320 lines
9.2 KiB
C++
320 lines
9.2 KiB
C++
/**
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* @file lldrawpool.cpp
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* @brief LLDrawPoolMaterials class implementation
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* @author Jonathan "Geenz" Goodman
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*
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* $LicenseInfo:firstyear=2002&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2013, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "lldrawpoolmaterials.h"
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#include "llviewershadermgr.h"
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#include "pipeline.h"
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#include "llglcommonfunc.h"
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#include "llvoavatar.h"
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#include "llperfstats.h"
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LLDrawPoolMaterials::LLDrawPoolMaterials()
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: LLRenderPass(LLDrawPool::POOL_MATERIALS)
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{
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}
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void LLDrawPoolMaterials::prerender()
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{
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mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
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}
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S32 LLDrawPoolMaterials::getNumDeferredPasses()
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{
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// 12 render passes times 2 (one for each rigged and non rigged)
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return 12*2;
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}
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void LLDrawPoolMaterials::beginDeferredPass(S32 pass)
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{
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LL_PROFILE_ZONE_SCOPED_CATEGORY_MATERIAL;
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bool rigged = false;
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if (pass >= 12)
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{
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rigged = true;
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pass -= 12;
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}
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U32 shader_idx[] =
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{
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0, //LLRenderPass::PASS_MATERIAL,
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//1, //LLRenderPass::PASS_MATERIAL_ALPHA,
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2, //LLRenderPass::PASS_MATERIAL_ALPHA_MASK,
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3, //LLRenderPass::PASS_MATERIAL_ALPHA_GLOW,
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4, //LLRenderPass::PASS_SPECMAP,
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//5, //LLRenderPass::PASS_SPECMAP_BLEND,
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6, //LLRenderPass::PASS_SPECMAP_MASK,
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7, //LLRenderPass::PASS_SPECMAP_GLOW,
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8, //LLRenderPass::PASS_NORMMAP,
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//9, //LLRenderPass::PASS_NORMMAP_BLEND,
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10, //LLRenderPass::PASS_NORMMAP_MASK,
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11, //LLRenderPass::PASS_NORMMAP_GLOW,
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12, //LLRenderPass::PASS_NORMSPEC,
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//13, //LLRenderPass::PASS_NORMSPEC_BLEND,
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14, //LLRenderPass::PASS_NORMSPEC_MASK,
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15, //LLRenderPass::PASS_NORMSPEC_GLOW,
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};
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U32 idx = shader_idx[pass];
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if (LLPipeline::sUnderWaterRender)
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{
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mShader = &(gDeferredMaterialWaterProgram[idx]);
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}
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else
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{
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mShader = &(gDeferredMaterialProgram[idx]);
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}
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if (rigged)
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{
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llassert(mShader->mRiggedVariant != nullptr);
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mShader = mShader->mRiggedVariant;
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}
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gPipeline.bindDeferredShader(*mShader);
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}
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void LLDrawPoolMaterials::endDeferredPass(S32 pass)
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{
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LL_PROFILE_ZONE_SCOPED_CATEGORY_MATERIAL;
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mShader->unbind();
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LLRenderPass::endRenderPass(pass);
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}
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void LLDrawPoolMaterials::renderDeferred(S32 pass)
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{
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LL_PROFILE_ZONE_SCOPED_CATEGORY_MATERIAL;
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static const U32 type_list[] =
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{
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LLRenderPass::PASS_MATERIAL,
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//LLRenderPass::PASS_MATERIAL_ALPHA,
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LLRenderPass::PASS_MATERIAL_ALPHA_MASK,
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LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE,
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LLRenderPass::PASS_SPECMAP,
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//LLRenderPass::PASS_SPECMAP_BLEND,
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LLRenderPass::PASS_SPECMAP_MASK,
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LLRenderPass::PASS_SPECMAP_EMISSIVE,
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LLRenderPass::PASS_NORMMAP,
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//LLRenderPass::PASS_NORMMAP_BLEND,
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LLRenderPass::PASS_NORMMAP_MASK,
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LLRenderPass::PASS_NORMMAP_EMISSIVE,
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LLRenderPass::PASS_NORMSPEC,
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//LLRenderPass::PASS_NORMSPEC_BLEND,
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LLRenderPass::PASS_NORMSPEC_MASK,
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LLRenderPass::PASS_NORMSPEC_EMISSIVE,
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};
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bool rigged = false;
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if (pass >= 12)
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{
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rigged = true;
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pass -= 12;
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}
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llassert(pass < sizeof(type_list)/sizeof(U32));
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U32 type = type_list[pass];
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if (rigged)
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{
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type += 1;
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}
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LLCullResult::drawinfo_iterator begin = gPipeline.beginRenderMap(type);
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LLCullResult::drawinfo_iterator end = gPipeline.endRenderMap(type);
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std::unique_ptr<LLPerfStats::RecordAttachmentTime> ratPtr{};
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F32 lastIntensity = 0.f;
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F32 lastFullbright = 0.f;
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F32 lastMinimumAlpha = 0.f;
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LLVector4 lastSpecular = LLVector4(0, 0, 0, 0);
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#if 0 // TODO merge brad move this down into LLCullResult begin/end loop
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if(params.mFace)
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{
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LLViewerObject* vobj = (LLViewerObject *)params.mFace->getViewerObject();
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if( vobj && vobj->isAttachment() )
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{
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trackAttachments( vobj, params.mFace->isState(LLFace::RIGGED), &ratPtr );
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}
