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
522 lines
10 KiB
C++
522 lines
10 KiB
C++
/**
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* @file lldrawpool.cpp
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* @brief LLDrawPool class implementation
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*
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* $LicenseInfo:firstyear=2002&license=viewergpl$
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*
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* Copyright (c) 2002-2009, 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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#include "llviewerprecompiledheaders.h"
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#include "lldrawpool.h"
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#include "llrender.h"
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#include "llfasttimer.h"
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#include "llviewercontrol.h"
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#include "lldrawable.h"
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#include "lldrawpoolalpha.h"
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#include "lldrawpoolavatar.h"
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#include "lldrawpoolbump.h"
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#include "lldrawpoolclouds.h"
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#include "lldrawpoolground.h"
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#include "lldrawpoolsimple.h"
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#include "lldrawpoolsky.h"
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#include "lldrawpooltree.h"
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#include "lldrawpoolterrain.h"
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#include "lldrawpoolwater.h"
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#include "llface.h"
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#include "llviewerobjectlist.h" // For debug listing.
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#include "pipeline.h"
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#include "llspatialpartition.h"
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#include "llviewercamera.h"
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#include "lldrawpoolwlsky.h"
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S32 LLDrawPool::sNumDrawPools = 0;
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//=============================
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// Draw Pool Implementation
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//=============================
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LLDrawPool *LLDrawPool::createPool(const U32 type, LLViewerTexture *tex0)
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{
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LLDrawPool *poolp = NULL;
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switch (type)
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{
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case POOL_SIMPLE:
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poolp = new LLDrawPoolSimple();
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break;
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case POOL_GRASS:
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poolp = new LLDrawPoolGrass();
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break;
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case POOL_FULLBRIGHT:
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poolp = new LLDrawPoolFullbright();
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break;
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case POOL_INVISIBLE:
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poolp = new LLDrawPoolInvisible();
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break;
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case POOL_GLOW:
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poolp = new LLDrawPoolGlow();
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break;
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case POOL_ALPHA:
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poolp = new LLDrawPoolAlpha();
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break;
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case POOL_AVATAR:
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poolp = new LLDrawPoolAvatar();
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break;
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case POOL_TREE:
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poolp = new LLDrawPoolTree(tex0);
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break;
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case POOL_TERRAIN:
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poolp = new LLDrawPoolTerrain(tex0);
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break;
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case POOL_SKY:
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poolp = new LLDrawPoolSky();
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break;
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case POOL_VOIDWATER:
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case POOL_WATER:
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poolp = new LLDrawPoolWater();
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break;
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case POOL_GROUND:
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poolp = new LLDrawPoolGround();
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break;
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case POOL_BUMP:
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poolp = new LLDrawPoolBump();
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break;
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case POOL_WL_SKY:
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poolp = new LLDrawPoolWLSky();
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break;
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default:
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llerrs << "Unknown draw pool type!" << llendl;
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return NULL;
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}
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llassert(poolp->mType == type);
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return poolp;
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}
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LLDrawPool::LLDrawPool(const U32 type)
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{
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mType = type;
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sNumDrawPools++;
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mId = sNumDrawPools;
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mVertexShaderLevel = 0;
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}
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LLDrawPool::~LLDrawPool()
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{
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}
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LLViewerTexture *LLDrawPool::getDebugTexture()
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{
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return NULL;
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}
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//virtual
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void LLDrawPool::beginRenderPass( S32 pass )
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{
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}
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//virtual
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S32 LLDrawPool::getNumPasses()
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{
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return 1;
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}
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//virtual
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void LLDrawPool::beginDeferredPass(S32 pass)
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{
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}
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//virtual
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void LLDrawPool::endDeferredPass(S32 pass)
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{
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}
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//virtual
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S32 LLDrawPool::getNumDeferredPasses()
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{
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return 0;
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}
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//virtual
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void LLDrawPool::renderDeferred(S32 pass)
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{
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}
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//virtual
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void LLDrawPool::beginPostDeferredPass(S32 pass)
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{
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}
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//virtual
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void LLDrawPool::endPostDeferredPass(S32 pass)
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{
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}
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//virtual
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S32 LLDrawPool::getNumPostDeferredPasses()
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{
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return 0;
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}
