Files
SingularityViewer/indra/newview/pipeline.h
Shyotl 736696ac36 Track glEnable states via static refs instead of map lookups.
Sync light state, bound shader, and various gl context states similarly to render matrices.
Texture handles now refcounted, as multiple viewer textures could ref the same handle (cubemaps do this)
Clean up gl extension loading a bit. Not necessary, but only look for ARB variants if not included in current core version. Removed unused extensions.
Use core shader api if supported, else use ARB. (FN signatures are identical. Just doing some pointer substitution to ARB if not core.)
Attempt at improving VBO update batching. Subdata updates better batched to gether per-frame.
There's probably other stuff I forgot that is in this changeset, too.

Todo: Fix lightstate assertion when toggling fullscreen with shaders off.
2018-11-19 00:37:48 -06:00

845 lines
30 KiB
C++

/**
* @file pipeline.h
* @brief Rendering pipeline definitions
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* Copyright (c) 2001-2009, 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.
* $/LicenseInfo$
*/
#ifndef LL_PIPELINE_H
#define LL_PIPELINE_H
#include "llcamera.h"
#include "llerror.h"
#include "lldrawpool.h"
#include "llspatialpartition.h"
#include "m4math.h"
#include "llpointer.h"
#include "lldrawpoolalpha.h"
#include "lldrawpoolmaterials.h"
#include "llgl.h"
#include "lldrawable.h"
#include "llrendertarget.h"
#include "llfasttimer.h"
#include <stack>
#include <stack>
#include <stack>
class LLViewerTexture;
class LLEdge;
class LLFace;
class LLViewerObject;
class LLAgent;
class LLDisplayPrimitive;
class LLTextureEntry;
class LLRenderFunc;
class LLCubeMap;
class LLCullResult;
class LLVOAvatar;
class LLVOPartGroup;
class LLGLSLShader;
class LLDrawPoolAlpha;
class LLMeshResponder;
typedef enum e_avatar_skinning_method
{
SKIN_METHOD_SOFTWARE,
SKIN_METHOD_VERTEX_PROGRAM
} EAvatarSkinningMethod;
BOOL compute_min_max(LLMatrix4& box, LLVector2& min, LLVector2& max); // Shouldn't be defined here!
bool LLRayAABB(const LLVector3 &center, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon = 0);
BOOL setup_hud_matrices(); // use whole screen to render hud
BOOL setup_hud_matrices(const LLRect& screen_region); // specify portion of screen (in pixels) to render hud attachments from (for picking)
const LLMatrix4a& glh_get_current_modelview();
void glh_set_current_modelview(const LLMatrix4a& mat);
const LLMatrix4a& glh_get_current_projection();
void glh_set_current_projection(const LLMatrix4a& mat);
extern LLTrace::BlockTimerStatHandle FTM_RENDER_GEOMETRY;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_GRASS;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_OCCLUSION;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_SHINY;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_SIMPLE;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_TERRAIN;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_TREES;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_UI;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_WATER;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_WL_SKY;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_CHARACTERS;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_BUMP;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_MATERIALS;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_FULLBRIGHT;
extern LLTrace::BlockTimerStatHandle FTM_RENDER_GLOW;
extern LLTrace::BlockTimerStatHandle FTM_STATESORT;
extern LLTrace::BlockTimerStatHandle FTM_PIPELINE;
extern LLTrace::BlockTimerStatHandle FTM_CLIENT_COPY;
LL_ALIGN_PREFIX(16)
class LLPipeline
{
public:
LLPipeline();
~LLPipeline();
void destroyGL();
void restoreGL();
void resetVertexBuffers();
void doResetVertexBuffers();
void resizeScreenTexture();
void releaseVertexBuffers();
void releaseGLBuffers();
void releaseLUTBuffers();
void releaseScreenBuffers();
void createGLBuffers();
void createLUTBuffers();
//allocate the largest screen buffer possible up to resX, resY
//returns true if full size buffer allocated, false if some other size is allocated
bool allocateScreenBuffer(U32 resX, U32 resY);
typedef enum {
FBO_SUCCESS_FULLRES = 0,
FBO_SUCCESS_LOWRES,
FBO_FAILURE
} eFBOStatus;
private:
//implementation of above, wrapped for easy error handling
eFBOStatus doAllocateScreenBuffer(U32 resX, U32 resY);
public:
//attempt to allocate screen buffers at resX, resY
//returns true if allocation successful, false otherwise
bool allocateScreenBuffer(U32 resX, U32 resY, U32 samples);
void allocatePhysicsBuffer();
void resetVertexBuffers(LLDrawable* drawable);
void generateImpostor(LLVOAvatar* avatar);
void bindScreenToTexture();
void renderBloom(BOOL for_snapshot, F32 zoom_factor = 1.f, int subfield = 0, bool tiling = false);
void init();
void cleanup();
BOOL isInit() { return mInitialized; };
/// @brief Get a draw pool from pool type (POOL_SIMPLE, POOL_MEDIA) and texture.
