phoenix-firestorm/indra/newview/lldrawpoolalpha.cpp

804 lines
26 KiB
C++

/**
* @file lldrawpoolalpha.cpp
* @brief LLDrawPoolAlpha 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 "lldrawpoolalpha.h"
#include "llglheaders.h"
#include "llviewercontrol.h"
#include "llcriticaldamp.h"
#include "llfasttimer.h"
#include "llrender.h"
#include "llcubemap.h"
#include "llsky.h"
#include "lldrawable.h"
#include "llface.h"
#include "llviewercamera.h"
#include "llviewertexturelist.h" // For debugging
#include "llviewerobjectlist.h" // For debugging
#include "llviewerwindow.h"
#include "pipeline.h"
#include "llviewershadermgr.h"
#include "llviewerregion.h"
#include "lldrawpoolwater.h"
#include "llspatialpartition.h"
#include "llglcommonfunc.h"
#include "llvoavatar.h"
BOOL LLDrawPoolAlpha::sShowDebugAlpha = FALSE;
#define current_shader (LLGLSLShader::sCurBoundShaderPtr)
static BOOL deferred_render = FALSE;
LLDrawPoolAlpha::LLDrawPoolAlpha(U32 type) :
LLRenderPass(type), target_shader(NULL),
mColorSFactor(LLRender::BF_UNDEF), mColorDFactor(LLRender::BF_UNDEF),
mAlphaSFactor(LLRender::BF_UNDEF), mAlphaDFactor(LLRender::BF_UNDEF)
{
}
LLDrawPoolAlpha::~LLDrawPoolAlpha()
{
}
void LLDrawPoolAlpha::prerender()
{
mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
// TODO: is this even necessay? These are probably set to never discard
LLViewerFetchedTexture::sFlatNormalImagep->addTextureStats(1024.f*1024.f);
LLViewerFetchedTexture::sWhiteImagep->addTextureStats(1024.f * 1024.f);
}
S32 LLDrawPoolAlpha::getNumPostDeferredPasses()
{
if (LLPipeline::sImpostorRender)
{ //skip depth buffer filling pass when rendering impostors
return 1;
}
else if (gSavedSettings.getBOOL("RenderDepthOfField"))
{
return 2;
}
else
{
return 1;
}
}
void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
{
LL_PROFILE_ZONE_SCOPED;
F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
emissive_shader[0] = (LLPipeline::sUnderWaterRender) ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
emissive_shader[1] = emissive_shader[0]->mRiggedVariant;
for (int i = 0; i < 2; ++i)
{
emissive_shader[i]->bind();
emissive_shader[i]->uniform1i(LLShaderMgr::NO_ATMO, (LLPipeline::sRenderingHUDs) ? 1 : 0);
emissive_shader[i]->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
emissive_shader[i]->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f / 2.2f));
}
if (pass == 0)
{
fullbright_shader[0] = (LLPipeline::sImpostorRender) ? &gDeferredFullbrightProgram :
(LLPipeline::sUnderWaterRender) ? &gDeferredFullbrightWaterProgram : &gDeferredFullbrightProgram;
fullbright_shader[1] = fullbright_shader[0]->mRiggedVariant;
for (int i = 0; i < 2; ++i)
{
fullbright_shader[i]->bind();
fullbright_shader[i]->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
fullbright_shader[i]->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f / 2.2f));
fullbright_shader[i]->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
fullbright_shader[i]->unbind();
}
simple_shader[0] = (LLPipeline::sImpostorRender) ? &gDeferredAlphaImpostorProgram :
(LLPipeline::sUnderWaterRender) ? &gDeferredAlphaWaterProgram : &gDeferredAlphaProgram;
simple_shader[1] = simple_shader[0]->mRiggedVariant;
//prime simple shader (loads shadow relevant uniforms)
for (int i = 0; i < 2; ++i)
{
gPipeline.bindDeferredShader(*simple_shader[i]);
simple_shader[i]->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f / 2.2f));
simple_shader[i]->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
}
}
else if (!LLPipeline::sImpostorRender)
{
//update depth buffer sampler
gPipeline.mScreen.flush();
gPipeline.mDeferredDepth.copyContents(gPipeline.mDeferredScreen, 0, 0, gPipeline.mDeferredScreen.getWidth(), gPipeline.mDeferredScreen.getHeight(),
0, 0, gPipeline.mDeferredDepth.getWidth(), gPipeline.mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
gPipeline.mDeferredDepth.bindTarget();
simple_shader[0] = fullbright_shader[0] = &gObjectFullbrightAlphaMaskProgram;
simple_shader[1] = fullbright_shader[1] = simple_shader[0]->mRiggedVariant;
for (int i = 0; i < 2; ++i)
{
simple_shader[i]->bind();
simple_shader[i]->setMinimumAlpha(0.33f);
}
}
deferred_render = TRUE;
if (mShaderLevel > 0)
{
// Start out with no shaders.
