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-rw-r--r--indra/newview/pipeline.cpp18030
1 files changed, 9024 insertions, 9006 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 7d9f63a408..99feb9a061 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -1,9006 +1,9024 @@
-/**
- * @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 "imageids.h"
-#include "llerror.h"
-#include "llviewercontrol.h"
-#include "llfasttimer.h"
-#include "llfontgl.h"
-#include "llmemtype.h"
-#include "llnamevalue.h"
-#include "llpointer.h"
-#include "llprimitive.h"
-#include "llvolume.h"
-#include "material_codes.h"
-#include "timing.h"
-#include "v3color.h"
-#include "llui.h"
-#include "llglheaders.h"
-#include "llrender.h"
-#include "llwindow.h" // swapBuffers()
-
-// newview includes
-#include "llagent.h"
-#include "llagentcamera.h"
-#include "lldrawable.h"
-#include "lldrawpoolalpha.h"
-#include "lldrawpoolavatar.h"
-#include "lldrawpoolground.h"
-#include "lldrawpoolbump.h"
-#include "lldrawpooltree.h"
-#include "lldrawpoolwater.h"
-#include "llface.h"
-#include "llfeaturemanager.h"
-#include "llfloatertelehub.h"
-#include "llfloaterreg.h"
-#include "llgldbg.h"
-#include "llhudmanager.h"
-#include "llhudnametag.h"
-#include "llhudtext.h"
-#include "lllightconstants.h"
-#include "llresmgr.h"
-#include "llselectmgr.h"
-#include "llsky.h"
-#include "lltracker.h"
-#include "lltool.h"
-#include "lltoolmgr.h"
-#include "llviewercamera.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 "llvoground.h"
-#include "llvosky.h"
-#include "llvotree.h"
-#include "llvovolume.h"
-#include "llvosurfacepatch.h"
-#include "llvowater.h"
-#include "llvotree.h"
-#include "llvopartgroup.h"
-#include "llworld.h"
-#include "llcubemap.h"
-#include "llviewershadermgr.h"
-#include "llviewerstats.h"
-#include "llviewerjoystick.h"
-#include "llviewerdisplay.h"
-#include "llwlparammanager.h"
-#include "llwaterparammanager.h"
-#include "llspatialpartition.h"
-#include "llmutelist.h"
-#include "lltoolpie.h"
-
-
-#ifdef _DEBUG
-// Debug indices is disabled for now for debug performance - djs 4/24/02
-//#define DEBUG_INDICES
-#else
-//#define DEBUG_INDICES
-#endif
-
-const F32 BACKLIGHT_DAY_MAGNITUDE_AVATAR = 0.2f;
-const F32 BACKLIGHT_NIGHT_MAGNITUDE_AVATAR = 0.1f;
-const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f;
-const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f;
-const S32 MAX_OFFSCREEN_GEOMETRY_CHANGES_PER_FRAME = 10;
-const U32 REFLECTION_MAP_RES = 128;
-
-// Max number of occluders to search for. JC
-const S32 MAX_OCCLUDER_COUNT = 2;
-
-extern S32 gBoxFrame;
-//extern BOOL gHideSelectedObjects;
-extern BOOL gDisplaySwapBuffers;
-extern BOOL gDebugGL;
-
-// hack counter for rendering a fixed number of frames after toggling
-// fullscreen to work around DEV-5361
-static S32 sDelayedVBOEnable = 0;
-
-BOOL gAvatarBacklight = FALSE;
-
-BOOL gDebugPipeline = FALSE;
-LLPipeline gPipeline;
-const LLMatrix4* gGLLastMatrix = NULL;
-
-LLFastTimer::DeclareTimer FTM_RENDER_GEOMETRY("Geometry");
-LLFastTimer::DeclareTimer FTM_RENDER_GRASS("Grass");
-LLFastTimer::DeclareTimer FTM_RENDER_INVISIBLE("Invisible");
-LLFastTimer::DeclareTimer FTM_RENDER_OCCLUSION("Occlusion");
-LLFastTimer::DeclareTimer FTM_RENDER_SHINY("Shiny");
-LLFastTimer::DeclareTimer FTM_RENDER_SIMPLE("Simple");
-LLFastTimer::DeclareTimer FTM_RENDER_TERRAIN("Terrain");
-LLFastTimer::DeclareTimer FTM_RENDER_TREES("Trees");
-LLFastTimer::DeclareTimer FTM_RENDER_UI("UI");
-LLFastTimer::DeclareTimer FTM_RENDER_WATER("Water");
-LLFastTimer::DeclareTimer FTM_RENDER_WL_SKY("Windlight Sky");
-LLFastTimer::DeclareTimer FTM_RENDER_ALPHA("Alpha Objects");
-LLFastTimer::DeclareTimer FTM_RENDER_CHARACTERS("Avatars");
-LLFastTimer::DeclareTimer FTM_RENDER_BUMP("Bump");
-LLFastTimer::DeclareTimer FTM_RENDER_FULLBRIGHT("Fullbright");
-LLFastTimer::DeclareTimer FTM_RENDER_GLOW("Glow");
-LLFastTimer::DeclareTimer FTM_GEO_UPDATE("Geo Update");
-LLFastTimer::DeclareTimer FTM_POOLRENDER("RenderPool");
-LLFastTimer::DeclareTimer FTM_POOLS("Pools");
-LLFastTimer::DeclareTimer FTM_RENDER_BLOOM_FBO("First FBO");
-LLFastTimer::DeclareTimer FTM_STATESORT("Sort Draw State");
-LLFastTimer::DeclareTimer FTM_PIPELINE("Pipeline");
-LLFastTimer::DeclareTimer FTM_CLIENT_COPY("Client Copy");
-LLFastTimer::DeclareTimer FTM_RENDER_DEFERRED("Deferred Shading");
-
-
-static LLFastTimer::DeclareTimer FTM_STATESORT_DRAWABLE("Sort Drawables");
-static LLFastTimer::DeclareTimer FTM_STATESORT_POSTSORT("Post Sort");
-
-//----------------------------------------
-std::string gPoolNames[] =
-{
- // Correspond to LLDrawpool enum render type
- "NONE",
- "POOL_SIMPLE",
- "POOL_TERRAIN",
- "POOL_BUMP",
- "POOL_TREE",
- "POOL_SKY",
- "POOL_WL_SKY",
- "POOL_GROUND",
- "POOL_INVISIBLE",
- "POOL_AVATAR",
- "POOL_WATER",
- "POOL_GRASS",
- "POOL_FULLBRIGHT",
- "POOL_GLOW",
- "POOL_ALPHA",
-};
-
-void drawBox(const LLVector3& c, const LLVector3& r);
-void drawBoxOutline(const LLVector3& pos, const LLVector3& size);
-
-U32 nhpo2(U32 v)
-{
- U32 r = 1;
- while (r < v) {
- r *= 2;
- }
- return r;
-}
-
-glh::matrix4f glh_copy_matrix(GLdouble* src)
-{
- glh::matrix4f ret;
- for (U32 i = 0; i < 16; i++)
- {
- ret.m[i] = (F32) src[i];
- }
- return ret;
-}
-
-glh::matrix4f glh_get_current_modelview()
-{
- return glh_copy_matrix(gGLModelView);
-}
-
-glh::matrix4f glh_get_current_projection()
-{
- return glh_copy_matrix(gGLProjection);
-}
-
-void glh_copy_matrix(const glh::matrix4f& src, GLdouble* dst)
-{
- for (U32 i = 0; i < 16; i++)
- {
- dst[i] = src.m[i];
- }
-}
-
-void glh_set_current_modelview(const glh::matrix4f& mat)
-{
- glh_copy_matrix(mat, gGLModelView);
-}
-
-void glh_set_current_projection(glh::matrix4f& mat)
-{
- glh_copy_matrix(mat, gGLProjection);
-}
-
-glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar)
-{
- glh::matrix4f ret(
- 2.f/(right-left), 0.f, 0.f, -(right+left)/(right-left),
- 0.f, 2.f/(top-bottom), 0.f, -(top+bottom)/(top-bottom),
- 0.f, 0.f, -2.f/(zfar-znear), -(zfar+znear)/(zfar-znear),
- 0.f, 0.f, 0.f, 1.f);
-
- return ret;
-}
-
-void display_update_camera();
-//----------------------------------------
-
-S32 LLPipeline::sCompiles = 0;
-
-BOOL LLPipeline::sPickAvatar = TRUE;
-BOOL LLPipeline::sDynamicLOD = TRUE;
-BOOL LLPipeline::sShowHUDAttachments = TRUE;
-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;
-BOOL LLPipeline::sForceOldBakedUpload = FALSE;
-S32 LLPipeline::sUseOcclusion = 0;
-BOOL LLPipeline::sDelayVBUpdate = TRUE;
-BOOL LLPipeline::sAutoMaskAlphaDeferred = TRUE;
-BOOL LLPipeline::sAutoMaskAlphaNonDeferred = FALSE;
-BOOL LLPipeline::sDisableShaders = FALSE;
-BOOL LLPipeline::sRenderBump = TRUE;
-BOOL LLPipeline::sUseTriStrips = TRUE;
-BOOL LLPipeline::sUseFarClip = TRUE;
-BOOL LLPipeline::sShadowRender = FALSE;
-BOOL LLPipeline::sWaterReflections = FALSE;
-BOOL LLPipeline::sRenderGlow = FALSE;
-BOOL LLPipeline::sReflectionRender = FALSE;
-BOOL LLPipeline::sImpostorRender = FALSE;
-BOOL LLPipeline::sUnderWaterRender = FALSE;
-BOOL LLPipeline::sTextureBindTest = FALSE;
-BOOL LLPipeline::sRenderFrameTest = FALSE;
-BOOL LLPipeline::sRenderAttachedLights = TRUE;
-BOOL LLPipeline::sRenderAttachedParticles = TRUE;
-BOOL LLPipeline::sRenderDeferred = FALSE;
-BOOL LLPipeline::sAllowRebuildPriorityGroup = FALSE ;
-S32 LLPipeline::sVisibleLightCount = 0;
-F32 LLPipeline::sMinRenderSize = 0.f;
-
-
-static LLCullResult* sCull = NULL;
-
-static const U32 gl_cube_face[] =
-{
- GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
- GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
- GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
- GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
- GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
- GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
-};
-
-void validate_framebuffer_object();
-
-
-void addDeferredAttachments(LLRenderTarget& target)
-{
- target.addColorAttachment(GL_RGBA); //specular
- target.addColorAttachment(GL_RGBA); //normal+z
-}
-
-LLPipeline::LLPipeline() :
- mBackfaceCull(FALSE),
- mBatchCount(0),
- mMatrixOpCount(0),
- mTextureMatrixOps(0),
- mMaxBatchSize(0),
- mMinBatchSize(0),
- mMeanBatchSize(0),
- mTrianglesDrawn(0),
- mNumVisibleNodes(0),
- mVerticesRelit(0),
- mLightingChanges(0),
- mGeometryChanges(0),
- mNumVisibleFaces(0),
-
- mInitialized(FALSE),
- mVertexShadersEnabled(FALSE),
- mVertexShadersLoaded(0),
- mRenderDebugFeatureMask(0),
- mRenderDebugMask(0),
- mOldRenderDebugMask(0),
- mLastRebuildPool(NULL),
- mAlphaPool(NULL),
- mSkyPool(NULL),
- mTerrainPool(NULL),
- mWaterPool(NULL),
- mGroundPool(NULL),
- mSimplePool(NULL),
- mFullbrightPool(NULL),
- mInvisiblePool(NULL),
- mGlowPool(NULL),
- mBumpPool(NULL),
- mWLSkyPool(NULL),
- mLightMask(0),
- mLightMovingMask(0),
- mLightingDetail(0),
- mScreenWidth(0),
- mScreenHeight(0)
-{
- mNoiseMap = 0;
- mTrueNoiseMap = 0;
- mLightFunc = 0;
-}
-
-void LLPipeline::init()
-{
- LLMemType mt(LLMemType::MTYPE_PIPELINE_INIT);
-
- sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD");
- sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
- sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
- LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
- sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights");
- sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles");
-
- mInitialized = TRUE;
-
- stop_glerror();
-
- //create render pass pools
- getPool(LLDrawPool::POOL_ALPHA);
- getPool(LLDrawPool::POOL_SIMPLE);
- getPool(LLDrawPool::POOL_GRASS);
- getPool(LLDrawPool::POOL_FULLBRIGHT);
- getPool(LLDrawPool::POOL_INVISIBLE);
- getPool(LLDrawPool::POOL_BUMP);
- getPool(LLDrawPool::POOL_GLOW);
-
- LLViewerStats::getInstance()->mTrianglesDrawnStat.reset();
- resetFrameStats();
-
- for (U32 i = 0; i < NUM_RENDER_TYPES; ++i)
- {
- mRenderTypeEnabled[i] = TRUE; //all rendering types start enabled
- }
-
- mRenderDebugFeatureMask = 0xffffffff; // All debugging features on
- mRenderDebugMask = 0; // All debug starts off
-
- // Don't turn on ground when this is set
- // Mac Books with intel 950s need this
- if(!gSavedSettings.getBOOL("RenderGround"))
- {
- toggleRenderType(RENDER_TYPE_GROUND);
- }
-
- mOldRenderDebugMask = mRenderDebugMask;
-
- mBackfaceCull = TRUE;
-
- stop_glerror();
-
- // Enable features
-
- LLViewerShaderMgr::instance()->setShaders();
-
- stop_glerror();
-
- for (U32 i = 0; i < 2; ++i)
- {
- mSpotLightFade[i] = 1.f;
- }
-
- setLightingDetail(-1);
-}
-
-LLPipeline::~LLPipeline()
-{
-
-}
-
-void LLPipeline::cleanup()
-{
- assertInitialized();
-
- mGroupQ1.clear() ;
- mGroupQ2.clear() ;
-
- for(pool_set_t::iterator iter = mPools.begin();
- iter != mPools.end(); )
- {
- pool_set_t::iterator curiter = iter++;
- LLDrawPool* poolp = *curiter;
- if (poolp->isFacePool())
- {
- LLFacePool* face_pool = (LLFacePool*) poolp;
- if (face_pool->mReferences.empty())
- {
- mPools.erase(curiter);
- removeFromQuickLookup( poolp );
- delete poolp;
- }
- }
- else
- {
- mPools.erase(curiter);
- removeFromQuickLookup( poolp );
- delete poolp;
- }
- }
-
- if (!mTerrainPools.empty())
- {
- llwarns << "Terrain Pools not cleaned up" << llendl;
- }
- if (!mTreePools.empty())
- {
- llwarns << "Tree Pools not cleaned up" << llendl;
- }
-
- delete mAlphaPool;
- mAlphaPool = NULL;
- delete mSkyPool;
- mSkyPool = NULL;
- delete mTerrainPool;
- mTerrainPool = NULL;
- delete mWaterPool;
- mWaterPool = NULL;
- delete mGroundPool;
- mGroundPool = NULL;
- delete mSimplePool;
- mSimplePool = NULL;
- delete mFullbrightPool;
- mFullbrightPool = NULL;
- delete mInvisiblePool;
- mInvisiblePool = NULL;
- delete mGlowPool;
- mGlowPool = NULL;
- delete mBumpPool;
- mBumpPool = NULL;
- // don't delete wl sky pool it was handled above in the for loop
- //delete mWLSkyPool;
- mWLSkyPool = NULL;
-
- releaseGLBuffers();
-
- mFaceSelectImagep = NULL;
-
- mMovedBridge.clear();
-
- mInitialized = FALSE;
-}
-
-//============================================================================
-
-void LLPipeline::destroyGL()
-{
- stop_glerror();
- unloadShaders();
- mHighlightFaces.clear();
-
- resetDrawOrders();
-
- resetVertexBuffers();
-
- releaseGLBuffers();
-
- if (LLVertexBuffer::sEnableVBOs)
- {
- // render 30 frames after switching to work around DEV-5361
- sDelayedVBOEnable = 30;
- LLVertexBuffer::sEnableVBOs = FALSE;
- }
-}
-
-static LLFastTimer::DeclareTimer FTM_RESIZE_SCREEN_TEXTURE("Resize Screen Texture");
-
-void LLPipeline::resizeScreenTexture()
-{
- LLFastTimer ft(FTM_RESIZE_SCREEN_TEXTURE);
- if (gPipeline.canUseVertexShaders() && assertInitialized())
- {
- GLuint resX = gViewerWindow->getWorldViewWidthRaw();
- GLuint resY = gViewerWindow->getWorldViewHeightRaw();
-
- allocateScreenBuffer(resX,resY);
- }
-}
-
-void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
-{
- // remember these dimensions
- mScreenWidth = resX;
- mScreenHeight = resY;
-
- //never use more than 4 samples for render targets
- U32 samples = llmin(gSavedSettings.getU32("RenderFSAASamples"), (U32) 4);
- U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor");
-
- if (res_mod > 1 && res_mod < resX && res_mod < resY)
- {
- resX /= res_mod;
- resY /= res_mod;
- }
-
- if (gSavedSettings.getBOOL("RenderUIBuffer"))
- {
- mUIScreen.allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
- }
-
- if (LLPipeline::sRenderDeferred)
- {
- //allocate deferred rendering color buffers
- mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
- mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
- addDeferredAttachments(mDeferredScreen);
-
- mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
- mEdgeMap.allocate(resX, resY, GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
-
- for (U32 i = 0; i < 3; i++)
- {
- mDeferredLight[i].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
- }
-
- for (U32 i = 0; i < 2; i++)
- {
- mGIMapPost[i].allocate(resX,resY, GL_RGB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
- }
-
- F32 scale = gSavedSettings.getF32("RenderShadowResolutionScale");
-
- //HACK: make alpha masking work on ATI depth shadows (work around for ATI driver bug)
- U32 shadow_fmt = gGLManager.mIsATI ? GL_ALPHA : 0;
-
- for (U32 i = 0; i < 4; i++)
- {
- mShadow[i].allocate(U32(resX*scale),U32(resY*scale), shadow_fmt, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
- }
-
-
- U32 width = nhpo2(U32(resX*scale))/2;
- U32 height = width;
-
- for (U32 i = 4; i < 6; i++)
- {
- mShadow[i].allocate(width, height, shadow_fmt, TRUE, FALSE);
- }
-
- width = nhpo2(resX)/2;
- height = nhpo2(resY)/2;
- mLuminanceMap.allocate(width,height, GL_RGBA, FALSE, FALSE);
- }
- else
- {
- mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
- }
-
-
- if (LLRenderTarget::sUseFBO && gGLManager.mHasFramebufferMultisample && samples > 1)
- {
- mSampleBuffer.allocate(resX,resY,GL_RGBA,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples);
- if (LLPipeline::sRenderDeferred)
- {
- addDeferredAttachments(mSampleBuffer);
- mDeferredScreen.setSampleBuffer(&mSampleBuffer);
- }
-
- mScreen.setSampleBuffer(&mSampleBuffer);
-
- stop_glerror();
- }
-
- if (LLPipeline::sRenderDeferred)
- { //share depth buffer between deferred targets
- mDeferredScreen.shareDepthBuffer(mScreen);
- for (U32 i = 0; i < 3; i++)
- { //share stencil buffer with screen space lightmap to stencil out sky
- mDeferredScreen.shareDepthBuffer(mDeferredLight[i]);
- }
- }
-
- gGL.getTexUnit(0)->disable();
-
- stop_glerror();
-
-}
-
-//static
-void LLPipeline::updateRenderDeferred()
-{
- BOOL deferred = ((gSavedSettings.getBOOL("RenderDeferred") &&
- LLRenderTarget::sUseFBO &&
- LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
- gSavedSettings.getBOOL("VertexShaderEnable") &&
- gSavedSettings.getBOOL("RenderAvatarVP") &&
- gSavedSettings.getBOOL("WindLightUseAtmosShaders")) ? TRUE : FALSE) &&
- !gUseWireframe;
-
- sRenderDeferred = deferred;
-}
-
-void LLPipeline::releaseGLBuffers()
-{
- assertInitialized();
-
- if (mNoiseMap)
- {
- LLImageGL::deleteTextures(1, &mNoiseMap);
- mNoiseMap = 0;
- }
-
- if (mTrueNoiseMap)
- {
- LLImageGL::deleteTextures(1, &mTrueNoiseMap);
- mTrueNoiseMap = 0;
- }
-
- if (mLightFunc)
- {
- LLImageGL::deleteTextures(1, &mLightFunc);
- mLightFunc = 0;
- }
-
- mWaterRef.release();
- mWaterDis.release();
- mScreen.release();
- mUIScreen.release();
- mSampleBuffer.releaseSampleBuffer();
- mDeferredScreen.release();
- mDeferredDepth.release();
- for (U32 i = 0; i < 3; i++)
- {
- mDeferredLight[i].release();
- }
-
- mEdgeMap.release();
- mGIMap.release();
- mGIMapPost[0].release();
- mGIMapPost[1].release();
- mHighlight.release();
- mLuminanceMap.release();
-
- for (U32 i = 0; i < 6; i++)
- {
- mShadow[i].release();
- }
-
- for (U32 i = 0; i < 3; i++)
- {
- mGlow[i].release();
- }
-
- LLVOAvatar::resetImpostors();
-}
-
-void LLPipeline::createGLBuffers()
-{
- LLMemType mt_cb(LLMemType::MTYPE_PIPELINE_CREATE_BUFFERS);
- assertInitialized();
-
- updateRenderDeferred();
-
- if (LLPipeline::sWaterReflections)
- { //water reflection texture
- U32 res = (U32) gSavedSettings.getS32("RenderWaterRefResolution");
-
- mWaterRef.allocate(res,res,GL_RGBA,TRUE,FALSE);
- mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE);
- }
-
- mHighlight.allocate(256,256,GL_RGBA, FALSE, FALSE);
-
- stop_glerror();
-
- GLuint resX = gViewerWindow->getWorldViewWidthRaw();
- GLuint resY = gViewerWindow->getWorldViewHeightRaw();
-
- if (LLPipeline::sRenderGlow)
- { //screen space glow buffers
- const U32 glow_res = llmax(1,
- llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow")));
-
- for (U32 i = 0; i < 3; i++)
- {
- mGlow[i].allocate(512,glow_res,GL_RGBA,FALSE,FALSE);
- }
-
- allocateScreenBuffer(resX,resY);
- mScreenWidth = 0;
- mScreenHeight = 0;
-
- }
-
- if (sRenderDeferred)
- {
- if (!mNoiseMap)
- {
- const U32 noiseRes = 128;
- LLVector3 noise[noiseRes*noiseRes];
-
- F32 scaler = gSavedSettings.getF32("RenderDeferredNoise")/100.f;
- for (U32 i = 0; i < noiseRes*noiseRes; ++i)
- {
- noise[i] = LLVector3(ll_frand()-0.5f, ll_frand()-0.5f, 0.f);
- noise[i].normVec();
- noise[i].mV[2] = ll_frand()*scaler+1.f-scaler/2.f;
- }
-
- LLImageGL::generateTextures(1, &mNoiseMap);
-
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap);
- LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F_ARB, noiseRes, noiseRes, GL_RGB, GL_FLOAT, noise);
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- if (!mTrueNoiseMap)
- {
- const U32 noiseRes = 128;
- F32 noise[noiseRes*noiseRes*3];
- for (U32 i = 0; i < noiseRes*noiseRes*3; i++)
- {
- noise[i] = ll_frand()*2.0-1.0;
- }
-
- LLImageGL::generateTextures(1, &mTrueNoiseMap);
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mTrueNoiseMap);
- LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F_ARB, noiseRes, noiseRes, GL_RGB,GL_FLOAT, noise);
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- if (!mLightFunc)
- {
- U32 lightResX = gSavedSettings.getU32("RenderSpecularResX");
- U32 lightResY = gSavedSettings.getU32("RenderSpecularResY");
- U8* lg = new U8[lightResX*lightResY];
-
- for (U32 y = 0; y < lightResY; ++y)
- {
- for (U32 x = 0; x < lightResX; ++x)
- {
- //spec func
- F32 sa = (F32) x/(lightResX-1);
- F32 spec = (F32) y/(lightResY-1);
- //lg[y*lightResX+x] = (U8) (powf(sa, 128.f*spec*spec)*255);
-
- //F32 sp = acosf(sa)/(1.f-spec);
-
- sa = powf(sa, gSavedSettings.getF32("RenderSpecularExponent"));
- F32 a = acosf(sa*0.25f+0.75f);
- F32 m = llmax(0.5f-spec*0.5f, 0.001f);
- F32 t2 = tanf(a)/m;
- t2 *= t2;
-
- F32 c4a = (3.f+4.f*cosf(2.f*a)+cosf(4.f*a))/8.f;
- F32 bd = 1.f/(4.f*m*m*c4a)*powf(F_E, -t2);
-
- lg[y*lightResX+x] = (U8) (llclamp(bd, 0.f, 1.f)*255);
- }
- }
-
- LLImageGL::generateTextures(1, &mLightFunc);
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
- LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_ALPHA, lightResX, lightResY, GL_ALPHA, GL_UNSIGNED_BYTE, lg);
- gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
-
- delete [] lg;
- }
-
- if (gSavedSettings.getBOOL("RenderDeferredGI"))
- {
- mGIMap.allocate(512,512,GL_RGBA, TRUE, FALSE);
- addDeferredAttachments(mGIMap);
- }
- }
-}
-
-void LLPipeline::restoreGL()
-{
- LLMemType mt_cb(LLMemType::MTYPE_PIPELINE_RESTORE_GL);
- assertInitialized();
-
- if (mVertexShadersEnabled)
- {
- LLViewerShaderMgr::instance()->setShaders();
- }
-
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
- for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
- {
- LLSpatialPartition* part = region->getSpatialPartition(i);
- if (part)
- {
- part->restoreGL();
- }
- }
- }
-}
-
-
-BOOL LLPipeline::canUseVertexShaders()
-{
- if (sDisableShaders ||
- !gGLManager.mHasVertexShader ||
- !gGLManager.mHasFragmentShader ||
- !LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable") ||
- (assertInitialized() && mVertexShadersLoaded != 1) )
- {
- return FALSE;
- }
- else
- {
- return TRUE;
- }
-}
-
-BOOL LLPipeline::canUseWindLightShaders() const
-{
- return (!LLPipeline::sDisableShaders &&
- gWLSkyProgram.mProgramObject != 0 &&
- LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_WINDLIGHT) > 1);
-}
-
-BOOL LLPipeline::canUseWindLightShadersOnObjects() const
-{
- return (canUseWindLightShaders()
- && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0);
-}
-
-BOOL LLPipeline::canUseAntiAliasing() const
-{
- return TRUE; //(gSavedSettings.getBOOL("RenderUseFBO"));
-}
-
-void LLPipeline::unloadShaders()
-{
- LLMemType mt_us(LLMemType::MTYPE_PIPELINE_UNLOAD_SHADERS);
- LLViewerShaderMgr::instance()->unloadShaders();
-
- mVertexShadersLoaded = 0;
-}
-
-void LLPipeline::assertInitializedDoError()
-{
- llerrs << "LLPipeline used when uninitialized." << llendl;
-}
-
-//============================================================================
-
-void LLPipeline::enableShadows(const BOOL enable_shadows)
-{
- //should probably do something here to wrangle shadows....
-}
-
-S32 LLPipeline::getMaxLightingDetail() const
-{
- /*if (mVertexShaderLevel[SHADER_OBJECT] >= LLDrawPoolSimple::SHADER_LEVEL_LOCAL_LIGHTS)
- {
- return 3;
- }
- else*/
- {
- return 1;
- }
-}
-
-S32 LLPipeline::setLightingDetail(S32 level)
-{
- LLMemType mt_ld(LLMemType::MTYPE_PIPELINE_LIGHTING_DETAIL);
- assertInitialized();
-
- if (level < 0)
- {
- if (gSavedSettings.getBOOL("VertexShaderEnable"))
- {
- level = 1;
- }
- else
- {
- level = 0;
- }
- }
- level = llclamp(level, 0, getMaxLightingDetail());
- if (level != mLightingDetail)
- {
- mLightingDetail = level;
-
- if (mVertexShadersLoaded == 1)
- {
- LLViewerShaderMgr::instance()->setShaders();
- }
- }
- return mLightingDetail;
-}
-
-class LLOctreeDirtyTexture : public LLOctreeTraveler<LLDrawable>
-{
-public:
- const std::set<LLViewerFetchedTexture*>& mTextures;
-
- LLOctreeDirtyTexture(const std::set<LLViewerFetchedTexture*>& textures) : mTextures(textures) { }
-
- virtual void visit(const LLOctreeNode<LLDrawable>* node)
- {
- LLSpatialGroup* group = (LLSpatialGroup*) node->getListener(0);
-
- if (!group->isState(LLSpatialGroup::GEOM_DIRTY) && !group->getData().empty())
- {
- for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i)
- {
- for (LLSpatialGroup::drawmap_elem_t::iterator j = i->second.begin(); j != i->second.end(); ++j)
- {
- LLDrawInfo* params = *j;
- LLViewerFetchedTexture* tex = LLViewerTextureManager::staticCastToFetchedTexture(params->mTexture);
- if (tex && mTextures.find(tex) != mTextures.end())
- {
- group->setState(LLSpatialGroup::GEOM_DIRTY);
- }
- }
- }
- }
-
- for (LLSpatialGroup::bridge_list_t::iterator i = group->mBridgeList.begin(); i != group->mBridgeList.end(); ++i)
- {
- LLSpatialBridge* bridge = *i;
- traverse(bridge->mOctree);
- }
- }
-};
-
-// Called when a texture changes # of channels (causes faces to move to alpha pool)
-void LLPipeline::dirtyPoolObjectTextures(const std::set<LLViewerFetchedTexture*>& textures)
-{
- assertInitialized();
-
- // *TODO: This is inefficient and causes frame spikes; need a better way to do this
- // Most of the time is spent in dirty.traverse.
-
- for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
- {
- LLDrawPool *poolp = *iter;
- if (poolp->isFacePool())
- {
- ((LLFacePool*) poolp)->dirtyTextures(textures);
- }
- }
-
- LLOctreeDirtyTexture dirty(textures);
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
- for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
- {
- LLSpatialPartition* part = region->getSpatialPartition(i);
- if (part)
- {
- dirty.traverse(part->mOctree);
- }
- }
- }
-}
-
-LLDrawPool *LLPipeline::findPool(const U32 type, LLViewerTexture *tex0)
-{
- assertInitialized();
-
- LLDrawPool *poolp = NULL;
- switch( type )
- {
- case LLDrawPool::POOL_SIMPLE:
- poolp = mSimplePool;
- break;
-
- case LLDrawPool::POOL_GRASS:
- poolp = mGrassPool;
- break;
-
- case LLDrawPool::POOL_FULLBRIGHT:
- poolp = mFullbrightPool;
- break;
-
- case LLDrawPool::POOL_INVISIBLE:
- poolp = mInvisiblePool;
- break;
-
- case LLDrawPool::POOL_GLOW:
- poolp = mGlowPool;
- break;
-
- case LLDrawPool::POOL_TREE:
- poolp = get_if_there(mTreePools, (uintptr_t)tex0, (LLDrawPool*)0 );
- break;
-
- case LLDrawPool::POOL_TERRAIN:
- poolp = get_if_there(mTerrainPools, (uintptr_t)tex0, (LLDrawPool*)0 );
- break;
-
- case LLDrawPool::POOL_BUMP:
- poolp = mBumpPool;
- break;
-
- case LLDrawPool::POOL_ALPHA:
- poolp = mAlphaPool;
- break;
-
- case LLDrawPool::POOL_AVATAR:
- break; // Do nothing
-
- case LLDrawPool::POOL_SKY:
- poolp = mSkyPool;
- break;
-
- case LLDrawPool::POOL_WATER:
- poolp = mWaterPool;
- break;
-
- case LLDrawPool::POOL_GROUND:
- poolp = mGroundPool;
- break;
-
- case LLDrawPool::POOL_WL_SKY:
- poolp = mWLSkyPool;
- break;
-
- default:
- llassert(0);
- llerrs << "Invalid Pool Type in LLPipeline::findPool() type=" << type << llendl;
- break;
- }
-
- return poolp;
-}
-
-
-LLDrawPool *LLPipeline::getPool(const U32 type, LLViewerTexture *tex0)
-{
- LLMemType mt(LLMemType::MTYPE_PIPELINE);
- 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)
-{
- LLMemType mt(LLMemType::MTYPE_PIPELINE);
- U32 type = getPoolTypeFromTE(te, imagep);
- return gPipeline.getPool(type, imagep);
-}
-
-//static
-U32 LLPipeline::getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* imagep)
-{
- LLMemType mt_gpt(LLMemType::MTYPE_PIPELINE_GET_POOL_TYPE);
-
- if (!te || !imagep)
- {
- return 0;
- }
-
- bool alpha = te->getColor().mV[3] < 0.999f;
- if (imagep)
- {
- alpha = alpha || (imagep->getComponents() == 4 && imagep->getType() != LLViewerTexture::MEDIA_TEXTURE) || (imagep->getComponents() == 2);
- }
-
- if (alpha)
- {
- return LLDrawPool::POOL_ALPHA;
- }
- else if ((te->getBumpmap() || te->getShiny()))
- {
- return LLDrawPool::POOL_BUMP;
- }
- else
- {
- return LLDrawPool::POOL_SIMPLE;
- }
-}
-
-
-void LLPipeline::addPool(LLDrawPool *new_poolp)
-{
- LLMemType mt_a(LLMemType::MTYPE_PIPELINE_ADD_POOL);
- assertInitialized();
- mPools.insert(new_poolp);
- addToQuickLookup( new_poolp );
-}
-
-void LLPipeline::allocDrawable(LLViewerObject *vobj)
-{
- LLMemType mt_ad(LLMemType::MTYPE_PIPELINE_ALLOCATE_DRAWABLE);
- LLDrawable *drawable = new LLDrawable();
- vobj->mDrawable = drawable;
-
- drawable->mVObjp = vobj;
-
- //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)
-{
- LLFastTimer t(FTM_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()->mSpatialPartition->remove(drawablep, drawablep->getSpatialGroup()))
- {
-#ifdef LL_RELEASE_FOR_DOWNLOAD
- llwarns << "Couldn't remove object from spatial group!" << llendl;
-#else
- llerrs << "Couldn't remove object from spatial group!" << llendl;
-#endif
- }
- }
-
- mLights.erase(drawablep);
- for (light_set_t::iterator iter = mNearbyLights.begin();
- iter != mNearbyLights.end(); iter++)
- {
- if (iter->drawable == drawablep)
- {
- mNearbyLights.erase(iter);
- break;
- }
- }
-
- {
- HighlightItem item(drawablep);
- mHighlightSet.erase(item);
-
- if (mHighlightObject == drawablep)
- {
- mHighlightObject = NULL;
- }
- }
-
- for (U32 i = 0; i < 2; ++i)
- {
- if (mShadowSpotLight[i] == drawablep)
- {
- mShadowSpotLight[i] = NULL;
- }
-
- if (mTargetShadowSpotLight[i] == drawablep)
- {
- mTargetShadowSpotLight[i] = NULL;
- }
- }
-
-
-}
-
-U32 LLPipeline::addObject(LLViewerObject *vobj)
-{
- LLMemType mt_ao(LLMemType::MTYPE_PIPELINE_ADD_OBJECT);
- if (gNoRender)
- {
- return 0;
- }
-
- if (gSavedSettings.getBOOL("RenderDelayCreation"))
- {
- mCreateQ.push_back(vobj);
- }
- else
- {
- createObject(vobj);
- }
-
- return 1;
-}
-
-void LLPipeline::createObjects(F32 max_dtime)
-{
- LLFastTimer ftm(FTM_GEO_UPDATE);
- LLMemType mt(LLMemType::MTYPE_PIPELINE_CREATE_OBJECTS);
-
- LLTimer update_timer;
-
- while (!mCreateQ.empty() && update_timer.getElapsedTimeF32() < max_dtime)
- {
- LLViewerObject* vobj = mCreateQ.front();
- if (!vobj->isDead())
- {
- createObject(vobj);
- }
- mCreateQ.pop_front();
- }
-
- //for (LLViewerObject::vobj_list_t::iterator iter = mCreateQ.begin(); iter != mCreateQ.end(); ++iter)
- //{
- // createObject(*iter);
- //}
-
- //mCreateQ.clear();
-}
-
-void LLPipeline::createObject(LLViewerObject* vobj)
-{
- LLDrawable* drawablep = vobj->mDrawable;
-
- if (!drawablep)
- {
- drawablep = vobj->createDrawable(this);
- }
- else
- {
- llerrs << "Redundant drawable creation!" << llendl;
- }
-
- llassert(drawablep);
-
- if (vobj->getParent())
- {
- vobj->setDrawableParent(((LLViewerObject*)vobj->getParent())->mDrawable); // LLPipeline::addObject 1
- }
- else
- {
- vobj->setDrawableParent(NULL); // LLPipeline::addObject 2
- }
-
- markRebuild(drawablep, LLDrawable::REBUILD_ALL, TRUE);
-
- if (drawablep->getVOVolume() && gSavedSettings.getBOOL("RenderAnimateRes"))
- {
- // fun animated res
- drawablep->updateXform(TRUE);
- drawablep->clearState(LLDrawable::MOVE_UNDAMPED);
- drawablep->setScale(LLVector3(0,0,0));
- drawablep->makeActive();
- }
-}
-
-
-void LLPipeline::resetFrameStats()
-{
- assertInitialized();
-
- LLViewerStats::getInstance()->mTrianglesDrawnStat.addValue(mTrianglesDrawn/1000.f);
-
- if (mBatchCount > 0)
- {
- mMeanBatchSize = gPipeline.mTrianglesDrawn/gPipeline.mBatchCount;
- }
- mTrianglesDrawn = 0;
- sCompiles = 0;
- mVerticesRelit = 0;
- mLightingChanges = 0;
- mGeometryChanges = 0;
- mNumVisibleFaces = 0;
-
- if (mOldRenderDebugMask != mRenderDebugMask)
- {
- gObjectList.clearDebugText();
- mOldRenderDebugMask = mRenderDebugMask;
- }
-
-}
-
-//external functions for asynchronous updating
-void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep)
-{
- if (gSavedSettings.getBOOL("FreezeTime"))
- {
- return;
- }
- if (!drawablep)
- {
- llerrs << "updateMove called with NULL drawablep" << llendl;
- return;
- }
- if (drawablep->isState(LLDrawable::EARLY_MOVE))
- {
- return;
- }
-
- assertInitialized();
-
- // update drawable now
- drawablep->clearState(LLDrawable::MOVE_UNDAMPED); // force to DAMPED
- drawablep->updateMove(); // returns done
- drawablep->setState(LLDrawable::EARLY_MOVE); // flag says we already did an undamped move this frame
- // Put on move list so that EARLY_MOVE gets cleared
- if (!drawablep->isState(LLDrawable::ON_MOVE_LIST))
- {
- mMovedList.push_back(drawablep);
- drawablep->setState(LLDrawable::ON_MOVE_LIST);
- }
-}
-
-void LLPipeline::updateMoveNormalAsync(LLDrawable* drawablep)
-{
- if (gSavedSettings.getBOOL("FreezeTime"))
- {
- return;
- }
- if (!drawablep)
- {
- llerrs << "updateMove called with NULL drawablep" << llendl;
- return;
- }
- if (drawablep->isState(LLDrawable::EARLY_MOVE))
- {
- return;
- }
-
- assertInitialized();
-
- // update drawable now
- drawablep->setState(LLDrawable::MOVE_UNDAMPED); // force to UNDAMPED
- drawablep->updateMove();
- drawablep->setState(LLDrawable::EARLY_MOVE); // flag says we already did an undamped move this frame
- // Put on move list so that EARLY_MOVE gets cleared
- if (!drawablep->isState(LLDrawable::ON_MOVE_LIST))
- {
- mMovedList.push_back(drawablep);
- drawablep->setState(LLDrawable::ON_MOVE_LIST);
- }
-}
-
-void LLPipeline::updateMovedList(LLDrawable::drawable_vector_t& moved_list)
-{
- for (LLDrawable::drawable_vector_t::iterator iter = moved_list.begin();
- iter != moved_list.end(); )
- {
- LLDrawable::drawable_vector_t::iterator curiter = iter++;
- LLDrawable *drawablep = *curiter;
- BOOL done = TRUE;
- if (!drawablep->isDead() && (!drawablep->isState(LLDrawable::EARLY_MOVE)))
- {
- done = drawablep->updateMove();
- }
- drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED);
- if (done)
- {
- drawablep->clearState(LLDrawable::ON_MOVE_LIST);
- iter = moved_list.erase(curiter);
- }
- }
-}
-
-static LLFastTimer::DeclareTimer FTM_OCTREE_BALANCE("Balance Octree");
-static LLFastTimer::DeclareTimer FTM_UPDATE_MOVE("Update Move");
-
-void LLPipeline::updateMove()
-{
- LLFastTimer t(FTM_UPDATE_MOVE);
- LLMemType mt_um(LLMemType::MTYPE_PIPELINE_UPDATE_MOVE);
-
- if (gSavedSettings.getBOOL("FreezeTime"))
- {
- return;
- }
-
- assertInitialized();
-
- {
- static LLFastTimer::DeclareTimer ftm("Retexture");
- LLFastTimer t(ftm);
-
- for (LLDrawable::drawable_set_t::iterator iter = mRetexturedList.begin();
- iter != mRetexturedList.end(); ++iter)
- {
- LLDrawable* drawablep = *iter;
- if (drawablep && !drawablep->isDead())
- {
- drawablep->updateTexture();
- }
- }
- mRetexturedList.clear();
- }
-
- {
- static LLFastTimer::DeclareTimer ftm("Moved List");
- LLFastTimer t(ftm);
- updateMovedList(mMovedList);
- }
-
- //balance octrees
- {
- LLFastTimer ot(FTM_OCTREE_BALANCE);
-
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
- for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
- {
- LLSpatialPartition* part = region->getSpatialPartition(i);
- if (part)
- {
- part->mOctree->balance();
- }
- }
- }
- }
-}
-
-/////////////////////////////////////////////////////////////////////////////
-// Culling and occlusion testing
-/////////////////////////////////////////////////////////////////////////////
-
-//static
-F32 LLPipeline::calcPixelArea(LLVector3 center, LLVector3 size, LLCamera &camera)
-{
- LLVector3 lookAt = center - camera.getOrigin();
- F32 dist = lookAt.length();
-
- //ramp down distance for nearby objects
- //shrink dist by dist/16.
- if (dist < 16.f)
- {
- dist /= 16.f;
- dist *= dist;
- dist *= 16.f;
- }
-
- //get area of circle around node
- F32 app_angle = atanf(size.length()/dist);
- F32 radius = app_angle*LLDrawable::sCurPixelAngle;
- return radius*radius * F_PI;
-}
-
-void LLPipeline::grabReferences(LLCullResult& result)
-{
- sCull = &result;
-}
-
-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);
-
- U32 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 LLFastTimer::DeclareTimer FTM_CULL("Object Culling");
-
-void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip)
-{
- LLFastTimer t(FTM_CULL);
- LLMemType mt_uc(LLMemType::MTYPE_PIPELINE_UPDATE_CULL);
-
- grabReferences(result);
-
- sCull->clear();
-
- BOOL to_texture = LLPipeline::sUseOcclusion > 1 &&
- !hasRenderType(LLPipeline::RENDER_TYPE_HUD) &&
- LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD &&
- gPipeline.canUseVertexShaders() &&
- sRenderGlow;
-
- if (to_texture)
- {
- mScreen.bindTarget();
- }
-
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadMatrixd(gGLLastProjection);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- gGLLastMatrix = NULL;
- glLoadMatrixd(gGLLastModelView);
-
-
- LLVertexBuffer::unbind();
- LLGLDisable blend(GL_BLEND);
- LLGLDisable test(GL_ALPHA_TEST);
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- if (sUseOcclusion > 1)
- {
- gGL.setColorMask(false, false);
- }
-
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
-
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
- if (water_clip != 0)
- {
- LLPlane plane(LLVector3(0,0, (F32) -water_clip), (F32) water_clip*region->getWaterHeight());
- camera.setUserClipPlane(plane);
- }
- else
- {
- camera.disableUserClipPlane();
- }
-
- for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
- {
- LLSpatialPartition* part = region->getSpatialPartition(i);
- if (part)
- {
- if (hasRenderType(part->mDrawableType))
- {
- part->cull(camera);
- }
- }
- }
- }
-
- camera.disableUserClipPlane();
-
- if (hasRenderType(LLPipeline::RENDER_TYPE_SKY) &&
- gSky.mVOSkyp.notNull() &&
- gSky.mVOSkyp->mDrawable.notNull())
- {
- gSky.mVOSkyp->mDrawable->setVisible(camera);
- sCull->pushDrawable(gSky.mVOSkyp->mDrawable);
- gSky.updateCull();
- stop_glerror();
- }
-
- if (hasRenderType(LLPipeline::RENDER_TYPE_GROUND) &&
- !gPipeline.canUseWindLightShaders() &&
- gSky.mVOGroundp.notNull() &&
- gSky.mVOGroundp->mDrawable.notNull() &&
- !LLPipeline::sWaterReflections)
- {
- gSky.mVOGroundp->mDrawable->setVisible(camera);
- sCull->pushDrawable(gSky.mVOGroundp->mDrawable);
- }
-
-
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
-
- if (sUseOcclusion > 1)
- {
- gGL.setColorMask(true, false);
- }
-
- if (to_texture)
- {
- mScreen.flush();
- }
-}
-
-void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera)
-{
- if (group->getData().empty())
- {
- return;
- }
-
- group->setVisible();
-
- if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
- {
- group->updateDistance(camera);
- }
-
- const F32 MINIMUM_PIXEL_AREA = 16.f;
-
- if (group->mPixelArea < MINIMUM_PIXEL_AREA)
- {
- return;
- }
-
- if (sMinRenderSize > 0.f &&
- llmax(llmax(group->mBounds[1].mV[0], group->mBounds[1].mV[1]), group->mBounds[1].mV[2]) < sMinRenderSize)
- {
- return;
- }
-
- assertInitialized();
-
- if (!group->mSpatialPartition->mRenderByGroup)
- { //render by drawable
- sCull->pushDrawableGroup(group);
- }
- else
- { //render by group
- sCull->pushVisibleGroup(group);
- }
-
- mNumVisibleNodes++;
-}
-
-void LLPipeline::markOccluder(LLSpatialGroup* group)
-{
- if (sUseOcclusion > 1 && group && !group->isOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION))
- {
- LLSpatialGroup* parent = group->getParent();
-
- if (!parent || !parent->isOcclusionState(LLSpatialGroup::OCCLUDED))
- { //only mark top most occluders as active occlusion
- sCull->pushOcclusionGroup(group);
- group->setOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION);
-
- if (parent &&
- !parent->isOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION) &&
- parent->getElementCount() == 0 &&
- parent->needsUpdate())
- {
- sCull->pushOcclusionGroup(group);
- parent->setOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION);
- }
- }
- }
-}
-
-void LLPipeline::doOcclusion(LLCamera& camera)
-{
- LLVertexBuffer::unbind();
-
- if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION))
- {
- gGL.setColorMask(true, false, false, false);
- }
- else
- {
- gGL.setColorMask(false, false);
- }
- LLGLDisable blend(GL_BLEND);
- LLGLDisable test(GL_ALPHA_TEST);
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
-
- LLGLDisable cull(GL_CULL_FACE);
- if (LLPipeline::sUseOcclusion > 1)
- {
- for (LLCullResult::sg_list_t::iterator iter = sCull->beginOcclusionGroups(); iter != sCull->endOcclusionGroups(); ++iter)
- {
- LLSpatialGroup* group = *iter;
- group->doOcclusion(&camera);
- group->clearOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION);
- }
- }
-
- gGL.setColorMask(true, false);
-}
-
-BOOL LLPipeline::updateDrawableGeom(LLDrawable* drawablep, BOOL priority)
-{
- BOOL update_complete = drawablep->updateGeometry(priority);
- if (update_complete && assertInitialized())
- {
- drawablep->setState(LLDrawable::BUILT);
- mGeometryChanges++;
- }
- return update_complete;
-}
-
-void LLPipeline::updateGL()
-{
- while (!LLGLUpdate::sGLQ.empty())
- {
- LLGLUpdate* glu = LLGLUpdate::sGLQ.front();
- glu->updateGL();
- glu->mInQ = FALSE;
- LLGLUpdate::sGLQ.pop_front();
- }
-}
-
-void LLPipeline::rebuildPriorityGroups()
-{
- if(!sAllowRebuildPriorityGroup)
- {
- return ;
- }
- sAllowRebuildPriorityGroup = FALSE ;
-
- LLTimer update_timer;
- LLMemType mt(LLMemType::MTYPE_PIPELINE);
-
- assertInitialized();
-
- // 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);
- }
-
- mGroupQ1.clear();
-}
-
-void LLPipeline::rebuildGroups()
-{
- // Iterate through some drawables on the non-priority build queue
- S32 size = (S32) mGroupQ2.size();
- S32 min_count = llclamp((S32) ((F32) (size * size)/4096*0.25f), 1, size);
-
- S32 count = 0;
-
- std::sort(mGroupQ2.begin(), mGroupQ2.end(), LLSpatialGroup::CompareUpdateUrgency());
-
- LLSpatialGroup::sg_vector_t::iterator iter;
- for (iter = mGroupQ2.begin();
- iter != mGroupQ2.end(); ++iter)
- {
- LLSpatialGroup* group = *iter;
-
- if (group->isDead())
- {
- continue;
- }
-
- group->rebuildGeom();
-
- if (group->mSpatialPartition->mRenderByGroup)
- {
- count++;
- }
-
- group->clearState(LLSpatialGroup::IN_BUILD_Q2);
-
- if (count > min_count)
- {
- ++iter;
- break;
- }
- }
-
- mGroupQ2.erase(mGroupQ2.begin(), iter);
-
- updateMovedList(mMovedBridge);
-}
-
-void LLPipeline::updateGeom(F32 max_dtime)
-{
- LLTimer update_timer;
- LLMemType mt(LLMemType::MTYPE_PIPELINE_UPDATE_GEOM);
- LLPointer<LLDrawable> drawablep;
-
- LLFastTimer t(FTM_GEO_UPDATE);
-
- assertInitialized();
-
- if (sDelayedVBOEnable > 0)
- {
- if (--sDelayedVBOEnable <= 0)
- {
- resetVertexBuffers();
- LLVertexBuffer::sEnableVBOs = TRUE;
- }
- }
-
- // notify various object types to reset internal cost metrics, etc.
- // for now, only LLVOVolume does this to throttle LOD changes
- LLVOVolume::preUpdateGeom();
-
- // Iterate through all drawables on the priority build queue,
- for (LLDrawable::drawable_list_t::iterator iter = mBuildQ1.begin();
- iter != mBuildQ1.end();)
- {
- LLDrawable::drawable_list_t::iterator curiter = iter++;
- LLDrawable* drawablep = *curiter;
- if (drawablep && !drawablep->isDead())
- {
- if (drawablep->isState(LLDrawable::IN_REBUILD_Q2))
- {
- drawablep->clearState(LLDrawable::IN_REBUILD_Q2);
- LLDrawable::drawable_list_t::iterator find = std::find(mBuildQ2.begin(), mBuildQ2.end(), drawablep);
- if (find != mBuildQ2.end())
- {
- mBuildQ2.erase(find);
- }
- }
-
- if (updateDrawableGeom(drawablep, TRUE))
- {
- drawablep->clearState(LLDrawable::IN_REBUILD_Q1);
- mBuildQ1.erase(curiter);
- }
- }
- else
- {
- mBuildQ1.erase(curiter);
- }
- }
-
- // Iterate through some drawables on the non-priority build queue
- S32 min_count = 16;
- S32 size = (S32) mBuildQ2.size();
- if (size > 1024)
- {
- min_count = llclamp((S32) (size * (F32) size/4096), 16, size);
- }
-
- S32 count = 0;
-
- max_dtime = llmax(update_timer.getElapsedTimeF32()+0.001f, max_dtime);
- LLSpatialGroup* last_group = NULL;
- LLSpatialBridge* last_bridge = NULL;
-
- for (LLDrawable::drawable_list_t::iterator iter = mBuildQ2.begin();
- iter != mBuildQ2.end(); )
- {
- LLDrawable::drawable_list_t::iterator curiter = iter++;
- LLDrawable* drawablep = *curiter;
-
- LLSpatialBridge* bridge = drawablep->isRoot() ? drawablep->getSpatialBridge() :
- drawablep->getParent()->getSpatialBridge();
-
- if (drawablep->getSpatialGroup() != last_group &&
- (!last_bridge || bridge != last_bridge) &&
- (update_timer.getElapsedTimeF32() >= max_dtime) && count > min_count)
- {
- break;
- }
-
- //make sure updates don't stop in the middle of a spatial group
- //to avoid thrashing (objects are enqueued by group)
- last_group = drawablep->getSpatialGroup();
- last_bridge = bridge;
-
- BOOL update_complete = TRUE;
- if (!drawablep->isDead())
- {
- update_complete = updateDrawableGeom(drawablep, FALSE);
- count++;
- }
- if (update_complete)
- {
- drawablep->clearState(LLDrawable::IN_REBUILD_Q2);
- mBuildQ2.erase(curiter);
- }
- }
-
- updateMovedList(mMovedBridge);
-}
-
-void LLPipeline::markVisible(LLDrawable *drawablep, LLCamera& camera)
-{
- LLMemType mt(LLMemType::MTYPE_PIPELINE_MARK_VISIBLE);
-
- 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
- {
- const LLVOAvatar* av = vobj->asAvatar();
- if (av && av->isImpostor())
- {
- return;
- }
- }
- }
- }
- sCull->pushBridge((LLSpatialBridge*) drawablep);
- }
- else
- {
- sCull->pushDrawable(drawablep);
- }
-
- drawablep->setVisible(camera);
- }
-}
-
-void LLPipeline::markMoved(LLDrawable *drawablep, BOOL damped_motion)
-{
- LLMemType mt_mm(LLMemType::MTYPE_PIPELINE_MARK_MOVED);
-
- if (!drawablep)
- {
- //llerrs << "Sending null drawable to moved list!" << llendl;
- return;
- }
-
- if (drawablep->isDead())
- {
- llwarns << "Marking NULL or dead drawable moved!" << llendl;
- 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 == FALSE)
- {
- 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)
-{
- LLMemType mt(LLMemType::MTYPE_PIPELINE_MARK_SHIFT);
-
- 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)
-{
- LLMemType mt(LLMemType::MTYPE_PIPELINE_SHIFT_OBJECTS);
-
- assertInitialized();
-
- glClear(GL_DEPTH_BUFFER_BIT);
- gDepthDirty = TRUE;
-
- for (LLDrawable::drawable_vector_t::iterator iter = mShiftList.begin();
- iter != mShiftList.end(); iter++)
- {
- LLDrawable *drawablep = *iter;
- if (drawablep->isDead())
- {
- continue;
- }
- drawablep->shiftPos(offset);
- 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(offset);
- }
- }
- }
-
- LLHUDText::shiftAll(offset);
- LLHUDNameTag::shiftAll(offset);
- display_update_camera();
-}
-
-void LLPipeline::markTextured(LLDrawable *drawablep)
-{
- LLMemType mt(LLMemType::MTYPE_PIPELINE_MARK_TEXTURED);
-
- 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::markRebuild(LLSpatialGroup* group, BOOL priority)
-{
- LLMemType mt(LLMemType::MTYPE_PIPELINE);
- //assert_main_thread();
-
- if (group && !group->isDead() && group->mSpatialPartition)
- {
- if (group->mSpatialPartition->mPartitionType == LLViewerRegion::PARTITION_HUD)
- {
- priority = TRUE;
- }
-
- if (priority)
- {
- if (!group->isState(LLSpatialGroup::IN_BUILD_Q1))
- {
- mGroupQ1.push_back(group);
- group->setState(LLSpatialGroup::IN_BUILD_Q1);
-
- if (group->isState(LLSpatialGroup::IN_BUILD_Q2))
- {
- LLSpatialGroup::sg_vector_t::iterator iter = std::find(mGroupQ2.begin(), mGroupQ2.end(), group);
- if (iter != mGroupQ2.end())
- {
- mGroupQ2.erase(iter);
- }
- group->clearState(LLSpatialGroup::IN_BUILD_Q2);
- }
- }
- }
- else if (!group->isState(LLSpatialGroup::IN_BUILD_Q2 | LLSpatialGroup::IN_BUILD_Q1))
- {
- //llerrs << "Non-priority updates not yet supported!" << llendl;
- if (std::find(mGroupQ2.begin(), mGroupQ2.end(), group) != mGroupQ2.end())
- {
- llerrs << "WTF?" << llendl;
- }
- mGroupQ2.push_back(group);
- group->setState(LLSpatialGroup::IN_BUILD_Q2);
-
- }
- }
-}
-
-void LLPipeline::markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag, BOOL priority)
-{
- LLMemType mt(LLMemType::MTYPE_PIPELINE_MARK_REBUILD);
-
- if (drawablep && !drawablep->isDead() && assertInitialized())
- {
- if (!drawablep->isState(LLDrawable::BUILT))
- {
- priority = TRUE;
- }
- if (priority)
- {
- if (!drawablep->isState(LLDrawable::IN_REBUILD_Q1))
- {
- mBuildQ1.push_back(drawablep);
- drawablep->setState(LLDrawable::IN_REBUILD_Q1); // mark drawable as being in priority queue
- }
- }
- else if (!drawablep->isState(LLDrawable::IN_REBUILD_Q2))
- {
- mBuildQ2.push_back(drawablep);
- drawablep->setState(LLDrawable::IN_REBUILD_Q2); // need flag here because it is just a list
- }
- if (flag & (LLDrawable::REBUILD_VOLUME | LLDrawable::REBUILD_POSITION))
- {
- drawablep->getVObj()->setChanged(LLXform::SILHOUETTE);
- }
- drawablep->setState(flag);
- }
-}
-
-static LLFastTimer::DeclareTimer FTM_RESET_DRAWORDER("Reset Draw Order");
-
-void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result)
-{
- if (hasAnyRenderType(LLPipeline::RENDER_TYPE_AVATAR,
- LLPipeline::RENDER_TYPE_GROUND,
- LLPipeline::RENDER_TYPE_TERRAIN,
- LLPipeline::RENDER_TYPE_TREE,
- LLPipeline::RENDER_TYPE_SKY,
- LLPipeline::RENDER_TYPE_VOIDWATER,
- LLPipeline::RENDER_TYPE_WATER,
- LLPipeline::END_RENDER_TYPES))
- {
- //clear faces from face pools
- LLFastTimer t(FTM_RESET_DRAWORDER);
- gPipeline.resetDrawOrders();
- }
-
- LLFastTimer ftm(FTM_STATESORT);
- LLMemType mt(LLMemType::MTYPE_PIPELINE_STATE_SORT);
-
- //LLVertexBuffer::unbind();
-
- grabReferences(result);
- for (LLCullResult::sg_list_t::iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
- {
- LLSpatialGroup* group = *iter;
- group->checkOcclusion();
- if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED))
- {
- markOccluder(group);
- }
- else
- {
- group->setVisible();
- for (LLSpatialGroup::element_iter i = group->getData().begin(); i != group->getData().end(); ++i)
- {
- markVisible(*i, camera);
- }
- }
- }
- for (LLCullResult::sg_list_t::iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
- {
- LLSpatialGroup* group = *iter;
- group->checkOcclusion();
- if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED))
- {
- markOccluder(group);
- }
- else
- {
- group->setVisible();
- stateSort(group, camera);
- }
- }
-
- if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
- {
- for (LLCullResult::bridge_list_t::iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i)
- {
- LLCullResult::bridge_list_t::iterator cur_iter = i;
- LLSpatialBridge* bridge = *cur_iter;
- LLSpatialGroup* group = bridge->getSpatialGroup();
- if (!bridge->isDead() && group && !group->isOcclusionState(LLSpatialGroup::OCCLUDED))
- {
- stateSort(bridge, camera);
- }
- }
- }
- {
- LLFastTimer ftm(FTM_STATESORT_DRAWABLE);
- for (LLCullResult::drawable_list_t::iterator iter = sCull->beginVisibleList();
- iter != sCull->endVisibleList(); ++iter)
- {
- LLDrawable *drawablep = *iter;
- if (!drawablep->isDead())
- {
- stateSort(drawablep, camera);
- }
- }
- }
- {
- LLFastTimer ftm(FTM_CLIENT_COPY);
- LLVertexBuffer::clientCopy();
- }
-
- postSort(camera);
-}
-
-void LLPipeline::stateSort(LLSpatialGroup* group, LLCamera& camera)
-{
- LLMemType mt(LLMemType::MTYPE_PIPELINE_STATE_SORT);
- if (group->changeLOD())
- {
- for (LLSpatialGroup::element_iter i = group->getData().begin(); i != group->getData().end(); ++i)
- {
- LLDrawable* drawablep = *i;
- stateSort(drawablep, camera);
- }
- }
-
-}
-
-void LLPipeline::stateSort(LLSpatialBridge* bridge, LLCamera& camera)
-{
- LLMemType mt(LLMemType::MTYPE_PIPELINE_STATE_SORT);
- if (!sShadowRender && bridge->getSpatialGroup()->changeLOD())
- {
- bool force_update = false;
- bridge->updateDistance(camera, force_update);
- }
-}
-
-void LLPipeline::stateSort(LLDrawable* drawablep, LLCamera& camera)
-{
- LLMemType mt(LLMemType::MTYPE_PIPELINE_STATE_SORT);
-
- if (!drawablep
- || drawablep->isDead()
- || !hasRenderType(drawablep->getRenderType()))
- {
- return;
- }
-
- if (LLSelectMgr::getInstance()->mHideSelectedObjects)
- {
- if (drawablep->getVObj().notNull() &&
- drawablep->getVObj()->isSelected())
- {
- return;
- }
- }
-
- if (drawablep->isAvatar())
- { //don't draw avatars beyond render distance or if we don't have a spatial group.
