summaryrefslogtreecommitdiff
path: root/indra/newview/lldrawpoolalpha.cpp
blob: 87b6ce6cb3aa49662a20bf1883e658030d965cd3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
/**
 * @file lldrawpoolalpha.cpp
 * @brief LLDrawPoolAlpha 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 "lldrawpoolalpha.h"

#include "llglheaders.h"
#include "llviewercontrol.h"
#include "llcriticaldamp.h"
#include "llfasttimer.h"
#include "llrender.h"

#include "llcubemap.h"
#include "llsky.h"
#include "lldrawable.h"
#include "llface.h"
#include "llviewercamera.h"
#include "llviewertexturelist.h"    // For debugging
#include "llviewerobjectlist.h" // For debugging
#include "llviewerwindow.h"
#include "pipeline.h"
#include "llviewershadermgr.h"
#include "llviewerregion.h"
#include "lldrawpoolwater.h"
#include "llspatialpartition.h"
#include "llglcommonfunc.h"
#include "llvoavatar.h"
#include "gltfscenemanager.h"

#include "llenvironment.h"

bool LLDrawPoolAlpha::sShowDebugAlpha = false;

#define current_shader (LLGLSLShader::sCurBoundShaderPtr)

LLVector4 LLDrawPoolAlpha::sWaterPlane;

// minimum alpha before discarding a fragment
static const F32 MINIMUM_ALPHA = 0.004f; // ~ 1/255

// minimum alpha before discarding a fragment when rendering impostors
static const F32 MINIMUM_IMPOSTOR_ALPHA = 0.1f;

LLDrawPoolAlpha::LLDrawPoolAlpha(U32 type) :
        LLRenderPass(type), target_shader(NULL),
        mColorSFactor(LLRender::BF_UNDEF), mColorDFactor(LLRender::BF_UNDEF),
        mAlphaSFactor(LLRender::BF_UNDEF), mAlphaDFactor(LLRender::BF_UNDEF)
{

}

LLDrawPoolAlpha::~LLDrawPoolAlpha()
{
}


void LLDrawPoolAlpha::prerender()
{
    mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}

S32 LLDrawPoolAlpha::getNumPostDeferredPasses()
{
    return 1;
}

// set some common parameters on the given shader to prepare for alpha rendering
static void prepare_alpha_shader(LLGLSLShader* shader, bool deferredEnvironment, F32 water_sign)
{
    static LLCachedControl<F32> displayGamma(gSavedSettings, "RenderDeferredDisplayGamma");
    F32 gamma = displayGamma;

    static LLStaticHashedString waterSign("waterSign");

    // Does this deferred shader need environment uniforms set such as sun_dir, etc. ?
    // NOTE: We don't actually need a gbuffer since we are doing forward rendering (for transparency) post deferred rendering
    // TODO: bindDeferredShader() probably should have the updating of the environment uniforms factored out into updateShaderEnvironmentUniforms()
    // i.e. shaders\class1\deferred\alphaF.glsl
    if (deferredEnvironment)
    {
        shader->mCanBindFast = false;
    }

    shader->bind();
    shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f / 2.2f));

    if (LLPipeline::sRenderingHUDs)
    { // for HUD attachments, only the pre-water pass is executed and we never want to clip anything
        LLVector4 near_clip(0, 0, -1, 0);
        shader->uniform1f(waterSign, 1.f);
        shader->uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, near_clip.mV);
    }
    else
    {
        shader->uniform1f(waterSign, water_sign);
        shader->uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV);
    }

    if (LLPipeline::sImpostorRender)
    {
        shader->setMinimumAlpha(MINIMUM_IMPOSTOR_ALPHA);
    }
    else
    {
        shader->setMinimumAlpha(MINIMUM_ALPHA);
    }

    //also prepare rigged variant
    if (shader->mRiggedVariant && shader->mRiggedVariant != shader)
    {
        prepare_alpha_shader(shader->mRiggedVariant, deferredEnvironment, water_sign);
    }
}

extern bool gCubeSnapshot;

void LLDrawPoolAlpha::renderPostDeferred(S32 pass)
{
    LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;

    if (LLPipeline::isWaterClip() && getType() == LLDrawPool::POOL_ALPHA_PRE_WATER)
    { // don't render alpha objects on the other side of the water plane if water is opaque
        return;
    }

