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authorDave Parks <davep@lindenlab.com>2021-12-02 20:11:43 +0000
committerDave Parks <davep@lindenlab.com>2021-12-02 20:11:43 +0000
commit511de439a35ddb22c6f174b85c599d4881b9c139 (patch)
tree55a0def0bd0a5613b855f3b6843bc8e9c574993e /indra
parent2ed229473d7473593e8d502003991487bb622018 (diff)
SL-16405 Remove “pass == <magic number>” anti-pattern from various drawpools.
Diffstat (limited to 'indra')
-rw-r--r--indra/newview/lldrawpoolalpha.cpp352
-rw-r--r--indra/newview/lldrawpoolalpha.h16
-rw-r--r--indra/newview/lldrawpoolbump.cpp346
-rw-r--r--indra/newview/lldrawpoolbump.h27
-rw-r--r--indra/newview/lldrawpoolsimple.cpp659
-rw-r--r--indra/newview/lldrawpoolsimple.h34
6 files changed, 437 insertions, 997 deletions
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index 9b298b120a..cecdefd7e8 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -80,213 +80,162 @@ void LLDrawPoolAlpha::prerender()
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_PROFILE_ZONE_SCOPED;
-
- F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
+// set some common parameters on the given shader to prepare for alpha rendering
+static void prepare_alpha_shader(LLGLSLShader* shader, bool textureGamma)
+{
+ static LLCachedControl<F32> displayGamma(gSavedSettings, "RenderDeferredDisplayGamma");
+ F32 gamma = displayGamma;
- emissive_shader[0] = (LLPipeline::sUnderWaterRender) ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
- emissive_shader[1] = emissive_shader[0]->mRiggedVariant;
+ 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));
- for (int i = 0; i < 2; ++i)
+ if (LLPipeline::sImpostorRender)
{
- emissive_shader[i]->bind();
- emissive_shader[i]->uniform1i(LLShaderMgr::NO_ATMO, (LLPipeline::sRenderingHUDs) ? 1 : 0);
- emissive_shader[i]->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
- emissive_shader[i]->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f / 2.2f));
+ shader->setMinimumAlpha(0.5f);
+ }
+ else
+ {
+ shader->setMinimumAlpha(0.f);
+ }
+ if (textureGamma)
+ {
+ shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
}
- if (pass == 0)
- {
- fullbright_shader[0] = (LLPipeline::sImpostorRender) ? &gDeferredFullbrightProgram :
- (LLPipeline::sUnderWaterRender) ? &gDeferredFullbrightWaterProgram : &gDeferredFullbrightProgram;
- fullbright_shader[1] = fullbright_shader[0]->mRiggedVariant;
-
- for (int i = 0; i < 2; ++i)
- {
- fullbright_shader[i]->bind();
- fullbright_shader[i]->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
- fullbright_shader[i]->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f / 2.2f));
- fullbright_shader[i]->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
- fullbright_shader[i]->unbind();
- }
-
- simple_shader[0] = (LLPipeline::sImpostorRender) ? &gDeferredAlphaImpostorProgram :
- (LLPipeline::sUnderWaterRender) ? &gDeferredAlphaWaterProgram : &gDeferredAlphaProgram;
- simple_shader[1] = simple_shader[0]->mRiggedVariant;
-
- //prime simple shader (loads shadow relevant uniforms)
- for (int i = 0; i < 2; ++i)
- {
- gPipeline.bindDeferredShader(*simple_shader[i]);
- simple_shader[i]->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f / 2.2f));
- simple_shader[i]->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[0] = fullbright_shader[0] = &gObjectFullbrightAlphaMaskProgram;
- simple_shader[1] = fullbright_shader[1] = simple_shader[0]->mRiggedVariant;
-
- for (int i = 0; i < 2; ++i)
- {
- simple_shader[i]->bind();
- simple_shader[i]->setMinimumAlpha(0.33f);
- }
- }
-
- deferred_render = TRUE;
- if (mShaderLevel > 0)
- {
- // Start out with no shaders.
- target_shader = NULL;
- }
- gPipeline.enableLightsDynamic();
+ //also prepare rigged variant
+ if (shader->mRiggedVariant && shader->mRiggedVariant != shader)
+ {
+ prepare_alpha_shader(shader->mRiggedVariant, textureGamma);
+ }
}
-void LLDrawPoolAlpha::endPostDeferredPass(S32 pass)
+void LLDrawPoolAlpha::renderPostDeferred(S32 pass)
{
LL_PROFILE_ZONE_SCOPED;
+ deferred_render = TRUE;
- if (pass == 1 && !LLPipeline::sImpostorRender)
- {
- gPipeline.mDeferredDepth.flush();
- gPipeline.mScreen.bindTarget();
- LLGLSLShader::sCurBoundShaderPtr->unbind();
- }
+ // first pass, regular forward alpha rendering
+ {
+ emissive_shader = (LLPipeline::sUnderWaterRender) ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
+ prepare_alpha_shader(emissive_shader, true);
- deferred_render = FALSE;
- endRenderPass(pass);
+ fullbright_shader = (LLPipeline::sImpostorRender) ? &gDeferredFullbrightProgram :
+ (LLPipeline::sUnderWaterRender) ? &gDeferredFullbrightWaterProgram : &gDeferredFullbrightProgram;
+ prepare_alpha_shader(fullbright_shader, true);
+
+ simple_shader = (LLPipeline::sImpostorRender) ? &gDeferredAlphaImpostorProgram :
+ (LLPipeline::sUnderWaterRender) ? &gDeferredAlphaWaterProgram : &gDeferredAlphaProgram;
+ prepare_alpha_shader(simple_shader, false);
+
+ forwardRender();
+ }
+
+ // second 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;
+
+ simple_shader->bind();
+ simple_shader->setMinimumAlpha(0.33f);
+
+ // mask off color buffer writes as we're only writing to depth buffer
+ gGL.setColorMask(false, 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,
+ true); // <--- discard mostly transparent faces
+
+ gPipeline.mDeferredDepth.flush();
+ gPipeline.mScreen.bindTarget();
+ gGL.setColorMask(true, false);
+ }
+
+ renderDebugAlpha();
+
+ deferred_render = FALSE;
}
-void LLDrawPoolAlpha::renderPostDeferred(S32 pass)
-{
- LL_PROFILE_ZONE_SCOPED;
- 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_PROFILE_ZONE_SCOPED;
-
- simple_shader[0] = (LLPipeline::sImpostorRender) ? &gObjectSimpleImpostorProgram :
- (LLPipeline::sUnderWaterRender) ? &gObjectSimpleWaterProgram : &gObjectSimpleProgram;
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA);
- fullbright_shader[0] = (LLPipeline::sImpostorRender) ? &gObjectFullbrightProgram :
- (LLPipeline::sUnderWaterRender) ? &gObjectFullbrightWaterProgram : &gObjectFullbrightProgram;
+ simple_shader = (LLPipeline::sImpostorRender) ? &gObjectSimpleImpostorProgram :
+ (LLPipeline::sUnderWaterRender) ? &gObjectSimpleWaterProgram : &gObjectSimpleProgram;
- emissive_shader[0] = (LLPipeline::sImpostorRender) ? &gObjectEmissiveProgram :
- (LLPipeline::sUnderWaterRender) ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
+ fullbright_shader = (LLPipeline::sImpostorRender) ? &gObjectFullbrightProgram :
+ (LLPipeline::sUnderWaterRender) ? &gObjectFullbrightWaterProgram : &gObjectFullbrightProgram;
- simple_shader[1] = simple_shader[0]->mRiggedVariant;
- fullbright_shader[1] = fullbright_shader[0]->mRiggedVariant;
- emissive_shader[1] = emissive_shader[0]->mRiggedVariant;
+ emissive_shader = (LLPipeline::sImpostorRender) ? &gObjectEmissiveProgram :
