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-rw-r--r--linden/indra/newview/lldrawpoolsimple.cpp234
1 files changed, 62 insertions, 172 deletions
diff --git a/linden/indra/newview/lldrawpoolsimple.cpp b/linden/indra/newview/lldrawpoolsimple.cpp
index 031c170..ec8929e 100644
--- a/linden/indra/newview/lldrawpoolsimple.cpp
+++ b/linden/indra/newview/lldrawpoolsimple.cpp
@@ -30,55 +30,45 @@
30#include "lldrawpoolsimple.h" 30#include "lldrawpoolsimple.h"
31 31
32#include "llagent.h" 32#include "llagent.h"
33#include "llagparray.h"
34#include "lldrawable.h" 33#include "lldrawable.h"
35#include "llface.h" 34#include "llface.h"
36#include "llsky.h" 35#include "llsky.h"
37#include "pipeline.h" 36#include "pipeline.h"
38 37
39S32 LLDrawPoolSimple::sDiffTex = 0; 38class LLRenderPassGlow : public LLRenderPass
40
41LLDrawPoolSimple::LLDrawPoolSimple(LLViewerImage *texturep) :
42 LLDrawPool(POOL_SIMPLE,
43 DATA_SIMPLE_IL_MASK | DATA_COLORS_MASK,
44 DATA_SIMPLE_NIL_MASK), // ady temp
45 mTexturep(texturep)
46{ 39{
47} 40public:
41 LLRenderPassGlow(): LLRenderPass(LLRenderPass::PASS_GLOW) { }
42
43 enum
44 {
45 VERTEX_DATA_MASK = LLVertexBuffer::MAP_VERTEX |
46 LLVertexBuffer::MAP_TEXCOORD
47 };
48 48
49LLDrawPool *LLDrawPoolSimple::instancePool() 49 virtual U32 getVertexDataMask() { return VERTEX_DATA_MASK; }
50{
51 return new LLDrawPoolSimple(mTexturep);
52}
53 50
54BOOL LLDrawPoolSimple::match(LLFace* last_face, LLFace* facep) 51 virtual void prerender() { }
55{ 52
56 if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_CHAIN_FACES) && 53 void render(S32 pass = 0)
57 !last_face->isState(LLFace::LIGHT | LLFace::FULLBRIGHT) &&
58 !facep->isState(LLFace::LIGHT | LLFace::FULLBRIGHT) &&
59 facep->getIndicesStart() == last_face->getIndicesStart()+last_face->getIndicesCount() &&
60 facep->getRenderColor() == last_face->getRenderColor())
61 { 54 {
62 if (facep->isState(LLFace::GLOBAL)) 55 LLGLEnable blend(GL_BLEND);
63 { 56 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
64 if (last_face->isState(LLFace::GLOBAL)) 57 renderTexture(LLRenderPass::PASS_GLOW, getVertexDataMask());
65 { 58 renderActive(LLRenderPass::PASS_GLOW, getVertexDataMask());
66 return TRUE; 59 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
67 }
68 }
69 else
70 {
71 if (!last_face->isState(LLFace::GLOBAL))
72 {
73 if (last_face->getRenderMatrix() == facep->getRenderMatrix())
74 {
75 return TRUE;
76 }
77 }
78 }
79 } 60 }
80 61
81 return FALSE; 62 void pushBatch(LLDrawInfo& params, U32 mask, BOOL texture = TRUE)
63 {
64 glColor4ubv(params.mGlowColor.mV);
65 LLRenderPass::pushBatch(params, mask, texture);
66 }
67};
68
69LLDrawPoolSimple::LLDrawPoolSimple() :
70 LLRenderPass(POOL_SIMPLE)
71{
82} 72}
83 73
84void LLDrawPoolSimple::prerender() 74void LLDrawPoolSimple::prerender()
@@ -91,156 +81,56 @@ void LLDrawPoolSimple::beginRenderPass(S32 pass)
91 glEnableClientState(GL_VERTEX_ARRAY); 81 glEnableClientState(GL_VERTEX_ARRAY);
92 glEnableClientState(GL_TEXTURE_COORD_ARRAY); 82 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
93 glEnableClientState(GL_NORMAL_ARRAY); 83 glEnableClientState(GL_NORMAL_ARRAY);
94 if (gPipeline.getLightingDetail() >= 2) 84 glEnableClientState(GL_COLOR_ARRAY);
95 {
96 glEnableClientState(GL_COLOR_ARRAY);
97 }
98
99 if (mVertexShaderLevel > 0)
100 {
101 S32 scatterTex = gPipeline.mObjectSimpleProgram.enableTexture(LLPipeline::GLSL_SCATTER_MAP);
102 LLViewerImage::bindTexture(gSky.mVOSkyp->getScatterMap(), scatterTex);
103 sDiffTex = gPipeline.mObjectSimpleProgram.enableTexture(LLPipeline::GLSL_DIFFUSE_MAP);
104 }
105} 85}
106 86
107
108void LLDrawPoolSimple::render(S32 pass) 87void LLDrawPoolSimple::render(S32 pass)
109{ 88{
110 LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE); 89 LLGLDisable blend(GL_BLEND);
111 if (mDrawFace.empty()) 90 LLGLDisable alpha_test(GL_ALPHA_TEST);
112 { 91
113 return;
114 }
115
116 bindGLVertexPointer();
117 bindGLTexCoordPointer();
118 bindGLNormalPointer();
119 if (gPipeline.getLightingDetail() >= 2)
120 { 92 {
121 bindGLColorPointer(); 93 LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE);
94 gPipeline.enableLightsDynamic(1.f);
95 renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask());
