SL-20606: Reuse vertex buffer between preview renders. Fix preview sometimes zoomed in too much. Miscellaneous cleanup

master
Cosmic Linden 2024-01-18 16:22:20 -08:00
parent 2f18d74f9a
commit 8a3d82dd5f
2 changed files with 65 additions and 15 deletions

View File

@ -37,11 +37,7 @@ void main()
{
vec4 diff = texture(diffuseRect, vary_fragcoord.xy);
#if 1
frag_color = diff;
#else
frag_color = vec4(1,0,1,1);
#endif
gl_FragDepth = texture(depthMap, vary_fragcoord.xy).r;
}

View File

@ -27,6 +27,7 @@
#include "llgltfmaterialpreviewmgr.h"
#include <memory>
#include <vector>
#include "llavatarappearancedefines.h"
@ -210,12 +211,22 @@ struct GLTFPreviewModel
{
mDrawInfo->mModelMatrix = &mModelMatrix;
}
GLTFPreviewModel(GLTFPreviewModel&) = delete;
~GLTFPreviewModel()
{
// No model matrix necromancy
llassert(gGLLastMatrix != &mModelMatrix);
gGLLastMatrix = nullptr;
}
LLPointer<LLDrawInfo> mDrawInfo;
LLMatrix4 mModelMatrix; // Referenced by mDrawInfo
};
using PreviewSpherePart = std::unique_ptr<GLTFPreviewModel>;
using PreviewSphere = std::vector<PreviewSpherePart>;
// Like LLVolumeGeometryManager::registerFace but without batching or too-many-indices/vertices checking.
std::vector<GLTFPreviewModel> create_preview_sphere(LLPointer<LLFetchedGLTFMaterial>& material, const LLMatrix4& model_matrix)
PreviewSphere create_preview_sphere(LLPointer<LLFetchedGLTFMaterial>& material, const LLMatrix4& model_matrix)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_UI;
@ -239,7 +250,7 @@ std::vector<GLTFPreviewModel> create_preview_sphere(LLPointer<LLFetchedGLTFMater
face.createTangents();
}
std::vector<GLTFPreviewModel> preview_sphere;
PreviewSphere preview_sphere;
preview_sphere.reserve(volume->getNumFaces());
LLPointer<LLVertexBuffer> buf = new LLVertexBuffer(
@ -299,7 +310,7 @@ std::vector<GLTFPreviewModel> create_preview_sphere(LLPointer<LLFetchedGLTFMater
constexpr LLViewerTexture* no_media = nullptr;
LLPointer<LLDrawInfo> info = new LLDrawInfo(U16(vertex_offset), U16(vertex_offset + face.mNumVertices - 1), face.mNumIndices, index_offset, no_media, buf.get());
info->mGLTFMaterial = material;
preview_sphere.emplace_back(info, model_matrix);
preview_sphere.emplace_back(std::make_unique<GLTFPreviewModel>(info, model_matrix));
index_offset += face.mNumIndices;
vertex_offset += face.mNumVertices;
}
@ -309,6 +320,44 @@ std::vector<GLTFPreviewModel> create_preview_sphere(LLPointer<LLFetchedGLTFMater
return preview_sphere;
}
void set_preview_sphere_material(PreviewSphere& preview_sphere, LLPointer<LLFetchedGLTFMaterial>& material)
{
llassert(!preview_sphere.empty());
if (preview_sphere.empty()) { return; }
const LLColor4U vertex_color(material->mBaseColor);
// See comments about unmapBuffer in llvertexbuffer.h
for (PreviewSpherePart& part : preview_sphere)
{
LLDrawInfo* info = part->mDrawInfo.get();
info->mGLTFMaterial = material;
LLVertexBuffer* buf = info->mVertexBuffer.get();
LLStrider<LLColor4U> colors;
const S32 count = info->mEnd - info->mStart;
buf->getColorStrider(colors, info->mStart, count);
for (S32 i = 0; i < count; ++i)
{
*colors++ = vertex_color;
}
buf->unmapBuffer();
}
}
PreviewSphere& get_preview_sphere(LLPointer<LLFetchedGLTFMaterial>& material, const LLMatrix4& model_matrix)
{
static PreviewSphere preview_sphere;
if (preview_sphere.empty())
{
preview_sphere = create_preview_sphere(material, model_matrix);
}
else
{
set_preview_sphere_material(preview_sphere, material);
}
return preview_sphere;
}
// Final, direct modifications to shader constants, just before render
void fixup_shader_constants(LLGLSLShader& shader)
{
@ -354,10 +403,14 @@ BOOL LLGLTFPreviewTexture::render()
LL_PROFILE_ZONE_SCOPED_CATEGORY_UI;
if (!mShouldRender) { return FALSE; }
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
LLGLDepthTest(GL_FALSE);
LLGLDisable stencil(GL_STENCIL_TEST);
LLGLDisable scissor(GL_SCISSOR_TEST);
SetTemporarily<bool> no_dof(&LLPipeline::RenderDepthOfField, false);
SetTemporarily<bool> no_glow(&LLPipeline::sRenderGlow, false);
SetTemporarily<bool> no_ssr(&LLPipeline::RenderScreenSpaceReflections, false);
SetTemporarily<U32> no_fxaa(&LLPipeline::RenderFSAASamples, U32(0));
@ -393,11 +446,7 @@ BOOL LLGLTFPreviewTexture::render()
// Generate sphere object on-the-fly. Discard afterwards. (Vertex buffer is
// discarded, but the sphere should be cached in LLVolumeMgr.)
std::vector<GLTFPreviewModel> preview_sphere = create_preview_sphere(mGLTFMaterial, object_transform);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
PreviewSphere& preview_sphere = get_preview_sphere(mGLTFMaterial, object_transform);
gPipeline.setupHWLights();
glh::matrix4f mat = copy_matrix(gGLModelView);
@ -415,10 +464,13 @@ BOOL LLGLTFPreviewTexture::render()
LLRenderTarget& screen = gPipeline.mAuxillaryRT.screen;
// *HACK: Force reset of the model matrix
gGLLastMatrix = nullptr;
#if 0
if (mGLTFMaterial->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_OPAQUE || mGLTFMaterial->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_MASK)
{
// *TODO: Opaque/alpha mask rendering (gDeferredPBROpaqueProgram)
// *TODO: Opaque/alpha mask rendering
}
else
#endif
@ -433,9 +485,9 @@ BOOL LLGLTFPreviewTexture::render()
gPipeline.bindDeferredShader(shader);
fixup_shader_constants(shader);
for (GLTFPreviewModel& part : preview_sphere)
for (PreviewSpherePart& part : preview_sphere)
{
LLRenderPass::pushGLTFBatch(*part.mDrawInfo);
LLRenderPass::pushGLTFBatch(*part->mDrawInfo);
}
gPipeline.unbindDeferredShader(shader);
@ -453,6 +505,8 @@ BOOL LLGLTFPreviewTexture::render()
gPipeline.renderDoF(&screen, &gPipeline.mPostMap);
gPipeline.applyFXAA(&gPipeline.mPostMap, &screen);
// Final render
gDeferredPostNoDoFProgram.bind();
// From LLPipeline::renderFinalize: "Whatever is last in the above post processing chain should _always_ be rendered directly here. If not, expect problems."