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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.cpp391
1 files changed, 223 insertions, 168 deletions
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index 34f9bfe35d..9b298b120a 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -48,18 +48,20 @@
#include "lldrawpoolwater.h"
#include "llspatialpartition.h"
#include "llglcommonfunc.h"
+#include "llvoavatar.h"
BOOL LLDrawPoolAlpha::sShowDebugAlpha = FALSE;
+#define current_shader (LLGLSLShader::sCurBoundShaderPtr)
+
static BOOL deferred_render = FALSE;
LLDrawPoolAlpha::LLDrawPoolAlpha(U32 type) :
- LLRenderPass(type), current_shader(NULL), target_shader(NULL),
- simple_shader(NULL), fullbright_shader(NULL), emissive_shader(NULL),
+ LLRenderPass(type), target_shader(NULL),
mColorSFactor(LLRender::BF_UNDEF), mColorDFactor(LLRender::BF_UNDEF),
mAlphaSFactor(LLRender::BF_UNDEF), mAlphaDFactor(LLRender::BF_UNDEF)
{
-
+
}
LLDrawPoolAlpha::~LLDrawPoolAlpha()
@@ -98,33 +100,43 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
- emissive_shader = (LLPipeline::sRenderDeferred) ? &gDeferredEmissiveProgram :
- (LLPipeline::sUnderWaterRender) ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
+ emissive_shader[0] = (LLPipeline::sUnderWaterRender) ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
+ emissive_shader[1] = emissive_shader[0]->mRiggedVariant;
- emissive_shader->bind();
- emissive_shader->uniform1i(LLShaderMgr::NO_ATMO, (LLPipeline::sRenderingHUDs) ? 1 : 0);
- emissive_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
- emissive_shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
+ for (int i = 0; i < 2; ++i)
+ {
+ 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));
+ }
if (pass == 0)
{
- fullbright_shader = (LLPipeline::sImpostorRender) ? &gDeferredFullbrightProgram :
- (LLPipeline::sUnderWaterRender) ? &gDeferredFullbrightWaterProgram : &gDeferredFullbrightProgram;
-
- fullbright_shader->bind();
- fullbright_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
- fullbright_shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
- fullbright_shader->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
- fullbright_shader->unbind();
+ 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 = (LLPipeline::sImpostorRender) ? &gDeferredAlphaImpostorProgram :
- (LLPipeline::sUnderWaterRender) ? &gDeferredAlphaWaterProgram : &gDeferredAlphaProgram;
+ simple_shader[0] = (LLPipeline::sImpostorRender) ? &gDeferredAlphaImpostorProgram :
+ (LLPipeline::sUnderWaterRender) ? &gDeferredAlphaWaterProgram : &gDeferredAlphaProgram;
+ simple_shader[1] = simple_shader[0]->mRiggedVariant;
//prime simple shader (loads shadow relevant uniforms)
- gPipeline.bindDeferredShader(*simple_shader);
-
- simple_shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
- simple_shader->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
+ 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)
{
@@ -133,16 +145,21 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
gPipeline.mDeferredDepth.copyContents(gPipeline.mDeferredScreen, 0, 0, gPipeline.mDeferredScreen.getWidth(), gPipeline.mDeferredScreen.getHeight(),
0, 0, gPipeline.mDeferredDepth.getWidth(), gPipeline.mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
gPipeline.mDeferredDepth.bindTarget();
- simple_shader = fullbright_shader = &gObjectFullbrightAlphaMaskProgram;
- gObjectFullbrightAlphaMaskProgram.bind();
- gObjectFullbrightAlphaMaskProgram.setMinimumAlpha(0.33f);
+ 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.