- if ((drawablep->getSpatialGroup() == NULL) ||
- (drawablep->getSpatialGroup()->mDistance > LLVOAvatar::sRenderDistance))
- {
- return;
- }
-
- LLVOAvatar* avatarp = (LLVOAvatar*) drawablep->getVObj().get();
- if (!avatarp->isVisible())
- {
- return;
- }
- }
-
- assertInitialized();
-
- if (hasRenderType(drawablep->mRenderType))
- {
- if (!drawablep->isState(LLDrawable::INVISIBLE|LLDrawable::FORCE_INVISIBLE))
- {
- drawablep->setVisible(camera, NULL, FALSE);
- }
- else if (drawablep->isState(LLDrawable::CLEAR_INVISIBLE))
- {
- // clear invisible flag here to avoid single frame glitch
- drawablep->clearState(LLDrawable::FORCE_INVISIBLE|LLDrawable::CLEAR_INVISIBLE);
- }
- }
-
- if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
- {
- LLSpatialGroup* group = drawablep->getSpatialGroup();
- if (!group || group->changeLOD())
- {
- if (drawablep->isVisible())
- {
- 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_list_t::iterator begin,
- LLCullResult::sg_list_t::iterator end,
- void (*func)(LLDrawable*))
-{
- for (LLCullResult::sg_list_t::iterator i = begin; i != end; ++i)
- {
- for (LLSpatialGroup::element_iter j = (*i)->getData().begin(); j != (*i)->getData().end(); ++j)
- {
- func(*j);
- }
- }
-}
-
-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), gSavedSettings.getS32("DebugBeaconLineWidth"));
- }
-
- if (gPipeline.sRenderHighlight)
- {
- S32 face_id;
- S32 count = drawablep->getNumFaces();
- for (face_id = 0; face_id < count; face_id++)
- {
- gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
- }
- }
- }
-}
-
-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), gSavedSettings.getS32("DebugBeaconLineWidth"));
- }
-
- if (gPipeline.sRenderHighlight)
- {
- S32 face_id;
- S32 count = drawablep->getNumFaces();
- for (face_id = 0; face_id < count; face_id++)
- {
- gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
- }
- }
- }
-}
-
-void renderPhysicalBeacons(LLDrawable* drawablep)
-{
- LLViewerObject *vobj = drawablep->getVObj();
- if (vobj
- && !vobj->isAvatar()
- //&& !vobj->getParent()
- && vobj->usePhysics())
- {
- 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), gSavedSettings.getS32("DebugBeaconLineWidth"));
- }
-
- if (gPipeline.sRenderHighlight)
- {
- S32 face_id;
- S32 count = drawablep->getNumFaces();
- for (face_id = 0; face_id < count; face_id++)
- {
- gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
- }
- }
- }
-}
-
-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), gSavedSettings.getS32("DebugBeaconLineWidth"));
- }
-
- if (gPipeline.sRenderHighlight)
- {
- S32 face_id;
- S32 count = drawablep->getNumFaces();
- for (face_id = 0; face_id < count; face_id++)
- {
- gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
- }
- }
- }
-}
-
-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++)
- {
- gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
- }
- }
- }
-}
-
-void LLPipeline::postSort(LLCamera& camera)
-{
- LLMemType mt(LLMemType::MTYPE_PIPELINE_POST_SORT);
- LLFastTimer ftm(FTM_STATESORT_POSTSORT);
-
- assertInitialized();
-
- llpushcallstacks ;
- //rebuild drawable geometry
- for (LLCullResult::sg_list_t::iterator i = sCull->beginDrawableGroups(); i != sCull->endDrawableGroups(); ++i)
- {
- LLSpatialGroup* group = *i;
- if (!sUseOcclusion ||
- !group->isOcclusionState(LLSpatialGroup::OCCLUDED))
- {
- group->rebuildGeom();
- }
- }
- llpushcallstacks ;
- //rebuild groups
- sCull->assertDrawMapsEmpty();
-
- /*LLSpatialGroup::sNoDelete = FALSE;
- for (LLCullResult::sg_list_t::iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i)
- {
- LLSpatialGroup* group = *i;
- if (sUseOcclusion &&
- group->isState(LLSpatialGroup::OCCLUDED))
- {
- continue;
- }
-
- group->rebuildGeom();
- }
- LLSpatialGroup::sNoDelete = TRUE;*/
-
-
- rebuildPriorityGroups();
- llpushcallstacks ;
-
- const S32 bin_count = 1024*8;
-
- static LLCullResult::drawinfo_list_t alpha_bins[bin_count];
- static U32 bin_size[bin_count];
-
- //clear one bin per frame to avoid memory bloat
- static S32 clear_idx = 0;
- clear_idx = (1+clear_idx)%bin_count;
- alpha_bins[clear_idx].clear();
-
- for (U32 j = 0; j < bin_count; j++)
- {
- bin_size[j] = 0;
- }
-
- //build render map
- for (LLCullResult::sg_list_t::iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i)
- {
- LLSpatialGroup* group = *i;
- if (sUseOcclusion &&
- group->isOcclusionState(LLSpatialGroup::OCCLUDED))
- {
- continue;
- }
-
- if (group->isState(LLSpatialGroup::NEW_DRAWINFO) && group->isState(LLSpatialGroup::GEOM_DIRTY))
- { //no way this group is going to be drawable without a rebuild
- group->rebuildGeom();
- }
-
- for (LLSpatialGroup::draw_map_t::iterator j = group->mDrawMap.begin(); j != group->mDrawMap.end(); ++j)
- {
- LLSpatialGroup::drawmap_elem_t& src_vec = j->second;
- if (!hasRenderType(j->first))
- {
- continue;
- }
-
- for (LLSpatialGroup::drawmap_elem_t::iterator k = src_vec.begin(); k != src_vec.end(); ++k)
- {
- if (sMinRenderSize > 0.f)
- {
- LLVector3 bounds = (*k)->mExtents[1]-(*k)->mExtents[0];
- if (llmax(llmax(bounds.mV[0], bounds.mV[1]), bounds.mV[2]) > sMinRenderSize)
- {
- sCull->pushDrawInfo(j->first, *k);
- }
- }
- else
- {
- sCull->pushDrawInfo(j->first, *k);
- }
- }
- }
-
- if (hasRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA))
- {
- LLSpatialGroup::draw_map_t::iterator alpha = group->mDrawMap.find(LLRenderPass::PASS_ALPHA);
-
- if (alpha != group->mDrawMap.end())
- { //store alpha groups for sorting
- LLSpatialBridge* bridge = group->mSpatialPartition->asBridge();
- if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
- {
- if (bridge)
- {
- LLCamera trans_camera = bridge->transformCamera(camera);
- group->updateDistance(trans_camera);
- }
- else
- {
- group->updateDistance(camera);
- }
- }
-
- if (hasRenderType(LLDrawPool::POOL_ALPHA))
- {
- sCull->pushAlphaGroup(group);
- }
- }
- }
- }
-
- if (!sShadowRender)
- {
- //sort by texture or bump map
- for (U32 i = 0; i < LLRenderPass::NUM_RENDER_TYPES; ++i)
- {
- if (i == LLRenderPass::PASS_BUMP)
- {
- std::sort(sCull->beginRenderMap(i), sCull->endRenderMap(i), LLDrawInfo::CompareBump());
- }
- else
- {
- std::sort(sCull->beginRenderMap(i), sCull->endRenderMap(i), LLDrawInfo::CompareTexturePtrMatrix());
- }
- }
-
- std::sort(sCull->beginAlphaGroups(), sCull->endAlphaGroups(), LLSpatialGroup::CompareDepthGreater());
- }
- llpushcallstacks ;
- // only render if the flag is set. The flag is only set if we are in edit mode or the toggle is set in the menus
- if (LLFloaterReg::instanceVisible("beacons") && !sShadowRender)
- {
- if (sRenderScriptedTouchBeacons)
- {
- // Only show the beacon on the root object.
- forAllVisibleDrawables(renderScriptedTouchBeacons);
- }
- else
- if (sRenderScriptedBeacons)
- {
- // Only show the beacon on the root object.
- forAllVisibleDrawables(renderScriptedBeacons);
- }
-
- if (sRenderPhysicalBeacons)
- {
- // Only show the beacon on the root object.
- forAllVisibleDrawables(renderPhysicalBeacons);
- }
-
- if (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), gSavedSettings.getS32("DebugBeaconLineWidth"));
- }
- }
- // now deal with highlights for all those seeable sound sources
- forAllVisibleDrawables(renderSoundHighlights);
- }
- }
- llpushcallstacks ;
- // If managing your telehub, draw beacons at telehub and currently selected spawnpoint.
- if (LLFloaterTelehub::renderBeacons())
- {
- LLFloaterTelehub::addBeacons();
- }
-
- if (!sShadowRender)
- {
- mSelectedFaces.clear();
-
- // Draw face highlights for selected faces.
- if (LLSelectMgr::getInstance()->getTEMode())
- {
- struct f : public LLSelectedTEFunctor
- {
- virtual bool apply(LLViewerObject* object, S32 te)
- {
- if (object->mDrawable)
- {
- gPipeline.mSelectedFaces.push_back(object->mDrawable->getFace(te));
- }
- return true;
- }
- } func;
- LLSelectMgr::getInstance()->getSelection()->applyToTEs(&func);
- }
- }
-
- //LLSpatialGroup::sNoDelete = FALSE;
- llpushcallstacks ;
-}
-
-
-void render_hud_elements()
-{
- LLMemType mt_rhe(LLMemType::MTYPE_PIPELINE_RENDER_HUD_ELS);
- LLFastTimer t(FTM_RENDER_UI);
- gPipeline.disableLights();
-
- LLGLDisable fog(GL_FOG);
- LLGLSUIDefault gls_ui;
-
- LLGLEnable stencil(GL_STENCIL_TEST);
- glStencilFunc(GL_ALWAYS, 255, 0xFFFFFFFF);
- glStencilMask(0xFFFFFFFF);
- glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
-
- gGL.color4f(1,1,1,1);
- if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
- {
- LLGLEnable multisample(GL_MULTISAMPLE_ARB);
- gViewerWindow->renderSelections(FALSE, FALSE, FALSE); // For HUD version in render_ui_3d()
-
- // Draw the tracking overlays
- LLTracker::render3D();
-
- // Show the property lines
- LLWorld::getInstance()->renderPropertyLines();
- LLViewerParcelMgr::getInstance()->render();
- LLViewerParcelMgr::getInstance()->renderParcelCollision();
-
- // Render name tags.
- LLHUDObject::renderAll();
- }
- else if (gForceRenderLandFence)
- {
- // This is only set when not rendering the UI, for parcel snapshots
- LLViewerParcelMgr::getInstance()->render();
- }
- else if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
- {
- LLHUDText::renderAllHUD();
- }
- gGL.flush();
-}
-
-void LLPipeline::renderHighlights()
-{
- LLMemType mt(LLMemType::MTYPE_PIPELINE_RENDER_HL);
-
- assertInitialized();
-
- // Draw 3D UI elements here (before we clear the Z buffer in POOL_HUD)
- // Render highlighted faces.
- LLGLSPipelineAlpha gls_pipeline_alpha;
- LLColor4 color(1.f, 1.f, 1.f, 0.5f);
- LLGLEnable color_mat(GL_COLOR_MATERIAL);
- disableLights();
-
- if (!hasRenderType(LLPipeline::RENDER_TYPE_HUD) && !mHighlightSet.empty())
- { //draw blurry highlight image over screen
- LLGLEnable blend(GL_BLEND);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
- LLGLDisable test(GL_ALPHA_TEST);
-
- LLGLEnable stencil(GL_STENCIL_TEST);
- gGL.flush();
- glStencilMask(0xFFFFFFFF);
- glClearStencil(1);
- glClear(GL_STENCIL_BUFFER_BIT);
-
- glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF);
- glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
-
- gGL.setColorMask(false, false);
- for (std::set<HighlightItem>::iterator iter = mHighlightSet.begin(); iter != mHighlightSet.end(); ++iter)
- {
- renderHighlight(iter->mItem->getVObj(), 1.f);
- }
- gGL.setColorMask(true, false);
-
- glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF);
-
- //gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
-
- gGL.pushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- gGL.pushMatrix();
- glLoadIdentity();
-
- gGL.getTexUnit(0)->bind(&mHighlight);
-
- LLVector2 tc1;
- LLVector2 tc2;
-
- tc1.setVec(0,0);
- tc2.setVec(2,2);
-
- gGL.begin(LLRender::TRIANGLES);
-
- F32 scale = gSavedSettings.getF32("RenderHighlightBrightness");
- LLColor4 color = gSavedSettings.getColor4("RenderHighlightColor");
- F32 thickness = gSavedSettings.getF32("RenderHighlightThickness");
-
- for (S32 pass = 0; pass < 2; ++pass)
- {
- if (pass == 0)
- {
- gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
- }
- else
- {
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
- }
-
- for (S32 i = 0; i < 8; ++i)
- {
- for (S32 j = 0; j < 8; ++j)
- {
- LLVector2 tc(i-4+0.5f, j-4+0.5f);
-
- F32 dist = 1.f-(tc.length()/sqrtf(32.f));
- dist *= scale/64.f;
-
- tc *= thickness;
- tc.mV[0] = (tc.mV[0])/mHighlight.getWidth();
- tc.mV[1] = (tc.mV[1])/mHighlight.getHeight();
-
- gGL.color4f(color.mV[0],
- color.mV[1],
- color.mV[2],
- color.mV[3]*dist);
-
- gGL.texCoord2f(tc.mV[0]+tc1.mV[0], tc.mV[1]+tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc.mV[0]+tc1.mV[0], tc.mV[1]+tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc.mV[0]+tc2.mV[0], tc.mV[1]+tc1.mV[1]);
- gGL.vertex2f(3,-1);
- }
- }
- }
-
- gGL.end();
-
- gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
- gGL.popMatrix();
-
- //gGL.setSceneBlendType(LLRender::BT_ALPHA);
- }
-
- if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
- {
- gHighlightProgram.bind();
- gHighlightProgram.vertexAttrib4f(LLViewerShaderMgr::MATERIAL_COLOR,1,1,1,0.5f);
- }
-
- if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
- {
- // Make sure the selection image gets downloaded and decoded
- if (!mFaceSelectImagep)
- {
- mFaceSelectImagep = LLViewerTextureManager::getFetchedTexture(IMG_FACE_SELECT);
- }
- 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())
- {
- llerrs << "Bad face on selection" << llendl;
- return;
- }
-
- facep->renderSelected(mFaceSelectImagep, color);
- }
- }
-
- if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
- {
- // Paint 'em red!
- color.setVec(1.f, 0.f, 0.f, 0.5f);
- if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
- {
- gHighlightProgram.vertexAttrib4f(LLViewerShaderMgr::MATERIAL_COLOR,1,0,0,0.5f);
- }
- int count = mHighlightFaces.size();
- for (S32 i = 0; i < count; i++)
- {
- LLFace* facep = mHighlightFaces[i];
- facep->renderSelected(LLViewerTexture::sNullImagep, color);
- }
- }
-
- // Contains a list of the faces of objects that are physical or
- // have touch-handlers.
- mHighlightFaces.clear();
-
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)
- {
- gHighlightProgram.unbind();
- }
-}
-
-//debug use
-U32 LLPipeline::sCurRenderPoolType = 0 ;
-
-void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
-{
- LLMemType mt(LLMemType::MTYPE_PIPELINE_RENDER_GEOM);
- LLFastTimer t(FTM_RENDER_GEOMETRY);
-
- assertInitialized();
-
- F64 saved_modelview[16];
- F64 saved_projection[16];
-
- //HACK: preserve/restore matrices around HUD render
- if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
- {
- for (U32 i = 0; i < 16; i++)
- {
- saved_modelview[i] = gGLModelView[i];
- saved_projection[i] = gGLProjection[i];
- }
- }
-
- ///////////////////////////////////////////
- //
- // Sync and verify GL state
- //
- //
-
- stop_glerror();
-
- LLVertexBuffer::unbind();
-
- // Do verification of GL state
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
- if (mRenderDebugMask & RENDER_DEBUG_VERIFY)
- {
- if (!verify())
- {
- llerrs << "Pipeline verification failed!" << llendl;
- }
- }
-
- LLAppViewer::instance()->pingMainloopTimeout("Pipeline:ForceVBO");
-
- // Initialize lots of GL state to "safe" values
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
-
- LLGLSPipeline gls_pipeline;
- LLGLEnable multisample(GL_MULTISAMPLE_ARB);
-
- LLGLState gls_color_material(GL_COLOR_MATERIAL, mLightingDetail < 2);
-
- // Toggle backface culling for debugging
- LLGLEnable cull_face(mBackfaceCull ? GL_CULL_FACE : 0);
- // Set fog
- BOOL use_fog = hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOG);
- LLGLEnable fog_enable(use_fog &&
- !gPipeline.canUseWindLightShadersOnObjects() ? GL_FOG : 0);
- gSky.updateFog(camera.getFar());
- if (!use_fog)
- {
- sUnderWaterRender = FALSE;
- }
-
- gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sDefaultImagep);
- LLViewerFetchedTexture::sDefaultImagep->setAddressMode(LLTexUnit::TAM_WRAP);
-
- //////////////////////////////////////////////
- //
- // Actually render all of the geometry
- //
- //
- stop_glerror();
-
- LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDrawPools");
-
- for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
- {
- LLDrawPool *poolp = *iter;
- if (hasRenderType(poolp->getType()))
- {
- poolp->prerender();
- }
- }
-
- {
- LLFastTimer t(FTM_POOLS);
-
- // HACK: don't calculate local lights if we're rendering the HUD!
- // Removing this check will cause bad flickering when there are
- // HUD elements being rendered AND the user is in flycam mode -nyx
- if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
- {
- calcNearbyLights(camera);
- setupHWLights(NULL);
- }
-
- BOOL occlude = sUseOcclusion > 1;
- U32 cur_type = 0;
-
- pool_set_t::iterator iter1 = mPools.begin();
- while ( iter1 != mPools.end() )
- {
- LLDrawPool *poolp = *iter1;
-
- cur_type = poolp->getType();
-
- //debug use
- sCurRenderPoolType = cur_type ;
-
- if (occlude && cur_type >= LLDrawPool::POOL_GRASS)
- {
- occlude = FALSE;
- gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
- doOcclusion(camera);
- }
-
- pool_set_t::iterator iter2 = iter1;
- if (hasRenderType(poolp->getType()) && poolp->getNumPasses() > 0)
- {
- LLFastTimer t(FTM_POOLRENDER);
-
- gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
-
- for( S32 i = 0; i < poolp->getNumPasses(); i++ )
- {
- LLVertexBuffer::unbind();
- poolp->beginRenderPass(i);
- for (iter2 = iter1; iter2 != mPools.end(); iter2++)
- {
- LLDrawPool *p = *iter2;
- if (p->getType() != cur_type)
- {
- break;
- }
-
- p->render(i);
- }
- poolp->endRenderPass(i);
- LLVertexBuffer::unbind();
- if (gDebugGL || gDebugPipeline)
- {
- GLint depth;
- glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
- if (depth > 3)
- {
- if (gDebugSession)
- {
- ll_fail("GL matrix stack corrupted.");
- }
- llerrs << "GL matrix stack corrupted!" << llendl;
- }
- std::string msg = llformat("%s pass %d", gPoolNames[cur_type].c_str(), i);
- LLGLState::checkStates(msg);
- LLGLState::checkTextureChannels(msg);
- LLGLState::checkClientArrays(msg);
- }
- }
- }
- else
- {
- // Skip all pools of this type
- for (iter2 = iter1; iter2 != mPools.end(); iter2++)
- {
- LLDrawPool *p = *iter2;
- if (p->getType() != cur_type)
- {
- break;
- }
- }
- }
- iter1 = iter2;
- stop_glerror();
- }
-
- LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDrawPoolsEnd");
-
- LLVertexBuffer::unbind();
-
- gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
-
- if (occlude)
- {
- occlude = FALSE;
- gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
- doOcclusion(camera);
- }
- }
-
- LLVertexBuffer::unbind();
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
-
-
-
- stop_glerror();
-
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
-
- LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderHighlights");
-
- if (!sReflectionRender)
- {
- renderHighlights();
- }
-
- // Contains a list of the faces of objects that are physical or
- // have touch-handlers.
- mHighlightFaces.clear();
-
- LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDebug");
-
- renderDebug();
-
- LLVertexBuffer::unbind();
-
- if (!LLPipeline::sReflectionRender && !LLPipeline::sRenderDeferred)
- {
- if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
- {
- // Render debugging beacons.
- gObjectList.renderObjectBeacons();
- gObjectList.resetObjectBeacons();
- }
- else
- {
- // Make sure particle effects disappear
- LLHUDObject::renderAllForTimer();
- }
- }
- else
- {
- // Make sure particle effects disappear
- LLHUDObject::renderAllForTimer();
- }
-
- LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomEnd");
-
- //HACK: preserve/restore matrices around HUD render
- if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
- {
- for (U32 i = 0; i < 16; i++)
- {
- gGLModelView[i] = saved_modelview[i];
- gGLProjection[i] = saved_projection[i];
- }
- }
-
- LLVertexBuffer::unbind();
-
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
-}
-
-void LLPipeline::renderGeomDeferred(LLCamera& camera)
-{
- LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomDeferred");
-
- LLMemType mt_rgd(LLMemType::MTYPE_PIPELINE_RENDER_GEOM_DEFFERRED);
- LLFastTimer t(FTM_RENDER_GEOMETRY);
-
- LLFastTimer t2(FTM_POOLS);
-
- LLGLEnable cull(GL_CULL_FACE);
-
- LLGLEnable stencil(GL_STENCIL_TEST);
- glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF);
- stop_glerror();
- glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
- stop_glerror();
-
- for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
- {
- LLDrawPool *poolp = *iter;
- if (hasRenderType(poolp->getType()))
- {
- poolp->prerender();
- }
- }
-
- LLGLEnable multisample(GL_MULTISAMPLE_ARB);
-
- LLVertexBuffer::unbind();
-
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
-
- U32 cur_type = 0;
-
- gGL.setColorMask(true, true);
-
- pool_set_t::iterator iter1 = mPools.begin();
-
- while ( iter1 != mPools.end() )
- {
- LLDrawPool *poolp = *iter1;
-
- cur_type = poolp->getType();
-
- pool_set_t::iterator iter2 = iter1;
- if (hasRenderType(poolp->getType()) && poolp->getNumDeferredPasses() > 0)
- {
- LLFastTimer t(FTM_POOLRENDER);
-
- gGLLastMatrix = NULL;
- glLoadMatrixd(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;
- }
-
- p->renderDeferred(i);
- }
- poolp->endDeferredPass(i);
- LLVertexBuffer::unbind();
-
- if (gDebugGL || gDebugPipeline)
- {
- GLint depth;
- glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
- if (depth > 3)
- {
- llerrs << "GL matrix stack corrupted!" << llendl;
- }
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
- }
- }
- }
- 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;
- glLoadMatrixd(gGLModelView);
-
- gGL.setColorMask(true, false);
-}
-
-void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
-{
- LLMemType mt_rgpd(LLMemType::MTYPE_PIPELINE_RENDER_GEOM_POST_DEF);
- LLFastTimer t(FTM_POOLS);
- U32 cur_type = 0;
-
- LLGLEnable cull(GL_CULL_FACE);
-
- LLGLEnable multisample(GL_MULTISAMPLE_ARB);
-
- calcNearbyLights(camera);
- setupHWLights(NULL);
-
- gGL.setColorMask(true, false);
-
- pool_set_t::iterator iter1 = mPools.begin();
- BOOL occlude = LLPipeline::sUseOcclusion > 1;
-
- while ( iter1 != mPools.end() )
- {
- LLDrawPool *poolp = *iter1;
-
- cur_type = poolp->getType();
-
- if (occlude && cur_type >= LLDrawPool::POOL_GRASS)
- {
- occlude = FALSE;
- gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
- doOcclusion(camera);
- gGL.setColorMask(true, false);
- }
-
- pool_set_t::iterator iter2 = iter1;
- if (hasRenderType(poolp->getType()) && poolp->getNumPostDeferredPasses() > 0)
- {
- LLFastTimer t(FTM_POOLRENDER);
-
- gGLLastMatrix = NULL;
- glLoadMatrixd(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)
- {
- GLint depth;
- glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
- if (depth > 3)
- {
- llerrs << "GL matrix stack corrupted!" << llendl;
- }
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
- }
- }
- }
- 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;
- glLoadMatrixd(gGLModelView);
-
- if (occlude)
- {
- occlude = FALSE;
- gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
- doOcclusion(camera);
- gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
- }
-}
-
-void LLPipeline::renderGeomShadow(LLCamera& camera)
-{
- LLMemType mt_rgs(LLMemType::MTYPE_PIPELINE_RENDER_GEOM_SHADOW);
- 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)
- {
- gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
-
- for( S32 i = 0; i < poolp->getNumShadowPasses(); i++ )
- {
- LLVertexBuffer::unbind();
- poolp->beginShadowPass(i);
- for (iter2 = iter1; iter2 != mPools.end(); iter2++)
- {
- LLDrawPool *p = *iter2;
- if (p->getType() != cur_type)
- {
- break;
- }
-
- p->renderShadow(i);
- }
- poolp->endShadowPass(i);
- LLVertexBuffer::unbind();
-
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
- }
- }
- 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;
- glLoadMatrixd(gGLModelView);
-}
-
-
-void LLPipeline::addTrianglesDrawn(S32 index_count, U32 render_type)
-{
- assertInitialized();
- S32 count = 0;
- if (render_type == LLRender::TRIANGLE_STRIP)
- {
- count = index_count-2;
- }
- else
- {
- count = index_count/3;
- }
-
- mTrianglesDrawn += count;
- mBatchCount++;
- mMaxBatchSize = llmax(mMaxBatchSize, count);
- mMinBatchSize = llmin(mMinBatchSize, count);
-
- if (LLPipeline::sRenderFrameTest)
- {
- gViewerWindow->getWindow()->swapBuffers();
- ms_sleep(16);
- }
-}
-
-void LLPipeline::renderDebug()
-{
- LLMemType mt(LLMemType::MTYPE_PIPELINE);
-
- assertInitialized();
-
- gGL.color4f(1,1,1,1);
-
- gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
- gGL.setColorMask(true, false);
-
- // 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 (hasRenderType(part->mDrawableType))
- {
- part->renderDebug();
- }
- }
- }
- }
-
- for (LLCullResult::bridge_list_t::const_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i)
- {
- LLSpatialBridge* bridge = *i;
- if (!bridge->isDead() && hasRenderType(bridge->mDrawableType))
- {
- glPushMatrix();
- glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
- bridge->renderDebug();
- glPopMatrix();
- }
- }
-
- if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- 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();
- }
-
- }
-
- /*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]);
- }
- }
- }
- }*/
- }
- }
-
- if (mRenderDebugMask & RENDER_DEBUG_COMPOSITION)
- {
- // Debug composition layers
- F32 x, y;
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- if (gAgent.getRegion())
- {
- gGL.begin(LLRender::POINTS);
- // Draw the composition layer for the region that I'm in.
- for (x = 0; x <= 260; x++)
- {
- for (y = 0; y <= 260; y++)
- {
- if ((x > 255) || (y > 255))
- {
- gGL.color4f(1.f, 0.f, 0.f, 1.f);
- }
- else
- {
- gGL.color4f(0.f, 0.f, 1.f, 1.f);
- }
- F32 z = gAgent.getRegion()->getCompositionXY((S32)x, (S32)y);
- z *= 5.f;
- z += 50.f;
- gGL.vertex3f(x, y, z);
- }
- }
- gGL.end();
- }
- }
-
- if (mRenderDebugMask & LLPipeline::RENDER_DEBUG_BUILD_QUEUE)
- {
- U32 count = 0;
- U32 size = mBuildQ2.size();
- LLColor4 col;
-
- LLGLEnable blend(GL_BLEND);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
-
- for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ2.begin(); iter != mGroupQ2.end(); ++iter)
- {
- LLSpatialGroup* group = *iter;
- if (group->isDead())
- {
- continue;
- }
-
- LLSpatialBridge* bridge = group->mSpatialPartition->asBridge();
-
- if (bridge && (!bridge->mDrawable || bridge->mDrawable->isDead()))
- {
- continue;
- }
-
- if (bridge)
- {
- gGL.pushMatrix();
- glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
- }
-
- F32 alpha = (F32) (size-count)/size;
-
-
- LLVector2 c(1.f-alpha, alpha);
- c.normVec();
-
-
- ++count;
- col.set(c.mV[0], c.mV[1], 0, alpha*0.5f+0.1f);
- group->drawObjectBox(col);
-
- if (bridge)
- {
- gGL.popMatrix();
- }
- }
- }
-
- gGL.flush();
-}
-
-void LLPipeline::rebuildPools()
-{
- LLMemType mt(LLMemType::MTYPE_PIPELINE_REBUILD_POOLS);
-
- assertInitialized();
-
- S32 max_count = mPools.size();
- pool_set_t::iterator iter1 = mPools.upper_bound(mLastRebuildPool);
- while(max_count > 0 && mPools.size() > 0) // && num_rebuilds < MAX_REBUILDS)
- {
- if (iter1 == mPools.end())
- {
- iter1 = mPools.begin();
- }
- LLDrawPool* poolp = *iter1;
-
- if (poolp->isDead())
- {
- mPools.erase(iter1++);
- removeFromQuickLookup( poolp );
- if (poolp == mLastRebuildPool)
- {
- mLastRebuildPool = NULL;
- }
- delete poolp;
- }
- else
- {
- mLastRebuildPool = poolp;
- iter1++;
- }
- max_count--;
- }
-
- if (isAgentAvatarValid())
- {
- gAgentAvatarp->rebuildHUD();
- }
-}
-
-void LLPipeline::addToQuickLookup( LLDrawPool* new_poolp )
-{
- LLMemType mt(LLMemType::MTYPE_PIPELINE_QUICK_LOOKUP);
-
- assertInitialized();
-
- switch( new_poolp->getType() )
- {
- case LLDrawPool::POOL_SIMPLE:
- if (mSimplePool)
- {
- llassert(0);
- llwarns << "Ignoring duplicate simple pool." << llendl;
- }
- else
- {
- mSimplePool = (LLRenderPass*) new_poolp;
- }
- break;
-
- case LLDrawPool::POOL_GRASS:
- if (mGrassPool)
- {
- llassert(0);
- llwarns << "Ignoring duplicate grass pool." << llendl;
- }
- else
- {
- mGrassPool = (LLRenderPass*) new_poolp;
- }
- break;
-
- case LLDrawPool::POOL_FULLBRIGHT:
- if (mFullbrightPool)
- {
- llassert(0);
- llwarns << "Ignoring duplicate simple pool." << llendl;
- }
- else
- {
- mFullbrightPool = (LLRenderPass*) new_poolp;
- }
- break;
-
- case LLDrawPool::POOL_INVISIBLE:
- if (mInvisiblePool)
- {
- llassert(0);
- llwarns << "Ignoring duplicate simple pool." << llendl;
- }
- else
- {
- mInvisiblePool = (LLRenderPass*) new_poolp;
- }
- break;
-
- case LLDrawPool::POOL_GLOW:
- if (mGlowPool)
- {
- llassert(0);
- llwarns << "Ignoring duplicate glow pool." << llendl;
- }
- 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);
- llwarns << "Ignoring duplicate bump pool." << llendl;
- }
- else
- {
- mBumpPool = new_poolp;
- }
- break;
-
- case LLDrawPool::POOL_ALPHA:
- if( mAlphaPool )
- {
- llassert(0);
- llwarns << "LLPipeline::addPool(): Ignoring duplicate Alpha pool" << llendl;
- }
- else
- {
- mAlphaPool = new_poolp;
- }
- break;
-
- case LLDrawPool::POOL_AVATAR:
- break; // Do nothing
-
- case LLDrawPool::POOL_SKY:
- if( mSkyPool )
- {
- llassert(0);
- llwarns << "LLPipeline::addPool(): Ignoring duplicate Sky pool" << llendl;
- }
- else
- {
- mSkyPool = new_poolp;
- }
- break;
-
- case LLDrawPool::POOL_WATER:
- if( mWaterPool )
- {
- llassert(0);
- llwarns << "LLPipeline::addPool(): Ignoring duplicate Water pool" << llendl;
- }
- else
- {
- mWaterPool = new_poolp;
- }
- break;
-
- case LLDrawPool::POOL_GROUND:
- if( mGroundPool )
- {
- llassert(0);
- llwarns << "LLPipeline::addPool(): Ignoring duplicate Ground Pool" << llendl;
- }
- else
- {
- mGroundPool = new_poolp;
- }
- break;
-
- case LLDrawPool::POOL_WL_SKY:
- if( mWLSkyPool )
- {
- llassert(0);
- llwarns << "LLPipeline::addPool(): Ignoring duplicate WLSky Pool" << llendl;
- }
- else
- {
- mWLSkyPool = new_poolp;
- }
- break;
-
- default:
- llassert(0);
- llwarns << "Invalid Pool Type in LLPipeline::addPool()" << llendl;
- break;
- }
-}
-
-void LLPipeline::removePool( LLDrawPool* poolp )
-{
- assertInitialized();
- removeFromQuickLookup(poolp);
- mPools.erase(poolp);
- delete poolp;
-}
-
-void LLPipeline::removeFromQuickLookup( LLDrawPool* poolp )
-{
- assertInitialized();
- LLMemType mt(LLMemType::MTYPE_PIPELINE);
- switch( poolp->getType() )
- {
- case LLDrawPool::POOL_SIMPLE:
- llassert(mSimplePool == poolp);
- mSimplePool = NULL;
- break;
-
- case LLDrawPool::POOL_GRASS:
- llassert(mGrassPool == poolp);
- mGrassPool = NULL;
- break;
-
- case LLDrawPool::POOL_FULLBRIGHT:
- llassert(mFullbrightPool == poolp);
- mFullbrightPool = NULL;
- break;
-
- case LLDrawPool::POOL_INVISIBLE:
- llassert(mInvisiblePool == poolp);
- mInvisiblePool = NULL;
- break;
-
- case LLDrawPool::POOL_WL_SKY:
- llassert(mWLSkyPool == poolp);
- mWLSkyPool = NULL;
- break;
-
- case LLDrawPool::POOL_GLOW:
- llassert(mGlowPool == poolp);
- mGlowPool = NULL;
- break;
-
- case LLDrawPool::POOL_TREE:
- #ifdef _DEBUG
- {
- BOOL found = mTreePools.erase( (uintptr_t)poolp->getTexture() );
- llassert( found );
- }
- #else
- mTreePools.erase( (uintptr_t)poolp->getTexture() );
- #endif
- break;
-
- case LLDrawPool::POOL_TERRAIN:
- #ifdef _DEBUG
- {
- BOOL found = mTerrainPools.erase( (uintptr_t)poolp->getTexture() );
- llassert( found );
- }
- #else
- mTerrainPools.erase( (uintptr_t)poolp->getTexture() );
- #endif
- break;
-
- case LLDrawPool::POOL_BUMP:
- llassert( poolp == mBumpPool );
- mBumpPool = NULL;
- break;
-
- case LLDrawPool::POOL_ALPHA:
- llassert( poolp == mAlphaPool );
- mAlphaPool = NULL;
- break;
-
- case LLDrawPool::POOL_AVATAR:
- break; // Do nothing
-
- case LLDrawPool::POOL_SKY:
- llassert( poolp == mSkyPool );
- mSkyPool = NULL;
- break;
-
- case LLDrawPool::POOL_WATER:
- llassert( poolp == mWaterPool );
- mWaterPool = NULL;
- break;
-
- case LLDrawPool::POOL_GROUND:
- llassert( poolp == mGroundPool );
- mGroundPool = NULL;
- break;
-
- default:
- llassert(0);
- llwarns << "Invalid Pool Type in LLPipeline::removeFromQuickLookup() type=" << poolp->getType() << llendl;
- break;
- }
-}
-
-void LLPipeline::resetDrawOrders()
-{
- assertInitialized();
- // Iterate through all of the draw pools and rebuild them.
- for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
- {
- LLDrawPool *poolp = *iter;
- poolp->resetDrawOrders();
- }
-}
-
-//============================================================================
-// Once-per-frame setup of hardware lights,
-// including sun/moon, avatar backlight, and up to 6 local lights
-
-void LLPipeline::setupAvatarLights(BOOL for_edit)
-{
- assertInitialized();
-
- if (for_edit)
- {
- LLColor4 diffuse(1.f, 1.f, 1.f, 0.f);
- LLVector4 light_pos_cam(-8.f, 0.25f, 10.f, 0.f); // w==0 => directional light
- LLMatrix4 camera_mat = LLViewerCamera::getInstance()->getModelview();
- LLMatrix4 camera_rot(camera_mat.getMat3());
- camera_rot.invert();
- LLVector4 light_pos = light_pos_cam * camera_rot;
-
- light_pos.normalize();
-
- mHWLightColors[1] = diffuse;
- glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse.mV);
- glLightfv(GL_LIGHT1, GL_AMBIENT, LLColor4::black.mV);
- glLightfv(GL_LIGHT1, GL_SPECULAR, LLColor4::black.mV);
- glLightfv(GL_LIGHT1, GL_POSITION, light_pos.mV);
- glLightf (GL_LIGHT1, GL_CONSTANT_ATTENUATION, 1.0f);
- glLightf (GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.0f);
- glLightf (GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.0f);
- glLightf (GL_LIGHT1, GL_SPOT_EXPONENT, 0.0f);
- glLightf (GL_LIGHT1, GL_SPOT_CUTOFF, 180.0f);
- }
- else if (gAvatarBacklight) // Always true (unless overridden in a devs .ini)
- {
- LLVector3 opposite_pos = -1.f * mSunDir;
- LLVector3 orthog_light_pos = mSunDir % LLVector3::z_axis;
- LLVector4 backlight_pos = LLVector4(lerp(opposite_pos, orthog_light_pos, 0.3f), 0.0f);
- backlight_pos.normalize();
-
- LLColor4 light_diffuse = mSunDiffuse;
- LLColor4 backlight_diffuse(1.f - light_diffuse.mV[VRED], 1.f - light_diffuse.mV[VGREEN], 1.f - light_diffuse.mV[VBLUE], 1.f);
- F32 max_component = 0.001f;
- for (S32 i = 0; i < 3; i++)
- {
- if (backlight_diffuse.mV[i] > max_component)
- {
- max_component = backlight_diffuse.mV[i];
- }
- }
- F32 backlight_mag;
- if (gSky.getSunDirection().mV[2] >= LLSky::NIGHTTIME_ELEVATION_COS)
- {
- backlight_mag = BACKLIGHT_DAY_MAGNITUDE_OBJECT;
- }
- else
- {
- backlight_mag = BACKLIGHT_NIGHT_MAGNITUDE_OBJECT;
- }
- backlight_diffuse *= backlight_mag / max_component;
-
- mHWLightColors[1] = backlight_diffuse;
- glLightfv(GL_LIGHT1, GL_POSITION, backlight_pos.mV); // this is just sun/moon direction
- glLightfv(GL_LIGHT1, GL_DIFFUSE, backlight_diffuse.mV);
- glLightfv(GL_LIGHT1, GL_AMBIENT, LLColor4::black.mV);
- glLightfv(GL_LIGHT1, GL_SPECULAR, LLColor4::black.mV);
- glLightf (GL_LIGHT1, GL_CONSTANT_ATTENUATION, 1.0f);
- glLightf (GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.0f);
- glLightf (GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.0f);
- glLightf (GL_LIGHT1, GL_SPOT_EXPONENT, 0.0f);
- glLightf (GL_LIGHT1, GL_SPOT_CUTOFF, 180.0f);
- }
- else
- {
- mHWLightColors[1] = LLColor4::black;
- glLightfv(GL_LIGHT1, GL_DIFFUSE, LLColor4::black.mV);
- glLightfv(GL_LIGHT1, GL_AMBIENT, LLColor4::black.mV);
- glLightfv(GL_LIGHT1, GL_SPECULAR, LLColor4::black.mV);
- }
-}
-
-static F32 calc_light_dist(LLVOVolume* light, const LLVector3& cam_pos, F32 max_dist)
-{
- F32 inten = light->getLightIntensity();
- if (inten < .001f)
- {
- return max_dist;
- }
- F32 radius = light->getLightRadius();
- BOOL selected = light->isSelected();
- LLVector3 dpos = light->getRenderPosition() - cam_pos;
- F32 dist2 = dpos.lengthSquared();
- if (!selected && dist2 > (max_dist + radius)*(max_dist + radius))
- {
- return max_dist;
- }
- F32 dist = fsqrtf(dist2);
- dist *= 1.f / inten;
- dist -= radius;
- if (selected)
- {
- dist -= 10000.f; // selected lights get highest priority
- }
- if (light->mDrawable.notNull() && light->mDrawable->isState(LLDrawable::ACTIVE))
- {
- // moving lights get a little higher priority (too much causes artifacts)
- dist -= light->getLightRadius()*0.25f;
- }
- return dist;
-}
-
-void LLPipeline::calcNearbyLights(LLCamera& camera)
-{
- assertInitialized();
-
- if (LLPipeline::sReflectionRender)
- {
- return;
- }
-
- if (mLightingDetail >= 1)
- {
- // mNearbyLight (and all light_set_t's) are sorted such that
- // begin() == the closest light and rbegin() == the farthest light
- const S32 MAX_LOCAL_LIGHTS = 6;
-// LLVector3 cam_pos = gAgentCamera.getCameraPositionAgent();
- LLVector3 cam_pos = LLViewerJoystick::getInstance()->getOverrideCamera() ?
- camera.getOrigin() :
- gAgent.getPositionAgent();
-
- F32 max_dist = LIGHT_MAX_RADIUS * 4.f; // ignore enitrely lights > 4 * max light rad
-
- // UPDATE THE EXISTING NEARBY LIGHTS
- light_set_t cur_nearby_lights;
- for (light_set_t::iterator iter = mNearbyLights.begin();
- iter != mNearbyLights.end(); iter++)
- {
- const Light* light = &(*iter);
- LLDrawable* drawable = light->drawable;
- LLVOVolume* volight = drawable->getVOVolume();
- if (!volight || !drawable->isState(LLDrawable::LIGHT))
- {
- drawable->clearState(LLDrawable::NEARBY_LIGHT);
- continue;
- }
- if (light->fade <= -LIGHT_FADE_TIME)
- {
- drawable->clearState(LLDrawable::NEARBY_LIGHT);
- continue;
- }
- if (!sRenderAttachedLights && volight && volight->isAttachment())
- {
- drawable->clearState(LLDrawable::NEARBY_LIGHT);
- continue;
- }
-
- F32 dist = calc_light_dist(volight, cam_pos, max_dist);
- cur_nearby_lights.insert(Light(drawable, dist, light->fade));
- }
- mNearbyLights = cur_nearby_lights;
-
- // FIND NEW LIGHTS THAT ARE IN RANGE
- light_set_t new_nearby_lights;
- for (LLDrawable::drawable_set_t::iterator iter = mLights.begin();
- iter != mLights.end(); ++iter)
- {
- LLDrawable* drawable = *iter;
- LLVOVolume* light = drawable->getVOVolume();
- if (!light || drawable->isState(LLDrawable::NEARBY_LIGHT))
- {
- continue;
- }
- if (light->isHUDAttachment())
- {
- continue; // no lighting from HUD objects
- }
- F32 dist = calc_light_dist(light, cam_pos, max_dist);
- if (dist >= max_dist)
- {
- continue;
- }
- if (!sRenderAttachedLights && light && light->isAttachment())
- {
- continue;
- }
- new_nearby_lights.insert(Light(drawable, dist, 0.f));
- if (new_nearby_lights.size() > (U32)MAX_LOCAL_LIGHTS)
- {
- new_nearby_lights.erase(--new_nearby_lights.end());
- const Light& last = *new_nearby_lights.rbegin();
- max_dist = last.dist;
- }
- }
-
- // INSERT ANY NEW LIGHTS
- for (light_set_t::iterator iter = new_nearby_lights.begin();
- iter != new_nearby_lights.end(); iter++)
- {
- const Light* light = &(*iter);
- if (mNearbyLights.size() < (U32)MAX_LOCAL_LIGHTS)
- {
- mNearbyLights.insert(*light);
- ((LLDrawable*) light->drawable)->setState(LLDrawable::NEARBY_LIGHT);
- }
- else
- {
- // crazy cast so that we can overwrite the fade value
- // even though gcc enforces sets as const
- // (fade value doesn't affect sort so this is safe)
- Light* farthest_light = ((Light*) (&(*(mNearbyLights.rbegin()))));
- if (light->dist < farthest_light->dist)
- {
- if (farthest_light->fade >= 0.f)
- {
- farthest_light->fade = -gFrameIntervalSeconds;
- }
- }
- else
- {
- break; // none of the other lights are closer
- }
- }
- }
-
- }
-}
-
-void LLPipeline::setupHWLights(LLDrawPool* pool)
-{
- assertInitialized();
-
- // Ambient
- LLColor4 ambient = gSky.getTotalAmbientColor();
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV);
-
- // Light 0 = Sun or Moon (All objects)
- {
- if (gSky.getSunDirection().mV[2] >= LLSky::NIGHTTIME_ELEVATION_COS)
- {
- mSunDir.setVec(gSky.getSunDirection());
- mSunDiffuse.setVec(gSky.getSunDiffuseColor());
- }
- else
- {
- mSunDir.setVec(gSky.getMoonDirection());
- mSunDiffuse.setVec(gSky.getMoonDiffuseColor());
- }
-
- 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();
-
- LLVector4 light_pos(mSunDir, 0.0f);
- LLColor4 light_diffuse = mSunDiffuse;
- mHWLightColors[0] = light_diffuse;
- glLightfv(GL_LIGHT0, GL_POSITION, light_pos.mV); // this is just sun/moon direction
- glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse.mV);
- glLightfv(GL_LIGHT0, GL_AMBIENT, LLColor4::black.mV);
- glLightfv(GL_LIGHT0, GL_SPECULAR, LLColor4::black.mV);
- glLightf (GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0f);
- glLightf (GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.0f);
- glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.0f);
- glLightf (GL_LIGHT0, GL_SPOT_EXPONENT, 0.0f);
- glLightf (GL_LIGHT0, GL_SPOT_CUTOFF, 180.0f);
- }
-
- // Light 1 = Backlight (for avatars)
- // (set by enableLightsAvatar)
-
- S32 cur_light = 2;
-
- // Nearby lights = LIGHT 2-7
-
- mLightMovingMask = 0;
-
- if (mLightingDetail >= 1)
- {
- for (light_set_t::iterator iter = mNearbyLights.begin();
- iter != mNearbyLights.end(); ++iter)
- {
- LLDrawable* drawable = iter->drawable;
- LLVOVolume* light = drawable->getVOVolume();
- if (!light)
- {
- continue;
- }
- if (drawable->isState(LLDrawable::ACTIVE))
- {
- mLightMovingMask |= (1<<cur_light);
- }
-
- LLColor4 light_color = light->getLightColor();
- light_color.mV[3] = 0.0f;
-
- F32 fade = iter->fade;
- if (fade < LIGHT_FADE_TIME)
- {
- // fade in/out light
- if (fade >= 0.f)
- {
- fade = fade / LIGHT_FADE_TIME;
- ((Light*) (&(*iter)))->fade += gFrameIntervalSeconds;
- }
- else
- {
- fade = 1.f + fade / LIGHT_FADE_TIME;
- ((Light*) (&(*iter)))->fade -= gFrameIntervalSeconds;
- }
- fade = llclamp(fade,0.f,1.f);
- light_color *= fade;
- }
-
- LLVector3 light_pos(light->getRenderPosition());
- LLVector4 light_pos_gl(light_pos, 1.0f);
-
- F32 light_radius = llmax(light->getLightRadius(), 0.001f);
-
- F32 x = (3.f * (1.f + light->getLightFalloff())); // why this magic? probably trying to match a historic behavior.
- float linatten = x / (light_radius); // % of brightness at radius
-
- mHWLightColors[cur_light] = light_color;
- S32 gllight = GL_LIGHT0+cur_light;
- glLightfv(gllight, GL_POSITION, light_pos_gl.mV);
- glLightfv(gllight, GL_DIFFUSE, light_color.mV);
- glLightfv(gllight, GL_AMBIENT, LLColor4::black.mV);
- glLightf (gllight, GL_CONSTANT_ATTENUATION, 0.0f);
- glLightf (gllight, GL_LINEAR_ATTENUATION, linatten);
- glLightf (gllight, GL_QUADRATIC_ATTENUATION, 0.0f);
- if (light->isLightSpotlight() // directional (spot-)light
- && (LLPipeline::sRenderDeferred || gSavedSettings.getBOOL("RenderSpotLightsInNondeferred"))) // these are only rendered as GL spotlights if we're in deferred rendering mode *or* the setting forces them on
- {
- LLVector3 spotparams = light->getSpotLightParams();
- LLQuaternion quat = light->getRenderRotation();
- LLVector3 at_axis(0,0,-1); // this matches deferred rendering's object light direction
- at_axis *= quat;
- //llinfos << "SPOT!!!!!!! fov: " << spotparams.mV[0] << " focus: " << spotparams.mV[1] << " dir: " << at_axis << llendl;
- glLightfv(gllight, GL_SPOT_DIRECTION, at_axis.mV);
- glLightf (gllight, GL_SPOT_EXPONENT, 2.0f); // 2.0 = good old dot product ^ 2
- glLightf (gllight, GL_SPOT_CUTOFF, 90.0f); // hemisphere
- const float specular[] = {0.f, 0.f, 0.f, 0.f};
- glLightfv(gllight, GL_SPECULAR, specular);
- }
- else // omnidirectional (point) light
- {
- glLightf (gllight, GL_SPOT_EXPONENT, 0.0f);
- glLightf (gllight, GL_SPOT_CUTOFF, 180.0f);
-
- // we use specular.w = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight
- const float specular[] = {0.f, 0.f, 0.f, 1.f};
- glLightfv(gllight, GL_SPECULAR, specular);
- //llinfos << "boring light" << llendl;
- }
- cur_light++;
- if (cur_light >= 8)
- {
- break; // safety
- }
- }
- }
- for ( ; cur_light < 8 ; cur_light++)
- {
- mHWLightColors[cur_light] = LLColor4::black;
- S32 gllight = GL_LIGHT0+cur_light;
- glLightfv(gllight, GL_DIFFUSE, LLColor4::black.mV);
- glLightfv(gllight, GL_AMBIENT, LLColor4::black.mV);
- glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV);
- }
-
- if (isAgentAvatarValid() &&
- gAgentAvatarp->mSpecialRenderMode == 3)
- {
- LLColor4 light_color = LLColor4::white;
- light_color.mV[3] = 0.0f;
-
- LLVector3 light_pos(LLViewerCamera::getInstance()->getOrigin());
- LLVector4 light_pos_gl(light_pos, 1.0f);
-
- F32 light_radius = 16.f;
-
- F32 x = 3.f;
- float linatten = x / (light_radius); // % of brightness at radius
-
- mHWLightColors[2] = light_color;
- S32 gllight = GL_LIGHT2;
- glLightfv(gllight, GL_POSITION, light_pos_gl.mV);
- glLightfv(gllight, GL_DIFFUSE, light_color.mV);
- glLightfv(gllight, GL_AMBIENT, LLColor4::black.mV);
- glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV);
- glLightf (gllight, GL_CONSTANT_ATTENUATION, 0.0f);
- glLightf (gllight, GL_LINEAR_ATTENUATION, linatten);
- glLightf (gllight, GL_QUADRATIC_ATTENUATION, 0.0f);
- glLightf (gllight, GL_SPOT_EXPONENT, 0.0f);
- glLightf (gllight, GL_SPOT_CUTOFF, 180.0f);
- }
-
- // Init GL state
- glDisable(GL_LIGHTING);
- for (S32 gllight=GL_LIGHT0; gllight<=GL_LIGHT7; gllight++)
- {
- glDisable(gllight);
- }
- mLightMask = 0;
-}
-
-void LLPipeline::enableLights(U32 mask)
-{
- assertInitialized();
-
- if (mLightingDetail == 0)
- {
- mask &= 0xf003; // sun and backlight only (and fullbright bit)
- }
- if (mLightMask != mask)
- {
- stop_glerror();
- if (!mLightMask)
- {
- glEnable(GL_LIGHTING);
- }
- if (mask)
- {
- stop_glerror();
- for (S32 i=0; i<8; i++)
- {
- if (mask & (1<<i))
- {
- glEnable(GL_LIGHT0 + i);
- glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, mHWLightColors[i].mV);
- }
- else
- {
- glDisable(GL_LIGHT0 + i);
- glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, LLColor4::black.mV);
- }
- }
- stop_glerror();
- }
- else
- {
- glDisable(GL_LIGHTING);
- }
- stop_glerror();
- mLightMask = mask;
- LLColor4 ambient = gSky.getTotalAmbientColor();
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV);
- stop_glerror();
- }
-}
-
-void LLPipeline::enableLightsStatic()
-{
- assertInitialized();
- U32 mask = 0x01; // Sun
- if (mLightingDetail >= 2)
- {
- mask |= mLightMovingMask; // Hardware moving lights
- glColor4f(0.f, 0.f, 0.f, 1.0f); // no local lighting by default
- }
- else
- {
- mask |= 0xff & (~2); // Hardware local lights
- }
- enableLights(mask);
-}
-
-void LLPipeline::enableLightsDynamic()
-{
- assertInitialized();
- U32 mask = 0xff & (~2); // Local lights
- enableLights(mask);
- if (mLightingDetail >= 2)
- {
- glColor4f(0.f, 0.f, 0.f, 1.f); // no local lighting by default
- }
-
- if (isAgentAvatarValid() && getLightingDetail() <= 0)
- {
- if (gAgentAvatarp->mSpecialRenderMode == 0) // normal
- {
- gPipeline.enableLightsAvatar();
- }
- else if (gAgentAvatarp->mSpecialRenderMode >= 1) // anim preview
- {
- gPipeline.enableLightsAvatarEdit(LLColor4(0.7f, 0.6f, 0.3f, 1.f));
- }
- }
-}
-
-void LLPipeline::enableLightsAvatar()
-{
- U32 mask = 0xff; // All lights
- setupAvatarLights(FALSE);
- enableLights(mask);
-}
-
-void LLPipeline::enableLightsAvatarEdit(const LLColor4& color)
-{
- U32 mask = 0x2002; // Avatar backlight only, set ambient
- setupAvatarLights(TRUE);
- enableLights(mask);
-
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV);
-}
-
-void LLPipeline::enableLightsFullbright(const LLColor4& color)
-{
- assertInitialized();
- U32 mask = 0x1000; // Non-0 mask, set ambient
- enableLights(mask);
-
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV);
- /*if (mLightingDetail >= 2)
- {
- glColor4f(0.f, 0.f, 0.f, 1.f); // no local lighting by default
- }*/
-}
-
-void LLPipeline::disableLights()
-{
- enableLights(0); // no lighting (full bright)
- glColor4f(1.f, 1.f, 1.f, 1.f); // lighting color = white by default
-}
-
-//============================================================================
-
-class LLMenuItemGL;
-class LLInvFVBridge;
-struct cat_folder_pair;
-class LLVOBranch;
-class LLVOLeaf;
-
-void LLPipeline::findReferences(LLDrawable *drawablep)
-{
- assertInitialized();
- if (mLights.find(drawablep) != mLights.end())
- {
- llinfos << "In mLights" << llendl;
- }
- if (std::find(mMovedList.begin(), mMovedList.end(), drawablep) != mMovedList.end())
- {
- llinfos << "In mMovedList" << llendl;
- }
- if (std::find(mShiftList.begin(), mShiftList.end(), drawablep) != mShiftList.end())
- {
- llinfos << "In mShiftList" << llendl;
- }
- if (mRetexturedList.find(drawablep) != mRetexturedList.end())
- {
- llinfos << "In mRetexturedList" << llendl;
- }
-
- if (std::find(mBuildQ1.begin(), mBuildQ1.end(), drawablep) != mBuildQ1.end())
- {
- llinfos << "In mBuildQ1" << llendl;
- }
- if (std::find(mBuildQ2.begin(), mBuildQ2.end(), drawablep) != mBuildQ2.end())
- {
- llinfos << "In mBuildQ2" << llendl;
- }
-
- S32 count;
-
- count = gObjectList.findReferences(drawablep);
- if (count)
- {
- llinfos << "In other drawables: " << count << " references" << llendl;
- }
-}
-
-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)
- {
- llwarns << "Pipeline verify failed!" << llendl;
- }
- return ok;
-}
-
-//////////////////////////////
-//
-// Collision detection
-//
-//
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * A method to compute a ray-AABB intersection.
