Files
SingularityViewer/indra/llrender/llrender.cpp

2767 lines
70 KiB
C++

/**
* @file llrender.cpp
* @brief LLRender implementation
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* 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 "linden_common.h"
#include "llrender.h"
#include "llvertexbuffer.h"
#include "llcubemap.h"
#include "llglslshader.h"
#include "llimagegl.h"
#include "llrendertarget.h"
#include "lltexture.h"
#include "llshadermgr.h"
#include "llmatrix4a.h"
LLRender gGL;
// Handy copies of last good GL matrices
//Would be best to migrate these to LLMatrix4a and LLVector4a, but that's too divergent right now.
LLMatrix4a gGLModelView;
LLMatrix4a gGLLastModelView;
LLMatrix4a gGLPreviousModelView;
LLMatrix4a gGLLastProjection;
LLMatrix4a gGLProjection;
LLRect gGLViewport;
U32 LLRender::sUICalls = 0;
U32 LLRender::sUIVerts = 0;
U32 LLTexUnit::sWhiteTexture = 0;
bool LLRender::sGLCoreProfile = false;
static const U32 LL_NUM_TEXTURE_LAYERS = 32;
static const GLenum sGLTextureType[] =
{
GL_TEXTURE_2D,
GL_TEXTURE_CUBE_MAP_ARB
};
static const GLint sGLAddressMode[] =
{
GL_REPEAT,
GL_MIRRORED_REPEAT,
GL_CLAMP_TO_EDGE
};
static const GLenum sGLCompareFunc[] =
{
GL_NEVER,
GL_ALWAYS,
GL_LESS,
GL_LEQUAL,
GL_EQUAL,
GL_NOTEQUAL,
GL_GEQUAL,
GL_GREATER
};
const U32 immediate_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXCOORD0;
static const GLenum sGLBlendFactor[] =
{
GL_ONE,
GL_ZERO,
GL_DST_COLOR,
GL_SRC_COLOR,
GL_ONE_MINUS_DST_COLOR,
GL_ONE_MINUS_SRC_COLOR,
GL_DST_ALPHA,
GL_SRC_ALPHA,
GL_ONE_MINUS_DST_ALPHA,
GL_ONE_MINUS_SRC_ALPHA,
GL_ZERO // 'BF_UNDEF'
};
static const GLenum sGLPolygonFaceType[] =
{
GL_FRONT,
GL_BACK,
GL_FRONT_AND_BACK
};
static const GLenum sGLPolygonMode[] =
{
GL_POINT,
GL_LINE,
GL_FILL
};
LLTexUnit::LLTexUnit(S32 index)
: mCurrTexType(TT_NONE), mCurrBlendType(TB_MULT),
mCurrColorOp(TBO_MULT), mCurrAlphaOp(TBO_MULT),
mCurrColorSrc1(TBS_TEX_COLOR), mCurrColorSrc2(TBS_PREV_COLOR),
mCurrAlphaSrc1(TBS_TEX_ALPHA), mCurrAlphaSrc2(TBS_PREV_ALPHA),
mCurrColorScale(1), mCurrAlphaScale(1), mCurrTexture(0),
mHasMipMaps(false),
mIndex(index)
{
llassert_always(index < (S32)LL_NUM_TEXTURE_LAYERS);
}
//static
U32 LLTexUnit::getInternalType(eTextureType type)
{
return sGLTextureType[type];
}
//void validate_bind_texture(U32 name);
void LLTexUnit::refreshState(void)
{
// We set dirty to true so that the tex unit knows to ignore caching
// and we reset the cached tex unit state
gGL.flush();
glActiveTextureARB(GL_TEXTURE0_ARB + mIndex);
//
// Per apple spec, don't call glEnable/glDisable when index exceeds max texture units
// http://www.mailinglistarchive.com/html/mac-opengl@lists.apple.com/2008-07/msg00653.html
//
bool enableDisable = !LLGLSLShader::sNoFixedFunction &&
(mIndex < gGLManager.mNumTextureUnits) /*&& mCurrTexType != LLTexUnit::TT_MULTISAMPLE_TEXTURE*/;
if (mCurrTexType != TT_NONE)
{
if (enableDisable)
{
glEnable(sGLTextureType[mCurrTexType]);
}
//if (mCurrTexture) validate_bind_texture(mCurrTexture);
glBindTexture(sGLTextureType[mCurrTexType], mCurrTexture);
}
else
{
if (enableDisable)
{
glDisable(GL_TEXTURE_2D);
}
glBindTexture(GL_TEXTURE_2D, 0);
}
if (mCurrBlendType != TB_COMBINE)
{
setTextureBlendType(mCurrBlendType);
}
else
{
setTextureCombiner(mCurrColorOp, mCurrColorSrc1, mCurrColorSrc2, false);
setTextureCombiner(mCurrAlphaOp, mCurrAlphaSrc1, mCurrAlphaSrc2, true);
}
}
void LLTexUnit::activate(void)
{
if (mIndex < 0) return;
if ((S32)gGL.getCurrentTexUnitIndex() != mIndex || gGL.mDirty)
{
//gGL.flush();
// Apply immediately.
glActiveTextureARB(GL_TEXTURE0_ARB + mIndex);
gGL.mContext.texUnit = gGL.mNewContext.texUnit = mIndex;
}
}
void LLTexUnit::enable(eTextureType type)
{
if (mIndex < 0) return;
if ( (mCurrTexType != type || gGL.mDirty) && (type != TT_NONE) )
{
stop_glerror();
activate();
stop_glerror();
if (mCurrTexType != TT_NONE && !gGL.mDirty)
{
disable(); // Force a disable of a previous texture type if it's enabled.
stop_glerror();
}
mCurrTexType = type;
gGL.flush();
if (!LLGLSLShader::sNoFixedFunction &&
//type != LLTexUnit::TT_MULTISAMPLE_TEXTURE &&
mIndex < gGLManager.mNumTextureUnits)
{
stop_glerror();
glEnable(sGLTextureType[type]);
stop_glerror();
}
}
}
void LLTexUnit::disable(void)
{
if (mIndex < 0) return;
if (mCurrTexType != TT_NONE)
{
activate();
unbind(mCurrTexType);
gGL.flush();
if (!LLGLSLShader::sNoFixedFunction &&
//mCurrTexType != LLTexUnit::TT_MULTISAMPLE_TEXTURE &&
mIndex < gGLManager.mNumTextureUnits)
{
glDisable(sGLTextureType[mCurrTexType]);
}
mCurrTexType = TT_NONE;
}
}
bool LLTexUnit::bind(LLTexture* texture, bool for_rendering, bool forceBind)
{
stop_glerror();
if (mIndex >= 0)
{
//gGL.flush();
LLImageGL* gl_tex = NULL ;
if (texture != NULL && (gl_tex = texture->getGLTexture()))
{
if (gl_tex->getTexName()) //if texture exists
{
//in audit, replace the selected texture by the default one.
if(gAuditTexture && for_rendering && LLImageGL::sCurTexPickSize > 0)
{
if(texture->getWidth() * texture->getHeight() == LLImageGL::sCurTexPickSize)
{
gl_tex->updateBindStats(gl_tex->mTextureMemory);
return bind(LLImageGL::sHighlightTexturep.get());
}
}
if ((mCurrTexture != gl_tex->getTexName()) || forceBind)
{
gGL.flush();
activate();
enable(gl_tex->getTarget());
mCurrTexture = gl_tex->getTexName();
//validate_bind_texture(mCurrTexture);
glBindTexture(sGLTextureType[gl_tex->getTarget()], mCurrTexture);
if(gl_tex->updateBindStats(gl_tex->mTextureMemory))
{
texture->setActive() ;
texture->updateBindStatsForTester() ;
}
mHasMipMaps = gl_tex->mHasMipMaps;
if (gl_tex->mTexOptionsDirty)
{
gl_tex->mTexOptionsDirty = false;
setTextureAddressMode(gl_tex->mAddressMode);
setTextureFilteringOption(gl_tex->mFilterOption);
}
}
}
else
{
//if deleted, will re-generate it immediately
texture->forceImmediateUpdate() ;
gl_tex->forceUpdateBindStats() ;
return texture->bindDefaultImage(mIndex);
}
}
else
{
LL_WARNS() << "NULL LLTexUnit::bind texture" << LL_ENDL;
return false;
}
}
else
{ // mIndex < 0
return false;
}
return true;
}
bool LLTexUnit::bind(LLImageGL* texture, bool for_rendering, bool forceBind)
{
if (mIndex < 0) return false;
if(!texture)
{
LL_WARNS() << "NULL LLTexUnit::bind texture" << LL_ENDL;
return false;
}
if(!texture->getTexName())
{
if(LLImageGL::sDefaultGLTexture && LLImageGL::sDefaultGLTexture->getTexName())
{
return bind(LLImageGL::sDefaultGLTexture) ;
}
return false ;
}
if ((mCurrTexture != texture->getTexName()) || forceBind)
{
gGL.flush();
activate();
enable(texture->getTarget());
mCurrTexture = texture->getTexName();
//validate_bind_texture(mCurrTexture);
glBindTexture(sGLTextureType[texture->getTarget()], mCurrTexture);
texture->updateBindStats(texture->mTextureMemory);
mHasMipMaps = texture->mHasMipMaps;
if (texture->mTexOptionsDirty)
{
texture->mTexOptionsDirty = false;
setTextureAddressMode(texture->mAddressMode);
setTextureFilteringOption(texture->mFilterOption);
}
}
return true;
}
bool LLTexUnit::bind(LLCubeMap* cubeMap)
{
if (mIndex < 0) return false;
if (cubeMap == NULL)
{
LL_WARNS() << "NULL LLTexUnit::bind cubemap" << LL_ENDL;
return false;
}
if (cubeMap->mImages[0].isNull())
{
LL_WARNS() << "NULL LLTexUnit::bind cubeMap->mImages[0]" << LL_ENDL;
return false;
}
if (mCurrTexture != cubeMap->mImages[0]->getTexName())
{
if (gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps)
{
gGL.flush();
activate();
enable(LLTexUnit::TT_CUBE_MAP);
mCurrTexture = cubeMap->mImages[0]->getTexName();
//validate_bind_texture(mCurrTexture);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, mCurrTexture);
mHasMipMaps = cubeMap->mImages[0]->mHasMipMaps;
cubeMap->mImages[0]->updateBindStats(cubeMap->mImages[0]->mTextureMemory);
if (cubeMap->mImages[0]->mTexOptionsDirty)
{
cubeMap->mImages[0]->mTexOptionsDirty = false;
setTextureAddressMode(cubeMap->mImages[0]->mAddressMode);
setTextureFilteringOption(cubeMap->mImages[0]->mFilterOption);
}
return true;
}
else
{
LL_WARNS() << "Using cube map without extension!" << LL_ENDL;
return false;
}
}
return true;
}
// LLRenderTarget is unavailible on the mapserver since it uses FBOs.
