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David Parks authoredDavid Parks authored
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llrender.cpp 51.43 KiB
/**
* @file llrender.cpp
* @brief LLRender implementation
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#include "linden_common.h"
#include "llrender.h"
#include "llvertexbuffer.h"
#include "llcubemap.h"
#include "llglslshader.h"
#include "llimagegl.h"
#include "llrendertarget.h"
#include "lltexture.h"
#include "llshadermgr.h"
LLRender gGL;
// Handy copies of last good GL matrices
F32 gGLModelView[16];
F32 gGLLastModelView[16];
F32 gGLLastProjection[16];
F32 gGLProjection[16];
S32 gGLViewport[4];
U32 LLRender::sUICalls = 0;
U32 LLRender::sUIVerts = 0;
U32 LLTexUnit::sWhiteTexture = 0;
bool LLRender::sGLCoreProfile = false;
static const U32 LL_NUM_TEXTURE_LAYERS = 32;
static const U32 LL_NUM_LIGHT_UNITS = 8;
static GLenum sGLTextureType[] =
{
GL_TEXTURE_2D,
GL_TEXTURE_RECTANGLE_ARB,
GL_TEXTURE_CUBE_MAP_ARB,
GL_TEXTURE_2D_MULTISAMPLE
};
static GLint sGLAddressMode[] =
{
GL_REPEAT,
GL_MIRRORED_REPEAT,
GL_CLAMP_TO_EDGE
};
static GLenum sGLCompareFunc[] =
{
GL_NEVER,
GL_ALWAYS,
GL_LESS,
GL_LEQUAL,
GL_EQUAL,
GL_NOTEQUAL,
GL_GEQUAL,
GL_GREATER
};
const U32 immediate_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXCOORD0;
static GLenum sGLBlendFactor[] =
{
GL_ONE,
GL_ZERO,
GL_DST_COLOR,
GL_SRC_COLOR,
GL_ONE_MINUS_DST_COLOR,
GL_ONE_MINUS_SRC_COLOR,
GL_DST_ALPHA,
GL_SRC_ALPHA,
GL_ONE_MINUS_DST_ALPHA,
GL_ONE_MINUS_SRC_ALPHA,
GL_ZERO // 'BF_UNDEF'
};
LLTexUnit::LLTexUnit(S32 index)
: mCurrTexType(TT_NONE), mCurrBlendType(TB_MULT),
mCurrColorOp(TBO_MULT), mCurrAlphaOp(TBO_MULT),
mCurrColorSrc1(TBS_TEX_COLOR), mCurrColorSrc2(TBS_PREV_COLOR),
mCurrAlphaSrc1(TBS_TEX_ALPHA), mCurrAlphaSrc2(TBS_PREV_ALPHA),
mCurrColorScale(1), mCurrAlphaScale(1), mCurrTexture(0),
mHasMipMaps(false)
{
llassert_always(index < (S32)LL_NUM_TEXTURE_LAYERS);
mIndex = index;
}
//static
U32 LLTexUnit::getInternalType(eTextureType type)
{
return sGLTextureType[type];
}
void LLTexUnit::refreshState(void)
{
// We set dirty to true so that the tex unit knows to ignore caching
// and we reset the cached tex unit state
gGL.flush();
glActiveTextureARB(GL_TEXTURE0_ARB + mIndex);
//
// Per apple spec, don't call glEnable/glDisable when index exceeds max texture units
// http://www.mailinglistarchive.com/html/mac-opengl@lists.apple.com/2008-07/msg00653.html
//
bool enableDisable = !LLGLSLShader::sNoFixedFunction &&
(mIndex < gGLManager.mNumTextureUnits) && mCurrTexType != LLTexUnit::TT_MULTISAMPLE_TEXTURE;
if (mCurrTexType != TT_NONE)
{
if (enableDisable)
{
glEnable(sGLTextureType[mCurrTexType]);
}
glBindTexture(sGLTextureType[mCurrTexType], mCurrTexture);
}
else
{
if (enableDisable)
{
glDisable(GL_TEXTURE_2D);
}
glBindTexture(GL_TEXTURE_2D, 0);
}
if (mCurrBlendType != TB_COMBINE)
{
setTextureBlendType(mCurrBlendType);
}
else
{
setTextureCombiner(mCurrColorOp, mCurrColorSrc1, mCurrColorSrc2, false);
setTextureCombiner(mCurrAlphaOp, mCurrAlphaSrc1, mCurrAlphaSrc2, true);
}
}
void LLTexUnit::activate(void)
{
if (mIndex < 0) return;
if ((S32)gGL.mCurrTextureUnitIndex != mIndex || gGL.mDirty)
{
gGL.flush();
glActiveTextureARB(GL_TEXTURE0_ARB + mIndex);
gGL.mCurrTextureUnitIndex = mIndex;
}
}
void LLTexUnit::enable(eTextureType type)
{
if (mIndex < 0) return;
if ( (mCurrTexType != type || gGL.mDirty) && (type != TT_NONE) )
{
stop_glerror();
activate();
stop_glerror();
if (mCurrTexType != TT_NONE && !gGL.mDirty)
{
disable(); // Force a disable of a previous texture type if it's enabled.
stop_glerror();
}
mCurrTexType = type;
gGL.flush();
if (!LLGLSLShader::sNoFixedFunction &&
type != LLTexUnit::TT_MULTISAMPLE_TEXTURE &&
mIndex < gGLManager.mNumTextureUnits)
{
stop_glerror();
glEnable(sGLTextureType[type]);
stop_glerror();
}
}
}
void LLTexUnit::disable(void)
{
if (mIndex < 0) return;
if (mCurrTexType != TT_NONE)
{
activate();
unbind(mCurrTexType);
gGL.flush();
if (!LLGLSLShader::sNoFixedFunction &&
mCurrTexType != LLTexUnit::TT_MULTISAMPLE_TEXTURE &&
mIndex < gGLManager.mNumTextureUnits)
{
glDisable(sGLTextureType[mCurrTexType]);
}
mCurrTexType = TT_NONE;
}
}
bool LLTexUnit::bind(LLTexture* texture, bool for_rendering, bool forceBind)
{
stop_glerror();
if (mIndex < 0) return false;
gGL.flush();
LLImageGL* gl_tex = NULL ;
if (texture == NULL || !(gl_tex = texture->getGLTexture()))
{
llwarns << "NULL LLTexUnit::bind texture" << llendl;
return false;
}
if (!gl_tex->getTexName()) //if texture does not exist
{
//if deleted, will re-generate it immediately
texture->forceImmediateUpdate() ;
gl_tex->forceUpdateBindStats() ;
return texture->bindDefaultImage(mIndex);
}
//in audit, replace the selected texture by the default one.
