Files
SingularityViewer/indra/newview/pipeline.cpp
Aleric Inglewood e3742734f0 Beacons (floater) fixup
After a user spend three days trying to find out why certain
textures looked red (as if they had alpha and you pressed
control-alt-T, but not all of them were like that); and nothing
helped, not relogging, not clearing cache, not even reinstalling
the viewer... I decided to take this bug serious. Note that,
according to Shyotl, there have been more users every now and
then that reported this problem.

The problem (after doing a research for 1 hour) turned out
to be that she had beacons on, highlighting prims with scripts.
The immediate bug is, of course, that this was persistent over
a relog. Upon further investigation, this bug exists because
a Debug Setting had a double meaning: it meant both "beacon
floater is visible", which you want to be persistent, and it
was later renamed and given the meaning "Keep beacons when
closing the floater". Digging deeper it turned out that there
was a REAL mess with regard to the beacons: A non-finished
floater with immature comments (called "dingdong floater") was
half-created and replaced the original floater which, according
to the comment was "so fucked over and over" (== commented out
in several places), but then everything was commented out and
replaced with a menu (because they couldn't get it to work?).
The floater simply didn't exist anymore! That reduced the
meaning of the Debug Setting to "Show beacons", although you
now could only set it in the menu by clicking on "Beacons Always On"
where 'Always' refers to also on when the floater isn't there.

I nuked the immature dingdong code, brought back the original
floater as it was in snowglobe (and still is in Imprudence),
fixed it up a bit with a nicer layout (indentation and spacing)
and disabling (graying out) when needed, and added a new checkbox
that will allow people to still keep/see the beacons after closing
the floater.

In the end this requires THREE Debug Setting variables:
ShowBeaconsFloater : TRUE when the floater is visible, FALSE when not.
                     This is persistent, so the floater is still
		     there if you relog with the floater open.
BeaconsKeepVisible : TRUE when the new checkbox is checked.
		     Also persistent.
BeaconsVisible : TRUE when the beacons are rendered, FALSE otherwise.
		 This is NOT persistent: we don't want unsuspecting
		 users to try and get rid of the weird 'red prims'
		 by relogging and failing at that.
2011-05-25 19:55:42 +02:00

7352 lines
181 KiB
C++

/**
* @file pipeline.cpp
* @brief Rendering pipeline.
*
* $LicenseInfo:firstyear=2005&license=viewergpl$
*
* Copyright (c) 2005-2009, 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 "pipeline.h"
// library includes
#include "llaudioengine.h" // For MAX_BUFFERS for debugging.
#include "imageids.h"
#include "llerror.h"
#include "llviewercontrol.h"
#include "llfasttimer.h"
#include "llfontgl.h"
#include "llmemory.h"
#include "llmemtype.h"
#include "llnamevalue.h"
#include "llprimitive.h"
#include "llvolume.h"
#include "material_codes.h"
#include "timing.h"
#include "v3color.h"
#include "llui.h"
#include "llglheaders.h"
#include "llrender.h"
// newview includes
#include "llagent.h"
#include "lldrawable.h"
#include "lldrawpoolalpha.h"
#include "lldrawpoolavatar.h"
#include "lldrawpoolground.h"
#include "lldrawpoolbump.h"
#include "lldrawpooltree.h"
#include "lldrawpoolwater.h"
#include "llface.h"
#include "llfeaturemanager.h"
#include "llfloatertelehub.h"
#include "llframestats.h"
#include "llgldbg.h"
#include "llhudmanager.h"
#include "lllightconstants.h"
#include "llresmgr.h"
#include "llselectmgr.h"
#include "llsky.h"
#include "lltracker.h"
#include "lltool.h"
#include "lltoolmgr.h"
#include "llviewercamera.h"
#include "llviewertexturelist.h"
#include "llviewerobject.h"
#include "llviewerobjectlist.h"
#include "llviewerparcelmgr.h"
#include "llviewerregion.h" // for audio debugging.
#include "llviewerwindow.h" // For getSpinAxis
#include "llvoavatar.h"
#include "llvoground.h"
#include "llvosky.h"
#include "llvotree.h"
#include "llvovolume.h"
#include "llvosurfacepatch.h"
#include "llvowater.h"
#include "llvotree.h"
#include "llvopartgroup.h"
#include "llworld.h"
#include "llcubemap.h"
#include "lldebugmessagebox.h"
#include "llviewershadermgr.h"
#include "llviewerjoystick.h"
#include "llviewerdisplay.h"
#include "llwlparammanager.h"
#include "llwaterparammanager.h"
#include "llspatialpartition.h"
#include "llmutelist.h"
// [RLVa:KB]
#include "rlvhandler.h"
// [/RLVa:KB]
#ifdef _DEBUG
// Debug indices is disabled for now for debug performance - djs 4/24/02
//#define DEBUG_INDICES
#else
//#define DEBUG_INDICES
#endif
const F32 BACKLIGHT_DAY_MAGNITUDE_AVATAR = 0.2f;
const F32 BACKLIGHT_NIGHT_MAGNITUDE_AVATAR = 0.1f;
const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f;
const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f;
const S32 MAX_ACTIVE_OBJECT_QUIET_FRAMES = 40;
const S32 MAX_OFFSCREEN_GEOMETRY_CHANGES_PER_FRAME = 10;
const U32 REFLECTION_MAP_RES = 128;
// Max number of occluders to search for. JC
const S32 MAX_OCCLUDER_COUNT = 2;
extern S32 gBoxFrame;
extern BOOL gRenderLightGlows;
extern BOOL gHideSelectedObjects;
extern BOOL gDisplaySwapBuffers;
extern BOOL gDebugGL;
// hack counter for rendering a fixed number of frames after toggling
// fullscreen to work around DEV-5361
static S32 sDelayedVBOEnable = 0;
BOOL gAvatarBacklight = FALSE;
BOOL gRenderForSelect = FALSE;
BOOL gDebugPipeline = FALSE;
LLPipeline gPipeline;
const LLMatrix4* gGLLastMatrix = NULL;
//----------------------------------------
std::string gPoolNames[] =
{
// Correspond to LLDrawpool enum render type
"NONE",
"POOL_SIMPLE",
"POOL_TERRAIN",
"POOL_BUMP",
"POOL_TREE",
"POOL_SKY",
"POOL_WL_SKY",
"POOL_GROUND",
"POOL_GRASS",
"POOL_FULLBRIGHT",
"POOL_BUMP",
"POOL_INVISIBLE",
"POOL_AVATAR",
"POOL_VOIDWATER",
"POOL_WATER",
"POOL_GLOW",
"POOL_ALPHA",
"POOL_INVALID_OUCH_CATASTROPHE_ERROR"
};
U32 nhpo2(U32 v)
{
U32 r = 1;
while (r < v) {
r *= 2;
}
return r;
}
glh::matrix4f glh_copy_matrix(GLdouble* src)
{
glh::matrix4f ret;
for (U32 i = 0; i < 16; i++)
{
ret.m[i] = (F32) src[i];
}
return ret;
}
glh::matrix4f glh_get_current_modelview()
{
return glh_copy_matrix(gGLModelView);
}
glh::matrix4f glh_get_current_projection()
{
return glh_copy_matrix(gGLProjection);
}
void glh_copy_matrix(const glh::matrix4f& src, GLdouble* dst)
{
for (U32 i = 0; i < 16; i++)
{
dst[i] = src.m[i];
}
}
void glh_set_current_modelview(const glh::matrix4f& mat)
{
glh_copy_matrix(mat, gGLModelView);
}
void glh_set_current_projection(glh::matrix4f& mat)
{
glh_copy_matrix(mat, gGLProjection);
}
glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar)
{
glh::matrix4f ret(
2.f/(right-left), 0.f, 0.f, -(right+left)/(right-left),
0.f, 2.f/(top-bottom), 0.f, -(top+bottom)/(top-bottom),
0.f, 0.f, -2.f/(zfar-znear), -(zfar+znear)/(zfar-znear),
0.f, 0.f, 0.f, 1.f);
return ret;
}
void display_update_camera(bool tiling=false);
//----------------------------------------
S32 LLPipeline::sCompiles = 0;
BOOL LLPipeline::sPickAvatar = TRUE;
BOOL LLPipeline::sDynamicLOD = TRUE;
BOOL LLPipeline::sShowHUDAttachments = TRUE;
BOOL LLPipeline::sRenderPhysicalBeacons = TRUE;
BOOL LLPipeline::sRenderScriptedBeacons = FALSE;
BOOL LLPipeline::sRenderScriptedTouchBeacons = TRUE;
BOOL LLPipeline::sRenderParticleBeacons = FALSE;
BOOL LLPipeline::sRenderSoundBeacons = FALSE;
BOOL LLPipeline::sRenderBeacons = FALSE;
BOOL LLPipeline::sRenderHighlight = TRUE;
BOOL LLPipeline::sForceOldBakedUpload = FALSE;
S32 LLPipeline::sUseOcclusion = 0;
BOOL LLPipeline::sDelayVBUpdate = TRUE;
BOOL LLPipeline::sFastAlpha = TRUE;
BOOL LLPipeline::sDisableShaders = FALSE;
BOOL LLPipeline::sRenderBump = TRUE;
BOOL LLPipeline::sUseFarClip = TRUE;
BOOL LLPipeline::sShadowRender = FALSE;
BOOL LLPipeline::sSkipUpdate = FALSE;
BOOL LLPipeline::sWaterReflections = FALSE;
BOOL LLPipeline::sRenderGlow = FALSE;
BOOL LLPipeline::sReflectionRender = FALSE;
BOOL LLPipeline::sImpostorRender = FALSE;
BOOL LLPipeline::sUnderWaterRender = FALSE;
BOOL LLPipeline::sTextureBindTest = FALSE;
BOOL LLPipeline::sRenderFrameTest = FALSE;
BOOL LLPipeline::sRenderAttachedLights = TRUE;
BOOL LLPipeline::sRenderAttachedParticles = TRUE;
BOOL LLPipeline::sRenderDeferred = FALSE;
BOOL LLPipeline::sAllowRebuildPriorityGroup = FALSE ;
S32 LLPipeline::sVisibleLightCount = 0;
F32 LLPipeline::sMinRenderSize = 0.f;
static LLCullResult* sCull = NULL;
static const U32 gl_cube_face[] =
{
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
};
void validate_framebuffer_object();
void addDeferredAttachments(LLRenderTarget& target)
{
target.addColorAttachment(GL_RGBA16F_ARB); //specular
target.addColorAttachment(GL_RGBA16F_ARB); //normal+z
target.addColorAttachment(GL_RGBA16F_ARB); //position
}
LLPipeline::LLPipeline() :
mBackfaceCull(FALSE),
mBatchCount(0),
mMatrixOpCount(0),
mTextureMatrixOps(0),
mMaxBatchSize(0),
mMinBatchSize(0),
mMeanBatchSize(0),
mTrianglesDrawn(0),
mNumVisibleNodes(0),
mVerticesRelit(0),
mLightingChanges(0),
mGeometryChanges(0),
mNumVisibleFaces(0),
mInitialized(FALSE),
mVertexShadersEnabled(FALSE),
mVertexShadersLoaded(0),
mRenderDebugFeatureMask(0),
mRenderDebugMask(0),
mOldRenderDebugMask(0),
mLastRebuildPool(NULL),
mAlphaPool(NULL),
mSkyPool(NULL),
mTerrainPool(NULL),
mWaterPool(NULL),
mGroundPool(NULL),
mSimplePool(NULL),
mFullbrightPool(NULL),
mInvisiblePool(NULL),
mGlowPool(NULL),
mBumpPool(NULL),
mWLSkyPool(NULL),
mLightMask(0),
mLightMovingMask(0),
mLightingDetail(0)
{
mNoiseMap = 0;
}
void LLPipeline::init()
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD");
sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("ShyotlRenderUseStreamVBO");
LLVertexBuffer::sOmitBlank = gSavedSettings.getBOOL("SianaRenderOmitBlankVBO");
sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights");
sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles");
mInitialized = TRUE;
stop_glerror();
//create render pass pools
getPool(LLDrawPool::POOL_ALPHA);
getPool(LLDrawPool::POOL_SIMPLE);
getPool(LLDrawPool::POOL_GRASS);
getPool(LLDrawPool::POOL_FULLBRIGHT);
getPool(LLDrawPool::POOL_INVISIBLE);
getPool(LLDrawPool::POOL_BUMP);
getPool(LLDrawPool::POOL_GLOW);
mTrianglesDrawnStat.reset();
resetFrameStats();
for (U32 i = 0; i < NUM_RENDER_TYPES; ++i)
{
mRenderTypeEnabled[i] = TRUE; //all rendering types start enabled
}
mRenderDebugFeatureMask = 0xffffffff; // All debugging features on
mRenderDebugMask = 0; // All debug starts off
// Don't turn on ground when this is set
// Mac Books with intel 950s need this
if(!gSavedSettings.getBOOL("RenderGround"))
{
toggleRenderType(RENDER_TYPE_GROUND);
}
mOldRenderDebugMask = mRenderDebugMask;
mBackfaceCull = TRUE;
stop_glerror();
// Enable features
LLViewerShaderMgr::instance()->setShaders();
stop_glerror();
setLightingDetail(-1);
}
LLPipeline::~LLPipeline()
{
}
void LLPipeline::cleanup()
{
assertInitialized();
mGroupQ1.clear() ;
mGroupQ2.clear() ;
for(pool_set_t::iterator iter = mPools.begin();
iter != mPools.end(); )
{
pool_set_t::iterator curiter = iter++;
LLDrawPool* poolp = *curiter;
if (poolp->isFacePool())
{
LLFacePool* face_pool = (LLFacePool*) poolp;
if (face_pool->mReferences.empty())
{
mPools.erase(curiter);
removeFromQuickLookup( poolp );
delete poolp;
}
}
else
{
mPools.erase(curiter);
removeFromQuickLookup( poolp );
delete poolp;
}
}
if (!mTerrainPools.empty())
{
llwarns << "Terrain Pools not cleaned up" << llendl;
}
if (!mTreePools.empty())
{
llwarns << "Tree Pools not cleaned up" << llendl;
}
delete mAlphaPool;
mAlphaPool = NULL;
delete mSkyPool;
mSkyPool = NULL;
delete mTerrainPool;
mTerrainPool = NULL;
delete mWaterPool;
mWaterPool = NULL;
delete mGroundPool;
mGroundPool = NULL;
delete mSimplePool;
mSimplePool = NULL;
delete mFullbrightPool;
mFullbrightPool = NULL;
delete mInvisiblePool;
mInvisiblePool = NULL;
delete mGlowPool;
mGlowPool = NULL;
delete mBumpPool;
mBumpPool = NULL;
// don't delete wl sky pool it was handled above in the for loop
//delete mWLSkyPool;
mWLSkyPool = NULL;
releaseGLBuffers();
mFaceSelectImagep = NULL;
mMovedBridge.clear();
mInitialized = FALSE;
}
//============================================================================
void LLPipeline::destroyGL()
{
stop_glerror();
unloadShaders();
mHighlightFaces.clear();
resetDrawOrders();
resetVertexBuffers();
releaseGLBuffers();
if (LLVertexBuffer::sEnableVBOs)
{
// render 30 frames after switching to work around DEV-5361
sDelayedVBOEnable = 30;
LLVertexBuffer::sEnableVBOs = FALSE;
}
}
void LLPipeline::resizeScreenTexture()
{
if (gPipeline.canUseVertexShaders() && assertInitialized())
{
GLuint resX = gViewerWindow->getWindowDisplayWidth();
GLuint resY = gViewerWindow->getWindowDisplayHeight();
allocateScreenBuffer(resX,resY);
}
}
void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
{
U32 samples = gSavedSettings.getU32("RenderFSAASamples");
U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor");
if (res_mod > 1 && res_mod < resX && res_mod < resY)
{
resX /= res_mod;
resY /= res_mod;
}
if (LLPipeline::sRenderDeferred)
{
//allocate deferred rendering color buffers
mDeferredScreen.allocate(resX, resY, GL_RGBA16F_ARB, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
addDeferredAttachments(mDeferredScreen);
mScreen.allocate(resX, resY, GL_RGBA16F_ARB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
for (U32 i = 0; i < 2; i++)
{
mDeferredLight[i].allocate(resX, resY, GL_RGB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
}
//HACK: make alpha masking work on ATI depth shadows (work around for ATI driver bug)
U32 shadow_fmt = 0;/*gGLManager.mIsATI ? GL_ALPHA : 0;*/
for (U32 i = 0; i < 4; i++)
{
mSunShadow[i].allocate(1024,1024, shadow_fmt, TRUE, FALSE);
}
}
else
{
mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
}
if (LLRenderTarget::sUseFBO && gGLManager.mHasFramebufferMultisample && samples > 1)
{
if (LLPipeline::sRenderDeferred)
{
mSampleBuffer.allocate(resX,resY,GL_RGBA16F_ARB,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples);
addDeferredAttachments(mSampleBuffer);
mDeferredScreen.setSampleBuffer(&mSampleBuffer);
}
else
{
mSampleBuffer.allocate(resX,resY,GL_RGBA,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples);
}
mScreen.setSampleBuffer(&mSampleBuffer);
stop_glerror();
}
if (LLPipeline::sRenderDeferred)
{ //share depth buffer between deferred targets
mDeferredScreen.shareDepthBuffer(mScreen);
for (U32 i = 0; i < 2; i++)
{
mDeferredScreen.shareDepthBuffer(mDeferredLight[i]);
}
}
gGL.getTexUnit(0)->disable();
stop_glerror();
}
//static
void LLPipeline::updateRenderDeferred()
{
sRenderDeferred = (gSavedSettings.getBOOL("RenderDeferred") &&
LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
LLRenderTarget::sUseFBO &&
gSavedSettings.getBOOL("VertexShaderEnable") &&
gSavedSettings.getBOOL("RenderAvatarVP") &&
gSavedSettings.getBOOL("WindLightUseAtmosShaders") &&
!gUseWireframe);
}
void LLPipeline::releaseGLBuffers()
{
assertInitialized();
if (mNoiseMap)
{
LLImageGL::deleteTextures(1, &mNoiseMap);
mNoiseMap = 0;
}
mWaterRef.release();
mWaterDis.release();
mScreen.release();
mSampleBuffer.releaseSampleBuffer();
mDeferredScreen.release();
for (U32 i = 0; i < 2; i++)
{
mDeferredLight[i].release();
}
for (U32 i = 0; i < 4; i++)
{
mSunShadow[i].release();
}
for (U32 i = 0; i < 3; i++)
{
mGlow[i].release();
}
LLVOAvatar::resetImpostors();
}
void LLPipeline::createGLBuffers()
{
assertInitialized();
updateRenderDeferred();
if (LLPipeline::sWaterReflections)
{ //water reflection texture
U32 res = (U32) gSavedSettings.getS32("RenderWaterRefResolution");
mWaterRef.allocate(res,res,GL_RGBA,TRUE,FALSE);
mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE);
}
stop_glerror();
GLuint resX = gViewerWindow->getWindowDisplayWidth();
GLuint resY = gViewerWindow->getWindowDisplayHeight();
if (LLPipeline::sRenderGlow)
{ //screen space glow buffers
const U32 glow_res = llmax(1,
llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow")));
for (U32 i = 0; i < 3; i++)
{
mGlow[i].allocate(512,glow_res,GL_RGBA,FALSE,FALSE);
}
allocateScreenBuffer(resX,resY);
}
if (sRenderDeferred)
{
if (!mNoiseMap)
{
const U32 noiseRes = 128;
LLVector3 noise[noiseRes*noiseRes];
F32 scaler = gSavedSettings.getF32("RenderDeferredNoise")/100.f;
for (U32 i = 0; i < noiseRes*noiseRes; ++i)
{
noise[i] = LLVector3(ll_frand()-0.5f, ll_frand()-0.5f, 0.f);
noise[i].normVec();
noise[i].mV[2] = ll_frand()*scaler+1.f-scaler/2.f;
}
LLImageGL::generateTextures(1, &mNoiseMap);
gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap);
LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F_ARB, noiseRes, noiseRes, GL_RGB, GL_FLOAT, noise);
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
}
}
void LLPipeline::restoreGL()
{
assertInitialized();
if (mVertexShadersEnabled)
{
LLViewerShaderMgr::instance()->setShaders();
}
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
LLViewerRegion* region = *iter;
for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
{
LLSpatialPartition* part = region->getSpatialPartition(i);
if (part)
{
part->restoreGL();
}
}
}
}
BOOL LLPipeline::canUseVertexShaders()
{
if (sDisableShaders ||
!gGLManager.mHasVertexShader ||
!gGLManager.mHasFragmentShader ||
!LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable") ||
(assertInitialized() && mVertexShadersLoaded != 1) )
{
return FALSE;
}
else
{
return TRUE;
}
}
BOOL LLPipeline::canUseWindLightShaders() const
{
return (!LLPipeline::sDisableShaders &&
gWLSkyProgram.mProgramObject != 0 &&
LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_WINDLIGHT) > 1);
}
BOOL LLPipeline::canUseWindLightShadersOnObjects() const
{
return (canUseWindLightShaders()
&& LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0);
}
void LLPipeline::unloadShaders()
{
LLViewerShaderMgr::instance()->unloadShaders();
mVertexShadersLoaded = 0;
}
void LLPipeline::assertInitializedDoError()
{
llerrs << "LLPipeline used when uninitialized." << llendl;
}
//============================================================================
void LLPipeline::enableShadows(const BOOL enable_shadows)
{
//should probably do something here to wrangle shadows....
