370 lines
14 KiB
C++
370 lines
14 KiB
C++
/**
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* @file lldrawpoolwater.cpp
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* @brief LLDrawPoolWater class implementation
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*
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* $LicenseInfo:firstyear=2002&license=viewerlgpl$
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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 "llfeaturemanager.h"
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#include "lldrawpoolwater.h"
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#include "llviewercontrol.h"
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#include "lldir.h"
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#include "llerror.h"
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#include "m3math.h"
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#include "llrender.h"
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#include "llagent.h" // for gAgent for getRegion for getWaterHeight
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#include "llcubemap.h"
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#include "lldrawable.h"
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#include "llface.h"
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#include "llsky.h"
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#include "llviewertexturelist.h"
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#include "llviewerregion.h"
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#include "llvowater.h"
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#include "llworld.h"
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#include "pipeline.h"
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#include "llviewershadermgr.h"
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#include "llenvironment.h"
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#include "llsettingssky.h"
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#include "llsettingswater.h"
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bool LLDrawPoolWater::sSkipScreenCopy = false;
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bool LLDrawPoolWater::sNeedsReflectionUpdate = true;
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bool LLDrawPoolWater::sNeedsDistortionUpdate = true;
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F32 LLDrawPoolWater::sWaterFogEnd = 0.f;
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extern bool gCubeSnapshot;
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LLDrawPoolWater::LLDrawPoolWater() : LLFacePool(POOL_WATER)
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{
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// <FS:Zi> Render speedup for water parameters
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gSavedSettings.getControl("RenderWaterMipNormal")->getCommitSignal()->connect(boost::bind(&LLDrawPoolWater::onRenderWaterMipNormalChanged, this));
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onRenderWaterMipNormalChanged();
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// </FS:Zi>
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}
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LLDrawPoolWater::~LLDrawPoolWater()
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{
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}
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void LLDrawPoolWater::setTransparentTextures(const LLUUID& transparentTextureId, const LLUUID& nextTransparentTextureId)
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{
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LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();
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mWaterImagep[0] = LLViewerTextureManager::getFetchedTexture(!transparentTextureId.isNull() ? transparentTextureId : pwater->GetDefaultTransparentTextureAssetId());
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mWaterImagep[1] = LLViewerTextureManager::getFetchedTexture(!nextTransparentTextureId.isNull() ? nextTransparentTextureId : (!transparentTextureId.isNull() ? transparentTextureId : pwater->GetDefaultTransparentTextureAssetId()));
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mWaterImagep[0]->addTextureStats(1024.f*1024.f);
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mWaterImagep[1]->addTextureStats(1024.f*1024.f);
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}
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void LLDrawPoolWater::setOpaqueTexture(const LLUUID& opaqueTextureId)
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{
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LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();
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mOpaqueWaterImagep = LLViewerTextureManager::getFetchedTexture(opaqueTextureId);
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mOpaqueWaterImagep->addTextureStats(1024.f*1024.f);
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}
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void LLDrawPoolWater::setNormalMaps(const LLUUID& normalMapId, const LLUUID& nextNormalMapId)
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{
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LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();
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mWaterNormp[0] = LLViewerTextureManager::getFetchedTexture(!normalMapId.isNull() ? normalMapId : pwater->GetDefaultWaterNormalAssetId());
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mWaterNormp[1] = LLViewerTextureManager::getFetchedTexture(!nextNormalMapId.isNull() ? nextNormalMapId : (!normalMapId.isNull() ? normalMapId : pwater->GetDefaultWaterNormalAssetId()));
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mWaterNormp[0]->addTextureStats(1024.f*1024.f);
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mWaterNormp[1]->addTextureStats(1024.f*1024.f);
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}
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void LLDrawPoolWater::prerender()
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{
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mShaderLevel = LLCubeMap::sUseCubeMaps ? LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_WATER) : 0;
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}
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S32 LLDrawPoolWater::getNumPostDeferredPasses()
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{
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if (LLViewerCamera::getInstance()->getOrigin().mV[2] < 1024.f)
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{
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return 1;
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}
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return 0;
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}
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void LLDrawPoolWater::beginPostDeferredPass(S32 pass)
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{
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LL_PROFILE_GPU_ZONE("water beginPostDeferredPass")
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gGL.setColorMask(true, true);
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if (LLPipeline::sRenderTransparentWater)
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{
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// copy framebuffer contents so far to a texture to be used for
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// reflections and refractions
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LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
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LLRenderTarget& src = gPipeline.mRT->screen;
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LLRenderTarget& depth_src = gPipeline.mRT->deferredScreen;
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LLRenderTarget& dst = gPipeline.mWaterDis;
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dst.bindTarget();
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gCopyDepthProgram.bind();
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S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP);
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S32 depth_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DEFERRED_DEPTH);
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gGL.getTexUnit(diff_map)->bind(&src);
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gGL.getTexUnit(depth_map)->bind(&depth_src, true);
