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-rw-r--r--indra/newview/pipeline.cpp696
1 files changed, 406 insertions, 290 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index a50f66f282..c517c9f602 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -106,26 +106,6 @@
#include "llnotifications.h"
-void check_stack_depth(S32 stack_depth)
-{
- if (gDebugGL || gDebugSession)
- {
- GLint depth;
- glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
- if (depth != stack_depth)
- {
- if (gDebugSession)
- {
- ll_fail("GL matrix stack corrupted.");
- }
- else
- {
- llerrs << "GL matrix stack corrupted!" << llendl;
- }
- }
- }
-}
-
#ifdef _DEBUG
// Debug indices is disabled for now for debug performance - djs 4/24/02
//#define DEBUG_INDICES
@@ -139,7 +119,7 @@ const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f;
const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f;
const S32 MAX_OFFSCREEN_GEOMETRY_CHANGES_PER_FRAME = 10;
const U32 REFLECTION_MAP_RES = 128;
-
+const U32 DEFERRED_VB_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1;
// Max number of occluders to search for. JC
const S32 MAX_OCCLUDER_COUNT = 2;
@@ -399,6 +379,7 @@ void LLPipeline::init()
sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
+ LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseVAO");
LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw");
sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights");
sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles");
@@ -459,6 +440,8 @@ void LLPipeline::init()
mSpotLightFade[i] = 1.f;
}
+ mDeferredVB = new LLVertexBuffer(DEFERRED_VB_MASK, 0);
+ mDeferredVB->allocateBuffer(8, 0, true);
setLightingDetail(-1);
}
@@ -537,6 +520,8 @@ void LLPipeline::cleanup()
mMovedBridge.clear();
mInitialized = FALSE;
+
+ mDeferredVB = NULL;
}
//============================================================================
@@ -608,11 +593,6 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
{
U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"));
- if (gGLManager.mIsATI)
- { //ATI doesn't like the way we use multisample texture
- samples = 0;
- }
-
//try to allocate screen buffers at requested resolution and samples
// - on failure, shrink number of samples and try again
// - if not multisampled, shrink resolution and try again (favor X resolution over Y)
@@ -689,12 +669,20 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
if (!addDeferredAttachments(mDeferredScreen)) return false;
if (!mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
+ if (samples > 0)
+ {
+ if (!mFXAABuffer.allocate(nhpo2(resX), nhpo2(resY), GL_RGBA, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false;
+ }
+ else
+ {
+ mFXAABuffer.release();
+ }
#if LL_DARWIN
// As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO
if (!mEdgeMap.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
#else
- if (!mEdgeMap.allocate(resX, resY, GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
+ if (!mEdgeMap.allocate(resX, resY, LLRender::sGLCoreProfile ? GL_RGBA : GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
#endif
if (shadow_detail > 0 || ssao)
@@ -798,6 +786,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
{
mShadow[i].release();
}
+ mFXAABuffer.release();
mScreen.release();
mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first
mDeferredDepth.release();
@@ -883,6 +872,7 @@ void LLPipeline::releaseScreenBuffers()
{
mUIScreen.release();
mScreen.release();
+ mFXAABuffer.release();
mPhysicsDisplay.release();
mDeferredScreen.release();
mDeferredDepth.release();
@@ -907,6 +897,7 @@ void LLPipeline::releaseScreenBuffers()
void LLPipeline::createGLBuffers()
{
+ stop_glerror();
LLMemType mt_cb(LLMemType::MTYPE_PIPELINE_CREATE_BUFFERS);
assertInitialized();
@@ -1011,7 +1002,7 @@ void LLPipeline::createGLBuffers()
LLImageGL::generateTextures(1, &mLightFunc);
gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
- LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_ALPHA, lightResX, lightResY, GL_ALPHA, GL_UNSIGNED_BYTE, lg);
+ LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R8, lightResX, lightResY, GL_RED, GL_UNSIGNED_BYTE, lg);
gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
@@ -2009,13 +2000,13 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
gGL.setColorMask(false, false);
}
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadMatrixd(gGLLastProjection);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadMatrix(gGLLastProjection);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLLastModelView);
+ gGL.loadMatrix(gGLLastModelView);
LLVertexBuffer::unbind();
@@ -2120,10 +2111,10 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
}
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
if (sUseOcclusion > 1)
{
@@ -2761,6 +2752,11 @@ void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result)