+ (LLPipeline::sUnderWaterRender) ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
+ F32 minimum_alpha = 0.f;
if (LLPipeline::sImpostorRender)
- {
- for (int i = 0; i < 2; ++i)
- {
- fullbright_shader[i]->bind();
- fullbright_shader[i]->setMinimumAlpha(0.5f);
- fullbright_shader[i]->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
- simple_shader[i]->bind();
- simple_shader[i]->setMinimumAlpha(0.5f);
- simple_shader[i]->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
- }
- }
- else
- {
- for (int i = 0; i < 2; ++i)
- {
- fullbright_shader[i]->bind();
- fullbright_shader[i]->setMinimumAlpha(0.f);
- fullbright_shader[i]->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
- simple_shader[i]->bind();
- simple_shader[i]->setMinimumAlpha(0.f);
- simple_shader[i]->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
- }
+ {
+ minimum_alpha = 0.5f;
}
- gPipeline.enableLightsDynamic();
+ prepare_forward_shader(fullbright_shader, minimum_alpha);
+ prepare_forward_shader(simple_shader, minimum_alpha);
- LLGLSLShader::bindNoShader();
-}
-
-void LLDrawPoolAlpha::endRenderPass( S32 pass )
-{
- LL_PROFILE_ZONE_SCOPED;
- LLRenderPass::endRenderPass(pass);
+ forwardRender();
- if(gPipeline.canUseWindLightShaders())
- {
- LLGLSLShader::bindNoShader();
- }
+ renderDebugAlpha();
}
-void LLDrawPoolAlpha::render(S32 pass)
+void LLDrawPoolAlpha::forwardRender()
{
- 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 = 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);
- renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2, 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);
- if (deferred_render && pass == 1)
- {
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
- }
+ gGL.setColorMask(true, false);
+}
+void LLDrawPoolAlpha::renderDebugAlpha()
+{
if (sShowDebugAlpha)
{
gHighlightProgram.bind();
@@ -403,7 +352,7 @@ bool LLDrawPoolAlpha::TexSetup(LLDrawInfo* draw, bool use_material)
current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, draw->mSpecularMap);
}
}
- else if (current_shader == simple_shader[0] || current_shader == simple_shader[1])
+ else if (current_shader == simple_shader || current_shader == simple_shader->mRiggedVariant)
{
current_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep);
current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep);
@@ -470,14 +419,8 @@ void LLDrawPoolAlpha::drawEmissive(U32 mask, LLDrawInfo* draw)
void LLDrawPoolAlpha::renderEmissives(U32 mask, std::vector<LLDrawInfo*>& emissives)
{
- emissive_shader[0]->bind();
- emissive_shader[0]->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.f);
-
- gPipeline.enableLightsDynamic();
-
- // 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);
+ emissive_shader->bind();
+ emissive_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.f);
for (LLDrawInfo* draw : emissives)
{
@@ -485,24 +428,13 @@ void LLDrawPoolAlpha::renderEmissives(U32 mask, std::vector<LLDrawInfo*>& emissi
drawEmissive(mask, draw);
RestoreTexSetup(tex_setup);
}
-
- // restore our alpha blend mode
- gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
-
- emissive_shader[0]->unbind();
}
void LLDrawPoolAlpha::renderRiggedEmissives(U32 mask, std::vector<LLDrawInfo*>& emissives)
{
- emissive_shader[1]->bind();
- emissive_shader[1]->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.f);
-
- gPipeline.enableLightsDynamic();
-
- mask |= LLVertexBuffer::MAP_WEIGHT4;
- // 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);
+ LLGLSLShader* shader = emissive_shader->mRiggedVariant;
+ shader->bind();
+ shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.f);
LLVOAvatar* lastAvatar = nullptr;
U64 lastMeshId = 0;
@@ -522,14 +454,9 @@ void LLDrawPoolAlpha::renderRiggedEmissives(U32 mask, std::vector<LLDrawInfo*>&
drawEmissive(mask, draw);
RestoreTexSetup(tex_setup);
}
-
- // restore our alpha blend mode
- gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
-
- emissive_shader[1]->unbind();
}
-void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
+void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only)
{
LL_PROFILE_ZONE_SCOPED;
BOOL initialized_lighting = FALSE;
@@ -577,17 +504,15 @@ 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)
- {
+ { // don't render faces that are more than 90% transparent
if(tep->getColor().mV[3] < 0.1f)
continue;
}
@@ -609,7 +534,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
if (light_enabled || !initialized_lighting)
{
initialized_lighting = TRUE;
- target_shader = fullbright_shader[0];
+ target_shader = fullbright_shader;
light_enabled = FALSE;
}
@@ -618,7 +543,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
else if (!light_enabled || !initialized_lighting)
{
initialized_lighting = TRUE;
- target_shader = simple_shader[0];
+ target_shader = simple_shader;
light_enabled = TRUE;
}
@@ -647,11 +572,11 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
}
else if (!params.mFullbright)
{
- target_shader = simple_shader[0];
+ target_shader = simple_shader;
}
else
{
- target_shader = fullbright_shader[0];
+ target_shader = fullbright_shader;
}
if (params.mAvatar != nullptr)
@@ -748,7 +673,15 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
}
}
+ // render emissive faces into alpha channel for bloom effects
+ if (!depth_only)
{
+ gPipeline.enableLightsDynamic();
+
+ // 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 rebind = false;
LLGLSLShader* lastShader = current_shader;
if (!emissives.empty())
@@ -765,6 +698,9 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
rebind = true;
}
+ // restore our alpha blend mode
+ gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
+
if (lastShader && rebind)
{
lastShader->bind();
diff --git a/indra/newview/lldrawpoolalpha.h b/indra/newview/lldrawpoolalpha.h
index 64c17c3fef..1f6909e282 100644
--- a/indra/newview/lldrawpoolalpha.h
+++ b/indra/newview/lldrawpoolalpha.h
@@ -51,19 +51,17 @@ public:
/*virtual*/ ~LLDrawPoolAlpha();
/*virtual*/ S32 getNumPostDeferredPasses();
- /*virtual*/ void beginPostDeferredPass(S32 pass);
- /*virtual*/ void endPostDeferredPass(S32 pass);
/*virtual*/ void renderPostDeferred(S32 pass);
-
- /*virtual*/ void beginRenderPass(S32 pass = 0);
- /*virtual*/ void endRenderPass( S32 pass );
/*virtual*/ S32 getNumPasses() { return 1; }
virtual void render(S32 pass = 0);
+ void forwardRender();
/*virtual*/ void prerender();
+ void renderDebugAlpha();
+
void renderGroupAlpha(LLSpatialGroup* group, U32 type, U32 mask, BOOL texture = TRUE);
- void renderAlpha(U32 mask, S32 pass);
+ void renderAlpha(U32 mask, bool depth_only = false);
void renderAlphaHighlight(U32 mask);
bool uploadMatrixPalette(const LLDrawInfo& params);
@@ -73,9 +71,9 @@ private:
LLGLSLShader* target_shader;
// setup by beginFooPass, [0] is static variant, [1] is rigged variant
