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-rw-r--r--indra/newview/pipeline.cpp24032
1 files changed, 12016 insertions, 12016 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index aadd059546..bf1d22fd3d 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -1,12016 +1,12016 @@
-/**
- * @file pipeline.cpp
- * @brief Rendering pipeline.
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * 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
- * $/LicenseInfo$
- */
-
-#include "llviewerprecompiledheaders.h"
-
-#include "pipeline.h"
-
-// library includes
-#include "llaudioengine.h" // For debugging.
-#include "llerror.h"
-#include "llviewercontrol.h"
-#include "llfasttimer.h"
-#include "llfontgl.h"
-#include "llnamevalue.h"
-#include "llpointer.h"
-#include "llprimitive.h"
-#include "llvolume.h"
-#include "material_codes.h"
-#include "v3color.h"
-#include "llui.h"
-#include "llglheaders.h"
-#include "llrender.h"
-#include "llwindow.h" // swapBuffers()
-
-// newview includes
-#include "llagent.h"
-#include "llagentcamera.h"
-#include "llappviewer.h"
-#include "lltexturecache.h"
-#include "lltexturefetch.h"
-#include "llimageworker.h"
-#include "lldrawable.h"
-#include "lldrawpoolalpha.h"
-#include "lldrawpoolavatar.h"
-#include "lldrawpoolground.h"
-#include "lldrawpoolbump.h"
-#include "lldrawpooltree.h"
-#include "lldrawpoolwater.h"
-#include "llface.h"
-#include "llfeaturemanager.h"
-#include "llfloatertelehub.h"
-#include "llfloaterreg.h"
-#include "llgldbg.h"
-#include "llhudmanager.h"
-#include "llhudnametag.h"
-#include "llhudtext.h"
-#include "lllightconstants.h"
-#include "llmeshrepository.h"
-#include "llpipelinelistener.h"
-#include "llresmgr.h"
-#include "llselectmgr.h"
-#include "llsky.h"
-#include "lltracker.h"
-#include "lltool.h"
-#include "lltoolmgr.h"
-#include "llviewercamera.h"
-#include "llviewermediafocus.h"
-#include "llviewertexturelist.h"
-#include "llviewerobject.h"
-#include "llviewerobjectlist.h"
-#include "llviewerparcelmgr.h"
-#include "llviewerregion.h" // for audio debugging.
-#include "llviewerwindow.h" // For getSpinAxis
-#include "llvoavatarself.h"
-#include "llvocache.h"
-#include "llvoground.h"
-#include "llvosky.h"
-#include "llvotree.h"
-#include "llvovolume.h"
-#include "llvosurfacepatch.h"
-#include "llvowater.h"
-#include "llvotree.h"
-#include "llvopartgroup.h"
-#include "llworld.h"
-#include "llcubemap.h"
-#include "llviewershadermgr.h"
-#include "llviewerstats.h"
-#include "llviewerjoystick.h"
-#include "llviewerdisplay.h"
-#include "llspatialpartition.h"
-#include "llmutelist.h"
-#include "lltoolpie.h"
-#include "llnotifications.h"
-#include "llpathinglib.h"
-#include "llfloaterpathfindingconsole.h"
-#include "llfloaterpathfindingcharacters.h"
-#include "llfloatertools.h"
-#include "llpanelface.h"
-#include "llpathfindingpathtool.h"
-#include "llscenemonitor.h"
-#include "llprogressview.h"
-#include "llcleanup.h"
-
-#include "llenvironment.h"
-
-#ifdef _DEBUG
-// Debug indices is disabled for now for debug performance - djs 4/24/02
-//#define DEBUG_INDICES
-#else
-//#define DEBUG_INDICES
-#endif
-
-// Expensive and currently broken
-//
-#define MATERIALS_IN_REFLECTIONS 0
-
-bool gShiftFrame = false;
-
-//cached settings
-bool LLPipeline::RenderAvatarVP;
-bool LLPipeline::VertexShaderEnable;
-bool LLPipeline::WindLightUseAtmosShaders;
-bool LLPipeline::RenderDeferred;
-F32 LLPipeline::RenderDeferredSunWash;
-U32 LLPipeline::RenderFSAASamples;
-U32 LLPipeline::RenderResolutionDivisor;
-bool LLPipeline::RenderUIBuffer;
-S32 LLPipeline::RenderShadowDetail;
-bool LLPipeline::RenderDeferredSSAO;
-F32 LLPipeline::RenderShadowResolutionScale;
-bool LLPipeline::RenderLocalLights;
-bool LLPipeline::RenderDelayCreation;
-bool LLPipeline::RenderAnimateRes;
-bool LLPipeline::FreezeTime;
-S32 LLPipeline::DebugBeaconLineWidth;
-F32 LLPipeline::RenderHighlightBrightness;
-LLColor4 LLPipeline::RenderHighlightColor;
-F32 LLPipeline::RenderHighlightThickness;
-bool LLPipeline::RenderSpotLightsInNondeferred;
-LLColor4 LLPipeline::PreviewAmbientColor;
-LLColor4 LLPipeline::PreviewDiffuse0;
-LLColor4 LLPipeline::PreviewSpecular0;
-LLColor4 LLPipeline::PreviewDiffuse1;
-LLColor4 LLPipeline::PreviewSpecular1;
-LLColor4 LLPipeline::PreviewDiffuse2;
-LLColor4 LLPipeline::PreviewSpecular2;
-LLVector3 LLPipeline::PreviewDirection0;
-LLVector3 LLPipeline::PreviewDirection1;
-LLVector3 LLPipeline::PreviewDirection2;
-F32 LLPipeline::RenderGlowMinLuminance;
-F32 LLPipeline::RenderGlowMaxExtractAlpha;
-F32 LLPipeline::RenderGlowWarmthAmount;
-LLVector3 LLPipeline::RenderGlowLumWeights;
-LLVector3 LLPipeline::RenderGlowWarmthWeights;
-S32 LLPipeline::RenderGlowResolutionPow;
-S32 LLPipeline::RenderGlowIterations;
-F32 LLPipeline::RenderGlowWidth;
-F32 LLPipeline::RenderGlowStrength;
-bool LLPipeline::RenderDepthOfField;
-bool LLPipeline::RenderDepthOfFieldInEditMode;
-F32 LLPipeline::CameraFocusTransitionTime;
-F32 LLPipeline::CameraFNumber;
-F32 LLPipeline::CameraFocalLength;
-F32 LLPipeline::CameraFieldOfView;
-F32 LLPipeline::RenderShadowNoise;
-F32 LLPipeline::RenderShadowBlurSize;
-F32 LLPipeline::RenderSSAOScale;
-U32 LLPipeline::RenderSSAOMaxScale;
-F32 LLPipeline::RenderSSAOFactor;
-LLVector3 LLPipeline::RenderSSAOEffect;
-F32 LLPipeline::RenderShadowOffsetError;
-F32 LLPipeline::RenderShadowBiasError;
-F32 LLPipeline::RenderShadowOffset;
-F32 LLPipeline::RenderShadowBias;
-F32 LLPipeline::RenderSpotShadowOffset;
-F32 LLPipeline::RenderSpotShadowBias;
-F32 LLPipeline::RenderEdgeDepthCutoff;
-F32 LLPipeline::RenderEdgeNormCutoff;
-LLVector3 LLPipeline::RenderShadowGaussian;
-F32 LLPipeline::RenderShadowBlurDistFactor;
-bool LLPipeline::RenderDeferredAtmospheric;
-S32 LLPipeline::RenderReflectionDetail;
-F32 LLPipeline::RenderHighlightFadeTime;
-LLVector3 LLPipeline::RenderShadowClipPlanes;
-LLVector3 LLPipeline::RenderShadowOrthoClipPlanes;
-LLVector3 LLPipeline::RenderShadowNearDist;
-F32 LLPipeline::RenderFarClip;
-LLVector3 LLPipeline::RenderShadowSplitExponent;
-F32 LLPipeline::RenderShadowErrorCutoff;
-F32 LLPipeline::RenderShadowFOVCutoff;
-bool LLPipeline::CameraOffset;
-F32 LLPipeline::CameraMaxCoF;
-F32 LLPipeline::CameraDoFResScale;
-F32 LLPipeline::RenderAutoHideSurfaceAreaLimit;
-LLTrace::EventStatHandle<S64> LLPipeline::sStatBatchSize("renderbatchsize");
-
-const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f;
-const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f;
-const U32 DEFERRED_VB_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1;
-
-extern S32 gBoxFrame;
-//extern BOOL gHideSelectedObjects;
-extern BOOL gDisplaySwapBuffers;
-extern BOOL gDebugGL;
-
-bool gAvatarBacklight = false;
-
-bool gDebugPipeline = false;
-LLPipeline gPipeline;
-const LLMatrix4* gGLLastMatrix = NULL;
-
-LLTrace::BlockTimerStatHandle FTM_RENDER_GEOMETRY("Render Geometry");
-LLTrace::BlockTimerStatHandle FTM_RENDER_GRASS("Grass");
-LLTrace::BlockTimerStatHandle FTM_RENDER_INVISIBLE("Invisible");
-LLTrace::BlockTimerStatHandle FTM_RENDER_OCCLUSION("Occlusion");
-LLTrace::BlockTimerStatHandle FTM_RENDER_SHINY("Shiny");
-LLTrace::BlockTimerStatHandle FTM_RENDER_SIMPLE("Simple");
-LLTrace::BlockTimerStatHandle FTM_RENDER_TERRAIN("Terrain");
-LLTrace::BlockTimerStatHandle FTM_RENDER_TREES("Trees");
-LLTrace::BlockTimerStatHandle FTM_RENDER_UI("UI");
-LLTrace::BlockTimerStatHandle FTM_RENDER_WATER("Water");
-LLTrace::BlockTimerStatHandle FTM_RENDER_WL_SKY("Windlight Sky");
-LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA("Alpha Objects");
-LLTrace::BlockTimerStatHandle FTM_RENDER_CHARACTERS("Avatars");
-LLTrace::BlockTimerStatHandle FTM_RENDER_BUMP("Bump");
-LLTrace::BlockTimerStatHandle FTM_RENDER_MATERIALS("Render Materials");
-LLTrace::BlockTimerStatHandle FTM_RENDER_FULLBRIGHT("Fullbright");
-LLTrace::BlockTimerStatHandle FTM_RENDER_GLOW("Glow");
-LLTrace::BlockTimerStatHandle FTM_GEO_UPDATE("Geo Update");
-LLTrace::BlockTimerStatHandle FTM_PIPELINE_CREATE("Pipeline Create");
-LLTrace::BlockTimerStatHandle FTM_POOLRENDER("RenderPool");
-LLTrace::BlockTimerStatHandle FTM_POOLS("Pools");
-LLTrace::BlockTimerStatHandle FTM_DEFERRED_POOLRENDER("RenderPool (Deferred)");
-LLTrace::BlockTimerStatHandle FTM_DEFERRED_POOLS("Pools (Deferred)");
-LLTrace::BlockTimerStatHandle FTM_POST_DEFERRED_POOLRENDER("RenderPool (Post)");
-LLTrace::BlockTimerStatHandle FTM_POST_DEFERRED_POOLS("Pools (Post)");
-LLTrace::BlockTimerStatHandle FTM_RENDER_BLOOM_FBO("First FBO");
-LLTrace::BlockTimerStatHandle FTM_STATESORT("Sort Draw State");
-LLTrace::BlockTimerStatHandle FTM_PIPELINE("Pipeline");
-LLTrace::BlockTimerStatHandle FTM_CLIENT_COPY("Client Copy");
-LLTrace::BlockTimerStatHandle FTM_RENDER_DEFERRED("Deferred Shading");
-
-
-static LLTrace::BlockTimerStatHandle FTM_STATESORT_DRAWABLE("Sort Drawables");
-static LLTrace::BlockTimerStatHandle FTM_STATESORT_POSTSORT("Post Sort");
-
-static LLStaticHashedString sTint("tint");
-static LLStaticHashedString sAmbiance("ambiance");
-static LLStaticHashedString sAlphaScale("alpha_scale");
-static LLStaticHashedString sNormMat("norm_mat");
-static LLStaticHashedString sOffset("offset");
-static LLStaticHashedString sScreenRes("screenRes");
-static LLStaticHashedString sDelta("delta");
-static LLStaticHashedString sDistFactor("dist_factor");
-static LLStaticHashedString sKern("kern");
-static LLStaticHashedString sKernScale("kern_scale");
-
-//----------------------------------------
-std::string gPoolNames[] =
-{
- // Correspond to LLDrawpool enum render type
- "NONE",
- "POOL_SIMPLE",
- "POOL_GROUND",
- "POOL_FULLBRIGHT",
- "POOL_BUMP",
- "POOL_MATERIALS",
- "POOL_TERRAIN,"
- "POOL_SKY",
- "POOL_WL_SKY",
- "POOL_TREE",
- "POOL_ALPHA_MASK",
- "POOL_FULLBRIGHT_ALPHA_MASK",
- "POOL_GRASS",
- "POOL_INVISIBLE",
- "POOL_AVATAR",
- "POOL_VOIDWATER",
- "POOL_WATER",
- "POOL_GLOW",
- "POOL_ALPHA"
-};
-
-void drawBox(const LLVector4a& c, const LLVector4a& r);
-void drawBoxOutline(const LLVector3& pos, const LLVector3& size);
-U32 nhpo2(U32 v);
-LLVertexBuffer* ll_create_cube_vb(U32 type_mask, U32 usage);
-
-void display_update_camera();
-//----------------------------------------
-
-S32 LLPipeline::sCompiles = 0;
-
-bool LLPipeline::sPickAvatar = true;
-bool LLPipeline::sDynamicLOD = true;
-bool LLPipeline::sShowHUDAttachments = true;
-bool LLPipeline::sRenderMOAPBeacons = false;
-bool LLPipeline::sRenderPhysicalBeacons = true;
-bool LLPipeline::sRenderScriptedBeacons = false;
-bool LLPipeline::sRenderScriptedTouchBeacons = true;
-bool LLPipeline::sRenderParticleBeacons = false;
-bool LLPipeline::sRenderSoundBeacons = false;
-bool LLPipeline::sRenderBeacons = false;
-bool LLPipeline::sRenderHighlight = true;
-LLRender::eTexIndex LLPipeline::sRenderHighlightTextureChannel = LLRender::DIFFUSE_MAP;
-bool LLPipeline::sForceOldBakedUpload = false;
-S32 LLPipeline::sUseOcclusion = 0;
-bool LLPipeline::sDelayVBUpdate = true;
-bool LLPipeline::sAutoMaskAlphaDeferred = true;
-bool LLPipeline::sAutoMaskAlphaNonDeferred = false;
-bool LLPipeline::sDisableShaders = false;
-bool LLPipeline::sRenderBump = true;
-bool LLPipeline::sBakeSunlight = false;
-bool LLPipeline::sNoAlpha = false;
-bool LLPipeline::sUseTriStrips = true;
-bool LLPipeline::sUseAdvancedAtmospherics = false;
-bool LLPipeline::sUseFarClip = true;
-bool LLPipeline::sShadowRender = false;
-bool LLPipeline::sWaterReflections = false;
-bool LLPipeline::sRenderGlow = false;
-bool LLPipeline::sReflectionRender = false;
-bool LLPipeline::sImpostorRender = false;
-bool LLPipeline::sImpostorRenderAlphaDepthPass = false;
-bool LLPipeline::sUnderWaterRender = false;
-bool LLPipeline::sTextureBindTest = false;
-bool LLPipeline::sRenderFrameTest = false;
-bool LLPipeline::sRenderAttachedLights = true;
-bool LLPipeline::sRenderAttachedParticles = true;
-bool LLPipeline::sRenderDeferred = false;
-bool LLPipeline::sMemAllocationThrottled = false;
-S32 LLPipeline::sVisibleLightCount = 0;
-F32 LLPipeline::sMinRenderSize = 0.f;
-bool LLPipeline::sRenderingHUDs;
-
-// EventHost API LLPipeline listener.
-static LLPipelineListener sPipelineListener;
-
-static LLCullResult* sCull = NULL;
-
-void validate_framebuffer_object();
-
-
-bool addDeferredAttachments(LLRenderTarget& target)
-{
- return target.addColorAttachment(GL_SRGB8_ALPHA8) && //specular
- target.addColorAttachment(GL_RGB10_A2); //normal+z
-}
-
-LLPipeline::LLPipeline() :
- mBackfaceCull(false),
- mMatrixOpCount(0),
- mTextureMatrixOps(0),
- mNumVisibleNodes(0),
- mNumVisibleFaces(0),
-
- mInitialized(false),
- mVertexShadersEnabled(false),
- mVertexShadersLoaded(0),
- mTransformFeedbackPrimitives(0),
- mRenderDebugFeatureMask(0),
- mRenderDebugMask(0),
- mOldRenderDebugMask(0),
- mMeshDirtyQueryObject(0),
- mGroupQ1Locked(false),
- mGroupQ2Locked(false),
- mResetVertexBuffers(false),
- mLastRebuildPool(NULL),
- mAlphaPool(NULL),
- mSkyPool(NULL),
- mTerrainPool(NULL),
- mWaterPool(NULL),
- mGroundPool(NULL),
- mSimplePool(NULL),
- mGrassPool(NULL),
- mAlphaMaskPool(NULL),
- mFullbrightAlphaMaskPool(NULL),
- mFullbrightPool(NULL),
- mInvisiblePool(NULL),
- mGlowPool(NULL),
- mBumpPool(NULL),
- mMaterialsPool(NULL),
- mWLSkyPool(NULL),
- mLightMask(0),
- mLightMovingMask(0),
- mLightingDetail(0),
- mScreenWidth(0),
- mScreenHeight(0)
-{
- mNoiseMap = 0;
- mTrueNoiseMap = 0;
- mLightFunc = 0;
-}
-
-void LLPipeline::connectRefreshCachedSettingsSafe(const std::string name)
-{
- LLPointer<LLControlVariable> cntrl_ptr = gSavedSettings.getControl(name);
- if ( cntrl_ptr.isNull() )
- {
- LL_WARNS() << "Global setting name not found:" << name << LL_ENDL;
- }
- else
- {
- cntrl_ptr->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings));
- }
-}
-
-void LLPipeline::init()
-{
- refreshCachedSettings();
-
- gOctreeMaxCapacity = gSavedSettings.getU32("OctreeMaxNodeCapacity");
- gOctreeMinSize = gSavedSettings.getF32("OctreeMinimumNodeSize");
- sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD");
- sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
- sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
- sUseAdvancedAtmospherics = gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics");
- LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
- LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO");
- LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw");
- sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights");
- sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles");
-
- mInitialized = true;
-
- stop_glerror();
-
- //create render pass pools
- getPool(LLDrawPool::POOL_ALPHA);
- getPool(LLDrawPool::POOL_SIMPLE);
- getPool(LLDrawPool::POOL_ALPHA_MASK);
- getPool(LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK);
- getPool(LLDrawPool::POOL_GRASS);
- getPool(LLDrawPool::POOL_FULLBRIGHT);
- getPool(LLDrawPool::POOL_INVISIBLE);
- getPool(LLDrawPool::POOL_BUMP);
- getPool(LLDrawPool::POOL_MATERIALS);
- getPool(LLDrawPool::POOL_GLOW);
-
- resetFrameStats();
-
- if (gSavedSettings.getBOOL("DisableAllRenderFeatures"))
- {
- clearAllRenderDebugFeatures();
- }
- else
- {
- setAllRenderDebugFeatures(); // By default, all debugging features on
- }
- clearAllRenderDebugDisplays(); // All debug displays off
-
- if (gSavedSettings.getBOOL("DisableAllRenderTypes"))
- {
- clearAllRenderTypes();
- }
- else
- {
- setAllRenderTypes(); // By default, all rendering types start enabled
- // Don't turn on ground when this is set
- // Mac Books with intel 950s need this
- if(!gSavedSettings.getBOOL("RenderGround"))
- {
- toggleRenderType(RENDER_TYPE_GROUND);
- }
- }
-
- // make sure RenderPerformanceTest persists (hackity hack hack)
- // disables non-object rendering (UI, sky, water, etc)
- if (gSavedSettings.getBOOL("RenderPerformanceTest"))
- {
- gSavedSettings.setBOOL("RenderPerformanceTest", FALSE);
- gSavedSettings.setBOOL("RenderPerformanceTest", TRUE);
- }
-
- mOldRenderDebugMask = mRenderDebugMask;
-
- mBackfaceCull = true;
-
- stop_glerror();
-
- // Enable features
-
- LLViewerShaderMgr::instance()->setShaders();
-
- stop_glerror();
-
- for (U32 i = 0; i < 2; ++i)
- {
- mSpotLightFade[i] = 1.f;
- }
-
- if (mCubeVB.isNull())
- {
- mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB);
- }
-
- mDeferredVB = new LLVertexBuffer(DEFERRED_VB_MASK, 0);
- mDeferredVB->allocateBuffer(8, 0, true);
- setLightingDetail(-1);
-
- //
- // Update all settings to trigger a cached settings refresh
- //
- connectRefreshCachedSettingsSafe("RenderAutoMaskAlphaDeferred");
- connectRefreshCachedSettingsSafe("RenderAutoMaskAlphaNonDeferred");
- connectRefreshCachedSettingsSafe("RenderUseFarClip");
- connectRefreshCachedSettingsSafe("RenderAvatarMaxNonImpostors");
- connectRefreshCachedSettingsSafe("RenderDelayVBUpdate");
- connectRefreshCachedSettingsSafe("UseOcclusion");
- connectRefreshCachedSettingsSafe("VertexShaderEnable");
- connectRefreshCachedSettingsSafe("RenderAvatarVP");
- connectRefreshCachedSettingsSafe("WindLightUseAtmosShaders");
- connectRefreshCachedSettingsSafe("RenderDeferred");
- connectRefreshCachedSettingsSafe("RenderDeferredSunWash");
- connectRefreshCachedSettingsSafe("RenderFSAASamples");
- connectRefreshCachedSettingsSafe("RenderResolutionDivisor");
- connectRefreshCachedSettingsSafe("RenderUIBuffer");
- connectRefreshCachedSettingsSafe("RenderShadowDetail");
- connectRefreshCachedSettingsSafe("RenderDeferredSSAO");
- connectRefreshCachedSettingsSafe("RenderShadowResolutionScale");
- connectRefreshCachedSettingsSafe("RenderLocalLights");
- connectRefreshCachedSettingsSafe("RenderDelayCreation");
- connectRefreshCachedSettingsSafe("RenderAnimateRes");
- connectRefreshCachedSettingsSafe("FreezeTime");
- connectRefreshCachedSettingsSafe("DebugBeaconLineWidth");
- connectRefreshCachedSettingsSafe("RenderHighlightBrightness");
- connectRefreshCachedSettingsSafe("RenderHighlightColor");
- connectRefreshCachedSettingsSafe("RenderHighlightThickness");
- connectRefreshCachedSettingsSafe("RenderSpotLightsInNondeferred");
- connectRefreshCachedSettingsSafe("PreviewAmbientColor");
- connectRefreshCachedSettingsSafe("PreviewDiffuse0");
- connectRefreshCachedSettingsSafe("PreviewSpecular0");
- connectRefreshCachedSettingsSafe("PreviewDiffuse1");
- connectRefreshCachedSettingsSafe("PreviewSpecular1");
- connectRefreshCachedSettingsSafe("PreviewDiffuse2");
- connectRefreshCachedSettingsSafe("PreviewSpecular2");
- connectRefreshCachedSettingsSafe("PreviewDirection0");
- connectRefreshCachedSettingsSafe("PreviewDirection1");
- connectRefreshCachedSettingsSafe("PreviewDirection2");
- connectRefreshCachedSettingsSafe("RenderGlowMinLuminance");
- connectRefreshCachedSettingsSafe("RenderGlowMaxExtractAlpha");
- connectRefreshCachedSettingsSafe("RenderGlowWarmthAmount");
- connectRefreshCachedSettingsSafe("RenderGlowLumWeights");
- connectRefreshCachedSettingsSafe("RenderGlowWarmthWeights");
- connectRefreshCachedSettingsSafe("RenderGlowResolutionPow");
- connectRefreshCachedSettingsSafe("RenderGlowIterations");
- connectRefreshCachedSettingsSafe("RenderGlowWidth");
- connectRefreshCachedSettingsSafe("RenderGlowStrength");
- connectRefreshCachedSettingsSafe("RenderDepthOfField");
- connectRefreshCachedSettingsSafe("RenderDepthOfFieldInEditMode");
- connectRefreshCachedSettingsSafe("CameraFocusTransitionTime");
- connectRefreshCachedSettingsSafe("CameraFNumber");
- connectRefreshCachedSettingsSafe("CameraFocalLength");
- connectRefreshCachedSettingsSafe("CameraFieldOfView");
- connectRefreshCachedSettingsSafe("RenderShadowNoise");
- connectRefreshCachedSettingsSafe("RenderShadowBlurSize");
- connectRefreshCachedSettingsSafe("RenderSSAOScale");
- connectRefreshCachedSettingsSafe("RenderSSAOMaxScale");
- connectRefreshCachedSettingsSafe("RenderSSAOFactor");
- connectRefreshCachedSettingsSafe("RenderSSAOEffect");
- connectRefreshCachedSettingsSafe("RenderShadowOffsetError");
- connectRefreshCachedSettingsSafe("RenderShadowBiasError");
- connectRefreshCachedSettingsSafe("RenderShadowOffset");
- connectRefreshCachedSettingsSafe("RenderShadowBias");
- connectRefreshCachedSettingsSafe("RenderSpotShadowOffset");
- connectRefreshCachedSettingsSafe("RenderSpotShadowBias");
- connectRefreshCachedSettingsSafe("RenderEdgeDepthCutoff");
- connectRefreshCachedSettingsSafe("RenderEdgeNormCutoff");
- connectRefreshCachedSettingsSafe("RenderShadowGaussian");
- connectRefreshCachedSettingsSafe("RenderShadowBlurDistFactor");
- connectRefreshCachedSettingsSafe("RenderDeferredAtmospheric");
- connectRefreshCachedSettingsSafe("RenderReflectionDetail");
- connectRefreshCachedSettingsSafe("RenderHighlightFadeTime");
- connectRefreshCachedSettingsSafe("RenderShadowClipPlanes");
- connectRefreshCachedSettingsSafe("RenderShadowOrthoClipPlanes");
- connectRefreshCachedSettingsSafe("RenderShadowNearDist");
- connectRefreshCachedSettingsSafe("RenderFarClip");
- connectRefreshCachedSettingsSafe("RenderShadowSplitExponent");
- connectRefreshCachedSettingsSafe("RenderShadowErrorCutoff");
- connectRefreshCachedSettingsSafe("RenderShadowFOVCutoff");
- connectRefreshCachedSettingsSafe("CameraOffset");
- connectRefreshCachedSettingsSafe("CameraMaxCoF");
- connectRefreshCachedSettingsSafe("CameraDoFResScale");
- connectRefreshCachedSettingsSafe("RenderAutoHideSurfaceAreaLimit");
- gSavedSettings.getControl("RenderAutoHideSurfaceAreaLimit")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings));
-}
-
-LLPipeline::~LLPipeline()
-{
-
-}
-
-void LLPipeline::cleanup()
-{
- assertInitialized();
-
- mGroupQ1.clear() ;
- mGroupQ2.clear() ;
-
- for(pool_set_t::iterator iter = mPools.begin();
- iter != mPools.end(); )
- {
- pool_set_t::iterator curiter = iter++;
- LLDrawPool* poolp = *curiter;
- if (poolp->isFacePool())
- {
- LLFacePool* face_pool = (LLFacePool*) poolp;
- if (face_pool->mReferences.empty())
- {
- mPools.erase(curiter);
- removeFromQuickLookup( poolp );
- delete poolp;
- }
- }
- else
- {
- mPools.erase(curiter);
- removeFromQuickLookup( poolp );
- delete poolp;
- }
- }
-
- if (!mTerrainPools.empty())
- {
- LL_WARNS() << "Terrain Pools not cleaned up" << LL_ENDL;
- }
- if (!mTreePools.empty())
- {
- LL_WARNS() << "Tree Pools not cleaned up" << LL_ENDL;
- }
-
- delete mAlphaPool;
- mAlphaPool = NULL;
- delete mSkyPool;
- mSkyPool = NULL;
- delete mTerrainPool;
- mTerrainPool = NULL;
- delete mWaterPool;
- mWaterPool = NULL;
- delete mGroundPool;
- mGroundPool = NULL;
- delete mSimplePool;
- mSimplePool = NULL;
- delete mFullbrightPool;
- mFullbrightPool = NULL;
- delete mInvisiblePool;
- mInvisiblePool = NULL;
- delete mGlowPool;
- mGlowPool = NULL;
- delete mBumpPool;
- mBumpPool = NULL;
- // don't delete wl sky pool it was handled above in the for loop
- //delete mWLSkyPool;
- mWLSkyPool = NULL;
-
- releaseGLBuffers();
-
- mFaceSelectImagep = NULL;
-
- mMovedBridge.clear();
-
- mInitialized = false;
-
- mDeferredVB = NULL;
-
- mCubeVB = NULL;
-}
-
-//============================================================================
-
-void LLPipeline::destroyGL()
-{
- stop_glerror();
- unloadShaders();
- mHighlightFaces.clear();
-
- resetDrawOrders();
-
- resetVertexBuffers();
-
- releaseGLBuffers();
-
- if (LLVertexBuffer::sEnableVBOs)
- {
- LLVertexBuffer::sEnableVBOs = FALSE;
- }
-
- if (mMeshDirtyQueryObject)
- {
- glDeleteQueriesARB(1, &mMeshDirtyQueryObject);
- mMeshDirtyQueryObject = 0;
- }
-}
-
-static LLTrace::BlockTimerStatHandle FTM_RESIZE_SCREEN_TEXTURE("Resize Screen Texture");
-
-//static
-void LLPipeline::throttleNewMemoryAllocation(bool disable)
-{
- if(sMemAllocationThrottled != disable)
- {
- sMemAllocationThrottled = disable ;
-
- if(sMemAllocationThrottled)
- {
- //send out notification
- LLNotification::Params params("LowMemory");
- LLNotifications::instance().add(params);
-
- //release some memory.
- }
- }
-}
-
-void LLPipeline::resizeScreenTexture()
-{
- LL_RECORD_BLOCK_TIME(FTM_RESIZE_SCREEN_TEXTURE);
- if (gPipeline.canUseVertexShaders() && assertInitialized())
- {
- GLuint resX = gViewerWindow->getWorldViewWidthRaw();
- GLuint resY = gViewerWindow->getWorldViewHeightRaw();
-
- if ((resX != mScreen.getWidth()) || (resY != mScreen.getHeight()))
- {
- releaseScreenBuffers();
- if (!allocateScreenBuffer(resX,resY))
- {
-#if PROBABLE_FALSE_DISABLES_OF_ALM_HERE
- //FAILSAFE: screen buffer allocation failed, disable deferred rendering if it's enabled
- //NOTE: if the session closes successfully after this call, deferred rendering will be
- // disabled on future sessions
- if (LLPipeline::sRenderDeferred)
- {
- gSavedSettings.setBOOL("RenderDeferred", FALSE);
- LLPipeline::refreshCachedSettings();
-
- }
-#endif
- }
- }
- }
-}
-
-void LLPipeline::allocatePhysicsBuffer()
-{
- GLuint resX = gViewerWindow->getWorldViewWidthRaw();
- GLuint resY = gViewerWindow->getWorldViewHeightRaw();
-
- if (mPhysicsDisplay.getWidth() != resX || mPhysicsDisplay.getHeight() != resY)
- {
- mPhysicsDisplay.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
- }
-}
-
-bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
-{
- refreshCachedSettings();
-
- bool save_settings = sRenderDeferred;
- if (save_settings)
- {
- // Set this flag in case we crash while resizing window or allocating space for deferred rendering targets
- gSavedSettings.setBOOL("RenderInitError", TRUE);
- gSavedSettings.saveToFile( gSavedSettings.getString("ClientSettingsFile"), TRUE );
- }
-
- eFBOStatus ret = doAllocateScreenBuffer(resX, resY);
-
- if (save_settings)
- {
- // don't disable shaders on next session
- gSavedSettings.setBOOL("RenderInitError", FALSE);
- gSavedSettings.saveToFile( gSavedSettings.getString("ClientSettingsFile"), TRUE );
- }
-
- if (ret == FBO_FAILURE)
- { //FAILSAFE: screen buffer allocation failed, disable deferred rendering if it's enabled
- //NOTE: if the session closes successfully after this call, deferred rendering will be
- // disabled on future sessions
- if (LLPipeline::sRenderDeferred)
- {
- gSavedSettings.setBOOL("RenderDeferred", FALSE);
- LLPipeline::refreshCachedSettings();
- }
- }
-
- return ret == FBO_SUCCESS_FULLRES;
-}
-
-
-LLPipeline::eFBOStatus LLPipeline::doAllocateScreenBuffer(U32 resX, U32 resY)
-{
- // try to allocate screen buffers at requested resolution and samples
- // - on failure, shrink number of samples and try again
- // - if not multisampled, shrink resolution and try again (favor X resolution over Y)
- // Make sure to call "releaseScreenBuffers" after each failure to cleanup the partially loaded state
-
- U32 samples = RenderFSAASamples;
-
- eFBOStatus ret = FBO_SUCCESS_FULLRES;
- if (!allocateScreenBuffer(resX, resY, samples))
- {
- //failed to allocate at requested specification, return false
- ret = FBO_FAILURE;
-
- releaseScreenBuffers();
- //reduce number of samples
- while (samples > 0)
- {
- samples /= 2;
- if (allocateScreenBuffer(resX, resY, samples))
- { //success
- return FBO_SUCCESS_LOWRES;
- }
- releaseScreenBuffers();
- }
-
- samples = 0;
-
- //reduce resolution
- while (resY > 0 && resX > 0)
- {
- resY /= 2;
- if (allocateScreenBuffer(resX, resY, samples))
- {
- return FBO_SUCCESS_LOWRES;
- }
- releaseScreenBuffers();
-
- resX /= 2;
- if (allocateScreenBuffer(resX, resY, samples))
- {
- return FBO_SUCCESS_LOWRES;
- }
- releaseScreenBuffers();
- }
-
- LL_WARNS() << "Unable to allocate screen buffer at any resolution!" << LL_ENDL;
- }
-
- return ret;
-}
-
-bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
-{
- refreshCachedSettings();
-
- // remember these dimensions
- mScreenWidth = resX;
- mScreenHeight = resY;
-
- U32 res_mod = RenderResolutionDivisor;
-
- if (res_mod > 1 && res_mod < resX && res_mod < resY)
- {
- resX /= res_mod;
- resY /= res_mod;
- }
-
- if (RenderUIBuffer)
- {
- if (!mUIScreen.allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE))
- {
- return false;
- }
- }
-
- if (LLPipeline::sRenderDeferred)
- {
- S32 shadow_detail = RenderShadowDetail;
- bool ssao = RenderDeferredSSAO;
-
- const U32 occlusion_divisor = 3;
-
- //allocate deferred rendering color buffers
- if (!mDeferredScreen.allocate(resX, resY, GL_SRGB8_ALPHA8, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
- if (!mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
- if (!mOcclusionDepth.allocate(resX/occlusion_divisor, resY/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
- if (!addDeferredAttachments(mDeferredScreen)) return false;
-
- GLuint screenFormat = GL_RGBA16;
- if (gGLManager.mIsATI)
- {
- screenFormat = GL_RGBA12;
- }
-
- if (gGLManager.mGLVersion < 4.f && gGLManager.mIsNVIDIA)
- {
- screenFormat = GL_RGBA16F_ARB;
- }
-
- if (!mScreen.allocate(resX, resY, screenFormat, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
- if (samples > 0)
- {
- if (!mFXAABuffer.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false;
- }
- else
- {
- mFXAABuffer.release();
- }
-
- if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0)
- { //only need mDeferredLight for shadows OR ssao OR dof OR fxaa
- if (!mDeferredLight.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
- }
- else
- {
- mDeferredLight.release();
- }
-
- F32 scale = RenderShadowResolutionScale;
-
- if (shadow_detail > 0)
- { //allocate 4 sun shadow maps
- U32 sun_shadow_map_width = ((U32(resX*scale)+1)&~1); // must be even to avoid a stripe in the horizontal shadow blur
- for (U32 i = 0; i < 4; i++)
- {
- if (!mShadow[i].allocate(sun_shadow_map_width,U32(resY*scale), 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) return false;
- if (!mShadowOcclusion[i].allocate(mShadow[i].getWidth()/occlusion_divisor, mShadow[i].getHeight()/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) return false;
- }
- }
- else
- {
- for (U32 i = 0; i < 4; i++)
- {
- mShadow[i].release();
- mShadowOcclusion[i].release();
- }
- }
-
-// for EEP atmospherics
- bool allocated_inscatter = mInscatter.allocate(resX >> 2, resY >> 2, GL_RGBA16F_ARB, FALSE, FALSE, LLTexUnit::TT_TEXTURE);
- if (!allocated_inscatter)
- {
- return false;
- }
-
- U32 width = (U32) (resX*scale);
- U32 height = width;
-
- if (shadow_detail > 1)
- { //allocate two spot shadow maps
- U32 spot_shadow_map_width = width;
- for (U32 i = 4; i < 6; i++)
- {
- if (!mShadow[i].allocate(spot_shadow_map_width, height, 0, TRUE, FALSE)) return false;
- if (!mShadowOcclusion[i].allocate(mShadow[i].getWidth()/occlusion_divisor, mShadow[i].getHeight()/occlusion_divisor, 0, TRUE, FALSE)) return false;
- }
- }
- else
- {
- for (U32 i = 4; i < 6; i++)
- {
- mShadow[i].release();
- mShadowOcclusion[i].release();
- }
- }
-
- //HACK make screenbuffer allocations start failing after 30 seconds
- if (gSavedSettings.getBOOL("SimulateFBOFailure"))
- {
- return false;
- }
- }
- else
- {
- mDeferredLight.release();
-
- for (U32 i = 0; i < 6; i++)
- {
- mShadow[i].release();
- mShadowOcclusion[i].release();
- }
- mFXAABuffer.release();
- mScreen.release();
- mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first
- mDeferredDepth.release();
- mOcclusionDepth.release();
-
- if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
- }
-
- if (LLPipeline::sRenderDeferred)
- { //share depth buffer between deferred targets
- mDeferredScreen.shareDepthBuffer(mScreen);
- }
-
- gGL.getTexUnit(0)->disable();
-
- stop_glerror();
-
- return true;
-}
-
-//static
-void LLPipeline::updateRenderBump()
-{
- sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
-}
-
-//static
-void LLPipeline::updateRenderDeferred()
-{
- bool deferred = (bool(RenderDeferred &&
- LLRenderTarget::sUseFBO &&
- LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
- LLPipeline::sRenderBump &&
- VertexShaderEnable &&
- RenderAvatarVP &&
- WindLightUseAtmosShaders)) &&
- !gUseWireframe;
-
- sRenderDeferred = deferred;
- if (deferred)
- { //must render glow when rendering deferred since post effect pass is needed to present any lighting at all
- sRenderGlow = true;
- }
-}
-
-//static
-void LLPipeline::refreshCachedSettings()
-{
- LLPipeline::sAutoMaskAlphaDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaDeferred");
- LLPipeline::sAutoMaskAlphaNonDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaNonDeferred");
- LLPipeline::sUseFarClip = gSavedSettings.getBOOL("RenderUseFarClip");
- LLVOAvatar::sMaxNonImpostors = gSavedSettings.getU32("RenderAvatarMaxNonImpostors");
- LLVOAvatar::updateImpostorRendering(LLVOAvatar::sMaxNonImpostors);
- LLPipeline::sDelayVBUpdate = gSavedSettings.getBOOL("RenderDelayVBUpdate");
-
- LLPipeline::sUseOcclusion =
- (!gUseWireframe
- && LLGLSLShader::sNoFixedFunction
- && LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion")
- && gSavedSettings.getBOOL("UseOcclusion")
- && gGLManager.mHasOcclusionQuery) ? 2 : 0;
-
- VertexShaderEnable = gSavedSettings.getBOOL("VertexShaderEnable");
- RenderAvatarVP = gSavedSettings.getBOOL("RenderAvatarVP");
- WindLightUseAtmosShaders = gSavedSettings.getBOOL("WindLightUseAtmosShaders");
- RenderDeferred = gSavedSettings.getBOOL("RenderDeferred");
- RenderDeferredSunWash = gSavedSettings.getF32("RenderDeferredSunWash");
- RenderFSAASamples = gSavedSettings.getU32("RenderFSAASamples");
- RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor");
- RenderUIBuffer = gSavedSettings.getBOOL("RenderUIBuffer");
- RenderShadowDetail = gSavedSettings.getS32("RenderShadowDetail");
- RenderDeferredSSAO = gSavedSettings.getBOOL("RenderDeferredSSAO");
- RenderShadowResolutionScale = gSavedSettings.getF32("RenderShadowResolutionScale");
- RenderLocalLights = gSavedSettings.getBOOL("RenderLocalLights");
- RenderDelayCreation = gSavedSettings.getBOOL("RenderDelayCreation");
- RenderAnimateRes = gSavedSettings.getBOOL("RenderAnimateRes");
- FreezeTime = gSavedSettings.getBOOL("FreezeTime");
- DebugBeaconLineWidth = gSavedSettings.getS32("DebugBeaconLineWidth");
- RenderHighlightBrightness = gSavedSettings.getF32("RenderHighlightBrightness");
- RenderHighlightColor = gSavedSettings.getColor4("RenderHighlightColor");
- RenderHighlightThickness = gSavedSettings.getF32("RenderHighlightThickness");
- RenderSpotLightsInNondeferred = gSavedSettings.getBOOL("RenderSpotLightsInNondeferred");
- PreviewAmbientColor = gSavedSettings.getColor4("PreviewAmbientColor");
- PreviewDiffuse0 = gSavedSettings.getColor4("PreviewDiffuse0");
- PreviewSpecular0 = gSavedSettings.getColor4("PreviewSpecular0");
- PreviewDiffuse1 = gSavedSettings.getColor4("PreviewDiffuse1");
- PreviewSpecular1 = gSavedSettings.getColor4("PreviewSpecular1");
- PreviewDiffuse2 = gSavedSettings.getColor4("PreviewDiffuse2");
- PreviewSpecular2 = gSavedSettings.getColor4("PreviewSpecular2");
- PreviewDirection0 = gSavedSettings.getVector3("PreviewDirection0");
- PreviewDirection1 = gSavedSettings.getVector3("PreviewDirection1");
- PreviewDirection2 = gSavedSettings.getVector3("PreviewDirection2");
- RenderGlowMinLuminance = gSavedSettings.getF32("RenderGlowMinLuminance");
- RenderGlowMaxExtractAlpha = gSavedSettings.getF32("RenderGlowMaxExtractAlpha");
- RenderGlowWarmthAmount = gSavedSettings.getF32("RenderGlowWarmthAmount");
- RenderGlowLumWeights = gSavedSettings.getVector3("RenderGlowLumWeights");
- RenderGlowWarmthWeights = gSavedSettings.getVector3("RenderGlowWarmthWeights");
- RenderGlowResolutionPow = gSavedSettings.getS32("RenderGlowResolutionPow");
- RenderGlowIterations = gSavedSettings.getS32("RenderGlowIterations");
- RenderGlowWidth = gSavedSettings.getF32("RenderGlowWidth");
- RenderGlowStrength = gSavedSettings.getF32("RenderGlowStrength");
- RenderDepthOfField = gSavedSettings.getBOOL("RenderDepthOfField");
- RenderDepthOfFieldInEditMode = gSavedSettings.getBOOL("RenderDepthOfFieldInEditMode");
- CameraFocusTransitionTime = gSavedSettings.getF32("CameraFocusTransitionTime");
- CameraFNumber = gSavedSettings.getF32("CameraFNumber");
- CameraFocalLength = gSavedSettings.getF32("CameraFocalLength");
- CameraFieldOfView = gSavedSettings.getF32("CameraFieldOfView");
- RenderShadowNoise = gSavedSettings.getF32("RenderShadowNoise");
- RenderShadowBlurSize = gSavedSettings.getF32("RenderShadowBlurSize");
- RenderSSAOScale = gSavedSettings.getF32("RenderSSAOScale");
- RenderSSAOMaxScale = gSavedSettings.getU32("RenderSSAOMaxScale");
- RenderSSAOFactor = gSavedSettings.getF32("RenderSSAOFactor");
- RenderSSAOEffect = gSavedSettings.getVector3("RenderSSAOEffect");
- RenderShadowOffsetError = gSavedSettings.getF32("RenderShadowOffsetError");
- RenderShadowBiasError = gSavedSettings.getF32("RenderShadowBiasError");
- RenderShadowOffset = gSavedSettings.getF32("RenderShadowOffset");
- RenderShadowBias = gSavedSettings.getF32("RenderShadowBias");
- RenderSpotShadowOffset = gSavedSettings.getF32("RenderSpotShadowOffset");
- RenderSpotShadowBias = gSavedSettings.getF32("RenderSpotShadowBias");
- RenderEdgeDepthCutoff = gSavedSettings.getF32("RenderEdgeDepthCutoff");
- RenderEdgeNormCutoff = gSavedSettings.getF32("RenderEdgeNormCutoff");
- RenderShadowGaussian = gSavedSettings.getVector3("RenderShadowGaussian");
- RenderShadowBlurDistFactor = gSavedSettings.getF32("RenderShadowBlurDistFactor");
- RenderDeferredAtmospheric = gSavedSettings.getBOOL("RenderDeferredAtmospheric");
- RenderReflectionDetail = gSavedSettings.getS32("RenderReflectionDetail");
- RenderHighlightFadeTime = gSavedSettings.getF32("RenderHighlightFadeTime");
- RenderShadowClipPlanes = gSavedSettings.getVector3("RenderShadowClipPlanes");
- RenderShadowOrthoClipPlanes = gSavedSettings.getVector3("RenderShadowOrthoClipPlanes");
- RenderShadowNearDist = gSavedSettings.getVector3("RenderShadowNearDist");
- RenderFarClip = gSavedSettings.getF32("RenderFarClip");
- RenderShadowSplitExponent = gSavedSettings.getVector3("RenderShadowSplitExponent");
- RenderShadowErrorCutoff = gSavedSettings.getF32("RenderShadowErrorCutoff");
- RenderShadowFOVCutoff = gSavedSettings.getF32("RenderShadowFOVCutoff");
- CameraOffset = gSavedSettings.getBOOL("CameraOffset");
- CameraMaxCoF = gSavedSettings.getF32("CameraMaxCoF");
- CameraDoFResScale = gSavedSettings.getF32("CameraDoFResScale");
- RenderAutoHideSurfaceAreaLimit = gSavedSettings.getF32("RenderAutoHideSurfaceAreaLimit");
-
- updateRenderDeferred();
-}
-
-void LLPipeline::releaseGLBuffers()
-{
- assertInitialized();
-
- if (mNoiseMap)
- {
- LLImageGL::deleteTextures(1, &mNoiseMap);
- mNoiseMap = 0;
- }
-
- if (mTrueNoiseMap)
- {
- LLImageGL::deleteTextures(1, &mTrueNoiseMap);
- mTrueNoiseMap = 0;
- }
-
- releaseLUTBuffers();
-
- mWaterRef.release();
- mWaterDis.release();
- mHighlight.release();
-
- for (U32 i = 0; i < 3; i++)
- {
- mGlow[i].release();
- }
-
- releaseScreenBuffers();
-
- gBumpImageList.destroyGL();
- LLVOAvatar::resetImpostors();
-}
-
-void LLPipeline::releaseLUTBuffers()
-{
- if (mLightFunc)
- {
- LLImageGL::deleteTextures(1, &mLightFunc);
- mLightFunc = 0;
- }
-}
-
-void LLPipeline::releaseScreenBuffers()
-{
- mUIScreen.release();
- mScreen.release();
- mFXAABuffer.release();
- mPhysicsDisplay.release();
- mDeferredScreen.release();
- mDeferredDepth.release();
- mDeferredLight.release();
- mOcclusionDepth.release();
-
- for (U32 i = 0; i < 6; i++)
- {
- mShadow[i].release();
- mShadowOcclusion[i].release();
- }
-
- mInscatter.release();
-}
-
-
-void LLPipeline::createGLBuffers()
-{
- stop_glerror();
- assertInitialized();
-
- updateRenderDeferred();
-
- bool materials_in_water = false;
-
-#if MATERIALS_IN_REFLECTIONS
- materials_in_water = gSavedSettings.getS32("RenderWaterMaterials");
-#endif
-
- if (LLPipeline::sWaterReflections)
- { //water reflection texture
- U32 res = (U32) llmax(gSavedSettings.getS32("RenderWaterRefResolution"), 512);
-
- // Set up SRGB targets if we're doing deferred-path reflection rendering
- //
- if (LLPipeline::sRenderDeferred && materials_in_water)
- {
- mWaterRef.allocate(res,res,GL_SRGB8_ALPHA8,TRUE,FALSE);
- //always use FBO for mWaterDis so it can be used for avatar texture bakes
- mWaterDis.allocate(res,res,GL_SRGB8_ALPHA8,TRUE,FALSE,LLTexUnit::TT_TEXTURE, true);
- }
- else
- {
- mWaterRef.allocate(res,res,GL_RGBA,TRUE,FALSE);
- //always use FBO for mWaterDis so it can be used for avatar texture bakes
- mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE,LLTexUnit::TT_TEXTURE, true);
- }
- }
-
- mHighlight.allocate(256,256,GL_RGBA, FALSE, FALSE);
-
- stop_glerror();
-
- GLuint resX = gViewerWindow->getWorldViewWidthRaw();
- GLuint resY = gViewerWindow->getWorldViewHeightRaw();
-
- if (LLPipeline::sRenderGlow)
- { //screen space glow buffers
- const U32 glow_res = llmax(1,
- llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow")));
-
- for (U32 i = 0; i < 3; i++)
- {
- mGlow[i].allocate(512,glow_res,GL_RGBA,FALSE,FALSE);
- }
-
- allocateScreenBuffer(resX,resY);
- mScreenWidth = 0;
- mScreenHeight = 0;
- }
-
- if (sRenderDeferred)
- {
- if (!mNoiseMap)
- {
- const U32 noiseRes = 128;
- LLVector3 noise[noiseRes*noiseRes];
-
- F32 scaler = gSavedSettings.getF32("RenderDeferredNoise")/100.f;
- for (U32 i = 0; i < noiseRes*noiseRes; ++i)
- {
- noise[i] = LLVector3(ll_frand()-0.5f, ll_frand()-0.5f, 0.f);
- noise[i].normVec();
- noise[i].mV[2] = ll_frand()*scaler+1.f-scaler/2.f;
- }
-
- LLImageGL::generateTextures(1, &mNoiseMap);
-
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap);
- LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F_ARB, noiseRes, noiseRes, GL_RGB, GL_FLOAT, noise, false);
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- if (!mTrueNoiseMap)
- {
- const U32 noiseRes = 128;
- F32 noise[noiseRes*noiseRes*3];
- for (U32 i = 0; i < noiseRes*noiseRes*3; i++)
- {
- noise[i] = ll_frand()*2.0-1.0;
- }
-
- LLImageGL::generateTextures(1, &mTrueNoiseMap);
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mTrueNoiseMap);
- LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F_ARB, noiseRes, noiseRes, GL_RGB,GL_FLOAT, noise, false);
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- createLUTBuffers();
- }
-
- gBumpImageList.restoreGL();
-}
-
-F32 lerpf(F32 a, F32 b, F32 w)
-{
- return a + w * (b - a);
-}
-
-void LLPipeline::createLUTBuffers()
-{
- if (sRenderDeferred)
- {
- if (!mLightFunc)
- {
- U32 lightResX = gSavedSettings.getU32("RenderSpecularResX");
- U32 lightResY = gSavedSettings.getU32("RenderSpecularResY");
- F32* ls = new F32[lightResX*lightResY];
- F32 specExp = gSavedSettings.getF32("RenderSpecularExponent");
- // Calculate the (normalized) blinn-phong specular lookup texture. (with a few tweaks)
- for (U32 y = 0; y < lightResY; ++y)
- {
- for (U32 x = 0; x < lightResX; ++x)
- {
- ls[y*lightResX+x] = 0;
- F32 sa = (F32) x/(lightResX-1);
- F32 spec = (F32) y/(lightResY-1);
- F32 n = spec * spec * specExp;
-
- // Nothing special here. Just your typical blinn-phong term.
- spec = powf(sa, n);
-
- // Apply our normalization function.
- // Note: This is the full equation that applies the full normalization curve, not an approximation.
- // This is fine, given we only need to create our LUT once per buffer initialization.
- spec *= (((n + 2) * (n + 4)) / (8 * F_PI * (powf(2, -n/2) + n)));
-
- // Since we use R16F, we no longer have a dynamic range issue we need to work around here.
- // Though some older drivers may not like this, newer drivers shouldn't have this problem.
- ls[y*lightResX+x] = spec;
- }
- }
-
- U32 pix_format = GL_R16F;
-#if LL_DARWIN
- // Need to work around limited precision with 10.6.8 and older drivers
- //
- pix_format = GL_R32F;
-#endif
- LLImageGL::generateTextures(1, &mLightFunc);
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
- LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, pix_format, lightResX, lightResY, GL_RED, GL_FLOAT, ls, false);
- gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-
- delete [] ls;
- }
- }
-}
-
-
-void LLPipeline::restoreGL()
-{
- assertInitialized();
-
- if (mVertexShadersEnabled)
- {
- LLViewerShaderMgr::instance()->setShaders();
- }
-
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
- for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
- {
- LLSpatialPartition* part = region->getSpatialPartition(i);
- if (part)
- {
- part->restoreGL();
- }
- }
- }
-}
-
-
-bool LLPipeline::canUseVertexShaders()
-{
- static const std::string vertex_shader_enable_feature_string = "VertexShaderEnable";
-
- if (sDisableShaders ||
- !gGLManager.mHasVertexShader ||
- !gGLManager.mHasFragmentShader ||
- !LLFeatureManager::getInstance()->isFeatureAvailable(vertex_shader_enable_feature_string) ||
- (assertInitialized() && mVertexShadersLoaded != 1) )
- {
- return false;
- }
- else
- {
- return true;
- }
-}
-
-bool LLPipeline::canUseWindLightShaders() const
-{
- bool usingWindlight = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_WINDLIGHT) > 1;
- bool haveShaders = ((gWLSkyProgram.mProgramObject != 0) || (gDeferredWLSkyProgram.mProgramObject != 0));
- return (!LLPipeline::sDisableShaders && haveShaders && usingWindlight);
-}
-
-bool LLPipeline::canUseWindLightShadersOnObjects() const
-{
- return (canUseWindLightShaders()
- && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0);
-}
-
-bool LLPipeline::canUseAntiAliasing() const
-{
- return true;
-}
-
-void LLPipeline::unloadShaders()
-{
- LLViewerShaderMgr::instance()->unloadShaders();
-
- mVertexShadersLoaded = 0;
-}
-
-void LLPipeline::assertInitializedDoError()
-{
- LL_ERRS() << "LLPipeline used when uninitialized." << LL_ENDL;
-}
-
-//============================================================================
-
-void LLPipeline::enableShadows(const bool enable_shadows)
-{
- //should probably do something here to wrangle shadows....
-}
-
-S32 LLPipeline::getMaxLightingDetail() const
-{
- /*if (mVertexShaderLevel[SHADER_OBJECT] >= LLDrawPoolSimple::SHADER_LEVEL_LOCAL_LIGHTS)
- {
- return 3;
- }
- else*/
- {
- return 1;
- }
-}
-
-S32 LLPipeline::setLightingDetail(S32 level)
-{
- refreshCachedSettings();
-
- if (level < 0)
- {
- if (RenderLocalLights)
- {
- level = 1;
- }
- else
- {
- level = 0;
- }
- }
- level = llclamp(level, 0, getMaxLightingDetail());
- mLightingDetail = level;
-
- return mLightingDetail;
-}
-
-class LLOctreeDirtyTexture : public OctreeTraveler
-{
-public:
- const std::set<LLViewerFetchedTexture*>& mTextures;
-
- LLOctreeDirtyTexture(const std::set<LLViewerFetchedTexture*>& textures) : mTextures(textures) { }
-
- virtual void visit(const OctreeNode* node)
- {
- LLSpatialGroup* group = (LLSpatialGroup*) node->getListener(0);
-
- if (!group->hasState(LLSpatialGroup::GEOM_DIRTY) && !group->isEmpty())
- {
- for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i)
- {
- for (LLSpatialGroup::drawmap_elem_t::iterator j = i->second.begin(); j != i->second.end(); ++j)
- {
- LLDrawInfo* params = *j;
- LLViewerFetchedTexture* tex = LLViewerTextureManager::staticCastToFetchedTexture(params->mTexture);
- if (tex && mTextures.find(tex) != mTextures.end())
- {
- group->setState(LLSpatialGroup::GEOM_DIRTY);
- }
- }
- }
- }
-
- for (LLSpatialGroup::bridge_list_t::iterator i = group->mBridgeList.begin(); i != group->mBridgeList.end(); ++i)
- {
- LLSpatialBridge* bridge = *i;
- traverse(bridge->mOctree);
- }
- }
-};
-
-// Called when a texture changes # of channels (causes faces to move to alpha pool)
-void LLPipeline::dirtyPoolObjectTextures(const std::set<LLViewerFetchedTexture*>& textures)
-{
- assertInitialized();
-
- // *TODO: This is inefficient and causes frame spikes; need a better way to do this
- // Most of the time is spent in dirty.traverse.
-
- for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
- {
- LLDrawPool *poolp = *iter;
- if (poolp->isFacePool())
- {
- ((LLFacePool*) poolp)->dirtyTextures(textures);
- }
- }
-
- LLOctreeDirtyTexture dirty(textures);
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
- for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
- {
- LLSpatialPartition* part = region->getSpatialPartition(i);
- if (part)
- {
- dirty.traverse(part->mOctree);
- }
- }
- }
-}
-
-LLDrawPool *LLPipeline::findPool(const U32 type, LLViewerTexture *tex0)
-{
- assertInitialized();
-
- LLDrawPool *poolp = NULL;
- switch( type )
- {
- case LLDrawPool::POOL_SIMPLE:
- poolp = mSimplePool;
- break;
-
- case LLDrawPool::POOL_GRASS:
- poolp = mGrassPool;
- break;
-
- case LLDrawPool::POOL_ALPHA_MASK:
- poolp = mAlphaMaskPool;
- break;
-
- case LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK:
- poolp = mFullbrightAlphaMaskPool;
- break;
-
- case LLDrawPool::POOL_FULLBRIGHT:
- poolp = mFullbrightPool;
- break;
-
- case LLDrawPool::POOL_INVISIBLE:
- poolp = mInvisiblePool;
- break;
-
- case LLDrawPool::POOL_GLOW:
- poolp = mGlowPool;
- break;
-
- case LLDrawPool::POOL_TREE:
- poolp = get_if_there(mTreePools, (uintptr_t)tex0, (LLDrawPool*)0 );
- break;
-
- case LLDrawPool::POOL_TERRAIN:
- poolp = get_if_there(mTerrainPools, (uintptr_t)tex0, (LLDrawPool*)0 );
- break;
-
- case LLDrawPool::POOL_BUMP:
- poolp = mBumpPool;
- break;
- case LLDrawPool::POOL_MATERIALS:
- poolp = mMaterialsPool;
- break;
- case LLDrawPool::POOL_ALPHA:
- poolp = mAlphaPool;
- break;
-
- case LLDrawPool::POOL_AVATAR:
- break; // Do nothing
-
- case LLDrawPool::POOL_SKY:
- poolp = mSkyPool;
- break;
-
- case LLDrawPool::POOL_WATER:
- poolp = mWaterPool;
- break;
-
- case LLDrawPool::POOL_GROUND:
- poolp = mGroundPool;
- break;
-
- case LLDrawPool::POOL_WL_SKY:
- poolp = mWLSkyPool;
- break;
-
- default:
- llassert(0);
- LL_ERRS() << "Invalid Pool Type in LLPipeline::findPool() type=" << type << LL_ENDL;
- break;
- }
-
- return poolp;
-}
-
-
-LLDrawPool *LLPipeline::getPool(const U32 type, LLViewerTexture *tex0)
-{
- LLDrawPool *poolp = findPool(type, tex0);
- if (poolp)
- {
- return poolp;
- }
-
- LLDrawPool *new_poolp = LLDrawPool::createPool(type, tex0);
- addPool( new_poolp );
-
- return new_poolp;
-}
-
-
-// static
-LLDrawPool* LLPipeline::getPoolFromTE(const LLTextureEntry* te, LLViewerTexture* imagep)
-{
- U32 type = getPoolTypeFromTE(te, imagep);
- return gPipeline.getPool(type, imagep);
-}
-
-//static
-U32 LLPipeline::getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* imagep)
-{
- if (!te || !imagep)
- {
- return 0;
- }
-
- LLMaterial* mat = te->getMaterialParams().get();
-
- bool color_alpha = te->getColor().mV[3] < 0.999f;
- bool alpha = color_alpha;
- if (imagep)
- {
- alpha = alpha || (imagep->getComponents() == 4 && imagep->getType() != LLViewerTexture::MEDIA_TEXTURE) || (imagep->getComponents() == 2);
- }
-
- if (alpha && mat)
- {
- switch (mat->getDiffuseAlphaMode())
- {
- case 1:
- alpha = true; // Material's alpha mode is set to blend. Toss it into the alpha draw pool.
- break;
- case 0: //alpha mode set to none, never go to alpha pool
- case 3: //alpha mode set to emissive, never go to alpha pool
- alpha = color_alpha;
- break;
- default: //alpha mode set to "mask", go to alpha pool if fullbright
- alpha = color_alpha; // Material's alpha mode is set to none, mask, or emissive. Toss it into the opaque material draw pool.
- break;
- }
- }
-
- if (alpha)
- {
- return LLDrawPool::POOL_ALPHA;
- }
- else if ((te->getBumpmap() || te->getShiny()) && (!mat || mat->getNormalID().isNull()))
- {
- return LLDrawPool::POOL_BUMP;
- }
- else if (mat && !alpha)
- {
- return LLDrawPool::POOL_MATERIALS;
- }
- else
- {
- return LLDrawPool::POOL_SIMPLE;
- }
-}
-
-
-void LLPipeline::addPool(LLDrawPool *new_poolp)
-{
- assertInitialized();
- mPools.insert(new_poolp);
- addToQuickLookup( new_poolp );
-}
-
-void LLPipeline::allocDrawable(LLViewerObject *vobj)
-{
- LLDrawable *drawable = new LLDrawable(vobj);
- vobj->mDrawable = drawable;
-
- //encompass completely sheared objects by taking
- //the most extreme point possible (<1,1,0.5>)
- drawable->setRadius(LLVector3(1,1,0.5f).scaleVec(vobj->getScale()).length());
- if (vobj->isOrphaned())
- {
- drawable->setState(LLDrawable::FORCE_INVISIBLE);
- }
- drawable->updateXform(TRUE);
-}
-
-
-static LLTrace::BlockTimerStatHandle FTM_UNLINK("Unlink");
-static LLTrace::BlockTimerStatHandle FTM_REMOVE_FROM_MOVE_LIST("Movelist");
-static LLTrace::BlockTimerStatHandle FTM_REMOVE_FROM_SPATIAL_PARTITION("Spatial Partition");
-static LLTrace::BlockTimerStatHandle FTM_REMOVE_FROM_LIGHT_SET("Light Set");
-static LLTrace::BlockTimerStatHandle FTM_REMOVE_FROM_HIGHLIGHT_SET("Highlight Set");
-
-void LLPipeline::unlinkDrawable(LLDrawable *drawable)
-{
- LL_RECORD_BLOCK_TIME(FTM_UNLINK);
-
- assertInitialized();
-
- LLPointer<LLDrawable> drawablep = drawable; // make sure this doesn't get deleted before we are done
-
- // Based on flags, remove the drawable from the queues that it's on.
- if (drawablep->isState(LLDrawable::ON_MOVE_LIST))
- {
- LL_RECORD_BLOCK_TIME(FTM_REMOVE_FROM_MOVE_LIST);
- LLDrawable::drawable_vector_t::iterator iter = std::find(mMovedList.begin(), mMovedList.end(), drawablep);
- if (iter != mMovedList.end())
- {
- mMovedList.erase(iter);
- }
- }
-
- if (drawablep->getSpatialGroup())
- {
- LL_RECORD_BLOCK_TIME(FTM_REMOVE_FROM_SPATIAL_PARTITION);
- if (!drawablep->getSpatialGroup()->getSpatialPartition()->remove(drawablep, drawablep->getSpatialGroup()))
- {
-#ifdef LL_RELEASE_FOR_DOWNLOAD
- LL_WARNS() << "Couldn't remove object from spatial group!" << LL_ENDL;
-#else
- LL_ERRS() << "Couldn't remove object from spatial group!" << LL_ENDL;
-#endif
- }
- }
-
- {
- LL_RECORD_BLOCK_TIME(FTM_REMOVE_FROM_LIGHT_SET);
- mLights.erase(drawablep);
-
- for (light_set_t::iterator iter = mNearbyLights.begin();
- iter != mNearbyLights.end(); iter++)
- {
- if (iter->drawable == drawablep)
- {
- mNearbyLights.erase(iter);
- break;
- }
- }
- }
-
- {
- LL_RECORD_BLOCK_TIME(FTM_REMOVE_FROM_HIGHLIGHT_SET);
- HighlightItem item(drawablep);
- mHighlightSet.erase(item);
-
- if (mHighlightObject == drawablep)
- {
- mHighlightObject = NULL;
- }
- }
-
- for (U32 i = 0; i < 2; ++i)
- {
- if (mShadowSpotLight[i] == drawablep)
- {
- mShadowSpotLight[i] = NULL;
- }
-
- if (mTargetShadowSpotLight[i] == drawablep)
- {
- mTargetShadowSpotLight[i] = NULL;
- }
- }
-
-
-}
-
-//static
-void LLPipeline::removeMutedAVsLights(LLVOAvatar* muted_avatar)
-{
- LL_RECORD_BLOCK_TIME(FTM_REMOVE_FROM_LIGHT_SET);
- for (light_set_t::iterator iter = gPipeline.mNearbyLights.begin();
- iter != gPipeline.mNearbyLights.end(); iter++)
- {
- if (iter->drawable->getVObj()->isAttachment() && iter->drawable->getVObj()->getAvatar() == muted_avatar)
- {
- gPipeline.mLights.erase(iter->drawable);
- gPipeline.mNearbyLights.erase(iter);
- }
- }
-}
-
-U32 LLPipeline::addObject(LLViewerObject *vobj)
-{
- if (RenderDelayCreation)
- {
- mCreateQ.push_back(vobj);
- }
- else
- {
- createObject(vobj);
- }
-
- return 1;
-}
-
-void LLPipeline::createObjects(F32 max_dtime)
-{
- LL_RECORD_BLOCK_TIME(FTM_PIPELINE_CREATE);
-
- LLTimer update_timer;
-
- while (!mCreateQ.empty() && update_timer.getElapsedTimeF32() < max_dtime)
- {
- LLViewerObject* vobj = mCreateQ.front();
- if (!vobj->isDead())
- {
- createObject(vobj);
- }
- mCreateQ.pop_front();
- }
-
- //for (LLViewerObject::vobj_list_t::iterator iter = mCreateQ.begin(); iter != mCreateQ.end(); ++iter)
- //{
- // createObject(*iter);
- //}
-
- //mCreateQ.clear();
-}
-
-void LLPipeline::createObject(LLViewerObject* vobj)
-{
- LLDrawable* drawablep = vobj->mDrawable;
-
- if (!drawablep)
- {
- drawablep = vobj->createDrawable(this);
- }
- else
- {
- LL_ERRS() << "Redundant drawable creation!" << LL_ENDL;
- }
-
- llassert(drawablep);
-
- if (vobj->getParent())
- {
- vobj->setDrawableParent(((LLViewerObject*)vobj->getParent())->mDrawable); // LLPipeline::addObject 1
- }
- else
- {
- vobj->setDrawableParent(NULL); // LLPipeline::addObject 2
- }
-
- markRebuild(drawablep, LLDrawable::REBUILD_ALL, TRUE);
-
- if (drawablep->getVOVolume() && RenderAnimateRes)
- {
- // fun animated res
- drawablep->updateXform(TRUE);
- drawablep->clearState(LLDrawable::MOVE_UNDAMPED);
- drawablep->setScale(LLVector3(0,0,0));
- drawablep->makeActive();
- }
-}
-
-
-void LLPipeline::resetFrameStats()
-{
- assertInitialized();
-
- sCompiles = 0;
- mNumVisibleFaces = 0;
-
- if (mOldRenderDebugMask != mRenderDebugMask)
- {
- gObjectList.clearDebugText();
- mOldRenderDebugMask = mRenderDebugMask;
- }
-}
-
-//external functions for asynchronous updating
-void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep)
-{
- if (FreezeTime)
- {
- return;
- }
- if (!drawablep)
- {
- LL_ERRS() << "updateMove called with NULL drawablep" << LL_ENDL;
- return;
- }
- if (drawablep->isState(LLDrawable::EARLY_MOVE))
- {
- return;
- }
-
- assertInitialized();
-
- // update drawable now
- drawablep->clearState(LLDrawable::MOVE_UNDAMPED); // force to DAMPED
- drawablep->updateMove(); // returns done
- drawablep->setState(LLDrawable::EARLY_MOVE); // flag says we already did an undamped move this frame
- // Put on move list so that EARLY_MOVE gets cleared
- if (!drawablep->isState(LLDrawable::ON_MOVE_LIST))
- {
- mMovedList.push_back(drawablep);
- drawablep->setState(LLDrawable::ON_MOVE_LIST);
- }
-}
-
-void LLPipeline::updateMoveNormalAsync(LLDrawable* drawablep)
-{
- if (FreezeTime)
- {
- return;
- }
- if (!drawablep)
- {
- LL_ERRS() << "updateMove called with NULL drawablep" << LL_ENDL;
- return;
- }
- if (drawablep->isState(LLDrawable::EARLY_MOVE))
- {
- return;
- }
-
- assertInitialized();
-
- // update drawable now
- drawablep->setState(LLDrawable::MOVE_UNDAMPED); // force to UNDAMPED
- drawablep->updateMove();
- drawablep->setState(LLDrawable::EARLY_MOVE); // flag says we already did an undamped move this frame
- // Put on move list so that EARLY_MOVE gets cleared
- if (!drawablep->isState(LLDrawable::ON_MOVE_LIST))
- {
- mMovedList.push_back(drawablep);
- drawablep->setState(LLDrawable::ON_MOVE_LIST);
- }
-}
-
-void LLPipeline::updateMovedList(LLDrawable::drawable_vector_t& moved_list)
-{
- for (LLDrawable::drawable_vector_t::iterator iter = moved_list.begin();
- iter != moved_list.end(); )
- {
- LLDrawable::drawable_vector_t::iterator curiter = iter++;
- LLDrawable *drawablep = *curiter;
- bool done = true;
- if (!drawablep->isDead() && (!drawablep->isState(LLDrawable::EARLY_MOVE)))
- {
- done = drawablep->updateMove();
- }
- drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED);
- if (done)
- {
- if (drawablep->isRoot())
- {
- drawablep->makeStatic();
- }
- drawablep->clearState(LLDrawable::ON_MOVE_LIST);
- if (drawablep->isState(LLDrawable::ANIMATED_CHILD))
- { //will likely not receive any future world matrix updates
- // -- this keeps attachments from getting stuck in space and falling off your avatar
- drawablep->clearState(LLDrawable::ANIMATED_CHILD);
- markRebuild(drawablep, LLDrawable::REBUILD_VOLUME, TRUE);
- if (drawablep->getVObj())
- {
- drawablep->getVObj()->dirtySpatialGroup(TRUE);
- }
- }
- iter = moved_list.erase(curiter);
- }
- }
-}
-
-static LLTrace::BlockTimerStatHandle FTM_OCTREE_BALANCE("Balance Octree");
-static LLTrace::BlockTimerStatHandle FTM_UPDATE_MOVE("Update Move");
-static LLTrace::BlockTimerStatHandle FTM_RETEXTURE("Retexture");
-static LLTrace::BlockTimerStatHandle FTM_MOVED_LIST("Moved List");
-
-void LLPipeline::updateMove()
-{
- LL_RECORD_BLOCK_TIME(FTM_UPDATE_MOVE);
-
- if (FreezeTime)
- {
- return;
- }
-
- assertInitialized();
-
- {
- LL_RECORD_BLOCK_TIME(FTM_RETEXTURE);
-
- for (LLDrawable::drawable_set_t::iterator iter = mRetexturedList.begin();
- iter != mRetexturedList.end(); ++iter)
- {
- LLDrawable* drawablep = *iter;
- if (drawablep && !drawablep->isDead())
- {
- drawablep->updateTexture();
- }
- }
- mRetexturedList.clear();
- }
-
- {
- LL_RECORD_BLOCK_TIME(FTM_MOVED_LIST);
- updateMovedList(mMovedList);
- }
-
- //balance octrees
- {
- LL_RECORD_BLOCK_TIME(FTM_OCTREE_BALANCE);
-
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
- for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
- {
- LLSpatialPartition* part = region->getSpatialPartition(i);
- if (part)
- {
- part->mOctree->balance();
- }
- }
-
- //balance the VO Cache tree
- LLVOCachePartition* vo_part = region->getVOCachePartition();
- if(vo_part)
- {
- vo_part->mOctree->balance();
- }
- }
- }
-}
-
-/////////////////////////////////////////////////////////////////////////////
-// Culling and occlusion testing
-/////////////////////////////////////////////////////////////////////////////
-
-//static
-F32 LLPipeline::calcPixelArea(LLVector3 center, LLVector3 size, LLCamera &camera)
-{
- LLVector3 lookAt = center - camera.getOrigin();
- F32 dist = lookAt.length();
-
- //ramp down distance for nearby objects
- //shrink dist by dist/16.
- if (dist < 16.f)
- {
- dist /= 16.f;
- dist *= dist;
- dist *= 16.f;
- }
-
- //get area of circle around node
- F32 app_angle = atanf(size.length()/dist);
- F32 radius = app_angle*LLDrawable::sCurPixelAngle;
- return radius*radius * F_PI;
-}
-
-//static
-F32 LLPipeline::calcPixelArea(const LLVector4a& center, const LLVector4a& size, LLCamera &camera)
-{
- LLVector4a origin;
- origin.load3(camera.getOrigin().mV);
-
- LLVector4a lookAt;
- lookAt.setSub(center, origin);
- F32 dist = lookAt.getLength3().getF32();
-
- //ramp down distance for nearby objects
- //shrink dist by dist/16.
- if (dist < 16.f)
- {
- dist /= 16.f;
- dist *= dist;
- dist *= 16.f;
- }
-
- //get area of circle around node
- F32 app_angle = atanf(size.getLength3().getF32()/dist);
- F32 radius = app_angle*LLDrawable::sCurPixelAngle;
- return radius*radius * F_PI;
-}
-
-void LLPipeline::grabReferences(LLCullResult& result)
-{
- sCull = &result;
-}
-
-void LLPipeline::clearReferences()
-{
- sCull = NULL;
- mGroupSaveQ1.clear();
-}
-
-void check_references(LLSpatialGroup* group, LLDrawable* drawable)
-{
- for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i)
- {
- if (drawable == (LLDrawable*)(*i)->getDrawable())
- {
- LL_ERRS() << "LLDrawable deleted while actively reference by LLPipeline." << LL_ENDL;
- }
- }
-}
-
-void check_references(LLDrawable* drawable, LLFace* face)
-{
- for (S32 i = 0; i < drawable->getNumFaces(); ++i)
- {
- if (drawable->getFace(i) == face)
- {
- LL_ERRS() << "LLFace deleted while actively referenced by LLPipeline." << LL_ENDL;
- }
- }
-}
-
-void check_references(LLSpatialGroup* group, LLFace* face)
-{
- for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i)
- {
- LLDrawable* drawable = (LLDrawable*)(*i)->getDrawable();
- if(drawable)
- {
- check_references(drawable, face);
- }
-}
-}
-
-void LLPipeline::checkReferences(LLFace* face)
-{
-#if CHECK_PIPELINE_REFERENCES
- if (sCull)
- {
- for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
- {
- LLSpatialGroup* group = *iter;
- check_references(group, face);
- }
-
- for (LLCullResult::sg_iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter)
- {
- LLSpatialGroup* group = *iter;
- check_references(group, face);
- }
-
- for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
- {
- LLSpatialGroup* group = *iter;
- check_references(group, face);
- }
-
- for (LLCullResult::drawable_iterator iter = sCull->beginVisibleList(); iter != sCull->endVisibleList(); ++iter)
- {
- LLDrawable* drawable = *iter;
- check_references(drawable, face);
- }
- }
-#endif
-}
-
-void LLPipeline::checkReferences(LLDrawable* drawable)
-{
-#if CHECK_PIPELINE_REFERENCES
- if (sCull)
- {
- for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
- {
- LLSpatialGroup* group = *iter;
- check_references(group, drawable);
- }
-
- for (LLCullResult::sg_iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter)
- {
- LLSpatialGroup* group = *iter;
- check_references(group, drawable);
- }
-
- for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
- {
- LLSpatialGroup* group = *iter;
- check_references(group, drawable);
- }
-
- for (LLCullResult::drawable_iterator iter = sCull->beginVisibleList(); iter != sCull->endVisibleList(); ++iter)
- {
- if (drawable == *iter)
- {
- LL_ERRS() << "LLDrawable deleted while actively referenced by LLPipeline." << LL_ENDL;
- }
- }
- }
-#endif
-}
-
-void check_references(LLSpatialGroup* group, LLDrawInfo* draw_info)
-{
- for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i)
- {
- LLSpatialGroup::drawmap_elem_t& draw_vec = i->second;
- for (LLSpatialGroup::drawmap_elem_t::iterator j = draw_vec.begin(); j != draw_vec.end(); ++j)
- {
- LLDrawInfo* params = *j;
- if (params == draw_info)
- {
- LL_ERRS() << "LLDrawInfo deleted while actively referenced by LLPipeline." << LL_ENDL;
- }
- }
- }
-}
-
-
-void LLPipeline::checkReferences(LLDrawInfo* draw_info)
-{
-#if CHECK_PIPELINE_REFERENCES
- if (sCull)
- {
- for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
- {
- LLSpatialGroup* group = *iter;
- check_references(group, draw_info);
- }
-
- for (LLCullResult::sg_iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter)
- {
- LLSpatialGroup* group = *iter;
- check_references(group, draw_info);
- }
-
- for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
- {
- LLSpatialGroup* group = *iter;
- check_references(group, draw_info);
- }
- }
-#endif
-}
-
-void LLPipeline::checkReferences(LLSpatialGroup* group)
-{
-#if CHECK_PIPELINE_REFERENCES
- if (sCull)
- {
- for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
- {
- if (group == *iter)
- {
- LL_ERRS() << "LLSpatialGroup deleted while actively referenced by LLPipeline." << LL_ENDL;
- }
- }
-
- for (LLCullResult::sg_iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter)
- {
- if (group == *iter)
- {
- LL_ERRS() << "LLSpatialGroup deleted while actively referenced by LLPipeline." << LL_ENDL;
- }
- }
-
- for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
- {
- if (group == *iter)
- {
- LL_ERRS() << "LLSpatialGroup deleted while actively referenced by LLPipeline." << LL_ENDL;
- }
- }
- }
-#endif
-}
-
-
-bool LLPipeline::visibleObjectsInFrustum(LLCamera& camera)
-{
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
-
- for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
- {
- LLSpatialPartition* part = region->getSpatialPartition(i);
- if (part)
- {
- if (hasRenderType(part->mDrawableType))
- {
- if (part->visibleObjectsInFrustum(camera))
- {
- return true;
- }
- }
- }
- }
- }
-
- return false;
-}
-
-bool LLPipeline::getVisibleExtents(LLCamera& camera, LLVector3& min, LLVector3& max)
-{
- const F32 X = 65536.f;
-
- min = LLVector3(X,X,X);
- max = LLVector3(-X,-X,-X);
-
- LLViewerCamera::eCameraID saved_camera_id = LLViewerCamera::sCurCameraID;
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
-
- bool res = true;
-
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
-
- for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
- {
- LLSpatialPartition* part = region->getSpatialPartition(i);
- if (part)
- {
- if (hasRenderType(part->mDrawableType))
- {
- if (!part->getVisibleExtents(camera, min, max))
- {
- res = false;
- }
- }
- }
- }
- }
-
- LLViewerCamera::sCurCameraID = saved_camera_id;
-
- return res;
-}
-
-static LLTrace::BlockTimerStatHandle FTM_CULL("Object Culling");
-
-void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip, LLPlane* planep)
-{
- static LLCachedControl<bool> use_occlusion(gSavedSettings,"UseOcclusion");
- static bool can_use_occlusion = LLGLSLShader::sNoFixedFunction
- && LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion")
- && gGLManager.mHasOcclusionQuery;
-
- LL_RECORD_BLOCK_TIME(FTM_CULL);
-
- grabReferences(result);
-
- sCull->clear();
-
- bool to_texture = LLPipeline::sUseOcclusion > 1 &&
- !hasRenderType(LLPipeline::RENDER_TYPE_HUD) &&
- LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD &&
- gPipeline.canUseVertexShaders() &&
- sRenderGlow;
-
- if (to_texture)
- {
- if (LLPipeline::sRenderDeferred)
- {
- mOcclusionDepth.bindTarget();
- }
- else
- {
- mScreen.bindTarget();
- }
- }
-
- if (sUseOcclusion > 1)
- {
- gGL.setColorMask(false, false);
- }
-
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadMatrix(gGLLastProjection);
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.pushMatrix();
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLLastModelView);
-
- LLGLDisable blend(GL_BLEND);
- LLGLDisable test(GL_ALPHA_TEST);
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
-
- //setup a clip plane in projection matrix for reflection renders (prevents flickering from occlusion culling)
- LLViewerRegion* region = gAgent.getRegion();
- LLPlane plane;
-
- if (planep)
- {
- plane = *planep;
- }
- else
- {
- if (region)
- {
- LLVector3 pnorm;
- F32 height = region->getWaterHeight();
- if (water_clip < 0)
- { //camera is above water, clip plane points up
- pnorm.setVec(0,0,1);
- plane.setVec(pnorm, -height);
- }
- else if (water_clip > 0)
- { //camera is below water, clip plane points down
- pnorm = LLVector3(0,0,-1);
- plane.setVec(pnorm, height);
- }
- }
- }
-
- glh::matrix4f modelview = get_last_modelview();
- glh::matrix4f proj = get_last_projection();
- LLGLUserClipPlane clip(plane, modelview, proj, water_clip != 0 && LLPipeline::sReflectionRender);
-
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
-
- bool bound_shader = false;
- if (gPipeline.canUseVertexShaders() && LLGLSLShader::sCurBoundShader == 0)
- { //if no shader is currently bound, use the occlusion shader instead of fixed function if we can
- // (shadow render uses a special shader that clamps to clip planes)
- bound_shader = true;
- gOcclusionCubeProgram.bind();
- }
-
- if (sUseOcclusion > 1)
- {
- if (mCubeVB.isNull())
- { //cube VB will be used for issuing occlusion queries
- mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB);
- }
- mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- }
-
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
- if (water_clip != 0)
- {
- LLPlane plane(LLVector3(0,0, (F32) -water_clip), (F32) water_clip*region->getWaterHeight());
- camera.setUserClipPlane(plane);
- }
- else
- {
- camera.disableUserClipPlane();
- }
-
- for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
- {
- LLSpatialPartition* part = region->getSpatialPartition(i);
- if (part)
- {
- if (hasRenderType(part->mDrawableType))
- {
- part->cull(camera);
- }
- }
- }
-
- //scan the VO Cache tree
- LLVOCachePartition* vo_part = region->getVOCachePartition();
- if(vo_part)
- {
- bool do_occlusion_cull = can_use_occlusion && use_occlusion && !gUseWireframe/* && !gViewerWindow->getProgressView()->getVisible()*/;
- vo_part->cull(camera, do_occlusion_cull);
- }
- }
-
- if (bound_shader)
- {
- gOcclusionCubeProgram.unbind();
- }
-
- camera.disableUserClipPlane();
-
- if (hasRenderType(LLPipeline::RENDER_TYPE_SKY) &&
- gSky.mVOSkyp.notNull() &&
- gSky.mVOSkyp->mDrawable.notNull())
- {
- gSky.mVOSkyp->mDrawable->setVisible(camera);
- sCull->pushDrawable(gSky.mVOSkyp->mDrawable);
- gSky.updateCull();
- stop_glerror();
- }
-
- if (hasRenderType(LLPipeline::RENDER_TYPE_GROUND) &&
- !gPipeline.canUseWindLightShaders() &&
- gSky.mVOGroundp.notNull() &&
- gSky.mVOGroundp->mDrawable.notNull() &&
- !LLPipeline::sWaterReflections)
- {
- gSky.mVOGroundp->mDrawable->setVisible(camera);
- sCull->pushDrawable(gSky.mVOGroundp->mDrawable);
- }
-
-
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
-
- if (sUseOcclusion > 1)
- {
- gGL.setColorMask(true, false);
- }
-
- if (to_texture)
- {
- if (LLPipeline::sRenderDeferred)
- {
- mOcclusionDepth.flush();
- }
- else
- {
- mScreen.flush();
- }
- }
-}
-
-void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera)
-{
- if (group->isEmpty())
- {
- return;
- }
-
- group->setVisible();
-
- if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
- {
- group->updateDistance(camera);
- }
-
- const F32 MINIMUM_PIXEL_AREA = 16.f;
-
- if (group->mPixelArea < MINIMUM_PIXEL_AREA)
- {
- return;
- }
-
- const LLVector4a* bounds = group->getBounds();
- if (sMinRenderSize > 0.f &&
- llmax(llmax(bounds[1][0], bounds[1][1]), bounds[1][2]) < sMinRenderSize)
- {
- return;
- }
-
- assertInitialized();
-
- if (!group->getSpatialPartition()->mRenderByGroup)
- { //render by drawable
- sCull->pushDrawableGroup(group);
- }
- else
- { //render by group
- sCull->pushVisibleGroup(group);
- }
-
- mNumVisibleNodes++;
-}
-
-void LLPipeline::markOccluder(LLSpatialGroup* group)
-{
- if (sUseOcclusion > 1 && group && !group->isOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION))
- {
- LLSpatialGroup* parent = group->getParent();
-
- if (!parent || !parent->isOcclusionState(LLSpatialGroup::OCCLUDED))
- { //only mark top most occluders as active occlusion
- sCull->pushOcclusionGroup(group);
- group->setOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION);
-
- if (parent &&
- !parent->isOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION) &&
- parent->getElementCount() == 0 &&
- parent->needsUpdate())
- {
- sCull->pushOcclusionGroup(group);
- parent->setOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION);
- }
- }
- }
-}
-
-void LLPipeline::downsampleMinMaxDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space)
-{
- LLGLSLShader* last_shader = LLGLSLShader::sCurBoundShaderPtr;
-
- LLGLSLShader* shader = NULL;
-
- if (scratch_space)
- {
- scratch_space->copyContents(source,
- 0, 0, source.getWidth(), source.getHeight(),
- 0, 0, scratch_space->getWidth(), scratch_space->getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
- }
-
- dest.bindTarget();
- dest.clear(GL_COLOR_BUFFER_BIT); // dest should be an RG16F target
-
- LLStrider<LLVector3> vert;
- mDeferredVB->getVertexStrider(vert);
- LLStrider<LLVector2> tc0;
-
- vert[0].set(-1, 1, 0);
- vert[1].set(-1, -3, 0);
- vert[2].set(3, 1, 0);
-
- if (source.getUsage() == LLTexUnit::TT_RECT_TEXTURE)
- {
- shader = &gDownsampleMinMaxDepthRectProgram;
- shader->bind();
- shader->uniform2f(sDelta, 1.f, 1.f);
- shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, source.getWidth(), source.getHeight());
- }
- else
- {
- shader = &gDownsampleMinMaxDepthRectProgram;
- shader->bind();
- shader->uniform2f(sDelta, 1.f / source.getWidth(), 1.f / source.getHeight());
- shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, 1.f, 1.f);
- }
-
- gGL.getTexUnit(0)->bind(scratch_space ? scratch_space : &source, TRUE);
-
- {
- LLGLDepthTest depth(GL_FALSE, GL_FALSE, GL_ALWAYS);
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
-
- dest.flush();
-
- if (last_shader)
- {
- last_shader->bind();
- }
- else
- {
- shader->unbind();
- }
-}
-
-void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space)
-{
- LLGLSLShader* last_shader = LLGLSLShader::sCurBoundShaderPtr;
-
- LLGLSLShader* shader = NULL;
-
- if (scratch_space)
- {
- scratch_space->copyContents(source,
- 0, 0, source.getWidth(), source.getHeight(),
- 0, 0, scratch_space->getWidth(), scratch_space->getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
- }
-
- dest.bindTarget();
- dest.clear(GL_DEPTH_BUFFER_BIT);
-
- LLStrider<LLVector3> vert;
- mDeferredVB->getVertexStrider(vert);
- LLStrider<LLVector2> tc0;
-
- vert[0].set(-1,1,0);
- vert[1].set(-1,-3,0);
- vert[2].set(3,1,0);
-
- if (source.getUsage() == LLTexUnit::TT_RECT_TEXTURE)
- {
- shader = &gDownsampleDepthRectProgram;
- shader->bind();
- shader->uniform2f(sDelta, 1.f, 1.f);
- shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, source.getWidth(), source.getHeight());
- }
- else
- {
- shader = &gDownsampleDepthProgram;
- shader->bind();
- shader->uniform2f(sDelta, 1.f/source.getWidth(), 1.f/source.getHeight());
- shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, 1.f, 1.f);
- }
-
- gGL.getTexUnit(0)->bind(scratch_space ? scratch_space : &source, TRUE);
-
- {
- LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
-
- dest.flush();
-
- if (last_shader)
- {
- last_shader->bind();
- }
- else
- {
- shader->unbind();
- }
-}
-
-void LLPipeline::doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space)
-{
- downsampleDepthBuffer(source, dest, scratch_space);
- dest.bindTarget();
- doOcclusion(camera);
- dest.flush();
-}
-
-void LLPipeline::doOcclusion(LLCamera& camera)
-{
- if (LLPipeline::sUseOcclusion > 1 && !LLSpatialPartition::sTeleportRequested &&
- (sCull->hasOcclusionGroups() || LLVOCachePartition::sNeedsOcclusionCheck))
- {
- LLVertexBuffer::unbind();
-
- if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION))
- {
- gGL.setColorMask(true, false, false, false);
- }
- else
- {
- gGL.setColorMask(false, false);
- }
- LLGLDisable blend(GL_BLEND);
- LLGLDisable test(GL_ALPHA_TEST);
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
-
- LLGLDisable cull(GL_CULL_FACE);
-
-
- bool bind_shader = LLGLSLShader::sNoFixedFunction && LLGLSLShader::sCurBoundShader == 0;
- if (bind_shader)
- {
- if (LLPipeline::sShadowRender)
- {
- gDeferredShadowCubeProgram.bind();
- }
- else
- {
- gOcclusionCubeProgram.bind();
- }
- }
-
- if (mCubeVB.isNull())
- { //cube VB will be used for issuing occlusion queries
- mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB);
- }
- mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
-
- for (LLCullResult::sg_iterator iter = sCull->beginOcclusionGroups(); iter != sCull->endOcclusionGroups(); ++iter)
- {
- LLSpatialGroup* group = *iter;
- group->doOcclusion(&camera);
- group->clearOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION);
- }
-
- //apply occlusion culling to object cache tree
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLVOCachePartition* vo_part = (*iter)->getVOCachePartition();
- if(vo_part)
- {
- vo_part->processOccluders(&camera);
- }
- }
-
- if (bind_shader)
- {
- if (LLPipeline::sShadowRender)
- {
- gDeferredShadowCubeProgram.unbind();
- }
- else
- {
- gOcclusionCubeProgram.unbind();
- }
- }
-
- gGL.setColorMask(true, false);
- }
-}
-
-bool LLPipeline::updateDrawableGeom(LLDrawable* drawablep, bool priority)
-{
- bool update_complete = drawablep->updateGeometry(priority);
- if (update_complete && assertInitialized())
- {
- drawablep->setState(LLDrawable::BUILT);
- }
- return update_complete;
-}
-
-static LLTrace::BlockTimerStatHandle FTM_SEED_VBO_POOLS("Seed VBO Pool");
-
-static LLTrace::BlockTimerStatHandle FTM_UPDATE_GL("Update GL");
-
-void LLPipeline::updateGL()
-{
- {
- LL_RECORD_BLOCK_TIME(FTM_UPDATE_GL);
- while (!LLGLUpdate::sGLQ.empty())
- {
- LLGLUpdate* glu = LLGLUpdate::sGLQ.front();
- glu->updateGL();
- glu->mInQ = FALSE;
- LLGLUpdate::sGLQ.pop_front();
- }
- }
-
- { //seed VBO Pools
- LL_RECORD_BLOCK_TIME(FTM_SEED_VBO_POOLS);
- LLVertexBuffer::seedPools();
- }
-}
-
-static LLTrace::BlockTimerStatHandle FTM_REBUILD_PRIORITY_GROUPS("Rebuild Priority Groups");
-
-void LLPipeline::clearRebuildGroups()
-{
- LLSpatialGroup::sg_vector_t hudGroups;
-
- mGroupQ1Locked = true;
- // Iterate through all drawables on the priority build queue,
- for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ1.begin();
- iter != mGroupQ1.end(); ++iter)
- {
- LLSpatialGroup* group = *iter;
-
- // If the group contains HUD objects, save the group
- if (group->isHUDGroup())
- {
- hudGroups.push_back(group);
- }
- // Else, no HUD objects so clear the build state
- else
- {
- group->clearState(LLSpatialGroup::IN_BUILD_Q1);
- }
- }
-
- // Clear the group
- mGroupQ1.clear();
-
- // Copy the saved HUD groups back in
- mGroupQ1.assign(hudGroups.begin(), hudGroups.end());
- mGroupQ1Locked = false;
-
- // Clear the HUD groups
- hudGroups.clear();
-
- mGroupQ2Locked = true;
- for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ2.begin();
- iter != mGroupQ2.end(); ++iter)
- {
- LLSpatialGroup* group = *iter;
-
- // If the group contains HUD objects, save the group
- if (group->isHUDGroup())
- {
- hudGroups.push_back(group);
- }
- // Else, no HUD objects so clear the build state
- else
- {
- group->clearState(LLSpatialGroup::IN_BUILD_Q2);
- }
- }
- // Clear the group
- mGroupQ2.clear();
-
- // Copy the saved HUD groups back in
- mGroupQ2.assign(hudGroups.begin(), hudGroups.end());
- mGroupQ2Locked = false;
-}
-
-void LLPipeline::clearRebuildDrawables()
-{
- // Clear all drawables on the priority build queue,
- for (LLDrawable::drawable_list_t::iterator iter = mBuildQ1.begin();
- iter != mBuildQ1.end(); ++iter)
- {
- LLDrawable* drawablep = *iter;
- if (drawablep && !drawablep->isDead())
- {
- drawablep->clearState(LLDrawable::IN_REBUILD_Q2);
- drawablep->clearState(LLDrawable::IN_REBUILD_Q1);
- }
- }
- mBuildQ1.clear();
-
- // clear drawables on the non-priority build queue
- for (LLDrawable::drawable_list_t::iterator iter = mBuildQ2.begin();
- iter != mBuildQ2.end(); ++iter)
- {
- LLDrawable* drawablep = *iter;
- if (!drawablep->isDead())
- {
- drawablep->clearState(LLDrawable::IN_REBUILD_Q2);
- }
- }
- mBuildQ2.clear();
-
- //clear all moving bridges
- for (LLDrawable::drawable_vector_t::iterator iter = mMovedBridge.begin();
- iter != mMovedBridge.end(); ++iter)
- {
- LLDrawable *drawablep = *iter;
- drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED | LLDrawable::ON_MOVE_LIST | LLDrawable::ANIMATED_CHILD);
- }
- mMovedBridge.clear();
-
- //clear all moving drawables
- for (LLDrawable::drawable_vector_t::iterator iter = mMovedList.begin();
- iter != mMovedList.end(); ++iter)
- {
- LLDrawable *drawablep = *iter;
- drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED | LLDrawable::ON_MOVE_LIST | LLDrawable::ANIMATED_CHILD);
- }
- mMovedList.clear();
-}
-
-void LLPipeline::rebuildPriorityGroups()
-{
- LL_RECORD_BLOCK_TIME(FTM_REBUILD_PRIORITY_GROUPS);
- LLTimer update_timer;
- assertInitialized();
-
- gMeshRepo.notifyLoadedMeshes();
-
- mGroupQ1Locked = true;
- // Iterate through all drawables on the priority build queue,
- for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ1.begin();
- iter != mGroupQ1.end(); ++iter)
- {
- LLSpatialGroup* group = *iter;
- group->rebuildGeom();
- group->clearState(LLSpatialGroup::IN_BUILD_Q1);
- }
-
- mGroupSaveQ1 = mGroupQ1;
- mGroupQ1.clear();
- mGroupQ1Locked = false;
-
-}
-
-static LLTrace::BlockTimerStatHandle FTM_REBUILD_GROUPS("Rebuild Groups");
-
-void LLPipeline::rebuildGroups()
-{
- if (mGroupQ2.empty())
- {
- return;
- }
-
- LL_RECORD_BLOCK_TIME(FTM_REBUILD_GROUPS);
- mGroupQ2Locked = true;
- // Iterate through some drawables on the non-priority build queue
- S32 size = (S32) mGroupQ2.size();
- S32 min_count = llclamp((S32) ((F32) (size * size)/4096*0.25f), 1, size);
-
- S32 count = 0;
-
- std::sort(mGroupQ2.begin(), mGroupQ2.end(), LLSpatialGroup::CompareUpdateUrgency());
-
- LLSpatialGroup::sg_vector_t::iterator iter;
- LLSpatialGroup::sg_vector_t::iterator last_iter = mGroupQ2.begin();
-
- for (iter = mGroupQ2.begin();
- iter != mGroupQ2.end() && count <= min_count; ++iter)
- {
- LLSpatialGroup* group = *iter;
- last_iter = iter;
-
- if (!group->isDead())
- {
- group->rebuildGeom();
-
- if (group->getSpatialPartition()->mRenderByGroup)
- {
- count++;
- }
- }
-
- group->clearState(LLSpatialGroup::IN_BUILD_Q2);
- }
-
- mGroupQ2.erase(mGroupQ2.begin(), ++last_iter);
-
- mGroupQ2Locked = false;
-
- updateMovedList(mMovedBridge);
-}
-
-void LLPipeline::updateGeom(F32 max_dtime)
-{
- LLTimer update_timer;
- LLPointer<LLDrawable> drawablep;
-
- LL_RECORD_BLOCK_TIME(FTM_GEO_UPDATE);
-
- assertInitialized();
-
- // notify various object types to reset internal cost metrics, etc.
