diff options
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r-- | indra/newview/pipeline.cpp | 803 |
1 files changed, 491 insertions, 312 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index e8052aa5a0..4007d9d8f3 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -2,31 +2,25 @@ * @file pipeline.cpp * @brief Rendering pipeline. * - * $LicenseInfo:firstyear=2005&license=viewergpl$ - * - * Copyright (c) 2005-2009, Linden Research, Inc. - * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code - * The source code in this file ("Source Code") is provided by Linden Lab - * to you under the terms of the GNU General Public License, version 2.0 - * ("GPL"), unless you have obtained a separate licensing agreement - * ("Other License"), formally executed by you and Linden Lab. Terms of - * the GPL can be found in doc/GPL-license.txt in this distribution, or - * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 + * 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. * - * There are special exceptions to the terms and conditions of the GPL as - * it is applied to this Source Code. View the full text of the exception - * in the file doc/FLOSS-exception.txt in this software distribution, or - * online at - * http://secondlifegrid.net/programs/open_source/licensing/flossexception + * 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. * - * By copying, modifying or distributing this software, you acknowledge - * that you have read and understood your obligations described above, - * and agree to abide by those obligations. + * 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 * - * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO - * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, - * COMPLETENESS OR PERFORMANCE. + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -70,6 +64,8 @@ #include "llfloaterreg.h" #include "llgldbg.h" #include "llhudmanager.h" +#include "llhudnametag.h" +#include "llhudtext.h" #include "lllightconstants.h" #include "llmeshrepository.h" #include "llresmgr.h" @@ -402,6 +398,14 @@ void LLPipeline::init() toggleRenderType(RENDER_TYPE_GROUND); } + // make sure RenderPerformanceTest persists (hackity hack hack) + // disables non-object rendering (UI, sky, water, etc) + if (gSavedSettings.getBOOL("RenderPerformanceTest")) + { + gSavedSettings.setBOOL("RenderPerformanceTest", FALSE); + gSavedSettings.setBOOL("RenderPerformanceTest", TRUE); + } + mOldRenderDebugMask = mRenderDebugMask; mBackfaceCull = TRUE; @@ -535,13 +539,30 @@ void LLPipeline::resizeScreenTexture() } } +void LLPipeline::allocatePhysicsBuffer() +{ + GLuint resX = gViewerWindow->getWorldViewWidthRaw(); + GLuint resY = gViewerWindow->getWorldViewHeightRaw(); + + if (mPhysicsDisplay.getWidth() != resX || mPhysicsDisplay.getHeight() != resY) + { + mPhysicsDisplay.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); + if (mSampleBuffer.getWidth() == mPhysicsDisplay.getWidth() && + mSampleBuffer.getHeight() == mPhysicsDisplay.getHeight()) + { + mPhysicsDisplay.setSampleBuffer(&mSampleBuffer); + } + } +} + void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) { // remember these dimensions mScreenWidth = resX; mScreenHeight = resY; - U32 samples = gSavedSettings.getU32("RenderFSAASamples"); + //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) @@ -557,24 +578,53 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) if (LLPipeline::sRenderDeferred) { + S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); + BOOL ssao = gSavedSettings.getBOOL("RenderDeferredSSAO"); + bool gi = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED); + + samples = llmin(samples, (U32) 8); //cap multisample buffers to 8 samples when rendering deferred //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); - // always set viewport to desired size, since allocate resets the viewport - 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++) + if (shadow_detail > 0 || ssao) + { //only need mDeferredLight[0] for shadows OR ssao + mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + } + else { - mDeferredLight[i].