phoenix-firestorm/indra/newview/lldrawpoolsimple.cpp

545 lines
16 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"
static LLGLSLShader* simple_shader = NULL;
static LLTrace::BlockTimerStatHandle FTM_RENDER_SIMPLE_DEFERRED("Deferred Simple");
static LLTrace::BlockTimerStatHandle FTM_RENDER_GRASS_DEFERRED("Deferred Grass");
static void setup_simple_shader(LLGLSLShader* shader)
{
shader->bind();
if (LLPipeline::sRenderingHUDs)
{
shader->uniform1i(LLShaderMgr::NO_ATMO, 1);
}
else
{
shader->uniform1i(LLShaderMgr::NO_ATMO, 0);
}
}
static void setup_glow_shader(LLGLSLShader* shader)
{
setup_simple_shader(shader);
if (LLPipeline::sRenderDeferred && !LLPipeline::sRenderingHUDs)
{
shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
}
else
{
shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.f);
}
}
static void setup_fullbright_shader(LLGLSLShader* shader)
{
setup_glow_shader(shader);
shader->uniform1f(LLViewerShaderMgr::FULLBRIGHT, 1.f);
}
void LLDrawPoolGlow::renderPostDeferred(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_GLOW);
render(&gDeferredEmissiveProgram);
}
void LLDrawPoolGlow::render(LLGLSLShader* shader)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_GLOW);
LLGLEnable blend(GL_BLEND);
LLGLDisable test(GL_ALPHA_TEST);
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
setup_glow_shader(shader);
pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
// second pass -- rigged objects
shader = shader->mRiggedVariant;
setup_glow_shader(shader);
pushRiggedBatches(LLRenderPass::PASS_GLOW_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
gGL.setColorMask(true, false);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
}
S32 LLDrawPoolGlow::getNumPasses()
{
return 1;
}
void LLDrawPoolGlow::render(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
LLGLSLShader* shader = LLPipeline::sUnderWaterRender ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
render(shader);
}
LLDrawPoolSimple::LLDrawPoolSimple() :
LLRenderPass(POOL_SIMPLE)
{
}
void LLDrawPoolSimple::prerender()
{
mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
S32 LLDrawPoolSimple::getNumPasses()
{
return 1;
}
void LLDrawPoolSimple::render(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_SIMPLE);
LLGLDisable blend(GL_BLEND);
LLGLSLShader* shader = nullptr;
if (LLPipeline::sImpostorRender)
{
shader = &gObjectSimpleImpostorProgram;
}
else if (LLPipeline::sUnderWaterRender)
{
shader = &gObjectSimpleWaterProgram;
}
else
{
shader = &gObjectSimpleProgram;
}
{ //render simple
gPipeline.enableLightsDynamic();
U32 mask = getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX;
// first pass -- static objects
{
setup_simple_shader(shader);
pushBatches(LLRenderPass::PASS_SIMPLE, mask, TRUE, TRUE);
if (LLPipeline::sRenderDeferred)
{ //if deferred rendering is enabled, bump faces aren't registered as simple
//render bump faces here as simple so bump faces will appear under water
pushBatches(LLRenderPass::PASS_BUMP, mask, TRUE, TRUE);
pushBatches(LLRenderPass::PASS_MATERIAL, mask, TRUE, TRUE);
pushBatches(LLRenderPass::PASS_SPECMAP, mask, TRUE, TRUE);
pushBatches(LLRenderPass::PASS_NORMMAP, mask, TRUE, TRUE);
pushBatches(LLRenderPass::PASS_NORMSPEC, mask, TRUE, TRUE);
}
}
//second pass, rigged
{
shader = shader->mRiggedVariant;
setup_simple_shader(shader);
pushRiggedBatches(LLRenderPass::PASS_SIMPLE_RIGGED, mask, TRUE, TRUE);
if (LLPipeline::sRenderDeferred)
{ //if deferred rendering is enabled, bump faces aren't registered as simple
//render bump faces here as simple so bump faces will appear under water
pushRiggedBatches(LLRenderPass::PASS_BUMP_RIGGED, mask, TRUE, TRUE);
pushRiggedBatches(LLRenderPass::PASS_MATERIAL_RIGGED, mask, TRUE, TRUE);
pushRiggedBatches(LLRenderPass::PASS_SPECMAP_RIGGED, mask, TRUE, TRUE);
pushRiggedBatches(LLRenderPass::PASS_NORMMAP_RIGGED, mask, TRUE, TRUE);
pushRiggedBatches(LLRenderPass::PASS_NORMSPEC_RIGGED, mask, TRUE, TRUE);
}
}
}
}
static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_MASK("Alpha Mask");
