diff options
author | Ansariel <ansariel.hiller@phoenixviewer.com> | 2024-05-22 19:04:52 +0200 |
---|---|---|
committer | Ansariel <ansariel.hiller@phoenixviewer.com> | 2024-05-22 19:04:52 +0200 |
commit | 1b67dd855c41f5a0cda7ec2a68d98071986ca703 (patch) | |
tree | ab243607f74f78200787bba5b9b88f07ef1b966f /indra/newview/pipeline.h | |
parent | 6d6eabca44d08d5b97bfe3e941d2b9687c2246ea (diff) | |
parent | e1623bb276f83a43ce7a197e388720c05bdefe61 (diff) |
Merge remote-tracking branch 'origin/main' into DRTVWR-600-maint-A
# Conflicts:
# autobuild.xml
# indra/cmake/CMakeLists.txt
# indra/cmake/GoogleMock.cmake
# indra/llaudio/llaudioengine_fmodstudio.cpp
# indra/llaudio/llaudioengine_fmodstudio.h
# indra/llaudio/lllistener_fmodstudio.cpp
# indra/llaudio/lllistener_fmodstudio.h
# indra/llaudio/llstreamingaudio_fmodstudio.cpp
# indra/llaudio/llstreamingaudio_fmodstudio.h
# indra/llcharacter/llmultigesture.cpp
# indra/llcharacter/llmultigesture.h
# indra/llimage/llimage.cpp
# indra/llimage/llimagepng.cpp
# indra/llimage/llimageworker.cpp
# indra/llimage/tests/llimageworker_test.cpp
# indra/llmessage/tests/llmockhttpclient.h
# indra/llprimitive/llgltfmaterial.h
# indra/llrender/llfontfreetype.cpp
# indra/llui/llcombobox.cpp
# indra/llui/llfolderview.cpp
# indra/llui/llfolderviewmodel.h
# indra/llui/lllineeditor.cpp
# indra/llui/lllineeditor.h
# indra/llui/lltextbase.cpp
# indra/llui/lltextbase.h
# indra/llui/lltexteditor.cpp
# indra/llui/lltextvalidate.cpp
# indra/llui/lltextvalidate.h
# indra/llui/lluictrl.h
# indra/llui/llview.cpp
# indra/llwindow/llwindowmacosx.cpp
# indra/newview/app_settings/settings.xml
# indra/newview/llappearancemgr.cpp
# indra/newview/llappearancemgr.h
# indra/newview/llavatarpropertiesprocessor.cpp
# indra/newview/llavatarpropertiesprocessor.h
# indra/newview/llbreadcrumbview.cpp
# indra/newview/llbreadcrumbview.h
# indra/newview/llbreastmotion.cpp
# indra/newview/llbreastmotion.h
# indra/newview/llconversationmodel.h
# indra/newview/lldensityctrl.cpp
# indra/newview/lldensityctrl.h
# indra/newview/llface.inl
# indra/newview/llfloatereditsky.cpp
# indra/newview/llfloatereditwater.cpp
# indra/newview/llfloateremojipicker.h
# indra/newview/llfloaterimsessiontab.cpp
# indra/newview/llfloaterprofiletexture.cpp
# indra/newview/llfloaterprofiletexture.h
# indra/newview/llgesturemgr.cpp
# indra/newview/llgesturemgr.h
# indra/newview/llimpanel.cpp
# indra/newview/llimpanel.h
# indra/newview/llinventorybridge.cpp
# indra/newview/llinventorybridge.h
# indra/newview/llinventoryclipboard.cpp
# indra/newview/llinventoryclipboard.h
# indra/newview/llinventoryfunctions.cpp
# indra/newview/llinventoryfunctions.h
# indra/newview/llinventorygallery.cpp
# indra/newview/lllistbrowser.cpp
# indra/newview/lllistbrowser.h
# indra/newview/llpanelobjectinventory.cpp
# indra/newview/llpanelprofile.cpp
# indra/newview/llpanelprofile.h
# indra/newview/llpreviewgesture.cpp
# indra/newview/llsavedsettingsglue.cpp
# indra/newview/llsavedsettingsglue.h
# indra/newview/lltooldraganddrop.cpp
# indra/newview/llurllineeditorctrl.cpp
# indra/newview/llvectorperfoptions.cpp
# indra/newview/llvectorperfoptions.h
# indra/newview/llviewerparceloverlay.cpp
# indra/newview/llviewertexlayer.cpp
# indra/newview/llviewertexturelist.cpp
# indra/newview/macmain.h
# indra/test/test.cpp
Diffstat (limited to 'indra/newview/pipeline.h')
-rw-r--r-- | indra/newview/pipeline.h | 2118 |
1 files changed, 1059 insertions, 1059 deletions
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 5c649db1c1..2eaeb8d95b 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -1,1059 +1,1059 @@ -/** - * @file pipeline.h - * @brief Rendering pipeline definitions - * - * $LicenseInfo:firstyear=2001&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2010, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifndef LL_PIPELINE_H -#define LL_PIPELINE_H - -#include "llcamera.h" -#include "llerror.h" -#include "lldrawpool.h" -#include "llspatialpartition.h" -#include "m4math.h" -#include "llpointer.h" -#include "lldrawpoolalpha.h" -#include "lldrawpoolmaterials.h" -#include "llgl.h" -#include "lldrawable.h" -#include "llrendertarget.h" -#include "llreflectionmapmanager.h" - -#include <stack> - -class LLViewerTexture; -class LLFace; -class LLViewerObject; -class LLTextureEntry; -class LLCullResult; -class LLVOAvatar; -class LLVOPartGroup; -class LLGLSLShader; -class LLDrawPoolAlpha; -class LLSettingsSky; - -typedef enum e_avatar_skinning_method -{ - SKIN_METHOD_SOFTWARE, - SKIN_METHOD_VERTEX_PROGRAM -} EAvatarSkinningMethod; - -bool compute_min_max(LLMatrix4& box, LLVector2& min, LLVector2& max); // Shouldn't be defined here! -bool LLRayAABB(const LLVector3 ¢er, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon = 0); -bool setup_hud_matrices(); // use whole screen to render hud -bool setup_hud_matrices(const LLRect& screen_region); // specify portion of screen (in pixels) to render hud attachments from (for picking) - - -extern LLTrace::BlockTimerStatHandle FTM_RENDER_GEOMETRY; -extern LLTrace::BlockTimerStatHandle FTM_RENDER_GRASS; -extern LLTrace::BlockTimerStatHandle FTM_RENDER_INVISIBLE; -extern LLTrace::BlockTimerStatHandle FTM_RENDER_SHINY; -extern LLTrace::BlockTimerStatHandle FTM_RENDER_SIMPLE; -extern LLTrace::BlockTimerStatHandle FTM_RENDER_TERRAIN; -extern LLTrace::BlockTimerStatHandle FTM_RENDER_TREES; -extern LLTrace::BlockTimerStatHandle FTM_RENDER_UI; -extern LLTrace::BlockTimerStatHandle FTM_RENDER_WATER; -extern LLTrace::BlockTimerStatHandle FTM_RENDER_WL_SKY; -extern LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA; -extern LLTrace::BlockTimerStatHandle FTM_RENDER_CHARACTERS; -extern LLTrace::BlockTimerStatHandle FTM_RENDER_BUMP; -extern LLTrace::BlockTimerStatHandle FTM_RENDER_MATERIALS; -extern LLTrace::BlockTimerStatHandle FTM_RENDER_FULLBRIGHT; -extern LLTrace::BlockTimerStatHandle FTM_RENDER_GLOW; -extern LLTrace::BlockTimerStatHandle FTM_STATESORT; -extern LLTrace::BlockTimerStatHandle FTM_PIPELINE; -extern LLTrace::BlockTimerStatHandle FTM_CLIENT_COPY; - -extern LLTrace::BlockTimerStatHandle FTM_RENDER_UI_HUD; -extern LLTrace::BlockTimerStatHandle FTM_RENDER_UI_3D; -extern LLTrace::BlockTimerStatHandle FTM_RENDER_UI_2D; - -class LLPipeline -{ -public: - LLPipeline(); - ~LLPipeline(); - - void destroyGL(); - void restoreGL(); - void requestResizeScreenTexture(); // set flag only, no work, safer for callbacks... - void requestResizeShadowTexture(); // set flag only, no work, safer for callbacks... - - void resizeScreenTexture(); - void resizeShadowTexture(); - - void releaseGLBuffers(); - void releaseLUTBuffers(); - void releaseScreenBuffers(); - void releaseShadowBuffers(); - - void createGLBuffers(); - void createLUTBuffers(); - - //allocate the largest screen buffer possible up to resX, resY - //returns true if full size buffer allocated, false if some other size is allocated - bool allocateScreenBuffer(U32 resX, U32 resY); - - typedef enum { - FBO_SUCCESS_FULLRES = 0, - FBO_SUCCESS_LOWRES, - FBO_FAILURE - } eFBOStatus; - -private: - //implementation of above, wrapped for easy error handling - eFBOStatus doAllocateScreenBuffer(U32 resX, U32 resY); -public: - - //attempt to allocate screen buffers at resX, resY - //returns true if allocation successful, false otherwise - bool allocateScreenBuffer(U32 resX, U32 resY, U32 samples); - bool allocateShadowBuffer(U32 resX, U32 resY); - - // rebuild all LLVOVolume render batches - void rebuildDrawInfo(); - - // Clear LLFace mVertexBuffer pointers - void resetVertexBuffers(LLDrawable* drawable); - - // perform a profile of the given avatar - // if profile_attachments is true, run a profile for each attachment - void profileAvatar(LLVOAvatar* avatar, bool profile_attachments = false); - - // generate an impostor for the given avatar - // preview_avatar - if true, a preview window render is being performed - // for_profile - if true, a profile is being performed, do not update actual impostor - // specific_attachment - specific attachment to profile, or nullptr to profile entire avatar - void generateImpostor(LLVOAvatar* avatar, bool preview_avatar = false, bool for_profile = false, LLViewerObject* specific_attachment = nullptr); - - void bindScreenToTexture(); - void renderFinalize(); - void copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* dst); - void generateLuminance(LLRenderTarget* src, LLRenderTarget* dst); - void generateExposure(LLRenderTarget* src, LLRenderTarget* dst); - void gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst); - void generateGlow(LLRenderTarget* src); - void applyFXAA(LLRenderTarget* src, LLRenderTarget* dst); - void renderDoF(LLRenderTarget* src, LLRenderTarget* dst); - void copyRenderTarget(LLRenderTarget* src, LLRenderTarget* dst); - void combineGlow(LLRenderTarget* src, LLRenderTarget* dst); - void visualizeBuffers(LLRenderTarget* src, LLRenderTarget* dst, U32 bufferIndex); - - void init(); - void cleanup(); - bool isInit() { return mInitialized; }; - - /// @brief Get a draw pool from pool type (POOL_SIMPLE, POOL_MEDIA) and texture. - /// @return Draw pool, or NULL if not found. - LLDrawPool *findPool(const U32 pool_type, LLViewerTexture *tex0 = NULL); - - /// @brief Get a draw pool for faces of the appropriate type and texture. Create if necessary. - /// @return Always returns a draw pool. - LLDrawPool *getPool(const U32 pool_type, LLViewerTexture *tex0 = NULL); - - /// @brief Figures out draw pool type from texture entry. Creates pool if necessary. - static LLDrawPool* getPoolFromTE(const LLTextureEntry* te, LLViewerTexture* te_image); - static U32 getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* imagep); - - void addPool(LLDrawPool *poolp); // Only to be used by LLDrawPool classes for splitting pools! - void removePool( LLDrawPool* poolp ); - - void allocDrawable(LLViewerObject *obj); - - void unlinkDrawable(LLDrawable*); - - static void removeMutedAVsLights(LLVOAvatar*); - - // Object related methods - void markVisible(LLDrawable *drawablep, LLCamera& camera); - void markOccluder(LLSpatialGroup* group); - - void doOcclusion(LLCamera& camera); - void markNotCulled(LLSpatialGroup* group, LLCamera &camera); - void markMoved(LLDrawable *drawablep, bool damped_motion = false); - void markShift(LLDrawable *drawablep); - void markTextured(LLDrawable *drawablep); - void markGLRebuild(LLGLUpdate* glu); - void markRebuild(LLSpatialGroup* group); - void markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag = LLDrawable::REBUILD_ALL); - void markPartitionMove(LLDrawable* drawablep); - void markMeshDirty(LLSpatialGroup* group); - - //get the object between start and end that's closest to