/** * @file lldrawpoolwlsky.cpp * @brief LLDrawPoolWLSky class implementation * * $LicenseInfo:firstyear=2007&license=viewergpl$ * * Copyright (c) 2007-2009, 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://secondlifegrid.net/programs/open_source/licensing/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://secondlifegrid.net/programs/open_source/licensing/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 "llviewershadermgr.h" #include "llglslshader.h" #include "llsky.h" #include "llvowlsky.h" #include "llviewerregion.h" #include "llface.h" #include "llrender.h" #include "llviewercontrol.h" LLPointer LLDrawPoolWLSky::sCloudNoiseTexture = NULL; LLPointer LLDrawPoolWLSky::sCloudNoiseRawImage = NULL; static LLGLSLShader* cloud_shader = NULL; static LLGLSLShader* sky_shader = NULL; static LLGLSLShader* star_shader = NULL; LLDrawPoolWLSky::LLDrawPoolWLSky(void) : LLDrawPool(POOL_WL_SKY) { std::string cloudNoiseFilename(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight/clouds", gSavedSettings.getString("AlchemyWLCloudTexture"))); if (!gDirUtilp->fileExists(cloudNoiseFilename)) { cloudNoiseFilename = gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight/clouds", "Default.tga"); } LL_INFOS() << "loading WindLight cloud noise from " << cloudNoiseFilename << LL_ENDL; LLPointer cloudNoiseFile(LLImageFormatted::createFromExtension(cloudNoiseFilename)); if(cloudNoiseFile.isNull()) { LL_ERRS() << "Error: Failed to load cloud noise image " << cloudNoiseFilename << LL_ENDL; } if(cloudNoiseFile->load(cloudNoiseFilename)) { sCloudNoiseRawImage = new LLImageRaw(); if(cloudNoiseFile->decode(sCloudNoiseRawImage, 0.0f)) { //debug use LL_DEBUGS() << "cloud noise raw image width: " << sCloudNoiseRawImage->getWidth() << " : height: " << sCloudNoiseRawImage->getHeight() << " : components: " << (S32)sCloudNoiseRawImage->getComponents() << " : data size: " << sCloudNoiseRawImage->getDataSize() << LL_ENDL ; llassert_always(sCloudNoiseRawImage->getData()) ; sCloudNoiseTexture = LLViewerTextureManager::getLocalTexture(sCloudNoiseRawImage.get(), TRUE); } else { sCloudNoiseRawImage = NULL ; } } LLWLParamManager::getInstance()->propagateParameters(); } LLDrawPoolWLSky::~LLDrawPoolWLSky() { //LL_INFOS() << "destructing wlsky draw pool." << LL_ENDL; sCloudNoiseTexture = NULL; sCloudNoiseRawImage = NULL; } LLViewerTexture *LLDrawPoolWLSky::getDebugTexture() { return NULL; } void LLDrawPoolWLSky::beginRenderPass( S32 pass ) { sky_shader = LLPipeline::sUnderWaterRender ? &gObjectFullbrightNoColorWaterProgram : &gWLSkyProgram; cloud_shader = LLPipeline::sUnderWaterRender ? &gObjectFullbrightNoColorWaterProgram : &gWLCloudProgram; star_shader = &gCustomAlphaProgram; } void LLDrawPoolWLSky::endRenderPass( S32 pass ) { } void LLDrawPoolWLSky::beginDeferredPass(S32 pass) { sky_shader = &gDeferredWLSkyProgram; cloud_shader = &gDeferredWLCloudProgram; star_shader = &gDeferredStarProgram; } void LLDrawPoolWLSky::endDeferredPass(S32 pass) { } void LLDrawPoolWLSky::renderDome(F32 camHeightLocal, LLGLSLShader * shader) const { LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); llassert_always(NULL != shader); gGL.pushMatrix(); //chop off translation if (LLPipeline::sReflectionRender && origin.mV[2] > 256.f) { gGL.translatef(origin.mV[0], origin.mV[1], 256.f-origin.mV[2]*0.5f); } else { gGL.translatef(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. static const LLMatrix4a rot = gGL.genRot(120.f, 1.f / F_SQRT3, 1.f / F_SQRT3, 1.f / F_SQRT3); gGL.rotatef(rot); gGL.scalef(0.333f, 0.333f, 0.333f); gGL.translatef(0.f,-camHeightLocal, 0.f); // Draw WL Sky static LLStaticHashedString sCamPosLocal("camPosLocal"); shader->uniform3f(sCamPosLocal, 0.f, camHeightLocal, 0.f); gSky.mVOWLSkyp->drawDome(); gGL.popMatrix(); } void LLDrawPoolWLSky::renderSkyHaze(F32 camHeightLocal) const { if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY)) { LLGLDisable blend; sky_shader->bind(); /// Render the skydome renderDome(camHeightLocal, sky_shader); sky_shader->unbind(); } } void LLDrawPoolWLSky::renderStars(void) const { // *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::getInstance()->mCurParams.getFloat("star_brightness", error) / 2.f; llassert_always(!error); if(star_alpha.mV[3] <= 0) return; LLGLSPipelineSkyBox gls_sky; LLGLEnable 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); LLGLState light_state; gPipeline.disableLights(light_state); /*if (!LLPipeline::sReflectionRender) { glPointSize(2.f); }*/ gGL.pushMatrix(); gGL.rotatef(gFrameTimeSeconds*0.01f, 0.f, 0.f, 1.f); // gl_FragColor.rgb = gl_Color.rgb; // gl_FragColor.a = gl_Color.a * star_alpha.a; //New gGL.getTexUnit(0)->bind(gSky.mVOSkyp->getBloomTex()); if (LLGLSLShader::sNoFixedFunction) { static LLStaticHashedString sCustomAlpha("custom_alpha"); star_shader->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.popMatrix(); if (!LLGLSLShader::sNoFixedFunction) { // 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_WL_CLOUDS) && sCloudNoiseTexture.notNull()) { LLGLEnable blend; gGL.setSceneBlendType(LLRender::BT_ALPHA); gGL.getTexUnit(0)->bind(sCloudNoiseTexture); cloud_shader->bind(); /// Render the skydome renderDome(camHeightLocal, cloud_shader); cloud_shader->unbind(); } } void LLDrawPoolWLSky::renderHeavenlyBodies() { LLColor4 color(gSky.mVOSkyp->getMoon().getInterpColor(), gSky.mVOSkyp->getMoon().getDirection().mV[2]); if (color.mV[VW] <= 0.f) return; color.mV[VW] = llclamp(color.mV[VW]*color.mV[VW]*4.f,0.f,1.f); LLGLSPipelineSkyBox gls_skybox; LLGLEnable blend_on; LLGLDisable lighting; gGL.setSceneBlendType(LLRender::BT_ALPHA); #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() && face->getVertexBuffer()) { // *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()); if (LLGLSLShader::sNoFixedFunction) { // Okay, so the moon isn't a star, but it's close enough. static LLStaticHashedString sCustomAlpha("custom_alpha"); star_shader->uniform1f(sCustomAlpha, color.mV[VW]); } 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, color.mV); } face->getVertexBuffer()->setBuffer(LLDrawPoolWLSky::STAR_VERTEX_DATA_MASK); face->getVertexBuffer()->draw(LLRender::TRIANGLES, face->getVertexBuffer()->getNumIndices(), 0); if (!LLGLSLShader::sNoFixedFunction) { gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); } } } void LLDrawPoolWLSky::renderDeferred(S32 pass) { if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY)) { return; } LL_RECORD_BLOCK_TIME(FTM_RENDER_WL_SKY); const F32 camHeightLocal = LLWLParamManager::getInstance()->getDomeOffset() * LLWLParamManager::getInstance()->getDomeRadius(); LLGLDisable stencil; LLGLSNoFog disableFog; LLGLDepthTest depth(GL_TRUE, GL_FALSE); LLGLDisable clip; LLGLSquashToFarClip far_clip(glh_get_current_projection()); renderSkyHaze(camHeightLocal); LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); gGL.pushMatrix(); gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]); star_shader->bind(); // *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(); star_shader->unbind(); gGL.popMatrix(); renderSkyClouds(camHeightLocal); //gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); } void LLDrawPoolWLSky::render(S32 pass) { if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY)) { return; } LL_RECORD_BLOCK_TIME(FTM_RENDER_WL_SKY); const F32 camHeightLocal = LLWLParamManager::getInstance()->getDomeOffset() * LLWLParamManager::getInstance()->getDomeRadius(); LLGLSNoFog disableFog; LLGLDepthTest depth(GL_TRUE, GL_FALSE); LLGLDisable clip; LLGLSquashToFarClip far_clip(glh_get_current_projection()); gGL.setColorMask(true, false); //Just in case. renderSkyHaze(camHeightLocal); LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); gGL.pushMatrix(); gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]); if (LLGLSLShader::sNoFixedFunction) star_shader->bind(); // *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(); if (LLGLSLShader::sNoFixedFunction) star_shader->unbind(); gGL.popMatrix(); renderSkyClouds(camHeightLocal); 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() { sCloudNoiseTexture = NULL; } //static void LLDrawPoolWLSky::restoreGL() { if(sCloudNoiseRawImage.notNull()) { sCloudNoiseTexture = LLViewerTextureManager::getLocalTexture(sCloudNoiseRawImage.get(), TRUE); } }