if(gAuditTexture && for_rendering && LLImageGL::sCurTexPickSize > 0)
{
if(texture->getWidth() * texture->getHeight() == LLImageGL::sCurTexPickSize)
{
gl_tex->updateBindStats(gl_tex->mTextureMemory);
return bind(LLImageGL::sHighlightTexturep.get());
}
}
if ((mCurrTexture != gl_tex->getTexName()) || forceBind)
{
activate();
enable(gl_tex->getTarget());
mCurrTexture = gl_tex->getTexName();
glBindTexture(sGLTextureType[gl_tex->getTarget()], mCurrTexture);
if(gl_tex->updateBindStats(gl_tex->mTextureMemory))
{
texture->setActive() ;
texture->updateBindStatsForTester() ;
}
mHasMipMaps = gl_tex->mHasMipMaps;
if (gl_tex->mTexOptionsDirty)
{
gl_tex->mTexOptionsDirty = false;
setTextureAddressMode(gl_tex->mAddressMode);
setTextureFilteringOption(gl_tex->mFilterOption);
}
}
return true;
}
bool LLTexUnit::bind(LLImageGL* texture, bool for_rendering, bool forceBind)
{
stop_glerror();
if (mIndex < 0) return false;
if(!texture)
{
llwarns << "NULL LLTexUnit::bind texture" << llendl;
return false;
}
if(!texture->getTexName())
{
if(LLImageGL::sDefaultGLTexture && LLImageGL::sDefaultGLTexture->getTexName())
{
return bind(LLImageGL::sDefaultGLTexture) ;
}
stop_glerror();
return false ;
}
if ((mCurrTexture != texture->getTexName()) || forceBind)
{
gGL.flush();
stop_glerror();
activate();
stop_glerror();
enable(texture->getTarget());
stop_glerror();
mCurrTexture = texture->getTexName();
glBindTexture(sGLTextureType[texture->getTarget()], mCurrTexture);
stop_glerror();
texture->updateBindStats(texture->mTextureMemory);
mHasMipMaps = texture->mHasMipMaps;
if (texture->mTexOptionsDirty)
{
stop_glerror();
texture->mTexOptionsDirty = false;
setTextureAddressMode(texture->mAddressMode);
setTextureFilteringOption(texture->mFilterOption);
stop_glerror();
}
}
stop_glerror();
return true;
}
bool LLTexUnit::bind(LLCubeMap* cubeMap)
{
if (mIndex < 0) return false;
gGL.flush();
if (cubeMap == NULL)
{
llwarns << "NULL LLTexUnit::bind cubemap" << llendl;
return false;
}
if (mCurrTexture != cubeMap->mImages[0]->getTexName())
{
if (gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps)
{
activate();
enable(LLTexUnit::TT_CUBE_MAP);
mCurrTexture = cubeMap->mImages[0]->getTexName();
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, mCurrTexture);
mHasMipMaps = cubeMap->mImages[0]->mHasMipMaps;
cubeMap->mImages[0]->updateBindStats(cubeMap->mImages[0]->mTextureMemory);
if (cubeMap->mImages[0]->mTexOptionsDirty)
{
cubeMap->mImages[0]->mTexOptionsDirty = false;
setTextureAddressMode(cubeMap->mImages[0]->mAddressMode);
setTextureFilteringOption(cubeMap->mImages[0]->mFilterOption);
}
return true;
}
else
{
llwarns << "Using cube map without extension!" << llendl;
return false;
}
}
return true;
}
// LLRenderTarget is unavailible on the mapserver since it uses FBOs.
#if !LL_MESA_HEADLESS
bool LLTexUnit::bind(LLRenderTarget* renderTarget, bool bindDepth)
{
if (mIndex < 0) return false;
gGL.flush();
if (bindDepth)
{
if (renderTarget->hasStencil())
{
llerrs << "Cannot bind a render buffer for sampling. Allocate render target without a stencil buffer if sampling of depth buffer is required." << llendl;
}
bindManual(renderTarget->getUsage(), renderTarget->getDepth());
}
else
{
bindManual(renderTarget->getUsage(), renderTarget->getTexture());
}
return true;
}
#endif // LL_MESA_HEADLESS
bool LLTexUnit::bindManual(eTextureType type, U32 texture, bool hasMips)
{
if (mIndex < 0)
{
return false;
}
if(mCurrTexture != texture)
{
gGL.flush();
activate();
enable(type);
mCurrTexture = texture;
glBindTexture(sGLTextureType[type], texture);
mHasMipMaps = hasMips;
}
return true;
}
void LLTexUnit::unbind(eTextureType type)
{
stop_glerror();
if (mIndex < 0) return;
//always flush and activate for consistency
// some code paths assume unbind always flushes and sets the active texture
gGL.flush();
activate();
// Disabled caching of binding state.
if (mCurrTexType == type)
{
mCurrTexture = 0;
if (LLGLSLShader::sNoFixedFunction && type == LLTexUnit::TT_TEXTURE)
{
glBindTexture(sGLTextureType[type], sWhiteTexture);
}
else
{
glBindTexture(sGLTextureType[type], 0);
}
stop_glerror();
}
}
void LLTexUnit::setTextureAddressMode(eTextureAddressMode mode)
{
if (mIndex < 0 || mCurrTexture == 0) return;
gGL.flush();
activate();
glTexParameteri (sGLTextureType[mCurrTexType], GL_TEXTURE_WRAP_S, sGLAddressMode[mode]);
glTexParameteri (sGLTextureType[mCurrTexType], GL_TEXTURE_WRAP_T, sGLAddressMode[mode]);
if (mCurrTexType == TT_CUBE_MAP)
{
glTexParameteri (GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, sGLAddressMode[mode]);
}
}
void LLTexUnit::setTextureFilteringOption(LLTexUnit::eTextureFilterOptions option)
{
if (mIndex < 0 || mCurrTexture == 0 || mCurrTexType == LLTexUnit::TT_MULTISAMPLE_TEXTURE) return;
gGL.flush();
if (option == TFO_POINT)
{
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
else
{
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
if (option >= TFO_TRILINEAR && mHasMipMaps)
{
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
else if (option >= TFO_BILINEAR)
{
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
else
{
glTexParameteri(sGLTextureType[mCurrTexType], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
if (gGLManager.mHasAnisotropic)
{
if (LLImageGL::sGlobalUseAnisotropic && option == TFO_ANISOTROPIC)
{
if (gGL.mMaxAnisotropy < 1.f)
{
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gGL.mMaxAnisotropy);
llinfos << "gGL.mMaxAnisotropy: " << gGL.mMaxAnisotropy << llendl ;
gGL.mMaxAnisotropy = llmax(1.f, gGL.mMaxAnisotropy) ;
}
glTexParameterf(sGLTextureType[mCurrTexType], GL_TEXTURE_MAX_ANISOTROPY_EXT, gGL.mMaxAnisotropy);
}
else
{
glTexParameterf(sGLTextureType[mCurrTexType], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
}
}
}
void LLTexUnit::setTextureBlendType(eTextureBlendType type)
{
if (LLGLSLShader::sNoFixedFunction)
{ //texture blend type means nothing when using shaders
return;
}
if (mIndex < 0) return;
// Do nothing if it's already correctly set.
if (mCurrBlendType == type && !gGL.mDirty)
{
return;
}
gGL.flush();
activate();
mCurrBlendType = type;
S32 scale_amount = 1;
switch (type)
{
case TB_REPLACE:
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
break;
case TB_ADD:
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
break;
case TB_MULT:
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
break;
case TB_MULT_X2:
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
scale_amount = 2;
break;
case TB_ALPHA_BLEND:
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
break;
case TB_COMBINE:
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
break;
default:
llerrs << "Unknown Texture Blend Type: " << type << llendl;
break;
}
setColorScale(scale_amount);
setAlphaScale(1);
}
GLint LLTexUnit::getTextureSource(eTextureBlendSrc src)
{
switch(src)
{
// All four cases should return the same value.
case TBS_PREV_COLOR:
case TBS_PREV_ALPHA:
case TBS_ONE_MINUS_PREV_COLOR:
case TBS_ONE_MINUS_PREV_ALPHA:
return GL_PREVIOUS_ARB;
// All four cases should return the same value.
case TBS_TEX_COLOR:
case TBS_TEX_ALPHA:
case TBS_ONE_MINUS_TEX_COLOR:
case TBS_ONE_MINUS_TEX_ALPHA:
return GL_TEXTURE;
// All four cases should return the same value.
case TBS_VERT_COLOR:
case TBS_VERT_ALPHA:
case TBS_ONE_MINUS_VERT_COLOR:
case TBS_ONE_MINUS_VERT_ALPHA:
return GL_PRIMARY_COLOR_ARB;
// All four cases should return the same value.
case TBS_CONST_COLOR:
case TBS_CONST_ALPHA:
case TBS_ONE_MINUS_CONST_COLOR:
case TBS_ONE_MINUS_CONST_ALPHA:
return GL_CONSTANT_ARB;
default:
llwarns << "Unknown eTextureBlendSrc: " << src << ". Using Vertex Color instead." << llendl;
return GL_PRIMARY_COLOR_ARB;
}
}
GLint LLTexUnit::getTextureSourceType(eTextureBlendSrc src, bool isAlpha)
{
switch(src)
{
// All four cases should return the same value.
