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path: root/indra/newview/lldrawpoolalpha.cpp
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-rw-r--r--indra/newview/lldrawpoolalpha.cpp707
1 files changed, 383 insertions, 324 deletions
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index ab1ac7e30c..052a1d796a 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -49,13 +49,14 @@
#include "llspatialpartition.h"
#include "llglcommonfunc.h"
#include "llvoavatar.h"
-#include "llperfstats.h"
+
+#include "llenvironment.h"
BOOL LLDrawPoolAlpha::sShowDebugAlpha = FALSE;
#define current_shader (LLGLSLShader::sCurBoundShaderPtr)
-static BOOL deferred_render = FALSE;
+LLVector4 LLDrawPoolAlpha::sWaterPlane;
// minimum alpha before discarding a fragment
static const F32 MINIMUM_ALPHA = 0.004f; // ~ 1/255
@@ -91,25 +92,36 @@ S32 LLDrawPoolAlpha::getNumPostDeferredPasses()
}
// set some common parameters on the given shader to prepare for alpha rendering
-static void prepare_alpha_shader(LLGLSLShader* shader, bool textureGamma, bool deferredEnvironment)
+static void prepare_alpha_shader(LLGLSLShader* shader, bool textureGamma, bool deferredEnvironment, F32 water_sign)
{
static LLCachedControl<F32> displayGamma(gSavedSettings, "RenderDeferredDisplayGamma");
F32 gamma = displayGamma;
+ static LLStaticHashedString waterSign("waterSign");
+
// Does this deferred shader need environment uniforms set such as sun_dir, etc. ?
// NOTE: We don't actually need a gbuffer since we are doing forward rendering (for transparency) post deferred rendering
// TODO: bindDeferredShader() probably should have the updating of the environment uniforms factored out into updateShaderEnvironmentUniforms()
// i.e. shaders\class1\deferred\alphaF.glsl
if (deferredEnvironment)
{
- gPipeline.bindDeferredShader( *shader );
+ shader->mCanBindFast = false;
+ }
+
+ shader->bind();
+ shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f / 2.2f));
+
+ if (LLPipeline::sRenderingHUDs)
+ { // for HUD attachments, only the pre-water pass is executed and we never want to clip anything
+ LLVector4 near_clip(0, 0, -1, 0);
+ shader->uniform1f(waterSign, 1.f);
+ shader->uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, near_clip.mV);
}
else
{
- shader->bind();
+ shader->uniform1f(waterSign, water_sign);
+ shader->uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV);
}
- shader->uniform1i(LLShaderMgr::NO_ATMO, (LLPipeline::sRenderingHUDs) ? 1 : 0);
- shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f / 2.2f));
if (LLPipeline::sImpostorRender)
{
@@ -127,48 +139,89 @@ static void prepare_alpha_shader(LLGLSLShader* shader, bool textureGamma, bool d
//also prepare rigged variant
if (shader->mRiggedVariant && shader->mRiggedVariant != shader)
{
- prepare_alpha_shader(shader->mRiggedVariant, textureGamma, deferredEnvironment);
+ prepare_alpha_shader(shader->mRiggedVariant, textureGamma, deferredEnvironment, water_sign);
}
}
+extern BOOL gCubeSnapshot;
+
void LLDrawPoolAlpha::renderPostDeferred(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
- deferred_render = TRUE;
+
+ if (LLPipeline::isWaterClip() && getType() == LLDrawPool::POOL_ALPHA_PRE_WATER)
+ { // don't render alpha objects on the other side of the water plane if water is opaque
+ return;
+ }
+
+ F32 water_sign = 1.f;
+
+ if (getType() == LLDrawPool::POOL_ALPHA_PRE_WATER)
+ {
+ water_sign = -1.f;
+ }
+
+ if (LLPipeline::sUnderWaterRender)
+ {
+ water_sign *= -1.f;
+ }
// prepare shaders
- emissive_shader = (LLPipeline::sRenderDeferred) ? &gDeferredEmissiveProgram :
- (LLPipeline::sUnderWaterRender) ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