start. - LLViewerObject* lineSegmentIntersectInWorld(const LLVector4a& start, const LLVector4a& end, - bool pick_transparent, - bool pick_rigged, - bool pick_unselectable, - bool pick_reflection_probe, - S32* face_hit, // return the face hit - LLVector4a* intersection = NULL, // return the intersection point - LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point - LLVector4a* normal = NULL, // return the surface normal at the intersection point - LLVector4a* tangent = NULL // return the surface tangent at the intersection point - ); - - //get the closest particle to start between start and end, returns the LLVOPartGroup and particle index - LLVOPartGroup* lineSegmentIntersectParticle(const LLVector4a& start, const LLVector4a& end, LLVector4a* intersection, - S32* face_hit); - - - LLViewerObject* lineSegmentIntersectInHUD(const LLVector4a& start, const LLVector4a& end, - bool pick_transparent, - S32* face_hit, // return the face hit - LLVector4a* intersection = NULL, // return the intersection point - LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point - LLVector4a* normal = NULL, // return the surface normal at the intersection point - LLVector4a* tangent = NULL // return the surface tangent at the intersection point - ); - - // Something about these textures has changed. Dirty them. - void dirtyPoolObjectTextures(const std::set<LLViewerFetchedTexture*>& textures); - - void resetDrawOrders(); - - U32 addObject(LLViewerObject *obj); - - void enableShadows(const bool enable_shadows); - void releaseSpotShadowTargets(); - void releaseSunShadowTargets(); - void releaseSunShadowTarget(U32 index); - - bool shadersLoaded(); - bool canUseWindLightShaders() const; - bool canUseAntiAliasing() const; - - // phases - void resetFrameStats(); - - void updateMoveDampedAsync(LLDrawable* drawablep); - void updateMoveNormalAsync(LLDrawable* drawablep); - void updateMovedList(LLDrawable::drawable_vector_t& move_list); - void updateMove(); - bool visibleObjectsInFrustum(LLCamera& camera); - bool getVisibleExtents(LLCamera& camera, LLVector3 &min, LLVector3& max); - bool getVisiblePointCloud(LLCamera& camera, LLVector3 &min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir = LLVector3(0,0,0)); - - // Populate given LLCullResult with results of a frustum cull of the entire scene against the given LLCamera - void updateCull(LLCamera& camera, LLCullResult& result); - void createObjects(F32 max_dtime); - void createObject(LLViewerObject* vobj); - void processPartitionQ(); - void updateGeom(F32 max_dtime); - void updateGL(); - void rebuildPriorityGroups(); - void rebuildGroups(); - void clearRebuildGroups(); - void clearRebuildDrawables(); - - //calculate pixel area of given box from vantage point of given camera - static F32 calcPixelArea(LLVector3 center, LLVector3 size, LLCamera& camera); - static F32 calcPixelArea(const LLVector4a& center, const LLVector4a& size, LLCamera &camera); - - void stateSort(LLCamera& camera, LLCullResult& result); - void stateSort(LLSpatialGroup* group, LLCamera& camera); - void stateSort(LLSpatialBridge* bridge, LLCamera& camera, bool fov_changed = false); - void stateSort(LLDrawable* drawablep, LLCamera& camera); - void postSort(LLCamera& camera); - - void forAllVisibleDrawables(void (*func)(LLDrawable*)); - - void renderObjects(U32 type, bool texture = true, bool batch_texture = false, bool rigged = false); - void renderGLTFObjects(U32 type, bool texture = true, bool rigged = false); - - void renderAlphaObjects(bool rigged = false); - void renderMaskedObjects(U32 type, bool texture = true, bool batch_texture = false, bool rigged = false); - void renderFullbrightMaskedObjects(U32 type, bool texture = true, bool batch_texture = false, bool rigged = false); - - void renderGroups(LLRenderPass* pass, U32 type, bool texture); - void renderRiggedGroups(LLRenderPass* pass, U32 type, bool texture); - - void grabReferences(LLCullResult& result); - void clearReferences(); - - //check references will assert that there are no references in sCullResult to the provided data - void checkReferences(LLFace* face); - void checkReferences(LLDrawable* drawable); - void checkReferences(LLDrawInfo* draw_info); - void checkReferences(LLSpatialGroup* group); - - void renderGeomDeferred(LLCamera& camera, bool do_occlusion = false); - void renderGeomPostDeferred(LLCamera& camera); - void renderGeomShadow(LLCamera& camera); - void bindLightFunc(LLGLSLShader& shader); - - // bind shadow maps - // if setup is true, wil lset texture compare mode function and filtering options - void bindShadowMaps(LLGLSLShader& shader); - void bindDeferredShaderFast(LLGLSLShader& shader); - void bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target = nullptr, LLRenderTarget* depth_target = nullptr); - void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep); - - void unbindDeferredShader(LLGLSLShader& shader); - - // set env_mat parameter in given shader - void setEnvMat(LLGLSLShader& shader); - - void bindReflectionProbes(LLGLSLShader& shader); - void unbindReflectionProbes(LLGLSLShader& shader); - - void renderDeferredLighting(); - - // apply atmospheric haze based on contents of color and depth buffer - // should be called just before rendering water when camera is under water - // and just before rendering alpha when camera is above water - void doAtmospherics(); - - // apply water haze based on contents of color and depth buffer - // should be called just before rendering pre-water alpha objects - void doWaterHaze(); - - void postDeferredGammaCorrect(LLRenderTarget* screen_target); - - void generateSunShadow(LLCamera& camera); - LLRenderTarget* getSunShadowTarget(U32 i); - LLRenderTarget* getSpotShadowTarget(U32 i); - - void renderHighlight(const LLViewerObject* obj, F32 fade); - - void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, bool depth_clamp); - void renderHighlights(); - void renderDebug(); - void renderPhysicsDisplay(); - - void rebuildPools(); // Rebuild pools - - void findReferences(LLDrawable *drawablep); // Find the lists which have references to this object - bool verify(); // Verify that all data in the pipeline is "correct" - - S32 getLightCount() const { return mLights.size(); } - - void calcNearbyLights(LLCamera& camera); - void setupHWLights(); - void setupAvatarLights(bool for_edit = false); - void enableLights(U32 mask); - void enableLightsDynamic(); - void enableLightsAvatar(); - void enableLightsPreview(); - void enableLightsAvatarEdit(const LLColor4& color); - void enableLightsFullbright(); - void disableLights(); - - void shiftObjects(const LLVector3 &offset); - - void setLight(LLDrawable *drawablep, bool is_light); - - bool hasRenderBatches(const U32 type) const; - LLCullResult::drawinfo_iterator beginRenderMap(U32 type); - LLCullResult::drawinfo_iterator endRenderMap(U32 type); - LLCullResult::sg_iterator beginAlphaGroups(); - LLCullResult::sg_iterator endAlphaGroups(); - LLCullResult::sg_iterator beginRiggedAlphaGroups(); - LLCullResult::sg_iterator endRiggedAlphaGroups(); - - void addTrianglesDrawn(S32 index_count); - void recordTrianglesDrawn(); - - bool hasRenderDebugFeatureMask(const U32 mask) const { return bool(mRenderDebugFeatureMask & mask); } - bool hasRenderDebugMask(const U64 mask) const { return bool(mRenderDebugMask & mask); } - void setAllRenderDebugFeatures() { mRenderDebugFeatureMask = 0xffffffff; } - void clearAllRenderDebugFeatures() { mRenderDebugFeatureMask = 0x0; } - void setAllRenderDebugDisplays() { mRenderDebugMask = 0xffffffffffffffff; } - void clearAllRenderDebugDisplays() { mRenderDebugMask = 0x0; } - - bool hasRenderType(const U32 type) const; - bool hasAnyRenderType(const U32 type, ...) const; - - static bool isWaterClip(); - - void setRenderTypeMask(U32 type, ...); - // This is equivalent to 'setRenderTypeMask' - //void orRenderTypeMask(U32 type, ...); - void andRenderTypeMask(U32 type, ...); - void clearRenderTypeMask(U32 type, ...); - void setAllRenderTypes(); - void clearAllRenderTypes(); - - void pushRenderTypeMask(); - void popRenderTypeMask(); - - void pushRenderDebugFeatureMask(); - void popRenderDebugFeatureMask(); - - static void toggleRenderType(U32 type); - - // For UI control of render features - static bool hasRenderTypeControl(U32 data); - static void toggleRenderDebug(U64 data); - static void toggleRenderDebugFeature(U32 data); - static void toggleRenderTypeControl(U32 data); - static bool toggleRenderTypeControlNegated(S32 data); - static bool toggleRenderDebugControl(U64 data); - static bool toggleRenderDebugFeatureControl(U32 data); - static void setRenderDebugFeatureControl(U32 bit, bool value); - - static void setRenderParticleBeacons(bool val); - static void toggleRenderParticleBeacons(); - static bool getRenderParticleBeacons(); - - static void setRenderSoundBeacons(bool val); - static void toggleRenderSoundBeacons(); - static bool getRenderSoundBeacons(); - - static void setRenderMOAPBeacons(bool val); - static void toggleRenderMOAPBeacons(); - static bool getRenderMOAPBeacons(); - - static void setRenderPhysicalBeacons(bool val); - static void toggleRenderPhysicalBeacons(); - static bool getRenderPhysicalBeacons(); - - static void setRenderScriptedBeacons(bool val); - static void toggleRenderScriptedBeacons(); - static bool getRenderScriptedBeacons(); - - static void setRenderScriptedTouchBeacons(bool val); - static void toggleRenderScriptedTouchBeacons(); - static bool getRenderScriptedTouchBeacons(); - - static void setRenderBeacons(bool val); - static void toggleRenderBeacons(); - static bool getRenderBeacons(); - - static void setRenderHighlights(bool val); - static void toggleRenderHighlights(); - static bool getRenderHighlights(); - static void setRenderHighlightTextureChannel(LLRender::eTexIndex channel); // sets which UV setup to display in highlight overlay - - static void updateRenderTransparentWater(); - static void refreshCachedSettings(); - - void addDebugBlip(const LLVector3& position, const LLColor4& color); - - void hidePermanentObjects( std::vector<U32>& restoreList ); - void restorePermanentObjects( const std::vector<U32>& restoreList ); - void skipRenderingOfTerrain( bool flag ); - void hideObject( const LLUUID& id ); - void restoreHiddenObject( const LLUUID& id ); - void handleShadowDetailChanged(); - - LLReflectionMapManager mReflectionMapManager; - -private: - void unloadShaders(); - void addToQuickLookup( LLDrawPool* new_poolp ); - void removeFromQuickLookup( LLDrawPool* poolp ); - bool updateDrawableGeom(LLDrawable* drawable); - void assertInitializedDoError(); - bool assertInitialized() { const bool is_init = isInit(); if (!is_init) assertInitializedDoError(); return is_init; }; - void