case TBS_PREV_COLOR:
case TBS_TEX_COLOR:
case TBS_VERT_COLOR:
case TBS_CONST_COLOR:
return (isAlpha) ? GL_SRC_ALPHA: GL_SRC_COLOR;
// All four cases should return the same value.
case TBS_PREV_ALPHA:
case TBS_TEX_ALPHA:
case TBS_VERT_ALPHA:
case TBS_CONST_ALPHA:
return GL_SRC_ALPHA;
// All four cases should return the same value.
case TBS_ONE_MINUS_PREV_COLOR:
case TBS_ONE_MINUS_TEX_COLOR:
case TBS_ONE_MINUS_VERT_COLOR:
case TBS_ONE_MINUS_CONST_COLOR:
return (isAlpha) ? GL_ONE_MINUS_SRC_ALPHA : GL_ONE_MINUS_SRC_COLOR;
// All four cases should return the same value.
case TBS_ONE_MINUS_PREV_ALPHA:
case TBS_ONE_MINUS_TEX_ALPHA:
case TBS_ONE_MINUS_VERT_ALPHA:
case TBS_ONE_MINUS_CONST_ALPHA:
return GL_ONE_MINUS_SRC_ALPHA;
default:
llwarns << "Unknown eTextureBlendSrc: " << src << ". Using Source Color or Alpha instead." << llendl;
return (isAlpha) ? GL_SRC_ALPHA: GL_SRC_COLOR;
}
}
void LLTexUnit::setTextureCombiner(eTextureBlendOp op, eTextureBlendSrc src1, eTextureBlendSrc src2, bool isAlpha)
{
if (LLGLSLShader::sNoFixedFunction)
{ //register combiners do nothing when not using fixed function
return;
}
if (mIndex < 0) return;
activate();
if (mCurrBlendType != TB_COMBINE || gGL.mDirty)
{
mCurrBlendType = TB_COMBINE;
gGL.flush();
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
}
// We want an early out, because this function does a LOT of stuff.
if ( ( (isAlpha && (mCurrAlphaOp == op) && (mCurrAlphaSrc1 == src1) && (mCurrAlphaSrc2 == src2))
|| (!isAlpha && (mCurrColorOp == op) && (mCurrColorSrc1 == src1) && (mCurrColorSrc2 == src2)) ) && !gGL.mDirty)
{
return;
}
gGL.flush();
// Get the gl source enums according to the eTextureBlendSrc sources passed in
GLint source1 = getTextureSource(src1);
GLint source2 = getTextureSource(src2);
// Get the gl operand enums according to the eTextureBlendSrc sources passed in
GLint operand1 = getTextureSourceType(src1, isAlpha);
GLint operand2 = getTextureSourceType(src2, isAlpha);
// Default the scale amount to 1
S32 scale_amount = 1;
GLenum comb_enum, src0_enum, src1_enum, src2_enum, operand0_enum, operand1_enum, operand2_enum;
if (isAlpha)
{
// Set enums to ALPHA ones
comb_enum = GL_COMBINE_ALPHA_ARB;
src0_enum = GL_SOURCE0_ALPHA_ARB;
src1_enum = GL_SOURCE1_ALPHA_ARB;
src2_enum = GL_SOURCE2_ALPHA_ARB;
operand0_enum = GL_OPERAND0_ALPHA_ARB;
operand1_enum = GL_OPERAND1_ALPHA_ARB;
operand2_enum = GL_OPERAND2_ALPHA_ARB;
// cache current combiner
mCurrAlphaOp = op;
mCurrAlphaSrc1 = src1;
mCurrAlphaSrc2 = src2;
}
else
{
// Set enums to RGB ones
comb_enum = GL_COMBINE_RGB_ARB;
src0_enum = GL_SOURCE0_RGB_ARB;
src1_enum = GL_SOURCE1_RGB_ARB;
src2_enum = GL_SOURCE2_RGB_ARB;
operand0_enum = GL_OPERAND0_RGB_ARB;
operand1_enum = GL_OPERAND1_RGB_ARB;
operand2_enum = GL_OPERAND2_RGB_ARB;
// cache current combiner
mCurrColorOp = op;
mCurrColorSrc1 = src1;
mCurrColorSrc2 = src2;
}
switch(op)
{
case TBO_REPLACE:
// Slightly special syntax (no second sources), just set all and return.
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, src0_enum, source1);
glTexEnvi(GL_TEXTURE_ENV, operand0_enum, operand1);
(isAlpha) ? setAlphaScale(1) : setColorScale(1);
return;
case TBO_MULT:
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_MODULATE);
break;
case TBO_MULT_X2:
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_MODULATE);
scale_amount = 2;
break;
case TBO_MULT_X4:
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_MODULATE);
scale_amount = 4;
break;
case TBO_ADD:
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_ADD);
break;
case TBO_ADD_SIGNED:
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_ADD_SIGNED_ARB);
break;
case TBO_SUBTRACT:
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_SUBTRACT_ARB);
break;
case TBO_LERP_VERT_ALPHA:
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, src2_enum, GL_PRIMARY_COLOR_ARB);
glTexEnvi(GL_TEXTURE_ENV, operand2_enum, GL_SRC_ALPHA);
break;
case TBO_LERP_TEX_ALPHA:
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, src2_enum, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, operand2_enum, GL_SRC_ALPHA);
break;
case TBO_LERP_PREV_ALPHA:
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, src2_enum, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, operand2_enum, GL_SRC_ALPHA);
break;
case TBO_LERP_CONST_ALPHA:
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, src2_enum, GL_CONSTANT_ARB);
glTexEnvi(GL_TEXTURE_ENV, operand2_enum, GL_SRC_ALPHA);
break;
case TBO_LERP_VERT_COLOR:
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, src2_enum, GL_PRIMARY_COLOR_ARB);
glTexEnvi(GL_TEXTURE_ENV, operand2_enum, (isAlpha) ? GL_SRC_ALPHA : GL_SRC_COLOR);
break;
default:
llwarns << "Unknown eTextureBlendOp: " << op << ". Setting op to replace." << llendl;
// Slightly special syntax (no second sources), just set all and return.
glTexEnvi(GL_TEXTURE_ENV, comb_enum, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, src0_enum, source1);
glTexEnvi(GL_TEXTURE_ENV, operand0_enum, operand1);
(isAlpha) ? setAlphaScale(1) : setColorScale(1);
return;
}
// Set sources, operands, and scale accordingly
glTexEnvi(GL_TEXTURE_ENV, src0_enum, source1);
glTexEnvi(GL_TEXTURE_ENV, operand0_enum, operand1);
glTexEnvi(GL_TEXTURE_ENV, src1_enum, source2);
glTexEnvi(GL_TEXTURE_ENV, operand1_enum, operand2);
(isAlpha) ? setAlphaScale(scale_amount) : setColorScale(scale_amount);
}
void LLTexUnit::setColorScale(S32 scale)
{
if (mCurrColorScale != scale || gGL.mDirty)
{
mCurrColorScale = scale;
gGL.flush();
glTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE, scale );
}
}
void LLTexUnit::setAlphaScale(S32 scale)
{
if (mCurrAlphaScale != scale || gGL.mDirty)
{
mCurrAlphaScale = scale;
gGL.flush();
glTexEnvi( GL_TEXTURE_ENV, GL_ALPHA_SCALE, scale );
}
}
// Useful for debugging that you've manually assigned a texture operation to the correct
// texture unit based on the currently set active texture in opengl.