- * Original code by Andrew Woo, from "Graphics Gems", Academic Press, 1990
- * Optimized code by Pierre Terdiman, 2000 (~20-30% faster on my Celeron 500)
- * Epsilon value added by Klaus Hartmann. (discarding it saves a few cycles only)
- *
- * Hence this version is faster as well as more robust than the original one.
- *
- * Should work provided:
- * 1) the integer representation of 0.0f is 0x00000000
- * 2) the sign bit of the float is the most significant one
- *
- * Report bugs: p.terdiman@codercorner.com
- *
- * \param aabb [in] the axis-aligned bounding box
- * \param origin [in] ray origin
- * \param dir [in] ray direction
- * \param coord [out] impact coordinates
- * \return true if ray intersects AABB
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//#define RAYAABB_EPSILON 0.00001f
-#define IR(x) ((U32&)x)
-
-bool LLRayAABB(const LLVector3 &center, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon)
-{
- BOOL Inside = TRUE;
- LLVector3 MinB = center - size;
- LLVector3 MaxB = center + size;
- LLVector3 MaxT;
- MaxT.mV[VX]=MaxT.mV[VY]=MaxT.mV[VZ]=-1.0f;
-
- // Find candidate planes.
- for(U32 i=0;i<3;i++)
- {
- if(origin.mV[i] < MinB.mV[i])
- {
- coord.mV[i] = MinB.mV[i];
- Inside = FALSE;
-
- // Calculate T distances to candidate planes
- if(IR(dir.mV[i])) MaxT.mV[i] = (MinB.mV[i] - origin.mV[i]) / dir.mV[i];
- }
- else if(origin.mV[i] > MaxB.mV[i])
- {
- coord.mV[i] = MaxB.mV[i];
- Inside = FALSE;
-
- // Calculate T distances to candidate planes
- if(IR(dir.mV[i])) MaxT.mV[i] = (MaxB.mV[i] - origin.mV[i]) / dir.mV[i];
- }
- }
-
- // Ray origin inside bounding box
- if(Inside)
- {
- coord = origin;
- return true;
- }
-
- // Get largest of the maxT's for final choice of intersection
- U32 WhichPlane = 0;
- if(MaxT.mV[1] > MaxT.mV[WhichPlane]) WhichPlane = 1;
- if(MaxT.mV[2] > MaxT.mV[WhichPlane]) WhichPlane = 2;
-
- // Check final candidate actually inside box
- if(IR(MaxT.mV[WhichPlane])&0x80000000) return false;
-
- for(U32 i=0;i<3;i++)
- {
- if(i!=WhichPlane)
- {
- coord.mV[i] = origin.mV[i] + MaxT.mV[WhichPlane] * dir.mV[i];
- if (epsilon > 0)
- {
- if(coord.mV[i] < MinB.mV[i] - epsilon || coord.mV[i] > MaxB.mV[i] + epsilon) return false;
- }
- else
- {
- if(coord.mV[i] < MinB.mV[i] || coord.mV[i] > MaxB.mV[i]) return false;
- }
- }
- }
- return true; // ray hits box
-}
-
-//////////////////////////////
-//
-// Macros, functions, and inline methods from other classes
-//
-//
-
-void LLPipeline::setLight(LLDrawable *drawablep, BOOL is_light)
-{
- if (drawablep && assertInitialized())
- {
- if (is_light)
- {
- mLights.insert(drawablep);
- drawablep->setState(LLDrawable::LIGHT);
- }
- else
- {
- drawablep->clearState(LLDrawable::LIGHT);
- mLights.erase(drawablep);
- }
- }
-}
-
-//static
-void LLPipeline::toggleRenderType(U32 type)
-{
- gPipeline.mRenderTypeEnabled[type] = !gPipeline.mRenderTypeEnabled[type];
- if (type == LLPipeline::RENDER_TYPE_WATER)
- {
- gPipeline.mRenderTypeEnabled[LLPipeline::RENDER_TYPE_VOIDWATER] = !gPipeline.mRenderTypeEnabled[LLPipeline::RENDER_TYPE_VOIDWATER];
- }
-}
-
-//static
-void LLPipeline::toggleRenderTypeControl(void* data)
-{
- U32 type = (U32)(intptr_t)data;
- U32 bit = (1<<type);
- if (gPipeline.hasRenderType(type))
- {
- llinfos << "Toggling render type mask " << std::hex << bit << " off" << std::dec << llendl;
- }
- else
- {
- llinfos << "Toggling render type mask " << std::hex << bit << " on" << std::dec << llendl;
- }
- gPipeline.toggleRenderType(type);
-}
-
-//static
-BOOL LLPipeline::hasRenderTypeControl(void* data)
-{
- U32 type = (U32)(intptr_t)data;
- return gPipeline.hasRenderType(type);
-}
-
-// Allows UI items labeled "Hide foo" instead of "Show foo"
-//static
-BOOL LLPipeline::toggleRenderTypeControlNegated(void* data)
-{
- S32 type = (S32)(intptr_t)data;
- return !gPipeline.hasRenderType(type);
-}
-
-//static
-void LLPipeline::toggleRenderDebug(void* data)
-{
- U32 bit = (U32)(intptr_t)data;
- if (gPipeline.hasRenderDebugMask(bit))
- {
- llinfos << "Toggling render debug mask " << std::hex << bit << " off" << std::dec << llendl;
- }
- else
- {
- llinfos << "Toggling render debug mask " << std::hex << bit << " on" << std::dec << llendl;
- }
- gPipeline.mRenderDebugMask ^= bit;
-}
-
-
-//static
-BOOL LLPipeline::toggleRenderDebugControl(void* data)
-{
- U32 bit = (U32)(intptr_t)data;
- return gPipeline.hasRenderDebugMask(bit);
-}
-
-//static
-void LLPipeline::toggleRenderDebugFeature(void* data)
-{
- U32 bit = (U32)(intptr_t)data;
- gPipeline.mRenderDebugFeatureMask ^= bit;
-}
-
-
-//static
-BOOL LLPipeline::toggleRenderDebugFeatureControl(void* data)
-{
- U32 bit = (U32)(intptr_t)data;
- return gPipeline.hasRenderDebugFeatureMask(bit);
-}
-
-// static
-void LLPipeline::setRenderScriptedBeacons(BOOL val)
-{
- sRenderScriptedBeacons = val;
-}
-
-// static
-void LLPipeline::toggleRenderScriptedBeacons(void*)
-{
- sRenderScriptedBeacons = !sRenderScriptedBeacons;
-}
-
-// static
-BOOL LLPipeline::getRenderScriptedBeacons(void*)
-{
- return sRenderScriptedBeacons;
-}
-
-// static
-void LLPipeline::setRenderScriptedTouchBeacons(BOOL val)
-{
- sRenderScriptedTouchBeacons = val;
-}
-
-// static
-void LLPipeline::toggleRenderScriptedTouchBeacons(void*)
-{
- sRenderScriptedTouchBeacons = !sRenderScriptedTouchBeacons;
-}
-
-// static
-BOOL LLPipeline::getRenderScriptedTouchBeacons(void*)
-{
- return sRenderScriptedTouchBeacons;
-}
-
-// static
-void LLPipeline::setRenderPhysicalBeacons(BOOL val)
-{
- sRenderPhysicalBeacons = val;
-}
-
-// static
-void LLPipeline::toggleRenderPhysicalBeacons(void*)
-{
- sRenderPhysicalBeacons = !sRenderPhysicalBeacons;
-}
-
-// static
-BOOL LLPipeline::getRenderPhysicalBeacons(void*)
-{
- return sRenderPhysicalBeacons;
-}
-
-// static
-void LLPipeline::setRenderParticleBeacons(BOOL val)
-{
- sRenderParticleBeacons = val;
-}
-
-// static
-void LLPipeline::toggleRenderParticleBeacons(void*)
-{
- sRenderParticleBeacons = !sRenderParticleBeacons;
-}
-
-// static
-BOOL LLPipeline::getRenderParticleBeacons(void*)
-{
- return sRenderParticleBeacons;
-}
-
-// static
-void LLPipeline::setRenderSoundBeacons(BOOL val)
-{
- sRenderSoundBeacons = val;
-}
-
-// static
-void LLPipeline::toggleRenderSoundBeacons(void*)
-{
- sRenderSoundBeacons = !sRenderSoundBeacons;
-}
-
-// static
-BOOL LLPipeline::getRenderSoundBeacons(void*)
-{
- return sRenderSoundBeacons;
-}
-
-// static
-void LLPipeline::setRenderBeacons(BOOL val)
-{
- sRenderBeacons = val;
-}
-
-// static
-void LLPipeline::toggleRenderBeacons(void*)
-{
- sRenderBeacons = !sRenderBeacons;
-}
-
-// static
-BOOL LLPipeline::getRenderBeacons(void*)
-{
- return sRenderBeacons;
-}
-
-// static
-void LLPipeline::setRenderHighlights(BOOL val)
-{
- sRenderHighlight = val;
-}
-
-// static
-void LLPipeline::toggleRenderHighlights(void*)
-{
- sRenderHighlight = !sRenderHighlight;
-}
-
-// static
-BOOL LLPipeline::getRenderHighlights(void*)
-{
- return sRenderHighlight;
-}
-
-LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector3& start, const LLVector3& end,
- BOOL pick_transparent,
- S32* face_hit,
- LLVector3* intersection, // return the intersection point
- LLVector2* tex_coord, // return the texture coordinates of the intersection point
- LLVector3* normal, // return the surface normal at the intersection point
- LLVector3* bi_normal // return the surface bi-normal at the intersection point
- )
-{
- LLDrawable* drawable = NULL;
-
- LLVector3 local_end = end;
-
- LLVector3 position;
-
- sPickAvatar = FALSE; //LLToolMgr::getInstance()->inBuildMode() ? FALSE : TRUE;
-
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
-
- for (U32 j = 0; j < LLViewerRegion::NUM_PARTITIONS; j++)
- {
- if ((j == LLViewerRegion::PARTITION_VOLUME) ||
- (j == LLViewerRegion::PARTITION_BRIDGE) ||
- (j == LLViewerRegion::PARTITION_TERRAIN) ||
- (j == LLViewerRegion::PARTITION_TREE) ||
- (j == LLViewerRegion::PARTITION_GRASS)) // only check these partitions for now
- {
- LLSpatialPartition* part = region->getSpatialPartition(j);
- if (part && hasRenderType(part->mDrawableType))
- {
- LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, face_hit, &position, tex_coord, normal, bi_normal);
- if (hit)
- {
- drawable = hit;
- local_end = position;
- }
- }
- }
- }
- }
-
- if (!sPickAvatar)
- {
- //save hit info in case we need to restore
- //due to attachment override
- LLVector3 local_normal;
- LLVector3 local_binormal;
- LLVector2 local_texcoord;
- S32 local_face_hit = -1;
-
- if (face_hit)
- {
- local_face_hit = *face_hit;
- }
- if (tex_coord)
- {
- local_texcoord = *tex_coord;
- }
- if (bi_normal)
- {
- local_binormal = *bi_normal;
- }
- if (normal)
- {
- local_normal = *normal;
- }
-
- const F32 ATTACHMENT_OVERRIDE_DIST = 0.1f;
-
- //check against avatars
- sPickAvatar = TRUE;
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
-
- LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_BRIDGE);
- if (part && hasRenderType(part->mDrawableType))
- {
- LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, face_hit, &position, tex_coord, normal, bi_normal);
- if (hit)
- {
- if (!drawable ||
- !drawable->getVObj()->isAttachment() ||
- (position-local_end).magVec() > 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 (bi_normal)
- {
- *bi_normal = local_binormal;
- }
- 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 LLVector3& start, const LLVector3& end,
- BOOL pick_transparent,
- S32* face_hit,
- LLVector3* intersection, // return the intersection point
- LLVector2* tex_coord, // return the texture coordinates of the intersection point
- LLVector3* normal, // return the surface normal at the intersection point
- LLVector3* bi_normal // return the surface bi-normal 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, face_hit, intersection, tex_coord, normal, bi_normal);
- 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 || drawable->isDead())
- {
- return;
- }
-
- for (S32 i = 0; i < drawable->getNumFaces(); i++)
- {
- LLFace* facep = drawable->getFace(i);
- facep->mVertexBuffer = NULL;
- facep->mLastVertexBuffer = NULL;
- }
-}
-
-void LLPipeline::resetVertexBuffers()
-{
- sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
- sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
- LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
-
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
- for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
- {
- LLSpatialPartition* part = region->getSpatialPartition(i);
- if (part)
- {
- part->resetVertexBuffers();
- }
- }
- }
-
- resetDrawOrders();
-
- gSky.resetVertexBuffers();
-
- if (LLVertexBuffer::sGLCount > 0)
- {
- LLVertexBuffer::cleanupClass();
- }
-
- //delete all name pool caches
- LLGLNamePool::cleanupPools();
-
- if (LLVertexBuffer::sGLCount > 0)
- {
- llwarns << "VBO wipe failed." << llendl;
- }
-
- if (!LLVertexBuffer::sStreamIBOPool.mNameList.empty() ||
- !LLVertexBuffer::sStreamVBOPool.mNameList.empty() ||
- !LLVertexBuffer::sDynamicIBOPool.mNameList.empty() ||
- !LLVertexBuffer::sDynamicVBOPool.mNameList.empty())
- {
- llwarns << "VBO name pool cleanup failed." << llendl;
- }
-
- LLVertexBuffer::unbind();
-
- LLPipeline::sTextureBindTest = gSavedSettings.getBOOL("RenderDebugTextureBind");
-}
-
-void LLPipeline::renderObjects(U32 type, U32 mask, BOOL texture)
-{
- LLMemType mt_ro(LLMemType::MTYPE_PIPELINE_RENDER_OBJECTS);
- assertInitialized();
- glLoadMatrixd(gGLModelView);
- gGLLastMatrix = NULL;
- mSimplePool->pushBatches(type, mask);
- glLoadMatrixd(gGLModelView);
- gGLLastMatrix = NULL;
-}
-
-void LLPipeline::setUseVBO(BOOL use_vbo)
-{
- if (use_vbo != LLVertexBuffer::sEnableVBOs)
- {
- if (use_vbo)
- {
- llinfos << "Enabling VBO." << llendl;
- }
- else
- {
- llinfos << "Disabling VBO." << llendl;
- }
-
- resetVertexBuffers();
- LLVertexBuffer::initClass(use_vbo);
- }
-}
-
-void apply_cube_face_rotation(U32 face)
-{
- switch (face)
- {
- case 0:
- glRotatef(90.f, 0, 1, 0);
- glRotatef(180.f, 1, 0, 0);
- break;
- case 2:
- glRotatef(-90.f, 1, 0, 0);
- break;
- case 4:
- glRotatef(180.f, 0, 1, 0);
- glRotatef(180.f, 0, 0, 1);
- break;
- case 1:
- glRotatef(-90.f, 0, 1, 0);
- glRotatef(180.f, 1, 0, 0);
- break;
- case 3:
- glRotatef(90, 1, 0, 0);
- break;
- case 5:
- glRotatef(180, 0, 0, 1);
- break;
- }
-}
-
-void validate_framebuffer_object()
-{
- GLenum status;
- status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
- switch(status)
- {
- case GL_FRAMEBUFFER_COMPLETE_EXT:
- //framebuffer OK, no error.
- break;
- case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
- // frame buffer not OK: probably means unsupported depth buffer format
- llerrs << "Framebuffer Incomplete Dimensions." << llendl;
- break;
- case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
- // frame buffer not OK: probably means unsupported depth buffer format
- llerrs << "Framebuffer Incomplete Attachment." << llendl;
- break;
- case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
- /* choose different formats */
- llerrs << "Framebuffer unsupported." << llendl;
- break;
- default:
- llerrs << "Unknown framebuffer status." << llendl;
- break;
- }
-}
-
-void LLPipeline::bindScreenToTexture()
-{
-
-}
-
-static LLFastTimer::DeclareTimer FTM_RENDER_BLOOM("Bloom");
-
-void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
-{
- LLMemType mt_ru(LLMemType::MTYPE_PIPELINE_RENDER_BLOOM);
- if (!(gPipeline.canUseVertexShaders() &&
- sRenderGlow))
- {
- return;
- }
-
- LLVertexBuffer::unbind();
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
-
- assertInitialized();
-
- if (gUseWireframe)
- {
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- }
-
- U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor");
-
- LLVector2 tc1(0,0);
- LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw()*2,
- (F32) gViewerWindow->getWorldViewHeightRaw()*2);
-
- if (res_mod > 1)
- {
- tc2 /= (F32) res_mod;
- }
-
- gGL.setColorMask(true, true);
-
- LLFastTimer ftm(FTM_RENDER_BLOOM);
- gGL.color4f(1,1,1,1);
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable blend(GL_BLEND);
- LLGLDisable cull(GL_CULL_FACE);
-
- enableLightsFullbright(LLColor4(1,1,1,1));
-
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
-
- LLGLDisable test(GL_ALPHA_TEST);
-
- gGL.setColorMask(true, true);
- glClearColor(0,0,0,0);
-
- /*if (for_snapshot)
- {
- gGL.getTexUnit(0)->bind(&mGlow[1]);
- {
- //LLGLEnable stencil(GL_STENCIL_TEST);
- //glStencilFunc(GL_NOTEQUAL, 255, 0xFFFFFFFF);
- //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- //LLGLDisable blend(GL_BLEND);
-
- // If the snapshot is constructed from tiles, calculate which
- // tile we're in.
-
- //from LLViewerCamera::setPerpsective
- if (zoom_factor > 1.f)
- {
- int pos_y = subfield / llceil(zoom_factor);
- int pos_x = subfield - (pos_y*llceil(zoom_factor));
- F32 size = 1.f/zoom_factor;
-
- tc1.set(pos_x*size, pos_y*size);
- tc2 = tc1 + LLVector2(size,size);
- }
- else
- {
- tc2.set(1,1);
- }
-
- LLGLEnable blend(GL_BLEND);
- gGL.setSceneBlendType(LLRender::BT_ADD);
-
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.color4f(1,1,1,1);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,1);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(1,-1);
-
- gGL.texCoord2f(tc2.mV[0], tc2.mV[1]);
- gGL.vertex2f(1,1);
-
- gGL.end();
-
- gGL.flush();
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
- }
-
- gGL.flush();
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
-
- return;
- }*/
-
- {
- {
- LLFastTimer ftm(FTM_RENDER_BLOOM_FBO);
- mGlow[2].bindTarget();
- mGlow[2].clear();
- }
-
- gGlowExtractProgram.bind();
- F32 minLum = llmax(gSavedSettings.getF32("RenderGlowMinLuminance"), 0.0f);
- F32 maxAlpha = gSavedSettings.getF32("RenderGlowMaxExtractAlpha");
- F32 warmthAmount = gSavedSettings.getF32("RenderGlowWarmthAmount");
- LLVector3 lumWeights = gSavedSettings.getVector3("RenderGlowLumWeights");
- LLVector3 warmthWeights = gSavedSettings.getVector3("RenderGlowWarmthWeights");
- gGlowExtractProgram.uniform1f("minLuminance", minLum);
- gGlowExtractProgram.uniform1f("maxExtractAlpha", maxAlpha);
- gGlowExtractProgram.uniform3f("lumWeights", lumWeights.mV[0], lumWeights.mV[1], lumWeights.mV[2]);
- gGlowExtractProgram.uniform3f("warmthWeights", warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]);
- gGlowExtractProgram.uniform1f("warmthAmount", warmthAmount);
- LLGLEnable blend_on(GL_BLEND);
- LLGLEnable test(GL_ALPHA_TEST);
- gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
- gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(0)->disable();
- gGL.getTexUnit(0)->enable(LLTexUnit::TT_RECT_TEXTURE);
- gGL.getTexUnit(0)->bind(&mScreen);
-
- gGL.color4f(1,1,1,1);
- gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
-
- gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
-
- mGlow[2].flush();
- }
-
- tc1.setVec(0,0);
- tc2.setVec(2,2);
-
- // power of two between 1 and 1024
- U32 glowResPow = gSavedSettings.getS32("RenderGlowResolutionPow");
- const U32 glow_res = llmax(1,
- llmin(1024, 1 << glowResPow));
-
- S32 kernel = gSavedSettings.getS32("RenderGlowIterations")*2;
- F32 delta = gSavedSettings.getF32("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 = gSavedSettings.getF32("RenderGlowStrength");
-
- gGlowProgram.bind();
- gGlowProgram.uniform1f("glowStrength", strength);
-
- for (S32 i = 0; i < kernel; i++)
- {
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- {
- LLFastTimer ftm(FTM_RENDER_BLOOM_FBO);
- mGlow[i%2].bindTarget();
- mGlow[i%2].clear();
- }
-
- if (i == 0)
- {
- gGL.getTexUnit(0)->bind(&mGlow[2]);
- }
- else
- {
- gGL.getTexUnit(0)->bind(&mGlow[(i-1)%2]);
- }
-
- if (i%2 == 0)
- {
- gGlowProgram.uniform2f("glowDelta", delta, 0);
- }
- else
- {
- gGlowProgram.uniform2f("glowDelta", 0, delta);
- }
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
-
- mGlow[i%2].flush();
- }
-
- gGlowProgram.unbind();
-
- if (LLRenderTarget::sUseFBO)
- {
- LLFastTimer ftm(FTM_RENDER_BLOOM_FBO);
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
- }
-
- gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
- gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
- gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
- gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
- glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
-
- tc2.setVec((F32) gViewerWindow->getWorldViewWidthRaw(),
- (F32) gViewerWindow->getWorldViewHeightRaw());
-
- gGL.flush();
-
- LLVertexBuffer::unbind();
-
- if (LLPipeline::sRenderDeferred && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
- {
- LLGLDisable blend(GL_BLEND);
- bindDeferredShader(gDeferredGIFinalProgram);
-
- S32 channel = gDeferredGIFinalProgram.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
- if (channel > -1)
- {
- mScreen.bindTexture(0, channel);
- }
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
-
- unbindDeferredShader(gDeferredGIFinalProgram);
- }
- else
- {
-
- if (res_mod > 1)
- {
- tc2 /= (F32) res_mod;
- }
-
- U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1;
- LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(mask, 0);
- buff->allocateBuffer(3,0,TRUE);
-
- LLStrider<LLVector3> v;
- LLStrider<LLVector2> uv1;
- LLStrider<LLVector2> uv2;
-
- buff->getVertexStrider(v);
- buff->getTexCoord0Strider(uv1);
- buff->getTexCoord1Strider(uv2);
-
- uv1[0] = LLVector2(0, 0);
- uv1[1] = LLVector2(0, 2);
- uv1[2] = LLVector2(2, 0);
-
- uv2[0] = LLVector2(0, 0);
- uv2[1] = LLVector2(0, tc2.mV[1]*2.f);
- uv2[2] = LLVector2(tc2.mV[0]*2.f, 0);
-
- v[0] = LLVector3(-1,-1,0);
- v[1] = LLVector3(-1,3,0);
- v[2] = LLVector3(3,-1,0);
-
- buff->setBuffer(0);
-
- LLGLDisable blend(GL_BLEND);
-
- //tex unit 0
- gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR);
-
- gGL.getTexUnit(0)->bind(&mGlow[1]);
- gGL.getTexUnit(1)->activate();
- gGL.getTexUnit(1)->enable(LLTexUnit::TT_RECT_TEXTURE);
-
-
- //tex unit 1
- gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
-
- gGL.getTexUnit(1)->bind(&mScreen);
- gGL.getTexUnit(1)->activate();
-
- LLGLEnable multisample(GL_MULTISAMPLE_ARB);
-
- buff->setBuffer(mask);
- buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3);
-
- gGL.getTexUnit(1)->disable();
- gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT);
-
- gGL.getTexUnit(0)->activate();
- gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
-
- if (LLRenderTarget::sUseFBO)
- { //copy depth buffer from mScreen to framebuffer
- LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(),
- 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
- }
- }
-
-
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
-
- LLVertexBuffer::unbind();
-
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
-
-}
-
-static LLFastTimer::DeclareTimer FTM_BIND_DEFERRED("Bind Deferred");
-
-void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRenderTarget* gi_source, LLRenderTarget* last_gi_post, U32 noise_map)
-{
- LLFastTimer t(FTM_BIND_DEFERRED);
-
- if (noise_map == 0xFFFFFFFF)
- {
- noise_map = mNoiseMap;
- }
-
- LLGLState::checkTextureChannels();
-
- shader.bind();
- S32 channel = 0;
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
- if (channel > -1)
- {
- mDeferredScreen.bindTexture(0,channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, LLTexUnit::TT_RECT_TEXTURE);
- if (channel > -1)
- {
- mDeferredScreen.bindTexture(1, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, LLTexUnit::TT_RECT_TEXTURE);
- if (channel > -1)
- {
- mDeferredScreen.bindTexture(2, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- if (gi_source)
- {
- BOOL has_gi = FALSE;
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_DIFFUSE);
- if (channel > -1)
- {
- has_gi = TRUE;
- gi_source->bindTexture(0, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_SPECULAR);
- if (channel > -1)
- {
- has_gi = TRUE;
- gi_source->bindTexture(1, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_NORMAL);
- if (channel > -1)
- {
- has_gi = TRUE;
- gi_source->bindTexture(2, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_MIN_POS);
- if (channel > -1)
- {
- has_gi = TRUE;
- gi_source->bindTexture(1, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_MAX_POS);
- if (channel > -1)
- {
- has_gi = TRUE;
- gi_source->bindTexture(3, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_DIFFUSE);
- if (channel > -1)
- {
- has_gi = TRUE;
- last_gi_post->bindTexture(0, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_NORMAL);
- if (channel > -1)
- {
- has_gi = TRUE;
- last_gi_post->bindTexture(2, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MAX_POS);
- if (channel > -1)
- {
- has_gi = TRUE;
- last_gi_post->bindTexture(1, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MIN_POS);
- if (channel > -1)
- {
- has_gi = TRUE;
- last_gi_post->bindTexture(3, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_DEPTH);
- if (channel > -1)
- {
- has_gi = TRUE;
- gGL.getTexUnit(channel)->bind(gi_source, TRUE);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- stop_glerror();
-
- glTexParameteri(LLTexUnit::getInternalType(mGIMap.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
- glTexParameteri(LLTexUnit::getInternalType(mGIMap.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
-
- stop_glerror();
- }
-
- if (has_gi)
- {
- F32 range_x = llmin(mGIRange.mV[0], 1.f);
- F32 range_y = llmin(mGIRange.mV[1], 1.f);
-
- LLVector2 scale(range_x,range_y);
-
- LLVector2 kern[25];
-
- for (S32 i = 0; i < 5; ++i)
- {
- for (S32 j = 0; j < 5; ++j)
- {
- S32 idx = i*5+j;
- kern[idx].mV[0] = (i-2)*0.5f;
- kern[idx].mV[1] = (j-2)*0.5f;
- kern[idx].scaleVec(scale);
- }
- }
-
- shader.uniform2fv("gi_kern", 25, (F32*) kern);
- shader.uniformMatrix4fv("gi_mat", 1, FALSE, mGIMatrix.m);
- shader.uniformMatrix4fv("gi_mat_proj", 1, FALSE, mGIMatrixProj.m);
- shader.uniformMatrix4fv("gi_inv_proj", 1, FALSE, mGIInvProj.m);
- shader.uniformMatrix4fv("gi_norm_mat", 1, FALSE, mGINormalMatrix.m);
- }
- }
-
- /*channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_POSITION, LLTexUnit::TT_RECT_TEXTURE);
- if (channel > -1)
- {
- mDeferredScreen.bindTexture(3, channel);
- }*/
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
- if (channel > -1)
- {
- gGL.getTexUnit(channel)->bind(&mDeferredDepth, TRUE);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- stop_glerror();
-
- glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
- glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
-
- stop_glerror();
-
- glh::matrix4f projection = glh_get_current_projection();
- glh::matrix4f inv_proj = projection.inverse();
-
- shader.uniformMatrix4fv("inv_proj", 1, FALSE, inv_proj.m);
- shader.uniform4f("viewport", (F32) gGLViewport[0],
- (F32) gGLViewport[1],
- (F32) gGLViewport[2],
- (F32) gGLViewport[3]);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NOISE);
- if (channel > -1)
- {
- gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, noise_map);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHTFUNC);
- if (channel > -1)
- {
- gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
- }
-
- stop_glerror();
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
- if (channel > -1)
- {
- mDeferredLight[light_index].bindTexture(0, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE);
- if (channel > -1)
- {
- gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLuminanceMap.getTexture(), true);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_BLOOM);
- if (channel > -1)
- {
- mGlow[1].bindTexture(0, channel);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
- if (channel > -1)
- {
- gi_source->bindTexture(0, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_EDGE, LLTexUnit::TT_RECT_TEXTURE);
- if (channel > -1)
- {
- mEdgeMap.bindTexture(0, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
- if (channel > -1)
- {
- mDeferredLight[1].bindTexture(0, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
- if (channel > -1)
- {
- mDeferredLight[2].bindTexture(0, channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
-
- stop_glerror();
-
- for (U32 i = 0; i < 4; i++)
- {
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE);
- stop_glerror();
- if (channel > -1)
- {
- stop_glerror();
- gGL.getTexUnit(channel)->bind(&mShadow[i], TRUE);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
- stop_glerror();
-
- glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
- glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
- stop_glerror();
- }
- }
-
- for (U32 i = 4; i < 6; i++)
- {
- channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i);
- stop_glerror();
- if (channel > -1)
- {
- stop_glerror();
- gGL.getTexUnit(channel)->bind(&mShadow[i], TRUE);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
- stop_glerror();
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
- stop_glerror();
- }
- }
-
- 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("shadow_matrix[0]", 6, FALSE, mat);
- shader.uniformMatrix4fv("shadow_matrix", 6, FALSE, mat);
-
- stop_glerror();
-
- channel = shader.enableTexture(LLViewerShaderMgr::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();
- F64* m = gGLModelView;
-
-
- F32 mat[] = { m[0], m[1], m[2],
- m[4], m[5], m[6],
- m[8], m[9], m[10] };
-
- shader.uniform3fv("env_mat[0]", 3, mat);
- shader.uniform3fv("env_mat", 3, mat);
- }
- }
-
- shader.uniform4fv("shadow_clip", 1, mSunClipPlanes.mV);
- shader.uniform1f("sun_wash", gSavedSettings.getF32("RenderDeferredSunWash"));
- shader.uniform1f("shadow_noise", gSavedSettings.getF32("RenderShadowNoise"));
- shader.uniform1f("blur_size", gSavedSettings.getF32("RenderShadowBlurSize"));
-
- shader.uniform1f("ssao_radius", gSavedSettings.getF32("RenderSSAOScale"));
- shader.uniform1f("ssao_max_radius", gSavedSettings.getU32("RenderSSAOMaxScale"));
-
- F32 ssao_factor = gSavedSettings.getF32("RenderSSAOFactor");
- shader.uniform1f("ssao_factor", ssao_factor);
- shader.uniform1f("ssao_factor_inv", 1.0/ssao_factor);
-
- LLVector3 ssao_effect = gSavedSettings.getVector3("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("ssao_effect_mat", 1, GL_FALSE, ssao_effect_mat);
-
- F32 shadow_offset_error = 1.f + gSavedSettings.getF32("RenderShadowOffsetError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
- F32 shadow_bias_error = 1.f + gSavedSettings.getF32("RenderShadowBiasError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
-
- shader.uniform2f("screen_res", mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
- shader.uniform1f("near_clip", LLViewerCamera::getInstance()->getNear()*2.f);
- shader.uniform1f ("shadow_offset", gSavedSettings.getF32("RenderShadowOffset")*shadow_offset_error);
- shader.uniform1f("shadow_bias", gSavedSettings.getF32("RenderShadowBias")*shadow_bias_error);
- shader.uniform1f ("spot_shadow_offset", gSavedSettings.getF32("RenderSpotShadowOffset"));
- shader.uniform1f("spot_shadow_bias", gSavedSettings.getF32("RenderSpotShadowBias"));
-
- shader.uniform1f("lum_scale", gSavedSettings.getF32("RenderLuminanceScale"));
- shader.uniform1f("sun_lum_scale", gSavedSettings.getF32("RenderSunLuminanceScale"));
- shader.uniform1f("sun_lum_offset", gSavedSettings.getF32("RenderSunLuminanceOffset"));
- shader.uniform1f("lum_lod", gSavedSettings.getF32("RenderLuminanceDetail"));
- shader.uniform1f("gi_range", gSavedSettings.getF32("RenderGIRange"));
- shader.uniform1f("gi_brightness", gSavedSettings.getF32("RenderGIBrightness"));
- shader.uniform1f("gi_luminance", gSavedSettings.getF32("RenderGILuminance"));
- shader.uniform1f("gi_edge_weight", gSavedSettings.getF32("RenderGIBlurEdgeWeight"));
- shader.uniform1f("gi_blur_brightness", gSavedSettings.getF32("RenderGIBlurBrightness"));
- shader.uniform1f("gi_sample_width", mGILightRadius);
- shader.uniform1f("gi_noise", gSavedSettings.getF32("RenderGINoise"));
- shader.uniform1f("gi_attenuation", gSavedSettings.getF32("RenderGIAttenuation"));
- shader.uniform1f("gi_ambiance", gSavedSettings.getF32("RenderGIAmbiance"));
- shader.uniform2f("shadow_res", mShadow[0].getWidth(), mShadow[0].getHeight());
- shader.uniform2f("proj_shadow_res", mShadow[4].getWidth(), mShadow[4].getHeight());
- shader.uniform1f("depth_cutoff", gSavedSettings.getF32("RenderEdgeDepthCutoff"));
- shader.uniform1f("norm_cutoff", gSavedSettings.getF32("RenderEdgeNormCutoff"));
-
- if (shader.getUniformLocation("norm_mat") >= 0)
- {
- glh::matrix4f norm_mat = glh_get_current_modelview().inverse().transpose();
- shader.uniformMatrix4fv("norm_mat", 1, FALSE, norm_mat.m);
- }
-}
-
-static LLFastTimer::DeclareTimer FTM_GI_TRACE("Trace");
-static LLFastTimer::DeclareTimer FTM_GI_GATHER("Gather");
-static LLFastTimer::DeclareTimer FTM_SUN_SHADOW("Shadow Map");
-static LLFastTimer::DeclareTimer FTM_SOFTEN_SHADOW("Shadow Soften");
-static LLFastTimer::DeclareTimer FTM_EDGE_DETECTION("Find Edges");
-static LLFastTimer::DeclareTimer FTM_LOCAL_LIGHTS("Local Lights");
-static LLFastTimer::DeclareTimer FTM_ATMOSPHERICS("Atmospherics");
-static LLFastTimer::DeclareTimer FTM_FULLSCREEN_LIGHTS("Fullscreen Lights");
-static LLFastTimer::DeclareTimer FTM_PROJECTORS("Projectors");
-static LLFastTimer::DeclareTimer FTM_POST("Post");
-
-
-void LLPipeline::renderDeferredLighting()
-{
- if (!sCull)
- {
- return;
- }
-
- {
- LLFastTimer ftm(FTM_RENDER_DEFERRED);
-
- LLViewerCamera* camera = LLViewerCamera::getInstance();
- {
- LLGLDepthTest depth(GL_TRUE);
- mDeferredDepth.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
- 0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
- }
-
- LLGLEnable multisample(GL_MULTISAMPLE_ARB);
-
- if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
- {
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
- }
-
- //ati doesn't seem to love actually using the stencil buffer on FBO's
- LLGLEnable stencil(GL_STENCIL_TEST);
- glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
- glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-
- gGL.setColorMask(true, true);
-
- //draw a cube around every light
- LLVertexBuffer::unbind();
-
- LLGLEnable cull(GL_CULL_FACE);
- LLGLEnable blend(GL_BLEND);
-
- glh::matrix4f mat = glh_copy_matrix(gGLModelView);
-
- F32 vert[] =
- {
- -1,1,
- -1,-3,
- 3,1,
- };
- glVertexPointer(2, GL_FLOAT, 0, vert);
- glColor3f(1,1,1);
-
- {
- setupHWLights(NULL); //to set mSunDir;
- LLVector4 dir(mSunDir, 0.f);
- glh::vec4f tc(dir.mV);
- mat.mult_matrix_vec(tc);
- glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], 0);
- }
-
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
-
- mDeferredLight[0].bindTarget();
-
- if (gSavedSettings.getBOOL("RenderDeferredSSAO") || gSavedSettings.getS32("RenderShadowDetail") > 0)
- {
- { //paint shadow/SSAO light map (direct lighting lightmap)
- LLFastTimer ftm(FTM_SUN_SHADOW);
- bindDeferredShader(gDeferredSunProgram, 0);
-
- glClearColor(1,1,1,1);
- mDeferredLight[0].clear(GL_COLOR_BUFFER_BIT);
- glClearColor(0,0,0,0);
-
- glh::matrix4f inv_trans = glh_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("offset", slice, offset);
- gDeferredSunProgram.uniform2f("screenRes", mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight());
-
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
- stop_glerror();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
- stop_glerror();
- }
-
- unbindDeferredShader(gDeferredSunProgram);
- }
- }
- else
- {
- glClearColor(1,1,1,1);
- mDeferredLight[0].clear(GL_COLOR_BUFFER_BIT);
- glClearColor(0,0,0,0);
- }
-
- mDeferredLight[0].flush();
-
- { //global illumination specific block (still experimental)
- if (gSavedSettings.getBOOL("RenderDeferredBlurLight") &&
- gSavedSettings.getBOOL("RenderDeferredGI"))
- {
- LLFastTimer ftm(FTM_EDGE_DETECTION);
- //generate edge map
- LLGLDisable blend(GL_BLEND);
- LLGLDisable test(GL_ALPHA_TEST);
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable stencil(GL_STENCIL_TEST);
-
- {
- gDeferredEdgeProgram.bind();
- mEdgeMap.bindTarget();
- bindDeferredShader(gDeferredEdgeProgram);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
- unbindDeferredShader(gDeferredEdgeProgram);
- mEdgeMap.flush();
- }
- }
-
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
- {
- { //get luminance map from previous frame's light map
- LLGLEnable blend(GL_BLEND);
- LLGLDisable test(GL_ALPHA_TEST);
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable stencil(GL_STENCIL_TEST);
-
- //static F32 fade = 1.f;
-
- {
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
- gLuminanceGatherProgram.bind();
- gLuminanceGatherProgram.uniform2f("screen_res", mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight());
- mLuminanceMap.bindTarget();
- bindDeferredShader(gLuminanceGatherProgram);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
- unbindDeferredShader(gLuminanceGatherProgram);
- mLuminanceMap.flush();
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLuminanceMap.getTexture(), true);
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
- glGenerateMipmapEXT(GL_TEXTURE_2D);
- }
- }
-
- { //paint noisy GI map (bounce lighting lightmap)
- LLFastTimer ftm(FTM_GI_TRACE);
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable test(GL_ALPHA_TEST);
-
- mGIMapPost[0].bindTarget();
-
- bindDeferredShader(gDeferredGIProgram, 0, &mGIMap, 0, mTrueNoiseMap);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
- unbindDeferredShader(gDeferredGIProgram);
- mGIMapPost[0].flush();
- }
-
- U32 pass_count = 0;
- if (gSavedSettings.getBOOL("RenderDeferredBlurLight"))
- {
- pass_count = llclamp(gSavedSettings.getU32("RenderGIBlurPasses"), (U32) 1, (U32) 128);
- }
-
- for (U32 i = 0; i < pass_count; ++i)
- { //gather/soften indirect lighting map
- LLFastTimer ftm(FTM_GI_GATHER);
- bindDeferredShader(gDeferredPostGIProgram, 0, &mGIMapPost[0], NULL, mTrueNoiseMap);
- F32 blur_size = gSavedSettings.getF32("RenderGIBlurSize")/((F32) i * gSavedSettings.getF32("RenderGIBlurIncrement")+1.f);
- gDeferredPostGIProgram.uniform2f("delta", 1.f, 0.f);
- gDeferredPostGIProgram.uniform1f("kern_scale", blur_size);
- gDeferredPostGIProgram.uniform1f("gi_blur_brightness", gSavedSettings.getF32("RenderGIBlurBrightness"));
-
- mGIMapPost[1].bindTarget();
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_FALSE);
- stop_glerror();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
- stop_glerror();
- }
-
- mGIMapPost[1].flush();
- unbindDeferredShader(gDeferredPostGIProgram);
- bindDeferredShader(gDeferredPostGIProgram, 0, &mGIMapPost[1], NULL, mTrueNoiseMap);
- mGIMapPost[0].bindTarget();
-
- gDeferredPostGIProgram.uniform2f("delta", 0.f, 1.f);
-
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_FALSE);
- stop_glerror();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- stop_glerror();
- }
- mGIMapPost[0].flush();
- unbindDeferredShader(gDeferredPostGIProgram);
- }
- }
- }
-
- if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
- { //soften direct lighting lightmap
- LLFastTimer ftm(FTM_SOFTEN_SHADOW);
- //blur lightmap
- mDeferredLight[1].bindTarget();
-
- glClearColor(1,1,1,1);
- mDeferredLight[1].clear(GL_COLOR_BUFFER_BIT);
- glClearColor(0,0,0,0);
-
- bindDeferredShader(gDeferredBlurLightProgram);
-
- LLVector3 go = gSavedSettings.getVector3("RenderShadowGaussian");
- const U32 kern_length = 4;
- F32 blur_size = gSavedSettings.getF32("RenderShadowBlurSize");
- F32 dist_factor = gSavedSettings.getF32("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("delta", 1.f, 0.f);
- gDeferredBlurLightProgram.uniform1f("dist_factor", dist_factor);
- gDeferredBlurLightProgram.uniform3fv("kern[0]", kern_length, gauss[0].mV);
- gDeferredBlurLightProgram.uniform3fv("kern", kern_length, gauss[0].mV);
- gDeferredBlurLightProgram.uniform1f("kern_scale", blur_size * (kern_length/2.f - 0.5f));
-
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
- stop_glerror();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
- stop_glerror();
- }
-
- mDeferredLight[1].flush();
- unbindDeferredShader(gDeferredBlurLightProgram);
-
- bindDeferredShader(gDeferredBlurLightProgram, 1);
- mDeferredLight[0].bindTarget();
-
- gDeferredBlurLightProgram.uniform2f("delta", 0.f, 1.f);
-
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
- stop_glerror();
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
- stop_glerror();
- }
- mDeferredLight[0].flush();
- unbindDeferredShader(gDeferredBlurLightProgram);
- }
-
- stop_glerror();
- glPopMatrix();
- stop_glerror();
- glMatrixMode(GL_MODELVIEW);
- stop_glerror();
- glPopMatrix();
- stop_glerror();
-
- //copy depth and stencil from deferred screen
- //mScreen.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
- // 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
-
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
- {
- mDeferredLight[1].bindTarget();
- // clear color buffer here (GI) - zeroing alpha (glow) is important or it will accumulate against sky
- glClearColor(0,0,0,0);
- mScreen.clear(GL_COLOR_BUFFER_BIT);
- }
- else
- {
- mScreen.bindTarget();
- // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
- glClearColor(0,0,0,0);
- mScreen.clear(GL_COLOR_BUFFER_BIT);
- }
-
- if (gSavedSettings.getBOOL("RenderDeferredAtmospheric"))
- { //apply sunlight contribution
- LLFastTimer ftm(FTM_ATMOSPHERICS);
- bindDeferredShader(gDeferredSoftenProgram, 0, &mGIMapPost[0]);
- {
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable blend(GL_BLEND);
- LLGLDisable test(GL_ALPHA_TEST);
-
- //full screen blit
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
-
- glVertexPointer(2, GL_FLOAT, 0, vert);
-
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
-
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- }
-
- unbindDeferredShader(gDeferredSoftenProgram);
- }
-
- { //render sky
- LLGLDisable blend(GL_BLEND);
- LLGLDisable stencil(GL_STENCIL_TEST);
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
-
- gPipeline.pushRenderTypeMask();
-
- gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
- LLPipeline::RENDER_TYPE_CLOUDS,
- LLPipeline::RENDER_TYPE_WL_SKY,
- LLPipeline::END_RENDER_TYPES);
-
-
- renderGeomPostDeferred(*LLViewerCamera::getInstance());
- gPipeline.popRenderTypeMask();
- }
-
- BOOL render_local = gSavedSettings.getBOOL("RenderDeferredLocalLights");
- BOOL render_fullscreen = gSavedSettings.getBOOL("RenderDeferredFullscreenLights");
-
-
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
- {
- mDeferredLight[1].flush();
- mDeferredLight[2].bindTarget();
- mDeferredLight[2].clear(GL_COLOR_BUFFER_BIT);
- }
-
- if (render_local || render_fullscreen)
- {
- gGL.setSceneBlendType(LLRender::BT_ADD);
- std::list<LLVector4> fullscreen_lights;
- LLDrawable::drawable_list_t spot_lights;
- LLDrawable::drawable_list_t fullscreen_spot_lights;
-
- for (U32 i = 0; i < 2; i++)
- {
- mTargetShadowSpotLight[i] = NULL;
- }
-
- std::list<LLVector4> light_colors;
-
- F32 v[24];
- glVertexPointer(3, GL_FLOAT, 0, v);
- BOOL render_local = gSavedSettings.getBOOL("RenderDeferredLocalLights");
-
- {
- bindDeferredShader(gDeferredLightProgram);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter)
- {
- LLDrawable* drawablep = *iter;
-
- LLVOVolume* volume = drawablep->getVOVolume();
- if (!volume)
- {
- continue;
- }
-
- if (volume->isAttachment())
- {
- if (!sRenderAttachedLights)
- {
- continue;
- }
- }
-
-
- LLVector3 center = drawablep->getPositionAgent();
- F32* c = center.mV;
- F32 s = volume->getLightRadius()*1.5f;
-
- LLColor3 col = volume->getLightColor();
- col *= volume->getLightIntensity();
-
- if (col.magVecSquared() < 0.001f)
- {
- continue;
- }
-
- if (s <= 0.001f)
- {
- continue;
- }
-
- if (camera->AABBInFrustumNoFarClip(center, LLVector3(s,s,s)) == 0)
- {
- continue;
- }
-
- sVisibleLightCount++;
-
- glh::vec3f tc(c);
- mat.mult_matrix_vec(tc);
-
- //vertex positions are encoded so the 3 bits of their vertex index
- //correspond to their axis facing, with bit position 3,2,1 matching
- //axis facing x,y,z, bit set meaning positive facing, bit clear
- //meaning negative facing
- v[0] = c[0]-s; v[1] = c[1]-s; v[2] = c[2]-s; // 0 - 0000
- v[3] = c[0]-s; v[4] = c[1]-s; v[5] = c[2]+s; // 1 - 0001
- v[6] = c[0]-s; v[7] = c[1]+s; v[8] = c[2]-s; // 2 - 0010
- v[9] = c[0]-s; v[10] = c[1]+s; v[11] = c[2]+s; // 3 - 0011
-
- v[12] = c[0]+s; v[13] = c[1]-s; v[14] = c[2]-s; // 4 - 0100
- v[15] = c[0]+s; v[16] = c[1]-s; v[17] = c[2]+s; // 5 - 0101
- v[18] = c[0]+s; v[19] = c[1]+s; v[20] = c[2]-s; // 6 - 0110
- v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111
-
- if (camera->getOrigin().mV[0] > c[0] + s + 0.2f ||
- camera->getOrigin().mV[0] < c[0] - s - 0.2f ||
- camera->getOrigin().mV[1] > c[1] + s + 0.2f ||
- camera->getOrigin().mV[1] < c[1] - s - 0.2f ||
- camera->getOrigin().mV[2] > c[2] + s + 0.2f ||
- camera->getOrigin().mV[2] < c[2] - s - 0.2f)
- { //draw box if camera is outside box
- if (render_local)
- {
- if (volume->isLightSpotlight())
- {
- drawablep->getVOVolume()->updateSpotLightPriority();
- spot_lights.push_back(drawablep);
- continue;
- }
-
- LLFastTimer ftm(FTM_LOCAL_LIGHTS);
- glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
- glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
- glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8,
- GL_UNSIGNED_BYTE, get_box_fan_indices(camera, center));
- stop_glerror();
- }
- }
- else if (render_fullscreen)
- {
- if (volume->isLightSpotlight())
- {
- drawablep->getVOVolume()->updateSpotLightPriority();
- fullscreen_spot_lights.push_back(drawablep);
- continue;
- }
-
- fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s*s));
- light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f));
- }
- }
- unbindDeferredShader(gDeferredLightProgram);
- }
-
- if (!spot_lights.empty())
- {
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- bindDeferredShader(gDeferredSpotLightProgram);
-
- gDeferredSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
-
- for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter)
- {
- LLFastTimer ftm(FTM_PROJECTORS);
- LLDrawable* drawablep = *iter;
-
- LLVOVolume* volume = drawablep->getVOVolume();
-
- LLVector3 center = drawablep->getPositionAgent();
- F32* c = center.mV;
- F32 s = volume->getLightRadius()*1.5f;
-
- sVisibleLightCount++;
-
- glh::vec3f tc(c);
- mat.mult_matrix_vec(tc);
-
- setupSpotLight(gDeferredSpotLightProgram, drawablep);
-
- LLColor3 col = volume->getLightColor();
- col *= volume->getLightIntensity();
-
- //vertex positions are encoded so the 3 bits of their vertex index
- //correspond to their axis facing, with bit position 3,2,1 matching
- //axis facing x,y,z, bit set meaning positive facing, bit clear
- //meaning negative facing
- v[0] = c[0]-s; v[1] = c[1]-s; v[2] = c[2]-s; // 0 - 0000
- v[3] = c[0]-s; v[4] = c[1]-s; v[5] = c[2]+s; // 1 - 0001
- v[6] = c[0]-s; v[7] = c[1]+s; v[8] = c[2]-s; // 2 - 0010
- v[9] = c[0]-s; v[10] = c[1]+s; v[11] = c[2]+s; // 3 - 0011
-
- v[12] = c[0]+s; v[13] = c[1]-s; v[14] = c[2]-s; // 4 - 0100
- v[15] = c[0]+s; v[16] = c[1]-s; v[17] = c[2]+s; // 5 - 0101
- v[18] = c[0]+s; v[19] = c[1]+s; v[20] = c[2]-s; // 6 - 0110
- v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111
-
- glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
- glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
- glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8,
- GL_UNSIGNED_BYTE, get_box_fan_indices(camera, center));
- }
- gDeferredSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
- unbindDeferredShader(gDeferredSpotLightProgram);
- }
-
- {
- bindDeferredShader(gDeferredMultiLightProgram);
-
- LLGLDepthTest depth(GL_FALSE);
-
- //full screen blit
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
-
- U32 count = 0;
-
- const U32 max_count = 8;
- LLVector4 light[max_count];
- LLVector4 col[max_count];
-
- glVertexPointer(2, GL_FLOAT, 0, vert);
-
- F32 far_z = 0.f;
-
- while (!fullscreen_lights.empty())
- {
- LLFastTimer ftm(FTM_FULLSCREEN_LIGHTS);
- 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]-sqrtf(light[count].mV[3]), far_z);
-
- count++;
- if (count == max_count || fullscreen_lights.empty())
- {
- gDeferredMultiLightProgram.uniform1i("light_count", count);
- gDeferredMultiLightProgram.uniform4fv("light[0]", count, (GLfloat*) light);
- gDeferredMultiLightProgram.uniform4fv("light", count, (GLfloat*) light);
- gDeferredMultiLightProgram.uniform4fv("light_col[0]", count, (GLfloat*) col);
- gDeferredMultiLightProgram.uniform4fv("light_col", count, (GLfloat*) col);
- gDeferredMultiLightProgram.uniform1f("far_z", far_z);
- far_z = 0.f;
- count = 0;
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
- }
- }
-
- unbindDeferredShader(gDeferredMultiLightProgram);
-
- bindDeferredShader(gDeferredMultiSpotLightProgram);
-
- gDeferredMultiSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
-
- for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
- {
- LLFastTimer ftm(FTM_PROJECTORS);
- LLDrawable* drawablep = *iter;
-
- LLVOVolume* volume = drawablep->getVOVolume();
-
- LLVector3 center = drawablep->getPositionAgent();
- F32* c = center.mV;
- F32 s = volume->getLightRadius()*1.5f;
-
- sVisibleLightCount++;
-
- glh::vec3f tc(c);
- mat.mult_matrix_vec(tc);
-
- setupSpotLight(gDeferredMultiSpotLightProgram, drawablep);
-
- LLColor3 col = volume->getLightColor();
- col *= volume->getLightIntensity();
-
- glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
- glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
- }
-
- gDeferredMultiSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
- unbindDeferredShader(gDeferredMultiSpotLightProgram);
-
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- }
- }
-
- gGL.setColorMask(true, true);
-
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
- {
- mDeferredLight[2].flush();
-
- mScreen.bindTarget();
- mScreen.clear(GL_COLOR_BUFFER_BIT);
-
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
-
- { //mix various light maps (local, sun, gi)
- LLFastTimer ftm(FTM_POST);
- LLGLDisable blend(GL_BLEND);
- LLGLDisable test(GL_ALPHA_TEST);
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable stencil(GL_STENCIL_TEST);
-
- bindDeferredShader(gDeferredPostProgram, 0, &mGIMapPost[0]);
-
- gDeferredPostProgram.bind();
-
- LLVertexBuffer::unbind();
-
- glVertexPointer(2, GL_FLOAT, 0, vert);
- glColor3f(1,1,1);
-
- glPushMatrix();
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
-
- glDrawArrays(GL_TRIANGLES, 0, 3);
-
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
-
- unbindDeferredShader(gDeferredPostProgram);
- }
- }
- }
-
- { //render non-deferred geometry (alpha, fullbright, glow)
- LLGLDisable blend(GL_BLEND);
- LLGLDisable stencil(GL_STENCIL_TEST);
-
- pushRenderTypeMask();
- andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
- LLPipeline::RENDER_TYPE_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_VOLUME,
- LLPipeline::RENDER_TYPE_GLOW,
- LLPipeline::RENDER_TYPE_BUMP,
- LLPipeline::RENDER_TYPE_PASS_SIMPLE,
- LLPipeline::RENDER_TYPE_PASS_ALPHA,
- LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_BUMP,
- LLPipeline::RENDER_TYPE_PASS_POST_BUMP,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
- LLPipeline::RENDER_TYPE_PASS_GLOW,
- LLPipeline::RENDER_TYPE_PASS_GRASS,
- LLPipeline::RENDER_TYPE_PASS_SHINY,
- LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
- LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
- LLPipeline::RENDER_TYPE_AVATAR,
- END_RENDER_TYPES);
-
- renderGeomPostDeferred(*LLViewerCamera::getInstance());
- popRenderTypeMask();
- }
-
- {
- //render highlights, etc.
