diff options
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r-- | indra/newview/pipeline.cpp | 21668 |
1 files changed, 10834 insertions, 10834 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 039eea7bc5..472ccd220d 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -1,10834 +1,10834 @@ -/**
- * @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 "llstartup.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 "lldrawpoolbump.h"
-#include "lldrawpooltree.h"
-#include "lldrawpoolwater.h"
-#include "llface.h"
-#include "llfeaturemanager.h"
-#include "llfloatertelehub.h"
-#include "llfloaterreg.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 "llvosky.h"
-#include "llvowlsky.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"
-#include "llsettingsvo.h"
-
-extern bool gSnapshot;
-bool gShiftFrame = false;
-
-//cached settings
-bool LLPipeline::WindLightUseAtmosShaders;
-bool LLPipeline::RenderDeferred;
-F32 LLPipeline::RenderDeferredSunWash;
-U32 LLPipeline::RenderFSAASamples;
-U32 LLPipeline::RenderResolutionDivisor;
-bool LLPipeline::RenderUIBuffer;
-S32 LLPipeline::RenderShadowDetail;
-S32 LLPipeline::RenderShadowSplits;
-bool LLPipeline::RenderDeferredSSAO;
-F32 LLPipeline::RenderShadowResolutionScale;
-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::RenderGlowMaxExtractAlpha;
-F32 LLPipeline::RenderGlowWarmthAmount;
-LLVector3 LLPipeline::RenderGlowLumWeights;
-LLVector3 LLPipeline::RenderGlowWarmthWeights;
-S32 LLPipeline::RenderGlowResolutionPow;
-S32 LLPipeline::RenderGlowIterations;
-F32 LLPipeline::RenderGlowWidth;
-F32 LLPipeline::RenderGlowStrength;
-bool LLPipeline::RenderGlowNoise;
-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;
-LLDrawable* LLPipeline::RenderSpotLight = nullptr;
-F32 LLPipeline::RenderEdgeDepthCutoff;
-F32 LLPipeline::RenderEdgeNormCutoff;
-LLVector3 LLPipeline::RenderShadowGaussian;
-F32 LLPipeline::RenderShadowBlurDistFactor;
-bool LLPipeline::RenderDeferredAtmospheric;
-F32 LLPipeline::RenderHighlightFadeTime;
-F32 LLPipeline::RenderFarClip;
-LLVector3 LLPipeline::RenderShadowSplitExponent;
-F32 LLPipeline::RenderShadowErrorCutoff;
-F32 LLPipeline::RenderShadowFOVCutoff;
-bool LLPipeline::CameraOffset;
-F32 LLPipeline::CameraMaxCoF;
-F32 LLPipeline::CameraDoFResScale;
-F32 LLPipeline::RenderAutoHideSurfaceAreaLimit;
-bool LLPipeline::RenderScreenSpaceReflections;
-S32 LLPipeline::RenderScreenSpaceReflectionIterations;
-F32 LLPipeline::RenderScreenSpaceReflectionRayStep;
-F32 LLPipeline::RenderScreenSpaceReflectionDistanceBias;
-F32 LLPipeline::RenderScreenSpaceReflectionDepthRejectBias;
-F32 LLPipeline::RenderScreenSpaceReflectionAdaptiveStepMultiplier;
-S32 LLPipeline::RenderScreenSpaceReflectionGlossySamples;
-S32 LLPipeline::RenderBufferVisualization;
-LLTrace::EventStatHandle<S64> LLPipeline::sStatBatchSize("renderbatchsize");
-
-const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f;
-const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f;
-const F32 ALPHA_BLEND_CUTOFF = 0.598f;
-const F32 DEFERRED_LIGHT_FALLOFF = 0.5f;
-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;
-extern bool gCubeSnapshot;
-extern bool gSnapshotNoPost;
-
-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_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_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_STATESORT("Sort Draw State");
-LLTrace::BlockTimerStatHandle FTM_PIPELINE("Pipeline");
-LLTrace::BlockTimerStatHandle FTM_CLIENT_COPY("Client Copy");
-LLTrace::BlockTimerStatHandle FTM_RENDER_DEFERRED("Deferred Shading");
-
-LLTrace::BlockTimerStatHandle FTM_RENDER_UI_HUD("HUD");
-LLTrace::BlockTimerStatHandle FTM_RENDER_UI_3D("3D");
-LLTrace::BlockTimerStatHandle FTM_RENDER_UI_2D("2D");
-
-static LLTrace::BlockTimerStatHandle FTM_STATESORT_DRAWABLE("Sort Drawables");
-
-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");
-
-//----------------------------------------
-
-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);
-
-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::sAutoMaskAlphaDeferred = true;
-bool LLPipeline::sAutoMaskAlphaNonDeferred = false;
-bool LLPipeline::sRenderTransparentWater = true;
-bool LLPipeline::sBakeSunlight = false;
-bool LLPipeline::sNoAlpha = false;
-bool LLPipeline::sUseFarClip = true;
-bool LLPipeline::sShadowRender = false;
-bool LLPipeline::sRenderGlow = false;
-bool LLPipeline::sReflectionRender = false;
-bool LLPipeline::sDistortionRender = false;
-bool LLPipeline::sImpostorRender = false;
-bool LLPipeline::sImpostorRenderAlphaDepthPass = false;
-bool LLPipeline::sUnderWaterRender = false;
-bool LLPipeline::sTextureBindTest = false;
-bool LLPipeline::sRenderAttachedLights = true;
-bool LLPipeline::sRenderAttachedParticles = true;
-bool LLPipeline::sRenderDeferred = false;
-bool LLPipeline::sReflectionProbesEnabled = false;
-S32 LLPipeline::sVisibleLightCount = 0;
-bool LLPipeline::sRenderingHUDs;
-F32 LLPipeline::sDistortionWaterClipPlaneMargin = 1.0125f;
-
-// EventHost API LLPipeline listener.
-static LLPipelineListener sPipelineListener;
-
-static LLCullResult* sCull = NULL;
-
-void validate_framebuffer_object();
-
-// Add color attachments for deferred rendering
-// target -- RenderTarget to add attachments to
-bool addDeferredAttachments(LLRenderTarget& target, bool for_impostor = false)
-{
- bool valid = true
- && target.addColorAttachment(GL_RGBA) // frag-data[1] specular OR PBR ORM
- && target.addColorAttachment(GL_RGBA16F) // frag_data[2] normal+z+fogmask, See: class1\deferred\materialF.glsl & softenlight
- && target.addColorAttachment(GL_RGB16F); // frag_data[3] PBR emissive
- return valid;
-}
-
-LLPipeline::LLPipeline() :
- mBackfaceCull(false),
- mMatrixOpCount(0),
- mTextureMatrixOps(0),
- mNumVisibleNodes(0),
- mNumVisibleFaces(0),
- mPoissonOffset(0),
-
- mInitialized(false),
- mShadersLoaded(false),
- mTransformFeedbackPrimitives(0),
- mRenderDebugFeatureMask(0),
- mRenderDebugMask(0),
- mOldRenderDebugMask(0),
- mMeshDirtyQueryObject(0),
- mGroupQ1Locked(false),
- mResetVertexBuffers(false),
- mLastRebuildPool(NULL),
- mLightMask(0),
- mLightMovingMask(0)
-{
- mNoiseMap = 0;
- mTrueNoiseMap = 0;
- mLightFunc = 0;
-
- for(U32 i = 0; i < 8; i++)
- {
- mHWLightColors[i] = LLColor4::black;
- }
-}
-
-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();
-
- mRT = &mMainRT;
-
- gOctreeMaxCapacity = gSavedSettings.getU32("OctreeMaxNodeCapacity");
- gOctreeMinSize = gSavedSettings.getF32("OctreeMinimumNodeSize");
- sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD");
- sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights");
- sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles");
-
- mInitialized = true;
-
- stop_glerror();
-
- //create render pass pools
- getPool(LLDrawPool::POOL_ALPHA_PRE_WATER);
- getPool(LLDrawPool::POOL_ALPHA_POST_WATER);
- 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_BUMP);
- getPool(LLDrawPool::POOL_MATERIALS);
- getPool(LLDrawPool::POOL_GLOW);
- getPool(LLDrawPool::POOL_GLTF_PBR);
- getPool(LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK);
-
- 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 if (gNonInteractive)
- {
- clearAllRenderTypes();
- }
- else
- {
- setAllRenderTypes(); // By default, all rendering types start enabled
- }
-
- // 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;
-
- // Enable features
- LLViewerShaderMgr::instance()->setShaders();
-
- for (U32 i = 0; i < 2; ++i)
- {
- mSpotLightFade[i] = 1.f;
- }
-
- if (mCubeVB.isNull())
- {
- mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX);
- }
-
- mDeferredVB = new LLVertexBuffer(DEFERRED_VB_MASK);
- mDeferredVB->allocateBuffer(8, 0);
-
- {
- mScreenTriangleVB = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX);
- mScreenTriangleVB->allocateBuffer(3, 0);
- LLStrider<LLVector3> vert;
- mScreenTriangleVB->getVertexStrider(vert);
-
- vert[0].set(-1, 1, 0);
- vert[1].set(-1, -3, 0);
- vert[2].set(3, 1, 0);
-
- mScreenTriangleVB->unmapBuffer();
- }
-
- //
- // Update all settings to trigger a cached settings refresh
- //
- connectRefreshCachedSettingsSafe("RenderAutoMaskAlphaDeferred");
- connectRefreshCachedSettingsSafe("RenderAutoMaskAlphaNonDeferred");
- connectRefreshCachedSettingsSafe("RenderUseFarClip");
- connectRefreshCachedSettingsSafe("RenderAvatarMaxNonImpostors");
- connectRefreshCachedSettingsSafe("UseOcclusion");
- // DEPRECATED -- connectRefreshCachedSettingsSafe("WindLightUseAtmosShaders");
- // DEPRECATED -- connectRefreshCachedSettingsSafe("RenderDeferred");
- connectRefreshCachedSettingsSafe("RenderDeferredSunWash");
- connectRefreshCachedSettingsSafe("RenderFSAASamples");
- connectRefreshCachedSettingsSafe("RenderResolutionDivisor");
- connectRefreshCachedSettingsSafe("RenderUIBuffer");
- connectRefreshCachedSettingsSafe("RenderShadowDetail");
- connectRefreshCachedSettingsSafe("RenderShadowSplits");
- connectRefreshCachedSettingsSafe("RenderDeferredSSAO");
- connectRefreshCachedSettingsSafe("RenderShadowResolutionScale");
- 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("RenderGlowMaxExtractAlpha");
- connectRefreshCachedSettingsSafe("RenderGlowWarmthAmount");
- connectRefreshCachedSettingsSafe("RenderGlowLumWeights");
- connectRefreshCachedSettingsSafe("RenderGlowWarmthWeights");
- connectRefreshCachedSettingsSafe("RenderGlowResolutionPow");
- connectRefreshCachedSettingsSafe("RenderGlowIterations");
- connectRefreshCachedSettingsSafe("RenderGlowWidth");
- connectRefreshCachedSettingsSafe("RenderGlowStrength");
- connectRefreshCachedSettingsSafe("RenderGlowNoise");
- 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("RenderHighlightFadeTime");
- connectRefreshCachedSettingsSafe("RenderFarClip");
- connectRefreshCachedSettingsSafe("RenderShadowSplitExponent");
- connectRefreshCachedSettingsSafe("RenderShadowErrorCutoff");
- connectRefreshCachedSettingsSafe("RenderShadowFOVCutoff");
- connectRefreshCachedSettingsSafe("CameraOffset");
- connectRefreshCachedSettingsSafe("CameraMaxCoF");
- connectRefreshCachedSettingsSafe("CameraDoFResScale");
- connectRefreshCachedSettingsSafe("RenderAutoHideSurfaceAreaLimit");
- connectRefreshCachedSettingsSafe("RenderScreenSpaceReflections");
- connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionIterations");
- connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionRayStep");
- connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionDistanceBias");
- connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionDepthRejectBias");
- connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionAdaptiveStepMultiplier");
- connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionGlossySamples");
- connectRefreshCachedSettingsSafe("RenderBufferVisualization");
- gSavedSettings.getControl("RenderAutoHideSurfaceAreaLimit")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings));
-}
-
-LLPipeline::~LLPipeline()
-{
-}
-
-void LLPipeline::cleanup()
-{
- assertInitialized();
-
- mGroupQ1.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 mAlphaPoolPreWater;
- mAlphaPoolPreWater = nullptr;
- delete mAlphaPoolPostWater;
- mAlphaPoolPostWater = nullptr;
- delete mSkyPool;
- mSkyPool = NULL;
- delete mTerrainPool;
- mTerrainPool = NULL;
- delete mWaterPool;
- mWaterPool = NULL;
- delete mSimplePool;
- mSimplePool = NULL;
- delete mFullbrightPool;
- mFullbrightPool = 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;
-
- mMovedList.clear();
- mMovedBridge.clear();
- mShiftList.clear();
-
- mInitialized = false;
-
- mDeferredVB = NULL;
- mScreenTriangleVB = nullptr;
-
- mCubeVB = NULL;
-
- mReflectionMapManager.cleanup();
-}
-
-//============================================================================
-
-void LLPipeline::destroyGL()
-{
- stop_glerror();
- unloadShaders();
- mHighlightFaces.clear();
-
- resetDrawOrders();
-
- releaseGLBuffers();
-
- if (mMeshDirtyQueryObject)
- {
- glDeleteQueries(1, &mMeshDirtyQueryObject);
- mMeshDirtyQueryObject = 0;
- }
-}
-
-void LLPipeline::requestResizeScreenTexture()
-{
- gResizeScreenTexture = true;
-}
-
-void LLPipeline::requestResizeShadowTexture()
-{
- gResizeShadowTexture = true;
-}
-
-void LLPipeline::resizeShadowTexture()
-{
- releaseSunShadowTargets();
- releaseSpotShadowTargets();
- allocateShadowBuffer(mRT->width, mRT->height);
- gResizeShadowTexture = false;
-}
-
-void LLPipeline::resizeScreenTexture()
-{
- if (gPipeline.shadersLoaded())
- {
- GLuint resX = gViewerWindow->getWorldViewWidthRaw();
- GLuint resY = gViewerWindow->getWorldViewHeightRaw();
-
- if (gResizeScreenTexture || (resX != mRT->screen.getWidth()) || (resY != mRT->screen.getHeight()))
- {
- releaseScreenBuffers();
- releaseSunShadowTargets();
- releaseSpotShadowTargets();
- allocateScreenBuffer(resX,resY);
- gResizeScreenTexture = false;
- }
- }
-}
-
-bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
- eFBOStatus ret = doAllocateScreenBuffer(resX, resY);
-
- return ret == FBO_SUCCESS_FULLRES;
-}
-
-
-LLPipeline::eFBOStatus LLPipeline::doAllocateScreenBuffer(U32 resX, U32 resY)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
- // 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
-
- // refresh cached settings here to protect against inconsistent event handling order
- refreshCachedSettings();
-
- 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)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
- if (mRT == &mMainRT && sReflectionProbesEnabled)
- { // hacky -- allocate auxillary buffer
- gCubeSnapshot = true;
- mReflectionMapManager.initReflectionMaps();
- mRT = &mAuxillaryRT;
- U32 res = mReflectionMapManager.mProbeResolution * 4; //multiply by 4 because probes will be 16x super sampled
- allocateScreenBuffer(res, res, samples);
- mRT = &mMainRT;
- gCubeSnapshot = false;
- }
-
- // remember these dimensions
- mRT->width = resX;
- mRT->height = resY;
-
- U32 res_mod = RenderResolutionDivisor;
-
- if (res_mod > 1 && res_mod < resX && res_mod < resY)
- {
- resX /= res_mod;
- resY /= res_mod;
- }
-
- //water reflection texture (always needed as scratch space whether or not transparent water is enabled)
- mWaterDis.allocate(resX, resY, GL_RGBA16F, true);
-
- if (RenderUIBuffer)
- {
- if (!mRT->uiScreen.allocate(resX,resY, GL_RGBA))
- {
- return false;
- }
- }
-
- S32 shadow_detail = RenderShadowDetail;
- bool ssao = RenderDeferredSSAO;
-
- //allocate deferred rendering color buffers
- if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, true)) return false;
- if (!addDeferredAttachments(mRT->deferredScreen)) return false;
-
- GLuint screenFormat = GL_RGBA16F;
-
- if (!mRT->screen.allocate(resX, resY, screenFormat)) return false;
-
- mRT->deferredScreen.shareDepthBuffer(mRT->screen);
-
- if (samples > 0)
- {
- if (!mRT->fxaaBuffer.allocate(resX, resY, GL_RGBA)) return false;
- }
- else
- {
- mRT->fxaaBuffer.release();
- }
-
- if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0)
- { //only need mRT->deferredLight for shadows OR ssao OR dof OR fxaa
- if (!mRT->deferredLight.allocate(resX, resY, GL_RGBA16F)) return false;
- }
- else
- {
- mRT->deferredLight.release();
- }
-
- allocateShadowBuffer(resX, resY);
-
- if (!gCubeSnapshot && RenderScreenSpaceReflections) // hack to not allocate mSceneMap for cube snapshots
- {
- mSceneMap.allocate(resX, resY, GL_RGB, true);
- }
-
- const bool post_hdr = gSavedSettings.getBOOL("RenderPostProcessingHDR");
- const U32 post_color_fmt = post_hdr ? GL_RGBA16F : GL_RGBA;
- mPostMap.allocate(resX, resY, post_color_fmt);
-
- //HACK make screenbuffer allocations start failing after 30 seconds
- if (gSavedSettings.getBOOL("SimulateFBOFailure"))
- {
- return false;
- }
-
- gGL.getTexUnit(0)->disable();
-
- stop_glerror();
-
- return true;
-}
-
-// must be even to avoid a stripe in the horizontal shadow blur
-inline U32 BlurHappySize(U32 x, F32 scale) { return U32( x * scale + 16.0f) & ~0xF; }
-
-bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
- S32 shadow_detail = RenderShadowDetail;
-
- F32 scale = llmax(0.f, RenderShadowResolutionScale);
- U32 sun_shadow_map_width = BlurHappySize(resX, scale);
- U32 sun_shadow_map_height = BlurHappySize(resY, scale);
-
- if (shadow_detail > 0)
- { //allocate 4 sun shadow maps
- for (U32 i = 0; i < 4; i++)
- {
- if (!mRT->shadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, 0, true))
- {
- return false;
- }
- }
- }
- else
- {
- for (U32 i = 0; i < 4; i++)
- {
- releaseSunShadowTarget(i);
- }
- }
-
- if (!gCubeSnapshot) // hack to not allocate spot shadow maps during ReflectionMapManager init
- {
- U32 width = (U32)(resX * scale);
- U32 height = width;
-
- if (shadow_detail > 1)
- { //allocate two spot shadow maps
- U32 spot_shadow_map_width = width;
- U32 spot_shadow_map_height = height;
- for (U32 i = 0; i < 2; i++)
- {
- if (!mSpotShadow[i].allocate(spot_shadow_map_width, spot_shadow_map_height, 0, true))
- {
- return false;
- }
- }
- }
- else
- {
- releaseSpotShadowTargets();
- }
- }
-
-
- // set up shadow map filtering and compare modes
- if (shadow_detail > 0)
- {
- for (U32 i = 0; i < 4; i++)
- {
- LLRenderTarget* shadow_target = getSunShadowTarget(i);
- if (shadow_target)
- {
- gGL.getTexUnit(0)->bind(getSunShadowTarget(i), true);
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
- gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
- }
- }
- }
-
- if (shadow_detail > 1 && !gCubeSnapshot)
- {
- for (U32 i = 0; i < 2; i++)
- {
- LLRenderTarget* shadow_target = getSpotShadowTarget(i);
- if (shadow_target)
- {
- gGL.getTexUnit(0)->bind(shadow_target, true);
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
- gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
- }
- }
- }
-
- return true;
-}
-
-//static
-void LLPipeline::updateRenderTransparentWater()
-{
- sRenderTransparentWater = gSavedSettings.getBOOL("RenderTransparentWater");
-}
-
-// static
-void LLPipeline::refreshCachedSettings()
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
- 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::sUseOcclusion =
- (!gUseWireframe
- && LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion")
- && gSavedSettings.getBOOL("UseOcclusion")) ? 2 : 0;
-
- WindLightUseAtmosShaders = true; // DEPRECATED -- gSavedSettings.getBOOL("WindLightUseAtmosShaders");
- RenderDeferred = true; // DEPRECATED -- gSavedSettings.getBOOL("RenderDeferred");
- RenderDeferredSunWash = gSavedSettings.getF32("RenderDeferredSunWash");
- RenderFSAASamples = LLFeatureManager::getInstance()->isFeatureAvailable("RenderFSAASamples") ? gSavedSettings.getU32("RenderFSAASamples") : 0;
- RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor");
- RenderUIBuffer = gSavedSettings.getBOOL("RenderUIBuffer");
- RenderShadowDetail = gSavedSettings.getS32("RenderShadowDetail");
- RenderShadowSplits = gSavedSettings.getS32("RenderShadowSplits");
- RenderDeferredSSAO = gSavedSettings.getBOOL("RenderDeferredSSAO");
- RenderShadowResolutionScale = gSavedSettings.getF32("RenderShadowResolutionScale");
- 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");
- 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");
- RenderGlowNoise = gSavedSettings.getBOOL("RenderGlowNoise");
- 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");
- RenderHighlightFadeTime = gSavedSettings.getF32("RenderHighlightFadeTime");
- 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");
- RenderScreenSpaceReflections = gSavedSettings.getBOOL("RenderScreenSpaceReflections");
- RenderScreenSpaceReflectionIterations = gSavedSettings.getS32("RenderScreenSpaceReflectionIterations");
- RenderScreenSpaceReflectionRayStep = gSavedSettings.getF32("RenderScreenSpaceReflectionRayStep");
- RenderScreenSpaceReflectionDistanceBias = gSavedSettings.getF32("RenderScreenSpaceReflectionDistanceBias");
- RenderScreenSpaceReflectionDepthRejectBias = gSavedSettings.getF32("RenderScreenSpaceReflectionDepthRejectBias");
- RenderScreenSpaceReflectionAdaptiveStepMultiplier = gSavedSettings.getF32("RenderScreenSpaceReflectionAdaptiveStepMultiplier");
- RenderScreenSpaceReflectionGlossySamples = gSavedSettings.getS32("RenderScreenSpaceReflectionGlossySamples");
- RenderBufferVisualization = gSavedSettings.getS32("RenderBufferVisualization");
- sReflectionProbesEnabled = LLFeatureManager::getInstance()->isFeatureAvailable("RenderReflectionsEnabled") && gSavedSettings.getBOOL("RenderReflectionsEnabled");
- RenderSpotLight = nullptr;
-
- if (gNonInteractive)
- {
- LLVOAvatar::sMaxNonImpostors = 1;
- LLVOAvatar::updateImpostorRendering(LLVOAvatar::sMaxNonImpostors);
- }
-}
-
-void LLPipeline::releaseGLBuffers()
-{
- assertInitialized();
-
- if (mNoiseMap)
- {
- LLImageGL::deleteTextures(1, &mNoiseMap);
- mNoiseMap = 0;
- }
-
- if (mTrueNoiseMap)
- {
- LLImageGL::deleteTextures(1, &mTrueNoiseMap);
- mTrueNoiseMap = 0;
- }
-
- releaseLUTBuffers();
-
- mWaterDis.release();
- mBake.release();
-
- mSceneMap.release();
-
- mPostMap.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;
- }
-
- mPbrBrdfLut.release();
-
- mExposureMap.release();
- mLuminanceMap.release();
- mLastExposure.release();
-
-}
-
-void LLPipeline::releaseShadowBuffers()
-{
- releaseSunShadowTargets();
- releaseSpotShadowTargets();
-}
-
-void LLPipeline::releaseScreenBuffers()
-{
- mRT->uiScreen.release();
- mRT->screen.release();
- mRT->fxaaBuffer.release();
- mRT->deferredScreen.release();
- mRT->deferredLight.release();
-}
-
-void LLPipeline::releaseSunShadowTarget(U32 index)
-{
- llassert(index < 4);
- mRT->shadow[index].release();
-}
-
-void LLPipeline::releaseSunShadowTargets()
-{
- for (U32 i = 0; i < 4; i++)
- {
- releaseSunShadowTarget(i);
- }
-}
-
-void LLPipeline::releaseSpotShadowTargets()
-{
- if (!gCubeSnapshot) // hack to avoid freeing spot shadows during ReflectionMapManager init
- {
- for (U32 i = 0; i < 2; i++)
- {
- mSpotShadow[i].release();
- }
- }
-}
-
-void LLPipeline::createGLBuffers()
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- stop_glerror();
- assertInitialized();
-
- // Use FBO for bake tex
- mBake.allocate(512, 512, GL_RGBA, true); // SL-12781 Build > Upload > Model; 3D Preview
-
- stop_glerror();
-
- GLuint resX = gViewerWindow->getWorldViewWidthRaw();
- GLuint resY = gViewerWindow->getWorldViewHeightRaw();
-
- // allocate screen space glow buffers
- const U32 glow_res = llmax(1, llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow")));
- const bool glow_hdr = gSavedSettings.getBOOL("RenderGlowHDR");
- const U32 glow_color_fmt = glow_hdr ? GL_RGBA16F : GL_RGBA;
- for (U32 i = 0; i < 3; i++)
- {
- mGlow[i].allocate(512, glow_res, glow_color_fmt);
- }
-
- allocateScreenBuffer(resX, resY);
- mRT->width = 0;
- mRT->height = 0;
-
-
- 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, 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, 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 (!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;
- }
-
- mPbrBrdfLut.allocate(512, 512, GL_RG16F);
- mPbrBrdfLut.bindTarget();
- gDeferredGenBrdfLutProgram.bind();
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.vertex2f(-1, -1);
- gGL.vertex2f(-1, 1);
- gGL.vertex2f(1, -1);
- gGL.vertex2f(1, 1);
- gGL.end();
- gGL.flush();
-
- gDeferredGenBrdfLutProgram.unbind();
- mPbrBrdfLut.flush();
-
- mExposureMap.allocate(1, 1, GL_R16F);
- mExposureMap.bindTarget();
- glClearColor(1, 1, 1, 0);
- mExposureMap.clear();
- glClearColor(0, 0, 0, 0);
- mExposureMap.flush();
-
- mLuminanceMap.allocate(256, 256, GL_R16F, false, LLTexUnit::TT_TEXTURE, LLTexUnit::TMG_AUTO);
-
- mLastExposure.allocate(1, 1, GL_R16F);
-}
-
-
-void LLPipeline::restoreGL()
-{
- assertInitialized();
-
- 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::shadersLoaded()
-{
- return (assertInitialized() && mShadersLoaded);
-}
-
-bool LLPipeline::canUseWindLightShaders() const
-{
- return true;
-}
-
-bool LLPipeline::canUseAntiAliasing() const
-{
- return true;
-}
-
-void LLPipeline::unloadShaders()
-{
- LLViewerShaderMgr::instance()->unloadShaders();
- mShadersLoaded = false;
-}
-
-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....