    F32 water_sign = 1.f;

    if (getType() == LLDrawPool::POOL_ALPHA_PRE_WATER)
    {
        water_sign = -1.f;
    }

    if (LLPipeline::sUnderWaterRender)
    {
        water_sign *= -1.f;
    }

    // prepare shaders
    llassert(LLPipeline::sRenderDeferred);

    emissive_shader = &gDeferredEmissiveProgram;
    prepare_alpha_shader(emissive_shader, false, water_sign);

    pbr_emissive_shader = &gPBRGlowProgram;
    prepare_alpha_shader(pbr_emissive_shader, false, water_sign);


    fullbright_shader   =
        (LLPipeline::sImpostorRender) ? &gDeferredFullbrightAlphaMaskProgram :
        (LLPipeline::sRenderingHUDs) ? &gHUDFullbrightAlphaMaskAlphaProgram :
        &gDeferredFullbrightAlphaMaskAlphaProgram;
    prepare_alpha_shader(fullbright_shader, true, water_sign);

    simple_shader   =
        (LLPipeline::sImpostorRender) ? &gDeferredAlphaImpostorProgram :
        (LLPipeline::sRenderingHUDs) ? &gHUDAlphaProgram :
        &gDeferredAlphaProgram;

    prepare_alpha_shader(simple_shader, true, water_sign); //prime simple shader (loads shadow relevant uniforms)

    LLGLSLShader* materialShader = gDeferredMaterialProgram;
    for (int i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
    {
        prepare_alpha_shader(&materialShader[i], true, water_sign);
    }

    pbr_shader =
        (LLPipeline::sRenderingHUDs) ? &gHUDPBRAlphaProgram :
        &gDeferredPBRAlphaProgram;

    prepare_alpha_shader(pbr_shader, true, water_sign);

    // explicitly unbind here so render loop doesn't make assumptions about the last shader
    // already being setup for rendering
    LLGLSLShader::unbind();

    if (!LLPipeline::sRenderingHUDs)
    {
        // first pass, render rigged objects only and render to depth buffer
        forwardRender(true);
    }

    // second pass, regular forward alpha rendering
    forwardRender();

    // final pass, render to depth for depth of field effects
    if (!LLPipeline::sImpostorRender && LLPipeline::RenderDepthOfField && !gCubeSnapshot && !LLPipeline::sRenderingHUDs && getType() == LLDrawPool::POOL_ALPHA_POST_WATER)
    {
        //update depth buffer sampler
        simple_shader = fullbright_shader = &gDeferredFullbrightAlphaMaskProgram;

        simple_shader->bind();
        simple_shader->setMinimumAlpha(0.33f);

        // mask off color buffer writes as we're only writing to depth buffer
        gGL.setColorMask(false, false);

        // If the face is more than 90% transparent, then don't update the Depth buffer for Dof
        // We don't want the nearly invisible objects to cause of DoF effects
        renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2,
            true); // <--- discard mostly transparent faces

        gGL.setColorMask(true, false);
    }
}

void LLDrawPoolAlpha::forwardRender(bool rigged)
{
    gPipeline.enableLightsDynamic();

    LLGLSPipelineAlpha gls_pipeline_alpha;

    //enable writing to alpha for emissive effects
    gGL.setColorMask(true, true);

    bool write_depth = rigged ||
        LLDrawPoolWater::sSkipScreenCopy
        // we want depth written so that rendered alpha will
        // contribute to the alpha mask used for impostors
        || LLPipeline::sImpostorRenderAlphaDepthPass
        || getType() == LLDrawPoolAlpha::POOL_ALPHA_PRE_WATER; // needed for accurate water fog


    LLGLDepthTest depth(GL_TRUE, write_depth ? GL_TRUE : GL_FALSE);

    mColorSFactor = LLRender::BF_SOURCE_ALPHA;           // } regular alpha blend
    mColorDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA; // }
    mAlphaSFactor = LLRender::BF_ZERO;                         // } glow suppression
    mAlphaDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA;       // }
    gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);

    if (rigged && mType == LLDrawPool::POOL_ALPHA_POST_WATER)
    { // draw GLTF scene to depth buffer before rigged alpha
        LL::GLTFSceneManager::instance().render(false, false);
        LL::GLTFSceneManager::instance().render(false, true);
        LL::GLTFSceneManager::instance().render(false, false, true);
        LL::GLTFSceneManager::instance().render(false, true, true);
    }