}
S32 LLPipeline::getMaxLightingDetail() const
{
/*if (mVertexShaderLevel[SHADER_OBJECT] >= LLDrawPoolSimple::SHADER_LEVEL_LOCAL_LIGHTS)
{
return 3;
}
else*/
{
return 1;
}
}
S32 LLPipeline::setLightingDetail(S32 level)
{
assertInitialized();
if (level < 0)
{
level = gSavedSettings.getS32("RenderLightingDetail");
}
level = llclamp(level, 0, getMaxLightingDetail());
if (level != mLightingDetail)
{
gSavedSettings.setS32("RenderLightingDetail", level);
mLightingDetail = level;
if (mVertexShadersLoaded == 1)
{
LLViewerShaderMgr::instance()->setShaders();
}
}
return mLightingDetail;
}
class LLOctreeDirtyTexture : public LLOctreeTraveler<LLDrawable>
{
public:
const std::set<LLViewerFetchedTexture*>& mTextures;
LLOctreeDirtyTexture(const std::set<LLViewerFetchedTexture*>& textures) : mTextures(textures) { }
virtual void visit(const LLOctreeNode<LLDrawable>* node)
{
LLSpatialGroup* group = (LLSpatialGroup*) node->getListener(0);
if (!group->isState(LLSpatialGroup::GEOM_DIRTY) && !group->getData().empty())
{
for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i)
{
for (LLSpatialGroup::drawmap_elem_t::iterator j = i->second.begin(); j != i->second.end(); ++j)
{
LLDrawInfo* params = *j;
LLViewerFetchedTexture* tex = LLViewerTextureManager::staticCastToFetchedTexture(params->mTexture);
if (tex && mTextures.find(tex) != mTextures.end())
{
group->setState(LLSpatialGroup::GEOM_DIRTY);
}
}
}
}
for (LLSpatialGroup::bridge_list_t::iterator i = group->mBridgeList.begin(); i != group->mBridgeList.end(); ++i)
{
LLSpatialBridge* bridge = *i;
traverse(bridge->mOctree);
}
}
};
// Called when a texture changes # of channels (causes faces to move to alpha pool)
void LLPipeline::dirtyPoolObjectTextures(const std::set<LLViewerFetchedTexture*>& textures)
{
assertInitialized();
// *TODO: This is inefficient and causes frame spikes; need a better way to do this
// Most of the time is spent in dirty.traverse.
for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
{
LLDrawPool *poolp = *iter;
if (poolp->isFacePool())
{
((LLFacePool*) poolp)->dirtyTextures(textures);
}
}
LLOctreeDirtyTexture dirty(textures);
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
LLViewerRegion* region = *iter;
for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
{
LLSpatialPartition* part = region->getSpatialPartition(i);
if (part)
{
dirty.traverse(part->mOctree);
}
}
}
}
LLDrawPool *LLPipeline::findPool(const U32 type, LLViewerTexture *tex0)
{
assertInitialized();
LLDrawPool *poolp = NULL;
switch( type )
{
case LLDrawPool::POOL_SIMPLE:
poolp = mSimplePool;
break;
case LLDrawPool::POOL_GRASS:
poolp = mGrassPool;
break;
case LLDrawPool::POOL_FULLBRIGHT:
poolp = mFullbrightPool;
break;
case LLDrawPool::POOL_INVISIBLE:
poolp = mInvisiblePool;
break;
case LLDrawPool::POOL_GLOW:
poolp = mGlowPool;
break;
case LLDrawPool::POOL_TREE:
poolp = get_if_there(mTreePools, (uintptr_t)tex0, (LLDrawPool*)0 );
break;
case LLDrawPool::POOL_TERRAIN:
poolp = get_if_there(mTerrainPools, (uintptr_t)tex0, (LLDrawPool*)0 );
break;
case LLDrawPool::POOL_BUMP:
poolp = mBumpPool;
break;
case LLDrawPool::POOL_ALPHA:
poolp = mAlphaPool;
break;
case LLDrawPool::POOL_AVATAR:
break; // Do nothing
case LLDrawPool::POOL_SKY:
poolp = mSkyPool;
break;
case LLDrawPool::POOL_WATER:
poolp = mWaterPool;
break;
case LLDrawPool::POOL_GROUND:
poolp = mGroundPool;
break;
case LLDrawPool::POOL_WL_SKY:
poolp = mWLSkyPool;
break;
default:
llassert(0);
llerrs << "Invalid Pool Type in LLPipeline::findPool() type=" << type << llendl;
break;
}
return poolp;
}
LLDrawPool *LLPipeline::getPool(const U32 type, LLViewerTexture *tex0)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
LLDrawPool *poolp = findPool(type, tex0);
if (poolp)
{
return poolp;
}
LLDrawPool *new_poolp = LLDrawPool::createPool(type, tex0);
addPool( new_poolp );
return new_poolp;
}
// static
LLDrawPool* LLPipeline::getPoolFromTE(const LLTextureEntry* te, LLViewerTexture* imagep)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
U32 type = getPoolTypeFromTE(te, imagep);
return gPipeline.getPool(type, imagep);
}
//static
U32 LLPipeline::getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* imagep)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
if (!te || !imagep)
{
return 0;
}
bool alpha = te->getColor().mV[3] < 0.999f;
if (imagep)
{
alpha = alpha || (imagep->getComponents() == 4 && ! imagep->mIsMediaTexture) || (imagep->getComponents() == 2);
}
if (alpha)
{
return LLDrawPool::POOL_ALPHA;
}
else if ((te->getBumpmap() || te->getShiny()))
{
return LLDrawPool::POOL_BUMP;
}
else
{
return LLDrawPool::POOL_SIMPLE;
}
}
void LLPipeline::addPool(LLDrawPool *new_poolp)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
assertInitialized();
mPools.insert(new_poolp);
addToQuickLookup( new_poolp );
}
void LLPipeline::allocDrawable(LLViewerObject *vobj)
{
if(!vobj)
{
llerrs << "Null object passed to allocDrawable!" << llendl;
}
LLMemType mt(LLMemType::MTYPE_DRAWABLE);
LLDrawable *drawable = new LLDrawable();
vobj->mDrawable = drawable;
drawable->mVObjp = vobj;
//encompass completely sheared objects by taking
//the most extreme point possible (<1,1,0.5>)
drawable->setRadius(LLVector3(1,1,0.5f).scaleVec(vobj->getScale()).length());
if (vobj->isOrphaned())
{
drawable->setState(LLDrawable::FORCE_INVISIBLE);
}
drawable->updateXform(TRUE);
}
void LLPipeline::unlinkDrawable(LLDrawable *drawable)
{
LLFastTimer t(LLFastTimer::FTM_PIPELINE);
assertInitialized();
LLPointer<LLDrawable> drawablep = drawable; // make sure this doesn't get deleted before we are done
// Based on flags, remove the drawable from the queues that it's on.
if (drawablep->isState(LLDrawable::ON_MOVE_LIST))
{
LLDrawable::drawable_vector_t::iterator iter = std::find(mMovedList.begin(), mMovedList.end(), drawablep);
if (iter != mMovedList.end())
{
mMovedList.erase(iter);
}
}
if (drawablep->getSpatialGroup())
{
if (!drawablep->getSpatialGroup()->mSpatialPartition->remove(drawablep, drawablep->getSpatialGroup()))
{
#ifdef LL_RELEASE_FOR_DOWNLOAD
llwarns << "Couldn't remove object from spatial group!" << llendl;
#else
llerrs << "Couldn't remove object from spatial group!" << llendl;
#endif
}
}
mLights.erase(drawablep);
for (light_set_t::iterator iter = mNearbyLights.begin();
iter != mNearbyLights.end(); iter++)
{
if (iter->drawable == drawablep)
{
mNearbyLights.erase(iter);
break;
}
}
}
U32 LLPipeline::addObject(LLViewerObject *vobj)
{
llassert_always(vobj);
if (gNoRender)
{
return 0;
}
static const LLCachedControl<bool> render_delay_creation("RenderDelayCreation",false);
if (!vobj->isAvatar() && render_delay_creation)
{
mCreateQ.push_back(vobj);
}
else
{
createObject(vobj);
}
return 1;
}
void LLPipeline::createObjects(F32 max_dtime)
{
LLFastTimer ftm(LLFastTimer::FTM_GEO_UPDATE);
LLMemType mt(LLMemType::MTYPE_DRAWABLE);
LLTimer update_timer;
while (!mCreateQ.empty() && update_timer.getElapsedTimeF32() < max_dtime)
{
LLViewerObject* vobj = mCreateQ.front();
if (!vobj->isDead())
{
createObject(vobj);
}
mCreateQ.pop_front();
}
//for (LLViewerObject::vobj_list_t::iterator iter = mCreateQ.begin(); iter != mCreateQ.end(); ++iter)
//{
// createObject(*iter);
//}
//mCreateQ.clear();
}
void LLPipeline::createObject(LLViewerObject* vobj)
{
LLDrawable* drawablep = vobj->mDrawable;
if (!drawablep)
{
drawablep = vobj->createDrawable(this);
}
else
{
llerrs << "Redundant drawable creation!" << llendl;
}
llassert(drawablep);
if (vobj->getParent())
{
vobj->setDrawableParent(((LLViewerObject*)vobj->getParent())->mDrawable); // LLPipeline::addObject 1
}
else
{
vobj->setDrawableParent(NULL); // LLPipeline::addObject 2
}
markRebuild(drawablep, LLDrawable::REBUILD_ALL, TRUE);
static const LLCachedControl<bool> render_animate_res("RenderAnimateRes",false);
if (drawablep->getVOVolume() && render_animate_res)
{
// fun animated res
drawablep->updateXform(TRUE);
drawablep->clearState(LLDrawable::MOVE_UNDAMPED);
drawablep->setScale(LLVector3(0,0,0));
drawablep->makeActive();
}
}
void LLPipeline::resetFrameStats()
{
assertInitialized();
mTrianglesDrawnStat.addValue(mTrianglesDrawn/1000.f);
if (mBatchCount > 0)
{
mMeanBatchSize = gPipeline.mTrianglesDrawn/gPipeline.mBatchCount;
}
mTrianglesDrawn = 0;
sCompiles = 0;
mVerticesRelit = 0;
mLightingChanges = 0;
mGeometryChanges = 0;
mNumVisibleFaces = 0;
if (mOldRenderDebugMask != mRenderDebugMask)
{
gObjectList.clearDebugText();
mOldRenderDebugMask = mRenderDebugMask;
}
}
//external functions for asynchronous updating
void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep)
{
static const LLCachedControl<bool> freeze_time("FreezeTime",false);
if (freeze_time)
{
return;
}
if (!drawablep)
{
llerrs << "updateMove called with NULL drawablep" << llendl;
return;
}
if (drawablep->isState(LLDrawable::EARLY_MOVE))
{
return;
}
assertInitialized();
// update drawable now
drawablep->clearState(LLDrawable::MOVE_UNDAMPED); // force to DAMPED
drawablep->updateMove(); // returns done
drawablep->setState(LLDrawable::EARLY_MOVE); // flag says we already did an undamped move this frame
// Put on move list so that EARLY_MOVE gets cleared
if (!drawablep->isState(LLDrawable::ON_MOVE_LIST))
{
mMovedList.push_back(drawablep);
drawablep->setState(LLDrawable::ON_MOVE_LIST);
}
}
void LLPipeline::updateMoveNormalAsync(LLDrawable* drawablep)
{
static const LLCachedControl<bool> freeze_time("FreezeTime",false);
if (freeze_time)
{
return;
}
if (!drawablep)
{
llerrs << "updateMove called with NULL drawablep" << llendl;
return;
}
if (drawablep->isState(LLDrawable::EARLY_MOVE))
{
return;
}
assertInitialized();
// update drawable now
drawablep->setState(LLDrawable::MOVE_UNDAMPED); // force to UNDAMPED
drawablep->updateMove();
drawablep->setState(LLDrawable::EARLY_MOVE); // flag says we already did an undamped move this frame
// Put on move list so that EARLY_MOVE gets cleared
if (!drawablep->isState(LLDrawable::ON_MOVE_LIST))
{
mMovedList.push_back(drawablep);
drawablep->setState(LLDrawable::ON_MOVE_LIST);
}
}
void LLPipeline::updateMovedList(LLDrawable::drawable_vector_t& moved_list)
{
for (LLDrawable::drawable_vector_t::iterator iter = moved_list.begin();
iter != moved_list.end(); )
{
LLDrawable::drawable_vector_t::iterator curiter = iter++;
LLDrawable *drawablep = *curiter;
BOOL done = TRUE;
if (!drawablep->isDead() && (!drawablep->isState(LLDrawable::EARLY_MOVE)))
{
done = drawablep->updateMove();
}
drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED);
if (done)
{
drawablep->clearState(LLDrawable::ON_MOVE_LIST);
iter = moved_list.erase(curiter);
}
}
}
void LLPipeline::updateMove()
{
LLFastTimer t(LLFastTimer::FTM_UPDATE_MOVE);
LLMemType mt(LLMemType::MTYPE_PIPELINE);
static const LLCachedControl<bool> freeze_time("FreezeTime",false);
if (freeze_time)
{
return;
}
assertInitialized();
for (LLDrawable::drawable_set_t::iterator iter = mRetexturedList.begin();
iter != mRetexturedList.end(); ++iter)
{
LLDrawable* drawablep = *iter;
if (drawablep && !drawablep->isDead())
{
drawablep->updateTexture();
}
}
mRetexturedList.clear();
{
updateMovedList(mMovedList);
}
//balance octrees
{
LLFastTimer ot(LLFastTimer::FTM_OCTREE_BALANCE);
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
LLViewerRegion* region = *iter;
for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
{
LLSpatialPartition* part = region->getSpatialPartition(i);
if (part)
{
part->mOctree->balance();
}
}
}
}
}
/////////////////////////////////////////////////////////////////////////////
// Culling and occlusion testing
/////////////////////////////////////////////////////////////////////////////
//static
F32 LLPipeline::calcPixelArea(LLVector3 center, LLVector3 size, LLCamera &camera)
{
LLVector3 lookAt = center - camera.getOrigin();
F32 dist = lookAt.length();
//ramp down distance for nearby objects
//shrink dist by dist/16.
if (dist < 16.f)
{
dist /= 16.f;
dist *= dist;
dist *= 16.f;
}
//get area of circle around node
F32 app_angle = atanf(size.length()/dist);
F32 radius = app_angle*LLDrawable::sCurPixelAngle;
return radius*radius * 3.14159f;
}
void LLPipeline::grabReferences(LLCullResult& result)
{
sCull = &result;
}
BOOL LLPipeline::visibleObjectsInFrustum(LLCamera& camera)
{
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
LLViewerRegion* region = *iter;
for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
{
LLSpatialPartition* part = region->getSpatialPartition(i);
if (part)
{
if (hasRenderType(part->mDrawableType))
{
if (part->visibleObjectsInFrustum(camera))
{
return TRUE;
}
}
}
}
}
return FALSE;
}
BOOL LLPipeline::getVisibleExtents(LLCamera& camera, LLVector3& min, LLVector3& max)
{
min = LLVector3(F32_MAX, F32_MAX, F32_MAX);
max = LLVector3(-F32_MAX, -F32_MAX, -F32_MAX);
U32 saved_camera_id = LLViewerCamera::sCurCameraID;
LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
BOOL res = TRUE;
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
LLViewerRegion* region = *iter;
for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
{
LLSpatialPartition* part = region->getSpatialPartition(i);
if (part)
{
if (hasRenderType(part->mDrawableType))
{
if (!part->getVisibleExtents(camera, min, max))
{
res = FALSE;
}
}
}
}
}
LLViewerCamera::sCurCameraID = saved_camera_id;
return res;
}
void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip)
{
LLFastTimer t(LLFastTimer::FTM_CULL);
LLMemType mt(LLMemType::MTYPE_PIPELINE);
grabReferences(result);
sCull->clear();
BOOL to_texture = LLPipeline::sUseOcclusion > 1 &&
!hasRenderType(LLPipeline::RENDER_TYPE_HUD) &&
LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD &&
gPipeline.canUseVertexShaders() &&
sRenderGlow;
if (to_texture)
{
mScreen.bindTarget();
}
/*glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadMatrixd(gGLLastProjection);
glMatrixMode(GL_MODELVIEW);*/
glPushMatrix();
gGLLastMatrix = NULL;
glLoadMatrixd(gGLLastModelView);
LLVertexBuffer::unbind();
LLGLDisable blend(GL_BLEND);
LLGLDisable test(GL_ALPHA_TEST);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
if (sUseOcclusion > 1)
{
gGL.setColorMask(false, false);
}
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
LLViewerRegion* region = *iter;
if (water_clip != 0)
{
LLPlane plane(LLVector3(0,0, (F32) -water_clip), (F32) water_clip*region->getWaterHeight());
camera.setUserClipPlane(plane);
}
else
{
camera.disableUserClipPlane();
}
for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
{
LLSpatialPartition* part = region->getSpatialPartition(i);
if (part)
{
if (hasRenderType(part->mDrawableType))
{
part->cull(camera);
}
}
}
}
camera.disableUserClipPlane();
// Render non-windlight sky.
if (hasRenderType(LLPipeline::RENDER_TYPE_SKY) &&
gSky.mVOSkyp.notNull() &&
gSky.mVOSkyp->mDrawable.notNull())
{
gSky.mVOSkyp->mDrawable->setVisible(camera);
sCull->pushDrawable(gSky.mVOSkyp->mDrawable);
gSky.updateCull();
stop_glerror();
}
if (hasRenderType(LLPipeline::RENDER_TYPE_GROUND) &&
!gPipeline.canUseWindLightShaders() &&
gSky.mVOGroundp.notNull() &&
gSky.mVOGroundp->mDrawable.notNull() &&
!LLPipeline::sWaterReflections)
{
gSky.mVOGroundp->mDrawable->setVisible(camera);
sCull->pushDrawable(gSky.mVOGroundp->mDrawable);
}
/*glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);*/
glPopMatrix();
if (sUseOcclusion > 1)
{
gGL.setColorMask(true, false);
}
if (to_texture)
{
mScreen.flush();
}
else if (LLPipeline::sUseOcclusion > 1)
{
glFlush();
}
}
void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera)
{
if (group->getData().empty())
{
return;
}
group->setVisible();
if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
{
group->updateDistance(camera);
}
const F32 MINIMUM_PIXEL_AREA = 16.f;
if (group->mPixelArea < MINIMUM_PIXEL_AREA)
{
return;
}
if (sMinRenderSize > 0.f &&
llmax(llmax(group->mBounds[1].mV[0], group->mBounds[1].mV[1]), group->mBounds[1].mV[2]) < sMinRenderSize)
{
return;
}
assertInitialized();
if (!group->mSpatialPartition->mRenderByGroup)
{ //render by drawable
sCull->pushDrawableGroup(group);
}
else
{ //render by group
sCull->pushVisibleGroup(group);
}
mNumVisibleNodes++;
}
void LLPipeline::markOccluder(LLSpatialGroup* group)
{
if (sUseOcclusion > 1 && group && !group->isOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION))
{
LLSpatialGroup* parent = group->getParent();
if (!parent || !parent->isOcclusionState(LLSpatialGroup::OCCLUDED))
{ //only mark top most occluders as active occlusion
sCull->pushOcclusionGroup(group);
group->setOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION);
if (parent &&
!parent->isOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION) &&
parent->getElementCount() == 0 &&
parent->needsUpdate())
{
sCull->pushOcclusionGroup(group);
parent->setOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION);
}
}
}
}
void LLPipeline::doOcclusion(LLCamera& camera)
{
LLVertexBuffer::unbind();
if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION))
{
gGL.setColorMask(true, false, false, false);
}
else
{
gGL.setColorMask(false, false);
}
LLGLDisable blend(GL_BLEND);
LLGLDisable test(GL_ALPHA_TEST);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
LLGLDisable cull(GL_CULL_FACE);
if (LLPipeline::sUseOcclusion > 1)
{
for (LLCullResult::sg_list_t::iterator iter = sCull->beginOcclusionGroups(); iter != sCull->endOcclusionGroups(); ++iter)
{
LLSpatialGroup* group = *iter;
group->doOcclusion(&camera);
group->clearOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION);
}
}
gGL.setColorMask(true, false);
}
BOOL LLPipeline::updateDrawableGeom(LLDrawable* drawablep, BOOL priority)
{
BOOL update_complete = drawablep->updateGeometry(priority);
if (update_complete && assertInitialized())
{
drawablep->setState(LLDrawable::BUILT);
mGeometryChanges++;
}
return update_complete;
}
void LLPipeline::updateGL()
{
while (!LLGLUpdate::sGLQ.empty())
{
LLGLUpdate* glu = LLGLUpdate::sGLQ.front();
glu->updateGL();
glu->mInQ = FALSE;
LLGLUpdate::sGLQ.pop_front();
}
}
void LLPipeline::rebuildPriorityGroups()
{
if(!sAllowRebuildPriorityGroup)
{
return ;
}
sAllowRebuildPriorityGroup = FALSE ;
LLTimer update_timer;
LLMemType mt(LLMemType::MTYPE_PIPELINE);
assertInitialized();
// Iterate through all drawables on the priority build queue,
for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ1.begin();
iter != mGroupQ1.end(); ++iter)
{
LLSpatialGroup* group = *iter;
group->rebuildGeom();
group->clearState(LLSpatialGroup::IN_BUILD_Q1);
}
mGroupQ1.clear();
}
void LLPipeline::rebuildGroups()
{
// Iterate through some drawables on the non-priority build queue
S32 size = (S32) mGroupQ2.size();
S32 min_count = llclamp((S32) ((F32) (size * size)/4096*0.25f), 1, size);
S32 count = 0;
std::sort(mGroupQ2.begin(), mGroupQ2.end(), LLSpatialGroup::CompareUpdateUrgency());
LLSpatialGroup::sg_vector_t::iterator iter;
for (iter = mGroupQ2.begin();
iter != mGroupQ2.end(); ++iter)
{
LLSpatialGroup* group = *iter;
if (group->isDead())
{
continue;
}
group->rebuildGeom();
if (group->mSpatialPartition->mRenderByGroup)
{
count++;
}
group->clearState(LLSpatialGroup::IN_BUILD_Q2);
if (count > min_count)
{
++iter;
break;
}
}
mGroupQ2.erase(mGroupQ2.begin(), iter);
updateMovedList(mMovedBridge);
}
void LLPipeline::updateGeom(F32 max_dtime)
{
LLTimer update_timer;
LLMemType mt(LLMemType::MTYPE_PIPELINE);
LLPointer<LLDrawable> drawablep;
LLFastTimer t(LLFastTimer::FTM_GEO_UPDATE);
assertInitialized();
if (sDelayedVBOEnable > 0)
{
if (--sDelayedVBOEnable <= 0)
{
resetVertexBuffers();
LLVertexBuffer::sEnableVBOs = TRUE;
}
}
// notify various object types to reset internal cost metrics, etc.