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + mDeferredLight[0].release(); } - for (U32 i = 0; i < 2; i++) + if (ssao) + { //only need mDeferredLight[1] for ssao + mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + } + else { - mGIMapPost[i].allocate(resX,resY, GL_RGB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + mDeferredLight[1].release(); + } + + if (gi) + { //only need mDeferredLight[2] and mGIMapPost for gi + mDeferredLight[2].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); + } + } + else + { + mDeferredLight[2].release(); + + for (U32 i = 0; i < 2; i++) + { + mGIMapPost[i].release(); + } } F32 scale = gSavedSettings.getF32("RenderShadowResolutionScale"); @@ -582,18 +632,37 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) //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++) + if (shadow_detail > 0) + { //allocate 4 sun shadow maps + for (U32 i = 0; i < 4; i++) + { + mShadow[i].allocate(U32(resX*scale),U32(resY*scale), shadow_fmt, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + } + } + else { - mShadow[i].allocate(U32(resX*scale),U32(resY*scale), shadow_fmt, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE); + for (U32 i = 0; i < 4; i++) + { + mShadow[i].release(); + } } - U32 width = nhpo2(U32(resX*scale))/2; U32 height = width; - for (U32 i = 4; i < 6; i++) + if (shadow_detail > 1) + { //allocate two spot shadow maps + for (U32 i = 4; i < 6; i++) + { + mShadow[i].allocate(width, height, shadow_fmt, TRUE, FALSE); + } + } + else { - mShadow[i].allocate(width, height, shadow_fmt, TRUE, FALSE); + for (U32 i = 4; i < 6; i++) + { + mShadow[i].release(); + } } width = nhpo2(resX)/2; @@ -602,30 +671,57 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) } else { + for (U32 i = 0; i < 3; i++) + { + mDeferredLight[i].release(); + } + for (U32 i = 0; i < 2; i++) + { + mGIMapPost[i].release(); + } + for (U32 i = 0; i < 6; i++) + { + mShadow[i].release(); + } + mScreen.release(); + mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first + mDeferredDepth.release(); + mEdgeMap.release(); + mLuminanceMap.release(); + mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE); } - if (gGLManager.mHasFramebufferMultisample && samples > 1) - { + if (LLRenderTarget::sUseFBO && !sRenderDeferred && gGLManager.mHasFramebufferMultisample && samples > 1) + { // DON'T use multisample buffers when rendering deferred -- multisampling doesn't play nice with deferred rendering + //so a post-effect smooths edges in screen space mSampleBuffer.allocate(resX,resY,GL_RGBA,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples); if (LLPipeline::sRenderDeferred) { addDeferredAttachments(mSampleBuffer); mDeferredScreen.setSampleBuffer(&mSampleBuffer); + mEdgeMap.setSampleBuffer(&mSampleBuffer); } mScreen.setSampleBuffer(&mSampleBuffer); stop_glerror(); } + else + { + mSampleBuffer.release(); + } 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]); + if (mDeferredLight[i].getTexture(0)) + { + mDeferredScreen.shareDepthBuffer(mDeferredLight[i]); + } } } @@ -638,14 +734,14 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) //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; - + 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; } @@ -674,8 +770,9 @@ void LLPipeline::releaseGLBuffers() mWaterRef.release(); mWaterDis.release(); mScreen.release(); + mPhysicsDisplay.release(); mUIScreen.release(); - mSampleBuffer.releaseSampleBuffer(); + mSampleBuffer.release(); mDeferredScreen.release(); mDeferredDepth.release(); for (U32 i = 0; i < 3; i++) @@ -880,6 +977,11 @@ BOOL LLPipeline::canUseWindLightShadersOnObjects() const && 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); @@ -919,7 +1021,7 @@ S32 LLPipeline::setLightingDetail(S32 level) if (level < 0) { - if (gSavedSettings.getBOOL("VertexShaderEnable")) + if (gSavedSettings.getBOOL("RenderLocalLights")) { level = 1; } @@ -929,15 +1031,8 @@ S32 LLPipeline::setLightingDetail(S32 level) } } level = llclamp(level, 0, getMaxLightingDetail()); - if (level != mLightingDetail) - { - mLightingDetail = level; - - if (mVertexShadersLoaded == 1) - { - LLViewerShaderMgr::instance()->setShaders(); - } - } + mLightingDetail = level; + return mLightingDetail; } @@ -1858,20 +1953,14 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl camera.disableUserClipPlane(); - if (gSky.mVOSkyp.notNull() && gSky.mVOSkyp->mDrawable.notNull()) + if (hasRenderType(LLPipeline::RENDER_TYPE_SKY) && + gSky.mVOSkyp.notNull() && + gSky.mVOSkyp->mDrawable.notNull()) { - // Hack for sky - always visible. - if (hasRenderType(LLPipeline::RENDER_TYPE_SKY)) - { - gSky.mVOSkyp->mDrawable->setVisible(camera); - sCull->pushDrawable(gSky.mVOSkyp->mDrawable); - gSky.updateCull(); - stop_glerror(); - } - } - else - { - llinfos << "No sky drawable!" << llendl; + gSky.mVOSkyp->mDrawable->setVisible(camera); + sCull->pushDrawable(gSky.mVOSkyp->mDrawable); + gSky.updateCull(); + stop_glerror(); } if (hasRenderType(LLPipeline::RENDER_TYPE_GROUND) && @@ -2031,9 +2120,7 @@ void LLPipeline::rebuildPriorityGroups() assertInitialized(); -#if LL_MESH_ENABLED gMeshRepo.notifyLoadedMeshes(); -#endif // Iterate through all drawables on the priority build queue, for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ1.begin(); @@ -2200,8 +2287,8 @@ void LLPipeline::markVisible(LLDrawable *drawablep, LLCamera& camera) if(drawablep && !drawablep->isDead()) { - if (drawablep->isSpatialBridge()) - { + 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 @@ -2213,24 +2300,24 @@ void LLPipeline::markVisible(LLDrawable *drawablep, LLCamera& camera) 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; - } - } + if (av && av->isImpostor()) + { + return; + } + } } } - sCull->pushBridge((LLSpatialBridge*) drawablep); - } - else - { - sCull->pushDrawable(drawablep); - } + sCull->pushBridge((LLSpatialBridge*) drawablep); + } + else + { + sCull->pushDrawable(drawablep); + } - drawablep->setVisible(camera); -} + drawablep->setVisible(camera); + } } void LLPipeline::markMoved(LLDrawable *drawablep, BOOL damped_motion) @@ -2342,6 +2429,7 @@ void LLPipeline::shiftObjects(const LLVector3 &offset) } LLHUDText::shiftAll(offset); + LLHUDNameTag::shiftAll(offset); display_update_camera(); } @@ -2367,8 +2455,7 @@ void LLPipeline::markGLRebuild(LLGLUpdate* glu) 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) @@ -2448,6 +2535,7 @@ void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result) LLPipeline::RENDER_TYPE_TERRAIN, LLPipeline::RENDER_TYPE_TREE, LLPipeline::RENDER_TYPE_SKY, + LLPipeline::RENDER_TYPE_VOIDWATER, LLPipeline::RENDER_TYPE_WATER, LLPipeline::END_RENDER_TYPES)) { @@ -3447,11 +3535,24 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate) LLVertexBuffer::unbind(); - if (!LLPipeline::sReflectionRender && !LLPipeline::sRenderDeferred && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) + 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 { - // Render debugging beacons. - gObjectList.renderObjectBeacons(); - gObjectList.resetObjectBeacons(); + // Make sure particle effects disappear + LLHUDObject::renderAllForTimer(); } LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomEnd"); @@ -3773,6 +3874,59 @@ void LLPipeline::addTrianglesDrawn(S32 index_count, U32 render_type) } } +void LLPipeline::renderPhysicsDisplay() +{ + if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) + { + return; + } + + allocatePhysicsBuffer(); + + gGL.flush(); + mPhysicsDisplay.bindTarget(); + glClearColor(0,0,0,1); + gGL.setColorMask(true, true); + mPhysicsDisplay.clear(); + glClearColor(0,0,0,0); + + gGL.setColorMask(true, false); + + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); + iter != LLWorld::getInstance()->getRegionList().end(); ++iter) + { + LLViewerRegion* region = *iter; + for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++) + { + LLSpatialPartition* part = region->getSpatialPartition(i); + if (part) + { + if (hasRenderType(part->mDrawableType)) + { + part->renderPhysicsShapes(); + } + } + } + } + + 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->renderPhysicsShapes(); + glPopMatrix(); + } + } + + + gGL.flush(); + mPhysicsDisplay.flush(); +} + + void