- // for now, only LLVOVolume does this to throttle LOD changes
- LLVOVolume::preUpdateGeom();
-
- // Iterate through all drawables on the priority build queue,
- for (LLDrawable::drawable_list_t::iterator iter = mBuildQ1.begin();
- iter != mBuildQ1.end();)
- {
- LLDrawable::drawable_list_t::iterator curiter = iter++;
- LLDrawable* drawablep = *curiter;
- if (drawablep && !drawablep->isDead())
- {
- if (drawablep->isState(LLDrawable::IN_REBUILD_Q2))
- {
- drawablep->clearState(LLDrawable::IN_REBUILD_Q2);
- LLDrawable::drawable_list_t::iterator find = std::find(mBuildQ2.begin(), mBuildQ2.end(), drawablep);
- if (find != mBuildQ2.end())
- {
- mBuildQ2.erase(find);
- }
- }
-
- if (drawablep->isUnload())
- {
- drawablep->unload();
- drawablep->clearState(LLDrawable::FOR_UNLOAD);
- }
-
- if (updateDrawableGeom(drawablep, TRUE))
- {
- drawablep->clearState(LLDrawable::IN_REBUILD_Q1);
- mBuildQ1.erase(curiter);
- }
- }
- else
- {
- mBuildQ1.erase(curiter);
- }
- }
-
- // Iterate through some drawables on the non-priority build queue
- S32 min_count = 16;
- S32 size = (S32) mBuildQ2.size();
- if (size > 1024)
- {
- min_count = llclamp((S32) (size * (F32) size/4096), 16, size);
- }
-
- S32 count = 0;
-
- max_dtime = llmax(update_timer.getElapsedTimeF32()+0.001f, F32SecondsImplicit(max_dtime));
- LLSpatialGroup* last_group = NULL;
- LLSpatialBridge* last_bridge = NULL;
-
- for (LLDrawable::drawable_list_t::iterator iter = mBuildQ2.begin();
- iter != mBuildQ2.end(); )
- {
- LLDrawable::drawable_list_t::iterator curiter = iter++;
- LLDrawable* drawablep = *curiter;
-
- LLSpatialBridge* bridge = drawablep->isRoot() ? drawablep->getSpatialBridge() :
- drawablep->getParent()->getSpatialBridge();
-
- if (drawablep->getSpatialGroup() != last_group &&
- (!last_bridge || bridge != last_bridge) &&
- (update_timer.getElapsedTimeF32() >= max_dtime) && count > min_count)
- {
- break;
- }
-
- //make sure updates don't stop in the middle of a spatial group
- //to avoid thrashing (objects are enqueued by group)
- last_group = drawablep->getSpatialGroup();
- last_bridge = bridge;
-
- bool update_complete = true;
- if (!drawablep->isDead())
- {
- update_complete = updateDrawableGeom(drawablep, FALSE);
- count++;
- }
- if (update_complete)
- {
- drawablep->clearState(LLDrawable::IN_REBUILD_Q2);
- mBuildQ2.erase(curiter);
- }
- }
-
- updateMovedList(mMovedBridge);
-}
-
-void LLPipeline::markVisible(LLDrawable *drawablep, LLCamera& camera)
-{
- if(drawablep && !drawablep->isDead())
- {
- if (drawablep->isSpatialBridge())
- {
- const LLDrawable* root = ((LLSpatialBridge*) drawablep)->mDrawable;
- llassert(root); // trying to catch a bad assumption
-
- if (root && // // this test may not be needed, see above
- root->getVObj()->isAttachment())
- {
- LLDrawable* rootparent = root->getParent();
- if (rootparent) // this IS sometimes NULL
- {
- LLViewerObject *vobj = rootparent->getVObj();
- llassert(vobj); // trying to catch a bad assumption
- if (vobj) // this test may not be needed, see above
- {
- LLVOAvatar* av = vobj->asAvatar();
- if (av && (av->isImpostor()
- || av->isInMuteList()
- || (LLVOAvatar::AV_DO_NOT_RENDER == av->getVisualMuteSettings() && !av->needsImpostorUpdate()) ))
- {
- return;
- }
- }
- }
- }
- sCull->pushBridge((LLSpatialBridge*) drawablep);
- }
- else
- {
-
- sCull->pushDrawable(drawablep);
- }
-
- drawablep->setVisible(camera);
- }
-}
-
-void LLPipeline::markMoved(LLDrawable *drawablep, bool damped_motion)
-{
- if (!drawablep)
- {
- //LL_ERRS() << "Sending null drawable to moved list!" << LL_ENDL;
- return;
- }
-
- if (drawablep->isDead())
- {
- LL_WARNS() << "Marking NULL or dead drawable moved!" << LL_ENDL;
- return;
- }
-
- if (drawablep->getParent())
- {
- //ensure that parent drawables are moved first
- markMoved(drawablep->getParent(), damped_motion);
- }
-
- assertInitialized();
-
- if (!drawablep->isState(LLDrawable::ON_MOVE_LIST))
- {
- if (drawablep->isSpatialBridge())
- {
- mMovedBridge.push_back(drawablep);
- }
- else
- {
- mMovedList.push_back(drawablep);
- }
- drawablep->setState(LLDrawable::ON_MOVE_LIST);
- }
- if (! damped_motion)
- {
- drawablep->setState(LLDrawable::MOVE_UNDAMPED); // UNDAMPED trumps DAMPED
- }
- else if (drawablep->isState(LLDrawable::MOVE_UNDAMPED))
- {
- drawablep->clearState(LLDrawable::MOVE_UNDAMPED);
- }
-}
-
-void LLPipeline::markShift(LLDrawable *drawablep)
-{
- if (!drawablep || drawablep->isDead())
- {
- return;
- }
-
- assertInitialized();
-
- if (!drawablep->isState(LLDrawable::ON_SHIFT_LIST))
- {
- drawablep->getVObj()->setChanged(LLXform::SHIFTED | LLXform::SILHOUETTE);
- if (drawablep->getParent())
- {
- markShift(drawablep->getParent());
- }
- mShiftList.push_back(drawablep);
- drawablep->setState(LLDrawable::ON_SHIFT_LIST);
- }
-}
-
-static LLTrace::BlockTimerStatHandle FTM_SHIFT_DRAWABLE("Shift Drawable");
-static LLTrace::BlockTimerStatHandle FTM_SHIFT_OCTREE("Shift Octree");
-static LLTrace::BlockTimerStatHandle FTM_SHIFT_HUD("Shift HUD");
-
-void LLPipeline::shiftObjects(const LLVector3 &offset)
-{
- assertInitialized();
-
- glClear(GL_DEPTH_BUFFER_BIT);
- gDepthDirty = true;
-
- LLVector4a offseta;
- offseta.load3(offset.mV);
-
- {
- LL_RECORD_BLOCK_TIME(FTM_SHIFT_DRAWABLE);
-
- for (LLDrawable::drawable_vector_t::iterator iter = mShiftList.begin();
- iter != mShiftList.end(); iter++)
- {
- LLDrawable *drawablep = *iter;
- if (drawablep->isDead())
- {
- continue;
- }
- drawablep->shiftPos(offseta);
- drawablep->clearState(LLDrawable::ON_SHIFT_LIST);
- }
- mShiftList.resize(0);
- }
-
-
- {
- LL_RECORD_BLOCK_TIME(FTM_SHIFT_OCTREE);
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
- for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
- {
- LLSpatialPartition* part = region->getSpatialPartition(i);
- if (part)
- {
- part->shift(offseta);
- }
- }
- }
- }
-
- {
- LL_RECORD_BLOCK_TIME(FTM_SHIFT_HUD);
- LLHUDText::shiftAll(offset);
- LLHUDNameTag::shiftAll(offset);
- }
- display_update_camera();
-}
-
-void LLPipeline::markTextured(LLDrawable *drawablep)
-{
- if (drawablep && !drawablep->isDead() && assertInitialized())
- {
- mRetexturedList.insert(drawablep);
- }
-}
-
-void LLPipeline::markGLRebuild(LLGLUpdate* glu)
-{
- if (glu && !glu->mInQ)
- {
- LLGLUpdate::sGLQ.push_back(glu);
- glu->mInQ = TRUE;
- }
-}
-
-void LLPipeline::markPartitionMove(LLDrawable* drawable)
-{
- if (!drawable->isState(LLDrawable::PARTITION_MOVE) &&
- !drawable->getPositionGroup().equals3(LLVector4a::getZero()))
- {
- drawable->setState(LLDrawable::PARTITION_MOVE);
- mPartitionQ.push_back(drawable);
- }
-}
-
-static LLTrace::BlockTimerStatHandle FTM_PROCESS_PARTITIONQ("PartitionQ");
-void LLPipeline::processPartitionQ()
-{
- LL_RECORD_BLOCK_TIME(FTM_PROCESS_PARTITIONQ);
- for (LLDrawable::drawable_list_t::iterator iter = mPartitionQ.begin(); iter != mPartitionQ.end(); ++iter)
- {
- LLDrawable* drawable = *iter;
- if (!drawable->isDead())
- {
- drawable->updateBinRadius();
- drawable->movePartition();
- }
- drawable->clearState(LLDrawable::PARTITION_MOVE);
- }
-
- mPartitionQ.clear();
-}
-
-void LLPipeline::markMeshDirty(LLSpatialGroup* group)
-{
- mMeshDirtyGroup.push_back(group);
-}
-
-void LLPipeline::markRebuild(LLSpatialGroup* group, bool priority)
-{
- if (group && !group->isDead() && group->getSpatialPartition())
- {
- if (group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD)
- {
- priority = true;
- }
-
- if (priority)
- {
- if (!group->hasState(LLSpatialGroup::IN_BUILD_Q1))
- {
- llassert_always(!mGroupQ1Locked);
-
- mGroupQ1.push_back(group);
- group->setState(LLSpatialGroup::IN_BUILD_Q1);
-
- if (group->hasState(LLSpatialGroup::IN_BUILD_Q2))
- {
- LLSpatialGroup::sg_vector_t::iterator iter = std::find(mGroupQ2.begin(), mGroupQ2.end(), group);
- if (iter != mGroupQ2.end())
- {
- mGroupQ2.erase(iter);
- }
- group->clearState(LLSpatialGroup::IN_BUILD_Q2);
- }
- }
- }
- else if (!group->hasState(LLSpatialGroup::IN_BUILD_Q2 | LLSpatialGroup::IN_BUILD_Q1))
- {
- llassert_always(!mGroupQ2Locked);
- mGroupQ2.push_back(group);
- group->setState(LLSpatialGroup::IN_BUILD_Q2);
-
- }
- }
-}
-
-void LLPipeline::markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag, bool priority)
-{
- if (drawablep && !drawablep->isDead() && assertInitialized())
- {
- if (!drawablep->isState(LLDrawable::BUILT))
- {
- priority = true;
- }
- if (priority)
- {
- if (!drawablep->isState(LLDrawable::IN_REBUILD_Q1))
- {
- mBuildQ1.push_back(drawablep);
- drawablep->setState(LLDrawable::IN_REBUILD_Q1); // mark drawable as being in priority queue
- }
- }
- else if (!drawablep->isState(LLDrawable::IN_REBUILD_Q2))
- {
- mBuildQ2.push_back(drawablep);
- drawablep->setState(LLDrawable::IN_REBUILD_Q2); // need flag here because it is just a list
- }
- if (flag & (LLDrawable::REBUILD_VOLUME | LLDrawable::REBUILD_POSITION))
- {
- drawablep->getVObj()->setChanged(LLXform::SILHOUETTE);
- }
- drawablep->setState(flag);
- }
-}
-
-static LLTrace::BlockTimerStatHandle FTM_RESET_DRAWORDER("Reset Draw Order");
-
-void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result)
-{
- if (hasAnyRenderType(LLPipeline::RENDER_TYPE_AVATAR,
- LLPipeline::RENDER_TYPE_GROUND,
- LLPipeline::RENDER_TYPE_TERRAIN,
- LLPipeline::RENDER_TYPE_TREE,
- LLPipeline::RENDER_TYPE_SKY,
- LLPipeline::RENDER_TYPE_VOIDWATER,
- LLPipeline::RENDER_TYPE_WATER,
- LLPipeline::END_RENDER_TYPES))
- {
- //clear faces from face pools
- LL_RECORD_BLOCK_TIME(FTM_RESET_DRAWORDER);
- gPipeline.resetDrawOrders();
- }
-
- LL_RECORD_BLOCK_TIME(FTM_STATESORT);
-
- //LLVertexBuffer::unbind();
-
- grabReferences(result);
- for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
- {
- LLSpatialGroup* group = *iter;
- group->checkOcclusion();
- if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED))
- {
- markOccluder(group);
- }
- else
- {
- group->setVisible();
- for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i)
- {
- markVisible((LLDrawable*)(*i)->getDrawable(), camera);
- }
-
- if (!sDelayVBUpdate)
- { //rebuild mesh as soon as we know it's visible
- group->rebuildMesh();
- }
- }
- }
-
- if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
- {
- LLSpatialGroup* last_group = NULL;
- BOOL fov_changed = LLViewerCamera::getInstance()->isDefaultFOVChanged();
- for (LLCullResult::bridge_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i)
- {
- LLCullResult::bridge_iterator cur_iter = i;
- LLSpatialBridge* bridge = *cur_iter;
- LLSpatialGroup* group = bridge->getSpatialGroup();
-
- if (last_group == NULL)
- {
- last_group = group;
- }
-
- if (!bridge->isDead() && group && !group->isOcclusionState(LLSpatialGroup::OCCLUDED))
- {
- stateSort(bridge, camera, fov_changed);
- }
-
- if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD &&
- last_group != group && last_group->changeLOD())
- {
- last_group->mLastUpdateDistance = last_group->mDistance;
- }
-
- last_group = group;
- }
-
- if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD &&
- last_group && last_group->changeLOD())
- {
- last_group->mLastUpdateDistance = last_group->mDistance;
- }
- }
-
- for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
- {
- LLSpatialGroup* group = *iter;
- group->checkOcclusion();
- if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED))
- {
- markOccluder(group);
- }
- else
- {
- group->setVisible();
- stateSort(group, camera);
-
- if (!sDelayVBUpdate)
- { //rebuild mesh as soon as we know it's visible
- group->rebuildMesh();
- }
- }
- }
-
- {
- LL_RECORD_BLOCK_TIME(FTM_STATESORT_DRAWABLE);
- for (LLCullResult::drawable_iterator iter = sCull->beginVisibleList();
- iter != sCull->endVisibleList(); ++iter)
- {
- LLDrawable *drawablep = *iter;
- if (!drawablep->isDead())
- {
- stateSort(drawablep, camera);
- }
- }
- }
-
- postSort(camera);
-}
-
-void LLPipeline::stateSort(LLSpatialGroup* group, LLCamera& camera)
-{
- if (group->changeLOD())
- {
- for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i)
- {
- stateSort((LLDrawable*)(*i)->getDrawable(), camera);
- }
-
- if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
- { //avoid redundant stateSort calls
- group->mLastUpdateDistance = group->mDistance;
- }
- }
-
-}
-
-void LLPipeline::stateSort(LLSpatialBridge* bridge, LLCamera& camera, BOOL fov_changed)
-{
- if (bridge->getSpatialGroup()->changeLOD() || fov_changed)
- {
- bool force_update = false;
- bridge->updateDistance(camera, force_update);
- }
-}
-
-void LLPipeline::stateSort(LLDrawable* drawablep, LLCamera& camera)
-{
- if (!drawablep
- || drawablep->isDead()
- || !hasRenderType(drawablep->getRenderType()))
- {
- return;
- }
-
- if (LLSelectMgr::getInstance()->mHideSelectedObjects)
- {
- if (drawablep->getVObj().notNull() &&
- drawablep->getVObj()->isSelected())
- {
- return;
- }
- }
-
- if (drawablep->isAvatar())
- { //don't draw avatars beyond render distance or if we don't have a spatial group.
- if ((drawablep->getSpatialGroup() == NULL) ||
- (drawablep->getSpatialGroup()->mDistance > LLVOAvatar::sRenderDistance))
- {
- return;
- }
-
- LLVOAvatar* avatarp = (LLVOAvatar*) drawablep->getVObj().get();
- if (!avatarp->isVisible())
- {
- return;
- }
- }
-
- assertInitialized();
-
- if (hasRenderType(drawablep->mRenderType))
- {
- if (!drawablep->isState(LLDrawable::INVISIBLE|LLDrawable::FORCE_INVISIBLE))
- {
- drawablep->setVisible(camera, NULL, FALSE);
- }
- }
-
- if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
- {
- //if (drawablep->isVisible()) isVisible() check here is redundant, if it wasn't visible, it wouldn't be here
- {
- if (!drawablep->isActive())
- {
- bool force_update = false;
- drawablep->updateDistance(camera, force_update);
- }
- else if (drawablep->isAvatar())
- {
- bool force_update = false;
- drawablep->updateDistance(camera, force_update); // calls vobj->updateLOD() which calls LLVOAvatar::updateVisibility()
- }
- }
- }
-
- if (!drawablep->getVOVolume())
- {
- for (LLDrawable::face_list_t::iterator iter = drawablep->mFaces.begin();
- iter != drawablep->mFaces.end(); iter++)
- {
- LLFace* facep = *iter;
-
- if (facep->hasGeometry())
- {
- if (facep->getPool())
- {
- facep->getPool()->enqueue(facep);
- }
- else
- {
- break;
- }
- }
- }
- }
-
- mNumVisibleFaces += drawablep->getNumFaces();
-}
-
-
-void forAllDrawables(LLCullResult::sg_iterator begin,
- LLCullResult::sg_iterator end,
- void (*func)(LLDrawable*))
-{
- for (LLCullResult::sg_iterator i = begin; i != end; ++i)
- {
- for (LLSpatialGroup::element_iter j = (*i)->getDataBegin(); j != (*i)->getDataEnd(); ++j)
- {
- if((*j)->hasDrawable())
- {
- func((LLDrawable*)(*j)->getDrawable());
- }
- }
- }
-}
-
-void LLPipeline::forAllVisibleDrawables(void (*func)(LLDrawable*))
-{
- forAllDrawables(sCull->beginDrawableGroups(), sCull->endDrawableGroups(), func);
- forAllDrawables(sCull->beginVisibleGroups(), sCull->endVisibleGroups(), func);
-}
-
-//function for creating scripted beacons
-void renderScriptedBeacons(LLDrawable* drawablep)
-{
- LLViewerObject *vobj = drawablep->getVObj();
- if (vobj
- && !vobj->isAvatar()
- && !vobj->getParent()
- && vobj->flagScripted())
- {
- if (gPipeline.sRenderBeacons)
- {
- gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
- }
-
- if (gPipeline.sRenderHighlight)
- {
- S32 face_id;
- S32 count = drawablep->getNumFaces();
- for (face_id = 0; face_id < count; face_id++)
- {
- LLFace * facep = drawablep->getFace(face_id);
- if (facep)
- {
- gPipeline.mHighlightFaces.push_back(facep);
- }
- }
- }
- }
-}
-
-void renderScriptedTouchBeacons(LLDrawable* drawablep)
-{
- LLViewerObject *vobj = drawablep->getVObj();
- if (vobj
- && !vobj->isAvatar()
- && !vobj->getParent()
- && vobj->flagScripted()
- && vobj->flagHandleTouch())
- {
- if (gPipeline.sRenderBeacons)
- {
- gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
- }
-
- if (gPipeline.sRenderHighlight)
- {
- S32 face_id;
- S32 count = drawablep->getNumFaces();
- for (face_id = 0; face_id < count; face_id++)
- {
- LLFace * facep = drawablep->getFace(face_id);
- if (facep)
- {
- gPipeline.mHighlightFaces.push_back(facep);
- }
- }
- }
-}
-}
-
-void renderPhysicalBeacons(LLDrawable* drawablep)
-{
- LLViewerObject *vobj = drawablep->getVObj();
- if (vobj
- && !vobj->isAvatar()
- //&& !vobj->getParent()
- && vobj->flagUsePhysics())
- {
- if (gPipeline.sRenderBeacons)
- {
- gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(0.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
- }
-
- if (gPipeline.sRenderHighlight)
- {
- S32 face_id;
- S32 count = drawablep->getNumFaces();
- for (face_id = 0; face_id < count; face_id++)
- {
- LLFace * facep = drawablep->getFace(face_id);
- if (facep)
- {
- gPipeline.mHighlightFaces.push_back(facep);
- }
- }
- }
-}
-}
-
-void renderMOAPBeacons(LLDrawable* drawablep)
-{
- LLViewerObject *vobj = drawablep->getVObj();
-
- if(!vobj || vobj->isAvatar())
- return;
-
- bool beacon=false;
- U8 tecount=vobj->getNumTEs();
- for(int x=0;x<tecount;x++)
- {
- if(vobj->getTE(x)->hasMedia())
- {
- beacon=true;
- break;
- }
- }
- if(beacon)
- {
- if (gPipeline.sRenderBeacons)
- {
- gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 1.f, 1.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
- }
-
- if (gPipeline.sRenderHighlight)
- {
- S32 face_id;
- S32 count = drawablep->getNumFaces();
- for (face_id = 0; face_id < count; face_id++)
- {
- LLFace * facep = drawablep->getFace(face_id);
- if (facep)
- {
- gPipeline.mHighlightFaces.push_back(facep);
- }
- }
- }
-}
-}
-
-void renderParticleBeacons(LLDrawable* drawablep)
-{
- // Look for attachments, objects, etc.
- LLViewerObject *vobj = drawablep->getVObj();
- if (vobj
- && vobj->isParticleSource())
- {
- if (gPipeline.sRenderBeacons)
- {
- LLColor4 light_blue(0.5f, 0.5f, 1.f, 0.5f);
- gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", light_blue, LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
- }
-
- if (gPipeline.sRenderHighlight)
- {
- S32 face_id;
- S32 count = drawablep->getNumFaces();
- for (face_id = 0; face_id < count; face_id++)
- {
- LLFace * facep = drawablep->getFace(face_id);
- if (facep)
- {
- gPipeline.mHighlightFaces.push_back(facep);
- }
- }
- }
-}
-}
-
-void renderSoundHighlights(LLDrawable* drawablep)
-{
- // Look for attachments, objects, etc.
- LLViewerObject *vobj = drawablep->getVObj();
- if (vobj && vobj->isAudioSource())
- {
- if (gPipeline.sRenderHighlight)
- {
- S32 face_id;
- S32 count = drawablep->getNumFaces();
- for (face_id = 0; face_id < count; face_id++)
- {
- LLFace * facep = drawablep->getFace(face_id);
- if (facep)
- {
- gPipeline.mHighlightFaces.push_back(facep);
- }
- }
- }
-}
-}
-
-void LLPipeline::postSort(LLCamera& camera)
-{
- LL_RECORD_BLOCK_TIME(FTM_STATESORT_POSTSORT);
-
- assertInitialized();
-
- LL_PUSH_CALLSTACKS();
- //rebuild drawable geometry
- for (LLCullResult::sg_iterator i = sCull->beginDrawableGroups(); i != sCull->endDrawableGroups(); ++i)
- {
- LLSpatialGroup* group = *i;
- if (!sUseOcclusion ||
- !group->isOcclusionState(LLSpatialGroup::OCCLUDED))
- {
- group->rebuildGeom();
- }
- }
- LL_PUSH_CALLSTACKS();
- //rebuild groups
- sCull->assertDrawMapsEmpty();
-
- rebuildPriorityGroups();
- LL_PUSH_CALLSTACKS();
-
-
- //build render map
- for (LLCullResult::sg_iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i)
- {
- LLSpatialGroup* group = *i;
- if ((sUseOcclusion &&
- group->isOcclusionState(LLSpatialGroup::OCCLUDED)) ||
- (RenderAutoHideSurfaceAreaLimit > 0.f &&
- group->mSurfaceArea > RenderAutoHideSurfaceAreaLimit*llmax(group->mObjectBoxSize, 10.f)))
- {
- continue;
- }
-
- if (group->hasState(LLSpatialGroup::NEW_DRAWINFO) && group->hasState(LLSpatialGroup::GEOM_DIRTY))
- { //no way this group is going to be drawable without a rebuild
- group->rebuildGeom();
- }
-
- for (LLSpatialGroup::draw_map_t::iterator j = group->mDrawMap.begin(); j != group->mDrawMap.end(); ++j)
- {
- LLSpatialGroup::drawmap_elem_t& src_vec = j->second;
- if (!hasRenderType(j->first))
- {
- continue;
- }
-
- for (LLSpatialGroup::drawmap_elem_t::iterator k = src_vec.begin(); k != src_vec.end(); ++k)
- {
- if (sMinRenderSize > 0.f)
- {
- LLVector4a bounds;
- bounds.setSub((*k)->mExtents[1],(*k)->mExtents[0]);
-
- if (llmax(llmax(bounds[0], bounds[1]), bounds[2]) > sMinRenderSize)
- {
- sCull->pushDrawInfo(j->first, *k);
- }
- }
- else
- {
- sCull->pushDrawInfo(j->first, *k);
- }
- }
- }
-
- if (hasRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA))
- {
- LLSpatialGroup::draw_map_t::iterator alpha = group->mDrawMap.find(LLRenderPass::PASS_ALPHA);
-
- if (alpha != group->mDrawMap.end())
- { //store alpha groups for sorting
- LLSpatialBridge* bridge = group->getSpatialPartition()->asBridge();
- if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
- {
- if (bridge)
- {
- LLCamera trans_camera = bridge->transformCamera(camera);
- group->updateDistance(trans_camera);
- }
- else
- {
- group->updateDistance(camera);
- }
- }
-
- if (hasRenderType(LLDrawPool::POOL_ALPHA))
- {
- sCull->pushAlphaGroup(group);
- }
- }
- }
- }
-
- //flush particle VB
- if (LLVOPartGroup::sVB)
- {
- LLVOPartGroup::sVB->flush();
- }
- else
- {
- LL_WARNS_ONCE() << "Missing particle buffer" << LL_ENDL;
- }
-
- /*bool use_transform_feedback = gTransformPositionProgram.mProgramObject && !mMeshDirtyGroup.empty();
-
- if (use_transform_feedback)
- { //place a query around potential transform feedback code for synchronization
- mTransformFeedbackPrimitives = 0;
-
- if (!mMeshDirtyQueryObject)
- {
- glGenQueriesARB(1, &mMeshDirtyQueryObject);
- }
-
-
- glBeginQueryARB(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, mMeshDirtyQueryObject);
- }*/
-
- //pack vertex buffers for groups that chose to delay their updates
- for (LLSpatialGroup::sg_vector_t::iterator iter = mMeshDirtyGroup.begin(); iter != mMeshDirtyGroup.end(); ++iter)
- {
- (*iter)->rebuildMesh();
- }
-
- /*if (use_transform_feedback)
- {
- glEndQueryARB(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
- }*/
-
- mMeshDirtyGroup.clear();
-
- if (!sShadowRender)
- {
- std::sort(sCull->beginAlphaGroups(), sCull->endAlphaGroups(), LLSpatialGroup::CompareDepthGreater());
- }
-
- LL_PUSH_CALLSTACKS();
- // only render if the flag is set. The flag is only set if we are in edit mode or the toggle is set in the menus
- if (LLFloaterReg::instanceVisible("beacons") && !sShadowRender)
- {
- if (sRenderScriptedTouchBeacons)
- {
- // Only show the beacon on the root object.
- forAllVisibleDrawables(renderScriptedTouchBeacons);
- }
- else
- if (sRenderScriptedBeacons)
- {
- // Only show the beacon on the root object.
- forAllVisibleDrawables(renderScriptedBeacons);
- }
-
- if (sRenderPhysicalBeacons)
- {
- // Only show the beacon on the root object.
- forAllVisibleDrawables(renderPhysicalBeacons);
- }
-
- if(sRenderMOAPBeacons)
- {
- forAllVisibleDrawables(renderMOAPBeacons);
- }
-
- if (sRenderParticleBeacons)
- {
- forAllVisibleDrawables(renderParticleBeacons);
- }
-
- // If god mode, also show audio cues
- if (sRenderSoundBeacons && gAudiop)
- {
- // Walk all sound sources and render out beacons for them. Note, this isn't done in the ForAllVisibleDrawables function, because some are not visible.
- LLAudioEngine::source_map::iterator iter;
- for (iter = gAudiop->mAllSources.begin(); iter != gAudiop->mAllSources.end(); ++iter)
- {
- LLAudioSource *sourcep = iter->second;
-
- LLVector3d pos_global = sourcep->getPositionGlobal();
- LLVector3 pos = gAgent.getPosAgentFromGlobal(pos_global);
- if (gPipeline.sRenderBeacons)
- {
- //pos += LLVector3(0.f, 0.f, 0.2f);
- gObjectList.addDebugBeacon(pos, "", LLColor4(1.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), DebugBeaconLineWidth);
- }
- }
- // now deal with highlights for all those seeable sound sources
- forAllVisibleDrawables(renderSoundHighlights);
- }
- }
- LL_PUSH_CALLSTACKS();
- // If managing your telehub, draw beacons at telehub and currently selected spawnpoint.
- if (LLFloaterTelehub::renderBeacons())
- {
- LLFloaterTelehub::addBeacons();
- }
-
- if (!sShadowRender)
- {
- mSelectedFaces.clear();
-
- LLPipeline::setRenderHighlightTextureChannel(gFloaterTools->getPanelFace()->getTextureChannelToEdit());
-
- // Draw face highlights for selected faces.
- if (LLSelectMgr::getInstance()->getTEMode())
- {
- struct f : public LLSelectedTEFunctor
- {
- virtual bool apply(LLViewerObject* object, S32 te)
- {
- if (object->mDrawable)
- {
- LLFace * facep = object->mDrawable->getFace(te);
- if (facep)
- {
- gPipeline.mSelectedFaces.push_back(facep);
- }
- }
- return true;
- }
- } func;
- LLSelectMgr::getInstance()->getSelection()->applyToTEs(&func);
- }
- }
-
- //LLSpatialGroup::sNoDelete = FALSE;
- LL_PUSH_CALLSTACKS();
-}
-
-
-void render_hud_elements()
-{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_UI);
- gPipeline.disableLights();
-
- LLGLDisable fog(GL_FOG);
- LLGLSUIDefault gls_ui;
-
- LLGLEnable stencil(GL_STENCIL_TEST);
- glStencilFunc(GL_ALWAYS, 255, 0xFFFFFFFF);
- glStencilMask(0xFFFFFFFF);
- glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
-
- gGL.color4f(1,1,1,1);
-
- if (LLGLSLShader::sNoFixedFunction)
- {
- gUIProgram.bind();
- }
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
-
- if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
- {
- LLGLEnable multisample(LLPipeline::RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
- gViewerWindow->renderSelections(FALSE, FALSE, FALSE); // For HUD version in render_ui_3d()
-
- // Draw the tracking overlays
- LLTracker::render3D();
-
- // Show the property lines
- LLWorld::getInstance()->renderPropertyLines();
- LLViewerParcelMgr::getInstance()->render();
- LLViewerParcelMgr::getInstance()->renderParcelCollision();
-
- // Render name tags.
- LLHUDObject::renderAll();
- }
- else if (gForceRenderLandFence)
- {
- // This is only set when not rendering the UI, for parcel snapshots
- LLViewerParcelMgr::getInstance()->render();
- }
- else if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
- {
- LLHUDText::renderAllHUD();
- }
-
- if (LLGLSLShader::sNoFixedFunction)
- {
- gUIProgram.unbind();
- }
- gGL.flush();
-}
-
-void LLPipeline::renderHighlights()
-{
- assertInitialized();
-
- // Draw 3D UI elements here (before we clear the Z buffer in POOL_HUD)
- // Render highlighted faces.
- LLGLSPipelineAlpha gls_pipeline_alpha;
- LLColor4 color(1.f, 1.f, 1.f, 0.5f);
- LLGLEnable color_mat(GL_COLOR_MATERIAL);
- disableLights();
-
- if (!hasRenderType(LLPipeline::RENDER_TYPE_HUD) && !mHighlightSet.empty())
- { //draw blurry highlight image over screen
- LLGLEnable blend(GL_BLEND);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
- LLGLDisable test(GL_ALPHA_TEST);
-
- LLGLEnable stencil(GL_STENCIL_TEST);
- gGL.flush();
- glStencilMask(0xFFFFFFFF);
- glClearStencil(1);
- glClear(GL_STENCIL_BUFFER_BIT);
-
- glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF);
- glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
-
- gGL.setColorMask(false, false);
- for (std::set<HighlightItem>::iterator iter = mHighlightSet.begin(); iter != mHighlightSet.end(); ++iter)
- {
- renderHighlight(iter->mItem->getVObj(), 1.f);
- }
- gGL.setColorMask(true, false);
-
- glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF);
-
- //gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
-
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
-
- gGL.getTexUnit(0)->bind(&mHighlight);
-
- LLVector2 tc1;
- LLVector2 tc2;
-
- tc1.setVec(0,0);
- tc2.setVec(2,2);
-
- gGL.begin(LLRender::TRIANGLES);
-
- F32 scale = RenderHighlightBrightness;
- LLColor4 color = RenderHighlightColor;
- F32 thickness = RenderHighlightThickness;
-
- for (S32 pass = 0; pass < 2; ++pass)
- {
- if (pass == 0)
- {
- gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
- }
- else
- {
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
- }
-
- for (S32 i = 0; i < 8; ++i)
- {
- for (S32 j = 0; j < 8; ++j)
- {
- LLVector2 tc(i-4+0.5f, j-4+0.5f);
-
- F32 dist = 1.f-(tc.length()/sqrtf(32.f));
- dist *= scale/64.f;
-
- tc *= thickness;
- tc.mV[0] = (tc.mV[0])/mHighlight.getWidth();
- tc.mV[1] = (tc.mV[1])/mHighlight.getHeight();
-
- gGL.color4f(color.mV[0],
- color.mV[1],
- color.mV[2],
- color.mV[3]*dist);
-
- gGL.texCoord2f(tc.mV[0]+tc1.mV[0], tc.mV[1]+tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc.mV[0]+tc1.mV[0], tc.mV[1]+tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc.mV[0]+tc2.mV[0], tc.mV[1]+tc1.mV[1]);
- gGL.vertex2f(3,-1);
- }
- }
- }
-
- gGL.end();
-
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
-
- //gGL.setSceneBlendType(LLRender::BT_ALPHA);
- }
-
- if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
- {
- gHighlightProgram.bind();
- gGL.diffuseColor4f(1,1,1,0.5f);
- }
-
- if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && !mFaceSelectImagep)
- {
- mFaceSelectImagep = LLViewerTextureManager::getFetchedTexture(IMG_FACE_SELECT);
- }
-
- if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::DIFFUSE_MAP))
- {
- // Make sure the selection image gets downloaded and decoded
- mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA);
-
- U32 count = mSelectedFaces.size();
- for (U32 i = 0; i < count; i++)
- {
- LLFace *facep = mSelectedFaces[i];
- if (!facep || facep->getDrawable()->isDead())
- {
- LL_ERRS() << "Bad face on selection" << LL_ENDL;
- return;
- }
-
- facep->renderSelected(mFaceSelectImagep, color);
- }
- }
-
- if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
- {
- // Paint 'em red!
- color.setVec(1.f, 0.f, 0.f, 0.5f);
-
- int count = mHighlightFaces.size();
- for (S32 i = 0; i < count; i++)
- {
- LLFace* facep = mHighlightFaces[i];
- facep->renderSelected(LLViewerTexture::sNullImagep, color);
- }
- }
-
- // Contains a list of the faces of objects that are physical or
- // have touch-handlers.
- mHighlightFaces.clear();
-
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)
- {
- gHighlightProgram.unbind();
- }
-
-
- if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::NORMAL_MAP))
- {
- color.setVec(1.0f, 0.5f, 0.5f, 0.5f);
- if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
- {
- gHighlightNormalProgram.bind();
- gGL.diffuseColor4f(1,1,1,0.5f);
- }
-
- mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA);
-
- U32 count = mSelectedFaces.size();
- for (U32 i = 0; i < count; i++)
- {
- LLFace *facep = mSelectedFaces[i];
- if (!facep || facep->getDrawable()->isDead())
- {
- LL_ERRS() << "Bad face on selection" << LL_ENDL;
- return;
- }
-
- facep->renderSelected(mFaceSelectImagep, color);
- }
-
- if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
- {
- gHighlightNormalProgram.unbind();
- }
- }
-
- if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::SPECULAR_MAP))
- {
- color.setVec(0.0f, 0.3f, 1.0f, 0.8f);
- if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
- {
- gHighlightSpecularProgram.bind();
- gGL.diffuseColor4f(1,1,1,0.5f);
- }
-
- mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA);
-
- U32 count = mSelectedFaces.size();
- for (U32 i = 0; i < count; i++)
- {
- LLFace *facep = mSelectedFaces[i];
- if (!facep || facep->getDrawable()->isDead())
- {
- LL_ERRS() << "Bad face on selection" << LL_ENDL;
- return;
- }
-
- facep->renderSelected(mFaceSelectImagep, color);
- }
-
- if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
- {
- gHighlightSpecularProgram.unbind();
- }
- }
-}
-
-//debug use
-U32 LLPipeline::sCurRenderPoolType = 0 ;
-
-void LLPipeline::renderGeom(LLCamera& camera, bool forceVBOUpdate)
-{
- LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY);
-
- assertInitialized();
-
- F32 saved_modelview[16];
- F32 saved_projection[16];
-
- //HACK: preserve/restore matrices around HUD render
- if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
- {
- for (U32 i = 0; i < 16; i++)
- {
- saved_modelview[i] = gGLModelView[i];
- saved_projection[i] = gGLProjection[i];
- }
- }
-
- ///////////////////////////////////////////
- //
- // Sync and verify GL state
- //
- //
-
- stop_glerror();
-
- LLVertexBuffer::unbind();
-
- // Do verification of GL state
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
- if (mRenderDebugMask & RENDER_DEBUG_VERIFY)
- {
- if (!verify())
- {
- LL_ERRS() << "Pipeline verification failed!" << LL_ENDL;
- }
- }
-
- LLAppViewer::instance()->pingMainloopTimeout("Pipeline:ForceVBO");
-
- // Initialize lots of GL state to "safe" values
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.matrixMode(LLRender::MM_TEXTURE);
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
-
- LLGLSPipeline gls_pipeline;
- LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
-
- LLGLState gls_color_material(GL_COLOR_MATERIAL, mLightingDetail < 2);
-
- // Toggle backface culling for debugging
- LLGLEnable cull_face(mBackfaceCull ? GL_CULL_FACE : 0);
- // Set fog
- bool use_fog = hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOG);
- LLGLEnable fog_enable(use_fog &&
- !gPipeline.canUseWindLightShadersOnObjects() ? GL_FOG : 0);
- gSky.updateFog(camera.getFar());
- if (!use_fog)
- {
- sUnderWaterRender = false;
- }
-
- gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sDefaultImagep);
- LLViewerFetchedTexture::sDefaultImagep->setAddressMode(LLTexUnit::TAM_WRAP);
-
-
- //////////////////////////////////////////////
- //
- // Actually render all of the geometry
- //
- //
- stop_glerror();
-
- LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDrawPools");
-
- for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
- {
- LLDrawPool *poolp = *iter;
- if (hasRenderType(poolp->getType()))
- {
- poolp->prerender();
- }
- }
-
- {
- LL_RECORD_BLOCK_TIME(FTM_POOLS);
-
- // HACK: don't calculate local lights if we're rendering the HUD!
- // Removing this check will cause bad flickering when there are
- // HUD elements being rendered AND the user is in flycam mode -nyx
- if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
- {
- calcNearbyLights(camera);
- setupHWLights(NULL);
- }
-
- bool occlude = sUseOcclusion > 1;
- U32 cur_type = 0;
-
- pool_set_t::iterator iter1 = mPools.begin();
- while ( iter1 != mPools.end() )
- {
- LLDrawPool *poolp = *iter1;
-
- cur_type = poolp->getType();
-
- //debug use
- sCurRenderPoolType = cur_type ;
-
- if (occlude && cur_type >= LLDrawPool::POOL_GRASS)
- {
- occlude = false;
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLModelView);
- LLGLSLShader::bindNoShader();
- doOcclusion(camera);
- }
-
- pool_set_t::iterator iter2 = iter1;
- if (hasRenderType(poolp->getType()) && poolp->getNumPasses() > 0)
- {
- LL_RECORD_BLOCK_TIME(FTM_POOLRENDER);
-
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLModelView);
-
- for( S32 i = 0; i < poolp->getNumPasses(); i++ )
- {
- LLVertexBuffer::unbind();
- poolp->beginRenderPass(i);
- for (iter2 = iter1; iter2 != mPools.end(); iter2++)
- {
- LLDrawPool *p = *iter2;
- if (p->getType() != cur_type)
- {
- break;
- }
-
- if ( !p->getSkipRenderFlag() ) { p->render(i); }
- }
- poolp->endRenderPass(i);
- LLVertexBuffer::unbind();
- if (gDebugGL)
- {
- std::string msg = llformat("pass %d", i);
- LLGLState::checkStates(msg);
- //LLGLState::checkTextureChannels(msg);
- //LLGLState::checkClientArrays(msg);
- }
- }
- }
- else
- {
- // Skip all pools of this type
- for (iter2 = iter1; iter2 != mPools.end(); iter2++)
- {
- LLDrawPool *p = *iter2;
- if (p->getType() != cur_type)
- {
- break;
- }
- }
- }
- iter1 = iter2;
- stop_glerror();
- }
-
- LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDrawPoolsEnd");
-
- LLVertexBuffer::unbind();
-
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLModelView);
-
- if (occlude)
- {
- occlude = false;
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLModelView);
- LLGLSLShader::bindNoShader();
- doOcclusion(camera);
- }
- }
-
- LLVertexBuffer::unbind();
- LLGLState::checkStates();
-
- if (!LLPipeline::sImpostorRender)
- {
- LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderHighlights");
-
- if (!sReflectionRender)
- {
- renderHighlights();
- }
-
- // Contains a list of the faces of objects that are physical or
- // have touch-handlers.
- mHighlightFaces.clear();
-
- LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDebug");
-
- renderDebug();
-
- LLVertexBuffer::unbind();
-
- if (!LLPipeline::sReflectionRender && !LLPipeline::sRenderDeferred)
- {
- if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
- {
- // Render debugging beacons.
- gObjectList.renderObjectBeacons();
- gObjectList.resetObjectBeacons();
- }
- else
- {
- // Make sure particle effects disappear
- LLHUDObject::renderAllForTimer();
- }
- }
- else
- {
- // Make sure particle effects disappear
- LLHUDObject::renderAllForTimer();
- }
-
- LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomEnd");
-
- //HACK: preserve/restore matrices around HUD render
- if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
- {
- for (U32 i = 0; i < 16; i++)
- {
- gGLModelView[i] = saved_modelview[i];
- gGLProjection[i] = saved_projection[i];
- }
- }
- }
-
- LLVertexBuffer::unbind();
-
- LLGLState::checkStates();
-// LLGLState::checkTextureChannels();
-// LLGLState::checkClientArrays();
-}
-
-void LLPipeline::renderGeomDeferred(LLCamera& camera)
-{
- LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomDeferred");
-
- LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY);
-
- LL_RECORD_BLOCK_TIME(FTM_DEFERRED_POOLS);
-
- LLGLEnable cull(GL_CULL_FACE);
-
- for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
- {
- LLDrawPool *poolp = *iter;
- if (hasRenderType(poolp->getType()))
- {
- poolp->prerender();
- }
- }
-
- LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
-
- LLVertexBuffer::unbind();
-
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
-
- U32 cur_type = 0;
-
- gGL.setColorMask(true, true);
-
- pool_set_t::iterator iter1 = mPools.begin();
-
- while ( iter1 != mPools.end() )
- {
- LLDrawPool *poolp = *iter1;
-
- cur_type = poolp->getType();
-
- pool_set_t::iterator iter2 = iter1;
- if (hasRenderType(poolp->getType()) && poolp->getNumDeferredPasses() > 0)
- {
- LL_RECORD_BLOCK_TIME(FTM_DEFERRED_POOLRENDER);
-
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLModelView);
-
- for( S32 i = 0; i < poolp->getNumDeferredPasses(); i++ )
- {
- LLVertexBuffer::unbind();
- poolp->beginDeferredPass(i);
- for (iter2 = iter1; iter2 != mPools.end(); iter2++)
- {
- LLDrawPool *p = *iter2;
- if (p->getType() != cur_type)
- {
- break;
- }
-
- if ( !p->getSkipRenderFlag() ) { p->renderDeferred(i); }
- }
- poolp->endDeferredPass(i);
- LLVertexBuffer::unbind();
-
- if (gDebugGL || gDebugPipeline)
- {
- LLGLState::checkStates();
- }
- }
- }
- else
- {
- // Skip all pools of this type
- for (iter2 = iter1; iter2 != mPools.end(); iter2++)
- {
- LLDrawPool *p = *iter2;
- if (p->getType() != cur_type)
- {
- break;
- }
- }
- }
- iter1 = iter2;
- stop_glerror();
- }
-
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLModelView);
-
- gGL.setColorMask(true, false);
-}
-
-void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion)
-{
- LL_RECORD_BLOCK_TIME(FTM_POST_DEFERRED_POOLS);
- U32 cur_type = 0;
-
- LLGLEnable cull(GL_CULL_FACE);
-
- LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
-
- calcNearbyLights(camera);
- setupHWLights(NULL);
-
- gGL.setColorMask(true, false);
-
- pool_set_t::iterator iter1 = mPools.begin();
- bool occlude = LLPipeline::sUseOcclusion > 1 && do_occlusion;
-
- while ( iter1 != mPools.end() )
- {
- LLDrawPool *poolp = *iter1;
-
- cur_type = poolp->getType();
-
- if (occlude && cur_type >= LLDrawPool::POOL_GRASS)
- {
- occlude = false;
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLModelView);
- LLGLSLShader::bindNoShader();
- doOcclusion(camera, mScreen, mOcclusionDepth, &mDeferredDepth);
- gGL.setColorMask(true, false);
- }
-
- pool_set_t::iterator iter2 = iter1;
- if (hasRenderType(poolp->getType()) && poolp->getNumPostDeferredPasses() > 0)
- {
- LL_RECORD_BLOCK_TIME(FTM_POST_DEFERRED_POOLRENDER);
-
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLModelView);
-
- for( S32 i = 0; i < poolp->getNumPostDeferredPasses(); i++ )
- {
- LLVertexBuffer::unbind();
- poolp->beginPostDeferredPass(i);
- for (iter2 = iter1; iter2 != mPools.end(); iter2++)
- {
- LLDrawPool *p = *iter2;
- if (p->getType() != cur_type)
- {
- break;
- }
-
- p->renderPostDeferred(i);
- }
- poolp->endPostDeferredPass(i);
- LLVertexBuffer::unbind();
-
- if (gDebugGL || gDebugPipeline)
- {
- LLGLState::checkStates();
- }
- }
- }
- else
- {
- // Skip all pools of this type
- for (iter2 = iter1; iter2 != mPools.end(); iter2++)
- {
- LLDrawPool *p = *iter2;
- if (p->getType() != cur_type)
- {
- break;
- }
- }
- }
- iter1 = iter2;
- stop_glerror();
- }
-
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLModelView);
-
- if (occlude)
- {
- occlude = false;
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLModelView);
- LLGLSLShader::bindNoShader();
- doOcclusion(camera);
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLModelView);
- }
-}
-
-void LLPipeline::renderGeomShadow(LLCamera& camera)
-{
- U32 cur_type = 0;
-
- LLGLEnable cull(GL_CULL_FACE);
-
- LLVertexBuffer::unbind();
-
- pool_set_t::iterator iter1 = mPools.begin();
-
- while ( iter1 != mPools.end() )
- {
- LLDrawPool *poolp = *iter1;
-
- cur_type = poolp->getType();
-
- pool_set_t::iterator iter2 = iter1;
- if (hasRenderType(poolp->getType()) && poolp->getNumShadowPasses() > 0)
- {
- poolp->prerender() ;
-
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLModelView);
-
- for( S32 i = 0; i < poolp->getNumShadowPasses(); i++ )
- {
- LLVertexBuffer::unbind();
- poolp->beginShadowPass(i);
- for (iter2 = iter1; iter2 != mPools.end(); iter2++)
- {
- LLDrawPool *p = *iter2;
- if (p->getType() != cur_type)
- {
- break;
- }
-
- p->renderShadow(i);
- }
- poolp->endShadowPass(i);
- LLVertexBuffer::unbind();
-
- LLGLState::checkStates();
- }
- }
- else
- {
- // Skip all pools of this type
- for (iter2 = iter1; iter2 != mPools.end(); iter2++)
- {
- LLDrawPool *p = *iter2;
- if (p->getType() != cur_type)
- {
- break;
- }
- }
- }
- iter1 = iter2;
- stop_glerror();
- }
-
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLModelView);
-}
-
-
-void LLPipeline::addTrianglesDrawn(S32 index_count, U32 render_type)
-{
- assertInitialized();
- S32 count = 0;
- if (render_type == LLRender::TRIANGLE_STRIP)
- {
- count = index_count-2;
- }
- else
- {
- count = index_count/3;
- }
-
- record(sStatBatchSize, count);
- add(LLStatViewer::TRIANGLES_DRAWN, LLUnits::Triangles::fromValue(count));
-
- if (LLPipeline::sRenderFrameTest)
- {
- gViewerWindow->getWindow()->swapBuffers();
- ms_sleep(16);
- }
-}
-
-void LLPipeline::renderPhysicsDisplay()
-{
- if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES))
- {
- return;
- }
-
- allocatePhysicsBuffer();
-
- gGL.flush();
- mPhysicsDisplay.bindTarget();
- glClearColor(0,0,0,1);
- gGL.setColorMask(true, true);
- mPhysicsDisplay.clear();
- glClearColor(0,0,0,0);
-
- gGL.setColorMask(true, false);
-
- if (LLGLSLShader::sNoFixedFunction)
- {
- gDebugProgram.bind();
- }
-
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
- for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
- {
- LLSpatialPartition* part = region->getSpatialPartition(i);
- if (part)
- {
- if (hasRenderType(part->mDrawableType))
- {
- part->renderPhysicsShapes();
- }
- }
- }
- }
-
- gGL.flush();
-
- if (LLGLSLShader::sNoFixedFunction)
- {
- gDebugProgram.unbind();
- }
-
- mPhysicsDisplay.flush();
-}
-
-extern std::set<LLSpatialGroup*> visible_selected_groups;
-
-void LLPipeline::renderDebug()
-{
- assertInitialized();
-
- bool hud_only = hasRenderType(LLPipeline::RENDER_TYPE_HUD);
-
- if (!hud_only )
- {
- //Render any navmesh geometry
- LLPathingLib *llPathingLibInstance = LLPathingLib::getInstance();
- if ( llPathingLibInstance != NULL )
- {
- //character floater renderables
-
- LLHandle<LLFloaterPathfindingCharacters> pathfindingCharacterHandle = LLFloaterPathfindingCharacters::getInstanceHandle();
- if ( !pathfindingCharacterHandle.isDead() )
- {
- LLFloaterPathfindingCharacters *pathfindingCharacter = pathfindingCharacterHandle.get();
-
- if ( pathfindingCharacter->getVisible() || gAgentCamera.cameraMouselook() )
- {
- if (LLGLSLShader::sNoFixedFunction)
- {
- gPathfindingProgram.bind();
- gPathfindingProgram.uniform1f(sTint, 1.f);
- gPathfindingProgram.uniform1f(sAmbiance, 1.f);
- gPathfindingProgram.uniform1f(sAlphaScale, 1.f);
- }
-
- //Requried character physics capsule render parameters
- LLUUID id;
- LLVector3 pos;
- LLQuaternion rot;
-
- if ( pathfindingCharacter->isPhysicsCapsuleEnabled( id, pos, rot ) )
- {
- if (LLGLSLShader::sNoFixedFunction)
- {
- //remove blending artifacts
- gGL.setColorMask(false, false);
- llPathingLibInstance->renderSimpleShapeCapsuleID( gGL, id, pos, rot );
- gGL.setColorMask(true, false);
- LLGLEnable blend(GL_BLEND);
- gPathfindingProgram.uniform1f(sAlphaScale, 0.90f);
- llPathingLibInstance->renderSimpleShapeCapsuleID( gGL, id, pos, rot );
- gPathfindingProgram.bind();
- }
- else
- {
- llPathingLibInstance->renderSimpleShapeCapsuleID( gGL, id, pos, rot );
- }
- }
- }
- }
-
-
- //pathing console renderables
- LLHandle<LLFloaterPathfindingConsole> pathfindingConsoleHandle = LLFloaterPathfindingConsole::getInstanceHandle();
- if (!pathfindingConsoleHandle.isDead())
- {
- LLFloaterPathfindingConsole *pathfindingConsole = pathfindingConsoleHandle.get();
-
- if ( pathfindingConsole->getVisible() || gAgentCamera.cameraMouselook() )
- {
- F32 ambiance = gSavedSettings.getF32("PathfindingAmbiance");
-
- if (LLGLSLShader::sNoFixedFunction)
- {
- gPathfindingProgram.bind();
-
- gPathfindingProgram.uniform1f(sTint, 1.f);
- gPathfindingProgram.uniform1f(sAmbiance, ambiance);
- gPathfindingProgram.uniform1f(sAlphaScale, 1.f);
- }
-
- if ( !pathfindingConsole->isRenderWorld() )
- {
- const LLColor4 clearColor = gSavedSettings.getColor4("PathfindingNavMeshClear");
- gGL.setColorMask(true, true);
- glClearColor(clearColor.mV[0],clearColor.mV[1],clearColor.mV[2],0);
- glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
- gGL.setColorMask(true, false);
- glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
- }
-
- //NavMesh
- if ( pathfindingConsole->isRenderNavMesh() )
- {
- gGL.flush();
- glLineWidth(2.0f);
- LLGLEnable cull(GL_CULL_FACE);
- LLGLDisable blend(GL_BLEND);
-
- if ( pathfindingConsole->isRenderWorld() )
- {
- LLGLEnable blend(GL_BLEND);
- gPathfindingProgram.uniform1f(sAlphaScale, 0.66f);
- llPathingLibInstance->renderNavMesh();
- }
- else
- {
- llPathingLibInstance->renderNavMesh();
- }
-
- //render edges
- if (LLGLSLShader::sNoFixedFunction)
- {
- gPathfindingNoNormalsProgram.bind();
- gPathfindingNoNormalsProgram.uniform1f(sTint, 1.f);
- gPathfindingNoNormalsProgram.uniform1f(sAlphaScale, 1.f);
- llPathingLibInstance->renderNavMeshEdges();
- gPathfindingProgram.bind();
- }
- else
- {
- llPathingLibInstance->renderNavMeshEdges();
- }
-
- gGL.flush();
- glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
- glLineWidth(1.0f);
- gGL.flush();
- }
- //User designated path
- if ( LLPathfindingPathTool::getInstance()->isRenderPath() )
- {
- //The path
- if (LLGLSLShader::sNoFixedFunction)
- {
- gUIProgram.bind();
- gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
- llPathingLibInstance->renderPath();
- gPathfindingProgram.bind();
- }
- else
- {
- llPathingLibInstance->renderPath();
- }
- //The bookends
- if (LLGLSLShader::sNoFixedFunction)
- {
- //remove blending artifacts
- gGL.setColorMask(false, false);
- llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_START );
- llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_END );
-
- gGL.setColorMask(true, false);
- //render the bookends
- LLGLEnable blend(GL_BLEND);
- gPathfindingProgram.uniform1f(sAlphaScale, 0.90f);
- llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_START );
- llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_END );
- gPathfindingProgram.bind();
- }
- else
- {
- llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_START );
- llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_END );
- }
-
- }
-
- if ( pathfindingConsole->isRenderWaterPlane() )
- {
- if (LLGLSLShader::sNoFixedFunction)
- {
- LLGLEnable blend(GL_BLEND);
- gPathfindingProgram.uniform1f(sAlphaScale, 0.90f);
- llPathingLibInstance->renderSimpleShapes( gGL, gAgent.getRegion()->getWaterHeight() );
- }
- else
- {
- llPathingLibInstance->renderSimpleShapes( gGL, gAgent.getRegion()->getWaterHeight() );
- }
- }
- //physics/exclusion shapes
- if ( pathfindingConsole->isRenderAnyShapes() )
- {
- U32 render_order[] = {
- 1 << LLPathingLib::LLST_ObstacleObjects,
- 1 << LLPathingLib::LLST_WalkableObjects,
- 1 << LLPathingLib::LLST_ExclusionPhantoms,
- 1 << LLPathingLib::LLST_MaterialPhantoms,
- };
-
- U32 flags = pathfindingConsole->getRenderShapeFlags();
-
- for (U32 i = 0; i < 4; i++)
- {
- if (!(flags & render_order[i]))
- {
- continue;
- }
-
- //turn off backface culling for volumes so they are visible when camera is inside volume
- LLGLDisable cull(i >= 2 ? GL_CULL_FACE : 0);
-
- gGL.flush();
- glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
-
- //get rid of some z-fighting
- LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
- glPolygonOffset(1.0f, 1.0f);
-
- //render to depth first to avoid blending artifacts
- gGL.setColorMask(false, false);
- llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] );
- gGL.setColorMask(true, false);
-
- //get rid of some z-fighting
- glPolygonOffset(0.f, 0.f);
-
- LLGLEnable blend(GL_BLEND);
-
- {
- gPathfindingProgram.uniform1f(sAmbiance, ambiance);
-
- { //draw solid overlay
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_LEQUAL);
- llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] );
- gGL.flush();
- }
-
- LLGLEnable lineOffset(GL_POLYGON_OFFSET_LINE);
- glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
-
- F32 offset = gSavedSettings.getF32("PathfindingLineOffset");
-
- if (pathfindingConsole->isRenderXRay())
- {
- gPathfindingProgram.uniform1f(sTint, gSavedSettings.getF32("PathfindingXRayTint"));
- gPathfindingProgram.uniform1f(sAlphaScale, gSavedSettings.getF32("PathfindingXRayOpacity"));
- LLGLEnable blend(GL_BLEND);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER);
-
- glPolygonOffset(offset, -offset);
-
- if (gSavedSettings.getBOOL("PathfindingXRayWireframe"))
- { //draw hidden wireframe as darker and less opaque
- gPathfindingProgram.uniform1f(sAmbiance, 1.f);
- llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] );
- }
- else
- {
- glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
- gPathfindingProgram.uniform1f(sAmbiance, ambiance);
- llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] );
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- }
- }
-
- { //draw visible wireframe as brighter, thicker and more opaque
- glPolygonOffset(offset, offset);
- gPathfindingProgram.uniform1f(sAmbiance, 1.f);
- gPathfindingProgram.uniform1f(sTint, 1.f);
- gPathfindingProgram.uniform1f(sAlphaScale, 1.f);
-
- glLineWidth(gSavedSettings.getF32("PathfindingLineWidth"));
- LLGLDisable blendOut(GL_BLEND);
- llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] );
- gGL.flush();
- glLineWidth(1.f);
- }
-
- glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
- }
- }
- }
-
- glPolygonOffset(0.f, 0.f);
-
- if ( pathfindingConsole->isRenderNavMesh() && pathfindingConsole->isRenderXRay() )
- { //render navmesh xray
- F32 ambiance = gSavedSettings.getF32("PathfindingAmbiance");
-
- LLGLEnable lineOffset(GL_POLYGON_OFFSET_LINE);
- LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
-
- F32 offset = gSavedSettings.getF32("PathfindingLineOffset");
- glPolygonOffset(offset, -offset);
-
- LLGLEnable blend(GL_BLEND);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER);
- gGL.flush();
- glLineWidth(2.0f);
- LLGLEnable cull(GL_CULL_FACE);
-
- gPathfindingProgram.uniform1f(sTint, gSavedSettings.getF32("PathfindingXRayTint"));
- gPathfindingProgram.uniform1f(sAlphaScale, gSavedSettings.getF32("PathfindingXRayOpacity"));
-
- if (gSavedSettings.getBOOL("PathfindingXRayWireframe"))
- { //draw hidden wireframe as darker and less opaque
- glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
- gPathfindingProgram.uniform1f(sAmbiance, 1.f);
- llPathingLibInstance->renderNavMesh();
- glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
- }
- else
- {
- gPathfindingProgram.uniform1f(sAmbiance, ambiance);
- llPathingLibInstance->renderNavMesh();
- }
-
- //render edges
- if (LLGLSLShader::sNoFixedFunction)
- {
- gPathfindingNoNormalsProgram.bind();
- gPathfindingNoNormalsProgram.uniform1f(sTint, gSavedSettings.getF32("PathfindingXRayTint"));
- gPathfindingNoNormalsProgram.uniform1f(sAlphaScale, gSavedSettings.getF32("PathfindingXRayOpacity"));
- llPathingLibInstance->renderNavMeshEdges();
- gPathfindingProgram.bind();
- }
- else
- {
- llPathingLibInstance->renderNavMeshEdges();
- }
-
- gGL.flush();
- glLineWidth(1.0f);
- }
-
- glPolygonOffset(0.f, 0.f);
-
- gGL.flush();
- if (LLGLSLShader::sNoFixedFunction)
- {
- gPathfindingProgram.unbind();
- }
- }
- }
- }
- }
-
- gGL.color4f(1,1,1,1);
-
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLModelView);
- gGL.setColorMask(true, false);
-
-
- if (!hud_only && !mDebugBlips.empty())
- { //render debug blips
- if (LLGLSLShader::sNoFixedFunction)
- {
- gUIProgram.bind();
- }
-
- gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep, true);
-
- glPointSize(8.f);
- LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
-
- gGL.begin(LLRender::POINTS);
- for (std::list<DebugBlip>::iterator iter = mDebugBlips.begin(); iter != mDebugBlips.end(); )
- {
- DebugBlip& blip = *iter;
-
- blip.mAge += gFrameIntervalSeconds.value();
- if (blip.mAge > 2.f)
- {
- mDebugBlips.erase(iter++);
- }
- else
- {
- iter++;
- }
-
- blip.mPosition.mV[2] += gFrameIntervalSeconds.value()*2.f;
-
- gGL.color4fv(blip.mColor.mV);
- gGL.vertex3fv(blip.mPosition.mV);
- }
- gGL.end();
- gGL.flush();
- glPointSize(1.f);
- }
-
-
- // Debug stuff.
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
- for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
- {
- LLSpatialPartition* part = region->getSpatialPartition(i);
- if (part)
- {
- if ( (hud_only && (part->mDrawableType == RENDER_TYPE_HUD || part->mDrawableType == RENDER_TYPE_HUD_PARTICLES)) ||
- (!hud_only && hasRenderType(part->mDrawableType)) )
- {
- part->renderDebug();
- }
- }
- }
- }
-
- for (LLCullResult::bridge_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i)
- {
- LLSpatialBridge* bridge = *i;
- if (!bridge->isDead() && hasRenderType(bridge->mDrawableType))
- {
- gGL.pushMatrix();
- gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
- bridge->renderDebug();
- gGL.popMatrix();
- }
- }
-
- if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION) && LLGLSLShader::sNoFixedFunction)
- { //render visible selected group occlusion geometry
- gDebugProgram.bind();
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- gGL.diffuseColor3f(1,0,1);
- for (std::set<LLSpatialGroup*>::iterator iter = visible_selected_groups.begin(); iter != visible_selected_groups.end(); ++iter)
- {
- LLSpatialGroup* group = *iter;
-
- LLVector4a fudge;
- fudge.splat(0.25f); //SG_OCCLUSION_FUDGE
-
- LLVector4a size;
- const LLVector4a* bounds = group->getBounds();
- size.setAdd(fudge, bounds[1]);
-
- drawBox(bounds[0], size);
- }
- }
-
- visible_selected_groups.clear();
-
- if (LLGLSLShader::sNoFixedFunction)
- {
- gUIProgram.bind();
- }
-
- if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_RAYCAST) && !hud_only)
- { //draw crosshairs on particle intersection
- if (gDebugRaycastParticle)
- {
- if (LLGLSLShader::sNoFixedFunction)
- { //this debug display requires shaders
- gDebugProgram.bind();
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- LLVector3 center(gDebugRaycastParticleIntersection.getF32ptr());
- LLVector3 size(0.1f, 0.1f, 0.1f);
-
- LLVector3 p[6];
-
- p[0] = center + size.scaledVec(LLVector3(1,0,0));
- p[1] = center + size.scaledVec(LLVector3(-1,0,0));
- p[2] = center + size.scaledVec(LLVector3(0,1,0));
- p[3] = center + size.scaledVec(LLVector3(0,-1,0));
- p[4] = center + size.scaledVec(LLVector3(0,0,1));
- p[5] = center + size.scaledVec(LLVector3(0,0,-1));
-
- gGL.begin(LLRender::LINES);
- gGL.diffuseColor3f(1.f, 1.f, 0.f);
- for (U32 i = 0; i < 6; i++)
- {
- gGL.vertex3fv(p[i].mV);
- }
- gGL.end();
- gGL.flush();
-
- gDebugProgram.unbind();
- }
- }
- }
-
- if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- LLVertexBuffer::unbind();
-
- LLGLEnable blend(GL_BLEND);
- LLGLDepthTest depth(TRUE, FALSE);
- LLGLDisable cull(GL_CULL_FACE);
-
- gGL.color4f(1,1,1,1);
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- F32 a = 0.1f;
-
- F32 col[] =
- {
- 1,0,0,a,
- 0,1,0,a,
- 0,0,1,a,
- 1,0,1,a,
-
- 1,1,0,a,
- 0,1,1,a,
- 1,1,1,a,
- 1,0,1,a,
- };
-
- for (U32 i = 0; i < 8; i++)
- {
- LLVector3* frust = mShadowCamera[i].mAgentFrustum;
-
- if (i > 3)
- { //render shadow frusta as volumes
- if (mShadowFrustPoints[i-4].empty())
- {
- continue;
- }
-
- gGL.color4fv(col+(i-4)*4);
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV);
- gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV);
- gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[6].mV);
- gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[7].mV);
- gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV);
- gGL.end();
-
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.vertex3fv(frust[0].mV);
- gGL.vertex3fv(frust[1].mV);
- gGL.vertex3fv(frust[3].mV);
- gGL.vertex3fv(frust[2].mV);
- gGL.end();
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.vertex3fv(frust[4].mV);
- gGL.vertex3fv(frust[5].mV);
- gGL.vertex3fv(frust[7].mV);
- gGL.vertex3fv(frust[6].mV);
- gGL.end();
- }
-
-
- if (i < 4)
- {
-
- //if (i == 0 || !mShadowFrustPoints[i].empty())
- {
- //render visible point cloud
- gGL.flush();
- glPointSize(8.f);
- gGL.begin(LLRender::POINTS);
-
- F32* c = col+i*4;
- gGL.color3fv(c);
-
- for (U32 j = 0; j < mShadowFrustPoints[i].size(); ++j)
- {
- gGL.vertex3fv(mShadowFrustPoints[i][j].mV);
-
- }
- gGL.end();
-
- gGL.flush();
- glPointSize(1.f);
-
- LLVector3* ext = mShadowExtents[i];
- LLVector3 pos = (ext[0]+ext[1])*0.5f;
- LLVector3 size = (ext[1]-ext[0])*0.5f;
- drawBoxOutline(pos, size);
-
- //render camera frustum splits as outlines
- gGL.begin(LLRender::LINES);
- gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[1].mV);
- gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[2].mV);
- gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[3].mV);
- gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[0].mV);
- gGL.vertex3fv(frust[4].mV); gGL.vertex3fv(frust[5].mV);
- gGL.vertex3fv(frust[5].mV); gGL.vertex3fv(frust[6].mV);
- gGL.vertex3fv(frust[6].mV); gGL.vertex3fv(frust[7].mV);
- gGL.vertex3fv(frust[7].mV); gGL.vertex3fv(frust[4].mV);
- gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV);
- gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV);
- gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[6].mV);
- gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[7].mV);
- gGL.end();
- }
- }
-
- /*gGL.flush();
- glLineWidth(16-i*2);
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
- for (U32 j = 0; j < LLViewerRegion::NUM_PARTITIONS; j++)
- {
- LLSpatialPartition* part = region->getSpatialPartition(j);
- if (part)
- {
- if (hasRenderType(part->mDrawableType))
- {
- part->renderIntersectingBBoxes(&mShadowCamera[i]);
- }
- }
- }
- }
- gGL.flush();
- glLineWidth(1.f);*/
- }
- }
-
- if (mRenderDebugMask & RENDER_DEBUG_WIND_VECTORS)
- {
- gAgent.getRegion()->mWind.renderVectors();
- }
-
- if (mRenderDebugMask & RENDER_DEBUG_COMPOSITION)
- {
- // Debug composition layers
- F32 x, y;
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- if (gAgent.getRegion())
- {
- gGL.begin(LLRender::POINTS);
- // Draw the composition layer for the region that I'm in.
- for (x = 0; x <= 260; x++)
- {
- for (y = 0; y <= 260; y++)
- {
- if ((x > 255) || (y > 255))
- {
- gGL.color4f(1.f, 0.f, 0.f, 1.f);
- }
- else
- {
- gGL.color4f(0.f, 0.f, 1.f, 1.f);
- }
- F32 z = gAgent.getRegion()->getCompositionXY((S32)x, (S32)y);
- z *= 5.f;
- z += 50.f;
- gGL.vertex3f(x, y, z);
- }
- }
- gGL.end();
- }
- }
-
- if (mRenderDebugMask & LLPipeline::RENDER_DEBUG_BUILD_QUEUE)
- {
- U32 count = 0;
- U32 size = mGroupQ2.size();
- LLColor4 col;
-
- LLVertexBuffer::unbind();
- LLGLEnable blend(GL_BLEND);
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
-
- gGL.pushMatrix();
- gGL.loadMatrix(gGLModelView);
- gGLLastMatrix = NULL;
-
- for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ2.begin(); iter != mGroupQ2.end(); ++iter)
- {
- LLSpatialGroup* group = *iter;
- if (group->isDead())
- {
- continue;
- }
-
- LLSpatialBridge* bridge = group->getSpatialPartition()->asBridge();
-
- if (bridge && (!bridge->mDrawable || bridge->mDrawable->isDead()))
- {
- continue;
- }
-
- if (bridge)
- {
- gGL.pushMatrix();
- gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
- }
-
- F32 alpha = llclamp((F32) (size-count)/size, 0.f, 1.f);
-
-
- LLVector2 c(1.f-alpha, alpha);
- c.normVec();
-
-
- ++count;
- col.set(c.mV[0], c.mV[1], 0, alpha*0.5f+0.5f);
- group->drawObjectBox(col);
-
- if (bridge)
- {
- gGL.popMatrix();
- }
- }
-
- gGL.popMatrix();
- }
-
- gGL.flush();
- if (LLGLSLShader::sNoFixedFunction)
- {
- gUIProgram.unbind();
- }
-}
-
-static LLTrace::BlockTimerStatHandle FTM_REBUILD_POOLS("Rebuild Pools");
-
-void LLPipeline::rebuildPools()
-{
- LL_RECORD_BLOCK_TIME(FTM_REBUILD_POOLS);
-
- assertInitialized();
-
- S32 max_count = mPools.size();
- pool_set_t::iterator iter1 = mPools.upper_bound(mLastRebuildPool);
- while(max_count > 0 && mPools.size() > 0) // && num_rebuilds < MAX_REBUILDS)
- {
- if (iter1 == mPools.end())
- {
- iter1 = mPools.begin();
- }
- LLDrawPool* poolp = *iter1;
-
- if (poolp->isDead())
- {
- mPools.erase(iter1++);
- removeFromQuickLookup( poolp );
- if (poolp == mLastRebuildPool)
- {
- mLastRebuildPool = NULL;
- }
- delete poolp;
- }
- else
- {
- mLastRebuildPool = poolp;
- iter1++;
- }
- max_count--;
- }
-}
-
-void LLPipeline::addToQuickLookup( LLDrawPool* new_poolp )
-{
- assertInitialized();
-
- switch( new_poolp->getType() )
- {
- case LLDrawPool::POOL_SIMPLE:
- if (mSimplePool)
- {
- llassert(0);
- LL_WARNS() << "Ignoring duplicate simple pool." << LL_ENDL;
- }
- else
- {
- mSimplePool = (LLRenderPass*) new_poolp;
- }
- break;
-
- case LLDrawPool::POOL_ALPHA_MASK:
- if (mAlphaMaskPool)
- {
- llassert(0);
- LL_WARNS() << "Ignoring duplicate alpha mask pool." << LL_ENDL;
- break;
- }
- else
- {
- mAlphaMaskPool = (LLRenderPass*) new_poolp;
- }
- break;
-
- case LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK:
- if (mFullbrightAlphaMaskPool)
- {
- llassert(0);
- LL_WARNS() << "Ignoring duplicate alpha mask pool." << LL_ENDL;
- break;
- }
- else
- {
- mFullbrightAlphaMaskPool = (LLRenderPass*) new_poolp;
- }
- break;
-
- case LLDrawPool::POOL_GRASS:
- if (mGrassPool)
- {
- llassert(0);
- LL_WARNS() << "Ignoring duplicate grass pool." << LL_ENDL;
- }
- else
- {
- mGrassPool = (LLRenderPass*) new_poolp;
- }
- break;
-
- case LLDrawPool::POOL_FULLBRIGHT:
- if (mFullbrightPool)
- {
- llassert(0);
- LL_WARNS() << "Ignoring duplicate simple pool." << LL_ENDL;
- }
- else
- {
- mFullbrightPool = (LLRenderPass*) new_poolp;
- }
- break;
-
- case LLDrawPool::POOL_INVISIBLE:
- if (mInvisiblePool)
- {
- llassert(0);
- LL_WARNS() << "Ignoring duplicate simple pool." << LL_ENDL;
- }
- else
- {
- mInvisiblePool = (LLRenderPass*) new_poolp;
- }
- break;
-
- case LLDrawPool::POOL_GLOW:
- if (mGlowPool)
- {
- llassert(0);
- LL_WARNS() << "Ignoring duplicate glow pool." << LL_ENDL;
- }
- else
- {
- mGlowPool = (LLRenderPass*) new_poolp;
- }
- break;
-
- case LLDrawPool::POOL_TREE:
- mTreePools[ uintptr_t(new_poolp->getTexture()) ] = new_poolp ;
- break;
-
- case LLDrawPool::POOL_TERRAIN:
- mTerrainPools[ uintptr_t(new_poolp->getTexture()) ] = new_poolp ;
- break;
-
- case LLDrawPool::POOL_BUMP:
- if (mBumpPool)
- {
- llassert(0);
- LL_WARNS() << "Ignoring duplicate bump pool." << LL_ENDL;
- }
- else
- {
- mBumpPool = new_poolp;
- }
- break;
- case LLDrawPool::POOL_MATERIALS:
- if (mMaterialsPool)
- {
- llassert(0);
- LL_WARNS() << "Ignorning duplicate materials pool." << LL_ENDL;
- }
- else
- {
- mMaterialsPool = new_poolp;
- }
- break;
- case LLDrawPool::POOL_ALPHA:
- if( mAlphaPool )
- {
- llassert(0);
- LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Alpha pool" << LL_ENDL;
- }
- else
- {
- mAlphaPool = (LLDrawPoolAlpha*) new_poolp;
- }
- break;
-
- case LLDrawPool::POOL_AVATAR:
- break; // Do nothing
-
- case LLDrawPool::POOL_SKY:
- if( mSkyPool )
- {
- llassert(0);
- LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Sky pool" << LL_ENDL;
- }
- else
- {
- mSkyPool = new_poolp;
- }
- break;
-
- case LLDrawPool::POOL_WATER:
- if( mWaterPool )
- {
- llassert(0);
- LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Water pool" << LL_ENDL;
- }
- else
- {
- mWaterPool = new_poolp;
- }
- break;
-
- case LLDrawPool::POOL_GROUND:
- if( mGroundPool )
- {
- llassert(0);
- LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Ground Pool" << LL_ENDL;
- }
- else
- {
- mGroundPool = new_poolp;
- }
- break;
-
- case LLDrawPool::POOL_WL_SKY:
- if( mWLSkyPool )
- {
- llassert(0);
- LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate WLSky Pool" << LL_ENDL;
- }
- else
- {
- mWLSkyPool = new_poolp;
- }
- break;
-
- default:
- llassert(0);
- LL_WARNS() << "Invalid Pool Type in LLPipeline::addPool()" << LL_ENDL;
- break;
- }
-}
-
-void LLPipeline::removePool( LLDrawPool* poolp )
-{
- assertInitialized();
- removeFromQuickLookup(poolp);
- mPools.erase(poolp);
- delete poolp;
-}
-
-void LLPipeline::removeFromQuickLookup( LLDrawPool* poolp )
-{
- assertInitialized();
- switch( poolp->getType() )
- {
- case LLDrawPool::POOL_SIMPLE:
- llassert(mSimplePool == poolp);
- mSimplePool = NULL;
- break;
-
- case LLDrawPool::POOL_ALPHA_MASK:
- llassert(mAlphaMaskPool == poolp);
- mAlphaMaskPool = NULL;
- break;
-
- case LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK:
- llassert(mFullbrightAlphaMaskPool == poolp);
- mFullbrightAlphaMaskPool = NULL;
- break;
-
- case LLDrawPool::POOL_GRASS:
- llassert(mGrassPool == poolp);
- mGrassPool = NULL;
- break;
-
- case LLDrawPool::POOL_FULLBRIGHT:
- llassert(mFullbrightPool == poolp);
- mFullbrightPool = NULL;
- break;
-
- case LLDrawPool::POOL_INVISIBLE:
- llassert(mInvisiblePool == poolp);
- mInvisiblePool = NULL;
- break;
-
- case LLDrawPool::POOL_WL_SKY:
- llassert(mWLSkyPool == poolp);
- mWLSkyPool = NULL;
- break;
-
- case LLDrawPool::POOL_GLOW:
- llassert(mGlowPool == poolp);
- mGlowPool = NULL;
- break;
-
- case LLDrawPool::POOL_TREE:
- #ifdef _DEBUG
- {
- bool found = mTreePools.erase( (uintptr_t)poolp->getTexture() );
- llassert( found );
- }
- #else
- mTreePools.erase( (uintptr_t)poolp->getTexture() );
- #endif
- break;
-
- case LLDrawPool::POOL_TERRAIN:
- #ifdef _DEBUG
- {
- bool found = mTerrainPools.erase( (uintptr_t)poolp->getTexture() );
- llassert( found );
- }
- #else
- mTerrainPools.erase( (uintptr_t)poolp->getTexture() );
- #endif
- break;
-
- case LLDrawPool::POOL_BUMP:
- llassert( poolp == mBumpPool );
- mBumpPool = NULL;
- break;
-
- case LLDrawPool::POOL_MATERIALS:
- llassert(poolp == mMaterialsPool);
- mMaterialsPool = NULL;
- break;
-
- case LLDrawPool::POOL_ALPHA:
- llassert( poolp == mAlphaPool );
- mAlphaPool = NULL;
- break;
-
- case LLDrawPool::POOL_AVATAR:
- break; // Do nothing
-
- case LLDrawPool::POOL_SKY:
- llassert( poolp == mSkyPool );
- mSkyPool = NULL;
- break;
-
- case LLDrawPool::POOL_WATER:
- llassert( poolp == mWaterPool );
- mWaterPool = NULL;
- break;
-
- case LLDrawPool::POOL_GROUND:
- llassert( poolp == mGroundPool );
- mGroundPool = NULL;
- break;
-
- default:
- llassert(0);
- LL_WARNS() << "Invalid Pool Type in LLPipeline::removeFromQuickLookup() type=" << poolp->getType() << LL_ENDL;
- break;
- }
-}
-
-void LLPipeline::resetDrawOrders()
-{
- assertInitialized();
- // Iterate through all of the draw pools and rebuild them.
