/** * @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 LLGLSLShader* fullbright_shader = NULL; static LLFastTimer::DeclareTimer FTM_RENDER_SIMPLE_DEFERRED("Deferred Simple"); static LLFastTimer::DeclareTimer FTM_RENDER_GRASS_DEFERRED("Deferred Grass"); void LLDrawPoolGlow::render(S32 pass) { LLFastTimer t(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); U32 shader_level = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::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); gGL.setColorMask(false, true); renderTexture(LLRenderPass::PASS_GLOW, getVertexDataMask()); gGL.setColorMask(true, false); gGL.setSceneBlendType(LLRender::BT_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 = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); } void LLDrawPoolSimple::beginRenderPass(S32 pass) { LLFastTimer t(FTM_RENDER_SIMPLE); if (LLPipeline::sUnderWaterRender) { simple_shader = &gObjectSimpleWaterProgram; } else { simple_shader = &gObjectSimpleProgram; } if (mVertexShaderLevel > 0) { simple_shader->bind(); } else { // don't use shaders! if (gGLManager.mHasShaderObjects) { LLGLSLShader::bindNoShader(); } } } void LLDrawPoolSimple::endRenderPass(S32 pass) { LLFastTimer t(FTM_RENDER_SIMPLE); LLRenderPass::endRenderPass(pass); if (mVertexShaderLevel > 0){ simple_shader->unbind(); } } void LLDrawPoolSimple::render(S32 pass) { LLGLDisable blend(GL_BLEND); LLGLDisable alpha_test(GL_ALPHA_TEST); { //render simple LLFastTimer t(FTM_RENDER_SIMPLE); gPipeline.enableLightsDynamic(); renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask()); 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 renderTexture(LLRenderPass::PASS_BUMP, getVertexDataMask()); } } } //=============================== //DEFERRED IMPLEMENTATION //=============================== void LLDrawPoolSimple::beginDeferredPass(S32 pass) { LLFastTimer t(FTM_RENDER_SIMPLE_DEFERRED); gDeferredDiffuseProgram.bind(); } void LLDrawPoolSimple::endDeferredPass(S32 pass) { LLFastTimer t(FTM_RENDER_SIMPLE_DEFERRED); LLRenderPass::endRenderPass(pass); gDeferredDiffuseProgram.unbind(); } void LLDrawPoolSimple::renderDeferred(S32 pass) { LLGLDisable blend(GL_BLEND); LLGLDisable alpha_test(GL_ALPHA_TEST); { //render simple LLFastTimer t(FTM_RENDER_SIMPLE_DEFERRED); renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask()); } } // grass drawpool LLDrawPoolGrass::LLDrawPoolGrass() : LLRenderPass(POOL_GRASS) { } void LLDrawPoolGrass::prerender() { mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); } void LLDrawPoolGrass::beginRenderPass(S32 pass) { LLFastTimer t(FTM_RENDER_GRASS); if (LLPipeline::sUnderWaterRender) { simple_shader = &gObjectSimpleWaterProgram; } else { simple_shader = &gObjectSimpleProgram; } if (mVertexShaderLevel > 0) { simple_shader->bind(); } else { // don't use shaders! if (gGLManager.mHasShaderObjects) { LLGLSLShader::bindNoShader(); } } } void LLDrawPoolGrass::endRenderPass(S32 pass) { LLFastTimer t(FTM_RENDER_GRASS); LLRenderPass::endRenderPass(pass); if (mVertexShaderLevel > 0) { simple_shader->unbind(); } } void LLDrawPoolGrass::render(S32 pass) { LLGLDisable blend(GL_BLEND); gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); { LLFastTimer t(FTM_RENDER_GRASS); LLGLEnable test(GL_ALPHA_TEST); gGL.setSceneBlendType(LLRender::BT_ALPHA); //render grass LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask()); } gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); } void LLDrawPoolGrass::beginDeferredPass(S32 pass) { } void LLDrawPoolGrass::endDeferredPass(S32 pass) { } void LLDrawPoolGrass::renderDeferred(S32 pass) { gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.f); { LLFastTimer t(FTM_RENDER_GRASS_DEFERRED); gDeferredTreeProgram.bind(); LLGLEnable test(GL_ALPHA_TEST); //render grass LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask()); } gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); } // Fullbright drawpool LLDrawPoolFullbright::LLDrawPoolFullbright() : LLRenderPass(POOL_FULLBRIGHT) { } void LLDrawPoolFullbright::prerender() { mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); } void LLDrawPoolFullbright::beginRenderPass(S32 pass) { LLFastTimer t(FTM_RENDER_FULLBRIGHT); if (LLPipeline::sUnderWaterRender) { fullbright_shader = &gObjectFullbrightWaterProgram; } else { fullbright_shader = &gObjectFullbrightProgram; } } void LLDrawPoolFullbright::endRenderPass(S32 pass) { LLFastTimer t(FTM_RENDER_FULLBRIGHT); LLRenderPass::endRenderPass(pass); if (mVertexShaderLevel > 0) { fullbright_shader->unbind(); } } void LLDrawPoolFullbright::render(S32 pass) { //render fullbright LLFastTimer t(FTM_RENDER_FULLBRIGHT); if (mVertexShaderLevel > 0) { fullbright_shader->bind(); fullbright_shader->uniform1f(LLViewerShaderMgr::FULLBRIGHT, 1.f); } else { gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); } //gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.25f); //LLGLEnable test(GL_ALPHA_TEST); //LLGLEnable blend(GL_BLEND); gGL.setSceneBlendType(LLRender::BT_ALPHA); U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR; renderTexture(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask); //gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); } S32 LLDrawPoolFullbright::getNumPasses() { return 1; }