// for now, only LLVOVolume does this to throttle LOD changes
LLVOVolume::preUpdateGeom();
// Iterate through all drawables on the priority build queue,
for (LLDrawable::drawable_list_t::iterator iter = mBuildQ1.begin();
iter != mBuildQ1.end();)
{
LLDrawable::drawable_list_t::iterator curiter = iter++;
LLDrawable* drawablep = *curiter;
if (drawablep && !drawablep->isDead())
{
if (drawablep->isState(LLDrawable::IN_REBUILD_Q2))
{
drawablep->clearState(LLDrawable::IN_REBUILD_Q2);
LLDrawable::drawable_list_t::iterator find = std::find(mBuildQ2.begin(), mBuildQ2.end(), drawablep);
if (find != mBuildQ2.end())
{
mBuildQ2.erase(find);
}
}
if (updateDrawableGeom(drawablep, TRUE))
{
drawablep->clearState(LLDrawable::IN_REBUILD_Q1);
mBuildQ1.erase(curiter);
}
}
else
{
mBuildQ1.erase(curiter);
}
}
// Iterate through some drawables on the non-priority build queue
S32 min_count = 16;
S32 size = (S32) mBuildQ2.size();
if (size > 1024)
{
min_count = llclamp((S32) (size * (F32) size/4096), 16, size);
}
S32 count = 0;
max_dtime = llmax(update_timer.getElapsedTimeF32()+0.001f, max_dtime);
LLSpatialGroup* last_group = NULL;
LLSpatialBridge* last_bridge = NULL;
for (LLDrawable::drawable_list_t::iterator iter = mBuildQ2.begin();
iter != mBuildQ2.end(); )
{
LLDrawable::drawable_list_t::iterator curiter = iter++;
LLDrawable* drawablep = *curiter;
LLSpatialBridge* bridge = drawablep->isRoot() ? drawablep->getSpatialBridge() :
drawablep->getParent()->getSpatialBridge();
if (drawablep->getSpatialGroup() != last_group &&
(!last_bridge || bridge != last_bridge) &&
(update_timer.getElapsedTimeF32() >= max_dtime) && count > min_count)
{
break;
}
//make sure updates don't stop in the middle of a spatial group
//to avoid thrashing (objects are enqueued by group)
last_group = drawablep->getSpatialGroup();
last_bridge = bridge;
BOOL update_complete = TRUE;
if (!drawablep->isDead())
{
update_complete = updateDrawableGeom(drawablep, FALSE);
count++;
}
if (update_complete)
{
drawablep->clearState(LLDrawable::IN_REBUILD_Q2);
mBuildQ2.erase(curiter);
}
}
updateMovedList(mMovedBridge);
}
void LLPipeline::markVisible(LLDrawable *drawablep, LLCamera& camera)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
if(!drawablep || drawablep->isDead())
{
return;
}
if (drawablep->isSpatialBridge())
{
const LLDrawable* root = ((LLSpatialBridge*) drawablep)->mDrawable;
llassert(root); // trying to catch a bad assumption
if (root && // // this test may not be needed, see above
root->getVObj()->isAttachment())
{
LLDrawable* rootparent = root->getParent();
if (rootparent) // this IS sometimes NULL
{
LLViewerObject *vobj = rootparent->getVObj();
llassert(vobj); // trying to catch a bad assumption
if (vobj) // this test may not be needed, see above
{
if (vobj->isAvatar() && ((LLVOAvatar*)vobj)->isImpostor())
{
return;
}
}
}
}
sCull->pushBridge((LLSpatialBridge*) drawablep);
}
else
{
sCull->pushDrawable(drawablep);
}
drawablep->setVisible(camera);
}
void LLPipeline::markMoved(LLDrawable *drawablep, BOOL damped_motion)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
if (!drawablep)
{
//llerrs << "Sending null drawable to moved list!" << llendl;
return;
}
if (drawablep->isDead())
{
llwarns << "Marking NULL or dead drawable moved!" << llendl;
return;
}
if (drawablep->getParent())
{
//ensure that parent drawables are moved first
markMoved(drawablep->getParent(), damped_motion);
}
assertInitialized();
if (!drawablep->isState(LLDrawable::ON_MOVE_LIST))
{
if (drawablep->isSpatialBridge())
{
mMovedBridge.push_back(drawablep);
}
else
{
mMovedList.push_back(drawablep);
}
drawablep->setState(LLDrawable::ON_MOVE_LIST);
}
if (damped_motion == FALSE)
{
drawablep->setState(LLDrawable::MOVE_UNDAMPED); // UNDAMPED trumps DAMPED
}
else if (drawablep->isState(LLDrawable::MOVE_UNDAMPED))
{
drawablep->clearState(LLDrawable::MOVE_UNDAMPED);
}
}
void LLPipeline::markShift(LLDrawable *drawablep)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
if (!drawablep || drawablep->isDead())
{
return;
}
assertInitialized();
if (!drawablep->isState(LLDrawable::ON_SHIFT_LIST))
{
drawablep->getVObj()->setChanged(LLXform::SHIFTED | LLXform::SILHOUETTE);
if (drawablep->getParent())
{
markShift(drawablep->getParent());
}
mShiftList.push_back(drawablep);
drawablep->setState(LLDrawable::ON_SHIFT_LIST);
}
}
void LLPipeline::shiftObjects(const LLVector3 &offset)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
assertInitialized();
glClear(GL_DEPTH_BUFFER_BIT);
gDepthDirty = TRUE;
for (LLDrawable::drawable_vector_t::iterator iter = mShiftList.begin();
iter != mShiftList.end(); iter++)
{
LLDrawable *drawablep = *iter;
if (drawablep->isDead())
{
continue;
}
drawablep->shiftPos(offset);
drawablep->clearState(LLDrawable::ON_SHIFT_LIST);
}
mShiftList.resize(0);
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
LLViewerRegion* region = *iter;
for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
{
LLSpatialPartition* part = region->getSpatialPartition(i);
if (part)
{
part->shift(offset);
}
}
}
LLHUDText::shiftAll(offset);
display_update_camera();
}
void LLPipeline::markTextured(LLDrawable *drawablep)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
if (drawablep && !drawablep->isDead() && assertInitialized())
{
mRetexturedList.insert(drawablep);
}
}
void LLPipeline::markGLRebuild(LLGLUpdate* glu)
{
if (glu && !glu->mInQ)
{
LLGLUpdate::sGLQ.push_back(glu);
glu->mInQ = TRUE;
}
}
void LLPipeline::markRebuild(LLSpatialGroup* group, BOOL priority)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
//assert_main_thread();
if (group && !group->isDead() && group->mSpatialPartition)
{
if (group->mSpatialPartition->mPartitionType == LLViewerRegion::PARTITION_HUD)
{
priority = TRUE;
}
if (priority)
{
if (!group->isState(LLSpatialGroup::IN_BUILD_Q1))
{
mGroupQ1.push_back(group);
group->setState(LLSpatialGroup::IN_BUILD_Q1);
if (group->isState(LLSpatialGroup::IN_BUILD_Q2))
{
LLSpatialGroup::sg_vector_t::iterator iter = std::find(mGroupQ2.begin(), mGroupQ2.end(), group);
if (iter != mGroupQ2.end())
{
mGroupQ2.erase(iter);
}
group->clearState(LLSpatialGroup::IN_BUILD_Q2);
}
}
}
else if (!group->isState(LLSpatialGroup::IN_BUILD_Q2 | LLSpatialGroup::IN_BUILD_Q1))
{
//llerrs << "Non-priority updates not yet supported!" << llendl;
if (std::find(mGroupQ2.begin(), mGroupQ2.end(), group) != mGroupQ2.end())
{
llerrs << "WTF?" << llendl;
}
mGroupQ2.push_back(group);
group->setState(LLSpatialGroup::IN_BUILD_Q2);
}
}
}
void LLPipeline::markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag, BOOL priority)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
if (drawablep && !drawablep->isDead() && assertInitialized())
{
if (!drawablep->isState(LLDrawable::BUILT))
{
priority = TRUE;
}
if (priority)
{
if (!drawablep->isState(LLDrawable::IN_REBUILD_Q1))
{
mBuildQ1.push_back(drawablep);
drawablep->setState(LLDrawable::IN_REBUILD_Q1); // mark drawable as being in priority queue
}
}
else if (!drawablep->isState(LLDrawable::IN_REBUILD_Q2))
{
mBuildQ2.push_back(drawablep);
drawablep->setState(LLDrawable::IN_REBUILD_Q2); // need flag here because it is just a list
}
if (flag & (LLDrawable::REBUILD_VOLUME | LLDrawable::REBUILD_POSITION))
{
drawablep->getVObj()->setChanged(LLXform::SILHOUETTE);
}
drawablep->setState(flag);
}
}
void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result)
{
if (hasAnyRenderType(LLPipeline::RENDER_TYPE_AVATAR,
LLPipeline::RENDER_TYPE_GROUND,
LLPipeline::RENDER_TYPE_TERRAIN,
LLPipeline::RENDER_TYPE_TREE,
LLPipeline::RENDER_TYPE_SKY,
LLPipeline::RENDER_TYPE_VOIDWATER,
LLPipeline::RENDER_TYPE_WATER,
LLPipeline::END_RENDER_TYPES))
{
//clear faces from face pools
LLFastTimer t(LLFastTimer::FTM_RESET_DRAWORDER);
gPipeline.resetDrawOrders();
}
LLFastTimer ftm(LLFastTimer::FTM_STATESORT);
LLMemType mt(LLMemType::MTYPE_PIPELINE);
//LLVertexBuffer::unbind();
grabReferences(result);
for (LLCullResult::sg_list_t::iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
{
LLSpatialGroup* group = *iter;
group->checkOcclusion();
if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED))
{
markOccluder(group);
}
else
{
group->setVisible();
for (LLSpatialGroup::element_iter i = group->getData().begin(); i != group->getData().end(); ++i)
{
markVisible(*i, camera);
}
}
}
for (LLCullResult::sg_list_t::iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
{
LLSpatialGroup* group = *iter;
group->checkOcclusion();
if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED))
{
markOccluder(group);
}
else
{
group->setVisible();
stateSort(group, camera);
}
}
if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
{
for (LLCullResult::bridge_list_t::iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i)
{
LLCullResult::bridge_list_t::iterator cur_iter = i;
LLSpatialBridge* bridge = *cur_iter;
LLSpatialGroup* group = bridge->getSpatialGroup();
if (!bridge->isDead() && group && !group->isOcclusionState(LLSpatialGroup::OCCLUDED))
{
stateSort(bridge, camera);
}
}
}
{
LLFastTimer ftm(LLFastTimer::FTM_STATESORT_DRAWABLE);
for (LLCullResult::drawable_list_t::iterator iter = sCull->beginVisibleList();
iter != sCull->endVisibleList(); ++iter)
{
LLDrawable *drawablep = *iter;
if (!drawablep->isDead())
{
stateSort(drawablep, camera);
}
}
}
{
LLFastTimer ftm(LLFastTimer::FTM_CLIENT_COPY);
LLVertexBuffer::clientCopy();
}
postSort(camera);
}
void LLPipeline::stateSort(LLSpatialGroup* group, LLCamera& camera)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
if (!sSkipUpdate && group->changeLOD())
{
for (LLSpatialGroup::element_iter i = group->getData().begin(); i != group->getData().end(); ++i)
{
LLDrawable* drawablep = *i;
stateSort(drawablep, camera);
}
}
}
void LLPipeline::stateSort(LLSpatialBridge* bridge, LLCamera& camera)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
if (!sShadowRender && !sSkipUpdate && bridge->getSpatialGroup()->changeLOD())
{
bool force_update = false;
bridge->updateDistance(camera, force_update);
}
}
void LLPipeline::stateSort(LLDrawable* drawablep, LLCamera& camera)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
if (!drawablep
|| drawablep->isDead()
|| !hasRenderType(drawablep->getRenderType()))
{
return;
}
if (gHideSelectedObjects)
{
// if (drawablep->getVObj().notNull() &&
// drawablep->getVObj()->isSelected())
// [RLVa:KB] - Checked: 2010-09-28 (RLVa-1.2.1f) | Modified: RLVa-1.2.1f
const LLViewerObject* pObj = drawablep->getVObj();
if ( (pObj) && (pObj->isSelected()) &&
((!rlv_handler_t::isEnabled()) || (!pObj->isHUDAttachment()) || (!gRlvAttachmentLocks.isLockedAttachment(pObj->getRootEdit()))) )
// [/RLVa:KB]
{
return;
}
}
if (drawablep->isAvatar())
{ //don't draw avatars beyond render distance or if we don't have a spatial group.
if ((drawablep->getSpatialGroup() == NULL) ||
(drawablep->getSpatialGroup()->mDistance > LLVOAvatar::sRenderDistance))
{
return;
}
LLVOAvatar* avatarp = (LLVOAvatar*) drawablep->getVObj().get();
if (!avatarp->isVisible())
{
return;
}
}
assertInitialized();
if (hasRenderType(drawablep->mRenderType))
{
if (!drawablep->isState(LLDrawable::INVISIBLE|LLDrawable::FORCE_INVISIBLE))
{
drawablep->setVisible(camera, NULL, FALSE);
}
else if (drawablep->isState(LLDrawable::CLEAR_INVISIBLE))
{
// clear invisible flag here to avoid single frame glitch
drawablep->clearState(LLDrawable::FORCE_INVISIBLE|LLDrawable::CLEAR_INVISIBLE);
}
}
if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
{
LLSpatialGroup* group = drawablep->getSpatialGroup();
if (!group || group->changeLOD())
{
if (drawablep->isVisible() && !sSkipUpdate)
{
if (!drawablep->isActive())
{
bool force_update = false;
drawablep->updateDistance(camera, force_update);
}
else if (drawablep->isAvatar())
{
bool force_update = false;
drawablep->updateDistance(camera, force_update); // calls vobj->updateLOD() which calls LLVOAvatar::updateVisibility()
}
}
}
}
if(!drawablep->getVOVolume())
{
for (LLDrawable::face_list_t::iterator iter = drawablep->mFaces.begin();
iter != drawablep->mFaces.end(); iter++)
{
LLFace* facep = *iter;
if (facep->hasGeometry())
{
if (facep->getPool())
{
facep->getPool()->enqueue(facep);
}
else
{
break;
}
}
}
}
mNumVisibleFaces += drawablep->getNumFaces();
}
void forAllDrawables(LLCullResult::sg_list_t::iterator begin,
LLCullResult::sg_list_t::iterator end,
void (*func)(LLDrawable*))
{
for (LLCullResult::sg_list_t::iterator i = begin; i != end; ++i)
{
for (LLSpatialGroup::element_iter j = (*i)->getData().begin(); j != (*i)->getData().end(); ++j)
{
func(*j);
}
}
}
void LLPipeline::forAllVisibleDrawables(void (*func)(LLDrawable*))
{
forAllDrawables(sCull->beginDrawableGroups(), sCull->endDrawableGroups(), func);
forAllDrawables(sCull->beginVisibleGroups(), sCull->endVisibleGroups(), func);
}
//function for creating scripted beacons
void renderScriptedBeacons(LLDrawable* drawablep)
{
LLViewerObject *vobj = drawablep->getVObj();
if (vobj
&& !vobj->isAvatar()
&& !vobj->getParent()
&& vobj->flagScripted())
{
if (gPipeline.sRenderBeacons)
{
gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
}
if (gPipeline.sRenderHighlight)
{
S32 face_id;
S32 count = drawablep->getNumFaces();
for (face_id = 0; face_id < count; face_id++)
{
gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
}
}
}
}
void renderScriptedTouchBeacons(LLDrawable* drawablep)
{
LLViewerObject *vobj = drawablep->getVObj();
if (vobj
&& !vobj->isAvatar()
&& !vobj->getParent()
&& vobj->flagScripted()
&& vobj->flagHandleTouch())
{
if (gPipeline.sRenderBeacons)
{
gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
}
if (gPipeline.sRenderHighlight)
{
S32 face_id;
S32 count = drawablep->getNumFaces();
for (face_id = 0; face_id < count; face_id++)
{
gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
}
}
}
}
void renderPhysicalBeacons(LLDrawable* drawablep)
{
LLViewerObject *vobj = drawablep->getVObj();
if (vobj
&& !vobj->isAvatar()
//&& !vobj->getParent()
&& vobj->usePhysics())
{
if (gPipeline.sRenderBeacons)
{
gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(0.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
}
if (gPipeline.sRenderHighlight)
{
S32 face_id;
S32 count = drawablep->getNumFaces();
for (face_id = 0; face_id < count; face_id++)
{
gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
}
}
}
}
void renderParticleBeacons(LLDrawable* drawablep)
{
// Look for attachments, objects, etc.
LLViewerObject *vobj = drawablep->getVObj();
if (vobj
&& vobj->isParticleSource())
{
if (gPipeline.sRenderBeacons)
{
LLColor4 light_blue(0.5f, 0.5f, 1.f, 0.5f);
gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", light_blue, LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
}
if (gPipeline.sRenderHighlight)
{
S32 face_id;
S32 count = drawablep->getNumFaces();
for (face_id = 0; face_id < count; face_id++)
{
gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
}
}
}
}
void renderSoundHighlights(LLDrawable* drawablep)
{
// Look for attachments, objects, etc.
LLViewerObject *vobj = drawablep->getVObj();
if (vobj && vobj->isAudioSource())
{
if (gPipeline.sRenderHighlight)
{
S32 face_id;
S32 count = drawablep->getNumFaces();
for (face_id = 0; face_id < count; face_id++)
{
gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
}
}
}
}
void LLPipeline::postSort(LLCamera& camera)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
LLFastTimer ftm(LLFastTimer::FTM_STATESORT_POSTSORT);
assertInitialized();
llpushcallstacks ;
//rebuild drawable geometry
for (LLCullResult::sg_list_t::iterator i = sCull->beginDrawableGroups(); i != sCull->endDrawableGroups(); ++i)
{
LLSpatialGroup* group = *i;
if (!sUseOcclusion ||
!group->isOcclusionState(LLSpatialGroup::OCCLUDED))
{
group->rebuildGeom();
}
}
llpushcallstacks ;
//rebuild groups
sCull->assertDrawMapsEmpty();
/*LLSpatialGroup::sNoDelete = FALSE;
for (LLCullResult::sg_list_t::iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i)
{
LLSpatialGroup* group = *i;
if (sUseOcclusion &&
group->isState(LLSpatialGroup::OCCLUDED))
{
continue;
}
group->rebuildGeom();
}
LLSpatialGroup::sNoDelete = TRUE;*/
rebuildPriorityGroups();
llpushcallstacks ;
const S32 bin_count = 1024*8;
static LLCullResult::drawinfo_list_t alpha_bins[bin_count];
static U32 bin_size[bin_count];
//clear one bin per frame to avoid memory bloat
static S32 clear_idx = 0;
clear_idx = (1+clear_idx)%bin_count;
alpha_bins[clear_idx].clear();
for (U32 j = 0; j < bin_count; j++)
{
bin_size[j] = 0;
}
//build render map
for (LLCullResult::sg_list_t::iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i)
{
LLSpatialGroup* group = *i;
if (sUseOcclusion &&
group->isOcclusionState(LLSpatialGroup::OCCLUDED))
{
continue;
}
if (group->isState(LLSpatialGroup::NEW_DRAWINFO) && group->isState(LLSpatialGroup::GEOM_DIRTY))
{ //no way this group is going to be drawable without a rebuild
group->rebuildGeom();
}
for (LLSpatialGroup::draw_map_t::iterator j = group->mDrawMap.begin(); j != group->mDrawMap.end(); ++j)
{
LLSpatialGroup::drawmap_elem_t& src_vec = j->second;
if (!hasRenderType(j->first))
{
continue;
}
for (LLSpatialGroup::drawmap_elem_t::iterator k = src_vec.begin(); k != src_vec.end(); ++k)
{
if (sMinRenderSize > 0.f)
{
LLVector3 bounds = (*k)->mExtents[1]-(*k)->mExtents[0];
if (llmax(llmax(bounds.mV[0], bounds.mV[1]), bounds.mV[2]) > sMinRenderSize)
{
sCull->pushDrawInfo(j->first, *k);
}
}
else
{
sCull->pushDrawInfo(j->first, *k);
}
}
}
if (hasRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA))
{
LLSpatialGroup::draw_map_t::iterator alpha = group->mDrawMap.find(LLRenderPass::PASS_ALPHA);
if (alpha != group->mDrawMap.end())
{ //store alpha groups for sorting
LLSpatialBridge* bridge = group->mSpatialPartition->asBridge();
if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
{
if (bridge)
{
LLCamera trans_camera = bridge->transformCamera(camera);
group->updateDistance(trans_camera);
}
else
{
group->updateDistance(camera);
}
}
if (hasRenderType(LLDrawPool::POOL_ALPHA))
{
sCull->pushAlphaGroup(group);
}
}
}
}
if (!sShadowRender)
{
//sort by texture or bump map
for (U32 i = 0; i < LLRenderPass::NUM_RENDER_TYPES; ++i)
{
if (i == LLRenderPass::PASS_BUMP)
{
std::sort(sCull->beginRenderMap(i), sCull->endRenderMap(i), LLDrawInfo::CompareBump());
}
else
{
std::sort(sCull->beginRenderMap(i), sCull->endRenderMap(i), LLDrawInfo::CompareTexturePtrMatrix());
}
}
std::sort(sCull->beginAlphaGroups(), sCull->endAlphaGroups(), LLSpatialGroup::CompareDepthGreater());
}
llpushcallstacks ;
// only render if the flag is set. The flag is only set if we are in edit mode or the toggle is set in the menus
static const LLCachedControl<bool> beacons_visible("BeaconsVisible", false);
if (beacons_visible && !sShadowRender)
{
if (sRenderScriptedTouchBeacons)
{
// Only show the beacon on the root object.
forAllVisibleDrawables(renderScriptedTouchBeacons);
}
else
if (sRenderScriptedBeacons)
{
// Only show the beacon on the root object.
forAllVisibleDrawables(renderScriptedBeacons);
}
if (sRenderPhysicalBeacons)
{
// Only show the beacon on the root object.
forAllVisibleDrawables(renderPhysicalBeacons);
}
if (sRenderParticleBeacons)
{
forAllVisibleDrawables(renderParticleBeacons);
}
// If god mode, also show audio cues
if (sRenderSoundBeacons && gAudiop)
{
// Walk all sound sources and render out beacons for them. Note, this isn't done in the ForAllVisibleDrawables function, because some are not visible.
LLAudioEngine::source_map::iterator iter;
for (iter = gAudiop->mAllSources.begin(); iter != gAudiop->mAllSources.end(); ++iter)
{
LLAudioSource *sourcep = iter->second;
LLVector3d pos_global = sourcep->getPositionGlobal();
LLVector3 pos = gAgent.getPosAgentFromGlobal(pos_global);
if (gPipeline.sRenderBeacons)
{
LLAudioChannel* channel = sourcep->getChannel();
bool const is_playing = channel && channel->isPlaying();
S32 width = 2;
LLColor4 color = LLColor4(0.f, 0.f, 1.f, 0.5f);
if (is_playing)
{
llassert(!sourcep->isMuted());
F32 gain = sourcep->getGain() * channel->getSecondaryGain();
if (gain == 0.f)
{
color = LLColor4(1.f, 0.f, 0.f, 0.5f);
}
else if (gain == 1.f)
{
color = LLColor4(0.f, 1.f, 0.f, 0.5f);
width = gSavedSettings.getS32("DebugBeaconLineWidth");
}
else
{
color = LLColor4(1.f, 1.f, 0.f, 0.5f);
width = 1 + gain * (gSavedSettings.getS32("DebugBeaconLineWidth") - 1);
}
}
else if (sourcep->isMuted())
color = LLColor4(0.f, 1.f, 1.f, 0.5f);
gObjectList.addDebugBeacon(pos, "", color, LLColor4(1.f, 1.f, 1.f, 0.5f), width);
}
}
// now deal with highlights for all those seeable sound sources
forAllVisibleDrawables(renderSoundHighlights);
}
}
llpushcallstacks ;
// If managing your telehub, draw beacons at telehub and currently selected spawnpoint.
if (LLFloaterTelehub::renderBeacons())
{
LLFloaterTelehub::addBeacons();
}
if (!sShadowRender)
{
mSelectedFaces.clear();
// Draw face highlights for selected faces.
if (LLSelectMgr::getInstance()->getTEMode())
{
struct f : public LLSelectedTEFunctor
{
virtual bool apply(LLViewerObject* object, S32 te)
{
if (object->mDrawable)
{
gPipeline.mSelectedFaces.push_back(object->mDrawable->getFace(te));
}
return true;
}
} func;
LLSelectMgr::getInstance()->getSelection()->applyToTEs(&func);
}
}
//LLSpatialGroup::sNoDelete = FALSE;
llpushcallstacks ;
}
void render_hud_elements()
{
LLFastTimer t(LLFastTimer::FTM_RENDER_UI);
gPipeline.disableLights();
LLGLDisable fog(GL_FOG);
LLGLSUIDefault gls_ui;
LLGLEnable stencil(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 255, 0xFFFFFFFF);
glStencilMask(0xFFFFFFFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
gGL.color4f(1,1,1,1);
if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
{
LLGLEnable multisample(GL_MULTISAMPLE_ARB);
gViewerWindow->renderSelections(FALSE, FALSE, FALSE); // For HUD version in render_ui_3d()
// Draw the tracking overlays
LLTracker::render3D();
// Show the property lines
LLWorld::getInstance()->renderPropertyLines();
LLViewerParcelMgr::getInstance()->render();
LLViewerParcelMgr::getInstance()->renderParcelCollision();
// Render debugging beacons.
//gObjectList.renderObjectBeacons();
//TO-DO:
//V2 moved this line from LLPipeline::renderGeom
//Uncomment once multisample z-buffer issues are figured out on ati cards.
LLHUDObject::renderAll();
//gObjectList.resetObjectBeacons();
}
else if (gForceRenderLandFence)
{
// This is only set when not rendering the UI, for parcel snapshots
LLViewerParcelMgr::getInstance()->render();
}
else if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
{
LLHUDText::renderAllHUD();
}
gGL.flush();
}
void LLPipeline::renderHighlights()
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
assertInitialized();
// Draw 3D UI elements here (before we clear the Z buffer in POOL_HUD)
// Render highlighted faces.
LLGLSPipelineAlpha gls_pipeline_alpha;
LLColor4 color(1.f, 1.f, 1.f, 0.5f);
LLGLEnable color_mat(GL_COLOR_MATERIAL);
disableLights();
if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
{
gHighlightProgram.bind();
gHighlightProgram.vertexAttrib4f(LLViewerShaderMgr::MATERIAL_COLOR,1,1,1,0.5f);
}
if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
{
// Make sure the selection image gets downloaded and decoded
if (!mFaceSelectImagep)
{
mFaceSelectImagep = LLViewerTextureManager::getFetchedTexture(IMG_FACE_SELECT);
}
mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA);
U32 count = mSelectedFaces.size();
for (U32 i = 0; i < count; i++)
{
LLFace *facep = mSelectedFaces[i];
if (!facep || facep->getDrawable()->isDead())
{
llerrs << "Bad face on selection" << llendl;
return;
}
facep->renderSelected(mFaceSelectImagep, color);
}
}
if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
{
// Paint 'em red!
color.setVec(1.f, 0.f, 0.f, 0.5f);
if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
{
gHighlightProgram.vertexAttrib4f(LLViewerShaderMgr::MATERIAL_COLOR,1,0,0,0.5f);
}
int count = mHighlightFaces.size();
for (S32 i = 0; i < count; i++)
{
LLFace* facep = mHighlightFaces[i];
facep->renderSelected(LLViewerTexture::sNullImagep, color);
}
}
// Contains a list of the faces of objects that are physical or
// have touch-handlers.
mHighlightFaces.clear();
if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)
{
gHighlightProgram.unbind();
}
}
void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
LLFastTimer t(LLFastTimer::FTM_RENDER_GEOMETRY);
assertInitialized();
F64 saved_modelview[16];
F64 saved_projection[16];
//HACK: preserve/restore matrices around HUD render
if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
{
for (U32 i = 0; i < 16; i++)
{
saved_modelview[i] = gGLModelView[i];
saved_projection[i] = gGLProjection[i];
}
}
///////////////////////////////////////////
//
// Sync and verify GL state
//
//
stop_glerror();
gFrameStats.start(LLFrameStats::RENDER_SYNC);
LLVertexBuffer::unbind();
// Do verification of GL state
LLGLState::checkStates();
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
if (mRenderDebugMask & RENDER_DEBUG_VERIFY)
{
if (!verify())
{
llerrs << "Pipeline verification failed!" << llendl;
}
}
LLAppViewer::instance()->pingMainloopTimeout("Pipeline:ForceVBO");
//by bao
//fake vertex buffer updating
//to guaranttee at least updating one VBO buffer every frame
//to walk around the bug caused by ATI card --> DEV-3855
//
//if(forceVBOUpdate)
// gSky.mVOSkyp->updateDummyVertexBuffer() ;
gFrameStats.start(LLFrameStats::RENDER_GEOM);
// Initialize lots of GL state to "safe" values
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
LLGLSPipeline gls_pipeline;
LLGLEnable multisample(GL_MULTISAMPLE_ARB);
LLGLState gls_color_material(GL_COLOR_MATERIAL, mLightingDetail < 2);
// Toggle backface culling for debugging
LLGLEnable cull_face(mBackfaceCull ? GL_CULL_FACE : 0);
// Set fog
BOOL use_fog = hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOG);
LLGLEnable fog_enable(use_fog &&
!gPipeline.canUseWindLightShadersOnObjects() ? GL_FOG : 0);
gSky.updateFog(camera.getFar());
if (!use_fog)
{
sUnderWaterRender = FALSE;
}
gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sDefaultImagep);
LLViewerFetchedTexture::sDefaultImagep->setAddressMode(LLTexUnit::TAM_WRAP);
//////////////////////////////////////////////
//
// Actually render all of the geometry
//
//
stop_glerror();
LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDrawPools");
for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
{
LLDrawPool *poolp = *iter;
if (hasRenderType(poolp->getType()))
{
poolp->prerender();
}
}
if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PICKING))
{
LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderForSelect");
gObjectList.renderObjectsForSelect(camera, gViewerWindow->getVirtualWindowRect());
}
else
{
LLFastTimer t(LLFastTimer::FTM_POOLS);
// HACK: don't calculate local lights if we're rendering the HUD!
