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authorAndrey Lihatskiy <alihatskiy@productengine.com>2022-05-27 02:53:34 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2022-05-27 02:53:34 +0300
commitb2ef95522f07301cfddbdace1042e60d52fde436 (patch)
treec51119f79b734a7d503bb3adeac1759b819c8f92 /indra/newview/lldrawpoolalpha.cpp
parent43a338c6270f9a000052465d09d4ad999524af0b (diff)
parent3da7a50b71d4ef5919c2d4d5b9547b3ef0abab7d (diff)
Merge branch 'DRTVWR-543-maint' into DRTVWR-543-maint_cmake
Diffstat (limited to 'indra/newview/lldrawpoolalpha.cpp')
-rw-r--r--indra/newview/lldrawpoolalpha.cpp892
1 files changed, 433 insertions, 459 deletions
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index 91b0e40aa9..e674707c01 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -48,34 +48,25 @@
#include "lldrawpoolwater.h"
#include "llspatialpartition.h"
#include "llglcommonfunc.h"
+#include "llvoavatar.h"
BOOL LLDrawPoolAlpha::sShowDebugAlpha = FALSE;
+#define current_shader (LLGLSLShader::sCurBoundShaderPtr)
+
static BOOL deferred_render = FALSE;
-static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_SETUP("Alpha Setup");
-static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_GROUP_LOOP("Alpha Group");
-static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_PUSH("Alpha Push Verts");
-static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_DEFERRED("Alpha Deferred");
-static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_SETBUFFER("Alpha SetBuffer");
-static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_DRAW("Alpha Draw");
-static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_TEX_BINDS("Alpha Tex Binds");
-static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_MATS("Alpha Mat Tex Binds");
-static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_GLOW("Alpha Glow Binds");
-static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_SHADER_BINDS("Alpha Shader Binds");
-static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_DEFERRED_SHADER_BINDS("Alpha Def Binds");
-static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_DEFERRED_TEX_BINDS("Alpha Def Tex Binds");
-static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_MESH_REBUILD("Alpha Mesh Rebuild");
-static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_EMISSIVE("Alpha Emissive");
-static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_LIGHT_SETUP("Alpha Light Setup");
+// minimum alpha before discarding a fragment
+static const F32 MINIMUM_ALPHA = 0.004f; // ~ 1/255
+// minimum alpha before discarding a fragment when rendering impostors
+static const F32 MINIMUM_IMPOSTOR_ALPHA = 0.1f;
LLDrawPoolAlpha::LLDrawPoolAlpha(U32 type) :
- LLRenderPass(type), current_shader(NULL), target_shader(NULL),
- simple_shader(NULL), fullbright_shader(NULL), emissive_shader(NULL),
+ LLRenderPass(type), target_shader(NULL),
mColorSFactor(LLRender::BF_UNDEF), mColorDFactor(LLRender::BF_UNDEF),
mAlphaSFactor(LLRender::BF_UNDEF), mAlphaDFactor(LLRender::BF_UNDEF)
{
-
+
}
LLDrawPoolAlpha::~LLDrawPoolAlpha()
@@ -86,232 +77,203 @@ LLDrawPoolAlpha::~LLDrawPoolAlpha()
void LLDrawPoolAlpha::prerender()
{
mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
+
+ // TODO: is this even necessay? These are probably set to never discard
+ LLViewerFetchedTexture::sFlatNormalImagep->addTextureStats(1024.f*1024.f);
+ LLViewerFetchedTexture::sWhiteImagep->addTextureStats(1024.f * 1024.f);
}
S32 LLDrawPoolAlpha::getNumPostDeferredPasses()
{
- if (LLPipeline::sImpostorRender)
- { //skip depth buffer filling pass when rendering impostors
- return 1;
- }
- else if (gSavedSettings.getBOOL("RenderDepthOfField"))
- {
- return 2;
- }
- else
- {
- return 1;
- }
+ return 1;
}
-void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
-{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_DEFERRED);
+// set some common parameters on the given shader to prepare for alpha rendering
+static void prepare_alpha_shader(LLGLSLShader* shader, bool textureGamma, bool deferredEnvironment)
+{
+ static LLCachedControl<F32> displayGamma(gSavedSettings, "RenderDeferredDisplayGamma");
+ F32 gamma = displayGamma;
+
+ // Does this deferred shader need environment uniforms set such as sun_dir, etc. ?