connectRefreshCachedSettingsSafe(const std::string name); - void hideDrawable( LLDrawable *pDrawable ); - void unhideDrawable( LLDrawable *pDrawable ); - void skipRenderingShadows(); -public: - enum {GPU_CLASS_MAX = 3 }; - - enum LLRenderTypeMask - { - // Following are pool types (some are also object types) - RENDER_TYPE_SKY = LLDrawPool::POOL_SKY, - RENDER_TYPE_WL_SKY = LLDrawPool::POOL_WL_SKY, - RENDER_TYPE_TERRAIN = LLDrawPool::POOL_TERRAIN, - RENDER_TYPE_SIMPLE = LLDrawPool::POOL_SIMPLE, - RENDER_TYPE_GRASS = LLDrawPool::POOL_GRASS, - RENDER_TYPE_ALPHA_MASK = LLDrawPool::POOL_ALPHA_MASK, - RENDER_TYPE_FULLBRIGHT_ALPHA_MASK = LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK, - RENDER_TYPE_FULLBRIGHT = LLDrawPool::POOL_FULLBRIGHT, - RENDER_TYPE_BUMP = LLDrawPool::POOL_BUMP, - RENDER_TYPE_MATERIALS = LLDrawPool::POOL_MATERIALS, - RENDER_TYPE_AVATAR = LLDrawPool::POOL_AVATAR, - RENDER_TYPE_CONTROL_AV = LLDrawPool::POOL_CONTROL_AV, // Animesh - RENDER_TYPE_TREE = LLDrawPool::POOL_TREE, - RENDER_TYPE_VOIDWATER = LLDrawPool::POOL_VOIDWATER, - RENDER_TYPE_WATER = LLDrawPool::POOL_WATER, - RENDER_TYPE_GLTF_PBR = LLDrawPool::POOL_GLTF_PBR, - RENDER_TYPE_GLTF_PBR_ALPHA_MASK = LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK, - RENDER_TYPE_ALPHA = LLDrawPool::POOL_ALPHA, - RENDER_TYPE_ALPHA_PRE_WATER = LLDrawPool::POOL_ALPHA_PRE_WATER, - RENDER_TYPE_ALPHA_POST_WATER = LLDrawPool::POOL_ALPHA_POST_WATER, - RENDER_TYPE_GLOW = LLDrawPool::POOL_GLOW, - RENDER_TYPE_PASS_SIMPLE = LLRenderPass::PASS_SIMPLE, - RENDER_TYPE_PASS_SIMPLE_RIGGED = LLRenderPass::PASS_SIMPLE_RIGGED, - RENDER_TYPE_PASS_GRASS = LLRenderPass::PASS_GRASS, - RENDER_TYPE_PASS_FULLBRIGHT = LLRenderPass::PASS_FULLBRIGHT, - RENDER_TYPE_PASS_FULLBRIGHT_RIGGED = LLRenderPass::PASS_FULLBRIGHT_RIGGED, - RENDER_TYPE_PASS_INVISIBLE = LLRenderPass::PASS_INVISIBLE, - RENDER_TYPE_PASS_INVISIBLE_RIGGED = LLRenderPass::PASS_INVISIBLE_RIGGED, - RENDER_TYPE_PASS_INVISI_SHINY = LLRenderPass::PASS_INVISI_SHINY, - RENDER_TYPE_PASS_INVISI_SHINY_RIGGED = LLRenderPass::PASS_INVISI_SHINY_RIGGED, - RENDER_TYPE_PASS_FULLBRIGHT_SHINY = LLRenderPass::PASS_FULLBRIGHT_SHINY, - RENDER_TYPE_PASS_FULLBRIGHT_SHINY_RIGGED = LLRenderPass::PASS_FULLBRIGHT_SHINY_RIGGED, - RENDER_TYPE_PASS_SHINY = LLRenderPass::PASS_SHINY, - RENDER_TYPE_PASS_SHINY_RIGGED = LLRenderPass::PASS_SHINY_RIGGED, - RENDER_TYPE_PASS_BUMP = LLRenderPass::PASS_BUMP, - RENDER_TYPE_PASS_BUMP_RIGGED = LLRenderPass::PASS_BUMP_RIGGED, - RENDER_TYPE_PASS_POST_BUMP = LLRenderPass::PASS_POST_BUMP, - RENDER_TYPE_PASS_POST_BUMP_RIGGED = LLRenderPass::PASS_POST_BUMP_RIGGED, - RENDER_TYPE_PASS_GLOW = LLRenderPass::PASS_GLOW, - RENDER_TYPE_PASS_GLOW_RIGGED = LLRenderPass::PASS_GLOW_RIGGED, - RENDER_TYPE_PASS_GLTF_GLOW = LLRenderPass::PASS_GLTF_GLOW, - RENDER_TYPE_PASS_GLTF_GLOW_RIGGED = LLRenderPass::PASS_GLTF_GLOW_RIGGED, - RENDER_TYPE_PASS_ALPHA = LLRenderPass::PASS_ALPHA, - RENDER_TYPE_PASS_ALPHA_MASK = LLRenderPass::PASS_ALPHA_MASK, - RENDER_TYPE_PASS_ALPHA_MASK_RIGGED = LLRenderPass::PASS_ALPHA_MASK_RIGGED, - RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK = LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, - RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK_RIGGED = LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, - RENDER_TYPE_PASS_MATERIAL = LLRenderPass::PASS_MATERIAL, - RENDER_TYPE_PASS_MATERIAL_RIGGED = LLRenderPass::PASS_MATERIAL_RIGGED, - RENDER_TYPE_PASS_MATERIAL_ALPHA = LLRenderPass::PASS_MATERIAL_ALPHA, - RENDER_TYPE_PASS_MATERIAL_ALPHA_RIGGED = LLRenderPass::PASS_MATERIAL_ALPHA_RIGGED, - RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK = LLRenderPass::PASS_MATERIAL_ALPHA_MASK, - RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK_RIGGED = LLRenderPass::PASS_MATERIAL_ALPHA_MASK_RIGGED, - RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE= LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE, - RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED = LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED, - RENDER_TYPE_PASS_SPECMAP = LLRenderPass::PASS_SPECMAP, - RENDER_TYPE_PASS_SPECMAP_RIGGED = LLRenderPass::PASS_SPECMAP_RIGGED, - RENDER_TYPE_PASS_SPECMAP_BLEND = LLRenderPass::PASS_SPECMAP_BLEND, - RENDER_TYPE_PASS_SPECMAP_BLEND_RIGGED = LLRenderPass::PASS_SPECMAP_BLEND_RIGGED, - RENDER_TYPE_PASS_SPECMAP_MASK = LLRenderPass::PASS_SPECMAP_MASK, - RENDER_TYPE_PASS_SPECMAP_MASK_RIGGED = LLRenderPass::PASS_SPECMAP_MASK_RIGGED, - RENDER_TYPE_PASS_SPECMAP_EMISSIVE = LLRenderPass::PASS_SPECMAP_EMISSIVE, - RENDER_TYPE_PASS_SPECMAP_EMISSIVE_RIGGED = LLRenderPass::PASS_SPECMAP_EMISSIVE_RIGGED, - RENDER_TYPE_PASS_NORMMAP = LLRenderPass::PASS_NORMMAP, - RENDER_TYPE_PASS_NORMMAP_RIGGED = LLRenderPass::PASS_NORMMAP_RIGGED, - RENDER_TYPE_PASS_NORMMAP_BLEND = LLRenderPass::PASS_NORMMAP_BLEND, - RENDER_TYPE_PASS_NORMMAP_BLEND_RIGGED = LLRenderPass::PASS_NORMMAP_BLEND_RIGGED, - RENDER_TYPE_PASS_NORMMAP_MASK = LLRenderPass::PASS_NORMMAP_MASK, - RENDER_TYPE_PASS_NORMMAP_MASK_RIGGED = LLRenderPass::PASS_NORMMAP_MASK_RIGGED, - RENDER_TYPE_PASS_NORMMAP_EMISSIVE = LLRenderPass::PASS_NORMMAP_EMISSIVE, - RENDER_TYPE_PASS_NORMMAP_EMISSIVE_RIGGED = LLRenderPass::PASS_NORMMAP_EMISSIVE_RIGGED, - RENDER_TYPE_PASS_NORMSPEC = LLRenderPass::PASS_NORMSPEC, - RENDER_TYPE_PASS_NORMSPEC_RIGGED = LLRenderPass::PASS_NORMSPEC_RIGGED, - RENDER_TYPE_PASS_NORMSPEC_BLEND = LLRenderPass::PASS_NORMSPEC_BLEND, - RENDER_TYPE_PASS_NORMSPEC_BLEND_RIGGED = LLRenderPass::PASS_NORMSPEC_BLEND_RIGGED, - RENDER_TYPE_PASS_NORMSPEC_MASK = LLRenderPass::PASS_NORMSPEC_MASK, - RENDER_TYPE_PASS_NORMSPEC_MASK_RIGGED = LLRenderPass::PASS_NORMSPEC_MASK_RIGGED, - RENDER_TYPE_PASS_NORMSPEC_EMISSIVE = LLRenderPass::PASS_NORMSPEC_EMISSIVE, - RENDER_TYPE_PASS_NORMSPEC_EMISSIVE_RIGGED = LLRenderPass::PASS_NORMSPEC_EMISSIVE_RIGGED, - RENDER_TYPE_PASS_GLTF_PBR = LLRenderPass::PASS_GLTF_PBR, - RENDER_TYPE_PASS_GLTF_PBR_RIGGED = LLRenderPass::PASS_GLTF_PBR_RIGGED, - RENDER_TYPE_PASS_GLTF_PBR_ALPHA_MASK = LLRenderPass::PASS_GLTF_PBR_ALPHA_MASK, - RENDER_TYPE_PASS_GLTF_PBR_ALPHA_MASK_RIGGED = LLRenderPass::PASS_GLTF_PBR_ALPHA_MASK_RIGGED, - // Following are object types (only used in drawable mRenderType) - RENDER_TYPE_HUD = LLRenderPass::NUM_RENDER_TYPES, - RENDER_TYPE_VOLUME, - RENDER_TYPE_PARTICLES, - RENDER_TYPE_CLOUDS, - RENDER_TYPE_HUD_PARTICLES, - NUM_RENDER_TYPES, - END_RENDER_TYPES = NUM_RENDER_TYPES - }; - - enum LLRenderDebugFeatureMask - { - RENDER_DEBUG_FEATURE_UI = 0x0001, - RENDER_DEBUG_FEATURE_SELECTED = 0x0002, - RENDER_DEBUG_FEATURE_HIGHLIGHTED = 0x0004, - RENDER_DEBUG_FEATURE_DYNAMIC_TEXTURES = 0x0008, -// RENDER_DEBUG_FEATURE_HW_LIGHTING = 0x0010, - RENDER_DEBUG_FEATURE_FLEXIBLE = 0x0010, - RENDER_DEBUG_FEATURE_FOG = 0x0020, - RENDER_DEBUG_FEATURE_FR_INFO = 0x0080, - RENDER_DEBUG_FEATURE_FOOT_SHADOWS = 0x0100, - }; - - enum LLRenderDebugMask: U64 - { - RENDER_DEBUG_COMPOSITION = 0x00000001, - RENDER_DEBUG_VERIFY = 0x00000002, - RENDER_DEBUG_BBOXES = 0x00000004, - RENDER_DEBUG_OCTREE = 0x00000008, - RENDER_DEBUG_WIND_VECTORS = 0x00000010, - RENDER_DEBUG_OCCLUSION = 0x00000020, - RENDER_DEBUG_POINTS = 0x00000040, - RENDER_DEBUG_TEXTURE_PRIORITY = 0x00000080, - RENDER_DEBUG_TEXTURE_AREA = 0x00000100, - RENDER_DEBUG_FACE_AREA = 0x00000200, - RENDER_DEBUG_PARTICLES = 0x00000400, - RENDER_DEBUG_GLOW = 0x00000800, // not used - RENDER_DEBUG_TEXTURE_ANIM = 0x00001000, - RENDER_DEBUG_LIGHTS = 0x00002000, - RENDER_DEBUG_BATCH_SIZE = 0x00004000, - RENDER_DEBUG_ALPHA_BINS = 0x00008000, // not used - RENDER_DEBUG_RAYCAST = 0x00010000, - RENDER_DEBUG_AVATAR_DRAW_INFO = 0x00020000, - RENDER_DEBUG_SHADOW_FRUSTA = 0x00040000, - RENDER_DEBUG_SCULPTED = 0x00080000, - RENDER_DEBUG_AVATAR_VOLUME = 0x00100000, - RENDER_DEBUG_AVATAR_JOINTS = 0x00200000, - RENDER_DEBUG_AGENT_TARGET = 0x00800000, - RENDER_DEBUG_UPDATE_TYPE = 0x01000000, - RENDER_DEBUG_PHYSICS_SHAPES = 0x02000000, - RENDER_DEBUG_NORMALS = 0x04000000, - RENDER_DEBUG_LOD_INFO = 0x08000000, - RENDER_DEBUG_ATTACHMENT_BYTES = 0x20000000, // not used - RENDER_DEBUG_TEXEL_DENSITY = 0x40000000, - RENDER_DEBUG_TRIANGLE_COUNT = 0x80000000, - RENDER_DEBUG_IMPOSTORS = 0x100000000, - RENDER_DEBUG_REFLECTION_PROBES = 0x200000000, - RENDER_DEBUG_PROBE_UPDATES = 0x400000000 - }; - -public: - - LLSpatialPartition* getSpatialPartition(LLViewerObject* vobj); - - void updateCamera(bool reset = false); - - LLVector3 mFlyCamPosition; - LLQuaternion mFlyCamRotation; - - bool mBackfaceCull; - S32 mMatrixOpCount; - S32 mTextureMatrixOps; - S32 mNumVisibleNodes; - - S32 mDebugTextureUploadCost; - S32 mDebugSculptUploadCost; - S32 mDebugMeshUploadCost; - - S32 mNumVisibleFaces; - - S32 mPoissonOffset; - - static S32 sCompiles; - - static bool sShowHUDAttachments; - static bool sForceOldBakedUpload; // If true will not use capabilities to upload baked textures. - static S32 sUseOcclusion; // 0 = no occlusion, 1 = read only, 2 = read/write - static bool sAutoMaskAlphaDeferred; - static bool sAutoMaskAlphaNonDeferred; - static bool sRenderTransparentWater; - static bool sBakeSunlight; - static bool sNoAlpha; - static bool sUseFarClip; - static bool sShadowRender; - static bool sDynamicLOD; - static bool sPickAvatar; - static bool sReflectionRender; - static bool sDistortionRender; - static bool sImpostorRender; - static bool sImpostorRenderAlphaDepthPass; - static bool sUnderWaterRender; - static bool sRenderGlow; - static bool sTextureBindTest; - static bool sRenderAttachedLights; - static bool sRenderAttachedParticles; - static bool sRenderDeferred; - static bool sReflectionProbesEnabled; - static S32 sVisibleLightCount; - static bool sRenderingHUDs; - static F32 sDistortionWaterClipPlaneMargin; - - static LLTrace::EventStatHandle<S64> sStatBatchSize; - - class RenderTargetPack - { - public: - U32 width = 0; - U32 height = 0; - - //screen texture - LLRenderTarget screen; - LLRenderTarget uiScreen; - LLRenderTarget deferredScreen; - LLRenderTarget fxaaBuffer; - LLRenderTarget edgeMap; - LLRenderTarget deferredLight; - - //sun shadow map - LLRenderTarget shadow[4]; - }; - - // main full resoltuion render target - RenderTargetPack mMainRT; - - // auxillary 512x512 render target pack - RenderTargetPack mAuxillaryRT; - - // currently used render target pack - RenderTargetPack* mRT; - - LLRenderTarget mSpotShadow[2]; - - LLRenderTarget mPbrBrdfLut; - - // copy of the color/depth buffer just before gamma correction - // for use by SSR - LLRenderTarget mSceneMap; - - // exposure map for getting average color in scene - LLRenderTarget mLuminanceMap; - LLRenderTarget mExposureMap; - LLRenderTarget mLastExposure; - - // tonemapped and gamma corrected render ready for post - LLRenderTarget