-}
-
-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)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- 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_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_PRE_WATER:
- poolp = mAlphaPoolPreWater;
- break;
- case LLDrawPool::POOL_ALPHA_POST_WATER:
- poolp = mAlphaPoolPostWater;
- break;
-
- case LLDrawPool::POOL_AVATAR:
- case LLDrawPool::POOL_CONTROL_AV:
- break; // Do nothing
-
- case LLDrawPool::POOL_SKY:
- poolp = mSkyPool;
- break;
-
- case LLDrawPool::POOL_WATER:
- poolp = mWaterPool;
- break;
-
- case LLDrawPool::POOL_WL_SKY:
- poolp = mWLSkyPool;
- break;
-
- case LLDrawPool::POOL_GLTF_PBR:
- poolp = mPBROpaquePool;
- break;
- case LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK:
- poolp = mPBRAlphaMaskPool;
- 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();
- LLGLTFMaterial* gltf_mat = te->getGLTFRenderMaterial();
-
- 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 || (gltf_mat && gltf_mat->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_BLEND))
- {
- return LLDrawPool::POOL_ALPHA;
- }
- else if ((te->getBumpmap() || te->getShiny()) && (!mat || mat->getNormalID().isNull()))
- {
- return LLDrawPool::POOL_BUMP;
- }
- else if (gltf_mat)
- {
- return LLDrawPool::POOL_GLTF_PBR;
- }
- 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);
-}
-
-
-void LLPipeline::unlinkDrawable(LLDrawable *drawable)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
-
- 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))
- {
- LLDrawable::drawable_vector_t::iterator iter = std::find(mMovedList.begin(), mMovedList.end(), drawablep);
- if (iter != mMovedList.end())
- {
- mMovedList.erase(iter);
- }
- }
-
- if (drawablep->getSpatialGroup())
- {
- 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
- }
- }
-
- mLights.erase(drawablep);
-
- for (light_set_t::iterator iter = mNearbyLights.begin();
- iter != mNearbyLights.end(); iter++)
- {
- if (iter->drawable == drawablep)
- {
- mNearbyLights.erase(iter);
- break;
- }
- }
-
- 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_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- light_set_t::iterator iter = gPipeline.mNearbyLights.begin();
- while (iter != gPipeline.mNearbyLights.end())
- {
- const LLViewerObject* vobj = iter->drawable->getVObj();
- if (vobj
- && vobj->getAvatar()
- && vobj->isAttachment()
- && vobj->getAvatar() == muted_avatar)
- {
- gPipeline.mLights.erase(iter->drawable);
- iter = gPipeline.mNearbyLights.erase(iter);
- }
- else
- {
- iter++;
- }
- }
-}
-
-U32 LLPipeline::addObject(LLViewerObject *vobj)
-{
- if (RenderDelayCreation)
- {
- mCreateQ.push_back(vobj);
- }
- else
- {
- createObject(vobj);
- }
-
- return 1;
-}
-
-void LLPipeline::createObjects(F32 max_dtime)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
-
- 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)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- 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);
-
- 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()
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- assertInitialized();
-
- sCompiles = 0;
- mNumVisibleFaces = 0;
-
- if (mOldRenderDebugMask != mRenderDebugMask)
- {
- gObjectList.clearDebugText();
- mOldRenderDebugMask = mRenderDebugMask;
- }
-}
-
-//external functions for asynchronous updating
-void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep)
-{
- LL_PROFILE_ZONE_SCOPED;
- 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)
-{
- LL_PROFILE_ZONE_SCOPED;
- 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)
-{
- LL_PROFILE_ZONE_SCOPED;
- 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->isState(LLDrawable::ACTIVE))
- {
- 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);
- if (drawablep->getVObj())
- {
- drawablep->getVObj()->dirtySpatialGroup();
- }
- }
- iter = moved_list.erase(curiter);
- }
- }
-}
-
-void LLPipeline::updateMove()
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
-
- if (FreezeTime)
- {
- return;
- }
-
- assertInitialized();
-
- for (LLDrawable::drawable_set_t::iterator iter = mRetexturedList.begin();
- iter != mRetexturedList.end(); ++iter)
- {
- LLDrawable* drawablep = *iter;
- if (drawablep && !drawablep->isDead())
- {
- drawablep->updateTexture();
- }
- }
- mRetexturedList.clear();
-
- updateMovedList(mMovedList);
-
- //balance octrees
- 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)
-{
- llassert(!gCubeSnapshot); // shouldn't be doing ANY of this during cube snap shots
- 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()
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- sCull = NULL;
- mGroupSaveQ1.clear();
-}
-
-void check_references(LLSpatialGroup* group, LLDrawable* drawable)
-{
- for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i)
- {
- LLDrawable* drawablep = (LLDrawable*)(*i)->getDrawable();
- if (drawable == drawablep)
- {
- 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 0
- 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 0
- 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 0
- 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");
-
-// static
-bool LLPipeline::isWaterClip()
-{
- return (!sRenderTransparentWater || gCubeSnapshot) && !sRenderingHUDs;
-}
-
-void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_CULL);
- LL_PROFILE_GPU_ZONE("updateCull"); // should always be zero GPU time, but drop a timer to flush stuff out
-
- bool water_clip = isWaterClip();
-
- if (water_clip)
- {
-
- LLVector3 pnorm;
-
- F32 water_height = LLEnvironment::instance().getWaterHeight();
-
- if (sUnderWaterRender)
- {
- //camera is below water, cull above water
- pnorm.setVec(0, 0, 1);
- }
- else
- {
- //camera is above water, cull below water
- pnorm = LLVector3(0, 0, -1);
- }
-
- LLPlane plane;
- plane.setVec(LLVector3(0, 0, water_height), pnorm);
-
- camera.setUserClipPlane(plane);
- }
- else
- {
- camera.disableUserClipPlane();
- }
-
- grabReferences(result);
-
- sCull->clear();
-
- 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->cull(camera);
- }
- }
- }
-
- //scan the VO Cache tree
- LLVOCachePartition* vo_part = region->getVOCachePartition();
- if(vo_part)
- {
- vo_part->cull(camera, sUseOcclusion > 0);
- }
- }
-
- 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_WL_SKY) &&
- gPipeline.canUseWindLightShaders() &&
- gSky.mVOWLSkyp.notNull() &&
- gSky.mVOWLSkyp->mDrawable.notNull())
- {
- gSky.mVOWLSkyp->mDrawable->setVisible(camera);
- sCull->pushDrawable(gSky.mVOWLSkyp->mDrawable);
- }
-}
-
-void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera)
-{
- if (group->isEmpty())
- {
- return;
- }
-
- group->setVisible();
-
- if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && !gCubeSnapshot)
- {
- group->updateDistance(camera);
- }
-
- assertInitialized();
-
- if (!group->getSpatialPartition()->mRenderByGroup)
- { //render by drawable
- sCull->pushDrawableGroup(group);
- }
- else
- { //render by group
- sCull->pushVisibleGroup(group);
- }
-
- if (group->needsUpdate() ||
- group->getVisible(LLViewerCamera::sCurCameraID) < LLDrawable::getCurrentFrame() - 1)
- {
- // include this group in occlusion groups, not because it is an occluder, but because we want to run
- // an occlusion query to find out if it's an occluder
- markOccluder(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::doOcclusion(LLCamera& camera)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- LL_PROFILE_GPU_ZONE("doOcclusion");
- llassert(!gCubeSnapshot);
-
- if (sReflectionProbesEnabled && sUseOcclusion > 1 && !LLPipeline::sShadowRender && !gCubeSnapshot)
- {
- gGL.setColorMask(false, false);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- LLGLDisable cull(GL_CULL_FACE);
-
- gOcclusionCubeProgram.bind();
-
- if (mCubeVB.isNull())
- { //cube VB will be used for issuing occlusion queries
- mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX);
- }
- mCubeVB->setBuffer();
-
- mReflectionMapManager.doOcclusion();
- gOcclusionCubeProgram.unbind();
-
- gGL.setColorMask(true, true);
- }
-
- if (LLPipeline::sUseOcclusion > 1 &&
- (sCull->hasOcclusionGroups() || LLVOCachePartition::sNeedsOcclusionCheck))
- {
- LLVertexBuffer::unbind();
-
- gGL.setColorMask(false, false);
-
- LLGLDisable blend(GL_BLEND);
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
-
- LLGLDisable cull(GL_CULL_FACE);
-
- gOcclusionCubeProgram.bind();
-
- if (mCubeVB.isNull())
- { //cube VB will be used for issuing occlusion queries
- mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX);
- }
- mCubeVB->setBuffer();
-
- for (LLCullResult::sg_iterator iter = sCull->beginOcclusionGroups(); iter != sCull->endOcclusionGroups(); ++iter)
- {
- LLSpatialGroup* group = *iter;
- if (!group->isDead())
- {
- 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);
- }
- }
-
- gGL.setColorMask(true, true);
- }
-}
-
-bool LLPipeline::updateDrawableGeom(LLDrawable* drawablep)
-{
- bool update_complete = drawablep->updateGeometry();
- if (update_complete && assertInitialized())
- {
- drawablep->setState(LLDrawable::BUILT);
- }
- return update_complete;
-}
-
-void LLPipeline::updateGL()
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- {
- while (!LLGLUpdate::sGLQ.empty())
- {
- LLGLUpdate* glu = LLGLUpdate::sGLQ.front();
- glu->updateGL();
- glu->mInQ = false;
- LLGLUpdate::sGLQ.pop_front();
- }
- }
-}
-
-void LLPipeline::clearRebuildGroups()
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- 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;
-}
-
-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_Q);
- }
- }
- mBuildQ1.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();
-
- for (LLDrawable::drawable_vector_t::iterator iter = mShiftList.begin();
- iter != mShiftList.end(); ++iter)
- {
- LLDrawable *drawablep = *iter;
- drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED | LLDrawable::ON_MOVE_LIST | LLDrawable::ANIMATED_CHILD | LLDrawable::ON_SHIFT_LIST);
- }
- mShiftList.clear();
-}
-
-void LLPipeline::rebuildPriorityGroups()
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- LL_PROFILE_GPU_ZONE("rebuildPriorityGroups");
-
- 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;
-
-}
-
-void LLPipeline::updateGeom(F32 max_dtime)
-{
- LLTimer update_timer;
- LLPointer<LLDrawable> drawablep;
-
- LL_RECORD_BLOCK_TIME(FTM_GEO_UPDATE);
- if (gCubeSnapshot)
- {
- return;
- }
-
- 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->isUnload())
- {
- drawablep->unload();
- drawablep->clearState(LLDrawable::FOR_UNLOAD);
- }
-
- if (updateDrawableGeom(drawablep))
- {
- drawablep->clearState(LLDrawable::IN_REBUILD_Q);
- mBuildQ1.erase(curiter);
- }
- }
- else
- {
- mBuildQ1.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 &&
- ((!sImpostorRender && av->isImpostor()) //ignore impostor flag during impostor pass
- || av->isInMuteList()
- || (LLVOAvatar::AOA_JELLYDOLL == av->getOverallAppearance() && !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);
- }
-}
-
-void LLPipeline::shiftObjects(const LLVector3 &offset)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- assertInitialized();
-
- glClear(GL_DEPTH_BUFFER_BIT);
- gDepthDirty = true;
-
- LLVector4a offseta;
- offseta.load3(offset.mV);
-
- 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);
-
- 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);
- }
- }
- }
-
- mReflectionMapManager.shift(offseta);
-
- 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);
- }
-}
-
-void LLPipeline::processPartitionQ()
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- 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)
-{
- if (group && !group->isDead() && group->getSpatialPartition())
- {
- if (!group->hasState(LLSpatialGroup::IN_BUILD_Q1))
- {
- llassert_always(!mGroupQ1Locked);
-
- mGroupQ1.push_back(group);
- group->setState(LLSpatialGroup::IN_BUILD_Q1);
- }
- }
-}
-
-void LLPipeline::markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag)
-{
- if (drawablep && !drawablep->isDead() && assertInitialized())
- {
- if (!drawablep->isState(LLDrawable::IN_REBUILD_Q))
- {
- mBuildQ1.push_back(drawablep);
- drawablep->setState(LLDrawable::IN_REBUILD_Q); // mark drawable as being in priority queue
- }
-
- if (flag & (LLDrawable::REBUILD_VOLUME | LLDrawable::REBUILD_POSITION))
- {
- drawablep->getVObj()->setChanged(LLXform::SILHOUETTE);
- }
- drawablep->setState(flag);
- }
-}
-
-void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- LL_PROFILE_GPU_ZONE("stateSort");
-
- if (hasAnyRenderType(LLPipeline::RENDER_TYPE_AVATAR,
- LLPipeline::RENDER_TYPE_CONTROL_AV,
- 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
- gPipeline.resetDrawOrders();
- }
-
- //LLVertexBuffer::unbind();
-
- grabReferences(result);
- for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
- {
- LLSpatialGroup* group = *iter;
- if (group->isDead())
- {
- continue;
- }
- 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)
- {
- LLDrawable* drawablep = (LLDrawable*)(*i)->getDrawable();
- markVisible(drawablep, camera);
- }
-
- { //rebuild mesh as soon as we know it's visible
- group->rebuildMesh();
- }
- }
- }
-
- if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && !gCubeSnapshot)
- {
- 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;
- if (group->isDead())
- {
- continue;
- }
- group->checkOcclusion();
- if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED))
- {
- markOccluder(group);
- }
- else
- {
- group->setVisible();
- stateSort(group, camera);
-
- { //rebuild mesh as soon as we know it's visible
- group->rebuildMesh();
- }
- }
- }
-
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWABLE("stateSort"); // 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)
- {
- LLDrawable* drawablep = (LLDrawable*)(*i)->getDrawable();
- stateSort(drawablep, camera);
- }
-
- if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && !gCubeSnapshot)
- { //avoid redundant stateSort calls
- group->mLastUpdateDistance = group->mDistance;
- }
- }
-}
-
-void LLPipeline::stateSort(LLSpatialBridge* bridge, LLCamera& camera, bool fov_changed)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- if (bridge->getSpatialGroup()->changeLOD() || fov_changed)
- {
- bool force_update = false;
- bridge->updateDistance(camera, force_update);
- }
-}
-
-void LLPipeline::stateSort(LLDrawable* drawablep, LLCamera& camera)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- if (!drawablep
- || drawablep->isDead()
- || !hasRenderType(drawablep->getRenderType()))
- {
- return;
- }
-
- // SL-11353
- // ignore our own geo when rendering spotlight shadowmaps...
- //
- if (RenderSpotLight && drawablep == RenderSpotLight)
- {
- 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 && !gCubeSnapshot)
- {
- //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)
- {
- LLSpatialGroup* group = *i;
- if (group->isDead())
- {
- continue;
- }
- for (LLSpatialGroup::element_iter j = group->getDataBegin(); j != group->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_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
-
- assertInitialized();
-
- LL_PUSH_CALLSTACKS();
-
- if (!gCubeSnapshot)
- {
- // rebuild drawable geometry
- for (LLCullResult::sg_iterator i = sCull->beginDrawableGroups(); i != sCull->endDrawableGroups(); ++i)
- {
- LLSpatialGroup *group = *i;
- if (group->isDead())
- {
- continue;
- }
- 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 (group->isDead())
- {
- continue;
- }
-
- 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) && !gCubeSnapshot)
- { // 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)
- {
- LLDrawInfo *info = *k;
-
- sCull->pushDrawInfo(j->first, info);
- if (!sShadowRender && !sReflectionRender && !gCubeSnapshot)
- {
- addTrianglesDrawn(info->mCount);
- }
- }
- }
-
- 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 && !gCubeSnapshot)
- {
- if (bridge)
- {
- LLCamera trans_camera = bridge->transformCamera(camera);
- group->updateDistance(trans_camera);
- }
- else
- {
- group->updateDistance(camera);
- }
- }
-
- if (hasRenderType(LLDrawPool::POOL_ALPHA))
- {
- sCull->pushAlphaGroup(group);
- }
- }
-
- LLSpatialGroup::draw_map_t::iterator rigged_alpha = group->mDrawMap.find(LLRenderPass::PASS_ALPHA_RIGGED);
-
- if (rigged_alpha != group->mDrawMap.end())
- { // store rigged alpha groups for LLDrawPoolAlpha prepass (skip distance update, rigged attachments use depth buffer)
- if (hasRenderType(LLDrawPool::POOL_ALPHA))
- {
- sCull->pushRiggedAlphaGroup(group);
- }
- }
- }
- }
-
- /*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)
- {
- glGenQueries(1, &mMeshDirtyQueryObject);
- }
-
-
- glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, mMeshDirtyQueryObject);
- }*/
-
- // pack vertex buffers for groups that chose to delay their updates
- {
- LL_PROFILE_GPU_ZONE("rebuildMesh");
- for (LLSpatialGroup::sg_vector_t::iterator iter = mMeshDirtyGroup.begin(); iter != mMeshDirtyGroup.end(); ++iter)
- {
- (*iter)->rebuildMesh();
- }
- }
-
- /*if (use_transform_feedback)
- {
- glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
- }*/
-
- mMeshDirtyGroup.clear();
-
- if (!sShadowRender)
- {
- // order alpha groups by distance
- std::sort(sCull->beginAlphaGroups(), sCull->endAlphaGroups(), LLSpatialGroup::CompareDepthGreater());
-
- // order rigged alpha groups by avatar attachment order
- std::sort(sCull->beginRiggedAlphaGroups(), sCull->endRiggedAlphaGroups(), LLSpatialGroup::CompareRenderOrder());
- }
-
- 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 && !gCubeSnapshot)
- {
- 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() && !sShadowRender && !gCubeSnapshot)
- {
- LLFloaterTelehub::addBeacons();
- }
-
- if (!sShadowRender && !gCubeSnapshot)
- {
- mSelectedFaces.clear();
-
- if (!gNonInteractive)
- {
- 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_PROFILE_ZONE_SCOPED_CATEGORY_UI; //LL_RECORD_BLOCK_TIME(FTM_RENDER_UI);
- gPipeline.disableLights();
-
- LLGLSUIDefault gls_ui;
-
- //LLGLEnable stencil(GL_STENCIL_TEST);
- //glStencilFunc(GL_ALWAYS, 255, 0xFFFFFFFF);
- //glStencilMask(0xFFFFFFFF);
- //glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
-
- gUIProgram.bind();
- gGL.color4f(1, 1, 1, 1);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
-
- if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
- {
- gViewerWindow->renderSelections(false, false, false); // For HUD version in render_ui_3d()
-
- // Draw the tracking overlays
- LLTracker::render3D();
-
- if (LLWorld::instanceExists())
- {
- // Show the property lines
- LLWorld::getInstance()->renderPropertyLines();
- }
- LLViewerParcelMgr::getInstance()->render();
- LLViewerParcelMgr::getInstance()->renderParcelCollision();
- }
- 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();
- }
-
- gUIProgram.unbind();
-}
-
-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);
- disableLights();
-
- if ((LLViewerShaderMgr::instance()->getShaderLevel(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()->getShaderLevel(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()->getShaderLevel(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()->getShaderLevel(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()->getShaderLevel(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()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
- {
- gHighlightSpecularProgram.unbind();
- }
- }
-}
-
-//debug use
-U32 LLPipeline::sCurRenderPoolType = 0 ;
-
-void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion)
-{
- LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomDeferred");
- LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY);
- LL_PROFILE_GPU_ZONE("renderGeomDeferred");
-
- llassert(!sRenderingHUDs);
-
- if (gUseWireframe)
- {
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- }
-
- if (&camera == LLViewerCamera::getInstance())
- { // a bit hacky, this is the start of the main render frame, figure out delta between last modelview matrix and
- // current modelview matrix
- glh::matrix4f last_modelview(gGLLastModelView);
- glh::matrix4f cur_modelview(gGLModelView);
-
- // goal is to have a matrix here that goes from the last frame's camera space to the current frame's camera space
- glh::matrix4f m = last_modelview.inverse(); // last camera space to world space
- m.mult_left(cur_modelview); // world space to camera space
-
- glh::matrix4f n = m.inverse();
-
- for (U32 i = 0; i < 16; ++i)
- {
- gGLDeltaModelView[i] = m.m[i];
- gGLInverseDeltaModelView[i] = n.m[i];
- }
- }
-
- bool occlude = LLPipeline::sUseOcclusion > 1 && do_occlusion && !LLGLSLShader::sProfileEnabled;
-
- setupHWLights();
-
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("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();
- }
- }
-
- LLVertexBuffer::unbind();
-
- LLGLState::checkStates();
-
- if (LLViewerShaderMgr::instance()->mShaderLevel[LLViewerShaderMgr::SHADER_DEFERRED] > 1)
- {
- //update reflection probe uniform
- mReflectionMapManager.updateUniforms();
- }
-
- 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();
-
- if (occlude && cur_type >= LLDrawPool::POOL_GRASS)
- {
- llassert(!gCubeSnapshot); // never do occlusion culling on cube snapshots
- occlude = false;
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLModelView);
- doOcclusion(camera);
- }
-
- pool_set_t::iterator iter2 = iter1;
- if (hasRenderType(poolp->getType()) && poolp->getNumDeferredPasses() > 0)
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("deferred pool render");
-
- 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();
-
- 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.matrixMode(LLRender::MM_MODELVIEW);
- gGL.loadMatrix(gGLModelView);
-
- gGL.setColorMask(true, false);
-
- } // Tracy ZoneScoped
-
- if (gUseWireframe)
- {
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- }
-}
-
-void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
- LL_PROFILE_GPU_ZONE("renderGeomPostDeferred");
-
- if (gUseWireframe)
- {
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- }
-
- U32 cur_type = 0;
-
- LLGLEnable cull(GL_CULL_FACE);
-
- bool done_atmospherics = LLPipeline::sRenderingHUDs; //skip atmospherics on huds
- bool done_water_haze = done_atmospherics;
-
- // do atmospheric haze just before post water alpha
- U32 atmospherics_pass = LLDrawPool::POOL_ALPHA_POST_WATER;
-
- if (LLPipeline::sUnderWaterRender)
- { // if under water, do atmospherics just before the water pass
- atmospherics_pass = LLDrawPool::POOL_WATER;
- }
-
- // do water haze just before pre water alpha
- U32 water_haze_pass = LLDrawPool::POOL_ALPHA_PRE_WATER;
-
- calcNearbyLights(camera);
- setupHWLights();
-
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
- gGL.setColorMask(true, false);
-
- pool_set_t::iterator iter1 = mPools.begin();
-
- if (gDebugGL || gDebugPipeline)
- {
- LLGLState::checkStates(GL_FALSE);
- }
-
- while ( iter1 != mPools.end() )
- {
- LLDrawPool *poolp = *iter1;
-
- cur_type = poolp->getType();
-
- if (cur_type >= atmospherics_pass && !done_atmospherics)
- { // do atmospherics against depth buffer before rendering alpha
- doAtmospherics();
- done_atmospherics = true;
- }
-
- if (cur_type >= water_haze_pass && !done_water_haze)
- { // do water haze against depth buffer before rendering alpha
- doWaterHaze();
- done_water_haze = true;
- }
-
- pool_set_t::iterator iter2 = iter1;
- if (hasRenderType(poolp->getType()) && poolp->getNumPostDeferredPasses() > 0)
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("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(GL_FALSE);
- }
- }
- }
- 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.matrixMode(LLRender::MM_MODELVIEW);
- gGL.loadMatrix(gGLModelView);
-
- if (!gCubeSnapshot)
- {
- // debug displays
- renderHighlights();
- mHighlightFaces.clear();
-
- renderDebug();
- }
-
- if (gUseWireframe)
- {
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- }
-}
-
-void LLPipeline::renderGeomShadow(LLCamera& camera)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- LL_PROFILE_GPU_ZONE("renderGeomShadow");
- 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();
- }
- }
- 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);
-}
-
-
-static U32 sIndicesDrawnCount = 0;
-
-void LLPipeline::addTrianglesDrawn(S32 index_count)
-{
- sIndicesDrawnCount += index_count;
-}
-
-void LLPipeline::recordTrianglesDrawn()
-{
- assertInitialized();
- U32 count = sIndicesDrawnCount / 3;
- sIndicesDrawnCount = 0;
- add(LLStatViewer::TRIANGLES_DRAWN, LLUnits::Triangles::fromValue(count));
-}
-
-void LLPipeline::renderPhysicsDisplay()
-{
- if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES))
- {
- return;
- }
-
- gGL.flush();
- gDebugProgram.bind();
-
- LLGLEnable(GL_POLYGON_OFFSET_LINE);
- glPolygonOffset(3.f, 3.f);
- glLineWidth(3.f);
- LLGLEnable blend(GL_BLEND);
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
-
- for (int pass = 0; pass < 3; ++pass)
- {
- // pass 0 - depth write enabled, color write disabled, fill
- // pass 1 - depth write disabled, color write enabled, fill
- // pass 2 - depth write disabled, color write enabled, wireframe
- gGL.setColorMask(pass >= 1, false);
- LLGLDepthTest depth(GL_TRUE, pass == 0);
-
- bool wireframe = (pass == 2);
-
- if (wireframe)
- {
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- }
-
- 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(wireframe);
- }
- }
- }
- }
- gGL.flush();
-
- if (wireframe)
- {
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- }
- }
- glLineWidth(1.f);
- gDebugProgram.unbind();
-
-}
-
-extern std::set<LLSpatialGroup*> visible_selected_groups;
-
-void LLPipeline::renderDebug()
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
-
- 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() )
- {
- 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 ) )
- {
- //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();
- }
- }
- }
-
-
- //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");
-
- 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); // no stencil -- deprecated | 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
- gPathfindingNoNormalsProgram.bind();
- gPathfindingNoNormalsProgram.uniform1f(sTint, 1.f);
- gPathfindingNoNormalsProgram.uniform1f(sAlphaScale, 1.f);
- llPathingLibInstance->renderNavMeshEdges();
- gPathfindingProgram.bind();
-
- gGL.flush();
- glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
- glLineWidth(1.0f);
- gGL.flush();
- }
- //User designated path
- if ( LLPathfindingPathTool::getInstance()->isRenderPath() )
- {
- //The path
- gUIProgram.bind();
- gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
- llPathingLibInstance->renderPath();
- gPathfindingProgram.bind();
-
- //The bookends
- //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();
- }
-
- if ( pathfindingConsole->isRenderWaterPlane() )
- {
- LLGLEnable blend(GL_BLEND);
- gPathfindingProgram.uniform1f(sAlphaScale, 0.90f);
- 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
- gPathfindingNoNormalsProgram.bind();
- gPathfindingNoNormalsProgram.uniform1f(sTint, gSavedSettings.getF32("PathfindingXRayTint"));
- gPathfindingNoNormalsProgram.uniform1f(sAlphaScale, gSavedSettings.getF32("PathfindingXRayOpacity"));
- llPathingLibInstance->renderNavMeshEdges();
- gPathfindingProgram.bind();
-
- gGL.flush();
- glLineWidth(1.0f);
- }
-
- glPolygonOffset(0.f, 0.f);
-
- gGL.flush();
- gPathfindingProgram.unbind();
- }
- }
- }
- }
-
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLModelView);
- gGL.setColorMask(true, false);
-
-
- if (!hud_only && !mDebugBlips.empty())
- { //render debug blips
- gUIProgram.bind();
- gGL.color4f(1, 1, 1, 1);
-
- 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))
- { //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();
-
- //draw reflection probes and links between them
- if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_REFLECTION_PROBES) && !hud_only)
- {
- mReflectionMapManager.renderDebug();
- }
-
- if (gSavedSettings.getBOOL("RenderReflectionProbeVolumes") && !hud_only)
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("probe debug display");
-
- bindDeferredShader(gReflectionProbeDisplayProgram, NULL);
- mScreenTriangleVB->setBuffer();
-
- LLGLEnable blend(GL_BLEND);
- LLGLDepthTest depth(GL_FALSE);
-
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
-
- unbindDeferredShader(gReflectionProbeDisplayProgram);
- }
-
- gUIProgram.bind();
-
- if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_RAYCAST) && !hud_only)
- { //draw crosshairs on particle intersection
- if (gDebugRaycastParticle)
- {
- 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) && !hud_only)
- {
- 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();
- }
- }
-
- gGL.flush();
- gUIProgram.unbind();
-}
-
-void LLPipeline::rebuildPools()
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
-
- 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_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_PRE_WATER:
- if( mAlphaPoolPreWater )
- {
- llassert(0);
- LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Alpha pre-water pool" << LL_ENDL;
- }
- else
- {
- mAlphaPoolPreWater = (LLDrawPoolAlpha*) new_poolp;
- }
- break;
- case LLDrawPool::POOL_ALPHA_POST_WATER:
- if (mAlphaPoolPostWater)
- {
- llassert(0);
- LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Alpha post-water pool" << LL_ENDL;
- }
- else
- {
- mAlphaPoolPostWater = (LLDrawPoolAlpha*)new_poolp;
- }
- break;
-
- case LLDrawPool::POOL_AVATAR:
- case LLDrawPool::POOL_CONTROL_AV:
- 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_WL_SKY:
- if( mWLSkyPool )
- {
- llassert(0);
- LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate WLSky Pool" << LL_ENDL;
- }
- else
- {
- mWLSkyPool = new_poolp;
- }
- break;
-
- case LLDrawPool::POOL_GLTF_PBR:
- if( mPBROpaquePool )
- {
- llassert(0);
- LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate PBR Opaque Pool" << LL_ENDL;
- }
- else
- {
- mPBROpaquePool = new_poolp;
- }
- break;
-
- case LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK:
- if (mPBRAlphaMaskPool)
- {
- llassert(0);
- LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate PBR Alpha Mask Pool" << LL_ENDL;
- }
- else
- {
- mPBRAlphaMaskPool = 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_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_PRE_WATER:
- llassert( poolp == mAlphaPoolPreWater );
- mAlphaPoolPreWater = nullptr;
- break;
-
- case LLDrawPool::POOL_ALPHA_POST_WATER:
- llassert(poolp == mAlphaPoolPostWater);
- mAlphaPoolPostWater = nullptr;
- break;
-
- case LLDrawPool::POOL_AVATAR:
- case LLDrawPool::POOL_CONTROL_AV:
- 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_GLTF_PBR:
- llassert( poolp == mPBROpaquePool );
- mPBROpaquePool = NULL;
- break;
-
- case LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK:
- llassert(poolp == mPBRAlphaMaskPool);
- mPBRAlphaMaskPool = NULL;
- break;
-
- default:
- llassert(0);
- LL_WARNS() << "Invalid Pool Type in LLPipeline::removeFromQuickLookup() type=" << poolp->getType() << LL_ENDL;
- break;
- }
-}
-
-void LLPipeline::resetDrawOrders()
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- 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();
-
- LLEnvironment& environment = LLEnvironment::instance();
- LLSettingsSky::ptr_t psky = environment.getCurrentSky();
-
- bool sun_up = environment.getIsSunUp();
-
-
- 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);
-
- 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)
- {
- LLVector3 light_dir = sun_up ? LLVector3(mSunDir) : LLVector3(mMoonDir);
- LLVector3 opposite_pos = -light_dir;
- LLVector3 orthog_light_pos = light_dir % LLVector3::z_axis;
- LLVector4 backlight_pos = LLVector4(lerp(opposite_pos, orthog_light_pos, 0.3f), 0.0f);
- backlight_pos.normalize();
-
- LLColor4 light_diffuse = sun_up ? mSunDiffuse : mMoonDiffuse;
-
- 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;
-
- 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)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
- F32 inten = light->getLightIntensity();
- if (inten < .001f)
- {
- return max_dist;
- }
- bool selected = light->isSelected();
- if (selected)
- {
- return 0.f; // selected lights get highest priority
- }
- F32 radius = light->getLightRadius();
- F32 dist = dist_vec(light->getRenderPosition(), cam_pos);
- dist = llmax(dist - radius, 0.f);
- if (light->mDrawable.notNull() && light->mDrawable->isState(LLDrawable::ACTIVE))
- {
- // moving lights get a little higher priority (too much causes artifacts)
- dist = llmax(dist - light->getLightRadius()*0.25f, 0.f);
- }
- return dist;
-}
-
-void LLPipeline::calcNearbyLights(LLCamera& camera)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
- assertInitialized();
-
- if (LLPipeline::sReflectionRender || gCubeSnapshot || LLPipeline::sRenderingHUDs)
- {
- return;
- }
-
- static LLCachedControl<S32> local_light_count(gSavedSettings, "RenderLocalLightCount", 256);
-
- if (local_light_count >= 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 = camera.getOrigin();
-
- F32 max_dist;
- if (LLPipeline::sRenderDeferred)
- {
- max_dist = RenderFarClip;
- }
- else
- {
- max_dist = llmin(RenderFarClip, LIGHT_MAX_RADIUS * 4.f);
- }
-
- // 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() || vobj->getAvatar()->isTooSlow())
- )
- {
- 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);
- F32 fade = light->fade;
- // actual fade gets decreased/increased by setupHWLights
- // light->fade value is 'time'.
- // >=0 and light will become visible as value increases
- // <0 and light will fade out
- if (dist < max_dist)
- {
- if (fade < 0)
- {
- // mark light to fade in
- // if fade was -LIGHT_FADE_TIME - it was fully invisible
- // if fade -0 - it was fully visible
- // visibility goes up from 0 to LIGHT_FADE_TIME.
- fade += LIGHT_FADE_TIME;
- }
- }
- else
- {
- // mark light to fade out
- // visibility goes down from -0 to -LIGHT_FADE_TIME.
- if (fade >= LIGHT_FADE_TIME)
- {
- fade = -0.0001f; // was fully visible
- }
- else if (fade >= 0)
- {
- // 0.75 visible light should stay 0.75 visible, but should reverse direction
- fade -= LIGHT_FADE_TIME;
- }
- }
- cur_nearby_lights.insert(Light(drawable, dist, fade));
- }
- mNearbyLights = cur_nearby_lights;
-
- // FIND NEW LIGHTS THAT ARE IN RANGE
- light_set_t new_nearby_lights;
- for (LLDrawable::ordered_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
- }
- if (!sRenderAttachedLights && light && light->isAttachment())
- {
- continue;
- }
- LLVOAvatar * av = light->getAvatar();
- if (av && (av->isTooComplex() || av->isInMuteList() || av->isTooSlow()))
- {
- // avatars that are already in the list will be removed by removeMutedAVsLights
- continue;
- }
- F32 dist = calc_light_dist(light, cam_pos, max_dist);
- if (dist >= max_dist)
- {
- continue;
- }
- new_nearby_lights.insert(Light(drawable, dist, 0.f));
- if (!LLPipeline::sRenderDeferred && 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 (LLPipeline::sRenderDeferred || 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)
- {
- // mark light to fade out
- // visibility goes down from -0 to -LIGHT_FADE_TIME.
- //
- // This is a mess, but for now it needs to be in sync
- // with fade code above. Ex: code above detects distance < max,
- // sets fade time to positive, this code then detects closer
- // lights and sets fade time negative, fully compensating
- // for the code above
- if (farthest_light->fade >= LIGHT_FADE_TIME)
- {
- farthest_light->fade = -0.0001f; // was fully visible
- }
- else if (farthest_light->fade >= 0)
- {
- farthest_light->fade -= LIGHT_FADE_TIME;
- }
- }
- 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()
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
- assertInitialized();
-
- if (LLPipeline::sRenderingHUDs)
- {
- return;
- }
-
- F32 light_scale = 1.f;
-
- if (gCubeSnapshot)
- { //darken local lights when probe ambiance is above 1
- light_scale = mReflectionMapManager.mLightScale;
- }
-
-
- LLEnvironment& environment = LLEnvironment::instance();
- LLSettingsSky::ptr_t psky = environment.getCurrentSky();
-
- // Ambient
- LLColor4 ambient = psky->getTotalAmbient();
-
- gGL.setAmbientLightColor(ambient);
-
- bool sun_up = environment.getIsSunUp();
- bool moon_up = environment.getIsMoonUp();
-
- // 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);
-
- mSunDiffuse.setVec(psky->getSunlightColor());
- mMoonDiffuse.setVec(psky->getMoonlightColor());
-
- 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();
-
- max_color = llmax(mMoonDiffuse.mV[0], mMoonDiffuse.mV[1], mMoonDiffuse.mV[2]);
- if (max_color > 1.f)
- {
- mMoonDiffuse *= 1.f/max_color;
- }
- mMoonDiffuse.clamp();
-
- // prevent underlighting from having neither lightsource facing us
- if (!sun_up && !moon_up)
- {
- mSunDiffuse.setVec(LLColor4(0.0, 0.0, 0.0, 1.0));
- mMoonDiffuse.setVec(LLColor4(0.0, 0.0, 0.0, 1.0));
- mSunDir.setVec(LLVector4(0.0, 1.0, 0.0, 0.0));
- mMoonDir.setVec(LLVector4(0.0, 1.0, 0.0, 0.0));
- }
-
- LLVector4 light_dir = sun_up ? mSunDir : mMoonDir;
-
- mHWLightColors[0] = sun_up ? mSunDiffuse : mMoonDiffuse;
-
- LLLightState* light = gGL.getLight(0);
- light->setPosition(light_dir);
-
- light->setSunPrimary(sun_up);
- light->setDiffuse(mHWLightColors[0]);
- light->setDiffuseB(mMoonDiffuse);
- light->setAmbient(psky->getTotalAmbient());
- 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;
-
- static LLCachedControl<S32> local_light_count(gSavedSettings, "RenderLocalLightCount", 256);
-
- if (local_light_count >= 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 (light->isAttachment())
- {
- if (!sRenderAttachedLights)
- {
- continue;
- }
- }
-
- if (drawable->isState(LLDrawable::ACTIVE))
- {
- mLightMovingMask |= (1<<cur_light);
- }
-
- //send linear light color to shader
- LLColor4 light_color = light->getLightLinearColor() * light_scale;
- 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;
- }
-
- if (light_color.magVecSquared() < 0.001f)
- {
- continue;
- }
-
- LLVector3 light_pos(light->getRenderPosition());
- LLVector4 light_pos_gl(light_pos, 1.0f);
-
- F32 adjusted_radius = light->getLightRadius() * (sRenderDeferred ? 1.5f : 1.0f);
- if (adjusted_radius <= 0.001f)
- {
- continue;
- }
-
- F32 x = (3.f * (1.f + (light->getLightFalloff() * 2.0f))); // why this magic? probably trying to match a historic behavior.
