Files
SingularityViewer/indra/newview/lldrawpool.cpp
Shyotl e756140e1d Innitial commit of experimental v2 texture system port work. Compiles and runs on windows, at least. Fixing bugs as they come.
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
2011-03-31 03:22:01 -05:00

522 lines
10 KiB
C++

/**
* @file lldrawpool.cpp
* @brief LLDrawPool class implementation
*
* $LicenseInfo:firstyear=2002&license=viewergpl$
*
* Copyright (c) 2002-2009, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at
* http://secondlifegrid.net/programs/open_source/licensing/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "lldrawpool.h"
#include "llrender.h"
#include "llfasttimer.h"
#include "llviewercontrol.h"
#include "lldrawable.h"
#include "lldrawpoolalpha.h"
#include "lldrawpoolavatar.h"
#include "lldrawpoolbump.h"
#include "lldrawpoolclouds.h"
#include "lldrawpoolground.h"
#include "lldrawpoolsimple.h"
#include "lldrawpoolsky.h"
#include "lldrawpooltree.h"
#include "lldrawpoolterrain.h"
#include "lldrawpoolwater.h"
#include "llface.h"
#include "llviewerobjectlist.h" // For debug listing.
#include "pipeline.h"
#include "llspatialpartition.h"
#include "llviewercamera.h"
#include "lldrawpoolwlsky.h"
S32 LLDrawPool::sNumDrawPools = 0;
//=============================
// Draw Pool Implementation
//=============================
LLDrawPool *LLDrawPool::createPool(const U32 type, LLViewerTexture *tex0)
{
LLDrawPool *poolp = NULL;
switch (type)
{
case POOL_SIMPLE:
poolp = new LLDrawPoolSimple();
break;
case POOL_GRASS:
poolp = new LLDrawPoolGrass();
break;
case POOL_FULLBRIGHT:
poolp = new LLDrawPoolFullbright();
break;
case POOL_INVISIBLE:
poolp = new LLDrawPoolInvisible();
break;
case POOL_GLOW:
poolp = new LLDrawPoolGlow();
break;
case POOL_ALPHA:
poolp = new LLDrawPoolAlpha();
break;
case POOL_AVATAR:
poolp = new LLDrawPoolAvatar();
break;
case POOL_TREE:
poolp = new LLDrawPoolTree(tex0);
break;
case POOL_TERRAIN:
poolp = new LLDrawPoolTerrain(tex0);
break;
case POOL_SKY:
poolp = new LLDrawPoolSky();
break;
case POOL_VOIDWATER:
case POOL_WATER:
poolp = new LLDrawPoolWater();
break;
case POOL_GROUND:
poolp = new LLDrawPoolGround();
break;
case POOL_BUMP:
poolp = new LLDrawPoolBump();
break;
case POOL_WL_SKY:
poolp = new LLDrawPoolWLSky();
break;
default:
llerrs << "Unknown draw pool type!" << llendl;
return NULL;
}
llassert(poolp->mType == type);
return poolp;
}
LLDrawPool::LLDrawPool(const U32 type)
{
mType = type;
sNumDrawPools++;
mId = sNumDrawPools;
mVertexShaderLevel = 0;
}
LLDrawPool::~LLDrawPool()
{
}
LLViewerTexture *LLDrawPool::getDebugTexture()
{
return NULL;
}
//virtual
void LLDrawPool::beginRenderPass( S32 pass )
{
}
//virtual
S32 LLDrawPool::getNumPasses()
{
return 1;
}
//virtual
void LLDrawPool::beginDeferredPass(S32 pass)
{
}
//virtual
void LLDrawPool::endDeferredPass(S32 pass)
{
}
//virtual
S32 LLDrawPool::getNumDeferredPasses()
{
return 0;
}
//virtual
void LLDrawPool::renderDeferred(S32 pass)
{
}
//virtual
void LLDrawPool::beginPostDeferredPass(S32 pass)
{
}
//virtual
void LLDrawPool::endPostDeferredPass(S32 pass)
{
}
//virtual
S32 LLDrawPool::getNumPostDeferredPasses()
{
return 0;
}
//virtual
void LLDrawPool::renderPostDeferred(S32 pass)
{
}
//virtual
void LLDrawPool::endRenderPass( S32 pass )
{
}
//virtual
void LLDrawPool::beginShadowPass(S32 pass)
{
}
//virtual
void LLDrawPool::endShadowPass(S32 pass)
{
}
//virtual
S32 LLDrawPool::getNumShadowPasses()
{
return 0;
}
//virtual
void LLDrawPool::renderShadow(S32 pass)
{
}
//=============================
// Face Pool Implementation
//=============================
LLFacePool::LLFacePool(const U32 type)
: LLDrawPool(type)
{
resetDrawOrders();
}
LLFacePool::~LLFacePool()
{
destroy();
}
void LLFacePool::destroy()
{
if (!mReferences.empty())
{
llinfos << mReferences.size() << " references left on deletion of draw pool!" << llendl;
}
}
void LLFacePool::dirtyTextures(const std::set<LLViewerFetchedTexture*>& textures)
{
}
BOOL LLFacePool::moveFace(LLFace *face, LLDrawPool *poolp, BOOL copy_data)
{
return TRUE;
}
// static
S32 LLFacePool::drawLoop(face_array_t& face_list)
{
S32 res = 0;
if (!face_list.empty())
{
for (std::vector<LLFace*>::iterator iter = face_list.begin();
iter != face_list.end(); iter++)
{
LLFace *facep = *iter;
res += facep->renderIndexed();
}
}
return res;
}
// static
S32 LLFacePool::drawLoopSetTex(face_array_t& face_list, S32 stage)
{
S32 res = 0;
if (!face_list.empty())
{
for (std::vector<LLFace*>::iterator iter = face_list.begin();
iter != face_list.end(); iter++)
{
LLFace *facep = *iter;
