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David Parks authored
SL-20611 Followup -- fix for depth based atmospheric mask making atmospherics effect sun/moon/clouds
David Parks authoredSL-20611 Followup -- fix for depth based atmospheric mask making atmospherics effect sun/moon/clouds
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lldrawpoolwlsky.cpp 15.21 KiB
/**
* @file lldrawpoolwlsky.cpp
* @brief LLDrawPoolWLSky class implementation
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* 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 "lldrawpoolwlsky.h"
#include "llerror.h"
#include "llface.h"
#include "llimage.h"
#include "llrender.h"
#include "llatmosphere.h"
#include "llenvironment.h"
#include "llglslshader.h"
#include "llgl.h"
#include "llviewerregion.h"
#include "llviewershadermgr.h"
#include "llviewercamera.h"
#include "pipeline.h"
#include "llsky.h"
#include "llvowlsky.h"
#include "llsettingsvo.h"
extern BOOL gCubeSnapshot;
static LLStaticHashedString sCamPosLocal("camPosLocal");
static LLStaticHashedString sCustomAlpha("custom_alpha");
static LLGLSLShader* cloud_shader = NULL;
static LLGLSLShader* sky_shader = NULL;
static LLGLSLShader* sun_shader = NULL;
static LLGLSLShader* moon_shader = NULL;
static float sStarTime;
LLDrawPoolWLSky::LLDrawPoolWLSky(void) :
LLDrawPool(POOL_WL_SKY)
{
}
LLDrawPoolWLSky::~LLDrawPoolWLSky()
{
}
LLViewerTexture *LLDrawPoolWLSky::getDebugTexture()
{
return NULL;
}
void LLDrawPoolWLSky::beginDeferredPass(S32 pass)
{
sky_shader = &gDeferredWLSkyProgram;
cloud_shader = &gDeferredWLCloudProgram;
sun_shader = &gDeferredWLSunProgram;
moon_shader = &gDeferredWLMoonProgram;
}
void LLDrawPoolWLSky::endDeferredPass(S32 pass)
{
sky_shader = nullptr;
cloud_shader = nullptr;
sun_shader = nullptr;
moon_shader = nullptr;
// clear the depth buffer so haze shaders can use unwritten depth as a mask
glClear(GL_DEPTH_BUFFER_BIT);
}
void LLDrawPoolWLSky::renderDome(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader * shader) const
{
llassert_always(NULL != shader);
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
//chop off translation
if (LLPipeline::sReflectionRender && camPosLocal.mV[2] > 256.f)
{
gGL.translatef(camPosLocal.mV[0], camPosLocal.mV[1], 256.f-camPosLocal.mV[2]*0.5f);
}
else
{
gGL.translatef(camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]);
}
// the windlight sky dome works most conveniently in a coordinate system
// where Y is up, so permute our basis vectors accordingly.
gGL.rotatef(120.f, 1.f / F_SQRT3, 1.f / F_SQRT3, 1.f / F_SQRT3);
gGL.scalef(0.333f, 0.333f, 0.333f);
gGL.translatef(0.f,-camHeightLocal, 0.f);
// Draw WL Sky
shader->uniform3f(sCamPosLocal, 0.f, camHeightLocal, 0.f);
gSky.mVOWLSkyp->drawDome();
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
}
void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 camHeightLocal) const
{
if (!gSky.mVOSkyp)
{
return;
}
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
{
LLGLSPipelineDepthTestSkyBox sky(true, true);
sky_shader->bind();
sky_shader->uniform1i(LLShaderMgr::CUBE_SNAPSHOT, gCubeSnapshot ? 1 : 0);
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
LLViewerTexture* rainbow_tex = gSky.mVOSkyp->getRainbowTex();
LLViewerTexture* halo_tex = gSky.mVOSkyp->getHaloTex();
sky_shader->bindTexture(LLShaderMgr::RAINBOW_MAP, rainbow_tex);
sky_shader->bindTexture(LLShaderMgr::HALO_MAP, halo_tex);
F32 moisture_level = (float)psky->getSkyMoistureLevel();
F32 droplet_radius = (float)psky->getSkyDropletRadius();
F32 ice_level = (float)psky->getSkyIceLevel();
// hobble halos and rainbows when there's no light source to generate them
if (!psky->getIsSunUp() && !psky->getIsMoonUp())
{
moisture_level = 0.0f;
ice_level = 0.0f;
}
sky_shader->uniform1f(LLShaderMgr::MOISTURE_LEVEL, moisture_level);
sky_shader->uniform1f(LLShaderMgr::DROPLET_RADIUS, droplet_radius);
sky_shader->uniform1f(LLShaderMgr::ICE_LEVEL, ice_level);
sky_shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor());
sky_shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, psky->getIsSunUp() ? 1 : 0);
/// Render the skydome
renderDome(origin, camHeightLocal, sky_shader);
sky_shader->unbind();
}
}
void LLDrawPoolWLSky::renderStarsDeferred(const LLVector3& camPosLocal) const
