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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.cpp128
1 files changed, 15 insertions, 113 deletions
diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp
index 4ffa903cca..342b76d93b 100644
--- a/indra/newview/lldrawpoolavatar.cpp
+++ b/indra/newview/lldrawpoolavatar.cpp
@@ -52,10 +52,7 @@
#include "llviewerpartsim.h"
#include "llviewercontrol.h" // for gSavedSettings
#include "llviewertexturelist.h"
-#include "llperfstats.h"
-static U32 sDataMask = LLDrawPoolAvatar::VERTEX_DATA_MASK;
-static U32 sBufferUsage = GL_STREAM_DRAW_ARB;
static U32 sShaderLevel = 0;
LLGLSLShader* LLDrawPoolAvatar::sVertexProgram = NULL;
@@ -144,15 +141,6 @@ void LLDrawPoolAvatar::prerender()
mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_AVATAR);
sShaderLevel = mShaderLevel;
-
- if (sShaderLevel > 0)
- {
- sBufferUsage = GL_DYNAMIC_DRAW_ARB;
- }
- else
- {
- sBufferUsage = GL_STREAM_DRAW_ARB;
- }
}
LLMatrix4& LLDrawPoolAvatar::getModelView()
@@ -183,8 +171,8 @@ void LLDrawPoolAvatar::beginDeferredPass(S32 pass)
is_deferred_render = true;
if (LLPipeline::sImpostorRender)
- { //impostor pass does not have rigid or impostor rendering
- pass += 2;
+ { //impostor pass does not have impostor rendering
+ ++pass;
}
switch (pass)
@@ -210,7 +198,7 @@ void LLDrawPoolAvatar::endDeferredPass(S32 pass)
if (LLPipeline::sImpostorRender)
{
- pass += 2;
+ ++pass;
}
switch (pass)
@@ -381,10 +369,9 @@ void LLDrawPoolAvatar::renderShadow(S32 pass)
{
return;
}
- LLPerfStats::RecordAvatarTime T(avatarp->getID(), LLPerfStats::StatType_t::RENDER_SHADOWS);
- LLVOAvatar::AvatarOverallAppearance oa = avatarp->getOverallAppearance();
- BOOL impostor = !LLPipeline::sImpostorRender && avatarp->isImpostor();
+ LLVOAvatar::AvatarOverallAppearance oa = avatarp->getOverallAppearance();
+ BOOL impostor = !LLPipeline::sImpostorRender && avatarp->isImpostor();
// no shadows if the shadows are causing this avatar to breach the limit.
if (avatarp->isTooSlow() || impostor || (oa == LLVOAvatar::AOA_INVISIBLE))
{
@@ -431,7 +418,7 @@ void LLDrawPoolAvatar::render(S32 pass)
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR;
if (LLPipeline::sImpostorRender)
{
- renderAvatars(NULL, pass+2);
+ renderAvatars(NULL, ++pass);
return;
}
@@ -446,7 +433,7 @@ void LLDrawPoolAvatar::beginRenderPass(S32 pass)
if (LLPipeline::sImpostorRender)
{ //impostor render does not have impostors or rigid rendering
- pass += 2;
+ ++pass;
}
switch (pass)
@@ -474,7 +461,7 @@ void LLDrawPoolAvatar::endRenderPass(S32 pass)
if (LLPipeline::sImpostorRender)
{
- pass += 2;
+ ++pass;
}
switch (pass)
@@ -535,14 +522,6 @@ 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
@@ -601,14 +580,6 @@ 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()
@@ -626,65 +597,14 @@ void LLDrawPoolAvatar::beginSkinned()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
- if (sShaderLevel > 0)
- {
- if (LLPipeline::sUnderWaterRender)
- {
- sVertexProgram = &gAvatarWaterProgram;
- sShaderLevel = llmin((U32) 1, sShaderLevel);
- }
- else
- {
- sVertexProgram = &gAvatarProgram;
- }
- }
- else
- {
- if (LLPipeline::sUnderWaterRender)
- {
- sVertexProgram = &gObjectAlphaMaskNoColorWaterProgram;
- }
- else
- {
- sVertexProgram = &gObjectAlphaMaskNoColorProgram;
- }
- }
+ // used for preview only
+
+ sVertexProgram = &gAvatarProgram;
- if (sShaderLevel > 0) // for hardware blending
- {
- sRenderingSkinned = TRUE;
-
- 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
- {
- if(gPipeline.shadersLoaded())
- {
- // 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);
- }
- }
- }
+ sRenderingSkinned = TRUE;
- sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha);
+ sVertexProgram->bind();
+ sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha);
}
void LLDrawPoolAvatar::endSkinned()
@@ -723,15 +643,6 @@ void LLDrawPoolAvatar::beginDeferredSkinned()
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();
}
@@ -758,7 +669,7 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
if (pass == -1)
{
for (S32 i = 1; i < getNumPasses(); i++)
- { //skip foot shadows
+ { //skip impostor pass
prerender();
beginRenderPass(i);
renderAvatars(single_avatar, i);
@@ -793,7 +704,6 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
{
return;
}
- LLPerfStats::RecordAvatarTime T(avatarp->getID(), LLPerfStats::StatType_t::RENDER_GEOMETRY);
if (!single_avatar && !avatarp->isFullyLoaded() )
{
@@ -937,11 +847,3 @@ LLColor3 LLDrawPoolAvatar::getDebugColor() const
}
-LLVertexBufferAvatar::LLVertexBufferAvatar()
-: LLVertexBuffer(sDataMask,
- GL_STREAM_DRAW_ARB) //avatars are always stream draw due to morph targets
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
-}
-
-