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SingularityViewer/indra/newview/lldrawpoolsimple.cpp

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C++

/**
* @file lldrawpoolsimple.cpp
* @brief LLDrawPoolSimple class implementation
*
* $LicenseInfo:firstyear=2002&license=viewerlgpl$
* 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 "llviewerprecompiledheaders.h"
#include "lldrawpoolsimple.h"
#include "llviewercamera.h"
#include "lldrawable.h"
#include "llface.h"
#include "llsky.h"
#include "pipeline.h"
#include "llspatialpartition.h"
#include "llviewershadermgr.h"
#include "llrender.h"
static LLGLSLShader* simple_shader = NULL;
static LLGLSLShader* fullbright_shader = NULL;
static LLFastTimer::DeclareTimer FTM_RENDER_SIMPLE_DEFERRED("Deferred Simple");
static LLFastTimer::DeclareTimer FTM_RENDER_GRASS_DEFERRED("Deferred Grass");
void LLDrawPoolGlow::beginPostDeferredPass(S32 pass)
{
gDeferredEmissiveProgram.bind();
}
static LLFastTimer::DeclareTimer FTM_RENDER_GLOW_PUSH("Glow Push");
void LLDrawPoolGlow::renderPostDeferred(S32 pass)
{
LLFastTimer t(FTM_RENDER_GLOW);
LLGLEnable blend(GL_BLEND);
LLGLDisable test(GL_ALPHA_TEST);
gGL.flush();
/// Get rid of z-fighting with non-glow pass.
LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -1.0f);
gGL.setSceneBlendType(LLRender::BT_ADD);
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
gGL.setColorMask(false, true);
{
LLFastTimer t(FTM_RENDER_GLOW_PUSH);
pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
}
gGL.setColorMask(true, false);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
}
void LLDrawPoolGlow::endPostDeferredPass(S32 pass)
{
gDeferredEmissiveProgram.unbind();
LLRenderPass::endRenderPass(pass);
}
S32 LLDrawPoolGlow::getNumPasses()
{
if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0)
{
return 1;
}
else
{
return 0;
}
}
void LLDrawPoolGlow::render(S32 pass)
{
LLFastTimer t(FTM_RENDER_GLOW);
LLGLEnable blend(GL_BLEND);
LLGLDisable test(GL_ALPHA_TEST);
gGL.flush();
/// Get rid of z-fighting with non-glow pass.
LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -1.0f);
gGL.setSceneBlendType(LLRender::BT_ADD);
U32 shader_level = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
//should never get here without basic shaders enabled
llassert(shader_level > 0);
LLGLSLShader* shader = LLPipeline::sUnderWaterRender ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
shader->bind();
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
gGL.setColorMask(false, true);
pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
gGL.setColorMask(true, false);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
if (shader_level > 0 && fullbright_shader)
{
shader->unbind();
}
}
void LLDrawPoolGlow::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures)
{
//gGL.diffuseColor4ubv(params.mGlowColor.mV);
LLRenderPass::pushBatch(params, mask, texture, batch_textures);
}
LLDrawPoolSimple::LLDrawPoolSimple() :
LLRenderPass(POOL_SIMPLE)
{
}
void LLDrawPoolSimple::prerender()
{
mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
void LLDrawPoolSimple::beginRenderPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_SIMPLE);
if (LLPipeline::sUnderWaterRender)
{
simple_shader = &gObjectSimpleWaterProgram;
}
else
{
simple_shader = &gObjectSimpleProgram;
}
if (mVertexShaderLevel > 0)
{
simple_shader->bind();
}
else
{
// don't use shaders!
