Files
SingularityViewer/indra/newview/lldrawpoolalpha.cpp
Salvatore La Bua aa54d82c5a Fix a render issue with Hightlight Transparent
The smoke texture is currently not applied to transparent objects.
This commit tweaks the red alpha overlay as a workaround for that.
2013-10-01 03:33:49 +02:00

557 lines
15 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 "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), emissive_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)
{
LLFastTimer t(FTM_RENDER_GRASS);
gDeferredDiffuseAlphaMaskProgram.bind();
gDeferredDiffuseAlphaMaskProgram.setMinimumAlpha(0.33f);
//render alpha masked objects
LLRenderPass::pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
gDeferredDiffuseAlphaMaskProgram.unbind();
}
S32 LLDrawPoolAlpha::getNumPostDeferredPasses()
{
static const LLCachedControl<bool> render_depth_of_field("RenderDepthOfField");
if (LLPipeline::sImpostorRender)
{ //skip depth buffer filling pass when rendering impostors
return 1;
}
else if (render_depth_of_field)
{
return 2;
}
else
{
return 1;
}
}
void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_ALPHA);
if (pass == 0)
{
simple_shader = &gDeferredAlphaProgram;
fullbright_shader = &gObjectFullbrightAlphaMaskProgram;
//prime simple shader (loads shadow relevant uniforms)
gPipeline.bindDeferredShader(*simple_shader);
}
else
{
//update depth buffer sampler
gPipeline.mScreen.flush();
gPipeline.mDeferredDepth.copyContents(gPipeline.mDeferredScreen, 0, 0, gPipeline.mDeferredScreen.getWidth(), gPipeline.mDeferredScreen.getHeight(),
0, 0, gPipeline.mDeferredDepth.getWidth(), gPipeline.mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
gPipeline.mDeferredDepth.bindTarget();
simple_shader = NULL;
fullbright_shader = NULL;
gObjectFullbrightAlphaMaskProgram.bind();
gObjectFullbrightAlphaMaskProgram.setMinimumAlpha(0.33f);
}
deferred_render = TRUE;
if (mVertexShaderLevel > 0)
{
// Start out with no shaders.
current_shader = target_shader = NULL;
}
gPipeline.enableLightsDynamic();
}
void LLDrawPoolAlpha::endPostDeferredPass(S32 pass)
{
if (pass == 1)
{
gPipeline.mDeferredDepth.flush();
gPipeline.mScreen.bindTarget();
gObjectFullbrightAlphaMaskProgram.unbind();
}
deferred_render = FALSE;
endRenderPass(pass);
}
void LLDrawPoolAlpha::renderPostDeferred(S32 pass)
{
render(pass);
}
void LLDrawPoolAlpha::beginRenderPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_ALPHA);
if (LLPipeline::sUnderWaterRender)
{
simple_shader = &gObjectSimpleWaterAlphaMaskProgram;
fullbright_shader = &gObjectFullbrightWaterAlphaMaskProgram;
emissive_shader = &gObjectEmissiveWaterProgram;
}
else
{
simple_shader = &gObjectSimpleAlphaMaskProgram;
fullbright_shader = &gObjectFullbrightAlphaMaskProgram;
emissive_shader = &gObjectEmissiveProgram;
}
if (mVertexShaderLevel > 0)
{
// Start out with no shaders.
