diff options
Diffstat (limited to 'indra/newview/lldrawpoolalpha.cpp')
-rw-r--r-- | indra/newview/lldrawpoolalpha.cpp | 707 |
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(¶ms, (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(¶ms); + if (params.mGLTFMaterial.isNull()) + { + rigged_emissives.push_back(¶ms); + } + else + { + pbr_rigged_emissives.push_back(¶ms); + } } else { - emissives.push_back(¶ms); + if (params.mGLTFMaterial.isNull()) + { + emissives.push_back(¶ms); + } + else + { + pbr_emissives.push_back(¶ms); + } } } @@ -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; } |