    // If the face is more than 90% transparent, then don't update the Depth buffer for Dof
    // We don't want the nearly invisible objects to cause of DoF effects
    renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2, false, rigged);

    gGL.setColorMask(true, false);

    if (!rigged)
    { //render "highlight alpha" on final non-rigged pass
        // NOTE -- hacky call here protected by !rigged instead of alongside "forwardRender"
        // so renderDebugAlpha is executed while gls_pipeline_alpha and depth GL state
        // variables above are still in scope
        renderDebugAlpha();
    }
}

void LLDrawPoolAlpha::renderDebugAlpha()
{
    if (sShowDebugAlpha)
    {
        gHighlightProgram.bind();
        gGL.diffuseColor4f(1, 0, 0, 1);
        gGL.getTexUnit(0)->bindFast(LLViewerFetchedTexture::getSmokeImage());


        renderAlphaHighlight();

        pushUntexturedBatches(LLRenderPass::PASS_ALPHA_MASK);
        pushUntexturedBatches(LLRenderPass::PASS_ALPHA_INVISIBLE);

        // Material alpha mask
        gGL.diffuseColor4f(0, 0, 1, 1);
        pushUntexturedBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK);
        pushUntexturedBatches(LLRenderPass::PASS_NORMMAP_MASK);
        pushUntexturedBatches(LLRenderPass::PASS_SPECMAP_MASK);
        pushUntexturedBatches(LLRenderPass::PASS_NORMSPEC_MASK);
        pushUntexturedBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK);
        pushUntexturedBatches(LLRenderPass::PASS_GLTF_PBR_ALPHA_MASK);

        gGL.diffuseColor4f(0, 1, 0, 1);
        pushUntexturedBatches(LLRenderPass::PASS_INVISIBLE);

        gHighlightProgram.mRiggedVariant->bind();
        gGL.diffuseColor4f(1, 0, 0, 1);

        pushRiggedBatches(LLRenderPass::PASS_ALPHA_MASK_RIGGED, false);
        pushRiggedBatches(LLRenderPass::PASS_ALPHA_INVISIBLE_RIGGED, false);

        // Material alpha mask
        gGL.diffuseColor4f(0, 0, 1, 1);
        pushRiggedBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK_RIGGED, false);
        pushRiggedBatches(LLRenderPass::PASS_NORMMAP_MASK_RIGGED, false);
        pushRiggedBatches(LLRenderPass::PASS_SPECMAP_MASK_RIGGED, false);
        pushRiggedBatches(LLRenderPass::PASS_NORMSPEC_MASK_RIGGED, false);
        pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, false);
        pushRiggedBatches(LLRenderPass::PASS_GLTF_PBR_ALPHA_MASK_RIGGED, false);

        gGL.diffuseColor4f(0, 1, 0, 1);
        pushRiggedBatches(LLRenderPass::PASS_INVISIBLE_RIGGED, false);
        LLGLSLShader::sCurBoundShaderPtr->unbind();
    }
}

void LLDrawPoolAlpha::renderAlphaHighlight()
{
    for (int pass = 0; pass < 2; ++pass)
    { //two passes, one rigged and one not
        const LLVOAvatar* lastAvatar = nullptr;
        U64 lastMeshId = 0;
        bool skipLastSkin = false;

