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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"
BOOL LLDrawPoolAlpha::sShowDebugAlpha = FALSE;
static BOOL deferred_render = FALSE;
LLDrawPoolAlpha::LLDrawPoolAlpha(U32 type) :
LLRenderPass(type), current_shader(NULL), target_shader(NULL),
simple_shader(NULL), fullbright_shader(NULL), emissive_shader(NULL),
mColorSFactor(LLRender::BF_UNDEF), mColorDFactor(LLRender::BF_UNDEF),
mAlphaSFactor(LLRender::BF_UNDEF), mAlphaDFactor(LLRender::BF_UNDEF)
{
}
LLDrawPoolAlpha::~LLDrawPoolAlpha()
{
}
void LLDrawPoolAlpha::prerender()
{
mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
S32 LLDrawPoolAlpha::getNumPostDeferredPasses()
{
if (LLPipeline::sImpostorRender)
{ //skip depth buffer filling pass when rendering impostors
return 1;
}
else if (gSavedSettings.getBOOL("RenderDepthOfField"))
{
return 2;
}
else
{
return 1;
}
}
void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA);
if (pass == 0)
{
if (LLPipeline::sImpostorRender)
{
simple_shader = &gDeferredAlphaImpostorProgram;
fullbright_shader = &gDeferredFullbrightProgram;
}
else if (LLPipeline::sUnderWaterRender)
{
simple_shader = &gDeferredAlphaWaterProgram;
fullbright_shader = &gDeferredFullbrightWaterProgram;
}
else
{
simple_shader = &gDeferredAlphaProgram;
fullbright_shader = &gDeferredFullbrightProgram;
}
F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
fullbright_shader->bind();
fullbright_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
fullbright_shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
fullbright_shader->unbind();
//prime simple shader (loads shadow relevant uniforms)
gPipeline.bindDeferredShader(*simple_shader);
simple_shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
}
else if (!LLPipeline::sImpostorRender)
{
//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;
gObjectFullbrightAlphaMaskProgram.bind();
gObjectFullbrightAlphaMaskProgram.setMinimumAlpha(0.33f);
}
if (LLPipeline::sRenderDeferred)
{
emissive_shader = &gDeferredEmissiveProgram;
}
else
{
if (LLPipeline::sUnderWaterRender)
{
emissive_shader = &gObjectEmissiveWaterProgram;
}
else
{
emissive_shader = &gObjectEmissiveProgram;
}
}
deferred_render = TRUE;
if (mVertexShaderLevel > 0)
{
// Start out with no shaders.
current_shader = target_shader = NULL;
}
gPipeline.enableLightsDynamic();
}
void LLDrawPoolAlpha::endPostDeferredPass(S32 pass)
{
if (pass == 1 && !LLPipeline::sImpostorRender)
{
gPipeline.mDeferredDepth.flush();
gPipeline.mScreen.bindTarget();
gObjectFullbrightAlphaMaskProgram.unbind();
}
deferred_render = FALSE;
endRenderPass(pass);
}
void LLDrawPoolAlpha::renderPostDeferred(S32 pass)
{
render(pass);
}
void LLDrawPoolAlpha::beginRenderPass(S32 pass)
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA);
if (LLPipeline::sImpostorRender)
{
simple_shader = &gObjectSimpleImpostorProgram;
fullbright_shader = &gObjectFullbrightProgram;
emissive_shader = &gObjectEmissiveProgram;
}
else if (LLPipeline::sUnderWaterRender)
{
simple_shader = &gObjectSimpleWaterProgram;
fullbright_shader = &gObjectFullbrightWaterProgram;
emissive_shader = &gObjectEmissiveWaterProgram;
}
else
{
simple_shader = &gObjectSimpleProgram;
fullbright_shader = &gObjectFullbrightProgram;
emissive_shader = &gObjectEmissiveProgram;
}
if (mVertexShaderLevel > 0)
{
// Start out with no shaders.
