phoenix-firestorm/indra/newview/lldrawpoolsimple.cpp

216 lines
5.8 KiB
C++

/**
* @file lldrawpoolsimple.cpp
* @brief LLDrawPoolSimple 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 "lldrawpoolsimple.h"
#include "llviewercamera.h"
#include "lldrawable.h"
#include "llface.h"
#include "llsky.h"
#include "pipeline.h"
#include "llspatialpartition.h"
#include "llviewershadermgr.h"
#include "llrender.h"
#include "gltfscenemanager.h"
static LLTrace::BlockTimerStatHandle FTM_RENDER_SIMPLE_DEFERRED("Deferred Simple");
static LLTrace::BlockTimerStatHandle FTM_RENDER_GRASS_DEFERRED("Deferred Grass");
void LLDrawPoolGlow::renderPostDeferred(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
LLGLSLShader* shader = &gDeferredEmissiveProgram;
LLGLEnable blend(GL_BLEND);
gGL.flush();
/// Get rid of z-fighting with non-glow pass.
LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -1.0f);
gGL.setSceneBlendType(LLRender::BT_ADD);
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
gGL.setColorMask(false, true);
//first pass -- static objects
shader->bind();
pushBatches(LLRenderPass::PASS_GLOW, true, true);
// second pass -- rigged objects
shader = shader->mRiggedVariant;
shader->bind();
pushRiggedBatches(LLRenderPass::PASS_GLOW_RIGGED, true, true);
gGL.setColorMask(true, false);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
}
LLDrawPoolSimple::LLDrawPoolSimple() :
LLRenderPass(POOL_SIMPLE)
{
}
static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_MASK("Alpha Mask");
LLDrawPoolAlphaMask::LLDrawPoolAlphaMask() :
LLRenderPass(POOL_ALPHA_MASK)
{
}
LLDrawPoolFullbrightAlphaMask::LLDrawPoolFullbrightAlphaMask() :
LLRenderPass(POOL_FULLBRIGHT_ALPHA_MASK)
{
}
//===============================
//DEFERRED IMPLEMENTATION
//===============================
S32 LLDrawPoolSimple::getNumDeferredPasses()
{
return 1;
}
void LLDrawPoolSimple::renderDeferred(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_SIMPLE_DEFERRED);
LLGLDisable blend(GL_BLEND);
//render static
gDeferredDiffuseProgram.bind();
pushBatches(LLRenderPass::PASS_SIMPLE, true, true);
//render rigged
gDeferredDiffuseProgram.bind(true);
pushRiggedBatches(LLRenderPass::PASS_SIMPLE_RIGGED, true, true);
}
static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_MASK_DEFERRED("Deferred Alpha Mask");
void LLDrawPoolAlphaMask::renderDeferred(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_MASK_DEFERRED);
LLGLSLShader* shader = &gDeferredDiffuseAlphaMaskProgram;
//render static
shader->bind();
pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, true, true);
//render rigged
shader->bind(true);
pushRiggedMaskBatches(LLRenderPass::PASS_ALPHA_MASK_RIGGED, true, true);
}
// grass drawpool
LLDrawPoolGrass::LLDrawPoolGrass() :
LLRenderPass(POOL_GRASS)
{
}
void LLDrawPoolGrass::renderDeferred(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
{
gDeferredNonIndexedDiffuseAlphaMaskProgram.bind();
gDeferredNonIndexedDiffuseAlphaMaskProgram.setMinimumAlpha(0.5f);
//render grass
LLRenderPass::pushBatches(LLRenderPass::PASS_GRASS, getVertexDataMask());
}
}
// Fullbright drawpool
LLDrawPoolFullbright::LLDrawPoolFullbright() :
LLRenderPass(POOL_FULLBRIGHT)
{
}
void LLDrawPoolFullbright::renderPostDeferred(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_FULLBRIGHT);
LLGLSLShader* shader = nullptr;
if (LLPipeline::sRenderingHUDs)
{
shader = &gHUDFullbrightProgram;
}
else
{
shader = &gDeferredFullbrightProgram;
}
gGL.setSceneBlendType(LLRender::BT_ALPHA);
// render static
shader->bind();
pushBatches(LLRenderPass::PASS_FULLBRIGHT, true, true);
if (!LLPipeline::sRenderingHUDs)
{
// render rigged
shader->bind(true);
pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_RIGGED, true, true);
}
}
void LLDrawPoolFullbrightAlphaMask::renderPostDeferred(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_FULLBRIGHT);
// render unrigged unlit GLTF
LL::GLTFSceneManager::instance().render(true, false, true);
LL::GLTFSceneManager::instance().render(true, true, true);
LLGLSLShader* shader = nullptr;
if (LLPipeline::sRenderingHUDs)
{
shader = &gHUDFullbrightAlphaMaskProgram;
}
else
{
shader = &gDeferredFullbrightAlphaMaskProgram;
}
LLGLDisable blend(GL_BLEND);
// render static
shader->bind();
pushMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, true, true);
if (!LLPipeline::sRenderingHUDs)
{
// render rigged
shader->bind(true);
pushRiggedMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, true, true);
}
}