phoenix-firestorm/indra/newview/lldrawpoolwater.cpp

360 lines
14 KiB
C++

/**
* @file lldrawpoolwater.cpp
* @brief LLDrawPoolWater class implementation
*
* $LicenseInfo:firstyear=2002&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "llfeaturemanager.h"
#include "lldrawpoolwater.h"
#include "llviewercontrol.h"
#include "lldir.h"
#include "llerror.h"
#include "m3math.h"
#include "llrender.h"
#include "llagent.h" // for gAgent for getRegion for getWaterHeight
#include "llcubemap.h"
#include "lldrawable.h"
#include "llface.h"
#include "llsky.h"
#include "llviewertexturelist.h"
#include "llviewerregion.h"
#include "llvowater.h"
#include "llworld.h"
#include "pipeline.h"
#include "llviewershadermgr.h"
#include "llenvironment.h"
#include "llsettingssky.h"
#include "llsettingswater.h"
bool LLDrawPoolWater::sSkipScreenCopy = false;
bool LLDrawPoolWater::sNeedsReflectionUpdate = true;
bool LLDrawPoolWater::sNeedsDistortionUpdate = true;
F32 LLDrawPoolWater::sWaterFogEnd = 0.f;
extern bool gCubeSnapshot;
LLDrawPoolWater::LLDrawPoolWater() : LLFacePool(POOL_WATER)
{
// <FS:Zi> Render speedup for water parameters
gSavedSettings.getControl("RenderWaterMipNormal")->getCommitSignal()->connect(boost::bind(&LLDrawPoolWater::onRenderWaterMipNormalChanged, this));
onRenderWaterMipNormalChanged();
// </FS:Zi>
}
LLDrawPoolWater::~LLDrawPoolWater()
{
}
void LLDrawPoolWater::setTransparentTextures(const LLUUID& transparentTextureId, const LLUUID& nextTransparentTextureId)
{
LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();
mWaterImagep[0] = LLViewerTextureManager::getFetchedTexture(!transparentTextureId.isNull() ? transparentTextureId : pwater->GetDefaultTransparentTextureAssetId());
mWaterImagep[1] = LLViewerTextureManager::getFetchedTexture(!nextTransparentTextureId.isNull() ? nextTransparentTextureId : (!transparentTextureId.isNull() ? transparentTextureId : pwater->GetDefaultTransparentTextureAssetId()));
mWaterImagep[0]->addTextureStats(1024.f*1024.f);
mWaterImagep[1]->addTextureStats(1024.f*1024.f);
}
void LLDrawPoolWater::setOpaqueTexture(const LLUUID& opaqueTextureId)
{
LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();
mOpaqueWaterImagep = LLViewerTextureManager::getFetchedTexture(opaqueTextureId);
mOpaqueWaterImagep->addTextureStats(1024.f*1024.f);
}
void LLDrawPoolWater::setNormalMaps(const LLUUID& normalMapId, const LLUUID& nextNormalMapId)
{
LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();
mWaterNormp[0] = LLViewerTextureManager::getFetchedTexture(!normalMapId.isNull() ? normalMapId : pwater->GetDefaultWaterNormalAssetId());
mWaterNormp[1] = LLViewerTextureManager::getFetchedTexture(!nextNormalMapId.isNull() ? nextNormalMapId : (!normalMapId.isNull() ? normalMapId : pwater->GetDefaultWaterNormalAssetId()));
mWaterNormp[0]->addTextureStats(1024.f*1024.f);
mWaterNormp[1]->addTextureStats(1024.f*1024.f);
}
void LLDrawPoolWater::prerender()
{
mShaderLevel = LLCubeMap::sUseCubeMaps ? LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_WATER) : 0;
}
S32 LLDrawPoolWater::getNumPostDeferredPasses()
{
if (LLViewerCamera::getInstance()->getOrigin().mV[2] < 1024.f)
{
return 1;
}
return 0;
}
void LLDrawPoolWater::beginPostDeferredPass(S32 pass)
{
LL_PROFILE_GPU_ZONE("water beginPostDeferredPass")
gGL.setColorMask(true, true);
if (LLPipeline::sRenderTransparentWater)
{
// copy framebuffer contents so far to a texture to be used for
// reflections and refractions
LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
LLRenderTarget& src = gPipeline.mRT->screen;
LLRenderTarget& depth_src = gPipeline.mRT->deferredScreen;
LLRenderTarget& dst = gPipeline.mWaterDis;
dst.bindTarget();
gCopyDepthProgram.bind();
S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP);
S32 depth_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DEFERRED_DEPTH);
gGL.getTexUnit(diff_map)->bind(&src);
gGL.getTexUnit(depth_map)->bind(&depth_src, true);
gPipeline.mScreenTriangleVB->setBuffer();
gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
dst.flush();
}
}
void LLDrawPoolWater::renderPostDeferred(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
LLGLDisable blend(GL_BLEND);
gGL.setColorMask(true, true);
LLColor3 light_diffuse(0, 0, 0);
F32 light_exp = 0.0f;
LLEnvironment& environment = LLEnvironment::instance();
LLSettingsWater::ptr_t pwater = environment.getCurrentWater();
LLSettingsSky::ptr_t psky = environment.getCurrentSky();
// <FS:Beq> FIRE-34590 - Bugsplat Crash typically in startup state, due to null water.
