/** * @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" S32 diffuse_channel = -1; LLDrawPoolMaterials::LLDrawPoolMaterials() : LLRenderPass(LLDrawPool::POOL_MATERIALS) { } void LLDrawPoolMaterials::prerender() { mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); } S32 LLDrawPoolMaterials::getNumDeferredPasses() { return 12; } void LLDrawPoolMaterials::beginDeferredPass(S32 pass) { 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, }; mShader = &(gDeferredMaterialProgram[shader_idx[pass]]); if (LLPipeline::sUnderWaterRender) { mShader = &(gDeferredMaterialWaterProgram[shader_idx[pass]]); } mShader->bind(); if (LLPipeline::sRenderingHUDs) { mShader->uniform1i(LLShaderMgr::NO_ATMO, 1); } else { mShader->uniform1i(LLShaderMgr::NO_ATMO, 0); } diffuse_channel = mShader->enableTexture(LLShaderMgr::DIFFUSE_MAP); LL_RECORD_BLOCK_TIME(FTM_RENDER_MATERIALS); } void LLDrawPoolMaterials::endDeferredPass(S32 pass) { LL_RECORD_BLOCK_TIME(FTM_RENDER_MATERIALS); mShader->unbind(); LLRenderPass::endRenderPass(pass); } void LLDrawPoolMaterials::renderDeferred(S32 pass) { 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, }; llassert(pass < sizeof(type_list)/sizeof(U32)); U32 type = type_list[pass]; U32 mask = mShader->mAttributeMask; 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; 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); if (params.mNormalMap) { params.mNormalMap->addTextureStats(params.mVSize); bindNormalMap(params.mNormalMap); } if (params.mSpecularMap) { params.mSpecularMap->addTextureStats(params.mVSize); bindSpecularMap(params.mSpecularMap); } mShader->setMinimumAlpha(params.mAlphaMaskCutoff); mShader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, params.mFullbright ? 1.f : 0.f); pushBatch(params, mask, TRUE); } } void LLDrawPoolMaterials::bindSpecularMap(LLViewerTexture* tex) { mShader->bindTexture(LLShaderMgr::SPECULAR_MAP, tex); } void LLDrawPoolMaterials::bindNormalMap(LLViewerTexture* tex) { mShader->bindTexture(LLShaderMgr::BUMP_MAP, tex); } 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 (mShaderLevel > 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(); } LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test); 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); } }