Files
SingularityViewer/indra/newview/lldrawpoolwater.cpp

705 lines
18 KiB
C++

/**
* @file lldrawpoolwater.cpp
* @brief LLDrawPoolWater class implementation
*
* $LicenseInfo:firstyear=2002&license=viewergpl$
*
* Copyright (c) 2002-2009, 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 "llfeaturemanager.h"
#include "lldrawpoolwater.h"
#include "llviewercontrol.h"
#include "lldir.h"
#include "llerror.h"
#include "m3math.h"
#include "llrender.h"
#include "llagent.h" // for gAgent for getRegion for getWaterHeight
#include "llcubemap.h"
#include "lldrawable.h"
#include "llface.h"
#include "llsky.h"
#include "llviewertexturelist.h"
#include "llviewerregion.h"
#include "llvosky.h"
#include "llvowater.h"
#include "llworld.h"
#include "pipeline.h"
#include "llviewershadermgr.h"
#include "llwaterparammanager.h"
const LLUUID TRANSPARENT_WATER_TEXTURE("2bfd3884-7e27-69b9-ba3a-3e673f680004");
const LLUUID OPAQUE_WATER_TEXTURE("43c32285-d658-1793-c123-bf86315de055");
static float sTime;
BOOL deferred_render = FALSE;
BOOL LLDrawPoolWater::sSkipScreenCopy = FALSE;
BOOL LLDrawPoolWater::sNeedsReflectionUpdate = TRUE;
BOOL LLDrawPoolWater::sNeedsDistortionUpdate = TRUE;
LLColor4 LLDrawPoolWater::sWaterFogColor = LLColor4(0.2f, 0.5f, 0.5f, 0.f);
LLVector3 LLDrawPoolWater::sLightDir;
LLDrawPoolWater::LLDrawPoolWater() :
LLFacePool(POOL_WATER)
{
mHBTex[0] = LLViewerTextureManager::getFetchedTexture(gSunTextureID, TRUE, LLViewerTexture::BOOST_UI);
gGL.getTexUnit(0)->bind(mHBTex[0]) ;
mHBTex[0]->setAddressMode(LLTexUnit::TAM_CLAMP);
mHBTex[1] = LLViewerTextureManager::getFetchedTexture(gMoonTextureID, TRUE, LLViewerTexture::BOOST_UI);
gGL.getTexUnit(0)->bind(mHBTex[1]);
mHBTex[1]->setAddressMode(LLTexUnit::TAM_CLAMP);
mWaterImagep = LLViewerTextureManager::getFetchedTexture(TRANSPARENT_WATER_TEXTURE);
llassert(mWaterImagep);
mWaterImagep->setNoDelete();
mOpaqueWaterImagep = LLViewerTextureManager::getFetchedTexture(OPAQUE_WATER_TEXTURE);
llassert(mOpaqueWaterImagep);
mWaterNormp = LLViewerTextureManager::getFetchedTexture(DEFAULT_WATER_NORMAL);
mWaterNormp->setNoDelete();
restoreGL();
}
LLDrawPoolWater::~LLDrawPoolWater()
{
}
//static
void LLDrawPoolWater::restoreGL()
{
}
LLDrawPool *LLDrawPoolWater::instancePool()
{
llerrs << "Should never be calling instancePool on a water pool!" << llendl;
return NULL;
}
void LLDrawPoolWater::prerender()
{
mVertexShaderLevel = (gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps) ?
LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_WATER) : 0;
// got rid of modulation by light color since it got a little too
// green at sunset and sl-57047 (underwater turns black at 8:00)
sWaterFogColor = LLWaterParamManager::instance()->getFogColor();
sWaterFogColor.mV[3] = 0;
}
S32 LLDrawPoolWater::getNumPasses()
{
if (LLViewerCamera::getInstance()->getOrigin().mV[2] < 1024.f)
{
return 1;
}
return 0;
}
void LLDrawPoolWater::beginPostDeferredPass(S32 pass)
{
beginRenderPass(pass);
deferred_render = TRUE;
}
void LLDrawPoolWater::endPostDeferredPass(S32 pass)
{
endRenderPass(pass);
deferred_render = FALSE;
}
//===============================
//DEFERRED IMPLEMENTATION
//===============================
void LLDrawPoolWater::renderDeferred(S32 pass)
{
LLFastTimer t(LLFastTimer::FTM_RENDER_WATER);
deferred_render = TRUE;
shade();
deferred_render = FALSE;
}
//=========================================
void LLDrawPoolWater::render(S32 pass)
{
LLFastTimer ftm(LLFastTimer::FTM_RENDER_WATER);
if (mDrawFace.empty() || LLDrawable::getCurrentFrame() <= 1)
{
return;
}
//do a quick 'n dirty depth sort
for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
{
LLFace* facep = *iter;
facep->mDistance = -facep->mCenterLocal.mV[2];
}
std::sort(mDrawFace.begin(), mDrawFace.end(), LLFace::CompareDistanceGreater());
static const LLCachedControl<bool> render_transparent_water("RenderTransparentWater",false);
if(!render_transparent_water)
{
// render water for low end hardware
renderOpaqueLegacyWater();
return;
}
LLGLEnable blend(GL_BLEND);
if ((mVertexShaderLevel > 0) && !sSkipScreenCopy)
{
shade();
return;
}
LLVOSky *voskyp = gSky.mVOSkyp;
stop_glerror();
if (!gGLManager.mHasMultitexture)
{
// Ack! No multitexture! Bail!
return;
}
LLFace* refl_face = voskyp->getReflFace();
gPipeline.disableLights();
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
LLGLDisable cullFace(GL_CULL_FACE);
// Set up second pass first
mWaterImagep->addTextureStats(1024.f*1024.f);
gGL.getTexUnit(1)->activate();
gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->bind(mWaterImagep) ;
LLVector3 camera_up = LLViewerCamera::getInstance()->getUpAxis();
F32 up_dot = camera_up * LLVector3::z_axis;
LLColor4 water_color;
if (LLViewerCamera::getInstance()->cameraUnderWater())
{
water_color.setVec(1.f, 1.f, 1.f, 0.4f);
}
else
{
water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot));
}
glColor4fv(water_color.mV);
// Automatically generate texture coords for detail map
glEnable(GL_TEXTURE_GEN_S); //texture unit 1
glEnable(GL_TEXTURE_GEN_T); //texture unit 1
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
// Slowly move over time.
F32 offset = fmod(gFrameTimeSeconds*2.f, 100.f);
F32 tp0[4] = {16.f/256.f, 0.0f, 0.0f, offset*0.01f};
F32 tp1[4] = {0.0f, 16.f/256.f, 0.0f, offset*0.01f};
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1);
gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA);
gGL.getTexUnit(0)->activate();
glClearStencil(1);
glClear(GL_STENCIL_BUFFER_BIT);
LLGLEnable gls_stencil(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP);
glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF);
for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
{
LLFace *face = *iter;
if (voskyp->isReflFace(face))
{
continue;
}
gGL.getTexUnit(0)->bind(face->getTexture());
face->renderIndexed();
}
// Now, disable texture coord generation on texture state 1
gGL.getTexUnit(1)->activate();
gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->disable();
glDisable(GL_TEXTURE_GEN_S); //texture unit 1
glDisable(GL_TEXTURE_GEN_T); //texture unit 1
// Disable texture coordinate and color arrays
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
stop_glerror();
if (gSky.mVOSkyp->getCubeMap())
{
gSky.mVOSkyp->getCubeMap()->enable(0);
gSky.mVOSkyp->getCubeMap()->bind();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
LLMatrix4 camera_mat = LLViewerCamera::getInstance()->getModelview();
LLMatrix4 camera_rot(camera_mat.getMat3());
camera_rot.invert();
glLoadMatrixf((F32 *)camera_rot.mMatrix);
glMatrixMode(GL_MODELVIEW);
LLOverrideFaceColor overrid(this, 1.f, 1.f, 1.f, 0.5f*up_dot);
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
{
LLFace *face = *iter;
if (voskyp->isReflFace(face))
{
//refl_face = face;
continue;
}
if (face->getGeomCount() > 0)
{
face->renderIndexed();
}
}
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
gSky.mVOSkyp->getCubeMap()->disable();
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
if (refl_face)
{
glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF);
renderReflection(refl_face);
}
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
}
// for low end hardware
void LLDrawPoolWater::renderOpaqueLegacyWater()
{
LLVOSky *voskyp = gSky.mVOSkyp;
stop_glerror();
// Depth sorting and write to depth buffer
// since this is opaque, we should see nothing
// behind the water. No blending because
// of no transparency. And no face culling so
// that the underside of the water is also opaque.
LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE);
LLGLDisable no_cull(GL_CULL_FACE);
LLGLDisable no_blend(GL_BLEND);
gPipeline.disableLights();
mOpaqueWaterImagep->addTextureStats(1024.f*1024.f);
// Activate the texture binding and bind one
// texture since all images will have the same texture
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->bind(mOpaqueWaterImagep);
// Automatically generate texture coords for water texture
glEnable(GL_TEXTURE_GEN_S); //texture unit 0
glEnable(GL_TEXTURE_GEN_T); //texture unit 0
glTexGenf(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenf(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
// Use the fact that we know all water faces are the same size
// to save some computation
// Slowly move texture coordinates over time so the watter appears
// to be moving.
F32 movement_period_secs = 50.f;
F32 offset = fmod(gFrameTimeSeconds, movement_period_secs);
if (movement_period_secs != 0)
{
offset /= movement_period_secs;
}
else
{
offset = 0;
}
F32 tp0[4] = { 16.f / 256.f, 0.0f, 0.0f, offset };
F32 tp1[4] = { 0.0f, 16.f / 256.f, 0.0f, offset };
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1);
glColor3f(1.f, 1.f, 1.f);
for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
{
LLFace *face = *iter;
if (voskyp->isReflFace(face))
{
continue;
}
face->renderIndexed();
}
stop_glerror();
// Reset the settings back to expected values
glDisable(GL_TEXTURE_GEN_S); //texture unit 0
glDisable(GL_TEXTURE_GEN_T); //texture unit 0
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
}
void LLDrawPoolWater::renderReflection(LLFace* face)
{
LLVOSky *voskyp = gSky.mVOSkyp;
if (!voskyp)
{
return;
}
if (!face->getGeomCount())
{
return;
}
S8 dr = voskyp->getDrawRefl();
if (dr < 0)
{
return;
}
LLGLSNoFog noFog;
gGL.getTexUnit(0)->bind(mHBTex[dr]);
LLOverrideFaceColor override(this, face->getFaceColor().mV);
face->renderIndexed();
}
void LLDrawPoolWater::shade()
{
if (!deferred_render)
{
gGL.setColorMask(true, true);
}
LLVOSky *voskyp = gSky.mVOSkyp;
if(voskyp == NULL)
{
return;
}
LLGLDisable blend(GL_BLEND);
LLColor3 light_diffuse(0,0,0);
F32 light_exp = 0.0f;
LLVector3 light_dir;
LLColor3 light_color;
if (gSky.getSunDirection().mV[2] > LLSky::NIGHTTIME_ELEVATION_COS)
{
light_dir = gSky.getSunDirection();
light_dir.normVec();
light_color = gSky.getSunDiffuseColor();
if(gSky.mVOSkyp) {
light_diffuse = gSky.mVOSkyp->getSun().getColorCached();
light_diffuse.normVec();
}
light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0);
light_diffuse *= light_exp + 0.25f;
}
else
{
light_dir = gSky.getMoonDirection();
light_dir.normVec();
light_color = gSky.getMoonDiffuseColor();
light_diffuse = gSky.mVOSkyp->getMoon().getColorCached();
light_diffuse.normVec();
light_diffuse *= 0.5f;
light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0);