{
markVisible(*i, camera);
}
+
+ if (!sDelayVBUpdate)
+ { //rebuild mesh as soon as we know it's visible
+ group->rebuildMesh();
+ }
}
}
@@ -2811,6 +2807,11 @@ void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result)
{
group->setVisible();
stateSort(group, camera);
+
+ if (!sDelayVBUpdate)
+ { //rebuild mesh as soon as we know it's visible
+ group->rebuildMesh();
+ }
}
}
@@ -3441,10 +3442,10 @@ void LLPipeline::renderHighlights()
//gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
gGL.pushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
- glLoadIdentity();
+ gGL.loadIdentity();
gGL.getTexUnit(0)->bind(&mHighlight);
@@ -3504,7 +3505,7 @@ void LLPipeline::renderHighlights()
gGL.end();
gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
//gGL.setSceneBlendType(LLRender::BT_ALPHA);
@@ -3513,7 +3514,7 @@ void LLPipeline::renderHighlights()
if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
{
gHighlightProgram.bind();
- gHighlightProgram.vertexAttrib4f(LLViewerShaderMgr::MATERIAL_COLOR,1,1,1,0.5f);
+ gHighlightProgram.uniform4f("highlight_color",1,1,1,0.5f);
}
if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
@@ -3545,7 +3546,7 @@ void LLPipeline::renderHighlights()
color.setVec(1.f, 0.f, 0.f, 0.5f);
if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
{
- gHighlightProgram.vertexAttrib4f(LLViewerShaderMgr::MATERIAL_COLOR,1,0,0,0.5f);
+ gHighlightProgram.uniform4f("highlight_color",1,0,0,0.5f);
}
int count = mHighlightFaces.size();
for (S32 i = 0; i < count; i++)
@@ -3588,13 +3589,6 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
}
}
- S32 stack_depth = 0;
-
- if (gDebugGL)
- {
- glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &stack_depth);
- }
-
///////////////////////////////////////////
//
// Sync and verify GL state
@@ -3620,9 +3614,9 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
LLAppViewer::instance()->pingMainloopTimeout("Pipeline:ForceVBO");
// Initialize lots of GL state to "safe" values
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
LLGLSPipeline gls_pipeline;
LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
@@ -3691,7 +3685,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
{
occlude = FALSE;
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
LLGLSLShader::bindNoShader();
doOcclusion(camera);
}
@@ -3702,7 +3696,7 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
LLFastTimer t(FTM_POOLRENDER);
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
for( S32 i = 0; i < poolp->getNumPasses(); i++ )
{
@@ -3722,7 +3716,6 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
LLVertexBuffer::unbind();
if (gDebugGL)
{
- check_stack_depth(stack_depth);
std::string msg = llformat("pass %d", i);
LLGLState::checkStates(msg);
//LLGLState::checkTextureChannels(msg);
@@ -3751,13 +3744,13 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
LLVertexBuffer::unbind();
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
if (occlude)
{
occlude = FALSE;
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
LLGLSLShader::bindNoShader();
doOcclusion(camera);
}
@@ -3877,7 +3870,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera)
LLFastTimer t(FTM_POOLRENDER);
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
for( S32 i = 0; i < poolp->getNumDeferredPasses(); i++ )
{
@@ -3898,12 +3891,6 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera)
if (gDebugGL || gDebugPipeline)
{
- GLint depth;
- glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
- if (depth > 3)
- {
- llerrs << "GL matrix stack corrupted!" << llendl;
- }
LLGLState::checkStates();
}
}
@@ -3925,7 +3912,7 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera)
}
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
gGL.setColorMask(true, false);
}
@@ -3958,7 +3945,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
{
occlude = FALSE;
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
LLGLSLShader::bindNoShader();
doOcclusion(camera);
gGL.setColorMask(true, false);
@@ -3970,7 +3957,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
LLFastTimer t(FTM_POOLRENDER);
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
for( S32 i = 0; i < poolp->getNumPostDeferredPasses(); i++ )
{
@@ -3991,12 +3978,6 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
if (gDebugGL || gDebugPipeline)
{
- GLint depth;
- glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
- if (depth > 3)
- {
- llerrs << "GL matrix stack corrupted!" << llendl;
- }
LLGLState::checkStates();
}
}
@@ -4018,17 +3999,17 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
}
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
if (occlude)
{
occlude = FALSE;
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
LLGLSLShader::bindNoShader();
doOcclusion(camera);
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