/// @return Draw pool, or NULL if not found.
LLDrawPool *findPool(const U32 pool_type, LLViewerTexture *tex0 = NULL);
/// @brief Get a draw pool for faces of the appropriate type and texture. Create if necessary.
/// @return Always returns a draw pool.
LLDrawPool *getPool(const U32 pool_type, LLViewerTexture *tex0 = NULL);
/// @brief Figures out draw pool type from texture entry. Creates pool if necessary.
static LLDrawPool* getPoolFromTE(const LLTextureEntry* te, LLViewerTexture* te_image);
static U32 getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* imagep);
void addPool(LLDrawPool *poolp); // Only to be used by LLDrawPool classes for splitting pools!
void removePool( LLDrawPool* poolp );
void allocDrawable(LLViewerObject *obj);
void unlinkDrawable(LLDrawable*);
static void removeMutedAVsLights(LLVOAvatar*);
// Object related methods
void markVisible(LLDrawable *drawablep, LLCamera& camera);
void markOccluder(LLSpatialGroup* group);
//downsample source to dest, taking the maximum depth value per pixel in source and writing to dest
// if source's depth buffer cannot be bound for reading, a scratch space depth buffer must be provided
void downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL);
void doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL);
void doOcclusion(LLCamera& camera);
void markNotCulled(LLSpatialGroup* group, LLCamera &camera);
void markMoved(LLDrawable *drawablep, BOOL damped_motion = FALSE);
void markShift(LLDrawable *drawablep);
void markTextured(LLDrawable *drawablep);
void markGLRebuild(LLGLUpdate* glu);
void markRebuild(LLSpatialGroup* group, BOOL priority = FALSE);
void markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag = LLDrawable::REBUILD_ALL, BOOL priority = FALSE);
void markPartitionMove(LLDrawable* drawablep);
void markMeshDirty(LLSpatialGroup* group);
//get the object between start and end that's closest to start.
LLViewerObject* lineSegmentIntersectInWorld(const LLVector4a& start, const LLVector4a& end,
BOOL pick_transparent,
S32* face_hit, // return the face hit
LLVector4a* intersection = NULL, // return the intersection point
LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point
LLVector4a* normal = NULL, // return the surface normal at the intersection point
LLVector4a* tangent = NULL // return the surface tangent at the intersection point
);
//get the closest particle to start between start and end, returns the LLVOPartGroup and particle index
LLVOPartGroup* lineSegmentIntersectParticle(const LLVector4a& start, const LLVector4a& end, LLVector4a* intersection,
S32* face_hit);
LLViewerObject* lineSegmentIntersectInHUD(const LLVector4a& start, const LLVector4a& end,
BOOL pick_transparent,
S32* face_hit, // return the face hit
LLVector4a* intersection = NULL, // return the intersection point
LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point
LLVector4a* normal = NULL, // return the surface normal at the intersection point
LLVector4a* tangent = NULL // return the surface tangent at the intersection point
);
// Something about these textures has changed. Dirty them.
