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-rw-r--r--indra/newview/lldrawpoolalpha.cpp303
1 files changed, 251 insertions, 52 deletions
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index 82a95ac7a8..7945c950db 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -424,6 +424,7 @@ void LLDrawPoolAlpha::renderSimples(U32 mask, std::vector<LLDrawInfo*>& simples)
simple_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep);
simple_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, 1.0f, 1.0f, 1.0f, 1.0f);
simple_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, 0.0f);
+ simple_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 0.0f);
for (LLDrawInfo* draw : simples)
{
@@ -438,7 +439,7 @@ void LLDrawPoolAlpha::renderFullbrights(U32 mask, std::vector<LLDrawInfo*>& full
{
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
fullbright_shader->bind();
- fullbright_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.0f);
+ fullbright_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 0.0f);
for (LLDrawInfo* draw : fullbrights)
{
bool tex_setup = TexSetup(draw);
@@ -453,6 +454,7 @@ void LLDrawPoolAlpha::renderMaterials(U32 mask, std::vector<LLDrawInfo*>& materi
LLGLSLShader::bindNoShader();
current_shader = NULL;
+ gPipeline.enableLightsDynamic();
for (LLDrawInfo* draw : materials)
{
U32 mask = draw->mShaderMask;
@@ -504,6 +506,7 @@ void LLDrawPoolAlpha::renderMaterials(U32 mask, std::vector<LLDrawInfo*>& materi
void LLDrawPoolAlpha::renderEmissives(U32 mask, std::vector<LLDrawInfo*>& emissives)
{
emissive_shader->bind();
+ emissive_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.f);
// install glow-accumulating blend mode
// don't touch color, add to alpha (glow)
@@ -524,36 +527,30 @@ void LLDrawPoolAlpha::renderEmissives(U32 mask, std::vector<LLDrawInfo*>& emissi
void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA);
-
- std::vector<LLDrawInfo*> simples_3d;
- std::vector<LLDrawInfo*> fullbrights_3d;
- std::vector<LLDrawInfo*> materials_3d;
- std::vector<LLDrawInfo*> emissives_3d;
- std::vector<LLDrawInfo*> simples_hud;
- std::vector<LLDrawInfo*> fullbrights_hud;
- std::vector<LLDrawInfo*> materials_hud;
- std::vector<LLDrawInfo*> emissives_hud;
-
- for (LLCullResult::sg_iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i)
+ BOOL initialized_lighting = FALSE;
+ BOOL light_enabled = TRUE;
+
+ BOOL use_shaders = gPipeline.canUseVertexShaders();
+
+ for (LLCullResult::sg_iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i)
{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_GROUP_LOOP);
-
LLSpatialGroup* group = *i;
llassert(group);
+ llassert(group->getSpatialPartition());
- LLSpatialPartition* partition = group->getSpatialPartition();
- llassert(partition);
-
- if (partition->mRenderByGroup && !group->isDead())
+ if (group->getSpatialPartition()->mRenderByGroup &&
+ !group->isDead())
{
- bool is_particle_or_hud_particle = partition->mPartitionType == LLViewerRegion::PARTITION_PARTICLE
- || partition->mPartitionType == LLViewerRegion::PARTITION_HUD_PARTICLE;
+ bool is_particle_or_hud_particle = group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_PARTICLE
+ || group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD_PARTICLE;
+
+ bool draw_glow_for_this_partition = mShaderLevel > 0; // no shaders = no glow.
- std::vector<LLDrawInfo*>* fullbrights = is_particle_or_hud_particle ? &fullbrights_hud : &fullbrights_3d;
- std::vector<LLDrawInfo*>* materials = is_particle_or_hud_particle ? &materials_hud : &materials_3d;
- std::vector<LLDrawInfo*>* simples = is_particle_or_hud_particle ? &simples_hud : &simples_3d;
- std::vector<LLDrawInfo*>* emissives = is_particle_or_hud_particle ? &emissives_hud : &emissives_3d;
+
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_GROUP_LOOP);
+
+ bool disable_cull = is_particle_or_hud_particle;
+ LLGLDisable cull(disable_cull ? GL_CULL_FACE : 0);
LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA];
@@ -561,44 +558,246 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
{
LLDrawInfo& params = **k;
- if (params.mGroup)
+ if ((params.mVertexBuffer->getTypeMask() & mask) != mask)
+ { //FIXME!
+ LL_WARNS_ONCE() << "Missing required components, expected mask: " << mask
+ << " present: " << (params.mVertexBuffer->getTypeMask() & mask)
+ << ". Skipping render batch." << LL_ENDL;
+ continue;
+ }
+
+ // Fix for bug - NORSPEC-271
+ // If the face is more than 90% transparent, then don't update the Depth buffer for Dof
+ // We don't want the nearly invisible objects to cause of DoF effects
+ if(pass == 1 && !LLPipeline::sImpostorRender)
+ {
+ LLFace* face = params.mFace;
+ if(face)
+ {
+ const LLTextureEntry* tep = face->getTextureEntry();
+ if(tep)
+ {
+ if(tep->getColor().mV[3] < 0.1f)
+ continue;
+ }
+ }
+ }
+
+ LLRenderPass::applyModelMatrix(params);
+
+ LLMaterial* mat = NULL;
+
+ if (deferred_render)
+ {
+ mat = params.mMaterial;
+ }
+
+ if (params.mFullbright)
+ {
+ // Turn off lighting if it hasn't already been so.
