phoenix-firestorm/indra/newview/lldrawpoolalpha.cpp

966 lines
35 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"
#include "gltfscenemanager.h"
#include "llenvironment.h"
bool LLDrawPoolAlpha::sShowDebugAlpha = false;
bool LLDrawPoolAlpha::sShowDebugAlphaRigged = false;
#define current_shader (LLGLSLShader::sCurBoundShaderPtr)
LLVector4 LLDrawPoolAlpha::sWaterPlane;
// minimum alpha before discarding a fragment
static const F32 MINIMUM_ALPHA = 0.004f; // ~ 1/255
// minimum alpha before discarding a fragment when rendering impostors
static const F32 MINIMUM_IMPOSTOR_ALPHA = 0.1f;
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);
}
S32 LLDrawPoolAlpha::getNumPostDeferredPasses()
{
return 1;
}
// set some common parameters on the given shader to prepare for alpha rendering
static void prepare_alpha_shader(LLGLSLShader* shader, bool deferredEnvironment, F32 water_sign)
{
static LLCachedControl<F32> displayGamma(gSavedSettings, "RenderDeferredDisplayGamma");
F32 gamma = displayGamma;
static LLStaticHashedString waterSign("waterSign");
// Does this deferred shader need environment uniforms set such as sun_dir, etc. ?
// NOTE: We don't actually need a gbuffer since we are doing forward rendering (for transparency) post deferred rendering
// TODO: bindDeferredShader() probably should have the updating of the environment uniforms factored out into updateShaderEnvironmentUniforms()
// i.e. shaders\class1\deferred\alphaF.glsl
if (deferredEnvironment)
{
shader->mCanBindFast = false;
}
shader->bind();
shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f / 2.2f));
if (LLPipeline::sRenderingHUDs)
{ // for HUD attachments, only the pre-water pass is executed and we never want to clip anything
LLVector4 near_clip(0, 0, -1, 0);
shader->uniform1f(waterSign, 1.f);
shader->uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, near_clip.mV);
}
else
{
shader->uniform1f(waterSign, water_sign);
shader->uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV);
}
if (LLPipeline::sImpostorRender)
{
shader->setMinimumAlpha(MINIMUM_IMPOSTOR_ALPHA);
}
else
{
shader->setMinimumAlpha(MINIMUM_ALPHA);
}
//also prepare rigged variant
if (shader->mRiggedVariant && shader->mRiggedVariant != shader)
{
prepare_alpha_shader(shader->mRiggedVariant, deferredEnvironment, water_sign);
}
}
extern bool gCubeSnapshot;
void LLDrawPoolAlpha::renderPostDeferred(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
if (LLPipeline::isWaterClip() && getType() == LLDrawPool::POOL_ALPHA_PRE_WATER)
{ // don't render alpha objects on the other side of the water plane if water is opaque
return;
}
F32 water_sign = 1.f;
if (getType() == LLDrawPool::POOL_ALPHA_PRE_WATER)
{
water_sign = -1.f;
}
if (LLPipeline::sUnderWaterRender)
{
water_sign *= -1.f;
}
// prepare shaders
llassert(LLPipeline::sRenderDeferred);
emissive_shader = &gDeferredEmissiveProgram;
prepare_alpha_shader(emissive_shader, false, water_sign);
pbr_emissive_shader = &gPBRGlowProgram;
prepare_alpha_shader(pbr_emissive_shader, false, water_sign);
fullbright_shader =
(LLPipeline::sImpostorRender) ? &gDeferredFullbrightAlphaMaskProgram :
(LLPipeline::sRenderingHUDs) ? &gHUDFullbrightAlphaMaskAlphaProgram :
&gDeferredFullbrightAlphaMaskAlphaProgram;
prepare_alpha_shader(fullbright_shader, true, water_sign);
simple_shader =
(LLPipeline::sImpostorRender) ? &gDeferredAlphaImpostorProgram :
(LLPipeline::sRenderingHUDs) ? &gHUDAlphaProgram :
&gDeferredAlphaProgram;
prepare_alpha_shader(simple_shader, true, water_sign); //prime simple shader (loads shadow relevant uniforms)
LLGLSLShader* materialShader = gDeferredMaterialProgram;
for (int i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
{
prepare_alpha_shader(&materialShader[i], true, water_sign);
}
pbr_shader =
