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path: root/indra/newview/lldrawpoolavatar.cpp
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Diffstat (limited to 'indra/newview/lldrawpoolavatar.cpp')
-rw-r--r--indra/newview/lldrawpoolavatar.cpp218
1 files changed, 183 insertions, 35 deletions
diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp
index 63abadbcf4..15a0595179 100644
--- a/indra/newview/lldrawpoolavatar.cpp
+++ b/indra/newview/lldrawpoolavatar.cpp
@@ -145,16 +145,16 @@ LLDrawPool *LLDrawPoolAvatar::instancePool()
}
-S32 LLDrawPoolAvatar::getVertexShaderLevel() const
+S32 LLDrawPoolAvatar::getShaderLevel() const
{
- return (S32) LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR);
+ return (S32) LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_AVATAR);
}
void LLDrawPoolAvatar::prerender()
{
- mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR);
+ mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_AVATAR);
- sShaderLevel = mVertexShaderLevel;
+ sShaderLevel = mShaderLevel;
if (sShaderLevel > 0)
{
@@ -305,7 +305,7 @@ void LLDrawPoolAvatar::beginPostDeferredPass(S32 pass)
void LLDrawPoolAvatar::beginPostDeferredAlpha()
{
sSkipOpaque = TRUE;
- sShaderLevel = mVertexShaderLevel;
+ sShaderLevel = mShaderLevel;
sVertexProgram = &gDeferredAvatarAlphaProgram;
sRenderingSkinned = TRUE;
@@ -396,7 +396,7 @@ void LLDrawPoolAvatar::endPostDeferredAlpha()
gPipeline.unbindDeferredShader(*sVertexProgram);
sDiffuseChannel = 0;
- sShaderLevel = mVertexShaderLevel;
+ sShaderLevel = mShaderLevel;
}
void LLDrawPoolAvatar::renderPostDeferred(S32 pass)
@@ -455,8 +455,13 @@ void LLDrawPoolAvatar::beginShadowPass(S32 pass)
sVertexProgram = &gDeferredAvatarAlphaShadowProgram;
// bind diffuse tex so we can reference the alpha channel...
- sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
-
+ S32 loc = sVertexProgram->getUniformLocation(LLViewerShaderMgr::DIFFUSE_MAP);
+ sDiffuseChannel = 0;
+ if (loc != -1)
+ {
+ sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
+ }
+
if ((sShaderLevel > 0)) // for hardware blending
{
sRenderingSkinned = TRUE;
@@ -470,8 +475,13 @@ void LLDrawPoolAvatar::beginShadowPass(S32 pass)
sVertexProgram = &gDeferredAvatarAlphaMaskShadowProgram;
// bind diffuse tex so we can reference the alpha channel...
- sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
-
+ S32 loc = sVertexProgram->getUniformLocation(LLViewerShaderMgr::DIFFUSE_MAP);
+ sDiffuseChannel = 0;
+ if (loc != -1)
+ {
+ sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
+ }
+
if ((sShaderLevel > 0)) // for hardware blending
{
sRenderingSkinned = TRUE;
@@ -485,7 +495,12 @@ void LLDrawPoolAvatar::beginShadowPass(S32 pass)
sVertexProgram = &gDeferredAttachmentAlphaShadowProgram;
// bind diffuse tex so we can reference the alpha channel...
- sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
+ S32 loc = sVertexProgram->getUniformLocation(LLViewerShaderMgr::DIFFUSE_MAP);
+ sDiffuseChannel = 0;
+ if (loc != -1)
+ {
+ sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
+ }
if ((sShaderLevel > 0)) // for hardware blending
{
@@ -500,7 +515,12 @@ void LLDrawPoolAvatar::beginShadowPass(S32 pass)
sVertexProgram = &gDeferredAttachmentAlphaMaskShadowProgram;
// bind diffuse tex so we can reference the alpha channel...
- sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
+ S32 loc = sVertexProgram->getUniformLocation(LLViewerShaderMgr::DIFFUSE_MAP);
+ sDiffuseChannel = 0;
+ if (loc != -1)
+ {
+ sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
+ }
if ((sShaderLevel > 0)) // for hardware blending
{
@@ -513,7 +533,12 @@ void LLDrawPoolAvatar::beginShadowPass(S32 pass)
else // SHADOW_PASS_ATTACHMENT_OPAQUE
{
sVertexProgram = &gDeferredAttachmentShadowProgram;
- sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
+ S32 loc = sVertexProgram->getUniformLocation(LLViewerShaderMgr::DIFFUSE_MAP);
+ sDiffuseChannel = 0;
+ if (loc != -1)
+ {
+ sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
+ }
sVertexProgram->bind();
}
}
@@ -776,7 +801,7 @@ void LLDrawPoolAvatar::beginImpostor()
gImpostorProgram.setMinimumAlpha(0.01f);
}
- gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
+ gPipeline.enableLightsFullbright();
sDiffuseChannel = 0;
}
@@ -806,6 +831,14 @@ void LLDrawPoolAvatar::beginRigid()
{ //eyeballs render with the specular shader
sVertexProgram->bind();
sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha);
+ if (LLPipeline::sRenderingHUDs)
+ {
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1);
+ }
+ else
+ {
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
+ }
}
}
else
@@ -816,7 +849,7 @@ void LLDrawPoolAvatar::beginRigid()
void LLDrawPoolAvatar::endRigid()
{
- sShaderLevel = mVertexShaderLevel;
+ sShaderLevel = mShaderLevel;
if (sVertexProgram != NULL)
{
sVertexProgram->unbind();
@@ -841,7 +874,7 @@ void LLDrawPoolAvatar::beginDeferredImpostor()
void LLDrawPoolAvatar::endDeferredImpostor()
{
- sShaderLevel = mVertexShaderLevel;
+ sShaderLevel = mShaderLevel;
sVertexProgram->disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL);
sVertexProgram->disableTexture(LLViewerShaderMgr::SPECULAR_MAP);
sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
@@ -856,11 +889,19 @@ void LLDrawPoolAvatar::beginDeferredRigid()
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
sVertexProgram->bind();
sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha);
+ if (LLPipeline::sRenderingHUDs)
+ {
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1);
+ }
+ else
+ {
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
+ }
}
void LLDrawPoolAvatar::endDeferredRigid()
{
- sShaderLevel = mVertexShaderLevel;
+ sShaderLevel = mShaderLevel;
sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
sVertexProgram->unbind();
gGL.getTexUnit(0)->activate();
@@ -899,6 +940,14 @@ void LLDrawPoolAvatar::beginSkinned()
sVertexProgram->bind();
sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
+ if (LLPipeline::sRenderingHUDs)
+ {
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1);
+ }
+ else
+ {
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
+ }
gGL.getTexUnit(0)->activate();
}
else
@@ -908,6 +957,14 @@ void LLDrawPoolAvatar::beginSkinned()
// software skinning, use a basic shader for windlight.
// TODO: find a better fallback method for software skinning.
sVertexProgram->bind();
+ if (LLPipeline::sRenderingHUDs)
+ {
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1);
+ }
+ else
+ {
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
+ }
}
}
@@ -926,7 +983,7 @@ void LLDrawPoolAvatar::endSkinned()
sVertexProgram->disableTexture(LLViewerShaderMgr::BUMP_MAP);
gGL.getTexUnit(0)->activate();
sVertexProgram->unbind();
- sShaderLevel = mVertexShaderLevel;
+ sShaderLevel = mShaderLevel;
}
else
{
@@ -970,6 +1027,14 @@ void LLDrawPoolAvatar::beginRiggedSimple()
{
sDiffuseChannel = 0;
sVertexProgram->bind();
+ if (LLPipeline::sRenderingHUDs)
+ {
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1);
+ }
+ else
+ {
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
+ }
}
}
@@ -1035,6 +1100,16 @@ void LLDrawPoolAvatar::beginRiggedGlow()
sVertexProgram->bind();
sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, LLPipeline::sRenderDeferred ? 2.2f : 1.1f);
+
+ if (LLPipeline::sRenderingHUDs)
+ {
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1);
+ }
+ else
+ {
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
+ }
+
F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
sVertexProgram->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
}
@@ -1082,16 +1157,22 @@ void LLDrawPoolAvatar::beginRiggedFullbright()
sDiffuseChannel = 0;
sVertexProgram->bind();
- if (LLPipeline::sRenderingHUDs || !LLPipeline::sRenderDeferred)
+ if (LLPipeline::sRenderingHUDs)
+ {
+ sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f);
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1);
+ }
+ else if (LLPipeline::sRenderDeferred)
{
- sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f);
+ sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
+ F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
+ sVertexProgram->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
}
else
{
- sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
-
- F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
- sVertexProgram->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
+ sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f);
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
}
}
}
@@ -1134,6 +1215,14 @@ void LLDrawPoolAvatar::beginRiggedShinySimple()
if (sShaderLevel > 0 || gPipeline.canUseVertexShaders())
{
sVertexProgram->bind();
+ if (LLPipeline::sRenderingHUDs)
+ {
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1);
+ }
+ else
+ {
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
+ }
LLDrawPoolBump::bindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false);
}
}
@@ -1184,17 +1273,32 @@ void LLDrawPoolAvatar::beginRiggedFullbrightShiny()
if (sShaderLevel > 0 || gPipeline.canUseVertexShaders())
{
sVertexProgram->bind();
+ if (LLPipeline::sRenderingHUDs)
+ {
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1);
+ }
+ else
+ {
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
+ }
LLDrawPoolBump::bindCubeMap(sVertexProgram, 2, sDiffuseChannel, cube_channel, false);
- if (LLPipeline::sRenderingHUDs || !LLPipeline::sRenderDeferred)
+ if (LLPipeline::sRenderingHUDs)
{
sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f);
- }
- else
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1);
+ }
+ else if (LLPipeline::sRenderDeferred)
{
- sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
+ sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
sVertexProgram->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
+ }
+ else
+ {
+ sVertexProgram->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f);
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
}
}
}
@@ -1216,6 +1320,14 @@ void LLDrawPoolAvatar::beginDeferredRiggedSimple()
sVertexProgram = &gDeferredSkinnedDiffuseProgram;
sDiffuseChannel = 0;
sVertexProgram->bind();
+ if (LLPipeline::sRenderingHUDs)
+ {
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1);
+ }
+ else
+ {
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
+ }
}
void LLDrawPoolAvatar::endDeferredRiggedSimple()
@@ -1229,6 +1341,14 @@ void LLDrawPoolAvatar::beginDeferredRiggedBump()
{
sVertexProgram = &gDeferredSkinnedBumpProgram;
sVertexProgram->bind();
+ if (LLPipeline::sRenderingHUDs)
+ {
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1);
+ }
+ else
+ {
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
+ }
normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
}
@@ -1261,6 +1381,14 @@ void LLDrawPoolAvatar::beginDeferredRiggedMaterial(S32 pass)
}
sVertexProgram->bind();
+ if (LLPipeline::sRenderingHUDs)
+ {
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1);
+ }
+ else
+ {
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
+ }
normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
specular_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::SPECULAR_MAP);
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
@@ -1288,13 +1416,21 @@ void LLDrawPoolAvatar::endDeferredRiggedMaterial(S32 pass)
void LLDrawPoolAvatar::beginDeferredSkinned()
{
- sShaderLevel = mVertexShaderLevel;
+ sShaderLevel = mShaderLevel;
sVertexProgram = &gDeferredAvatarProgram;
sRenderingSkinned = TRUE;
sVertexProgram->bind();
sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha);
-
+ if (LLPipeline::sRenderingHUDs)
+ {
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1);
+ }
+ else
+ {
+ sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0);
+ }
+
sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
gGL.getTexUnit(0)->activate();
}
@@ -1307,7 +1443,7 @@ void LLDrawPoolAvatar::endDeferredSkinned()
sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
- sShaderLevel = mVertexShaderLevel;
+ sShaderLevel = mShaderLevel;
gGL.getTexUnit(0)->activate();
}
@@ -2079,12 +2215,24 @@ void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
if (face->mTextureMatrix && vobj->mTexAnimMode)
{
- gGL.matrixMode(LLRender::MM_TEXTURE);
- gGL.loadMatrix((F32*) face->mTextureMatrix->mMatrix);
+ U32 tex_index = gGL.getCurrentTexUnitIndex();
+
+ if (tex_index <= 1)
+ {
+ gGL.matrixMode(LLRender::eMatrixMode(LLRender::MM_TEXTURE0 + tex_index));
+ gGL.pushMatrix();
+ gGL.loadMatrix((F32*) face->mTextureMatrix->mMatrix);
+ }
+
buff->setBuffer(data_mask);
buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
+
+ if (tex_index <= 1)
+ {
+ gGL.matrixMode(LLRender::eMatrixMode(LLRender::MM_TEXTURE0 + tex_index));
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ }
}
else
{