- prepare_alpha_shader(emissive_shader, true, false);
+ llassert(LLPipeline::sRenderDeferred);
+
+ emissive_shader = &gDeferredEmissiveProgram;
+ prepare_alpha_shader(emissive_shader, true, false, water_sign);
+
+ pbr_emissive_shader = &gPBRGlowProgram;
+ prepare_alpha_shader(pbr_emissive_shader, true, false, water_sign);
+
- fullbright_shader = (LLPipeline::sImpostorRender) ? &gDeferredFullbrightAlphaMaskProgram :
- (LLPipeline::sUnderWaterRender) ? &gDeferredFullbrightWaterProgram : &gDeferredFullbrightAlphaMaskProgram;
- prepare_alpha_shader(fullbright_shader, true, false);
+ fullbright_shader =
+ (LLPipeline::sImpostorRender) ? &gDeferredFullbrightAlphaMaskProgram :
+ (LLPipeline::sUnderWaterRender) ? &gDeferredFullbrightWaterAlphaProgram :
+ (LLPipeline::sRenderingHUDs) ? &gHUDFullbrightAlphaMaskAlphaProgram :
+ &gDeferredFullbrightAlphaMaskAlphaProgram;
+ prepare_alpha_shader(fullbright_shader, true, true, water_sign);
- simple_shader = (LLPipeline::sImpostorRender) ? &gDeferredAlphaImpostorProgram :
- (LLPipeline::sUnderWaterRender) ? &gDeferredAlphaWaterProgram : &gDeferredAlphaProgram;
- prepare_alpha_shader(simple_shader, false, true); //prime simple shader (loads shadow relevant uniforms)
+ simple_shader =
+ (LLPipeline::sImpostorRender) ? &gDeferredAlphaImpostorProgram :
+ (LLPipeline::sUnderWaterRender) ? &gDeferredAlphaWaterProgram :
+ (LLPipeline::sRenderingHUDs) ? &gHUDAlphaProgram :
+ &gDeferredAlphaProgram;
- for (int i = 0; i < LLMaterial::SHADER_COUNT; ++i)
+ prepare_alpha_shader(simple_shader, false, true, water_sign); //prime simple shader (loads shadow relevant uniforms)
+
+ LLGLSLShader* materialShader = LLPipeline::sUnderWaterRender ? gDeferredMaterialWaterProgram : gDeferredMaterialProgram;
+ for (int i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
{
- prepare_alpha_shader(LLPipeline::sUnderWaterRender ? &gDeferredMaterialWaterProgram[i] : &gDeferredMaterialProgram[i], false, false); // note: bindDeferredShader will get called during render loop for materials
+ prepare_alpha_shader(&materialShader[i], false, true, water_sign);
}
- // first pass, render rigged objects only and render to depth buffer
- forwardRender(true);
+ pbr_shader =
+ (LLPipeline::sUnderWaterRender) ? &gDeferredPBRAlphaWaterProgram :
+ (LLPipeline::sRenderingHUDs) ? &gHUDPBRAlphaProgram :
+ &gDeferredPBRAlphaProgram;
+
+ prepare_alpha_shader(pbr_shader, false, true, water_sign);
+
+ // explicitly unbind here so render loop doesn't make assumptions about the last shader
+ // already being setup for rendering
+ LLGLSLShader::unbind();
+
+ if (!LLPipeline::sRenderingHUDs)
+ {
+ // first pass, render rigged objects only and render to depth buffer
+ forwardRender(true);
+ }
// second pass, regular forward alpha rendering
forwardRender();
// final pass, render to depth for depth of field effects
- if (!LLPipeline::sImpostorRender && gSavedSettings.getBOOL("RenderDepthOfField"))
+ if (!LLPipeline::sImpostorRender && gSavedSettings.getBOOL("RenderDepthOfField") && !gCubeSnapshot && !LLPipeline::sRenderingHUDs && getType() == LLDrawPool::POOL_ALPHA_POST_WATER)
{
//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 = fullbright_shader = &gDeferredFullbrightAlphaMaskProgram;
simple_shader->bind();
simple_shader->setMinimumAlpha(0.33f);
@@ -181,60 +234,8 @@ void LLDrawPoolAlpha::renderPostDeferred(S32 pass)
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);
}
-
- deferred_render = FALSE;
-}
-
-//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::render(S32 pass)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
