/** * @file lldrawpoolsimple.cpp * @brief LLDrawPoolSimple class implementation * * $LicenseInfo:firstyear=2002&license=viewergpl$ * * Copyright (c) 2002-2007, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlife.com/developers/opensource/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at http://secondlife.com/developers/opensource/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "lldrawpoolsimple.h" #include "llviewercamera.h" #include "llagent.h" #include "lldrawable.h" #include "llface.h" #include "llsky.h" #include "pipeline.h" #include "llspatialpartition.h" #include "llglslshader.h" #include "llglimmediate.h" static LLGLSLShader* simple_shader = NULL; static LLGLSLShader* fullbright_shader = NULL; void LLDrawPoolGlow::render(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_GLOW); LLGLEnable blend(GL_BLEND); LLGLDisable test(GL_ALPHA_TEST); gGL.blendFunc(GL_ONE, GL_ONE); U32 shader_level = LLShaderMgr::getVertexShaderLevel(LLShaderMgr::SHADER_OBJECT); if (shader_level > 0 && fullbright_shader) { fullbright_shader->bind(); } else { gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); } LLGLDepthTest depth(GL_TRUE, GL_FALSE); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); renderTexture(LLRenderPass::PASS_GLOW, getVertexDataMask()); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); gGL.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); if (shader_level > 0 && fullbright_shader) { fullbright_shader->unbind(); } } void LLDrawPoolGlow::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture) { glColor4ubv(params.mGlowColor.mV); LLRenderPass::pushBatch(params, mask, texture); } LLDrawPoolSimple::LLDrawPoolSimple() : LLRenderPass(POOL_SIMPLE) { } void LLDrawPoolSimple::prerender() { mVertexShaderLevel = LLShaderMgr::getVertexShaderLevel(LLShaderMgr::SHADER_OBJECT); } void LLDrawPoolSimple::beginRenderPass(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE); if (LLPipeline::sUnderWaterRender) { simple_shader = &gObjectSimpleWaterProgram; fullbright_shader = &gObjectFullbrightWaterProgram; } else { simple_shader = &gObjectSimpleProgram; fullbright_shader = &gObjectFullbrightProgram; } if (mVertexShaderLevel > 0) { simple_shader->bind(); simple_shader->uniform1f(LLShaderMgr::FULLBRIGHT, 0.f); } else { // don't use shaders! if (gGLManager.mHasShaderObjects) { glUseProgramObjectARB(0); } } } void LLDrawPoolSimple::endRenderPass(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE); LLRenderPass::endRenderPass(pass); if (mVertexShaderLevel > 0){ simple_shader->unbind(); } } void LLDrawPoolSimple::render(S32 pass) { LLGLDisable blend(GL_BLEND); LLGLState alpha_test(GL_ALPHA_TEST, gPipeline.canUseWindLightShadersOnObjects()); glAlphaFunc(GL_GREATER, 0.5f); { //render simple LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE); gPipeline.enableLightsDynamic(); renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask()); } { LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS); LLGLEnable test(GL_ALPHA_TEST); LLGLEnable blend(GL_BLEND); gGL.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //render grass LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask()); } { //render fullbright if (mVertexShaderLevel > 0) { fullbright_shader->bind(); fullbright_shader->uniform1f(LLShaderMgr::FULLBRIGHT, 1.f); } else { gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); } LLFastTimer t(LLFastTimer::FTM_RENDER_FULLBRIGHT); U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD | LLVertexBuffer::MAP_COLOR; renderTexture(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask); } glAlphaFunc(GL_GREATER, 0.01f); }