/** * @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" static LLGLSLShader* simple_shader = NULL; static LLTrace::BlockTimerStatHandle FTM_RENDER_SIMPLE_DEFERRED("Deferred Simple"); static LLTrace::BlockTimerStatHandle FTM_RENDER_GRASS_DEFERRED("Deferred Grass"); static void setup_simple_shader(LLGLSLShader* shader) { shader->bind(); if (LLPipeline::sRenderingHUDs) { shader->uniform1i(LLShaderMgr::NO_ATMO, 1); } else { shader->uniform1i(LLShaderMgr::NO_ATMO, 0); } } static void setup_glow_shader(LLGLSLShader* shader) { setup_simple_shader(shader); if (LLPipeline::sRenderDeferred && !LLPipeline::sRenderingHUDs) { shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); } else { shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.f); } } static void setup_fullbright_shader(LLGLSLShader* shader) { setup_glow_shader(shader); shader->uniform1f(LLViewerShaderMgr::FULLBRIGHT, 1.f); } void LLDrawPoolGlow::renderPostDeferred(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_GLOW); render(&gDeferredEmissiveProgram); } void LLDrawPoolGlow::render(LLGLSLShader* shader) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_GLOW); LLGLEnable blend(GL_BLEND); LLGLDisable test(GL_ALPHA_TEST); 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 setup_glow_shader(shader); pushBatches(LLRenderPass::PASS_GLOW, true, true); // second pass -- rigged objects shader = shader->mRiggedVariant; setup_glow_shader(shader); pushRiggedBatches(LLRenderPass::PASS_GLOW_RIGGED, true, true); gGL.setColorMask(true, false); gGL.setSceneBlendType(LLRender::BT_ALPHA); } S32 LLDrawPoolGlow::getNumPasses() { return 1; } void LLDrawPoolGlow::render(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; LLGLSLShader* shader = LLPipeline::sUnderWaterRender ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram; render(shader); } LLDrawPoolSimple::LLDrawPoolSimple() : LLRenderPass(POOL_SIMPLE) { } void LLDrawPoolSimple::prerender() { mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); } S32 LLDrawPoolSimple::getNumPasses() { return 1; } void LLDrawPoolSimple::render(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_SIMPLE); LLGLDisable blend(GL_BLEND); LLGLSLShader* shader = nullptr; if (LLPipeline::sImpostorRender) { shader = &gObjectSimpleImpostorProgram; } else if (LLPipeline::sUnderWaterRender) { shader = &gObjectSimpleWaterProgram; } else { shader = &gObjectSimpleProgram; } { //render simple gPipeline.enableLightsDynamic(); // first pass -- static objects { setup_simple_shader(shader); pushBatches(LLRenderPass::PASS_SIMPLE, true, true); if (LLPipeline::sRenderDeferred) { //if deferred rendering is enabled, bump faces aren't registered as simple //render bump faces here as simple so bump faces will appear under water pushBatches(LLRenderPass::PASS_BUMP, true, true); pushBatches(LLRenderPass::PASS_MATERIAL, true, true); pushBatches(LLRenderPass::PASS_SPECMAP, true, true); pushBatches(LLRenderPass::PASS_NORMMAP, true, true); pushBatches(LLRenderPass::PASS_NORMSPEC, true, true); } } //second pass, rigged { shader = shader->mRiggedVariant; setup_simple_shader(shader); pushRiggedBatches(LLRenderPass::PASS_SIMPLE_RIGGED, true, true); if (LLPipeline::sRenderDeferred) { //if deferred rendering is enabled, bump faces aren't registered as simple //render bump faces here as simple so bump faces will appear under water pushRiggedBatches(LLRenderPass::PASS_BUMP_RIGGED, true, true); pushRiggedBatches(LLRenderPass::PASS_MATERIAL_RIGGED, true, true); pushRiggedBatches(LLRenderPass::PASS_SPECMAP_RIGGED, true, true); pushRiggedBatches(LLRenderPass::PASS_NORMMAP_RIGGED, true, true); pushRiggedBatches(LLRenderPass::PASS_NORMSPEC_RIGGED, true, true); } } } } static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_MASK("Alpha