Need to test: localassetbrowser preview related floaters hgfloatertexteditor maps media textures! Currently very hacky web browser alpha masks on avatars bumpmaps Are all sky components appearing? LLViewerDynamicTexture (texture baking, browser, animated textures, anim previews, etc) Snapshot related features Customize avatar vfs floater UI textures in general Texture priority issues
630 lines
22 KiB
C++
630 lines
22 KiB
C++
/**
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* @file pipeline.h
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* @brief Rendering pipeline definitions
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*
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* $LicenseInfo:firstyear=2001&license=viewergpl$
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*
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* Copyright (c) 2001-2009, 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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#ifndef LL_PIPELINE_H
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#define LL_PIPELINE_H
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#include "llerror.h"
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#include "lldarrayptr.h"
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#include "lldqueueptr.h"
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#include "llstat.h"
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#include "lldrawpool.h"
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#include "llspatialpartition.h"
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#include "m4math.h"
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#include "llmemory.h"
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#include "lldrawpool.h"
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#include "llgl.h"
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#include "lldrawable.h"
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#include "llrendertarget.h"
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#include <stack>
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class LLViewerTexture;
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class LLEdge;
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class LLFace;
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class LLViewerObject;
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class LLAgent;
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class LLDisplayPrimitive;
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class LLTextureEntry;
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class LLRenderFunc;
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class LLCubeMap;
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class LLCullResult;
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class LLVOAvatar;
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class LLGLSLShader;
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typedef enum e_avatar_skinning_method
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{
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SKIN_METHOD_SOFTWARE,
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SKIN_METHOD_VERTEX_PROGRAM
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} EAvatarSkinningMethod;
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BOOL compute_min_max(LLMatrix4& box, LLVector2& min, LLVector2& max); // Shouldn't be defined here!
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bool LLRayAABB(const LLVector3 ¢er, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon = 0);
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BOOL setup_hud_matrices(); // use whole screen to render hud
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BOOL setup_hud_matrices(const LLRect& screen_region); // specify portion of screen (in pixels) to render hud attachments from (for picking)
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glh::matrix4f glh_copy_matrix(GLdouble* src);
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glh::matrix4f glh_get_current_modelview();
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void glh_set_current_modelview(const glh::matrix4f& mat);
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glh::matrix4f glh_get_current_projection();
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void glh_set_current_projection(glh::matrix4f& mat);
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glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar);
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glh::matrix4f gl_perspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar);
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glh::matrix4f gl_lookat(LLVector3 eye, LLVector3 center, LLVector3 up);
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class LLPipeline
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{
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public:
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LLPipeline();
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~LLPipeline();
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void destroyGL();
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void restoreGL();
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void resetVertexBuffers();
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void resizeScreenTexture();
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void releaseGLBuffers();
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void createGLBuffers();
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void allocateScreenBuffer(U32 resX, U32 resY);
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void resetVertexBuffers(LLDrawable* drawable);
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void setUseVBO(BOOL use_vbo);
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void setDisableVBOMapping(BOOL no_vbo_mapping);
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void generateImpostor(LLVOAvatar* avatar);
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void bindScreenToTexture();
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void renderBloom(BOOL for_snapshot, F32 zoom_factor = 1.f, int subfield = 0);
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void init();
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void cleanup();
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BOOL isInit() { return mInitialized; };
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/// @brief Get a draw pool from pool type (POOL_SIMPLE, POOL_MEDIA) and texture.
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/// @return Draw pool, or NULL if not found.
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LLDrawPool *findPool(const U32 pool_type, LLViewerTexture *tex0 = NULL);
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/// @brief Get a draw pool for faces of the appropriate type and texture. Create if necessary.
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/// @return Always returns a draw pool.
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LLDrawPool *getPool(const U32 pool_type, LLViewerTexture *tex0 = NULL);
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/// @brief Figures out draw pool type from texture entry. Creates pool if necessary.
