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/**
* @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 "llglimmediate.h"
LLPointer<LLImageGL> LLDrawPoolWLSky::sCloudNoiseTexture = NULL;
LLPointer<LLImageRaw> LLDrawPoolWLSky::sCloudNoiseRawImage = NULL;
LLDrawPoolWLSky::LLDrawPoolWLSky(void) :
LLDrawPool(POOL_WL_SKY)
{
const LLString 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);
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.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_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;
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 2.0f);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, star_alpha.mV);
gSky.mVOWLSkyp->drawStars();
glPointSize(1.f);
// and disable the combiner states
glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0f);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
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);
glAlphaFunc(GL_GREATER, 0.01f);
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);
}
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