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|
/**
* @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"
BOOL LLDrawPoolAlpha::sShowDebugAlpha = FALSE;
#define current_shader (LLGLSLShader::sCurBoundShaderPtr)
static BOOL deferred_render = FALSE;
// 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);
// TODO: is this even necessay? These are probably set to never discard
LLViewerFetchedTexture::sFlatNormalImagep->addTextureStats(1024.f*1024.f);
LLViewerFetchedTexture::sWhiteImagep->addTextureStats(1024.f * 1024.f);
}
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 textureGamma, bool deferredEnvironment)
{
static LLCachedControl<F32> displayGamma(gSavedSettings, "RenderDeferredDisplayGamma");
F32 gamma = displayGamma;
// 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)
{
gPipeline.bindDeferredShader( *shader );
}
else
{
shader->bind();
}
shader->uniform1i(LLShaderMgr::NO_ATMO, (LLPipeline::sRenderingHUDs) ? 1 : 0);
shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f / 2.2f));
if (LLPipeline::sImpostorRender)
{
shader->setMinimumAlpha(MINIMUM_IMPOSTOR_ALPHA);
}
else
{
shader->setMinimumAlpha(MINIMUM_ALPHA);
}
if (textureGamma)
{
shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
}
//also prepare rigged variant
if (shader->mRiggedVariant && shader->mRiggedVariant != shader)
{
prepare_alpha_shader(shader->mRiggedVariant, textureGamma, deferredEnvironment);
}
}
void LLDrawPoolAlpha::renderPostDeferred(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
deferred_render = TRUE;
// prepare shaders
emissive_shader = (LLPipeline::sRenderDeferred) ? &gDeferredEmissiveProgram :
(LLPipeline::sUnderWaterRender) ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
prepare_alpha_shader(emissive_shader, true, false);
fullbright_shader = (LLPipeline::sImpostorRender) ? &gDeferredFullbrightAlphaMaskProgram :
(LLPipeline::sUnderWaterRender) ? &gDeferredFullbrightWaterProgram : &gDeferredFullbrightAlphaMaskProgram;
prepare_alpha_shader(fullbright_shader, true, false);
simple_shader = (LLPipeline::sImpostorRender) ? &gDeferredAlphaImpostorProgram :
(LLPipeline::sUnderWaterRender) ? &gDeferredAlphaWaterProgram : &gDeferredAlphaProgram;
prepare_alpha_shader(simple_shader, false, true); //prime simple shader (loads shadow relevant uniforms)
// 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 && gSavedSettings.getBOOL("RenderDepthOfField"))
{
//update depth buffer sampler
gPipeline.mScreen.flush();
gPipeline.mDeferredDepth.copyContents(gPipeline.mDeferredScreen, 0, 0, gPipeline.mDeferredScreen.getWidth(), gPipeline.mDeferredScreen.getHeight(),
0, 0, gPipeline.mDeferredDepth.getWidth(), gPipeline.mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
gPipeline.mDeferredDepth.bindTarget();
simple_shader = fullbright_shader = &gObjectFullbrightAlphaMaskProgram;
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
gPipeline.mDeferredDepth.flush();
gPipeline.mScreen.bindTarget();
gGL.setColorMask(true, false);
}
deferred_render = FALSE;
}
//set some generic parameters for forward (non-deferred) rendering
static void prepare_forward_shader(LLGLSLShader* shader, F32 minimum_alpha)
{
shader->bind();
shader->setMinimumAlpha(minimum_alpha);
shader->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
//also prepare rigged variant
if (shader->mRiggedVariant && shader->mRiggedVariant != shader)
{
prepare_forward_shader(shader->mRiggedVariant, minimum_alpha);
}
}
void LLDrawPoolAlpha::render(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
simple_shader = (LLPipeline::sImpostorRender) ? &gObjectSimpleImpostorProgram :
(LLPipeline::sUnderWaterRender) ? &gObjectSimpleWaterProgram : &gObjectSimpleAlphaMaskProgram;
fullbright_shader = (LLPipeline::sImpostorRender) ? &gObjectFullbrightAlphaMaskProgram :
(LLPipeline::sUnderWaterRender) ? &gObjectFullbrightWaterProgram : &gObjectFullbrightAlphaMaskProgram;
emissive_shader = (LLPipeline::sImpostorRender) ? &gObjectEmissiveProgram :
(LLPipeline::sUnderWaterRender) ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
F32 minimum_alpha = MINIMUM_ALPHA;
if (LLPipeline::sImpostorRender)
{
minimum_alpha = MINIMUM_IMPOSTOR_ALPHA;
}
prepare_forward_shader(fullbright_shader, minimum_alpha);
prepare_forward_shader(simple_shader, minimum_alpha);
//first pass -- rigged only and drawn to depth buffer
forwardRender(true);
//second pass -- non-rigged, no depth buffer writes
forwardRender();
}
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;
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 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);
LLViewerFetchedTexture::sSmokeImagep->addTextureStats(1024.f * 1024.f);
gGL.getTexUnit(0)->bindFast(LLViewerFetchedTexture::sSmokeImagep);
renderAlphaHighlight(LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_TEXCOORD0);
pushBatches(LLRenderPass::PASS_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushBatches(LLRenderPass::PASS_ALPHA_INVISIBLE, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
