Fix cloud shader tex binding to be more robust.

Make vert generation not skip dome verts used for clouds when doing advanced atmospherics.
meow-7.2.2
Graham Linden 2018-09-11 00:23:10 +01:00
parent 3262446f07
commit 24e0e64f2f
2 changed files with 33 additions and 36 deletions

View File

@ -350,10 +350,11 @@ void LLDrawPoolWLSky::renderSkyClouds(const LLVector3& camPosLocal, F32 camHeigh
LLGLEnable blend(GL_BLEND);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
gGL.getTexUnit(0)->bind(gSky.mVOSkyp->getCloudNoiseTex());
gGL.getTexUnit(1)->bind(gSky.mVOSkyp->getCloudNoiseTexNext());
cloud_shader->bind();
cloud_shader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, gSky.mVOSkyp->getCloudNoiseTex());
cloud_shader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, gSky.mVOSkyp->getCloudNoiseTexNext());
F32 blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor();
cloud_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);

View File

@ -160,49 +160,45 @@ BOOL LLVOWLSky::updateGeometry(LLDrawable * drawable)
LLStrider<LLVector2> texCoords;
LLStrider<U16> indices;
if (gPipeline.useAdvancedAtmospherics())
if (mFsSkyVerts.isNull())
{
if (mFsSkyVerts.isNull())
{
mFsSkyVerts = new LLVertexBuffer(LLDrawPoolWLSky::ADV_ATMO_SKY_VERTEX_DATA_MASK, GL_STATIC_DRAW_ARB);
mFsSkyVerts = new LLVertexBuffer(LLDrawPoolWLSky::ADV_ATMO_SKY_VERTEX_DATA_MASK, GL_STATIC_DRAW_ARB);
if (!mFsSkyVerts->allocateBuffer(4, 6, TRUE))
{
LL_WARNS() << "Failed to allocate Vertex Buffer on full screen sky update" << LL_ENDL;
}
if (!mFsSkyVerts->allocateBuffer(4, 6, TRUE))
{
LL_WARNS() << "Failed to allocate Vertex Buffer on full screen sky update" << LL_ENDL;
}
BOOL success = mFsSkyVerts->getVertexStrider(vertices)
&& mFsSkyVerts->getTexCoord0Strider(texCoords)
&& mFsSkyVerts->getIndexStrider(indices);
BOOL success = mFsSkyVerts->getVertexStrider(vertices)
&& mFsSkyVerts->getTexCoord0Strider(texCoords)
&& mFsSkyVerts->getIndexStrider(indices);
if(!success)
{
LL_ERRS() << "Failed updating WindLight fullscreen sky geometry." << LL_ENDL;
}
if(!success)
{
LL_ERRS() << "Failed updating WindLight fullscreen sky geometry." << LL_ENDL;
}
*vertices++ = LLVector3(-1.0f, -1.0f, 0.0f);
*vertices++ = LLVector3( 1.0f, -1.0f, 0.0f);
*vertices++ = LLVector3(-1.0f, 1.0f, 0.0f);
*vertices++ = LLVector3( 1.0f, 1.0f, 0.0f);
*vertices++ = LLVector3(-1.0f, -1.0f, 0.0f);
*vertices++ = LLVector3( 1.0f, -1.0f, 0.0f);
*vertices++ = LLVector3(-1.0f, 1.0f, 0.0f);
*vertices++ = LLVector3( 1.0f, 1.0f, 0.0f);
*texCoords++ = LLVector2(0.0f, 0.0f);
*texCoords++ = LLVector2(1.0f, 0.0f);
*texCoords++ = LLVector2(0.0f, 1.0f);
*texCoords++ = LLVector2(1.0f, 1.0f);
*texCoords++ = LLVector2(0.0f, 0.0f);
*texCoords++ = LLVector2(1.0f, 0.0f);
*texCoords++ = LLVector2(0.0f, 1.0f);
*texCoords++ = LLVector2(1.0f, 1.0f);
*indices++ = 0;
*indices++ = 1;
*indices++ = 2;
*indices++ = 1;
*indices++ = 3;
*indices++ = 2;
*indices++ = 0;
*indices++ = 1;
*indices++ = 2;
*indices++ = 1;
*indices++ = 3;
*indices++ = 2;
mFsSkyVerts->flush();
}
return TRUE;
mFsSkyVerts->flush();
}
if(mFanVerts.isNull())
{
mFanVerts = new LLVertexBuffer(LLDrawPoolWLSky::SKY_VERTEX_DATA_MASK, GL_STATIC_DRAW_ARB);
if (!mFanVerts->allocateBuffer(getFanNumVerts(), getFanNumIndices(), TRUE))