/** * @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::beginPostDeferredPass(S32 pass) { gDeferredEmissiveProgram.bind(); gDeferredEmissiveProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); } static LLFastTimer::DeclareTimer FTM_RENDER_GLOW_PUSH("Glow Push"); void LLDrawPoolGlow::renderPostDeferred(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); LLGLDepthTest depth(GL_TRUE, GL_FALSE); gGL.setColorMask(false, true); { LLFastTimer t(FTM_RENDER_GLOW_PUSH); pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); } gGL.setColorMask(true, false); gGL.setSceneBlendType(LLRender::BT_ALPHA); } void LLDrawPoolGlow::endPostDeferredPass(S32 pass) { gDeferredEmissiveProgram.unbind(); LLRenderPass::endRenderPass(pass); } S32 LLDrawPoolGlow::getNumPasses() { if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0) { return 1; } else { return 0; } } 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); //should never get here without basic shaders enabled llassert(shader_level > 0); LLGLSLShader* shader = LLPipeline::sUnderWaterRender ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram; shader->bind(); shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.f); LLGLDepthTest depth(GL_TRUE, GL_FALSE); gGL.setColorMask(false, true); pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); gGL.setColorMask(true, false); gGL.setSceneBlendType(LLRender::BT_ALPHA); if (shader_level > 0 && fullbright_shader) { shader->unbind(); } } void LLDrawPoolGlow::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures) { //gGL.diffuseColor4ubv(params.mGlowColor.mV); LLRenderPass::pushBatch(params, mask, texture, batch_textures); } 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); stop_glerror(); LLRenderPass::endRenderPass(pass); stop_glerror(); if (mVertexShaderLevel > 0) { simple_shader->unbind(); } } void LLDrawPoolSimple::render(S32 pass) { LLGLDisable blend(GL_BLEND); { //render simple LLFastTimer t(FTM_RENDER_SIMPLE); gPipeline.enableLightsDynamic(); if (mVertexShaderLevel > 0) { U32 mask = getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX; pushBatches(LLRenderPass::PASS_SIMPLE, mask, 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, mask, TRUE, TRUE); pushBatches(LLRenderPass::PASS_MATERIAL, mask, TRUE, TRUE); pushBatches(LLRenderPass::PASS_SPECMAP, mask, TRUE, TRUE); pushBatches(LLRenderPass::PASS_NORMMAP, mask, TRUE, TRUE); pushBatches(LLRenderPass::PASS_NORMSPEC, mask, TRUE, TRUE); } } else { LLGLDisable alpha_test(GL_ALPHA_TEST); renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask()); } } } static LLFastTimer::DeclareTimer FTM_RENDER_ALPHA_MASK("Alpha Mask"); LLDrawPoolAlphaMask::LLDrawPoolAlphaMask() : LLRenderPass(POOL_ALPHA_MASK) { } void LLDrawPoolAlphaMask::prerender() { mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); } void LLDrawPoolAlphaMask::beginRenderPass(S32 pass) { LLFastTimer t(FTM_RENDER_ALPHA_MASK); if (LLPipeline::sUnderWaterRender) { simple_shader = &gObjectSimpleWaterAlphaMaskProgram; } else { simple_shader = &gObjectSimpleAlphaMaskProgram; } if (mVertexShaderLevel > 0) { simple_shader->bind(); } else { // don't use shaders! if (gGLManager.mHasShaderObjects) { LLGLSLShader::bindNoShader(); } } } void LLDrawPoolAlphaMask::endRenderPass(S32 pass) { LLFastTimer t(FTM_RENDER_ALPHA_MASK); stop_glerror(); LLRenderPass::endRenderPass(pass); stop_glerror(); if (mVertexShaderLevel > 0) { simple_shader->unbind(); } } void LLDrawPoolAlphaMask::render(S32 pass) { LLGLDisable blend(GL_BLEND); LLFastTimer t(FTM_RENDER_ALPHA_MASK); if (mVertexShaderLevel > 