-
- simple_shader = (LLPipeline::sImpostorRender) ? &gObjectSimpleImpostorProgram :
- (LLPipeline::sUnderWaterRender) ? &gObjectSimpleWaterProgram : &gObjectSimpleAlphaMaskProgram;
-
- fullbright_shader = (LLPipeline::sImpostorRender) ? &gObjectFullbrightAlphaMaskProgram :
- (LLPipeline::sUnderWaterRender) ? &gObjectFullbrightWaterProgram : &gObjectFullbrightAlphaMaskProgram;
-
- emissive_shader = (LLPipeline::sImpostorRender) ? &gObjectEmissiveProgram :
- (LLPipeline::sUnderWaterRender) ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
-
- F32 minimum_alpha = MINIMUM_ALPHA;
- if (LLPipeline::sImpostorRender)
- {
- minimum_alpha = MINIMUM_IMPOSTOR_ALPHA;
- }
-
- prepare_forward_shader(fullbright_shader, minimum_alpha);
- prepare_forward_shader(simple_shader, minimum_alpha);
-
- for (int i = 0; i < LLMaterial::SHADER_COUNT; ++i)
- {
- prepare_forward_shader(LLPipeline::sUnderWaterRender ? &gDeferredMaterialWaterProgram[i] : &gDeferredMaterialProgram[i], minimum_alpha);
- }
-
- //first pass -- rigged only and drawn to depth buffer
- forwardRender(true);
-
- //second pass -- non-rigged, no depth buffer writes
- forwardRender();
}
void LLDrawPoolAlpha::forwardRender(bool rigged)
@@ -246,11 +247,13 @@ void LLDrawPoolAlpha::forwardRender(bool rigged)
//enable writing to alpha for emissive effects
gGL.setColorMask(true, true);
- bool write_depth = rigged ||
+ bool write_depth = rigged ||
LLDrawPoolWater::sSkipScreenCopy
// we want depth written so that rendered alpha will
// contribute to the alpha mask used for impostors
- || LLPipeline::sImpostorRenderAlphaDepthPass;
+ || LLPipeline::sImpostorRenderAlphaDepthPass
+ || getType() == LLDrawPoolAlpha::POOL_ALPHA_PRE_WATER; // needed for accurate water fog
+
LLGLDepthTest depth(GL_TRUE, write_depth ? GL_TRUE : GL_FALSE);
@@ -281,49 +284,48 @@ void LLDrawPoolAlpha::renderDebugAlpha()
{
gHighlightProgram.bind();
gGL.diffuseColor4f(1, 0, 0, 1);
+ gGL.getTexUnit(0)->bindFast(LLViewerFetchedTexture::getSmokeImage());
- LLViewerFetchedTexture::sSmokeImagep->addTextureStats(1024.f * 1024.f);
- gGL.getTexUnit(0)->bindFast(LLViewerFetchedTexture::sSmokeImagep);
-
- renderAlphaHighlight(LLVertexBuffer::MAP_VERTEX |
- LLVertexBuffer::MAP_TEXCOORD0);
+ renderAlphaHighlight();
- pushBatches(LLRenderPass::PASS_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
- pushBatches(LLRenderPass::PASS_ALPHA_INVISIBLE, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
+ pushUntexturedBatches(LLRenderPass::PASS_ALPHA_MASK);
+ pushUntexturedBatches(LLRenderPass::PASS_ALPHA_INVISIBLE);
// Material alpha mask
gGL.diffuseColor4f(0, 0, 1, 1);
- pushBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
- pushBatches(LLRenderPass::PASS_NORMMAP_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
- pushBatches(LLRenderPass::PASS_SPECMAP_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
- pushBatches(LLRenderPass::PASS_NORMSPEC_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
- pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
+ pushUntexturedBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK);
+ pushUntexturedBatches(LLRenderPass::PASS_NORMMAP_MASK);
+ pushUntexturedBatches(LLRenderPass::PASS_SPECMAP_MASK);
+ pushUntexturedBatches(LLRenderPass::PASS_NORMSPEC_MASK);
+ pushUntexturedBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK);
+ pushUntexturedBatches(LLRenderPass::PASS_GLTF_PBR_ALPHA_MASK);
gGL.diffuseColor4f(0, 1, 0, 1);
- pushBatches(LLRenderPass::PASS_INVISIBLE, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
+ pushUntexturedBatches(LLRenderPass::PASS_INVISIBLE);