void dirtyPoolObjectTextures(const std::set<LLViewerFetchedTexture*>& textures);
void resetDrawOrders();
U32 addObject(LLViewerObject *obj);
void enableShadows(const BOOL enable_shadows);
void updateLocalLightingEnabled();
bool isLocalLightingEnabled() const { return mLightingEnabled; }
BOOL canUseWindLightShaders() const;
BOOL canUseWindLightShadersOnObjects() const;
BOOL canUseAntiAliasing() const;
// phases
void resetFrameStats();
void updateMoveDampedAsync(LLDrawable* drawablep);
void updateMoveNormalAsync(LLDrawable* drawablep);
void updateMovedList(LLDrawable::drawable_vector_t& move_list);
void updateMove();
BOOL visibleObjectsInFrustum(LLCamera& camera);
BOOL getVisibleExtents(LLCamera& camera, LLVector3 &min, LLVector3& max);
BOOL getVisiblePointCloud(LLCamera& camera, LLVector3 &min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir = LLVector3(0,0,0));
void updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip = 0, LLPlane* plane = NULL); //if water_clip is 0, ignore water plane, 1, cull to above plane, -1, cull to below plane
void createObjects(F32 max_dtime);
void createObject(LLViewerObject* vobj);
void processPartitionQ();
void updateGeom(F32 max_dtime, LLCamera& camera);
void updateGL();
void rebuildPriorityGroups();
void rebuildGroups();
void clearRebuildGroups();
//calculate pixel area of given box from vantage point of given camera
static F32 calcPixelArea(LLVector3 center, LLVector3 size, LLCamera& camera);
static F32 calcPixelArea(const LLVector4a& center, const LLVector4a& size, LLCamera &camera);
void stateSort(LLCamera& camera, LLCullResult& result);
void stateSort(LLSpatialGroup* group, LLCamera& camera);
void stateSort(LLSpatialBridge* bridge, LLCamera& camera);
void stateSort(LLDrawable* drawablep, LLCamera& camera);
void postSort(LLCamera& camera);
void forAllVisibleDrawables(void (*func)(LLDrawable*));
void renderObjects(U32 type, U32 mask, BOOL texture = TRUE, BOOL batch_texture = FALSE);
void renderMaskedObjects(U32 type, U32 mask, BOOL texture = TRUE, BOOL batch_texture = FALSE);
void renderGroups(LLRenderPass* pass, U32 type, U32 mask, BOOL texture);
void grabReferences(LLCullResult& result);
void clearReferences();
//check references will assert that there are no references in sCullResult to the provided data
void checkReferences(LLFace* face);
void checkReferences(LLDrawable* drawable);
void checkReferences(LLDrawInfo* draw_info);
void checkReferences(LLSpatialGroup* group);
void renderGeom(LLCamera& camera, BOOL forceVBOUpdate = FALSE);
void renderGeomDeferred(LLCamera& camera);
void renderGeomPostDeferred(LLCamera& camera, bool do_occlusion=true);
void renderGeomShadow(LLCamera& camera);
void bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* diffuse_source = NULL, LLRenderTarget* light_source = NULL);
void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep);
void unbindDeferredShader(LLGLSLShader& shader, LLRenderTarget* diffuse_source = NULL, LLRenderTarget* light_source = NULL);
void renderDeferredLighting();
void renderDeferredLightingToRT(LLRenderTarget* target);