}
light_exp *= light_exp;
light_exp *= light_exp;
light_exp *= light_exp;
light_exp *= light_exp;
light_exp *= 256.f;
light_exp = light_exp > 32.f ? light_exp : 32.f;
LLGLSLShader* shader;
F32 eyedepth = LLViewerCamera::getInstance()->getOrigin().mV[2] - gAgent.getRegion()->getWaterHeight();
if (deferred_render)
{
shader = &gDeferredWaterProgram;
}
else if (eyedepth < 0.f && LLPipeline::sWaterReflections)
{
shader = &gUnderWaterProgram;
}
else
{
shader = &gWaterProgram;
}
if (deferred_render)
{
gPipeline.bindDeferredShader(*shader);
}
else
{
shader->bind();
}
sTime = (F32)LLFrameTimer::getElapsedSeconds()*0.5f;
S32 reftex = shader->enableTexture(LLViewerShaderMgr::WATER_REFTEX);
if (reftex > -1)
{
gGL.getTexUnit(reftex)->activate();
gGL.getTexUnit(reftex)->bind(&gPipeline.mWaterRef);
gGL.getTexUnit(0)->activate();
}
//bind normal map
S32 bumpTex = shader->enableTexture(LLViewerShaderMgr::BUMP_MAP);
LLWaterParamManager * param_mgr = LLWaterParamManager::instance();
// change mWaterNormp if needed
if (mWaterNormp->getID() != param_mgr->getNormalMapID())
{
mWaterNormp = LLViewerTextureManager::getFetchedTexture(param_mgr->getNormalMapID());
}
mWaterNormp->addTextureStats(1024.f*1024.f);
gGL.getTexUnit(bumpTex)->bind(mWaterNormp) ;
if (gSavedSettings.getBOOL("RenderWaterMipNormal"))
{
mWaterNormp->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
}
else
{
mWaterNormp->setFilteringOption(LLTexUnit::TFO_POINT);
}
S32 screentex = shader->enableTexture(LLViewerShaderMgr::WATER_SCREENTEX);
if (screentex > -1)
{
shader->uniform4fv(LLViewerShaderMgr::WATER_FOGCOLOR, 1, sWaterFogColor.mV);
shader->uniform1f(LLViewerShaderMgr::WATER_FOGDENSITY,
param_mgr->getFogDensity());
gPipeline.mWaterDis.bindTexture(0, screentex);
}
stop_glerror();
gGL.getTexUnit(screentex)->bind(&gPipeline.mWaterDis);
if (mVertexShaderLevel == 1)
{
sWaterFogColor.mV[3] = param_mgr->mDensitySliderValue;
shader->uniform4fv(LLViewerShaderMgr::WATER_FOGCOLOR, 1, sWaterFogColor.mV);
}
F32 screenRes[] =
{
1.f/gGLViewport[2],
1.f/gGLViewport[3]
};
shader->uniform2fv("screenRes", 1, screenRes);
stop_glerror();
S32 diffTex = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
stop_glerror();
light_dir.normVec();
sLightDir = light_dir;
light_diffuse *= 6.f;
//shader->uniformMatrix4fv("inverse_ref", 1, GL_FALSE, (GLfloat*) gGLObliqueProjectionInverse.mMatrix);
shader->uniform1f(LLViewerShaderMgr::WATER_WATERHEIGHT, eyedepth);
shader->uniform1f(LLViewerShaderMgr::WATER_TIME, sTime);
shader->uniform3fv(LLViewerShaderMgr::WATER_EYEVEC, 1, LLViewerCamera::getInstance()->getOrigin().mV);
shader->uniform3fv(LLViewerShaderMgr::WATER_SPECULAR, 1, light_diffuse.mV);
shader->uniform1f(LLViewerShaderMgr::WATER_SPECULAR_EXP, light_exp);
shader->uniform2fv(LLViewerShaderMgr::WATER_WAVE_DIR1, 1, param_mgr->getWave1Dir().mV);