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);
+ pushRiggedBatches(LLRenderPass::PASS_ALPHA_MASK_RIGGED, false);
+ pushRiggedBatches(LLRenderPass::PASS_ALPHA_INVISIBLE_RIGGED, 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);
+ pushRiggedBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK_RIGGED, false);
+ pushRiggedBatches(LLRenderPass::PASS_NORMMAP_MASK_RIGGED, false);
+ pushRiggedBatches(LLRenderPass::PASS_SPECMAP_MASK_RIGGED, false);
+ pushRiggedBatches(LLRenderPass::PASS_NORMSPEC_MASK_RIGGED, false);
+ pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, false);
+ pushRiggedBatches(LLRenderPass::PASS_GLTF_PBR_ALPHA_MASK_RIGGED, false);
gGL.diffuseColor4f(0, 1, 0, 1);
- pushRiggedBatches(LLRenderPass::PASS_INVISIBLE_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
+ pushRiggedBatches(LLRenderPass::PASS_INVISIBLE_RIGGED, false);
LLGLSLShader::sCurBoundShaderPtr->unbind();
}
}
-void LLDrawPoolAlpha::renderAlphaHighlight(U32 mask)
+void LLDrawPoolAlpha::renderAlphaHighlight()
{
for (int pass = 0; pass < 2; ++pass)
{ //two passes, one rigged and one not
@@ -341,25 +343,10 @@ void LLDrawPoolAlpha::renderAlphaHighlight(U32 mask)
{
LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA+pass]; // <-- hacky + pass to use PASS_ALPHA_RIGGED on second pass
- std::unique_ptr<LLPerfStats::RecordAttachmentTime> ratPtr{}; // Render time Stats collection
for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)
{
LLDrawInfo& params = **k;
- if(params.mFace)
- {
- LLViewerObject* vobj = (LLViewerObject *)params.mFace->getViewerObject();
- if(vobj && vobj->isAttachment())
- {
- trackAttachments( vobj, params.mFace->isState(LLFace::RIGGED), &ratPtr );
- }
- }
-
- if (params.mParticle)
- {
- continue;
- }
-
bool rigged = (params.mAvatar != nullptr);
gHighlightProgram.bind(rigged);
gGL.diffuseColor4f(1, 0, 0, 1);
@@ -379,12 +366,8 @@ void LLDrawPoolAlpha::renderAlphaHighlight(U32 mask)
}
LLRenderPass::applyModelMatrix(params);
- if (params.mGroup)
- {
- params.mGroup->rebuildMesh();
- }
- params.mVertexBuffer->setBufferFast(rigged ? mask | LLVertexBuffer::MAP_WEIGHT4 : mask);
- params.mVertexBuffer->drawRangeFast(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
+ params.mVertexBuffer->setBuffer();
+ params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
}
}
}
@@ -411,71 +394,83 @@ inline bool IsEmissive(LLDrawInfo& params)
inline void Draw(LLDrawInfo* draw, U32 mask)
{
- draw->mVertexBuffer->setBufferFast(mask);
+ draw->mVertexBuffer->setBuffer();
LLRenderPass::applyModelMatrix(*draw);
- draw->mVertexBuffer->drawRangeFast(draw->mDrawMode, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
+ draw->mVertexBuffer->drawRange(LLRender::TRIANGLES, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
}
bool LLDrawPoolAlpha::TexSetup(LLDrawInfo* draw, bool use_material)
{
bool tex_setup = false;
- if (deferred_render && use_material && current_shader)
+ if (draw->mGLTFMaterial)
{
- if (draw->mNormalMap)
- {
- draw->mNormalMap->addTextureStats(draw->mVSize);
- current_shader->bindTexture(LLShaderMgr::BUMP_MAP, draw->mNormalMap);
- }
-
- if (draw->mSpecularMap)
- {
- draw->mSpecularMap->addTextureStats(draw->mVSize);
- current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, draw->mSpecularMap);
- }
+ if (draw->mTextureMatrix)
+ {
+ tex_setup = true;
+ gGL.getTexUnit(0)->activate();
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadMatrix((GLfloat*)draw->mTextureMatrix->mMatrix);
+ gPipeline.mTextureMatrixOps++;
+ }
}
- else if (current_shader == simple_shader || current_shader == simple_shader->mRiggedVariant)
+ else
{
- current_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep);