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static LLDrawPool* getPoolFromTE(const LLTextureEntry* te, LLViewerTexture* te_image);
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static U32 getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* imagep);
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void addPool(LLDrawPool *poolp); // Only to be used by LLDrawPool classes for splitting pools!
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void removePool( LLDrawPool* poolp );
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void allocDrawable(LLViewerObject *obj);
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void unlinkDrawable(LLDrawable*);
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// Object related methods
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void markVisible(LLDrawable *drawablep, LLCamera& camera);
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void markOccluder(LLSpatialGroup* group);
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void doOcclusion(LLCamera& camera);
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void markNotCulled(LLSpatialGroup* group, LLCamera &camera);
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void markMoved(LLDrawable *drawablep, BOOL damped_motion = FALSE);
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void markShift(LLDrawable *drawablep);
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void markTextured(LLDrawable *drawablep);
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void markGLRebuild(LLGLUpdate* glu);
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void markRebuild(LLSpatialGroup* group, BOOL priority = FALSE);
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void markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag = LLDrawable::REBUILD_ALL, BOOL priority = FALSE);
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//get the object between start and end that's closest to start.
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LLViewerObject* lineSegmentIntersectInWorld(const LLVector3& start, const LLVector3& end,
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BOOL pick_transparent,
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S32* face_hit, // return the face hit
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LLVector3* intersection = NULL, // return the intersection point
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LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point
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LLVector3* normal = NULL, // return the surface normal at the intersection point
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LLVector3* bi_normal = NULL // return the surface bi-normal at the intersection point
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);
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LLViewerObject* lineSegmentIntersectInHUD(const LLVector3& start, const LLVector3& end,
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BOOL pick_transparent,
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S32* face_hit, // return the face hit
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LLVector3* intersection = NULL, // return the intersection point
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LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point
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LLVector3* normal = NULL, // return the surface normal at the intersection point
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LLVector3* bi_normal = NULL // return the surface bi-normal at the intersection point
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);
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// Something about these textures has changed. Dirty them.
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void dirtyPoolObjectTextures(const std::set<LLViewerFetchedTexture*>& textures);
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void resetDrawOrders();
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U32 addObject(LLViewerObject *obj);
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void enableShadows(const BOOL enable_shadows);
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// void setLocalLighting(const BOOL local_lighting);
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// BOOL isLocalLightingEnabled() const;
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S32 setLightingDetail(S32 level);
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S32 getLightingDetail() const { return mLightingDetail; }
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S32 getMaxLightingDetail() const;
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void setUseVertexShaders(BOOL use_shaders);
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BOOL getUseVertexShaders() const { return mVertexShadersEnabled; }
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BOOL canUseVertexShaders();
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BOOL canUseWindLightShaders() const;
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BOOL canUseWindLightShadersOnObjects() const;
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// phases
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void resetFrameStats();
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void updateMoveDampedAsync(LLDrawable* drawablep);
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void updateMoveNormalAsync(LLDrawable* drawablep);
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void updateMovedList(LLDrawable::drawable_vector_t& move_list);
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void updateMove();
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BOOL visibleObjectsInFrustum(LLCamera& camera);
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BOOL getVisibleExtents(LLCamera& camera, LLVector3 &min, LLVector3& max);
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BOOL getVisiblePointCloud(LLCamera& camera, LLVector3 &min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir = LLVector3(0,0,0));
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void updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip = 0); //if water_clip is 0, ignore water plane, 1, cull to above plane, -1, cull to below plane
