433 lines
11 KiB
C++
433 lines
11 KiB
C++
/**
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* @file lldrawpoolwlsky.cpp
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* @brief LLDrawPoolWLSky class implementation
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*
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* $LicenseInfo:firstyear=2007&license=viewergpl$
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*
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* Copyright (c) 2007-2009, 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 "lldrawpoolwlsky.h"
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#include "llerror.h"
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#include "llgl.h"
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#include "pipeline.h"
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#include "llviewercamera.h"
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#include "llimage.h"
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#include "llwlparammanager.h"
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#include "llviewershadermgr.h"
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#include "llglslshader.h"
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#include "llsky.h"
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#include "llvowlsky.h"
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#include "llviewerregion.h"
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#include "llface.h"
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#include "llrender.h"
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LLPointer<LLViewerTexture> LLDrawPoolWLSky::sCloudNoiseTexture = NULL;
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LLPointer<LLImageRaw> LLDrawPoolWLSky::sCloudNoiseRawImage = NULL;
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static LLGLSLShader* cloud_shader = NULL;
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static LLGLSLShader* sky_shader = NULL;
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LLDrawPoolWLSky::LLDrawPoolWLSky(void) :
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LLDrawPool(POOL_WL_SKY)
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{
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const std::string cloudNoiseFilename(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight", "clouds2.tga"));
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llinfos << "loading WindLight cloud noise from " << cloudNoiseFilename << llendl;
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LLPointer<LLImageFormatted> cloudNoiseFile(LLImageFormatted::createFromExtension(cloudNoiseFilename));
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if(cloudNoiseFile.isNull()) {
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llerrs << "Error: Failed to load cloud noise image " << cloudNoiseFilename << llendl;
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}
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if(cloudNoiseFile->load(cloudNoiseFilename))
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{
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sCloudNoiseRawImage = new LLImageRaw();
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if(cloudNoiseFile->decode(sCloudNoiseRawImage, 0.0f))
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{
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//debug use
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lldebugs << "cloud noise raw image width: " << sCloudNoiseRawImage->getWidth() << " : height: " << sCloudNoiseRawImage->getHeight() << " : components: " <<
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(S32)sCloudNoiseRawImage->getComponents() << " : data size: " << sCloudNoiseRawImage->getDataSize() << llendl ;
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llassert_always(sCloudNoiseRawImage->getData()) ;
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sCloudNoiseTexture = LLViewerTextureManager::getLocalTexture(sCloudNoiseRawImage.get(), TRUE);
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}
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else
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{
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sCloudNoiseRawImage = NULL ;
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}
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}
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LLWLParamManager::getInstance()->propagateParameters();
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}
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LLDrawPoolWLSky::~LLDrawPoolWLSky()
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{
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//llinfos << "destructing wlsky draw pool." << llendl;
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sCloudNoiseTexture = NULL;
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sCloudNoiseRawImage = NULL;
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}
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LLViewerTexture *LLDrawPoolWLSky::getDebugTexture()
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{
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return NULL;
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}
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void LLDrawPoolWLSky::beginRenderPass( S32 pass )
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{
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sky_shader =
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LLPipeline::sUnderWaterRender ?
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&gObjectFullbrightNoColorWaterProgram :
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&gWLSkyProgram;
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cloud_shader =
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LLPipeline::sUnderWaterRender ?
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&gObjectFullbrightNoColorWaterProgram :
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&gWLCloudProgram;
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}
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void LLDrawPoolWLSky::endRenderPass( S32 pass )
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{
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}
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void LLDrawPoolWLSky::beginDeferredPass(S32 pass)
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{
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sky_shader = &gDeferredWLSkyProgram;
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cloud_shader = &gDeferredWLCloudProgram;
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}
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void LLDrawPoolWLSky::endDeferredPass(S32 pass)
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{
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}
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void LLDrawPoolWLSky::renderDome(F32 camHeightLocal, LLGLSLShader * shader) const
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{
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LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
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llassert_always(NULL != shader);
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gGL.pushMatrix();
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//chop off translation
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if (LLPipeline::sReflectionRender && origin.mV[2] > 256.f)
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{
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gGL.translatef(origin.mV[0], origin.mV[1], 256.f-origin.mV[2]*0.5f);
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}
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else
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{
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gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
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}
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// the windlight sky dome works most conveniently in a coordinate system
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// where Y is up, so permute our basis vectors accordingly.