- for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
- {
- LLDrawPool *poolp = *iter;
- poolp->resetDrawOrders();
- }
-}
-
-//============================================================================
-// Once-per-frame setup of hardware lights,
-// including sun/moon, avatar backlight, and up to 6 local lights
-
-void LLPipeline::setupAvatarLights(bool for_edit)
-{
- assertInitialized();
-
- if (for_edit)
- {
- LLColor4 diffuse(1.f, 1.f, 1.f, 0.f);
- LLVector4 light_pos_cam(-8.f, 0.25f, 10.f, 0.f); // w==0 => directional light
- LLMatrix4 camera_mat = LLViewerCamera::getInstance()->getModelview();
- LLMatrix4 camera_rot(camera_mat.getMat3());
- camera_rot.invert();
- LLVector4 light_pos = light_pos_cam * camera_rot;
-
- light_pos.normalize();
-
- LLLightState* light = gGL.getLight(1);
-
- if (LLPipeline::sRenderDeferred)
- {
- /*diffuse.mV[0] = powf(diffuse.mV[0], 2.2f);
- diffuse.mV[1] = powf(diffuse.mV[1], 2.2f);
- diffuse.mV[2] = powf(diffuse.mV[2], 2.2f);*/
- }
-
- mHWLightColors[1] = diffuse;
-
- light->setDiffuse(diffuse);
- light->setAmbient(LLColor4::black);
- light->setSpecular(LLColor4::black);
- light->setPosition(light_pos);
- light->setConstantAttenuation(1.f);
- light->setLinearAttenuation(0.f);
- light->setQuadraticAttenuation(0.f);
- light->setSpotExponent(0.f);
- light->setSpotCutoff(180.f);
- }
- else if (gAvatarBacklight) // Always true (unless overridden in a devs .ini)
- {
- LLVector3 sun_dir = LLVector3(mSunDir);
- LLVector3 opposite_pos = -sun_dir;
- LLVector3 orthog_light_pos = sun_dir % LLVector3::z_axis;
- LLVector4 backlight_pos = LLVector4(lerp(opposite_pos, orthog_light_pos, 0.3f), 0.0f);
- backlight_pos.normalize();
-
- LLColor4 light_diffuse = mSunDiffuse;
- LLColor4 backlight_diffuse(1.f - light_diffuse.mV[VRED], 1.f - light_diffuse.mV[VGREEN], 1.f - light_diffuse.mV[VBLUE], 1.f);
- F32 max_component = 0.001f;
- for (S32 i = 0; i < 3; i++)
- {
- if (backlight_diffuse.mV[i] > max_component)
- {
- max_component = backlight_diffuse.mV[i];
- }
- }
- F32 backlight_mag;
- if (LLEnvironment::instance().getIsSunUp())
- {
- backlight_mag = BACKLIGHT_DAY_MAGNITUDE_OBJECT;
- }
- else
- {
- backlight_mag = BACKLIGHT_NIGHT_MAGNITUDE_OBJECT;
- }
- backlight_diffuse *= backlight_mag / max_component;
-
- if (LLPipeline::sRenderDeferred)
- {
- /*backlight_diffuse.mV[0] = powf(backlight_diffuse.mV[0], 2.2f);
- backlight_diffuse.mV[1] = powf(backlight_diffuse.mV[1], 2.2f);
- backlight_diffuse.mV[2] = powf(backlight_diffuse.mV[2], 2.2f);*/
- }
-
- mHWLightColors[1] = backlight_diffuse;
-
- LLLightState* light = gGL.getLight(1);
-
- light->setPosition(backlight_pos);
- light->setDiffuse(backlight_diffuse);
- light->setAmbient(LLColor4::black);
- light->setSpecular(LLColor4::black);
- light->setConstantAttenuation(1.f);
- light->setLinearAttenuation(0.f);
- light->setQuadraticAttenuation(0.f);
- light->setSpotExponent(0.f);
- light->setSpotCutoff(180.f);
- }
- else
- {
- LLLightState* light = gGL.getLight(1);
-
- mHWLightColors[1] = LLColor4::black;
-
- light->setDiffuse(LLColor4::black);
- light->setAmbient(LLColor4::black);
- light->setSpecular(LLColor4::black);
- }
-}
-
-static F32 calc_light_dist(LLVOVolume* light, const LLVector3& cam_pos, F32 max_dist)
-{
- F32 inten = light->getLightIntensity();
- if (inten < .001f)
- {
- return max_dist;
- }
- F32 radius = light->getLightRadius();
- bool selected = light->isSelected();
- LLVector3 dpos = light->getRenderPosition() - cam_pos;
- F32 dist2 = dpos.lengthSquared();
- if (!selected && dist2 > (max_dist + radius)*(max_dist + radius))
- {
- return max_dist;
- }
- F32 dist = (F32) sqrt(dist2);
- dist *= 1.f / inten;
- dist -= radius;
- if (selected)
- {
- dist -= 10000.f; // selected lights get highest priority
- }
- if (light->mDrawable.notNull() && light->mDrawable->isState(LLDrawable::ACTIVE))
- {
- // moving lights get a little higher priority (too much causes artifacts)
- dist -= light->getLightRadius()*0.25f;
- }
- return dist;
-}
-
-void LLPipeline::calcNearbyLights(LLCamera& camera)
-{
- assertInitialized();
-
- if (LLPipeline::sReflectionRender)
- {
- return;
- }
-
- if (mLightingDetail >= 1)
- {
- // mNearbyLight (and all light_set_t's) are sorted such that
- // begin() == the closest light and rbegin() == the farthest light
- const S32 MAX_LOCAL_LIGHTS = 6;
-// LLVector3 cam_pos = gAgent.getCameraPositionAgent();
- LLVector3 cam_pos = LLViewerJoystick::getInstance()->getOverrideCamera() ?
- camera.getOrigin() :
- gAgent.getPositionAgent();
-
- F32 max_dist = LIGHT_MAX_RADIUS * 4.f; // ignore enitrely lights > 4 * max light rad
-
- // UPDATE THE EXISTING NEARBY LIGHTS
- light_set_t cur_nearby_lights;
- for (light_set_t::iterator iter = mNearbyLights.begin();
- iter != mNearbyLights.end(); iter++)
- {
- const Light* light = &(*iter);
- LLDrawable* drawable = light->drawable;
- const LLViewerObject *vobj = light->drawable->getVObj();
- if(vobj && vobj->getAvatar()
- && (vobj->getAvatar()->isTooComplex() || vobj->getAvatar()->isInMuteList())
- )
- {
- drawable->clearState(LLDrawable::NEARBY_LIGHT);
- continue;
- }
-
- LLVOVolume* volight = drawable->getVOVolume();
- if (!volight || !drawable->isState(LLDrawable::LIGHT))
- {
- drawable->clearState(LLDrawable::NEARBY_LIGHT);
- continue;
- }
- if (light->fade <= -LIGHT_FADE_TIME)
- {
- drawable->clearState(LLDrawable::NEARBY_LIGHT);
- continue;
- }
- if (!sRenderAttachedLights && volight && volight->isAttachment())
- {
- drawable->clearState(LLDrawable::NEARBY_LIGHT);
- continue;
- }
-
- F32 dist = calc_light_dist(volight, cam_pos, max_dist);
- cur_nearby_lights.insert(Light(drawable, dist, light->fade));
- }
- mNearbyLights = cur_nearby_lights;
-
- // FIND NEW LIGHTS THAT ARE IN RANGE
- light_set_t new_nearby_lights;
- for (LLDrawable::drawable_set_t::iterator iter = mLights.begin();
- iter != mLights.end(); ++iter)
- {
- LLDrawable* drawable = *iter;
- LLVOVolume* light = drawable->getVOVolume();
- if (!light || drawable->isState(LLDrawable::NEARBY_LIGHT))
- {
- continue;
- }
- if (light->isHUDAttachment())
- {
- continue; // no lighting from HUD objects
- }
- F32 dist = calc_light_dist(light, cam_pos, max_dist);
- if (dist >= max_dist)
- {
- continue;
- }
- if (!sRenderAttachedLights && light && light->isAttachment())
- {
- continue;
- }
- new_nearby_lights.insert(Light(drawable, dist, 0.f));
- if (new_nearby_lights.size() > (U32)MAX_LOCAL_LIGHTS)
- {
- new_nearby_lights.erase(--new_nearby_lights.end());
- const Light& last = *new_nearby_lights.rbegin();
- max_dist = last.dist;
- }
- }
-
- // INSERT ANY NEW LIGHTS
- for (light_set_t::iterator iter = new_nearby_lights.begin();
- iter != new_nearby_lights.end(); iter++)
- {
- const Light* light = &(*iter);
- if (mNearbyLights.size() < (U32)MAX_LOCAL_LIGHTS)
- {
- mNearbyLights.insert(*light);
- ((LLDrawable*) light->drawable)->setState(LLDrawable::NEARBY_LIGHT);
- }
- else
- {
- // crazy cast so that we can overwrite the fade value
- // even though gcc enforces sets as const
- // (fade value doesn't affect sort so this is safe)
- Light* farthest_light = (const_cast<Light*>(&(*(mNearbyLights.rbegin()))));
- if (light->dist < farthest_light->dist)
- {
- if (farthest_light->fade >= 0.f)
- {
- farthest_light->fade = -(gFrameIntervalSeconds.value());
- }
- }
- else
- {
- break; // none of the other lights are closer
- }
- }
- }
-
- //mark nearby lights not-removable.
- for (light_set_t::iterator iter = mNearbyLights.begin();
- iter != mNearbyLights.end(); iter++)
- {
- const Light* light = &(*iter);
- ((LLViewerOctreeEntryData*) light->drawable)->setVisible();
- }
- }
-}
-
-void LLPipeline::setupHWLights(LLDrawPool* pool)
-{
- assertInitialized();
-
- LLEnvironment& environment = LLEnvironment::instance();
- LLSettingsSky::ptr_t psky = environment.getCurrentSky();
-
- // Ambient
- if (!LLGLSLShader::sNoFixedFunction)
- {
- gGL.syncMatrices();
- LLColor4 ambient = psky->getTotalAmbient();
- gGL.setAmbientLightColor(ambient);
- }
-
- // Light 0 = Sun or Moon (All objects)
- {
- LLVector4 sun_dir(environment.getSunDirection(), 0.0f);
- LLVector4 moon_dir(environment.getMoonDirection(), 0.0f);
-
- mSunDir.setVec(sun_dir);
- mMoonDir.setVec(moon_dir);
-
- if (environment.getIsSunUp())
- {
- mSunDiffuse.setVec(psky->getSunDiffuse());
- }
- else
- {
- mSunDiffuse.setVec(psky->getMoonDiffuse());
- }
-
- F32 max_color = llmax(mSunDiffuse.mV[0], mSunDiffuse.mV[1], mSunDiffuse.mV[2]);
- if (max_color > 1.f)
- {
- mSunDiffuse *= 1.f/max_color;
- }
- mSunDiffuse.clamp();
-
- LLColor4 light_diffuse = mSunDiffuse;
-
- mHWLightColors[0] = light_diffuse;
-
- LLLightState* light = gGL.getLight(0);
- if (environment.getIsSunUp())
- {
- light->setPosition(mSunDir);
- }
- else
- {
- light->setPosition(mMoonDir);
- }
- light->setDiffuse(light_diffuse);
- light->setAmbient(LLColor4::black);
- light->setSpecular(LLColor4::black);
- light->setConstantAttenuation(1.f);
- light->setLinearAttenuation(0.f);
- light->setQuadraticAttenuation(0.f);
- light->setSpotExponent(0.f);
- light->setSpotCutoff(180.f);
- }
-
- // Light 1 = Backlight (for avatars)
- // (set by enableLightsAvatar)
-
- S32 cur_light = 2;
-
- // Nearby lights = LIGHT 2-7
-
- mLightMovingMask = 0;
-
- if (mLightingDetail >= 1)
- {
- for (light_set_t::iterator iter = mNearbyLights.begin();
- iter != mNearbyLights.end(); ++iter)
- {
- LLDrawable* drawable = iter->drawable;
- LLVOVolume* light = drawable->getVOVolume();
- if (!light)
- {
- continue;
- }
- if (drawable->isState(LLDrawable::ACTIVE))
- {
- mLightMovingMask |= (1<<cur_light);
- }
-
- LLColor4 light_color = light->getLightColor();
- light_color.mV[3] = 0.0f;
-
- F32 fade = iter->fade;
- if (fade < LIGHT_FADE_TIME)
- {
- // fade in/out light
- if (fade >= 0.f)
- {
- fade = fade / LIGHT_FADE_TIME;
- ((Light*) (&(*iter)))->fade += gFrameIntervalSeconds.value();
- }
- else
- {
- fade = 1.f + fade / LIGHT_FADE_TIME;
- ((Light*) (&(*iter)))->fade -= gFrameIntervalSeconds.value();
- }
- fade = llclamp(fade,0.f,1.f);
- light_color *= fade;
- }
-
- LLVector3 light_pos(light->getRenderPosition());
- LLVector4 light_pos_gl(light_pos, 1.0f);
-
- F32 light_radius = llmax(light->getLightRadius(), 0.001f);
-
- F32 x = (3.f * (1.f + light->getLightFalloff())); // why this magic? probably trying to match a historic behavior.
- float linatten = x / (light_radius); // % of brightness at radius
-
- mHWLightColors[cur_light] = light_color;
- LLLightState* light_state = gGL.getLight(cur_light);
-
- light_state->setPosition(light_pos_gl);
- light_state->setDiffuse(light_color);
- light_state->setAmbient(LLColor4::black);
- light_state->setConstantAttenuation(0.f);
- if (sRenderDeferred)
- {
- F32 size = light_radius*1.5f;
- light_state->setLinearAttenuation(size);
- light_state->setQuadraticAttenuation(light->getLightFalloff()*0.5f+1.f);
- }
- else
- {
- light_state->setLinearAttenuation(linatten);
- light_state->setQuadraticAttenuation(0.f);
- }
-
-
- if (light->isLightSpotlight() // directional (spot-)light
- && (LLPipeline::sRenderDeferred || RenderSpotLightsInNondeferred)) // these are only rendered as GL spotlights if we're in deferred rendering mode *or* the setting forces them on
- {
- LLQuaternion quat = light->getRenderRotation();
- LLVector3 at_axis(0,0,-1); // this matches deferred rendering's object light direction
- at_axis *= quat;
-
- light_state->setSpotDirection(at_axis);
- light_state->setSpotCutoff(90.f);
- light_state->setSpotExponent(2.f);
-
- const LLColor4 specular(0.f, 0.f, 0.f, 0.f);
- light_state->setSpecular(specular);
- }
- else // omnidirectional (point) light
- {
- light_state->setSpotExponent(0.f);
- light_state->setSpotCutoff(180.f);
-
- // we use specular.w = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight
- const LLColor4 specular(0.f, 0.f, 0.f, 1.f);
- light_state->setSpecular(specular);
- }
- cur_light++;
- if (cur_light >= 8)
- {
- break; // safety
- }
- }
- }
- for ( ; cur_light < 8 ; cur_light++)
- {
- mHWLightColors[cur_light] = LLColor4::black;
- LLLightState* light = gGL.getLight(cur_light);
-
- light->setDiffuse(LLColor4::black);
- light->setAmbient(LLColor4::black);
- light->setSpecular(LLColor4::black);
- }
- if (gAgentAvatarp &&
- gAgentAvatarp->mSpecialRenderMode == 3)
- {
- LLColor4 light_color = LLColor4::white;
- light_color.mV[3] = 0.0f;
-
- LLVector3 light_pos(LLViewerCamera::getInstance()->getOrigin());
- LLVector4 light_pos_gl(light_pos, 1.0f);
-
- F32 light_radius = 16.f;
-
- F32 x = 3.f;
- float linatten = x / (light_radius); // % of brightness at radius
-
- if (LLPipeline::sRenderDeferred)
- {
- /*light_color.mV[0] = powf(light_color.mV[0], 2.2f);
- light_color.mV[1] = powf(light_color.mV[1], 2.2f);
- light_color.mV[2] = powf(light_color.mV[2], 2.2f);*/
- }
-
- mHWLightColors[2] = light_color;
- LLLightState* light = gGL.getLight(2);
-
- light->setPosition(light_pos_gl);
- light->setDiffuse(light_color);
- light->setAmbient(LLColor4::black);
- light->setSpecular(LLColor4::black);
- light->setQuadraticAttenuation(0.f);
- light->setConstantAttenuation(0.f);
- light->setLinearAttenuation(linatten);
- light->setSpotExponent(0.f);
- light->setSpotCutoff(180.f);
- }
-
- // Init GL state
- if (!LLGLSLShader::sNoFixedFunction)
- {
- glDisable(GL_LIGHTING);
- }
-
- for (S32 i = 0; i < 8; ++i)
- {
- gGL.getLight(i)->disable();
- }
- mLightMask = 0;
-}
-
-void LLPipeline::enableLights(U32 mask)
-{
- assertInitialized();
-
- if (mLightingDetail == 0)
- {
- mask &= 0xf003; // sun and backlight only (and fullbright bit)
- }
- if (mLightMask != mask)
- {
- stop_glerror();
- if (!mLightMask)
- {
- if (!LLGLSLShader::sNoFixedFunction)
- {
- glEnable(GL_LIGHTING);
- }
- }
- if (mask)
- {
- stop_glerror();
- for (S32 i=0; i<8; i++)
- {
- LLLightState* light = gGL.getLight(i);
- if (mask & (1<<i))
- {
- light->enable();
- light->setDiffuse(mHWLightColors[i]);
- }
- else
- {
- light->disable();
- light->setDiffuse(LLColor4::black);
- }
- }
- stop_glerror();
- }
- else
- {
- if (!LLGLSLShader::sNoFixedFunction)
- {
- glDisable(GL_LIGHTING);
- }
- }
- mLightMask = mask;
- stop_glerror();
-
- LLColor4 ambient = LLEnvironment::instance().getCurrentSky()->getTotalAmbient();
- gGL.setAmbientLightColor(ambient);
- }
-}
-
-void LLPipeline::enableLightsStatic()
-{
- assertInitialized();
- U32 mask = 0x01; // Sun
- if (mLightingDetail >= 2)
- {
- mask |= mLightMovingMask; // Hardware moving lights
- }
- else
- {
- mask |= 0xff & (~2); // Hardware local lights
- }
- enableLights(mask);
-}
-
-void LLPipeline::enableLightsDynamic()
-{
- assertInitialized();
- U32 mask = 0xff & (~2); // Local lights
- enableLights(mask);
-
- if (isAgentAvatarValid() && getLightingDetail() <= 0)
- {
- if (gAgentAvatarp->mSpecialRenderMode == 0) // normal
- {
- gPipeline.enableLightsAvatar();
- }
- else if (gAgentAvatarp->mSpecialRenderMode >= 1) // anim preview
- {
- gPipeline.enableLightsAvatarEdit(LLColor4(0.7f, 0.6f, 0.3f, 1.f));
- }
- }
-}
-
-void LLPipeline::enableLightsAvatar()
-{
- U32 mask = 0xff; // All lights
- setupAvatarLights(FALSE);
- enableLights(mask);
-}
-
-void LLPipeline::enableLightsPreview()
-{
- disableLights();
-
- if (!LLGLSLShader::sNoFixedFunction)
- {
- glEnable(GL_LIGHTING);
- }
-
- LLColor4 ambient = PreviewAmbientColor;
- gGL.setAmbientLightColor(ambient);
-
- LLColor4 diffuse0 = PreviewDiffuse0;
- LLColor4 specular0 = PreviewSpecular0;
- LLColor4 diffuse1 = PreviewDiffuse1;
- LLColor4 specular1 = PreviewSpecular1;
- LLColor4 diffuse2 = PreviewDiffuse2;
- LLColor4 specular2 = PreviewSpecular2;
-
- LLVector3 dir0 = PreviewDirection0;
- LLVector3 dir1 = PreviewDirection1;
- LLVector3 dir2 = PreviewDirection2;
-
- dir0.normVec();
- dir1.normVec();
- dir2.normVec();
-
- LLVector4 light_pos(dir0, 0.0f);
-
- LLLightState* light = gGL.getLight(1);
-
- light->enable();
- light->setPosition(light_pos);
- light->setDiffuse(diffuse0);
- light->setAmbient(LLColor4::black);
- light->setSpecular(specular0);
- light->setSpotExponent(0.f);
- light->setSpotCutoff(180.f);
-
- light_pos = LLVector4(dir1, 0.f);
-
- light = gGL.getLight(2);
- light->enable();
- light->setPosition(light_pos);
- light->setDiffuse(diffuse1);
- light->setAmbient(LLColor4::black);
- light->setSpecular(specular1);
- light->setSpotExponent(0.f);
- light->setSpotCutoff(180.f);
-
- light_pos = LLVector4(dir2, 0.f);
- light = gGL.getLight(3);
- light->enable();
- light->setPosition(light_pos);
- light->setDiffuse(diffuse2);
- light->setAmbient(LLColor4::black);
- light->setSpecular(specular2);
- light->setSpotExponent(0.f);
- light->setSpotCutoff(180.f);
-}
-
-
-void LLPipeline::enableLightsAvatarEdit(const LLColor4& color)
-{
- U32 mask = 0x2002; // Avatar backlight only, set ambient
- setupAvatarLights(TRUE);
- enableLights(mask);
-
- gGL.setAmbientLightColor(color);
-}
-
-void LLPipeline::enableLightsFullbright(const LLColor4& color)
-{
- assertInitialized();
- U32 mask = 0x1000; // Non-0 mask, set ambient
- enableLights(mask);
-
- gGL.setAmbientLightColor(color);
-}
-
-void LLPipeline::disableLights()
-{
- enableLights(0); // no lighting (full bright)
-}
-
-//============================================================================
-
-class LLMenuItemGL;
-class LLInvFVBridge;
-struct cat_folder_pair;
-class LLVOBranch;
-class LLVOLeaf;
-
-void LLPipeline::findReferences(LLDrawable *drawablep)
-{
- assertInitialized();
- if (mLights.find(drawablep) != mLights.end())
- {
- LL_INFOS() << "In mLights" << LL_ENDL;
- }
- if (std::find(mMovedList.begin(), mMovedList.end(), drawablep) != mMovedList.end())
- {
- LL_INFOS() << "In mMovedList" << LL_ENDL;
- }
- if (std::find(mShiftList.begin(), mShiftList.end(), drawablep) != mShiftList.end())
- {
- LL_INFOS() << "In mShiftList" << LL_ENDL;
- }
- if (mRetexturedList.find(drawablep) != mRetexturedList.end())
- {
- LL_INFOS() << "In mRetexturedList" << LL_ENDL;
- }
-
- if (std::find(mBuildQ1.begin(), mBuildQ1.end(), drawablep) != mBuildQ1.end())
- {
- LL_INFOS() << "In mBuildQ1" << LL_ENDL;
- }
- if (std::find(mBuildQ2.begin(), mBuildQ2.end(), drawablep) != mBuildQ2.end())
- {
- LL_INFOS() << "In mBuildQ2" << LL_ENDL;
- }
-
- S32 count;
-
- count = gObjectList.findReferences(drawablep);
- if (count)
- {
- LL_INFOS() << "In other drawables: " << count << " references" << LL_ENDL;
- }
-}
-
-bool LLPipeline::verify()
-{
- bool ok = assertInitialized();
- if (ok)
- {
- for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
- {
- LLDrawPool *poolp = *iter;
- if (!poolp->verify())
- {
- ok = false;
- }
- }
- }
-
- if (!ok)
- {
- LL_WARNS() << "Pipeline verify failed!" << LL_ENDL;
- }
- return ok;
-}
-
-//////////////////////////////
-//
-// Collision detection
-//
-//
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * A method to compute a ray-AABB intersection.
- * Original code by Andrew Woo, from "Graphics Gems", Academic Press, 1990
- * Optimized code by Pierre Terdiman, 2000 (~20-30% faster on my Celeron 500)
- * Epsilon value added by Klaus Hartmann. (discarding it saves a few cycles only)
- *
- * Hence this version is faster as well as more robust than the original one.
- *
- * Should work provided:
- * 1) the integer representation of 0.0f is 0x00000000
- * 2) the sign bit of the float is the most significant one
- *
- * Report bugs: p.terdiman@codercorner.com
- *
- * \param aabb [in] the axis-aligned bounding box
- * \param origin [in] ray origin
- * \param dir [in] ray direction
- * \param coord [out] impact coordinates
- * \return true if ray intersects AABB
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//#define RAYAABB_EPSILON 0.00001f
-#define IR(x) ((U32&)x)
-
-bool LLRayAABB(const LLVector3 &center, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon)
-{
- bool Inside = true;
- LLVector3 MinB = center - size;
- LLVector3 MaxB = center + size;
- LLVector3 MaxT;
- MaxT.mV[VX]=MaxT.mV[VY]=MaxT.mV[VZ]=-1.0f;
-
- // Find candidate planes.
- for(U32 i=0;i<3;i++)
- {
- if(origin.mV[i] < MinB.mV[i])
- {
- coord.mV[i] = MinB.mV[i];
- Inside = false;
-
- // Calculate T distances to candidate planes
- if(IR(dir.mV[i])) MaxT.mV[i] = (MinB.mV[i] - origin.mV[i]) / dir.mV[i];
- }
- else if(origin.mV[i] > MaxB.mV[i])
- {
- coord.mV[i] = MaxB.mV[i];
- Inside = false;
-
- // Calculate T distances to candidate planes
- if(IR(dir.mV[i])) MaxT.mV[i] = (MaxB.mV[i] - origin.mV[i]) / dir.mV[i];
- }
- }
-
- // Ray origin inside bounding box
- if(Inside)
- {
- coord = origin;
- return true;
- }
-
- // Get largest of the maxT's for final choice of intersection
- U32 WhichPlane = 0;
- if(MaxT.mV[1] > MaxT.mV[WhichPlane]) WhichPlane = 1;
- if(MaxT.mV[2] > MaxT.mV[WhichPlane]) WhichPlane = 2;
-
- // Check final candidate actually inside box
- if(IR(MaxT.mV[WhichPlane])&0x80000000) return false;
-
- for(U32 i=0;i<3;i++)
- {
- if(i!=WhichPlane)
- {
- coord.mV[i] = origin.mV[i] + MaxT.mV[WhichPlane] * dir.mV[i];
- if (epsilon > 0)
- {
- if(coord.mV[i] < MinB.mV[i] - epsilon || coord.mV[i] > MaxB.mV[i] + epsilon) return false;
- }
- else
- {
- if(coord.mV[i] < MinB.mV[i] || coord.mV[i] > MaxB.mV[i]) return false;
- }
- }
- }
- return true; // ray hits box
-}
-
-//////////////////////////////
-//
-// Macros, functions, and inline methods from other classes
-//
-//
-
-void LLPipeline::setLight(LLDrawable *drawablep, bool is_light)
-{
- if (drawablep && assertInitialized())
- {
- if (is_light)
- {
- mLights.insert(drawablep);
- drawablep->setState(LLDrawable::LIGHT);
- }
- else
- {
- drawablep->clearState(LLDrawable::LIGHT);
- mLights.erase(drawablep);
- }
- }
-}
-
-//static
-void LLPipeline::toggleRenderType(U32 type)
-{
- gPipeline.mRenderTypeEnabled[type] = !gPipeline.mRenderTypeEnabled[type];
- if (type == LLPipeline::RENDER_TYPE_WATER)
- {
- gPipeline.mRenderTypeEnabled[LLPipeline::RENDER_TYPE_VOIDWATER] = !gPipeline.mRenderTypeEnabled[LLPipeline::RENDER_TYPE_VOIDWATER];
- }
-}
-
-//static
-void LLPipeline::toggleRenderTypeControl(U32 type)
-{
- U32 bit = (1<<type);
- if (gPipeline.hasRenderType(type))
- {
- LL_INFOS() << "Toggling render type mask " << std::hex << bit << " off" << std::dec << LL_ENDL;
- }
- else
- {
- LL_INFOS() << "Toggling render type mask " << std::hex << bit << " on" << std::dec << LL_ENDL;
- }
- gPipeline.toggleRenderType(type);
-}
-
-//static
-bool LLPipeline::hasRenderTypeControl(U32 type)
-{
- return gPipeline.hasRenderType(type);
-}
-
-// Allows UI items labeled "Hide foo" instead of "Show foo"
-//static
-bool LLPipeline::toggleRenderTypeControlNegated(S32 type)
-{
- return !gPipeline.hasRenderType(type);
-}
-
-//static
-void LLPipeline::toggleRenderDebug(U32 bit)
-{
- if (gPipeline.hasRenderDebugMask(bit))
- {
- LL_INFOS() << "Toggling render debug mask " << std::hex << bit << " off" << std::dec << LL_ENDL;
- }
- else
- {
- LL_INFOS() << "Toggling render debug mask " << std::hex << bit << " on" << std::dec << LL_ENDL;
- }
- gPipeline.mRenderDebugMask ^= bit;
-}
-
-
-//static
-bool LLPipeline::toggleRenderDebugControl(U32 bit)
-{
- return gPipeline.hasRenderDebugMask(bit);
-}
-
-//static
-void LLPipeline::toggleRenderDebugFeature(U32 bit)
-{
- gPipeline.mRenderDebugFeatureMask ^= bit;
-}
-
-
-//static
-bool LLPipeline::toggleRenderDebugFeatureControl(U32 bit)
-{
- return gPipeline.hasRenderDebugFeatureMask(bit);
-}
-
-void LLPipeline::setRenderDebugFeatureControl(U32 bit, bool value)
-{
- if (value)
- {
- gPipeline.mRenderDebugFeatureMask |= bit;
- }
- else
- {
- gPipeline.mRenderDebugFeatureMask &= !bit;
- }
-}
-
-void LLPipeline::pushRenderDebugFeatureMask()
-{
- mRenderDebugFeatureStack.push(mRenderDebugFeatureMask);
-}
-
-void LLPipeline::popRenderDebugFeatureMask()
-{
- if (mRenderDebugFeatureStack.empty())
- {
- LL_ERRS() << "Depleted render feature stack." << LL_ENDL;
- }
-
- mRenderDebugFeatureMask = mRenderDebugFeatureStack.top();
- mRenderDebugFeatureStack.pop();
-}
-
-// static
-void LLPipeline::setRenderScriptedBeacons(bool val)
-{
- sRenderScriptedBeacons = val;
-}
-
-// static
-void LLPipeline::toggleRenderScriptedBeacons()
-{
- sRenderScriptedBeacons = !sRenderScriptedBeacons;
-}
-
-// static
-bool LLPipeline::getRenderScriptedBeacons()
-{
- return sRenderScriptedBeacons;
-}
-
-// static
-void LLPipeline::setRenderScriptedTouchBeacons(bool val)
-{
- sRenderScriptedTouchBeacons = val;
-}
-
-// static
-void LLPipeline::toggleRenderScriptedTouchBeacons()
-{
- sRenderScriptedTouchBeacons = !sRenderScriptedTouchBeacons;
-}
-
-// static
-bool LLPipeline::getRenderScriptedTouchBeacons()
-{
- return sRenderScriptedTouchBeacons;
-}
-
-// static
-void LLPipeline::setRenderMOAPBeacons(bool val)
-{
- sRenderMOAPBeacons = val;
-}
-
-// static
-void LLPipeline::toggleRenderMOAPBeacons()
-{
- sRenderMOAPBeacons = !sRenderMOAPBeacons;
-}
-
-// static
-bool LLPipeline::getRenderMOAPBeacons()
-{
- return sRenderMOAPBeacons;
-}
-
-// static
-void LLPipeline::setRenderPhysicalBeacons(bool val)
-{
- sRenderPhysicalBeacons = val;
-}
-
-// static
-void LLPipeline::toggleRenderPhysicalBeacons()
-{
- sRenderPhysicalBeacons = !sRenderPhysicalBeacons;
-}
-
-// static
-bool LLPipeline::getRenderPhysicalBeacons()
-{
- return sRenderPhysicalBeacons;
-}
-
-// static
-void LLPipeline::setRenderParticleBeacons(bool val)
-{
- sRenderParticleBeacons = val;
-}
-
-// static
-void LLPipeline::toggleRenderParticleBeacons()
-{
- sRenderParticleBeacons = !sRenderParticleBeacons;
-}
-
-// static
-bool LLPipeline::getRenderParticleBeacons()
-{
- return sRenderParticleBeacons;
-}
-
-// static
-void LLPipeline::setRenderSoundBeacons(bool val)
-{
- sRenderSoundBeacons = val;
-}
-
-// static
-void LLPipeline::toggleRenderSoundBeacons()
-{
- sRenderSoundBeacons = !sRenderSoundBeacons;
-}
-
-// static
-bool LLPipeline::getRenderSoundBeacons()
-{
- return sRenderSoundBeacons;
-}
-
-// static
-void LLPipeline::setRenderBeacons(bool val)
-{
- sRenderBeacons = val;
-}
-
-// static
-void LLPipeline::toggleRenderBeacons()
-{
- sRenderBeacons = !sRenderBeacons;
-}
-
-// static
-bool LLPipeline::getRenderBeacons()
-{
- return sRenderBeacons;
-}
-
-// static
-void LLPipeline::setRenderHighlights(bool val)
-{
- sRenderHighlight = val;
-}
-
-// static
-void LLPipeline::toggleRenderHighlights()
-{
- sRenderHighlight = !sRenderHighlight;
-}
-
-// static
-bool LLPipeline::getRenderHighlights()
-{
- return sRenderHighlight;
-}
-
-// static
-void LLPipeline::setRenderHighlightTextureChannel(LLRender::eTexIndex channel)
-{
- sRenderHighlightTextureChannel = channel;
-}
-
-LLVOPartGroup* LLPipeline::lineSegmentIntersectParticle(const LLVector4a& start, const LLVector4a& end, LLVector4a* intersection,
- S32* face_hit)
-{
- LLVector4a local_end = end;
-
- LLVector4a position;
-
- LLDrawable* drawable = NULL;
-
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
-
- LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_PARTICLE);
- if (part && hasRenderType(part->mDrawableType))
- {
- LLDrawable* hit = part->lineSegmentIntersect(start, local_end, TRUE, FALSE, face_hit, &position, NULL, NULL, NULL);
- if (hit)
- {
- drawable = hit;
- local_end = position;
- }
- }
- }
-
- LLVOPartGroup* ret = NULL;
- if (drawable)
- {
- //make sure we're returning an LLVOPartGroup
- llassert(drawable->getVObj()->getPCode() == LLViewerObject::LL_VO_PART_GROUP);
- ret = (LLVOPartGroup*) drawable->getVObj().get();
- }
-
- if (intersection)
- {
- *intersection = position;
- }
-
- return ret;
-}
-
-LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector4a& start, const LLVector4a& end,
- bool pick_transparent,
- bool pick_rigged,
- S32* face_hit,
- LLVector4a* intersection, // return the intersection point
- LLVector2* tex_coord, // return the texture coordinates of the intersection point
- LLVector4a* normal, // return the surface normal at the intersection point
- LLVector4a* tangent // return the surface tangent at the intersection point
- )
-{
- LLDrawable* drawable = NULL;
-
- LLVector4a local_end = end;
-
- LLVector4a position;
-
- sPickAvatar = false; //! LLToolMgr::getInstance()->inBuildMode();
-
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
-
- for (U32 j = 0; j < LLViewerRegion::NUM_PARTITIONS; j++)
- {
- if ((j == LLViewerRegion::PARTITION_VOLUME) ||
- (j == LLViewerRegion::PARTITION_BRIDGE) ||
- (j == LLViewerRegion::PARTITION_TERRAIN) ||
- (j == LLViewerRegion::PARTITION_TREE) ||
- (j == LLViewerRegion::PARTITION_GRASS)) // only check these partitions for now
- {
- LLSpatialPartition* part = region->getSpatialPartition(j);
- if (part && hasRenderType(part->mDrawableType))
- {
- LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, pick_rigged, face_hit, &position, tex_coord, normal, tangent);
- if (hit)
- {
- drawable = hit;
- local_end = position;
- }
- }
- }
- }
- }
-
- if (!sPickAvatar)
- {
- //save hit info in case we need to restore
- //due to attachment override
- LLVector4a local_normal;
- LLVector4a local_tangent;
- LLVector2 local_texcoord;
- S32 local_face_hit = -1;
-
- if (face_hit)
- {
- local_face_hit = *face_hit;
- }
- if (tex_coord)
- {
- local_texcoord = *tex_coord;
- }
- if (tangent)
- {
- local_tangent = *tangent;
- }
- else
- {
- local_tangent.clear();
- }
- if (normal)
- {
- local_normal = *normal;
- }
- else
- {
- local_normal.clear();
- }
-
- const F32 ATTACHMENT_OVERRIDE_DIST = 0.1f;
-
- //check against avatars
- sPickAvatar = true;
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
-
- LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_BRIDGE);
- if (part && hasRenderType(part->mDrawableType))
- {
- LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, pick_rigged, face_hit, &position, tex_coord, normal, tangent);
- if (hit)
- {
- LLVector4a delta;
- delta.setSub(position, local_end);
-
- if (!drawable ||
- !drawable->getVObj()->isAttachment() ||
- delta.getLength3().getF32() > ATTACHMENT_OVERRIDE_DIST)
- { //avatar overrides if previously hit drawable is not an attachment or
- //attachment is far enough away from detected intersection
- drawable = hit;
- local_end = position;
- }
- else
- { //prioritize attachments over avatars
- position = local_end;
-
- if (face_hit)
- {
- *face_hit = local_face_hit;
- }
- if (tex_coord)
- {
- *tex_coord = local_texcoord;
- }
- if (tangent)
- {
- *tangent = local_tangent;
- }
- if (normal)
- {
- *normal = local_normal;
- }
- }
- }
- }
- }
- }
-
- //check all avatar nametags (silly, isn't it?)
- for (std::vector< LLCharacter* >::iterator iter = LLCharacter::sInstances.begin();
- iter != LLCharacter::sInstances.end();
- ++iter)
- {
- LLVOAvatar* av = (LLVOAvatar*) *iter;
- if (av->mNameText.notNull()
- && av->mNameText->lineSegmentIntersect(start, local_end, position))
- {
- drawable = av->mDrawable;
- local_end = position;
- }
- }
-
- if (intersection)
- {
- *intersection = position;
- }
-
- return drawable ? drawable->getVObj().get() : NULL;
-}
-
-LLViewerObject* LLPipeline::lineSegmentIntersectInHUD(const LLVector4a& start, const LLVector4a& end,
- bool pick_transparent,
- S32* face_hit,
- LLVector4a* intersection, // return the intersection point
- LLVector2* tex_coord, // return the texture coordinates of the intersection point
- LLVector4a* normal, // return the surface normal at the intersection point
- LLVector4a* tangent // return the surface tangent at the intersection point
- )
-{
- LLDrawable* drawable = NULL;
-
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
-
- bool toggle = false;
- if (!hasRenderType(LLPipeline::RENDER_TYPE_HUD))
- {
- toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
- toggle = true;
- }
-
- LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_HUD);
- if (part)
- {
- LLDrawable* hit = part->lineSegmentIntersect(start, end, pick_transparent, FALSE, face_hit, intersection, tex_coord, normal, tangent);
- if (hit)
- {
- drawable = hit;
- }
- }
-
- if (toggle)
- {
- toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
- }
- }
- return drawable ? drawable->getVObj().get() : NULL;
-}
-
-LLSpatialPartition* LLPipeline::getSpatialPartition(LLViewerObject* vobj)
-{
- if (vobj)
- {
- LLViewerRegion* region = vobj->getRegion();
- if (region)
- {
- return region->getSpatialPartition(vobj->getPartitionType());
- }
- }
- return NULL;
-}
-
-void LLPipeline::resetVertexBuffers(LLDrawable* drawable)
-{
- if (!drawable)
- {
- return;
- }
-
- for (S32 i = 0; i < drawable->getNumFaces(); i++)
- {
- LLFace* facep = drawable->getFace(i);
- if (facep)
- {
- facep->clearVertexBuffer();
- }
- }
-}
-
-void LLPipeline::resetVertexBuffers()
-{
- mResetVertexBuffers = true;
-}
-
-static LLTrace::BlockTimerStatHandle FTM_RESET_VB("Reset VB");
-
-void LLPipeline::doResetVertexBuffers(bool forced)
-{
- if (!mResetVertexBuffers)
- {
- return;
- }
- if(!forced && LLSpatialPartition::sTeleportRequested)
- {
- if(gAgent.getTeleportState() != LLAgent::TELEPORT_NONE)
- {
- return; //wait for teleporting to finish
- }
- else
- {
- //teleporting aborted
- LLSpatialPartition::sTeleportRequested = FALSE;
- mResetVertexBuffers = false;
- return;
- }
- }
-
- LL_RECORD_BLOCK_TIME(FTM_RESET_VB);
- mResetVertexBuffers = false;
-
- mCubeVB = NULL;
-
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
- for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
- {
- LLSpatialPartition* part = region->getSpatialPartition(i);
- if (part)
- {
- part->resetVertexBuffers();
- }
- }
- }
- if(LLSpatialPartition::sTeleportRequested)
- {
- LLSpatialPartition::sTeleportRequested = FALSE;
-
- LLWorld::getInstance()->clearAllVisibleObjects();
- clearRebuildDrawables();
- }
-
- resetDrawOrders();
-
- gSky.resetVertexBuffers();
-
- LLVOPartGroup::destroyGL();
-
- if ( LLPathingLib::getInstance() )
- {
- LLPathingLib::getInstance()->cleanupVBOManager();
- }
- LLVOPartGroup::destroyGL();
-
- SUBSYSTEM_CLEANUP(LLVertexBuffer);
-
- //delete all name pool caches
- LLGLNamePool::cleanupPools();
-
-
-
- if (LLVertexBuffer::sGLCount > 0)
- {
- LL_WARNS() << "VBO wipe failed -- " << LLVertexBuffer::sGLCount << " buffers remaining." << LL_ENDL;
- }
-
- LLVertexBuffer::unbind();
-
- updateRenderBump();
- updateRenderDeferred();
-
- sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
- LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
- LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO");
- LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw");
- LLVertexBuffer::sEnableVBOs = gSavedSettings.getBOOL("RenderVBOEnable");
- LLVertexBuffer::sDisableVBOMapping = LLVertexBuffer::sEnableVBOs && gSavedSettings.getBOOL("RenderVBOMappingDisable") ;
- sBakeSunlight = gSavedSettings.getBOOL("RenderBakeSunlight");
- sNoAlpha = gSavedSettings.getBOOL("RenderNoAlpha");
- LLPipeline::sTextureBindTest = gSavedSettings.getBOOL("RenderDebugTextureBind");
-
- LLVertexBuffer::initClass(LLVertexBuffer::sEnableVBOs, LLVertexBuffer::sDisableVBOMapping);
-
- LLVOPartGroup::restoreGL();
-}
-
-void LLPipeline::renderObjects(U32 type, U32 mask, bool texture, bool batch_texture)
-{
- assertInitialized();
- gGL.loadMatrix(gGLModelView);
- gGLLastMatrix = NULL;
- mSimplePool->pushBatches(type, mask, texture, batch_texture);
- gGL.loadMatrix(gGLModelView);
- gGLLastMatrix = NULL;
-}
-
-void LLPipeline::renderMaskedObjects(U32 type, U32 mask, bool texture, bool batch_texture)
-{
- assertInitialized();
- gGL.loadMatrix(gGLModelView);
- gGLLastMatrix = NULL;
- mAlphaMaskPool->pushMaskBatches(type, mask, texture, batch_texture);
- gGL.loadMatrix(gGLModelView);
- gGLLastMatrix = NULL;
-}
-
-
-void apply_cube_face_rotation(U32 face)
-{
- switch (face)
- {
- case 0:
- gGL.rotatef(90.f, 0, 1, 0);
- gGL.rotatef(180.f, 1, 0, 0);
- break;
- case 2:
- gGL.rotatef(-90.f, 1, 0, 0);
- break;
- case 4:
- gGL.rotatef(180.f, 0, 1, 0);
- gGL.rotatef(180.f, 0, 0, 1);
- break;
- case 1:
- gGL.rotatef(-90.f, 0, 1, 0);
- gGL.rotatef(180.f, 1, 0, 0);
- break;
- case 3:
- gGL.rotatef(90, 1, 0, 0);
- break;
- case 5:
- gGL.rotatef(180, 0, 0, 1);
- break;
- }
-}
-
-void validate_framebuffer_object()
-{
- GLenum status;
- status = glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
- switch(status)
- {
- case GL_FRAMEBUFFER_COMPLETE:
- //framebuffer OK, no error.
- break;
- case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
- // frame buffer not OK: probably means unsupported depth buffer format
- LL_ERRS() << "Framebuffer Incomplete Missing Attachment." << LL_ENDL;
- break;
- case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
- // frame buffer not OK: probably means unsupported depth buffer format
- LL_ERRS() << "Framebuffer Incomplete Attachment." << LL_ENDL;
- break;
- case GL_FRAMEBUFFER_UNSUPPORTED:
- /* choose different formats */
- LL_ERRS() << "Framebuffer unsupported." << LL_ENDL;
- break;
- default:
- LL_ERRS() << "Unknown framebuffer status." << LL_ENDL;
- break;
- }
-}
-
-void LLPipeline::bindScreenToTexture()
-{
-
-}
-
-static LLTrace::BlockTimerStatHandle FTM_RENDER_BLOOM("Bloom");
-
-void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield)
-{
- if (!(gPipeline.canUseVertexShaders() &&
- sRenderGlow))
- {
- return;
- }
-
- LLVertexBuffer::unbind();
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
-
- assertInitialized();
-
- if (gUseWireframe)
- {
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- }
-
- LLVector2 tc1(0,0);
- LLVector2 tc2((F32) mScreen.getWidth()*2,
- (F32) mScreen.getHeight()*2);
-
- LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM);
- gGL.color4f(1,1,1,1);
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable blend(GL_BLEND);
- LLGLDisable cull(GL_CULL_FACE);
-
- enableLightsFullbright(LLColor4(1,1,1,1));
-
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.pushMatrix();
- gGL.loadIdentity();
-
- LLGLDisable test(GL_ALPHA_TEST);
-
- gGL.setColorMask(true, true);
- glClearColor(0,0,0,0);
-
- {
- {
- LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO);
- mGlow[2].bindTarget();
- mGlow[2].clear();
- }
-
- gGlowExtractProgram.bind();
- F32 minLum = llmax((F32) RenderGlowMinLuminance, 0.0f);
- F32 maxAlpha = RenderGlowMaxExtractAlpha;
- F32 warmthAmount = RenderGlowWarmthAmount;
- LLVector3 lumWeights = RenderGlowLumWeights;
- LLVector3 warmthWeights = RenderGlowWarmthWeights;
-
-
- gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, minLum);
- gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MAX_EXTRACT_ALPHA, maxAlpha);
- gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1], lumWeights.mV[2]);
- gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]);
- gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount);
- LLGLEnable blend_on(GL_BLEND);
- LLGLEnable test(GL_ALPHA_TEST);
-
- gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
-
- mScreen.bindTexture(0, 0);
-
- gGL.color4f(1,1,1,1);
- gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
-
- gGL.getTexUnit(0)->unbind(mScreen.getUsage());
-
- mGlow[2].flush();
- }
-
- tc1.setVec(0,0);
- tc2.setVec(2,2);
-
- // power of two between 1 and 1024
- U32 glowResPow = RenderGlowResolutionPow;
- const U32 glow_res = llmax(1,
- llmin(1024, 1 << glowResPow));
-
- S32 kernel = RenderGlowIterations*2;
- F32 delta = RenderGlowWidth / glow_res;
- // Use half the glow width if we have the res set to less than 9 so that it looks
- // almost the same in either case.
- if (glowResPow < 9)
- {
- delta *= 0.5f;
- }
- F32 strength = RenderGlowStrength;
-
- gGlowProgram.bind();
- gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength);
-
- for (S32 i = 0; i < kernel; i++)
- {
- {
- LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO);
- mGlow[i%2].bindTarget();
- mGlow[i%2].clear();
- }
-
- if (i == 0)
- {
- gGL.getTexUnit(0)->bind(&mGlow[2]);
- }
- else
- {
- gGL.getTexUnit(0)->bind(&mGlow[(i-1)%2]);
- }
-
- if (i%2 == 0)
- {
- gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0);
- }
- else
- {
- gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta);
- }
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
-
- mGlow[i%2].flush();
- }
-
- gGlowProgram.unbind();
-
- /*if (LLRenderTarget::sUseFBO)
- {
- LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- }*/
-
- gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
- gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
- gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
- gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
- glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
-
- tc2.setVec((F32) mScreen.getWidth(),
- (F32) mScreen.getHeight());
-
- gGL.flush();
-
- LLVertexBuffer::unbind();
-
- if (LLPipeline::sRenderDeferred)
- {
-
- bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater() &&
- (RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) &&
- RenderDepthOfField;
-
-
- bool multisample = RenderFSAASamples > 1 && mFXAABuffer.isComplete();
-
- gViewerWindow->setup3DViewport();
-
- if (dof_enabled)
- {
- LLGLSLShader* shader = &gDeferredPostProgram;
- LLGLDisable blend(GL_BLEND);
-
- //depth of field focal plane calculations
- static F32 current_distance = 16.f;
- static F32 start_distance = 16.f;
- static F32 transition_time = 1.f;
-
- LLVector3 focus_point;
-
- LLViewerObject* obj = LLViewerMediaFocus::getInstance()->getFocusedObject();
- if (obj && obj->mDrawable && obj->isSelected())
- { //focus on selected media object
- S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace();
- if (obj && obj->mDrawable)
- {
- LLFace* face = obj->mDrawable->getFace(face_idx);
- if (face)
- {
- focus_point = face->getPositionAgent();
- }
- }
- }
-
- if (focus_point.isExactlyZero())
- {
- if (LLViewerJoystick::getInstance()->getOverrideCamera())
- { //focus on point under cursor
- focus_point.set(gDebugRaycastIntersection.getF32ptr());
- }
- else if (gAgentCamera.cameraMouselook())
- { //focus on point under mouselook crosshairs
- LLVector4a result;
- result.clear();
-
- gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE, FALSE,
- NULL,
- &result);
-
- focus_point.set(result.getF32ptr());
- }
- else
- {
- //focus on alt-zoom target
- LLViewerRegion* region = gAgent.getRegion();
- if (region)
- {
- focus_point = LLVector3(gAgentCamera.getFocusGlobal()-region->getOriginGlobal());
- }
- }
- }
-
- LLVector3 eye = LLViewerCamera::getInstance()->getOrigin();
- F32 target_distance = 16.f;
- if (!focus_point.isExactlyZero())
- {
- target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point-eye);
- }
-
- if (transition_time >= 1.f &&
- fabsf(current_distance-target_distance)/current_distance > 0.01f)
- { //large shift happened, interpolate smoothly to new target distance
- transition_time = 0.f;
- start_distance = current_distance;
- }
- else if (transition_time < 1.f)
- { //currently in a transition, continue interpolating
- transition_time += 1.f/CameraFocusTransitionTime*gFrameIntervalSeconds.value();
- transition_time = llmin(transition_time, 1.f);
-
- F32 t = cosf(transition_time*F_PI+F_PI)*0.5f+0.5f;
- current_distance = start_distance + (target_distance-start_distance)*t;
- }
- else
- { //small or no change, just snap to target distance
- current_distance = target_distance;
- }
-
- //convert to mm
- F32 subject_distance = current_distance*1000.f;
- F32 fnumber = CameraFNumber;
- F32 default_focal_length = CameraFocalLength;
-
- F32 fov = LLViewerCamera::getInstance()->getView();
-
- const F32 default_fov = CameraFieldOfView * F_PI/180.f;
-
- //F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight();
-
- F32 dv = 2.f*default_focal_length * tanf(default_fov/2.f);
-
- F32 focal_length = dv/(2*tanf(fov/2.f));
-
- //F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle);
-
- // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f))
- // where N = fnumber
- // s2 = dot distance
- // s1 = subject distance
- // f = focal length
- //
-
- F32 blur_constant = focal_length*focal_length/(fnumber*(subject_distance-focal_length));
- blur_constant /= 1000.f; //convert to meters for shader
- F32 magnification = focal_length/(subject_distance-focal_length);
-
- { //build diffuse+bloom+CoF
- mDeferredLight.bindTarget();
- shader = &gDeferredCoFProgram;
-
- bindDeferredShader(*shader);
-
- S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
- if (channel > -1)
- {
- mScreen.bindTexture(0, channel);
- }
-
- shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance/1000.f);
- shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant);
- shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f/LLDrawable::sCurPixelAngle));
- shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification);
- shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
- shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
-
- unbindDeferredShader(*shader);
- mDeferredLight.flush();
- }
-
- U32 dof_width = (U32) (mScreen.getWidth()*CameraDoFResScale);
- U32 dof_height = (U32) (mScreen.getHeight()*CameraDoFResScale);
-
- { //perform DoF sampling at half-res (preserve alpha channel)
- mScreen.bindTarget();
- glViewport(0,0, dof_width, dof_height);
- gGL.setColorMask(true, false);
-
- shader = &gDeferredPostProgram;
- bindDeferredShader(*shader);
- S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
- if (channel > -1)
- {
- mDeferredLight.bindTexture(0, channel);
- }
-
- shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
- shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
-
- unbindDeferredShader(*shader);
- mScreen.flush();
- gGL.setColorMask(true, true);
- }
-
- { //combine result based on alpha
- if (multisample)
- {
- mDeferredLight.bindTarget();
- glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
- }
- else
- {
- gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
- gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
- gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
- gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
- glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
- }
-
- shader = &gDeferredDoFCombineProgram;
- bindDeferredShader(*shader);
-
- S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
- if (channel > -1)
- {
- mScreen.bindTexture(0, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- if (!LLViewerCamera::getInstance()->cameraUnderWater())
- {
- shader->uniform1f(LLShaderMgr::GLOBAL_GAMMA, 2.2);
- } else {
- shader->uniform1f(LLShaderMgr::GLOBAL_GAMMA, 1.0);
- }
-
- shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
- shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
- shader->uniform1f(LLShaderMgr::DOF_WIDTH, dof_width-1);
- shader->uniform1f(LLShaderMgr::DOF_HEIGHT, dof_height-1);
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
-
- unbindDeferredShader(*shader);
-
- if (multisample)
- {
- mDeferredLight.flush();
- }
- }
- }
- else
- {
- if (multisample)
- {
- mDeferredLight.bindTarget();
- }
- LLGLSLShader* shader = &gDeferredPostNoDoFProgram;
-
- bindDeferredShader(*shader);
-
- S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
- if (channel > -1)
- {
- mScreen.bindTexture(0, channel);
- }
-
- if (!LLViewerCamera::getInstance()->cameraUnderWater())
- {
- shader->uniform1f(LLShaderMgr::GLOBAL_GAMMA, 2.2);
- } else {
- shader->uniform1f(LLShaderMgr::GLOBAL_GAMMA, 1.0);
- }
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
-
- unbindDeferredShader(*shader);
-
- if (multisample)
- {
- mDeferredLight.flush();
- }
- }
-
- if (multisample)
- {
- //bake out texture2D with RGBL for FXAA shader
- mFXAABuffer.bindTarget();
-
- S32 width = mScreen.getWidth();
- S32 height = mScreen.getHeight();
- glViewport(0, 0, width, height);
-
- LLGLSLShader* shader = &gGlowCombineFXAAProgram;
-
- shader->bind();
- shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height);
-
- S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
- if (channel > -1)
- {
- mDeferredLight.bindTexture(0, channel);
- }
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.vertex2f(-1,-1);
- gGL.vertex2f(-1,3);
- gGL.vertex2f(3,-1);
- gGL.end();
-
- gGL.flush();
-
- shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
- shader->unbind();
-
- mFXAABuffer.flush();
-
- shader = &gFXAAProgram;
- shader->bind();
-
- channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage());
- if (channel > -1)
- {
- mFXAABuffer.bindTexture(0, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
- gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
- gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
- gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
- glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
-
- F32 scale_x = (F32) width/mFXAABuffer.getWidth();
- F32 scale_y = (F32) height/mFXAABuffer.getHeight();
- shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y);
- shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f/width*scale_x, 1.f/height*scale_y);
- shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y);
- shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y);
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.vertex2f(-1,-1);
- gGL.vertex2f(-1,3);
- gGL.vertex2f(3,-1);
- gGL.end();
-
- gGL.flush();
- shader->unbind();
- }
- }
- else
- {
- U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1;
- LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(mask, 0);
- buff->allocateBuffer(3,0,TRUE);
-
- LLStrider<LLVector3> v;
- LLStrider<LLVector2> uv1;
- LLStrider<LLVector2> uv2;
-
- buff->getVertexStrider(v);
- buff->getTexCoord0Strider(uv1);
- buff->getTexCoord1Strider(uv2);
-
- uv1[0] = LLVector2(0, 0);
- uv1[1] = LLVector2(0, 2);
- uv1[2] = LLVector2(2, 0);
-
- uv2[0] = LLVector2(0, 0);
- uv2[1] = LLVector2(0, tc2.mV[1]*2.f);
- uv2[2] = LLVector2(tc2.mV[0]*2.f, 0);
-
- v[0] = LLVector3(-1,-1,0);
- v[1] = LLVector3(-1,3,0);
- v[2] = LLVector3(3,-1,0);
-
- buff->flush();
-
- LLGLDisable blend(GL_BLEND);
-
- if (LLGLSLShader::sNoFixedFunction)
- {
- gGlowCombineProgram.bind();
- }
- else
- {
- //tex unit 0
- gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR);
- //tex unit 1
- gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
- }
-
- gGL.getTexUnit(0)->bind(&mGlow[1]);
- gGL.getTexUnit(1)->bind(&mScreen);
-
- LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
-
- buff->setBuffer(mask);
- buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3);
-
- if (LLGLSLShader::sNoFixedFunction)
- {
- gGlowCombineProgram.unbind();
- }
- else
- {
- gGL.getTexUnit(1)->disable();
- gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT);
-
- gGL.getTexUnit(0)->activate();
- gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
- }
-
- }
-
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
-
- if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES))
- {
- if (LLGLSLShader::sNoFixedFunction)
- {
- gSplatTextureRectProgram.bind();
- }
-
- gGL.setColorMask(true, false);
-
- LLVector2 tc1(0,0);
- LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw()*2,
- (F32) gViewerWindow->getWorldViewHeightRaw()*2);
-
- LLGLEnable blend(GL_BLEND);
- gGL.color4f(1,1,1,0.75f);
-
- gGL.getTexUnit(0)->bind(&mPhysicsDisplay);
-
- gGL.begin(LLRender::TRIANGLES);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
- gGL.flush();
-
- if (LLGLSLShader::sNoFixedFunction)
- {
- gSplatTextureRectProgram.unbind();
- }
- }
-
-
- if (LLRenderTarget::sUseFBO)
- { //copy depth buffer from mScreen to framebuffer
- LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(),
- 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
- }
-
-
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
-
- LLVertexBuffer::unbind();
-
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
-
-}
-
-static LLTrace::BlockTimerStatHandle FTM_BIND_DEFERRED("Bind Deferred");
-
-void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 noise_map)
-{
- LL_RECORD_BLOCK_TIME(FTM_BIND_DEFERRED);
-
- if (noise_map == 0xFFFFFFFF)
- {
- noise_map = mNoiseMap;
- }
-
- shader.bind();
- S32 channel = 0;
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
- if (channel > -1)
- {
- mDeferredScreen.bindTexture(0,channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
- if (channel > -1)
- {
- mDeferredScreen.bindTexture(1, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
- if (channel > -1)
- {
- mDeferredScreen.bindTexture(2, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage());
- if (channel > -1)
- {
- gGL.getTexUnit(channel)->bind(&mDeferredDepth, TRUE);
- stop_glerror();
-
- //glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
- //glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
-
- stop_glerror();
-
- glh::matrix4f projection = get_current_projection();
- glh::matrix4f inv_proj = projection.inverse();
-
- shader.uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m);
- shader.uniform4f(LLShaderMgr::VIEWPORT, (F32) gGLViewport[0],
- (F32) gGLViewport[1],
- (F32) gGLViewport[2],
- (F32) gGLViewport[3]);
- }
-
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_NOISE);
- if (channel > -1)
- {
- gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, noise_map);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC);
- if (channel > -1)
- {
- gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
- }
-
- stop_glerror();
-
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage());
- if (channel > -1)
- {
- if (light_index > 0)
- {
- mScreen.bindTexture(0, channel);
- }
- else
- {
- mDeferredLight.bindTexture(0, channel);
- }
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_BLOOM);
- if (channel > -1)
- {
- mGlow[1].bindTexture(0, channel);
- }
-
- stop_glerror();
-
- for (U32 i = 0; i < 4; i++)
- {
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_TEXTURE);
- stop_glerror();
- if (channel > -1)
- {
- stop_glerror();
- gGL.getTexUnit(channel)->bind(&mShadow[i], TRUE);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
- stop_glerror();
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
- stop_glerror();
- }
- }
-
- for (U32 i = 4; i < 6; i++)
- {
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i);
- stop_glerror();
- if (channel > -1)
- {
- stop_glerror();
- gGL.getTexUnit(channel)->bind(&mShadow[i], TRUE);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
- stop_glerror();
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
- stop_glerror();
- }
- }
-
- channel = shader.enableTexture(LLShaderMgr::INSCATTER_RT, LLTexUnit::TT_TEXTURE);
- stop_glerror();
- if (channel > -1)
- {
- stop_glerror();
- gGL.getTexUnit(channel)->bind(&mInscatter, TRUE);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
- stop_glerror();
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_ALWAYS);
- stop_glerror();
- }
-
- stop_glerror();
-
- F32 mat[16*6];
- for (U32 i = 0; i < 16; i++)
- {
- mat[i] = mSunShadowMatrix[0].m[i];
- mat[i+16] = mSunShadowMatrix[1].m[i];
- mat[i+32] = mSunShadowMatrix[2].m[i];
- mat[i+48] = mSunShadowMatrix[3].m[i];
- mat[i+64] = mSunShadowMatrix[4].m[i];
- mat[i+80] = mSunShadowMatrix[5].m[i];
- }
-
- shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, FALSE, mat);
-
- stop_glerror();
-
- channel = shader.enableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
- if (channel > -1)
- {
- LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
- if (cube_map)
- {
- cube_map->enable(channel);
- cube_map->bind();
- F32* m = gGLModelView;
-
- F32 mat[] = { m[0], m[1], m[2],
- m[4], m[5], m[6],
- m[8], m[9], m[10] };
-
- shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, TRUE, mat);
- }
- }
-
- shader.uniform4fv(LLShaderMgr::DEFERRED_SHADOW_CLIP, 1, mSunClipPlanes.mV);
- shader.uniform1f(LLShaderMgr::DEFERRED_SUN_WASH, RenderDeferredSunWash);
- shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_NOISE, RenderShadowNoise);
- shader.uniform1f(LLShaderMgr::DEFERRED_BLUR_SIZE, RenderShadowBlurSize);
-
- shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_RADIUS, RenderSSAOScale);
- shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_MAX_RADIUS, RenderSSAOMaxScale);
-
- F32 ssao_factor = RenderSSAOFactor;
- shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR, ssao_factor);
- shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR_INV, 1.0/ssao_factor);
-
- LLVector3 ssao_effect = RenderSSAOEffect;
- F32 matrix_diag = (ssao_effect[0] + 2.0*ssao_effect[1])/3.0;
- F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1])/3.0;
- // This matrix scales (proj of color onto <1/rt(3),1/rt(3),1/rt(3)>) by
- // value factor, and scales remainder by saturation factor
- F32 ssao_effect_mat[] = { matrix_diag, matrix_nondiag, matrix_nondiag,
- matrix_nondiag, matrix_diag, matrix_nondiag,
- matrix_nondiag, matrix_nondiag, matrix_diag};
- shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_SSAO_EFFECT_MAT, 1, GL_FALSE, ssao_effect_mat);
-
- //F32 shadow_offset_error = 1.f + RenderShadowOffsetError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
- F32 shadow_bias_error = RenderShadowBiasError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2])/3000.f;
-
- shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
- shader.uniform1f(LLShaderMgr::DEFERRED_NEAR_CLIP, LLViewerCamera::getInstance()->getNear()*2.f);
- shader.uniform1f (LLShaderMgr::DEFERRED_SHADOW_OFFSET, RenderShadowOffset); //*shadow_offset_error);
- shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_BIAS, RenderShadowBias+shadow_bias_error);
- shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_OFFSET, RenderSpotShadowOffset);
- shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_BIAS, RenderSpotShadowBias);
-
- shader.uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, mTransformedSunDir.mV);
- shader.uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, mTransformedMoonDir.mV);
- shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, mShadow[0].getWidth(), mShadow[0].getHeight());
- shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, mShadow[4].getWidth(), mShadow[4].getHeight());
- shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff);
- shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff);
-
-
- if (shader.getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0)
- {
- glh::matrix4f norm_mat = get_current_modelview().inverse().transpose();
- shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, FALSE, norm_mat.m);
- }
-}
-
-LLColor3 pow3f(LLColor3 v, F32 f)
-{
- v.mV[0] = powf(v.mV[0], f);
- v.mV[1] = powf(v.mV[1], f);
- v.mV[2] = powf(v.mV[2], f);
- return v;
-}
-
-LLVector4 pow4fsrgb(LLVector4 v, F32 f)
-{
- v.mV[0] = powf(v.mV[0], f);
- v.mV[1] = powf(v.mV[1], f);
- v.mV[2] = powf(v.mV[2], f);
- return v;
-}
-
-static LLTrace::BlockTimerStatHandle FTM_GI_TRACE("Trace");
-static LLTrace::BlockTimerStatHandle FTM_GI_GATHER("Gather");
-static LLTrace::BlockTimerStatHandle FTM_SUN_SHADOW("Shadow Map");
-static LLTrace::BlockTimerStatHandle FTM_SOFTEN_SHADOW("Shadow Soften");
-static LLTrace::BlockTimerStatHandle FTM_EDGE_DETECTION("Find Edges");
-static LLTrace::BlockTimerStatHandle FTM_LOCAL_LIGHTS("Local Lights");
-static LLTrace::BlockTimerStatHandle FTM_ATMOSPHERICS("Atmospherics");
-static LLTrace::BlockTimerStatHandle FTM_FULLSCREEN_LIGHTS("Fullscreen Lights");
-static LLTrace::BlockTimerStatHandle FTM_PROJECTORS("Projectors");
-static LLTrace::BlockTimerStatHandle FTM_POST("Post");
-
-
-void LLPipeline::renderDeferredLighting()
-{
- if (!sCull)
- {
- return;
- }
-
- {
- LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED);
-
- LLViewerCamera* camera = LLViewerCamera::getInstance();
- {
- LLGLDepthTest depth(GL_TRUE);
- mDeferredDepth.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
- 0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
- }
-
- LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
-
- if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
- {
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
- }
-
- //ati doesn't seem to love actually using the stencil buffer on FBO's
- LLGLDisable stencil(GL_STENCIL_TEST);
- //glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
- //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-
- gGL.setColorMask(true, true);
-
- //draw a cube around every light
- LLVertexBuffer::unbind();
-
- LLGLEnable cull(GL_CULL_FACE);
- LLGLEnable blend(GL_BLEND);
-
- glh::matrix4f mat = copy_matrix(gGLModelView);
-
- LLStrider<LLVector3> vert;
- mDeferredVB->getVertexStrider(vert);
-
- vert[0].set(-1,1,0);
- vert[1].set(-1,-3,0);
- vert[2].set(3,1,0);
-
- {
- setupHWLights(NULL); //to set mSun/MoonDir;
- glh::vec4f tc(mSunDir.mV);
- mat.mult_matrix_vec(tc);
- mTransformedSunDir.set(tc.v);
- mTransformedSunDir.normalize();
-
- glh::vec4f tc_moon(mMoonDir.mV);
- mTransformedMoonDir.set(tc_moon.v);
- mTransformedMoonDir.normalize();
- }
-
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
-
- if (RenderDeferredSSAO || RenderShadowDetail > 0)
- {
- mDeferredLight.bindTarget();
- { //paint shadow/SSAO light map (direct lighting lightmap)
- LL_RECORD_BLOCK_TIME(FTM_SUN_SHADOW);
- bindDeferredShader(gDeferredSunProgram, 0);
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- glClearColor(1,1,1,1);
- mDeferredLight.clear(GL_COLOR_BUFFER_BIT);
- glClearColor(0,0,0,0);
-
- glh::matrix4f inv_trans = get_current_modelview().inverse().transpose();
-
- const U32 slice = 32;
- F32 offset[slice*3];
- for (U32 i = 0; i < 4; i++)
- {
- for (U32 j = 0; j < 8; j++)
- {
- glh::vec3f v;
- v.set_value(sinf(6.284f/8*j), cosf(6.284f/8*j), -(F32) i);
- v.normalize();
- inv_trans.mult_matrix_vec(v);
- v.normalize();
- offset[(i*8+j)*3+0] = v.v[0];
- offset[(i*8+j)*3+1] = v.v[2];
- offset[(i*8+j)*3+2] = v.v[1];
- }
- }
-
- gDeferredSunProgram.uniform3fv(sOffset, slice, offset);
- gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredLight.getWidth(), mDeferredLight.getHeight());
-
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
- stop_glerror();
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- stop_glerror();
- }
-
- unbindDeferredShader(gDeferredSunProgram);
- }
- mDeferredLight.flush();
- }
-
- if (RenderDeferredSSAO)
- { //soften direct lighting lightmap
- LL_RECORD_BLOCK_TIME(FTM_SOFTEN_SHADOW);
- //blur lightmap
- mScreen.bindTarget();
- glClearColor(1,1,1,1);
- mScreen.clear(GL_COLOR_BUFFER_BIT);
- glClearColor(0,0,0,0);
-
- bindDeferredShader(gDeferredBlurLightProgram);
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- LLVector3 go = RenderShadowGaussian;
- const U32 kern_length = 4;
- F32 blur_size = RenderShadowBlurSize;
- F32 dist_factor = RenderShadowBlurDistFactor;
-
- // sample symmetrically with the middle sample falling exactly on 0.0
- F32 x = 0.f;
-
- LLVector3 gauss[32]; // xweight, yweight, offset
-
- for (U32 i = 0; i < kern_length; i++)
- {
- gauss[i].mV[0] = llgaussian(x, go.mV[0]);
- gauss[i].mV[1] = llgaussian(x, go.mV[1]);
- gauss[i].mV[2] = x;
- x += 1.f;
- }
-
- gDeferredBlurLightProgram.uniform2f(sDelta, 1.f, 0.f);
- gDeferredBlurLightProgram.uniform1f(sDistFactor, dist_factor);
- gDeferredBlurLightProgram.uniform3fv(sKern, kern_length, gauss[0].mV);
- gDeferredBlurLightProgram.uniform1f(sKernScale, blur_size * (kern_length/2.f - 0.5f));
-
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
- stop_glerror();
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- stop_glerror();
- }
-
- mScreen.flush();
- unbindDeferredShader(gDeferredBlurLightProgram);
-
- bindDeferredShader(gDeferredBlurLightProgram, 1);
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- mDeferredLight.bindTarget();
-
- gDeferredBlurLightProgram.uniform2f(sDelta, 0.f, 1.f);
-
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
- stop_glerror();
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- stop_glerror();
- }
- mDeferredLight.flush();
- unbindDeferredShader(gDeferredBlurLightProgram);
- }
-
- stop_glerror();
- gGL.popMatrix();
- stop_glerror();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- stop_glerror();
- gGL.popMatrix();
- stop_glerror();
-
- mScreen.bindTarget();
- // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
- glClearColor(0,0,0,0);
- mScreen.clear(GL_COLOR_BUFFER_BIT);
-
- if (RenderDeferredAtmospheric)
- { //apply sunlight contribution
- LL_RECORD_BLOCK_TIME(FTM_ATMOSPHERICS);
- bindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);
- {
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable blend(GL_BLEND);
- LLGLDisable test(GL_ALPHA_TEST);
-
- //full screen blit
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
-
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
-
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
-
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
- }
-
- unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);
- }
-
- { //render non-deferred geometry (fullbright, alpha, etc)
- LLGLDisable blend(GL_BLEND);
- LLGLDisable stencil(GL_STENCIL_TEST);
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
-
- gPipeline.pushRenderTypeMask();
-
- gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
- LLPipeline::RENDER_TYPE_CLOUDS,
- LLPipeline::RENDER_TYPE_WL_SKY,
- LLPipeline::END_RENDER_TYPES);
-
-
- renderGeomPostDeferred(*LLViewerCamera::getInstance(), false);
- gPipeline.popRenderTypeMask();
- }
-
- bool render_local = RenderLocalLights;
-
- if (render_local)
- {
- gGL.setSceneBlendType(LLRender::BT_ADD);
- std::list<LLVector4> fullscreen_lights;
- LLDrawable::drawable_list_t spot_lights;
- LLDrawable::drawable_list_t fullscreen_spot_lights;
-
- for (U32 i = 0; i < 2; i++)
- {
- mTargetShadowSpotLight[i] = NULL;
- }
-
- std::list<LLVector4> light_colors;
-
- LLVertexBuffer::unbind();
-
- {
- bindDeferredShader(gDeferredLightProgram);
-
- if (mCubeVB.isNull())
- {
- mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB);
- }
-
- mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
-
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter)
- {
- LLDrawable* drawablep = *iter;
-
- LLVOVolume* volume = drawablep->getVOVolume();
- if (!volume)
- {
- continue;
- }
-
- if (volume->isAttachment())
- {
- if (!sRenderAttachedLights)
- {
- continue;
- }
- }
-
- const LLViewerObject *vobj = drawablep->getVObj();
- if(vobj && vobj->getAvatar() && vobj->getAvatar()->isInMuteList())
- {
- continue;
- }
-
- LLVector4a center;
- center.load3(drawablep->getPositionAgent().mV);
- const F32* c = center.getF32ptr();
- F32 s = volume->getLightRadius()*1.5f;
-
- LLColor3 col = volume->getLightColor();
-
- if (col.magVecSquared() < 0.001f)
- {
- continue;
- }
-
- if (s <= 0.001f)
- {
- continue;
- }
-
- LLVector4a sa;
- sa.splat(s);
- if (camera->AABBInFrustumNoFarClip(center, sa) == 0)
- {
- continue;
- }
-
- sVisibleLightCount++;
-
- if (camera->getOrigin().mV[0] > c[0] + s + 0.2f ||
- camera->getOrigin().mV[0] < c[0] - s - 0.2f ||
- camera->getOrigin().mV[1] > c[1] + s + 0.2f ||
- camera->getOrigin().mV[1] < c[1] - s - 0.2f ||
- camera->getOrigin().mV[2] > c[2] + s + 0.2f ||
- camera->getOrigin().mV[2] < c[2] - s - 0.2f)
- { //draw box if camera is outside box
- if (render_local)
- {
- if (volume->isLightSpotlight())
- {
- drawablep->getVOVolume()->updateSpotLightPriority();
- spot_lights.push_back(drawablep);
- continue;
- }
-
- /*col.mV[0] = powf(col.mV[0], 2.2f);
- col.mV[1] = powf(col.mV[1], 2.2f);
- col.mV[2] = powf(col.mV[2], 2.2f);*/
-
- LL_RECORD_BLOCK_TIME(FTM_LOCAL_LIGHTS);
- gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
- gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
- gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
- gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
- gGL.syncMatrices();
-
- mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
- stop_glerror();
- }
- }
- else
- {
- if (volume->isLightSpotlight())
- {
- drawablep->getVOVolume()->updateSpotLightPriority();
- fullscreen_spot_lights.push_back(drawablep);
- continue;
- }
-
- glh::vec3f tc(c);
- mat.mult_matrix_vec(tc);
-
- fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s));
- light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f));
- }
- }
- unbindDeferredShader(gDeferredLightProgram);
- }
-
- if (!spot_lights.empty())
- {
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- bindDeferredShader(gDeferredSpotLightProgram);
-
- mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
-
- gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
-
- for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter)
- {
- LL_RECORD_BLOCK_TIME(FTM_PROJECTORS);
- LLDrawable* drawablep = *iter;
-
- LLVOVolume* volume = drawablep->getVOVolume();
-
- LLVector4a center;
- center.load3(drawablep->getPositionAgent().mV);
- const F32* c = center.getF32ptr();
- F32 s = volume->getLightRadius()*1.5f;
-
- sVisibleLightCount++;
-
- setupSpotLight(gDeferredSpotLightProgram, drawablep);
-
- LLColor3 col = volume->getLightColor();
- /*col.mV[0] = powf(col.mV[0], 2.2f);
- col.mV[1] = powf(col.mV[1], 2.2f);
- col.mV[2] = powf(col.mV[2], 2.2f);*/
-
- gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
- gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
- gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
- gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
- gGL.syncMatrices();
-
- mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
- }
- gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
- unbindDeferredShader(gDeferredSpotLightProgram);
- }
-
- //reset mDeferredVB to fullscreen triangle
- mDeferredVB->getVertexStrider(vert);
- vert[0].set(-1,1,0);
- vert[1].set(-1,-3,0);
- vert[2].set(3,1,0);
-
- {
- LLGLDepthTest depth(GL_FALSE);
-
- //full screen blit
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
-
- U32 count = 0;
-
- const U32 max_count = LL_DEFERRED_MULTI_LIGHT_COUNT;
- LLVector4 light[max_count];
- LLVector4 col[max_count];
-
- F32 far_z = 0.f;
-
- while (!fullscreen_lights.empty())
- {
- LL_RECORD_BLOCK_TIME(FTM_FULLSCREEN_LIGHTS);
- light[count] = fullscreen_lights.front();
- fullscreen_lights.pop_front();
- col[count] = light_colors.front();
- light_colors.pop_front();
-
- /*col[count].mV[0] = powf(col[count].mV[0], 2.2f);
- col[count].mV[1] = powf(col[count].mV[1], 2.2f);
- col[count].mV[2] = powf(col[count].mV[2], 2.2f);*/
-
- far_z = llmin(light[count].mV[2]-light[count].mV[3], far_z);
- //col[count] = pow4fsrgb(col[count], 2.2f);
- count++;
- if (count == max_count || fullscreen_lights.empty())
- {
- U32 idx = count-1;
- bindDeferredShader(gDeferredMultiLightProgram[idx]);
- gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count);
- gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light);
- gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col);
- gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z);
- far_z = 0.f;
- count = 0;
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- unbindDeferredShader(gDeferredMultiLightProgram[idx]);
- }
- }
-
- bindDeferredShader(gDeferredMultiSpotLightProgram);
-
- gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
-
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
-
- for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
- {
- LL_RECORD_BLOCK_TIME(FTM_PROJECTORS);
- LLDrawable* drawablep = *iter;
-
- LLVOVolume* volume = drawablep->getVOVolume();
-
- LLVector3 center = drawablep->getPositionAgent();
- F32* c = center.mV;
- F32 s = volume->getLightRadius()*1.5f;
-
- sVisibleLightCount++;
-
- glh::vec3f tc(c);
- mat.mult_matrix_vec(tc);
-
- setupSpotLight(gDeferredMultiSpotLightProgram, drawablep);
-
- LLColor3 col = volume->getLightColor();
-
- /*col.mV[0] = powf(col.mV[0], 2.2f);
- col.mV[1] = powf(col.mV[1], 2.2f);
- col.mV[2] = powf(col.mV[2], 2.2f);*/
-
- gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v);
- gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
- gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
- gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
-
- gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
- unbindDeferredShader(gDeferredMultiSpotLightProgram);
-
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
- }
- }
-
- gGL.setColorMask(true, true);
- }
-
- mScreen.flush();
-
- //gamma correct lighting
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.pushMatrix();
- gGL.loadIdentity();
-
- {
- LLGLDepthTest depth(GL_FALSE, GL_FALSE);
-
- LLVector2 tc1(0,0);
- LLVector2 tc2((F32) mScreen.getWidth()*2,
- (F32) mScreen.getHeight()*2);
-
- mScreen.bindTarget();
- // Apply gamma correction to the frame here.
- gDeferredPostGammaCorrectProgram.bind();
- //mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- S32 channel = 0;
- channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
- if (channel > -1)
- {
- mScreen.bindTexture(0,channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mScreen.getWidth(), mScreen.getHeight());
-
- F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
-
- gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
-
- gGL.getTexUnit(channel)->unbind(mScreen.getUsage());
- gDeferredPostGammaCorrectProgram.unbind();
- mScreen.flush();
- }
-
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
-
- mScreen.bindTarget();
-
- { //render non-deferred geometry (alpha, fullbright, glow)
- LLGLDisable blend(GL_BLEND);
- LLGLDisable stencil(GL_STENCIL_TEST);
-
- pushRenderTypeMask();
- andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
- LLPipeline::RENDER_TYPE_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_VOLUME,
- LLPipeline::RENDER_TYPE_GLOW,
- LLPipeline::RENDER_TYPE_BUMP,
- LLPipeline::RENDER_TYPE_PASS_SIMPLE,
- LLPipeline::RENDER_TYPE_PASS_ALPHA,
- LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_BUMP,
- LLPipeline::RENDER_TYPE_PASS_POST_BUMP,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
- LLPipeline::RENDER_TYPE_PASS_GLOW,
- LLPipeline::RENDER_TYPE_PASS_GRASS,
- LLPipeline::RENDER_TYPE_PASS_SHINY,
- LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
- LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
- LLPipeline::RENDER_TYPE_AVATAR,
- LLPipeline::RENDER_TYPE_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK,
- END_RENDER_TYPES);
-
- renderGeomPostDeferred(*LLViewerCamera::getInstance());
- popRenderTypeMask();
- }
-
- {
- //render highlights, etc.
- renderHighlights();
- mHighlightFaces.clear();
-
- renderDebug();
-
- LLVertexBuffer::unbind();
-
- if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
- {
- // Render debugging beacons.
- gObjectList.renderObjectBeacons();
- gObjectList.resetObjectBeacons();
- }
- }
-
- mScreen.flush();
-
-}
-
-void LLPipeline::renderDeferredLightingToRT(LLRenderTarget* target)
-{
- if (!sCull)
- {
- return;
- }
-
- {
- LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED);
-
- LLViewerCamera* camera = LLViewerCamera::getInstance();
-
- {
- LLGLDepthTest depth(GL_TRUE);
- mDeferredDepth.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
- 0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
- }
-
- LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
-
- if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
- {
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
- }
-
- //ati doesn't seem to love actually using the stencil buffer on FBO's
- LLGLDisable stencil(GL_STENCIL_TEST);
- //glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
- //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-
- gGL.setColorMask(true, true);
-
- //draw a cube around every light
- LLVertexBuffer::unbind();
-
- LLGLEnable cull(GL_CULL_FACE);
- LLGLEnable blend(GL_BLEND);
-
- glh::matrix4f mat = copy_matrix(gGLModelView);
-
- LLStrider<LLVector3> vert;
- mDeferredVB->getVertexStrider(vert);
-
- vert[0].set(-1,1,0);
- vert[1].set(-1,-3,0);
- vert[2].set(3,1,0);
-
- {
- setupHWLights(NULL); //to set mSun/MoonDir;
- glh::vec4f tc(mSunDir.mV);
- mat.mult_matrix_vec(tc);
- mTransformedSunDir.set(tc.v);
- mTransformedSunDir.normalize();
-
- glh::vec4f tc_moon(mMoonDir.mV);
- mTransformedMoonDir.set(tc_moon.v);
- mTransformedMoonDir.normalize();
- }
-
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
-
- if (RenderDeferredSSAO || RenderShadowDetail > 0)
- {
- mDeferredLight.bindTarget();
- { //paint shadow/SSAO light map (direct lighting lightmap)
- LL_RECORD_BLOCK_TIME(FTM_SUN_SHADOW);
- bindDeferredShader(gDeferredSunProgram);
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- glClearColor(1,1,1,1);
- mDeferredLight.clear(GL_COLOR_BUFFER_BIT);
- glClearColor(0,0,0,0);
-
- glh::matrix4f inv_trans = get_current_modelview().inverse().transpose();
-
- const U32 slice = 32;
- F32 offset[slice*3];
- for (U32 i = 0; i < 4; i++)
- {
- for (U32 j = 0; j < 8; j++)
- {
- glh::vec3f v;
- v.set_value(sinf(6.284f/8*j), cosf(6.284f/8*j), -(F32) i);
- v.normalize();
- inv_trans.mult_matrix_vec(v);
- v.normalize();
- offset[(i*8+j)*3+0] = v.v[0];
- offset[(i*8+j)*3+1] = v.v[2];
- offset[(i*8+j)*3+2] = v.v[1];
- }
- }
-
-// pretty sure this doesn't work as expected since the shaders using 'shadow_offset' all declare it as a single uniform float, no array or vec
- gDeferredSunProgram.uniform3fv(LLShaderMgr::DEFERRED_SHADOW_OFFSET, slice, offset);
- gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredLight.getWidth(), mDeferredLight.getHeight());
-
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
- stop_glerror();
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- stop_glerror();
- }
-
- unbindDeferredShader(gDeferredSunProgram);
- }
- mDeferredLight.flush();
- }
-
- stop_glerror();
- gGL.popMatrix();
- stop_glerror();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- stop_glerror();
- gGL.popMatrix();
- stop_glerror();
-
- target->bindTarget();
-
- //clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
- glClearColor(0,0,0,0);
- target->clear(GL_COLOR_BUFFER_BIT);
-
- if (RenderDeferredAtmospheric)
- { //apply sunlight contribution
- LL_RECORD_BLOCK_TIME(FTM_ATMOSPHERICS);
- bindDeferredShader(gDeferredSoftenProgram);
- {
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable blend(GL_BLEND);
- LLGLDisable test(GL_ALPHA_TEST);
-
- //full screen blit
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
-
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
-
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
-
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
- }
-
- unbindDeferredShader(gDeferredSoftenProgram);
- }
-
- { //render non-deferred geometry (fullbright, alpha, etc)
- LLGLDisable blend(GL_BLEND);
- LLGLDisable stencil(GL_STENCIL_TEST);
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
-
- gPipeline.pushRenderTypeMask();
-
- gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
- LLPipeline::RENDER_TYPE_CLOUDS,
- LLPipeline::RENDER_TYPE_WL_SKY,
- LLPipeline::END_RENDER_TYPES);
-
-
- renderGeomPostDeferred(*LLViewerCamera::getInstance(), false);
- gPipeline.popRenderTypeMask();
- }
-
- bool render_local = RenderLocalLights;
-
- if (render_local)
- {
- gGL.setSceneBlendType(LLRender::BT_ADD);
- std::list<LLVector4> fullscreen_lights;
- LLDrawable::drawable_list_t spot_lights;
- LLDrawable::drawable_list_t fullscreen_spot_lights;
-
- for (U32 i = 0; i < 2; i++)
- {
- mTargetShadowSpotLight[i] = NULL;
- }
-
- std::list<LLVector4> light_colors;
-
- LLVertexBuffer::unbind();
-
- {
- bindDeferredShader(gDeferredLightProgram);
-
- if (mCubeVB.isNull())
- {
- mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB);
- }
-
- mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
-
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter)
- {
- LLDrawable* drawablep = *iter;
-
- LLVOVolume* volume = drawablep->getVOVolume();
- if (!volume)
- {
- continue;
- }
-
- if (volume->isAttachment())
- {
- if (!sRenderAttachedLights)
- {
- continue;
- }
- }
-
-
- LLVector4a center;
- center.load3(drawablep->getPositionAgent().mV);
- const F32* c = center.getF32ptr();
- F32 s = volume->getLightRadius()*1.5f;
-
- LLColor3 col = volume->getLightColor();
-
- if (col.magVecSquared() < 0.001f)
- {
- continue;
- }
-
- if (s <= 0.001f)
- {
- continue;
- }
-
- LLVector4a sa;
- sa.splat(s);
- if (camera->AABBInFrustumNoFarClip(center, sa) == 0)
- {
- continue;
- }
-
- sVisibleLightCount++;
-
- if (camera->getOrigin().mV[0] > c[0] + s + 0.2f ||
- camera->getOrigin().mV[0] < c[0] - s - 0.2f ||
- camera->getOrigin().mV[1] > c[1] + s + 0.2f ||
- camera->getOrigin().mV[1] < c[1] - s - 0.2f ||
- camera->getOrigin().mV[2] > c[2] + s + 0.2f ||
- camera->getOrigin().mV[2] < c[2] - s - 0.2f)
- { //draw box if camera is outside box
- if (render_local)
- {
- if (volume->isLightSpotlight())
- {
- drawablep->getVOVolume()->updateSpotLightPriority();
- spot_lights.push_back(drawablep);
- continue;
- }
-
- /*col.mV[0] = powf(col.mV[0], 2.2f);
- col.mV[1] = powf(col.mV[1], 2.2f);
- col.mV[2] = powf(col.mV[2], 2.2f);*/
-
- LL_RECORD_BLOCK_TIME(FTM_LOCAL_LIGHTS);
- gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
- gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
- gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
- gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
- gGL.syncMatrices();
-
- mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
- stop_glerror();
- }
- }
- else
- {
- if (volume->isLightSpotlight())
- {
- drawablep->getVOVolume()->updateSpotLightPriority();
- fullscreen_spot_lights.push_back(drawablep);
- continue;
- }
-
- glh::vec3f tc(c);
- mat.mult_matrix_vec(tc);
-
- fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s));
- light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f));
- }
- }
- unbindDeferredShader(gDeferredLightProgram);
- }
-
- if (!spot_lights.empty())
- {
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- bindDeferredShader(gDeferredSpotLightProgram);
-
- mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
-
- gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
-
- for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter)
- {
- LL_RECORD_BLOCK_TIME(FTM_PROJECTORS);
- LLDrawable* drawablep = *iter;
-
- LLVOVolume* volume = drawablep->getVOVolume();
-
- LLVector4a center;
- center.load3(drawablep->getPositionAgent().mV);
- const F32* c = center.getF32ptr();
- F32 s = volume->getLightRadius()*1.5f;
-
- sVisibleLightCount++;
-
- setupSpotLight(gDeferredSpotLightProgram, drawablep);
-
- LLColor3 col = volume->getLightColor();
- /*col.mV[0] = powf(col.mV[0], 2.2f);
- col.mV[1] = powf(col.mV[1], 2.2f);
- col.mV[2] = powf(col.mV[2], 2.2f);*/
-
- gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
- gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
- gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
- gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
- gGL.syncMatrices();
-
- mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
- }
- gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
- unbindDeferredShader(gDeferredSpotLightProgram);
- }
-
- //reset mDeferredVB to fullscreen triangle
- mDeferredVB->getVertexStrider(vert);
- vert[0].set(-1,1,0);
- vert[1].set(-1,-3,0);
- vert[2].set(3,1,0);
-
- {
- LLGLDepthTest depth(GL_FALSE);
-
- //full screen blit
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
-
- U32 count = 0;
-
- const U32 max_count = LL_DEFERRED_MULTI_LIGHT_COUNT;
- LLVector4 light[max_count];
- LLVector4 col[max_count];
-
- F32 far_z = 0.f;
-
- while (!fullscreen_lights.empty())
- {
- LL_RECORD_BLOCK_TIME(FTM_FULLSCREEN_LIGHTS);
- light[count] = fullscreen_lights.front();
- fullscreen_lights.pop_front();
- col[count] = light_colors.front();
- light_colors.pop_front();
-
- /*col[count].mV[0] = powf(col[count].mV[0], 2.2f);
- col[count].mV[1] = powf(col[count].mV[1], 2.2f);
- col[count].mV[2] = powf(col[count].mV[2], 2.2f);*/
-
- far_z = llmin(light[count].mV[2]-light[count].mV[3], far_z);
- //col[count] = pow4fsrgb(col[count], 2.2f);
- count++;
- if (count == max_count || fullscreen_lights.empty())
- {
- U32 idx = count-1;
- bindDeferredShader(gDeferredMultiLightProgram[idx]);
- gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count);
- gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light);
- gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col);
- gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z);
- far_z = 0.f;
- count = 0;
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
- }
-
- unbindDeferredShader(gDeferredMultiLightProgram[0]);
-
- bindDeferredShader(gDeferredMultiSpotLightProgram);
-
- gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
-
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
-
- for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
- {
- LL_RECORD_BLOCK_TIME(FTM_PROJECTORS);
- LLDrawable* drawablep = *iter;
-
- LLVOVolume* volume = drawablep->getVOVolume();
-
- LLVector3 center = drawablep->getPositionAgent();
- F32* c = center.mV;
- F32 s = volume->getLightRadius()*1.5f;
-
- sVisibleLightCount++;
-
- glh::vec3f tc(c);
- mat.mult_matrix_vec(tc);
-
- setupSpotLight(gDeferredMultiSpotLightProgram, drawablep);
-
- LLColor3 col = volume->getLightColor();
-
- /*col.mV[0] = powf(col.mV[0], 2.2f);
- col.mV[1] = powf(col.mV[1], 2.2f);
- col.mV[2] = powf(col.mV[2], 2.2f);*/
-
- gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v);
- gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
- gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
- gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
-
- gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
- unbindDeferredShader(gDeferredMultiSpotLightProgram);
-
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
- }
- }
-
- gGL.setColorMask(true, true);
- }
-
- /*target->flush();
-
- //gamma correct lighting
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.pushMatrix();
- gGL.loadIdentity();
-
- {
- LLGLDepthTest depth(GL_FALSE, GL_FALSE);
-
- LLVector2 tc1(0,0);
- LLVector2 tc2((F32) target->getWidth()*2,
- (F32) target->getHeight()*2);
-
- target->bindTarget();
- // Apply gamma correction to the frame here.