}
}
@@ -4052,8 +4033,10 @@ void LLPipeline::renderGeomShadow(LLCamera& camera)
pool_set_t::iterator iter2 = iter1;
if (hasRenderType(poolp->getType()) && poolp->getNumShadowPasses() > 0)
{
+ poolp->prerender() ;
+
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
for( S32 i = 0; i < poolp->getNumShadowPasses(); i++ )
{
@@ -4092,7 +4075,7 @@ void LLPipeline::renderGeomShadow(LLCamera& camera)
}
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
}
@@ -4139,6 +4122,11 @@ void LLPipeline::renderPhysicsDisplay()
gGL.setColorMask(true, false);
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gDebugProgram.bind();
+ }
+
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
@@ -4161,15 +4149,20 @@ void LLPipeline::renderPhysicsDisplay()
LLSpatialBridge* bridge = *i;
if (!bridge->isDead() && hasRenderType(bridge->mDrawableType))
{
- glPushMatrix();
- glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
+ gGL.pushMatrix();
+ gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
bridge->renderPhysicsShapes();
- glPopMatrix();
+ gGL.popMatrix();
}
}
-
gGL.flush();
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gDebugProgram.unbind();
+ }
+
mPhysicsDisplay.flush();
}
@@ -4183,7 +4176,7 @@ void LLPipeline::renderDebug()
gGL.color4f(1,1,1,1);
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
gGL.setColorMask(true, false);
bool hud_only = hasRenderType(LLPipeline::RENDER_TYPE_HUD);
@@ -4243,13 +4236,18 @@ void LLPipeline::renderDebug()
LLSpatialBridge* bridge = *i;
if (!bridge->isDead() && hasRenderType(bridge->mDrawableType))
{
- glPushMatrix();
- glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
+ gGL.pushMatrix();
+ gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
bridge->renderDebug();
- glPopMatrix();
+ gGL.popMatrix();
}
}
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+
if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
{
LLVertexBuffer::unbind();
@@ -4429,7 +4427,7 @@ void LLPipeline::renderDebug()
gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
gGL.pushMatrix();
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
gGLLastMatrix = NULL;
for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ2.begin(); iter != mGroupQ2.end(); ++iter)
@@ -4450,7 +4448,7 @@ void LLPipeline::renderDebug()
if (bridge)
{
gGL.pushMatrix();
- glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
+ gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
}
F32 alpha = llclamp((F32) (size-count)/size, 0.f, 1.f);
@@ -4474,8 +4472,10 @@ void LLPipeline::renderDebug()
}
gGL.flush();
-
- gPipeline.renderPhysicsDisplay();
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.unbind();
+ }
}
void LLPipeline::rebuildPools()
@@ -5024,10 +5024,13 @@ void LLPipeline::calcNearbyLights(LLCamera& camera)
void LLPipeline::setupHWLights(LLDrawPool* pool)
{
assertInitialized();
-
+
// Ambient
- LLColor4 ambient = gSky.getTotalAmbientColor();
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ LLColor4 ambient = gSky.getTotalAmbientColor();
+ gGL.setAmbientLightColor(ambient);
+ }
// Light 0 = Sun or Moon (All objects)
{
@@ -5205,7 +5208,11 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
}
// Init GL state
- glDisable(GL_LIGHTING);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glDisable(GL_LIGHTING);
+ }
+
for (S32 i = 0; i < 8; ++i)
{
gGL.getLight(i)->disable();
@@ -5226,7 +5233,10 @@ void LLPipeline::enableLights(U32 mask)
stop_glerror();
if (!mLightMask)
{
- glEnable(GL_LIGHTING);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glEnable(GL_LIGHTING);
+ }
}
if (mask)
{
@@ -5249,13 +5259,16 @@ void LLPipeline::enableLights(U32 mask)
}
else
{
- glDisable(GL_LIGHTING);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glDisable(GL_LIGHTING);
+ }
}
- stop_glerror();
mLightMask = mask;
- LLColor4 ambient = gSky.getTotalAmbientColor();
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV);
stop_glerror();
+
+ LLColor4 ambient = gSky.getTotalAmbientColor();
+ gGL.setAmbientLightColor(ambient);
}
}
@@ -5304,10 +5317,13 @@ void LLPipeline::enableLightsPreview()
{
disableLights();
- glEnable(GL_LIGHTING);
- LLColor4 ambient = gSavedSettings.getColor4("PreviewAmbientColor");
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV);
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glEnable(GL_LIGHTING);
+ }
+ LLColor4 ambient = gSavedSettings.getColor4("PreviewAmbientColor");
+ gGL.setAmbientLightColor(ambient);
LLColor4 diffuse0 = gSavedSettings.getColor4("PreviewDiffuse0");
LLColor4 specular0 = gSavedSettings.getColor4("PreviewSpecular0");
@@ -5365,7 +5381,7 @@ void LLPipeline::enableLightsAvatarEdit(const LLColor4& color)
setupAvatarLights(TRUE);
enableLights(mask);
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV);
+ gGL.setAmbientLightColor(color);
}