- F32 linatten = x / adjusted_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);
- light_state->setSize(light->getLightRadius() * 1.5f);
- light_state->setFalloff(light->getLightFalloff(DEFERRED_LIGHT_FALLOFF));
-
- if (sRenderDeferred)
- {
- light_state->setLinearAttenuation(linatten);
- light_state->setQuadraticAttenuation(light->getLightFalloff(DEFERRED_LIGHT_FALLOFF) + 1.f); // get falloff to match for forward deferred rendering lights
- }
- 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);
-
- LLVector3 spotParams = light->getSpotLightParams();
-
- const LLColor4 specular(0.f, 0.f, 0.f, spotParams[2]);
- light_state->setSpecular(specular);
- }
- else // omnidirectional (point) light
- {
- light_state->setSpotExponent(0.f);
- light_state->setSpotCutoff(180.f);
-
- // we use specular.z = 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, 1.f, 0.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->setSunPrimary(true);
- light->setDiffuse(LLColor4::black);
- light->setAmbient(LLColor4::black);
- light->setSpecular(LLColor4::black);
- }
-
- // Bookmark comment to allow searching for mSpecialRenderMode == 3 (avatar edit mode),
- // prev site of forward (non-deferred) character light injection, removed by SL-13522 09/20
-
- // Init GL state
- for (S32 i = 0; i < 8; ++i)
- {
- gGL.getLight(i)->disable();
- }
- mLightMask = 0;
-}
-
-void LLPipeline::enableLights(U32 mask)
-{
- assertInitialized();
-
- if (mLightMask != mask)
- {
- stop_glerror();
- 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();
- }
- mLightMask = mask;
- stop_glerror();
- }
-}
-
-void LLPipeline::enableLightsDynamic()
-{
- assertInitialized();
- U32 mask = 0xff & (~2); // Local lights
- enableLights(mask);
-
- if (isAgentAvatarValid())
- {
- if (gAgentAvatarp->mSpecialRenderMode == 0) // normal
- {
- gPipeline.enableLightsAvatar();
- }
- else if (gAgentAvatarp->mSpecialRenderMode == 2) // 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();
-
- 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(ambient);
- 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(ambient);
- 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(ambient);
- 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()
-{
- assertInitialized();
- U32 mask = 0x1000; // Non-0 mask, set ambient
- enableLights(mask);
-}
-
-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;
- }
-
- 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 ¢er, 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)
-{
- 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(U64 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(U64 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, 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,
- bool pick_unselectable,
- bool pick_reflection_probe,
- 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_AVATAR) || // for attachments
- (j == LLViewerRegion::PARTITION_CONTROL_AV) ||
- (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, pick_unselectable, pick_reflection_probe, 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_AVATAR);
- if (part && hasRenderType(part->mDrawableType))
- {
- LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, pick_rigged, pick_unselectable, pick_reflection_probe, 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, true, 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::renderObjects(U32 type, bool texture, bool batch_texture, bool rigged)
-{
- assertInitialized();
- gGL.loadMatrix(gGLModelView);
- gGLLastMatrix = NULL;
-
- if (rigged)
- {
- mSimplePool->pushRiggedBatches(type + 1, texture, batch_texture);
- }
- else
- {
- mSimplePool->pushBatches(type, texture, batch_texture);
- }
-
- gGL.loadMatrix(gGLModelView);
- gGLLastMatrix = NULL;
-}
-
-void LLPipeline::renderGLTFObjects(U32 type, bool texture, bool rigged)
-{
- assertInitialized();
- gGL.loadMatrix(gGLModelView);
- gGLLastMatrix = NULL;
-
- if (rigged)
- {
- mSimplePool->pushRiggedGLTFBatches(type + 1, texture);
- }
- else
- {
- mSimplePool->pushGLTFBatches(type, texture);
- }
-
- gGL.loadMatrix(gGLModelView);
- gGLLastMatrix = NULL;
-}
-
-// Currently only used for shadows -Cosmic,2023-04-19
-void LLPipeline::renderAlphaObjects(bool rigged)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- assertInitialized();
- gGL.loadMatrix(gGLModelView);
- gGLLastMatrix = NULL;
- S32 sun_up = LLEnvironment::instance().getIsSunUp() ? 1 : 0;
- U32 target_width = LLRenderTarget::sCurResX;
- U32 type = LLRenderPass::PASS_ALPHA;
- LLVOAvatar* lastAvatar = nullptr;
- U64 lastMeshId = 0;
- auto* begin = gPipeline.beginRenderMap(type);
- auto* end = gPipeline.endRenderMap(type);
-
- for (LLCullResult::drawinfo_iterator i = begin; i != end; )
- {
- LLDrawInfo* pparams = *i;
- LLCullResult::increment_iterator(i, end);
-
- if (rigged != (pparams->mAvatar != nullptr))
- {
- // Pool contains both rigged and non-rigged DrawInfos. Only draw
- // the objects we're interested in in this pass.
- continue;
- }
-
- if (rigged)
- {
- if (pparams->mGLTFMaterial)
- {
- gDeferredShadowGLTFAlphaBlendProgram.bind(rigged);
- LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up);
- LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width);
- LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF);
- mSimplePool->pushRiggedGLTFBatch(*pparams, lastAvatar, lastMeshId);
- }
- else
- {
- gDeferredShadowAlphaMaskProgram.bind(rigged);
- LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up);
- LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width);
- LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF);
- if (lastAvatar != pparams->mAvatar || lastMeshId != pparams->mSkinInfo->mHash)
- {
- mSimplePool->uploadMatrixPalette(*pparams);
- lastAvatar = pparams->mAvatar;
- lastMeshId = pparams->mSkinInfo->mHash;
- }
-
- mSimplePool->pushBatch(*pparams, true, true);
- }
- }
- else
- {
- if (pparams->mGLTFMaterial)
- {
- gDeferredShadowGLTFAlphaBlendProgram.bind(rigged);
- LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up);
- LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width);
- LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF);
- mSimplePool->pushGLTFBatch(*pparams);
- }
- else
- {
- gDeferredShadowAlphaMaskProgram.bind(rigged);
- LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up);
- LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width);
- LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF);
- mSimplePool->pushBatch(*pparams, true, true);
- }
- }
- }
-
- gGL.loadMatrix(gGLModelView);
- gGLLastMatrix = NULL;
-}
-
-// Currently only used for shadows -Cosmic,2023-04-19
-void LLPipeline::renderMaskedObjects(U32 type, bool texture, bool batch_texture, bool rigged)
-{
- assertInitialized();
- gGL.loadMatrix(gGLModelView);
- gGLLastMatrix = NULL;
- if (rigged)
- {
- mAlphaMaskPool->pushRiggedMaskBatches(type+1, texture, batch_texture);
- }
- else
- {
- mAlphaMaskPool->pushMaskBatches(type, texture, batch_texture);
- }
- gGL.loadMatrix(gGLModelView);
- gGLLastMatrix = NULL;
-}
-
-// Currently only used for shadows -Cosmic,2023-04-19
-void LLPipeline::renderFullbrightMaskedObjects(U32 type, bool texture, bool batch_texture, bool rigged)
-{
- assertInitialized();
- gGL.loadMatrix(gGLModelView);
- gGLLastMatrix = NULL;
- if (rigged)
- {
- mFullbrightAlphaMaskPool->pushRiggedMaskBatches(type+1, texture, batch_texture);
- }
- else
- {
- mFullbrightAlphaMaskPool->pushMaskBatches(type, 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::visualizeBuffers(LLRenderTarget* src, LLRenderTarget* dst, U32 bufferIndex)
-{
- dst->bindTarget();
- gDeferredBufferVisualProgram.bind();
- gDeferredBufferVisualProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_BILINEAR, bufferIndex);
-
- static LLStaticHashedString mipLevel("mipLevel");
- if (RenderBufferVisualization != 4)
- gDeferredBufferVisualProgram.uniform1f(mipLevel, 0);
- else
- gDeferredBufferVisualProgram.uniform1f(mipLevel, 8);
-
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- gDeferredBufferVisualProgram.unbind();
- dst->flush();
-}
-
-void LLPipeline::generateLuminance(LLRenderTarget* src, LLRenderTarget* dst)
-{
- // luminance sample and mipmap generation
- {
- LL_PROFILE_GPU_ZONE("luminance sample");
-
- dst->bindTarget();
-
- LLGLDepthTest depth(GL_FALSE, GL_FALSE);
-
- gLuminanceProgram.bind();
-
- S32 channel = 0;
- channel = gLuminanceProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE);
- if (channel > -1)
- {
- src->bindTexture(0, channel, LLTexUnit::TFO_POINT);
- }
-
- channel = gLuminanceProgram.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE);
- if (channel > -1)
- {
- mGlow[1].bindTexture(0, channel);
- }
-
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- dst->flush();
-
- // note -- unbind AFTER the glGenerateMipMap so time in generatemipmap can be profiled under "Luminance"
- // also note -- keep an eye on the performance of glGenerateMipmap, might need to replace it with a mip generation shader
- gLuminanceProgram.unbind();
- }
-}
-
-void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst) {
- // exposure sample
- {
- LL_PROFILE_GPU_ZONE("exposure sample");
-
- {
- // copy last frame's exposure into mLastExposure
- mLastExposure.bindTarget();
- gCopyProgram.bind();
- gGL.getTexUnit(0)->bind(dst);
-
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
-
- mLastExposure.flush();
- }
-
- dst->bindTarget();
-
- LLGLDepthTest depth(GL_FALSE, GL_FALSE);
-
- gExposureProgram.bind();
-
- S32 channel = gExposureProgram.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE);
- if (channel > -1)
- {
- mLuminanceMap.bindTexture(0, channel, LLTexUnit::TFO_TRILINEAR);
- }
-
- channel = gExposureProgram.enableTexture(LLShaderMgr::EXPOSURE_MAP);
- if (channel > -1)
- {
- mLastExposure.bindTexture(0, channel);
- }
-
- static LLStaticHashedString dt("dt");
- static LLStaticHashedString noiseVec("noiseVec");
- static LLStaticHashedString dynamic_exposure_params("dynamic_exposure_params");
- static LLCachedControl<F32> dynamic_exposure_coefficient(gSavedSettings, "RenderDynamicExposureCoefficient", 0.175f);
- static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true);
-
- LLSettingsSky::ptr_t sky = LLEnvironment::instance().getCurrentSky();
-
- F32 probe_ambiance = LLEnvironment::instance().getCurrentSky()->getReflectionProbeAmbiance(should_auto_adjust);
- F32 exp_min = 1.f;
- F32 exp_max = 1.f;
-
- if (probe_ambiance > 0.f)
- {
- F32 hdr_scale = sqrtf(LLEnvironment::instance().getCurrentSky()->getGamma())*2.f;
-
- if (hdr_scale > 1.f)
- {
- exp_min = 1.f / hdr_scale;
- exp_max = hdr_scale;
- }
- }
- gExposureProgram.uniform1f(dt, gFrameIntervalSeconds);
- gExposureProgram.uniform2f(noiseVec, ll_frand() * 2.0 - 1.0, ll_frand() * 2.0 - 1.0);
- gExposureProgram.uniform3f(dynamic_exposure_params, dynamic_exposure_coefficient, exp_min, exp_max);
-
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
-
- gGL.getTexUnit(channel)->unbind(mLastExposure.getUsage());
- gExposureProgram.unbind();
- dst->flush();
- }
-}
-
-void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) {
- dst->bindTarget();
- // gamma correct lighting
- {
- LL_PROFILE_GPU_ZONE("gamma correct");
-
- static LLCachedControl<bool> buildNoPost(gSavedSettings, "RenderDisablePostProcessing", false);
-
- LLGLDepthTest depth(GL_FALSE, GL_FALSE);
-
- // Apply gamma correction to the frame here.
-
- static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true);
-
- LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
-
- bool no_post = gSnapshotNoPost || (buildNoPost && gFloaterTools->isAvailable());
- LLGLSLShader& shader = no_post ? gNoPostGammaCorrectProgram : // no post (no gamma, no exposure, no tonemapping)
- psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f ? gLegacyPostGammaCorrectProgram :
- gDeferredPostGammaCorrectProgram;
-
- shader.bind();
-
- S32 channel = 0;
-
- shader.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT);
-
- shader.bindTexture(LLShaderMgr::EXPOSURE_MAP, &mExposureMap);
-
- shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, src->getWidth(), src->getHeight());
-
- static LLCachedControl<F32> exposure(gSavedSettings, "RenderExposure", 1.f);
-
- F32 e = llclamp(exposure(), 0.5f, 4.f);
-
- static LLStaticHashedString s_exposure("exposure");
-
- shader.uniform1f(s_exposure, e);
-
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
-
- gGL.getTexUnit(channel)->unbind(src->getUsage());
- shader.unbind();
- }
- dst->flush();
-}
-
-void LLPipeline::copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* dst)
-{
-
- if (RenderScreenSpaceReflections && !gCubeSnapshot)
- {
- LL_PROFILE_GPU_ZONE("ssr copy");
- LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
-
- LLRenderTarget& depth_src = mRT->deferredScreen;
-
- dst->bindTarget();
- dst->clear();
- gCopyDepthProgram.bind();
-
- S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP);
- S32 depth_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DEFERRED_DEPTH);
-
- gGL.getTexUnit(diff_map)->bind(src);
- gGL.getTexUnit(depth_map)->bind(&depth_src, true);
-
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
-
- dst->flush();
- }
-}
-
-void LLPipeline::generateGlow(LLRenderTarget* src)
-{
- if (sRenderGlow)
- {
- LL_PROFILE_GPU_ZONE("glow");
- mGlow[2].bindTarget();
- mGlow[2].clear();
-
- gGlowExtractProgram.bind();
- F32 maxAlpha = RenderGlowMaxExtractAlpha;
- F32 warmthAmount = RenderGlowWarmthAmount;
- LLVector3 lumWeights = RenderGlowLumWeights;
- LLVector3 warmthWeights = RenderGlowWarmthWeights;
-
- gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, 9999);
- 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);
-
- if (RenderGlowNoise)
- {
- S32 channel = gGlowExtractProgram.enableTexture(LLShaderMgr::GLOW_NOISE_MAP);
- if (channel > -1)
- {
- gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mTrueNoiseMap);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
- gGlowExtractProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES,
- mGlow[2].getWidth(),
- mGlow[2].getHeight());
- }
-
- {
- LLGLEnable blend_on(GL_BLEND);
-
- gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
-
- gGlowExtractProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, src);
-
- gGL.color4f(1, 1, 1, 1);
- gPipeline.enableLightsFullbright();
-
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
-
- mGlow[2].flush();
- }
-
- gGlowExtractProgram.unbind();
-
- // 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++)
- {
- mGlow[i % 2].bindTarget();
- mGlow[i % 2].clear();
-
- if (i == 0)
- {
- gGlowProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, &mGlow[2]);
- }
- else
- {
- gGlowProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, &mGlow[(i - 1) % 2]);
- }
-
- if (i % 2 == 0)
- {
- gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0);
- }
- else
- {
- gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta);
- }
-
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
-
- mGlow[i % 2].flush();
- }
-
- gGlowProgram.unbind();
-
- }
- else // !sRenderGlow, skip the glow ping-pong and just clear the result target
- {
- mGlow[1].bindTarget();
- mGlow[1].clear();
- mGlow[1].flush();
- }
-}
-
-void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst)
-{
- {
- llassert(!gCubeSnapshot);
- bool multisample = RenderFSAASamples > 1 && mRT->fxaaBuffer.isComplete();
- LLGLSLShader* shader = &gGlowCombineProgram;
-
- S32 width = dst->getWidth();
- S32 height = dst->getHeight();
-
- // Present everything.
- if (multisample)
- {
- LL_PROFILE_GPU_ZONE("aa");
- // bake out texture2D with RGBL for FXAA shader
- mRT->fxaaBuffer.bindTarget();
-
- shader = &gGlowCombineFXAAProgram;
- shader->bind();
-
- S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage());
- if (channel > -1)
- {
- src->bindTexture(0, channel, LLTexUnit::TFO_BILINEAR);
- }
-
- {
- LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS);
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
-
- shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage());
- shader->unbind();
-
- mRT->fxaaBuffer.flush();
-
- dst->bindTarget();
- shader = &gFXAAProgram;
- shader->bind();
-
- channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mRT->fxaaBuffer.getUsage());
- if (channel > -1)
- {
- mRT->fxaaBuffer.bindTexture(0, channel, 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 / mRT->fxaaBuffer.getWidth();
- F32 scale_y = (F32)height / mRT->fxaaBuffer.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);
-
- {
- LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS);
- S32 depth_channel = shader->getTextureChannel(LLShaderMgr::DEFERRED_DEPTH);
- gGL.getTexUnit(depth_channel)->bind(&mRT->deferredScreen, true);
-
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
-
- shader->unbind();
- dst->flush();
- }
- else {
- copyRenderTarget(src, dst);
- }
- }
-}
-
-void LLPipeline::copyRenderTarget(LLRenderTarget* src, LLRenderTarget* dst)
-{
-
- LL_PROFILE_GPU_ZONE("copyRenderTarget");
- dst->bindTarget();
-
- gDeferredPostNoDoFProgram.bind();
-
- gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src);
- gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true);
-
- {
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
-
- gDeferredPostNoDoFProgram.unbind();
-
- dst->flush();
-}
-
-void LLPipeline::combineGlow(LLRenderTarget* src, LLRenderTarget* dst)
-{
- // Go ahead and do our glow combine here in our destination. We blit this later into the front buffer.
-
- dst->bindTarget();
-
- {
-
- gGlowCombineProgram.bind();
-
- gGlowCombineProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src);
- gGlowCombineProgram.bindTexture(LLShaderMgr::DEFERRED_EMISSIVE, &mGlow[1]);
-
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
-
- dst->flush();
-}
-
-void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst)
-{
- {
- bool dof_enabled =
- (RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) &&
- RenderDepthOfField &&
- !gCubeSnapshot;
-
- gViewerWindow->setup3DViewport();
-
- if (dof_enabled)
- {
- LL_PROFILE_GPU_ZONE("dof");
- 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, true, true, 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) mRT->screen.getWidth()/(F32)mRT->screen.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
- mRT->deferredLight.bindTarget();
-
- gDeferredCoFProgram.bind();
-
- gDeferredCoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, LLTexUnit::TFO_POINT);
- gDeferredCoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true);
-
- gDeferredCoFProgram.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff);
- gDeferredCoFProgram.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff);
- gDeferredCoFProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, dst->getWidth(), dst->getHeight());
- gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance / 1000.f);
- gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant);
- gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f / LLDrawable::sCurPixelAngle));
- gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification);
- gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
- gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
-
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- gDeferredCoFProgram.unbind();
- mRT->deferredLight.flush();
- }
-
- U32 dof_width = (U32)(mRT->screen.getWidth() * CameraDoFResScale);
- U32 dof_height = (U32)(mRT->screen.getHeight() * CameraDoFResScale);
-
- { // perform DoF sampling at half-res (preserve alpha channel)
- src->bindTarget();
- glViewport(0, 0, dof_width, dof_height);
-
- gGL.setColorMask(true, false);
-
- gDeferredPostProgram.bind();
- gDeferredPostProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, &mRT->deferredLight, LLTexUnit::TFO_POINT);
-
- gDeferredPostProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, dst->getWidth(), dst->getHeight());
- gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
- gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
-
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
-
- gDeferredPostProgram.unbind();
-
- src->flush();
- gGL.setColorMask(true, true);
- }
-
- { // combine result based on alpha
-
- dst->bindTarget();
- if (RenderFSAASamples > 1 && mRT->fxaaBuffer.isComplete())
- {
- glViewport(0, 0, dst->getWidth(), dst->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]);
- }
-
- gDeferredDoFCombineProgram.bind();
- gDeferredDoFCombineProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, LLTexUnit::TFO_POINT);
- gDeferredDoFCombineProgram.bindTexture(LLShaderMgr::DEFERRED_LIGHT, &mRT->deferredLight, LLTexUnit::TFO_POINT);
-
- gDeferredDoFCombineProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, dst->getWidth(), dst->getHeight());
- gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
- gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
- gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_WIDTH, (dof_width - 1) / (F32)src->getWidth());
- gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_HEIGHT, (dof_height - 1) / (F32)src->getHeight());
-
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
-
- gDeferredDoFCombineProgram.unbind();
-
- dst->flush();
- }
- }
- else
- {
- copyRenderTarget(src, dst);
- }
- }
-}
-
-void LLPipeline::renderFinalize()
-{
- llassert(!gCubeSnapshot);
- LLVertexBuffer::unbind();
- LLGLState::checkStates();
-
- assertInitialized();
-
- LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM);
- LL_PROFILE_GPU_ZONE("renderFinalize");
-
- gGL.color4f(1, 1, 1, 1);
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable blend(GL_BLEND);
- LLGLDisable cull(GL_CULL_FACE);
-
- enableLightsFullbright();
-
- gGL.setColorMask(true, true);
- glClearColor(0, 0, 0, 0);
-
-
- copyScreenSpaceReflections(&mRT->screen, &mSceneMap);
-
- generateLuminance(&mRT->screen, &mLuminanceMap);
-
- generateExposure(&mLuminanceMap, &mExposureMap);
-
- gammaCorrect(&mRT->screen, &mPostMap);
-
- LLVertexBuffer::unbind();
-
- generateGlow(&mPostMap);
-
- combineGlow(&mPostMap, &mRT->screen);
-
- 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]);
-
- renderDoF(&mRT->screen, &mPostMap);
-
- applyFXAA(&mPostMap, &mRT->screen);
- LLRenderTarget* finalBuffer = &mRT->screen;
- if (RenderBufferVisualization > -1)
- {
- finalBuffer = &mPostMap;
- switch (RenderBufferVisualization)
- {
- case 0:
- case 1:
- case 2:
- case 3:
- visualizeBuffers(&mRT->deferredScreen, finalBuffer, RenderBufferVisualization);
- break;
- case 4:
- visualizeBuffers(&mLuminanceMap, finalBuffer, 0);
- default:
- break;
- }
- }
-
- // Present the screen target.
-
- gDeferredPostNoDoFProgram.bind();
-
- // Whatever is last in the above post processing chain should _always_ be rendered directly here. If not, expect problems.
- gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, finalBuffer);
- gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true);
-
- {
- LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS);
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
-
- gDeferredPostNoDoFProgram.unbind();
-
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
-
- if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES))
- {
- renderPhysicsDisplay();
- }
-
- /*if (LLRenderTarget::sUseFBO && !gCubeSnapshot)
- { // copy depth buffer from mRT->screen to framebuffer
- LLRenderTarget::copyContentsToFramebuffer(mRT->screen, 0, 0, mRT->screen.getWidth(), mRT->screen.getHeight(), 0, 0,
- mRT->screen.getWidth(), mRT->screen.getHeight(),
- GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
- }*/
-
- LLVertexBuffer::unbind();
-
- LLGLState::checkStates();
-
- // flush calls made to "addTrianglesDrawn" so far to stats machinery
- recordTrianglesDrawn();
-}
-
-void LLPipeline::bindLightFunc(LLGLSLShader& shader)
-{
- S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC);
- if (channel > -1)
- {
- gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
- }
-
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_BRDF_LUT, LLTexUnit::TT_TEXTURE);
- if (channel > -1)
- {
- mPbrBrdfLut.bindTexture(0, channel);
- }
-}
-
-void LLPipeline::bindShadowMaps(LLGLSLShader& shader)
-{
- for (U32 i = 0; i < 4; i++)
- {
- LLRenderTarget* shadow_target = getSunShadowTarget(i);
- if (shadow_target)
- {
- S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0 + i, LLTexUnit::TT_TEXTURE);
- if (channel > -1)
- {
- gGL.getTexUnit(channel)->bind(getSunShadowTarget(i), true);
- }
- }
- }
-
- for (U32 i = 4; i < 6; i++)
- {
- S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0 + i);
- if (channel > -1)
- {
- LLRenderTarget* shadow_target = getSpotShadowTarget(i - 4);
- if (shadow_target)
- {
- gGL.getTexUnit(channel)->bind(shadow_target, true);
- }
- }
- }
-}
-
-void LLPipeline::bindDeferredShaderFast(LLGLSLShader& shader)
-{
- if (shader.mCanBindFast)
- { // was previously fully bound, use fast path
- shader.bind();
- bindLightFunc(shader);
- bindShadowMaps(shader);
- bindReflectionProbes(shader);
- }
- else
- { //wasn't previously bound, use slow path
- bindDeferredShader(shader);
- shader.mCanBindFast = true;
- }
-}
-
-void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target, LLRenderTarget* depth_target)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- LLRenderTarget* deferred_target = &mRT->deferredScreen;
- LLRenderTarget* deferred_light_target = &mRT->deferredLight;
-
- shader.bind();
- S32 channel = 0;
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage());
- if (channel > -1)
- {
- deferred_target->bindTexture(0,channel, LLTexUnit::TFO_POINT); // frag_data[0]
- gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
- }
-
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage());
- if (channel > -1)
- {
- deferred_target->bindTexture(1, channel, LLTexUnit::TFO_POINT); // frag_data[1]
- gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
- }
-
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage());
- if (channel > -1)
- {
- deferred_target->bindTexture(2, channel, LLTexUnit::TFO_POINT); // frag_data[2]
- gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
- }
-
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE, deferred_target->getUsage());
- if (channel > -1)
- {
- deferred_target->bindTexture(3, channel, LLTexUnit::TFO_POINT); // frag_data[3]
- gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
- }
-
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_target->getUsage());
- if (channel > -1)
- {
- if (depth_target)
- {
- gGL.getTexUnit(channel)->bind(depth_target, true);
- }
- else
- {
- gGL.getTexUnit(channel)->bind(deferred_target, true);
- }
- stop_glerror();
- }
-
- channel = shader.enableTexture(LLShaderMgr::EXPOSURE_MAP);
- if (channel > -1)
- {
- gGL.getTexUnit(channel)->bind(&mExposureMap);
- }
-
- if (shader.getUniformLocation(LLShaderMgr::VIEWPORT) != -1)
- {
- shader.uniform4f(LLShaderMgr::VIEWPORT, (F32) gGLViewport[0],
- (F32) gGLViewport[1],
- (F32) gGLViewport[2],
- (F32) gGLViewport[3]);
- }
-
- if (sReflectionRender && !shader.getUniformLocation(LLShaderMgr::MODELVIEW_MATRIX))
- {
- shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_MATRIX, 1, false, mReflectionModelView.m);
- }
-
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_NOISE);
- if (channel > -1)
- {
- gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- bindLightFunc(shader);
-
- stop_glerror();
-
- light_target = light_target ? light_target : deferred_light_target;
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHT, light_target->getUsage());
- if (channel > -1)
- {
- if (light_target->isComplete())
- {
- light_target->bindTexture(0, channel, LLTexUnit::TFO_POINT);
- }
- else
- {
- gGL.getTexUnit(channel)->bindFast(LLViewerFetchedTexture::sWhiteImagep);
- }
- }
-
- stop_glerror();
-
- bindShadowMaps(shader);
-
- 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();
-
- if (!LLPipeline::sReflectionProbesEnabled)
- {
- 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);
- }
- }
-
- bindReflectionProbes(shader);
-
- if (gAtmosphere)
- {
- // bind precomputed textures necessary for calculating sun and sky luminance
- channel = shader.enableTexture(LLShaderMgr::TRANSMITTANCE_TEX, LLTexUnit::TT_TEXTURE);
- if (channel > -1)
- {
- shader.bindTexture(LLShaderMgr::TRANSMITTANCE_TEX, gAtmosphere->getTransmittance());
- }
-
- channel = shader.enableTexture(LLShaderMgr::SCATTER_TEX, LLTexUnit::TT_TEXTURE_3D);
- if (channel > -1)
- {
- shader.bindTexture(LLShaderMgr::SCATTER_TEX, gAtmosphere->getScattering());
- }
-
- channel = shader.enableTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, LLTexUnit::TT_TEXTURE_3D);
- if (channel > -1)
- {
- shader.bindTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, gAtmosphere->getMieScattering());
- }
-
- channel = shader.enableTexture(LLShaderMgr::ILLUMINANCE_TEX, LLTexUnit::TT_TEXTURE);
- if (channel > -1)
- {
- shader.bindTexture(LLShaderMgr::ILLUMINANCE_TEX, gAtmosphere->getIlluminance());
- }
- }
-
- /*if (gCubeSnapshot)
- { // we only really care about the first two values, but the shader needs increasing separation between clip planes
- shader.uniform4f(LLShaderMgr::DEFERRED_SHADOW_CLIP, 1.f, 64.f, 128.f, 256.f);
- }
- else*/
- {
- 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;
- F32 shadow_bias = RenderShadowBias + shadow_bias_error;
-
- shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, deferred_target->getWidth(), deferred_target->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, shadow_bias);
- 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, mRT->shadow[0].getWidth(), mRT->shadow[0].getHeight());
- shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, mSpotShadow[0].getWidth(), mSpotShadow[0].getHeight());
- shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff);
- shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff);
-
- shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, gGLDeltaModelView);
- shader.uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, gGLInverseDeltaModelView);
-
- shader.uniform1i(LLShaderMgr::CUBE_SNAPSHOT, gCubeSnapshot ? 1 : 0);
-
- 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);
- }
-
- // auto adjust legacy sun color if needed
- static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true);
- static LLCachedControl<F32> auto_adjust_sun_color_scale(gSavedSettings, "RenderSkyAutoAdjustSunColorScale", 1.f);
- LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
- LLColor3 sun_diffuse(mSunDiffuse.mV);
- if (should_auto_adjust && psky->canAutoAdjust())
- {
- sun_diffuse *= auto_adjust_sun_color_scale;
- }
-
- shader.uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, 1, sun_diffuse.mV);
- shader.uniform3fv(LLShaderMgr::MOONLIGHT_COLOR, 1, mMoonDiffuse.mV);
-
- shader.uniform1f(LLShaderMgr::REFLECTION_PROBE_MAX_LOD, mReflectionMapManager.mMaxProbeLOD);
-}
-
-
-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;
-}
-
-void LLPipeline::renderDeferredLighting()
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- LL_PROFILE_GPU_ZONE("renderDeferredLighting");
- if (!sCull)
- {
- return;
- }
-
- llassert(!sRenderingHUDs);
-
- F32 light_scale = 1.f;
-
- if (gCubeSnapshot)
- { //darken local lights when probe ambiance is above 1
- light_scale = mReflectionMapManager.mLightScale;
- }
-
- LLRenderTarget *screen_target = &mRT->screen;
- LLRenderTarget* deferred_light_target = &mRT->deferredLight;
-
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("deferred");
- LLViewerCamera *camera = LLViewerCamera::getInstance();
-
- if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
- {
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
- }
-
- 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);
-
- setupHWLights(); // to set mSun/MoonDir;
-
- glh::vec4f tc(mSunDir.mV);
- mat.mult_matrix_vec(tc);
- mTransformedSunDir.set(tc.v);
-
- glh::vec4f tc_moon(mMoonDir.mV);
- mat.mult_matrix_vec(tc_moon);
- mTransformedMoonDir.set(tc_moon.v);
-
- if (RenderDeferredSSAO || RenderShadowDetail > 0)
- {
- LL_PROFILE_GPU_ZONE("sun program");
- deferred_light_target->bindTarget();
- { // paint shadow/SSAO light map (direct lighting lightmap)
- LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - sun shadow");
- bindDeferredShader(gDeferredSunProgram, deferred_light_target);
- mScreenTriangleVB->setBuffer();
- glClearColor(1, 1, 1, 1);
- deferred_light_target->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,
- deferred_light_target->getWidth(),
- deferred_light_target->getHeight());
-
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
-
- unbindDeferredShader(gDeferredSunProgram);
- }
- deferred_light_target->flush();
- }
-
- if (RenderDeferredSSAO)
- {
- // soften direct lighting lightmap
- LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - soften shadow");
- LL_PROFILE_GPU_ZONE("soften shadow");
- // blur lightmap
- screen_target->bindTarget();
- glClearColor(1, 1, 1, 1);
- screen_target->clear(GL_COLOR_BUFFER_BIT);
- glClearColor(0, 0, 0, 0);
-
- bindDeferredShader(gDeferredBlurLightProgram);
-
- 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);
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
-
- screen_target->flush();
- unbindDeferredShader(gDeferredBlurLightProgram);
-
- bindDeferredShader(gDeferredBlurLightProgram, screen_target);
-
- deferred_light_target->bindTarget();
-
- gDeferredBlurLightProgram.uniform2f(sDelta, 0.f, 1.f);
-
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
- deferred_light_target->flush();
- unbindDeferredShader(gDeferredBlurLightProgram);
- }
-
- screen_target->bindTarget();
- // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
- glClearColor(0, 0, 0, 0);
- screen_target->clear(GL_COLOR_BUFFER_BIT);
-
- if (RenderDeferredAtmospheric)
- { // apply sunlight contribution
- LLGLSLShader &soften_shader = gDeferredSoftenProgram;
-
- LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - atmospherics");
- LL_PROFILE_GPU_ZONE("atmospherics");
- bindDeferredShader(soften_shader);
-
- static LLCachedControl<F32> ssao_scale(gSavedSettings, "RenderSSAOIrradianceScale", 0.5f);
- static LLCachedControl<F32> ssao_max(gSavedSettings, "RenderSSAOIrradianceMax", 0.25f);
- static LLStaticHashedString ssao_scale_str("ssao_irradiance_scale");
- static LLStaticHashedString ssao_max_str("ssao_irradiance_max");
-
- soften_shader.uniform1f(ssao_scale_str, ssao_scale);
- soften_shader.uniform1f(ssao_max_str, ssao_max);
-
- LLEnvironment &environment = LLEnvironment::instance();
- soften_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
- soften_shader.uniform3fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV);
-
- soften_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV);
-
- {
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable blend(GL_BLEND);
-
- // full screen blit
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
-
- unbindDeferredShader(gDeferredSoftenProgram);
- }
-
- static LLCachedControl<S32> local_light_count(gSavedSettings, "RenderLocalLightCount", 256);
-
- if (local_light_count > 0)
- {
- gGL.setSceneBlendType(LLRender::BT_ADD);
- std::list<LLVector4> fullscreen_lights;
- LLDrawable::drawable_list_t spot_lights;
- LLDrawable::drawable_list_t fullscreen_spot_lights;
-
- if (!gCubeSnapshot)
- {
- for (U32 i = 0; i < 2; i++)
- {
- mTargetShadowSpotLight[i] = NULL;
- }
- }
-
- std::list<LLVector4> light_colors;
-
- LLVertexBuffer::unbind();
-
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - local lights");
- LL_PROFILE_GPU_ZONE("local lights");
- bindDeferredShader(gDeferredLightProgram);
-
- if (mCubeVB.isNull())
- {
- mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX);
- }
-
- mCubeVB->setBuffer();
-
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- // mNearbyLights already includes distance calculation and excludes muted avatars.