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//virtual
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void LLDrawPool::renderPostDeferred(S32 pass)
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{
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}
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//virtual
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void LLDrawPool::endRenderPass( S32 pass )
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{
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}
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//virtual
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void LLDrawPool::beginShadowPass(S32 pass)
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{
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}
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//virtual
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void LLDrawPool::endShadowPass(S32 pass)
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{
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}
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//virtual
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S32 LLDrawPool::getNumShadowPasses()
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{
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return 0;
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}
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//virtual
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void LLDrawPool::renderShadow(S32 pass)
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{
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}
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//=============================
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// Face Pool Implementation
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//=============================
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LLFacePool::LLFacePool(const U32 type)
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: LLDrawPool(type)
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{
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resetDrawOrders();
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}
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LLFacePool::~LLFacePool()
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{
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destroy();
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}
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void LLFacePool::destroy()
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{
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if (!mReferences.empty())
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{
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llinfos << mReferences.size() << " references left on deletion of draw pool!" << llendl;
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}
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}
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void LLFacePool::dirtyTextures(const std::set<LLViewerFetchedTexture*>& textures)
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{
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}
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BOOL LLFacePool::moveFace(LLFace *face, LLDrawPool *poolp, BOOL copy_data)
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{
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return TRUE;
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}
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// static
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S32 LLFacePool::drawLoop(face_array_t& face_list)
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{
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S32 res = 0;
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if (!face_list.empty())
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{
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for (std::vector<LLFace*>::iterator iter = face_list.begin();
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iter != face_list.end(); iter++)
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{
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LLFace *facep = *iter;
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res += facep->renderIndexed();
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}
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}
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return res;
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}
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// static
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S32 LLFacePool::drawLoopSetTex(face_array_t& face_list, S32 stage)
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{
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S32 res = 0;
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if (!face_list.empty())
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{
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for (std::vector<LLFace*>::iterator iter = face_list.begin();
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iter != face_list.end(); iter++)
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{
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LLFace *facep = *iter;
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gGL.getTexUnit(stage)->bind(facep->getTexture(), TRUE);
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gGL.getTexUnit(0)->activate();
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res += facep->renderIndexed();
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}
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}
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return res;
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}
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void LLFacePool::drawLoop()
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{
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if (!mDrawFace.empty())
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{
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drawLoop(mDrawFace);
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}
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}
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void LLFacePool::renderFaceSelected(LLFace *facep,
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LLViewerTexture *image,
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const LLColor4 &color,
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const S32 index_offset, const S32 index_count)
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{
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}
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void LLFacePool::enqueue(LLFace* facep)
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{
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mDrawFace.push_back(facep);
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}
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// virtual
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BOOL LLFacePool::addFace(LLFace *facep)
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{
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addFaceReference(facep);
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return TRUE;
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}
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// virtual
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BOOL LLFacePool::removeFace(LLFace *facep)
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{
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removeFaceReference(facep);
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vector_replace_with_last(mDrawFace, facep);
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return TRUE;
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}
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// Not absolutely sure if we should be resetting all of the chained pools as well - djs
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void LLFacePool::resetDrawOrders()
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{
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mDrawFace.resize(0);
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}
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LLViewerTexture *LLFacePool::getTexture()
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{
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return NULL;
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}
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void LLFacePool::removeFaceReference(LLFace *facep)
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{
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if (facep->getReferenceIndex() != -1)
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{
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if (facep->getReferenceIndex() != (S32)mReferences.size())
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{
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LLFace *back = mReferences.back();
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mReferences[facep->getReferenceIndex()] = back;
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back->setReferenceIndex(facep->getReferenceIndex());
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}
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mReferences.pop_back();
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}
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facep->setReferenceIndex(-1);
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}
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void LLFacePool::addFaceReference(LLFace *facep)
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{
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if (-1 == facep->getReferenceIndex())
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{
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facep->setReferenceIndex(mReferences.size());
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mReferences.push_back(facep);
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}