void generateWaterReflection(LLCamera& camera);
void generateSunShadow(LLCamera& camera);
void renderShadow(const LLMatrix4a& view, const LLMatrix4a& proj, LLCamera& camera, LLCullResult& result, BOOL use_shader, BOOL use_occlusion, U32 target_width);
void renderHighlights();
void renderDebug();
void renderPhysicsDisplay();
void rebuildPools(); // Rebuild pools
void findReferences(LLDrawable *drawablep); // Find the lists which have references to this object
BOOL verify(); // Verify that all data in the pipeline is "correct"
S32 getLightCount() const { return mLights.size(); }
void resetLocalLights(); //Default all gl light parameters. Used upon restoreGL. Fixes light brightness problems on fullscren toggle
void calcNearbyLights(LLCamera& camera);
void gatherLocalLights();
void setupHWLights();
void updateHWLightMode(U8 mode);
U8 setupFeatureLights(U8 cur_count);
void enableLights(U32 mask, LLGLState<GL_LIGHTING>& light_state, const LLColor4* color = nullptr);
void enableLightsStatic(LLGLState<GL_LIGHTING>& light_state);
void enableLightsDynamic(LLGLState<GL_LIGHTING>& light_state);
void enableLightsAvatar(LLGLState<GL_LIGHTING>& light_state);
void enableLightsPreview(LLGLState<GL_LIGHTING>& light_state);
void enableLightsAvatarEdit(LLGLState<GL_LIGHTING>& light_state, const LLColor4& color);
void enableLightsFullbright(LLGLState<GL_LIGHTING>& light_state);
void disableLights(LLGLState<GL_LIGHTING>& light_state);
void shiftObjects(const LLVector3 &offset);
void setLight(LLDrawable *drawablep, BOOL is_light);
BOOL hasRenderBatches(const U32 type) const;
LLCullResult::drawinfo_iterator beginRenderMap(U32 type) const;
LLCullResult::drawinfo_iterator endRenderMap(U32 type) const;
LLCullResult::sg_iterator beginAlphaGroups() const;
LLCullResult::sg_iterator endAlphaGroups() const;
void addTrianglesDrawn(S32 index_count, U32 render_type = LLRender::TRIANGLES);
BOOL hasRenderDebugFeatureMask(const U32 mask) const { return (mRenderDebugFeatureMask & mask) ? TRUE : FALSE; }
BOOL hasRenderDebugMask(const U32 mask) const { return (mRenderDebugMask & mask) ? TRUE : FALSE; }
void setAllRenderDebugFeatures() { mRenderDebugFeatureMask = 0xffffffff; }
void clearAllRenderDebugFeatures() { mRenderDebugFeatureMask = 0x0; }
void setAllRenderDebugDisplays() { mRenderDebugMask = 0xffffffff; }
void clearAllRenderDebugDisplays() { mRenderDebugMask = 0x0; }
BOOL hasRenderType(const U32 type) const;
BOOL hasAnyRenderType(const U32 type, ...) const;
void setRenderTypeMask(U32 type, ...);
// This is equivalent to 'setRenderTypeMask'
//void orRenderTypeMask(U32 type, ...);
void andRenderTypeMask(U32 type, ...);
void clearRenderTypeMask(U32 type, ...);
void setAllRenderTypes();
void clearAllRenderTypes();
void pushRenderTypeMask();
void popRenderTypeMask();
void pushRenderDebugFeatureMask();
void popRenderDebugFeatureMask();
template <LLGLenum T>
LLGLStateIface* pushRenderPassState(U8 newState = LLGLStateIface::CURRENT_STATE) {
llassert_always(mInRenderPass);
LLGLStateIface* stateObject = new LLGLState<T>(newState);
mRenderPassStates.emplace_back(stateObject);
return stateObject;
}