mPostMap; - - LLCullResult mSky; - LLCullResult mReflectedObjects; - LLCullResult mRefractedObjects; - - //utility buffers for rendering post effects - LLPointer<LLVertexBuffer> mDeferredVB; - - // a single triangle that covers the whole screen - LLPointer<LLVertexBuffer> mScreenTriangleVB; - - //utility buffer for rendering cubes, 8 vertices are corners of a cube [-1, 1] - LLPointer<LLVertexBuffer> mCubeVB; - - //list of currently bound reflection maps - std::vector<LLReflectionMap*> mReflectionMaps; - - std::vector<LLVector3> mShadowFrustPoints[4]; - LLVector4 mShadowError; - LLVector4 mShadowFOV; - LLVector3 mShadowFrustOrigin[4]; - LLCamera mShadowCamera[8]; - LLVector3 mShadowExtents[4][2]; - // TODO : separate Sun Shadow and Spot Shadow matrices - glh::matrix4f mSunShadowMatrix[6]; - glh::matrix4f mShadowModelview[6]; - glh::matrix4f mShadowProjection[6]; - glh::matrix4f mReflectionModelView; - - LLPointer<LLDrawable> mShadowSpotLight[2]; - F32 mSpotLightFade[2]; - LLPointer<LLDrawable> mTargetShadowSpotLight[2]; - - LLVector4 mSunClipPlanes; - LLVector4 mSunOrthoClipPlanes; - LLVector2 mScreenScale; - - //water distortion texture (refraction) - LLRenderTarget mWaterDis; - - LLRenderTarget mBake; - - //texture for making the glow - LLRenderTarget mGlow[3]; - - //noise map - U32 mNoiseMap; - U32 mTrueNoiseMap; - U32 mLightFunc; - - LLColor4 mSunDiffuse; - LLColor4 mMoonDiffuse; - LLVector4 mSunDir; - LLVector4 mMoonDir; - bool mNeedsShadowTargetClear; - - LLVector4 mTransformedSunDir; - LLVector4 mTransformedMoonDir; - - bool mInitialized; - bool mShadersLoaded; - - U32 mTransformFeedbackPrimitives; //number of primitives expected to be generated by transform feedback -protected: - bool mRenderTypeEnabled[NUM_RENDER_TYPES]; - std::stack<std::string> mRenderTypeEnableStack; - - U32 mRenderDebugFeatureMask; - U64 mRenderDebugMask; - U64 mOldRenderDebugMask; - std::stack<U32> mRenderDebugFeatureStack; - - ///////////////////////////////////////////// - // - // - LLDrawable::drawable_vector_t mMovedList; - LLDrawable::drawable_vector_t mMovedBridge; - LLDrawable::drawable_vector_t mShiftList; - - ///////////////////////////////////////////// - // - // - struct Light - { - Light(LLDrawable* ptr, F32 d, F32 f = 0.0f) - : drawable(ptr), - dist(d), - fade(f) - {} - LLPointer<LLDrawable> drawable; - F32 dist; - F32 fade; - struct compare - { - bool operator()(const Light& a, const Light& b) const - { - if ( a.dist < b.dist ) - return true; - else if ( a.dist > b.dist ) - return false; - else - return a.drawable < b.drawable; - } - }; - }; - typedef std::set< Light, Light::compare > light_set_t; - - LLDrawable::ordered_drawable_set_t mLights; - light_set_t mNearbyLights; // lights near camera - LLColor4 mHWLightColors[8]; - - ///////////////////////////////////////////// - // - // Different queues of drawables being processed. - // - LLDrawable::drawable_list_t mBuildQ1; // priority - LLSpatialGroup::sg_vector_t mGroupQ1; //priority - - LLSpatialGroup::sg_vector_t mGroupSaveQ1; // a place to save mGroupQ1 until it is safe to unref - - LLSpatialGroup::sg_vector_t mMeshDirtyGroup; //groups that need rebuildMesh called - U32 mMeshDirtyQueryObject; - - LLDrawable::drawable_list_t mPartitionQ; //drawables that need to update their spatial partition radius - - bool mGroupQ1Locked; - - bool mResetVertexBuffers; //if true, clear vertex buffers on next update - - LLViewerObject::vobj_list_t mCreateQ; - - LLDrawable::drawable_set_t mRetexturedList; - - class HighlightItem - { - public: - const LLPointer<LLDrawable> mItem; - mutable F32 mFade; - - HighlightItem(LLDrawable* item) - : mItem(item), mFade(0) - { - } - - bool operator<(const HighlightItem& rhs) const - { - return mItem < rhs.mItem; - } - - bool operator==(const HighlightItem& rhs) const - { - return mItem == rhs.mItem; - } - - void incrFade(F32 val) const - { - mFade = llclamp(mFade+val, 0.f, 1.f); - } - }; - - ////////////////////////////////////////////////// - // - // Draw pools are responsible for storing all rendered data, - // and performing the actual rendering of objects. - // - struct compare_pools - { - bool operator()(const LLDrawPool* a, const LLDrawPool* b) const - { - if (!a) - return true; - else if (!b) - return false; - else - { - S32 atype = a->getType(); - S32 btype = b->getType(); - if (atype < btype) - return true; - else if (atype > btype) - return false; - else - return a->getId() < b->getId(); - } - } - }; - typedef std::set<LLDrawPool*, compare_pools > pool_set_t; - pool_set_t mPools; - LLDrawPool* mLastRebuildPool; - - // For quick-lookups into mPools (mapped by texture pointer) - std::map<uintptr_t, LLDrawPool*> mTerrainPools; - std::map<uintptr_t, LLDrawPool*> mTreePools; - LLDrawPoolAlpha* mAlphaPoolPreWater = nullptr; - LLDrawPoolAlpha* mAlphaPoolPostWater = nullptr; - LLDrawPool* mSkyPool = nullptr; - LLDrawPool* mTerrainPool = nullptr; - LLDrawPool* mWaterPool = nullptr; - LLRenderPass* mSimplePool = nullptr; - LLRenderPass* mGrassPool = nullptr; - LLRenderPass* mAlphaMaskPool = nullptr; - LLRenderPass* mFullbrightAlphaMaskPool = nullptr; - LLRenderPass* mFullbrightPool = nullptr; - LLDrawPool* mGlowPool = nullptr; - LLDrawPool* mBumpPool = nullptr; - LLDrawPool* mMaterialsPool = nullptr; - LLDrawPool* mWLSkyPool = nullptr; - LLDrawPool* mPBROpaquePool = nullptr; - LLDrawPool* mPBRAlphaMaskPool = nullptr; - - // Note: no need to keep an quick-lookup to avatar pools, since there's only one per avatar - -public: - std::vector<LLFace*> mHighlightFaces; // highlight faces on physical objects -protected: - std::vector<LLFace*> mSelectedFaces; - - class DebugBlip - { - public: - LLColor4 mColor; - LLVector3 mPosition; - F32 mAge; - - DebugBlip(const LLVector3& position, const LLColor4& color) - : mColor(color), mPosition(position), mAge(0.f) - { } - }; - - std::list<DebugBlip> mDebugBlips; - - LLPointer<LLViewerFetchedTexture> mFaceSelectImagep; - - U32 mLightMask; - U32 mLightMovingMask; - - static bool sRenderPhysicalBeacons; - static bool sRenderMOAPBeacons; - static bool sRenderScriptedTouchBeacons; - static bool sRenderScriptedBeacons; - static bool sRenderParticleBeacons; - static bool sRenderSoundBeacons; -public: - static bool sRenderBeacons; - static bool sRenderHighlight; - - // Determines which set of UVs to use in highlight display - // - static LLRender::eTexIndex sRenderHighlightTextureChannel; - - //debug use - static U32 sCurRenderPoolType ; - - //cached settings - static bool WindLightUseAtmosShaders; - static bool RenderDeferred; - static F32 RenderDeferredSunWash; - static U32 RenderFSAASamples; - static U32 RenderResolutionDivisor; - static bool RenderUIBuffer; - static S32 RenderShadowDetail; - static S32 RenderShadowSplits; - static bool RenderDeferredSSAO; - static F32 RenderShadowResolutionScale; - static bool RenderDelayCreation; - static bool RenderAnimateRes; - static bool FreezeTime; - static S32 DebugBeaconLineWidth; - static F32 RenderHighlightBrightness; - static LLColor4 RenderHighlightColor; - static F32 RenderHighlightThickness; - static bool RenderSpotLightsInNondeferred; - static LLColor4 PreviewAmbientColor; - static LLColor4 PreviewDiffuse0; - static LLColor4 PreviewSpecular0; - static LLColor4 PreviewDiffuse1; - static LLColor4 PreviewSpecular1; - static LLColor4 PreviewDiffuse2; - static LLColor4 PreviewSpecular2; - static LLVector3 PreviewDirection0; - static LLVector3 PreviewDirection1; - static LLVector3 PreviewDirection2; - static F32 RenderGlowMinLuminance; - static F32 RenderGlowMaxExtractAlpha; - static F32 RenderGlowWarmthAmount; - static LLVector3 RenderGlowLumWeights; - static LLVector3 RenderGlowWarmthWeights; - static S32 RenderGlowResolutionPow; - static S32 RenderGlowIterations; - static F32 RenderGlowWidth; - static F32 RenderGlowStrength; - static bool RenderGlowNoise; - static bool RenderDepthOfField; - static bool RenderDepthOfFieldInEditMode; - static F32 CameraFocusTransitionTime; - static F32 CameraFNumber; - static F32 CameraFocalLength; - static F32 CameraFieldOfView; - static F32 RenderShadowNoise; - static F32 RenderShadowBlurSize; - static F32 RenderSSAOScale; - static U32 RenderSSAOMaxScale; - static F32 RenderSSAOFactor; - static LLVector3 RenderSSAOEffect; - static F32 RenderShadowOffsetError; - static F32 RenderShadowBiasError; - static F32 RenderShadowOffset; - static F32 RenderShadowBias; - static F32 RenderSpotShadowOffset; - static F32 RenderSpotShadowBias; - static LLDrawable* RenderSpotLight; - static F32 RenderEdgeDepthCutoff; - static F32 RenderEdgeNormCutoff; - static LLVector3 RenderShadowGaussian; - static F32 RenderShadowBlurDistFactor; - static bool RenderDeferredAtmospheric; - static F32 RenderHighlightFadeTime; - static F32 RenderFarClip; - static LLVector3 RenderShadowSplitExponent; - static F32 RenderShadowErrorCutoff; - static F32 RenderShadowFOVCutoff; - static bool CameraOffset; - static F32 CameraMaxCoF; - static F32 CameraDoFResScale; - static F32 RenderAutoHideSurfaceAreaLimit; - static bool RenderScreenSpaceReflections; - static S32 RenderScreenSpaceReflectionIterations; - static F32 RenderScreenSpaceReflectionRayStep; - static F32 RenderScreenSpaceReflectionDistanceBias; - static F32 RenderScreenSpaceReflectionDepthRejectBias; - static F32 RenderScreenSpaceReflectionAdaptiveStepMultiplier; - static S32 RenderScreenSpaceReflectionGlossySamples; - static S32 RenderBufferVisualization; -}; - -void render_bbox(const LLVector3 &min, const LLVector3 &max); -void render_hud_elements(); - -extern LLPipeline gPipeline; -extern bool gDebugPipeline; -extern const LLMatrix4* gGLLastMatrix; - -#endif +/**
+ * @file pipeline.h
+ * @brief Rendering pipeline definitions
+ *
+ * $LicenseInfo:firstyear=2001&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2010, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifndef LL_PIPELINE_H
+#define LL_PIPELINE_H
+
+#include "llcamera.h"
+#include "llerror.h"
+#include "lldrawpool.h"
+#include "llspatialpartition.h"
+#include "m4math.h"
+#include "llpointer.h"
+#include "lldrawpoolalpha.h"
+#include "lldrawpoolmaterials.h"
+#include "llgl.h"
+#include "lldrawable.h"
+#include "llrendertarget.h"
+#include "llreflectionmapmanager.h"
+
+#include <stack>
+
+class LLViewerTexture;
+class LLFace;
+class LLViewerObject;
+class LLTextureEntry;
+class LLCullResult;
+class LLVOAvatar;
+class LLVOPartGroup;
+class LLGLSLShader;
+class LLDrawPoolAlpha;
+class LLSettingsSky;
+
+typedef enum e_avatar_skinning_method
+{
+ SKIN_METHOD_SOFTWARE,
+ SKIN_METHOD_VERTEX_PROGRAM
+} EAvatarSkinningMethod;
+
+bool compute_min_max(LLMatrix4& box, LLVector2& min, LLVector2& max); // Shouldn't be defined here!