// Removing this check will cause bad flickering when there are
// HUD elements being rendered AND the user is in flycam mode -nyx
if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
{
calcNearbyLights(camera);
setupHWLights(NULL);
}
BOOL occlude = sUseOcclusion > 1;
U32 cur_type = 0;
pool_set_t::iterator iter1 = mPools.begin();
while ( iter1 != mPools.end() )
{
LLDrawPool *poolp = *iter1;
cur_type = poolp->getType();
if (occlude && cur_type >= LLDrawPool::POOL_GRASS)
{
occlude = FALSE;
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
doOcclusion(camera);
}
pool_set_t::iterator iter2 = iter1;
if (hasRenderType(poolp->getType()) && poolp->getNumPasses() > 0)
{
LLFastTimer t(LLFastTimer::FTM_POOLRENDER);
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
for( S32 i = 0; i < poolp->getNumPasses(); i++ )
{
LLVertexBuffer::unbind();
poolp->beginRenderPass(i);
for (iter2 = iter1; iter2 != mPools.end(); iter2++)
{
LLDrawPool *p = *iter2;
if (p->getType() != cur_type)
{
break;
}
p->render(i);
}
poolp->endRenderPass(i);
LLVertexBuffer::unbind();
if (gDebugGL || gDebugPipeline)
{
GLint depth;
glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
if (depth > 3)
{
llerrs << "GL matrix stack corrupted!" << llendl;
}
std::string msg = llformat("%s pass %d", gPoolNames[cur_type].c_str(), i);
LLGLState::checkStates(msg);
LLGLState::checkTextureChannels(msg);
LLGLState::checkClientArrays(msg);
}
}
}
else
{
// Skip all pools of this type
for (iter2 = iter1; iter2 != mPools.end(); iter2++)
{
LLDrawPool *p = *iter2;
if (p->getType() != cur_type)
{
break;
}
}
}
iter1 = iter2;
stop_glerror();
}
LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDrawPoolsEnd");
LLVertexBuffer::unbind();
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
if (occlude)
{
occlude = FALSE;
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
doOcclusion(camera);
}
}
LLVertexBuffer::unbind();
LLGLState::checkStates();
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
stop_glerror();
LLGLState::checkStates();
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderHighlights");
if (!sReflectionRender)
{
renderHighlights();
}
// Contains a list of the faces of objects that are physical or
// have touch-handlers.
mHighlightFaces.clear();
LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDebug");
renderDebug();
LLVertexBuffer::unbind();
if (!LLPipeline::sReflectionRender && !LLPipeline::sRenderDeferred)
{
if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
{
// Render debugging beacons.
gObjectList.renderObjectBeacons();
//TO-DO:
//V2 moved this line to LLPipeline::render_hud_elements
//Migrate once multisample z-buffer issues are figured out on ati cards.
//LLHUDObject::renderAll();
gObjectList.resetObjectBeacons();
}
else
{
// Make sure particle effects disappear
LLHUDObject::renderAllForTimer();
}
}
else
{
// Make sure particle effects disappear
LLHUDObject::renderAllForTimer();
}
LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomEnd");
//HACK: preserve/restore matrices around HUD render
if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
{
for (U32 i = 0; i < 16; i++)
{
gGLModelView[i] = saved_modelview[i];
gGLProjection[i] = saved_projection[i];
}
}
LLVertexBuffer::unbind();
LLGLState::checkStates();
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
}
void LLPipeline::renderGeomDeferred(LLCamera& camera)
{
LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomDeferred");
LLFastTimer t(LLFastTimer::FTM_RENDER_GEOMETRY);
LLFastTimer t2(LLFastTimer::FTM_POOLS);
LLGLEnable cull(GL_CULL_FACE);
LLGLEnable stencil(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF);
stop_glerror();
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
stop_glerror();
for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
{
LLDrawPool *poolp = *iter;
if (hasRenderType(poolp->getType()))
{
poolp->prerender();
}
}
LLGLEnable multisample(GL_MULTISAMPLE_ARB);
LLVertexBuffer::unbind();
LLGLState::checkStates();
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
U32 cur_type = 0;
gGL.setColorMask(true, true);
pool_set_t::iterator iter1 = mPools.begin();
while ( iter1 != mPools.end() )
{
LLDrawPool *poolp = *iter1;
cur_type = poolp->getType();
pool_set_t::iterator iter2 = iter1;
if (hasRenderType(poolp->getType()) && poolp->getNumDeferredPasses() > 0)
{
LLFastTimer t(LLFastTimer::FTM_POOLRENDER);
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
for( S32 i = 0; i < poolp->getNumDeferredPasses(); i++ )
{
LLVertexBuffer::unbind();
poolp->beginDeferredPass(i);
for (iter2 = iter1; iter2 != mPools.end(); iter2++)
{
LLDrawPool *p = *iter2;
if (p->getType() != cur_type)
{
break;
}
p->renderDeferred(i);
}
poolp->endDeferredPass(i);
LLVertexBuffer::unbind();
if (gDebugGL || gDebugPipeline)
{
GLint depth;
glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
if (depth > 3)
{
llerrs << "GL matrix stack corrupted!" << llendl;
}
LLGLState::checkStates();
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
}
}
}
else
{
// Skip all pools of this type
for (iter2 = iter1; iter2 != mPools.end(); iter2++)
{
LLDrawPool *p = *iter2;
if (p->getType() != cur_type)
{
break;
}
}
}
iter1 = iter2;
stop_glerror();
}
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
gGL.setColorMask(true, false);
}
void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
{
LLFastTimer t(LLFastTimer::FTM_POOLS);
U32 cur_type = 0;
LLGLEnable cull(GL_CULL_FACE);
LLGLEnable multisample(GL_MULTISAMPLE_ARB);
calcNearbyLights(camera);
setupHWLights(NULL);
gGL.setColorMask(true, false);
pool_set_t::iterator iter1 = mPools.begin();
BOOL occlude = LLPipeline::sUseOcclusion > 1;
while ( iter1 != mPools.end() )
{
LLDrawPool *poolp = *iter1;
cur_type = poolp->getType();
if (occlude && cur_type >= LLDrawPool::POOL_GRASS)
{
occlude = FALSE;
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
doOcclusion(camera);
gGL.setColorMask(true, false);
}
pool_set_t::iterator iter2 = iter1;
if (hasRenderType(poolp->getType()) && poolp->getNumPostDeferredPasses() > 0)
{
LLFastTimer t(LLFastTimer::FTM_POOLRENDER);
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
for( S32 i = 0; i < poolp->getNumPostDeferredPasses(); i++ )
{
LLVertexBuffer::unbind();
poolp->beginPostDeferredPass(i);
for (iter2 = iter1; iter2 != mPools.end(); iter2++)
{
LLDrawPool *p = *iter2;
if (p->getType() != cur_type)
{
break;
}
p->renderPostDeferred(i);
}
poolp->endPostDeferredPass(i);
LLVertexBuffer::unbind();
if (gDebugGL || gDebugPipeline)
{
GLint depth;
glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
if (depth > 3)
{
llerrs << "GL matrix stack corrupted!" << llendl;
}
LLGLState::checkStates();
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
}
}
}
else
{
// Skip all pools of this type
for (iter2 = iter1; iter2 != mPools.end(); iter2++)
{
LLDrawPool *p = *iter2;
if (p->getType() != cur_type)
{
break;
}
}
}
iter1 = iter2;
stop_glerror();
}
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
//TO-DO:
//V2 moved block to LLPipeline::renderDeferredLighting
//Migrate once multisample z-buffer issues are figured out on ati cards.
/*if(!sImpostorRender)
{
renderHighlights();
mHighlightFaces.clear();
renderDebug();
LLVertexBuffer::unbind();
if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
{
// Render debugging beacons.
gObjectList.renderObjectBeacons();
LLHUDObject::renderAll();
gObjectList.resetObjectBeacons();
}
else
{
// Make sure particle effects disappear
LLHUDObject::renderAllForTimer();
}
}*/
//END
if (occlude)
{
occlude = FALSE;
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
doOcclusion(camera);
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
}
}
void LLPipeline::renderGeomShadow(LLCamera& camera)
{
U32 cur_type = 0;
LLGLEnable cull(GL_CULL_FACE);
LLVertexBuffer::unbind();
pool_set_t::iterator iter1 = mPools.begin();
while ( iter1 != mPools.end() )
{
LLDrawPool *poolp = *iter1;
cur_type = poolp->getType();
pool_set_t::iterator iter2 = iter1;
if (hasRenderType(poolp->getType()) && poolp->getNumShadowPasses() > 0)
{
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
for( S32 i = 0; i < poolp->getNumShadowPasses(); i++ )
{
LLVertexBuffer::unbind();
poolp->beginShadowPass(i);
for (iter2 = iter1; iter2 != mPools.end(); iter2++)
{
LLDrawPool *p = *iter2;
if (p->getType() != cur_type)
{
break;
}
p->renderShadow(i);
}
poolp->endShadowPass(i);
LLVertexBuffer::unbind();
LLGLState::checkStates();
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
}
}
else
{
// Skip all pools of this type
for (iter2 = iter1; iter2 != mPools.end(); iter2++)
{
LLDrawPool *p = *iter2;
if (p->getType() != cur_type)
{
break;
}
}
}
iter1 = iter2;
stop_glerror();
}
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
}
void LLPipeline::addTrianglesDrawn(S32 count)
{
assertInitialized();
mTrianglesDrawn += count;
mBatchCount++;
mMaxBatchSize = llmax(mMaxBatchSize, count);
mMinBatchSize = llmin(mMinBatchSize, count);
if (LLPipeline::sRenderFrameTest)
{
gViewerWindow->getWindow()->swapBuffers();
ms_sleep(16);
}
}
void LLPipeline::renderDebug()
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
if(!mRenderDebugMask)
return;
assertInitialized();
gGL.color4f(1,1,1,1);
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
gGL.setColorMask(true, false);
// Debug stuff.
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
LLViewerRegion* region = *iter;
for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
{
LLSpatialPartition* part = region->getSpatialPartition(i);
if (part)
{
if (hasRenderType(part->mDrawableType))
{
part->renderDebug();
}
}
}
}
for (LLCullResult::bridge_list_t::const_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i)
{
LLSpatialBridge* bridge = *i;
if (!bridge->isDead() && !bridge->isState(LLSpatialGroup::OCCLUDED) && hasRenderType(bridge->mDrawableType))
{
glPushMatrix();
glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
bridge->renderDebug();
glPopMatrix();
}
}
if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
{
gGL.color4f(1,1,1,1);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
F32 col[] =
{
1,1,0,
0,1,1,
1,0,1,
1,1,1,
1,0,0,
0,1,0,
0,0,1,
0,0,0
};
for (U32 i = 0; i < 8; i++)
{
gGL.color3fv(col+i*3);
gGL.begin(LLRender::LINES);
LLVector3* frust = mShadowCamera[i].mAgentFrustum;
gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[1].mV);
gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[2].mV);
gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[3].mV);
gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[0].mV);
gGL.vertex3fv(frust[4].mV); gGL.vertex3fv(frust[5].mV);
gGL.vertex3fv(frust[5].mV); gGL.vertex3fv(frust[6].mV);
gGL.vertex3fv(frust[6].mV); gGL.vertex3fv(frust[7].mV);
gGL.vertex3fv(frust[7].mV); gGL.vertex3fv(frust[4].mV);
gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV);
gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV);
gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[6].mV);
gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[7].mV);
if (i < 4)
{
LLVector3* ext = mShadowExtents[i];
LLVector3 box[] =
{
LLVector3(ext[0][0], ext[0][1], ext[0][2]),
LLVector3(ext[1][0], ext[0][1], ext[0][2]),
LLVector3(ext[1][0], ext[1][1], ext[0][2]),
LLVector3(ext[0][0], ext[1][1], ext[0][2]),
LLVector3(ext[0][0], ext[0][1], ext[1][2]),
LLVector3(ext[1][0], ext[0][1], ext[1][2]),
LLVector3(ext[1][0], ext[1][1], ext[1][2]),
LLVector3(ext[0][0], ext[1][1], ext[1][2]),
};
gGL.vertex3fv(box[0].mV); gGL.vertex3fv(box[1].mV);
gGL.vertex3fv(box[1].mV); gGL.vertex3fv(box[2].mV);
gGL.vertex3fv(box[2].mV); gGL.vertex3fv(box[3].mV);
gGL.vertex3fv(box[3].mV); gGL.vertex3fv(box[0].mV);
gGL.vertex3fv(box[4].mV); gGL.vertex3fv(box[5].mV);
gGL.vertex3fv(box[5].mV); gGL.vertex3fv(box[6].mV);
gGL.vertex3fv(box[6].mV); gGL.vertex3fv(box[7].mV);
gGL.vertex3fv(box[7].mV); gGL.vertex3fv(box[4].mV);
gGL.vertex3fv(box[0].mV); gGL.vertex3fv(box[4].mV);
gGL.vertex3fv(box[1].mV); gGL.vertex3fv(box[5].mV);
gGL.vertex3fv(box[2].mV); gGL.vertex3fv(box[6].mV);
gGL.vertex3fv(box[3].mV); gGL.vertex3fv(box[7].mV);
}
gGL.end();
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
LLViewerRegion* region = *iter;
for (U32 j = 0; j < LLViewerRegion::NUM_PARTITIONS; j++)
{
LLSpatialPartition* part = region->getSpatialPartition(j);
if (part)
{
if (hasRenderType(part->mDrawableType))
{
part->renderIntersectingBBoxes(&mShadowCamera[i]);
}
}
}
}
}
}
if (mRenderDebugMask & RENDER_DEBUG_COMPOSITION)
{
// Debug composition layers
F32 x, y;
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
if (gAgent.getRegion())
{
gGL.begin(LLRender::POINTS);
// Draw the composition layer for the region that I'm in.
for (x = 0; x <= 260; x++)
{
for (y = 0; y <= 260; y++)
{
if ((x > 255) || (y > 255))
{
gGL.color4f(1.f, 0.f, 0.f, 1.f);
}
else
{
gGL.color4f(0.f, 0.f, 1.f, 1.f);
}
F32 z = gAgent.getRegion()->getCompositionXY((S32)x, (S32)y);
z *= 5.f;
z += 50.f;
gGL.vertex3f(x, y, z);
}
}
gGL.end();
}
}
if (mRenderDebugMask & LLPipeline::RENDER_DEBUG_BUILD_QUEUE)
{
U32 count = 0;
U32 size = mBuildQ2.size();
LLColor4 col;
LLGLEnable blend(GL_BLEND);
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ2.begin(); iter != mGroupQ2.end(); ++iter)
{
LLSpatialGroup* group = *iter;
if (group->isDead())
{
continue;
}
LLSpatialBridge* bridge = group->mSpatialPartition->asBridge();
if (bridge && (!bridge->mDrawable || bridge->mDrawable->isDead()))
{
continue;
}
if (bridge)
{
gGL.pushMatrix();
glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
}
F32 alpha = (F32) (size-count)/size;
LLVector2 c(1.f-alpha, alpha);
c.normVec();
++count;
col.set(c.mV[0], c.mV[1], 0, alpha*0.5f+0.1f);
group->drawObjectBox(col);
if (bridge)
{
gGL.popMatrix();
}
}
}
gGL.flush();
}
void LLPipeline::renderForSelect(std::set<LLViewerObject*>& objects, BOOL render_transparent, const LLRect& screen_rect)
{
assertInitialized();
gGL.setColorMask(true, false);
gPipeline.resetDrawOrders();
for (std::set<LLViewerObject*>::iterator iter = objects.begin(); iter != objects.end(); ++iter)
{
stateSort((*iter)->mDrawable, *LLViewerCamera::getInstance());
}
LLMemType mt(LLMemType::MTYPE_PIPELINE);
glMatrixMode(GL_MODELVIEW);
LLGLSDefault gls_default;
LLGLSObjectSelect gls_object_select;
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
LLGLDepthTest gls_depth(GL_TRUE,GL_TRUE);
disableLights();
LLVertexBuffer::unbind();
//for each drawpool
LLGLState::checkStates();
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
U32 last_type = 0;
// If we don't do this, we crash something on changing graphics settings
// from Medium -> Low, because we unload all the shaders and the
// draw pools aren't aware. I don't know if this has to be a separate
// loop before actual rendering. JC
for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
{
LLDrawPool *poolp = *iter;
if (poolp->isFacePool() && hasRenderType(poolp->getType()))
{
poolp->prerender();
}
}
for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
{
LLDrawPool *poolp = *iter;
if (poolp->isFacePool() && hasRenderType(poolp->getType()))
{
LLFacePool* face_pool = (LLFacePool*) poolp;
face_pool->renderForSelect();
LLVertexBuffer::unbind();
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
if (poolp->getType() != last_type)
{
last_type = poolp->getType();
LLGLState::checkStates();
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
}
}
}
LLGLEnable alpha_test(GL_ALPHA_TEST);
if (render_transparent)
{
gGL.setAlphaRejectSettings(LLRender::CF_GREATER_EQUAL, 0.f);
}
else
{
gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.2f);
}
gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_VERT_COLOR);
gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_ALPHA, LLTexUnit::TBS_VERT_ALPHA);
U32 prim_mask = LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_TEXCOORD0;
for (std::set<LLViewerObject*>::iterator i = objects.begin(); i != objects.end(); ++i)
{
LLViewerObject* vobj = *i;
LLDrawable* drawable = vobj->mDrawable;
if (vobj->isDead() ||
vobj->isHUDAttachment() ||
(gHideSelectedObjects && vobj->isSelected()) ||
drawable->isDead() ||
!hasRenderType(drawable->getRenderType()))
{
continue;
}
for (S32 j = 0; j < drawable->getNumFaces(); ++j)
{
LLFace* facep = drawable->getFace(j);
if (!facep->getPool())
{
facep->renderForSelect(prim_mask);
}
}
}
// pick HUD objects
LLVOAvatar* avatarp = gAgent.getAvatarObject();
if (avatarp && sShowHUDAttachments)
{
glh::matrix4f save_proj(glh_get_current_projection());
glh::matrix4f save_model(glh_get_current_modelview());
setup_hud_matrices(screen_rect);
for (LLVOAvatar::attachment_map_t::iterator iter = avatarp->mAttachmentPoints.begin();
iter != avatarp->mAttachmentPoints.end(); )
{
LLVOAvatar::attachment_map_t::iterator curiter = iter++;
LLViewerJointAttachment* attachmentp = curiter->second;
if (attachmentp->getIsHUDAttachment())
{
for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachmentp->mAttachedObjects.begin();
attachment_iter != attachmentp->mAttachedObjects.end();
++attachment_iter)
{
if (LLViewerObject* objectp = (*attachment_iter))
{
LLDrawable* drawable = objectp->mDrawable;
if (drawable->isDead())
{
continue;
}
for (S32 j = 0; j < drawable->getNumFaces(); ++j)
{
LLFace* facep = drawable->getFace(j);
if (!facep->getPool())
{
facep->renderForSelect(prim_mask);
}
}
//render child faces
LLViewerObject::const_child_list_t& child_list = objectp->getChildren();
for (LLViewerObject::child_list_t::const_iterator iter = child_list.begin();
iter != child_list.end(); iter++)
{
LLViewerObject* child = *iter;
LLDrawable* child_drawable = child->mDrawable;
for (S32 l = 0; l < child_drawable->getNumFaces(); ++l)
{
LLFace* facep = child_drawable->getFace(l);
if (!facep->getPool())
{
facep->renderForSelect(prim_mask);
}
}
}
}
}
}
}
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(save_proj.m);
glh_set_current_projection(save_proj);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(save_model.m);
glh_set_current_modelview(save_model);
}
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
LLVertexBuffer::unbind();
gGL.setColorMask(true, true);
}
void LLPipeline::rebuildPools()
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
assertInitialized();
S32 max_count = mPools.size();
pool_set_t::iterator iter1 = mPools.upper_bound(mLastRebuildPool);
while(max_count > 0 && mPools.size() > 0) // && num_rebuilds < MAX_REBUILDS)
{
if (iter1 == mPools.end())
{
iter1 = mPools.begin();
}
LLDrawPool* poolp = *iter1;
if (poolp->isDead())
{
mPools.erase(iter1++);
removeFromQuickLookup( poolp );
if (poolp == mLastRebuildPool)
{
mLastRebuildPool = NULL;
}
delete poolp;
}
else
{
mLastRebuildPool = poolp;
iter1++;
}
max_count--;
}
if (gAgent.getAvatarObject())
{
gAgent.getAvatarObject()->rebuildHUD();
}
}
void LLPipeline::addToQuickLookup( LLDrawPool* new_poolp )
{
LLMemType mt(LLMemType::MTYPE_PIPELINE);
assertInitialized();
switch( new_poolp->getType() )
{
case LLDrawPool::POOL_SIMPLE:
if (mSimplePool)
{
llassert(0);
llwarns << "Ignoring duplicate simple pool." << llendl;
}
else
{
mSimplePool = (LLRenderPass*) new_poolp;
}
break;
case LLDrawPool::POOL_GRASS:
if (mGrassPool)
{
llassert(0);
llwarns << "Ignoring duplicate grass pool." << llendl;
}
else
{
mGrassPool = (LLRenderPass*) new_poolp;
}
break;
case LLDrawPool::POOL_FULLBRIGHT:
if (mFullbrightPool)
{
llassert(0);
llwarns << "Ignoring duplicate simple pool." << llendl;
}
else
{
mFullbrightPool = (LLRenderPass*) new_poolp;
}
break;
case LLDrawPool::POOL_INVISIBLE:
if (mInvisiblePool)
{
llassert(0);
llwarns << "Ignoring duplicate simple pool." << llendl;
}
else
{
mInvisiblePool = (LLRenderPass*) new_poolp;
}
break;
case LLDrawPool::POOL_GLOW:
if (mGlowPool)
{
llassert(0);
llwarns << "Ignoring duplicate glow pool." << llendl;
}
else
{
mGlowPool = (LLRenderPass*) new_poolp;
}
break;
case LLDrawPool::POOL_TREE:
mTreePools[ uintptr_t(new_poolp->getTexture()) ] = new_poolp ;
break;
case LLDrawPool::POOL_TERRAIN:
mTerrainPools[ uintptr_t(new_poolp->getTexture()) ] = new_poolp ;
break;
case LLDrawPool::POOL_BUMP:
if (mBumpPool)
{
llassert(0);
llwarns << "Ignoring duplicate bump pool." << llendl;
}
else
{
mBumpPool = new_poolp;
}
break;
case LLDrawPool::POOL_ALPHA:
if( mAlphaPool )
{
llassert(0);
llwarns << "LLPipeline::addPool(): Ignoring duplicate Alpha pool" << llendl;
}
else
{
mAlphaPool = new_poolp;
}
break;
case LLDrawPool::POOL_AVATAR:
break; // Do nothing
case LLDrawPool::POOL_SKY:
if( mSkyPool )
{
llassert(0);
llwarns << "LLPipeline::addPool(): Ignoring duplicate Sky pool" << llendl;
}
else
{
mSkyPool = new_poolp;
}
break;
case LLDrawPool::POOL_WATER:
if( mWaterPool )
{
llassert(0);
llwarns << "LLPipeline::addPool(): Ignoring duplicate Water pool" << llendl;
}
else
{
mWaterPool = new_poolp;
}
break;
case LLDrawPool::POOL_GROUND:
if( mGroundPool )
{
llassert(0);
llwarns << "LLPipeline::addPool(): Ignoring duplicate Ground Pool" << llendl;
}
else
{
mGroundPool = new_poolp;
}
break;
case LLDrawPool::POOL_WL_SKY:
if( mWLSkyPool )
{
llassert(0);
llwarns << "LLPipeline::addPool(): Ignoring duplicate WLSky Pool" << llendl;
}
else
{
mWLSkyPool = new_poolp;
}
break;
default:
llassert(0);
llwarns << "Invalid Pool Type in LLPipeline::addPool()" << llendl;
break;
}
}
void LLPipeline::removePool( LLDrawPool* poolp )
{
assertInitialized();
removeFromQuickLookup(poolp);
mPools.erase(poolp);
delete poolp;
}
void LLPipeline::removeFromQuickLookup( LLDrawPool* poolp )
{
assertInitialized();
LLMemType mt(LLMemType::MTYPE_PIPELINE);
switch( poolp->getType() )
{
case LLDrawPool::POOL_SIMPLE:
llassert(mSimplePool == poolp);
mSimplePool = NULL;
break;
case LLDrawPool::POOL_GRASS:
llassert(mGrassPool == poolp);
mGrassPool = NULL;
break;
case LLDrawPool::POOL_FULLBRIGHT:
llassert(mFullbrightPool == poolp);
mFullbrightPool = NULL;
break;
case LLDrawPool::POOL_INVISIBLE:
llassert(mInvisiblePool == poolp);
mInvisiblePool = NULL;
break;
case LLDrawPool::POOL_WL_SKY:
llassert(mWLSkyPool == poolp);
mWLSkyPool = NULL;
break;
case LLDrawPool::POOL_GLOW:
llassert(mGlowPool == poolp);
mGlowPool = NULL;
break;
case LLDrawPool::POOL_TREE:
#ifdef _DEBUG
{
BOOL found = mTreePools.erase( (uintptr_t)poolp->getTexture() );
llassert( found );
}
#else
mTreePools.erase( (uintptr_t)poolp->getTexture() );
#endif
break;
case LLDrawPool::POOL_TERRAIN:
#ifdef _DEBUG
{
BOOL found = mTerrainPools.erase( (uintptr_t)poolp->getTexture() );
llassert( found );
}
#else
mTerrainPools.erase( (uintptr_t)poolp->getTexture() );
#endif
break;
case LLDrawPool::POOL_BUMP:
llassert( poolp == mBumpPool );
mBumpPool = NULL;
break;
case LLDrawPool::POOL_ALPHA:
llassert( poolp == mAlphaPool );
mAlphaPool = NULL;
break;
case LLDrawPool::POOL_AVATAR:
break; // Do nothing
case LLDrawPool::POOL_SKY:
llassert( poolp == mSkyPool );
mSkyPool = NULL;
break;
case LLDrawPool::POOL_WATER:
llassert( poolp == mWaterPool );
mWaterPool = NULL;
break;
case LLDrawPool::POOL_GROUND:
llassert( poolp == mGroundPool );
mGroundPool = NULL;
break;
default:
llassert(0);
llwarns << "Invalid Pool Type in LLPipeline::removeFromQuickLookup() type=" << poolp->getType() << llendl;
break;
}
}
void LLPipeline::resetDrawOrders()
{
assertInitialized();
// Iterate through all of the draw pools and rebuild them.
