTexture(sCloudNoiseRawImage.get(), TRUE);
}
|