- // It is calculated from mLights
- // mNearbyLights also provides fade value to gracefully fade-out out of range lights
- S32 count = 0;
- for (light_set_t::iterator iter = mNearbyLights.begin(); iter != mNearbyLights.end(); ++iter)
- {
- count++;
- if (count > local_light_count)
- { //stop collecting lights once we hit the limit
- break;
- }
-
- LLDrawable * drawablep = iter->drawable;
- 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;
-
- // send light color to shader in linear space
- LLColor3 col = volume->getLightLinearColor() * light_scale;
-
- 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 (volume->isLightSpotlight())
- {
- drawablep->getVOVolume()->updateSpotLightPriority();
- spot_lights.push_back(drawablep);
- continue;
- }
-
- 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(DEFERRED_LIGHT_FALLOFF));
- gGL.syncMatrices();
-
- mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
- }
- 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(DEFERRED_LIGHT_FALLOFF)));
- }
- }
-
- // Bookmark comment to allow searching for mSpecialRenderMode == 3 (avatar edit mode),
- // prev site of appended deferred character light, removed by SL-13522 09/20
-
- unbindDeferredShader(gDeferredLightProgram);
- }
-
- if (!spot_lights.empty())
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - projectors");
- LL_PROFILE_GPU_ZONE("projectors");
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- bindDeferredShader(gDeferredSpotLightProgram);
-
- mCubeVB->setBuffer();
-
- gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
-
- for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter)
- {
- 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);
-
- // send light color to shader in linear space
- LLColor3 col = volume->getLightLinearColor() * light_scale;
-
- 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(DEFERRED_LIGHT_FALLOFF));
- gGL.syncMatrices();
-
- mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
- }
- gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
- unbindDeferredShader(gDeferredSpotLightProgram);
- }
-
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - fullscreen lights");
- LLGLDepthTest depth(GL_FALSE);
- LL_PROFILE_GPU_ZONE("fullscreen lights");
-
- 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())
- {
- light[count] = fullscreen_lights.front();
- fullscreen_lights.pop_front();
- col[count] = light_colors.front();
- light_colors.pop_front();
-
- far_z = llmin(light[count].mV[2] - light[count].mV[3], far_z);
- 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;
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- unbindDeferredShader(gDeferredMultiLightProgram[idx]);
- }
- }
-
- bindDeferredShader(gDeferredMultiSpotLightProgram);
-
- gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
-
- mScreenTriangleVB->setBuffer();
-
- for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
- {
- LLDrawable* drawablep = *iter;
- LLVOVolume* volume = drawablep->getVOVolume();
- LLVector3 center = drawablep->getPositionAgent();
- F32* c = center.mV;
- F32 light_size_final = volume->getLightRadius() * 1.5f;
- F32 light_falloff_final = volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF);
-
- sVisibleLightCount++;
-
- glh::vec3f tc(c);
- mat.mult_matrix_vec(tc);
-
- setupSpotLight(gDeferredMultiSpotLightProgram, drawablep);
-
- // send light color to shader in linear space
- LLColor3 col = volume->getLightLinearColor() * light_scale;
-
- gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v);
- gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, light_size_final);
- gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
- gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, light_falloff_final);
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
-
- gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
- unbindDeferredShader(gDeferredMultiSpotLightProgram);
- }
- }
-
- gGL.setColorMask(true, true);
- }
-
- { // render non-deferred geometry (alpha, fullbright, glow)
- LLGLDisable blend(GL_BLEND);
-
- pushRenderTypeMask();
- andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
- LLPipeline::RENDER_TYPE_ALPHA_PRE_WATER,
- LLPipeline::RENDER_TYPE_ALPHA_POST_WATER,
- LLPipeline::RENDER_TYPE_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_VOLUME,
- LLPipeline::RENDER_TYPE_GLOW,
- LLPipeline::RENDER_TYPE_BUMP,
- LLPipeline::RENDER_TYPE_GLTF_PBR,
- 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_GLTF_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_CONTROL_AV,
- LLPipeline::RENDER_TYPE_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_WATER,
- END_RENDER_TYPES);
-
- renderGeomPostDeferred(*LLViewerCamera::getInstance());
- popRenderTypeMask();
- }
-
- screen_target->flush();
-
- if (!gCubeSnapshot)
- {
- // this is the end of the 3D scene render, grab a copy of the modelview and projection
- // matrix for use in off-by-one-frame effects in the next frame
- for (U32 i = 0; i < 16; i++)
- {
- gGLLastModelView[i] = gGLModelView[i];
- gGLLastProjection[i] = gGLProjection[i];
- }
- }
- gGL.setColorMask(true, true);
-}
-
-void LLPipeline::doAtmospherics()
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
-
- if (sImpostorRender)
- { // do not attempt atmospherics on impostors
- return;
- }
-
- if (RenderDeferredAtmospheric)
- {
- {
- // copy depth buffer for use in haze shader (use water displacement map as temp storage)
- LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
-
- LLRenderTarget& src = gPipeline.mRT->screen;
- LLRenderTarget& depth_src = gPipeline.mRT->deferredScreen;
- LLRenderTarget& dst = gPipeline.mWaterDis;
-
- mRT->screen.flush();
- dst.bindTarget();
- gCopyDepthProgram.bind();
-
- S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP);
- S32 depth_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DEFERRED_DEPTH);
-
- gGL.getTexUnit(diff_map)->bind(&src);
- gGL.getTexUnit(depth_map)->bind(&depth_src, true);
-
- gGL.setColorMask(false, false);
- gPipeline.mScreenTriangleVB->setBuffer();
- gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
-
- dst.flush();
- mRT->screen.bindTarget();
- }
-
- LLGLEnable blend(GL_BLEND);
- gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_SOURCE_ALPHA, LLRender::BF_ZERO, LLRender::BF_SOURCE_ALPHA);
- gGL.setColorMask(true, true);
-
- // apply haze
- LLGLSLShader& haze_shader = gHazeProgram;
-
- LL_PROFILE_GPU_ZONE("haze");
- bindDeferredShader(haze_shader, nullptr, &mWaterDis);
-
- LLEnvironment& environment = LLEnvironment::instance();
- haze_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
- haze_shader.uniform3fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV);
-
- haze_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV);
-
- LLGLDepthTest depth(GL_FALSE);
-
- // full screen blit
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
-
- unbindDeferredShader(haze_shader);
-
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
- }
-}
-
-void LLPipeline::doWaterHaze()
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- if (sImpostorRender)
- { // do not attempt water haze on impostors
- return;
- }
-
- if (RenderDeferredAtmospheric)
- {
- // copy depth buffer for use in haze shader (use water displacement map as temp storage)
- {
- LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
-
- LLRenderTarget& src = gPipeline.mRT->screen;
- LLRenderTarget& depth_src = gPipeline.mRT->deferredScreen;
- LLRenderTarget& dst = gPipeline.mWaterDis;
-
- mRT->screen.flush();
- dst.bindTarget();
- gCopyDepthProgram.bind();
-
- S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP);
- S32 depth_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DEFERRED_DEPTH);
-
- gGL.getTexUnit(diff_map)->bind(&src);
- gGL.getTexUnit(depth_map)->bind(&depth_src, true);
-
- gGL.setColorMask(false, false);
- gPipeline.mScreenTriangleVB->setBuffer();
- gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
-
- dst.flush();
- mRT->screen.bindTarget();
- }
-
- LLGLEnable blend(GL_BLEND);
- gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_SOURCE_ALPHA, LLRender::BF_ZERO, LLRender::BF_SOURCE_ALPHA);
-
- gGL.setColorMask(true, true);
-
- // apply haze
- LLGLSLShader& haze_shader = gHazeWaterProgram;
-
- LL_PROFILE_GPU_ZONE("haze");
- bindDeferredShader(haze_shader, nullptr, &mWaterDis);
-
- haze_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV);
-
- static LLStaticHashedString above_water_str("above_water");
- haze_shader.uniform1i(above_water_str, sUnderWaterRender ? -1 : 1);
-
- if (LLPipeline::sUnderWaterRender)
- {
- LLGLDepthTest depth(GL_FALSE);
-
- // full screen blit
- mScreenTriangleVB->setBuffer();
- mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
- else
- {
- //render water patches like LLDrawPoolWater does
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- LLGLDisable cull(GL_CULL_FACE);
-
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLModelView);
-
- if (mWaterPool)
- {
- mWaterPool->pushFaceGeometry();
- }
- }
-
- unbindDeferredShader(haze_shader);
-
-
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
- }
-}
-
-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);
- }
-
- // make sure we're not already targeting the same spot light with both shadow maps
- llassert(mTargetShadowSpotLight[0] != mTargetShadowSpotLight[1] || mTargetShadowSpotLight[0].isNull());
-
- if (!gCubeSnapshot)
- {
- LLDrawable* potential = drawablep;
- //determine if this light is higher priority than one of the existing spot 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;
- }
- }
- }
-
- // make sure we didn't end up targeting the same spot light with both shadow maps
- llassert(mTargetShadowSpotLight[0] != mTargetShadowSpotLight[1] || mTargetShadowSpotLight[0].isNull());
-
- 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)
-{
- LLRenderTarget* deferred_target = &mRT->deferredScreen;
- LLRenderTarget* deferred_light_target = &mRT->deferredLight;
-
- stop_glerror();
- shader.disableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage());
- shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage());
- shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage());
- shader.disableTexture(LLShaderMgr::DEFERRED_EMISSIVE, deferred_target->getUsage());
- shader.disableTexture(LLShaderMgr::DEFERRED_BRDF_LUT);
- //shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage());
- shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_target->getUsage());
- shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, deferred_light_target->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, 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, GL_NONE);
- }
- }
-
- shader.disableTexture(LLShaderMgr::DEFERRED_NOISE);
- shader.disableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC);
-
- if (!LLPipeline::sReflectionProbesEnabled)
- {
- 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();
- }
- }
- }
-
- unbindReflectionProbes(shader);
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(0)->activate();
- shader.unbind();
-}
-
-void LLPipeline::setEnvMat(LLGLSLShader& shader)
-{
- 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);
-}
-
-void LLPipeline::bindReflectionProbes(LLGLSLShader& shader)
-{
- if (!sReflectionProbesEnabled)
- {
- return;
- }
-
- S32 channel = shader.enableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY);
- bool bound = false;
- if (channel > -1 && mReflectionMapManager.mTexture.notNull())
- {
- mReflectionMapManager.mTexture->bind(channel);
- bound = true;
- }
-
- channel = shader.enableTexture(LLShaderMgr::IRRADIANCE_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY);
- if (channel > -1 && mReflectionMapManager.mIrradianceMaps.notNull())
- {
- mReflectionMapManager.mIrradianceMaps->bind(channel);
- bound = true;
- }
-
- if (bound)
- {
- mReflectionMapManager.setUniforms();
-
- setEnvMat(shader);
- }
-
- // reflection probe shaders generally sample the scene map as well for SSR
- channel = shader.enableTexture(LLShaderMgr::SCENE_MAP);
- if (channel > -1)
- {
- gGL.getTexUnit(channel)->bind(&mSceneMap);
- }
-
-
- shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ITR_COUNT, RenderScreenSpaceReflectionIterations);
- shader.uniform1f(LLShaderMgr::DEFERRED_SSR_DIST_BIAS, RenderScreenSpaceReflectionDistanceBias);
- shader.uniform1f(LLShaderMgr::DEFERRED_SSR_RAY_STEP, RenderScreenSpaceReflectionRayStep);
- shader.uniform1f(LLShaderMgr::DEFERRED_SSR_GLOSSY_SAMPLES, RenderScreenSpaceReflectionGlossySamples);
- shader.uniform1f(LLShaderMgr::DEFERRED_SSR_REJECT_BIAS, RenderScreenSpaceReflectionDepthRejectBias);
- mPoissonOffset++;
-
- if (mPoissonOffset > 128 - RenderScreenSpaceReflectionGlossySamples)
- mPoissonOffset = 0;
-
- shader.uniform1f(LLShaderMgr::DEFERRED_SSR_NOISE_SINE, mPoissonOffset);
- shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ADAPTIVE_STEP_MULT, RenderScreenSpaceReflectionAdaptiveStepMultiplier);
-
- channel = shader.enableTexture(LLShaderMgr::SCENE_DEPTH);
- if (channel > -1)
- {
- gGL.getTexUnit(channel)->bind(&mSceneMap, true);
- }
-
-
-}
-
-void LLPipeline::unbindReflectionProbes(LLGLSLShader& shader)
-{
- S32 channel = shader.disableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP);
- if (channel > -1 && mReflectionMapManager.mTexture.notNull())
- {
- mReflectionMapManager.mTexture->unbind();
- if (channel == 0)
- {
- gGL.getTexUnit(channel)->enable(LLTexUnit::TT_TEXTURE);
- }
- }
-}
-
-
-inline float sgn(float a)
-{
- if (a > 0.0F) return (1.0F);
- if (a < 0.0F) return (-1.0F);
- return (0.0F);
-}
-
-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");
-static LLTrace::BlockTimerStatHandle FTM_SHADOW_GEOM("Shadow Geom");
-
-static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_MASKED("Alpha Masked");
-static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_BLEND("Alpha Blend");
-static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_TREE("Alpha Tree");
-static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_GRASS("Alpha Grass");
-static LLTrace::BlockTimerStatHandle FTM_SHADOW_FULLBRIGHT_ALPHA_MASKED("Fullbright Alpha Masked");
-
-void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& shadow_cam, LLCullResult& result, bool depth_clamp)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_SHADOW_RENDER);
- LL_PROFILE_GPU_ZONE("renderShadow");
-
- LLPipeline::sShadowRender = true;
-
- // disable occlusion culling during shadow render
- U32 saved_occlusion = sUseOcclusion;
- sUseOcclusion = 0;
-
- // List of render pass types that use the prim volume as the shadow,
- // ignoring textures.
- 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 clamp_depth(depth_clamp ? GL_DEPTH_CLAMP : 0);
-
- LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_LESS);
-
- updateCull(shadow_cam, result);
-
- 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(view.m);
-
- stop_glerror();
- gGLLastMatrix = NULL;
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- stop_glerror();
-
- struct CompareVertexBuffer
- {
- bool operator()(const LLDrawInfo* const& lhs, const LLDrawInfo* const& rhs)
- {
- return lhs->mVertexBuffer > rhs->mVertexBuffer;
- }
- };
-
-
- LLVertexBuffer::unbind();
- for (int j = 0; j < 2; ++j) // 0 -- static, 1 -- rigged
- {
- bool rigged = j == 1;
- gDeferredShadowProgram.bind(rigged);
-
- gGL.diffuseColor4f(1, 1, 1, 1);
-
- S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail");
-
- // if not using VSM, disable color writes
- if (shadow_detail <= 2)
- {
- gGL.setColorMask(false, false);
- }
-
- LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow simple"); //LL_RECORD_BLOCK_TIME(FTM_SHADOW_SIMPLE);
- LL_PROFILE_GPU_ZONE("shadow simple");
- gGL.getTexUnit(0)->disable();
-
- for (U32 type : types)
- {
- renderObjects(type, false, false, rigged);
- }
-
- renderGLTFObjects(LLRenderPass::PASS_GLTF_PBR, false, rigged);
-
- gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
- }
-
- if (LLPipeline::sUseOcclusion > 1)
- { // do occlusion culling against non-masked only to take advantage of hierarchical Z
- doOcclusion(shadow_cam);
- }
-
-
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow geom");
- renderGeomShadow(shadow_cam);
- }
-
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha");
- LL_PROFILE_GPU_ZONE("shadow alpha");
- const S32 sun_up = LLEnvironment::instance().getIsSunUp() ? 1 : 0;
- U32 target_width = LLRenderTarget::sCurResX;
-
- for (int i = 0; i < 2; ++i)
- {
- bool rigged = i == 1;
-
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha masked");
- LL_PROFILE_GPU_ZONE("shadow alpha masked");
- gDeferredShadowAlphaMaskProgram.bind(rigged);
- LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up);
- LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width);
- renderMaskedObjects(LLRenderPass::PASS_ALPHA_MASK, true, true, rigged);
- }
-
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha blend");
- LL_PROFILE_GPU_ZONE("shadow alpha blend");
- renderAlphaObjects(rigged);
- }
-
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow fullbright alpha masked");
- LL_PROFILE_GPU_ZONE("shadow alpha masked");
- gDeferredShadowFullbrightAlphaMaskProgram.bind(rigged);
- LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up);
- LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width);
- renderFullbrightMaskedObjects(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, true, true, rigged);
- }
-
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha grass");
- LL_PROFILE_GPU_ZONE("shadow alpha grass");
- gDeferredTreeShadowProgram.bind(rigged);
- LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF);
-
- if (i == 0)
- {
- renderObjects(LLRenderPass::PASS_GRASS, true);
- }
-
- {
- LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha material");
- LL_PROFILE_GPU_ZONE("shadow alpha material");
- renderMaskedObjects(LLRenderPass::PASS_NORMSPEC_MASK, true, false, rigged);
- renderMaskedObjects(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, true, false, rigged);
- renderMaskedObjects(LLRenderPass::PASS_SPECMAP_MASK, true, false, rigged);
- renderMaskedObjects(LLRenderPass::PASS_NORMMAP_MASK, true, false, rigged);
- }
- }
- }
-
- for (int i = 0; i < 2; ++i)
- {
- bool rigged = i == 1;
- gDeferredShadowGLTFAlphaMaskProgram.bind(rigged);
- LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up);
- LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width);
-
- gGL.loadMatrix(gGLModelView);
- gGLLastMatrix = NULL;
-
- U32 type = LLRenderPass::PASS_GLTF_PBR_ALPHA_MASK;
-
- if (rigged)
- {
- mAlphaMaskPool->pushRiggedGLTFBatches(type + 1);
- }
- else
- {
- mAlphaMaskPool->pushGLTFBatches(type);
- }
-
- gGL.loadMatrix(gGLModelView);
- gGLLastMatrix = NULL;
- }
- }
-
- gDeferredShadowCubeProgram.bind();
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLModelView);
-
- gGL.setColorMask(true, true);
-
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
- gGLLastMatrix = NULL;
-
- // reset occlusion culling flag
- sUseOcclusion = saved_occlusion;
- LLPipeline::sShadowRender = false;
-}
-
-bool LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- //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;
- }
- }
-
- 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));
- }
- }
- }
- }
-}
-
-
-LLRenderTarget* LLPipeline::getSunShadowTarget(U32 i)
-{
- llassert(i < 4);
- return &mRT->shadow[i];
-}
-
-LLRenderTarget* LLPipeline::getSpotShadowTarget(U32 i)
-{
- llassert(i < 2);
- return &mSpotShadow[i];
-}
-
-static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW("Gen Sun Shadow");
-static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW_SPOT_RENDER("Spot Shadow Render");
-
-// helper class for disabling occlusion culling for the current stack frame
-class LLDisableOcclusionCulling
-{
-public:
- S32 mUseOcclusion;
-
- LLDisableOcclusionCulling()
- {
- mUseOcclusion = LLPipeline::sUseOcclusion;
- LLPipeline::sUseOcclusion = 0;
- }
-
- ~LLDisableOcclusionCulling()
- {
- LLPipeline::sUseOcclusion = mUseOcclusion;
- }
-};
-
-void LLPipeline::generateSunShadow(LLCamera& camera)
-{
- if (!sRenderDeferred || RenderShadowDetail <= 0)
- {
- return;
- }
-
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_GEN_SUN_SHADOW);
- LL_PROFILE_GPU_ZONE("generateSunShadow");
-
- LLDisableOcclusionCulling no_occlusion;
-
- 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_ALPHA_PRE_WATER,
- LLPipeline::RENDER_TYPE_ALPHA_POST_WATER,
- LLPipeline::RENDER_TYPE_GRASS,
- LLPipeline::RENDER_TYPE_GLTF_PBR,
- LLPipeline::RENDER_TYPE_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_BUMP,
- LLPipeline::RENDER_TYPE_VOLUME,
- LLPipeline::RENDER_TYPE_AVATAR,
- LLPipeline::RENDER_TYPE_CONTROL_AV,
- 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,
- LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK_RIGGED,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK_RIGGED,
- LLPipeline::RENDER_TYPE_PASS_SIMPLE_RIGGED,
- LLPipeline::RENDER_TYPE_PASS_BUMP_RIGGED,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_RIGGED,
- LLPipeline::RENDER_TYPE_PASS_SHINY_RIGGED,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY_RIGGED,
- LLPipeline::RENDER_TYPE_PASS_MATERIAL_RIGGED,
- LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_RIGGED,
- LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK_RIGGED,
- LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED,
- LLPipeline::RENDER_TYPE_PASS_SPECMAP_RIGGED,
- LLPipeline::RENDER_TYPE_PASS_SPECMAP_BLEND_RIGGED,
- LLPipeline::RENDER_TYPE_PASS_SPECMAP_MASK_RIGGED,
- LLPipeline::RENDER_TYPE_PASS_SPECMAP_EMISSIVE_RIGGED,
- LLPipeline::RENDER_TYPE_PASS_NORMMAP_RIGGED,
- LLPipeline::RENDER_TYPE_PASS_NORMMAP_BLEND_RIGGED,
- LLPipeline::RENDER_TYPE_PASS_NORMMAP_MASK_RIGGED,
- LLPipeline::RENDER_TYPE_PASS_NORMMAP_EMISSIVE_RIGGED,
- LLPipeline::RENDER_TYPE_PASS_NORMSPEC_RIGGED,
- LLPipeline::RENDER_TYPE_PASS_NORMSPEC_BLEND_RIGGED,
- LLPipeline::RENDER_TYPE_PASS_NORMSPEC_MASK_RIGGED,
- LLPipeline::RENDER_TYPE_PASS_NORMSPEC_EMISSIVE_RIGGED,
- LLPipeline::RENDER_TYPE_PASS_GLTF_PBR,
- LLPipeline::RENDER_TYPE_PASS_GLTF_PBR_RIGGED,
- LLPipeline::RENDER_TYPE_PASS_GLTF_PBR_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_GLTF_PBR_ALPHA_MASK_RIGGED,
- END_RENDER_TYPES);
-
- gGL.setColorMask(false, false);
-
- LLEnvironment& environment = LLEnvironment::instance();
-
- //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];
-
- LLVector3 caster_dir(environment.getIsSunUp() ? mSunDir : mMoonDir);
-
- //put together a universal "near clip" plane for shadow frusta
- LLPlane shadow_near_clip;
- {
- LLVector3 p = camera.getOrigin(); // gAgent.getPositionAgent();
- p += caster_dir * RenderFarClip*2.f;
- shadow_near_clip.setVec(p, caster_dir);
- }
-
- LLVector3 lightDir = -caster_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();
- }
-
- 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) && !gCubeSnapshot)
- {
- 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 = llclamp(-max.mV[2], 0.01f, 4.0f);
- F32 far_clip = llclamp(-min.mV[2]*2.f, 16.0f, 512.0f);
-
- //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
- }
-
- if (gCubeSnapshot)
- { // stretch clip planes for reflection probe renders to reduce number of shadow passes
- mSunClipPlanes.mV[1] = mSunClipPlanes.mV[2];
- mSunClipPlanes.mV[2] = mSunClipPlanes.mV[3];
- mSunClipPlanes.mV[3] *= 1.5f;
- }
-
-
- // 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
- skipRenderingShadows();
- }
- else
- {
- for (S32 j = 0; j < (gCubeSnapshot ? 2 : 4); j++)
- {
- if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot)
- {
- mShadowFrustPoints[j].clear();
- }
-
- LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SUN_SHADOW0+j);
-
- //restore render matrices
- set_current_modelview(saved_view);
- set_current_projection(saved_proj);
-
- LLVector3 eye = camera.getOrigin();
- llassert(eye.isFinite());
-
- //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) && !gCubeSnapshot)
- {
- mShadowCamera[j] = shadow_cam;
- }
-
- std::vector<LLVector3> fp;
-
- if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir)
- || j > RenderShadowSplits)
- {
- //no possible shadow receivers
- if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot)
- {
- mShadowExtents[j][0] = LLVector3();
- mShadowExtents[j][1] = LLVector3();
- mShadowCamera[j+4] = shadow_cam;
- }
-
- mRT->shadow[j].bindTarget();
- {
- LLGLDepthTest depth(GL_TRUE);
- mRT->shadow[j].clear();
- }
- mRT->shadow[j].flush();
-
- mShadowError.mV[j] = 0.f;
- mShadowFOV.mV[j] = 0.f;
-
- continue;
- }
-
- if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot)
- {
- 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();
- //llassert(origin.isFinite());
-
- glh::vec3f origin_agent(origin.mV);
-
- //translate view to origin
- view[j].mult_matrix_vec(origin_agent);
-
- eye = LLVector3(origin_agent.v);
- //llassert(eye.isFinite());
- if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot)
- {
- 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();
-
- mRT->shadow[j].bindTarget();
- mRT->shadow[j].getViewport(gGLViewport);
- mRT->shadow[j].clear();
-
- {
- static LLCullResult result[4];
- renderShadow(view[j], proj[j], shadow_cam, result[j], true);
- }
-
- mRT->shadow[j].flush();
-
- if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot)
- {
- mShadowCamera[j+4] = shadow_cam;
- }
- }
- }
-
- //hack to disable projector shadows
- bool gen_shadow = RenderShadowDetail > 1;
-
- if (gen_shadow)
- {
- if (!gCubeSnapshot) //skip updating spot shadow maps during cubemap updates
- {
- 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);
-
- // should never happen
- llassert(mTargetShadowSpotLight[0] != mTargetShadowSpotLight[1] || mTargetShadowSpotLight[0].isNull());
-
- //update shadow targets
- for (U32 i = 0; i < 2; i++)
- { //for each current shadow
- LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SPOT_SHADOW0 + 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];
- }
- }
- }
- }
- }
-
- // this should never happen
- llassert(mShadowSpotLight[0] != mShadowSpotLight[1] || mShadowSpotLight[0].isNull());
-
- 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];
-
- if (!gCubeSnapshot) //skip updating spot shadow maps during cubemap updates
- {
- LLCamera shadow_cam = camera;
- shadow_cam.setFar(far_clip);
- shadow_cam.setOrigin(origin);
-
- LLViewerCamera::updateFrustumPlanes(shadow_cam, false, false, true);
-
- //
-
- mSpotShadow[i].bindTarget();
- mSpotShadow[i].getViewport(gGLViewport);
- mSpotShadow[i].clear();
-
- static LLCullResult result[2];
-
- LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SPOT_SHADOW0 + i);
-
- RenderSpotLight = drawable;
-
- renderShadow(view[i + 4], proj[i + 4], shadow_cam, result[i], false);
-
- RenderSpotLight = nullptr;
-
- mSpotShadow[i].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, true);
-
- 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, 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,texture);
- }
- }
-}
-
-void LLPipeline::renderRiggedGroups(LLRenderPass* pass, U32 type, 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->renderRiggedGroup(group, type, texture);
- }
- }
-}
-
-void LLPipeline::profileAvatar(LLVOAvatar* avatar, bool profile_attachments)
-{
- if (gGLManager.mGLVersion < 3.25f)
- { // profiling requires GL 3.3 or later
- return;
- }
-
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
-
- // don't continue to profile an avatar that is known to be too slow
- llassert(!avatar->isTooSlow());
-
- LLGLSLShader* cur_shader = LLGLSLShader::sCurBoundShaderPtr;
-
- mRT->deferredScreen.bindTarget();
- mRT->deferredScreen.clear();
-
- if (!profile_attachments)
- {
- // profile entire avatar all at once and readback asynchronously
- avatar->placeProfileQuery();
-
- LLTimer cpu_timer;
-
- generateImpostor(avatar, false, true);
-
- avatar->mCPURenderTime = (F32)cpu_timer.getElapsedTimeF32() * 1000.f;
-
- avatar->readProfileQuery(5); // allow up to 5 frames of latency
- }
- else
- {
- // profile attachments one at a time
- LLVOAvatar::attachment_map_t::iterator iter;
- LLVOAvatar::attachment_map_t::iterator begin = avatar->mAttachmentPoints.begin();
- LLVOAvatar::attachment_map_t::iterator end = avatar->mAttachmentPoints.end();
-
- for (iter = begin;
- iter != end;
- ++iter)
- {
- LLViewerJointAttachment* attachment = iter->second;
- for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachment->mAttachedObjects.begin();
- attachment_iter != attachment->mAttachedObjects.end();
- ++attachment_iter)
- {
- LLViewerObject* attached_object = attachment_iter->get();
- if (attached_object)
- {
- // use gDebugProgram to do the GPU queries
- gDebugProgram.clearStats();
- gDebugProgram.placeProfileQuery(true);
-
- generateImpostor(avatar, false, true, attached_object);
- gDebugProgram.readProfileQuery(true, true);
-
- attached_object->mGPURenderTime = gDebugProgram.mTimeElapsed / 1000000.f;
- }
- }
- }
- }
-
- mRT->deferredScreen.flush();
-
- if (cur_shader)
- {
- cur_shader->bind();
- }
-}
-
-void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool for_profile, LLViewerObject* specific_attachment)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- LL_PROFILE_GPU_ZONE("generateImpostor");
- LLGLState::checkStates();
-
- 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();
-
- // previews can't be muted or impostered
- bool visually_muted = !for_profile && !preview_avatar && avatar->isVisuallyMuted();
- LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID()
- << " is " << ( visually_muted ? "" : "not ") << "visually muted"
- << LL_ENDL;
- bool too_complex = !for_profile && !preview_avatar && avatar->isTooComplex();
- LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID()
- << " is " << ( too_complex ? "" : "not ") << "too complex"
- << LL_ENDL;
-
- pushRenderTypeMask();
-
- if (visually_muted || too_complex)
- {
- // only show jelly doll geometry
- andRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR,
- LLPipeline::RENDER_TYPE_CONTROL_AV,
- END_RENDER_TYPES);
- }
- else
- {
- //hide world geometry
- clearRenderTypeMask(
- RENDER_TYPE_SKY,
- RENDER_TYPE_WL_SKY,
- RENDER_TYPE_TERRAIN,
- RENDER_TYPE_GRASS,
- RENDER_TYPE_CONTROL_AV, // Animesh
- RENDER_TYPE_TREE,
- RENDER_TYPE_VOIDWATER,
- RENDER_TYPE_WATER,
- RENDER_TYPE_ALPHA_PRE_WATER,
- RENDER_TYPE_PASS_GRASS,
- RENDER_TYPE_HUD,
- RENDER_TYPE_PARTICLES,
- RENDER_TYPE_CLOUDS,
- RENDER_TYPE_HUD_PARTICLES,
- END_RENDER_TYPES
- );
- }
-
- if (specific_attachment && specific_attachment->isHUDAttachment())
- { //enable HUD rendering
- setRenderTypeMask(RENDER_TYPE_HUD, END_RENDER_TYPES);
- }
-
- S32 occlusion = sUseOcclusion;
- sUseOcclusion = 0;
-
- sReflectionRender = ! sRenderDeferred;
-
- sShadowRender = true;
- sImpostorRender = true;
-
- LLViewerCamera* viewer_camera = LLViewerCamera::getInstance();
-
- {
- markVisible(avatar->mDrawable, *viewer_camera);
-
- if (preview_avatar)
- {
- // Only show rigged attachments for preview
- // For the sake of performance and so that static
- // objects won't obstruct previewing changes
- 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)
- {
- LLViewerObject* attached_object = attachment_iter->get();
- if (attached_object)
- {
- if (attached_object->isRiggedMesh())
- {
- markVisible(attached_object->mDrawable->getSpatialBridge(), *viewer_camera);
- }
- else
- {
- // sometimes object is a linkset and rigged mesh is a child
- LLViewerObject::const_child_list_t& child_list = attached_object->getChildren();
- for (LLViewerObject::child_list_t::const_iterator iter = child_list.begin();
- iter != child_list.end(); iter++)
- {
- LLViewerObject* child = *iter;
- if (child->isRiggedMesh())
- {
- markVisible(attached_object->mDrawable->getSpatialBridge(), *viewer_camera);
- break;
- }
- }
- }
- }
- }
- }
- }
- else
- {
- if (specific_attachment)
- {
- markVisible(specific_attachment->mDrawable->getSpatialBridge(), *viewer_camera);
- }
- else
- {
- LLVOAvatar::attachment_map_t::iterator iter;
- LLVOAvatar::attachment_map_t::iterator begin = avatar->mAttachmentPoints.begin();
- LLVOAvatar::attachment_map_t::iterator end = avatar->mAttachmentPoints.end();
-
- for (iter = begin;
- iter != end;
- ++iter)
- {
- LLViewerJointAttachment* attachment = iter->second;
- for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachment->mAttachedObjects.begin();
- attachment_iter != attachment->mAttachedObjects.end();
- ++attachment_iter)
- {
- LLViewerObject* attached_object = attachment_iter->get();
- if (attached_object)
- {
- markVisible(attached_object->mDrawable->getSpatialBridge(), *viewer_camera);
- }
- }
- }
- }
- }
- }
-
- stateSort(*LLViewerCamera::getInstance(), result);
-
- LLCamera camera = *viewer_camera;
- LLVector2 tdim;
- U32 resY = 0;
- U32 resX = 0;
-
- if (!preview_avatar)
- {
- 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 (!for_profile)
- {
- if (!avatar->mImpostor.isComplete())
- {
- avatar->mImpostor.allocate(resX, resY, GL_RGBA, true);
-
- if (LLPipeline::sRenderDeferred)
- {
- addDeferredAttachments(avatar->mImpostor, true);
- }
-
- 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())
- {
- 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 (preview_avatar || for_profile)
- {
- // previews and profiles don't care about imposters
- renderGeomDeferred(camera);
- renderGeomPostDeferred(camera);
- }
- else
- {
- 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;
-
- }
-
- LLDrawPoolAvatar::sMinimumAlpha = old_alpha;
-
- if (!for_profile)
- { //create alpha mask based on depth buffer (grey out if muted)
- if (LLPipeline::sRenderDeferred)
- {
- GLuint buff = GL_COLOR_ATTACHMENT0;
- glDrawBuffers(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;
-
- 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 if (!preview_avatar)
- { //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();
-
- gDebugProgram.unbind();
-
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
- }
-
- if (!preview_avatar && !for_profile)
- {
- avatar->mImpostor.flush();
- avatar->setImpostorDim(tdim);
- }
-
- sUseOcclusion = occlusion;
- sReflectionRender = false;
- sImpostorRender = false;
- sShadowRender = false;
- popRenderTypeMask();
-
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
-
- if (!preview_avatar && !for_profile)
- {
- avatar->mNeedsImpostorUpdate = false;