for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
{
LLDrawPool *poolp = *iter;
poolp->resetDrawOrders();
}
}
//============================================================================
// Once-per-frame setup of hardware lights,
// including sun/moon, avatar backlight, and up to 6 local lights
void LLPipeline::setupAvatarLights(BOOL for_edit)
{
assertInitialized();
if (for_edit)
{
LLColor4 diffuse(1.f, 1.f, 1.f, 0.f);
LLVector4 light_pos_cam(-8.f, 0.25f, 10.f, 0.f); // w==0 => directional light
LLMatrix4 camera_mat = LLViewerCamera::getInstance()->getModelview();
LLMatrix4 camera_rot(camera_mat.getMat3());
camera_rot.invert();
LLVector4 light_pos = light_pos_cam * camera_rot;
light_pos.normalize();
mHWLightColors[1] = diffuse;
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse.mV);
glLightfv(GL_LIGHT1, GL_AMBIENT, LLColor4::black.mV);
glLightfv(GL_LIGHT1, GL_SPECULAR, LLColor4::black.mV);
glLightfv(GL_LIGHT1, GL_POSITION, light_pos.mV);
glLightf (GL_LIGHT1, GL_CONSTANT_ATTENUATION, 1.0f);
glLightf (GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.0f);
glLightf (GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.0f);
glLightf (GL_LIGHT1, GL_SPOT_EXPONENT, 0.0f);
glLightf (GL_LIGHT1, GL_SPOT_CUTOFF, 180.0f);
}
else if (gAvatarBacklight) // Always true (unless overridden in a devs .ini)
{
LLVector3 opposite_pos = -1.f * mSunDir;
LLVector3 orthog_light_pos = mSunDir % LLVector3::z_axis;
LLVector4 backlight_pos = LLVector4(lerp(opposite_pos, orthog_light_pos, 0.3f), 0.0f);
backlight_pos.normalize();
LLColor4 light_diffuse = mSunDiffuse;
LLColor4 backlight_diffuse(1.f - light_diffuse.mV[VRED], 1.f - light_diffuse.mV[VGREEN], 1.f - light_diffuse.mV[VBLUE], 1.f);
F32 max_component = 0.001f;
for (S32 i = 0; i < 3; i++)
{
if (backlight_diffuse.mV[i] > max_component)
{
max_component = backlight_diffuse.mV[i];
}
}
F32 backlight_mag;
if (gSky.getSunDirection().mV[2] >= LLSky::NIGHTTIME_ELEVATION_COS)
{
backlight_mag = BACKLIGHT_DAY_MAGNITUDE_OBJECT;
}
else
{
backlight_mag = BACKLIGHT_NIGHT_MAGNITUDE_OBJECT;
}
backlight_diffuse *= backlight_mag / max_component;
mHWLightColors[1] = backlight_diffuse;
glLightfv(GL_LIGHT1, GL_POSITION, backlight_pos.mV); // this is just sun/moon direction
glLightfv(GL_LIGHT1, GL_DIFFUSE, backlight_diffuse.mV);
glLightfv(GL_LIGHT1, GL_AMBIENT, LLColor4::black.mV);
glLightfv(GL_LIGHT1, GL_SPECULAR, LLColor4::black.mV);
glLightf (GL_LIGHT1, GL_CONSTANT_ATTENUATION, 1.0f);
glLightf (GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.0f);
glLightf (GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.0f);
glLightf (GL_LIGHT1, GL_SPOT_EXPONENT, 0.0f);
glLightf (GL_LIGHT1, GL_SPOT_CUTOFF, 180.0f);
}
else
{
mHWLightColors[1] = LLColor4::black;
glLightfv(GL_LIGHT1, GL_DIFFUSE, LLColor4::black.mV);
glLightfv(GL_LIGHT1, GL_AMBIENT, LLColor4::black.mV);
glLightfv(GL_LIGHT1, GL_SPECULAR, LLColor4::black.mV);
}
}
static F32 calc_light_dist(LLVOVolume* light, const LLVector3& cam_pos, F32 max_dist)
{
F32 inten = light->getLightIntensity();
if (inten < .001f)
{
return max_dist;
}
F32 radius = light->getLightRadius();
BOOL selected = light->isSelected();
LLVector3 dpos = light->getRenderPosition() - cam_pos;
F32 dist2 = dpos.lengthSquared();
if (!selected && dist2 > (max_dist + radius)*(max_dist + radius))
{
return max_dist;
}
F32 dist = fsqrtf(dist2);
dist *= 1.f / inten;
dist -= radius;
if (selected)
{
dist -= 10000.f; // selected lights get highest priority
}
if (light->mDrawable.notNull() && light->mDrawable->isState(LLDrawable::ACTIVE))
{
// moving lights get a little higher priority (too much causes artifacts)
dist -= light->getLightRadius()*0.25f;
}
return dist;
}
void LLPipeline::calcNearbyLights(LLCamera& camera)
{
assertInitialized();
if (LLPipeline::sReflectionRender)
{
return;
}
if (mLightingDetail >= 1)
{
// mNearbyLight (and all light_set_t's) are sorted such that
// begin() == the closest light and rbegin() == the farthest light
const S32 MAX_LOCAL_LIGHTS = 6;
// LLVector3 cam_pos = gAgent.getCameraPositionAgent();
LLVector3 cam_pos = LLViewerJoystick::getInstance()->getOverrideCamera() ?
camera.getOrigin() :
gAgent.getPositionAgent();
F32 max_dist = LIGHT_MAX_RADIUS * 4.f; // ignore enitrely lights > 4 * max light rad
// UPDATE THE EXISTING NEARBY LIGHTS
if (!LLPipeline::sSkipUpdate)
{
light_set_t cur_nearby_lights;
for (light_set_t::iterator iter = mNearbyLights.begin();
iter != mNearbyLights.end(); iter++)
{
const Light* light = &(*iter);
LLDrawable* drawable = light->drawable;
LLVOVolume* volight = drawable->getVOVolume();
if (!volight || !drawable->isState(LLDrawable::LIGHT))
{
drawable->clearState(LLDrawable::NEARBY_LIGHT);
continue;
}
if (light->fade <= -LIGHT_FADE_TIME)
{
drawable->clearState(LLDrawable::NEARBY_LIGHT);
continue;
}
if (!sRenderAttachedLights && volight && volight->isAttachment())
{
drawable->clearState(LLDrawable::NEARBY_LIGHT);
continue;
}
F32 dist = calc_light_dist(volight, cam_pos, max_dist);
cur_nearby_lights.insert(Light(drawable, dist, light->fade));
}
mNearbyLights = cur_nearby_lights;
}
// FIND NEW LIGHTS THAT ARE IN RANGE
light_set_t new_nearby_lights;
for (LLDrawable::drawable_set_t::iterator iter = mLights.begin();
iter != mLights.end(); ++iter)
{
LLDrawable* drawable = *iter;
LLVOVolume* light = drawable->getVOVolume();
if (!light || drawable->isState(LLDrawable::NEARBY_LIGHT))
{
continue;
}
if (light->isHUDAttachment())
{
continue; // no lighting from HUD objects
}
F32 dist = calc_light_dist(light, cam_pos, max_dist);
if (dist >= max_dist)
{
continue;
}
if (!sRenderAttachedLights && light && light->isAttachment())
{
continue;
}
new_nearby_lights.insert(Light(drawable, dist, 0.f));
if (new_nearby_lights.size() > (U32)MAX_LOCAL_LIGHTS)
{
new_nearby_lights.erase(--new_nearby_lights.end());
const Light& last = *new_nearby_lights.rbegin();
max_dist = last.dist;
}
}
// INSERT ANY NEW LIGHTS
for (light_set_t::iterator iter = new_nearby_lights.begin();
iter != new_nearby_lights.end(); iter++)
{
const Light* light = &(*iter);
if (mNearbyLights.size() < (U32)MAX_LOCAL_LIGHTS)
{
mNearbyLights.insert(*light);
((LLDrawable*) light->drawable)->setState(LLDrawable::NEARBY_LIGHT);
}
else
{
// crazy cast so that we can overwrite the fade value
// even though gcc enforces sets as const
// (fade value doesn't affect sort so this is safe)
Light* farthest_light = ((Light*) (&(*(mNearbyLights.rbegin()))));
if (light->dist < farthest_light->dist)
{
if (farthest_light->fade >= 0.f)
{
farthest_light->fade = -gFrameIntervalSeconds;
}
}
else
{
break; // none of the other lights are closer
}
}
}
}
}
void LLPipeline::setupHWLights(LLDrawPool* pool)
{
assertInitialized();
// Ambient
LLColor4 ambient = gSky.getTotalAmbientColor();
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV);
// Light 0 = Sun or Moon (All objects)
{
if (gSky.getSunDirection().mV[2] >= LLSky::NIGHTTIME_ELEVATION_COS)
{
mSunDir.setVec(gSky.getSunDirection());
mSunDiffuse.setVec(gSky.getSunDiffuseColor());
}
else
{
mSunDir.setVec(gSky.getMoonDirection());
mSunDiffuse.setVec(gSky.getMoonDiffuseColor());
}
F32 max_color = llmax(mSunDiffuse.mV[0], mSunDiffuse.mV[1], mSunDiffuse.mV[2]);
if (max_color > 1.f)
{
mSunDiffuse *= 1.f/max_color;
}
mSunDiffuse.clamp();
LLVector4 light_pos(mSunDir, 0.0f);
LLColor4 light_diffuse = mSunDiffuse;
mHWLightColors[0] = light_diffuse;
glLightfv(GL_LIGHT0, GL_POSITION, light_pos.mV); // this is just sun/moon direction
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse.mV);
glLightfv(GL_LIGHT0, GL_AMBIENT, LLColor4::black.mV);
glLightfv(GL_LIGHT0, GL_SPECULAR, LLColor4::black.mV);
glLightf (GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0f);
glLightf (GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.0f);
glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.0f);
glLightf (GL_LIGHT0, GL_SPOT_EXPONENT, 0.0f);
glLightf (GL_LIGHT0, GL_SPOT_CUTOFF, 180.0f);
}
// Light 1 = Backlight (for avatars)
// (set by enableLightsAvatar)
S32 cur_light = 2;
// Nearby lights = LIGHT 2-7
mLightMovingMask = 0;
if (mLightingDetail >= 1)
{
for (light_set_t::iterator iter = mNearbyLights.begin();
iter != mNearbyLights.end(); ++iter)
{
LLDrawable* drawable = iter->drawable;
LLVOVolume* light = drawable->getVOVolume();
if (!light)
{
continue;
}
if (drawable->isState(LLDrawable::ACTIVE))
{
mLightMovingMask |= (1<<cur_light);
}
LLColor4 light_color = light->getLightColor();
light_color.mV[3] = 0.0f;
F32 fade = iter->fade;
if (fade < LIGHT_FADE_TIME)
{
// fade in/out light
if (fade >= 0.f)
{
fade = fade / LIGHT_FADE_TIME;
((Light*) (&(*iter)))->fade += gFrameIntervalSeconds;
}
else
{
fade = 1.f + fade / LIGHT_FADE_TIME;
((Light*) (&(*iter)))->fade -= gFrameIntervalSeconds;
}
fade = llclamp(fade,0.f,1.f);
light_color *= fade;
}
LLVector3 light_pos(light->getRenderPosition());
LLVector4 light_pos_gl(light_pos, 1.0f);
F32 light_radius = llmax(light->getLightRadius(), 0.001f);
F32 x = (3.f * (1.f + light->getLightFalloff())); // why this magic? probably trying to match a historic behavior.
float linatten = x / (light_radius); // % of brightness at radius
mHWLightColors[cur_light] = light_color;
S32 gllight = GL_LIGHT0+cur_light;
glLightfv(gllight, GL_POSITION, light_pos_gl.mV);
glLightfv(gllight, GL_DIFFUSE, light_color.mV);
glLightfv(gllight, GL_AMBIENT, LLColor4::black.mV);
glLightf (gllight, GL_CONSTANT_ATTENUATION, 0.0f);
glLightf (gllight, GL_LINEAR_ATTENUATION, linatten);
glLightf (gllight, GL_QUADRATIC_ATTENUATION, 0.0f);
//Point lights
{
glLightf (gllight, GL_SPOT_EXPONENT, 0.0f);
glLightf (gllight, GL_SPOT_CUTOFF, 180.0f);
// we use specular.w = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight
const float specular[] = {0.f, 0.f, 0.f, 1.f};
glLightfv(gllight, GL_SPECULAR, specular);
//llinfos << "boring light" << llendl;
}
cur_light++;
if (cur_light >= 8)
{
break; // safety
}
}
}
for ( ; cur_light < 8 ; cur_light++)
{
mHWLightColors[cur_light] = LLColor4::black;
S32 gllight = GL_LIGHT0+cur_light;
glLightfv(gllight, GL_DIFFUSE, LLColor4::black.mV);
glLightfv(gllight, GL_AMBIENT, LLColor4::black.mV);
glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV);
}
if (isAgentAvatarValid() &&
gAgent.getAvatarObject()->mSpecialRenderMode == 3)
{
LLColor4 light_color = LLColor4::white;
light_color.mV[3] = 0.0f;
LLVector3 light_pos(LLViewerCamera::getInstance()->getOrigin());
LLVector4 light_pos_gl(light_pos, 1.0f);
F32 light_radius = 16.f;
F32 x = 3.f;
float linatten = x / (light_radius); // % of brightness at radius
mHWLightColors[2] = light_color;
S32 gllight = GL_LIGHT2;
glLightfv(gllight, GL_POSITION, light_pos_gl.mV);
glLightfv(gllight, GL_DIFFUSE, light_color.mV);
glLightfv(gllight, GL_AMBIENT, LLColor4::black.mV);
glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV);
glLightf (gllight, GL_CONSTANT_ATTENUATION, 0.0f);
glLightf (gllight, GL_LINEAR_ATTENUATION, linatten);
glLightf (gllight, GL_QUADRATIC_ATTENUATION, 0.0f);
glLightf (gllight, GL_SPOT_EXPONENT, 0.0f);
glLightf (gllight, GL_SPOT_CUTOFF, 180.0f);
}
// Init GL state
glDisable(GL_LIGHTING);
for (S32 gllight=GL_LIGHT0; gllight<=GL_LIGHT7; gllight++)
{
glDisable(gllight);
}
mLightMask = 0;
}
void LLPipeline::enableLights(U32 mask)
{
assertInitialized();
if (mLightingDetail == 0)
{
mask &= 0xf003; // sun and backlight only (and fullbright bit)
}
if (mLightMask != mask)
{
if (!mLightMask)
{
glEnable(GL_LIGHTING);
}
if (mask)
{
for (S32 i=0; i<8; i++)
{
if (mask & (1<<i))
{
glEnable(GL_LIGHT0 + i);
glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, mHWLightColors[i].mV);
}
else
{
glDisable(GL_LIGHT0 + i);
glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, LLColor4::black.mV);
}
}
}
else
{
glDisable(GL_LIGHTING);
}
mLightMask = mask;
LLColor4 ambient = gSky.getTotalAmbientColor();
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV);
}
}
void LLPipeline::enableLightsStatic()
{
assertInitialized();
U32 mask = 0x01; // Sun
if (mLightingDetail >= 2)
{
mask |= mLightMovingMask; // Hardware moving lights
glColor4f(0.f, 0.f, 0.f, 1.0f); // no local lighting by default
}
else
{
mask |= 0xff & (~2); // Hardware local lights
}
enableLights(mask);
}
void LLPipeline::enableLightsDynamic()
{
assertInitialized();
U32 mask = 0xff & (~2); // Local lights
enableLights(mask);
if (mLightingDetail >= 2)
{
glColor4f(0.f, 0.f, 0.f, 1.f); // no local lighting by default
}
LLVOAvatar* avatarp = gAgent.getAvatarObject();
if (avatarp && getLightingDetail() <= 0)
{
if (avatarp->mSpecialRenderMode == 0) // normal
{
gPipeline.enableLightsAvatar();
}
else if (avatarp->mSpecialRenderMode >= 1) // anim preview
{
gPipeline.enableLightsAvatarEdit(LLColor4(0.7f, 0.6f, 0.3f, 1.f));
}
}
}
void LLPipeline::enableLightsAvatar()
{
U32 mask = 0xff; // All lights
setupAvatarLights(FALSE);
enableLights(mask);
}
void LLPipeline::enableLightsAvatarEdit(const LLColor4& color)
{
U32 mask = 0x2002; // Avatar backlight only, set ambient
setupAvatarLights(TRUE);
enableLights(mask);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV);
}
void LLPipeline::enableLightsFullbright(const LLColor4& color)
{
assertInitialized();
U32 mask = 0x1000; // Non-0 mask, set ambient
enableLights(mask);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV);
/*if (mLightingDetail >= 2)
{
glColor4f(0.f, 0.f, 0.f, 1.f); // no local lighting by default
}*/
}
void LLPipeline::disableLights()
{
enableLights(0); // no lighting (full bright)
glColor4f(1.f, 1.f, 1.f, 1.f); // lighting color = white by default
}
//============================================================================
class LLMenuItemGL;
class LLInvFVBridge;
struct cat_folder_pair;
class LLVOBranch;
class LLVOLeaf;
void LLPipeline::findReferences(LLDrawable *drawablep)
{
assertInitialized();
if (mLights.find(drawablep) != mLights.end())
{
llinfos << "In mLights" << llendl;
}
if (std::find(mMovedList.begin(), mMovedList.end(), drawablep) != mMovedList.end())
{
llinfos << "In mMovedList" << llendl;
}
if (std::find(mShiftList.begin(), mShiftList.end(), drawablep) != mShiftList.end())
{
llinfos << "In mShiftList" << llendl;
}
if (mRetexturedList.find(drawablep) != mRetexturedList.end())
{
llinfos << "In mRetexturedList" << llendl;
}
if (std::find(mBuildQ1.begin(), mBuildQ1.end(), drawablep) != mBuildQ1.end())
{
llinfos << "In mBuildQ1" << llendl;
}
if (std::find(mBuildQ2.begin(), mBuildQ2.end(), drawablep) != mBuildQ2.end())
{
llinfos << "In mBuildQ2" << llendl;
}
S32 count;
count = gObjectList.findReferences(drawablep);
if (count)
{
llinfos << "In other drawables: " << count << " references" << llendl;
}
}
BOOL LLPipeline::verify()
{
BOOL ok = assertInitialized();
if (ok)
{
for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
{
LLDrawPool *poolp = *iter;
if (!poolp->verify())
{
ok = FALSE;
}
}
}
if (!ok)
{
llwarns << "Pipeline verify failed!" << llendl;
}
return ok;
}
//////////////////////////////
//
// Collision detection
//
//
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* A method to compute a ray-AABB intersection.
* Original code by Andrew Woo, from "Graphics Gems", Academic Press, 1990
* Optimized code by Pierre Terdiman, 2000 (~20-30% faster on my Celeron 500)
* Epsilon value added by Klaus Hartmann. (discarding it saves a few cycles only)
*
* Hence this version is faster as well as more robust than the original one.