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}
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BOOL LLFacePool::verify() const
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{
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BOOL ok = TRUE;
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for (std::vector<LLFace*>::const_iterator iter = mDrawFace.begin();
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iter != mDrawFace.end(); iter++)
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{
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const LLFace* facep = *iter;
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if (facep->getPool() != this)
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{
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llinfos << "Face in wrong pool!" << llendl;
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facep->printDebugInfo();
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ok = FALSE;
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}
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else if (!facep->verify())
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{
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ok = FALSE;
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}
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}
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return ok;
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}
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void LLFacePool::printDebugInfo() const
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{
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llinfos << "Pool " << this << " Type: " << getType() << llendl;
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}
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BOOL LLFacePool::LLOverrideFaceColor::sOverrideFaceColor = FALSE;
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void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4& color)
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{
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glColor4fv(color.mV);
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}
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void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4U& color)
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{
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glColor4ubv(color.mV);
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}
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void LLFacePool::LLOverrideFaceColor::setColor(F32 r, F32 g, F32 b, F32 a)
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{
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glColor4f(r,g,b,a);
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}
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//=============================
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// Render Pass Implementation
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//=============================
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LLRenderPass::LLRenderPass(const U32 type)
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: LLDrawPool(type)
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{
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}
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LLRenderPass::~LLRenderPass()
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{
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}
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LLDrawPool* LLRenderPass::instancePool()
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{
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#if LL_RELEASE_FOR_DOWNLOAD
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llwarns << "Attempting to instance a render pass. Invalid operation." << llendl;
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#else
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llerrs << "Attempting to instance a render pass. Invalid operation." << llendl;
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#endif
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return NULL;
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}
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void LLRenderPass::renderGroup(LLSpatialGroup* group, U32 type, U32 mask, BOOL texture)
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{
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LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[type];
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for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)
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{
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LLDrawInfo *pparams = *k;
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if (pparams) {
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pushBatch(*pparams, mask, texture);
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}
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}
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}
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void LLRenderPass::renderTexture(U32 type, U32 mask)
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{
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pushBatches(type, mask, TRUE);
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}
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void LLRenderPass::pushBatches(U32 type, U32 mask, BOOL texture)
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{
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for (LLCullResult::drawinfo_list_t::iterator i = gPipeline.beginRenderMap(type); i != gPipeline.endRenderMap(type); ++i)
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{
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LLDrawInfo* pparams = *i;
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if (pparams)
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{
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pushBatch(*pparams, mask, texture);
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}
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}
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}
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void LLRenderPass::applyModelMatrix(LLDrawInfo& params)
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{
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if (params.mModelMatrix != gGLLastMatrix)
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{
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gGLLastMatrix = params.mModelMatrix;
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glLoadMatrixd(gGLModelView);
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if (params.mModelMatrix)
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{
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glMultMatrixf((GLfloat*) params.mModelMatrix->mMatrix);
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}
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gPipeline.mMatrixOpCount++;
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}
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}
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void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture)
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{
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applyModelMatrix(params);
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if (texture)
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{
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if (params.mTexture.notNull())
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{
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params.mTexture->addTextureStats(params.mVSize);
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gGL.getTexUnit(0)->bind(params.mTexture, TRUE) ;
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if (params.mTextureMatrix)
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{
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glMatrixMode(GL_TEXTURE);
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glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
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gPipeline.mTextureMatrixOps++;
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}
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}
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else
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{
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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}
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}
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if (params.mVertexBuffer.notNull())
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{
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if (params.mGroup)
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{
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params.mGroup->rebuildMesh();
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}
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params.mVertexBuffer->setBuffer(mask);
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params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
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gPipeline.addTrianglesDrawn(params.mCount/3);
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}
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if (params.mTextureMatrix && texture && params.mTexture.notNull())
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{
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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}
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}
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void LLRenderPass::renderGroups(U32 type, U32 mask, BOOL texture)
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{
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gPipeline.renderGroups(this, type, mask, texture);
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}
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