- gDeferredPostGammaCorrectProgram.bind();
- //mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- S32 channel = 0;
- channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, target->getUsage());
- if (channel > -1)
- {
- target->bindTexture(0,channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, target->getWidth(), target->getHeight());
-
- F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
-
- gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
-
- gGL.getTexUnit(channel)->unbind(target->getUsage());
- gDeferredPostGammaCorrectProgram.unbind();
- target->flush();
- }
-
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
-
- target->bindTarget();*/
-
- { //render non-deferred geometry (alpha, fullbright, glow)
- LLGLDisable blend(GL_BLEND);
- LLGLDisable stencil(GL_STENCIL_TEST);
-
- pushRenderTypeMask();
- andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
- LLPipeline::RENDER_TYPE_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_VOLUME,
- LLPipeline::RENDER_TYPE_GLOW,
- LLPipeline::RENDER_TYPE_BUMP,
- LLPipeline::RENDER_TYPE_PASS_SIMPLE,
- LLPipeline::RENDER_TYPE_PASS_ALPHA,
- LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_BUMP,
- LLPipeline::RENDER_TYPE_PASS_POST_BUMP,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
- LLPipeline::RENDER_TYPE_PASS_GLOW,
- LLPipeline::RENDER_TYPE_PASS_GRASS,
- LLPipeline::RENDER_TYPE_PASS_SHINY,
- LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
- LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
- LLPipeline::RENDER_TYPE_AVATAR,
- LLPipeline::RENDER_TYPE_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK,
- END_RENDER_TYPES);
-
- renderGeomPostDeferred(*LLViewerCamera::getInstance());
- popRenderTypeMask();
- }
-
- //target->flush();
-}
-
-void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
-{
- //construct frustum
- LLVOVolume* volume = drawablep->getVOVolume();
- LLVector3 params = volume->getSpotLightParams();
-
- F32 fov = params.mV[0];
- F32 focus = params.mV[1];
-
- LLVector3 pos = drawablep->getPositionAgent();
- LLQuaternion quat = volume->getRenderRotation();
- LLVector3 scale = volume->getScale();
-
- //get near clip plane
- LLVector3 at_axis(0,0,-scale.mV[2]*0.5f);
- at_axis *= quat;
-
- LLVector3 np = pos+at_axis;
- at_axis.normVec();
-
- //get origin that has given fov for plane np, at_axis, and given scale
- F32 dist = (scale.mV[1]*0.5f)/tanf(fov*0.5f);
-
- LLVector3 origin = np - at_axis*dist;
-
- //matrix from volume space to agent space
- LLMatrix4 light_mat(quat, LLVector4(origin,1.f));
-
- glh::matrix4f light_to_agent((F32*) light_mat.mMatrix);
- glh::matrix4f light_to_screen = get_current_modelview() * light_to_agent;
-
- glh::matrix4f screen_to_light = light_to_screen.inverse();
-
- F32 s = volume->getLightRadius()*1.5f;
- F32 near_clip = dist;
- F32 width = scale.mV[VX];
- F32 height = scale.mV[VY];
- F32 far_clip = s+dist-scale.mV[VZ];
-
- F32 fovy = fov * RAD_TO_DEG;
- F32 aspect = width/height;
-
- glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f,
- 0.f, 0.5f, 0.f, 0.5f,
- 0.f, 0.f, 0.5f, 0.5f,
- 0.f, 0.f, 0.f, 1.f);
-
- glh::vec3f p1(0, 0, -(near_clip+0.01f));
- glh::vec3f p2(0, 0, -(near_clip+1.f));
-
- glh::vec3f screen_origin(0, 0, 0);
-
- light_to_screen.mult_matrix_vec(p1);
- light_to_screen.mult_matrix_vec(p2);
- light_to_screen.mult_matrix_vec(screen_origin);
-
- glh::vec3f n = p2-p1;
- n.normalize();
-
- F32 proj_range = far_clip - near_clip;
- glh::matrix4f light_proj = gl_perspective(fovy, aspect, near_clip, far_clip);
- screen_to_light = trans * light_proj * screen_to_light;
- shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, FALSE, screen_to_light.m);
- shader.uniform1f(LLShaderMgr::PROJECTOR_NEAR, near_clip);
- shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, p1.v);
- shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, n.v);
- shader.uniform3fv(LLShaderMgr::PROJECTOR_ORIGIN, 1, screen_origin.v);
- shader.uniform1f(LLShaderMgr::PROJECTOR_RANGE, proj_range);
- shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIANCE, params.mV[2]);
- S32 s_idx = -1;
-
- for (U32 i = 0; i < 2; i++)
- {
- if (mShadowSpotLight[i] == drawablep)
- {
- s_idx = i;
- }
- }
-
- shader.uniform1i(LLShaderMgr::PROJECTOR_SHADOW_INDEX, s_idx);
-
- if (s_idx >= 0)
- {
- shader.uniform1f(LLShaderMgr::PROJECTOR_SHADOW_FADE, 1.f-mSpotLightFade[s_idx]);
- }
- else
- {
- shader.uniform1f(LLShaderMgr::PROJECTOR_SHADOW_FADE, 1.f);
- }
-
- {
- LLDrawable* potential = drawablep;
- //determine if this is a good light for casting shadows
- F32 m_pri = volume->getSpotLightPriority();
-
- for (U32 i = 0; i < 2; i++)
- {
- F32 pri = 0.f;
-
- if (mTargetShadowSpotLight[i].notNull())
- {
- pri = mTargetShadowSpotLight[i]->getVOVolume()->getSpotLightPriority();
- }
-
- if (m_pri > pri)
- {
- LLDrawable* temp = mTargetShadowSpotLight[i];
- mTargetShadowSpotLight[i] = potential;
- potential = temp;
- m_pri = pri;
- }
- }
- }
-
- LLViewerTexture* img = volume->getLightTexture();
-
- if (img == NULL)
- {
- img = LLViewerFetchedTexture::sWhiteImagep;
- }
-
- S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
-
- if (channel > -1)
- {
- if (img)
- {
- gGL.getTexUnit(channel)->bind(img);
-
- F32 lod_range = logf(img->getWidth())/logf(2.f);
-
- shader.uniform1f(LLShaderMgr::PROJECTOR_FOCUS, focus);
- shader.uniform1f(LLShaderMgr::PROJECTOR_LOD, lod_range);
- shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIENT_LOD, llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f));
- }
- }
-
-}
-
-void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
-{
- stop_glerror();
- shader.disableTexture(LLShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
- shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
- shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
- shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage());
- shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage());
- shader.disableTexture(LLShaderMgr::DIFFUSE_MAP);
- shader.disableTexture(LLShaderMgr::DEFERRED_BLOOM);
-
- for (U32 i = 0; i < 4; i++)
- {
- if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i) > -1)
- {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
- }
- }
-
- for (U32 i = 4; i < 6; i++)
- {
- if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i) > -1)
- {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
- }
- }
-
- shader.disableTexture(LLShaderMgr::DEFERRED_NOISE);
- shader.disableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC);
-
- S32 channel = shader.disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
- if (channel > -1)
- {
- LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
- if (cube_map)
- {
- cube_map->disable();
- }
- }
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(0)->activate();
- shader.unbind();
-}
-
-inline float sgn(float a)
-{
- if (a > 0.0F) return (1.0F);
- if (a < 0.0F) return (-1.0F);
- return (0.0F);
-}
-
-void LLPipeline::generateWaterReflection(LLCamera& camera_in)
-{
- if (LLPipeline::sWaterReflections && assertInitialized() && LLDrawPoolWater::sNeedsReflectionUpdate)
- {
- bool skip_avatar_update = false;
- if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson)
- {
- skip_avatar_update = true;
- }
-
- if (!skip_avatar_update)
- {
- gAgentAvatarp->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON);
- }
- LLVertexBuffer::unbind();
-
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
-
- LLCamera camera = camera_in;
- camera.setFar(camera.getFar()*0.87654321f);
- LLPipeline::sReflectionRender = true;
-
- gPipeline.pushRenderTypeMask();
-
- glh::matrix4f projection = get_current_projection();
- glh::matrix4f mat;
-
- stop_glerror();
- LLPlane plane;
-
- F32 height = gAgent.getRegion()->getWaterHeight();
- F32 to_clip = fabsf(camera.getOrigin().mV[2]-height);
- F32 pad = -to_clip*0.05f; //amount to "pad" clip plane by
-
- //plane params
- LLVector3 pnorm;
- F32 pd;
-
- S32 water_clip = 0;
- if (!LLViewerCamera::getInstance()->cameraUnderWater())
- { //camera is above water, clip plane points up
- pnorm.setVec(0,0,1);
- pd = -height;
- plane.setVec(pnorm, pd);
- water_clip = -1;
- }
- else
- { //camera is below water, clip plane points down
- pnorm = LLVector3(0,0,-1);
- pd = height;
- plane.setVec(pnorm, pd);
- water_clip = 1;
- }
-
- bool materials_in_water = false;
-
-#if MATERIALS_IN_REFLECTIONS
- materials_in_water = gSavedSettings.getS32("RenderWaterMaterials");
-#endif
-
- if (!LLViewerCamera::getInstance()->cameraUnderWater())
- { //generate planar reflection map
-
- //disable occlusion culling for reflection map for now
- S32 occlusion = LLPipeline::sUseOcclusion;
- LLPipeline::sUseOcclusion = 0;
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- glClearColor(0,0,0,0);
-
- mWaterRef.bindTarget();
-
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WATER0;
- gGL.setColorMask(true, true);
- mWaterRef.clear();
- gGL.setColorMask(true, false);
-
- mWaterRef.getViewport(gGLViewport);
-
- stop_glerror();
-
- gGL.pushMatrix();
-
- mat.set_scale(glh::vec3f(1,1,-1));
- mat.set_translate(glh::vec3f(0,0,height*2.f));
-
- glh::matrix4f current = get_current_modelview();
-
- mat = current * mat;
-
- set_current_modelview(mat);
- gGL.loadMatrix(mat.m);
-
- LLViewerCamera::updateFrustumPlanes(camera, FALSE, TRUE);
-
- glh::matrix4f inv_mat = mat.inverse();
-
- glh::vec3f origin(0,0,0);
- inv_mat.mult_matrix_vec(origin);
-
- camera.setOrigin(origin.v);
-
- glCullFace(GL_FRONT);
-
- static LLCullResult ref_result;
-
- if (LLDrawPoolWater::sNeedsReflectionUpdate)
- {
- //initial sky pass (no user clip plane)
- { //mask out everything but the sky
- gPipeline.pushRenderTypeMask();
- gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
- LLPipeline::RENDER_TYPE_WL_SKY,
- LLPipeline::RENDER_TYPE_CLOUDS,
- LLPipeline::END_RENDER_TYPES);
-
- static LLCullResult result;
- updateCull(camera, result);
- stateSort(camera, result);
-
- if (LLPipeline::sRenderDeferred && materials_in_water)
- {
- mWaterRef.flush();
-
- gPipeline.grabReferences(result);
- gPipeline.mDeferredScreen.bindTarget();
- gGL.setColorMask(true, true);
- glClearColor(0,0,0,0);
- gPipeline.mDeferredScreen.clear();
-
- renderGeomDeferred(camera);
- }
- else
- {
- renderGeom(camera, TRUE);
- }
-
- gPipeline.popRenderTypeMask();
- }
-
- gGL.setColorMask(true, false);
- gPipeline.pushRenderTypeMask();
-
- clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER,
- LLPipeline::RENDER_TYPE_VOIDWATER,
- LLPipeline::RENDER_TYPE_GROUND,
- LLPipeline::RENDER_TYPE_SKY,
- LLPipeline::RENDER_TYPE_CLOUDS,
- LLPipeline::END_RENDER_TYPES);
-
- S32 detail = RenderReflectionDetail;
- if (detail > 0)
- { //mask out selected geometry based on reflection detail
- if (detail < 4)
- {
- clearRenderTypeMask(LLPipeline::RENDER_TYPE_PARTICLES, END_RENDER_TYPES);
- if (detail < 3)
- {
- clearRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES);
- if (detail < 2)
- {
- clearRenderTypeMask(LLPipeline::RENDER_TYPE_VOLUME, END_RENDER_TYPES);
- }
- }
- }
-
- LLGLUserClipPlane clip_plane(plane, mat, projection);
- LLGLDisable cull(GL_CULL_FACE);
- updateCull(camera, ref_result, -water_clip, &plane);
- stateSort(camera, ref_result);
- }
-
- if (LLDrawPoolWater::sNeedsDistortionUpdate)
- {
- if (RenderReflectionDetail > 0)
- {
- gPipeline.grabReferences(ref_result);
- LLGLUserClipPlane clip_plane(plane, mat, projection);
-
- if (LLPipeline::sRenderDeferred && materials_in_water)
- {
- renderGeomDeferred(camera);
- }
- else
- {
- renderGeom(camera);
- }
- }
- }
-
- if (LLPipeline::sRenderDeferred && materials_in_water)
- {
- gPipeline.mDeferredScreen.flush();
- renderDeferredLightingToRT(&mWaterRef);
- }
-
- gPipeline.popRenderTypeMask();
- }
- glCullFace(GL_BACK);
- gGL.popMatrix();
- mWaterRef.flush();
- set_current_modelview(current);
- LLPipeline::sUseOcclusion = occlusion;
- }
-
- camera.setOrigin(camera_in.getOrigin());
- //render distortion map
- static bool last_update = true;
- if (last_update)
- {
- camera.setFar(camera_in.getFar());
- clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER,
- LLPipeline::RENDER_TYPE_VOIDWATER,
- LLPipeline::RENDER_TYPE_GROUND,
- END_RENDER_TYPES);
- stop_glerror();
-
- LLPipeline::sUnderWaterRender = ! LLViewerCamera::getInstance()->cameraUnderWater();
-
- if (LLPipeline::sUnderWaterRender)
- {
- clearRenderTypeMask(LLPipeline::RENDER_TYPE_GROUND,
- LLPipeline::RENDER_TYPE_SKY,
- LLPipeline::RENDER_TYPE_CLOUDS,
- LLPipeline::RENDER_TYPE_WL_SKY,
- END_RENDER_TYPES);
- }
- LLViewerCamera::updateFrustumPlanes(camera);
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- LLColor3 col = LLEnvironment::instance().getCurrentWater()->getWaterFogColor();
- glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
- mWaterDis.bindTarget();
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WATER1;
-
- mWaterDis.getViewport(gGLViewport);
-
- if (!LLPipeline::sUnderWaterRender || LLDrawPoolWater::sNeedsReflectionUpdate)
- {
- //clip out geometry on the same side of water as the camera
- mat = get_current_modelview();
- LLPlane plane(-pnorm, -(pd+pad));
-
- LLGLUserClipPlane clip_plane(plane, mat, projection);
- static LLCullResult result;
- updateCull(camera, result, water_clip, &plane);
- stateSort(camera, result);
-
- gGL.setColorMask(true, true);
- mWaterDis.clear();
-
-
- gGL.setColorMask(true, false);
-
-
- if (LLPipeline::sRenderDeferred && materials_in_water)
- {
- mWaterDis.flush();
- gPipeline.mDeferredScreen.bindTarget();
- gGL.setColorMask(true, true);
- glClearColor(0,0,0,0);
- gPipeline.mDeferredScreen.clear();
- gPipeline.grabReferences(result);
- renderGeomDeferred(camera);
- }
- else
- {
- renderGeom(camera);
-
- if (LLGLSLShader::sNoFixedFunction)
- {
- gUIProgram.bind();
- }
-
- LLWorld::getInstance()->renderPropertyLines();
-
- if (LLGLSLShader::sNoFixedFunction)
- {
- gUIProgram.unbind();
- }
- }
-
- if (LLPipeline::sRenderDeferred && materials_in_water)
- {
- gPipeline.mDeferredScreen.flush();
- renderDeferredLightingToRT(&mWaterDis);
- }
- }
-
- mWaterDis.flush();
- LLPipeline::sUnderWaterRender = false;
-
- }
- last_update = LLDrawPoolWater::sNeedsReflectionUpdate && LLDrawPoolWater::sNeedsDistortionUpdate;
-
- LLPipeline::sReflectionRender = false;
-
- if (!LLRenderTarget::sUseFBO)
- {
- glClear(GL_DEPTH_BUFFER_BIT);
- }
- glClearColor(0.f, 0.f, 0.f, 0.f);
- gViewerWindow->setup3DViewport();
- gPipeline.popRenderTypeMask();
- LLDrawPoolWater::sNeedsReflectionUpdate = FALSE;
- LLDrawPoolWater::sNeedsDistortionUpdate = FALSE;
- LLPlane npnorm(-pnorm, -pd);
- LLViewerCamera::getInstance()->setUserClipPlane(npnorm);
-
- LLGLState::checkStates();
-
- if (!skip_avatar_update)
- {
- gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode());
- }
-
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
- }
-}
-
-glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up)
-{
- glh::matrix4f ret;
-
- LLVector3 dirN;
- LLVector3 upN;
- LLVector3 lftN;
-
- lftN = dir % up;
- lftN.normVec();
-
- upN = lftN % dir;
- upN.normVec();
-
- dirN = dir;
- dirN.normVec();
-
- ret.m[ 0] = lftN[0];
- ret.m[ 1] = upN[0];
- ret.m[ 2] = -dirN[0];
- ret.m[ 3] = 0.f;
-
- ret.m[ 4] = lftN[1];
- ret.m[ 5] = upN[1];
- ret.m[ 6] = -dirN[1];
- ret.m[ 7] = 0.f;
-
- ret.m[ 8] = lftN[2];
- ret.m[ 9] = upN[2];
- ret.m[10] = -dirN[2];
- ret.m[11] = 0.f;
-
- ret.m[12] = -(lftN*pos);
- ret.m[13] = -(upN*pos);
- ret.m[14] = dirN*pos;
- ret.m[15] = 1.f;
-
- return ret;
-}
-
-glh::matrix4f scale_translate_to_fit(const LLVector3 min, const LLVector3 max)
-{
- glh::matrix4f ret;
- ret.m[ 0] = 2/(max[0]-min[0]);
- ret.m[ 4] = 0;
- ret.m[ 8] = 0;
- ret.m[12] = -(max[0]+min[0])/(max[0]-min[0]);
-
- ret.m[ 1] = 0;
- ret.m[ 5] = 2/(max[1]-min[1]);
- ret.m[ 9] = 0;
- ret.m[13] = -(max[1]+min[1])/(max[1]-min[1]);
-
- ret.m[ 2] = 0;
- ret.m[ 6] = 0;
- ret.m[10] = 2/(max[2]-min[2]);
- ret.m[14] = -(max[2]+min[2])/(max[2]-min[2]);
-
- ret.m[ 3] = 0;
- ret.m[ 7] = 0;
- ret.m[11] = 0;
- ret.m[15] = 1;
-
- return ret;
-}
-
-static LLTrace::BlockTimerStatHandle FTM_SHADOW_RENDER("Render Shadows");
-static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA("Alpha Shadow");
-static LLTrace::BlockTimerStatHandle FTM_SHADOW_SIMPLE("Simple Shadow");
-
-void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& shadow_cam, LLCullResult &result, bool use_shader, bool use_occlusion, U32 target_width)
-{
- LL_RECORD_BLOCK_TIME(FTM_SHADOW_RENDER);
-
- //clip out geometry on the same side of water as the camera
- S32 occlude = LLPipeline::sUseOcclusion;
- if (!use_occlusion)
- {
- LLPipeline::sUseOcclusion = 0;
- }
- LLPipeline::sShadowRender = true;
-
- static const U32 types[] = {
- LLRenderPass::PASS_SIMPLE,
- LLRenderPass::PASS_FULLBRIGHT,
- LLRenderPass::PASS_SHINY,
- LLRenderPass::PASS_BUMP,
- LLRenderPass::PASS_FULLBRIGHT_SHINY ,
- LLRenderPass::PASS_MATERIAL,
- LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE,
- LLRenderPass::PASS_SPECMAP,
- LLRenderPass::PASS_SPECMAP_EMISSIVE,
- LLRenderPass::PASS_NORMMAP,
- LLRenderPass::PASS_NORMMAP_EMISSIVE,
- LLRenderPass::PASS_NORMSPEC,
- LLRenderPass::PASS_NORMSPEC_EMISSIVE,
- };
-
- LLGLEnable cull(GL_CULL_FACE);
-
- //enable depth clamping if available
- LLGLEnable depth_clamp(gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP : 0);
-
- if (use_shader)
- {
- gDeferredShadowCubeProgram.bind();
- }
-
- LLRenderTarget& occlusion_target = mShadowOcclusion[LLViewerCamera::sCurCameraID-1];
-
- occlusion_target.bindTarget();
- updateCull(shadow_cam, result);
- occlusion_target.flush();
-
- stateSort(shadow_cam, result);
-
-
- //generate shadow map
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadMatrix(proj.m);
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.pushMatrix();
- gGL.loadMatrix(gGLModelView);
-
- stop_glerror();
- gGLLastMatrix = NULL;
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- stop_glerror();
-
- LLVertexBuffer::unbind();
-
- {
- if (!use_shader)
- { //occlusion program is general purpose depth-only no-textures
- gOcclusionProgram.bind();
- }
- else
- {
- gDeferredShadowProgram.bind();
- }
-
- gGL.diffuseColor4f(1,1,1,1);
- gGL.setColorMask(false, false);
-
- LL_RECORD_BLOCK_TIME(FTM_SHADOW_SIMPLE);
-
- gGL.getTexUnit(0)->disable();
- for (U32 i = 0; i < sizeof(types)/sizeof(U32); ++i)
- {
- renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, FALSE);
- }
- gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
- if (!use_shader)
- {
- gOcclusionProgram.unbind();
- }
- }
-
- if (use_shader)
- {
- gDeferredShadowProgram.unbind();
- renderGeomShadow(shadow_cam);
- gDeferredShadowProgram.bind();
- }
- else
- {
- renderGeomShadow(shadow_cam);
- }
-
- {
- LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA);
- gDeferredShadowAlphaMaskProgram.bind();
- gDeferredShadowAlphaMaskProgram.uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width);
-
- U32 mask = LLVertexBuffer::MAP_VERTEX |
- LLVertexBuffer::MAP_TEXCOORD0 |
- LLVertexBuffer::MAP_COLOR |
- LLVertexBuffer::MAP_TEXTURE_INDEX;
-
- renderMaskedObjects(LLRenderPass::PASS_ALPHA_MASK, mask, TRUE, TRUE);
- renderMaskedObjects(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, mask, TRUE, TRUE);
- gDeferredShadowAlphaMaskProgram.setMinimumAlpha(0.598f);
- renderObjects(LLRenderPass::PASS_ALPHA, mask, TRUE, TRUE);
-
- mask = mask & ~LLVertexBuffer::MAP_TEXTURE_INDEX;
-
- gDeferredTreeShadowProgram.bind();
- renderMaskedObjects(LLRenderPass::PASS_NORMSPEC_MASK, mask);
- renderMaskedObjects(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, mask);
- renderMaskedObjects(LLRenderPass::PASS_SPECMAP_MASK, mask);
- renderMaskedObjects(LLRenderPass::PASS_NORMMAP_MASK, mask);
-
- gDeferredTreeShadowProgram.setMinimumAlpha(0.598f);
- renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE);
- }
-
- //glCullFace(GL_BACK);
-
- gDeferredShadowCubeProgram.bind();
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLModelView);
-
- LLRenderTarget& occlusion_source = mShadow[LLViewerCamera::sCurCameraID-1];
-
- doOcclusion(shadow_cam, occlusion_source, occlusion_target);
-
- if (use_shader)
- {
- gDeferredShadowProgram.unbind();
- }
-
- gGL.setColorMask(true, true);
-
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
- gGLLastMatrix = NULL;
-
- LLPipeline::sUseOcclusion = occlude;
- LLPipeline::sShadowRender = false;
-}
-
-static LLTrace::BlockTimerStatHandle FTM_VISIBLE_CLOUD("Visible Cloud");
-bool LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir)
-{
- LL_RECORD_BLOCK_TIME(FTM_VISIBLE_CLOUD);
- //get point cloud of intersection of frust and min, max
-
- if (getVisibleExtents(camera, min, max))
- {
- return false;
- }
-
- //get set of planes on bounding box
- LLPlane bp[] = {
- LLPlane(min, LLVector3(-1,0,0)),
- LLPlane(min, LLVector3(0,-1,0)),
- LLPlane(min, LLVector3(0,0,-1)),
- LLPlane(max, LLVector3(1,0,0)),
- LLPlane(max, LLVector3(0,1,0)),
- LLPlane(max, LLVector3(0,0,1))};
-
- //potential points
- std::vector<LLVector3> pp;
-
- //add corners of AABB
- pp.push_back(LLVector3(min.mV[0], min.mV[1], min.mV[2]));
- pp.push_back(LLVector3(max.mV[0], min.mV[1], min.mV[2]));
- pp.push_back(LLVector3(min.mV[0], max.mV[1], min.mV[2]));
- pp.push_back(LLVector3(max.mV[0], max.mV[1], min.mV[2]));
- pp.push_back(LLVector3(min.mV[0], min.mV[1], max.mV[2]));
- pp.push_back(LLVector3(max.mV[0], min.mV[1], max.mV[2]));
- pp.push_back(LLVector3(min.mV[0], max.mV[1], max.mV[2]));
- pp.push_back(LLVector3(max.mV[0], max.mV[1], max.mV[2]));
-
- //add corners of camera frustum
- for (U32 i = 0; i < LLCamera::AGENT_FRUSTRUM_NUM; i++)
- {
- pp.push_back(camera.mAgentFrustum[i]);
- }
-
-
- //bounding box line segments
- U32 bs[] =
- {
- 0,1,
- 1,3,
- 3,2,
- 2,0,
-
- 4,5,
- 5,7,
- 7,6,
- 6,4,
-
- 0,4,
- 1,5,
- 3,7,
- 2,6
- };
-
- for (U32 i = 0; i < 12; i++)
- { //for each line segment in bounding box
- for (U32 j = 0; j < LLCamera::AGENT_PLANE_NO_USER_CLIP_NUM; j++)
- { //for each plane in camera frustum
- const LLPlane& cp = camera.getAgentPlane(j);
- const LLVector3& v1 = pp[bs[i*2+0]];
- const LLVector3& v2 = pp[bs[i*2+1]];
- LLVector3 n;
- cp.getVector3(n);
-
- LLVector3 line = v1-v2;
-
- F32 d1 = line*n;
- F32 d2 = -cp.dist(v2);
-
- F32 t = d2/d1;
-
- if (t > 0.f && t < 1.f)
- {
- LLVector3 intersect = v2+line*t;
- pp.push_back(intersect);
- }
- }
- }
-
- //camera frustum line segments
- const U32 fs[] =
- {
- 0,1,
- 1,2,
- 2,3,
- 3,0,
-
- 4,5,
- 5,6,
- 6,7,
- 7,4,
-
- 0,4,
- 1,5,
- 2,6,
- 3,7
- };
-
- for (U32 i = 0; i < 12; i++)
- {
- for (U32 j = 0; j < 6; ++j)
- {
- const LLVector3& v1 = pp[fs[i*2+0]+8];
- const LLVector3& v2 = pp[fs[i*2+1]+8];
- const LLPlane& cp = bp[j];
- LLVector3 n;
- cp.getVector3(n);
-
- LLVector3 line = v1-v2;
-
- F32 d1 = line*n;
- F32 d2 = -cp.dist(v2);
-
- F32 t = d2/d1;
-
- if (t > 0.f && t < 1.f)
- {
- LLVector3 intersect = v2+line*t;
- pp.push_back(intersect);
- }
- }
- }
-
- LLVector3 ext[] = { min-LLVector3(0.05f,0.05f,0.05f),
- max+LLVector3(0.05f,0.05f,0.05f) };
-
- for (U32 i = 0; i < pp.size(); ++i)
- {
- bool found = true;
-
- const F32* p = pp[i].mV;
-
- for (U32 j = 0; j < 3; ++j)
- {
- if (p[j] < ext[0].mV[j] || p[j] > ext[1].mV[j])
- {
- found = false;
- break;
- }
- }
-
- if (found) // don't bother testing user clip planes if we're already rejected...
- {
- for (U32 j = 0; j < LLCamera::AGENT_PLANE_NO_USER_CLIP_NUM; ++j)
- {
- const LLPlane& cp = camera.getAgentPlane(j);
- F32 dist = cp.dist(pp[i]);
- if (dist > 0.05f) //point is above some plane, not contained
- {
- found = false;
- break;
- }
- }
- }
-
- if (found)
- {
- fp.push_back(pp[i]);
- }
- }
-
- if (fp.empty())
- {
- return false;
- }
-
- return true;
-}
-
-void LLPipeline::renderHighlight(const LLViewerObject* obj, F32 fade)
-{
- if (obj && obj->getVolume())
- {
- for (LLViewerObject::child_list_t::const_iterator iter = obj->getChildren().begin(); iter != obj->getChildren().end(); ++iter)
- {
- renderHighlight(*iter, fade);
- }
-
- LLDrawable* drawable = obj->mDrawable;
- if (drawable)
- {
- for (S32 i = 0; i < drawable->getNumFaces(); ++i)
- {
- LLFace* face = drawable->getFace(i);
- if (face)
- {
- face->renderSelected(LLViewerTexture::sNullImagep, LLColor4(1,1,1,fade));
- }
- }
- }
- }
-}
-
-void LLPipeline::generateHighlight(LLCamera& camera)
-{
- //render highlighted object as white into offscreen render target
- if (mHighlightObject.notNull())
- {
- mHighlightSet.insert(HighlightItem(mHighlightObject));
- }
-
- if (!mHighlightSet.empty())
- {
- F32 transition = gFrameIntervalSeconds.value()/RenderHighlightFadeTime;
-
- LLGLDisable test(GL_ALPHA_TEST);
- LLGLDepthTest depth(GL_FALSE);
- mHighlight.bindTarget();
- disableLights();
- gGL.setColorMask(true, true);
- mHighlight.clear();
-
- gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
- for (std::set<HighlightItem>::iterator iter = mHighlightSet.begin(); iter != mHighlightSet.end(); )
- {
- std::set<HighlightItem>::iterator cur_iter = iter++;
-
- if (cur_iter->mItem.isNull())
- {
- mHighlightSet.erase(cur_iter);
- continue;
- }
-
- if (cur_iter->mItem == mHighlightObject)
- {
- cur_iter->incrFade(transition);
- }
- else
- {
- cur_iter->incrFade(-transition);
- if (cur_iter->mFade <= 0.f)
- {
- mHighlightSet.erase(cur_iter);
- continue;
- }
- }
-
- renderHighlight(cur_iter->mItem->getVObj(), cur_iter->mFade);
- }
-
- mHighlight.flush();
- gGL.setColorMask(true, false);
- gViewerWindow->setup3DViewport();
- }
-}
-
-
-static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW("Gen Sun Shadow");
-
-void LLPipeline::generateSunShadow(LLCamera& camera)
-{
- if (!sRenderDeferred || RenderShadowDetail <= 0)
- {
- return;
- }
-
- LL_RECORD_BLOCK_TIME(FTM_GEN_SUN_SHADOW);
-
- bool skip_avatar_update = false;
- if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson)
- {
-
- skip_avatar_update = true;
- }
-
- if (!skip_avatar_update)
- {
- gAgentAvatarp->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON);
- }
-
- F64 last_modelview[16];
- F64 last_projection[16];
- for (U32 i = 0; i < 16; i++)
- { //store last_modelview of world camera
- last_modelview[i] = gGLLastModelView[i];
- last_projection[i] = gGLLastProjection[i];
- }
-
- pushRenderTypeMask();
- andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE,
- LLPipeline::RENDER_TYPE_ALPHA,
- LLPipeline::RENDER_TYPE_GRASS,
- LLPipeline::RENDER_TYPE_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_BUMP,
- LLPipeline::RENDER_TYPE_VOLUME,
- LLPipeline::RENDER_TYPE_AVATAR,
- LLPipeline::RENDER_TYPE_TREE,
- LLPipeline::RENDER_TYPE_TERRAIN,
- LLPipeline::RENDER_TYPE_WATER,
- LLPipeline::RENDER_TYPE_VOIDWATER,
- LLPipeline::RENDER_TYPE_PASS_ALPHA,
- LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_GRASS,
- LLPipeline::RENDER_TYPE_PASS_SIMPLE,
- LLPipeline::RENDER_TYPE_PASS_BUMP,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_PASS_SHINY,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
- LLPipeline::RENDER_TYPE_PASS_MATERIAL,
- LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA,
- LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE,
- LLPipeline::RENDER_TYPE_PASS_SPECMAP,
- LLPipeline::RENDER_TYPE_PASS_SPECMAP_BLEND,
- LLPipeline::RENDER_TYPE_PASS_SPECMAP_MASK,
- LLPipeline::RENDER_TYPE_PASS_SPECMAP_EMISSIVE,
- LLPipeline::RENDER_TYPE_PASS_NORMMAP,
- LLPipeline::RENDER_TYPE_PASS_NORMMAP_BLEND,
- LLPipeline::RENDER_TYPE_PASS_NORMMAP_MASK,
- LLPipeline::RENDER_TYPE_PASS_NORMMAP_EMISSIVE,
- LLPipeline::RENDER_TYPE_PASS_NORMSPEC,
- LLPipeline::RENDER_TYPE_PASS_NORMSPEC_BLEND,
- LLPipeline::RENDER_TYPE_PASS_NORMSPEC_MASK,
- LLPipeline::RENDER_TYPE_PASS_NORMSPEC_EMISSIVE,
- END_RENDER_TYPES);
-
- gGL.setColorMask(false, false);
-
- //get sun view matrix
-
- //store current projection/modelview matrix
- glh::matrix4f saved_proj = get_current_projection();
- glh::matrix4f saved_view = get_current_modelview();
- glh::matrix4f inv_view = saved_view.inverse();
-
- glh::matrix4f view[6];
- glh::matrix4f proj[6];
-
- //clip contains parallel split distances for 3 splits
- LLVector3 clip = RenderShadowClipPlanes;
-
- //F32 slope_threshold = gSavedSettings.getF32("RenderShadowSlopeThreshold");
-
- //far clip on last split is minimum of camera view distance and 128
- mSunClipPlanes = LLVector4(clip, clip.mV[2] * clip.mV[2]/clip.mV[1]);
-
- clip = RenderShadowOrthoClipPlanes;
- mSunOrthoClipPlanes = LLVector4(clip, clip.mV[2]*clip.mV[2]/clip.mV[1]);
-
- //currently used for amount to extrude frusta corners for constructing shadow frusta
- //LLVector3 n = RenderShadowNearDist;
- //F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] };
-
- LLVector3 sun_dir(mSunDir);
-
- //put together a universal "near clip" plane for shadow frusta
- LLPlane shadow_near_clip;
- {
- LLVector3 p = gAgent.getPositionAgent();
- p += sun_dir * RenderFarClip*2.f;
- shadow_near_clip.setVec(p, sun_dir);
- }
-
- LLVector3 lightDir = -sun_dir;
- lightDir.normVec();
-
- glh::vec3f light_dir(lightDir.mV);
-
- //create light space camera matrix
-
- LLVector3 at = lightDir;
-
- LLVector3 up = camera.getAtAxis();
-
- if (fabsf(up*lightDir) > 0.75f)
- {
- up = camera.getUpAxis();
- }
-
- /*LLVector3 left = up%at;
- up = at%left;*/
-
- up.normVec();
- at.normVec();
-
-
- LLCamera main_camera = camera;
-
- F32 near_clip = 0.f;
- {
- //get visible point cloud
- std::vector<LLVector3> fp;
-
- main_camera.calcAgentFrustumPlanes(main_camera.mAgentFrustum);
-
- LLVector3 min,max;
- getVisiblePointCloud(main_camera,min,max,fp);
-
- if (fp.empty())
- {
- if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA))
- {
- mShadowCamera[0] = main_camera;
- mShadowExtents[0][0] = min;
- mShadowExtents[0][1] = max;
-
- mShadowFrustPoints[0].clear();
- mShadowFrustPoints[1].clear();
- mShadowFrustPoints[2].clear();
- mShadowFrustPoints[3].clear();
- }
- popRenderTypeMask();
-
- if (!skip_avatar_update)
- {
- gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode());
- }
-
- return;
- }
-
- //get good split distances for frustum
- for (U32 i = 0; i < fp.size(); ++i)
- {
- glh::vec3f v(fp[i].mV);
- saved_view.mult_matrix_vec(v);
- fp[i].setVec(v.v);
- }
-
- min = fp[0];
- max = fp[0];
-
- //get camera space bounding box
- for (U32 i = 1; i < fp.size(); ++i)
- {
- update_min_max(min, max, fp[i]);
- }
-
- near_clip = -max.mV[2];
- F32 far_clip = -min.mV[2]*2.f;
-
- //far_clip = llmin(far_clip, 128.f);
- far_clip = llmin(far_clip, camera.getFar());
-
- F32 range = far_clip-near_clip;
-
- LLVector3 split_exp = RenderShadowSplitExponent;
-
- F32 da = 1.f-llmax( fabsf(lightDir*up), fabsf(lightDir*camera.getLeftAxis()) );
-
- da = powf(da, split_exp.mV[2]);
-
- F32 sxp = split_exp.mV[1] + (split_exp.mV[0]-split_exp.mV[1])*da;
-
- for (U32 i = 0; i < 4; ++i)
- {
- F32 x = (F32)(i+1)/4.f;
- x = powf(x, sxp);
- mSunClipPlanes.mV[i] = near_clip+range*x;
- }
-
- mSunClipPlanes.mV[0] *= 1.25f; //bump back first split for transition padding
- }
-
- // convenience array of 4 near clip plane distances
- F32 dist[] = { near_clip, mSunClipPlanes.mV[0], mSunClipPlanes.mV[1], mSunClipPlanes.mV[2], mSunClipPlanes.mV[3] };
-
-
- if (mSunDiffuse == LLColor4::black)
- { //sun diffuse is totally black, shadows don't matter
- LLGLDepthTest depth(GL_TRUE);
-
- for (S32 j = 0; j < 4; j++)
- {
- mShadow[j].bindTarget();
- mShadow[j].clear();
- mShadow[j].flush();
- }
- }
- else
- {
- for (S32 j = 0; j < 4; j++)
- {
- if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA))
- {
- mShadowFrustPoints[j].clear();
- }
-
- LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW0+j);
-
- //restore render matrices
- set_current_modelview(saved_view);
- set_current_projection(saved_proj);
-
- LLVector3 eye = camera.getOrigin();
-
- //camera used for shadow cull/render
- LLCamera shadow_cam;
-
- //create world space camera frustum for this split
- shadow_cam = camera;
- shadow_cam.setFar(16.f);
-
- LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
-
- LLVector3* frust = shadow_cam.mAgentFrustum;
-
- LLVector3 pn = shadow_cam.getAtAxis();
-
- LLVector3 min, max;
-
- //construct 8 corners of split frustum section
- for (U32 i = 0; i < 4; i++)
- {
- LLVector3 delta = frust[i+4]-eye;
- delta += (frust[i+4]-frust[(i+2)%4+4])*0.05f;
- delta.normVec();
- F32 dp = delta*pn;
- frust[i] = eye + (delta*dist[j]*0.75f)/dp;
- frust[i+4] = eye + (delta*dist[j+1]*1.25f)/dp;
- }
-
- shadow_cam.calcAgentFrustumPlanes(frust);
- shadow_cam.mFrustumCornerDist = 0.f;
-
- if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- mShadowCamera[j] = shadow_cam;
- }
-
- std::vector<LLVector3> fp;
-
- if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir))
- {
- //no possible shadow receivers
- if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- mShadowExtents[j][0] = LLVector3();
- mShadowExtents[j][1] = LLVector3();
- mShadowCamera[j+4] = shadow_cam;
- }
-
- mShadow[j].bindTarget();
- {
- LLGLDepthTest depth(GL_TRUE);
- mShadow[j].clear();
- }
- mShadow[j].flush();
-
- mShadowError.mV[j] = 0.f;
- mShadowFOV.mV[j] = 0.f;
-
- continue;
- }
-
- if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- mShadowExtents[j][0] = min;
- mShadowExtents[j][1] = max;
- mShadowFrustPoints[j] = fp;
- }
-
-
- //find a good origin for shadow projection
- LLVector3 origin;
-
- //get a temporary view projection
- view[j] = look(camera.getOrigin(), lightDir, -up);
-
- std::vector<LLVector3> wpf;
-
- for (U32 i = 0; i < fp.size(); i++)
- {
- glh::vec3f p = glh::vec3f(fp[i].mV);
- view[j].mult_matrix_vec(p);
- wpf.push_back(LLVector3(p.v));
- }
-
- min = wpf[0];
- max = wpf[0];
-
- for (U32 i = 0; i < fp.size(); ++i)
- { //get AABB in camera space
- update_min_max(min, max, wpf[i]);
- }
-
- // Construct a perspective transform with perspective along y-axis that contains
- // points in wpf
- //Known:
- // - far clip plane
- // - near clip plane
- // - points in frustum
- //Find:
- // - origin
-
- //get some "interesting" points of reference
- LLVector3 center = (min+max)*0.5f;
- LLVector3 size = (max-min)*0.5f;
- LLVector3 near_center = center;
- near_center.mV[1] += size.mV[1]*2.f;
-
-
- //put all points in wpf in quadrant 0, reletive to center of min/max
- //get the best fit line using least squares
- F32 bfm = 0.f;
- F32 bfb = 0.f;
-
- for (U32 i = 0; i < wpf.size(); ++i)
- {
- wpf[i] -= center;
- wpf[i].mV[0] = fabsf(wpf[i].mV[0]);
- wpf[i].mV[2] = fabsf(wpf[i].mV[2]);
- }
-
- if (!wpf.empty())
- {
- F32 sx = 0.f;
- F32 sx2 = 0.f;
- F32 sy = 0.f;
- F32 sxy = 0.f;
-
- for (U32 i = 0; i < wpf.size(); ++i)
- {
- sx += wpf[i].mV[0];
- sx2 += wpf[i].mV[0]*wpf[i].mV[0];
- sy += wpf[i].mV[1];
- sxy += wpf[i].mV[0]*wpf[i].mV[1];
- }
-
- bfm = (sy*sx-wpf.size()*sxy)/(sx*sx-wpf.size()*sx2);
- bfb = (sx*sxy-sy*sx2)/(sx*sx-bfm*sx2);
- }
-
- {
- // best fit line is y=bfm*x+bfb
-
- //find point that is furthest to the right of line
- F32 off_x = -1.f;
- LLVector3 lp;
-
- for (U32 i = 0; i < wpf.size(); ++i)
- {
- //y = bfm*x+bfb
- //x = (y-bfb)/bfm
- F32 lx = (wpf[i].mV[1]-bfb)/bfm;
-
- lx = wpf[i].mV[0]-lx;
-
- if (off_x < lx)
- {
- off_x = lx;
- lp = wpf[i];
- }
- }
-
- //get line with slope bfm through lp
- // bfb = y-bfm*x
- bfb = lp.mV[1]-bfm*lp.mV[0];
-
- //calculate error
- mShadowError.mV[j] = 0.f;
-
- for (U32 i = 0; i < wpf.size(); ++i)
- {
- F32 lx = (wpf[i].mV[1]-bfb)/bfm;
- mShadowError.mV[j] += fabsf(wpf[i].mV[0]-lx);
- }
-
- mShadowError.mV[j] /= wpf.size();
- mShadowError.mV[j] /= size.mV[0];
-
- if (mShadowError.mV[j] > RenderShadowErrorCutoff)
- { //just use ortho projection
- mShadowFOV.mV[j] = -1.f;
- origin.clearVec();
- proj[j] = gl_ortho(min.mV[0], max.mV[0],
- min.mV[1], max.mV[1],
- -max.mV[2], -min.mV[2]);
- }
- else
- {
- //origin is where line x = 0;
- origin.setVec(0,bfb,0);
-
- F32 fovz = 1.f;
- F32 fovx = 1.f;
-
- LLVector3 zp;
- LLVector3 xp;
-
- for (U32 i = 0; i < wpf.size(); ++i)
- {
- LLVector3 atz = wpf[i]-origin;
- atz.mV[0] = 0.f;
- atz.normVec();
- if (fovz > -atz.mV[1])
- {
- zp = wpf[i];
- fovz = -atz.mV[1];
- }
-
- LLVector3 atx = wpf[i]-origin;
- atx.mV[2] = 0.f;
- atx.normVec();
- if (fovx > -atx.mV[1])
- {
- fovx = -atx.mV[1];
- xp = wpf[i];
- }
- }
-
- fovx = acos(fovx);
- fovz = acos(fovz);
-
- F32 cutoff = llmin((F32) RenderShadowFOVCutoff, 1.4f);
-
- mShadowFOV.mV[j] = fovx;
-
- if (fovx < cutoff && fovz > cutoff)
- {
- //x is a good fit, but z is too big, move away from zp enough so that fovz matches cutoff
- F32 d = zp.mV[2]/tan(cutoff);
- F32 ny = zp.mV[1] + fabsf(d);
-
- origin.mV[1] = ny;
-
- fovz = 1.f;
- fovx = 1.f;
-
- for (U32 i = 0; i < wpf.size(); ++i)
- {
- LLVector3 atz = wpf[i]-origin;
- atz.mV[0] = 0.f;
- atz.normVec();
- fovz = llmin(fovz, -atz.mV[1]);
-
- LLVector3 atx = wpf[i]-origin;
- atx.mV[2] = 0.f;
- atx.normVec();
- fovx = llmin(fovx, -atx.mV[1]);
- }
-
- fovx = acos(fovx);
- fovz = acos(fovz);
-
- mShadowFOV.mV[j] = cutoff;
- }
-
-
- origin += center;
-
- F32 ynear = -(max.mV[1]-origin.mV[1]);
- F32 yfar = -(min.mV[1]-origin.mV[1]);
-
- if (ynear < 0.1f) //keep a sensible near clip plane
- {
- F32 diff = 0.1f-ynear;
- origin.mV[1] += diff;
- ynear += diff;
- yfar += diff;
- }
-
- if (fovx > cutoff)
- { //just use ortho projection
- origin.clearVec();
- mShadowError.mV[j] = -1.f;
- proj[j] = gl_ortho(min.mV[0], max.mV[0],
- min.mV[1], max.mV[1],
- -max.mV[2], -min.mV[2]);
- }
- else
- {
- //get perspective projection
- view[j] = view[j].inverse();
-
- glh::vec3f origin_agent(origin.mV);
-
- //translate view to origin
- view[j].mult_matrix_vec(origin_agent);
-
- eye = LLVector3(origin_agent.v);
-
- if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- mShadowFrustOrigin[j] = eye;
- }
-
- view[j] = look(LLVector3(origin_agent.v), lightDir, -up);
-
- F32 fx = 1.f/tanf(fovx);
- F32 fz = 1.f/tanf(fovz);
-
- proj[j] = glh::matrix4f(-fx, 0, 0, 0,
- 0, (yfar+ynear)/(ynear-yfar), 0, (2.f*yfar*ynear)/(ynear-yfar),
- 0, 0, -fz, 0,
- 0, -1.f, 0, 0);
- }
- }
- }
-
- //shadow_cam.setFar(128.f);
- shadow_cam.setOriginAndLookAt(eye, up, center);
-
- shadow_cam.setOrigin(0,0,0);
-
- set_current_modelview(view[j]);
- set_current_projection(proj[j]);
-
- LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
-
- //shadow_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR);
- shadow_cam.getAgentPlane(LLCamera::AGENT_PLANE_NEAR).set(shadow_near_clip);
-
- //translate and scale to from [-1, 1] to [0, 1]
- glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f,
- 0.f, 0.5f, 0.f, 0.5f,
- 0.f, 0.f, 0.5f, 0.5f,
- 0.f, 0.f, 0.f, 1.f);
-
- set_current_modelview(view[j]);
- set_current_projection(proj[j]);
-
- for (U32 i = 0; i < 16; i++)
- {
- gGLLastModelView[i] = mShadowModelview[j].m[i];
- gGLLastProjection[i] = mShadowProjection[j].m[i];
- }
-
- mShadowModelview[j] = view[j];
- mShadowProjection[j] = proj[j];
-
-
- mSunShadowMatrix[j] = trans*proj[j]*view[j]*inv_view;
-
- stop_glerror();
-
- mShadow[j].bindTarget();
- mShadow[j].getViewport(gGLViewport);
- mShadow[j].clear();
-
- U32 target_width = mShadow[j].getWidth();
-
- {
- static LLCullResult result[4];
-
- renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE, TRUE, target_width);
- }
-
- mShadow[j].flush();
-
- if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
- mShadowCamera[j+4] = shadow_cam;
- }
- }
- }
-
-
- //hack to disable projector shadows
- bool gen_shadow = RenderShadowDetail > 1;
-
- if (gen_shadow)
- {
- LLTrace::CountStatHandle<>* velocity_stat = LLViewerCamera::getVelocityStat();
- F32 fade_amt = gFrameIntervalSeconds.value()
- * llmax(LLTrace::get_frame_recording().getLastRecording().getSum(*velocity_stat) / LLTrace::get_frame_recording().getLastRecording().getDuration().value(), 1.0);
-
- //update shadow targets
- for (U32 i = 0; i < 2; i++)
- { //for each current shadow
- LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW4+i);
-
- if (mShadowSpotLight[i].notNull() &&
- (mShadowSpotLight[i] == mTargetShadowSpotLight[0] ||
- mShadowSpotLight[i] == mTargetShadowSpotLight[1]))
- { //keep this spotlight
- mSpotLightFade[i] = llmin(mSpotLightFade[i]+fade_amt, 1.f);
- }
- else
- { //fade out this light
- mSpotLightFade[i] = llmax(mSpotLightFade[i]-fade_amt, 0.f);
-
- if (mSpotLightFade[i] == 0.f || mShadowSpotLight[i].isNull())
- { //faded out, grab one of the pending spots (whichever one isn't already taken)
- if (mTargetShadowSpotLight[0] != mShadowSpotLight[(i+1)%2])
- {
- mShadowSpotLight[i] = mTargetShadowSpotLight[0];
- }
- else
- {
- mShadowSpotLight[i] = mTargetShadowSpotLight[1];
- }
- }
- }
- }
-
- for (S32 i = 0; i < 2; i++)
- {
- set_current_modelview(saved_view);
- set_current_projection(saved_proj);
-
- if (mShadowSpotLight[i].isNull())
- {
- continue;
- }
-
- LLVOVolume* volume = mShadowSpotLight[i]->getVOVolume();
-
- if (!volume)
- {
- mShadowSpotLight[i] = NULL;
- continue;
- }
-
- LLDrawable* drawable = mShadowSpotLight[i];
-
- LLVector3 params = volume->getSpotLightParams();
- F32 fov = params.mV[0];
-
- //get agent->light space matrix (modelview)
- LLVector3 center = drawable->getPositionAgent();
- LLQuaternion quat = volume->getRenderRotation();
-
- //get near clip plane
- LLVector3 scale = volume->getScale();
- LLVector3 at_axis(0,0,-scale.mV[2]*0.5f);
- at_axis *= quat;
-
- LLVector3 np = center+at_axis;
- at_axis.normVec();
-
- //get origin that has given fov for plane np, at_axis, and given scale
- F32 dist = (scale.mV[1]*0.5f)/tanf(fov*0.5f);
-
- LLVector3 origin = np - at_axis*dist;
-
- LLMatrix4 mat(quat, LLVector4(origin, 1.f));
-
- view[i+4] = glh::matrix4f((F32*) mat.mMatrix);
-
- view[i+4] = view[i+4].inverse();
-
- //get perspective matrix
- F32 near_clip = dist+0.01f;
- F32 width = scale.mV[VX];
- F32 height = scale.mV[VY];
- F32 far_clip = dist+volume->getLightRadius()*1.5f;
-
- F32 fovy = fov * RAD_TO_DEG;
- F32 aspect = width/height;
-
- proj[i+4] = gl_perspective(fovy, aspect, near_clip, far_clip);
-
- //translate and scale to from [-1, 1] to [0, 1]
- glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f,
- 0.f, 0.5f, 0.f, 0.5f,
- 0.f, 0.f, 0.5f, 0.5f,
- 0.f, 0.f, 0.f, 1.f);
-
- set_current_modelview(view[i+4]);
- set_current_projection(proj[i+4]);
-
- mSunShadowMatrix[i+4] = trans*proj[i+4]*view[i+4]*inv_view;
-
- for (U32 j = 0; j < 16; j++)
- {
- gGLLastModelView[j] = mShadowModelview[i+4].m[j];
- gGLLastProjection[j] = mShadowProjection[i+4].m[j];
- }
-
- mShadowModelview[i+4] = view[i+4];
- mShadowProjection[i+4] = proj[i+4];
-
- LLCamera shadow_cam = camera;
- shadow_cam.setFar(far_clip);
- shadow_cam.setOrigin(origin);
-
- LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
-
- stop_glerror();
-
- mShadow[i+4].bindTarget();
- mShadow[i+4].getViewport(gGLViewport);
- mShadow[i+4].clear();
-
- U32 target_width = mShadow[i+4].getWidth();
-
- static LLCullResult result[2];
-
- LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW0 + i + 4);
-
- renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE, target_width);
-
- mShadow[i+4].flush();
- }
- }
- else
- { //no spotlight shadows
- mShadowSpotLight[0] = mShadowSpotLight[1] = NULL;
- }
-
-
- if (!CameraOffset)
- {
- set_current_modelview(saved_view);
- set_current_projection(saved_proj);
- }
- else
- {
- set_current_modelview(view[1]);
- set_current_projection(proj[1]);
- gGL.loadMatrix(view[1].m);
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.loadMatrix(proj[1].m);
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- }
- gGL.setColorMask(true, false);
-
- for (U32 i = 0; i < 16; i++)
- {
- gGLLastModelView[i] = last_modelview[i];
- gGLLastProjection[i] = last_projection[i];
- }
-
- popRenderTypeMask();
-
- if (!skip_avatar_update)
- {
- gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode());
- }
-}
-
-void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, U32 mask, bool texture)
-{
- for (LLCullResult::sg_iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i)
- {
- LLSpatialGroup* group = *i;
- if (!group->isDead() &&
- (!sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) &&
- gPipeline.hasRenderType(group->getSpatialPartition()->mDrawableType) &&
- group->mDrawMap.find(type) != group->mDrawMap.end())
- {
- pass->renderGroup(group,type,mask,texture);
- }
- }
-}
-
-static LLTrace::BlockTimerStatHandle FTM_IMPOSTOR_MARK_VISIBLE("Impostor Mark Visible");
-static LLTrace::BlockTimerStatHandle FTM_IMPOSTOR_SETUP("Impostor Setup");
-static LLTrace::BlockTimerStatHandle FTM_IMPOSTOR_BACKGROUND("Impostor Background");
-static LLTrace::BlockTimerStatHandle FTM_IMPOSTOR_ALLOCATE("Impostor Allocate");
-static LLTrace::BlockTimerStatHandle FTM_IMPOSTOR_RESIZE("Impostor Resize");
-
-void LLPipeline::generateImpostor(LLVOAvatar* avatar)
-{
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
-
- static LLCullResult result;
- result.clear();
- grabReferences(result);
-
- if (!avatar || !avatar->mDrawable)
- {
- LL_WARNS_ONCE("AvatarRenderPipeline") << "Avatar is " << (avatar ? "not drawable" : "null") << LL_ENDL;
- return;
- }
- LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() << " is drawable" << LL_ENDL;
-
- assertInitialized();
-
- bool visually_muted = avatar->isVisuallyMuted();
- LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID()
- << " is " << ( visually_muted ? "" : "not ") << "visually muted"
- << LL_ENDL;
- bool too_complex = avatar->isTooComplex();
- LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID()
- << " is " << ( too_complex ? "" : "not ") << "too complex"
- << LL_ENDL;
-
- pushRenderTypeMask();
-
- if (visually_muted || too_complex)
- {
- andRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES);
- }
- else
- {
- andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
- LLPipeline::RENDER_TYPE_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_VOLUME,
- LLPipeline::RENDER_TYPE_GLOW,
- LLPipeline::RENDER_TYPE_BUMP,
- LLPipeline::RENDER_TYPE_PASS_SIMPLE,
- LLPipeline::RENDER_TYPE_PASS_ALPHA,
- LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_BUMP,
- LLPipeline::RENDER_TYPE_PASS_POST_BUMP,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
- LLPipeline::RENDER_TYPE_PASS_GLOW,
- LLPipeline::RENDER_TYPE_PASS_GRASS,
- LLPipeline::RENDER_TYPE_PASS_SHINY,
- LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
- LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
- LLPipeline::RENDER_TYPE_AVATAR,
- LLPipeline::RENDER_TYPE_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_INVISIBLE,
- LLPipeline::RENDER_TYPE_SIMPLE,
- END_RENDER_TYPES);
- }
-
- S32 occlusion = sUseOcclusion;
- sUseOcclusion = 0;
-
- sReflectionRender = ! sRenderDeferred;
-
- sShadowRender = true;
- sImpostorRender = true;
-
- LLViewerCamera* viewer_camera = LLViewerCamera::getInstance();
-
- {
- LL_RECORD_BLOCK_TIME(FTM_IMPOSTOR_MARK_VISIBLE);
- markVisible(avatar->mDrawable, *viewer_camera);
- LLVOAvatar::sUseImpostors = false; // @TODO ???
-
- LLVOAvatar::attachment_map_t::iterator iter;
- for (iter = avatar->mAttachmentPoints.begin();
- iter != avatar->mAttachmentPoints.end();
- ++iter)
- {
- LLViewerJointAttachment *attachment = iter->second;
- for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachment->mAttachedObjects.begin();
- attachment_iter != attachment->mAttachedObjects.end();
- ++attachment_iter)
- {
- if (LLViewerObject* attached_object = (*attachment_iter))
- {
- markVisible(attached_object->mDrawable->getSpatialBridge(), *viewer_camera);
- }
- }
- }
- }
-
- stateSort(*LLViewerCamera::getInstance(), result);
-
- LLCamera camera = *viewer_camera;
- LLVector2 tdim;
- U32 resY = 0;
- U32 resX = 0;
-
- {
- LL_RECORD_BLOCK_TIME(FTM_IMPOSTOR_SETUP);
- const LLVector4a* ext = avatar->mDrawable->getSpatialExtents();
- LLVector3 pos(avatar->getRenderPosition()+avatar->getImpostorOffset());
-
- camera.lookAt(viewer_camera->getOrigin(), pos, viewer_camera->getUpAxis());
-
- LLVector4a half_height;
- half_height.setSub(ext[1], ext[0]);
- half_height.mul(0.5f);
-
- LLVector4a left;
- left.load3(camera.getLeftAxis().mV);
- left.mul(left);
- llassert(left.dot3(left).getF32() > F_APPROXIMATELY_ZERO);
- left.normalize3fast();
-
- LLVector4a up;
- up.load3(camera.getUpAxis().mV);
- up.mul(up);
- llassert(up.dot3(up).getF32() > F_APPROXIMATELY_ZERO);
- up.normalize3fast();
-
- tdim.mV[0] = fabsf(half_height.dot3(left).getF32());
- tdim.mV[1] = fabsf(half_height.dot3(up).getF32());
-
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
-
- F32 distance = (pos-camera.getOrigin()).length();
- F32 fov = atanf(tdim.mV[1]/distance)*2.f*RAD_TO_DEG;
- F32 aspect = tdim.mV[0]/tdim.mV[1];
- glh::matrix4f persp = gl_perspective(fov, aspect, 1.f, 256.f);
- set_current_projection(persp);
- gGL.loadMatrix(persp.m);
-
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.pushMatrix();
- glh::matrix4f mat;
- camera.getOpenGLTransform(mat.m);
-
- mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat;
-
- gGL.loadMatrix(mat.m);
- set_current_modelview(mat);
-
- glClearColor(0.0f,0.0f,0.0f,0.0f);
- gGL.setColorMask(true, true);
-
- // get the number of pixels per angle
- F32 pa = gViewerWindow->getWindowHeightRaw() / (RAD_TO_DEG * viewer_camera->getView());
-
- //get resolution based on angle width and height of impostor (double desired resolution to prevent aliasing)
- resY = llmin(nhpo2((U32) (fov*pa)), (U32) 512);
- resX = llmin(nhpo2((U32) (atanf(tdim.mV[0]/distance)*2.f*RAD_TO_DEG*pa)), (U32) 512);
-
- if (!avatar->mImpostor.isComplete())
- {
- LL_RECORD_BLOCK_TIME(FTM_IMPOSTOR_ALLOCATE);
-
-
- if (LLPipeline::sRenderDeferred)
- {
- avatar->mImpostor.allocate(resX,resY,GL_SRGB8_ALPHA8,TRUE,FALSE);
- addDeferredAttachments(avatar->mImpostor);
- }
- else
- {
- avatar->mImpostor.allocate(resX,resY,GL_RGBA,TRUE,FALSE);
- }
-
- gGL.getTexUnit(0)->bind(&avatar->mImpostor);
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- }
- else if(resX != avatar->mImpostor.getWidth() || resY != avatar->mImpostor.getHeight())
- {
- LL_RECORD_BLOCK_TIME(FTM_IMPOSTOR_RESIZE);
- avatar->mImpostor.resize(resX,resY);
- }
-
- avatar->mImpostor.bindTarget();
- }
-
- F32 old_alpha = LLDrawPoolAvatar::sMinimumAlpha;
-
- if (visually_muted || too_complex)
- { //disable alpha masking for muted avatars (get whole skin silhouette)
- LLDrawPoolAvatar::sMinimumAlpha = 0.f;
- }
-
- if (LLPipeline::sRenderDeferred)
- {
- avatar->mImpostor.clear();
- renderGeomDeferred(camera);
-
- renderGeomPostDeferred(camera);
-
- // Shameless hack time: render it all again,
- // this time writing the depth
- // values we need to generate the alpha mask below
- // while preserving the alpha-sorted color rendering
- // from the previous pass
- //
- sImpostorRenderAlphaDepthPass = true;
- // depth-only here...
- //
- gGL.setColorMask(false,false);
- renderGeomPostDeferred(camera);
-
- sImpostorRenderAlphaDepthPass = false;
-
- }
- else
- {
- LLGLEnable scissor(GL_SCISSOR_TEST);
- glScissor(0, 0, resX, resY);
- avatar->mImpostor.clear();
- renderGeom(camera);
-
- // Shameless hack time: render it all again,
- // this time writing the depth
- // values we need to generate the alpha mask below
- // while preserving the alpha-sorted color rendering
- // from the previous pass
- //
- sImpostorRenderAlphaDepthPass = true;
-
- // depth-only here...
- //
- gGL.setColorMask(false,false);
- renderGeom(camera);
-
- sImpostorRenderAlphaDepthPass = false;
- }
-
- LLDrawPoolAvatar::sMinimumAlpha = old_alpha;
-
- { //create alpha mask based on depth buffer (grey out if muted)
- LL_RECORD_BLOCK_TIME(FTM_IMPOSTOR_BACKGROUND);
- if (LLPipeline::sRenderDeferred)
- {
- GLuint buff = GL_COLOR_ATTACHMENT0;
- glDrawBuffersARB(1, &buff);
- }
-
- LLGLDisable blend(GL_BLEND);
-
- if (visually_muted || too_complex)
- {
- gGL.setColorMask(true, true);
- }
- else
- {
- gGL.setColorMask(false, true);
- }
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER);
-
- gGL.flush();
-
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
-
- static const F32 clip_plane = 0.99999f;
-
- if (LLGLSLShader::sNoFixedFunction)
- {
- gDebugProgram.bind();
- }
-
-
- if (visually_muted)
- { // Visually muted avatar
- LLColor4 muted_color(avatar->getMutedAVColor());
- LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() << " MUTED set solid color " << muted_color << LL_ENDL;
- gGL.diffuseColor4fv( muted_color.mV );
- }
- else
- { //grey muted avatar
- LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() << " MUTED set grey" << LL_ENDL;
- gGL.diffuseColor4fv(LLColor4::pink.mV );
- }
-
- {
- gGL.begin(LLRender::QUADS);
- gGL.vertex3f(-1, -1, clip_plane);
- gGL.vertex3f(1, -1, clip_plane);
- gGL.vertex3f(1, 1, clip_plane);
- gGL.vertex3f(-1, 1, clip_plane);
- gGL.end();
- gGL.flush();
- }
-
- if (LLGLSLShader::sNoFixedFunction)
- {
- gDebugProgram.unbind();
- }
-
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
- }
-
- avatar->mImpostor.flush();
-
- avatar->setImpostorDim(tdim);
-
- LLVOAvatar::sUseImpostors = (0 != LLVOAvatar::sMaxNonImpostors);
- sUseOcclusion = occlusion;
- sReflectionRender = false;
- sImpostorRender = false;
- sShadowRender = false;
- popRenderTypeMask();
-
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
-
- avatar->mNeedsImpostorUpdate = FALSE;
- avatar->cacheImpostorValues();
-
- LLVertexBuffer::unbind();
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
-}
-
-bool LLPipeline::hasRenderBatches(const U32 type) const
-{
- return sCull->getRenderMapSize(type) > 0;
-}
-
-LLCullResult::drawinfo_iterator LLPipeline::beginRenderMap(U32 type)
-{
- return sCull->beginRenderMap(type);
-}
-
-LLCullResult::drawinfo_iterator LLPipeline::endRenderMap(U32 type)
-{
- return sCull->endRenderMap(type);
-}
-
-LLCullResult::sg_iterator LLPipeline::beginAlphaGroups()
-{
- return sCull->beginAlphaGroups();
-}
-
-LLCullResult::sg_iterator LLPipeline::endAlphaGroups()
-{
- return sCull->endAlphaGroups();
-}
-
-bool LLPipeline::hasRenderType(const U32 type) const
-{
- // STORM-365 : LLViewerJointAttachment::setAttachmentVisibility() is setting type to 0 to actually mean "do not render"
- // We then need to test that value here and return false to prevent attachment to render (in mouselook for instance)
- // TODO: reintroduce RENDER_TYPE_NONE in LLRenderTypeMask and initialize its mRenderTypeEnabled[RENDER_TYPE_NONE] to false explicitely
- return (type == 0 ? false : mRenderTypeEnabled[type]);
-}
-
-void LLPipeline::setRenderTypeMask(U32 type, ...)
-{
- va_list args;
-
- va_start(args, type);
- while (type < END_RENDER_TYPES)
- {
- mRenderTypeEnabled[type] = true;
- type = va_arg(args, U32);
- }
- va_end(args);
-
- if (type > END_RENDER_TYPES)
- {
- LL_ERRS() << "Invalid render type." << LL_ENDL;
- }
-}
-
-bool LLPipeline::hasAnyRenderType(U32 type, ...) const
-{
- va_list args;
-
- va_start(args, type);
- while (type < END_RENDER_TYPES)
- {
- if (mRenderTypeEnabled[type])
- {
- return true;
- }
- type = va_arg(args, U32);
- }
- va_end(args);
-
- if (type > END_RENDER_TYPES)
- {
- LL_ERRS() << "Invalid render type." << LL_ENDL;
- }
-
- return false;
-}
-
-void LLPipeline::pushRenderTypeMask()
-{
- std::string cur_mask;
- cur_mask.assign((const char*) mRenderTypeEnabled, sizeof(mRenderTypeEnabled));
- mRenderTypeEnableStack.push(cur_mask);
-}
-
-void LLPipeline::popRenderTypeMask()
-{
- if (mRenderTypeEnableStack.empty())
- {
- LL_ERRS() << "Depleted render type stack." << LL_ENDL;
- }
-
- memcpy(mRenderTypeEnabled, mRenderTypeEnableStack.top().data(), sizeof(mRenderTypeEnabled));
- mRenderTypeEnableStack.pop();
-}
-
-void LLPipeline::andRenderTypeMask(U32 type, ...)
-{
- va_list args;
-
- bool tmp[NUM_RENDER_TYPES];
- for (U32 i = 0; i < NUM_RENDER_TYPES; ++i)
- {
- tmp[i] = false;
- }
-
- va_start(args, type);
- while (type < END_RENDER_TYPES)
- {
- if (mRenderTypeEnabled[type])
- {
- tmp[type] = true;
- }
-
- type = va_arg(args, U32);
- }
- va_end(args);
-
- if (type > END_RENDER_TYPES)
- {
- LL_ERRS() << "Invalid render type." << LL_ENDL;
- }
-
- for (U32 i = 0; i < LLPipeline::NUM_RENDER_TYPES; ++i)
- {
- mRenderTypeEnabled[i] = tmp[i];
- }
-
-}
-
-void LLPipeline::clearRenderTypeMask(U32 type, ...)
-{
- va_list args;
-
- va_start(args, type);
- while (type < END_RENDER_TYPES)
- {
- mRenderTypeEnabled[type] = false;
-
- type = va_arg(args, U32);
- }
- va_end(args);
-
- if (type > END_RENDER_TYPES)
- {
- LL_ERRS() << "Invalid render type." << LL_ENDL;
- }
-}
-
-void LLPipeline::setAllRenderTypes()
-{
- for (U32 i = 0; i < NUM_RENDER_TYPES; ++i)
- {
- mRenderTypeEnabled[i] = true;
- }
-}
-
-void LLPipeline::clearAllRenderTypes()
-{
- for (U32 i = 0; i < NUM_RENDER_TYPES; ++i)
- {
- mRenderTypeEnabled[i] = false;
- }
-}
-
-void LLPipeline::addDebugBlip(const LLVector3& position, const LLColor4& color)
-{
- DebugBlip blip(position, color);
- mDebugBlips.push_back(blip);
-}
-
-void LLPipeline::hidePermanentObjects( std::vector<U32>& restoreList )
-{
- //This method is used to hide any vo's from the object list that may have
- //the permanent flag set.
-
- U32 objCnt = gObjectList.getNumObjects();
- for (U32 i = 0; i < objCnt; ++i)
- {
- LLViewerObject* pObject = gObjectList.getObject(i);
- if ( pObject && pObject->flagObjectPermanent() )
- {
- LLDrawable *pDrawable = pObject->mDrawable;
-
- if ( pDrawable )
- {
- restoreList.push_back( i );
- hideDrawable( pDrawable );
- }
- }
- }
-
- skipRenderingOfTerrain( true );
-}
-
-void LLPipeline::restorePermanentObjects( const std::vector<U32>& restoreList )
-{
- //This method is used to restore(unhide) any vo's from the object list that may have
- //been hidden because their permanency flag was set.
-
- std::vector<U32>::const_iterator itCurrent = restoreList.begin();
- std::vector<U32>::const_iterator itEnd = restoreList.end();
-
- U32 objCnt = gObjectList.getNumObjects();
-
- while ( itCurrent != itEnd )
- {
- U32 index = *itCurrent;
- LLViewerObject* pObject = NULL;
- if ( index < objCnt )
- {
- pObject = gObjectList.getObject( index );
- }
- if ( pObject )
- {
- LLDrawable *pDrawable = pObject->mDrawable;
- if ( pDrawable )
- {
- pDrawable->clearState( LLDrawable::FORCE_INVISIBLE );
- unhideDrawable( pDrawable );
- }
- }
- ++itCurrent;
- }
-
- skipRenderingOfTerrain( false );
-}
-
-void LLPipeline::skipRenderingOfTerrain( bool flag )
-{
- pool_set_t::iterator iter = mPools.begin();
- while ( iter != mPools.end() )
- {
- LLDrawPool* pPool = *iter;
- U32 poolType = pPool->getType();
- if ( hasRenderType( pPool->getType() ) && poolType == LLDrawPool::POOL_TERRAIN )
- {
- pPool->setSkipRenderFlag( flag );
- }
- ++iter;
- }
-}
-
-void LLPipeline::hideObject( const LLUUID& id )
-{
- LLViewerObject *pVO = gObjectList.findObject( id );
-
- if ( pVO )
- {
- LLDrawable *pDrawable = pVO->mDrawable;
-
- if ( pDrawable )
- {
- hideDrawable( pDrawable );
- }
- }
-}
-
-void LLPipeline::hideDrawable( LLDrawable *pDrawable )
-{
- pDrawable->setState( LLDrawable::FORCE_INVISIBLE );
- markRebuild( pDrawable, LLDrawable::REBUILD_ALL, TRUE );
- //hide the children
- LLViewerObject::const_child_list_t& child_list = pDrawable->getVObj()->getChildren();
- for ( LLViewerObject::child_list_t::const_iterator iter = child_list.begin();
- iter != child_list.end(); iter++ )
- {
- LLViewerObject* child = *iter;
- LLDrawable* drawable = child->mDrawable;
- if ( drawable )
- {
- drawable->setState( LLDrawable::FORCE_INVISIBLE );
- markRebuild( drawable, LLDrawable::REBUILD_ALL, TRUE );
- }
- }
-}
-void LLPipeline::unhideDrawable( LLDrawable *pDrawable )
-{
- pDrawable->clearState( LLDrawable::FORCE_INVISIBLE );
- markRebuild( pDrawable, LLDrawable::REBUILD_ALL, TRUE );
- //restore children
- LLViewerObject::const_child_list_t& child_list = pDrawable->getVObj()->getChildren();
- for ( LLViewerObject::child_list_t::const_iterator iter = child_list.begin();
- iter != child_list.end(); iter++)
- {
- LLViewerObject* child = *iter;
- LLDrawable* drawable = child->mDrawable;
- if ( drawable )
- {
- drawable->clearState( LLDrawable::FORCE_INVISIBLE );
- markRebuild( drawable, LLDrawable::REBUILD_ALL, TRUE );
- }
- }
-}
-void LLPipeline::restoreHiddenObject( const LLUUID& id )
-{
- LLViewerObject *pVO = gObjectList.findObject( id );
-
- if ( pVO )
- {
- LLDrawable *pDrawable = pVO->mDrawable;
- if ( pDrawable )
- {
- unhideDrawable( pDrawable );
- }
- }
-}
-
-bool LLPipeline::useAdvancedAtmospherics() const
-{
- return sUseAdvancedAtmospherics;
-}
+/**
+ * @file pipeline.cpp
+ * @brief Rendering pipeline.
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * 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
+ * $/LicenseInfo$
+ */
+
+#include "llviewerprecompiledheaders.h"
+
+#include "pipeline.h"
+
+// library includes
+#include "llaudioengine.h" // For debugging.
+#include "llerror.h"
+#include "llviewercontrol.h"
+#include "llfasttimer.h"
+#include "llfontgl.h"
+#include "llnamevalue.h"
+#include "llpointer.h"
+#include "llprimitive.h"
+#include "llvolume.h"
+#include "material_codes.h"
+#include "v3color.h"
+#include "llui.h"
+#include "llglheaders.h"
+#include "llrender.h"
+#include "llwindow.h" // swapBuffers()
+
+// newview includes
+#include "llagent.h"
+#include "llagentcamera.h"
+#include "llappviewer.h"
+#include "lltexturecache.h"
+#include "lltexturefetch.h"
+#include "llimageworker.h"
+#include "lldrawable.h"
+#include "lldrawpoolalpha.h"
+#include "lldrawpoolavatar.h"
+#include "lldrawpoolground.h"
+#include "lldrawpoolbump.h"
+#include "lldrawpooltree.h"
+#include "lldrawpoolwater.h"
+#include "llface.h"
+#include "llfeaturemanager.h"
+#include "llfloatertelehub.h"
+#include "llfloaterreg.h"
+#include "llgldbg.h"
+#include "llhudmanager.h"
+#include "llhudnametag.h"
+#include "llhudtext.h"
+#include "lllightconstants.h"
+#include "llmeshrepository.h"
+#include "llpipelinelistener.h"
+#include "llresmgr.h"
+#include "llselectmgr.h"
+#include "llsky.h"
+#include "lltracker.h"
+#include "lltool.h"
+#include "lltoolmgr.h"
+#include "llviewercamera.h"
+#include "llviewermediafocus.h"
+#include "llviewertexturelist.h"
+#include "llviewerobject.h"
+#include "llviewerobjectlist.h"
+#include "llviewerparcelmgr.h"
+#include "llviewerregion.h" // for audio debugging.
+#include "llviewerwindow.h" // For getSpinAxis
+#include "llvoavatarself.h"
+#include "llvocache.h"
+#include "llvoground.h"
+#include "llvosky.h"
+#include "llvotree.h"
+#include "llvovolume.h"
+#include "llvosurfacepatch.h"
+#include "llvowater.h"
+#include "llvotree.h"
+#include "llvopartgroup.h"
+#include "llworld.h"
+#include "llcubemap.h"
+#include "llviewershadermgr.h"
+#include "llviewerstats.h"
+#include "llviewerjoystick.h"
+#include "llviewerdisplay.h"
+#include "llspatialpartition.h"
+#include "llmutelist.h"
+#include "lltoolpie.h"
+#include "llnotifications.h"
+#include "llpathinglib.h"
+#include "llfloaterpathfindingconsole.h"
+#include "llfloaterpathfindingcharacters.h"
+#include "llfloatertools.h"
+#include "llpanelface.h"
+#include "llpathfindingpathtool.h"
+#include "llscenemonitor.h"
+#include "llprogressview.h"
+#include "llcleanup.h"
+
+#include "llenvironment.h"
+
+#ifdef _DEBUG
+// Debug indices is disabled for now for debug performance - djs 4/24/02
+//#define DEBUG_INDICES
+#else
+//#define DEBUG_INDICES
+#endif
+
+// Expensive and currently broken
+//
+#define MATERIALS_IN_REFLECTIONS 0
+
+bool gShiftFrame = false;
+
+//cached settings
+bool LLPipeline::RenderAvatarVP;
+bool LLPipeline::VertexShaderEnable;
+bool LLPipeline::WindLightUseAtmosShaders;
+bool LLPipeline::RenderDeferred;
+F32 LLPipeline::RenderDeferredSunWash;
+U32 LLPipeline::RenderFSAASamples;
+U32 LLPipeline::RenderResolutionDivisor;
+bool LLPipeline::RenderUIBuffer;
+S32 LLPipeline::RenderShadowDetail;
+bool LLPipeline::RenderDeferredSSAO;
+F32 LLPipeline::RenderShadowResolutionScale;
+bool LLPipeline::RenderLocalLights;
+bool LLPipeline::RenderDelayCreation;
+bool LLPipeline::RenderAnimateRes;
+bool LLPipeline::FreezeTime;
+S32 LLPipeline::DebugBeaconLineWidth;
+F32 LLPipeline::RenderHighlightBrightness;
+LLColor4 LLPipeline::RenderHighlightColor;
+F32 LLPipeline::RenderHighlightThickness;
+bool LLPipeline::RenderSpotLightsInNondeferred;
+LLColor4 LLPipeline::PreviewAmbientColor;
+LLColor4 LLPipeline::PreviewDiffuse0;
+LLColor4 LLPipeline::PreviewSpecular0;
+LLColor4 LLPipeline::PreviewDiffuse1;
+LLColor4 LLPipeline::PreviewSpecular1;
+LLColor4 LLPipeline::PreviewDiffuse2;
+LLColor4 LLPipeline::PreviewSpecular2;
+LLVector3 LLPipeline::PreviewDirection0;
+LLVector3 LLPipeline::PreviewDirection1;
+LLVector3 LLPipeline::PreviewDirection2;
+F32 LLPipeline::RenderGlowMinLuminance;
+F32 LLPipeline::RenderGlowMaxExtractAlpha;
+F32 LLPipeline::RenderGlowWarmthAmount;
+LLVector3 LLPipeline::RenderGlowLumWeights;
+LLVector3 LLPipeline::RenderGlowWarmthWeights;
+S32 LLPipeline::RenderGlowResolutionPow;
+S32 LLPipeline::RenderGlowIterations;
+F32 LLPipeline::RenderGlowWidth;
+F32 LLPipeline::RenderGlowStrength;
+bool LLPipeline::RenderDepthOfField;
+bool LLPipeline::RenderDepthOfFieldInEditMode;
+F32 LLPipeline::CameraFocusTransitionTime;
+F32 LLPipeline::CameraFNumber;
+F32 LLPipeline::CameraFocalLength;
+F32 LLPipeline::CameraFieldOfView;
+F32 LLPipeline::RenderShadowNoise;
+F32 LLPipeline::RenderShadowBlurSize;
+F32 LLPipeline::RenderSSAOScale;
+U32 LLPipeline::RenderSSAOMaxScale;
+F32 LLPipeline::RenderSSAOFactor;
+LLVector3 LLPipeline::RenderSSAOEffect;
+F32 LLPipeline::RenderShadowOffsetError;
+F32 LLPipeline::RenderShadowBiasError;
+F32 LLPipeline::RenderShadowOffset;
+F32 LLPipeline::RenderShadowBias;
+F32 LLPipeline::RenderSpotShadowOffset;
+F32 LLPipeline::RenderSpotShadowBias;
+F32 LLPipeline::RenderEdgeDepthCutoff;
+F32 LLPipeline::RenderEdgeNormCutoff;
+LLVector3 LLPipeline::RenderShadowGaussian;
+F32 LLPipeline::RenderShadowBlurDistFactor;
+bool LLPipeline::RenderDeferredAtmospheric;
+S32 LLPipeline::RenderReflectionDetail;
+F32 LLPipeline::RenderHighlightFadeTime;
+LLVector3 LLPipeline::RenderShadowClipPlanes;
+LLVector3 LLPipeline::RenderShadowOrthoClipPlanes;
+LLVector3 LLPipeline::RenderShadowNearDist;
+F32 LLPipeline::RenderFarClip;
+LLVector3 LLPipeline::RenderShadowSplitExponent;
+F32 LLPipeline::RenderShadowErrorCutoff;
+F32 LLPipeline::RenderShadowFOVCutoff;
+bool LLPipeline::CameraOffset;
+F32 LLPipeline::CameraMaxCoF;
+F32 LLPipeline::CameraDoFResScale;
+F32 LLPipeline::RenderAutoHideSurfaceAreaLimit;
+LLTrace::EventStatHandle<S64> LLPipeline::sStatBatchSize("renderbatchsize");
+
+const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f;
+const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f;
+const U32 DEFERRED_VB_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1;
+
+extern S32 gBoxFrame;
+//extern BOOL gHideSelectedObjects;
+extern BOOL gDisplaySwapBuffers;
+extern BOOL gDebugGL;
+
+bool gAvatarBacklight = false;
+
+bool gDebugPipeline = false;
+LLPipeline gPipeline;
+const LLMatrix4* gGLLastMatrix = NULL;
+
+LLTrace::BlockTimerStatHandle FTM_RENDER_GEOMETRY("Render Geometry");
+LLTrace::BlockTimerStatHandle FTM_RENDER_GRASS("Grass");
+LLTrace::BlockTimerStatHandle FTM_RENDER_INVISIBLE("Invisible");
+LLTrace::BlockTimerStatHandle FTM_RENDER_OCCLUSION("Occlusion");
+LLTrace::BlockTimerStatHandle FTM_RENDER_SHINY("Shiny");
+LLTrace::BlockTimerStatHandle FTM_RENDER_SIMPLE("Simple");
+LLTrace::BlockTimerStatHandle FTM_RENDER_TERRAIN("Terrain");
+LLTrace::BlockTimerStatHandle FTM_RENDER_TREES("Trees");
+LLTrace::BlockTimerStatHandle FTM_RENDER_UI("UI");
+LLTrace::BlockTimerStatHandle FTM_RENDER_WATER("Water");
+LLTrace::BlockTimerStatHandle FTM_RENDER_WL_SKY("Windlight Sky");
+LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA("Alpha Objects");
+LLTrace::BlockTimerStatHandle FTM_RENDER_CHARACTERS("Avatars");
+LLTrace::BlockTimerStatHandle FTM_RENDER_BUMP("Bump");
+LLTrace::BlockTimerStatHandle FTM_RENDER_MATERIALS("Render Materials");
+LLTrace::BlockTimerStatHandle FTM_RENDER_FULLBRIGHT("Fullbright");
+LLTrace::BlockTimerStatHandle FTM_RENDER_GLOW("Glow");
+LLTrace::BlockTimerStatHandle FTM_GEO_UPDATE("Geo Update");
+LLTrace::BlockTimerStatHandle FTM_PIPELINE_CREATE("Pipeline Create");
+LLTrace::BlockTimerStatHandle FTM_POOLRENDER("RenderPool");
+LLTrace::BlockTimerStatHandle FTM_POOLS("Pools");
+LLTrace::BlockTimerStatHandle FTM_DEFERRED_POOLRENDER("RenderPool (Deferred)");
+LLTrace::BlockTimerStatHandle FTM_DEFERRED_POOLS("Pools (Deferred)");
+LLTrace::BlockTimerStatHandle FTM_POST_DEFERRED_POOLRENDER("RenderPool (Post)");
+LLTrace::BlockTimerStatHandle FTM_POST_DEFERRED_POOLS("Pools (Post)");
+LLTrace::BlockTimerStatHandle FTM_RENDER_BLOOM_FBO("First FBO");
+LLTrace::BlockTimerStatHandle FTM_STATESORT("Sort Draw State");
+LLTrace::BlockTimerStatHandle FTM_PIPELINE("Pipeline");
+LLTrace::BlockTimerStatHandle FTM_CLIENT_COPY("Client Copy");
+LLTrace::BlockTimerStatHandle FTM_RENDER_DEFERRED("Deferred Shading");
+
+
+static LLTrace::BlockTimerStatHandle FTM_STATESORT_DRAWABLE("Sort Drawables");
+static LLTrace::BlockTimerStatHandle FTM_STATESORT_POSTSORT("Post Sort");
+
+static LLStaticHashedString sTint("tint");
+static LLStaticHashedString sAmbiance("ambiance");
+static LLStaticHashedString sAlphaScale("alpha_scale");
+static LLStaticHashedString sNormMat("norm_mat");
+static LLStaticHashedString sOffset("offset");
+static LLStaticHashedString sScreenRes("screenRes");
+static LLStaticHashedString sDelta("delta");
+static LLStaticHashedString sDistFactor("dist_factor");
+static LLStaticHashedString sKern("kern");
+static LLStaticHashedString sKernScale("kern_scale");
+
+//----------------------------------------
+std::string gPoolNames[] =
+{
+ // Correspond to LLDrawpool enum render type
+ "NONE",
+ "POOL_SIMPLE",
+ "POOL_GROUND",
+ "POOL_FULLBRIGHT",
+ "POOL_BUMP",
+ "POOL_MATERIALS",
+ "POOL_TERRAIN,"
+ "POOL_SKY",
+ "POOL_WL_SKY",
+ "POOL_TREE",
+ "POOL_ALPHA_MASK",
+ "POOL_FULLBRIGHT_ALPHA_MASK",
+ "POOL_GRASS",
+ "POOL_INVISIBLE",
+ "POOL_AVATAR",
+ "POOL_VOIDWATER",
+ "POOL_WATER",
+ "POOL_GLOW",
+ "POOL_ALPHA"
+};
+
+void drawBox(const LLVector4a& c, const LLVector4a& r);
+void drawBoxOutline(const LLVector3& pos, const LLVector3& size);
+U32 nhpo2(U32 v);
+LLVertexBuffer* ll_create_cube_vb(U32 type_mask, U32 usage);
+
+void display_update_camera();
+//----------------------------------------
+
+S32 LLPipeline::sCompiles = 0;
+
+bool LLPipeline::sPickAvatar = true;
+bool LLPipeline::sDynamicLOD = true;
+bool LLPipeline::sShowHUDAttachments = true;
+bool LLPipeline::sRenderMOAPBeacons = false;
+bool LLPipeline::sRenderPhysicalBeacons = true;
+bool LLPipeline::sRenderScriptedBeacons = false;
+bool LLPipeline::sRenderScriptedTouchBeacons = true;
+bool LLPipeline::sRenderParticleBeacons = false;
+bool LLPipeline::sRenderSoundBeacons = false;
+bool LLPipeline::sRenderBeacons = false;
+bool LLPipeline::sRenderHighlight = true;
+LLRender::eTexIndex LLPipeline::sRenderHighlightTextureChannel = LLRender::DIFFUSE_MAP;
+bool LLPipeline::sForceOldBakedUpload = false;
+S32 LLPipeline::sUseOcclusion = 0;
+bool LLPipeline::sDelayVBUpdate = true;
+bool LLPipeline::sAutoMaskAlphaDeferred = true;
+bool LLPipeline::sAutoMaskAlphaNonDeferred = false;
+bool LLPipeline::sDisableShaders = false;
+bool LLPipeline::sRenderBump = true;
+bool LLPipeline::sBakeSunlight = false;
+bool LLPipeline::sNoAlpha = false;
+bool LLPipeline::sUseTriStrips = true;
+bool LLPipeline::sUseAdvancedAtmospherics = false;
+bool LLPipeline::sUseFarClip = true;
+bool LLPipeline::sShadowRender = false;
+bool LLPipeline::sWaterReflections = false;
+bool LLPipeline::sRenderGlow = false;
+bool LLPipeline::sReflectionRender = false;
+bool LLPipeline::sImpostorRender = false;
+bool LLPipeline::sImpostorRenderAlphaDepthPass = false;
+bool LLPipeline::sUnderWaterRender = false;
+bool LLPipeline::sTextureBindTest = false;
+bool LLPipeline::sRenderFrameTest = false;
+bool LLPipeline::sRenderAttachedLights = true;
+bool LLPipeline::sRenderAttachedParticles = true;
+bool LLPipeline::sRenderDeferred = false;
+bool LLPipeline::sMemAllocationThrottled = false;
+S32 LLPipeline::sVisibleLightCount = 0;
+F32 LLPipeline::sMinRenderSize = 0.f;
+bool LLPipeline::sRenderingHUDs;
+
+// EventHost API LLPipeline listener.