(LLPipeline::sRenderingHUDs) ? &gHUDPBRAlphaProgram :
&gDeferredPBRAlphaProgram;
prepare_alpha_shader(pbr_shader, true, water_sign);
// explicitly unbind here so render loop doesn't make assumptions about the last shader
// already being setup for rendering
LLGLSLShader::unbind();
if (!LLPipeline::sRenderingHUDs)
{
// first pass, render rigged objects only and render to depth buffer
forwardRender(true);
}
// second pass, regular forward alpha rendering
forwardRender();
// final pass, render to depth for depth of field effects
if (!LLPipeline::sImpostorRender && gSavedSettings.getBOOL("RenderDepthOfField") && !gCubeSnapshot && !LLPipeline::sRenderingHUDs && getType() == LLDrawPool::POOL_ALPHA_POST_WATER)
{
//update depth buffer sampler
simple_shader = fullbright_shader = &gDeferredFullbrightAlphaMaskProgram;
simple_shader->bind();
simple_shader->setMinimumAlpha(0.33f);
// mask off color buffer writes as we're only writing to depth buffer
gGL.setColorMask(false, false);
// 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
renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2,
true); // <--- discard mostly transparent faces
gGL.setColorMask(true, false);
}
}
void LLDrawPoolAlpha::forwardRender(bool rigged)
{
gPipeline.enableLightsDynamic();
LLGLSPipelineAlpha gls_pipeline_alpha;
//enable writing to alpha for emissive effects
gGL.setColorMask(true, true);
bool write_depth = rigged ||
LLDrawPoolWater::sSkipScreenCopy
// we want depth written so that rendered alpha will
// contribute to the alpha mask used for impostors
|| LLPipeline::sImpostorRenderAlphaDepthPass
|| getType() == LLDrawPoolAlpha::POOL_ALPHA_PRE_WATER; // needed for accurate water fog
LLGLDepthTest depth(GL_TRUE, write_depth ? GL_TRUE : GL_FALSE);
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);
if (rigged && mType == LLDrawPool::POOL_ALPHA_POST_WATER)
{ // draw GLTF scene to depth buffer before rigged alpha
LL::GLTFSceneManager::instance().render(false, false);
LL::GLTFSceneManager::instance().render(false, true);
LL::GLTFSceneManager::instance().render(false, false, true);
LL::GLTFSceneManager::instance().render(false, true, true);
}
// 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
renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2, false, rigged);
gGL.setColorMask(true, false);
if (!rigged)
{ //render "highlight alpha" on final non-rigged pass
// NOTE -- hacky call here protected by !rigged instead of alongside "forwardRender"
// so renderDebugAlpha is executed while gls_pipeline_alpha and depth GL state
// variables above are still in scope
renderDebugAlpha();
}
}
void LLDrawPoolAlpha::renderDebugAlpha()
{
if (sShowDebugAlpha)
{
gHighlightProgram.bind();
gGL.diffuseColor4f(1, 0, 0, 1);
gGL.getTexUnit(0)->bindFast(LLViewerFetchedTexture::getSmokeImage());
renderAlphaHighlight();
pushUntexturedBatches(LLRenderPass::PASS_ALPHA_MASK);
pushUntexturedBatches(LLRenderPass::PASS_ALPHA_INVISIBLE);
// Material alpha mask
gGL.diffuseColor4f(0, 0, 1, 1);
pushUntexturedBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK);
pushUntexturedBatches(LLRenderPass::PASS_NORMMAP_MASK);
pushUntexturedBatches(LLRenderPass::PASS_SPECMAP_MASK);
pushUntexturedBatches(LLRenderPass::PASS_NORMSPEC_MASK);
pushUntexturedBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK);
pushUntexturedBatches(LLRenderPass::PASS_GLTF_PBR_ALPHA_MASK);
gGL.diffuseColor4f(0, 1, 0, 1);
pushUntexturedBatches(LLRenderPass::PASS_INVISIBLE);
// <FS:Beq> FIRE-32132 et al. Allow rigged mesh transparency highlights to be toggled
if (sShowDebugAlphaRigged)
{
// </FS:Beq>
gHighlightProgram.mRiggedVariant->bind();
gGL.diffuseColor4f(0, 1, 0, 1);// <FS:Beq/> FIRE-32132 et al. (can plain PASS_ALPHA_MASK_RIGGED exist?) paint it green if so.