+ // NOTE: We don't actually need a gbuffer since we are doing forward rendering (for transparency) post deferred rendering
+ // TODO: bindDeferredShader() probably should have the updating of the environment uniforms factored out into updateShaderEnvironmentUniforms()
+ // i.e. shaders\class1\deferred\alphaF.glsl
+ if (deferredEnvironment)
+ {
+ gPipeline.bindDeferredShader( *shader );
+ }
+ else
+ {
+ shader->bind();
+ }
+ shader->uniform1i(LLShaderMgr::NO_ATMO, (LLPipeline::sRenderingHUDs) ? 1 : 0);
+ shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f / 2.2f));
+
+ if (LLPipeline::sImpostorRender)
+ {
+ shader->setMinimumAlpha(MINIMUM_IMPOSTOR_ALPHA);
+ }
+ else
+ {
+ shader->setMinimumAlpha(MINIMUM_ALPHA);
+ }
+ if (textureGamma)
+ {
+ shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
+ }
- F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
+ //also prepare rigged variant
+ if (shader->mRiggedVariant && shader->mRiggedVariant != shader)
+ {
+ prepare_alpha_shader(shader->mRiggedVariant, textureGamma, deferredEnvironment);
+ }
+}
+
+void LLDrawPoolAlpha::renderPostDeferred(S32 pass)
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
+ deferred_render = TRUE;
+ // prepare shaders
emissive_shader = (LLPipeline::sRenderDeferred) ? &gDeferredEmissiveProgram :
(LLPipeline::sUnderWaterRender) ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
+ prepare_alpha_shader(emissive_shader, true, false);
- emissive_shader->bind();
- emissive_shader->uniform1i(LLShaderMgr::NO_ATMO, (LLPipeline::sRenderingHUDs) ? 1 : 0);
- emissive_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
- emissive_shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
+ fullbright_shader = (LLPipeline::sImpostorRender) ? &gDeferredFullbrightAlphaMaskProgram :
+ (LLPipeline::sUnderWaterRender) ? &gDeferredFullbrightWaterProgram : &gDeferredFullbrightAlphaMaskProgram;
+ prepare_alpha_shader(fullbright_shader, true, false);
- if (pass == 0)
- {
- fullbright_shader = (LLPipeline::sImpostorRender) ? &gDeferredFullbrightProgram :
- (LLPipeline::sUnderWaterRender) ? &gDeferredFullbrightWaterProgram : &gDeferredFullbrightProgram;
+ simple_shader = (LLPipeline::sImpostorRender) ? &gDeferredAlphaImpostorProgram :
+ (LLPipeline::sUnderWaterRender) ? &gDeferredAlphaWaterProgram : &gDeferredAlphaProgram;
+ prepare_alpha_shader(simple_shader, false, true); //prime simple shader (loads shadow relevant uniforms)
- fullbright_shader->bind();
- fullbright_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
- fullbright_shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
- fullbright_shader->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
- fullbright_shader->unbind();
- simple_shader = (LLPipeline::sImpostorRender) ? &gDeferredAlphaImpostorProgram :
- (LLPipeline::sUnderWaterRender) ? &gDeferredAlphaWaterProgram : &gDeferredAlphaProgram;
+ // first pass, render rigged objects only and render to depth buffer
+ forwardRender(true);
- //prime simple shader (loads shadow relevant uniforms)
- gPipeline.bindDeferredShader(*simple_shader);
+ // second pass, regular forward alpha rendering
+ forwardRender();
- simple_shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
- simple_shader->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
- }
- else if (!LLPipeline::sImpostorRender)
- {
- //update depth buffer sampler
- gPipeline.mScreen.flush();
- gPipeline.mDeferredDepth.copyContents(gPipeline.mDeferredScreen, 0, 0, gPipeline.mDeferredScreen.getWidth(), gPipeline.mDeferredScreen.getHeight(),
- 0, 0, gPipeline.mDeferredDepth.getWidth(), gPipeline.mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
- gPipeline.mDeferredDepth.bindTarget();
- simple_shader = fullbright_shader = &gObjectFullbrightAlphaMaskProgram;
- gObjectFullbrightAlphaMaskProgram.bind();
- gObjectFullbrightAlphaMaskProgram.setMinimumAlpha(0.33f);
- }
+ // final pass, render to depth for depth of field effects
+ if (!LLPipeline::sImpostorRender && gSavedSettings.getBOOL("RenderDepthOfField"))
+ {
+ //update depth buffer sampler
+ gPipeline.mScreen.flush();
+ gPipeline.mDeferredDepth.copyContents(gPipeline.mDeferredScreen, 0, 0, gPipeline.mDeferredScreen.getWidth(), gPipeline.mDeferredScreen.getHeight(),
+ 0, 0, gPipeline.mDeferredDepth.getWidth(), gPipeline.mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ gPipeline.mDeferredDepth.bindTarget();
+ simple_shader = fullbright_shader = &gObjectFullbrightAlphaMaskProgram;
- deferred_render = TRUE;
- if (mShaderLevel > 0)
- {
- // Start out with no shaders.
- current_shader = target_shader = NULL;
- }
- gPipeline.enableLightsDynamic();
-}
+ simple_shader->bind();
+ simple_shader->setMinimumAlpha(0.33f);
-void LLDrawPoolAlpha::endPostDeferredPass(S32 pass)
-{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_DEFERRED);
+ // mask off color buffer writes as we're only writing to depth buffer
+ gGL.setColorMask(false, false);
- if (pass == 1 && !LLPipeline::sImpostorRender)
- {
- gPipeline.mDeferredDepth.flush();
- gPipeline.mScreen.bindTarget();
- gObjectFullbrightAlphaMaskProgram.unbind();
- }
+ // If the face is more than 90% transparent, then don't update the Depth buffer for Dof
+ // We don't want the nearly invisible objects to cause of DoF effects
+ renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2,
+ true); // <--- discard mostly transparent faces
+
+ gPipeline.mDeferredDepth.flush();
+ gPipeline.mScreen.bindTarget();
+ gGL.setColorMask(true, false);
+ }
- deferred_render = FALSE;
- endRenderPass(pass);
