/** * @file lldrawpoolsimple.cpp * @brief LLDrawPoolSimple class implementation * * $LicenseInfo:firstyear=2002&license=viewergpl$ * * Copyright (c) 2002-2009, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at * http://secondlifegrid.net/programs/open_source/licensing/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "lldrawpoolsimple.h" #include "llviewercamera.h" #include "llagent.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 LLGLSLShader* fullbright_shader = NULL; void LLDrawPoolGlow::beginPostDeferredPass(S32 pass) { gDeferredFullbrightProgram.bind(); } void LLDrawPoolGlow::renderPostDeferred(S32 pass) { LLFastTimer t(LLFastTimer::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); { //LLFastTimer t(FTM_RENDER_GLOW_PUSH); pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); } gGL.setColorMask(true, false); gGL.setSceneBlendType(LLRender::BT_ALPHA); } void LLDrawPoolGlow::endPostDeferredPass(S32 pass) { gDeferredFullbrightProgram.unbind(); LLRenderPass::endRenderPass(pass); } void LLDrawPoolGlow::render(S32 pass) { LLFastTimer t(LLFastTimer::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); U32 shader_level = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); if (shader_level > 0 && fullbright_shader) { fullbright_shader->bind(); } else { gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); } LLGLDepthTest depth(GL_TRUE, GL_FALSE); gGL.setColorMask(false, true); if (shader_level > 1) { pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); } else { renderTexture(LLRenderPass::PASS_GLOW, getVertexDataMask()); } gGL.setColorMask(true, false); gGL.setSceneBlendType(LLRender::BT_ALPHA); if (shader_level > 0 && fullbright_shader) { fullbright_shader->unbind(); } } void LLDrawPoolGlow::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures) { glColor4ubv(params.mGlowColor.mV); LLRenderPass::pushBatch(params, mask, texture, batch_textures); } LLDrawPoolSimple::LLDrawPoolSimple() : LLRenderPass(POOL_SIMPLE) { } void LLDrawPoolSimple::prerender() { mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); } void LLDrawPoolSimple::beginRenderPass(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE); if (LLPipeline::sUnderWaterRender) { simple_shader = &gObjectSimpleWaterProgram; } else { simple_shader = &gObjectSimpleProgram; } if (mVertexShaderLevel > 0) { simple_shader->bind(); } else { // don't use shaders! if (gGLManager.mHasShaderObjects) { LLGLSLShader::bindNoShader(); } } } void LLDrawPoolSimple::endRenderPass(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE); stop_glerror(); LLRenderPass::endRenderPass(pass); stop_glerror(); if (mVertexShaderLevel > 0) { simple_shader->unbind(); } } void LLDrawPoolSimple::render(S32 pass) { LLGLDisable blend(GL_BLEND); { //render simple LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE); gPipeline.enableLightsDynamic(); if (mVertexShaderLevel > 0) { U32 mask = getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX; 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); } } else { LLGLDisable alpha_test(GL_ALPHA_TEST); renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask()); } } } //=============================== //DEFERRED IMPLEMENTATION //=============================== void LLDrawPoolSimple::beginDeferredPass(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE); gDeferredDiffuseProgram.bind(); } void LLDrawPoolSimple::endDeferredPass(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE); LLRenderPass::endRenderPass(pass); gDeferredDiffuseProgram.unbind(); } void LLDrawPoolSimple::renderDeferred(S32 pass) { LLGLDisable blend(GL_BLEND); LLGLDisable alpha_test(GL_ALPHA_TEST); { //render simple LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE); pushBatches(LLRenderPass::PASS_SIMPLE, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); } } // grass drawpool LLDrawPoolGrass::LLDrawPoolGrass() : LLRenderPass(POOL_GRASS) { } void LLDrawPoolGrass::prerender() { mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); } void LLDrawPoolGrass::beginRenderPass(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS); if (LLPipeline::sUnderWaterRender) { simple_shader = &gObjectAlphaMaskNonIndexedWaterProgram; } else { simple_shader = &gObjectAlphaMaskNonIndexedProgram; } if (mVertexShaderLevel > 0) { simple_shader->bind(); simple_shader->setAlphaRange(0.5f, 1.f); } else { gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); // don't use shaders! if (gGLManager.mHasShaderObjects) { LLGLSLShader::bindNoShader(); } } } void LLDrawPoolGrass::endRenderPass(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS); LLRenderPass::endRenderPass(pass); if (mVertexShaderLevel > 0) { simple_shader->unbind(); } else { gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); } } void LLDrawPoolGrass::render(S32 pass) { LLGLDisable blend(GL_BLEND); { LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS); LLGLEnable test(GL_ALPHA_TEST); gGL.setSceneBlendType(LLRender::BT_ALPHA); //render grass LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask()); } } void LLDrawPoolGrass::beginDeferredPass(S32 pass) { } void LLDrawPoolGrass::endDeferredPass(S32 pass) { } void LLDrawPoolGrass::renderDeferred(S32 pass) { { LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS); //LLFastTimer t(FTM_RENDER_GRASS_DEFERRED); gDeferredNonIndexedDiffuseAlphaMaskProgram.bind(); gDeferredNonIndexedDiffuseAlphaMaskProgram.setAlphaRange(0.5f, 1.f); //render grass LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask()); } } // Fullbright drawpool LLDrawPoolFullbright::LLDrawPoolFullbright() : LLRenderPass(POOL_FULLBRIGHT) { } void LLDrawPoolFullbright::prerender() { mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); } void LLDrawPoolFullbright::beginPostDeferredPass(S32 pass) { gDeferredFullbrightProgram.bind(); } void LLDrawPoolFullbright::renderPostDeferred(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_FULLBRIGHT); gGL.setSceneBlendType(LLRender::BT_ALPHA); U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX; pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE); } void LLDrawPoolFullbright::endPostDeferredPass(S32 pass) { gDeferredFullbrightProgram.unbind(); LLRenderPass::endRenderPass(pass); } void LLDrawPoolFullbright::beginRenderPass(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_FULLBRIGHT); if (LLPipeline::sUnderWaterRender) { fullbright_shader = &gObjectFullbrightWaterProgram; } else { fullbright_shader = &gObjectFullbrightProgram; } } void LLDrawPoolFullbright::endRenderPass(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_FULLBRIGHT); LLRenderPass::endRenderPass(pass); stop_glerror(); if (mVertexShaderLevel > 0) { fullbright_shader->unbind(); } stop_glerror(); } void LLDrawPoolFullbright::render(S32 pass) { //render fullbright LLFastTimer t(LLFastTimer::FTM_RENDER_FULLBRIGHT); gGL.setSceneBlendType(LLRender::BT_ALPHA); stop_glerror(); if (mVertexShaderLevel > 0) { fullbright_shader->bind(); fullbright_shader->uniform1f(LLViewerShaderMgr::FULLBRIGHT, 1.f); U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX; pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE); } else { gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR; renderTexture(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask); } stop_glerror(); } S32 LLDrawPoolFullbright::getNumPasses() { return 1; }