- LLGLSLShader* simple_shader[2] = { nullptr };
- LLGLSLShader* fullbright_shader[2] = { nullptr };
- LLGLSLShader* emissive_shader[2] = { nullptr };
+ LLGLSLShader* simple_shader = nullptr;
+ LLGLSLShader* fullbright_shader = nullptr;
+ LLGLSLShader* emissive_shader = nullptr;
void drawEmissive(U32 mask, LLDrawInfo* draw);
void renderEmissives(U32 mask, std::vector<LLDrawInfo*>& emissives);
diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp
index dc52fc7680..b01450bba9 100644
--- a/indra/newview/lldrawpoolbump.cpp
+++ b/indra/newview/lldrawpoolbump.cpp
@@ -200,21 +200,7 @@ void LLDrawPoolBump::prerender()
// static
S32 LLDrawPoolBump::numBumpPasses()
{
- if (gSavedSettings.getBOOL("RenderObjectBump"))
- {
- if (mShaderLevel > 1)
- {
- return 6;
- }
- else
- {
- return 4;
- }
- }
- else
- {
- return 0;
- }
+ return 1;
}
S32 LLDrawPoolBump::getNumPasses()
@@ -222,108 +208,49 @@ S32 LLDrawPoolBump::getNumPasses()
return numBumpPasses();
}
-void LLDrawPoolBump::beginRenderPass(S32 pass)
-{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_BUMP);
- mRigged = ((pass % 2) == 1);
- pass /= 2;
- switch( pass )
- {
- case 0:
- beginShiny();
- break;
- case 1:
- if (mShaderLevel > 1)
- {
- beginFullbrightShiny();
- }
- else
- {
- beginBump();
- }
- break;
- case 2:
- beginBump();
- break;
- default:
- llassert(0);
- break;
- }
-}
-
void LLDrawPoolBump::render(S32 pass)
{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_BUMP);
-
- if (!gPipeline.hasRenderType(LLDrawPool::POOL_SIMPLE))
- {
- return;
- }
- pass /= 2;
- switch( pass )
- {
- case 0:
- renderShiny();
- break;
- case 1:
- if (mShaderLevel > 1)
- {
- renderFullbrightShiny();
- }
- else
- {
- renderBump();
- }
- break;
- case 2:
- renderBump();
- break;
- default:
- llassert(0);
- break;
- }
-}
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_BUMP);
-void LLDrawPoolBump::endRenderPass(S32 pass)
-{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_BUMP);
- pass /= 2;
- switch( pass )
- {
- case 0:
- endShiny();
- break;
- case 1:
- if (mShaderLevel > 1)
- {
- endFullbrightShiny();
- }
- else
- {
- endBump();
- }
- break;
- case 2:
- endBump();
- break;
- default:
- llassert(0);
- break;
- }
+ if (!gPipeline.hasRenderType(LLDrawPool::POOL_SIMPLE))
+ {
+ return;
+ }
+
+ for (int i = 0; i < 2; ++i)
+ {
+ mRigged = i == 1;
+
+ // first pass -- shiny
+ beginShiny();
+ renderShiny();
+ endShiny();
+
+ //second pass -- fullbright shiny
+ if (mShaderLevel > 1)
+ {
+ beginFullbrightShiny();
+ renderFullbrightShiny();
+ endFullbrightShiny();
+ }
- //to cleanup texture channels
- LLRenderPass::endRenderPass(pass);
+ //third pass -- bump
+ beginBump();
+ renderBump(LLRenderPass::PASS_BUMP);
+ endBump();
+ }
}
+
//static
-void LLDrawPoolBump::beginShiny(bool invisible)
+void LLDrawPoolBump::beginShiny()
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_SHINY);
mShiny = TRUE;
sVertexMask = VERTEX_MASK_SHINY;
// Second pass: environment map
- if (!invisible && mShaderLevel > 1)
+ if (mShaderLevel > 1)
{
sVertexMask = VERTEX_MASK_SHINY | LLVertexBuffer::MAP_TEXCOORD0;
}
@@ -353,7 +280,7 @@ void LLDrawPoolBump::beginShiny(bool invisible)
shader->uniform1i(LLShaderMgr::NO_ATMO, 0);
}
- bindCubeMap(shader, mShaderLevel, diffuse_channel, cube_channel, invisible);
+ bindCubeMap(shader, mShaderLevel, diffuse_channel, cube_channel);
if (mShaderLevel > 1)
{ //indexed texture rendering, channel 0 is always diffuse
@@ -362,12 +289,12 @@ void LLDrawPoolBump::beginShiny(bool invisible)
}
//static
-void LLDrawPoolBump::bindCubeMap(LLGLSLShader* shader, S32 shader_level, S32& diffuse_channel, S32& cube_channel, bool invisible)
+void LLDrawPoolBump::bindCubeMap(LLGLSLShader* shader, S32 shader_level, S32& diffuse_channel, S32& cube_channel)
{
LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
if( cube_map )
{
- if (!invisible && shader )
+ if (shader )
{
LLMatrix4 mat;
mat.initRows(LLVector4(gGLModelView+0),
@@ -405,14 +332,14 @@ void LLDrawPoolBump::bindCubeMap(LLGLSLShader* shader, S32 shader_level, S32& di
}
}
-void LLDrawPoolBump::renderShiny(bool invisible)
+void LLDrawPoolBump::renderShiny()
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_SHINY);
if( gSky.mVOSkyp->getCubeMap() )
{
LLGLEnable blend_enable(GL_BLEND);
- if (!invisible && mShaderLevel > 1)
+ if (mShaderLevel > 1)
{
if (mRigged)
{
@@ -423,7 +350,7 @@ void LLDrawPoolBump::renderShiny(bool invisible)
LLRenderPass::pushBatches(LLRenderPass::PASS_SHINY, sVertexMask | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
}
}
- else if (!invisible)
+ else
{
if (mRigged)
{
@@ -438,12 +365,12 @@ void LLDrawPoolBump::renderShiny(bool invisible)
}
//static
-void LLDrawPoolBump::unbindCubeMap(LLGLSLShader* shader, S32 shader_level, S32& diffuse_channel, S32& cube_channel, bool invisible)
+void LLDrawPoolBump::unbindCubeMap(LLGLSLShader* shader, S32 shader_level, S32& diffuse_channel, S32& cube_channel)
{
LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
if( cube_map )
{
- if (!invisible && shader_level > 1)
+ if (shader_level > 1)
{
shader->disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
@@ -461,11 +388,11 @@ void LLDrawPoolBump::unbindCubeMap(LLGLSLShader* shader, S32 shader_level, S32&
}
}
-void LLDrawPoolBump::endShiny(bool invisible)
+void LLDrawPoolBump::endShiny()
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_SHINY);
- unbindCubeMap(shader, mShaderLevel, diffuse_channel, cube_channel, invisible);
+ unbindCubeMap(shader, mShaderLevel, diffuse_channel, cube_channel);
if (shader)
{
shader->unbind();
@@ -737,7 +664,7 @@ S32 LLDrawPoolBump::getNumDeferredPasses()
{
if (gSavedSettings.getBOOL("RenderObjectBump"))
{
- return 2;
+ return 1;
}
else
{
@@ -745,122 +672,81 @@ S32 LLDrawPoolBump::getNumDeferredPasses()
}
}
-void LLDrawPoolBump::beginDeferredPass(S32 pass)
-{
- if (!gPipeline.hasRenderBatches( pass == 0 ? LLRenderPass::PASS_BUMP : LLRenderPass::PASS_BUMP_RIGGED))
- {
- return;
- }
- LL_RECORD_BLOCK_TIME(FTM_RENDER_BUMP);
- mShiny = TRUE;
- gDeferredBumpProgram.bind(pass == 1);
- diffuse_channel = LLGLSLShader::sCurBoundShaderPtr->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
- bump_channel = LLGLSLShader::sCurBoundShaderPtr->enableTexture(LLViewerShaderMgr::BUMP_MAP);
- gGL.getTexUnit(diffuse_channel)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(bump_channel)->unbind(LLTexUnit::TT_TEXTURE);
-}
-
-void LLDrawPoolBump::endDeferredPass(S32 pass)
-{
- if (!gPipeline.hasRenderBatches(pass == 0 ? LLRenderPass::PASS_BUMP : LLRenderPass::PASS_BUMP_RIGGED))
- {
- return;
- }
- LL_RECORD_BLOCK_TIME(FTM_RENDER_BUMP);
- mShiny = FALSE;
- LLGLSLShader::sCurBoundShaderPtr->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
- LLGLSLShader::sCurBoundShaderPtr->disableTexture(LLViewerShaderMgr::BUMP_MAP);
- LLGLSLShader::sCurBoundShaderPtr->unbind();