#if !LL_MESA_HEADLESS
bool LLTexUnit::bind(LLRenderTarget* renderTarget, bool bindDepth)
{
if (mIndex < 0) return false;
//gGL.flush();
if (bindDepth)
{
if (renderTarget->hasStencil())
{
LL_ERRS() << "Cannot bind a render buffer for sampling. Allocate render target without a stencil buffer if sampling of depth buffer is required." << LL_ENDL;
}
bindManual(renderTarget->getUsage(), renderTarget->getDepth());
}
else
{
bindManual(renderTarget->getUsage(), renderTarget->getTexture());
}
return true;
}
#endif // LL_MESA_HEADLESS
bool LLTexUnit::bindManual(eTextureType type, U32 texture, bool hasMips)
{
if (mIndex < 0)
{
return false;
}
if(mCurrTexture != texture)
{
gGL.flush();
activate();
enable(type);
mCurrTexture = texture;
//validate_bind_texture(texture);
glBindTexture(sGLTextureType[type], texture);
mHasMipMaps = hasMips;
}
return true;
}
void LLTexUnit::unbind(eTextureType type)
{
if (mIndex < 0) return;
//always flush and activate for consistency
// some code paths assume unbind always flushes and sets the active texture
if (gGL.getCurrentTexUnitIndex() != mIndex || gGL.mDirty)
{
gGL.flush();
activate();
}
// Disabled caching of binding state.
if (mCurrTexType == type && mCurrTexture != 0)
{
gGL.flush();
mCurrTexture = 0;
if (/*LLGLSLShader::sNoFixedFunction && */type == LLTexUnit::TT_TEXTURE)
{
//if (sWhiteTexture)
// validate_bind_texture(sWhiteTexture);
glBindTexture(sGLTextureType[type], sWhiteTexture);
}
else
{
glBindTexture(sGLTextureType[type], 0);
}
}
}
void LLTexUnit::setTextureAddressMode(eTextureAddressMode mode)
{
if (mIndex < 0 || mCurrTexture == 0) return;
gGL.flush();
activate();
glTexParameteri (sGLTextureType[mCurrTexType], GL_TEXTURE_WRAP_S, sGLAddressMode[mode]);
glTexParameteri (sGLTextureType[mCurrTexType], GL_TEXTURE_WRAP_T, sGLAddressMode[mode]);
if (mCurrTexType == TT_CUBE_MAP)
{
glTexParameteri (GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, sGLAddressMode[mode]);
}
}
void LLTexUnit::setTextureFilteringOption(LLTexUnit::eTextureFilterOptions option)
{
if (mIndex < 0 || mCurrTexture == 0 /*|| mCurrTexType == LLTexUnit::TT_MULTISAMPLE_TEXTURE*/) return;
gGL.flush();
if (option == TFO_POINT)
{
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
else
{
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
if (option >= TFO_TRILINEAR && mHasMipMaps)
{
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
else if (option >= TFO_BILINEAR)
{
if (mHasMipMaps)
{
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
}
else
{
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
}
else
{
if (mHasMipMaps)
{
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
}
else
{
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
}
if (gGLManager.mHasAnisotropic)
{
if (LLImageGL::sGlobalUseAnisotropic && option == TFO_ANISOTROPIC)
{
if (gGL.mMaxAnisotropy < 1.f)
{
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gGL.mMaxAnisotropy);
LL_INFOS() << "gGL.mMaxAnisotropy: " << gGL.mMaxAnisotropy << LL_ENDL ;
gGL.mMaxAnisotropy = llmax(1.f, gGL.mMaxAnisotropy) ;
}
glTexParameterf(sGLTextureType[mCurrTexType], GL_TEXTURE_MAX_ANISOTROPY_EXT, gGL.mMaxAnisotropy);
}
else
{
glTexParameterf(sGLTextureType[mCurrTexType], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
}
}
}
void LLTexUnit::setTextureBlendType(eTextureBlendType type)
{
if (LLGLSLShader::sNoFixedFunction)
{ //texture blend type means nothing when using shaders
return;
}
if (mIndex < 0 || mIndex >= gGLManager.mNumTextureUnits) return;
// Do nothing if it's already correctly set.
if (mCurrBlendType == type && !gGL.mDirty)
{
return;
}
gGL.flush();
activate();
mCurrBlendType = type;
S32 scale_amount = 1;
switch (type)
{
case TB_REPLACE:
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
break;
case TB_ADD:
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
break;
case TB_MULT:
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
break;
case TB_MULT_X2:
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
scale_amount = 2;
break;
case TB_ALPHA_BLEND:
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
break;
case TB_COMBINE:
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
break;
default:
LL_ERRS() << "Unknown Texture Blend Type: " << type << LL_ENDL;
break;
}
setColorScale(scale_amount);
setAlphaScale(1);
}
GLint LLTexUnit::getTextureSource(eTextureBlendSrc src)
{
switch(src)
{
// All four cases should return the same value.
case TBS_PREV_COLOR:
case TBS_PREV_ALPHA:
case TBS_ONE_MINUS_PREV_COLOR:
case TBS_ONE_MINUS_PREV_ALPHA:
return GL_PREVIOUS_ARB;
// All four cases should return the same value.
case TBS_TEX_COLOR:
case TBS_TEX_ALPHA:
case TBS_ONE_MINUS_TEX_COLOR:
case TBS_ONE_MINUS_TEX_ALPHA:
return GL_TEXTURE;
// All four cases should return the same value.
case TBS_VERT_COLOR:
case TBS_VERT_ALPHA:
case TBS_ONE_MINUS_VERT_COLOR:
case TBS_ONE_MINUS_VERT_ALPHA:
return GL_PRIMARY_COLOR_ARB;
// All four cases should return the same value.
case TBS_CONST_COLOR:
case TBS_CONST_ALPHA:
case TBS_ONE_MINUS_CONST_COLOR:
case TBS_ONE_MINUS_CONST_ALPHA:
return GL_CONSTANT_ARB;
default:
LL_WARNS() << "Unknown eTextureBlendSrc: " << src << ". Using Vertex Color instead." << LL_ENDL;
return GL_PRIMARY_COLOR_ARB;
}
}
GLint LLTexUnit::getTextureSourceType(eTextureBlendSrc src, bool isAlpha)
{
switch(src)
{
// All four cases should return the same value.
case TBS_PREV_COLOR:
case TBS_TEX_COLOR:
case TBS_VERT_COLOR:
case TBS_CONST_COLOR:
return (isAlpha) ? GL_SRC_ALPHA: GL_SRC_COLOR;
// All four cases should return the same value.
case TBS_PREV_ALPHA:
case TBS_TEX_ALPHA:
case TBS_VERT_ALPHA:
case TBS_CONST_ALPHA:
return GL_SRC_ALPHA;
// All four cases should return the same value.
case TBS_ONE_MINUS_PREV_COLOR:
case TBS_ONE_MINUS_TEX_COLOR:
case TBS_ONE_MINUS_VERT_COLOR:
case TBS_ONE_MINUS_CONST_COLOR:
return (isAlpha) ? GL_ONE_MINUS_SRC_ALPHA : GL_ONE_MINUS_SRC_COLOR;
// All four cases should return the same value.
case TBS_ONE_MINUS_PREV_ALPHA:
case TBS_ONE_MINUS_TEX_ALPHA:
case TBS_ONE_MINUS_VERT_ALPHA:
case TBS_ONE_MINUS_CONST_ALPHA:
return GL_ONE_MINUS_SRC_ALPHA;
default:
LL_WARNS() << "Unknown eTextureBlendSrc: " << src << ". Using Source Color or Alpha instead." << LL_ENDL;
return (isAlpha) ? GL_SRC_ALPHA: GL_SRC_COLOR;
}
}
void LLTexUnit::setTextureCombiner(eTextureBlendOp op, eTextureBlendSrc src1, eTextureBlendSrc src2, bool isAlpha)
{
if (LLGLSLShader::sNoFixedFunction)
{ //register combiners do nothing when not using fixed function
return;
}
if (mIndex < 0 || mIndex >= gGLManager.mNumTextureUnits) return;
activate();
if (mCurrBlendType != TB_COMBINE || gGL.mDirty)
{
mCurrBlendType = TB_COMBINE;
gGL.flush();
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
}
// We want an early out, because this function does a LOT of stuff.
if ( ( (isAlpha && (mCurrAlphaOp == op) && (mCurrAlphaSrc1 == src1) && (mCurrAlphaSrc2 == src2))
|| (!isAlpha && (mCurrColorOp == op) && (mCurrColorSrc1 == src1) && (mCurrColorSrc2 == src2)) ) && !gGL.mDirty)
{
return;
}
gGL.flush();
// Get the gl source enums according to the eTextureBlendSrc sources passed in
GLint source1 = getTextureSource(src1);
GLint source2 = getTextureSource(src2);
// Get the gl operand enums according to the eTextureBlendSrc sources passed in
GLint operand1 = getTextureSourceType(src1, isAlpha);
GLint operand2 = getTextureSourceType(src2, isAlpha);
// Default the scale amount to 1
S32 scale_amount = 1;
GLenum comb_enum, src0_enum, src1_enum, src2_enum, operand0_enum, operand1_enum, operand2_enum;
if (isAlpha)
{
// Set enums to ALPHA ones
comb_enum = GL_COMBINE_ALPHA_ARB;
src0_enum = GL_SOURCE0_ALPHA_ARB;
src1_enum = GL_SOURCE1_ALPHA_ARB;
src2_enum = GL_SOURCE2_ALPHA_ARB;
operand0_enum = GL_OPERAND0_ALPHA_ARB;
operand1_enum = GL_OPERAND1_ALPHA_ARB;
operand2_enum = GL_OPERAND2_ALPHA_ARB;
// cache current combiner
mCurrAlphaOp = op;
mCurrAlphaSrc1 = src1;
mCurrAlphaSrc2 = src2;
}
else
{
// Set enums to RGB ones
comb_enum = GL_COMBINE_RGB_ARB;
src0_enum = GL_SOURCE0_RGB_ARB;
src1_enum = GL_SOURCE1_RGB_ARB;
src2_enum = GL_SOURCE2_RGB_ARB;
operand0_enum = GL_OPERAND0_RGB_ARB;
operand1_enum = GL_OPERAND1_RGB_ARB;
operand2_enum = GL_OPERAND2_RGB_ARB;
// cache current combiner
mCurrColorOp = op;
mCurrColorSrc1 = src1;
mCurrColorSrc2 = src2;
}
switch(op)
{
case TBO_REPLACE:
// Slightly special syntax (no second sources), just set all and return.
