Files
SingularityViewer/indra/newview/lldrawpoolalpha.cpp
Shyotl e756140e1d Innitial commit of experimental v2 texture system port work. Compiles and runs on windows, at least. Fixing bugs as they come.
Need to test:
localassetbrowser
preview related floaters
hgfloatertexteditor
maps
media textures! Currently very hacky
web browser
alpha masks on avatars
bumpmaps
Are all sky components appearing?
LLViewerDynamicTexture (texture baking, browser, animated textures, anim previews, etc)
Snapshot related features
Customize avatar
vfs floater
UI textures in general
Texture priority issues
2011-03-31 03:22:01 -05:00

455 lines
13 KiB
C++

/**
* @file lldrawpoolalpha.cpp
* @brief LLDrawPoolAlpha 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 "lldrawpoolalpha.h"
#include "llglheaders.h"
#include "llviewercontrol.h"
#include "llcriticaldamp.h"
#include "llfasttimer.h"
#include "llrender.h"
#include "llcubemap.h"
#include "llsky.h"
#include "llagent.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"
BOOL LLDrawPoolAlpha::sShowDebugAlpha = FALSE;
static BOOL deferred_render = FALSE;
LLDrawPoolAlpha::LLDrawPoolAlpha(U32 type) :
LLRenderPass(type), current_shader(NULL), target_shader(NULL),
simple_shader(NULL), fullbright_shader(NULL),
mColorSFactor(LLRender::BF_UNDEF), mColorDFactor(LLRender::BF_UNDEF),
mAlphaSFactor(LLRender::BF_UNDEF), mAlphaDFactor(LLRender::BF_UNDEF)
{
}
LLDrawPoolAlpha::~LLDrawPoolAlpha()
{
}
void LLDrawPoolAlpha::prerender()
{
mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
S32 LLDrawPoolAlpha::getNumDeferredPasses()
{
return 1;
}
void LLDrawPoolAlpha::beginDeferredPass(S32 pass)
{
}
void LLDrawPoolAlpha::endDeferredPass(S32 pass)
{
}
void LLDrawPoolAlpha::renderDeferred(S32 pass)
{
gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.f);
{
LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS);
gDeferredTreeProgram.bind();
LLGLEnable test(GL_ALPHA_TEST);
//render alpha masked objects
LLRenderPass::renderTexture(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask());
gDeferredTreeProgram.unbind();
}
gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
}
S32 LLDrawPoolAlpha::getNumPostDeferredPasses()
{
return 1;
}
void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
{
LLFastTimer t(LLFastTimer::FTM_RENDER_ALPHA);
simple_shader = &gDeferredAlphaProgram;
fullbright_shader = &gDeferredFullbrightProgram;
deferred_render = TRUE;
if (mVertexShaderLevel > 0)
{
// Start out with no shaders.
current_shader = target_shader = NULL;
}
gPipeline.enableLightsDynamic();
}
void LLDrawPoolAlpha::endPostDeferredPass(S32 pass)
{
deferred_render = FALSE;
endRenderPass(pass);
}
void LLDrawPoolAlpha::renderPostDeferred(S32 pass)
{
render(pass);
}
void LLDrawPoolAlpha::beginRenderPass(S32 pass)
{
LLFastTimer t(LLFastTimer::FTM_RENDER_ALPHA);
if (LLPipeline::sUnderWaterRender)
{
simple_shader = &gObjectSimpleWaterProgram;
fullbright_shader = &gObjectFullbrightWaterProgram;
}
else
{
simple_shader = &gObjectSimpleProgram;
fullbright_shader = &gObjectFullbrightProgram;
}
if (mVertexShaderLevel > 0)
{
// Start out with no shaders.
