phoenix-firestorm/indra/newview/lldrawpoolmaterials.cpp

290 lines
8.4 KiB
C++

/**
* @file lldrawpool.cpp
* @brief LLDrawPoolMaterials class implementation
* @author Jonathan "Geenz" Goodman
*
* $LicenseInfo:firstyear=2002&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2013, 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 "lldrawpoolmaterials.h"
#include "llviewershadermgr.h"
#include "pipeline.h"
#include "llglcommonfunc.h"
#include "llvoavatar.h"
LLDrawPoolMaterials::LLDrawPoolMaterials()
: LLRenderPass(LLDrawPool::POOL_MATERIALS)
{
}
void LLDrawPoolMaterials::prerender()
{
mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
S32 LLDrawPoolMaterials::getNumDeferredPasses()
{
// 12 render passes times 2 (one for each rigged and non rigged)
return 12*2;
}
void LLDrawPoolMaterials::beginDeferredPass(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_MATERIAL;
bool rigged = false;
if (pass >= 12)
{
rigged = true;
pass -= 12;
}
U32 shader_idx[] =
{
0, //LLRenderPass::PASS_MATERIAL,
//1, //LLRenderPass::PASS_MATERIAL_ALPHA,
2, //LLRenderPass::PASS_MATERIAL_ALPHA_MASK,
3, //LLRenderPass::PASS_MATERIAL_ALPHA_GLOW,
4, //LLRenderPass::PASS_SPECMAP,
//5, //LLRenderPass::PASS_SPECMAP_BLEND,
6, //LLRenderPass::PASS_SPECMAP_MASK,
7, //LLRenderPass::PASS_SPECMAP_GLOW,
8, //LLRenderPass::PASS_NORMMAP,
//9, //LLRenderPass::PASS_NORMMAP_BLEND,
10, //LLRenderPass::PASS_NORMMAP_MASK,
11, //LLRenderPass::PASS_NORMMAP_GLOW,
12, //LLRenderPass::PASS_NORMSPEC,
//13, //LLRenderPass::PASS_NORMSPEC_BLEND,
14, //LLRenderPass::PASS_NORMSPEC_MASK,
15, //LLRenderPass::PASS_NORMSPEC_GLOW,
};
U32 idx = shader_idx[pass];
mShader = &(gDeferredMaterialProgram[idx]);
if (rigged)
{
llassert(mShader->mRiggedVariant != nullptr);
mShader = mShader->mRiggedVariant;
}
gPipeline.bindDeferredShader(*mShader);
}
void LLDrawPoolMaterials::endDeferredPass(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_MATERIAL;
mShader->unbind();
LLRenderPass::endRenderPass(pass);
}
void LLDrawPoolMaterials::renderDeferred(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_MATERIAL;
static const U32 type_list[] =
{
LLRenderPass::PASS_MATERIAL,
//LLRenderPass::PASS_MATERIAL_ALPHA,
LLRenderPass::PASS_MATERIAL_ALPHA_MASK,
LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE,
LLRenderPass::PASS_SPECMAP,
//LLRenderPass::PASS_SPECMAP_BLEND,
LLRenderPass::PASS_SPECMAP_MASK,
LLRenderPass::PASS_SPECMAP_EMISSIVE,
LLRenderPass::PASS_NORMMAP,
//LLRenderPass::PASS_NORMMAP_BLEND,
LLRenderPass::PASS_NORMMAP_MASK,
LLRenderPass::PASS_NORMMAP_EMISSIVE,
LLRenderPass::PASS_NORMSPEC,
//LLRenderPass::PASS_NORMSPEC_BLEND,
LLRenderPass::PASS_NORMSPEC_MASK,
LLRenderPass::PASS_NORMSPEC_EMISSIVE,
};
bool rigged = false;
if (pass >= 12)
{
rigged = true;
pass -= 12;
}
llassert(pass < sizeof(type_list)/sizeof(U32));
U32 type = type_list[pass];
if (rigged)
{
type += 1;
}
LLCullResult::drawinfo_iterator begin = gPipeline.beginRenderMap(type);
LLCullResult::drawinfo_iterator end = gPipeline.endRenderMap(type);
F32 lastIntensity = 0.f;
F32 lastFullbright = 0.f;
F32 lastMinimumAlpha = 0.f;
LLVector4 lastSpecular = LLVector4(0, 0, 0, 0);