LLPipeline::renderDebug() { LLMemType mt(LLMemType::MTYPE_PIPELINE); @@ -3803,6 +3957,18 @@ void LLPipeline::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 (gSavedSettings.getBOOL("DebugShowUploadCost")) { std::set<LLUUID> textures; @@ -3850,7 +4016,6 @@ void LLPipeline::renderDebug() gPipeline.mDebugTextureUploadCost = textures.size() * 10; gPipeline.mDebugSculptUploadCost = sculpts.size()*10; -#if LL_MESH_ENABLED U32 mesh_cost = 0; for (std::set<LLUUID>::iterator iter = meshes.begin(); iter != meshes.end(); ++iter) @@ -3859,19 +4024,6 @@ void LLPipeline::renderDebug() } gPipeline.mDebugMeshUploadCost = mesh_cost; -#endif - } - - 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)) @@ -4087,6 +4239,8 @@ void LLPipeline::renderDebug() } gGL.flush(); + + gPipeline.renderPhysicsDisplay(); } void LLPipeline::renderForSelect(std::set<LLViewerObject*>& objects, BOOL render_transparent, const LLRect& screen_rect) @@ -5097,7 +5251,7 @@ void LLPipeline::enableLightsFullbright(const LLColor4& color) void LLPipeline::disableLights() { enableLights(0); // no lighting (full bright) - //glColor4f(1.f, 1.f, 1.f, 1.f); // lighting color = white by default + glColor4f(1.f, 1.f, 1.f, 1.f); // lighting color = white by default } //============================================================================ @@ -5288,6 +5442,10 @@ void LLPipeline::setLight(LLDrawable *drawablep, BOOL is_light) 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 @@ -5359,6 +5517,18 @@ BOOL LLPipeline::toggleRenderDebugFeatureControl(void* data) return gPipeline.hasRenderDebugFeatureMask(bit); } +void LLPipeline::setRenderDebugFeatureControl(U32 bit, bool value) +{ + if (value) + { + gPipeline.mRenderDebugFeatureMask |= bit; + } + else + { + gPipeline.mRenderDebugFeatureMask &= !bit; + } +} + // static void LLPipeline::setRenderScriptedBeacons(BOOL val) { @@ -5610,7 +5780,8 @@ LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector3& start, ++iter) { LLVOAvatar* av = (LLVOAvatar*) *iter; - if (av->mNameText.notNull() && av->mNameText->lineSegmentIntersect(start, local_end, position)) + if (av->mNameText.notNull() + && av->mNameText->lineSegmentIntersect(start, local_end, position)) { drawable = av->mDrawable; local_end = position; @@ -6075,12 +6246,18 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) LLVertexBuffer::unbind(); - if (LLPipeline::sRenderDeferred && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) + if (LLPipeline::sRenderDeferred) { + LLGLSLShader* shader = &gDeferredPostProgram; + if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) + { + shader = &gDeferredGIFinalProgram; + } + LLGLDisable blend(GL_BLEND); - bindDeferredShader(gDeferredGIFinalProgram); + bindDeferredShader(*shader); - S32 channel = gDeferredGIFinalProgram.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE); + S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE); if (channel > -1) { mScreen.bindTexture(0, channel); @@ -6098,11 +6275,10 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) gGL.end(); - unbindDeferredShader(gDeferredGIFinalProgram); + unbindDeferredShader(*shader); } else { - if (res_mod > 1) { tc2 /= (F32) res_mod; @@ -6160,16 +6336,41 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) 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); - } + 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); + + if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)) + { + LLVector2 tc1(0,0); + LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw()*2, + (F32) gViewerWindow->getWorldViewHeightRaw()*2); + + LLGLEnable blend(GL_BLEND); + gGL.color4f(1,1,1,0.75f); + + gGL.getTexUnit(0)->bind(&mPhysicsDisplay); + + gGL.begin(LLRender::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.flush(); + } + glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); @@ -6628,16 +6829,15 @@ void LLPipeline::renderDeferredLighting() glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], 0); } - glPushMatrix(); - glLoadIdentity(); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - - mDeferredLight[0].bindTarget(); + glPushMatrix(); + glLoadIdentity(); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); if (gSavedSettings.getBOOL("RenderDeferredSSAO") || gSavedSettings.getS32("RenderShadowDetail") > 0) { + mDeferredLight[0].bindTarget(); { //paint shadow/SSAO light map (direct lighting lightmap) LLFastTimer ftm(FTM_SUN_SHADOW); bindDeferredShader(gDeferredSunProgram, 0); @@ -6678,16 +6878,9 @@ void LLPipeline::renderDeferredLighting() 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")) @@ -6793,75 +6986,74 @@ void LLPipeline::renderDeferredLighting() } if (gSavedSettings.getBOOL("RenderDeferredSSAO")) - { //soften direct lighting lightmap - LLFastTimer ftm(FTM_SOFTEN_SHADOW); - //blur lightmap - mDeferredLight[1].bindTarget(); + { //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); + 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"); + 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; + // sample symmetrically with the middle sample falling exactly on 0.0 + F32 x = 0.f; - LLVector3 gauss[32]; // xweight, yweight, offset + 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; - } + 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)); + gDeferredBlurLightProgram.uniform2f("delta", 1.f, 0.f); + gDeferredBlurLightProgram.uniform1f("dist_factor", dist_factor); + 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(); + } - { - 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); + mDeferredLight[1].flush(); + unbindDeferredShader(gDeferredBlurLightProgram); - bindDeferredShader(gDeferredBlurLightProgram, 1); - mDeferredLight[0].bindTarget(); + bindDeferredShader(gDeferredBlurLightProgram, 1); + mDeferredLight[0].bindTarget(); - gDeferredBlurLightProgram.uniform2f("delta", 0.f, 1.f); + 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); + { + 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(); + 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(), @@ -6927,10 +7119,8 @@ void LLPipeline::renderDeferredLighting() gPipeline.popRenderTypeMask(); } - BOOL render_local = gSavedSettings.getBOOL("RenderDeferredLocalLights"); - BOOL render_fullscreen = gSavedSettings.getBOOL("RenderDeferredFullscreenLights"); - - + BOOL render_local = gSavedSettings.getBOOL("RenderLocalLights"); + if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2) { mDeferredLight[1].flush(); @@ -6938,7 +7128,7 @@ void LLPipeline::renderDeferredLighting() mDeferredLight[2].clear(GL_COLOR_BUFFER_BIT); } - if (render_local || render_fullscreen) + if (render_local) { gGL.setSceneBlendType(LLRender::BT_ADD); std::list<LLVector4> fullscreen_lights; @@ -6954,8 +7144,7 @@ void LLPipeline::renderDeferredLighting() F32 v[24]; glVertexPointer(3, GL_FLOAT, 0, v); - BOOL render_local = gSavedSettings.getBOOL("RenderDeferredLocalLights"); - + { bindDeferredShader(gDeferredLightProgram); LLGLDepthTest depth(GL_TRUE, GL_FALSE); @@ -7046,7 +7235,7 @@ void LLPipeline::renderDeferredLighting() stop_glerror(); } } - else if (render_fullscreen) + else { if (volume->isLightSpotlight()) { @@ -7150,9 +7339,7 @@ void LLPipeline::renderDeferredLighting() 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; @@ -7620,6 +7807,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) gPipeline.pushRenderTypeMask(); clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER, + LLPipeline::RENDER_TYPE_VOIDWATER, LLPipeline::RENDER_TYPE_GROUND, LLPipeline::RENDER_TYPE_SKY, LLPipeline::RENDER_TYPE_CLOUDS, @@ -7672,6 +7860,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in) { camera.setFar(camera_in.getFar()); clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER, + LLPipeline::RENDER_TYPE_VOIDWATER, LLPipeline::RENDER_TYPE_GROUND, END_RENDER_TYPES); stop_glerror(); @@ -8188,6 +8377,7 @@ void LLPipeline::generateGI(LLCamera& camera, LLVector3& lightDir, std::vector<L 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, @@ -8371,6 +8561,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera) 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, @@ -8895,152 +9086,137 @@ void LLPipeline::generateSunShadow(LLCamera& camera) //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); + 