/** * @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" #include "llglcommonfunc.h" #include "llvoavatar.h" LLDrawPoolMaterials::LLDrawPoolMaterials() : LLRenderPass(LLDrawPool::POOL_MATERIALS) { } void LLDrawPoolMaterials::prerender() { mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); } S32 LLDrawPoolMaterials::getNumDeferredPasses() { // 12 render passes times 2 (one for each rigged and non rigged) return 12*2; } void LLDrawPoolMaterials::beginDeferredPass(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_MATERIAL; bool rigged = false; if (pass >= 12) { rigged = true; pass -= 12; } U32 shader_idx[] = { 0, //LLRenderPass::PASS_MATERIAL, //1, //LLRenderPass::PASS_MATERIAL_ALPHA, 2, //LLRenderPass::PASS_MATERIAL_ALPHA_MASK, 3, //LLRenderPass::PASS_MATERIAL_ALPHA_GLOW, 4, //LLRenderPass::PASS_SPECMAP, //5, //LLRenderPass::PASS_SPECMAP_BLEND, 6, //LLRenderPass::PASS_SPECMAP_MASK, 7, //LLRenderPass::PASS_SPECMAP_GLOW, 8, //LLRenderPass::PASS_NORMMAP, //9, //LLRenderPass::PASS_NORMMAP_BLEND, 10, //LLRenderPass::PASS_NORMMAP_MASK, 11, //LLRenderPass::PASS_NORMMAP_GLOW, 12, //LLRenderPass::PASS_NORMSPEC, //13, //LLRenderPass::PASS_NORMSPEC_BLEND, 14, //LLRenderPass::PASS_NORMSPEC_MASK, 15, //LLRenderPass::PASS_NORMSPEC_GLOW, }; U32 idx = shader_idx[pass]; mShader = &(gDeferredMaterialProgram[idx]); if (rigged) { llassert(mShader->mRiggedVariant != nullptr); mShader = mShader->mRiggedVariant; } gPipeline.bindDeferredShader(*mShader); } void LLDrawPoolMaterials::endDeferredPass(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_MATERIAL; mShader->unbind(); LLRenderPass::endRenderPass(pass); } void LLDrawPoolMaterials::renderDeferred(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_MATERIAL; static const U32 type_list[] = { LLRenderPass::PASS_MATERIAL, //LLRenderPass::PASS_MATERIAL_ALPHA, LLRenderPass::PASS_MATERIAL_ALPHA_MASK, LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE, LLRenderPass::PASS_SPECMAP, //LLRenderPass::PASS_SPECMAP_BLEND, LLRenderPass::PASS_SPECMAP_MASK, LLRenderPass::PASS_SPECMAP_EMISSIVE, LLRenderPass::PASS_NORMMAP, //LLRenderPass::PASS_NORMMAP_BLEND, LLRenderPass::PASS_NORMMAP_MASK, LLRenderPass::PASS_NORMMAP_EMISSIVE, LLRenderPass::PASS_NORMSPEC, //LLRenderPass::PASS_NORMSPEC_BLEND, LLRenderPass::PASS_NORMSPEC_MASK, LLRenderPass::PASS_NORMSPEC_EMISSIVE, }; bool rigged = false; if (pass >= 12) { rigged = true; pass -= 12; } llassert(pass < sizeof(type_list)/sizeof(U32)); U32 type = type_list[pass]; if (rigged) { type += 1; } LLCullResult::drawinfo_iterator begin = gPipeline.beginRenderMap(type); LLCullResult::drawinfo_iterator end = gPipeline.endRenderMap(type); F32 lastIntensity = 0.f; F32 lastFullbright = 0.f; F32 lastMinimumAlpha = 0.f; LLVector4 lastSpecular = LLVector4(0, 0, 0, 0); GLint intensity = mShader->getUniformLocation(LLShaderMgr::ENVIRONMENT_INTENSITY); GLint brightness = mShader->getUniformLocation(LLShaderMgr::EMISSIVE_BRIGHTNESS); GLint minAlpha = mShader->getUniformLocation(LLShaderMgr::MINIMUM_ALPHA); GLint