void LLPipeline::enableLightsFullbright(const LLColor4& color)
@@ -5374,7 +5390,7 @@ void LLPipeline::enableLightsFullbright(const LLColor4& color)
U32 mask = 0x1000; // Non-0 mask, set ambient
enableLights(mask);
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV);
+ gGL.setAmbientLightColor(color);
}
void LLPipeline::disableLights()
@@ -6056,6 +6072,7 @@ void LLPipeline::resetVertexBuffers()
sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
+ LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseVAO");
LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw");
LLVertexBuffer::sEnableVBOs = gSavedSettings.getBOOL("RenderVBOEnable");
LLVertexBuffer::sDisableVBOMapping = LLVertexBuffer::sEnableVBOs && gSavedSettings.getBOOL("RenderVBOMappingDisable") ;
@@ -6068,10 +6085,10 @@ void LLPipeline::renderObjects(U32 type, U32 mask, BOOL texture)
{
LLMemType mt_ro(LLMemType::MTYPE_PIPELINE_RENDER_OBJECTS);
assertInitialized();
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
gGLLastMatrix = NULL;
mSimplePool->pushBatches(type, mask);
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
gGLLastMatrix = NULL;
}
@@ -6080,25 +6097,25 @@ void apply_cube_face_rotation(U32 face)
switch (face)
{
case 0:
- glRotatef(90.f, 0, 1, 0);
- glRotatef(180.f, 1, 0, 0);
+ gGL.rotatef(90.f, 0, 1, 0);
+ gGL.rotatef(180.f, 1, 0, 0);
break;
case 2:
- glRotatef(-90.f, 1, 0, 0);
+ gGL.rotatef(-90.f, 1, 0, 0);
break;
case 4:
- glRotatef(180.f, 0, 1, 0);
- glRotatef(180.f, 0, 0, 1);
+ gGL.rotatef(180.f, 0, 1, 0);
+ gGL.rotatef(180.f, 0, 0, 1);
break;
case 1:
- glRotatef(-90.f, 0, 1, 0);
- glRotatef(180.f, 1, 0, 0);
+ gGL.rotatef(-90.f, 0, 1, 0);
+ gGL.rotatef(180.f, 1, 0, 0);
break;
case 3:
- glRotatef(90, 1, 0, 0);
+ gGL.rotatef(90, 1, 0, 0);
break;
case 5:
- glRotatef(180, 0, 0, 1);
+ gGL.rotatef(180, 0, 0, 1);
break;
}
}
@@ -6141,8 +6158,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
{
LLMemType mt_ru(LLMemType::MTYPE_PIPELINE_RENDER_BLOOM);
if (!(gPipeline.canUseVertexShaders() &&
- sRenderGlow) ||
- (!sRenderDeferred && hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)))
+ sRenderGlow))
{
return;
}
@@ -6177,12 +6193,12 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
enableLightsFullbright(LLColor4(1,1,1,1));
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
LLGLDisable test(GL_ALPHA_TEST);
@@ -6319,7 +6335,66 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
if (LLPipeline::sRenderDeferred)
{
bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater();
+ bool multisample = gSavedSettings.getU32("RenderFSAASamples") > 1;
+
+ if (multisample)
+ {
+ //bake out texture2D with RGBL for FXAA shader
+ mFXAABuffer.bindTarget();
+
+ S32 width = mScreen.getWidth();
+ S32 height = mScreen.getHeight();
+ glViewport(0, 0, width, height);
+
+ gGlowCombineFXAAProgram.bind();
+ gGlowCombineFXAAProgram.uniform2f("screen_res", width, height);
+
+ gGL.getTexUnit(0)->bind(&mGlow[1]);
+ gGL.getTexUnit(1)->bind(&mScreen);
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.vertex2f(-1,-1);
+ gGL.vertex2f(-1,3);
+ gGL.vertex2f(3,-1);
+ gGL.end();
+
+ gGL.flush();
+
+ gGlowCombineFXAAProgram.unbind();
+ mFXAABuffer.flush();
+
+ mScreen.bindTarget();
+ LLGLSLShader* shader = &gFXAAProgram;
+ shader->bind();
+
+ S32 channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage());
+ if (channel > -1)
+ {
+ mFXAABuffer.bindTexture(0, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ }
+
+
+ F32 scale_x = (F32) width/mFXAABuffer.getWidth();
+ F32 scale_y = (F32) height/mFXAABuffer.getHeight();
+ shader->uniform2f("tc_scale", scale_x, scale_y);
+ shader->uniform2f("rcp_screen_res", 1.f/width*scale_x, 1.f/height*scale_y);
+ shader->uniform4f("rcp_frame_opt", -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y);
+ shader->uniform4f("rcp_frame_opt2", -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y);
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.vertex2f(-1,-1);
+ gGL.vertex2f(-1,3);
+ gGL.vertex2f(3,-1);
+ gGL.end();
+
+ gGL.flush();
+ mScreen.flush();
+ shader->unbind();
+ }
+
+ gViewerWindow->setup3DViewport();
+
LLGLSLShader* shader = &gDeferredPostProgram;
if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
{
@@ -6331,8 +6406,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
shader = &gDeferredPostNoDoFProgram;
dof_enabled = false;
}
-
-
+
LLGLDisable blend(GL_BLEND);
bindDeferredShader(*shader);
@@ -6453,12 +6527,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
{
mScreen.bindTexture(0, channel);
}
- //channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
- //if (channel > -1)
- //{
- //gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- //}
-
+
gGL.begin(LLRender::TRIANGLE_STRIP);
gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
gGL.vertex2f(-1,-1);
@@ -6504,7 +6573,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