static void toggleRenderType(U32 type);
// For UI control of render features
static BOOL hasRenderTypeControl(void* data);
static void toggleRenderDebug(void* data);
static void toggleRenderDebugFeature(void* data);
static void toggleRenderTypeControl(void* data);
static BOOL toggleRenderTypeControlNegated(void* data);
static BOOL hasRenderPairedTypeControl(void* data);
static void toggleRenderPairedTypeControl(void* data);
static BOOL toggleRenderDebugControl(void* data);
static BOOL toggleRenderDebugFeatureControl(void* data);
static void setRenderDebugFeatureControl(U32 bit, bool value);
static void setRenderParticleBeacons(BOOL val);
static void toggleRenderParticleBeacons(void* data);
static BOOL getRenderParticleBeacons(void* data);
static void setRenderSoundBeacons(BOOL val);
static void toggleRenderSoundBeacons(void* data);
static BOOL getRenderSoundBeacons(void* data);
static void setRenderMOAPBeacons(BOOL val);
static void toggleRenderMOAPBeacons(void * data);
static BOOL getRenderMOAPBeacons(void * data);
static void setRenderPhysicalBeacons(BOOL val);
static void toggleRenderPhysicalBeacons(void* data);
static BOOL getRenderPhysicalBeacons(void* data);
static void setRenderScriptedBeacons(BOOL val);
static void toggleRenderScriptedBeacons(void* data);
static BOOL getRenderScriptedBeacons(void* data);
static void setRenderScriptedTouchBeacons(BOOL val);
static void toggleRenderScriptedTouchBeacons(void* data);
static BOOL getRenderScriptedTouchBeacons(void* data);
static void setRenderBeacons(BOOL val);
static void toggleRenderBeacons(void* data);
static BOOL getRenderBeacons(void* data);
static void setRenderHighlights(BOOL val);
static void toggleRenderHighlights(void* data);
static BOOL getRenderHighlights(void* data);
static void setRenderHighlightTextureChannel(LLRender::eTexIndex channel); // sets which UV setup to display in highlight overlay
static bool isRenderDeferredCapable();
static bool isRenderDeferredDesired();
static void updateRenderDeferred();
static void refreshCachedSettings();
static void throttleNewMemoryAllocation(BOOL disable);
void addDebugBlip(const LLVector3& position, const LLColor4& color);
void hideObject( const LLUUID& id );
void restoreHiddenObject( const LLUUID& id );
private:
void unloadShaders();
void addToQuickLookup( LLDrawPool* new_poolp );
void removeFromQuickLookup( LLDrawPool* poolp );
BOOL updateDrawableGeom(LLDrawable* drawable, BOOL priority);
void assertInitializedDoError();
bool assertInitialized() { const bool is_init = isInit(); if (!is_init) assertInitializedDoError(); return is_init; };
void hideDrawable( LLDrawable *pDrawable );
void unhideDrawable( LLDrawable *pDrawable );
void drawFullScreenRect();
void clearRenderPassStates() {
while (!mRenderPassStates.empty()) {
mRenderPassStates.pop_back();
}
mInRenderPass = false;
}
public:
enum {GPU_CLASS_MAX = 3 };
enum LLRenderTypeMask
{
// Following are pool types (some are also object types)
RENDER_TYPE_SKY = LLDrawPool::POOL_SKY,
RENDER_TYPE_WL_SKY = LLDrawPool::POOL_WL_SKY,
RENDER_TYPE_GROUND = LLDrawPool::POOL_GROUND,
RENDER_TYPE_TERRAIN = LLDrawPool::POOL_TERRAIN,
