diff options
Diffstat (limited to 'indra/newview/lldrawpoolalpha.cpp')
-rwxr-xr-x | indra/newview/lldrawpoolalpha.cpp | 134 |
1 files changed, 116 insertions, 18 deletions
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index 313b310e1e..bfb66fce22 100755 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -91,12 +91,31 @@ void LLDrawPoolAlpha::renderDeferred(S32 pass) LLFastTimer t(FTM_RENDER_GRASS); gDeferredDiffuseAlphaMaskProgram.bind(); gDeferredDiffuseAlphaMaskProgram.setMinimumAlpha(0.33f); - - //render alpha masked objects - LLRenderPass::pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); + 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() { @@ -133,8 +152,7 @@ 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 = NULL; - fullbright_shader = NULL; + simple_shader = fullbright_shader = &gObjectFullbrightAlphaMaskProgram; gObjectFullbrightAlphaMaskProgram.bind(); gObjectFullbrightAlphaMaskProgram.setMinimumAlpha(0.33f); } @@ -150,7 +168,6 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass) void LLDrawPoolAlpha::endPostDeferredPass(S32 pass) { - if (pass == 1) { gPipeline.mDeferredDepth.flush(); @@ -234,23 +251,33 @@ void LLDrawPoolAlpha::render(S32 pass) simple_shader->bind(); simple_shader->setMinimumAlpha(0.33f); - pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); + 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); + } } - pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); + 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)); - pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask()); + pushMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask(), TRUE, FALSE); gPipeline.enableLightsDynamic(); - pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask()); + pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask(), TRUE, FALSE); gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); //OK } } @@ -302,7 +329,7 @@ void LLDrawPoolAlpha::render(S32 pass) if (mVertexShaderLevel > 0) { - renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX); + renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_BINORMAL | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2); } else { @@ -412,8 +439,14 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) } LLRenderPass::applyModelMatrix(params); - + LLMaterial* mat = NULL; + + if (!params.mFullbright && deferred_render && !LLPipeline::sUnderWaterRender) + { + mat = params.mMaterial; + } + if (params.mFullbright) { // Turn off lighting if it hasn't already been so. @@ -446,11 +479,30 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) 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)) + if (!params.mFullbright && deferred_render && mat) + { + U32 mask = params.mShaderMask; + + llassert(mask < LLMaterial::SHADER_COUNT); + target_shader = &(gDeferredMaterialProgram[mask]); + + if (current_shader != target_shader) + { + gPipeline.bindDeferredShader(*target_shader); + } + } + else if (!params.mFullbright) { - llassert(target_shader != NULL); + target_shader = simple_shader; + } + else + { + target_shader = fullbright_shader; + } + + if(use_shaders && (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(); } @@ -459,6 +511,44 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) LLGLSLShader::bindNoShader(); current_shader = NULL; } + + if (use_shaders && mat && !params.mFullbright) + { + // 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); + + 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)) + { + current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, 1.0f, 1.0f, 1.0f, 1.0f); + current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, 0.0f); + LLViewerFetchedTexture::sFlatNormalImagep->addTextureStats(params.mVSize); + current_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep); + LLViewerFetchedTexture::sWhiteImagep->addTextureStats(params.mVSize); + current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep); + } if (params.mGroup) { @@ -477,12 +567,20 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask) } } } - else + else { //not batching textures or batch has only 1 texture -- might need a texture matrix if (params.mTexture.notNull()) { params.mTexture->addTextureStats(params.mVSize); - gGL.getTexUnit(0)->bind(params.mTexture, TRUE) ; + if (use_shaders && mat) + { + current_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, params.mTexture); + } + else + { + gGL.getTexUnit(0)->bind(params.mTexture, TRUE); + } + if (params.mTextureMatrix) { tex_setup = true; |