- current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep);
- }
- if (draw->mTextureList.size() > 1)
- {
- for (U32 i = 0; i < draw->mTextureList.size(); ++i)
- {
- if (draw->mTextureList[i].notNull())
- {
- gGL.getTexUnit(i)->bindFast(draw->mTextureList[i]);
- }
- }
- }
- else
- { //not batching textures or batch has only 1 texture -- might need a texture matrix
- if (draw->mTexture.notNull())
- {
- if (use_material)
- {
- current_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, draw->mTexture);
- }
- else
- {
- gGL.getTexUnit(0)->bindFast(draw->mTexture);
- }
+ if (!LLPipeline::sRenderingHUDs && use_material && current_shader)
+ {
+ if (draw->mNormalMap)
+ {
+ current_shader->bindTexture(LLShaderMgr::BUMP_MAP, draw->mNormalMap);
+ }
- if (draw->mTextureMatrix)
- {
- tex_setup = true;
- gGL.getTexUnit(0)->activate();
- gGL.matrixMode(LLRender::MM_TEXTURE);
- gGL.loadMatrix((GLfloat*) draw->mTextureMatrix->mMatrix);
- gPipeline.mTextureMatrixOps++;
- }
- }
- else
- {
- gGL.getTexUnit(0)->unbindFast(LLTexUnit::TT_TEXTURE);
- }
- }
+ if (draw->mSpecularMap)
+ {
+ current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, draw->mSpecularMap);
+ }
+ }
+ 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);
+ }
+ if (draw->mTextureList.size() > 1)
+ {
+ for (U32 i = 0; i < draw->mTextureList.size(); ++i)
+ {
+ if (draw->mTextureList[i].notNull())
+ {
+ gGL.getTexUnit(i)->bindFast(draw->mTextureList[i]);
+ }
+ }
+ }
+ else
+ { //not batching textures or batch has only 1 texture -- might need a texture matrix
+ if (draw->mTexture.notNull())
+ {
+ if (use_material)
+ {
+ current_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, draw->mTexture);
+ }
+ else
+ {
+ gGL.getTexUnit(0)->bindFast(draw->mTexture);
+ }
+
+ if (draw->mTextureMatrix)
+ {
+ tex_setup = true;
+ gGL.getTexUnit(0)->activate();
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadMatrix((GLfloat*)draw->mTextureMatrix->mMatrix);
+ gPipeline.mTextureMatrixOps++;
+ }
+ }
+ else
+ {
+ gGL.getTexUnit(0)->unbindFast(LLTexUnit::TT_TEXTURE);
+ }
+ }
+ }
return tex_setup;
}
@@ -491,15 +486,15 @@ void LLDrawPoolAlpha::RestoreTexSetup(bool tex_setup)
}
}
-void LLDrawPoolAlpha::drawEmissive(U32 mask, LLDrawInfo* draw)
+void LLDrawPoolAlpha::drawEmissive(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);
+ draw->mVertexBuffer->setBuffer();
+ draw->mVertexBuffer->drawRange(LLRender::TRIANGLES, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
}
-void LLDrawPoolAlpha::renderEmissives(U32 mask, std::vector<LLDrawInfo*>& emissives)
+void LLDrawPoolAlpha::renderEmissives(std::vector<LLDrawInfo*>& emissives)
{
emissive_shader->bind();
emissive_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.f);
@@ -507,12 +502,26 @@ void LLDrawPoolAlpha::renderEmissives(U32 mask, std::vector<LLDrawInfo*>& emissi
for (LLDrawInfo* draw : emissives)
{
bool tex_setup = TexSetup(draw, false);
- drawEmissive(mask, draw);
+ drawEmissive(draw);
RestoreTexSetup(tex_setup);
}
}
-void LLDrawPoolAlpha::renderRiggedEmissives(U32 mask, std::vector<LLDrawInfo*>& emissives)
+void LLDrawPoolAlpha::renderPbrEmissives(std::vector<LLDrawInfo*>& emissives)
+{
+ pbr_emissive_shader->bind();
+
+ for (LLDrawInfo* draw : emissives)
+ {
+ llassert(draw->mGLTFMaterial);
+ LLGLDisable cull_face(draw->mGLTFMaterial->mDoubleSided ? GL_CULL_FACE : 0);
+ draw->mGLTFMaterial->bind(draw->mTexture);
+ draw->mVertexBuffer->setBuffer();
+ draw->mVertexBuffer->drawRange(LLRender::TRIANGLES, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
+ }
+}
+