+static LLPipelineListener sPipelineListener;
+
+static LLCullResult* sCull = NULL;
+
+void validate_framebuffer_object();
+
+
+bool addDeferredAttachments(LLRenderTarget& target)
+{
+ return target.addColorAttachment(GL_SRGB8_ALPHA8) && //specular
+ target.addColorAttachment(GL_RGB10_A2); //normal+z
+}
+
+LLPipeline::LLPipeline() :
+ mBackfaceCull(false),
+ mMatrixOpCount(0),
+ mTextureMatrixOps(0),
+ mNumVisibleNodes(0),
+ mNumVisibleFaces(0),
+
+ mInitialized(false),
+ mVertexShadersEnabled(false),
+ mVertexShadersLoaded(0),
+ mTransformFeedbackPrimitives(0),
+ mRenderDebugFeatureMask(0),
+ mRenderDebugMask(0),
+ mOldRenderDebugMask(0),
+ mMeshDirtyQueryObject(0),
+ mGroupQ1Locked(false),
+ mGroupQ2Locked(false),
+ mResetVertexBuffers(false),
+ mLastRebuildPool(NULL),
+ mAlphaPool(NULL),
+ mSkyPool(NULL),
+ mTerrainPool(NULL),
+ mWaterPool(NULL),
+ mGroundPool(NULL),
+ mSimplePool(NULL),
+ mGrassPool(NULL),
+ mAlphaMaskPool(NULL),
+ mFullbrightAlphaMaskPool(NULL),
+ mFullbrightPool(NULL),
+ mInvisiblePool(NULL),
+ mGlowPool(NULL),
+ mBumpPool(NULL),
+ mMaterialsPool(NULL),
+ mWLSkyPool(NULL),
+ mLightMask(0),
+ mLightMovingMask(0),
+ mLightingDetail(0),
+ mScreenWidth(0),
+ mScreenHeight(0)
+{
+ mNoiseMap = 0;
+ mTrueNoiseMap = 0;
+ mLightFunc = 0;
+}
+
+void LLPipeline::connectRefreshCachedSettingsSafe(const std::string name)
+{
+ LLPointer<LLControlVariable> cntrl_ptr = gSavedSettings.getControl(name);
+ if ( cntrl_ptr.isNull() )
+ {
+ LL_WARNS() << "Global setting name not found:" << name << LL_ENDL;
+ }
+ else
+ {
+ cntrl_ptr->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings));
+ }
+}
+
+void LLPipeline::init()
+{
+ refreshCachedSettings();
+
+ gOctreeMaxCapacity = gSavedSettings.getU32("OctreeMaxNodeCapacity");
+ gOctreeMinSize = gSavedSettings.getF32("OctreeMinimumNodeSize");
+ sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD");
+ sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
+ sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
+ sUseAdvancedAtmospherics = gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics");
+ LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
+ LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO");
+ LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw");
+ sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights");
+ sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles");
+
+ mInitialized = true;
+
+ stop_glerror();
+
+ //create render pass pools
+ getPool(LLDrawPool::POOL_ALPHA);
+ getPool(LLDrawPool::POOL_SIMPLE);
+ getPool(LLDrawPool::POOL_ALPHA_MASK);
+ getPool(LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK);
+ getPool(LLDrawPool::POOL_GRASS);
+ getPool(LLDrawPool::POOL_FULLBRIGHT);
+ getPool(LLDrawPool::POOL_INVISIBLE);
+ getPool(LLDrawPool::POOL_BUMP);
+ getPool(LLDrawPool::POOL_MATERIALS);
+ getPool(LLDrawPool::POOL_GLOW);
+
+ resetFrameStats();
+
+ if (gSavedSettings.getBOOL("DisableAllRenderFeatures"))
+ {
+ clearAllRenderDebugFeatures();
+ }
+ else
+ {
+ setAllRenderDebugFeatures(); // By default, all debugging features on
+ }
+ clearAllRenderDebugDisplays(); // All debug displays off
+
+ if (gSavedSettings.getBOOL("DisableAllRenderTypes"))
+ {
+ clearAllRenderTypes();
+ }
+ else
+ {
+ setAllRenderTypes(); // By default, all rendering types start enabled
+ // Don't turn on ground when this is set
+ // Mac Books with intel 950s need this
+ if(!gSavedSettings.getBOOL("RenderGround"))
+ {
+ toggleRenderType(RENDER_TYPE_GROUND);
+ }
+ }
+
+ // make sure RenderPerformanceTest persists (hackity hack hack)
+ // disables non-object rendering (UI, sky, water, etc)
+ if (gSavedSettings.getBOOL("RenderPerformanceTest"))
+ {
+ gSavedSettings.setBOOL("RenderPerformanceTest", FALSE);
+ gSavedSettings.setBOOL("RenderPerformanceTest", TRUE);
+ }
+
+ mOldRenderDebugMask = mRenderDebugMask;
+
+ mBackfaceCull = true;
+
+ stop_glerror();
+
+ // Enable features
+
+ LLViewerShaderMgr::instance()->setShaders();
+
+ stop_glerror();
+
+ for (U32 i = 0; i < 2; ++i)
+ {
+ mSpotLightFade[i] = 1.f;
+ }
+
+ if (mCubeVB.isNull())
+ {
+ mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB);
+ }
+
+ mDeferredVB = new LLVertexBuffer(DEFERRED_VB_MASK, 0);
+ mDeferredVB->allocateBuffer(8, 0, true);
+ setLightingDetail(-1);
+
+ //
+ // Update all settings to trigger a cached settings refresh
+ //
+ connectRefreshCachedSettingsSafe("RenderAutoMaskAlphaDeferred");
+ connectRefreshCachedSettingsSafe("RenderAutoMaskAlphaNonDeferred");
+ connectRefreshCachedSettingsSafe("RenderUseFarClip");
+ connectRefreshCachedSettingsSafe("RenderAvatarMaxNonImpostors");
+ connectRefreshCachedSettingsSafe("RenderDelayVBUpdate");
+ connectRefreshCachedSettingsSafe("UseOcclusion");
+ connectRefreshCachedSettingsSafe("VertexShaderEnable");
+ connectRefreshCachedSettingsSafe("RenderAvatarVP");
+ connectRefreshCachedSettingsSafe("WindLightUseAtmosShaders");
+ connectRefreshCachedSettingsSafe("RenderDeferred");
+ connectRefreshCachedSettingsSafe("RenderDeferredSunWash");
+ connectRefreshCachedSettingsSafe("RenderFSAASamples");
+ connectRefreshCachedSettingsSafe("RenderResolutionDivisor");
+ connectRefreshCachedSettingsSafe("RenderUIBuffer");
+ connectRefreshCachedSettingsSafe("RenderShadowDetail");
+ connectRefreshCachedSettingsSafe("RenderDeferredSSAO");
+ connectRefreshCachedSettingsSafe("RenderShadowResolutionScale");
+ connectRefreshCachedSettingsSafe("RenderLocalLights");
+ connectRefreshCachedSettingsSafe("RenderDelayCreation");
+ connectRefreshCachedSettingsSafe("RenderAnimateRes");
+ connectRefreshCachedSettingsSafe("FreezeTime");
+ connectRefreshCachedSettingsSafe("DebugBeaconLineWidth");
+ connectRefreshCachedSettingsSafe("RenderHighlightBrightness");
+ connectRefreshCachedSettingsSafe("RenderHighlightColor");
+ connectRefreshCachedSettingsSafe("RenderHighlightThickness");
+ connectRefreshCachedSettingsSafe("RenderSpotLightsInNondeferred");
+ connectRefreshCachedSettingsSafe("PreviewAmbientColor");
+ connectRefreshCachedSettingsSafe("PreviewDiffuse0");
+ connectRefreshCachedSettingsSafe("PreviewSpecular0");
+ connectRefreshCachedSettingsSafe("PreviewDiffuse1");
+ connectRefreshCachedSettingsSafe("PreviewSpecular1");
+ connectRefreshCachedSettingsSafe("PreviewDiffuse2");
+ connectRefreshCachedSettingsSafe("PreviewSpecular2");
+ connectRefreshCachedSettingsSafe("PreviewDirection0");
+ connectRefreshCachedSettingsSafe("PreviewDirection1");
+ connectRefreshCachedSettingsSafe("PreviewDirection2");
+ connectRefreshCachedSettingsSafe("RenderGlowMinLuminance");
+ connectRefreshCachedSettingsSafe("RenderGlowMaxExtractAlpha");
+ connectRefreshCachedSettingsSafe("RenderGlowWarmthAmount");
+ connectRefreshCachedSettingsSafe("RenderGlowLumWeights");
+ connectRefreshCachedSettingsSafe("RenderGlowWarmthWeights");
+ connectRefreshCachedSettingsSafe("RenderGlowResolutionPow");
+ connectRefreshCachedSettingsSafe("RenderGlowIterations");
+ connectRefreshCachedSettingsSafe("RenderGlowWidth");
+ connectRefreshCachedSettingsSafe("RenderGlowStrength");
+ connectRefreshCachedSettingsSafe("RenderDepthOfField");
+ connectRefreshCachedSettingsSafe("RenderDepthOfFieldInEditMode");
+ connectRefreshCachedSettingsSafe("CameraFocusTransitionTime");
+ connectRefreshCachedSettingsSafe("CameraFNumber");
+ connectRefreshCachedSettingsSafe("CameraFocalLength");
+ connectRefreshCachedSettingsSafe("CameraFieldOfView");
+ connectRefreshCachedSettingsSafe("RenderShadowNoise");
+ connectRefreshCachedSettingsSafe("RenderShadowBlurSize");
+ connectRefreshCachedSettingsSafe("RenderSSAOScale");
+ connectRefreshCachedSettingsSafe("RenderSSAOMaxScale");
+ connectRefreshCachedSettingsSafe("RenderSSAOFactor");
+ connectRefreshCachedSettingsSafe("RenderSSAOEffect");
+ connectRefreshCachedSettingsSafe("RenderShadowOffsetError");
+ connectRefreshCachedSettingsSafe("RenderShadowBiasError");
+ connectRefreshCachedSettingsSafe("RenderShadowOffset");
+ connectRefreshCachedSettingsSafe("RenderShadowBias");
+ connectRefreshCachedSettingsSafe("RenderSpotShadowOffset");
+ connectRefreshCachedSettingsSafe("RenderSpotShadowBias");
+ connectRefreshCachedSettingsSafe("RenderEdgeDepthCutoff");
+ connectRefreshCachedSettingsSafe("RenderEdgeNormCutoff");
+ connectRefreshCachedSettingsSafe("RenderShadowGaussian");
+ connectRefreshCachedSettingsSafe("RenderShadowBlurDistFactor");
+ connectRefreshCachedSettingsSafe("RenderDeferredAtmospheric");
+ connectRefreshCachedSettingsSafe("RenderReflectionDetail");
+ connectRefreshCachedSettingsSafe("RenderHighlightFadeTime");
+ connectRefreshCachedSettingsSafe("RenderShadowClipPlanes");
+ connectRefreshCachedSettingsSafe("RenderShadowOrthoClipPlanes");
+ connectRefreshCachedSettingsSafe("RenderShadowNearDist");
+ connectRefreshCachedSettingsSafe("RenderFarClip");
+ connectRefreshCachedSettingsSafe("RenderShadowSplitExponent");
+ connectRefreshCachedSettingsSafe("RenderShadowErrorCutoff");
+ connectRefreshCachedSettingsSafe("RenderShadowFOVCutoff");
+ connectRefreshCachedSettingsSafe("CameraOffset");
+ connectRefreshCachedSettingsSafe("CameraMaxCoF");
+ connectRefreshCachedSettingsSafe("CameraDoFResScale");
+ connectRefreshCachedSettingsSafe("RenderAutoHideSurfaceAreaLimit");
+ gSavedSettings.getControl("RenderAutoHideSurfaceAreaLimit")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings));
+}
+
+LLPipeline::~LLPipeline()
+{
+
+}
+
+void LLPipeline::cleanup()
+{
+ assertInitialized();
+
+ mGroupQ1.clear() ;
+ mGroupQ2.clear() ;
+
+ for(pool_set_t::iterator iter = mPools.begin();
+ iter != mPools.end(); )
+ {
+ pool_set_t::iterator curiter = iter++;
+ LLDrawPool* poolp = *curiter;
+ if (poolp->isFacePool())
+ {
+ LLFacePool* face_pool = (LLFacePool*) poolp;
+ if (face_pool->mReferences.empty())
+ {
+ mPools.erase(curiter);
+ removeFromQuickLookup( poolp );
+ delete poolp;
+ }
+ }
+ else
+ {
+ mPools.erase(curiter);
+ removeFromQuickLookup( poolp );
+ delete poolp;
+ }
+ }
+
+ if (!mTerrainPools.empty())
+ {
+ LL_WARNS() << "Terrain Pools not cleaned up" << LL_ENDL;
+ }
+ if (!mTreePools.empty())
+ {
+ LL_WARNS() << "Tree Pools not cleaned up" << LL_ENDL;
+ }
+
+ delete mAlphaPool;
+ mAlphaPool = NULL;
+ delete mSkyPool;
+ mSkyPool = NULL;
+ delete mTerrainPool;
+ mTerrainPool = NULL;
+ delete mWaterPool;
+ mWaterPool = NULL;
+ delete mGroundPool;
+ mGroundPool = NULL;
+ delete mSimplePool;
+ mSimplePool = NULL;
+ delete mFullbrightPool;
+ mFullbrightPool = NULL;
+ delete mInvisiblePool;
+ mInvisiblePool = NULL;
+ delete mGlowPool;
+ mGlowPool = NULL;
+ delete mBumpPool;
+ mBumpPool = NULL;
+ // don't delete wl sky pool it was handled above in the for loop
+ //delete mWLSkyPool;
+ mWLSkyPool = NULL;
+
+ releaseGLBuffers();
+
+ mFaceSelectImagep = NULL;
+
+ mMovedBridge.clear();
+
+ mInitialized = false;
+
+ mDeferredVB = NULL;
+
+ mCubeVB = NULL;
+}
+
+//============================================================================
+
+void LLPipeline::destroyGL()
+{
+ stop_glerror();
+ unloadShaders();
+ mHighlightFaces.clear();
+
+ resetDrawOrders();
+
+ resetVertexBuffers();
+
+ releaseGLBuffers();
+
+ if (LLVertexBuffer::sEnableVBOs)
+ {
+ LLVertexBuffer::sEnableVBOs = FALSE;
+ }
+
+ if (mMeshDirtyQueryObject)
+ {
+ glDeleteQueriesARB(1, &mMeshDirtyQueryObject);
+ mMeshDirtyQueryObject = 0;
+ }
+}
+
+static LLTrace::BlockTimerStatHandle FTM_RESIZE_SCREEN_TEXTURE("Resize Screen Texture");
+
+//static
+void LLPipeline::throttleNewMemoryAllocation(bool disable)
+{
+ if(sMemAllocationThrottled != disable)
+ {
+ sMemAllocationThrottled = disable ;
+
+ if(sMemAllocationThrottled)
+ {
+ //send out notification
+ LLNotification::Params params("LowMemory");
+ LLNotifications::instance().add(params);
+
+ //release some memory.
+ }
+ }
+}
+
+void LLPipeline::resizeScreenTexture()
+{
+ LL_RECORD_BLOCK_TIME(FTM_RESIZE_SCREEN_TEXTURE);
+ if (gPipeline.canUseVertexShaders() && assertInitialized())
+ {
+ GLuint resX = gViewerWindow->getWorldViewWidthRaw();
+ GLuint resY = gViewerWindow->getWorldViewHeightRaw();
+
+ if ((resX != mScreen.getWidth()) || (resY != mScreen.getHeight()))
+ {
+ releaseScreenBuffers();
+ if (!allocateScreenBuffer(resX,resY))
+ {
+#if PROBABLE_FALSE_DISABLES_OF_ALM_HERE
+ //FAILSAFE: screen buffer allocation failed, disable deferred rendering if it's enabled
+ //NOTE: if the session closes successfully after this call, deferred rendering will be
+ // disabled on future sessions
+ if (LLPipeline::sRenderDeferred)
+ {
+ gSavedSettings.setBOOL("RenderDeferred", FALSE);
+ LLPipeline::refreshCachedSettings();
+
+ }
+#endif
+ }
+ }
+ }
+}
+
+void LLPipeline::allocatePhysicsBuffer()
+{
+ GLuint resX = gViewerWindow->getWorldViewWidthRaw();
+ GLuint resY = gViewerWindow->getWorldViewHeightRaw();
+
+ if (mPhysicsDisplay.getWidth() != resX || mPhysicsDisplay.getHeight() != resY)
+ {
+ mPhysicsDisplay.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
+ }
+}
+
+bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
+{
+ refreshCachedSettings();
+
+ bool save_settings = sRenderDeferred;
+ if (save_settings)
+ {
+ // Set this flag in case we crash while resizing window or allocating space for deferred rendering targets
+ gSavedSettings.setBOOL("RenderInitError", TRUE);
+ gSavedSettings.saveToFile( gSavedSettings.getString("ClientSettingsFile"), TRUE );
+ }
+
+ eFBOStatus ret = doAllocateScreenBuffer(resX, resY);
+
+ if (save_settings)
+ {
+ // don't disable shaders on next session
+ gSavedSettings.setBOOL("RenderInitError", FALSE);
+ gSavedSettings.saveToFile( gSavedSettings.getString("ClientSettingsFile"), TRUE );
+ }
+
+ if (ret == FBO_FAILURE)
+ { //FAILSAFE: screen buffer allocation failed, disable deferred rendering if it's enabled
+ //NOTE: if the session closes successfully after this call, deferred rendering will be
+ // disabled on future sessions
+ if (LLPipeline::sRenderDeferred)
+ {
+ gSavedSettings.setBOOL("RenderDeferred", FALSE);
+ LLPipeline::refreshCachedSettings();
+ }
+ }
+
+ return ret == FBO_SUCCESS_FULLRES;
+}
+
+
+LLPipeline::eFBOStatus LLPipeline::doAllocateScreenBuffer(U32 resX, U32 resY)
+{
+ // try to allocate screen buffers at requested resolution and samples
+ // - on failure, shrink number of samples and try again
+ // - if not multisampled, shrink resolution and try again (favor X resolution over Y)
+ // Make sure to call "releaseScreenBuffers" after each failure to cleanup the partially loaded state
+
+ U32 samples = RenderFSAASamples;
+
+ eFBOStatus ret = FBO_SUCCESS_FULLRES;
+ if (!allocateScreenBuffer(resX, resY, samples))
+ {
+ //failed to allocate at requested specification, return false
+ ret = FBO_FAILURE;
+
+ releaseScreenBuffers();
+ //reduce number of samples
+ while (samples > 0)
+ {
+ samples /= 2;
+ if (allocateScreenBuffer(resX, resY, samples))
+ { //success
+ return FBO_SUCCESS_LOWRES;
+ }
+ releaseScreenBuffers();
+ }
+
+ samples = 0;
+
+ //reduce resolution
+ while (resY > 0 && resX > 0)
+ {
+ resY /= 2;
+ if (allocateScreenBuffer(resX, resY, samples))
+ {
+ return FBO_SUCCESS_LOWRES;
+ }
+ releaseScreenBuffers();
+
+ resX /= 2;
+ if (allocateScreenBuffer(resX, resY, samples))
+ {
+ return FBO_SUCCESS_LOWRES;
+ }
+ releaseScreenBuffers();
+ }
+
+ LL_WARNS() << "Unable to allocate screen buffer at any resolution!" << LL_ENDL;
+ }
+
+ return ret;
+}
+
+bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
+{
+ refreshCachedSettings();
+
+ // remember these dimensions
+ mScreenWidth = resX;
+ mScreenHeight = resY;
+
+ U32 res_mod = RenderResolutionDivisor;
+
+ if (res_mod > 1 && res_mod < resX && res_mod < resY)
+ {
+ resX /= res_mod;
+ resY /= res_mod;
+ }
+
+ if (RenderUIBuffer)
+ {
+ if (!mUIScreen.allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE))
+ {
+ return false;
+ }
+ }
+
+ if (LLPipeline::sRenderDeferred)
+ {
+ S32 shadow_detail = RenderShadowDetail;
+ bool ssao = RenderDeferredSSAO;
+
+ const U32 occlusion_divisor = 3;
+
+ //allocate deferred rendering color buffers
+ if (!mDeferredScreen.allocate(resX, resY, GL_SRGB8_ALPHA8, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
+ if (!mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
+ if (!mOcclusionDepth.allocate(resX/occlusion_divisor, resY/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
+ if (!addDeferredAttachments(mDeferredScreen)) return false;
+
+ GLuint screenFormat = GL_RGBA16;
+ if (gGLManager.mIsATI)
+ {
+ screenFormat = GL_RGBA12;
+ }
+
+ if (gGLManager.mGLVersion < 4.f && gGLManager.mIsNVIDIA)
+ {
+ screenFormat = GL_RGBA16F_ARB;
+ }
+
+ if (!mScreen.allocate(resX, resY, screenFormat, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
+ if (samples > 0)
+ {
+ if (!mFXAABuffer.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false;
+ }
+ else
+ {
+ mFXAABuffer.release();
+ }
+
+ if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0)
+ { //only need mDeferredLight for shadows OR ssao OR dof OR fxaa
+ if (!mDeferredLight.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
+ }
+ else
+ {
+ mDeferredLight.release();
+ }
+
+ F32 scale = RenderShadowResolutionScale;
+
+ if (shadow_detail > 0)
+ { //allocate 4 sun shadow maps
+ U32 sun_shadow_map_width = ((U32(resX*scale)+1)&~1); // must be even to avoid a stripe in the horizontal shadow blur
+ for (U32 i = 0; i < 4; i++)
+ {
+ if (!mShadow[i].allocate(sun_shadow_map_width,U32(resY*scale), 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) return false;
+ if (!mShadowOcclusion[i].allocate(mShadow[i].getWidth()/occlusion_divisor, mShadow[i].getHeight()/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) return false;
+ }
+ }
+ else
+ {
+ for (U32 i = 0; i < 4; i++)
+ {
+ mShadow[i].release();
+ mShadowOcclusion[i].release();
+ }
+ }
+
+// for EEP atmospherics
+ bool allocated_inscatter = mInscatter.allocate(resX >> 2, resY >> 2, GL_RGBA16F_ARB, FALSE, FALSE, LLTexUnit::TT_TEXTURE);
+ if (!allocated_inscatter)
+ {
+ return false;
+ }
+
+ U32 width = (U32) (resX*scale);
+ U32 height = width;
+
+ if (shadow_detail > 1)
+ { //allocate two spot shadow maps
+ U32 spot_shadow_map_width = width;
+ for (U32 i = 4; i < 6; i++)
+ {
+ if (!mShadow[i].allocate(spot_shadow_map_width, height, 0, TRUE, FALSE)) return false;
+ if (!mShadowOcclusion[i].allocate(mShadow[i].getWidth()/occlusion_divisor, mShadow[i].getHeight()/occlusion_divisor, 0, TRUE, FALSE)) return false;
+ }
+ }
+ else
+ {
+ for (U32 i = 4; i < 6; i++)
+ {
+ mShadow[i].release();
+ mShadowOcclusion[i].release();
+ }
+ }
+
+ //HACK make screenbuffer allocations start failing after 30 seconds
+ if (gSavedSettings.getBOOL("SimulateFBOFailure"))
+ {
+ return false;
+ }
+ }
+ else
+ {
+ mDeferredLight.release();
+
+ for (U32 i = 0; i < 6; i++)
+ {
+ mShadow[i].release();
+ mShadowOcclusion[i].release();
+ }
+ mFXAABuffer.release();
+ mScreen.release();
+ mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first
+ mDeferredDepth.release();
+ mOcclusionDepth.release();
+
+ if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
+ }
+
+ if (LLPipeline::sRenderDeferred)
+ { //share depth buffer between deferred targets
+ mDeferredScreen.shareDepthBuffer(mScreen);
+ }
+
+ gGL.getTexUnit(0)->disable();
+
+ stop_glerror();
+
+ return true;
+}
+
+//static
+void LLPipeline::updateRenderBump()
+{
+ sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
+}
+
+//static
+void LLPipeline::updateRenderDeferred()
+{
+ bool deferred = (bool(RenderDeferred &&
+ LLRenderTarget::sUseFBO &&
+ LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
+ LLPipeline::sRenderBump &&
+ VertexShaderEnable &&
+ RenderAvatarVP &&
+ WindLightUseAtmosShaders)) &&
+ !gUseWireframe;
+
+ sRenderDeferred = deferred;
+ if (deferred)
+ { //must render glow when rendering deferred since post effect pass is needed to present any lighting at all
+ sRenderGlow = true;
+ }
+}
+
+//static
+void LLPipeline::refreshCachedSettings()
+{
+ LLPipeline::sAutoMaskAlphaDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaDeferred");
+ LLPipeline::sAutoMaskAlphaNonDeferred = gSavedSettings.getBOOL("RenderAutoMaskAlphaNonDeferred");
+ LLPipeline::sUseFarClip = gSavedSettings.getBOOL("RenderUseFarClip");
+ LLVOAvatar::sMaxNonImpostors = gSavedSettings.getU32("RenderAvatarMaxNonImpostors");
+ LLVOAvatar::updateImpostorRendering(LLVOAvatar::sMaxNonImpostors);
+ LLPipeline::sDelayVBUpdate = gSavedSettings.getBOOL("RenderDelayVBUpdate");
+
+ LLPipeline::sUseOcclusion =
+ (!gUseWireframe
+ && LLGLSLShader::sNoFixedFunction
+ && LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion")
+ && gSavedSettings.getBOOL("UseOcclusion")
+ && gGLManager.mHasOcclusionQuery) ? 2 : 0;
+
+ VertexShaderEnable = gSavedSettings.getBOOL("VertexShaderEnable");
+ RenderAvatarVP = gSavedSettings.getBOOL("RenderAvatarVP");
+ WindLightUseAtmosShaders = gSavedSettings.getBOOL("WindLightUseAtmosShaders");
+ RenderDeferred = gSavedSettings.getBOOL("RenderDeferred");
+ RenderDeferredSunWash = gSavedSettings.getF32("RenderDeferredSunWash");
+ RenderFSAASamples = gSavedSettings.getU32("RenderFSAASamples");
+ RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor");
+ RenderUIBuffer = gSavedSettings.getBOOL("RenderUIBuffer");
+ RenderShadowDetail = gSavedSettings.getS32("RenderShadowDetail");
+ RenderDeferredSSAO = gSavedSettings.getBOOL("RenderDeferredSSAO");
+ RenderShadowResolutionScale = gSavedSettings.getF32("RenderShadowResolutionScale");
+ RenderLocalLights = gSavedSettings.getBOOL("RenderLocalLights");
+ RenderDelayCreation = gSavedSettings.getBOOL("RenderDelayCreation");
+ RenderAnimateRes = gSavedSettings.getBOOL("RenderAnimateRes");
+ FreezeTime = gSavedSettings.getBOOL("FreezeTime");
+ DebugBeaconLineWidth = gSavedSettings.getS32("DebugBeaconLineWidth");
+ RenderHighlightBrightness = gSavedSettings.getF32("RenderHighlightBrightness");
+ RenderHighlightColor = gSavedSettings.getColor4("RenderHighlightColor");
+ RenderHighlightThickness = gSavedSettings.getF32("RenderHighlightThickness");
+ RenderSpotLightsInNondeferred = gSavedSettings.getBOOL("RenderSpotLightsInNondeferred");
+ PreviewAmbientColor = gSavedSettings.getColor4("PreviewAmbientColor");
+ PreviewDiffuse0 = gSavedSettings.getColor4("PreviewDiffuse0");
+ PreviewSpecular0 = gSavedSettings.getColor4("PreviewSpecular0");
+ PreviewDiffuse1 = gSavedSettings.getColor4("PreviewDiffuse1");
+ PreviewSpecular1 = gSavedSettings.getColor4("PreviewSpecular1");
+ PreviewDiffuse2 = gSavedSettings.getColor4("PreviewDiffuse2");
+ PreviewSpecular2 = gSavedSettings.getColor4("PreviewSpecular2");
+ PreviewDirection0 = gSavedSettings.getVector3("PreviewDirection0");
+ PreviewDirection1 = gSavedSettings.getVector3("PreviewDirection1");
+ PreviewDirection2 = gSavedSettings.getVector3("PreviewDirection2");
+ RenderGlowMinLuminance = gSavedSettings.getF32("RenderGlowMinLuminance");
+ RenderGlowMaxExtractAlpha = gSavedSettings.getF32("RenderGlowMaxExtractAlpha");
+ RenderGlowWarmthAmount = gSavedSettings.getF32("RenderGlowWarmthAmount");
+ RenderGlowLumWeights = gSavedSettings.getVector3("RenderGlowLumWeights");
+ RenderGlowWarmthWeights = gSavedSettings.getVector3("RenderGlowWarmthWeights");
+ RenderGlowResolutionPow = gSavedSettings.getS32("RenderGlowResolutionPow");
+ RenderGlowIterations = gSavedSettings.getS32("RenderGlowIterations");
+ RenderGlowWidth = gSavedSettings.getF32("RenderGlowWidth");
+ RenderGlowStrength = gSavedSettings.getF32("RenderGlowStrength");
+ RenderDepthOfField = gSavedSettings.getBOOL("RenderDepthOfField");
+ RenderDepthOfFieldInEditMode = gSavedSettings.getBOOL("RenderDepthOfFieldInEditMode");
+ CameraFocusTransitionTime = gSavedSettings.getF32("CameraFocusTransitionTime");
+ CameraFNumber = gSavedSettings.getF32("CameraFNumber");
+ CameraFocalLength = gSavedSettings.getF32("CameraFocalLength");
+ CameraFieldOfView = gSavedSettings.getF32("CameraFieldOfView");
+ RenderShadowNoise = gSavedSettings.getF32("RenderShadowNoise");
+ RenderShadowBlurSize = gSavedSettings.getF32("RenderShadowBlurSize");
+ RenderSSAOScale = gSavedSettings.getF32("RenderSSAOScale");
+ RenderSSAOMaxScale = gSavedSettings.getU32("RenderSSAOMaxScale");
+ RenderSSAOFactor = gSavedSettings.getF32("RenderSSAOFactor");
+ RenderSSAOEffect = gSavedSettings.getVector3("RenderSSAOEffect");
+ RenderShadowOffsetError = gSavedSettings.getF32("RenderShadowOffsetError");
+ RenderShadowBiasError = gSavedSettings.getF32("RenderShadowBiasError");
+ RenderShadowOffset = gSavedSettings.getF32("RenderShadowOffset");
+ RenderShadowBias = gSavedSettings.getF32("RenderShadowBias");
+ RenderSpotShadowOffset = gSavedSettings.getF32("RenderSpotShadowOffset");
+ RenderSpotShadowBias = gSavedSettings.getF32("RenderSpotShadowBias");
+ RenderEdgeDepthCutoff = gSavedSettings.getF32("RenderEdgeDepthCutoff");
+ RenderEdgeNormCutoff = gSavedSettings.getF32("RenderEdgeNormCutoff");
+ RenderShadowGaussian = gSavedSettings.getVector3("RenderShadowGaussian");
+ RenderShadowBlurDistFactor = gSavedSettings.getF32("RenderShadowBlurDistFactor");
+ RenderDeferredAtmospheric = gSavedSettings.getBOOL("RenderDeferredAtmospheric");
+ RenderReflectionDetail = gSavedSettings.getS32("RenderReflectionDetail");
+ RenderHighlightFadeTime = gSavedSettings.getF32("RenderHighlightFadeTime");
+ RenderShadowClipPlanes = gSavedSettings.getVector3("RenderShadowClipPlanes");
+ RenderShadowOrthoClipPlanes = gSavedSettings.getVector3("RenderShadowOrthoClipPlanes");
+ RenderShadowNearDist = gSavedSettings.getVector3("RenderShadowNearDist");
+ RenderFarClip = gSavedSettings.getF32("RenderFarClip");
+ RenderShadowSplitExponent = gSavedSettings.getVector3("RenderShadowSplitExponent");
+ RenderShadowErrorCutoff = gSavedSettings.getF32("RenderShadowErrorCutoff");
+ RenderShadowFOVCutoff = gSavedSettings.getF32("RenderShadowFOVCutoff");
+ CameraOffset = gSavedSettings.getBOOL("CameraOffset");
+ CameraMaxCoF = gSavedSettings.getF32("CameraMaxCoF");
+ CameraDoFResScale = gSavedSettings.getF32("CameraDoFResScale");
+ RenderAutoHideSurfaceAreaLimit = gSavedSettings.getF32("RenderAutoHideSurfaceAreaLimit");
+
+ updateRenderDeferred();
+}
+
+void LLPipeline::releaseGLBuffers()
+{
+ assertInitialized();
+
+ if (mNoiseMap)
+ {
+ LLImageGL::deleteTextures(1, &mNoiseMap);
+ mNoiseMap = 0;
+ }
+
+ if (mTrueNoiseMap)
+ {
+ LLImageGL::deleteTextures(1, &mTrueNoiseMap);
+ mTrueNoiseMap = 0;
+ }
+
+ releaseLUTBuffers();
+
+ mWaterRef.release();
+ mWaterDis.release();
+ mHighlight.release();
+
+ for (U32 i = 0; i < 3; i++)
+ {
+ mGlow[i].release();
+ }
+
+ releaseScreenBuffers();
+
+ gBumpImageList.destroyGL();
+ LLVOAvatar::resetImpostors();
+}
+
+void LLPipeline::releaseLUTBuffers()
+{
+ if (mLightFunc)
+ {
+ LLImageGL::deleteTextures(1, &mLightFunc);
+ mLightFunc = 0;
+ }
+}
+
+void LLPipeline::releaseScreenBuffers()
+{
+ mUIScreen.release();
+ mScreen.release();
+ mFXAABuffer.release();
+ mPhysicsDisplay.release();
+ mDeferredScreen.release();
+ mDeferredDepth.release();
+ mDeferredLight.release();
+ mOcclusionDepth.release();
+
+ for (U32 i = 0; i < 6; i++)
+ {
+ mShadow[i].release();
+ mShadowOcclusion[i].release();
+ }
+
+ mInscatter.release();
+}
+
+
+void LLPipeline::createGLBuffers()
+{
+ stop_glerror();
+ assertInitialized();
+
+ updateRenderDeferred();
+
+ bool materials_in_water = false;
+
+#if MATERIALS_IN_REFLECTIONS
+ materials_in_water = gSavedSettings.getS32("RenderWaterMaterials");
+#endif
+
+ if (LLPipeline::sWaterReflections)
+ { //water reflection texture
+ U32 res = (U32) llmax(gSavedSettings.getS32("RenderWaterRefResolution"), 512);
+
+ // Set up SRGB targets if we're doing deferred-path reflection rendering
+ //
+ if (LLPipeline::sRenderDeferred && materials_in_water)
+ {
+ mWaterRef.allocate(res,res,GL_SRGB8_ALPHA8,TRUE,FALSE);
+ //always use FBO for mWaterDis so it can be used for avatar texture bakes
+ mWaterDis.allocate(res,res,GL_SRGB8_ALPHA8,TRUE,FALSE,LLTexUnit::TT_TEXTURE, true);
+ }
+ else
+ {
+ mWaterRef.allocate(res,res,GL_RGBA,TRUE,FALSE);
+ //always use FBO for mWaterDis so it can be used for avatar texture bakes
+ mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE,LLTexUnit::TT_TEXTURE, true);
+ }
+ }
+
+ mHighlight.allocate(256,256,GL_RGBA, FALSE, FALSE);
+
+ stop_glerror();
+
+ GLuint resX = gViewerWindow->getWorldViewWidthRaw();
+ GLuint resY = gViewerWindow->getWorldViewHeightRaw();
+
+ if (LLPipeline::sRenderGlow)
+ { //screen space glow buffers
+ const U32 glow_res = llmax(1,
+ llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow")));
+
+ for (U32 i = 0; i < 3; i++)
+ {
+ mGlow[i].allocate(512,glow_res,GL_RGBA,FALSE,FALSE);
+ }
+
+ allocateScreenBuffer(resX,resY);
+ mScreenWidth = 0;
+ mScreenHeight = 0;
+ }
+
+ if (sRenderDeferred)
+ {
+ if (!mNoiseMap)
+ {
+ const U32 noiseRes = 128;
+ LLVector3 noise[noiseRes*noiseRes];
+
+ F32 scaler = gSavedSettings.getF32("RenderDeferredNoise")/100.f;
+ for (U32 i = 0; i < noiseRes*noiseRes; ++i)
+ {
+ noise[i] = LLVector3(ll_frand()-0.5f, ll_frand()-0.5f, 0.f);
+ noise[i].normVec();
+ noise[i].mV[2] = ll_frand()*scaler+1.f-scaler/2.f;
+ }
+
+ LLImageGL::generateTextures(1, &mNoiseMap);
+
+ gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap);
+ LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F_ARB, noiseRes, noiseRes, GL_RGB, GL_FLOAT, noise, false);
+ gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ if (!mTrueNoiseMap)
+ {
+ const U32 noiseRes = 128;
+ F32 noise[noiseRes*noiseRes*3];
+ for (U32 i = 0; i < noiseRes*noiseRes*3; i++)
+ {
+ noise[i] = ll_frand()*2.0-1.0;
+ }
+
+ LLImageGL::generateTextures(1, &mTrueNoiseMap);
+ gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mTrueNoiseMap);
+ LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F_ARB, noiseRes, noiseRes, GL_RGB,GL_FLOAT, noise, false);
+ gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ createLUTBuffers();
+ }
+
+ gBumpImageList.restoreGL();
+}
+
+F32 lerpf(F32 a, F32 b, F32 w)
+{
+ return a + w * (b - a);
+}
+
+void LLPipeline::createLUTBuffers()
+{
+ if (sRenderDeferred)
+ {
+ if (!mLightFunc)
+ {
+ U32 lightResX = gSavedSettings.getU32("RenderSpecularResX");
+ U32 lightResY = gSavedSettings.getU32("RenderSpecularResY");
+ F32* ls = new F32[lightResX*lightResY];
+ F32 specExp = gSavedSettings.getF32("RenderSpecularExponent");
+ // Calculate the (normalized) blinn-phong specular lookup texture. (with a few tweaks)
+ for (U32 y = 0; y < lightResY; ++y)
+ {
+ for (U32 x = 0; x < lightResX; ++x)
+ {
+ ls[y*lightResX+x] = 0;
+ F32 sa = (F32) x/(lightResX-1);
+ F32 spec = (F32) y/(lightResY-1);
+ F32 n = spec * spec * specExp;
+
+ // Nothing special here. Just your typical blinn-phong term.
+ spec = powf(sa, n);
+
+ // Apply our normalization function.
+ // Note: This is the full equation that applies the full normalization curve, not an approximation.
+ // This is fine, given we only need to create our LUT once per buffer initialization.
+ spec *= (((n + 2) * (n + 4)) / (8 * F_PI * (powf(2, -n/2) + n)));
+
+ // Since we use R16F, we no longer have a dynamic range issue we need to work around here.
+ // Though some older drivers may not like this, newer drivers shouldn't have this problem.
+ ls[y*lightResX+x] = spec;
+ }
+ }
+
+ U32 pix_format = GL_R16F;
+#if LL_DARWIN
+ // Need to work around limited precision with 10.6.8 and older drivers
+ //
+ pix_format = GL_R32F;
+#endif
+ LLImageGL::generateTextures(1, &mLightFunc);
+ gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
+ LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, pix_format, lightResX, lightResY, GL_RED, GL_FLOAT, ls, false);
+ gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ delete [] ls;
+ }
+ }
+}
+
+
+void LLPipeline::restoreGL()
+{
+ assertInitialized();
+
+ if (mVertexShadersEnabled)
+ {
+ LLViewerShaderMgr::instance()->setShaders();
+ }
+
+ for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
+ iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+ {
+ LLViewerRegion* region = *iter;
+ for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+ {
+ LLSpatialPartition* part = region->getSpatialPartition(i);
+ if (part)
+ {
+ part->restoreGL();
+ }
+ }
+ }
+}
+
+
+bool LLPipeline::canUseVertexShaders()
+{
+ static const std::string vertex_shader_enable_feature_string = "VertexShaderEnable";
+
+ if (sDisableShaders ||
+ !gGLManager.mHasVertexShader ||
+ !gGLManager.mHasFragmentShader ||
+ !LLFeatureManager::getInstance()->isFeatureAvailable(vertex_shader_enable_feature_string) ||
+ (assertInitialized() && mVertexShadersLoaded != 1) )
+ {
+ return false;
+ }
+ else
+ {
+ return true;
+ }
+}
+
+bool LLPipeline::canUseWindLightShaders() const
+{
+ bool usingWindlight = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_WINDLIGHT) > 1;
+ bool haveShaders = ((gWLSkyProgram.mProgramObject != 0) || (gDeferredWLSkyProgram.mProgramObject != 0));
+ return (!LLPipeline::sDisableShaders && haveShaders && usingWindlight);
+}
+
+bool LLPipeline::canUseWindLightShadersOnObjects() const
+{
+ return (canUseWindLightShaders()
+ && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0);
+}
+
+bool LLPipeline::canUseAntiAliasing() const
+{
+ return true;
+}
+
+void LLPipeline::unloadShaders()
+{
+ LLViewerShaderMgr::instance()->unloadShaders();
+
+ mVertexShadersLoaded = 0;
+}
+
+void LLPipeline::assertInitializedDoError()
+{
+ LL_ERRS() << "LLPipeline used when uninitialized." << LL_ENDL;
+}
+
+//============================================================================
+
+void LLPipeline::enableShadows(const bool enable_shadows)
+{
+ //should probably do something here to wrangle shadows....
+}
+
+S32 LLPipeline::getMaxLightingDetail() const
+{
+ /*if (mVertexShaderLevel[SHADER_OBJECT] >= LLDrawPoolSimple::SHADER_LEVEL_LOCAL_LIGHTS)
+ {
+ return 3;
+ }
+ else*/
+ {
+ return 1;
+ }
+}
+
+S32 LLPipeline::setLightingDetail(S32 level)
+{
+ refreshCachedSettings();
+
+ if (level < 0)
+ {
+ if (RenderLocalLights)
+ {
+ level = 1;
+ }
+ else
+ {
+ level = 0;
+ }
+ }
+ level = llclamp(level, 0, getMaxLightingDetail());
+ mLightingDetail = level;
+
+ return mLightingDetail;
+}
+
+class LLOctreeDirtyTexture : public OctreeTraveler
+{
+public:
+ const std::set<LLViewerFetchedTexture*>& mTextures;
+
+ LLOctreeDirtyTexture(const std::set<LLViewerFetchedTexture*>& textures) : mTextures(textures) { }
+
+ virtual void visit(const OctreeNode* node)
+ {
+ LLSpatialGroup* group = (LLSpatialGroup*) node->getListener(0);
+
+ if (!group->hasState(LLSpatialGroup::GEOM_DIRTY) && !group->isEmpty())
+ {
+ for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i)
+ {
+ for (LLSpatialGroup::drawmap_elem_t::iterator j = i->second.begin(); j != i->second.end(); ++j)
+ {
+ LLDrawInfo* params = *j;
+ LLViewerFetchedTexture* tex = LLViewerTextureManager::staticCastToFetchedTexture(params->mTexture);
+ if (tex && mTextures.find(tex) != mTextures.end())
+ {
+ group->setState(LLSpatialGroup::GEOM_DIRTY);
+ }
+ }
+ }
+ }
+
+ for (LLSpatialGroup::bridge_list_t::iterator i = group->mBridgeList.begin(); i != group->mBridgeList.end(); ++i)
+ {
+ LLSpatialBridge* bridge = *i;
+ traverse(bridge->mOctree);
+ }
+ }
+};
+
+// Called when a texture changes # of channels (causes faces to move to alpha pool)
+void LLPipeline::dirtyPoolObjectTextures(const std::set<LLViewerFetchedTexture*>& textures)
+{
+ assertInitialized();
+
+ // *TODO: This is inefficient and causes frame spikes; need a better way to do this
+ // Most of the time is spent in dirty.traverse.
+
+ for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
+ {
+ LLDrawPool *poolp = *iter;
+ if (poolp->isFacePool())
+ {
+ ((LLFacePool*) poolp)->dirtyTextures(textures);
+ }
+ }
+
+ LLOctreeDirtyTexture dirty(textures);
+ for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
+ iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+ {
+ LLViewerRegion* region = *iter;
+ for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+ {
+ LLSpatialPartition* part = region->getSpatialPartition(i);
+ if (part)
+ {
+ dirty.traverse(part->mOctree);
+ }
+ }
+ }
+}
+
+LLDrawPool *LLPipeline::findPool(const U32 type, LLViewerTexture *tex0)
+{
+ assertInitialized();
+
+ LLDrawPool *poolp = NULL;
+ switch( type )
+ {
+ case LLDrawPool::POOL_SIMPLE:
+ poolp = mSimplePool;
+ break;
+
+ case LLDrawPool::POOL_GRASS:
+ poolp = mGrassPool;
+ break;
+
+ case LLDrawPool::POOL_ALPHA_MASK:
+ poolp = mAlphaMaskPool;
+ break;
+
+ case LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK:
+ poolp = mFullbrightAlphaMaskPool;
+ break;
+
+ case LLDrawPool::POOL_FULLBRIGHT:
+ poolp = mFullbrightPool;
+ break;
+
+ case LLDrawPool::POOL_INVISIBLE:
+ poolp = mInvisiblePool;
+ break;
+
+ case LLDrawPool::POOL_GLOW:
+ poolp = mGlowPool;
+ break;
+
+ case LLDrawPool::POOL_TREE:
+ poolp = get_if_there(mTreePools, (uintptr_t)tex0, (LLDrawPool*)0 );
+ break;
+
+ case LLDrawPool::POOL_TERRAIN:
+ poolp = get_if_there(mTerrainPools, (uintptr_t)tex0, (LLDrawPool*)0 );
+ break;
+
+ case LLDrawPool::POOL_BUMP:
+ poolp = mBumpPool;
+ break;
+ case LLDrawPool::POOL_MATERIALS:
+ poolp = mMaterialsPool;
+ break;
+ case LLDrawPool::POOL_ALPHA:
+ poolp = mAlphaPool;
+ break;
+
+ case LLDrawPool::POOL_AVATAR:
+ break; // Do nothing
+
+ case LLDrawPool::POOL_SKY:
+ poolp = mSkyPool;
+ break;
+
+ case LLDrawPool::POOL_WATER:
+ poolp = mWaterPool;
+ break;
+
+ case LLDrawPool::POOL_GROUND:
+ poolp = mGroundPool;
+ break;
+
+ case LLDrawPool::POOL_WL_SKY:
+ poolp = mWLSkyPool;
+ break;
+
+ default:
+ llassert(0);
+ LL_ERRS() << "Invalid Pool Type in LLPipeline::findPool() type=" << type << LL_ENDL;
+ break;
+ }
+
+ return poolp;
+}
+
+
+LLDrawPool *LLPipeline::getPool(const U32 type, LLViewerTexture *tex0)
+{
+ LLDrawPool *poolp = findPool(type, tex0);
+ if (poolp)
+ {
+ return poolp;
+ }
+
+ LLDrawPool *new_poolp = LLDrawPool::createPool(type, tex0);
+ addPool( new_poolp );
+
+ return new_poolp;
+}
+
+
+// static
+LLDrawPool* LLPipeline::getPoolFromTE(const LLTextureEntry* te, LLViewerTexture* imagep)
+{
+ U32 type = getPoolTypeFromTE(te, imagep);
+ return gPipeline.getPool(type, imagep);
+}
+
+//static
+U32 LLPipeline::getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* imagep)
+{
+ if (!te || !imagep)
+ {
+ return 0;
+ }
+
+ LLMaterial* mat = te->getMaterialParams().get();
+
+ bool color_alpha = te->getColor().mV[3] < 0.999f;
+ bool alpha = color_alpha;
+ if (imagep)
+ {
+ alpha = alpha || (imagep->getComponents() == 4 && imagep->getType() != LLViewerTexture::MEDIA_TEXTURE) || (imagep->getComponents() == 2);
+ }
+
+ if (alpha && mat)
+ {
+ switch (mat->getDiffuseAlphaMode())
+ {
+ case 1:
+ alpha = true; // Material's alpha mode is set to blend. Toss it into the alpha draw pool.
+ break;
+ case 0: //alpha mode set to none, never go to alpha pool
+ case 3: //alpha mode set to emissive, never go to alpha pool
+ alpha = color_alpha;
+ break;
+ default: //alpha mode set to "mask", go to alpha pool if fullbright
+ alpha = color_alpha; // Material's alpha mode is set to none, mask, or emissive. Toss it into the opaque material draw pool.
+ break;
+ }
+ }
+
+ if (alpha)
+ {
+ return LLDrawPool::POOL_ALPHA;
+ }
+ else if ((te->getBumpmap() || te->getShiny()) && (!mat || mat->getNormalID().isNull()))
+ {
+ return LLDrawPool::POOL_BUMP;
+ }
+ else if (mat && !alpha)
+ {
+ return LLDrawPool::POOL_MATERIALS;
+ }
+ else
+ {
+ return LLDrawPool::POOL_SIMPLE;
+ }
+}
+
+
+void LLPipeline::addPool(LLDrawPool *new_poolp)
+{
+ assertInitialized();
+ mPools.insert(new_poolp);
+ addToQuickLookup( new_poolp );
+}
+
+void LLPipeline::allocDrawable(LLViewerObject *vobj)
+{
+ LLDrawable *drawable = new LLDrawable(vobj);
+ vobj->mDrawable = drawable;
+
+ //encompass completely sheared objects by taking
+ //the most extreme point possible (<1,1,0.5>)
+ drawable->setRadius(LLVector3(1,1,0.5f).scaleVec(vobj->getScale()).length());
+ if (vobj->isOrphaned())
+ {
+ drawable->setState(LLDrawable::FORCE_INVISIBLE);
+ }
+ drawable->updateXform(TRUE);
+}
+
+
+static LLTrace::BlockTimerStatHandle FTM_UNLINK("Unlink");
+static LLTrace::BlockTimerStatHandle FTM_REMOVE_FROM_MOVE_LIST("Movelist");
+static LLTrace::BlockTimerStatHandle FTM_REMOVE_FROM_SPATIAL_PARTITION("Spatial Partition");
+static LLTrace::BlockTimerStatHandle FTM_REMOVE_FROM_LIGHT_SET("Light Set");
+static LLTrace::BlockTimerStatHandle FTM_REMOVE_FROM_HIGHLIGHT_SET("Highlight Set");
+
+void LLPipeline::unlinkDrawable(LLDrawable *drawable)
+{
+ LL_RECORD_BLOCK_TIME(FTM_UNLINK);
+
+ assertInitialized();
+
+ LLPointer<LLDrawable> drawablep = drawable; // make sure this doesn't get deleted before we are done
+
+ // Based on flags, remove the drawable from the queues that it's on.
+ if (drawablep->isState(LLDrawable::ON_MOVE_LIST))
+ {
+ LL_RECORD_BLOCK_TIME(FTM_REMOVE_FROM_MOVE_LIST);
+ LLDrawable::drawable_vector_t::iterator iter = std::find(mMovedList.begin(), mMovedList.end(), drawablep);
+ if (iter != mMovedList.end())
+ {
+ mMovedList.erase(iter);
+ }
+ }
+
+ if (drawablep->getSpatialGroup())
+ {
+ LL_RECORD_BLOCK_TIME(FTM_REMOVE_FROM_SPATIAL_PARTITION);
+ if (!drawablep->getSpatialGroup()->getSpatialPartition()->remove(drawablep, drawablep->getSpatialGroup()))
+ {
+#ifdef LL_RELEASE_FOR_DOWNLOAD
+ LL_WARNS() << "Couldn't remove object from spatial group!" << LL_ENDL;
+#else
+ LL_ERRS() << "Couldn't remove object from spatial group!" << LL_ENDL;
+#endif
+ }
+ }
+
+ {
+ LL_RECORD_BLOCK_TIME(FTM_REMOVE_FROM_LIGHT_SET);
+ mLights.erase(drawablep);
+
+ for (light_set_t::iterator iter = mNearbyLights.begin();
+ iter != mNearbyLights.end(); iter++)
+ {
+ if (iter->drawable == drawablep)
+ {
+ mNearbyLights.erase(iter);
+ break;
+ }
+ }
+ }
+
+ {
+ LL_RECORD_BLOCK_TIME(FTM_REMOVE_FROM_HIGHLIGHT_SET);
+ HighlightItem item(drawablep);
+ mHighlightSet.erase(item);
+
+ if (mHighlightObject == drawablep)
+ {
+ mHighlightObject = NULL;
+ }
+ }
+
+ for (U32 i = 0; i < 2; ++i)
+ {
+ if (mShadowSpotLight[i] == drawablep)
+ {
+ mShadowSpotLight[i] = NULL;
+ }
+
+ if (mTargetShadowSpotLight[i] == drawablep)
+ {
+ mTargetShadowSpotLight[i] = NULL;
+ }
+ }
+
+
+}
+
+//static
+void LLPipeline::removeMutedAVsLights(LLVOAvatar* muted_avatar)
+{
+ LL_RECORD_BLOCK_TIME(FTM_REMOVE_FROM_LIGHT_SET);
+ for (light_set_t::iterator iter = gPipeline.mNearbyLights.begin();
+ iter != gPipeline.mNearbyLights.end(); iter++)
+ {
+ if (iter->drawable->getVObj()->isAttachment() && iter->drawable->getVObj()->getAvatar() == muted_avatar)
+ {
+ gPipeline.mLights.erase(iter->drawable);
+ gPipeline.mNearbyLights.erase(iter);
+ }
+ }
+}
+
+U32 LLPipeline::addObject(LLViewerObject *vobj)
+{
+ if (RenderDelayCreation)
+ {
+ mCreateQ.push_back(vobj);
+ }
+ else
+ {
+ createObject(vobj);
+ }
+
+ return 1;
+}
+
+void LLPipeline::createObjects(F32 max_dtime)
+{
+ LL_RECORD_BLOCK_TIME(FTM_PIPELINE_CREATE);
+
+ LLTimer update_timer;
+
+ while (!mCreateQ.empty() && update_timer.getElapsedTimeF32() < max_dtime)
+ {
+ LLViewerObject* vobj = mCreateQ.front();
+ if (!vobj->isDead())
+ {
+ createObject(vobj);
+ }
+ mCreateQ.pop_front();
+ }
+
+ //for (LLViewerObject::vobj_list_t::iterator iter = mCreateQ.begin(); iter != mCreateQ.end(); ++iter)
+ //{
+ // createObject(*iter);
+ //}
+
+ //mCreateQ.clear();
+}
+
+void LLPipeline::createObject(LLViewerObject* vobj)
+{
+ LLDrawable* drawablep = vobj->mDrawable;
+
+ if (!drawablep)
+ {
+ drawablep = vobj->createDrawable(this);
+ }
+ else
+ {
+ LL_ERRS() << "Redundant drawable creation!" << LL_ENDL;
+ }
+
+ llassert(drawablep);
+
+ if (vobj->getParent())
+ {
+ vobj->setDrawableParent(((LLViewerObject*)vobj->getParent())->mDrawable); // LLPipeline::addObject 1
+ }
+ else
+ {
+ vobj->setDrawableParent(NULL); // LLPipeline::addObject 2
+ }
+
+ markRebuild(drawablep, LLDrawable::REBUILD_ALL, TRUE);
+
+ if (drawablep->getVOVolume() && RenderAnimateRes)
+ {
+ // fun animated res
+ drawablep->updateXform(TRUE);
+ drawablep->clearState(LLDrawable::MOVE_UNDAMPED);
+ drawablep->setScale(LLVector3(0,0,0));
+ drawablep->makeActive();
+ }
+}
+
+
+void LLPipeline::resetFrameStats()
+{
+ assertInitialized();
+
+ sCompiles = 0;
+ mNumVisibleFaces = 0;
+
+ if (mOldRenderDebugMask != mRenderDebugMask)
+ {
+ gObjectList.clearDebugText();
+ mOldRenderDebugMask = mRenderDebugMask;
+ }
+}
+
+//external functions for asynchronous updating
+void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep)
+{
+ if (FreezeTime)
+ {
+ return;
+ }
+ if (!drawablep)
+ {
+ LL_ERRS() << "updateMove called with NULL drawablep" << LL_ENDL;
+ return;
+ }
+ if (drawablep->isState(LLDrawable::EARLY_MOVE))
+ {
+ return;
+ }
+
+ assertInitialized();
+
+ // update drawable now
+ drawablep->clearState(LLDrawable::MOVE_UNDAMPED); // force to DAMPED
+ drawablep->updateMove(); // returns done
+ drawablep->setState(LLDrawable::EARLY_MOVE); // flag says we already did an undamped move this frame
+ // Put on move list so that EARLY_MOVE gets cleared
+ if (!drawablep->isState(LLDrawable::ON_MOVE_LIST))
+ {
+ mMovedList.push_back(drawablep);
+ drawablep->setState(LLDrawable::ON_MOVE_LIST);
+ }
+}
+
+void LLPipeline::updateMoveNormalAsync(LLDrawable* drawablep)
+{
+ if (FreezeTime)
+ {
+ return;
+ }
+ if (!drawablep)
+ {
+ LL_ERRS() << "updateMove called with NULL drawablep" << LL_ENDL;
+ return;
+ }
+ if (drawablep->isState(LLDrawable::EARLY_MOVE))
+ {
+ return;
+ }
+
+ assertInitialized();
+
+ // update drawable now
+ drawablep->setState(LLDrawable::MOVE_UNDAMPED); // force to UNDAMPED
+ drawablep->updateMove();
+ drawablep->setState(LLDrawable::EARLY_MOVE); // flag says we already did an undamped move this frame
+ // Put on move list so that EARLY_MOVE gets cleared
+ if (!drawablep->isState(LLDrawable::ON_MOVE_LIST))
+ {
+ mMovedList.push_back(drawablep);
+ drawablep->setState(LLDrawable::ON_MOVE_LIST);
+ }
+}
+
+void LLPipeline::updateMovedList(LLDrawable::drawable_vector_t& moved_list)
+{
+ for (LLDrawable::drawable_vector_t::iterator iter = moved_list.begin();
+ iter != moved_list.end(); )
+ {
+ LLDrawable::drawable_vector_t::iterator curiter = iter++;
+ LLDrawable *drawablep = *curiter;
+ bool done = true;
+ if (!drawablep->isDead() && (!drawablep->isState(LLDrawable::EARLY_MOVE)))
+ {
+ done = drawablep->updateMove();
+ }
+ drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED);
+ if (done)
+ {
+ if (drawablep->isRoot())
+ {
+ drawablep->makeStatic();
+ }
+ drawablep->clearState(LLDrawable::ON_MOVE_LIST);
+ if (drawablep->isState(LLDrawable::ANIMATED_CHILD))
+ { //will likely not receive any future world matrix updates
+ // -- this keeps attachments from getting stuck in space and falling off your avatar
+ drawablep->clearState(LLDrawable::ANIMATED_CHILD);
+ markRebuild(drawablep, LLDrawable::REBUILD_VOLUME, TRUE);
+ if (drawablep->getVObj())
+ {
+ drawablep->getVObj()->dirtySpatialGroup(TRUE);
+ }
+ }
+ iter = moved_list.erase(curiter);
+ }
+ }
+}
+
+static LLTrace::BlockTimerStatHandle FTM_OCTREE_BALANCE("Balance Octree");
+static LLTrace::BlockTimerStatHandle FTM_UPDATE_MOVE("Update Move");
+static LLTrace::BlockTimerStatHandle FTM_RETEXTURE("Retexture");
+static LLTrace::BlockTimerStatHandle FTM_MOVED_LIST("Moved List");
+
+void LLPipeline::updateMove()
+{
+ LL_RECORD_BLOCK_TIME(FTM_UPDATE_MOVE);
+
+ if (FreezeTime)
+ {
+ return;
+ }
+
+ assertInitialized();
+
+ {
+ LL_RECORD_BLOCK_TIME(FTM_RETEXTURE);
+
+ for (LLDrawable::drawable_set_t::iterator iter = mRetexturedList.begin();
+ iter != mRetexturedList.end(); ++iter)
+ {
+ LLDrawable* drawablep = *iter;
+ if (drawablep && !drawablep->isDead())
+ {
+ drawablep->updateTexture();
+ }
+ }
+ mRetexturedList.clear();
+ }
+
+ {
+ LL_RECORD_BLOCK_TIME(FTM_MOVED_LIST);
+ updateMovedList(mMovedList);
+ }
+
+ //balance octrees
+ {
+ LL_RECORD_BLOCK_TIME(FTM_OCTREE_BALANCE);
+
+ for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
+ iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+ {
+ LLViewerRegion* region = *iter;
+ for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+ {
+ LLSpatialPartition* part = region->getSpatialPartition(i);
+ if (part)
+ {
+ part->mOctree->balance();
+ }
+ }
+
+ //balance the VO Cache tree
+ LLVOCachePartition* vo_part = region->getVOCachePartition();
+ if(vo_part)
+ {
+ vo_part->mOctree->balance();
+ }
+ }
+ }
+}
+
+/////////////////////////////////////////////////////////////////////////////
+// Culling and occlusion testing
+/////////////////////////////////////////////////////////////////////////////
+
+//static
+F32 LLPipeline::calcPixelArea(LLVector3 center, LLVector3 size, LLCamera &camera)
+{
+ LLVector3 lookAt = center - camera.getOrigin();
+ F32 dist = lookAt.length();
+
+ //ramp down distance for nearby objects
+ //shrink dist by dist/16.
+ if (dist < 16.f)
+ {
+ dist /= 16.f;
+ dist *= dist;
+ dist *= 16.f;
+ }
+
+ //get area of circle around node
+ F32 app_angle = atanf(size.length()/dist);
+ F32 radius = app_angle*LLDrawable::sCurPixelAngle;
+ return radius*radius * F_PI;
+}
+
+//static
+F32 LLPipeline::calcPixelArea(const LLVector4a& center, const LLVector4a& size, LLCamera &camera)
+{
+ LLVector4a origin;
+ origin.load3(camera.getOrigin().mV);
+
+ LLVector4a lookAt;
+ lookAt.setSub(center, origin);
+ F32 dist = lookAt.getLength3().getF32();
+
+ //ramp down distance for nearby objects
+ //shrink dist by dist/16.
+ if (dist < 16.f)
+ {
+ dist /= 16.f;
+ dist *= dist;
+ dist *= 16.f;
+ }
+
+ //get area of circle around node
+ F32 app_angle = atanf(size.getLength3().getF32()/dist);
+ F32 radius = app_angle*LLDrawable::sCurPixelAngle;
+ return radius*radius * F_PI;
+}
+
+void LLPipeline::grabReferences(LLCullResult& result)
+{
+ sCull = &result;
+}
+
+void LLPipeline::clearReferences()
+{
+ sCull = NULL;
+ mGroupSaveQ1.clear();
+}
+
+void check_references(LLSpatialGroup* group, LLDrawable* drawable)
+{
+ for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i)
+ {
+ if (drawable == (LLDrawable*)(*i)->getDrawable())
+ {
+ LL_ERRS() << "LLDrawable deleted while actively reference by LLPipeline." << LL_ENDL;
+ }
+ }
+}
+
+void check_references(LLDrawable* drawable, LLFace* face)
+{
+ for (S32 i = 0; i < drawable->getNumFaces(); ++i)
+ {
+ if (drawable->getFace(i) == face)
+ {
+ LL_ERRS() << "LLFace deleted while actively referenced by LLPipeline." << LL_ENDL;
+ }
+ }
+}
+
+void check_references(LLSpatialGroup* group, LLFace* face)
+{
+ for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i)
+ {
+ LLDrawable* drawable = (LLDrawable*)(*i)->getDrawable();
+ if(drawable)
+ {
+ check_references(drawable, face);
+ }
+}
+}
+
+void LLPipeline::checkReferences(LLFace* face)
+{
+#if CHECK_PIPELINE_REFERENCES
+ if (sCull)
+ {
+ for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
+ {
+ LLSpatialGroup* group = *iter;
+ check_references(group, face);
+ }
+
+ for (LLCullResult::sg_iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter)
+ {
+ LLSpatialGroup* group = *iter;
+ check_references(group, face);
+ }
+
+ for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
+ {
+ LLSpatialGroup* group = *iter;
+ check_references(group, face);
+ }
+
+ for (LLCullResult::drawable_iterator iter = sCull->beginVisibleList(); iter != sCull->endVisibleList(); ++iter)
+ {
+ LLDrawable* drawable = *iter;
+ check_references(drawable, face);
+ }
+ }
+#endif
+}
+
+void LLPipeline::checkReferences(LLDrawable* drawable)
+{
+#if CHECK_PIPELINE_REFERENCES
+ if (sCull)
+ {
+ for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
+ {
+ LLSpatialGroup* group = *iter;
+ check_references(group, drawable);
+ }
+
+ for (LLCullResult::sg_iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter)
+ {
+ LLSpatialGroup* group = *iter;
+ check_references(group, drawable);
+ }
+
+ for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
+ {
+ LLSpatialGroup* group = *iter;
+ check_references(group, drawable);
+ }
+
+ for (LLCullResult::drawable_iterator iter = sCull->beginVisibleList(); iter != sCull->endVisibleList(); ++iter)
+ {
+ if (drawable == *iter)
+ {
+ LL_ERRS() << "LLDrawable deleted while actively referenced by LLPipeline." << LL_ENDL;
+ }
+ }
+ }
+#endif
+}
+
+void check_references(LLSpatialGroup* group, LLDrawInfo* draw_info)
+{
+ for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i)
+ {
+ LLSpatialGroup::drawmap_elem_t& draw_vec = i->second;
+ for (LLSpatialGroup::drawmap_elem_t::iterator j = draw_vec.begin(); j != draw_vec.end(); ++j)
+ {
+ LLDrawInfo* params = *j;
+ if (params == draw_info)
+ {
+ LL_ERRS() << "LLDrawInfo deleted while actively referenced by LLPipeline." << LL_ENDL;
+ }
+ }
+ }
+}
+
+
+void LLPipeline::checkReferences(LLDrawInfo* draw_info)
+{
+#if CHECK_PIPELINE_REFERENCES
+ if (sCull)
+ {
+ for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
+ {
+ LLSpatialGroup* group = *iter;
+ check_references(group, draw_info);
+ }
+
+ for (LLCullResult::sg_iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter)
+ {
+ LLSpatialGroup* group = *iter;
+ check_references(group, draw_info);
+ }
+
+ for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
+ {
+ LLSpatialGroup* group = *iter;
+ check_references(group, draw_info);
+ }
+ }
+#endif
+}
+
+void LLPipeline::checkReferences(LLSpatialGroup* group)
+{
+#if CHECK_PIPELINE_REFERENCES
+ if (sCull)
+ {
+ for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
+ {
+ if (group == *iter)
+ {
+ LL_ERRS() << "LLSpatialGroup deleted while actively referenced by LLPipeline." << LL_ENDL;
+ }
+ }
+
+ for (LLCullResult::sg_iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter)
+ {
+ if (group == *iter)
+ {
+ LL_ERRS() << "LLSpatialGroup deleted while actively referenced by LLPipeline." << LL_ENDL;
+ }
+ }
+
+ for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
+ {
+ if (group == *iter)
+ {
+ LL_ERRS() << "LLSpatialGroup deleted while actively referenced by LLPipeline." << LL_ENDL;
+ }
+ }
+ }
+#endif
+}
+
+
+bool LLPipeline::visibleObjectsInFrustum(LLCamera& camera)
+{
+ for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
+ iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+ {
+ LLViewerRegion* region = *iter;
+
+ for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+ {
+ LLSpatialPartition* part = region->getSpatialPartition(i);
+ if (part)
+ {
+ if (hasRenderType(part->mDrawableType))
+ {
+ if (part->visibleObjectsInFrustum(camera))
+ {
+ return true;
+ }
+ }
+ }
+ }
+ }
+
+ return false;
+}
+
+bool LLPipeline::getVisibleExtents(LLCamera& camera, LLVector3& min, LLVector3& max)
+{
+ const F32 X = 65536.f;
+
+ min = LLVector3(X,X,X);
+ max = LLVector3(-X,-X,-X);
+
+ LLViewerCamera::eCameraID saved_camera_id = LLViewerCamera::sCurCameraID;
+ LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
+
+ bool res = true;
+
+ for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
+ iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+ {
+ LLViewerRegion* region = *iter;
+
+ for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+ {
+ LLSpatialPartition* part = region->getSpatialPartition(i);
+ if (part)
+ {
+ if (hasRenderType(part->mDrawableType))
+ {
+ if (!part->getVisibleExtents(camera, min, max))
+ {
+ res = false;
+ }
+ }
+ }
+ }
+ }
+
+ LLViewerCamera::sCurCameraID = saved_camera_id;
+
+ return res;
+}
+
+static LLTrace::BlockTimerStatHandle FTM_CULL("Object Culling");
+
+void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip, LLPlane* planep)
+{
+ static LLCachedControl<bool> use_occlusion(gSavedSettings,"UseOcclusion");
+ static bool can_use_occlusion = LLGLSLShader::sNoFixedFunction
+ && LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion")
+ && gGLManager.mHasOcclusionQuery;
+
+ LL_RECORD_BLOCK_TIME(FTM_CULL);
+
+ grabReferences(result);
+
+ sCull->clear();
+
+ bool to_texture = LLPipeline::sUseOcclusion > 1 &&
+ !hasRenderType(LLPipeline::RENDER_TYPE_HUD) &&
+ LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD &&
+ gPipeline.canUseVertexShaders() &&
+ sRenderGlow;
+
+ if (to_texture)
+ {
+ if (LLPipeline::sRenderDeferred)
+ {
+ mOcclusionDepth.bindTarget();
+ }
+ else
+ {
+ mScreen.bindTarget();
+ }
+ }
+
+ if (sUseOcclusion > 1)
+ {
+ gGL.setColorMask(false, false);
+ }
+
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadMatrix(gGLLastProjection);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+ gGLLastMatrix = NULL;
+ gGL.loadMatrix(gGLLastModelView);
+
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable test(GL_ALPHA_TEST);
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+
+ //setup a clip plane in projection matrix for reflection renders (prevents flickering from occlusion culling)
+ LLViewerRegion* region = gAgent.getRegion();
+ LLPlane plane;
+
+ if (planep)
+ {
+ plane = *planep;
+ }
+ else
+ {
+ if (region)
+ {
+ LLVector3 pnorm;
+ F32 height = region->getWaterHeight();
+ if (water_clip < 0)
+ { //camera is above water, clip plane points up
+ pnorm.setVec(0,0,1);
+ plane.setVec(pnorm, -height);
+ }
+ else if (water_clip > 0)
+ { //camera is below water, clip plane points down
+ pnorm = LLVector3(0,0,-1);
+ plane.setVec(pnorm, height);
+ }
+ }
+ }
+
+ glh::matrix4f modelview = get_last_modelview();
+ glh::matrix4f proj = get_last_projection();
+ LLGLUserClipPlane clip(plane, modelview, proj, water_clip != 0 && LLPipeline::sReflectionRender);
+
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+
+ bool bound_shader = false;
+ if (gPipeline.canUseVertexShaders() && LLGLSLShader::sCurBoundShader == 0)
+ { //if no shader is currently bound, use the occlusion shader instead of fixed function if we can
+ // (shadow render uses a special shader that clamps to clip planes)
+ bound_shader = true;
+ gOcclusionCubeProgram.bind();
+ }
+
+ if (sUseOcclusion > 1)
+ {
+ if (mCubeVB.isNull())
+ { //cube VB will be used for issuing occlusion queries
+ mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB);
+ }
+ mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ }
+
+ for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
+ iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+ {
+ LLViewerRegion* region = *iter;
+ if (water_clip != 0)
+ {
+ LLPlane plane(LLVector3(0,0, (F32) -water_clip), (F32) water_clip*region->getWaterHeight());
+ camera.setUserClipPlane(plane);
+ }
+ else
+ {
+ camera.disableUserClipPlane();
+ }
+
+ for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+ {
+ LLSpatialPartition* part = region->getSpatialPartition(i);
+ if (part)
+ {
+ if (hasRenderType(part->mDrawableType))
+ {
+ part->cull(camera);
+ }
+ }
+ }
+
+ //scan the VO Cache tree
+ LLVOCachePartition* vo_part = region->getVOCachePartition();
+ if(vo_part)
+ {
+ bool do_occlusion_cull = can_use_occlusion && use_occlusion && !gUseWireframe/* && !gViewerWindow->getProgressView()->getVisible()*/;
+ vo_part->cull(camera, do_occlusion_cull);
+ }
+ }
+
+ if (bound_shader)
+ {
+ gOcclusionCubeProgram.unbind();
+ }
+
+ camera.disableUserClipPlane();
+
+ if (hasRenderType(LLPipeline::RENDER_TYPE_SKY) &&
+ gSky.mVOSkyp.notNull() &&
+ gSky.mVOSkyp->mDrawable.notNull())
+ {
+ gSky.mVOSkyp->mDrawable->setVisible(camera);
+ sCull->pushDrawable(gSky.mVOSkyp->mDrawable);
+ gSky.updateCull();
+ stop_glerror();
+ }
+
+ if (hasRenderType(LLPipeline::RENDER_TYPE_GROUND) &&
+ !gPipeline.canUseWindLightShaders() &&
+ gSky.mVOGroundp.notNull() &&
+ gSky.mVOGroundp->mDrawable.notNull() &&
+ !LLPipeline::sWaterReflections)
+ {
+ gSky.mVOGroundp->mDrawable->setVisible(camera);
+ sCull->pushDrawable(gSky.mVOGroundp->mDrawable);
+ }
+
+
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+
+ if (sUseOcclusion > 1)
+ {
+ gGL.setColorMask(true, false);
+ }
+
+ if (to_texture)
+ {
+ if (LLPipeline::sRenderDeferred)
+ {
+ mOcclusionDepth.flush();
+ }
+ else
+ {
+ mScreen.flush();
+ }
+ }
+}
+
+void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera)
+{
+ if (group->isEmpty())
+ {
+ return;
+ }
+
+ group->setVisible();
+
+ if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
+ {
+ group->updateDistance(camera);
+ }
+
+ const F32 MINIMUM_PIXEL_AREA = 16.f;
+
+ if (group->mPixelArea < MINIMUM_PIXEL_AREA)
+ {
+ return;
+ }
+
+ const LLVector4a* bounds = group->getBounds();
+ if (sMinRenderSize > 0.f &&
+ llmax(llmax(bounds[1][0], bounds[1][1]), bounds[1][2]) < sMinRenderSize)
+ {
+ return;
+ }
+
+ assertInitialized();
+
+ if (!group->getSpatialPartition()->mRenderByGroup)
+ { //render by drawable
+ sCull->pushDrawableGroup(group);
+ }
+ else
+ { //render by group
+ sCull->pushVisibleGroup(group);
+ }
+
+ mNumVisibleNodes++;
+}
+
+void LLPipeline::markOccluder(LLSpatialGroup* group)
+{
+ if (sUseOcclusion > 1 && group && !group->isOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION))
+ {
+ LLSpatialGroup* parent = group->getParent();
+
+ if (!parent || !parent->isOcclusionState(LLSpatialGroup::OCCLUDED))
+ { //only mark top most occluders as active occlusion
+ sCull->pushOcclusionGroup(group);
+ group->setOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION);
+
+ if (parent &&
+ !parent->isOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION) &&
+ parent->getElementCount() == 0 &&
+ parent->needsUpdate())
+ {
+ sCull->pushOcclusionGroup(group);
+ parent->setOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION);
+ }
+ }
+ }
+}
+
+void LLPipeline::downsampleMinMaxDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space)
+{
+ LLGLSLShader* last_shader = LLGLSLShader::sCurBoundShaderPtr;
+
+ LLGLSLShader* shader = NULL;
+
+ if (scratch_space)
+ {
+ scratch_space->copyContents(source,
+ 0, 0, source.getWidth(), source.getHeight(),
+ 0, 0, scratch_space->getWidth(), scratch_space->getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ }
+
+ dest.bindTarget();
+ dest.clear(GL_COLOR_BUFFER_BIT); // dest should be an RG16F target
+
+ LLStrider<LLVector3> vert;
+ mDeferredVB->getVertexStrider(vert);
+ LLStrider<LLVector2> tc0;
+
+ vert[0].set(-1, 1, 0);
+ vert[1].set(-1, -3, 0);
+ vert[2].set(3, 1, 0);
+
+ if (source.getUsage() == LLTexUnit::TT_RECT_TEXTURE)
+ {
+ shader = &gDownsampleMinMaxDepthRectProgram;
+ shader->bind();
+ shader->uniform2f(sDelta, 1.f, 1.f);
+ shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, source.getWidth(), source.getHeight());
+ }
+ else
+ {
+ shader = &gDownsampleMinMaxDepthRectProgram;
+ shader->bind();
+ shader->uniform2f(sDelta, 1.f / source.getWidth(), 1.f / source.getHeight());
+ shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, 1.f, 1.f);
+ }
+
+ gGL.getTexUnit(0)->bind(scratch_space ? scratch_space : &source, TRUE);
+
+ {
+ LLGLDepthTest depth(GL_FALSE, GL_FALSE, GL_ALWAYS);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ }
+
+ dest.flush();
+
+ if (last_shader)
+ {
+ last_shader->bind();
+ }
+ else
+ {
+ shader->unbind();
+ }
+}
+
+void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space)
+{
+ LLGLSLShader* last_shader = LLGLSLShader::sCurBoundShaderPtr;
+
+ LLGLSLShader* shader = NULL;
+
+ if (scratch_space)
+ {
+ scratch_space->copyContents(source,
+ 0, 0, source.getWidth(), source.getHeight(),
+ 0, 0, scratch_space->getWidth(), scratch_space->getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
+ }
+
+ dest.bindTarget();
+ dest.clear(GL_DEPTH_BUFFER_BIT);
+
+ LLStrider<LLVector3> vert;
+ mDeferredVB->getVertexStrider(vert);
+ LLStrider<LLVector2> tc0;
+
+ vert[0].set(-1,1,0);
+ vert[1].set(-1,-3,0);
+ vert[2].set(3,1,0);
+
+ if (source.getUsage() == LLTexUnit::TT_RECT_TEXTURE)
+ {
+ shader = &gDownsampleDepthRectProgram;
+ shader->bind();
+ shader->uniform2f(sDelta, 1.f, 1.f);
+ shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, source.getWidth(), source.getHeight());
+ }
+ else
+ {
+ shader = &gDownsampleDepthProgram;
+ shader->bind();
+ shader->uniform2f(sDelta, 1.f/source.getWidth(), 1.f/source.getHeight());
+ shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, 1.f, 1.f);
+ }
+
+ gGL.getTexUnit(0)->bind(scratch_space ? scratch_space : &source, TRUE);
+
+ {
+ LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ }
+
+ dest.flush();
+
+ if (last_shader)
+ {
+ last_shader->bind();
+ }
+ else
+ {
+ shader->unbind();
+ }
+}
+
+void LLPipeline::doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space)
+{
+ downsampleDepthBuffer(source, dest, scratch_space);
+ dest.bindTarget();
+ doOcclusion(camera);
+ dest.flush();
+}
+
+void LLPipeline::doOcclusion(LLCamera& camera)
+{
+ if (LLPipeline::sUseOcclusion > 1 && !LLSpatialPartition::sTeleportRequested &&
+ (sCull->hasOcclusionGroups() || LLVOCachePartition::sNeedsOcclusionCheck))
+ {
+ LLVertexBuffer::unbind();
+
+ if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION))
+ {
+ gGL.setColorMask(true, false, false, false);
+ }
+ else
+ {
+ gGL.setColorMask(false, false);
+ }
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable test(GL_ALPHA_TEST);
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+
+ LLGLDisable cull(GL_CULL_FACE);
+
+
+ bool bind_shader = LLGLSLShader::sNoFixedFunction && LLGLSLShader::sCurBoundShader == 0;
+ if (bind_shader)
+ {
+ if (LLPipeline::sShadowRender)
+ {
+ gDeferredShadowCubeProgram.bind();
+ }
+ else
+ {
+ gOcclusionCubeProgram.bind();
+ }
+ }
+
+ if (mCubeVB.isNull())
+ { //cube VB will be used for issuing occlusion queries
+ mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB);
+ }
+ mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
+ for (LLCullResult::sg_iterator iter = sCull->beginOcclusionGroups(); iter != sCull->endOcclusionGroups(); ++iter)
+ {
+ LLSpatialGroup* group = *iter;
+ group->doOcclusion(&camera);
+ group->clearOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION);
+ }
+
+ //apply occlusion culling to object cache tree
+ for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
+ iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+ {
+ LLVOCachePartition* vo_part = (*iter)->getVOCachePartition();
+ if(vo_part)
+ {
+ vo_part->processOccluders(&camera);
+ }
+ }
+
+ if (bind_shader)
+ {
+ if (LLPipeline::sShadowRender)
+ {
+ gDeferredShadowCubeProgram.unbind();
+ }
+ else
+ {
+ gOcclusionCubeProgram.unbind();
+ }
+ }
+
+ gGL.setColorMask(true, false);
+ }
+}
+
+bool LLPipeline::updateDrawableGeom(LLDrawable* drawablep, bool priority)
+{
+ bool update_complete = drawablep->updateGeometry(priority);
+ if (update_complete && assertInitialized())
+ {
+ drawablep->setState(LLDrawable::BUILT);
+ }
+ return update_complete;
+}
+
+static LLTrace::BlockTimerStatHandle FTM_SEED_VBO_POOLS("Seed VBO Pool");
+
+static LLTrace::BlockTimerStatHandle FTM_UPDATE_GL("Update GL");
+
+void LLPipeline::updateGL()
+{
+ {
+ LL_RECORD_BLOCK_TIME(FTM_UPDATE_GL);
+ while (!LLGLUpdate::sGLQ.empty())
+ {
+ LLGLUpdate* glu = LLGLUpdate::sGLQ.front();
+ glu->updateGL();
+ glu->mInQ = FALSE;
+ LLGLUpdate::sGLQ.pop_front();
+ }
+ }
+
+ { //seed VBO Pools
+ LL_RECORD_BLOCK_TIME(FTM_SEED_VBO_POOLS);
+ LLVertexBuffer::seedPools();
+ }
+}
+
+static LLTrace::BlockTimerStatHandle FTM_REBUILD_PRIORITY_GROUPS("Rebuild Priority Groups");
+
+void LLPipeline::clearRebuildGroups()
+{
+ LLSpatialGroup::sg_vector_t hudGroups;
+
+ mGroupQ1Locked = true;
+ // Iterate through all drawables on the priority build queue,
+ for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ1.begin();
+ iter != mGroupQ1.end(); ++iter)
+ {
+ LLSpatialGroup* group = *iter;
+
+ // If the group contains HUD objects, save the group
+ if (group->isHUDGroup())
+ {
+ hudGroups.push_back(group);
+ }
+ // Else, no HUD objects so clear the build state
+ else
+ {
+ group->clearState(LLSpatialGroup::IN_BUILD_Q1);
+ }
+ }
+
+ // Clear the group
+ mGroupQ1.clear();
+
+ // Copy the saved HUD groups back in
+ mGroupQ1.assign(hudGroups.begin(), hudGroups.end());
+ mGroupQ1Locked = false;
+
+ // Clear the HUD groups
+ hudGroups.clear();
+
+ mGroupQ2Locked = true;
+ for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ2.begin();
+ iter != mGroupQ2.end(); ++iter)
+ {
+ LLSpatialGroup* group = *iter;
+
+ // If the group contains HUD objects, save the group
+ if (group->isHUDGroup())
+ {
+ hudGroups.push_back(group);
+ }
+ // Else, no HUD objects so clear the build state
+ else
+ {
+ group->clearState(LLSpatialGroup::IN_BUILD_Q2);
+ }
+ }
+ // Clear the group
+ mGroupQ2.clear();
+
+ // Copy the saved HUD groups back in
+ mGroupQ2.assign(hudGroups.begin(), hudGroups.end());
+ mGroupQ2Locked = false;
+}
+
+void LLPipeline::clearRebuildDrawables()
+{
+ // Clear all drawables on the priority build queue,
+ for (LLDrawable::drawable_list_t::iterator iter = mBuildQ1.begin();
+ iter != mBuildQ1.end(); ++iter)
+ {
+ LLDrawable* drawablep = *iter;
+ if (drawablep && !drawablep->isDead())
+ {
+ drawablep->clearState(LLDrawable::IN_REBUILD_Q2);
+ drawablep->clearState(LLDrawable::IN_REBUILD_Q1);
+ }
+ }
+ mBuildQ1.clear();
+
+ // clear drawables on the non-priority build queue
+ for (LLDrawable::drawable_list_t::iterator iter = mBuildQ2.begin();
+ iter != mBuildQ2.end(); ++iter)
+ {
+ LLDrawable* drawablep = *iter;
+ if (!drawablep->isDead())
+ {
+ drawablep->clearState(LLDrawable::IN_REBUILD_Q2);
+ }
+ }
+ mBuildQ2.clear();
+
+ //clear all moving bridges
+ for (LLDrawable::drawable_vector_t::iterator iter = mMovedBridge.begin();
+ iter != mMovedBridge.end(); ++iter)
+ {
+ LLDrawable *drawablep = *iter;
+ drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED | LLDrawable::ON_MOVE_LIST | LLDrawable::ANIMATED_CHILD);
+ }
+ mMovedBridge.clear();
+
+ //clear all moving drawables
+ for (LLDrawable::drawable_vector_t::iterator iter = mMovedList.begin();
+ iter != mMovedList.end(); ++iter)
+ {
+ LLDrawable *drawablep = *iter;
+ drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED | LLDrawable::ON_MOVE_LIST | LLDrawable::ANIMATED_CHILD);
+ }
+ mMovedList.clear();
+}
+
+void LLPipeline::rebuildPriorityGroups()
+{
+ LL_RECORD_BLOCK_TIME(FTM_REBUILD_PRIORITY_GROUPS);
+ LLTimer update_timer;
+ assertInitialized();
+
+ gMeshRepo.notifyLoadedMeshes();
+
+ mGroupQ1Locked = true;
+ // Iterate through all drawables on the priority build queue,
+ for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ1.begin();
+ iter != mGroupQ1.end(); ++iter)
+ {
+ LLSpatialGroup* group = *iter;
+ group->rebuildGeom();
+ group->clearState(LLSpatialGroup::IN_BUILD_Q1);
+ }
+
+ mGroupSaveQ1 = mGroupQ1;
+ mGroupQ1.clear();
+ mGroupQ1Locked = false;
+
+}
+
+static LLTrace::BlockTimerStatHandle FTM_REBUILD_GROUPS("Rebuild Groups");
+
+void LLPipeline::rebuildGroups()
+{
+ if (mGroupQ2.empty())
+ {
+ return;
+ }
+
+ LL_RECORD_BLOCK_TIME(FTM_REBUILD_GROUPS);
+ mGroupQ2Locked = true;
+ // Iterate through some drawables on the non-priority build queue
+ S32 size = (S32) mGroupQ2.size();
+ S32 min_count = llclamp((S32) ((F32) (size * size)/4096*0.25f), 1, size);
+
+ S32 count = 0;
+
+ std::sort(mGroupQ2.begin(), mGroupQ2.end(), LLSpatialGroup::CompareUpdateUrgency());
+
+ LLSpatialGroup::sg_vector_t::iterator iter;
+ LLSpatialGroup::sg_vector_t::iterator last_iter = mGroupQ2.begin();
+
+ for (iter = mGroupQ2.begin();
+ iter != mGroupQ2.end() && count <= min_count; ++iter)
+ {
+ LLSpatialGroup* group = *iter;
+ last_iter = iter;
+
+ if (!group->isDead())
+ {
+ group->rebuildGeom();
+
+ if (group->getSpatialPartition()->mRenderByGroup)
+ {
+ count++;
+ }
+ }
+
+ group->clearState(LLSpatialGroup::IN_BUILD_Q2);
+ }
+
+ mGroupQ2.erase(mGroupQ2.begin(), ++last_iter);
+
+ mGroupQ2Locked = false;
+
+ updateMovedList(mMovedBridge);
+}
+
+void LLPipeline::updateGeom(F32 max_dtime)
+{
+ LLTimer update_timer;
+ LLPointer<LLDrawable> drawablep;
+
+ LL_RECORD_BLOCK_TIME(FTM_GEO_UPDATE);
+
+ assertInitialized();
+
+ // notify various object types to reset internal cost metrics, etc.