- gGL.getTexUnit(0)->activate();
-}
-
void LLDrawPoolBump::renderDeferred(S32 pass)
{
- if (!gPipeline.hasRenderBatches(pass == 0 ? LLRenderPass::PASS_BUMP : LLRenderPass::PASS_BUMP_RIGGED))
- {
- return;
- }
LL_RECORD_BLOCK_TIME(FTM_RENDER_BUMP);
- bool rigged = pass == 1;
- U32 type = rigged ? LLRenderPass::PASS_BUMP_RIGGED : LLRenderPass::PASS_BUMP;
- LLCullResult::drawinfo_iterator begin = gPipeline.beginRenderMap(type);
- LLCullResult::drawinfo_iterator end = gPipeline.endRenderMap(type);
+ mShiny = TRUE;
+ for (int i = 0; i < 2; ++i)
+ {
+ bool rigged = i == 1;
+ gDeferredBumpProgram.bind(rigged);
+ diffuse_channel = LLGLSLShader::sCurBoundShaderPtr->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
+ bump_channel = LLGLSLShader::sCurBoundShaderPtr->enableTexture(LLViewerShaderMgr::BUMP_MAP);
+ gGL.getTexUnit(diffuse_channel)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(bump_channel)->unbind(LLTexUnit::TT_TEXTURE);
- U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_COLOR;
+ U32 type = rigged ? LLRenderPass::PASS_BUMP_RIGGED : LLRenderPass::PASS_BUMP;
+ LLCullResult::drawinfo_iterator begin = gPipeline.beginRenderMap(type);
+ LLCullResult::drawinfo_iterator end = gPipeline.endRenderMap(type);
- LLVOAvatar* avatar = nullptr;
- U64 skin = 0;
-
- for (LLCullResult::drawinfo_iterator i = begin; i != end; ++i)
- {
- LLDrawInfo& params = **i;
+ U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_COLOR;
- LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(params.mAlphaMaskCutoff);
- LLDrawPoolBump::bindBumpMap(params, bump_channel);
+ LLVOAvatar* avatar = nullptr;
+ U64 skin = 0;
- if (rigged)
+ for (LLCullResult::drawinfo_iterator i = begin; i != end; ++i)
{
- if (avatar != params.mAvatar || skin != params.mSkinInfo->mHash)
+ LLDrawInfo& params = **i;
+
+ LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(params.mAlphaMaskCutoff);
+ LLDrawPoolBump::bindBumpMap(params, bump_channel);
+
+ if (rigged)
{
- uploadMatrixPalette(params);
- avatar = params.mAvatar;
- skin = params.mSkinInfo->mHash;
+ if (avatar != params.mAvatar || skin != params.mSkinInfo->mHash)
+ {
+ uploadMatrixPalette(params);
+ avatar = params.mAvatar;
+ skin = params.mSkinInfo->mHash;
+ }
+ pushBatch(params, mask | LLVertexBuffer::MAP_WEIGHT4, TRUE, FALSE);
+ }
+ else
+ {
+ pushBatch(params, mask, TRUE, FALSE);
}
- pushBatch(params, mask | LLVertexBuffer::MAP_WEIGHT4, TRUE, FALSE);
- }
- else
- {
- pushBatch(params, mask, TRUE, FALSE);
}
+
+ LLGLSLShader::sCurBoundShaderPtr->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
+ LLGLSLShader::sCurBoundShaderPtr->disableTexture(LLViewerShaderMgr::BUMP_MAP);
+ LLGLSLShader::sCurBoundShaderPtr->unbind();
+ gGL.getTexUnit(0)->activate();
}
-}
-void LLDrawPoolBump::beginPostDeferredPass(S32 pass)
-{
- mRigged = ((pass % 2) == 1);
- pass /= 2;
- switch (pass)
- {
- case 0:
- beginFullbrightShiny();
- break;
- case 1:
- beginBump();
- break;
- }
+ mShiny = FALSE;
}
-void LLDrawPoolBump::endPostDeferredPass(S32 pass)
-{
- switch (pass)
- {
- case 0:
- endFullbrightShiny();
- break;
- case 1:
- endBump(LLRenderPass::PASS_POST_BUMP);
- break;
- }
-
- //to disable texture channels
- LLRenderPass::endRenderPass(pass);
-}
void LLDrawPoolBump::renderPostDeferred(S32 pass)
{
- pass /= 2;
- switch (pass)
- {
- case 0:
- renderFullbrightShiny();
- break;
- case 1:
- renderBump(LLRenderPass::PASS_POST_BUMP);
- break;
- }
+ for (int i = 0; i < 2; ++i)
+ { // two passes -- static and rigged
+ mRigged = (i == 1);
+
+ // render shiny
+ beginFullbrightShiny();
+ renderFullbrightShiny();
+ endFullbrightShiny();
+
+ //render bump
+ beginBump();
+ renderBump(LLRenderPass::PASS_POST_BUMP);
+ endBump();
+ }
}
+
////////////////////////////////////////////////////////////////
// List of bump-maps created from other textures.
@@ -1526,44 +1412,4 @@ void LLDrawPoolInvisible::render(S32 pass)
{
gOcclusionProgram.unbind();
}
-
- if (gPipeline.hasRenderBatches(LLRenderPass::PASS_INVISI_SHINY))
- {
- beginShiny(true);
- renderShiny(true);
- endShiny(true);
- }
-}
-
-void LLDrawPoolInvisible::beginDeferredPass(S32 pass)
-{
- beginRenderPass(pass);
-}
-
-void LLDrawPoolInvisible::endDeferredPass( S32 pass )
-{
- endRenderPass(pass);
-}
-
-void LLDrawPoolInvisible::renderDeferred( S32 pass )
-{ //render invisiprims; this doesn't work becaue it also blocks all the post-deferred stuff
-#if 0
- LL_RECORD_BLOCK_TIME(FTM_RENDER_INVISIBLE);
-
- U32 invisi_mask = LLVertexBuffer::MAP_VERTEX;
- glStencilMask(0);
- glStencilOp(GL_ZERO, GL_KEEP, GL_REPLACE);
- gGL.setColorMask(false, false);
- pushBatches(LLRenderPass::PASS_INVISIBLE, invisi_mask, FALSE);
- gGL.setColorMask(true, true);
- glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
- glStencilMask(0xFFFFFFFF);
-
- if (gPipeline.hasRenderBatches(LLRenderPass::PASS_INVISI_SHINY))
- {
- beginShiny(true);
- renderShiny(true);
- endShiny(true);
- }
-#endif
}
diff --git a/indra/newview/lldrawpoolbump.h b/indra/newview/lldrawpoolbump.h
index 624dbe3034..38744a7d98 100644
--- a/indra/newview/lldrawpoolbump.h
+++ b/indra/newview/lldrawpoolbump.h
@@ -53,8 +53,6 @@ public:
LLDrawPoolBump();
virtual void render(S32 pass = 0) override;
- virtual void beginRenderPass( S32 pass ) override;
- virtual void endRenderPass( S32 pass ) override;
virtual S32 getNumPasses() override;
/*virtual*/ void prerender() override;
void pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures = FALSE) override;
@@ -64,9 +62,9 @@ public:
S32 numBumpPasses();
- void beginShiny(bool invisible = false);
- void renderShiny(bool invisible = false);
- void endShiny(bool invisible = false);
+ void beginShiny();
+ void renderShiny();
+ void endShiny();
void beginFullbrightShiny();
void renderFullbrightShiny();
@@ -76,17 +74,13 @@ public:
void renderBump(U32 pass = LLRenderPass::PASS_BUMP);
void endBump(U32 pass = LLRenderPass::PASS_BUMP);
- static void bindCubeMap(LLGLSLShader* shader, S32 shader_level, S32& diffuse_channel, S32& cube_channel, bool invisible);
- static void unbindCubeMap(LLGLSLShader* shader, S32 shader_level, S32& diffuse_channel, S32& cube_channel, bool invisible);
+ static void bindCubeMap(LLGLSLShader* shader, S32 shader_level, S32& diffuse_channel, S32& cube_channel);
+ static void unbindCubeMap(LLGLSLShader* shader, S32 shader_level, S32& diffuse_channel, S32& cube_channel);
virtual S32 getNumDeferredPasses() override;
- /*virtual*/ void beginDeferredPass(S32 pass) override;
- /*virtual*/ void endDeferredPass(S32 pass) override;
/*virtual*/ void renderDeferred(S32 pass) override;
- virtual S32 getNumPostDeferredPasses() override { return 4; }
- /*virtual*/ void beginPostDeferredPass(S32 pass) override;
- /*virtual*/ void endPostDeferredPass(S32 pass) override;
+ virtual S32 getNumPostDeferredPasses() override { return 1; }
