Ejemplo n.º 1
0
void LLDrawPoolGround::render(S32 pass)
{
	if (mDrawFace.empty() || !gSavedSettings.getBOOL("RenderGround"))
	{
		return;
	}	
	
	LLGLSPipelineSkyBox gls_skybox;
	gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);

	LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);

	LLGLClampToFarClip far_clip(glh_get_current_projection());

	F32 water_height = gAgent.getRegion()->getWaterHeight();
	glPushMatrix();
	LLVector3 origin = LLViewerCamera::getInstance()->getOrigin();
	glTranslatef(origin.mV[0], origin.mV[1], llmax(origin.mV[2], water_height));

	LLFace *facep = mDrawFace[0];

	gPipeline.disableLights();

	LLOverrideFaceColor col(this, gSky.mVOSkyp->getGLFogColor());
	facep->renderIndexed();
	
	glPopMatrix();
}
Ejemplo n.º 2
0
void LLDrawPoolSky::render(S32 pass)
{
	if (mDrawFace.empty())
	{
		return;
	}

	// Don't draw the sky box if we can and are rendering the WL sky dome.
	if (gPipeline.canUseWindLightShaders())
	{
		return;
	}
	
	// use a shader only underwater
	if(mVertexShaderLevel > 0 && LLPipeline::sUnderWaterRender)
	{
		mShader = &gObjectFullbrightWaterProgram;
		mShader->bind();
	}
	else
	{
		// don't use shaders!
		if (gGLManager.mHasShaderObjects)
		{
			// Ironically, we must support shader objects to be
			// able to use this call.
			LLGLSLShader::bindNoShader();
		}
		mShader = NULL;
	}
	

	LLGLSPipelineSkyBox gls_skybox;

	LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);

	LLGLSquashToFarClip far_clip(glh_get_current_projection());

	LLGLEnable fog_enable( (mVertexShaderLevel < 1 && LLViewerCamera::getInstance()->cameraUnderWater()) ? GL_FOG : 0);

	gPipeline.disableLights();
	
	LLGLDisable clip(GL_CLIP_PLANE0);

	glPushMatrix();
	LLVector3 origin = LLViewerCamera::getInstance()->getOrigin();
	glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]);

	S32 face_count = (S32)mDrawFace.size();

	for (S32 i = 0; i < llmin(6, face_count); ++i)
	{
		renderSkyCubeFace(i);
	}

	LLGLEnable blend(GL_BLEND);

	glPopMatrix();
}
Ejemplo n.º 3
0
void LLDrawPoolWLSky::renderDeferred(S32 pass)
{
	if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
	{
		return;
	}
	LLFastTimer ftm(FTM_RENDER_WL_SKY);

	const F32 camHeightLocal = LLWLParamManager::getInstance()->getDomeOffset() * LLWLParamManager::getInstance()->getDomeRadius();

	LLGLSNoFog disableFog;
	LLGLDepthTest depth(GL_TRUE, GL_FALSE);
	LLGLDisable clip(GL_CLIP_PLANE0);

	gGL.setColorMask(true, false);

	LLGLSquashToFarClip far_clip(glh_get_current_projection());

	renderSkyHaze(camHeightLocal);

	LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
	gGL.pushMatrix();

		
		gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);

		gDeferredStarProgram.bind();
		// *NOTE: have to bind a texture here since register combiners blending in
		// renderStars() requires something to be bound and we might as well only
		// bind the moon's texture once.		
		gGL.getTexUnit(0)->bind(gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]->getTexture());

		renderHeavenlyBodies();

		renderStars();
		
		gDeferredStarProgram.unbind();

	gGL.popMatrix();

	renderSkyClouds(camHeightLocal);

	gGL.setColorMask(true, true);
	//gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);

}
Ejemplo n.º 4
0
void LLDrawPoolWater::shade()
{
	if (!deferred_render)
	{
		gGL.setColorMask(true, true);
	}

	LLVOSky *voskyp = gSky.mVOSkyp;

	if(voskyp == NULL) 
	{
		return;
	}

	LLGLDisable blend(GL_BLEND);

	LLColor3 light_diffuse(0,0,0);
	F32 light_exp = 0.0f;
	LLVector3 light_dir;
	LLColor3 light_color;

	if (gSky.getSunDirection().mV[2] > LLSky::NIGHTTIME_ELEVATION_COS) 	 
    { 	 
        light_dir  = gSky.getSunDirection(); 	 
        light_dir.normVec(); 	
		light_color = gSky.getSunDiffuseColor();
		if(gSky.mVOSkyp) {
	        light_diffuse = gSky.mVOSkyp->getSun().getColorCached(); 	 
			light_diffuse.normVec(); 	 
		}
        light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0); 	 
        light_diffuse *= light_exp + 0.25f; 	 
    } 	 
    else  	 
    { 	 
        light_dir       = gSky.getMoonDirection(); 	 
        light_dir.normVec(); 	 
		light_color = gSky.getMoonDiffuseColor();
        light_diffuse   = gSky.mVOSkyp->getMoon().getColorCached(); 	 
        light_diffuse.normVec(); 	 
        light_diffuse *= 0.5f; 	 
        light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0); 	 
    }

	light_exp *= light_exp;
	light_exp *= light_exp;
	light_exp *= light_exp;
	light_exp *= light_exp;
	light_exp *= 256.f;
	light_exp = light_exp > 32.f ? light_exp : 32.f;