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void createObjects(F32 max_dtime);
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void createObject(LLViewerObject* vobj);
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void updateGeom(F32 max_dtime);
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void updateGL();
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void rebuildPriorityGroups();
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void rebuildGroups();
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//calculate pixel area of given box from vantage point of given camera
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static F32 calcPixelArea(LLVector3 center, LLVector3 size, LLCamera& camera);
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void stateSort(LLCamera& camera, LLCullResult& result);
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void stateSort(LLSpatialGroup* group, LLCamera& camera);
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void stateSort(LLSpatialBridge* bridge, LLCamera& camera);
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void stateSort(LLDrawable* drawablep, LLCamera& camera);
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void postSort(LLCamera& camera);
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void forAllVisibleDrawables(void (*func)(LLDrawable*));
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void renderObjects(U32 type, U32 mask, BOOL texture = TRUE);
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void renderGroups(LLRenderPass* pass, U32 type, U32 mask, BOOL texture);
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void grabReferences(LLCullResult& result);
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void renderGeom(LLCamera& camera, BOOL forceVBOUpdate = FALSE);
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void renderGeomDeferred(LLCamera& camera);
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void renderGeomPostDeferred(LLCamera& camera);
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void renderGeomShadow(LLCamera& camera);
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void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0);
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void unbindDeferredShader(LLGLSLShader& shader);
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void renderDeferredLighting();
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void generateWaterReflection(LLCamera& camera);
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void generateSunShadow(LLCamera& camera);
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void renderHighlights();
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void renderDebug();
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void renderForSelect(std::set<LLViewerObject*>& objects, BOOL render_transparent, const LLRect& screen_rect);
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void rebuildPools(); // Rebuild pools
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void findReferences(LLDrawable *drawablep); // Find the lists which have references to this object
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BOOL verify(); // Verify that all data in the pipeline is "correct"
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S32 getLightCount() const { return mLights.size(); }
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void calcNearbyLights(LLCamera& camera);
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void setupHWLights(LLDrawPool* pool);
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void setupAvatarLights(BOOL for_edit = FALSE);
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void enableLights(U32 mask);
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void enableLightsStatic();
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void enableLightsDynamic();
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void enableLightsAvatar();
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void enableLightsAvatarEdit(const LLColor4& color);
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void enableLightsFullbright(const LLColor4& color);
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void disableLights();
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void shiftObjects(const LLVector3 &offset);
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void setLight(LLDrawable *drawablep, BOOL is_light);
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BOOL hasRenderBatches(const U32 type) const;
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LLCullResult::drawinfo_list_t::iterator beginRenderMap(U32 type);
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LLCullResult::drawinfo_list_t::iterator endRenderMap(U32 type);
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LLCullResult::sg_list_t::iterator beginAlphaGroups();
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LLCullResult::sg_list_t::iterator endAlphaGroups();
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void addTrianglesDrawn(S32 count);
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BOOL hasRenderDebugFeatureMask(const U32 mask) const { return (mRenderDebugFeatureMask & mask) ? TRUE : FALSE; }
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BOOL hasRenderDebugMask(const U32 mask) const { return (mRenderDebugMask & mask) ? TRUE : FALSE; }
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BOOL hasRenderType(const U32 type) const;
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BOOL hasAnyRenderType(const U32 type, ...) const;
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void setRenderTypeMask(U32 type, ...);
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void orRenderTypeMask(U32 type, ...);
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void andRenderTypeMask(U32 type, ...);
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void clearRenderTypeMask(U32 type, ...);
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void pushRenderTypeMask();
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void popRenderTypeMask();
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static void toggleRenderType(U32 type);
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// For UI control of render features