+ deferred_render = FALSE;
}
-void LLDrawPoolAlpha::renderPostDeferred(S32 pass)
-{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_DEFERRED);
- render(pass);
+//set some generic parameters for forward (non-deferred) rendering
+static void prepare_forward_shader(LLGLSLShader* shader, F32 minimum_alpha)
+{
+ shader->bind();
+ shader->setMinimumAlpha(minimum_alpha);
+ shader->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
+
+ //also prepare rigged variant
+ if (shader->mRiggedVariant && shader->mRiggedVariant != shader)
+ {
+ prepare_forward_shader(shader->mRiggedVariant, minimum_alpha);
+ }
}
-void LLDrawPoolAlpha::beginRenderPass(S32 pass)
+void LLDrawPoolAlpha::render(S32 pass)
{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_SETUP);
-
- simple_shader = (LLPipeline::sImpostorRender) ? &gObjectSimpleImpostorProgram :
- (LLPipeline::sUnderWaterRender) ? &gObjectSimpleWaterProgram : &gObjectSimpleProgram;
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
+
+ simple_shader = (LLPipeline::sImpostorRender) ? &gObjectSimpleImpostorProgram :
+ (LLPipeline::sUnderWaterRender) ? &gObjectSimpleWaterProgram : &gObjectSimpleAlphaMaskProgram;
- fullbright_shader = (LLPipeline::sImpostorRender) ? &gObjectFullbrightProgram :
- (LLPipeline::sUnderWaterRender) ? &gObjectFullbrightWaterProgram : &gObjectFullbrightProgram;
+ fullbright_shader = (LLPipeline::sImpostorRender) ? &gObjectFullbrightAlphaMaskProgram :
+ (LLPipeline::sUnderWaterRender) ? &gObjectFullbrightWaterProgram : &gObjectFullbrightAlphaMaskProgram;
- emissive_shader = (LLPipeline::sImpostorRender) ? &gObjectEmissiveProgram :
- (LLPipeline::sUnderWaterRender) ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
+ emissive_shader = (LLPipeline::sImpostorRender) ? &gObjectEmissiveProgram :
+ (LLPipeline::sUnderWaterRender) ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
+ F32 minimum_alpha = MINIMUM_ALPHA;
if (LLPipeline::sImpostorRender)
- {
- if (mShaderLevel > 0)
- {
- fullbright_shader->bind();
- fullbright_shader->setMinimumAlpha(0.5f);
- fullbright_shader->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
- simple_shader->bind();
- simple_shader->setMinimumAlpha(0.5f);
- simple_shader->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
- }
- else
- {
- gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); //OK
- }
- }
- else
- {
- if (mShaderLevel > 0)
- {
- fullbright_shader->bind();
- fullbright_shader->setMinimumAlpha(0.f);
- fullbright_shader->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
- simple_shader->bind();
- simple_shader->setMinimumAlpha(0.f);
- simple_shader->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
- }
- else
- {
- gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); //OK
- }
+ {
+ minimum_alpha = MINIMUM_IMPOSTOR_ALPHA;
}
- gPipeline.enableLightsDynamic();
-
- LLGLSLShader::bindNoShader();
- current_shader = NULL;
-}
+ prepare_forward_shader(fullbright_shader, minimum_alpha);
+ prepare_forward_shader(simple_shader, minimum_alpha);
-void LLDrawPoolAlpha::endRenderPass( S32 pass )
-{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_SETUP);
- LLRenderPass::endRenderPass(pass);
+ //first pass -- rigged only and drawn to depth buffer
+ forwardRender(true);
- if(gPipeline.canUseWindLightShaders())
- {
- LLGLSLShader::bindNoShader();
- }
+ //second pass -- non-rigged, no depth buffer writes
+ forwardRender();
}
-void LLDrawPoolAlpha::render(S32 pass)
+void LLDrawPoolAlpha::forwardRender(bool rigged)
{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA);
+ gPipeline.enableLightsDynamic();
- LLGLSPipelineAlpha gls_pipeline_alpha;
+ LLGLSPipelineAlpha gls_pipeline_alpha;
- if (deferred_render && pass == 1)
- { //depth only
- gGL.setColorMask(false, false);
- }
- else
- {
- gGL.setColorMask(true, true);
- }
-
- bool write_depth = LLDrawPoolWater::sSkipScreenCopy
- || (deferred_render && pass == 1)
- // we want depth written so that rendered alpha will
- // contribute to the alpha mask used for impostors
- || LLPipeline::sImpostorRenderAlphaDepthPass;
+ //enable writing to alpha for emissive effects
+ gGL.setColorMask(true, true);
- LLGLDepthTest depth(GL_TRUE, write_depth ? GL_TRUE : GL_FALSE);
+ bool write_depth = rigged ||
+ LLDrawPoolWater::sSkipScreenCopy
+ // we want depth written so that rendered alpha will
+ // contribute to the alpha mask used for impostors
+ || LLPipeline::sImpostorRenderAlphaDepthPass;
- if (deferred_render && pass == 1)
- {
- gGL.blendFunc(LLRender::BF_SOURCE_ALPHA, LLRender::BF_ONE_MINUS_SOURCE_ALPHA);
- }
- else
- {
- mColorSFactor = LLRender::BF_SOURCE_ALPHA; // } regular alpha blend
- mColorDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA; // }
- mAlphaSFactor = LLRender::BF_ZERO; // } glow suppression
- mAlphaDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA; // }
- gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
- }
+ LLGLDepthTest depth(GL_TRUE, write_depth ? GL_TRUE : GL_FALSE);
- if (mShaderLevel > 0)
- {
- renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2, pass);
- }
- else
- {
- renderAlpha(getVertexDataMask(), pass);
- }
+ mColorSFactor = LLRender::BF_SOURCE_ALPHA; // } regular alpha blend
+ mColorDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA; // }
+ mAlphaSFactor = LLRender::BF_ZERO; // } glow suppression
+ mAlphaDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA; // }
+ gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
- gGL.setColorMask(true, false);
+ // If the face is more than 90% transparent, then don't update the Depth buffer for Dof
