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authorBrad Kittenbrink <brad@lindenlab.com>2009-02-18 21:10:16 +0000
committerBrad Kittenbrink <brad@lindenlab.com>2009-02-18 21:10:16 +0000
commitabdc99f21b542c4fea67030ddbd7166c9d1c6c63 (patch)
tree3e984e405adfdec189ca8a047daca5250737ffbf /indra/newview/lldrawpoolavatar.cpp
parent34412f0530cf6a411b4de906a8e9da59cbcb3a85 (diff)
Merge of QAR-1267 to trunk. This was a combo merge of QAR-1175 (maint-render-9) and QAR-1236 (dll-msvcrt-2)
svn merge -r 109838:112264 svn+ssh://svn.lindenlab.com/svn/linden/branches/maint-render/maint-render-9-merge-r109833
Diffstat (limited to 'indra/newview/lldrawpoolavatar.cpp')
-rw-r--r--indra/newview/lldrawpoolavatar.cpp304
1 files changed, 279 insertions, 25 deletions
diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp
index 563f537b11..9db9197500 100644
--- a/indra/newview/lldrawpoolavatar.cpp
+++ b/indra/newview/lldrawpoolavatar.cpp
@@ -48,12 +48,19 @@
#include "pipeline.h"
#include "llviewershadermgr.h"
#include "llappviewer.h"
+#include "llrendersphere.h"
+#include "llviewerpartsim.h"
static U32 sDataMask = LLDrawPoolAvatar::VERTEX_DATA_MASK;
static U32 sBufferUsage = GL_STREAM_DRAW_ARB;
static U32 sShaderLevel = 0;
static LLGLSLShader* sVertexProgram = NULL;
+BOOL LLDrawPoolAvatar::sSkipOpaque = FALSE;
+BOOL LLDrawPoolAvatar::sSkipTransparent = FALSE;
+
+extern BOOL gUseGLPick;
+
F32 CLOTHING_GRAVITY_EFFECT = 0.7f;
F32 CLOTHING_ACCEL_FORCE_FACTOR = 0.2f;
const S32 NUM_TEST_AVATARS = 30;
@@ -85,6 +92,8 @@ S32 AVATAR_VERTEX_BYTES = 48;
BOOL gAvatarEmbossBumpMap = FALSE;
static BOOL sRenderingSkinned = FALSE;
+S32 normal_channel = -1;
+S32 specular_channel = -1;
LLDrawPoolAvatar::LLDrawPoolAvatar() :
LLFacePool(POOL_AVATAR)
@@ -111,6 +120,7 @@ S32 LLDrawPoolAvatar::getVertexShaderLevel() const
void LLDrawPoolAvatar::prerender()
{
mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR);
+
sShaderLevel = mVertexShaderLevel;
if (sShaderLevel > 0)
@@ -139,6 +149,177 @@ LLMatrix4& LLDrawPoolAvatar::getModelView()
// render()
//-----------------------------------------------------------------------------
+
+S32 LLDrawPoolAvatar::getNumDeferredPasses()
+{
+ return getNumPasses();
+}
+
+void LLDrawPoolAvatar::beginDeferredPass(S32 pass)
+{
+ LLFastTimer t(LLFastTimer::FTM_RENDER_CHARACTERS);
+
+ if (LLPipeline::sImpostorRender)
+ {
+ beginDeferredSkinned();
+ return;
+ }
+
+ switch (pass)
+ {
+ case 0:
+ beginDeferredImpostor();
+ break;
+ case 1:
+ beginDeferredRigid();
+ break;
+ case 2:
+ beginDeferredSkinned();
+ break;
+ }
+}
+
+void LLDrawPoolAvatar::endDeferredPass(S32 pass)
+{
+ LLFastTimer t(LLFastTimer::FTM_RENDER_CHARACTERS);
+
+ if (LLPipeline::sImpostorRender)
+ {
+ endDeferredSkinned();
+ return;
+ }
+
+ switch (pass)
+ {
+ case 0:
+ endDeferredImpostor();
+ break;
+ case 1:
+ endDeferredRigid();
+ break;
+ case 2:
+ endDeferredSkinned();
+ break;
+ }
+}
+
+void LLDrawPoolAvatar::renderDeferred(S32 pass)
+{
+ render(pass);
+}
+
+S32 LLDrawPoolAvatar::getNumPostDeferredPasses()
+{
+ return 1;
+}
+
+void LLDrawPoolAvatar::beginPostDeferredPass(S32 pass)
+{
+ sSkipOpaque = TRUE;
+ sShaderLevel = mVertexShaderLevel;
+ sVertexProgram = &gDeferredAvatarAlphaProgram;
+
+ sRenderingSkinned = TRUE;
+
+ gPipeline.bindDeferredShader(*sVertexProgram);
+
+ enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
+}
+