+bool LLRayAABB(const LLVector3 ¢er, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon = 0);
+bool setup_hud_matrices(); // use whole screen to render hud
+bool setup_hud_matrices(const LLRect& screen_region); // specify portion of screen (in pixels) to render hud attachments from (for picking)
+
+
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_GEOMETRY;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_GRASS;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_INVISIBLE;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_SHINY;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_SIMPLE;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_TERRAIN;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_TREES;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_UI;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_WATER;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_WL_SKY;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_CHARACTERS;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_BUMP;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_MATERIALS;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_FULLBRIGHT;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_GLOW;
+extern LLTrace::BlockTimerStatHandle FTM_STATESORT;
+extern LLTrace::BlockTimerStatHandle FTM_PIPELINE;
+extern LLTrace::BlockTimerStatHandle FTM_CLIENT_COPY;
+
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_UI_HUD;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_UI_3D;
+extern LLTrace::BlockTimerStatHandle FTM_RENDER_UI_2D;
+
+class LLPipeline
+{
+public:
+ LLPipeline();
+ ~LLPipeline();
+
+ void destroyGL();
+ void restoreGL();
+ void requestResizeScreenTexture(); // set flag only, no work, safer for callbacks...
+ void requestResizeShadowTexture(); // set flag only, no work, safer for callbacks...
+
+ void resizeScreenTexture();
+ void resizeShadowTexture();
+
+ void releaseGLBuffers();
+ void releaseLUTBuffers();
+ void releaseScreenBuffers();
+ void releaseShadowBuffers();
+
+ void createGLBuffers();
+ void createLUTBuffers();
+
+ //allocate the largest screen buffer possible up to resX, resY
+ //returns true if full size buffer allocated, false if some other size is allocated
+ bool allocateScreenBuffer(U32 resX, U32 resY);
+
+ typedef enum {
+ FBO_SUCCESS_FULLRES = 0,
+ FBO_SUCCESS_LOWRES,
+ FBO_FAILURE
+ } eFBOStatus;
+
+private:
+ //implementation of above, wrapped for easy error handling
+ eFBOStatus doAllocateScreenBuffer(U32 resX, U32 resY);
+public:
+
+ //attempt to allocate screen buffers at resX, resY
+ //returns true if allocation successful, false otherwise
+ bool allocateScreenBuffer(U32 resX, U32 resY, U32 samples);
+ bool allocateShadowBuffer(U32 resX, U32 resY);
+
+ // rebuild all LLVOVolume render batches
+ void rebuildDrawInfo();
+
+ // Clear LLFace mVertexBuffer pointers
+ void resetVertexBuffers(LLDrawable* drawable);
+
+ // perform a profile of the given avatar
+ // if profile_attachments is true, run a profile for each attachment
+ void profileAvatar(LLVOAvatar* avatar, bool profile_attachments = false);
+
+ // generate an impostor for the given avatar
+ // preview_avatar - if true, a preview window render is being performed
+ // for_profile - if true, a profile is being performed, do not update actual impostor
+ // specific_attachment - specific attachment to profile, or nullptr to profile entire avatar
+ void generateImpostor(LLVOAvatar* avatar, bool preview_avatar = false, bool for_profile = false, LLViewerObject* specific_attachment = nullptr);
+
+ void bindScreenToTexture();
+ void renderFinalize();
+ void copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* dst);
+ void generateLuminance(LLRenderTarget* src, LLRenderTarget* dst);
+ void generateExposure(LLRenderTarget* src, LLRenderTarget* dst);
+ void gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst);
+ void generateGlow(LLRenderTarget* src);
+ void applyFXAA(LLRenderTarget* src, LLRenderTarget* dst);
+ void renderDoF(LLRenderTarget* src, LLRenderTarget* dst);
+ void copyRenderTarget(LLRenderTarget* src, LLRenderTarget* dst);
+ void combineGlow(LLRenderTarget* src, LLRenderTarget* dst);
+ void visualizeBuffers(LLRenderTarget* src, LLRenderTarget* dst, U32 bufferIndex);
+
+ void init();
+ void cleanup();
+ bool isInit() { return mInitialized; };
+
+ /// @brief Get a draw pool from pool type (POOL_SIMPLE, POOL_MEDIA) and texture.
+ /// @return Draw pool, or NULL if not found.
+ LLDrawPool *findPool(const U32 pool_type, LLViewerTexture *tex0 = NULL);
+
+ /// @brief Get a draw pool for faces of the appropriate type and texture. Create if necessary.
+ /// @return Always returns a draw pool.
+ LLDrawPool *getPool(const U32 pool_type, LLViewerTexture *tex0 = NULL);
+
+ /// @brief Figures out draw pool type from texture entry. Creates pool if necessary.
+ static LLDrawPool* getPoolFromTE(const LLTextureEntry* te, LLViewerTexture* te_image);
+ static U32 getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* imagep);
+
+ void addPool(LLDrawPool *poolp); // Only to be used by LLDrawPool classes for splitting pools!
+ void removePool( LLDrawPool* poolp );
+
+ void allocDrawable(LLViewerObject *obj);
+
+ void unlinkDrawable(LLDrawable*);
+
+ static void removeMutedAVsLights(LLVOAvatar*);
+
+ // Object related methods
+ void markVisible(LLDrawable *drawablep, LLCamera& camera);
+ void markOccluder(LLSpatialGroup* group);
+
+ void doOcclusion(LLCamera& camera);
+ void markNotCulled(LLSpatialGroup* group, LLCamera &camera);
+ void markMoved(LLDrawable *drawablep, bool damped_motion = false);
+ void markShift(LLDrawable *drawablep);
+ void markTextured(LLDrawable *drawablep);
+ void markGLRebuild(LLGLUpdate* glu);
+ void markRebuild(LLSpatialGroup* group);
+ void markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag = LLDrawable::REBUILD_ALL);
+ void markPartitionMove(LLDrawable* drawablep);
+ void markMeshDirty(LLSpatialGroup* group);
+
+ //get the object between start and end that's closest to start.
+ LLViewerObject* lineSegmentIntersectInWorld(const LLVector4a& start, const LLVector4a& end,
+ bool pick_transparent,
+ bool pick_rigged,
+ bool pick_unselectable,
+ bool pick_reflection_probe,
+ S32* face_hit, // return the face hit
+ LLVector4a* intersection = NULL, // return the intersection point
+ LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point
+ LLVector4a* normal = NULL, // return the surface normal at the intersection point
+ LLVector4a* tangent = NULL // return the surface tangent at the intersection point
+ );
+
+ //get the closest particle to start between start and end, returns the LLVOPartGroup and particle index
+ LLVOPartGroup* lineSegmentIntersectParticle(const LLVector4a& start, const LLVector4a& end, LLVector4a* intersection,
+ S32* face_hit);
+
+
+ LLViewerObject* lineSegmentIntersectInHUD(const LLVector4a& start, const LLVector4a& end,
+ bool pick_transparent,
+ S32* face_hit, // return the face hit
+ LLVector4a* intersection = NULL, // return the intersection point
+ LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point
+ LLVector4a* normal = NULL, // return the surface normal at the intersection point
+ LLVector4a* tangent = NULL // return the surface tangent at the intersection point
+ );
+
+ // Something about these textures has changed. Dirty them.