        LLCullResult::sg_iterator begin = pass == 0 ? gPipeline.beginAlphaGroups() : gPipeline.beginRiggedAlphaGroups();
        LLCullResult::sg_iterator end = pass == 0 ? gPipeline.endAlphaGroups() : gPipeline.endRiggedAlphaGroups();

        for (LLCullResult::sg_iterator i = begin; i != end; ++i)
        {
            LLSpatialGroup* group = *i;
            if (group->getSpatialPartition()->mRenderByGroup &&
                !group->isDead())
            {
                LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA+pass]; // <-- hacky + pass to use PASS_ALPHA_RIGGED on second pass

                for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)
                {
                    LLDrawInfo& params = **k;

                    bool rigged = (params.mAvatar != nullptr);
                    gHighlightProgram.bind(rigged);

                    if (rigged)
                    {
                        if (!uploadMatrixPalette(params.mAvatar, params.mSkinInfo, lastAvatar, lastMeshId, skipLastSkin))
                        { // failed to upload matrix palette, skip rendering
                            continue;
                        }
                    }

                    gGL.diffuseColor4f(1, 0, 0, 1);
                    LLRenderPass::applyModelMatrix(params);
                    params.mVertexBuffer->setBuffer();
                    params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
                }
            }
        }
    }

    // make sure static version of highlight shader is bound before returning
    gHighlightProgram.bind();
}

inline bool IsFullbright(LLDrawInfo& params)
{
    return params.mFullbright;
}

inline bool IsMaterial(LLDrawInfo& params)
{
    return params.mMaterial != nullptr;
}

inline bool IsEmissive(LLDrawInfo& params)
{
    return params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE);
}

inline void Draw(LLDrawInfo* draw, U32 mask)
{
    draw->mVertexBuffer->setBuffer();
    LLRenderPass::applyModelMatrix(*draw);
    draw->mVertexBuffer->drawRange(LLRender::TRIANGLES, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
}

bool LLDrawPoolAlpha::TexSetup(LLDrawInfo* draw, bool use_material)
{
    bool tex_setup = false;

    if (draw->mGLTFMaterial)
    {
        if (draw->mTextureMatrix)
        {
            tex_setup = true;
            gGL.getTexUnit(0)->activate();
            gGL.matrixMode(LLRender::MM_TEXTURE);
            gGL.loadMatrix((GLfloat*)draw->mTextureMatrix->mMatrix);
            gPipeline.mTextureMatrixOps++;
        }
    }
    else
    {
        if (!LLPipeline::sRenderingHUDs && use_material && current_shader)
        {
            if (draw->mNormalMap)
            {
                current_shader->bindTexture(LLShaderMgr::BUMP_MAP, draw->mNormalMap);
            }

            if (draw->mSpecularMap)
            {
                current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, draw->mSpecularMap);
            }
        }
        else if (current_shader == simple_shader || current_shader == simple_shader->mRiggedVariant)
        {
            current_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep);
            current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep);
        }
        if (draw->mTextureList.size() > 1)
        {
            for (U32 i = 0; i < draw->mTextureList.size(); ++i)
            {
                if (draw->mTextureList[i].notNull())
                {
                    gGL.getTexUnit(i)->bindFast(draw->mTextureList[i]);
                }
            }
        }
        else
        { //not batching textures or batch has only 1 texture -- might need a texture matrix
            if (draw->mTexture.notNull())
            {
                if (use_material)
                {
                    current_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, draw->mTexture);
                }
                else
                {
                    gGL.getTexUnit(0)->bindFast(draw->mTexture);
                }

                if (draw->mTextureMatrix)
                {
                    tex_setup = true;
                    gGL.getTexUnit(0)->activate();
                    gGL.matrixMode(LLRender::MM_TEXTURE);
                    gGL.loadMatrix((GLfloat*)draw->mTextureMatrix->mMatrix);
                    gPipeline.mTextureMatrixOps++;
                }
            }
            else
            {
                gGL.getTexUnit(0)->unbindFast(LLTexUnit::TT_TEXTURE);
            }
        }
    }

    return tex_setup;
}

void LLDrawPoolAlpha::RestoreTexSetup(bool tex_setup)
{
    if (tex_setup)
    {
        gGL.getTexUnit(0)->activate();
        gGL.matrixMode(LLRender::MM_TEXTURE);
        gGL.loadIdentity();
        gGL.matrixMode(LLRender::MM_MODELVIEW);
    }
}

void LLDrawPoolAlpha::drawEmissive(LLDrawInfo* draw)
{
    LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.f);
    draw->mVertexBuffer->setBuffer();
    draw->mVertexBuffer->drawRange(LLRender::TRIANGLES, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
}


void LLDrawPoolAlpha::renderEmissives(std::vector<LLDrawInfo*>& emissives)
{
    emissive_shader->bind();
    emissive_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.f);