current_shader = target_shader = NULL;
LLGLSLShader::bindNoShader();
}
gPipeline.enableLightsDynamic();
}
void LLDrawPoolAlpha::endRenderPass( S32 pass )
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA);
LLRenderPass::endRenderPass(pass);
if(gPipeline.canUseWindLightShaders())
{
LLGLSLShader::bindNoShader();
}
}
void LLDrawPoolAlpha::render(S32 pass)
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA);
LLGLSPipelineAlpha gls_pipeline_alpha;
if (deferred_render && pass == 1)
{ //depth only
gGL.setColorMask(false, false);
}
else
{
gGL.setColorMask(true, true);
}
bool write_depth = LLDrawPoolWater::sSkipScreenCopy
|| (deferred_render && pass == 1)
// 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);
if (deferred_render && pass == 1)
{
gGL.blendFunc(LLRender::BF_SOURCE_ALPHA, LLRender::BF_ONE_MINUS_SOURCE_ALPHA);
}
else
{
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 (mVertexShaderLevel > 0)
{
if (LLPipeline::sImpostorRender)
{
fullbright_shader->bind();
fullbright_shader->setMinimumAlpha(0.5f);
simple_shader->bind();
simple_shader->setMinimumAlpha(0.5f);
}
else
{
fullbright_shader->bind();
fullbright_shader->setMinimumAlpha(0.f);
simple_shader->bind();
simple_shader->setMinimumAlpha(0.f);
}
}
else
{
if (LLPipeline::sImpostorRender)
{
gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); //OK
}
else
{
gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); //OK
}
}
}
if (mVertexShaderLevel > 0)
{
renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2, pass);
}
else
{
renderAlpha(getVertexDataMask(), pass);
}
gGL.setColorMask(true, false);
if (deferred_render && pass == 1)
{
gGL.setSceneBlendType(LLRender::BT_ALPHA);
}
if (sShowDebugAlpha)
{
BOOL shaders = gPipeline.canUseVertexShaders();
if(shaders)
{
gHighlightProgram.bind();
}
else
{
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
}
gGL.diffuseColor4f(1,0,0,1);
LLViewerFetchedTexture::sSmokeImagep->addTextureStats(1024.f*1024.f);
gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sSmokeImagep, TRUE) ;
renderAlphaHighlight(LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_TEXCOORD0);
pushBatches(LLRenderPass::PASS_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushBatches(LLRenderPass::PASS_ALPHA_INVISIBLE, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
if(shaders)
{
gHighlightProgram.unbind();
}
}
}
void LLDrawPoolAlpha::renderAlphaHighlight(U32 mask)
{
for (LLCullResult::sg_iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i)
{
LLSpatialGroup* group = *i;
if (group->getSpatialPartition()->mRenderByGroup &&
!group->isDead())
{
LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA];
for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)
{
LLDrawInfo& params = **k;
if (params.mParticle)
{
continue;
}
LLRenderPass::applyModelMatrix(params);
if (params.mGroup)
{
params.mGroup->rebuildMesh();
}
params.mVertexBuffer->setBuffer(mask);
params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
}
}
}
}
static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_GROUP_LOOP("Alpha Group");
static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_PUSH("Alpha Push Verts");
void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
{
BOOL initialized_lighting = FALSE;
BOOL light_enabled = TRUE;
BOOL use_shaders = gPipeline.canUseVertexShaders();
for (LLCullResult::sg_iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i)
{
LLSpatialGroup* group = *i;
llassert(group);
llassert(group->getSpatialPartition());
if (group->getSpatialPartition()->mRenderByGroup &&
!group->isDead())
{
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 = mVertexShaderLevel > 0; // no shaders = no glow.
LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_GROUP_LOOP);
bool disable_cull = is_particle_or_hud_particle;
LLGLDisable cull(disable_cull ? GL_CULL_FACE : 0);
LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA];
for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)
{
LLDrawInfo& params = **k;
if ((params.mVertexBuffer->getTypeMask() & mask) != mask)
{ //FIXME!