if (!pwater || !psky)
{
LL_WARNS() << "LLDrawPoolWater::renderPostDeferred: water or sky settings not available" << LL_ENDL;
return;
}
// </FS:Beq>
LLVector3 light_dir = environment.getLightDirection();
bool sun_up = environment.getIsSunUp();
bool moon_up = environment.getIsMoonUp();
// <FS:Zi> Render speedup for water parameters
//bool has_normal_mips = gSavedSettings.getBOOL("RenderWaterMipNormal");
bool has_normal_mips = mRenderWaterMipNormal;
bool underwater = LLViewerCamera::getInstance()->cameraUnderWater();
LLColor4 fog_color = LLColor4(pwater->getWaterFogColor(), 0.f);
LLColor3 fog_color_linear = linearColor3(fog_color);
if (sun_up)
{
light_diffuse += psky->getSunlightColor();
}
// moonlight is several orders of magnitude less bright than sunlight,
// so only use this color when the moon alone is showing
else if (moon_up)
{
light_diffuse += psky->getMoonlightColor();
}
// Apply magic numbers translating light direction into intensities
light_dir.normalize();
F32 ground_proj_sq = light_dir.mV[0] * light_dir.mV[0] + light_dir.mV[1] * light_dir.mV[1];
light_exp = llmax(32.f, 256.f * powf(ground_proj_sq, 16.0f));
if (0.f < light_diffuse.normalize()) // Normalizing a color? Puzzling...
{
light_diffuse *= (1.5f + (6.f * ground_proj_sq));
}
LLTexUnit::eTextureFilterOptions filter_mode = has_normal_mips ? LLTexUnit::TFO_ANISOTROPIC : LLTexUnit::TFO_POINT;
LLColor4 specular(sun_up ? psky->getSunlightColor() : psky->getMoonlightColor());
F32 phase_time = (F32) LLFrameTimer::getElapsedSeconds() * 0.5f;
LLGLSLShader *shader = nullptr;
// One pass, one of two shaders. Void water and region water share state.
// There isn't a good reason anymore to really have void water run in a separate pass.
// It also just introduced a bunch of weird state consistency stuff that we really don't need.
// Not to mention, re-binding the the same shader and state for that shader is kind of wasteful.
// - Geenz 2025-02-11
// select shader
if (underwater)
{
shader = &gUnderWaterProgram;
}
else
{
shader = &gWaterProgram;
}
gPipeline.bindDeferredShader(*shader, nullptr, &gPipeline.mWaterDis);
LLViewerTexture* tex_a = mWaterNormp[0];
LLViewerTexture* tex_b = mWaterNormp[1];
F32 blend_factor = (F32)pwater->getBlendFactor();
if (tex_a && (!tex_b || (tex_a == tex_b)))
{
shader->bindTexture(LLViewerShaderMgr::BUMP_MAP, tex_a);
tex_a->setFilteringOption(filter_mode);
blend_factor = 0; // only one tex provided, no blending
}
else if (tex_b && !tex_a)
{
shader->bindTexture(LLViewerShaderMgr::BUMP_MAP, tex_b);
tex_b->setFilteringOption(filter_mode);
blend_factor = 0; // only one tex provided, no blending
}
else if (tex_b != tex_a)
{
shader->bindTexture(LLViewerShaderMgr::BUMP_MAP, tex_a);
tex_a->setFilteringOption(filter_mode);
shader->bindTexture(LLViewerShaderMgr::BUMP_MAP2, tex_b);
tex_b->setFilteringOption(filter_mode);
}
shader->bindTexture(LLShaderMgr::WATER_EXCLUSIONTEX, &gPipeline.mWaterExclusionMask);
shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
F32 fog_density = pwater->getModifiedWaterFogDensity(underwater);
shader->bindTexture(LLShaderMgr::WATER_SCREENTEX, &gPipeline.mWaterDis);
if (mShaderLevel == 1)
{
fog_color.mV[VALPHA] = (F32)(log(fog_density) / log(2));
}
F32 water_height = environment.getWaterHeight();
F32 camera_height = LLViewerCamera::getInstance()->getOrigin().mV[2];
shader->uniform1f(LLShaderMgr::WATER_WATERHEIGHT, camera_height - water_height);
shader->uniform1f(LLShaderMgr::WATER_TIME, phase_time);
shader->uniform3fv(LLShaderMgr::WATER_EYEVEC, 1, LLViewerCamera::getInstance()->getOrigin().mV);
