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authorDave Parks <davep@lindenlab.com>2011-11-15 17:04:37 -0600
committerDave Parks <davep@lindenlab.com>2011-11-15 17:04:37 -0600
commitcfb666e9d9eb8945a79e2f7999459267caca36ee (patch)
treeb02e73c02f6f377c99fffc950d72525516647f52 /indra/newview/pipeline.h
parent09c74484ae0df267f01610ab4b594e50a01c05c1 (diff)
parentb493b8cca491c4b7a76f4c98b34272970d3bb58b (diff)
merge
Diffstat (limited to 'indra/newview/pipeline.h')
-rw-r--r--indra/newview/pipeline.h93
1 files changed, 85 insertions, 8 deletions
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index 27ee2745b5..8b6532ca25 100644
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -72,7 +72,7 @@ BOOL compute_min_max(LLMatrix4& box, LLVector2& min, LLVector2& max); // Shouldn
bool LLRayAABB(const LLVector3 &center, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon = 0);
BOOL setup_hud_matrices(); // use whole screen to render hud
BOOL setup_hud_matrices(const LLRect& screen_region); // specify portion of screen (in pixels) to render hud attachments from (for picking)
-glh::matrix4f glh_copy_matrix(GLdouble* src);
+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();
@@ -248,7 +248,7 @@ public:
void renderGeomDeferred(LLCamera& camera);
void renderGeomPostDeferred(LLCamera& camera);
void renderGeomShadow(LLCamera& camera);
- void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0, LLRenderTarget* gi_source = NULL, LLRenderTarget* last_gi_post = NULL, U32 noise_map = 0xFFFFFFFF);
+ void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0, U32 noise_map = 0xFFFFFFFF);
void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep);
void unbindDeferredShader(LLGLSLShader& shader);
@@ -262,7 +262,6 @@ public:
void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, BOOL use_shader = TRUE, BOOL use_occlusion = TRUE);
- void generateGI(LLCamera& camera, LLVector3& lightDir, std::vector<LLVector3>& vpc);
void renderHighlights();
void renderDebug();
void renderPhysicsDisplay();
@@ -361,6 +360,7 @@ public:
static void updateRenderDeferred();
static void refreshRenderDeferred();
+ static void refreshCachedSettings();
static void throttleNewMemoryAllocation(BOOL disable);
@@ -438,7 +438,7 @@ public:
RENDER_DEBUG_VERIFY = 0x0000002,
RENDER_DEBUG_BBOXES = 0x0000004,
RENDER_DEBUG_OCTREE = 0x0000008,
- RENDER_DEBUG_PICKING = 0x0000010,
+ RENDER_DEBUG_WIND_VECTORS = 0x0000010,
RENDER_DEBUG_OCCLUSION = 0x0000020,
RENDER_DEBUG_POINTS = 0x0000040,
RENDER_DEBUG_TEXTURE_PRIORITY = 0x0000080,
@@ -531,15 +531,16 @@ public:
LLRenderTarget mScreen;
LLRenderTarget mUIScreen;
LLRenderTarget mDeferredScreen;
+ LLRenderTarget mFXAABuffer;
LLRenderTarget mEdgeMap;
LLRenderTarget mDeferredDepth;
- LLRenderTarget mDeferredLight[3];
- LLRenderTarget mGIMap;
- LLRenderTarget mGIMapPost[2];
- LLRenderTarget mLuminanceMap;
+ LLRenderTarget mDeferredLight;
LLRenderTarget mHighlight;
LLRenderTarget mPhysicsDisplay;
+ //utility buffer for rendering post effects, gets abused by renderDeferredLighting
+ LLPointer<LLVertexBuffer> mDeferredVB;
+
//sun shadow map
LLRenderTarget mShadow[6];
std::vector<LLVector3> mShadowFrustPoints[4];
@@ -585,6 +586,7 @@ public:
LLColor4 mSunDiffuse;
LLVector3 mSunDir;
+ LLVector3 mTransformedSunDir;
BOOL mInitialized;
BOOL mVertexShadersEnabled;
@@ -770,6 +772,81 @@ public:
//debug use
static U32 sCurRenderPoolType ;
+
+ //cached settings
+ static BOOL WindLightUseAtmosShaders;
+ static BOOL VertexShaderEnable;
+ static BOOL RenderAvatarVP;
+ static BOOL RenderDeferred;
+ static F32 RenderDeferredSunWash;
+ static U32 RenderFSAASamples;
+ static U32 RenderResolutionDivisor;
+ static BOOL RenderUIBuffer;
+ static S32 RenderShadowDetail;
+ static BOOL RenderDeferredSSAO;
+ static F32 RenderShadowResolutionScale;
+ static BOOL RenderLocalLights;
+ 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 RenderDepthOfField;
+ 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 F32 RenderEdgeDepthCutoff;
+ static F32 RenderEdgeNormCutoff;
+ static LLVector3 RenderShadowGaussian;
+ static F32 RenderShadowBlurDistFactor;
+ static BOOL RenderDeferredAtmospheric;
+ static S32 RenderReflectionDetail;
+ static F32 RenderHighlightFadeTime;
+ static LLVector3 RenderShadowClipPlanes;
+ static LLVector3 RenderShadowOrthoClipPlanes;
+ static LLVector3 RenderShadowNearDist;
+ static F32 RenderFarClip;
+ static LLVector3 RenderShadowSplitExponent;
+ static F32 RenderShadowErrorCutoff;
+ static F32 RenderShadowFOVCutoff;
+ static BOOL CameraOffset;
+ static F32 CameraMaxCoF;
+ static F32 CameraDoFResScale;
};
void render_bbox(const LLVector3 &min, const LLVector3 &max);