+void LLDrawPoolAvatar::endPostDeferredPass(S32 pass)
+{
+ // if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done
+ sRenderingSkinned = FALSE;
+ sSkipOpaque = FALSE;
+ disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
+
+ gPipeline.unbindDeferredShader(*sVertexProgram);
+
+ sShaderLevel = mVertexShaderLevel;
+}
+
+void LLDrawPoolAvatar::renderPostDeferred(S32 pass)
+{
+ render(2); //pass 2 = skinned
+}
+
+
+S32 LLDrawPoolAvatar::getNumShadowPasses()
+{
+ return 1;
+}
+
+void LLDrawPoolAvatar::beginShadowPass(S32 pass)
+{
+ LLFastTimer t(LLFastTimer::FTM_SHADOW_AVATAR);
+
+ sVertexProgram = &gDeferredAvatarShadowProgram;
+ if (sShaderLevel > 0)
+ {
+ gAvatarMatrixParam = sVertexProgram->mUniform[LLViewerShaderMgr::AVATAR_MATRIX];
+ }
+ gGL.setAlphaRejectSettings(LLRender::CF_GREATER_EQUAL, 0.2f);
+
+ glColor4f(1,1,1,1);
+
+ if ((sShaderLevel > 0)) // for hardware blending
+ {
+ sRenderingSkinned = TRUE;
+ sVertexProgram->bind();
+ enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
+ }
+
+}
+
+void LLDrawPoolAvatar::endShadowPass(S32 pass)
+{
+ LLFastTimer t(LLFastTimer::FTM_SHADOW_AVATAR);
+
+ if (sShaderLevel > 0)
+ {
+ sRenderingSkinned = FALSE;
+ sVertexProgram->unbind();
+ disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
+ }
+
+ gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
+}
+
+void LLDrawPoolAvatar::renderShadow(S32 pass)
+{
+ LLFastTimer t(LLFastTimer::FTM_SHADOW_AVATAR);
+ if (!gRenderAvatar)
+ {
+ return;
+ }
+
+ if (mDrawFace.empty())
+ {
+ return;
+ }
+
+ const LLFace *facep = mDrawFace[0];
+ if (!facep->getDrawable())
+ {
+ return;
+ }
+ LLVOAvatar *avatarp = (LLVOAvatar *)facep->getDrawable()->getVObj().get();
+
+ if (avatarp->isDead() || avatarp->mIsDummy || avatarp->mDrawable.isNull())
+ {
+ return;
+ }
+
+ BOOL impostor = avatarp->isImpostor();
+ if (impostor)
+ {
+ return;
+ }
+
+ avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE);
+
+}
+
S32 LLDrawPoolAvatar::getNumPasses()
{
return LLPipeline::sImpostorRender ? 1 : 3;
@@ -254,6 +435,46 @@ void LLDrawPoolAvatar::endRigid()
}
}
+void LLDrawPoolAvatar::beginDeferredImpostor()
+{
+ if (!LLPipeline::sReflectionRender)
+ {
+ LLVOAvatar::sRenderDistance = llclamp(LLVOAvatar::sRenderDistance, 16.f, 256.f);
+ LLVOAvatar::sNumVisibleAvatars = 0;
+ }
+
+ sVertexProgram = &gDeferredImpostorProgram;
+
+ normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL);
+ specular_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::SPECULAR_MAP);
+
+ sVertexProgram->bind();
+}
+
+void LLDrawPoolAvatar::endDeferredImpostor()
+{
+ sShaderLevel = mVertexShaderLevel;
+ sVertexProgram->disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL);
+ sVertexProgram->disableTexture(LLViewerShaderMgr::SPECULAR_MAP);
+ sVertexProgram->unbind();
+ gGL.getTexUnit(0)->activate();
+}
+
+void LLDrawPoolAvatar::beginDeferredRigid()
+{
+ sVertexProgram = &gDeferredDiffuseProgram;
+
+ sVertexProgram->bind();
+}
+
+void LLDrawPoolAvatar::endDeferredRigid()
+{
+ sShaderLevel = mVertexShaderLevel;
+ sVertexProgram->unbind();
+ gGL.getTexUnit(0)->activate();
+}
+
+
void LLDrawPoolAvatar::beginSkinned()
{
if (sShaderLevel > 0)
@@ -283,7 +504,7 @@ void LLDrawPoolAvatar::beginSkinned()
if (sShaderLevel > 0) // for hardware blending
{
sRenderingSkinned = TRUE;
-
+
sVertexProgram->bind();
if (sShaderLevel >= SHADER_LEVEL_CLOTH)
{
@@ -344,6 +565,34 @@ void LLDrawPoolAvatar::endSkinned()