96 renderActive(LLRenderPass::PASS_SIMPLE, getVertexDataMask());
122 } 97 }
123 98
124 LLViewerImage* tex = getTexture();
125 LLGLState alpha_test(GL_ALPHA_TEST, FALSE);
126 LLGLState blend(GL_BLEND, FALSE);
127
128 if (tex)
129 { 99 {
130 LLViewerImage::bindTexture(tex,sDiffTex); 100 LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS);
131 if (tex->getPrimaryFormat() == GL_ALPHA) 101 LLGLEnable blend(GL_BLEND);
132 { 102 LLGLEnable alpha_test(GL_ALPHA_TEST);
133 // Enable Invisibility Hack 103 glAlphaFunc(GL_GREATER, 0.5f);
134 alpha_test.enable(); 104 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
135 blend.enable(); 105 //render grass
136 } 106 LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask());
107 glAlphaFunc(GL_GREATER, 0.01f);
137 } 108 }
138 else 109
139 { 110 {
140 LLImageGL::unbindTexture(sDiffTex, GL_TEXTURE_2D); 111 LLFastTimer t(LLFastTimer::FTM_RENDER_FULLBRIGHT);
112 U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD | LLVertexBuffer::MAP_COLOR;
113 gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
114 glDisableClientState(GL_NORMAL_ARRAY);
115 renderTexture(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask);
116 renderActive(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask);
141 } 117 }
142 118
143 drawLoop();
144}
145
146void LLDrawPoolSimple::endRenderPass(S32 pass)
147{
148 if (mVertexShaderLevel > 0)
149 {
150 gPipeline.mObjectSimpleProgram.disableTexture(LLPipeline::GLSL_SCATTER_MAP);
151 gPipeline.mObjectSimpleProgram.disableTexture(LLPipeline::GLSL_DIFFUSE_MAP);
152 glActiveTextureARB(GL_TEXTURE0_ARB);
153 glEnable(GL_TEXTURE_2D);
154 }
155
156 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
157 glDisableClientState(GL_NORMAL_ARRAY);
158 if (gPipeline.getLightingDetail() >= 2)
159 { 119 {
120 LLFastTimer t(LLFastTimer::FTM_RENDER_GLOW);
160 glDisableClientState(GL_COLOR_ARRAY); 121 glDisableClientState(GL_COLOR_ARRAY);
122 LLRenderPassGlow glow;
123 glow.render();
161 } 124 }
162}
163
164void LLDrawPoolSimple::renderForSelect()
165{
166 if (mDrawFace.empty() || !mMemory.count())
167 {
168 return;
169 }
170
171 glEnableClientState ( GL_VERTEX_ARRAY );
172
173 bindGLVertexPointer();
174
175 for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
176 iter != mDrawFace.end(); iter++)
177 {
178 LLFace *facep = *iter;
179 LLDrawable *drawable = facep->getDrawable();
180 if (drawable && !drawable->isDead() && (facep->getViewerObject()->mGLName))
181 {
182 facep->renderForSelect();
183 }
184 }
185}
186
187 125
188void LLDrawPoolSimple::renderFaceSelected(LLFace *facep,
189 LLImageGL *image,
190 const LLColor4 &color,
191 const S32 index_offset, const S32 index_count)
192{
193 facep->renderSelected(image, color, index_offset, index_count);
194}
195
196
197void LLDrawPoolSimple::dirtyTexture(const LLViewerImage *texturep)
198{
199 if (mTexturep == texturep)
200 { 126 {
201 for (std::vector<LLFace*>::iterator iter = mReferences.begin(); 127 LLFastTimer t(LLFastTimer::FTM_RENDER_INVISIBLE);
202 iter != mReferences.end(); iter++) 128 U32 invisi_mask = LLVertexBuffer::MAP_VERTEX;
203 { 129 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
204 LLFace *facep = *iter; 130 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
205 gPipeline.markTextured(facep->getDrawable()); 131 renderInvisible(invisi_mask);
206 } 132 renderActive(LLRenderPass::PASS_INVISIBLE, invisi_mask);
133 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
207 } 134 }
208} 135}
209 136
210LLViewerImage *LLDrawPoolSimple::getTexture()
211{
212 return mTexturep;
213}
214
215LLViewerImage *LLDrawPoolSimple::getDebugTexture()
216{
217 return mTexturep;
218}
219
220LLColor3 LLDrawPoolSimple::getDebugColor() const
221{
222 return LLColor3(1.f, 1.f, 1.f);
223}
224
225S32 LLDrawPoolSimple::getMaterialAttribIndex()
226{
227 return gPipeline.mObjectSimpleProgram.mAttribute[LLPipeline::GLSL_MATERIAL_COLOR];
228}
229
230// virtual
231void LLDrawPoolSimple::enableShade()
232{
233 glDisableClientState(GL_COLOR_ARRAY);
234}
235
236// virtual
237void LLDrawPoolSimple::disableShade()
238{
239 glEnableClientState(GL_COLOR_ARRAY);
240}
241
242// virtual
243void LLDrawPoolSimple::setShade(F32 shade)
244{
245 glColor4f(0,0,0,shade);
246}