diff options
Diffstat (limited to 'indra/llrender/llrender.cpp')
-rwxr-xr-x[-rw-r--r--] | indra/llrender/llrender.cpp | 1399 |
1 files changed, 1233 insertions, 166 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index c3540a717c..1ca6e99ecf 100644..100755 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1,32 +1,26 @@ -/** + /** * @file llrender.cpp * @brief LLRender implementation * - * $LicenseInfo:firstyear=2001&license=viewergpl$ - * - * Copyright (c) 2001-2009, Linden Research, Inc. - * + * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * Second Life Viewer Source Code - * The source code in this file ("Source Code") is provided by Linden Lab - * to you under the terms of the GNU General Public License, version 2.0 - * ("GPL"), unless you have obtained a separate licensing agreement - * ("Other License"), formally executed by you and Linden Lab. Terms of - * the GPL can be found in doc/GPL-license.txt in this distribution, or - * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 + * Copyright (C) 2010, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. * - * There are special exceptions to the terms and conditions of the GPL as - * it is applied to this Source Code. View the full text of the exception - * in the file doc/FLOSS-exception.txt in this software distribution, or - * online at - * http://secondlifegrid.net/programs/open_source/licensing/flossexception + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. * - * By copying, modifying or distributing this software, you acknowledge - * that you have read and understood your obligations described above, - * and agree to abide by those obligations. + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * - * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO - * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, - * COMPLETENESS OR PERFORMANCE. + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -36,39 +30,45 @@ #include "llvertexbuffer.h" #include "llcubemap.h" +#include "llglslshader.h" #include "llimagegl.h" #include "llrendertarget.h" #include "lltexture.h" +#include "llshadermgr.h" LLRender gGL; // Handy copies of last good GL matrices -F64 gGLModelView[16]; -F64 gGLLastModelView[16]; -F64 gGLLastProjection[16]; -F64 gGLProjection[16]; +F32 gGLModelView[16]; +F32 gGLLastModelView[16]; +F32 gGLLastProjection[16]; +F32 gGLProjection[16]; S32 gGLViewport[4]; U32 LLRender::sUICalls = 0; U32 LLRender::sUIVerts = 0; +U32 LLTexUnit::sWhiteTexture = 0; +bool LLRender::sGLCoreProfile = false; -static const U32 LL_NUM_TEXTURE_LAYERS = 16; +static const U32 LL_NUM_TEXTURE_LAYERS = 32; +static const U32 LL_NUM_LIGHT_UNITS = 8; -static GLenum sGLTextureType[] = +static const GLenum sGLTextureType[] = { GL_TEXTURE_2D, GL_TEXTURE_RECTANGLE_ARB, - GL_TEXTURE_CUBE_MAP_ARB + GL_TEXTURE_CUBE_MAP_ARB, + GL_TEXTURE_2D_MULTISAMPLE }; -static GLint sGLAddressMode[] = +static const GLint sGLAddressMode[] = { GL_REPEAT, GL_MIRRORED_REPEAT, GL_CLAMP_TO_EDGE }; -static GLenum sGLCompareFunc[] = +static const GLenum sGLCompareFunc[] = { GL_NEVER, GL_ALWAYS, @@ -82,7 +82,7 @@ static GLenum sGLCompareFunc[] = const U32 immediate_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXCOORD0; -static GLenum sGLBlendFactor[] = +static const GLenum sGLBlendFactor[] = { GL_ONE, GL_ZERO, @@ -99,12 +99,12 @@ static GLenum sGLBlendFactor[] = }; LLTexUnit::LLTexUnit(S32 index) -: mCurrTexType(TT_NONE), mCurrBlendType(TB_MULT), -mCurrColorOp(TBO_MULT), mCurrAlphaOp(TBO_MULT), -mCurrColorSrc1(TBS_TEX_COLOR), mCurrColorSrc2(TBS_PREV_COLOR), -mCurrAlphaSrc1(TBS_TEX_ALPHA), mCurrAlphaSrc2(TBS_PREV_ALPHA), -mCurrColorScale(1), mCurrAlphaScale(1), mCurrTexture(0), -mHasMipMaps(false) + : mCurrTexType(TT_NONE), mCurrBlendType(TB_MULT), + mCurrColorOp(TBO_MULT), mCurrAlphaOp(TBO_MULT), + mCurrColorSrc1(TBS_TEX_COLOR), mCurrColorSrc2(TBS_PREV_COLOR), + mCurrAlphaSrc1(TBS_TEX_ALPHA), mCurrAlphaSrc2(TBS_PREV_ALPHA), + mCurrColorScale(1), mCurrAlphaScale(1), mCurrTexture(0), + mHasMipMaps(false) { llassert_always(index < (S32)LL_NUM_TEXTURE_LAYERS); mIndex = index; @@ -124,14 +124,30 @@ void LLTexUnit::refreshState(void) gGL.flush(); glActiveTextureARB(GL_TEXTURE0_ARB + mIndex); + + // + // Per apple spec, don't call glEnable/glDisable when index exceeds max texture units + // http://www.mailinglistarchive.com/html/mac-opengl@lists.apple.com/2008-07/msg00653.html + // + bool enableDisable = !LLGLSLShader::sNoFixedFunction && + (mIndex < gGLManager.mNumTextureUnits) && mCurrTexType != LLTexUnit::TT_MULTISAMPLE_TEXTURE; + if (mCurrTexType != TT_NONE) { - glEnable(sGLTextureType[mCurrTexType]); + if (enableDisable) + { + glEnable(sGLTextureType[mCurrTexType]); + } + glBindTexture(sGLTextureType[mCurrTexType], mCurrTexture); } else { - glDisable(GL_TEXTURE_2D); + if (enableDisable) + { + glDisable(GL_TEXTURE_2D); + } + glBindTexture(GL_TEXTURE_2D, 0); } @@ -164,15 +180,25 @@ void LLTexUnit::enable(eTextureType type) if ( (mCurrTexType != type || gGL.mDirty) && (type != TT_NONE) ) { + stop_glerror(); activate(); + stop_glerror(); if (mCurrTexType != TT_NONE && !gGL.mDirty) { disable(); // Force a disable of a previous texture type if it's enabled. + stop_glerror(); } mCurrTexType = type; gGL.flush(); - glEnable(sGLTextureType[type]); + if (!LLGLSLShader::sNoFixedFunction && + type != LLTexUnit::TT_MULTISAMPLE_TEXTURE && + mIndex < gGLManager.mNumTextureUnits) + { + stop_glerror(); + glEnable(sGLTextureType[type]); + stop_glerror(); + } } } @@ -185,7 +211,13 @@ void LLTexUnit::disable(void) activate(); unbind(mCurrTexType); gGL.flush(); - glDisable(sGLTextureType[mCurrTexType]); + if (!LLGLSLShader::sNoFixedFunction && + mCurrTexType != LLTexUnit::TT_MULTISAMPLE_TEXTURE && + mIndex < gGLManager.mNumTextureUnits) + { + glDisable(sGLTextureType[mCurrTexType]); + } + mCurrTexType = TT_NONE; } } @@ -193,35 +225,16 @@ void LLTexUnit::disable(void) bool LLTexUnit::bind(LLTexture* texture, bool for_rendering, bool forceBind) { stop_glerror(); - if (mIndex < 0) return false; - + if (mIndex >= 0) + { gGL.flush(); LLImageGL* gl_tex = NULL ; - if (texture == NULL || !