target_shader = NULL;
}
gPipeline.enableLightsDynamic();
}
void LLDrawPoolAlpha::endPostDeferredPass(S32 pass)
{
LL_PROFILE_ZONE_SCOPED;
if (pass == 1 && !LLPipeline::sImpostorRender)
{
gPipeline.mDeferredDepth.flush();
gPipeline.mScreen.bindTarget();
LLGLSLShader::sCurBoundShaderPtr->unbind();
}
deferred_render = FALSE;
endRenderPass(pass);
}
void LLDrawPoolAlpha::renderPostDeferred(S32 pass)
{
LL_PROFILE_ZONE_SCOPED;
render(pass);
}
void LLDrawPoolAlpha::beginRenderPass(S32 pass)
{
LL_PROFILE_ZONE_SCOPED;
simple_shader[0] = (LLPipeline::sImpostorRender) ? &gObjectSimpleImpostorProgram :
(LLPipeline::sUnderWaterRender) ? &gObjectSimpleWaterProgram : &gObjectSimpleProgram;
fullbright_shader[0] = (LLPipeline::sImpostorRender) ? &gObjectFullbrightProgram :
(LLPipeline::sUnderWaterRender) ? &gObjectFullbrightWaterProgram : &gObjectFullbrightProgram;
emissive_shader[0] = (LLPipeline::sImpostorRender) ? &gObjectEmissiveProgram :
(LLPipeline::sUnderWaterRender) ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
simple_shader[1] = simple_shader[0]->mRiggedVariant;
fullbright_shader[1] = fullbright_shader[0]->mRiggedVariant;
emissive_shader[1] = emissive_shader[0]->mRiggedVariant;
if (LLPipeline::sImpostorRender)
{
for (int i = 0; i < 2; ++i)
{
fullbright_shader[i]->bind();
fullbright_shader[i]->setMinimumAlpha(0.5f);
fullbright_shader[i]->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
simple_shader[i]->bind();
simple_shader[i]->setMinimumAlpha(0.5f);
simple_shader[i]->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
}
}
else
{
for (int i = 0; i < 2; ++i)
{
fullbright_shader[i]->bind();
fullbright_shader[i]->setMinimumAlpha(0.f);
fullbright_shader[i]->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
simple_shader[i]->bind();
simple_shader[i]->setMinimumAlpha(0.f);
simple_shader[i]->uniform1i(LLShaderMgr::NO_ATMO, LLPipeline::sRenderingHUDs ? 1 : 0);
}
}
gPipeline.enableLightsDynamic();
LLGLSLShader::bindNoShader();
}
void LLDrawPoolAlpha::endRenderPass( S32 pass )
{
LL_PROFILE_ZONE_SCOPED;
LLRenderPass::endRenderPass(pass);
if(gPipeline.canUseWindLightShaders())
{
LLGLSLShader::bindNoShader();
}
}
void LLDrawPoolAlpha::render(S32 pass)
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA);
LLGLSPipelineAlpha gls_pipeline_alpha;
if (deferred_render && pass == 1)
{ //depth only
gGL.setColorMask(false, false);
}
else
{
gGL.setColorMask(true, true);
}
bool write_depth = LLDrawPoolWater::sSkipScreenCopy
|| (deferred_render && pass == 1)
// we want depth written so that rendered alpha will
// contribute to the alpha mask used for impostors
|| LLPipeline::sImpostorRenderAlphaDepthPass;
LLGLDepthTest depth(GL_TRUE, write_depth ? GL_TRUE : GL_FALSE);
if (deferred_render && pass == 1)
{
gGL.blendFunc(LLRender::BF_SOURCE_ALPHA, LLRender::BF_ONE_MINUS_SOURCE_ALPHA);
}
else
{
mColorSFactor = LLRender::BF_SOURCE_ALPHA; // } regular alpha blend
mColorDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA; // }
mAlphaSFactor = LLRender::BF_ZERO; // } glow suppression
mAlphaDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA; // }
gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
}
renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2, pass);
gGL.setColorMask(true, false);
if (deferred_render && pass == 1)
{
gGL.setSceneBlendType(LLRender::BT_ALPHA);
}
if (sShowDebugAlpha)
{
gHighlightProgram.bind();
gGL.diffuseColor4f(1,0,0,1);
LLViewerFetchedTexture::sSmokeImagep->addTextureStats(1024.f*1024.f);
gGL.getTexUnit(0)->bindFast(LLViewerFetchedTexture::sSmokeImagep);
renderAlphaHighlight(LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_TEXCOORD0);
pushBatches(LLRenderPass::PASS_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushBatches(LLRenderPass::PASS_ALPHA_INVISIBLE, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
// Material alpha mask
gGL.diffuseColor4f(0, 0, 1, 1);
pushBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushBatches(LLRenderPass::PASS_NORMMAP_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushBatches(LLRenderPass::PASS_SPECMAP_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushBatches(LLRenderPass::PASS_NORMSPEC_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
gGL.diffuseColor4f(0, 1, 0, 1);
pushBatches(LLRenderPass::PASS_INVISIBLE, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
gHighlightProgram.mRiggedVariant->bind();
gGL.diffuseColor4f(1, 0, 0, 1);
pushRiggedBatches(LLRenderPass::PASS_ALPHA_MASK_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushRiggedBatches(LLRenderPass::PASS_ALPHA_INVISIBLE_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
// Material alpha mask
gGL.diffuseColor4f(0, 0, 1, 1);
pushRiggedBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushRiggedBatches(LLRenderPass::PASS_NORMMAP_MASK_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushRiggedBatches(LLRenderPass::PASS_SPECMAP_MASK_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushRiggedBatches(LLRenderPass::PASS_NORMSPEC_MASK_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
gGL.diffuseColor4f(0, 1, 0, 1);
pushRiggedBatches(LLRenderPass::PASS_INVISIBLE_RIGGED, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
LLGLSLShader::sCurBoundShaderPtr->unbind();
}
}
void LLDrawPoolAlpha::renderAlphaHighlight(U32 mask)
{
for (LLCullResult::sg_iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i)
{
LLSpatialGroup* group = *i;
if (group->getSpatialPartition()->mRenderByGroup &&
!group->isDead())
{
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)
{
LLDrawInfo& params = **k;
if (params.mParticle)
{
continue;
}
LLRenderPass::applyModelMatrix(params);
if (params.mGroup)
{
params.mGroup->rebuildMesh();
}
params.mVertexBuffer->setBufferFast(mask);
params.mVertexBuffer->drawRangeFast(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
}
}
}
}
inline bool IsFullbright(LLDrawInfo& params)
{
return params.mFullbright;
}
inline bool IsMaterial(LLDrawInfo& params)
{
return params.mMaterial != nullptr;
}
inline bool IsEmissive(LLDrawInfo& params)
{
return params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE);
}
inline void Draw(LLDrawInfo* draw, U32 mask)
{
draw->mVertexBuffer->setBufferFast(mask);
LLRenderPass::applyModelMatrix(*draw);
draw->mVertexBuffer->drawRangeFast(draw->mDrawMode, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
}
bool LLDrawPoolAlpha::TexSetup(LLDrawInfo* draw, bool use_material)
{
bool tex_setup = false;
if (deferred_render && use_material && current_shader)
{
if (draw->mNormalMap)
{
draw->mNormalMap->addTextureStats(draw->mVSize);
current_shader->bindTexture(LLShaderMgr::BUMP_MAP, draw->mNormalMap);
}
if (draw->mSpecularMap)
{
draw->mSpecularMap->addTextureStats(draw->mVSize);
current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, draw->mSpecularMap);
}
}
else if (current_shader == simple_shader[0] || current_shader == simple_shader[1])
{
current_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep);
current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep);
}
if (draw->mTextureList.size() > 1)
{
for (U32 i = 0; i < draw->mTextureList.size(); ++i)
{
if (draw->mTextureList[i].notNull())
{
gGL.getTexUnit(i)->bindFast(draw->mTextureList[i]);
}
}
}
else
{ //not batching textures or batch has only 1 texture -- might need a texture matrix
if (draw->mTexture.notNull())
{
if (use_material)
{
current_shader->bindTexture(LLShaderMgr::DIFFUSE_MAP, draw->mTexture);
}
else
{
gGL.getTexUnit(0)->bindFast(draw->mTexture);
}
if (draw->mTextureMatrix)
{
tex_setup = true;
gGL.getTexUnit(0)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadMatrix((GLfloat*) draw->mTextureMatrix->mMatrix);
gPipeline.mTextureMatrixOps++;
}
}
else
{
gGL.getTexUnit(0)->unbindFast(LLTexUnit::TT_TEXTURE);
}
}
return tex_setup;
}
void LLDrawPoolAlpha::RestoreTexSetup(bool tex_setup)
{
if (tex_setup)
{
gGL.getTexUnit(0)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
}
}
void LLDrawPoolAlpha::drawEmissive(U32 mask, LLDrawInfo* draw)
{
LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.f);
