658 lines
21 KiB
C++
658 lines
21 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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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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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 "llface.h"
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#include "llimage.h"
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#include "llrender.h"
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#include "llatmosphere.h"
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#include "llenvironment.h"
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#include "llglslshader.h"
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#include "llgl.h"
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#include "llviewerregion.h"
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#include "llviewershadermgr.h"
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#include "llviewercamera.h"
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#include "pipeline.h"
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#include "llsky.h"
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#include "llvowlsky.h"
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#include "llsettingsvo.h"
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static LLStaticHashedString sCamPosLocal("camPosLocal");
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static LLStaticHashedString sCustomAlpha("custom_alpha");
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static LLGLSLShader* cloud_shader = NULL;
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static LLGLSLShader* sky_shader = NULL;
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static LLGLSLShader* sun_shader = NULL;
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static LLGLSLShader* moon_shader = NULL;
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static float sStarTime;
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LLDrawPoolWLSky::LLDrawPoolWLSky(void) :
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LLDrawPool(POOL_WL_SKY)
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{
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}
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LLDrawPoolWLSky::~LLDrawPoolWLSky()
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{
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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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sun_shader =
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LLPipeline::sUnderWaterRender ?
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&gObjectFullbrightNoColorWaterProgram :
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&gWLSunProgram;
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moon_shader =
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LLPipeline::sUnderWaterRender ?
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&gObjectFullbrightNoColorWaterProgram :
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&gWLMoonProgram;
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}
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void LLDrawPoolWLSky::endRenderPass( S32 pass )
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{
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sky_shader = nullptr;
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cloud_shader = nullptr;
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sun_shader = nullptr;
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moon_shader = nullptr;
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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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sun_shader =
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LLPipeline::sUnderWaterRender ?
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&gObjectFullbrightNoColorWaterProgram :
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&gDeferredWLSunProgram;
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moon_shader =
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LLPipeline::sUnderWaterRender ?
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&gObjectFullbrightNoColorWaterProgram :
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&gDeferredWLMoonProgram;
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}
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void LLDrawPoolWLSky::endDeferredPass(S32 pass)
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{
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sky_shader = nullptr;
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cloud_shader = nullptr;
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sun_shader = nullptr;
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moon_shader = nullptr;
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}
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void LLDrawPoolWLSky::renderFsSky(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader * shader) const
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{
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gSky.mVOWLSkyp->drawFsSky();
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}
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void LLDrawPoolWLSky::renderDome(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader * shader) const
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{
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llassert_always(NULL != shader);
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.pushMatrix();
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//chop off translation
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if (LLPipeline::sReflectionRender && camPosLocal.mV[2] > 256.f)
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{
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gGL.translatef(camPosLocal.mV[0], camPosLocal.mV[1], 256.f-camPosLocal.mV[2]*0.5f);
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}
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else
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{
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gGL.translatef(camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.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(sCamPosLocal, 0.f, camHeightLocal, 0.f);
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gSky.mVOWLSkyp->drawDome();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.popMatrix();
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}
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void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 camHeightLocal) const
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{
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LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
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if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
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{
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LLGLSPipelineDepthTestSkyBox sky(true, true);
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sky_shader->bind();
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LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
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LLViewerTexture* rainbow_tex = gSky.mVOSkyp->getRainbowTex();
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LLViewerTexture* halo_tex = gSky.mVOSkyp->getHaloTex();
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sky_shader->bindTexture(LLShaderMgr::RAINBOW_MAP, rainbow_tex);
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sky_shader->bindTexture(LLShaderMgr::HALO_MAP, halo_tex);
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((LLSettingsVOSky*)psky.get())->updateShader(sky_shader);
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F32 moisture_level = (float)psky->getSkyMoistureLevel();
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F32 droplet_radius = (float)psky->getSkyDropletRadius();
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F32 ice_level = (float)psky->getSkyIceLevel();
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// hobble halos and rainbows when there's no light source to generate them
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if (!psky->getIsSunUp() && !psky->getIsMoonUp())
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{
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moisture_level = 0.0f;
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ice_level = 0.0f;
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}
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sky_shader->uniform1f(LLShaderMgr::MOISTURE_LEVEL, moisture_level);
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sky_shader->uniform1f(LLShaderMgr::DROPLET_RADIUS, droplet_radius);
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sky_shader->uniform1f(LLShaderMgr::ICE_LEVEL, ice_level);
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sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor());