*
* Should work provided:
* 1) the integer representation of 0.0f is 0x00000000
* 2) the sign bit of the float is the most significant one
*
* Report bugs: p.terdiman@codercorner.com
*
* \param aabb [in] the axis-aligned bounding box
* \param origin [in] ray origin
* \param dir [in] ray direction
* \param coord [out] impact coordinates
* \return true if ray intersects AABB
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//#define RAYAABB_EPSILON 0.00001f
#define IR(x) ((U32&)x)
bool LLRayAABB(const LLVector3 &center, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon)
{
BOOL Inside = TRUE;
LLVector3 MinB = center - size;
LLVector3 MaxB = center + size;
LLVector3 MaxT;
MaxT.mV[VX]=MaxT.mV[VY]=MaxT.mV[VZ]=-1.0f;
// Find candidate planes.
for(U32 i=0;i<3;i++)
{
if(origin.mV[i] < MinB.mV[i])
{
coord.mV[i] = MinB.mV[i];
Inside = FALSE;
// Calculate T distances to candidate planes
if(IR(dir.mV[i])) MaxT.mV[i] = (MinB.mV[i] - origin.mV[i]) / dir.mV[i];
}
else if(origin.mV[i] > MaxB.mV[i])
{
coord.mV[i] = MaxB.mV[i];
Inside = FALSE;
// Calculate T distances to candidate planes
if(IR(dir.mV[i])) MaxT.mV[i] = (MaxB.mV[i] - origin.mV[i]) / dir.mV[i];
}
}
// Ray origin inside bounding box
if(Inside)
{
coord = origin;
return true;
}
// Get largest of the maxT's for final choice of intersection
U32 WhichPlane = 0;
if(MaxT.mV[1] > MaxT.mV[WhichPlane]) WhichPlane = 1;
if(MaxT.mV[2] > MaxT.mV[WhichPlane]) WhichPlane = 2;
// Check final candidate actually inside box
if(IR(MaxT.mV[WhichPlane])&0x80000000) return false;
for(U32 i=0;i<3;i++)
{
if(i!=WhichPlane)
{
coord.mV[i] = origin.mV[i] + MaxT.mV[WhichPlane] * dir.mV[i];
if (epsilon > 0)
{
if(coord.mV[i] < MinB.mV[i] - epsilon || coord.mV[i] > MaxB.mV[i] + epsilon) return false;
}
else
{
if(coord.mV[i] < MinB.mV[i] || coord.mV[i] > MaxB.mV[i]) return false;
}
}
}
return true; // ray hits box
}
//////////////////////////////
//
// Macros, functions, and inline methods from other classes
//
//
void LLPipeline::setLight(LLDrawable *drawablep, BOOL is_light)
{
if (drawablep && assertInitialized())
{
if (is_light)
{
mLights.insert(drawablep);
drawablep->setState(LLDrawable::LIGHT);
}
else
{
drawablep->clearState(LLDrawable::LIGHT);
mLights.erase(drawablep);
}
}
}
//static
void LLPipeline::toggleRenderType(U32 type)
{
gPipeline.mRenderTypeEnabled[type] = !gPipeline.mRenderTypeEnabled[type];
if (type == LLPipeline::RENDER_TYPE_WATER)
{
gPipeline.mRenderTypeEnabled[LLPipeline::RENDER_TYPE_VOIDWATER] = !gPipeline.mRenderTypeEnabled[LLPipeline::RENDER_TYPE_VOIDWATER];
}
}
//static
void LLPipeline::toggleRenderTypeControl(void* data)
{
U32 type = (U32)(intptr_t)data;
U32 bit = (1<<type);
if (gPipeline.hasRenderType(type))
{
llinfos << "Toggling render type mask " << std::hex << bit << " off" << std::dec << llendl;
}
else
{
llinfos << "Toggling render type mask " << std::hex << bit << " on" << std::dec << llendl;
}
gPipeline.toggleRenderType(type);
}
//static
BOOL LLPipeline::hasRenderTypeControl(void* data)
{
U32 type = (U32)(intptr_t)data;
return gPipeline.hasRenderType(type);
}
// Allows UI items labeled "Hide foo" instead of "Show foo"
//static
BOOL LLPipeline::toggleRenderTypeControlNegated(void* data)
{
S32 type = (S32)(intptr_t)data;
return !gPipeline.hasRenderType(type);
}
//static
BOOL LLPipeline::hasRenderPairedTypeControl(void* data)
{
U64 typeflags = *(U64*)data;
for(U8 i = 1 ;i < NUM_RENDER_TYPES; ++i)
{
if( typeflags & (1ULL<<i) )
{
if( gPipeline.hasRenderType(i) )
return true;
}
}
return false;
}
//static
void LLPipeline::toggleRenderPairedTypeControl(void *data)
{
bool on = !!hasRenderPairedTypeControl(data);
U64 typeflags = *(U64*)data;
for(U8 i = 1 ;i < NUM_RENDER_TYPES; ++i)
{
if( typeflags & (1ULL<<i))
gPipeline.mRenderTypeEnabled[i]=on;
}
}
//static
void LLPipeline::toggleRenderDebug(void* data)
{
U32 bit = (U32)(intptr_t)data;
if (gPipeline.hasRenderDebugMask(bit))
{
llinfos << "Toggling render debug mask " << std::hex << bit << " off" << std::dec << llendl;
}
else
{
llinfos << "Toggling render debug mask " << std::hex << bit << " on" << std::dec << llendl;
}
gPipeline.mRenderDebugMask ^= bit;
}
//static
BOOL LLPipeline::toggleRenderDebugControl(void* data)
{
U32 bit = (U32)(intptr_t)data;
return gPipeline.hasRenderDebugMask(bit);
}
//static
void LLPipeline::toggleRenderDebugFeature(void* data)
{
U32 bit = (U32)(intptr_t)data;
gPipeline.mRenderDebugFeatureMask ^= bit;
}
//static
BOOL LLPipeline::toggleRenderDebugFeatureControl(void* data)
{
U32 bit = (U32)(intptr_t)data;
return gPipeline.hasRenderDebugFeatureMask(bit);
}
// static
void LLPipeline::setRenderScriptedBeacons(BOOL val)
{
sRenderScriptedBeacons = val;
}
// static
void LLPipeline::toggleRenderScriptedBeacons(void*)
{
sRenderScriptedBeacons = !sRenderScriptedBeacons;
}
// static
BOOL LLPipeline::getRenderScriptedBeacons(void*)
{
return sRenderScriptedBeacons;
}
// static
void LLPipeline::setRenderScriptedTouchBeacons(BOOL val)
{
sRenderScriptedTouchBeacons = val;
}
// static
void LLPipeline::toggleRenderScriptedTouchBeacons(void*)
{
sRenderScriptedTouchBeacons = !sRenderScriptedTouchBeacons;
}
// static
BOOL LLPipeline::getRenderScriptedTouchBeacons(void*)
{
return sRenderScriptedTouchBeacons;
}
// static
void LLPipeline::setRenderPhysicalBeacons(BOOL val)
{
sRenderPhysicalBeacons = val;
}
// static
void LLPipeline::toggleRenderPhysicalBeacons(void*)
{
sRenderPhysicalBeacons = !sRenderPhysicalBeacons;
}
// static
BOOL LLPipeline::getRenderPhysicalBeacons(void*)
{
return sRenderPhysicalBeacons;
}
// static
void LLPipeline::setRenderParticleBeacons(BOOL val)
{
sRenderParticleBeacons = val;
}
// static
void LLPipeline::toggleRenderParticleBeacons(void*)
{
sRenderParticleBeacons = !sRenderParticleBeacons;
}
// static
BOOL LLPipeline::getRenderParticleBeacons(void*)
{
return sRenderParticleBeacons;
}
// static
void LLPipeline::setRenderSoundBeacons(BOOL val)
{
sRenderSoundBeacons = val;
}
// static
void LLPipeline::toggleRenderSoundBeacons(void*)
{
sRenderSoundBeacons = !sRenderSoundBeacons;
}
// static
BOOL LLPipeline::getRenderSoundBeacons(void*)
{
return sRenderSoundBeacons;
}
// static
void LLPipeline::setRenderBeacons(BOOL val)
{
sRenderBeacons = val;
}
// static
void LLPipeline::toggleRenderBeacons(void*)
{
sRenderBeacons = !sRenderBeacons;
}
// static
BOOL LLPipeline::getRenderBeacons(void*)
{
return sRenderBeacons;
}
// static
void LLPipeline::setRenderHighlights(BOOL val)
{
sRenderHighlight = val;
}
// static
void LLPipeline::toggleRenderHighlights(void*)
{
sRenderHighlight = !sRenderHighlight;
}
// static
BOOL LLPipeline::getRenderHighlights(void*)
{
return sRenderHighlight;
}
LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector3& start, const LLVector3& end,
BOOL pick_transparent,
S32* face_hit,
LLVector3* intersection, // return the intersection point
LLVector2* tex_coord, // return the texture coordinates of the intersection point
LLVector3* normal, // return the surface normal at the intersection point
LLVector3* bi_normal // return the surface bi-normal at the intersection point
)
{
LLDrawable* drawable = NULL;
LLVector3 local_end = end;
LLVector3 position;
sPickAvatar = FALSE; //LLToolMgr::getInstance()->inBuildMode() ? FALSE : TRUE;
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
LLViewerRegion* region = *iter;
for (U32 j = 0; j < LLViewerRegion::NUM_PARTITIONS; j++)
{
if ((j == LLViewerRegion::PARTITION_VOLUME) ||
(j == LLViewerRegion::PARTITION_BRIDGE) ||
(j == LLViewerRegion::PARTITION_TERRAIN) ||
(j == LLViewerRegion::PARTITION_TREE) ||
(j == LLViewerRegion::PARTITION_GRASS)) // only check these partitions for now
{
LLSpatialPartition* part = region->getSpatialPartition(j);
if (part && hasRenderType(part->mDrawableType))
{
LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, face_hit, &position, tex_coord, normal, bi_normal);
if (hit)
{
drawable = hit;
local_end = position;
}
}
}
}
}
if (!sPickAvatar)
{
//save hit info in case we need to restore
//due to attachment override
LLVector3 local_normal;
LLVector3 local_binormal;
LLVector2 local_texcoord;
S32 local_face_hit = -1;
if (face_hit)
{
local_face_hit = *face_hit;
}
if (tex_coord)
{
local_texcoord = *tex_coord;
}
if (bi_normal)
{
local_binormal = *bi_normal;
}
if (normal)
{
local_normal = *normal;
}
const F32 ATTACHMENT_OVERRIDE_DIST = 0.1f;
//check against avatars
sPickAvatar = TRUE;
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
LLViewerRegion* region = *iter;
LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_BRIDGE);
if (part && hasRenderType(part->mDrawableType))
{
LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, face_hit, &position, tex_coord, normal, bi_normal);
if (hit)
{
if (!drawable ||
!drawable->getVObj()->isAttachment() ||
(position-local_end).magVec() > ATTACHMENT_OVERRIDE_DIST)
{ //avatar overrides if previously hit drawable is not an attachment or
//attachment is far enough away from detected intersection
drawable = hit;
local_end = position;
}
else
{ //prioritize attachments over avatars
position = local_end;
if (face_hit)
{
*face_hit = local_face_hit;
}
if (tex_coord)
{
*tex_coord = local_texcoord;
}
if (bi_normal)
{
*bi_normal = local_binormal;
}
if (normal)
{
*normal = local_normal;
}
}
}
}
}
}
//check all avatar nametags (silly, isn't it?)
for (std::vector< LLCharacter* >::iterator iter = LLCharacter::sInstances.begin();
iter != LLCharacter::sInstances.end();
++iter)
{
LLVOAvatar* av = (LLVOAvatar*) *iter;
if (av->mNameText.notNull() && av->mNameText->lineSegmentIntersect(start, local_end, position))
{
drawable = av->mDrawable;
local_end = position;
}
}
if (intersection)
{
*intersection = position;
}
return drawable ? drawable->getVObj().get() : NULL;
}
LLViewerObject* LLPipeline::lineSegmentIntersectInHUD(const LLVector3& start, const LLVector3& end,
BOOL pick_transparent,
S32* face_hit,
LLVector3* intersection, // return the intersection point
LLVector2* tex_coord, // return the texture coordinates of the intersection point
LLVector3* normal, // return the surface normal at the intersection point
LLVector3* bi_normal // return the surface bi-normal at the intersection point
)
{
LLDrawable* drawable = NULL;
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
LLViewerRegion* region = *iter;
BOOL toggle = FALSE;
if (!hasRenderType(LLPipeline::RENDER_TYPE_HUD))
{
toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
toggle = TRUE;
}
LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_HUD);
if (part)
{
LLDrawable* hit = part->lineSegmentIntersect(start, end, pick_transparent, face_hit, intersection, tex_coord, normal, bi_normal);
if (hit)
{
drawable = hit;
}
}
if (toggle)
{
toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
}
}
return drawable ? drawable->getVObj().get() : NULL;
}
LLSpatialPartition* LLPipeline::getSpatialPartition(LLViewerObject* vobj)
{
if (vobj)
{
LLViewerRegion* region = vobj->getRegion();
if (region)
{
return region->getSpatialPartition(vobj->getPartitionType());
}
}
return NULL;
}
void LLPipeline::resetVertexBuffers(LLDrawable* drawable)
{
if (!drawable || drawable->isDead())
{
return;
}
for (S32 i = 0; i < drawable->getNumFaces(); i++)
{
LLFace* facep = drawable->getFace(i);
facep->mVertexBuffer = NULL;
facep->mLastVertexBuffer = NULL;
}
}
void LLPipeline::resetVertexBuffers()
{
sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("ShyotlRenderUseStreamVBO");
LLVertexBuffer::sOmitBlank = gSavedSettings.getBOOL("SianaRenderOmitBlankVBO");
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
LLViewerRegion* region = *iter;
for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
{
LLSpatialPartition* part = region->getSpatialPartition(i);
if (part)
{
part->resetVertexBuffers();
}
}
}
resetDrawOrders();
gSky.resetVertexBuffers();
if (LLVertexBuffer::sGLCount > 0)
{
LLVertexBuffer::cleanupClass();
}
//delete all name pool caches
LLGLNamePool::cleanupPools();
if (LLVertexBuffer::sGLCount > 0)
{
llwarns << "VBO wipe failed." << llendl;
}
if (!LLVertexBuffer::sStreamIBOPool.mNameList.empty() ||
!LLVertexBuffer::sStreamVBOPool.mNameList.empty() ||
!LLVertexBuffer::sDynamicIBOPool.mNameList.empty() ||
!LLVertexBuffer::sDynamicVBOPool.mNameList.empty())
{
llwarns << "VBO name pool cleanup failed." << llendl;
}
LLVertexBuffer::unbind();
LLPipeline::sTextureBindTest = gSavedSettings.getBOOL("RenderDebugTextureBind");
}
void LLPipeline::renderObjects(U32 type, U32 mask, BOOL texture)
{
assertInitialized();
glLoadMatrixd(gGLModelView);
gGLLastMatrix = NULL;
mSimplePool->pushBatches(type, mask);
glLoadMatrixd(gGLModelView);
gGLLastMatrix = NULL;
}
void LLPipeline::setUseVBO(BOOL use_vbo)
{
if (use_vbo != LLVertexBuffer::sEnableVBOs)
{
if (use_vbo)
{
llinfos << "Enabling VBO." << llendl;
}
else
{
llinfos << "Disabling VBO." << llendl;
}
resetVertexBuffers();
LLVertexBuffer::initClass(use_vbo, gSavedSettings.getBOOL("RenderVBOMappingDisable"));
}
}
void LLPipeline::setDisableVBOMapping(BOOL no_vbo_mapping)
{
if (LLVertexBuffer::sEnableVBOs && no_vbo_mapping != LLVertexBuffer::sDisableVBOMapping)
{
if (no_vbo_mapping)
{
llinfos << "Disabling VBO glMapBufferARB." << llendl;
}
else
{
llinfos << "Enabling VBO glMapBufferARB." << llendl;
}
resetVertexBuffers();
LLVertexBuffer::initClass(true, no_vbo_mapping);
}
}
void apply_cube_face_rotation(U32 face)
{
switch (face)
{
case 0:
glRotatef(90.f, 0, 1, 0);
glRotatef(180.f, 1, 0, 0);
break;
case 2:
glRotatef(-90.f, 1, 0, 0);
break;
case 4:
glRotatef(180.f, 0, 1, 0);
glRotatef(180.f, 0, 0, 1);
break;
case 1:
glRotatef(-90.f, 0, 1, 0);
glRotatef(180.f, 1, 0, 0);
break;
case 3:
glRotatef(90, 1, 0, 0);
break;
case 5:
glRotatef(180, 0, 0, 1);
break;
}
}
void validate_framebuffer_object()
{
GLenum status;
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
switch(status)
{
case GL_FRAMEBUFFER_COMPLETE_EXT:
//framebuffer OK, no error.
break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
// frame buffer not OK: probably means unsupported depth buffer format
llerrs << "Framebuffer Incomplete Dimensions." << llendl;
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
// frame buffer not OK: probably means unsupported depth buffer format
llerrs << "Framebuffer Incomplete Attachment." << llendl;
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
/* choose different formats */
llerrs << "Framebuffer unsupported." << llendl;
break;
default:
llerrs << "Unknown framebuffer status." << llendl;
break;
}
}
void LLPipeline::bindScreenToTexture()
{
}
void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, bool tiling)
{
if (!(gPipeline.canUseVertexShaders() &&
sRenderGlow))
{
return;
}
LLVertexBuffer::unbind();
LLGLState::checkStates();
LLGLState::checkTextureChannels();
assertInitialized();
if (gUseWireframe)
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
static const LLCachedControl<U32> res_mod("RenderResolutionDivisor",1);
LLVector2 tc1(0,0);
LLVector2 tc2((F32) gViewerWindow->getWindowDisplayWidth()*2,
(F32) gViewerWindow->getWindowDisplayHeight()*2);
if (res_mod > 1)
{
tc2 /= (F32) res_mod;
}
gGL.setColorMask(true, true);
LLFastTimer ftm(LLFastTimer::FTM_RENDER_BLOOM);
gGL.color4f(1,1,1,1);
LLGLDepthTest depth(GL_FALSE);
LLGLDisable blend(GL_BLEND);
LLGLDisable cull(GL_CULL_FACE);
enableLightsFullbright(LLColor4(1,1,1,1));
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
LLGLDisable test(GL_ALPHA_TEST);
gGL.setColorMask(true, true);
glClearColor(0,0,0,0);
if (tiling && !LLPipeline::sRenderDeferred) //Need to coax this into working with deferred now that tiling is back.
{
gGL.getTexUnit(0)->bind(&mGlow[1]);
{
//LLGLEnable stencil(GL_STENCIL_TEST);
//glStencilFunc(GL_NOTEQUAL, 255, 0xFFFFFFFF);
//glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
//LLGLDisable blend(GL_BLEND);
// If the snapshot is constructed from tiles, calculate which
// tile we're in.
const S32 num_horizontal_tiles = llceil(zoom_factor);
const LLVector2 tile(subfield % num_horizontal_tiles,
(S32)(subfield / num_horizontal_tiles));
llassert(zoom_factor > 0.0); // Non-zero, non-negative.
const F32 tile_size = 1.0/zoom_factor;
tc1 = tile*tile_size; // Top left texture coordinates
tc2 = (tile+LLVector2(1,1))*tile_size; // Bottom right texture coordinates
LLGLEnable blend(GL_BLEND);
gGL.setSceneBlendType(LLRender::BT_ADD);
gGL.begin(LLRender::TRIANGLE_STRIP);
gGL.color4f(1,1,1,1);
gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
gGL.vertex2f(-1,-1);
gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
gGL.vertex2f(-1,1);
gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
gGL.vertex2f(1,-1);
gGL.texCoord2f(tc2.mV[0], tc2.mV[1]);
gGL.vertex2f(1,1);
gGL.end();
gGL.flush();
gGL.setSceneBlendType(LLRender::BT_ALPHA);
}
gGL.flush();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
return;
}
{
{
LLFastTimer ftm(LLFastTimer::FTM_RENDER_BLOOM_FBO);
mGlow[2].bindTarget();
mGlow[2].clear();
}
gGlowExtractProgram.bind();
static const LLCachedControl<F32> minLum("RenderGlowMinLuminance",2.5);
static const LLCachedControl<F32> maxAlpha("RenderGlowMaxExtractAlpha",0.065f);
static const LLCachedControl<F32> warmthAmount("RenderGlowWarmthAmount",0.0f);
static const LLCachedControl<LLVector3> lumWeights("RenderGlowLumWeights",LLVector3(.299f,.587f,.114f));
static const LLCachedControl<LLVector3> warmthWeights("RenderGlowWarmthWeights",LLVector3(1.f,.5f,.7f));
gGlowExtractProgram.uniform1f("minLuminance", llmax(minLum.get(),0.0f));
gGlowExtractProgram.uniform1f("maxExtractAlpha", maxAlpha);
gGlowExtractProgram.uniform3f("lumWeights", lumWeights.get().mV[0], lumWeights.get().mV[1], lumWeights.get().mV[2]);
gGlowExtractProgram.uniform3f("warmthWeights", warmthWeights.get().mV[0], warmthWeights.get().mV[1], warmthWeights.get().mV[2]);
gGlowExtractProgram.uniform1f("warmthAmount", warmthAmount);
LLGLEnable blend_on(GL_BLEND);
LLGLEnable test(GL_ALPHA_TEST);
gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->disable();
gGL.getTexUnit(0)->enable(LLTexUnit::TT_RECT_TEXTURE);
gGL.getTexUnit(0)->bind(&mScreen);
gGL.color4f(1,1,1,1);
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
gGL.begin(LLRender::TRIANGLE_STRIP);
gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
gGL.vertex2f(-1,-1);
gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
gGL.vertex2f(-1,3);
gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
gGL.vertex2f(3,-1);
gGL.end();
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
mGlow[2].flush();
}
tc1.setVec(0,0);
tc2.setVec(2,2);
// power of two between 1 and 1024
static const LLCachedControl<U32> glowResPow("RenderGlowResolutionPow",9);
const U32 glow_res = llmax(1,
llmin(1024, 1 << glowResPow));
static const LLCachedControl<S32> glow_iters("RenderGlowIterations",2);
S32 kernel = glow_iters*2;
static const LLCachedControl<F32> glow_width("RenderGlowWidth",1.3f);
F32 delta = glow_width*zoom_factor/glow_res;
// Use half the glow width if we have the res set to less than 9 so that it looks
// almost the same in either case.
if (glowResPow < 9)
{
delta *= 0.5f;
}
static const LLCachedControl<F32> strength("RenderGlowStrength",.35f);
gGlowProgram.bind();
gGlowProgram.uniform1f("glowStrength", strength);
for (S32 i = 0; i < kernel; i++)
{
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
{
LLFastTimer ftm(LLFastTimer::FTM_RENDER_BLOOM_FBO);
mGlow[i%2].bindTarget();
mGlow[i%2].clear();
}
if (i == 0)
{
gGL.getTexUnit(0)->bind(&mGlow[2]);
}
else
{
gGL.getTexUnit(0)->bind(&mGlow[(i-1)%2]);
}
if (i%2 == 0)
{
gGlowProgram.uniform2f("glowDelta", delta, 0);
}
else
{
gGlowProgram.uniform2f("glowDelta", 0, delta);
}
gGL.begin(LLRender::TRIANGLE_STRIP);
gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
gGL.vertex2f(-1,-1);
gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
gGL.vertex2f(-1,3);
gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
gGL.vertex2f(3,-1);
gGL.end();
mGlow[i%2].flush();
}
gGlowProgram.unbind();
if (LLRenderTarget::sUseFBO)
{
LLFastTimer ftm(LLFastTimer::FTM_RENDER_BLOOM_FBO);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
gViewerWindow->setupViewport();
gGL.flush();
{
LLVertexBuffer::unbind();
tc2.setVec((F32) gViewerWindow->getWindowDisplayWidth(),
(F32) gViewerWindow->getWindowDisplayHeight());
if (res_mod > 1)
{
tc2 /= (F32) res_mod;
}
U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1;
LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(mask, 0);
buff->allocateBuffer(3,0,TRUE);
LLStrider<LLVector3> v;
LLStrider<LLVector2> uv1;
LLStrider<LLVector2> uv2;
buff->getVertexStrider(v);
buff->getTexCoord0Strider(uv1);
buff->getTexCoord1Strider(uv2);
uv1[0] = LLVector2(0, 0);
uv1[1] = LLVector2(0, 2);
uv1[2] = LLVector2(2, 0);
uv2[0] = LLVector2(0, 0);
uv2[1] = LLVector2(0, tc2.mV[1]*2.f);
uv2[2] = LLVector2(tc2.mV[0]*2.f, 0);
v[0] = LLVector3(-1,-1,0);
v[1] = LLVector3(-1,3,0);
v[2] = LLVector3(3,-1,0);
buff->setBuffer(0);
LLGLDisable blend(GL_BLEND);
//tex unit 0
gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR);
gGL.getTexUnit(0)->bind(&mGlow[1]);
gGL.getTexUnit(1)->activate();
gGL.getTexUnit(1)->enable(LLTexUnit::TT_RECT_TEXTURE);
//tex unit 1
gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
gGL.getTexUnit(1)->bind(&mScreen);
gGL.getTexUnit(1)->activate();
LLGLEnable multisample(GL_MULTISAMPLE_ARB);
buff->setBuffer(mask);
buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3);
gGL.getTexUnit(1)->disable();
gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT);
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
//TO-DO:
//V2 requires this for hover text and such since they have been pulled out of geom render.