+ void dirtyPoolObjectTextures(const std::set<LLViewerFetchedTexture*>& textures);
+
+ void resetDrawOrders();
+
+ U32 addObject(LLViewerObject *obj);
+
+ void enableShadows(const bool enable_shadows);
+ void releaseSpotShadowTargets();
+ void releaseSunShadowTargets();
+ void releaseSunShadowTarget(U32 index);
+
+ bool shadersLoaded();
+ bool canUseWindLightShaders() const;
+ bool canUseAntiAliasing() const;
+
+ // phases
+ void resetFrameStats();
+
+ void updateMoveDampedAsync(LLDrawable* drawablep);
+ void updateMoveNormalAsync(LLDrawable* drawablep);
+ void updateMovedList(LLDrawable::drawable_vector_t& move_list);
+ void updateMove();
+ bool visibleObjectsInFrustum(LLCamera& camera);
+ bool getVisibleExtents(LLCamera& camera, LLVector3 &min, LLVector3& max);
+ bool getVisiblePointCloud(LLCamera& camera, LLVector3 &min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir = LLVector3(0,0,0));
+
+ // Populate given LLCullResult with results of a frustum cull of the entire scene against the given LLCamera
+ void updateCull(LLCamera& camera, LLCullResult& result);
+ void createObjects(F32 max_dtime);
+ void createObject(LLViewerObject* vobj);
+ void processPartitionQ();
+ void updateGeom(F32 max_dtime);
+ void updateGL();
+ void rebuildPriorityGroups();
+ void rebuildGroups();
+ void clearRebuildGroups();
+ void clearRebuildDrawables();
+
+ //calculate pixel area of given box from vantage point of given camera
+ static F32 calcPixelArea(LLVector3 center, LLVector3 size, LLCamera& camera);
+ static F32 calcPixelArea(const LLVector4a& center, const LLVector4a& size, LLCamera &camera);
+
+ void stateSort(LLCamera& camera, LLCullResult& result);
+ void stateSort(LLSpatialGroup* group, LLCamera& camera);
+ void stateSort(LLSpatialBridge* bridge, LLCamera& camera, bool fov_changed = false);
+ void stateSort(LLDrawable* drawablep, LLCamera& camera);
+ void postSort(LLCamera& camera);
+
+ void forAllVisibleDrawables(void (*func)(LLDrawable*));
+
+ void renderObjects(U32 type, bool texture = true, bool batch_texture = false, bool rigged = false);
+ void renderGLTFObjects(U32 type, bool texture = true, bool rigged = false);
+
+ void renderAlphaObjects(bool rigged = false);
+ void renderMaskedObjects(U32 type, bool texture = true, bool batch_texture = false, bool rigged = false);
+ void renderFullbrightMaskedObjects(U32 type, bool texture = true, bool batch_texture = false, bool rigged = false);
+
+ void renderGroups(LLRenderPass* pass, U32 type, bool texture);
+ void renderRiggedGroups(LLRenderPass* pass, U32 type, bool texture);
+
+ void grabReferences(LLCullResult& result);
+ void clearReferences();
+
+ //check references will assert that there are no references in sCullResult to the provided data
+ void checkReferences(LLFace* face);
+ void checkReferences(LLDrawable* drawable);
+ void checkReferences(LLDrawInfo* draw_info);
+ void checkReferences(LLSpatialGroup* group);
+
+ void renderGeomDeferred(LLCamera& camera, bool do_occlusion = false);
+ void renderGeomPostDeferred(LLCamera& camera);
+ void renderGeomShadow(LLCamera& camera);
+ void bindLightFunc(LLGLSLShader& shader);
+
+ // bind shadow maps
+ // if setup is true, wil lset texture compare mode function and filtering options
+ void bindShadowMaps(LLGLSLShader& shader);
+ void bindDeferredShaderFast(LLGLSLShader& shader);
+ void bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target = nullptr, LLRenderTarget* depth_target = nullptr);
+ void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep);
+
+ void unbindDeferredShader(LLGLSLShader& shader);
+
+ // set env_mat parameter in given shader
+ void setEnvMat(LLGLSLShader& shader);
+
+ void bindReflectionProbes(LLGLSLShader& shader);
+ void unbindReflectionProbes(LLGLSLShader& shader);
+
+ void renderDeferredLighting();
+
+ // apply atmospheric haze based on contents of color and depth buffer
+ // should be called just before rendering water when camera is under water
+ // and just before rendering alpha when camera is above water
+ void doAtmospherics();
+
+ // apply water haze based on contents of color and depth buffer
+ // should be called just before rendering pre-water alpha objects
+ void doWaterHaze();
+
+ void postDeferredGammaCorrect(LLRenderTarget* screen_target);
+
+ void generateSunShadow(LLCamera& camera);
+ LLRenderTarget* getSunShadowTarget(U32 i);
+ LLRenderTarget* getSpotShadowTarget(U32 i);
+
+ void renderHighlight(const LLViewerObject* obj, F32 fade);
+
+ void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, bool depth_clamp);
+ void renderHighlights();
+ void renderDebug();
+ void renderPhysicsDisplay();
+
+ void rebuildPools(); // Rebuild pools
+
+ void findReferences(LLDrawable *drawablep); // Find the lists which have references to this object
+ bool verify(); // Verify that all data in the pipeline is "correct"
+
+ S32 getLightCount() const { return mLights.size(); }
+
+ void calcNearbyLights(LLCamera& camera);
+ void setupHWLights();
+ void setupAvatarLights(bool for_edit = false);
+ void enableLights(U32 mask);
+ void enableLightsDynamic();
+ void enableLightsAvatar();
+ void enableLightsPreview();
+ void enableLightsAvatarEdit(const LLColor4& color);
+ void enableLightsFullbright();
+ void disableLights();
+
+ void shiftObjects(const LLVector3 &offset);
+
+ void setLight(LLDrawable *drawablep, bool is_light);
+
+ bool hasRenderBatches(const U32 type) const;
+ LLCullResult::drawinfo_iterator beginRenderMap(U32 type);
+ LLCullResult::drawinfo_iterator endRenderMap(U32 type);
+ LLCullResult::sg_iterator beginAlphaGroups();
+ LLCullResult::sg_iterator endAlphaGroups();
+ LLCullResult::sg_iterator beginRiggedAlphaGroups();
+ LLCullResult::sg_iterator endRiggedAlphaGroups();
+
+ void addTrianglesDrawn(S32 index_count);
+ void recordTrianglesDrawn();
+
+ bool hasRenderDebugFeatureMask(const U32 mask) const { return bool(mRenderDebugFeatureMask & mask); }
+ bool hasRenderDebugMask(const U64 mask) const { return bool(mRenderDebugMask & mask); }
+ void setAllRenderDebugFeatures() { mRenderDebugFeatureMask = 0xffffffff; }
+ void clearAllRenderDebugFeatures() { mRenderDebugFeatureMask = 0x0; }
+ void setAllRenderDebugDisplays() { mRenderDebugMask = 0xffffffffffffffff; }
+ void clearAllRenderDebugDisplays() { mRenderDebugMask = 0x0; }
+
+ bool hasRenderType(const U32 type) const;
+ bool hasAnyRenderType(const U32 type, ...) const;
+
+ static bool isWaterClip();
+
+ void setRenderTypeMask(U32 type, ...);
+ // This is equivalent to 'setRenderTypeMask'
+ //void orRenderTypeMask(U32 type, ...);
+ void andRenderTypeMask(U32 type, ...);
+ void clearRenderTypeMask(U32 type, ...);
+ void setAllRenderTypes();
+ void clearAllRenderTypes();
+
+ void pushRenderTypeMask();
+ void popRenderTypeMask();
+
+ void pushRenderDebugFeatureMask();
+ void popRenderDebugFeatureMask();
+
+ static void toggleRenderType(U32 type);
+
+ // For UI control of render features
+ static bool hasRenderTypeControl(U32 data);
+ static void toggleRenderDebug(U64 data);
+ static void toggleRenderDebugFeature(U32 data);
+ static void toggleRenderTypeControl(U32 data);
+ static bool toggleRenderTypeControlNegated(S32 data);
+ static bool toggleRenderDebugControl(U64 data);
+ static bool toggleRenderDebugFeatureControl(U32 data);
+ static void setRenderDebugFeatureControl(U32 bit, bool value);
+
+ static void setRenderParticleBeacons(bool val);
+ static void toggleRenderParticleBeacons();
+ static bool getRenderParticleBeacons();
+
+ static void setRenderSoundBeacons(bool val);
+ static void toggleRenderSoundBeacons();
+ static bool getRenderSoundBeacons();
+
+ static void setRenderMOAPBeacons(bool val);
+ static void toggleRenderMOAPBeacons();
+ static bool getRenderMOAPBeacons();
+
+ static void setRenderPhysicalBeacons(bool val);
+ static void toggleRenderPhysicalBeacons();
+ static bool getRenderPhysicalBeacons();
+
+ static void setRenderScriptedBeacons(bool val);
+ static void toggleRenderScriptedBeacons();
+ static bool getRenderScriptedBeacons();
+
+ static void setRenderScriptedTouchBeacons(bool val);
+ static void toggleRenderScriptedTouchBeacons();
+ static bool getRenderScriptedTouchBeacons();
+
+ static void setRenderBeacons(bool val);
+ static void toggleRenderBeacons();
+ static bool getRenderBeacons();
+
+ static void setRenderHighlights(bool val);
+ static void toggleRenderHighlights();
+ static bool getRenderHighlights();
+ static void setRenderHighlightTextureChannel(LLRender::eTexIndex channel); // sets which UV setup to display in highlight overlay
+
+ static void updateRenderTransparentWater();
+ static void refreshCachedSettings();
+
+ void addDebugBlip(const LLVector3& position, const LLColor4& color);
+
+ void hidePermanentObjects( std::vector<U32>& restoreList );
+ void restorePermanentObjects( const std::vector<U32>& restoreList );
+ void skipRenderingOfTerrain( bool flag );
+ void hideObject( const LLUUID& id );
+ void restoreHiddenObject( const LLUUID& id );
+ void handleShadowDetailChanged();
+
+ LLReflectionMapManager mReflectionMapManager;
+
+private:
+ void unloadShaders();
+ void addToQuickLookup( LLDrawPool* new_poolp );