pushRiggedBatches(LLRenderPass::PASS_ALPHA_MASK_RIGGED, false);
pushRiggedBatches(LLRenderPass::PASS_ALPHA_INVISIBLE_RIGGED, false);
// Material alpha mask
gGL.diffuseColor4f(0, 1, 1, 1);// <FS:Beq/> FIRE-32132 et al. Allow rigged mesh transparency highlights to be toggled
pushRiggedBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK_RIGGED, false);
pushRiggedBatches(LLRenderPass::PASS_NORMMAP_MASK_RIGGED, false);
pushRiggedBatches(LLRenderPass::PASS_SPECMAP_MASK_RIGGED, false);
pushRiggedBatches(LLRenderPass::PASS_NORMSPEC_MASK_RIGGED, false);
pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, false);
pushRiggedBatches(LLRenderPass::PASS_GLTF_PBR_ALPHA_MASK_RIGGED, false);
gGL.diffuseColor4f(0, 1, 0, 1);
pushRiggedBatches(LLRenderPass::PASS_INVISIBLE_RIGGED, false);
// <FS:Beq> FIRE-32132 et al. Allow rigged mesh transparency highlights to be toggled
}
// </FS:Beq>
LLGLSLShader::sCurBoundShaderPtr->unbind();
}
}
void LLDrawPoolAlpha::renderAlphaHighlight()
{
for (int pass = 0; pass < 2; ++pass)
{ //two passes, one rigged and one not
LLVOAvatar* lastAvatar = nullptr;
U64 lastMeshId = 0;
LLCullResult::sg_iterator begin = pass == 0 ? gPipeline.beginAlphaGroups() : gPipeline.beginRiggedAlphaGroups();
LLCullResult::sg_iterator end = pass == 0 ? gPipeline.endAlphaGroups() : gPipeline.endRiggedAlphaGroups();
for (LLCullResult::sg_iterator i = begin; i != end; ++i)
{
LLSpatialGroup* group = *i;
if (group->getSpatialPartition()->mRenderByGroup &&
!group->isDead())
{
LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA+pass]; // <-- hacky + pass to use PASS_ALPHA_RIGGED on second pass
for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)
{
LLDrawInfo& params = **k;
bool rigged = (params.mAvatar != nullptr);
gHighlightProgram.bind(rigged);
// <FS:Beq> FIRE-32132 et al. Allow rigged mesh transparency highlights to be toggled
if (rigged && !sShowDebugAlphaRigged)
{
// if we don't want to show rigged alpha highlights then skip
continue;
}
else if (rigged && sShowDebugAlphaRigged)
{
// if we do and this is rigged then use a different colour
gGL.diffuseColor4f(1, 0.5, 0, 1);
}
else // NB dangling else to drop through to "normal behaviour"
// </FS:Beq>
gGL.diffuseColor4f(1, 0, 0, 1);
if (rigged)
{
if (lastAvatar != params.mAvatar ||
lastMeshId != params.mSkinInfo->mHash)
{
if (!uploadMatrixPalette(params))
{
continue;
}
lastAvatar = params.mAvatar;
lastMeshId = params.mSkinInfo->mHash;
}
}
LLRenderPass::applyModelMatrix(params);
params.mVertexBuffer->setBuffer();
params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
}
}
}
}
// make sure static version of highlight shader is bound before returning
gHighlightProgram.bind();
}
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->setBuffer();
LLRenderPass::applyModelMatrix(*draw);
draw->mVertexBuffer->drawRange(LLRender::TRIANGLES, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
}
bool LLDrawPoolAlpha::TexSetup(LLDrawInfo* draw, bool use_material)
{
bool tex_setup = false;
if (draw->mGLTFMaterial)
{
if (draw->mTextureMatrix)
{
tex_setup = true;
