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-rw-r--r--indra/newview/lldrawpoolmaterials.cpp237
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diff --git a/indra/newview/lldrawpoolmaterials.cpp b/indra/newview/lldrawpoolmaterials.cpp
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+/**
+ * @file lldrawpool.cpp
+ * @brief LLDrawPoolMaterials class implementation
+ * @author Jonathan "Geenz" Goodman
+ *
+ * $LicenseInfo:firstyear=2002&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2013, Linden Research, Inc.
+ *
+ * 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.
+ *
+ * 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.
+ *
+ * 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
+ * $/LicenseInfo$
+ */
+
+#include "llviewerprecompiledheaders.h"
+
+#include "lldrawpoolmaterials.h"
+#include "llviewershadermgr.h"
+#include "pipeline.h"
+
+S32 diffuse_channel = -1;
+
+LLDrawPoolMaterials::LLDrawPoolMaterials()
+: LLRenderPass(LLDrawPool::POOL_MATERIALS)
+{
+
+}
+
+void LLDrawPoolMaterials::prerender()
+{
+ mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
+}
+
+void LLDrawPoolMaterials::beginDeferredPass(S32 pass)
+{
+ LLFastTimer t(FTM_RENDER_MATERIALS);
+}
+
+void LLDrawPoolMaterials::endDeferredPass(S32 pass)
+{
+ LLFastTimer t(FTM_RENDER_MATERIALS);
+ LLRenderPass::endRenderPass(pass);
+}
+
+void LLDrawPoolMaterials::renderDeferred(S32 pass)
+{
+ U32 type = LLRenderPass::PASS_MATERIALS;
+ LLCullResult::drawinfo_iterator begin = gPipeline.beginRenderMap(type);
+ LLCullResult::drawinfo_iterator end = gPipeline.endRenderMap(type);
+
+ for (LLCullResult::drawinfo_iterator i = begin; i != end; ++i)
+ {
+ LLDrawInfo& params = **i;
+
+ switch (params.mDiffuseAlphaMode)
+ {
+ case 0:
+ LL_INFOS("Asdf") << "Renderererererrerererrrr!!!~!!!~!~" << LL_ENDL;
+ mShader = &gDeferredMaterialShinyNormal;
+ break;
+ case 1: // Alpha blending not supported in the opaque draw pool.
+ return;
+ case 2:
+ mShader = &gDeferredMaterialShinyNormalAlphaTest;
+ break;
+ case 3:
+ mShader = &gDeferredMaterialShinyNormalEmissive;
+ break;
+ };
+
+ mShader->bind();
+
+ mShader->uniform4f(LLShaderMgr::SPECULAR_COLOR, params.mSpecColor.mV[0], params.mSpecColor.mV[1], params.mSpecColor.mV[2], params.mSpecColor.mV[3]);
+ mShader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, params.mEnvIntensity);
+
+ params.mNormalMap->addTextureStats(params.mVSize);
+ bindNormalMap(params.mNormalMap);
+
+ params.mSpecularMap->addTextureStats(params.mVSize);
+ bindSpecularMap(params.mSpecularMap);
+
+ diffuse_channel = mShader->enableTexture(LLShaderMgr::DIFFUSE_MAP);
+ pushBatch(params, VERTEX_DATA_MASK, TRUE);
+ mShader->disableTexture(LLShaderMgr::DIFFUSE_MAP);
+ mShader->unbind();
+ }
+}
+
+void LLDrawPoolMaterials::bindSpecularMap(LLViewerTexture* tex)
+{
+ mShader->bindTexture(LLShaderMgr::SPECULAR_MAP, tex);
+}
+
+void LLDrawPoolMaterials::bindNormalMap(LLViewerTexture* tex)
+{
+ mShader->bindTexture(LLShaderMgr::BUMP_MAP, tex);
+}
+
+void LLDrawPoolMaterials::beginRenderPass(S32 pass)
+{
+ LLFastTimer t(FTM_RENDER_MATERIALS);
+
+ // Materials isn't supported under forward rendering.
+ // Use the simple shaders to handle it instead.
+ // This is basically replicated from LLDrawPoolSimple.
+
+ if (LLPipeline::sUnderWaterRender)
+ {
+ mShader = &gObjectSimpleWaterProgram;
+ }
+ else
+ {
+ mShader = &gObjectSimpleProgram;
+ }
+
+ if (mVertexShaderLevel > 0)
+ {
+ mShader->bind();
+ }
+ else
+ {
+ // don't use shaders!
+ if (gGLManager.mHasShaderObjects)
+ {
+ LLGLSLShader::bindNoShader();
+ }
+ }
+}
+
+void LLDrawPoolMaterials::endRenderPass(S32 pass)
+{
+ LLFastTimer t(FTM_RENDER_MATERIALS);
+ stop_glerror();
+ LLRenderPass::endRenderPass(pass);
+ stop_glerror();
+ if (mVertexShaderLevel > 0)
+ {
+ mShader->unbind();
+ }
+}
+
+void LLDrawPoolMaterials::render(S32 pass)
+{
+ LLGLDisable blend(GL_BLEND);
+
+ { //render simple
+ LLFastTimer t(FTM_RENDER_MATERIALS);
+ gPipeline.enableLightsDynamic();
+
+ if (mVertexShaderLevel > 0)
+ {
+ U32 mask = getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX;
+
+ pushBatches(LLRenderPass::PASS_MATERIALS, mask, TRUE, TRUE);
+ }
+ else
+ {
+ LLGLDisable alpha_test(GL_ALPHA_TEST);
+ renderTexture(LLRenderPass::PASS_MATERIALS, getVertexDataMask());
+ }
+ }
+}
+
+
+void LLDrawPoolMaterials::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures)
+{
+ applyModelMatrix(params);
+
+ bool tex_setup = false;
+
+ if (batch_textures && params.mTextureList.size() > 1)
+ {
+ for (U32 i = 0; i < params.mTextureList.size(); ++i)
+ {
+ if (params.mTextureList[i].notNull())
+ {
+ gGL.getTexUnit(i)->bind(params.mTextureList[i], TRUE);
+ }
+ }
+ }
+ else
+ { //not batching textures or batch has only 1 texture -- might need a texture matrix
+ if (params.mTextureMatrix)
+ {
+ //if (mShiny)
+ {
+ gGL.getTexUnit(0)->activate();
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ }
+
+ gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
+ gPipeline.mTextureMatrixOps++;
+
+ tex_setup = true;
+ }
+
+ if (mVertexShaderLevel > 1 && texture)
+ {
+ if (params.mTexture.notNull())
+ {
+ gGL.getTexUnit(diffuse_channel)->bind(params.mTexture);
+ params.mTexture->addTextureStats(params.mVSize);
+ }
+ else
+ {
+ gGL.getTexUnit(diffuse_channel)->unbind(LLTexUnit::TT_TEXTURE);
+ }
+ }
+ }
+
+ if (params.mGroup)
+ {
+ params.mGroup->rebuildMesh();
+ }
+ params.mVertexBuffer->setBuffer(mask);
+ params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
+ gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
+ if (tex_setup)
+ {
+ gGL.getTexUnit(0)->activate();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ }
+}