+void LLDrawPoolAlpha::renderRiggedEmissives(std::vector<LLDrawInfo*>& emissives)
{
LLGLDepthTest depth(GL_TRUE, GL_FALSE); //disable depth writes since "emissive" is additive so sorting doesn't matter
LLGLSLShader* shader = emissive_shader->mRiggedVariant;
@@ -522,17 +531,9 @@ void LLDrawPoolAlpha::renderRiggedEmissives(U32 mask, std::vector<LLDrawInfo*>&
LLVOAvatar* lastAvatar = nullptr;
U64 lastMeshId = 0;
- mask |= LLVertexBuffer::MAP_WEIGHT4;
-
- std::unique_ptr<LLPerfStats::RecordAttachmentTime> ratPtr{}; // Render time Stats collection
for (LLDrawInfo* draw : emissives)
{
LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("Emissives");
- auto vobj = draw->mFace?draw->mFace->getViewerObject():nullptr;
- if(vobj && vobj->isAttachment())
- {
- trackAttachments( vobj, draw->mFace->isState(LLFace::RIGGED), &ratPtr );
- }
bool tex_setup = TexSetup(draw, false);
if (lastAvatar != draw->mAvatar || lastMeshId != draw->mSkinInfo->mHash)
@@ -544,11 +545,38 @@ void LLDrawPoolAlpha::renderRiggedEmissives(U32 mask, std::vector<LLDrawInfo*>&
lastAvatar = draw->mAvatar;
lastMeshId = draw->mSkinInfo->mHash;
}
- drawEmissive(mask, draw);
+ drawEmissive(draw);
RestoreTexSetup(tex_setup);
}
}
+void LLDrawPoolAlpha::renderRiggedPbrEmissives(std::vector<LLDrawInfo*>& emissives)
+{
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE); //disable depth writes since "emissive" is additive so sorting doesn't matter
+ pbr_emissive_shader->bind(true);
+
+ LLVOAvatar* lastAvatar = nullptr;
+ U64 lastMeshId = 0;
+
+ for (LLDrawInfo* draw : emissives)
+ {
+ 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;
+ }
+
+ LLGLDisable cull_face(draw->mGLTFMaterial->mDoubleSided ? GL_CULL_FACE : 0);
+ draw->mGLTFMaterial->bind(draw->mTexture);
+ draw->mVertexBuffer->setBuffer();
+ draw->mVertexBuffer->drawRange(LLRender::TRIANGLES, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
+ }
+}
+
void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
@@ -572,6 +600,16 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
begin = gPipeline.beginAlphaGroups();
end = gPipeline.endAlphaGroups();
}
+
+ LLEnvironment& env = LLEnvironment::instance();
+ F32 water_height = env.getWaterHeight();
+
+ bool above_water = getType() == LLDrawPool::POOL_ALPHA_POST_WATER;
+ if (LLPipeline::sUnderWaterRender)
+ {
+ above_water = !above_water;
+ }
+
for (LLCullResult::sg_iterator i = begin; i != end; ++i)
{
@@ -583,22 +621,46 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
if (group->getSpatialPartition()->mRenderByGroup &&
!group->isDead())
{
+
+ LLSpatialBridge* bridge = group->getSpatialPartition()->asBridge();
+ const LLVector4a* ext = bridge ? bridge->getSpatialExtents() : group->getExtents();
+
+ if (!LLPipeline::sRenderingHUDs) // ignore above/below water for HUD render
+ {
+ if (above_water)
+ { // reject any spatial groups that have no part above water
+ if (ext[1].getF32ptr()[2] < water_height)
+ {
+ continue;
+ }
+ }
+ else
+ { // reject any spatial groups that he no part below water
+ if (ext[0].getF32ptr()[2] > water_height)
+ {
+ continue;
+ }
+ }
+ }
+
static std::vector<LLDrawInfo*> emissives;
static std::vector<LLDrawInfo*> rigged_emissives;
+ static std::vector<LLDrawInfo*> pbr_emissives;
+ static std::vector<LLDrawInfo*> pbr_rigged_emissives;
+
emissives.resize(0);
rigged_emissives.resize(0);
+ pbr_emissives.resize(0);
+ pbr_rigged_emissives.resize(0);
bool is_particle_or_hud_particle = group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_PARTICLE
|| group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD_PARTICLE;
- bool draw_glow_for_this_partition = mShaderLevel > 0; // no shaders = no glow.