if (gGLManager.mHasShaderObjects)
{
LLGLSLShader::bindNoShader();
}
}
}
void LLDrawPoolSimple::endRenderPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_SIMPLE);
stop_glerror();
LLRenderPass::endRenderPass(pass);
stop_glerror();
if (mVertexShaderLevel > 0)
{
simple_shader->unbind();
}
}
void LLDrawPoolSimple::render(S32 pass)
{
LLGLDisable blend(GL_BLEND);
{ //render simple
LLFastTimer t(FTM_RENDER_SIMPLE);
gPipeline.enableLightsDynamic();
if (mVertexShaderLevel > 0)
{
U32 mask = getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX;
pushBatches(LLRenderPass::PASS_SIMPLE, mask, TRUE, TRUE);
if (LLPipeline::sRenderDeferred)
{ //if deferred rendering is enabled, bump faces aren't registered as simple
//render bump faces here as simple so bump faces will appear under water
pushBatches(LLRenderPass::PASS_BUMP, mask, TRUE, TRUE);
}
}
else
{
LLGLDisable alpha_test(GL_ALPHA_TEST);
renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask());
}
}
}
//===============================
//DEFERRED IMPLEMENTATION
//===============================
void LLDrawPoolSimple::beginDeferredPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_SIMPLE_DEFERRED);
gDeferredDiffuseProgram.bind();
}
void LLDrawPoolSimple::endDeferredPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_SIMPLE_DEFERRED);
LLRenderPass::endRenderPass(pass);
gDeferredDiffuseProgram.unbind();
}
void LLDrawPoolSimple::renderDeferred(S32 pass)
{
LLGLDisable blend(GL_BLEND);
LLGLDisable alpha_test(GL_ALPHA_TEST);
{ //render simple
LLFastTimer t(FTM_RENDER_SIMPLE_DEFERRED);
pushBatches(LLRenderPass::PASS_SIMPLE, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
}
}
// grass drawpool
LLDrawPoolGrass::LLDrawPoolGrass() :
LLRenderPass(POOL_GRASS)
{
}
void LLDrawPoolGrass::prerender()
{
mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
void LLDrawPoolGrass::beginRenderPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_GRASS);
stop_glerror();
if (LLPipeline::sUnderWaterRender)
{
simple_shader = &gObjectAlphaMaskNonIndexedWaterProgram;
}
else
{
simple_shader = &gObjectAlphaMaskNonIndexedProgram;
}
if (mVertexShaderLevel > 0)
{
simple_shader->bind();
simple_shader->setMinimumAlpha(0.5f);
}
else
{
gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f);
// don't use shaders!
if (gGLManager.mHasShaderObjects)
{
LLGLSLShader::bindNoShader();
}
}
}
void LLDrawPoolGrass::endRenderPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_GRASS);
LLRenderPass::endRenderPass(pass);
if (mVertexShaderLevel > 0)
{
simple_shader->unbind();
}
else
{
gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
}
}
void LLDrawPoolGrass::render(S32 pass)
{
LLGLDisable blend(GL_BLEND);
{
LLFastTimer t(FTM_RENDER_GRASS);
LLGLEnable test(GL_ALPHA_TEST);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
//render grass
LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask());
}
}
void LLDrawPoolGrass::beginDeferredPass(S32 pass)
{
}
void LLDrawPoolGrass::endDeferredPass(S32 pass)
{
}
void LLDrawPoolGrass::renderDeferred(S32 pass)
{
{
LLFastTimer t(FTM_RENDER_GRASS_DEFERRED);
gDeferredNonIndexedDiffuseAlphaMaskProgram.bind();
gDeferredNonIndexedDiffuseAlphaMaskProgram.setMinimumAlpha(0.5f);
//render grass
LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask());
}
}
// Fullbright drawpool
LLDrawPoolFullbright::LLDrawPoolFullbright() :
LLRenderPass(POOL_FULLBRIGHT)
{
}
void LLDrawPoolFullbright::prerender()
{
mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
void LLDrawPoolFullbright::beginPostDeferredPass(S32 pass)
{
gDeferredFullbrightProgram.bind();
}
void LLDrawPoolFullbright::renderPostDeferred(S32 pass)
{
LLFastTimer t(FTM_RENDER_FULLBRIGHT);
gGL.setColorMask(true, true);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX;
pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE);
gGL.setColorMask(true, false);
}
void LLDrawPoolFullbright::endPostDeferredPass(S32 pass)
{
gDeferredFullbrightProgram.unbind();
LLRenderPass::endRenderPass(pass);
}
void LLDrawPoolFullbright::beginRenderPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_FULLBRIGHT);
if (LLPipeline::sUnderWaterRender)
{
fullbright_shader = &gObjectFullbrightWaterProgram;
}
else
{
fullbright_shader = &gObjectFullbrightProgram;
}
}
void LLDrawPoolFullbright::endRenderPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_FULLBRIGHT);
LLRenderPass::endRenderPass(pass);
stop_glerror();
if (mVertexShaderLevel > 0)
{
fullbright_shader->unbind();
}
stop_glerror();
}
void LLDrawPoolFullbright::render(S32 pass)
{ //render fullbright
LLFastTimer t(FTM_RENDER_FULLBRIGHT);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
stop_glerror();
if (mVertexShaderLevel > 0)
{
fullbright_shader->bind();
fullbright_shader->uniform1f(LLViewerShaderMgr::FULLBRIGHT, 1.f);
U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX;
pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE);
}
else
{
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR;
renderTexture(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask);
}
stop_glerror();
}
S32 LLDrawPoolFullbright::getNumPasses()
{
return 1;
}