- renderHighlights();
- mHighlightFaces.clear();
-
- renderDebug();
-
- LLVertexBuffer::unbind();
-
- if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
- {
- // Render debugging beacons.
- gObjectList.renderObjectBeacons();
- gObjectList.resetObjectBeacons();
- }
- }
-
- mScreen.flush();
-
-}
-
-void LLPipeline::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 = glh_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("proj_mat", 1, FALSE, screen_to_light.m);
- shader.uniform1f("proj_near", near_clip);
- shader.uniform3fv("proj_p", 1, p1.v);
- shader.uniform3fv("proj_n", 1, n.v);
- shader.uniform3fv("proj_origin", 1, screen_origin.v);
- shader.uniform1f("proj_range", proj_range);
- shader.uniform1f("proj_ambiance", params.mV[2]);
- S32 s_idx = -1;
-
- for (U32 i = 0; i < 2; i++)
- {
- if (mShadowSpotLight[i] == drawablep)
- {
- s_idx = i;
- }
- }
-
- shader.uniform1i("proj_shadow_idx", s_idx);
-
- if (s_idx >= 0)
- {
- shader.uniform1f("shadow_fade", 1.f-mSpotLightFade[s_idx]);
- }
- else
- {
- shader.uniform1f("shadow_fade", 1.f);
- }
-
- {
- LLDrawable* potential = drawablep;
- //determine if this is a good light for casting shadows
- F32 m_pri = volume->getSpotLightPriority();
-
- for (U32 i = 0; i < 2; i++)
- {
- F32 pri = 0.f;
-
- if (mTargetShadowSpotLight[i].notNull())
- {
- pri = mTargetShadowSpotLight[i]->getVOVolume()->getSpotLightPriority();
- }
-
- if (m_pri > pri)
- {
- LLDrawable* temp = mTargetShadowSpotLight[i];
- mTargetShadowSpotLight[i] = potential;
- potential = temp;
- m_pri = pri;
- }
- }
- }
-
- LLViewerTexture* img = volume->getLightTexture();
-
- S32 channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
-
- if (channel > -1 && img)
- {
- gGL.getTexUnit(channel)->bind(img);
-
- F32 lod_range = logf(img->getWidth())/logf(2.f);
-
- shader.uniform1f("proj_focus", focus);
- shader.uniform1f("proj_lod", lod_range);
- shader.uniform1f("proj_ambient_lod", llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f));
- }
-}
-
-void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
-{
- stop_glerror();
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_POSITION, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_EDGE, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE);
- shader.disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIP);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_BLOOM);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_NORMAL);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_DIFFUSE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_SPECULAR);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_DEPTH);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIN_POS);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MAX_POS);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_NORMAL);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_DIFFUSE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MIN_POS);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MAX_POS);
-
- for (U32 i = 0; i < 4; i++)
- {
- if (shader.disableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE) > -1)
- {
- glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
- }
- }
-
- for (U32 i = 4; i < 6; i++)
- {
- if (shader.disableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i) > -1)
- {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
- }
- }
-
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_NOISE);
- shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHTFUNC);
-
- S32 channel = shader.disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
- if (channel > -1)
- {
- LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
- if (cube_map)
- {
- cube_map->disable();
- }
- }
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(0)->activate();
- shader.unbind();
-
- LLGLState::checkTextureChannels();
-}
-
-inline float sgn(float a)
-{
- if (a > 0.0F) return (1.0F);
- if (a < 0.0F) return (-1.0F);
- return (0.0F);
-}
-
-void LLPipeline::generateWaterReflection(LLCamera& camera_in)
-{
- if (LLPipeline::sWaterReflections && assertInitialized() && LLDrawPoolWater::sNeedsReflectionUpdate)
- {
- BOOL skip_avatar_update = FALSE;
- if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK)
- {
- skip_avatar_update = TRUE;
- }
-
- if (!skip_avatar_update)
- {
- gAgentAvatarp->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON);
- }
- LLVertexBuffer::unbind();
-
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
-
- LLCamera camera = camera_in;
- camera.setFar(camera.getFar()*0.87654321f);
- LLPipeline::sReflectionRender = TRUE;
- S32 occlusion = LLPipeline::sUseOcclusion;
-
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
-
- LLPipeline::sUseOcclusion = llmin(occlusion, 1);
-
- gPipeline.pushRenderTypeMask();
-
- glh::matrix4f projection = glh_get_current_projection();
- glh::matrix4f mat;
-
- stop_glerror();
- LLPlane plane;
-
- F32 height = gAgent.getRegion()->getWaterHeight();
- F32 to_clip = fabsf(camera.getOrigin().mV[2]-height);
- F32 pad = -to_clip*0.05f; //amount to "pad" clip plane by
-
- //plane params
- LLVector3 pnorm;
- F32 pd;
-
- S32 water_clip = 0;
- if (!LLViewerCamera::getInstance()->cameraUnderWater())
- { //camera is above water, clip plane points up
- pnorm.setVec(0,0,1);
- pd = -height;
- plane.setVec(pnorm, pd);
- water_clip = -1;
- }
- else
- { //camera is below water, clip plane points down
- pnorm = LLVector3(0,0,-1);
- pd = height;
- plane.setVec(pnorm, pd);
- water_clip = 1;
- }
-
- if (!LLViewerCamera::getInstance()->cameraUnderWater())
- { //generate planar reflection map
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- glClearColor(0,0,0,0);
- mWaterRef.bindTarget();
- gGL.setColorMask(true, true);
- mWaterRef.clear();
- gGL.setColorMask(true, false);
-
- mWaterRef.getViewport(gGLViewport);
-
- stop_glerror();
-
- glPushMatrix();
-
- mat.set_scale(glh::vec3f(1,1,-1));
- mat.set_translate(glh::vec3f(0,0,height*2.f));
-
- glh::matrix4f current = glh_get_current_modelview();
-
- mat = current * mat;
-
- glh_set_current_modelview(mat);
- glLoadMatrixf(mat.m);
-
- LLViewerCamera::updateFrustumPlanes(camera, FALSE, TRUE);
-
- glh::matrix4f inv_mat = mat.inverse();
-
- glh::vec3f origin(0,0,0);
- inv_mat.mult_matrix_vec(origin);
-
- camera.setOrigin(origin.v);
-
- glCullFace(GL_FRONT);
-
- static LLCullResult ref_result;
-
- if (LLDrawPoolWater::sNeedsDistortionUpdate)
- {
- //initial sky pass (no user clip plane)
- { //mask out everything but the sky
- gPipeline.pushRenderTypeMask();
- gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
- LLPipeline::RENDER_TYPE_WL_SKY,
- LLPipeline::END_RENDER_TYPES);
- static LLCullResult result;
- updateCull(camera, result);
- stateSort(camera, result);
- andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
- LLPipeline::RENDER_TYPE_CLOUDS,
- LLPipeline::RENDER_TYPE_WL_SKY,
- LLPipeline::END_RENDER_TYPES);
-
- renderGeom(camera, TRUE);
- gPipeline.popRenderTypeMask();
- }
-
- gPipeline.pushRenderTypeMask();
-
- clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER,
- LLPipeline::RENDER_TYPE_VOIDWATER,
- LLPipeline::RENDER_TYPE_GROUND,
- LLPipeline::RENDER_TYPE_SKY,
- LLPipeline::RENDER_TYPE_CLOUDS,
- LLPipeline::END_RENDER_TYPES);
-
- S32 detail = gSavedSettings.getS32("RenderReflectionDetail");
- if (detail > 0)
- { //mask out selected geometry based on reflection detail
- if (detail < 4)
- {
- clearRenderTypeMask(LLPipeline::RENDER_TYPE_PARTICLES, END_RENDER_TYPES);
- if (detail < 3)
- {
- clearRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES);
- if (detail < 2)
- {
- clearRenderTypeMask(LLPipeline::RENDER_TYPE_VOLUME, END_RENDER_TYPES);
- }
- }
- }
-
- LLGLUserClipPlane clip_plane(plane, mat, projection);
- LLGLDisable cull(GL_CULL_FACE);
- updateCull(camera, ref_result, 1);
- stateSort(camera, ref_result);
- }
-
- if (LLDrawPoolWater::sNeedsDistortionUpdate)
- {
- if (gSavedSettings.getS32("RenderReflectionDetail") > 0)
- {
- gPipeline.grabReferences(ref_result);
- LLGLUserClipPlane clip_plane(plane, mat, projection);
- renderGeom(camera);
- }
- }
-
- gPipeline.popRenderTypeMask();
- }
- glCullFace(GL_BACK);
- glPopMatrix();
- mWaterRef.flush();
- glh_set_current_modelview(current);
- }
-
- camera.setOrigin(camera_in.getOrigin());
- //render distortion map
- static BOOL last_update = TRUE;
- if (last_update)
- {
- camera.setFar(camera_in.getFar());
- clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER,
- LLPipeline::RENDER_TYPE_VOIDWATER,
- LLPipeline::RENDER_TYPE_GROUND,
- END_RENDER_TYPES);
- stop_glerror();
-
- LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? FALSE : TRUE;
-
- if (LLPipeline::sUnderWaterRender)
- {
- clearRenderTypeMask(LLPipeline::RENDER_TYPE_GROUND,
- LLPipeline::RENDER_TYPE_SKY,
- LLPipeline::RENDER_TYPE_CLOUDS,
- LLPipeline::RENDER_TYPE_WL_SKY,
- END_RENDER_TYPES);
- }
- LLViewerCamera::updateFrustumPlanes(camera);
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- LLColor4& col = LLDrawPoolWater::sWaterFogColor;
- glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
- mWaterDis.bindTarget();
- mWaterDis.getViewport(gGLViewport);
-
- if (!LLPipeline::sUnderWaterRender || LLDrawPoolWater::sNeedsReflectionUpdate)
- {
- //clip out geometry on the same side of water as the camera
- mat = glh_get_current_modelview();
- LLGLUserClipPlane clip_plane(LLPlane(-pnorm, -(pd+pad)), mat, projection);
- static LLCullResult result;
- updateCull(camera, result, water_clip);
- stateSort(camera, result);
-
- gGL.setColorMask(true, true);
- mWaterDis.clear();
- gGL.setColorMask(true, false);
-
- renderGeom(camera);
- }
-
- LLPipeline::sUnderWaterRender = FALSE;
- mWaterDis.flush();
- }
- last_update = LLDrawPoolWater::sNeedsReflectionUpdate && LLDrawPoolWater::sNeedsDistortionUpdate;
-
- LLRenderTarget::unbindTarget();
-
- LLPipeline::sReflectionRender = FALSE;
-
- if (!LLRenderTarget::sUseFBO)
- {
- glClear(GL_DEPTH_BUFFER_BIT);
- }
- glClearColor(0.f, 0.f, 0.f, 0.f);
- gViewerWindow->setup3DViewport();
- gPipeline.popRenderTypeMask();
- LLDrawPoolWater::sNeedsReflectionUpdate = FALSE;
- LLDrawPoolWater::sNeedsDistortionUpdate = FALSE;
- LLViewerCamera::getInstance()->setUserClipPlane(LLPlane(-pnorm, -pd));
- LLPipeline::sUseOcclusion = occlusion;
-
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
-
- if (!skip_avatar_update)
- {
- gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode());
- }
- }
-}
-
-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 LLFastTimer::DeclareTimer FTM_SHADOW_RENDER("Render Shadows");
-static LLFastTimer::DeclareTimer FTM_SHADOW_ALPHA("Alpha Shadow");
-static LLFastTimer::DeclareTimer FTM_SHADOW_SIMPLE("Simple Shadow");
-
-void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& shadow_cam, LLCullResult &result, BOOL use_shader, BOOL use_occlusion)
-{
- LLFastTimer t(FTM_SHADOW_RENDER);
-
- //clip out geometry on the same side of water as the camera
- S32 occlude = LLPipeline::sUseOcclusion;
- if (!use_occlusion)
- {
- LLPipeline::sUseOcclusion = 0;
- }
- LLPipeline::sShadowRender = TRUE;
-
- U32 types[] = { LLRenderPass::PASS_SIMPLE, LLRenderPass::PASS_FULLBRIGHT, LLRenderPass::PASS_SHINY, LLRenderPass::PASS_BUMP, LLRenderPass::PASS_FULLBRIGHT_SHINY };
- LLGLEnable cull(GL_CULL_FACE);
-
- if (use_shader)
- {
- gDeferredShadowProgram.bind();
- }
-
- updateCull(shadow_cam, result);
- stateSort(shadow_cam, result);
-
- //generate shadow map
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadMatrixf(proj.m);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadMatrixf(view.m);
-
- stop_glerror();
- gGLLastMatrix = NULL;
-
- {
- LLGLDepthTest depth(GL_TRUE);
- glClear(GL_DEPTH_BUFFER_BIT);
- }
-
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- glColor4f(1,1,1,1);
-
- stop_glerror();
-
- gGL.setColorMask(false, false);
-
- //glCullFace(GL_FRONT);
-
- {
- LLFastTimer ftm(FTM_SHADOW_SIMPLE);
- LLGLDisable test(GL_ALPHA_TEST);
- gGL.getTexUnit(0)->disable();
- for (U32 i = 0; i < sizeof(types)/sizeof(U32); ++i)
- {
- renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, FALSE);
- }
- gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
- }
-
- if (use_shader)
- {
- gDeferredShadowProgram.unbind();
- renderGeomShadow(shadow_cam);
- gDeferredShadowProgram.bind();
- }
- else
- {
- renderGeomShadow(shadow_cam);
- }
-
- {
- LLFastTimer ftm(FTM_SHADOW_ALPHA);
- LLGLEnable test(GL_ALPHA_TEST);
- gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.6f);
- renderObjects(LLRenderPass::PASS_ALPHA_SHADOW, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR, TRUE);
- glColor4f(1,1,1,1);
- renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE);
- gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
- }
-
- //glCullFace(GL_BACK);
-
- gGLLastMatrix = NULL;
- glLoadMatrixd(gGLModelView);
- doOcclusion(shadow_cam);
-
- if (use_shader)
- {
- gDeferredShadowProgram.unbind();
- }
-
- gGL.setColorMask(true, true);
-
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- gGLLastMatrix = NULL;
-
- LLPipeline::sUseOcclusion = occlude;
- LLPipeline::sShadowRender = FALSE;
-}
-
-static LLFastTimer::DeclareTimer FTM_VISIBLE_CLOUD("Visible Cloud");
-BOOL LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir)
-{
- LLFastTimer t(FTM_VISIBLE_CLOUD);
- //get point cloud of intersection of frust and min, max
-
- if (getVisibleExtents(camera, min, max))
- {
- return FALSE;
- }
-
- //get set of planes on bounding box
- std::vector<LLPlane> bp;
-
- bp.push_back(LLPlane(min, LLVector3(-1,0,0)));
- bp.push_back(LLPlane(min, LLVector3(0,-1,0)));
- bp.push_back(LLPlane(min, LLVector3(0,0,-1)));
- bp.push_back(LLPlane(max, LLVector3(1,0,0)));
- bp.push_back(LLPlane(max, LLVector3(0,1,0)));
- bp.push_back(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 < 8; 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 < 6; 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]];
- const LLVector3 n(cp.mV);
-
- 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,
- 3,1,
-
- 4,5,
- 5,6,
- 6,7,
- 7,4,
-
- 0,4,
- 1,5,
- 2,6,
- 3,7
- };
-
- LLVector3 center = (max+min)*0.5f;
- LLVector3 size = (max-min)*0.5f;
-
- 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];
- const LLVector3 n(cp.mV);
-
- 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 < 6; ++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::generateGI(LLCamera& camera, LLVector3& lightDir, std::vector<LLVector3>& vpc)
-{
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) < 3)
- {
- return;
- }
-
- LLVector3 up;
-
- //LLGLEnable depth_clamp(GL_DEPTH_CLAMP_NV);
-
- if (lightDir.mV[2] > 0.5f)
- {
- up = LLVector3(1,0,0);
- }
- else
- {
- up = LLVector3(0, 0, 1);
- }
-
-
- F32 gi_range = gSavedSettings.getF32("RenderGIRange");
-
- U32 res = mGIMap.getWidth();
-
- F32 atten = llmax(gSavedSettings.getF32("RenderGIAttenuation"), 0.001f);
-
- //set radius to range at which distance attenuation of incoming photons is near 0
-
- F32 lrad = sqrtf(1.f/(atten*0.01f));
-
- F32 lrange = lrad+gi_range*0.5f;
-
- LLVector3 pad(lrange,lrange,lrange);
-
- glh::matrix4f view = look(LLVector3(128.f,128.f,128.f), lightDir, up);
-
- LLVector3 cp = camera.getOrigin()+camera.getAtAxis()*(gi_range*0.5f);
-
- glh::vec3f scp(cp.mV);
- view.mult_matrix_vec(scp);
- cp.setVec(scp.v);
-
- F32 pix_width = lrange/(res*0.5f);
-
- //move cp to the nearest pix_width
- for (U32 i = 0; i < 3; i++)
- {
- cp.mV[i] = llround(cp.mV[i], pix_width);
- }
-
- LLVector3 min = cp-pad;
- LLVector3 max = cp+pad;
-
- //set mGIRange to range in tc space[0,1] that covers texture block of intersecting lights around a point
- mGIRange.mV[0] = (max.mV[0]-min.mV[0])/res;
- mGIRange.mV[1] = (max.mV[1]-min.mV[1])/res;
- mGILightRadius = lrad/lrange*0.5f;
-
- glh::matrix4f proj = gl_ortho(min.mV[0], max.mV[0],
- min.mV[1], max.mV[1],
- -max.mV[2], -min.mV[2]);
-
- LLCamera sun_cam = camera;
-
- glh::matrix4f eye_view = glh_get_current_modelview();
-
- //get eye space to camera space matrix
- mGIMatrix = view*eye_view.inverse();
- mGINormalMatrix = mGIMatrix.inverse().transpose();
- mGIInvProj = proj.inverse();
- mGIMatrixProj = proj*mGIMatrix;
-
- //translate and scale to [0,1]
- glh::matrix4f trans(.5f, 0.f, 0.f, .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);
-
- mGIMatrixProj = trans*mGIMatrixProj;
-
- glh_set_current_modelview(view);
- glh_set_current_projection(proj);
-
- LLViewerCamera::updateFrustumPlanes(sun_cam, TRUE, FALSE, TRUE);
-
- sun_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR);
- static LLCullResult result;
-
- pushRenderTypeMask();
-
- andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE,
- LLPipeline::RENDER_TYPE_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_BUMP,
- LLPipeline::RENDER_TYPE_VOLUME,
- LLPipeline::RENDER_TYPE_TREE,
- LLPipeline::RENDER_TYPE_TERRAIN,
- LLPipeline::RENDER_TYPE_WATER,
- LLPipeline::RENDER_TYPE_VOIDWATER,
- LLPipeline::RENDER_TYPE_PASS_ALPHA_SHADOW,
- LLPipeline::RENDER_TYPE_AVATAR,
- LLPipeline::RENDER_TYPE_PASS_SIMPLE,
- LLPipeline::RENDER_TYPE_PASS_BUMP,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_PASS_SHINY,
- END_RENDER_TYPES);
-
-
-
- S32 occlude = LLPipeline::sUseOcclusion;
- //LLPipeline::sUseOcclusion = 0;
- LLPipeline::sShadowRender = TRUE;
-
- //only render large objects into GI map
- sMinRenderSize = gSavedSettings.getF32("RenderGIMinRenderSize");
-
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_GI_SOURCE;
- mGIMap.bindTarget();
-
- F64 last_modelview[16];
- F64 last_projection[16];
- for (U32 i = 0; i < 16; i++)
- {
- last_modelview[i] = gGLLastModelView[i];
- last_projection[i] = gGLLastProjection[i];
- gGLLastModelView[i] = mGIModelview.m[i];
- gGLLastProjection[i] = mGIProjection.m[i];
- }
-
- sun_cam.setOrigin(0.f, 0.f, 0.f);
- updateCull(sun_cam, result);
- stateSort(sun_cam, result);
-
- for (U32 i = 0; i < 16; i++)
- {
- gGLLastModelView[i] = last_modelview[i];
- gGLLastProjection[i] = last_projection[i];
- }
-
- mGIProjection = proj;
- mGIModelview = view;
-
- LLGLEnable cull(GL_CULL_FACE);
-
- //generate GI map
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadMatrixf(proj.m);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadMatrixf(view.m);
-
- stop_glerror();
- gGLLastMatrix = NULL;
-
- mGIMap.clear();
-
- {
- //LLGLEnable enable(GL_DEPTH_CLAMP_NV);
- renderGeomDeferred(camera);
- }
-
- mGIMap.flush();
-
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- gGLLastMatrix = NULL;
-
- LLPipeline::sUseOcclusion = occlude;
- LLPipeline::sShadowRender = FALSE;
- sMinRenderSize = 0.f;
-
- popRenderTypeMask();
-
-}
-
-void LLPipeline::renderHighlight(const LLViewerObject* obj, F32 fade)
-{
- if (obj && obj->getVolume())
- {
- for (LLViewerObject::child_list_t::const_iterator iter = obj->getChildren().begin(); iter != obj->getChildren().end(); ++iter)
- {
- renderHighlight(*iter, fade);
- }
-
- LLDrawable* drawable = obj->mDrawable;
- if (drawable)
- {
- for (S32 i = 0; i < drawable->getNumFaces(); ++i)
- {
- LLFace* face = drawable->getFace(i);
- if (face)
- {
- face->renderSelected(LLViewerTexture::sNullImagep, LLColor4(1,1,1,fade));
- }
- }
- }
- }
-}
-
-void LLPipeline::generateHighlight(LLCamera& camera)
-{
- //render highlighted object as white into offscreen render target
- if (mHighlightObject.notNull())
- {
- mHighlightSet.insert(HighlightItem(mHighlightObject));
- }
-
- if (!mHighlightSet.empty())
- {
- F32 transition = gFrameIntervalSeconds/gSavedSettings.getF32("RenderHighlightFadeTime");
-
- LLGLDisable test(GL_ALPHA_TEST);
- LLGLDepthTest depth(GL_FALSE);
- mHighlight.bindTarget();
- disableLights();
- gGL.setColorMask(true, true);
- mHighlight.clear();
-
- gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
- for (std::set<HighlightItem>::iterator iter = mHighlightSet.begin(); iter != mHighlightSet.end(); )
- {
- std::set<HighlightItem>::iterator cur_iter = iter++;
-
- if (cur_iter->mItem.isNull())
- {
- mHighlightSet.erase(cur_iter);
- continue;
- }
-
- if (cur_iter->mItem == mHighlightObject)
- {
- cur_iter->incrFade(transition);
- }
- else
- {
- cur_iter->incrFade(-transition);
- if (cur_iter->mFade <= 0.f)
- {
- mHighlightSet.erase(cur_iter);
- continue;
- }
- }
-
- renderHighlight(cur_iter->mItem->getVObj(), cur_iter->mFade);
- }
-
- mHighlight.flush();
- gGL.setColorMask(true, false);
- gViewerWindow->setup3DViewport();
- }
-}
-
-
-void LLPipeline::generateSunShadow(LLCamera& camera)
-{
- if (!sRenderDeferred || gSavedSettings.getS32("RenderShadowDetail") <= 0)
- {
- return;
- }
-
- F64 last_modelview[16];
- F64 last_projection[16];
- for (U32 i = 0; i < 16; i++)
- { //store last_modelview of world camera
- last_modelview[i] = gGLLastModelView[i];
- last_projection[i] = gGLLastProjection[i];
- }
-
- pushRenderTypeMask();
- andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE,
- LLPipeline::RENDER_TYPE_ALPHA,
- LLPipeline::RENDER_TYPE_GRASS,
- LLPipeline::RENDER_TYPE_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_BUMP,
- LLPipeline::RENDER_TYPE_VOLUME,
- LLPipeline::RENDER_TYPE_AVATAR,
- LLPipeline::RENDER_TYPE_TREE,
- LLPipeline::RENDER_TYPE_TERRAIN,
- LLPipeline::RENDER_TYPE_WATER,
- LLPipeline::RENDER_TYPE_VOIDWATER,
- LLPipeline::RENDER_TYPE_PASS_ALPHA_SHADOW,
- 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,
- END_RENDER_TYPES);
-
- gGL.setColorMask(false, false);
-
- //get sun view matrix
-
- //store current projection/modelview matrix
- glh::matrix4f saved_proj = glh_get_current_projection();
- glh::matrix4f saved_view = glh_get_current_modelview();
- glh::matrix4f inv_view = saved_view.inverse();
-
- glh::matrix4f view[6];
- glh::matrix4f proj[6];
-
- //clip contains parallel split distances for 3 splits
- LLVector3 clip = gSavedSettings.getVector3("RenderShadowClipPlanes");
-
- //F32 slope_threshold = gSavedSettings.getF32("RenderShadowSlopeThreshold");
-
- //far clip on last split is minimum of camera view distance and 128
- mSunClipPlanes = LLVector4(clip, clip.mV[2] * clip.mV[2]/clip.mV[1]);
-
- clip = gSavedSettings.getVector3("RenderShadowOrthoClipPlanes");
- mSunOrthoClipPlanes = LLVector4(clip, clip.mV[2]*clip.mV[2]/clip.mV[1]);
-
- //currently used for amount to extrude frusta corners for constructing shadow frusta
- LLVector3 n = gSavedSettings.getVector3("RenderShadowNearDist");
- //F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] };
-
- LLVector3 lightDir = -mSunDir;
- lightDir.normVec();
-
- glh::vec3f light_dir(lightDir.mV);
-
- //create light space camera matrix
-
- LLVector3 at = lightDir;
-
- LLVector3 up = camera.getAtAxis();
-
- if (fabsf(up*lightDir) > 0.75f)
- {
- up = camera.getUpAxis();
- }
-
- /*LLVector3 left = up%at;
- up = at%left;*/
-
- up.normVec();
- at.normVec();
-
-
- LLCamera main_camera = camera;
-
- F32 near_clip = 0.f;
- {
- //get visible point cloud
- std::vector<LLVector3> fp;
-
- main_camera.calcAgentFrustumPlanes(main_camera.mAgentFrustum);
-
- LLVector3 min,max;
- getVisiblePointCloud(main_camera,min,max,fp);
-
- if (fp.empty())
- {
- if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA))
- {
- mShadowCamera[0] = main_camera;
- mShadowExtents[0][0] = min;
- mShadowExtents[0][1] = max;
-
- mShadowFrustPoints[0].clear();
- mShadowFrustPoints[1].clear();
- mShadowFrustPoints[2].clear();
- mShadowFrustPoints[3].clear();
- }
- popRenderTypeMask();
- return;
- }
-
- generateGI(camera, lightDir, fp);
-
- //get good split distances for frustum
- for (U32 i = 0; i < fp.size(); ++i)
- {
- glh::vec3f v(fp[i].mV);
- saved_view.mult_matrix_vec(v);
- fp[i].setVec(v.v);
- }
-
- min = fp[0];
- max = fp[0];
-
- //get camera space bounding box
- for (U32 i = 1; i < fp.size(); ++i)
- {
- update_min_max(min, max, fp[i]);
- }
-
- near_clip = -max.mV[2];
- F32 far_clip = -min.mV[2]*2.f;
-
- far_clip = llmin(far_clip, 128.f);
- far_clip = llmin(far_clip, camera.getFar());
-
- F32 range = far_clip-near_clip;
-
- LLVector3 split_exp = gSavedSettings.getVector3("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;
- }
- }
-
- // convenience array of 4 near clip plane distances
- F32 dist[] = { near_clip, mSunClipPlanes.mV[0], mSunClipPlanes.mV[1], mSunClipPlanes.mV[2], mSunClipPlanes.mV[3] };
-
- for (S32 j = 0; j < 4; j++)
- {
- if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA))
- {
- mShadowFrustPoints[j].clear();
- }
-
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW0+j;
-
- //restore render matrices
- glh_set_current_modelview(saved_view);
- glh_set_current_projection(saved_proj);
-
- LLVector3 eye = camera.getOrigin();
-
- //camera used for shadow cull/render
- LLCamera shadow_cam;
-
- //create world space camera frustum for this split
- shadow_cam = camera;
- shadow_cam.setFar(16.f);
-
- LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
-
- LLVector3* frust = shadow_cam.mAgentFrustum;
-
- LLVector3 pn = shadow_cam.getAtAxis();
-
- LLVector3 min, max;
-
- //construct 8 corners of split frustum section
- for (U32 i = 0; i < 4; i++)
- {
- LLVector3 delta = frust[i+4]-eye;
- delta += (frust[i+4]-frust[(i+2)%4+4])*0.05f;
- delta.normVec();
- F32 dp = delta*pn;
- frust[i] = eye + (delta*dist[j]*0.95f)/dp;
- frust[i+4] = eye + (delta*dist[j+1]*1.05f)/dp;
- }
-
- shadow_cam.calcAgentFrustumPlanes(frust);
- shadow_cam.mFrustumCornerDist = 0.f;
-
- if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- mShadowCamera[j] = shadow_cam;
- }
-
- std::vector<LLVector3> fp;
-
- if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir))
- {
- //no possible shadow receivers
- if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- mShadowExtents[j][0] = LLVector3();
- mShadowExtents[j][1] = LLVector3();
- mShadowCamera[j+4] = shadow_cam;
- }
-
- mShadow[j].bindTarget();
- {
- LLGLDepthTest depth(GL_TRUE);
- mShadow[j].clear();
- }
- mShadow[j].flush();
-
- mShadowError.mV[j] = 0.f;
- mShadowFOV.mV[j] = 0.f;
-
- continue;
- }
-
- if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- mShadowExtents[j][0] = min;
- mShadowExtents[j][1] = max;
- mShadowFrustPoints[j] = fp;
- }
-
-
- //find a good origin for shadow projection
- LLVector3 origin;
-
- //get a temporary view projection
- view[j] = look(camera.getOrigin(), lightDir, -up);
-
- std::vector<LLVector3> wpf;
-
- for (U32 i = 0; i < fp.size(); i++)
- {
- glh::vec3f p = glh::vec3f(fp[i].mV);
- view[j].mult_matrix_vec(p);
- wpf.push_back(LLVector3(p.v));
- }
-
- min = wpf[0];
- max = wpf[0];
-
- for (U32 i = 0; i < fp.size(); ++i)
- { //get AABB in camera space
- update_min_max(min, max, wpf[i]);
- }
-
- // Construct a perspective transform with perspective along y-axis that contains
- // points in wpf
- //Known:
- // - far clip plane
- // - near clip plane
- // - points in frustum
- //Find:
- // - origin
-
- //get some "interesting" points of reference
- LLVector3 center = (min+max)*0.5f;
- LLVector3 size = (max-min)*0.5f;
- LLVector3 near_center = center;
- near_center.mV[1] += size.mV[1]*2.f;
-
-
- //put all points in wpf in quadrant 0, reletive to center of min/max
- //get the best fit line using least squares
- F32 bfm = 0.f;
- F32 bfb = 0.f;
-
- for (U32 i = 0; i < wpf.size(); ++i)
- {
- wpf[i] -= center;
- wpf[i].mV[0] = fabsf(wpf[i].mV[0]);
- wpf[i].mV[2] = fabsf(wpf[i].mV[2]);
- }
-
- if (!wpf.empty())
- {
- F32 sx = 0.f;
- F32 sx2 = 0.f;
- F32 sy = 0.f;
- F32 sxy = 0.f;
-
- for (U32 i = 0; i < wpf.size(); ++i)
- {
- sx += wpf[i].mV[0];
- sx2 += wpf[i].mV[0]*wpf[i].mV[0];
- sy += wpf[i].mV[1];
- sxy += wpf[i].mV[0]*wpf[i].mV[1];
- }
-
- bfm = (sy*sx-wpf.size()*sxy)/(sx*sx-wpf.size()*sx2);
- bfb = (sx*sxy-sy*sx2)/(sx*sx-bfm*sx2);
- }
-
- {
- // best fit line is y=bfm*x+bfb
-
- //find point that is furthest to the right of line
- F32 off_x = -1.f;
- LLVector3 lp;
-
- for (U32 i = 0; i < wpf.size(); ++i)
- {
- //y = bfm*x+bfb
- //x = (y-bfb)/bfm
- F32 lx = (wpf[i].mV[1]-bfb)/bfm;
-
- lx = wpf[i].mV[0]-lx;
-
- if (off_x < lx)
- {
- off_x = lx;
- lp = wpf[i];
- }
- }
-
- //get line with slope bfm through lp
- // bfb = y-bfm*x
- bfb = lp.mV[1]-bfm*lp.mV[0];
-
- //calculate error
- mShadowError.mV[j] = 0.f;
-
- for (U32 i = 0; i < wpf.size(); ++i)
- {
- F32 lx = (wpf[i].mV[1]-bfb)/bfm;
- mShadowError.mV[j] += fabsf(wpf[i].mV[0]-lx);
- }
-
- mShadowError.mV[j] /= wpf.size();
- mShadowError.mV[j] /= size.mV[0];
-
- if (mShadowError.mV[j] > gSavedSettings.getF32("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(gSavedSettings.getF32("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);
-
- if (fovx > cutoff || llround(fovz, 0.01f) > cutoff)
- {
- // llerrs << "WTF?" << llendl;
- }
-
- mShadowFOV.mV[j] = cutoff;
- }
-
-
- origin += center;
-
- F32 ynear = -(max.mV[1]-origin.mV[1]);
- F32 yfar = -(min.mV[1]-origin.mV[1]);
-
- if (ynear < 0.1f) //keep a sensible near clip plane
- {
- F32 diff = 0.1f-ynear;
- origin.mV[1] += diff;
- ynear += diff;
- yfar += diff;
- }
-
- if (fovx > cutoff)
- { //just use ortho projection
- origin.clearVec();
- mShadowError.mV[j] = -1.f;
- proj[j] = gl_ortho(min.mV[0], max.mV[0],
- min.mV[1], max.mV[1],
- -max.mV[2], -min.mV[2]);
- }
- else
- {
- //get perspective projection
- view[j] = view[j].inverse();
-
- glh::vec3f origin_agent(origin.mV);
-
- //translate view to origin
- view[j].mult_matrix_vec(origin_agent);
-
- eye = LLVector3(origin_agent.v);
-
- if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- mShadowFrustOrigin[j] = eye;
- }
-
- view[j] = look(LLVector3(origin_agent.v), lightDir, -up);
-
- F32 fx = 1.f/tanf(fovx);
- F32 fz = 1.f/tanf(fovz);
-
- proj[j] = glh::matrix4f(-fx, 0, 0, 0,
- 0, (yfar+ynear)/(ynear-yfar), 0, (2.f*yfar*ynear)/(ynear-yfar),
- 0, 0, -fz, 0,
- 0, -1.f, 0, 0);
- }
- }
- }
-
- shadow_cam.setFar(128.f);
- shadow_cam.setOriginAndLookAt(eye, up, center);
-
- shadow_cam.setOrigin(0,0,0);
-
- glh_set_current_modelview(view[j]);
- glh_set_current_projection(proj[j]);
-
- LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
-
- shadow_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR);
-
- //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);
-
- glh_set_current_modelview(view[j]);
- glh_set_current_projection(proj[j]);
-
- for (U32 i = 0; i < 16; i++)
- {
- gGLLastModelView[i] = mShadowModelview[j].m[i];
- gGLLastProjection[i] = mShadowProjection[j].m[i];
- }
-
- mShadowModelview[j] = view[j];
- mShadowProjection[j] = proj[j];
-
-
- mSunShadowMatrix[j] = trans*proj[j]*view[j]*inv_view;
-
- stop_glerror();
-
- mShadow[j].bindTarget();
- mShadow[j].getViewport(gGLViewport);
-
- {
- static LLCullResult result[4];
-
- //LLGLEnable enable(GL_DEPTH_CLAMP_NV);
- renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE);
- }
-
- mShadow[j].flush();
-
- if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
- {
- LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
- mShadowCamera[j+4] = shadow_cam;
- }
- }
-
-
- //hack to disable projector shadows
- static bool clear = true;
- bool gen_shadow = gSavedSettings.getS32("RenderShadowDetail") > 1;
-
- if (gen_shadow)
- {
- clear = true;
- F32 fade_amt = gFrameIntervalSeconds * llmax(LLViewerCamera::getInstance()->getVelocityStat()->getCurrentPerSec(), 1.f);
-
- //update shadow targets
- for (U32 i = 0; i < 2; i++)
- { //for each current shadow
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW4+i;
-
- if (mShadowSpotLight[i].notNull() &&
- (mShadowSpotLight[i] == mTargetShadowSpotLight[0] ||
- mShadowSpotLight[i] == mTargetShadowSpotLight[1]))
- { //keep this spotlight
- mSpotLightFade[i] = llmin(mSpotLightFade[i]+fade_amt, 1.f);
- }
- else
- { //fade out this light
- mSpotLightFade[i] = llmax(mSpotLightFade[i]-fade_amt, 0.f);
-
- if (mSpotLightFade[i] == 0.f || mShadowSpotLight[i].isNull())
- { //faded out, grab one of the pending spots (whichever one isn't already taken)
- if (mTargetShadowSpotLight[0] != mShadowSpotLight[(i+1)%2])
- {
- mShadowSpotLight[i] = mTargetShadowSpotLight[0];
- }
- else
- {
- mShadowSpotLight[i] = mTargetShadowSpotLight[1];
- }
- }
- }
- }
-
- for (S32 i = 0; i < 2; i++)
- {
- glh_set_current_modelview(saved_view);
- glh_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);
-
- glh_set_current_modelview(view[i+4]);
- glh_set_current_projection(proj[i+4]);
-
- mSunShadowMatrix[i+4] = trans*proj[i+4]*view[i+4]*inv_view;
-
- for (U32 j = 0; j < 16; j++)
- {
- gGLLastModelView[j] = mShadowModelview[i+4].m[j];
- gGLLastProjection[j] = mShadowProjection[i+4].m[j];
- }
-
- mShadowModelview[i+4] = view[i+4];
- mShadowProjection[i+4] = proj[i+4];
-
- LLCamera shadow_cam = camera;
- shadow_cam.setFar(far_clip);
- shadow_cam.setOrigin(origin);
-
- LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
-
- stop_glerror();
-
- mShadow[i+4].bindTarget();
- mShadow[i+4].getViewport(gGLViewport);
-
- static LLCullResult result[2];
-
- LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW0+i+4;
-
- renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE);
-
- mShadow[i+4].flush();
- }
- }
- else
- {
- if (clear)
- {
- clear = false;
- for (U32 i = 4; i < 6; i++)
- {
- mShadow[i].bindTarget();
- mShadow[i].clear();
- mShadow[i].flush();
- }
- }
- }
-
- if (!gSavedSettings.getBOOL("CameraOffset"))
- {
- glh_set_current_modelview(saved_view);
- glh_set_current_projection(saved_proj);
- }
- else
- {
- glh_set_current_modelview(view[1]);
- glh_set_current_projection(proj[1]);
- glLoadMatrixf(view[1].m);
- glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(proj[1].m);
- glMatrixMode(GL_MODELVIEW);
- }
- gGL.setColorMask(true, false);
-
- for (U32 i = 0; i < 16; i++)
- {
- gGLLastModelView[i] = last_modelview[i];
- gGLLastProjection[i] = last_projection[i];
- }
-
- popRenderTypeMask();
-}
-
-void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, U32 mask, BOOL texture)
-{
- for (LLCullResult::sg_list_t::iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i)
- {
- LLSpatialGroup* group = *i;
- if (!group->isDead() &&
- (!sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) &&
- gPipeline.hasRenderType(group->mSpatialPartition->mDrawableType) &&
- group->mDrawMap.find(type) != group->mDrawMap.end())
- {
- pass->renderGroup(group,type,mask,texture);
- }
- }
-}
-
-void LLPipeline::generateImpostor(LLVOAvatar* avatar)
-{
- LLMemType mt_gi(LLMemType::MTYPE_PIPELINE_GENERATE_IMPOSTOR);
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
-
- static LLCullResult result;
- result.clear();
- grabReferences(result);
-
- if (!avatar || !avatar->mDrawable)
- {
- return;
- }
-
- assertInitialized();
-
- BOOL muted = LLMuteList::getInstance()->isMuted(avatar->getID());
-
- pushRenderTypeMask();
-
- if (muted)
- {
- andRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES);
- }
- else
- {
- andRenderTypeMask(LLPipeline::RENDER_TYPE_VOLUME,
- LLPipeline::RENDER_TYPE_AVATAR,
- LLPipeline::RENDER_TYPE_BUMP,
- LLPipeline::RENDER_TYPE_GRASS,
- LLPipeline::RENDER_TYPE_SIMPLE,
- LLPipeline::RENDER_TYPE_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_ALPHA,
- LLPipeline::RENDER_TYPE_INVISIBLE,
- LLPipeline::RENDER_TYPE_PASS_SIMPLE,
- LLPipeline::RENDER_TYPE_PASS_ALPHA,
- LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
- LLPipeline::RENDER_TYPE_PASS_SHINY,
- LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
- LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
- END_RENDER_TYPES);
- }
-
- S32 occlusion = sUseOcclusion;
- sUseOcclusion = 0;
- sReflectionRender = sRenderDeferred ? FALSE : TRUE;
- sShadowRender = TRUE;
- sImpostorRender = TRUE;
-
- LLViewerCamera* viewer_camera = LLViewerCamera::getInstance();
- markVisible(avatar->mDrawable, *viewer_camera);
- LLVOAvatar::sUseImpostors = FALSE;
-
- LLVOAvatar::attachment_map_t::iterator iter;
- for (iter = avatar->mAttachmentPoints.begin();
- iter != avatar->mAttachmentPoints.end();
- ++iter)
- {
- LLViewerJointAttachment *attachment = iter->second;
- for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachment->mAttachedObjects.begin();
- attachment_iter != attachment->mAttachedObjects.end();
- ++attachment_iter)
- {
- if (LLViewerObject* attached_object = (*attachment_iter))
- {
- markVisible(attached_object->mDrawable->getSpatialBridge(), *viewer_camera);
- }
- }
- }
-
- stateSort(*LLViewerCamera::getInstance(), result);
-
- const LLVector3* ext = avatar->mDrawable->getSpatialExtents();
- LLVector3 pos(avatar->getRenderPosition()+avatar->getImpostorOffset());
-
- LLCamera camera = *viewer_camera;
-
- camera.lookAt(viewer_camera->getOrigin(), pos, viewer_camera->getUpAxis());
-
- LLVector2 tdim;
-
- LLVector3 half_height = (ext[1]-ext[0])*0.5f;
-
- LLVector3 left = camera.getLeftAxis();
- left *= left;
- left.normalize();
-
- LLVector3 up = camera.getUpAxis();
- up *= up;
- up.normalize();
-
- tdim.mV[0] = fabsf(half_height * left);
- tdim.mV[1] = fabsf(half_height * up);
-
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- //glh::matrix4f ortho = gl_ortho(-tdim.mV[0], tdim.mV[0], -tdim.mV[1], tdim.mV[1], 1.0, 256.0);
- 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]; //128.f/256.f;
- glh::matrix4f persp = gl_perspective(fov, aspect, 1.f, 256.f);
- glh_set_current_projection(persp);
- glLoadMatrixf(persp.m);
-
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glh::matrix4f mat;
- camera.getOpenGLTransform(mat.m);
-
- mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat;
-
- glLoadMatrixf(mat.m);
- glh_set_current_modelview(mat);
-
- glClearColor(0.0f,0.0f,0.0f,0.0f);
- gGL.setColorMask(true, true);
- glStencilMask(0xFFFFFFFF);
- glClearStencil(0);
-
- // 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)
- U32 resY = llmin(nhpo2((U32) (fov*pa)), (U32) 512);
- U32 resX = llmin(nhpo2((U32) (atanf(tdim.mV[0]/distance)*2.f*RAD_TO_DEG*pa)), (U32) 512);
-
- if (!avatar->mImpostor.isComplete() || resX != avatar->mImpostor.getWidth() ||
- resY != avatar->mImpostor.getHeight())
- {
- avatar->mImpostor.allocate(resX,resY,GL_RGBA,TRUE,TRUE);
-
- if (LLPipeline::sRenderDeferred)
- {
- addDeferredAttachments(avatar->mImpostor);
- }
-
- gGL.getTexUnit(0)->bind(&avatar->mImpostor);
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- }
-
- LLGLEnable stencil(GL_STENCIL_TEST);
- glStencilMask(0xFFFFFFFF);
- glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF);
- glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
-
- {
- LLGLEnable scissor(GL_SCISSOR_TEST);
- glScissor(0, 0, resX, resY);
- avatar->mImpostor.bindTarget();
- avatar->mImpostor.clear();
- }
-
- if (LLPipeline::sRenderDeferred)
- {
- stop_glerror();
- renderGeomDeferred(camera);
- renderGeomPostDeferred(camera);
- }
- else
- {
- renderGeom(camera);
- }
-
- glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- glStencilFunc(GL_EQUAL, 1, 0xFFFFFF);
-
- { //create alpha mask based on stencil buffer (grey out if muted)
- LLVector3 left = camera.getLeftAxis()*tdim.mV[0]*2.f;
- LLVector3 up = camera.getUpAxis()*tdim.mV[1]*2.f;
-
- if (LLPipeline::sRenderDeferred)
- {
- GLuint buff = GL_COLOR_ATTACHMENT0_EXT;
- glDrawBuffersARB(1, &buff);
- }
-
- LLGLEnable blend(muted ? 0 : GL_BLEND);
-
- if (muted)
- {
- gGL.setColorMask(true, true);
- }
- else
- {
- gGL.setColorMask(false, true);
- }
-
- gGL.setSceneBlendType(LLRender::BT_ADD);
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- LLGLDepthTest depth(GL_FALSE, GL_FALSE);
-
- gGL.color4f(1,1,1,1);
- gGL.color4ub(64,64,64,255);
- gGL.begin(LLRender::QUADS);
- gGL.vertex3fv((pos+left-up).mV);
- gGL.vertex3fv((pos-left-up).mV);
- gGL.vertex3fv((pos-left+up).mV);
- gGL.vertex3fv((pos+left+up).mV);
- gGL.end();
- gGL.flush();
-
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
- }
-
-
- avatar->mImpostor.flush();
-
- avatar->setImpostorDim(tdim);
-
- LLVOAvatar::sUseImpostors = TRUE;
- sUseOcclusion = occlusion;
- sReflectionRender = FALSE;
- sImpostorRender = FALSE;
- sShadowRender = FALSE;
- popRenderTypeMask();
-
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
-
- avatar->mNeedsImpostorUpdate = FALSE;
- avatar->cacheImpostorValues();
-
- LLVertexBuffer::unbind();
- LLGLState::checkStates();
- LLGLState::checkTextureChannels();
- LLGLState::checkClientArrays();
-}
-
-BOOL LLPipeline::hasRenderBatches(const U32 type) const
-{
- return sCull->getRenderMapSize(type) > 0;
-}
-
-LLCullResult::drawinfo_list_t::iterator LLPipeline::beginRenderMap(U32 type)
-{
- return sCull->beginRenderMap(type);
-}
-
-LLCullResult::drawinfo_list_t::iterator LLPipeline::endRenderMap(U32 type)
-{
- return sCull->endRenderMap(type);
-}
-
-LLCullResult::sg_list_t::iterator LLPipeline::beginAlphaGroups()
-{
- return sCull->beginAlphaGroups();
-}
-
-LLCullResult::sg_list_t::iterator LLPipeline::endAlphaGroups()
-{
- return sCull->endAlphaGroups();
-}
-
-BOOL LLPipeline::hasRenderType(const U32 type) const
-{
- // STORM-365 : LLViewerJointAttachment::setAttachmentVisibility() is setting type to 0 to actually mean "do not render"
- // We then need to test that value here and return FALSE to prevent attachment to render (in mouselook for instance)
- // TODO: reintroduce RENDER_TYPE_NONE in LLRenderTypeMask and initialize its mRenderTypeEnabled[RENDER_TYPE_NONE] to FALSE explicitely
- return (type == 0 ? FALSE : mRenderTypeEnabled[type]);
-}
-
-void LLPipeline::setRenderTypeMask(U32 type, ...)