v[1] = LLVector3(-1,3,0);
v[2] = LLVector3(3,-1,0);
- buff->setBuffer(0);
+ buff->flush();
LLGLDisable blend(GL_BLEND);
@@ -6543,19 +6612,13 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
}
- if (LLRenderTarget::sUseFBO)
- { //copy depth buffer from mScreen to framebuffer
- LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(),
- 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
- }
-
gGL.setSceneBlendType(LLRender::BT_ALPHA);
if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES))
{
if (LLGLSLShader::sNoFixedFunction)
{
- gUIProgram.bind();
+ gSplatTextureRectProgram.bind();
}
gGL.setColorMask(true, false);
@@ -6569,7 +6632,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
gGL.getTexUnit(0)->bind(&mPhysicsDisplay);
- gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.begin(LLRender::TRIANGLES);
gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
gGL.vertex2f(-1,-1);
@@ -6584,15 +6647,22 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
if (LLGLSLShader::sNoFixedFunction)
{
- gUIProgram.unbind();
+ gSplatTextureRectProgram.unbind();
}
+ }
+
+ if (LLRenderTarget::sUseFBO)
+ { //copy depth buffer from mScreen to framebuffer
+ LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(),
+ 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
}
+
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
LLVertexBuffer::unbind();
@@ -6949,6 +7019,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen
shader.uniform1f("lum_scale", gSavedSettings.getF32("RenderLuminanceScale"));
shader.uniform1f("sun_lum_scale", gSavedSettings.getF32("RenderSunLuminanceScale"));
shader.uniform1f("sun_lum_offset", gSavedSettings.getF32("RenderSunLuminanceOffset"));
+ shader.uniform3fv("sun_dir", 1, mTransformedSunDir.mV);
shader.uniform1f("lum_lod", gSavedSettings.getF32("RenderLuminanceDetail"));
shader.uniform1f("gi_range", gSavedSettings.getF32("RenderGIRange"));
shader.uniform1f("gi_brightness", gSavedSettings.getF32("RenderGIBrightness"));
@@ -7023,28 +7094,30 @@ void LLPipeline::renderDeferredLighting()
glh::matrix4f mat = glh_copy_matrix(gGLModelView);
- F32 vert[] =
- {
- -1,1,
- -1,-3,
- 3,1,
- };
- glVertexPointer(2, GL_FLOAT, 0, vert);
- glColor3f(1,1,1);
+ LLStrider<LLVector3> vert;
+ mDeferredVB->getVertexStrider(vert);
+ LLStrider<LLVector2> tc0;
+ LLStrider<LLVector2> tc1;
+ mDeferredVB->getTexCoord0Strider(tc0);
+ mDeferredVB->getTexCoord1Strider(tc1);
+ vert[0].set(-1,1,0);
+ vert[1].set(-1,-3,0);
+ vert[2].set(3,1,0);
+
{
setupHWLights(NULL); //to set mSunDir;
LLVector4 dir(mSunDir, 0.f);
glh::vec4f tc(dir.mV);
mat.mult_matrix_vec(tc);
- glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], 0);
+ mTransformedSunDir.set(tc.v);
}
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
if (gSavedSettings.getBOOL("RenderDeferredSSAO") || gSavedSettings.getS32("RenderShadowDetail") > 0)
{
@@ -7052,7 +7125,7 @@ void LLPipeline::renderDeferredLighting()
{ //paint shadow/SSAO light map (direct lighting lightmap)
LLFastTimer ftm(FTM_SUN_SHADOW);
bindDeferredShader(gDeferredSunProgram, 0);
-
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
glClearColor(1,1,1,1);
mDeferredLight[0].clear(GL_COLOR_BUFFER_BIT);
glClearColor(0,0,0,0);
@@ -7083,7 +7156,7 @@ void LLPipeline::renderDeferredLighting()
LLGLDisable blend(GL_BLEND);
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
stop_glerror();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
stop_glerror();
}
@@ -7107,7 +7180,8 @@ void LLPipeline::renderDeferredLighting()
gDeferredEdgeProgram.bind();
mEdgeMap.bindTarget();
bindDeferredShader(gDeferredEdgeProgram);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
unbindDeferredShader(gDeferredEdgeProgram);
mEdgeMap.flush();
}
@@ -7129,7 +7203,8 @@ void LLPipeline::renderDeferredLighting()
gLuminanceGatherProgram.uniform2f("screen_res", mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight());
mLuminanceMap.bindTarget();
bindDeferredShader(gLuminanceGatherProgram);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
unbindDeferredShader(gLuminanceGatherProgram);
mLuminanceMap.flush();
gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLuminanceMap.getTexture(), true);
@@ -7147,7 +7222,8 @@ void LLPipeline::renderDeferredLighting()
mGIMapPost[0].bindTarget();
bindDeferredShader(gDeferredGIProgram, 0, &mGIMap, 0, mTrueNoiseMap);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
unbindDeferredShader(gDeferredGIProgram);
mGIMapPost[0].flush();
}
@@ -7172,7 +7248,8 @@ void LLPipeline::renderDeferredLighting()
LLGLDisable blend(GL_BLEND);
LLGLDepthTest depth(GL_FALSE);
stop_glerror();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
stop_glerror();
}
@@ -7187,7 +7264,8 @@ void LLPipeline::renderDeferredLighting()
LLGLDisable blend(GL_BLEND);
LLGLDepthTest depth(GL_FALSE);
