/** * @file lldrawpoolsimple.cpp * @brief LLDrawPoolSimple class implementation * * $LicenseInfo:firstyear=2002&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, 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 "lldrawpoolsimple.h" #include "llviewercamera.h" #include "lldrawable.h" #include "llface.h" #include "llsky.h" #include "pipeline.h" #include "llspatialpartition.h" #include "llviewershadermgr.h" #include "llrender.h" #include "gltfscenemanager.h" static LLTrace::BlockTimerStatHandle FTM_RENDER_SIMPLE_DEFERRED("Deferred Simple"); static LLTrace::BlockTimerStatHandle FTM_RENDER_GRASS_DEFERRED("Deferred Grass"); void LLDrawPoolGlow::renderPostDeferred(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; LLGLSLShader* shader = &gDeferredEmissiveProgram; LLGLEnable blend(GL_BLEND); gGL.flush(); /// Get rid of z-fighting with non-glow pass. LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.0f, -1.0f); gGL.setSceneBlendType(LLRender::BT_ADD); LLGLDepthTest depth(GL_TRUE, GL_FALSE); gGL.setColorMask(false, true); //first pass -- static objects shader->bind(); pushBatches(LLRenderPass::PASS_GLOW, true, true); // second pass -- rigged objects shader = shader->mRiggedVariant; shader->bind(); pushRiggedBatches(LLRenderPass::PASS_GLOW_RIGGED, true, true); gGL.setColorMask(true, false); gGL.setSceneBlendType(LLRender::BT_ALPHA); } LLDrawPoolSimple::LLDrawPoolSimple() : LLRenderPass(POOL_SIMPLE) { } static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_MASK("Alpha Mask"); LLDrawPoolAlphaMask::LLDrawPoolAlphaMask() : LLRenderPass(POOL_ALPHA_MASK) { } LLDrawPoolFullbrightAlphaMask::LLDrawPoolFullbrightAlphaMask() : LLRenderPass(POOL_FULLBRIGHT_ALPHA_MASK) { } //=============================== //DEFERRED IMPLEMENTATION //=============================== S32 LLDrawPoolSimple::getNumDeferredPasses() { return 1; } void LLDrawPoolSimple::renderDeferred(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_SIMPLE_DEFERRED); LLGLDisable blend(GL_BLEND); //render static gDeferredDiffuseProgram.bind(); pushBatches(LLRenderPass::PASS_SIMPLE, true, true); //render rigged gDeferredDiffuseProgram.bind(true); pushRiggedBatches(LLRenderPass::PASS_SIMPLE_RIGGED, true, true); } static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_MASK_DEFERRED("Deferred Alpha Mask"); void LLDrawPoolAlphaMask::renderDeferred(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_MASK_DEFERRED); LLGLSLShader* shader = &gDeferredDiffuseAlphaMaskProgram; //render static shader->bind(); pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, true, true); //render rigged shader->bind(true); pushRiggedMaskBatches(LLRenderPass::PASS_ALPHA_MASK_RIGGED, true, true); } // grass drawpool LLDrawPoolGrass::LLDrawPoolGrass() : LLRenderPass(POOL_GRASS) { } void LLDrawPoolGrass::renderDeferred(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; { gDeferredNonIndexedDiffuseAlphaMaskProgram.bind(); gDeferredNonIndexedDiffuseAlphaMaskProgram.setMinimumAlpha(0.5f); //render grass LLRenderPass::pushBatches(LLRenderPass::PASS_GRASS, getVertexDataMask()); } } // Fullbright drawpool LLDrawPoolFullbright::LLDrawPoolFullbright() : LLRenderPass(POOL_FULLBRIGHT) { } void LLDrawPoolFullbright::renderPostDeferred(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_FULLBRIGHT); LLGLSLShader* shader = nullptr; if (LLPipeline::sRenderingHUDs) { shader = &gHUDFullbrightProgram; } else { shader = &gDeferredFullbrightProgram; } gGL.setSceneBlendType(LLRender::BT_ALPHA); // render static shader->bind(); pushBatches(LLRenderPass::PASS_FULLBRIGHT, true, true); if (!LLPipeline::sRenderingHUDs) { // render rigged shader->bind(true); pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_RIGGED, true, true); } } void LLDrawPoolFullbrightAlphaMask::renderPostDeferred(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_FULLBRIGHT); // render unrigged unlit GLTF LL::GLTFSceneManager::instance().render(true, false, true); LL::GLTFSceneManager::instance().render(true, true, true); LLGLSLShader* shader = nullptr; if (LLPipeline::sRenderingHUDs) { shader = &gHUDFullbrightAlphaMaskProgram; } else { shader = &gDeferredFullbrightAlphaMaskProgram; } LLGLDisable blend(GL_BLEND); // render static shader->bind(); pushMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, true, true); if (!LLPipeline::sRenderingHUDs) { // render rigged shader->bind(true); pushRiggedMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, true, true); } }