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/**
* @file lldrawpool.cpp
* @brief LLDrawPoolMaterials class implementation
* @author Jonathan "Geenz" Goodman
*
* $LicenseInfo:firstyear=2002&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2013, 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 "lldrawpoolmaterials.h"
#include "llviewershadermgr.h"
#include "pipeline.h"
S32 diffuse_channel = -1;
LLDrawPoolMaterials::LLDrawPoolMaterials()
: LLRenderPass(LLDrawPool::POOL_MATERIALS)
{
}
void LLDrawPoolMaterials::prerender()
{
mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
S32 LLDrawPoolMaterials::getNumDeferredPasses()
{
return 12;
}
void LLDrawPoolMaterials::beginDeferredPass(S32 pass)
{
U32 shader_idx[] =
{
0, //LLRenderPass::PASS_MATERIAL,
//1, //LLRenderPass::PASS_MATERIAL_ALPHA,
2, //LLRenderPass::PASS_MATERIAL_ALPHA_MASK,
3, //LLRenderPass::PASS_MATERIAL_ALPHA_GLOW,
4, //LLRenderPass::PASS_SPECMAP,
//5, //LLRenderPass::PASS_SPECMAP_BLEND,
6, //LLRenderPass::PASS_SPECMAP_MASK,
7, //LLRenderPass::PASS_SPECMAP_GLOW,
8, //LLRenderPass::PASS_NORMMAP,
//9, //LLRenderPass::PASS_NORMMAP_BLEND,
10, //LLRenderPass::PASS_NORMMAP_MASK,
11, //LLRenderPass::PASS_NORMMAP_GLOW,
12, //LLRenderPass::PASS_NORMSPEC,
//13, //LLRenderPass::PASS_NORMSPEC_BLEND,
14, //LLRenderPass::PASS_NORMSPEC_MASK,
15, //LLRenderPass::PASS_NORMSPEC_GLOW,
};
mShader = &(gDeferredMaterialProgram[shader_idx[pass]]);
mShader->bind();
diffuse_channel = mShader->enableTexture(LLShaderMgr::DIFFUSE_MAP);
LL_RECORD_BLOCK_TIME(FTM_RENDER_MATERIALS);
}
void LLDrawPoolMaterials::endDeferredPass(S32 pass)
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_MATERIALS);
mShader->unbind();
LLRenderPass::endRenderPass(pass);
}
void LLDrawPoolMaterials::renderDeferred(S32 pass)
{
U32 type_list[] =
{
LLRenderPass::PASS_MATERIAL,
//LLRenderPass::PASS_MATERIAL_ALPHA,
LLRenderPass::PASS_MATERIAL_ALPHA_MASK,
LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE,
LLRenderPass::PASS_SPECMAP,
//LLRenderPass::PASS_SPECMAP_BLEND,
LLRenderPass::PASS_SPECMAP_MASK,
LLRenderPass::PASS_SPECMAP_EMISSIVE,
LLRenderPass::PASS_NORMMAP,
//LLRenderPass::PASS_NORMMAP_BLEND,
LLRenderPass::PASS_NORMMAP_MASK,
LLRenderPass::PASS_NORMMAP_EMISSIVE,
LLRenderPass::PASS_NORMSPEC,
//LLRenderPass::PASS_NORMSPEC_BLEND,
LLRenderPass::PASS_NORMSPEC_MASK,
LLRenderPass::PASS_NORMSPEC_EMISSIVE,
};
llassert(pass < sizeof(type_list)/sizeof(U32));
U32 type = type_list[pass];
U32 mask = mShader->mAttributeMask;
LLCullResult::drawinfo_iterator begin = gPipeline.beginRenderMap(type);
LLCullResult::drawinfo_iterator end = gPipeline.endRenderMap(type);
for (LLCullResult::drawinfo_iterator i = begin; i != end; ++i)
{
LLDrawInfo& params = **i;
mShader->uniform4f(LLShaderMgr::SPECULAR_COLOR, params.mSpecColor.mV[0], params.mSpecColor.mV[1], params.mSpecColor.mV[2], params.mSpecColor.mV[3]);
mShader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, params.mEnvIntensity);
if (params.mNormalMap)
{
params.mNormalMap->addTextureStats(params.mVSize);
bindNormalMap(params.mNormalMap);
}
if (params.mSpecularMap)
{
params.mSpecularMap->addTextureStats(params.mVSize);
bindSpecularMap(params.mSpecularMap);
}
mShader->setMinimumAlpha(params.mAlphaMaskCutoff);
mShader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, params.mFullbright ? 1.f : 0.f);
pushBatch(params, mask, TRUE);
}
}
void LLDrawPoolMaterials::bindSpecularMap(LLViewerTexture* tex)
{
mShader->bindTexture(LLShaderMgr::SPECULAR_MAP, tex);
}
void LLDrawPoolMaterials::bindNormalMap(LLViewerTexture* tex)
{
mShader->bindTexture(LLShaderMgr::BUMP_MAP, tex);
}
void LLDrawPoolMaterials::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures)
{
applyModelMatrix(params);
bool tex_setup = false;
if (batch_textures && 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.mTextureMatrix)
{
//if (mShiny)
{
gGL.getTexUnit(0)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
}
gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
gPipeline.mTextureMatrixOps++;
tex_setup = true;
}
if (mVertexShaderLevel > 1 && texture)
{
if (params.mTexture.notNull())
{
gGL.getTexUnit(diffuse_channel)->bind(params.mTexture);
params.mTexture->addTextureStats(params.mVSize);
}
else
{
gGL.getTexUnit(diffuse_channel)->unbind(LLTexUnit::TT_TEXTURE);
}
}
}
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);
if (tex_setup)
{
gGL.getTexUnit(0)->activate();
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
}
}
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