-
bool disable_cull = is_particle_or_hud_particle;
LLGLDisable cull(disable_cull ? GL_CULL_FACE : 0);
LLSpatialGroup::drawmap_elem_t& draw_info = rigged ? group->mDrawMap[LLRenderPass::PASS_ALPHA_RIGGED] : group->mDrawMap[LLRenderPass::PASS_ALPHA];
- std::unique_ptr<LLPerfStats::RecordAttachmentTime> ratPtr{}; // Render time Stats collection
for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)
{
LLDrawInfo& params = **k;
@@ -607,81 +669,78 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
continue;
}
- LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("ra - push batch")
+ LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("ra - push batch");
- U32 have_mask = params.mVertexBuffer->getTypeMask() & mask;
- if (have_mask != mask)
- { //FIXME!
- LL_WARNS_ONCE() << "Missing required components, expected mask: " << mask
- << " present: " << have_mask
- << ". Skipping render batch." << LL_ENDL;
- continue;
- }
+ LLRenderPass::applyModelMatrix(params);
- if(params.mFace)
- {
- LLViewerObject* vobj = (LLViewerObject *)params.mFace->getViewerObject();
+ LLMaterial* mat = NULL;
+ LLGLTFMaterial *gltf_mat = params.mGLTFMaterial;
- if(vobj && vobj->isAttachment())
+ LLGLDisable cull_face(gltf_mat && gltf_mat->mDoubleSided ? GL_CULL_FACE : 0);
+
+ if (gltf_mat && gltf_mat->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_BLEND)
+ {
+ target_shader = pbr_shader;
+ if (params.mAvatar != nullptr)
{
- trackAttachments( vobj, params.mFace->isState(LLFace::RIGGED), &ratPtr );
+ target_shader = target_shader->mRiggedVariant;
}
- }
- 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] < MINIMUM_IMPOSTOR_ALPHA)
- continue;
- }
- }
- }
+ // shader must be bound before LLGLTFMaterial::bind
+ if (current_shader != target_shader)
+ {
+ gPipeline.bindDeferredShaderFast(*target_shader);
+ }
- LLRenderPass::applyModelMatrix(params);
+ params.mGLTFMaterial->bind(params.mTexture);
+ }
+ else
+ {
+ mat = LLPipeline::sRenderingHUDs ? nullptr : params.mMaterial;
- LLMaterial* mat = NULL;
+ if (params.mFullbright)
+ {
+ // Turn off lighting if it hasn't already been so.
+ if (light_enabled || !initialized_lighting)
+ {
+ initialized_lighting = TRUE;
+ target_shader = fullbright_shader;
- if (deferred_render)
- {
- mat = params.mMaterial;
- }
-
- if (params.mFullbright)
- {
- // Turn off lighting if it hasn't already been so.
- if (light_enabled || !initialized_lighting)
- {
- initialized_lighting = TRUE;
- target_shader = fullbright_shader;
-
- light_enabled = FALSE;
- }
- }
- // Turn on lighting if it isn't already.
- else if (!light_enabled || !initialized_lighting)
- {
- initialized_lighting = TRUE;
- target_shader = simple_shader;
- light_enabled = TRUE;
- }
+ light_enabled = FALSE;
+ }
+ }
+ // Turn on lighting if it isn't already.
+ else if (!light_enabled || !initialized_lighting)
+ {
+ initialized_lighting = TRUE;
+ target_shader = simple_shader;
+ light_enabled = TRUE;
+ }
- if (deferred_render && mat)
- {
- U32 mask = params.mShaderMask;
+ if (LLPipeline::sRenderingHUDs)
+ {
+ target_shader = fullbright_shader;
+ }
+ else if (mat)
+ {
+ U32 mask = params.mShaderMask;
- llassert(mask < LLMaterial::SHADER_COUNT);
- target_shader = &(gDeferredMaterialProgram[mask]);
+ llassert(mask < LLMaterial::SHADER_COUNT);
+ target_shader = &(gDeferredMaterialProgram[mask]);
- if (LLPipeline::sUnderWaterRender)
- {
- target_shader = &(gDeferredMaterialWaterProgram[mask]);
- }
+ if (LLPipeline::sUnderWaterRender)
+ {
+ target_shader = &(gDeferredMaterialWaterProgram[mask]);
+ }
+ }
+ else if (!params.mFullbright)
+ {
+ target_shader = simple_shader;
+ }
+ else
+ {
+ target_shader = fullbright_shader;
+ }
if (params.mAvatar != nullptr)
{
@@ -689,55 +748,41 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
target_shader = target_shader->mRiggedVariant;
}
- if (current_shader != target_shader)
- {
- gPipeline.bindDeferredShader(*target_shader);
- }
- }
- else if (!params.mFullbright)
- {
- target_shader = simple_shader;
- }
- else
- {
- target_shader = fullbright_shader;
- }
-
- 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).