- avatar->cacheImpostorValues();
- avatar->mLastImpostorUpdateFrameTime = gFrameTimeSeconds;
- }
-
- LLVertexBuffer::unbind();
- LLGLState::checkStates();
-}
-
-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();
-}
-
-LLCullResult::sg_iterator LLPipeline::beginRiggedAlphaGroups()
-{
- return sCull->beginRiggedAlphaGroups();
-}
-
-LLCullResult::sg_iterator LLPipeline::endRiggedAlphaGroups()
-{
- return sCull->endRiggedAlphaGroups();
-}
-
-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);
- //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);
- }
- }
-}
-void LLPipeline::unhideDrawable( LLDrawable *pDrawable )
-{
- pDrawable->clearState( LLDrawable::FORCE_INVISIBLE );
- markRebuild( pDrawable, LLDrawable::REBUILD_ALL);
- //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);
- }
- }
-}
-void LLPipeline::restoreHiddenObject( const LLUUID& id )
-{
- LLViewerObject *pVO = gObjectList.findObject( id );
-
- if ( pVO )
- {
- LLDrawable *pDrawable = pVO->mDrawable;
- if ( pDrawable )
- {
- unhideDrawable( pDrawable );
- }
- }
-}
-
-void LLPipeline::skipRenderingShadows()
-{
- LLGLDepthTest depth(GL_TRUE);
-
- for (S32 j = 0; j < 4; j++)
- {
- mRT->shadow[j].bindTarget();
- mRT->shadow[j].clear();
- mRT->shadow[j].flush();
- }
-}
-
-void LLPipeline::handleShadowDetailChanged()
-{
- if (RenderShadowDetail > gSavedSettings.getS32("RenderShadowDetail"))
- {
- skipRenderingShadows();
- }
- else
- {
- LLViewerShaderMgr::instance()->setShaders();
- }
-}
-
-class LLOctreeDirty : public OctreeTraveler
-{
-public:
- virtual void visit(const OctreeNode* state)
- {
- LLSpatialGroup* group = (LLSpatialGroup*)state->getListener(0);
-
- if (group->getSpatialPartition()->mRenderByGroup)
- {
- group->setState(LLSpatialGroup::GEOM_DIRTY);
- gPipeline.markRebuild(group);
- }
-
- for (LLSpatialGroup::bridge_list_t::iterator i = group->mBridgeList.begin(); i != group->mBridgeList.end(); ++i)
- {
- LLSpatialBridge* bridge = *i;
- traverse(bridge->mOctree);
- }
- }
-};
-
-
-void LLPipeline::rebuildDrawInfo()
-{
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
-
- LLOctreeDirty dirty;
-
- LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_VOLUME);
- dirty.traverse(part->mOctree);
-
- part = region->getSpatialPartition(LLViewerRegion::PARTITION_BRIDGE);
- dirty.traverse(part->mOctree);
- }
-}
-
+/** + * @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 "llstartup.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 "lldrawpoolbump.h" +#include "lldrawpooltree.h" +#include "lldrawpoolwater.h" +#include "llface.h" +#include "llfeaturemanager.h" +#include "llfloatertelehub.h" +#include "llfloaterreg.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 "llvosky.h" +#include "llvowlsky.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" +#include "llsettingsvo.h" + +extern bool gSnapshot; +bool gShiftFrame = false; + +//cached settings +bool LLPipeline::WindLightUseAtmosShaders; +bool LLPipeline::RenderDeferred; +F32 LLPipeline::RenderDeferredSunWash; +U32 LLPipeline::RenderFSAASamples; +U32 LLPipeline::RenderResolutionDivisor; +bool LLPipeline::RenderUIBuffer; +S32 LLPipeline::RenderShadowDetail; +S32 LLPipeline::RenderShadowSplits; +bool LLPipeline::RenderDeferredSSAO; +F32 LLPipeline::RenderShadowResolutionScale; +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::RenderGlowMaxExtractAlpha; +F32 LLPipeline::RenderGlowWarmthAmount; +LLVector3 LLPipeline::RenderGlowLumWeights; +LLVector3 LLPipeline::RenderGlowWarmthWeights; +S32 LLPipeline::RenderGlowResolutionPow; +S32 LLPipeline::RenderGlowIterations; +F32 LLPipeline::RenderGlowWidth; +F32 LLPipeline::RenderGlowStrength; +bool LLPipeline::RenderGlowNoise; +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; +LLDrawable* LLPipeline::RenderSpotLight = nullptr; +F32 LLPipeline::RenderEdgeDepthCutoff; +F32 LLPipeline::RenderEdgeNormCutoff; +LLVector3 LLPipeline::RenderShadowGaussian; +F32 LLPipeline::RenderShadowBlurDistFactor; +bool LLPipeline::RenderDeferredAtmospheric; +F32 LLPipeline::RenderHighlightFadeTime; +F32 LLPipeline::RenderFarClip; +LLVector3 LLPipeline::RenderShadowSplitExponent; +F32 LLPipeline::RenderShadowErrorCutoff; +F32 LLPipeline::RenderShadowFOVCutoff; +bool LLPipeline::CameraOffset; +F32 LLPipeline::CameraMaxCoF; +F32 LLPipeline::CameraDoFResScale; +F32 LLPipeline::RenderAutoHideSurfaceAreaLimit; +bool LLPipeline::RenderScreenSpaceReflections; +S32 LLPipeline::RenderScreenSpaceReflectionIterations; +F32 LLPipeline::RenderScreenSpaceReflectionRayStep; +F32 LLPipeline::RenderScreenSpaceReflectionDistanceBias; +F32 LLPipeline::RenderScreenSpaceReflectionDepthRejectBias; +F32 LLPipeline::RenderScreenSpaceReflectionAdaptiveStepMultiplier; +S32 LLPipeline::RenderScreenSpaceReflectionGlossySamples; +S32 LLPipeline::RenderBufferVisualization; +LLTrace::EventStatHandle<S64> LLPipeline::sStatBatchSize("renderbatchsize"); + +const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f; +const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f; +const F32 ALPHA_BLEND_CUTOFF = 0.598f; +const F32 DEFERRED_LIGHT_FALLOFF = 0.5f; +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; +extern bool gCubeSnapshot; +extern bool gSnapshotNoPost; + +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_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_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_STATESORT("Sort Draw State"); +LLTrace::BlockTimerStatHandle FTM_PIPELINE("Pipeline"); +LLTrace::BlockTimerStatHandle FTM_CLIENT_COPY("Client Copy"); +LLTrace::BlockTimerStatHandle FTM_RENDER_DEFERRED("Deferred Shading"); + +LLTrace::BlockTimerStatHandle FTM_RENDER_UI_HUD("HUD"); +LLTrace::BlockTimerStatHandle FTM_RENDER_UI_3D("3D"); +LLTrace::BlockTimerStatHandle FTM_RENDER_UI_2D("2D"); + +static LLTrace::BlockTimerStatHandle FTM_STATESORT_DRAWABLE("Sort Drawables"); + +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"); + +//---------------------------------------- + +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); + +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::sAutoMaskAlphaDeferred = true; +bool LLPipeline::sAutoMaskAlphaNonDeferred = false; +bool LLPipeline::sRenderTransparentWater = true; +bool LLPipeline::sBakeSunlight = false; +bool LLPipeline::sNoAlpha = false; +bool LLPipeline::sUseFarClip = true; +bool LLPipeline::sShadowRender = false; +bool LLPipeline::sRenderGlow = false; +bool LLPipeline::sReflectionRender = false; +bool LLPipeline::sDistortionRender = false; +bool LLPipeline::sImpostorRender = false; +bool LLPipeline::sImpostorRenderAlphaDepthPass = false; +bool LLPipeline::sUnderWaterRender = false; +bool LLPipeline::sTextureBindTest = false; +bool LLPipeline::sRenderAttachedLights = true; +bool LLPipeline::sRenderAttachedParticles = true; +bool LLPipeline::sRenderDeferred = false; +bool LLPipeline::sReflectionProbesEnabled = false; +S32 LLPipeline::sVisibleLightCount = 0; +bool LLPipeline::sRenderingHUDs; +F32 LLPipeline::sDistortionWaterClipPlaneMargin = 1.0125f; + +// EventHost API LLPipeline listener. +static LLPipelineListener sPipelineListener; + +static LLCullResult* sCull = NULL; + +void validate_framebuffer_object(); + +// Add color attachments for deferred rendering +// target -- RenderTarget to add attachments to +bool addDeferredAttachments(LLRenderTarget& target, bool for_impostor = false) +{ + bool valid = true + && target.addColorAttachment(GL_RGBA) // frag-data[1] specular OR PBR ORM + && target.addColorAttachment(GL_RGBA16F) // frag_data[2] normal+z+fogmask, See: class1\deferred\materialF.glsl & softenlight + && target.addColorAttachment(GL_RGB16F); // frag_data[3] PBR emissive + return valid; +} + +LLPipeline::LLPipeline() : + mBackfaceCull(false), + mMatrixOpCount(0), + mTextureMatrixOps(0), + mNumVisibleNodes(0), + mNumVisibleFaces(0), + mPoissonOffset(0), + + mInitialized(false), + mShadersLoaded(false), + mTransformFeedbackPrimitives(0), + mRenderDebugFeatureMask(0), + mRenderDebugMask(0), + mOldRenderDebugMask(0), + mMeshDirtyQueryObject(0), + mGroupQ1Locked(false), + mResetVertexBuffers(false), + mLastRebuildPool(NULL), + mLightMask(0), + mLightMovingMask(0) +{ + mNoiseMap = 0; + mTrueNoiseMap = 0; + mLightFunc = 0; + + for(U32 i = 0; i < 8; i++) + { + mHWLightColors[i] = LLColor4::black; + } +} + +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(); + + mRT = &mMainRT; + + gOctreeMaxCapacity = gSavedSettings.getU32("OctreeMaxNodeCapacity"); + gOctreeMinSize = gSavedSettings.getF32("OctreeMinimumNodeSize"); + sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD"); + sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights"); + sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles"); + + mInitialized = true; + + stop_glerror(); + + //create render pass pools + getPool(LLDrawPool::POOL_ALPHA_PRE_WATER); + getPool(LLDrawPool::POOL_ALPHA_POST_WATER); + 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_BUMP); + getPool(LLDrawPool::POOL_MATERIALS); + getPool(LLDrawPool::POOL_GLOW); + getPool(LLDrawPool::POOL_GLTF_PBR); + getPool(LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK); + + 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 if (gNonInteractive) + { + clearAllRenderTypes(); + } + else + { + setAllRenderTypes(); // By default, all rendering types start enabled + } + + // 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; + + // Enable features + LLViewerShaderMgr::instance()->setShaders(); + + for (U32 i = 0; i < 2; ++i) + { + mSpotLightFade[i] = 1.f; + } + + if (mCubeVB.isNull()) + { + mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX); + } + + mDeferredVB = new LLVertexBuffer(DEFERRED_VB_MASK); + mDeferredVB->allocateBuffer(8, 0); + + { + mScreenTriangleVB = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX); + mScreenTriangleVB->allocateBuffer(3, 0); + LLStrider<LLVector3> vert; + mScreenTriangleVB->getVertexStrider(vert); + + vert[0].set(-1, 1, 0); + vert[1].set(-1, -3, 0); + vert[2].set(3, 1, 0); + + mScreenTriangleVB->unmapBuffer(); + } + + // + // Update all settings to trigger a cached settings refresh + // + connectRefreshCachedSettingsSafe("RenderAutoMaskAlphaDeferred"); + connectRefreshCachedSettingsSafe("RenderAutoMaskAlphaNonDeferred"); + connectRefreshCachedSettingsSafe("RenderUseFarClip"); + connectRefreshCachedSettingsSafe("RenderAvatarMaxNonImpostors"); + connectRefreshCachedSettingsSafe("UseOcclusion"); + // DEPRECATED -- connectRefreshCachedSettingsSafe("WindLightUseAtmosShaders"); + // DEPRECATED -- connectRefreshCachedSettingsSafe("RenderDeferred"); + connectRefreshCachedSettingsSafe("RenderDeferredSunWash"); + connectRefreshCachedSettingsSafe("RenderFSAASamples"); + connectRefreshCachedSettingsSafe("RenderResolutionDivisor"); + connectRefreshCachedSettingsSafe("RenderUIBuffer"); + connectRefreshCachedSettingsSafe("RenderShadowDetail"); + connectRefreshCachedSettingsSafe("RenderShadowSplits"); + connectRefreshCachedSettingsSafe("RenderDeferredSSAO"); + connectRefreshCachedSettingsSafe("RenderShadowResolutionScale"); + 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("RenderGlowMaxExtractAlpha"); + connectRefreshCachedSettingsSafe("RenderGlowWarmthAmount"); + connectRefreshCachedSettingsSafe("RenderGlowLumWeights"); + connectRefreshCachedSettingsSafe("RenderGlowWarmthWeights"); + connectRefreshCachedSettingsSafe("RenderGlowResolutionPow"); + connectRefreshCachedSettingsSafe("RenderGlowIterations"); + connectRefreshCachedSettingsSafe("RenderGlowWidth"); + connectRefreshCachedSettingsSafe("RenderGlowStrength"); + connectRefreshCachedSettingsSafe("RenderGlowNoise"); + 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("RenderHighlightFadeTime"); + connectRefreshCachedSettingsSafe("RenderFarClip"); + connectRefreshCachedSettingsSafe("RenderShadowSplitExponent"); + connectRefreshCachedSettingsSafe("RenderShadowErrorCutoff"); + connectRefreshCachedSettingsSafe("RenderShadowFOVCutoff"); + connectRefreshCachedSettingsSafe("CameraOffset"); + connectRefreshCachedSettingsSafe("CameraMaxCoF"); + connectRefreshCachedSettingsSafe("CameraDoFResScale"); + connectRefreshCachedSettingsSafe("RenderAutoHideSurfaceAreaLimit"); + connectRefreshCachedSettingsSafe("RenderScreenSpaceReflections"); + connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionIterations"); + connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionRayStep"); + connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionDistanceBias"); + connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionDepthRejectBias"); + connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionAdaptiveStepMultiplier"); + connectRefreshCachedSettingsSafe("RenderScreenSpaceReflectionGlossySamples"); + connectRefreshCachedSettingsSafe("RenderBufferVisualization"); + gSavedSettings.getControl("RenderAutoHideSurfaceAreaLimit")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings)); +} + +LLPipeline::~LLPipeline() +{ +} + +void LLPipeline::cleanup() +{ + assertInitialized(); + + mGroupQ1.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 mAlphaPoolPreWater; + mAlphaPoolPreWater = nullptr; + delete mAlphaPoolPostWater; + mAlphaPoolPostWater = nullptr; + delete mSkyPool; + mSkyPool = NULL; + delete mTerrainPool; + mTerrainPool = NULL; + delete mWaterPool; + mWaterPool = NULL; + delete mSimplePool; + mSimplePool = NULL; + delete mFullbrightPool; + mFullbrightPool = 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; + + mMovedList.clear(); + mMovedBridge.clear(); + mShiftList.clear(); + + mInitialized = false; + + mDeferredVB = NULL; + mScreenTriangleVB = nullptr; + + mCubeVB = NULL; + + mReflectionMapManager.cleanup(); +} + +//============================================================================ + +void LLPipeline::destroyGL() +{ + stop_glerror(); + unloadShaders(); + mHighlightFaces.clear(); + + resetDrawOrders(); + + releaseGLBuffers(); + + if (mMeshDirtyQueryObject) + { + glDeleteQueries(1, &mMeshDirtyQueryObject); + mMeshDirtyQueryObject = 0; + } +} + +void LLPipeline::requestResizeScreenTexture() +{ + gResizeScreenTexture = true; +} + +void LLPipeline::requestResizeShadowTexture() +{ + gResizeShadowTexture = true; +} + +void LLPipeline::resizeShadowTexture() +{ + releaseSunShadowTargets(); + releaseSpotShadowTargets(); + allocateShadowBuffer(mRT->width, mRT->height); + gResizeShadowTexture = false; +} + +void LLPipeline::resizeScreenTexture() +{ + if (gPipeline.shadersLoaded()) + { + GLuint resX = gViewerWindow->getWorldViewWidthRaw(); + GLuint resY = gViewerWindow->getWorldViewHeightRaw(); + + if (gResizeScreenTexture || (resX != mRT->screen.getWidth()) || (resY != mRT->screen.getHeight())) + { + releaseScreenBuffers(); + releaseSunShadowTargets(); + releaseSpotShadowTargets(); + allocateScreenBuffer(resX,resY); + gResizeScreenTexture = false; + } + } +} + +bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; + eFBOStatus ret = doAllocateScreenBuffer(resX, resY); + + return ret == FBO_SUCCESS_FULLRES; +} + + +LLPipeline::eFBOStatus LLPipeline::doAllocateScreenBuffer(U32 resX, U32 resY) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; + // 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 + + // refresh cached settings here to protect against inconsistent event handling order + refreshCachedSettings(); + + 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) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; + if (mRT == &mMainRT && sReflectionProbesEnabled) + { // hacky -- allocate auxillary buffer + gCubeSnapshot = true; + mReflectionMapManager.initReflectionMaps(); + mRT = &mAuxillaryRT; + U32 res = mReflectionMapManager.mProbeResolution * 4; //multiply by 4 because probes will be 16x super sampled + allocateScreenBuffer(res, res, samples); + mRT = &mMainRT; + gCubeSnapshot = false; + } + + // remember these dimensions + mRT->width = resX; + mRT->height = resY; + + U32 res_mod = RenderResolutionDivisor; + + if (res_mod > 1 && res_mod < resX && res_mod < resY) + { + resX /= res_mod; + resY /= res_mod; + } + + //water reflection texture (always needed as scratch space whether or not transparent water is enabled) + mWaterDis.allocate(resX, resY, GL_RGBA16F, true); + + if (RenderUIBuffer) + { + if (!mRT->uiScreen.allocate(resX,resY, GL_RGBA)) + { + return false; + } + } + + S32 shadow_detail = RenderShadowDetail; + bool ssao = RenderDeferredSSAO; + + //allocate deferred rendering color buffers + if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, true)) return false; + if (!addDeferredAttachments(mRT->deferredScreen)) return false; + + GLuint screenFormat = GL_RGBA16F; + + if (!mRT->screen.allocate(resX, resY, screenFormat)) return false; + + mRT->deferredScreen.shareDepthBuffer(mRT->screen); + + if (samples > 0) + { + if (!mRT->fxaaBuffer.allocate(resX, resY, GL_RGBA)) return false; + } + else + { + mRT->fxaaBuffer.release(); + } + + if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0) + { //only need mRT->deferredLight for shadows OR ssao OR dof OR fxaa + if (!mRT->deferredLight.allocate(resX, resY, GL_RGBA16F)) return false; + } + else + { + mRT->deferredLight.release(); + } + + allocateShadowBuffer(resX, resY); + + if (!gCubeSnapshot && RenderScreenSpaceReflections) // hack to not allocate mSceneMap for cube snapshots + { + mSceneMap.allocate(resX, resY, GL_RGB, true); + } + + const bool post_hdr = gSavedSettings.getBOOL("RenderPostProcessingHDR"); + const U32 post_color_fmt = post_hdr ? GL_RGBA16F : GL_RGBA; + mPostMap.allocate(resX, resY, post_color_fmt); + + //HACK make screenbuffer allocations start failing after 30 seconds + if (gSavedSettings.getBOOL("SimulateFBOFailure")) + { + return false; + } + + gGL.getTexUnit(0)->disable(); + + stop_glerror(); + + return true; +} + +// must be even to avoid a stripe in the horizontal shadow blur +inline U32 BlurHappySize(U32 x, F32 scale) { return U32( x * scale + 16.0f) & ~0xF; } + +bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; + S32 shadow_detail = RenderShadowDetail; + + F32 scale = llmax(0.f, RenderShadowResolutionScale); + U32 sun_shadow_map_width = BlurHappySize(resX, scale); + U32 sun_shadow_map_height = BlurHappySize(resY, scale); + + if (shadow_detail > 0) + { //allocate 4 sun shadow maps + for (U32 i = 0; i < 4; i++) + { + if (!mRT->shadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, 0, true)) + { + return false; + } + } + } + else + { + for (U32 i = 0; i < 4; i++) + { + releaseSunShadowTarget(i); + } + } + + if (!gCubeSnapshot) // hack to not allocate spot shadow maps during ReflectionMapManager init + { + U32 width = (U32)(resX * scale); + U32 height = width; + + if (shadow_detail > 1) + { //allocate two spot shadow maps + U32 spot_shadow_map_width = width; + U32 spot_shadow_map_height = height; + for (U32 i = 0; i < 2; i++) + { + if (!mSpotShadow[i].allocate(spot_shadow_map_width, spot_shadow_map_height, 0, true)) + { + return false; + } + } + } + else + { + releaseSpotShadowTargets(); + } + } + + + // set up shadow map filtering and compare modes + if (shadow_detail > 0) + { + for (U32 i = 0; i < 4; i++) + { + LLRenderTarget* shadow_target = getSunShadowTarget(i); + if (shadow_target) + { + gGL.getTexUnit(0)->bind(getSunShadowTarget(i), true); + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_ANISOTROPIC); + gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); + } + } + } + + if (shadow_detail > 1 && !gCubeSnapshot) + { + for (U32 i = 0; i < 2; i++) + { + LLRenderTarget* shadow_target = getSpotShadowTarget(i); + if (shadow_target) + { + gGL.getTexUnit(0)->bind(shadow_target, true); + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_ANISOTROPIC); + gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); + } + } + } + + return true; +} + +//static +void LLPipeline::updateRenderTransparentWater() +{ + sRenderTransparentWater = gSavedSettings.getBOOL("RenderTransparentWater"); +} + +// static +void LLPipeline::refreshCachedSettings() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY; + 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::sUseOcclusion = + (!gUseWireframe + && LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion") + && gSavedSettings.getBOOL("UseOcclusion")) ? 2 : 0; + + WindLightUseAtmosShaders = true; // DEPRECATED -- gSavedSettings.getBOOL("WindLightUseAtmosShaders"); + RenderDeferred = true; // DEPRECATED -- gSavedSettings.getBOOL("RenderDeferred"); + RenderDeferredSunWash = gSavedSettings.getF32("RenderDeferredSunWash"); + RenderFSAASamples = LLFeatureManager::getInstance()->isFeatureAvailable("RenderFSAASamples") ? gSavedSettings.getU32("RenderFSAASamples") : 0; + RenderResolutionDivisor = gSavedSettings.getU32("RenderResolutionDivisor"); + RenderUIBuffer = gSavedSettings.getBOOL("RenderUIBuffer"); + RenderShadowDetail = gSavedSettings.getS32("RenderShadowDetail"); + RenderShadowSplits = gSavedSettings.getS32("RenderShadowSplits"); + RenderDeferredSSAO = gSavedSettings.getBOOL("RenderDeferredSSAO"); + RenderShadowResolutionScale = gSavedSettings.getF32("RenderShadowResolutionScale"); + 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"); + 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"); + RenderGlowNoise = gSavedSettings.getBOOL("RenderGlowNoise"); + 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"); + RenderHighlightFadeTime = gSavedSettings.getF32("RenderHighlightFadeTime"); + 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"); + RenderScreenSpaceReflections = gSavedSettings.getBOOL("RenderScreenSpaceReflections"); + RenderScreenSpaceReflectionIterations = gSavedSettings.getS32("RenderScreenSpaceReflectionIterations"); + RenderScreenSpaceReflectionRayStep = gSavedSettings.getF32("RenderScreenSpaceReflectionRayStep"); + RenderScreenSpaceReflectionDistanceBias = gSavedSettings.getF32("RenderScreenSpaceReflectionDistanceBias"); + RenderScreenSpaceReflectionDepthRejectBias = gSavedSettings.getF32("RenderScreenSpaceReflectionDepthRejectBias"); + RenderScreenSpaceReflectionAdaptiveStepMultiplier = gSavedSettings.getF32("RenderScreenSpaceReflectionAdaptiveStepMultiplier"); + RenderScreenSpaceReflectionGlossySamples = gSavedSettings.getS32("RenderScreenSpaceReflectionGlossySamples"); + RenderBufferVisualization = gSavedSettings.getS32("RenderBufferVisualization"); + sReflectionProbesEnabled = LLFeatureManager::getInstance()->isFeatureAvailable("RenderReflectionsEnabled") && gSavedSettings.getBOOL("RenderReflectionsEnabled"); + RenderSpotLight = nullptr; + + if (gNonInteractive) + { + LLVOAvatar::sMaxNonImpostors = 1; + LLVOAvatar::updateImpostorRendering(LLVOAvatar::sMaxNonImpostors); + } +} + +void LLPipeline::releaseGLBuffers() +{ + assertInitialized(); + + if (mNoiseMap) + { + LLImageGL::deleteTextures(1, &mNoiseMap); + mNoiseMap = 0; + } + + if (mTrueNoiseMap) + { + LLImageGL::deleteTextures(1, &mTrueNoiseMap); + mTrueNoiseMap = 0; + } + + releaseLUTBuffers(); + + mWaterDis.release(); + mBake.release(); + + mSceneMap.release(); + + mPostMap.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; + } + + mPbrBrdfLut.release(); + + mExposureMap.release(); + mLuminanceMap.release(); + mLastExposure.release(); + +} + +void LLPipeline::releaseShadowBuffers() +{ + releaseSunShadowTargets(); + releaseSpotShadowTargets(); +} + +void LLPipeline::releaseScreenBuffers() +{ + mRT->uiScreen.release(); + mRT->screen.release(); + mRT->fxaaBuffer.release(); + mRT->deferredScreen.release(); + mRT->deferredLight.release(); +} + +void LLPipeline::releaseSunShadowTarget(U32 index) +{ + llassert(index < 4); + mRT->shadow[index].release(); +} + +void LLPipeline::releaseSunShadowTargets() +{ + for (U32 i = 0; i < 4; i++) + { + releaseSunShadowTarget(i); + } +} + +void LLPipeline::releaseSpotShadowTargets() +{ + if (!gCubeSnapshot) // hack to avoid freeing spot shadows during ReflectionMapManager init + { + for (U32 i = 0; i < 2; i++) + { + mSpotShadow[i].release(); + } + } +} + +void LLPipeline::createGLBuffers() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + stop_glerror(); + assertInitialized(); + + // Use FBO for bake tex + mBake.allocate(512, 512, GL_RGBA, true); // SL-12781 Build > Upload > Model; 3D Preview + + stop_glerror(); + + GLuint resX = gViewerWindow->getWorldViewWidthRaw(); + GLuint resY = gViewerWindow->getWorldViewHeightRaw(); + + // allocate screen space glow buffers + const U32 glow_res = llmax(1, llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow"))); + const bool glow_hdr = gSavedSettings.getBOOL("RenderGlowHDR"); + const U32 glow_color_fmt = glow_hdr ? GL_RGBA16F : GL_RGBA; + for (U32 i = 0; i < 3; i++) + { + mGlow[i].allocate(512, glow_res, glow_color_fmt); + } + + allocateScreenBuffer(resX, resY); + mRT->width = 0; + mRT->height = 0; + + + 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, 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, 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 (!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; + } + + mPbrBrdfLut.allocate(512, 512, GL_RG16F); + mPbrBrdfLut.bindTarget(); + gDeferredGenBrdfLutProgram.bind(); + + gGL.begin(LLRender::TRIANGLE_STRIP); + gGL.vertex2f(-1, -1); + gGL.vertex2f(-1, 1); + gGL.vertex2f(1, -1); + gGL.vertex2f(1, 1); + gGL.end(); + gGL.flush(); + + gDeferredGenBrdfLutProgram.unbind(); + mPbrBrdfLut.flush(); + + mExposureMap.allocate(1, 1, GL_R16F); + mExposureMap.bindTarget(); + glClearColor(1, 1, 1, 0); + mExposureMap.clear(); + glClearColor(0, 0, 0, 0); + mExposureMap.flush(); + + mLuminanceMap.allocate(256, 256, GL_R16F, false, LLTexUnit::TT_TEXTURE, LLTexUnit::TMG_AUTO); + + mLastExposure.allocate(1, 1, GL_R16F); +} + + +void LLPipeline::restoreGL() +{ + assertInitialized(); + + 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::shadersLoaded() +{ + return (assertInitialized() && mShadersLoaded); +} + +bool LLPipeline::canUseWindLightShaders() const +{ + return true; +} + +bool LLPipeline::canUseAntiAliasing() const +{ + return true; +} + +void LLPipeline::unloadShaders() +{ + LLViewerShaderMgr::instance()->unloadShaders(); + mShadersLoaded = false; +} + +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.... +} + +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) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + 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_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_PRE_WATER: + poolp = mAlphaPoolPreWater; + break; + case LLDrawPool::POOL_ALPHA_POST_WATER: + poolp = mAlphaPoolPostWater; + break; + + case LLDrawPool::POOL_AVATAR: + case LLDrawPool::POOL_CONTROL_AV: + break; // Do nothing + + case LLDrawPool::POOL_SKY: + poolp = mSkyPool; + break; + + case LLDrawPool::POOL_WATER: + poolp = mWaterPool; + break; + + case LLDrawPool::POOL_WL_SKY: + poolp = mWLSkyPool; + break; + + case LLDrawPool::POOL_GLTF_PBR: + poolp = mPBROpaquePool; + break; + case LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK: + poolp = mPBRAlphaMaskPool; + 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(); + LLGLTFMaterial* gltf_mat = te->getGLTFRenderMaterial(); + + 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 || (gltf_mat && gltf_mat->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_BLEND)) + { + return LLDrawPool::POOL_ALPHA; + } + else if ((te->getBumpmap() || te->getShiny()) && (!mat || mat->getNormalID().isNull())) + { + return LLDrawPool::POOL_BUMP; + } + else if (gltf_mat) + { + return LLDrawPool::POOL_GLTF_PBR; + } + 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); +} + + +void LLPipeline::unlinkDrawable(LLDrawable *drawable) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + + 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)) + { + LLDrawable::drawable_vector_t::iterator iter = std::find(mMovedList.begin(), mMovedList.end(), drawablep); + if (iter != mMovedList.end()) + { + mMovedList.erase(iter); + } + } + + if (drawablep->getSpatialGroup()) + { + 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 + } + } + + mLights.erase(drawablep); + + for (light_set_t::iterator iter = mNearbyLights.begin(); + iter != mNearbyLights.end(); iter++) + { + if (iter->drawable == drawablep) + { + mNearbyLights.erase(iter); + break; + } + } + + 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_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + light_set_t::iterator iter = gPipeline.mNearbyLights.begin(); + while (iter != gPipeline.mNearbyLights.end()) + { + const LLViewerObject* vobj = iter->drawable->getVObj(); + if (vobj + && vobj->getAvatar() + && vobj->isAttachment() + && vobj->getAvatar() == muted_avatar) + { + gPipeline.mLights.erase(iter->drawable); + iter = gPipeline.mNearbyLights.erase(iter); + } + else + { + iter++; + } + } +} + +U32 LLPipeline::addObject(LLViewerObject *vobj) +{ + if (RenderDelayCreation) + { + mCreateQ.push_back(vobj); + } + else + { + createObject(vobj); + } + + return 1; +} + +void LLPipeline::createObjects(F32 max_dtime) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + + 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) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + 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); + + 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() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + assertInitialized(); + + sCompiles = 0; + mNumVisibleFaces = 0; + + if (mOldRenderDebugMask != mRenderDebugMask) + { + gObjectList.clearDebugText(); + mOldRenderDebugMask = mRenderDebugMask; + } +} + +//external functions for asynchronous updating +void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep) +{ + LL_PROFILE_ZONE_SCOPED; + 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) +{ + LL_PROFILE_ZONE_SCOPED; + 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) +{ + LL_PROFILE_ZONE_SCOPED; + 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->isState(LLDrawable::ACTIVE)) + { + 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); + if (drawablep->getVObj()) + { + drawablep->getVObj()->dirtySpatialGroup(); + } + } + iter = moved_list.erase(curiter); + } + } +} + +void LLPipeline::updateMove() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + + if (FreezeTime) + { + return; + } + + assertInitialized(); + + for (LLDrawable::drawable_set_t::iterator iter = mRetexturedList.begin(); + iter != mRetexturedList.end(); ++iter) + { + LLDrawable* drawablep = *iter; + if (drawablep && !drawablep->isDead()) + { + drawablep->updateTexture(); + } + } + mRetexturedList.clear(); + + updateMovedList(mMovedList); + + //balance octrees + 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) +{ + llassert(!gCubeSnapshot); // shouldn't be doing ANY of this during cube snap shots + 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() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + sCull = NULL; + mGroupSaveQ1.clear(); +} + +void check_references(LLSpatialGroup* group, LLDrawable* drawable) +{ + for (LLSpatialGroup::element_iter i = group->getDataBegin(); i != group->getDataEnd(); ++i) + { + LLDrawable* drawablep = (LLDrawable*)(*i)->getDrawable(); + if (drawable == drawablep) + { + 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 0 + 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 0 + 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 0 + 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"); + +// static +bool LLPipeline::isWaterClip() +{ + return (!sRenderTransparentWater || gCubeSnapshot) && !sRenderingHUDs; +} + +void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_CULL); + LL_PROFILE_GPU_ZONE("updateCull"); // should always be zero GPU time, but drop a timer to flush stuff out + + bool water_clip = isWaterClip(); + + if (water_clip) + { + + LLVector3 pnorm; + + F32 water_height = LLEnvironment::instance().getWaterHeight(); + + if (sUnderWaterRender) + { + //camera is below water, cull above water + pnorm.setVec(0, 0, 1); + } + else + { + //camera is above water, cull below water + pnorm = LLVector3(0, 0, -1); + } + + LLPlane plane; + plane.setVec(LLVector3(0, 0, water_height), pnorm); + + camera.setUserClipPlane(plane); + } + else + { + camera.disableUserClipPlane(); + } + + grabReferences(result); + + sCull->clear(); + + 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->cull(camera); + } + } + } + + //scan the VO Cache tree + LLVOCachePartition* vo_part = region->getVOCachePartition(); + if(vo_part) + { + vo_part->cull(camera, sUseOcclusion > 0); + } + } + + 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_WL_SKY) && + gPipeline.canUseWindLightShaders() && + gSky.mVOWLSkyp.notNull() && + gSky.mVOWLSkyp->mDrawable.notNull()) + { + gSky.mVOWLSkyp->mDrawable->setVisible(camera); + sCull->pushDrawable(gSky.mVOWLSkyp->mDrawable); + } +} + +void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera) +{ + if (group->isEmpty()) + { + return; + } + + group->setVisible(); + + if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && !gCubeSnapshot) + { + group->updateDistance(camera); + } + + assertInitialized(); + + if (!group->getSpatialPartition()->mRenderByGroup) + { //render by drawable + sCull->pushDrawableGroup(group); + } + else + { //render by group + sCull->pushVisibleGroup(group); + } + + if (group->needsUpdate() || + group->getVisible(LLViewerCamera::sCurCameraID) < LLDrawable::getCurrentFrame() - 1) + { + // include this group in occlusion groups, not because it is an occluder, but because we want to run + // an occlusion query to find out if it's an occluder + markOccluder(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::doOcclusion(LLCamera& camera) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + LL_PROFILE_GPU_ZONE("doOcclusion"); + llassert(!gCubeSnapshot); + + if (sReflectionProbesEnabled && sUseOcclusion > 1 && !LLPipeline::sShadowRender && !gCubeSnapshot) + { + gGL.setColorMask(false, false); + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + LLGLDisable cull(GL_CULL_FACE); + + gOcclusionCubeProgram.bind(); + + if (mCubeVB.isNull()) + { //cube VB will be used for issuing occlusion queries + mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX); + } + mCubeVB->setBuffer(); + + mReflectionMapManager.doOcclusion(); + gOcclusionCubeProgram.unbind(); + + gGL.setColorMask(true, true); + } + + if (LLPipeline::sUseOcclusion > 1 && + (sCull->hasOcclusionGroups() || LLVOCachePartition::sNeedsOcclusionCheck)) + { + LLVertexBuffer::unbind(); + + gGL.setColorMask(false, false); + + LLGLDisable blend(GL_BLEND); + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + + LLGLDisable cull(GL_CULL_FACE); + + gOcclusionCubeProgram.bind(); + + if (mCubeVB.isNull()) + { //cube VB will be used for issuing occlusion queries + mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX); + } + mCubeVB->setBuffer(); + + for (LLCullResult::sg_iterator iter = sCull->beginOcclusionGroups(); iter != sCull->endOcclusionGroups(); ++iter) + { + LLSpatialGroup* group = *iter; + if (!group->isDead()) + { + 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); + } + } + + gGL.setColorMask(true, true); + } +} + +bool LLPipeline::updateDrawableGeom(LLDrawable* drawablep) +{ + bool update_complete = drawablep->updateGeometry(); + if (update_complete && assertInitialized()) + { + drawablep->setState(LLDrawable::BUILT); + } + return update_complete; +} + +void LLPipeline::updateGL() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + { + while (!LLGLUpdate::sGLQ.empty()) + { + LLGLUpdate* glu = LLGLUpdate::sGLQ.front(); + glu->updateGL(); + glu->mInQ = false; + LLGLUpdate::sGLQ.pop_front(); + } + } +} + +void LLPipeline::clearRebuildGroups() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + 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; +} + +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_Q); + } + } + mBuildQ1.