-{
- va_list args;
-
- va_start(args, type);
- while (type < END_RENDER_TYPES)
- {
- mRenderTypeEnabled[type] = TRUE;
- type = va_arg(args, U32);
- }
- va_end(args);
-
- if (type > END_RENDER_TYPES)
- {
- llerrs << "Invalid render type." << llendl;
- }
-}
-
-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)
- {
- llerrs << "Invalid render type." << llendl;
- }
-
- 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())
- {
- llerrs << "Depleted render type stack." << llendl;
- }
-
- 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)
- {
- llerrs << "Invalid render type." << llendl;
- }
-
- 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)
- {
- llerrs << "Invalid render type." << llendl;
- }
-}
-
-
+/**
+ * @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 "imageids.h"
+#include "llerror.h"
+#include "llviewercontrol.h"
+#include "llfasttimer.h"
+#include "llfontgl.h"
+#include "llmemtype.h"
+#include "llnamevalue.h"
+#include "llpointer.h"
+#include "llprimitive.h"
+#include "llvolume.h"
+#include "material_codes.h"
+#include "timing.h"
+#include "v3color.h"
+#include "llui.h"
+#include "llglheaders.h"
+#include "llrender.h"
+#include "llwindow.h" // swapBuffers()
+
+// newview includes
+#include "llagent.h"
+#include "llagentcamera.h"
+#include "lldrawable.h"
+#include "lldrawpoolalpha.h"
+#include "lldrawpoolavatar.h"
+#include "lldrawpoolground.h"
+#include "lldrawpoolbump.h"
+#include "lldrawpooltree.h"
+#include "lldrawpoolwater.h"
+#include "llface.h"
+#include "llfeaturemanager.h"
+#include "llfloatertelehub.h"
+#include "llfloaterreg.h"
+#include "llgldbg.h"
+#include "llhudmanager.h"
+#include "llhudnametag.h"
+#include "llhudtext.h"
+#include "lllightconstants.h"
+#include "llresmgr.h"
+#include "llselectmgr.h"
+#include "llsky.h"
+#include "lltracker.h"
+#include "lltool.h"
+#include "lltoolmgr.h"
+#include "llviewercamera.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 "llvoground.h"
+#include "llvosky.h"
+#include "llvotree.h"
+#include "llvovolume.h"
+#include "llvosurfacepatch.h"
+#include "llvowater.h"
+#include "llvotree.h"
+#include "llvopartgroup.h"
+#include "llworld.h"
+#include "llcubemap.h"
+#include "llviewershadermgr.h"
+#include "llviewerstats.h"
+#include "llviewerjoystick.h"
+#include "llviewerdisplay.h"
+#include "llwlparammanager.h"
+#include "llwaterparammanager.h"
+#include "llspatialpartition.h"
+#include "llmutelist.h"
+#include "lltoolpie.h"
+
+
+#ifdef _DEBUG
+// Debug indices is disabled for now for debug performance - djs 4/24/02
+//#define DEBUG_INDICES
+#else
+//#define DEBUG_INDICES
+#endif
+
+const F32 BACKLIGHT_DAY_MAGNITUDE_AVATAR = 0.2f;
+const F32 BACKLIGHT_NIGHT_MAGNITUDE_AVATAR = 0.1f;
+const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f;
+const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f;
+const S32 MAX_OFFSCREEN_GEOMETRY_CHANGES_PER_FRAME = 10;
+const U32 REFLECTION_MAP_RES = 128;
+
+// Max number of occluders to search for. JC
+const S32 MAX_OCCLUDER_COUNT = 2;
+
+extern S32 gBoxFrame;
+//extern BOOL gHideSelectedObjects;
+extern BOOL gDisplaySwapBuffers;
+extern BOOL gDebugGL;
+
+// hack counter for rendering a fixed number of frames after toggling
+// fullscreen to work around DEV-5361
+static S32 sDelayedVBOEnable = 0;
+
+BOOL gAvatarBacklight = FALSE;
+
+BOOL gDebugPipeline = FALSE;
+LLPipeline gPipeline;
+const LLMatrix4* gGLLastMatrix = NULL;
+
+LLFastTimer::DeclareTimer FTM_RENDER_GEOMETRY("Geometry");
+LLFastTimer::DeclareTimer FTM_RENDER_GRASS("Grass");
+LLFastTimer::DeclareTimer FTM_RENDER_INVISIBLE("Invisible");
+LLFastTimer::DeclareTimer FTM_RENDER_OCCLUSION("Occlusion");
+LLFastTimer::DeclareTimer FTM_RENDER_SHINY("Shiny");
+LLFastTimer::DeclareTimer FTM_RENDER_SIMPLE("Simple");
+LLFastTimer::DeclareTimer FTM_RENDER_TERRAIN("Terrain");
+LLFastTimer::DeclareTimer FTM_RENDER_TREES("Trees");
+LLFastTimer::DeclareTimer FTM_RENDER_UI("UI");
+LLFastTimer::DeclareTimer FTM_RENDER_WATER("Water");
+LLFastTimer::DeclareTimer FTM_RENDER_WL_SKY("Windlight Sky");
+LLFastTimer::DeclareTimer FTM_RENDER_ALPHA("Alpha Objects");
+LLFastTimer::DeclareTimer FTM_RENDER_CHARACTERS("Avatars");
+LLFastTimer::DeclareTimer FTM_RENDER_BUMP("Bump");
+LLFastTimer::DeclareTimer FTM_RENDER_FULLBRIGHT("Fullbright");
+LLFastTimer::DeclareTimer FTM_RENDER_GLOW("Glow");
+LLFastTimer::DeclareTimer FTM_GEO_UPDATE("Geo Update");
+LLFastTimer::DeclareTimer FTM_POOLRENDER("RenderPool");
+LLFastTimer::DeclareTimer FTM_POOLS("Pools");
+LLFastTimer::DeclareTimer FTM_RENDER_BLOOM_FBO("First FBO");
+LLFastTimer::DeclareTimer FTM_STATESORT("Sort Draw State");
+LLFastTimer::DeclareTimer FTM_PIPELINE("Pipeline");
+LLFastTimer::DeclareTimer FTM_CLIENT_COPY("Client Copy");
+LLFastTimer::DeclareTimer FTM_RENDER_DEFERRED("Deferred Shading");
+
+
+static LLFastTimer::DeclareTimer FTM_STATESORT_DRAWABLE("Sort Drawables");
+static LLFastTimer::DeclareTimer FTM_STATESORT_POSTSORT("Post Sort");
+
+//----------------------------------------
+std::string gPoolNames[] =
+{
+ // Correspond to LLDrawpool enum render type
+ "NONE",
+ "POOL_SIMPLE",
+ "POOL_TERRAIN",
+ "POOL_BUMP",
+ "POOL_TREE",
+ "POOL_SKY",
+ "POOL_WL_SKY",
+ "POOL_GROUND",
+ "POOL_INVISIBLE",
+ "POOL_AVATAR",
+ "POOL_WATER",
+ "POOL_GRASS",
+ "POOL_FULLBRIGHT",
+ "POOL_GLOW",
+ "POOL_ALPHA",
+};
+
+void drawBox(const LLVector3& c, const LLVector3& r);
+void drawBoxOutline(const LLVector3& pos, const LLVector3& size);
+
+U32 nhpo2(U32 v)
+{
+ U32 r = 1;
+ while (r < v) {
+ r *= 2;
+ }
+ return r;
+}
+
+glh::matrix4f glh_copy_matrix(GLdouble* src)
+{
+ glh::matrix4f ret;
+ for (U32 i = 0; i < 16; i++)
+ {
+ ret.m[i] = (F32) src[i];
+ }
+ return ret;
+}
+
+glh::matrix4f glh_get_current_modelview()
+{
+ return glh_copy_matrix(gGLModelView);
+}
+
+glh::matrix4f glh_get_current_projection()
+{
+ return glh_copy_matrix(gGLProjection);
+}
+
+void glh_copy_matrix(const glh::matrix4f& src, GLdouble* dst)
+{
+ for (U32 i = 0; i < 16; i++)
+ {
+ dst[i] = src.m[i];
+ }
+}
+
+void glh_set_current_modelview(const glh::matrix4f& mat)
+{
+ glh_copy_matrix(mat, gGLModelView);
+}
+
+void glh_set_current_projection(glh::matrix4f& mat)
+{
+ glh_copy_matrix(mat, gGLProjection);
+}
+
+glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar)
+{
+ glh::matrix4f ret(
+ 2.f/(right-left), 0.f, 0.f, -(right+left)/(right-left),
+ 0.f, 2.f/(top-bottom), 0.f, -(top+bottom)/(top-bottom),
+ 0.f, 0.f, -2.f/(zfar-znear), -(zfar+znear)/(zfar-znear),
+ 0.f, 0.f, 0.f, 1.f);
+
+ return ret;
+}
+
+void display_update_camera();
+//----------------------------------------
+
+S32 LLPipeline::sCompiles = 0;
+
+BOOL LLPipeline::sPickAvatar = TRUE;
+BOOL LLPipeline::sDynamicLOD = TRUE;
+BOOL LLPipeline::sShowHUDAttachments = TRUE;
+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;
+BOOL LLPipeline::sForceOldBakedUpload = FALSE;
+S32 LLPipeline::sUseOcclusion = 0;
+BOOL LLPipeline::sDelayVBUpdate = TRUE;
+BOOL LLPipeline::sAutoMaskAlphaDeferred = TRUE;
+BOOL LLPipeline::sAutoMaskAlphaNonDeferred = FALSE;
+BOOL LLPipeline::sDisableShaders = FALSE;
+BOOL LLPipeline::sRenderBump = TRUE;
+BOOL LLPipeline::sUseTriStrips = TRUE;
+BOOL LLPipeline::sUseFarClip = TRUE;
+BOOL LLPipeline::sShadowRender = FALSE;
+BOOL LLPipeline::sWaterReflections = FALSE;
+BOOL LLPipeline::sRenderGlow = FALSE;
+BOOL LLPipeline::sReflectionRender = FALSE;
+BOOL LLPipeline::sImpostorRender = FALSE;
+BOOL LLPipeline::sUnderWaterRender = FALSE;
+BOOL LLPipeline::sTextureBindTest = FALSE;
+BOOL LLPipeline::sRenderFrameTest = FALSE;
+BOOL LLPipeline::sRenderAttachedLights = TRUE;
+BOOL LLPipeline::sRenderAttachedParticles = TRUE;
+BOOL LLPipeline::sRenderDeferred = FALSE;
+BOOL LLPipeline::sAllowRebuildPriorityGroup = FALSE ;
+S32 LLPipeline::sVisibleLightCount = 0;
+F32 LLPipeline::sMinRenderSize = 0.f;
+
+
+static LLCullResult* sCull = NULL;
+
+static const U32 gl_cube_face[] =
+{
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
+};
+
+void validate_framebuffer_object();
+
+
+void addDeferredAttachments(LLRenderTarget& target)
+{
+ target.addColorAttachment(GL_RGBA); //specular
+ target.addColorAttachment(GL_RGBA); //normal+z
+}
+
+LLPipeline::LLPipeline() :
+ mBackfaceCull(FALSE),
+ mBatchCount(0),
+ mMatrixOpCount(0),
+ mTextureMatrixOps(0),
+ mMaxBatchSize(0),
+ mMinBatchSize(0),
+ mMeanBatchSize(0),
+ mTrianglesDrawn(0),
+ mNumVisibleNodes(0),
+ mVerticesRelit(0),
+ mLightingChanges(0),
+ mGeometryChanges(0),
+ mNumVisibleFaces(0),
+
+ mInitialized(FALSE),
+ mVertexShadersEnabled(FALSE),
+ mVertexShadersLoaded(0),
+ mRenderDebugFeatureMask(0),
+ mRenderDebugMask(0),
+ mOldRenderDebugMask(0),
+ mLastRebuildPool(NULL),
+ mAlphaPool(NULL),
+ mSkyPool(NULL),
+ mTerrainPool(NULL),
+ mWaterPool(NULL),
+ mGroundPool(NULL),
+ mSimplePool(NULL),
+ mFullbrightPool(NULL),
+ mInvisiblePool(NULL),
+ mGlowPool(NULL),
+ mBumpPool(NULL),
+ mWLSkyPool(NULL),
+ mLightMask(0),
+ mLightMovingMask(0),
+ mLightingDetail(0),
+ mScreenWidth(0),
+ mScreenHeight(0)
+{
+ mNoiseMap = 0;
+ mTrueNoiseMap = 0;
+ mLightFunc = 0;
+}
+
+void LLPipeline::init()
+{
+ LLMemType mt(LLMemType::MTYPE_PIPELINE_INIT);
+
+ sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD");
+ sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
+ sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
+ LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
+ sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights");
+ sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles");
+
+ mInitialized = TRUE;
+
+ stop_glerror();
+
+ //create render pass pools
+ getPool(LLDrawPool::POOL_ALPHA);
+ getPool(LLDrawPool::POOL_SIMPLE);
+ getPool(LLDrawPool::POOL_GRASS);
+ getPool(LLDrawPool::POOL_FULLBRIGHT);
+ getPool(LLDrawPool::POOL_INVISIBLE);
+ getPool(LLDrawPool::POOL_BUMP);
+ getPool(LLDrawPool::POOL_GLOW);
+
+ LLViewerStats::getInstance()->mTrianglesDrawnStat.reset();
+ resetFrameStats();
+
+ for (U32 i = 0; i < NUM_RENDER_TYPES; ++i)
+ {
+ mRenderTypeEnabled[i] = TRUE; //all rendering types start enabled
+ }
+
+ mRenderDebugFeatureMask = 0xffffffff; // All debugging features on
+ mRenderDebugMask = 0; // All debug starts off
+
+ // Don't turn on ground when this is set
+ // Mac Books with intel 950s need this
+ if(!gSavedSettings.getBOOL("RenderGround"))
+ {
+ toggleRenderType(RENDER_TYPE_GROUND);
+ }
+
+ mOldRenderDebugMask = mRenderDebugMask;
+
+ mBackfaceCull = TRUE;
+
+ stop_glerror();
+
+ // Enable features
+
+ LLViewerShaderMgr::instance()->setShaders();
+
+ stop_glerror();
+
+ for (U32 i = 0; i < 2; ++i)
+ {
+ mSpotLightFade[i] = 1.f;
+ }
+
+ setLightingDetail(-1);
+}
+
+LLPipeline::~LLPipeline()
+{
+
+}
+
+void LLPipeline::cleanup()
+{
+ assertInitialized();
+
+ mGroupQ1.clear() ;
+ mGroupQ2.clear() ;
+
+ for(pool_set_t::iterator iter = mPools.begin();
+ iter != mPools.end(); )
+ {
+ pool_set_t::iterator curiter = iter++;
+ LLDrawPool* poolp = *curiter;
+ if (poolp->isFacePool())
+ {
+ LLFacePool* face_pool = (LLFacePool*) poolp;
+ if (face_pool->mReferences.empty())
+ {
+ mPools.erase(curiter);
+ removeFromQuickLookup( poolp );
+ delete poolp;
+ }
+ }
+ else
+ {
+ mPools.erase(curiter);
+ removeFromQuickLookup( poolp );
+ delete poolp;
+ }
+ }
+
+ if (!mTerrainPools.empty())
+ {
+ llwarns << "Terrain Pools not cleaned up" << llendl;
+ }
+ if (!mTreePools.empty())
+ {
+ llwarns << "Tree Pools not cleaned up" << llendl;
+ }
+
+ delete mAlphaPool;
+ mAlphaPool = NULL;
+ delete mSkyPool;
+ mSkyPool = NULL;
+ delete mTerrainPool;
+ mTerrainPool = NULL;
+ delete mWaterPool;
+ mWaterPool = NULL;
+ delete mGroundPool;
+ mGroundPool = NULL;
+ delete mSimplePool;
+ mSimplePool = NULL;
+ delete mFullbrightPool;
+ mFullbrightPool = NULL;
+ delete mInvisiblePool;
+ mInvisiblePool = NULL;
+ delete mGlowPool;
+ mGlowPool = NULL;
+ delete mBumpPool;
+ mBumpPool = NULL;
+ // don't delete wl sky pool it was handled above in the for loop
+ //delete mWLSkyPool;
+ mWLSkyPool = NULL;
+
+ releaseGLBuffers();
+
+ mFaceSelectImagep = NULL;
+
+ mMovedBridge.clear();
+
+ mInitialized = FALSE;
+}
+
+//============================================================================
+
+void LLPipeline::destroyGL()
+{
+ stop_glerror();
+ unloadShaders();
+ mHighlightFaces.clear();
+
+ resetDrawOrders();
+
+ resetVertexBuffers();
+
+ releaseGLBuffers();
+
+ if (LLVertexBuffer::sEnableVBOs)
+ {
+ // render 30 frames after switching to work around DEV-5361
+ sDelayedVBOEnable = 30;
+ LLVertexBuffer::sEnableVBOs = FALSE;
+ }
+}
+
+static LLFastTimer::DeclareTimer FTM_RESIZE_SCREEN_TEXTURE("Resize Screen Texture");
+
+void LLPipeline::resizeScreenTexture()
+{
+ LLFastTimer ft(FTM_RESIZE_SCREEN_TEXTURE);
+ if (gPipeline.canUseVertexShaders() && assertInitialized())
+ {
+ GLuint resX = gViewerWindow->getWorldViewWidthRaw();
+ GLuint resY = gViewerWindow->getWorldViewHeightRaw();
+
+ allocateScreenBuffer(resX,resY);
+ }
+}
+
+void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
+{
+ // remember these dimensions
+ mScreenWidth = resX;
+ mScreenHeight = resY;
+
+ //never use more than 4 samples for render targets
+ U32 samples = llmin(gSavedSettings.getU32("RenderFSAASamples"), (U32) 4);
+ U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor");
+
+ if (res_mod > 1 && res_mod < resX && res_mod < resY)
+ {
+ resX /= res_mod;
+ resY /= res_mod;
+ }
+
+ if (gSavedSettings.getBOOL("RenderUIBuffer"))
+ {
+ mUIScreen.allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
+ }
+
+ if (LLPipeline::sRenderDeferred)
+ {
+ //allocate deferred rendering color buffers
+ mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
+ mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
+ addDeferredAttachments(mDeferredScreen);
+
+ mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
+ mEdgeMap.allocate(resX, resY, GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
+
+ for (U32 i = 0; i < 3; i++)
+ {
+ mDeferredLight[i].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
+ }
+
+ for (U32 i = 0; i < 2; i++)
+ {
+ mGIMapPost[i].allocate(resX,resY, GL_RGB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
+ }
+
+ F32 scale = gSavedSettings.getF32("RenderShadowResolutionScale");
+
+ //HACK: make alpha masking work on ATI depth shadows (work around for ATI driver bug)
+ U32 shadow_fmt = gGLManager.mIsATI ? GL_ALPHA : 0;
+
+ for (U32 i = 0; i < 4; i++)
+ {
+ mShadow[i].allocate(U32(resX*scale),U32(resY*scale), shadow_fmt, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
+ }
+
+
+ U32 width = nhpo2(U32(resX*scale))/2;
+ U32 height = width;
+
+ for (U32 i = 4; i < 6; i++)
+ {
+ mShadow[i].allocate(width, height, shadow_fmt, TRUE, FALSE);
+ }
+
+ width = nhpo2(resX)/2;
+ height = nhpo2(resY)/2;
+ mLuminanceMap.allocate(width,height, GL_RGBA, FALSE, FALSE);
+ }
+ else
+ {
+ mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
+ }
+
+
+ if (LLRenderTarget::sUseFBO && gGLManager.mHasFramebufferMultisample && samples > 1)
+ {
+ mSampleBuffer.allocate(resX,resY,GL_RGBA,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples);
+ if (LLPipeline::sRenderDeferred)
+ {
+ addDeferredAttachments(mSampleBuffer);
+ mDeferredScreen.setSampleBuffer(&mSampleBuffer);
+ }
+
+ mScreen.setSampleBuffer(&mSampleBuffer);
+
+ stop_glerror();
+ }
+
+ if (LLPipeline::sRenderDeferred)
+ { //share depth buffer between deferred targets
+ mDeferredScreen.shareDepthBuffer(mScreen);
+ for (U32 i = 0; i < 3; i++)
+ { //share stencil buffer with screen space lightmap to stencil out sky
+ mDeferredScreen.shareDepthBuffer(mDeferredLight[i]);
+ }
+ }
+
+ gGL.getTexUnit(0)->disable();
+
+ stop_glerror();
+
+}
+
+//static
+void LLPipeline::updateRenderDeferred()
+{
+ BOOL deferred = ((gSavedSettings.getBOOL("RenderDeferred") &&
+ LLRenderTarget::sUseFBO &&
+ LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
+ gSavedSettings.getBOOL("VertexShaderEnable") &&
+ gSavedSettings.getBOOL("RenderAvatarVP") &&
+ gSavedSettings.getBOOL("WindLightUseAtmosShaders")) ? TRUE : FALSE) &&
+ !gUseWireframe;
+
+ sRenderDeferred = deferred;
+}
+
+void LLPipeline::releaseGLBuffers()
+{
+ assertInitialized();
+
+ if (mNoiseMap)
+ {
+ LLImageGL::deleteTextures(1, &mNoiseMap);
+ mNoiseMap = 0;
+ }
+
+ if (mTrueNoiseMap)
+ {
+ LLImageGL::deleteTextures(1, &mTrueNoiseMap);
+ mTrueNoiseMap = 0;
+ }
+
+ if (mLightFunc)
+ {
+ LLImageGL::deleteTextures(1, &mLightFunc);
+ mLightFunc = 0;
+ }
+
+ mWaterRef.release();
+ mWaterDis.release();
+ mScreen.release();
+ mUIScreen.release();
+ mSampleBuffer.releaseSampleBuffer();
+ mDeferredScreen.release();
+ mDeferredDepth.release();
+ for (U32 i = 0; i < 3; i++)
+ {
+ mDeferredLight[i].release();
+ }
+
+ mEdgeMap.release();
+ mGIMap.release();
+ mGIMapPost[0].release();
+ mGIMapPost[1].release();
+ mHighlight.release();
+ mLuminanceMap.release();
+
+ for (U32 i = 0; i < 6; i++)
+ {
+ mShadow[i].release();
+ }
+
+ for (U32 i = 0; i < 3; i++)
+ {
+ mGlow[i].release();
+ }
+
+ LLVOAvatar::resetImpostors();
+}
+
+void LLPipeline::createGLBuffers()
+{
+ LLMemType mt_cb(LLMemType::MTYPE_PIPELINE_CREATE_BUFFERS);
+ assertInitialized();
+
+ updateRenderDeferred();
+
+ if (LLPipeline::sWaterReflections)
+ { //water reflection texture
+ U32 res = (U32) gSavedSettings.getS32("RenderWaterRefResolution");
+
+ mWaterRef.allocate(res,res,GL_RGBA,TRUE,FALSE);
+ mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE);
+ }
+
+ mHighlight.allocate(256,256,GL_RGBA, FALSE, FALSE);
+
+ stop_glerror();
+
+ GLuint resX = gViewerWindow->getWorldViewWidthRaw();
+ GLuint resY = gViewerWindow->getWorldViewHeightRaw();
+
+ if (LLPipeline::sRenderGlow)
+ { //screen space glow buffers
+ const U32 glow_res = llmax(1,
+ llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow")));
+
+ for (U32 i = 0; i < 3; i++)
+ {
+ mGlow[i].allocate(512,glow_res,GL_RGBA,FALSE,FALSE);
+ }
+
+ allocateScreenBuffer(resX,resY);
+ mScreenWidth = 0;
+ mScreenHeight = 0;
+
+ }
+
+ if (sRenderDeferred)
+ {
+ if (!mNoiseMap)
+ {
+ const U32 noiseRes = 128;
+ LLVector3 noise[noiseRes*noiseRes];
+
+ F32 scaler = gSavedSettings.getF32("RenderDeferredNoise")/100.f;
+ for (U32 i = 0; i < noiseRes*noiseRes; ++i)
+ {
+ noise[i] = LLVector3(ll_frand()-0.5f, ll_frand()-0.5f, 0.f);
+ noise[i].normVec();
+ noise[i].mV[2] = ll_frand()*scaler+1.f-scaler/2.f;
+ }
+
+ LLImageGL::generateTextures(1, &mNoiseMap);
+
+ gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap);
+ LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F_ARB, noiseRes, noiseRes, GL_RGB, GL_FLOAT, noise);
+ gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ if (!mTrueNoiseMap)
+ {
+ const U32 noiseRes = 128;
+ F32 noise[noiseRes*noiseRes*3];
+ for (U32 i = 0; i < noiseRes*noiseRes*3; i++)
+ {
+ noise[i] = ll_frand()*2.0-1.0;
+ }
+
+ LLImageGL::generateTextures(1, &mTrueNoiseMap);
+ gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mTrueNoiseMap);
+ LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F_ARB, noiseRes, noiseRes, GL_RGB,GL_FLOAT, noise);
+ gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ if (!mLightFunc)
+ {
+ U32 lightResX = gSavedSettings.getU32("RenderSpecularResX");
+ U32 lightResY = gSavedSettings.getU32("RenderSpecularResY");
+ U8* lg = new U8[lightResX*lightResY];
+
+ for (U32 y = 0; y < lightResY; ++y)
+ {
+ for (U32 x = 0; x < lightResX; ++x)
+ {
+ //spec func
+ F32 sa = (F32) x/(lightResX-1);
+ F32 spec = (F32) y/(lightResY-1);
+ //lg[y*lightResX+x] = (U8) (powf(sa, 128.f*spec*spec)*255);
+
+ //F32 sp = acosf(sa)/(1.f-spec);
+
+ sa = powf(sa, gSavedSettings.getF32("RenderSpecularExponent"));
+ F32 a = acosf(sa*0.25f+0.75f);
+ F32 m = llmax(0.5f-spec*0.5f, 0.001f);
+ F32 t2 = tanf(a)/m;
+ t2 *= t2;
+
+ F32 c4a = (3.f+4.f*cosf(2.f*a)+cosf(4.f*a))/8.f;
+ F32 bd = 1.f/(4.f*m*m*c4a)*powf(F_E, -t2);
+
+ lg[y*lightResX+x] = (U8) (llclamp(bd, 0.f, 1.f)*255);
+ }
+ }
+
+ LLImageGL::generateTextures(1, &mLightFunc);
+ gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
+ LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_ALPHA, lightResX, lightResY, GL_ALPHA, GL_UNSIGNED_BYTE, lg);
+ gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
+
+ delete [] lg;
+ }
+
+ if (gSavedSettings.getBOOL("RenderDeferredGI"))
+ {
+ mGIMap.allocate(512,512,GL_RGBA, TRUE, FALSE);
+ addDeferredAttachments(mGIMap);
+ }
+ }
+}
+
+void LLPipeline::restoreGL()
+{
+ LLMemType mt_cb(LLMemType::MTYPE_PIPELINE_RESTORE_GL);
+ assertInitialized();
+
+ if (mVertexShadersEnabled)
+ {
+ LLViewerShaderMgr::instance()->setShaders();
+ }
+
+ for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
+ iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+ {
+ LLViewerRegion* region = *iter;
+ for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+ {
+ LLSpatialPartition* part = region->getSpatialPartition(i);
+ if (part)
+ {
+ part->restoreGL();
+ }
+ }
+ }
+}
+
+
+BOOL LLPipeline::canUseVertexShaders()
+{
+ if (sDisableShaders ||
+ !gGLManager.mHasVertexShader ||
+ !gGLManager.mHasFragmentShader ||
+ !LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable") ||
+ (assertInitialized() && mVertexShadersLoaded != 1) )
+ {
+ return FALSE;
+ }
+ else
+ {
+ return TRUE;
+ }
+}
+
+BOOL LLPipeline::canUseWindLightShaders() const
+{
+ return (!LLPipeline::sDisableShaders &&
+ gWLSkyProgram.mProgramObject != 0 &&
+ LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_WINDLIGHT) > 1);
+}
+
+BOOL LLPipeline::canUseWindLightShadersOnObjects() const
+{
+ return (canUseWindLightShaders()
+ && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0);
+}
+
+BOOL LLPipeline::canUseAntiAliasing() const
+{
+ return TRUE; //(gSavedSettings.getBOOL("RenderUseFBO"));
+}
+
+void LLPipeline::unloadShaders()
+{
+ LLMemType mt_us(LLMemType::MTYPE_PIPELINE_UNLOAD_SHADERS);
+ LLViewerShaderMgr::instance()->unloadShaders();
+
+ mVertexShadersLoaded = 0;
+}
+
+void LLPipeline::assertInitializedDoError()
+{
+ llerrs << "LLPipeline used when uninitialized." << llendl;
+}
+
+//============================================================================
+
+void LLPipeline::enableShadows(const BOOL enable_shadows)
+{
+ //should probably do something here to wrangle shadows....
+}
+
+S32 LLPipeline::getMaxLightingDetail() const
+{
+ /*if (mVertexShaderLevel[SHADER_OBJECT] >= LLDrawPoolSimple::SHADER_LEVEL_LOCAL_LIGHTS)
+ {
+ return 3;
+ }
+ else*/
+ {
+ return 1;
+ }
+}
+
+S32 LLPipeline::setLightingDetail(S32 level)
+{
+ LLMemType mt_ld(LLMemType::MTYPE_PIPELINE_LIGHTING_DETAIL);
+ assertInitialized();
+
+ if (level < 0)
+ {
+ if (gSavedSettings.getBOOL("VertexShaderEnable"))
+ {
+ level = 1;
+ }
+ else
+ {
+ level = 0;
+ }
+ }
+ level = llclamp(level, 0, getMaxLightingDetail());
+ if (level != mLightingDetail)
+ {
+ mLightingDetail = level;
+
+ if (mVertexShadersLoaded == 1)
+ {
+ LLViewerShaderMgr::instance()->setShaders();
+ }
+ }
+ return mLightingDetail;
+}
+
+class LLOctreeDirtyTexture : public LLOctreeTraveler<LLDrawable>
+{
+public:
+ const std::set<LLViewerFetchedTexture*>& mTextures;
+
+ LLOctreeDirtyTexture(const std::set<LLViewerFetchedTexture*>& textures) : mTextures(textures) { }
+
+ virtual void visit(const LLOctreeNode<LLDrawable>* node)
+ {
+ LLSpatialGroup* group = (LLSpatialGroup*) node->getListener(0);
+
+ if (!group->isState(LLSpatialGroup::GEOM_DIRTY) && !group->getData().empty())
+ {
+ for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i)
+ {
+ for (LLSpatialGroup::drawmap_elem_t::iterator j = i->second.begin(); j != i->second.end(); ++j)
+ {
+ LLDrawInfo* params = *j;
+ LLViewerFetchedTexture* tex = LLViewerTextureManager::staticCastToFetchedTexture(params->mTexture);
+ if (tex && mTextures.find(tex) != mTextures.end())
+ {
+ group->setState(LLSpatialGroup::GEOM_DIRTY);
+ }
+ }
+ }
+ }
+
+ for (LLSpatialGroup::bridge_list_t::iterator i = group->mBridgeList.begin(); i != group->mBridgeList.end(); ++i)
+ {
+ LLSpatialBridge* bridge = *i;
+ traverse(bridge->mOctree);
+ }
+ }
+};
+
+// Called when a texture changes # of channels (causes faces to move to alpha pool)
+void LLPipeline::dirtyPoolObjectTextures(const std::set<LLViewerFetchedTexture*>& textures)
+{
+ assertInitialized();
+
+ // *TODO: This is inefficient and causes frame spikes; need a better way to do this
+ // Most of the time is spent in dirty.traverse.
+
+ for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
+ {
+ LLDrawPool *poolp = *iter;
+ if (poolp->isFacePool())
+ {
+ ((LLFacePool*) poolp)->dirtyTextures(textures);
+ }
+ }
+
+ LLOctreeDirtyTexture dirty(textures);
+ for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
+ iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+ {
+ LLViewerRegion* region = *iter;
+ for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+ {
+ LLSpatialPartition* part = region->getSpatialPartition(i);
+ if (part)
+ {
+ dirty.traverse(part->mOctree);
+ }
+ }
+ }
+}
+
+LLDrawPool *LLPipeline::findPool(const U32 type, LLViewerTexture *tex0)
+{
+ assertInitialized();
+
+ LLDrawPool *poolp = NULL;
+ switch( type )
+ {
+ case LLDrawPool::POOL_SIMPLE:
+ poolp = mSimplePool;
+ break;
+
+ case LLDrawPool::POOL_GRASS:
+ poolp = mGrassPool;
+ break;
+
+ case LLDrawPool::POOL_FULLBRIGHT:
+ poolp = mFullbrightPool;
+ break;
+
+ case LLDrawPool::POOL_INVISIBLE:
+ poolp = mInvisiblePool;
+ break;
+
+ case LLDrawPool::POOL_GLOW:
+ poolp = mGlowPool;
+ break;
+
+ case LLDrawPool::POOL_TREE:
+ poolp = get_if_there(mTreePools, (uintptr_t)tex0, (LLDrawPool*)0 );
+ break;
+
+ case LLDrawPool::POOL_TERRAIN:
+ poolp = get_if_there(mTerrainPools, (uintptr_t)tex0, (LLDrawPool*)0 );
+ break;
+
+ case LLDrawPool::POOL_BUMP:
+ poolp = mBumpPool;
+ break;
+
+ case LLDrawPool::POOL_ALPHA:
+ poolp = mAlphaPool;
+ break;
+
+ case LLDrawPool::POOL_AVATAR:
+ break; // Do nothing
+
+ case LLDrawPool::POOL_SKY:
+ poolp = mSkyPool;
+ break;
+
+ case LLDrawPool::POOL_WATER:
+ poolp = mWaterPool;
+ break;
+
+ case LLDrawPool::POOL_GROUND:
+ poolp = mGroundPool;
+ break;
+
+ case LLDrawPool::POOL_WL_SKY:
+ poolp = mWLSkyPool;
+ break;
+
+ default:
+ llassert(0);
+ llerrs << "Invalid Pool Type in LLPipeline::findPool() type=" << type << llendl;
+ break;
+ }
+
+ return poolp;
+}
+
+
+LLDrawPool *LLPipeline::getPool(const U32 type, LLViewerTexture *tex0)
+{
+ LLMemType mt(LLMemType::MTYPE_PIPELINE);
+ 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)
+{
+ LLMemType mt(LLMemType::MTYPE_PIPELINE);
+ U32 type = getPoolTypeFromTE(te, imagep);
+ return gPipeline.getPool(type, imagep);
+}
+
+//static
+U32 LLPipeline::getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* imagep)
+{
+ LLMemType mt_gpt(LLMemType::MTYPE_PIPELINE_GET_POOL_TYPE);
+
+ if (!te || !imagep)
+ {
+ return 0;
+ }
+
+ bool alpha = te->getColor().mV[3] < 0.999f;
+ if (imagep)
+ {
+ alpha = alpha || (imagep->getComponents() == 4 && imagep->getType() != LLViewerTexture::MEDIA_TEXTURE) || (imagep->getComponents() == 2);
+ }
+
+ if (alpha)
+ {
+ return LLDrawPool::POOL_ALPHA;
+ }
+ else if ((te->getBumpmap() || te->getShiny()))
+ {
+ return LLDrawPool::POOL_BUMP;
+ }
+ else
+ {
+ return LLDrawPool::POOL_SIMPLE;
+ }
+}
+
+
+void LLPipeline::addPool(LLDrawPool *new_poolp)
+{
+ LLMemType mt_a(LLMemType::MTYPE_PIPELINE_ADD_POOL);
+ assertInitialized();
+ mPools.insert(new_poolp);
+ addToQuickLookup( new_poolp );
+}
+
+void LLPipeline::allocDrawable(LLViewerObject *vobj)
+{
+ LLMemType mt_ad(LLMemType::MTYPE_PIPELINE_ALLOCATE_DRAWABLE);
+ LLDrawable *drawable = new LLDrawable();
+ vobj->mDrawable = drawable;
+
+ drawable->mVObjp = vobj;
+
+ //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)
+{
+ LLFastTimer t(FTM_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()->mSpatialPartition->remove(drawablep, drawablep->getSpatialGroup()))
+ {
+#ifdef LL_RELEASE_FOR_DOWNLOAD
+ llwarns << "Couldn't remove object from spatial group!" << llendl;
+#else
+ llerrs << "Couldn't remove object from spatial group!" << llendl;
+#endif
+ }
+ }
+
+ mLights.erase(drawablep);
+ for (light_set_t::iterator iter = mNearbyLights.begin();
+ iter != mNearbyLights.end(); iter++)
+ {
+ if (iter->drawable == drawablep)
+ {
+ mNearbyLights.erase(iter);
+ break;
+ }
+ }
+
+ {
+ HighlightItem item(drawablep);
+ mHighlightSet.erase(item);
+
+ if (mHighlightObject == drawablep)
+ {
+ mHighlightObject = NULL;
+ }
+ }
+
+ for (U32 i = 0; i < 2; ++i)
+ {
+ if (mShadowSpotLight[i] == drawablep)
+ {
+ mShadowSpotLight[i] = NULL;
+ }
+
+ if (mTargetShadowSpotLight[i] == drawablep)
+ {
+ mTargetShadowSpotLight[i] = NULL;
+ }
+ }
+
+
+}
+
+U32 LLPipeline::addObject(LLViewerObject *vobj)
+{
+ LLMemType mt_ao(LLMemType::MTYPE_PIPELINE_ADD_OBJECT);
+ if (gNoRender)
+ {
+ return 0;
+ }
+
+ if (gSavedSettings.getBOOL("RenderDelayCreation"))
+ {
+ mCreateQ.push_back(vobj);
+ }
+ else
+ {
+ createObject(vobj);
+ }
+
+ return 1;
+}
+
+void LLPipeline::createObjects(F32 max_dtime)
+{
+ LLFastTimer ftm(FTM_GEO_UPDATE);
+ LLMemType mt(LLMemType::MTYPE_PIPELINE_CREATE_OBJECTS);
+
+ LLTimer update_timer;
+
+ while (!mCreateQ.empty() && update_timer.getElapsedTimeF32() < max_dtime)
+ {
+ LLViewerObject* vobj = mCreateQ.front();
+ if (!vobj->isDead())
+ {
+ createObject(vobj);
+ }
+ mCreateQ.pop_front();
+ }
+
+ //for (LLViewerObject::vobj_list_t::iterator iter = mCreateQ.begin(); iter != mCreateQ.end(); ++iter)
+ //{
+ // createObject(*iter);
+ //}
+
+ //mCreateQ.clear();
+}
+
+void LLPipeline::createObject(LLViewerObject* vobj)
+{
+ LLDrawable* drawablep = vobj->mDrawable;
+
+ if (!drawablep)
+ {
+ drawablep = vobj->createDrawable(this);
+ }
+ else
+ {
+ llerrs << "Redundant drawable creation!" << llendl;
+ }
+
+ llassert(drawablep);
+
+ if (vobj->getParent())
+ {
+ vobj->setDrawableParent(((LLViewerObject*)vobj->getParent())->mDrawable); // LLPipeline::addObject 1
+ }
+ else
+ {
+ vobj->setDrawableParent(NULL); // LLPipeline::addObject 2
+ }
+
+ markRebuild(drawablep, LLDrawable::REBUILD_ALL, TRUE);
+
+ if (drawablep->getVOVolume() && gSavedSettings.getBOOL("RenderAnimateRes"))
+ {
+ // fun animated res
+ drawablep->updateXform(TRUE);
+ drawablep->clearState(LLDrawable::MOVE_UNDAMPED);
+ drawablep->setScale(LLVector3(0,0,0));
+ drawablep->makeActive();
+ }
+}
+
+
+void LLPipeline::resetFrameStats()
+{
+ assertInitialized();
+
+ LLViewerStats::getInstance()->mTrianglesDrawnStat.addValue(mTrianglesDrawn/1000.f);
+
+ if (mBatchCount > 0)
+ {
+ mMeanBatchSize = gPipeline.mTrianglesDrawn/gPipeline.mBatchCount;
+ }
+ mTrianglesDrawn = 0;
+ sCompiles = 0;
+ mVerticesRelit = 0;
+ mLightingChanges = 0;
+ mGeometryChanges = 0;
+ mNumVisibleFaces = 0;
+
+ if (mOldRenderDebugMask != mRenderDebugMask)
+ {
+ gObjectList.clearDebugText();
+ mOldRenderDebugMask = mRenderDebugMask;
+ }
+
+}
+
+//external functions for asynchronous updating
+void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep)
+{
+ if (gSavedSettings.getBOOL("FreezeTime"))
+ {
+ return;
+ }
+ if (!drawablep)
+ {
+ llerrs << "updateMove called with NULL drawablep" << llendl;
+ return;
+ }
+ if (drawablep->isState(LLDrawable::EARLY_MOVE))
+ {
+ return;
+ }
+
+ assertInitialized();
+
+ // update drawable now
+ drawablep->clearState(LLDrawable::MOVE_UNDAMPED); // force to DAMPED
+ drawablep->updateMove(); // returns done
+ drawablep->setState(LLDrawable::EARLY_MOVE); // flag says we already did an undamped move this frame
+ // Put on move list so that EARLY_MOVE gets cleared
+ if (!drawablep->isState(LLDrawable::ON_MOVE_LIST))
+ {
+ mMovedList.push_back(drawablep);
+ drawablep->setState(LLDrawable::ON_MOVE_LIST);
+ }
+}
+
+void LLPipeline::updateMoveNormalAsync(LLDrawable* drawablep)
+{
+ if (gSavedSettings.getBOOL("FreezeTime"))
+ {
+ return;
+ }
+ if (!drawablep)
+ {
+ llerrs << "updateMove called with NULL drawablep" << llendl;
+ return;
+ }
+ if (drawablep->isState(LLDrawable::EARLY_MOVE))
+ {
+ return;
+ }
+
+ assertInitialized();
+
+ // update drawable now
+ drawablep->setState(LLDrawable::MOVE_UNDAMPED); // force to UNDAMPED
+ drawablep->updateMove();
+ drawablep->setState(LLDrawable::EARLY_MOVE); // flag says we already did an undamped move this frame
+ // Put on move list so that EARLY_MOVE gets cleared
+ if (!drawablep->isState(LLDrawable::ON_MOVE_LIST))
+ {
+ mMovedList.push_back(drawablep);
+ drawablep->setState(LLDrawable::ON_MOVE_LIST);
+ }
+}
+
+void LLPipeline::updateMovedList(LLDrawable::drawable_vector_t& moved_list)
+{
+ for (LLDrawable::drawable_vector_t::iterator iter = moved_list.begin();
+ iter != moved_list.end(); )
+ {
+ LLDrawable::drawable_vector_t::iterator curiter = iter++;
+ LLDrawable *drawablep = *curiter;
+ BOOL done = TRUE;
+ if (!drawablep->isDead() && (!drawablep->isState(LLDrawable::EARLY_MOVE)))
+ {
+ done = drawablep->updateMove();
+ }
+ drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED);
+ if (done)
+ {
+ drawablep->clearState(LLDrawable::ON_MOVE_LIST);
+ iter = moved_list.erase(curiter);
+ }
+ }
+}
+
+static LLFastTimer::DeclareTimer FTM_OCTREE_BALANCE("Balance Octree");
+static LLFastTimer::DeclareTimer FTM_UPDATE_MOVE("Update Move");
+
+void LLPipeline::updateMove()
+{
+ LLFastTimer t(FTM_UPDATE_MOVE);
+ LLMemType mt_um(LLMemType::MTYPE_PIPELINE_UPDATE_MOVE);
+
+ if (gSavedSettings.getBOOL("FreezeTime"))
+ {
+ return;
+ }
+
+ assertInitialized();
+
+ {
+ static LLFastTimer::DeclareTimer ftm("Retexture");
+ LLFastTimer t(ftm);
+
+ for (LLDrawable::drawable_set_t::iterator iter = mRetexturedList.begin();
+ iter != mRetexturedList.end(); ++iter)
+ {
+ LLDrawable* drawablep = *iter;
+ if (drawablep && !drawablep->isDead())
+ {
+ drawablep->updateTexture();
+ }
+ }
+ mRetexturedList.clear();
+ }
+
+ {
+ static LLFastTimer::DeclareTimer ftm("Moved List");
+ LLFastTimer t(ftm);
+ updateMovedList(mMovedList);
+ }
+
+ //balance octrees
+ {
+ LLFastTimer ot(FTM_OCTREE_BALANCE);
+
+ for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
+ iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+ {
+ LLViewerRegion* region = *iter;
+ for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+ {
+ LLSpatialPartition* part = region->getSpatialPartition(i);
+ if (part)
+ {
+ part->mOctree->balance();
+ }
+ }
+ }
+ }
+}
+
+/////////////////////////////////////////////////////////////////////////////
+// Culling and occlusion testing
+/////////////////////////////////////////////////////////////////////////////
+
+//static
+F32 LLPipeline::calcPixelArea(LLVector3 center, LLVector3 size, LLCamera &camera)
+{
+ LLVector3 lookAt = center - camera.getOrigin();
+ F32 dist = lookAt.length();
+
+ //ramp down distance for nearby objects
+ //shrink dist by dist/16.
+ if (dist < 16.f)
+ {
+ dist /= 16.f;
+ dist *= dist;
+ dist *= 16.f;
+ }
+
+ //get area of circle around node
+ F32 app_angle = atanf(size.length()/dist);
+ F32 radius = app_angle*LLDrawable::sCurPixelAngle;
+ return radius*radius * F_PI;
+}
+
+void LLPipeline::grabReferences(LLCullResult& result)
+{
+ sCull = &result;
+}
+
+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);
+
+ U32 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 LLFastTimer::DeclareTimer FTM_CULL("Object Culling");
+
+void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip)
+{
+ LLFastTimer t(FTM_CULL);
+ LLMemType mt_uc(LLMemType::MTYPE_PIPELINE_UPDATE_CULL);
+
+ grabReferences(result);
+
+ sCull->clear();
+
+ BOOL to_texture = LLPipeline::sUseOcclusion > 1 &&
+ !hasRenderType(LLPipeline::RENDER_TYPE_HUD) &&
+ LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD &&
+ gPipeline.canUseVertexShaders() &&
+ sRenderGlow;
+
+ if (to_texture)
+ {
+ mScreen.bindTarget();
+ }
+
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadMatrixd(gGLLastProjection);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ gGLLastMatrix = NULL;
+ glLoadMatrixd(gGLLastModelView);
+
+
+ LLVertexBuffer::unbind();
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable test(GL_ALPHA_TEST);
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+ if (sUseOcclusion > 1)
+ {
+ gGL.setColorMask(false, false);
+ }
+
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+
+ for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
+ iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+ {
+ LLViewerRegion* region = *iter;
+ if (water_clip != 0)
+ {
+ LLPlane plane(LLVector3(0,0, (F32) -water_clip), (F32) water_clip*region->getWaterHeight());
+ camera.setUserClipPlane(plane);
+ }
+ else
+ {
+ camera.disableUserClipPlane();
+ }
+
+ for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+ {
+ LLSpatialPartition* part = region->getSpatialPartition(i);
+ if (part)
+ {
+ if (hasRenderType(part->mDrawableType))
+ {
+ part->cull(camera);
+ }
+ }
+ }
+ }
+
+ camera.disableUserClipPlane();
+
+ if (hasRenderType(LLPipeline::RENDER_TYPE_SKY) &&
+ gSky.mVOSkyp.notNull() &&
+ gSky.mVOSkyp->mDrawable.notNull())
+ {
+ gSky.mVOSkyp->mDrawable->setVisible(camera);
+ sCull->pushDrawable(gSky.mVOSkyp->mDrawable);
+ gSky.updateCull();
+ stop_glerror();
+ }
+
+ if (hasRenderType(LLPipeline::RENDER_TYPE_GROUND) &&
+ !gPipeline.canUseWindLightShaders() &&
+ gSky.mVOGroundp.notNull() &&
+ gSky.mVOGroundp->mDrawable.notNull() &&
+ !LLPipeline::sWaterReflections)
+ {
+ gSky.mVOGroundp->mDrawable->setVisible(camera);
+ sCull->pushDrawable(gSky.mVOGroundp->mDrawable);
+ }
+
+
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+
+ if (sUseOcclusion > 1)
+ {
+ gGL.setColorMask(true, false);
+ }
+
+ if (to_texture)
+ {
+ mScreen.flush();
+ }
+}
+
+void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera)
+{
+ if (group->getData().empty())
+ {
+ return;
+ }
+
+ group->setVisible();
+
+ if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
+ {
+ group->updateDistance(camera);
+ }
+
+ const F32 MINIMUM_PIXEL_AREA = 16.f;
+
+ if (group->mPixelArea < MINIMUM_PIXEL_AREA)
+ {
+ return;
+ }
+
+ if (sMinRenderSize > 0.f &&
+ llmax(llmax(group->mBounds[1].mV[0], group->mBounds[1].mV[1]), group->mBounds[1].mV[2]) < sMinRenderSize)
+ {
+ return;
+ }
+
+ assertInitialized();
+
+ if (!group->mSpatialPartition->mRenderByGroup)
+ { //render by drawable
+ sCull->pushDrawableGroup(group);
+ }
+ else
+ { //render by group
+ sCull->pushVisibleGroup(group);
+ }
+
+ mNumVisibleNodes++;
+}
+
+void LLPipeline::markOccluder(LLSpatialGroup* group)
+{
+ if (sUseOcclusion > 1 && group && !group->isOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION))
+ {
+ LLSpatialGroup* parent = group->getParent();
+
+ if (!parent || !parent->isOcclusionState(LLSpatialGroup::OCCLUDED))
+ { //only mark top most occluders as active occlusion
+ sCull->pushOcclusionGroup(group);
+ group->setOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION);
+
+ if (parent &&
+ !parent->isOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION) &&
+ parent->getElementCount() == 0 &&
+ parent->needsUpdate())
+ {
+ sCull->pushOcclusionGroup(group);
+ parent->setOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION);
+ }
+ }
+ }
+}
+
+void LLPipeline::doOcclusion(LLCamera& camera)
+{
+ LLVertexBuffer::unbind();
+
+ if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION))
+ {
+ gGL.setColorMask(true, false, false, false);
+ }
+ else
+ {
+ gGL.setColorMask(false, false);
+ }
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable test(GL_ALPHA_TEST);
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+
+ LLGLDisable cull(GL_CULL_FACE);
+ if (LLPipeline::sUseOcclusion > 1)
+ {
+ for (LLCullResult::sg_list_t::iterator iter = sCull->beginOcclusionGroups(); iter != sCull->endOcclusionGroups(); ++iter)
+ {
+ LLSpatialGroup* group = *iter;
+ group->doOcclusion(&camera);
+ group->clearOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION);
+ }
+ }
+
+ gGL.setColorMask(true, false);
+}
+
+BOOL LLPipeline::updateDrawableGeom(LLDrawable* drawablep, BOOL priority)
+{
+ BOOL update_complete = drawablep->updateGeometry(priority);
+ if (update_complete && assertInitialized())
+ {
+ drawablep->setState(LLDrawable::BUILT);
+ mGeometryChanges++;
+ }
+ return update_complete;
+}
+
+void LLPipeline::updateGL()
+{
+ while (!LLGLUpdate::sGLQ.empty())
+ {
+ LLGLUpdate* glu = LLGLUpdate::sGLQ.front();
+ glu->updateGL();
+ glu->mInQ = FALSE;
+ LLGLUpdate::sGLQ.pop_front();
+ }
+}
+
+void LLPipeline::rebuildPriorityGroups()
+{
+ if(!sAllowRebuildPriorityGroup)
+ {
+ return ;
+ }
+ sAllowRebuildPriorityGroup = FALSE ;
+
+ LLTimer update_timer;
+ LLMemType mt(LLMemType::MTYPE_PIPELINE);
+
+ assertInitialized();
+
+ // 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);
+ }
+
+ mGroupQ1.clear();
+}
+
+void LLPipeline::rebuildGroups()
+{
+ // Iterate through some drawables on the non-priority build queue
+ S32 size = (S32) mGroupQ2.size();
+ S32 min_count = llclamp((S32) ((F32) (size * size)/4096*0.25f), 1, size);
+
+ S32 count = 0;
+
+ std::sort(mGroupQ2.begin(), mGroupQ2.end(), LLSpatialGroup::CompareUpdateUrgency());
+
+ LLSpatialGroup::sg_vector_t::iterator iter;
+ for (iter = mGroupQ2.begin();
+ iter != mGroupQ2.end(); ++iter)
+ {
+ LLSpatialGroup* group = *iter;
+
+ if (group->isDead())
+ {
+ continue;
+ }
+
+ group->rebuildGeom();
+
+ if (group->mSpatialPartition->mRenderByGroup)
+ {
+ count++;
+ }
+
+ group->clearState(LLSpatialGroup::IN_BUILD_Q2);
+
+ if (count > min_count)
+ {
+ ++iter;
+ break;
+ }
+ }
+
+ mGroupQ2.erase(mGroupQ2.begin(), iter);
+
+ updateMovedList(mMovedBridge);
+}
+
+void LLPipeline::updateGeom(F32 max_dtime)
+{
+ LLTimer update_timer;
+ LLMemType mt(LLMemType::MTYPE_PIPELINE_UPDATE_GEOM);
+ LLPointer<LLDrawable> drawablep;
+
+ LLFastTimer t(FTM_GEO_UPDATE);
+
+ assertInitialized();
+
+ if (sDelayedVBOEnable > 0)
+ {
+ if (--sDelayedVBOEnable <= 0)
+ {
+ resetVertexBuffers();
+ LLVertexBuffer::sEnableVBOs = TRUE;
+ }
+ }
+
+ // notify various object types to reset internal cost metrics, etc.
+ // for now, only LLVOVolume does this to throttle LOD changes
+ LLVOVolume::preUpdateGeom();
+
+ // Iterate through all drawables on the priority build queue,
+ for (LLDrawable::drawable_list_t::iterator iter = mBuildQ1.begin();
+ iter != mBuildQ1.end();)
+ {
+ LLDrawable::drawable_list_t::iterator curiter = iter++;
+ LLDrawable* drawablep = *curiter;
+ if (drawablep && !drawablep->isDead())
+ {
+ if (drawablep->isState(LLDrawable::IN_REBUILD_Q2))
+ {
+ drawablep->clearState(LLDrawable::IN_REBUILD_Q2);
+ LLDrawable::drawable_list_t::iterator find = std::find(mBuildQ2.begin(), mBuildQ2.end(), drawablep);
+ if (find != mBuildQ2.end())
+ {
+ mBuildQ2.erase(find);
+ }
+ }
+
+ if (updateDrawableGeom(drawablep, TRUE))
+ {
+ drawablep->clearState(LLDrawable::IN_REBUILD_Q1);
+ mBuildQ1.erase(curiter);
+ }
+ }
+ else
+ {
+ mBuildQ1.erase(curiter);
+ }
+ }
+
+ // Iterate through some drawables on the non-priority build queue
+ S32 min_count = 16;
+ S32 size = (S32) mBuildQ2.size();
+ if (size > 1024)
+ {
+ min_count = llclamp((S32) (size * (F32) size/4096), 16, size);
+ }
+
+ S32 count = 0;
+
+ max_dtime = llmax(update_timer.getElapsedTimeF32()+0.001f, max_dtime);
+ LLSpatialGroup* last_group = NULL;
+ LLSpatialBridge* last_bridge = NULL;
+
+ for (LLDrawable::drawable_list_t::iterator iter = mBuildQ2.begin();
+ iter != mBuildQ2.end(); )
+ {
+ LLDrawable::drawable_list_t::iterator curiter = iter++;
+ LLDrawable* drawablep = *curiter;
+
+ LLSpatialBridge* bridge = drawablep->isRoot() ? drawablep->getSpatialBridge() :
+ drawablep->getParent()->getSpatialBridge();
+
+ if (drawablep->getSpatialGroup() != last_group &&
+ (!last_bridge || bridge != last_bridge) &&
+ (update_timer.getElapsedTimeF32() >= max_dtime) && count > min_count)
+ {
+ break;
+ }
+
+ //make sure updates don't stop in the middle of a spatial group
+ //to avoid thrashing (objects are enqueued by group)
+ last_group = drawablep->getSpatialGroup();
+ last_bridge = bridge;
+
+ BOOL update_complete = TRUE;
+ if (!drawablep->isDead())
+ {
+ update_complete = updateDrawableGeom(drawablep, FALSE);
+ count++;
+ }
+ if (update_complete)
+ {
+ drawablep->clearState(LLDrawable::IN_REBUILD_Q2);
+ mBuildQ2.erase(curiter);
+ }
+ }
+
+ updateMovedList(mMovedBridge);
+}
+
+void LLPipeline::markVisible(LLDrawable *drawablep, LLCamera& camera)
+{
+ LLMemType mt(LLMemType::MTYPE_PIPELINE_MARK_VISIBLE);
+
+ 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
+ {
+ const LLVOAvatar* av = vobj->asAvatar();
+ if (av && av->isImpostor())
+ {
+ return;
+ }
+ }
+ }
+ }
+ sCull->pushBridge((LLSpatialBridge*) drawablep);
+ }
+ else
+ {
+ sCull->pushDrawable(drawablep);
+ }
+
+ drawablep->setVisible(camera);
+ }
+}
+
+void LLPipeline::markMoved(LLDrawable *drawablep, BOOL damped_motion)
+{
+ LLMemType mt_mm(LLMemType::MTYPE_PIPELINE_MARK_MOVED);
+
+ if (!drawablep)
+ {
+ //llerrs << "Sending null drawable to moved list!" << llendl;
+ return;
+ }
+
+ if (drawablep->isDead())
+ {
+ llwarns << "Marking NULL or dead drawable moved!" << llendl;
+ 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 == FALSE)
+ {
+ 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)
+{
+ LLMemType mt(LLMemType::MTYPE_PIPELINE_MARK_SHIFT);
+
+ 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)
+{
+ LLMemType mt(LLMemType::MTYPE_PIPELINE_SHIFT_OBJECTS);
+
+ assertInitialized();
+
+ glClear(GL_DEPTH_BUFFER_BIT);
+ gDepthDirty = TRUE;
+
+ for (LLDrawable::drawable_vector_t::iterator iter = mShiftList.begin();
+ iter != mShiftList.end(); iter++)
+ {
+ LLDrawable *drawablep = *iter;
+ if (drawablep->isDead())
+ {
+ continue;
+ }
+ drawablep->shiftPos(offset);
+ 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(offset);
+ }
+ }
+ }
+
+ LLHUDText::shiftAll(offset);
+ LLHUDNameTag::shiftAll(offset);
+ display_update_camera();
+}
+
+void LLPipeline::markTextured(LLDrawable *drawablep)
+{
+ LLMemType mt(LLMemType::MTYPE_PIPELINE_MARK_TEXTURED);
+
+ 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::markRebuild(LLSpatialGroup* group, BOOL priority)
+{
+ LLMemType mt(LLMemType::MTYPE_PIPELINE);
+ //assert_main_thread();
+
+ if (group && !group->isDead() && group->mSpatialPartition)
+ {
+ if (group->mSpatialPartition->mPartitionType == LLViewerRegion::PARTITION_HUD)
+ {
+ priority = TRUE;
+ }
+
+ if (priority)
+ {
+ if (!group->isState(LLSpatialGroup::IN_BUILD_Q1))
+ {
+ mGroupQ1.push_back(group);
+ group->setState(LLSpatialGroup::IN_BUILD_Q1);
+
+ if (group->isState(LLSpatialGroup::IN_BUILD_Q2))
+ {
+ LLSpatialGroup::sg_vector_t::iterator iter = std::find(mGroupQ2.begin(), mGroupQ2.end(), group);
+ if (iter != mGroupQ2.end())
+ {
+ mGroupQ2.erase(iter);
+ }
+ group->clearState(LLSpatialGroup::IN_BUILD_Q2);
+ }
+ }
+ }
+ else if (!group->isState(LLSpatialGroup::IN_BUILD_Q2 | LLSpatialGroup::IN_BUILD_Q1))
+ {
+ //llerrs << "Non-priority updates not yet supported!" << llendl;
+ if (std::find(mGroupQ2.begin(), mGroupQ2.end(), group) != mGroupQ2.end())
+ {
+ llerrs << "WTF?" << llendl;
+ }
+ mGroupQ2.push_back(group);
+ group->setState(LLSpatialGroup::IN_BUILD_Q2);
+
+ }
+ }
+}
+
+void LLPipeline::markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag, BOOL priority)
+{
+ LLMemType mt(LLMemType::MTYPE_PIPELINE_MARK_REBUILD);
+
+ if (drawablep && !drawablep->isDead() && assertInitialized())
+ {
+ if (!drawablep->isState(LLDrawable::BUILT))
+ {
+ priority = TRUE;
+ }
+ if (priority)
+ {
+ if (!drawablep->isState(LLDrawable::IN_REBUILD_Q1))
+ {
+ mBuildQ1.push_back(drawablep);
+ drawablep->setState(LLDrawable::IN_REBUILD_Q1); // mark drawable as being in priority queue
+ }
+ }
+ else if (!drawablep->isState(LLDrawable::IN_REBUILD_Q2))
+ {
+ mBuildQ2.push_back(drawablep);
+ drawablep->setState(LLDrawable::IN_REBUILD_Q2); // need flag here because it is just a list
+ }
+ if (flag & (LLDrawable::REBUILD_VOLUME | LLDrawable::REBUILD_POSITION))
+ {
+ drawablep->getVObj()->setChanged(LLXform::SILHOUETTE);
+ }
+ drawablep->setState(flag);
+ }
+}
+
+static LLFastTimer::DeclareTimer FTM_RESET_DRAWORDER("Reset Draw Order");
+
+void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result)
+{
+ if (hasAnyRenderType(LLPipeline::RENDER_TYPE_AVATAR,
+ LLPipeline::RENDER_TYPE_GROUND,
+ LLPipeline::RENDER_TYPE_TERRAIN,
+ LLPipeline::RENDER_TYPE_TREE,
+ LLPipeline::RENDER_TYPE_SKY,
+ LLPipeline::RENDER_TYPE_VOIDWATER,
+ LLPipeline::RENDER_TYPE_WATER,
+ LLPipeline::END_RENDER_TYPES))
+ {
+ //clear faces from face pools
+ LLFastTimer t(FTM_RESET_DRAWORDER);
+ gPipeline.resetDrawOrders();
+ }
+
+ LLFastTimer ftm(FTM_STATESORT);
+ LLMemType mt(LLMemType::MTYPE_PIPELINE_STATE_SORT);
+
+ //LLVertexBuffer::unbind();
+
+ grabReferences(result);
+ for (LLCullResult::sg_list_t::iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
+ {
+ LLSpatialGroup* group = *iter;
+ group->checkOcclusion();
+ if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED))
+ {
+ markOccluder(group);
+ }
+ else
+ {
+ group->setVisible();
+ for (LLSpatialGroup::element_iter i = group->getData().begin(); i != group->getData().end(); ++i)
+ {
+ markVisible(*i, camera);
+ }
+ }
+ }
+ for (LLCullResult::sg_list_t::iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
+ {
+ LLSpatialGroup* group = *iter;
+ group->checkOcclusion();
+ if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED))
+ {
+ markOccluder(group);
+ }
+ else
+ {
+ group->setVisible();
+ stateSort(group, camera);
+ }
+ }
+
+ if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
+ {
+ for (LLCullResult::bridge_list_t::iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i)
+ {
+ LLCullResult::bridge_list_t::iterator cur_iter = i;
+ LLSpatialBridge* bridge = *cur_iter;
+ LLSpatialGroup* group = bridge->getSpatialGroup();
+ if (!bridge->isDead() && group && !group->isOcclusionState(LLSpatialGroup::OCCLUDED))
+ {
+ stateSort(bridge, camera);
+ }
+ }
+ }
+ {
+ LLFastTimer ftm(FTM_STATESORT_DRAWABLE);
+ for (LLCullResult::drawable_list_t::iterator iter = sCull->beginVisibleList();
+ iter != sCull->endVisibleList(); ++iter)
+ {
+ LLDrawable *drawablep = *iter;
+ if (!drawablep->isDead())
+ {
+ stateSort(drawablep, camera);
+ }
+ }
+ }
+ {
+ LLFastTimer ftm(FTM_CLIENT_COPY);
+ LLVertexBuffer::clientCopy();
+ }
+
+ postSort(camera);
+}
+
+void LLPipeline::stateSort(LLSpatialGroup* group, LLCamera& camera)
+{
+ LLMemType mt(LLMemType::MTYPE_PIPELINE_STATE_SORT);
+ if (group->changeLOD())
+ {
+ for (LLSpatialGroup::element_iter i = group->getData().begin(); i != group->getData().end(); ++i)
+ {
+ LLDrawable* drawablep = *i;
+ stateSort(drawablep, camera);
+ }
+ }
+
+}
+
+void LLPipeline::stateSort(LLSpatialBridge* bridge, LLCamera& camera)
+{
+ LLMemType mt(LLMemType::MTYPE_PIPELINE_STATE_SORT);
+ if (!sShadowRender && bridge->getSpatialGroup()->changeLOD())
+ {
+ bool force_update = false;
+ bridge->updateDistance(camera, force_update);
+ }
+}
+
+void LLPipeline::stateSort(LLDrawable* drawablep, LLCamera& camera)
+{
+ LLMemType mt(LLMemType::MTYPE_PIPELINE_STATE_SORT);
+
+ if (!drawablep
+ || drawablep->isDead()
+ || !hasRenderType(drawablep->getRenderType()))
+ {
+ return;
+ }
+
+ if (LLSelectMgr::getInstance()->mHideSelectedObjects)
+ {
+ if (drawablep->getVObj().notNull() &&
+ drawablep->getVObj()->isSelected())
+ {
+ return;
+ }
+ }
+
+ if (drawablep->isAvatar())
+ { //don't draw avatars beyond render distance or if we don't have a spatial group.