    for (LLDrawInfo* draw : emissives)
    {
        bool tex_setup = TexSetup(draw, false);
        drawEmissive(draw);
        RestoreTexSetup(tex_setup);
    }
}

void LLDrawPoolAlpha::renderPbrEmissives(std::vector<LLDrawInfo*>& emissives)
{
    pbr_emissive_shader->bind();

    for (LLDrawInfo* draw : emissives)
    {
        llassert(draw->mGLTFMaterial);
        LLGLDisable cull_face(draw->mGLTFMaterial->mDoubleSided ? GL_CULL_FACE : 0);
        draw->mGLTFMaterial->bind(draw->mTexture);
        draw->mVertexBuffer->setBuffer();
        draw->mVertexBuffer->drawRange(LLRender::TRIANGLES, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
    }
}

void LLDrawPoolAlpha::renderRiggedEmissives(std::vector<LLDrawInfo*>& emissives)
{
    LLGLDepthTest depth(GL_TRUE, GL_FALSE); //disable depth writes since "emissive" is additive so sorting doesn't matter
    LLGLSLShader* shader = emissive_shader->mRiggedVariant;
    shader->bind();
    shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.f);

    const LLVOAvatar* lastAvatar = nullptr;
    U64 lastMeshId = 0;
    bool skipLastSkin = false;

    for (LLDrawInfo* draw : emissives)
    {
        LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("Emissives");

        if (uploadMatrixPalette(draw->mAvatar, draw->mSkinInfo, lastAvatar, lastMeshId, skipLastSkin))
        {
            bool tex_setup = TexSetup(draw, false);
            drawEmissive(draw);
            RestoreTexSetup(tex_setup);
        }
    }
}

void LLDrawPoolAlpha::renderRiggedPbrEmissives(std::vector<LLDrawInfo*>& emissives)
{
    LLGLDepthTest depth(GL_TRUE, GL_FALSE); //disable depth writes since "emissive" is additive so sorting doesn't matter
    pbr_emissive_shader->bind(true);

    const LLVOAvatar* lastAvatar = nullptr;
    U64 lastMeshId = 0;
    bool skipLastSkin = false;

    for (LLDrawInfo* draw : emissives)
    {
        if (!uploadMatrixPalette(draw->mAvatar, draw->mSkinInfo, lastAvatar, lastMeshId, skipLastSkin))
        { // failed to upload matrix palette, skip rendering
            continue;
        }

        LLGLDisable cull_face(draw->mGLTFMaterial->mDoubleSided ? GL_CULL_FACE : 0);
        draw->mGLTFMaterial->bind(draw->mTexture);
        draw->mVertexBuffer->setBuffer();
        draw->mVertexBuffer->drawRange(LLRender::TRIANGLES, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
    }
}

void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
{
    LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
    bool initialized_lighting = false;
    bool light_enabled = true;

    const LLVOAvatar* lastAvatar = nullptr;
    U64 lastMeshId = 0;
    const LLGLSLShader* lastAvatarShader = nullptr;
    bool skipLastSkin = false;

    LLCullResult::sg_iterator begin;
    LLCullResult::sg_iterator end;

    if (rigged)
    {
        begin = gPipeline.beginRiggedAlphaGroups();
        end = gPipeline.endRiggedAlphaGroups();
    }
    else
    {
        begin = gPipeline.beginAlphaGroups();
        end = gPipeline.endAlphaGroups();
    }

    LLEnvironment& env = LLEnvironment::instance();
    F32 water_height = env.getWaterHeight();

    bool above_water = getType() == LLDrawPool::POOL_ALPHA_POST_WATER;
    if (LLPipeline::sUnderWaterRender)
    {
        above_water = !above_water;
    }


    for (LLCullResult::sg_iterator i = begin; i != end; ++i)
    {
        LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("renderAlpha - group");
        LLSpatialGroup* group = *i;
        llassert(group);
        llassert(group->getSpatialPartition());

        if (group->getSpatialPartition()->mRenderByGroup &&
            !group->isDead())
        {