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, src0_enum, source1);
glTexEnvi(GL_TEXTURE_ENV, operand0_enum, operand1);
(isAlpha) ? setAlphaScale(1) : setColorScale(1);
return;
case TBO_MULT:
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_MODULATE);
break;
case TBO_MULT_X2:
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_MODULATE);
scale_amount = 2;
break;
case TBO_MULT_X4:
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_MODULATE);
scale_amount = 4;
break;
case TBO_ADD:
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_ADD);
break;
case TBO_ADD_SIGNED:
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_ADD_SIGNED_ARB);
break;
case TBO_SUBTRACT:
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_SUBTRACT_ARB);
break;
case TBO_LERP_VERT_ALPHA:
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, src2_enum, GL_PRIMARY_COLOR_ARB);
glTexEnvi(GL_TEXTURE_ENV, operand2_enum, GL_SRC_ALPHA);
break;
case TBO_LERP_TEX_ALPHA:
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, src2_enum, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, operand2_enum, GL_SRC_ALPHA);
break;
case TBO_LERP_PREV_ALPHA:
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, src2_enum, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, operand2_enum, GL_SRC_ALPHA);
break;
case TBO_LERP_CONST_ALPHA:
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, src2_enum, GL_CONSTANT_ARB);
glTexEnvi(GL_TEXTURE_ENV, operand2_enum, GL_SRC_ALPHA);
break;
case TBO_LERP_VERT_COLOR:
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, src2_enum, GL_PRIMARY_COLOR_ARB);
glTexEnvi(GL_TEXTURE_ENV, operand2_enum, (isAlpha) ? GL_SRC_ALPHA : GL_SRC_COLOR);
break;
default:
LL_WARNS() << "Unknown eTextureBlendOp: " << op << ". Setting op to replace." << LL_ENDL;
// Slightly special syntax (no second sources), just set all and return.
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, src0_enum, source1);
glTexEnvi(GL_TEXTURE_ENV, operand0_enum, operand1);
(isAlpha) ? setAlphaScale(1) : setColorScale(1);
return;
}
// Set sources, operands, and scale accordingly
glTexEnvi(GL_TEXTURE_ENV, src0_enum, source1);
glTexEnvi(GL_TEXTURE_ENV, operand0_enum, operand1);
glTexEnvi(GL_TEXTURE_ENV, src1_enum, source2);
glTexEnvi(GL_TEXTURE_ENV, operand1_enum, operand2);
(isAlpha) ? setAlphaScale(scale_amount) : setColorScale(scale_amount);
}
void LLTexUnit::setColorScale(S32 scale)
{
if (mCurrColorScale != scale || gGL.mDirty)
{
gGL.flush();
mCurrColorScale = scale;
glTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE, scale );
}
}
void LLTexUnit::setAlphaScale(S32 scale)
{
if (mCurrAlphaScale != scale || gGL.mDirty)
{
gGL.flush();
mCurrAlphaScale = scale;
glTexEnvi( GL_TEXTURE_ENV, GL_ALPHA_SCALE, scale );
}
}
// Useful for debugging that you've manually assigned a texture operation to the correct
// texture unit based on the currently set active texture in opengl.
void LLTexUnit::debugTextureUnit(void)
{
if (mIndex < 0) return;
GLint activeTexture;
glGetIntegerv(GL_ACTIVE_TEXTURE_ARB, &activeTexture);
if ((GL_TEXTURE0_ARB + mIndex) != activeTexture)
{
U32 set_unit = (activeTexture - GL_TEXTURE0_ARB);
LL_WARNS() << "Incorrect Texture Unit! Expected: " << set_unit << " Actual: " << mIndex << LL_ENDL;
}
}
LLLightState::LLLightState(S32 index) :
mState(index),
mIndex(index)
{
mPosMatrix.setIdentity();
mSpotMatrix.setIdentity();
}
#define UPDATE_LIGHTSTATE(state, value) \
if (mState.state != value) { \
mState.state = value; \
++gGL.mLightHash; \
}
#define UPDATE_LIGHTSTATE_AND_TRANSFORM(state, value, matrix, transformhash) \
if (mState.state != value || memcmp(matrix.getF32ptr(), gGL.getModelviewMatrix().getF32ptr(), sizeof(LLMatrix4a))) { \
mState.state = value; \
++gGL.mLightHash; \
++gGL.transformhash[mIndex]; \
matrix = gGL.getModelviewMatrix(); \
}
void LLLightState::setDiffuse(const LLColor4& diffuse)
{
UPDATE_LIGHTSTATE(mDiffuse, diffuse);
}
void LLLightState::setSpecular(const LLColor4& specular)
{
UPDATE_LIGHTSTATE(mSpecular, specular);
}
void LLLightState::setPosition(const LLVector4& position)
{
UPDATE_LIGHTSTATE_AND_TRANSFORM(mPosition, position, mPosMatrix, mLightPositionTransformHash);
}
void LLLightState::setConstantAttenuation(const F32& atten)
{
UPDATE_LIGHTSTATE(mConstantAtten, atten);
}
void LLLightState::setLinearAttenuation(const F32& atten)
{
UPDATE_LIGHTSTATE(mLinearAtten, atten);
}
void LLLightState::setQuadraticAttenuation(const F32& atten)
{
UPDATE_LIGHTSTATE(mQuadraticAtten, atten);
}
void LLLightState::setSpotExponent(const F32& exponent)
{
UPDATE_LIGHTSTATE(mSpotExponent, exponent);
}
void LLLightState::setSpotCutoff(const F32& cutoff)
{
UPDATE_LIGHTSTATE(mSpotCutoff, cutoff);
}
void LLLightState::setSpotDirection(const LLVector3& direction)
{
UPDATE_LIGHTSTATE_AND_TRANSFORM(mSpotDirection, direction, mSpotMatrix, mLightSpotTransformHash);
}
void LLLightState::setEnabled(const bool enabled)
{
if (mEnabled != enabled)
{
mEnabled = enabled;
++gGL.mLightHash;
}
}
LLRender::LLRender()
: mDirty(false),
mCount(0),
mMode(LLRender::TRIANGLES),
mMatrixMode(LLRender::MM_MODELVIEW),
mMatIdx{ 0 },
mMaxAnisotropy(0.f),
mPrimitiveReset(false)
{
mTexUnits.reserve(LL_NUM_TEXTURE_LAYERS);
for (U32 i = 0; i < LL_NUM_TEXTURE_LAYERS; i++)
{
mTexUnits.push_back(new LLTexUnit(i));
}
mDummyTexUnit = new LLTexUnit(-1);
for (U32 i = 0; i < NUM_LIGHTS; ++i)
{
mLightState.push_back(new LLLightState(i));
}
resetSyncHashes();
//Init base matrix for each mode
for(S32 i = 0; i < NUM_MATRIX_MODES; ++i)
{
mMatrix[i][0].setIdentity();
}
gGLModelView.setIdentity();
gGLLastModelView.setIdentity();
gGLPreviousModelView.setIdentity();
gGLLastProjection.setIdentity();
gGLProjection.setIdentity();
}
LLRender::~LLRender()
{
shutdown();
}
void LLRender::init()
{
if (sGLCoreProfile && !LLVertexBuffer::sUseVAO)
{ //bind a dummy vertex array object so we're core profile compliant
#ifdef GL_ARB_vertex_array_object
U32 ret;
glGenVertexArrays(1, &ret);
glBindVertexArray(ret);
#endif
}
stop_glerror();
restoreVertexBuffers();
}
void LLRender::shutdown()
{
for (U32 i = 0; i < mTexUnits.size(); i++)
{
delete mTexUnits[i];
}
mTexUnits.clear();
delete mDummyTexUnit;
mDummyTexUnit = NULL;
for (U32 i = 0; i < mLightState.size(); ++i)
{
delete mLightState[i];
}
mLightState.clear();
mBuffer = NULL ;
}
void LLRender::destroyGL()
{
// Reset gl state cache
mCurShader = 0;
mContext = Context();
resetSyncHashes();
LLTexUnit::sWhiteTexture = 0; // Also done in LLImageGL::destroyGL.
