Huge renderer update (WIP). Still plenty to do, especially pertaining to UI.

-Nametag bubble visbility is oddly inconsistent. May vanish with future planned UI merges...
-VBOs are PAINFULLY slow on ATI hardware. This repos self-compiled davep/shining-fixes branch, so I'll leave the ball in LL's court for now regarding that.
This commit is contained in:
Shyotl
2011-12-09 14:02:29 -06:00
parent 8e7733b2ce
commit ffb285c6ff
499 changed files with 22321 additions and 12356 deletions

View File

@@ -61,7 +61,7 @@ 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), emissive_shader(NULL),
mColorSFactor(LLRender::BF_UNDEF), mColorDFactor(LLRender::BF_UNDEF),
mAlphaSFactor(LLRender::BF_UNDEF), mAlphaDFactor(LLRender::BF_UNDEF)
{
@@ -182,11 +182,13 @@ void LLDrawPoolAlpha::beginRenderPass(S32 pass)
{
simple_shader = &gObjectSimpleWaterAlphaMaskProgram;
fullbright_shader = &gObjectFullbrightWaterAlphaMaskProgram;
emissive_shader = &gObjectEmissiveWaterProgram;
}
else
{
simple_shader = &gObjectSimpleAlphaMaskProgram;
fullbright_shader = &gObjectFullbrightAlphaMaskProgram;
emissive_shader = &gObjectEmissiveProgram;
}
if (mVertexShaderLevel > 0)
@@ -223,7 +225,8 @@ void LLDrawPoolAlpha::render(S32 pass)
{
gGL.setColorMask(true, true);
}
if (LLPipeline::sFastAlpha)
if (LLPipeline::sAutoMaskAlphaNonDeferred)
{
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
@@ -325,21 +328,26 @@ void LLDrawPoolAlpha::render(S32 pass)
BOOL shaders = gPipeline.canUseVertexShaders();
if(shaders)
{
gObjectFullbrightNonIndexedProgram.bind();
gHighlightProgram.bind();
}
else
{
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
}
gGL.diffuseColor4f(1,0,0,1);
LLViewerFetchedTexture::sSmokeImagep->addTextureStats(1024.f*1024.f);
gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sSmokeImagep, TRUE) ;
renderAlphaHighlight(LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_TEXCOORD0);
pushBatches(LLRenderPass::PASS_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
if(shaders)
{
gObjectFullbrightNonIndexedProgram.unbind();
gHighlightProgram.unbind();
}
}
}
@@ -369,8 +377,8 @@ void LLDrawPoolAlpha::renderAlphaHighlight(U32 mask)
params.mGroup->rebuildMesh();
}
params.mVertexBuffer->setBuffer(mask);
params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
gPipeline.addTrianglesDrawn(params.mCount/3);
params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
}
}
}
@@ -489,28 +497,33 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
}
}
params.mVertexBuffer->setBuffer(mask);
params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
gPipeline.addTrianglesDrawn(params.mCount/3);
params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
// 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)
if (current_shader &&
draw_glow_for_this_partition &&
params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))
{
// 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)
emissive_shader->bind();
// glow doesn't use vertex colors from the mesh data
params.mVertexBuffer->setBuffer(mask & ~LLVertexBuffer::MAP_COLOR);
gGL.diffuseColor4ubv(params.mGlowColor.mV);
params.mVertexBuffer->setBuffer((mask & ~LLVertexBuffer::MAP_COLOR) | LLVertexBuffer::MAP_EMISSIVE);
// do the actual drawing, again
params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
gPipeline.addTrianglesDrawn(params.mCount/3);
params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
// restore our alpha blend mode
gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
current_shader->bind();
}
if (tex_setup)