//Do this when multisample z-buffer issues are figured out
if (LLRenderTarget::sUseFBO)
{ //copy depth buffer from mScreen to framebuffer
LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(),
0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
}
}
gGL.setSceneBlendType(LLRender::BT_ALPHA);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
LLVertexBuffer::unbind();
LLGLState::checkStates();
LLGLState::checkTextureChannels();
}
void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index)
{
shader.bind();
S32 channel = 0;
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
if (channel > -1)
{
mDeferredScreen.bindTexture(0,channel);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, LLTexUnit::TT_RECT_TEXTURE);
if (channel > -1)
{
mDeferredScreen.bindTexture(1, channel);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, LLTexUnit::TT_RECT_TEXTURE);
if (channel > -1)
{
mDeferredScreen.bindTexture(2, channel);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_POSITION, LLTexUnit::TT_RECT_TEXTURE);
if (channel > -1)
{
mDeferredScreen.bindTexture(3, channel);
}
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
if (channel > -1)
{
gGL.getTexUnit(channel)->bind(&mDeferredScreen, TRUE);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NOISE);
if (channel > -1)
{
gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
stop_glerror();
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
if (channel > -1)
{
mDeferredLight[light_index].bindTexture(0, channel);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
stop_glerror();
for (U32 i = 0; i < 4; i++)
{
channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i);
stop_glerror();
if (channel > -1)
{
stop_glerror();
gGL.getTexUnit(channel)->bind(&mSunShadow[i], TRUE);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
stop_glerror();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
stop_glerror();
}
}
stop_glerror();
F32 mat[64];
for (U32 i = 0; i < 16; i++)
{
mat[i] = mSunShadowMatrix[0].m[i];
mat[i+16] = mSunShadowMatrix[1].m[i];
mat[i+32] = mSunShadowMatrix[2].m[i];
mat[i+48] = mSunShadowMatrix[3].m[i];
}
shader.uniformMatrix4fv("shadow_matrix[0]", 4, FALSE, mat);
shader.uniformMatrix4fv("shadow_matrix", 4, FALSE, mat);
stop_glerror();
channel = shader.enableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
if (channel > -1)
{
LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
if (cube_map)
{
cube_map->enable(channel);
cube_map->bind();
F64* m = gGLModelView;
F32 mat[] = { m[0], m[1], m[2],
m[4], m[5], m[6],
m[8], m[9], m[10] };
shader.uniform3fv("env_mat[0]", 3, mat);
shader.uniform3fv("env_mat", 3, mat);
}
}
shader.uniform4fv("shadow_clip", 1, mSunClipPlanes.mV);
static const LLCachedControl<F32> render_deferred_sun_wash("RenderDeferredSunWash",.5f);
static const LLCachedControl<F32> render_shadow_noise("RenderShadowNoise",-.0001f);
static const LLCachedControl<F32> render_shadow_blur_size("RenderShadowBlurSize",.7f);
static const LLCachedControl<F32> render_ssao_scale("RenderSSAOScale",500);
static const LLCachedControl<S32> render_ssao_max_scale("RenderSSAOMaxScale",60);
static const LLCachedControl<F32> render_ssao_factor("RenderSSAOFactor",.3f);
static const LLCachedControl<LLVector3> render_ssao_effect("RenderSSAOEffect",LLVector3(.4f,1,0));
static const LLCachedControl<F32> render_deferred_alpha_soft("RenderDeferredAlphaSoften",.75f);
shader.uniform1f("sun_wash", render_deferred_sun_wash);
shader.uniform1f("shadow_noise", render_shadow_noise);
shader.uniform1f("blur_size", render_shadow_blur_size);
shader.uniform1f("ssao_radius", render_ssao_scale);
shader.uniform1f("ssao_max_radius", render_ssao_max_scale);
F32 ssao_factor = render_ssao_factor;
shader.uniform1f("ssao_factor", ssao_factor);
shader.uniform1f("ssao_factor_inv", 1.0/ssao_factor);
LLVector3 ssao_effect = render_ssao_effect;
F32 matrix_diag = (ssao_effect[0] + 2.0*ssao_effect[1])/3.0;
F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1])/3.0;
// This matrix scales (proj of color onto <1/rt(3),1/rt(3),1/rt(3)>) by
// value factor, and scales remainder by saturation factor
F32 ssao_effect_mat[] = { matrix_diag, matrix_nondiag, matrix_nondiag,
matrix_nondiag, matrix_diag, matrix_nondiag,
matrix_nondiag, matrix_nondiag, matrix_diag};
shader.uniformMatrix3fv("ssao_effect_mat", 1, GL_FALSE, ssao_effect_mat);
shader.uniform2f("screen_res", mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
shader.uniform1f("near_clip", LLViewerCamera::getInstance()->getNear()*2.f);
shader.uniform1f("alpha_soften", render_deferred_alpha_soft);
if (shader.getUniformLocation("norm_mat") >= 0)
{
glh::matrix4f norm_mat = glh_get_current_modelview().inverse().transpose();
shader.uniformMatrix4fv("norm_mat", 1, FALSE, norm_mat.m);
}
}
void LLPipeline::renderDeferredLighting()
{
if (!sCull)
{
return;
}
LLViewerCamera* camera = LLViewerCamera::getInstance();
/*{
LLGLDepthTest depth(GL_TRUE);
mDeferredDepth.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
}*/
LLGLEnable multisample(GL_MULTISAMPLE_ARB);
if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
{
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
}
//ati doesn't seem to love actually using the stencil buffer on FBO's
LLGLEnable stencil(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
gGL.setColorMask(true, true);
//mDeferredLight[0].copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
// 0, 0, mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
//draw a cube around every light
LLVertexBuffer::unbind();
//glBlendFunc(GL_ONE, GL_ONE);
LLGLEnable cull(GL_CULL_FACE);
LLGLEnable blend(GL_BLEND);
glh::matrix4f mat = glh_copy_matrix(gGLModelView);
F32 vert[] =
{
-1,1,
-1,-3,
3,1,
};
glVertexPointer(2, GL_FLOAT, 0, vert);
glColor3f(1,1,1);
{
setupHWLights(NULL); //to set mSunDir;
LLVector4 dir(mSunDir, 0.f);
glh::vec4f tc(dir.mV);
mat.mult_matrix_vec(tc);
glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], 0);
}
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
mDeferredLight[0].bindTarget();
//Sun shadows.
{
bindDeferredShader(gDeferredSunProgram);
glClearColor(1,1,1,1);
mDeferredLight[0].clear(GL_COLOR_BUFFER_BIT);
glClearColor(0,0,0,0);
glh::matrix4f inv_trans = glh_get_current_modelview().inverse().transpose();
const U32 slice = 32;
F32 offset[slice*3];
for (U32 i = 0; i < 4; i++)
{
for (U32 j = 0; j < 8; j++)
{
glh::vec3f v;
v.set_value(sinf(6.284f/8*j), cosf(6.284f/8*j), -(F32) i);
v.normalize();
inv_trans.mult_matrix_vec(v);
v.normalize();
offset[(i*8+j)*3+0] = v.v[0];
offset[(i*8+j)*3+1] = v.v[2];
offset[(i*8+j)*3+2] = v.v[1];
}
}
gDeferredSunProgram.uniform3fv("offset", slice, offset);
gDeferredSunProgram.uniform2f("screenRes", mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight());
{
LLGLDisable blend(GL_BLEND);
//TO-DO:
//V2 changed to LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
//Do this when multisample z-buffer issues are figured out
//LLGLDepthTest depth(GL_FALSE);
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
stop_glerror();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
stop_glerror();
}
unbindDeferredShader(gDeferredSunProgram);
}
mDeferredLight[0].flush();
//SSAO
{
//blur lightmap
mDeferredLight[1].bindTarget();
//mDeferredLight[1].copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
// 0, 0, mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
glClearColor(1,1,1,1);
mDeferredLight[1].clear(GL_COLOR_BUFFER_BIT);
glClearColor(0,0,0,0);
bindDeferredShader(gDeferredBlurLightProgram);
static const LLCachedControl<LLVector3> go("RenderShadowGaussian",LLVector3(2.f,2.f,0.f));
static const LLCachedControl<F32> blur_size("RenderShadowBlurSize",.7f);
static const LLCachedControl<U32> blur_samples("RenderShadowBlurSamples",(U32)5);
U32 kern_length = llclamp(blur_samples.get(), (U32) 1, (U32) 16)*2 - 1;
// sample symmetrically with the middle sample falling exactly on 0.0
F32 x = -(kern_length/2.0f) + 0.5f;
LLVector3 gauss[32]; // xweight, yweight, offset
for (U32 i = 0; i < kern_length; i++)
{
gauss[i].mV[0] = llgaussian(x, go.get().mV[0]);
gauss[i].mV[1] = llgaussian(x, go.get().mV[1]);
gauss[i].mV[2] = x;
x += 1.f;
}
/* swap the x=0 position to the start of gauss[] so we can
treat it specially as an optimization. */
LLVector3 swap;
swap = gauss[kern_length/2];
gauss[kern_length/2] = gauss[0];
gauss[0] = swap;
llassert(gauss[0].mV[2] == 0.0f);
gDeferredBlurLightProgram.uniform2f("delta", 1.f, 0.f);
gDeferredBlurLightProgram.uniform3fv("kern[0]", kern_length, gauss[0].mV);
gDeferredBlurLightProgram.uniform3fv("kern", kern_length, gauss[0].mV);
gDeferredBlurLightProgram.uniform1i("kern_length", kern_length);
gDeferredBlurLightProgram.uniform1f("kern_scale", blur_size * (kern_length/2.f - 0.5f));
{
LLGLDisable blend(GL_BLEND);
//TO-DO:
//V2 changed to LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
//Do this when multisample z-buffer issues are figured out
//LLGLDepthTest depth(GL_FALSE);
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
stop_glerror();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
stop_glerror();
}
mDeferredLight[1].flush();
unbindDeferredShader(gDeferredBlurLightProgram);
bindDeferredShader(gDeferredBlurLightProgram, 1);
mDeferredLight[0].bindTarget();
gDeferredBlurLightProgram.uniform2f("delta", 0.f, 1.f);
{
LLGLDisable blend(GL_BLEND);
//TO-DO:
//V2 changed to LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
//Do this when multisample z-buffer issues are figured out
//LLGLDepthTest depth(GL_FALSE);
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
stop_glerror();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
stop_glerror();
}
mDeferredLight[0].flush();
unbindDeferredShader(gDeferredBlurLightProgram);
}
stop_glerror();
glPopMatrix();
stop_glerror();
glMatrixMode(GL_MODELVIEW);
stop_glerror();
glPopMatrix();
stop_glerror();
//copy depth and stencil from deferred screen
//mScreen.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
// 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
mScreen.bindTarget();
// clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
glClearColor(0,0,0,0);
mScreen.clear(GL_COLOR_BUFFER_BIT);
bindDeferredShader(gDeferredSoftenProgram);
{
LLGLDepthTest depth(GL_FALSE);
LLGLDisable blend(GL_BLEND);
LLGLDisable test(GL_ALPHA_TEST);
//full screen blit
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glVertexPointer(2, GL_FLOAT, 0, vert);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
unbindDeferredShader(gDeferredSoftenProgram);
{ //render sky
LLGLDisable blend(GL_BLEND);
LLGLDisable stencil(GL_STENCIL_TEST);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
gPipeline.pushRenderTypeMask();
gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
LLPipeline::RENDER_TYPE_WL_CLOUDS,
LLPipeline::RENDER_TYPE_WL_SKY,
LLPipeline::END_RENDER_TYPES);
renderGeomPostDeferred(*LLViewerCamera::getInstance());
gPipeline.popRenderTypeMask();
}
gGL.setSceneBlendType(LLRender::BT_ADD);
std::list<LLVector4> fullscreen_lights;
std::list<LLVector4> light_colors;
F32 v[24];
glVertexPointer(3, GL_FLOAT, 0, v);
{
bindDeferredShader(gDeferredLightProgram);
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter)
{
LLDrawable* drawablep = *iter;
LLVOVolume* volume = drawablep->getVOVolume();
if (!volume)
{
continue;
}
if (volume->isAttachment())
{
if (!sRenderAttachedLights)
{
continue;
}
}
LLVector3 center = drawablep->getPositionAgent();
F32* c = center.mV;
F32 s = volume->getLightRadius()*1.5f;
LLColor3 col = volume->getLightColor();
col *= volume->getLightIntensity();
if (col.magVecSquared() < 0.001f)
{
continue;
}
if (s <= 0.001f)
{
continue;
}
if (camera->AABBInFrustumNoFarClip(center, LLVector3(s,s,s)) == 0)
{
continue;
}
sVisibleLightCount++;
glh::vec3f tc(c);
mat.mult_matrix_vec(tc);
//vertex positions are encoded so the 3 bits of their vertex index
//correspond to their axis facing, with bit position 3,2,1 matching
//axis facing x,y,z, bit set meaning positive facing, bit clear
//meaning negative facing
v[0] = c[0]-s; v[1] = c[1]-s; v[2] = c[2]-s; // 0 - 0000
v[3] = c[0]-s; v[4] = c[1]-s; v[5] = c[2]+s; // 1 - 0001
v[6] = c[0]-s; v[7] = c[1]+s; v[8] = c[2]-s; // 2 - 0010
v[9] = c[0]-s; v[10] = c[1]+s; v[11] = c[2]+s; // 3 - 0011
v[12] = c[0]+s; v[13] = c[1]-s; v[14] = c[2]-s; // 4 - 0100
v[15] = c[0]+s; v[16] = c[1]-s; v[17] = c[2]+s; // 5 - 0101
v[18] = c[0]+s; v[19] = c[1]+s; v[20] = c[2]-s; // 6 - 0110
v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111
if (camera->getOrigin().mV[0] > c[0] + s + 0.2f ||
camera->getOrigin().mV[0] < c[0] - s - 0.2f ||
camera->getOrigin().mV[1] > c[1] + s + 0.2f ||
camera->getOrigin().mV[1] < c[1] - s - 0.2f ||
camera->getOrigin().mV[2] > c[2] + s + 0.2f ||
camera->getOrigin().mV[2] < c[2] - s - 0.2f)
{ //draw box if camera is outside box
glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8,
GL_UNSIGNED_BYTE, get_box_fan_indices(camera, center));
}
else
{
fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s*s));
light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f));
}
}
unbindDeferredShader(gDeferredLightProgram);
}
if (!fullscreen_lights.empty())
{
bindDeferredShader(gDeferredMultiLightProgram);
LLGLDepthTest depth(GL_FALSE);
//full screen blit
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
U32 count = 0;
const U32 max_count = 16;
LLVector4 light[max_count];
LLVector4 col[max_count];
glVertexPointer(2, GL_FLOAT, 0, vert);
while (!fullscreen_lights.empty())
{
light[count] = fullscreen_lights.front();
fullscreen_lights.pop_front();
col[count] = light_colors.front();
light_colors.pop_front();
count++;
if (count == max_count || fullscreen_lights.empty())
{
gDeferredMultiLightProgram.uniform1i("light_count", count);
gDeferredMultiLightProgram.uniform4fv("light[0]", count, (GLfloat*) light);
gDeferredMultiLightProgram.uniform4fv("light", count, (GLfloat*) light);
gDeferredMultiLightProgram.uniform4fv("light_col[0]", count, (GLfloat*) col);
gDeferredMultiLightProgram.uniform4fv("light_col", count, (GLfloat*) col);
count = 0;
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
}
}
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
unbindDeferredShader(gDeferredMultiLightProgram);
}
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
{ //render non-deferred geometry
LLGLDisable blend(GL_BLEND);
LLGLDisable stencil(GL_STENCIL_TEST);
pushRenderTypeMask();
andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
LLPipeline::RENDER_TYPE_FULLBRIGHT,
LLPipeline::RENDER_TYPE_VOLUME,
LLPipeline::RENDER_TYPE_GLOW,
LLPipeline::RENDER_TYPE_BUMP,
LLPipeline::RENDER_TYPE_PASS_SIMPLE,
LLPipeline::RENDER_TYPE_PASS_ALPHA,
LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
LLPipeline::RENDER_TYPE_PASS_BUMP,
LLPipeline::RENDER_TYPE_PASS_POST_BUMP,
LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
LLPipeline::RENDER_TYPE_PASS_GLOW,
LLPipeline::RENDER_TYPE_PASS_GRASS,
LLPipeline::RENDER_TYPE_PASS_SHINY,
LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
LLPipeline::RENDER_TYPE_AVATAR,
END_RENDER_TYPES);
renderGeomPostDeferred(*LLViewerCamera::getInstance());
popRenderTypeMask();
}
//TO-DO:
//V2 moved block from LLPipeline::renderGeomPostDeferred
//Migrate once multisample z-buffer issues are figured out on ati cards.
{
//render highlights, etc.
renderHighlights();
mHighlightFaces.clear();
renderDebug();
LLVertexBuffer::unbind();
if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
{
// Render debugging beacons.
gObjectList.renderObjectBeacons();
gObjectList.resetObjectBeacons();
}
}
mScreen.flush();
}
void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
{
stop_glerror();
shader.disableTexture(LLViewerShaderMgr::DEFERRED_POSITION, LLTexUnit::TT_RECT_TEXTURE);
shader.disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, LLTexUnit::TT_RECT_TEXTURE);
shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, LLTexUnit::TT_RECT_TEXTURE);
shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
for (U32 i = 0; i < 4; i++)
{
if (shader.disableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i) > -1)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
}
}
shader.disableTexture(LLViewerShaderMgr::DEFERRED_NOISE);
S32 channel = shader.disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
if (channel > -1)
{
LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
if (cube_map)
{
cube_map->disable();
}
}
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->activate();
shader.unbind();
}
inline float sgn(float a)
{
if (a > 0.0F) return (1.0F);
if (a < 0.0F) return (-1.0F);
return (0.0F);
}
void LLPipeline::generateWaterReflection(LLCamera& camera_in)
{
if (LLPipeline::sWaterReflections && assertInitialized() && LLDrawPoolWater::sNeedsReflectionUpdate)
{
LLVOAvatar* agent = gAgent.getAvatarObject();
if (gAgent.getCameraAnimating() || gAgent.getCameraMode() != CAMERA_MODE_MOUSELOOK)
{
agent = NULL;
}
if (agent)
{
agent->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON);
}
LLVertexBuffer::unbind();
LLGLState::checkStates();
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
LLCamera camera = camera_in;
camera.setFar(camera.getFar()*0.87654321f);
LLPipeline::sReflectionRender = TRUE;
S32 occlusion = LLPipeline::sUseOcclusion;
LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
LLPipeline::sUseOcclusion = llmin(occlusion, 1);
gPipeline.pushRenderTypeMask();
glh::matrix4f projection = glh_get_current_projection();
glh::matrix4f mat;
stop_glerror();
LLPlane plane;
F32 height = gAgent.getRegion()->getWaterHeight();
F32 to_clip = fabsf(camera.getOrigin().mV[2]-height);
F32 pad = -to_clip*0.05f; //amount to "pad" clip plane by
//plane params
LLVector3 pnorm;
F32 pd;
S32 water_clip = 0;
if (!LLViewerCamera::getInstance()->cameraUnderWater())
{ //camera is above water, clip plane points up
pnorm.setVec(0,0,1);
pd = -height;
plane.setVec(pnorm, pd);
water_clip = -1;
}
else
{ //camera is below water, clip plane points down
pnorm = LLVector3(0,0,-1);
pd = height;
plane.setVec(pnorm, pd);
water_clip = 1;
}
if (!LLViewerCamera::getInstance()->cameraUnderWater())
{ //generate planar reflection map
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
glClearColor(0,0,0,0);
mWaterRef.bindTarget();
gGL.setColorMask(true, true);
mWaterRef.clear();
gGL.setColorMask(true, false);
mWaterRef.getViewport(gGLViewport);
stop_glerror();
glPushMatrix();
mat.set_scale(glh::vec3f(1,1,-1));
mat.set_translate(glh::vec3f(0,0,height*2.f));
glh::matrix4f current = glh_get_current_modelview();
mat = current * mat;
glh_set_current_modelview(mat);
glLoadMatrixf(mat.m);
LLViewerCamera::updateFrustumPlanes(camera, FALSE, TRUE);
glh::matrix4f inv_mat = mat.inverse();
glh::vec3f origin(0,0,0);
inv_mat.mult_matrix_vec(origin);
camera.setOrigin(origin.v);
glCullFace(GL_FRONT);
static LLCullResult ref_result;
if (LLDrawPoolWater::sNeedsDistortionUpdate)
{
//initial sky pass (no user clip plane)
{ //mask out everything but the sky
gPipeline.pushRenderTypeMask();
gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
LLPipeline::RENDER_TYPE_WL_SKY,
LLPipeline::END_RENDER_TYPES);
static LLCullResult result;
updateCull(camera, result);
stateSort(camera, result);
andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
LLPipeline::RENDER_TYPE_CLASSIC_CLOUDS,
LLPipeline::RENDER_TYPE_WL_CLOUDS,
LLPipeline::RENDER_TYPE_WL_SKY,
LLPipeline::END_RENDER_TYPES);
renderGeom(camera, TRUE);
gPipeline.popRenderTypeMask();
}
static const LLCachedControl<bool> water_reflections("RenderWaterReflections",false);
if (water_reflections)
{ //mask out selected geometry based on reflection detail
static const LLCachedControl<S32> detail("RenderReflectionDetail",0);
//if (detail > 0)
{ //mask out selected geometry based on reflection detail
{
gPipeline.pushRenderTypeMask();
if (detail < 3)
{
clearRenderTypeMask(LLPipeline::RENDER_TYPE_PARTICLES, END_RENDER_TYPES);
if (detail < 2)
{
clearRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES);
if (detail < 1)
{
clearRenderTypeMask(LLPipeline::RENDER_TYPE_VOLUME, END_RENDER_TYPES);
}
}
}
clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER,
LLPipeline::RENDER_TYPE_VOIDWATER,
LLPipeline::RENDER_TYPE_GROUND,
LLPipeline::RENDER_TYPE_SKY,
LLPipeline::RENDER_TYPE_CLASSIC_CLOUDS,
LLPipeline::RENDER_TYPE_WL_CLOUDS,
LLPipeline::END_RENDER_TYPES);
static const LLCachedControl<bool> skip_distortion_updates("SkipReflectOcclusionUpdates",false);
LLPipeline::sSkipUpdate = skip_distortion_updates;
LLGLUserClipPlane clip_plane(plane, mat, projection);
LLGLDisable cull(GL_CULL_FACE);
updateCull(camera, ref_result, 1);
stateSort(camera, ref_result);
gPipeline.grabReferences(ref_result);
renderGeom(camera);
LLPipeline::sSkipUpdate = FALSE;
gPipeline.popRenderTypeMask();
}
}
}
}
glCullFace(GL_BACK);
glPopMatrix();
mWaterRef.flush();
glh_set_current_modelview(current);
}
camera.setOrigin(camera_in.getOrigin());
//render distortion map
static BOOL last_update = TRUE;
if (last_update)