/*virtual*/ void renderPostDeferred(S32 pass) override;
static BOOL bindBumpMap(LLDrawInfo& params, S32 channel = -2);
@@ -171,10 +165,10 @@ private:
extern LLBumpImageList gBumpImageList;
-class LLDrawPoolInvisible : public LLDrawPoolBump
+class LLDrawPoolInvisible : public LLRenderPass
{
public:
- LLDrawPoolInvisible() : LLDrawPoolBump(LLDrawPool::POOL_INVISIBLE) { }
+ LLDrawPoolInvisible() : LLRenderPass(LLDrawPool::POOL_INVISIBLE) { }
enum
{
@@ -189,11 +183,6 @@ public:
virtual void beginRenderPass( S32 pass ) { }
virtual void endRenderPass( S32 pass ) { }
virtual S32 getNumPasses() {return 1;}
-
- virtual S32 getNumDeferredPasses() { return 1; }
- /*virtual*/ void beginDeferredPass(S32 pass);
- /*virtual*/ void endDeferredPass(S32 pass);
- /*virtual*/ void renderDeferred(S32 pass);
};
diff --git a/indra/newview/lldrawpoolsimple.cpp b/indra/newview/lldrawpoolsimple.cpp
index a1d769bc83..4ada753355 100644
--- a/indra/newview/lldrawpoolsimple.cpp
+++ b/indra/newview/lldrawpoolsimple.cpp
@@ -38,83 +38,54 @@
#include "llrender.h"
static LLGLSLShader* simple_shader = NULL;
-static LLGLSLShader* fullbright_shader = NULL;
static LLTrace::BlockTimerStatHandle FTM_RENDER_SIMPLE_DEFERRED("Deferred Simple");
static LLTrace::BlockTimerStatHandle FTM_RENDER_GRASS_DEFERRED("Deferred Grass");
-void LLDrawPoolGlow::beginPostDeferredPass(S32 pass)
+
+static void setup_simple_shader(LLGLSLShader* shader)
{
- if (pass == 0)
+ shader->bind();
+
+ if (LLPipeline::sRenderingHUDs)
{
- gDeferredEmissiveProgram.bind();
+ shader->uniform1i(LLShaderMgr::NO_ATMO, 1);
}
else
{
- llassert(gDeferredEmissiveProgram.mRiggedVariant);
- gDeferredEmissiveProgram.mRiggedVariant->bind();
+ shader->uniform1i(LLShaderMgr::NO_ATMO, 0);
}
-
- LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
- if (LLPipeline::sRenderingHUDs)
- {
- LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::NO_ATMO, 1);
- }
- else
- {
- LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::NO_ATMO, 0);
- }
}
-void LLDrawPoolGlow::renderPostDeferred(S32 pass)
+static void setup_glow_shader(LLGLSLShader* shader)
{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_GLOW);
- LLGLEnable blend(GL_BLEND);
- LLGLDisable test(GL_ALPHA_TEST);
- gGL.flush();
- /// Get rid of z-fighting with non-glow pass.
- LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
- glPolygonOffset(-1.0f, -1.0f);
- gGL.setSceneBlendType(LLRender::BT_ADD);
-
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- gGL.setColorMask(false, true);
-
- if (pass == 0)
+ setup_simple_shader(shader);
+ if (LLPipeline::sRenderDeferred && !LLPipeline::sRenderingHUDs)
{
- pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+ shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
}
else
{
- pushRiggedBatches(LLRenderPass::PASS_GLOW_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+ shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.f);
}
-
- gGL.setColorMask(true, false);
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
}
-void LLDrawPoolGlow::endPostDeferredPass(S32 pass)
+static void setup_fullbright_shader(LLGLSLShader* shader)
{
- LLGLSLShader::sCurBoundShaderPtr->unbind();
-
- LLRenderPass::endRenderPass(pass);
+ setup_glow_shader(shader);
+ shader->uniform1f(LLViewerShaderMgr::FULLBRIGHT, 1.f);
}
-S32 LLDrawPoolGlow::getNumPasses()
+
+void LLDrawPoolGlow::renderPostDeferred(S32 pass)
{
- if (LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0)
- {
- return 2;
- }
- else
- {
- return 0;
- }
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_GLOW);
+ render(&gDeferredEmissiveProgram);
}
-void LLDrawPoolGlow::render(S32 pass)
+void LLDrawPoolGlow::render(LLGLSLShader* shader)
{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_GLOW);
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_GLOW);
LLGLEnable blend(GL_BLEND);
LLGLDisable test(GL_ALPHA_TEST);
gGL.flush();
@@ -123,55 +94,32 @@ void LLDrawPoolGlow::render(S32 pass)
glPolygonOffset(-1.0f, -1.0f);
gGL.setSceneBlendType(LLRender::BT_ADD);
- U32 shader_level = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
-
- //should never get here without basic shaders enabled
- llassert(shader_level > 0);
-
- LLGLSLShader* shader = LLPipeline::sUnderWaterRender ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
- if (pass == 1)
- {
- llassert(shader->mRiggedVariant);
- shader = shader->mRiggedVariant;
- }
- shader->bind();
- if (LLPipeline::sRenderDeferred)
- {
- shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
- }
- else
- {
- shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.f);
- }
-
- if (LLPipeline::sRenderingHUDs)
- {
- shader->uniform1i(LLShaderMgr::NO_ATMO, 1);
- }
- else
- {
- shader->uniform1i(LLShaderMgr::NO_ATMO, 0);
- }
-
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
gGL.setColorMask(false, true);
- if (pass == 0)
- {
- pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- }
- else
- {
- pushRiggedBatches(LLRenderPass::PASS_GLOW_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- }
-
- gGL.setColorMask(true, false);
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
-
- if (shader_level > 0 && fullbright_shader)
- {
- shader->unbind();
- }
+ //first pass -- static objects
+ setup_glow_shader(shader);
+ pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+
+ // second pass -- rigged objects
+ shader = shader->mRiggedVariant;
+ setup_glow_shader(shader);
+ pushRiggedBatches(LLRenderPass::PASS_GLOW_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+
+ gGL.setColorMask(true, false);
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+}
+
+S32 LLDrawPoolGlow::getNumPasses()
+{
+ return 1;
+}
+
+void LLDrawPoolGlow::render(S32 pass)
+{
+ LL_PROFILE_ZONE_SCOPED;
+ LLGLSLShader* shader = LLPipeline::sUnderWaterRender ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
+ render(shader);
}
LLDrawPoolSimple::LLDrawPoolSimple() :
@@ -186,65 +134,38 @@ void LLDrawPoolSimple::prerender()
S32 LLDrawPoolSimple::getNumPasses()
{
- return 2;
+ return 1;
}
-void LLDrawPoolSimple::beginRenderPass(S32 pass)
+void LLDrawPoolSimple::render(S32 pass)
{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_SIMPLE);
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_SIMPLE);
+ LLGLDisable blend(GL_BLEND);
+
+ LLGLSLShader* shader = nullptr;
if (LLPipeline::sImpostorRender)
{
- simple_shader = &gObjectSimpleImpostorProgram;
+ shader = &gObjectSimpleImpostorProgram;
}
else if (LLPipeline::sUnderWaterRender)
{
- simple_shader = &gObjectSimpleWaterProgram;
+ shader = &gObjectSimpleWaterProgram;
}
else
{
- simple_shader = &gObjectSimpleProgram;
- }
-
- if (pass == 1)
- {
- llassert(simple_shader->mRiggedVariant);
- simple_shader = simple_shader->mRiggedVariant;
+ shader = &gObjectSimpleProgram;
}
- simple_shader->bind();
