Ejemplo n.º 1
0
void LLDrawPoolTree::render(S32 pass)
{
	LLFastTimer t(LLPipeline::sShadowRender ? FTM_SHADOW_TREE : FTM_RENDER_TREES);

	if (mDrawFace.empty())
	{
		return;
	}

	LLGLEnable test(GL_ALPHA_TEST);
	LLOverrideFaceColor color(this, 1.f, 1.f, 1.f, 1.f);

	if (gSavedSettings.getBOOL("RenderAnimateTrees"))
	{
		renderTree();
	}
	else
	{
		gGL.getTexUnit(sDiffTex)->bind(mTexturep);
					
		for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
			 iter != mDrawFace.end(); iter++)
		{
			LLFace *face = *iter;
			LLVertexBuffer* buff = face->getVertexBuffer();
			if(buff)
			{
				buff->setBuffer(LLDrawPoolTree::VERTEX_DATA_MASK);
				buff->drawRange(LLRender::TRIANGLES, 0, buff->getRequestedVerts()-1, buff->getRequestedIndices(), 0); 
				gPipeline.addTrianglesDrawn(buff->getRequestedIndices());
			}
		}
	}
}
void LLDrawPoolTree::render(S32 pass)
{
	LLFastTimer t(LLPipeline::sShadowRender ? FTM_SHADOW_TREE : FTM_RENDER_TREES);

	if (mDrawFace.empty())
	{
		return;
	}

	LLGLState test(GL_ALPHA_TEST, LLGLSLShader::sNoFixedFunction ? 0 : 1);
	LLOverrideFaceColor color(this, 1.f, 1.f, 1.f, 1.f);

	gGL.getTexUnit(sDiffTex)->bind(mTexturep);
				
	for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
		 iter != mDrawFace.end(); iter++)
	{
		LLFace *face = *iter;
		LLVertexBuffer* buff = face->getVertexBuffer();
		if(buff)
		{
			buff->setBuffer(LLDrawPoolTree::VERTEX_DATA_MASK);
			buff->drawRange(LLRender::TRIANGLES, 0, buff->getNumVerts()-1, buff->getNumIndices(), 0); 
			gPipeline.addTrianglesDrawn(buff->getNumIndices());
		}
	}
}
Ejemplo n.º 3
0
void LLDrawPoolTree::render(S32 pass)
{
	LLFastTimer t(LLPipeline::sShadowRender ? FTM_SHADOW_TREE : FTM_RENDER_TREES);

	if (mDrawFace.empty())
	{
		return;
	}

	LLGLState test(GL_ALPHA_TEST, LLGLSLShader::sNoFixedFunction ? 0 : 1);
	LLOverrideFaceColor color(this, 1.f, 1.f, 1.f, 1.f);

	static LLCachedControl<bool> sRenderAnimateTrees("RenderAnimateTrees", false);
	if (sRenderAnimateTrees)
	{
		renderTree();
	}
	else
	gGL.getTexUnit(sDiffTex)->bind(mTexturep);
					
	for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
			 iter != mDrawFace.end(); iter++)
	{
		LLFace *face = *iter;
		LLVertexBuffer* buff = face->getVertexBuffer();

		if(buff)
		{
			LLMatrix4* model_matrix = &(face->getDrawable()->getRegion()->mRenderMatrix);

			if (model_matrix != gGLLastMatrix)
			{
				gGLLastMatrix = model_matrix;
				gGL.loadMatrix(gGLModelView);
				if (model_matrix)
				{
					llassert(gGL.getMatrixMode() == LLRender::MM_MODELVIEW);
					gGL.multMatrix((GLfloat*) model_matrix->mMatrix);
				}
				gPipeline.mMatrixOpCount++;
			}

			buff->setBuffer(LLDrawPoolTree::VERTEX_DATA_MASK);
			buff->drawRange(LLRender::TRIANGLES, 0, buff->getNumVerts()-1, buff->getNumIndices(), 0); 
			gPipeline.addTrianglesDrawn(buff->getNumIndices());
		}
	}
}
//--------------------------------------------------------------------
// LLViewerJointMesh::drawShape()
//--------------------------------------------------------------------
U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
{
	if (!mValid || !mMesh || !mFace || !mVisible || 
		!mFace->getVertexBuffer() ||
		mMesh->getNumFaces() == 0 ||
		(LLGLSLShader::sNoFixedFunction && LLGLSLShader::sCurBoundShaderPtr == NULL))
	{
		return 0;
	}