(gl_tex = texture->getGLTexture())) + if (texture != NULL && (gl_tex = texture->getGLTexture())) { - llwarns << "NULL LLTexUnit::bind texture" << llendl; - return false; - } - - if (!gl_tex->getTexName()) //if texture does not exist + if (gl_tex->getTexName()) //if texture exists { - //if deleted, will re-generate it immediately - texture->forceImmediateUpdate() ; - - gl_tex->forceUpdateBindStats() ; - return texture->bindDefaultImage(mIndex); - } - //in audit, replace the selected texture by the default one. - if(gAuditTexture && for_rendering && LLImageGL::sCurTexPickSize > 0) - { - if(texture->getWidth() * texture->getHeight() == LLImageGL::sCurTexPickSize) - { - gl_tex->updateBindStats(gl_tex->mTextureMemory); - return bind(LLImageGL::sHighlightTexturep.get()); - } - } if ((mCurrTexture != gl_tex->getTexName()) || forceBind) { activate(); @@ -241,6 +254,27 @@ bool LLTexUnit::bind(LLTexture* texture, bool for_rendering, bool forceBind) setTextureFilteringOption(gl_tex->mFilterOption); } } + } + else + { + //if deleted, will re-generate it immediately + texture->forceImmediateUpdate() ; + + gl_tex->forceUpdateBindStats() ; + return texture->bindDefaultImage(mIndex); + } + } + else + { + LL_WARNS() << "NULL LLTexUnit::bind texture" << LL_ENDL; + return false; + } + } + else + { // mIndex < 0 + return false; + } + return true; } @@ -251,7 +285,7 @@ bool LLTexUnit::bind(LLImageGL* texture, bool for_rendering, bool forceBind) if(!texture) { - llwarns << "NULL LLTexUnit::bind texture" << llendl; + LL_WARNS() << "NULL LLTexUnit::bind texture" << LL_ENDL; return false; } @@ -261,26 +295,35 @@ bool LLTexUnit::bind(LLImageGL* texture, bool for_rendering, bool forceBind) { return bind(LLImageGL::sDefaultGLTexture) ; } + stop_glerror(); return false ; } if ((mCurrTexture != texture->getTexName()) || forceBind) { gGL.flush(); + stop_glerror(); activate(); + stop_glerror(); enable(texture->getTarget()); + stop_glerror(); mCurrTexture = texture->getTexName(); glBindTexture(sGLTextureType[texture->getTarget()], mCurrTexture); + stop_glerror(); texture->updateBindStats(texture->mTextureMemory); mHasMipMaps = texture->mHasMipMaps; if (texture->mTexOptionsDirty) { + stop_glerror(); texture->mTexOptionsDirty = false; setTextureAddressMode(texture->mAddressMode); setTextureFilteringOption(texture->mFilterOption); + stop_glerror(); } } + stop_glerror(); + return true; } @@ -292,7 +335,7 @@ bool LLTexUnit::bind(LLCubeMap* cubeMap) if (cubeMap == NULL) { - llwarns << "NULL LLTexUnit::bind cubemap" << llendl; + LL_WARNS() << "NULL LLTexUnit::bind cubemap" << LL_ENDL; return false; } @@ -316,7 +359,7 @@ bool LLTexUnit::bind(LLCubeMap* cubeMap) } else { - llwarns << "Using cube map without extension!" << llendl; + LL_WARNS() << "Using cube map without extension!" << LL_ENDL; return false; } } @@ -324,7 +367,6 @@ bool LLTexUnit::bind(LLCubeMap* cubeMap) } // LLRenderTarget is unavailible on the mapserver since it uses FBOs. -#if !LL_MESA_HEADLESS bool LLTexUnit::bind(LLRenderTarget* renderTarget, bool bindDepth) { if (mIndex < 0) return false; @@ -335,7 +377,7 @@ bool LLTexUnit::bind(LLRenderTarget* renderTarget, bool bindDepth) { if (renderTarget->hasStencil()) { - llerrs << "Cannot bind a render buffer for sampling. Allocate render target without a stencil buffer if sampling of depth buffer is required." << llendl; + LL_ERRS() << "Cannot bind a render buffer for sampling. Allocate render target without a stencil buffer if sampling of depth buffer is required." << LL_ENDL; } bindManual(renderTarget->getUsage(), renderTarget->getDepth()); @@ -347,7 +389,6 @@ bool LLTexUnit::bind(LLRenderTarget* renderTarget, bool bindDepth) return true; } -#endif // LL_MESA_HEADLESS bool LLTexUnit::bindManual(eTextureType type, U32 texture, bool hasMips) { @@ -375,14 +416,24 @@ void LLTexUnit::unbind(eTextureType type) if (mIndex < 0) return; + //always flush and activate for consistency + // some code paths assume unbind always flushes and sets the active texture + gGL.flush(); + activate(); + // Disabled caching of binding state. if (mCurrTexType == type) { - gGL.flush(); - - activate(); mCurrTexture = 0; - glBindTexture(sGLTextureType[type], 0); + if (LLGLSLShader::sNoFixedFunction && type == LLTexUnit::TT_TEXTURE) + { + glBindTexture(sGLTextureType[type], sWhiteTexture); + } + else + { + glBindTexture(sGLTextureType[type], 0); + } + stop_glerror(); } } @@ -404,7 +455,7 @@ void LLTexUnit::setTextureAddressMode(eTextureAddressMode mode) void LLTexUnit::setTextureFilteringOption(LLTexUnit::eTextureFilterOptions option) { - if (mIndex < 0 || mCurrTexture == 0) return; + if (mIndex < 0 || mCurrTexture == 0 || mCurrTexType == LLTexUnit::TT_MULTISAMPLE_TEXTURE) return; gGL.flush(); @@ -423,11 +474,25 @@ void LLTexUnit::setTextureFilteringOption(LLTexUnit::eTextureFilterOptions optio } else if (option >= TFO_BILINEAR) { - glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MIN_FILTER, GL_LINEAR); + if (mHasMipMaps) + { + glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); + } + else + { + glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MIN_FILTER, GL_LINEAR); + } } else { - glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MIN_FILTER, GL_NEAREST); + if (mHasMipMaps) + { + glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); + } + else + { + glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MIN_FILTER, GL_NEAREST); + } } if (gGLManager.mHasAnisotropic) @@ -437,6 +502,9 @@ void LLTexUnit::setTextureFilteringOption(LLTexUnit::eTextureFilterOptions optio if (gGL.mMaxAnisotropy < 1.f) { glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gGL.mMaxAnisotropy); + + LL_INFOS() << "gGL.mMaxAnisotropy: " << gGL.mMaxAnisotropy << LL_ENDL ; + gGL.mMaxAnisotropy = llmax(1.f, gGL.mMaxAnisotropy) ; } glTexParameterf(sGLTextureType[mCurrTexType], GL_TEXTURE_MAX_ANISOTROPY_EXT, gGL.mMaxAnisotropy); } @@ -449,6 +517,11 @@ void