-
- if (LLPipeline::sRenderingHUDs)
- {
- simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 1);
- }
- else
- {
- simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 0);
- }
-}
-
-void LLDrawPoolSimple::endRenderPass(S32 pass)
-{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_SIMPLE);
- stop_glerror();
- LLRenderPass::endRenderPass(pass);
- stop_glerror();
- simple_shader->unbind();
-}
-
-void LLDrawPoolSimple::render(S32 pass)
-{
- LLGLDisable blend(GL_BLEND);
-
{ //render simple
- LL_RECORD_BLOCK_TIME(FTM_RENDER_SIMPLE);
+
gPipeline.enableLightsDynamic();
U32 mask = getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX;
- if (pass == 0)
+ // first pass -- static objects
{
+ setup_simple_shader(shader);
pushBatches(LLRenderPass::PASS_SIMPLE, mask, TRUE, TRUE);
if (LLPipeline::sRenderDeferred)
@@ -257,8 +178,11 @@ void LLDrawPoolSimple::render(S32 pass)
pushBatches(LLRenderPass::PASS_NORMSPEC, mask, TRUE, TRUE);
}
}
- else
+
+ //second pass, rigged
{
+ shader = shader->mRiggedVariant;
+ setup_simple_shader(shader);
pushRiggedBatches(LLRenderPass::PASS_SIMPLE_RIGGED, mask, TRUE, TRUE);
if (LLPipeline::sRenderDeferred)
@@ -275,9 +199,6 @@ void LLDrawPoolSimple::render(S32 pass)
}
-
-
-
static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_MASK("Alpha Mask");
LLDrawPoolAlphaMask::LLDrawPoolAlphaMask() :
@@ -290,84 +211,36 @@ void LLDrawPoolAlphaMask::prerender()
mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
-void LLDrawPoolAlphaMask::beginRenderPass(S32 pass)
+void LLDrawPoolAlphaMask::render(S32 pass)
{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_MASK);
-
+ LLGLDisable blend(GL_BLEND);
+ LL_PROFILE_ZONE_SCOPED;
+
+ LLGLSLShader* shader = nullptr;
if (LLPipeline::sUnderWaterRender)
{
- simple_shader = &gObjectSimpleWaterAlphaMaskProgram;
+ shader = &gObjectSimpleWaterAlphaMaskProgram;
}
else
{
- simple_shader = &gObjectSimpleAlphaMaskProgram;
+ shader = &gObjectSimpleAlphaMaskProgram;
}
- if (pass == 1)
- {
- llassert(simple_shader->mRiggedVariant);
- simple_shader = simple_shader->mRiggedVariant;
- }
-
- simple_shader->bind();
-
- if (LLPipeline::sRenderingHUDs)
- {
- simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 1);
- }
- else
- {
- simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 0);
- }
-}
-
-void LLDrawPoolAlphaMask::endRenderPass(S32 pass)
-{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_MASK);
- stop_glerror();
- LLRenderPass::endRenderPass(pass);
- stop_glerror();
- if (mShaderLevel > 0)
- {
- simple_shader->unbind();
- }
-}
-
-void LLDrawPoolAlphaMask::render(S32 pass)
-{
- LLGLDisable blend(GL_BLEND);
- LL_PROFILE_ZONE_SCOPED;
-
-
-
- simple_shader->bind();
- simple_shader->setMinimumAlpha(0.33f);
-
- if (LLPipeline::sRenderingHUDs)
- {
- simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 1);
- }
- else
- {
- simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 0);
- }
+ // render static
+ setup_simple_shader(shader);
+ pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+ pushMaskBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+ pushMaskBatches(LLRenderPass::PASS_SPECMAP_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+ pushMaskBatches(LLRenderPass::PASS_NORMMAP_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+ pushMaskBatches(LLRenderPass::PASS_NORMSPEC_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- if (pass == 0)
- {
- pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- pushMaskBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- pushMaskBatches(LLRenderPass::PASS_SPECMAP_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- pushMaskBatches(LLRenderPass::PASS_NORMMAP_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- pushMaskBatches(LLRenderPass::PASS_NORMSPEC_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- }
- else
- {
- pushRiggedMaskBatches(LLRenderPass::PASS_ALPHA_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- pushRiggedMaskBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- pushRiggedMaskBatches(LLRenderPass::PASS_SPECMAP_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- pushRiggedMaskBatches(LLRenderPass::PASS_NORMMAP_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- pushRiggedMaskBatches(LLRenderPass::PASS_NORMSPEC_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- }
+ // render rigged
+ setup_simple_shader(shader->mRiggedVariant);
+ pushRiggedMaskBatches(LLRenderPass::PASS_ALPHA_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+ pushRiggedMaskBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+ pushRiggedMaskBatches(LLRenderPass::PASS_SPECMAP_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+ pushRiggedMaskBatches(LLRenderPass::PASS_NORMMAP_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+ pushRiggedMaskBatches(LLRenderPass::PASS_NORMSPEC_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
}
LLDrawPoolFullbrightAlphaMask::LLDrawPoolFullbrightAlphaMask() :
@@ -380,61 +253,27 @@ void LLDrawPoolFullbrightAlphaMask::prerender()
mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
-void LLDrawPoolFullbrightAlphaMask::beginRenderPass(S32 pass)
-{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_MASK);
-
- bool rigged = (pass == 1);
- if (LLPipeline::sUnderWaterRender)
- {
- gObjectFullbrightWaterAlphaMaskProgram.bind(rigged);
- }
- else
- {
- gObjectFullbrightAlphaMaskProgram.bind(rigged);
- }
-
- if (LLPipeline::sRenderingHUDs)
- {
- LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::NO_ATMO, 1);
- LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.f);
- }
- else
- {
- LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::NO_ATMO, 0);
- if (LLPipeline::sRenderDeferred)
- {
- LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
- }
- else
- {
- LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f);
- }
- }
-}
-
-void LLDrawPoolFullbrightAlphaMask::endRenderPass(S32 pass)
-{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_MASK);
- stop_glerror();
- LLRenderPass::endRenderPass(pass);
- stop_glerror();
- LLGLSLShader::sCurBoundShaderPtr->unbind();
-}
-
void LLDrawPoolFullbrightAlphaMask::render(S32 pass)
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_MASK);
- if (pass == 0)
+ LLGLSLShader* shader = nullptr;
+ if (LLPipeline::sUnderWaterRender)
{
- pushMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+ shader = &gObjectFullbrightWaterAlphaMaskProgram;
}
else
{
- pushRiggedMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+ shader = &gObjectFullbrightAlphaMaskProgram;
}
-
+
+ // render static
+ setup_fullbright_shader(shader);
+ pushMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+
+ // render rigged
+ setup_fullbright_shader(shader->mRiggedVariant);
+ pushRiggedMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
}
