532 lines
15 KiB
C++
532 lines
15 KiB
C++
/**
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* @file lldrawpoolalpha.cpp
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* @brief LLDrawPoolAlpha class implementation
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*
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* $LicenseInfo:firstyear=2002&license=viewergpl$
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*
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* Copyright (c) 2002-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "lldrawpoolalpha.h"
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#include "llglheaders.h"
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#include "llviewercontrol.h"
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#include "llcriticaldamp.h"
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#include "llfasttimer.h"
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#include "llrender.h"
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#include "llcubemap.h"
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#include "llsky.h"
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#include "llagent.h"
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#include "lldrawable.h"
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#include "llface.h"
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#include "llviewercamera.h"
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#include "llviewertexturelist.h" // For debugging
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#include "llviewerobjectlist.h" // For debugging
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#include "llviewerwindow.h"
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#include "pipeline.h"
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#include "llviewershadermgr.h"
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#include "llviewerregion.h"
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#include "lldrawpoolwater.h"
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#include "llspatialpartition.h"
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BOOL LLDrawPoolAlpha::sShowDebugAlpha = FALSE;
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static BOOL deferred_render = FALSE;
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LLDrawPoolAlpha::LLDrawPoolAlpha(U32 type) :
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LLRenderPass(type), current_shader(NULL), target_shader(NULL),
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simple_shader(NULL), fullbright_shader(NULL),
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mColorSFactor(LLRender::BF_UNDEF), mColorDFactor(LLRender::BF_UNDEF),
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mAlphaSFactor(LLRender::BF_UNDEF), mAlphaDFactor(LLRender::BF_UNDEF)
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{
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}
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LLDrawPoolAlpha::~LLDrawPoolAlpha()
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{
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}
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void LLDrawPoolAlpha::prerender()
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{
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mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
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}
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S32 LLDrawPoolAlpha::getNumDeferredPasses()
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{
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return 1;
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}
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void LLDrawPoolAlpha::beginDeferredPass(S32 pass)
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{
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}
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void LLDrawPoolAlpha::endDeferredPass(S32 pass)
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{
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}
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void LLDrawPoolAlpha::renderDeferred(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS);
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gDeferredDiffuseAlphaMaskProgram.bind();
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gDeferredDiffuseAlphaMaskProgram.setAlphaRange(0.33f, 1.f);
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//render alpha masked objects
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LLRenderPass::pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
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gDeferredDiffuseAlphaMaskProgram.unbind();
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}
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S32 LLDrawPoolAlpha::getNumPostDeferredPasses()
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{
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if (LLPipeline::sImpostorRender)
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{ //skip depth buffer filling pass when rendering impostors
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return 1;
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}
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else if (gSavedSettings.getBOOL("RenderDepthOfField"))
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{
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return 2;
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}
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else
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{
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return 1;
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}
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}
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void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_ALPHA);
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if (pass == 0)
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{
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simple_shader = &gDeferredAlphaProgram;
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fullbright_shader = &gObjectFullbrightAlphaMaskProgram;
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//prime simple shader (loads shadow relevant uniforms)
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gPipeline.bindDeferredShader(*simple_shader);
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}
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else
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{
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//update depth buffer sampler
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gPipeline.mScreen.flush();
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gPipeline.mDeferredDepth.copyContents(gPipeline.mDeferredScreen, 0, 0, gPipeline.mDeferredScreen.getWidth(), gPipeline.mDeferredScreen.getHeight(),
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0, 0, gPipeline.mDeferredDepth.getWidth(), gPipeline.mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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gPipeline.mDeferredDepth.bindTarget();
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simple_shader = NULL;
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fullbright_shader = NULL;
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gObjectFullbrightAlphaMaskProgram.bind();
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gObjectFullbrightAlphaMaskProgram.setAlphaRange(0.33f, 1.f);
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}
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deferred_render = TRUE;
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if (mVertexShaderLevel > 0)
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{
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// Start out with no shaders.
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current_shader = target_shader = NULL;
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}
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gPipeline.enableLightsDynamic();
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}
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void LLDrawPoolAlpha::endPostDeferredPass(S32 pass)
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{
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if (pass == 1)
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{
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gPipeline.mDeferredDepth.flush();
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gPipeline.mScreen.bindTarget();
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gObjectFullbrightAlphaMaskProgram.unbind();
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}
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deferred_render = FALSE;
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endRenderPass(pass);
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}
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void LLDrawPoolAlpha::renderPostDeferred(S32 pass)
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{
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render(pass);
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}
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void LLDrawPoolAlpha::beginRenderPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_ALPHA);
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if (LLPipeline::sUnderWaterRender)
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{
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simple_shader = &gObjectSimpleWaterAlphaMaskProgram;
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fullbright_shader = &gObjectFullbrightWaterAlphaMaskProgram;
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}
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else
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{
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simple_shader = &gObjectSimpleAlphaMaskProgram;
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fullbright_shader = &gObjectFullbrightAlphaMaskProgram;
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}
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if (mVertexShaderLevel > 0)
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{
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// Start out with no shaders.