GLint intensity = mShader->getUniformLocation(LLShaderMgr::ENVIRONMENT_INTENSITY);
GLint brightness = mShader->getUniformLocation(LLShaderMgr::EMISSIVE_BRIGHTNESS);
GLint minAlpha = mShader->getUniformLocation(LLShaderMgr::MINIMUM_ALPHA);
GLint specular = mShader->getUniformLocation(LLShaderMgr::SPECULAR_COLOR);
GLint diffuseChannel = mShader->enableTexture(LLShaderMgr::DIFFUSE_MAP);
GLint specChannel = mShader->enableTexture(LLShaderMgr::SPECULAR_MAP);
GLint normChannel = mShader->enableTexture(LLShaderMgr::BUMP_MAP);
LLTexture* lastNormalMap = nullptr;
LLTexture* lastSpecMap = nullptr;
LLTexture* lastDiffuse = nullptr;
gGL.getTexUnit(diffuseChannel)->unbindFast(LLTexUnit::TT_TEXTURE);
if (intensity > -1)
{
glUniform1f(intensity, lastIntensity);
}
if (brightness > -1)
{
glUniform1f(brightness, lastFullbright);
}
if (minAlpha > -1)
{
glUniform1f(minAlpha, lastMinimumAlpha);
}
if (specular > -1)
{
glUniform4fv(specular, 1, lastSpecular.mV);
}
const LLVOAvatar* lastAvatar = nullptr;
U64 lastMeshId = 0;
bool skipLastSkin = false;
for (LLCullResult::drawinfo_iterator i = begin; i != end; )
{
LL_PROFILE_ZONE_NAMED_CATEGORY_MATERIAL("materials draw loop");
LLDrawInfo& params = **i;
LLCullResult::increment_iterator(i, end);
if (specular > -1 && params.mSpecColor != lastSpecular)
{
lastSpecular = params.mSpecColor;
glUniform4fv(specular, 1, lastSpecular.mV);
}
if (intensity != -1 && lastIntensity != params.mEnvIntensity)
{
lastIntensity = params.mEnvIntensity;
glUniform1f(intensity, lastIntensity);
}
if (minAlpha > -1 && lastMinimumAlpha != params.mAlphaMaskCutoff)
{
lastMinimumAlpha = params.mAlphaMaskCutoff;
glUniform1f(minAlpha, lastMinimumAlpha);
}
F32 fullbright = params.mFullbright ? 1.f : 0.f;
if (brightness > -1 && lastFullbright != fullbright)
{
lastFullbright = fullbright;
glUniform1f(brightness, lastFullbright);
}
if (normChannel > -1 && params.mNormalMap != lastNormalMap)
{
lastNormalMap = params.mNormalMap;
llassert(lastNormalMap);
gGL.getTexUnit(normChannel)->bindFast(lastNormalMap);
}
if (specChannel > -1 && params.mSpecularMap != lastSpecMap)
{
lastSpecMap = params.mSpecularMap;
llassert(lastSpecMap);
gGL.getTexUnit(specChannel)->bindFast(lastSpecMap);
}
if (params.mTexture != lastDiffuse)
{
lastDiffuse = params.mTexture;
if (lastDiffuse)
{
gGL.getTexUnit(diffuseChannel)->bindFast(lastDiffuse);
}
else
{
gGL.getTexUnit(diffuseChannel)->unbindFast(LLTexUnit::TT_TEXTURE);
}
}
// upload matrix palette to shader
if (rigged)
{
if (!uploadMatrixPalette(params.mAvatar, params.mSkinInfo, lastAvatar, lastMeshId, skipLastSkin))
{
continue;
}
}
applyModelMatrix(params);
bool tex_setup = false;
//not batching textures or batch has only 1 texture -- might need a texture matrix
if (params.mTextureMatrix)
{
gGL.getTexUnit(0)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadMatrix((GLfloat*)params.mTextureMatrix->mMatrix);
gPipeline.mTextureMatrixOps++;
tex_setup = true;
}
/*if (params.mGroup) // TOO LATE
{
params.mGroup->rebuildMesh();
}*/
params.mVertexBuffer->setBuffer();
params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
if (tex_setup)
{
gGL.getTexUnit(0)->activate();
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
}
}
}