gGL.getTexUnit(0)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadMatrix((GLfloat*)draw->mTextureMatrix->mMatrix);
gPipeline.mTextureMatrixOps++;
}
}
else
{
if (!LLPipeline::sRenderingHUDs && use_material && current_shader)
{
if (draw->mNormalMap)
{
current_shader->bindTexture(LLShaderMgr::BUMP_MAP, draw->mNormalMap);
}
if (draw->mSpecularMap)
{
current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, draw->mSpecularMap);
}
}
else if (current_shader == simple_shader || current_shader == simple_shader->mRiggedVariant)
{
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(LLDrawInfo* draw)
{
LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.f);
draw->mVertexBuffer->setBuffer();
draw->mVertexBuffer->drawRange(LLRender::TRIANGLES, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
}
void LLDrawPoolAlpha::renderEmissives(std::vector<LLDrawInfo*>& emissives)
{
emissive_shader->bind();
emissive_shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.f);
for (LLDrawInfo* draw : emissives)
{
bool tex_setup = TexSetup(draw, false);
drawEmissive(draw);
RestoreTexSetup(tex_setup);
}
}
void LLDrawPoolAlpha::renderPbrEmissives(std::vector<LLDrawInfo*>& emissives)
{
pbr_emissive_shader->bind();
for (LLDrawInfo* draw : emissives)
{
llassert(draw->mGLTFMaterial);
LLGLDisable cull_face(draw->mGLTFMaterial->mDoubleSided ? GL_CULL_FACE : 0);
draw->mGLTFMaterial->bind(draw->mTexture);
draw->mVertexBuffer->setBuffer();
draw->mVertexBuffer->drawRange(LLRender::TRIANGLES, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
}
}
void LLDrawPoolAlpha::renderRiggedEmissives(std::vector<LLDrawInfo*>& emissives)
{
LLGLDepthTest depth(GL_TRUE, GL_FALSE); //disable depth writes since "emissive" is additive so sorting doesn't matter
LLGLSLShader* shader = emissive_shader->mRiggedVariant;
shader->bind();
shader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, 1.f);
LLVOAvatar* lastAvatar = nullptr;
U64 lastMeshId = 0;
for (LLDrawInfo* draw : emissives)
{
LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("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(draw);
RestoreTexSetup(tex_setup);
}
}
void LLDrawPoolAlpha::renderRiggedPbrEmissives(std::vector<LLDrawInfo*>& emissives)
{
LLGLDepthTest depth(GL_TRUE, GL_FALSE); //disable depth writes since "emissive" is additive so sorting doesn't matter
pbr_emissive_shader->bind(true);
LLVOAvatar* lastAvatar = nullptr;
U64 lastMeshId = 0;
for (LLDrawInfo* draw : emissives)
{
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;
}
LLGLDisable cull_face(draw->mGLTFMaterial->mDoubleSided ? GL_CULL_FACE : 0);
draw->mGLTFMaterial->bind(draw->mTexture);
draw->mVertexBuffer->setBuffer();
draw->mVertexBuffer->drawRange(LLRender::TRIANGLES, draw->mStart, draw->mEnd, draw->mCount, draw->mOffset);
}
}
void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
bool initialized_lighting = false;
bool light_enabled = true;
LLVOAvatar* lastAvatar = nullptr;
U64 lastMeshId = 0;
LLGLSLShader* lastAvatarShader = nullptr;
LLCullResult::sg_iterator begin;
LLCullResult::sg_iterator end;
if (rigged)
{
begin = gPipeline.beginRiggedAlphaGroups();
end = gPipeline.endRiggedAlphaGroups();