	LLGLSLShader* shader;

	F32 eyedepth = LLViewerCamera::getInstance()->getOrigin().mV[2] - gAgent.getRegion()->getWaterHeight();
	
	if (deferred_render)
	{
		shader = &gDeferredWaterProgram;
	}
	else if (eyedepth < 0.f && LLPipeline::sWaterReflections)
	{
		shader = &gUnderWaterProgram;
	}
	else
	{
		shader = &gWaterProgram;
	}

	if (deferred_render)
	{
		gPipeline.bindDeferredShader(*shader);
	}
	else
	{
		shader->bind();
	}

	sTime = (F32)LLFrameTimer::getElapsedSeconds()*0.5f;
	
	S32 reftex = shader->enableTexture(LLViewerShaderMgr::WATER_REFTEX);
		
	if (reftex > -1)
	{
		gGL.getTexUnit(reftex)->activate();
		gGL.getTexUnit(reftex)->bind(&gPipeline.mWaterRef);
		gGL.getTexUnit(0)->activate();
	}	

	//bind normal map
	S32 bumpTex = shader->enableTexture(LLViewerShaderMgr::BUMP_MAP);

	LLWaterParamManager * param_mgr = LLWaterParamManager::instance();

	// change mWaterNormp if needed
	if (mWaterNormp->getID() != param_mgr->getNormalMapID())
	{
		mWaterNormp = LLViewerTextureManager::getFetchedTexture(param_mgr->getNormalMapID());
	}

	mWaterNormp->addTextureStats(1024.f*1024.f);
	gGL.getTexUnit(bumpTex)->bind(mWaterNormp) ;
	if (gSavedSettings.getBOOL("RenderWaterMipNormal"))
	{
		mWaterNormp->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
	}
	else 
	{
		mWaterNormp->setFilteringOption(LLTexUnit::TFO_POINT);
	}
	
	S32 screentex = shader->enableTexture(LLViewerShaderMgr::WATER_SCREENTEX);	
		
	if (screentex > -1)
	{
		shader->uniform4fv(LLViewerShaderMgr::WATER_FOGCOLOR, 1, sWaterFogColor.mV);
		shader->uniform1f(LLViewerShaderMgr::WATER_FOGDENSITY, 
			param_mgr->getFogDensity());
		gPipeline.mWaterDis.bindTexture(0, screentex);
	}
	
	stop_glerror();
	
	gGL.getTexUnit(screentex)->bind(&gPipeline.mWaterDis);	

	if (mVertexShaderLevel == 1)
	{
		sWaterFogColor.mV[3] = param_mgr->mDensitySliderValue;
		shader->uniform4fv(LLViewerShaderMgr::WATER_FOGCOLOR, 1, sWaterFogColor.mV);
	}

	F32 screenRes[] = 
	{
		1.f/gGLViewport[2],
		1.f/gGLViewport[3]
	};
	shader->uniform2fv("screenRes", 1, screenRes);
	stop_glerror();
	
	S32 diffTex = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
	stop_glerror();
	
	light_dir.normVec();
	sLightDir = light_dir;
	
	light_diffuse *= 6.f;

	//shader->uniformMatrix4fv("inverse_ref", 1, GL_FALSE, (GLfloat*) gGLObliqueProjectionInverse.mMatrix);
	shader->uniform1f(LLViewerShaderMgr::WATER_WATERHEIGHT, eyedepth);
	shader->uniform1f(LLViewerShaderMgr::WATER_TIME, sTime);
	shader->uniform3fv(LLViewerShaderMgr::WATER_EYEVEC, 1, LLViewerCamera::getInstance()->getOrigin().mV);
	shader->uniform3fv(LLViewerShaderMgr::WATER_SPECULAR, 1, light_diffuse.mV);
	shader->uniform1f(LLViewerShaderMgr::WATER_SPECULAR_EXP, light_exp);
	shader->uniform2fv(LLViewerShaderMgr::WATER_WAVE_DIR1, 1, param_mgr->getWave1Dir().mV);
	shader->uniform2fv(LLViewerShaderMgr::WATER_WAVE_DIR2, 1, param_mgr->getWave2Dir().mV);
	shader->uniform3fv(LLViewerShaderMgr::WATER_LIGHT_DIR, 1, light_dir.mV);

	shader->uniform3fv("normScale", 1, param_mgr->getNormalScale().mV);
	shader->uniform1f("fresnelScale", param_mgr->getFresnelScale());
	shader->uniform1f("fresnelOffset", param_mgr->getFresnelOffset());
	shader->uniform1f("blurMultiplier", param_mgr->getBlurMultiplier());