RENDER_TYPE_SIMPLE = LLDrawPool::POOL_SIMPLE,
RENDER_TYPE_GRASS = LLDrawPool::POOL_GRASS,
RENDER_TYPE_ALPHA_MASK = LLDrawPool::POOL_ALPHA_MASK,
RENDER_TYPE_FULLBRIGHT_ALPHA_MASK = LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK,
RENDER_TYPE_FULLBRIGHT = LLDrawPool::POOL_FULLBRIGHT,
RENDER_TYPE_BUMP = LLDrawPool::POOL_BUMP,
RENDER_TYPE_MATERIALS = LLDrawPool::POOL_MATERIALS,
RENDER_TYPE_AVATAR = LLDrawPool::POOL_AVATAR,
RENDER_TYPE_TREE = LLDrawPool::POOL_TREE,
RENDER_TYPE_VOIDWATER = LLDrawPool::POOL_VOIDWATER,
RENDER_TYPE_WATER = LLDrawPool::POOL_WATER,
RENDER_TYPE_ALPHA = LLDrawPool::POOL_ALPHA,
RENDER_TYPE_GLOW = LLDrawPool::POOL_GLOW,
RENDER_TYPE_PASS_SIMPLE = LLRenderPass::PASS_SIMPLE,
RENDER_TYPE_PASS_GRASS = LLRenderPass::PASS_GRASS,
RENDER_TYPE_PASS_FULLBRIGHT = LLRenderPass::PASS_FULLBRIGHT,
RENDER_TYPE_PASS_FULLBRIGHT_SHINY = LLRenderPass::PASS_FULLBRIGHT_SHINY,
RENDER_TYPE_PASS_SHINY = LLRenderPass::PASS_SHINY,
RENDER_TYPE_PASS_BUMP = LLRenderPass::PASS_BUMP,
RENDER_TYPE_PASS_POST_BUMP = LLRenderPass::PASS_POST_BUMP,
RENDER_TYPE_PASS_GLOW = LLRenderPass::PASS_GLOW,
RENDER_TYPE_PASS_ALPHA = LLRenderPass::PASS_ALPHA,
RENDER_TYPE_PASS_ALPHA_MASK = LLRenderPass::PASS_ALPHA_MASK,
RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK = LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK,
RENDER_TYPE_PASS_MATERIAL = LLRenderPass::PASS_MATERIAL,
RENDER_TYPE_PASS_MATERIAL_ALPHA = LLRenderPass::PASS_MATERIAL_ALPHA,
RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK = LLRenderPass::PASS_MATERIAL_ALPHA_MASK,
RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE= LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE,
RENDER_TYPE_PASS_SPECMAP = LLRenderPass::PASS_SPECMAP,
RENDER_TYPE_PASS_SPECMAP_BLEND = LLRenderPass::PASS_SPECMAP_BLEND,
RENDER_TYPE_PASS_SPECMAP_MASK = LLRenderPass::PASS_SPECMAP_MASK,
RENDER_TYPE_PASS_SPECMAP_EMISSIVE = LLRenderPass::PASS_SPECMAP_EMISSIVE,
RENDER_TYPE_PASS_NORMMAP = LLRenderPass::PASS_NORMMAP,
RENDER_TYPE_PASS_NORMMAP_BLEND = LLRenderPass::PASS_NORMMAP_BLEND,
RENDER_TYPE_PASS_NORMMAP_MASK = LLRenderPass::PASS_NORMMAP_MASK,
RENDER_TYPE_PASS_NORMMAP_EMISSIVE = LLRenderPass::PASS_NORMMAP_EMISSIVE,
RENDER_TYPE_PASS_NORMSPEC = LLRenderPass::PASS_NORMSPEC,
RENDER_TYPE_PASS_NORMSPEC_BLEND = LLRenderPass::PASS_NORMSPEC_BLEND,
RENDER_TYPE_PASS_NORMSPEC_MASK = LLRenderPass::PASS_NORMSPEC_MASK,
RENDER_TYPE_PASS_NORMSPEC_EMISSIVE = LLRenderPass::PASS_NORMSPEC_EMISSIVE,
// Following are object types (only used in drawable mRenderType)
RENDER_TYPE_HUD = LLRenderPass::NUM_RENDER_TYPES,
RENDER_TYPE_VOLUME,
RENDER_TYPE_PARTICLES,
RENDER_TYPE_WL_CLOUDS,
#if ENABLE_CLASSIC_CLOUDS
RENDER_TYPE_CLASSIC_CLOUDS,
#endif
RENDER_TYPE_HUD_PARTICLES,
NUM_RENDER_TYPES,
END_RENDER_TYPES = NUM_RENDER_TYPES
};
enum LLRenderDebugFeatureMask
{
RENDER_DEBUG_FEATURE_UI = 0x0001,
RENDER_DEBUG_FEATURE_SELECTED = 0x0002,
RENDER_DEBUG_FEATURE_HIGHLIGHTED = 0x0004,
RENDER_DEBUG_FEATURE_DYNAMIC_TEXTURES = 0x0008,
// RENDER_DEBUG_FEATURE_HW_LIGHTING = 0x0010,
RENDER_DEBUG_FEATURE_FLEXIBLE = 0x0010,
RENDER_DEBUG_FEATURE_FOG = 0x0020,