current_shader = target_shader = NULL;
LLGLSLShader::bindNoShader();
}
gPipeline.enableLightsDynamic();
}
void LLDrawPoolAlpha::endRenderPass( S32 pass )
{
LLFastTimer t(LLFastTimer::FTM_RENDER_ALPHA);
LLRenderPass::endRenderPass(pass);
if(gPipeline.canUseWindLightShaders())
{
LLGLSLShader::bindNoShader();
}
}
void LLDrawPoolAlpha::render(S32 pass)
{
LLFastTimer t(LLFastTimer::FTM_RENDER_ALPHA);
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)
{
if (!LLPipeline::sRenderDeferred)
{
simple_shader->bind();
pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask());
}
fullbright_shader->bind();
pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask());
LLGLSLShader::bindNoShader();
}
else
{
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask());
gPipeline.enableLightsDynamic();
pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask());
}
gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
}
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);
}
if (sShowDebugAlpha)
{
if(gPipeline.canUseWindLightShaders())
{
LLGLSLShader::bindNoShader();
}
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
glColor4f(1,0,0,1);
LLViewerFetchedTexture::sSmokeImagep->addTextureStats(1024.f*1024.f);
gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sSmokeImagep.get(), TRUE);
renderAlphaHighlight(LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_TEXCOORD0);
}
}
void LLDrawPoolAlpha::renderAlphaHighlight(U32 mask)
{
for (LLCullResult::sg_list_t::iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i)
{
LLSpatialGroup* group = *i;
if (group->mSpatialPartition->mRenderByGroup &&
!group->isDead())
{
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)
{
LLDrawInfo& params = **k;
if (params.mParticle)
{
continue;
}
LLRenderPass::applyModelMatrix(params);
if (params.mGroup)
{
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);
}
}
}
}
void LLDrawPoolAlpha::renderAlpha(U32 mask)
{
BOOL initialized_lighting = FALSE;
BOOL light_enabled = TRUE;
//BOOL is_particle = FALSE;
BOOL use_shaders = (LLPipeline::sUnderWaterRender && gPipeline.canUseVertexShaders())
|| gPipeline.canUseWindLightShadersOnObjects();
// check to see if it's a particle and if it's "close"
{
if (LLPipeline::sImpostorRender)
{
gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f);
}
else
{
gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
}
}
for (LLCullResult::sg_list_t::iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i)
{
LLSpatialGroup* group = *i;
llassert(group);
llassert(group->mSpatialPartition);
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)
{
LLDrawInfo& params = **k;
LLRenderPass::applyModelMatrix(params);
{
if (params.mFullbright)
{
// Turn off lighting if it hasn't already been so.
if (light_enabled || !initialized_lighting)
{
initialized_lighting = TRUE;
if (use_shaders)
{
target_shader = fullbright_shader;
}
else
{
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
}
light_enabled = FALSE;
}
}
// Turn on lighting if it isn't already.
else if (!light_enabled || !initialized_lighting)
{
initialized_lighting = TRUE;
if (use_shaders)
{
target_shader = simple_shader;
}
else
{
gPipeline.enableLightsDynamic();
}
light_enabled = TRUE;
}
// If we need shaders, and we're not ALREADY using the proper shader, then bind it
// (this way we won't rebind shaders unnecessarily).
if(use_shaders && (current_shader != target_shader))
{
llassert(target_shader != NULL);
if (deferred_render && current_shader != NULL)
{
gPipeline.unbindDeferredShader(*current_shader);
}
current_shader = target_shader;
if (deferred_render)
{
gPipeline.bindDeferredShader(*current_shader);
}
else
{
current_shader->bind();
}
}
else if (!use_shaders && current_shader != NULL)
{
if (deferred_render)
{
gPipeline.unbindDeferredShader(*current_shader);
}
LLGLSLShader::bindNoShader();
current_shader = NULL;
}
if (params.mGroup)
{
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();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
}
}
}
if (deferred_render && current_shader != NULL)
{
gPipeline.unbindDeferredShader(*current_shader);
LLVertexBuffer::unbind();
LLGLState::checkStates();
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
}
if (!light_enabled)
{
gPipeline.enableLightsDynamic();
}
}