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sky_shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, psky->getIsSunUp() ? 1 : 0);
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/// Render the skydome
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renderDome(origin, camHeightLocal, sky_shader);
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sky_shader->unbind();
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}
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}
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void LLDrawPoolWLSky::renderSkyHaze(const LLVector3& camPosLocal, F32 camHeightLocal) const
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{
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LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
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if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
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{
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LLGLSPipelineDepthTestSkyBox sky(true, false);
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sky_shader->bind();
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sky_shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, 1);
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sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, 1.0f);
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renderDome(origin, 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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LLGLSPipelineBlendSkyBox gls_skybox(true, false);
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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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// *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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LLColor4 star_alpha(LLColor4::black);
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star_alpha.mV[3] = LLEnvironment::instance().getCurrentSky()->getStarBrightness() / 512.f;
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// If star brightness is not set, exit
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if( star_alpha.mV[3] < 0.001 )
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{
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LL_DEBUGS("SKY") << "star_brightness below threshold." << LL_ENDL;
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return;
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}
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LLViewerTexture* tex_a = gSky.mVOSkyp->getBloomTex();
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LLViewerTexture* tex_b = gSky.mVOSkyp->getBloomTexNext();
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if (tex_a && (!tex_b || (tex_a == tex_b)))
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{
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// Bind current and next sun textures
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gGL.getTexUnit(0)->bind(tex_a);
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}
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else if (tex_b && !tex_a)
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{
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gGL.getTexUnit(0)->bind(tex_b);
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}
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else if (tex_b != tex_a)
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{
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gGL.getTexUnit(0)->bind(tex_a);
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}
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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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if (LLGLSLShader::sNoFixedFunction)
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{
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gCustomAlphaProgram.bind();
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gCustomAlphaProgram.uniform1f(sCustomAlpha, 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.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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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::renderStarsDeferred(void) const
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{
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LLGLSPipelineBlendSkyBox gls_sky(true, false);
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gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
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F32 star_alpha = LLEnvironment::instance().getCurrentSky()->getStarBrightness() / 500.0f;
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// If start_brightness is not set, exit
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if(star_alpha < 0.001f)
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{
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LL_DEBUGS("SKY") << "star_brightness below threshold." << LL_ENDL;
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return;
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}
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gDeferredStarProgram.bind();
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LLViewerTexture* tex_a = gSky.mVOSkyp->getBloomTex();
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LLViewerTexture* tex_b = gSky.mVOSkyp->getBloomTexNext();
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F32 blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor();
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if (tex_a && (!tex_b || (tex_a == tex_b)))
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{
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// Bind current and next sun textures
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gGL.getTexUnit(0)->bind(tex_a);
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gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
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blend_factor = 0;
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}
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else if (tex_b && !tex_a)
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{
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gGL.getTexUnit(0)->bind(tex_b);
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gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
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blend_factor = 0;
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}
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else if (tex_b != tex_a)
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{
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gGL.getTexUnit(0)->bind(tex_a);
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gGL.getTexUnit(1)->bind(tex_b);
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}
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gDeferredStarProgram.uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
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if (LLPipeline::sReflectionRender)
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{
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star_alpha = 1.0f;
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}
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gDeferredStarProgram.uniform1f(sCustomAlpha, star_alpha);
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sStarTime = (F32)LLFrameTimer::getElapsedSeconds() * 0.5f;
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gDeferredStarProgram.uniform1f(LLShaderMgr::WATER_TIME, sStarTime);
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gSky.mVOWLSkyp->drawStars();
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
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gDeferredStarProgram.unbind();
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}
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void LLDrawPoolWLSky::renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const
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{
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if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp->getCloudNoiseTex())
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{
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LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
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LLGLSPipelineBlendSkyBox pipeline(true, true);
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cloudshader->bind();
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LLPointer<LLViewerTexture> cloud_noise = gSky.mVOSkyp->getCloudNoiseTex();
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LLPointer<LLViewerTexture> cloud_noise_next = gSky.mVOSkyp->getCloudNoiseTexNext();
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
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F32 cloud_variance = psky ? psky->getCloudVariance() : 0.0f;
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F32 blend_factor = psky ? psky->getBlendFactor() : 0.0f;
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// if we even have sun disc textures to work with...