RENDER_DEBUG_FEATURE_FR_INFO = 0x0080,
RENDER_DEBUG_FEATURE_FOOT_SHADOWS = 0x0100,
};
enum LLRenderDebugMask
{
RENDER_DEBUG_COMPOSITION = 0x00000001,
RENDER_DEBUG_VERIFY = 0x00000002,
RENDER_DEBUG_BBOXES = 0x00000004,
RENDER_DEBUG_OCTREE = 0x00000008,
RENDER_DEBUG_WIND_VECTORS = 0x00000010,
RENDER_DEBUG_OCCLUSION = 0x00000020,
RENDER_DEBUG_POINTS = 0x00000040,
RENDER_DEBUG_TEXTURE_PRIORITY = 0x00000080,
RENDER_DEBUG_TEXTURE_AREA = 0x00000100,
RENDER_DEBUG_FACE_AREA = 0x00000200,
RENDER_DEBUG_PARTICLES = 0x00000400,
RENDER_DEBUG_GLOW = 0x00000800,
RENDER_DEBUG_TEXTURE_ANIM = 0x00001000,
RENDER_DEBUG_LIGHTS = 0x00002000,
RENDER_DEBUG_BATCH_SIZE = 0x00004000,
RENDER_DEBUG_ALPHA_BINS = 0x00008000,
RENDER_DEBUG_RAYCAST = 0x00010000,
RENDER_DEBUG_SHAME = 0x00020000,
RENDER_DEBUG_SHADOW_FRUSTA = 0x00040000,
RENDER_DEBUG_SCULPTED = 0x00080000,
RENDER_DEBUG_AVATAR_VOLUME = 0x00100000,
RENDER_DEBUG_AVATAR_JOINTS = 0x00200000,
RENDER_DEBUG_BUILD_QUEUE = 0x00400000,
RENDER_DEBUG_AGENT_TARGET = 0x00800000,
RENDER_DEBUG_UPDATE_TYPE = 0x01000000,
RENDER_DEBUG_PHYSICS_SHAPES = 0x02000000,
RENDER_DEBUG_NORMALS = 0x04000000,
RENDER_DEBUG_LOD_INFO = 0x08000000,
RENDER_DEBUG_RENDER_COMPLEXITY = 0x10000000,
RENDER_DEBUG_ATTACHMENT_BYTES = 0x20000000,
RENDER_DEBUG_TEXEL_DENSITY = 0x40000000
};
public:
LLSpatialPartition* getSpatialPartition(LLViewerObject* vobj);
BOOL mBackfaceCull;
S32 mBatchCount;
S32 mMatrixOpCount;
S32 mTextureMatrixOps;
S32 mMaxBatchSize;
S32 mMinBatchSize;
S32 mMeanBatchSize;
S32 mTrianglesDrawn;
S32 mNumVisibleNodes;
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 sAutoMaskAlphaDeferred;
static BOOL sAutoMaskAlphaNonDeferred;
static BOOL sRenderBump;
static BOOL sNoAlpha;
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 sImpostorRenderAlphaDepthPass;
static BOOL sUnderWaterRender;
static BOOL sRenderGlow;
static BOOL sTextureBindTest;
static BOOL sRenderFrameTest;
static BOOL sRenderAttachedLights;
static BOOL sRenderAttachedParticles;
static BOOL sRenderDeferred;
static BOOL sMemAllocationThrottled;
static S32 sVisibleLightCount;
static F32 sMinRenderSize;
static BOOL sRenderingHUDs;
public:
//screen texture
LLRenderTarget mScreen;
LLRenderTarget mFinalScreen;
LLRenderTarget mDeferredScreen;
private:
LLRenderTarget mFXAABuffer;
public:
LLRenderTarget mDeferredDepth;
private:
LLRenderTarget mDeferredDownsampledDepth;
LLRenderTarget mDeferredLight;
public:
LLMultisampleBuffer mSampleBuffer;
private:
LLRenderTarget mPhysicsDisplay;
//utility buffer for rendering post effects, gets abused by renderDeferredLighting
LLPointer<LLVertexBuffer> mAuxScreenRectVB;
public:
//utility buffer for rendering cubes, 8 vertices are corners of a cube [-1, 1]
LLPointer<LLVertexBuffer> mCubeVB;
private:
//sun shadow map
LLRenderTarget mShadow[6];
std::vector<LLVector3> mShadowFrustPoints[4];
public:
LLCamera mShadowCamera[8];
private:
LLVector3 mShadowExtents[4][2];
LLMatrix4a mSunShadowMatrix[6];
LLMatrix4a mShadowModelview[6];
LLMatrix4a mShadowProjection[6];
LLPointer<LLDrawable> mShadowSpotLight[2];
F32 mSpotLightFade[2];