+ if (light_enabled || !initialized_lighting)
+ {
+ initialized_lighting = TRUE;
+ if (use_shaders)
+ {
+ target_shader = fullbright_shader;
+ }
+ else
+ {
+ gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
+ }
+ light_enabled = FALSE;
+ }
+ }
+ // Turn on lighting if it isn't already.
+ else if (!light_enabled || !initialized_lighting)
+ {
+ initialized_lighting = TRUE;
+ if (use_shaders)
+ {
+ target_shader = simple_shader;
+ }
+ else
+ {
+ gPipeline.enableLightsDynamic();
+ }
+ light_enabled = TRUE;
+ }
+
+ if (deferred_render && mat)
+ {
+ U32 mask = params.mShaderMask;
+
+ llassert(mask < LLMaterial::SHADER_COUNT);
+ target_shader = &(gDeferredMaterialProgram[mask]);
+
+ if (LLPipeline::sUnderWaterRender)
+ {
+ target_shader = &(gDeferredMaterialWaterProgram[mask]);
+ }
+
+ if (current_shader != target_shader)
+ {
+ gPipeline.bindDeferredShader(*target_shader);
+ }
+ }
+ else if (!params.mFullbright)
+ {
+ 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();
+ }
+ else if (!use_shaders && current_shader != NULL)
+ {
+ LLGLSLShader::bindNoShader();
+ current_shader = NULL;
+ }
+
+ if (use_shaders && mat)
+ {
+ // 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);
+ current_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, params.mFullbright ? 1.f : 0.f);
+
+ if (params.mNormalMap)
+ {
+ params.mNormalMap->addTextureStats(params.mVSize);
+ current_shader->bindTexture(LLShaderMgr::BUMP_MAP, params.mNormalMap);
+ }
+
+ if (params.mSpecularMap)
+ {
+ params.mSpecularMap->addTextureStats(params.mVSize);
+ current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, params.mSpecularMap);
+ }
+ }
+
+ } 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)
{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_MESH_REBUILD);
params.mGroup->rebuildMesh();
}
- (IsMaterial(params) ? materials :
- IsFullbright(params) ? fullbrights :
- simples)->push_back(&params);
+ bool tex_setup = false;
- if (IsEmissive(params))
- {
- emissives->push_back(&params);
- }
- }
- }
- }
+ if (use_shaders && 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.mTexture.notNull())
+ {
+ params.mTexture->addTextureStats(params.mVSize);
+ 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;
+ gGL.getTexUnit(0)->activate();
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
+ gPipeline.mTextureMatrixOps++;
+ }
+ }
+ else
+ {
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ }
+ }
- renderSimples(mask, simples_3d);
- renderFullbrights(mask, fullbrights_3d);
- renderMaterials(mask, materials_3d);
- renderEmissives(mask, emissives_3d);
+ {
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_PUSH);
- LLGLDisable cull(GL_CULL_FACE);
+ LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test);
- renderSimples(mask, simples_hud);
- renderFullbrights(mask, fullbrights_hud);
- renderMaterials(mask, materials_hud);
- renderEmissives(mask, emissives_hud);
-
- simple_shader->bind();
- current_shader = simple_shader;
+ gGL.blendFunc((LLRender::eBlendFactor) params.mBlendFuncSrc, (LLRender::eBlendFactor) params.mBlendFuncDst, mAlphaSFactor, mAlphaDFactor);
+ params.mVertexBuffer->setBuffer(mask & ~(params.mFullbright ? (LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2) : 0));
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
+ params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
+ gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
+ }
+
+ // If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls could be expensive, but glow must be drawn Z-sorted with alpha.
+ if (current_shader &&
+ draw_glow_for_this_partition &&
+ params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))
+ {
+ // install glow-accumulating blend mode
+ gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, // don't touch color
+ LLRender::BF_ONE, LLRender::BF_ONE); // add to alpha (glow)
+
+ emissive_shader->bind();
+ if (LLPipeline::sRenderingHUDs)
+ {
+ emissive_shader->uniform1i(LLShaderMgr::NO_ATMO, 1);
+ }
+ else
+ {
+ emissive_shader->uniform1i(LLShaderMgr::NO_ATMO, 0);
+ }
+ params.mVertexBuffer->setBuffer((mask & ~LLVertexBuffer::MAP_COLOR) | LLVertexBuffer::MAP_EMISSIVE);
+
+ // do the actual drawing, again
+ params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
+ gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
+
+ // restore our alpha blend mode
+ gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
+
+ current_shader->bind();
+ }
+
+ if (tex_setup)
+ {
+ gGL.getTexUnit(0)->activate();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ }
+ }
+ }
+ }
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
LLVertexBuffer::unbind();
- gPipeline.enableLightsDynamic();
+ if (!light_enabled)
+ {
+ gPipeline.enableLightsDynamic();
+ }
}