for (auto unit : mTexUnits)
{
if (unit->getCurrTexture() > 0)
{
unit->unbind(unit->getCurrType());
}
}
resetVertexBuffers();
}
void LLRender::refreshState(void)
{
mDirty = true;
U32 active_unit = getCurrentTexUnitIndex();
for (U32 i = 0; i < mTexUnits.size(); i++)
{
mTexUnits[i]->refreshState();
stop_glerror();
}
mTexUnits[active_unit]->activate();
stop_glerror();
/*setColorMask(mCurrColorMask[0], mCurrColorMask[1], mCurrColorMask[2], mCurrColorMask[3]);
stop_glerror();
setAlphaRejectSettings(mCurrAlphaFunc, mCurrAlphaFuncVal);
stop_glerror();
//Singu note: Also reset glBlendFunc
blendFunc(mCurrBlendColorSFactor,mCurrBlendColorDFactor,mCurrBlendAlphaSFactor,mCurrBlendAlphaDFactor);
stop_glerror();*/
mDirty = false;
}
void LLRender::resetVertexBuffers()
{
mBuffer = NULL;
}
void LLRender::restoreVertexBuffers()
{
if (!mBuffer.isNull())
return;
stop_glerror();
mBuffer = new LLVertexBuffer(immediate_mask, 0);
stop_glerror();
mBuffer->allocateBuffer(4096, 0, TRUE);
stop_glerror();
mBuffer->getVertexStrider(mVerticesp);
stop_glerror();
mBuffer->getTexCoord0Strider(mTexcoordsp);
stop_glerror();
mBuffer->getColorStrider(mColorsp);
stop_glerror();
}
void LLRender::syncShaders()
{
if (mCurShader != mNextShader)
{
glUseProgramObjectARB(mNextShader);
mCurShader = mNextShader;
}
}
void LLRender::syncContextState()
{
if (mContext.color != mNewContext.color)
{
mContext.color = mNewContext.color;
glColor4fv(mContext.color.mV);
}
if (mContext.colorMask != mNewContext.colorMask)
{
mContext.colorMask = mNewContext.colorMask;
glColorMask(
mContext.colorMask & (1 << 0),
mContext.colorMask & (1 << 1),
mContext.colorMask & (1 << 2),
mContext.colorMask & (1 << 3));
}
if (mContext.alphaFunc != mNewContext.alphaFunc ||
mContext.alphaVal != mNewContext.alphaVal)
{
mContext.alphaFunc = mNewContext.alphaFunc;
mContext.alphaVal = mNewContext.alphaVal;
if (mContext.alphaFunc == CF_DEFAULT)
{
glAlphaFunc(GL_GREATER, 0.01f);
}
else
{
glAlphaFunc(sGLCompareFunc[mContext.alphaFunc], mContext.alphaVal);
}
}
if (LLGLState<GL_BLEND>::isEnabled() && (
mContext.blendColorSFactor != mNewContext.blendColorSFactor ||
mContext.blendAlphaSFactor != mNewContext.blendAlphaSFactor ||
mContext.blendColorDFactor != mNewContext.blendColorDFactor ||
mContext.blendAlphaDFactor != mNewContext.blendAlphaDFactor))
{
mContext.blendColorSFactor = mNewContext.blendColorSFactor;
mContext.blendAlphaSFactor = mNewContext.blendAlphaSFactor;
mContext.blendColorDFactor = mNewContext.blendColorDFactor;
mContext.blendAlphaDFactor = mNewContext.blendAlphaDFactor;
if (mContext.blendColorSFactor == mContext.blendAlphaSFactor &&
mContext.blendColorDFactor == mContext.blendAlphaDFactor)
{
glBlendFunc(sGLBlendFactor[mContext.blendColorSFactor], sGLBlendFactor[mContext.blendColorDFactor]);
}
else
{
glBlendFuncSeparateEXT(sGLBlendFactor[mContext.blendColorSFactor], sGLBlendFactor[mContext.blendColorDFactor],
sGLBlendFactor[mContext.blendAlphaSFactor], sGLBlendFactor[mContext.blendAlphaDFactor]);
}
}
if (mContext.lineWidth != mNewContext.lineWidth)
{
mContext.lineWidth = mNewContext.lineWidth;
glLineWidth(mContext.lineWidth);
}
if (mContext.pointSize != mNewContext.pointSize)
{
mContext.pointSize = mNewContext.pointSize;
glPointSize(mContext.pointSize);
}
if (mContext.polygonMode[0] != mNewContext.polygonMode[0] || mContext.polygonMode[1] != mNewContext.polygonMode[1])
{
if (mNewContext.polygonMode[0] == mNewContext.polygonMode[1])
{
glPolygonMode(GL_FRONT_AND_BACK, sGLPolygonMode[mNewContext.polygonMode[0]]);
}
else
{
if (mContext.polygonMode[0] != mNewContext.polygonMode[0])
{
glPolygonMode(GL_FRONT, sGLPolygonMode[mNewContext.polygonMode[0]]);
}
if (mContext.polygonMode[1] != mNewContext.polygonMode[1])
{
glPolygonMode(GL_BACK, sGLPolygonMode[mNewContext.polygonMode[1]]);
}
}
mContext.polygonMode[0] = mNewContext.polygonMode[0];
mContext.polygonMode[1] = mNewContext.polygonMode[1];
}
if (mContext.polygonOffset[0] != mNewContext.polygonOffset[0] || mContext.polygonOffset[1] != mNewContext.polygonOffset[1])
{
mContext.polygonOffset[0] = mNewContext.polygonOffset[0];
mContext.polygonOffset[1] = mNewContext.polygonOffset[1];
glPolygonOffset(mContext.polygonOffset[0], mContext.polygonOffset[1]);
}
if (mContext.viewPort != mNewContext.viewPort)
{
mContext.viewPort = mNewContext.viewPort;
glViewport(mContext.viewPort.mLeft, mContext.viewPort.mBottom, mContext.viewPort.getWidth(), mContext.viewPort.getHeight());
}
if (LLGLState<GL_SCISSOR_TEST>::isEnabled() && mContext.scissor != mNewContext.scissor)
{
mContext.scissor = mNewContext.scissor;
glScissor(mContext.scissor.mLeft, mContext.scissor.mBottom, mContext.scissor.getWidth(), mContext.scissor.getHeight());
}
}
U32 sLightMask = 0xFFFFFFFF;
void LLRender::syncLightState()
{
if (!LLGLSLShader::sNoFixedFunction)
{
// Legacy
if (mCurLegacyLightHash != mLightHash)
{
mCurLegacyLightHash = mLightHash;
for (U32 i = 0; i < NUM_LIGHTS; i++)
{
const LLLightState* light = mLightState[i];
const U32 idx = GL_LIGHT0 + i;
const LLLightStateData& state = light->mState;
if (light->mEnabled && (1 << i) & sLightMask) {
glEnable(idx);
if (mLightSpotTransformHash[i] != mCurLightSpotTransformHash[i] ||
mLightPositionTransformHash[i] != mCurLightPositionTransformHash[i])
{
glPushAttrib(GL_TRANSFORM_BIT);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
if (mLightPositionTransformHash[i] != mCurLightPositionTransformHash[i])
{
glLoadMatrixf(light->mPosMatrix.getF32ptr());
glLightfv(idx, GL_POSITION, state.mPosition.mV);
}
if (mLightSpotTransformHash[i] != mCurLightSpotTransformHash[i])
{
glLoadMatrixf(light->mSpotMatrix.getF32ptr());
glLightfv(idx, GL_SPOT_DIRECTION, state.mSpotDirection.mV);
}
mCurLightPositionTransformHash[i] = mLightPositionTransformHash[i];
mCurLightSpotTransformHash[i] = mLightSpotTransformHash[i];
glPopMatrix();
glPopAttrib();
}
glLightfv(idx, GL_DIFFUSE, state.mDiffuse.mV);
glLightfv(idx, GL_SPECULAR, state.mSpecular.mV);
glLightf(idx, GL_CONSTANT_ATTENUATION, state.mConstantAtten);
glLightf(idx, GL_LINEAR_ATTENUATION, state.mLinearAtten);
glLightf(idx, GL_QUADRATIC_ATTENUATION, state.mQuadraticAtten);
glLightf(idx, GL_SPOT_EXPONENT, state.mSpotExponent);
glLightf(idx, GL_SPOT_CUTOFF, state.mSpotCutoff);
}
else
{
glDisable(idx);
}
}
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, mAmbientLightColor.mV);
}
return;
}
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
if (!shader || (!shader->mFeatures.hasLighting && !shader->mFeatures.calculatesLighting))
{
return;
}
if (shader->mLightHash != mLightHash)
{
shader->mLightHash = mLightHash;
LLVector3 attenuation[8];
LLVector3 diffuse[8];
for (U32 i = 0; i < NUM_LIGHTS; i++)
{
const LLLightState* light = mLightState[i];
const LLLightStateData& state = light->mState;
attenuation[i].set(state.mLinearAtten, state.mQuadraticAtten, state.mSpecular.mV[3]);
diffuse[i].set((light->mEnabled && (1 << i) & sLightMask) ? state.mDiffuse.mV : LLVector3::zero.mV);
if (mLightPositionTransformHash[i] != mCurLightPositionTransformHash[i])
{
LLVector4a pos;
pos.loadua(state.mPosition.mV);
light->mPosMatrix.rotate4(pos, pos);
mCurLightPosition[i].set(pos.getF32ptr());
mCurLightPositionTransformHash[i] = mLightPositionTransformHash[i];
}
// If state.mSpecular.mV[3] == 0.f then this light is a spotlight, thus update the direction...
// Otherwise don't bother and leave the hash stale in case it turns into a spotlight later.
if (state.mSpecular.mV[3] == 0.f && mLightSpotTransformHash[i] != mCurLightSpotTransformHash[i])
{
LLVector4a dir;
dir.load3(state.mSpotDirection.mV);
light->mSpotMatrix.rotate(dir, dir);
mCurSpotDirection[i].set(dir.getF32ptr());
mCurLightSpotTransformHash[i] = mLightSpotTransformHash[i];
}
}
shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, NUM_LIGHTS, mCurLightPosition[0].mV);
shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, NUM_LIGHTS, mCurSpotDirection[0].mV);
shader->uniform3fv(LLShaderMgr::LIGHT_ATTENUATION, NUM_LIGHTS, attenuation[0].mV);
shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, NUM_LIGHTS, diffuse[0].mV);
shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);
//HACK -- duplicate sunlight color for compatibility with drivers that can't deal with multiple shader objects referencing the same uniform
shader->uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV);
}
}
void LLRender::syncMatrices()
{
stop_glerror();
syncShaders();
static const U32 name[] =
{
LLShaderMgr::MODELVIEW_MATRIX,
LLShaderMgr::PROJECTION_MATRIX,
LLShaderMgr::TEXTURE_MATRIX0,
LLShaderMgr::TEXTURE_MATRIX1,
LLShaderMgr::TEXTURE_MATRIX2,
LLShaderMgr::TEXTURE_MATRIX3,
};
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
static LLMatrix4a cached_mvp;
static U32 cached_mvp_mdv_hash = 0xFFFFFFFF;
static U32 cached_mvp_proj_hash = 0xFFFFFFFF;
static LLMatrix4a cached_normal;
static U32 cached_normal_hash = 0xFFFFFFFF;
if (shader)
{
llassert(shader);
bool mvp_done = false;
U32 i = MM_MODELVIEW;
if (mMatHash[i] != shader->mMatHash[i])
{ //update modelview, normal, and MVP
const LLMatrix4a& mat = mMatrix[i][mMatIdx[i]];
shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mat.getF32ptr());
shader->mMatHash[i] = mMatHash[i];
//update normal matrix
S32 loc = shader->getUniformLocation(LLShaderMgr::NORMAL_MATRIX);
if (loc > -1)
{
if (cached_normal_hash != mMatHash[i])
{
cached_normal = mat;
cached_normal.invert();
cached_normal.transpose();
cached_normal_hash = mMatHash[i];
}
const LLMatrix4a& norm = cached_normal;
LLVector3 norms[3];
norms[0].set(norm.getRow<0>().getF32ptr());
norms[1].set(norm.getRow<1>().getF32ptr());
norms[2].set(norm.getRow<2>().getF32ptr());
shader->uniformMatrix3fv(LLShaderMgr::NORMAL_MATRIX, 1, GL_FALSE, norms[0].mV);
}
//update MVP matrix
mvp_done = true;
loc = shader->getUniformLocation(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX);
if (loc > -1)
{
U32 proj = MM_PROJECTION;
if (cached_mvp_mdv_hash != mMatHash[i] || cached_mvp_proj_hash != mMatHash[MM_PROJECTION])
{
cached_mvp.setMul(mMatrix[proj][mMatIdx[proj]], mat);
cached_mvp_mdv_hash = mMatHash[i];
cached_mvp_proj_hash = mMatHash[MM_PROJECTION];
}
shader->uniformMatrix4fv(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX, 1, GL_FALSE, cached_mvp.getF32ptr());
}
}
i = MM_PROJECTION;
if (mMatHash[i] != shader->mMatHash[i])
{ //update projection matrix, normal, and MVP
const LLMatrix4a& mat = mMatrix[i][mMatIdx[i]];
shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mat.getF32ptr());
shader->mMatHash[i] = mMatHash[i];
if (!mvp_done)
{
//update MVP matrix
S32 loc = shader->getUniformLocation(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX);
if (loc > -1)
{
if (cached_mvp_mdv_hash != mMatHash[i] || cached_mvp_proj_hash != mMatHash[MM_PROJECTION])
{
U32 mdv = MM_MODELVIEW;
cached_mvp.setMul(mat,mMatrix[mdv][mMatIdx[mdv]]);
cached_mvp_mdv_hash = mMatHash[MM_MODELVIEW];
cached_mvp_proj_hash = mMatHash[MM_PROJECTION];
}
shader->uniformMatrix4fv(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX, 1, GL_FALSE, cached_mvp.getF32ptr());
}
}
}
for (i = MM_TEXTURE0; i < NUM_MATRIX_MODES; ++i)
{
if (mMatHash[i] != shader->mMatHash[i])
{
shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mMatrix[i][mMatIdx[i]].getF32ptr());
shader->mMatHash[i] = mMatHash[i];
}
}
}
else if (!LLGLSLShader::sNoFixedFunction)
{
GLenum mode[] =
{
GL_MODELVIEW,
GL_PROJECTION,
GL_TEXTURE,
GL_TEXTURE,
GL_TEXTURE,
GL_TEXTURE,
};
for (U32 i = 0; i < 2; ++i)
{
if (mMatHash[i] != mCurLegacyMatHash[i])
{
glMatrixMode(mode[i]);
glLoadMatrixf(mMatrix[i][mMatIdx[i]].getF32ptr());
mCurLegacyMatHash[i] = mMatHash[i];
}
}
for (U32 i = 2; i < NUM_MATRIX_MODES; ++i)
{
if (mMatHash[i] != mCurLegacyMatHash[i])
{
gGL.getTexUnit(i-2)->activate();
glMatrixMode(mode[i]);
glLoadMatrixf(mMatrix[i][mMatIdx[i]].getF32ptr());
mCurLegacyMatHash[i] = mMatHash[i];
}
}
}
//also sync light state
syncLightState();
//sync context.