+ // We don't want the nearly invisible objects to cause of DoF effects
+ renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2, false, rigged);
- if (deferred_render && pass == 1)
- {
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
- }
+ gGL.setColorMask(true, false);
+ if (!rigged)
+ { //render "highlight alpha" on final non-rigged pass
+ // NOTE -- hacky call here protected by !rigged instead of alongside "forwardRender"
+ // so renderDebugAlpha is executed while gls_pipeline_alpha and depth GL state
+ // variables above are still in scope
+ renderDebugAlpha();
+ }
+}
+
+void LLDrawPoolAlpha::renderDebugAlpha()
+{
if (sShowDebugAlpha)
{
- BOOL shaders = gPipeline.canUseVertexShaders();
- if(shaders)
- {
- gHighlightProgram.bind();
- }
- else
- {
- gPipeline.enableLightsFullbright();
- }
+ gHighlightProgram.bind();
+ gGL.diffuseColor4f(1, 0, 0, 1);
+ LLViewerFetchedTexture::sSmokeImagep->addTextureStats(1024.f * 1024.f);
+ gGL.getTexUnit(0)->bindFast(LLViewerFetchedTexture::sSmokeImagep);
- gGL.diffuseColor4f(1,0,0,1);
-
- LLViewerFetchedTexture::sSmokeImagep->addTextureStats(1024.f*1024.f);
- gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sSmokeImagep, TRUE) ;
- renderAlphaHighlight(LLVertexBuffer::MAP_VERTEX |
- LLVertexBuffer::MAP_TEXCOORD0);
+ renderAlphaHighlight(LLVertexBuffer::MAP_VERTEX |
+ LLVertexBuffer::MAP_TEXCOORD0);
pushBatches(LLRenderPass::PASS_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushBatches(LLRenderPass::PASS_ALPHA_INVISIBLE, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
@@ -327,43 +289,85 @@ void LLDrawPoolAlpha::render(S32 pass)
gGL.diffuseColor4f(0, 1, 0, 1);
pushBatches(LLRenderPass::PASS_INVISIBLE, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
- if(shaders)
- {
- gHighlightProgram.unbind();
- }
+ gHighlightProgram.mRiggedVariant->bind();
+ gGL.diffuseColor4f(1, 0, 0, 1);
+
+ pushRiggedBatches(LLRenderPass::PASS_ALPHA_MASK_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
+ pushRiggedBatches(LLRenderPass::PASS_ALPHA_INVISIBLE_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
+
+ // Material alpha mask
+ gGL.diffuseColor4f(0, 0, 1, 1);
+ pushRiggedBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
+ pushRiggedBatches(LLRenderPass::PASS_NORMMAP_MASK_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
+ pushRiggedBatches(LLRenderPass::PASS_SPECMAP_MASK_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
+ pushRiggedBatches(LLRenderPass::PASS_NORMSPEC_MASK_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
+ pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
+
+ gGL.diffuseColor4f(0, 1, 0, 1);
+ pushRiggedBatches(LLRenderPass::PASS_INVISIBLE_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
+ LLGLSLShader::sCurBoundShaderPtr->unbind();
}
}
void LLDrawPoolAlpha::renderAlphaHighlight(U32 mask)
{
- for (LLCullResult::sg_iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i)
- {
- LLSpatialGroup* group = *i;
- if (group->getSpatialPartition()->mRenderByGroup &&
- !group->isDead())
- {
- LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA];
+ for (int pass = 0; pass < 2; ++pass)
+ { //two passes, one rigged and one not
+ LLVOAvatar* lastAvatar = nullptr;
+ U64 lastMeshId = 0;
- for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)
- {
- LLDrawInfo& params = **k;
-
- if (params.mParticle)
- {
- continue;
- }
+ LLCullResult::sg_iterator begin = pass == 0 ? gPipeline.beginAlphaGroups() : gPipeline.beginRiggedAlphaGroups();
+ LLCullResult::sg_iterator end = pass == 0 ? gPipeline.endAlphaGroups() : gPipeline.endRiggedAlphaGroups();
- LLRenderPass::applyModelMatrix(params);
- if (params.mGroup)
- {
- params.mGroup->rebuildMesh();
- }
- params.mVertexBuffer->setBuffer(mask);
- params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
- gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
- }
- }
- }
+ for (LLCullResult::sg_iterator i = begin; i != end; ++i)
+ {
+ LLSpatialGroup* group = *i;
+ if (group->getSpatialPartition()->mRenderByGroup &&
+ !group->isDead())
+ {
+ LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA+pass]; // <-- hacky + pass to use PASS_ALPHA_RIGGED on second pass
+
+ for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)
+ {
+ LLDrawInfo& params = **k;
+
+ if (params.mParticle)
+ {
+ continue;
+ }
+
+ bool rigged = (params.mAvatar != nullptr);
+ gHighlightProgram.bind(rigged);
+ gGL.diffuseColor4f(1, 0, 0, 1);
+
+ if (rigged)
+ {
+ if (lastAvatar != params.mAvatar ||
+ lastMeshId != params.mSkinInfo->mHash)
+ {
+ if (!uploadMatrixPalette(params))
+ {
+ continue;
+ }
+ lastAvatar = params.mAvatar;
+ lastMeshId = params.mSkinInfo->mHash;
+ }
+ }
+
+ LLRenderPass::applyModelMatrix(params);
+ if (params.mGroup)
+ {
+ params.mGroup->rebuildMesh();
+ }
+ params.mVertexBuffer->setBufferFast(rigged ? mask | LLVertexBuffer::MAP_WEIGHT4 : mask);
+ params.mVertexBuffer->drawRangeFast(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
+ }
+ }
+ }
+ }
+
+ // make sure static version of highlight shader is bound before returning
+ gHighlightProgram.bind();
}
inline bool IsFullbright(LLDrawInfo& params)
@@ -383,47 +387,41 @@ inline bool IsEmissive(LLDrawInfo& params)
inline void Draw(LLDrawInfo* draw, U32 mask)
{
- draw->mVertexBuffer->setBuffer(mask);
+ draw->mVertexBuffer->setBufferFast(mask);
LLRenderPass::applyModelMatrix(*draw);
- draw->mVertexBuffer->drawRange(draw->mDrawMode, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