+ // for now, only LLVOVolume does this to throttle LOD changes
+ LLVOVolume::preUpdateGeom();
+
+ // Iterate through all drawables on the priority build queue,
+ for (LLDrawable::drawable_list_t::iterator iter = mBuildQ1.begin();
+ iter != mBuildQ1.end();)
+ {
+ LLDrawable::drawable_list_t::iterator curiter = iter++;
+ LLDrawable* drawablep = *curiter;
+ if (drawablep && !drawablep->isDead())
+ {
+ if (drawablep->isState(LLDrawable::IN_REBUILD_Q2))
+ {
+ drawablep->clearState(LLDrawable::IN_REBUILD_Q2);
+ LLDrawable::drawable_list_t::iterator find = std::find(mBuildQ2.begin(), mBuildQ2.end(), drawablep);
+ if (find != mBuildQ2.end())
+ {
+ mBuildQ2.erase(find);
+ }
+ }
+
+ if (drawablep->isUnload())
+ {
+ drawablep->unload();
+ drawablep->clearState(LLDrawable::FOR_UNLOAD);
+ }
+
+ if (updateDrawableGeom(drawablep, TRUE))
+ {
+ drawablep->clearState(LLDrawable::IN_REBUILD_Q1);
+ mBuildQ1.erase(curiter);
+ }
+ }
+ else
+ {
+ mBuildQ1.erase(curiter);
+ }
+ }
+
+ // Iterate through some drawables on the non-priority build queue
+ S32 min_count = 16;
+ S32 size = (S32) mBuildQ2.size();
+ if (size > 1024)
+ {
+ min_count = llclamp((S32) (size * (F32) size/4096), 16, size);
+ }
+
+ S32 count = 0;
+
+ max_dtime = llmax(update_timer.getElapsedTimeF32()+0.001f, F32SecondsImplicit(max_dtime));
+ LLSpatialGroup* last_group = NULL;
+ LLSpatialBridge* last_bridge = NULL;
+
+ for (LLDrawable::drawable_list_t::iterator iter = mBuildQ2.begin();
+ iter != mBuildQ2.end(); )
+ {
+ LLDrawable::drawable_list_t::iterator curiter = iter++;
+ LLDrawable* drawablep = *curiter;
+
+ LLSpatialBridge* bridge = drawablep->isRoot() ? drawablep->getSpatialBridge() :
+ drawablep->getParent()->getSpatialBridge();
+
+ if (drawablep->getSpatialGroup() != last_group &&
+ (!last_bridge || bridge != last_bridge) &&
+ (update_timer.getElapsedTimeF32() >= max_dtime) && count > min_count)
+ {
+ break;
+ }
+
+ //make sure updates don't stop in the middle of a spatial group
+ //to avoid thrashing (objects are enqueued by group)
+ last_group = drawablep->getSpatialGroup();
+ last_bridge = bridge;
+
+ bool update_complete = true;
+ if (!drawablep->isDead())
+ {
+ update_complete = updateDrawableGeom(drawablep, FALSE);
+ count++;
+ }
+ if (update_complete)
+ {
+ drawablep->clearState(LLDrawable::IN_REBUILD_Q2);
+ mBuildQ2.erase(curiter);
+ }
+ }
+
+ updateMovedList(mMovedBridge);
+}
+
+void LLPipeline::markVisible(LLDrawable *drawablep, LLCamera& camera)
+{
+ if(drawablep && !drawablep->isDead())
+ {
+ if (drawablep->isSpatialBridge())
+ {
+ const LLDrawable* root = ((LLSpatialBridge*) drawablep)->mDrawable;
+ llassert(root); // trying to catch a bad assumption
+
+ if (root && // // this test may not be needed, see above
+ root->getVObj()->isAttachment())
+ {
+ LLDrawable* rootparent = root->getParent();
+ if (rootparent) // this IS sometimes NULL
+ {
+ LLViewerObject *vobj = rootparent->getVObj();
+ llassert(vobj); // trying to catch a bad assumption
+ if (vobj) // this test may not be needed, see above
+ {
+ LLVOAvatar* av = vobj->asAvatar();
+ if (av && (av->isImpostor()
+ || av->isInMuteList()
+ || (LLVOAvatar::AV_DO_NOT_RENDER == av->getVisualMuteSettings() && !av->needsImpostorUpdate()) ))
+ {
+ return;
+ }
+ }
+ }
+ }
+ sCull->pushBridge((LLSpatialBridge*) drawablep);
+ }
+ else
+ {
+
+ sCull->pushDrawable(drawablep);
+ }
+
+ drawablep->setVisible(camera);
+ }
+}
+
+void LLPipeline::markMoved(LLDrawable *drawablep, bool damped_motion)
+{
+ if (!drawablep)
+ {
+ //LL_ERRS() << "Sending null drawable to moved list!" << LL_ENDL;
+ return;
+ }
+
+ if (drawablep->isDead())
+ {
+ LL_WARNS() << "Marking NULL or dead drawable moved!" << LL_ENDL;
+ return;
+ }
+
+ if (drawablep->getParent())
+ {
+ //ensure that parent drawables are moved first
+ markMoved(drawablep->getParent(), damped_motion);
+ }
+
+ assertInitialized();
+
+ if (!drawablep->isState(LLDrawable::ON_MOVE_LIST))
+ {
+ if (drawablep->isSpatialBridge())
+ {
+ mMovedBridge.push_back(drawablep);
+ }
+ else
+ {
+ mMovedList.push_back(drawablep);
+ }
+ drawablep->setState(LLDrawable::ON_MOVE_LIST);
+ }
+ if (! damped_motion)
+ {
+ drawablep->setState(LLDrawable::MOVE_UNDAMPED); // UNDAMPED trumps DAMPED
+ }
+ else if (drawablep->isState(LLDrawable::MOVE_UNDAMPED))
+ {
+ drawablep->clearState(LLDrawable::MOVE_UNDAMPED);
+ }
+}
+
+void LLPipeline::markShift(LLDrawable *drawablep)
+{
+ if (!drawablep || drawablep->isDead())
+ {
+ return;
+ }
+
+ assertInitialized();
+
+ if (!drawablep->isState(LLDrawable::ON_SHIFT_LIST))
+ {
+ drawablep->getVObj()->setChanged(LLXform::SHIFTED | LLXform::SILHOUETTE);
+ if (drawablep->getParent())
+ {
+ markShift(drawablep->getParent());
+ }
+ mShiftList.push_back(drawablep);
+ drawablep->setState(LLDrawable::ON_SHIFT_LIST);
+ }
+}
+
+static LLTrace::BlockTimerStatHandle FTM_SHIFT_DRAWABLE("Shift Drawable");
+static LLTrace::BlockTimerStatHandle FTM_SHIFT_OCTREE("Shift Octree");
+static LLTrace::BlockTimerStatHandle FTM_SHIFT_HUD("Shift HUD");
+
+void LLPipeline::shiftObjects(const LLVector3 &offset)
+{
+ assertInitialized();
+
+ glClear(GL_DEPTH_BUFFER_BIT);
+ gDepthDirty = true;
+
+ LLVector4a offseta;
+ offseta.load3(offset.mV);
+
+ {
+ LL_RECORD_BLOCK_TIME(FTM_SHIFT_DRAWABLE);
+
+ for (LLDrawable::drawable_vector_t::iterator iter = mShiftList.begin();
+ iter != mShiftList.end(); iter++)
+ {
+ LLDrawable *drawablep = *iter;
+ if (drawablep->isDead())
+ {
+ continue;
+ }
+ drawablep->shiftPos(offseta);
+ drawablep->clearState(LLDrawable::ON_SHIFT_LIST);
+ }
+ mShiftList.resize(0);
+ }
+
+
+ {
+ LL_RECORD_BLOCK_TIME(FTM_SHIFT_OCTREE);
+ for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
+ iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+ {
+ LLViewerRegion* region = *iter;
+ for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+ {
+ LLSpatialPartition* part = region->getSpatialPartition(i);
+ if (part)
+ {
+ part->shift(offseta);
+ }
+ }
+ }
+ }
+
+ {
+ LL_RECORD_BLOCK_TIME(FTM_SHIFT_HUD);
+ LLHUDText::shiftAll(offset);
+ LLHUDNameTag::shiftAll(offset);
+ }
+ display_update_camera();
+}
+
+void LLPipeline::markTextured(LLDrawable *drawablep)
+{
+ if (drawablep && !drawablep->isDead() && assertInitialized())
+ {
+ mRetexturedList.insert(drawablep);
+ }
+}
+
+void LLPipeline::markGLRebuild(LLGLUpdate* glu)
+{
+ if (glu && !glu->mInQ)
+ {
+ LLGLUpdate::sGLQ.push_back(glu);
+ glu->mInQ = TRUE;
+ }
+}
+
+void LLPipeline::markPartitionMove(LLDrawable* drawable)
+{
+ if (!drawable->isState(LLDrawable::PARTITION_MOVE) &&
+ !drawable->getPositionGroup().equals3(LLVector4a::getZero()))
+ {
+ drawable->setState(LLDrawable::PARTITION_MOVE);
+ mPartitionQ.push_back(drawable);
+ }
+}
+
+static LLTrace::BlockTimerStatHandle FTM_PROCESS_PARTITIONQ("PartitionQ");
+void LLPipeline::processPartitionQ()
+{
+ LL_RECORD_BLOCK_TIME(FTM_PROCESS_PARTITIONQ);
+ for (LLDrawable::drawable_list_t::iterator iter = mPartitionQ.begin(); iter != mPartitionQ.end(); ++iter)
+ {
+ LLDrawable* drawable = *iter;
+ if (!drawable->isDead())
+ {
+ drawable->updateBinRadius();
+ drawable->movePartition();
+ }
+ drawable->clearState(LLDrawable::PARTITION_MOVE);
+ }
+
+ mPartitionQ.clear();
+}
+
+void LLPipeline::markMeshDirty(LLSpatialGroup* group)
+{
+ mMeshDirtyGroup.push_back(group);
+}
+
+void LLPipeline::markRebuild(LLSpatialGroup* group, bool priority)
+{
+ if (group && !group->isDead() && group->getSpatialPartition())
+ {
+ if (group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD)
+ {
+ priority = true;
+ }
+
+ if (priority)
+ {
+ if (!group->hasState(LLSpatialGroup::IN_BUILD_Q1))
+ {
+ llassert_always(!mGroupQ1Locked);
+
+ mGroupQ1.push_back(group);
+ group->setState(LLSpatialGroup::IN_BUILD_Q1);
+
+ if (group->hasState(LLSpatialGroup::IN_BUILD_Q2))
+ {
+ LLSpatialGroup::sg_vector_t::iterator iter = std::find(mGroupQ2.begin(), mGroupQ2.end(), group);
+ if (iter != mGroupQ2.end())
+ {
+ mGroupQ2.erase(iter);
+ }
+ group->clearState(LLSpatialGroup::IN_BUILD_Q2);
+ }
+ }
+ }
+ else if (!group->hasState(LLSpatialGroup::IN_BUILD_Q2 | LLSpatialGroup::IN_BUILD_Q1))
+ {
+ llassert_always(!mGroupQ2Locked);
+ mGroupQ2.push_back(group);
+ group->setState(LLSpatialGroup::IN_BUILD_Q2);
+
+ }
+ }
+}
+
+void LLPipeline::markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag, bool priority)
+{
+ if (drawablep && !drawablep->isDead() && assertInitialized())
+ {
+ if (!drawablep->isState(LLDrawable::BUILT))
+ {
+ priority = true;
+ }
+ if (priority)
+ {
+ if (!drawablep->isState(LLDrawable::IN_REBUILD_Q1))
+ {
+ mBuildQ1.push_back(drawablep);
+ drawablep->setState(LLDrawable::IN_REBUILD_Q1); // mark drawable as being in priority queue
+ }
+ }
+ else if (!drawablep->isState(LLDrawable::IN_REBUILD_Q2))
+ {
+ mBuildQ2.push_back(drawablep);
+ drawablep->setState(LLDrawable::IN_REBUILD_Q2); // need flag here because it is just a list
+ }
+ if (flag & (LLDrawable::REBUILD_VOLUME | LLDrawable::REBUILD_POSITION))
+ {
+ drawablep->getVObj()->setChanged(LLXform::SILHOUETTE);
+ }
+ drawablep->setState(flag);
+ }
+}
+
+static LLTrace::BlockTimerStatHandle FTM_RESET_DRAWORDER("Reset Draw Order");
+
+void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result)
+{
+ if (hasAnyRenderType(LLPipeline::RENDER_TYPE_AVATAR,
+ LLPipeline::RENDER_TYPE_GROUND,
+ LLPipeline::RENDER_TYPE_TERRAIN,
+ LLPipeline::RENDER_TYPE_TREE,
+ LLPipeline::RENDER_TYPE_SKY,
+ LLPipeline::RENDER_TYPE_VOIDWATER,
+ LLPipeline::RENDER_TYPE_WATER,
+ LLPipeline::END_RENDER_TYPES))
+ {
+ //clear faces from face pools
+ LL_RECORD_BLOCK_TIME(FTM_RESET_DRAWORDER);
+ gPipeline.resetDrawOrders();
+ }
+
+ LL_RECORD_BLOCK_TIME(FTM_STATESORT);
+
+ //LLVertexBuffer::unbind();
+
+ grabReferences(result);
+ for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
+ {
+ LLSpatialGroup* group = *iter;
+ group->checkOcclusion();
+ if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED))
+ {
+ markOccluder(group);
+ }
+ else
+ {
+ group->setVisible();
+ for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i)
+ {
+ markVisible((LLDrawable*)(*i)->getDrawable(), camera);
+ }
+
+ if (!sDelayVBUpdate)
+ { //rebuild mesh as soon as we know it's visible
+ group->rebuildMesh();
+ }
+ }
+ }
+
+ if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
+ {
+ LLSpatialGroup* last_group = NULL;
+ BOOL fov_changed = LLViewerCamera::getInstance()->isDefaultFOVChanged();
+ for (LLCullResult::bridge_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i)
+ {
+ LLCullResult::bridge_iterator cur_iter = i;
+ LLSpatialBridge* bridge = *cur_iter;
+ LLSpatialGroup* group = bridge->getSpatialGroup();
+
+ if (last_group == NULL)
+ {
+ last_group = group;
+ }
+
+ if (!bridge->isDead() && group && !group->isOcclusionState(LLSpatialGroup::OCCLUDED))
+ {
+ stateSort(bridge, camera, fov_changed);
+ }
+
+ if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD &&
+ last_group != group && last_group->changeLOD())
+ {
+ last_group->mLastUpdateDistance = last_group->mDistance;
+ }
+
+ last_group = group;
+ }
+
+ if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD &&
+ last_group && last_group->changeLOD())
+ {
+ last_group->mLastUpdateDistance = last_group->mDistance;
+ }
+ }
+
+ for (LLCullResult::sg_iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
+ {
+ LLSpatialGroup* group = *iter;
+ group->checkOcclusion();
+ if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED))
+ {
+ markOccluder(group);
+ }
+ else
+ {
+ group->setVisible();
+ stateSort(group, camera);
+
+ if (!sDelayVBUpdate)
+ { //rebuild mesh as soon as we know it's visible
+ group->rebuildMesh();
+ }
+ }
+ }
+
+ {
+ LL_RECORD_BLOCK_TIME(FTM_STATESORT_DRAWABLE);
+ for (LLCullResult::drawable_iterator iter = sCull->beginVisibleList();
+ iter != sCull->endVisibleList(); ++iter)
+ {
+ LLDrawable *drawablep = *iter;
+ if (!drawablep->isDead())
+ {
+ stateSort(drawablep, camera);
+ }
+ }
+ }
+
+ postSort(camera);
+}
+
+void LLPipeline::stateSort(LLSpatialGroup* group, LLCamera& camera)
+{
+ if (group->changeLOD())
+ {
+ for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i)
+ {
+ stateSort((LLDrawable*)(*i)->getDrawable(), camera);
+ }
+
+ if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
+ { //avoid redundant stateSort calls
+ group->mLastUpdateDistance = group->mDistance;
+ }
+ }
+
+}
+
+void LLPipeline::stateSort(LLSpatialBridge* bridge, LLCamera& camera, BOOL fov_changed)
+{
+ if (bridge->getSpatialGroup()->changeLOD() || fov_changed)
+ {
+ bool force_update = false;
+ bridge->updateDistance(camera, force_update);
+ }
+}
+
+void LLPipeline::stateSort(LLDrawable* drawablep, LLCamera& camera)
+{
+ if (!drawablep
+ || drawablep->isDead()
+ || !hasRenderType(drawablep->getRenderType()))
+ {
+ return;
+ }
+
+ if (LLSelectMgr::getInstance()->mHideSelectedObjects)
+ {
+ if (drawablep->getVObj().notNull() &&
+ drawablep->getVObj()->isSelected())
+ {
+ return;
+ }
+ }
+
+ if (drawablep->isAvatar())
+ { //don't draw avatars beyond render distance or if we don't have a spatial group.
+ if ((drawablep->getSpatialGroup() == NULL) ||
+ (drawablep->getSpatialGroup()->mDistance > LLVOAvatar::sRenderDistance))
+ {
+ return;
+ }
+
+ LLVOAvatar* avatarp = (LLVOAvatar*) drawablep->getVObj().get();
+ if (!avatarp->isVisible())
+ {
+ return;
+ }
+ }
+
+ assertInitialized();
+
+ if (hasRenderType(drawablep->mRenderType))
+ {
+ if (!drawablep->isState(LLDrawable::INVISIBLE|LLDrawable::FORCE_INVISIBLE))
+ {
+ drawablep->setVisible(camera, NULL, FALSE);
+ }
+ }
+
+ if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
+ {
+ //if (drawablep->isVisible()) isVisible() check here is redundant, if it wasn't visible, it wouldn't be here
+ {
+ if (!drawablep->isActive())
+ {
+ bool force_update = false;
+ drawablep->updateDistance(camera, force_update);
+ }
+ else if (drawablep->isAvatar())
+ {
+ bool force_update = false;
+ drawablep->updateDistance(camera, force_update); // calls vobj->updateLOD() which calls LLVOAvatar::updateVisibility()
+ }
+ }
+ }
+
+ if (!drawablep->getVOVolume())
+ {
+ for (LLDrawable::face_list_t::iterator iter = drawablep->mFaces.begin();
+ iter != drawablep->mFaces.end(); iter++)
+ {
+ LLFace* facep = *iter;
+
+ if (facep->hasGeometry())
+ {
+ if (facep->getPool())
+ {
+ facep->getPool()->enqueue(facep);
+ }
+ else
+ {
+ break;
+ }
+ }
+ }
+ }
+
+ mNumVisibleFaces += drawablep->getNumFaces();
+}
+
+
+void forAllDrawables(LLCullResult::sg_iterator begin,
+ LLCullResult::sg_iterator end,
+ void (*func)(LLDrawable*))
+{
+ for (LLCullResult::sg_iterator i = begin; i != end; ++i)
+ {
+ for (LLSpatialGroup::element_iter j = (*i)->getDataBegin(); j != (*i)->getDataEnd(); ++j)
+ {
+ if((*j)->hasDrawable())
+ {
+ func((LLDrawable*)(*j)->getDrawable());
+ }
+ }
+ }
+}
+
+void LLPipeline::forAllVisibleDrawables(void (*func)(LLDrawable*))
+{
+ forAllDrawables(sCull->beginDrawableGroups(), sCull->endDrawableGroups(), func);
+ forAllDrawables(sCull->beginVisibleGroups(), sCull->endVisibleGroups(), func);
+}
+
+//function for creating scripted beacons
+void renderScriptedBeacons(LLDrawable* drawablep)
+{
+ LLViewerObject *vobj = drawablep->getVObj();
+ if (vobj
+ && !vobj->isAvatar()
+ && !vobj->getParent()
+ && vobj->flagScripted())
+ {
+ if (gPipeline.sRenderBeacons)
+ {
+ gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
+ }
+
+ if (gPipeline.sRenderHighlight)
+ {
+ S32 face_id;
+ S32 count = drawablep->getNumFaces();
+ for (face_id = 0; face_id < count; face_id++)
+ {
+ LLFace * facep = drawablep->getFace(face_id);
+ if (facep)
+ {
+ gPipeline.mHighlightFaces.push_back(facep);
+ }
+ }
+ }
+ }
+}
+
+void renderScriptedTouchBeacons(LLDrawable* drawablep)
+{
+ LLViewerObject *vobj = drawablep->getVObj();
+ if (vobj
+ && !vobj->isAvatar()
+ && !vobj->getParent()
+ && vobj->flagScripted()
+ && vobj->flagHandleTouch())
+ {
+ if (gPipeline.sRenderBeacons)
+ {
+ gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
+ }
+
+ if (gPipeline.sRenderHighlight)
+ {
+ S32 face_id;
+ S32 count = drawablep->getNumFaces();
+ for (face_id = 0; face_id < count; face_id++)
+ {
+ LLFace * facep = drawablep->getFace(face_id);
+ if (facep)
+ {
+ gPipeline.mHighlightFaces.push_back(facep);
+ }
+ }
+ }
+}
+}
+
+void renderPhysicalBeacons(LLDrawable* drawablep)
+{
+ LLViewerObject *vobj = drawablep->getVObj();
+ if (vobj
+ && !vobj->isAvatar()
+ //&& !vobj->getParent()
+ && vobj->flagUsePhysics())
+ {
+ if (gPipeline.sRenderBeacons)
+ {
+ gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(0.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
+ }
+
+ if (gPipeline.sRenderHighlight)
+ {
+ S32 face_id;
+ S32 count = drawablep->getNumFaces();
+ for (face_id = 0; face_id < count; face_id++)
+ {
+ LLFace * facep = drawablep->getFace(face_id);
+ if (facep)
+ {
+ gPipeline.mHighlightFaces.push_back(facep);
+ }
+ }
+ }
+}
+}
+
+void renderMOAPBeacons(LLDrawable* drawablep)
+{
+ LLViewerObject *vobj = drawablep->getVObj();
+
+ if(!vobj || vobj->isAvatar())
+ return;
+
+ bool beacon=false;
+ U8 tecount=vobj->getNumTEs();
+ for(int x=0;x<tecount;x++)
+ {
+ if(vobj->getTE(x)->hasMedia())
+ {
+ beacon=true;
+ break;
+ }
+ }
+ if(beacon)
+ {
+ if (gPipeline.sRenderBeacons)
+ {
+ gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 1.f, 1.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
+ }
+
+ if (gPipeline.sRenderHighlight)
+ {
+ S32 face_id;
+ S32 count = drawablep->getNumFaces();
+ for (face_id = 0; face_id < count; face_id++)
+ {
+ LLFace * facep = drawablep->getFace(face_id);
+ if (facep)
+ {
+ gPipeline.mHighlightFaces.push_back(facep);
+ }
+ }
+ }
+}
+}
+
+void renderParticleBeacons(LLDrawable* drawablep)
+{
+ // Look for attachments, objects, etc.
+ LLViewerObject *vobj = drawablep->getVObj();
+ if (vobj
+ && vobj->isParticleSource())
+ {
+ if (gPipeline.sRenderBeacons)
+ {
+ LLColor4 light_blue(0.5f, 0.5f, 1.f, 0.5f);
+ gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", light_blue, LLColor4(1.f, 1.f, 1.f, 0.5f), LLPipeline::DebugBeaconLineWidth);
+ }
+
+ if (gPipeline.sRenderHighlight)
+ {
+ S32 face_id;
+ S32 count = drawablep->getNumFaces();
+ for (face_id = 0; face_id < count; face_id++)
+ {
+ LLFace * facep = drawablep->getFace(face_id);
+ if (facep)
+ {
+ gPipeline.mHighlightFaces.push_back(facep);
+ }
+ }
+ }
+}
+}
+
+void renderSoundHighlights(LLDrawable* drawablep)
+{
+ // Look for attachments, objects, etc.
+ LLViewerObject *vobj = drawablep->getVObj();
+ if (vobj && vobj->isAudioSource())
+ {
+ if (gPipeline.sRenderHighlight)
+ {
+ S32 face_id;
+ S32 count = drawablep->getNumFaces();
+ for (face_id = 0; face_id < count; face_id++)
+ {
+ LLFace * facep = drawablep->getFace(face_id);
+ if (facep)
+ {
+ gPipeline.mHighlightFaces.push_back(facep);
+ }
+ }
+ }
+}
+}
+
+void LLPipeline::postSort(LLCamera& camera)
+{
+ LL_RECORD_BLOCK_TIME(FTM_STATESORT_POSTSORT);
+
+ assertInitialized();
+
+ LL_PUSH_CALLSTACKS();
+ //rebuild drawable geometry
+ for (LLCullResult::sg_iterator i = sCull->beginDrawableGroups(); i != sCull->endDrawableGroups(); ++i)
+ {
+ LLSpatialGroup* group = *i;
+ if (!sUseOcclusion ||
+ !group->isOcclusionState(LLSpatialGroup::OCCLUDED))
+ {
+ group->rebuildGeom();
+ }
+ }
+ LL_PUSH_CALLSTACKS();
+ //rebuild groups
+ sCull->assertDrawMapsEmpty();
+
+ rebuildPriorityGroups();
+ LL_PUSH_CALLSTACKS();
+
+
+ //build render map
+ for (LLCullResult::sg_iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i)
+ {
+ LLSpatialGroup* group = *i;
+ if ((sUseOcclusion &&
+ group->isOcclusionState(LLSpatialGroup::OCCLUDED)) ||
+ (RenderAutoHideSurfaceAreaLimit > 0.f &&
+ group->mSurfaceArea > RenderAutoHideSurfaceAreaLimit*llmax(group->mObjectBoxSize, 10.f)))
+ {
+ continue;
+ }
+
+ if (group->hasState(LLSpatialGroup::NEW_DRAWINFO) && group->hasState(LLSpatialGroup::GEOM_DIRTY))
+ { //no way this group is going to be drawable without a rebuild
+ group->rebuildGeom();
+ }
+
+ for (LLSpatialGroup::draw_map_t::iterator j = group->mDrawMap.begin(); j != group->mDrawMap.end(); ++j)
+ {
+ LLSpatialGroup::drawmap_elem_t& src_vec = j->second;
+ if (!hasRenderType(j->first))
+ {
+ continue;
+ }
+
+ for (LLSpatialGroup::drawmap_elem_t::iterator k = src_vec.begin(); k != src_vec.end(); ++k)
+ {
+ if (sMinRenderSize > 0.f)
+ {
+ LLVector4a bounds;
+ bounds.setSub((*k)->mExtents[1],(*k)->mExtents[0]);
+
+ if (llmax(llmax(bounds[0], bounds[1]), bounds[2]) > sMinRenderSize)
+ {
+ sCull->pushDrawInfo(j->first, *k);
+ }
+ }
+ else
+ {
+ sCull->pushDrawInfo(j->first, *k);
+ }
+ }
+ }
+
+ if (hasRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA))
+ {
+ LLSpatialGroup::draw_map_t::iterator alpha = group->mDrawMap.find(LLRenderPass::PASS_ALPHA);
+
+ if (alpha != group->mDrawMap.end())
+ { //store alpha groups for sorting
+ LLSpatialBridge* bridge = group->getSpatialPartition()->asBridge();
+ if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
+ {
+ if (bridge)
+ {
+ LLCamera trans_camera = bridge->transformCamera(camera);
+ group->updateDistance(trans_camera);
+ }
+ else
+ {
+ group->updateDistance(camera);
+ }
+ }
+
+ if (hasRenderType(LLDrawPool::POOL_ALPHA))
+ {
+ sCull->pushAlphaGroup(group);
+ }
+ }
+ }
+ }
+
+ //flush particle VB
+ if (LLVOPartGroup::sVB)
+ {
+ LLVOPartGroup::sVB->flush();
+ }
+ else
+ {
+ LL_WARNS_ONCE() << "Missing particle buffer" << LL_ENDL;
+ }
+
+ /*bool use_transform_feedback = gTransformPositionProgram.mProgramObject && !mMeshDirtyGroup.empty();
+
+ if (use_transform_feedback)
+ { //place a query around potential transform feedback code for synchronization
+ mTransformFeedbackPrimitives = 0;
+
+ if (!mMeshDirtyQueryObject)
+ {
+ glGenQueriesARB(1, &mMeshDirtyQueryObject);
+ }
+
+
+ glBeginQueryARB(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, mMeshDirtyQueryObject);
+ }*/
+
+ //pack vertex buffers for groups that chose to delay their updates
+ for (LLSpatialGroup::sg_vector_t::iterator iter = mMeshDirtyGroup.begin(); iter != mMeshDirtyGroup.end(); ++iter)
+ {
+ (*iter)->rebuildMesh();
+ }
+
+ /*if (use_transform_feedback)
+ {
+ glEndQueryARB(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
+ }*/
+
+ mMeshDirtyGroup.clear();
+
+ if (!sShadowRender)
+ {
+ std::sort(sCull->beginAlphaGroups(), sCull->endAlphaGroups(), LLSpatialGroup::CompareDepthGreater());
+ }
+
+ LL_PUSH_CALLSTACKS();
+ // only render if the flag is set. The flag is only set if we are in edit mode or the toggle is set in the menus
+ if (LLFloaterReg::instanceVisible("beacons") && !sShadowRender)
+ {
+ if (sRenderScriptedTouchBeacons)
+ {
+ // Only show the beacon on the root object.
+ forAllVisibleDrawables(renderScriptedTouchBeacons);
+ }
+ else
+ if (sRenderScriptedBeacons)
+ {
+ // Only show the beacon on the root object.
+ forAllVisibleDrawables(renderScriptedBeacons);
+ }
+
+ if (sRenderPhysicalBeacons)
+ {
+ // Only show the beacon on the root object.
+ forAllVisibleDrawables(renderPhysicalBeacons);
+ }
+
+ if(sRenderMOAPBeacons)
+ {
+ forAllVisibleDrawables(renderMOAPBeacons);
+ }
+
+ if (sRenderParticleBeacons)
+ {
+ forAllVisibleDrawables(renderParticleBeacons);
+ }
+
+ // If god mode, also show audio cues
+ if (sRenderSoundBeacons && gAudiop)
+ {
+ // Walk all sound sources and render out beacons for them. Note, this isn't done in the ForAllVisibleDrawables function, because some are not visible.
+ LLAudioEngine::source_map::iterator iter;
+ for (iter = gAudiop->mAllSources.begin(); iter != gAudiop->mAllSources.end(); ++iter)
+ {
+ LLAudioSource *sourcep = iter->second;
+
+ LLVector3d pos_global = sourcep->getPositionGlobal();
+ LLVector3 pos = gAgent.getPosAgentFromGlobal(pos_global);
+ if (gPipeline.sRenderBeacons)
+ {
+ //pos += LLVector3(0.f, 0.f, 0.2f);
+ gObjectList.addDebugBeacon(pos, "", LLColor4(1.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), DebugBeaconLineWidth);
+ }
+ }
+ // now deal with highlights for all those seeable sound sources
+ forAllVisibleDrawables(renderSoundHighlights);
+ }
+ }
+ LL_PUSH_CALLSTACKS();
+ // If managing your telehub, draw beacons at telehub and currently selected spawnpoint.
+ if (LLFloaterTelehub::renderBeacons())
+ {
+ LLFloaterTelehub::addBeacons();
+ }
+
+ if (!sShadowRender)
+ {
+ mSelectedFaces.clear();
+
+ LLPipeline::setRenderHighlightTextureChannel(gFloaterTools->getPanelFace()->getTextureChannelToEdit());
+
+ // Draw face highlights for selected faces.
+ if (LLSelectMgr::getInstance()->getTEMode())
+ {
+ struct f : public LLSelectedTEFunctor
+ {
+ virtual bool apply(LLViewerObject* object, S32 te)
+ {
+ if (object->mDrawable)
+ {
+ LLFace * facep = object->mDrawable->getFace(te);
+ if (facep)
+ {
+ gPipeline.mSelectedFaces.push_back(facep);
+ }
+ }
+ return true;
+ }
+ } func;
+ LLSelectMgr::getInstance()->getSelection()->applyToTEs(&func);
+ }
+ }
+
+ //LLSpatialGroup::sNoDelete = FALSE;
+ LL_PUSH_CALLSTACKS();
+}
+
+
+void render_hud_elements()
+{
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_UI);
+ gPipeline.disableLights();
+
+ LLGLDisable fog(GL_FOG);
+ LLGLSUIDefault gls_ui;
+
+ LLGLEnable stencil(GL_STENCIL_TEST);
+ glStencilFunc(GL_ALWAYS, 255, 0xFFFFFFFF);
+ glStencilMask(0xFFFFFFFF);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+
+ gGL.color4f(1,1,1,1);
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+
+ if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
+ {
+ LLGLEnable multisample(LLPipeline::RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
+ gViewerWindow->renderSelections(FALSE, FALSE, FALSE); // For HUD version in render_ui_3d()
+
+ // Draw the tracking overlays
+ LLTracker::render3D();
+
+ // Show the property lines
+ LLWorld::getInstance()->renderPropertyLines();
+ LLViewerParcelMgr::getInstance()->render();
+ LLViewerParcelMgr::getInstance()->renderParcelCollision();
+
+ // Render name tags.
+ LLHUDObject::renderAll();
+ }
+ else if (gForceRenderLandFence)
+ {
+ // This is only set when not rendering the UI, for parcel snapshots
+ LLViewerParcelMgr::getInstance()->render();
+ }
+ else if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
+ {
+ LLHUDText::renderAllHUD();
+ }
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.unbind();
+ }
+ gGL.flush();
+}
+
+void LLPipeline::renderHighlights()
+{
+ assertInitialized();
+
+ // Draw 3D UI elements here (before we clear the Z buffer in POOL_HUD)
+ // Render highlighted faces.
+ LLGLSPipelineAlpha gls_pipeline_alpha;
+ LLColor4 color(1.f, 1.f, 1.f, 0.5f);
+ LLGLEnable color_mat(GL_COLOR_MATERIAL);
+ disableLights();
+
+ if (!hasRenderType(LLPipeline::RENDER_TYPE_HUD) && !mHighlightSet.empty())
+ { //draw blurry highlight image over screen
+ LLGLEnable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
+ LLGLDisable test(GL_ALPHA_TEST);
+
+ LLGLEnable stencil(GL_STENCIL_TEST);
+ gGL.flush();
+ glStencilMask(0xFFFFFFFF);
+ glClearStencil(1);
+ glClear(GL_STENCIL_BUFFER_BIT);
+
+ glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF);
+ glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
+
+ gGL.setColorMask(false, false);
+ for (std::set<HighlightItem>::iterator iter = mHighlightSet.begin(); iter != mHighlightSet.end(); ++iter)
+ {
+ renderHighlight(iter->mItem->getVObj(), 1.f);
+ }
+ gGL.setColorMask(true, false);
+
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF);
+
+ //gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
+
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+
+ gGL.getTexUnit(0)->bind(&mHighlight);
+
+ LLVector2 tc1;
+ LLVector2 tc2;
+
+ tc1.setVec(0,0);
+ tc2.setVec(2,2);
+
+ gGL.begin(LLRender::TRIANGLES);
+
+ F32 scale = RenderHighlightBrightness;
+ LLColor4 color = RenderHighlightColor;
+ F32 thickness = RenderHighlightThickness;
+
+ for (S32 pass = 0; pass < 2; ++pass)
+ {
+ if (pass == 0)
+ {
+ gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
+ }
+ else
+ {
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+ }
+
+ for (S32 i = 0; i < 8; ++i)
+ {
+ for (S32 j = 0; j < 8; ++j)
+ {
+ LLVector2 tc(i-4+0.5f, j-4+0.5f);
+
+ F32 dist = 1.f-(tc.length()/sqrtf(32.f));
+ dist *= scale/64.f;
+
+ tc *= thickness;
+ tc.mV[0] = (tc.mV[0])/mHighlight.getWidth();
+ tc.mV[1] = (tc.mV[1])/mHighlight.getHeight();
+
+ gGL.color4f(color.mV[0],
+ color.mV[1],
+ color.mV[2],
+ color.mV[3]*dist);
+
+ gGL.texCoord2f(tc.mV[0]+tc1.mV[0], tc.mV[1]+tc2.mV[1]);
+ gGL.vertex2f(-1,3);
+
+ gGL.texCoord2f(tc.mV[0]+tc1.mV[0], tc.mV[1]+tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
+
+ gGL.texCoord2f(tc.mV[0]+tc2.mV[0], tc.mV[1]+tc1.mV[1]);
+ gGL.vertex2f(3,-1);
+ }
+ }
+ }
+
+ gGL.end();
+
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+
+ //gGL.setSceneBlendType(LLRender::BT_ALPHA);
+ }
+
+ if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
+ {
+ gHighlightProgram.bind();
+ gGL.diffuseColor4f(1,1,1,0.5f);
+ }
+
+ if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && !mFaceSelectImagep)
+ {
+ mFaceSelectImagep = LLViewerTextureManager::getFetchedTexture(IMG_FACE_SELECT);
+ }
+
+ if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::DIFFUSE_MAP))
+ {
+ // Make sure the selection image gets downloaded and decoded
+ mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA);
+
+ U32 count = mSelectedFaces.size();
+ for (U32 i = 0; i < count; i++)
+ {
+ LLFace *facep = mSelectedFaces[i];
+ if (!facep || facep->getDrawable()->isDead())
+ {
+ LL_ERRS() << "Bad face on selection" << LL_ENDL;
+ return;
+ }
+
+ facep->renderSelected(mFaceSelectImagep, color);
+ }
+ }
+
+ if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
+ {
+ // Paint 'em red!
+ color.setVec(1.f, 0.f, 0.f, 0.5f);
+
+ int count = mHighlightFaces.size();
+ for (S32 i = 0; i < count; i++)
+ {
+ LLFace* facep = mHighlightFaces[i];
+ facep->renderSelected(LLViewerTexture::sNullImagep, color);
+ }
+ }
+
+ // Contains a list of the faces of objects that are physical or
+ // have touch-handlers.
+ mHighlightFaces.clear();
+
+ if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)
+ {
+ gHighlightProgram.unbind();
+ }
+
+
+ if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::NORMAL_MAP))
+ {
+ color.setVec(1.0f, 0.5f, 0.5f, 0.5f);
+ if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
+ {
+ gHighlightNormalProgram.bind();
+ gGL.diffuseColor4f(1,1,1,0.5f);
+ }
+
+ mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA);
+
+ U32 count = mSelectedFaces.size();
+ for (U32 i = 0; i < count; i++)
+ {
+ LLFace *facep = mSelectedFaces[i];
+ if (!facep || facep->getDrawable()->isDead())
+ {
+ LL_ERRS() << "Bad face on selection" << LL_ENDL;
+ return;
+ }
+
+ facep->renderSelected(mFaceSelectImagep, color);
+ }
+
+ if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
+ {
+ gHighlightNormalProgram.unbind();
+ }
+ }
+
+ if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::SPECULAR_MAP))
+ {
+ color.setVec(0.0f, 0.3f, 1.0f, 0.8f);
+ if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
+ {
+ gHighlightSpecularProgram.bind();
+ gGL.diffuseColor4f(1,1,1,0.5f);
+ }
+
+ mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA);
+
+ U32 count = mSelectedFaces.size();
+ for (U32 i = 0; i < count; i++)
+ {
+ LLFace *facep = mSelectedFaces[i];
+ if (!facep || facep->getDrawable()->isDead())
+ {
+ LL_ERRS() << "Bad face on selection" << LL_ENDL;
+ return;
+ }
+
+ facep->renderSelected(mFaceSelectImagep, color);
+ }
+
+ if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
+ {
+ gHighlightSpecularProgram.unbind();
+ }
+ }
+}
+
+//debug use
+U32 LLPipeline::sCurRenderPoolType = 0 ;
+
+void LLPipeline::renderGeom(LLCamera& camera, bool forceVBOUpdate)
+{
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY);
+
+ assertInitialized();
+
+ F32 saved_modelview[16];
+ F32 saved_projection[16];
+
+ //HACK: preserve/restore matrices around HUD render
+ if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
+ {
+ for (U32 i = 0; i < 16; i++)
+ {
+ saved_modelview[i] = gGLModelView[i];
+ saved_projection[i] = gGLProjection[i];
+ }
+ }
+
+ ///////////////////////////////////////////
+ //
+ // Sync and verify GL state
+ //
+ //
+
+ stop_glerror();
+
+ LLVertexBuffer::unbind();
+
+ // Do verification of GL state
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
+ LLGLState::checkClientArrays();
+ if (mRenderDebugMask & RENDER_DEBUG_VERIFY)
+ {
+ if (!verify())
+ {
+ LL_ERRS() << "Pipeline verification failed!" << LL_ENDL;
+ }
+ }
+
+ LLAppViewer::instance()->pingMainloopTimeout("Pipeline:ForceVBO");
+
+ // Initialize lots of GL state to "safe" values
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+
+ LLGLSPipeline gls_pipeline;
+ LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
+
+ LLGLState gls_color_material(GL_COLOR_MATERIAL, mLightingDetail < 2);
+
+ // Toggle backface culling for debugging
+ LLGLEnable cull_face(mBackfaceCull ? GL_CULL_FACE : 0);
+ // Set fog
+ bool use_fog = hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOG);
+ LLGLEnable fog_enable(use_fog &&
+ !gPipeline.canUseWindLightShadersOnObjects() ? GL_FOG : 0);
+ gSky.updateFog(camera.getFar());
+ if (!use_fog)
+ {
+ sUnderWaterRender = false;
+ }
+
+ gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sDefaultImagep);
+ LLViewerFetchedTexture::sDefaultImagep->setAddressMode(LLTexUnit::TAM_WRAP);
+
+
+ //////////////////////////////////////////////
+ //
+ // Actually render all of the geometry
+ //
+ //
+ stop_glerror();
+
+ LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDrawPools");
+
+ for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
+ {
+ LLDrawPool *poolp = *iter;
+ if (hasRenderType(poolp->getType()))
+ {
+ poolp->prerender();
+ }
+ }
+
+ {
+ LL_RECORD_BLOCK_TIME(FTM_POOLS);
+
+ // HACK: don't calculate local lights if we're rendering the HUD!
+ // Removing this check will cause bad flickering when there are
+ // HUD elements being rendered AND the user is in flycam mode -nyx
+ if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
+ {
+ calcNearbyLights(camera);
+ setupHWLights(NULL);
+ }
+
+ bool occlude = sUseOcclusion > 1;
+ U32 cur_type = 0;
+
+ pool_set_t::iterator iter1 = mPools.begin();
+ while ( iter1 != mPools.end() )
+ {
+ LLDrawPool *poolp = *iter1;
+
+ cur_type = poolp->getType();
+
+ //debug use
+ sCurRenderPoolType = cur_type ;
+
+ if (occlude && cur_type >= LLDrawPool::POOL_GRASS)
+ {
+ occlude = false;
+ gGLLastMatrix = NULL;
+ gGL.loadMatrix(gGLModelView);
+ LLGLSLShader::bindNoShader();
+ doOcclusion(camera);
+ }
+
+ pool_set_t::iterator iter2 = iter1;
+ if (hasRenderType(poolp->getType()) && poolp->getNumPasses() > 0)
+ {
+ LL_RECORD_BLOCK_TIME(FTM_POOLRENDER);
+
+ gGLLastMatrix = NULL;
+ gGL.loadMatrix(gGLModelView);
+
+ for( S32 i = 0; i < poolp->getNumPasses(); i++ )
+ {
+ LLVertexBuffer::unbind();
+ poolp->beginRenderPass(i);
+ for (iter2 = iter1; iter2 != mPools.end(); iter2++)
+ {
+ LLDrawPool *p = *iter2;
+ if (p->getType() != cur_type)
+ {
+ break;
+ }
+
+ if ( !p->getSkipRenderFlag() ) { p->render(i); }
+ }
+ poolp->endRenderPass(i);
+ LLVertexBuffer::unbind();
+ if (gDebugGL)
+ {
+ std::string msg = llformat("pass %d", i);
+ LLGLState::checkStates(msg);
+ //LLGLState::checkTextureChannels(msg);
+ //LLGLState::checkClientArrays(msg);
+ }
+ }
+ }
+ else
+ {
+ // Skip all pools of this type
+ for (iter2 = iter1; iter2 != mPools.end(); iter2++)
+ {
+ LLDrawPool *p = *iter2;
+ if (p->getType() != cur_type)
+ {
+ break;
+ }
+ }
+ }
+ iter1 = iter2;
+ stop_glerror();
+ }
+
+ LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDrawPoolsEnd");
+
+ LLVertexBuffer::unbind();
+
+ gGLLastMatrix = NULL;
+ gGL.loadMatrix(gGLModelView);
+
+ if (occlude)
+ {
+ occlude = false;
+ gGLLastMatrix = NULL;
+ gGL.loadMatrix(gGLModelView);
+ LLGLSLShader::bindNoShader();
+ doOcclusion(camera);
+ }
+ }
+
+ LLVertexBuffer::unbind();
+ LLGLState::checkStates();
+
+ if (!LLPipeline::sImpostorRender)
+ {
+ LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderHighlights");
+
+ if (!sReflectionRender)
+ {
+ renderHighlights();
+ }
+
+ // Contains a list of the faces of objects that are physical or
+ // have touch-handlers.
+ mHighlightFaces.clear();
+
+ LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDebug");
+
+ renderDebug();
+
+ LLVertexBuffer::unbind();
+
+ if (!LLPipeline::sReflectionRender && !LLPipeline::sRenderDeferred)
+ {
+ if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
+ {
+ // Render debugging beacons.
+ gObjectList.renderObjectBeacons();
+ gObjectList.resetObjectBeacons();
+ }
+ else
+ {
+ // Make sure particle effects disappear
+ LLHUDObject::renderAllForTimer();
+ }
+ }
+ else
+ {
+ // Make sure particle effects disappear
+ LLHUDObject::renderAllForTimer();
+ }
+
+ LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomEnd");
+
+ //HACK: preserve/restore matrices around HUD render
+ if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
+ {
+ for (U32 i = 0; i < 16; i++)
+ {
+ gGLModelView[i] = saved_modelview[i];
+ gGLProjection[i] = saved_projection[i];
+ }
+ }
+ }
+
+ LLVertexBuffer::unbind();
+
+ LLGLState::checkStates();
+// LLGLState::checkTextureChannels();
+// LLGLState::checkClientArrays();
+}
+
+void LLPipeline::renderGeomDeferred(LLCamera& camera)
+{
+ LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomDeferred");
+
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY);
+
+ LL_RECORD_BLOCK_TIME(FTM_DEFERRED_POOLS);
+
+ LLGLEnable cull(GL_CULL_FACE);
+
+ for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
+ {
+ LLDrawPool *poolp = *iter;
+ if (hasRenderType(poolp->getType()))
+ {
+ poolp->prerender();
+ }
+ }
+
+ LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
+
+ LLVertexBuffer::unbind();
+
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
+ LLGLState::checkClientArrays();
+
+ U32 cur_type = 0;
+
+ gGL.setColorMask(true, true);
+
+ pool_set_t::iterator iter1 = mPools.begin();
+
+ while ( iter1 != mPools.end() )
+ {
+ LLDrawPool *poolp = *iter1;
+
+ cur_type = poolp->getType();
+
+ pool_set_t::iterator iter2 = iter1;
+ if (hasRenderType(poolp->getType()) && poolp->getNumDeferredPasses() > 0)
+ {
+ LL_RECORD_BLOCK_TIME(FTM_DEFERRED_POOLRENDER);
+
+ gGLLastMatrix = NULL;
+ gGL.loadMatrix(gGLModelView);
+
+ for( S32 i = 0; i < poolp->getNumDeferredPasses(); i++ )
+ {
+ LLVertexBuffer::unbind();
+ poolp->beginDeferredPass(i);
+ for (iter2 = iter1; iter2 != mPools.end(); iter2++)
+ {
+ LLDrawPool *p = *iter2;
+ if (p->getType() != cur_type)
+ {
+ break;
+ }
+
+ if ( !p->getSkipRenderFlag() ) { p->renderDeferred(i); }
+ }
+ poolp->endDeferredPass(i);
+ LLVertexBuffer::unbind();
+
+ if (gDebugGL || gDebugPipeline)
+ {
+ LLGLState::checkStates();
+ }
+ }
+ }
+ else
+ {
+ // Skip all pools of this type
+ for (iter2 = iter1; iter2 != mPools.end(); iter2++)
+ {
+ LLDrawPool *p = *iter2;
+ if (p->getType() != cur_type)
+ {
+ break;
+ }
+ }
+ }
+ iter1 = iter2;
+ stop_glerror();
+ }
+
+ gGLLastMatrix = NULL;
+ gGL.loadMatrix(gGLModelView);
+
+ gGL.setColorMask(true, false);
+}
+
+void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion)
+{
+ LL_RECORD_BLOCK_TIME(FTM_POST_DEFERRED_POOLS);
+ U32 cur_type = 0;
+
+ LLGLEnable cull(GL_CULL_FACE);
+
+ LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
+
+ calcNearbyLights(camera);
+ setupHWLights(NULL);
+
+ gGL.setColorMask(true, false);
+
+ pool_set_t::iterator iter1 = mPools.begin();
+ bool occlude = LLPipeline::sUseOcclusion > 1 && do_occlusion;
+
+ while ( iter1 != mPools.end() )
+ {
+ LLDrawPool *poolp = *iter1;
+
+ cur_type = poolp->getType();
+
+ if (occlude && cur_type >= LLDrawPool::POOL_GRASS)
+ {
+ occlude = false;
+ gGLLastMatrix = NULL;
+ gGL.loadMatrix(gGLModelView);
+ LLGLSLShader::bindNoShader();
+ doOcclusion(camera, mScreen, mOcclusionDepth, &mDeferredDepth);
+ gGL.setColorMask(true, false);
+ }
+
+ pool_set_t::iterator iter2 = iter1;
+ if (hasRenderType(poolp->getType()) && poolp->getNumPostDeferredPasses() > 0)
+ {
+ LL_RECORD_BLOCK_TIME(FTM_POST_DEFERRED_POOLRENDER);
+
+ gGLLastMatrix = NULL;
+ gGL.loadMatrix(gGLModelView);
+
+ for( S32 i = 0; i < poolp->getNumPostDeferredPasses(); i++ )
+ {
+ LLVertexBuffer::unbind();
+ poolp->beginPostDeferredPass(i);
+ for (iter2 = iter1; iter2 != mPools.end(); iter2++)
+ {
+ LLDrawPool *p = *iter2;
+ if (p->getType() != cur_type)
+ {
+ break;
+ }
+
+ p->renderPostDeferred(i);
+ }
+ poolp->endPostDeferredPass(i);
+ LLVertexBuffer::unbind();
+
+ if (gDebugGL || gDebugPipeline)
+ {
+ LLGLState::checkStates();
+ }
+ }
+ }
+ else
+ {
+ // Skip all pools of this type
+ for (iter2 = iter1; iter2 != mPools.end(); iter2++)
+ {
+ LLDrawPool *p = *iter2;
+ if (p->getType() != cur_type)
+ {
+ break;
+ }
+ }
+ }
+ iter1 = iter2;
+ stop_glerror();
+ }
+
+ gGLLastMatrix = NULL;
+ gGL.loadMatrix(gGLModelView);
+
+ if (occlude)
+ {
+ occlude = false;
+ gGLLastMatrix = NULL;
+ gGL.loadMatrix(gGLModelView);
+ LLGLSLShader::bindNoShader();
+ doOcclusion(camera);
+ gGLLastMatrix = NULL;
+ gGL.loadMatrix(gGLModelView);
+ }
+}
+
+void LLPipeline::renderGeomShadow(LLCamera& camera)
+{
+ U32 cur_type = 0;
+
+ LLGLEnable cull(GL_CULL_FACE);
+
+ LLVertexBuffer::unbind();
+
+ pool_set_t::iterator iter1 = mPools.begin();
+
+ while ( iter1 != mPools.end() )
+ {
+ LLDrawPool *poolp = *iter1;
+
+ cur_type = poolp->getType();
+
+ pool_set_t::iterator iter2 = iter1;
+ if (hasRenderType(poolp->getType()) && poolp->getNumShadowPasses() > 0)
+ {
+ poolp->prerender() ;
+
+ gGLLastMatrix = NULL;
+ gGL.loadMatrix(gGLModelView);
+
+ for( S32 i = 0; i < poolp->getNumShadowPasses(); i++ )
+ {
+ LLVertexBuffer::unbind();
+ poolp->beginShadowPass(i);
+ for (iter2 = iter1; iter2 != mPools.end(); iter2++)
+ {
+ LLDrawPool *p = *iter2;
+ if (p->getType() != cur_type)
+ {
+ break;
+ }
+
+ p->renderShadow(i);
+ }
+ poolp->endShadowPass(i);
+ LLVertexBuffer::unbind();
+
+ LLGLState::checkStates();
+ }
+ }
+ else
+ {
+ // Skip all pools of this type
+ for (iter2 = iter1; iter2 != mPools.end(); iter2++)
+ {
+ LLDrawPool *p = *iter2;
+ if (p->getType() != cur_type)
+ {
+ break;
+ }
+ }
+ }
+ iter1 = iter2;
+ stop_glerror();
+ }
+
+ gGLLastMatrix = NULL;
+ gGL.loadMatrix(gGLModelView);
+}
+
+
+void LLPipeline::addTrianglesDrawn(S32 index_count, U32 render_type)
+{
+ assertInitialized();
+ S32 count = 0;
+ if (render_type == LLRender::TRIANGLE_STRIP)
+ {
+ count = index_count-2;
+ }
+ else
+ {
+ count = index_count/3;
+ }
+
+ record(sStatBatchSize, count);
+ add(LLStatViewer::TRIANGLES_DRAWN, LLUnits::Triangles::fromValue(count));
+
+ if (LLPipeline::sRenderFrameTest)
+ {
+ gViewerWindow->getWindow()->swapBuffers();
+ ms_sleep(16);
+ }
+}
+
+void LLPipeline::renderPhysicsDisplay()
+{
+ if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES))
+ {
+ return;
+ }
+
+ allocatePhysicsBuffer();
+
+ gGL.flush();
+ mPhysicsDisplay.bindTarget();
+ glClearColor(0,0,0,1);
+ gGL.setColorMask(true, true);
+ mPhysicsDisplay.clear();
+ glClearColor(0,0,0,0);
+
+ gGL.setColorMask(true, false);
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gDebugProgram.bind();
+ }
+
+ for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
+ iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+ {
+ LLViewerRegion* region = *iter;
+ for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+ {
+ LLSpatialPartition* part = region->getSpatialPartition(i);
+ if (part)
+ {
+ if (hasRenderType(part->mDrawableType))
+ {
+ part->renderPhysicsShapes();
+ }
+ }
+ }
+ }
+
+ gGL.flush();
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gDebugProgram.unbind();
+ }
+
+ mPhysicsDisplay.flush();
+}
+
+extern std::set<LLSpatialGroup*> visible_selected_groups;
+
+void LLPipeline::renderDebug()
+{
+ assertInitialized();
+
+ bool hud_only = hasRenderType(LLPipeline::RENDER_TYPE_HUD);
+
+ if (!hud_only )
+ {
+ //Render any navmesh geometry
+ LLPathingLib *llPathingLibInstance = LLPathingLib::getInstance();
+ if ( llPathingLibInstance != NULL )
+ {
+ //character floater renderables
+
+ LLHandle<LLFloaterPathfindingCharacters> pathfindingCharacterHandle = LLFloaterPathfindingCharacters::getInstanceHandle();
+ if ( !pathfindingCharacterHandle.isDead() )
+ {
+ LLFloaterPathfindingCharacters *pathfindingCharacter = pathfindingCharacterHandle.get();
+
+ if ( pathfindingCharacter->getVisible() || gAgentCamera.cameraMouselook() )
+ {
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gPathfindingProgram.bind();
+ gPathfindingProgram.uniform1f(sTint, 1.f);
+ gPathfindingProgram.uniform1f(sAmbiance, 1.f);
+ gPathfindingProgram.uniform1f(sAlphaScale, 1.f);
+ }
+
+ //Requried character physics capsule render parameters
+ LLUUID id;
+ LLVector3 pos;
+ LLQuaternion rot;
+
+ if ( pathfindingCharacter->isPhysicsCapsuleEnabled( id, pos, rot ) )
+ {
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ //remove blending artifacts
+ gGL.setColorMask(false, false);
+ llPathingLibInstance->renderSimpleShapeCapsuleID( gGL, id, pos, rot );
+ gGL.setColorMask(true, false);
+ LLGLEnable blend(GL_BLEND);
+ gPathfindingProgram.uniform1f(sAlphaScale, 0.90f);
+ llPathingLibInstance->renderSimpleShapeCapsuleID( gGL, id, pos, rot );
+ gPathfindingProgram.bind();
+ }
+ else
+ {
+ llPathingLibInstance->renderSimpleShapeCapsuleID( gGL, id, pos, rot );
+ }
+ }
+ }
+ }
+
+
+ //pathing console renderables
+ LLHandle<LLFloaterPathfindingConsole> pathfindingConsoleHandle = LLFloaterPathfindingConsole::getInstanceHandle();
+ if (!pathfindingConsoleHandle.isDead())
+ {
+ LLFloaterPathfindingConsole *pathfindingConsole = pathfindingConsoleHandle.get();
+
+ if ( pathfindingConsole->getVisible() || gAgentCamera.cameraMouselook() )
+ {
+ F32 ambiance = gSavedSettings.getF32("PathfindingAmbiance");
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gPathfindingProgram.bind();
+
+ gPathfindingProgram.uniform1f(sTint, 1.f);
+ gPathfindingProgram.uniform1f(sAmbiance, ambiance);
+ gPathfindingProgram.uniform1f(sAlphaScale, 1.f);
+ }
+
+ if ( !pathfindingConsole->isRenderWorld() )
+ {
+ const LLColor4 clearColor = gSavedSettings.getColor4("PathfindingNavMeshClear");
+ gGL.setColorMask(true, true);
+ glClearColor(clearColor.mV[0],clearColor.mV[1],clearColor.mV[2],0);
+ glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+ gGL.setColorMask(true, false);
+ glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+ }
+
+ //NavMesh
+ if ( pathfindingConsole->isRenderNavMesh() )
+ {
+ gGL.flush();
+ glLineWidth(2.0f);
+ LLGLEnable cull(GL_CULL_FACE);
+ LLGLDisable blend(GL_BLEND);
+
+ if ( pathfindingConsole->isRenderWorld() )
+ {
+ LLGLEnable blend(GL_BLEND);
+ gPathfindingProgram.uniform1f(sAlphaScale, 0.66f);
+ llPathingLibInstance->renderNavMesh();
+ }
+ else
+ {
+ llPathingLibInstance->renderNavMesh();
+ }
+
+ //render edges
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gPathfindingNoNormalsProgram.bind();
+ gPathfindingNoNormalsProgram.uniform1f(sTint, 1.f);
+ gPathfindingNoNormalsProgram.uniform1f(sAlphaScale, 1.f);
+ llPathingLibInstance->renderNavMeshEdges();
+ gPathfindingProgram.bind();
+ }
+ else
+ {
+ llPathingLibInstance->renderNavMeshEdges();
+ }
+
+ gGL.flush();
+ glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+ glLineWidth(1.0f);
+ gGL.flush();
+ }
+ //User designated path
+ if ( LLPathfindingPathTool::getInstance()->isRenderPath() )
+ {
+ //The path
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
+ llPathingLibInstance->renderPath();
+ gPathfindingProgram.bind();
+ }
+ else
+ {
+ llPathingLibInstance->renderPath();
+ }
+ //The bookends
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ //remove blending artifacts
+ gGL.setColorMask(false, false);
+ llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_START );
+ llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_END );
+
+ gGL.setColorMask(true, false);
+ //render the bookends
+ LLGLEnable blend(GL_BLEND);
+ gPathfindingProgram.uniform1f(sAlphaScale, 0.90f);
+ llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_START );
+ llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_END );
+ gPathfindingProgram.bind();
+ }
+ else
+ {
+ llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_START );
+ llPathingLibInstance->renderPathBookend( gGL, LLPathingLib::LLPL_END );
+ }
+
+ }
+
+ if ( pathfindingConsole->isRenderWaterPlane() )
+ {
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ LLGLEnable blend(GL_BLEND);
+ gPathfindingProgram.uniform1f(sAlphaScale, 0.90f);
+ llPathingLibInstance->renderSimpleShapes( gGL, gAgent.getRegion()->getWaterHeight() );
+ }
+ else
+ {
+ llPathingLibInstance->renderSimpleShapes( gGL, gAgent.getRegion()->getWaterHeight() );
+ }
+ }
+ //physics/exclusion shapes
+ if ( pathfindingConsole->isRenderAnyShapes() )
+ {
+ U32 render_order[] = {
+ 1 << LLPathingLib::LLST_ObstacleObjects,
+ 1 << LLPathingLib::LLST_WalkableObjects,
+ 1 << LLPathingLib::LLST_ExclusionPhantoms,
+ 1 << LLPathingLib::LLST_MaterialPhantoms,
+ };
+
+ U32 flags = pathfindingConsole->getRenderShapeFlags();
+
+ for (U32 i = 0; i < 4; i++)
+ {
+ if (!(flags & render_order[i]))
+ {
+ continue;
+ }
+
+ //turn off backface culling for volumes so they are visible when camera is inside volume
+ LLGLDisable cull(i >= 2 ? GL_CULL_FACE : 0);
+
+ gGL.flush();
+ glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+
+ //get rid of some z-fighting
+ LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
+ glPolygonOffset(1.0f, 1.0f);
+
+ //render to depth first to avoid blending artifacts
+ gGL.setColorMask(false, false);
+ llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] );
+ gGL.setColorMask(true, false);
+
+ //get rid of some z-fighting
+ glPolygonOffset(0.f, 0.f);
+
+ LLGLEnable blend(GL_BLEND);
+
+ {
+ gPathfindingProgram.uniform1f(sAmbiance, ambiance);
+
+ { //draw solid overlay
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_LEQUAL);
+ llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] );
+ gGL.flush();
+ }
+
+ LLGLEnable lineOffset(GL_POLYGON_OFFSET_LINE);
+ glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+
+ F32 offset = gSavedSettings.getF32("PathfindingLineOffset");
+
+ if (pathfindingConsole->isRenderXRay())
+ {
+ gPathfindingProgram.uniform1f(sTint, gSavedSettings.getF32("PathfindingXRayTint"));
+ gPathfindingProgram.uniform1f(sAlphaScale, gSavedSettings.getF32("PathfindingXRayOpacity"));
+ LLGLEnable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER);
+
+ glPolygonOffset(offset, -offset);
+
+ if (gSavedSettings.getBOOL("PathfindingXRayWireframe"))
+ { //draw hidden wireframe as darker and less opaque
+ gPathfindingProgram.uniform1f(sAmbiance, 1.f);
+ llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] );
+ }
+ else
+ {
+ glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+ gPathfindingProgram.uniform1f(sAmbiance, ambiance);
+ llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] );
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ }
+ }
+
+ { //draw visible wireframe as brighter, thicker and more opaque
+ glPolygonOffset(offset, offset);
+ gPathfindingProgram.uniform1f(sAmbiance, 1.f);
+ gPathfindingProgram.uniform1f(sTint, 1.f);
+ gPathfindingProgram.uniform1f(sAlphaScale, 1.f);
+
+ glLineWidth(gSavedSettings.getF32("PathfindingLineWidth"));
+ LLGLDisable blendOut(GL_BLEND);
+ llPathingLibInstance->renderNavMeshShapesVBO( render_order[i] );
+ gGL.flush();
+ glLineWidth(1.f);
+ }
+
+ glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+ }
+ }
+ }
+
+ glPolygonOffset(0.f, 0.f);
+
+ if ( pathfindingConsole->isRenderNavMesh() && pathfindingConsole->isRenderXRay() )
+ { //render navmesh xray
+ F32 ambiance = gSavedSettings.getF32("PathfindingAmbiance");
+
+ LLGLEnable lineOffset(GL_POLYGON_OFFSET_LINE);
+ LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
+
+ F32 offset = gSavedSettings.getF32("PathfindingLineOffset");
+ glPolygonOffset(offset, -offset);
+
+ LLGLEnable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER);
+ gGL.flush();
+ glLineWidth(2.0f);
+ LLGLEnable cull(GL_CULL_FACE);
+
+ gPathfindingProgram.uniform1f(sTint, gSavedSettings.getF32("PathfindingXRayTint"));
+ gPathfindingProgram.uniform1f(sAlphaScale, gSavedSettings.getF32("PathfindingXRayOpacity"));
+
+ if (gSavedSettings.getBOOL("PathfindingXRayWireframe"))
+ { //draw hidden wireframe as darker and less opaque
+ glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+ gPathfindingProgram.uniform1f(sAmbiance, 1.f);
+ llPathingLibInstance->renderNavMesh();
+ glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+ }
+ else
+ {
+ gPathfindingProgram.uniform1f(sAmbiance, ambiance);
+ llPathingLibInstance->renderNavMesh();
+ }
+
+ //render edges
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gPathfindingNoNormalsProgram.bind();
+ gPathfindingNoNormalsProgram.uniform1f(sTint, gSavedSettings.getF32("PathfindingXRayTint"));
+ gPathfindingNoNormalsProgram.uniform1f(sAlphaScale, gSavedSettings.getF32("PathfindingXRayOpacity"));
+ llPathingLibInstance->renderNavMeshEdges();
+ gPathfindingProgram.bind();
+ }
+ else
+ {
+ llPathingLibInstance->renderNavMeshEdges();
+ }
+
+ gGL.flush();
+ glLineWidth(1.0f);
+ }
+
+ glPolygonOffset(0.f, 0.f);
+
+ gGL.flush();
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gPathfindingProgram.unbind();
+ }
+ }
+ }
+ }
+ }
+
+ gGL.color4f(1,1,1,1);
+
+ gGLLastMatrix = NULL;
+ gGL.loadMatrix(gGLModelView);
+ gGL.setColorMask(true, false);
+
+
+ if (!hud_only && !mDebugBlips.empty())
+ { //render debug blips
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+
+ gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep, true);
+
+ glPointSize(8.f);
+ LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
+
+ gGL.begin(LLRender::POINTS);
+ for (std::list<DebugBlip>::iterator iter = mDebugBlips.begin(); iter != mDebugBlips.end(); )
+ {
+ DebugBlip& blip = *iter;
+
+ blip.mAge += gFrameIntervalSeconds.value();
+ if (blip.mAge > 2.f)
+ {
+ mDebugBlips.erase(iter++);
+ }
+ else
+ {
+ iter++;
+ }
+
+ blip.mPosition.mV[2] += gFrameIntervalSeconds.value()*2.f;
+
+ gGL.color4fv(blip.mColor.mV);
+ gGL.vertex3fv(blip.mPosition.mV);
+ }
+ gGL.end();
+ gGL.flush();
+ glPointSize(1.f);
+ }
+
+
+ // Debug stuff.
+ for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
+ iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+ {
+ LLViewerRegion* region = *iter;
+ for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+ {
+ LLSpatialPartition* part = region->getSpatialPartition(i);
+ if (part)
+ {
+ if ( (hud_only && (part->mDrawableType == RENDER_TYPE_HUD || part->mDrawableType == RENDER_TYPE_HUD_PARTICLES)) ||
+ (!hud_only && hasRenderType(part->mDrawableType)) )
+ {
+ part->renderDebug();
+ }
+ }
+ }
+ }
+
+ for (LLCullResult::bridge_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i)
+ {
+ LLSpatialBridge* bridge = *i;
+ if (!bridge->isDead() && hasRenderType(bridge->mDrawableType))
+ {
+ gGL.pushMatrix();
+ gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
+ bridge->renderDebug();
+ gGL.popMatrix();
+ }
+ }
+
+ if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION) && LLGLSLShader::sNoFixedFunction)
+ { //render visible selected group occlusion geometry
+ gDebugProgram.bind();
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+ gGL.diffuseColor3f(1,0,1);
+ for (std::set<LLSpatialGroup*>::iterator iter = visible_selected_groups.begin(); iter != visible_selected_groups.end(); ++iter)
+ {
+ LLSpatialGroup* group = *iter;
+
+ LLVector4a fudge;
+ fudge.splat(0.25f); //SG_OCCLUSION_FUDGE
+
+ LLVector4a size;
+ const LLVector4a* bounds = group->getBounds();
+ size.setAdd(fudge, bounds[1]);
+
+ drawBox(bounds[0], size);
+ }
+ }
+
+ visible_selected_groups.clear();
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+
+ if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_RAYCAST) && !hud_only)
+ { //draw crosshairs on particle intersection
+ if (gDebugRaycastParticle)
+ {
+ if (LLGLSLShader::sNoFixedFunction)
+ { //this debug display requires shaders
+ gDebugProgram.bind();
+
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+ LLVector3 center(gDebugRaycastParticleIntersection.getF32ptr());
+ LLVector3 size(0.1f, 0.1f, 0.1f);
+
+ LLVector3 p[6];
+
+ p[0] = center + size.scaledVec(LLVector3(1,0,0));
+ p[1] = center + size.scaledVec(LLVector3(-1,0,0));
+ p[2] = center + size.scaledVec(LLVector3(0,1,0));
+ p[3] = center + size.scaledVec(LLVector3(0,-1,0));
+ p[4] = center + size.scaledVec(LLVector3(0,0,1));
+ p[5] = center + size.scaledVec(LLVector3(0,0,-1));
+
+ gGL.begin(LLRender::LINES);
+ gGL.diffuseColor3f(1.f, 1.f, 0.f);
+ for (U32 i = 0; i < 6; i++)
+ {
+ gGL.vertex3fv(p[i].mV);
+ }
+ gGL.end();
+ gGL.flush();
+
+ gDebugProgram.unbind();
+ }
+ }
+ }
+
+ if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ LLVertexBuffer::unbind();
+
+ LLGLEnable blend(GL_BLEND);
+ LLGLDepthTest depth(TRUE, FALSE);
+ LLGLDisable cull(GL_CULL_FACE);
+
+ gGL.color4f(1,1,1,1);
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+ F32 a = 0.1f;
+
+ F32 col[] =
+ {
+ 1,0,0,a,
+ 0,1,0,a,
+ 0,0,1,a,
+ 1,0,1,a,
+
+ 1,1,0,a,
+ 0,1,1,a,
+ 1,1,1,a,
+ 1,0,1,a,
+ };
+
+ for (U32 i = 0; i < 8; i++)
+ {
+ LLVector3* frust = mShadowCamera[i].mAgentFrustum;
+
+ if (i > 3)
+ { //render shadow frusta as volumes
+ if (mShadowFrustPoints[i-4].empty())
+ {
+ continue;
+ }
+
+ gGL.color4fv(col+(i-4)*4);
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV);
+ gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV);
+ gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[6].mV);
+ gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[7].mV);
+ gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV);
+ gGL.end();
+
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.vertex3fv(frust[0].mV);
+ gGL.vertex3fv(frust[1].mV);
+ gGL.vertex3fv(frust[3].mV);
+ gGL.vertex3fv(frust[2].mV);
+ gGL.end();
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.vertex3fv(frust[4].mV);
+ gGL.vertex3fv(frust[5].mV);
+ gGL.vertex3fv(frust[7].mV);
+ gGL.vertex3fv(frust[6].mV);
+ gGL.end();
+ }
+
+
+ if (i < 4)
+ {
+
+ //if (i == 0 || !mShadowFrustPoints[i].empty())
+ {
+ //render visible point cloud
+ gGL.flush();
+ glPointSize(8.f);
+ gGL.begin(LLRender::POINTS);
+
+ F32* c = col+i*4;
+ gGL.color3fv(c);
+
+ for (U32 j = 0; j < mShadowFrustPoints[i].size(); ++j)
+ {
+ gGL.vertex3fv(mShadowFrustPoints[i][j].mV);
+
+ }
+ gGL.end();
+
+ gGL.flush();
+ glPointSize(1.f);
+
+ LLVector3* ext = mShadowExtents[i];
+ LLVector3 pos = (ext[0]+ext[1])*0.5f;
+ LLVector3 size = (ext[1]-ext[0])*0.5f;
+ drawBoxOutline(pos, size);
+
+ //render camera frustum splits as outlines
+ gGL.begin(LLRender::LINES);
+ gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[1].mV);
+ gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[2].mV);
+ gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[3].mV);
+ gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[0].mV);
+ gGL.vertex3fv(frust[4].mV); gGL.vertex3fv(frust[5].mV);
+ gGL.vertex3fv(frust[5].mV); gGL.vertex3fv(frust[6].mV);
+ gGL.vertex3fv(frust[6].mV); gGL.vertex3fv(frust[7].mV);
+ gGL.vertex3fv(frust[7].mV); gGL.vertex3fv(frust[4].mV);
+ gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV);
+ gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV);
+ gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[6].mV);
+ gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[7].mV);
+ gGL.end();
+ }
+ }
+
+ /*gGL.flush();
+ glLineWidth(16-i*2);
+ for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
+ iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+ {
+ LLViewerRegion* region = *iter;
+ for (U32 j = 0; j < LLViewerRegion::NUM_PARTITIONS; j++)
+ {
+ LLSpatialPartition* part = region->getSpatialPartition(j);
+ if (part)
+ {
+ if (hasRenderType(part->mDrawableType))
+ {
+ part->renderIntersectingBBoxes(&mShadowCamera[i]);
+ }
+ }
+ }
+ }
+ gGL.flush();
+ glLineWidth(1.f);*/
+ }
+ }
+
+ if (mRenderDebugMask & RENDER_DEBUG_WIND_VECTORS)
+ {
+ gAgent.getRegion()->mWind.renderVectors();
+ }
+
+ if (mRenderDebugMask & RENDER_DEBUG_COMPOSITION)
+ {
+ // Debug composition layers
+ F32 x, y;
+
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+ if (gAgent.getRegion())
+ {
+ gGL.begin(LLRender::POINTS);
+ // Draw the composition layer for the region that I'm in.
+ for (x = 0; x <= 260; x++)
+ {
+ for (y = 0; y <= 260; y++)
+ {
+ if ((x > 255) || (y > 255))
+ {
+ gGL.color4f(1.f, 0.f, 0.f, 1.f);
+ }
+ else
+ {
+ gGL.color4f(0.f, 0.f, 1.f, 1.f);
+ }
+ F32 z = gAgent.getRegion()->getCompositionXY((S32)x, (S32)y);
+ z *= 5.f;
+ z += 50.f;
+ gGL.vertex3f(x, y, z);
+ }
+ }
+ gGL.end();
+ }
+ }
+
+ if (mRenderDebugMask & LLPipeline::RENDER_DEBUG_BUILD_QUEUE)
+ {
+ U32 count = 0;
+ U32 size = mGroupQ2.size();
+ LLColor4 col;
+
+ LLVertexBuffer::unbind();
+ LLGLEnable blend(GL_BLEND);
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+ gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
+
+ gGL.pushMatrix();
+ gGL.loadMatrix(gGLModelView);
+ gGLLastMatrix = NULL;
+
+ for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ2.begin(); iter != mGroupQ2.end(); ++iter)
+ {
+ LLSpatialGroup* group = *iter;
+ if (group->isDead())
+ {
+ continue;
+ }
+
+ LLSpatialBridge* bridge = group->getSpatialPartition()->asBridge();
+
+ if (bridge && (!bridge->mDrawable || bridge->mDrawable->isDead()))
+ {
+ continue;
+ }
+
+ if (bridge)
+ {
+ gGL.pushMatrix();
+ gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
+ }
+
+ F32 alpha = llclamp((F32) (size-count)/size, 0.f, 1.f);
+
+
+ LLVector2 c(1.f-alpha, alpha);
+ c.normVec();
+
+
+ ++count;
+ col.set(c.mV[0], c.mV[1], 0, alpha*0.5f+0.5f);
+ group->drawObjectBox(col);
+
+ if (bridge)
+ {
+ gGL.popMatrix();
+ }
+ }
+
+ gGL.popMatrix();
+ }
+
+ gGL.flush();
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.unbind();
+ }
+}
+
+static LLTrace::BlockTimerStatHandle FTM_REBUILD_POOLS("Rebuild Pools");
+
+void LLPipeline::rebuildPools()
+{
+ LL_RECORD_BLOCK_TIME(FTM_REBUILD_POOLS);
+
+ assertInitialized();
+
+ S32 max_count = mPools.size();
+ pool_set_t::iterator iter1 = mPools.upper_bound(mLastRebuildPool);
+ while(max_count > 0 && mPools.size() > 0) // && num_rebuilds < MAX_REBUILDS)
+ {
+ if (iter1 == mPools.end())
+ {
+ iter1 = mPools.begin();
+ }
+ LLDrawPool* poolp = *iter1;
+
+ if (poolp->isDead())
+ {
+ mPools.erase(iter1++);
+ removeFromQuickLookup( poolp );
+ if (poolp == mLastRebuildPool)
+ {
+ mLastRebuildPool = NULL;
+ }
+ delete poolp;
+ }
+ else
+ {
+ mLastRebuildPool = poolp;
+ iter1++;
+ }
+ max_count--;
+ }
+}
+
+void LLPipeline::addToQuickLookup( LLDrawPool* new_poolp )
+{
+ assertInitialized();
+
+ switch( new_poolp->getType() )
+ {
+ case LLDrawPool::POOL_SIMPLE:
+ if (mSimplePool)
+ {
+ llassert(0);
+ LL_WARNS() << "Ignoring duplicate simple pool." << LL_ENDL;
+ }
+ else
+ {
+ mSimplePool = (LLRenderPass*) new_poolp;
+ }
+ break;
+
+ case LLDrawPool::POOL_ALPHA_MASK:
+ if (mAlphaMaskPool)
+ {
+ llassert(0);
+ LL_WARNS() << "Ignoring duplicate alpha mask pool." << LL_ENDL;
+ break;
+ }
+ else
+ {
+ mAlphaMaskPool = (LLRenderPass*) new_poolp;
+ }
+ break;
+
+ case LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK:
+ if (mFullbrightAlphaMaskPool)
+ {
+ llassert(0);
+ LL_WARNS() << "Ignoring duplicate alpha mask pool." << LL_ENDL;
+ break;
+ }
+ else
+ {
+ mFullbrightAlphaMaskPool = (LLRenderPass*) new_poolp;
+ }
+ break;
+
+ case LLDrawPool::POOL_GRASS:
+ if (mGrassPool)
+ {
+ llassert(0);
+ LL_WARNS() << "Ignoring duplicate grass pool." << LL_ENDL;
+ }
+ else
+ {
+ mGrassPool = (LLRenderPass*) new_poolp;
+ }
+ break;
+
+ case LLDrawPool::POOL_FULLBRIGHT:
+ if (mFullbrightPool)
+ {
+ llassert(0);
+ LL_WARNS() << "Ignoring duplicate simple pool." << LL_ENDL;
+ }
+ else
+ {
+ mFullbrightPool = (LLRenderPass*) new_poolp;
+ }
+ break;
+
+ case LLDrawPool::POOL_INVISIBLE:
+ if (mInvisiblePool)
+ {
+ llassert(0);
+ LL_WARNS() << "Ignoring duplicate simple pool." << LL_ENDL;
+ }
+ else
+ {
+ mInvisiblePool = (LLRenderPass*) new_poolp;
+ }
+ break;
+
+ case LLDrawPool::POOL_GLOW:
+ if (mGlowPool)
+ {
+ llassert(0);
+ LL_WARNS() << "Ignoring duplicate glow pool." << LL_ENDL;
+ }
+ else
+ {
+ mGlowPool = (LLRenderPass*) new_poolp;
+ }
+ break;
+
+ case LLDrawPool::POOL_TREE:
+ mTreePools[ uintptr_t(new_poolp->getTexture()) ] = new_poolp ;
+ break;
+
+ case LLDrawPool::POOL_TERRAIN:
+ mTerrainPools[ uintptr_t(new_poolp->getTexture()) ] = new_poolp ;
+ break;
+
+ case LLDrawPool::POOL_BUMP:
+ if (mBumpPool)
+ {
+ llassert(0);
+ LL_WARNS() << "Ignoring duplicate bump pool." << LL_ENDL;
+ }
+ else
+ {
+ mBumpPool = new_poolp;
+ }
+ break;
+ case LLDrawPool::POOL_MATERIALS:
+ if (mMaterialsPool)
+ {
+ llassert(0);
+ LL_WARNS() << "Ignorning duplicate materials pool." << LL_ENDL;
+ }
+ else
+ {
+ mMaterialsPool = new_poolp;
+ }
+ break;
+ case LLDrawPool::POOL_ALPHA:
+ if( mAlphaPool )
+ {
+ llassert(0);
+ LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Alpha pool" << LL_ENDL;
+ }
+ else
+ {
+ mAlphaPool = (LLDrawPoolAlpha*) new_poolp;
+ }
+ break;
+
+ case LLDrawPool::POOL_AVATAR:
+ break; // Do nothing
+
+ case LLDrawPool::POOL_SKY:
+ if( mSkyPool )
+ {
+ llassert(0);
+ LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Sky pool" << LL_ENDL;
+ }
+ else
+ {
+ mSkyPool = new_poolp;
+ }
+ break;
+
+ case LLDrawPool::POOL_WATER:
+ if( mWaterPool )
+ {
+ llassert(0);
+ LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Water pool" << LL_ENDL;
+ }
+ else
+ {
+ mWaterPool = new_poolp;
+ }
+ break;
+
+ case LLDrawPool::POOL_GROUND:
+ if( mGroundPool )
+ {
+ llassert(0);
+ LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Ground Pool" << LL_ENDL;
+ }
+ else
+ {
+ mGroundPool = new_poolp;
+ }
+ break;
+
+ case LLDrawPool::POOL_WL_SKY:
+ if( mWLSkyPool )
+ {
+ llassert(0);
+ LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate WLSky Pool" << LL_ENDL;
+ }
+ else
+ {
+ mWLSkyPool = new_poolp;
+ }
+ break;
+
+ default:
+ llassert(0);
+ LL_WARNS() << "Invalid Pool Type in LLPipeline::addPool()" << LL_ENDL;
+ break;
+ }
+}
+
+void LLPipeline::removePool( LLDrawPool* poolp )
+{
+ assertInitialized();
+ removeFromQuickLookup(poolp);
+ mPools.erase(poolp);
+ delete poolp;
+}
+
+void LLPipeline::removeFromQuickLookup( LLDrawPool* poolp )
+{
+ assertInitialized();
+ switch( poolp->getType() )
+ {
+ case LLDrawPool::POOL_SIMPLE:
+ llassert(mSimplePool == poolp);
+ mSimplePool = NULL;
+ break;
+
+ case LLDrawPool::POOL_ALPHA_MASK:
+ llassert(mAlphaMaskPool == poolp);
+ mAlphaMaskPool = NULL;
+ break;
+
+ case LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK:
+ llassert(mFullbrightAlphaMaskPool == poolp);
+ mFullbrightAlphaMaskPool = NULL;
+ break;
+
+ case LLDrawPool::POOL_GRASS:
+ llassert(mGrassPool == poolp);
+ mGrassPool = NULL;
+ break;
+
+ case LLDrawPool::POOL_FULLBRIGHT:
+ llassert(mFullbrightPool == poolp);
+ mFullbrightPool = NULL;
+ break;
+
+ case LLDrawPool::POOL_INVISIBLE:
+ llassert(mInvisiblePool == poolp);
+ mInvisiblePool = NULL;
+ break;
+
+ case LLDrawPool::POOL_WL_SKY:
+ llassert(mWLSkyPool == poolp);
+ mWLSkyPool = NULL;
+ break;
+
+ case LLDrawPool::POOL_GLOW:
+ llassert(mGlowPool == poolp);
+ mGlowPool = NULL;
+ break;
+
+ case LLDrawPool::POOL_TREE:
+ #ifdef _DEBUG
+ {
+ bool found = mTreePools.erase( (uintptr_t)poolp->getTexture() );
+ llassert( found );
+ }
+ #else
+ mTreePools.erase( (uintptr_t)poolp->getTexture() );
+ #endif
+ break;
+
+ case LLDrawPool::POOL_TERRAIN:
+ #ifdef _DEBUG
+ {
+ bool found = mTerrainPools.erase( (uintptr_t)poolp->getTexture() );
+ llassert( found );
+ }
+ #else
+ mTerrainPools.erase( (uintptr_t)poolp->getTexture() );
+ #endif
+ break;
+
+ case LLDrawPool::POOL_BUMP:
+ llassert( poolp == mBumpPool );
+ mBumpPool = NULL;
+ break;
+
+ case LLDrawPool::POOL_MATERIALS:
+ llassert(poolp == mMaterialsPool);
+ mMaterialsPool = NULL;
+ break;
+
+ case LLDrawPool::POOL_ALPHA:
+ llassert( poolp == mAlphaPool );
+ mAlphaPool = NULL;
+ break;
+
+ case LLDrawPool::POOL_AVATAR:
+ break; // Do nothing
+
+ case LLDrawPool::POOL_SKY:
+ llassert( poolp == mSkyPool );
+ mSkyPool = NULL;
+ break;
+
+ case LLDrawPool::POOL_WATER:
+ llassert( poolp == mWaterPool );
+ mWaterPool = NULL;
+ break;
+
+ case LLDrawPool::POOL_GROUND:
+ llassert( poolp == mGroundPool );
+ mGroundPool = NULL;
+ break;
+
+ default:
+ llassert(0);
+ LL_WARNS() << "Invalid Pool Type in LLPipeline::removeFromQuickLookup() type=" << poolp->getType() << LL_ENDL;
+ break;
+ }
+}
+
+void LLPipeline::resetDrawOrders()
+{
+ assertInitialized();
+ // Iterate through all of the draw pools and rebuild them.