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static BOOL hasRenderTypeControl(void* data);
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static void toggleRenderDebug(void* data);
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static void toggleRenderDebugFeature(void* data);
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static void toggleRenderTypeControl(void* data);
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static BOOL toggleRenderTypeControlNegated(void* data);
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static BOOL hasRenderPairedTypeControl(void* data);
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static void toggleRenderPairedTypeControl(void* data);
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static BOOL toggleRenderDebugControl(void* data);
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static BOOL toggleRenderDebugFeatureControl(void* data);
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static void setRenderParticleBeacons(BOOL val);
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static void toggleRenderParticleBeacons(void* data);
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static BOOL getRenderParticleBeacons(void* data);
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static void setRenderSoundBeacons(BOOL val);
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static void toggleRenderSoundBeacons(void* data);
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static BOOL getRenderSoundBeacons(void* data);
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static void setRenderPhysicalBeacons(BOOL val);
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static void toggleRenderPhysicalBeacons(void* data);
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static BOOL getRenderPhysicalBeacons(void* data);
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static void setRenderScriptedBeacons(BOOL val);
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static void toggleRenderScriptedBeacons(void* data);
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static BOOL getRenderScriptedBeacons(void* data);
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static void setRenderScriptedTouchBeacons(BOOL val);
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static void toggleRenderScriptedTouchBeacons(void* data);
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static BOOL getRenderScriptedTouchBeacons(void* data);
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static void setRenderBeacons(BOOL val);
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static void toggleRenderBeacons(void* data);
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static BOOL getRenderBeacons(void* data);
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static void setRenderHighlights(BOOL val);
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static void toggleRenderHighlights(void* data);
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static BOOL getRenderHighlights(void* data);
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static void updateRenderDeferred();
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private:
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void unloadShaders();
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void addToQuickLookup( LLDrawPool* new_poolp );
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void removeFromQuickLookup( LLDrawPool* poolp );
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BOOL updateDrawableGeom(LLDrawable* drawable, BOOL priority);
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void assertInitializedDoError();
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bool assertInitialized() { const bool is_init = isInit(); if (!is_init) assertInitializedDoError(); return is_init; };
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public:
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enum {GPU_CLASS_MAX = 3 };
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enum LLRenderTypeMask
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{
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// Following are pool types (some are also object types)
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RENDER_TYPE_SKY = LLDrawPool::POOL_SKY,
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RENDER_TYPE_WL_SKY = LLDrawPool::POOL_WL_SKY,
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RENDER_TYPE_GROUND = LLDrawPool::POOL_GROUND,
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RENDER_TYPE_TERRAIN = LLDrawPool::POOL_TERRAIN,
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RENDER_TYPE_SIMPLE = LLDrawPool::POOL_SIMPLE,
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RENDER_TYPE_GRASS = LLDrawPool::POOL_GRASS,
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RENDER_TYPE_FULLBRIGHT = LLDrawPool::POOL_FULLBRIGHT,
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RENDER_TYPE_BUMP = LLDrawPool::POOL_BUMP,
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RENDER_TYPE_AVATAR = LLDrawPool::POOL_AVATAR,
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RENDER_TYPE_TREE = LLDrawPool::POOL_TREE,
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RENDER_TYPE_INVISIBLE = LLDrawPool::POOL_INVISIBLE,
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RENDER_TYPE_VOIDWATER = LLDrawPool::POOL_VOIDWATER,
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RENDER_TYPE_WATER = LLDrawPool::POOL_WATER,
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RENDER_TYPE_ALPHA = LLDrawPool::POOL_ALPHA,
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RENDER_TYPE_GLOW = LLDrawPool::POOL_GLOW,
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RENDER_TYPE_PASS_SIMPLE = LLRenderPass::PASS_SIMPLE,
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RENDER_TYPE_PASS_GRASS = LLRenderPass::PASS_GRASS,
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RENDER_TYPE_PASS_FULLBRIGHT = LLRenderPass::PASS_FULLBRIGHT,
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RENDER_TYPE_PASS_INVISIBLE = LLRenderPass::PASS_INVISIBLE,
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RENDER_TYPE_PASS_INVISI_SHINY = LLRenderPass::PASS_INVISI_SHINY,
