307 lines
8.1 KiB
C++
307 lines
8.1 KiB
C++
/**
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* @file lldrawpoolalpha.cpp
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* @brief LLDrawPoolAlpha class implementation
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*
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* $LicenseInfo:firstyear=2002&license=viewergpl$
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*
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* Copyright (c) 2002-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "lldrawpoolalpha.h"
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#include "llglheaders.h"
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#include "llviewercontrol.h"
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#include "llcriticaldamp.h"
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#include "llfasttimer.h"
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#include "llrender.h"
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#include "llcubemap.h"
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#include "llsky.h"
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#include "llagent.h"
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#include "lldrawable.h"
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#include "llface.h"
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#include "llviewercamera.h"
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#include "llviewerimagelist.h" // For debugging
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#include "llviewerobjectlist.h" // For debugging
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#include "llviewerwindow.h"
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#include "pipeline.h"
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#include "llviewershadermgr.h"
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#include "llviewerregion.h"
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#include "lldrawpoolwater.h"
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#include "llspatialpartition.h"
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BOOL LLDrawPoolAlpha::sShowDebugAlpha = FALSE;
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LLDrawPoolAlpha::LLDrawPoolAlpha(U32 type) :
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LLRenderPass(type), current_shader(NULL), target_shader(NULL),
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simple_shader(NULL), fullbright_shader(NULL)
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{
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}
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LLDrawPoolAlpha::~LLDrawPoolAlpha()
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{
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}
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void LLDrawPoolAlpha::prerender()
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{
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mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
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}
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void LLDrawPoolAlpha::beginRenderPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_ALPHA);
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if (LLPipeline::sUnderWaterRender)
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{
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simple_shader = &gObjectSimpleWaterProgram;
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fullbright_shader = &gObjectFullbrightWaterProgram;
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}
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else
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{
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simple_shader = &gObjectSimpleProgram;
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fullbright_shader = &gObjectFullbrightProgram;
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}
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if (mVertexShaderLevel > 0)
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{
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// Start out with no shaders.
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current_shader = target_shader = NULL;
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LLGLSLShader::bindNoShader();
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}
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gPipeline.enableLightsDynamic();
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}
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void LLDrawPoolAlpha::endRenderPass( S32 pass )
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_ALPHA);
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LLRenderPass::endRenderPass(pass);
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if(gPipeline.canUseWindLightShaders())
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{
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LLGLSLShader::bindNoShader();
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}
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}
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void LLDrawPoolAlpha::render(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_ALPHA);
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LLGLDepthTest depth(GL_TRUE, LLDrawPoolWater::sSkipScreenCopy ? GL_TRUE : GL_FALSE);
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LLGLSPipelineAlpha gls_pipeline_alpha;
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renderAlpha(getVertexDataMask());
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if (sShowDebugAlpha)
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{
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if(gPipeline.canUseWindLightShaders())
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{
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LLGLSLShader::bindNoShader();
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}
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gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
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glColor4f(1,0,0,1);
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LLViewerImage::sSmokeImagep->addTextureStats(1024.f*1024.f);
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gGL.getTexUnit(0)->bind(LLViewerImage::sSmokeImagep.get());
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renderAlphaHighlight(LLVertexBuffer::MAP_VERTEX |
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LLVertexBuffer::MAP_TEXCOORD);
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}
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}
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void LLDrawPoolAlpha::renderAlpha(U32 mask)
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{
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for (LLCullResult::sg_list_t::iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i)
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{
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LLSpatialGroup* group = *i;
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if (group->mSpatialPartition->mRenderByGroup &&
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!group->isDead())
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{
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renderGroupAlpha(group,LLRenderPass::PASS_ALPHA,mask,TRUE);
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}
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}
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}
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void LLDrawPoolAlpha::renderAlphaHighlight(U32 mask)
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{
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for (LLCullResult::sg_list_t::iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i)
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{
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LLSpatialGroup* group = *i;
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if (group->mSpatialPartition->mRenderByGroup &&
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!group->isDead())
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{
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LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA];
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for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)
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{
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LLDrawInfo& params = **k;
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if (params.mParticle)
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{
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continue;
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}
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LLRenderPass::applyModelMatrix(params);
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params.mVertexBuffer->setBuffer(mask);
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params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