syncContextState();
stop_glerror();
}
LLMatrix4a LLRender::genRot(const GLfloat& a, const LLVector4a& axis) const
{
F32 r = a * DEG_TO_RAD;
F32 c = cosf(r);
F32 s = sinf(r);
F32 ic = 1.f-c;
const LLVector4a add1(c,axis[VZ]*s,-axis[VY]*s); //1,z,-y
const LLVector4a add2(-axis[VZ]*s,c,axis[VX]*s); //-z,1,x
const LLVector4a add3(axis[VY]*s,-axis[VX]*s,c); //y,-x,1
LLVector4a axis_x;
axis_x.splat<0>(axis);
LLVector4a axis_y;
axis_y.splat<1>(axis);
LLVector4a axis_z;
axis_z.splat<2>(axis);
LLVector4a c_axis;
c_axis.setMul(axis,ic);
LLMatrix4a rot_mat;
rot_mat.getRow<0>().setMul(c_axis,axis_x);
rot_mat.getRow<0>().add(add1);
rot_mat.getRow<1>().setMul(c_axis,axis_y);
rot_mat.getRow<1>().add(add2);
rot_mat.getRow<2>().setMul(c_axis,axis_z);
rot_mat.getRow<2>().add(add3);
rot_mat.setRow<3>(LLVector4a(0,0,0,1));
return rot_mat;
}
LLMatrix4a LLRender::genOrtho(const GLfloat& left, const GLfloat& right, const GLfloat& bottom, const GLfloat& top, const GLfloat& zNear, const GLfloat& zFar) const
{
LLMatrix4a ortho_mat;
ortho_mat.setRow<0>(LLVector4a(2.f/(right-left),0,0));
ortho_mat.setRow<1>(LLVector4a(0,2.f/(top-bottom),0));
ortho_mat.setRow<2>(LLVector4a(0,0,-2.f/(zFar-zNear)));
ortho_mat.setRow<3>(LLVector4a(-(right+left)/(right-left),-(top+bottom)/(top-bottom),-(zFar+zNear)/(zFar-zNear),1));
return ortho_mat;
}
LLMatrix4a LLRender::genPersp(const GLfloat& fovy, const GLfloat& aspect, const GLfloat& zNear, const GLfloat& zFar) const
{
GLfloat f = 1.f/tanf(DEG_TO_RAD*fovy/2.f);
LLMatrix4a persp_mat;
persp_mat.setRow<0>(LLVector4a(f/aspect,0,0));
persp_mat.setRow<1>(LLVector4a(0,f,0));
persp_mat.setRow<2>(LLVector4a(0,0,(zFar+zNear)/(zNear-zFar),-1.f));
persp_mat.setRow<3>(LLVector4a(0,0,(2.f*zFar*zNear)/(zNear-zFar),0));
return persp_mat;
}
LLMatrix4a LLRender::genLook(const LLVector3& pos_in, const LLVector3& dir_in, const LLVector3& up_in) const
{
const LLVector4a pos(pos_in.mV[VX],pos_in.mV[VY],pos_in.mV[VZ],1.f);
LLVector4a dir(dir_in.mV[VX],dir_in.mV[VY],dir_in.mV[VZ]);
const LLVector4a up(up_in.mV[VX],up_in.mV[VY],up_in.mV[VZ]);
LLVector4a left_norm;
left_norm.setCross3(dir,up);
left_norm.normalize3fast();
LLVector4a up_norm;
up_norm.setCross3(left_norm,dir);
up_norm.normalize3fast();
LLVector4a& dir_norm = dir;
dir.normalize3fast();
LLVector4a left_dot;
left_dot.setAllDot3(left_norm,pos);
left_dot.negate();
LLVector4a up_dot;
up_dot.setAllDot3(up_norm,pos);
up_dot.negate();
LLVector4a dir_dot;
dir_dot.setAllDot3(dir_norm,pos);
dir_norm.negate();
LLMatrix4a lookat_mat;
lookat_mat.setRow<0>(left_norm);
lookat_mat.setRow<1>(up_norm);
lookat_mat.setRow<2>(dir_norm);
lookat_mat.setRow<3>(LLVector4a(0,0,0,1));
lookat_mat.getRow<0>().copyComponent<3>(left_dot);
lookat_mat.getRow<1>().copyComponent<3>(up_dot);
lookat_mat.getRow<2>().copyComponent<3>(dir_dot);
lookat_mat.transpose();
return lookat_mat;
}
const LLMatrix4a& LLRender::genNDCtoWC() const
{
static LLMatrix4a mat(
LLVector4a(.5f,0,0,0),
LLVector4a(0,.5f,0,0),
LLVector4a(0,0,.5f,0),
LLVector4a(.5f,.5f,.5f,1.f));
return mat;
}
void LLRender::translatef(const GLfloat& x, const GLfloat& y, const GLfloat& z)
{
if( llabs(x) < F_APPROXIMATELY_ZERO &&
llabs(y) < F_APPROXIMATELY_ZERO &&
llabs(z) < F_APPROXIMATELY_ZERO)
{
return;
}
flush();
mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].applyTranslation_affine(x,y,z);
mMatHash[mMatrixMode]++;
}
void LLRender::scalef(const GLfloat& x, const GLfloat& y, const GLfloat& z)
{
if( (llabs(x-1.f)) < F_APPROXIMATELY_ZERO &&
(llabs(y-1.f)) < F_APPROXIMATELY_ZERO &&
(llabs(z-1.f)) < F_APPROXIMATELY_ZERO)
{
return;
}
flush();
{
mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].applyScale_affine(x,y,z);
mMatHash[mMatrixMode]++;
}
}
void LLRender::ortho(F32 left, F32 right, F32 bottom, F32 top, F32 zNear, F32 zFar)
{
flush();
LLMatrix4a ortho_mat;
ortho_mat.setRow<0>(LLVector4a(2.f/(right-left),0,0));
ortho_mat.setRow<1>(LLVector4a(0,2.f/(top-bottom),0));
ortho_mat.setRow<2>(LLVector4a(0,0,-2.f/(zFar-zNear)));
ortho_mat.setRow<3>(LLVector4a(-(right+left)/(right-left),-(top+bottom)/(top-bottom),-(zFar+zNear)/(zFar-zNear),1));
mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mul_affine(ortho_mat);
mMatHash[mMatrixMode]++;
}
void LLRender::rotatef(const LLMatrix4a& rot)
{
flush();
mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mul_affine(rot);
mMatHash[mMatrixMode]++;
}
void LLRender::rotatef(const GLfloat& a, const GLfloat& x, const GLfloat& y, const GLfloat& z)
{
if( llabs(a) < F_APPROXIMATELY_ZERO ||
llabs(a-360.f) < F_APPROXIMATELY_ZERO)
{
return;
}
flush();
rotatef(genRot(a,x,y,z));
}
//LLRender::projectf & LLRender::unprojectf adapted from gluProject & gluUnproject in Mesa's GLU 9.0 library.
// License/Copyright Statement:
/*
* SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
* Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice including the dates of first publication and
* either this permission notice or a reference to
* http://oss.sgi.com/projects/FreeB/
* shall be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* Except as contained in this notice, the name of Silicon Graphics, Inc.
* shall not be used in advertising or otherwise to promote the sale, use or
* other dealings in this Software without prior written authorization from
* Silicon Graphics, Inc.
*/
bool LLRender::projectf(const LLVector3& object, const LLMatrix4a& modelview, const LLMatrix4a& projection, const LLRect& viewport, LLVector3& windowCoordinate)
{
//Begin SSE intrinsics
// Declare locals
const LLVector4a obj_vector(object.mV[VX],object.mV[VY],object.mV[VZ]);
const LLVector4a one(1.f);
LLVector4a temp_vec; //Scratch vector
LLVector4a w; //Splatted W-component.
modelview.affineTransform(obj_vector, temp_vec); //temp_vec = modelview * obj_vector;
//Passing temp_matrix as v and res is safe. res not altered until after all other calculations
projection.rotate4(temp_vec, temp_vec); //temp_vec = projection * temp_vec
w.splat<3>(temp_vec); //w = temp_vec.wwww
//If w == 0.f, use 1.f instead.