+ if ((drawablep->getSpatialGroup() == NULL) ||
+ (drawablep->getSpatialGroup()->mDistance > LLVOAvatar::sRenderDistance))
+ {
+ return;
+ }
+
+ LLVOAvatar* avatarp = (LLVOAvatar*) drawablep->getVObj().get();
+ if (!avatarp->isVisible())
+ {
+ return;
+ }
+ }
+
+ assertInitialized();
+
+ if (hasRenderType(drawablep->mRenderType))
+ {
+ if (!drawablep->isState(LLDrawable::INVISIBLE|LLDrawable::FORCE_INVISIBLE))
+ {
+ drawablep->setVisible(camera, NULL, FALSE);
+ }
+ else if (drawablep->isState(LLDrawable::CLEAR_INVISIBLE))
+ {
+ // clear invisible flag here to avoid single frame glitch
+ drawablep->clearState(LLDrawable::FORCE_INVISIBLE|LLDrawable::CLEAR_INVISIBLE);
+ }
+ }
+
+ if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
+ {
+ LLSpatialGroup* group = drawablep->getSpatialGroup();
+ if (!group || group->changeLOD())
+ {
+ if (drawablep->isVisible())
+ {
+ 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_list_t::iterator begin,
+ LLCullResult::sg_list_t::iterator end,
+ void (*func)(LLDrawable*))
+{
+ for (LLCullResult::sg_list_t::iterator i = begin; i != end; ++i)
+ {
+ for (LLSpatialGroup::element_iter j = (*i)->getData().begin(); j != (*i)->getData().end(); ++j)
+ {
+ func(*j);
+ }
+ }
+}
+
+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), gSavedSettings.getS32("DebugBeaconLineWidth"));
+ }
+
+ if (gPipeline.sRenderHighlight)
+ {
+ S32 face_id;
+ S32 count = drawablep->getNumFaces();
+ for (face_id = 0; face_id < count; face_id++)
+ {
+ gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
+ }
+ }
+ }
+}
+
+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), gSavedSettings.getS32("DebugBeaconLineWidth"));
+ }
+
+ if (gPipeline.sRenderHighlight)
+ {
+ S32 face_id;
+ S32 count = drawablep->getNumFaces();
+ for (face_id = 0; face_id < count; face_id++)
+ {
+ gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
+ }
+ }
+ }
+}
+
+void renderPhysicalBeacons(LLDrawable* drawablep)
+{
+ LLViewerObject *vobj = drawablep->getVObj();
+ if (vobj
+ && !vobj->isAvatar()
+ //&& !vobj->getParent()
+ && vobj->usePhysics())
+ {
+ 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), gSavedSettings.getS32("DebugBeaconLineWidth"));
+ }
+
+ if (gPipeline.sRenderHighlight)
+ {
+ S32 face_id;
+ S32 count = drawablep->getNumFaces();
+ for (face_id = 0; face_id < count; face_id++)
+ {
+ gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
+ }
+ }
+ }
+}
+
+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), gSavedSettings.getS32("DebugBeaconLineWidth"));
+ }
+
+ if (gPipeline.sRenderHighlight)
+ {
+ S32 face_id;
+ S32 count = drawablep->getNumFaces();
+ for (face_id = 0; face_id < count; face_id++)
+ {
+ gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
+ }
+ }
+ }
+}
+
+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++)
+ {
+ gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
+ }
+ }
+ }
+}
+
+void LLPipeline::postSort(LLCamera& camera)
+{
+ LLMemType mt(LLMemType::MTYPE_PIPELINE_POST_SORT);
+ LLFastTimer ftm(FTM_STATESORT_POSTSORT);
+
+ assertInitialized();
+
+ llpushcallstacks ;
+ //rebuild drawable geometry
+ for (LLCullResult::sg_list_t::iterator i = sCull->beginDrawableGroups(); i != sCull->endDrawableGroups(); ++i)
+ {
+ LLSpatialGroup* group = *i;
+ if (!sUseOcclusion ||
+ !group->isOcclusionState(LLSpatialGroup::OCCLUDED))
+ {
+ group->rebuildGeom();
+ }
+ }
+ llpushcallstacks ;
+ //rebuild groups
+ sCull->assertDrawMapsEmpty();
+
+ /*LLSpatialGroup::sNoDelete = FALSE;
+ for (LLCullResult::sg_list_t::iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i)
+ {
+ LLSpatialGroup* group = *i;
+ if (sUseOcclusion &&
+ group->isState(LLSpatialGroup::OCCLUDED))
+ {
+ continue;
+ }
+
+ group->rebuildGeom();
+ }
+ LLSpatialGroup::sNoDelete = TRUE;*/
+
+
+ rebuildPriorityGroups();
+ llpushcallstacks ;
+
+ const S32 bin_count = 1024*8;
+
+ static LLCullResult::drawinfo_list_t alpha_bins[bin_count];
+ static U32 bin_size[bin_count];
+
+ //clear one bin per frame to avoid memory bloat
+ static S32 clear_idx = 0;
+ clear_idx = (1+clear_idx)%bin_count;
+ alpha_bins[clear_idx].clear();
+
+ for (U32 j = 0; j < bin_count; j++)
+ {
+ bin_size[j] = 0;
+ }
+
+ //build render map
+ for (LLCullResult::sg_list_t::iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i)
+ {
+ LLSpatialGroup* group = *i;
+ if (sUseOcclusion &&
+ group->isOcclusionState(LLSpatialGroup::OCCLUDED))
+ {
+ continue;
+ }
+
+ if (group->isState(LLSpatialGroup::NEW_DRAWINFO) && group->isState(LLSpatialGroup::GEOM_DIRTY))
+ { //no way this group is going to be drawable without a rebuild
+ group->rebuildGeom();
+ }
+
+ for (LLSpatialGroup::draw_map_t::iterator j = group->mDrawMap.begin(); j != group->mDrawMap.end(); ++j)
+ {
+ LLSpatialGroup::drawmap_elem_t& src_vec = j->second;
+ if (!hasRenderType(j->first))
+ {
+ continue;
+ }
+
+ for (LLSpatialGroup::drawmap_elem_t::iterator k = src_vec.begin(); k != src_vec.end(); ++k)
+ {
+ if (sMinRenderSize > 0.f)
+ {
+ LLVector3 bounds = (*k)->mExtents[1]-(*k)->mExtents[0];
+ if (llmax(llmax(bounds.mV[0], bounds.mV[1]), bounds.mV[2]) > sMinRenderSize)
+ {
+ sCull->pushDrawInfo(j->first, *k);
+ }
+ }
+ else
+ {
+ sCull->pushDrawInfo(j->first, *k);
+ }
+ }
+ }
+
+ if (hasRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA))
+ {
+ LLSpatialGroup::draw_map_t::iterator alpha = group->mDrawMap.find(LLRenderPass::PASS_ALPHA);
+
+ if (alpha != group->mDrawMap.end())
+ { //store alpha groups for sorting
+ LLSpatialBridge* bridge = group->mSpatialPartition->asBridge();
+ if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
+ {
+ if (bridge)
+ {
+ LLCamera trans_camera = bridge->transformCamera(camera);
+ group->updateDistance(trans_camera);
+ }
+ else
+ {
+ group->updateDistance(camera);
+ }
+ }
+
+ if (hasRenderType(LLDrawPool::POOL_ALPHA))
+ {
+ sCull->pushAlphaGroup(group);
+ }
+ }
+ }
+ }
+
+ if (!sShadowRender)
+ {
+ //sort by texture or bump map
+ for (U32 i = 0; i < LLRenderPass::NUM_RENDER_TYPES; ++i)
+ {
+ if (i == LLRenderPass::PASS_BUMP)
+ {
+ std::sort(sCull->beginRenderMap(i), sCull->endRenderMap(i), LLDrawInfo::CompareBump());
+ }
+ else
+ {
+ std::sort(sCull->beginRenderMap(i), sCull->endRenderMap(i), LLDrawInfo::CompareTexturePtrMatrix());
+ }
+ }
+
+ std::sort(sCull->beginAlphaGroups(), sCull->endAlphaGroups(), LLSpatialGroup::CompareDepthGreater());
+ }
+ llpushcallstacks ;
+ // only render if the flag is set. The flag is only set if we are in edit mode or the toggle is set in the menus
+ if (LLFloaterReg::instanceVisible("beacons") && !sShadowRender)
+ {
+ if (sRenderScriptedTouchBeacons)
+ {
+ // Only show the beacon on the root object.
+ forAllVisibleDrawables(renderScriptedTouchBeacons);
+ }
+ else
+ if (sRenderScriptedBeacons)
+ {
+ // Only show the beacon on the root object.
+ forAllVisibleDrawables(renderScriptedBeacons);
+ }
+
+ if (sRenderPhysicalBeacons)
+ {
+ // Only show the beacon on the root object.
+ forAllVisibleDrawables(renderPhysicalBeacons);
+ }
+
+ if (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), gSavedSettings.getS32("DebugBeaconLineWidth"));
+ }
+ }
+ // now deal with highlights for all those seeable sound sources
+ forAllVisibleDrawables(renderSoundHighlights);
+ }
+ }
+ llpushcallstacks ;
+ // If managing your telehub, draw beacons at telehub and currently selected spawnpoint.
+ if (LLFloaterTelehub::renderBeacons())
+ {
+ LLFloaterTelehub::addBeacons();
+ }
+
+ if (!sShadowRender)
+ {
+ mSelectedFaces.clear();
+
+ // Draw face highlights for selected faces.
+ if (LLSelectMgr::getInstance()->getTEMode())
+ {
+ struct f : public LLSelectedTEFunctor
+ {
+ virtual bool apply(LLViewerObject* object, S32 te)
+ {
+ if (object->mDrawable)
+ {
+ gPipeline.mSelectedFaces.push_back(object->mDrawable->getFace(te));
+ }
+ return true;
+ }
+ } func;
+ LLSelectMgr::getInstance()->getSelection()->applyToTEs(&func);
+ }
+ }
+
+ //LLSpatialGroup::sNoDelete = FALSE;
+ llpushcallstacks ;
+}
+
+
+void render_hud_elements()
+{
+ LLMemType mt_rhe(LLMemType::MTYPE_PIPELINE_RENDER_HUD_ELS);
+ LLFastTimer t(FTM_RENDER_UI);
+ gPipeline.disableLights();
+
+ LLGLDisable fog(GL_FOG);
+ LLGLSUIDefault gls_ui;
+
+ LLGLEnable stencil(GL_STENCIL_TEST);
+ glStencilFunc(GL_ALWAYS, 255, 0xFFFFFFFF);
+ glStencilMask(0xFFFFFFFF);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+
+ gGL.color4f(1,1,1,1);
+ if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
+ {
+ LLGLEnable multisample(GL_MULTISAMPLE_ARB);
+ gViewerWindow->renderSelections(FALSE, FALSE, FALSE); // For HUD version in render_ui_3d()
+
+ // Draw the tracking overlays
+ LLTracker::render3D();
+
+ // Show the property lines
+ LLWorld::getInstance()->renderPropertyLines();
+ LLViewerParcelMgr::getInstance()->render();
+ LLViewerParcelMgr::getInstance()->renderParcelCollision();
+
+ // Render name tags.
+ LLHUDObject::renderAll();
+ }
+ else if (gForceRenderLandFence)
+ {
+ // This is only set when not rendering the UI, for parcel snapshots
+ LLViewerParcelMgr::getInstance()->render();
+ }
+ else if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
+ {
+ LLHUDText::renderAllHUD();
+ }
+ gGL.flush();
+}
+
+void LLPipeline::renderHighlights()
+{
+ LLMemType mt(LLMemType::MTYPE_PIPELINE_RENDER_HL);
+
+ assertInitialized();
+
+ // Draw 3D UI elements here (before we clear the Z buffer in POOL_HUD)
+ // Render highlighted faces.
+ LLGLSPipelineAlpha gls_pipeline_alpha;
+ LLColor4 color(1.f, 1.f, 1.f, 0.5f);
+ LLGLEnable color_mat(GL_COLOR_MATERIAL);
+ disableLights();
+
+ if (!hasRenderType(LLPipeline::RENDER_TYPE_HUD) && !mHighlightSet.empty())
+ { //draw blurry highlight image over screen
+ LLGLEnable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
+ LLGLDisable test(GL_ALPHA_TEST);
+
+ LLGLEnable stencil(GL_STENCIL_TEST);
+ gGL.flush();
+ glStencilMask(0xFFFFFFFF);
+ glClearStencil(1);
+ glClear(GL_STENCIL_BUFFER_BIT);
+
+ glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF);
+ glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
+
+ gGL.setColorMask(false, false);
+ for (std::set<HighlightItem>::iterator iter = mHighlightSet.begin(); iter != mHighlightSet.end(); ++iter)
+ {
+ renderHighlight(iter->mItem->getVObj(), 1.f);
+ }
+ gGL.setColorMask(true, false);
+
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF);
+
+ //gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
+
+ gGL.pushMatrix();
+ glLoadIdentity();
+ glMatrixMode(GL_PROJECTION);
+ gGL.pushMatrix();
+ glLoadIdentity();
+
+ gGL.getTexUnit(0)->bind(&mHighlight);
+
+ LLVector2 tc1;
+ LLVector2 tc2;
+
+ tc1.setVec(0,0);
+ tc2.setVec(2,2);
+
+ gGL.begin(LLRender::TRIANGLES);
+
+ F32 scale = gSavedSettings.getF32("RenderHighlightBrightness");
+ LLColor4 color = gSavedSettings.getColor4("RenderHighlightColor");
+ F32 thickness = gSavedSettings.getF32("RenderHighlightThickness");
+
+ for (S32 pass = 0; pass < 2; ++pass)
+ {
+ if (pass == 0)
+ {
+ gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
+ }
+ else
+ {
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+ }
+
+ for (S32 i = 0; i < 8; ++i)
+ {
+ for (S32 j = 0; j < 8; ++j)
+ {
+ LLVector2 tc(i-4+0.5f, j-4+0.5f);
+
+ F32 dist = 1.f-(tc.length()/sqrtf(32.f));
+ dist *= scale/64.f;
+
+ tc *= thickness;
+ tc.mV[0] = (tc.mV[0])/mHighlight.getWidth();
+ tc.mV[1] = (tc.mV[1])/mHighlight.getHeight();
+
+ gGL.color4f(color.mV[0],
+ color.mV[1],
+ color.mV[2],
+ color.mV[3]*dist);
+
+ gGL.texCoord2f(tc.mV[0]+tc1.mV[0], tc.mV[1]+tc2.mV[1]);
+ gGL.vertex2f(-1,3);
+
+ gGL.texCoord2f(tc.mV[0]+tc1.mV[0], tc.mV[1]+tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
+
+ gGL.texCoord2f(tc.mV[0]+tc2.mV[0], tc.mV[1]+tc1.mV[1]);
+ gGL.vertex2f(3,-1);
+ }
+ }
+ }
+
+ gGL.end();
+
+ gGL.popMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ gGL.popMatrix();
+
+ //gGL.setSceneBlendType(LLRender::BT_ALPHA);
+ }
+
+ if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
+ {
+ gHighlightProgram.bind();
+ gHighlightProgram.vertexAttrib4f(LLViewerShaderMgr::MATERIAL_COLOR,1,1,1,0.5f);
+ }
+
+ if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
+ {
+ // Make sure the selection image gets downloaded and decoded
+ if (!mFaceSelectImagep)
+ {
+ mFaceSelectImagep = LLViewerTextureManager::getFetchedTexture(IMG_FACE_SELECT);
+ }
+ 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())
+ {
+ llerrs << "Bad face on selection" << llendl;
+ return;
+ }
+
+ facep->renderSelected(mFaceSelectImagep, color);
+ }
+ }
+
+ if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
+ {
+ // Paint 'em red!
+ color.setVec(1.f, 0.f, 0.f, 0.5f);
+ if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
+ {
+ gHighlightProgram.vertexAttrib4f(LLViewerShaderMgr::MATERIAL_COLOR,1,0,0,0.5f);
+ }
+ int count = mHighlightFaces.size();
+ for (S32 i = 0; i < count; i++)
+ {
+ LLFace* facep = mHighlightFaces[i];
+ facep->renderSelected(LLViewerTexture::sNullImagep, color);
+ }
+ }
+
+ // Contains a list of the faces of objects that are physical or
+ // have touch-handlers.
+ mHighlightFaces.clear();
+
+ if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)
+ {
+ gHighlightProgram.unbind();
+ }
+}
+
+//debug use
+U32 LLPipeline::sCurRenderPoolType = 0 ;
+
+void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
+{
+ LLMemType mt(LLMemType::MTYPE_PIPELINE_RENDER_GEOM);
+ LLFastTimer t(FTM_RENDER_GEOMETRY);
+
+ assertInitialized();
+
+ F64 saved_modelview[16];
+ F64 saved_projection[16];
+
+ //HACK: preserve/restore matrices around HUD render
+ if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
+ {
+ for (U32 i = 0; i < 16; i++)
+ {
+ saved_modelview[i] = gGLModelView[i];
+ saved_projection[i] = gGLProjection[i];
+ }
+ }
+
+ ///////////////////////////////////////////
+ //
+ // Sync and verify GL state
+ //
+ //
+
+ stop_glerror();
+
+ LLVertexBuffer::unbind();
+
+ // Do verification of GL state
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
+ LLGLState::checkClientArrays();
+ if (mRenderDebugMask & RENDER_DEBUG_VERIFY)
+ {
+ if (!verify())
+ {
+ llerrs << "Pipeline verification failed!" << llendl;
+ }
+ }
+
+ LLAppViewer::instance()->pingMainloopTimeout("Pipeline:ForceVBO");
+
+ // Initialize lots of GL state to "safe" values
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+
+ LLGLSPipeline gls_pipeline;
+ LLGLEnable multisample(GL_MULTISAMPLE_ARB);
+
+ LLGLState gls_color_material(GL_COLOR_MATERIAL, mLightingDetail < 2);
+
+ // Toggle backface culling for debugging
+ LLGLEnable cull_face(mBackfaceCull ? GL_CULL_FACE : 0);
+ // Set fog
+ BOOL use_fog = hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOG);
+ LLGLEnable fog_enable(use_fog &&
+ !gPipeline.canUseWindLightShadersOnObjects() ? GL_FOG : 0);
+ gSky.updateFog(camera.getFar());
+ if (!use_fog)
+ {
+ sUnderWaterRender = FALSE;
+ }
+
+ gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sDefaultImagep);
+ LLViewerFetchedTexture::sDefaultImagep->setAddressMode(LLTexUnit::TAM_WRAP);
+
+ //////////////////////////////////////////////
+ //
+ // Actually render all of the geometry
+ //
+ //
+ stop_glerror();
+
+ LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDrawPools");
+
+ for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
+ {
+ LLDrawPool *poolp = *iter;
+ if (hasRenderType(poolp->getType()))
+ {
+ poolp->prerender();
+ }
+ }
+
+ {
+ LLFastTimer t(FTM_POOLS);
+
+ // HACK: don't calculate local lights if we're rendering the HUD!
+ // Removing this check will cause bad flickering when there are
+ // HUD elements being rendered AND the user is in flycam mode -nyx
+ if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
+ {
+ calcNearbyLights(camera);
+ setupHWLights(NULL);
+ }
+
+ BOOL occlude = sUseOcclusion > 1;
+ U32 cur_type = 0;
+
+ pool_set_t::iterator iter1 = mPools.begin();
+ while ( iter1 != mPools.end() )
+ {
+ LLDrawPool *poolp = *iter1;
+
+ cur_type = poolp->getType();
+
+ //debug use
+ sCurRenderPoolType = cur_type ;
+
+ if (occlude && cur_type >= LLDrawPool::POOL_GRASS)
+ {
+ occlude = FALSE;
+ gGLLastMatrix = NULL;
+ glLoadMatrixd(gGLModelView);
+ doOcclusion(camera);
+ }
+
+ pool_set_t::iterator iter2 = iter1;
+ if (hasRenderType(poolp->getType()) && poolp->getNumPasses() > 0)
+ {
+ LLFastTimer t(FTM_POOLRENDER);
+
+ gGLLastMatrix = NULL;
+ glLoadMatrixd(gGLModelView);
+
+ for( S32 i = 0; i < poolp->getNumPasses(); i++ )
+ {
+ LLVertexBuffer::unbind();
+ poolp->beginRenderPass(i);
+ for (iter2 = iter1; iter2 != mPools.end(); iter2++)
+ {
+ LLDrawPool *p = *iter2;
+ if (p->getType() != cur_type)
+ {
+ break;
+ }
+
+ p->render(i);
+ }
+ poolp->endRenderPass(i);
+ LLVertexBuffer::unbind();
+ if (gDebugGL || gDebugPipeline)
+ {
+ GLint depth;
+ glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
+ if (depth > 3)
+ {
+ if (gDebugSession)
+ {
+ ll_fail("GL matrix stack corrupted.");
+ }
+ llerrs << "GL matrix stack corrupted!" << llendl;
+ }
+ std::string msg = llformat("%s pass %d", gPoolNames[cur_type].c_str(), i);
+ LLGLState::checkStates(msg);
+ LLGLState::checkTextureChannels(msg);
+ LLGLState::checkClientArrays(msg);
+ }
+ }
+ }
+ else
+ {
+ // Skip all pools of this type
+ for (iter2 = iter1; iter2 != mPools.end(); iter2++)
+ {
+ LLDrawPool *p = *iter2;
+ if (p->getType() != cur_type)
+ {
+ break;
+ }
+ }
+ }
+ iter1 = iter2;
+ stop_glerror();
+ }
+
+ LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDrawPoolsEnd");
+
+ LLVertexBuffer::unbind();
+
+ gGLLastMatrix = NULL;
+ glLoadMatrixd(gGLModelView);
+
+ if (occlude)
+ {
+ occlude = FALSE;
+ gGLLastMatrix = NULL;
+ glLoadMatrixd(gGLModelView);
+ doOcclusion(camera);
+ }
+ }
+
+ LLVertexBuffer::unbind();
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
+ LLGLState::checkClientArrays();
+
+
+
+ stop_glerror();
+
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
+ LLGLState::checkClientArrays();
+
+ LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderHighlights");
+
+ if (!sReflectionRender)
+ {
+ renderHighlights();
+ }
+
+ // Contains a list of the faces of objects that are physical or
+ // have touch-handlers.
+ mHighlightFaces.clear();
+
+ LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDebug");
+
+ renderDebug();
+
+ LLVertexBuffer::unbind();
+
+ if (!LLPipeline::sReflectionRender && !LLPipeline::sRenderDeferred)
+ {
+ if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
+ {
+ // Render debugging beacons.
+ gObjectList.renderObjectBeacons();
+ gObjectList.resetObjectBeacons();
+ }
+ else
+ {
+ // Make sure particle effects disappear
+ LLHUDObject::renderAllForTimer();
+ }
+ }
+ else
+ {
+ // Make sure particle effects disappear
+ LLHUDObject::renderAllForTimer();
+ }
+
+ LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomEnd");
+
+ //HACK: preserve/restore matrices around HUD render
+ if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
+ {
+ for (U32 i = 0; i < 16; i++)
+ {
+ gGLModelView[i] = saved_modelview[i];
+ gGLProjection[i] = saved_projection[i];
+ }
+ }
+
+ LLVertexBuffer::unbind();
+
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
+ LLGLState::checkClientArrays();
+}
+
+void LLPipeline::renderGeomDeferred(LLCamera& camera)
+{
+ LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomDeferred");
+
+ LLMemType mt_rgd(LLMemType::MTYPE_PIPELINE_RENDER_GEOM_DEFFERRED);
+ LLFastTimer t(FTM_RENDER_GEOMETRY);
+
+ LLFastTimer t2(FTM_POOLS);
+
+ LLGLEnable cull(GL_CULL_FACE);
+
+ LLGLEnable stencil(GL_STENCIL_TEST);
+ glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF);
+ stop_glerror();
+ glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+ stop_glerror();
+
+ for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
+ {
+ LLDrawPool *poolp = *iter;
+ if (hasRenderType(poolp->getType()))
+ {
+ poolp->prerender();
+ }
+ }
+
+ LLGLEnable multisample(GL_MULTISAMPLE_ARB);
+
+ LLVertexBuffer::unbind();
+
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
+ LLGLState::checkClientArrays();
+
+ U32 cur_type = 0;
+
+ gGL.setColorMask(true, true);
+
+ pool_set_t::iterator iter1 = mPools.begin();
+
+ while ( iter1 != mPools.end() )
+ {
+ LLDrawPool *poolp = *iter1;
+
+ cur_type = poolp->getType();
+
+ pool_set_t::iterator iter2 = iter1;
+ if (hasRenderType(poolp->getType()) && poolp->getNumDeferredPasses() > 0)
+ {
+ LLFastTimer t(FTM_POOLRENDER);
+
+ gGLLastMatrix = NULL;
+ glLoadMatrixd(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;
+ }
+
+ p->renderDeferred(i);
+ }
+ poolp->endDeferredPass(i);
+ LLVertexBuffer::unbind();
+
+ if (gDebugGL || gDebugPipeline)
+ {
+ GLint depth;
+ glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
+ if (depth > 3)
+ {
+ llerrs << "GL matrix stack corrupted!" << llendl;
+ }
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
+ LLGLState::checkClientArrays();
+ }
+ }
+ }
+ 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;
+ glLoadMatrixd(gGLModelView);
+
+ gGL.setColorMask(true, false);
+}
+
+void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
+{
+ LLMemType mt_rgpd(LLMemType::MTYPE_PIPELINE_RENDER_GEOM_POST_DEF);
+ LLFastTimer t(FTM_POOLS);
+ U32 cur_type = 0;
+
+ LLGLEnable cull(GL_CULL_FACE);
+
+ LLGLEnable multisample(GL_MULTISAMPLE_ARB);
+
+ calcNearbyLights(camera);
+ setupHWLights(NULL);
+
+ gGL.setColorMask(true, false);
+
+ pool_set_t::iterator iter1 = mPools.begin();
+ BOOL occlude = LLPipeline::sUseOcclusion > 1;
+
+ while ( iter1 != mPools.end() )
+ {
+ LLDrawPool *poolp = *iter1;
+
+ cur_type = poolp->getType();
+
+ if (occlude && cur_type >= LLDrawPool::POOL_GRASS)
+ {
+ occlude = FALSE;
+ gGLLastMatrix = NULL;
+ glLoadMatrixd(gGLModelView);
+ doOcclusion(camera);
+ gGL.setColorMask(true, false);
+ }
+
+ pool_set_t::iterator iter2 = iter1;
+ if (hasRenderType(poolp->getType()) && poolp->getNumPostDeferredPasses() > 0)
+ {
+ LLFastTimer t(FTM_POOLRENDER);
+
+ gGLLastMatrix = NULL;
+ glLoadMatrixd(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)
+ {
+ GLint depth;
+ glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
+ if (depth > 3)
+ {
+ llerrs << "GL matrix stack corrupted!" << llendl;
+ }
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
+ LLGLState::checkClientArrays();
+ }
+ }
+ }
+ 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;
+ glLoadMatrixd(gGLModelView);
+
+ if (occlude)
+ {
+ occlude = FALSE;
+ gGLLastMatrix = NULL;
+ glLoadMatrixd(gGLModelView);
+ doOcclusion(camera);
+ gGLLastMatrix = NULL;
+ glLoadMatrixd(gGLModelView);
+ }
+}
+
+void LLPipeline::renderGeomShadow(LLCamera& camera)
+{
+ LLMemType mt_rgs(LLMemType::MTYPE_PIPELINE_RENDER_GEOM_SHADOW);
+ 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)
+ {
+ gGLLastMatrix = NULL;
+ glLoadMatrixd(gGLModelView);
+
+ for( S32 i = 0; i < poolp->getNumShadowPasses(); i++ )
+ {
+ LLVertexBuffer::unbind();
+ poolp->beginShadowPass(i);
+ for (iter2 = iter1; iter2 != mPools.end(); iter2++)
+ {
+ LLDrawPool *p = *iter2;
+ if (p->getType() != cur_type)
+ {
+ break;
+ }
+
+ p->renderShadow(i);
+ }
+ poolp->endShadowPass(i);
+ LLVertexBuffer::unbind();
+
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
+ LLGLState::checkClientArrays();
+ }
+ }
+ 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;
+ glLoadMatrixd(gGLModelView);
+}
+
+
+void LLPipeline::addTrianglesDrawn(S32 index_count, U32 render_type)
+{
+ assertInitialized();
+ S32 count = 0;
+ if (render_type == LLRender::TRIANGLE_STRIP)
+ {
+ count = index_count-2;
+ }
+ else
+ {
+ count = index_count/3;
+ }
+
+ mTrianglesDrawn += count;
+ mBatchCount++;
+ mMaxBatchSize = llmax(mMaxBatchSize, count);
+ mMinBatchSize = llmin(mMinBatchSize, count);
+
+ if (LLPipeline::sRenderFrameTest)
+ {
+ gViewerWindow->getWindow()->swapBuffers();
+ ms_sleep(16);
+ }
+}
+
+void LLPipeline::renderDebug()
+{
+ LLMemType mt(LLMemType::MTYPE_PIPELINE);
+
+ assertInitialized();
+
+ gGL.color4f(1,1,1,1);
+
+ gGLLastMatrix = NULL;
+ glLoadMatrixd(gGLModelView);
+ gGL.setColorMask(true, false);
+
+ // 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 (hasRenderType(part->mDrawableType))
+ {
+ part->renderDebug();
+ }
+ }
+ }
+ }
+
+ for (LLCullResult::bridge_list_t::const_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i)
+ {
+ LLSpatialBridge* bridge = *i;
+ if (!bridge->isDead() && hasRenderType(bridge->mDrawableType))
+ {
+ glPushMatrix();
+ glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
+ bridge->renderDebug();
+ glPopMatrix();
+ }
+ }
+
+ if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ 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();
+ }
+
+ }
+
+ /*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]);
+ }
+ }
+ }
+ }*/
+ }
+ }
+
+ if (mRenderDebugMask & RENDER_DEBUG_COMPOSITION)
+ {
+ // Debug composition layers
+ F32 x, y;
+
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+ if (gAgent.getRegion())
+ {
+ gGL.begin(LLRender::POINTS);
+ // Draw the composition layer for the region that I'm in.
+ for (x = 0; x <= 260; x++)
+ {
+ for (y = 0; y <= 260; y++)
+ {
+ if ((x > 255) || (y > 255))
+ {
+ gGL.color4f(1.f, 0.f, 0.f, 1.f);
+ }
+ else
+ {
+ gGL.color4f(0.f, 0.f, 1.f, 1.f);
+ }
+ F32 z = gAgent.getRegion()->getCompositionXY((S32)x, (S32)y);
+ z *= 5.f;
+ z += 50.f;
+ gGL.vertex3f(x, y, z);
+ }
+ }
+ gGL.end();
+ }
+ }
+
+ if (mRenderDebugMask & LLPipeline::RENDER_DEBUG_BUILD_QUEUE)
+ {
+ U32 count = 0;
+ U32 size = mBuildQ2.size();
+ LLColor4 col;
+
+ LLGLEnable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+ gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
+
+ for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ2.begin(); iter != mGroupQ2.end(); ++iter)
+ {
+ LLSpatialGroup* group = *iter;
+ if (group->isDead())
+ {
+ continue;
+ }
+
+ LLSpatialBridge* bridge = group->mSpatialPartition->asBridge();
+
+ if (bridge && (!bridge->mDrawable || bridge->mDrawable->isDead()))
+ {
+ continue;
+ }
+
+ if (bridge)
+ {
+ gGL.pushMatrix();
+ glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
+ }
+
+ F32 alpha = (F32) (size-count)/size;
+
+
+ LLVector2 c(1.f-alpha, alpha);
+ c.normVec();
+
+
+ ++count;
+ col.set(c.mV[0], c.mV[1], 0, alpha*0.5f+0.1f);
+ group->drawObjectBox(col);
+
+ if (bridge)
+ {
+ gGL.popMatrix();
+ }
+ }
+ }
+
+ gGL.flush();
+}
+
+void LLPipeline::rebuildPools()
+{
+ LLMemType mt(LLMemType::MTYPE_PIPELINE_REBUILD_POOLS);
+
+ assertInitialized();
+
+ S32 max_count = mPools.size();
+ pool_set_t::iterator iter1 = mPools.upper_bound(mLastRebuildPool);
+ while(max_count > 0 && mPools.size() > 0) // && num_rebuilds < MAX_REBUILDS)
+ {
+ if (iter1 == mPools.end())
+ {
+ iter1 = mPools.begin();
+ }
+ LLDrawPool* poolp = *iter1;
+
+ if (poolp->isDead())
+ {
+ mPools.erase(iter1++);
+ removeFromQuickLookup( poolp );
+ if (poolp == mLastRebuildPool)
+ {
+ mLastRebuildPool = NULL;
+ }
+ delete poolp;
+ }
+ else
+ {
+ mLastRebuildPool = poolp;
+ iter1++;
+ }
+ max_count--;
+ }
+
+ if (isAgentAvatarValid())
+ {
+ gAgentAvatarp->rebuildHUD();
+ }
+}
+
+void LLPipeline::addToQuickLookup( LLDrawPool* new_poolp )
+{
+ LLMemType mt(LLMemType::MTYPE_PIPELINE_QUICK_LOOKUP);
+
+ assertInitialized();
+
+ switch( new_poolp->getType() )
+ {
+ case LLDrawPool::POOL_SIMPLE:
+ if (mSimplePool)
+ {
+ llassert(0);
+ llwarns << "Ignoring duplicate simple pool." << llendl;
+ }
+ else
+ {
+ mSimplePool = (LLRenderPass*) new_poolp;
+ }
+ break;
+
+ case LLDrawPool::POOL_GRASS:
+ if (mGrassPool)
+ {
+ llassert(0);
+ llwarns << "Ignoring duplicate grass pool." << llendl;
+ }
+ else
+ {
+ mGrassPool = (LLRenderPass*) new_poolp;
+ }
+ break;
+
+ case LLDrawPool::POOL_FULLBRIGHT:
+ if (mFullbrightPool)
+ {
+ llassert(0);
+ llwarns << "Ignoring duplicate simple pool." << llendl;
+ }
+ else
+ {
+ mFullbrightPool = (LLRenderPass*) new_poolp;
+ }
+ break;
+
+ case LLDrawPool::POOL_INVISIBLE:
+ if (mInvisiblePool)
+ {
+ llassert(0);
+ llwarns << "Ignoring duplicate simple pool." << llendl;
+ }
+ else
+ {
+ mInvisiblePool = (LLRenderPass*) new_poolp;
+ }
+ break;
+
+ case LLDrawPool::POOL_GLOW:
+ if (mGlowPool)
+ {
+ llassert(0);
+ llwarns << "Ignoring duplicate glow pool." << llendl;
+ }
+ 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);
+ llwarns << "Ignoring duplicate bump pool." << llendl;
+ }
+ else
+ {
+ mBumpPool = new_poolp;
+ }
+ break;
+
+ case LLDrawPool::POOL_ALPHA:
+ if( mAlphaPool )
+ {
+ llassert(0);
+ llwarns << "LLPipeline::addPool(): Ignoring duplicate Alpha pool" << llendl;
+ }
+ else
+ {
+ mAlphaPool = new_poolp;
+ }
+ break;
+
+ case LLDrawPool::POOL_AVATAR:
+ break; // Do nothing
+
+ case LLDrawPool::POOL_SKY:
+ if( mSkyPool )
+ {
+ llassert(0);
+ llwarns << "LLPipeline::addPool(): Ignoring duplicate Sky pool" << llendl;
+ }
+ else
+ {
+ mSkyPool = new_poolp;
+ }
+ break;
+
+ case LLDrawPool::POOL_WATER:
+ if( mWaterPool )
+ {
+ llassert(0);
+ llwarns << "LLPipeline::addPool(): Ignoring duplicate Water pool" << llendl;
+ }
+ else
+ {
+ mWaterPool = new_poolp;
+ }
+ break;
+
+ case LLDrawPool::POOL_GROUND:
+ if( mGroundPool )
+ {
+ llassert(0);
+ llwarns << "LLPipeline::addPool(): Ignoring duplicate Ground Pool" << llendl;
+ }
+ else
+ {
+ mGroundPool = new_poolp;
+ }
+ break;
+
+ case LLDrawPool::POOL_WL_SKY:
+ if( mWLSkyPool )
+ {
+ llassert(0);
+ llwarns << "LLPipeline::addPool(): Ignoring duplicate WLSky Pool" << llendl;
+ }
+ else
+ {
+ mWLSkyPool = new_poolp;
+ }
+ break;
+
+ default:
+ llassert(0);
+ llwarns << "Invalid Pool Type in LLPipeline::addPool()" << llendl;
+ break;
+ }
+}
+
+void LLPipeline::removePool( LLDrawPool* poolp )
+{
+ assertInitialized();
+ removeFromQuickLookup(poolp);
+ mPools.erase(poolp);
+ delete poolp;
+}
+
+void LLPipeline::removeFromQuickLookup( LLDrawPool* poolp )
+{
+ assertInitialized();
+ LLMemType mt(LLMemType::MTYPE_PIPELINE);
+ switch( poolp->getType() )
+ {
+ case LLDrawPool::POOL_SIMPLE:
+ llassert(mSimplePool == poolp);
+ mSimplePool = NULL;
+ break;
+
+ case LLDrawPool::POOL_GRASS:
+ llassert(mGrassPool == poolp);
+ mGrassPool = NULL;
+ break;
+
+ case LLDrawPool::POOL_FULLBRIGHT:
+ llassert(mFullbrightPool == poolp);
+ mFullbrightPool = NULL;
+ break;
+
+ case LLDrawPool::POOL_INVISIBLE:
+ llassert(mInvisiblePool == poolp);
+ mInvisiblePool = NULL;
+ break;
+
+ case LLDrawPool::POOL_WL_SKY:
+ llassert(mWLSkyPool == poolp);
+ mWLSkyPool = NULL;
+ break;
+
+ case LLDrawPool::POOL_GLOW:
+ llassert(mGlowPool == poolp);
+ mGlowPool = NULL;
+ break;
+
+ case LLDrawPool::POOL_TREE:
+ #ifdef _DEBUG
+ {
+ BOOL found = mTreePools.erase( (uintptr_t)poolp->getTexture() );
+ llassert( found );
+ }
+ #else
+ mTreePools.erase( (uintptr_t)poolp->getTexture() );
+ #endif
+ break;
+
+ case LLDrawPool::POOL_TERRAIN:
+ #ifdef _DEBUG
+ {
+ BOOL found = mTerrainPools.erase( (uintptr_t)poolp->getTexture() );
+ llassert( found );
+ }
+ #else
+ mTerrainPools.erase( (uintptr_t)poolp->getTexture() );
+ #endif
+ break;
+
+ case LLDrawPool::POOL_BUMP:
+ llassert( poolp == mBumpPool );
+ mBumpPool = NULL;
+ break;
+
+ case LLDrawPool::POOL_ALPHA:
+ llassert( poolp == mAlphaPool );
+ mAlphaPool = NULL;
+ break;
+
+ case LLDrawPool::POOL_AVATAR:
+ break; // Do nothing
+
+ case LLDrawPool::POOL_SKY:
+ llassert( poolp == mSkyPool );
+ mSkyPool = NULL;
+ break;
+
+ case LLDrawPool::POOL_WATER:
+ llassert( poolp == mWaterPool );
+ mWaterPool = NULL;
+ break;
+
+ case LLDrawPool::POOL_GROUND:
+ llassert( poolp == mGroundPool );
+ mGroundPool = NULL;
+ break;
+
+ default:
+ llassert(0);
+ llwarns << "Invalid Pool Type in LLPipeline::removeFromQuickLookup() type=" << poolp->getType() << llendl;
+ break;
+ }
+}
+
+void LLPipeline::resetDrawOrders()
+{
+ assertInitialized();
+ // Iterate through all of the draw pools and rebuild them.
+ for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
+ {
+ LLDrawPool *poolp = *iter;
+ poolp->resetDrawOrders();
+ }
+}
+
+//============================================================================
+// Once-per-frame setup of hardware lights,
+// including sun/moon, avatar backlight, and up to 6 local lights
+
+void LLPipeline::setupAvatarLights(BOOL for_edit)
+{
+ assertInitialized();
+
+ if (for_edit)
+ {
+ LLColor4 diffuse(1.f, 1.f, 1.f, 0.f);
+ LLVector4 light_pos_cam(-8.f, 0.25f, 10.f, 0.f); // w==0 => directional light
+ LLMatrix4 camera_mat = LLViewerCamera::getInstance()->getModelview();
+ LLMatrix4 camera_rot(camera_mat.getMat3());
+ camera_rot.invert();
+ LLVector4 light_pos = light_pos_cam * camera_rot;
+
+ light_pos.normalize();
+
+ mHWLightColors[1] = diffuse;
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse.mV);
+ glLightfv(GL_LIGHT1, GL_AMBIENT, LLColor4::black.mV);
+ glLightfv(GL_LIGHT1, GL_SPECULAR, LLColor4::black.mV);
+ glLightfv(GL_LIGHT1, GL_POSITION, light_pos.mV);
+ glLightf (GL_LIGHT1, GL_CONSTANT_ATTENUATION, 1.0f);
+ glLightf (GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.0f);
+ glLightf (GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.0f);
+ glLightf (GL_LIGHT1, GL_SPOT_EXPONENT, 0.0f);
+ glLightf (GL_LIGHT1, GL_SPOT_CUTOFF, 180.0f);
+ }
+ else if (gAvatarBacklight) // Always true (unless overridden in a devs .ini)
+ {
+ LLVector3 opposite_pos = -1.f * mSunDir;
+ LLVector3 orthog_light_pos = mSunDir % LLVector3::z_axis;
+ LLVector4 backlight_pos = LLVector4(lerp(opposite_pos, orthog_light_pos, 0.3f), 0.0f);
+ backlight_pos.normalize();
+
+ LLColor4 light_diffuse = mSunDiffuse;
+ LLColor4 backlight_diffuse(1.f - light_diffuse.mV[VRED], 1.f - light_diffuse.mV[VGREEN], 1.f - light_diffuse.mV[VBLUE], 1.f);
+ F32 max_component = 0.001f;
+ for (S32 i = 0; i < 3; i++)
+ {
+ if (backlight_diffuse.mV[i] > max_component)
+ {
+ max_component = backlight_diffuse.mV[i];
+ }
+ }
+ F32 backlight_mag;
+ if (gSky.getSunDirection().mV[2] >= LLSky::NIGHTTIME_ELEVATION_COS)
+ {
+ backlight_mag = BACKLIGHT_DAY_MAGNITUDE_OBJECT;
+ }
+ else
+ {
+ backlight_mag = BACKLIGHT_NIGHT_MAGNITUDE_OBJECT;
+ }
+ backlight_diffuse *= backlight_mag / max_component;
+
+ mHWLightColors[1] = backlight_diffuse;
+ glLightfv(GL_LIGHT1, GL_POSITION, backlight_pos.mV); // this is just sun/moon direction
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, backlight_diffuse.mV);
+ glLightfv(GL_LIGHT1, GL_AMBIENT, LLColor4::black.mV);
+ glLightfv(GL_LIGHT1, GL_SPECULAR, LLColor4::black.mV);
+ glLightf (GL_LIGHT1, GL_CONSTANT_ATTENUATION, 1.0f);
+ glLightf (GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.0f);
+ glLightf (GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.0f);
+ glLightf (GL_LIGHT1, GL_SPOT_EXPONENT, 0.0f);
+ glLightf (GL_LIGHT1, GL_SPOT_CUTOFF, 180.0f);
+ }
+ else
+ {
+ mHWLightColors[1] = LLColor4::black;
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, LLColor4::black.mV);
+ glLightfv(GL_LIGHT1, GL_AMBIENT, LLColor4::black.mV);
+ glLightfv(GL_LIGHT1, GL_SPECULAR, LLColor4::black.mV);
+ }
+}
+
+static F32 calc_light_dist(LLVOVolume* light, const LLVector3& cam_pos, F32 max_dist)
+{
+ F32 inten = light->getLightIntensity();
+ if (inten < .001f)
+ {
+ return max_dist;
+ }
+ F32 radius = light->getLightRadius();
+ BOOL selected = light->isSelected();
+ LLVector3 dpos = light->getRenderPosition() - cam_pos;
+ F32 dist2 = dpos.lengthSquared();
+ if (!selected && dist2 > (max_dist + radius)*(max_dist + radius))
+ {
+ return max_dist;
+ }
+ F32 dist = fsqrtf(dist2);
+ dist *= 1.f / inten;
+ dist -= radius;
+ if (selected)
+ {
+ dist -= 10000.f; // selected lights get highest priority
+ }
+ if (light->mDrawable.notNull() && light->mDrawable->isState(LLDrawable::ACTIVE))
+ {
+ // moving lights get a little higher priority (too much causes artifacts)
+ dist -= light->getLightRadius()*0.25f;
+ }
+ return dist;
+}
+
+void LLPipeline::calcNearbyLights(LLCamera& camera)
+{
+ assertInitialized();
+
+ if (LLPipeline::sReflectionRender)
+ {
+ return;
+ }
+
+ if (mLightingDetail >= 1)
+ {
+ // mNearbyLight (and all light_set_t's) are sorted such that
+ // begin() == the closest light and rbegin() == the farthest light
+ const S32 MAX_LOCAL_LIGHTS = 6;
+// LLVector3 cam_pos = gAgentCamera.getCameraPositionAgent();
+ LLVector3 cam_pos = LLViewerJoystick::getInstance()->getOverrideCamera() ?
+ camera.getOrigin() :
+ gAgent.getPositionAgent();
+
+ F32 max_dist = LIGHT_MAX_RADIUS * 4.f; // ignore enitrely lights > 4 * max light rad
+
+ // UPDATE THE EXISTING NEARBY LIGHTS
+ light_set_t cur_nearby_lights;
+ for (light_set_t::iterator iter = mNearbyLights.begin();
+ iter != mNearbyLights.end(); iter++)
+ {
+ const Light* light = &(*iter);
+ LLDrawable* drawable = light->drawable;
+ LLVOVolume* volight = drawable->getVOVolume();
+ if (!volight || !drawable->isState(LLDrawable::LIGHT))
+ {
+ drawable->clearState(LLDrawable::NEARBY_LIGHT);
+ continue;
+ }
+ if (light->fade <= -LIGHT_FADE_TIME)
+ {
+ drawable->clearState(LLDrawable::NEARBY_LIGHT);
+ continue;
+ }
+ if (!sRenderAttachedLights && volight && volight->isAttachment())
+ {
+ drawable->clearState(LLDrawable::NEARBY_LIGHT);
+ continue;
+ }
+
+ F32 dist = calc_light_dist(volight, cam_pos, max_dist);
+ cur_nearby_lights.insert(Light(drawable, dist, light->fade));
+ }
+ mNearbyLights = cur_nearby_lights;
+
+ // FIND NEW LIGHTS THAT ARE IN RANGE
+ light_set_t new_nearby_lights;
+ for (LLDrawable::drawable_set_t::iterator iter = mLights.begin();
+ iter != mLights.end(); ++iter)
+ {
+ LLDrawable* drawable = *iter;
+ LLVOVolume* light = drawable->getVOVolume();
+ if (!light || drawable->isState(LLDrawable::NEARBY_LIGHT))
+ {
+ continue;
+ }
+ if (light->isHUDAttachment())
+ {
+ continue; // no lighting from HUD objects
+ }
+ F32 dist = calc_light_dist(light, cam_pos, max_dist);
+ if (dist >= max_dist)
+ {
+ continue;
+ }
+ if (!sRenderAttachedLights && light && light->isAttachment())
+ {
+ continue;
+ }
+ new_nearby_lights.insert(Light(drawable, dist, 0.f));
+ if (new_nearby_lights.size() > (U32)MAX_LOCAL_LIGHTS)
+ {
+ new_nearby_lights.erase(--new_nearby_lights.end());
+ const Light& last = *new_nearby_lights.rbegin();
+ max_dist = last.dist;
+ }
+ }
+
+ // INSERT ANY NEW LIGHTS
+ for (light_set_t::iterator iter = new_nearby_lights.begin();
+ iter != new_nearby_lights.end(); iter++)
+ {
+ const Light* light = &(*iter);
+ if (mNearbyLights.size() < (U32)MAX_LOCAL_LIGHTS)
+ {
+ mNearbyLights.insert(*light);
+ ((LLDrawable*) light->drawable)->setState(LLDrawable::NEARBY_LIGHT);
+ }
+ else
+ {
+ // crazy cast so that we can overwrite the fade value
+ // even though gcc enforces sets as const
+ // (fade value doesn't affect sort so this is safe)
+ Light* farthest_light = ((Light*) (&(*(mNearbyLights.rbegin()))));
+ if (light->dist < farthest_light->dist)
+ {
+ if (farthest_light->fade >= 0.f)
+ {
+ farthest_light->fade = -gFrameIntervalSeconds;
+ }
+ }
+ else
+ {
+ break; // none of the other lights are closer
+ }
+ }
+ }
+
+ }
+}
+
+void LLPipeline::setupHWLights(LLDrawPool* pool)
+{
+ assertInitialized();
+
+ // Ambient
+ LLColor4 ambient = gSky.getTotalAmbientColor();
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV);
+
+ // Light 0 = Sun or Moon (All objects)
+ {
+ if (gSky.getSunDirection().mV[2] >= LLSky::NIGHTTIME_ELEVATION_COS)
+ {
+ mSunDir.setVec(gSky.getSunDirection());
+ mSunDiffuse.setVec(gSky.getSunDiffuseColor());
+ }
+ else
+ {
+ mSunDir.setVec(gSky.getMoonDirection());
+ mSunDiffuse.setVec(gSky.getMoonDiffuseColor());
+ }
+
+ 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();
+
+ LLVector4 light_pos(mSunDir, 0.0f);
+ LLColor4 light_diffuse = mSunDiffuse;
+ mHWLightColors[0] = light_diffuse;
+ glLightfv(GL_LIGHT0, GL_POSITION, light_pos.mV); // this is just sun/moon direction
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse.mV);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, LLColor4::black.mV);
+ glLightfv(GL_LIGHT0, GL_SPECULAR, LLColor4::black.mV);
+ glLightf (GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0f);
+ glLightf (GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.0f);
+ glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.0f);
+ glLightf (GL_LIGHT0, GL_SPOT_EXPONENT, 0.0f);
+ glLightf (GL_LIGHT0, GL_SPOT_CUTOFF, 180.0f);
+ }
+
+ // Light 1 = Backlight (for avatars)
+ // (set by enableLightsAvatar)
+
+ S32 cur_light = 2;
+
+ // Nearby lights = LIGHT 2-7
+
+ mLightMovingMask = 0;
+
+ if (mLightingDetail >= 1)
+ {
+ for (light_set_t::iterator iter = mNearbyLights.begin();
+ iter != mNearbyLights.end(); ++iter)
+ {
+ LLDrawable* drawable = iter->drawable;
+ LLVOVolume* light = drawable->getVOVolume();
+ if (!light)
+ {
+ continue;
+ }
+ if (drawable->isState(LLDrawable::ACTIVE))
+ {
+ mLightMovingMask |= (1<<cur_light);
+ }
+
+ LLColor4 light_color = light->getLightColor();
+ light_color.mV[3] = 0.0f;
+
+ F32 fade = iter->fade;
+ if (fade < LIGHT_FADE_TIME)
+ {
+ // fade in/out light
+ if (fade >= 0.f)
+ {
+ fade = fade / LIGHT_FADE_TIME;
+ ((Light*) (&(*iter)))->fade += gFrameIntervalSeconds;
+ }
+ else
+ {
+ fade = 1.f + fade / LIGHT_FADE_TIME;
+ ((Light*) (&(*iter)))->fade -= gFrameIntervalSeconds;
+ }
+ fade = llclamp(fade,0.f,1.f);
+ light_color *= fade;
+ }
+
+ LLVector3 light_pos(light->getRenderPosition());
+ LLVector4 light_pos_gl(light_pos, 1.0f);
+
+ F32 light_radius = llmax(light->getLightRadius(), 0.001f);
+
+ F32 x = (3.f * (1.f + light->getLightFalloff())); // why this magic? probably trying to match a historic behavior.
+ float linatten = x / (light_radius); // % of brightness at radius
+
+ mHWLightColors[cur_light] = light_color;
+ S32 gllight = GL_LIGHT0+cur_light;
+ glLightfv(gllight, GL_POSITION, light_pos_gl.mV);
+ glLightfv(gllight, GL_DIFFUSE, light_color.mV);
+ glLightfv(gllight, GL_AMBIENT, LLColor4::black.mV);
+ glLightf (gllight, GL_CONSTANT_ATTENUATION, 0.0f);
+ glLightf (gllight, GL_LINEAR_ATTENUATION, linatten);
+ glLightf (gllight, GL_QUADRATIC_ATTENUATION, 0.0f);
+ if (light->isLightSpotlight() // directional (spot-)light
+ && (LLPipeline::sRenderDeferred || gSavedSettings.getBOOL("RenderSpotLightsInNondeferred"))) // these are only rendered as GL spotlights if we're in deferred rendering mode *or* the setting forces them on
+ {
+ LLVector3 spotparams = light->getSpotLightParams();
+ LLQuaternion quat = light->getRenderRotation();
+ LLVector3 at_axis(0,0,-1); // this matches deferred rendering's object light direction
+ at_axis *= quat;
+ //llinfos << "SPOT!!!!!!! fov: " << spotparams.mV[0] << " focus: " << spotparams.mV[1] << " dir: " << at_axis << llendl;
+ glLightfv(gllight, GL_SPOT_DIRECTION, at_axis.mV);
+ glLightf (gllight, GL_SPOT_EXPONENT, 2.0f); // 2.0 = good old dot product ^ 2
+ glLightf (gllight, GL_SPOT_CUTOFF, 90.0f); // hemisphere
+ const float specular[] = {0.f, 0.f, 0.f, 0.f};
+ glLightfv(gllight, GL_SPECULAR, specular);
+ }
+ else // omnidirectional (point) light
+ {
+ glLightf (gllight, GL_SPOT_EXPONENT, 0.0f);
+ glLightf (gllight, GL_SPOT_CUTOFF, 180.0f);
+
+ // we use specular.w = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight
+ const float specular[] = {0.f, 0.f, 0.f, 1.f};
+ glLightfv(gllight, GL_SPECULAR, specular);
+ //llinfos << "boring light" << llendl;
+ }
+ cur_light++;
+ if (cur_light >= 8)
+ {
+ break; // safety
+ }
+ }
+ }
+ for ( ; cur_light < 8 ; cur_light++)
+ {
+ mHWLightColors[cur_light] = LLColor4::black;
+ S32 gllight = GL_LIGHT0+cur_light;
+ glLightfv(gllight, GL_DIFFUSE, LLColor4::black.mV);
+ glLightfv(gllight, GL_AMBIENT, LLColor4::black.mV);
+ glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV);
+ }
+
+ if (isAgentAvatarValid() &&
+ gAgentAvatarp->mSpecialRenderMode == 3)
+ {
+ LLColor4 light_color = LLColor4::white;
+ light_color.mV[3] = 0.0f;
+
+ LLVector3 light_pos(LLViewerCamera::getInstance()->getOrigin());
+ LLVector4 light_pos_gl(light_pos, 1.0f);
+
+ F32 light_radius = 16.f;
+
+ F32 x = 3.f;
+ float linatten = x / (light_radius); // % of brightness at radius
+
+ mHWLightColors[2] = light_color;
+ S32 gllight = GL_LIGHT2;
+ glLightfv(gllight, GL_POSITION, light_pos_gl.mV);
+ glLightfv(gllight, GL_DIFFUSE, light_color.mV);
+ glLightfv(gllight, GL_AMBIENT, LLColor4::black.mV);
+ glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV);
+ glLightf (gllight, GL_CONSTANT_ATTENUATION, 0.0f);
+ glLightf (gllight, GL_LINEAR_ATTENUATION, linatten);
+ glLightf (gllight, GL_QUADRATIC_ATTENUATION, 0.0f);
+ glLightf (gllight, GL_SPOT_EXPONENT, 0.0f);
+ glLightf (gllight, GL_SPOT_CUTOFF, 180.0f);
+ }
+
+ // Init GL state
+ glDisable(GL_LIGHTING);
+ for (S32 gllight=GL_LIGHT0; gllight<=GL_LIGHT7; gllight++)
+ {
+ glDisable(gllight);
+ }
+ mLightMask = 0;
+}
+
+void LLPipeline::enableLights(U32 mask)
+{
+ assertInitialized();
+
+ if (mLightingDetail == 0)
+ {
+ mask &= 0xf003; // sun and backlight only (and fullbright bit)
+ }
+ if (mLightMask != mask)
+ {
+ stop_glerror();
+ if (!mLightMask)
+ {
+ glEnable(GL_LIGHTING);
+ }
+ if (mask)
+ {
+ stop_glerror();
+ for (S32 i=0; i<8; i++)
+ {
+ if (mask & (1<<i))
+ {
+ glEnable(GL_LIGHT0 + i);
+ glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, mHWLightColors[i].mV);
+ }
+ else
+ {
+ glDisable(GL_LIGHT0 + i);
+ glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, LLColor4::black.mV);
+ }
+ }
+ stop_glerror();
+ }
+ else
+ {
+ glDisable(GL_LIGHTING);
+ }
+ stop_glerror();
+ mLightMask = mask;
+ LLColor4 ambient = gSky.getTotalAmbientColor();
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV);
+ stop_glerror();
+ }
+}
+
+void LLPipeline::enableLightsStatic()
+{
+ assertInitialized();
+ U32 mask = 0x01; // Sun
+ if (mLightingDetail >= 2)
+ {
+ mask |= mLightMovingMask; // Hardware moving lights
+ glColor4f(0.f, 0.f, 0.f, 1.0f); // no local lighting by default
+ }
+ else
+ {
+ mask |= 0xff & (~2); // Hardware local lights
+ }
+ enableLights(mask);
+}
+
+void LLPipeline::enableLightsDynamic()
+{
+ assertInitialized();
+ U32 mask = 0xff & (~2); // Local lights
+ enableLights(mask);
+ if (mLightingDetail >= 2)
+ {
+ glColor4f(0.f, 0.f, 0.f, 1.f); // no local lighting by default
+ }
+
+ if (isAgentAvatarValid() && getLightingDetail() <= 0)
+ {
+ if (gAgentAvatarp->mSpecialRenderMode == 0) // normal
+ {
+ gPipeline.enableLightsAvatar();
+ }
+ else if (gAgentAvatarp->mSpecialRenderMode >= 1) // anim preview
+ {
+ gPipeline.enableLightsAvatarEdit(LLColor4(0.7f, 0.6f, 0.3f, 1.f));
+ }
+ }
+}
+
+void LLPipeline::enableLightsAvatar()
+{
+ U32 mask = 0xff; // All lights
+ setupAvatarLights(FALSE);
+ enableLights(mask);
+}
+
+void LLPipeline::enableLightsAvatarEdit(const LLColor4& color)
+{
+ U32 mask = 0x2002; // Avatar backlight only, set ambient
+ setupAvatarLights(TRUE);
+ enableLights(mask);
+
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV);
+}
+
+void LLPipeline::enableLightsFullbright(const LLColor4& color)
+{
+ assertInitialized();
+ U32 mask = 0x1000; // Non-0 mask, set ambient
+ enableLights(mask);
+
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV);
+ /*if (mLightingDetail >= 2)
+ {
+ glColor4f(0.f, 0.f, 0.f, 1.f); // no local lighting by default
+ }*/
+}
+
+void LLPipeline::disableLights()
+{
+ enableLights(0); // no lighting (full bright)
+ glColor4f(1.f, 1.f, 1.f, 1.f); // lighting color = white by default
+}
+
+//============================================================================
+
+class LLMenuItemGL;
+class LLInvFVBridge;
+struct cat_folder_pair;
+class LLVOBranch;
+class LLVOLeaf;
+
+void LLPipeline::findReferences(LLDrawable *drawablep)
+{
+ assertInitialized();
+ if (mLights.find(drawablep) != mLights.end())
+ {
+ llinfos << "In mLights" << llendl;
+ }
+ if (std::find(mMovedList.begin(), mMovedList.end(), drawablep) != mMovedList.end())
+ {
+ llinfos << "In mMovedList" << llendl;
+ }
+ if (std::find(mShiftList.begin(), mShiftList.end(), drawablep) != mShiftList.end())
+ {
+ llinfos << "In mShiftList" << llendl;
+ }
+ if (mRetexturedList.find(drawablep) != mRetexturedList.end())
+ {
+ llinfos << "In mRetexturedList" << llendl;
+ }
+
+ if (std::find(mBuildQ1.begin(), mBuildQ1.end(), drawablep) != mBuildQ1.end())
+ {
+ llinfos << "In mBuildQ1" << llendl;
+ }
+ if (std::find(mBuildQ2.begin(), mBuildQ2.end(), drawablep) != mBuildQ2.end())
+ {
+ llinfos << "In mBuildQ2" << llendl;
+ }
+
+ S32 count;
+
+ count = gObjectList.findReferences(drawablep);
+ if (count)
+ {
+ llinfos << "In other drawables: " << count << " references" << llendl;
+ }
+}
+
+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)
+ {
+ llwarns << "Pipeline verify failed!" << llendl;
+ }
+ return ok;
+}
+
+//////////////////////////////
+//
+// Collision detection
+//
+//
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * A method to compute a ray-AABB intersection.