0) { simple_shader->bind(); simple_shader->setMinimumAlpha(0.33f); pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); pushMaskBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); pushMaskBatches(LLRenderPass::PASS_SPECMAP_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); pushMaskBatches(LLRenderPass::PASS_NORMMAP_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); pushMaskBatches(LLRenderPass::PASS_NORMSPEC_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); } else { LLGLEnable test(GL_ALPHA_TEST); pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask(), TRUE, FALSE); gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); //OK } } LLDrawPoolFullbrightAlphaMask::LLDrawPoolFullbrightAlphaMask() : LLRenderPass(POOL_FULLBRIGHT_ALPHA_MASK) { } void LLDrawPoolFullbrightAlphaMask::prerender() { mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); } void LLDrawPoolFullbrightAlphaMask::beginRenderPass(S32 pass) { LLFastTimer t(FTM_RENDER_ALPHA_MASK); if (LLPipeline::sUnderWaterRender) { simple_shader = &gObjectFullbrightWaterAlphaMaskProgram; } else { simple_shader = &gObjectFullbrightAlphaMaskProgram; } if (mVertexShaderLevel > 0) { simple_shader->bind(); } else { // don't use shaders! if (gGLManager.mHasShaderObjects) { LLGLSLShader::bindNoShader(); } } } void LLDrawPoolFullbrightAlphaMask::endRenderPass(S32 pass) { LLFastTimer t(FTM_RENDER_ALPHA_MASK); stop_glerror(); LLRenderPass::endRenderPass(pass); stop_glerror(); if (mVertexShaderLevel > 0) { simple_shader->unbind(); } } void LLDrawPoolFullbrightAlphaMask::render(S32 pass) { LLFastTimer t(FTM_RENDER_ALPHA_MASK); if (mVertexShaderLevel > 0) { if (simple_shader) { simple_shader->bind(); simple_shader->setMinimumAlpha(0.33f); if (LLPipeline::sRenderingHUDs || !LLPipeline::sRenderDeferred) { simple_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f); } else { simple_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); } } pushMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); //LLGLSLShader::bindNoShader(); } else { LLGLEnable test(GL_ALPHA_TEST); gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); pushMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask(), TRUE, FALSE); gPipeline.enableLightsDynamic(); gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); //OK } } //=============================== //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); pushBatches(LLRenderPass::PASS_SIMPLE, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); } } static LLFastTimer::DeclareTimer FTM_RENDER_ALPHA_MASK_DEFERRED("Deferred Alpha Mask"); void LLDrawPoolAlphaMask::beginDeferredPass(S32 pass) { } void LLDrawPoolAlphaMask::endDeferredPass(S32 pass) { } void LLDrawPoolAlphaMask::renderDeferred(S32 pass) { LLFastTimer t(FTM_RENDER_ALPHA_MASK_DEFERRED); gDeferredDiffuseAlphaMaskProgram.bind(); gDeferredDiffuseAlphaMaskProgram.setMinimumAlpha(0.33f); pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); gDeferredDiffuseAlphaMaskProgram.unbind(); } // 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); stop_glerror(); if (LLPipeline::sUnderWaterRender) { simple_shader = &gObjectAlphaMaskNonIndexedWaterProgram; } else { simple_shader = &gObjectAlphaMaskNonIndexedProgram; } if (mVertexShaderLevel > 0) { simple_shader->bind(); simple_shader->setMinimumAlpha(0.5f); } else { gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); // 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(); } else { gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); } } void LLDrawPoolGrass::render(S32 pass) { LLGLDisable blend(GL_BLEND); { LLFastTimer t(FTM_RENDER_GRASS); LLGLEnable