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authorDave Parks <davep@lindenlab.com>2011-09-15 00:55:11 -0500
committerDave Parks <davep@lindenlab.com>2011-09-15 00:55:11 -0500
commitf72a24bf3a5bf7ecb826ef5e6d7f17dbb92d5db2 (patch)
treea4a070ba8b95645089dcd55a848baec41b625cbc /indra/llrender/llrender.cpp
parent758b936deaa0e6ea397c49afa5024315415eeb93 (diff)
parent530981a2149a74e1dc003cea1bbc9dc392fcae60 (diff)
merge
Diffstat (limited to 'indra/llrender/llrender.cpp')
-rw-r--r--indra/llrender/llrender.cpp338
1 files changed, 330 insertions, 8 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index edcc47aa14..359e6fd560 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -951,6 +951,15 @@ LLRender::LLRender()
mCurrBlendAlphaSFactor = BF_UNDEF;
mCurrBlendColorDFactor = BF_UNDEF;
mCurrBlendAlphaDFactor = BF_UNDEF;
+
+ mMatrixMode = LLRender::MM_MODELVIEW;
+
+ for (U32 i = 0; i < NUM_MATRIX_MODES; ++i)
+ {
+ mMatIdx[i] = 0;
+ mMatHash[i] = 0;
+ mCurMatHash[i] = 0xFFFFFFFF;
+ }
}
LLRender::~LLRender()
@@ -1007,28 +1016,262 @@ void LLRender::refreshState(void)
mDirty = false;
}
+void LLRender::syncMatrices()
+{
+ stop_glerror();
+
+ GLenum mode[] =
+ {
+ GL_MODELVIEW,
+ GL_PROJECTION,
+ GL_TEXTURE,
+ GL_TEXTURE,
+ GL_TEXTURE,
+ GL_TEXTURE,
+ };
+
+ std::string name[] =
+ {
+ "modelview_matrix",
+ "projection_matrix",
+ "texture_matrix0",
+ "texture_matrix1",
+ "texture_matrix2",
+ "texture_matrix3",
+ };
+
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+
+ if (shader)
+ {
+
+ llassert(shader);
+
+ bool do_normal = false;
+ bool do_mvp = false;
+
+ for (U32 i = 0; i < NUM_MATRIX_MODES; ++i)
+ {
+ if (mMatHash[i] != shader->mMatHash[i])
+ {
+ shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mMatrix[i][mMatIdx[i]].m);
+ shader->mMatHash[i] = mMatHash[i];
+
+ if (i == MM_MODELVIEW)
+ {
+ do_normal = true;
+ do_mvp = true;
+ }
+ else if (i == MM_PROJECTION)
+ {
+ do_mvp = true;
+ }
+ }
+ }
+
+ if (do_normal)
+ {
+ S32 loc = shader->getUniformLocation("normal_matrix");
+ if (loc > -1)
+ {
+ U32 i = MM_MODELVIEW;
+
+ glh::matrix4f norm = mMatrix[i][mMatIdx[i]].inverse().transpose();
+
+ F32 norm_mat[] =
+ {
+ norm.m[0], norm.m[1], norm.m[2],
+ norm.m[4], norm.m[5], norm.m[6],
+ norm.m[8], norm.m[9], norm.m[10]
+ };
+
+ shader->uniformMatrix3fv("normal_matrix", 1, GL_FALSE, norm_mat);
+ }
+ }
+
+ if (do_mvp)
+ {
+ S32 loc = shader->getUniformLocation("modelview_projection_matrix");
+ if (loc > -1)
+ {
+ U32 mv = MM_MODELVIEW;
+ U32 proj = MM_PROJECTION;
+
+ glh::matrix4f mvp = mMatrix[mv][mMatIdx[mv]];
+ mvp.mult_left(mMatrix[proj][mMatIdx[proj]]);
+
+ shader->uniformMatrix4fv("modelview_projection_matrix", 1, GL_FALSE, mvp.m);
+ }
+ }
+ }
+ else
+ {
+ for (U32 i = 0; i < 2; ++i)
+ {