+ for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
+ {
+ LLDrawPool *poolp = *iter;
+ poolp->resetDrawOrders();
+ }
+}
+
+//============================================================================
+// Once-per-frame setup of hardware lights,
+// including sun/moon, avatar backlight, and up to 6 local lights
+
+void LLPipeline::setupAvatarLights(bool for_edit)
+{
+ assertInitialized();
+
+ if (for_edit)
+ {
+ LLColor4 diffuse(1.f, 1.f, 1.f, 0.f);
+ LLVector4 light_pos_cam(-8.f, 0.25f, 10.f, 0.f); // w==0 => directional light
+ LLMatrix4 camera_mat = LLViewerCamera::getInstance()->getModelview();
+ LLMatrix4 camera_rot(camera_mat.getMat3());
+ camera_rot.invert();
+ LLVector4 light_pos = light_pos_cam * camera_rot;
+
+ light_pos.normalize();
+
+ LLLightState* light = gGL.getLight(1);
+
+ if (LLPipeline::sRenderDeferred)
+ {
+ /*diffuse.mV[0] = powf(diffuse.mV[0], 2.2f);
+ diffuse.mV[1] = powf(diffuse.mV[1], 2.2f);
+ diffuse.mV[2] = powf(diffuse.mV[2], 2.2f);*/
+ }
+
+ mHWLightColors[1] = diffuse;
+
+ light->setDiffuse(diffuse);
+ light->setAmbient(LLColor4::black);
+ light->setSpecular(LLColor4::black);
+ light->setPosition(light_pos);
+ light->setConstantAttenuation(1.f);
+ light->setLinearAttenuation(0.f);
+ light->setQuadraticAttenuation(0.f);
+ light->setSpotExponent(0.f);
+ light->setSpotCutoff(180.f);
+ }
+ else if (gAvatarBacklight) // Always true (unless overridden in a devs .ini)
+ {
+ LLVector3 sun_dir = LLVector3(mSunDir);
+ LLVector3 opposite_pos = -sun_dir;
+ LLVector3 orthog_light_pos = sun_dir % LLVector3::z_axis;
+ LLVector4 backlight_pos = LLVector4(lerp(opposite_pos, orthog_light_pos, 0.3f), 0.0f);
+ backlight_pos.normalize();
+
+ LLColor4 light_diffuse = mSunDiffuse;
+ LLColor4 backlight_diffuse(1.f - light_diffuse.mV[VRED], 1.f - light_diffuse.mV[VGREEN], 1.f - light_diffuse.mV[VBLUE], 1.f);
+ F32 max_component = 0.001f;
+ for (S32 i = 0; i < 3; i++)
+ {
+ if (backlight_diffuse.mV[i] > max_component)
+ {
+ max_component = backlight_diffuse.mV[i];
+ }
+ }
+ F32 backlight_mag;
+ if (LLEnvironment::instance().getIsSunUp())
+ {
+ backlight_mag = BACKLIGHT_DAY_MAGNITUDE_OBJECT;
+ }
+ else
+ {
+ backlight_mag = BACKLIGHT_NIGHT_MAGNITUDE_OBJECT;
+ }
+ backlight_diffuse *= backlight_mag / max_component;
+
+ if (LLPipeline::sRenderDeferred)
+ {
+ /*backlight_diffuse.mV[0] = powf(backlight_diffuse.mV[0], 2.2f);
+ backlight_diffuse.mV[1] = powf(backlight_diffuse.mV[1], 2.2f);
+ backlight_diffuse.mV[2] = powf(backlight_diffuse.mV[2], 2.2f);*/
+ }
+
+ mHWLightColors[1] = backlight_diffuse;
+
+ LLLightState* light = gGL.getLight(1);
+
+ light->setPosition(backlight_pos);
+ light->setDiffuse(backlight_diffuse);
+ light->setAmbient(LLColor4::black);
+ light->setSpecular(LLColor4::black);
+ light->setConstantAttenuation(1.f);
+ light->setLinearAttenuation(0.f);
+ light->setQuadraticAttenuation(0.f);
+ light->setSpotExponent(0.f);
+ light->setSpotCutoff(180.f);
+ }
+ else
+ {
+ LLLightState* light = gGL.getLight(1);
+
+ mHWLightColors[1] = LLColor4::black;
+
+ light->setDiffuse(LLColor4::black);
+ light->setAmbient(LLColor4::black);
+ light->setSpecular(LLColor4::black);
+ }
+}
+
+static F32 calc_light_dist(LLVOVolume* light, const LLVector3& cam_pos, F32 max_dist)
+{
+ F32 inten = light->getLightIntensity();
+ if (inten < .001f)
+ {
+ return max_dist;
+ }
+ F32 radius = light->getLightRadius();
+ bool selected = light->isSelected();
+ LLVector3 dpos = light->getRenderPosition() - cam_pos;
+ F32 dist2 = dpos.lengthSquared();
+ if (!selected && dist2 > (max_dist + radius)*(max_dist + radius))
+ {
+ return max_dist;
+ }
+ F32 dist = (F32) sqrt(dist2);
+ dist *= 1.f / inten;
+ dist -= radius;
+ if (selected)
+ {
+ dist -= 10000.f; // selected lights get highest priority
+ }
+ if (light->mDrawable.notNull() && light->mDrawable->isState(LLDrawable::ACTIVE))
+ {
+ // moving lights get a little higher priority (too much causes artifacts)
+ dist -= light->getLightRadius()*0.25f;
+ }
+ return dist;
+}
+
+void LLPipeline::calcNearbyLights(LLCamera& camera)
+{
+ assertInitialized();
+
+ if (LLPipeline::sReflectionRender)
+ {
+ return;
+ }
+
+ if (mLightingDetail >= 1)
+ {
+ // mNearbyLight (and all light_set_t's) are sorted such that
+ // begin() == the closest light and rbegin() == the farthest light
+ const S32 MAX_LOCAL_LIGHTS = 6;
+// LLVector3 cam_pos = gAgent.getCameraPositionAgent();
+ LLVector3 cam_pos = LLViewerJoystick::getInstance()->getOverrideCamera() ?
+ camera.getOrigin() :
+ gAgent.getPositionAgent();
+
+ F32 max_dist = LIGHT_MAX_RADIUS * 4.f; // ignore enitrely lights > 4 * max light rad
+
+ // UPDATE THE EXISTING NEARBY LIGHTS
+ light_set_t cur_nearby_lights;
+ for (light_set_t::iterator iter = mNearbyLights.begin();
+ iter != mNearbyLights.end(); iter++)
+ {
+ const Light* light = &(*iter);
+ LLDrawable* drawable = light->drawable;
+ const LLViewerObject *vobj = light->drawable->getVObj();
+ if(vobj && vobj->getAvatar()
+ && (vobj->getAvatar()->isTooComplex() || vobj->getAvatar()->isInMuteList())
+ )
+ {
+ drawable->clearState(LLDrawable::NEARBY_LIGHT);
+ continue;
+ }
+
+ LLVOVolume* volight = drawable->getVOVolume();
+ if (!volight || !drawable->isState(LLDrawable::LIGHT))
+ {
+ drawable->clearState(LLDrawable::NEARBY_LIGHT);
+ continue;
+ }
+ if (light->fade <= -LIGHT_FADE_TIME)
+ {
+ drawable->clearState(LLDrawable::NEARBY_LIGHT);
+ continue;
+ }
+ if (!sRenderAttachedLights && volight && volight->isAttachment())
+ {
+ drawable->clearState(LLDrawable::NEARBY_LIGHT);
+ continue;
+ }
+
+ F32 dist = calc_light_dist(volight, cam_pos, max_dist);
+ cur_nearby_lights.insert(Light(drawable, dist, light->fade));
+ }
+ mNearbyLights = cur_nearby_lights;
+
+ // FIND NEW LIGHTS THAT ARE IN RANGE
+ light_set_t new_nearby_lights;
+ for (LLDrawable::drawable_set_t::iterator iter = mLights.begin();
+ iter != mLights.end(); ++iter)
+ {
+ LLDrawable* drawable = *iter;
+ LLVOVolume* light = drawable->getVOVolume();
+ if (!light || drawable->isState(LLDrawable::NEARBY_LIGHT))
+ {
+ continue;
+ }
+ if (light->isHUDAttachment())
+ {
+ continue; // no lighting from HUD objects
+ }
+ F32 dist = calc_light_dist(light, cam_pos, max_dist);
+ if (dist >= max_dist)
+ {
+ continue;
+ }
+ if (!sRenderAttachedLights && light && light->isAttachment())
+ {
+ continue;
+ }
+ new_nearby_lights.insert(Light(drawable, dist, 0.f));
+ if (new_nearby_lights.size() > (U32)MAX_LOCAL_LIGHTS)
+ {
+ new_nearby_lights.erase(--new_nearby_lights.end());
+ const Light& last = *new_nearby_lights.rbegin();
+ max_dist = last.dist;
+ }
+ }
+
+ // INSERT ANY NEW LIGHTS
+ for (light_set_t::iterator iter = new_nearby_lights.begin();
+ iter != new_nearby_lights.end(); iter++)
+ {
+ const Light* light = &(*iter);
+ if (mNearbyLights.size() < (U32)MAX_LOCAL_LIGHTS)
+ {
+ mNearbyLights.insert(*light);
+ ((LLDrawable*) light->drawable)->setState(LLDrawable::NEARBY_LIGHT);
+ }
+ else
+ {
+ // crazy cast so that we can overwrite the fade value
+ // even though gcc enforces sets as const
+ // (fade value doesn't affect sort so this is safe)
+ Light* farthest_light = (const_cast<Light*>(&(*(mNearbyLights.rbegin()))));
+ if (light->dist < farthest_light->dist)
+ {
+ if (farthest_light->fade >= 0.f)
+ {
+ farthest_light->fade = -(gFrameIntervalSeconds.value());
+ }
+ }
+ else
+ {
+ break; // none of the other lights are closer
+ }
+ }
+ }
+
+ //mark nearby lights not-removable.
+ for (light_set_t::iterator iter = mNearbyLights.begin();
+ iter != mNearbyLights.end(); iter++)
+ {
+ const Light* light = &(*iter);
+ ((LLViewerOctreeEntryData*) light->drawable)->setVisible();
+ }
+ }
+}
+
+void LLPipeline::setupHWLights(LLDrawPool* pool)
+{
+ assertInitialized();
+
+ LLEnvironment& environment = LLEnvironment::instance();
+ LLSettingsSky::ptr_t psky = environment.getCurrentSky();
+
+ // Ambient
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ gGL.syncMatrices();
+ LLColor4 ambient = psky->getTotalAmbient();
+ gGL.setAmbientLightColor(ambient);
+ }
+
+ // Light 0 = Sun or Moon (All objects)
+ {
+ LLVector4 sun_dir(environment.getSunDirection(), 0.0f);
+ LLVector4 moon_dir(environment.getMoonDirection(), 0.0f);
+
+ mSunDir.setVec(sun_dir);
+ mMoonDir.setVec(moon_dir);
+
+ if (environment.getIsSunUp())
+ {
+ mSunDiffuse.setVec(psky->getSunDiffuse());
+ }
+ else
+ {
+ mSunDiffuse.setVec(psky->getMoonDiffuse());
+ }
+
+ F32 max_color = llmax(mSunDiffuse.mV[0], mSunDiffuse.mV[1], mSunDiffuse.mV[2]);
+ if (max_color > 1.f)
+ {
+ mSunDiffuse *= 1.f/max_color;
+ }
+ mSunDiffuse.clamp();
+
+ LLColor4 light_diffuse = mSunDiffuse;
+
+ mHWLightColors[0] = light_diffuse;
+
+ LLLightState* light = gGL.getLight(0);
+ if (environment.getIsSunUp())
+ {
+ light->setPosition(mSunDir);
+ }
+ else
+ {
+ light->setPosition(mMoonDir);
+ }
+ light->setDiffuse(light_diffuse);
+ light->setAmbient(LLColor4::black);
+ light->setSpecular(LLColor4::black);
+ light->setConstantAttenuation(1.f);
+ light->setLinearAttenuation(0.f);
+ light->setQuadraticAttenuation(0.f);
+ light->setSpotExponent(0.f);
+ light->setSpotCutoff(180.f);
+ }
+
+ // Light 1 = Backlight (for avatars)
+ // (set by enableLightsAvatar)
+
+ S32 cur_light = 2;
+
+ // Nearby lights = LIGHT 2-7
+
+ mLightMovingMask = 0;
+
+ if (mLightingDetail >= 1)
+ {
+ for (light_set_t::iterator iter = mNearbyLights.begin();
+ iter != mNearbyLights.end(); ++iter)
+ {
+ LLDrawable* drawable = iter->drawable;
+ LLVOVolume* light = drawable->getVOVolume();
+ if (!light)
+ {
+ continue;
+ }
+ if (drawable->isState(LLDrawable::ACTIVE))
+ {
+ mLightMovingMask |= (1<<cur_light);
+ }
+
+ LLColor4 light_color = light->getLightColor();
+ light_color.mV[3] = 0.0f;
+
+ F32 fade = iter->fade;
+ if (fade < LIGHT_FADE_TIME)
+ {
+ // fade in/out light
+ if (fade >= 0.f)
+ {
+ fade = fade / LIGHT_FADE_TIME;
+ ((Light*) (&(*iter)))->fade += gFrameIntervalSeconds.value();
+ }
+ else
+ {
+ fade = 1.f + fade / LIGHT_FADE_TIME;
+ ((Light*) (&(*iter)))->fade -= gFrameIntervalSeconds.value();
+ }
+ fade = llclamp(fade,0.f,1.f);
+ light_color *= fade;
+ }
+
+ LLVector3 light_pos(light->getRenderPosition());
+ LLVector4 light_pos_gl(light_pos, 1.0f);
+
+ F32 light_radius = llmax(light->getLightRadius(), 0.001f);
+
+ F32 x = (3.f * (1.f + light->getLightFalloff())); // why this magic? probably trying to match a historic behavior.
+ float linatten = x / (light_radius); // % of brightness at radius
+
+ mHWLightColors[cur_light] = light_color;
+ LLLightState* light_state = gGL.getLight(cur_light);
+
+ light_state->setPosition(light_pos_gl);
+ light_state->setDiffuse(light_color);
+ light_state->setAmbient(LLColor4::black);
+ light_state->setConstantAttenuation(0.f);
+ if (sRenderDeferred)
+ {
+ F32 size = light_radius*1.5f;
+ light_state->setLinearAttenuation(size);
+ light_state->setQuadraticAttenuation(light->getLightFalloff()*0.5f+1.f);
+ }
+ else
+ {
+ light_state->setLinearAttenuation(linatten);
+ light_state->setQuadraticAttenuation(0.f);
+ }
+
+
+ if (light->isLightSpotlight() // directional (spot-)light
+ && (LLPipeline::sRenderDeferred || RenderSpotLightsInNondeferred)) // these are only rendered as GL spotlights if we're in deferred rendering mode *or* the setting forces them on
+ {
+ LLQuaternion quat = light->getRenderRotation();
+ LLVector3 at_axis(0,0,-1); // this matches deferred rendering's object light direction
+ at_axis *= quat;
+
+ light_state->setSpotDirection(at_axis);
+ light_state->setSpotCutoff(90.f);
+ light_state->setSpotExponent(2.f);
+
+ const LLColor4 specular(0.f, 0.f, 0.f, 0.f);
+ light_state->setSpecular(specular);
+ }
+ else // omnidirectional (point) light
+ {
+ light_state->setSpotExponent(0.f);
+ light_state->setSpotCutoff(180.f);
+
+ // we use specular.w = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight
+ const LLColor4 specular(0.f, 0.f, 0.f, 1.f);
+ light_state->setSpecular(specular);
+ }
+ cur_light++;
+ if (cur_light >= 8)
+ {
+ break; // safety
+ }
+ }
+ }
+ for ( ; cur_light < 8 ; cur_light++)
+ {
+ mHWLightColors[cur_light] = LLColor4::black;
+ LLLightState* light = gGL.getLight(cur_light);
+
+ light->setDiffuse(LLColor4::black);
+ light->setAmbient(LLColor4::black);
+ light->setSpecular(LLColor4::black);
+ }
+ if (gAgentAvatarp &&
+ gAgentAvatarp->mSpecialRenderMode == 3)
+ {
+ LLColor4 light_color = LLColor4::white;
+ light_color.mV[3] = 0.0f;
+
+ LLVector3 light_pos(LLViewerCamera::getInstance()->getOrigin());
+ LLVector4 light_pos_gl(light_pos, 1.0f);
+
+ F32 light_radius = 16.f;
+
+ F32 x = 3.f;
+ float linatten = x / (light_radius); // % of brightness at radius
+
+ if (LLPipeline::sRenderDeferred)
+ {
+ /*light_color.mV[0] = powf(light_color.mV[0], 2.2f);
+ light_color.mV[1] = powf(light_color.mV[1], 2.2f);
+ light_color.mV[2] = powf(light_color.mV[2], 2.2f);*/
+ }
+
+ mHWLightColors[2] = light_color;
+ LLLightState* light = gGL.getLight(2);
+
+ light->setPosition(light_pos_gl);
+ light->setDiffuse(light_color);
+ light->setAmbient(LLColor4::black);
+ light->setSpecular(LLColor4::black);
+ light->setQuadraticAttenuation(0.f);
+ light->setConstantAttenuation(0.f);
+ light->setLinearAttenuation(linatten);
+ light->setSpotExponent(0.f);
+ light->setSpotCutoff(180.f);
+ }
+
+ // Init GL state
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glDisable(GL_LIGHTING);
+ }
+
+ for (S32 i = 0; i < 8; ++i)
+ {
+ gGL.getLight(i)->disable();
+ }
+ mLightMask = 0;
+}
+
+void LLPipeline::enableLights(U32 mask)
+{
+ assertInitialized();
+
+ if (mLightingDetail == 0)
+ {
+ mask &= 0xf003; // sun and backlight only (and fullbright bit)
+ }
+ if (mLightMask != mask)
+ {
+ stop_glerror();
+ if (!mLightMask)
+ {
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glEnable(GL_LIGHTING);
+ }
+ }
+ if (mask)
+ {
+ stop_glerror();
+ for (S32 i=0; i<8; i++)
+ {
+ LLLightState* light = gGL.getLight(i);
+ if (mask & (1<<i))
+ {
+ light->enable();
+ light->setDiffuse(mHWLightColors[i]);
+ }
+ else
+ {
+ light->disable();
+ light->setDiffuse(LLColor4::black);
+ }
+ }
+ stop_glerror();
+ }
+ else
+ {
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glDisable(GL_LIGHTING);
+ }
+ }
+ mLightMask = mask;
+ stop_glerror();
+
+ LLColor4 ambient = LLEnvironment::instance().getCurrentSky()->getTotalAmbient();
+ gGL.setAmbientLightColor(ambient);
+ }
+}
+
+void LLPipeline::enableLightsStatic()
+{
+ assertInitialized();
+ U32 mask = 0x01; // Sun
+ if (mLightingDetail >= 2)
+ {
+ mask |= mLightMovingMask; // Hardware moving lights
+ }
+ else
+ {
+ mask |= 0xff & (~2); // Hardware local lights
+ }
+ enableLights(mask);
+}
+
+void LLPipeline::enableLightsDynamic()
+{
+ assertInitialized();
+ U32 mask = 0xff & (~2); // Local lights
+ enableLights(mask);
+
+ if (isAgentAvatarValid() && getLightingDetail() <= 0)
+ {
+ if (gAgentAvatarp->mSpecialRenderMode == 0) // normal
+ {
+ gPipeline.enableLightsAvatar();
+ }
+ else if (gAgentAvatarp->mSpecialRenderMode >= 1) // anim preview
+ {
+ gPipeline.enableLightsAvatarEdit(LLColor4(0.7f, 0.6f, 0.3f, 1.f));
+ }
+ }
+}
+
+void LLPipeline::enableLightsAvatar()
+{
+ U32 mask = 0xff; // All lights
+ setupAvatarLights(FALSE);
+ enableLights(mask);
+}
+
+void LLPipeline::enableLightsPreview()
+{
+ disableLights();
+
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glEnable(GL_LIGHTING);
+ }
+
+ LLColor4 ambient = PreviewAmbientColor;
+ gGL.setAmbientLightColor(ambient);
+
+ LLColor4 diffuse0 = PreviewDiffuse0;
+ LLColor4 specular0 = PreviewSpecular0;
+ LLColor4 diffuse1 = PreviewDiffuse1;
+ LLColor4 specular1 = PreviewSpecular1;
+ LLColor4 diffuse2 = PreviewDiffuse2;
+ LLColor4 specular2 = PreviewSpecular2;
+
+ LLVector3 dir0 = PreviewDirection0;
+ LLVector3 dir1 = PreviewDirection1;
+ LLVector3 dir2 = PreviewDirection2;
+
+ dir0.normVec();
+ dir1.normVec();
+ dir2.normVec();
+
+ LLVector4 light_pos(dir0, 0.0f);
+
+ LLLightState* light = gGL.getLight(1);
+
+ light->enable();
+ light->setPosition(light_pos);
+ light->setDiffuse(diffuse0);
+ light->setAmbient(LLColor4::black);
+ light->setSpecular(specular0);
+ light->setSpotExponent(0.f);
+ light->setSpotCutoff(180.f);
+
+ light_pos = LLVector4(dir1, 0.f);
+
+ light = gGL.getLight(2);
+ light->enable();
+ light->setPosition(light_pos);
+ light->setDiffuse(diffuse1);
+ light->setAmbient(LLColor4::black);
+ light->setSpecular(specular1);
+ light->setSpotExponent(0.f);
+ light->setSpotCutoff(180.f);
+
+ light_pos = LLVector4(dir2, 0.f);
+ light = gGL.getLight(3);
+ light->enable();
+ light->setPosition(light_pos);
+ light->setDiffuse(diffuse2);
+ light->setAmbient(LLColor4::black);
+ light->setSpecular(specular2);
+ light->setSpotExponent(0.f);
+ light->setSpotCutoff(180.f);
+}
+
+
+void LLPipeline::enableLightsAvatarEdit(const LLColor4& color)
+{
+ U32 mask = 0x2002; // Avatar backlight only, set ambient
+ setupAvatarLights(TRUE);
+ enableLights(mask);
+
+ gGL.setAmbientLightColor(color);
+}
+
+void LLPipeline::enableLightsFullbright(const LLColor4& color)
+{
+ assertInitialized();
+ U32 mask = 0x1000; // Non-0 mask, set ambient
+ enableLights(mask);
+
+ gGL.setAmbientLightColor(color);
+}
+
+void LLPipeline::disableLights()
+{
+ enableLights(0); // no lighting (full bright)
+}
+
+//============================================================================
+
+class LLMenuItemGL;
+class LLInvFVBridge;
+struct cat_folder_pair;
+class LLVOBranch;
+class LLVOLeaf;
+
+void LLPipeline::findReferences(LLDrawable *drawablep)
+{
+ assertInitialized();
+ if (mLights.find(drawablep) != mLights.end())
+ {
+ LL_INFOS() << "In mLights" << LL_ENDL;
+ }
+ if (std::find(mMovedList.begin(), mMovedList.end(), drawablep) != mMovedList.end())
+ {
+ LL_INFOS() << "In mMovedList" << LL_ENDL;
+ }
+ if (std::find(mShiftList.begin(), mShiftList.end(), drawablep) != mShiftList.end())
+ {
+ LL_INFOS() << "In mShiftList" << LL_ENDL;
+ }
+ if (mRetexturedList.find(drawablep) != mRetexturedList.end())
+ {
+ LL_INFOS() << "In mRetexturedList" << LL_ENDL;
+ }
+
+ if (std::find(mBuildQ1.begin(), mBuildQ1.end(), drawablep) != mBuildQ1.end())
+ {
+ LL_INFOS() << "In mBuildQ1" << LL_ENDL;
+ }
+ if (std::find(mBuildQ2.begin(), mBuildQ2.end(), drawablep) != mBuildQ2.end())
+ {
+ LL_INFOS() << "In mBuildQ2" << LL_ENDL;
+ }
+
+ S32 count;
+
+ count = gObjectList.findReferences(drawablep);
+ if (count)
+ {
+ LL_INFOS() << "In other drawables: " << count << " references" << LL_ENDL;
+ }
+}
+
+bool LLPipeline::verify()
+{
+ bool ok = assertInitialized();
+ if (ok)
+ {
+ for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
+ {
+ LLDrawPool *poolp = *iter;
+ if (!poolp->verify())
+ {
+ ok = false;
+ }
+ }
+ }
+
+ if (!ok)
+ {
+ LL_WARNS() << "Pipeline verify failed!" << LL_ENDL;
+ }
+ return ok;
+}
+
+//////////////////////////////
+//
+// Collision detection
+//
+//
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * A method to compute a ray-AABB intersection.
+ * Original code by Andrew Woo, from "Graphics Gems", Academic Press, 1990
+ * Optimized code by Pierre Terdiman, 2000 (~20-30% faster on my Celeron 500)
+ * Epsilon value added by Klaus Hartmann. (discarding it saves a few cycles only)
+ *
+ * Hence this version is faster as well as more robust than the original one.
+ *
+ * Should work provided:
+ * 1) the integer representation of 0.0f is 0x00000000
+ * 2) the sign bit of the float is the most significant one
+ *
+ * Report bugs: p.terdiman@codercorner.com
+ *
+ * \param aabb [in] the axis-aligned bounding box
+ * \param origin [in] ray origin
+ * \param dir [in] ray direction
+ * \param coord [out] impact coordinates
+ * \return true if ray intersects AABB
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//#define RAYAABB_EPSILON 0.00001f
+#define IR(x) ((U32&)x)
+
+bool LLRayAABB(const LLVector3 &center, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon)
+{
+ bool Inside = true;
+ LLVector3 MinB = center - size;
+ LLVector3 MaxB = center + size;
+ LLVector3 MaxT;
+ MaxT.mV[VX]=MaxT.mV[VY]=MaxT.mV[VZ]=-1.0f;
+
+ // Find candidate planes.
+ for(U32 i=0;i<3;i++)
+ {
+ if(origin.mV[i] < MinB.mV[i])
+ {
+ coord.mV[i] = MinB.mV[i];
+ Inside = false;
+
+ // Calculate T distances to candidate planes
+ if(IR(dir.mV[i])) MaxT.mV[i] = (MinB.mV[i] - origin.mV[i]) / dir.mV[i];
+ }
+ else if(origin.mV[i] > MaxB.mV[i])
+ {
+ coord.mV[i] = MaxB.mV[i];
+ Inside = false;
+
+ // Calculate T distances to candidate planes
+ if(IR(dir.mV[i])) MaxT.mV[i] = (MaxB.mV[i] - origin.mV[i]) / dir.mV[i];
+ }
+ }
+
+ // Ray origin inside bounding box
+ if(Inside)
+ {
+ coord = origin;
+ return true;
+ }
+
+ // Get largest of the maxT's for final choice of intersection
+ U32 WhichPlane = 0;
+ if(MaxT.mV[1] > MaxT.mV[WhichPlane]) WhichPlane = 1;
+ if(MaxT.mV[2] > MaxT.mV[WhichPlane]) WhichPlane = 2;
+
+ // Check final candidate actually inside box
+ if(IR(MaxT.mV[WhichPlane])&0x80000000) return false;
+
+ for(U32 i=0;i<3;i++)
+ {
+ if(i!=WhichPlane)
+ {
+ coord.mV[i] = origin.mV[i] + MaxT.mV[WhichPlane] * dir.mV[i];
+ if (epsilon > 0)
+ {
+ if(coord.mV[i] < MinB.mV[i] - epsilon || coord.mV[i] > MaxB.mV[i] + epsilon) return false;
+ }
+ else
+ {
+ if(coord.mV[i] < MinB.mV[i] || coord.mV[i] > MaxB.mV[i]) return false;
+ }
+ }
+ }
+ return true; // ray hits box
+}
+
+//////////////////////////////
+//
+// Macros, functions, and inline methods from other classes
+//
+//
+
+void LLPipeline::setLight(LLDrawable *drawablep, bool is_light)
+{
+ if (drawablep && assertInitialized())
+ {
+ if (is_light)
+ {
+ mLights.insert(drawablep);
+ drawablep->setState(LLDrawable::LIGHT);
+ }
+ else
+ {
+ drawablep->clearState(LLDrawable::LIGHT);
+ mLights.erase(drawablep);
+ }
+ }
+}
+
+//static
+void LLPipeline::toggleRenderType(U32 type)
+{
+ gPipeline.mRenderTypeEnabled[type] = !gPipeline.mRenderTypeEnabled[type];
+ if (type == LLPipeline::RENDER_TYPE_WATER)
+ {
+ gPipeline.mRenderTypeEnabled[LLPipeline::RENDER_TYPE_VOIDWATER] = !gPipeline.mRenderTypeEnabled[LLPipeline::RENDER_TYPE_VOIDWATER];
+ }
+}
+
+//static
+void LLPipeline::toggleRenderTypeControl(U32 type)
+{
+ U32 bit = (1<<type);
+ if (gPipeline.hasRenderType(type))
+ {
+ LL_INFOS() << "Toggling render type mask " << std::hex << bit << " off" << std::dec << LL_ENDL;
+ }
+ else
+ {
+ LL_INFOS() << "Toggling render type mask " << std::hex << bit << " on" << std::dec << LL_ENDL;
+ }
+ gPipeline.toggleRenderType(type);
+}
+
+//static
+bool LLPipeline::hasRenderTypeControl(U32 type)
+{
+ return gPipeline.hasRenderType(type);
+}
+
+// Allows UI items labeled "Hide foo" instead of "Show foo"
+//static
+bool LLPipeline::toggleRenderTypeControlNegated(S32 type)
+{
+ return !gPipeline.hasRenderType(type);
+}
+
+//static
+void LLPipeline::toggleRenderDebug(U32 bit)
+{
+ if (gPipeline.hasRenderDebugMask(bit))
+ {
+ LL_INFOS() << "Toggling render debug mask " << std::hex << bit << " off" << std::dec << LL_ENDL;
+ }
+ else
+ {
+ LL_INFOS() << "Toggling render debug mask " << std::hex << bit << " on" << std::dec << LL_ENDL;
+ }
+ gPipeline.mRenderDebugMask ^= bit;
+}
+
+
+//static
+bool LLPipeline::toggleRenderDebugControl(U32 bit)
+{
+ return gPipeline.hasRenderDebugMask(bit);
+}
+
+//static
+void LLPipeline::toggleRenderDebugFeature(U32 bit)
+{
+ gPipeline.mRenderDebugFeatureMask ^= bit;
+}
+
+
+//static
+bool LLPipeline::toggleRenderDebugFeatureControl(U32 bit)
+{
+ return gPipeline.hasRenderDebugFeatureMask(bit);
+}
+
+void LLPipeline::setRenderDebugFeatureControl(U32 bit, bool value)
+{
+ if (value)
+ {
+ gPipeline.mRenderDebugFeatureMask |= bit;
+ }
+ else
+ {
+ gPipeline.mRenderDebugFeatureMask &= !bit;
+ }
+}
+
+void LLPipeline::pushRenderDebugFeatureMask()
+{
+ mRenderDebugFeatureStack.push(mRenderDebugFeatureMask);
+}
+
+void LLPipeline::popRenderDebugFeatureMask()
+{
+ if (mRenderDebugFeatureStack.empty())
+ {
+ LL_ERRS() << "Depleted render feature stack." << LL_ENDL;
+ }
+
+ mRenderDebugFeatureMask = mRenderDebugFeatureStack.top();
+ mRenderDebugFeatureStack.pop();
+}
+
+// static
+void LLPipeline::setRenderScriptedBeacons(bool val)
+{
+ sRenderScriptedBeacons = val;
+}
+
+// static
+void LLPipeline::toggleRenderScriptedBeacons()
+{
+ sRenderScriptedBeacons = !sRenderScriptedBeacons;
+}
+
+// static
+bool LLPipeline::getRenderScriptedBeacons()
+{
+ return sRenderScriptedBeacons;
+}
+
+// static
+void LLPipeline::setRenderScriptedTouchBeacons(bool val)
+{
+ sRenderScriptedTouchBeacons = val;
+}
+
+// static
+void LLPipeline::toggleRenderScriptedTouchBeacons()
+{
+ sRenderScriptedTouchBeacons = !sRenderScriptedTouchBeacons;
+}
+
+// static
+bool LLPipeline::getRenderScriptedTouchBeacons()
+{
+ return sRenderScriptedTouchBeacons;
+}
+
+// static
+void LLPipeline::setRenderMOAPBeacons(bool val)
+{
+ sRenderMOAPBeacons = val;
+}
+
+// static
+void LLPipeline::toggleRenderMOAPBeacons()
+{
+ sRenderMOAPBeacons = !sRenderMOAPBeacons;
+}
+
+// static
+bool LLPipeline::getRenderMOAPBeacons()
+{
+ return sRenderMOAPBeacons;
+}
+
+// static
+void LLPipeline::setRenderPhysicalBeacons(bool val)
+{
+ sRenderPhysicalBeacons = val;
+}
+
+// static
+void LLPipeline::toggleRenderPhysicalBeacons()
+{
+ sRenderPhysicalBeacons = !sRenderPhysicalBeacons;
+}
+
+// static
+bool LLPipeline::getRenderPhysicalBeacons()
+{
+ return sRenderPhysicalBeacons;
+}
+
+// static
+void LLPipeline::setRenderParticleBeacons(bool val)
+{
+ sRenderParticleBeacons = val;
+}
+
+// static
+void LLPipeline::toggleRenderParticleBeacons()
+{
+ sRenderParticleBeacons = !sRenderParticleBeacons;
+}
+
+// static
+bool LLPipeline::getRenderParticleBeacons()
+{
+ return sRenderParticleBeacons;
+}
+
+// static
+void LLPipeline::setRenderSoundBeacons(bool val)
+{
+ sRenderSoundBeacons = val;
+}
+
+// static
+void LLPipeline::toggleRenderSoundBeacons()
+{
+ sRenderSoundBeacons = !sRenderSoundBeacons;
+}
+
+// static
+bool LLPipeline::getRenderSoundBeacons()
+{
+ return sRenderSoundBeacons;
+}
+
+// static
+void LLPipeline::setRenderBeacons(bool val)
+{
+ sRenderBeacons = val;
+}
+
+// static
+void LLPipeline::toggleRenderBeacons()
+{
+ sRenderBeacons = !sRenderBeacons;
+}
+
+// static
+bool LLPipeline::getRenderBeacons()
+{
+ return sRenderBeacons;
+}
+
+// static
+void LLPipeline::setRenderHighlights(bool val)
+{
+ sRenderHighlight = val;
+}
+
+// static
+void LLPipeline::toggleRenderHighlights()
+{
+ sRenderHighlight = !sRenderHighlight;
+}
+
+// static
+bool LLPipeline::getRenderHighlights()
+{
+ return sRenderHighlight;
+}
+
+// static
+void LLPipeline::setRenderHighlightTextureChannel(LLRender::eTexIndex channel)
+{
+ sRenderHighlightTextureChannel = channel;
+}
+
+LLVOPartGroup* LLPipeline::lineSegmentIntersectParticle(const LLVector4a& start, const LLVector4a& end, LLVector4a* intersection,
+ S32* face_hit)
+{
+ LLVector4a local_end = end;
+
+ LLVector4a position;
+
+ LLDrawable* drawable = NULL;
+
+ for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
+ iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+ {
+ LLViewerRegion* region = *iter;
+
+ LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_PARTICLE);
+ if (part && hasRenderType(part->mDrawableType))
+ {
+ LLDrawable* hit = part->lineSegmentIntersect(start, local_end, TRUE, FALSE, face_hit, &position, NULL, NULL, NULL);
+ if (hit)
+ {
+ drawable = hit;
+ local_end = position;
+ }
+ }
+ }
+
+ LLVOPartGroup* ret = NULL;
+ if (drawable)
+ {
+ //make sure we're returning an LLVOPartGroup
+ llassert(drawable->getVObj()->getPCode() == LLViewerObject::LL_VO_PART_GROUP);
+ ret = (LLVOPartGroup*) drawable->getVObj().get();
+ }
+
+ if (intersection)
+ {
+ *intersection = position;
+ }
+
+ return ret;
+}
+
+LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector4a& start, const LLVector4a& end,
+ bool pick_transparent,
+ bool pick_rigged,
+ S32* face_hit,
+ LLVector4a* intersection, // return the intersection point
+ LLVector2* tex_coord, // return the texture coordinates of the intersection point
+ LLVector4a* normal, // return the surface normal at the intersection point
+ LLVector4a* tangent // return the surface tangent at the intersection point
+ )
+{
+ LLDrawable* drawable = NULL;
+
+ LLVector4a local_end = end;
+
+ LLVector4a position;
+
+ sPickAvatar = false; //! LLToolMgr::getInstance()->inBuildMode();
+
+ for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
+ iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+ {
+ LLViewerRegion* region = *iter;
+
+ for (U32 j = 0; j < LLViewerRegion::NUM_PARTITIONS; j++)
+ {
+ if ((j == LLViewerRegion::PARTITION_VOLUME) ||
+ (j == LLViewerRegion::PARTITION_BRIDGE) ||
+ (j == LLViewerRegion::PARTITION_TERRAIN) ||
+ (j == LLViewerRegion::PARTITION_TREE) ||
+ (j == LLViewerRegion::PARTITION_GRASS)) // only check these partitions for now
+ {
+ LLSpatialPartition* part = region->getSpatialPartition(j);
+ if (part && hasRenderType(part->mDrawableType))
+ {
+ LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, pick_rigged, face_hit, &position, tex_coord, normal, tangent);
+ if (hit)
+ {
+ drawable = hit;
+ local_end = position;
+ }
+ }
+ }
+ }
+ }
+
+ if (!sPickAvatar)
+ {
+ //save hit info in case we need to restore
+ //due to attachment override
+ LLVector4a local_normal;
+ LLVector4a local_tangent;
+ LLVector2 local_texcoord;
+ S32 local_face_hit = -1;
+
+ if (face_hit)
+ {
+ local_face_hit = *face_hit;
+ }
+ if (tex_coord)
+ {
+ local_texcoord = *tex_coord;
+ }
+ if (tangent)
+ {
+ local_tangent = *tangent;
+ }
+ else
+ {
+ local_tangent.clear();
+ }
+ if (normal)
+ {
+ local_normal = *normal;
+ }
+ else
+ {
+ local_normal.clear();
+ }
+
+ const F32 ATTACHMENT_OVERRIDE_DIST = 0.1f;
+
+ //check against avatars
+ sPickAvatar = true;
+ for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
+ iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+ {
+ LLViewerRegion* region = *iter;
+
+ LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_BRIDGE);
+ if (part && hasRenderType(part->mDrawableType))
+ {
+ LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, pick_rigged, face_hit, &position, tex_coord, normal, tangent);
+ if (hit)
+ {
+ LLVector4a delta;
+ delta.setSub(position, local_end);
+
+ if (!drawable ||
+ !drawable->getVObj()->isAttachment() ||
+ delta.getLength3().getF32() > ATTACHMENT_OVERRIDE_DIST)
+ { //avatar overrides if previously hit drawable is not an attachment or
+ //attachment is far enough away from detected intersection
+ drawable = hit;
+ local_end = position;
+ }
+ else
+ { //prioritize attachments over avatars
+ position = local_end;
+
+ if (face_hit)
+ {
+ *face_hit = local_face_hit;
+ }
+ if (tex_coord)
+ {
+ *tex_coord = local_texcoord;
+ }
+ if (tangent)
+ {
+ *tangent = local_tangent;
+ }
+ if (normal)
+ {
+ *normal = local_normal;
+ }
+ }
+ }
+ }
+ }
+ }
+
+ //check all avatar nametags (silly, isn't it?)
+ for (std::vector< LLCharacter* >::iterator iter = LLCharacter::sInstances.begin();
+ iter != LLCharacter::sInstances.end();
+ ++iter)
+ {
+ LLVOAvatar* av = (LLVOAvatar*) *iter;
+ if (av->mNameText.notNull()
+ && av->mNameText->lineSegmentIntersect(start, local_end, position))
+ {
+ drawable = av->mDrawable;
+ local_end = position;
+ }
+ }
+
+ if (intersection)
+ {
+ *intersection = position;
+ }
+
+ return drawable ? drawable->getVObj().get() : NULL;
+}
+
+LLViewerObject* LLPipeline::lineSegmentIntersectInHUD(const LLVector4a& start, const LLVector4a& end,
+ bool pick_transparent,
+ S32* face_hit,
+ LLVector4a* intersection, // return the intersection point
+ LLVector2* tex_coord, // return the texture coordinates of the intersection point
+ LLVector4a* normal, // return the surface normal at the intersection point
+ LLVector4a* tangent // return the surface tangent at the intersection point
+ )
+{
+ LLDrawable* drawable = NULL;
+
+ for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
+ iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+ {
+ LLViewerRegion* region = *iter;
+
+ bool toggle = false;
+ if (!hasRenderType(LLPipeline::RENDER_TYPE_HUD))
+ {
+ toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
+ toggle = true;
+ }
+
+ LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_HUD);
+ if (part)
+ {
+ LLDrawable* hit = part->lineSegmentIntersect(start, end, pick_transparent, FALSE, face_hit, intersection, tex_coord, normal, tangent);
+ if (hit)
+ {
+ drawable = hit;
+ }
+ }
+
+ if (toggle)
+ {
+ toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
+ }
+ }
+ return drawable ? drawable->getVObj().get() : NULL;
+}
+
+LLSpatialPartition* LLPipeline::getSpatialPartition(LLViewerObject* vobj)
+{
+ if (vobj)
+ {
+ LLViewerRegion* region = vobj->getRegion();
+ if (region)
+ {
+ return region->getSpatialPartition(vobj->getPartitionType());
+ }
+ }
+ return NULL;
+}
+
+void LLPipeline::resetVertexBuffers(LLDrawable* drawable)
+{
+ if (!drawable)
+ {
+ return;
+ }
+
+ for (S32 i = 0; i < drawable->getNumFaces(); i++)
+ {
+ LLFace* facep = drawable->getFace(i);
+ if (facep)
+ {
+ facep->clearVertexBuffer();
+ }
+ }
+}
+
+void LLPipeline::resetVertexBuffers()
+{
+ mResetVertexBuffers = true;
+}
+
+static LLTrace::BlockTimerStatHandle FTM_RESET_VB("Reset VB");
+
+void LLPipeline::doResetVertexBuffers(bool forced)
+{
+ if (!mResetVertexBuffers)
+ {
+ return;
+ }
+ if(!forced && LLSpatialPartition::sTeleportRequested)
+ {
+ if(gAgent.getTeleportState() != LLAgent::TELEPORT_NONE)
+ {
+ return; //wait for teleporting to finish
+ }
+ else
+ {
+ //teleporting aborted
+ LLSpatialPartition::sTeleportRequested = FALSE;
+ mResetVertexBuffers = false;
+ return;
+ }
+ }
+
+ LL_RECORD_BLOCK_TIME(FTM_RESET_VB);
+ mResetVertexBuffers = false;
+
+ mCubeVB = NULL;
+
+ for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
+ iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+ {
+ LLViewerRegion* region = *iter;
+ for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+ {
+ LLSpatialPartition* part = region->getSpatialPartition(i);
+ if (part)
+ {
+ part->resetVertexBuffers();
+ }
+ }
+ }
+ if(LLSpatialPartition::sTeleportRequested)
+ {
+ LLSpatialPartition::sTeleportRequested = FALSE;
+
+ LLWorld::getInstance()->clearAllVisibleObjects();
+ clearRebuildDrawables();
+ }
+
+ resetDrawOrders();
+
+ gSky.resetVertexBuffers();
+
+ LLVOPartGroup::destroyGL();
+
+ if ( LLPathingLib::getInstance() )
+ {
+ LLPathingLib::getInstance()->cleanupVBOManager();
+ }
+ LLVOPartGroup::destroyGL();
+
+ SUBSYSTEM_CLEANUP(LLVertexBuffer);
+
+ //delete all name pool caches
+ LLGLNamePool::cleanupPools();
+
+
+
+ if (LLVertexBuffer::sGLCount > 0)
+ {
+ LL_WARNS() << "VBO wipe failed -- " << LLVertexBuffer::sGLCount << " buffers remaining." << LL_ENDL;
+ }
+
+ LLVertexBuffer::unbind();
+
+ updateRenderBump();
+ updateRenderDeferred();
+
+ sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
+ LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
+ LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO");
+ LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw");
+ LLVertexBuffer::sEnableVBOs = gSavedSettings.getBOOL("RenderVBOEnable");
+ LLVertexBuffer::sDisableVBOMapping = LLVertexBuffer::sEnableVBOs && gSavedSettings.getBOOL("RenderVBOMappingDisable") ;
+ sBakeSunlight = gSavedSettings.getBOOL("RenderBakeSunlight");
+ sNoAlpha = gSavedSettings.getBOOL("RenderNoAlpha");
+ LLPipeline::sTextureBindTest = gSavedSettings.getBOOL("RenderDebugTextureBind");
+
+ LLVertexBuffer::initClass(LLVertexBuffer::sEnableVBOs, LLVertexBuffer::sDisableVBOMapping);
+
+ LLVOPartGroup::restoreGL();
+}
+
+void LLPipeline::renderObjects(U32 type, U32 mask, bool texture, bool batch_texture)
+{
+ assertInitialized();
+ gGL.loadMatrix(gGLModelView);
+ gGLLastMatrix = NULL;
+ mSimplePool->pushBatches(type, mask, texture, batch_texture);
+ gGL.loadMatrix(gGLModelView);
+ gGLLastMatrix = NULL;
+}
+
+void LLPipeline::renderMaskedObjects(U32 type, U32 mask, bool texture, bool batch_texture)
+{
+ assertInitialized();
+ gGL.loadMatrix(gGLModelView);
+ gGLLastMatrix = NULL;
+ mAlphaMaskPool->pushMaskBatches(type, mask, texture, batch_texture);
+ gGL.loadMatrix(gGLModelView);
+ gGLLastMatrix = NULL;
+}
+
+
+void apply_cube_face_rotation(U32 face)
+{
+ switch (face)
+ {
+ case 0:
+ gGL.rotatef(90.f, 0, 1, 0);
+ gGL.rotatef(180.f, 1, 0, 0);
+ break;
+ case 2:
+ gGL.rotatef(-90.f, 1, 0, 0);
+ break;
+ case 4:
+ gGL.rotatef(180.f, 0, 1, 0);
+ gGL.rotatef(180.f, 0, 0, 1);
+ break;
+ case 1:
+ gGL.rotatef(-90.f, 0, 1, 0);
+ gGL.rotatef(180.f, 1, 0, 0);
+ break;
+ case 3:
+ gGL.rotatef(90, 1, 0, 0);
+ break;
+ case 5:
+ gGL.rotatef(180, 0, 0, 1);
+ break;
+ }
+}
+
+void validate_framebuffer_object()
+{
+ GLenum status;
+ status = glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
+ switch(status)
+ {
+ case GL_FRAMEBUFFER_COMPLETE:
+ //framebuffer OK, no error.
+ break;
+ case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
+ // frame buffer not OK: probably means unsupported depth buffer format
+ LL_ERRS() << "Framebuffer Incomplete Missing Attachment." << LL_ENDL;
+ break;
+ case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
+ // frame buffer not OK: probably means unsupported depth buffer format
+ LL_ERRS() << "Framebuffer Incomplete Attachment." << LL_ENDL;
+ break;
+ case GL_FRAMEBUFFER_UNSUPPORTED:
+ /* choose different formats */
+ LL_ERRS() << "Framebuffer unsupported." << LL_ENDL;
+ break;
+ default:
+ LL_ERRS() << "Unknown framebuffer status." << LL_ENDL;
+ break;
+ }
+}
+
+void LLPipeline::bindScreenToTexture()
+{
+
+}
+
+static LLTrace::BlockTimerStatHandle FTM_RENDER_BLOOM("Bloom");
+
+void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield)
+{
+ if (!(gPipeline.canUseVertexShaders() &&
+ sRenderGlow))
+ {
+ return;
+ }
+
+ LLVertexBuffer::unbind();
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
+
+ assertInitialized();
+
+ if (gUseWireframe)
+ {
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ }
+
+ LLVector2 tc1(0,0);
+ LLVector2 tc2((F32) mScreen.getWidth()*2,
+ (F32) mScreen.getHeight()*2);
+
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM);
+ gGL.color4f(1,1,1,1);
+ LLGLDepthTest depth(GL_FALSE);
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable cull(GL_CULL_FACE);
+
+ enableLightsFullbright(LLColor4(1,1,1,1));
+
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+
+ LLGLDisable test(GL_ALPHA_TEST);
+
+ gGL.setColorMask(true, true);
+ glClearColor(0,0,0,0);
+
+ {
+ {
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO);
+ mGlow[2].bindTarget();
+ mGlow[2].clear();
+ }
+
+ gGlowExtractProgram.bind();
+ F32 minLum = llmax((F32) RenderGlowMinLuminance, 0.0f);
+ F32 maxAlpha = RenderGlowMaxExtractAlpha;
+ F32 warmthAmount = RenderGlowWarmthAmount;
+ LLVector3 lumWeights = RenderGlowLumWeights;
+ LLVector3 warmthWeights = RenderGlowWarmthWeights;
+
+
+ gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, minLum);
+ gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MAX_EXTRACT_ALPHA, maxAlpha);
+ gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_LUM_WEIGHTS, lumWeights.mV[0], lumWeights.mV[1], lumWeights.mV[2]);
+ gGlowExtractProgram.uniform3f(LLShaderMgr::GLOW_WARMTH_WEIGHTS, warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]);
+ gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_WARMTH_AMOUNT, warmthAmount);
+ LLGLEnable blend_on(GL_BLEND);
+ LLGLEnable test(GL_ALPHA_TEST);
+
+ gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
+
+ mScreen.bindTexture(0, 0);
+
+ gGL.color4f(1,1,1,1);
+ gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1,3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3,-1);
+
+ gGL.end();
+
+ gGL.getTexUnit(0)->unbind(mScreen.getUsage());
+
+ mGlow[2].flush();
+ }
+
+ tc1.setVec(0,0);
+ tc2.setVec(2,2);
+
+ // power of two between 1 and 1024
+ U32 glowResPow = RenderGlowResolutionPow;
+ const U32 glow_res = llmax(1,
+ llmin(1024, 1 << glowResPow));
+
+ S32 kernel = RenderGlowIterations*2;
+ F32 delta = RenderGlowWidth / glow_res;
+ // Use half the glow width if we have the res set to less than 9 so that it looks
+ // almost the same in either case.
+ if (glowResPow < 9)
+ {
+ delta *= 0.5f;
+ }
+ F32 strength = RenderGlowStrength;
+
+ gGlowProgram.bind();
+ gGlowProgram.uniform1f(LLShaderMgr::GLOW_STRENGTH, strength);
+
+ for (S32 i = 0; i < kernel; i++)
+ {
+ {
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO);
+ mGlow[i%2].bindTarget();
+ mGlow[i%2].clear();
+ }
+
+ if (i == 0)
+ {
+ gGL.getTexUnit(0)->bind(&mGlow[2]);
+ }
+ else
+ {
+ gGL.getTexUnit(0)->bind(&mGlow[(i-1)%2]);
+ }
+
+ if (i%2 == 0)
+ {
+ gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0);
+ }
+ else
+ {
+ gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta);
+ }
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1,3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3,-1);
+
+ gGL.end();
+
+ mGlow[i%2].flush();
+ }
+
+ gGlowProgram.unbind();
+
+ /*if (LLRenderTarget::sUseFBO)
+ {
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM_FBO);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ }*/
+
+ gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
+ gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
+ gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
+ gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
+ glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
+
+ tc2.setVec((F32) mScreen.getWidth(),
+ (F32) mScreen.getHeight());
+
+ gGL.flush();
+
+ LLVertexBuffer::unbind();
+
+ if (LLPipeline::sRenderDeferred)
+ {
+
+ bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater() &&
+ (RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) &&
+ RenderDepthOfField;
+
+
+ bool multisample = RenderFSAASamples > 1 && mFXAABuffer.isComplete();
+
+ gViewerWindow->setup3DViewport();
+
+ if (dof_enabled)
+ {
+ LLGLSLShader* shader = &gDeferredPostProgram;
+ LLGLDisable blend(GL_BLEND);
+
+ //depth of field focal plane calculations
+ static F32 current_distance = 16.f;
+ static F32 start_distance = 16.f;
+ static F32 transition_time = 1.f;
+
+ LLVector3 focus_point;
+
+ LLViewerObject* obj = LLViewerMediaFocus::getInstance()->getFocusedObject();
+ if (obj && obj->mDrawable && obj->isSelected())
+ { //focus on selected media object
+ S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace();
+ if (obj && obj->mDrawable)
+ {
+ LLFace* face = obj->mDrawable->getFace(face_idx);
+ if (face)
+ {
+ focus_point = face->getPositionAgent();
+ }
+ }
+ }
+
+ if (focus_point.isExactlyZero())
+ {
+ if (LLViewerJoystick::getInstance()->getOverrideCamera())
+ { //focus on point under cursor
+ focus_point.set(gDebugRaycastIntersection.getF32ptr());
+ }
+ else if (gAgentCamera.cameraMouselook())
+ { //focus on point under mouselook crosshairs
+ LLVector4a result;
+ result.clear();
+
+ gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE, FALSE,
+ NULL,
+ &result);
+
+ focus_point.set(result.getF32ptr());
+ }
+ else
+ {
+ //focus on alt-zoom target
+ LLViewerRegion* region = gAgent.getRegion();
+ if (region)
+ {
+ focus_point = LLVector3(gAgentCamera.getFocusGlobal()-region->getOriginGlobal());
+ }
+ }
+ }
+
+ LLVector3 eye = LLViewerCamera::getInstance()->getOrigin();
+ F32 target_distance = 16.f;
+ if (!focus_point.isExactlyZero())
+ {
+ target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point-eye);
+ }
+
+ if (transition_time >= 1.f &&
+ fabsf(current_distance-target_distance)/current_distance > 0.01f)
+ { //large shift happened, interpolate smoothly to new target distance
+ transition_time = 0.f;
+ start_distance = current_distance;
+ }
+ else if (transition_time < 1.f)
+ { //currently in a transition, continue interpolating
+ transition_time += 1.f/CameraFocusTransitionTime*gFrameIntervalSeconds.value();
+ transition_time = llmin(transition_time, 1.f);
+
+ F32 t = cosf(transition_time*F_PI+F_PI)*0.5f+0.5f;
+ current_distance = start_distance + (target_distance-start_distance)*t;
+ }
+ else
+ { //small or no change, just snap to target distance
+ current_distance = target_distance;
+ }
+
+ //convert to mm
+ F32 subject_distance = current_distance*1000.f;
+ F32 fnumber = CameraFNumber;
+ F32 default_focal_length = CameraFocalLength;
+
+ F32 fov = LLViewerCamera::getInstance()->getView();
+
+ const F32 default_fov = CameraFieldOfView * F_PI/180.f;
+
+ //F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight();
+
+ F32 dv = 2.f*default_focal_length * tanf(default_fov/2.f);
+
+ F32 focal_length = dv/(2*tanf(fov/2.f));
+
+ //F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle);
+
+ // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f))
+ // where N = fnumber
+ // s2 = dot distance
+ // s1 = subject distance
+ // f = focal length
+ //
+
+ F32 blur_constant = focal_length*focal_length/(fnumber*(subject_distance-focal_length));
+ blur_constant /= 1000.f; //convert to meters for shader
+ F32 magnification = focal_length/(subject_distance-focal_length);
+
+ { //build diffuse+bloom+CoF
+ mDeferredLight.bindTarget();
+ shader = &gDeferredCoFProgram;
+
+ bindDeferredShader(*shader);
+
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
+ if (channel > -1)
+ {
+ mScreen.bindTexture(0, channel);
+ }
+
+ shader->uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance/1000.f);
+ shader->uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant);
+ shader->uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f/LLDrawable::sCurPixelAngle));
+ shader->uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification);
+ shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
+ shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1,3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3,-1);
+
+ gGL.end();
+
+ unbindDeferredShader(*shader);
+ mDeferredLight.flush();
+ }
+
+ U32 dof_width = (U32) (mScreen.getWidth()*CameraDoFResScale);
+ U32 dof_height = (U32) (mScreen.getHeight()*CameraDoFResScale);
+
+ { //perform DoF sampling at half-res (preserve alpha channel)
+ mScreen.bindTarget();
+ glViewport(0,0, dof_width, dof_height);
+ gGL.setColorMask(true, false);
+
+ shader = &gDeferredPostProgram;
+ bindDeferredShader(*shader);
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
+ if (channel > -1)
+ {
+ mDeferredLight.bindTexture(0, channel);
+ }
+
+ shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
+ shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1,3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3,-1);
+
+ gGL.end();
+
+ unbindDeferredShader(*shader);
+ mScreen.flush();
+ gGL.setColorMask(true, true);
+ }
+
+ { //combine result based on alpha
+ if (multisample)
+ {
+ mDeferredLight.bindTarget();
+ glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
+ }
+ else
+ {
+ gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
+ gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
+ gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
+ gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
+ glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
+ }
+
+ shader = &gDeferredDoFCombineProgram;
+ bindDeferredShader(*shader);
+
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
+ if (channel > -1)
+ {
+ mScreen.bindTexture(0, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ }
+
+ if (!LLViewerCamera::getInstance()->cameraUnderWater())
+ {
+ shader->uniform1f(LLShaderMgr::GLOBAL_GAMMA, 2.2);
+ } else {
+ shader->uniform1f(LLShaderMgr::GLOBAL_GAMMA, 1.0);
+ }
+
+ shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
+ shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
+ shader->uniform1f(LLShaderMgr::DOF_WIDTH, dof_width-1);
+ shader->uniform1f(LLShaderMgr::DOF_HEIGHT, dof_height-1);
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1,3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3,-1);
+
+ gGL.end();
+
+ unbindDeferredShader(*shader);
+
+ if (multisample)
+ {
+ mDeferredLight.flush();
+ }
+ }
+ }
+ else
+ {
+ if (multisample)
+ {
+ mDeferredLight.bindTarget();
+ }
+ LLGLSLShader* shader = &gDeferredPostNoDoFProgram;
+
+ bindDeferredShader(*shader);
+
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
+ if (channel > -1)
+ {
+ mScreen.bindTexture(0, channel);
+ }
+
+ if (!LLViewerCamera::getInstance()->cameraUnderWater())
+ {
+ shader->uniform1f(LLShaderMgr::GLOBAL_GAMMA, 2.2);
+ } else {
+ shader->uniform1f(LLShaderMgr::GLOBAL_GAMMA, 1.0);
+ }
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1,3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3,-1);
+
+ gGL.end();
+
+ unbindDeferredShader(*shader);
+
+ if (multisample)
+ {
+ mDeferredLight.flush();
+ }
+ }
+
+ if (multisample)
+ {
+ //bake out texture2D with RGBL for FXAA shader
+ mFXAABuffer.bindTarget();
+
+ S32 width = mScreen.getWidth();
+ S32 height = mScreen.getHeight();
+ glViewport(0, 0, width, height);
+
+ LLGLSLShader* shader = &gGlowCombineFXAAProgram;
+
+ shader->bind();
+ shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height);
+
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
+ if (channel > -1)
+ {
+ mDeferredLight.bindTexture(0, channel);
+ }
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.vertex2f(-1,-1);
+ gGL.vertex2f(-1,3);
+ gGL.vertex2f(3,-1);
+ gGL.end();
+
+ gGL.flush();
+
+ shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
+ shader->unbind();
+
+ mFXAABuffer.flush();
+
+ shader = &gFXAAProgram;
+ shader->bind();
+
+ channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage());
+ if (channel > -1)
+ {
+ mFXAABuffer.bindTexture(0, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ }
+
+ gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
+ gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
+ gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
+ gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
+ glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
+
+ F32 scale_x = (F32) width/mFXAABuffer.getWidth();
+ F32 scale_y = (F32) height/mFXAABuffer.getHeight();
+ shader->uniform2f(LLShaderMgr::FXAA_TC_SCALE, scale_x, scale_y);
+ shader->uniform2f(LLShaderMgr::FXAA_RCP_SCREEN_RES, 1.f/width*scale_x, 1.f/height*scale_y);
+ shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT, -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y);
+ shader->uniform4f(LLShaderMgr::FXAA_RCP_FRAME_OPT2, -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y);
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.vertex2f(-1,-1);
+ gGL.vertex2f(-1,3);
+ gGL.vertex2f(3,-1);
+ gGL.end();
+
+ gGL.flush();
+ shader->unbind();
+ }
+ }
+ else
+ {
+ U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1;
+ LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(mask, 0);
+ buff->allocateBuffer(3,0,TRUE);
+
+ LLStrider<LLVector3> v;
+ LLStrider<LLVector2> uv1;
+ LLStrider<LLVector2> uv2;
+
+ buff->getVertexStrider(v);
+ buff->getTexCoord0Strider(uv1);
+ buff->getTexCoord1Strider(uv2);
+
+ uv1[0] = LLVector2(0, 0);
+ uv1[1] = LLVector2(0, 2);
+ uv1[2] = LLVector2(2, 0);
+
+ uv2[0] = LLVector2(0, 0);
+ uv2[1] = LLVector2(0, tc2.mV[1]*2.f);
+ uv2[2] = LLVector2(tc2.mV[0]*2.f, 0);
+
+ v[0] = LLVector3(-1,-1,0);
+ v[1] = LLVector3(-1,3,0);
+ v[2] = LLVector3(3,-1,0);
+
+ buff->flush();
+
+ LLGLDisable blend(GL_BLEND);
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gGlowCombineProgram.bind();
+ }
+ else
+ {
+ //tex unit 0
+ gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR);
+ //tex unit 1
+ gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
+ }
+
+ gGL.getTexUnit(0)->bind(&mGlow[1]);
+ gGL.getTexUnit(1)->bind(&mScreen);
+
+ LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
+
+ buff->setBuffer(mask);
+ buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3);
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gGlowCombineProgram.unbind();
+ }
+ else
+ {
+ gGL.getTexUnit(1)->disable();
+ gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT);
+
+ gGL.getTexUnit(0)->activate();
+ gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
+ }
+
+ }
+
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+
+ if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES))
+ {
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gSplatTextureRectProgram.bind();
+ }
+
+ gGL.setColorMask(true, false);
+
+ LLVector2 tc1(0,0);
+ LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw()*2,
+ (F32) gViewerWindow->getWorldViewHeightRaw()*2);
+
+ LLGLEnable blend(GL_BLEND);
+ gGL.color4f(1,1,1,0.75f);
+
+ gGL.getTexUnit(0)->bind(&mPhysicsDisplay);
+
+ gGL.begin(LLRender::TRIANGLES);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1,3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3,-1);
+
+ gGL.end();
+ gGL.flush();
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gSplatTextureRectProgram.unbind();
+ }
+ }
+
+
+ if (LLRenderTarget::sUseFBO)
+ { //copy depth buffer from mScreen to framebuffer
+ LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(),
+ 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
+ }
+
+
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+
+ LLVertexBuffer::unbind();
+
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
+
+}
+
+static LLTrace::BlockTimerStatHandle FTM_BIND_DEFERRED("Bind Deferred");
+
+void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 noise_map)
+{
+ LL_RECORD_BLOCK_TIME(FTM_BIND_DEFERRED);
+
+ if (noise_map == 0xFFFFFFFF)
+ {
+ noise_map = mNoiseMap;
+ }
+
+ shader.bind();
+ S32 channel = 0;
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
+ if (channel > -1)
+ {
+ mDeferredScreen.bindTexture(0,channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
+ if (channel > -1)
+ {
+ mDeferredScreen.bindTexture(1, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
+ if (channel > -1)
+ {
+ mDeferredScreen.bindTexture(2, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage());
+ if (channel > -1)
+ {
+ gGL.getTexUnit(channel)->bind(&mDeferredDepth, TRUE);
+ stop_glerror();
+
+ //glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
+ //glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
+
+ stop_glerror();
+
+ glh::matrix4f projection = get_current_projection();
+ glh::matrix4f inv_proj = projection.inverse();
+
+ shader.uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m);
+ shader.uniform4f(LLShaderMgr::VIEWPORT, (F32) gGLViewport[0],
+ (F32) gGLViewport[1],
+ (F32) gGLViewport[2],
+ (F32) gGLViewport[3]);
+ }
+
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_NOISE);
+ if (channel > -1)
+ {
+ gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, noise_map);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC);
+ if (channel > -1)
+ {
+ gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
+ }
+
+ stop_glerror();
+
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage());
+ if (channel > -1)
+ {
+ if (light_index > 0)
+ {
+ mScreen.bindTexture(0, channel);
+ }
+ else
+ {
+ mDeferredLight.bindTexture(0, channel);
+ }
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_BLOOM);
+ if (channel > -1)
+ {
+ mGlow[1].bindTexture(0, channel);
+ }
+
+ stop_glerror();
+
+ for (U32 i = 0; i < 4; i++)
+ {
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_TEXTURE);
+ stop_glerror();
+ if (channel > -1)
+ {
+ stop_glerror();
+ gGL.getTexUnit(channel)->bind(&mShadow[i], TRUE);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ stop_glerror();
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
+ stop_glerror();
+ }
+ }
+
+ for (U32 i = 4; i < 6; i++)
+ {
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i);
+ stop_glerror();
+ if (channel > -1)
+ {
+ stop_glerror();
+ gGL.getTexUnit(channel)->bind(&mShadow[i], TRUE);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ stop_glerror();
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
+ stop_glerror();
+ }
+ }
+
+ channel = shader.enableTexture(LLShaderMgr::INSCATTER_RT, LLTexUnit::TT_TEXTURE);
+ stop_glerror();
+ if (channel > -1)
+ {
+ stop_glerror();
+ gGL.getTexUnit(channel)->bind(&mInscatter, TRUE);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ stop_glerror();
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_ALWAYS);
+ stop_glerror();
+ }
+
+ stop_glerror();
+
+ F32 mat[16*6];
+ for (U32 i = 0; i < 16; i++)
+ {
+ mat[i] = mSunShadowMatrix[0].m[i];
+ mat[i+16] = mSunShadowMatrix[1].m[i];
+ mat[i+32] = mSunShadowMatrix[2].m[i];
+ mat[i+48] = mSunShadowMatrix[3].m[i];
+ mat[i+64] = mSunShadowMatrix[4].m[i];
+ mat[i+80] = mSunShadowMatrix[5].m[i];
+ }
+
+ shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_SHADOW_MATRIX, 6, FALSE, mat);
+
+ stop_glerror();
+
+ channel = shader.enableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
+ if (channel > -1)
+ {
+ LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
+ if (cube_map)
+ {
+ cube_map->enable(channel);
+ cube_map->bind();
+ F32* m = gGLModelView;
+
+ F32 mat[] = { m[0], m[1], m[2],
+ m[4], m[5], m[6],
+ m[8], m[9], m[10] };
+
+ shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_ENV_MAT, 1, TRUE, mat);
+ }
+ }
+
+ shader.uniform4fv(LLShaderMgr::DEFERRED_SHADOW_CLIP, 1, mSunClipPlanes.mV);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SUN_WASH, RenderDeferredSunWash);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_NOISE, RenderShadowNoise);
+ shader.uniform1f(LLShaderMgr::DEFERRED_BLUR_SIZE, RenderShadowBlurSize);
+
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_RADIUS, RenderSSAOScale);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_MAX_RADIUS, RenderSSAOMaxScale);
+
+ F32 ssao_factor = RenderSSAOFactor;
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR, ssao_factor);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SSAO_FACTOR_INV, 1.0/ssao_factor);
+
+ LLVector3 ssao_effect = RenderSSAOEffect;
+ F32 matrix_diag = (ssao_effect[0] + 2.0*ssao_effect[1])/3.0;
+ F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1])/3.0;
+ // This matrix scales (proj of color onto <1/rt(3),1/rt(3),1/rt(3)>) by
+ // value factor, and scales remainder by saturation factor
+ F32 ssao_effect_mat[] = { matrix_diag, matrix_nondiag, matrix_nondiag,
+ matrix_nondiag, matrix_diag, matrix_nondiag,
+ matrix_nondiag, matrix_nondiag, matrix_diag};
+ shader.uniformMatrix3fv(LLShaderMgr::DEFERRED_SSAO_EFFECT_MAT, 1, GL_FALSE, ssao_effect_mat);
+
+ //F32 shadow_offset_error = 1.f + RenderShadowOffsetError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
+ F32 shadow_bias_error = RenderShadowBiasError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2])/3000.f;
+
+ shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
+ shader.uniform1f(LLShaderMgr::DEFERRED_NEAR_CLIP, LLViewerCamera::getInstance()->getNear()*2.f);
+ shader.uniform1f (LLShaderMgr::DEFERRED_SHADOW_OFFSET, RenderShadowOffset); //*shadow_offset_error);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_BIAS, RenderShadowBias+shadow_bias_error);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_OFFSET, RenderSpotShadowOffset);
+ shader.uniform1f(LLShaderMgr::DEFERRED_SPOT_SHADOW_BIAS, RenderSpotShadowBias);
+
+ shader.uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, mTransformedSunDir.mV);
+ shader.uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, mTransformedMoonDir.mV);
+ shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, mShadow[0].getWidth(), mShadow[0].getHeight());
+ shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, mShadow[4].getWidth(), mShadow[4].getHeight());
+ shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff);
+ shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff);
+
+
+ if (shader.getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0)
+ {
+ glh::matrix4f norm_mat = get_current_modelview().inverse().transpose();
+ shader.uniformMatrix4fv(LLShaderMgr::DEFERRED_NORM_MATRIX, 1, FALSE, norm_mat.m);
+ }
+}
+
+LLColor3 pow3f(LLColor3 v, F32 f)
+{
+ v.mV[0] = powf(v.mV[0], f);
+ v.mV[1] = powf(v.mV[1], f);
+ v.mV[2] = powf(v.mV[2], f);
+ return v;
+}
+
+LLVector4 pow4fsrgb(LLVector4 v, F32 f)
+{
+ v.mV[0] = powf(v.mV[0], f);
+ v.mV[1] = powf(v.mV[1], f);
+ v.mV[2] = powf(v.mV[2], f);
+ return v;
+}
+
+static LLTrace::BlockTimerStatHandle FTM_GI_TRACE("Trace");
+static LLTrace::BlockTimerStatHandle FTM_GI_GATHER("Gather");
+static LLTrace::BlockTimerStatHandle FTM_SUN_SHADOW("Shadow Map");
+static LLTrace::BlockTimerStatHandle FTM_SOFTEN_SHADOW("Shadow Soften");
+static LLTrace::BlockTimerStatHandle FTM_EDGE_DETECTION("Find Edges");
+static LLTrace::BlockTimerStatHandle FTM_LOCAL_LIGHTS("Local Lights");
+static LLTrace::BlockTimerStatHandle FTM_ATMOSPHERICS("Atmospherics");
+static LLTrace::BlockTimerStatHandle FTM_FULLSCREEN_LIGHTS("Fullscreen Lights");
+static LLTrace::BlockTimerStatHandle FTM_PROJECTORS("Projectors");
+static LLTrace::BlockTimerStatHandle FTM_POST("Post");
+
+
+void LLPipeline::renderDeferredLighting()
+{
+ if (!sCull)
+ {
+ return;
+ }
+
+ {
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED);
+
+ LLViewerCamera* camera = LLViewerCamera::getInstance();
+ {
+ LLGLDepthTest depth(GL_TRUE);
+ mDeferredDepth.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
+ 0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ }
+
+ LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
+
+ if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
+ {
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
+ }
+
+ //ati doesn't seem to love actually using the stencil buffer on FBO's
+ LLGLDisable stencil(GL_STENCIL_TEST);
+ //glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
+ //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+
+ gGL.setColorMask(true, true);
+
+ //draw a cube around every light
+ LLVertexBuffer::unbind();
+
+ LLGLEnable cull(GL_CULL_FACE);
+ LLGLEnable blend(GL_BLEND);
+
+ glh::matrix4f mat = copy_matrix(gGLModelView);
+
+ LLStrider<LLVector3> vert;
+ mDeferredVB->getVertexStrider(vert);
+
+ vert[0].set(-1,1,0);
+ vert[1].set(-1,-3,0);
+ vert[2].set(3,1,0);
+
+ {
+ setupHWLights(NULL); //to set mSun/MoonDir;
+ glh::vec4f tc(mSunDir.mV);
+ mat.mult_matrix_vec(tc);
+ mTransformedSunDir.set(tc.v);
+ mTransformedSunDir.normalize();
+
+ glh::vec4f tc_moon(mMoonDir.mV);
+ mTransformedMoonDir.set(tc_moon.v);
+ mTransformedMoonDir.normalize();
+ }
+
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+
+ if (RenderDeferredSSAO || RenderShadowDetail > 0)
+ {
+ mDeferredLight.bindTarget();
+ { //paint shadow/SSAO light map (direct lighting lightmap)
+ LL_RECORD_BLOCK_TIME(FTM_SUN_SHADOW);
+ bindDeferredShader(gDeferredSunProgram, 0);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ glClearColor(1,1,1,1);
+ mDeferredLight.clear(GL_COLOR_BUFFER_BIT);
+ glClearColor(0,0,0,0);
+
+ glh::matrix4f inv_trans = get_current_modelview().inverse().transpose();
+
+ const U32 slice = 32;
+ F32 offset[slice*3];
+ for (U32 i = 0; i < 4; i++)
+ {
+ for (U32 j = 0; j < 8; j++)
+ {
+ glh::vec3f v;
+ v.set_value(sinf(6.284f/8*j), cosf(6.284f/8*j), -(F32) i);
+ v.normalize();
+ inv_trans.mult_matrix_vec(v);
+ v.normalize();
+ offset[(i*8+j)*3+0] = v.v[0];
+ offset[(i*8+j)*3+1] = v.v[2];
+ offset[(i*8+j)*3+2] = v.v[1];
+ }
+ }
+
+ gDeferredSunProgram.uniform3fv(sOffset, slice, offset);
+ gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredLight.getWidth(), mDeferredLight.getHeight());
+
+ {
+ LLGLDisable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
+ stop_glerror();
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ stop_glerror();
+ }
+
+ unbindDeferredShader(gDeferredSunProgram);
+ }
+ mDeferredLight.flush();
+ }
+
+ if (RenderDeferredSSAO)
+ { //soften direct lighting lightmap
+ LL_RECORD_BLOCK_TIME(FTM_SOFTEN_SHADOW);
+ //blur lightmap
+ mScreen.bindTarget();
+ glClearColor(1,1,1,1);
+ mScreen.clear(GL_COLOR_BUFFER_BIT);
+ glClearColor(0,0,0,0);
+
+ bindDeferredShader(gDeferredBlurLightProgram);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ LLVector3 go = RenderShadowGaussian;
+ const U32 kern_length = 4;
+ F32 blur_size = RenderShadowBlurSize;
+ F32 dist_factor = RenderShadowBlurDistFactor;
+
+ // sample symmetrically with the middle sample falling exactly on 0.0
+ F32 x = 0.f;
+
+ LLVector3 gauss[32]; // xweight, yweight, offset
+
+ for (U32 i = 0; i < kern_length; i++)
+ {
+ gauss[i].mV[0] = llgaussian(x, go.mV[0]);
+ gauss[i].mV[1] = llgaussian(x, go.mV[1]);
+ gauss[i].mV[2] = x;
+ x += 1.f;
+ }
+
+ gDeferredBlurLightProgram.uniform2f(sDelta, 1.f, 0.f);
+ gDeferredBlurLightProgram.uniform1f(sDistFactor, dist_factor);
+ gDeferredBlurLightProgram.uniform3fv(sKern, kern_length, gauss[0].mV);
+ gDeferredBlurLightProgram.uniform1f(sKernScale, blur_size * (kern_length/2.f - 0.5f));
+
+ {
+ LLGLDisable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
+ stop_glerror();
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ stop_glerror();
+ }
+
+ mScreen.flush();
+ unbindDeferredShader(gDeferredBlurLightProgram);
+
+ bindDeferredShader(gDeferredBlurLightProgram, 1);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ mDeferredLight.bindTarget();
+
+ gDeferredBlurLightProgram.uniform2f(sDelta, 0.f, 1.f);
+
+ {
+ LLGLDisable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
+ stop_glerror();
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ stop_glerror();
+ }
+ mDeferredLight.flush();
+ unbindDeferredShader(gDeferredBlurLightProgram);
+ }
+
+ stop_glerror();
+ gGL.popMatrix();
+ stop_glerror();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ stop_glerror();
+ gGL.popMatrix();
+ stop_glerror();
+
+ mScreen.bindTarget();
+ // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
+ glClearColor(0,0,0,0);
+ mScreen.clear(GL_COLOR_BUFFER_BIT);
+
+ if (RenderDeferredAtmospheric)
+ { //apply sunlight contribution
+ LL_RECORD_BLOCK_TIME(FTM_ATMOSPHERICS);
+ bindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);
+ {
+ LLGLDepthTest depth(GL_FALSE);
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable test(GL_ALPHA_TEST);
+
+ //full screen blit
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+ }
+
+ unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);
+ }
+
+ { //render non-deferred geometry (fullbright, alpha, etc)
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable stencil(GL_STENCIL_TEST);
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+
+ gPipeline.pushRenderTypeMask();
+
+ gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
+ LLPipeline::RENDER_TYPE_CLOUDS,
+ LLPipeline::RENDER_TYPE_WL_SKY,
+ LLPipeline::END_RENDER_TYPES);
+
+
+ renderGeomPostDeferred(*LLViewerCamera::getInstance(), false);
+ gPipeline.popRenderTypeMask();
+ }
+
+ bool render_local = RenderLocalLights;
+
+ if (render_local)
+ {
+ gGL.setSceneBlendType(LLRender::BT_ADD);
+ std::list<LLVector4> fullscreen_lights;
+ LLDrawable::drawable_list_t spot_lights;
+ LLDrawable::drawable_list_t fullscreen_spot_lights;
+
+ for (U32 i = 0; i < 2; i++)
+ {
+ mTargetShadowSpotLight[i] = NULL;
+ }
+
+ std::list<LLVector4> light_colors;
+
+ LLVertexBuffer::unbind();
+
+ {
+ bindDeferredShader(gDeferredLightProgram);
+
+ if (mCubeVB.isNull())
+ {
+ mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB);
+ }
+
+ mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+ for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter)
+ {
+ LLDrawable* drawablep = *iter;
+
+ LLVOVolume* volume = drawablep->getVOVolume();
+ if (!volume)
+ {
+ continue;
+ }
+
+ if (volume->isAttachment())
+ {
+ if (!sRenderAttachedLights)
+ {
+ continue;
+ }
+ }
+
+ const LLViewerObject *vobj = drawablep->getVObj();
+ if(vobj && vobj->getAvatar() && vobj->getAvatar()->isInMuteList())
+ {
+ continue;
+ }
+
+ LLVector4a center;
+ center.load3(drawablep->getPositionAgent().mV);
+ const F32* c = center.getF32ptr();
+ F32 s = volume->getLightRadius()*1.5f;
+
+ LLColor3 col = volume->getLightColor();
+
+ if (col.magVecSquared() < 0.001f)
+ {
+ continue;
+ }
+
+ if (s <= 0.001f)
+ {
+ continue;
+ }
+
+ LLVector4a sa;
+ sa.splat(s);
+ if (camera->AABBInFrustumNoFarClip(center, sa) == 0)
+ {
+ continue;
+ }
+
+ sVisibleLightCount++;
+
+ if (camera->getOrigin().mV[0] > c[0] + s + 0.2f ||
+ camera->getOrigin().mV[0] < c[0] - s - 0.2f ||
+ camera->getOrigin().mV[1] > c[1] + s + 0.2f ||
+ camera->getOrigin().mV[1] < c[1] - s - 0.2f ||
+ camera->getOrigin().mV[2] > c[2] + s + 0.2f ||
+ camera->getOrigin().mV[2] < c[2] - s - 0.2f)
+ { //draw box if camera is outside box
+ if (render_local)
+ {
+ if (volume->isLightSpotlight())
+ {
+ drawablep->getVOVolume()->updateSpotLightPriority();
+ spot_lights.push_back(drawablep);
+ continue;
+ }
+
+ /*col.mV[0] = powf(col.mV[0], 2.2f);
+ col.mV[1] = powf(col.mV[1], 2.2f);
+ col.mV[2] = powf(col.mV[2], 2.2f);*/
+
+ LL_RECORD_BLOCK_TIME(FTM_LOCAL_LIGHTS);
+ gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
+ gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
+ gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
+ gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
+ gGL.syncMatrices();
+
+ mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
+ stop_glerror();
+ }
+ }
+ else
+ {
+ if (volume->isLightSpotlight())
+ {
+ drawablep->getVOVolume()->updateSpotLightPriority();
+ fullscreen_spot_lights.push_back(drawablep);
+ continue;
+ }
+
+ glh::vec3f tc(c);
+ mat.mult_matrix_vec(tc);
+
+ fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s));
+ light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f));
+ }
+ }
+ unbindDeferredShader(gDeferredLightProgram);
+ }
+
+ if (!spot_lights.empty())
+ {
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+ bindDeferredShader(gDeferredSpotLightProgram);
+
+ mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
+ gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+
+ for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter)
+ {
+ LL_RECORD_BLOCK_TIME(FTM_PROJECTORS);
+ LLDrawable* drawablep = *iter;
+
+ LLVOVolume* volume = drawablep->getVOVolume();
+
+ LLVector4a center;
+ center.load3(drawablep->getPositionAgent().mV);
+ const F32* c = center.getF32ptr();
+ F32 s = volume->getLightRadius()*1.5f;
+
+ sVisibleLightCount++;
+
+ setupSpotLight(gDeferredSpotLightProgram, drawablep);
+
+ LLColor3 col = volume->getLightColor();
+ /*col.mV[0] = powf(col.mV[0], 2.2f);
+ col.mV[1] = powf(col.mV[1], 2.2f);
+ col.mV[2] = powf(col.mV[2], 2.2f);*/
+
+ gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
+ gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
+ gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
+ gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
+ gGL.syncMatrices();
+
+ mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
+ }
+ gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+ unbindDeferredShader(gDeferredSpotLightProgram);
+ }
+
+ //reset mDeferredVB to fullscreen triangle
+ mDeferredVB->getVertexStrider(vert);
+ vert[0].set(-1,1,0);
+ vert[1].set(-1,-3,0);
+ vert[2].set(3,1,0);
+
+ {
+ LLGLDepthTest depth(GL_FALSE);
+
+ //full screen blit
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+
+ U32 count = 0;
+
+ const U32 max_count = LL_DEFERRED_MULTI_LIGHT_COUNT;
+ LLVector4 light[max_count];
+ LLVector4 col[max_count];
+
+ F32 far_z = 0.f;
+
+ while (!fullscreen_lights.empty())
+ {
+ LL_RECORD_BLOCK_TIME(FTM_FULLSCREEN_LIGHTS);
+ light[count] = fullscreen_lights.front();
+ fullscreen_lights.pop_front();
+ col[count] = light_colors.front();
+ light_colors.pop_front();
+
+ /*col[count].mV[0] = powf(col[count].mV[0], 2.2f);
+ col[count].mV[1] = powf(col[count].mV[1], 2.2f);
+ col[count].mV[2] = powf(col[count].mV[2], 2.2f);*/
+
+ far_z = llmin(light[count].mV[2]-light[count].mV[3], far_z);
+ //col[count] = pow4fsrgb(col[count], 2.2f);
+ count++;
+ if (count == max_count || fullscreen_lights.empty())
+ {
+ U32 idx = count-1;
+ bindDeferredShader(gDeferredMultiLightProgram[idx]);
+ gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count);
+ gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light);
+ gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col);
+ gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z);
+ far_z = 0.f;
+ count = 0;
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ unbindDeferredShader(gDeferredMultiLightProgram[idx]);
+ }
+ }
+
+ bindDeferredShader(gDeferredMultiSpotLightProgram);
+
+ gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
+ for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
+ {
+ LL_RECORD_BLOCK_TIME(FTM_PROJECTORS);
+ LLDrawable* drawablep = *iter;
+
+ LLVOVolume* volume = drawablep->getVOVolume();
+
+ LLVector3 center = drawablep->getPositionAgent();
+ F32* c = center.mV;
+ F32 s = volume->getLightRadius()*1.5f;
+
+ sVisibleLightCount++;
+
+ glh::vec3f tc(c);
+ mat.mult_matrix_vec(tc);
+
+ setupSpotLight(gDeferredMultiSpotLightProgram, drawablep);
+
+ LLColor3 col = volume->getLightColor();
+
+ /*col.mV[0] = powf(col.mV[0], 2.2f);
+ col.mV[1] = powf(col.mV[1], 2.2f);
+ col.mV[2] = powf(col.mV[2], 2.2f);*/
+
+ gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v);
+ gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
+ gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
+ gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ }
+
+ gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+ unbindDeferredShader(gDeferredMultiSpotLightProgram);
+
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+ }
+ }
+
+ gGL.setColorMask(true, true);
+ }
+
+ mScreen.flush();
+
+ //gamma correct lighting
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+
+ {
+ LLGLDepthTest depth(GL_FALSE, GL_FALSE);
+
+ LLVector2 tc1(0,0);
+ LLVector2 tc2((F32) mScreen.getWidth()*2,
+ (F32) mScreen.getHeight()*2);
+
+ mScreen.bindTarget();
+ // Apply gamma correction to the frame here.
+ gDeferredPostGammaCorrectProgram.bind();
+ //mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ S32 channel = 0;
+ channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
+ if (channel > -1)
+ {
+ mScreen.bindTexture(0,channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mScreen.getWidth(), mScreen.getHeight());
+
+ F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
+
+ gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1,3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3,-1);
+
+ gGL.end();
+
+ gGL.getTexUnit(channel)->unbind(mScreen.getUsage());
+ gDeferredPostGammaCorrectProgram.unbind();
+ mScreen.flush();
+ }
+
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+
+ mScreen.bindTarget();
+
+ { //render non-deferred geometry (alpha, fullbright, glow)
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable stencil(GL_STENCIL_TEST);
+
+ pushRenderTypeMask();
+ andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
+ LLPipeline::RENDER_TYPE_FULLBRIGHT,
+ LLPipeline::RENDER_TYPE_VOLUME,
+ LLPipeline::RENDER_TYPE_GLOW,
+ LLPipeline::RENDER_TYPE_BUMP,
+ LLPipeline::RENDER_TYPE_PASS_SIMPLE,
+ LLPipeline::RENDER_TYPE_PASS_ALPHA,
+ LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_PASS_BUMP,
+ LLPipeline::RENDER_TYPE_PASS_POST_BUMP,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
+ LLPipeline::RENDER_TYPE_PASS_GLOW,
+ LLPipeline::RENDER_TYPE_PASS_GRASS,
+ LLPipeline::RENDER_TYPE_PASS_SHINY,
+ LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
+ LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
+ LLPipeline::RENDER_TYPE_AVATAR,
+ LLPipeline::RENDER_TYPE_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK,
+ END_RENDER_TYPES);
+
+ renderGeomPostDeferred(*LLViewerCamera::getInstance());
+ popRenderTypeMask();
+ }
+
+ {
+ //render highlights, etc.
+ renderHighlights();
+ mHighlightFaces.clear();
+
+ renderDebug();
+
+ LLVertexBuffer::unbind();
+
+ if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
+ {
+ // Render debugging beacons.