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}
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#endif
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GLint intensity = mShader->getUniformLocation(LLShaderMgr::ENVIRONMENT_INTENSITY);
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GLint brightness = mShader->getUniformLocation(LLShaderMgr::EMISSIVE_BRIGHTNESS);
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GLint minAlpha = mShader->getUniformLocation(LLShaderMgr::MINIMUM_ALPHA);
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GLint specular = mShader->getUniformLocation(LLShaderMgr::SPECULAR_COLOR);
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GLint diffuseChannel = mShader->enableTexture(LLShaderMgr::DIFFUSE_MAP);
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GLint specChannel = mShader->enableTexture(LLShaderMgr::SPECULAR_MAP);
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GLint normChannel = mShader->enableTexture(LLShaderMgr::BUMP_MAP);
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LLTexture* lastNormalMap = nullptr;
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LLTexture* lastSpecMap = nullptr;
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LLTexture* lastDiffuse = nullptr;
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gGL.getTexUnit(diffuseChannel)->unbindFast(LLTexUnit::TT_TEXTURE);
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if (intensity > -1)
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{
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glUniform1f(intensity, lastIntensity);
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}
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if (brightness > -1)
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{
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glUniform1f(brightness, lastFullbright);
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}
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if (minAlpha > -1)
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{
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glUniform1f(minAlpha, lastMinimumAlpha);
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}
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if (specular > -1)
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{
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glUniform4fv(specular, 1, lastSpecular.mV);
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}
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LLVOAvatar* lastAvatar = nullptr;
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for (LLCullResult::drawinfo_iterator i = begin; i != end; )
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{
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LL_PROFILE_ZONE_NAMED_CATEGORY_MATERIAL("materials draw loop");
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LLDrawInfo& params = **i;
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LLCullResult::increment_iterator(i, end);
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if (specular > -1 && params.mSpecColor != lastSpecular)
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{
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lastSpecular = params.mSpecColor;
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glUniform4fv(specular, 1, lastSpecular.mV);
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}
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if (intensity != -1 && lastIntensity != params.mEnvIntensity)
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{
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lastIntensity = params.mEnvIntensity;
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glUniform1f(intensity, lastIntensity);
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}
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if (minAlpha > -1 && lastMinimumAlpha != params.mAlphaMaskCutoff)
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{
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lastMinimumAlpha = params.mAlphaMaskCutoff;
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glUniform1f(minAlpha, lastMinimumAlpha);
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}
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F32 fullbright = params.mFullbright ? 1.f : 0.f;
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if (brightness > -1 && lastFullbright != fullbright)
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{
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lastFullbright = fullbright;
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glUniform1f(brightness, lastFullbright);
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}
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if (normChannel > -1 && params.mNormalMap != lastNormalMap)
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{
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lastNormalMap = params.mNormalMap;
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llassert(lastNormalMap);
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gGL.getTexUnit(normChannel)->bindFast(lastNormalMap);
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}
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if (specChannel > -1 && params.mSpecularMap != lastSpecMap)
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{
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lastSpecMap = params.mSpecularMap;
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llassert(lastSpecMap);
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gGL.getTexUnit(specChannel)->bindFast(lastSpecMap);
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}
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if (params.mTexture != lastDiffuse)
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{
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lastDiffuse = params.mTexture;
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if (lastDiffuse)
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{
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gGL.getTexUnit(diffuseChannel)->bindFast(lastDiffuse);
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}
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else
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{
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gGL.getTexUnit(diffuseChannel)->unbindFast(LLTexUnit::TT_TEXTURE);
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}
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}
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// upload matrix palette to shader
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if (rigged && params.mAvatar.notNull())
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{
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if (params.mAvatar != lastAvatar)
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{
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const LLVOAvatar::MatrixPaletteCache& mpc = params.mAvatar->updateSkinInfoMatrixPalette(params.mSkinInfo);
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U32 count = mpc.mMatrixPalette.size();
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if (count == 0)
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{
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//skin info not loaded yet, don't render
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return;
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}
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mShader->uniformMatrix3x4fv(LLViewerShaderMgr::AVATAR_MATRIX,
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count,
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FALSE,
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(GLfloat*)&(mpc.mGLMp[0]));
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}
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}
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applyModelMatrix(params);
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bool tex_setup = false;
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//not batching textures or batch has only 1 texture -- might need a texture matrix
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if (params.mTextureMatrix)
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{
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gGL.getTexUnit(0)->activate();
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gGL.matrixMode(LLRender::MM_TEXTURE);
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gGL.loadMatrix((GLfloat*)params.mTextureMatrix->mMatrix);
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gPipeline.mTextureMatrixOps++;
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tex_setup = true;
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}
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/*if (params.mGroup) // TOO LATE
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{
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params.mGroup->rebuildMesh();
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}*/
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params.mVertexBuffer->setBuffer();
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params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
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if (tex_setup)
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{
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gGL.getTexUnit(0)->activate();
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gGL.loadIdentity();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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}
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}
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}
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