-Nametag bubble visbility is oddly inconsistent. May vanish with future planned UI merges... -VBOs are PAINFULLY slow on ATI hardware. This repos self-compiled davep/shining-fixes branch, so I'll leave the ball in LL's court for now regarding that.
427 lines
10 KiB
C++
427 lines
10 KiB
C++
/**
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* @file lldrawpoolsimple.cpp
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* @brief LLDrawPoolSimple 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 "lldrawpoolsimple.h"
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#include "llviewercamera.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 "llsky.h"
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#include "pipeline.h"
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#include "llspatialpartition.h"
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#include "llviewershadermgr.h"
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#include "llrender.h"
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static LLGLSLShader* simple_shader = NULL;
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static LLGLSLShader* fullbright_shader = NULL;
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void LLDrawPoolGlow::beginPostDeferredPass(S32 pass)
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{
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gDeferredEmissiveProgram.bind();
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}
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void LLDrawPoolGlow::renderPostDeferred(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_GLOW);
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LLGLEnable blend(GL_BLEND);
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LLGLDisable test(GL_ALPHA_TEST);
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gGL.flush();
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/// Get rid of z-fighting with non-glow pass.
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LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.0f, -1.0f);
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gGL.setSceneBlendType(LLRender::BT_ADD);
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LLGLDepthTest depth(GL_TRUE, GL_FALSE);
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gGL.setColorMask(false, true);
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{
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//LLFastTimer t(FTM_RENDER_GLOW_PUSH);
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pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
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}
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gGL.setColorMask(true, false);
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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}
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void LLDrawPoolGlow::endPostDeferredPass(S32 pass)
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{
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gDeferredEmissiveProgram.unbind();
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LLRenderPass::endRenderPass(pass);
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}
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S32 LLDrawPoolGlow::getNumPasses()
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{
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if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0)
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{
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return 1;
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}
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else
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{
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return 0;
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}
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}
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void LLDrawPoolGlow::render(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_GLOW);
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LLGLEnable blend(GL_BLEND);
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LLGLDisable test(GL_ALPHA_TEST);
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gGL.flush();
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/// Get rid of z-fighting with non-glow pass.
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LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.0f, -1.0f);
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gGL.setSceneBlendType(LLRender::BT_ADD);
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U32 shader_level = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
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//should never get here without basic shaders enabled
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llassert(shader_level > 0);
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LLGLSLShader* shader = LLPipeline::sUnderWaterRender ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
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shader->bind();
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LLGLDepthTest depth(GL_TRUE, GL_FALSE);
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gGL.setColorMask(false, true);
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pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
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gGL.setColorMask(true, false);
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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if (shader_level > 0 && fullbright_shader)
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{
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shader->unbind();
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}
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}
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void LLDrawPoolGlow::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures)
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{
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//gGL.diffuseColor4ubv(params.mGlowColor.mV);
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LLRenderPass::pushBatch(params, mask, texture, batch_textures);
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}
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LLDrawPoolSimple::LLDrawPoolSimple() :
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LLRenderPass(POOL_SIMPLE)
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{
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}
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void LLDrawPoolSimple::prerender()
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{
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mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
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}
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void LLDrawPoolSimple::beginRenderPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE);
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if (LLPipeline::sUnderWaterRender)
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{
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simple_shader = &gObjectSimpleWaterProgram;
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}
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else
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{
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simple_shader = &gObjectSimpleProgram;
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}
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if (mVertexShaderLevel > 0)
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{
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simple_shader->bind();
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}
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else
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{
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// don't use shaders!