// Material alpha mask
gGL.diffuseColor4f(0, 0, 1, 1);
pushBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushBatches(LLRenderPass::PASS_NORMMAP_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushBatches(LLRenderPass::PASS_SPECMAP_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushBatches(LLRenderPass::PASS_NORMSPEC_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
gGL.diffuseColor4f(0, 1, 0, 1);
pushBatches(LLRenderPass::PASS_INVISIBLE, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
gHighlightProgram.mRiggedVariant->bind();
gGL.diffuseColor4f(1, 0, 0, 1);
pushRiggedBatches(LLRenderPass::PASS_ALPHA_MASK_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushRiggedBatches(LLRenderPass::PASS_ALPHA_INVISIBLE_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
// Material alpha mask
gGL.diffuseColor4f(0, 0, 1, 1);
pushRiggedBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushRiggedBatches(LLRenderPass::PASS_NORMMAP_MASK_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushRiggedBatches(LLRenderPass::PASS_SPECMAP_MASK_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushRiggedBatches(LLRenderPass::PASS_NORMSPEC_MASK_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
gGL.diffuseColor4f(0, 1, 0, 1);
pushRiggedBatches(LLRenderPass::PASS_INVISIBLE_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
LLGLSLShader::sCurBoundShaderPtr->unbind();
}
}
void LLDrawPoolAlpha::renderAlphaHighlight(U32 mask)
{
for (int pass = 0; pass < 2; ++pass)
{ //two passes, one rigged and one not
LLVOAvatar* lastAvatar = nullptr;
U64 lastMeshId = 0;
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;
if (params.mParticle)
{
continue;
}
bool rigged = (params.mAvatar != nullptr);
gHighlightProgram.bind(rigged);
gGL.diffuseColor4f(1, 0, 0, 1);
if (rigged)
{
if (lastAvatar != params.mAvatar ||
lastMeshId != params.mSkinInfo->mHash)
{
if (!uploadMatrixPalette(params))
{
continue;
}
lastAvatar = params.mAvatar;
lastMeshId = params.mSkinInfo->mHash;
}
}
LLRenderPass::applyModelMatrix(params);
if (params.mGroup)
{
params.mGroup->rebuildMesh();
}
params.mVertexBuffer->setBufferFast(rigged ? mask | LLVertexBuffer::MAP_WEIGHT4 : mask);
params.mVertexBuffer->drawRangeFast(params.mDrawMode, 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->setBufferFast(mask);
LLRenderPass::applyModelMatrix(*draw);
draw->mVertexBuffer->drawRangeFast(draw->mDrawMode, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
}
bool LLDrawPoolAlpha::TexSetup(LLDrawInfo* draw, bool use_material)
{
bool tex_setup = false;
if (deferred_render && use_material && current_shader)
{
if (draw->mNormalMap)
{
draw->mNormalMap->addTextureStats(draw->mVSize);
current_shader->bindTexture(LLShaderMgr::BUMP_MAP, draw->mNormalMap);
}
if (draw->mSpecularMap)
{
draw->mSpecularMap->addTextureStats(draw->mVSize);
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(U32 mask, LLDrawInfo* draw)
{
LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.f);
draw->mVertexBuffer->setBufferFast((mask & ~LLVertexBuffer::MAP_COLOR) | LLVertexBuffer::MAP_EMISSIVE);
draw->mVertexBuffer->drawRangeFast(draw->mDrawMode, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
}
void LLDrawPoolAlpha::renderEmissives(U32 mask, 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(mask, draw);
RestoreTexSetup(tex_setup);
}
}
void LLDrawPoolAlpha::renderRiggedEmissives(U32 mask, 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);
LLVOAvatar* lastAvatar = nullptr;
U64 lastMeshId = 0;
mask |= LLVertexBuffer::MAP_WEIGHT4;
for (LLDrawInfo* draw : emissives)
{
bool tex_setup = TexSetup(draw, false);
if (lastAvatar != draw->mAvatar || lastMeshId != draw->mSkinInfo->mHash)
{
if (!uploadMatrixPalette(*draw))
{ // failed to upload matrix palette, skip rendering
continue;
}
lastAvatar = draw->mAvatar;
lastMeshId = draw->mSkinInfo->mHash;
}
drawEmissive(mask, draw);
RestoreTexSetup(tex_setup);
}
}
void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
BOOL initialized_lighting = FALSE;
BOOL light_enabled = TRUE;
LLVOAvatar* lastAvatar = nullptr;
U64 lastMeshId = 0;
LLGLSLShader* lastAvatarShader = nullptr;
LLCullResult::sg_iterator begin;
LLCullResult::sg_iterator end;
if (rigged)
{
begin = gPipeline.beginRiggedAlphaGroups();
end = gPipeline.endRiggedAlphaGroups();
}
else
{
begin = gPipeline.beginAlphaGroups();
end = gPipeline.endAlphaGroups();
}
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())
{
static std::vector<LLDrawInfo*> emissives;
static std::vector<LLDrawInfo*> rigged_emissives;
emissives.resize(0);
rigged_emissives.resize(0);
bool is_particle_or_hud_particle = group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_PARTICLE
|| group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD_PARTICLE;
bool draw_glow_for_this_partition = mShaderLevel > 0; // no shaders = no glow.