	U32 triangle_count = 0;

	S32 diffuse_channel = LLDrawPoolAvatar::sDiffuseChannel;

	stop_glerror();
	
	//----------------------------------------------------------------
	// setup current color
	//----------------------------------------------------------------
	if (is_dummy)
		gGL.diffuseColor4fv(LLVOAvatar::getDummyColor().mV);
	else
		gGL.diffuseColor4fv(mColor.mV);

	stop_glerror();
	
	LLGLSSpecular specular(LLColor4(1.f,1.f,1.f,1.f), (mFace->getPool()->getVertexShaderLevel() > 0 || LLGLSLShader::sNoFixedFunction) ? 0.f : mShiny);

	//----------------------------------------------------------------
	// setup current texture
	//----------------------------------------------------------------
	llassert( !(mTexture.notNull() && mLayerSet) );  // mutually exclusive

	LLTexUnit::eTextureAddressMode old_mode = LLTexUnit::TAM_WRAP;
	LLViewerTexLayerSet *layerset = dynamic_cast<LLViewerTexLayerSet*>(mLayerSet);
	if (mTestImageName)
	{
		gGL.getTexUnit(diffuse_channel)->bindManual(LLTexUnit::TT_TEXTURE, mTestImageName);

		if (mIsTransparent)
		{
			gGL.diffuseColor4f(1.f, 1.f, 1.f, 1.f);
		}
		else
		{
			gGL.diffuseColor4f(0.7f, 0.6f, 0.3f, 1.f);
			gGL.getTexUnit(diffuse_channel)->setTextureColorBlend(LLTexUnit::TBO_LERP_TEX_ALPHA, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
		}
	}
	else if( !is_dummy && layerset )
	{
		if(	layerset->hasComposite() )
		{
			gGL.getTexUnit(diffuse_channel)->bind(layerset->getViewerComposite());
		}
		else
		{
			// This warning will always trigger if you've hacked the avatar to show as incomplete.
			// Ignore the warning if that's the case.
			static const LLCachedControl<bool> render_unloaded_avatar("RenderUnloadedAvatar", false);
			if (!render_unloaded_avatar)
			{
				llwarns << "Layerset without composite" << llendl;
			}
			gGL.getTexUnit(diffuse_channel)->bind(LLViewerTextureManager::getFetchedTexture(IMG_DEFAULT));
		}
	}
	else
	if ( !is_dummy && mTexture.notNull() )
	{
		if(mTexture->hasGLTexture())
		{
			old_mode = mTexture->getAddressMode();
		}
		gGL.getTexUnit(diffuse_channel)->bind(mTexture);
		gGL.getTexUnit(diffuse_channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
	}
	else
	{
		gGL.getTexUnit(diffuse_channel)->bind(LLViewerTextureManager::getFetchedTexture(IMG_DEFAULT));
	}
	
	
	U32 mask = sRenderMask;

	U32 start = mMesh->mFaceVertexOffset;
	U32 end = start + mMesh->mFaceVertexCount - 1;
	U32 count = mMesh->mFaceIndexCount;
	U32 offset = mMesh->mFaceIndexOffset;

	LLVertexBuffer* buff = mFace->getVertexBuffer();

	if (mMesh->hasWeights())
	{
		if ((mFace->getPool()->getVertexShaderLevel() > 0))
		{
			if (first_pass)
			{
				uploadJointMatrices();
			}
			mask = mask | LLVertexBuffer::MAP_WEIGHT;
			if (mFace->getPool()->getVertexShaderLevel() > 1)
			{
				mask = mask | LLVertexBuffer::MAP_CLOTHWEIGHT;
			}
		}
		
		buff->setBuffer(mask);
		buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
	}
	else
	{
		gGL.pushMatrix();
		LLMatrix4 jointToWorld = getWorldMatrix();
		gGL.multMatrix((GLfloat*)jointToWorld.mMatrix);
		buff->setBuffer(mask);
		buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
		gGL.popMatrix();
	}
	gPipeline.addTrianglesDrawn(count);