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gPipeline.addTrianglesDrawn(params.mCount/3);
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}
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}
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}
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}
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void LLDrawPoolAlpha::renderGroupAlpha(LLSpatialGroup* group, U32 type, U32 mask, BOOL texture)
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{
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BOOL initialized_lighting = FALSE;
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BOOL light_enabled = TRUE;
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BOOL is_particle = FALSE;
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BOOL use_shaders = (LLPipeline::sUnderWaterRender && gPipeline.canUseVertexShaders())
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|| gPipeline.canUseWindLightShadersOnObjects();
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F32 dist;
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// check to see if it's a particle and if it's "close"
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is_particle = !LLPipeline::sUnderWaterRender && (group->mSpatialPartition->mDrawableType == LLPipeline::RENDER_TYPE_PARTICLES);
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dist = group->mDistance;
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// don't use shader if debug setting is off and it's close or if it's a particle
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// and it's close
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if(is_particle && !gSavedSettings.getBOOL("RenderUseShaderNearParticles"))
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{
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if((dist < LLViewerCamera::getInstance()->getFar() * gSavedSettings.getF32("RenderShaderParticleThreshold")))
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{
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use_shaders = FALSE;
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}
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}
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LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[type];
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if (group->mSpatialPartition->mDrawableType == LLPipeline::RENDER_TYPE_CLOUDS)
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{
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if (!gSavedSettings.getBOOL("SkyUseClassicClouds"))
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{
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return;
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}
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gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
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}
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else
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{
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if (LLPipeline::sImpostorRender)
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{
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gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f);
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}
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else
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{
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gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
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}
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}
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for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)
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{
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LLDrawInfo& params = **k;
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LLRenderPass::applyModelMatrix(params);
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if (texture && params.mTexture.notNull())
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{
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gGL.getTexUnit(0)->activate();
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gGL.getTexUnit(0)->bind(params.mTexture.get());
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params.mTexture->addTextureStats(params.mVSize);
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if (params.mTextureMatrix)
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{
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glMatrixMode(GL_TEXTURE);
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glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
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gPipeline.mTextureMatrixOps++;
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}
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}
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if (params.mFullbright)
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{
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// Turn off lighting if it hasn't already been so.
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if (light_enabled || !initialized_lighting)
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{
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initialized_lighting = TRUE;
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if (use_shaders)
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{
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target_shader = fullbright_shader;
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}
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else
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{
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gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
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}
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light_enabled = FALSE;
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}
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}
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// Turn on lighting if it isn't already.
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else if (!light_enabled || !initialized_lighting)
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{
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initialized_lighting = TRUE;
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if (use_shaders)
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{
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target_shader = simple_shader;
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}
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else
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{
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gPipeline.enableLightsDynamic();
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}
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light_enabled = TRUE;
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}
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// If we need shaders, and we're not ALREADY using the proper shader, then bind it
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// (this way we won't rebind shaders unnecessarily).
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if(use_shaders && (current_shader != target_shader))
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{
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llassert(target_shader != NULL);
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current_shader = target_shader;
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current_shader->bind();
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}
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else if (!use_shaders && current_shader != NULL)
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{
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LLGLSLShader::bindNoShader();
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current_shader = NULL;
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}
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params.mVertexBuffer->setBuffer(mask);
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params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
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gPipeline.addTrianglesDrawn(params.mCount/3);
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if (params.mTextureMatrix && texture && params.mTexture.notNull())
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{
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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}
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}
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if (!light_enabled)
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{
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gPipeline.enableLightsDynamic();
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}
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}
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