void LLTexUnit::debugTextureUnit(void)
{
if (mIndex < 0) return;
GLint activeTexture;
glGetIntegerv(GL_ACTIVE_TEXTURE_ARB, &activeTexture);
if ((GL_TEXTURE0_ARB + mIndex) != activeTexture)
{
U32 set_unit = (activeTexture - GL_TEXTURE0_ARB);
llwarns << "Incorrect Texture Unit! Expected: " << set_unit << " Actual: " << mIndex << llendl;
}
}
LLLightState::LLLightState(S32 index)
: mIndex(index),
mEnabled(false),
mConstantAtten(1.f),
mLinearAtten(0.f),
mQuadraticAtten(0.f),
mSpotExponent(0.f),
mSpotCutoff(180.f)
{
if (mIndex == 0)
{
mDiffuse.set(1,1,1,1);
mSpecular.set(1,1,1,1);
}
mAmbient.set(0,0,0,1);
mPosition.set(0,0,1,0);
mSpotDirection.set(0,0,-1);
}
void LLLightState::enable()
{
if (!mEnabled)
{
if (!LLGLSLShader::sNoFixedFunction)
{
glEnable(GL_LIGHT0+mIndex);
}
mEnabled = true;
}
}
void LLLightState::disable()
{
if (mEnabled)
{
if (!LLGLSLShader::sNoFixedFunction)
{
glDisable(GL_LIGHT0+mIndex);
}
mEnabled = false;
}
}
void LLLightState::setDiffuse(const LLColor4& diffuse)
{
if (mDiffuse != diffuse)
{
++gGL.mLightHash;
mDiffuse = diffuse;
if (!LLGLSLShader::sNoFixedFunction)
{
glLightfv(GL_LIGHT0+mIndex, GL_DIFFUSE, mDiffuse.mV);
}
}
}
void LLLightState::setAmbient(const LLColor4& ambient)
{
if (mAmbient != ambient)
{
++gGL.mLightHash;
mAmbient = ambient;
if (!LLGLSLShader::sNoFixedFunction)
{
glLightfv(GL_LIGHT0+mIndex, GL_AMBIENT, mAmbient.mV);
}
}
}
void LLLightState::setSpecular(const LLColor4& specular)
{
if (mSpecular != specular)
{
++gGL.mLightHash;
mSpecular = specular;
if (!LLGLSLShader::sNoFixedFunction)
{
glLightfv(GL_LIGHT0+mIndex, GL_SPECULAR, mSpecular.mV);
}
}
}
void LLLightState::setPosition(const LLVector4& position)
{
//always set position because modelview matrix may have changed
++gGL.mLightHash;
mPosition = position;
if (!LLGLSLShader::sNoFixedFunction)
{
glLightfv(GL_LIGHT0+mIndex, GL_POSITION, mPosition.mV);
}
else
{ //transform position by current modelview matrix
glh::vec4f pos(position.mV);
const glh::matrix4f& mat = gGL.getModelviewMatrix();
mat.mult_matrix_vec(pos);
mPosition.set(pos.v);
}
}
void LLLightState::setConstantAttenuation(const F32& atten)
{
if (mConstantAtten != atten)
{
mConstantAtten = atten;
++gGL.mLightHash;
if (!LLGLSLShader::sNoFixedFunction)
{
glLightf(GL_LIGHT0+mIndex, GL_CONSTANT_ATTENUATION, atten);
}
}
}
void LLLightState::setLinearAttenuation(const F32& atten)
{
if (mLinearAtten != atten)
{
++gGL.mLightHash;
mLinearAtten = atten;
if (!LLGLSLShader::sNoFixedFunction)
{
glLightf(GL_LIGHT0+mIndex, GL_LINEAR_ATTENUATION, atten);
}
}
}
void LLLightState::setQuadraticAttenuation(const F32& atten)
{
if (mQuadraticAtten != atten)
{
++gGL.mLightHash;
mQuadraticAtten = atten;
if (!LLGLSLShader::sNoFixedFunction)
{
glLightf(GL_LIGHT0+mIndex, GL_QUADRATIC_ATTENUATION, atten);
}
}
}
void LLLightState::setSpotExponent(const F32& exponent)
{
if (mSpotExponent != exponent)
{
++gGL.mLightHash;
mSpotExponent = exponent;
if (!LLGLSLShader::sNoFixedFunction)
{
glLightf(GL_LIGHT0+mIndex, GL_SPOT_EXPONENT, exponent);
}
}
}
void LLLightState::setSpotCutoff(const F32& cutoff)
{
if (mSpotCutoff != cutoff)
{
++gGL.mLightHash;
mSpotCutoff = cutoff;
if (!LLGLSLShader::sNoFixedFunction)
{
glLightf(GL_LIGHT0+mIndex, GL_SPOT_CUTOFF, cutoff);
}
}
}
void LLLightState::setSpotDirection(const LLVector3& direction)
{
//always set direction because modelview matrix may have changed
++gGL.mLightHash;
mSpotDirection = direction;
if (!LLGLSLShader::sNoFixedFunction)
{
glLightfv(GL_LIGHT0+mIndex, GL_SPOT_DIRECTION, direction.mV);
}
else
{ //transform direction by current modelview matrix
glh::vec3f dir(direction.mV);
const glh::matrix4f& mat = gGL.getModelviewMatrix();
mat.mult_matrix_dir(dir);
mSpotDirection.set(dir.v);
}
}
LLRender::LLRender()
: mDirty(false),
mCount(0),
mQuadCycle(0),
mMode(LLRender::TRIANGLES),
mCurrTextureUnitIndex(0),
mMaxAnisotropy(0.f)
{
mTexUnits.reserve(LL_NUM_TEXTURE_LAYERS);
for (U32 i = 0; i < LL_NUM_TEXTURE_LAYERS; i++)
{
mTexUnits.push_back(new LLTexUnit(i));
}
mDummyTexUnit = new LLTexUnit(-1);
for (U32 i = 0; i < LL_NUM_LIGHT_UNITS; ++i)
{
mLightState.push_back(new LLLightState(i));
}
for (U32 i = 0; i < 4; i++)
{
mCurrColorMask[i] = true;
}
mCurrAlphaFunc = CF_DEFAULT;
mCurrAlphaFuncVal = 0.01f;
mCurrBlendColorSFactor = BF_UNDEF;
mCurrBlendAlphaSFactor = BF_UNDEF;
mCurrBlendColorDFactor = BF_UNDEF;
mCurrBlendAlphaDFactor = BF_UNDEF;
mMatrixMode = LLRender::MM_MODELVIEW;
for (U32 i = 0; i < NUM_MATRIX_MODES; ++i)
{
mMatIdx[i] = 0;
mMatHash[i] = 0;
mCurMatHash[i] = 0xFFFFFFFF;
}
mLightHash = 0;
}
LLRender::~LLRender()
{
shutdown();
}
void LLRender::init()
{
llassert_always(mBuffer.isNull()) ;
stop_glerror();
mBuffer = new LLVertexBuffer(immediate_mask, 0);
mBuffer->allocateBuffer(4096, 0, TRUE);
mBuffer->getVertexStrider(mVerticesp);
mBuffer->getTexCoord0Strider(mTexcoordsp);
mBuffer->getColorStrider(mColorsp);
stop_glerror();
}
void LLRender::shutdown()
{
for (U32 i = 0; i < mTexUnits.size(); i++)
{
delete mTexUnits[i];
}
mTexUnits.clear();
delete mDummyTexUnit;
mDummyTexUnit = NULL;
for (U32 i = 0; i < mLightState.size(); ++i)
{
delete mLightState[i];
}
mLightState.clear();
mBuffer = NULL ;
}
void LLRender::refreshState(void)
{
mDirty = true;
U32 active_unit = mCurrTextureUnitIndex;
for (U32 i = 0; i < mTexUnits.size(); i++)
{
mTexUnits[i]->refreshState();
}
mTexUnits[active_unit]->activate();
setColorMask(mCurrColorMask[0], mCurrColorMask[1], mCurrColorMask[2], mCurrColorMask[3]);
setAlphaRejectSettings(mCurrAlphaFunc, mCurrAlphaFuncVal);
mDirty = false;
}
void LLRender::syncLightState()
{
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
if (!shader)
{
return;
}
if (shader->mLightHash != mLightHash)
{
shader->mLightHash = mLightHash;
LLVector4 position[8];
LLVector3 direction[8];
LLVector3 attenuation[8];
LLVector3 diffuse[8];
for (U32 i = 0; i < 8; i++)
{
LLLightState* light = mLightState[i];
position[i] = light->mPosition;
direction[i] = light->mSpotDirection;
attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[3]);
diffuse[i].set(light->mDiffuse.mV);
}
shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, 8, position[0].mV);
shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, 8, direction[0].mV);
shader->uniform3fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV);
shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV);
shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);
//HACK -- duplicate sunlight color for compatibility with drivers that can't deal with multiple shader objects referencing the same uniform
shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV);
}
}
void LLRender::syncMatrices()
{
stop_glerror();
U32 name[] =
{
LLShaderMgr::MODELVIEW_MATRIX,
LLShaderMgr::PROJECTION_MATRIX,
LLShaderMgr::TEXTURE_MATRIX0,
LLShaderMgr::TEXTURE_MATRIX1,
LLShaderMgr::TEXTURE_MATRIX2,
LLShaderMgr::TEXTURE_MATRIX3,
};
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
static glh::matrix4f cached_mvp;
static U32 cached_mvp_mdv_hash = 0xFFFFFFFF;
static U32 cached_mvp_proj_hash = 0xFFFFFFFF;
static glh::matrix4f cached_normal;
static U32 cached_normal_hash = 0xFFFFFFFF;
if (shader)
{
llassert(shader);
bool mvp_done = false;
U32 i = MM_MODELVIEW;
if (mMatHash[i] != shader->mMatHash[i])
{ //update modelview, normal, and MVP
glh::matrix4f& mat = mMatrix[i][mMatIdx[i]];
shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mat.m);
shader->mMatHash[i] = mMatHash[i];
//update normal matrix
S32 loc = shader->getUniformLocation(LLShaderMgr::NORMAL_MATRIX);
if (loc > -1)
{
if (cached_normal_hash != mMatHash[i])
{
cached_normal = mat.inverse().transpose();
cached_normal_hash = mMatHash[i];
}
glh::matrix4f& norm = cached_normal;
F32 norm_mat[] =
{
norm.m[0], norm.m[1], norm.m[2],
norm.m[4], norm.m[5], norm.m[6],
norm.m[8], norm.m[9], norm.m[10]
};
shader->uniformMatrix3fv(LLShaderMgr::NORMAL_MATRIX, 1, GL_FALSE, norm_mat);
}
//update MVP matrix
mvp_done = true;
loc = shader->getUniformLocation(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX);
if (loc > -1)
{
U32 proj = MM_PROJECTION;
if (cached_mvp_mdv_hash != mMatHash[i] || cached_mvp_proj_hash != mMatHash[MM_PROJECTION])
{
cached_mvp = mat;
cached_mvp.mult_left(mMatrix[proj][mMatIdx[proj]]);
cached_mvp_mdv_hash = mMatHash[i];
cached_mvp_proj_hash = mMatHash[MM_PROJECTION];
}
shader->uniformMatrix4fv(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX, 1, GL_FALSE, cached_mvp.m);
}
}
i = MM_PROJECTION;
if (mMatHash[i] != shader->mMatHash[i])
{ //update projection matrix, normal, and MVP
glh::matrix4f& mat = mMatrix[i][mMatIdx[i]];
shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mat.m);
shader->mMatHash[i] = mMatHash[i];
if (!mvp_done)
{
//update MVP matrix
S32 loc = shader->getUniformLocation(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX);
if (loc > -1)
{
if (cached_mvp_mdv_hash != mMatHash[i] || cached_mvp_proj_hash != mMatHash[MM_PROJECTION])
{
U32 mdv = MM_MODELVIEW;
cached_mvp = mat;
cached_mvp.mult_right(mMatrix[mdv][mMatIdx[mdv]]);
cached_mvp_mdv_hash = mMatHash[MM_MODELVIEW];
cached_mvp_proj_hash = mMatHash[MM_PROJECTION];
}
shader->uniformMatrix4fv(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX, 1, GL_FALSE, cached_mvp.m);
}
}
}
for (i = MM_TEXTURE0; i < NUM_MATRIX_MODES; ++i)
{
if (mMatHash[i] != shader->mMatHash[i])
{
shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mMatrix[i][mMatIdx[i]].m);
shader->mMatHash[i] = mMatHash[i];
}
}
if (shader->mFeatures.hasLighting || shader->mFeatures.calculatesLighting)
{ //also sync light state
syncLightState();
}
}
else if (!LLGLSLShader::sNoFixedFunction)
{
GLenum mode[] =
{
GL_MODELVIEW,
GL_PROJECTION,
GL_TEXTURE,
GL_TEXTURE,
GL_TEXTURE,
GL_TEXTURE,
};
for (U32 i = 0; i < 2; ++i)
{
if (mMatHash[i] != mCurMatHash[i])
{
glMatrixMode(mode[i]);
glLoadMatrixf(mMatrix[i][mMatIdx[i]].m);
mCurMatHash[i] = mMatHash[i];
}
}
for (U32 i = 2; i < NUM_MATRIX_MODES; ++i)
{
if (mMatHash[i] != mCurMatHash[i])
{
gGL.getTexUnit(i-2)->activate();
glMatrixMode(mode[i]);
glLoadMatrixf(mMatrix[i][mMatIdx[i]].m);
mCurMatHash[i] = mMatHash[i];
}
}
}
stop_glerror();
}
void LLRender::translatef(const GLfloat& x, const GLfloat& y, const GLfloat& z)
{
flush();
{
glh::matrix4f trans_mat(1,0,0,x,
0,1,0,y,
0,0,1,z,
0,0,0,1);
mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(trans_mat);
mMatHash[mMatrixMode]++;
}
}
void LLRender::scalef(const GLfloat& x, const GLfloat& y, const GLfloat& z)
{
flush();
{
glh::matrix4f scale_mat(x,0,0,0,
0,y,0,0,
0,0,z,0,
0,0,0,1);
mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(scale_mat);
mMatHash[mMatrixMode]++;
}
}
void LLRender::ortho(F32 left, F32 right, F32 bottom, F32 top, F32 zNear, F32 zFar)
{
flush();
{
glh::matrix4f ortho_mat(2.f/(right-left),0,0, -(right+left)/(right-left),
0,2.f/(top-bottom),0, -(top+bottom)/(top-bottom),
0,0,-2.f/(zFar-zNear), -(zFar+zNear)/(zFar-zNear),
0,0,0,1);
mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(ortho_mat);
mMatHash[mMatrixMode]++;
}
}
void LLRender::rotatef(const GLfloat& a, const GLfloat& x, const GLfloat& y, const GLfloat& z)
{
flush();
{
F32 r = a * DEG_TO_RAD;
F32 c = cosf(r);
F32 s = sinf(r);
F32 ic = 1.f-c;
glh::matrix4f rot_mat(x*x*ic+c, x*y*ic-z*s, x*z*ic+y*s, 0,
x*y*ic+z*s, y*y*ic+c, y*z*ic-x*s, 0,
x*z*ic-y*s, y*z*ic+x*s, z*z*ic+c, 0,
0,0,0,1);
mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(rot_mat);
mMatHash[mMatrixMode]++;
}
}
void LLRender::pushMatrix()
{
flush();
{
if (mMatIdx[mMatrixMode] < LL_MATRIX_STACK_DEPTH-1)
{
mMatrix[mMatrixMode][mMatIdx[mMatrixMode]+1] = mMatrix[mMatrixMode][mMatIdx[mMatrixMode]];
++mMatIdx[mMatrixMode];
}
else
{
llwarns << "Matrix stack overflow." << llendl;
}
}
}
void LLRender::popMatrix()
{
flush();
{
if (mMatIdx[mMatrixMode] > 0)
{
--mMatIdx[mMatrixMode];
mMatHash[mMatrixMode]++;
}
else
{
llwarns << "Matrix stack underflow." << llendl;
}
}
}
void LLRender::loadMatrix(const GLfloat* m)
{
flush();
{
mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].set_value((GLfloat*) m);
mMatHash[mMatrixMode]++;
}
}
void LLRender::multMatrix(const GLfloat* m)
{
flush();
{
glh::matrix4f mat((GLfloat*) m);
mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(mat);
mMatHash[mMatrixMode]++;
}
}
void LLRender::matrixMode(U32 mode)
{
if (mode == MM_TEXTURE)
{
mode = MM_TEXTURE0 + gGL.getCurrentTexUnitIndex();
}
llassert(mode < NUM_MATRIX_MODES);
mMatrixMode = mode;
}
void LLRender::loadIdentity()
{
flush();
{
llassert_always(mMatrixMode < NUM_MATRIX_MODES) ;
mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].make_identity();
mMatHash[mMatrixMode]++;
}
}
const glh::matrix4f& LLRender::getModelviewMatrix()
{
return mMatrix[MM_MODELVIEW][mMatIdx[MM_MODELVIEW]];
}
const glh::matrix4f& LLRender::getProjectionMatrix()
{
return mMatrix[MM_PROJECTION][mMatIdx[MM_PROJECTION]];
}
void LLRender::translateUI(F32 x, F32 y, F32 z)
{
if (mUIOffset.empty())
{
llerrs << "Need to push a UI translation frame before offsetting" << llendl;
}
mUIOffset.back().mV[0] += x;
mUIOffset.back().mV[1] += y;
mUIOffset.back().mV[2] += z;
}
void LLRender::scaleUI(F32 x, F32 y, F32 z)
{
if (mUIScale.empty())
{
llerrs << "Need to push a UI transformation frame before scaling." << llendl;
}
mUIScale.back().scaleVec(LLVector3(x,y,z));
}
void LLRender::pushUIMatrix()
{
if (mUIOffset.empty())
{
mUIOffset.push_back(LLVector3(0,0,0));
}
else
{
mUIOffset.push_back(mUIOffset.back());
}
if (mUIScale.empty())
{
mUIScale.push_back(LLVector3(1,1,1));
}
else
{
mUIScale.push_back(mUIScale.back());
}
}
void LLRender::popUIMatrix()
{
if (mUIOffset.empty())
{
llerrs << "UI offset stack blown." << llendl;
}
mUIOffset.pop_back();
mUIScale.pop_back();
}
LLVector3 LLRender::getUITranslation()
{
if (mUIOffset.empty())
{
return LLVector3(0,0,0);
}
return mUIOffset.back();
}
LLVector3 LLRender::getUIScale()
{
if (mUIScale.empty())
{
return LLVector3(1,1,1);
}
return mUIScale.back();
}
void LLRender::loadUIIdentity()
{
if (mUIOffset.empty())
{
llerrs << "Need to push UI translation frame before clearing offset." << llendl;
}
mUIOffset.back().setVec(0,0,0);
mUIScale.back().setVec(1,1,1);
}
void LLRender::setColorMask(bool writeColor, bool writeAlpha)
{
setColorMask(writeColor, writeColor, writeColor, writeAlpha);
}
void LLRender::setColorMask(bool writeColorR, bool writeColorG, bool writeColorB, bool writeAlpha)
{
flush();
if (mCurrColorMask[0] != writeColorR ||
mCurrColorMask[1] != writeColorG ||
mCurrColorMask[2] != writeColorB ||
mCurrColorMask[3] != writeAlpha)
{
mCurrColorMask[0] = writeColorR;
mCurrColorMask[1] = writeColorG;
mCurrColorMask[2] = writeColorB;
mCurrColorMask[3] = writeAlpha;
glColorMask(writeColorR ? GL_TRUE : GL_FALSE,
writeColorG ? GL_TRUE : GL_FALSE,
writeColorB ? GL_TRUE : GL_FALSE,
writeAlpha ? GL_TRUE : GL_FALSE);
}
}
void LLRender::setSceneBlendType(eBlendType type)
{
switch (type)
{
case BT_ALPHA:
blendFunc(BF_SOURCE_ALPHA, BF_ONE_MINUS_SOURCE_ALPHA);
break;
case BT_ADD:
blendFunc(BF_ONE, BF_ONE);
break;
case BT_ADD_WITH_ALPHA:
blendFunc(BF_SOURCE_ALPHA, BF_ONE);
break;
case BT_MULT:
blendFunc(BF_DEST_COLOR, BF_ZERO);
break;
case BT_MULT_ALPHA:
blendFunc(BF_DEST_ALPHA, BF_ZERO);
break;
case BT_MULT_X2:
blendFunc(BF_DEST_COLOR, BF_SOURCE_COLOR);
break;
case BT_REPLACE:
blendFunc(BF_ONE, BF_ZERO);
break;
default:
llerrs << "Unknown Scene Blend Type: " << type << llendl;
break;
}
}
void LLRender::setAlphaRejectSettings(eCompareFunc func, F32 value)
{
flush();
if (LLGLSLShader::sNoFixedFunction)
{ //glAlphaFunc is deprecated in OpenGL 3.3
return;
}
if (mCurrAlphaFunc != func ||
mCurrAlphaFuncVal != value)
{
mCurrAlphaFunc = func;
mCurrAlphaFuncVal = value;
if (func == CF_DEFAULT)
{
glAlphaFunc(GL_GREATER, 0.01f);
}
else
{
glAlphaFunc(sGLCompareFunc[func], value);
}
}
if (gDebugGL)
{ //make sure cached state is correct
GLint cur_func = 0;
glGetIntegerv(GL_ALPHA_TEST_FUNC, &cur_func);
if (func == CF_DEFAULT)
{
func = CF_GREATER;
}
if (cur_func != sGLCompareFunc[func])
{
llerrs << "Alpha test function corrupted!" << llendl;
}
F32 ref = 0.f;
glGetFloatv(GL_ALPHA_TEST_REF, &ref);
if (ref != value)
{
llerrs << "Alpha test value corrupted!" << llendl;
}
}
}
void LLRender::blendFunc(eBlendFactor sfactor, eBlendFactor dfactor)
{
llassert(sfactor < BF_UNDEF);
llassert(dfactor < BF_UNDEF);
if (mCurrBlendColorSFactor != sfactor || mCurrBlendColorDFactor != dfactor ||
mCurrBlendAlphaSFactor != sfactor || mCurrBlendAlphaDFactor != dfactor)
{
mCurrBlendColorSFactor = sfactor;
mCurrBlendAlphaSFactor = sfactor;
mCurrBlendColorDFactor = dfactor;
mCurrBlendAlphaDFactor = dfactor;
flush();
glBlendFunc(sGLBlendFactor[sfactor], sGLBlendFactor[dfactor]);
}
}
void LLRender::blendFunc(eBlendFactor color_sfactor, eBlendFactor color_dfactor,
eBlendFactor alpha_sfactor, eBlendFactor alpha_dfactor)
{
llassert(color_sfactor < BF_UNDEF);
llassert(color_dfactor < BF_UNDEF);
llassert(alpha_sfactor < BF_UNDEF);
llassert(alpha_dfactor < BF_UNDEF);
if (!gGLManager.mHasBlendFuncSeparate)
{
LL_WARNS_ONCE("render") << "no glBlendFuncSeparateEXT(), using color-only blend func" << llendl;
blendFunc(color_sfactor, color_dfactor);
return;
}
if (mCurrBlendColorSFactor != color_sfactor || mCurrBlendColorDFactor != color_dfactor ||
mCurrBlendAlphaSFactor != alpha_sfactor || mCurrBlendAlphaDFactor != alpha_dfactor)
{
mCurrBlendColorSFactor = color_sfactor;
mCurrBlendAlphaSFactor = alpha_sfactor;
mCurrBlendColorDFactor = color_dfactor;
mCurrBlendAlphaDFactor = alpha_dfactor;
flush();
glBlendFuncSeparateEXT(sGLBlendFactor[color_sfactor], sGLBlendFactor[color_dfactor],
sGLBlendFactor[alpha_sfactor], sGLBlendFactor[alpha_dfactor]);
}
}
LLTexUnit* LLRender::getTexUnit(U32 index)
{
if (index < mTexUnits.size())
{
return mTexUnits[index];
}
else
{
lldebugs << "Non-existing texture unit layer requested: " << index << llendl;
return mDummyTexUnit;
}
}
LLLightState* LLRender::getLight(U32 index)
{
if (index < mLightState.size())
{
return mLightState[index];