}
else
{
begin = gPipeline.beginAlphaGroups();
end = gPipeline.endAlphaGroups();
}
LLEnvironment& env = LLEnvironment::instance();
F32 water_height = env.getWaterHeight();
bool above_water = getType() == LLDrawPool::POOL_ALPHA_POST_WATER;
if (LLPipeline::sUnderWaterRender)
{
above_water = !above_water;
}
for (LLCullResult::sg_iterator i = begin; i != end; ++i)
{
LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("renderAlpha - group");
LLSpatialGroup* group = *i;
llassert(group);
llassert(group->getSpatialPartition());
if (group->getSpatialPartition()->mRenderByGroup &&
!group->isDead())
{
LLSpatialBridge* bridge = group->getSpatialPartition()->asBridge();
const LLVector4a* ext = bridge ? bridge->getSpatialExtents() : group->getExtents();
if (!LLPipeline::sRenderingHUDs) // ignore above/below water for HUD render
{
if (above_water)
{ // reject any spatial groups that have no part above water
if (ext[1].getF32ptr()[2] < water_height)
{
continue;
}
}
else
{ // reject any spatial groups that he no part below water
if (ext[0].getF32ptr()[2] > water_height)
{
continue;
}
}
}
static std::vector<LLDrawInfo*> emissives;
static std::vector<LLDrawInfo*> rigged_emissives;
static std::vector<LLDrawInfo*> pbr_emissives;
static std::vector<LLDrawInfo*> pbr_rigged_emissives;
emissives.resize(0);
rigged_emissives.resize(0);
pbr_emissives.resize(0);
pbr_rigged_emissives.resize(0);
bool is_particle_or_hud_particle = group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_PARTICLE
|| group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD_PARTICLE;
// <FS:LO> Dont suspend partical processing while particles are hidden, just skip over drawing them
if(!(gPipeline.sRenderParticles) && (
group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_PARTICLE ||
group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD_PARTICLE))
{
continue;
}
// </FS:LO>
bool disable_cull = is_particle_or_hud_particle;
LLGLDisable cull(disable_cull ? GL_CULL_FACE : 0);
LLSpatialGroup::drawmap_elem_t& draw_info = rigged ? group->mDrawMap[LLRenderPass::PASS_ALPHA_RIGGED] : group->mDrawMap[LLRenderPass::PASS_ALPHA];
for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)
{
LLDrawInfo& params = **k;
if ((bool)params.mAvatar != rigged)
{
continue;
}
LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("ra - push batch");
LLRenderPass::applyModelMatrix(params);
LLMaterial* mat = NULL;
LLGLTFMaterial *gltf_mat = params.mGLTFMaterial;
LLGLDisable cull_face(gltf_mat && gltf_mat->mDoubleSided ? GL_CULL_FACE : 0);
if (gltf_mat && gltf_mat->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_BLEND)
{
target_shader = pbr_shader;
if (params.mAvatar != nullptr)
{
target_shader = target_shader->mRiggedVariant;
}
// shader must be bound before LLGLTFMaterial::bind
if (current_shader != target_shader)
{
gPipeline.bindDeferredShaderFast(*target_shader);
}
params.mGLTFMaterial->bind(params.mTexture);
}
else
{
mat = LLPipeline::sRenderingHUDs ? nullptr : 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;
light_enabled = false;
}
}
// Turn on lighting if it isn't already.
