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/**
* @file lldrawpoolsimple.cpp
* @brief LLDrawPoolSimple class implementation
*
* $LicenseInfo:firstyear=2002&license=viewergpl$
*
* Copyright (c) 2002-2007, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlife.com/developers/opensource/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at http://secondlife.com/developers/opensource/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "lldrawpoolsimple.h"
#include "llviewercamera.h"
#include "llagent.h"
#include "lldrawable.h"
#include "llface.h"
#include "llsky.h"
#include "pipeline.h"
#include "llspatialpartition.h"
#include "llglslshader.h"
#include "llglimmediate.h"
static LLGLSLShader* simple_shader = NULL;
static LLGLSLShader* fullbright_shader = NULL;
void LLDrawPoolGlow::render(S32 pass)
{
LLFastTimer t(LLFastTimer::FTM_RENDER_GLOW);
LLGLEnable blend(GL_BLEND);
LLGLDisable test(GL_ALPHA_TEST);
gGL.blendFunc(GL_ONE, GL_ONE);
U32 shader_level = LLShaderMgr::getVertexShaderLevel(LLShaderMgr::SHADER_OBJECT);
if (shader_level > 0 && fullbright_shader)
{
fullbright_shader->bind();
}
else
{
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
}
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
renderTexture(LLRenderPass::PASS_GLOW, getVertexDataMask());
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
gGL.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (shader_level > 0 && fullbright_shader)
{
fullbright_shader->unbind();
}
}
void LLDrawPoolGlow::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture)
{
glColor4ubv(params.mGlowColor.mV);
LLRenderPass::pushBatch(params, mask, texture);
}
LLDrawPoolSimple::LLDrawPoolSimple() :
LLRenderPass(POOL_SIMPLE)
{
}
void LLDrawPoolSimple::prerender()
{
mVertexShaderLevel = LLShaderMgr::getVertexShaderLevel(LLShaderMgr::SHADER_OBJECT);
}
void LLDrawPoolSimple::beginRenderPass(S32 pass)
{
LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE);
if (LLPipeline::sUnderWaterRender)
{
simple_shader = &gObjectSimpleWaterProgram;
fullbright_shader = &gObjectFullbrightWaterProgram;
}
else
{
simple_shader = &gObjectSimpleProgram;
fullbright_shader = &gObjectFullbrightProgram;
}
if (mVertexShaderLevel > 0)
{
simple_shader->bind();
simple_shader->uniform1f(LLShaderMgr::FULLBRIGHT, 0.f);
}
else
{
// don't use shaders!
if (gGLManager.mHasShaderObjects)
{
glUseProgramObjectARB(0);
}
}
}
void LLDrawPoolSimple::endRenderPass(S32 pass)
{
LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE);
LLRenderPass::endRenderPass(pass);
if (mVertexShaderLevel > 0){
simple_shader->unbind();
}
}
void LLDrawPoolSimple::render(S32 pass)
{
LLGLDisable blend(GL_BLEND);
LLGLState alpha_test(GL_ALPHA_TEST, gPipeline.canUseWindLightShadersOnObjects());
glAlphaFunc(GL_GREATER, 0.5f);
{ //render simple
LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE);
gPipeline.enableLightsDynamic();
renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask());
}
{
LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS);
LLGLEnable test(GL_ALPHA_TEST);
LLGLEnable blend(GL_BLEND);
gGL.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//render grass
LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask());
}
{ //render fullbright
if (mVertexShaderLevel > 0)
{
fullbright_shader->bind();
fullbright_shader->uniform1f(LLShaderMgr::FULLBRIGHT, 1.f);
}
else
{
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
}
LLFastTimer t(LLFastTimer::FTM_RENDER_FULLBRIGHT);
U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD | LLVertexBuffer::MAP_COLOR;
renderTexture(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask);
}
glAlphaFunc(GL_GREATER, 0.01f);
}
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