+ if (mMatHash[i] != mCurMatHash[i])
+ {
+ glMatrixMode(mode[i]);
+ glLoadMatrixf(mMatrix[i][mMatIdx[i]].m);
+ mCurMatHash[i] = mMatHash[i];
+ }
+ }
+
+ for (U32 i = 2; i < NUM_MATRIX_MODES; ++i)
+ {
+ if (mMatHash[i] != mCurMatHash[i])
+ {
+ gGL.getTexUnit(i-2)->activate();
+ glMatrixMode(mode[i]);
+ glLoadMatrixf(mMatrix[i][mMatIdx[i]].m);
+ mCurMatHash[i] = mMatHash[i];
+ }
+ }
+ }
+
+ stop_glerror();
+}
+
void LLRender::translatef(const GLfloat& x, const GLfloat& y, const GLfloat& z)
{
flush();
- glTranslatef(x,y,z);
+
+ glh::matrix4f trans_mat(1,0,0,x,
+ 0,1,0,y,
+ 0,0,1,z,
+ 0,0,0,1);
+
+ mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(trans_mat);
+ mMatHash[mMatrixMode]++;
}
void LLRender::scalef(const GLfloat& x, const GLfloat& y, const GLfloat& z)
{
flush();
- glScalef(x,y,z);
+
+ glh::matrix4f scale_mat(x,0,0,0,
+ 0,y,0,0,
+ 0,0,z,0,
+ 0,0,0,1);
+
+ mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(scale_mat);
+ mMatHash[mMatrixMode]++;
+}
+
+void LLRender::ortho(F32 left, F32 right, F32 bottom, F32 top, F32 zNear, F32 zFar)
+{
+ flush();
+
+ glh::matrix4f ortho_mat(2.f/(right-left),0,0, -(right+left)/(right-left),
+ 0,2.f/(top-bottom),0, -(top+bottom)/(top-bottom),
+ 0,0,-2.f/(zFar-zNear), -(zFar+zNear)/(zFar-zNear),
+ 0,0,0,1);
+
+ mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(ortho_mat);
+ mMatHash[mMatrixMode]++;
+}
+
+void LLRender::rotatef(const GLfloat& a, const GLfloat& x, const GLfloat& y, const GLfloat& z)
+{
+ flush();
+
+ F32 r = a * DEG_TO_RAD;
+
+ F32 c = cosf(r);
+ F32 s = sinf(r);
+
+ F32 ic = 1.f-c;
+
+ glh::matrix4f rot_mat(x*x*ic+c, x*y*ic-z*s, x*z*ic+y*s, 0,
+ x*y*ic+z*s, y*y*ic+c, y*z*ic-x*s, 0,
+ x*z*ic-y*s, y*z*ic+x*s, z*z*ic+c, 0,
+ 0,0,0,1);
+
+ mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(rot_mat);
+ mMatHash[mMatrixMode]++;
}
void LLRender::pushMatrix()
{
flush();
- glPushMatrix();
+
+ if (mMatIdx[mMatrixMode] < LL_MATRIX_STACK_DEPTH-1)
+ {
+ mMatrix[mMatrixMode][mMatIdx[mMatrixMode]+1] = mMatrix[mMatrixMode][mMatIdx[mMatrixMode]];
+ ++mMatIdx[mMatrixMode];
+ }
+ else
+ {
+ llwarns << "Matrix stack overflow." << llendl;
+ }
}
void LLRender::popMatrix()
{
flush();
- glPopMatrix();
+ if (mMatIdx[mMatrixMode] > 0)
+ {
+ --mMatIdx[mMatrixMode];
+ mMatHash[mMatrixMode]++;
+ }
+ else
+ {
+ llwarns << "Matrix stack underflow." << llendl;
+ }
+}
+
+void LLRender::loadMatrix(const GLfloat* m)
+{
+ mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].set_value((GLfloat*) m);
+ mMatHash[mMatrixMode]++;
+}
+
+void LLRender::loadMatrix(const GLdouble* dm)
+{
+ F32 m[16];
+ for (U32 i = 0; i < 16; i++)
+ {
+ m[i] = (F32) dm[i];
+ }
+
+ loadMatrix(m);
+}
+
+void LLRender::multMatrix(const GLfloat* m)
+{
+ flush();
+
+ glh::matrix4f mat((GLfloat*) m);
+
+ mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(mat);
+ mMatHash[mMatrixMode]++;
+}
+
+void LLRender::matrixMode(U32 mode)
+{
+ if (mode == MM_TEXTURE)
+ {
+ mode = MM_TEXTURE0 + gGL.getCurrentTexUnitIndex();
+ }
+
+ llassert(mode < NUM_MATRIX_MODES);
+ mMatrixMode = mode;
+}
+
+void LLRender::multMatrix(const GLdouble* dm)
+{
+ F32 m[16];
+ for (U32 i = 0; i < 16; i++)
+ {
+ m[i] = (F32) dm[i];
+ }
+
+ multMatrix(m);
+}
+
+void LLRender::loadIdentity()
+{
+ mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].make_identity();
+ mMatHash[mMatrixMode]++;
}
void LLRender::translateUI(F32 x, F32 y, F32 z)
@@ -1421,12 +1664,16 @@ void LLRender::flush()
}
}
+ //store mCount in a local variable to avoid re-entrance (drawArrays may call flush)
+ U32 count = mCount;
+ mCount = 0;
+
mBuffer->setBuffer(immediate_mask);
- mBuffer->drawArrays(mMode, 0, mCount);
+ mBuffer->drawArrays(mMode, 0, count);
- mVerticesp[0] = mVerticesp[mCount];
- mTexcoordsp[0] = mTexcoordsp[mCount];
- mColorsp[0] = mColorsp[mCount];
+ mVerticesp[0] = mVerticesp[count];
+ mTexcoordsp[0] = mTexcoordsp[count];
+ mColorsp[0] = mColorsp[count];
mCount = 0;
}
}
@@ -1586,6 +1833,81 @@ void LLRender::color3fv(const GLfloat* c)
color4f(c[0],c[1],c[2],1);
}
+void LLRender::diffuseColor3f(F32 r, F32 g, F32 b)
+{
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+ llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL);
+
+ if (shader)
+ {
+ shader->uniform4f("color", r,g,b,1.f);
+ }
+ else
+ {
+ glColor3f(r,g,b);
+ }
+}
+
+void LLRender::diffuseColor3fv(const F32* c)
+{
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+ llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL);
+
+ if (shader)
+ {
+ shader->uniform4f("color", c[0], c[1], c[2], 1.f);
+ }
+ else
+ {
+ glColor3fv(c);
+ }
+}
+
+void LLRender::diffuseColor4f(F32 r, F32 g, F32 b, F32 a)
+{
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+ llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL);
+
+ if (shader)
+ {
+ shader->uniform4f("color", r,g,b,a);
+ }
+ else
+ {
+ glColor4f(r,g,b,a);
+ }
+}
+
+void LLRender::diffuseColor4fv(const F32* c)
+{
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+ llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL);
+
+ if (shader)
+ {
+ shader->uniform4fv("color", 1, c);
+ }
+ else
+ {
+ glColor4fv(c);
+ }
+}
+
+void LLRender::diffuseColor4ubv(const U8* c)
+{
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+ llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL);
+
+ if (shader)
+ {
+ shader->uniform4f("color", c[0]/255.f, c[1]/255.f, c[2]/255.f, c[3]/255.f);
+ }
+ else
+ {
+ glColor4ubv(c);
+ }
+}
+
void LLRender::debugTexUnits(void)
{
LL_INFOS("TextureUnit") << "Active TexUnit: " << mCurrTextureUnitIndex << LL_ENDL;