draw->mVertexBuffer->setBufferFast((mask & ~LLVertexBuffer::MAP_COLOR) | LLVertexBuffer::MAP_EMISSIVE);
draw->mVertexBuffer->drawRangeFast(draw->mDrawMode, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
}
void LLDrawPoolAlpha::renderEmissives(U32 mask, std::vector<LLDrawInfo*>& emissives)
{
emissive_shader[0]->bind();
emissive_shader[0]->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.f);
gPipeline.enableLightsDynamic();
// install glow-accumulating blend mode
// don't touch color, add to alpha (glow)
gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, LLRender::BF_ONE, LLRender::BF_ONE);
for (LLDrawInfo* draw : emissives)
{
bool tex_setup = TexSetup(draw, false);
drawEmissive(mask, draw);
RestoreTexSetup(tex_setup);
}
// restore our alpha blend mode
gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
emissive_shader[0]->unbind();
}
void LLDrawPoolAlpha::renderRiggedEmissives(U32 mask, std::vector<LLDrawInfo*>& emissives)
{
emissive_shader[1]->bind();
emissive_shader[1]->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.f);
gPipeline.enableLightsDynamic();
mask |= LLVertexBuffer::MAP_WEIGHT4;
// install glow-accumulating blend mode
// don't touch color, add to alpha (glow)
gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, LLRender::BF_ONE, LLRender::BF_ONE);
LLVOAvatar* lastAvatar = nullptr;
U64 lastMeshId = 0;
for (LLDrawInfo* draw : emissives)
{
bool tex_setup = TexSetup(draw, false);
if (lastAvatar != draw->mAvatar || lastMeshId != draw->mSkinInfo->mHash)
{
if (!uploadMatrixPalette(*draw))
{ // failed to upload matrix palette, skip rendering
continue;
}
lastAvatar = draw->mAvatar;
lastMeshId = draw->mSkinInfo->mHash;
}
drawEmissive(mask, draw);
RestoreTexSetup(tex_setup);
}
// restore our alpha blend mode
gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
emissive_shader[1]->unbind();
}
void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
{
LL_PROFILE_ZONE_SCOPED;
BOOL initialized_lighting = FALSE;
BOOL light_enabled = TRUE;
LLVOAvatar* lastAvatar = nullptr;
U64 lastMeshId = 0;
LLGLSLShader* lastAvatarShader = nullptr;
for (LLCullResult::sg_iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i)
{
LL_PROFILE_ZONE_NAMED("renderAlpha - group");
LLSpatialGroup* group = *i;
llassert(group);
llassert(group->getSpatialPartition());
if (group->getSpatialPartition()->mRenderByGroup &&
!group->isDead())
{
static std::vector<LLDrawInfo*> emissives;
static std::vector<LLDrawInfo*> rigged_emissives;
emissives.resize(0);
rigged_emissives.resize(0);
bool is_particle_or_hud_particle = group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_PARTICLE
|| group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD_PARTICLE;
bool draw_glow_for_this_partition = mShaderLevel > 0; // no shaders = no glow.
bool disable_cull = is_particle_or_hud_particle;
LLGLDisable cull(disable_cull ? GL_CULL_FACE : 0);
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)
{
LL_PROFILE_ZONE_NAMED("ra - push batch")
LLDrawInfo& params = **k;
U32 have_mask = params.mVertexBuffer->getTypeMask() & mask;
if (have_mask != mask)
{ //FIXME!
LL_WARNS_ONCE() << "Missing required components, expected mask: " << mask
<< " present: " << have_mask
<< ". Skipping render batch." << LL_ENDL;
continue;
}
// Fix for bug - NORSPEC-271
// If the face is more than 90% transparent, then don't update the Depth buffer for Dof
// We don't want the nearly invisible objects to cause of DoF effects
if(pass == 1 && !LLPipeline::sImpostorRender)
{
LLFace* face = params.mFace;
if(face)
{
const LLTextureEntry* tep = face->getTextureEntry();
if(tep)
{
if(tep->getColor().mV[3] < 0.1f)
continue;
}
}
}
LLRenderPass::applyModelMatrix(params);
LLMaterial* mat = NULL;
if (deferred_render)
{
mat = params.mMaterial;
}
if (params.mFullbright)
{
// Turn off lighting if it hasn't already been so.
if (light_enabled || !initialized_lighting)
{
initialized_lighting = TRUE;
target_shader = fullbright_shader[0];
light_enabled = FALSE;
}
}
// Turn on lighting if it isn't already.