+ void removeFromQuickLookup( LLDrawPool* poolp );
+ bool updateDrawableGeom(LLDrawable* drawable);
+ void assertInitializedDoError();
+ bool assertInitialized() { const bool is_init = isInit(); if (!is_init) assertInitializedDoError(); return is_init; };
+ void connectRefreshCachedSettingsSafe(const std::string name);
+ void hideDrawable( LLDrawable *pDrawable );
+ void unhideDrawable( LLDrawable *pDrawable );
+ void skipRenderingShadows();
+public:
+ enum {GPU_CLASS_MAX = 3 };
+
+ enum LLRenderTypeMask
+ {
+ // Following are pool types (some are also object types)
+ RENDER_TYPE_SKY = LLDrawPool::POOL_SKY,
+ RENDER_TYPE_WL_SKY = LLDrawPool::POOL_WL_SKY,
+ RENDER_TYPE_TERRAIN = LLDrawPool::POOL_TERRAIN,
+ RENDER_TYPE_SIMPLE = LLDrawPool::POOL_SIMPLE,
+ RENDER_TYPE_GRASS = LLDrawPool::POOL_GRASS,
+ RENDER_TYPE_ALPHA_MASK = LLDrawPool::POOL_ALPHA_MASK,
+ RENDER_TYPE_FULLBRIGHT_ALPHA_MASK = LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK,
+ RENDER_TYPE_FULLBRIGHT = LLDrawPool::POOL_FULLBRIGHT,
+ RENDER_TYPE_BUMP = LLDrawPool::POOL_BUMP,
+ RENDER_TYPE_MATERIALS = LLDrawPool::POOL_MATERIALS,
+ RENDER_TYPE_AVATAR = LLDrawPool::POOL_AVATAR,
+ RENDER_TYPE_CONTROL_AV = LLDrawPool::POOL_CONTROL_AV, // Animesh
+ RENDER_TYPE_TREE = LLDrawPool::POOL_TREE,
+ RENDER_TYPE_VOIDWATER = LLDrawPool::POOL_VOIDWATER,
+ RENDER_TYPE_WATER = LLDrawPool::POOL_WATER,
+ RENDER_TYPE_GLTF_PBR = LLDrawPool::POOL_GLTF_PBR,
+ RENDER_TYPE_GLTF_PBR_ALPHA_MASK = LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK,
+ RENDER_TYPE_ALPHA = LLDrawPool::POOL_ALPHA,
+ RENDER_TYPE_ALPHA_PRE_WATER = LLDrawPool::POOL_ALPHA_PRE_WATER,
+ RENDER_TYPE_ALPHA_POST_WATER = LLDrawPool::POOL_ALPHA_POST_WATER,
+ RENDER_TYPE_GLOW = LLDrawPool::POOL_GLOW,
+ RENDER_TYPE_PASS_SIMPLE = LLRenderPass::PASS_SIMPLE,
+ RENDER_TYPE_PASS_SIMPLE_RIGGED = LLRenderPass::PASS_SIMPLE_RIGGED,
+ RENDER_TYPE_PASS_GRASS = LLRenderPass::PASS_GRASS,
+ RENDER_TYPE_PASS_FULLBRIGHT = LLRenderPass::PASS_FULLBRIGHT,
+ RENDER_TYPE_PASS_FULLBRIGHT_RIGGED = LLRenderPass::PASS_FULLBRIGHT_RIGGED,
+ RENDER_TYPE_PASS_INVISIBLE = LLRenderPass::PASS_INVISIBLE,
+ RENDER_TYPE_PASS_INVISIBLE_RIGGED = LLRenderPass::PASS_INVISIBLE_RIGGED,
+ RENDER_TYPE_PASS_INVISI_SHINY = LLRenderPass::PASS_INVISI_SHINY,
+ RENDER_TYPE_PASS_INVISI_SHINY_RIGGED = LLRenderPass::PASS_INVISI_SHINY_RIGGED,
+ RENDER_TYPE_PASS_FULLBRIGHT_SHINY = LLRenderPass::PASS_FULLBRIGHT_SHINY,
+ RENDER_TYPE_PASS_FULLBRIGHT_SHINY_RIGGED = LLRenderPass::PASS_FULLBRIGHT_SHINY_RIGGED,
+ RENDER_TYPE_PASS_SHINY = LLRenderPass::PASS_SHINY,
+ RENDER_TYPE_PASS_SHINY_RIGGED = LLRenderPass::PASS_SHINY_RIGGED,
+ RENDER_TYPE_PASS_BUMP = LLRenderPass::PASS_BUMP,
+ RENDER_TYPE_PASS_BUMP_RIGGED = LLRenderPass::PASS_BUMP_RIGGED,
+ RENDER_TYPE_PASS_POST_BUMP = LLRenderPass::PASS_POST_BUMP,
+ RENDER_TYPE_PASS_POST_BUMP_RIGGED = LLRenderPass::PASS_POST_BUMP_RIGGED,
+ RENDER_TYPE_PASS_GLOW = LLRenderPass::PASS_GLOW,
+ RENDER_TYPE_PASS_GLOW_RIGGED = LLRenderPass::PASS_GLOW_RIGGED,
+ RENDER_TYPE_PASS_GLTF_GLOW = LLRenderPass::PASS_GLTF_GLOW,
+ RENDER_TYPE_PASS_GLTF_GLOW_RIGGED = LLRenderPass::PASS_GLTF_GLOW_RIGGED,
+ RENDER_TYPE_PASS_ALPHA = LLRenderPass::PASS_ALPHA,
+ RENDER_TYPE_PASS_ALPHA_MASK = LLRenderPass::PASS_ALPHA_MASK,
+ RENDER_TYPE_PASS_ALPHA_MASK_RIGGED = LLRenderPass::PASS_ALPHA_MASK_RIGGED,
+ RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK = LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK,
+ RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK_RIGGED = LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED,
+ RENDER_TYPE_PASS_MATERIAL = LLRenderPass::PASS_MATERIAL,
+ RENDER_TYPE_PASS_MATERIAL_RIGGED = LLRenderPass::PASS_MATERIAL_RIGGED,
+ RENDER_TYPE_PASS_MATERIAL_ALPHA = LLRenderPass::PASS_MATERIAL_ALPHA,
+ RENDER_TYPE_PASS_MATERIAL_ALPHA_RIGGED = LLRenderPass::PASS_MATERIAL_ALPHA_RIGGED,
+ RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK = LLRenderPass::PASS_MATERIAL_ALPHA_MASK,
+ RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK_RIGGED = LLRenderPass::PASS_MATERIAL_ALPHA_MASK_RIGGED,
+ RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE= LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE,
+ RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED = LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED,
+ RENDER_TYPE_PASS_SPECMAP = LLRenderPass::PASS_SPECMAP,
+ RENDER_TYPE_PASS_SPECMAP_RIGGED = LLRenderPass::PASS_SPECMAP_RIGGED,
+ RENDER_TYPE_PASS_SPECMAP_BLEND = LLRenderPass::PASS_SPECMAP_BLEND,
+ RENDER_TYPE_PASS_SPECMAP_BLEND_RIGGED = LLRenderPass::PASS_SPECMAP_BLEND_RIGGED,
+ RENDER_TYPE_PASS_SPECMAP_MASK = LLRenderPass::PASS_SPECMAP_MASK,
+ RENDER_TYPE_PASS_SPECMAP_MASK_RIGGED = LLRenderPass::PASS_SPECMAP_MASK_RIGGED,
+ RENDER_TYPE_PASS_SPECMAP_EMISSIVE = LLRenderPass::PASS_SPECMAP_EMISSIVE,
+ RENDER_TYPE_PASS_SPECMAP_EMISSIVE_RIGGED = LLRenderPass::PASS_SPECMAP_EMISSIVE_RIGGED,
+ RENDER_TYPE_PASS_NORMMAP = LLRenderPass::PASS_NORMMAP,
+ RENDER_TYPE_PASS_NORMMAP_RIGGED = LLRenderPass::PASS_NORMMAP_RIGGED,
+ RENDER_TYPE_PASS_NORMMAP_BLEND = LLRenderPass::PASS_NORMMAP_BLEND,
+ RENDER_TYPE_PASS_NORMMAP_BLEND_RIGGED = LLRenderPass::PASS_NORMMAP_BLEND_RIGGED,
+ RENDER_TYPE_PASS_NORMMAP_MASK = LLRenderPass::PASS_NORMMAP_MASK,
+ RENDER_TYPE_PASS_NORMMAP_MASK_RIGGED = LLRenderPass::PASS_NORMMAP_MASK_RIGGED,
+ RENDER_TYPE_PASS_NORMMAP_EMISSIVE = LLRenderPass::PASS_NORMMAP_EMISSIVE,
+ RENDER_TYPE_PASS_NORMMAP_EMISSIVE_RIGGED = LLRenderPass::PASS_NORMMAP_EMISSIVE_RIGGED,
+ RENDER_TYPE_PASS_NORMSPEC = LLRenderPass::PASS_NORMSPEC,
+ RENDER_TYPE_PASS_NORMSPEC_RIGGED = LLRenderPass::PASS_NORMSPEC_RIGGED,
+ RENDER_TYPE_PASS_NORMSPEC_BLEND = LLRenderPass::PASS_NORMSPEC_BLEND,
+ RENDER_TYPE_PASS_NORMSPEC_BLEND_RIGGED = LLRenderPass::PASS_NORMSPEC_BLEND_RIGGED,
+ RENDER_TYPE_PASS_NORMSPEC_MASK = LLRenderPass::PASS_NORMSPEC_MASK,
+ RENDER_TYPE_PASS_NORMSPEC_MASK_RIGGED = LLRenderPass::PASS_NORMSPEC_MASK_RIGGED,
+ RENDER_TYPE_PASS_NORMSPEC_EMISSIVE = LLRenderPass::PASS_NORMSPEC_EMISSIVE,
+ RENDER_TYPE_PASS_NORMSPEC_EMISSIVE_RIGGED = LLRenderPass::PASS_NORMSPEC_EMISSIVE_RIGGED,
+ RENDER_TYPE_PASS_GLTF_PBR = LLRenderPass::PASS_GLTF_PBR,
+ RENDER_TYPE_PASS_GLTF_PBR_RIGGED = LLRenderPass::PASS_GLTF_PBR_RIGGED,
+ RENDER_TYPE_PASS_GLTF_PBR_ALPHA_MASK = LLRenderPass::PASS_GLTF_PBR_ALPHA_MASK,
+ RENDER_TYPE_PASS_GLTF_PBR_ALPHA_MASK_RIGGED = LLRenderPass::PASS_GLTF_PBR_ALPHA_MASK_RIGGED,
+ // Following are object types (only used in drawable mRenderType)
+ RENDER_TYPE_HUD = LLRenderPass::NUM_RENDER_TYPES,
+ RENDER_TYPE_VOLUME,
+ RENDER_TYPE_PARTICLES,
+ RENDER_TYPE_CLOUDS,
+ RENDER_TYPE_HUD_PARTICLES,
+ NUM_RENDER_TYPES,
+ END_RENDER_TYPES = NUM_RENDER_TYPES
+ };
+
+ enum LLRenderDebugFeatureMask
+ {
+ RENDER_DEBUG_FEATURE_UI = 0x0001,
+ RENDER_DEBUG_FEATURE_SELECTED = 0x0002,
+ RENDER_DEBUG_FEATURE_HIGHLIGHTED = 0x0004,
+ RENDER_DEBUG_FEATURE_DYNAMIC_TEXTURES = 0x0008,
+// RENDER_DEBUG_FEATURE_HW_LIGHTING = 0x0010,
+ RENDER_DEBUG_FEATURE_FLEXIBLE = 0x0010,
+ RENDER_DEBUG_FEATURE_FOG = 0x0020,
+ RENDER_DEBUG_FEATURE_FR_INFO = 0x0080,
+ RENDER_DEBUG_FEATURE_FOOT_SHADOWS = 0x0100,
+ };
+
+ enum LLRenderDebugMask: U64
+ {
+ RENDER_DEBUG_COMPOSITION = 0x00000001,
+ RENDER_DEBUG_VERIFY = 0x00000002,
+ RENDER_DEBUG_BBOXES = 0x00000004,
+ RENDER_DEBUG_OCTREE = 0x00000008,
+ RENDER_DEBUG_WIND_VECTORS = 0x00000010,
+ RENDER_DEBUG_OCCLUSION = 0x00000020,
+ RENDER_DEBUG_POINTS = 0x00000040,
+ RENDER_DEBUG_TEXTURE_PRIORITY = 0x00000080,
+ RENDER_DEBUG_TEXTURE_AREA = 0x00000100,
+ RENDER_DEBUG_FACE_AREA = 0x00000200,
+ RENDER_DEBUG_PARTICLES = 0x00000400,
+ RENDER_DEBUG_GLOW = 0x00000800, // not used
+ RENDER_DEBUG_TEXTURE_ANIM = 0x00001000,
+ RENDER_DEBUG_LIGHTS = 0x00002000,
+ RENDER_DEBUG_BATCH_SIZE = 0x00004000,
+ RENDER_DEBUG_ALPHA_BINS = 0x00008000, // not used
+ RENDER_DEBUG_RAYCAST = 0x00010000,
+ RENDER_DEBUG_AVATAR_DRAW_INFO = 0x00020000,
+ RENDER_DEBUG_SHADOW_FRUSTA = 0x00040000,
+ RENDER_DEBUG_SCULPTED = 0x00080000,
+ RENDER_DEBUG_AVATAR_VOLUME = 0x00100000,
+ RENDER_DEBUG_AVATAR_JOINTS = 0x00200000,
+ RENDER_DEBUG_AGENT_TARGET = 0x00800000,
+ RENDER_DEBUG_UPDATE_TYPE = 0x01000000,
+ RENDER_DEBUG_PHYSICS_SHAPES = 0x02000000,
+ RENDER_DEBUG_NORMALS = 0x04000000,
+ RENDER_DEBUG_LOD_INFO = 0x08000000,
+ RENDER_DEBUG_ATTACHMENT_BYTES = 0x20000000, // not used
+ RENDER_DEBUG_TEXEL_DENSITY = 0x40000000,
+ RENDER_DEBUG_TRIANGLE_COUNT = 0x80000000,
+ RENDER_DEBUG_IMPOSTORS = 0x100000000,
+ RENDER_DEBUG_REFLECTION_PROBES = 0x200000000,
+ RENDER_DEBUG_PROBE_UPDATES = 0x400000000
+ };
+
+public:
+
+ LLSpatialPartition* getSpatialPartition(LLViewerObject* vobj);
+
+ void updateCamera(bool reset = false);
+
+ LLVector3 mFlyCamPosition;
+ LLQuaternion mFlyCamRotation;
+
+ bool mBackfaceCull;
+ S32 mMatrixOpCount;
+ S32 mTextureMatrixOps;
+ S32 mNumVisibleNodes;
+
+ S32 mDebugTextureUploadCost;
+ S32 mDebugSculptUploadCost;
+ S32 mDebugMeshUploadCost;
+
+ S32 mNumVisibleFaces;
+
+ S32 mPoissonOffset;
+
+ static S32 sCompiles;
+
+ static bool sShowHUDAttachments;
+ static bool sForceOldBakedUpload; // If true will not use capabilities to upload baked textures.