+ * Original code by Andrew Woo, from "Graphics Gems", Academic Press, 1990
+ * Optimized code by Pierre Terdiman, 2000 (~20-30% faster on my Celeron 500)
+ * Epsilon value added by Klaus Hartmann. (discarding it saves a few cycles only)
+ *
+ * Hence this version is faster as well as more robust than the original one.
+ *
+ * Should work provided:
+ * 1) the integer representation of 0.0f is 0x00000000
+ * 2) the sign bit of the float is the most significant one
+ *
+ * Report bugs: p.terdiman@codercorner.com
+ *
+ * \param aabb [in] the axis-aligned bounding box
+ * \param origin [in] ray origin
+ * \param dir [in] ray direction
+ * \param coord [out] impact coordinates
+ * \return true if ray intersects AABB
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//#define RAYAABB_EPSILON 0.00001f
+#define IR(x) ((U32&)x)
+
+bool LLRayAABB(const LLVector3 &center, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon)
+{
+ BOOL Inside = TRUE;
+ LLVector3 MinB = center - size;
+ LLVector3 MaxB = center + size;
+ LLVector3 MaxT;
+ MaxT.mV[VX]=MaxT.mV[VY]=MaxT.mV[VZ]=-1.0f;
+
+ // Find candidate planes.
+ for(U32 i=0;i<3;i++)
+ {
+ if(origin.mV[i] < MinB.mV[i])
+ {
+ coord.mV[i] = MinB.mV[i];
+ Inside = FALSE;
+
+ // Calculate T distances to candidate planes
+ if(IR(dir.mV[i])) MaxT.mV[i] = (MinB.mV[i] - origin.mV[i]) / dir.mV[i];
+ }
+ else if(origin.mV[i] > MaxB.mV[i])
+ {
+ coord.mV[i] = MaxB.mV[i];
+ Inside = FALSE;
+
+ // Calculate T distances to candidate planes
+ if(IR(dir.mV[i])) MaxT.mV[i] = (MaxB.mV[i] - origin.mV[i]) / dir.mV[i];
+ }
+ }
+
+ // Ray origin inside bounding box
+ if(Inside)
+ {
+ coord = origin;
+ return true;
+ }
+
+ // Get largest of the maxT's for final choice of intersection
+ U32 WhichPlane = 0;
+ if(MaxT.mV[1] > MaxT.mV[WhichPlane]) WhichPlane = 1;
+ if(MaxT.mV[2] > MaxT.mV[WhichPlane]) WhichPlane = 2;
+
+ // Check final candidate actually inside box
+ if(IR(MaxT.mV[WhichPlane])&0x80000000) return false;
+
+ for(U32 i=0;i<3;i++)
+ {
+ if(i!=WhichPlane)
+ {
+ coord.mV[i] = origin.mV[i] + MaxT.mV[WhichPlane] * dir.mV[i];
+ if (epsilon > 0)
+ {
+ if(coord.mV[i] < MinB.mV[i] - epsilon || coord.mV[i] > MaxB.mV[i] + epsilon) return false;
+ }
+ else
+ {
+ if(coord.mV[i] < MinB.mV[i] || coord.mV[i] > MaxB.mV[i]) return false;
+ }
+ }
+ }
+ return true; // ray hits box
+}
+
+//////////////////////////////
+//
+// Macros, functions, and inline methods from other classes
+//
+//
+
+void LLPipeline::setLight(LLDrawable *drawablep, BOOL is_light)
+{
+ if (drawablep && assertInitialized())
+ {
+ if (is_light)
+ {
+ mLights.insert(drawablep);
+ drawablep->setState(LLDrawable::LIGHT);
+ }
+ else
+ {
+ drawablep->clearState(LLDrawable::LIGHT);
+ mLights.erase(drawablep);
+ }
+ }
+}
+
+//static
+void LLPipeline::toggleRenderType(U32 type)
+{
+ gPipeline.mRenderTypeEnabled[type] = !gPipeline.mRenderTypeEnabled[type];
+ if (type == LLPipeline::RENDER_TYPE_WATER)
+ {
+ gPipeline.mRenderTypeEnabled[LLPipeline::RENDER_TYPE_VOIDWATER] = !gPipeline.mRenderTypeEnabled[LLPipeline::RENDER_TYPE_VOIDWATER];
+ }
+}
+
+//static
+void LLPipeline::toggleRenderTypeControl(void* data)
+{
+ U32 type = (U32)(intptr_t)data;
+ U32 bit = (1<<type);
+ if (gPipeline.hasRenderType(type))
+ {
+ llinfos << "Toggling render type mask " << std::hex << bit << " off" << std::dec << llendl;
+ }
+ else
+ {
+ llinfos << "Toggling render type mask " << std::hex << bit << " on" << std::dec << llendl;
+ }
+ gPipeline.toggleRenderType(type);
+}
+
+//static
+BOOL LLPipeline::hasRenderTypeControl(void* data)
+{
+ U32 type = (U32)(intptr_t)data;
+ return gPipeline.hasRenderType(type);
+}
+
+// Allows UI items labeled "Hide foo" instead of "Show foo"
+//static
+BOOL LLPipeline::toggleRenderTypeControlNegated(void* data)
+{
+ S32 type = (S32)(intptr_t)data;
+ return !gPipeline.hasRenderType(type);
+}
+
+//static
+void LLPipeline::toggleRenderDebug(void* data)
+{
+ U32 bit = (U32)(intptr_t)data;
+ if (gPipeline.hasRenderDebugMask(bit))
+ {
+ llinfos << "Toggling render debug mask " << std::hex << bit << " off" << std::dec << llendl;
+ }
+ else
+ {
+ llinfos << "Toggling render debug mask " << std::hex << bit << " on" << std::dec << llendl;
+ }
+ gPipeline.mRenderDebugMask ^= bit;
+}
+
+
+//static
+BOOL LLPipeline::toggleRenderDebugControl(void* data)
+{
+ U32 bit = (U32)(intptr_t)data;
+ return gPipeline.hasRenderDebugMask(bit);
+}
+
+//static
+void LLPipeline::toggleRenderDebugFeature(void* data)
+{
+ U32 bit = (U32)(intptr_t)data;
+ gPipeline.mRenderDebugFeatureMask ^= bit;
+}
+
+
+//static
+BOOL LLPipeline::toggleRenderDebugFeatureControl(void* data)
+{
+ U32 bit = (U32)(intptr_t)data;
+ return gPipeline.hasRenderDebugFeatureMask(bit);
+}
+
+// static
+void LLPipeline::setRenderScriptedBeacons(BOOL val)
+{
+ sRenderScriptedBeacons = val;
+}
+
+// static
+void LLPipeline::toggleRenderScriptedBeacons(void*)
+{
+ sRenderScriptedBeacons = !sRenderScriptedBeacons;
+}
+
+// static
+BOOL LLPipeline::getRenderScriptedBeacons(void*)
+{
+ return sRenderScriptedBeacons;
+}
+
+// static
+void LLPipeline::setRenderScriptedTouchBeacons(BOOL val)
+{
+ sRenderScriptedTouchBeacons = val;
+}
+
+// static
+void LLPipeline::toggleRenderScriptedTouchBeacons(void*)
+{
+ sRenderScriptedTouchBeacons = !sRenderScriptedTouchBeacons;
+}
+
+// static
+BOOL LLPipeline::getRenderScriptedTouchBeacons(void*)
+{
+ return sRenderScriptedTouchBeacons;
+}
+
+// static
+void LLPipeline::setRenderPhysicalBeacons(BOOL val)
+{
+ sRenderPhysicalBeacons = val;
+}
+
+// static
+void LLPipeline::toggleRenderPhysicalBeacons(void*)
+{
+ sRenderPhysicalBeacons = !sRenderPhysicalBeacons;
+}
+
+// static
+BOOL LLPipeline::getRenderPhysicalBeacons(void*)
+{
+ return sRenderPhysicalBeacons;
+}
+
+// static
+void LLPipeline::setRenderParticleBeacons(BOOL val)
+{
+ sRenderParticleBeacons = val;
+}
+
+// static
+void LLPipeline::toggleRenderParticleBeacons(void*)
+{
+ sRenderParticleBeacons = !sRenderParticleBeacons;
+}
+
+// static
+BOOL LLPipeline::getRenderParticleBeacons(void*)
+{
+ return sRenderParticleBeacons;
+}
+
+// static
+void LLPipeline::setRenderSoundBeacons(BOOL val)
+{
+ sRenderSoundBeacons = val;
+}
+
+// static
+void LLPipeline::toggleRenderSoundBeacons(void*)
+{
+ sRenderSoundBeacons = !sRenderSoundBeacons;
+}
+
+// static
+BOOL LLPipeline::getRenderSoundBeacons(void*)
+{
+ return sRenderSoundBeacons;
+}
+
+// static
+void LLPipeline::setRenderBeacons(BOOL val)
+{
+ sRenderBeacons = val;
+}
+
+// static
+void LLPipeline::toggleRenderBeacons(void*)
+{
+ sRenderBeacons = !sRenderBeacons;
+}
+
+// static
+BOOL LLPipeline::getRenderBeacons(void*)
+{
+ return sRenderBeacons;
+}
+
+// static
+void LLPipeline::setRenderHighlights(BOOL val)
+{
+ sRenderHighlight = val;
+}
+
+// static
+void LLPipeline::toggleRenderHighlights(void*)
+{
+ sRenderHighlight = !sRenderHighlight;
+}
+
+// static
+BOOL LLPipeline::getRenderHighlights(void*)
+{
+ return sRenderHighlight;
+}
+
+LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector3& start, const LLVector3& end,
+ BOOL pick_transparent,
+ S32* face_hit,
+ LLVector3* intersection, // return the intersection point
+ LLVector2* tex_coord, // return the texture coordinates of the intersection point
+ LLVector3* normal, // return the surface normal at the intersection point
+ LLVector3* bi_normal // return the surface bi-normal at the intersection point
+ )
+{
+ LLDrawable* drawable = NULL;
+
+ LLVector3 local_end = end;
+
+ LLVector3 position;
+
+ sPickAvatar = FALSE; //LLToolMgr::getInstance()->inBuildMode() ? FALSE : TRUE;
+
+ for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
+ iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+ {
+ LLViewerRegion* region = *iter;
+
+ for (U32 j = 0; j < LLViewerRegion::NUM_PARTITIONS; j++)
+ {
+ if ((j == LLViewerRegion::PARTITION_VOLUME) ||
+ (j == LLViewerRegion::PARTITION_BRIDGE) ||
+ (j == LLViewerRegion::PARTITION_TERRAIN) ||
+ (j == LLViewerRegion::PARTITION_TREE) ||
+ (j == LLViewerRegion::PARTITION_GRASS)) // only check these partitions for now
+ {
+ LLSpatialPartition* part = region->getSpatialPartition(j);
+ if (part && hasRenderType(part->mDrawableType))
+ {
+ LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, face_hit, &position, tex_coord, normal, bi_normal);
+ if (hit)
+ {
+ drawable = hit;
+ local_end = position;
+ }
+ }
+ }
+ }
+ }
+
+ if (!sPickAvatar)
+ {
+ //save hit info in case we need to restore
+ //due to attachment override
+ LLVector3 local_normal;
+ LLVector3 local_binormal;
+ LLVector2 local_texcoord;
+ S32 local_face_hit = -1;
+
+ if (face_hit)
+ {
+ local_face_hit = *face_hit;
+ }
+ if (tex_coord)
+ {
+ local_texcoord = *tex_coord;
+ }
+ if (bi_normal)
+ {
+ local_binormal = *bi_normal;
+ }
+ if (normal)
+ {
+ local_normal = *normal;
+ }
+
+ const F32 ATTACHMENT_OVERRIDE_DIST = 0.1f;
+
+ //check against avatars
+ sPickAvatar = TRUE;
+ for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
+ iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+ {
+ LLViewerRegion* region = *iter;
+
+ LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_BRIDGE);
+ if (part && hasRenderType(part->mDrawableType))
+ {
+ LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, face_hit, &position, tex_coord, normal, bi_normal);
+ if (hit)
+ {
+ if (!drawable ||
+ !drawable->getVObj()->isAttachment() ||
+ (position-local_end).magVec() > 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 (bi_normal)
+ {
+ *bi_normal = local_binormal;
+ }
+ 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 LLVector3& start, const LLVector3& end,
+ BOOL pick_transparent,
+ S32* face_hit,
+ LLVector3* intersection, // return the intersection point
+ LLVector2* tex_coord, // return the texture coordinates of the intersection point
+ LLVector3* normal, // return the surface normal at the intersection point
+ LLVector3* bi_normal // return the surface bi-normal 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, face_hit, intersection, tex_coord, normal, bi_normal);
+ 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 || drawable->isDead())
+ {
+ return;
+ }
+
+ for (S32 i = 0; i < drawable->getNumFaces(); i++)
+ {
+ LLFace* facep = drawable->getFace(i);
+ facep->mVertexBuffer = NULL;
+ facep->mLastVertexBuffer = NULL;
+ }
+}
+
+void LLPipeline::resetVertexBuffers()
+{
+ sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
+ sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
+ LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
+
+ for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
+ iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+ {
+ LLViewerRegion* region = *iter;
+ for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+ {
+ LLSpatialPartition* part = region->getSpatialPartition(i);
+ if (part)
+ {
+ part->resetVertexBuffers();
+ }
+ }
+ }
+
+ resetDrawOrders();
+
+ gSky.resetVertexBuffers();
+
+ if (LLVertexBuffer::sGLCount > 0)
+ {
+ LLVertexBuffer::cleanupClass();
+ }
+
+ //delete all name pool caches
+ LLGLNamePool::cleanupPools();
+
+ if (LLVertexBuffer::sGLCount > 0)
+ {
+ llwarns << "VBO wipe failed." << llendl;
+ }
+
+ if (!LLVertexBuffer::sStreamIBOPool.mNameList.empty() ||
+ !LLVertexBuffer::sStreamVBOPool.mNameList.empty() ||
+ !LLVertexBuffer::sDynamicIBOPool.mNameList.empty() ||
+ !LLVertexBuffer::sDynamicVBOPool.mNameList.empty())
+ {
+ llwarns << "VBO name pool cleanup failed." << llendl;
+ }
+
+ LLVertexBuffer::unbind();
+
+ LLPipeline::sTextureBindTest = gSavedSettings.getBOOL("RenderDebugTextureBind");
+}
+
+void LLPipeline::renderObjects(U32 type, U32 mask, BOOL texture)
+{
+ LLMemType mt_ro(LLMemType::MTYPE_PIPELINE_RENDER_OBJECTS);
+ assertInitialized();
+ glLoadMatrixd(gGLModelView);
+ gGLLastMatrix = NULL;
+ mSimplePool->pushBatches(type, mask);
+ glLoadMatrixd(gGLModelView);
+ gGLLastMatrix = NULL;
+}
+
+void LLPipeline::setUseVBO(BOOL use_vbo)
+{
+ if (use_vbo != LLVertexBuffer::sEnableVBOs)
+ {
+ if (use_vbo)
+ {
+ llinfos << "Enabling VBO." << llendl;
+ }
+ else
+ {
+ llinfos << "Disabling VBO." << llendl;
+ }
+
+ resetVertexBuffers();
+ LLVertexBuffer::initClass(use_vbo, gSavedSettings.getBOOL("RenderVBOMappingDisable"));
+ }
+}
+
+void LLPipeline::setDisableVBOMapping(BOOL no_vbo_mapping)
+{
+ if (LLVertexBuffer::sEnableVBOs && no_vbo_mapping != LLVertexBuffer::sDisableVBOMapping)
+ {
+ if (no_vbo_mapping)
+ {
+ llinfos << "Disabling VBO glMapBufferARB." << llendl;
+ }
+ else
+ {
+ llinfos << "Enabling VBO glMapBufferARB." << llendl;
+ }
+
+ resetVertexBuffers();
+ LLVertexBuffer::initClass(true, no_vbo_mapping);
+ }
+}
+
+void apply_cube_face_rotation(U32 face)
+{
+ switch (face)
+ {
+ case 0:
+ glRotatef(90.f, 0, 1, 0);
+ glRotatef(180.f, 1, 0, 0);
+ break;
+ case 2:
+ glRotatef(-90.f, 1, 0, 0);
+ break;
+ case 4:
+ glRotatef(180.f, 0, 1, 0);
+ glRotatef(180.f, 0, 0, 1);
+ break;
+ case 1:
+ glRotatef(-90.f, 0, 1, 0);
+ glRotatef(180.f, 1, 0, 0);
+ break;
+ case 3:
+ glRotatef(90, 1, 0, 0);
+ break;
+ case 5:
+ glRotatef(180, 0, 0, 1);
+ break;
+ }
+}
+
+void validate_framebuffer_object()
+{
+ GLenum status;
+ status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ switch(status)
+ {
+ case GL_FRAMEBUFFER_COMPLETE_EXT:
+ //framebuffer OK, no error.
+ break;
+ case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
+ // frame buffer not OK: probably means unsupported depth buffer format
+ llerrs << "Framebuffer Incomplete Dimensions." << llendl;
+ break;
+ case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
+ // frame buffer not OK: probably means unsupported depth buffer format
+ llerrs << "Framebuffer Incomplete Attachment." << llendl;
+ break;
+ case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
+ /* choose different formats */
+ llerrs << "Framebuffer unsupported." << llendl;
+ break;
+ default:
+ llerrs << "Unknown framebuffer status." << llendl;
+ break;
+ }
+}
+
+void LLPipeline::bindScreenToTexture()
+{
+
+}
+
+static LLFastTimer::DeclareTimer FTM_RENDER_BLOOM("Bloom");
+
+void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
+{
+ LLMemType mt_ru(LLMemType::MTYPE_PIPELINE_RENDER_BLOOM);
+ if (!(gPipeline.canUseVertexShaders() &&
+ sRenderGlow))
+ {
+ return;
+ }
+
+ LLVertexBuffer::unbind();
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
+
+ assertInitialized();
+
+ if (gUseWireframe)
+ {
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ }
+
+ U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor");
+
+ LLVector2 tc1(0,0);
+ LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw()*2,
+ (F32) gViewerWindow->getWorldViewHeightRaw()*2);
+
+ if (res_mod > 1)
+ {
+ tc2 /= (F32) res_mod;
+ }
+
+ gGL.setColorMask(true, true);
+
+ LLFastTimer ftm(FTM_RENDER_BLOOM);
+ gGL.color4f(1,1,1,1);
+ LLGLDepthTest depth(GL_FALSE);
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable cull(GL_CULL_FACE);
+
+ enableLightsFullbright(LLColor4(1,1,1,1));
+
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+
+ LLGLDisable test(GL_ALPHA_TEST);
+
+ gGL.setColorMask(true, true);
+ glClearColor(0,0,0,0);
+
+ /*if (for_snapshot)
+ {
+ gGL.getTexUnit(0)->bind(&mGlow[1]);
+ {
+ //LLGLEnable stencil(GL_STENCIL_TEST);
+ //glStencilFunc(GL_NOTEQUAL, 255, 0xFFFFFFFF);
+ //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ //LLGLDisable blend(GL_BLEND);
+
+ // If the snapshot is constructed from tiles, calculate which
+ // tile we're in.
+
+ //from LLViewerCamera::setPerpsective
+ if (zoom_factor > 1.f)
+ {
+ int pos_y = subfield / llceil(zoom_factor);
+ int pos_x = subfield - (pos_y*llceil(zoom_factor));
+ F32 size = 1.f/zoom_factor;
+
+ tc1.set(pos_x*size, pos_y*size);
+ tc2 = tc1 + LLVector2(size,size);
+ }
+ else
+ {
+ tc2.set(1,1);
+ }
+
+ LLGLEnable blend(GL_BLEND);
+ gGL.setSceneBlendType(LLRender::BT_ADD);
+
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.color4f(1,1,1,1);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1,1);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(1,-1);
+
+ gGL.texCoord2f(tc2.mV[0], tc2.mV[1]);
+ gGL.vertex2f(1,1);
+
+ gGL.end();
+
+ gGL.flush();
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+ }
+
+ gGL.flush();
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+
+ return;
+ }*/
+
+ {
+ {
+ LLFastTimer ftm(FTM_RENDER_BLOOM_FBO);
+ mGlow[2].bindTarget();
+ mGlow[2].clear();
+ }
+
+ gGlowExtractProgram.bind();
+ F32 minLum = llmax(gSavedSettings.getF32("RenderGlowMinLuminance"), 0.0f);
+ F32 maxAlpha = gSavedSettings.getF32("RenderGlowMaxExtractAlpha");
+ F32 warmthAmount = gSavedSettings.getF32("RenderGlowWarmthAmount");
+ LLVector3 lumWeights = gSavedSettings.getVector3("RenderGlowLumWeights");
+ LLVector3 warmthWeights = gSavedSettings.getVector3("RenderGlowWarmthWeights");
+ gGlowExtractProgram.uniform1f("minLuminance", minLum);
+ gGlowExtractProgram.uniform1f("maxExtractAlpha", maxAlpha);
+ gGlowExtractProgram.uniform3f("lumWeights", lumWeights.mV[0], lumWeights.mV[1], lumWeights.mV[2]);
+ gGlowExtractProgram.uniform3f("warmthWeights", warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]);
+ gGlowExtractProgram.uniform1f("warmthAmount", warmthAmount);
+ LLGLEnable blend_on(GL_BLEND);
+ LLGLEnable test(GL_ALPHA_TEST);
+ gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
+ gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
+
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(0)->disable();
+ gGL.getTexUnit(0)->enable(LLTexUnit::TT_RECT_TEXTURE);
+ gGL.getTexUnit(0)->bind(&mScreen);
+
+ gGL.color4f(1,1,1,1);
+ gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1,3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3,-1);
+
+ gGL.end();
+
+ gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
+
+ mGlow[2].flush();
+ }
+
+ tc1.setVec(0,0);
+ tc2.setVec(2,2);
+
+ // power of two between 1 and 1024
+ U32 glowResPow = gSavedSettings.getS32("RenderGlowResolutionPow");
+ const U32 glow_res = llmax(1,
+ llmin(1024, 1 << glowResPow));
+
+ S32 kernel = gSavedSettings.getS32("RenderGlowIterations")*2;
+ F32 delta = gSavedSettings.getF32("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 = gSavedSettings.getF32("RenderGlowStrength");
+
+ gGlowProgram.bind();
+ gGlowProgram.uniform1f("glowStrength", strength);
+
+ for (S32 i = 0; i < kernel; i++)
+ {
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ {
+ LLFastTimer ftm(FTM_RENDER_BLOOM_FBO);
+ mGlow[i%2].bindTarget();
+ mGlow[i%2].clear();
+ }
+
+ if (i == 0)
+ {
+ gGL.getTexUnit(0)->bind(&mGlow[2]);
+ }
+ else
+ {
+ gGL.getTexUnit(0)->bind(&mGlow[(i-1)%2]);
+ }
+
+ if (i%2 == 0)
+ {
+ gGlowProgram.uniform2f("glowDelta", delta, 0);
+ }
+ else
+ {
+ gGlowProgram.uniform2f("glowDelta", 0, delta);
+ }
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1,3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3,-1);
+
+ gGL.end();
+
+ mGlow[i%2].flush();
+ }
+
+ gGlowProgram.unbind();
+
+ if (LLRenderTarget::sUseFBO)
+ {
+ LLFastTimer ftm(FTM_RENDER_BLOOM_FBO);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ }
+
+ gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
+ gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
+ gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
+ gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
+ glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
+
+ tc2.setVec((F32) gViewerWindow->getWorldViewWidthRaw(),
+ (F32) gViewerWindow->getWorldViewHeightRaw());
+
+ gGL.flush();
+
+ LLVertexBuffer::unbind();
+
+ if (LLPipeline::sRenderDeferred && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
+ {
+ LLGLDisable blend(GL_BLEND);
+ bindDeferredShader(gDeferredGIFinalProgram);
+
+ S32 channel = gDeferredGIFinalProgram.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
+ if (channel > -1)
+ {
+ mScreen.bindTexture(0, channel);
+ }
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+ gGL.vertex2f(-1,-1);
+
+ gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+ gGL.vertex2f(-1,3);
+
+ gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+ gGL.vertex2f(3,-1);
+
+ gGL.end();
+
+ unbindDeferredShader(gDeferredGIFinalProgram);
+ }
+ else
+ {
+
+ if (res_mod > 1)
+ {
+ tc2 /= (F32) res_mod;
+ }
+
+ U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1;
+ LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(mask, 0);
+ buff->allocateBuffer(3,0,TRUE);
+
+ LLStrider<LLVector3> v;
+ LLStrider<LLVector2> uv1;
+ LLStrider<LLVector2> uv2;
+
+ buff->getVertexStrider(v);
+ buff->getTexCoord0Strider(uv1);
+ buff->getTexCoord1Strider(uv2);
+
+ uv1[0] = LLVector2(0, 0);
+ uv1[1] = LLVector2(0, 2);
+ uv1[2] = LLVector2(2, 0);
+
+ uv2[0] = LLVector2(0, 0);
+ uv2[1] = LLVector2(0, tc2.mV[1]*2.f);
+ uv2[2] = LLVector2(tc2.mV[0]*2.f, 0);
+
+ v[0] = LLVector3(-1,-1,0);
+ v[1] = LLVector3(-1,3,0);
+ v[2] = LLVector3(3,-1,0);
+
+ buff->setBuffer(0);
+
+ LLGLDisable blend(GL_BLEND);
+
+ //tex unit 0
+ gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR);
+
+ gGL.getTexUnit(0)->bind(&mGlow[1]);
+ gGL.getTexUnit(1)->activate();
+ gGL.getTexUnit(1)->enable(LLTexUnit::TT_RECT_TEXTURE);
+
+
+ //tex unit 1
+ gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
+
+ gGL.getTexUnit(1)->bind(&mScreen);
+ gGL.getTexUnit(1)->activate();
+
+ LLGLEnable multisample(GL_MULTISAMPLE_ARB);
+
+ buff->setBuffer(mask);
+ buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3);
+
+ gGL.getTexUnit(1)->disable();
+ gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT);
+
+ gGL.getTexUnit(0)->activate();
+ gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
+
+ if (LLRenderTarget::sUseFBO)
+ { //copy depth buffer from mScreen to framebuffer
+ LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(),
+ 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ }
+ }
+
+
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+
+ LLVertexBuffer::unbind();
+
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
+
+}
+
+static LLFastTimer::DeclareTimer FTM_BIND_DEFERRED("Bind Deferred");
+
+void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRenderTarget* gi_source, LLRenderTarget* last_gi_post, U32 noise_map)
+{
+ LLFastTimer t(FTM_BIND_DEFERRED);
+
+ if (noise_map == 0xFFFFFFFF)
+ {
+ noise_map = mNoiseMap;
+ }
+
+ LLGLState::checkTextureChannels();
+
+ shader.bind();
+ S32 channel = 0;
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
+ if (channel > -1)
+ {
+ mDeferredScreen.bindTexture(0,channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, LLTexUnit::TT_RECT_TEXTURE);
+ if (channel > -1)
+ {
+ mDeferredScreen.bindTexture(1, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, LLTexUnit::TT_RECT_TEXTURE);
+ if (channel > -1)
+ {
+ mDeferredScreen.bindTexture(2, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ if (gi_source)
+ {
+ BOOL has_gi = FALSE;
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_DIFFUSE);
+ if (channel > -1)
+ {
+ has_gi = TRUE;
+ gi_source->bindTexture(0, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ }
+
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_SPECULAR);
+ if (channel > -1)
+ {
+ has_gi = TRUE;
+ gi_source->bindTexture(1, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ }
+
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_NORMAL);
+ if (channel > -1)
+ {
+ has_gi = TRUE;
+ gi_source->bindTexture(2, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ }
+
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_MIN_POS);
+ if (channel > -1)
+ {
+ has_gi = TRUE;
+ gi_source->bindTexture(1, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ }
+
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_MAX_POS);
+ if (channel > -1)
+ {
+ has_gi = TRUE;
+ gi_source->bindTexture(3, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ }
+
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_DIFFUSE);
+ if (channel > -1)
+ {
+ has_gi = TRUE;
+ last_gi_post->bindTexture(0, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ }
+
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_NORMAL);
+ if (channel > -1)
+ {
+ has_gi = TRUE;
+ last_gi_post->bindTexture(2, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ }
+
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MAX_POS);
+ if (channel > -1)
+ {
+ has_gi = TRUE;
+ last_gi_post->bindTexture(1, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ }
+
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MIN_POS);
+ if (channel > -1)
+ {
+ has_gi = TRUE;
+ last_gi_post->bindTexture(3, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ }
+
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_DEPTH);
+ if (channel > -1)
+ {
+ has_gi = TRUE;
+ gGL.getTexUnit(channel)->bind(gi_source, TRUE);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ stop_glerror();
+
+ glTexParameteri(LLTexUnit::getInternalType(mGIMap.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
+ glTexParameteri(LLTexUnit::getInternalType(mGIMap.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
+
+ stop_glerror();
+ }
+
+ if (has_gi)
+ {
+ F32 range_x = llmin(mGIRange.mV[0], 1.f);
+ F32 range_y = llmin(mGIRange.mV[1], 1.f);
+
+ LLVector2 scale(range_x,range_y);
+
+ LLVector2 kern[25];
+
+ for (S32 i = 0; i < 5; ++i)
+ {
+ for (S32 j = 0; j < 5; ++j)
+ {
+ S32 idx = i*5+j;
+ kern[idx].mV[0] = (i-2)*0.5f;
+ kern[idx].mV[1] = (j-2)*0.5f;
+ kern[idx].scaleVec(scale);
+ }
+ }
+
+ shader.uniform2fv("gi_kern", 25, (F32*) kern);
+ shader.uniformMatrix4fv("gi_mat", 1, FALSE, mGIMatrix.m);
+ shader.uniformMatrix4fv("gi_mat_proj", 1, FALSE, mGIMatrixProj.m);
+ shader.uniformMatrix4fv("gi_inv_proj", 1, FALSE, mGIInvProj.m);
+ shader.uniformMatrix4fv("gi_norm_mat", 1, FALSE, mGINormalMatrix.m);
+ }
+ }
+
+ /*channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_POSITION, LLTexUnit::TT_RECT_TEXTURE);
+ if (channel > -1)
+ {
+ mDeferredScreen.bindTexture(3, channel);
+ }*/
+
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
+ if (channel > -1)
+ {
+ gGL.getTexUnit(channel)->bind(&mDeferredDepth, TRUE);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ stop_glerror();
+
+ glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
+ glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
+
+ stop_glerror();
+
+ glh::matrix4f projection = glh_get_current_projection();
+ glh::matrix4f inv_proj = projection.inverse();
+
+ shader.uniformMatrix4fv("inv_proj", 1, FALSE, inv_proj.m);
+ shader.uniform4f("viewport", (F32) gGLViewport[0],
+ (F32) gGLViewport[1],
+ (F32) gGLViewport[2],
+ (F32) gGLViewport[3]);
+ }
+
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NOISE);
+ if (channel > -1)
+ {
+ gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, noise_map);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHTFUNC);
+ if (channel > -1)
+ {
+ gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
+ }
+
+ stop_glerror();
+
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
+ if (channel > -1)
+ {
+ mDeferredLight[light_index].bindTexture(0, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE);
+ if (channel > -1)
+ {
+ gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLuminanceMap.getTexture(), true);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
+ }
+
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_BLOOM);
+ if (channel > -1)
+ {
+ mGlow[1].bindTexture(0, channel);
+ }
+
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
+ if (channel > -1)
+ {
+ gi_source->bindTexture(0, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_EDGE, LLTexUnit::TT_RECT_TEXTURE);
+ if (channel > -1)
+ {
+ mEdgeMap.bindTexture(0, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
+ if (channel > -1)
+ {
+ mDeferredLight[1].bindTexture(0, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
+ if (channel > -1)
+ {
+ mDeferredLight[2].bindTexture(0, channel);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+
+ stop_glerror();
+
+ for (U32 i = 0; i < 4; i++)
+ {
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE);
+ stop_glerror();
+ if (channel > -1)
+ {
+ stop_glerror();
+ gGL.getTexUnit(channel)->bind(&mShadow[i], TRUE);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ stop_glerror();
+
+ glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
+ glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
+ stop_glerror();
+ }
+ }
+
+ for (U32 i = 4; i < 6; i++)
+ {
+ channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i);
+ stop_glerror();
+ if (channel > -1)
+ {
+ stop_glerror();
+ gGL.getTexUnit(channel)->bind(&mShadow[i], TRUE);
+ gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+ gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ stop_glerror();
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
+ stop_glerror();
+ }
+ }
+
+ 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("shadow_matrix[0]", 6, FALSE, mat);
+ shader.uniformMatrix4fv("shadow_matrix", 6, FALSE, mat);
+
+ stop_glerror();
+
+ channel = shader.enableTexture(LLViewerShaderMgr::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();
+ F64* m = gGLModelView;
+
+
+ F32 mat[] = { m[0], m[1], m[2],
+ m[4], m[5], m[6],
+ m[8], m[9], m[10] };
+
+ shader.uniform3fv("env_mat[0]", 3, mat);
+ shader.uniform3fv("env_mat", 3, mat);
+ }
+ }
+
+ shader.uniform4fv("shadow_clip", 1, mSunClipPlanes.mV);
+ shader.uniform1f("sun_wash", gSavedSettings.getF32("RenderDeferredSunWash"));
+ shader.uniform1f("shadow_noise", gSavedSettings.getF32("RenderShadowNoise"));
+ shader.uniform1f("blur_size", gSavedSettings.getF32("RenderShadowBlurSize"));
+
+ shader.uniform1f("ssao_radius", gSavedSettings.getF32("RenderSSAOScale"));
+ shader.uniform1f("ssao_max_radius", gSavedSettings.getU32("RenderSSAOMaxScale"));
+
+ F32 ssao_factor = gSavedSettings.getF32("RenderSSAOFactor");
+ shader.uniform1f("ssao_factor", ssao_factor);
+ shader.uniform1f("ssao_factor_inv", 1.0/ssao_factor);
+
+ LLVector3 ssao_effect = gSavedSettings.getVector3("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("ssao_effect_mat", 1, GL_FALSE, ssao_effect_mat);
+
+ F32 shadow_offset_error = 1.f + gSavedSettings.getF32("RenderShadowOffsetError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
+ F32 shadow_bias_error = 1.f + gSavedSettings.getF32("RenderShadowBiasError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
+
+ shader.uniform2f("screen_res", mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
+ shader.uniform1f("near_clip", LLViewerCamera::getInstance()->getNear()*2.f);
+ shader.uniform1f ("shadow_offset", gSavedSettings.getF32("RenderShadowOffset")*shadow_offset_error);
+ shader.uniform1f("shadow_bias", gSavedSettings.getF32("RenderShadowBias")*shadow_bias_error);
+ shader.uniform1f ("spot_shadow_offset", gSavedSettings.getF32("RenderSpotShadowOffset"));
+ shader.uniform1f("spot_shadow_bias", gSavedSettings.getF32("RenderSpotShadowBias"));
+
+ shader.uniform1f("lum_scale", gSavedSettings.getF32("RenderLuminanceScale"));
+ shader.uniform1f("sun_lum_scale", gSavedSettings.getF32("RenderSunLuminanceScale"));
+ shader.uniform1f("sun_lum_offset", gSavedSettings.getF32("RenderSunLuminanceOffset"));
+ shader.uniform1f("lum_lod", gSavedSettings.getF32("RenderLuminanceDetail"));
+ shader.uniform1f("gi_range", gSavedSettings.getF32("RenderGIRange"));
+ shader.uniform1f("gi_brightness", gSavedSettings.getF32("RenderGIBrightness"));
+ shader.uniform1f("gi_luminance", gSavedSettings.getF32("RenderGILuminance"));
+ shader.uniform1f("gi_edge_weight", gSavedSettings.getF32("RenderGIBlurEdgeWeight"));
+ shader.uniform1f("gi_blur_brightness", gSavedSettings.getF32("RenderGIBlurBrightness"));
+ shader.uniform1f("gi_sample_width", mGILightRadius);
+ shader.uniform1f("gi_noise", gSavedSettings.getF32("RenderGINoise"));
+ shader.uniform1f("gi_attenuation", gSavedSettings.getF32("RenderGIAttenuation"));
+ shader.uniform1f("gi_ambiance", gSavedSettings.getF32("RenderGIAmbiance"));
+ shader.uniform2f("shadow_res", mShadow[0].getWidth(), mShadow[0].getHeight());
+ shader.uniform2f("proj_shadow_res", mShadow[4].getWidth(), mShadow[4].getHeight());
+ shader.uniform1f("depth_cutoff", gSavedSettings.getF32("RenderEdgeDepthCutoff"));
+ shader.uniform1f("norm_cutoff", gSavedSettings.getF32("RenderEdgeNormCutoff"));
+
+ if (shader.getUniformLocation("norm_mat") >= 0)
+ {
+ glh::matrix4f norm_mat = glh_get_current_modelview().inverse().transpose();
+ shader.uniformMatrix4fv("norm_mat", 1, FALSE, norm_mat.m);
+ }
+}
+
+static LLFastTimer::DeclareTimer FTM_GI_TRACE("Trace");
+static LLFastTimer::DeclareTimer FTM_GI_GATHER("Gather");
+static LLFastTimer::DeclareTimer FTM_SUN_SHADOW("Shadow Map");
+static LLFastTimer::DeclareTimer FTM_SOFTEN_SHADOW("Shadow Soften");
+static LLFastTimer::DeclareTimer FTM_EDGE_DETECTION("Find Edges");
+static LLFastTimer::DeclareTimer FTM_LOCAL_LIGHTS("Local Lights");
+static LLFastTimer::DeclareTimer FTM_ATMOSPHERICS("Atmospherics");
+static LLFastTimer::DeclareTimer FTM_FULLSCREEN_LIGHTS("Fullscreen Lights");
+static LLFastTimer::DeclareTimer FTM_PROJECTORS("Projectors");
+static LLFastTimer::DeclareTimer FTM_POST("Post");
+
+
+void LLPipeline::renderDeferredLighting()
+{
+ if (!sCull)
+ {
+ return;
+ }
+
+ {
+ LLFastTimer ftm(FTM_RENDER_DEFERRED);
+
+ LLViewerCamera* camera = LLViewerCamera::getInstance();
+ {
+ LLGLDepthTest depth(GL_TRUE);
+ mDeferredDepth.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
+ 0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ }
+
+ LLGLEnable multisample(GL_MULTISAMPLE_ARB);
+
+ if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
+ {
+ gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
+ }
+
+ //ati doesn't seem to love actually using the stencil buffer on FBO's
+ LLGLEnable stencil(GL_STENCIL_TEST);
+ glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+
+ gGL.setColorMask(true, true);
+
+ //draw a cube around every light
+ LLVertexBuffer::unbind();
+
+ LLGLEnable cull(GL_CULL_FACE);
+ LLGLEnable blend(GL_BLEND);
+
+ glh::matrix4f mat = glh_copy_matrix(gGLModelView);
+
+ F32 vert[] =
+ {
+ -1,1,
+ -1,-3,
+ 3,1,
+ };
+ glVertexPointer(2, GL_FLOAT, 0, vert);
+ glColor3f(1,1,1);
+
+ {
+ setupHWLights(NULL); //to set mSunDir;
+ LLVector4 dir(mSunDir, 0.f);
+ glh::vec4f tc(dir.mV);
+ mat.mult_matrix_vec(tc);
+ glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], 0);
+ }
+
+ glPushMatrix();
+ glLoadIdentity();
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+
+ mDeferredLight[0].bindTarget();
+
+ if (gSavedSettings.getBOOL("RenderDeferredSSAO") || gSavedSettings.getS32("RenderShadowDetail") > 0)
+ {
+ { //paint shadow/SSAO light map (direct lighting lightmap)
+ LLFastTimer ftm(FTM_SUN_SHADOW);
+ bindDeferredShader(gDeferredSunProgram, 0);
+
+ glClearColor(1,1,1,1);
+ mDeferredLight[0].clear(GL_COLOR_BUFFER_BIT);
+ glClearColor(0,0,0,0);
+
+ glh::matrix4f inv_trans = glh_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("offset", slice, offset);
+ gDeferredSunProgram.uniform2f("screenRes", mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight());
+
+ {
+ LLGLDisable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
+ stop_glerror();
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ stop_glerror();
+ }
+
+ unbindDeferredShader(gDeferredSunProgram);
+ }
+ }
+ else
+ {
+ glClearColor(1,1,1,1);
+ mDeferredLight[0].clear(GL_COLOR_BUFFER_BIT);
+ glClearColor(0,0,0,0);
+ }
+
+ mDeferredLight[0].flush();
+
+ { //global illumination specific block (still experimental)
+ if (gSavedSettings.getBOOL("RenderDeferredBlurLight") &&
+ gSavedSettings.getBOOL("RenderDeferredGI"))
+ {
+ LLFastTimer ftm(FTM_EDGE_DETECTION);
+ //generate edge map
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable test(GL_ALPHA_TEST);
+ LLGLDepthTest depth(GL_FALSE);
+ LLGLDisable stencil(GL_STENCIL_TEST);
+
+ {
+ gDeferredEdgeProgram.bind();
+ mEdgeMap.bindTarget();
+ bindDeferredShader(gDeferredEdgeProgram);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ unbindDeferredShader(gDeferredEdgeProgram);
+ mEdgeMap.flush();
+ }
+ }
+
+ if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
+ {
+ { //get luminance map from previous frame's light map
+ LLGLEnable blend(GL_BLEND);
+ LLGLDisable test(GL_ALPHA_TEST);
+ LLGLDepthTest depth(GL_FALSE);
+ LLGLDisable stencil(GL_STENCIL_TEST);
+
+ //static F32 fade = 1.f;
+
+ {
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+ gLuminanceGatherProgram.bind();
+ gLuminanceGatherProgram.uniform2f("screen_res", mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight());
+ mLuminanceMap.bindTarget();
+ bindDeferredShader(gLuminanceGatherProgram);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ unbindDeferredShader(gLuminanceGatherProgram);
+ mLuminanceMap.flush();
+ gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLuminanceMap.getTexture(), true);
+ gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
+ glGenerateMipmapEXT(GL_TEXTURE_2D);
+ }
+ }
+
+ { //paint noisy GI map (bounce lighting lightmap)
+ LLFastTimer ftm(FTM_GI_TRACE);
+ LLGLDisable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_FALSE);
+ LLGLDisable test(GL_ALPHA_TEST);
+
+ mGIMapPost[0].bindTarget();
+
+ bindDeferredShader(gDeferredGIProgram, 0, &mGIMap, 0, mTrueNoiseMap);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ unbindDeferredShader(gDeferredGIProgram);
+ mGIMapPost[0].flush();
+ }
+
+ U32 pass_count = 0;
+ if (gSavedSettings.getBOOL("RenderDeferredBlurLight"))
+ {
+ pass_count = llclamp(gSavedSettings.getU32("RenderGIBlurPasses"), (U32) 1, (U32) 128);
+ }
+
+ for (U32 i = 0; i < pass_count; ++i)
+ { //gather/soften indirect lighting map
+ LLFastTimer ftm(FTM_GI_GATHER);
+ bindDeferredShader(gDeferredPostGIProgram, 0, &mGIMapPost[0], NULL, mTrueNoiseMap);
+ F32 blur_size = gSavedSettings.getF32("RenderGIBlurSize")/((F32) i * gSavedSettings.getF32("RenderGIBlurIncrement")+1.f);
+ gDeferredPostGIProgram.uniform2f("delta", 1.f, 0.f);
+ gDeferredPostGIProgram.uniform1f("kern_scale", blur_size);
+ gDeferredPostGIProgram.uniform1f("gi_blur_brightness", gSavedSettings.getF32("RenderGIBlurBrightness"));
+
+ mGIMapPost[1].bindTarget();
+ {
+ LLGLDisable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_FALSE);
+ stop_glerror();
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ stop_glerror();
+ }
+
+ mGIMapPost[1].flush();
+ unbindDeferredShader(gDeferredPostGIProgram);
+ bindDeferredShader(gDeferredPostGIProgram, 0, &mGIMapPost[1], NULL, mTrueNoiseMap);
+ mGIMapPost[0].bindTarget();
+
+ gDeferredPostGIProgram.uniform2f("delta", 0.f, 1.f);
+
+ {
+ LLGLDisable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_FALSE);
+ stop_glerror();
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ stop_glerror();
+ }
+ mGIMapPost[0].flush();
+ unbindDeferredShader(gDeferredPostGIProgram);
+ }
+ }
+ }
+
+ if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
+ { //soften direct lighting lightmap
+ LLFastTimer ftm(FTM_SOFTEN_SHADOW);
+ //blur lightmap
+ mDeferredLight[1].bindTarget();
+
+ glClearColor(1,1,1,1);
+ mDeferredLight[1].clear(GL_COLOR_BUFFER_BIT);
+ glClearColor(0,0,0,0);
+
+ bindDeferredShader(gDeferredBlurLightProgram);
+
+ LLVector3 go = gSavedSettings.getVector3("RenderShadowGaussian");
+ const U32 kern_length = 4;
+ F32 blur_size = gSavedSettings.getF32("RenderShadowBlurSize");
+ F32 dist_factor = gSavedSettings.getF32("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("delta", 1.f, 0.f);
+ gDeferredBlurLightProgram.uniform1f("dist_factor", dist_factor);
+ gDeferredBlurLightProgram.uniform3fv("kern[0]", kern_length, gauss[0].mV);
+ gDeferredBlurLightProgram.uniform3fv("kern", kern_length, gauss[0].mV);
+ gDeferredBlurLightProgram.uniform1f("kern_scale", blur_size * (kern_length/2.f - 0.5f));
+
+ {
+ LLGLDisable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
+ stop_glerror();
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ stop_glerror();
+ }
+
+ mDeferredLight[1].flush();
+ unbindDeferredShader(gDeferredBlurLightProgram);
+
+ bindDeferredShader(gDeferredBlurLightProgram, 1);
+ mDeferredLight[0].bindTarget();
+
+ gDeferredBlurLightProgram.uniform2f("delta", 0.f, 1.f);
+
+ {
+ LLGLDisable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
+ stop_glerror();
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ stop_glerror();
+ }
+ mDeferredLight[0].flush();
+ unbindDeferredShader(gDeferredBlurLightProgram);
+ }
+
+ stop_glerror();
+ glPopMatrix();
+ stop_glerror();
+ glMatrixMode(GL_MODELVIEW);
+ stop_glerror();
+ glPopMatrix();
+ stop_glerror();
+
+ //copy depth and stencil from deferred screen
+ //mScreen.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
+ // 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
+
+ if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
+ {
+ mDeferredLight[1].bindTarget();
+ // clear color buffer here (GI) - zeroing alpha (glow) is important or it will accumulate against sky
+ glClearColor(0,0,0,0);
+ mScreen.clear(GL_COLOR_BUFFER_BIT);
+ }
+ else
+ {
+ mScreen.bindTarget();
+ // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
+ glClearColor(0,0,0,0);
+ mScreen.clear(GL_COLOR_BUFFER_BIT);
+ }
+
+ if (gSavedSettings.getBOOL("RenderDeferredAtmospheric"))
+ { //apply sunlight contribution
+ LLFastTimer ftm(FTM_ATMOSPHERICS);
+ bindDeferredShader(gDeferredSoftenProgram, 0, &mGIMapPost[0]);
+ {
+ LLGLDepthTest depth(GL_FALSE);
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable test(GL_ALPHA_TEST);
+
+ //full screen blit
+ glPushMatrix();
+ glLoadIdentity();
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+
+ glVertexPointer(2, GL_FLOAT, 0, vert);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ }
+
+ unbindDeferredShader(gDeferredSoftenProgram);
+ }
+
+ { //render sky
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable stencil(GL_STENCIL_TEST);
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+
+ gPipeline.pushRenderTypeMask();
+
+ gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
+ LLPipeline::RENDER_TYPE_CLOUDS,
+ LLPipeline::RENDER_TYPE_WL_SKY,
+ LLPipeline::END_RENDER_TYPES);
+
+
+ renderGeomPostDeferred(*LLViewerCamera::getInstance());
+ gPipeline.popRenderTypeMask();
+ }
+
+ BOOL render_local = gSavedSettings.getBOOL("RenderDeferredLocalLights");
+ BOOL render_fullscreen = gSavedSettings.getBOOL("RenderDeferredFullscreenLights");
+
+
+ if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
+ {
+ mDeferredLight[1].flush();
+ mDeferredLight[2].bindTarget();
+ mDeferredLight[2].clear(GL_COLOR_BUFFER_BIT);
+ }
+
+ if (render_local || render_fullscreen)
+ {
+ gGL.setSceneBlendType(LLRender::BT_ADD);
+ std::list<LLVector4> fullscreen_lights;
+ LLDrawable::drawable_list_t spot_lights;
+ LLDrawable::drawable_list_t fullscreen_spot_lights;
+
+ for (U32 i = 0; i < 2; i++)
+ {
+ mTargetShadowSpotLight[i] = NULL;
+ }
+
+ std::list<LLVector4> light_colors;
+
+ F32 v[24];
+ glVertexPointer(3, GL_FLOAT, 0, v);
+ BOOL render_local = gSavedSettings.getBOOL("RenderDeferredLocalLights");
+
+ {
+ bindDeferredShader(gDeferredLightProgram);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+ for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter)
+ {
+ LLDrawable* drawablep = *iter;
+
+ LLVOVolume* volume = drawablep->getVOVolume();
+ if (!volume)
+ {
+ continue;
+ }
+
+ if (volume->isAttachment())
+ {
+ if (!sRenderAttachedLights)
+ {
+ continue;
+ }
+ }
+
+
+ LLVector3 center = drawablep->getPositionAgent();
+ F32* c = center.mV;
+ F32 s = volume->getLightRadius()*1.5f;
+
+ LLColor3 col = volume->getLightColor();
+ col *= volume->getLightIntensity();
+
+ if (col.magVecSquared() < 0.001f)
+ {
+ continue;
+ }
+
+ if (s <= 0.001f)
+ {
+ continue;
+ }
+
+ if (camera->AABBInFrustumNoFarClip(center, LLVector3(s,s,s)) == 0)
+ {
+ continue;
+ }
+
+ sVisibleLightCount++;
+
+ glh::vec3f tc(c);
+ mat.mult_matrix_vec(tc);
+
+ //vertex positions are encoded so the 3 bits of their vertex index
+ //correspond to their axis facing, with bit position 3,2,1 matching
+ //axis facing x,y,z, bit set meaning positive facing, bit clear
+ //meaning negative facing
+ v[0] = c[0]-s; v[1] = c[1]-s; v[2] = c[2]-s; // 0 - 0000
+ v[3] = c[0]-s; v[4] = c[1]-s; v[5] = c[2]+s; // 1 - 0001
+ v[6] = c[0]-s; v[7] = c[1]+s; v[8] = c[2]-s; // 2 - 0010
+ v[9] = c[0]-s; v[10] = c[1]+s; v[11] = c[2]+s; // 3 - 0011
+
+ v[12] = c[0]+s; v[13] = c[1]-s; v[14] = c[2]-s; // 4 - 0100
+ v[15] = c[0]+s; v[16] = c[1]-s; v[17] = c[2]+s; // 5 - 0101
+ v[18] = c[0]+s; v[19] = c[1]+s; v[20] = c[2]-s; // 6 - 0110
+ v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111
+
+ if (camera->getOrigin().mV[0] > c[0] + s + 0.2f ||
+ camera->getOrigin().mV[0] < c[0] - s - 0.2f ||
+ camera->getOrigin().mV[1] > c[1] + s + 0.2f ||
+ camera->getOrigin().mV[1] < c[1] - s - 0.2f ||
+ camera->getOrigin().mV[2] > c[2] + s + 0.2f ||
+ camera->getOrigin().mV[2] < c[2] - s - 0.2f)
+ { //draw box if camera is outside box
+ if (render_local)
+ {
+ if (volume->isLightSpotlight())
+ {
+ drawablep->getVOVolume()->updateSpotLightPriority();
+ spot_lights.push_back(drawablep);
+ continue;
+ }
+
+ LLFastTimer ftm(FTM_LOCAL_LIGHTS);
+ glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
+ glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
+ glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8,
+ GL_UNSIGNED_BYTE, get_box_fan_indices(camera, center));
+ stop_glerror();
+ }
+ }
+ else if (render_fullscreen)
+ {
+ if (volume->isLightSpotlight())
+ {
+ drawablep->getVOVolume()->updateSpotLightPriority();
+ fullscreen_spot_lights.push_back(drawablep);
+ continue;
+ }
+
+ fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s*s));
+ light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f));
+ }
+ }
+ unbindDeferredShader(gDeferredLightProgram);
+ }
+
+ if (!spot_lights.empty())
+ {
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+ bindDeferredShader(gDeferredSpotLightProgram);
+
+ gDeferredSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
+
+ for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter)
+ {
+ LLFastTimer ftm(FTM_PROJECTORS);
+ LLDrawable* drawablep = *iter;
+
+ LLVOVolume* volume = drawablep->getVOVolume();
+
+ LLVector3 center = drawablep->getPositionAgent();
+ F32* c = center.mV;
+ F32 s = volume->getLightRadius()*1.5f;
+
+ sVisibleLightCount++;
+
+ glh::vec3f tc(c);
+ mat.mult_matrix_vec(tc);
+
+ setupSpotLight(gDeferredSpotLightProgram, drawablep);
+
+ LLColor3 col = volume->getLightColor();
+ col *= volume->getLightIntensity();
+
+ //vertex positions are encoded so the 3 bits of their vertex index
+ //correspond to their axis facing, with bit position 3,2,1 matching
+ //axis facing x,y,z, bit set meaning positive facing, bit clear
+ //meaning negative facing
+ v[0] = c[0]-s; v[1] = c[1]-s; v[2] = c[2]-s; // 0 - 0000
+ v[3] = c[0]-s; v[4] = c[1]-s; v[5] = c[2]+s; // 1 - 0001
+ v[6] = c[0]-s; v[7] = c[1]+s; v[8] = c[2]-s; // 2 - 0010
+ v[9] = c[0]-s; v[10] = c[1]+s; v[11] = c[2]+s; // 3 - 0011
+
+ v[12] = c[0]+s; v[13] = c[1]-s; v[14] = c[2]-s; // 4 - 0100
+ v[15] = c[0]+s; v[16] = c[1]-s; v[17] = c[2]+s; // 5 - 0101
+ v[18] = c[0]+s; v[19] = c[1]+s; v[20] = c[2]-s; // 6 - 0110
+ v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111
+
+ glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
+ glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
+ glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8,
+ GL_UNSIGNED_BYTE, get_box_fan_indices(camera, center));
+ }
+ gDeferredSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
+ unbindDeferredShader(gDeferredSpotLightProgram);
+ }
+
+ {
+ bindDeferredShader(gDeferredMultiLightProgram);
+
+ LLGLDepthTest depth(GL_FALSE);
+
+ //full screen blit
+ glPushMatrix();
+ glLoadIdentity();
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+
+ U32 count = 0;
+
+ const U32 max_count = 8;
+ LLVector4 light[max_count];
+ LLVector4 col[max_count];
+
+ glVertexPointer(2, GL_FLOAT, 0, vert);
+
+ F32 far_z = 0.f;
+
+ while (!fullscreen_lights.empty())
+ {
+ LLFastTimer ftm(FTM_FULLSCREEN_LIGHTS);
+ 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]-sqrtf(light[count].mV[3]), far_z);
+
+ count++;
+ if (count == max_count || fullscreen_lights.empty())
+ {
+ gDeferredMultiLightProgram.uniform1i("light_count", count);
+ gDeferredMultiLightProgram.uniform4fv("light[0]", count, (GLfloat*) light);
+ gDeferredMultiLightProgram.uniform4fv("light", count, (GLfloat*) light);
+ gDeferredMultiLightProgram.uniform4fv("light_col[0]", count, (GLfloat*) col);
+ gDeferredMultiLightProgram.uniform4fv("light_col", count, (GLfloat*) col);
+ gDeferredMultiLightProgram.uniform1f("far_z", far_z);
+ far_z = 0.f;
+ count = 0;
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ }
+ }
+
+ unbindDeferredShader(gDeferredMultiLightProgram);
+
+ bindDeferredShader(gDeferredMultiSpotLightProgram);
+
+ gDeferredMultiSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
+
+ for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
+ {
+ LLFastTimer ftm(FTM_PROJECTORS);
+ LLDrawable* drawablep = *iter;
+
+ LLVOVolume* volume = drawablep->getVOVolume();
+
+ LLVector3 center = drawablep->getPositionAgent();
+ F32* c = center.mV;
+ F32 s = volume->getLightRadius()*1.5f;
+
+ sVisibleLightCount++;
+
+ glh::vec3f tc(c);
+ mat.mult_matrix_vec(tc);
+
+ setupSpotLight(gDeferredMultiSpotLightProgram, drawablep);
+
+ LLColor3 col = volume->getLightColor();
+ col *= volume->getLightIntensity();
+
+ glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
+ glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ }
+
+ gDeferredMultiSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
+ unbindDeferredShader(gDeferredMultiSpotLightProgram);
+
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ }
+ }
+
+ gGL.setColorMask(true, true);
+
+ if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
+ {
+ mDeferredLight[2].flush();
+
+ mScreen.bindTarget();
+ mScreen.clear(GL_COLOR_BUFFER_BIT);
+
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+
+ { //mix various light maps (local, sun, gi)
+ LLFastTimer ftm(FTM_POST);
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable test(GL_ALPHA_TEST);
+ LLGLDepthTest depth(GL_FALSE);
+ LLGLDisable stencil(GL_STENCIL_TEST);
+
+ bindDeferredShader(gDeferredPostProgram, 0, &mGIMapPost[0]);
+
+ gDeferredPostProgram.bind();
+
+ LLVertexBuffer::unbind();
+
+ glVertexPointer(2, GL_FLOAT, 0, vert);
+ glColor3f(1,1,1);
+
+ glPushMatrix();
+ glLoadIdentity();
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+
+ unbindDeferredShader(gDeferredPostProgram);
+ }
+ }
+ }
+
+ { //render non-deferred geometry (alpha, fullbright, glow)
+ LLGLDisable blend(GL_BLEND);
+ LLGLDisable stencil(GL_STENCIL_TEST);
+
+ pushRenderTypeMask();
+ andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
+ LLPipeline::RENDER_TYPE_FULLBRIGHT,
+ LLPipeline::RENDER_TYPE_VOLUME,
+ LLPipeline::RENDER_TYPE_GLOW,
+ LLPipeline::RENDER_TYPE_BUMP,
+ LLPipeline::RENDER_TYPE_PASS_SIMPLE,
+ LLPipeline::RENDER_TYPE_PASS_ALPHA,
+ LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_PASS_BUMP,
+ LLPipeline::RENDER_TYPE_PASS_POST_BUMP,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
+ LLPipeline::RENDER_TYPE_PASS_GLOW,
+ LLPipeline::RENDER_TYPE_PASS_GRASS,
+ LLPipeline::RENDER_TYPE_PASS_SHINY,
+ LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
+ LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
+ LLPipeline::RENDER_TYPE_AVATAR,
+ END_RENDER_TYPES);
+
+ renderGeomPostDeferred(*LLViewerCamera::getInstance());
+ popRenderTypeMask();
+ }
+
+ {
+ //render highlights, etc.