LL_WARNS_ONCE() << "Missing required components, expected mask: " << mask
<< " present: " << (params.mVertexBuffer->getTypeMask() & mask)
<< ". Skipping render batch." << LL_ENDL;
continue;
}
// Fix for bug - NORSPEC-271
// 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
if(pass == 1 && !LLPipeline::sImpostorRender)
{
LLFace* face = params.mFace;
if(face)
{
const LLTextureEntry* tep = face->getTextureEntry();
if(tep)
{
if(tep->getColor().mV[3] < 0.1f)
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;
if (use_shaders)
{
target_shader = fullbright_shader;
}
else
{
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
}
light_enabled = FALSE;
}
}
// Turn on lighting if it isn't already.
else if (!light_enabled || !initialized_lighting)
{
initialized_lighting = TRUE;
if (use_shaders)
{
target_shader = simple_shader;
}
else
{
gPipeline.enableLightsDynamic();
}
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 (current_shader != target_shader)
{
gPipeline.bindDeferredShader(*target_shader);
}
}
else if (!params.mFullbright)
{
target_shader = simple_shader;
}
else
{
target_shader = fullbright_shader;
}
if(use_shaders && (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).
current_shader = target_shader;
current_shader->bind();
}
else if (!use_shaders && current_shader != NULL)
{
LLGLSLShader::bindNoShader();
current_shader = NULL;
}
if (use_shaders && mat)
{
// We have a material. Supply the appropriate data here.
if (LLPipeline::sRenderDeferred)
{
current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, params.mSpecColor.mV[0], params.mSpecColor.mV[1], params.mSpecColor.mV[2], params.mSpecColor.mV[3]);
current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, params.mEnvIntensity);
current_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, params.mFullbright ? 1.f : 0.f);
if (params.mNormalMap)
{
params.mNormalMap->addTextureStats(params.mVSize);
current_shader->bindTexture(LLShaderMgr::BUMP_MAP, params.mNormalMap);
}
if (params.mSpecularMap)
{
params.mSpecularMap->addTextureStats(params.mVSize);
current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, params.mSpecularMap);
}
}
} else if (LLPipeline::sRenderDeferred && current_shader && (current_shader == simple_shader))
{
current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, 1.0f, 1.0f, 1.0f, 1.0f);
current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, 0.0f);
LLViewerFetchedTexture::sFlatNormalImagep->addTextureStats(params.mVSize);
current_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep);
LLViewerFetchedTexture::sWhiteImagep->addTextureStats(params.mVSize);
current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep);
}
if (params.mGroup)
{
params.mGroup->rebuildMesh();
}
bool tex_setup = false;
if (use_shaders && params.mTextureList.size() > 1)
{
for (U32 i = 0; i < params.mTextureList.size(); ++i)
{
if (params.mTextureList[i].notNull())
{
gGL.getTexUnit(i)->bind(params.mTextureList[i], TRUE);
}
}
}
else
{ //not batching textures or batch has only 1 texture -- might need a texture matrix
if (params.mTexture.notNull())
{
params.mTexture->addTextureStats(params.mVSize);
if (use_shaders && mat)
{
current_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, params.mTexture);
}
else
{
gGL.getTexUnit(0)->bind(params.mTexture, TRUE) ;
}
if (params.mTextureMatrix)
{
tex_setup = true;
gGL.getTexUnit(0)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
gPipeline.mTextureMatrixOps++;
}
}
else
{
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
}
}
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_PUSH);
gGL.blendFunc((LLRender::eBlendFactor) params.mBlendFuncSrc, (LLRender::eBlendFactor) params.mBlendFuncDst, mAlphaSFactor, mAlphaDFactor);
params.mVertexBuffer->setBuffer(mask & ~(params.mFullbright ? (LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2) : 0));
params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
}
// If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls could be expensive, but glow must be drawn Z-sorted with alpha.
if (current_shader &&
draw_glow_for_this_partition &&
params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))
{
// install glow-accumulating blend mode
gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, // don't touch color
LLRender::BF_ONE, LLRender::BF_ONE); // add to alpha (glow)
emissive_shader->bind();
params.mVertexBuffer->setBuffer((mask & ~LLVertexBuffer::MAP_COLOR) | LLVertexBuffer::MAP_EMISSIVE);
// do the actual drawing, again
params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
// restore our alpha blend mode
gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
current_shader->bind();
}
if (tex_setup)
{
gGL.getTexUnit(0)->activate();
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
}
}
}
}
gGL.setSceneBlendType(LLRender::BT_ALPHA);
LLVertexBuffer::unbind();
if (!light_enabled)
{
gPipeline.enableLightsDynamic();
}
}
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