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(); + + for (LLDrawable::drawable_vector_t::iterator iter = mShiftList.begin(); + iter != mShiftList.end(); ++iter) + { + LLDrawable *drawablep = *iter; + drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED | LLDrawable::ON_MOVE_LIST | LLDrawable::ANIMATED_CHILD | LLDrawable::ON_SHIFT_LIST); + } + mShiftList.clear(); +} + +void LLPipeline::rebuildPriorityGroups() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + LL_PROFILE_GPU_ZONE("rebuildPriorityGroups"); + + 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; + +} + +void LLPipeline::updateGeom(F32 max_dtime) +{ + LLTimer update_timer; + LLPointer<LLDrawable> drawablep; + + LL_RECORD_BLOCK_TIME(FTM_GEO_UPDATE); + if (gCubeSnapshot) + { + return; + } + + 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->isUnload()) + { + drawablep->unload(); + drawablep->clearState(LLDrawable::FOR_UNLOAD); + } + + if (updateDrawableGeom(drawablep)) + { + drawablep->clearState(LLDrawable::IN_REBUILD_Q); + mBuildQ1.erase(curiter); + } + } + else + { + mBuildQ1.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 && + ((!sImpostorRender && av->isImpostor()) //ignore impostor flag during impostor pass + || av->isInMuteList() + || (LLVOAvatar::AOA_JELLYDOLL == av->getOverallAppearance() && !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); + } +} + +void LLPipeline::shiftObjects(const LLVector3 &offset) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + assertInitialized(); + + glClear(GL_DEPTH_BUFFER_BIT); + gDepthDirty = true; + + LLVector4a offseta; + offseta.load3(offset.mV); + + 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); + + 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); + } + } + } + + mReflectionMapManager.shift(offseta); + + 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); + } +} + +void LLPipeline::processPartitionQ() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + 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) +{ + if (group && !group->isDead() && group->getSpatialPartition()) + { + if (!group->hasState(LLSpatialGroup::IN_BUILD_Q1)) + { + llassert_always(!mGroupQ1Locked); + + mGroupQ1.push_back(group); + group->setState(LLSpatialGroup::IN_BUILD_Q1); + } + } +} + +void LLPipeline::markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag) +{ + if (drawablep && !drawablep->isDead() && assertInitialized()) + { + if (!drawablep->isState(LLDrawable::IN_REBUILD_Q)) + { + mBuildQ1.push_back(drawablep); + drawablep->setState(LLDrawable::IN_REBUILD_Q); // mark drawable as being in priority queue + } + + if (flag & (LLDrawable::REBUILD_VOLUME | LLDrawable::REBUILD_POSITION)) + { + drawablep->getVObj()->setChanged(LLXform::SILHOUETTE); + } + drawablep->setState(flag); + } +} + +void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + LL_PROFILE_GPU_ZONE("stateSort"); + + if (hasAnyRenderType(LLPipeline::RENDER_TYPE_AVATAR, + LLPipeline::RENDER_TYPE_CONTROL_AV, + 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 + gPipeline.resetDrawOrders(); + } + + //LLVertexBuffer::unbind(); + + grabReferences(result); + for (LLCullResult::sg_iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter) + { + LLSpatialGroup* group = *iter; + if (group->isDead()) + { + continue; + } + 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) + { + LLDrawable* drawablep = (LLDrawable*)(*i)->getDrawable(); + markVisible(drawablep, camera); + } + + { //rebuild mesh as soon as we know it's visible + group->rebuildMesh(); + } + } + } + + if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && !gCubeSnapshot) + { + 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; + if (group->isDead()) + { + continue; + } + group->checkOcclusion(); + if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED)) + { + markOccluder(group); + } + else + { + group->setVisible(); + stateSort(group, camera); + + { //rebuild mesh as soon as we know it's visible + group->rebuildMesh(); + } + } + } + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWABLE("stateSort"); // 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) + { + LLDrawable* drawablep = (LLDrawable*)(*i)->getDrawable(); + stateSort(drawablep, camera); + } + + if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD && !gCubeSnapshot) + { //avoid redundant stateSort calls + group->mLastUpdateDistance = group->mDistance; + } + } +} + +void LLPipeline::stateSort(LLSpatialBridge* bridge, LLCamera& camera, bool fov_changed) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + if (bridge->getSpatialGroup()->changeLOD() || fov_changed) + { + bool force_update = false; + bridge->updateDistance(camera, force_update); + } +} + +void LLPipeline::stateSort(LLDrawable* drawablep, LLCamera& camera) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + if (!drawablep + || drawablep->isDead() + || !hasRenderType(drawablep->getRenderType())) + { + return; + } + + // SL-11353 + // ignore our own geo when rendering spotlight shadowmaps... + // + if (RenderSpotLight && drawablep == RenderSpotLight) + { + 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 && !gCubeSnapshot) + { + //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) + { + LLSpatialGroup* group = *i; + if (group->isDead()) + { + continue; + } + for (LLSpatialGroup::element_iter j = group->getDataBegin(); j != group->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_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + + assertInitialized(); + + LL_PUSH_CALLSTACKS(); + + if (!gCubeSnapshot) + { + // rebuild drawable geometry + for (LLCullResult::sg_iterator i = sCull->beginDrawableGroups(); i != sCull->endDrawableGroups(); ++i) + { + LLSpatialGroup *group = *i; + if (group->isDead()) + { + continue; + } + 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 (group->isDead()) + { + continue; + } + + 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) && !gCubeSnapshot) + { // 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) + { + LLDrawInfo *info = *k; + + sCull->pushDrawInfo(j->first, info); + if (!sShadowRender && !sReflectionRender && !gCubeSnapshot) + { + addTrianglesDrawn(info->mCount); + } + } + } + + 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 && !gCubeSnapshot) + { + if (bridge) + { + LLCamera trans_camera = bridge->transformCamera(camera); + group->updateDistance(trans_camera); + } + else + { + group->updateDistance(camera); + } + } + + if (hasRenderType(LLDrawPool::POOL_ALPHA)) + { + sCull->pushAlphaGroup(group); + } + } + + LLSpatialGroup::draw_map_t::iterator rigged_alpha = group->mDrawMap.find(LLRenderPass::PASS_ALPHA_RIGGED); + + if (rigged_alpha != group->mDrawMap.end()) + { // store rigged alpha groups for LLDrawPoolAlpha prepass (skip distance update, rigged attachments use depth buffer) + if (hasRenderType(LLDrawPool::POOL_ALPHA)) + { + sCull->pushRiggedAlphaGroup(group); + } + } + } + } + + /*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) + { + glGenQueries(1, &mMeshDirtyQueryObject); + } + + + glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, mMeshDirtyQueryObject); + }*/ + + // pack vertex buffers for groups that chose to delay their updates + { + LL_PROFILE_GPU_ZONE("rebuildMesh"); + for (LLSpatialGroup::sg_vector_t::iterator iter = mMeshDirtyGroup.begin(); iter != mMeshDirtyGroup.end(); ++iter) + { + (*iter)->rebuildMesh(); + } + } + + /*if (use_transform_feedback) + { + glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN); + }*/ + + mMeshDirtyGroup.clear(); + + if (!sShadowRender) + { + // order alpha groups by distance + std::sort(sCull->beginAlphaGroups(), sCull->endAlphaGroups(), LLSpatialGroup::CompareDepthGreater()); + + // order rigged alpha groups by avatar attachment order + std::sort(sCull->beginRiggedAlphaGroups(), sCull->endRiggedAlphaGroups(), LLSpatialGroup::CompareRenderOrder()); + } + + 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 && !gCubeSnapshot) + { + 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() && !sShadowRender && !gCubeSnapshot) + { + LLFloaterTelehub::addBeacons(); + } + + if (!sShadowRender && !gCubeSnapshot) + { + mSelectedFaces.clear(); + + if (!gNonInteractive) + { + 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_PROFILE_ZONE_SCOPED_CATEGORY_UI; //LL_RECORD_BLOCK_TIME(FTM_RENDER_UI); + gPipeline.disableLights(); + + LLGLSUIDefault gls_ui; + + //LLGLEnable stencil(GL_STENCIL_TEST); + //glStencilFunc(GL_ALWAYS, 255, 0xFFFFFFFF); + //glStencilMask(0xFFFFFFFF); + //glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); + + gUIProgram.bind(); + gGL.color4f(1, 1, 1, 1); + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + + if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) + { + gViewerWindow->renderSelections(false, false, false); // For HUD version in render_ui_3d() + + // Draw the tracking overlays + LLTracker::render3D(); + + if (LLWorld::instanceExists()) + { + // Show the property lines + LLWorld::getInstance()->renderPropertyLines(); + } + LLViewerParcelMgr::getInstance()->render(); + LLViewerParcelMgr::getInstance()->renderParcelCollision(); + } + 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(); + } + + gUIProgram.unbind(); +} + +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); + disableLights(); + + if ((LLViewerShaderMgr::instance()->getShaderLevel(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()->getShaderLevel(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()->getShaderLevel(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()->getShaderLevel(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()->getShaderLevel(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()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)) + { + gHighlightSpecularProgram.unbind(); + } + } +} + +//debug use +U32 LLPipeline::sCurRenderPoolType = 0 ; + +void LLPipeline::renderGeomDeferred(LLCamera& camera, bool do_occlusion) +{ + LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomDeferred"); + LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY); + LL_PROFILE_GPU_ZONE("renderGeomDeferred"); + + llassert(!sRenderingHUDs); + + if (gUseWireframe) + { + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + } + + if (&camera == LLViewerCamera::getInstance()) + { // a bit hacky, this is the start of the main render frame, figure out delta between last modelview matrix and + // current modelview matrix + glh::matrix4f last_modelview(gGLLastModelView); + glh::matrix4f cur_modelview(gGLModelView); + + // goal is to have a matrix here that goes from the last frame's camera space to the current frame's camera space + glh::matrix4f m = last_modelview.inverse(); // last camera space to world space + m.mult_left(cur_modelview); // world space to camera space + + glh::matrix4f n = m.inverse(); + + for (U32 i = 0; i < 16; ++i) + { + gGLDeltaModelView[i] = m.m[i]; + gGLInverseDeltaModelView[i] = n.m[i]; + } + } + + bool occlude = LLPipeline::sUseOcclusion > 1 && do_occlusion && !LLGLSLShader::sProfileEnabled; + + setupHWLights(); + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("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(); + } + } + + LLVertexBuffer::unbind(); + + LLGLState::checkStates(); + + if (LLViewerShaderMgr::instance()->mShaderLevel[LLViewerShaderMgr::SHADER_DEFERRED] > 1) + { + //update reflection probe uniform + mReflectionMapManager.updateUniforms(); + } + + 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(); + + if (occlude && cur_type >= LLDrawPool::POOL_GRASS) + { + llassert(!gCubeSnapshot); // never do occlusion culling on cube snapshots + occlude = false; + gGLLastMatrix = NULL; + gGL.loadMatrix(gGLModelView); + doOcclusion(camera); + } + + pool_set_t::iterator iter2 = iter1; + if (hasRenderType(poolp->getType()) && poolp->getNumDeferredPasses() > 0) + { + LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("deferred pool render"); + + 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(); + + 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.matrixMode(LLRender::MM_MODELVIEW); + gGL.loadMatrix(gGLModelView); + + gGL.setColorMask(true, false); + + } // Tracy ZoneScoped + + if (gUseWireframe) + { + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + } +} + +void LLPipeline::renderGeomPostDeferred(LLCamera& camera) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; + LL_PROFILE_GPU_ZONE("renderGeomPostDeferred"); + + if (gUseWireframe) + { + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + } + + U32 cur_type = 0; + + LLGLEnable cull(GL_CULL_FACE); + + bool done_atmospherics = LLPipeline::sRenderingHUDs; //skip atmospherics on huds + bool done_water_haze = done_atmospherics; + + // do atmospheric haze just before post water alpha + U32 atmospherics_pass = LLDrawPool::POOL_ALPHA_POST_WATER; + + if (LLPipeline::sUnderWaterRender) + { // if under water, do atmospherics just before the water pass + atmospherics_pass = LLDrawPool::POOL_WATER; + } + + // do water haze just before pre water alpha + U32 water_haze_pass = LLDrawPool::POOL_ALPHA_PRE_WATER; + + calcNearbyLights(camera); + setupHWLights(); + + gGL.setSceneBlendType(LLRender::BT_ALPHA); + gGL.setColorMask(true, false); + + pool_set_t::iterator iter1 = mPools.begin(); + + if (gDebugGL || gDebugPipeline) + { + LLGLState::checkStates(GL_FALSE); + } + + while ( iter1 != mPools.end() ) + { + LLDrawPool *poolp = *iter1; + + cur_type = poolp->getType(); + + if (cur_type >= atmospherics_pass && !done_atmospherics) + { // do atmospherics against depth buffer before rendering alpha + doAtmospherics(); + done_atmospherics = true; + } + + if (cur_type >= water_haze_pass && !done_water_haze) + { // do water haze against depth buffer before rendering alpha + doWaterHaze(); + done_water_haze = true; + } + + pool_set_t::iterator iter2 = iter1; + if (hasRenderType(poolp->getType()) && poolp->getNumPostDeferredPasses() > 0) + { + LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("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(GL_FALSE); + } + } + } + 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.matrixMode(LLRender::MM_MODELVIEW); + gGL.loadMatrix(gGLModelView); + + if (!gCubeSnapshot) + { + // debug displays + renderHighlights(); + mHighlightFaces.clear(); + + renderDebug(); + } + + if (gUseWireframe) + { + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + } +} + +void LLPipeline::renderGeomShadow(LLCamera& camera) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + LL_PROFILE_GPU_ZONE("renderGeomShadow"); + 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(); + } + } + 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); +} + + +static U32 sIndicesDrawnCount = 0; + +void LLPipeline::addTrianglesDrawn(S32 index_count) +{ + sIndicesDrawnCount += index_count; +} + +void LLPipeline::recordTrianglesDrawn() +{ + assertInitialized(); + U32 count = sIndicesDrawnCount / 3; + sIndicesDrawnCount = 0; + add(LLStatViewer::TRIANGLES_DRAWN, LLUnits::Triangles::fromValue(count)); +} + +void LLPipeline::renderPhysicsDisplay() +{ + if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) + { + return; + } + + gGL.flush(); + gDebugProgram.bind(); + + LLGLEnable(GL_POLYGON_OFFSET_LINE); + glPolygonOffset(3.f, 3.f); + glLineWidth(3.f); + LLGLEnable blend(GL_BLEND); + gGL.setSceneBlendType(LLRender::BT_ALPHA); + + for (int pass = 0; pass < 3; ++pass) + { + // pass 0 - depth write enabled, color write disabled, fill + // pass 1 - depth write disabled, color write enabled, fill + // pass 2 - depth write disabled, color write enabled, wireframe + gGL.setColorMask(pass >= 1, false); + LLGLDepthTest depth(GL_TRUE, pass == 0); + + bool wireframe = (pass == 2); + + if (wireframe) + { + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + } + + 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(wireframe); + } + } + } + } + gGL.flush(); + + if (wireframe) + { + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + } + } + glLineWidth(1.f); + gDebugProgram.unbind(); + +} + +extern std::set<LLSpatialGroup*> visible_selected_groups; + +void LLPipeline::renderDebug() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + + 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() ) + { + 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 ) ) + { + //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(); + } + } + } + + + //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"); + + 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); // no stencil -- deprecated | 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 + gPathfindingNoNormalsProgram.bind(); + gPathfindingNoNormalsProgram.uniform1f(sTint, 1.f); + gPathfindingNoNormalsProgram.uniform1f(sAlphaScale, 1.f); + llPathingLibInstance->renderNavMeshEdges(); + gPathfindingProgram.bind(); + + gGL.flush(); + glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); + glLineWidth(1.0f); + gGL.flush(); + } + //User designated path + if ( LLPathfindingPathTool::getInstance()->isRenderPath() ) + { + //The path + gUIProgram.bind(); + gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep); + llPathingLibInstance->renderPath(); + gPathfindingProgram.bind(); + + //The bookends + //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(); + } + + if ( pathfindingConsole->isRenderWaterPlane() ) + { + LLGLEnable blend(GL_BLEND); + gPathfindingProgram.uniform1f(sAlphaScale, 0.90f); + 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 + gPathfindingNoNormalsProgram.bind(); + gPathfindingNoNormalsProgram.uniform1f(sTint, gSavedSettings.getF32("PathfindingXRayTint")); + gPathfindingNoNormalsProgram.uniform1f(sAlphaScale, gSavedSettings.getF32("PathfindingXRayOpacity")); + llPathingLibInstance->renderNavMeshEdges(); + gPathfindingProgram.bind(); + + gGL.flush(); + glLineWidth(1.0f); + } + + glPolygonOffset(0.f, 0.f); + + gGL.flush(); + gPathfindingProgram.unbind(); + } + } + } + } + + gGLLastMatrix = NULL; + gGL.loadMatrix(gGLModelView); + gGL.setColorMask(true, false); + + + if (!hud_only && !mDebugBlips.empty()) + { //render debug blips + gUIProgram.bind(); + gGL.color4f(1, 1, 1, 1); + + 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)) + { //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(); + + //draw reflection probes and links between them + if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_REFLECTION_PROBES) && !hud_only) + { + mReflectionMapManager.renderDebug(); + } + + if (gSavedSettings.getBOOL("RenderReflectionProbeVolumes") && !hud_only) + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("probe debug display"); + + bindDeferredShader(gReflectionProbeDisplayProgram, NULL); + mScreenTriangleVB->setBuffer(); + + LLGLEnable blend(GL_BLEND); + LLGLDepthTest depth(GL_FALSE); + + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + unbindDeferredShader(gReflectionProbeDisplayProgram); + } + + gUIProgram.bind(); + + if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_RAYCAST) && !hud_only) + { //draw crosshairs on particle intersection + if (gDebugRaycastParticle) + { + 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) && !hud_only) + { + 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(); + } + } + + gGL.flush(); + gUIProgram.unbind(); +} + +void LLPipeline::rebuildPools() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + + 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_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_PRE_WATER: + if( mAlphaPoolPreWater ) + { + llassert(0); + LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Alpha pre-water pool" << LL_ENDL; + } + else + { + mAlphaPoolPreWater = (LLDrawPoolAlpha*) new_poolp; + } + break; + case LLDrawPool::POOL_ALPHA_POST_WATER: + if (mAlphaPoolPostWater) + { + llassert(0); + LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate Alpha post-water pool" << LL_ENDL; + } + else + { + mAlphaPoolPostWater = (LLDrawPoolAlpha*)new_poolp; + } + break; + + case LLDrawPool::POOL_AVATAR: + case LLDrawPool::POOL_CONTROL_AV: + 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_WL_SKY: + if( mWLSkyPool ) + { + llassert(0); + LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate WLSky Pool" << LL_ENDL; + } + else + { + mWLSkyPool = new_poolp; + } + break; + + case LLDrawPool::POOL_GLTF_PBR: + if( mPBROpaquePool ) + { + llassert(0); + LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate PBR Opaque Pool" << LL_ENDL; + } + else + { + mPBROpaquePool = new_poolp; + } + break; + + case LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK: + if (mPBRAlphaMaskPool) + { + llassert(0); + LL_WARNS() << "LLPipeline::addPool(): Ignoring duplicate PBR Alpha Mask Pool" << LL_ENDL; + } + else + { + mPBRAlphaMaskPool = 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_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_PRE_WATER: + llassert( poolp == mAlphaPoolPreWater ); + mAlphaPoolPreWater = nullptr; + break; + + case LLDrawPool::POOL_ALPHA_POST_WATER: + llassert(poolp == mAlphaPoolPostWater); + mAlphaPoolPostWater = nullptr; + break; + + case LLDrawPool::POOL_AVATAR: + case LLDrawPool::POOL_CONTROL_AV: + 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_GLTF_PBR: + llassert( poolp == mPBROpaquePool ); + mPBROpaquePool = NULL; + break; + + case LLDrawPool::POOL_GLTF_PBR_ALPHA_MASK: + llassert(poolp == mPBRAlphaMaskPool); + mPBRAlphaMaskPool = NULL; + break; + + default: + llassert(0); + LL_WARNS() << "Invalid Pool Type in LLPipeline::removeFromQuickLookup() type=" << poolp->getType() << LL_ENDL; + break; + } +} + +void LLPipeline::resetDrawOrders() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + 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(); + + LLEnvironment& environment = LLEnvironment::instance(); + LLSettingsSky::ptr_t psky = environment.getCurrentSky(); + + bool sun_up = environment.getIsSunUp(); + + + 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); + + 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) + { + LLVector3 light_dir = sun_up ? LLVector3(mSunDir) : LLVector3(mMoonDir); + LLVector3 opposite_pos = -light_dir; + LLVector3 orthog_light_pos = light_dir % LLVector3::z_axis; + LLVector4 backlight_pos = LLVector4(lerp(opposite_pos, orthog_light_pos, 0.3f), 0.0f); + backlight_pos.normalize(); + + LLColor4 light_diffuse = sun_up ? mSunDiffuse : mMoonDiffuse; + + 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; + + 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) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; + F32 inten = light->getLightIntensity(); + if (inten < .001f) + { + return max_dist; + } + bool selected = light->isSelected(); + if (selected) + { + return 0.f; // selected lights get highest priority + } + F32 radius = light->getLightRadius(); + F32 dist = dist_vec(light->getRenderPosition(), cam_pos); + dist = llmax(dist - radius, 0.f); + if (light->mDrawable.notNull() && light->mDrawable->isState(LLDrawable::ACTIVE)) + { + // moving lights get a little higher priority (too much causes artifacts) + dist = llmax(dist - light->getLightRadius()*0.25f, 0.f); + } + return dist; +} + +void LLPipeline::calcNearbyLights(LLCamera& camera) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; + assertInitialized(); + + if (LLPipeline::sReflectionRender || gCubeSnapshot || LLPipeline::sRenderingHUDs) + { + return; + } + + static LLCachedControl<S32> local_light_count(gSavedSettings, "RenderLocalLightCount", 256); + + if (local_light_count >= 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 = camera.getOrigin(); + + F32 max_dist; + if (LLPipeline::sRenderDeferred) + { + max_dist = RenderFarClip; + } + else + { + max_dist = llmin(RenderFarClip, LIGHT_MAX_RADIUS * 4.f); + } + + // 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() || vobj->getAvatar()->isTooSlow()) + ) + { + 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); + F32 fade = light->fade; + // actual fade gets decreased/increased by setupHWLights + // light->fade value is 'time'. + // >=0 and light will become visible as value increases + // <0 and light will fade out + if (dist < max_dist) + { + if (fade < 0) + { + // mark light to fade in + // if fade was -LIGHT_FADE_TIME - it was fully invisible + // if fade -0 - it was fully visible + // visibility goes up from 0 to LIGHT_FADE_TIME. + fade += LIGHT_FADE_TIME; + } + } + else + { + // mark light to fade out + // visibility goes down from -0 to -LIGHT_FADE_TIME. + if (fade >= LIGHT_FADE_TIME) + { + fade = -0.0001f; // was fully visible + } + else if (fade >= 0) + { + // 0.75 visible light should stay 0.75 visible, but should reverse direction + fade -= LIGHT_FADE_TIME; + } + } + cur_nearby_lights.insert(Light(drawable, dist, fade)); + } + mNearbyLights = cur_nearby_lights; + + // FIND NEW LIGHTS THAT ARE IN RANGE + light_set_t new_nearby_lights; + for (LLDrawable::ordered_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 + } + if (!sRenderAttachedLights && light && light->isAttachment()) + { + continue; + } + LLVOAvatar * av = light->getAvatar(); + if (av && (av->isTooComplex() || av->isInMuteList() || av->isTooSlow())) + { + // avatars that are already in the list will be removed by removeMutedAVsLights + continue; + } + F32 dist = calc_light_dist(light, cam_pos, max_dist); + if (dist >= max_dist) + { + continue; + } + new_nearby_lights.insert(Light(drawable, dist, 0.f)); + if (!LLPipeline::sRenderDeferred && 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 (LLPipeline::sRenderDeferred || 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) + { + // mark light to fade out + // visibility goes down from -0 to -LIGHT_FADE_TIME. + // + // This is a mess, but for now it needs to be in sync + // with fade code above. Ex: code above detects distance < max, + // sets fade time to positive, this code then detects closer + // lights and sets fade time negative, fully compensating + // for the code above + if (farthest_light->fade >= LIGHT_FADE_TIME) + { + farthest_light->fade = -0.0001f; // was fully visible + } + else if (farthest_light->fade >= 0) + { + farthest_light->fade -= LIGHT_FADE_TIME; + } + } + 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() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; + assertInitialized(); + + if (LLPipeline::sRenderingHUDs) + { + return; + } + + F32 light_scale = 1.f; + + if (gCubeSnapshot) + { //darken local lights when probe ambiance is above 1 + light_scale = mReflectionMapManager.mLightScale; + } + + + LLEnvironment& environment = LLEnvironment::instance(); + LLSettingsSky::ptr_t psky = environment.getCurrentSky(); + + // Ambient + LLColor4 ambient = psky->getTotalAmbient(); + + gGL.setAmbientLightColor(ambient); + + bool sun_up = environment.getIsSunUp(); + bool moon_up = environment.getIsMoonUp(); + + // 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); + + mSunDiffuse.setVec(psky->getSunlightColor()); + mMoonDiffuse.setVec(psky->getMoonlightColor()); + + 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(); + + max_color = llmax(mMoonDiffuse.mV[0], mMoonDiffuse.mV[1], mMoonDiffuse.mV[2]); + if (max_color > 1.f) + { + mMoonDiffuse *= 1.f/max_color; + } + mMoonDiffuse.clamp(); + + // prevent underlighting from having neither lightsource facing us + if (!sun_up && !moon_up) + { + mSunDiffuse.setVec(LLColor4(0.0, 0.0, 0.0, 1.0)); + mMoonDiffuse.setVec(LLColor4(0.0, 0.0, 0.0, 1.0)); + mSunDir.setVec(LLVector4(0.0, 1.0, 0.0, 0.0)); + mMoonDir.setVec(LLVector4(0.0, 1.0, 0.0, 0.0)); + } + + LLVector4 light_dir = sun_up ? mSunDir : mMoonDir; + + mHWLightColors[0] = sun_up ? mSunDiffuse : mMoonDiffuse; + + LLLightState* light = gGL.getLight(0); + light->setPosition(light_dir); + + light->setSunPrimary(sun_up); + light->setDiffuse(mHWLightColors[0]); + light->setDiffuseB(mMoonDiffuse); + light->setAmbient(psky->getTotalAmbient()); + 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; + + static LLCachedControl<S32> local_light_count(gSavedSettings, "RenderLocalLightCount", 256); + + if (local_light_count >= 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 (light->isAttachment()) + { + if (!sRenderAttachedLights) + { + continue; + } + } + + if (drawable->isState(LLDrawable::ACTIVE)) + { + mLightMovingMask |= (1<<cur_light); + } + + //send linear light color to shader + LLColor4 light_color = light->getLightLinearColor() * light_scale; + 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; + } + + if (light_color.magVecSquared() < 0.001f) + { + continue; + } + + LLVector3 light_pos(light->getRenderPosition()); + LLVector4 light_pos_gl(light_pos, 1.0f); + + F32 adjusted_radius = light->getLightRadius() * (sRenderDeferred ? 1.5f : 1.0f); + if (adjusted_radius <= 0.001f) + { + continue; + } + + F32 x = (3.f * (1.f + (light->getLightFalloff() * 2.0f))); // why this magic? probably trying to match a historic behavior. + F32 linatten = x / adjusted_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); + light_state->setSize(light->getLightRadius() * 1.5f); + light_state->setFalloff(light->getLightFalloff(DEFERRED_LIGHT_FALLOFF)); + + if (sRenderDeferred) + { + light_state->setLinearAttenuation(linatten); + light_state->setQuadraticAttenuation(light->getLightFalloff(DEFERRED_LIGHT_FALLOFF) + 1.f); // get falloff to match for forward deferred rendering lights + } + 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); + + LLVector3 spotParams = light->getSpotLightParams(); + + const LLColor4 specular(0.f, 0.f, 0.f, spotParams[2]); + light_state->setSpecular(specular); + } + else // omnidirectional (point) light + { + light_state->setSpotExponent(0.f); + light_state->setSpotCutoff(180.f); + + // we use specular.z = 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, 1.f, 0.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->setSunPrimary(true); + light->setDiffuse(LLColor4::black); + light->setAmbient(LLColor4::black); + light->setSpecular(LLColor4::black); + } + + // Bookmark comment to allow searching for mSpecialRenderMode == 3 (avatar edit mode), + // prev site of forward (non-deferred) character light injection, removed by SL-13522 09/20 + + // Init GL state + for (S32 i = 0; i < 8; ++i) + { + gGL.getLight(i)->disable(); + } + mLightMask = 0; +} + +void LLPipeline::enableLights(U32 mask) +{ + assertInitialized(); + + if (mLightMask != mask) + { + stop_glerror(); + 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(); + } + mLightMask = mask; + stop_glerror(); + } +} + +void LLPipeline::enableLightsDynamic() +{ + assertInitialized(); + U32 mask = 0xff & (~2); // Local lights + enableLights(mask); + + if (isAgentAvatarValid()) + { + if (gAgentAvatarp->mSpecialRenderMode == 0) // normal + { + gPipeline.enableLightsAvatar(); + } + else if (gAgentAvatarp->mSpecialRenderMode == 2) // 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(); + + 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(ambient); + 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(ambient); + 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(ambient); + 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() +{ + assertInitialized(); + U32 mask = 0x1000; // Non-0 mask, set ambient + enableLights(mask); +} + +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; + } + + 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 ¢er, 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) +{ + 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(U64 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(U64 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, 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, + bool pick_unselectable, + bool pick_reflection_probe, + 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_AVATAR) || // for attachments + (j == LLViewerRegion::PARTITION_CONTROL_AV) || + (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, pick_unselectable, pick_reflection_probe, 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_AVATAR); + if (part && hasRenderType(part->mDrawableType)) + { + LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, pick_rigged, pick_unselectable, pick_reflection_probe, 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, true, 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::renderObjects(U32 type, bool texture, bool batch_texture, bool rigged) +{ + assertInitialized(); + gGL.loadMatrix(gGLModelView); + gGLLastMatrix = NULL; + + if (rigged) + { + mSimplePool->pushRiggedBatches(type + 1, texture, batch_texture); + } + else + { + mSimplePool->pushBatches(type, texture, batch_texture); + } + + gGL.loadMatrix(gGLModelView); + gGLLastMatrix = NULL; +} + +void LLPipeline::renderGLTFObjects(U32 type, bool texture, bool rigged) +{ + assertInitialized(); + gGL.loadMatrix(gGLModelView); + gGLLastMatrix = NULL; + + if (rigged) + { + mSimplePool->pushRiggedGLTFBatches(type + 1, texture); + } + else + { + mSimplePool->pushGLTFBatches(type, texture); + } + + gGL.loadMatrix(gGLModelView); + gGLLastMatrix = NULL; +} + +// Currently only used for shadows -Cosmic,2023-04-19 +void LLPipeline::renderAlphaObjects(bool rigged) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + assertInitialized(); + gGL.loadMatrix(gGLModelView); + gGLLastMatrix = NULL; + S32 sun_up = LLEnvironment::instance().getIsSunUp() ? 