LLDrawPoolAlphaMask::LLDrawPoolAlphaMask() :
LLRenderPass(POOL_ALPHA_MASK)
{
}
void LLDrawPoolAlphaMask::prerender()
{
mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
void LLDrawPoolAlphaMask::render(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
LLGLDisable blend(GL_BLEND);
LLGLSLShader* shader = nullptr;
if (LLPipeline::sUnderWaterRender)
{
shader = &gObjectSimpleWaterAlphaMaskProgram;
}
else
{
shader = &gObjectSimpleAlphaMaskProgram;
}
// render static
setup_simple_shader(shader);
pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
pushMaskBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
pushMaskBatches(LLRenderPass::PASS_SPECMAP_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
pushMaskBatches(LLRenderPass::PASS_NORMMAP_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
pushMaskBatches(LLRenderPass::PASS_NORMSPEC_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
// render rigged
setup_simple_shader(shader->mRiggedVariant);
pushRiggedMaskBatches(LLRenderPass::PASS_ALPHA_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
pushRiggedMaskBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
pushRiggedMaskBatches(LLRenderPass::PASS_SPECMAP_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
pushRiggedMaskBatches(LLRenderPass::PASS_NORMMAP_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
pushRiggedMaskBatches(LLRenderPass::PASS_NORMSPEC_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
}
LLDrawPoolFullbrightAlphaMask::LLDrawPoolFullbrightAlphaMask() :
LLRenderPass(POOL_FULLBRIGHT_ALPHA_MASK)
{
}
void LLDrawPoolFullbrightAlphaMask::prerender()
{
mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
void LLDrawPoolFullbrightAlphaMask::render(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_MASK);
LLGLSLShader* shader = nullptr;
if (LLPipeline::sUnderWaterRender)
{
shader = &gObjectFullbrightWaterAlphaMaskProgram;
}
else
{
shader = &gObjectFullbrightAlphaMaskProgram;
}
// render static
setup_fullbright_shader(shader);
pushMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
// render rigged
setup_fullbright_shader(shader->mRiggedVariant);
pushRiggedMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
}
//===============================
//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);
LLGLDisable alpha_test(GL_ALPHA_TEST);
//render static
setup_simple_shader(&gDeferredDiffuseProgram);
pushBatches(LLRenderPass::PASS_SIMPLE, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
//render rigged
setup_simple_shader(gDeferredDiffuseProgram.mRiggedVariant);
pushRiggedBatches(LLRenderPass::PASS_SIMPLE_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, 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
setup_simple_shader(shader);
pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
//render rigged
setup_simple_shader(shader->mRiggedVariant);
pushRiggedMaskBatches(LLRenderPass::PASS_ALPHA_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
}
// grass drawpool
LLDrawPoolGrass::LLDrawPoolGrass() :
LLRenderPass(POOL_GRASS)
{
}
void LLDrawPoolGrass::prerender()
{
mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
void LLDrawPoolGrass::beginRenderPass(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_GRASS);
stop_glerror();
if (LLPipeline::sUnderWaterRender)
{
simple_shader = &gObjectAlphaMaskNonIndexedWaterProgram;
}
else
{
simple_shader = &gObjectAlphaMaskNonIndexedProgram;
}
if (mShaderLevel > 0)
{
simple_shader->bind();
simple_shader->setMinimumAlpha(0.5f);
if (LLPipeline::sRenderingHUDs)
{
simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 1);
}
else
{
simple_shader->uniform1i(LLShaderMgr::NO_ATMO, 0);
}
}
else
{
gGL.flush();
LLGLSLShader::bindNoShader();
}
}
void LLDrawPoolGrass::endRenderPass(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_GRASS);
LLRenderPass::endRenderPass(pass);
if (mShaderLevel > 0)
{
simple_shader->unbind();
}
else
{
gGL.flush();
}
}
void LLDrawPoolGrass::render(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
