lldrawpoolalpha.cpp
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上传日期:2021-03-01
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- /**
- * @file lldrawpoolalpha.cpp
- * @brief LLDrawPoolAlpha class implementation
- *
- * $LicenseInfo:firstyear=2002&license=viewergpl$
- *
- * Copyright (c) 2002-2010, 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)
- {
- }
- 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)
- {
- gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.f);
- {
- LLFastTimer t(FTM_RENDER_GRASS);
- gDeferredTreeProgram.bind();
- LLGLEnable test(GL_ALPHA_TEST);
- //render alpha masked objects
- LLRenderPass::renderTexture(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask());
- gDeferredTreeProgram.unbind();
- }
- gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
- }
- S32 LLDrawPoolAlpha::getNumPostDeferredPasses()
- {
- return 1;
- }
- void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
- {
- LLFastTimer t(FTM_RENDER_ALPHA);
- simple_shader = &gDeferredAlphaProgram;
- fullbright_shader = &gDeferredFullbrightProgram;
-
- deferred_render = TRUE;
- if (mVertexShaderLevel > 0)
- {
- // Start out with no shaders.
- current_shader = target_shader = NULL;
- }
- gPipeline.enableLightsDynamic();
- }
- void LLDrawPoolAlpha::endPostDeferredPass(S32 pass)
- {
- 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 = &gObjectSimpleWaterProgram;
- fullbright_shader = &gObjectFullbrightWaterProgram;
- }
- else
- {
- simple_shader = &gObjectSimpleProgram;
- fullbright_shader = &gObjectFullbrightProgram;
- }
- 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(gPipeline.canUseWindLightShaders())
- {
- LLGLSLShader::bindNoShader();
- }
- }
- void LLDrawPoolAlpha::render(S32 pass)
- {
- LLFastTimer t(FTM_RENDER_ALPHA);
- LLGLSPipelineAlpha gls_pipeline_alpha;
- if (LLPipeline::sFastAlpha && !deferred_render)
- {
- LLGLDisable blend_disable(GL_BLEND);
- gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.33f);
- if (mVertexShaderLevel > 0)
- {
- if (!LLPipeline::sRenderDeferred)
- {
- simple_shader->bind();
- pushBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask());
- }
- fullbright_shader->bind();
- pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask());
- LLGLSLShader::bindNoShader();
- }
- else
- {
- 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);
- }
- LLGLDepthTest depth(GL_TRUE, LLDrawPoolWater::sSkipScreenCopy ? GL_TRUE : GL_FALSE);
- renderAlpha(getVertexDataMask());
- if (deferred_render && current_shader != NULL)
- {
- gPipeline.unbindDeferredShader(*current_shader);
- }
- if (sShowDebugAlpha)
- {
- if(gPipeline.canUseWindLightShaders())
- {
- LLGLSLShader::bindNoShader();
- }
- gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
- glColor4f(1,0,0,1);
- LLViewerFetchedTexture::sSmokeImagep->addTextureStats(1024.f*1024.f);
- gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sSmokeImagep, TRUE) ;
- renderAlphaHighlight(LLVertexBuffer::MAP_VERTEX |
- LLVertexBuffer::MAP_TEXCOORD0);
- }
- }
- void LLDrawPoolAlpha::renderAlphaHighlight(U32 mask)
- {
- for (LLCullResult::sg_list_t::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(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
- gPipeline.addTrianglesDrawn(params.mCount/3);
- }
- }
- }
- }
- void LLDrawPoolAlpha::renderAlpha(U32 mask)
- {
- BOOL initialized_lighting = FALSE;
- BOOL light_enabled = TRUE;
- S32 diffuse_channel = 0;
- //BOOL is_particle = FALSE;
- BOOL use_shaders = (LLPipeline::sUnderWaterRender && gPipeline.canUseVertexShaders())
- || gPipeline.canUseWindLightShadersOnObjects();
-
- // check to see if it's a particle and if it's "close"
- {
- if (LLPipeline::sImpostorRender)
- {
- gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f);
- }
- else
- {
- gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
- }
- }
- for (LLCullResult::sg_list_t::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;
- 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);
- if (deferred_render && current_shader != NULL)
- {
- gPipeline.unbindDeferredShader(*current_shader);
- diffuse_channel = 0;
- }
- current_shader = target_shader;
- if (deferred_render)
- {
- gPipeline.bindDeferredShader(*current_shader);
- diffuse_channel = current_shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
- }
- else
- {
- current_shader->bind();
- }
- }
- else if (!use_shaders && current_shader != NULL)
- {
- if (deferred_render)
- {
- gPipeline.unbindDeferredShader(*current_shader);
- diffuse_channel = 0;
- }
- LLGLSLShader::bindNoShader();
- current_shader = NULL;
- }
- if (params.mGroup)
- {
- params.mGroup->rebuildMesh();
- }
-
- if (params.mTexture.notNull())
- {
- gGL.getTexUnit(diffuse_channel)->bind(params.mTexture.get());
- if(params.mTexture.notNull())
- {
- params.mTexture->addTextureStats(params.mVSize);
- }
- if (params.mTextureMatrix)
- {
- gGL.getTexUnit(0)->activate();
- glMatrixMode(GL_TEXTURE);
- glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
- gPipeline.mTextureMatrixOps++;
- }
- }
- params.mVertexBuffer->setBuffer(mask);
- params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
- gPipeline.addTrianglesDrawn(params.mCount/3);
- if (params.mTextureMatrix && params.mTexture.notNull())
- {
- gGL.getTexUnit(0)->activate();
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- }
- }
- }
- }
- if (deferred_render && current_shader != NULL)
- {
- gPipeline.unbindDeferredShader(*current_shader);
- LLVertexBuffer::unbind();
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
- }
-
- if (!light_enabled)
- {
- gPipeline.enableLightsDynamic();
- }
- }