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path: root/indra/newview/lldrawpoolalpha.cpp
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Diffstat (limited to 'indra/newview/lldrawpoolalpha.cpp')
-rw-r--r--indra/newview/lldrawpoolalpha.cpp183
1 files changed, 116 insertions, 67 deletions
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index 875c9ac6a9..7fd7cd3910 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -60,7 +60,9 @@ static BOOL deferred_render = FALSE;
LLDrawPoolAlpha::LLDrawPoolAlpha(U32 type) :
LLRenderPass(type), current_shader(NULL), target_shader(NULL),
- simple_shader(NULL), fullbright_shader(NULL)
+ simple_shader(NULL), fullbright_shader(NULL),
+ mColorSFactor(LLRender::BF_UNDEF), mColorDFactor(LLRender::BF_UNDEF),
+ mAlphaSFactor(LLRender::BF_UNDEF), mAlphaDFactor(LLRender::BF_UNDEF)
{
}
@@ -178,9 +180,16 @@ void LLDrawPoolAlpha::render(S32 pass)
LLGLSPipelineAlpha gls_pipeline_alpha;
+ gGL.setColorMask(true, true);
+
if (LLPipeline::sFastAlpha && !deferred_render)
{
- LLGLDisable blend_disable(GL_BLEND);
+ mColorSFactor = LLRender::BF_ONE; // }
+ mColorDFactor = LLRender::BF_ZERO; // } these are like disabling blend on the color channels, but we're still blending on the alpha channel so that we can suppress glow
+ mAlphaSFactor = LLRender::BF_ZERO;
+ mAlphaDFactor = LLRender::BF_ZERO; // block (zero-out) glow where the alpha test succeeds
+ gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
+
gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.33f);
if (mVertexShaderLevel > 0)
{
@@ -204,8 +213,17 @@ void LLDrawPoolAlpha::render(S32 pass)
}
LLGLDepthTest depth(GL_TRUE, LLDrawPoolWater::sSkipScreenCopy ? GL_TRUE : GL_FALSE);
+
+ 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);
+
renderAlpha(getVertexDataMask());
+ gGL.setColorMask(true, false);
+
if (deferred_render && current_shader != NULL)
{
gPipeline.unbindDeferredShader(*current_shader);
@@ -283,9 +301,18 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
for (LLCullResult::sg_list_t::iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i)
{
LLSpatialGroup* group = *i;
+ llassert(group);
+ llassert(group->mSpatialPartition);
+
if (group->mSpatialPartition->mRenderByGroup &&
- !group->isDead())
+ !group->isDead())
{
+ bool draw_glow_for_this_partition = mVertexShaderLevel > 0 && // no shaders = no glow.
+ // All particle systems seem to come off the wire with texture entries which claim that they glow. This is probably a bug in the data. Suppress.
+ group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_PARTICLE &&
+ group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_CLOUD &&
+ group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_HUD_PARTICLE;
+
LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA];
for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)
@@ -294,96 +321,118 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
LLRenderPass::applyModelMatrix(params);
- if (params.mFullbright)
{
- // Turn off lighting if it hasn't already been so.
- if (light_enabled || !initialized_lighting)
+ if (params.mFullbright)
+ {
+ // Turn off lighting if it hasn't already been so.
+ if (light_enabled || !initialized_lighting)
+ {
+ initialized_lighting = TRUE;
+ if (use_shaders)
+ {
+ target_shader = fullbright_shader;
+ }
+ else
+ {
+ gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
+ }
+ light_enabled = FALSE;
+ }
+ }
+ // Turn on lighting if it isn't already.
+ else if (!light_enabled || !initialized_lighting)
{
initialized_lighting = TRUE;
if (use_shaders)
{
- target_shader = fullbright_shader;
+ target_shader = simple_shader;
}
else
{
- gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
+ gPipeline.enableLightsDynamic();
}
- light_enabled = FALSE;
+ light_enabled = TRUE;
}
- }
- // Turn on lighting if it isn't already.