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current_shader = target_shader = NULL;
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LLGLSLShader::bindNoShader();
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}
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gPipeline.enableLightsDynamic();
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}
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void LLDrawPoolAlpha::endRenderPass( S32 pass )
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_ALPHA);
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LLRenderPass::endRenderPass(pass);
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if(gPipeline.canUseWindLightShaders())
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{
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LLGLSLShader::bindNoShader();
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}
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}
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void LLDrawPoolAlpha::render(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_ALPHA);
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LLGLSPipelineAlpha gls_pipeline_alpha;
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if (deferred_render && pass == 1)
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{ //depth only
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gGL.setColorMask(false, false);
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}
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else
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{
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gGL.setColorMask(true, true);
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}
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if (LLPipeline::sFastAlpha)
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{
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mColorSFactor = LLRender::BF_ONE; // }
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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
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mAlphaSFactor = LLRender::BF_ZERO;
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mAlphaDFactor = LLRender::BF_ZERO; // block (zero-out) glow where the alpha test succeeds
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gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
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if (mVertexShaderLevel > 0)
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{
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if (!LLPipeline::sRenderDeferred || !deferred_render)
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{
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simple_shader->bind();
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simple_shader->setAlphaRange(0.33f, 1.f);
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pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
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}
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if (fullbright_shader)
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{
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fullbright_shader->bind();
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fullbright_shader->setAlphaRange(0.33f, 1.f);
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}
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pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
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//LLGLSLShader::bindNoShader();
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}
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else
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{
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gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.33f); //OK
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gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
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pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask());
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gPipeline.enableLightsDynamic();
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pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask());
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gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); //OK
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}
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}
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LLGLDepthTest depth(GL_TRUE, LLDrawPoolWater::sSkipScreenCopy ||
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(deferred_render && pass == 1) ? GL_TRUE : GL_FALSE);
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if (deferred_render && pass == 1)
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{
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gGL.blendFunc(LLRender::BF_SOURCE_ALPHA, LLRender::BF_ONE_MINUS_SOURCE_ALPHA);
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}
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else
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{
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mColorSFactor = LLRender::BF_SOURCE_ALPHA; // } regular alpha blend
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mColorDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA; // }
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mAlphaSFactor = LLRender::BF_ZERO; // } glow suppression
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mAlphaDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA; // }
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gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
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if (mVertexShaderLevel > 0)
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{
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if (LLPipeline::sImpostorRender)
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{
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fullbright_shader->bind();
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fullbright_shader->setAlphaRange(0.5f, 1.f);
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simple_shader->bind();
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simple_shader->setAlphaRange(0.5f, 1.f);
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}
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else
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{
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fullbright_shader->bind();
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fullbright_shader->setAlphaRange(0.f, 1.f);
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simple_shader->bind();
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simple_shader->setAlphaRange(0.f, 1.f);
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}
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}
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else
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{
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if (LLPipeline::sImpostorRender)
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{
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gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); //OK
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}
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else
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{
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gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); //OK
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}
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}
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}
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if (mVertexShaderLevel > 0)
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{
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renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX);
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}
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else
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{
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renderAlpha(getVertexDataMask());
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}
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gGL.setColorMask(true, false);
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if (deferred_render && pass == 1)
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{
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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}
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if (sShowDebugAlpha)
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{
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BOOL shaders = gPipeline.canUseVertexShaders();
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if(shaders)
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{
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gObjectFullbrightNonIndexedProgram.bind();
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}
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else
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{
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gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
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}
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glColor4f(1,0,0,1);
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LLViewerFetchedTexture::sSmokeImagep->addTextureStats(1024.f*1024.f);
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gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sSmokeImagep, TRUE) ;
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renderAlphaHighlight(LLVertexBuffer::MAP_VERTEX |
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LLVertexBuffer::MAP_TEXCOORD0);
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if(shaders)
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{
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gObjectFullbrightNonIndexedProgram.unbind();
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}
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}
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}
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void LLDrawPoolAlpha::renderAlphaHighlight(U32 mask)
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{
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for (LLCullResult::sg_list_t::iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i)
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{
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LLSpatialGroup* group = *i;
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if (group->mSpatialPartition->mRenderByGroup &&
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!group->isDead())
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{
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LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA];
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for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)
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{
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LLDrawInfo& params = **k;
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if (params.mParticle)
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{
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continue;
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}
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LLRenderPass::applyModelMatrix(params);
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if (params.mGroup)
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{
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params.mGroup->rebuildMesh();
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}
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params.mVertexBuffer->setBuffer(mask);
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params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
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gPipeline.addTrianglesDrawn(params.mCount/3);
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}
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}
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}
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}
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void LLDrawPoolAlpha::renderAlpha(U32 mask)
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{
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BOOL initialized_lighting = FALSE;
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BOOL light_enabled = TRUE;
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BOOL use_shaders = gPipeline.canUseVertexShaders();
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for (LLCullResult::sg_list_t::iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i)
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{
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LLSpatialGroup* group = *i;
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llassert(group);
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llassert(group->mSpatialPartition);
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if (group->mSpatialPartition->mRenderByGroup &&
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!group->isDead())
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{
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bool draw_glow_for_this_partition = mVertexShaderLevel > 0 && // no shaders = no glow.