- current_shader = target_shader = NULL;
+ target_shader = NULL;
}
gPipeline.enableLightsDynamic();
}
@@ -155,7 +172,7 @@ void LLDrawPoolAlpha::endPostDeferredPass(S32 pass)
{
gPipeline.mDeferredDepth.flush();
gPipeline.mScreen.bindTarget();
- gObjectFullbrightAlphaMaskProgram.unbind();
+ LLGLSLShader::sCurBoundShaderPtr->unbind();
}
deferred_render = FALSE;
@@ -172,51 +189,46 @@ void LLDrawPoolAlpha::beginRenderPass(S32 pass)
{
LL_PROFILE_ZONE_SCOPED;
- simple_shader = (LLPipeline::sImpostorRender) ? &gObjectSimpleImpostorProgram :
+ simple_shader[0] = (LLPipeline::sImpostorRender) ? &gObjectSimpleImpostorProgram :
(LLPipeline::sUnderWaterRender) ? &gObjectSimpleWaterProgram : &gObjectSimpleProgram;
- fullbright_shader = (LLPipeline::sImpostorRender) ? &gObjectFullbrightProgram :
+ fullbright_shader[0] = (LLPipeline::sImpostorRender) ? &gObjectFullbrightProgram :
(LLPipeline::sUnderWaterRender) ? &gObjectFullbrightWaterProgram : &gObjectFullbrightProgram;
- emissive_shader = (LLPipeline::sImpostorRender) ? &gObjectEmissiveProgram :
+ emissive_shader[0] = (LLPipeline::sImpostorRender) ? &gObjectEmissiveProgram :
(LLPipeline::sUnderWaterRender) ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
+ simple_shader[1] = simple_shader[0]->mRiggedVariant;
+ fullbright_shader[1] = fullbright_shader[0]->mRiggedVariant;
+ emissive_shader[1] = emissive_shader[0]->mRiggedVariant;
+
if (LLPipeline::sImpostorRender)
{
- if (mShaderLevel > 0)
- {
- fullbright_shader->bind();
- fullbright_shader->setMinimumAlpha(0.5f);
- fullbright_shader->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
- simple_shader->bind();
- simple_shader->setMinimumAlpha(0.5f);
- simple_shader->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
- }
- else
+ for (int i = 0; i < 2; ++i)
{
- gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); //OK
+ 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
{
- if (mShaderLevel > 0)
- {
- fullbright_shader->bind();
- fullbright_shader->setMinimumAlpha(0.f);
- fullbright_shader->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
- simple_shader->bind();
- simple_shader->setMinimumAlpha(0.f);
- simple_shader->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
- }
- else
+ for (int i = 0; i < 2; ++i)
{
- gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); //OK
+ 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);
}
}
gPipeline.enableLightsDynamic();
LLGLSLShader::bindNoShader();
- current_shader = NULL;
}
void LLDrawPoolAlpha::endRenderPass( S32 pass )
@@ -266,14 +278,7 @@ void LLDrawPoolAlpha::render(S32 pass)
gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
}
- if (mShaderLevel > 0)
- {
- renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2, pass);
- }
- else
- {
- renderAlpha(getVertexDataMask(), pass);
- }
+ renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2, pass);
gGL.setColorMask(true, false);
@@ -284,16 +289,8 @@ void LLDrawPoolAlpha::render(S32 pass)
if (sShowDebugAlpha)
{
- BOOL shaders = gPipeline.canUseVertexShaders();
- if(shaders)
- {
- gHighlightProgram.bind();
- }
- else
- {
- gPipeline.enableLightsFullbright();
- }
-
+ gHighlightProgram.bind();
+
gGL.diffuseColor4f(1,0,0,1);
LLViewerFetchedTexture::sSmokeImagep->addTextureStats(1024.f*1024.f);
@@ -315,10 +312,23 @@ void LLDrawPoolAlpha::render(S32 pass)
gGL.diffuseColor4f(0, 1, 0, 1);
pushBatches(LLRenderPass::PASS_INVISIBLE, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
- if(shaders)
- {
- gHighlightProgram.unbind();
- }
+ gHighlightProgram.mRiggedVariant->bind();
+ gGL.diffuseColor4f(1, 0, 0, 1);
+
+ pushRiggedBatches(LLRenderPass::PASS_ALPHA_MASK_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
+ pushRiggedBatches(LLRenderPass::PASS_ALPHA_INVISIBLE_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