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RENDER_TYPE_PASS_FULLBRIGHT_SHINY = LLRenderPass::PASS_FULLBRIGHT_SHINY,
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RENDER_TYPE_PASS_SHINY = LLRenderPass::PASS_SHINY,
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RENDER_TYPE_PASS_BUMP = LLRenderPass::PASS_BUMP,
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RENDER_TYPE_PASS_GLOW = LLRenderPass::PASS_GLOW,
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RENDER_TYPE_PASS_ALPHA = LLRenderPass::PASS_ALPHA,
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RENDER_TYPE_PASS_ALPHA_MASK = LLRenderPass::PASS_ALPHA_MASK,
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RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK = LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK,
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RENDER_TYPE_PASS_ALPHA_SHADOW = LLRenderPass::PASS_ALPHA_SHADOW,
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// Following are object types (only used in drawable mRenderType)
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RENDER_TYPE_HUD = LLRenderPass::NUM_RENDER_TYPES,
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RENDER_TYPE_VOLUME,
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RENDER_TYPE_PARTICLES,
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RENDER_TYPE_WL_CLOUDS,
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RENDER_TYPE_CLASSIC_CLOUDS,
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RENDER_TYPE_HUD_PARTICLES,
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NUM_RENDER_TYPES,
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END_RENDER_TYPES = NUM_RENDER_TYPES
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};
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enum LLRenderDebugFeatureMask
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{
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RENDER_DEBUG_FEATURE_UI = 0x0001,
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RENDER_DEBUG_FEATURE_SELECTED = 0x0002,
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RENDER_DEBUG_FEATURE_HIGHLIGHTED = 0x0004,
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RENDER_DEBUG_FEATURE_DYNAMIC_TEXTURES = 0x0008,
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// RENDER_DEBUG_FEATURE_HW_LIGHTING = 0x0010,
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RENDER_DEBUG_FEATURE_FLEXIBLE = 0x0010,
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RENDER_DEBUG_FEATURE_FOG = 0x0020,
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RENDER_DEBUG_FEATURE_FR_INFO = 0x0080,
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RENDER_DEBUG_FEATURE_FOOT_SHADOWS = 0x0100,
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};
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enum LLRenderDebugMask
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{
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RENDER_DEBUG_COMPOSITION = 0x0000001,
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RENDER_DEBUG_VERIFY = 0x0000002,
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RENDER_DEBUG_BBOXES = 0x0000004,
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RENDER_DEBUG_OCTREE = 0x0000008,
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RENDER_DEBUG_PICKING = 0x0000010,
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RENDER_DEBUG_OCCLUSION = 0x0000020,
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RENDER_DEBUG_POINTS = 0x0000040,
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RENDER_DEBUG_TEXTURE_PRIORITY = 0x0000080,
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RENDER_DEBUG_TEXTURE_AREA = 0x0000100,
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RENDER_DEBUG_FACE_AREA = 0x0000200,
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RENDER_DEBUG_PARTICLES = 0x0000400,
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RENDER_DEBUG_GLOW = 0x0000800,
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RENDER_DEBUG_TEXTURE_ANIM = 0x0001000,
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RENDER_DEBUG_LIGHTS = 0x0002000,
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RENDER_DEBUG_BATCH_SIZE = 0x0004000,
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RENDER_DEBUG_ALPHA_BINS = 0x0008000,
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RENDER_DEBUG_RAYCAST = 0x0010000,
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RENDER_DEBUG_SHAME = 0x0020000,
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RENDER_DEBUG_SHADOW_FRUSTA = 0x0040000,
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RENDER_DEBUG_SCULPTED = 0x0080000,
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RENDER_DEBUG_AVATAR_VOLUME = 0x0100000,
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RENDER_DEBUG_AGENT_TARGET = 0x0200000,
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};
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public:
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LLSpatialPartition* getSpatialPartition(LLViewerObject* vobj);
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void updateCamera(BOOL reset = FALSE);
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LLVector3 mFlyCamPosition;
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LLQuaternion mFlyCamRotation;
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BOOL mBackfaceCull;
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S32 mBatchCount;
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S32 mMatrixOpCount;
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S32 mTextureMatrixOps;
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S32 mMaxBatchSize;
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S32 mMinBatchSize;
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S32 mMeanBatchSize;
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S32 mTrianglesDrawn;
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S32 mNumVisibleNodes;
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LLStat mTrianglesDrawnStat;
|
|
S32 mVerticesRelit;
|
|
|
|
S32 mLightingChanges;
|
|
S32 mGeometryChanges;
|
|
|
|
S32 mNumVisibleFaces;
|
|
|
|
static S32 sCompiles;
|
|
|
|
static BOOL sShowHUDAttachments;
|
|
static BOOL sForceOldBakedUpload; // If true will not use capabilities to upload baked textures.
