Fixed issue with fullbright and glow occlusion. RenderTransparentWater toggling should work more gracefully. Fixed some bugs in general drawpool classification for faces. Bump pool was superceding more than it should have.
325 lines
7.9 KiB
C++
325 lines
7.9 KiB
C++
/**
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* @file llvowater.cpp
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* @brief LLVOWater class implementation
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*
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* $LicenseInfo:firstyear=2005&license=viewergpl$
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*
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* Copyright (c) 2005-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "llvowater.h"
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#include "imageids.h"
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#include "llviewercontrol.h"
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#include "lldrawable.h"
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#include "lldrawpoolwater.h"
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#include "llface.h"
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#include "llsky.h"
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#include "llsurface.h"
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#include "llvosky.h"
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#include "llviewercamera.h"
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#include "llviewertexturelist.h"
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#include "llviewerregion.h"
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#include "llworld.h"
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#include "pipeline.h"
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#include "llspatialpartition.h"
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const BOOL gUseRoam = FALSE;
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///////////////////////////////////
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template<class T> inline T LERP(T a, T b, F32 factor)
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{
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return a + (b - a) * factor;
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}
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const U32 N_RES_HALF = (N_RES >> 1);
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const U32 WIDTH = (N_RES * WAVE_STEP); //128.f //64 // width of wave tile, in meters
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const F32 WAVE_STEP_INV = (1. / WAVE_STEP);
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LLVOWater::LLVOWater(const LLUUID &id,
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const LLPCode pcode,
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LLViewerRegion *regionp) :
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LLStaticViewerObject(id, pcode, regionp),
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mRenderType(LLPipeline::RENDER_TYPE_WATER)
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{
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// Terrain must draw during selection passes so it can block objects behind it.
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mbCanSelect = FALSE;
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// <FS:CR> Aurora Sim
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//setScale(LLVector3(256.f, 256.f, 0.f)); // Hack for setting scale for bounding boxes/visibility.
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setScale(LLVector3(mRegionp->getWidth(), mRegionp->getWidth(), 0.f));
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// </FS:CR> Aurora Sim
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mUseTexture = TRUE;
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mIsEdgePatch = FALSE;
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}
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void LLVOWater::markDead()
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{
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LLViewerObject::markDead();
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}
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BOOL LLVOWater::isActive() const
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{
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return FALSE;
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}
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void LLVOWater::setPixelAreaAndAngle(LLAgent &agent)
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{
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mAppAngle = 50;
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mPixelArea = 500*500;
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}
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// virtual
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void LLVOWater::updateTextures()
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{
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}
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// Never gets called
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void LLVOWater::idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time)
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{
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}
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LLDrawable *LLVOWater::createDrawable(LLPipeline *pipeline)
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{
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pipeline->allocDrawable(this);
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mDrawable->setLit(FALSE);
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mDrawable->setRenderType(mRenderType);
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LLDrawPoolWater *pool = (LLDrawPoolWater*) gPipeline.getPool(LLDrawPool::POOL_WATER);
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if (mUseTexture)
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{
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mDrawable->setNumFaces(1, pool, mRegionp->getLand().getWaterTexture());
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}
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else
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{
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mDrawable->setNumFaces(1, pool, LLWorld::getInstance()->getDefaultWaterTexture());
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}
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return mDrawable;
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}
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static LLFastTimer::DeclareTimer FTM_UPDATE_WATER("Update Water");
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BOOL LLVOWater::updateGeometry(LLDrawable *drawable)
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{
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LLFastTimer ftm(FTM_UPDATE_WATER);
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LLFace *face;
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if (drawable->getNumFaces() < 1)
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{
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LLDrawPoolWater *poolp = (LLDrawPoolWater*) gPipeline.getPool(LLDrawPool::POOL_WATER);
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drawable->addFace(poolp, NULL);
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}
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face = drawable->getFace(0);
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if (!face)
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{
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return TRUE;
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}
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// LLVector2 uvs[4];
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// LLVector3 vtx[4];
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LLStrider<LLVector3> verticesp, normalsp;
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LLStrider<LLVector2> texCoordsp;
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LLStrider<U16> indicesp;
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U16 index_offset;
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// A quad is 4 vertices and 6 indices (making 2 triangles)
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static const unsigned int vertices_per_quad = 4;
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static const unsigned int indices_per_quad = 6;
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static const LLCachedControl<bool> render_transparent_water("RenderTransparentWater",false);
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static const LLCachedControl<U32> water_subdiv("SianaVoidWaterSubdivision", 16);
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const S32 size = ((render_transparent_water || LLPipeline::sRenderDeferred) && LLGLSLShader::sNoFixedFunction) ? water_subdiv : 1;
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const S32 num_quads = size * size;
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face->setSize(vertices_per_quad * num_quads,
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indices_per_quad * num_quads);
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LLVertexBuffer* buff = face->getVertexBuffer();
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if (!buff || !buff->isWriteable())