LLTexUnit::setTextureFilteringOption(LLTexUnit::eTextureFilterOptions optio void LLTexUnit::setTextureBlendType(eTextureBlendType type) { + if (LLGLSLShader::sNoFixedFunction) + { //texture blend type means nothing when using shaders + return; + } + if (mIndex < 0) return; // Do nothing if it's already correctly set. @@ -484,7 +557,7 @@ void LLTexUnit::setTextureBlendType(eTextureBlendType type) glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); break; default: - llerrs << "Unknown Texture Blend Type: " << type << llendl; + LL_ERRS() << "Unknown Texture Blend Type: " << type << LL_ENDL; break; } setColorScale(scale_amount); @@ -524,7 +597,7 @@ GLint LLTexUnit::getTextureSource(eTextureBlendSrc src) return GL_CONSTANT_ARB; default: - llwarns << "Unknown eTextureBlendSrc: " << src << ". Using Vertex Color instead." << llendl; + LL_WARNS() << "Unknown eTextureBlendSrc: " << src << ". Using Vertex Color instead." << LL_ENDL; return GL_PRIMARY_COLOR_ARB; } } @@ -562,13 +635,18 @@ GLint LLTexUnit::getTextureSourceType(eTextureBlendSrc src, bool isAlpha) return GL_ONE_MINUS_SRC_ALPHA; default: - llwarns << "Unknown eTextureBlendSrc: " << src << ". Using Source Color or Alpha instead." << llendl; + LL_WARNS() << "Unknown eTextureBlendSrc: " << src << ". Using Source Color or Alpha instead." << LL_ENDL; return (isAlpha) ? GL_SRC_ALPHA: GL_SRC_COLOR; } } void LLTexUnit::setTextureCombiner(eTextureBlendOp op, eTextureBlendSrc src1, eTextureBlendSrc src2, bool isAlpha) { + if (LLGLSLShader::sNoFixedFunction) + { //register combiners do nothing when not using fixed function + return; + } + if (mIndex < 0) return; activate(); @@ -578,7 +656,7 @@ void LLTexUnit::setTextureCombiner(eTextureBlendOp op, eTextureBlendSrc src1, eT gGL.flush(); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); } - + // We want an early out, because this function does a LOT of stuff. if ( ( (isAlpha && (mCurrAlphaOp == op) && (mCurrAlphaSrc1 == src1) && (mCurrAlphaSrc2 == src2)) || (!isAlpha && (mCurrColorOp == op) && (mCurrColorSrc1 == src1) && (mCurrColorSrc2 == src2)) ) && !gGL.mDirty) @@ -698,7 +776,7 @@ void LLTexUnit::setTextureCombiner(eTextureBlendOp op, eTextureBlendSrc src1, eT break; default: - llwarns << "Unknown eTextureBlendOp: " << op << ". Setting op to replace." << llendl; + LL_WARNS() << "Unknown eTextureBlendOp: " << op << ". Setting op to replace." << LL_ENDL; // Slightly special syntax (no second sources), just set all and return. glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, src0_enum, source1); @@ -746,24 +824,207 @@ void LLTexUnit::debugTextureUnit(void) if ((GL_TEXTURE0_ARB + mIndex) != activeTexture) { U32 set_unit = (activeTexture - GL_TEXTURE0_ARB); - llwarns << "Incorrect Texture Unit! Expected: " << set_unit << " Actual: " << mIndex << llendl; + LL_WARNS() << "Incorrect Texture Unit! Expected: " << set_unit << " Actual: " << mIndex << LL_ENDL; + } +} + +LLLightState::LLLightState(S32 index) +: mIndex(index), + mEnabled(false), + mConstantAtten(1.f), + mLinearAtten(0.f), + mQuadraticAtten(0.f), + mSpotExponent(0.f), + mSpotCutoff(180.f) +{ + if (mIndex == 0) + { + mDiffuse.set(1,1,1,1); + mSpecular.set(1,1,1,1); + } + + mAmbient.set(0,0,0,1); + mPosition.set(0,0,1,0); + mSpotDirection.set(0,0,-1); +} + +void LLLightState::enable() +{ + if (!mEnabled) + { + if (!LLGLSLShader::sNoFixedFunction) + { + glEnable(GL_LIGHT0+mIndex); + } + mEnabled = true; + } +} + +void LLLightState::disable() +{ + if (mEnabled) + { + if (!LLGLSLShader::sNoFixedFunction) + { + glDisable(GL_LIGHT0+mIndex); + } + mEnabled = false; + } +} + +void LLLightState::setDiffuse(const LLColor4& diffuse) +{ + if (mDiffuse != diffuse) + { + ++gGL.mLightHash; + mDiffuse = diffuse; + if (!LLGLSLShader::sNoFixedFunction) + { + glLightfv(GL_LIGHT0+mIndex, GL_DIFFUSE, mDiffuse.mV); + } + } +} + +void LLLightState::setAmbient(const LLColor4& ambient) +{ + if (mAmbient != ambient) + { + ++gGL.mLightHash; + mAmbient = ambient; + if (!LLGLSLShader::sNoFixedFunction) + { + glLightfv(GL_LIGHT0+mIndex, GL_AMBIENT, mAmbient.mV); + } + } +} + +void LLLightState::setSpecular(const LLColor4& specular) +{ + if (mSpecular != specular) + { + ++gGL.mLightHash; + mSpecular = specular; + if (!LLGLSLShader::sNoFixedFunction) + { + glLightfv(GL_LIGHT0+mIndex, GL_SPECULAR, mSpecular.mV); + } + } +} + +void LLLightState::setPosition(const LLVector4& position) +{ + //always set position because modelview matrix may have changed + ++gGL.mLightHash; + mPosition = position; + if (!LLGLSLShader::sNoFixedFunction) + { + glLightfv(GL_LIGHT0+mIndex, GL_POSITION, mPosition.mV); + } + else + { //transform position by current modelview matrix + glh::vec4f pos(position.mV); + + const glh::matrix4f& mat = gGL.getModelviewMatrix(); + mat.mult_matrix_vec(pos); + + mPosition.set(pos.v); + } + +} + +void LLLightState::setConstantAttenuation(const F32& atten) +{ + if (mConstantAtten != atten) + { + mConstantAtten = atten; + ++gGL.mLightHash; + if (!LLGLSLShader::sNoFixedFunction) + { + glLightf(GL_LIGHT0+mIndex, GL_CONSTANT_ATTENUATION, atten); + } + } +} + +void LLLightState::setLinearAttenuation(const F32& atten) +{ + if (mLinearAtten != atten) + { + ++gGL.mLightHash; + mLinearAtten = atten; + if (!LLGLSLShader::sNoFixedFunction) + { + glLightf(GL_LIGHT0+mIndex, GL_LINEAR_ATTENUATION, atten); + } + } +} + +void LLLightState::setQuadraticAttenuation(const F32& atten) +{ + if (mQuadraticAtten != atten) + { + ++gGL.mLightHash; + mQuadraticAtten = atten; + if (!LLGLSLShader::sNoFixedFunction) + { + glLightf(GL_LIGHT0+mIndex, GL_QUADRATIC_ATTENUATION, atten); + } } } +void LLLightState::setSpotExponent(const F32& exponent) +{ + if (mSpotExponent != exponent) + { + ++gGL.mLightHash; + mSpotExponent = exponent; + if (!LLGLSLShader::sNoFixedFunction) + { + glLightf(GL_LIGHT0+mIndex, GL_SPOT_EXPONENT, exponent); + } + } +} + +void LLLightState::setSpotCutoff(const F32& cutoff) +{ + if (mSpotCutoff != cutoff) + { + ++gGL.mLightHash; + mSpotCutoff = cutoff; + if (!LLGLSLShader::sNoFixedFunction) + { + glLightf(GL_LIGHT0+mIndex, GL_SPOT_CUTOFF, cutoff); + } + } +} + +void LLLightState::setSpotDirection(const LLVector3& direction) +{ + //always set direction because modelview matrix may have changed + ++gGL.mLightHash; + mSpotDirection = direction; + if (!LLGLSLShader::sNoFixedFunction) + { + glLightfv(GL_LIGHT0+mIndex, GL_SPOT_DIRECTION, direction.mV); + } + else + { //transform direction by current modelview matrix + glh::vec3f dir(direction.mV); + + const glh::matrix4f& mat = gGL.getModelviewMatrix(); + mat.mult_matrix_dir(dir); + + mSpotDirection.set(dir.v); + } +} LLRender::LLRender() : mDirty(false), mCount(0), + mQuadCycle(0), mMode(LLRender::TRIANGLES), mCurrTextureUnitIndex(0), mMaxAnisotropy(0.f) -{ - mBuffer = new LLVertexBuffer(immediate_mask, 0); - mBuffer->allocateBuffer(4096, 0, TRUE); - mBuffer->getVertexStrider(mVerticesp); - mBuffer->getTexCoord0Strider(mTexcoordsp); - mBuffer->getColorStrider(mColorsp); - +{ mTexUnits.reserve(LL_NUM_TEXTURE_LAYERS); for (U32 i = 0; i < LL_NUM_TEXTURE_LAYERS; i++) { @@ -771,6 +1032,11 @@ LLRender::LLRender() } mDummyTexUnit = new LLTexUnit(-1); + for (U32 i = 0; i < LL_NUM_LIGHT_UNITS; ++i) + { + mLightState.push_back(new LLLightState(i)); + } + for (U32 i = 0; i < 4; i++) { mCurrColorMask[i] = true; @@ -778,8 +1044,21 @@ LLRender::LLRender() mCurrAlphaFunc = CF_DEFAULT; mCurrAlphaFuncVal = 0.01f; - mCurrBlendSFactor = BF_UNDEF; - mCurrBlendDFactor = BF_UNDEF; + mCurrBlendColorSFactor = BF_UNDEF; + mCurrBlendAlphaSFactor = BF_UNDEF; + mCurrBlendColorDFactor = BF_UNDEF; + mCurrBlendAlphaDFactor = BF_UNDEF; + + mMatrixMode = LLRender::MM_MODELVIEW; + + for (U32 i = 0; i < NUM_MATRIX_MODES; ++i) + { + mMatIdx[i] = 0; + mMatHash[i] = 0; + mCurMatHash[i] = 0xFFFFFFFF; + } + + mLightHash = 0; } LLRender::~LLRender() @@ -787,6 +1066,28 @@ LLRender::~LLRender() shutdown(); } +void LLRender::init() +{ + if (sGLCoreProfile && !LLVertexBuffer::sUseVAO) + { //bind a dummy vertex array object so we're core profile compliant +#ifdef GL_ARB_vertex_array_object + U32 ret; + glGenVertexArrays(1, &ret); + glBindVertexArray(ret); +#endif + } + + + llassert_always(mBuffer.isNull()) ; + stop_glerror(); + mBuffer = new LLVertexBuffer(immediate_mask, 0); + mBuffer->allocateBuffer(4096, 0, TRUE); + mBuffer->getVertexStrider(mVerticesp); + mBuffer->getTexCoord0Strider(mTexcoordsp); + mBuffer->getColorStrider(mColorsp); + stop_glerror(); +} + void LLRender::shutdown() { for (U32 i = 0; i < mTexUnits.size(); i++) @@ -796,6 +1097,13 @@ void LLRender::shutdown() mTexUnits.clear(); delete mDummyTexUnit; mDummyTexUnit = NULL; + + for (U32 i = 0; i < mLightState.size(); ++i) + { + delete mLightState[i]; + } + mLightState.clear(); + mBuffer = NULL ; } void LLRender::refreshState(void) @@ -818,70 +1126,408 @@ void LLRender::refreshState(void) mDirty = false; } +void LLRender::syncLightState() +{ + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + + if (!shader) + { + return; + } + + if (shader->mLightHash != mLightHash) + { + shader->mLightHash = mLightHash; + + LLVector4 position[8]; + LLVector3 direction[8]; + LLVector3 attenuation[8]; + LLVector3 diffuse[8]; + + for (U32 i = 0; i < 8; i++) + { + LLLightState* light = mLightState[i]; + + position[i] = light->mPosition; + direction[i] = light->mSpotDirection; + attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[3]); + diffuse[i].set(light->mDiffuse.mV); + } + + shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, 8, position[0].mV); + shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, 8, direction[0].mV); + shader->uniform3fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV); + shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV); + shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV); + //HACK -- duplicate sunlight color for compatibility with drivers that can't deal with multiple shader objects referencing the same uniform + shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV); + } +} + +void LLRender::syncMatrices() +{ + stop_glerror(); + + static const U32 name[] = + { + LLShaderMgr::MODELVIEW_MATRIX, + LLShaderMgr::PROJECTION_MATRIX, + LLShaderMgr::TEXTURE_MATRIX0, + LLShaderMgr::TEXTURE_MATRIX1, + LLShaderMgr::TEXTURE_MATRIX2, + LLShaderMgr::TEXTURE_MATRIX3, + }; + + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + + static glh::matrix4f cached_mvp; + static U32 cached_mvp_mdv_hash = 0xFFFFFFFF; + static U32 cached_mvp_proj_hash = 0xFFFFFFFF; + + static glh::matrix4f cached_normal; + static U32 cached_normal_hash = 0xFFFFFFFF; + + if (shader) + { + //llassert(shader); + + bool mvp_done = false; + + U32 i = MM_MODELVIEW; + if (mMatHash[i] != shader->mMatHash[i]) + { //update modelview, normal, and MVP + glh::matrix4f& mat = mMatrix[i][mMatIdx[i]]; + + shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mat.m); + shader->mMatHash[i] = mMatHash[i]; + + //update normal matrix + S32 loc = shader->getUniformLocation(LLShaderMgr::NORMAL_MATRIX); + if (loc > -1) + { + if (cached_normal_hash != mMatHash[i]) + { + cached_normal = mat.inverse().transpose(); + cached_normal_hash = mMatHash[i]; + } + + glh::matrix4f& norm = cached_normal; + + F32 norm_mat[] = + { + norm.m[0], norm.m[1], norm.m[2], + norm.m[4], norm.m[5], norm.m[6], + norm.m[8], norm.m[9], norm.m[10] + }; + + shader->uniformMatrix3fv(LLShaderMgr::NORMAL_MATRIX, 1, GL_FALSE, norm_mat); + } + + //update MVP matrix + mvp_done = true; + loc = shader->getUniformLocation(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX); + if (loc > -1) + { + U32 proj = MM_PROJECTION; + + if (cached_mvp_mdv_hash != mMatHash[i] || cached_mvp_proj_hash != mMatHash[MM_PROJECTION]) + { + cached_mvp = mat; + cached_mvp.mult_left(mMatrix[proj][mMatIdx[proj]]); + cached_mvp_mdv_hash = mMatHash[i]; + cached_mvp_proj_hash = mMatHash[MM_PROJECTION]; + } + + shader->uniformMatrix4fv(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX, 1, GL_FALSE, cached_mvp.m); + } + } + + + i = MM_PROJECTION; + if (mMatHash[i] != shader->mMatHash[i]) + { //update projection matrix, normal, and MVP + glh::matrix4f& mat = mMatrix[i][mMatIdx[i]]; + + shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mat.m); + shader->mMatHash[i] = mMatHash[i]; + + if (!mvp_done) + { + //update MVP matrix + S32 loc = shader->getUniformLocation(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX); + if (loc > -1) + { + if (cached_mvp_mdv_hash != mMatHash[i] || cached_mvp_proj_hash != mMatHash[MM_PROJECTION]) + { + U32 mdv = MM_MODELVIEW; + cached_mvp = mat; + cached_mvp.mult_right(mMatrix[mdv][mMatIdx[mdv]]); + cached_mvp_mdv_hash = mMatHash[MM_MODELVIEW]; + cached_mvp_proj_hash = mMatHash[MM_PROJECTION]; + } + + shader->uniformMatrix4fv(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX, 1, GL_FALSE, cached_mvp.m); + } + } + } + + for (i = MM_TEXTURE0; i < NUM_MATRIX_MODES; ++i) + { + if (mMatHash[i] != shader->mMatHash[i]) + { + shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mMatrix[i][mMatIdx[i]].m); + shader->mMatHash[i] = mMatHash[i]; + } + } + + + if (shader->mFeatures.hasLighting || shader->mFeatures.calculatesLighting) + { //also sync light state + syncLightState(); + } + } + else if (!LLGLSLShader::sNoFixedFunction) + { + static const GLenum mode[] = + { + GL_MODELVIEW, + GL_PROJECTION, + GL_TEXTURE, + GL_TEXTURE, + GL_TEXTURE, + GL_TEXTURE, + }; + + for (U32 i = 0; i < 2; ++i) + { + if (mMatHash[i] != mCurMatHash[i]) + { + glMatrixMode(mode[i]); + glLoadMatrixf(mMatrix[i][mMatIdx[i]].m); + mCurMatHash[i] = mMatHash[i]; + } + } + + for (U32 i = 2; i < NUM_MATRIX_MODES; ++i) + { + if (mMatHash[i] != mCurMatHash[i]) + { + gGL.getTexUnit(i-2)->activate(); + glMatrixMode(mode[i]); + glLoadMatrixf(mMatrix[i][mMatIdx[i]].m); + mCurMatHash[i] = mMatHash[i]; + } + } + } + + stop_glerror(); +} + void LLRender::translatef(const GLfloat& x, const GLfloat& y, const GLfloat& z) { flush(); - glTranslatef(x,y,z); + + { + glh::matrix4f trans_mat(1,0,0,x, + 0,1,0,y, + 0,0,1,z, + 0,0,0,1); + + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(trans_mat); + mMatHash[mMatrixMode]++; + } } void LLRender::scalef(const GLfloat& x, const GLfloat& y, const GLfloat& z) { flush(); - glScalef(x,y,z); + + { + glh::matrix4f scale_mat(x,0,0,0, + 0,y,0,0, + 0,0,z,0, + 0,0,0,1); + + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(scale_mat); + mMatHash[mMatrixMode]++; + } +} + +void LLRender::ortho(F32 left, F32 right, F32 bottom, F32 top, F32 zNear, F32 zFar) +{ + flush(); + + { + + glh::matrix4f ortho_mat(2.f/(right-left),0,0, -(right+left)/(right-left), + 0,2.f/(top-bottom),0, -(top+bottom)/(top-bottom), + 0,0,-2.f/(zFar-zNear), -(zFar+zNear)/(zFar-zNear), + 0,0,0,1); + + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(ortho_mat); + mMatHash[mMatrixMode]++; + } +} + +void LLRender::rotatef(const GLfloat& a, const GLfloat& x, const GLfloat& y, const GLfloat& z) +{ + flush(); + + { + F32 r = a * DEG_TO_RAD; + + F32 c = cosf(r); + F32 s = sinf(r); + + F32 ic = 1.f-c; + + glh::matrix4f rot_mat(x*x*ic+c, x*y*ic-z*s, x*z*ic+y*s, 0, + x*y*ic+z*s, y*y*ic+c, y*z*ic-x*s, 0, + x*z*ic-y*s, y*z*ic+x*s, z*z*ic+c, 0, + 0,0,0,1); + + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(rot_mat); + mMatHash[mMatrixMode]++; + } } void LLRender::pushMatrix() { flush(); - glPushMatrix(); + + { + if (mMatIdx[mMatrixMode] < LL_MATRIX_STACK_DEPTH-1) + { + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]+1] = mMatrix[mMatrixMode][mMatIdx[mMatrixMode]]; + ++mMatIdx[mMatrixMode]; + } + else + { + LL_WARNS() << "Matrix stack overflow." << LL_ENDL; + } + } } void LLRender::popMatrix() { flush(); - glPopMatrix(); + { + if (mMatIdx[mMatrixMode] > 0) + { + --mMatIdx[mMatrixMode]; + mMatHash[mMatrixMode]++; + } + else + { + LL_WARNS() << "Matrix stack underflow." << LL_ENDL; + } + } +} + +void LLRender::loadMatrix(const GLfloat* m) +{ + flush(); + { + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].set_value((GLfloat*) m); + mMatHash[mMatrixMode]++; + } +} + +void LLRender::multMatrix(const GLfloat* m) +{ + flush(); + { + glh::matrix4f mat((GLfloat*) m); + + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(mat); + mMatHash[mMatrixMode]++; + } +} + +void LLRender::matrixMode(U32 mode) +{ + if (mode == MM_TEXTURE) + { + mode = MM_TEXTURE0 + gGL.getCurrentTexUnitIndex(); + } + + llassert(mode < NUM_MATRIX_MODES); + mMatrixMode = mode; +} + +U32 LLRender::getMatrixMode() +{ + if (mMatrixMode >= MM_TEXTURE0 && mMatrixMode <= MM_TEXTURE3) + { //always return MM_TEXTURE if current matrix mode points at any texture matrix + return MM_TEXTURE; + } + + return mMatrixMode; +} + + +void LLRender::loadIdentity() +{ + flush(); + + { + llassert_always(mMatrixMode < NUM_MATRIX_MODES) ; + + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].make_identity(); + mMatHash[mMatrixMode]++; + } +} + +const glh::matrix4f& LLRender::getModelviewMatrix() +{ + return mMatrix[MM_MODELVIEW][mMatIdx[MM_MODELVIEW]]; +} + +const glh::matrix4f& LLRender::getProjectionMatrix() +{ + return mMatrix[MM_PROJECTION][mMatIdx[MM_PROJECTION]]; } void LLRender::translateUI(F32 x, F32 y, F32 z) { if (mUIOffset.empty()) { - llerrs << "Need to push a UI translation frame before offsetting" << llendl; + LL_ERRS() << "Need to push a UI translation frame before offsetting" << LL_ENDL; } - mUIOffset.front().mV[0] += x; - mUIOffset.front().mV[1] += y; - mUIOffset.front().mV[2] += z; + mUIOffset.back().mV[0] += x; + mUIOffset.back().mV[1] += y; + mUIOffset.back().mV[2] += z; } void LLRender::scaleUI(F32 x, F32 y, F32 z) { if (mUIScale.empty()) { - llerrs << "Need to push a UI transformation frame before scaling." << llendl; + LL_ERRS() << "Need to push a UI transformation frame before scaling." << LL_ENDL; } - mUIScale.front().scaleVec(LLVector3(x,y,z)); + mUIScale.back().scaleVec(LLVector3(x,y,z)); } void LLRender::pushUIMatrix() { if (mUIOffset.empty()) { - mUIOffset.push_front(LLVector3(0,0,0)); + mUIOffset.push_back(LLVector3(0,0,0)); } else { - mUIOffset.push_front(mUIOffset.front()); + mUIOffset.push_back(mUIOffset.back()); } if (mUIScale.empty()) { - mUIScale.push_front(LLVector3(1,1,1)); + mUIScale.push_back(LLVector3(1,1,1)); } else { - mUIScale.push_front(mUIScale.front()); + mUIScale.push_back(mUIScale.back()); } } @@ -889,28 +1535,28 @@ void LLRender::popUIMatrix() { if (mUIOffset.empty()) { - llerrs << "UI offset stack blown." << llendl; + LL_ERRS() << "UI offset stack blown." << LL_ENDL; } - mUIOffset.pop_front(); - mUIScale.pop_front(); + mUIOffset.pop_back(); + mUIScale.pop_back(); } LLVector3 LLRender::getUITranslation() { if (mUIOffset.empty()) { - llerrs << "UI offset stack empty." << llendl; + return LLVector3(0,0,0); } - return mUIOffset.front(); + return mUIOffset.back(); } LLVector3 LLRender::getUIScale() { if (mUIScale.empty()) { - llerrs << "UI scale stack empty." << llendl; + return LLVector3(1,1,1); } - return mUIScale.front(); + return mUIScale.back(); } @@ -918,10 +1564,10 @@ void LLRender::loadUIIdentity() { if (mUIOffset.empty()) { - llerrs << "Need to push UI translation frame before clearing offset." << llendl; + LL_ERRS() << "Need to push UI translation frame before clearing offset." << LL_ENDL; } - mUIOffset.front().setVec(0,0,0); - mUIScale.front().setVec(1,1,1); + mUIOffset.back().setVec(0,0,0); + mUIScale.back().setVec(1,1,1); } void LLRender::setColorMask(bool writeColor, bool writeAlpha) @@ -933,15 +1579,21 @@ void LLRender::setColorMask(bool writeColorR, bool writeColorG, bool writeColorB { flush(); - mCurrColorMask[0] = writeColorR; - mCurrColorMask[1] = writeColorG; - mCurrColorMask[2] = writeColorB; - mCurrColorMask[3] = writeAlpha; + if (mCurrColorMask[0] != writeColorR || + mCurrColorMask[1] != writeColorG || + mCurrColorMask[2] != writeColorB || + mCurrColorMask[3] != writeAlpha) + { + mCurrColorMask[0] = writeColorR; + mCurrColorMask[1] = writeColorG; + mCurrColorMask[2] = writeColorB; + mCurrColorMask[3] = writeAlpha; - glColorMask(writeColorR ? GL_TRUE : GL_FALSE, - writeColorG ? GL_TRUE : GL_FALSE, - writeColorB ? GL_TRUE : GL_FALSE, - writeAlpha ? GL_TRUE : GL_FALSE); + glColorMask(writeColorR ? GL_TRUE : GL_FALSE, + writeColorG ? GL_TRUE : GL_FALSE, + writeColorB ? GL_TRUE : GL_FALSE, + writeAlpha ? GL_TRUE : GL_FALSE); + } } void LLRender::setSceneBlendType(eBlendType type) @@ -970,7 +1622,7 @@ void LLRender::setSceneBlendType(eBlendType type) blendFunc(BF_ONE, BF_ZERO); break; default: - llerrs << "Unknown Scene Blend Type: " << type << llendl; + LL_ERRS() << "Unknown Scene Blend Type: " << type << LL_ENDL; break; } } @@ -979,15 +1631,48 @@ void LLRender::setAlphaRejectSettings(eCompareFunc func, F32 value) { flush(); - mCurrAlphaFunc = func; - mCurrAlphaFuncVal = value; - if (func == CF_DEFAULT) - { - glAlphaFunc(GL_GREATER, 0.01f); - } - else + if (LLGLSLShader::sNoFixedFunction) + { //glAlphaFunc is deprecated in OpenGL 3.3 + return; + } + + if (mCurrAlphaFunc != func || + mCurrAlphaFuncVal != value) { - glAlphaFunc(sGLCompareFunc[func], value); + mCurrAlphaFunc = func; + mCurrAlphaFuncVal = value; + if (func == CF_DEFAULT) + { + glAlphaFunc(GL_GREATER, 0.01f); + } + else + { + glAlphaFunc(sGLCompareFunc[func], value); + } + } + + if (gDebugGL) + { //make sure cached state is correct + GLint cur_func = 0; + glGetIntegerv(GL_ALPHA_TEST_FUNC, &cur_func); + + if (func == CF_DEFAULT) + { + func = CF_GREATER; + } + + if (cur_func != sGLCompareFunc[func]) + { + LL_ERRS() << "Alpha test function corrupted!" << LL_ENDL; + } + + F32 ref = 0.f; + glGetFloatv(GL_ALPHA_TEST_REF, &ref); + + if (ref != value) + { + LL_ERRS() << "Alpha test value corrupted!" << LL_ENDL; + } } } @@ -995,15 +1680,44 @@ void LLRender::blendFunc(eBlendFactor sfactor, eBlendFactor dfactor) { llassert(sfactor < BF_UNDEF); llassert(dfactor < BF_UNDEF); - if (mCurrBlendSFactor != sfactor || mCurrBlendDFactor != dfactor) + if (mCurrBlendColorSFactor != sfactor || mCurrBlendColorDFactor != dfactor || + mCurrBlendAlphaSFactor != sfactor || mCurrBlendAlphaDFactor != dfactor) { - mCurrBlendSFactor = sfactor; - mCurrBlendDFactor = dfactor; + mCurrBlendColorSFactor = sfactor; + mCurrBlendAlphaSFactor = sfactor; + mCurrBlendColorDFactor = dfactor; + mCurrBlendAlphaDFactor = dfactor; flush(); glBlendFunc(sGLBlendFactor[sfactor], sGLBlendFactor[dfactor]); } } +void LLRender::blendFunc(eBlendFactor color_sfactor, eBlendFactor color_dfactor, + eBlendFactor alpha_sfactor, eBlendFactor alpha_dfactor) +{ + llassert(color_sfactor < BF_UNDEF); + llassert(color_dfactor < BF_UNDEF); + llassert(alpha_sfactor < BF_UNDEF); + llassert(alpha_dfactor < BF_UNDEF); + if (!gGLManager.mHasBlendFuncSeparate) + { + LL_WARNS_ONCE("render") << "no glBlendFuncSeparateEXT(), using color-only blend func" << LL_ENDL; + blendFunc(color_sfactor, color_dfactor); + return; + } + if (mCurrBlendColorSFactor != color_sfactor || mCurrBlendColorDFactor != color_dfactor || + mCurrBlendAlphaSFactor != alpha_sfactor || mCurrBlendAlphaDFactor != alpha_dfactor) + { + mCurrBlendColorSFactor = color_sfactor; + mCurrBlendAlphaSFactor = alpha_sfactor; + mCurrBlendColorDFactor = color_dfactor; + mCurrBlendAlphaDFactor = alpha_dfactor; + flush(); + glBlendFuncSeparateEXT(sGLBlendFactor[color_sfactor], sGLBlendFactor[color_dfactor], + sGLBlendFactor[alpha_sfactor], sGLBlendFactor[alpha_dfactor]); + } +} + LLTexUnit* LLRender::getTexUnit(U32 index) { if (index < mTexUnits.size()) @@ -1012,11 +1726,34 @@ LLTexUnit* LLRender::getTexUnit(U32 index) } else { - lldebugs << "Non-existing texture unit layer requested: " << index << llendl; + LL_DEBUGS() << "Non-existing texture unit layer requested: " << index << LL_ENDL; return mDummyTexUnit; } } +LLLightState* LLRender::getLight(U32 index) +{ + if (index < mLightState.size()) + { + return mLightState[index]; + } + + return NULL; +} + +void LLRender::setAmbientLightColor(const LLColor4& color) +{ + if (color != mAmbientLightColor) + { + ++mLightHash; + mAmbientLightColor = color; + if (!LLGLSLShader::sNoFixedFunction) + { + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color.mV); + } + } +} + bool