fixes VWR-4214 Glow effect passes through alpha textures where alpha is actually "solid"

and its many many dupes.

In summary this does the following:
* When laying down alpha, uses the new separated color-and-alpha blend func support to suppress existing glow in proportion to the opacity of the incoming fragments
* Moves glowing-alpha support from the glow pool to the alpha pool, ensures that the glow pass for a vertex buffer happens after the alpha pass for the vertex buffer so that it doesn't suppress its *own* glow.

Tested with all shader modes, FBO on/off, and deferred rendering.  Tested with every permutation of alpha/non-alpha/glow/non-glow/fullbright/waterglow/particle interaction I could contrive so far. :)
meow-7.2.2
Tofu Linden 2010-03-08 12:28:33 +00:00
parent 0604715af6
commit 6286dad2e9
2 changed files with 41 additions and 12 deletions

View File

@ -204,7 +204,12 @@ void LLDrawPoolAlpha::render(S32 pass)
}
LLGLDepthTest depth(GL_TRUE, LLDrawPoolWater::sSkipScreenCopy ? GL_TRUE : GL_FALSE);
gGL.setColorMask(true, true);
gGL.blendFunc(LLRender::BF_SOURCE_ALPHA, LLRender::BF_ONE_MINUS_SOURCE_ALPHA,
LLRender::BF_ZERO, LLRender::BF_ONE_MINUS_SOURCE_ALPHA);
renderAlpha(getVertexDataMask());
gGL.setColorMask(true, false);
if (deferred_render && current_shader != NULL)
{
@ -283,9 +288,18 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
for (LLCullResult::sg_list_t::iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i)
{
LLSpatialGroup* group = *i;
llassert(group);
llassert(group->mSpatialPartition);
if (group->mSpatialPartition->mRenderByGroup &&
!group->isDead())
!group->isDead())
{
bool draw_glow_for_this_partition = mVertexShaderLevel > 0 && // no shaders = no glow.
// All particle systems seem to come off the wire with texture entries which claim that they glow. This is probably a bug in the data. Suppress.
group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_PARTICLE &&
group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_CLOUD &&
group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_HUD_PARTICLE;
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)
@ -385,6 +399,27 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
params.mVertexBuffer->setBuffer(mask);
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 (draw_glow_for_this_partition &&
params.mGlowColor.mV[3] > 0)
{
// 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)
// glow doesn't use vertex colors from the mesh data
params.mVertexBuffer->setBuffer(mask & ~LLVertexBuffer::MAP_COLOR);
glColor4ubv(params.mGlowColor.mV);
// 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(LLRender::BF_SOURCE_ALPHA, LLRender::BF_ONE_MINUS_SOURCE_ALPHA,
LLRender::BF_ZERO, LLRender::BF_ONE_MINUS_SOURCE_ALPHA);
}
if (params.mTextureMatrix && params.mTexture.notNull())
{

View File

@ -3199,11 +3199,10 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep,
S32 idx = draw_vec.size()-1;
BOOL fullbright = (type == LLRenderPass::PASS_FULLBRIGHT) ||
(type == LLRenderPass::PASS_INVISIBLE) ||
(type == LLRenderPass::PASS_ALPHA ? facep->isState(LLFace::FULLBRIGHT) : FALSE);
(type == LLRenderPass::PASS_INVISIBLE) ||
(type == LLRenderPass::PASS_ALPHA ? facep->isState(LLFace::FULLBRIGHT) : FALSE);
if (!fullbright && type != LLRenderPass::PASS_GLOW && !facep->mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_NORMAL))
{
llwarns << "Non fullbright face has no normals!" << llendl;
@ -3232,12 +3231,7 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep,
LLViewerTexture* tex = facep->getTexture();
U8 glow = 0;
if (type == LLRenderPass::PASS_GLOW)
{
glow = (U8) (facep->getTextureEntry()->getGlow() * 255);
}
U8 glow = (U8) (facep->getTextureEntry()->getGlow() * 255);
if (facep->mVertexBuffer.isNull())
{
@ -3878,7 +3872,7 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
}
}
if (LLPipeline::sRenderGlow && te->getGlow() > 0.f)
if (!is_alpha && LLPipeline::sRenderGlow && te->getGlow() > 0.f)
{
registerFace(group, facep, LLRenderPass::PASS_GLOW);
}