+ static S32 sUseOcclusion; // 0 = no occlusion, 1 = read only, 2 = read/write
+ static bool sAutoMaskAlphaDeferred;
+ static bool sAutoMaskAlphaNonDeferred;
+ static bool sRenderTransparentWater;
+ static bool sBakeSunlight;
+ static bool sNoAlpha;
+ static bool sUseFarClip;
+ static bool sShadowRender;
+ static bool sDynamicLOD;
+ static bool sPickAvatar;
+ static bool sReflectionRender;
+ static bool sDistortionRender;
+ static bool sImpostorRender;
+ static bool sImpostorRenderAlphaDepthPass;
+ static bool sUnderWaterRender;
+ static bool sRenderGlow;
+ static bool sTextureBindTest;
+ static bool sRenderAttachedLights;
+ static bool sRenderAttachedParticles;
+ static bool sRenderDeferred;
+ static bool sReflectionProbesEnabled;
+ static S32 sVisibleLightCount;
+ static bool sRenderingHUDs;
+ static F32 sDistortionWaterClipPlaneMargin;
+
+ static LLTrace::EventStatHandle<S64> sStatBatchSize;
+
+ class RenderTargetPack
+ {
+ public:
+ U32 width = 0;
+ U32 height = 0;
+
+ //screen texture
+ LLRenderTarget screen;
+ LLRenderTarget uiScreen;
+ LLRenderTarget deferredScreen;
+ LLRenderTarget fxaaBuffer;
+ LLRenderTarget edgeMap;
+ LLRenderTarget deferredLight;
+
+ //sun shadow map
+ LLRenderTarget shadow[4];
+ };
+
+ // main full resoltuion render target
+ RenderTargetPack mMainRT;
+
+ // auxillary 512x512 render target pack
+ RenderTargetPack mAuxillaryRT;
+
+ // currently used render target pack
+ RenderTargetPack* mRT;
+
+ LLRenderTarget mSpotShadow[2];
+
+ LLRenderTarget mPbrBrdfLut;
+
+ // copy of the color/depth buffer just before gamma correction
+ // for use by SSR
+ LLRenderTarget mSceneMap;
+
+ // exposure map for getting average color in scene
+ LLRenderTarget mLuminanceMap;
+ LLRenderTarget mExposureMap;
+ LLRenderTarget mLastExposure;
+
+ // tonemapped and gamma corrected render ready for post
+ LLRenderTarget mPostMap;
+
+ LLCullResult mSky;
+ LLCullResult mReflectedObjects;
+ LLCullResult mRefractedObjects;
+
+ //utility buffers for rendering post effects
+ LLPointer<LLVertexBuffer> mDeferredVB;
+
+ // a single triangle that covers the whole screen
+ LLPointer<LLVertexBuffer> mScreenTriangleVB;
+
+ //utility buffer for rendering cubes, 8 vertices are corners of a cube [-1, 1]
+ LLPointer<LLVertexBuffer> mCubeVB;
+
+ //list of currently bound reflection maps
+ std::vector<LLReflectionMap*> mReflectionMaps;
+
+ std::vector<LLVector3> mShadowFrustPoints[4];
+ LLVector4 mShadowError;
+ LLVector4 mShadowFOV;
+ LLVector3 mShadowFrustOrigin[4];
+ LLCamera mShadowCamera[8];
+ LLVector3 mShadowExtents[4][2];
+ // TODO : separate Sun Shadow and Spot Shadow matrices
+ glh::matrix4f mSunShadowMatrix[6];
+ glh::matrix4f mShadowModelview[6];
+ glh::matrix4f mShadowProjection[6];
+ glh::matrix4f mReflectionModelView;
+
+ LLPointer<LLDrawable> mShadowSpotLight[2];
+ F32 mSpotLightFade[2];
+ LLPointer<LLDrawable> mTargetShadowSpotLight[2];
+
+ LLVector4 mSunClipPlanes;
+ LLVector4 mSunOrthoClipPlanes;
+ LLVector2 mScreenScale;
+
+ //water distortion texture (refraction)
+ LLRenderTarget mWaterDis;
+
+ LLRenderTarget mBake;
+
+ //texture for making the glow
+ LLRenderTarget mGlow[3];
+
+ //noise map
+ U32 mNoiseMap;
+ U32 mTrueNoiseMap;
+ U32 mLightFunc;
+
+ LLColor4 mSunDiffuse;
+ LLColor4 mMoonDiffuse;
+ LLVector4 mSunDir;
+ LLVector4 mMoonDir;
+ bool mNeedsShadowTargetClear;
+
+ LLVector4 mTransformedSunDir;
+ LLVector4 mTransformedMoonDir;
+
+ bool mInitialized;
+ bool mShadersLoaded;
+
+ U32 mTransformFeedbackPrimitives; //number of primitives expected to be generated by transform feedback
+protected:
+ bool mRenderTypeEnabled[NUM_RENDER_TYPES];
+ std::stack<std::string> mRenderTypeEnableStack;
+
+ U32 mRenderDebugFeatureMask;
+ U64 mRenderDebugMask;
+ U64 mOldRenderDebugMask;
+ std::stack<U32> mRenderDebugFeatureStack;
+
+ /////////////////////////////////////////////
+ //
+ //
+ LLDrawable::drawable_vector_t mMovedList;
+ LLDrawable::drawable_vector_t mMovedBridge;
+ LLDrawable::drawable_vector_t mShiftList;
+
+ /////////////////////////////////////////////
+ //
+ //
+ struct Light
+ {
+ Light(LLDrawable* ptr, F32 d, F32 f = 0.0f)
+ : drawable(ptr),
+ dist(d),
+ fade(f)
+ {}
+ LLPointer<LLDrawable> drawable;
+ F32 dist;
+ F32 fade;
+ struct compare
+ {
+ bool operator()(const Light& a, const Light& b) const
+ {
+ if ( a.dist < b.dist )
+ return true;
+ else if ( a.dist > b.dist )
+ return false;
+ else
+ return a.drawable < b.drawable;
+ }
+ };
+ };
+ typedef std::set< Light, Light::compare > light_set_t;
+
+ LLDrawable::ordered_drawable_set_t mLights;
+ light_set_t mNearbyLights; // lights near camera
+ LLColor4 mHWLightColors[8];
+
+ /////////////////////////////////////////////
+ //
+ // Different queues of drawables being processed.
+ //
+ LLDrawable::drawable_list_t mBuildQ1; // priority
+ LLSpatialGroup::sg_vector_t mGroupQ1; //priority
+
+ LLSpatialGroup::sg_vector_t mGroupSaveQ1; // a place to save mGroupQ1 until it is safe to unref
+
+ LLSpatialGroup::sg_vector_t mMeshDirtyGroup; //groups that need rebuildMesh called
+ U32 mMeshDirtyQueryObject;
+
+ LLDrawable::drawable_list_t mPartitionQ; //drawables that need to update their spatial partition radius
+
+ bool mGroupQ1Locked;
+
+ bool mResetVertexBuffers; //if true, clear vertex buffers on next update
+
+ LLViewerObject::vobj_list_t mCreateQ;
+
+ LLDrawable::drawable_set_t mRetexturedList;
+
+ class HighlightItem
+ {
+ public:
+ const LLPointer<LLDrawable> mItem;
+ mutable F32 mFade;
+
+ HighlightItem(LLDrawable* item)
+ : mItem(item), mFade(0)
+ {
+ }
+
+ bool operator<(const HighlightItem& rhs) const
+ {
+ return mItem < rhs.mItem;
+ }
+
+ bool operator==(const HighlightItem& rhs) const
+ {
+ return mItem == rhs.mItem;
+ }
+
+ void incrFade(F32 val) const
+ {
+ mFade = llclamp(mFade+val, 0.f, 1.f);
+ }
+ };
+
+ //////////////////////////////////////////////////
+ //
+ // Draw pools are responsible for storing all rendered data,
+ // and performing the actual rendering of objects.
+ //
+ struct compare_pools
+ {
+ bool operator()(const LLDrawPool* a, const LLDrawPool* b) const
+ {
+ if (!a)
+ return true;
+ else if (!b)
+ return false;
+ else
+ {
+ S32 atype = a->getType();
+ S32 btype = b->getType();
+ if (atype < btype)
+ return true;
+ else if (atype > btype)
+ return false;
+ else
+ return a->getId() < b->getId();
+ }
+ }
+ };
+ typedef std::set<LLDrawPool*, compare_pools > pool_set_t;
+ pool_set_t mPools;
+ LLDrawPool* mLastRebuildPool;
+
+ // For quick-lookups into mPools (mapped by texture pointer)
+ std::map<uintptr_t, LLDrawPool*> mTerrainPools;
+ std::map<uintptr_t, LLDrawPool*> mTreePools;
+ LLDrawPoolAlpha* mAlphaPoolPreWater = nullptr;
+ LLDrawPoolAlpha* mAlphaPoolPostWater = nullptr;
+ LLDrawPool* mSkyPool = nullptr;
+ LLDrawPool* mTerrainPool = nullptr;
+ LLDrawPool* mWaterPool = nullptr;
+ LLRenderPass* mSimplePool = nullptr;
+ LLRenderPass* mGrassPool = nullptr;
+ LLRenderPass* mAlphaMaskPool = nullptr;
+ LLRenderPass* mFullbrightAlphaMaskPool = nullptr;
+ LLRenderPass* mFullbrightPool = nullptr;
+ LLDrawPool* mGlowPool = nullptr;
+ LLDrawPool* mBumpPool = nullptr;
+ LLDrawPool* mMaterialsPool = nullptr;
+ LLDrawPool* mWLSkyPool = nullptr;
+ LLDrawPool* mPBROpaquePool = nullptr;
+ LLDrawPool* mPBRAlphaMaskPool = nullptr;
+
+ // Note: no need to keep an quick-lookup to avatar pools, since there's only one per avatar
+
+public:
+ std::vector<LLFace*> mHighlightFaces; // highlight faces on physical objects
+protected:
+ std::vector<LLFace*> mSelectedFaces;
+
+ class DebugBlip
+ {
+ public:
+ LLColor4 mColor;
+ LLVector3 mPosition;
+ F32 mAge;
+
+ DebugBlip(const LLVector3& position, const LLColor4& color)
+ : mColor(color), mPosition(position), mAge(0.f)
+ { }
+ };
+
+ std::list<DebugBlip> mDebugBlips;
+
+ LLPointer<LLViewerFetchedTexture> mFaceSelectImagep;
+
+ U32 mLightMask;
+ U32 mLightMovingMask;
+
+ static bool sRenderPhysicalBeacons;
+ static bool sRenderMOAPBeacons;
+ static bool sRenderScriptedTouchBeacons;
+ static bool sRenderScriptedBeacons;
+ static bool sRenderParticleBeacons;
+ static bool sRenderSoundBeacons;
+public:
+ static bool sRenderBeacons;
+ static bool sRenderHighlight;
+
+ // Determines which set of UVs to use in highlight display
+ //
+ static LLRender::eTexIndex sRenderHighlightTextureChannel;
+
+ //debug use
+ static U32 sCurRenderPoolType ;
+
+ //cached settings
+ static bool WindLightUseAtmosShaders;
+ static bool RenderDeferred;
+ static F32 RenderDeferredSunWash;
+ static U32 RenderFSAASamples;
+ static U32 RenderResolutionDivisor;
+ static bool RenderUIBuffer;
+ static S32 RenderShadowDetail;
+ static S32 RenderShadowSplits;
+ static bool RenderDeferredSSAO;
+ static F32 RenderShadowResolutionScale;
+ static bool RenderDelayCreation;
+ static bool RenderAnimateRes;
+ static bool FreezeTime;
+ static S32 DebugBeaconLineWidth;
+ static F32 RenderHighlightBrightness;
+ static LLColor4 RenderHighlightColor;
+ static F32 RenderHighlightThickness;
+ static bool RenderSpotLightsInNondeferred;
+ static LLColor4 PreviewAmbientColor;
+ static LLColor4 PreviewDiffuse0;
+ static LLColor4 PreviewSpecular0;
+ static LLColor4 PreviewDiffuse1;
+ static LLColor4 PreviewSpecular1;
+ static LLColor4 PreviewDiffuse2;
+ static LLColor4 PreviewSpecular2;
+ static LLVector3 PreviewDirection0;
+ static LLVector3 PreviewDirection1;
+ static LLVector3 PreviewDirection2;
+ static F32 RenderGlowMinLuminance;
+ static F32 RenderGlowMaxExtractAlpha;
+ static F32 RenderGlowWarmthAmount;
+ static LLVector3 RenderGlowLumWeights;
+ static LLVector3 RenderGlowWarmthWeights;
+ static S32 RenderGlowResolutionPow;
+ static S32 RenderGlowIterations;
+ static F32 RenderGlowWidth;
+ static F32 RenderGlowStrength;
+ static bool RenderGlowNoise;
+ static bool RenderDepthOfField;
+ static bool RenderDepthOfFieldInEditMode;
+ static F32 CameraFocusTransitionTime;
+ static F32 CameraFNumber;
+ static F32 CameraFocalLength;
+ static F32 CameraFieldOfView;
+ static F32 RenderShadowNoise;
+ static F32 RenderShadowBlurSize;
+ static F32 RenderSSAOScale;
+ static U32 RenderSSAOMaxScale;
+ static F32 RenderSSAOFactor;
+ static LLVector3 RenderSSAOEffect;
+ static F32 RenderShadowOffsetError;
+ static F32 RenderShadowBiasError;
+ static F32 RenderShadowOffset;
+ static F32 RenderShadowBias;
+ static F32 RenderSpotShadowOffset;
+ static F32 RenderSpotShadowBias;
+ static LLDrawable* RenderSpotLight;
+ static F32 RenderEdgeDepthCutoff;
+ static F32 RenderEdgeNormCutoff;
+ static LLVector3 RenderShadowGaussian;
+ static F32 RenderShadowBlurDistFactor;
+ static bool RenderDeferredAtmospheric;
+ static F32 RenderHighlightFadeTime;
+ static F32 RenderFarClip;
+ static LLVector3 RenderShadowSplitExponent;
+ static F32 RenderShadowErrorCutoff;
+ static F32 RenderShadowFOVCutoff;
+ static bool CameraOffset;
+ static F32 CameraMaxCoF;
+ static F32 CameraDoFResScale;
+ static F32 RenderAutoHideSurfaceAreaLimit;
+ static bool RenderScreenSpaceReflections;
+ static S32 RenderScreenSpaceReflectionIterations;
+ static F32 RenderScreenSpaceReflectionRayStep;
+ static F32 RenderScreenSpaceReflectionDistanceBias;
+ static F32 RenderScreenSpaceReflectionDepthRejectBias;
+ static F32 RenderScreenSpaceReflectionAdaptiveStepMultiplier;
+ static S32 RenderScreenSpaceReflectionGlossySamples;
+ static S32 RenderBufferVisualization;
+};
+
+void render_bbox(const LLVector3 &min, const LLVector3 &max);
+void render_hud_elements();
+
+extern LLPipeline gPipeline;
+extern bool gDebugPipeline;
+extern const LLMatrix4* gGLLastMatrix;
+
+#endif
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