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")
U32 have_mask = params.mVertexBuffer->getTypeMask() & mask;
if (have_mask != mask)
{ //FIXME!
LL_WARNS_ONCE() << "Missing required components, expected mask: " << mask
<< " present: " << have_mask
<< ". Skipping render batch." << LL_ENDL;
continue;
}
if(depth_only)
{
// when updating depth buffer, discard faces that are more than 90% transparent
LLFace* face = params.mFace;
if(face)
{
const LLTextureEntry* tep = face->getTextureEntry();
if(tep)
{ // don't render faces that are more than 90% transparent
if(tep->getColor().mV[3] < MINIMUM_IMPOSTOR_ALPHA)
continue;
}
}
}
LLRenderPass::applyModelMatrix(params);
LLMaterial* mat = NULL;
if (deferred_render)
{
mat = 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 (deferred_render && mat)
{
U32 mask = params.mShaderMask;
llassert(mask < LLMaterial::SHADER_COUNT);
target_shader = &(gDeferredMaterialProgram[mask]);
if (LLPipeline::sUnderWaterRender)
{
target_shader = &(gDeferredMaterialWaterProgram[mask]);
}
if (params.mAvatar != nullptr)
{
llassert(target_shader->mRiggedVariant != nullptr);
target_shader = target_shader->mRiggedVariant;
}
if (current_shader != target_shader)
{
gPipeline.bindDeferredShader(*target_shader);
}
}
else if (!params.mFullbright)
{
target_shader = simple_shader;
}
else
{
target_shader = fullbright_shader;
}
if (params.mAvatar != 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).
target_shader->bind();
}
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 && deferred_render)
{
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[0], spec_color.mV[1], spec_color.mV[2], spec_color.mV[3]);
current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, env_intensity);
current_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, brightness);
}
if (params.mGroup)
{
params.mGroup->rebuildMesh();
}
if (params.mAvatar != nullptr)
{
if (lastAvatar != params.mAvatar ||
lastMeshId != params.mSkinInfo->mHash ||
lastAvatarShader != LLGLSLShader::sCurBoundShaderPtr)
{
if (!uploadMatrixPalette(params))
{
continue;
}
lastAvatar = params.mAvatar;
lastMeshId = params.mSkinInfo->mHash;
lastAvatarShader = LLGLSLShader::sCurBoundShaderPtr;
}
}
bool tex_setup = TexSetup(¶ms, (mat != nullptr));
{
LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test);
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;
}
U32 drawMask = mask;
if (params.mFullbright)
{
drawMask &= ~(LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2);
}
if (params.mAvatar != nullptr)
{
drawMask |= LLVertexBuffer::MAP_WEIGHT4;
}
params.mVertexBuffer->setBufferFast(drawMask);
params.mVertexBuffer->drawRangeFast(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
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 (draw_glow_for_this_partition &&
params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))
{
if (params.mAvatar != nullptr)
{
rigged_emissives.push_back(¶ms);
}
else
{
emissives.push_back(¶ms);
}
}
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(mask, emissives);
rebind = true;
}
if (!rigged_emissives.empty())
{
light_enabled = true;
renderRiggedEmissives(mask, 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();
}
}
bool LLDrawPoolAlpha::uploadMatrixPalette(const LLDrawInfo& params)
{
if (params.mAvatar.isNull())
{
return false;
}
const LLVOAvatar::MatrixPaletteCache& mpc = params.mAvatar.get()->updateSkinInfoMatrixPalette(params.mSkinInfo);
U32 count = mpc.mMatrixPalette.size();
if (count == 0)
{
//skin info not loaded yet, don't render
return false;
}
LLGLSLShader::sCurBoundShaderPtr->uniformMatrix3x4fv(LLViewerShaderMgr::AVATAR_MATRIX,
count,
FALSE,
(GLfloat*)&(mpc.mGLMp[0]));
return true;
}
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