+
+ // Material alpha mask
+ gGL.diffuseColor4f(0, 0, 1, 1);
+ pushRiggedBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
+ pushRiggedBatches(LLRenderPass::PASS_NORMMAP_MASK_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
+ pushRiggedBatches(LLRenderPass::PASS_SPECMAP_MASK_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
+ pushRiggedBatches(LLRenderPass::PASS_NORMSPEC_MASK_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
+ pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
+
+ gGL.diffuseColor4f(0, 1, 0, 1);
+ pushRiggedBatches(LLRenderPass::PASS_INVISIBLE_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
+ LLGLSLShader::sCurBoundShaderPtr->unbind();
}
}
@@ -375,7 +385,7 @@ inline void Draw(LLDrawInfo* draw, U32 mask)
draw->mVertexBuffer->drawRangeFast(draw->mDrawMode, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
}
-bool LLDrawPoolAlpha::TexSetup(LLDrawInfo* draw, bool use_material, LLGLSLShader* current_shader)
+bool LLDrawPoolAlpha::TexSetup(LLDrawInfo* draw, bool use_material)
{
bool tex_setup = false;
@@ -393,7 +403,7 @@ bool LLDrawPoolAlpha::TexSetup(LLDrawInfo* draw, bool use_material, LLGLSLShader
current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, draw->mSpecularMap);
}
}
- else if (current_shader == simple_shader)
+ else if (current_shader == simple_shader[0] || current_shader == simple_shader[1])
{
current_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep);
current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep);
@@ -450,81 +460,86 @@ void LLDrawPoolAlpha::RestoreTexSetup(bool tex_setup)
}
}
-void LLDrawPoolAlpha::renderFullbrights(U32 mask, std::vector<LLDrawInfo*>& fullbrights)
-{
- gPipeline.enableLightsFullbright();
- fullbright_shader->bind();
- fullbright_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.0f);
-
- for (LLDrawInfo* draw : fullbrights)
- {
- bool tex_setup = TexSetup(draw, false, fullbright_shader);
-
- LLGLEnableFunc stencil_test(GL_STENCIL_TEST, draw->mSelected, &LLGLCommonFunc::selected_stencil_test);
- gGL.blendFunc((LLRender::eBlendFactor) draw->mBlendFuncSrc, (LLRender::eBlendFactor) draw->mBlendFuncDst, mAlphaSFactor, mAlphaDFactor);
-
- Draw(draw, mask & ~(LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2));
- RestoreTexSetup(tex_setup);
- }
- fullbright_shader->unbind();
-}
-
void LLDrawPoolAlpha::drawEmissive(U32 mask, LLDrawInfo* draw)
{
+ LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.f);
draw->mVertexBuffer->setBufferFast((mask & ~LLVertexBuffer::MAP_COLOR) | LLVertexBuffer::MAP_EMISSIVE);
draw->mVertexBuffer->drawRangeFast(draw->mDrawMode, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
}
-void LLDrawPoolAlpha::drawEmissiveInline(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
- gGL.blendFunc(
- LLRender::BF_ZERO, LLRender::BF_ONE, // don't touch color
- LLRender::BF_ONE, LLRender::BF_ONE); // add to alpha (glow)
+ // 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();
-
- drawEmissive(mask, draw);
+ for (LLDrawInfo* draw : emissives)
+ {
+ bool tex_setup = TexSetup(draw, false);
+ drawEmissive(mask, draw);
+ RestoreTexSetup(tex_setup);
+ }
- // restore our alpha blend mode
- gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
+ // restore our alpha blend mode
+ gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
- current_shader->bind();
+ emissive_shader[0]->unbind();
}
-void LLDrawPoolAlpha::renderEmissives(U32 mask, std::vector<LLDrawInfo*>& emissives)
+void LLDrawPoolAlpha::renderRiggedEmissives(U32 mask, std::vector<LLDrawInfo*>& emissives)
{
- emissive_shader->bind();
- emissive_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.f);
+ 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);
-
+ gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, LLRender::BF_ONE, LLRender::BF_ONE);