LLVector4a div;
div.setSelectWithMask( w.equal( _mm_setzero_ps() ), one, w ); //float div = (w[N] == 0.f ? 1.f : w[N]);
temp_vec.div(div); //temp_vec /= div;
//Map x, y to range 0-1
temp_vec.mul(.5f);
temp_vec.add(.5f);
LLVector4Logical mask = temp_vec.equal(_mm_setzero_ps());
if(mask.areAllSet(LLVector4Logical::MASK_W))
return false;
//End SSE intrinsics
//Window coordinates
windowCoordinate[0]=temp_vec[VX]*viewport.getWidth()+viewport.mLeft;
windowCoordinate[1]=temp_vec[VY]*viewport.getHeight()+viewport.mBottom;
//This is only correct when glDepthRange(0.0, 1.0)
windowCoordinate[2]=temp_vec[VZ];
return true;
}
bool LLRender::unprojectf(const LLVector3& windowCoordinate, const LLMatrix4a& modelview, const LLMatrix4a& projection, const LLRect& viewport, LLVector3& object)
{
//Begin SSE intrinsics
// Declare locals
static const LLVector4a one(1.f);
static const LLVector4a two(2.f);
LLVector4a norm_view(
((windowCoordinate.mV[VX] - (F32)viewport.mLeft) / (F32)viewport.getWidth()),
((windowCoordinate.mV[VY] - (F32)viewport.mBottom) / (F32)viewport.getHeight()),
windowCoordinate.mV[VZ],
1.f);
LLMatrix4a inv_mat; //Inverse transformation matrix
LLVector4a temp_vec; //Scratch vector
LLVector4a w; //Splatted W-component.
inv_mat.setMul(projection,modelview); //inv_mat = projection*modelview
float det = inv_mat.invert();
//Normalize. -1.0 : +1.0
norm_view.mul(two); // norm_view *= vec4(.2f)
norm_view.sub(one); // norm_view -= vec4(1.f)
inv_mat.rotate4(norm_view,temp_vec); //inv_mat * norm_view
w.splat<3>(temp_vec); //w = temp_vec.wwww
//If w == 0.f, use 1.f instead. Defer return if temp_vec.w == 0.f until after all SSE intrinsics.
LLVector4a div;
div.setSelectWithMask( w.equal( _mm_setzero_ps() ), one, w ); //float div = (w[N] == 0.f ? 1.f : w[N]);
temp_vec.div(div); //temp_vec /= div;
LLVector4Logical mask = temp_vec.equal(_mm_setzero_ps());
if(mask.areAllSet(LLVector4Logical::MASK_W))
return false;
//End SSE intrinsics
if(det == 0.f)
return false;
object.set(temp_vec.getF32ptr());
return true;
}
void LLRender::pushMatrix()
{
{
if (mMatIdx[mMatrixMode] < LL_MATRIX_STACK_DEPTH-1)
{
mMatrix[mMatrixMode][mMatIdx[mMatrixMode]+1] = mMatrix[mMatrixMode][mMatIdx[mMatrixMode]];
++mMatIdx[mMatrixMode];
}
else
{
LL_WARNS() << "Matrix stack overflow." << LL_ENDL;
}
}
}
void LLRender::popMatrix()
{
{
if (mMatIdx[mMatrixMode] > 0)
{
if ( memcmp(mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].getF32ptr(), mMatrix[mMatrixMode][mMatIdx[mMatrixMode] - 1].getF32ptr(), sizeof(LLMatrix4a)) )
{
flush();
}
--mMatIdx[mMatrixMode];
mMatHash[mMatrixMode]++;
}
else
{
flush();
LL_WARNS() << "Matrix stack underflow." << LL_ENDL;
}
}
}
void LLRender::loadMatrix(const LLMatrix4a& mat)
{
flush();
mMatrix[mMatrixMode][mMatIdx[mMatrixMode]] = mat;
mMatHash[mMatrixMode]++;
}
void LLRender::multMatrix(const LLMatrix4a& mat)
{
flush();
mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mul_affine(mat);
mMatHash[mMatrixMode]++;
}
void LLRender::matrixMode(U32 mode)
{
if (mode == MM_TEXTURE)
{
mode = MM_TEXTURE0 + gGL.getCurrentTexUnitIndex();
}
llassert(mode < NUM_MATRIX_MODES);
mMatrixMode = mode;
}
U32 LLRender::getMatrixMode()
{
if (mMatrixMode >= MM_TEXTURE0 && mMatrixMode <= MM_TEXTURE3)
{ //always return MM_TEXTURE if current matrix mode points at any texture matrix
return MM_TEXTURE;
}
return mMatrixMode;
}
void LLRender::loadIdentity()
{
flush();
mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].setIdentity();
mMatHash[mMatrixMode]++;
}
const LLMatrix4a& LLRender::getModelviewMatrix()
{
return mMatrix[MM_MODELVIEW][mMatIdx[MM_MODELVIEW]];
}
const LLMatrix4a& LLRender::getProjectionMatrix()
{
return mMatrix[MM_PROJECTION][mMatIdx[MM_PROJECTION]];
}
void LLRender::translateUI(F32 x, F32 y, F32 z)
{
if (mUIOffset.empty())
{
LL_ERRS() << "Need to push a UI translation frame before offsetting" << LL_ENDL;
}
LLVector4a add(x,y,z);
mUIOffset.back().add(add);
}
void LLRender::scaleUI(F32 x, F32 y, F32 z)
{
if (mUIScale.empty())
{
LL_ERRS() << "Need to push a UI transformation frame before scaling." << LL_ENDL;
}
LLVector4a scale(x,y,z);
mUIScale.back().mul(scale);
}
void LLRender::rotateUI(LLQuaternion& rot)
{
if (mUIRotation.empty())
{
mUIRotation.push_back(rot);
}
else
{
mUIRotation.push_back(mUIRotation.back()*rot);
}
}
void LLRender::pushUIMatrix()
{
if (mUIOffset.empty())
{
mUIOffset.emplace_back(LLVector4a(0.f));
}
else
{
mUIOffset.push_back(mUIOffset.back());
}
if (mUIScale.empty())
{
mUIScale.emplace_back(LLVector4a(1.f));
}
else
{
mUIScale.push_back(mUIScale.back());
}
if (!mUIRotation.empty())
{
mUIRotation.push_back(mUIRotation.back());
}
}
void LLRender::popUIMatrix()
{
if (mUIOffset.empty() || mUIScale.empty())
{
LL_ERRS() << "UI offset or scale stack blown." << LL_ENDL;
}
mUIOffset.pop_back();
mUIScale.pop_back();
if (!mUIRotation.empty())
{
mUIRotation.pop_back();
}
}
LLVector3 LLRender::getUITranslation()
{
if (mUIOffset.empty())
{
return LLVector3(0,0,0);
}
return LLVector3(mUIOffset.back().getF32ptr());
}
LLVector3 LLRender::getUIScale()
{
if (mUIScale.empty())
{
return LLVector3(1,1,1);
}
return LLVector3(mUIScale.back().getF32ptr());
}
void LLRender::loadUIIdentity()
{
if (mUIOffset.empty() || mUIScale.empty())
{
LL_ERRS() << "Need to push UI translation frame before clearing offset." << LL_ENDL;
}
mUIOffset.back().splat(0.f);
mUIScale.back().splat(1.f);
if (!mUIRotation.empty())
mUIRotation.push_back(LLQuaternion());
}
void LLRender::setColorMask(bool writeColor, bool writeAlpha)
{
setColorMask(writeColor, writeColor, writeColor, writeAlpha);
}
void LLRender::setColorMask(bool writeColorR, bool writeColorG, bool writeColorB, bool writeAlpha)
{
const U8 mask = (U8)writeColorR | ((U8)writeColorG << 1) | ((U8)writeColorB << 2) | ((U8)writeAlpha << 3);
if (mNewContext.colorMask != mask || mDirty)
{
flush();
mNewContext.colorMask = mask;
}
}
void LLRender::setSceneBlendType(eBlendType type)
{
switch (type)
{
case BT_ALPHA:
blendFunc(BF_SOURCE_ALPHA, BF_ONE_MINUS_SOURCE_ALPHA);
break;
case BT_ADD:
blendFunc(BF_ONE, BF_ONE);
break;
case BT_ADD_WITH_ALPHA:
blendFunc(BF_SOURCE_ALPHA, BF_ONE);
break;
case BT_MULT:
blendFunc(BF_DEST_COLOR, BF_ZERO);
break;
case BT_MULT_ALPHA:
blendFunc(BF_DEST_ALPHA, BF_ZERO);
break;
case BT_MULT_X2:
blendFunc(BF_DEST_COLOR, BF_SOURCE_COLOR);
break;
case BT_REPLACE:
blendFunc(BF_ONE, BF_ZERO);
break;
default:
LL_ERRS() << "Unknown Scene Blend Type: " << type << LL_ENDL;
break;
}
}
void LLRender::setAlphaRejectSettings(eCompareFunc func, F32 value)
{
if (LLGLSLShader::sNoFixedFunction)
{ //glAlphaFunc is deprecated in OpenGL 3.3
return;
}
if (mNewContext.alphaFunc != func ||
mNewContext.alphaVal != value || mDirty)
{
flush();
mNewContext.alphaFunc = func;
mNewContext.alphaVal = value;
}
/*if (gDebugGL)
{ //make sure cached state is correct
GLint cur_func = 0;
glGetIntegerv(GL_ALPHA_TEST_FUNC, &cur_func);
if (func == CF_DEFAULT)
{
func = CF_GREATER;
}
if (cur_func != sGLCompareFunc[func])
{
LL_ERRS() << "Alpha test function corrupted!" << LL_ENDL;
}
F32 ref = 0.f;
glGetFloatv(GL_ALPHA_TEST_REF, &ref);
if (ref != value)
{
LL_ERRS() << "Alpha test value corrupted!" << LL_ENDL;
}
}*/
}
void LLRender::setViewport(const LLRect& rect)
{
if (mNewContext.viewPort != rect || mDirty)
{
flush();
mNewContext.viewPort = rect;
}
}
void LLRender::setScissor(const LLRect& rect)
{
if (mNewContext.scissor != rect || mDirty)
{
if (LLGLState<GL_SCISSOR_TEST>::isEnabled())
{
flush();
}
mNewContext.scissor = rect;
}
}
void check_blend_funcs()
{
llassert_always(gGL.mNewContext.blendColorSFactor == LLRender::BF_SOURCE_ALPHA );
llassert_always(gGL.mNewContext.blendAlphaSFactor == LLRender::BF_SOURCE_ALPHA );
llassert_always(gGL.mNewContext.blendColorDFactor == LLRender::BF_ONE_MINUS_SOURCE_ALPHA);
llassert_always(gGL.mNewContext.blendAlphaDFactor == LLRender::BF_ONE_MINUS_SOURCE_ALPHA );
}
void LLRender::blendFunc(eBlendFactor sfactor, eBlendFactor dfactor)
{
llassert(sfactor < BF_UNDEF);
llassert(dfactor < BF_UNDEF);
if (mNewContext.blendColorSFactor != sfactor || mNewContext.blendColorDFactor != dfactor ||
mNewContext.blendAlphaSFactor != sfactor || mNewContext.blendAlphaDFactor != dfactor || mDirty)
{
if (LLGLState<GL_BLEND>::isEnabled())