+ gObjectList.renderObjectBeacons();
+ gObjectList.resetObjectBeacons();
+ }
+ }
+
+ mScreen.flush();
+
+}
+
+void LLPipeline::renderDeferredLightingToRT(LLRenderTarget* target)
+{
+ if (!sCull)
+ {
+ return;
+ }
+
+ {
+ LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED);
+
+ LLViewerCamera* camera = LLViewerCamera::getInstance();
+
+ {
+ LLGLDepthTest depth(GL_TRUE);
+ mDeferredDepth.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
+ 0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
+ }
+
+ LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
+
+ if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
+ {
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
+ }
+
+ //ati doesn't seem to love actually using the stencil buffer on FBO's
+ LLGLDisable stencil(GL_STENCIL_TEST);
+ //glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
+ //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+
+ gGL.setColorMask(true, true);
+
+ //draw a cube around every light
+ LLVertexBuffer::unbind();
+
+ LLGLEnable cull(GL_CULL_FACE);
+ LLGLEnable blend(GL_BLEND);
+
+ glh::matrix4f mat = copy_matrix(gGLModelView);
+
+ LLStrider<LLVector3> vert;
+ mDeferredVB->getVertexStrider(vert);
+
+ vert[0].set(-1,1,0);
+ vert[1].set(-1,-3,0);
+ vert[2].set(3,1,0);
+
+ {
+ setupHWLights(NULL); //to set mSun/MoonDir;
+ glh::vec4f tc(mSunDir.mV);
+ mat.mult_matrix_vec(tc);
+ mTransformedSunDir.set(tc.v);
+ mTransformedSunDir.normalize();
+
+ glh::vec4f tc_moon(mMoonDir.mV);
+ mTransformedMoonDir.set(tc_moon.v);
+ mTransformedMoonDir.normalize();
+ }
+
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+
+ if (RenderDeferredSSAO || RenderShadowDetail > 0)
+ {
+ mDeferredLight.bindTarget();
+ { //paint shadow/SSAO light map (direct lighting lightmap)
+ LL_RECORD_BLOCK_TIME(FTM_SUN_SHADOW);
+ bindDeferredShader(gDeferredSunProgram);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ glClearColor(1,1,1,1);
+ mDeferredLight.clear(GL_COLOR_BUFFER_BIT);
+ glClearColor(0,0,0,0);
+
+ glh::matrix4f inv_trans = get_current_modelview().inverse().transpose();
+
+ const U32 slice = 32;
+ F32 offset[slice*3];
+ for (U32 i = 0; i < 4; i++)
+ {
+ for (U32 j = 0; j < 8; j++)
+ {
+ glh::vec3f v;
+ v.set_value(sinf(6.284f/8*j), cosf(6.284f/8*j), -(F32) i);
+ v.normalize();
+ inv_trans.mult_matrix_vec(v);
+ v.normalize();
+ offset[(i*8+j)*3+0] = v.v[0];
+ offset[(i*8+j)*3+1] = v.v[2];
+ offset[(i*8+j)*3+2] = v.v[1];
+ }
+ }
+
+// pretty sure this doesn't work as expected since the shaders using 'shadow_offset' all declare it as a single uniform float, no array or vec
+ gDeferredSunProgram.uniform3fv(LLShaderMgr::DEFERRED_SHADOW_OFFSET, slice, offset);
+ gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredLight.getWidth(), mDeferredLight.getHeight());
+
+ {
+ LLGLDisable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
+ stop_glerror();
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ stop_glerror();
+ }
+
+ unbindDeferredShader(gDeferredSunProgram);
+ }
+ mDeferredLight.flush();
+ }
+
+ stop_glerror();
+ gGL.popMatrix();
+ stop_glerror();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ stop_glerror();
+ gGL.popMatrix();
+ stop_glerror();
+
+ target->bindTarget();
+
+ //clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
+ glClearColor(0,0,0,0);
+ target->clear(GL_COLOR_BUFFER_BIT);
+
+ if (RenderDeferredAtmospheric)
+ { //apply sunlight contribution
+ LL_RECORD_BLOCK_TIME(FTM_ATMOSPHERICS);
+ bindDeferredShader(gDeferredSoftenProgram);
+ {
+ LLGLDepthTest depth(GL_FALSE);
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable test(GL_ALPHA_TEST);
+
+ //full screen blit
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+ }
+
+ unbindDeferredShader(gDeferredSoftenProgram);
+ }
+
+ { //render non-deferred geometry (fullbright, alpha, etc)
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable stencil(GL_STENCIL_TEST);
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+
+ gPipeline.pushRenderTypeMask();
+
+ gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
+ LLPipeline::RENDER_TYPE_CLOUDS,
+ LLPipeline::RENDER_TYPE_WL_SKY,
+ LLPipeline::END_RENDER_TYPES);
+
+
+ renderGeomPostDeferred(*LLViewerCamera::getInstance(), false);
+ gPipeline.popRenderTypeMask();
+ }
+
+ bool render_local = RenderLocalLights;
+
+ if (render_local)
+ {
+ gGL.setSceneBlendType(LLRender::BT_ADD);
+ std::list<LLVector4> fullscreen_lights;
+ LLDrawable::drawable_list_t spot_lights;
+ LLDrawable::drawable_list_t fullscreen_spot_lights;
+
+ for (U32 i = 0; i < 2; i++)
+ {
+ mTargetShadowSpotLight[i] = NULL;
+ }
+
+ std::list<LLVector4> light_colors;
+
+ LLVertexBuffer::unbind();
+
+ {
+ bindDeferredShader(gDeferredLightProgram);
+
+ if (mCubeVB.isNull())
+ {
+ mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB);
+ }
+
+ mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+ for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter)
+ {
+ LLDrawable* drawablep = *iter;
+
+ LLVOVolume* volume = drawablep->getVOVolume();
+ if (!volume)
+ {
+ continue;
+ }
+
+ if (volume->isAttachment())
+ {
+ if (!sRenderAttachedLights)
+ {
+ continue;
+ }
+ }
+
+
+ LLVector4a center;
+ center.load3(drawablep->getPositionAgent().mV);
+ const F32* c = center.getF32ptr();
+ F32 s = volume->getLightRadius()*1.5f;
+
+ LLColor3 col = volume->getLightColor();
+
+ if (col.magVecSquared() < 0.001f)
+ {
+ continue;
+ }
+
+ if (s <= 0.001f)
+ {
+ continue;
+ }
+
+ LLVector4a sa;
+ sa.splat(s);
+ if (camera->AABBInFrustumNoFarClip(center, sa) == 0)
+ {
+ continue;
+ }
+
+ sVisibleLightCount++;
+
+ if (camera->getOrigin().mV[0] > c[0] + s + 0.2f ||
+ camera->getOrigin().mV[0] < c[0] - s - 0.2f ||
+ camera->getOrigin().mV[1] > c[1] + s + 0.2f ||
+ camera->getOrigin().mV[1] < c[1] - s - 0.2f ||
+ camera->getOrigin().mV[2] > c[2] + s + 0.2f ||
+ camera->getOrigin().mV[2] < c[2] - s - 0.2f)
+ { //draw box if camera is outside box
+ if (render_local)
+ {
+ if (volume->isLightSpotlight())
+ {
+ drawablep->getVOVolume()->updateSpotLightPriority();
+ spot_lights.push_back(drawablep);
+ continue;
+ }
+
+ /*col.mV[0] = powf(col.mV[0], 2.2f);
+ col.mV[1] = powf(col.mV[1], 2.2f);
+ col.mV[2] = powf(col.mV[2], 2.2f);*/
+
+ LL_RECORD_BLOCK_TIME(FTM_LOCAL_LIGHTS);
+ gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
+ gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
+ gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
+ gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
+ gGL.syncMatrices();
+
+ mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
+ stop_glerror();
+ }
+ }
+ else
+ {
+ if (volume->isLightSpotlight())
+ {
+ drawablep->getVOVolume()->updateSpotLightPriority();
+ fullscreen_spot_lights.push_back(drawablep);
+ continue;
+ }
+
+ glh::vec3f tc(c);
+ mat.mult_matrix_vec(tc);
+
+ fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s));
+ light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f));
+ }
+ }
+ unbindDeferredShader(gDeferredLightProgram);
+ }
+
+ if (!spot_lights.empty())
+ {
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+ bindDeferredShader(gDeferredSpotLightProgram);
+
+ mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
+ gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+
+ for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter)
+ {
+ LL_RECORD_BLOCK_TIME(FTM_PROJECTORS);
+ LLDrawable* drawablep = *iter;
+
+ LLVOVolume* volume = drawablep->getVOVolume();
+
+ LLVector4a center;
+ center.load3(drawablep->getPositionAgent().mV);
+ const F32* c = center.getF32ptr();
+ F32 s = volume->getLightRadius()*1.5f;
+
+ sVisibleLightCount++;
+
+ setupSpotLight(gDeferredSpotLightProgram, drawablep);
+
+ LLColor3 col = volume->getLightColor();
+ /*col.mV[0] = powf(col.mV[0], 2.2f);
+ col.mV[1] = powf(col.mV[1], 2.2f);
+ col.mV[2] = powf(col.mV[2], 2.2f);*/
+
+ gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
+ gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
+ gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
+ gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
+ gGL.syncMatrices();
+
+ mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
+ }
+ gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+ unbindDeferredShader(gDeferredSpotLightProgram);
+ }
+
+ //reset mDeferredVB to fullscreen triangle
+ mDeferredVB->getVertexStrider(vert);
+ vert[0].set(-1,1,0);
+ vert[1].set(-1,-3,0);
+ vert[2].set(3,1,0);
+
+ {
+ LLGLDepthTest depth(GL_FALSE);
+
+ //full screen blit
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+
+ U32 count = 0;
+
+ const U32 max_count = LL_DEFERRED_MULTI_LIGHT_COUNT;
+ LLVector4 light[max_count];
+ LLVector4 col[max_count];
+
+ F32 far_z = 0.f;
+
+ while (!fullscreen_lights.empty())
+ {
+ LL_RECORD_BLOCK_TIME(FTM_FULLSCREEN_LIGHTS);
+ light[count] = fullscreen_lights.front();
+ fullscreen_lights.pop_front();
+ col[count] = light_colors.front();
+ light_colors.pop_front();
+
+ /*col[count].mV[0] = powf(col[count].mV[0], 2.2f);
+ col[count].mV[1] = powf(col[count].mV[1], 2.2f);
+ col[count].mV[2] = powf(col[count].mV[2], 2.2f);*/
+
+ far_z = llmin(light[count].mV[2]-light[count].mV[3], far_z);
+ //col[count] = pow4fsrgb(col[count], 2.2f);
+ count++;
+ if (count == max_count || fullscreen_lights.empty())
+ {
+ U32 idx = count-1;
+ bindDeferredShader(gDeferredMultiLightProgram[idx]);
+ gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count);
+ gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light);
+ gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col);
+ gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z);
+ far_z = 0.f;
+ count = 0;
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ }
+ }
+
+ unbindDeferredShader(gDeferredMultiLightProgram[0]);
+
+ bindDeferredShader(gDeferredMultiSpotLightProgram);
+
+ gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
+ for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
+ {
+ LL_RECORD_BLOCK_TIME(FTM_PROJECTORS);
+ LLDrawable* drawablep = *iter;
+
+ LLVOVolume* volume = drawablep->getVOVolume();
+
+ LLVector3 center = drawablep->getPositionAgent();
+ F32* c = center.mV;
+ F32 s = volume->getLightRadius()*1.5f;
+
+ sVisibleLightCount++;
+
+ glh::vec3f tc(c);
+ mat.mult_matrix_vec(tc);
+
+ setupSpotLight(gDeferredMultiSpotLightProgram, drawablep);
+
+ LLColor3 col = volume->getLightColor();
+
+ /*col.mV[0] = powf(col.mV[0], 2.2f);
+ col.mV[1] = powf(col.mV[1], 2.2f);
+ col.mV[2] = powf(col.mV[2], 2.2f);*/
+
+ gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v);
+ gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
+ gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
+ gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ }
+
+ gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+ unbindDeferredShader(gDeferredMultiSpotLightProgram);
+
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+ }
+ }
+
+ gGL.setColorMask(true, true);
+ }
+
+ /*target->flush();
+
+ //gamma correct lighting
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+
+ {
+ LLGLDepthTest depth(GL_FALSE, GL_FALSE);
+
+ LLVector2 tc1(0,0);
+ LLVector2 tc2((F32) target->getWidth()*2,
+ (F32) target->getHeight()*2);
+
+ target->bindTarget();
+ // Apply gamma correction to the frame here.
+ gDeferredPostGammaCorrectProgram.bind();
+ //mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ S32 channel = 0;
+ channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, target->getUsage());
+ if (channel > -1)
+ {
+ target->bindTexture(0,channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, target->getWidth(), target->getHeight());
+
+ F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
+
+ gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1,3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3,-1);
+
+ gGL.end();
+
+ gGL.getTexUnit(channel)->unbind(target->getUsage());
+ gDeferredPostGammaCorrectProgram.unbind();
+ target->flush();
+ }
+
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+
+ target->bindTarget();*/
+
+ { //render non-deferred geometry (alpha, fullbright, glow)
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable stencil(GL_STENCIL_TEST);
+
+ pushRenderTypeMask();
+ andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
+ LLPipeline::RENDER_TYPE_FULLBRIGHT,
+ LLPipeline::RENDER_TYPE_VOLUME,
+ LLPipeline::RENDER_TYPE_GLOW,
+ LLPipeline::RENDER_TYPE_BUMP,
+ LLPipeline::RENDER_TYPE_PASS_SIMPLE,
+ LLPipeline::RENDER_TYPE_PASS_ALPHA,
+ LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_PASS_BUMP,
+ LLPipeline::RENDER_TYPE_PASS_POST_BUMP,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
+ LLPipeline::RENDER_TYPE_PASS_GLOW,
+ LLPipeline::RENDER_TYPE_PASS_GRASS,
+ LLPipeline::RENDER_TYPE_PASS_SHINY,
+ LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
+ LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
+ LLPipeline::RENDER_TYPE_AVATAR,
+ LLPipeline::RENDER_TYPE_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK,
+ END_RENDER_TYPES);
+
+ renderGeomPostDeferred(*LLViewerCamera::getInstance());
+ popRenderTypeMask();
+ }
+
+ //target->flush();
+}
+
+void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
+{
+ //construct frustum
+ LLVOVolume* volume = drawablep->getVOVolume();
+ LLVector3 params = volume->getSpotLightParams();
+
+ F32 fov = params.mV[0];
+ F32 focus = params.mV[1];
+
+ LLVector3 pos = drawablep->getPositionAgent();
+ LLQuaternion quat = volume->getRenderRotation();
+ LLVector3 scale = volume->getScale();
+
+ //get near clip plane
+ LLVector3 at_axis(0,0,-scale.mV[2]*0.5f);
+ at_axis *= quat;
+
+ LLVector3 np = pos+at_axis;
+ at_axis.normVec();
+
+ //get origin that has given fov for plane np, at_axis, and given scale
+ F32 dist = (scale.mV[1]*0.5f)/tanf(fov*0.5f);
+
+ LLVector3 origin = np - at_axis*dist;
+
+ //matrix from volume space to agent space
+ LLMatrix4 light_mat(quat, LLVector4(origin,1.f));
+
+ glh::matrix4f light_to_agent((F32*) light_mat.mMatrix);
+ glh::matrix4f light_to_screen = get_current_modelview() * light_to_agent;
+
+ glh::matrix4f screen_to_light = light_to_screen.inverse();
+
+ F32 s = volume->getLightRadius()*1.5f;
+ F32 near_clip = dist;
+ F32 width = scale.mV[VX];
+ F32 height = scale.mV[VY];
+ F32 far_clip = s+dist-scale.mV[VZ];
+
+ F32 fovy = fov * RAD_TO_DEG;
+ F32 aspect = width/height;
+
+ glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f,
+ 0.f, 0.5f, 0.f, 0.5f,
+ 0.f, 0.f, 0.5f, 0.5f,
+ 0.f, 0.f, 0.f, 1.f);
+
+ glh::vec3f p1(0, 0, -(near_clip+0.01f));
+ glh::vec3f p2(0, 0, -(near_clip+1.f));
+
+ glh::vec3f screen_origin(0, 0, 0);
+
+ light_to_screen.mult_matrix_vec(p1);
+ light_to_screen.mult_matrix_vec(p2);
+ light_to_screen.mult_matrix_vec(screen_origin);
+
+ glh::vec3f n = p2-p1;
+ n.normalize();
+
+ F32 proj_range = far_clip - near_clip;
+ glh::matrix4f light_proj = gl_perspective(fovy, aspect, near_clip, far_clip);
+ screen_to_light = trans * light_proj * screen_to_light;
+ shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, FALSE, screen_to_light.m);
+ shader.uniform1f(LLShaderMgr::PROJECTOR_NEAR, near_clip);
+ shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, p1.v);
+ shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, n.v);
+ shader.uniform3fv(LLShaderMgr::PROJECTOR_ORIGIN, 1, screen_origin.v);
+ shader.uniform1f(LLShaderMgr::PROJECTOR_RANGE, proj_range);
+ shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIANCE, params.mV[2]);
+ S32 s_idx = -1;
+
+ for (U32 i = 0; i < 2; i++)
+ {
+ if (mShadowSpotLight[i] == drawablep)
+ {
+ s_idx = i;
+ }
+ }
+
+ shader.uniform1i(LLShaderMgr::PROJECTOR_SHADOW_INDEX, s_idx);
+
+ if (s_idx >= 0)
+ {
+ shader.uniform1f(LLShaderMgr::PROJECTOR_SHADOW_FADE, 1.f-mSpotLightFade[s_idx]);
+ }
+ else
+ {
+ shader.uniform1f(LLShaderMgr::PROJECTOR_SHADOW_FADE, 1.f);
+ }
+
+ {
+ LLDrawable* potential = drawablep;
+ //determine if this is a good light for casting shadows
+ F32 m_pri = volume->getSpotLightPriority();
+
+ for (U32 i = 0; i < 2; i++)
+ {
+ F32 pri = 0.f;
+
+ if (mTargetShadowSpotLight[i].notNull())
+ {
+ pri = mTargetShadowSpotLight[i]->getVOVolume()->getSpotLightPriority();
+ }
+
+ if (m_pri > pri)
+ {
+ LLDrawable* temp = mTargetShadowSpotLight[i];
+ mTargetShadowSpotLight[i] = potential;
+ potential = temp;
+ m_pri = pri;
+ }
+ }
+ }
+
+ LLViewerTexture* img = volume->getLightTexture();
+
+ if (img == NULL)
+ {
+ img = LLViewerFetchedTexture::sWhiteImagep;
+ }
+
+ S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
+
+ if (channel > -1)
+ {
+ if (img)
+ {
+ gGL.getTexUnit(channel)->bind(img);
+
+ F32 lod_range = logf(img->getWidth())/logf(2.f);
+
+ shader.uniform1f(LLShaderMgr::PROJECTOR_FOCUS, focus);
+ shader.uniform1f(LLShaderMgr::PROJECTOR_LOD, lod_range);
+ shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIENT_LOD, llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f));
+ }
+ }
+
+}
+
+void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
+{
+ stop_glerror();
+ shader.disableTexture(LLShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
+ shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
+ shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
+ shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage());
+ shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage());
+ shader.disableTexture(LLShaderMgr::DIFFUSE_MAP);
+ shader.disableTexture(LLShaderMgr::DEFERRED_BLOOM);
+
+ for (U32 i = 0; i < 4; i++)
+ {
+ if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i) > -1)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
+ }
+ }
+
+ for (U32 i = 4; i < 6; i++)
+ {
+ if (shader.disableTexture(LLShaderMgr::DEFERRED_SHADOW0+i) > -1)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
+ }
+ }
+
+ shader.disableTexture(LLShaderMgr::DEFERRED_NOISE);
+ shader.disableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC);
+
+ S32 channel = shader.disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
+ if (channel > -1)
+ {
+ LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
+ if (cube_map)
+ {
+ cube_map->disable();
+ }
+ }
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(0)->activate();
+ shader.unbind();
+}
+
+inline float sgn(float a)
+{
+ if (a > 0.0F) return (1.0F);
+ if (a < 0.0F) return (-1.0F);
+ return (0.0F);
+}
+
+void LLPipeline::generateWaterReflection(LLCamera& camera_in)
+{
+ if (LLPipeline::sWaterReflections && assertInitialized() && LLDrawPoolWater::sNeedsReflectionUpdate)
+ {
+ bool skip_avatar_update = false;
+ if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson)
+ {
+ skip_avatar_update = true;
+ }
+
+ if (!skip_avatar_update)
+ {
+ gAgentAvatarp->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON);
+ }
+ LLVertexBuffer::unbind();
+
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
+ LLGLState::checkClientArrays();
+
+ LLCamera camera = camera_in;
+ camera.setFar(camera.getFar()*0.87654321f);
+ LLPipeline::sReflectionRender = true;
+
+ gPipeline.pushRenderTypeMask();
+
+ glh::matrix4f projection = get_current_projection();
+ glh::matrix4f mat;
+
+ stop_glerror();
+ LLPlane plane;
+
+ F32 height = gAgent.getRegion()->getWaterHeight();
+ F32 to_clip = fabsf(camera.getOrigin().mV[2]-height);
+ F32 pad = -to_clip*0.05f; //amount to "pad" clip plane by
+
+ //plane params
+ LLVector3 pnorm;
+ F32 pd;
+
+ S32 water_clip = 0;
+ if (!LLViewerCamera::getInstance()->cameraUnderWater())
+ { //camera is above water, clip plane points up
+ pnorm.setVec(0,0,1);
+ pd = -height;
+ plane.setVec(pnorm, pd);
+ water_clip = -1;
+ }
+ else
+ { //camera is below water, clip plane points down
+ pnorm = LLVector3(0,0,-1);
+ pd = height;
+ plane.setVec(pnorm, pd);
+ water_clip = 1;
+ }
+
+ bool materials_in_water = false;
+
+#if MATERIALS_IN_REFLECTIONS
+ materials_in_water = gSavedSettings.getS32("RenderWaterMaterials");
+#endif
+
+ if (!LLViewerCamera::getInstance()->cameraUnderWater())
+ { //generate planar reflection map
+
+ //disable occlusion culling for reflection map for now
+ S32 occlusion = LLPipeline::sUseOcclusion;
+ LLPipeline::sUseOcclusion = 0;
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ glClearColor(0,0,0,0);
+
+ mWaterRef.bindTarget();
+
+ LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WATER0;
+ gGL.setColorMask(true, true);
+ mWaterRef.clear();
+ gGL.setColorMask(true, false);
+
+ mWaterRef.getViewport(gGLViewport);
+
+ stop_glerror();
+
+ gGL.pushMatrix();
+
+ mat.set_scale(glh::vec3f(1,1,-1));
+ mat.set_translate(glh::vec3f(0,0,height*2.f));
+
+ glh::matrix4f current = get_current_modelview();
+
+ mat = current * mat;
+
+ set_current_modelview(mat);
+ gGL.loadMatrix(mat.m);
+
+ LLViewerCamera::updateFrustumPlanes(camera, FALSE, TRUE);
+
+ glh::matrix4f inv_mat = mat.inverse();
+
+ glh::vec3f origin(0,0,0);
+ inv_mat.mult_matrix_vec(origin);
+
+ camera.setOrigin(origin.v);
+
+ glCullFace(GL_FRONT);
+
+ static LLCullResult ref_result;
+
+ if (LLDrawPoolWater::sNeedsReflectionUpdate)
+ {
+ //initial sky pass (no user clip plane)
+ { //mask out everything but the sky
+ gPipeline.pushRenderTypeMask();
+ gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
+ LLPipeline::RENDER_TYPE_WL_SKY,
+ LLPipeline::RENDER_TYPE_CLOUDS,
+ LLPipeline::END_RENDER_TYPES);
+
+ static LLCullResult result;
+ updateCull(camera, result);
+ stateSort(camera, result);
+
+ if (LLPipeline::sRenderDeferred && materials_in_water)
+ {
+ mWaterRef.flush();
+
+ gPipeline.grabReferences(result);
+ gPipeline.mDeferredScreen.bindTarget();
+ gGL.setColorMask(true, true);
+ glClearColor(0,0,0,0);
+ gPipeline.mDeferredScreen.clear();
+
+ renderGeomDeferred(camera);
+ }
+ else
+ {
+ renderGeom(camera, TRUE);
+ }
+
+ gPipeline.popRenderTypeMask();
+ }
+
+ gGL.setColorMask(true, false);
+ gPipeline.pushRenderTypeMask();
+
+ clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER,
+ LLPipeline::RENDER_TYPE_VOIDWATER,
+ LLPipeline::RENDER_TYPE_GROUND,
+ LLPipeline::RENDER_TYPE_SKY,
+ LLPipeline::RENDER_TYPE_CLOUDS,
+ LLPipeline::END_RENDER_TYPES);
+
+ S32 detail = RenderReflectionDetail;
+ if (detail > 0)
+ { //mask out selected geometry based on reflection detail
+ if (detail < 4)
+ {
+ clearRenderTypeMask(LLPipeline::RENDER_TYPE_PARTICLES, END_RENDER_TYPES);
+ if (detail < 3)
+ {
+ clearRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES);
+ if (detail < 2)
+ {
+ clearRenderTypeMask(LLPipeline::RENDER_TYPE_VOLUME, END_RENDER_TYPES);
+ }
+ }
+ }
+
+ LLGLUserClipPlane clip_plane(plane, mat, projection);
+ LLGLDisable cull(GL_CULL_FACE);
+ updateCull(camera, ref_result, -water_clip, &plane);
+ stateSort(camera, ref_result);
+ }
+
+ if (LLDrawPoolWater::sNeedsDistortionUpdate)
+ {
+ if (RenderReflectionDetail > 0)
+ {
+ gPipeline.grabReferences(ref_result);
+ LLGLUserClipPlane clip_plane(plane, mat, projection);
+
+ if (LLPipeline::sRenderDeferred && materials_in_water)
+ {
+ renderGeomDeferred(camera);
+ }
+ else
+ {
+ renderGeom(camera);
+ }
+ }
+ }
+
+ if (LLPipeline::sRenderDeferred && materials_in_water)
+ {
+ gPipeline.mDeferredScreen.flush();
+ renderDeferredLightingToRT(&mWaterRef);
+ }
+
+ gPipeline.popRenderTypeMask();
+ }
+ glCullFace(GL_BACK);
+ gGL.popMatrix();
+ mWaterRef.flush();
+ set_current_modelview(current);
+ LLPipeline::sUseOcclusion = occlusion;
+ }
+
+ camera.setOrigin(camera_in.getOrigin());
+ //render distortion map
+ static bool last_update = true;
+ if (last_update)
+ {
+ camera.setFar(camera_in.getFar());
+ clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER,
+ LLPipeline::RENDER_TYPE_VOIDWATER,
+ LLPipeline::RENDER_TYPE_GROUND,
+ END_RENDER_TYPES);
+ stop_glerror();
+
+ LLPipeline::sUnderWaterRender = ! LLViewerCamera::getInstance()->cameraUnderWater();
+
+ if (LLPipeline::sUnderWaterRender)
+ {
+ clearRenderTypeMask(LLPipeline::RENDER_TYPE_GROUND,
+ LLPipeline::RENDER_TYPE_SKY,
+ LLPipeline::RENDER_TYPE_CLOUDS,
+ LLPipeline::RENDER_TYPE_WL_SKY,
+ END_RENDER_TYPES);
+ }
+ LLViewerCamera::updateFrustumPlanes(camera);
+
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+ LLColor3 col = LLEnvironment::instance().getCurrentWater()->getWaterFogColor();
+ glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
+ mWaterDis.bindTarget();
+ LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WATER1;
+
+ mWaterDis.getViewport(gGLViewport);
+
+ if (!LLPipeline::sUnderWaterRender || LLDrawPoolWater::sNeedsReflectionUpdate)
+ {
+ //clip out geometry on the same side of water as the camera
+ mat = get_current_modelview();
+ LLPlane plane(-pnorm, -(pd+pad));
+
+ LLGLUserClipPlane clip_plane(plane, mat, projection);
+ static LLCullResult result;
+ updateCull(camera, result, water_clip, &plane);
+ stateSort(camera, result);
+
+ gGL.setColorMask(true, true);
+ mWaterDis.clear();
+
+
+ gGL.setColorMask(true, false);
+
+
+ if (LLPipeline::sRenderDeferred && materials_in_water)
+ {
+ mWaterDis.flush();
+ gPipeline.mDeferredScreen.bindTarget();
+ gGL.setColorMask(true, true);
+ glClearColor(0,0,0,0);
+ gPipeline.mDeferredScreen.clear();
+ gPipeline.grabReferences(result);
+ renderGeomDeferred(camera);
+ }
+ else
+ {
+ renderGeom(camera);
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+
+ LLWorld::getInstance()->renderPropertyLines();
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.unbind();
+ }
+ }
+
+ if (LLPipeline::sRenderDeferred && materials_in_water)
+ {
+ gPipeline.mDeferredScreen.flush();
+ renderDeferredLightingToRT(&mWaterDis);
+ }
+ }
+
+ mWaterDis.flush();
+ LLPipeline::sUnderWaterRender = false;
+
+ }
+ last_update = LLDrawPoolWater::sNeedsReflectionUpdate && LLDrawPoolWater::sNeedsDistortionUpdate;
+
+ LLPipeline::sReflectionRender = false;
+
+ if (!LLRenderTarget::sUseFBO)
+ {
+ glClear(GL_DEPTH_BUFFER_BIT);
+ }
+ glClearColor(0.f, 0.f, 0.f, 0.f);
+ gViewerWindow->setup3DViewport();
+ gPipeline.popRenderTypeMask();
+ LLDrawPoolWater::sNeedsReflectionUpdate = FALSE;
+ LLDrawPoolWater::sNeedsDistortionUpdate = FALSE;
+ LLPlane npnorm(-pnorm, -pd);
+ LLViewerCamera::getInstance()->setUserClipPlane(npnorm);
+
+ LLGLState::checkStates();
+
+ if (!skip_avatar_update)
+ {
+ gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode());
+ }
+
+ LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
+ }
+}
+
+glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up)
+{
+ glh::matrix4f ret;
+
+ LLVector3 dirN;
+ LLVector3 upN;
+ LLVector3 lftN;
+
+ lftN = dir % up;
+ lftN.normVec();
+
+ upN = lftN % dir;
+ upN.normVec();
+
+ dirN = dir;
+ dirN.normVec();
+
+ ret.m[ 0] = lftN[0];
+ ret.m[ 1] = upN[0];
+ ret.m[ 2] = -dirN[0];
+ ret.m[ 3] = 0.f;
+
+ ret.m[ 4] = lftN[1];
+ ret.m[ 5] = upN[1];
+ ret.m[ 6] = -dirN[1];
+ ret.m[ 7] = 0.f;
+
+ ret.m[ 8] = lftN[2];
+ ret.m[ 9] = upN[2];
+ ret.m[10] = -dirN[2];
+ ret.m[11] = 0.f;
+
+ ret.m[12] = -(lftN*pos);
+ ret.m[13] = -(upN*pos);
+ ret.m[14] = dirN*pos;
+ ret.m[15] = 1.f;
+
+ return ret;
+}
+
+glh::matrix4f scale_translate_to_fit(const LLVector3 min, const LLVector3 max)
+{
+ glh::matrix4f ret;
+ ret.m[ 0] = 2/(max[0]-min[0]);
+ ret.m[ 4] = 0;
+ ret.m[ 8] = 0;
+ ret.m[12] = -(max[0]+min[0])/(max[0]-min[0]);
+
+ ret.m[ 1] = 0;
+ ret.m[ 5] = 2/(max[1]-min[1]);
+ ret.m[ 9] = 0;
+ ret.m[13] = -(max[1]+min[1])/(max[1]-min[1]);
+
+ ret.m[ 2] = 0;
+ ret.m[ 6] = 0;
+ ret.m[10] = 2/(max[2]-min[2]);
+ ret.m[14] = -(max[2]+min[2])/(max[2]-min[2]);
+
+ ret.m[ 3] = 0;
+ ret.m[ 7] = 0;
+ ret.m[11] = 0;
+ ret.m[15] = 1;
+
+ return ret;
+}
+
+static LLTrace::BlockTimerStatHandle FTM_SHADOW_RENDER("Render Shadows");
+static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA("Alpha Shadow");
+static LLTrace::BlockTimerStatHandle FTM_SHADOW_SIMPLE("Simple Shadow");
+
+void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& shadow_cam, LLCullResult &result, bool use_shader, bool use_occlusion, U32 target_width)
+{
+ LL_RECORD_BLOCK_TIME(FTM_SHADOW_RENDER);
+
+ //clip out geometry on the same side of water as the camera
+ S32 occlude = LLPipeline::sUseOcclusion;
+ if (!use_occlusion)
+ {
+ LLPipeline::sUseOcclusion = 0;
+ }
+ LLPipeline::sShadowRender = true;
+
+ static const U32 types[] = {
+ LLRenderPass::PASS_SIMPLE,
+ LLRenderPass::PASS_FULLBRIGHT,
+ LLRenderPass::PASS_SHINY,
+ LLRenderPass::PASS_BUMP,
+ LLRenderPass::PASS_FULLBRIGHT_SHINY ,
+ LLRenderPass::PASS_MATERIAL,
+ LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE,
+ LLRenderPass::PASS_SPECMAP,
+ LLRenderPass::PASS_SPECMAP_EMISSIVE,
+ LLRenderPass::PASS_NORMMAP,
+ LLRenderPass::PASS_NORMMAP_EMISSIVE,
+ LLRenderPass::PASS_NORMSPEC,
+ LLRenderPass::PASS_NORMSPEC_EMISSIVE,
+ };
+
+ LLGLEnable cull(GL_CULL_FACE);
+
+ //enable depth clamping if available
+ LLGLEnable depth_clamp(gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP : 0);
+
+ if (use_shader)
+ {
+ gDeferredShadowCubeProgram.bind();
+ }
+
+ LLRenderTarget& occlusion_target = mShadowOcclusion[LLViewerCamera::sCurCameraID-1];
+
+ occlusion_target.bindTarget();
+ updateCull(shadow_cam, result);
+ occlusion_target.flush();
+
+ stateSort(shadow_cam, result);
+
+
+ //generate shadow map
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadMatrix(proj.m);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+ gGL.loadMatrix(gGLModelView);
+
+ stop_glerror();
+ gGLLastMatrix = NULL;
+
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+ stop_glerror();
+
+ LLVertexBuffer::unbind();
+
+ {
+ if (!use_shader)
+ { //occlusion program is general purpose depth-only no-textures
+ gOcclusionProgram.bind();
+ }
+ else
+ {
+ gDeferredShadowProgram.bind();
+ }
+
+ gGL.diffuseColor4f(1,1,1,1);
+ gGL.setColorMask(false, false);
+
+ LL_RECORD_BLOCK_TIME(FTM_SHADOW_SIMPLE);
+
+ gGL.getTexUnit(0)->disable();
+ for (U32 i = 0; i < sizeof(types)/sizeof(U32); ++i)
+ {
+ renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, FALSE);
+ }
+ gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
+ if (!use_shader)
+ {
+ gOcclusionProgram.unbind();
+ }
+ }
+
+ if (use_shader)
+ {
+ gDeferredShadowProgram.unbind();
+ renderGeomShadow(shadow_cam);
+ gDeferredShadowProgram.bind();
+ }
+ else
+ {
+ renderGeomShadow(shadow_cam);
+ }
+
+ {
+ LL_RECORD_BLOCK_TIME(FTM_SHADOW_ALPHA);
+ gDeferredShadowAlphaMaskProgram.bind();
+ gDeferredShadowAlphaMaskProgram.uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width);
+
+ U32 mask = LLVertexBuffer::MAP_VERTEX |
+ LLVertexBuffer::MAP_TEXCOORD0 |
+ LLVertexBuffer::MAP_COLOR |
+ LLVertexBuffer::MAP_TEXTURE_INDEX;
+
+ renderMaskedObjects(LLRenderPass::PASS_ALPHA_MASK, mask, TRUE, TRUE);
+ renderMaskedObjects(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, mask, TRUE, TRUE);
+ gDeferredShadowAlphaMaskProgram.setMinimumAlpha(0.598f);
+ renderObjects(LLRenderPass::PASS_ALPHA, mask, TRUE, TRUE);
+
+ mask = mask & ~LLVertexBuffer::MAP_TEXTURE_INDEX;
+
+ gDeferredTreeShadowProgram.bind();
+ renderMaskedObjects(LLRenderPass::PASS_NORMSPEC_MASK, mask);
+ renderMaskedObjects(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, mask);
+ renderMaskedObjects(LLRenderPass::PASS_SPECMAP_MASK, mask);
+ renderMaskedObjects(LLRenderPass::PASS_NORMMAP_MASK, mask);
+
+ gDeferredTreeShadowProgram.setMinimumAlpha(0.598f);
+ renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE);
+ }
+
+ //glCullFace(GL_BACK);
+
+ gDeferredShadowCubeProgram.bind();
+ gGLLastMatrix = NULL;
+ gGL.loadMatrix(gGLModelView);
+
+ LLRenderTarget& occlusion_source = mShadow[LLViewerCamera::sCurCameraID-1];
+
+ doOcclusion(shadow_cam, occlusion_source, occlusion_target);
+
+ if (use_shader)
+ {
+ gDeferredShadowProgram.unbind();
+ }
+
+ gGL.setColorMask(true, true);
+
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+ gGLLastMatrix = NULL;
+
+ LLPipeline::sUseOcclusion = occlude;
+ LLPipeline::sShadowRender = false;
+}
+
+static LLTrace::BlockTimerStatHandle FTM_VISIBLE_CLOUD("Visible Cloud");
+bool LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir)
+{
+ LL_RECORD_BLOCK_TIME(FTM_VISIBLE_CLOUD);
+ //get point cloud of intersection of frust and min, max
+
+ if (getVisibleExtents(camera, min, max))
+ {
+ return false;
+ }
+
+ //get set of planes on bounding box
+ LLPlane bp[] = {
+ LLPlane(min, LLVector3(-1,0,0)),
+ LLPlane(min, LLVector3(0,-1,0)),
+ LLPlane(min, LLVector3(0,0,-1)),
+ LLPlane(max, LLVector3(1,0,0)),
+ LLPlane(max, LLVector3(0,1,0)),
+ LLPlane(max, LLVector3(0,0,1))};
+
+ //potential points
+ std::vector<LLVector3> pp;
+
+ //add corners of AABB
+ pp.push_back(LLVector3(min.mV[0], min.mV[1], min.mV[2]));
+ pp.push_back(LLVector3(max.mV[0], min.mV[1], min.mV[2]));
+ pp.push_back(LLVector3(min.mV[0], max.mV[1], min.mV[2]));
+ pp.push_back(LLVector3(max.mV[0], max.mV[1], min.mV[2]));
+ pp.push_back(LLVector3(min.mV[0], min.mV[1], max.mV[2]));
+ pp.push_back(LLVector3(max.mV[0], min.mV[1], max.mV[2]));
+ pp.push_back(LLVector3(min.mV[0], max.mV[1], max.mV[2]));
+ pp.push_back(LLVector3(max.mV[0], max.mV[1], max.mV[2]));
+
+ //add corners of camera frustum
+ for (U32 i = 0; i < LLCamera::AGENT_FRUSTRUM_NUM; i++)
+ {
+ pp.push_back(camera.mAgentFrustum[i]);
+ }
+
+
+ //bounding box line segments
+ U32 bs[] =
+ {
+ 0,1,
+ 1,3,
+ 3,2,
+ 2,0,
+
+ 4,5,
+ 5,7,
+ 7,6,
+ 6,4,
+
+ 0,4,
+ 1,5,
+ 3,7,
+ 2,6
+ };
+
+ for (U32 i = 0; i < 12; i++)
+ { //for each line segment in bounding box
+ for (U32 j = 0; j < LLCamera::AGENT_PLANE_NO_USER_CLIP_NUM; j++)
+ { //for each plane in camera frustum
+ const LLPlane& cp = camera.getAgentPlane(j);
+ const LLVector3& v1 = pp[bs[i*2+0]];
+ const LLVector3& v2 = pp[bs[i*2+1]];
+ LLVector3 n;
+ cp.getVector3(n);
+
+ LLVector3 line = v1-v2;
+
+ F32 d1 = line*n;
+ F32 d2 = -cp.dist(v2);
+
+ F32 t = d2/d1;
+
+ if (t > 0.f && t < 1.f)
+ {
+ LLVector3 intersect = v2+line*t;
+ pp.push_back(intersect);
+ }
+ }
+ }
+
+ //camera frustum line segments
+ const U32 fs[] =
+ {
+ 0,1,
+ 1,2,
+ 2,3,
+ 3,0,
+
+ 4,5,
+ 5,6,
+ 6,7,
+ 7,4,
+
+ 0,4,
+ 1,5,
+ 2,6,
+ 3,7
+ };
+
+ for (U32 i = 0; i < 12; i++)
+ {
+ for (U32 j = 0; j < 6; ++j)
+ {
+ const LLVector3& v1 = pp[fs[i*2+0]+8];
+ const LLVector3& v2 = pp[fs[i*2+1]+8];
+ const LLPlane& cp = bp[j];
+ LLVector3 n;
+ cp.getVector3(n);
+
+ LLVector3 line = v1-v2;
+
+ F32 d1 = line*n;
+ F32 d2 = -cp.dist(v2);
+
+ F32 t = d2/d1;
+
+ if (t > 0.f && t < 1.f)
+ {
+ LLVector3 intersect = v2+line*t;
+ pp.push_back(intersect);
+ }
+ }
+ }
+
+ LLVector3 ext[] = { min-LLVector3(0.05f,0.05f,0.05f),
+ max+LLVector3(0.05f,0.05f,0.05f) };
+
+ for (U32 i = 0; i < pp.size(); ++i)
+ {
+ bool found = true;
+
+ const F32* p = pp[i].mV;
+
+ for (U32 j = 0; j < 3; ++j)
+ {
+ if (p[j] < ext[0].mV[j] || p[j] > ext[1].mV[j])
+ {
+ found = false;
+ break;
+ }
+ }
+
+ if (found) // don't bother testing user clip planes if we're already rejected...
+ {
+ for (U32 j = 0; j < LLCamera::AGENT_PLANE_NO_USER_CLIP_NUM; ++j)
+ {
+ const LLPlane& cp = camera.getAgentPlane(j);
+ F32 dist = cp.dist(pp[i]);
+ if (dist > 0.05f) //point is above some plane, not contained
+ {
+ found = false;
+ break;
+ }
+ }
+ }
+
+ if (found)
+ {
+ fp.push_back(pp[i]);
+ }
+ }
+
+ if (fp.empty())
+ {
+ return false;
+ }
+
+ return true;
+}
+
+void LLPipeline::renderHighlight(const LLViewerObject* obj, F32 fade)
+{
+ if (obj && obj->getVolume())
+ {
+ for (LLViewerObject::child_list_t::const_iterator iter = obj->getChildren().begin(); iter != obj->getChildren().end(); ++iter)
+ {
+ renderHighlight(*iter, fade);
+ }
+
+ LLDrawable* drawable = obj->mDrawable;
+ if (drawable)
+ {
+ for (S32 i = 0; i < drawable->getNumFaces(); ++i)
+ {
+ LLFace* face = drawable->getFace(i);
+ if (face)
+ {
+ face->renderSelected(LLViewerTexture::sNullImagep, LLColor4(1,1,1,fade));
+ }
+ }
+ }
+ }
+}
+
+void LLPipeline::generateHighlight(LLCamera& camera)
+{
+ //render highlighted object as white into offscreen render target
+ if (mHighlightObject.notNull())
+ {
+ mHighlightSet.insert(HighlightItem(mHighlightObject));
+ }
+
+ if (!mHighlightSet.empty())
+ {
+ F32 transition = gFrameIntervalSeconds.value()/RenderHighlightFadeTime;
+
+ LLGLDisable test(GL_ALPHA_TEST);
+ LLGLDepthTest depth(GL_FALSE);
+ mHighlight.bindTarget();
+ disableLights();
+ gGL.setColorMask(true, true);
+ mHighlight.clear();
+
+ gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
+ for (std::set<HighlightItem>::iterator iter = mHighlightSet.begin(); iter != mHighlightSet.end(); )
+ {
+ std::set<HighlightItem>::iterator cur_iter = iter++;
+
+ if (cur_iter->mItem.isNull())
+ {
+ mHighlightSet.erase(cur_iter);
+ continue;
+ }
+
+ if (cur_iter->mItem == mHighlightObject)
+ {
+ cur_iter->incrFade(transition);
+ }
+ else
+ {
+ cur_iter->incrFade(-transition);
+ if (cur_iter->mFade <= 0.f)
+ {
+ mHighlightSet.erase(cur_iter);
+ continue;
+ }
+ }
+
+ renderHighlight(cur_iter->mItem->getVObj(), cur_iter->mFade);
+ }
+
+ mHighlight.flush();
+ gGL.setColorMask(true, false);
+ gViewerWindow->setup3DViewport();
+ }
+}
+
+
+static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW("Gen Sun Shadow");
+
+void LLPipeline::generateSunShadow(LLCamera& camera)
+{
+ if (!sRenderDeferred || RenderShadowDetail <= 0)
+ {
+ return;
+ }
+
+ LL_RECORD_BLOCK_TIME(FTM_GEN_SUN_SHADOW);
+
+ bool skip_avatar_update = false;
+ if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson)
+ {
+
+ skip_avatar_update = true;
+ }
+
+ if (!skip_avatar_update)
+ {
+ gAgentAvatarp->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON);
+ }
+
+ F64 last_modelview[16];
+ F64 last_projection[16];
+ for (U32 i = 0; i < 16; i++)
+ { //store last_modelview of world camera
+ last_modelview[i] = gGLLastModelView[i];
+ last_projection[i] = gGLLastProjection[i];
+ }
+
+ pushRenderTypeMask();
+ andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE,
+ LLPipeline::RENDER_TYPE_ALPHA,
+ LLPipeline::RENDER_TYPE_GRASS,
+ LLPipeline::RENDER_TYPE_FULLBRIGHT,
+ LLPipeline::RENDER_TYPE_BUMP,
+ LLPipeline::RENDER_TYPE_VOLUME,
+ LLPipeline::RENDER_TYPE_AVATAR,
+ LLPipeline::RENDER_TYPE_TREE,
+ LLPipeline::RENDER_TYPE_TERRAIN,
+ LLPipeline::RENDER_TYPE_WATER,
+ LLPipeline::RENDER_TYPE_VOIDWATER,
+ LLPipeline::RENDER_TYPE_PASS_ALPHA,
+ LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_PASS_GRASS,
+ LLPipeline::RENDER_TYPE_PASS_SIMPLE,
+ LLPipeline::RENDER_TYPE_PASS_BUMP,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
+ LLPipeline::RENDER_TYPE_PASS_SHINY,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
+ LLPipeline::RENDER_TYPE_PASS_MATERIAL,
+ LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA,
+ LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE,
+ LLPipeline::RENDER_TYPE_PASS_SPECMAP,
+ LLPipeline::RENDER_TYPE_PASS_SPECMAP_BLEND,
+ LLPipeline::RENDER_TYPE_PASS_SPECMAP_MASK,
+ LLPipeline::RENDER_TYPE_PASS_SPECMAP_EMISSIVE,
+ LLPipeline::RENDER_TYPE_PASS_NORMMAP,
+ LLPipeline::RENDER_TYPE_PASS_NORMMAP_BLEND,
+ LLPipeline::RENDER_TYPE_PASS_NORMMAP_MASK,
+ LLPipeline::RENDER_TYPE_PASS_NORMMAP_EMISSIVE,
+ LLPipeline::RENDER_TYPE_PASS_NORMSPEC,
+ LLPipeline::RENDER_TYPE_PASS_NORMSPEC_BLEND,
+ LLPipeline::RENDER_TYPE_PASS_NORMSPEC_MASK,
+ LLPipeline::RENDER_TYPE_PASS_NORMSPEC_EMISSIVE,
+ END_RENDER_TYPES);
+
+ gGL.setColorMask(false, false);
+
+ //get sun view matrix
+
+ //store current projection/modelview matrix
+ glh::matrix4f saved_proj = get_current_projection();
+ glh::matrix4f saved_view = get_current_modelview();
+ glh::matrix4f inv_view = saved_view.inverse();
+
+ glh::matrix4f view[6];
+ glh::matrix4f proj[6];
+
+ //clip contains parallel split distances for 3 splits
+ LLVector3 clip = RenderShadowClipPlanes;
+
+ //F32 slope_threshold = gSavedSettings.getF32("RenderShadowSlopeThreshold");
+
+ //far clip on last split is minimum of camera view distance and 128
+ mSunClipPlanes = LLVector4(clip, clip.mV[2] * clip.mV[2]/clip.mV[1]);
+
+ clip = RenderShadowOrthoClipPlanes;
+ mSunOrthoClipPlanes = LLVector4(clip, clip.mV[2]*clip.mV[2]/clip.mV[1]);
+
+ //currently used for amount to extrude frusta corners for constructing shadow frusta
+ //LLVector3 n = RenderShadowNearDist;
+ //F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] };
+
+ LLVector3 sun_dir(mSunDir);
+
+ //put together a universal "near clip" plane for shadow frusta
+ LLPlane shadow_near_clip;
+ {
+ LLVector3 p = gAgent.getPositionAgent();
+ p += sun_dir * RenderFarClip*2.f;
+ shadow_near_clip.setVec(p, sun_dir);
+ }
+
+ LLVector3 lightDir = -sun_dir;
+ lightDir.normVec();
+
+ glh::vec3f light_dir(lightDir.mV);
+
+ //create light space camera matrix
+
+ LLVector3 at = lightDir;
+
+ LLVector3 up = camera.getAtAxis();
+
+ if (fabsf(up*lightDir) > 0.75f)
+ {
+ up = camera.getUpAxis();
+ }
+
+ /*LLVector3 left = up%at;
+ up = at%left;*/
+
+ up.normVec();
+ at.normVec();
+
+
+ LLCamera main_camera = camera;
+
+ F32 near_clip = 0.f;
+ {
+ //get visible point cloud
+ std::vector<LLVector3> fp;
+
+ main_camera.calcAgentFrustumPlanes(main_camera.mAgentFrustum);
+
+ LLVector3 min,max;
+ getVisiblePointCloud(main_camera,min,max,fp);
+
+ if (fp.empty())
+ {
+ if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowCamera[0] = main_camera;
+ mShadowExtents[0][0] = min;
+ mShadowExtents[0][1] = max;
+
+ mShadowFrustPoints[0].clear();
+ mShadowFrustPoints[1].clear();
+ mShadowFrustPoints[2].clear();
+ mShadowFrustPoints[3].clear();
+ }
+ popRenderTypeMask();
+
+ if (!skip_avatar_update)
+ {
+ gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode());
+ }
+
+ return;
+ }
+
+ //get good split distances for frustum
+ for (U32 i = 0; i < fp.size(); ++i)
+ {
+ glh::vec3f v(fp[i].mV);
+ saved_view.mult_matrix_vec(v);
+ fp[i].setVec(v.v);
+ }
+
+ min = fp[0];
+ max = fp[0];
+
+ //get camera space bounding box
+ for (U32 i = 1; i < fp.size(); ++i)
+ {
+ update_min_max(min, max, fp[i]);
+ }
+
+ near_clip = -max.mV[2];
+ F32 far_clip = -min.mV[2]*2.f;
+
+ //far_clip = llmin(far_clip, 128.f);
+ far_clip = llmin(far_clip, camera.getFar());
+
+ F32 range = far_clip-near_clip;
+
+ LLVector3 split_exp = RenderShadowSplitExponent;
+
+ F32 da = 1.f-llmax( fabsf(lightDir*up), fabsf(lightDir*camera.getLeftAxis()) );
+
+ da = powf(da, split_exp.mV[2]);
+
+ F32 sxp = split_exp.mV[1] + (split_exp.mV[0]-split_exp.mV[1])*da;
+
+ for (U32 i = 0; i < 4; ++i)
+ {
+ F32 x = (F32)(i+1)/4.f;
+ x = powf(x, sxp);
+ mSunClipPlanes.mV[i] = near_clip+range*x;
+ }
+
+ mSunClipPlanes.mV[0] *= 1.25f; //bump back first split for transition padding
+ }
+
+ // convenience array of 4 near clip plane distances
+ F32 dist[] = { near_clip, mSunClipPlanes.mV[0], mSunClipPlanes.mV[1], mSunClipPlanes.mV[2], mSunClipPlanes.mV[3] };
+
+
+ if (mSunDiffuse == LLColor4::black)
+ { //sun diffuse is totally black, shadows don't matter
+ LLGLDepthTest depth(GL_TRUE);
+
+ for (S32 j = 0; j < 4; j++)
+ {
+ mShadow[j].bindTarget();
+ mShadow[j].clear();
+ mShadow[j].flush();
+ }
+ }
+ else
+ {
+ for (S32 j = 0; j < 4; j++)
+ {
+ if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowFrustPoints[j].clear();
+ }
+
+ LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW0+j);
+
+ //restore render matrices
+ set_current_modelview(saved_view);
+ set_current_projection(saved_proj);
+
+ LLVector3 eye = camera.getOrigin();
+
+ //camera used for shadow cull/render
+ LLCamera shadow_cam;
+
+ //create world space camera frustum for this split
+ shadow_cam = camera;
+ shadow_cam.setFar(16.f);
+
+ LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
+
+ LLVector3* frust = shadow_cam.mAgentFrustum;
+
+ LLVector3 pn = shadow_cam.getAtAxis();
+
+ LLVector3 min, max;
+
+ //construct 8 corners of split frustum section
+ for (U32 i = 0; i < 4; i++)
+ {
+ LLVector3 delta = frust[i+4]-eye;
+ delta += (frust[i+4]-frust[(i+2)%4+4])*0.05f;
+ delta.normVec();
+ F32 dp = delta*pn;
+ frust[i] = eye + (delta*dist[j]*0.75f)/dp;
+ frust[i+4] = eye + (delta*dist[j+1]*1.25f)/dp;
+ }
+
+ shadow_cam.calcAgentFrustumPlanes(frust);
+ shadow_cam.mFrustumCornerDist = 0.f;
+
+ if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowCamera[j] = shadow_cam;
+ }
+
+ std::vector<LLVector3> fp;
+
+ if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir))
+ {
+ //no possible shadow receivers
+ if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowExtents[j][0] = LLVector3();
+ mShadowExtents[j][1] = LLVector3();
+ mShadowCamera[j+4] = shadow_cam;
+ }
+
+ mShadow[j].bindTarget();
+ {
+ LLGLDepthTest depth(GL_TRUE);
+ mShadow[j].clear();
+ }
+ mShadow[j].flush();
+
+ mShadowError.mV[j] = 0.f;
+ mShadowFOV.mV[j] = 0.f;
+
+ continue;
+ }
+
+ if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowExtents[j][0] = min;
+ mShadowExtents[j][1] = max;
+ mShadowFrustPoints[j] = fp;
+ }
+
+
+ //find a good origin for shadow projection
+ LLVector3 origin;
+
+ //get a temporary view projection
+ view[j] = look(camera.getOrigin(), lightDir, -up);
+
+ std::vector<LLVector3> wpf;
+
+ for (U32 i = 0; i < fp.size(); i++)
+ {
+ glh::vec3f p = glh::vec3f(fp[i].mV);
+ view[j].mult_matrix_vec(p);
+ wpf.push_back(LLVector3(p.v));
+ }
+
+ min = wpf[0];
+ max = wpf[0];
+
+ for (U32 i = 0; i < fp.size(); ++i)
+ { //get AABB in camera space
+ update_min_max(min, max, wpf[i]);
+ }
+
+ // Construct a perspective transform with perspective along y-axis that contains
+ // points in wpf
+ //Known:
+ // - far clip plane
+ // - near clip plane
+ // - points in frustum
+ //Find:
+ // - origin
+
+ //get some "interesting" points of reference
+ LLVector3 center = (min+max)*0.5f;
+ LLVector3 size = (max-min)*0.5f;
+ LLVector3 near_center = center;
+ near_center.mV[1] += size.mV[1]*2.f;
+
+
+ //put all points in wpf in quadrant 0, reletive to center of min/max
+ //get the best fit line using least squares
+ F32 bfm = 0.f;
+ F32 bfb = 0.f;
+
+ for (U32 i = 0; i < wpf.size(); ++i)
+ {
+ wpf[i] -= center;
+ wpf[i].mV[0] = fabsf(wpf[i].mV[0]);
+ wpf[i].mV[2] = fabsf(wpf[i].mV[2]);
+ }
+
+ if (!wpf.empty())
+ {
+ F32 sx = 0.f;
+ F32 sx2 = 0.f;
+ F32 sy = 0.f;
+ F32 sxy = 0.f;
+
+ for (U32 i = 0; i < wpf.size(); ++i)
+ {
+ sx += wpf[i].mV[0];
+ sx2 += wpf[i].mV[0]*wpf[i].mV[0];
+ sy += wpf[i].mV[1];
+ sxy += wpf[i].mV[0]*wpf[i].mV[1];
+ }
+
+ bfm = (sy*sx-wpf.size()*sxy)/(sx*sx-wpf.size()*sx2);
+ bfb = (sx*sxy-sy*sx2)/(sx*sx-bfm*sx2);
+ }
+
+ {
+ // best fit line is y=bfm*x+bfb
+
+ //find point that is furthest to the right of line
+ F32 off_x = -1.f;
+ LLVector3 lp;
+
+ for (U32 i = 0; i < wpf.size(); ++i)
+ {
+ //y = bfm*x+bfb
+ //x = (y-bfb)/bfm
+ F32 lx = (wpf[i].mV[1]-bfb)/bfm;
+
+ lx = wpf[i].mV[0]-lx;
+
+ if (off_x < lx)
+ {
+ off_x = lx;
+ lp = wpf[i];
+ }
+ }
+
+ //get line with slope bfm through lp
+ // bfb = y-bfm*x
+ bfb = lp.mV[1]-bfm*lp.mV[0];
+
+ //calculate error
+ mShadowError.mV[j] = 0.f;
+
+ for (U32 i = 0; i < wpf.size(); ++i)
+ {
+ F32 lx = (wpf[i].mV[1]-bfb)/bfm;
+ mShadowError.mV[j] += fabsf(wpf[i].mV[0]-lx);
+ }
+
+ mShadowError.mV[j] /= wpf.size();
+ mShadowError.mV[j] /= size.mV[0];
+
+ if (mShadowError.mV[j] > RenderShadowErrorCutoff)
+ { //just use ortho projection
+ mShadowFOV.mV[j] = -1.f;
+ origin.clearVec();
+ proj[j] = gl_ortho(min.mV[0], max.mV[0],
+ min.mV[1], max.mV[1],
+ -max.mV[2], -min.mV[2]);
+ }
+ else
+ {
+ //origin is where line x = 0;
+ origin.setVec(0,bfb,0);
+
+ F32 fovz = 1.f;
+ F32 fovx = 1.f;
+
+ LLVector3 zp;
+ LLVector3 xp;
+
+ for (U32 i = 0; i < wpf.size(); ++i)
+ {
+ LLVector3 atz = wpf[i]-origin;
+ atz.mV[0] = 0.f;
+ atz.normVec();
+ if (fovz > -atz.mV[1])
+ {
+ zp = wpf[i];
+ fovz = -atz.mV[1];
+ }
+
+ LLVector3 atx = wpf[i]-origin;
+ atx.mV[2] = 0.f;
+ atx.normVec();
+ if (fovx > -atx.mV[1])
+ {
+ fovx = -atx.mV[1];
+ xp = wpf[i];
+ }
+ }
+
+ fovx = acos(fovx);
+ fovz = acos(fovz);
+
+ F32 cutoff = llmin((F32) RenderShadowFOVCutoff, 1.4f);
+
+ mShadowFOV.mV[j] = fovx;
+
+ if (fovx < cutoff && fovz > cutoff)
+ {
+ //x is a good fit, but z is too big, move away from zp enough so that fovz matches cutoff
+ F32 d = zp.mV[2]/tan(cutoff);
+ F32 ny = zp.mV[1] + fabsf(d);
+
+ origin.mV[1] = ny;
+
+ fovz = 1.f;
+ fovx = 1.f;
+
+ for (U32 i = 0; i < wpf.size(); ++i)
+ {
+ LLVector3 atz = wpf[i]-origin;
+ atz.mV[0] = 0.f;
+ atz.normVec();
+ fovz = llmin(fovz, -atz.mV[1]);
+
+ LLVector3 atx = wpf[i]-origin;
+ atx.mV[2] = 0.f;
+ atx.normVec();
+ fovx = llmin(fovx, -atx.mV[1]);
+ }
+
+ fovx = acos(fovx);
+ fovz = acos(fovz);
+
+ mShadowFOV.mV[j] = cutoff;
+ }
+
+
+ origin += center;
+
+ F32 ynear = -(max.mV[1]-origin.mV[1]);
+ F32 yfar = -(min.mV[1]-origin.mV[1]);
+
+ if (ynear < 0.1f) //keep a sensible near clip plane
+ {
+ F32 diff = 0.1f-ynear;
+ origin.mV[1] += diff;
+ ynear += diff;
+ yfar += diff;
+ }
+
+ if (fovx > cutoff)
+ { //just use ortho projection
+ origin.clearVec();
+ mShadowError.mV[j] = -1.f;
+ proj[j] = gl_ortho(min.mV[0], max.mV[0],
+ min.mV[1], max.mV[1],
+ -max.mV[2], -min.mV[2]);
+ }
+ else
+ {
+ //get perspective projection
+ view[j] = view[j].inverse();
+
+ glh::vec3f origin_agent(origin.mV);
+
+ //translate view to origin
+ view[j].mult_matrix_vec(origin_agent);
+
+ eye = LLVector3(origin_agent.v);
+
+ if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowFrustOrigin[j] = eye;
+ }
+
+ view[j] = look(LLVector3(origin_agent.v), lightDir, -up);
+
+ F32 fx = 1.f/tanf(fovx);
+ F32 fz = 1.f/tanf(fovz);
+
+ proj[j] = glh::matrix4f(-fx, 0, 0, 0,
+ 0, (yfar+ynear)/(ynear-yfar), 0, (2.f*yfar*ynear)/(ynear-yfar),
+ 0, 0, -fz, 0,
+ 0, -1.f, 0, 0);
+ }
+ }
+ }
+
+ //shadow_cam.setFar(128.f);
+ shadow_cam.setOriginAndLookAt(eye, up, center);
+
+ shadow_cam.setOrigin(0,0,0);
+
+ set_current_modelview(view[j]);
+ set_current_projection(proj[j]);
+
+ LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
+
+ //shadow_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR);
+ shadow_cam.getAgentPlane(LLCamera::AGENT_PLANE_NEAR).set(shadow_near_clip);
+
+ //translate and scale to from [-1, 1] to [0, 1]
+ glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f,
+ 0.f, 0.5f, 0.f, 0.5f,
+ 0.f, 0.f, 0.5f, 0.5f,
+ 0.f, 0.f, 0.f, 1.f);
+
+ set_current_modelview(view[j]);
+ set_current_projection(proj[j]);
+
+ for (U32 i = 0; i < 16; i++)
+ {
+ gGLLastModelView[i] = mShadowModelview[j].m[i];
+ gGLLastProjection[i] = mShadowProjection[j].m[i];
+ }
+
+ mShadowModelview[j] = view[j];
+ mShadowProjection[j] = proj[j];
+
+
+ mSunShadowMatrix[j] = trans*proj[j]*view[j]*inv_view;
+
+ stop_glerror();
+
+ mShadow[j].bindTarget();
+ mShadow[j].getViewport(gGLViewport);
+ mShadow[j].clear();
+
+ U32 target_width = mShadow[j].getWidth();
+
+ {
+ static LLCullResult result[4];
+
+ renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE, TRUE, target_width);
+ }
+
+ mShadow[j].flush();
+
+ if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
+ mShadowCamera[j+4] = shadow_cam;
+ }
+ }
+ }
+
+
+ //hack to disable projector shadows
+ bool gen_shadow = RenderShadowDetail > 1;
+
+ if (gen_shadow)
+ {
+ LLTrace::CountStatHandle<>* velocity_stat = LLViewerCamera::getVelocityStat();
+ F32 fade_amt = gFrameIntervalSeconds.value()
+ * llmax(LLTrace::get_frame_recording().getLastRecording().getSum(*velocity_stat) / LLTrace::get_frame_recording().getLastRecording().getDuration().value(), 1.0);
+
+ //update shadow targets
+ for (U32 i = 0; i < 2; i++)
+ { //for each current shadow
+ LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW4+i);
+
+ if (mShadowSpotLight[i].notNull() &&
+ (mShadowSpotLight[i] == mTargetShadowSpotLight[0] ||
+ mShadowSpotLight[i] == mTargetShadowSpotLight[1]))
+ { //keep this spotlight
+ mSpotLightFade[i] = llmin(mSpotLightFade[i]+fade_amt, 1.f);
+ }
+ else
+ { //fade out this light
+ mSpotLightFade[i] = llmax(mSpotLightFade[i]-fade_amt, 0.f);
+
+ if (mSpotLightFade[i] == 0.f || mShadowSpotLight[i].isNull())
+ { //faded out, grab one of the pending spots (whichever one isn't already taken)
+ if (mTargetShadowSpotLight[0] != mShadowSpotLight[(i+1)%2])
+ {
+ mShadowSpotLight[i] = mTargetShadowSpotLight[0];
+ }
+ else
+ {
+ mShadowSpotLight[i] = mTargetShadowSpotLight[1];
+ }
+ }
+ }
+ }
+
+ for (S32 i = 0; i < 2; i++)
+ {
+ set_current_modelview(saved_view);
+ set_current_projection(saved_proj);
+
+ if (mShadowSpotLight[i].isNull())
+ {
+ continue;
+ }
+
+ LLVOVolume* volume = mShadowSpotLight[i]->getVOVolume();
+
+ if (!volume)
+ {
+ mShadowSpotLight[i] = NULL;
+ continue;
+ }
+
+ LLDrawable* drawable = mShadowSpotLight[i];
+
+ LLVector3 params = volume->getSpotLightParams();
+ F32 fov = params.mV[0];
+
+ //get agent->light space matrix (modelview)
+ LLVector3 center = drawable->getPositionAgent();
+ LLQuaternion quat = volume->getRenderRotation();
+
+ //get near clip plane
+ LLVector3 scale = volume->getScale();
+ LLVector3 at_axis(0,0,-scale.mV[2]*0.5f);
+ at_axis *= quat;
+
+ LLVector3 np = center+at_axis;
+ at_axis.normVec();
+
+ //get origin that has given fov for plane np, at_axis, and given scale
+ F32 dist = (scale.mV[1]*0.5f)/tanf(fov*0.5f);
+
+ LLVector3 origin = np - at_axis*dist;
+
+ LLMatrix4 mat(quat, LLVector4(origin, 1.f));
+
+ view[i+4] = glh::matrix4f((F32*) mat.mMatrix);
+
+ view[i+4] = view[i+4].inverse();
+
+ //get perspective matrix
+ F32 near_clip = dist+0.01f;
+ F32 width = scale.mV[VX];
+ F32 height = scale.mV[VY];
+ F32 far_clip = dist+volume->getLightRadius()*1.5f;
+
+ F32 fovy = fov * RAD_TO_DEG;
+ F32 aspect = width/height;
+
+ proj[i+4] = gl_perspective(fovy, aspect, near_clip, far_clip);
+
+ //translate and scale to from [-1, 1] to [0, 1]
+ glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f,
+ 0.f, 0.5f, 0.f, 0.5f,
+ 0.f, 0.f, 0.5f, 0.5f,
+ 0.f, 0.f, 0.f, 1.f);
+
+ set_current_modelview(view[i+4]);
+ set_current_projection(proj[i+4]);
+
+ mSunShadowMatrix[i+4] = trans*proj[i+4]*view[i+4]*inv_view;
+
+ for (U32 j = 0; j < 16; j++)
+ {
+ gGLLastModelView[j] = mShadowModelview[i+4].m[j];
+ gGLLastProjection[j] = mShadowProjection[i+4].m[j];
+ }
+
+ mShadowModelview[i+4] = view[i+4];
+ mShadowProjection[i+4] = proj[i+4];
+
+ LLCamera shadow_cam = camera;
+ shadow_cam.setFar(far_clip);
+ shadow_cam.setOrigin(origin);
+
+ LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
+
+ stop_glerror();
+
+ mShadow[i+4].bindTarget();
+ mShadow[i+4].getViewport(gGLViewport);
+ mShadow[i+4].clear();
+
+ U32 target_width = mShadow[i+4].getWidth();
+
+ static LLCullResult result[2];
+
+ LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW0 + i + 4);
+
+ renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE, target_width);
+
+ mShadow[i+4].flush();
+ }
+ }
+ else
+ { //no spotlight shadows
+ mShadowSpotLight[0] = mShadowSpotLight[1] = NULL;
+ }
+
+
+ if (!CameraOffset)
+ {
+ set_current_modelview(saved_view);
+ set_current_projection(saved_proj);
+ }
+ else
+ {
+ set_current_modelview(view[1]);
+ set_current_projection(proj[1]);
+ gGL.loadMatrix(view[1].m);
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.loadMatrix(proj[1].m);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ }
+ gGL.setColorMask(true, false);
+
+ for (U32 i = 0; i < 16; i++)
+ {
+ gGLLastModelView[i] = last_modelview[i];
+ gGLLastProjection[i] = last_projection[i];
+ }
+
+ popRenderTypeMask();
+
+ if (!skip_avatar_update)
+ {
+ gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode());
+ }
+}
+
+void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, U32 mask, bool texture)
+{
+ for (LLCullResult::sg_iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i)
+ {
+ LLSpatialGroup* group = *i;
+ if (!group->isDead() &&
+ (!sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) &&
+ gPipeline.hasRenderType(group->getSpatialPartition()->mDrawableType) &&
+ group->mDrawMap.find(type) != group->mDrawMap.end())
+ {
+ pass->renderGroup(group,type,mask,texture);
+ }
+ }
+}
+
+static LLTrace::BlockTimerStatHandle FTM_IMPOSTOR_MARK_VISIBLE("Impostor Mark Visible");
+static LLTrace::BlockTimerStatHandle FTM_IMPOSTOR_SETUP("Impostor Setup");
+static LLTrace::BlockTimerStatHandle FTM_IMPOSTOR_BACKGROUND("Impostor Background");
+static LLTrace::BlockTimerStatHandle FTM_IMPOSTOR_ALLOCATE("Impostor Allocate");
+static LLTrace::BlockTimerStatHandle FTM_IMPOSTOR_RESIZE("Impostor Resize");
+
+void LLPipeline::generateImpostor(LLVOAvatar* avatar)
+{
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
+ LLGLState::checkClientArrays();
+
+ static LLCullResult result;
+ result.clear();
+ grabReferences(result);
+
+ if (!avatar || !avatar->mDrawable)
+ {
+ LL_WARNS_ONCE("AvatarRenderPipeline") << "Avatar is " << (avatar ? "not drawable" : "null") << LL_ENDL;
+ return;
+ }
+ LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() << " is drawable" << LL_ENDL;
+
+ assertInitialized();
+
+ bool visually_muted = avatar->isVisuallyMuted();
+ LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID()
+ << " is " << ( visually_muted ? "" : "not ") << "visually muted"
+ << LL_ENDL;
+ bool too_complex = avatar->isTooComplex();
+ LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID()
+ << " is " << ( too_complex ? "" : "not ") << "too complex"
+ << LL_ENDL;
+
+ pushRenderTypeMask();
+
+ if (visually_muted || too_complex)
+ {
+ andRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES);
+ }
+ else
+ {
+ andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
+ LLPipeline::RENDER_TYPE_FULLBRIGHT,
+ LLPipeline::RENDER_TYPE_VOLUME,
+ LLPipeline::RENDER_TYPE_GLOW,
+ LLPipeline::RENDER_TYPE_BUMP,
+ LLPipeline::RENDER_TYPE_PASS_SIMPLE,
+ LLPipeline::RENDER_TYPE_PASS_ALPHA,
+ LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_PASS_BUMP,
+ LLPipeline::RENDER_TYPE_PASS_POST_BUMP,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
+ LLPipeline::RENDER_TYPE_PASS_GLOW,
+ LLPipeline::RENDER_TYPE_PASS_GRASS,
+ LLPipeline::RENDER_TYPE_PASS_SHINY,
+ LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
+ LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
+ LLPipeline::RENDER_TYPE_AVATAR,
+ LLPipeline::RENDER_TYPE_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_INVISIBLE,
+ LLPipeline::RENDER_TYPE_SIMPLE,
+ END_RENDER_TYPES);
+ }
+
+ S32 occlusion = sUseOcclusion;
+ sUseOcclusion = 0;
+
+ sReflectionRender = ! sRenderDeferred;
+
+ sShadowRender = true;
+ sImpostorRender = true;
+
+ LLViewerCamera* viewer_camera = LLViewerCamera::getInstance();
+
+ {
+ LL_RECORD_BLOCK_TIME(FTM_IMPOSTOR_MARK_VISIBLE);
+ markVisible(avatar->mDrawable, *viewer_camera);
+ LLVOAvatar::sUseImpostors = false; // @TODO ???
+
+ LLVOAvatar::attachment_map_t::iterator iter;
+ for (iter = avatar->mAttachmentPoints.begin();
+ iter != avatar->mAttachmentPoints.end();
+ ++iter)
+ {
+ LLViewerJointAttachment *attachment = iter->second;
+ for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachment->mAttachedObjects.begin();
+ attachment_iter != attachment->mAttachedObjects.end();
+ ++attachment_iter)
+ {
+ if (LLViewerObject* attached_object = (*attachment_iter))
+ {
+ markVisible(attached_object->mDrawable->getSpatialBridge(), *viewer_camera);
+ }
+ }
+ }
+ }
+
+ stateSort(*LLViewerCamera::getInstance(), result);
+
+ LLCamera camera = *viewer_camera;
+ LLVector2 tdim;
+ U32 resY = 0;
+ U32 resX = 0;
+
+ {
+ LL_RECORD_BLOCK_TIME(FTM_IMPOSTOR_SETUP);
+ const LLVector4a* ext = avatar->mDrawable->getSpatialExtents();
+ LLVector3 pos(avatar->getRenderPosition()+avatar->getImpostorOffset());
+
+ camera.lookAt(viewer_camera->getOrigin(), pos, viewer_camera->getUpAxis());
+
+ LLVector4a half_height;
+ half_height.setSub(ext[1], ext[0]);
+ half_height.mul(0.5f);
+
+ LLVector4a left;
+ left.load3(camera.getLeftAxis().mV);
+ left.mul(left);
+ llassert(left.dot3(left).getF32() > F_APPROXIMATELY_ZERO);
+ left.normalize3fast();
+
+ LLVector4a up;
+ up.load3(camera.getUpAxis().mV);
+ up.mul(up);
+ llassert(up.dot3(up).getF32() > F_APPROXIMATELY_ZERO);
+ up.normalize3fast();
+
+ tdim.mV[0] = fabsf(half_height.dot3(left).getF32());
+ tdim.mV[1] = fabsf(half_height.dot3(up).getF32());
+
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+
+ F32 distance = (pos-camera.getOrigin()).length();
+ F32 fov = atanf(tdim.mV[1]/distance)*2.f*RAD_TO_DEG;
+ F32 aspect = tdim.mV[0]/tdim.mV[1];
+ glh::matrix4f persp = gl_perspective(fov, aspect, 1.f, 256.f);
+ set_current_projection(persp);
+ gGL.loadMatrix(persp.m);
+
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+ glh::matrix4f mat;
+ camera.getOpenGLTransform(mat.m);
+
+ mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat;
+
+ gGL.loadMatrix(mat.m);
+ set_current_modelview(mat);
+
+ glClearColor(0.0f,0.0f,0.0f,0.0f);
+ gGL.setColorMask(true, true);
+
+ // get the number of pixels per angle
+ F32 pa = gViewerWindow->getWindowHeightRaw() / (RAD_TO_DEG * viewer_camera->getView());
+
+ //get resolution based on angle width and height of impostor (double desired resolution to prevent aliasing)
+ resY = llmin(nhpo2((U32) (fov*pa)), (U32) 512);
+ resX = llmin(nhpo2((U32) (atanf(tdim.mV[0]/distance)*2.f*RAD_TO_DEG*pa)), (U32) 512);
+
+ if (!avatar->mImpostor.isComplete())
+ {
+ LL_RECORD_BLOCK_TIME(FTM_IMPOSTOR_ALLOCATE);
+
+
+ if (LLPipeline::sRenderDeferred)
+ {
+ avatar->mImpostor.allocate(resX,resY,GL_SRGB8_ALPHA8,TRUE,FALSE);
+ addDeferredAttachments(avatar->mImpostor);
+ }
+ else
+ {
+ avatar->mImpostor.allocate(resX,resY,GL_RGBA,TRUE,FALSE);
+ }
+
+ gGL.getTexUnit(0)->bind(&avatar->mImpostor);
+ gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ }
+ else if(resX != avatar->mImpostor.getWidth() || resY != avatar->mImpostor.getHeight())
+ {
+ LL_RECORD_BLOCK_TIME(FTM_IMPOSTOR_RESIZE);
+ avatar->mImpostor.resize(resX,resY);
+ }
+
+ avatar->mImpostor.bindTarget();
+ }
+
+ F32 old_alpha = LLDrawPoolAvatar::sMinimumAlpha;
+
+ if (visually_muted || too_complex)
+ { //disable alpha masking for muted avatars (get whole skin silhouette)
+ LLDrawPoolAvatar::sMinimumAlpha = 0.f;
+ }
+
+ if (LLPipeline::sRenderDeferred)
+ {
+ avatar->mImpostor.clear();
+ renderGeomDeferred(camera);
+
+ renderGeomPostDeferred(camera);
+
+ // Shameless hack time: render it all again,
+ // this time writing the depth
+ // values we need to generate the alpha mask below
+ // while preserving the alpha-sorted color rendering
+ // from the previous pass
+ //
+ sImpostorRenderAlphaDepthPass = true;
+ // depth-only here...
+ //
+ gGL.setColorMask(false,false);
+ renderGeomPostDeferred(camera);
+
+ sImpostorRenderAlphaDepthPass = false;
+
+ }
+ else
+ {
+ LLGLEnable scissor(GL_SCISSOR_TEST);
+ glScissor(0, 0, resX, resY);
+ avatar->mImpostor.clear();
+ renderGeom(camera);
+
+ // Shameless hack time: render it all again,
+ // this time writing the depth
+ // values we need to generate the alpha mask below
+ // while preserving the alpha-sorted color rendering
+ // from the previous pass
+ //
+ sImpostorRenderAlphaDepthPass = true;
+
+ // depth-only here...
+ //
+ gGL.setColorMask(false,false);
+ renderGeom(camera);
+
+ sImpostorRenderAlphaDepthPass = false;
+ }
+
+ LLDrawPoolAvatar::sMinimumAlpha = old_alpha;
+
+ { //create alpha mask based on depth buffer (grey out if muted)
+ LL_RECORD_BLOCK_TIME(FTM_IMPOSTOR_BACKGROUND);
+ if (LLPipeline::sRenderDeferred)
+ {
+ GLuint buff = GL_COLOR_ATTACHMENT0;
+ glDrawBuffersARB(1, &buff);
+ }
+
+ LLGLDisable blend(GL_BLEND);
+
+ if (visually_muted || too_complex)
+ {
+ gGL.setColorMask(true, true);
+ }
+ else
+ {
+ gGL.setColorMask(false, true);
+ }
+
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER);
+
+ gGL.flush();
+
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+
+ static const F32 clip_plane = 0.99999f;
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gDebugProgram.bind();
+ }
+
+
+ if (visually_muted)
+ { // Visually muted avatar
+ LLColor4 muted_color(avatar->getMutedAVColor());
+ LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() << " MUTED set solid color " << muted_color << LL_ENDL;
+ gGL.diffuseColor4fv( muted_color.mV );
+ }
+ else
+ { //grey muted avatar
+ LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() << " MUTED set grey" << LL_ENDL;
+ gGL.diffuseColor4fv(LLColor4::pink.mV );
+ }
+
+ {
+ gGL.begin(LLRender::QUADS);
+ gGL.vertex3f(-1, -1, clip_plane);
+ gGL.vertex3f(1, -1, clip_plane);
+ gGL.vertex3f(1, 1, clip_plane);
+ gGL.vertex3f(-1, 1, clip_plane);
+ gGL.end();
+ gGL.flush();
+ }
+
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gDebugProgram.unbind();
+ }
+
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+ }
+
+ avatar->mImpostor.flush();
+
+ avatar->setImpostorDim(tdim);
+
+ LLVOAvatar::sUseImpostors = (0 != LLVOAvatar::sMaxNonImpostors);
+ sUseOcclusion = occlusion;
+ sReflectionRender = false;
+ sImpostorRender = false;
+ sShadowRender = false;
+ popRenderTypeMask();
+
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+
+ avatar->mNeedsImpostorUpdate = FALSE;
+ avatar->cacheImpostorValues();
+
+ LLVertexBuffer::unbind();
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
+ LLGLState::checkClientArrays();
+}
+
+bool LLPipeline::hasRenderBatches(const U32 type) const
+{
+ return sCull->getRenderMapSize(type) > 0;
+}
+
+LLCullResult::drawinfo_iterator LLPipeline::beginRenderMap(U32 type)
+{
+ return sCull->beginRenderMap(type);
+}
+
+LLCullResult::drawinfo_iterator LLPipeline::endRenderMap(U32 type)
+{
+ return sCull->endRenderMap(type);
+}
+
+LLCullResult::sg_iterator LLPipeline::beginAlphaGroups()
+{
+ return sCull->beginAlphaGroups();
+}
+
+LLCullResult::sg_iterator LLPipeline::endAlphaGroups()
+{
+ return sCull->endAlphaGroups();
+}
+
+bool LLPipeline::hasRenderType(const U32 type) const
+{
+ // STORM-365 : LLViewerJointAttachment::setAttachmentVisibility() is setting type to 0 to actually mean "do not render"
+ // We then need to test that value here and return false to prevent attachment to render (in mouselook for instance)
+ // TODO: reintroduce RENDER_TYPE_NONE in LLRenderTypeMask and initialize its mRenderTypeEnabled[RENDER_TYPE_NONE] to false explicitely
+ return (type == 0 ? false : mRenderTypeEnabled[type]);
+}
+
+void LLPipeline::setRenderTypeMask(U32 type, ...)
+{
+ va_list args;
+
+ va_start(args, type);
+ while (type < END_RENDER_TYPES)
+ {
+ mRenderTypeEnabled[type] = true;
+ type = va_arg(args, U32);
+ }
+ va_end(args);
+
+ if (type > END_RENDER_TYPES)
+ {
+ LL_ERRS() << "Invalid render type." << LL_ENDL;
+ }
+}
+
+bool LLPipeline::hasAnyRenderType(U32 type, ...) const
+{
+ va_list args;
+
+ va_start(args, type);
+ while (type < END_RENDER_TYPES)
+ {
+ if (mRenderTypeEnabled[type])
+ {
+ return true;
+ }
+ type = va_arg(args, U32);
+ }
+ va_end(args);
+
+ if (type > END_RENDER_TYPES)
+ {
+ LL_ERRS() << "Invalid render type." << LL_ENDL;
+ }
+
+ return false;
+}
+
+void LLPipeline::pushRenderTypeMask()
+{
+ std::string cur_mask;
+ cur_mask.assign((const char*) mRenderTypeEnabled, sizeof(mRenderTypeEnabled));
+ mRenderTypeEnableStack.push(cur_mask);
+}
+
+void LLPipeline::popRenderTypeMask()
+{
+ if (mRenderTypeEnableStack.empty())
+ {
+ LL_ERRS() << "Depleted render type stack." << LL_ENDL;
+ }
+
+ memcpy(mRenderTypeEnabled, mRenderTypeEnableStack.top().data(), sizeof(mRenderTypeEnabled));
+ mRenderTypeEnableStack.pop();
+}
+
+void LLPipeline::andRenderTypeMask(U32 type, ...)
+{
+ va_list args;
+
+ bool tmp[NUM_RENDER_TYPES];
+ for (U32 i = 0; i < NUM_RENDER_TYPES; ++i)
+ {
+ tmp[i] = false;
+ }
+
+ va_start(args, type);
+ while (type < END_RENDER_TYPES)
+ {
+ if (mRenderTypeEnabled[type])
+ {
+ tmp[type] = true;
+ }
+
+ type = va_arg(args, U32);
+ }
+ va_end(args);
+
+ if (type > END_RENDER_TYPES)
+ {
+ LL_ERRS() << "Invalid render type." << LL_ENDL;
+ }
+
+ for (U32 i = 0; i < LLPipeline::NUM_RENDER_TYPES; ++i)
+ {
+ mRenderTypeEnabled[i] = tmp[i];
+ }
+
+}
+
+void LLPipeline::clearRenderTypeMask(U32 type, ...)
+{
+ va_list args;
+
+ va_start(args, type);
+ while (type < END_RENDER_TYPES)
+ {
+ mRenderTypeEnabled[type] = false;
+
+ type = va_arg(args, U32);
+ }
+ va_end(args);
+
+ if (type > END_RENDER_TYPES)
+ {
+ LL_ERRS() << "Invalid render type." << LL_ENDL;
+ }
+}
+
+void LLPipeline::setAllRenderTypes()
+{
+ for (U32 i = 0; i < NUM_RENDER_TYPES; ++i)
+ {
+ mRenderTypeEnabled[i] = true;
+ }
+}
+
+void LLPipeline::clearAllRenderTypes()
+{
+ for (U32 i = 0; i < NUM_RENDER_TYPES; ++i)
+ {
+ mRenderTypeEnabled[i] = false;
+ }
+}
+
+void LLPipeline::addDebugBlip(const LLVector3& position, const LLColor4& color)
+{
+ DebugBlip blip(position, color);
+ mDebugBlips.push_back(blip);
+}
+
+void LLPipeline::hidePermanentObjects( std::vector<U32>& restoreList )
+{
+ //This method is used to hide any vo's from the object list that may have
+ //the permanent flag set.
+
+ U32 objCnt = gObjectList.getNumObjects();
+ for (U32 i = 0; i < objCnt; ++i)
+ {
+ LLViewerObject* pObject = gObjectList.getObject(i);
+ if ( pObject && pObject->flagObjectPermanent() )
+ {
+ LLDrawable *pDrawable = pObject->mDrawable;
+
+ if ( pDrawable )
+ {
+ restoreList.push_back( i );
+ hideDrawable( pDrawable );
+ }
+ }
+ }
+
+ skipRenderingOfTerrain( true );
+}
+
+void LLPipeline::restorePermanentObjects( const std::vector<U32>& restoreList )
+{
+ //This method is used to restore(unhide) any vo's from the object list that may have
+ //been hidden because their permanency flag was set.
+
+ std::vector<U32>::const_iterator itCurrent = restoreList.begin();
+ std::vector<U32>::const_iterator itEnd = restoreList.end();
+
+ U32 objCnt = gObjectList.getNumObjects();
+
+ while ( itCurrent != itEnd )
+ {
+ U32 index = *itCurrent;
+ LLViewerObject* pObject = NULL;
+ if ( index < objCnt )
+ {
+ pObject = gObjectList.getObject( index );
+ }
+ if ( pObject )
+ {
+ LLDrawable *pDrawable = pObject->mDrawable;
+ if ( pDrawable )
+ {
+ pDrawable->clearState( LLDrawable::FORCE_INVISIBLE );
+ unhideDrawable( pDrawable );
+ }
+ }
+ ++itCurrent;
+ }
+
+ skipRenderingOfTerrain( false );
+}
+
+void LLPipeline::skipRenderingOfTerrain( bool flag )
+{
+ pool_set_t::iterator iter = mPools.begin();
+ while ( iter != mPools.end() )
+ {
+ LLDrawPool* pPool = *iter;
+ U32 poolType = pPool->getType();
+ if ( hasRenderType( pPool->getType() ) && poolType == LLDrawPool::POOL_TERRAIN )
+ {
+ pPool->setSkipRenderFlag( flag );
+ }
+ ++iter;
+ }
+}
+
+void LLPipeline::hideObject( const LLUUID& id )
+{
+ LLViewerObject *pVO = gObjectList.findObject( id );
+
+ if ( pVO )
+ {
+ LLDrawable *pDrawable = pVO->mDrawable;
+
+ if ( pDrawable )
+ {
+ hideDrawable( pDrawable );
+ }
+ }
+}
+
+void LLPipeline::hideDrawable( LLDrawable *pDrawable )
+{
+ pDrawable->setState( LLDrawable::FORCE_INVISIBLE );
+ markRebuild( pDrawable, LLDrawable::REBUILD_ALL, TRUE );
+ //hide the children
+ LLViewerObject::const_child_list_t& child_list = pDrawable->getVObj()->getChildren();
+ for ( LLViewerObject::child_list_t::const_iterator iter = child_list.begin();
+ iter != child_list.end(); iter++ )
+ {
+ LLViewerObject* child = *iter;
+ LLDrawable* drawable = child->mDrawable;
+ if ( drawable )
+ {
+ drawable->setState( LLDrawable::FORCE_INVISIBLE );
+ markRebuild( drawable, LLDrawable::REBUILD_ALL, TRUE );
+ }
+ }
+}
+void LLPipeline::unhideDrawable( LLDrawable *pDrawable )
+{
+ pDrawable->clearState( LLDrawable::FORCE_INVISIBLE );
+ markRebuild( pDrawable, LLDrawable::REBUILD_ALL, TRUE );
+ //restore children
+ LLViewerObject::const_child_list_t& child_list = pDrawable->getVObj()->getChildren();
+ for ( LLViewerObject::child_list_t::const_iterator iter = child_list.begin();
+ iter != child_list.end(); iter++)
+ {
+ LLViewerObject* child = *iter;
+ LLDrawable* drawable = child->mDrawable;
+ if ( drawable )
+ {
+ drawable->clearState( LLDrawable::FORCE_INVISIBLE );
+ markRebuild( drawable, LLDrawable::REBUILD_ALL, TRUE );
+ }
+ }
+}
+void LLPipeline::restoreHiddenObject( const LLUUID& id )
+{
+ LLViewerObject *pVO = gObjectList.findObject( id );
+
+ if ( pVO )
+ {
+ LLDrawable *pDrawable = pVO->mDrawable;
+ if ( pDrawable )
+ {
+ unhideDrawable( pDrawable );
+ }
+ }
+}
+
+bool LLPipeline::useAdvancedAtmospherics() const
+{
+ return sUseAdvancedAtmospherics;
+}