- gPipeline.addTrianglesDrawn(draw->mCount, draw->mDrawMode);
+ draw->mVertexBuffer->drawRangeFast(draw->mDrawMode, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
}
-bool LLDrawPoolAlpha::TexSetup(LLDrawInfo* draw, bool use_shaders, bool use_material, LLGLSLShader* current_shader)
+bool LLDrawPoolAlpha::TexSetup(LLDrawInfo* draw, bool use_material)
{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_TEX_BINDS);
-
bool tex_setup = false;
if (deferred_render && use_material && current_shader)
{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_DEFERRED_TEX_BINDS);
if (draw->mNormalMap)
- {
+ {
draw->mNormalMap->addTextureStats(draw->mVSize);
current_shader->bindTexture(LLShaderMgr::BUMP_MAP, draw->mNormalMap);
}
-
+
if (draw->mSpecularMap)
{
draw->mSpecularMap->addTextureStats(draw->mVSize);
current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, draw->mSpecularMap);
}
}
- else if (current_shader == simple_shader)
+ else if (current_shader == simple_shader || current_shader == simple_shader->mRiggedVariant)
{
- LLViewerFetchedTexture::sFlatNormalImagep->addTextureStats(draw->mVSize);
- LLViewerFetchedTexture::sWhiteImagep->addTextureStats(draw->mVSize);
- current_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep);
+ current_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep);
current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep);
}
- if (use_shaders && draw->mTextureList.size() > 1)
+ if (draw->mTextureList.size() > 1)
{
for (U32 i = 0; i < draw->mTextureList.size(); ++i)
{
if (draw->mTextureList[i].notNull())
{
- gGL.getTexUnit(i)->bind(draw->mTextureList[i], TRUE);
+ gGL.getTexUnit(i)->bindFast(draw->mTextureList[i]);
}
}
}
@@ -431,16 +429,15 @@ bool LLDrawPoolAlpha::TexSetup(LLDrawInfo* draw, bool use_shaders, bool use_mate
{ //not batching textures or batch has only 1 texture -- might need a texture matrix
if (draw->mTexture.notNull())
{
- draw->mTexture->addTextureStats(draw->mVSize);
- if (use_shaders && use_material)
+ if (use_material)
{
current_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, draw->mTexture);
}
else
{
- gGL.getTexUnit(0)->bind(draw->mTexture, TRUE) ;
+ gGL.getTexUnit(0)->bindFast(draw->mTexture);
}
-
+
if (draw->mTextureMatrix)
{
tex_setup = true;
@@ -452,7 +449,7 @@ bool LLDrawPoolAlpha::TexSetup(LLDrawInfo* draw, bool use_shaders, bool use_mate
}
else
{
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(0)->unbindFast(LLTexUnit::TT_TEXTURE);
}
}
@@ -470,160 +467,83 @@ void LLDrawPoolAlpha::RestoreTexSetup(bool tex_setup)
}
}
-void LLDrawPoolAlpha::renderSimples(U32 mask, std::vector<LLDrawInfo*>& simples)
+void LLDrawPoolAlpha::drawEmissive(U32 mask, LLDrawInfo* draw)
{
- gPipeline.enableLightsDynamic();
- simple_shader->bind();
- simple_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep);
- simple_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep);
- simple_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, 1.0f, 1.0f, 1.0f, 1.0f);
- simple_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, 0.0f);
- simple_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 0.0f);
- bool use_shaders = gPipeline.canUseVertexShaders();
- for (LLDrawInfo* draw : simples)
- {
- bool tex_setup = TexSetup(draw, use_shaders, false, simple_shader);
- LLGLEnableFunc stencil_test(GL_STENCIL_TEST, draw->mSelected, &LLGLCommonFunc::selected_stencil_test);
- gGL.blendFunc((LLRender::eBlendFactor) draw->mBlendFuncSrc, (LLRender::eBlendFactor) draw->mBlendFuncDst, mAlphaSFactor, mAlphaDFactor);
-
- Draw(draw, mask);
- RestoreTexSetup(tex_setup);
- }
- simple_shader->unbind();
+ LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.f);
+ draw->mVertexBuffer->setBufferFast((mask & ~LLVertexBuffer::MAP_COLOR) | LLVertexBuffer::MAP_EMISSIVE);
+ draw->mVertexBuffer->drawRangeFast(draw->mDrawMode, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
}
-void LLDrawPoolAlpha::renderFullbrights(U32 mask, std::vector<LLDrawInfo*>& fullbrights)
-{
- gPipeline.enableLightsFullbright();
- fullbright_shader->bind();
- fullbright_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.0f);
- bool use_shaders = gPipeline.canUseVertexShaders();
- for (LLDrawInfo* draw : fullbrights)
- {
- bool tex_setup = TexSetup(draw, use_shaders, false, fullbright_shader);
- LLGLEnableFunc stencil_test(GL_STENCIL_TEST, draw->mSelected, &LLGLCommonFunc::selected_stencil_test);
- gGL.blendFunc((LLRender::eBlendFactor) draw->mBlendFuncSrc, (LLRender::eBlendFactor) draw->mBlendFuncDst, mAlphaSFactor, mAlphaDFactor);
+void LLDrawPoolAlpha::renderEmissives(U32 mask, std::vector<LLDrawInfo*>& emissives)
+{
+ emissive_shader->bind();
+ emissive_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.f);
- Draw(draw, mask & ~(LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2));
+ for (LLDrawInfo* draw : emissives)
+ {
+ bool tex_setup = TexSetup(draw, false);
+ drawEmissive(mask, draw);
RestoreTexSetup(tex_setup);
}
- fullbright_shader->unbind();
}
-void LLDrawPoolAlpha::renderMaterials(U32 mask, std::vector<LLDrawInfo*>& materials)
+void LLDrawPoolAlpha::renderRiggedEmissives(U32 mask, std::vector<LLDrawInfo*>& emissives)
{
- LLGLSLShader::bindNoShader();
- current_shader = NULL;
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE); //disable depth writes since "emissive" is additive so sorting doesn't matter
+ LLGLSLShader* shader = emissive_shader->mRiggedVariant;
+ shader->bind();
+ shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.f);
- gPipeline.enableLightsDynamic();
- bool use_shaders = gPipeline.canUseVertexShaders();