{
flush();
}
mNewContext.blendColorSFactor = sfactor;
mNewContext.blendAlphaSFactor = sfactor;
mNewContext.blendColorDFactor = dfactor;
mNewContext.blendAlphaDFactor = dfactor;
}
}
void LLRender::blendFunc(eBlendFactor color_sfactor, eBlendFactor color_dfactor,
eBlendFactor alpha_sfactor, eBlendFactor alpha_dfactor)
{
llassert(color_sfactor < BF_UNDEF);
llassert(color_dfactor < BF_UNDEF);
llassert(alpha_sfactor < BF_UNDEF);
llassert(alpha_dfactor < BF_UNDEF);
if (!gGLManager.mHasBlendFuncSeparate)
{
LL_WARNS_ONCE("render") << "no glBlendFuncSeparateEXT(), using color-only blend func" << LL_ENDL;
blendFunc(color_sfactor, color_dfactor);
return;
}
if (mNewContext.blendColorSFactor != color_sfactor || mNewContext.blendColorDFactor != color_dfactor ||
mNewContext.blendAlphaSFactor != alpha_sfactor || mNewContext.blendAlphaDFactor != alpha_dfactor || mDirty)
{
if (LLGLState<GL_BLEND>::isEnabled())
{
flush();
}
mNewContext.blendColorSFactor = color_sfactor;
mNewContext.blendAlphaSFactor = alpha_sfactor;
mNewContext.blendColorDFactor = color_dfactor;
mNewContext.blendAlphaDFactor = alpha_dfactor;
}
}
LLTexUnit* LLRender::getTexUnit(U32 index)
{
if (index < mTexUnits.size())
{
return mTexUnits[index];
}
else
{
LL_DEBUGS() << "Non-existing texture unit layer requested: " << index << LL_ENDL;
return mDummyTexUnit;
}
}
LLLightState* LLRender::getLight(U32 index)
{
if (index < mLightState.size())
{
return mLightState[index];
}
return NULL;
}
void LLRender::setAmbientLightColor(const LLColor4& color)
{
if (color != mAmbientLightColor || mDirty)
{
++mLightHash;
mAmbientLightColor = color;
}
}
void LLRender::setLineWidth(F32 line_width)
{
if (LLRender::sGLCoreProfile)
{
mNewContext.lineWidth = 1.f;
return;
}
if (mNewContext.lineWidth != line_width || mDirty)
{
if (mMode == LLRender::LINES || mMode == LLRender::LINE_STRIP)
{
flush();
}
mNewContext.lineWidth = line_width;
}
}
void LLRender::setPointSize(F32 point_size)
{
if (mNewContext.pointSize != point_size || mDirty)
{
if (mMode == LLRender::POINTS)
{
flush();
}
mNewContext.pointSize = point_size;
}
}
void LLRender::setPolygonMode(ePolygonFaceType type, ePolygonMode mode)
{
ePolygonMode newMode[] = {
(type == PF_FRONT_AND_BACK || type == PF_FRONT) ? mode : mNewContext.polygonMode[0],
(type == PF_FRONT_AND_BACK || type == PF_BACK) ? mode : mNewContext.polygonMode[1]
};
if (newMode[0] != mNewContext.polygonMode[0] || newMode[1] != mNewContext.polygonMode[1] || mDirty)
{
flush();
mNewContext.polygonMode[0] = newMode[0];
mNewContext.polygonMode[1] = newMode[1];
}
}
void LLRender::setPolygonOffset(F32 factor, F32 bias)
{
if (factor != mNewContext.polygonOffset[0] ||
bias != mNewContext.polygonOffset[1] || mDirty)
{
if (LLGLState<GL_POLYGON_OFFSET_FILL>::isEnabled() ||
LLGLState<GL_POLYGON_OFFSET_LINE>::isEnabled() /*||
Unused: LLGLState<GL_POLYGON_OFFSET_POINT>::isEnabled()*/ )
{
flush();
}
mNewContext.polygonOffset[0] = factor;
mNewContext.polygonOffset[1] = bias;
}
}
bool LLRender::verifyTexUnitActive(U32 unitToVerify)
{
if (getCurrentTexUnitIndex() == unitToVerify)
{
return true;
}
else
{
LL_WARNS() << "TexUnit currently active: " << getCurrentTexUnitIndex() << " (expecting " << unitToVerify << ")" << LL_ENDL;
return false;
}
}
void LLRender::clearErrors()
{
while (glGetError())
{
//loop until no more error flags left
}
}
void LLRender::resetSyncHashes() {
memset(&mLightHash, 0, sizeof(mLightHash));
memset(&mCurLegacyLightHash, 0xFF, sizeof(mCurLegacyLightHash));
memset(mMatHash, 0, sizeof(mMatHash));
memset(mCurLegacyMatHash, 0xFF, sizeof(mCurLegacyMatHash));
memset(mLightPositionTransformHash, 0, sizeof(mLightPositionTransformHash));
memset(mCurLightPositionTransformHash, 0xFF, sizeof(mCurLightPositionTransformHash));
memset(mLightSpotTransformHash, 0, sizeof(mLightSpotTransformHash));
memset(mCurLightSpotTransformHash, 0xFF, sizeof(mLightSpotTransformHash));
}
void LLRender::begin(const GLuint& mode)
{
if (mode != mMode)
{
if (mMode == LLRender::LINES ||
mMode == LLRender::TRIANGLES ||
mMode == LLRender::POINTS ||
mMode == LLRender::TRIANGLE_STRIP )
{
flush();
}
else if (mCount != 0)
{
LL_ERRS() << "gGL.begin() called redundantly." << LL_ENDL;
}
mMode = mode;
}
}
void LLRender::end()
{
if (mCount == 0)
{
return;
//IMM_ERRS << "GL begin and end called with no vertices specified." << LL_ENDL;
}
if ((mMode != LLRender::LINES &&
mMode != LLRender::TRIANGLES &&
mMode != LLRender::POINTS &&
mMode != LLRender::TRIANGLE_STRIP) ||
mCount > 2048)
{
flush();
}
else if (mMode == LLRender::TRIANGLE_STRIP)
{
mPrimitiveReset = true;
}
}
void LLRender::flush()
{
if (mCount > 0)
{
#if 0
if (!glIsEnabled(GL_VERTEX_ARRAY))
{
LL_ERRS() << "foo 1" << LL_ENDL;
}
if (!glIsEnabled(GL_COLOR_ARRAY))
{
LL_ERRS() << "foo 2" << LL_ENDL;
}
if (!glIsEnabled(GL_TEXTURE_COORD_ARRAY))
{
LL_ERRS() << "foo 3" << LL_ENDL;
}
if (glIsEnabled(GL_NORMAL_ARRAY))
{
LL_ERRS() << "foo 7" << LL_ENDL;
}
GLvoid* pointer;
glGetPointerv(GL_VERTEX_ARRAY_POINTER, &pointer);
if (pointer != &(mBuffer[0].v))
{
LL_ERRS() << "foo 4" << LL_ENDL;
}
glGetPointerv(GL_COLOR_ARRAY_POINTER, &pointer);
if (pointer != &(mBuffer[0].c))
{
LL_ERRS() << "foo 5" << LL_ENDL;
}
glGetPointerv(GL_TEXTURE_COORD_ARRAY_POINTER, &pointer);
if (pointer != &(mBuffer[0].uv))
{
LL_ERRS() << "foo 6" << LL_ENDL;
}
#endif
if (!mUIOffset.empty())
{
sUICalls++;
sUIVerts += mCount;
}
if (gDebugGL)
{
if (mMode == LLRender::TRIANGLES)
{
if (mCount%3 != 0)
{
LL_ERRS() << "Incomplete triangle rendered." << LL_ENDL;
}
}
if (mMode == LLRender::LINES)
{
if (mCount%2 != 0)
{
LL_ERRS() << "Incomplete line rendered." << LL_ENDL;
}
}
}
//store mCount in a local variable to avoid re-entrance (drawArrays may call flush)
U32 count = mCount;
mCount = 0;
if (mBuffer->useVBOs() && !mBuffer->isLocked())
{ //hack to only flush the part of the buffer that was updated (relies on stream draw using buffersubdata)
mBuffer->getVertexStrider(mVerticesp, 0, count);
mBuffer->getTexCoord0Strider(mTexcoordsp, 0, count);
mBuffer->getColorStrider(mColorsp, 0, count);
}
mBuffer->flush();
mBuffer->setBuffer(immediate_mask);
mBuffer->drawArrays(mMode, 0, count);
mVerticesp[0] = mVerticesp[count];
mTexcoordsp[0] = mTexcoordsp[count];
mColorsp[0] = mColorsp[count];
mCount = 0;
mPrimitiveReset = false;
}
}
void LLRender::vertex4a(const LLVector4a& vertex)
{
//the range of mVerticesp, mColorsp and mTexcoordsp is [0, 4095]
if (mCount > 2048)
{ //break when buffer gets reasonably full to keep GL command buffers happy and avoid overflow below
switch (mMode)
{
case LLRender::POINTS: flush(); break;
case LLRender::TRIANGLES: if (mCount%3==0) flush(); break;
case LLRender::LINES: if (mCount%2 == 0) flush(); break;
case LLRender::TRIANGLE_STRIP:
{
LLVector4a vert[] = { mVerticesp[mCount - 2], mVerticesp[mCount - 1], mVerticesp[mCount] };
LLColor4U col[] = { mColorsp[mCount - 2], mColorsp[mCount - 1], mColorsp[mCount] };
LLVector2 tc[] = { mTexcoordsp[mCount - 2], mTexcoordsp[mCount - 1], mTexcoordsp[mCount] };
flush();
for (int i = 0; i < LL_ARRAY_SIZE(vert); ++i)
{
mVerticesp[i] = vert[i];
mColorsp[i] = col[i];
mTexcoordsp[i] = tc[i];
}
mCount = 2;
break;
}
}
}
if (mCount > 4094)
{
// LL_WARNS() << "GL immediate mode overflow. Some geometry not drawn." << LL_ENDL;
return;
}
if (mPrimitiveReset && mCount)
{
// Insert degenerate
++mCount;
mVerticesp[mCount] = mVerticesp[mCount - 1];
mColorsp[mCount] = mColorsp[mCount - 1];
mTexcoordsp[mCount] = mTexcoordsp[mCount - 1];
mVerticesp[mCount - 1] = mVerticesp[mCount - 2];
mColorsp[mCount - 1] = mColorsp[mCount - 2];
mTexcoordsp[mCount - 1] = mTexcoordsp[mCount - 2];
}
if (mUIOffset.empty())
{
if (!mUIRotation.empty() && mUIRotation.back().isNotIdentity())
{
LLVector4 vert(vertex.getF32ptr());
mVerticesp[mCount].loadua((vert*mUIRotation.back()).mV);
}
else
{
mVerticesp[mCount] = vertex;
}
}
else
{
if (!mUIRotation.empty() && mUIRotation.back().isNotIdentity())
{
LLVector4 vert(vertex.getF32ptr());
vert = vert * mUIRotation.back();
LLVector4a postrot_vert;
postrot_vert.loadua(vert.mV);
mVerticesp[mCount].setAdd(postrot_vert, mUIOffset.back());
mVerticesp[mCount].mul(mUIScale.back());
}
else
{
//LLVector3 vert = (LLVector3(x,y,z)+mUIOffset.back()).scaledVec(mUIScale.back());