LLRender::verifyTexUnitActive(U32 unitToVerify) { if (mCurrTextureUnitIndex == unitToVerify) @@ -1025,7 +1762,7 @@ bool LLRender::verifyTexUnitActive(U32 unitToVerify) } else { - llwarns << "TexUnit currently active: " << mCurrTextureUnitIndex << " (expecting " << unitToVerify << ")" << llendl; + LL_WARNS() << "TexUnit currently active: " << mCurrTextureUnitIndex << " (expecting " << unitToVerify << ")" << LL_ENDL; return false; } } @@ -1042,6 +1779,11 @@ void LLRender::begin(const GLuint& mode) { if (mode != mMode) { + if (mode == LLRender::QUADS) + { + mQuadCycle = 1; + } + if (mMode == LLRender::QUADS || mMode == LLRender::LINES || mMode == LLRender::TRIANGLES || @@ -1051,7 +1793,7 @@ void LLRender::begin(const GLuint& mode) } else if (mCount != 0) { - llerrs << "gGL.begin() called redundantly." << llendl; + LL_ERRS() << "gGL.begin() called redundantly." << LL_ENDL; } mMode = mode; @@ -1063,7 +1805,7 @@ void LLRender::end() if (mCount == 0) { return; - //IMM_ERRS << "GL begin and end called with no vertices specified." << llendl; + //IMM_ERRS << "GL begin and end called with no vertices specified." << LL_ENDL; } if ((mMode != LLRender::QUADS && @@ -1082,22 +1824,22 @@ void LLRender::flush() #if 0 if (!glIsEnabled(GL_VERTEX_ARRAY)) { - llerrs << "foo 1" << llendl; + LL_ERRS() << "foo 1" << LL_ENDL; } if (!glIsEnabled(GL_COLOR_ARRAY)) { - llerrs << "foo 2" << llendl; + LL_ERRS() << "foo 2" << LL_ENDL; } if (!glIsEnabled(GL_TEXTURE_COORD_ARRAY)) { - llerrs << "foo 3" << llendl; + LL_ERRS() << "foo 3" << LL_ENDL; } if (glIsEnabled(GL_NORMAL_ARRAY)) { - llerrs << "foo 7" << llendl; + LL_ERRS() << "foo 7" << LL_ENDL; } GLvoid* pointer; @@ -1105,19 +1847,19 @@ void LLRender::flush() glGetPointerv(GL_VERTEX_ARRAY_POINTER, &pointer); if (pointer != &(mBuffer[0].v)) { - llerrs << "foo 4" << llendl; + LL_ERRS() << "foo 4" << LL_ENDL; } glGetPointerv(GL_COLOR_ARRAY_POINTER, &pointer); if (pointer != &(mBuffer[0].c)) { - llerrs << "foo 5" << llendl; + LL_ERRS() << "foo 5" << LL_ENDL; } glGetPointerv(GL_TEXTURE_COORD_ARRAY_POINTER, &pointer); if (pointer != &(mBuffer[0].uv)) { - llerrs << "foo 6" << llendl; + LL_ERRS() << "foo 6" << LL_ENDL; } #endif @@ -1127,13 +1869,15 @@ void LLRender::flush() sUIVerts += mCount; } - if (gDebugGL) - { - if (mMode == LLRender::QUADS) + //store mCount in a local variable to avoid re-entrance (drawArrays may call flush) + U32 count = mCount; + + if (mMode == LLRender::QUADS && !sGLCoreProfile) { if (mCount%4 != 0) { - llerrs << "Incomplete quad rendered." << llendl; + count -= (mCount % 4); + LL_WARNS() << "Incomplete quad requested." << LL_ENDL; } } @@ -1141,7 +1885,8 @@ void LLRender::flush() { if (mCount%3 != 0) { - llerrs << "Incomplete triangle rendered." << llendl; + count -= (mCount % 3); + LL_WARNS() << "Incomplete triangle requested." << LL_ENDL; } } @@ -1149,17 +1894,37 @@ void LLRender::flush() { if (mCount%2 != 0) { - llerrs << "Incomplete line rendered." << llendl; - } + count -= (mCount % 2); + LL_WARNS() << "Incomplete line requested." << LL_ENDL; } } + mCount = 0; + + if (mBuffer->useVBOs() && !mBuffer->isLocked()) + { //hack to only flush the part of the buffer that was updated (relies on stream draw using buffersubdata) + mBuffer->getVertexStrider(mVerticesp, 0, count); + mBuffer->getTexCoord0Strider(mTexcoordsp, 0, count); + mBuffer->getColorStrider(mColorsp, 0, count); + } + + mBuffer->flush(); mBuffer->setBuffer(immediate_mask); - mBuffer->drawArrays(mMode, 0, mCount); + + if (mMode == LLRender::QUADS && sGLCoreProfile) + { + mBuffer->drawArrays(LLRender::TRIANGLES, 0, count); + mQuadCycle = 1; + } + else + { + mBuffer->drawArrays(mMode, 0, count); + } + + mVerticesp[0] = mVerticesp[count]; + mTexcoordsp[0] = mTexcoordsp[count]; + mColorsp[0] = mColorsp[count]; - mVerticesp[0] = mVerticesp[mCount]; - mTexcoordsp[0] = mTexcoordsp[mCount]; - mColorsp[0] = mColorsp[mCount]; mCount = 0; } } @@ -1167,9 +1932,20 @@ void LLRender::flush() void LLRender::vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z) { //the range of mVerticesp, mColorsp and mTexcoordsp is [0, 4095] + if (mCount > 2048) + { //break when buffer gets reasonably full to keep GL command buffers happy and avoid overflow below + switch (mMode) + { + case LLRender::POINTS: flush(); break; + case LLRender::TRIANGLES: if (mCount%3==0) flush(); break; + case LLRender::QUADS: if(mCount%4 == 0) flush(); break; + case LLRender::LINES: if (mCount%2 == 0) flush(); break; + } + } + if (mCount > 4094) { - // llwarns << "GL immediate mode overflow. Some geometry not drawn." << llendl; + // LL_WARNS() << "GL immediate mode overflow. Some geometry not drawn." << LL_ENDL; return; } @@ -1179,18 +1955,210 @@ void LLRender::vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z) } else { - LLVector3 vert = (LLVector3(x,y,z)+mUIOffset.front()).scaledVec(mUIScale.front()); + LLVector3 vert = (LLVector3(x,y,z)+mUIOffset.back()).scaledVec(mUIScale.back()); mVerticesp[mCount] = vert; } + if (mMode == LLRender::QUADS && LLRender::sGLCoreProfile) + { + mQuadCycle++; + if (mQuadCycle == 4) + { //copy two vertices so fourth quad element will add a triangle + mQuadCycle = 0; + + mCount++; + mVerticesp[mCount] = mVerticesp[mCount-3]; + mColorsp[mCount] = mColorsp[mCount-3]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-3]; + + mCount++; + mVerticesp[mCount] = mVerticesp[mCount-2]; + mColorsp[mCount] = mColorsp[mCount-2]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-2]; + } + } + mCount++; - if (mCount < 4096) + mVerticesp[mCount] = mVerticesp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; +} + +void LLRender::vertexBatchPreTransformed(LLVector3* verts, S32 vert_count) +{ + if (mCount + vert_count > 4094) { - mVerticesp[mCount] = mVerticesp[mCount-1]; - mColorsp[mCount] = mColorsp[mCount-1]; - mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + // LL_WARNS() << "GL immediate mode overflow. Some geometry not drawn." << LL_ENDL; + return; } + + if (sGLCoreProfile && mMode == LLRender::QUADS) + { //quads are deprecated, convert to triangle list + S32 i = 0; + + while (i < vert_count) + { + //read first three + mVerticesp[mCount++] = verts[i++]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + + mVerticesp[mCount++] = verts[i++]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + + mVerticesp[mCount++] = verts[i++]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + + //copy two + mVerticesp[mCount++] = verts[i-3]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + + mVerticesp[mCount++] = verts[i-1]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + + //copy last one + mVerticesp[mCount++] = verts[i++]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + } + } + else + { + for (S32 i = 0; i < vert_count; i++) + { + mVerticesp[mCount] = verts[i]; + + mCount++; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + } + } + + mVerticesp[mCount] = mVerticesp[mCount-1]; +} + +void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 vert_count) +{ + if (mCount + vert_count > 4094) + { + // LL_WARNS() << "GL immediate mode overflow. Some geometry not drawn." << LL_ENDL; + return; + } + + if (sGLCoreProfile && mMode == LLRender::QUADS) + { //quads are deprecated, convert to triangle list + S32 i = 0; + + while (i < vert_count) + { + //read first three + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount++] = uvs[i++]; + mColorsp[mCount] = mColorsp[mCount-1]; + + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount++] = uvs[i++]; + mColorsp[mCount] = mColorsp[mCount-1]; + + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount++] = uvs[i++]; + mColorsp[mCount] = mColorsp[mCount-1]; + + //copy last two + mVerticesp[mCount] = verts[i-3]; + mTexcoordsp[mCount++] = uvs[i-3]; + mColorsp[mCount] = mColorsp[mCount-1]; + + mVerticesp[mCount] = verts[i-1]; + mTexcoordsp[mCount++] = uvs[i-1]; + mColorsp[mCount] = mColorsp[mCount-1]; + + //copy last one + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount++] = uvs[i++]; + mColorsp[mCount] = mColorsp[mCount-1]; + } + } + else + { + for (S32 i = 0; i < vert_count; i++) + { + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; + + mCount++; + mColorsp[mCount] = mColorsp[mCount-1]; + } + } + + mVerticesp[mCount] = mVerticesp[mCount-1]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; } + +void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, LLColor4U* colors, S32 vert_count) +{ + if (mCount + vert_count > 4094) + { + // LL_WARNS() << "GL immediate mode overflow. Some geometry not drawn." << LL_ENDL; + return; + } + + + if (sGLCoreProfile && mMode == LLRender::QUADS) + { //quads are deprecated, convert to triangle list + S32 i = 0; + + while (i < vert_count) + { + //read first three + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; + mColorsp[mCount++] = colors[i++]; + + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; + mColorsp[mCount++] = colors[i++]; + + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; + mColorsp[mCount++] = colors[i++]; + + //copy last two + mVerticesp[mCount] = verts[i-3]; + mTexcoordsp[mCount] = uvs[i-3]; + mColorsp[mCount++] = colors[i-3]; + + mVerticesp[mCount] = verts[i-1]; + mTexcoordsp[mCount] = uvs[i-1]; + mColorsp[mCount++] = colors[i-1]; + + //copy last one + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; + mColorsp[mCount++] = colors[i++]; + } + } + else + { + for (S32 i = 0; i < vert_count; i++) + { + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; + mColorsp[mCount] = colors[i]; + + mCount++; + } + } + + mVerticesp[mCount] = mVerticesp[mCount-1]; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; +} + void LLRender::vertex2i(const GLint& x, const GLint& y) { vertex3f((GLfloat) x, (GLfloat) y, 0); @@ -1228,7 +2196,15 @@ void LLRender::texCoord2fv(const GLfloat* tc) void LLRender::color4ub(const GLubyte& r, const GLubyte& g, const GLubyte& b, const GLubyte& a) { - mColorsp[mCount] = LLColor4U(r,g,b,a); + if (!LLGLSLShader::sCurBoundShaderPtr || + LLGLSLShader::sCurBoundShaderPtr->mAttributeMask & LLVertexBuffer::MAP_COLOR) + { + mColorsp[mCount] = LLColor4U(r,g,b,a); + } + else + { //not using shaders or shader reads color from a uniform + diffuseColor4ub(r,g,b,a); + } } void LLRender::color4ubv(const GLubyte* c) { @@ -1258,6 +2234,97 @@ void LLRender::color3fv(const GLfloat* c) color4f(c[0],c[1],c[2],1); } +void LLRender::diffuseColor3f(F32 r, F32 g, F32 b) +{ + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL); + + if (shader) + { + shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r,g,b,1.f); + } + else + { + glColor3f(r,g,b); + } +} + +void LLRender::diffuseColor3fv(const F32* c) +{ + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL); + + if (shader) + { + shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, c[0], c[1], c[2], 1.f); + } + else + { + glColor3fv(c); + } +} + +void LLRender::diffuseColor4f(F32 r, F32 g, F32 b, F32 a) +{ + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL); + + if (shader) + { + shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r,g,b,a); + } + else + { + glColor4f(r,g,b,a); + } +} + +void LLRender::diffuseColor4fv(const F32* c) +{ + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL); + + if (shader) + { + shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, c); + } + else + { + glColor4fv(c); + } +} + +void LLRender::diffuseColor4ubv(const U8* c) +{ + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL); + + if (shader) + { + shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, c[0]/255.f, c[1]/255.f, c[2]/255.f, c[3]/255.f); + } + else + { + glColor4ubv(c); + } +} + +void LLRender::diffuseColor4ub(U8 r, U8 g, U8 b, U8 a) +{ + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL); + + if (shader) + { + shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r/255.f, g/255.f, b/255.f, a/255.f); + } + else + { + glColor4ub(r,g,b,a); + } +} + + void LLRender::debugTexUnits(void) { LL_INFOS("TextureUnit") << "Active TexUnit: " << mCurrTextureUnitIndex << LL_ENDL; |