- for (LLDrawInfo* draw : materials)
- {
- U32 mask = draw->mShaderMask;
+ LLVOAvatar* lastAvatar = nullptr;
+ U64 lastMeshId = 0;
- llassert(mask < LLMaterial::SHADER_COUNT);
- target_shader = (LLPipeline::sUnderWaterRender) ? &(gDeferredMaterialWaterProgram[mask]) : &(gDeferredMaterialProgram[mask]);
-
- if (current_shader != target_shader)
- {
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_DEFERRED_SHADER_BINDS);
- if (current_shader)
- {
- gPipeline.unbindDeferredShader(*current_shader);
- }
- gPipeline.bindDeferredShader(*target_shader);
- current_shader = target_shader;
- }
-
- bool tex_setup = TexSetup(draw, use_shaders, true, current_shader);
-
- current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, draw->mSpecColor.mV[0], draw->mSpecColor.mV[1], draw->mSpecColor.mV[2], draw->mSpecColor.mV[3]);
- current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, draw->mEnvIntensity);
- current_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, draw->mFullbright ? 1.f : 0.f);
+ mask |= LLVertexBuffer::MAP_WEIGHT4;
+ for (LLDrawInfo* draw : emissives)
+ {
+ bool tex_setup = TexSetup(draw, false);
+ if (lastAvatar != draw->mAvatar || lastMeshId != draw->mSkinInfo->mHash)
{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_DEFERRED_TEX_BINDS);
- if (draw->mNormalMap)
- {
- draw->mNormalMap->addTextureStats(draw->mVSize);
- current_shader->bindTexture(LLShaderMgr::BUMP_MAP, draw->mNormalMap);
- }
-
- if (draw->mSpecularMap)
- {
- draw->mSpecularMap->addTextureStats(draw->mVSize);
- current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, draw->mSpecularMap);
- }
+ if (!uploadMatrixPalette(*draw))
+ { // failed to upload matrix palette, skip rendering
+ continue;
+ }
+ lastAvatar = draw->mAvatar;
+ lastMeshId = draw->mSkinInfo->mHash;
}
-
- LLGLEnableFunc stencil_test(GL_STENCIL_TEST, draw->mSelected, &LLGLCommonFunc::selected_stencil_test);
- gGL.blendFunc((LLRender::eBlendFactor) draw->mBlendFuncSrc, (LLRender::eBlendFactor) draw->mBlendFuncDst, mAlphaSFactor, mAlphaDFactor);
-
- Draw(draw, mask);
+ drawEmissive(mask, draw);
RestoreTexSetup(tex_setup);
}
}
-void LLDrawPoolAlpha::drawEmissive(U32 mask, LLDrawInfo* draw)
-{
- draw->mVertexBuffer->setBuffer((mask & ~LLVertexBuffer::MAP_COLOR) | LLVertexBuffer::MAP_EMISSIVE);
- draw->mVertexBuffer->drawRange(draw->mDrawMode, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
- gPipeline.addTrianglesDrawn(draw->mCount, draw->mDrawMode);
-}
-
-void LLDrawPoolAlpha::drawEmissiveInline(U32 mask, LLDrawInfo* draw)
+void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
{
- // install glow-accumulating blend mode
- gGL.blendFunc(
- LLRender::BF_ZERO, LLRender::BF_ONE, // don't touch color
- LLRender::BF_ONE, LLRender::BF_ONE); // add to alpha (glow)
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
+ BOOL initialized_lighting = FALSE;
+ BOOL light_enabled = TRUE;
- emissive_shader->bind();
-
- drawEmissive(mask, draw);
-
- // restore our alpha blend mode
- gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
-
- current_shader->bind();
-}
-
-void LLDrawPoolAlpha::renderEmissives(U32 mask, std::vector<LLDrawInfo*>& emissives)
-{
- emissive_shader->bind();
- emissive_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.f);
+ LLVOAvatar* lastAvatar = nullptr;
+ U64 lastMeshId = 0;
+ LLGLSLShader* lastAvatarShader = nullptr;
- gPipeline.enableLightsDynamic();
+ LLCullResult::sg_iterator begin;
+ LLCullResult::sg_iterator end;
- // install glow-accumulating blend mode
- // don't touch color, add to alpha (glow)
- gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, LLRender::BF_ONE, LLRender::BF_ONE);
- bool use_shaders = gPipeline.canUseVertexShaders();
- for (LLDrawInfo* draw : emissives)
+ if (rigged)
{
- bool tex_setup = TexSetup(draw, use_shaders, false, emissive_shader);
- drawEmissive(mask, draw);
- RestoreTexSetup(tex_setup);
+ begin = gPipeline.beginRiggedAlphaGroups();
+ end = gPipeline.endRiggedAlphaGroups();
+ }
+ else
+ {
+ begin = gPipeline.beginAlphaGroups();
+ end = gPipeline.endAlphaGroups();
}
- // restore our alpha blend mode
- gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
-
- emissive_shader->unbind();
-}
-
-void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
-{
- static LLCachedControl<bool> batch_fullbrights(gSavedSettings, "RenderAlphaBatchFullbrights");
- static LLCachedControl<bool> batch_emissives(gSavedSettings, "RenderAlphaBatchEmissives");
- bool initialized_lighting = FALSE;
- bool light_enabled = TRUE;
-
- bool use_shaders = gPipeline.canUseVertexShaders();
-
- for (LLCullResult::sg_iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i)
+ for (LLCullResult::sg_iterator i = begin; i != end; ++i)
{
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("renderAlpha - group");
LLSpatialGroup* group = *i;
llassert(group);
llassert(group->getSpatialPartition());
@@ -631,25 +551,31 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
if (group->getSpatialPartition()->mRenderByGroup &&
!group->isDead())
{
- std::vector<LLDrawInfo*> emissives;
- std::vector<LLDrawInfo*> fullbrights;
+ static std::vector<LLDrawInfo*> emissives;
+ static std::vector<LLDrawInfo*> rigged_emissives;
+ emissives.resize(0);
+ rigged_emissives.resize(0);
bool is_particle_or_hud_particle = group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_PARTICLE
|| group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD_PARTICLE;
bool draw_glow_for_this_partition = mShaderLevel > 0; // no shaders = no glow.