mVerticesp[mCount].setAdd(vertex, mUIOffset.back());
mVerticesp[mCount].mul(mUIScale.back());
}
}
mCount++;
mVerticesp[mCount] = mVerticesp[mCount-1];
mColorsp[mCount] = mColorsp[mCount-1];
mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
if (mPrimitiveReset && mCount)
{
mCount++;
mVerticesp[mCount] = mVerticesp[mCount - 1];
mColorsp[mCount] = mColorsp[mCount - 1];
mTexcoordsp[mCount] = mTexcoordsp[mCount - 1];
}
mPrimitiveReset = false;
}
void LLRender::vertexBatchPreTransformed(LLVector4a* verts, S32 vert_count)
{
if (mCount + vert_count > 4094)
{
// LL_WARNS() << "GL immediate mode overflow. Some geometry not drawn." << LL_ENDL;
return;
}
if (mPrimitiveReset && mCount)
{
// Insert degenerate
++mCount;
mVerticesp[mCount] = verts[0];
mColorsp[mCount] = mColorsp[mCount - 1];
mTexcoordsp[mCount] = mTexcoordsp[mCount - 1];
mVerticesp[mCount - 1] = mVerticesp[mCount - 2];
mColorsp[mCount - 1] = mColorsp[mCount - 2];
mTexcoordsp[mCount - 1] = mTexcoordsp[mCount - 2];
++mCount;
mColorsp[mCount] = mColorsp[mCount - 1];
mTexcoordsp[mCount] = mTexcoordsp[mCount - 1];
}
for (S32 i = 0; i < vert_count; i++)
{
mVerticesp[mCount] = verts[i];
mCount++;
mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
mColorsp[mCount] = mColorsp[mCount-1];
}
if (mCount > 0) // ND: Guard against crashes if mCount is zero, yes it can happen
mVerticesp[mCount] = mVerticesp[mCount-1];
mPrimitiveReset = false;
}
void LLRender::vertexBatchPreTransformed(LLVector4a* verts, LLVector2* uvs, S32 vert_count)
{
if (mCount + vert_count > 4094)
{
// LL_WARNS() << "GL immediate mode overflow. Some geometry not drawn." << LL_ENDL;
return;
}
if (mPrimitiveReset && mCount)
{
// Insert degenerate
++mCount;
mVerticesp[mCount] = verts[0];
mColorsp[mCount] = mColorsp[mCount - 1];
mTexcoordsp[mCount] = uvs[0];
mVerticesp[mCount - 1] = mVerticesp[mCount - 2];
mColorsp[mCount - 1] = mColorsp[mCount - 2];
mTexcoordsp[mCount - 1] = mTexcoordsp[mCount - 2];
++mCount;
mColorsp[mCount] = mColorsp[mCount - 1];
mTexcoordsp[mCount] = mTexcoordsp[mCount - 1];
}
for (S32 i = 0; i < vert_count; i++)
{
mVerticesp[mCount] = verts[i];
mTexcoordsp[mCount] = uvs[i];
mCount++;
mColorsp[mCount] = mColorsp[mCount-1];
}
if (mCount > 0)
{
mVerticesp[mCount] = mVerticesp[mCount - 1];
mTexcoordsp[mCount] = mTexcoordsp[mCount - 1];
}
mPrimitiveReset = false;
}
void LLRender::vertexBatchPreTransformed(LLVector4a* verts, LLVector2* uvs, LLColor4U* colors, S32 vert_count)
{
if (mCount + vert_count > 4094)
{
// LL_WARNS() << "GL immediate mode overflow. Some geometry not drawn." << LL_ENDL;
return;
}
if (mPrimitiveReset && mCount)
{
// Insert degenerate
++mCount;
mVerticesp[mCount] = verts[0];
mColorsp[mCount] = colors[mCount - 1];
mTexcoordsp[mCount] = uvs[0];
mVerticesp[mCount - 1] = mVerticesp[mCount - 2];
mColorsp[mCount - 1] = mColorsp[mCount - 2];
mTexcoordsp[mCount - 1] = mTexcoordsp[mCount - 2];
++mCount;
mColorsp[mCount] = mColorsp[mCount - 1];
mTexcoordsp[mCount] = mTexcoordsp[mCount - 1];
}
// Singu Note: Batch copies instead of iterating.
mVerticesp.copyArray(mCount, verts, vert_count);
mTexcoordsp.copyArray(mCount, uvs, vert_count);
mColorsp.copyArray(mCount, colors, vert_count);
mCount += vert_count;
if (mCount > 0)
{
mVerticesp[mCount] = mVerticesp[mCount - 1];
mTexcoordsp[mCount] = mTexcoordsp[mCount - 1];
mColorsp[mCount] = mColorsp[mCount - 1];
}
mPrimitiveReset = false;
}
void LLRender::texCoord2f(const GLfloat& x, const GLfloat& y)
{
mTexcoordsp[mCount] = LLVector2(x,y);
}
void LLRender::texCoord2i(const GLint& x, const GLint& y)
{
texCoord2f((GLfloat) x, (GLfloat) y);
}
void LLRender::texCoord2fv(const GLfloat* tc)
{
texCoord2f(tc[0], tc[1]);
}
void LLRender::color4ub(const GLubyte& r, const GLubyte& g, const GLubyte& b, const GLubyte& a)
{
if (!LLGLSLShader::sCurBoundShaderPtr ||
LLGLSLShader::sCurBoundShaderPtr->mAttributeMask & LLVertexBuffer::MAP_COLOR)
{
mColorsp[mCount] = LLColor4U(r,g,b,a);
}
else
{ //not using shaders or shader reads color from a uniform
diffuseColor4ub(r,g,b,a);
}
}
void LLRender::color4ubv(const GLubyte* c)
{
color4ub(c[0], c[1], c[2], c[3]);
}
void LLRender::color4f(const GLfloat& r, const GLfloat& g, const GLfloat& b, const GLfloat& a)
{
color4ub((GLubyte) (llclamp(r, 0.f, 1.f)*255),
(GLubyte) (llclamp(g, 0.f, 1.f)*255),
(GLubyte) (llclamp(b, 0.f, 1.f)*255),
(GLubyte) (llclamp(a, 0.f, 1.f)*255));
}
void LLRender::color4fv(const GLfloat* c)
{
color4f(c[0],c[1],c[2],c[3]);
}
void LLRender::color3f(const GLfloat& r, const GLfloat& g, const GLfloat& b)
{
color4f(r,g,b,1);
}
void LLRender::color3fv(const GLfloat* c)
{
color4f(c[0],c[1],c[2],1);
}
void LLRender::diffuseColor3f(F32 r, F32 g, F32 b)
{
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL);
if (shader)
{
shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r,g,b,1.f);
}
else if (r != mNewContext.color.mV[0] || g != mNewContext.color.mV[1] || b != mNewContext.color.mV[2] || mNewContext.color.mV[3] != 1.f || mDirty)
{
flush();
mNewContext.color.set(r, g, b, 1.f);
}
}
void LLRender::diffuseColor3fv(const F32* c)
{
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL);
if (shader)
{
shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, c[0], c[1], c[2], 1.f);
}
else if (c[0] != mNewContext.color.mV[0] || c[1] != mNewContext.color.mV[1] || c[2] != mNewContext.color.mV[2] || mNewContext.color.mV[3] != 1.f || mDirty)
{
flush();
mNewContext.color.set(c[0], c[1], c[2], 1.f);
}
}
void LLRender::diffuseColor4f(F32 r, F32 g, F32 b, F32 a)
{
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL);
if (shader)
{
shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r,g,b,a);
}
else if (r != mNewContext.color.mV[0] || g != mNewContext.color.mV[1] || b != mNewContext.color.mV[2] || a != mNewContext.color.mV[3] || mDirty)
{
flush();
mNewContext.color = { r, g, b, a };
}
}
void LLRender::diffuseColor4fv(const F32* c)
{
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL);
if (shader)
{
shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, c);
}
else if (c[0] != mNewContext.color.mV[0] || c[1] != mNewContext.color.mV[1] || c[2] != mNewContext.color.mV[2] || c[3] != mNewContext.color.mV[3] || mDirty)
{
flush();
mNewContext.color.set(c);
}
}
void LLRender::diffuseColor4ubv(const U8* c)
{
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL);
if (shader)
{
shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, c[0]/255.f, c[1]/255.f, c[2]/255.f, c[3]/255.f);
}
else if (c[0] / 255.f != mNewContext.color.mV[0] || c[1] / 255.f != mNewContext.color.mV[1] || c[2] / 255.f != mNewContext.color.mV[2] || c[3] / 255.f != mNewContext.color.mV[3] || mDirty)
{
flush();
mNewContext.color.mV[0] = c[0] / 255.f;
mNewContext.color.mV[1] = c[1] / 255.f;
mNewContext.color.mV[2] = c[2] / 255.f;
mNewContext.color.mV[3] = c[3] / 255.f;
}
}
void LLRender::diffuseColor4ub(U8 r, U8 g, U8 b, U8 a)
{
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL);
if (shader)
{
shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r/255.f, g/255.f, b/255.f, a/255.f);
}
else if (r / 255.f != mNewContext.color.mV[0] || g / 255.f != mNewContext.color.mV[1] || b / 255.f != mNewContext.color.mV[2] || a / 255.f != mNewContext.color.mV[3] || mDirty)
{
flush();
mNewContext.color.mV[0] = r / 255.f;
mNewContext.color.mV[1] = g / 255.f;
mNewContext.color.mV[2] = b / 255.f;
mNewContext.color.mV[3] = a / 255.f;
}
}
void LLRender::debugTexUnits(void)
{
LL_INFOS("TextureUnit") << "Active TexUnit: " << getCurrentTexUnitIndex() << LL_ENDL;
std::string active_enabled = "false";
for (U32 i = 0; i < mTexUnits.size(); i++)
{
if (getTexUnit(i)->mCurrTexType != LLTexUnit::TT_NONE)
{
if (i == getCurrentTexUnitIndex()) active_enabled = "true";
LL_INFOS("TextureUnit") << "TexUnit: " << i << " Enabled" << LL_ENDL;
LL_INFOS("TextureUnit") << "Enabled As: " ;
switch (getTexUnit(i)->mCurrTexType)
{
case LLTexUnit::TT_TEXTURE:
LL_CONT << "Texture 2D";
break;
case LLTexUnit::TT_CUBE_MAP:
LL_CONT << "Cube Map";
break;
default:
LL_CONT << "ARGH!!! NONE!";
break;
}
LL_CONT << ", Texture Bound: " << getTexUnit(i)->mCurrTexture << LL_ENDL;
}
}
LL_INFOS("TextureUnit") << "Active TexUnit Enabled : " << active_enabled << LL_ENDL;
}