else if (!light_enabled || !initialized_lighting)
{
initialized_lighting = TRUE;
target_shader = simple_shader[0];
light_enabled = TRUE;
}
if (deferred_render && mat)
{
U32 mask = params.mShaderMask;
llassert(mask < LLMaterial::SHADER_COUNT);
target_shader = &(gDeferredMaterialProgram[mask]);
if (LLPipeline::sUnderWaterRender)
{
target_shader = &(gDeferredMaterialWaterProgram[mask]);
}
if (params.mAvatar != nullptr)
{
llassert(target_shader->mRiggedVariant != nullptr);
target_shader = target_shader->mRiggedVariant;
}
if (current_shader != target_shader)
{
gPipeline.bindDeferredShader(*target_shader);
}
}
else if (!params.mFullbright)
{
target_shader = simple_shader[0];
}
else
{
target_shader = fullbright_shader[0];
}
if (params.mAvatar != nullptr)
{
target_shader = target_shader->mRiggedVariant;
}
if (current_shader != target_shader)
{// If we need shaders, and we're not ALREADY using the proper shader, then bind it
// (this way we won't rebind shaders unnecessarily).
target_shader->bind();
}
LLVector4 spec_color(1, 1, 1, 1);
F32 env_intensity = 0.0f;
F32 brightness = 1.0f;
// We have a material. Supply the appropriate data here.
if (mat && deferred_render)
{
spec_color = params.mSpecColor;
env_intensity = params.mEnvIntensity;
brightness = params.mFullbright ? 1.f : 0.f;
}
if (current_shader)
{
current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, spec_color.mV[0], spec_color.mV[1], spec_color.mV[2], spec_color.mV[3]);
current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, env_intensity);
current_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, brightness);
}
if (params.mGroup)
{
params.mGroup->rebuildMesh();
}
if (params.mAvatar != nullptr)
{
if (lastAvatar != params.mAvatar ||
lastMeshId != params.mSkinInfo->mHash ||
lastAvatarShader != LLGLSLShader::sCurBoundShaderPtr)
{
if (!uploadMatrixPalette(params))
{
continue;
}
lastAvatar = params.mAvatar;
lastMeshId = params.mSkinInfo->mHash;
lastAvatarShader = LLGLSLShader::sCurBoundShaderPtr;
}
}
bool tex_setup = TexSetup(&params, (mat != nullptr));
{
LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test);
gGL.blendFunc((LLRender::eBlendFactor) params.mBlendFuncSrc, (LLRender::eBlendFactor) params.mBlendFuncDst, mAlphaSFactor, mAlphaDFactor);
U32 drawMask = mask;
if (params.mFullbright)
{
drawMask &= ~(LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2);
}
if (params.mAvatar != nullptr)
{
drawMask |= LLVertexBuffer::MAP_WEIGHT4;
}
params.mVertexBuffer->setBufferFast(drawMask);
params.mVertexBuffer->drawRangeFast(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
}
// If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls is expensive, but glow must be drawn Z-sorted with alpha.
if (draw_glow_for_this_partition &&
params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))
{
if (params.mAvatar != nullptr)
{
rigged_emissives.push_back(&params);
}
else
{
emissives.push_back(&params);
}
}
if (tex_setup)
{
gGL.getTexUnit(0)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
}
}
{
bool rebind = false;
LLGLSLShader* lastShader = current_shader;
if (!emissives.empty())
{
light_enabled = true;
renderEmissives(mask, emissives);
rebind = true;
}
if (!rigged_emissives.empty())
{
light_enabled = true;
renderRiggedEmissives(mask, rigged_emissives);
rebind = true;
}
if (lastShader && rebind)
{
lastShader->bind();
}
}
}
}
gGL.setSceneBlendType(LLRender::BT_ALPHA);
LLVertexBuffer::unbind();
if (!light_enabled)
{
gPipeline.enableLightsDynamic();
}
}
bool LLDrawPoolAlpha::uploadMatrixPalette(const LLDrawInfo& params)
{
const LLVOAvatar::MatrixPaletteCache& mpc = params.mAvatar->updateSkinInfoMatrixPalette(params.mSkinInfo);
U32 count = mpc.mMatrixPalette.size();
if (count == 0)
{
//skin info not loaded yet, don't render
return false;
}
LLGLSLShader::sCurBoundShaderPtr->uniformMatrix3x4fv(LLViewerShaderMgr::AVATAR_MATRIX,
count,
FALSE,
(GLfloat*)&(mpc.mGLMp[0]));
return true;
}