V2 spatial partition, and all the pipeline changes that go with it.

Note: Deferred mode is not finished, and thus broken. Don't use!
This commit is contained in:
Shyotl
2011-03-06 05:47:26 -06:00
parent 9f434ab384
commit 996aaf6345
57 changed files with 1987 additions and 660 deletions

View File

@@ -61,7 +61,9 @@ static BOOL deferred_render = FALSE;
LLDrawPoolAlpha::LLDrawPoolAlpha(U32 type) :
LLRenderPass(type), current_shader(NULL), target_shader(NULL),
simple_shader(NULL), fullbright_shader(NULL)
simple_shader(NULL), fullbright_shader(NULL),
mColorSFactor(LLRender::BF_UNDEF), mColorDFactor(LLRender::BF_UNDEF),
mAlphaSFactor(LLRender::BF_UNDEF), mAlphaDFactor(LLRender::BF_UNDEF)
{
}
@@ -178,8 +180,15 @@ void LLDrawPoolAlpha::render(S32 pass)
LLGLSPipelineAlpha gls_pipeline_alpha;
gGL.setColorMask(true, true);
if (LLPipeline::sFastAlpha && !deferred_render)
{
mColorSFactor = LLRender::BF_ONE; // }
mColorDFactor = LLRender::BF_ZERO; // } these are like disabling blend on the color channels, but we're still blending on the alpha channel so that we can suppress glow
mAlphaSFactor = LLRender::BF_ZERO;
mAlphaDFactor = LLRender::BF_ZERO; // block (zero-out) glow where the alpha test succeeds
gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.33f);
if (mVertexShaderLevel > 0)
{
@@ -203,8 +212,17 @@ void LLDrawPoolAlpha::render(S32 pass)
}
LLGLDepthTest depth(GL_TRUE, LLDrawPoolWater::sSkipScreenCopy ? 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);
renderAlpha(getVertexDataMask());
gGL.setColorMask(true, false);
if (deferred_render && current_shader != NULL)
{
gPipeline.unbindDeferredShader(*current_shader);
@@ -283,6 +301,12 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
if (group->mSpatialPartition->mRenderByGroup &&
!group->isDead())
{
bool draw_glow_for_this_partition = mVertexShaderLevel > 0 && // no shaders = no glow.
// All particle systems seem to come off the wire with texture entries which claim that they glow. This is probably a bug in the data. Suppress.
group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_PARTICLE &&
group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_CLOUD &&
group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_HUD_PARTICLE;
LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA];
for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)
@@ -291,22 +315,10 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
LLRenderPass::applyModelMatrix(params);
if (params.mTexture.notNull())
{
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->bind(params.mTexture.get());
if (params.mTextureMatrix)
if (params.mFullbright)
{
glMatrixMode(GL_TEXTURE);
glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
gPipeline.mTextureMatrixOps++;
}
}
if (params.mFullbright)
{
// Turn off lighting if it hasn't already been so.
// Turn off lighting if it hasn't already been so.
if (light_enabled || !initialized_lighting)
{
initialized_lighting = TRUE;
@@ -357,22 +369,61 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
}
else if (!use_shaders && current_shader != NULL)
{
LLGLSLShader::bindNoShader();
if (deferred_render)
{
gPipeline.unbindDeferredShader(*current_shader);
}
LLGLSLShader::bindNoShader();
current_shader = NULL;
}
if (params.mGroup)
{
params.mGroup->rebuildMesh();
{
params.mGroup->rebuildMesh();
}
if (params.mTexture.notNull())
{
gGL.getTexUnit(0)->bind(params.mTexture.get());
if(params.mTexture.notNull())
{
params.mTexture->addTextureStats(params.mVSize);
}
if (params.mTextureMatrix)
{
gGL.getTexUnit(0)->activate();
glMatrixMode(GL_TEXTURE);
glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
gPipeline.mTextureMatrixOps++;
}
}
}
params.mVertexBuffer->setBuffer(mask);
params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
gPipeline.addTrianglesDrawn(params.mCount/3);
// If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls could be expensive, but glow must be drawn Z-sorted with alpha.
if (draw_glow_for_this_partition &&
params.mGlowColor.mV[3] > 0)
{
// install glow-accumulating blend mode
gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, // don't touch color
LLRender::BF_ONE, LLRender::BF_ONE); // add to alpha (glow)
// glow doesn't use vertex colors from the mesh data
params.mVertexBuffer->setBuffer(mask & ~LLVertexBuffer::MAP_COLOR);
glColor4ubv(params.mGlowColor.mV);
// do the actual drawing, again
params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
gPipeline.addTrianglesDrawn(params.mCount/3);
// restore our alpha blend mode
gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
}
if (params.mTextureMatrix && params.mTexture.notNull())
{
gGL.getTexUnit(0)->activate();
@@ -383,6 +434,15 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
}
}
if (deferred_render && current_shader != NULL)
{
gPipeline.unbindDeferredShader(*current_shader);
LLVertexBuffer::unbind();
LLGLState::checkStates();
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
}
if (!light_enabled)
{
gPipeline.enableLightsDynamic();