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if (cloud_noise || cloud_noise_next)
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{
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if (cloud_noise && (!cloud_noise_next || (cloud_noise == cloud_noise_next)))
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{
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// Bind current and next sun textures
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cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE);
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blend_factor = 0;
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}
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else if (cloud_noise_next && !cloud_noise)
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{
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cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise_next, LLTexUnit::TT_TEXTURE);
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blend_factor = 0;
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}
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else if (cloud_noise_next != cloud_noise)
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{
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cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE);
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cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, cloud_noise_next, LLTexUnit::TT_TEXTURE);
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}
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}
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cloudshader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
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cloudshader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance);
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cloudshader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor());
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((LLSettingsVOSky*)psky.get())->updateShader(cloudshader);
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/// Render the skydome
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renderDome(camPosLocal, camHeightLocal, cloudshader);
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cloudshader->unbind();
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
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}
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}
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void LLDrawPoolWLSky::renderSkyClouds(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const
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{
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if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp->getCloudNoiseTex())
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{
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LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
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LLGLSPipelineBlendSkyBox pipeline(true, true);
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cloudshader->bind();
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LLPointer<LLViewerTexture> cloud_noise = gSky.mVOSkyp->getCloudNoiseTex();
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LLPointer<LLViewerTexture> cloud_noise_next = gSky.mVOSkyp->getCloudNoiseTexNext();
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
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F32 cloud_variance = psky ? psky->getCloudVariance() : 0.0f;
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F32 blend_factor = psky ? psky->getBlendFactor() : 0.0f;
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// if we even have sun disc textures to work with...
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if (cloud_noise || cloud_noise_next)
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{
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if (cloud_noise && (!cloud_noise_next || (cloud_noise == cloud_noise_next)))
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{
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// Bind current and next sun textures
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cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE);
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blend_factor = 0;
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}
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else if (cloud_noise_next && !cloud_noise)
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{
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cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise_next, LLTexUnit::TT_TEXTURE);
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blend_factor = 0;
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}
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else if (cloud_noise_next != cloud_noise)
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{
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cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE);
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cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, cloud_noise_next, LLTexUnit::TT_TEXTURE);
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}
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}
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cloudshader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
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cloudshader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance);
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cloudshader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor());
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((LLSettingsVOSky*)psky.get())->updateShader(cloudshader);
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/// Render the skydome
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renderDome(camPosLocal, camHeightLocal, cloudshader);
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cloudshader->unbind();
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
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}
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}
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void LLDrawPoolWLSky::renderHeavenlyBodies()
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{
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LLGLSPipelineBlendSkyBox gls_skybox(true, false);
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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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LLFace * face = gSky.mVOSkyp->mFace[LLVOSky::FACE_SUN];
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F32 blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor();
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bool can_use_vertex_shaders = gPipeline.canUseVertexShaders();
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bool can_use_windlight_shaders = gPipeline.canUseWindLightShaders();
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if (gSky.mVOSkyp->getSun().getDraw() && face && face->getGeomCount())
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{
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LLPointer<LLViewerTexture> tex_a = face->getTexture(LLRender::DIFFUSE_MAP);
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LLPointer<LLViewerTexture> tex_b = face->getTexture(LLRender::ALTERNATE_DIFFUSE_MAP);
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
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// if we even have sun disc textures to work with...