1 : 0; + U32 target_width = LLRenderTarget::sCurResX; + U32 type = LLRenderPass::PASS_ALPHA; + LLVOAvatar* lastAvatar = nullptr; + U64 lastMeshId = 0; + auto* begin = gPipeline.beginRenderMap(type); + auto* end = gPipeline.endRenderMap(type); + + for (LLCullResult::drawinfo_iterator i = begin; i != end; ) + { + LLDrawInfo* pparams = *i; + LLCullResult::increment_iterator(i, end); + + if (rigged != (pparams->mAvatar != nullptr)) + { + // Pool contains both rigged and non-rigged DrawInfos. Only draw + // the objects we're interested in in this pass. + continue; + } + + if (rigged) + { + if (pparams->mGLTFMaterial) + { + gDeferredShadowGLTFAlphaBlendProgram.bind(rigged); + LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); + LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); + LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); + mSimplePool->pushRiggedGLTFBatch(*pparams, lastAvatar, lastMeshId); + } + else + { + gDeferredShadowAlphaMaskProgram.bind(rigged); + LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); + LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); + LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); + if (lastAvatar != pparams->mAvatar || lastMeshId != pparams->mSkinInfo->mHash) + { + mSimplePool->uploadMatrixPalette(*pparams); + lastAvatar = pparams->mAvatar; + lastMeshId = pparams->mSkinInfo->mHash; + } + + mSimplePool->pushBatch(*pparams, true, true); + } + } + else + { + if (pparams->mGLTFMaterial) + { + gDeferredShadowGLTFAlphaBlendProgram.bind(rigged); + LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); + LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); + LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); + mSimplePool->pushGLTFBatch(*pparams); + } + else + { + gDeferredShadowAlphaMaskProgram.bind(rigged); + LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); + LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); + LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); + mSimplePool->pushBatch(*pparams, true, true); + } + } + } + + gGL.loadMatrix(gGLModelView); + gGLLastMatrix = NULL; +} + +// Currently only used for shadows -Cosmic,2023-04-19 +void LLPipeline::renderMaskedObjects(U32 type, bool texture, bool batch_texture, bool rigged) +{ + assertInitialized(); + gGL.loadMatrix(gGLModelView); + gGLLastMatrix = NULL; + if (rigged) + { + mAlphaMaskPool->pushRiggedMaskBatches(type+1, texture, batch_texture); + } + else + { + mAlphaMaskPool->pushMaskBatches(type, texture, batch_texture); + } + gGL.loadMatrix(gGLModelView); + gGLLastMatrix = NULL; +} + +// Currently only used for shadows -Cosmic,2023-04-19 +void LLPipeline::renderFullbrightMaskedObjects(U32 type, bool texture, bool batch_texture, bool rigged) +{ + assertInitialized(); + gGL.loadMatrix(gGLModelView); + gGLLastMatrix = NULL; + if (rigged) + { + mFullbrightAlphaMaskPool->pushRiggedMaskBatches(type+1, texture, batch_texture); + } + else + { + mFullbrightAlphaMaskPool->pushMaskBatches(type, 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::visualizeBuffers(LLRenderTarget* src, LLRenderTarget* dst, U32 bufferIndex) +{ + dst->bindTarget(); + gDeferredBufferVisualProgram.bind(); + gDeferredBufferVisualProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_BILINEAR, bufferIndex); + + static LLStaticHashedString mipLevel("mipLevel"); + if (RenderBufferVisualization != 4) + gDeferredBufferVisualProgram.uniform1f(mipLevel, 0); + else + gDeferredBufferVisualProgram.uniform1f(mipLevel, 8); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + gDeferredBufferVisualProgram.unbind(); + dst->flush(); +} + +void LLPipeline::generateLuminance(LLRenderTarget* src, LLRenderTarget* dst) +{ + // luminance sample and mipmap generation + { + LL_PROFILE_GPU_ZONE("luminance sample"); + + dst->bindTarget(); + + LLGLDepthTest depth(GL_FALSE, GL_FALSE); + + gLuminanceProgram.bind(); + + S32 channel = 0; + channel = gLuminanceProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE); + if (channel > -1) + { + src->bindTexture(0, channel, LLTexUnit::TFO_POINT); + } + + channel = gLuminanceProgram.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE); + if (channel > -1) + { + mGlow[1].bindTexture(0, channel); + } + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + dst->flush(); + + // note -- unbind AFTER the glGenerateMipMap so time in generatemipmap can be profiled under "Luminance" + // also note -- keep an eye on the performance of glGenerateMipmap, might need to replace it with a mip generation shader + gLuminanceProgram.unbind(); + } +} + +void LLPipeline::generateExposure(LLRenderTarget* src, LLRenderTarget* dst) { + // exposure sample + { + LL_PROFILE_GPU_ZONE("exposure sample"); + + { + // copy last frame's exposure into mLastExposure + mLastExposure.bindTarget(); + gCopyProgram.bind(); + gGL.getTexUnit(0)->bind(dst); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + mLastExposure.flush(); + } + + dst->bindTarget(); + + LLGLDepthTest depth(GL_FALSE, GL_FALSE); + + gExposureProgram.bind(); + + S32 channel = gExposureProgram.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE); + if (channel > -1) + { + mLuminanceMap.bindTexture(0, channel, LLTexUnit::TFO_TRILINEAR); + } + + channel = gExposureProgram.enableTexture(LLShaderMgr::EXPOSURE_MAP); + if (channel > -1) + { + mLastExposure.bindTexture(0, channel); + } + + static LLStaticHashedString dt("dt"); + static LLStaticHashedString noiseVec("noiseVec"); + static LLStaticHashedString dynamic_exposure_params("dynamic_exposure_params"); + static LLCachedControl<F32> dynamic_exposure_coefficient(gSavedSettings, "RenderDynamicExposureCoefficient", 0.175f); + static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); + + LLSettingsSky::ptr_t sky = LLEnvironment::instance().getCurrentSky(); + + F32 probe_ambiance = LLEnvironment::instance().getCurrentSky()->getReflectionProbeAmbiance(should_auto_adjust); + F32 exp_min = 1.f; + F32 exp_max = 1.f; + + if (probe_ambiance > 0.f) + { + F32 hdr_scale = sqrtf(LLEnvironment::instance().getCurrentSky()->getGamma())*2.f; + + if (hdr_scale > 1.f) + { + exp_min = 1.f / hdr_scale; + exp_max = hdr_scale; + } + } + gExposureProgram.uniform1f(dt, gFrameIntervalSeconds); + gExposureProgram.uniform2f(noiseVec, ll_frand() * 2.0 - 1.0, ll_frand() * 2.0 - 1.0); + gExposureProgram.uniform3f(dynamic_exposure_params, dynamic_exposure_coefficient, exp_min, exp_max); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + gGL.getTexUnit(channel)->unbind(mLastExposure.getUsage()); + gExposureProgram.unbind(); + dst->flush(); + } +} + +void LLPipeline::gammaCorrect(LLRenderTarget* src, LLRenderTarget* dst) { + dst->bindTarget(); + // gamma correct lighting + { + LL_PROFILE_GPU_ZONE("gamma correct"); + + static LLCachedControl<bool> buildNoPost(gSavedSettings, "RenderDisablePostProcessing", false); + + LLGLDepthTest depth(GL_FALSE, GL_FALSE); + + // Apply gamma correction to the frame here. + + static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); + + LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); + + bool no_post = gSnapshotNoPost || (buildNoPost && gFloaterTools->isAvailable()); + LLGLSLShader& shader = no_post ? gNoPostGammaCorrectProgram : // no post (no gamma, no exposure, no tonemapping) + psky->getReflectionProbeAmbiance(should_auto_adjust) == 0.f ? gLegacyPostGammaCorrectProgram : + gDeferredPostGammaCorrectProgram; + + shader.bind(); + + S32 channel = 0; + + shader.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, false, LLTexUnit::TFO_POINT); + + shader.bindTexture(LLShaderMgr::EXPOSURE_MAP, &mExposureMap); + + shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, src->getWidth(), src->getHeight()); + + static LLCachedControl<F32> exposure(gSavedSettings, "RenderExposure", 1.f); + + F32 e = llclamp(exposure(), 0.5f, 4.f); + + static LLStaticHashedString s_exposure("exposure"); + + shader.uniform1f(s_exposure, e); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + gGL.getTexUnit(channel)->unbind(src->getUsage()); + shader.unbind(); + } + dst->flush(); +} + +void LLPipeline::copyScreenSpaceReflections(LLRenderTarget* src, LLRenderTarget* dst) +{ + + if (RenderScreenSpaceReflections && !gCubeSnapshot) + { + LL_PROFILE_GPU_ZONE("ssr copy"); + LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); + + LLRenderTarget& depth_src = mRT->deferredScreen; + + dst->bindTarget(); + dst->clear(); + gCopyDepthProgram.bind(); + + S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP); + S32 depth_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); + + gGL.getTexUnit(diff_map)->bind(src); + gGL.getTexUnit(depth_map)->bind(&depth_src, true); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + dst->flush(); + } +} + +void LLPipeline::generateGlow(LLRenderTarget* src) +{ + if (sRenderGlow) + { + LL_PROFILE_GPU_ZONE("glow"); + mGlow[2].bindTarget(); + mGlow[2].clear(); + + gGlowExtractProgram.bind(); + F32 maxAlpha = RenderGlowMaxExtractAlpha; + F32 warmthAmount = RenderGlowWarmthAmount; + LLVector3 lumWeights = RenderGlowLumWeights; + LLVector3 warmthWeights = RenderGlowWarmthWeights; + + gGlowExtractProgram.uniform1f(LLShaderMgr::GLOW_MIN_LUMINANCE, 9999); + 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); + + if (RenderGlowNoise) + { + S32 channel = gGlowExtractProgram.enableTexture(LLShaderMgr::GLOW_NOISE_MAP); + if (channel > -1) + { + gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mTrueNoiseMap); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + } + gGlowExtractProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, + mGlow[2].getWidth(), + mGlow[2].getHeight()); + } + + { + LLGLEnable blend_on(GL_BLEND); + + gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); + + gGlowExtractProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, src); + + gGL.color4f(1, 1, 1, 1); + gPipeline.enableLightsFullbright(); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + mGlow[2].flush(); + } + + gGlowExtractProgram.unbind(); + + // 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++) + { + mGlow[i % 2].bindTarget(); + mGlow[i % 2].clear(); + + if (i == 0) + { + gGlowProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, &mGlow[2]); + } + else + { + gGlowProgram.bindTexture(LLShaderMgr::DIFFUSE_MAP, &mGlow[(i - 1) % 2]); + } + + if (i % 2 == 0) + { + gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, delta, 0); + } + else + { + gGlowProgram.uniform2f(LLShaderMgr::GLOW_DELTA, 0, delta); + } + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + mGlow[i % 2].flush(); + } + + gGlowProgram.unbind(); + + } + else // !sRenderGlow, skip the glow ping-pong and just clear the result target + { + mGlow[1].bindTarget(); + mGlow[1].clear(); + mGlow[1].flush(); + } +} + +void LLPipeline::applyFXAA(LLRenderTarget* src, LLRenderTarget* dst) +{ + { + llassert(!gCubeSnapshot); + bool multisample = RenderFSAASamples > 1 && mRT->fxaaBuffer.isComplete(); + LLGLSLShader* shader = &gGlowCombineProgram; + + S32 width = dst->getWidth(); + S32 height = dst->getHeight(); + + // Present everything. + if (multisample) + { + LL_PROFILE_GPU_ZONE("aa"); + // bake out texture2D with RGBL for FXAA shader + mRT->fxaaBuffer.bindTarget(); + + shader = &gGlowCombineFXAAProgram; + shader->bind(); + + S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage()); + if (channel > -1) + { + src->bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); + } + + { + LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + + shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, src->getUsage()); + shader->unbind(); + + mRT->fxaaBuffer.flush(); + + dst->bindTarget(); + shader = &gFXAAProgram; + shader->bind(); + + channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP, mRT->fxaaBuffer.getUsage()); + if (channel > -1) + { + mRT->fxaaBuffer.bindTexture(0, channel, 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 / mRT->fxaaBuffer.getWidth(); + F32 scale_y = (F32)height / mRT->fxaaBuffer.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); + + { + LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); + S32 depth_channel = shader->getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); + gGL.getTexUnit(depth_channel)->bind(&mRT->deferredScreen, true); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + + shader->unbind(); + dst->flush(); + } + else { + copyRenderTarget(src, dst); + } + } +} + +void LLPipeline::copyRenderTarget(LLRenderTarget* src, LLRenderTarget* dst) +{ + + LL_PROFILE_GPU_ZONE("copyRenderTarget"); + dst->bindTarget(); + + gDeferredPostNoDoFProgram.bind(); + + gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src); + gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); + + { + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + + gDeferredPostNoDoFProgram.unbind(); + + dst->flush(); +} + +void LLPipeline::combineGlow(LLRenderTarget* src, LLRenderTarget* dst) +{ + // Go ahead and do our glow combine here in our destination. We blit this later into the front buffer. + + dst->bindTarget(); + + { + + gGlowCombineProgram.bind(); + + gGlowCombineProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src); + gGlowCombineProgram.bindTexture(LLShaderMgr::DEFERRED_EMISSIVE, &mGlow[1]); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + + dst->flush(); +} + +void LLPipeline::renderDoF(LLRenderTarget* src, LLRenderTarget* dst) +{ + { + bool dof_enabled = + (RenderDepthOfFieldInEditMode || !LLToolMgr::getInstance()->inBuildMode()) && + RenderDepthOfField && + !gCubeSnapshot; + + gViewerWindow->setup3DViewport(); + + if (dof_enabled) + { + LL_PROFILE_GPU_ZONE("dof"); + 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, true, true, 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) mRT->screen.getWidth()/(F32)mRT->screen.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 + mRT->deferredLight.bindTarget(); + + gDeferredCoFProgram.bind(); + + gDeferredCoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, LLTexUnit::TFO_POINT); + gDeferredCoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); + + gDeferredCoFProgram.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); + gDeferredCoFProgram.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); + gDeferredCoFProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, dst->getWidth(), dst->getHeight()); + gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_FOCAL_DISTANCE, -subject_distance / 1000.f); + gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_BLUR_CONSTANT, blur_constant); + gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_TAN_PIXEL_ANGLE, tanf(1.f / LLDrawable::sCurPixelAngle)); + gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_MAGNIFICATION, magnification); + gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + gDeferredCoFProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + gDeferredCoFProgram.unbind(); + mRT->deferredLight.flush(); + } + + U32 dof_width = (U32)(mRT->screen.getWidth() * CameraDoFResScale); + U32 dof_height = (U32)(mRT->screen.getHeight() * CameraDoFResScale); + + { // perform DoF sampling at half-res (preserve alpha channel) + src->bindTarget(); + glViewport(0, 0, dof_width, dof_height); + + gGL.setColorMask(true, false); + + gDeferredPostProgram.bind(); + gDeferredPostProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, &mRT->deferredLight, LLTexUnit::TFO_POINT); + + gDeferredPostProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, dst->getWidth(), dst->getHeight()); + gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + gDeferredPostProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + gDeferredPostProgram.unbind(); + + src->flush(); + gGL.setColorMask(true, true); + } + + { // combine result based on alpha + + dst->bindTarget(); + if (RenderFSAASamples > 1 && mRT->fxaaBuffer.isComplete()) + { + glViewport(0, 0, dst->getWidth(), dst->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]); + } + + gDeferredDoFCombineProgram.bind(); + gDeferredDoFCombineProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, src, LLTexUnit::TFO_POINT); + gDeferredDoFCombineProgram.bindTexture(LLShaderMgr::DEFERRED_LIGHT, &mRT->deferredLight, LLTexUnit::TFO_POINT); + + gDeferredDoFCombineProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, dst->getWidth(), dst->getHeight()); + gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); + gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); + gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_WIDTH, (dof_width - 1) / (F32)src->getWidth()); + gDeferredDoFCombineProgram.uniform1f(LLShaderMgr::DOF_HEIGHT, (dof_height - 1) / (F32)src->getHeight()); + + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + gDeferredDoFCombineProgram.unbind(); + + dst->flush(); + } + } + else + { + copyRenderTarget(src, dst); + } + } +} + +void LLPipeline::renderFinalize() +{ + llassert(!gCubeSnapshot); + LLVertexBuffer::unbind(); + LLGLState::checkStates(); + + assertInitialized(); + + LL_RECORD_BLOCK_TIME(FTM_RENDER_BLOOM); + LL_PROFILE_GPU_ZONE("renderFinalize"); + + gGL.color4f(1, 1, 1, 1); + LLGLDepthTest depth(GL_FALSE); + LLGLDisable blend(GL_BLEND); + LLGLDisable cull(GL_CULL_FACE); + + enableLightsFullbright(); + + gGL.setColorMask(true, true); + glClearColor(0, 0, 0, 0); + + + copyScreenSpaceReflections(&mRT->screen, &mSceneMap); + + generateLuminance(&mRT->screen, &mLuminanceMap); + + generateExposure(&mLuminanceMap, &mExposureMap); + + gammaCorrect(&mRT->screen, &mPostMap); + + LLVertexBuffer::unbind(); + + generateGlow(&mPostMap); + + combineGlow(&mPostMap, &mRT->screen); + + 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]); + + renderDoF(&mRT->screen, &mPostMap); + + applyFXAA(&mPostMap, &mRT->screen); + LLRenderTarget* finalBuffer = &mRT->screen; + if (RenderBufferVisualization > -1) + { + finalBuffer = &mPostMap; + switch (RenderBufferVisualization) + { + case 0: + case 1: + case 2: + case 3: + visualizeBuffers(&mRT->deferredScreen, finalBuffer, RenderBufferVisualization); + break; + case 4: + visualizeBuffers(&mLuminanceMap, finalBuffer, 0); + default: + break; + } + } + + // Present the screen target. + + gDeferredPostNoDoFProgram.bind(); + + // Whatever is last in the above post processing chain should _always_ be rendered directly here. If not, expect problems. + gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, finalBuffer); + gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, &mRT->deferredScreen, true); + + { + LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS); + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + + gDeferredPostNoDoFProgram.unbind(); + + gGL.setSceneBlendType(LLRender::BT_ALPHA); + + if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) + { + renderPhysicsDisplay(); + } + + /*if (LLRenderTarget::sUseFBO && !gCubeSnapshot) + { // copy depth buffer from mRT->screen to framebuffer + LLRenderTarget::copyContentsToFramebuffer(mRT->screen, 0, 0, mRT->screen.getWidth(), mRT->screen.getHeight(), 0, 0, + mRT->screen.getWidth(), mRT->screen.getHeight(), + GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); + }*/ + + LLVertexBuffer::unbind(); + + LLGLState::checkStates(); + + // flush calls made to "addTrianglesDrawn" so far to stats machinery + recordTrianglesDrawn(); +} + +void LLPipeline::bindLightFunc(LLGLSLShader& shader) +{ + S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC); + if (channel > -1) + { + gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc); + } + + channel = shader.enableTexture(LLShaderMgr::DEFERRED_BRDF_LUT, LLTexUnit::TT_TEXTURE); + if (channel > -1) + { + mPbrBrdfLut.bindTexture(0, channel); + } +} + +void LLPipeline::bindShadowMaps(LLGLSLShader& shader) +{ + for (U32 i = 0; i < 4; i++) + { + LLRenderTarget* shadow_target = getSunShadowTarget(i); + if (shadow_target) + { + S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0 + i, LLTexUnit::TT_TEXTURE); + if (channel > -1) + { + gGL.getTexUnit(channel)->bind(getSunShadowTarget(i), true); + } + } + } + + for (U32 i = 4; i < 6; i++) + { + S32 channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0 + i); + if (channel > -1) + { + LLRenderTarget* shadow_target = getSpotShadowTarget(i - 4); + if (shadow_target) + { + gGL.getTexUnit(channel)->bind(shadow_target, true); + } + } + } +} + +void LLPipeline::bindDeferredShaderFast(LLGLSLShader& shader) +{ + if (shader.mCanBindFast) + { // was previously fully bound, use fast path + shader.bind(); + bindLightFunc(shader); + bindShadowMaps(shader); + bindReflectionProbes(shader); + } + else + { //wasn't previously bound, use slow path + bindDeferredShader(shader); + shader.mCanBindFast = true; + } +} + +void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target, LLRenderTarget* depth_target) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + LLRenderTarget* deferred_target = &mRT->deferredScreen; + LLRenderTarget* deferred_light_target = &mRT->deferredLight; + + shader.bind(); + S32 channel = 0; + channel = shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage()); + if (channel > -1) + { + deferred_target->bindTexture(0,channel, LLTexUnit::TFO_POINT); // frag_data[0] + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + + channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage()); + if (channel > -1) + { + deferred_target->bindTexture(1, channel, LLTexUnit::TFO_POINT); // frag_data[1] + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + + channel = shader.enableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage()); + if (channel > -1) + { + deferred_target->bindTexture(2, channel, LLTexUnit::TFO_POINT); // frag_data[2] + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + + channel = shader.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE, deferred_target->getUsage()); + if (channel > -1) + { + deferred_target->bindTexture(3, channel, LLTexUnit::TFO_POINT); // frag_data[3] + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + } + + channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_target->getUsage()); + if (channel > -1) + { + if (depth_target) + { + gGL.getTexUnit(channel)->bind(depth_target, true); + } + else + { + gGL.getTexUnit(channel)->bind(deferred_target, true); + } + stop_glerror(); + } + + channel = shader.enableTexture(LLShaderMgr::EXPOSURE_MAP); + if (channel > -1) + { + gGL.getTexUnit(channel)->bind(&mExposureMap); + } + + if (shader.getUniformLocation(LLShaderMgr::VIEWPORT) != -1) + { + shader.uniform4f(LLShaderMgr::VIEWPORT, (F32) gGLViewport[0], + (F32) gGLViewport[1], + (F32) gGLViewport[2], + (F32) gGLViewport[3]); + } + + if (sReflectionRender && !shader.getUniformLocation(LLShaderMgr::MODELVIEW_MATRIX)) + { + shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_MATRIX, 1, false, mReflectionModelView.m); + } + + channel = shader.enableTexture(LLShaderMgr::DEFERRED_NOISE); + if (channel > -1) + { + gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + } + + bindLightFunc(shader); + + stop_glerror(); + + light_target = light_target ? light_target : deferred_light_target; + channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHT, light_target->getUsage()); + if (channel > -1) + { + if (light_target->isComplete()) + { + light_target->bindTexture(0, channel, LLTexUnit::TFO_POINT); + } + else + { + gGL.getTexUnit(channel)->bindFast(LLViewerFetchedTexture::sWhiteImagep); + } + } + + stop_glerror(); + + bindShadowMaps(shader); + + 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(); + + if (!LLPipeline::sReflectionProbesEnabled) + { + 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); + } + } + + bindReflectionProbes(shader); + + if (gAtmosphere) + { + // bind precomputed textures necessary for calculating sun and sky luminance + channel = shader.enableTexture(LLShaderMgr::TRANSMITTANCE_TEX, LLTexUnit::TT_TEXTURE); + if (channel > -1) + { + shader.bindTexture(LLShaderMgr::TRANSMITTANCE_TEX, gAtmosphere->getTransmittance()); + } + + channel = shader.enableTexture(LLShaderMgr::SCATTER_TEX, LLTexUnit::TT_TEXTURE_3D); + if (channel > -1) + { + shader.bindTexture(LLShaderMgr::SCATTER_TEX, gAtmosphere->getScattering()); + } + + channel = shader.enableTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, LLTexUnit::TT_TEXTURE_3D); + if (channel > -1) + { + shader.bindTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, gAtmosphere->getMieScattering()); + } + + channel = shader.enableTexture(LLShaderMgr::ILLUMINANCE_TEX, LLTexUnit::TT_TEXTURE); + if (channel > -1) + { + shader.bindTexture(LLShaderMgr::ILLUMINANCE_TEX, gAtmosphere->getIlluminance()); + } + } + + /*if (gCubeSnapshot) + { // we only really care about the first two values, but the shader needs increasing separation between clip planes + shader.uniform4f(LLShaderMgr::DEFERRED_SHADOW_CLIP, 1.f, 64.f, 128.f, 256.f); + } + else*/ + { + 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; + F32 shadow_bias = RenderShadowBias + shadow_bias_error; + + shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, deferred_target->getWidth(), deferred_target->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, shadow_bias); + 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, mRT->shadow[0].getWidth(), mRT->shadow[0].getHeight()); + shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, mSpotShadow[0].getWidth(), mSpotShadow[0].getHeight()); + shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff); + shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff); + + shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, gGLDeltaModelView); + shader.uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_DELTA_MATRIX, 1, GL_FALSE, gGLInverseDeltaModelView); + + shader.uniform1i(LLShaderMgr::CUBE_SNAPSHOT, gCubeSnapshot ? 1 : 0); + + 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); + } + + // auto adjust legacy sun color if needed + static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); + static LLCachedControl<F32> auto_adjust_sun_color_scale(gSavedSettings, "RenderSkyAutoAdjustSunColorScale", 1.f); + LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); + LLColor3 sun_diffuse(mSunDiffuse.mV); + if (should_auto_adjust && psky->canAutoAdjust()) + { + sun_diffuse *= auto_adjust_sun_color_scale; + } + + shader.uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, 1, sun_diffuse.mV); + shader.uniform3fv(LLShaderMgr::MOONLIGHT_COLOR, 1, mMoonDiffuse.mV); + + shader.uniform1f(LLShaderMgr::REFLECTION_PROBE_MAX_LOD, mReflectionMapManager.mMaxProbeLOD); +} + + +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; +} + +void LLPipeline::renderDeferredLighting() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + LL_PROFILE_GPU_ZONE("renderDeferredLighting"); + if (!sCull) + { + return; + } + + llassert(!sRenderingHUDs); + + F32 light_scale = 1.f; + + if (gCubeSnapshot) + { //darken local lights when probe ambiance is above 1 + light_scale = mReflectionMapManager.mLightScale; + } + + LLRenderTarget *screen_target = &mRT->screen; + LLRenderTarget* deferred_light_target = &mRT->deferredLight; + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("deferred"); + LLViewerCamera *camera = LLViewerCamera::getInstance(); + + if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD)) + { + gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD); + } + + 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); + + setupHWLights(); // to set mSun/MoonDir; + + glh::vec4f tc(mSunDir.mV); + mat.mult_matrix_vec(tc); + mTransformedSunDir.set(tc.v); + + glh::vec4f tc_moon(mMoonDir.mV); + mat.mult_matrix_vec(tc_moon); + mTransformedMoonDir.set(tc_moon.v); + + if (RenderDeferredSSAO || RenderShadowDetail > 0) + { + LL_PROFILE_GPU_ZONE("sun program"); + deferred_light_target->bindTarget(); + { // paint shadow/SSAO light map (direct lighting lightmap) + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - sun shadow"); + bindDeferredShader(gDeferredSunProgram, deferred_light_target); + mScreenTriangleVB->setBuffer(); + glClearColor(1, 1, 1, 1); + deferred_light_target->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, + deferred_light_target->getWidth(), + deferred_light_target->getHeight()); + + { + LLGLDisable blend(GL_BLEND); + LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + + unbindDeferredShader(gDeferredSunProgram); + } + deferred_light_target->flush(); + } + + if (RenderDeferredSSAO) + { + // soften direct lighting lightmap + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - soften shadow"); + LL_PROFILE_GPU_ZONE("soften shadow"); + // blur lightmap + screen_target->bindTarget(); + glClearColor(1, 1, 1, 1); + screen_target->clear(GL_COLOR_BUFFER_BIT); + glClearColor(0, 0, 0, 0); + + bindDeferredShader(gDeferredBlurLightProgram); + + 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); + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + + screen_target->flush(); + unbindDeferredShader(gDeferredBlurLightProgram); + + bindDeferredShader(gDeferredBlurLightProgram, screen_target); + + deferred_light_target->bindTarget(); + + gDeferredBlurLightProgram.uniform2f(sDelta, 0.f, 1.f); + + { + LLGLDisable blend(GL_BLEND); + LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + deferred_light_target->flush(); + unbindDeferredShader(gDeferredBlurLightProgram); + } + + screen_target->bindTarget(); + // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky + glClearColor(0, 0, 0, 0); + screen_target->clear(GL_COLOR_BUFFER_BIT); + + if (RenderDeferredAtmospheric) + { // apply sunlight contribution + LLGLSLShader &soften_shader = gDeferredSoftenProgram; + + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - atmospherics"); + LL_PROFILE_GPU_ZONE("atmospherics"); + bindDeferredShader(soften_shader); + + static LLCachedControl<F32> ssao_scale(gSavedSettings, "RenderSSAOIrradianceScale", 0.5f); + static LLCachedControl<F32> ssao_max(gSavedSettings, "RenderSSAOIrradianceMax", 0.25f); + static LLStaticHashedString ssao_scale_str("ssao_irradiance_scale"); + static LLStaticHashedString ssao_max_str("ssao_irradiance_max"); + + soften_shader.uniform1f(ssao_scale_str, ssao_scale); + soften_shader.uniform1f(ssao_max_str, ssao_max); + + LLEnvironment &environment = LLEnvironment::instance(); + soften_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); + soften_shader.uniform3fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV); + + soften_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV); + + { + LLGLDepthTest depth(GL_FALSE); + LLGLDisable blend(GL_BLEND); + + // full screen blit + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + + unbindDeferredShader(gDeferredSoftenProgram); + } + + static LLCachedControl<S32> local_light_count(gSavedSettings, "RenderLocalLightCount", 256); + + if (local_light_count > 0) + { + gGL.setSceneBlendType(LLRender::BT_ADD); + std::list<LLVector4> fullscreen_lights; + LLDrawable::drawable_list_t spot_lights; + LLDrawable::drawable_list_t fullscreen_spot_lights; + + if (!gCubeSnapshot) + { + for (U32 i = 0; i < 2; i++) + { + mTargetShadowSpotLight[i] = NULL; + } + } + + std::list<LLVector4> light_colors; + + LLVertexBuffer::unbind(); + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - local lights"); + LL_PROFILE_GPU_ZONE("local lights"); + bindDeferredShader(gDeferredLightProgram); + + if (mCubeVB.isNull()) + { + mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX); + } + + mCubeVB->setBuffer(); + + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + // mNearbyLights already includes distance calculation and excludes muted avatars. + // It is calculated from mLights + // mNearbyLights also provides fade value to gracefully fade-out out of range lights + S32 count = 0; + for (light_set_t::iterator iter = mNearbyLights.begin(); iter != mNearbyLights.end(); ++iter) + { + count++; + if (count > local_light_count) + { //stop collecting lights once we hit the limit + break; + } + + LLDrawable * drawablep = iter->drawable; + 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; + + // send light color to shader in linear space + LLColor3 col = volume->getLightLinearColor() * light_scale; + + 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 (volume->isLightSpotlight()) + { + drawablep->getVOVolume()->updateSpotLightPriority(); + spot_lights.push_back(drawablep); + continue; + } + + 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(DEFERRED_LIGHT_FALLOFF)); + gGL.syncMatrices(); + + mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); + } + 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(DEFERRED_LIGHT_FALLOFF))); + } + } + + // Bookmark comment to allow searching for mSpecialRenderMode == 3 (avatar edit mode), + // prev site of appended deferred character light, removed by SL-13522 09/20 + + unbindDeferredShader(gDeferredLightProgram); + } + + if (!spot_lights.empty()) + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - projectors"); + LL_PROFILE_GPU_ZONE("projectors"); + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + bindDeferredShader(gDeferredSpotLightProgram); + + mCubeVB->setBuffer(); + + gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); + + for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter) + { + 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); + + // send light color to shader in linear space + LLColor3 col = volume->getLightLinearColor() * light_scale; + + 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(DEFERRED_LIGHT_FALLOFF)); + gGL.syncMatrices(); + + mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center)); + } + gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); + unbindDeferredShader(gDeferredSpotLightProgram); + } + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - fullscreen lights"); + LLGLDepthTest depth(GL_FALSE); + LL_PROFILE_GPU_ZONE("fullscreen lights"); + + 