stop_glerror();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
stop_glerror();
}
mGIMapPost[0].flush();
@@ -7201,13 +7279,12 @@ void LLPipeline::renderDeferredLighting()
LLFastTimer ftm(FTM_SOFTEN_SHADOW);
//blur lightmap
mDeferredLight[1].bindTarget();
-
glClearColor(1,1,1,1);
mDeferredLight[1].clear(GL_COLOR_BUFFER_BIT);
glClearColor(0,0,0,0);
bindDeferredShader(gDeferredBlurLightProgram);
-
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
LLVector3 go = gSavedSettings.getVector3("RenderShadowGaussian");
const U32 kern_length = 4;
F32 blur_size = gSavedSettings.getF32("RenderShadowBlurSize");
@@ -7235,7 +7312,7 @@ void LLPipeline::renderDeferredLighting()
LLGLDisable blend(GL_BLEND);
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
stop_glerror();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
stop_glerror();
}
@@ -7243,6 +7320,7 @@ void LLPipeline::renderDeferredLighting()
unbindDeferredShader(gDeferredBlurLightProgram);
bindDeferredShader(gDeferredBlurLightProgram, 1);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
mDeferredLight[0].bindTarget();
gDeferredBlurLightProgram.uniform2f("delta", 0.f, 1.f);
@@ -7251,7 +7329,7 @@ void LLPipeline::renderDeferredLighting()
LLGLDisable blend(GL_BLEND);
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
stop_glerror();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
stop_glerror();
}
mDeferredLight[0].flush();
@@ -7259,11 +7337,11 @@ void LLPipeline::renderDeferredLighting()
}
stop_glerror();
- glPopMatrix();
+ gGL.popMatrix();
stop_glerror();
- glMatrixMode(GL_MODELVIEW);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
stop_glerror();
- glPopMatrix();
+ gGL.popMatrix();
stop_glerror();
//copy depth and stencil from deferred screen
@@ -7295,25 +7373,25 @@ void LLPipeline::renderDeferredLighting()
LLGLDisable test(GL_ALPHA_TEST);
//full screen blit
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
- glVertexPointer(2, GL_FLOAT, 0, vert);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
-
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
}
unbindDeferredShader(gDeferredSoftenProgram);
}
- { //render sky
+ { //render non-deferred geometry (fullbright, alpha, etc)
LLGLDisable blend(GL_BLEND);
LLGLDisable stencil(GL_STENCIL_TEST);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
@@ -7354,12 +7432,12 @@ void LLPipeline::renderDeferredLighting()
std::list<LLVector4> light_colors;
LLVertexBuffer::unbind();
+ LLVector4a* v = (LLVector4a*) vert.get();
- F32 v[24];
- glVertexPointer(3, GL_FLOAT, 0, v);
-
{
bindDeferredShader(gDeferredLightProgram);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter)
{
@@ -7414,15 +7492,16 @@ void LLPipeline::renderDeferredLighting()
//correspond to their axis facing, with bit position 3,2,1 matching
//axis facing x,y,z, bit set meaning positive facing, bit clear
//meaning negative facing
- v[0] = c[0]-s; v[1] = c[1]-s; v[2] = c[2]-s; // 0 - 0000
- v[3] = c[0]-s; v[4] = c[1]-s; v[5] = c[2]+s; // 1 - 0001
- v[6] = c[0]-s; v[7] = c[1]+s; v[8] = c[2]-s; // 2 - 0010
- v[9] = c[0]-s; v[10] = c[1]+s; v[11] = c[2]+s; // 3 - 0011
+ mDeferredVB->getVertexStrider(vert);
+ v[0].set(c[0]-s,c[1]-s,c[2]-s); // 0 - 0000
+ v[1].set(c[0]-s,c[1]-s,c[2]+s); // 1 - 0001
+ v[2].set(c[0]-s,c[1]+s,c[2]-s); // 2 - 0010
+ v[3].set(c[0]-s,c[1]+s,c[2]+s); // 3 - 0011
- v[12] = c[0]+s; v[13] = c[1]-s; v[14] = c[2]-s; // 4 - 0100
- v[15] = c[0]+s; v[16] = c[1]-s; v[17] = c[2]+s; // 5 - 0101
- v[18] = c[0]+s; v[19] = c[1]+s; v[20] = c[2]-s; // 6 - 0110
- v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111
+ v[4].set(c[0]+s,c[1]-s,c[2]-s); // 4 - 0100
+ v[5].set(c[0]+s,c[1]-s,c[2]+s); // 5 - 0101
+ v[6].set(c[0]+s,c[1]+s,c[2]-s); // 6 - 0110
+ v[7].set(c[0]+s,c[1]+s,c[2]+s); // 7 - 0111
if (camera->getOrigin().mV[0] > c[0] + s + 0.2f ||
camera->getOrigin().mV[0] < c[0] - s - 0.2f ||
@@ -7441,10 +7520,16 @@ void LLPipeline::renderDeferredLighting()
}
LLFastTimer ftm(FTM_LOCAL_LIGHTS);
- glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
- glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
+ //glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
+ gDeferredLightProgram.uniform3fv("center", 1, tc.v);
+ gDeferredLightProgram.uniform1f("size", s*s);
+ gDeferredLightProgram.uniform3fv("color", 1, col.mV);
+ gDeferredLightProgram.uniform1f("falloff", volume->getLightFalloff()*0.5f);
+ //gGL.diffuseColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
+ gGL.syncMatrices();
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8,
- GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center));
+ GL_UNSIGNED_SHORT, get_box_fan_indices_ptr(camera, center));
stop_glerror();
}
}
@@ -7469,6 +7554,8 @@ void LLPipeline::renderDeferredLighting()
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