specular = mShader->getUniformLocation(LLShaderMgr::SPECULAR_COLOR); GLint diffuseChannel = mShader->enableTexture(LLShaderMgr::DIFFUSE_MAP); GLint specChannel = mShader->enableTexture(LLShaderMgr::SPECULAR_MAP); GLint normChannel = mShader->enableTexture(LLShaderMgr::BUMP_MAP); LLTexture* lastNormalMap = nullptr; LLTexture* lastSpecMap = nullptr; LLTexture* lastDiffuse = nullptr; gGL.getTexUnit(diffuseChannel)->unbindFast(LLTexUnit::TT_TEXTURE); if (intensity > -1) { glUniform1f(intensity, lastIntensity); } if (brightness > -1) { glUniform1f(brightness, lastFullbright); } if (minAlpha > -1) { glUniform1f(minAlpha, lastMinimumAlpha); } if (specular > -1) { glUniform4fv(specular, 1, lastSpecular.mV); } const LLVOAvatar* lastAvatar = nullptr; U64 lastMeshId = 0; bool skipLastSkin = false; for (LLCullResult::drawinfo_iterator i = begin; i != end; ) { LL_PROFILE_ZONE_NAMED_CATEGORY_MATERIAL("materials draw loop"); LLDrawInfo& params = **i; LLCullResult::increment_iterator(i, end); if (specular > -1 && params.mSpecColor != lastSpecular) { lastSpecular = params.mSpecColor; glUniform4fv(specular, 1, lastSpecular.mV); } if (intensity != -1 && lastIntensity != params.mEnvIntensity) { lastIntensity = params.mEnvIntensity; glUniform1f(intensity, lastIntensity); } if (minAlpha > -1 && lastMinimumAlpha != params.mAlphaMaskCutoff) { lastMinimumAlpha = params.mAlphaMaskCutoff; glUniform1f(minAlpha, lastMinimumAlpha); } F32 fullbright = params.mFullbright ? 1.f : 0.f; if (brightness > -1 && lastFullbright != fullbright) { lastFullbright = fullbright; glUniform1f(brightness, lastFullbright); } if (normChannel > -1 && params.mNormalMap != lastNormalMap) { lastNormalMap = params.mNormalMap; llassert(lastNormalMap); gGL.getTexUnit(normChannel)->bindFast(lastNormalMap); } if (specChannel > -1 && params.mSpecularMap != lastSpecMap) { lastSpecMap = params.mSpecularMap; llassert(lastSpecMap); gGL.getTexUnit(specChannel)->bindFast(lastSpecMap); } if (params.mTexture != lastDiffuse) { lastDiffuse = params.mTexture; if (lastDiffuse) { gGL.getTexUnit(diffuseChannel)->bindFast(lastDiffuse); } else { gGL.getTexUnit(diffuseChannel)->unbindFast(LLTexUnit::TT_TEXTURE); } } // upload matrix palette to shader if (rigged) { if (!uploadMatrixPalette(params.mAvatar, params.mSkinInfo, lastAvatar, lastMeshId, skipLastSkin)) { continue; } } applyModelMatrix(params); bool tex_setup = false; //not batching textures or batch has only 1 texture -- might need a texture matrix if (params.mTextureMatrix) { gGL.getTexUnit(0)->activate(); gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadMatrix((GLfloat*)params.mTextureMatrix->mMatrix); gPipeline.mTextureMatrixOps++; tex_setup = true; } /*if (params.mGroup) // TOO LATE { params.mGroup->rebuildMesh(); }*/ params.mVertexBuffer->setBuffer(); params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset); if (tex_setup) { gGL.getTexUnit(0)->activate(); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_MODELVIEW); } } }