{
if (!gSky.mVOSkyp)
{
return;
}
LLGLSPipelineBlendSkyBox gls_sky(true, false);
gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
F32 star_alpha = LLEnvironment::instance().getCurrentSky()->getStarBrightness() / 500.0f;
// If start_brightness is not set, exit
if(star_alpha < 0.001f)
{
LL_DEBUGS("SKY") << "star_brightness below threshold." << LL_ENDL;
return;
}
gDeferredStarProgram.bind();
LLViewerTexture* tex_a = gSky.mVOSkyp->getBloomTex();
LLViewerTexture* tex_b = gSky.mVOSkyp->getBloomTexNext();
F32 blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor();
if (tex_a && (!tex_b || (tex_a == tex_b)))
{
// Bind current and next sun textures
gGL.getTexUnit(0)->bind(tex_a);
gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
blend_factor = 0;
}
else if (tex_b && !tex_a)
{
gGL.getTexUnit(0)->bind(tex_b);
gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
blend_factor = 0;
}
else if (tex_b != tex_a)
{
gGL.getTexUnit(0)->bind(tex_a);
gGL.getTexUnit(1)->bind(tex_b);
}
gGL.pushMatrix();
gGL.translatef(camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]);
gGL.rotatef(gFrameTimeSeconds*0.01f, 0.f, 0.f, 1.f);
gDeferredStarProgram.uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
if (LLPipeline::sReflectionRender)
{
star_alpha = 1.0f;
}
gDeferredStarProgram.uniform1f(sCustomAlpha, star_alpha);
sStarTime = (F32)LLFrameTimer::getElapsedSeconds() * 0.5f;
gDeferredStarProgram.uniform1f(LLShaderMgr::WATER_TIME, sStarTime);
gSky.mVOWLSkyp->drawStars();
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
gDeferredStarProgram.unbind();
gGL.popMatrix();
}
void LLDrawPoolWLSky::renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const
{
if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp && gSky.mVOSkyp->getCloudNoiseTex())
{
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
LLGLSPipelineBlendSkyBox pipeline(true, true);
cloudshader->bind();
LLPointer<LLViewerTexture> cloud_noise = gSky.mVOSkyp->getCloudNoiseTex();
LLPointer<LLViewerTexture> cloud_noise_next = gSky.mVOSkyp->getCloudNoiseTexNext();
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
F32 cloud_variance = psky ? psky->getCloudVariance() : 0.0f;
F32 blend_factor = psky ? psky->getBlendFactor() : 0.0f;
if (psky->getCloudScrollRate().isExactlyZero())
{
blend_factor = 0.f;
}
// if we even have sun disc textures to work with...
if (cloud_noise || cloud_noise_next)
{
if (cloud_noise && (!cloud_noise_next || (cloud_noise == cloud_noise_next)))
{
// Bind current and next sun textures
cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE);
blend_factor = 0;
}
else if (cloud_noise_next && !cloud_noise)
{
cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise_next, LLTexUnit::TT_TEXTURE);
blend_factor = 0;
}
else if (cloud_noise_next != cloud_noise)
{
cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, cloud_noise, LLTexUnit::TT_TEXTURE);
cloudshader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, cloud_noise_next, LLTexUnit::TT_TEXTURE);
}
}
cloudshader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
cloudshader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance);
cloudshader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor());
/// Render the skydome
renderDome(camPosLocal, camHeightLocal, cloudshader);
cloudshader->unbind();
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
}
}
void LLDrawPoolWLSky::renderHeavenlyBodies()
{
if (!gSky.mVOSkyp) return;
LLGLSPipelineBlendSkyBox gls_skybox(true, true); // SL-14113 we need moon to write to depth to clip stars behind
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
gGL.pushMatrix();
gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
LLFace * face = gSky.mVOSkyp->mFace[LLVOSky::FACE_SUN];
F32 blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor();
bool can_use_vertex_shaders = gPipeline.shadersLoaded();
bool can_use_windlight_shaders = gPipeline.canUseWindLightShaders();
if (gSky.mVOSkyp->getSun().getDraw() && face && face->getGeomCount())
{
LLPointer<LLViewerTexture> tex_a = face->getTexture(LLRender::DIFFUSE_MAP);
LLPointer<LLViewerTexture> tex_b = face->getTexture(LLRender::ALTERNATE_DIFFUSE_MAP);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
// if we even have sun disc textures to work with...