|
|
static S32 sUseOcclusion; // 0 = no occlusion, 1 = read only, 2 = read/write
|
|
static BOOL sDelayVBUpdate;
|
|
static BOOL sFastAlpha;
|
|
static BOOL sDisableShaders; // if TRUE, rendering will be done without shaders
|
|
static BOOL sRenderBump;
|
|
static BOOL sUseFBO;
|
|
static BOOL sUseFarClip;
|
|
static BOOL sShadowRender;
|
|
static BOOL sSkipUpdate; //skip lod updates
|
|
static BOOL sWaterReflections;
|
|
static BOOL sDynamicLOD;
|
|
static BOOL sPickAvatar;
|
|
static BOOL sReflectionRender;
|
|
static BOOL sImpostorRender;
|
|
static BOOL sUnderWaterRender;
|
|
static BOOL sRenderGlow;
|
|
static BOOL sTextureBindTest;
|
|
static BOOL sRenderFrameTest;
|
|
static BOOL sRenderAttachedLights;
|
|
static BOOL sRenderAttachedParticles;
|
|
static BOOL sRenderDeferred;
|
|
static BOOL sAllowRebuildPriorityGroup;
|
|
static S32 sVisibleLightCount;
|
|
static F32 sMinRenderSize;
|
|
|
|
//screen texture
|
|
LLRenderTarget mScreen;
|
|
LLRenderTarget mDeferredScreen;
|
|
LLRenderTarget mDeferredLight[2];
|
|
LLMultisampleBuffer mSampleBuffer;
|
|
|
|
//sun shadow map
|
|
LLRenderTarget mSunShadow[4];
|
|
LLCamera mShadowCamera[8];
|
|
LLVector3 mShadowExtents[4][2];
|
|
glh::matrix4f mSunShadowMatrix[4];
|
|
LLVector4 mSunClipPlanes;
|
|
|
|
LLVector2 mScreenScale;
|
|
|
|
//water reflection texture
|
|
LLRenderTarget mWaterRef;
|
|
|
|
//water distortion texture (refraction)
|
|
LLRenderTarget mWaterDis;
|
|
|
|
//texture for making the glow
|
|
LLRenderTarget mGlow[3];
|
|
|
|
//noise map
|
|
U32 mNoiseMap;
|
|
|
|
LLColor4 mSunDiffuse;
|
|
LLVector3 mSunDir;
|
|
|
|
BOOL mInitialized;
|
|
BOOL mVertexShadersEnabled;
|
|
S32 mVertexShadersLoaded; // 0 = no, 1 = yes, -1 = failed
|
|
|
|
protected:
|
|
BOOL mRenderTypeEnabled[NUM_RENDER_TYPES];
|
|
std::stack<std::string> mRenderTypeEnableStack;
|
|
|
|
U32 mRenderDebugFeatureMask;
|
|
U32 mRenderDebugMask;
|
|
|
|
U32 mOldRenderDebugMask;
|
|
|
|
/////////////////////////////////////////////
|
|
//
|
|
//
|
|
LLDrawable::drawable_vector_t mMovedList;
|
|
LLDrawable::drawable_vector_t mMovedBridge;
|
|
LLDrawable::drawable_vector_t mShiftList;
|
|
|
|
/////////////////////////////////////////////
|
|
//
|
|
//
|
|
struct Light
|
|
{
|
|
Light(LLDrawable* ptr, F32 d, F32 f = 0.0f)
|
|
: drawable(ptr),
|
|
dist(d),
|
|
fade(f)
|
|
{}
|
|
LLPointer<LLDrawable> drawable;
|
|
F32 dist;
|
|
F32 fade;
|
|
struct compare
|
|
{
|
|
bool operator()(const Light& a, const Light& b) const
|
|
{
|
|
if ( a.dist < b.dist )
|
|
return true;
|
|
else if ( a.dist > b.dist )
|
|
return false;
|
|
else
|
|
return a.drawable < b.drawable;
|
|
}
|
|
};
|
|
};
|
|
typedef std::set< Light, Light::compare > light_set_t;
|
|
|
|
LLDrawable::drawable_set_t mLights;
|
|
light_set_t mNearbyLights; // lights near camera
|
|
LLColor4 mHWLightColors[8];
|
|
|
|
/////////////////////////////////////////////
|
|
//
|
|
// Different queues of drawables being processed.
