diff options
Diffstat (limited to 'indra/newview/lldrawpoolalpha.cpp')
-rw-r--r-- | indra/newview/lldrawpoolalpha.cpp | 221 |
1 files changed, 132 insertions, 89 deletions
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index 875c9ac6a9..a2428d2de0 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -2,31 +2,25 @@ * @file lldrawpoolalpha.cpp * @brief LLDrawPoolAlpha class implementation * - * $LicenseInfo:firstyear=2002&license=viewergpl$ - * - * Copyright (c) 2002-2009, Linden Research, Inc. - * + * $LicenseInfo:firstyear=2002&license=viewerlgpl$ * Second Life Viewer Source Code - * The source code in this file ("Source Code") is provided by Linden Lab - * to you under the terms of the GNU General Public License, version 2.0 - * ("GPL"), unless you have obtained a separate licensing agreement - * ("Other License"), formally executed by you and Linden Lab. Terms of - * the GPL can be found in doc/GPL-license.txt in this distribution, or - * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 + * Copyright (C) 2010, Linden Research, Inc. * - * There are special exceptions to the terms and conditions of the GPL as - * it is applied to this Source Code. View the full text of the exception - * in the file doc/FLOSS-exception.txt in this software distribution, or - * online at - * http://secondlifegrid.net/programs/open_source/licensing/flossexception + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. * - * By copying, modifying or distributing this software, you acknowledge - * that you have read and understood your obligations described above, - * and agree to abide by those obligations. + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. * - * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO - * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, - * COMPLETENESS OR PERFORMANCE. + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -60,7 +54,9 @@ static BOOL deferred_render = FALSE; LLDrawPoolAlpha::LLDrawPoolAlpha(U32 type) : LLRenderPass(type), current_shader(NULL), target_shader(NULL), - simple_shader(NULL), fullbright_shader(NULL) + simple_shader(NULL), fullbright_shader(NULL), + mColorSFactor(LLRender::BF_UNDEF), mColorDFactor(LLRender::BF_UNDEF), + mAlphaSFactor(LLRender::BF_UNDEF), mAlphaDFactor(LLRender::BF_UNDEF) { } @@ -178,9 +174,16 @@ void LLDrawPoolAlpha::render(S32 pass) LLGLSPipelineAlpha gls_pipeline_alpha; - if (LLPipeline::sFastAlpha && !deferred_render) + gGL.setColorMask(true, true); + + if (LLPipeline::sAutoMaskAlphaNonDeferred && !deferred_render) { - LLGLDisable blend_disable(GL_BLEND); + mColorSFactor = LLRender::BF_ONE; // } + mColorDFactor = LLRender::BF_ZERO; // } these are like disabling blend on the color channels, but we're still blending on the alpha channel so that we can suppress glow + mAlphaSFactor = LLRender::BF_ZERO; + mAlphaDFactor = LLRender::BF_ZERO; // block (zero-out) glow where the alpha test succeeds + gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor); + gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.33f); if (mVertexShaderLevel > 0) { @@ -204,8 +207,17 @@ void LLDrawPoolAlpha::render(S32 pass) } LLGLDepthTest depth(GL_TRUE, LLDrawPoolWater::sSkipScreenCopy ? GL_TRUE : GL_FALSE); + + mColorSFactor = LLRender::BF_SOURCE_ALPHA; // } regular alpha blend + mColorDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA; // } + mAlphaSFactor = LLRender::BF_ZERO; // } glow suppression + mAlphaDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA; // } + gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor); + renderAlpha(getVertexDataMask()); + gGL.setColorMask(true, false); + if (deferred_render && current_shader != NULL) { gPipeline.unbindDeferredShader(*current_shader); @@ -283,9 +295,18 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) for (LLCullResult::sg_list_t::iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i) { LLSpatialGroup* group = *i; + llassert(group); + llassert(group->mSpatialPartition); + if (group->mSpatialPartition->mRenderByGroup && - !group->isDead()) + !group->isDead()) { + bool draw_glow_for_this_partition = mVertexShaderLevel > 0 && // no shaders = no glow. + // All particle systems seem to come off the wire with texture entries which claim that they glow. This is probably a bug in the data. Suppress. + group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_PARTICLE && + group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_CLOUD && + group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_HUD_PARTICLE; + LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA]; for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k) @@ -294,96 +315,118 