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gPipeline.mScreenTriangleVB->setBuffer();
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gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
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dst.flush();
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}
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}
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void LLDrawPoolWater::renderPostDeferred(S32 pass)
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{
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LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
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LLGLDisable blend(GL_BLEND);
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gGL.setColorMask(true, true);
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LLColor3 light_diffuse(0, 0, 0);
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F32 light_exp = 0.0f;
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LLEnvironment& environment = LLEnvironment::instance();
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LLSettingsWater::ptr_t pwater = environment.getCurrentWater();
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LLSettingsSky::ptr_t psky = environment.getCurrentSky();
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LLVector3 light_dir = environment.getLightDirection();
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bool sun_up = environment.getIsSunUp();
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bool moon_up = environment.getIsMoonUp();
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// <FS:Zi> Render speedup for water parameters
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//bool has_normal_mips = gSavedSettings.getBOOL("RenderWaterMipNormal");
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bool has_normal_mips = mRenderWaterMipNormal;
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bool underwater = LLViewerCamera::getInstance()->cameraUnderWater();
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LLColor4 fog_color = LLColor4(pwater->getWaterFogColor(), 0.f);
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LLColor3 fog_color_linear = linearColor3(fog_color);
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if (sun_up)
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{
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light_diffuse += psky->getSunlightColor();
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}
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// moonlight is several orders of magnitude less bright than sunlight,
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// so only use this color when the moon alone is showing
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else if (moon_up)
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{
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light_diffuse += psky->getMoonlightColor();
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}
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// Apply magic numbers translating light direction into intensities
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light_dir.normalize();
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F32 ground_proj_sq = light_dir.mV[0] * light_dir.mV[0] + light_dir.mV[1] * light_dir.mV[1];
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light_exp = llmax(32.f, 256.f * powf(ground_proj_sq, 16.0f));
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if (0.f < light_diffuse.normalize()) // Normalizing a color? Puzzling...
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{
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light_diffuse *= (1.5f + (6.f * ground_proj_sq));
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}
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// set up normal maps filtering
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for (auto norm_map : mWaterNormp)
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{
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if (norm_map) norm_map->setFilteringOption(has_normal_mips ? LLTexUnit::TFO_ANISOTROPIC : LLTexUnit::TFO_POINT);
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}
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LLColor4 specular(sun_up ? psky->getSunlightColor() : psky->getMoonlightColor());
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F32 phase_time = (F32) LLFrameTimer::getElapsedSeconds() * 0.5f;
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LLGLSLShader *shader = nullptr;
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// two passes, first with standard water shader bound, second with edge water shader bound
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for (int edge = 0; edge < 2; edge++)
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{
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// select shader
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if (underwater)
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{
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shader = &gUnderWaterProgram;
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}
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else
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{
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if (edge)
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{
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shader = &gWaterEdgeProgram;
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}
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else
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{
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shader = &gWaterProgram;
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}
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}
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gPipeline.bindDeferredShader(*shader, nullptr, &gPipeline.mWaterDis);
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//bind normal map
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S32 bumpTex = shader->enableTexture(LLViewerShaderMgr::BUMP_MAP);
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S32 bumpTex2 = shader->enableTexture(LLViewerShaderMgr::BUMP_MAP2);
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LLViewerTexture* tex_a = mWaterNormp[0];
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LLViewerTexture* tex_b = mWaterNormp[1];
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F32 blend_factor = (F32)pwater->getBlendFactor();
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gGL.getTexUnit(bumpTex)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.getTexUnit(bumpTex2)->unbind(LLTexUnit::TT_TEXTURE);
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if (tex_a && (!tex_b || (tex_a == tex_b)))
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{
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gGL.getTexUnit(bumpTex)->bind(tex_a);
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blend_factor = 0; // only one tex provided, no blending
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}
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else if (tex_b && !tex_a)
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{
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gGL.getTexUnit(bumpTex)->bind(tex_b);
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blend_factor = 0; // only one tex provided, no blending
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}
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else if (tex_b != tex_a)
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{
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gGL.getTexUnit(bumpTex)->bind(tex_a);
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gGL.getTexUnit(bumpTex2)->bind(tex_b);
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}
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// bind reflection texture from RenderTarget
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S32 screentex = shader->enableTexture(LLShaderMgr::WATER_SCREENTEX);
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F32 screenRes[] = { 1.f / gGLViewport[2], 1.f / gGLViewport[3] };
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shader->uniform2fv(LLShaderMgr::DEFERRED_SCREEN_RES, 1, screenRes);
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shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
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F32 fog_density = pwater->getModifiedWaterFogDensity(underwater);
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if (screentex > -1)