Mask"); LLDrawPoolAlphaMask::LLDrawPoolAlphaMask() : LLRenderPass(POOL_ALPHA_MASK) { } void LLDrawPoolAlphaMask::prerender() { mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); } void LLDrawPoolAlphaMask::render(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; LLGLDisable blend(GL_BLEND); LLGLSLShader* shader = nullptr; if (LLPipeline::sUnderWaterRender) { shader = &gObjectSimpleWaterAlphaMaskProgram; } else { shader = &gObjectSimpleAlphaMaskProgram; } // render static setup_simple_shader(shader); pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, true, true); pushMaskBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, true, true); pushMaskBatches(LLRenderPass::PASS_SPECMAP_MASK, true, true); pushMaskBatches(LLRenderPass::PASS_NORMMAP_MASK, true, true); pushMaskBatches(LLRenderPass::PASS_NORMSPEC_MASK, true, true); // render rigged setup_simple_shader(shader->mRiggedVariant); pushRiggedMaskBatches(LLRenderPass::PASS_ALPHA_MASK_RIGGED, true, true); pushRiggedMaskBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK_RIGGED, true, true); pushRiggedMaskBatches(LLRenderPass::PASS_SPECMAP_MASK_RIGGED, true, true); pushRiggedMaskBatches(LLRenderPass::PASS_NORMMAP_MASK_RIGGED, true, true); pushRiggedMaskBatches(LLRenderPass::PASS_NORMSPEC_MASK_RIGGED, true, true); } LLDrawPoolFullbrightAlphaMask::LLDrawPoolFullbrightAlphaMask() : LLRenderPass(POOL_FULLBRIGHT_ALPHA_MASK) { } void LLDrawPoolFullbrightAlphaMask::prerender() { mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); } void LLDrawPoolFullbrightAlphaMask::render(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_MASK); LLGLSLShader* shader = nullptr; if (LLPipeline::sUnderWaterRender) { shader = &gObjectFullbrightWaterAlphaMaskProgram; } else { shader = &gObjectFullbrightAlphaMaskProgram; } // render static setup_fullbright_shader(shader); pushMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, true, true); // render rigged setup_fullbright_shader(shader->mRiggedVariant); pushRiggedMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, true, true); } //=============================== //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); LLGLDisable alpha_test(GL_ALPHA_TEST); //render static setup_simple_shader(&gDeferredDiffuseProgram); pushBatches(LLRenderPass::PASS_SIMPLE, true, true); //render rigged setup_simple_shader(gDeferredDiffuseProgram.mRiggedVariant); 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 setup_simple_shader(shader); pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, true, true); //render rigged setup_simple_shader(shader->mRiggedVariant); pushRiggedMaskBatches(LLRenderPass::PASS_ALPHA_MASK_RIGGED, true, true); } // grass drawpool LLDrawPoolGrass::LLDrawPoolGrass() : LLRenderPass(POOL_GRASS) { } void LLDrawPoolGrass::prerender() { mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); } void LLDrawPoolGrass::beginRenderPass(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_GRASS); stop_glerror(); if (LLPipeline::sUnderWaterRender) { simple_shader = &gObjectAlphaMaskNonIndexedWaterProgram; } else { simple_shader = &gObjectAlphaMaskNonIndexedProgram; } if (mShaderLevel > 0) { simple_shader->bind(); simple_shader->setMinimumAlpha(0.5f); if (LLPipeline::sRenderingHUDs) { simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 1); } else { simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 0); } } else { gGL.flush(); LLGLSLShader::unbind(); } } void LLDrawPoolGrass::endRenderPass(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_GRASS); LLRenderPass::endRenderPass(pass); if (mShaderLevel > 0) { simple_shader->unbind(); } else { gGL.flush(); } } void