+
+ LLVOAvatar* lastAvatar = nullptr;
+ U64 lastMeshId = 0;
+
for (LLDrawInfo* draw : emissives)
{
- bool tex_setup = TexSetup(draw, false, emissive_shader);
+ bool tex_setup = TexSetup(draw, false);
+ if (lastAvatar != draw->mAvatar || lastMeshId != draw->mSkinInfo->mHash)
+ {
+ if (!uploadMatrixPalette(*draw))
+ { // failed to upload matrix palette, skip rendering
+ continue;
+ }
+ lastAvatar = draw->mAvatar;
+ lastMeshId = draw->mSkinInfo->mHash;
+ }
drawEmissive(mask, draw);
RestoreTexSetup(tex_setup);
}
// restore our alpha blend mode
- gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
+ gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
- emissive_shader->unbind();
+ emissive_shader[1]->unbind();
}
void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
{
LL_PROFILE_ZONE_SCOPED;
- BOOL batch_fullbrights = gSavedSettings.getBOOL("RenderAlphaBatchFullbrights");
- BOOL batch_emissives = gSavedSettings.getBOOL("RenderAlphaBatchEmissives");
- BOOL initialized_lighting = FALSE;
+ BOOL initialized_lighting = FALSE;
BOOL light_enabled = TRUE;
-
- for (LLCullResult::sg_iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i)
+
+ LLVOAvatar* lastAvatar = nullptr;
+ U64 lastMeshId = 0;
+ LLGLSLShader* lastAvatarShader = nullptr;
+
+ for (LLCullResult::sg_iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i)
{
LL_PROFILE_ZONE_NAMED("renderAlpha - group");
LLSpatialGroup* group = *i;
@@ -535,9 +550,9 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
!group->isDead())
{
static std::vector<LLDrawInfo*> emissives;
- static std::vector<LLDrawInfo*> fullbrights;
+ static std::vector<LLDrawInfo*> rigged_emissives;
emissives.resize(0);
- fullbrights.resize(0);
+ rigged_emissives.resize(0);
bool is_particle_or_hud_particle = group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_PARTICLE
|| group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD_PARTICLE;
@@ -579,12 +594,6 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
}
}
- if (params.mFullbright && batch_fullbrights)
- {
- fullbrights.push_back(&params);
- continue;
- }
-
LLRenderPass::applyModelMatrix(params);
LLMaterial* mat = NULL;
@@ -600,7 +609,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
if (light_enabled || !initialized_lighting)
{
initialized_lighting = TRUE;
- target_shader = fullbright_shader;
+ target_shader = fullbright_shader[0];
light_enabled = FALSE;
}
@@ -609,7 +618,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
else if (!light_enabled || !initialized_lighting)
{
initialized_lighting = TRUE;
- target_shader = simple_shader;
+ target_shader = simple_shader[0];
light_enabled = TRUE;
}
@@ -625,27 +634,36 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
target_shader = &(gDeferredMaterialWaterProgram[mask]);
}
+ if (params.mAvatar != nullptr)
+ {
+ llassert(target_shader->mRiggedVariant != nullptr);
+ target_shader = target_shader->mRiggedVariant;
+ }
+
if (current_shader != target_shader)
{
gPipeline.bindDeferredShader(*target_shader);
- current_shader = target_shader;
}
}
else if (!params.mFullbright)
{
- target_shader = simple_shader;
+ target_shader = simple_shader[0];
}
else
{
- target_shader = fullbright_shader;
+ target_shader = fullbright_shader[0];
}
- if(current_shader != target_shader)
- {// If we need shaders, and we're not ALREADY using the proper shader, then bind it
- // (this way we won't rebind shaders unnecessarily).
- current_shader = target_shader;
- current_shader->bind();
- }
+ if (params.mAvatar != nullptr)
+ {
+ target_shader = target_shader->mRiggedVariant;
+ }
+
+ if (current_shader != target_shader)
+ {// If we need shaders, and we're not ALREADY using the proper shader, then bind it
+ // (this way we won't rebind shaders unnecessarily).