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gGL.rotatef(120.f, 1.f / F_SQRT3, 1.f / F_SQRT3, 1.f / F_SQRT3);
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gGL.scalef(0.333f, 0.333f, 0.333f);
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gGL.translatef(0.f,-camHeightLocal, 0.f);
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// Draw WL Sky
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shader->uniform3f("camPosLocal", 0.f, camHeightLocal, 0.f);
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gSky.mVOWLSkyp->drawDome();
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gGL.popMatrix();
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}
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void LLDrawPoolWLSky::renderSkyHaze(F32 camHeightLocal) const
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{
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if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
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{
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LLGLDisable blend(GL_BLEND);
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sky_shader->bind();
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/// Render the skydome
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renderDome(camHeightLocal, sky_shader);
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sky_shader->unbind();
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}
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}
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void LLDrawPoolWLSky::renderStars(void) const
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{
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LLGLSPipelineSkyBox gls_sky;
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LLGLEnable blend(GL_BLEND);
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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// *NOTE: have to have bound the cloud noise texture already since register
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// combiners blending below requires something to be bound
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// and we might as well only bind once.
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gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
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gPipeline.disableLights();
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/*if (!LLPipeline::sReflectionRender)
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{
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glPointSize(2.f);
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}*/
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// *NOTE: we divide by two here and GL_ALPHA_SCALE by two below to avoid
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// clamping and allow the star_alpha param to brighten the stars.
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bool error;
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LLColor4 star_alpha(LLColor4::black);
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star_alpha.mV[3] = LLWLParamManager::getInstance()->mCurParams.getFloat("star_brightness", error) / 2.f;
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llassert_always(!error);
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// gl_FragColor.rgb = gl_Color.rgb;
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// gl_FragColor.a = gl_Color.a * star_alpha.a;
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//New
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gGL.getTexUnit(0)->bind(gSky.mVOSkyp->getBloomTex());
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gGL.pushMatrix();
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gGL.rotatef(gFrameTimeSeconds*0.01f, 0.f, 0.f, 1.f);
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// gl_FragColor.rgb = gl_Color.rgb;
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// gl_FragColor.a = gl_Color.a * star_alpha.a;
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if (LLGLSLShader::sNoFixedFunction)
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{
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gCustomAlphaProgram.bind();
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gCustomAlphaProgram.uniform1f("custom_alpha", star_alpha.mV[3]);
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}
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else
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{
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gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR);
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gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT_X2, LLTexUnit::TBS_CONST_ALPHA, LLTexUnit::TBS_TEX_ALPHA);
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, star_alpha.mV);
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}
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gSky.mVOWLSkyp->drawStars();
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gGL.popMatrix();
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if (LLGLSLShader::sNoFixedFunction)
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{
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gCustomAlphaProgram.unbind();
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}
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else
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{
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// and disable the combiner states
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gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
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}
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}
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void LLDrawPoolWLSky::renderSkyClouds(F32 camHeightLocal) const
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{
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if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_WL_CLOUDS) && sCloudNoiseTexture.notNull())
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{
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LLGLEnable blend(GL_BLEND);
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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gGL.getTexUnit(0)->bind(sCloudNoiseTexture);
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cloud_shader->bind();
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/// Render the skydome
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renderDome(camHeightLocal, cloud_shader);
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cloud_shader->unbind();
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}
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}
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void LLDrawPoolWLSky::renderHeavenlyBodies()
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{
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LLGLSPipelineSkyBox gls_skybox;
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LLGLEnable blend_on(GL_BLEND);
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gPipeline.disableLights();
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#if 0 // when we want to re-add a texture sun disc, here's where to do it.
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LLFace * face = gSky.mVOSkyp->mFace[LLVOSky::FACE_SUN];
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if (gSky.mVOSkyp->getSun().getDraw() && face->getGeomCount())
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{
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LLViewerTexture * tex = face->getTexture();
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gGL.getTexUnit(0)->bind(tex);
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LLColor4 color(gSky.mVOSkyp->getSun().getInterpColor());
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LLFacePool::LLOverrideFaceColor color_override(this, color);
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face->renderIndexed();
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}
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#endif
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LLFace * face = gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON];
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if (gSky.mVOSkyp->getMoon().getDraw() && face->getGeomCount())
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{
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// *NOTE: even though we already bound this texture above for the
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// stars register combiners, we bind again here for defensive reasons,
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// since LLImageGL::bind detects that it's a noop, and optimizes it out.