//===============================
@@ -443,112 +282,41 @@ void LLDrawPoolFullbrightAlphaMask::render(S32 pass)
S32 LLDrawPoolSimple::getNumDeferredPasses()
{
- if (LLPipeline::sRenderingHUDs)
- {
- return 1;
- }
- else
- {
- return 2;
- }
-}
-void LLDrawPoolSimple::beginDeferredPass(S32 pass)
-{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_SIMPLE_DEFERRED);
-
- mShader = &gDeferredDiffuseProgram;
-
- if (pass == 1)
- {
- llassert(mShader->mRiggedVariant != nullptr);
- mShader = mShader->mRiggedVariant;
- }
-
-
- mShader->bind();
-
- if (LLPipeline::sRenderingHUDs)
- {
- mShader->uniform1i(LLShaderMgr::NO_ATMO, 1);
- }
- else
- {
- mShader->uniform1i(LLShaderMgr::NO_ATMO, 0);
- }
-}
-
-void LLDrawPoolSimple::endDeferredPass(S32 pass)
-{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_SIMPLE_DEFERRED);
- LLRenderPass::endRenderPass(pass);
-
- mShader->unbind();
+ return 1;
}
void LLDrawPoolSimple::renderDeferred(S32 pass)
{
- LL_PROFILE_ZONE_SCOPED;
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_SIMPLE_DEFERRED);
LLGLDisable blend(GL_BLEND);
LLGLDisable alpha_test(GL_ALPHA_TEST);
- if (pass == 0)
- { //render simple
- LL_RECORD_BLOCK_TIME(FTM_RENDER_SIMPLE_DEFERRED);
- pushBatches(LLRenderPass::PASS_SIMPLE, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- }
- else
- {
- //render simple rigged
- pushRiggedBatches(LLRenderPass::PASS_SIMPLE_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- }
+ //render static
+ setup_simple_shader(&gDeferredDiffuseProgram);
+ pushBatches(LLRenderPass::PASS_SIMPLE, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+
+ //render rigged
+ setup_simple_shader(gDeferredDiffuseProgram.mRiggedVariant);
+ pushRiggedBatches(LLRenderPass::PASS_SIMPLE_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
}
static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_MASK_DEFERRED("Deferred Alpha Mask");
-void LLDrawPoolAlphaMask::beginDeferredPass(S32 pass)
-{
- if (pass == 0)
- {
- gDeferredDiffuseAlphaMaskProgram.bind();
- }
- else
- {
- llassert(gDeferredDiffuseAlphaMaskProgram.mRiggedVariant);
- gDeferredDiffuseAlphaMaskProgram.mRiggedVariant->bind();
- }
-
-}
-
-void LLDrawPoolAlphaMask::endDeferredPass(S32 pass)
-{
- LLGLSLShader::sCurBoundShaderPtr->unbind();
-}
void LLDrawPoolAlphaMask::renderDeferred(S32 pass)
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_MASK_DEFERRED);
- LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(0.33f);
+ LLGLSLShader* shader = &gDeferredDiffuseAlphaMaskProgram;
- if (LLPipeline::sRenderingHUDs)
- {
- LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::NO_ATMO, 1);
- }
- else
- {
- LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::NO_ATMO, 0);
- }
+ //render static
+ setup_simple_shader(shader);
+ pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- if (pass == 0)
- {
- pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- }
- else
- {
- pushRiggedMaskBatches(LLRenderPass::PASS_ALPHA_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- }
+ //render rigged
+ setup_simple_shader(shader->mRiggedVariant);
+ pushRiggedMaskBatches(LLRenderPass::PASS_ALPHA_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
}
-
// grass drawpool
LLDrawPoolGrass::LLDrawPoolGrass() :
LLRenderPass(POOL_GRASS)
@@ -667,83 +435,31 @@ void LLDrawPoolFullbright::prerender()
mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
-void LLDrawPoolFullbright::beginPostDeferredPass(S32 pass)
-{
- bool rigged = (pass == 1);
- if (LLPipeline::sUnderWaterRender)
- {
- gDeferredFullbrightWaterProgram.bind(rigged);
- }
- else
- {
- gDeferredFullbrightProgram.bind(rigged);
-
- if (LLPipeline::sRenderingHUDs)
- {
- LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::NO_ATMO, 1);
- }
- else
- {
- LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::NO_ATMO, 0);
- }
- }
-}
void LLDrawPoolFullbright::renderPostDeferred(S32 pass)
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_FULLBRIGHT);
-
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
- U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX;
- if (pass == 0)
+
+ LLGLSLShader* shader = nullptr;
+ if (LLPipeline::sUnderWaterRender)
{
- pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE);
+ shader = &gDeferredFullbrightWaterProgram;
}
else
{
- pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_RIGGED, fullbright_mask, TRUE, TRUE);
+ shader = &gDeferredFullbrightProgram;
}
-}
-void LLDrawPoolFullbright::endPostDeferredPass(S32 pass)
-{
- LLGLSLShader::sCurBoundShaderPtr->unbind();
- LLRenderPass::endRenderPass(pass);
-}
-
-void LLDrawPoolFullbright::beginRenderPass(S32 pass)
-{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_FULLBRIGHT);
-
- if (LLPipeline::sUnderWaterRender)
- {
- fullbright_shader = &gObjectFullbrightWaterProgram;
- }
- else
- {
- fullbright_shader = &gObjectFullbrightProgram;
- }
-
- if (pass == 1)
- {
- llassert(fullbright_shader->mRiggedVariant);
- fullbright_shader = fullbright_shader->mRiggedVariant;
- }
-}
-
-void LLDrawPoolFullbright::endRenderPass(S32 pass)
-{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_FULLBRIGHT);
- LLRenderPass::endRenderPass(pass);
-
- stop_glerror();
-
- if (mShaderLevel > 0)
- {
- fullbright_shader->unbind();
- }
-
- stop_glerror();
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+ U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX;
+
+ // render static
+ setup_fullbright_shader(shader);
+ pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE);
+
+ // render rigged
+ setup_fullbright_shader(shader->mRiggedVariant);
+ pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_RIGGED, fullbright_mask, TRUE, TRUE);
}
void LLDrawPoolFullbright::render(S32 pass)
@@ -752,102 +468,75 @@ void LLDrawPoolFullbright::render(S32 pass)
gGL.setSceneBlendType(LLRender::BT_ALPHA);
stop_glerror();
+ LLGLSLShader* shader = nullptr;
+ if (LLPipeline::sUnderWaterRender)
+ {
+ shader = &gObjectFullbrightWaterProgram;
+ }
+ else
+ {
+ shader = &gObjectFullbrightProgram;
+ }
- if (mShaderLevel > 0)
- {
- fullbright_shader->bind();
- fullbright_shader->uniform1f(LLViewerShaderMgr::FULLBRIGHT, 1.f);
- fullbright_shader->uniform1f(LLViewerShaderMgr::TEXTURE_GAMMA, 1.f);
-
- if (LLPipeline::sRenderingHUDs)
- {
- fullbright_shader->uniform1i(LLShaderMgr::NO_ATMO, 1);
- }
- else
- {
- fullbright_shader->uniform1i(LLShaderMgr::NO_ATMO, 0);
- }
-
- U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX;
- if (pass == 0)
- {
- pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE);
- pushBatches(LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE, fullbright_mask, TRUE, TRUE);
- pushBatches(LLRenderPass::PASS_SPECMAP_EMISSIVE, fullbright_mask, TRUE, TRUE);
- pushBatches(LLRenderPass::PASS_NORMMAP_EMISSIVE, fullbright_mask, TRUE, TRUE);