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()) + { + light[count] = fullscreen_lights.front(); + fullscreen_lights.pop_front(); + col[count] = light_colors.front(); + light_colors.pop_front(); + + far_z = llmin(light[count].mV[2] - light[count].mV[3], far_z); + 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; + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + unbindDeferredShader(gDeferredMultiLightProgram[idx]); + } + } + + bindDeferredShader(gDeferredMultiSpotLightProgram); + + gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION); + + mScreenTriangleVB->setBuffer(); + + for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter) + { + LLDrawable* drawablep = *iter; + LLVOVolume* volume = drawablep->getVOVolume(); + LLVector3 center = drawablep->getPositionAgent(); + F32* c = center.mV; + F32 light_size_final = volume->getLightRadius() * 1.5f; + F32 light_falloff_final = volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF); + + sVisibleLightCount++; + + glh::vec3f tc(c); + mat.mult_matrix_vec(tc); + + setupSpotLight(gDeferredMultiSpotLightProgram, drawablep); + + // send light color to shader in linear space + LLColor3 col = volume->getLightLinearColor() * light_scale; + + gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v); + gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, light_size_final); + gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV); + gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, light_falloff_final); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + + gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION); + unbindDeferredShader(gDeferredMultiSpotLightProgram); + } + } + + gGL.setColorMask(true, true); + } + + { // render non-deferred geometry (alpha, fullbright, glow) + LLGLDisable blend(GL_BLEND); + + pushRenderTypeMask(); + andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA, + LLPipeline::RENDER_TYPE_ALPHA_PRE_WATER, + LLPipeline::RENDER_TYPE_ALPHA_POST_WATER, + LLPipeline::RENDER_TYPE_FULLBRIGHT, + LLPipeline::RENDER_TYPE_VOLUME, + LLPipeline::RENDER_TYPE_GLOW, + LLPipeline::RENDER_TYPE_BUMP, + LLPipeline::RENDER_TYPE_GLTF_PBR, + 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_GLTF_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_CONTROL_AV, + LLPipeline::RENDER_TYPE_ALPHA_MASK, + LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK, + LLPipeline::RENDER_TYPE_WATER, + END_RENDER_TYPES); + + renderGeomPostDeferred(*LLViewerCamera::getInstance()); + popRenderTypeMask(); + } + + screen_target->flush(); + + if (!gCubeSnapshot) + { + // this is the end of the 3D scene render, grab a copy of the modelview and projection + // matrix for use in off-by-one-frame effects in the next frame + for (U32 i = 0; i < 16; i++) + { + gGLLastModelView[i] = gGLModelView[i]; + gGLLastProjection[i] = gGLProjection[i]; + } + } + gGL.setColorMask(true, true); +} + +void LLPipeline::doAtmospherics() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + + if (sImpostorRender) + { // do not attempt atmospherics on impostors + return; + } + + if (RenderDeferredAtmospheric) + { + { + // copy depth buffer for use in haze shader (use water displacement map as temp storage) + LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); + + LLRenderTarget& src = gPipeline.mRT->screen; + LLRenderTarget& depth_src = gPipeline.mRT->deferredScreen; + LLRenderTarget& dst = gPipeline.mWaterDis; + + mRT->screen.flush(); + dst.bindTarget(); + gCopyDepthProgram.bind(); + + S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP); + S32 depth_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); + + gGL.getTexUnit(diff_map)->bind(&src); + gGL.getTexUnit(depth_map)->bind(&depth_src, true); + + gGL.setColorMask(false, false); + gPipeline.mScreenTriangleVB->setBuffer(); + gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + dst.flush(); + mRT->screen.bindTarget(); + } + + LLGLEnable blend(GL_BLEND); + gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_SOURCE_ALPHA, LLRender::BF_ZERO, LLRender::BF_SOURCE_ALPHA); + gGL.setColorMask(true, true); + + // apply haze + LLGLSLShader& haze_shader = gHazeProgram; + + LL_PROFILE_GPU_ZONE("haze"); + bindDeferredShader(haze_shader, nullptr, &mWaterDis); + + LLEnvironment& environment = LLEnvironment::instance(); + haze_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); + haze_shader.uniform3fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV); + + haze_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV); + + LLGLDepthTest depth(GL_FALSE); + + // full screen blit + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + unbindDeferredShader(haze_shader); + + gGL.setSceneBlendType(LLRender::BT_ALPHA); + } +} + +void LLPipeline::doWaterHaze() +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + if (sImpostorRender) + { // do not attempt water haze on impostors + return; + } + + if (RenderDeferredAtmospheric) + { + // copy depth buffer for use in haze shader (use water displacement map as temp storage) + { + LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS); + + LLRenderTarget& src = gPipeline.mRT->screen; + LLRenderTarget& depth_src = gPipeline.mRT->deferredScreen; + LLRenderTarget& dst = gPipeline.mWaterDis; + + mRT->screen.flush(); + dst.bindTarget(); + gCopyDepthProgram.bind(); + + S32 diff_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DIFFUSE_MAP); + S32 depth_map = gCopyDepthProgram.getTextureChannel(LLShaderMgr::DEFERRED_DEPTH); + + gGL.getTexUnit(diff_map)->bind(&src); + gGL.getTexUnit(depth_map)->bind(&depth_src, true); + + gGL.setColorMask(false, false); + gPipeline.mScreenTriangleVB->setBuffer(); + gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + + dst.flush(); + mRT->screen.bindTarget(); + } + + LLGLEnable blend(GL_BLEND); + gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_SOURCE_ALPHA, LLRender::BF_ZERO, LLRender::BF_SOURCE_ALPHA); + + gGL.setColorMask(true, true); + + // apply haze + LLGLSLShader& haze_shader = gHazeWaterProgram; + + LL_PROFILE_GPU_ZONE("haze"); + bindDeferredShader(haze_shader, nullptr, &mWaterDis); + + haze_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV); + + static LLStaticHashedString above_water_str("above_water"); + haze_shader.uniform1i(above_water_str, sUnderWaterRender ? -1 : 1); + + if (LLPipeline::sUnderWaterRender) + { + LLGLDepthTest depth(GL_FALSE); + + // full screen blit + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + else + { + //render water patches like LLDrawPoolWater does + LLGLDepthTest depth(GL_TRUE, GL_FALSE); + LLGLDisable cull(GL_CULL_FACE); + + gGLLastMatrix = NULL; + gGL.loadMatrix(gGLModelView); + + if (mWaterPool) + { + mWaterPool->pushFaceGeometry(); + } + } + + unbindDeferredShader(haze_shader); + + + gGL.setSceneBlendType(LLRender::BT_ALPHA); + } +} + +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); + } + + // make sure we're not already targeting the same spot light with both shadow maps + llassert(mTargetShadowSpotLight[0] != mTargetShadowSpotLight[1] || mTargetShadowSpotLight[0].isNull()); + + if (!gCubeSnapshot) + { + LLDrawable* potential = drawablep; + //determine if this light is higher priority than one of the existing spot 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; + } + } + } + + // make sure we didn't end up targeting the same spot light with both shadow maps + llassert(mTargetShadowSpotLight[0] != mTargetShadowSpotLight[1] || mTargetShadowSpotLight[0].isNull()); + + 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) +{ + LLRenderTarget* deferred_target = &mRT->deferredScreen; + LLRenderTarget* deferred_light_target = &mRT->deferredLight; + + stop_glerror(); + shader.disableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_EMISSIVE, deferred_target->getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_BRDF_LUT); + //shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_target->getUsage()); + shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, deferred_light_target->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, 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, GL_NONE); + } + } + + shader.disableTexture(LLShaderMgr::DEFERRED_NOISE); + shader.disableTexture(LLShaderMgr::DEFERRED_LIGHTFUNC); + + if (!LLPipeline::sReflectionProbesEnabled) + { + 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(); + } + } + } + + unbindReflectionProbes(shader); + + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(0)->activate(); + shader.unbind(); +} + +void LLPipeline::setEnvMat(LLGLSLShader& shader) +{ + 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); +} + +void LLPipeline::bindReflectionProbes(LLGLSLShader& shader) +{ + if (!sReflectionProbesEnabled) + { + return; + } + + S32 channel = shader.enableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY); + bool bound = false; + if (channel > -1 && mReflectionMapManager.mTexture.notNull()) + { + mReflectionMapManager.mTexture->bind(channel); + bound = true; + } + + channel = shader.enableTexture(LLShaderMgr::IRRADIANCE_PROBES, LLTexUnit::TT_CUBE_MAP_ARRAY); + if (channel > -1 && mReflectionMapManager.mIrradianceMaps.notNull()) + { + mReflectionMapManager.mIrradianceMaps->bind(channel); + bound = true; + } + + if (bound) + { + mReflectionMapManager.setUniforms(); + + setEnvMat(shader); + } + + // reflection probe shaders generally sample the scene map as well for SSR + channel = shader.enableTexture(LLShaderMgr::SCENE_MAP); + if (channel > -1) + { + gGL.getTexUnit(channel)->bind(&mSceneMap); + } + + + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ITR_COUNT, RenderScreenSpaceReflectionIterations); + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_DIST_BIAS, RenderScreenSpaceReflectionDistanceBias); + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_RAY_STEP, RenderScreenSpaceReflectionRayStep); + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_GLOSSY_SAMPLES, RenderScreenSpaceReflectionGlossySamples); + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_REJECT_BIAS, RenderScreenSpaceReflectionDepthRejectBias); + mPoissonOffset++; + + if (mPoissonOffset > 128 - RenderScreenSpaceReflectionGlossySamples) + mPoissonOffset = 0; + + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_NOISE_SINE, mPoissonOffset); + shader.uniform1f(LLShaderMgr::DEFERRED_SSR_ADAPTIVE_STEP_MULT, RenderScreenSpaceReflectionAdaptiveStepMultiplier); + + channel = shader.enableTexture(LLShaderMgr::SCENE_DEPTH); + if (channel > -1) + { + gGL.getTexUnit(channel)->bind(&mSceneMap, true); + } + + +} + +void LLPipeline::unbindReflectionProbes(LLGLSLShader& shader) +{ + S32 channel = shader.disableTexture(LLShaderMgr::REFLECTION_PROBES, LLTexUnit::TT_CUBE_MAP); + if (channel > -1 && mReflectionMapManager.mTexture.notNull()) + { + mReflectionMapManager.mTexture->unbind(); + if (channel == 0) + { + gGL.getTexUnit(channel)->enable(LLTexUnit::TT_TEXTURE); + } + } +} + + +inline float sgn(float a) +{ + if (a > 0.0F) return (1.0F); + if (a < 0.0F) return (-1.0F); + return (0.0F); +} + +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"); +static LLTrace::BlockTimerStatHandle FTM_SHADOW_GEOM("Shadow Geom"); + +static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_MASKED("Alpha Masked"); +static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_BLEND("Alpha Blend"); +static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_TREE("Alpha Tree"); +static LLTrace::BlockTimerStatHandle FTM_SHADOW_ALPHA_GRASS("Alpha Grass"); +static LLTrace::BlockTimerStatHandle FTM_SHADOW_FULLBRIGHT_ALPHA_MASKED("Fullbright Alpha Masked"); + +void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& shadow_cam, LLCullResult& result, bool depth_clamp) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_SHADOW_RENDER); + LL_PROFILE_GPU_ZONE("renderShadow"); + + LLPipeline::sShadowRender = true; + + // disable occlusion culling during shadow render + U32 saved_occlusion = sUseOcclusion; + sUseOcclusion = 0; + + // List of render pass types that use the prim volume as the shadow, + // ignoring textures. + 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 clamp_depth(depth_clamp ? GL_DEPTH_CLAMP : 0); + + LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_LESS); + + updateCull(shadow_cam, result); + + 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(view.m); + + stop_glerror(); + gGLLastMatrix = NULL; + + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + + stop_glerror(); + + struct CompareVertexBuffer + { + bool operator()(const LLDrawInfo* const& lhs, const LLDrawInfo* const& rhs) + { + return lhs->mVertexBuffer > rhs->mVertexBuffer; + } + }; + + + LLVertexBuffer::unbind(); + for (int j = 0; j < 2; ++j) // 0 -- static, 1 -- rigged + { + bool rigged = j == 1; + gDeferredShadowProgram.bind(rigged); + + gGL.diffuseColor4f(1, 1, 1, 1); + + S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); + + // if not using VSM, disable color writes + if (shadow_detail <= 2) + { + gGL.setColorMask(false, false); + } + + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow simple"); //LL_RECORD_BLOCK_TIME(FTM_SHADOW_SIMPLE); + LL_PROFILE_GPU_ZONE("shadow simple"); + gGL.getTexUnit(0)->disable(); + + for (U32 type : types) + { + renderObjects(type, false, false, rigged); + } + + renderGLTFObjects(LLRenderPass::PASS_GLTF_PBR, false, rigged); + + gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); + } + + if (LLPipeline::sUseOcclusion > 1) + { // do occlusion culling against non-masked only to take advantage of hierarchical Z + doOcclusion(shadow_cam); + } + + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow geom"); + renderGeomShadow(shadow_cam); + } + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha"); + LL_PROFILE_GPU_ZONE("shadow alpha"); + const S32 sun_up = LLEnvironment::instance().getIsSunUp() ? 1 : 0; + U32 target_width = LLRenderTarget::sCurResX; + + for (int i = 0; i < 2; ++i) + { + bool rigged = i == 1; + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha masked"); + LL_PROFILE_GPU_ZONE("shadow alpha masked"); + gDeferredShadowAlphaMaskProgram.bind(rigged); + LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); + LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); + renderMaskedObjects(LLRenderPass::PASS_ALPHA_MASK, true, true, rigged); + } + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha blend"); + LL_PROFILE_GPU_ZONE("shadow alpha blend"); + renderAlphaObjects(rigged); + } + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow fullbright alpha masked"); + LL_PROFILE_GPU_ZONE("shadow alpha masked"); + gDeferredShadowFullbrightAlphaMaskProgram.bind(rigged); + LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); + LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); + renderFullbrightMaskedObjects(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, true, true, rigged); + } + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha grass"); + LL_PROFILE_GPU_ZONE("shadow alpha grass"); + gDeferredTreeShadowProgram.bind(rigged); + LLGLSLShader::sCurBoundShaderPtr->setMinimumAlpha(ALPHA_BLEND_CUTOFF); + + if (i == 0) + { + renderObjects(LLRenderPass::PASS_GRASS, true); + } + + { + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow alpha material"); + LL_PROFILE_GPU_ZONE("shadow alpha material"); + renderMaskedObjects(LLRenderPass::PASS_NORMSPEC_MASK, true, false, rigged); + renderMaskedObjects(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, true, false, rigged); + renderMaskedObjects(LLRenderPass::PASS_SPECMAP_MASK, true, false, rigged); + renderMaskedObjects(LLRenderPass::PASS_NORMMAP_MASK, true, false, rigged); + } + } + } + + for (int i = 0; i < 2; ++i) + { + bool rigged = i == 1; + gDeferredShadowGLTFAlphaMaskProgram.bind(rigged); + LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_up); + LLGLSLShader::sCurBoundShaderPtr->uniform1f(LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH, (float)target_width); + + gGL.loadMatrix(gGLModelView); + gGLLastMatrix = NULL; + + U32 type = LLRenderPass::PASS_GLTF_PBR_ALPHA_MASK; + + if (rigged) + { + mAlphaMaskPool->pushRiggedGLTFBatches(type + 1); + } + else + { + mAlphaMaskPool->pushGLTFBatches(type); + } + + gGL.loadMatrix(gGLModelView); + gGLLastMatrix = NULL; + } + } + + gDeferredShadowCubeProgram.bind(); + gGLLastMatrix = NULL; + gGL.loadMatrix(gGLModelView); + + gGL.setColorMask(true, true); + + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); + gGLLastMatrix = NULL; + + // reset occlusion culling flag + sUseOcclusion = saved_occlusion; + LLPipeline::sShadowRender = false; +} + +bool LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + //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; + } + } + + 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)); + } + } + } + } +} + + +LLRenderTarget* LLPipeline::getSunShadowTarget(U32 i) +{ + llassert(i < 4); + return &mRT->shadow[i]; +} + +LLRenderTarget* LLPipeline::getSpotShadowTarget(U32 i) +{ + llassert(i < 2); + return &mSpotShadow[i]; +} + +static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW("Gen Sun Shadow"); +static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW_SPOT_RENDER("Spot Shadow Render"); + +// helper class for disabling occlusion culling for the current stack frame +class LLDisableOcclusionCulling +{ +public: + S32 mUseOcclusion; + + LLDisableOcclusionCulling() + { + mUseOcclusion = LLPipeline::sUseOcclusion; + LLPipeline::sUseOcclusion = 0; + } + + ~LLDisableOcclusionCulling() + { + LLPipeline::sUseOcclusion = mUseOcclusion; + } +}; + +void LLPipeline::generateSunShadow(LLCamera& camera) +{ + if (!sRenderDeferred || RenderShadowDetail <= 0) + { + return; + } + + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_GEN_SUN_SHADOW); + LL_PROFILE_GPU_ZONE("generateSunShadow"); + + LLDisableOcclusionCulling no_occlusion; + + 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_ALPHA_PRE_WATER, + LLPipeline::RENDER_TYPE_ALPHA_POST_WATER, + LLPipeline::RENDER_TYPE_GRASS, + LLPipeline::RENDER_TYPE_GLTF_PBR, + LLPipeline::RENDER_TYPE_FULLBRIGHT, + LLPipeline::RENDER_TYPE_BUMP, + LLPipeline::RENDER_TYPE_VOLUME, + LLPipeline::RENDER_TYPE_AVATAR, + LLPipeline::RENDER_TYPE_CONTROL_AV, + 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, + LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK_RIGGED, + LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, + LLPipeline::RENDER_TYPE_PASS_SIMPLE_RIGGED, + LLPipeline::RENDER_TYPE_PASS_BUMP_RIGGED, + LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_RIGGED, + LLPipeline::RENDER_TYPE_PASS_SHINY_RIGGED, + LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY_RIGGED, + LLPipeline::RENDER_TYPE_PASS_MATERIAL_RIGGED, + LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_RIGGED, + LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK_RIGGED, + LLPipeline::RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED, + LLPipeline::RENDER_TYPE_PASS_SPECMAP_RIGGED, + LLPipeline::RENDER_TYPE_PASS_SPECMAP_BLEND_RIGGED, + LLPipeline::RENDER_TYPE_PASS_SPECMAP_MASK_RIGGED, + LLPipeline::RENDER_TYPE_PASS_SPECMAP_EMISSIVE_RIGGED, + LLPipeline::RENDER_TYPE_PASS_NORMMAP_RIGGED, + LLPipeline::RENDER_TYPE_PASS_NORMMAP_BLEND_RIGGED, + LLPipeline::RENDER_TYPE_PASS_NORMMAP_MASK_RIGGED, + LLPipeline::RENDER_TYPE_PASS_NORMMAP_EMISSIVE_RIGGED, + LLPipeline::RENDER_TYPE_PASS_NORMSPEC_RIGGED, + LLPipeline::RENDER_TYPE_PASS_NORMSPEC_BLEND_RIGGED, + LLPipeline::RENDER_TYPE_PASS_NORMSPEC_MASK_RIGGED, + LLPipeline::RENDER_TYPE_PASS_NORMSPEC_EMISSIVE_RIGGED, + LLPipeline::RENDER_TYPE_PASS_GLTF_PBR, + LLPipeline::RENDER_TYPE_PASS_GLTF_PBR_RIGGED, + LLPipeline::RENDER_TYPE_PASS_GLTF_PBR_ALPHA_MASK, + LLPipeline::RENDER_TYPE_PASS_GLTF_PBR_ALPHA_MASK_RIGGED, + END_RENDER_TYPES); + + gGL.setColorMask(false, false); + + LLEnvironment& environment = LLEnvironment::instance(); + + //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]; + + LLVector3 caster_dir(environment.getIsSunUp() ? mSunDir : mMoonDir); + + //put together a universal "near clip" plane for shadow frusta + LLPlane shadow_near_clip; + { + LLVector3 p = camera.getOrigin(); // gAgent.getPositionAgent(); + p += caster_dir * RenderFarClip*2.f; + shadow_near_clip.setVec(p, caster_dir); + } + + LLVector3 lightDir = -caster_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(); + } + + 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) && !gCubeSnapshot) + { + 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 = llclamp(-max.mV[2], 0.01f, 4.0f); + F32 far_clip = llclamp(-min.mV[2]*2.f, 16.0f, 512.0f); + + //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 + } + + if (gCubeSnapshot) + { // stretch clip planes for reflection probe renders to reduce number of shadow passes + mSunClipPlanes.mV[1] = mSunClipPlanes.mV[2]; + mSunClipPlanes.mV[2] = mSunClipPlanes.mV[3]; + mSunClipPlanes.mV[3] *= 1.5f; + } + + + // 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 + skipRenderingShadows(); + } + else + { + for (S32 j = 0; j < (gCubeSnapshot ? 2 : 4); j++) + { + if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) + { + mShadowFrustPoints[j].clear(); + } + + LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SUN_SHADOW0+j); + + //restore render matrices + set_current_modelview(saved_view); + set_current_projection(saved_proj); + + LLVector3 eye = camera.getOrigin(); + llassert(eye.isFinite()); + + //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) && !gCubeSnapshot) + { + mShadowCamera[j] = shadow_cam; + } + + std::vector<LLVector3> fp; + + if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir) + || j > RenderShadowSplits) + { + //no possible shadow receivers + if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) + { + mShadowExtents[j][0] = LLVector3(); + mShadowExtents[j][1] = LLVector3(); + mShadowCamera[j+4] = shadow_cam; + } + + mRT->shadow[j].bindTarget(); + { + LLGLDepthTest depth(GL_TRUE); + mRT->shadow[j].clear(); + } + mRT->shadow[j].flush(); + + mShadowError.mV[j] = 0.f; + mShadowFOV.mV[j] = 0.f; + + continue; + } + + if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) + { + 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(); + //llassert(origin.isFinite()); + + glh::vec3f origin_agent(origin.mV); + + //translate view to origin + view[j].mult_matrix_vec(origin_agent); + + eye = LLVector3(origin_agent.v); + //llassert(eye.isFinite()); + if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) + { + 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(); + + mRT->shadow[j].bindTarget(); + mRT->shadow[j].getViewport(gGLViewport); + mRT->shadow[j].clear(); + + { + static LLCullResult result[4]; + renderShadow(view[j], proj[j], shadow_cam, result[j], true); + } + + mRT->shadow[j].flush(); + + if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA) && !gCubeSnapshot) + { + mShadowCamera[j+4] = shadow_cam; + } + } + } + + //hack to disable projector shadows + bool gen_shadow = RenderShadowDetail > 1; + + if (gen_shadow) + { + if (!gCubeSnapshot) //skip updating spot shadow maps during cubemap updates + { + 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); + + // should never happen + llassert(mTargetShadowSpotLight[0] != mTargetShadowSpotLight[1] || mTargetShadowSpotLight[0].isNull()); + + //update shadow targets + for (U32 i = 0; i < 2; i++) + { //for each current shadow + LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SPOT_SHADOW0 + 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]; + } + } + } + } + } + + // this should never happen + llassert(mShadowSpotLight[0] != mShadowSpotLight[1] || mShadowSpotLight[0].isNull()); + + 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]; + + if (!gCubeSnapshot) //skip updating spot shadow maps during cubemap updates + { + LLCamera shadow_cam = camera; + shadow_cam.setFar(far_clip); + shadow_cam.setOrigin(origin); + + LLViewerCamera::updateFrustumPlanes(shadow_cam, false, false, true); + + // + + mSpotShadow[i].bindTarget(); + mSpotShadow[i].getViewport(gGLViewport); + mSpotShadow[i].clear(); + + static LLCullResult result[2]; + + LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SPOT_SHADOW0 + i); + + RenderSpotLight = drawable; + + renderShadow(view[i + 4], proj[i + 4], shadow_cam, result[i], false); + + RenderSpotLight = nullptr; + + mSpotShadow[i].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, true); + + 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, 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,texture); + } + } +} + +void LLPipeline::renderRiggedGroups(LLRenderPass* pass, U32 type, 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->renderRiggedGroup(group, type, texture); + } + } +} + +void LLPipeline::profileAvatar(LLVOAvatar* avatar, bool profile_attachments) +{ + if (gGLManager.mGLVersion < 3.25f) + { // profiling requires GL 3.3 or later + return; + } + + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + + // don't continue to profile an avatar that is known to be too slow + llassert(!avatar->isTooSlow()); + + LLGLSLShader* cur_shader = LLGLSLShader::sCurBoundShaderPtr; + + mRT->deferredScreen.bindTarget(); + mRT->deferredScreen.clear(); + + if (!profile_attachments) + { + // profile entire avatar all at once and readback asynchronously + avatar->placeProfileQuery(); + + LLTimer cpu_timer; + + generateImpostor(avatar, false, true); + + avatar->mCPURenderTime = (F32)cpu_timer.getElapsedTimeF32() * 1000.f; + + avatar->readProfileQuery(5); // allow up to 5 frames of latency + } + else + { + // profile attachments one at a time + LLVOAvatar::attachment_map_t::iterator iter; + LLVOAvatar::attachment_map_t::iterator begin = avatar->mAttachmentPoints.begin(); + LLVOAvatar::attachment_map_t::iterator end = avatar->mAttachmentPoints.end(); + + for (iter = begin; + iter != end; + ++iter) + { + LLViewerJointAttachment* attachment = iter->second; + for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachment->mAttachedObjects.begin(); + attachment_iter != attachment->mAttachedObjects.end(); + ++attachment_iter) + { + LLViewerObject* attached_object = attachment_iter->get(); + if (attached_object) + { + // use gDebugProgram to do the GPU queries + gDebugProgram.clearStats(); + gDebugProgram.placeProfileQuery(true); + + generateImpostor(avatar, false, true, attached_object); + gDebugProgram.readProfileQuery(true, true); + + attached_object->mGPURenderTime = gDebugProgram.mTimeElapsed / 1000000.f; + } + } + } + } + + mRT->deferredScreen.flush(); + + if (cur_shader) + { + cur_shader->bind(); + } +} + +void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar, bool for_profile, LLViewerObject* specific_attachment) +{ + LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; + LL_PROFILE_GPU_ZONE("generateImpostor"); + LLGLState::checkStates(); + + 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(); + + // previews can't be muted or impostered + bool visually_muted = !for_profile && !preview_avatar && avatar->isVisuallyMuted(); + LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() + << " is " << ( visually_muted ? "" : "not ") << "visually muted" + << LL_ENDL; + bool too_complex = !for_profile && !preview_avatar && avatar->isTooComplex(); + LL_DEBUGS_ONCE("AvatarRenderPipeline") << "Avatar " << avatar->getID() + << " is " << ( too_complex ? "" : "not ") << "too complex" + << LL_ENDL; + + pushRenderTypeMask(); + + if (visually_muted || too_complex) + { + // only show jelly doll geometry + andRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, + LLPipeline::RENDER_TYPE_CONTROL_AV, + END_RENDER_TYPES); + } + else + { + //hide world geometry + clearRenderTypeMask( + RENDER_TYPE_SKY, + RENDER_TYPE_WL_SKY, + RENDER_TYPE_TERRAIN, + RENDER_TYPE_GRASS, + RENDER_TYPE_CONTROL_AV, // Animesh + RENDER_TYPE_TREE, + RENDER_TYPE_VOIDWATER, + RENDER_TYPE_WATER, + RENDER_TYPE_ALPHA_PRE_WATER, + RENDER_TYPE_PASS_GRASS, + RENDER_TYPE_HUD, + RENDER_TYPE_PARTICLES, + RENDER_TYPE_CLOUDS, + RENDER_TYPE_HUD_PARTICLES, + END_RENDER_TYPES + ); + } + + if (specific_attachment && specific_attachment->isHUDAttachment()) + { //enable HUD rendering + setRenderTypeMask(RENDER_TYPE_HUD, END_RENDER_TYPES); + } + + S32 occlusion = sUseOcclusion; + sUseOcclusion = 0; + + sReflectionRender = ! sRenderDeferred; + + sShadowRender = true; + sImpostorRender = true; + + LLViewerCamera* viewer_camera = LLViewerCamera::getInstance(); + + { + markVisible(avatar->mDrawable, *viewer_camera); + + if (preview_avatar) + { + // Only show rigged attachments for preview + // For the sake of performance and so that static + // objects won't obstruct previewing changes + 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) + { + LLViewerObject* attached_object = attachment_iter->get(); + if (attached_object) + { + if (attached_object->isRiggedMesh()) + { + markVisible(attached_object->mDrawable->getSpatialBridge(), *viewer_camera); + } + else + { + // sometimes object is a linkset and rigged mesh is a child + LLViewerObject::const_child_list_t& child_list = attached_object->getChildren(); + for (LLViewerObject::child_list_t::const_iterator iter = child_list.begin(); + iter != child_list.end(); iter++) + { + LLViewerObject* child = *iter; + if (child->isRiggedMesh()) + { + markVisible(attached_object->mDrawable->getSpatialBridge(), *viewer_camera); + break; + } + } + } + } + } + } + } + else + { + if (specific_attachment) + { + markVisible(specific_attachment->mDrawable->getSpatialBridge(), *viewer_camera); + } + else + { + LLVOAvatar::attachment_map_t::iterator iter; + LLVOAvatar::attachment_map_t::iterator begin = avatar->mAttachmentPoints.begin(); + LLVOAvatar::attachment_map_t::iterator end = avatar->mAttachmentPoints.end(); + + for (iter = begin; + iter != end; + ++iter) + { + LLViewerJointAttachment* attachment = iter->second; + for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachment->mAttachedObjects.begin(); + attachment_iter != attachment->mAttachedObjects.end(); + ++attachment_iter) + { + LLViewerObject* attached_object = attachment_iter->get(); + if (attached_object) + { + markVisible(attached_object->mDrawable->getSpatialBridge(), *viewer_camera); + } + } + } + } + } + } + + stateSort(*LLViewerCamera::getInstance(), result); + + LLCamera camera = *viewer_camera; + LLVector2 tdim; + U32 resY = 0; + U32 resX = 0; + + if (!preview_avatar) + { + 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 (!for_profile) + { + if (!avatar->mImpostor.isComplete()) + { + avatar->mImpostor.allocate(resX, resY, GL_RGBA, true); + + if (LLPipeline::sRenderDeferred) + { + addDeferredAttachments(avatar->mImpostor, true); + } + + 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()) + { + 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 (preview_avatar || for_profile) + { + // previews and profiles don't care about imposters + renderGeomDeferred(camera); + renderGeomPostDeferred(camera); + } + else + { + 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; + + } + + LLDrawPoolAvatar::sMinimumAlpha = old_alpha; + + if (!for_profile) + { //create alpha mask based on depth buffer (grey out if muted) + if (LLPipeline::sRenderDeferred) + { + GLuint buff = GL_COLOR_ATTACHMENT0; + glDrawBuffers(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; + + 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 if (!preview_avatar) + { //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(); + + gDebugProgram.unbind(); + + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); + } + + if (!preview_avatar && !for_profile) + { + avatar->mImpostor.flush(); + avatar->setImpostorDim(tdim); + } + + sUseOcclusion = occlusion; + sReflectionRender = false; + sImpostorRender = false; + sShadowRender = false; + popRenderTypeMask(); + + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.popMatrix(); + gGL.matrixMode(LLRender::MM_MODELVIEW); + gGL.popMatrix(); + + if (!preview_avatar && !for_profile) + { + avatar->mNeedsImpostorUpdate = false; + avatar->cacheImpostorValues(); + avatar->mLastImpostorUpdateFrameTime = gFrameTimeSeconds; + } + + LLVertexBuffer::unbind(); + LLGLState::checkStates(); +} + +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(); +} + +LLCullResult::sg_iterator LLPipeline::beginRiggedAlphaGroups() +{ + return sCull->beginRiggedAlphaGroups(); +} + +LLCullResult::sg_iterator LLPipeline::endRiggedAlphaGroups() +{ + return sCull->endRiggedAlphaGroups(); +} + +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); + //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); + } + } +} +void LLPipeline::unhideDrawable( LLDrawable *pDrawable ) +{ + pDrawable->clearState( LLDrawable::FORCE_INVISIBLE ); + markRebuild( pDrawable, LLDrawable::REBUILD_ALL); + //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); + } + } +} +void LLPipeline::restoreHiddenObject( const LLUUID& id ) +{ + LLViewerObject *pVO = gObjectList.findObject( id ); + + if ( pVO ) + { + LLDrawable *pDrawable = pVO->mDrawable; + if ( pDrawable ) + { + unhideDrawable( pDrawable ); + } + } +} + +void LLPipeline::skipRenderingShadows() +{ + LLGLDepthTest depth(GL_TRUE); + + for (S32 j = 0; j < 4; j++) + { + mRT->shadow[j].bindTarget(); + mRT->shadow[j].clear(); + mRT->shadow[j].flush(); + } +} + +void LLPipeline::handleShadowDetailChanged() +{ + if (RenderShadowDetail > gSavedSettings.getS32("RenderShadowDetail")) + { + skipRenderingShadows(); + } + else + { + LLViewerShaderMgr::instance()->setShaders(); + } +} + +class LLOctreeDirty : public OctreeTraveler +{ +public: + virtual void visit(const OctreeNode* state) + { + LLSpatialGroup* group = (LLSpatialGroup*)state->getListener(0); + + if (group->getSpatialPartition()->mRenderByGroup) + { + group->setState(LLSpatialGroup::GEOM_DIRTY); + gPipeline.markRebuild(group); + } + + for (LLSpatialGroup::bridge_list_t::iterator i = group->mBridgeList.begin(); i != group->mBridgeList.end(); ++i) + { + LLSpatialBridge* bridge = *i; + traverse(bridge->mOctree); + } + } +}; + + +void LLPipeline::rebuildDrawInfo() +{ + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); + iter != LLWorld::getInstance()->getRegionList().end(); ++iter) + { + LLViewerRegion* region = *iter; + + LLOctreeDirty dirty; + + LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_VOLUME); + dirty.traverse(part->mOctree); + + part = region->getSpatialPartition(LLViewerRegion::PARTITION_BRIDGE); + dirty.traverse(part->mOctree); + } +} + |