bindDeferredShader(gDeferredSpotLightProgram);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
gDeferredSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter)
@@ -7497,36 +7584,49 @@ void LLPipeline::renderDeferredLighting()
//correspond to their axis facing, with bit position 3,2,1 matching
//axis facing x,y,z, bit set meaning positive facing, bit clear
//meaning negative facing
- v[0] = c[0]-s; v[1] = c[1]-s; v[2] = c[2]-s; // 0 - 0000
- v[3] = c[0]-s; v[4] = c[1]-s; v[5] = c[2]+s; // 1 - 0001
- v[6] = c[0]-s; v[7] = c[1]+s; v[8] = c[2]-s; // 2 - 0010
- v[9] = c[0]-s; v[10] = c[1]+s; v[11] = c[2]+s; // 3 - 0011
+ mDeferredVB->getVertexStrider(vert);
+ v[0].set(c[0]-s,c[1]-s,c[2]-s); // 0 - 0000
+ v[1].set(c[0]-s,c[1]-s,c[2]+s); // 1 - 0001
+ v[2].set(c[0]-s,c[1]+s,c[2]-s); // 2 - 0010
+ v[3].set(c[0]-s,c[1]+s,c[2]+s); // 3 - 0011
- v[12] = c[0]+s; v[13] = c[1]-s; v[14] = c[2]-s; // 4 - 0100
- v[15] = c[0]+s; v[16] = c[1]-s; v[17] = c[2]+s; // 5 - 0101
- v[18] = c[0]+s; v[19] = c[1]+s; v[20] = c[2]-s; // 6 - 0110
- v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111
-
- glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
- glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
+ v[4].set(c[0]+s,c[1]-s,c[2]-s); // 4 - 0100
+ v[5].set(c[0]+s,c[1]-s,c[2]+s); // 5 - 0101
+ v[6].set(c[0]+s,c[1]+s,c[2]-s); // 6 - 0110
+ v[7].set(c[0]+s,c[1]+s,c[2]+s); // 7 - 0111
+
+ gDeferredSpotLightProgram.uniform3fv("center", 1, tc.v);
+ gDeferredSpotLightProgram.uniform1f("size", s*s);
+ gDeferredSpotLightProgram.uniform3fv("color", 1, col.mV);
+ gDeferredSpotLightProgram.uniform1f("falloff", volume->getLightFalloff()*0.5f);
+ gGL.syncMatrices();
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8,
- GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center));
+ GL_UNSIGNED_SHORT, get_box_fan_indices_ptr(camera, center));
}
gDeferredSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
unbindDeferredShader(gDeferredSpotLightProgram);
}
+ //reset mDeferredVB to fullscreen triangle
+ mDeferredVB->getVertexStrider(vert);
+ vert[0].set(-1,1,0);
+ vert[1].set(-1,-3,0);
+ vert[2].set(3,1,0);
+
{
bindDeferredShader(gDeferredMultiLightProgram);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
LLGLDepthTest depth(GL_FALSE);
//full screen blit
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
U32 count = 0;
@@ -7534,7 +7634,7 @@ void LLPipeline::renderDeferredLighting()
LLVector4 light[max_count];
LLVector4 col[max_count];
- glVertexPointer(2, GL_FLOAT, 0, vert);
+// glVertexPointer(2, GL_FLOAT, 0, vert);
F32 far_z = 0.f;
@@ -7557,7 +7657,7 @@ void LLPipeline::renderDeferredLighting()
gDeferredMultiLightProgram.uniform1f("far_z", far_z);
far_z = 0.f;
count = 0;
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
}
}
@@ -7567,6 +7667,8 @@ void LLPipeline::renderDeferredLighting()
gDeferredMultiSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
{
LLFastTimer ftm(FTM_PROJECTORS);
@@ -7588,17 +7690,19 @@ void LLPipeline::renderDeferredLighting()
LLColor3 col = volume->getLightColor();
col *= volume->getLightIntensity();
- glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
- glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ gDeferredMultiSpotLightProgram.uniform3fv("center", 1, tc.v);
+ gDeferredMultiSpotLightProgram.uniform1f("size", s*s);
+ gDeferredMultiSpotLightProgram.uniform3fv("color", 1, col.mV);
+ gDeferredMultiSpotLightProgram.uniform1f("falloff", volume->getLightFalloff()*0.5f);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
}
gDeferredMultiSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
unbindDeferredShader(gDeferredMultiSpotLightProgram);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
}
}
@@ -7623,23 +7727,23 @@ void LLPipeline::renderDeferredLighting()
bindDeferredShader(gDeferredPostProgram, 0, &mGIMapPost[0]);
gDeferredPostProgram.bind();
-
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
LLVertexBuffer::unbind();
- glVertexPointer(2, GL_FLOAT, 0, vert);
- glColor3f(1,1,1);
+// glVertexPointer(2, GL_FLOAT, 0, vert);
+ gGL.diffuseColor3f(1,1,1);
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
-
- glDrawArrays(GL_TRIANGLES, 0, 3);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
unbindDeferredShader(gDeferredPostProgram);
}
@@ -7977,7 +8081,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
stop_glerror();
- glPushMatrix();
+ gGL.pushMatrix();
mat.set_scale(glh::vec3f(1,1,-1));
mat.set_translate(glh::vec3f(0,0,height*2.f));
@@ -7987,7 +8091,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
mat = current * mat;
glh_set_current_modelview(mat);
- glLoadMatrixf(mat.m);
+ gGL.loadMatrix(mat.m);
LLViewerCamera::updateFrustumPlanes(camera, FALSE, TRUE);
@@ -8065,7 +8169,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
gPipeline.popRenderTypeMask();
}
glCullFace(GL_BACK);
- glPopMatrix();
+ gGL.popMatrix();
