lldrawpoolwater.cpp
上传用户:king477883
上传日期:2021-03-01
资源大小:9553k
文件大小:16k
- /**
- * @file lldrawpoolwater.cpp
- * @brief LLDrawPoolWater class implementation
- *
- * $LicenseInfo:firstyear=2002&license=viewergpl$
- *
- * Copyright (c) 2002-2010, Linden Research, Inc.
- *
- * Second Life Viewer Source Code
- * The source code in this file ("Source Code") is provided by Linden Lab
- * to you under the terms of the GNU General Public License, version 2.0
- * ("GPL"), unless you have obtained a separate licensing agreement
- * ("Other License"), formally executed by you and Linden Lab. Terms of
- * the GPL can be found in doc/GPL-license.txt in this distribution, or
- * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
- *
- * There are special exceptions to the terms and conditions of the GPL as
- * it is applied to this Source Code. View the full text of the exception
- * in the file doc/FLOSS-exception.txt in this software distribution, or
- * online at
- * http://secondlifegrid.net/programs/open_source/licensing/flossexception
- *
- * By copying, modifying or distributing this software, you acknowledge
- * that you have read and understood your obligations described above,
- * and agree to abide by those obligations.
- *
- * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
- * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
- * COMPLETENESS OR PERFORMANCE.
- * $/LicenseInfo$
- */
- #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 "llvosky.h"
- #include "llvowater.h"
- #include "llworld.h"
- #include "pipeline.h"
- #include "llviewershadermgr.h"
- #include "llwaterparammanager.h"
- const LLUUID WATER_TEST("2bfd3884-7e27-69b9-ba3a-3e673f680004");
- static float sTime;
- BOOL deferred_render = FALSE;
- BOOL LLDrawPoolWater::sSkipScreenCopy = FALSE;
- BOOL LLDrawPoolWater::sNeedsReflectionUpdate = TRUE;
- BOOL LLDrawPoolWater::sNeedsDistortionUpdate = TRUE;
- LLColor4 LLDrawPoolWater::sWaterFogColor = LLColor4(0.2f, 0.5f, 0.5f, 0.f);
- LLVector3 LLDrawPoolWater::sLightDir;
- LLDrawPoolWater::LLDrawPoolWater() :
- LLFacePool(POOL_WATER)
- {
- mHBTex[0] = LLViewerTextureManager::getFetchedTexture(gSunTextureID, TRUE, LLViewerTexture::BOOST_UI);
- gGL.getTexUnit(0)->bind(mHBTex[0]) ;
- mHBTex[0]->setAddressMode(LLTexUnit::TAM_CLAMP);
- mHBTex[1] = LLViewerTextureManager::getFetchedTexture(gMoonTextureID, TRUE, LLViewerTexture::BOOST_UI);
- gGL.getTexUnit(0)->bind(mHBTex[1]);
- mHBTex[1]->setAddressMode(LLTexUnit::TAM_CLAMP);
- mWaterImagep = LLViewerTextureManager::getFetchedTexture(WATER_TEST);
- mWaterImagep->setNoDelete() ;
- mWaterNormp = LLViewerTextureManager::getFetchedTexture(DEFAULT_WATER_NORMAL);
- mWaterNormp->setNoDelete() ;
- restoreGL();
- }
- LLDrawPoolWater::~LLDrawPoolWater()
- {
- }
- //static
- void LLDrawPoolWater::restoreGL()
- {
-
- }
- LLDrawPool *LLDrawPoolWater::instancePool()
- {
- llerrs << "Should never be calling instancePool on a water pool!" << llendl;
- return NULL;
- }
- void LLDrawPoolWater::prerender()
- {
- mVertexShaderLevel = (gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps) ?
- LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_WATER) : 0;
- // got rid of modulation by light color since it got a little too
- // green at sunset and sl-57047 (underwater turns black at 8:00)
- sWaterFogColor = LLWaterParamManager::instance()->getFogColor();
- sWaterFogColor.mV[3] = 0;
- }
- S32 LLDrawPoolWater::getNumPasses()
- {
- if (LLViewerCamera::getInstance()->getOrigin().mV[2] < 1024.f)
- {
- return 1;
- }
- return 0;
- }
- void LLDrawPoolWater::beginPostDeferredPass(S32 pass)
- {
- beginRenderPass(pass);
- deferred_render = TRUE;
- }
- void LLDrawPoolWater::endPostDeferredPass(S32 pass)
- {
- endRenderPass(pass);
- deferred_render = FALSE;
- }
- //===============================
- //DEFERRED IMPLEMENTATION
- //===============================
- void LLDrawPoolWater::renderDeferred(S32 pass)
- {
- LLFastTimer t(FTM_RENDER_WATER);
- deferred_render = TRUE;
- shade();
- deferred_render = FALSE;
- }
- //=========================================
- 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);
- }
- void LLDrawPoolWater::renderReflection(LLFace* face)
- {
- LLVOSky *voskyp = gSky.mVOSkyp;
- if (!voskyp)
- {
- return;
- }
- if (!face->getGeomCount())
- {
- return;
- }
-
- S8 dr = voskyp->getDrawRefl();
- if (dr < 0)
- {
- return;
- }
- LLGLSNoFog noFog;
- gGL.getTexUnit(0)->bind(mHBTex[dr]);
- LLOverrideFaceColor override(this, face->getFaceColor().mV);
- face->renderIndexed();
- }
- 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);
- }
- }
- void LLDrawPoolWater::renderForSelect()
- {
- // Can't select water!
- return;
- }
- LLViewerTexture *LLDrawPoolWater::getDebugTexture()
- {
- return LLViewerFetchedTexture::sSmokeImagep;
- }
- LLColor3 LLDrawPoolWater::getDebugColor() const
- {
- return LLColor3(0.f, 1.f, 1.f);
- }