	F32 sunAngle = llmax(0.f, light_dir.mV[2]);
	F32 scaledAngle = 1.f - sunAngle;

	shader->uniform1f("sunAngle", sunAngle);
	shader->uniform1f("scaledAngle", scaledAngle);
	shader->uniform1f("sunAngle2", 0.1f + 0.2f*sunAngle);

	LLColor4 water_color;
	LLVector3 camera_up = LLViewerCamera::getInstance()->getUpAxis();
	F32 up_dot = camera_up * LLVector3::z_axis;
	if (LLViewerCamera::getInstance()->cameraUnderWater())
	{
		water_color.setVec(1.f, 1.f, 1.f, 0.4f);
		shader->uniform1f(LLViewerShaderMgr::WATER_REFSCALE, param_mgr->getScaleBelow());
	}
	else
	{
		water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot));
		shader->uniform1f(LLViewerShaderMgr::WATER_REFSCALE, param_mgr->getScaleAbove());
	}

	if (water_color.mV[3] > 0.9f)
	{
		water_color.mV[3] = 0.9f;
	}

	glColor4fv(water_color.mV);

	{
		LLGLDisable cullface(GL_CULL_FACE);
		for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
			iter != mDrawFace.end(); iter++)
		{
			LLFace *face = *iter;

			if (voskyp->isReflFace(face))
			{
				continue;
			}

			LLVOWater* water = (LLVOWater*) face->getViewerObject();
			gGL.getTexUnit(diffTex)->bind(face->getTexture());

			sNeedsReflectionUpdate = TRUE;
			
			if (water->getUseTexture())
			{
				sNeedsDistortionUpdate = TRUE;
				face->renderIndexed();
			}
			else
			{ //smash background faces to far clip plane
				if (water->getIsEdgePatch())
				{
					if (deferred_render)
					{
						face->renderIndexed();
					}
					else
					{
						LLGLClampToFarClip far_clip(glh_get_current_projection());
						face->renderIndexed();
					}
				}
				else
				{
					sNeedsDistortionUpdate = TRUE;
					face->renderIndexed();
				}
			}
		}
	}
	
	shader->disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
	shader->disableTexture(LLViewerShaderMgr::WATER_SCREENTEX);	
	shader->disableTexture(LLViewerShaderMgr::BUMP_MAP);
	shader->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
	shader->disableTexture(LLViewerShaderMgr::WATER_REFTEX);
	shader->disableTexture(LLViewerShaderMgr::WATER_SCREENDEPTH);

	if (deferred_render)
	{
		gPipeline.unbindDeferredShader(*shader);
	}
	else
	{
		shader->unbind();
	}

	gGL.getTexUnit(0)->activate();
	gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
	if (!deferred_render)
	{
		gGL.setColorMask(true, false);
	}

}
Ejemplo n.º 5
0
void LLDrawPoolSky::render(S32 pass)
{
	gGL.flush();

	if (mDrawFace.empty())
	{
		return;
	}

	// Don't draw the sky box if we can and are rendering the WL sky dome.
	if (gPipeline.canUseWindLightShaders())
	{
		return;
	}
	
	// don't render sky under water (background just gets cleared to fog color)
	if(mVertexShaderLevel > 0 && LLPipeline::sUnderWaterRender)
	{
		return;
	}


	if (LLGLSLShader::sNoFixedFunction)
	{ //just use the UI shader (generic single texture no lighting)
		gOneTextureNoColorProgram.bind();
	}
	else
	{
		// don't use shaders!
		if (gGLManager.mHasShaderObjects)
		{
			// Ironically, we must support shader objects to be
			// able to use this call.
			LLGLSLShader::bindNoShader();
		}
		mShader = NULL;
	}
	

	LLGLSPipelineSkyBox gls_skybox;

	LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);

	LLGLSquashToFarClip far_clip(glh_get_current_projection());

	LLGLEnable fog_enable( (mVertexShaderLevel < 1 && LLViewerCamera::getInstance()->cameraUnderWater()) ? GL_FOG : 0);

	gPipeline.disableLights();
	
	LLGLDisable clip(GL_CLIP_PLANE0);

	gGL.pushMatrix();
	LLVector3 origin = LLViewerCamera::getInstance()->getOrigin();
	gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);

	S32 face_count = (S32)mDrawFace.size();

	LLVertexBuffer::unbind();
	gGL.diffuseColor4f(1,1,1,1);

	for (S32 i = 0; i < llmin(6, face_count); ++i)
	{
		renderSkyCubeFace(i);
	}

	gGL.popMatrix();
}