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); } }
// for low end hardware void LLDrawPoolWater::renderOpaqueLegacyWater() { LLVOSky *voskyp = gSky.mVOSkyp; stop_glerror(); // Depth sorting and write to depth buffer // since this is opaque, we should see nothing // behind the water. No blending because // of no transparency. And no face culling so // that the underside of the water is also opaque. LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE); LLGLDisable no_cull(GL_CULL_FACE); LLGLDisable no_blend(GL_BLEND); gPipeline.disableLights(); mOpaqueWaterImagep->addTextureStats(1024.f*1024.f); // Activate the texture binding and bind one // texture since all images will have the same texture gGL.getTexUnit(0)->activate(); gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(0)->bind(mOpaqueWaterImagep); // Automatically generate texture coords for water texture glEnable(GL_TEXTURE_GEN_S); //texture unit 0 glEnable(GL_TEXTURE_GEN_T); //texture unit 0 glTexGenf(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGenf(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); // Use the fact that we know all water faces are the same size // to save some computation // Slowly move texture coordinates over time so the watter appears // to be moving. F32 movement_period_secs = 50.f; F32 offset = fmod(gFrameTimeSeconds, movement_period_secs); if (movement_period_secs != 0) { offset /= movement_period_secs; } else { offset = 0; } F32 tp0[4] = { 16.f / 256.f, 0.0f, 0.0f, offset }; F32 tp1[4] = { 0.0f, 16.f / 256.f, 0.0f, offset }; glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0); glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1); glColor3f(1.f, 1.f, 1.f); for (std::vector<LLFace*>::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) { LLFace *face = *iter; if (voskyp->isReflFace(face)) { continue; } face->renderIndexed(); } stop_glerror(); // Reset the settings back to expected values glDisable(GL_TEXTURE_GEN_S); //texture unit 0 glDisable(GL_TEXTURE_GEN_T); //texture unit 0 gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); }
void LLDrawPoolWater::render(S32 pass) { LLFastTimer ftm(FTM_RENDER_WATER); if (mDrawFace.empty() || LLDrawable::getCurrentFrame() <= 1) { return; } //do a quick 'n dirty depth sort for (std::vector<LLFace*>::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) { LLFace* facep = *iter; facep->mDistance = -facep->mCenterLocal.mV[2]; } std::sort(mDrawFace.begin(), mDrawFace.end(), LLFace::CompareDistanceGreater()); LLGLEnable blend(GL_BLEND); if ((mVertexShaderLevel > 0) && !sSkipScreenCopy) { shade(); return; } LLVOSky *voskyp = gSky.mVOSkyp; stop_glerror(); if (!gGLManager.mHasMultitexture) { // Ack! No multitexture! Bail! return; } LLFace* refl_face = voskyp->getReflFace(); gPipeline.disableLights(); LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); LLGLDisable cullFace(GL_CULL_FACE); // Set up second pass first mWaterImagep->addTextureStats(1024.f*1024.f); gGL.getTexUnit(1)->activate(); gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(1)->bind(mWaterImagep) ; LLVector3 camera_up = LLViewerCamera::getInstance()->getUpAxis(); F32 up_dot = camera_up * LLVector3::z_axis; LLColor4 water_color; if (LLViewerCamera::getInstance()->cameraUnderWater()) { water_color.setVec(1.f, 1.f, 1.f, 0.4f); } else { water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot)); } glColor4fv(water_color.mV); // Automatically generate texture coords for detail map glEnable(GL_TEXTURE_GEN_S); //texture unit 1 glEnable(GL_TEXTURE_GEN_T); //texture unit 1 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); // Slowly move over time. F32 offset = fmod(gFrameTimeSeconds*2.f, 100.f); F32 tp0[4] = {16.f/256.f, 0.0f, 0.0f, offset*0.01f}; F32 tp1[4] = {0.0f, 16.f/256.f, 0.0f, offset*0.01f}; glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0); glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1); gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR); gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA); gGL.getTexUnit(0)->activate(); glClearStencil(1); glClear(GL_STENCIL_BUFFER_BIT); LLGLEnable gls_stencil(GL_STENCIL_TEST); glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP); glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF); for (std::vector<LLFace*>::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) { LLFace *face = *iter; if (voskyp->isReflFace(face)) { continue; } gGL.getTexUnit(0)->bind(face->getTexture()); face->renderIndexed(); } // Now, disable texture coord generation on texture state 1 gGL.getTexUnit(1)->activate(); gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(1)->disable(); glDisable(GL_TEXTURE_GEN_S); //texture unit 1 glDisable(GL_TEXTURE_GEN_T); //texture unit 1 // Disable texture coordinate and color arrays gGL.getTexUnit(0)->activate(); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); stop_glerror(); if (gSky.mVOSkyp->getCubeMap()) { gSky.mVOSkyp->getCubeMap()->enable(0); gSky.mVOSkyp->getCubeMap()->bind(); glMatrixMode(GL_TEXTURE); glLoadIdentity(); LLMatrix4 camera_mat = LLViewerCamera::getInstance()->getModelview(); LLMatrix4 camera_rot(camera_mat.getMat3()); camera_rot.invert(); glLoadMatrixf((F32 *)camera_rot.mMatrix); glMatrixMode(GL_MODELVIEW); LLOverrideFaceColor overrid(this, 1.f, 1.f, 1.f, 0.5f*up_dot); gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); for (std::vector<LLFace*>::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) { LLFace *face = *iter; if (voskyp->isReflFace(face)) { //refl_face = face; continue; } if (face->getGeomCount() > 0) { face->renderIndexed(); } } gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); gSky.mVOSkyp->getCubeMap()->disable(); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); } glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); if (refl_face) { glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF); renderReflection(refl_face); } gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); }
// for low end hardware void LLDrawPoolWater::renderOpaqueLegacyWater() { LLVOSky *voskyp = gSky.mVOSkyp; LLGLSLShader* shader = NULL; if (LLGLSLShader::sNoFixedFunction) { if (LLPipeline::sUnderWaterRender) { shader = &gObjectSimpleNonIndexedTexGenWaterProgram; } else { shader = &gObjectSimpleNonIndexedTexGenProgram; } shader->bind(); } stop_glerror(); // Depth sorting and write to depth buffer // since this is opaque, we should see nothing // behind the water. No blending because // of no transparency. And no face culling so // that the underside of the water is also opaque. LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE); LLGLDisable no_cull(GL_CULL_FACE); LLGLDisable no_blend(GL_BLEND); gPipeline.disableLights(); //Singu note: This is a hack around bizarre opensim behavior. The opaque water texture we get is pure white and only has one channel. // This behavior is clearly incorrect, so we try to detect that case, purge it from the cache, and try to re-fetch the texture. // If the re-fetched texture is still invalid, or doesn't exist, we use transparent water, which is fine since alphablend is unset. // The current logic for refetching is crude here, and probably wont work if, say, a prim were to also have the texture for some reason, // however it works well enough otherwise, and is much cleaner than diving into LLTextureList, LLViewerFetchedTexture, and LLViewerTexture. // Perhaps a proper reload mechanism could be done if we ever add user-level texture reloading, but until then it's not a huge priority. // Failing to fully refetch will just give us the same invalid texture we started with, which will result in the fallback texture being used. if(mOpaqueWaterImagep != mWaterImagep) { if(mOpaqueWaterImagep->isMissingAsset()) { mOpaqueWaterImagep = mWaterImagep; } else if(mOpaqueWaterImagep->hasGLTexture() && mOpaqueWaterImagep->getComponents() < 3) { LLAppViewer::getTextureCache()->removeFromCache(mOpaqueWaterImagep->getID()); static bool sRefetch = true; if(sRefetch) { sRefetch = false; ((LLViewerFetchedTexture*)mOpaqueWaterImagep.get())->forceRefetch(); } else mOpaqueWaterImagep = mWaterImagep; } } mOpaqueWaterImagep->addTextureStats(1024.f*1024.f); // Activate the texture binding and bind one // texture since all images will have the same texture gGL.getTexUnit(0)->activate(); gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(0)->bind(mOpaqueWaterImagep); // Automatically generate texture coords for water texture if (!shader) { glEnable(GL_TEXTURE_GEN_S); //texture unit 0 glEnable(GL_TEXTURE_GEN_T); //texture unit 0 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); } // Use the fact that we know all water faces are the same size // to save some computation // Slowly move texture coordinates over time so the water appears // to be moving. F32 movement_period_secs = 50.f; static const LLCachedControl<bool> freeze_time("FreezeTime",false); static F32 frame_time; if (!freeze_time) frame_time = gFrameTimeSeconds; F32 offset = fmod(frame_time, movement_period_secs); if (movement_period_secs != 0) { offset /= movement_period_secs; } else { offset = 0; } F32 tp0[4] = { 16.f / 256.f, 0.0f, 0.0f, offset }; F32 tp1[4] = { 0.0f, 16.f / 256.f, 0.0f, offset }; if (!shader) { glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0); glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1); } else { shader->uniform4fv("object_plane_s", 1, tp0); shader->uniform4fv("object_plane_t", 1, tp1); } gGL.diffuseColor3f(1.f, 1.f, 1.f); for (std::vector<LLFace*>::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) { LLFace *face = *iter; if (voskyp->isReflFace(face)) { continue; } face->renderIndexed(); } stop_glerror(); if (!shader) { // Reset the settings back to expected values glDisable(GL_TEXTURE_GEN_S); //texture unit 0 glDisable(GL_TEXTURE_GEN_T); //texture unit 0 } gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); }