+ renderHighlights();
+ mHighlightFaces.clear();
+
+ renderDebug();
+
+ LLVertexBuffer::unbind();
+
+ if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
+ {
+ // Render debugging beacons.
+ gObjectList.renderObjectBeacons();
+ gObjectList.resetObjectBeacons();
+ }
+ }
+
+ mScreen.flush();
+
+}
+
+void LLPipeline::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 = glh_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("proj_mat", 1, FALSE, screen_to_light.m);
+ shader.uniform1f("proj_near", near_clip);
+ shader.uniform3fv("proj_p", 1, p1.v);
+ shader.uniform3fv("proj_n", 1, n.v);
+ shader.uniform3fv("proj_origin", 1, screen_origin.v);
+ shader.uniform1f("proj_range", proj_range);
+ shader.uniform1f("proj_ambiance", params.mV[2]);
+ S32 s_idx = -1;
+
+ for (U32 i = 0; i < 2; i++)
+ {
+ if (mShadowSpotLight[i] == drawablep)
+ {
+ s_idx = i;
+ }
+ }
+
+ shader.uniform1i("proj_shadow_idx", s_idx);
+
+ if (s_idx >= 0)
+ {
+ shader.uniform1f("shadow_fade", 1.f-mSpotLightFade[s_idx]);
+ }
+ else
+ {
+ shader.uniform1f("shadow_fade", 1.f);
+ }
+
+ {
+ LLDrawable* potential = drawablep;
+ //determine if this is a good light for casting shadows
+ F32 m_pri = volume->getSpotLightPriority();
+
+ for (U32 i = 0; i < 2; i++)
+ {
+ F32 pri = 0.f;
+
+ if (mTargetShadowSpotLight[i].notNull())
+ {
+ pri = mTargetShadowSpotLight[i]->getVOVolume()->getSpotLightPriority();
+ }
+
+ if (m_pri > pri)
+ {
+ LLDrawable* temp = mTargetShadowSpotLight[i];
+ mTargetShadowSpotLight[i] = potential;
+ potential = temp;
+ m_pri = pri;
+ }
+ }
+ }
+
+ LLViewerTexture* img = volume->getLightTexture();
+
+ S32 channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
+
+ if (channel > -1 && img)
+ {
+ gGL.getTexUnit(channel)->bind(img);
+
+ F32 lod_range = logf(img->getWidth())/logf(2.f);
+
+ shader.uniform1f("proj_focus", focus);
+ shader.uniform1f("proj_lod", lod_range);
+ shader.uniform1f("proj_ambient_lod", llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f));
+ }
+}
+
+void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
+{
+ stop_glerror();
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_POSITION, LLTexUnit::TT_RECT_TEXTURE);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, LLTexUnit::TT_RECT_TEXTURE);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, LLTexUnit::TT_RECT_TEXTURE);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_EDGE, LLTexUnit::TT_RECT_TEXTURE);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE);
+ shader.disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIP);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_BLOOM);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_NORMAL);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_DIFFUSE);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_SPECULAR);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_DEPTH);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIN_POS);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MAX_POS);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_NORMAL);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_DIFFUSE);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MIN_POS);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MAX_POS);
+
+ for (U32 i = 0; i < 4; i++)
+ {
+ if (shader.disableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE) > -1)
+ {
+ glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
+ }
+ }
+
+ for (U32 i = 4; i < 6; i++)
+ {
+ if (shader.disableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i) > -1)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
+ }
+ }
+
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_NOISE);
+ shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHTFUNC);
+
+ S32 channel = shader.disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
+ if (channel > -1)
+ {
+ LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
+ if (cube_map)
+ {
+ cube_map->disable();
+ }
+ }
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(0)->activate();
+ shader.unbind();
+
+ LLGLState::checkTextureChannels();
+}
+
+inline float sgn(float a)
+{
+ if (a > 0.0F) return (1.0F);
+ if (a < 0.0F) return (-1.0F);
+ return (0.0F);
+}
+
+void LLPipeline::generateWaterReflection(LLCamera& camera_in)
+{
+ if (LLPipeline::sWaterReflections && assertInitialized() && LLDrawPoolWater::sNeedsReflectionUpdate)
+ {
+ BOOL skip_avatar_update = FALSE;
+ if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK)
+ {
+ skip_avatar_update = TRUE;
+ }
+
+ if (!skip_avatar_update)
+ {
+ gAgentAvatarp->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON);
+ }
+ LLVertexBuffer::unbind();
+
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
+ LLGLState::checkClientArrays();
+
+ LLCamera camera = camera_in;
+ camera.setFar(camera.getFar()*0.87654321f);
+ LLPipeline::sReflectionRender = TRUE;
+ S32 occlusion = LLPipeline::sUseOcclusion;
+
+ LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
+
+ LLPipeline::sUseOcclusion = llmin(occlusion, 1);
+
+ gPipeline.pushRenderTypeMask();
+
+ glh::matrix4f projection = glh_get_current_projection();
+ glh::matrix4f mat;
+
+ stop_glerror();
+ LLPlane plane;
+
+ F32 height = gAgent.getRegion()->getWaterHeight();
+ F32 to_clip = fabsf(camera.getOrigin().mV[2]-height);
+ F32 pad = -to_clip*0.05f; //amount to "pad" clip plane by
+
+ //plane params
+ LLVector3 pnorm;
+ F32 pd;
+
+ S32 water_clip = 0;
+ if (!LLViewerCamera::getInstance()->cameraUnderWater())
+ { //camera is above water, clip plane points up
+ pnorm.setVec(0,0,1);
+ pd = -height;
+ plane.setVec(pnorm, pd);
+ water_clip = -1;
+ }
+ else
+ { //camera is below water, clip plane points down
+ pnorm = LLVector3(0,0,-1);
+ pd = height;
+ plane.setVec(pnorm, pd);
+ water_clip = 1;
+ }
+
+ if (!LLViewerCamera::getInstance()->cameraUnderWater())
+ { //generate planar reflection map
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ glClearColor(0,0,0,0);
+ mWaterRef.bindTarget();
+ gGL.setColorMask(true, true);
+ mWaterRef.clear();
+ gGL.setColorMask(true, false);
+
+ mWaterRef.getViewport(gGLViewport);
+
+ stop_glerror();
+
+ glPushMatrix();
+
+ mat.set_scale(glh::vec3f(1,1,-1));
+ mat.set_translate(glh::vec3f(0,0,height*2.f));
+
+ glh::matrix4f current = glh_get_current_modelview();
+
+ mat = current * mat;
+
+ glh_set_current_modelview(mat);
+ glLoadMatrixf(mat.m);
+
+ LLViewerCamera::updateFrustumPlanes(camera, FALSE, TRUE);
+
+ glh::matrix4f inv_mat = mat.inverse();
+
+ glh::vec3f origin(0,0,0);
+ inv_mat.mult_matrix_vec(origin);
+
+ camera.setOrigin(origin.v);
+
+ glCullFace(GL_FRONT);
+
+ static LLCullResult ref_result;
+
+ if (LLDrawPoolWater::sNeedsDistortionUpdate)
+ {
+ //initial sky pass (no user clip plane)
+ { //mask out everything but the sky
+ gPipeline.pushRenderTypeMask();
+ gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
+ LLPipeline::RENDER_TYPE_WL_SKY,
+ LLPipeline::END_RENDER_TYPES);
+ static LLCullResult result;
+ updateCull(camera, result);
+ stateSort(camera, result);
+ andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
+ LLPipeline::RENDER_TYPE_CLOUDS,
+ LLPipeline::RENDER_TYPE_WL_SKY,
+ LLPipeline::END_RENDER_TYPES);
+
+ renderGeom(camera, TRUE);
+ gPipeline.popRenderTypeMask();
+ }
+
+ gPipeline.pushRenderTypeMask();
+
+ clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER,
+ LLPipeline::RENDER_TYPE_VOIDWATER,
+ LLPipeline::RENDER_TYPE_GROUND,
+ LLPipeline::RENDER_TYPE_SKY,
+ LLPipeline::RENDER_TYPE_CLOUDS,
+ LLPipeline::END_RENDER_TYPES);
+
+ S32 detail = gSavedSettings.getS32("RenderReflectionDetail");
+ if (detail > 0)
+ { //mask out selected geometry based on reflection detail
+ if (detail < 4)
+ {
+ clearRenderTypeMask(LLPipeline::RENDER_TYPE_PARTICLES, END_RENDER_TYPES);
+ if (detail < 3)
+ {
+ clearRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES);
+ if (detail < 2)
+ {
+ clearRenderTypeMask(LLPipeline::RENDER_TYPE_VOLUME, END_RENDER_TYPES);
+ }
+ }
+ }
+
+ LLGLUserClipPlane clip_plane(plane, mat, projection);
+ LLGLDisable cull(GL_CULL_FACE);
+ updateCull(camera, ref_result, 1);
+ stateSort(camera, ref_result);
+ }
+
+ if (LLDrawPoolWater::sNeedsDistortionUpdate)
+ {
+ if (gSavedSettings.getS32("RenderReflectionDetail") > 0)
+ {
+ gPipeline.grabReferences(ref_result);
+ LLGLUserClipPlane clip_plane(plane, mat, projection);
+ renderGeom(camera);
+ }
+ }
+
+ gPipeline.popRenderTypeMask();
+ }
+ glCullFace(GL_BACK);
+ glPopMatrix();
+ mWaterRef.flush();
+ glh_set_current_modelview(current);
+ }
+
+ camera.setOrigin(camera_in.getOrigin());
+ //render distortion map
+ static BOOL last_update = TRUE;
+ if (last_update)
+ {
+ camera.setFar(camera_in.getFar());
+ clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER,
+ LLPipeline::RENDER_TYPE_VOIDWATER,
+ LLPipeline::RENDER_TYPE_GROUND,
+ END_RENDER_TYPES);
+ stop_glerror();
+
+ LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? FALSE : TRUE;
+
+ if (LLPipeline::sUnderWaterRender)
+ {
+ clearRenderTypeMask(LLPipeline::RENDER_TYPE_GROUND,
+ LLPipeline::RENDER_TYPE_SKY,
+ LLPipeline::RENDER_TYPE_CLOUDS,
+ LLPipeline::RENDER_TYPE_WL_SKY,
+ END_RENDER_TYPES);
+ }
+ LLViewerCamera::updateFrustumPlanes(camera);
+
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ LLColor4& col = LLDrawPoolWater::sWaterFogColor;
+ glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
+ mWaterDis.bindTarget();
+ mWaterDis.getViewport(gGLViewport);
+
+ if (!LLPipeline::sUnderWaterRender || LLDrawPoolWater::sNeedsReflectionUpdate)
+ {
+ //clip out geometry on the same side of water as the camera
+ mat = glh_get_current_modelview();
+ LLGLUserClipPlane clip_plane(LLPlane(-pnorm, -(pd+pad)), mat, projection);
+ static LLCullResult result;
+ updateCull(camera, result, water_clip);
+ stateSort(camera, result);
+
+ gGL.setColorMask(true, true);
+ mWaterDis.clear();
+ gGL.setColorMask(true, false);
+
+ renderGeom(camera);
+ }
+
+ LLPipeline::sUnderWaterRender = FALSE;
+ mWaterDis.flush();
+ }
+ last_update = LLDrawPoolWater::sNeedsReflectionUpdate && LLDrawPoolWater::sNeedsDistortionUpdate;
+
+ LLRenderTarget::unbindTarget();
+
+ LLPipeline::sReflectionRender = FALSE;
+
+ if (!LLRenderTarget::sUseFBO)
+ {
+ glClear(GL_DEPTH_BUFFER_BIT);
+ }
+ glClearColor(0.f, 0.f, 0.f, 0.f);
+ gViewerWindow->setup3DViewport();
+ gPipeline.popRenderTypeMask();
+ LLDrawPoolWater::sNeedsReflectionUpdate = FALSE;
+ LLDrawPoolWater::sNeedsDistortionUpdate = FALSE;
+ LLViewerCamera::getInstance()->setUserClipPlane(LLPlane(-pnorm, -pd));
+ LLPipeline::sUseOcclusion = occlusion;
+
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
+ LLGLState::checkClientArrays();
+
+ if (!skip_avatar_update)
+ {
+ gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode());
+ }
+ }
+}
+
+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 LLFastTimer::DeclareTimer FTM_SHADOW_RENDER("Render Shadows");
+static LLFastTimer::DeclareTimer FTM_SHADOW_ALPHA("Alpha Shadow");
+static LLFastTimer::DeclareTimer FTM_SHADOW_SIMPLE("Simple Shadow");
+
+void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& shadow_cam, LLCullResult &result, BOOL use_shader, BOOL use_occlusion)
+{
+ LLFastTimer t(FTM_SHADOW_RENDER);
+
+ //clip out geometry on the same side of water as the camera
+ S32 occlude = LLPipeline::sUseOcclusion;
+ if (!use_occlusion)
+ {
+ LLPipeline::sUseOcclusion = 0;
+ }
+ LLPipeline::sShadowRender = TRUE;
+
+ U32 types[] = { LLRenderPass::PASS_SIMPLE, LLRenderPass::PASS_FULLBRIGHT, LLRenderPass::PASS_SHINY, LLRenderPass::PASS_BUMP, LLRenderPass::PASS_FULLBRIGHT_SHINY };
+ LLGLEnable cull(GL_CULL_FACE);
+
+ if (use_shader)
+ {
+ gDeferredShadowProgram.bind();
+ }
+
+ updateCull(shadow_cam, result);
+ stateSort(shadow_cam, result);
+
+ //generate shadow map
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadMatrixf(proj.m);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadMatrixf(view.m);
+
+ stop_glerror();
+ gGLLastMatrix = NULL;
+
+ {
+ LLGLDepthTest depth(GL_TRUE);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ }
+
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+ glColor4f(1,1,1,1);
+
+ stop_glerror();
+
+ gGL.setColorMask(false, false);
+
+ //glCullFace(GL_FRONT);
+
+ {
+ LLFastTimer ftm(FTM_SHADOW_SIMPLE);
+ LLGLDisable test(GL_ALPHA_TEST);
+ gGL.getTexUnit(0)->disable();
+ for (U32 i = 0; i < sizeof(types)/sizeof(U32); ++i)
+ {
+ renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, FALSE);
+ }
+ gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
+ }
+
+ if (use_shader)
+ {
+ gDeferredShadowProgram.unbind();
+ renderGeomShadow(shadow_cam);
+ gDeferredShadowProgram.bind();
+ }
+ else
+ {
+ renderGeomShadow(shadow_cam);
+ }
+
+ {
+ LLFastTimer ftm(FTM_SHADOW_ALPHA);
+ LLGLEnable test(GL_ALPHA_TEST);
+ gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.6f);
+ renderObjects(LLRenderPass::PASS_ALPHA_SHADOW, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR, TRUE);
+ glColor4f(1,1,1,1);
+ renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE);
+ gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
+ }
+
+ //glCullFace(GL_BACK);
+
+ gGLLastMatrix = NULL;
+ glLoadMatrixd(gGLModelView);
+ doOcclusion(shadow_cam);
+
+ if (use_shader)
+ {
+ gDeferredShadowProgram.unbind();
+ }
+
+ gGL.setColorMask(true, true);
+
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ gGLLastMatrix = NULL;
+
+ LLPipeline::sUseOcclusion = occlude;
+ LLPipeline::sShadowRender = FALSE;
+}
+
+static LLFastTimer::DeclareTimer FTM_VISIBLE_CLOUD("Visible Cloud");
+BOOL LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir)
+{
+ LLFastTimer t(FTM_VISIBLE_CLOUD);
+ //get point cloud of intersection of frust and min, max
+
+ if (getVisibleExtents(camera, min, max))
+ {
+ return FALSE;
+ }
+
+ //get set of planes on bounding box
+ std::vector<LLPlane> bp;
+
+ bp.push_back(LLPlane(min, LLVector3(-1,0,0)));
+ bp.push_back(LLPlane(min, LLVector3(0,-1,0)));
+ bp.push_back(LLPlane(min, LLVector3(0,0,-1)));
+ bp.push_back(LLPlane(max, LLVector3(1,0,0)));
+ bp.push_back(LLPlane(max, LLVector3(0,1,0)));
+ bp.push_back(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 < 8; 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 < 6; 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]];
+ const LLVector3 n(cp.mV);
+
+ 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,
+ 3,1,
+
+ 4,5,
+ 5,6,
+ 6,7,
+ 7,4,
+
+ 0,4,
+ 1,5,
+ 2,6,
+ 3,7
+ };
+
+ LLVector3 center = (max+min)*0.5f;
+ LLVector3 size = (max-min)*0.5f;
+
+ 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];
+ const LLVector3 n(cp.mV);
+
+ 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 < 6; ++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::generateGI(LLCamera& camera, LLVector3& lightDir, std::vector<LLVector3>& vpc)
+{
+ if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) < 3)
+ {
+ return;
+ }
+
+ LLVector3 up;
+
+ //LLGLEnable depth_clamp(GL_DEPTH_CLAMP_NV);
+
+ if (lightDir.mV[2] > 0.5f)
+ {
+ up = LLVector3(1,0,0);
+ }
+ else
+ {
+ up = LLVector3(0, 0, 1);
+ }
+
+
+ F32 gi_range = gSavedSettings.getF32("RenderGIRange");
+
+ U32 res = mGIMap.getWidth();
+
+ F32 atten = llmax(gSavedSettings.getF32("RenderGIAttenuation"), 0.001f);
+
+ //set radius to range at which distance attenuation of incoming photons is near 0
+
+ F32 lrad = sqrtf(1.f/(atten*0.01f));
+
+ F32 lrange = lrad+gi_range*0.5f;
+
+ LLVector3 pad(lrange,lrange,lrange);
+
+ glh::matrix4f view = look(LLVector3(128.f,128.f,128.f), lightDir, up);
+
+ LLVector3 cp = camera.getOrigin()+camera.getAtAxis()*(gi_range*0.5f);
+
+ glh::vec3f scp(cp.mV);
+ view.mult_matrix_vec(scp);
+ cp.setVec(scp.v);
+
+ F32 pix_width = lrange/(res*0.5f);
+
+ //move cp to the nearest pix_width
+ for (U32 i = 0; i < 3; i++)
+ {
+ cp.mV[i] = llround(cp.mV[i], pix_width);
+ }
+
+ LLVector3 min = cp-pad;
+ LLVector3 max = cp+pad;
+
+ //set mGIRange to range in tc space[0,1] that covers texture block of intersecting lights around a point
+ mGIRange.mV[0] = (max.mV[0]-min.mV[0])/res;
+ mGIRange.mV[1] = (max.mV[1]-min.mV[1])/res;
+ mGILightRadius = lrad/lrange*0.5f;
+
+ glh::matrix4f proj = gl_ortho(min.mV[0], max.mV[0],
+ min.mV[1], max.mV[1],
+ -max.mV[2], -min.mV[2]);
+
+ LLCamera sun_cam = camera;
+
+ glh::matrix4f eye_view = glh_get_current_modelview();
+
+ //get eye space to camera space matrix
+ mGIMatrix = view*eye_view.inverse();
+ mGINormalMatrix = mGIMatrix.inverse().transpose();
+ mGIInvProj = proj.inverse();
+ mGIMatrixProj = proj*mGIMatrix;
+
+ //translate and scale to [0,1]
+ glh::matrix4f trans(.5f, 0.f, 0.f, .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);
+
+ mGIMatrixProj = trans*mGIMatrixProj;
+
+ glh_set_current_modelview(view);
+ glh_set_current_projection(proj);
+
+ LLViewerCamera::updateFrustumPlanes(sun_cam, TRUE, FALSE, TRUE);
+
+ sun_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR);
+ static LLCullResult result;
+
+ pushRenderTypeMask();
+
+ andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE,
+ LLPipeline::RENDER_TYPE_FULLBRIGHT,
+ LLPipeline::RENDER_TYPE_BUMP,
+ LLPipeline::RENDER_TYPE_VOLUME,
+ LLPipeline::RENDER_TYPE_TREE,
+ LLPipeline::RENDER_TYPE_TERRAIN,
+ LLPipeline::RENDER_TYPE_WATER,
+ LLPipeline::RENDER_TYPE_VOIDWATER,
+ LLPipeline::RENDER_TYPE_PASS_ALPHA_SHADOW,
+ LLPipeline::RENDER_TYPE_AVATAR,
+ LLPipeline::RENDER_TYPE_PASS_SIMPLE,
+ LLPipeline::RENDER_TYPE_PASS_BUMP,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
+ LLPipeline::RENDER_TYPE_PASS_SHINY,
+ END_RENDER_TYPES);
+
+
+
+ S32 occlude = LLPipeline::sUseOcclusion;
+ //LLPipeline::sUseOcclusion = 0;
+ LLPipeline::sShadowRender = TRUE;
+
+ //only render large objects into GI map
+ sMinRenderSize = gSavedSettings.getF32("RenderGIMinRenderSize");
+
+ LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_GI_SOURCE;
+ mGIMap.bindTarget();
+
+ F64 last_modelview[16];
+ F64 last_projection[16];
+ for (U32 i = 0; i < 16; i++)
+ {
+ last_modelview[i] = gGLLastModelView[i];
+ last_projection[i] = gGLLastProjection[i];
+ gGLLastModelView[i] = mGIModelview.m[i];
+ gGLLastProjection[i] = mGIProjection.m[i];
+ }
+
+ sun_cam.setOrigin(0.f, 0.f, 0.f);
+ updateCull(sun_cam, result);
+ stateSort(sun_cam, result);
+
+ for (U32 i = 0; i < 16; i++)
+ {
+ gGLLastModelView[i] = last_modelview[i];
+ gGLLastProjection[i] = last_projection[i];
+ }
+
+ mGIProjection = proj;
+ mGIModelview = view;
+
+ LLGLEnable cull(GL_CULL_FACE);
+
+ //generate GI map
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadMatrixf(proj.m);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadMatrixf(view.m);
+
+ stop_glerror();
+ gGLLastMatrix = NULL;
+
+ mGIMap.clear();
+
+ {
+ //LLGLEnable enable(GL_DEPTH_CLAMP_NV);
+ renderGeomDeferred(camera);
+ }
+
+ mGIMap.flush();
+
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ gGLLastMatrix = NULL;
+
+ LLPipeline::sUseOcclusion = occlude;
+ LLPipeline::sShadowRender = FALSE;
+ sMinRenderSize = 0.f;
+
+ popRenderTypeMask();
+
+}
+
+void LLPipeline::renderHighlight(const LLViewerObject* obj, F32 fade)
+{
+ if (obj && obj->getVolume())
+ {
+ for (LLViewerObject::child_list_t::const_iterator iter = obj->getChildren().begin(); iter != obj->getChildren().end(); ++iter)
+ {
+ renderHighlight(*iter, fade);
+ }
+
+ LLDrawable* drawable = obj->mDrawable;
+ if (drawable)
+ {
+ for (S32 i = 0; i < drawable->getNumFaces(); ++i)
+ {
+ LLFace* face = drawable->getFace(i);
+ if (face)
+ {
+ face->renderSelected(LLViewerTexture::sNullImagep, LLColor4(1,1,1,fade));
+ }
+ }
+ }
+ }
+}
+
+void LLPipeline::generateHighlight(LLCamera& camera)
+{
+ //render highlighted object as white into offscreen render target
+ if (mHighlightObject.notNull())
+ {
+ mHighlightSet.insert(HighlightItem(mHighlightObject));
+ }
+
+ if (!mHighlightSet.empty())
+ {
+ F32 transition = gFrameIntervalSeconds/gSavedSettings.getF32("RenderHighlightFadeTime");
+
+ LLGLDisable test(GL_ALPHA_TEST);
+ LLGLDepthTest depth(GL_FALSE);
+ mHighlight.bindTarget();
+ disableLights();
+ gGL.setColorMask(true, true);
+ mHighlight.clear();
+
+ gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
+ for (std::set<HighlightItem>::iterator iter = mHighlightSet.begin(); iter != mHighlightSet.end(); )
+ {
+ std::set<HighlightItem>::iterator cur_iter = iter++;
+
+ if (cur_iter->mItem.isNull())
+ {
+ mHighlightSet.erase(cur_iter);
+ continue;
+ }
+
+ if (cur_iter->mItem == mHighlightObject)
+ {
+ cur_iter->incrFade(transition);
+ }
+ else
+ {
+ cur_iter->incrFade(-transition);
+ if (cur_iter->mFade <= 0.f)
+ {
+ mHighlightSet.erase(cur_iter);
+ continue;
+ }
+ }
+
+ renderHighlight(cur_iter->mItem->getVObj(), cur_iter->mFade);
+ }
+
+ mHighlight.flush();
+ gGL.setColorMask(true, false);
+ gViewerWindow->setup3DViewport();
+ }
+}
+
+
+void LLPipeline::generateSunShadow(LLCamera& camera)
+{
+ if (!sRenderDeferred || gSavedSettings.getS32("RenderShadowDetail") <= 0)
+ {
+ return;
+ }
+
+ F64 last_modelview[16];
+ F64 last_projection[16];
+ for (U32 i = 0; i < 16; i++)
+ { //store last_modelview of world camera
+ last_modelview[i] = gGLLastModelView[i];
+ last_projection[i] = gGLLastProjection[i];
+ }
+
+ pushRenderTypeMask();
+ andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE,
+ LLPipeline::RENDER_TYPE_ALPHA,
+ LLPipeline::RENDER_TYPE_GRASS,
+ LLPipeline::RENDER_TYPE_FULLBRIGHT,
+ LLPipeline::RENDER_TYPE_BUMP,
+ LLPipeline::RENDER_TYPE_VOLUME,
+ LLPipeline::RENDER_TYPE_AVATAR,
+ LLPipeline::RENDER_TYPE_TREE,
+ LLPipeline::RENDER_TYPE_TERRAIN,
+ LLPipeline::RENDER_TYPE_WATER,
+ LLPipeline::RENDER_TYPE_VOIDWATER,
+ LLPipeline::RENDER_TYPE_PASS_ALPHA_SHADOW,
+ 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,
+ END_RENDER_TYPES);
+
+ gGL.setColorMask(false, false);
+
+ //get sun view matrix
+
+ //store current projection/modelview matrix
+ glh::matrix4f saved_proj = glh_get_current_projection();
+ glh::matrix4f saved_view = glh_get_current_modelview();
+ glh::matrix4f inv_view = saved_view.inverse();
+
+ glh::matrix4f view[6];
+ glh::matrix4f proj[6];
+
+ //clip contains parallel split distances for 3 splits
+ LLVector3 clip = gSavedSettings.getVector3("RenderShadowClipPlanes");
+
+ //F32 slope_threshold = gSavedSettings.getF32("RenderShadowSlopeThreshold");
+
+ //far clip on last split is minimum of camera view distance and 128
+ mSunClipPlanes = LLVector4(clip, clip.mV[2] * clip.mV[2]/clip.mV[1]);
+
+ clip = gSavedSettings.getVector3("RenderShadowOrthoClipPlanes");
+ mSunOrthoClipPlanes = LLVector4(clip, clip.mV[2]*clip.mV[2]/clip.mV[1]);
+
+ //currently used for amount to extrude frusta corners for constructing shadow frusta
+ LLVector3 n = gSavedSettings.getVector3("RenderShadowNearDist");
+ //F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] };
+
+ LLVector3 lightDir = -mSunDir;
+ lightDir.normVec();
+
+ glh::vec3f light_dir(lightDir.mV);
+
+ //create light space camera matrix
+
+ LLVector3 at = lightDir;
+
+ LLVector3 up = camera.getAtAxis();
+
+ if (fabsf(up*lightDir) > 0.75f)
+ {
+ up = camera.getUpAxis();
+ }
+
+ /*LLVector3 left = up%at;
+ up = at%left;*/
+
+ up.normVec();
+ at.normVec();
+
+
+ LLCamera main_camera = camera;
+
+ F32 near_clip = 0.f;
+ {
+ //get visible point cloud
+ std::vector<LLVector3> fp;
+
+ main_camera.calcAgentFrustumPlanes(main_camera.mAgentFrustum);
+
+ LLVector3 min,max;
+ getVisiblePointCloud(main_camera,min,max,fp);
+
+ if (fp.empty())
+ {
+ if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowCamera[0] = main_camera;
+ mShadowExtents[0][0] = min;
+ mShadowExtents[0][1] = max;
+
+ mShadowFrustPoints[0].clear();
+ mShadowFrustPoints[1].clear();
+ mShadowFrustPoints[2].clear();
+ mShadowFrustPoints[3].clear();
+ }
+ popRenderTypeMask();
+ return;
+ }
+
+ generateGI(camera, lightDir, fp);
+
+ //get good split distances for frustum
+ for (U32 i = 0; i < fp.size(); ++i)
+ {
+ glh::vec3f v(fp[i].mV);
+ saved_view.mult_matrix_vec(v);
+ fp[i].setVec(v.v);
+ }
+
+ min = fp[0];
+ max = fp[0];
+
+ //get camera space bounding box
+ for (U32 i = 1; i < fp.size(); ++i)
+ {
+ update_min_max(min, max, fp[i]);
+ }
+
+ near_clip = -max.mV[2];
+ F32 far_clip = -min.mV[2]*2.f;
+
+ far_clip = llmin(far_clip, 128.f);
+ far_clip = llmin(far_clip, camera.getFar());
+
+ F32 range = far_clip-near_clip;
+
+ LLVector3 split_exp = gSavedSettings.getVector3("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;
+ }
+ }
+
+ // convenience array of 4 near clip plane distances
+ F32 dist[] = { near_clip, mSunClipPlanes.mV[0], mSunClipPlanes.mV[1], mSunClipPlanes.mV[2], mSunClipPlanes.mV[3] };
+
+ for (S32 j = 0; j < 4; j++)
+ {
+ if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowFrustPoints[j].clear();
+ }
+
+ LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW0+j;
+
+ //restore render matrices
+ glh_set_current_modelview(saved_view);
+ glh_set_current_projection(saved_proj);
+
+ LLVector3 eye = camera.getOrigin();
+
+ //camera used for shadow cull/render
+ LLCamera shadow_cam;
+
+ //create world space camera frustum for this split
+ shadow_cam = camera;
+ shadow_cam.setFar(16.f);
+
+ LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
+
+ LLVector3* frust = shadow_cam.mAgentFrustum;
+
+ LLVector3 pn = shadow_cam.getAtAxis();
+
+ LLVector3 min, max;
+
+ //construct 8 corners of split frustum section
+ for (U32 i = 0; i < 4; i++)
+ {
+ LLVector3 delta = frust[i+4]-eye;
+ delta += (frust[i+4]-frust[(i+2)%4+4])*0.05f;
+ delta.normVec();
+ F32 dp = delta*pn;
+ frust[i] = eye + (delta*dist[j]*0.95f)/dp;
+ frust[i+4] = eye + (delta*dist[j+1]*1.05f)/dp;
+ }
+
+ shadow_cam.calcAgentFrustumPlanes(frust);
+ shadow_cam.mFrustumCornerDist = 0.f;
+
+ if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowCamera[j] = shadow_cam;
+ }
+
+ std::vector<LLVector3> fp;
+
+ if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir))
+ {
+ //no possible shadow receivers
+ if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowExtents[j][0] = LLVector3();
+ mShadowExtents[j][1] = LLVector3();
+ mShadowCamera[j+4] = shadow_cam;
+ }
+
+ mShadow[j].bindTarget();
+ {
+ LLGLDepthTest depth(GL_TRUE);
+ mShadow[j].clear();
+ }
+ mShadow[j].flush();
+
+ mShadowError.mV[j] = 0.f;
+ mShadowFOV.mV[j] = 0.f;
+
+ continue;
+ }
+
+ if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowExtents[j][0] = min;
+ mShadowExtents[j][1] = max;
+ mShadowFrustPoints[j] = fp;
+ }
+
+
+ //find a good origin for shadow projection
+ LLVector3 origin;
+
+ //get a temporary view projection
+ view[j] = look(camera.getOrigin(), lightDir, -up);
+
+ std::vector<LLVector3> wpf;
+
+ for (U32 i = 0; i < fp.size(); i++)
+ {
+ glh::vec3f p = glh::vec3f(fp[i].mV);
+ view[j].mult_matrix_vec(p);
+ wpf.push_back(LLVector3(p.v));
+ }
+
+ min = wpf[0];
+ max = wpf[0];
+
+ for (U32 i = 0; i < fp.size(); ++i)
+ { //get AABB in camera space
+ update_min_max(min, max, wpf[i]);
+ }
+
+ // Construct a perspective transform with perspective along y-axis that contains
+ // points in wpf
+ //Known:
+ // - far clip plane
+ // - near clip plane
+ // - points in frustum
+ //Find:
+ // - origin
+
+ //get some "interesting" points of reference
+ LLVector3 center = (min+max)*0.5f;
+ LLVector3 size = (max-min)*0.5f;
+ LLVector3 near_center = center;
+ near_center.mV[1] += size.mV[1]*2.f;
+
+
+ //put all points in wpf in quadrant 0, reletive to center of min/max
+ //get the best fit line using least squares
+ F32 bfm = 0.f;
+ F32 bfb = 0.f;
+
+ for (U32 i = 0; i < wpf.size(); ++i)
+ {
+ wpf[i] -= center;
+ wpf[i].mV[0] = fabsf(wpf[i].mV[0]);
+ wpf[i].mV[2] = fabsf(wpf[i].mV[2]);
+ }
+
+ if (!wpf.empty())
+ {
+ F32 sx = 0.f;
+ F32 sx2 = 0.f;
+ F32 sy = 0.f;
+ F32 sxy = 0.f;
+
+ for (U32 i = 0; i < wpf.size(); ++i)
+ {
+ sx += wpf[i].mV[0];
+ sx2 += wpf[i].mV[0]*wpf[i].mV[0];
+ sy += wpf[i].mV[1];
+ sxy += wpf[i].mV[0]*wpf[i].mV[1];
+ }
+
+ bfm = (sy*sx-wpf.size()*sxy)/(sx*sx-wpf.size()*sx2);
+ bfb = (sx*sxy-sy*sx2)/(sx*sx-bfm*sx2);
+ }
+
+ {
+ // best fit line is y=bfm*x+bfb
+
+ //find point that is furthest to the right of line
+ F32 off_x = -1.f;
+ LLVector3 lp;
+
+ for (U32 i = 0; i < wpf.size(); ++i)
+ {
+ //y = bfm*x+bfb
+ //x = (y-bfb)/bfm
+ F32 lx = (wpf[i].mV[1]-bfb)/bfm;
+
+ lx = wpf[i].mV[0]-lx;
+
+ if (off_x < lx)
+ {
+ off_x = lx;
+ lp = wpf[i];
+ }
+ }
+
+ //get line with slope bfm through lp
+ // bfb = y-bfm*x
+ bfb = lp.mV[1]-bfm*lp.mV[0];
+
+ //calculate error
+ mShadowError.mV[j] = 0.f;
+
+ for (U32 i = 0; i < wpf.size(); ++i)
+ {
+ F32 lx = (wpf[i].mV[1]-bfb)/bfm;
+ mShadowError.mV[j] += fabsf(wpf[i].mV[0]-lx);
+ }
+
+ mShadowError.mV[j] /= wpf.size();
+ mShadowError.mV[j] /= size.mV[0];
+
+ if (mShadowError.mV[j] > gSavedSettings.getF32("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(gSavedSettings.getF32("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);
+
+ if (fovx > cutoff || llround(fovz, 0.01f) > cutoff)
+ {
+ // llerrs << "WTF?" << llendl;
+ }
+
+ mShadowFOV.mV[j] = cutoff;
+ }
+
+
+ origin += center;
+
+ F32 ynear = -(max.mV[1]-origin.mV[1]);
+ F32 yfar = -(min.mV[1]-origin.mV[1]);
+
+ if (ynear < 0.1f) //keep a sensible near clip plane
+ {
+ F32 diff = 0.1f-ynear;
+ origin.mV[1] += diff;
+ ynear += diff;
+ yfar += diff;
+ }
+
+ if (fovx > cutoff)
+ { //just use ortho projection
+ origin.clearVec();
+ mShadowError.mV[j] = -1.f;
+ proj[j] = gl_ortho(min.mV[0], max.mV[0],
+ min.mV[1], max.mV[1],
+ -max.mV[2], -min.mV[2]);
+ }
+ else
+ {
+ //get perspective projection
+ view[j] = view[j].inverse();
+
+ glh::vec3f origin_agent(origin.mV);
+
+ //translate view to origin
+ view[j].mult_matrix_vec(origin_agent);
+
+ eye = LLVector3(origin_agent.v);
+
+ if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ mShadowFrustOrigin[j] = eye;
+ }
+
+ view[j] = look(LLVector3(origin_agent.v), lightDir, -up);
+
+ F32 fx = 1.f/tanf(fovx);
+ F32 fz = 1.f/tanf(fovz);
+
+ proj[j] = glh::matrix4f(-fx, 0, 0, 0,
+ 0, (yfar+ynear)/(ynear-yfar), 0, (2.f*yfar*ynear)/(ynear-yfar),
+ 0, 0, -fz, 0,
+ 0, -1.f, 0, 0);
+ }
+ }
+ }
+
+ shadow_cam.setFar(128.f);
+ shadow_cam.setOriginAndLookAt(eye, up, center);
+
+ shadow_cam.setOrigin(0,0,0);
+
+ glh_set_current_modelview(view[j]);
+ glh_set_current_projection(proj[j]);
+
+ LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
+
+ shadow_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR);
+
+ //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);
+
+ glh_set_current_modelview(view[j]);
+ glh_set_current_projection(proj[j]);
+
+ for (U32 i = 0; i < 16; i++)
+ {
+ gGLLastModelView[i] = mShadowModelview[j].m[i];
+ gGLLastProjection[i] = mShadowProjection[j].m[i];
+ }
+
+ mShadowModelview[j] = view[j];
+ mShadowProjection[j] = proj[j];
+
+
+ mSunShadowMatrix[j] = trans*proj[j]*view[j]*inv_view;
+
+ stop_glerror();
+
+ mShadow[j].bindTarget();
+ mShadow[j].getViewport(gGLViewport);
+
+ {
+ static LLCullResult result[4];
+
+ //LLGLEnable enable(GL_DEPTH_CLAMP_NV);
+ renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE);
+ }
+
+ mShadow[j].flush();
+
+ if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+ {
+ LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
+ mShadowCamera[j+4] = shadow_cam;
+ }
+ }
+
+
+ //hack to disable projector shadows
+ static bool clear = true;
+ bool gen_shadow = gSavedSettings.getS32("RenderShadowDetail") > 1;
+
+ if (gen_shadow)
+ {
+ clear = true;
+ F32 fade_amt = gFrameIntervalSeconds * llmax(LLViewerCamera::getInstance()->getVelocityStat()->getCurrentPerSec(), 1.f);
+
+ //update shadow targets
+ for (U32 i = 0; i < 2; i++)
+ { //for each current shadow
+ LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW4+i;
+
+ if (mShadowSpotLight[i].notNull() &&
+ (mShadowSpotLight[i] == mTargetShadowSpotLight[0] ||
+ mShadowSpotLight[i] == mTargetShadowSpotLight[1]))
+ { //keep this spotlight
+ mSpotLightFade[i] = llmin(mSpotLightFade[i]+fade_amt, 1.f);
+ }
+ else
+ { //fade out this light
+ mSpotLightFade[i] = llmax(mSpotLightFade[i]-fade_amt, 0.f);
+
+ if (mSpotLightFade[i] == 0.f || mShadowSpotLight[i].isNull())
+ { //faded out, grab one of the pending spots (whichever one isn't already taken)
+ if (mTargetShadowSpotLight[0] != mShadowSpotLight[(i+1)%2])
+ {
+ mShadowSpotLight[i] = mTargetShadowSpotLight[0];
+ }
+ else
+ {
+ mShadowSpotLight[i] = mTargetShadowSpotLight[1];
+ }
+ }
+ }
+ }
+
+ for (S32 i = 0; i < 2; i++)
+ {
+ glh_set_current_modelview(saved_view);
+ glh_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);
+
+ glh_set_current_modelview(view[i+4]);
+ glh_set_current_projection(proj[i+4]);
+
+ mSunShadowMatrix[i+4] = trans*proj[i+4]*view[i+4]*inv_view;
+
+ for (U32 j = 0; j < 16; j++)
+ {
+ gGLLastModelView[j] = mShadowModelview[i+4].m[j];
+ gGLLastProjection[j] = mShadowProjection[i+4].m[j];
+ }
+
+ mShadowModelview[i+4] = view[i+4];
+ mShadowProjection[i+4] = proj[i+4];
+
+ LLCamera shadow_cam = camera;
+ shadow_cam.setFar(far_clip);
+ shadow_cam.setOrigin(origin);
+
+ LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
+
+ stop_glerror();
+
+ mShadow[i+4].bindTarget();
+ mShadow[i+4].getViewport(gGLViewport);
+
+ static LLCullResult result[2];
+
+ LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW0+i+4;
+
+ renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE);
+
+ mShadow[i+4].flush();
+ }
+ }
+ else
+ {
+ if (clear)
+ {
+ clear = false;
+ for (U32 i = 4; i < 6; i++)
+ {
+ mShadow[i].bindTarget();
+ mShadow[i].clear();
+ mShadow[i].flush();
+ }
+ }
+ }
+
+ if (!gSavedSettings.getBOOL("CameraOffset"))
+ {
+ glh_set_current_modelview(saved_view);
+ glh_set_current_projection(saved_proj);
+ }
+ else
+ {
+ glh_set_current_modelview(view[1]);
+ glh_set_current_projection(proj[1]);
+ glLoadMatrixf(view[1].m);
+ glMatrixMode(GL_PROJECTION);
+ glLoadMatrixf(proj[1].m);
+ glMatrixMode(GL_MODELVIEW);
+ }
+ gGL.setColorMask(true, false);
+
+ for (U32 i = 0; i < 16; i++)
+ {
+ gGLLastModelView[i] = last_modelview[i];
+ gGLLastProjection[i] = last_projection[i];
+ }
+
+ popRenderTypeMask();
+}
+
+void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, U32 mask, BOOL texture)
+{
+ for (LLCullResult::sg_list_t::iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i)
+ {
+ LLSpatialGroup* group = *i;
+ if (!group->isDead() &&
+ (!sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) &&
+ gPipeline.hasRenderType(group->mSpatialPartition->mDrawableType) &&
+ group->mDrawMap.find(type) != group->mDrawMap.end())
+ {
+ pass->renderGroup(group,type,mask,texture);
+ }
+ }
+}
+
+void LLPipeline::generateImpostor(LLVOAvatar* avatar)
+{
+ LLMemType mt_gi(LLMemType::MTYPE_PIPELINE_GENERATE_IMPOSTOR);
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
+ LLGLState::checkClientArrays();
+
+ static LLCullResult result;
+ result.clear();
+ grabReferences(result);
+
+ if (!avatar || !avatar->mDrawable)
+ {
+ return;
+ }
+
+ assertInitialized();
+
+ BOOL muted = LLMuteList::getInstance()->isMuted(avatar->getID());
+
+ pushRenderTypeMask();
+
+ if (muted)
+ {
+ andRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES);
+ }
+ else
+ {
+ andRenderTypeMask(LLPipeline::RENDER_TYPE_VOLUME,
+ LLPipeline::RENDER_TYPE_AVATAR,
+ LLPipeline::RENDER_TYPE_BUMP,
+ LLPipeline::RENDER_TYPE_GRASS,
+ LLPipeline::RENDER_TYPE_SIMPLE,
+ LLPipeline::RENDER_TYPE_FULLBRIGHT,
+ LLPipeline::RENDER_TYPE_ALPHA,
+ LLPipeline::RENDER_TYPE_INVISIBLE,
+ LLPipeline::RENDER_TYPE_PASS_SIMPLE,
+ LLPipeline::RENDER_TYPE_PASS_ALPHA,
+ LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
+ LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
+ LLPipeline::RENDER_TYPE_PASS_SHINY,
+ LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
+ LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
+ END_RENDER_TYPES);
+ }
+
+ S32 occlusion = sUseOcclusion;
+ sUseOcclusion = 0;
+ sReflectionRender = sRenderDeferred ? FALSE : TRUE;
+ sShadowRender = TRUE;
+ sImpostorRender = TRUE;
+
+ LLViewerCamera* viewer_camera = LLViewerCamera::getInstance();
+ markVisible(avatar->mDrawable, *viewer_camera);
+ LLVOAvatar::sUseImpostors = FALSE;
+
+ LLVOAvatar::attachment_map_t::iterator iter;
+ for (iter = avatar->mAttachmentPoints.begin();
+ iter != avatar->mAttachmentPoints.end();
+ ++iter)
+ {
+ LLViewerJointAttachment *attachment = iter->second;
+ for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachment->mAttachedObjects.begin();
+ attachment_iter != attachment->mAttachedObjects.end();
+ ++attachment_iter)
+ {
+ if (LLViewerObject* attached_object = (*attachment_iter))
+ {
+ markVisible(attached_object->mDrawable->getSpatialBridge(), *viewer_camera);
+ }
+ }
+ }
+
+ stateSort(*LLViewerCamera::getInstance(), result);
+
+ const LLVector3* ext = avatar->mDrawable->getSpatialExtents();
+ LLVector3 pos(avatar->getRenderPosition()+avatar->getImpostorOffset());
+
+ LLCamera camera = *viewer_camera;
+
+ camera.lookAt(viewer_camera->getOrigin(), pos, viewer_camera->getUpAxis());
+
+ LLVector2 tdim;
+
+ LLVector3 half_height = (ext[1]-ext[0])*0.5f;
+
+ LLVector3 left = camera.getLeftAxis();
+ left *= left;
+ left.normalize();
+
+ LLVector3 up = camera.getUpAxis();
+ up *= up;
+ up.normalize();
+
+ tdim.mV[0] = fabsf(half_height * left);
+ tdim.mV[1] = fabsf(half_height * up);
+
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ //glh::matrix4f ortho = gl_ortho(-tdim.mV[0], tdim.mV[0], -tdim.mV[1], tdim.mV[1], 1.0, 256.0);
+ 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]; //128.f/256.f;
+ glh::matrix4f persp = gl_perspective(fov, aspect, 1.f, 256.f);
+ glh_set_current_projection(persp);
+ glLoadMatrixf(persp.m);
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glh::matrix4f mat;
+ camera.getOpenGLTransform(mat.m);
+
+ mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat;
+
+ glLoadMatrixf(mat.m);
+ glh_set_current_modelview(mat);
+
+ glClearColor(0.0f,0.0f,0.0f,0.0f);
+ gGL.setColorMask(true, true);
+ glStencilMask(0xFFFFFFFF);
+ glClearStencil(0);
+
+ // 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)
+ U32 resY = llmin(nhpo2((U32) (fov*pa)), (U32) 512);
+ U32 resX = llmin(nhpo2((U32) (atanf(tdim.mV[0]/distance)*2.f*RAD_TO_DEG*pa)), (U32) 512);
+
+ if (!avatar->mImpostor.isComplete() || resX != avatar->mImpostor.getWidth() ||
+ resY != avatar->mImpostor.getHeight())
+ {
+ avatar->mImpostor.allocate(resX,resY,GL_RGBA,TRUE,TRUE);
+
+ if (LLPipeline::sRenderDeferred)
+ {
+ addDeferredAttachments(avatar->mImpostor);
+ }
+
+ gGL.getTexUnit(0)->bind(&avatar->mImpostor);
+ gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ }
+
+ LLGLEnable stencil(GL_STENCIL_TEST);
+ glStencilMask(0xFFFFFFFF);
+ glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+
+ {
+ LLGLEnable scissor(GL_SCISSOR_TEST);
+ glScissor(0, 0, resX, resY);
+ avatar->mImpostor.bindTarget();
+ avatar->mImpostor.clear();
+ }
+
+ if (LLPipeline::sRenderDeferred)
+ {
+ stop_glerror();
+ renderGeomDeferred(camera);
+ renderGeomPostDeferred(camera);
+ }
+ else
+ {
+ renderGeom(camera);
+ }
+
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ glStencilFunc(GL_EQUAL, 1, 0xFFFFFF);
+
+ { //create alpha mask based on stencil buffer (grey out if muted)
+ LLVector3 left = camera.getLeftAxis()*tdim.mV[0]*2.f;
+ LLVector3 up = camera.getUpAxis()*tdim.mV[1]*2.f;
+
+ if (LLPipeline::sRenderDeferred)
+ {
+ GLuint buff = GL_COLOR_ATTACHMENT0_EXT;
+ glDrawBuffersARB(1, &buff);
+ }
+
+ LLGLEnable blend(muted ? 0 : GL_BLEND);
+
+ if (muted)
+ {
+ gGL.setColorMask(true, true);
+ }
+ else
+ {
+ gGL.setColorMask(false, true);
+ }
+
+ gGL.setSceneBlendType(LLRender::BT_ADD);
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+ LLGLDepthTest depth(GL_FALSE, GL_FALSE);
+
+ gGL.color4f(1,1,1,1);
+ gGL.color4ub(64,64,64,255);
+ gGL.begin(LLRender::QUADS);
+ gGL.vertex3fv((pos+left-up).mV);
+ gGL.vertex3fv((pos-left-up).mV);
+ gGL.vertex3fv((pos-left+up).mV);
+ gGL.vertex3fv((pos+left+up).mV);
+ gGL.end();
+ gGL.flush();
+
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+ }
+
+
+ avatar->mImpostor.flush();
+
+ avatar->setImpostorDim(tdim);
+
+ LLVOAvatar::sUseImpostors = TRUE;
+ sUseOcclusion = occlusion;
+ sReflectionRender = FALSE;
+ sImpostorRender = FALSE;
+ sShadowRender = FALSE;
+ popRenderTypeMask();
+
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+
+ avatar->mNeedsImpostorUpdate = FALSE;
+ avatar->cacheImpostorValues();
+
+ LLVertexBuffer::unbind();
+ LLGLState::checkStates();
+ LLGLState::checkTextureChannels();
+ LLGLState::checkClientArrays();
+}
+
+BOOL LLPipeline::hasRenderBatches(const U32 type) const
+{
+ return sCull->getRenderMapSize(type) > 0;
+}
+
+LLCullResult::drawinfo_list_t::iterator LLPipeline::beginRenderMap(U32 type)
+{
+ return sCull->beginRenderMap(type);
+}
+
+LLCullResult::drawinfo_list_t::iterator LLPipeline::endRenderMap(U32 type)
+{
+ return sCull->endRenderMap(type);
+}
+
+LLCullResult::sg_list_t::iterator LLPipeline::beginAlphaGroups()
+{
+ return sCull->beginAlphaGroups();
+}
+
+LLCullResult::sg_list_t::iterator LLPipeline::endAlphaGroups()
+{
+ return sCull->endAlphaGroups();
+}
+
+BOOL LLPipeline::hasRenderType(const U32 type) const
+{
+ // STORM-365 : LLViewerJointAttachment::setAttachmentVisibility() is setting type to 0 to actually mean "do not render"
+ // We then need to test that value here and return FALSE to prevent attachment to render (in mouselook for instance)
+ // TODO: reintroduce RENDER_TYPE_NONE in LLRenderTypeMask and initialize its mRenderTypeEnabled[RENDER_TYPE_NONE] to FALSE explicitely
+ return (type == 0 ? FALSE : mRenderTypeEnabled[type]);
+}
+
+void LLPipeline::setRenderTypeMask(U32 type, ...)
+{
+ va_list args;
+
+ va_start(args, type);
+ while (type < END_RENDER_TYPES)
+ {
+ mRenderTypeEnabled[type] = TRUE;
+ type = va_arg(args, U32);
+ }
+ va_end(args);
+
+ if (type > END_RENDER_TYPES)
+ {
+ llerrs << "Invalid render type." << llendl;
+ }
+}
+
+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)
+ {
+ llerrs << "Invalid render type." << llendl;
+ }
+
+ 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())
+ {
+ llerrs << "Depleted render type stack." << llendl;
+ }
+
+ 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)
+ {
+ llerrs << "Invalid render type." << llendl;
+ }
+
+ 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)
+ {
+ llerrs << "Invalid render type." << llendl;
+ }
+}
+
+