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gGL.getTexUnit(0)->bind(face->getTexture());
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LLColor4 color(gSky.mVOSkyp->getMoon().getInterpColor());
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F32 a = gSky.mVOSkyp->getMoon().getDirection().mV[2];
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if (a > 0.f)
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{
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a = a*a*4.f;
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}
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color.mV[3] = llclamp(a, 0.f, 1.f);
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if (gPipeline.canUseVertexShaders())
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{
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gHighlightProgram.bind();
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}
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LLFacePool::LLOverrideFaceColor color_override(this, color);
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face->renderIndexed();
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if (gPipeline.canUseVertexShaders())
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{
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gHighlightProgram.unbind();
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}
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}
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}
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void LLDrawPoolWLSky::renderDeferred(S32 pass)
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{
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if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
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{
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return;
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}
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LLFastTimer ftm(FTM_RENDER_WL_SKY);
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const F32 camHeightLocal = LLWLParamManager::getInstance()->getDomeOffset() * LLWLParamManager::getInstance()->getDomeRadius();
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LLGLSNoFog disableFog;
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LLGLDepthTest depth(GL_TRUE, GL_FALSE);
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LLGLDisable clip(GL_CLIP_PLANE0);
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gGL.setColorMask(true, false);
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LLGLSquashToFarClip far_clip(glh_get_current_projection());
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renderSkyHaze(camHeightLocal);
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LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
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gGL.pushMatrix();
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gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
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gDeferredStarProgram.bind();
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// *NOTE: have to bind a texture here since register combiners blending in
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// renderStars() requires something to be bound and we might as well only
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// bind the moon's texture once.
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gGL.getTexUnit(0)->bind(gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]->getTexture());
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renderHeavenlyBodies();
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renderStars();
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gDeferredStarProgram.unbind();
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gGL.popMatrix();
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renderSkyClouds(camHeightLocal);
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gGL.setColorMask(true, true);
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//gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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}
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void LLDrawPoolWLSky::render(S32 pass)
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{
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if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
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{
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return;
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}
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LLFastTimer ftm(FTM_RENDER_WL_SKY);
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const F32 camHeightLocal = LLWLParamManager::getInstance()->getDomeOffset() * LLWLParamManager::getInstance()->getDomeRadius();
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LLGLSNoFog disableFog;
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LLGLDepthTest depth(GL_TRUE, GL_FALSE);
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LLGLDisable clip(GL_CLIP_PLANE0);
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LLGLSquashToFarClip far_clip(glh_get_current_projection());
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renderSkyHaze(camHeightLocal);
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LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
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gGL.pushMatrix();
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gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
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// *NOTE: have to bind a texture here since register combiners blending in
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// renderStars() requires something to be bound and we might as well only
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// bind the moon's texture once.
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gGL.getTexUnit(0)->bind(gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]->getTexture());
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renderHeavenlyBodies();
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renderStars();
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gGL.popMatrix();
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renderSkyClouds(camHeightLocal);
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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}
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void LLDrawPoolWLSky::prerender()
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{
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//llinfos << "wlsky prerendering pass." << llendl;
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}
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LLDrawPoolWLSky *LLDrawPoolWLSky::instancePool()
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{
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return new LLDrawPoolWLSky();
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}
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LLViewerTexture* LLDrawPoolWLSky::getTexture()
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{
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return NULL;
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}
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void LLDrawPoolWLSky::resetDrawOrders()
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{
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}
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//static
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void LLDrawPoolWLSky::cleanupGL()
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{
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sCloudNoiseTexture = NULL;
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}
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//static
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void LLDrawPoolWLSky::restoreGL()
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{
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if(sCloudNoiseRawImage.notNull())
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{
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sCloudNoiseTexture = LLViewerTextureManager::getLocalTexture(sCloudNoiseRawImage.get(), TRUE);
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}
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}
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