diff options
Diffstat (limited to 'indra/newview/pipeline.h')
-rw-r--r-- | indra/newview/pipeline.h | 178 |
1 files changed, 144 insertions, 34 deletions
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 1a32b30831..ce50a37405 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -33,20 +33,20 @@ #ifndef LL_PIPELINE_H #define LL_PIPELINE_H +#include "llcamera.h" #include "llerror.h" #include "lldarrayptr.h" #include "lldqueueptr.h" -#include "llstat.h" #include "lldrawpool.h" #include "llspatialpartition.h" #include "m4math.h" -#include "llmemory.h" +#include "llpointer.h" #include "lldrawpool.h" #include "llgl.h" #include "lldrawable.h" #include "llrendertarget.h" -class LLViewerImage; +class LLViewerTexture; class LLEdge; class LLFace; class LLViewerObject; @@ -78,6 +78,27 @@ glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, glh::matrix4f gl_perspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar); glh::matrix4f gl_lookat(LLVector3 eye, LLVector3 center, LLVector3 up); +extern LLFastTimer::DeclareTimer FTM_RENDER_GEOMETRY; +extern LLFastTimer::DeclareTimer FTM_RENDER_GRASS; +extern LLFastTimer::DeclareTimer FTM_RENDER_INVISIBLE; +extern LLFastTimer::DeclareTimer FTM_RENDER_OCCLUSION; +extern LLFastTimer::DeclareTimer FTM_RENDER_SHINY; +extern LLFastTimer::DeclareTimer FTM_RENDER_SIMPLE; +extern LLFastTimer::DeclareTimer FTM_RENDER_TERRAIN; +extern LLFastTimer::DeclareTimer FTM_RENDER_TREES; +extern LLFastTimer::DeclareTimer FTM_RENDER_UI; +extern LLFastTimer::DeclareTimer FTM_RENDER_WATER; +extern LLFastTimer::DeclareTimer FTM_RENDER_WL_SKY; +extern LLFastTimer::DeclareTimer FTM_RENDER_ALPHA; +extern LLFastTimer::DeclareTimer FTM_RENDER_CHARACTERS; +extern LLFastTimer::DeclareTimer FTM_RENDER_BUMP; +extern LLFastTimer::DeclareTimer FTM_RENDER_FULLBRIGHT; +extern LLFastTimer::DeclareTimer FTM_RENDER_GLOW; +extern LLFastTimer::DeclareTimer FTM_STATESORT; +extern LLFastTimer::DeclareTimer FTM_PIPELINE; +extern LLFastTimer::DeclareTimer FTM_CLIENT_COPY; + + class LLPipeline { public: @@ -104,15 +125,15 @@ public: /// @brief Get a draw pool from pool type (POOL_SIMPLE, POOL_MEDIA) and texture. /// @return Draw pool, or NULL if not found. - LLDrawPool *findPool(const U32 pool_type, LLViewerImage *tex0 = NULL); + LLDrawPool *findPool(const U32 pool_type, LLViewerTexture *tex0 = NULL); /// @brief Get a draw pool for faces of the appropriate type and texture. Create if necessary. /// @return Always returns a draw pool. - LLDrawPool *getPool(const U32 pool_type, LLViewerImage *tex0 = NULL); + LLDrawPool *getPool(const U32 pool_type, LLViewerTexture *tex0 = NULL); /// @brief Figures out draw pool type from texture entry. Creates pool if necessary. - static LLDrawPool* getPoolFromTE(const LLTextureEntry* te, LLViewerImage* te_image); - static U32 getPoolTypeFromTE(const LLTextureEntry* te, LLViewerImage* imagep); + static LLDrawPool* getPoolFromTE(const LLTextureEntry* te, LLViewerTexture* te_image); + static