}
return NULL;
}
void LLRender::setAmbientLightColor(const LLColor4& color)
{
if (color != mAmbientLightColor)
{
++mLightHash;
mAmbientLightColor = color;
if (!LLGLSLShader::sNoFixedFunction)
{
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color.mV);
}
}
}
bool LLRender::verifyTexUnitActive(U32 unitToVerify)
{
if (mCurrTextureUnitIndex == unitToVerify)
{
return true;
}
else
{
llwarns << "TexUnit currently active: " << mCurrTextureUnitIndex << " (expecting " << unitToVerify << ")" << llendl;
return false;
}
}
void LLRender::clearErrors()
{
while (glGetError())
{
//loop until no more error flags left
}
}
void LLRender::begin(const GLuint& mode)
{
if (mode != mMode)
{
if (mode == LLRender::QUADS)
{
mQuadCycle = 1;
}
if (mMode == LLRender::QUADS ||
mMode == LLRender::LINES ||
mMode == LLRender::TRIANGLES ||
mMode == LLRender::POINTS)
{
flush();
}
else if (mCount != 0)
{
llerrs << "gGL.begin() called redundantly." << llendl;
}
mMode = mode;
}
}
void LLRender::end()
{
if (mCount == 0)
{
return;
//IMM_ERRS << "GL begin and end called with no vertices specified." << llendl;
}
if ((mMode != LLRender::QUADS &&
mMode != LLRender::LINES &&
mMode != LLRender::TRIANGLES &&
mMode != LLRender::POINTS) ||
mCount > 2048)
{
flush();
}
}
void LLRender::flush()
{
if (mCount > 0)
{
#if 0
if (!glIsEnabled(GL_VERTEX_ARRAY))
{
llerrs << "foo 1" << llendl;
}
if (!glIsEnabled(GL_COLOR_ARRAY))
{
llerrs << "foo 2" << llendl;
}
if (!glIsEnabled(GL_TEXTURE_COORD_ARRAY))
{
llerrs << "foo 3" << llendl;
}
if (glIsEnabled(GL_NORMAL_ARRAY))
{
llerrs << "foo 7" << llendl;
}
GLvoid* pointer;
glGetPointerv(GL_VERTEX_ARRAY_POINTER, &pointer);
if (pointer != &(mBuffer[0].v))
{
llerrs << "foo 4" << llendl;
}
glGetPointerv(GL_COLOR_ARRAY_POINTER, &pointer);
if (pointer != &(mBuffer[0].c))
{
llerrs << "foo 5" << llendl;
}
glGetPointerv(GL_TEXTURE_COORD_ARRAY_POINTER, &pointer);
if (pointer != &(mBuffer[0].uv))
{
llerrs << "foo 6" << llendl;
}
#endif
if (!mUIOffset.empty())
{
sUICalls++;
sUIVerts += mCount;
}
if (gDebugGL)
{
if (mMode == LLRender::QUADS && !sGLCoreProfile)
{
if (mCount%4 != 0)
{
llerrs << "Incomplete quad rendered." << llendl;
}
}
if (mMode == LLRender::TRIANGLES)
{
if (mCount%3 != 0)
{
llerrs << "Incomplete triangle rendered." << llendl;
}
}
if (mMode == LLRender::LINES)
{
if (mCount%2 != 0)
{
llerrs << "Incomplete line rendered." << llendl;
}
}
}
//store mCount in a local variable to avoid re-entrance (drawArrays may call flush)
U32 count = mCount;
mCount = 0;
if (mBuffer->useVBOs() && !mBuffer->isLocked())
{ //hack to only flush the part of the buffer that was updated (relies on stream draw using buffersubdata)
mBuffer->getVertexStrider(mVerticesp, 0, count);
mBuffer->getTexCoord0Strider(mTexcoordsp, 0, count);
mBuffer->getColorStrider(mColorsp, 0, count);
}
mBuffer->flush();
mBuffer->setBuffer(immediate_mask);
if (mMode == LLRender::QUADS && sGLCoreProfile)
{
mBuffer->drawArrays(LLRender::TRIANGLES, 0, count);
mQuadCycle = 1;
}
else
{
mBuffer->drawArrays(mMode, 0, count);
}
mVerticesp[0] = mVerticesp[count];
mTexcoordsp[0] = mTexcoordsp[count];
mColorsp[0] = mColorsp[count];
mCount = 0;
}
}
void LLRender::vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z)
{
//the range of mVerticesp, mColorsp and mTexcoordsp is [0, 4095]
if (mCount > 2048)
{ //break when buffer gets reasonably full to keep GL command buffers happy and avoid overflow below
switch (mMode)
{
case LLRender::POINTS: flush(); break;
case LLRender::TRIANGLES: if (mCount%3==0) flush(); break;
case LLRender::QUADS: if(mCount%4 == 0) flush(); break;
case LLRender::LINES: if (mCount%2 == 0) flush(); break;
}
}
if (mCount > 4094)
{
// llwarns << "GL immediate mode overflow. Some geometry not drawn." << llendl;
return;
}
if (mUIOffset.empty())
{
mVerticesp[mCount] = LLVector3(x,y,z);
}
else
{
LLVector3 vert = (LLVector3(x,y,z)+mUIOffset.back()).scaledVec(mUIScale.back());
mVerticesp[mCount] = vert;
}
if (mMode == LLRender::QUADS && LLRender::sGLCoreProfile)
{
mQuadCycle++;
if (mQuadCycle == 4)
{ //copy two vertices so fourth quad element will add a triangle
mQuadCycle = 0;
mCount++;
mVerticesp[mCount] = mVerticesp[mCount-3];
mColorsp[mCount] = mColorsp[mCount-3];
mTexcoordsp[mCount] = mTexcoordsp[mCount-3];
mCount++;
mVerticesp[mCount] = mVerticesp[mCount-2];
mColorsp[mCount] = mColorsp[mCount-2];
mTexcoordsp[mCount] = mTexcoordsp[mCount-2];
}
}
mCount++;
mVerticesp[mCount] = mVerticesp[mCount-1];
mColorsp[mCount] = mColorsp[mCount-1];
mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
}
void LLRender::vertexBatchPreTransformed(LLVector3* verts, S32 vert_count)
{
if (mCount + vert_count > 4094)
{
// llwarns << "GL immediate mode overflow. Some geometry not drawn." << llendl;
return;
}
if (sGLCoreProfile && mMode == LLRender::QUADS)
{ //quads are deprecated, convert to triangle list
S32 i = 0;
while (i < vert_count)
{
//read first three
mVerticesp[mCount++] = verts[i++];
mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
mColorsp[mCount] = mColorsp[mCount-1];
mVerticesp[mCount++] = verts[i++];
mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
mColorsp[mCount] = mColorsp[mCount-1];
mVerticesp[mCount++] = verts[i++];
mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
mColorsp[mCount] = mColorsp[mCount-1];
//copy two
mVerticesp[mCount++] = verts[i-3];
mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
mColorsp[mCount] = mColorsp[mCount-1];
mVerticesp[mCount++] = verts[i-1];
mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
mColorsp[mCount] = mColorsp[mCount-1];
//copy last one
mVerticesp[mCount++] = verts[i++];
mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
mColorsp[mCount] = mColorsp[mCount-1];
}
}
else
{
for (S32 i = 0; i < vert_count; i++)
{
mVerticesp[mCount] = verts[i];
mCount++;
mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
mColorsp[mCount] = mColorsp[mCount-1];
}
}
mVerticesp[mCount] = mVerticesp[mCount-1];
}
