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path: root/indra/newview/lldrawpoolalpha.cpp
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Diffstat (limited to 'indra/newview/lldrawpoolalpha.cpp')
-rwxr-xr-xindra/newview/lldrawpoolalpha.cpp128
1 files changed, 16 insertions, 112 deletions
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index bfb66fce22..5ed8bbca50 100755
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -71,52 +71,6 @@ void LLDrawPoolAlpha::prerender()
mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
-S32 LLDrawPoolAlpha::getNumDeferredPasses()
-{
- return 1;
-}
-
-void LLDrawPoolAlpha::beginDeferredPass(S32 pass)
-{
-
-}
-
-void LLDrawPoolAlpha::endDeferredPass(S32 pass)
-{
-
-}
-
-void LLDrawPoolAlpha::renderDeferred(S32 pass)
-{
- LLFastTimer t(FTM_RENDER_GRASS);
- gDeferredDiffuseAlphaMaskProgram.bind();
- gDeferredDiffuseAlphaMaskProgram.setMinimumAlpha(0.33f);
- pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- gDeferredDiffuseAlphaMaskProgram.unbind();
-}
-
-void LLDrawPoolAlpha::pushMaskBatches(U32 type, U32 mask, BOOL texture, BOOL batch_textures)
-{
- for (LLCullResult::drawinfo_iterator i = gPipeline.beginRenderMap(type); i != gPipeline.endRenderMap(type); ++i)
- {
- LLDrawInfo* pparams = *i;
- if (pparams)
- {
- if (LLGLSLShader::sCurBoundShaderPtr)
- {
- LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(pparams->mAlphaMaskCutoff);
- }
- else
- {
- gGL.setAlphaRejectSettings(LLRender::CF_GREATER, pparams->mAlphaMaskCutoff);
- }
-
- pushBatch(*pparams, mask, texture, batch_textures);
- }
- }
-}
-
-
S32 LLDrawPoolAlpha::getNumPostDeferredPasses()
{
if (LLPipeline::sImpostorRender)
@@ -140,8 +94,10 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
if (pass == 0)
{
simple_shader = &gDeferredAlphaProgram;
- fullbright_shader = &gObjectFullbrightAlphaMaskProgram;
-
+ fullbright_shader = &gObjectFullbrightProgram;
+ fullbright_shader->bind();
+ fullbright_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
+ fullbright_shader->unbind();
//prime simple shader (loads shadow relevant uniforms)
gPipeline.bindDeferredShader(*simple_shader);
}
@@ -190,14 +146,14 @@ void LLDrawPoolAlpha::beginRenderPass(S32 pass)
if (LLPipeline::sUnderWaterRender)
{
- simple_shader = &gObjectSimpleWaterAlphaMaskProgram;
- fullbright_shader = &gObjectFullbrightWaterAlphaMaskProgram;
+ simple_shader = &gObjectSimpleWaterProgram;
+ fullbright_shader = &gObjectFullbrightWaterProgram;
emissive_shader = &gObjectEmissiveWaterProgram;
}
else
{
- simple_shader = &gObjectSimpleAlphaMaskProgram;
- fullbright_shader = &gObjectFullbrightAlphaMaskProgram;
+ simple_shader = &gObjectSimpleProgram;
+ fullbright_shader = &gObjectFullbrightProgram;
emissive_shader = &gObjectEmissiveProgram;
}
@@ -235,53 +191,7 @@ void LLDrawPoolAlpha::render(S32 pass)
{
gGL.setColorMask(true, true);
}
-
- if (LLPipeline::sAutoMaskAlphaNonDeferred)
- {
- 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);
-
- if (mVertexShaderLevel > 0)
- {
- if (!LLPipeline::sRenderDeferred || !deferred_render)
- {
- simple_shader->bind();
- simple_shader->setMinimumAlpha(0.33f);
-
- pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- pushMaskBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- pushMaskBatches(LLRenderPass::PASS_SPECMAP_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- pushMaskBatches(LLRenderPass::PASS_NORMMAP_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- pushMaskBatches(LLRenderPass::PASS_NORMSPEC_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- }
- if (fullbright_shader)
- {
- fullbright_shader->bind();
- fullbright_shader->setMinimumAlpha(0.33f);
- if (LLPipeline::sRenderingHUDs || !LLPipeline::sRenderDeferred)
- {
- fullbright_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f);
- } else {
- fullbright_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
- }
- }
- pushMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- //LLGLSLShader::bindNoShader();
- }
- else
- {
- gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.33f); //OK
- gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
- pushMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask(), TRUE, FALSE);
- gPipeline.enableLightsDynamic();
- pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask(), TRUE, FALSE);
- gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); //OK
- }
- }
-
+
LLGLDepthTest depth(GL_TRUE, LLDrawPoolWater::sSkipScreenCopy ||
(deferred_render && pass == 1) ? GL_TRUE : GL_FALSE);
@@ -442,7 +352,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
LLMaterial* mat = NULL;
- if (!params.mFullbright && deferred_render && !LLPipeline::sUnderWaterRender)
+ if (deferred_render && !LLPipeline::sUnderWaterRender)
{
mat = params.mMaterial;
}
@@ -479,7 +389,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
light_enabled = TRUE;
}
- if (!params.mFullbright && deferred_render && mat)
+ if (deferred_render && mat)
{
U32 mask = params.mShaderMask;
@@ -512,32 +422,26 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
current_shader = NULL;
}
- if (use_shaders && mat && !params.mFullbright)
+ if (use_shaders && mat)
{
- // I apologize in advance for not giving this its own shader.
// We have a material. Supply the appropriate data here.
if (LLPipeline::sRenderDeferred)
{
current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, params.mSpecColor.mV[0], params.mSpecColor.mV[1], params.mSpecColor.mV[2], params.mSpecColor.mV[3]);
current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, params.mEnvIntensity);
-
+ current_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, params.mFullbright ? 1.f : 0.f);
+
if (params.mNormalMap)
{
params.mNormalMap->addTextureStats(params.mVSize);
current_shader->bindTexture(LLShaderMgr::BUMP_MAP, params.mNormalMap);
- } else {
- LLViewerFetchedTexture::sFlatNormalImagep->addTextureStats(params.mVSize);
- current_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep);
- }
+ }
if (params.mSpecularMap)
{
params.mSpecularMap->addTextureStats(params.mVSize);
current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, params.mSpecularMap);
- } else {
- LLViewerFetchedTexture::sWhiteImagep->addTextureStats(params.mVSize);
- current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep);
- }
+ }
}
} else if (LLPipeline::sRenderDeferred && current_shader && (current_shader == simple_shader))