+ gPipeline.bindDeferredShaderFast(*target_shader);
- 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();
- }
+ if (params.mFullbright)
+ { // make sure the bind the exposure map for fullbright shaders so they can cancel out exposure
+ S32 channel = target_shader->enableTexture(LLShaderMgr::EXPOSURE_MAP);
+ if (channel > -1)
+ {
+ gGL.getTexUnit(channel)->bind(&gPipeline.mExposureMap);
+ }
+ }
+ }
- LLVector4 spec_color(1, 1, 1, 1);
- F32 env_intensity = 0.0f;
- F32 brightness = 1.0f;
+ LLVector4 spec_color(1, 1, 1, 1);
+ F32 env_intensity = 0.0f;
+ F32 brightness = 1.0f;
- // We have a material. Supply the appropriate data here.
- if (mat && deferred_render)
- {
- spec_color = params.mSpecColor;
- env_intensity = params.mEnvIntensity;
- brightness = params.mFullbright ? 1.f : 0.f;
- }
+ // We have a material. Supply the appropriate data here.
+ if (mat)
+ {
+ spec_color = params.mSpecColor;
+ env_intensity = params.mEnvIntensity;
+ brightness = params.mFullbright ? 1.f : 0.f;
+ }
- 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->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, env_intensity);
- current_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, brightness);
+ 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->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, env_intensity);
+ current_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, brightness);
+ }
}
- if (params.mGroup)
- {
- params.mGroup->rebuildMesh();
- }
-
if (params.mAvatar != nullptr)
{
if (lastAvatar != params.mAvatar ||
@@ -757,8 +802,6 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
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);
bool reset_minimum_alpha = false;
@@ -770,18 +813,8 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
reset_minimum_alpha = true;
}
- U32 drawMask = mask;
- if (params.mFullbright)
- {
- 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);
+ params.mVertexBuffer->setBuffer();
+ params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
if (reset_minimum_alpha)
{
@@ -790,16 +823,30 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
}
// 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 (draw_glow_for_this_partition &&
+ if (getType() != LLDrawPool::POOL_ALPHA_PRE_WATER &&
params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))
{
if (params.mAvatar != nullptr)
{
- rigged_emissives.push_back(&params);
+ if (params.mGLTFMaterial.isNull())
+ {
+ rigged_emissives.push_back(&params);
+ }
+ else
+ {
+ pbr_rigged_emissives.push_back(&params);
+ }
}
else
{
- emissives.push_back(&params);
+ if (params.mGLTFMaterial.isNull())
+ {
+ emissives.push_back(&params);
+ }
+ else
+ {
+ pbr_emissives.push_back(&params);
+ }
}
}
@@ -812,8 +859,6 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
}
}
- ratPtr.reset(); // force the final batch to terminate to avoid double counting on the subsidiary batches for FB and Emmissives
-
// render emissive faces into alpha channel for bloom effects
if (!depth_only)
{
@@ -828,14 +873,28 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
if (!emissives.empty())
{
light_enabled = true;
- renderEmissives(mask, emissives);
+ renderEmissives(emissives);
+ rebind = true;
+ }
+
+ if (!pbr_emissives.empty())
+ {
+ light_enabled = true;
+ renderPbrEmissives(pbr_emissives);
rebind = true;
}
if (!rigged_emissives.empty())
{
light_enabled = true;
- renderRiggedEmissives(mask, rigged_emissives);
+ renderRiggedEmissives(rigged_emissives);
+ rebind = true;
+ }
+
+ if (!pbr_rigged_emissives.empty())
+ {
+ light_enabled = true;
+ renderRiggedPbrEmissives(pbr_rigged_emissives);
rebind = true;
}