U32 getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* imagep); void addPool(LLDrawPool *poolp); // Only to be used by LLDrawPool classes for splitting pools! void removePool( LLDrawPool* poolp ); @@ -129,6 +150,8 @@ public: void markMoved(LLDrawable *drawablep, BOOL damped_motion = FALSE); void markShift(LLDrawable *drawablep); void markTextured(LLDrawable *drawablep); + void markGLRebuild(LLGLUpdate* glu); + void markRebuild(LLSpatialGroup* group, BOOL priority = FALSE); void markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag = LLDrawable::REBUILD_ALL, BOOL priority = FALSE); //get the object between start and end that's closest to start. @@ -150,7 +173,7 @@ public: ); // Something about these textures has changed. Dirty them. - void dirtyPoolObjectTextures(const std::set<LLViewerImage*>& textures); + void dirtyPoolObjectTextures(const std::set<LLViewerFetchedTexture*>& textures); void resetDrawOrders(); @@ -179,10 +202,14 @@ public: void updateMove(); BOOL visibleObjectsInFrustum(LLCamera& camera); BOOL getVisibleExtents(LLCamera& camera, LLVector3 &min, LLVector3& max); + BOOL getVisiblePointCloud(LLCamera& camera, LLVector3 &min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir = LLVector3(0,0,0)); void updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip = 0); //if water_clip is 0, ignore water plane, 1, cull to above plane, -1, cull to below plane void createObjects(F32 max_dtime); void createObject(LLViewerObject* vobj); void updateGeom(F32 max_dtime); + void updateGL(); + void rebuildPriorityGroups(); + void rebuildGroups(); //calculate pixel area of given box from vantage point of given camera static F32 calcPixelArea(LLVector3 center, LLVector3 size, LLCamera& camera); @@ -203,12 +230,21 @@ public: void renderGeomDeferred(LLCamera& camera); void renderGeomPostDeferred(LLCamera& camera); void renderGeomShadow(LLCamera& camera); - void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0); + void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0, LLRenderTarget* gi_source = NULL, LLRenderTarget* last_gi_post = NULL, U32 noise_map = 0xFFFFFFFF); + void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep); + void unbindDeferredShader(LLGLSLShader& shader); void renderDeferredLighting(); void generateWaterReflection(LLCamera& camera); void generateSunShadow(LLCamera& camera); + void generateHighlight(LLCamera& camera); + void renderHighlight(const LLViewerObject* obj, F32 fade); + void setHighlightObject(LLDrawable* obj) { mHighlightObject = obj; } + + + void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, BOOL use_shader = TRUE, BOOL use_occlusion = TRUE); + void generateGI(LLCamera& camera, LLVector3& lightDir, std::vector<LLVector3>& vpc); void renderHighlights(); void renderDebug(); @@ -303,23 +339,35 @@ public: enum LLRenderTypeMask { // Following are pool types (some are also object types) - RENDER_TYPE_SKY = LLDrawPool::POOL_SKY, - RENDER_TYPE_WL_SKY = LLDrawPool::POOL_WL_SKY, - RENDER_TYPE_GROUND = LLDrawPool::POOL_GROUND, - RENDER_TYPE_TERRAIN = LLDrawPool::POOL_TERRAIN, - RENDER_TYPE_SIMPLE = LLDrawPool::POOL_SIMPLE, - RENDER_TYPE_GRASS = LLDrawPool::POOL_GRASS, - RENDER_TYPE_FULLBRIGHT = LLDrawPool::POOL_FULLBRIGHT, - RENDER_TYPE_BUMP = LLDrawPool::POOL_BUMP, - RENDER_TYPE_AVATAR = LLDrawPool::POOL_AVATAR, - RENDER_TYPE_TREE = LLDrawPool::POOL_TREE, - RENDER_TYPE_INVISIBLE = LLDrawPool::POOL_INVISIBLE, - RENDER_TYPE_WATER = LLDrawPool::POOL_WATER, - RENDER_TYPE_ALPHA = LLDrawPool::POOL_ALPHA, - RENDER_TYPE_GLOW = LLDrawPool::POOL_GLOW, - + RENDER_TYPE_SKY = LLDrawPool::POOL_SKY, + RENDER_TYPE_WL_SKY = LLDrawPool::POOL_WL_SKY, + RENDER_TYPE_GROUND = LLDrawPool::POOL_GROUND, + RENDER_TYPE_TERRAIN = LLDrawPool::POOL_TERRAIN, + RENDER_TYPE_SIMPLE = LLDrawPool::POOL_SIMPLE, + RENDER_TYPE_GRASS = LLDrawPool::POOL_GRASS, + RENDER_TYPE_FULLBRIGHT = LLDrawPool::POOL_FULLBRIGHT, + RENDER_TYPE_BUMP = LLDrawPool::POOL_BUMP, + RENDER_TYPE_AVATAR = LLDrawPool::POOL_AVATAR, + RENDER_TYPE_TREE = LLDrawPool::POOL_TREE, + RENDER_TYPE_INVISIBLE = LLDrawPool::POOL_INVISIBLE, + RENDER_TYPE_WATER = LLDrawPool::POOL_WATER, + RENDER_TYPE_ALPHA = LLDrawPool::POOL_ALPHA, + RENDER_TYPE_GLOW = LLDrawPool::POOL_GLOW, + RENDER_TYPE_PASS_SIMPLE = LLRenderPass::PASS_SIMPLE, + RENDER_TYPE_PASS_GRASS = LLRenderPass::PASS_GRASS, + RENDER_TYPE_PASS_FULLBRIGHT = LLRenderPass::PASS_FULLBRIGHT, + RENDER_TYPE_PASS_INVISIBLE = LLRenderPass::PASS_INVISIBLE, + RENDER_TYPE_PASS_INVISI_SHINY = LLRenderPass::PASS_INVISI_SHINY, + RENDER_TYPE_PASS_FULLBRIGHT_SHINY = LLRenderPass::PASS_FULLBRIGHT_SHINY, + RENDER_TYPE_PASS_SHINY = LLRenderPass::PASS_SHINY, + RENDER_TYPE_PASS_BUMP = LLRenderPass::PASS_BUMP, + RENDER_TYPE_PASS_GLOW = LLRenderPass::PASS_GLOW, + RENDER_TYPE_PASS_ALPHA = LLRenderPass::PASS_ALPHA, + RENDER_TYPE_PASS_ALPHA_MASK = LLRenderPass::PASS_ALPHA_MASK, + RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK = LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, + RENDER_TYPE_PASS_ALPHA_SHADOW = LLRenderPass::PASS_ALPHA_SHADOW, // Following are object types (only used in drawable mRenderType) - RENDER_TYPE_HUD = LLDrawPool::NUM_POOL_TYPES, + RENDER_TYPE_HUD = LLRenderPass::NUM_RENDER_TYPES, RENDER_TYPE_VOLUME, RENDER_TYPE_PARTICLES, RENDER_TYPE_CLOUDS, @@ -362,7 +410,8 @@ public: RENDER_DEBUG_SHADOW_FRUSTA = 0x0040000, RENDER_DEBUG_SCULPTED = 0x0080000, RENDER_DEBUG_AVATAR_VOLUME = 0x0100000, - RENDER_DEBUG_AGENT_TARGET = 0x0200000, + RENDER_DEBUG_BUILD_QUEUE = 0x0200000, + RENDER_DEBUG_AGENT_TARGET = 0x0400000, }; public: @@ -383,7 +432,6 @@ public: S32 mMeanBatchSize; S32 mTrianglesDrawn; S32 mNumVisibleNodes; - LLStat mTrianglesDrawnStat; S32 mVerticesRelit; S32 mLightingChanges; @@ -403,7 +451,6 @@ public: static BOOL sUseFBO; static BOOL sUseFarClip; static BOOL sShadowRender; - static BOOL sSkipUpdate; //skip lod updates static BOOL sWaterReflections; static