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) LLRenderPass::applyModelMatrix(params); - if (params.mFullbright) { - // Turn off lighting if it hasn't already been so. - if (light_enabled || !initialized_lighting) + if (params.mFullbright) + { + // Turn off lighting if it hasn't already been so. + if (light_enabled || !initialized_lighting) + { + initialized_lighting = TRUE; + if (use_shaders) + { + target_shader = fullbright_shader; + } + else + { + gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); + } + light_enabled = FALSE; + } + } + // Turn on lighting if it isn't already. + else if (!light_enabled || !initialized_lighting) { initialized_lighting = TRUE; if (use_shaders) { - target_shader = fullbright_shader; + target_shader = simple_shader; } else { - gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); + gPipeline.enableLightsDynamic(); } - light_enabled = FALSE; - } - } - // Turn on lighting if it isn't already. - else if (!light_enabled || !initialized_lighting) - { - initialized_lighting = TRUE; - if (use_shaders) - { - target_shader = simple_shader; - } - else - { - gPipeline.enableLightsDynamic(); + light_enabled = TRUE; } - light_enabled = TRUE; - } - // If we need shaders, and we're not ALREADY using the proper shader, then bind it - // (this way we won't rebind shaders unnecessarily). - if(use_shaders && (current_shader != target_shader)) - { - llassert(target_shader != NULL); - if (deferred_render && current_shader != NULL) - { - gPipeline.unbindDeferredShader(*current_shader); - diffuse_channel = 0; - } - current_shader = target_shader; - if (deferred_render) + // If we need shaders, and we're not ALREADY using the proper shader, then bind it + // (this way we won't rebind shaders unnecessarily). + if(use_shaders && (current_shader != target_shader)) { - gPipeline.bindDeferredShader(*current_shader); - diffuse_channel = current_shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); - } - else - { - current_shader->bind(); + llassert(target_shader != NULL); + if (deferred_render && current_shader != NULL) + { + gPipeline.unbindDeferredShader(*current_shader); + diffuse_channel = 0; + } + current_shader = target_shader; + if (deferred_render) + { + gPipeline.bindDeferredShader(*current_shader); + diffuse_channel = current_shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); + } + else + { + current_shader->bind(); + } } - } - else if (!use_shaders && current_shader != NULL) - { - if (deferred_render) + else if (!use_shaders && current_shader != NULL) { - gPipeline.unbindDeferredShader(*current_shader); - diffuse_channel = 0; + if (deferred_render) + { + gPipeline.unbindDeferredShader(*current_shader); + diffuse_channel = 0; + } + LLGLSLShader::bindNoShader(); + current_shader = NULL; } - LLGLSLShader::bindNoShader(); - current_shader = NULL; - } - - if (params.mGroup) - { - params.mGroup->rebuildMesh(); - } - - if (params.mTexture.notNull()) - { - gGL.getTexUnit(diffuse_channel)->bind(params.mTexture.get()); - if(params.mTexture.notNull()) + if (params.mGroup) { - params.mTexture->addTextureStats(params.mVSize); + params.mGroup->rebuildMesh(); } - if (params.mTextureMatrix) + + + if (params.mTexture.notNull()) { - gGL.getTexUnit(0)->activate(); - glMatrixMode(GL_TEXTURE); - glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); - gPipeline.mTextureMatrixOps++; + gGL.getTexUnit(diffuse_channel)->bind(params.mTexture.get()); + if(params.mTexture.notNull()) + { + params.mTexture->addTextureStats(params.mVSize); + } + if (params.mTextureMatrix) + { + gGL.getTexUnit(0)->activate(); + glMatrixMode(GL_TEXTURE); + glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix); + gPipeline.mTextureMatrixOps++; + } } } params.mVertexBuffer->setBuffer(mask); params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode); + + // If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls could be expensive, but glow must be drawn Z-sorted with alpha. + if (draw_glow_for_this_partition && + params.mGlowColor.mV[3] > 0) + { + // install glow-accumulating blend mode + gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, // don't touch color + LLRender::BF_ONE, LLRender::BF_ONE); // add to alpha (glow) + // glow doesn't use vertex colors from the mesh data + params.mVertexBuffer->setBuffer(mask & ~LLVertexBuffer::MAP_COLOR); + glColor4ubv(params.mGlowColor.mV); + + // do the actual drawing, again + params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); + gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode); + + // restore our alpha blend mode + gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor); + } + if (params.mTextureMatrix && params.mTexture.notNull()) { gGL.getTexUnit(0)->activate(); |