245 lines
6.4 KiB
C++
245 lines
6.4 KiB
C++
/**
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* @file lldrawpool.h
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* @brief LLDrawPool class definition
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*
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* $LicenseInfo:firstyear=2002&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_LLDRAWPOOL_H
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#define LL_LLDRAWPOOL_H
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#include "v4coloru.h"
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#include "v2math.h"
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#include "v3math.h"
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#include "llvertexbuffer.h"
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class LLFace;
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class LLViewerTexture;
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class LLViewerFetchedTexture;
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class LLSpatialGroup;
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class LLDrawInfo;
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class LLDrawPool
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{
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public:
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static S32 sNumDrawPools;
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enum
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{
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// Correspond to LLPipeline render type
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POOL_SIMPLE = 1,
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POOL_GROUND,
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POOL_FULLBRIGHT,
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POOL_BUMP,
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POOL_TERRAIN,
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POOL_TREE, // Singu Note: Before sky for zcull.
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POOL_SKY,
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POOL_WL_SKY,
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POOL_GRASS,
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POOL_INVISIBLE, // see below *
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POOL_AVATAR,
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POOL_VOIDWATER,
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POOL_WATER,
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POOL_GLOW,
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POOL_ALPHA,
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NUM_POOL_TYPES,
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// * invisiprims work by rendering to the depth buffer but not the color buffer, occluding anything rendered after them
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// - and the LLDrawPool types enum controls what order things are rendered in
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// - so, it has absolute control over what invisprims block
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// ...invisiprims being rendered in pool_invisible
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// ...shiny/bump mapped objects in rendered in POOL_BUMP
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};
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LLDrawPool(const U32 type);
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virtual ~LLDrawPool();
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virtual BOOL isDead() = 0;
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S32 getId() const { return mId; }
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U32 getType() const { return mType; }
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virtual LLViewerTexture *getDebugTexture();
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virtual void beginRenderPass( S32 pass );
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virtual void endRenderPass( S32 pass );
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virtual S32 getNumPasses();
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virtual void beginDeferredPass(S32 pass);
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virtual void endDeferredPass(S32 pass);
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virtual S32 getNumDeferredPasses();
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virtual void renderDeferred(S32 pass = 0);
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virtual void beginPostDeferredPass(S32 pass);
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virtual void endPostDeferredPass(S32 pass);
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virtual S32 getNumPostDeferredPasses();
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virtual void renderPostDeferred(S32 pass = 0);
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virtual void beginShadowPass(S32 pass);
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virtual void endShadowPass(S32 pass);
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virtual S32 getNumShadowPasses();
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virtual void renderShadow(S32 pass = 0);
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virtual void render(S32 pass = 0) = 0;
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virtual void prerender() = 0;
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virtual U32 getVertexDataMask() = 0;
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virtual BOOL verify() const { return TRUE; } // Verify that all data in the draw pool is correct!
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virtual S32 getVertexShaderLevel() const { return mVertexShaderLevel; }
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static LLDrawPool* createPool(const U32 type, LLViewerTexture *tex0 = NULL);
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virtual LLDrawPool *instancePool() = 0; // Create an empty new instance of the pool.
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virtual LLViewerTexture* getTexture() = 0;
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virtual BOOL isFacePool() { return FALSE; }
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virtual void resetDrawOrders() = 0;
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protected:
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S32 mVertexShaderLevel;
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S32 mId;
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U32 mType; // Type of draw pool
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};
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class LLRenderPass : public LLDrawPool
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{
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public:
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enum
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{
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PASS_SIMPLE = NUM_POOL_TYPES,
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PASS_GRASS,
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PASS_FULLBRIGHT,
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PASS_INVISIBLE,
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PASS_INVISI_SHINY,
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PASS_FULLBRIGHT_SHINY,
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PASS_SHINY,
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PASS_BUMP,
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PASS_POST_BUMP,
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PASS_GLOW,
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PASS_ALPHA,
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PASS_ALPHA_MASK,
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PASS_FULLBRIGHT_ALPHA_MASK,
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PASS_ALPHA_INVISIBLE,
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NUM_RENDER_TYPES,
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};
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LLRenderPass(const U32 type);
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virtual ~LLRenderPass();
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/*virtual*/ LLDrawPool* instancePool();
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/*virtual*/ LLViewerTexture* getDebugTexture() { return NULL; }
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LLViewerTexture* getTexture() { return NULL; }
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BOOL isDead() { return FALSE; }
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void resetDrawOrders() { }
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static void applyModelMatrix(LLDrawInfo& params);
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virtual void pushBatches(U32 type, U32 mask, BOOL texture = TRUE, BOOL batch_textures = FALSE);
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virtual void pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures = FALSE);
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virtual void renderGroup(LLSpatialGroup* group, U32 type, U32 mask, BOOL texture = TRUE);
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virtual void renderGroups(U32 type, U32 mask, BOOL texture = TRUE);
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virtual void renderTexture(U32 type, U32 mask);
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};
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class LLFacePool : public LLDrawPool
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{
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public:
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typedef std::vector<LLFace*> face_array_t;
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enum
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{
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SHADER_LEVEL_SCATTERING = 2
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};
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public:
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LLFacePool(const U32 type);
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virtual ~LLFacePool();
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BOOL isDead() { return mReferences.empty(); }
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virtual LLViewerTexture *getTexture();
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virtual void dirtyTextures(const std::set<LLViewerFetchedTexture*>& textures);
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virtual void enqueue(LLFace *face);
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virtual BOOL addFace(LLFace *face);
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virtual BOOL removeFace(LLFace *face);
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virtual BOOL verify() const; // Verify that all data in the draw pool is correct!
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virtual void resetDrawOrders();
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void resetAll();
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void destroy();
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void buildEdges();
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void addFaceReference(LLFace *facep);
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void removeFaceReference(LLFace *facep);
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void printDebugInfo() const;
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BOOL isFacePool() { return TRUE; }
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friend class LLFace;
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friend class LLPipeline;
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public:
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face_array_t mDrawFace;
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face_array_t mMoveFace;
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face_array_t mReferences;
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public:
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class LLOverrideFaceColor
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{
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public:
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LLOverrideFaceColor(LLDrawPool* pool)
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: mOverride(sOverrideFaceColor), mPool(pool)
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{
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sOverrideFaceColor = TRUE;
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}
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LLOverrideFaceColor(LLDrawPool* pool, const LLColor4& color)
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: mOverride(sOverrideFaceColor), mPool(pool)
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{
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sOverrideFaceColor = TRUE;
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setColor(color);
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}
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LLOverrideFaceColor(LLDrawPool* pool, const LLColor4U& color)
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: mOverride(sOverrideFaceColor), mPool(pool)
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{
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sOverrideFaceColor = TRUE;
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setColor(color);
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}
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LLOverrideFaceColor(LLDrawPool* pool, F32 r, F32 g, F32 b, F32 a)
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: mOverride(sOverrideFaceColor), mPool(pool)
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{
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sOverrideFaceColor = TRUE;
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setColor(r, g, b, a);
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}
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~LLOverrideFaceColor()
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{
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sOverrideFaceColor = mOverride;
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}
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void setColor(const LLColor4& color);
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void setColor(const LLColor4U& color);
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void setColor(F32 r, F32 g, F32 b, F32 a);
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BOOL mOverride;
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LLDrawPool* mPool;
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static BOOL sOverrideFaceColor;
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};
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};
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#endif //LL_LLDRAWPOOL_H
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