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// 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.
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group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_PARTICLE &&
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group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_CLOUD &&
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group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_HUD_PARTICLE;
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LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA];
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for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)
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{
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LLDrawInfo& params = **k;
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LLRenderPass::applyModelMatrix(params);
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if (params.mFullbright)
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{
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// Turn off lighting if it hasn't already been so.
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if (light_enabled || !initialized_lighting)
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{
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initialized_lighting = TRUE;
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if (use_shaders)
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{
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target_shader = fullbright_shader;
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}
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else
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{
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gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
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}
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light_enabled = FALSE;
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}
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}
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// Turn on lighting if it isn't already.
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else if (!light_enabled || !initialized_lighting)
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{
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initialized_lighting = TRUE;
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if (use_shaders)
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{
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target_shader = simple_shader;
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}
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else
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{
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gPipeline.enableLightsDynamic();
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}
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light_enabled = TRUE;
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}
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// If we need shaders, and we're not ALREADY using the proper shader, then bind it
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// (this way we won't rebind shaders unnecessarily).
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if(use_shaders && (current_shader != target_shader))
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{
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llassert(target_shader != NULL);
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current_shader = target_shader;
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current_shader->bind();
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}
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else if (!use_shaders && current_shader != NULL)
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{
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LLGLSLShader::bindNoShader();
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current_shader = NULL;
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}
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if (params.mGroup)
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{
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params.mGroup->rebuildMesh();
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}
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bool tex_setup = false;
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if (use_shaders && params.mTextureList.size() > 1)
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{
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for (U32 i = 0; i < params.mTextureList.size(); ++i)
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{
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if (params.mTextureList[i].notNull())
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{
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gGL.getTexUnit(i)->bind(params.mTextureList[i], TRUE);
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}
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}
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}
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else
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{ //not batching textures or batch has only 1 texture -- might need a texture matrix
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if (params.mTexture.notNull())
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{
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params.mTexture->addTextureStats(params.mVSize);
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gGL.getTexUnit(0)->bind(params.mTexture, TRUE) ;
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if (params.mTextureMatrix)
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{
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tex_setup = true;
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gGL.getTexUnit(0)->activate();
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glMatrixMode(GL_TEXTURE);
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glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
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gPipeline.mTextureMatrixOps++;
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}
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}
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else
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{
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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}
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}
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params.mVertexBuffer->setBuffer(mask);
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params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
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gPipeline.addTrianglesDrawn(params.mCount/3);
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// 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.
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if (draw_glow_for_this_partition &&
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params.mGlowColor.mV[3] > 0)
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{
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// install glow-accumulating blend mode
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gGL.blendFunc(LLRender::BF_ZERO, LLRender::BF_ONE, // don't touch color
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LLRender::BF_ONE, LLRender::BF_ONE); // add to alpha (glow)
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// glow doesn't use vertex colors from the mesh data
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params.mVertexBuffer->setBuffer(mask & ~LLVertexBuffer::MAP_COLOR);
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glColor4ubv(params.mGlowColor.mV);
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// do the actual drawing, again
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params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
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gPipeline.addTrianglesDrawn(params.mCount/3);
|
|
|
|
// restore our alpha blend mode
|
|
gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
|
|
}
|
|
|
|
if (tex_setup)
|
|
{
|
|
gGL.getTexUnit(0)->activate();
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
LLVertexBuffer::unbind();
|
|
|
|
if (!light_enabled)
|
|
{
|
|
gPipeline.enableLightsDynamic();
|
|
}
|
|
}
|