	triangle_count += count;
	
	if (mTestImageName)
	{
		gGL.getTexUnit(diffuse_channel)->setTextureBlendType(LLTexUnit::TB_MULT);
	}

	if (mTexture.notNull() && !is_dummy)
	{
		gGL.getTexUnit(diffuse_channel)->bind(mTexture);
		gGL.getTexUnit(diffuse_channel)->setTextureAddressMode(old_mode);
	}

	return triangle_count;
}
Ejemplo n.º 5
0
void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
{
	if (avatar->isSelf() && !gAgent.needsRenderAvatar() || !gMeshRepo.meshRezEnabled())
	{
		return;
	}

	stop_glerror();

	for (U32 i = 0; i < mRiggedFace[type].size(); ++i)
	{
		LLFace* face = mRiggedFace[type][i];
		LLDrawable* drawable = face->getDrawable();
		if (!drawable)
		{
			continue;
		}
		LLVOVolume* vobj = drawable->getVOVolume();

		if (!vobj)
		{
			continue;
		}
	
		LLVolume* volume = vobj->getVolume();
		S32 te = face->getTEOffset();

		if (!volume || volume->getNumVolumeFaces() <= te || !volume->isMeshAssetLoaded())
		{
			continue;
		}

		LLUUID mesh_id = volume->getParams().getSculptID();
		if (mesh_id.isNull())
		{
			continue;
		}

		const LLMeshSkinInfo* skin = gMeshRepo.getSkinInfo(mesh_id, vobj);
		if (!skin)
		{
			continue;
		}

		stop_glerror();

		const LLVolumeFace& vol_face = volume->getVolumeFace(te);
		updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face, vobj);

		stop_glerror();

		U32 data_mask = LLFace::getRiggedDataMask(type);

		LLVertexBuffer* buff = face->getVertexBuffer();

		if (buff)
		{
			if (sShaderLevel > 0)
			{ //upload matrix palette to shader
				LLMatrix4 mat[64];

				for (U32 i = 0; i < skin->mJointNames.size(); ++i)
				{
					LLJoint* joint = avatar->getJoint(skin->mJointNames[i]);
					if (joint)
					{
						mat[i] = skin->mInvBindMatrix[i];
						mat[i] *= joint->getWorldMatrix();
					}
				}

				stop_glerror();

				LLDrawPoolAvatar::sVertexProgram->uniformMatrix4fv("matrixPalette",
																   skin->mJointNames.size(),
																   FALSE,
																   (GLfloat*) mat[0].mMatrix);

				stop_glerror();
			}
			else
			{
				data_mask &= ~LLVertexBuffer::MAP_WEIGHT4;
			}

			buff->setBuffer(data_mask);

			U16 start = face->getGeomStart();
			U16 end = start + face->getGeomCount()-1;
			S32 offset = face->getIndicesStart();
			U32 count = face->getIndicesCount();

			if (glow)
			{
				glColor4f(0,0,0,face->getTextureEntry()->getGlow());
			}

			gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture());
			if (normal_channel > -1)
			{
				LLDrawPoolBump::bindBumpMap(face, normal_channel);
			}

			if (face->mTextureMatrix)
			{
				glMatrixMode(GL_TEXTURE);
				glLoadMatrixf((F32*) face->mTextureMatrix->mMatrix);
				buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
				glLoadIdentity();
				glMatrixMode(GL_MODELVIEW);
			}
			else
			{
				buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
			}
		}
	}
}
Ejemplo n.º 6
0
void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
{
	if ((avatar->isSelf() && !gAgent.needsRenderAvatar()) || !gMeshRepo.meshRezEnabled())
	{
		return;
	}

	stop_glerror();

	for (U32 i = 0; i < mRiggedFace[type].size(); ++i)
	{
		LLFace* face = mRiggedFace[type][i];
		LLDrawable* drawable = face->getDrawable();
		if (!drawable)
		{
			continue;
		}

		LLVOVolume* vobj = drawable->getVOVolume();

		if (!vobj)
		{
			continue;
		}

		LLVolume* volume = vobj->getVolume();
		S32 te = face->getTEOffset();

		if (!volume || volume->getNumVolumeFaces() <= te || !volume->isMeshAssetLoaded())
		{
			continue;
		}