{
camera.setFar(camera_in.getFar());
clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER,
LLPipeline::RENDER_TYPE_VOIDWATER,
LLPipeline::RENDER_TYPE_GROUND,
END_RENDER_TYPES);
stop_glerror();
LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? FALSE : TRUE;
if (LLPipeline::sUnderWaterRender)
{
clearRenderTypeMask(LLPipeline::RENDER_TYPE_GROUND,
LLPipeline::RENDER_TYPE_SKY,
LLPipeline::RENDER_TYPE_CLASSIC_CLOUDS,
LLPipeline::RENDER_TYPE_WL_CLOUDS,
LLPipeline::RENDER_TYPE_WL_SKY,
END_RENDER_TYPES);
}
LLViewerCamera::updateFrustumPlanes(camera);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
LLColor4& col = LLDrawPoolWater::sWaterFogColor;
glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
mWaterDis.bindTarget();
mWaterDis.getViewport(gGLViewport);
if (!LLPipeline::sUnderWaterRender || LLDrawPoolWater::sNeedsReflectionUpdate)
{
//clip out geometry on the same side of water as the camera
mat = glh_get_current_modelview();
LLGLUserClipPlane clip_plane(LLPlane(-pnorm, -(pd+pad)), mat, projection);
static LLCullResult result;
updateCull(camera, result, water_clip);
stateSort(camera, result);
gGL.setColorMask(true, true);
mWaterDis.clear();
gGL.setColorMask(true, false);
renderGeom(camera);
}
LLPipeline::sUnderWaterRender = FALSE;
mWaterDis.flush();
}
last_update = LLDrawPoolWater::sNeedsReflectionUpdate && LLDrawPoolWater::sNeedsDistortionUpdate;
LLRenderTarget::unbindTarget();
LLPipeline::sReflectionRender = FALSE;
if (!LLRenderTarget::sUseFBO)
{
glClear(GL_DEPTH_BUFFER_BIT);
}
glClearColor(0.f, 0.f, 0.f, 0.f);
gViewerWindow->setupViewport();
gPipeline.popRenderTypeMask();
LLDrawPoolWater::sNeedsReflectionUpdate = FALSE;
LLDrawPoolWater::sNeedsDistortionUpdate = FALSE;
LLViewerCamera::getInstance()->setUserClipPlane(LLPlane(-pnorm, -pd));
LLPipeline::sUseOcclusion = occlusion;
LLGLState::checkStates();
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
if (agent)
{
agent->updateAttachmentVisibility(gAgent.getCameraMode());
}
}
}
glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up)
{
glh::matrix4f ret;
LLVector3 dirN;
LLVector3 upN;
LLVector3 lftN;
lftN = dir % up;
lftN.normVec();
upN = lftN % dir;
upN.normVec();
dirN = dir;
dirN.normVec();
ret.m[ 0] = lftN[0];
ret.m[ 1] = upN[0];
ret.m[ 2] = -dirN[0];
ret.m[ 3] = 0.f;
ret.m[ 4] = lftN[1];
ret.m[ 5] = upN[1];
ret.m[ 6] = -dirN[1];
ret.m[ 7] = 0.f;
ret.m[ 8] = lftN[2];
ret.m[ 9] = upN[2];
ret.m[10] = -dirN[2];
ret.m[11] = 0.f;
ret.m[12] = -(lftN*pos);
ret.m[13] = -(upN*pos);
ret.m[14] = dirN*pos;
ret.m[15] = 1.f;
return ret;
}
glh::matrix4f scale_translate_to_fit(const LLVector3 min, const LLVector3 max)
{
glh::matrix4f ret;
ret.m[ 0] = 2/(max[0]-min[0]);
ret.m[ 4] = 0;
ret.m[ 8] = 0;
ret.m[12] = -(max[0]+min[0])/(max[0]-min[0]);
ret.m[ 1] = 0;
ret.m[ 5] = 2/(max[1]-min[1]);
ret.m[ 9] = 0;
ret.m[13] = -(max[1]+min[1])/(max[1]-min[1]);
ret.m[ 2] = 0;
ret.m[ 6] = 0;
ret.m[10] = 2/(max[2]-min[2]);
ret.m[14] = -(max[2]+min[2])/(max[2]-min[2]);
ret.m[ 3] = 0;
ret.m[ 7] = 0;
ret.m[11] = 0;
ret.m[15] = 1;
return ret;
}
void LLPipeline::generateSunShadow(LLCamera& camera)
{
if (!sRenderDeferred)
{
return;
}
//temporary hack to disable shadows but keep local lights
static BOOL clear = TRUE;
static const LLCachedControl<bool> gen_shadow("RenderDeferredSunShadow",false);
if (!gen_shadow)
{
if (clear)
{
clear = FALSE;
for (U32 i = 0; i < 4; i++)
{
mSunShadow[i].bindTarget();
mSunShadow[i].clear();
mSunShadow[i].flush();
}
}
return;
}
clear = TRUE;
pushRenderTypeMask();
andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE,
LLPipeline::RENDER_TYPE_ALPHA,
LLPipeline::RENDER_TYPE_GRASS,
LLPipeline::RENDER_TYPE_FULLBRIGHT,
LLPipeline::RENDER_TYPE_BUMP,
LLPipeline::RENDER_TYPE_VOLUME,
LLPipeline::RENDER_TYPE_AVATAR,
LLPipeline::RENDER_TYPE_TREE,
LLPipeline::RENDER_TYPE_TERRAIN,
LLPipeline::RENDER_TYPE_WATER,
LLPipeline::RENDER_TYPE_VOIDWATER,
LLPipeline::RENDER_TYPE_PASS_ALPHA_SHADOW,
LLPipeline::RENDER_TYPE_PASS_SIMPLE,
LLPipeline::RENDER_TYPE_PASS_BUMP,
LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
LLPipeline::RENDER_TYPE_PASS_SHINY,
LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
END_RENDER_TYPES);
gGL.setColorMask(false, false);
//get sun view matrix
F32 range = 128.f;
//store current projection/modelview matrix
glh::matrix4f saved_proj = glh_get_current_projection();
glh::matrix4f saved_view = glh_get_current_modelview();
glh::matrix4f inv_view = saved_view.inverse();
glh::matrix4f view[4];
glh::matrix4f proj[4];
LLVector3 up;
//clip contains parallel split distances for 3 splits
static const LLCachedControl<LLVector3> clip("RenderShadowClipPlanes",LLVector3(4.f,8.f,24.f));
//far clip on last split is minimum of camera view distance and 128
mSunClipPlanes = LLVector4(clip, clip.get().mV[2] * clip.get().mV[2]/clip.get().mV[1]);
const LLPickInfo& pick_info = gViewerWindow->getLastPick();
if (!pick_info.mPosGlobal.isExactlyZero())
{ //squish nearest frustum based on alt-zoom (tighten up nearest frustum when focusing on tiny object
F32 focus_dist = (F32) (pick_info.mPosGlobal + LLVector3d(pick_info.mObjectOffset) - gAgent.getPosGlobalFromAgent(LLViewerCamera::getInstance()->getOrigin())).magVec();
mSunClipPlanes.mV[0] = llclamp(focus_dist*focus_dist, 2.f, mSunClipPlanes.mV[0]);
}
// convenience array of 4 near clip plane distances
F32 dist[] = { 0.1f, mSunClipPlanes.mV[0], mSunClipPlanes.mV[1], mSunClipPlanes.mV[2], mSunClipPlanes.mV[3] };
//currently used for amount to extrude frusta corners for constructing shadow frusta
static const LLCachedControl<LLVector3> n("RenderShadowNearDist",LLVector3(256,256,256));
F32 nearDist[] = { n.get().mV[0], n.get().mV[1], n.get().mV[2], n.get().mV[2] };
for (S32 j = 0; j < 4; j++)
{
LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW0+j;
//restore render matrices
glh_set_current_modelview(saved_view);
glh_set_current_projection(saved_proj);
//get center of far clip plane (for point of interest later)
LLVector3 center = camera.getOrigin() + camera.getAtAxis() * range;
LLVector3 eye = camera.getOrigin();
//camera used for shadow cull/render
LLCamera shadow_cam;
// perspective shadow map
glh::vec3f p[16]; //point cloud to be contained by shadow projection (light camera space)
glh::vec3f wp[16]; //point cloud to be contained by shadow projection (world space)
LLVector3 lightDir = -mSunDir;
glh::vec3f light_dir(lightDir.mV);
//create light space camera matrix
LLVector3 at;
F32 dl = camera.getLeftAxis() * lightDir;
F32 du = camera.getUpAxis() * lightDir;
//choose an at axis such that up will be most aligned with lightDir
if (dl*dl < du*du)
{
at = lightDir%camera.getLeftAxis();
}
else
{
at = lightDir%camera.getUpAxis();
}
if (at * camera.getAtAxis() < 0)
{
at = -at;
}
LLVector3 left = lightDir%at;
up = left%lightDir;
up.normVec();
//create world space camera frustum for this split
shadow_cam = camera;
shadow_cam.setFar(16.f);
LLViewerCamera::updateFrustumPlanes(shadow_cam);
LLVector3* frust = shadow_cam.mAgentFrustum;
LLVector3 pn = shadow_cam.getAtAxis();
LLVector3 frust_center;
LLVector3 min, max;
//construct 8 corners of split frustum section
for (U32 i = 0; i < 4; i++)
{
LLVector3 delta = frust[i+4]-eye;
delta.normVec();
F32 dp = delta*pn;
frust[i] = eye + (delta*dist[j])/dp;
frust[i+4] = eye + (delta*dist[j+1])/dp;
frust_center += frust[i] + frust[i+4];
}
//get frustum center
frust_center /= 8.f;
shadow_cam.calcAgentFrustumPlanes(frust);
if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
{
mShadowCamera[j] = shadow_cam;
}
if (gPipeline.getVisibleExtents(shadow_cam, min, max))
{
//no possible shadow receivers
if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
{
mShadowExtents[j][0] = LLVector3();
mShadowExtents[j][1] = LLVector3();
mShadowCamera[j+4] = shadow_cam;
}
continue;
}
if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
{
mShadowExtents[j][0] = min;
mShadowExtents[j][1] = max;
}
view[j] = look(frust_center-lightDir*nearDist[j], lightDir, up);
F32 shadow_dist = nearDist[j];
for (U32 i = 0; i < 8; i++)
{
//points in worldspace (wp) and light camera space (p)
//that must be included in shadow generation
wp[i] = glh::vec3f(frust[i].mV);
wp[i+8] = wp[i] - light_dir*shadow_dist;
view[j].mult_matrix_vec(wp[i], p[i]);
view[j].mult_matrix_vec(wp[i+8], p[i+8]);
}
min = LLVector3(p[0].v);
max = LLVector3(p[0].v);
LLVector3 fmin = min;
LLVector3 fmax = max;
for (U32 i = 1; i < 16; i++)
{ //find camera space AABB of frustum in light camera space
update_min_max(min, max, LLVector3(p[i].v));
if (i < 8)
{
update_min_max(fmin, fmax, LLVector3(p[i].v));
}
}
//generate perspective matrix that contains frustum
//proj[j] = matrix_perspective(min, max);
proj[j] = gl_ortho(min.mV[0], max.mV[0],
min.mV[1], max.mV[1],
-max.mV[2], -min.mV[2]);
shadow_cam.setFar(128.f);
shadow_cam.setOriginAndLookAt(eye, up, center);
glh_set_current_modelview(view[j]);
glh_set_current_projection(proj[j]);
LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
proj[j] = gl_ortho(fmin.mV[0], fmax.mV[0],
fmin.mV[1], fmax.mV[1],
-fmax.mV[2], -fmin.mV[2]);
//translate and scale to from [-1, 1] to [0, 1]
glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f,
0.f, 0.5f, 0.f, 0.5f,
0.f, 0.f, 0.5f, 0.5f,
0.f, 0.f, 0.f, 1.f);
glh_set_current_modelview(view[j]);
glh_set_current_projection(proj[j]);
mSunShadowMatrix[j] = trans*proj[j]*view[j]*inv_view;
//clip out geometry on the same side of water as the camera
static LLCullResult result;
S32 occlude = LLPipeline::sUseOcclusion;
LLPipeline::sUseOcclusion = 1;
LLPipeline::sShadowRender = TRUE;
//hack to prevent LOD updates from using sun camera origin
shadow_cam.setOrigin(camera.getOrigin());
updateCull(shadow_cam, result);
stateSort(shadow_cam, result);
if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
{
LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
mShadowCamera[j+4] = shadow_cam;
}
LLFastTimer t(LLFastTimer::FTM_SHADOW_RENDER);
stop_glerror();
mSunShadow[j].bindTarget();
mSunShadow[j].getViewport(gGLViewport);
{
LLGLDepthTest depth(GL_TRUE);
mSunShadow[j].clear();
}
U32 types[] = { LLRenderPass::PASS_SIMPLE, LLRenderPass::PASS_FULLBRIGHT, LLRenderPass::PASS_SHINY, LLRenderPass::PASS_BUMP };
LLGLEnable cull(GL_CULL_FACE);
//generate sun shadow map
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadMatrixf(proj[j].m);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadMatrixf(view[j].m);
stop_glerror();
gGLLastMatrix = NULL;
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
glColor4f(1,1,1,1);
glCullFace(GL_FRONT);
stop_glerror();
gGL.setColorMask(false, false);
gDeferredShadowProgram.bind();
{
LLFastTimer ftm(LLFastTimer::FTM_SHADOW_SIMPLE);
LLGLDisable test(GL_ALPHA_TEST);
gGL.getTexUnit(0)->disable();
for (U32 i = 0; i < sizeof(types)/sizeof(U32); ++i)
{
renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, FALSE);
}
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
}
{
LLFastTimer ftm(LLFastTimer::FTM_SHADOW_ALPHA);
LLGLEnable test(GL_ALPHA_TEST);
gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.6f);
renderObjects(LLRenderPass::PASS_ALPHA_SHADOW, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR, TRUE);
glColor4f(1,1,1,1);
renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE);
gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
}
gDeferredShadowProgram.unbind();
renderGeomShadow(shadow_cam);
gGL.setColorMask(true, true);
glCullFace(GL_BACK);
LLPipeline::sUseOcclusion = occlude;
LLPipeline::sShadowRender = FALSE;
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
gGLLastMatrix = NULL;
sMinRenderSize = 0.f;
mSunShadow[j].flush();
}
static const LLCachedControl<bool> camera_offset("CameraOffset",false);
if (!camera_offset)
{
glh_set_current_modelview(saved_view);
glh_set_current_projection(saved_proj);
}
else
{
glh_set_current_modelview(view[1]);
glh_set_current_projection(proj[1]);
glLoadMatrixf(view[1].m);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(proj[1].m);
glMatrixMode(GL_MODELVIEW);
}
gGL.setColorMask(true, false);
popRenderTypeMask();
}
void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, U32 mask, BOOL texture)
{
for (LLCullResult::sg_list_t::iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i)
{
LLSpatialGroup* group = *i;
if (!group->isDead() &&
(!sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) &&
gPipeline.hasRenderType(group->mSpatialPartition->mDrawableType) &&
group->mDrawMap.find(type) != group->mDrawMap.end())
{
pass->renderGroup(group,type,mask,texture);
}
}
}
void LLPipeline::generateImpostor(LLVOAvatar* avatar)
{
LLGLState::checkStates();
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
static LLCullResult result;
result.clear();
grabReferences(result);
if (!avatar || !avatar->mDrawable)
{
return;
}
assertInitialized();
BOOL muted = LLMuteList::getInstance()->isMuted(avatar->getID());
pushRenderTypeMask();
if (muted)
{
andRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES);
}
else
{
andRenderTypeMask(LLPipeline::RENDER_TYPE_VOLUME,
LLPipeline::RENDER_TYPE_AVATAR,
LLPipeline::RENDER_TYPE_BUMP,
LLPipeline::RENDER_TYPE_GRASS,
LLPipeline::RENDER_TYPE_SIMPLE,
LLPipeline::RENDER_TYPE_FULLBRIGHT,
LLPipeline::RENDER_TYPE_ALPHA,
LLPipeline::RENDER_TYPE_INVISIBLE,
LLPipeline::RENDER_TYPE_PASS_SIMPLE,
LLPipeline::RENDER_TYPE_PASS_ALPHA,
LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
LLPipeline::RENDER_TYPE_PASS_SHINY,
LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
END_RENDER_TYPES);
}
S32 occlusion = sUseOcclusion;
sUseOcclusion = 0;
sReflectionRender = sRenderDeferred ? FALSE : TRUE;
sShadowRender = TRUE;
sImpostorRender = TRUE;
LLViewerCamera* viewer_camera = LLViewerCamera::getInstance();
markVisible(avatar->mDrawable, *viewer_camera);
LLVOAvatar::sUseImpostors = FALSE;
LLVOAvatar::attachment_map_t::iterator iter;
for (iter = avatar->mAttachmentPoints.begin();
iter != avatar->mAttachmentPoints.end();
++iter)
{
LLViewerJointAttachment *attachment = iter->second;
for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachment->mAttachedObjects.begin();
attachment_iter != attachment->mAttachedObjects.end();
++attachment_iter)
{
if (LLViewerObject* attached_object = (*attachment_iter))
{
markVisible(attached_object->mDrawable->getSpatialBridge(), *viewer_camera);
}
}
}
stateSort(*LLViewerCamera::getInstance(), result);
const LLVector3* ext = avatar->mDrawable->getSpatialExtents();
LLVector3 pos(avatar->getRenderPosition()+avatar->getImpostorOffset());
LLCamera camera = *viewer_camera;
camera.lookAt(viewer_camera->getOrigin(), pos, viewer_camera->getUpAxis());
LLVector2 tdim;
LLVector3 half_height = (ext[1]-ext[0])*0.5f;
LLVector3 left = camera.getLeftAxis();
left *= left;
left.normalize();
LLVector3 up = camera.getUpAxis();
up *= up;
up.normalize();
tdim.mV[0] = fabsf(half_height * left);
tdim.mV[1] = fabsf(half_height * up);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
//glh::matrix4f ortho = gl_ortho(-tdim.mV[0], tdim.mV[0], -tdim.mV[1], tdim.mV[1], 1.0, 256.0);
F32 distance = (pos-camera.getOrigin()).length();
F32 fov = atanf(tdim.mV[1]/distance)*2.f*RAD_TO_DEG;
F32 aspect = tdim.mV[0]/tdim.mV[1]; //128.f/256.f;
glh::matrix4f persp = gl_perspective(fov, aspect, 1.f, 256.f);
glh_set_current_projection(persp);
glLoadMatrixf(persp.m);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glh::matrix4f mat;
camera.getOpenGLTransform(mat.m);
mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat;
glLoadMatrixf(mat.m);
glh_set_current_modelview(mat);
glClearColor(0.0f,0.0f,0.0f,0.0f);
gGL.setColorMask(true, true);
glStencilMask(0xFFFFFFFF);
glClearStencil(0);
// get the number of pixels per angle
F32 pa = gViewerWindow->getWindowDisplayHeight() / (RAD_TO_DEG * LLViewerCamera::getInstance()->getView());
//get resolution based on angle width and height of impostor (double desired resolution to prevent aliasing)
U32 resY = llmin(nhpo2((U32) (fov*pa)), (U32) 512);
U32 resX = llmin(nhpo2((U32) (atanf(tdim.mV[0]/distance)*2.f*RAD_TO_DEG*pa)), (U32) 512);
if (!avatar->mImpostor.isComplete() || resX != avatar->mImpostor.getWidth() ||
resY != avatar->mImpostor.getHeight())
{
if (LLPipeline::sRenderDeferred)
{
avatar->mImpostor.allocate(resX,resY,GL_RGBA16F_ARB,TRUE,TRUE);
addDeferredAttachments(avatar->mImpostor);
}
else
{
avatar->mImpostor.allocate(resX,resY,GL_RGBA,TRUE,TRUE);
}
gGL.getTexUnit(0)->bind(&avatar->mImpostor);
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
}
LLGLEnable stencil(GL_STENCIL_TEST);
glStencilMask(0xFFFFFFFF);
glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
{
LLGLEnable scissor(GL_SCISSOR_TEST);
glScissor(0, 0, resX, resY);
avatar->mImpostor.bindTarget();
avatar->mImpostor.clear();
}
if (LLPipeline::sRenderDeferred)
{
stop_glerror();
renderGeomDeferred(camera);
renderGeomPostDeferred(camera);
}
else
{
renderGeom(camera);
}
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilFunc(GL_EQUAL, 1, 0xFFFFFF);
//if (!sRenderDeferred || muted)
{
LLVector3 left = camera.getLeftAxis()*tdim.mV[0]*2.f;
LLVector3 up = camera.getUpAxis()*tdim.mV[1]*2.f;
//Safe??
if (LLPipeline::sRenderDeferred)
{
GLuint buff = GL_COLOR_ATTACHMENT0_EXT;
glDrawBuffersARB(1, &buff);
}
LLGLEnable blend(muted ? 0 : GL_BLEND);
if (muted)
{
gGL.setColorMask(true, true);
}
else
{
gGL.setColorMask(false, true);
}
gGL.setSceneBlendType(LLRender::BT_ADD);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
LLGLDepthTest depth(GL_FALSE, GL_FALSE);
gGL.color4f(1,1,1,1);
gGL.color4ub(64,64,64,255);
gGL.begin(LLRender::QUADS);
gGL.vertex3fv((pos+left-up).mV);
gGL.vertex3fv((pos-left-up).mV);
gGL.vertex3fv((pos-left+up).mV);
gGL.vertex3fv((pos+left+up).mV);
gGL.end();
gGL.flush();
gGL.setSceneBlendType(LLRender::BT_ALPHA);
}
avatar->mImpostor.flush();
avatar->setImpostorDim(tdim);
LLVOAvatar::sUseImpostors = TRUE;
sUseOcclusion = occlusion;
sReflectionRender = FALSE;
sImpostorRender = FALSE;
sShadowRender = FALSE;
popRenderTypeMask();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
avatar->mNeedsImpostorUpdate = FALSE;
avatar->cacheImpostorValues();
LLVertexBuffer::unbind();
LLGLState::checkStates();
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
}
BOOL LLPipeline::hasRenderBatches(const U32 type) const
{
return sCull->getRenderMapSize(type) > 0;
}
LLCullResult::drawinfo_list_t::iterator LLPipeline::beginRenderMap(U32 type)
{
return sCull->beginRenderMap(type);
}
LLCullResult::drawinfo_list_t::iterator LLPipeline::endRenderMap(U32 type)
{
return sCull->endRenderMap(type);
}
LLCullResult::sg_list_t::iterator LLPipeline::beginAlphaGroups()
{
return sCull->beginAlphaGroups();
}
LLCullResult::sg_list_t::iterator LLPipeline::endAlphaGroups()
{
return sCull->endAlphaGroups();
}
BOOL LLPipeline::hasRenderType(const U32 type) const
{
// STORM-365 : LLViewerJointAttachment::setAttachmentVisibility() is setting type to 0 to actually mean "do not render"
// We then need to test that value here and return FALSE to prevent attachment to render (in mouselook for instance)
// TODO: reintroduce RENDER_TYPE_NONE in LLRenderTypeMask and initialize its mRenderTypeEnabled[RENDER_TYPE_NONE] to FALSE explicitely
return (type == 0 ? FALSE : mRenderTypeEnabled[type]);
}
void LLPipeline::setRenderTypeMask(U32 type, ...)
{
va_list args;
va_start(args, type);
while (type < END_RENDER_TYPES)
{
mRenderTypeEnabled[type] = TRUE;
type = va_arg(args, U32);
}
va_end(args);
if (type > END_RENDER_TYPES)
{
llerrs << "Invalid render type." << llendl;
}
}
BOOL LLPipeline::hasAnyRenderType(U32 type, ...) const
{
va_list args;
va_start(args, type);
while (type < END_RENDER_TYPES)
{
if (mRenderTypeEnabled[type])
{
return TRUE;
}
type = va_arg(args, U32);
}
va_end(args);
if (type > END_RENDER_TYPES)
{
llerrs << "Invalid render type." << llendl;
}
return FALSE;
}
void LLPipeline::pushRenderTypeMask()
{
std::string cur_mask;
cur_mask.assign((const char*) mRenderTypeEnabled, sizeof(mRenderTypeEnabled));
mRenderTypeEnableStack.push(cur_mask);
}
void LLPipeline::popRenderTypeMask()
{
if (mRenderTypeEnableStack.empty())
{
llerrs << "Depleted render type stack." << llendl;
}
memcpy(mRenderTypeEnabled, mRenderTypeEnableStack.top().data(), sizeof(mRenderTypeEnabled));
mRenderTypeEnableStack.pop();
}
void LLPipeline::andRenderTypeMask(U32 type, ...)
{
va_list args;
BOOL tmp[NUM_RENDER_TYPES];
for (U32 i = 0; i < NUM_RENDER_TYPES; ++i)
{
tmp[i] = FALSE;
}
va_start(args, type);
while (type < END_RENDER_TYPES)
{
if (mRenderTypeEnabled[type])
{
tmp[type] = TRUE;
}
type = va_arg(args, U32);
}
va_end(args);
if (type > END_RENDER_TYPES)
{
llerrs << "Invalid render type." << llendl;
}
for (U32 i = 0; i < LLPipeline::NUM_RENDER_TYPES; ++i)
{
mRenderTypeEnabled[i] = tmp[i];
}
}
void LLPipeline::clearRenderTypeMask(U32 type, ...)
{
va_list args;
va_start(args, type);
while (type < END_RENDER_TYPES)
{
mRenderTypeEnabled[type] = FALSE;
type = va_arg(args, U32);
}
va_end(args);
if (type > END_RENDER_TYPES)
{
llerrs << "Invalid render type." << llendl;
}
}