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; + //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]; + 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()) + for (S32 i = 0; i < 2; i++) { - continue; - } + glh_set_current_modelview(saved_view); + glh_set_current_projection(saved_proj); - LLVOVolume* volume = mShadowSpotLight[i]->getVOVolume(); + if (mShadowSpotLight[i].isNull()) + { + continue; + } - if (!volume) - { - mShadowSpotLight[i] = NULL; - continue; - } + LLVOVolume* volume = mShadowSpotLight[i]->getVOVolume(); - LLDrawable* drawable = mShadowSpotLight[i]; + if (!volume) + { + mShadowSpotLight[i] = NULL; + continue; + } - LLVector3 params = volume->getSpotLightParams(); - F32 fov = params.mV[0]; + LLDrawable* drawable = mShadowSpotLight[i]; - //get agent->light space matrix (modelview) - LLVector3 center = drawable->getPositionAgent(); - LLQuaternion quat = volume->getRenderRotation(); + LLVector3 params = volume->getSpotLightParams(); + F32 fov = params.mV[0]; - //get near clip plane - LLVector3 scale = volume->getScale(); - LLVector3 at_axis(0,0,-scale.mV[2]*0.5f); - at_axis *= quat; + //get agent->light space matrix (modelview) + LLVector3 center = drawable->getPositionAgent(); + LLQuaternion quat = volume->getRenderRotation(); - LLVector3 np = center+at_axis; - at_axis.normVec(); + //get near clip plane + LLVector3 scale = volume->getScale(); + LLVector3 at_axis(0,0,-scale.mV[2]*0.5f); + at_axis *= quat; - //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 np = center+at_axis; + at_axis.normVec(); - LLVector3 origin = np - at_axis*dist; + //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); - LLMatrix4 mat(quat, LLVector4(origin, 1.f)); + LLVector3 origin = np - at_axis*dist; - view[i+4] = glh::matrix4f((F32*) mat.mMatrix); + LLMatrix4 mat(quat, LLVector4(origin, 1.f)); - view[i+4] = view[i+4].inverse(); + view[i+4] = glh::matrix4f((F32*) mat.mMatrix); - //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; + view[i+4] = view[i+4].inverse(); - F32 fovy = fov * RAD_TO_DEG; - F32 aspect = width/height; - - proj[i+4] = gl_perspective(fovy, aspect, near_clip, far_clip); + //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; - //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); + F32 fovy = fov * RAD_TO_DEG; + F32 aspect = width/height; + + proj[i+4] = gl_perspective(fovy, aspect, near_clip, far_clip); - glh_set_current_modelview(view[i+4]); - glh_set_current_projection(proj[i+4]); + //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); - 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]; - } + glh_set_current_modelview(view[i+4]); + glh_set_current_projection(proj[i+4]); - mShadowModelview[i+4] = view[i+4]; - mShadowProjection[i+4] = 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]; + } - LLCamera shadow_cam = camera; - shadow_cam.setFar(far_clip); - shadow_cam.setOrigin(origin); + mShadowModelview[i+4] = view[i+4]; + mShadowProjection[i+4] = proj[i+4]; - LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE); + LLCamera shadow_cam = camera; + shadow_cam.setFar(far_clip); + shadow_cam.setOrigin(origin); - stop_glerror(); + LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE); - mShadow[i+4].bindTarget(); - mShadow[i+4].getViewport(gGLViewport); + stop_glerror(); - static LLCullResult result[2]; + mShadow[i+4].bindTarget(); + mShadow[i+4].getViewport(gGLViewport); - LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW0+i+4; + static LLCullResult result[2]; - renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE); + LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW0+i+4; - 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(); - } - } + renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE); + + mShadow[i+4].flush(); + } } if (!gSavedSettings.getBOOL("CameraOffset")) @@ -9352,7 +9528,10 @@ LLCullResult::sg_list_t::iterator LLPipeline::endAlphaGroups() BOOL LLPipeline::hasRenderType(const U32 type) const { - return mRenderTypeEnabled[type]; + // 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, ...) |