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{
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buff = new LLVertexBuffer(LLDrawPoolWater::VERTEX_DATA_MASK, GL_DYNAMIC_DRAW_ARB);
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buff->allocateBuffer(face->getGeomCount(), face->getIndicesCount(), TRUE);
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face->setIndicesIndex(0);
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face->setGeomIndex(0);
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face->setVertexBuffer(buff);
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}
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else
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{
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buff->resizeBuffer(face->getGeomCount(), face->getIndicesCount());
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}
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index_offset = face->getGeometry(verticesp,normalsp,texCoordsp, indicesp);
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LLVector3 position_agent;
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position_agent = getPositionAgent();
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face->mCenterAgent = position_agent;
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face->mCenterLocal = position_agent;
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S32 x, y;
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F32 step_x = getScale().mV[0] / size;
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F32 step_y = getScale().mV[1] / size;
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const LLVector3 up(0.f, step_y * 0.5f, 0.f);
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const LLVector3 right(step_x * 0.5f, 0.f, 0.f);
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const LLVector3 normal(0.f, 0.f, 1.f);
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F32 size_inv = 1.f / size;
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F32 z_fudge = 0.f;
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if (getIsEdgePatch())
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{ //bump edge patches down 10 cm to prevent aliasing along edges
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z_fudge = -0.1f;
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}
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for (y = 0; y < size; y++)
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{
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for (x = 0; x < size; x++)
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{
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S32 toffset = index_offset + 4*(y*size + x);
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position_agent = getPositionAgent() - getScale() * 0.5f;
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position_agent.mV[VX] += (x + 0.5f) * step_x;
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position_agent.mV[VY] += (y + 0.5f) * step_y;
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position_agent.mV[VZ] += z_fudge;
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*verticesp++ = position_agent - right + up;
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*verticesp++ = position_agent - right - up;
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*verticesp++ = position_agent + right + up;
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*verticesp++ = position_agent + right - up;
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*texCoordsp++ = LLVector2(x*size_inv, (y+1)*size_inv);
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*texCoordsp++ = LLVector2(x*size_inv, y*size_inv);
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*texCoordsp++ = LLVector2((x+1)*size_inv, (y+1)*size_inv);
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*texCoordsp++ = LLVector2((x+1)*size_inv, y*size_inv);
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*normalsp++ = normal;
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*normalsp++ = normal;
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*normalsp++ = normal;
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*normalsp++ = normal;
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*indicesp++ = toffset + 0;
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*indicesp++ = toffset + 1;
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*indicesp++ = toffset + 2;
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*indicesp++ = toffset + 1;
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*indicesp++ = toffset + 3;
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*indicesp++ = toffset + 2;
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}
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}
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buff->flush();
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mDrawable->movePartition();
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LLPipeline::sCompiles++;
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return TRUE;
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}
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void LLVOWater::initClass()
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{
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}
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void LLVOWater::cleanupClass()
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{
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}
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void setVecZ(LLVector3& v)
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{
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v.mV[VX] = 0;
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v.mV[VY] = 0;
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v.mV[VZ] = 1;
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}
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void LLVOWater::setUseTexture(const BOOL use_texture)
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{
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mUseTexture = use_texture;
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}
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void LLVOWater::setIsEdgePatch(const BOOL edge_patch)
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{
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mIsEdgePatch = edge_patch;
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}
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void LLVOWater::updateSpatialExtents(LLVector4a &newMin, LLVector4a& newMax)
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{
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LLVector4a pos;
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pos.load3(getPositionAgent().mV);
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LLVector4a scale;
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scale.load3(getScale().mV);
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scale.mul(0.5f);
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newMin.setSub(pos, scale);
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newMax.setAdd(pos, scale);
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pos.setAdd(newMin,newMax);
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pos.mul(0.5f);
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mDrawable->setPositionGroup(pos);
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}
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U32 LLVOWater::getPartitionType() const
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{
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if (mIsEdgePatch)
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{
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//return LLViewerRegion::PARTITION_VOIDWATER;
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}
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return LLViewerRegion::PARTITION_WATER;
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}
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U32 LLVOVoidWater::getPartitionType() const
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{
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return LLViewerRegion::PARTITION_VOIDWATER;
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}
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LLWaterPartition::LLWaterPartition()
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: LLSpatialPartition(0, FALSE, GL_DYNAMIC_DRAW_ARB)
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{
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mInfiniteFarClip = TRUE;
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mDrawableType = LLPipeline::RENDER_TYPE_WATER;
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mPartitionType = LLViewerRegion::PARTITION_WATER;
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}
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LLVoidWaterPartition::LLVoidWaterPartition()
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{
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//mOcclusionEnabled = FALSE;
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mDrawableType = LLPipeline::RENDER_TYPE_VOIDWATER;
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mPartitionType = LLViewerRegion::PARTITION_VOIDWATER;
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}
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