/** * @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: mShader = &gDeferredMaterialShinyNormal; mShader->bind(); break; case 1: // Alpha blending not supported in the opaque draw pool. return; case 2: mShader = &gDeferredMaterialShinyNormalAlphaTest; mShader->bind(); mShader->setMinimumAlpha(params.mAlphaMaskCutoff); break; case 3: mShader = &gDeferredMaterialShinyNormalEmissive; mShader->bind(); break; }; 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); } }