Files
SingularityViewer/indra/newview/lldrawpoolwater.cpp
Shyotl e756140e1d Innitial commit of experimental v2 texture system port work. Compiles and runs on windows, at least. Fixing bugs as they come.
Need to test:
localassetbrowser
preview related floaters
hgfloatertexteditor
maps
media textures! Currently very hacky
web browser
alpha masks on avatars
bumpmaps
Are all sky components appearing?
LLViewerDynamicTexture (texture baking, browser, animated textures, anim previews, etc)
Snapshot related features
Customize avatar
vfs floater
UI textures in general
Texture priority issues
2011-03-31 03:22:01 -05:00

629 lines
16 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 "llviewercamera.h" // to get OGL_TO_CFR_ROTATION
#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 WATER_TEST("2bfd3884-7e27-69b9-ba3a-3e673f680004");
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(WATER_TEST);
llassert(mWaterImagep);
mWaterImagep->setNoDelete() ;
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());
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);
}
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();
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();
}
}
}
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);
}
}
void LLDrawPoolWater::renderForSelect()
{
// Can't select water!
return;
}
void LLDrawPoolWater::renderFaceSelected(LLFace *facep,
LLViewerTexture *image,
const LLColor4 &color,
const S32 index_offset, const S32 index_count)
{
// Can't select water
return;
}
LLViewerTexture *LLDrawPoolWater::getDebugTexture()
{
return LLViewerFetchedTexture::sSmokeImagep;
}
LLColor3 LLDrawPoolWater::getDebugColor() const
{
return LLColor3(0.f, 1.f, 1.f);
}