shader->uniform3fv(LLShaderMgr::WATER_SPECULAR, 1, light_diffuse.mV);
shader->uniform2fv(LLShaderMgr::WATER_WAVE_DIR1, 1, pwater->getWave1Dir().mV);
shader->uniform2fv(LLShaderMgr::WATER_WAVE_DIR2, 1, pwater->getWave2Dir().mV);
shader->uniform3fv(LLShaderMgr::WATER_LIGHT_DIR, 1, light_dir.mV);
shader->uniform3fv(LLShaderMgr::WATER_NORM_SCALE, 1, pwater->getNormalScale().mV);
shader->uniform1f(LLShaderMgr::WATER_FRESNEL_SCALE, pwater->getFresnelScale());
shader->uniform1f(LLShaderMgr::WATER_FRESNEL_OFFSET, pwater->getFresnelOffset());
shader->uniform1f(LLShaderMgr::WATER_BLUR_MULTIPLIER, fmaxf(0, pwater->getBlurMultiplier()) * 2);
static LLStaticHashedString s_exposure("exposure");
static LLStaticHashedString tonemap_mix("tonemap_mix");
static LLStaticHashedString tonemap_type("tonemap_type");
static LLCachedControl<F32> exposure(gSavedSettings, "RenderExposure", 1.f);
F32 e = llclamp(exposure(), 0.5f, 4.f);
static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", false);
shader->uniform1f(s_exposure, e);
static LLCachedControl<U32> tonemap_type_setting(gSavedSettings, "RenderTonemapType", 0U);
shader->uniform1i(tonemap_type, tonemap_type_setting);
shader->uniform1f(tonemap_mix, psky->getTonemapMix(should_auto_adjust()));
F32 sunAngle = llmax(0.f, light_dir.mV[1]);
F32 scaledAngle = 1.f - sunAngle;
shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up ? 1 : 0);
// SL-15861 This was changed from getRotatedLightNorm() as it was causing
// lightnorm in shaders\class1\windlight\atmosphericsFuncs.glsl in have inconsistent additive lighting for 180 degrees of the FOV.
LLVector4 rotated_light_direction = LLEnvironment::instance().getClampedLightNorm();
shader->uniform3fv(LLViewerShaderMgr::LIGHTNORM, 1, rotated_light_direction.mV);
shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, 1, LLViewerCamera::getInstance()->getOrigin().mV);
if (LLViewerCamera::getInstance()->cameraUnderWater())
{
shader->uniform1f(LLShaderMgr::WATER_REFSCALE, pwater->getScaleBelow());
}
else
{
shader->uniform1f(LLShaderMgr::WATER_REFSCALE, pwater->getScaleAbove());
}
LLGLDisable cullface(GL_CULL_FACE);
// Only push the water planes once.
// Previously we did this twice: once for void water and one for region water.
// However, the void water and region water shaders are the same exact shader.
// They also had the same exact state with the sole exception setting an edge water flag.
// That flag was not actually used anywhere in the shaders.
// - Geenz 2025-02-11
pushWaterPlanes(0);
// clean up
gPipeline.unbindDeferredShader(*shader);
gGL.setColorMask(true, false);
}
void LLDrawPoolWater::pushWaterPlanes(int pass)
{
LLVOWater* water = nullptr;
for (LLFace* const& face : mDrawFace)
{
water = static_cast<LLVOWater*>(face->getViewerObject());
face->renderIndexed();
// Note non-void water being drawn, updates required
// Previously we had some logic to determine if this pass was also our water edge pass.
// Now we only have one pass. Check if we're doing a region water plane or void water plane.
// - Geenz 2025-02-11
if (!water->getIsEdgePatch())
{
sNeedsReflectionUpdate = true;
sNeedsDistortionUpdate = true;
}
}
}
LLViewerTexture *LLDrawPoolWater::getDebugTexture()
{
return LLViewerTextureManager::getFetchedTexture(IMG_SMOKE);
}
LLColor3 LLDrawPoolWater::getDebugColor() const
{
return LLColor3(0.f, 1.f, 1.f);
}
// <FS:Zi> Render speedup for water parameters
void LLDrawPoolWater::onRenderWaterMipNormalChanged()
{
mRenderWaterMipNormal = (bool)gSavedSettings.getBOOL("RenderWaterMipNormal");
}
// </FS:Zi>