-
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_GROUP_LOOP);
-
bool disable_cull = is_particle_or_hud_particle;
LLGLDisable cull(disable_cull ? GL_CULL_FACE : 0);
- LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA];
+ LLSpatialGroup::drawmap_elem_t& draw_info = rigged ? group->mDrawMap[LLRenderPass::PASS_ALPHA_RIGGED] : group->mDrawMap[LLRenderPass::PASS_ALPHA];
for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)
{
LLDrawInfo& params = **k;
+ if ((bool)params.mAvatar != rigged)
+ {
+ continue;
+ }
+
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("ra - push batch")
+
U32 have_mask = params.mVertexBuffer->getTypeMask() & mask;
if (have_mask != mask)
{ //FIXME!
@@ -659,29 +585,21 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
continue;
}
- // Fix for bug - NORSPEC-271
- // If the face is more than 90% transparent, then don't update the Depth buffer for Dof
- // We don't want the nearly invisible objects to cause of DoF effects
- if(pass == 1 && !LLPipeline::sImpostorRender)
+ if(depth_only)
{
+ // when updating depth buffer, discard faces that are more than 90% transparent
LLFace* face = params.mFace;
if(face)
{
const LLTextureEntry* tep = face->getTextureEntry();
if(tep)
- {
- if(tep->getColor().mV[3] < 0.1f)
+ { // don't render faces that are more than 90% transparent
+ if(tep->getColor().mV[3] < MINIMUM_IMPOSTOR_ALPHA)
continue;
}
}
}
- if (params.mFullbright && batch_fullbrights)
- {
- fullbrights.push_back(&params);
- continue;
- }
-
LLRenderPass::applyModelMatrix(params);
LLMaterial* mat = NULL;
@@ -696,34 +614,17 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
// Turn off lighting if it hasn't already been so.
if (light_enabled || !initialized_lighting)
{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_LIGHT_SETUP);
-
initialized_lighting = TRUE;
- if (use_shaders)
- {
- target_shader = fullbright_shader;
- }
- else
- {
- gPipeline.enableLightsFullbright();
- }
+ target_shader = fullbright_shader;
+
light_enabled = FALSE;
}
}
// Turn on lighting if it isn't already.
else if (!light_enabled || !initialized_lighting)
{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_LIGHT_SETUP);
-
initialized_lighting = TRUE;
- if (use_shaders)
- {
- target_shader = simple_shader;
- }
- else
- {
- gPipeline.enableLightsDynamic();
- }
+ target_shader = simple_shader;
light_enabled = TRUE;
}
@@ -739,11 +640,15 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
target_shader = &(gDeferredMaterialWaterProgram[mask]);
}
+ if (params.mAvatar != nullptr)
+ {
+ llassert(target_shader->mRiggedVariant != nullptr);
+ target_shader = target_shader->mRiggedVariant;
+ }
+
if (current_shader != target_shader)
{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_DEFERRED_SHADER_BINDS);
gPipeline.bindDeferredShader(*target_shader);
- current_shader = target_shader;
}
}
else if (!params.mFullbright)
@@ -755,25 +660,23 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
target_shader = fullbright_shader;
}
- if(use_shaders && (current_shader != target_shader))
- {// If we need shaders, and we're not ALREADY using the proper shader, then bind it
- // (this way we won't rebind shaders unnecessarily).
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_SHADER_BINDS);
- current_shader = target_shader;
- current_shader->bind();
- }
- else if (!use_shaders && current_shader != NULL)
- {
- LLGLSLShader::bindNoShader();
- current_shader = NULL;
- }
+ if (params.mAvatar != nullptr)
+ {
+ target_shader = target_shader->mRiggedVariant;
+ }
+
+ if (current_shader != target_shader)
+ {// If we need shaders, and we're not ALREADY using the proper shader, then bind it
+ // (this way we won't rebind shaders unnecessarily).