		LLUUID mesh_id = volume->getParams().getSculptID();
		if (mesh_id.isNull())
		{
			continue;
		}

		const LLMeshSkinInfo* skin = gMeshRepo.getSkinInfo(mesh_id, vobj);
		if (!skin)
		{
			continue;
		}

		//stop_glerror();

		//const LLVolumeFace& vol_face = volume->getVolumeFace(te);
		//updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face);
		
		//stop_glerror();

		U32 data_mask = LLFace::getRiggedDataMask(type);

		LLVertexBuffer* buff = face->getVertexBuffer();

		if (buff)
		{
			if (sShaderLevel > 0)
			{ //upload matrix palette to shader
				LLMatrix4 mat[JOINT_COUNT];

				U32 count = llmin((U32) skin->mJointNames.size(), (U32) JOINT_COUNT);

				for (U32 i = 0; i < count; ++i)
				{
					LLJoint* joint = avatar->getJoint(skin->mJointNames[i]);
					if(!joint)
					{
						joint = avatar->getJoint("mRoot");
					}
					if (joint)
					{
						LLMatrix4a tmp;
						tmp.loadu((F32*)skin->mInvBindMatrix[i].mMatrix);
						tmp.setMul(joint->getWorldMatrix(),tmp);
						mat[i] = LLMatrix4(tmp.getF32ptr());
					}
				}
				
				stop_glerror();

				F32 mp[JOINT_COUNT*12];

				for (U32 i = 0; i < count; ++i)
				{
					F32* m = (F32*) mat[i].mMatrix;

					U32 idx = i*12;

					mp[idx+0] = m[0];
					mp[idx+1] = m[1];
					mp[idx+2] = m[2];
					mp[idx+3] = m[12];

					mp[idx+4] = m[4];
					mp[idx+5] = m[5];
					mp[idx+6] = m[6];
					mp[idx+7] = m[13];

					mp[idx+8] = m[8];
					mp[idx+9] = m[9];
					mp[idx+10] = m[10];
					mp[idx+11] = m[14];
				}

				LLDrawPoolAvatar::sVertexProgram->uniformMatrix3x4fv(LLViewerShaderMgr::AVATAR_MATRIX, 
					count,
					FALSE,
					(GLfloat*) mp);

				LLDrawPoolAvatar::sVertexProgram->uniform1f(LLShaderMgr::AVATAR_MAX_WEIGHT, F32(count-1));
				
				stop_glerror();
			}
			else
			{
				data_mask &= ~LLVertexBuffer::MAP_WEIGHT4;
			}

			U16 start = face->getGeomStart();
			U16 end = start + face->getGeomCount()-1;
			S32 offset = face->getIndicesStart();
			U32 count = face->getIndicesCount();

			/*if (glow)
			{
				gGL.diffuseColor4f(0,0,0,face->getTextureEntry()->getGlow());
			}*/

			const LLTextureEntry* te = face->getTextureEntry();
			LLMaterial* mat = te->getMaterialParams().get();

			if (mat && is_deferred_render)
			{
				gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture(LLRender::DIFFUSE_MAP));
				gGL.getTexUnit(normal_channel)->bind(face->getTexture(LLRender::NORMAL_MAP));
				gGL.getTexUnit(specular_channel)->bind(face->getTexture(LLRender::SPECULAR_MAP));

				LLColor4 col = mat->getSpecularLightColor();
				F32 spec = llmax(0.0001f, mat->getSpecularLightExponent() / 255.f);

				F32 env = mat->getEnvironmentIntensity()/255.f;

				if (mat->getSpecularID().isNull())
				{
					env = te->getShiny()*0.25f;
					col.set(env,env,env,0);
					spec = env;
				}
		
