496 lines
15 KiB
C++
496 lines
15 KiB
C++
/**
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* @file llrender.h
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* @brief LLRender definition
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*
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* This class acts as a wrapper for OpenGL calls.
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* The goal of this class is to minimize the number of api calls due to legacy rendering
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* code, to define an interface for a multiple rendering API abstraction of the UI
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* rendering, and to abstract out direct rendering calls in a way that is cleaner and easier to maintain.
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*
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* $LicenseInfo:firstyear=2001&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_LLGLRENDER_H
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#define LL_LLGLRENDER_H
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//#include "linden_common.h"
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#include "v2math.h"
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#include "v3math.h"
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#include "v4coloru.h"
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#include "v4math.h"
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#include "llalignedarray.h"
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#include "llstrider.h"
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#include "llpointer.h"
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#include "llglheaders.h"
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#include "glh/glh_linear.h"
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#include "llrect.h"
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class LLVertexBuffer;
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class LLCubeMap;
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class LLImageGL;
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class LLRenderTarget;
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class LLTexture ;
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class LLMatrix4a;
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#define LL_MATRIX_STACK_DEPTH 32
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class LLTexUnit
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{
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friend class LLRender;
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public:
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static U32 sWhiteTexture;
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typedef enum
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{
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TT_TEXTURE = 0, // Standard 2D Texture
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TT_RECT_TEXTURE, // Non power of 2 texture
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TT_CUBE_MAP, // 6-sided cube map texture
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//TT_MULTISAMPLE_TEXTURE, // see GL_ARB_texture_multisample Do not use
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TT_NONE // No texture type is currently enabled
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} eTextureType;
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typedef enum
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{
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TAM_WRAP = 0, // Standard 2D Texture
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TAM_MIRROR, // Non power of 2 texture
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TAM_CLAMP // No texture type is currently enabled
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} eTextureAddressMode;
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typedef enum
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{ // Note: If mipmapping or anisotropic are not enabled or supported it should fall back gracefully
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TFO_POINT = 0, // Equal to: min=point, mag=point, mip=none.
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TFO_BILINEAR, // Equal to: min=linear, mag=linear, mip=point.
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TFO_TRILINEAR, // Equal to: min=linear, mag=linear, mip=linear.
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TFO_ANISOTROPIC // Equal to: min=anisotropic, max=anisotropic, mip=linear.
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} eTextureFilterOptions;
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typedef enum
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{
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TB_REPLACE = 0,
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TB_ADD,
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TB_MULT,
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TB_MULT_X2,
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TB_ALPHA_BLEND,
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TB_COMBINE // Doesn't need to be set directly, setTexture___Blend() set TB_COMBINE automatically
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} eTextureBlendType;
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typedef enum
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{
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TBO_REPLACE = 0, // Use Source 1
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TBO_MULT, // Multiply: ( Source1 * Source2 )
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TBO_MULT_X2, // Multiply then scale by 2: ( 2.0 * ( Source1 * Source2 ) )
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TBO_MULT_X4, // Multiply then scale by 4: ( 4.0 * ( Source1 * Source2 ) )
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TBO_ADD, // Add: ( Source1 + Source2 )
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TBO_ADD_SIGNED, // Add then subtract 0.5: ( ( Source1 + Source2 ) - 0.5 )
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TBO_SUBTRACT, // Subtract Source2 from Source1: ( Source1 - Source2 )
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TBO_LERP_VERT_ALPHA, // Interpolate based on Vertex Alpha (VA): ( Source1 * VA + Source2 * (1-VA) )
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TBO_LERP_TEX_ALPHA, // Interpolate based on Texture Alpha (TA): ( Source1 * TA + Source2 * (1-TA) )
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TBO_LERP_PREV_ALPHA, // Interpolate based on Previous Alpha (PA): ( Source1 * PA + Source2 * (1-PA) )
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TBO_LERP_CONST_ALPHA, // Interpolate based on Const Alpha (CA): ( Source1 * CA + Source2 * (1-CA) )
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TBO_LERP_VERT_COLOR // Interpolate based on Vertex Col (VC): ( Source1 * VC + Source2 * (1-VC) )
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// *Note* TBO_LERP_VERTEX_COLOR only works with setTextureColorBlend(),
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// and falls back to TBO_LERP_VERTEX_ALPHA for setTextureAlphaBlend().