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if (tex_a || tex_b)
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{
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// if and only if we have a texture defined, render the sun disc
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if (can_use_vertex_shaders && can_use_windlight_shaders)
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{
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sun_shader->bind();
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if (tex_a && (!tex_b || (tex_a == tex_b)))
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{
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// Bind current and next sun textures
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sun_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
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blend_factor = 0;
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}
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else if (tex_b && !tex_a)
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{
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sun_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
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blend_factor = 0;
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}
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else if (tex_b != tex_a)
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{
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sun_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
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sun_shader->bindTexture(LLShaderMgr::ALTERNATE_DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
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}
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LLColor4 color(gSky.mVOSkyp->getSun().getInterpColor());
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sun_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV);
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sun_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
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face->renderIndexed();
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
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sun_shader->unbind();
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}
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}
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}
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blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor();
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face = gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON];
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if (gSky.mVOSkyp->getMoon().getDraw() && face && face->getTexture(LLRender::DIFFUSE_MAP) && face->getGeomCount() && moon_shader)
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{
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LLViewerTexture* tex_a = face->getTexture(LLRender::DIFFUSE_MAP);
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LLViewerTexture* tex_b = face->getTexture(LLRender::ALTERNATE_DIFFUSE_MAP);
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LLColor4 color(gSky.mVOSkyp->getMoon().getInterpColor());
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if (can_use_vertex_shaders && can_use_windlight_shaders && (tex_a || tex_b))
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{
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moon_shader->bind();
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if (tex_a && (!tex_b || (tex_a == tex_b)))
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{
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// Bind current and next sun textures
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moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
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blend_factor = 0;
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}
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else if (tex_b && !tex_a)
|
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{
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moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
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blend_factor = 0;
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}
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else if (tex_b != tex_a)
|
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{
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moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
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moon_shader->bindTexture(LLShaderMgr::ALTERNATE_DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
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}
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LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
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F32 moon_brightness = (float)psky->getMoonBrightness();
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moon_shader->uniform1f(LLShaderMgr::MOON_BRIGHTNESS, moon_brightness);
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moon_shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, gSky.mVOSkyp->getMoon().getColor().mV);
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moon_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV);
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moon_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
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face->renderIndexed();
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
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moon_shader->unbind();
|
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}
|
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}
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|
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gGL.popMatrix();
|
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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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LL_RECORD_BLOCK_TIME(FTM_RENDER_WL_SKY);
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const F32 camHeightLocal = LLEnvironment::instance().getCamHeight();
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|
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gGL.setColorMask(true, false);
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LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
|
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|
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if (gPipeline.canUseWindLightShaders())
|
|
{
|
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renderSkyHazeDeferred(origin, camHeightLocal);
|
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renderStarsDeferred();
|
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renderHeavenlyBodies();
|
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renderSkyCloudsDeferred(origin, camHeightLocal, cloud_shader);
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}
|
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gGL.setColorMask(true, true);
|
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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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return;
|
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}
|
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LL_RECORD_BLOCK_TIME(FTM_RENDER_WL_SKY);
|
|
|
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const F32 camHeightLocal = LLEnvironment::instance().getCamHeight();
|
|
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
|
|
|
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renderSkyHaze(origin, camHeightLocal);
|
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renderStars();
|
|
renderHeavenlyBodies();
|
|
renderSkyClouds(origin, camHeightLocal, cloud_shader);
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|
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
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}
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void LLDrawPoolWLSky::prerender()
|
|
{
|
|
//LL_INFOS() << "wlsky prerendering pass." << LL_ENDL;
|
|
}
|
|
|
|
LLDrawPoolWLSky *LLDrawPoolWLSky::instancePool()
|
|
{
|
|
return new LLDrawPoolWLSky();
|
|
}
|
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|
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LLViewerTexture* LLDrawPoolWLSky::getTexture()
|
|
{
|
|
return NULL;
|
|
}
|
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|
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void LLDrawPoolWLSky::resetDrawOrders()
|
|
{
|
|
}
|
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|
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//static
|
|
void LLDrawPoolWLSky::cleanupGL()
|
|
{
|
|
}
|
|
|
|
//static
|
|
void LLDrawPoolWLSky::restoreGL()
|
|
{
|
|
}
|