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{
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shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY, fog_density);
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gGL.getTexUnit(screentex)->bind(&gPipeline.mWaterDis);
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}
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if (mShaderLevel == 1)
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{
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fog_color.mV[VALPHA] = (F32)(log(fog_density) / log(2));
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}
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F32 water_height = environment.getWaterHeight();
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F32 camera_height = LLViewerCamera::getInstance()->getOrigin().mV[2];
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shader->uniform1f(LLShaderMgr::WATER_WATERHEIGHT, camera_height - water_height);
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shader->uniform1f(LLShaderMgr::WATER_TIME, phase_time);
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shader->uniform3fv(LLShaderMgr::WATER_EYEVEC, 1, LLViewerCamera::getInstance()->getOrigin().mV);
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shader->uniform4fv(LLShaderMgr::SPECULAR_COLOR, 1, specular.mV);
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shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, fog_color.mV);
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shader->uniform3fv(LLShaderMgr::WATER_FOGCOLOR_LINEAR, 1, fog_color_linear.mV);
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shader->uniform3fv(LLShaderMgr::WATER_SPECULAR, 1, light_diffuse.mV);
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shader->uniform1f(LLShaderMgr::WATER_SPECULAR_EXP, light_exp);
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shader->uniform2fv(LLShaderMgr::WATER_WAVE_DIR1, 1, pwater->getWave1Dir().mV);
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shader->uniform2fv(LLShaderMgr::WATER_WAVE_DIR2, 1, pwater->getWave2Dir().mV);
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shader->uniform3fv(LLShaderMgr::WATER_LIGHT_DIR, 1, light_dir.mV);
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shader->uniform3fv(LLShaderMgr::WATER_NORM_SCALE, 1, pwater->getNormalScale().mV);
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shader->uniform1f(LLShaderMgr::WATER_FRESNEL_SCALE, pwater->getFresnelScale());
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shader->uniform1f(LLShaderMgr::WATER_FRESNEL_OFFSET, pwater->getFresnelOffset());
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shader->uniform1f(LLShaderMgr::WATER_BLUR_MULTIPLIER, pwater->getBlurMultiplier());
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F32 sunAngle = llmax(0.f, light_dir.mV[1]);
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F32 scaledAngle = 1.f - sunAngle;
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shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up ? 1 : 0);
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shader->uniform1f(LLShaderMgr::WATER_SUN_ANGLE, sunAngle);
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shader->uniform1f(LLShaderMgr::WATER_SCALED_ANGLE, scaledAngle);
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shader->uniform1f(LLShaderMgr::WATER_SUN_ANGLE2, 0.1f + 0.2f * sunAngle);
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shader->uniform1i(LLShaderMgr::WATER_EDGE_FACTOR, edge ? 1 : 0);
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// SL-15861 This was changed from getRotatedLightNorm() as it was causing
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// lightnorm in shaders\class1\windlight\atmosphericsFuncs.glsl in have inconsistent additive lighting for 180 degrees of the FOV.
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LLVector4 rotated_light_direction = LLEnvironment::instance().getClampedLightNorm();
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shader->uniform3fv(LLViewerShaderMgr::LIGHTNORM, 1, rotated_light_direction.mV);
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shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, 1, LLViewerCamera::getInstance()->getOrigin().mV);
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if (LLViewerCamera::getInstance()->cameraUnderWater())
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{
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shader->uniform1f(LLShaderMgr::WATER_REFSCALE, pwater->getScaleBelow());
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}
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else
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{
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shader->uniform1f(LLShaderMgr::WATER_REFSCALE, pwater->getScaleAbove());
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}
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LLGLDisable cullface(GL_CULL_FACE);
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LLVOWater* water = nullptr;
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for (LLFace* const& face : mDrawFace)
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{
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if (!face) continue;
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water = static_cast<LLVOWater*>(face->getViewerObject());
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if (!water) continue;
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if ((bool)edge == (bool)water->getIsEdgePatch())
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{
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face->renderIndexed();
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// Note non-void water being drawn, updates required
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if (!edge) // SL-16461 remove !LLPipeline::sUseOcclusion check
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{
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sNeedsReflectionUpdate = true;
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sNeedsDistortionUpdate = true;
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}
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}
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}
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shader->disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
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shader->disableTexture(LLShaderMgr::WATER_SCREENTEX);
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shader->disableTexture(LLShaderMgr::BUMP_MAP);
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shader->disableTexture(LLShaderMgr::WATER_REFTEX);
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// clean up
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gPipeline.unbindDeferredShader(*shader);
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gGL.getTexUnit(bumpTex)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.getTexUnit(bumpTex2)->unbind(LLTexUnit::TT_TEXTURE);
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}
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gGL.getTexUnit(0)->activate();
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gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
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gGL.setColorMask(true, false);
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}
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LLViewerTexture *LLDrawPoolWater::getDebugTexture()
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{
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return LLViewerTextureManager::getFetchedTexture(IMG_SMOKE);
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}
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LLColor3 LLDrawPoolWater::getDebugColor() const
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{
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return LLColor3(0.f, 1.f, 1.f);
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}
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// <FS:Zi> Render speedup for water parameters
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void LLDrawPoolWater::onRenderWaterMipNormalChanged()
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{
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mRenderWaterMipNormal = (bool)gSavedSettings.getBOOL("RenderWaterMipNormal");
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}
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// </FS:Zi>
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