BOOL sDynamicLOD; static BOOL sPickAvatar; @@ -417,19 +464,47 @@ public: static BOOL sRenderAttachedParticles; static BOOL sRenderDeferred; static S32 sVisibleLightCount; + static F32 sMinRenderSize; //screen texture LLRenderTarget mScreen; + LLRenderTarget mUIScreen; LLRenderTarget mDeferredScreen; - LLRenderTarget mDeferredLight[2]; + LLRenderTarget mEdgeMap; + LLRenderTarget mDeferredDepth; + LLRenderTarget mDeferredLight[3]; LLMultisampleBuffer mSampleBuffer; + LLRenderTarget mGIMap; + LLRenderTarget mGIMapPost[2]; + LLRenderTarget mLuminanceMap; + LLRenderTarget mHighlight; //sun shadow map - LLRenderTarget mSunShadow[4]; + LLRenderTarget mShadow[6]; + std::vector<LLVector3> mShadowFrustPoints[4]; + LLVector4 mShadowError; + LLVector4 mShadowFOV; + LLVector3 mShadowFrustOrigin[4]; LLCamera mShadowCamera[8]; LLVector3 mShadowExtents[4][2]; - glh::matrix4f mSunShadowMatrix[4]; + glh::matrix4f mSunShadowMatrix[6]; + glh::matrix4f mShadowModelview[6]; + glh::matrix4f mShadowProjection[6]; + glh::matrix4f mGIMatrix; + glh::matrix4f mGIMatrixProj; + glh::matrix4f mGIModelview; + glh::matrix4f mGIProjection; + glh::matrix4f mGINormalMatrix; + glh::matrix4f mGIInvProj; + LLVector2 mGIRange; + F32 mGILightRadius; + + LLPointer<LLDrawable> mShadowSpotLight[2]; + F32 mSpotLightFade[2]; + LLPointer<LLDrawable> mTargetShadowSpotLight[2]; + LLVector4 mSunClipPlanes; + LLVector4 mSunOrthoClipPlanes; LLVector2 mScreenScale; @@ -444,6 +519,8 @@ public: //noise map U32 mNoiseMap; + U32 mTrueNoiseMap; + U32 mLightFunc; LLColor4 mSunDiffuse; LLVector3 mSunDir; @@ -504,12 +581,45 @@ protected: // LLDrawable::drawable_list_t mBuildQ1; // priority LLDrawable::drawable_list_t mBuildQ2; // non-priority + LLSpatialGroup::sg_list_t mGroupQ1; //priority + LLSpatialGroup::sg_vector_t mGroupQ2; // non-priority + LLViewerObject::vobj_list_t mCreateQ; LLDrawable::drawable_set_t mActiveQ; LLDrawable::drawable_set_t mRetexturedList; + class HighlightItem + { + public: + const LLPointer<LLDrawable> mItem; + mutable F32 mFade; + + HighlightItem(LLDrawable* item) + : mItem(item), mFade(0) + { + } + + bool operator<(const HighlightItem& rhs) const + { + return mItem < rhs.mItem; + } + + bool operator==(const HighlightItem& rhs) const + { + return mItem == rhs.mItem; + } + + void incrFade(F32 val) const + { + mFade = llclamp(mFade+val, 0.f, 1.f); + } + }; + + std::set<HighlightItem> mHighlightSet; + LLPointer<LLDrawable> mHighlightObject; + ////////////////////////////////////////////////// // // Draw pools are responsible for storing all rendered data, @@ -562,9 +672,9 @@ public: protected: std::vector<LLFace*> mSelectedFaces; - LLPointer<LLViewerImage> mFaceSelectImagep; - LLPointer<LLViewerImage> mBloomImagep; - LLPointer<LLViewerImage> mBloomImage2p; + LLPointer<LLViewerFetchedTexture> mFaceSelectImagep; + LLPointer<LLViewerTexture> mBloomImagep; + LLPointer<LLViewerTexture> mBloomImage2p; U32 mLightMask; U32 mLightMovingMask; |