            LLSpatialBridge* bridge = group->getSpatialPartition()->asBridge();
            const LLVector4a* ext = bridge ? bridge->getSpatialExtents() : group->getExtents();

            if (!LLPipeline::sRenderingHUDs) // ignore above/below water for HUD render
            {
                if (above_water)
                { // reject any spatial groups that have no part above water
                    if (ext[1].getF32ptr()[2] < water_height)
                    {
                        continue;
                    }
                }
                else
                { // reject any spatial groups that he no part below water
                    if (ext[0].getF32ptr()[2] > water_height)
                    {
                        continue;
                    }
                }
            }

            static std::vector<LLDrawInfo*> emissives;
            static std::vector<LLDrawInfo*> rigged_emissives;
            static std::vector<LLDrawInfo*> pbr_emissives;
            static std::vector<LLDrawInfo*> pbr_rigged_emissives;

            emissives.resize(0);
            rigged_emissives.resize(0);
            pbr_emissives.resize(0);
            pbr_rigged_emissives.resize(0);

            bool is_particle_or_hud_particle = group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_PARTICLE
                                                      || group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD_PARTICLE;

            bool disable_cull = is_particle_or_hud_particle;
            LLGLDisable cull(disable_cull ? GL_CULL_FACE : 0);

            LLSpatialGroup::drawmap_elem_t& draw_info = rigged ? group->mDrawMap[LLRenderPass::PASS_ALPHA_RIGGED] : group->mDrawMap[LLRenderPass::PASS_ALPHA];

            for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)
            {
                LLDrawInfo& params = **k;
                if ((bool)params.mAvatar != rigged)
                {
                    continue;
                }

                LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("ra - push batch");

                LLRenderPass::applyModelMatrix(params);

                LLMaterial* mat = NULL;
                LLGLTFMaterial *gltf_mat = params.mGLTFMaterial;

                LLGLDisable cull_face(gltf_mat && gltf_mat->mDoubleSided ? GL_CULL_FACE : 0);

                if (gltf_mat && gltf_mat->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_BLEND)
                {
                    target_shader = pbr_shader;
                    if (params.mAvatar != nullptr)
                    {
                        target_shader = target_shader->mRiggedVariant;
                    }

                    // shader must be bound before LLGLTFMaterial::bind
                    if (current_shader != target_shader)
                    {
                        gPipeline.bindDeferredShaderFast(*target_shader);
                    }

                    params.mGLTFMaterial->bind(params.mTexture);
                }
                else
                {
                    mat = LLPipeline::sRenderingHUDs ? nullptr : params.mMaterial;

                    if (params.mFullbright)
                    {
                        // Turn off lighting if it hasn't already been so.
                        if (light_enabled || !initialized_lighting)
                        {
                            initialized_lighting = true;
                            target_shader = fullbright_shader;

                            light_enabled = false;
                        }
                    }
                    // Turn on lighting if it isn't already.
                    else if (!light_enabled || !initialized_lighting)
                    {
                        initialized_lighting = true;
                        target_shader = simple_shader;
                        light_enabled = true;
                    }

                    if (LLPipeline::sRenderingHUDs)
                    {
                        target_shader = fullbright_shader;
                    }
                    else if (mat)
                    {
                        U32 mask = params.mShaderMask;

                        llassert(mask < LLMaterial::SHADER_COUNT);
                        target_shader = &(gDeferredMaterialProgram[mask]);
                    }
                    else if (!params.mFullbright)
                    {
                        target_shader = simple_shader;
                    }
                    else
                    {
                        target_shader = fullbright_shader;
                    }

                    if (params.mAvatar != nullptr)
                    {
                        llassert(target_shader->mRiggedVariant != nullptr);
                        target_shader = target_shader->mRiggedVariant;
                    }

                    if (current_shader != target_shader)
                    {// If we need shaders, and we're not ALREADY using the proper shader, then bind it
                    // (this way we won't rebind shaders unnecessarily).
                        gPipeline.bindDeferredShaderFast(*target_shader);

                        if (params.mFullbright)
                        { // make sure the bind the exposure map for fullbright shaders so they can cancel out exposure
                            S32 channel = target_shader->enableTexture(LLShaderMgr::EXPOSURE_MAP);
                            if (channel > -1)
                            {
                                gGL.getTexUnit(channel)->bind(&gPipeline.mExposureMap);
                            }
                        }
                    }