+ target_shader->bind();
+ }
LLVector4 spec_color(1, 1, 1, 1);
F32 env_intensity = 0.0f;
@@ -661,7 +679,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
if (current_shader)
{
- current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, spec_color.mV[0], spec_color.mV[1], spec_color.mV[2], spec_color.mV[3]);
+ current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, spec_color.mV[0], spec_color.mV[1], spec_color.mV[2], spec_color.mV[3]);
current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, env_intensity);
current_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, brightness);
}
@@ -671,32 +689,54 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
params.mGroup->rebuildMesh();
}
- bool tex_setup = TexSetup(&params, (mat != nullptr), current_shader);
+ if (params.mAvatar != nullptr)
+ {
+ if (lastAvatar != params.mAvatar ||
+ lastMeshId != params.mSkinInfo->mHash ||
+ lastAvatarShader != LLGLSLShader::sCurBoundShaderPtr)
+ {
+ if (!uploadMatrixPalette(params))
+ {
+ continue;
+ }
+ lastAvatar = params.mAvatar;
+ lastMeshId = params.mSkinInfo->mHash;
+ lastAvatarShader = LLGLSLShader::sCurBoundShaderPtr;
+ }
+ }
+
+ bool tex_setup = TexSetup(&params, (mat != nullptr));
{
LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test);
gGL.blendFunc((LLRender::eBlendFactor) params.mBlendFuncSrc, (LLRender::eBlendFactor) params.mBlendFuncDst, mAlphaSFactor, mAlphaDFactor);
- params.mVertexBuffer->setBufferFast(mask & ~(params.mFullbright ? (LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2) : 0));
-
+ U32 drawMask = mask;
+ if (params.mFullbright)
{
- params.mVertexBuffer->drawRangeFast(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
+ drawMask &= ~(LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2);
}
+ if (params.mAvatar != nullptr)
+ {
+ drawMask |= LLVertexBuffer::MAP_WEIGHT4;
+ }
+
+ params.mVertexBuffer->setBufferFast(drawMask);
+ params.mVertexBuffer->drawRangeFast(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
}
// If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls is expensive, but glow must be drawn Z-sorted with alpha.
- if (current_shader &&
- draw_glow_for_this_partition &&
+ if (draw_glow_for_this_partition &&
params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))
{
- if (batch_emissives)
+ if (params.mAvatar != nullptr)
{
- emissives.push_back(&params);
+ rigged_emissives.push_back(&params);
}
else
{
- drawEmissiveInline(mask, &params);
- }
+ emissives.push_back(&params);
+ }
}
if (tex_setup)
@@ -708,41 +748,56 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
}
}
-
- bool rebind = false;
- if (batch_fullbrights)
{
- if (!fullbrights.empty())
+ bool rebind = false;
+ LLGLSLShader* lastShader = current_shader;
+ if (!emissives.empty())
{
- light_enabled = false;
- renderFullbrights(mask, fullbrights);
+ light_enabled = true;
+ renderEmissives(mask, emissives);
rebind = true;
}
- }
- if (batch_emissives)
- {
- if (!emissives.empty())
+ if (!rigged_emissives.empty())
{
light_enabled = true;
- renderEmissives(mask, emissives);
+ renderRiggedEmissives(mask, rigged_emissives);
rebind = true;
}
- }
- if (current_shader && rebind)
- {
- current_shader->bind();
+ if (lastShader && rebind)
+ {
+ lastShader->bind();
+ }
}
- }
+ }
}
gGL.setSceneBlendType(LLRender::BT_ALPHA);
- LLVertexBuffer::unbind();
-
+ LLVertexBuffer::unbind();
+
if (!light_enabled)
{
gPipeline.enableLightsDynamic();
}
}
+
+bool LLDrawPoolAlpha::uploadMatrixPalette(const LLDrawInfo& params)
+{
+ const LLVOAvatar::MatrixPaletteCache& mpc = params.mAvatar->updateSkinInfoMatrixPalette(params.mSkinInfo);
+ U32 count = mpc.mMatrixPalette.size();
+
+ if (count == 0)
+ {
+ //skin info not loaded yet, don't render
+ return false;
+ }
+
+ LLGLSLShader::sCurBoundShaderPtr->uniformMatrix3x4fv(LLViewerShaderMgr::AVATAR_MATRIX,
+ count,
+ FALSE,
+ (GLfloat*)&(mpc.mGLMp[0]));
+
+ return true;
+}