current_shader = target_shader = NULL;
LLGLSLShader::bindNoShader();
}
gPipeline.enableLightsDynamic();
}
void LLDrawPoolAlpha::endRenderPass( S32 pass )
{
LLFastTimer t(FTM_RENDER_ALPHA);
LLRenderPass::endRenderPass(pass);
if(mVertexShaderLevel > 0)
{
LLGLSLShader::bindNoShader();
}
}
void LLDrawPoolAlpha::render(S32 pass)
{
LLFastTimer t(FTM_RENDER_ALPHA);
LLGLSPipelineAlpha gls_pipeline_alpha;
if (deferred_render && pass == 1)
{ //depth only
gGL.setColorMask(false, false);
}
else
{
gGL.setColorMask(true, true);
}
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
mAlphaSFactor = LLRender::BF_ZERO;
mAlphaDFactor = LLRender::BF_ZERO; // block (zero-out) glow where the alpha test succeeds
gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
if (mVertexShaderLevel > 0)
{
if (!LLPipeline::sRenderDeferred || !deferred_render)
{
simple_shader->bind();
simple_shader->setMinimumAlpha(0.33f);
pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
}
if (fullbright_shader)
{
fullbright_shader->bind();
fullbright_shader->setMinimumAlpha(0.33f);
}
pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
//LLGLSLShader::bindNoShader();
}
else
{
gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.33f); //OK
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); //OK
}
}
LLGLDepthTest depth(GL_TRUE, (LLDrawPoolWater::sSkipScreenCopy ||
(deferred_render && pass == 1)) ? GL_TRUE : GL_FALSE);
if (deferred_render && pass == 1)
{
gGL.blendFunc(LLRender::BF_SOURCE_ALPHA, LLRender::BF_ONE_MINUS_SOURCE_ALPHA);
}
else
{
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);
if (mVertexShaderLevel > 0)
{
if (LLPipeline::sImpostorRender)
{
fullbright_shader->bind();
fullbright_shader->setMinimumAlpha(0.5f);
simple_shader->bind();
simple_shader->setMinimumAlpha(0.5f);
}
else
{
fullbright_shader->bind();
fullbright_shader->setMinimumAlpha(0.f);
simple_shader->bind();
simple_shader->setMinimumAlpha(0.f);
}
}
else
{
if (LLPipeline::sImpostorRender)
{
gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); //OK
}
else
{
gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); //OK
}
}
}
if (mVertexShaderLevel > 0)
{
renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX);
}
else
{
renderAlpha(getVertexDataMask());
}
gGL.setColorMask(true, false);
if (deferred_render && pass == 1)
{
gGL.setSceneBlendType(LLRender::BT_ALPHA);
}
if (sShowDebugAlpha)
{
BOOL shaders = gPipeline.canUseVertexShaders();
if(shaders)
{
gHighlightProgram.bind();
}
else
{
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
}
gGL.diffuseColor4f(0.9,0,0,0.4);
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);
pushBatches(LLRenderPass::PASS_ALPHA_INVISIBLE, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
if(shaders)
{
gHighlightProgram.unbind();
}
}
gGL.setSceneBlendType(LLRender::BT_ALPHA);
}
void LLDrawPoolAlpha::renderAlphaHighlight(U32 mask)
{
for (LLCullResult::sg_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(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
}
}
}
}
void LLDrawPoolAlpha::renderAlpha(U32 mask)
{
BOOL initialized_lighting = FALSE;
BOOL light_enabled = TRUE;
BOOL use_shaders = gPipeline.canUseVertexShaders();
for (LLCullResult::sg_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 &&
#if ENABLE_CLASSIC_CLOUDS
group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_CLOUD &&
#endif
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;
if ((params.mVertexBuffer->getTypeMask() & mask) != mask)
{ //FIXME!
llwarns << "Missing required components, skipping render batch." << llendl;
continue;
}
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);
current_shader = target_shader;
current_shader->bind();
}
else if (!use_shaders && current_shader != NULL)
{
LLGLSLShader::bindNoShader();
current_shader = NULL;
}
if (params.mGroup)
{
params.mGroup->rebuildMesh();
}
bool tex_setup = false;
if (use_shaders && params.mTextureList.size() > 1)
{
for (U32 i = 0; i < params.mTextureList.size(); ++i)
{
if (params.mTextureList[i].notNull())
{
gGL.getTexUnit(i)->bind(params.mTextureList[i], TRUE);
}
}
}
else
{ //not batching textures or batch has only 1 texture -- might need a texture matrix
if (params.mTexture.notNull())
{
params.mTexture->addTextureStats(params.mVSize);
gGL.getTexUnit(0)->bind(params.mTexture, TRUE) ;
if (params.mTextureMatrix)
{
tex_setup = true;
gGL.getTexUnit(0)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
gPipeline.mTextureMatrixOps++;
}
}
else
{
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
}
}
params.mVertexBuffer->setBuffer(mask);
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 (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) | LLVertexBuffer::MAP_EMISSIVE);
// do the actual drawing, again
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)
{
gGL.getTexUnit(0)->activate();
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
}
}
}
}
LLVertexBuffer::unbind();
if (!light_enabled)
{
gPipeline.enableLightsDynamic();
}
}