mWaterRef.flush();
glh_set_current_modelview(current);
LLPipeline::sUseOcclusion = occlusion;
@@ -8246,12 +8350,12 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
stateSort(shadow_cam, result);
//generate shadow map
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadMatrixf(proj.m);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadMatrixd(gGLModelView);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadMatrix(proj.m);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+ gGL.loadMatrix(gGLModelView);
stop_glerror();
gGLLastMatrix = NULL;
@@ -8262,12 +8366,8 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
}
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- glColor4f(1,1,1,1);
stop_glerror();
-
- gGL.setColorMask(false, false);
//glCullFace(GL_FRONT);
@@ -8278,6 +8378,10 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
{ //occlusion program is general purpose depth-only no-textures
gOcclusionProgram.bind();
}
+
+ gGL.diffuseColor4f(1,1,1,1);
+ gGL.setColorMask(false, false);
+
LLFastTimer ftm(FTM_SHADOW_SIMPLE);
gGL.getTexUnit(0)->disable();
for (U32 i = 0; i < sizeof(types)/sizeof(U32); ++i)
@@ -8307,14 +8411,16 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
gDeferredShadowAlphaMaskProgram.bind();
gDeferredShadowAlphaMaskProgram.setAlphaRange(0.6f, 1.f);
renderObjects(LLRenderPass::PASS_ALPHA_SHADOW, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR, TRUE);
- glColor4f(1,1,1,1);
+ gDeferredTreeShadowProgram.bind();
+ gDeferredTreeShadowProgram.setAlphaRange(0.6f, 1.f);
renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE);
}
//glCullFace(GL_BACK);
+ gDeferredShadowProgram.bind();
gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
+ gGL.loadMatrix(gGLModelView);
doOcclusion(shadow_cam);
if (use_shader)
@@ -8324,10 +8430,10 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
gGL.setColorMask(true, true);
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
gGLLastMatrix = NULL;
LLPipeline::sUseOcclusion = occlude;
@@ -8654,12 +8760,12 @@ void LLPipeline::generateGI(LLCamera& camera, LLVector3& lightDir, std::vector<L
LLGLEnable cull(GL_CULL_FACE);
//generate GI map
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadMatrixf(proj.m);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadMatrixf(view.m);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadMatrix(proj.m);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+ gGL.loadMatrix(view.m);
stop_glerror();
gGLLastMatrix = NULL;
@@ -8673,10 +8779,10 @@ void LLPipeline::generateGI(LLCamera& camera, LLVector3& lightDir, std::vector<L
mGIMap.flush();
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
gGLLastMatrix = NULL;
LLPipeline::sUseOcclusion = occlude;
@@ -9461,10 +9567,10 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
{
glh_set_current_modelview(view[1]);
glh_set_current_projection(proj[1]);
- glLoadMatrixf(view[1].m);
- glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(proj[1].m);
- glMatrixMode(GL_MODELVIEW);
+ gGL.loadMatrix(view[1].m);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.loadMatrix(proj[1].m);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
gGL.setColorMask(true, false);
@@ -9596,24 +9702,24 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
tdim.mV[0] = fabsf(half_height.dot3(left).getF32());
tdim.mV[1] = fabsf(half_height.dot3(up).getF32());
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
F32 distance = (pos-camera.getOrigin()).length();
F32 fov = atanf(tdim.mV[1]/distance)*2.f*RAD_TO_DEG;
F32 aspect = tdim.mV[0]/tdim.mV[1];
glh::matrix4f persp = gl_perspective(fov, aspect, 1.f, 256.f);
glh_set_current_projection(persp);
- glLoadMatrixf(persp.m);
+ gGL.loadMatrix(persp.m);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
glh::matrix4f mat;
camera.getOpenGLTransform(mat.m);
mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat;
- glLoadMatrixf(mat.m);
+ gGL.loadMatrix(mat.m);
glh_set_current_modelview(mat);
glClearColor(0.0f,0.0f,0.0f,0.0f);
@@ -9681,14 +9787,19 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
gGL.flush();
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
static const F32 clip_plane = 0.99999f;
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+
gGL.color4ub(64,64,64,255);
gGL.begin(LLRender::QUADS);
gGL.vertex3f(-1, -1, clip_plane);
@@ -9698,9 +9809,14 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
gGL.end();
gGL.flush();
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.unbind();
+ }
+
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
}
avatar->mImpostor.flush();
@@ -9714,10 +9830,10 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
sShadowRender = FALSE;
popRenderTypeMask();
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
avatar->mNeedsImpostorUpdate = FALSE;
avatar->cacheImpostorValues();