else if (!light_enabled || !initialized_lighting)
{
initialized_lighting = true;
target_shader = simple_shader;
light_enabled = true;
}
if (LLPipeline::sRenderingHUDs)
{
target_shader = fullbright_shader;
}
else if (mat)
{
U32 mask = params.mShaderMask;
llassert(mask < LLMaterial::SHADER_COUNT);
target_shader = &(gDeferredMaterialProgram[mask]);
}
else if (!params.mFullbright)
{
target_shader = simple_shader;
}
else
{
target_shader = fullbright_shader;
}
if (params.mAvatar != nullptr)
{
llassert(target_shader->mRiggedVariant != 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).
gPipeline.bindDeferredShaderFast(*target_shader);
if (params.mFullbright)
{ // make sure the bind the exposure map for fullbright shaders so they can cancel out exposure
S32 channel = target_shader->enableTexture(LLShaderMgr::EXPOSURE_MAP);
if (channel > -1)
{
gGL.getTexUnit(channel)->bind(&gPipeline.mExposureMap);
}
}
}
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)
{
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.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));
{
gGL.blendFunc((LLRender::eBlendFactor) params.mBlendFuncSrc, (LLRender::eBlendFactor) params.mBlendFuncDst, mAlphaSFactor, mAlphaDFactor);
bool reset_minimum_alpha = false;
if (!LLPipeline::sImpostorRender &&
params.mBlendFuncDst != LLRender::BF_SOURCE_ALPHA &&
params.mBlendFuncSrc != LLRender::BF_SOURCE_ALPHA)
{ // this draw call has a custom blend function that may require rendering of "invisible" fragments
current_shader->setMinimumAlpha(0.f);
reset_minimum_alpha = true;
}
params.mVertexBuffer->setBuffer();
params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
stop_glerror();
if (reset_minimum_alpha)
{
current_shader->setMinimumAlpha(MINIMUM_ALPHA);
}
}
// 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 (getType() != LLDrawPool::POOL_ALPHA_PRE_WATER &&
params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))
{
if (params.mAvatar != nullptr)
{
if (params.mGLTFMaterial.isNull())
{
rigged_emissives.push_back(&params);
}
else
{
pbr_rigged_emissives.push_back(&params);
}
}
else
{
if (params.mGLTFMaterial.isNull())
{
emissives.push_back(&params);
}
else
{
pbr_emissives.push_back(&params);
}
}
}
if (tex_setup)
{
gGL.getTexUnit(0)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
}
}
// render emissive faces into alpha channel for bloom effects
if (!depth_only)
{
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);
bool rebind = false;
LLGLSLShader* lastShader = current_shader;
if (!emissives.empty())
{
light_enabled = true;
renderEmissives(emissives);
rebind = true;
}
if (!pbr_emissives.empty())
{
light_enabled = true;
renderPbrEmissives(pbr_emissives);
rebind = true;
}
if (!rigged_emissives.empty())
{
light_enabled = true;
renderRiggedEmissives(rigged_emissives);
rebind = true;
}
if (!pbr_rigged_emissives.empty())
{
light_enabled = true;
renderRiggedPbrEmissives(pbr_rigged_emissives);
rebind = true;
}
// restore our alpha blend mode
gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
if (lastShader && rebind)
{
lastShader->bind();
}
}
}
}
gGL.setSceneBlendType(LLRender::BT_ALPHA);
LLVertexBuffer::unbind();
if (!light_enabled)
{
gPipeline.enableLightsDynamic();
}
}
bool LLDrawPoolAlpha::uploadMatrixPalette(const LLDrawInfo& params)
{
if (params.mAvatar.isNull())
{
return false;
}
const LLVOAvatar::MatrixPaletteCache& mpc = params.mAvatar.get()->updateSkinInfoMatrixPalette(params.mSkinInfo);
U32 count = static_cast<U32>(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;
}