+ target_shader->bind();
+ }
LLVector4 spec_color(1, 1, 1, 1);
F32 env_intensity = 0.0f;
F32 brightness = 1.0f;
// We have a material. Supply the appropriate data here.
- if (use_shaders && mat && deferred_render)
+ if (mat && deferred_render)
{
spec_color = params.mSpecColor;
env_intensity = params.mEnvIntensity;
@@ -782,7 +685,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
if (current_shader)
{
- current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, spec_color.mV[0], spec_color.mV[1], spec_color.mV[2], spec_color.mV[3]);
+ current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, spec_color.mV[0], spec_color.mV[1], spec_color.mV[2], spec_color.mV[3]);
current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, env_intensity);
current_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, brightness);
}
@@ -792,38 +695,69 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
params.mGroup->rebuildMesh();
}
- bool tex_setup = TexSetup(&params, use_shaders, use_shaders && (mat != nullptr), current_shader);
+ if (params.mAvatar != nullptr)
+ {
+ if (lastAvatar != params.mAvatar ||
+ lastMeshId != params.mSkinInfo->mHash ||
+ lastAvatarShader != LLGLSLShader::sCurBoundShaderPtr)
+ {
+ if (!uploadMatrixPalette(params))
+ {
+ continue;
+ }
+ lastAvatar = params.mAvatar;
+ lastMeshId = params.mSkinInfo->mHash;
+ lastAvatarShader = LLGLSLShader::sCurBoundShaderPtr;
+ }
+ }
- {
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_PUSH);
+ bool tex_setup = TexSetup(&params, (mat != nullptr));
+ {
LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test);
gGL.blendFunc((LLRender::eBlendFactor) params.mBlendFuncSrc, (LLRender::eBlendFactor) params.mBlendFuncDst, mAlphaSFactor, mAlphaDFactor);
- params.mVertexBuffer->setBuffer(mask & ~(params.mFullbright ? (LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2) : 0));
+ bool reset_minimum_alpha = false;
+ if (!LLPipeline::sImpostorRender &&
+ params.mBlendFuncDst != LLRender::BF_SOURCE_ALPHA &&
+ params.mBlendFuncSrc != LLRender::BF_SOURCE_ALPHA)
+ { // this draw call has a custom blend function that may require rendering of "invisible" fragments
+ current_shader->setMinimumAlpha(0.f);
+ reset_minimum_alpha = true;
+ }
+
+ U32 drawMask = mask;
+ if (params.mFullbright)
+ {
+ drawMask &= ~(LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2);
+ }
+ if (params.mAvatar != nullptr)
{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_DRAW);
- params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
- gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
+ drawMask |= LLVertexBuffer::MAP_WEIGHT4;
+ }
+
+ params.mVertexBuffer->setBufferFast(drawMask);
+ params.mVertexBuffer->drawRangeFast(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
+
+ if (reset_minimum_alpha)
+ {
+ current_shader->setMinimumAlpha(MINIMUM_ALPHA);
}
}
// If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls is expensive, but glow must be drawn Z-sorted with alpha.
- if (current_shader &&
- draw_glow_for_this_partition &&
+ if (draw_glow_for_this_partition &&
params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))
{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_EMISSIVE);
-
- if (batch_emissives)
+ if (params.mAvatar != nullptr)
{
- emissives.push_back(&params);
+ rigged_emissives.push_back(&params);
}
else
{
- drawEmissiveInline(mask, &params);
- }
+ emissives.push_back(&params);
+ }
}
if (tex_setup)
@@ -835,31 +769,71 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
}
}
- if (batch_fullbrights)
+ // render emissive faces into alpha channel for bloom effects
+ if (!depth_only)
{
- light_enabled = false;
- renderFullbrights(mask, fullbrights);
- }
+ gPipeline.enableLightsDynamic();
- if (batch_emissives)
- {
- light_enabled = true;
- renderEmissives(mask, emissives);
- }
+ // install glow-accumulating blend mode
+ // don't touch color, add to alpha (glow)
+ gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, LLRender::BF_ONE, LLRender::BF_ONE);
- if (current_shader)
- {
- current_shader->bind();
+ bool rebind = false;
+ LLGLSLShader* lastShader = current_shader;
+ if (!emissives.empty())
+ {
+ light_enabled = true;
+ renderEmissives(mask, emissives);
+ rebind = true;
+ }
+
+ if (!rigged_emissives.empty())
+ {
+ light_enabled = true;
+ renderRiggedEmissives(mask, rigged_emissives);
+ rebind = true;
+ }
+
+ // restore our alpha blend mode
+ gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
+
+ if (lastShader && rebind)
+ {
+ lastShader->bind();
+ }
}
- }
+ }
}
gGL.setSceneBlendType(LLRender::BT_ALPHA);
- LLVertexBuffer::unbind();
-
+ LLVertexBuffer::unbind();
+
if (!light_enabled)
{
gPipeline.enableLightsDynamic();
}
}
+
+bool LLDrawPoolAlpha::uploadMatrixPalette(const LLDrawInfo& params)
+{
+ if (params.mAvatar.isNull())
+ {
+ return false;
+ }
+ const LLVOAvatar::MatrixPaletteCache& mpc = params.mAvatar.get()->updateSkinInfoMatrixPalette(params.mSkinInfo);
+ U32 count = mpc.mMatrixPalette.size();
+
+ if (count == 0)
+ {
+ //skin info not loaded yet, don't render
+ return false;
+ }
+
+ LLGLSLShader::sCurBoundShaderPtr->uniformMatrix3x4fv(LLViewerShaderMgr::AVATAR_MATRIX,
+ count,
+ FALSE,
+ (GLfloat*)&(mpc.mGLMp[0]));
+
+ return true;
+}