gGL.getTexUnit(0)->activate();
}
+void LLDrawPoolAvatar::beginDeferredSkinned()
+{
+ sSkipTransparent = TRUE;
+ sShaderLevel = mVertexShaderLevel;
+ sVertexProgram = &gDeferredAvatarProgram;
+
+ sRenderingSkinned = TRUE;
+
+ sVertexProgram->bind();
+
+ enable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
+
+ gGL.getTexUnit(0)->activate();
+}
+
+void LLDrawPoolAvatar::endDeferredSkinned()
+{
+ sSkipTransparent = FALSE;
+ // if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done
+ sRenderingSkinned = FALSE;
+ disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
+ sVertexProgram->unbind();
+
+ sShaderLevel = mVertexShaderLevel;
+
+ gGL.getTexUnit(0)->activate();
+}
+
void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
{
@@ -393,27 +642,25 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
return;
}
- if (!single_avatar && !avatarp->isFullyLoaded())
+ if (!single_avatar && !avatarp->isFullyLoaded() )
{
-
- /* // debug code to draw a cube in place of avatar
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- LLVector3 pos = avatarp->getPositionAgent();
-
- gGL.color4f(1.0f, 0.0f, 0.0f, 0.8f);
- gGL.begin(GL_LINES);
+ if (pass==1 && (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_PARTICLES) || LLViewerPartSim::getMaxPartCount() <= 0))
{
- gGL.vertex3fv((pos - LLVector3(0.2f, 0.f, 0.f)).mV);
- gGL.vertex3fv((pos + LLVector3(0.2f, 0.f, 0.f)).mV);
- gGL.vertex3fv((pos - LLVector3(0.f, 0.2f, 0.f)).mV);
- gGL.vertex3fv((pos + LLVector3(0.f, 0.2f, 0.f)).mV);
- gGL.vertex3fv((pos - LLVector3(0.f, 0.f, 0.2f)).mV);
- gGL.vertex3fv((pos + LLVector3(0.f, 0.f, 0.2f)).mV);
+ // debug code to draw a sphere in place of avatar
+ gGL.getTexUnit(0)->bind(LLViewerImage::sWhiteImagep.get());
+ gGL.setColorMask(true, true);
+ LLVector3 pos = avatarp->getPositionAgent();
+ gGL.color4f(1.0f, 1.0f, 1.0f, 0.7f);
+
+ gGL.pushMatrix();
+ gGL.translatef((F32)(pos.mV[VX]),
+ (F32)(pos.mV[VY]),
+ (F32)(pos.mV[VZ]));
+ gGL.scalef(0.15f, 0.15f, 0.3f);
+ gSphere.render();
+ gGL.popMatrix();
+ gGL.setColorMask(true, false);
}
- gGL.end();
- */
-
-
// don't render please
return;
}
@@ -441,9 +688,20 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
if (impostor)
{
+ if (LLPipeline::sRenderDeferred && avatarp->mImpostor.isComplete())
+ {
+ if (normal_channel > -1)
+ {
+ avatarp->mImpostor.bindTexture(2, normal_channel);
+ }
+ if (specular_channel > -1)
+ {
+ avatarp->mImpostor.bindTexture(1, specular_channel);
+ }
+ }
avatarp->renderImpostor();
}
- else if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOOT_SHADOWS))
+ else if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOOT_SHADOWS) && !LLPipeline::sRenderDeferred)
{
avatarp->renderFootShadows();
}
@@ -680,11 +938,7 @@ void LLVertexBufferAvatar::setupVertexBuffer(U32 data_mask) const
glVertexPointer(3,GL_FLOAT, mStride, (void*)(base + 0));
glNormalPointer(GL_FLOAT, mStride, (void*)(base + mOffsets[TYPE_NORMAL]));
-
- glClientActiveTextureARB(GL_TEXTURE1_ARB);
- glTexCoordPointer(2,GL_FLOAT, mStride, (void*)(base + mOffsets[TYPE_TEXCOORD2]));
- glClientActiveTextureARB(GL_TEXTURE0_ARB);
- glTexCoordPointer(2,GL_FLOAT, mStride, (void*)(base + mOffsets[TYPE_TEXCOORD]));
+ glTexCoordPointer(2,GL_FLOAT, mStride, (void*)(base + mOffsets[TYPE_TEXCOORD0]));
set_vertex_weights(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT], mStride, (F32*)(base + mOffsets[TYPE_WEIGHT]));