- pushBatches(LLRenderPass::PASS_NORMSPEC_EMISSIVE, fullbright_mask, TRUE, TRUE);
- }
- else
- {
- pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_RIGGED, fullbright_mask, TRUE, TRUE);
- pushRiggedBatches(LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED, fullbright_mask, TRUE, TRUE);
- pushRiggedBatches(LLRenderPass::PASS_SPECMAP_EMISSIVE_RIGGED, fullbright_mask, TRUE, TRUE);
- pushRiggedBatches(LLRenderPass::PASS_NORMMAP_EMISSIVE_RIGGED, fullbright_mask, TRUE, TRUE);
- pushRiggedBatches(LLRenderPass::PASS_NORMSPEC_EMISSIVE_RIGGED, fullbright_mask, TRUE, TRUE);
- }
- }
+ U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX;
- stop_glerror();
+ // render static
+ setup_fullbright_shader(shader);
+ pushBatches(LLRenderPass::PASS_FULLBRIGHT, mask, TRUE, TRUE);
+ pushBatches(LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE, mask, TRUE, TRUE);
+ pushBatches(LLRenderPass::PASS_SPECMAP_EMISSIVE, mask, TRUE, TRUE);
+ pushBatches(LLRenderPass::PASS_NORMMAP_EMISSIVE, mask, TRUE, TRUE);
+ pushBatches(LLRenderPass::PASS_NORMSPEC_EMISSIVE, mask, TRUE, TRUE);
+
+ // render rigged
+ setup_fullbright_shader(shader->mRiggedVariant);
+ pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_RIGGED, mask, TRUE, TRUE);
+ pushRiggedBatches(LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED, mask, TRUE, TRUE);
+ pushRiggedBatches(LLRenderPass::PASS_SPECMAP_EMISSIVE_RIGGED, mask, TRUE, TRUE);
+ pushRiggedBatches(LLRenderPass::PASS_NORMMAP_EMISSIVE_RIGGED, mask, TRUE, TRUE);
+ pushRiggedBatches(LLRenderPass::PASS_NORMSPEC_EMISSIVE_RIGGED, mask, TRUE, TRUE);
}
S32 LLDrawPoolFullbright::getNumPasses()
{
- return 2;
+ return 1;
}
-
-void LLDrawPoolFullbrightAlphaMask::beginPostDeferredPass(S32 pass)
+void LLDrawPoolFullbrightAlphaMask::renderPostDeferred(S32 pass)
{
- bool rigged = (pass == 1);
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_FULLBRIGHT);
+
+ LLGLSLShader* shader = nullptr;
if (LLPipeline::sRenderingHUDs)
{
- gObjectFullbrightAlphaMaskProgram.bind(rigged);
- LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f);
- LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::NO_ATMO, 1);
+ shader = &gObjectFullbrightAlphaMaskProgram;
}
- else if (LLPipeline::sRenderDeferred)
- {
+ else if (LLPipeline::sRenderDeferred)
+ {
if (LLPipeline::sUnderWaterRender)
- {
- gDeferredFullbrightAlphaMaskWaterProgram.bind(rigged);
- LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
- LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::NO_ATMO, 1);
- }
- else
- {
- gDeferredFullbrightAlphaMaskProgram.bind(rigged);
- LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
- LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::NO_ATMO, 0);
- }
+ {
+ shader = &gDeferredFullbrightAlphaMaskWaterProgram;
+ }
+ else
+ {
+ shader = &gDeferredFullbrightAlphaMaskProgram;
+ }
}
else
{
- gObjectFullbrightAlphaMaskProgram.bind(rigged);
- LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f);
- LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::NO_ATMO, 0);
- }
-}
+ shader = &gObjectFullbrightAlphaMaskProgram;
+ }
-void LLDrawPoolFullbrightAlphaMask::renderPostDeferred(S32 pass)
-{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_FULLBRIGHT);
LLGLDisable blend(GL_BLEND);
U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX;
- if (pass == 0)
- {
- pushMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, fullbright_mask, TRUE, TRUE);
- }
- else
- {
- pushRiggedMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, fullbright_mask, TRUE, TRUE);
- }
-}
-
-void LLDrawPoolFullbrightAlphaMask::endPostDeferredPass(S32 pass)
-{
- LLGLSLShader::sCurBoundShaderPtr->unbind();
- LLRenderPass::endRenderPass(pass);
+
+ // render static
+ setup_fullbright_shader(shader);
+ pushMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, fullbright_mask, TRUE, TRUE);
+
+ // render rigged
+ setup_fullbright_shader(shader->mRiggedVariant);
+ pushRiggedMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, fullbright_mask, TRUE, TRUE);
}
-
diff --git a/indra/newview/lldrawpoolsimple.h b/indra/newview/lldrawpoolsimple.h
index d6fecdd23c..cccbe5e495 100644
--- a/indra/newview/lldrawpoolsimple.h
+++ b/indra/newview/lldrawpoolsimple.h
@@ -46,18 +46,12 @@ public:
LLDrawPoolSimple();
S32 getNumDeferredPasses() override;
- void beginDeferredPass(S32 pass) override;
- void endDeferredPass(S32 pass) override;
void renderDeferred(S32 pass) override;
- void beginRenderPass(S32 pass) override;
- void endRenderPass(S32 pass) override;
/// We need two passes so we can handle emissive materials separately.
S32 getNumPasses() override;
void render(S32 pass = 0) override;
void prerender() override;
-
- LLGLSLShader* mShader = nullptr;
};
class LLDrawPoolGrass : public LLRenderPass
@@ -101,14 +95,10 @@ public:
LLDrawPoolAlphaMask();
- /*virtual*/ S32 getNumDeferredPasses() { return 2; }
- /*virtual*/ void beginDeferredPass(S32 pass);
- /*virtual*/ void endDeferredPass(S32 pass);
+ /*virtual*/ S32 getNumDeferredPasses() { return 1; }
/*virtual*/ void renderDeferred(S32 pass);
- /*virtual*/ S32 getNumPasses() { return 2; }
- /*virtual*/ void beginRenderPass(S32 pass);
- /*virtual*/ void endRenderPass(S32 pass);
+ /*virtual*/ S32 getNumPasses() { return 1; }
/*virtual*/ void render(S32 pass = 0);
/*virtual*/ void prerender();
@@ -127,14 +117,10 @@ public:
LLDrawPoolFullbrightAlphaMask();
- /*virtual*/ S32 getNumPostDeferredPasses() { return 2; }
- /*virtual*/ void beginPostDeferredPass(S32 pass);
- /*virtual*/ void endPostDeferredPass(S32 pass);
+ /*virtual*/ S32 getNumPostDeferredPasses() { return 1; }
/*virtual*/ void renderPostDeferred(S32 pass);
- /*virtual*/ S32 getNumPasses() { return 2; }
- /*virtual*/ void beginRenderPass(S32 pass);
- /*virtual*/ void endRenderPass(S32 pass);
+ /*virtual*/ S32 getNumPasses() { return 1; }
/*virtual*/ void render(S32 pass = 0);
/*virtual*/ void prerender();
};
@@ -153,13 +139,9 @@ public:
LLDrawPoolFullbright();
- /*virtual*/ S32 getNumPostDeferredPasses() { return 2; }
- /*virtual*/ void beginPostDeferredPass(S32 pass);
- /*virtual*/ void endPostDeferredPass(S32 pass);
+ /*virtual*/ S32 getNumPostDeferredPasses() { return 1; }
/*virtual*/ void renderPostDeferred(S32 pass);
- /*virtual*/ void beginRenderPass(S32 pass);
- /*virtual*/ void endRenderPass(S32 pass);
/*virtual*/ S32 getNumPasses();
/*virtual*/ void render(S32 pass = 0);
/*virtual*/ void prerender();
@@ -182,11 +164,11 @@ public:
virtual void prerender() { }
- /*virtual*/ S32 getNumPostDeferredPasses() { return 2; }
- /*virtual*/ void beginPostDeferredPass(S32 pass);
- /*virtual*/ void endPostDeferredPass(S32 pass);
+ /*virtual*/ S32 getNumPostDeferredPasses() { return 1; }
/*virtual*/ void renderPostDeferred(S32 pass);
+ void render(LLGLSLShader* shader);
+
/*virtual*/ S32 getNumPasses();
void render(S32 pass = 0);