diff options
author | Andrey Lihatskiy <alihatskiy@productengine.com> | 2020-04-20 21:21:12 +0300 |
---|---|---|
committer | Andrey Lihatskiy <alihatskiy@productengine.com> | 2020-04-20 21:21:12 +0300 |
commit | 7a311fe30ee3c4a4de0149822b0670f612eb4a67 (patch) | |
tree | aacf08a74bf2214c17d6de7c5edaa1a6da8d9eec /indra/newview/pipeline.h | |
parent | 6666fdb5d6f52df3d68bed35a4ad05139f49f93c (diff) | |
parent | d7f1c88c35849e56f5b352f13c16a08467d1533b (diff) |
Merge branch 'master' into DRTVWR-497
Diffstat (limited to 'indra/newview/pipeline.h')
-rw-r--r-- | indra/newview/pipeline.h | 76 |
1 files changed, 46 insertions, 30 deletions
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 462d4836ac..5a07bdebe3 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -61,14 +61,7 @@ bool compute_min_max(LLMatrix4& box, LLVector2& min, LLVector2& max); // Shouldn 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) -glh::matrix4f glh_copy_matrix(F32* src); -glh::matrix4f glh_get_current_modelview(); -void glh_set_current_modelview(const glh::matrix4f& mat); -glh::matrix4f glh_get_current_projection(); -void glh_set_current_projection(glh::matrix4f& mat); -glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar); -glh::matrix4f gl_perspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar); -glh::matrix4f gl_lookat(LLVector3 eye, LLVector3 center, LLVector3 up); + extern LLTrace::BlockTimerStatHandle FTM_RENDER_GEOMETRY; extern LLTrace::BlockTimerStatHandle FTM_RENDER_GRASS; @@ -91,6 +84,11 @@ 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; +extern LLTrace::BlockTimerStatHandle FTM_RENDER_UI_DEBUG_TEXT; +extern LLTrace::BlockTimerStatHandle FTM_RENDER_UI_SCENE_MON; class LLPipeline { @@ -102,10 +100,17 @@ public: void restoreGL(); void resetVertexBuffers(); void doResetVertexBuffers(bool forced = false); + 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(); @@ -127,6 +132,7 @@ 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); void allocatePhysicsBuffer(); @@ -213,6 +219,8 @@ public: U32 addObject(LLViewerObject *obj); void enableShadows(const bool enable_shadows); + void releaseShadowTargets(); + void releaseShadowTarget(U32 index); // void setLocalLighting(const bool local_lighting); // bool isLocalLightingEnabled() const; @@ -261,6 +269,7 @@ public: void renderObjects(U32 type, U32 mask, bool texture = true, bool batch_texture = false); void renderMaskedObjects(U32 type, U32 mask, bool texture = true, bool batch_texture = false); + void renderFullbrightMaskedObjects(U32 type, U32 mask, bool texture = true, bool batch_texture = false); void renderGroups(LLRenderPass* pass, U32 type, U32 mask, bool texture); @@ -278,15 +287,17 @@ public: void renderGeomDeferred(LLCamera& camera); void renderGeomPostDeferred(LLCamera& camera, bool do_occlusion=true); void renderGeomShadow(LLCamera& camera); - void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0, U32 noise_map = 0xFFFFFFFF); + void bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target = nullptr); void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep); void unbindDeferredShader(LLGLSLShader& shader); - void renderDeferredLighting(); - void renderDeferredLightingToRT(LLRenderTarget* target); - + void renderDeferredLighting(LLRenderTarget* light_target); + void postDeferredGammaCorrect(LLRenderTarget* screen_target); + void generateWaterReflection(LLCamera& camera); void generateSunShadow(LLCamera& camera); + LLRenderTarget* getShadowTarget(U32 i); + void generateHighlight(LLCamera& camera); void renderHighlight(const LLViewerObject* obj, F32 fade); void setHighlightObject(LLDrawable* obj) { mHighlightObject = obj; } @@ -313,7 +324,7 @@ public: void enableLightsAvatar(); void enableLightsPreview(); void enableLightsAvatarEdit(const LLColor4& color); - void enableLightsFullbright(const LLColor4& color); + void enableLightsFullbright(); void disableLights(); void shiftObjects(const LLVector3 &offset); @@ -577,6 +588,7 @@ public: static bool sDynamicLOD; static bool sPickAvatar; static bool sReflectionRender; + static bool sDistortionRender; static bool sImpostorRender; static bool sImpostorRenderAlphaDepthPass; static bool sUnderWaterRender; @@ -590,6 +602,7 @@ public: static S32 sVisibleLightCount; static F32 sMinRenderSize; static bool sRenderingHUDs; + static F32 sDistortionWaterClipPlaneMargin; static LLTrace::EventStatHandle<S64> sStatBatchSize; @@ -608,6 +621,10 @@ public: LLRenderTarget mHighlight; LLRenderTarget mPhysicsDisplay; + LLCullResult mSky; + LLCullResult mReflectedObjects; + LLCullResult mRefractedObjects; + //utility buffer for rendering post effects, gets abused by renderDeferredLighting LLPointer<LLVertexBuffer> mDeferredVB; @@ -626,22 +643,14 @@ public: glh::matrix4f mSunShadowMatrix[6]; glh::matrix4f mShadowModelview[6]; glh::matrix4f mShadowProjection[6]; - glh::matrix4f mGIMatrix; - glh::matrix4f mGIMatrixProj; - glh::matrix4f mGIModelview; - glh::matrix4f mGIProjection; - glh::matrix4f mGINormalMatrix; - glh::matrix4f mGIInvProj; - LLVector2 mGIRange; - F32 mGILightRadius; - - LLPointer<LLDrawable> mShadowSpotLight[2]; - F32 mSpotLightFade[2]; - LLPointer<LLDrawable> mTargetShadowSpotLight[2]; + glh::matrix4f mReflectionModelView; + + LLPointer<LLDrawable> mShadowSpotLight[2]; + F32 mSpotLightFade[2]; + LLPointer<LLDrawable> mTargetShadowSpotLight[2]; LLVector4 mSunClipPlanes; LLVector4 mSunOrthoClipPlanes; - LLVector2 mScreenScale; //water reflection texture @@ -650,6 +659,8 @@ public: //water distortion texture (refraction) LLRenderTarget mWaterDis; + LLRenderTarget mBake; + //texture for making the glow LLRenderTarget mGlow[3]; @@ -658,9 +669,14 @@ public: U32 mTrueNoiseMap; U32 mLightFunc; - LLColor4 mSunDiffuse; - LLVector3 mSunDir; - LLVector3 mTransformedSunDir; + LLColor4 mSunDiffuse; + LLColor4 mMoonDiffuse; + LLVector4 mSunDir; + LLVector4 mMoonDir; + bool mNeedsShadowTargetClear; + + LLVector4 mTransformedSunDir; + LLVector4 mTransformedMoonDir; bool mInitialized; bool mVertexShadersEnabled; @@ -865,7 +881,6 @@ public: //cached settings static bool WindLightUseAtmosShaders; - static bool VertexShaderEnable; static bool RenderAvatarVP; static bool RenderDeferred; static F32 RenderDeferredSunWash; @@ -921,6 +936,7 @@ public: static F32 RenderShadowBias; static F32 RenderSpotShadowOffset; static F32 RenderSpotShadowBias; + static LLDrawable* RenderSpotLight; static F32 RenderEdgeDepthCutoff; static F32 RenderEdgeNormCutoff; static LLVector3 RenderShadowGaussian; |