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if (gGLManager.mHasShaderObjects)
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{
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LLGLSLShader::bindNoShader();
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}
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}
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}
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void LLDrawPoolSimple::endRenderPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE);
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stop_glerror();
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LLRenderPass::endRenderPass(pass);
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stop_glerror();
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if (mVertexShaderLevel > 0)
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{
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simple_shader->unbind();
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}
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}
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void LLDrawPoolSimple::render(S32 pass)
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{
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LLGLDisable blend(GL_BLEND);
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{ //render simple
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LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE);
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gPipeline.enableLightsDynamic();
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if (mVertexShaderLevel > 0)
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{
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U32 mask = getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX;
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pushBatches(LLRenderPass::PASS_SIMPLE, mask, TRUE, TRUE);
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if (LLPipeline::sRenderDeferred)
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{ //if deferred rendering is enabled, bump faces aren't registered as simple
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//render bump faces here as simple so bump faces will appear under water
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pushBatches(LLRenderPass::PASS_BUMP, mask, TRUE, TRUE);
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}
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}
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else
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{
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LLGLDisable alpha_test(GL_ALPHA_TEST);
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renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask());
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}
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}
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}
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//===============================
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//DEFERRED IMPLEMENTATION
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//===============================
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void LLDrawPoolSimple::beginDeferredPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE);
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gDeferredDiffuseProgram.bind();
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}
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void LLDrawPoolSimple::endDeferredPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE);
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LLRenderPass::endRenderPass(pass);
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gDeferredDiffuseProgram.unbind();
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}
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void LLDrawPoolSimple::renderDeferred(S32 pass)
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{
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LLGLDisable blend(GL_BLEND);
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LLGLDisable alpha_test(GL_ALPHA_TEST);
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{ //render simple
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LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE);
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pushBatches(LLRenderPass::PASS_SIMPLE, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
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}
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}
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// grass drawpool
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LLDrawPoolGrass::LLDrawPoolGrass() :
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LLRenderPass(POOL_GRASS)
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{
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}
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void LLDrawPoolGrass::prerender()
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{
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mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
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}
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void LLDrawPoolGrass::beginRenderPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS);
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stop_glerror();
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if (LLPipeline::sUnderWaterRender)
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{
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simple_shader = &gObjectAlphaMaskNonIndexedWaterProgram;
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}
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else
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{
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simple_shader = &gObjectAlphaMaskNonIndexedProgram;
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}
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if (mVertexShaderLevel > 0)
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{
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simple_shader->bind();
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simple_shader->setMinimumAlpha(0.5f);
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}
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else
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{
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gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f);
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// don't use shaders!
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if (gGLManager.mHasShaderObjects)
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{
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LLGLSLShader::bindNoShader();
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}
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}
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}
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void LLDrawPoolGrass::endRenderPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS);
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LLRenderPass::endRenderPass(pass);
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if (mVertexShaderLevel > 0)
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{
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simple_shader->unbind();
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}
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else
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{
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gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
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}
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}
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void LLDrawPoolGrass::render(S32 pass)
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{
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LLGLDisable blend(GL_BLEND);
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS);
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LLGLEnable test(GL_ALPHA_TEST);
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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//render grass
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LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask());
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}
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}
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void LLDrawPoolGrass::beginDeferredPass(S32 pass)
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{
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}
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void LLDrawPoolGrass::endDeferredPass(S32 pass)
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{
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}
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void LLDrawPoolGrass::renderDeferred(S32 pass)
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{
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS);
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//LLFastTimer t(FTM_RENDER_GRASS_DEFERRED);
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gDeferredNonIndexedDiffuseAlphaMaskProgram.bind();
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gDeferredNonIndexedDiffuseAlphaMaskProgram.setMinimumAlpha(0.5f);
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//render grass
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LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask());
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}
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}
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// Fullbright drawpool
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LLDrawPoolFullbright::LLDrawPoolFullbright() :
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LLRenderPass(POOL_FULLBRIGHT)
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{
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}
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void LLDrawPoolFullbright::prerender()
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{
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mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
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}
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void LLDrawPoolFullbright::beginPostDeferredPass(S32 pass)
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{
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gDeferredFullbrightProgram.bind();
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}
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void LLDrawPoolFullbright::renderPostDeferred(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_FULLBRIGHT);
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX;
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pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE);
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}
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void LLDrawPoolFullbright::endPostDeferredPass(S32 pass)
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{
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gDeferredFullbrightProgram.unbind();
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LLRenderPass::endRenderPass(pass);
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}
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void LLDrawPoolFullbright::beginRenderPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_FULLBRIGHT);
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if (LLPipeline::sUnderWaterRender)
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{
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fullbright_shader = &gObjectFullbrightWaterProgram;
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}
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else
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{
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fullbright_shader = &gObjectFullbrightProgram;
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}
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}
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void LLDrawPoolFullbright::endRenderPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_FULLBRIGHT);
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LLRenderPass::endRenderPass(pass);
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stop_glerror();
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if (mVertexShaderLevel > 0)
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{
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fullbright_shader->unbind();
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}
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stop_glerror();
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}
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void LLDrawPoolFullbright::render(S32 pass)
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{ //render fullbright
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LLFastTimer t(LLFastTimer::FTM_RENDER_FULLBRIGHT);
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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stop_glerror();
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if (mVertexShaderLevel > 0)
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{
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fullbright_shader->bind();
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fullbright_shader->uniform1f(LLViewerShaderMgr::FULLBRIGHT, 1.f);
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U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX;
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pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE);
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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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U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR;
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renderTexture(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask);
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}
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stop_glerror();
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}
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S32 LLDrawPoolFullbright::getNumPasses()
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{
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return 1;
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}
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