				BOOL fullbright = te->getFullbright();

				sVertexProgram->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, fullbright ? 1.f : 0.f);
				sVertexProgram->uniform4f(LLShaderMgr::SPECULAR_COLOR, col.mV[0], col.mV[1], col.mV[2], spec);
				sVertexProgram->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, env);

				if (mat->getDiffuseAlphaMode() == LLMaterial::DIFFUSE_ALPHA_MODE_MASK)
				{
					sVertexProgram->setMinimumAlpha(mat->getAlphaMaskCutoff()/255.f);
				}
				else
				{
					sVertexProgram->setMinimumAlpha(0.004f);
				}

				for (U32 i = 0; i < LLRender::NUM_TEXTURE_CHANNELS; ++i)
				{
					LLViewerTexture* tex = face->getTexture(i);
					if (tex)
					{
						tex->addTextureStats(avatar->getPixelArea());
					}
				}
			}
			else
			{
				gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture());

				if(sVertexProgram)
				{
					if (mat && mat->getDiffuseAlphaMode() == LLMaterial::DIFFUSE_ALPHA_MODE_MASK)
					{
						sVertexProgram->setMinimumAlpha(mat->getAlphaMaskCutoff()/255.f);
					}
					else
					{
						sVertexProgram->setMinimumAlpha(0.004f);
					}
				}

				if (normal_channel > -1)
				{
					LLDrawPoolBump::bindBumpMap(face, normal_channel);
				}
			}

			if (face->mTextureMatrix && vobj->mTexAnimMode)
			{
				gGL.matrixMode(LLRender::MM_TEXTURE);
				gGL.loadMatrix(*face->mTextureMatrix);
				buff->setBuffer(data_mask);
				buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
				gGL.loadIdentity();
				gGL.matrixMode(LLRender::MM_MODELVIEW);
			}
			else
			{
				buff->setBuffer(data_mask);
				buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);		
			}

			gPipeline.addTrianglesDrawn(count, LLRender::TRIANGLES);
		}
	}
}
void LLDrawPoolTree::render(S32 pass)
{
	LLFastTimer t(LLPipeline::sShadowRender ? FTM_SHADOW_TREE : FTM_RENDER_TREES);

	if (mDrawFace.empty())
	{
		return;
	}

	LLGLState test(GL_ALPHA_TEST, LLGLSLShader::sNoFixedFunction ? 0 : 1);
	LLOverrideFaceColor color(this, 1.f, 1.f, 1.f, 1.f);

	gGL.getTexUnit(sDiffTex)->bind(mTexturep);
	
	for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
			 iter != mDrawFace.end(); iter++)
	{
		LLFace *face = *iter;
		if(face->getViewerObject())
		{
			LLVOTree* pTree = dynamic_cast<LLVOTree*>(face->getViewerObject());
			if(pTree && !pTree->mDrawList.empty() )
			{
				LLMatrix4a* model_matrix = &(face->getDrawable()->getRegion()->mRenderMatrix);

				gGL.loadMatrix(gGLModelView);
				gGL.multMatrix(*model_matrix);
				gPipeline.mMatrixOpCount++;

				for(std::vector<LLPointer<LLDrawInfo> >::iterator iter2 = pTree->mDrawList.begin();
					iter2 != pTree->mDrawList.end(); iter2++)
				{
					LLDrawInfo& params = *iter2->get();
					gGL.pushMatrix();
					gGL.multMatrix(*params.mModelMatrix);
					gPipeline.mMatrixOpCount++;
					params.mVertexBuffer->setBuffer(LLDrawPoolTree::VERTEX_DATA_MASK);
					params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
					gGL.popMatrix();
				}
				continue;
			}
		}
		LLVertexBuffer* buff = face->getVertexBuffer();

		if(buff)
		{
			LLMatrix4a* model_matrix = &(face->getDrawable()->getRegion()->mRenderMatrix);
			if(model_matrix && model_matrix->isIdentity())
			{
				model_matrix = NULL;
			}
			if (model_matrix != gGLLastMatrix)
			{
				gGLLastMatrix = model_matrix;
				gGL.loadMatrix(gGLModelView);
				if (model_matrix)
				{
					llassert(gGL.getMatrixMode() == LLRender::MM_MODELVIEW);
					gGL.multMatrix(*model_matrix);
				}
				gPipeline.mMatrixOpCount++;
			}

			buff->setBuffer(LLDrawPoolTree::VERTEX_DATA_MASK);
			buff->drawRange(LLRender::TRIANGLES, 0, buff->getNumVerts()-1, buff->getNumIndices(), 0); 
			gPipeline.addTrianglesDrawn(buff->getNumIndices());
		}
	}
}