shader->uniform2fv(LLViewerShaderMgr::WATER_WAVE_DIR2, 1, param_mgr->getWave2Dir().mV);
shader->uniform3fv(LLViewerShaderMgr::WATER_LIGHT_DIR, 1, light_dir.mV);
shader->uniform3fv("normScale", 1, param_mgr->getNormalScale().mV);
shader->uniform1f("fresnelScale", param_mgr->getFresnelScale());
shader->uniform1f("fresnelOffset", param_mgr->getFresnelOffset());
shader->uniform1f("blurMultiplier", param_mgr->getBlurMultiplier());
F32 sunAngle = llmax(0.f, light_dir.mV[2]);
F32 scaledAngle = 1.f - sunAngle;
shader->uniform1f("sunAngle", sunAngle);
shader->uniform1f("scaledAngle", scaledAngle);
shader->uniform1f("sunAngle2", 0.1f + 0.2f*sunAngle);
LLColor4 water_color;
LLVector3 camera_up = LLViewerCamera::getInstance()->getUpAxis();
F32 up_dot = camera_up * LLVector3::z_axis;
if (LLViewerCamera::getInstance()->cameraUnderWater())
{
water_color.setVec(1.f, 1.f, 1.f, 0.4f);
shader->uniform1f(LLViewerShaderMgr::WATER_REFSCALE, param_mgr->getScaleBelow());
}
else
{
water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot));
shader->uniform1f(LLViewerShaderMgr::WATER_REFSCALE, param_mgr->getScaleAbove());
}
if (water_color.mV[3] > 0.9f)
{
water_color.mV[3] = 0.9f;
}
glColor4fv(water_color.mV);
{
LLGLEnable depth_clamp(gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP : 0);
LLGLDisable cullface(GL_CULL_FACE);
for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
{
LLFace *face = *iter;
if (voskyp->isReflFace(face))
{
continue;
}
LLVOWater* water = (LLVOWater*) face->getViewerObject();
if(diffTex > -1 && face->getTexture()->hasGLTexture())
gGL.getTexUnit(diffTex)->bind(face->getTexture());
sNeedsReflectionUpdate = TRUE;
if (water->getUseTexture() || !water->getIsEdgePatch())
{
sNeedsDistortionUpdate = TRUE;
face->renderIndexed();
}
else if (gGLManager.mHasDepthClamp || deferred_render)
{
face->renderIndexed();
}
else
{
LLGLSquashToFarClip far_clip(glh_get_current_projection());
face->renderIndexed();
}
if(diffTex > -1 && face->getTexture()->hasGLTexture())
gGL.getTexUnit(diffTex)->unbind(LLTexUnit::TT_TEXTURE);
}
}
shader->disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
shader->disableTexture(LLViewerShaderMgr::WATER_SCREENTEX);
shader->disableTexture(LLViewerShaderMgr::BUMP_MAP);
shader->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
shader->disableTexture(LLViewerShaderMgr::WATER_REFTEX);
shader->disableTexture(LLViewerShaderMgr::WATER_SCREENDEPTH);
if (deferred_render)
{
gPipeline.unbindDeferredShader(*shader);
}
else
{
shader->unbind();
}
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
if (!deferred_render)
{
gGL.setColorMask(true, false);
}
}
LLViewerTexture *LLDrawPoolWater::getDebugTexture()
{
return LLViewerFetchedTexture::sSmokeImagep;
}
LLColor3 LLDrawPoolWater::getDebugColor() const
{
return LLColor3(0.f, 1.f, 1.f);
}