                    LLVector4 spec_color(1, 1, 1, 1);
                    F32 env_intensity = 0.0f;
                    F32 brightness = 1.0f;

                    // We have a material.  Supply the appropriate data here.
                    if (mat)
                    {
                        spec_color = params.mSpecColor;
                        env_intensity = params.mEnvIntensity;
                        brightness = params.mFullbright ? 1.f : 0.f;
                    }

                    if (current_shader)
                    {
                        current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, spec_color.mV[VRED], spec_color.mV[VGREEN], spec_color.mV[VBLUE], spec_color.mV[VALPHA]);
                        current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, env_intensity);
                        current_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, brightness);
                    }
                }

                if (params.mAvatar && !uploadMatrixPalette(params.mAvatar, params.mSkinInfo, lastAvatar, lastMeshId, lastAvatarShader, skipLastSkin))
                {
                    continue;
                }

                bool tex_setup = TexSetup(&params, (mat != nullptr));

                {
                    gGL.blendFunc((LLRender::eBlendFactor) params.mBlendFuncSrc, (LLRender::eBlendFactor) params.mBlendFuncDst, mAlphaSFactor, mAlphaDFactor);

                    bool reset_minimum_alpha = false;
                    if (!LLPipeline::sImpostorRender &&
                        params.mBlendFuncDst != LLRender::BF_SOURCE_ALPHA &&
                        params.mBlendFuncSrc != LLRender::BF_SOURCE_ALPHA)
                    { // this draw call has a custom blend function that may require rendering of "invisible" fragments
                        current_shader->setMinimumAlpha(0.f);
                        reset_minimum_alpha = true;
                    }

                    params.mVertexBuffer->setBuffer();
                    params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
                    stop_glerror();

                    if (reset_minimum_alpha)
                    {
                        current_shader->setMinimumAlpha(MINIMUM_ALPHA);
                    }
                }

                // If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow).  Interleaving these state-changing calls is expensive, but glow must be drawn Z-sorted with alpha.
                if (getType() != LLDrawPool::POOL_ALPHA_PRE_WATER &&
                    params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))
                {
                    if (params.mAvatar != nullptr)
                    {
                        if (params.mGLTFMaterial.isNull())
                        {
                            rigged_emissives.push_back(&params);
                        }
                        else
                        {
                            pbr_rigged_emissives.push_back(&params);
                        }
                    }
                    else
                    {
                        if (params.mGLTFMaterial.isNull())
                        {
                            emissives.push_back(&params);
                        }
                        else
                        {
                            pbr_emissives.push_back(&params);
                        }
                    }
                }

                if (tex_setup)
                {
                    gGL.getTexUnit(0)->activate();
                    gGL.matrixMode(LLRender::MM_TEXTURE);
                    gGL.loadIdentity();
                    gGL.matrixMode(LLRender::MM_MODELVIEW);
                }
            }

            // render emissive faces into alpha channel for bloom effects
            if (!depth_only)
            {
                gPipeline.enableLightsDynamic();

                // install glow-accumulating blend mode
                // don't touch color, add to alpha (glow)
                gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, LLRender::BF_ONE, LLRender::BF_ONE);

                bool rebind = false;
                LLGLSLShader* lastShader = current_shader;
                if (!emissives.empty())
                {
                    light_enabled = true;
                    renderEmissives(emissives);
                    rebind = true;
                }

                if (!pbr_emissives.empty())
                {
                    light_enabled = true;
                    renderPbrEmissives(pbr_emissives);
                    rebind = true;
                }

                if (!rigged_emissives.empty())
                {
                    light_enabled = true;
                    renderRiggedEmissives(rigged_emissives);
                    rebind = true;
                }

                if (!pbr_rigged_emissives.empty())
                {
                    light_enabled = true;
                    renderRiggedPbrEmissives(pbr_rigged_emissives);
                    rebind = true;
                }

                // restore our alpha blend mode
                gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);

                if (lastShader && rebind)
                {
                    lastShader->bind();
                }
            }
        }
    }

    gGL.setSceneBlendType(LLRender::BT_ALPHA);

    LLVertexBuffer::unbind();

    if (!light_enabled)
    {
        gPipeline.enableLightsDynamic();
    }
}