LLPointer<LLDrawable> mTargetShadowSpotLight[2];
LLVector4 mSunClipPlanes;
public:
//water reflection texture
LLRenderTarget mWaterRef;
//water distortion texture (refraction)
LLRenderTarget mWaterDis;
private:
//texture for making the glow
LLRenderTarget mGlow[2];
//noise map
LLImageGL::GLTextureName mNoiseMap;
LLImageGL::GLTextureName mLightFunc;
LLColor4 mSunDiffuse;
LLVector3 mSunDir;
LL_ALIGN_16(LLVector4a mTransformedSunDir);
public:
BOOL mInitialized;
BOOL mVertexShadersEnabled;
U32 mTransformFeedbackPrimitives; //number of primitives expected to be generated by transform feedback
private:
BOOL mRenderTypeEnabled[NUM_RENDER_TYPES];
std::stack<std::string> mRenderTypeEnableStack;
U32 mRenderDebugFeatureMask;
U32 mRenderDebugMask;
std::stack<U32> mRenderDebugFeatureStack;
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
/////////////////////////////////////////////
//
// 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
LLSpatialGroup::sg_vector_t mGroupSaveQ1; // a place to save mGroupQ1 until it is safe to unref
LLSpatialGroup::sg_vector_t mMeshDirtyGroup; //groups that need rebuildMesh called
U32 mMeshDirtyQueryObject;
LLDrawable::drawable_list_t mPartitionQ; //drawables that need to update their spatial partition radius
bool mGroupQ2Locked;
bool mGroupQ1Locked;
bool mResetVertexBuffers; //if true, clear vertex buffers on next update
LLViewerObject::vobj_list_t mCreateQ;
LLDrawable::drawable_set_t mRetexturedList;
bool mInRenderPass;
std::vector< std::unique_ptr<LLGLStateIface> > mRenderPassStates;
//////////////////////////////////////////////////
//
// 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;
LLDrawPoolAlpha* mAlphaPool;
LLDrawPool* mSkyPool;
LLDrawPool* mTerrainPool;
LLDrawPool* mWaterPool;
LLDrawPool* mGroundPool;
LLRenderPass* mSimplePool;
LLRenderPass* mGrassPool;
LLRenderPass* mAlphaMaskPool;
LLRenderPass* mFullbrightAlphaMaskPool;
LLRenderPass* mFullbrightPool;
LLDrawPool* mGlowPool;
LLDrawPool* mBumpPool;
LLDrawPool* mMaterialsPool;
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;
class DebugBlip
{
public:
LLColor4 mColor;
LLVector3 mPosition;
F32 mAge;
DebugBlip(const LLVector3& position, const LLColor4& color)
: mColor(color), mPosition(position), mAge(0.f)
{ }
};
std::list<DebugBlip> mDebugBlips;
LLPointer<LLViewerFetchedTexture> mFaceSelectImagep;
std::vector<LLLightStateData> mLocalLights;
U8 mHWLightCount;
U8 mLightMode;
U32 mLightMask;
bool mLightingEnabled;
static BOOL sRenderPhysicalBeacons;
static BOOL sRenderMOAPBeacons;
static BOOL sRenderScriptedTouchBeacons;
static BOOL sRenderScriptedBeacons;
static BOOL sRenderParticleBeacons;
static BOOL sRenderSoundBeacons;
public:
static BOOL sRenderBeacons;
static BOOL sRenderHighlight;
// Determines which set of UVs to use in highlight display
//
static LLRender::eTexIndex sRenderHighlightTextureChannel;
//debug use
static U32 sCurRenderPoolType ;
} LL_ALIGN_POSTFIX(16);
void render_bbox(const LLVector3 &min, const LLVector3 &max);
void render_hud_elements();
extern LLPipeline gPipeline;
extern BOOL gDebugPipeline;
extern const LLMatrix4a* gGLLastMatrix;
#endif