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} eTextureBlendOp;
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typedef enum
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{
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TBS_PREV_COLOR = 0, // Color from the previous texture stage
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TBS_PREV_ALPHA,
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TBS_ONE_MINUS_PREV_COLOR,
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TBS_ONE_MINUS_PREV_ALPHA,
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TBS_TEX_COLOR, // Color from the texture bound to this stage
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TBS_TEX_ALPHA,
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TBS_ONE_MINUS_TEX_COLOR,
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TBS_ONE_MINUS_TEX_ALPHA,
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TBS_VERT_COLOR, // The vertex color currently set
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TBS_VERT_ALPHA,
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TBS_ONE_MINUS_VERT_COLOR,
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TBS_ONE_MINUS_VERT_ALPHA,
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TBS_CONST_COLOR, // The constant color value currently set
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TBS_CONST_ALPHA,
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TBS_ONE_MINUS_CONST_COLOR,
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TBS_ONE_MINUS_CONST_ALPHA
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} eTextureBlendSrc;
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LLTexUnit(S32 index);
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// Refreshes renderer state of the texture unit to the cached values
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// Needed when the render context has changed and invalidated the current state
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void refreshState(void);
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// returns the index of this texture unit
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S32 getIndex(void) const { return mIndex; }
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// Sets this tex unit to be the currently active one
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void activate(void);
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// Enables this texture unit for the given texture type
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// (automatically disables any previously enabled texture type)
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void enable(eTextureType type);
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// Disables the current texture unit
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void disable(void);
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// Binds the LLImageGL to this texture unit
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// (automatically enables the unit for the LLImageGL's texture type)
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bool bind(LLImageGL* texture, bool for_rendering = false, bool forceBind = false);
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bool bind(LLTexture* texture, bool for_rendering = false, bool forceBind = false);
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// Binds a cubemap to this texture unit
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// (automatically enables the texture unit for cubemaps)
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bool bind(LLCubeMap* cubeMap);
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// Binds a render target to this texture unit
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// (automatically enables the texture unit for the RT's texture type)
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bool bind(LLRenderTarget * renderTarget, bool bindDepth = false);
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// Manually binds a texture to the texture unit
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// (automatically enables the tex unit for the given texture type)
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bool bindManual(eTextureType type, U32 texture, bool hasMips = false);
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// Unbinds the currently bound texture of the given type
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// (only if there's a texture of the given type currently bound)
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void unbind(eTextureType type);
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// Sets the addressing mode used to sample the texture
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// Warning: this stays set for the bound texture forever,
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// make sure you want to permanently change the address mode for the bound texture.
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void setTextureAddressMode(eTextureAddressMode mode);
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// Sets the filtering options used to sample the texture
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// Warning: this stays set for the bound texture forever,
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// make sure you want to permanently change the filtering for the bound texture.
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void setTextureFilteringOption(LLTexUnit::eTextureFilterOptions option);
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void setTextureBlendType(eTextureBlendType type);
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inline void setTextureColorBlend(eTextureBlendOp op, eTextureBlendSrc src1, eTextureBlendSrc src2 = TBS_PREV_COLOR)
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{ setTextureCombiner(op, src1, src2, false); }
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// NOTE: If *_COLOR enums are passed to src1 or src2, the corresponding *_ALPHA enum will be used instead.
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inline void setTextureAlphaBlend(eTextureBlendOp op, eTextureBlendSrc src1, eTextureBlendSrc src2 = TBS_PREV_ALPHA)
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{ setTextureCombiner(op, src1, src2, true); }
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static U32 getInternalType(eTextureType type);
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U32 getCurrTexture(void) { return mCurrTexture; }
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eTextureType getCurrType(void) { return mCurrTexType; }
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void setHasMipMaps(bool hasMips) { mHasMipMaps = hasMips; }
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protected:
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S32 mIndex;
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U32 mCurrTexture;
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eTextureType mCurrTexType;
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eTextureBlendType mCurrBlendType;
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eTextureBlendOp mCurrColorOp;
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eTextureBlendSrc mCurrColorSrc1;
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eTextureBlendSrc mCurrColorSrc2;
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eTextureBlendOp mCurrAlphaOp;
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eTextureBlendSrc mCurrAlphaSrc1;
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eTextureBlendSrc mCurrAlphaSrc2;
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S32 mCurrColorScale;
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S32 mCurrAlphaScale;
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bool mHasMipMaps;
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void debugTextureUnit(void);
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void setColorScale(S32 scale);
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void setAlphaScale(S32 scale);
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GLint getTextureSource(eTextureBlendSrc src);
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GLint getTextureSourceType(eTextureBlendSrc src, bool isAlpha = false);
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void setTextureCombiner(eTextureBlendOp op, eTextureBlendSrc src1, eTextureBlendSrc src2, bool isAlpha = false);
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};
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class LLLightState
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{
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public:
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LLLightState(S32 index);
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void enable();
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void disable();
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void setDiffuse(const LLColor4& diffuse);