- else if (!light_enabled || !initialized_lighting)
- {
- initialized_lighting = TRUE;
- if (use_shaders)
- {
- target_shader = simple_shader;
- }
- else
- {
- gPipeline.enableLightsDynamic();
- }
- light_enabled = TRUE;
- }
- // If we need shaders, and we're not ALREADY using the proper shader, then bind it
- // (this way we won't rebind shaders unnecessarily).
- if(use_shaders && (current_shader != target_shader))
- {
- llassert(target_shader != NULL);
- if (deferred_render && current_shader != NULL)
+ // If we need shaders, and we're not ALREADY using the proper shader, then bind it
+ // (this way we won't rebind shaders unnecessarily).
+ if(use_shaders && (current_shader != target_shader))
{
- gPipeline.unbindDeferredShader(*current_shader);
- diffuse_channel = 0;
- }
- current_shader = target_shader;
- if (deferred_render)
- {
- gPipeline.bindDeferredShader(*current_shader);
- diffuse_channel = current_shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
- }
- else
- {
- current_shader->bind();
+ llassert(target_shader != NULL);
+ if (deferred_render && current_shader != NULL)
+ {
+ gPipeline.unbindDeferredShader(*current_shader);
+ diffuse_channel = 0;
+ }
+ current_shader = target_shader;
+ if (deferred_render)
+ {
+ gPipeline.bindDeferredShader(*current_shader);
+ diffuse_channel = current_shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
+ }
+ else
+ {
+ current_shader->bind();
+ }
}
- }
- else if (!use_shaders && current_shader != NULL)
- {
- if (deferred_render)
+ else if (!use_shaders && current_shader != NULL)
{
- gPipeline.unbindDeferredShader(*current_shader);
- diffuse_channel = 0;
+ if (deferred_render)
+ {
+ gPipeline.unbindDeferredShader(*current_shader);
+ diffuse_channel = 0;
+ }
+ LLGLSLShader::bindNoShader();
+ current_shader = NULL;
}
- LLGLSLShader::bindNoShader();
- current_shader = NULL;
- }
-
- if (params.mGroup)
- {
- params.mGroup->rebuildMesh();
- }
-
- if (params.mTexture.notNull())
- {
- gGL.getTexUnit(diffuse_channel)->bind(params.mTexture.get());
- if(params.mTexture.notNull())
+ if (params.mGroup)
{
- params.mTexture->addTextureStats(params.mVSize);
+ params.mGroup->rebuildMesh();
}
- if (params.mTextureMatrix)
+
+
+ if (params.mTexture.notNull())
{
- gGL.getTexUnit(0)->activate();
- glMatrixMode(GL_TEXTURE);
- glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
- gPipeline.mTextureMatrixOps++;
+ gGL.getTexUnit(diffuse_channel)->bind(params.mTexture.get());
+ if(params.mTexture.notNull())
+ {
+ params.mTexture->addTextureStats(params.mVSize);
+ }
+ if (params.mTextureMatrix)
+ {
+ gGL.getTexUnit(0)->activate();
+ glMatrixMode(GL_TEXTURE);
+ glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
+ gPipeline.mTextureMatrixOps++;
+ }
}
}
params.mVertexBuffer->setBuffer(mask);
params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
+
+ // If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls could be expensive, but glow must be drawn Z-sorted with alpha.
+ if (draw_glow_for_this_partition &&
+ params.mGlowColor.mV[3] > 0)
+ {
+ // install glow-accumulating blend mode
+ gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, // don't touch color
+ LLRender::BF_ONE, LLRender::BF_ONE); // add to alpha (glow)
+ // glow doesn't use vertex colors from the mesh data
+ params.mVertexBuffer->setBuffer(mask & ~LLVertexBuffer::MAP_COLOR);
+ glColor4ubv(params.mGlowColor.mV);
+
+ // do the actual drawing, again
+ params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
+ gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
+
+ // restore our alpha blend mode
+ gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
+ }
+
if (params.mTextureMatrix && params.mTexture.notNull())
{
gGL.getTexUnit(0)->activate();