void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 vert_count)
{
if (mCount + vert_count > 4094)
{
// llwarns << "GL immediate mode overflow. Some geometry not drawn." << llendl;
return;
}
if (sGLCoreProfile && mMode == LLRender::QUADS)
{ //quads are deprecated, convert to triangle list
S32 i = 0;
while (i < vert_count)
{
//read first three
mVerticesp[mCount] = verts[i];
mTexcoordsp[mCount++] = uvs[i++];
mColorsp[mCount] = mColorsp[mCount-1];
mVerticesp[mCount] = verts[i];
mTexcoordsp[mCount++] = uvs[i++];
mColorsp[mCount] = mColorsp[mCount-1];
mVerticesp[mCount] = verts[i];
mTexcoordsp[mCount++] = uvs[i++];
mColorsp[mCount] = mColorsp[mCount-1];
//copy last two
mVerticesp[mCount] = verts[i-3];
mTexcoordsp[mCount++] = uvs[i-3];
mColorsp[mCount] = mColorsp[mCount-1];
mVerticesp[mCount] = verts[i-1];
mTexcoordsp[mCount++] = uvs[i-1];
mColorsp[mCount] = mColorsp[mCount-1];
//copy last one
mVerticesp[mCount] = verts[i];
mTexcoordsp[mCount++] = uvs[i++];
mColorsp[mCount] = mColorsp[mCount-1];
}
}
else
{
for (S32 i = 0; i < vert_count; i++)
{
mVerticesp[mCount] = verts[i];
mTexcoordsp[mCount] = uvs[i];
mCount++;
mColorsp[mCount] = mColorsp[mCount-1];
}
}
mVerticesp[mCount] = mVerticesp[mCount-1];
mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
}
void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, LLColor4U* colors, S32 vert_count)
{
if (mCount + vert_count > 4094)
{
// llwarns << "GL immediate mode overflow. Some geometry not drawn." << llendl;
return;
}
if (sGLCoreProfile && mMode == LLRender::QUADS)
{ //quads are deprecated, convert to triangle list
S32 i = 0;
while (i < vert_count)
{
//read first three
mVerticesp[mCount] = verts[i];
mTexcoordsp[mCount] = uvs[i];
mColorsp[mCount++] = colors[i++];
mVerticesp[mCount] = verts[i];
mTexcoordsp[mCount] = uvs[i];
mColorsp[mCount++] = colors[i++];
mVerticesp[mCount] = verts[i];
mTexcoordsp[mCount] = uvs[i];
mColorsp[mCount++] = colors[i++];
//copy last two
mVerticesp[mCount] = verts[i-3];
mTexcoordsp[mCount] = uvs[i-3];
mColorsp[mCount++] = colors[i-3];
mVerticesp[mCount] = verts[i-1];
mTexcoordsp[mCount] = uvs[i-1];
mColorsp[mCount++] = colors[i-1];
//copy last one
mVerticesp[mCount] = verts[i];
mTexcoordsp[mCount] = uvs[i];
mColorsp[mCount++] = colors[i++];
}
}
else
{
for (S32 i = 0; i < vert_count; i++)
{
mVerticesp[mCount] = verts[i];
mTexcoordsp[mCount] = uvs[i];
mColorsp[mCount] = colors[i];
mCount++;
}
}
mVerticesp[mCount] = mVerticesp[mCount-1];
mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
mColorsp[mCount] = mColorsp[mCount-1];
}
void LLRender::vertex2i(const GLint& x, const GLint& y)
{
vertex3f((GLfloat) x, (GLfloat) y, 0);
}
void LLRender::vertex2f(const GLfloat& x, const GLfloat& y)
{
vertex3f(x,y,0);
}
void LLRender::vertex2fv(const GLfloat* v)
{
vertex3f(v[0], v[1], 0);
}
void LLRender::vertex3fv(const GLfloat* v)
{
vertex3f(v[0], v[1], v[2]);
}
void LLRender::texCoord2f(const GLfloat& x, const GLfloat& y)
{
mTexcoordsp[mCount] = LLVector2(x,y);
}
void LLRender::texCoord2i(const GLint& x, const GLint& y)
{
texCoord2f((GLfloat) x, (GLfloat) y);
}
void LLRender::texCoord2fv(const GLfloat* tc)
{
texCoord2f(tc[0], tc[1]);
}
void LLRender::color4ub(const GLubyte& r, const GLubyte& g, const GLubyte& b, const GLubyte& a)
{
mColorsp[mCount] = LLColor4U(r,g,b,a);
}
void LLRender::color4ubv(const GLubyte* c)
{
color4ub(c[0], c[1], c[2], c[3]);
}
void LLRender::color4f(const GLfloat& r, const GLfloat& g, const GLfloat& b, const GLfloat& a)
{
color4ub((GLubyte) (llclamp(r, 0.f, 1.f)*255),
(GLubyte) (llclamp(g, 0.f, 1.f)*255),
(GLubyte) (llclamp(b, 0.f, 1.f)*255),
(GLubyte) (llclamp(a, 0.f, 1.f)*255));
}
void LLRender::color4fv(const GLfloat* c)
{
color4f(c[0],c[1],c[2],c[3]);
}
void LLRender::color3f(const GLfloat& r, const GLfloat& g, const GLfloat& b)
{
color4f(r,g,b,1);
}
void LLRender::color3fv(const GLfloat* c)
{
color4f(c[0],c[1],c[2],1);
}
void LLRender::diffuseColor3f(F32 r, F32 g, F32 b)
{
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL);
if (shader)
{
shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r,g,b,1.f);
}
else
{
glColor3f(r,g,b);
}
}
void LLRender::diffuseColor3fv(const F32* c)
{
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL);
if (shader)
{
shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, c[0], c[1], c[2], 1.f);
}
else
{
glColor3fv(c);
}
}
void LLRender::diffuseColor4f(F32 r, F32 g, F32 b, F32 a)
{
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL);
if (shader)
{
shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r,g,b,a);
}
else
{
glColor4f(r,g,b,a);
}
}
void LLRender::diffuseColor4fv(const F32* c)
{
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL);
if (shader)
{
shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, c);
}
else
{
glColor4fv(c);
}
}
void LLRender::diffuseColor4ubv(const U8* c)
{
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
llassert(!LLGLSLShader::sNoFixedFunction || shader != NULL);
if (shader)
{
shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, c[0]/255.f, c[1]/255.f, c[2]/255.f, c[3]/255.f);
}
else
{
glColor4ubv(c);
}
}
void LLRender::debugTexUnits(void)
{
LL_INFOS("TextureUnit") << "Active TexUnit: " << mCurrTextureUnitIndex << LL_ENDL;
std::string active_enabled = "false";
for (U32 i = 0; i < mTexUnits.size(); i++)
{
if (getTexUnit(i)->mCurrTexType != LLTexUnit::TT_NONE)
{
if (i == mCurrTextureUnitIndex) active_enabled = "true";
LL_INFOS("TextureUnit") << "TexUnit: " << i << " Enabled" << LL_ENDL;
LL_INFOS("TextureUnit") << "Enabled As: " ;
switch (getTexUnit(i)->mCurrTexType)
{
case LLTexUnit::TT_TEXTURE:
LL_CONT << "Texture 2D";
break;
case LLTexUnit::TT_RECT_TEXTURE:
LL_CONT << "Texture Rectangle";
break;
case LLTexUnit::TT_CUBE_MAP:
LL_CONT << "Cube Map";
break;
default:
LL_CONT << "ARGH!!! NONE!";
break;
}
LL_CONT << ", Texture Bound: " << getTexUnit(i)->mCurrTexture << LL_ENDL;
}
}
LL_INFOS("TextureUnit") << "Active TexUnit Enabled : " << active_enabled << LL_ENDL;
}