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void setAmbient(const LLColor4& ambient);
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void setSpecular(const LLColor4& specular);
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void setPosition(const LLVector4& position);
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void setConstantAttenuation(const F32& atten);
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void setLinearAttenuation(const F32& atten);
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void setQuadraticAttenuation(const F32& atten);
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void setSpotExponent(const F32& exponent);
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void setSpotCutoff(const F32& cutoff);
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void setSpotDirection(const LLVector3& direction);
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protected:
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friend class LLRender;
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S32 mIndex;
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bool mEnabled;
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LLColor4 mDiffuse;
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LLColor4 mAmbient;
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LLColor4 mSpecular;
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LLVector4 mPosition;
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LLVector3 mSpotDirection;
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F32 mConstantAtten;
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F32 mLinearAtten;
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F32 mQuadraticAtten;
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F32 mSpotExponent;
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F32 mSpotCutoff;
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};
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class LLRender
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{
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friend class LLTexUnit;
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public:
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enum eTexIndex
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{
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DIFFUSE_MAP = 0,
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NORMAL_MAP,
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SPECULAR_MAP,
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NUM_TEXTURE_CHANNELS,
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};
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typedef enum {
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TRIANGLES = 0,
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TRIANGLE_STRIP,
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TRIANGLE_FAN,
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POINTS,
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LINES,
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LINE_STRIP,
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QUADS,
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LINE_LOOP,
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NUM_MODES
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} eGeomModes;
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typedef enum
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{
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CF_NEVER = 0,
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CF_ALWAYS,
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CF_LESS,
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CF_LESS_EQUAL,
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CF_EQUAL,
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CF_NOT_EQUAL,
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CF_GREATER_EQUAL,
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CF_GREATER,
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CF_DEFAULT
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} eCompareFunc;
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typedef enum
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{
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BT_ALPHA = 0,
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BT_ADD,
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BT_ADD_WITH_ALPHA, // Additive blend modulated by the fragment's alpha.
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BT_MULT,
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BT_MULT_ALPHA,
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BT_MULT_X2,
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BT_REPLACE
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} eBlendType;
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typedef enum
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{
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BF_ONE = 0,
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BF_ZERO,
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BF_DEST_COLOR,
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BF_SOURCE_COLOR,
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BF_ONE_MINUS_DEST_COLOR,
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BF_ONE_MINUS_SOURCE_COLOR,
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BF_DEST_ALPHA,
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BF_SOURCE_ALPHA,
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BF_ONE_MINUS_DEST_ALPHA,
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BF_ONE_MINUS_SOURCE_ALPHA,
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BF_UNDEF
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} eBlendFactor;
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typedef enum
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{
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MM_MODELVIEW = 0,
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MM_PROJECTION,
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MM_TEXTURE0,
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MM_TEXTURE1,
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MM_TEXTURE2,
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MM_TEXTURE3,
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NUM_MATRIX_MODES,
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MM_TEXTURE
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} eMatrixMode;
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LLRender();
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~LLRender();
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void init() ;
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void shutdown();
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// Refreshes renderer state to the cached values
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// Needed when the render context has changed and invalidated the current state
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void refreshState(void);
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void translatef(const GLfloat& x, const GLfloat& y, const GLfloat& z);
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void scalef(const GLfloat& x, const GLfloat& y, const GLfloat& z);
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void rotatef(const GLfloat& a, const GLfloat& x, const GLfloat& y, const GLfloat& z);
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void ortho(F32 left, F32 right, F32 bottom, F32 top, F32 zNear, F32 zFar);
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bool projectf(const LLVector3& object, const LLMatrix4a& modelview, const LLMatrix4a& projection, const LLRect& viewport, LLVector3& windowCoordinate);
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bool unprojectf(const LLVector3& windowCoordinate, const LLMatrix4a& modelview, const LLMatrix4a& projection, const LLRect& viewport, LLVector3& object);
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void pushMatrix();
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void popMatrix();
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void loadMatrix(const GLfloat* m);
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void loadIdentity();
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void multMatrix(const GLfloat* m);
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void matrixMode(U32 mode);
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U32 getMatrixMode();
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const glh::matrix4f& getModelviewMatrix();
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const glh::matrix4f& getProjectionMatrix();
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void syncMatrices();
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void syncLightState();
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void translateUI(F32 x, F32 y, F32 z);