if (tex_a || tex_b)
{
// if and only if we have a texture defined, render the sun disc
if (can_use_vertex_shaders && can_use_windlight_shaders)
{
sun_shader->bind();
if (tex_a && (!tex_b || (tex_a == tex_b)))
{
// Bind current and next sun textures
sun_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
blend_factor = 0;
}
else if (tex_b && !tex_a)
{
sun_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
blend_factor = 0;
}
else if (tex_b != tex_a)
{
sun_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
sun_shader->bindTexture(LLShaderMgr::ALTERNATE_DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
}
LLColor4 color(gSky.mVOSkyp->getSun().getInterpColor());
sun_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV);
sun_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
face->renderIndexed();
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
sun_shader->unbind();
}
}
}
face = gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON];
if (gSky.mVOSkyp->getMoon().getDraw() && face && face->getTexture(LLRender::DIFFUSE_MAP) && face->getGeomCount() && moon_shader)
{
LLViewerTexture* tex_a = face->getTexture(LLRender::DIFFUSE_MAP);
LLViewerTexture* tex_b = face->getTexture(LLRender::ALTERNATE_DIFFUSE_MAP);
LLColor4 color(gSky.mVOSkyp->getMoon().getInterpColor());
if (can_use_vertex_shaders && can_use_windlight_shaders && (tex_a || tex_b))
{
moon_shader->bind();
if (tex_a && (!tex_b || (tex_a == tex_b)))
{
// Bind current and next sun textures
moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
//blend_factor = 0;
}
else if (tex_b && !tex_a)
{
moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
//blend_factor = 0;
}
else if (tex_b != tex_a)
{
moon_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, tex_a, LLTexUnit::TT_TEXTURE);
//moon_shader->bindTexture(LLShaderMgr::ALTERNATE_DIFFUSE_MAP, tex_b, LLTexUnit::TT_TEXTURE);
}
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
F32 moon_brightness = (float)psky->getMoonBrightness();
moon_shader->uniform1f(LLShaderMgr::MOON_BRIGHTNESS, moon_brightness);
moon_shader->uniform3fv(LLShaderMgr::MOONLIGHT_COLOR, 1, gSky.mVOSkyp->getMoon().getColor().mV);
moon_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV);
//moon_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
moon_shader->uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, psky->getMoonDirection().mV); // shader: moon_dir
face->renderIndexed();
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
moon_shader->unbind();
}
}
gGL.popMatrix();
}
void LLDrawPoolWLSky::renderDeferred(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_WL_SKY);
if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY) || gSky.mVOSkyp.isNull())
{
return;
}
// TODO: remove gSky.mVOSkyp and fold sun/moon into LLVOWLSky
gSky.mVOSkyp->updateGeometry(gSky.mVOSkyp->mDrawable);
const F32 camHeightLocal = LLEnvironment::instance().getCamHeight();
gGL.setColorMask(true, false);
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
if (gPipeline.canUseWindLightShaders())
{
renderSkyHazeDeferred(origin, camHeightLocal);
renderHeavenlyBodies();
if (!gCubeSnapshot)
{
renderStarsDeferred(origin);
}
if (!gCubeSnapshot || gPipeline.mReflectionMapManager.isRadiancePass()) // don't draw clouds in irradiance maps to avoid popping
{
renderSkyCloudsDeferred(origin, camHeightLocal, cloud_shader);
}
}
gGL.setColorMask(true, true);
}
LLViewerTexture* LLDrawPoolWLSky::getTexture()
{
return NULL;
}
void LLDrawPoolWLSky::resetDrawOrders()
{
}
//static
void LLDrawPoolWLSky::cleanupGL()
{
}
//static
void LLDrawPoolWLSky::restoreGL()
{
}