LLDrawPoolGrass::render(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; LLGLDisable blend(GL_BLEND); { //LL_RECORD_BLOCK_TIME(FTM_RENDER_GRASS); LLGLEnable test(GL_ALPHA_TEST); gGL.setSceneBlendType(LLRender::BT_ALPHA); //render grass LLRenderPass::pushBatches(LLRenderPass::PASS_GRASS, getVertexDataMask()); } } void LLDrawPoolGrass::beginDeferredPass(S32 pass) { } void LLDrawPoolGrass::endDeferredPass(S32 pass) { } void LLDrawPoolGrass::renderDeferred(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; { //LL_RECORD_BLOCK_TIME(FTM_RENDER_GRASS_DEFERRED); gDeferredNonIndexedDiffuseAlphaMaskProgram.bind(); gDeferredNonIndexedDiffuseAlphaMaskProgram.setMinimumAlpha(0.5f); if (LLPipeline::sRenderingHUDs) { gDeferredNonIndexedDiffuseAlphaMaskProgram.uniform1i(LLShaderMgr::NO_ATMO, 1); } else { gDeferredNonIndexedDiffuseAlphaMaskProgram.uniform1i(LLShaderMgr::NO_ATMO, 0); } //render grass LLRenderPass::pushBatches(LLRenderPass::PASS_GRASS, getVertexDataMask()); } } // Fullbright drawpool LLDrawPoolFullbright::LLDrawPoolFullbright() : LLRenderPass(POOL_FULLBRIGHT) { } void LLDrawPoolFullbright::prerender() { mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); } void LLDrawPoolFullbright::renderPostDeferred(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_FULLBRIGHT); LLGLSLShader* shader = nullptr; if (LLPipeline::sUnderWaterRender) { shader = &gDeferredFullbrightWaterProgram; } else { shader = &gDeferredFullbrightProgram; } gGL.setSceneBlendType(LLRender::BT_ALPHA); // render static setup_fullbright_shader(shader); pushBatches(LLRenderPass::PASS_FULLBRIGHT, true, true); // render rigged setup_fullbright_shader(shader->mRiggedVariant); pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_RIGGED, true, true); } void LLDrawPoolFullbright::render(S32 pass) { //render fullbright LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_FULLBRIGHT); gGL.setSceneBlendType(LLRender::BT_ALPHA); stop_glerror(); LLGLSLShader* shader = nullptr; if (LLPipeline::sUnderWaterRender) { shader = &gObjectFullbrightWaterProgram; } else { shader = &gObjectFullbrightProgram; } // render static setup_fullbright_shader(shader); pushBatches(LLRenderPass::PASS_FULLBRIGHT, true, true); pushBatches(LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE, true, true); pushBatches(LLRenderPass::PASS_SPECMAP_EMISSIVE, true, true); pushBatches(LLRenderPass::PASS_NORMMAP_EMISSIVE, true, true); pushBatches(LLRenderPass::PASS_NORMSPEC_EMISSIVE, true, true); // render rigged setup_fullbright_shader(shader->mRiggedVariant); pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_RIGGED, true, true); pushRiggedBatches(LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED, true, true); pushRiggedBatches(LLRenderPass::PASS_SPECMAP_EMISSIVE_RIGGED, true, true); pushRiggedBatches(LLRenderPass::PASS_NORMMAP_EMISSIVE_RIGGED, true, true); pushRiggedBatches(LLRenderPass::PASS_NORMSPEC_EMISSIVE_RIGGED, true, true); } S32 LLDrawPoolFullbright::getNumPasses() { return 1; } void LLDrawPoolFullbrightAlphaMask::renderPostDeferred(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_FULLBRIGHT); LLGLSLShader* shader = nullptr; if (LLPipeline::sRenderingHUDs) { shader = &gDeferredFullbrightAlphaMaskProgram; } else if (LLPipeline::sRenderDeferred) { if (LLPipeline::sUnderWaterRender) { shader = &gDeferredFullbrightAlphaMaskWaterProgram; } else { shader = &gDeferredFullbrightAlphaMaskProgram; } } else { shader = &gObjectFullbrightAlphaMaskProgram; } LLGLDisable blend(GL_BLEND); // render static setup_fullbright_shader(shader); pushMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, true, true); // render rigged setup_fullbright_shader(shader->mRiggedVariant); pushRiggedMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, true, true); }