gGL.getTexUnit(stage)->bind(facep->getTexture(), TRUE);
gGL.getTexUnit(0)->activate();
res += facep->renderIndexed();
}
}
return res;
}
void LLFacePool::drawLoop()
{
if (!mDrawFace.empty())
{
drawLoop(mDrawFace);
}
}
void LLFacePool::renderFaceSelected(LLFace *facep,
LLViewerTexture *image,
const LLColor4 &color,
const S32 index_offset, const S32 index_count)
{
}
void LLFacePool::enqueue(LLFace* facep)
{
mDrawFace.push_back(facep);
}
// virtual
BOOL LLFacePool::addFace(LLFace *facep)
{
addFaceReference(facep);
return TRUE;
}
// virtual
BOOL LLFacePool::removeFace(LLFace *facep)
{
removeFaceReference(facep);
vector_replace_with_last(mDrawFace, facep);
return TRUE;
}
// Not absolutely sure if we should be resetting all of the chained pools as well - djs
void LLFacePool::resetDrawOrders()
{
mDrawFace.resize(0);
}
LLViewerTexture *LLFacePool::getTexture()
{
return NULL;
}
void LLFacePool::removeFaceReference(LLFace *facep)
{
if (facep->getReferenceIndex() != -1)
{
if (facep->getReferenceIndex() != (S32)mReferences.size())
{
LLFace *back = mReferences.back();
mReferences[facep->getReferenceIndex()] = back;
back->setReferenceIndex(facep->getReferenceIndex());
}
mReferences.pop_back();
}
facep->setReferenceIndex(-1);
}
void LLFacePool::addFaceReference(LLFace *facep)
{
if (-1 == facep->getReferenceIndex())
{
facep->setReferenceIndex(mReferences.size());
mReferences.push_back(facep);
}
}
BOOL LLFacePool::verify() const
{
BOOL ok = TRUE;
for (std::vector<LLFace*>::const_iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
{
const LLFace* facep = *iter;
if (facep->getPool() != this)
{
llinfos << "Face in wrong pool!" << llendl;
facep->printDebugInfo();
ok = FALSE;
}
else if (!facep->verify())
{
ok = FALSE;
}
}
return ok;
}
void LLFacePool::printDebugInfo() const
{
llinfos << "Pool " << this << " Type: " << getType() << llendl;
}
BOOL LLFacePool::LLOverrideFaceColor::sOverrideFaceColor = FALSE;
void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4& color)
{
glColor4fv(color.mV);
}
void LLFacePool::LLOverrideFaceColor::setColor(const LLColor4U& color)
{
glColor4ubv(color.mV);
}
void LLFacePool::LLOverrideFaceColor::setColor(F32 r, F32 g, F32 b, F32 a)
{
glColor4f(r,g,b,a);
}
//=============================
// Render Pass Implementation
//=============================
LLRenderPass::LLRenderPass(const U32 type)
: LLDrawPool(type)
{
}
LLRenderPass::~LLRenderPass()
{
}
LLDrawPool* LLRenderPass::instancePool()
{
#if LL_RELEASE_FOR_DOWNLOAD
llwarns << "Attempting to instance a render pass. Invalid operation." << llendl;
#else
llerrs << "Attempting to instance a render pass. Invalid operation." << llendl;
#endif
return NULL;
}
void LLRenderPass::renderGroup(LLSpatialGroup* group, U32 type, U32 mask, BOOL texture)
{
LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[type];
for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)
{
LLDrawInfo *pparams = *k;
if (pparams) {
pushBatch(*pparams, mask, texture);
}
}
}
void LLRenderPass::renderTexture(U32 type, U32 mask)
{
pushBatches(type, mask, TRUE);
}
void LLRenderPass::pushBatches(U32 type, U32 mask, BOOL texture)
{
for (LLCullResult::drawinfo_list_t::iterator i = gPipeline.beginRenderMap(type); i != gPipeline.endRenderMap(type); ++i)
{
LLDrawInfo* pparams = *i;
if (pparams)
{
pushBatch(*pparams, mask, texture);
}
}
}
void LLRenderPass::applyModelMatrix(LLDrawInfo& params)
{
if (params.mModelMatrix != gGLLastMatrix)
{
gGLLastMatrix = params.mModelMatrix;
glLoadMatrixd(gGLModelView);
if (params.mModelMatrix)
{
glMultMatrixf((GLfloat*) params.mModelMatrix->mMatrix);
}
gPipeline.mMatrixOpCount++;
}
}
void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture)
{
applyModelMatrix(params);
if (texture)
{
if (params.mTexture.notNull())
{
params.mTexture->addTextureStats(params.mVSize);
gGL.getTexUnit(0)->bind(params.mTexture, TRUE) ;
if (params.mTextureMatrix)
{
glMatrixMode(GL_TEXTURE);
glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
gPipeline.mTextureMatrixOps++;
}
}
else
{
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
}
}
if (params.mVertexBuffer.notNull())
{
if (params.mGroup)
{
params.mGroup->rebuildMesh();
}
params.mVertexBuffer->setBuffer(mask);
params.mVertexBuffer->drawRange(LLRender::TRIANGLES, params.mStart, params.mEnd, params.mCount, params.mOffset);
gPipeline.addTrianglesDrawn(params.mCount/3);
}
if (params.mTextureMatrix && texture && params.mTexture.notNull())
{
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
}
void LLRenderPass::renderGroups(U32 type, U32 mask, BOOL texture)
{
gPipeline.renderGroups(this, type, mask, texture);
}