LLGLDisable blend(GL_BLEND);
{
//LL_RECORD_BLOCK_TIME(FTM_RENDER_GRASS);
LLGLEnable test(GL_ALPHA_TEST);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
//render grass
LLRenderPass::pushBatches(LLRenderPass::PASS_GRASS, getVertexDataMask());
}
}
void LLDrawPoolGrass::beginDeferredPass(S32 pass)
{
}
void LLDrawPoolGrass::endDeferredPass(S32 pass)
{
}
void LLDrawPoolGrass::renderDeferred(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
{
//LL_RECORD_BLOCK_TIME(FTM_RENDER_GRASS_DEFERRED);
gDeferredNonIndexedDiffuseAlphaMaskProgram.bind();
gDeferredNonIndexedDiffuseAlphaMaskProgram.setMinimumAlpha(0.5f);
if (LLPipeline::sRenderingHUDs)
{
gDeferredNonIndexedDiffuseAlphaMaskProgram.uniform1i(LLShaderMgr::NO_ATMO, 1);
}
else
{
gDeferredNonIndexedDiffuseAlphaMaskProgram.uniform1i(LLShaderMgr::NO_ATMO, 0);
}
//render grass
LLRenderPass::pushBatches(LLRenderPass::PASS_GRASS, getVertexDataMask());
}
}
// Fullbright drawpool
LLDrawPoolFullbright::LLDrawPoolFullbright() :
LLRenderPass(POOL_FULLBRIGHT)
{
}
void LLDrawPoolFullbright::prerender()
{
mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
void LLDrawPoolFullbright::renderPostDeferred(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_FULLBRIGHT);
LLGLSLShader* shader = nullptr;
if (LLPipeline::sUnderWaterRender)
{
shader = &gDeferredFullbrightWaterProgram;
}
else
{
shader = &gDeferredFullbrightProgram;
}
gGL.setSceneBlendType(LLRender::BT_ALPHA);
U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX;
// render static
setup_fullbright_shader(shader);
pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE);
// render rigged
setup_fullbright_shader(shader->mRiggedVariant);
pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_RIGGED, fullbright_mask, TRUE, TRUE);
}
void LLDrawPoolFullbright::render(S32 pass)
{ //render fullbright
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_FULLBRIGHT);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
stop_glerror();
LLGLSLShader* shader = nullptr;
if (LLPipeline::sUnderWaterRender)
{
shader = &gObjectFullbrightWaterProgram;
}
else
{
shader = &gObjectFullbrightProgram;
}
U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX;
// render static
setup_fullbright_shader(shader);
pushBatches(LLRenderPass::PASS_FULLBRIGHT, mask, TRUE, TRUE);
pushBatches(LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE, mask, TRUE, TRUE);
pushBatches(LLRenderPass::PASS_SPECMAP_EMISSIVE, mask, TRUE, TRUE);
pushBatches(LLRenderPass::PASS_NORMMAP_EMISSIVE, mask, TRUE, TRUE);
pushBatches(LLRenderPass::PASS_NORMSPEC_EMISSIVE, mask, TRUE, TRUE);
// render rigged
setup_fullbright_shader(shader->mRiggedVariant);
pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_RIGGED, mask, TRUE, TRUE);
pushRiggedBatches(LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED, mask, TRUE, TRUE);
pushRiggedBatches(LLRenderPass::PASS_SPECMAP_EMISSIVE_RIGGED, mask, TRUE, TRUE);
pushRiggedBatches(LLRenderPass::PASS_NORMMAP_EMISSIVE_RIGGED, mask, TRUE, TRUE);
pushRiggedBatches(LLRenderPass::PASS_NORMSPEC_EMISSIVE_RIGGED, mask, TRUE, TRUE);
}
S32 LLDrawPoolFullbright::getNumPasses()
{
return 1;
}
void LLDrawPoolFullbrightAlphaMask::renderPostDeferred(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_FULLBRIGHT);
LLGLSLShader* shader = nullptr;
if (LLPipeline::sRenderingHUDs)
{
shader = &gDeferredFullbrightAlphaMaskProgram;
}
else if (LLPipeline::sRenderDeferred)
{
if (LLPipeline::sUnderWaterRender)
{
shader = &gDeferredFullbrightAlphaMaskWaterProgram;
}
else
{
shader = &gDeferredFullbrightAlphaMaskProgram;
}
}
else
{
shader = &gObjectFullbrightAlphaMaskProgram;
}
LLGLDisable blend(GL_BLEND);
U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX;
// render static
setup_fullbright_shader(shader);
pushMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, fullbright_mask, TRUE, TRUE);
// render rigged
setup_fullbright_shader(shader->mRiggedVariant);
pushRiggedMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, fullbright_mask, TRUE, TRUE);
}