test(GL_ALPHA_TEST); gGL.setSceneBlendType(LLRender::BT_ALPHA); //render grass LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask()); } } void LLDrawPoolGrass::beginDeferredPass(S32 pass) { } void LLDrawPoolGrass::endDeferredPass(S32 pass) { } void LLDrawPoolGrass::renderDeferred(S32 pass) { { LLFastTimer t(FTM_RENDER_GRASS_DEFERRED); gDeferredNonIndexedDiffuseAlphaMaskProgram.bind(); gDeferredNonIndexedDiffuseAlphaMaskProgram.setMinimumAlpha(0.5f); //render grass LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask()); } } // Fullbright drawpool LLDrawPoolFullbright::LLDrawPoolFullbright() : LLRenderPass(POOL_FULLBRIGHT) { } void LLDrawPoolFullbright::prerender() { mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); } void LLDrawPoolFullbright::beginPostDeferredPass(S32 pass) { gDeferredFullbrightProgram.bind(); } void LLDrawPoolFullbright::renderPostDeferred(S32 pass) { LLFastTimer t(FTM_RENDER_FULLBRIGHT); gGL.setSceneBlendType(LLRender::BT_ALPHA); U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX; pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE); } void LLDrawPoolFullbright::endPostDeferredPass(S32 pass) { gDeferredFullbrightProgram.unbind(); LLRenderPass::endRenderPass(pass); } 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); stop_glerror(); if (mVertexShaderLevel > 0) { fullbright_shader->unbind(); } stop_glerror(); } void LLDrawPoolFullbright::render(S32 pass) { //render fullbright LLFastTimer t(FTM_RENDER_FULLBRIGHT); gGL.setSceneBlendType(LLRender::BT_ALPHA); stop_glerror(); if (mVertexShaderLevel > 0) { fullbright_shader->bind(); fullbright_shader->uniform1f(LLViewerShaderMgr::FULLBRIGHT, 1.f); fullbright_shader->uniform1f(LLViewerShaderMgr::TEXTURE_GAMMA, 1.f); U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX; pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE); pushBatches(LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE, fullbright_mask, TRUE, TRUE); pushBatches(LLRenderPass::PASS_SPECMAP_EMISSIVE, fullbright_mask, TRUE, TRUE); pushBatches(LLRenderPass::PASS_NORMMAP_EMISSIVE, fullbright_mask, TRUE, TRUE); pushBatches(LLRenderPass::PASS_NORMSPEC_EMISSIVE, fullbright_mask, TRUE, TRUE); } else { gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR; renderTexture(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask); pushBatches(LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE, fullbright_mask); pushBatches(LLRenderPass::PASS_SPECMAP_EMISSIVE, fullbright_mask); pushBatches(LLRenderPass::PASS_NORMMAP_EMISSIVE, fullbright_mask); pushBatches(LLRenderPass::PASS_NORMSPEC_EMISSIVE, fullbright_mask); } stop_glerror(); } S32 LLDrawPoolFullbright::getNumPasses() { return 1; } void LLDrawPoolFullbrightAlphaMask::beginPostDeferredPass(S32 pass) { if (LLPipeline::sRenderingHUDs || !LLPipeline::sRenderDeferred) { gObjectFullbrightAlphaMaskProgram.bind(); gObjectFullbrightAlphaMaskProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f); } else { gDeferredFullbrightAlphaMaskProgram.bind(); gDeferredFullbrightAlphaMaskProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); } } void LLDrawPoolFullbrightAlphaMask::renderPostDeferred(S32 pass) { LLFastTimer t(FTM_RENDER_FULLBRIGHT); LLGLDisable blend(GL_BLEND); U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX; pushMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, fullbright_mask, TRUE, TRUE); } void LLDrawPoolFullbrightAlphaMask::endPostDeferredPass(S32 pass) { if (LLPipeline::sRenderingHUDs || !LLPipeline::sRenderDeferred) { gObjectFullbrightAlphaMaskProgram.unbind(); } else { gDeferredFullbrightAlphaMaskProgram.unbind(); } LLRenderPass::endRenderPass(pass); }