|
|
//
|
|
LLDrawable::drawable_list_t mBuildQ1; // priority
|
|
LLDrawable::drawable_list_t mBuildQ2; // non-priority
|
|
LLSpatialGroup::sg_vector_t mGroupQ1; //priority
|
|
LLSpatialGroup::sg_vector_t mGroupQ2; // non-priority
|
|
LLViewerObject::vobj_list_t mCreateQ;
|
|
|
|
LLDrawable::drawable_set_t mRetexturedList;
|
|
|
|
//////////////////////////////////////////////////
|
|
//
|
|
// Draw pools are responsible for storing all rendered data,
|
|
// and performing the actual rendering of objects.
|
|
//
|
|
struct compare_pools
|
|
{
|
|
bool operator()(const LLDrawPool* a, const LLDrawPool* b) const
|
|
{
|
|
if (!a)
|
|
return true;
|
|
else if (!b)
|
|
return false;
|
|
else
|
|
{
|
|
S32 atype = a->getType();
|
|
S32 btype = b->getType();
|
|
if (atype < btype)
|
|
return true;
|
|
else if (atype > btype)
|
|
return false;
|
|
else
|
|
return a->getId() < b->getId();
|
|
}
|
|
}
|
|
};
|
|
typedef std::set<LLDrawPool*, compare_pools > pool_set_t;
|
|
pool_set_t mPools;
|
|
LLDrawPool* mLastRebuildPool;
|
|
|
|
// For quick-lookups into mPools (mapped by texture pointer)
|
|
std::map<uintptr_t, LLDrawPool*> mTerrainPools;
|
|
std::map<uintptr_t, LLDrawPool*> mTreePools;
|
|
LLDrawPool* mAlphaPool;
|
|
LLDrawPool* mSkyPool;
|
|
LLDrawPool* mTerrainPool;
|
|
LLDrawPool* mWaterPool;
|
|
LLDrawPool* mGroundPool;
|
|
LLRenderPass* mSimplePool;
|
|
LLRenderPass* mGrassPool;
|
|
LLRenderPass* mFullbrightPool;
|
|
LLDrawPool* mInvisiblePool;
|
|
LLDrawPool* mGlowPool;
|
|
LLDrawPool* mBumpPool;
|
|
LLDrawPool* mWLSkyPool;
|
|
// Note: no need to keep an quick-lookup to avatar pools, since there's only one per avatar
|
|
|
|
public:
|
|
std::vector<LLFace*> mHighlightFaces; // highlight faces on physical objects
|
|
protected:
|
|
std::vector<LLFace*> mSelectedFaces;
|
|
|
|
LLPointer<LLViewerTexture> mFaceSelectImagep;
|
|
LLPointer<LLViewerTexture> mBloomImagep;
|
|
LLPointer<LLViewerTexture> mBloomImage2p;
|
|
|
|
U32 mLightMask;
|
|
U32 mLightMovingMask;
|
|
S32 mLightingDetail;
|
|
|
|
static BOOL sRenderPhysicalBeacons;
|
|
static BOOL sRenderScriptedTouchBeacons;
|
|
static BOOL sRenderScriptedBeacons;
|
|
static BOOL sRenderParticleBeacons;
|
|
static BOOL sRenderSoundBeacons;
|
|
public:
|
|
static BOOL sRenderBeacons;
|
|
static BOOL sRenderHighlight;
|
|
};
|
|
|
|
void render_bbox(const LLVector3 &min, const LLVector3 &max);
|
|
|
|
extern LLPipeline gPipeline;
|
|
extern BOOL gRenderForSelect;
|
|
extern BOOL gDebugPipeline;
|
|
extern const LLMatrix4* gGLLastMatrix;
|
|
|
|
#endif
|