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void scaleUI(F32 x, F32 y, F32 z);
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void pushUIMatrix();
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void popUIMatrix();
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void loadUIIdentity();
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LLVector3 getUITranslation();
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LLVector3 getUIScale();
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void flush();
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void begin(const GLuint& mode);
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void end();
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LL_FORCE_INLINE void vertex2i(const GLint& x, const GLint& y) { vertex4a(LLVector4a((GLfloat)x,(GLfloat)y,0.f)); }
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LL_FORCE_INLINE void vertex2f(const GLfloat& x, const GLfloat& y) { vertex4a(LLVector4a(x,y,0.f)); }
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LL_FORCE_INLINE void vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z) { vertex4a(LLVector4a(x,y,z)); }
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LL_FORCE_INLINE void vertex2fv(const GLfloat* v) { vertex4a(LLVector4a(v[0],v[1],0.f)); }
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LL_FORCE_INLINE void vertex3fv(const GLfloat* v) { vertex4a(LLVector4a(v[0],v[1],v[2])); }
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void vertex4a(const LLVector4a& v);
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void texCoord2i(const GLint& x, const GLint& y);
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void texCoord2f(const GLfloat& x, const GLfloat& y);
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void texCoord2fv(const GLfloat* tc);
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void color4ub(const GLubyte& r, const GLubyte& g, const GLubyte& b, const GLubyte& a);
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void color4f(const GLfloat& r, const GLfloat& g, const GLfloat& b, const GLfloat& a);
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void color4fv(const GLfloat* c);
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void color3f(const GLfloat& r, const GLfloat& g, const GLfloat& b);
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void color3fv(const GLfloat* c);
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void color4ubv(const GLubyte* c);
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void diffuseColor3f(F32 r, F32 g, F32 b);
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void diffuseColor3fv(const F32* c);
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void diffuseColor4f(F32 r, F32 g, F32 b, F32 a);
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void diffuseColor4fv(const F32* c);
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void diffuseColor4ubv(const U8* c);
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void diffuseColor4ub(U8 r, U8 g, U8 b, U8 a);
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void vertexBatchPreTransformed(LLVector4a* verts, S32 vert_count);
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void vertexBatchPreTransformed(LLVector4a* verts, LLVector2* uvs, S32 vert_count);
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void vertexBatchPreTransformed(LLVector4a* verts, LLVector2* uvs, LLColor4U*, S32 vert_count);
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void setColorMask(bool writeColor, bool writeAlpha);
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void setColorMask(bool writeColorR, bool writeColorG, bool writeColorB, bool writeAlpha);
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void setSceneBlendType(eBlendType type);
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void setAlphaRejectSettings(eCompareFunc func, F32 value = 0.01f);
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// applies blend func to both color and alpha
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void blendFunc(eBlendFactor sfactor, eBlendFactor dfactor);
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// applies separate blend functions to color and alpha
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void blendFunc(eBlendFactor color_sfactor, eBlendFactor color_dfactor,
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eBlendFactor alpha_sfactor, eBlendFactor alpha_dfactor);
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LLLightState* getLight(U32 index);
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void setAmbientLightColor(const LLColor4& color);
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LLTexUnit* getTexUnit(U32 index);
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U32 getCurrentTexUnitIndex(void) const { return mCurrTextureUnitIndex; }
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bool verifyTexUnitActive(U32 unitToVerify);
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void debugTexUnits(void);
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void clearErrors();
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struct Vertex
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{
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GLfloat v[3];
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GLubyte c[4];
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GLfloat uv[2];
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};
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public:
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static U32 sUICalls;
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static U32 sUIVerts;
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static bool sGLCoreProfile;
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private:
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friend class LLLightState;
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U32 mMatrixMode;
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U32 mMatIdx[NUM_MATRIX_MODES];
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U32 mMatHash[NUM_MATRIX_MODES];
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glh::matrix4f mMatrix[NUM_MATRIX_MODES][LL_MATRIX_STACK_DEPTH];
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U32 mCurMatHash[NUM_MATRIX_MODES];
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U32 mLightHash;
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LLColor4 mAmbientLightColor;
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bool mDirty;
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U32 mQuadCycle;
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U32 mCount;
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U32 mMode;
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U32 mCurrTextureUnitIndex;
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bool mCurrColorMask[4];
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eCompareFunc mCurrAlphaFunc;
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F32 mCurrAlphaFuncVal;
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LLPointer<LLVertexBuffer> mBuffer;
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LLStrider<LLVector4a> mVerticesp;
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LLStrider<LLVector2> mTexcoordsp;
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LLStrider<LLColor4U> mColorsp;
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std::vector<LLTexUnit*> mTexUnits;
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LLTexUnit* mDummyTexUnit;
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std::vector<LLLightState*> mLightState;
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eBlendFactor mCurrBlendColorSFactor;
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eBlendFactor mCurrBlendColorDFactor;
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eBlendFactor mCurrBlendAlphaSFactor;
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eBlendFactor mCurrBlendAlphaDFactor;
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F32 mMaxAnisotropy;
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LLAlignedArray<LLVector4a, 64> mUIOffset;
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LLAlignedArray<LLVector4a, 64> mUIScale;
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};
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extern LLMatrix4a gGLModelView;
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extern LLMatrix4a gGLLastModelView;
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extern LLMatrix4a gGLLastProjection;
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extern LLMatrix4a gGLPreviousModelView;
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extern LLMatrix4a gGLProjection;
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extern S32 gGLViewport[4];
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extern LLRender gGL;
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#endif
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